grim
Adventurer
Posts: 42
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Post by grim on Nov 5, 2012 4:48:59 GMT -5
I will hold untill it is in range
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Post by (George) 3.5./ ZEM ( 4.0) on Nov 5, 2012 17:49:02 GMT -5
ok
Monsters turn:
after being hit by a blast the two chimeras recover in the air and fly towards the tents and in the direction of the party.
one these will move and charge at the cleric. move=100 ft with the charge. attacking cleric [dice=20]+14 [dice=6] [dice=6] +4
one of the heads strikes at his meal but it ducked out of the way at the last second. angry that his meal was being difficult it snarls in rage, showing many sharp teeth.
the other will double move and land on the other side. move of 100 feet. you were 80 away, leaving a move of 20 in the air over their heads and back down to land so no attacks of op. lands behind them so no space in between it and the PCs. no attacks op. [rand=171679212013259532322227833792567391045898501761263399017963092774]
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Post by (George) 3.5./ ZEM ( 4.0) on Nov 5, 2012 18:14:33 GMT -5
I broke this up so it would not be long line of text.
one of monsters will move 50 feet and let out a cone of fire onto the walls,
it near the north wall, about 10 from outside.
to far away to hit at range of ten.
your on ground on the east side trying to get people in. both are out of distance of your ten feet right now.
the other is on the east wall and that one blows fire on that wall and as well ten feet from the outside of the wall 5 feet up.
most of the arrow men on those wall are fried. the walls of mud are melting do to the heat of the fire and parts of the walls are in bad shape. one more blast like that and they will be melted completely.
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Post by at on Nov 5, 2012 18:50:41 GMT -5
(The chimera 20 feet away on the ground - are there people nearby or is the immediate area clear?)[rand=4122617882473127495041710918440162755124120800628336803943528196115]
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Post by (George) 3.5./ ZEM ( 4.0) on Nov 5, 2012 23:14:04 GMT -5
there are people around but not in the exact area for there is about a ten foot area where there are no people, so fireball is not a good option.
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Post by (George) 3.5./ ZEM ( 4.0) on Nov 6, 2012 3:45:17 GMT -5
also to clarify something i though it was split 4 in one location 3 in another. it turns out 6 of you are in the tents/Bizzar on the outside of the fort.
Skar is alone in the fort with the guards and not that great of odds holding it himself. I thought it best to inform you all of that.
Callo it is your turn.
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Post by at on Nov 6, 2012 4:35:41 GMT -5
Callo slips into the shadows between the tents, the high sun making anything more than token stealth impossible.
She had not been prepared for conflict but still had a few tricks up her sleeves, desperate though they might be. Focussing her power on the nearby beast she sought to twist it into something harmless before it could strike.
Standard: Baleful polymorph on the chimera landed nearby, Fort save DC 20 or be turned into a small goat.
[dice=20]Move: +22 hide in plain sight, 30' move wide around to the side of the nearest chimera, keeping a good 15-20 feet away.[rand=2258204046856983299897242940496787880456580595917367174153116336]
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Post by (George) 3.5./ ZEM ( 4.0) on Nov 6, 2012 5:14:33 GMT -5
side note: you can only move at 15 feet for u can only move half speed while hiding.
even hide in plain sight they both get a spot.
just to point out baleful polymorth is a 5th lv spell, but one of my favorites and i hope it works out. also looked it up and i need to do a will save after my fort save.
because it is a winded monster and your turning it into something without wings it says to give it a +4 yet only in extremes.
but yours is not that extreme as dog to fish.
in this cause i am giving it a +2, goats can't fly do to lack of wings, these things have them. i feel it is more fair this way for giving it a +4 does not fit a +2 is more reasonable.
fort save [dice=20]+9 +2 =27
if fort fails
will save [dice=20]+6=7
spot [dice=20]+9= 12
for one closest to you is so distracted with the others all three heads don't see you take off. however the one of the far side one of the heads sees you darting way.
spot [dice=20]+9=26 for the other[rand=8008624752983451944990268209949189507918828167028327665079850703]
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Post by (George) 3.5./ ZEM ( 4.0) on Nov 6, 2012 5:20:07 GMT -5
the spell hits but for some reason it did not begin to change in anyway as Callo would know it should have started the instant it hit, it was almost like it was refusing to do so.
as the spell hits it sneezes and blinks its eyes and continues to stare down its food wanting it to die quickly so it could have a feast.
