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Post by TheUdjat on May 16, 2007 7:51:48 GMT -5
Caelith lets out a couple curses as the arrows catch him. (HP 22, now) To retaliate, he sends the spectral hand out again, this time to sap Krysta energy rather than merely to shock her. Not a typical Evoker trick, but some versatility is a good thing. (Spectral Hand delivers Vampiric Touch) Then, taking the better part of valor, Caelith soars off to the southwest, so as to avoid another blast of arrows. (60' move to the square directly north of the central pillar's west edge. Looks like this on the map:)
-C--- [===]
Some rolls:
Touch Attack vs. AC 17 (Touch 13 + 4 Cover) [dice=20]+8(normal)+2(Spectral Hand) Total: 24; Hits
Miss chance: [dice=100] 1-20 miss, 21+ hits; Hit.
Damage: [dice=6] [dice=6] [dice=6] [dice=6] Total damage: 18 (ironic)
Caelith gains the same amount in temporary hit points. Current HP now: 40. Again.[rand=679871908612007196663303777589234148370006786025145008367810826]
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Post by TheUdjat on May 16, 2007 7:54:38 GMT -5
((OOC)) Forgot to mention, but Vampiric Touch deals 1d6/two levels damage. Caelith is an 8th level caster, ergo 4d6. Just to make sure all the math is out there.
Also, this is round 4/8 for the Tentacles.
Fly/Shield have a 1 min/level duration (so 80 rounds each), Darkness is 10 min/level (800 rounds), and Mage Armor is 1 hour/level (4,800 rounds). In case anybody's wondering why I'm not tracking those ones.
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Post by Fangor the Fierce on May 16, 2007 9:49:35 GMT -5
I need a map, tentacles and all.... please...
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Post by Fangor the Fierce on May 16, 2007 13:00:55 GMT -5
_______________________ /-----------------------\ /-------------------------\ /---------------------------\ /-----------------------------\ /-------------------------------\ /---------------------------------\ /-----------------------------------\ /-------------------------------------\ /----------[=]-------------[=]----------\ /-----------------------------------------\ |-----------------------------------------| |-------------------¤---------------------| ==|-------------------C---------------------| |------------------[===]------------------| |------------------[===]-------------@----| |------------------[===]------------------| ==|-----------------------------------------| |-----------------------------------------| |-----------------------------tt----------| \----------------------------tttt---------/ \----------[=]-------------[=]ttt-------/ \------------------------tttttttt-----/ \-----------------------tttttttt----/ \-----------------------tttttt----/ \-----------------------tttt----/ \-----------------------tt----/ \----------------------K----/ \-------------------------/ \-----------------------/ \_____________________/
[/size] Is this agreed upon?[rand=5910390520997004607242924508932181507292771616925141935426259323]
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Post by TheUdjat on May 16, 2007 13:05:19 GMT -5
lol - Caelith should be one square to the west. But yes, that's good. I'll delete my inferior map, now.
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Post by Japic on May 16, 2007 13:16:42 GMT -5
Sorry for being slow about the map, I was working. The map looks right if you guys think it is. I took the liberty to edit it to correct Caelith's position, plus a minor typo where the wall wasn't where it should have been.
Game on.
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Post by Fangor the Fierce on May 16, 2007 13:50:53 GMT -5
Krysta doesn't like this. She Readies her attack, hoping the mage would think she would cower and hide. Instead, she waits for the incoming mage. Attacking Caelith when he shows himself. She readies her attacks as Fighting Defensively, so -4 to hits, gain +3 Dodge Bonus to AC, since she has Tumble Ranks for Synergy. Touch AC now at 16, Regular AC at 27, Reflex saves at +9 still.
Attack at +11 now, taking -4 to hit for better Touch AC [dice=20]+3, NAT 20!!!
Possible Crit, [dice=20]+11=26, should confirm vs AC 25 with cover!
OOC - Not too sure about auto hits negating concealment, so here goes... [dice=100], 1-20 misses again...
3d8+6+d6 damage [dice=8][dice=8][dice=8][dice=6]+6= 21 damage to Caelith
Wishing she had the ability to attack yet again, she only grits her teeth, hoping that this fight will soon be over... She then takes a 5 foot step east, to place the tentacles between herself and Caelith if need be... she wants cover again, as well as concealment...
Electric damage does not get multiplied, right?[rand=97462709524327878404801318336834534908482270625716357866424226747]
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Post by TheUdjat on May 16, 2007 14:25:19 GMT -5
((OOC)) Ouch. Unbelievably big ouch. I think Caelith's ticket will soon be punched - Ah well, this battle has gone on long enough. Into a blaze of glory!
Caelith rounds to corner, intent on striking from a slightly different direction, hopnig to catch the warrioress off-guard. Imagine his surprised when her arrow catches him full in the chest, despite magical armor, shields, darkness, and everything else.
