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Post by (George) 3.5./ ZEM ( 4.0) on Dec 4, 2016 15:02:43 GMT -5
Zem will for the very fist time while being with the party use turn undead. There are more things in conjunction with that turn but If i recall its burst right its 2 so from where i am given that i can try to hit all of the remaining ones for the are all within 2 sq from me. I can do rolls vs each tomorrow and finish turn then given im booked most of today. But at 5th lv it can do 2d10+wisdom i think and then push them few sqs and imoblize them.
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Post by harknail on Dec 4, 2016 17:03:14 GMT -5
At 6th level it still only does 1d10+5 damage (you get another die at 11th level). All are indeed in range of it, and you can push them up to 5 squares. Seems like everyone is getting to shine in this fight :-) Barbatos blasted most of the minions before they got to attack, Harknail took the hits to save the team, and Stravanya does her usual massive damage. And now Zem will get to send some of them running for a turn.
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Post by at on Dec 5, 2016 11:18:29 GMT -5
Glad Barbatos got that fire shield spell - it'll stop the minions munching on him if nothing else. What's left of them anyway
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Post by (George) 3.5./ ZEM ( 4.0) on Dec 6, 2016 23:30:24 GMT -5
targets
bad guy number 4
bad guy number 7
bad guy number 9
number 3
number 2
number 1
rolling in that order
WweuB1zVp_1-20+8=26 vs 4
p_1-20+8=17 vs 7
p_1-20+8=9 vs 9
p_1-20+8=22 vs 3
p_1-20+8=17 vs 2
p_1-20+8=17 vs 1
all vs will saves
damage p_1-10+5 radiant =9 total damage half on a miss.
please let me know what ones i hit if non minion so that i can move them around board if need be.
1-20�1-20�1-20�1-20�1-20�1-20�1-10
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Post by harknail on Dec 7, 2016 14:25:17 GMT -5
Zem hit 1-4, missing 7 & 9 (the minions).
Since hi hit both 1 and 2 with radiant energy, Harknail gets to try to save vs. immobilized and stunned. Flerx would also get to save if she hadn't already saved versus immobilized. Save versus immobilized: gXbAEUhtp_1-20 Save versus stunned :p_1-20
Zem has freed Harknail to move and attack!
You can push the ghouls up to 5 squares away, and they will not be able to move on their turn. Where do you want to move them to?1-20�1-20
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Post by (George) 3.5./ ZEM ( 4.0) on Dec 7, 2016 16:11:44 GMT -5
On a miss it says it does half damage so does that damage still apply to the minions as well?
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Post by harknail on Dec 7, 2016 16:17:24 GMT -5
On a miss it says it does half damage so does that damage still apply to the minions as well? No, all minions have a trait that they take no damage from missed attacks. The idea is to keep area tax from automatically killing all minions. Considering that your wizard took out 6 out of 8 minions with area attacks, they are still quite effective!Edit: Just noticed that there is no map on this page: Map (updates as positions change)
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Post by (George) 3.5./ ZEM ( 4.0) on Dec 7, 2016 16:31:35 GMT -5
Np i just forgot that was all.
So unless the others want them in a different spots
A6 is #2
A8 is #1
D1 is #3
J2 is #4.
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Post by harknail on Dec 7, 2016 16:36:07 GMT -5
Map updated
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Post by at on Dec 8, 2016 13:58:18 GMT -5
Is it back around to the players turn?
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Post by harknail on Dec 10, 2016 20:44:19 GMT -5
Is it back around to the players turn? Yes, and Barbatos is up next, followed by Harknail and the Iron Cobra.
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Post by at on Dec 11, 2016 8:05:56 GMT -5
Trusting the divine magic to hold the undead at bay for now Barbatos holds his ground and attempts to finish off the lesser undead threatening the group.
