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Post by (George) 3.5./ ZEM ( 4.0) on Nov 6, 2012 23:13:21 GMT -5
not on this one for he readied an action. readied actions are only one action. so he could not ready more then one. On his next turn he can attack more then once.
Skywatcher's turn.
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Post by flyingmouse on Nov 7, 2012 15:51:44 GMT -5
Skywatcher looks up at the two flying ones and frowns. "Can't reach. Problem."
He then turns towards one of the landed chimera and charges it, whichever is less engaged, hurling a fist backed by his massive frame's momentum into the closest head.
Attack [dice=20]+21(17+2 magic fang +2 charge)
Damage if hit [dice=8][dice=8][dice=8] +11(9+2 magic fang)[rand=8218166676815599362761599477380545861953450366855274683607975021]
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Post by (George) 3.5./ ZEM ( 4.0) on Nov 7, 2012 19:51:47 GMT -5
you hit: the second eyeing his pry all around him it does not see the flying punch into the side of one of its heads. the blow is mighty hard and the head shakes in anger. all three turn to see their meal, this one was being most difficult for it dared to fight back. this one was not on the menu for it was not there a minuet ago, but no matter it was their now, more food for him and his friend.
we are back to top glass it is your turn.
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Post by glassofsand on Nov 7, 2012 22:10:12 GMT -5
Actually, I think it's the one riding on Skywatcher's next but I will take two turns this round if you like. : P
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Post by harknail on Nov 7, 2012 22:13:04 GMT -5
Int order glass 23 small friend of Skywatcher 23 cleric 19 skar 17 monsters 13 nokomis 12 callo 9 Skywatcher 5
The skywatcher rider is next after Glass
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Post by glassofsand on Nov 7, 2012 22:48:25 GMT -5
Nope, because small friend of Skywatcher has a better dex mod, which is how ties are broken.
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Post by flyingmouse on Nov 7, 2012 23:18:50 GMT -5
It's full initiative mod that breaks ties, which with your improved initiative puts you ahead.
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Post by glassofsand on Nov 8, 2012 0:14:12 GMT -5
Ah, finally understand that bit. Thanks.
Even in the panic someone would see magical rays. What they would not see is someone suddenly vanish. The mind can play terrible tricks in panic.
Glass casts Greater Invisibility on himself. (As a side note, how close is the nearest creature to him?)
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Post by (George) 3.5./ ZEM ( 4.0) on Nov 8, 2012 1:02:36 GMT -5
right next to him, the cleric, and the ranger. so you may want to cast defensibly.
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Post by glassofsand on Nov 8, 2012 21:48:46 GMT -5
I'm going to use false theurgy. If anyone does happen to be overly observant this may throw them. [dice=20] + 10
And for the defensive casting, [dice=20] + 17
Edit: Can't-touch-dis'[rand=499636237509548669851489053107798187516260892152846220857463777065]
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Post by stickyfish on Nov 9, 2012 1:25:55 GMT -5
AIR WALK AND QUICKENED CALL LIGHTNING
"Errrrrr!" the little woman growls unhappily as she bolsters her friend. And a bolt of lightning cracks from the sky onto the more occupied chimera.
[dice=6][dice=6][dice=6]
Reflex save DC: 21[rand=8256228133104742245566333644092081574951296206563711242753034457564]
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Post by (George) 3.5./ ZEM ( 4.0) on Nov 9, 2012 2:38:06 GMT -5
it get a full ref on this one for it is on the ground.
Ref save [dice=20]+ base= fails to make save
There was not a cloud is the sky, yet one appears out of know where and lightning erupts from the now oddly weather patch of darkened sky .
after they are well out of the range they start to get on their knees and look up to the sky with hands raised and what could only be described as chanting . as lighting hits all three heads snarl in pain.
( in nomadic most of you have this as i recall )
Isis O great mother of these lands protect your children,
As a reminder roll skills while in combat is a standard action, yet rolls you can make on your turn are spell craft and K( religion). you can make the K( religion) after the combat, the spell craft can not be.
cleric it is your turn. [rand=26894471328705556169321308843791283968244446441539277378639671952]
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Post by efjaffe on Nov 10, 2012 14:04:40 GMT -5
Cleric moves between Chimera and any civilians in the area while casting protection from energy(fire) on self
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Post by (George) 3.5./ ZEM ( 4.0) on Nov 10, 2012 14:18:43 GMT -5
there are things such as attacks of op. there are situations when someone gets a free attack even if it is not their turn to act. there is a list that i can show u at some point. moving from a threatened location such as moving from right next to it will allow it to attack you as you move away. it as well as most can only attack of op once per round. if things do the same as in move away from you or any Pc they get the attack of op on it, so it works both ways. honestly the first protection of fire will do, for it will last mins, and each round is one min in game length, so it will last for a while. other spells at this point may be more useful.
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Post by (George) 3.5./ ZEM ( 4.0) on Nov 10, 2012 14:53:43 GMT -5
ok so update as is
chimera 1 is at the tents and is in close combat with Pc of the flowing as of right now glass,( invisible), Nokomis are the only two next this one at this time. callo is near there but not in close combat.
chimera 2: is at the tents south east
the people are closest to #2 on the far west side and combat between them and fort, but an area of ten feat is given from it and them. the cleric is now between them and #2. Skywatcher is right next to #2. no other Pc is near it.
the pixy is on the east side and can see both of them and she is the only pc between the chirmers one and two and the fort.
chimera 3 fort and on the north wall and was hit by Skar
chimera 4 on the east side wall, this east side is the wall closest to the tents. and the gate side when people were trying to get in.
I hope this helps a bit, for people were asking me to label them, so i thought this was the best way to do so.
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grim
Adventurer
Posts: 42
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Post by grim on Nov 10, 2012 15:32:55 GMT -5
Skar again pulles back his arm and lets the sword fly. [dice=20] +21
Damage if hit [dice=4] [dice=4] +17
If skar can with out killing or mashing him self up, he will drop down the out side of the fort wall and start to advance to the beast for a next round charge.[rand=05308810900896787665567486570216724363752326462418761519305408001]
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Post by efjaffe on Nov 10, 2012 16:25:43 GMT -5
Cleric if he has already cast protection from fire moves into close combat with a harm spell.
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Post by (George) 3.5./ ZEM ( 4.0) on Nov 10, 2012 20:01:20 GMT -5
roll to hit, bab+dex to hit v.s touch dc. roll damage at the same time so that if you do hit then i can just put in the damage without u having to post twice, this is for time sake.
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Post by glassofsand on Nov 10, 2012 21:11:33 GMT -5
OOC: Harm's damage is static 10 per lvl / 120 with a will save for half. If it would kill it just reduces hp to 1.
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Post by (George) 3.5./ ZEM ( 4.0) on Nov 10, 2012 22:21:54 GMT -5
lol i thought it was flavor in terms of describing the spell, as a "harm" spell and he was going to specify the spell, my miss read.
yet because he is casing in close combat he is going to want to cast definitively or he is going to take attack of op, or he can take the attack use concentration and if i hit and do damage that is over his skill roll he lose the spell. the first is a safer option, but it is up to him.
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