Enough, the evoker thinks. For good or ill, we end this. Caelith charges through the air in a direct path for Krysta, stopping just within range to unleash his trump card (and possibly his last spell), two final, fiery rays of raw destruction.
((OOC)) Empowered Scorching Ray. At a 60' move around the pillar and due Southeast, he makes it within about 55' of her new location. Range on the Ray is 65'.
First Ray To hit vs AC 20 (13 + 3 for full defense + 4 cover): [dice=20]+10 Total: Threat!
Roll to confirm: [dice=20]+10 Total: 25 Confirms! I don't freakin' believe it.
Concealment: [dice=100] 1-20 miss, 21+hits Hits
Damage 4d6+2d6(Empowered)x2; 12d6: [dice=6] [dice=6] [dice=6] [dice=6] [dice=6] [dice=6]
[dice=6] [dice=6] [dice=6] [dice=6] [dice=6] [dice=6] Total: 49 Fire Damage
Second Ray To hit vs AC 20: [dice=20]+10 Total: Another threat!!! Gah!
To confirm: [dice=20]+10 Total: ...My brain is not processing this. I'm sorry.
Concealment: [dice=100] 1-20 hits, 21+ misses Hits
Damage 4d6+2d6(Empowered)x2; 12d6: [dice=6] [dice=6] [dice=6] [dice=6] [dice=6] [dice=6]
[dice=6] [dice=6] [dice=6] [dice=6] [dice=6] [dice=6] Total: 43 Fire Damage
Grand total: 92 Fire Damage
Jesus f'n Christ. And I thought Caelith was gonna get double-tapped next round and hung out to dry.[rand=97595325583639799913367245776355087164245136294239290899596151214]
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Post by Rojito on May 16, 2007 14:32:56 GMT -5
wow that kinda seems good, its an early Caelith the Chaotic
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Post by TheUdjat on May 16, 2007 14:45:35 GMT -5
wow that kinda seems good, its an early Caelith the Chaotic 'kinda good' is a bit of an understatement. Krysta has a pretty good 'to hit' bonus, and therefore an almost guaranteed 20 damage a round if she stays still. It's possible I could've gotten lucky and one shot would've missed, but doubtful. Caelith was at 19 HP after her crit. He was going down. The Empowered Scorching Ray was basically my last-ditch effort. It does about an average 42 damage, when it hits. I had even odds to hit her (10+ would've hit), worse when you consider concealment. But crits? I'm just... stunned. An early Caelith the Chaotic indeed.
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Post by Rojito on May 16, 2007 14:58:05 GMT -5
FYI i am a bit of a sarcastic guy, i know it rocked, and now i dont feel quite so bad as for what happened to girud, he may have died, but Krysta just disapeared
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Post by TheZebraShakes™ on May 17, 2007 2:49:10 GMT -5
May I ask a stupid question
How does a character with a total caster level of 8 have a scorching Ray that extends to 65 feet when most 8th level wizards would say that theirs can only go 45 feet. short range spell = 25 feet + 5 feet for every 2 caster levels.
I think that there might be something about the character that I'm missing, but as far as I can tell, there's not, so bring on the stupid answer. (Also just for note, cause Fangor may be quick to point it out as well, Empowered spell just tacks on an additional 1/2 damage to the original damage rolled, not additional die rolls equal to half the dice rolled originally)
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Post by TheUdjat on May 17, 2007 5:09:29 GMT -5
May I ask a stupid question How does a character with a total caster level of 8 have a scorching Ray that extends to 65 feet when most 8th level wizards would say that theirs can only go 45 feet. short range spell = 25 feet + 5 feet for every 2 caster levels. I think that there might be something about the character that I'm missing, but as far as I can tell, there's not, so bring on the stupid answer. (Also just for note, cause Fangor may be quick to point it out as well, Empowered spell just tacks on an additional 1/2 damage to the original damage rolled, not additional die rolls equal to half the dice rolled originally) No, that's a good question. That was stupid me calculating range wrong again. Which makes the whole point of going around the corner completely and utterly obsolete. I almost don't even care. This fight has gotten so bogged down in details. As for the Empowering, that's the way my group's always done it. Taking the dice, multiplying THOSE by 1.5, and rolling them. Or, in the case of a crit, multiplying dice (as in the case of a critical arrow doing 3d8, not 1d8x3). I have no idea if there's an official way to do it or not, but mathematically it shouldn't matter. Also, that's the way both previous Empowered rays worked this fight, and nobody said anything about it then. So, the rays fall far short of Krysta (totally nuking the air in front of her ). Go roll some dice and finish this Fangor.
