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Post by TheUdjat on Apr 24, 2007 14:07:45 GMT -5
OOC: your level 10 now as well, and well lets see how it went, Romar got obliterated before he could do much, Girud never got a chance to touch you, Alton hit you with like 2 arrows, Adelia hit you with a big blast, and Krysta hung you up like a beef slab in a butchery... thats 1 level 10 and her cohort really, my arrows never even hit a skirmish on you I'm with KMan. You've all been TRYING to kill him. It's not Mal's fault ya'll failed. I'm starting to see how it feels. Just remember when you all get toasted by the flying evoker that it was 2 level 10's and 2 level 8 cohorts that got taken out. With a little assist from Mal.
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Post by Rojito on Apr 24, 2007 14:10:12 GMT -5
you want me to be mean? it might take me about 5 rounds, but krysta can keep you occupied
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Post by Japic on Apr 25, 2007 11:15:15 GMT -5
Standing up from the blow revceived from the minotaur, Adelia makes her shaky way to the nearest cover, still wary of the invisible mage. Krysta wastes no time in her actions, dropping her bow and drawing a longsword in the blink of an eye. Before Malanuus can think to defend himself she plants the impossibly keen blade firmly in his midsection (32 vs 16 ac, crit confirmed). Malanuus knows pain for a moment as things begin to go black and he sags to one knee (36 dam). He tries to resist the pull of gravity but finds his will leaking out the wound in his middle, making a retort impossible. With a groan the minotaur collapses onto his front and Krysta brings the blade down on his spine, finishing the warrior beyond a doubt (15 dam). Ready now for action Caelith flies out of his hiding hole and fires twin rays of fire at teh retreating cleric Adelia. (two hits vs 12 AC) Searing flesh, much as her own spell had recently done to the minotaur, is the result and the cleric collapses under the onslaught quickly slipping beyond the realm of the living (34+ dam). Alton hurries forward to gain line of sight and put an arrow into the mage flying above the sand. He cannot manage to get within 30 feet, but lets an arrow loose anyhow. (you had to move otherwise youhad no shots on him because of the pillar) [dice=20](11)+11=22 [dice=4][dice=6][dice=6](2 ,1,2)+2=4 dam The small projectile eeks past the mage's defenses (22 vs 19 ac), sticking firmly into one arm (4 dam). The giant follows suit, quickly discarding his mighty greatsword for a perfectly balanced throwing axe. (since you are too far to throw the axe, I've taken the liberty of moving you closer into throwing range. You can draw on the move, so no loss in action.) [dice=20](16)+11 (including the -4 range incriment) [dice=6](6)+6 The axe hurtles quickly through the air (27 vs 19 ac) and stops with it's head lodged in Caelith's thigh (12 dam). Blood has begun to flow freely from the mage now, indicating that this fight may not be as easy as he'd initially thought.
_______________________ /-----------------------\ /-------------------------\ /---------------------------\ /-----------------------------\ /-------------------------------\ /---------------------------------\ /-----------------------------------\ /-------------------------------------\ /----------[=]-------------[=]----------\ /-----------------------------------------\ |-----------------------------------------| |-----------------------------------------| ==|-----------------------------------------| |------------------[===]------------------| |------------------[===]---C---------@----| |------------------[===]------------------| ==|-----------------------------------------| |-----------------------------------------| |--------------------a--G-----------------| \-----------------------------------------/ \----------[=]-------------[=]----------/ \------------------------A------------/ \-----------------------------------/ \---------------------------------/ \-----------------MMK-----------/ \----------------MM-----------/ \---------------------------/ \-------------------------/ \-----------------------/ \_____________________/
[/size] HP Totals: (lost this round) 70 =Girud 55 =Alton -21 =Malanuus (51) 61 =Huna -20 =Romar 42 =Caelith (16) 103 =Krysta -12 =Adelia (34) Initiative order: Adelia, Krysta, Caelith, Malanuus, Romar, Alton, Girud
Remember to post in the order of initiative! Edited to correct Caelith's HP for no skirmish damage.[rand=5402798691096695989566018887480730571380704813093542529903851524]
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Post by TheUdjat on Apr 25, 2007 11:21:22 GMT -5
((OOC)) By my count Alton looks at least 35' away, on the ground. Remember that Caelith is in the air, as well, which should increase distance. Also, Girud's range on his weapon is 10'. EACH range increment should incur a -2. It doesn't matter this time around, as he would have to be over 5 range increments away to miss, but I felt it was worth noting. I hate to nitpick, but I have so few hit points to begin with.
