The initiative order is:
Initiative 22:
BanjoInitiative 22: Mr. Wolfe (petrified)
Initiative 20: Fadheela
Initiative 17: Clint
Initiative 14: Kirlic
Initiative 3: Thurstan
Initiative 3: Dargoth
Please submit your turn instructions using the Player Action Response - Turn Post Template.
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Conditions
Banjo – Ash
Doom Antidote (6 days)
Banjo – Haste (4 rounds)
Dargoth – Haste (4 rounds)
Kirlic - Ash Doom Antidote (6 days)
Kirlic – Haste (4 rounds)
Mr. Wolfe - Ash Doom Antidote (6 days)
Mr. Wolfe – Petrified
Thurstan - Ash Doom Antidote (6 days)
Thurstan – Haste (4 rounds)
Banjo – Haste (4 rounds)
Dargoth – Haste (4 rounds)
Kirlic - Ash Doom Antidote (6 days)
Kirlic – Haste (4 rounds)
Mr. Wolfe - Ash Doom Antidote (6 days)
Mr. Wolfe – Petrified
Thurstan - Ash Doom Antidote (6 days)
Thurstan – Haste (4 rounds)
Haste: When
making a full attack action, a hasted creature may make one extra attack with
one natural or manufactured weapon. The attack is made using the creature’s
full base attack bonus, plus any modifiers appropriate to the situation.
A hasted creature gains a +1 bonus on attack rolls and a +1
dodge bonus to AC and Reflex saves. Any condition that makes you lose your
Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature’s modes of movement (including
land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum
of twice the subject’s normal speed using that form of movement.
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Party
Health:
Thurstan
72/72, Mr. Wolfe 43/43, Banjo 60/60, Clint 49/66, Dargoth 84/84,Kirlic 81/81
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Map Key:
Gray is the
floor of the room.
White rectangles are doors.
Red pie shape is remains of the spiral stairs.
Black circle is foul-smelling shaft.
Stacks of crates represent the contents of the room to the east.
Brown rectangles are stone counters.
E3-F3 are filled with a pile of pillows.
Blue pie wedge and black star are a gargoyle sink.
Black wavy shapes are curtains.
Black circles with green wavy shape are rods and electricity.
Black stars are statues.
D4, F4, D7, F7: drow warriors in battle poses
I13: female drow with hands out and palms upward
K13: angelic being preparing to take flight
I11: male duergar with hammer raised
K11: two drow children point upward with expressions of awe
I9: male drow crouches low like a hound
K9: female drow balanced on one foot
I7: male human with snakes for arms
K7: armored humanoid that has a viper’s head
I5: female creature that has a snake tail instead of human legs
K5: willowy female with upturned eyes and a sneering mouth full of pointed teeth
White rectangles are doors.
Red pie shape is remains of the spiral stairs.
Black circle is foul-smelling shaft.
Stacks of crates represent the contents of the room to the east.
Brown rectangles are stone counters.
E3-F3 are filled with a pile of pillows.
Blue pie wedge and black star are a gargoyle sink.
Black wavy shapes are curtains.
Black circles with green wavy shape are rods and electricity.
Black stars are statues.
D4, F4, D7, F7: drow warriors in battle poses
I13: female drow with hands out and palms upward
K13: angelic being preparing to take flight
I11: male duergar with hammer raised
K11: two drow children point upward with expressions of awe
I9: male drow crouches low like a hound
K9: female drow balanced on one foot
I7: male human with snakes for arms
K7: armored humanoid that has a viper’s head
I5: female creature that has a snake tail instead of human legs
K5: willowy female with upturned eyes and a sneering mouth full of pointed teeth
Character Name – Banjo
ReplyDeletePlayer Action Response -
GM Turn Post #133
Move 1 –NA
Attack – READY a Scorching Ray against Fadheela... hoping to catch her casting, but if not just blast her anyway.
Move 2 –
Cast a Spell –
Use Ability/Item/Skill –
Search –
Talk to X –
Initiative Roll –
Attack Roll (s) – 13+7+1-4=17 touch
Confirm Potential Crit –
Damage Roll(s) –18
Crit Damage –
Special Damage – FIRE
Rolls for Saving Throws/Skill checks –
Concealment from smoked goggles: 22 (whew)
18 20 8 14 9
Forgot haste bonus: +1 to hit
DeleteDave,
DeleteYou have to ready for a specific action or circumstance. If it does not come around, you miss your turn. Do you wish to ready or use your position in initiative to blast her?
I cant say Ready: interrupt her action, whatever it may be, with a SR?
ReplyDeleteNevermind. Scorching Ray on my initiative
ReplyDeleteKirlic:
ReplyDeleteMove 1 – none
Attack – Feathering snakelady with poisoned arrows, hoping to not turn to stone in the process
Special- Full attack, Rapid shot, if I can stack it with Haste
Attack Roll (s) – [7]+11+1-2 = 17, [16]+6+1-2 = 21, [7]+11+1-2=17 (hasted attack), [18]+11+1-2= 28 (rapid shot)
Damage Roll(s) – [4]+4=8, [3]+4=7, [5]+4=9, [6]+4=10
Special Damage – Drow Poison X4
Rolls for Saving Throws/Skill checks –
5,7,1,5,1,20,15,14,8
(not liking the look of those saving throw rolls...)
Move to provide flanking and attack.
ReplyDeleteAttack the nearest. I don't think I have to move. 5" step if Necessary
Power Attacks: (+12/+7/+12)
Damage: +13 =
Roll(10d20)+0:
20,12,9,16,6,6,12,19,5,12,+0
Total:117
Roll(5d10)+0:
5,3,6,3,2,+0
Total:19
Looking for posts from Bruce and Matt H.
ReplyDeleteOn behalf of Bruce:
ReplyDeleteThurstan will don his goggles and 5' to c6, so he can 5' step next round and provide flaking to someone in either b5 or b7.
Still looking for a post from Matt H.
ReplyDeleteClint will attempt to maneuver for a flanking attack; acrobatically if necessary.
ReplyDeleteMove: adjacent to Snakesalot
Acrobatics: 9 +13 = 22
Attack w. Merth: 12 +7 = 19
dmg: 6 +3 = 9
Sneaks: 2,2,5 = 9
Other Rolls: 19,2,6,14,10