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Post by TheZebraShakes™ on May 17, 2007 12:18:16 GMT -5
Well based on the Empowered description and the description of criticals, there is an official way, which would be to multiply the outcome, and it would make a difference in the damage, for better or for worse. I was just noting in case it ever came up in a game that I would catch it in., since you were doing it that way throughout this fight. I just wasn't keeping track, so I didn't expect you to change it. Someone should've pointed it out earlier. Just saying was all.
Was just winning cause I wanted to see who finally won or if a draw would be established, and in my mind, it wouldn't have been too cool if Krysta dropped to a ray that didn't even reach her.
But if Fangor just wants to go with it, we can all still keep the vision of her being fried
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Post by TheUdjat on May 17, 2007 12:57:32 GMT -5
Well based on the Empowered description and the description of criticals, there is an official way, which would be to multiply the outcome, and it would make a difference in the damage, for better or for worse. I was just noting in case it ever came up in a game that I would catch it in., since you were doing it that way throughout this fight. I just wasn't keeping track, so I didn't expect you to change it. Someone should've pointed it out earlier. Just saying was all. Rereading the critical description, yes, it's pretty specific. Roll damage twice. The Empower feat simply says 'increase variables by one half'. That could be interpretted as a literal 1.5x multiplication, or increasing a 4d6 to 6d6, or even making it 4d6+4d3. It's fairly open to interpretation. The differences between all of these styles are very slight. (Average 21, 21, and 22 respectively - some make it more likely to get higher AND lower rolls, but that's about it). I would guess that's something for a moderator to make a determination on at the start of the fight. For future reference. I agree. Based on previous events in this fight (i.e. Romar's mistake with Hold Person), I'm assuming that an error on the part of the spellcaster is just an error I'll have to live with. Or, well, die with. Despite the awesome roll. Caelith oughtn't to live through Krysta's next action, supposing Fangor takes it and has not abandoned this thread entirely.
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Post by Wicksy on May 17, 2007 13:00:02 GMT -5
I cant believe it. Probably one of the most swesome rounds of combat and it failed to do anything?
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Post by Fangor the Fierce on May 17, 2007 13:06:19 GMT -5
Krysta lets loose the two arrows as fast as she can, her eyebrows singed from the fiery blast of the mage. It fell short, and this troubles her. Did Caelith plan this? To purposefully miss? And for what reason? She hesitates, but for a split second...
+15 to hit[dice=20] [dice=100] miss chance, 1-20 misses [dice=8]+2[dice=6]
+10 to hit[dice=20] [dice=100] miss chance, 1-20 misses [dice=8]+2[dice=6]
So close to crits, but no luck. From my count, you should be at -1 hp. She then watches him fall from the sky, unable to fly anymore. She limps up to his position, the unconscious mage, dropping her bow and unsheathing her weapons of choice. The longsword flares to life, licking out for the mages life force. It's counterpart, the short sword also seems to want to end this whole battle.
She stands over the body, huffing from the battle that seems to have come to an end. She turns to the crowd, its thunderous applause calling for the kill. Others calling for mercy. Her hatred for these arcane users was building, yet her code of the Knights of the Purest Star would not allow such a kill.
She brings the swords up above her head, ready for the strike, stares down at Caelith, and brings them down in one fluid motion, the swords crossing each other in their death attack.
The crowd grows silent, as they see the mage, swords crossed around his neckline, yet not slicing it off. Krysta does not kill Caelith, and calls for the crowd.
"Caelith has been defeated, as well as the others. There will be no more bloodshed for now...."
As the crowd boos and hisses, while others cheer and applaud, she retreives her swords, grabs her bow, and ignores the crowd's boos. As she moves to the platform, she winks, saying, "...at least until next time."[rand=965896506839862283226838723907487355712909907894027155174339171]
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Post by Fangor the Fierce on May 17, 2007 13:15:34 GMT -5
Rereading the critical description, yes, it's pretty specific. Roll damage twice. The Empower feat simply says 'increase variables by one half'. That could be interpretted as a literal 1.5x multiplication, or increasing a 4d6 to 6d6, or even making it 4d6+4d3. It's fairly open to interpretation. Just wanted to show where it actually states how it works, with an example.
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Post by TheZebraShakes™ on May 17, 2007 13:35:33 GMT -5
(I was going to point out the magic missile example as well, not that the way theudjat does it is necessarily incorrect, but it's good to have some degree of uniformity. So if you're in a game with two wizards or some people who play by rules which aren't necessarily the same as you're used to with the homegroup, we're all on the same page around here or at least in each speciffic game. In this case, no one mentioned anything to him the first time, so it pretty much had to stand. This battle just got WAAAYYYY too long. haha 11 pages, yikes)
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Post by Fangor the Fierce on May 17, 2007 13:37:24 GMT -5
I call it a draw
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