The initiative order
is:
Initiative 25: ChokeInitiative 17: Clint
Initiative 15: Kirlic
Initiative 12: Dargoth
Initiative 10: Banjo
Initiative 10: Mr. Wolfe
Initiative 7: Thurstan
Please submit your turn instructions using the Player Action
Response - Turn Post Template.
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Conditions
All - Haste - +1 attack, +1 AC, +1 Reflex Save, +30 move, +1 attack with full attack series (6 rounds)Banjo – Ash Doom Antidote (1 week)
Clint – Temporary negative level (–1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks. -5 current and total HP.)
Dargoth - 4 STR damage (- 2 to STR-based skills and abilities)
Dargoth – 9 CON drain (-5 to CON-based skills and abilities. -34 current and total HP.)
Dargoth – Deafened: –4 penalty on initiative checks, automatically fails Perception checks based on sound, takes a –4 penalty on opposed Perception checks, and has a 20% chance of spell failure when casting spells with verbal components. (45 minutes)
Kirlic - Ash Doom Antidote (1 week)
Mr. Wolfe - Ash Doom Antidote (1 week)
Thurstan - Ash Doom Antidote (1 week)
Thurstan – 2 Temporary negative level (–2 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks. -10 current and total HP.)
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Party Health:
Thurstan 57/72 (62), Mr. Wolfe 37/43, Banjo 60/60, Clint
48/66 (61), Dargoth 47/84 (50),
Kirlic 76/81
-------------------------------------------------------------------------------Kirlic 76/81
Map Key:
Gray is the floor of
the entry room.Gray with red dots is floor covered in burning coals - (1d3 Fire damage if ending round in square. +2 to DC for Acrobatics checks per square traveled.)
Black is the floor of the altar room.
Dark gray is the raised dais.
White rectangle is a doors.
Small white rectangles are double doors.
Brown circle is the low, dry font.
Black wavy shape is the black curtain.
Purple circles are oversized braziers.
Purple rectangle is the blood crusted altar.
Black stars are the statues.
You forgot to put Haste in the Condition list.
ReplyDeleteYou are right. Fixed.
DeleteCharacter Name – Player Action Response - GM Turn Post #113
ReplyDeleteI need to move away as fast as I can. My goal is to 5" step every turn.
Move 1 – Stand and Attack e9
Attack – Creature at E9
Move 2 – 5" step away
Cast a Spell –
Use Ability/Item/Skill –
Search –
Talk to X –
Initiative Roll –
Attack Roll (s) – 13, +12 = 25
Attack Roll (s) – 5, +7 = 12
Confirm Potential Crit –
Damage Roll(s) –2,+13 = 15
Damage Roll(s) –5,+13 = 18
Roll(2d10)+0:
,+0
Total:7
Crit Damage –
Special Damage –
Rolls for Saving Throws/Skill checks –
Roll(10d20)+0:
18,15,16,15,12,6,7,6,+0
Total:113
You are hasted. That means a third attack when making a full attack.
DeleteAlso +1 to hit and AC
DeleteMatt F,
DeleteI will use your 18 from your additional rolls and use the second damage roll that you already provided.
Character Name – Banjo
ReplyDeletePlayer Action Response - panic mode
GM Turn Post #113
Move 1 – na
Attack –
Move 2 –
Cast a Spell – Empowered magic missile
Use Ability/Item/Skill – Metamagic adept, Arcane Bond for extra 3rd lvl spell
Search –
Talk to X –
Initiative Roll –
Attack Roll (s) –
Confirm Potential Crit –
Damage Roll(s) – 13
Crit Damage –
Special Damage – force
Rolls for Saving Throws/Skill checks –
3, 15, 9, 7, 5
would making a KS religion 20 or a KS planes 17 roll tell me if the choke would take electric damage ?
ReplyDeleteYou believe that magic electricity attacks would affect the monster but they would only do half damage because it is incorporeal.
Deletei order Mr Wolfe back to G3.
ReplyDeletei move to F6, and lightning arc Choke (for clear line)
Att w/Lightening Arc (+4) ~ 16+4=20
dam w/Lightening Arc(d6+3) ~ 4+3=7
d20's 9 19 15 1 17
d6's 4 5 3 2 3
Bruce, per our conversation, you want to Channel Positive Energy to damage the undead instead. Based upon the supplied d6 rolls that will be 12 damage with a DC 16 save for half.
DeleteLooking for posts from Brad and Matt H.
ReplyDelete(If I recall incorrectly let me know, I believe I read the Choke is undead)
ReplyDeleteKirlic – Directing ally attacks - GM Turn Post #113
Move 1 – Use Hunter's Bond, Hunting Companions - Undead
Attack – Holy Water on Choke
Attack Roll (s) – (6), +4 (undead), +10 = 20
Damage Roll(s) – 2d4? 2 + 3 = 5
Special Damage – Holy Water
Misc – 6,5,1,12,8,20,12,15,15,7
Hunter's Bond offers +2 to all companions against Undead for two turns. (sorry, getting back in the swing, I probably should have done this last turn) People who have already posted might need to have their rolls modified.
http://www.d20pfsrd.com/classes/core-classes/ranger#TOC-Hunter-s-Bond-Ex-
Keep in mind that Kirlic gets +4 bonuses and can refresh this ability as a move action. It last 2 rounds at a shot. Because the monster is incorporeal, holy water will only deal half damage. So your damage will be (5+4)/2=4
DeleteDoes Clint wish to wait for Kirlic before taking his action?
I will post the following to the Conditions for next round:
Hunter’s Bond (Undead) - +2 bonus on Bluff, Knowledge, Perception, Sense, Motive, and Survival checks against target creature of his selected type. +2 bonus on weapon attack and damage rolls against them. (1 round)
Matt H, we need your post to proceed.
ReplyDeleteClint races around to flank Choke, moving to E10
ReplyDeleteAttack roll with Merth: 12 +7 +2 = 21
damage: 7 +3 = 10
sneakage: 4,4,5 = 13
Other Rolls:
4,16,5,5,6