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Post by Japic on Apr 25, 2007 11:29:43 GMT -5
((OOC)) By my count Alton looks at least 35' away, on the ground. Remember that Caelith is in the air, as well, which should increase distance. Also, Girud's range on his weapon is 10'. EACH range increment should incur a -2. It doesn't matter this time around, as he would have to be over 5 range increments away to miss, but I felt it was worth noting. I hate to nitpick, but I have so few hit points to begin with. Ok, on Alton you're correct regards 35' forgive me, I miscounted. He's just shy. I'll edit out the skirmish damage. As to the height vs distance, as we all know D&D does not interject true physics into the game. There are no rules for counting the diagonal distance through the air to my knowledge. If you can find that information I'll be glad to review it, until then the WotC mechanics aren't helping you. Regards range incriments... apparently I was a bit mistaken there too. I thought it was a cumulative -2 for each full incriment after the first, but that's not what the SRD states. I'll change the numbers to be correct, but you'r still hit on that one.
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Post by TheUdjat on Apr 25, 2007 11:35:02 GMT -5
So being 30' up is effectively no different than being level with the ground? Seems a little strange. The SRD has nothing and I'm shy of books, myself, so I can't offer much. I don't care if it's exact, or perfect, or anything. But the point of flying was to get out of range of things like skirmish.
But if this is the way of it, that's fine, too. I just want to know for purposes of spells, since being way up there affects what stuff is within my range to use.
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Post by Fangor the Fierce on Apr 25, 2007 12:06:56 GMT -5
Krysta drops her own weapon, (free action) reaches down to grab her longbow (move action) and fires a single shot at the wizard.
+15 to hit, [dice=20]=30, range increment of 100, so no worries on penalties...
1d8+2 +1d6 Elec [dice=8][dice=6]
Another 12 points of damage to the mage flying about...[rand=7493758603195877430719490255264971862423150404478781834420509422]
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Post by Japic on Apr 25, 2007 12:12:07 GMT -5
The air has a number of distinct advantages, and most of them hinge around you not being an available target for melee attacks. I can give you high ground "advantages" (+1 to melee attacks) but there are no other rules I know of to cover this scenario.
If you wanted to bring real life physics into this (which I don't) then the near exact distance between you and Alton is 46 feet. By being 30' in the air at a distance of 35' you are 10' farther away. I don't think that calculating this for every attack roll is healthy, that's probably why WotC didn't include rules this complex into their system.
Unless I have rules contrary we'll treat all distance as 2D map points. Just remember that you have movement 60, so by keeping on the move you can stay well out of Skirmish and thrown weapon range.
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Post by TheUdjat on Apr 25, 2007 12:22:44 GMT -5
((OOC))I meant no difference in terms of range. But I get your point - it would be too messy to sit here and calculate all attacks. Just wanted to know how this was going to work for my own range attacks. I'll stop being a pest and get to the action. Getting stuck full of arrows and axes (well, one), Caelith quickly decides this is not the way thing were supposed to happen. He's supposed to be winning! But what can be said for those with no magic? They fear what they don't know, and they attack what they fear. It was as respectable as any action.
But there assaults could not go unpunished. Summoning more magic to his mind, Caelith lashes out at the nearby half-giant, sending two very similar streaking rays of fire out at him. But these are thicker, stronger rays than the last ones used...