Skywatcher it is your turn.
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Post by at on Nov 6, 2012 5:29:54 GMT -5
just to point out baleful polymorth is a 5th lv spell 4th level for some classes - Chameleons learn whatever versions they happen to stumble across in order to better imitate different classes.
It was just a potshot in any event, too many people around for freezing fog and callo doesn't have a combat set memorised. Callo's half move with the dark template is 20'.
Didn't we miss Harknail?
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Post by (George) 3.5./ ZEM ( 4.0) on Nov 6, 2012 5:56:17 GMT -5
face palm we did sry about that Harknail. after they go then it will be Skywatcher's.
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grim
Adventurer
Posts: 42
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Post by grim on Nov 6, 2012 6:56:38 GMT -5
Skar throws his sword at the monster that is close to him. [dice=20] +21 Damage if hit [dice=4] [dice=4] +17 Turns out I could throw my sword. I get minus two on that one because of the range. I get more taken off the more the range. [rand=752833411796018556773658562451697421909053809949875802507158369]
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grim
Adventurer
Posts: 42
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Post by grim on Nov 6, 2012 7:11:41 GMT -5
Thats a critical for me forgot that. [dice=20] +21[rand=50478603434748950907523841597139800037116021849215035896470870357007]
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Post by (George) 3.5./ ZEM ( 4.0) on Nov 6, 2012 17:30:23 GMT -5
+1 Cold Iron Magebane Falchion: +23/+18/+13 to hit, 2d4+17, 15-20/x2
yet in my book it says Falchion is an 18-20/x2. If it had the keen ability would make it a higher crit weapon.
right now it does more damage to Mages and fay but not at a higher crit. you still hit but as of right now it is not a crit unless i am missing something such as your feats or abilty u have.
if i am then ill do the crit damage for then it would be a crit.
Skars seeing his new friends burned alive, heaves his sword from a good distance and strikes his foe. it lets out a snarl of pain. skars sword flys back to his and and he caches it with ease.
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Post by harknail on Nov 6, 2012 17:37:57 GMT -5
He has the improved critical feat, as does Nokomis. That's why we get critical's on 15-20. The keen property would not help because it does not stack with the feat in 3.5.
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Post by (George) 3.5./ ZEM ( 4.0) on Nov 6, 2012 18:11:00 GMT -5
figured i was missing something and ya i like that feat. 32 damage done to the one on the north wall,
Harknail it is your turn.
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Post by at on Nov 6, 2012 18:15:23 GMT -5
32 damage done to the one on the north wall 44, +17 is just the bonus - Skar may lack finesse but he hits like a truck
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Post by (George) 3.5./ ZEM ( 4.0) on Nov 6, 2012 20:28:47 GMT -5
he is a fighter i thought 32 was low amount of damage, 22X2 is in fact 44, some how when i looked when he confirmed it did that as his damage lol. 11+21=32, yet it was 5+17x2=44 lol i can do simple math and my multipliers i swear . nice hit btw.
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Post by harknail on Nov 6, 2012 21:27:23 GMT -5
Nokomis quickly considered her options. This wasn't her fight, nor had she yet entered into any contracts. On the other hand, she wouldn't mind seeing the end of such chaotic creatures. She decided to stay and fight, but to protect herself first.
The large figure in white made a few divine gestures as she cast Protection from Energy (Fire) on herself (120 HP of fire protection). Then drawing both scimitars she stepped (5 foot step) toward the closest of the three headed monsters.
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Post by glassofsand on Nov 6, 2012 22:02:11 GMT -5
Doesn't Scar have 3 attacks per round?
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