Enlarged scorching burst against the minions. O5B_OZwGp_1-20+11 vs ref p_1-20+11 vs ref
edit - and fire shield as a minor action, unless turn undead means that Zem can just keep the survivors pinned in a corner for the rest of the fight.1-20�1-20
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Post by harknail on Dec 11, 2016 14:24:42 GMT -5
The Scorching Burst destroyed 1 of the 2 remaining gould minions, leaving only the one facing Flerx. But then Barbatos himself burst into flames! After a moment, it was obvious the flames were not harming the wizard, since he was not screaming in agony end his robes turning black.
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Post by (George) 3.5./ ZEM ( 4.0) on Dec 11, 2016 14:34:21 GMT -5
Hey dm on page 62 of the original phb im looking at turn undead and it says hit: 1d10+wis push it 3sqs+ Charisma mod. Target is imoblized til end of next turn.
Tho it say it increases to 2d10+wisdom at
5th and to 3d10+wisdom at 11th
I know you said its only at 11th im not sure why that is diffent in the book tho.
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Post by harknail on Dec 11, 2016 14:46:10 GMT -5
Hey dm on page 62 of the original phb im looking at turn undead and it says hit: 1d10+wis push it 3sqs+ Charisma mod. Target is imoblized til end of next turn. Tho it say it increases to 2d10+wisdom at 5th and to 3d10+wisdom at 11th I know you said its only at 11th im not sure why that is diffent in the book tho. I am using the online Compendium and Character Builder, which incorporate all printed material and all errata. Looking at the Compendium, I see a note:
Update (4/21/2011) Updated to match Class Compendium
Apparently this was updated in a later book.
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Post by (George) 3.5./ ZEM ( 4.0) on Dec 11, 2016 16:44:31 GMT -5
Np, i figured they did that i just wanted to be sure, ty for finding out for me. Still cool ability to have, and i can see why it needed to be updated tho for thats a lot of damage at 5th lv + shift, + no save immobilized til end of turn. Ya i could see why they updated it.
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Post by harknail on Dec 11, 2016 18:18:02 GMT -5
Harknail uses his Valiant Rush to move though the outer edges of the tree in front of him to reach the ghouls on the far side (to B7), He issues a Divine Challenge to #1 (the one most likely to reach Barbatos). He then attacks both ghouls with an Arc of Vengeance. Attack #1: spd1SmcMp_1-20+11 = 26 Attack #2: p_1-20+11 = 20 Harknail gets a solid hit on #1 (for 11 damage), but only a glancing blow on #2 (for 5 damage). Both are subject to his divine sanction for this turn, not that they can reach any other targets. Also #1 will take 2 divine damage any time it does damage to Harknail or one of his allies.
Edit: #1 is now bloodied1-20�1-20
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Post by harknail on Dec 11, 2016 18:23:38 GMT -5
The Iron Cobra attempts to fight the ghoul next to its master. Attack: 2Ykds2ovp_1-20+11 =21 But the agile ghoul easily avoids the bite of the mechanical snake.1-20
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Post by harknail on Dec 12, 2016 15:25:44 GMT -5
Most of the ghouls had been pushed away from the group and prevented from returning this round. All they can do is hiss insults at Zem. But #7 is still next to live targets, and Harknail had moved up to #1 and #2. The ghouls weren't interested in the inedible warforged, but they used Harknail as a target to take out their frustration of not being able to reach tastier fair. Meanwhile #7 tried again to grab Flerx.
#1 Claw Attack vs. Harknail: 1pWbTUwqp_1-20+10 =18 (miss) #2 Claw Attack vs. Harknail: p_1-20+10 = 19 (miss) #7 Grab Attack vs. Flerx: p_1-20+12 =27 (hit)
Harknail manages to block the ghouls facing him with his shield and armor, but #7 manages to grab Flerx, it's claws sinking into her, and leaving her bloodied.
Tag all1-20�1-20�1-20
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Post by Stravanya on Dec 12, 2016 21:26:24 GMT -5
Minor Action: Stoneskin Robes Move Action: I1 Standard Action: Angelic Alacrity on #4 (shift to J1 then attack) Attack Rolls: 14+12= 26 9+12= 21 Damage Rolls: 7+3+9 =
19 Total Damage
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