His attack made, Caelith shoots North through the air, moving easily to the Northeast pillar and slipping behind it. No sense staying out in the open to be shot at.((Casts Empowered Scorching Ray at Girud. 2 Rays, 4d6+2d6 for each Ray. Ranged touch attack vs 13, no save, 13 SR for Girud's armor. Then a move action, up to the square directly north of the NE pillar.)) First Ray: [dice=20]+10 vs AC 13, 3+ hits. Second Ray: [dice=20]+10 vs AC 13, 3+ hits. Roll for SR (I'm not sure if it's just once or for each ray, but I rolled twice just in case). Caster level check at +8: First: [dice=20] Succeeds on a 5+ Second: [dice=20] Succeeds on a 5+ I'll post damage immediately following this if the rays land, given my problems with the preview last time.[rand=856683731645743141630434564510242293240558697822241341510681827675]
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Post by TheUdjat on Apr 25, 2007 12:25:11 GMT -5
All hits. First Ray: [dice=6] [dice=6] [dice=6] [dice=6] [dice=6] [dice=6] Total=25 Second Ray: [dice=6] [dice=6] [dice=6] [dice=6] [dice=6] [dice=6] Total=21 Grand total=46 Fire Damage Unless I somehow get different rolls again. [rand=5157692851919648584128890114362937733743966590914969686404444682]
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Post by Rojito on Apr 25, 2007 13:00:36 GMT -5
OOC: Ouch! that hurts! -----------------------------------------------------------------------------------
Alton, seeing his giant friend get blasted, dodges around the pillar, intent on sending this mage back to hell.
OOC: Not using many magic items myself i am unsure on how this would work. If I can use the Necklace of Fireballs: Grabbing his Necklace of Fireballs II Alton sends a fireball at the mage. 3d6
If i cant use it; Alton trys to get back within Skirmish range and launches another arrow at the mage from hell.
Ranged - +10/+5 (BaB 6/1 + 4 Dex) +1 to attacks and damage within 30 ft)
+2d6 Skirmish damage if move more than 10 feet. Only applies to ranged attacks within 30 feet.
Small Mighty (+1) Composite Shortbow of Bane against Undead (+1 to hit for MW, +1 to dam for Mighty, as a +2 with 2d6 extra damage against undead)
--------------------------------------------------------------------------------- Girud, staggered after that last blast roars his anger! Drawing another axe he runs past the pillar and heaves it at the strategist.
Ranged Thrown - +15/+10 (BaB 9/4 + 6 Str)
1d6+6 ×2
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Post by Fangor the Fierce on Apr 25, 2007 13:13:42 GMT -5
Yes, Rojito, you can throw a bead... The spheres are detachable by the wearer (and only by the wearer), who can easily hurl one of them up to 70 feet. When a sphere arrives at the end of its trajectory, it detonates as a fireball spell (Reflex DC 14 half).
Since its a ranged attack, 70 feet should get you to the pillar, and then it detonates, 3d6 fire damage, DC 14 for half... it will hit Caelith, even around the pillar.
He moved north, and then moved behind the northeastern pillar, to get out of our target practice line of sights, lol... but that fireball goes around the pillar, as its an area effect spell...
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Post by TheUdjat on Apr 25, 2007 13:27:26 GMT -5
((OOC)) My understanding of burst spells is that they explode outward from a prescribed point, but do not go around corners. Things like Burning Hands, Lightning Bolt, Cone of Cold, and presumably Fireball. Spells like Ice Storm, Cloudkill, and Obscuring Mist would no doubt go around corners, but I thought Fireball didn't have those rules.
All I could dig up from the Fireball spell was this:
But that might be referring to the little bead as opposed to the whole thing.
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Post by TheUdjat on Apr 25, 2007 13:28:57 GMT -5
Nevermind - I see now the spell describes itself as a spread
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Post by K Man on Apr 25, 2007 16:26:36 GMT -5
{To step in, don't forget to count walking distance for the spell, not actual distance. You must count around corners as though the spell was 'walking' the path. The point of origin must be in line of sight, the but spread can move anywhere so long as it can reach.}
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Post by Japic on Apr 25, 2007 17:02:56 GMT -5
To cover this properly, I think I need to make exactly sure of where everything is at. The fireball will explode in a 20 ft burst from the detonation point and we've got to worry about "walking damage" as KMan said. The area of effect is not great enough to bathe the entire pillar, so there's a chance for avoidance based on locations. I want Both Udjat and rojito to tell me via PM where they or the effect are at. Rojito tells me which spot on the pillar he's targeting and Udjat tells me which spot he's hiding in. I'll resolve the action when I have both numbers (or letters if appropriate). Seems this is the most fair way to resolve the action, if anyone believes otherwise, speak now or forever hold your peace. Neither specified where they were attacking or hiding, so this should alleviate any assumptions.
