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Post by insanit on Feb 5, 2015 1:54:11 GMT -5
If I'm next to a target I full attack, if a hit downs a foe and a five foot step can be taken to hit an additional target I do so.
Bonus Haste Attack:22WJRj_Fp_1-20+24=28 for p_1-8+12=19 damage plus p_1-6 electric Main 1:p_1-20+24=37 for p_1-8+12=17 damage plus p_1-6 electric Off 1: p_1-20+24=42 crit confirm p_1-20+24=29 for p_1-8+12=14 plus p_1-6 cold with a bonus p_1-8+12=8 and p_1-10 cold on crit Main 2:p_1-20+19=37 crit confirm p_1-20+19=34 for p_1-8+12=19 plus p_1-6 electric with a bonus p_1-8+12=20 and p_1-10 electric on crit Off 2: p_1-20+19=25 for p_1-8+12=18 plus p_1-6 cold Main 3: p_1-20+14=33 crit confirm p_1-20+14=31 for p_1-8+12=20 plus p_1-6 electric with a bonus p_1-8+12=14 and p_1-10 electric on crit Off 3: p_1-20+14=22. Imma call that a miss even if it isn't 1-20�1-8�1-6�1-20�1-8�1-6�1-20�1-20�1-8�1-6�1-8�1-10�1-20�1-20�1-8�1-6�1-8�1-10�1-20�1-8�1-6�1-20�1-20�1-8�1-6�1-8�1-10�1-20
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Post by (George) 3.5./ ZEM ( 4.0) on Feb 5, 2015 5:02:29 GMT -5
Need to do will saves
|8R_JR1sp_1-20+11= pass
p_1-20+11= pass
Third one died so no need for save for that one,1-20�1-20
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Post by (George) 3.5./ ZEM ( 4.0) on Feb 5, 2015 23:01:24 GMT -5
The skilled swordsmen learned from his last few attacks. They were not easy to hit but if he aimed a tad more the elemental stood no chance. This time he takes his time but to the rest its only a split second more. His blades swing in perfect unison, with much elegance. Soon the elemental is cut down quite quickly.
After that one's sole reforms back into the flames, he turns his attacks to the center one. Once more he takes his swings and hitting his mark.
That one has started to try and heal as the other one did. by being in the flames it should have healed them, but from the looks of things it can't.
There is much contrast of orange and black flames now.
The ones on the sides are dead Leaving center one and well wouned one left.
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Post by at on Feb 7, 2015 6:48:41 GMT -5
(Callo's turn?)Seeing that the curse on the orb was weakening Callo sought to fortify her own will with stronger magics. As a binder she was well versed in overcoming extraplanar forces and what she lacked in magical knowledge and finesse she more than made up for in raw power. Cast conviction (+4 moral bonus to saves) 2kDXhEdnp_1-20+33 will save 1-20
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Post by (George) 3.5./ ZEM ( 4.0) on Feb 7, 2015 8:36:51 GMT -5
monsters get their turn with attacks first but here is what goes on right after they attack (you crit is worth 2 passes making it to 5 total passes ( skill chalage over Pc's have the victory ) With the help of the cleric and callo the orb shines a firery red once more. It is now blazing and its at the full extent of its true power. It omits the power it has back into the clashing flames. As The black flames crash agianst the orange the orange flames over take them with ease. As this happends the elemtal in the middle is riped into thousands of small fire parts. His sole is returned back into the fire. His brother has his had cut off and from the damage its causes him a certian death. His sole also joins his brothers. Then the fire pillar returns back into the orb. the party can now see callo and the cleric staning below the fire orb. combat over but still need to do some attacks vs party first.
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Post by (George) 3.5./ ZEM ( 4.0) on Feb 10, 2015 19:51:21 GMT -5
Wounded one DxQsd0f7p_1-20+21= hit p_1-20+21= 29 Vs barrbarion Middle one vs p_1-20+21 p_1-20+21 confirmed Nokomis Next attack is vs p_1-20+21= miss Krovel 1-20�1-20�1-20�1-20�1-20
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Post by (George) 3.5./ ZEM ( 4.0) on Feb 10, 2015 20:02:24 GMT -5
Fzz0odWDp_1-8 p_1-8+8=22
Times 2 But i decided just to roll it second time and add it to first
p_1-8
p_1-8+ 8= 13
35 damage.