/------------------------BA987--------\ /----------[=]------------C[=]6---------\ /--------------------------12345----------\
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Post by Fangor the Fierce on Apr 25, 2007 17:58:33 GMT -5
Then a move action, up to the square directly north of the NE pillar. That would mean directly north, then to the square directly north of the NE pillar, which from Japics diagram, is square 9. Rojito, on the other hand, does NOT know how far behind the pillar that Caelith flew... Tough decision... random roll? lol
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Post by TheUdjat on Apr 25, 2007 18:44:54 GMT -5
((OOC)) Yeah, unfortunately my move was kinda open. On the other hand, the fireball can only reach three of those squares, I think (It's right at the end of the 70' range). Perhaps a 1d3 or something?
Doesn't really matter to me. I expected to get hit by the whole damn thing in the first place.
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Post by Japic on Apr 26, 2007 14:07:57 GMT -5
(Its to me then.) Wasting no time in remorse for her fallen comrade Krysta drops her sword and takes up her bow once more. Fitting a shaft to the string she draws back and looses at the murderer of her friend Adelia. (30 vs 19 ac) The arrow strikes true, sending electricity coursing through the body of Caelith (12 dam). Caelith returns with some power of his own, this one targeted at the half-giant whose axe was still buried in Caelith's thigh. The twin beams of pure fire strike Girud hard (27 & 22 vs 13 ac) the flames engulf his body and scorch his armor (SR passed, 46 dam). As soon as the flames finish leaving his palms the nimble wizard jets toward the north, taking shelter from the harassment of ranged weapons. Having had enough of this mage Alton changes tactics, plucking a bead from his neclace and moving into what he hoped was a better firing postion. He then looses the bead, and it flies unhindered and aided by magic to its destination. (Marked by X on the map) The fireball explodes outward eliciting cries of excitement and wonder from the crowd, it explodes right in place, bathing the eastern portions of the pilliar in crimson flames. [dice=6][dice=6][dice=6](5,3,2)=10 fire Reflex save DC 14 [dice=20](7)+5= 12 Failing to hear the usual arcane words that indicate incoming fireballs Caelith is caught unaware (save 12 vs 14) and takes the full brunt of the feiry blast (10 dam). Girud, lacking anything as potent as fire beads moves confidently forward drawing another axe at the same time. He cannot yet see his opponent (at 30 ft) so continues north hoping to gain a line of sight on him for an attack. At last he sees the mage, still floating in the air and realizes too late that he has moved too far to attack this round. (full 60' forward, or sidelike if you'd prefer, lemme know.)
_______________________ /-----------------------\ /-------------------------\ /---------------------------\ /-----------------------------\ /-------------------------------\ /---------------------------------\ /--------------------G--------------\ /--------------------------C----------\ /----------[=]-------------[=]X---------\ /-----------------------------------------\ |-----------------------------------------| |-----------------------------------------| ==|-----------------------------------------| |------------------[===]------------------| |------------------[===]-------------@----| |------------------[===]------------------| ==|-----------------------------------------| |-----------------------------------------| |--------------------------a--------------| \-----------------------------------------/ \----------[=]-------------[=]----------/ \-------------------------------------/ \-----------------------------------/ \---------------------------------/ \-------------------K-----------/ \-----------------------------/ \---------------------------/ \-------------------------/ \-----------------------/ \_____________________/
[/size] HP Totals: (lost this round) 24 =Girud (46) 55 =Alton -21 =Malanuus 61 =Huna -20 =Romar 17 =Caelith (22) 103 =Krysta -12 =Adelia Initiative order: Adelia, Krysta, Caelith, Malanuus, Romar, Alton, Girud
Remember to post in the order of initiative! [rand=742319983460394777165078807932324515012373569948991297530175584]
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Post by Fangor the Fierce on Apr 26, 2007 15:58:09 GMT -5
Krysta spies the look on Girud's face. He had found the mage, and now was trying to deal with him. It didn't look good for her old friend, and she was torn. She knows that she cacn do little from where she is, and that running north would simply put her at the peril of the flying mage.
It was now or never..but what to do..
She scans the pillar where the mage is cowering, training her sights on the pillar and waiting for the mage...
Her hate for arcane magic users grows, as she spies her dead ally. Adelia had done what she could, and now that there were only 4 of them left, it was time to pay her respects by dealing out some pain. Krysta waits, hoping for a clue as to what to do next...
Delay, waiting to see what Caelith does...
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