Dc 22 or take
p_1-10 p_1-101-8�1-8�1-8�1-8�1-10�1-10
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Post by (George) 3.5./ ZEM ( 4.0) on Feb 10, 2015 20:07:26 GMT -5
obHoT1GFp_1-8 p_1-8+8= 19
p_1-8 p_1-8+8= 13
32
2 dc 22 saves for him, still on fire and does take
p_1-10 p_1-10=14 46 total.
1-8�1-8�1-8�1-8�1-10�1-10
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Post by (George) 3.5./ ZEM ( 4.0) on Feb 10, 2015 20:13:52 GMT -5
Nokomis had 109 hp and has taken 79 total to her normal hp now. Meaning she has 30 hp left.
Barrbarion has taken 67 of 163 meaning he is on fire and at 97 hp.
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Post by (George) 3.5./ ZEM ( 4.0) on Feb 10, 2015 20:40:54 GMT -5
( Also found out in this combat: my change to combat reflexes was bad on my part. i except i was wrong in that that one was on me. From now on we will go with combat reflexes in the book.)
( how do you all wish to put out the barrbarion. The entire party can see eachother for pillar of fire is gone.)
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Post by (George) 3.5./ ZEM ( 4.0) on Feb 10, 2015 20:42:32 GMT -5
4.5 mins down on fire shielding spells.
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Post by Jasmine on Feb 11, 2015 0:08:58 GMT -5
Don't forget the miss chance, all those attacks should have a 50% miss chance due to blindness.
If the Cleric has create water, that would be a good way to extinguish the fire. Dawn unfortunately does not have it on her list.
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Post by (George) 3.5./ ZEM ( 4.0) on Feb 11, 2015 0:40:30 GMT -5
They made the will saves so were not blinded
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Post by (George) 3.5./ ZEM ( 4.0) on Feb 11, 2015 2:20:27 GMT -5
The cleric was about to put him out when the orb glowed and sucked the fire off of the barrbarion back into its self.
Right now its the size of a golf ball.
The item of isis glows fait once more Then a shrinck object is cast from it sizing down the orb to the size of a small gem stone. The orb fits in one of the 4 slots.
(One orb down 3 to go)
Item of isis now has different ability then the ones before, it adapts to what gem is inside of it. Lets person speak fire elemental language Summon fire elemental 2/per day Fireball at a Lv 13 caster 3/day Fire spells gain 1 higher but cant go over max lv for the spell.
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Post by at on Feb 11, 2015 5:49:06 GMT -5
Callo observes, "the remaining orbs may have similar elemental guardians", nodding towards Nokomis, "perhaps a theory best tested with the air orb"
She uses the brief respite from combat to heal those in need, efficiently if not quickly. laDLgbBIp_1-8+13 = 16 healing for Nokomis (Callo can heal an average of 35 hitpoints per minute indefinitely - she'll have the party patched up soon enough)1-8
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Post by harknail on Feb 11, 2015 12:46:27 GMT -5
Indefinite healing is a nice thing to have Nokomis appreciates the healing!
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Post by (George) 3.5./ ZEM ( 4.0) on Feb 11, 2015 18:49:38 GMT -5
Has true sight warn off by now about 5 mins have past since she put it on.
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Post by at on Feb 12, 2015 4:25:13 GMT -5
Has true sight warn off by now about 5 mins have past since she put it on. Callo has a total of 16 minutes of truesight, though she'll burn through most of it while healing and she will want to at least check out the other passageways before it goes entirely.
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Post by (George) 3.5./ ZEM ( 4.0) on Feb 12, 2015 4:53:38 GMT -5
that is what i was figuring would happen. She sees two other doors not just the first one the party saw. One is to the north ( original door and very much not hidden) this has the air/ lighning/ice symbol to it.
The one to right has all 4 sysbols above a tume symbol with and arrow pointing SE. The map shows it leads back to the tume the party was just in. ( not a direct way to it but would lead back there somewhat.)
Then the one to left leads to more fire. The map says its the fire amory, so it may have magical things they party may wish to grab if so interested.
Ill let party rp what direction they wish, if party does wait for callo to heal by then party is at full hp but fire shilds are gone. Yet since i talked to player who plays the cleric is able to play once more he might wish to use his heals so the fire shilds are still up party's choice.
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Post by at on Feb 12, 2015 5:10:28 GMT -5
Callo will heal on the move, suggesting they check the fire armoury before their protections begin to wane. Ill let party rp what direction they wish, if party does wait for callo to heal by then party is at full hp but fire shilds are gone. Protection and resist energy last for 10 minutes a level, unless something else is draining them away.
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