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  1. - Top - End - #31
    Troll in the Playground
     
    Rhyvurg's Avatar

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    Default Re: Post-war sandbox, Team Green IC

    No fancy maneuvers from Manus. There was no need. If he did not hold the attention of the dwarves' center line, they would surround and overwhelm Magnhild before she could finish the cleric. He would not allow that. He moves north of the giant, aiming for the center of the enemy line.

    Spoiler: Actions
    Show
    Moving as close to BX-73 as possible, I can't make it that far this round so any support should go to Magnhild
    "Can you do science to it?"
    "I can do science to anything."


  2. - Top - End - #32
    Ettin in the Playground
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    Default Re: Post-war sandbox, Team Green IC

    Throwing caution to the wind, Chloe just charges once she hears sounds of her northern allies bringing the fight to the marauders. She lunges over the fence towards the archer, claws outstretched. She just hopes he doesn't scream too loud as she tears into him.

    Spoiler: ooc/rolls
    Show

    Charging/lump over the fence so I can pounce:

    (1d20+28)[31] Jump

    Full attack:
    Claws:
    (1d20+21)[36]
    (1d20+21)[35]
    Bite:
    (1d20+21)[28]

    Rake:
    (1d20+21)[37]
    (1d20+21)[28]

    Spoiler: Damages
    Show

    (3d6+14)[19] (3d6+14)[22] claws
    (2d6+7)[14] Bite

    (1d8+7)[10] (1d8+7)[13] Rake. I'm not sure if this should be a higher modifier because of her improved natural attacks, but she's shredding this guy anyway...

    Spoiler: Sneak Attack
    Show

    Unless charging negates catching this guy flat footed, Chloe's not done lawn-mowering him:

    (3d6)[4]
    (3d6)[10]
    (3d6)[11]
    (3d6)[13]
    (3d6)[10]






    <BananaPhone> Stop sniveling worm! You think something as petty as "oh boo hoo my house is collapsing!" should stop you from posting in an online fantasy game where people pretend to be werewolves?

    "Let me get this straight. Some guy dressed up as Batman to fight the guys dressing up as clowns scaring people. Maybe this planet aint so bad after all."

  3. - Top - End - #33
    Ogre in the Playground
     
    Ripptor's Avatar

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    Default Re: Post-war sandbox, Team Green IC

    Hedera grins wickedly. She is going to enjoy killing this group of fools. Throwing her arms out, she slowly raises them, as if pulling the roots up from the earth.

    Lady takes a protective step in front of Hedera, hissing and spitting a warning cry.
    Spoiler: OoC
    Show
    Hedera:
    Full-Round Casting, SNA III (as SNA IV) for 1d3 Greenbound Dire Wolves at CU-76 to CU-76.

    Lady:
    Move to CZ-70, blocking LOS to Hedera.
    Ready standard action to Spit Poison at any opponent within 30' Radius.


    Spoiler
    Show
    Her casting was nerfed harder than I understood, this doesn't happen until next turn, if then.

    The soil follows her command, and a ball of vines and branches burst into life in the field, twining and forming into a mass of living greenery loping across the grassland. At the same time, the ground beneath the defensive line explodes upwards into a denser, violent growth of its own. The thick, spiked vines snake around and upwards, slashing and constricting everyone in their wake, filling in the damaged palisade with a natural wall of her own design.

    GB Direwolf:
    Standard SLA: Wall of Thorns (all within 160ft of Wolf):
    10x10 Cube: BU-72 to BT-73, capturing D1, D5, D6, HS2
    5x5 Length: BW-73 to BX-74, capturing D2, D3
    5x5 Length: BW-74 to BX-75, capturing S1, D7
    5x5 Length: BY-75 to BY-76, capturing D4, D8
    5x5 Length: BY-77 to BY-78, capturing HS1
    5x5 Length: BT-72 to BT-73
    5x5 Length: BT-74 to BU-74
    5x5 Length: BV-74 to BV-75
    5x5 Length: BW-75 to BW-76
    5x5 Length: BX-76 to BX-77
    5x5 Length: BX-78 to BY-78
    All caught take 25 Damage, minus their flat-footed AC(Don't count Dex or Dodge).
    Then, Move 50' straight to CK-76. Should now be in move+attack range.

    Greenbound Dire Wolf ( 1/16 Rounds )
    Large Plant (augmented animal) HD 6d8+30 (78 hp)
    Speed: 50 ft. AC: 21 (–1 size, +3 Dex, +9 natural), touch 12, flat-footed 18
    Base Attack/Grapple: +4/+22
    Attack: Bite +17 melee (1d8+15)
    Full Attack: Bite +17 melee (1d8+15)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Trip, SLAs
    Special Qualities: LLV, Tremorsense, Scent, Resistance Cold and Electricity 10, DR 10/Magic & Slashing, Fast Healing 3
    Saves: Fort +10, Ref +8, Will +6
    Abilities: Str 31, Dex 17, Con 21, Int 2, Wis 12, Cha 14
    Skills: Hide +1*, Listen +7, Move Silently +5*, Spot +7, Survival +2*
    Feats: Alertness, Run, Track(B), Weapon Focus (bite)
    Spell-Like Abilities: At will - entangle , pass without trace , speak with plants ; 1/day - wall of thorns . CL 6; save DC 12 + spell level.
    Conditional:
    +16 racial bonus on Hide and Move Silently checks made in forested areas.
    +4 racial bonus on Survival checks when tracking by scent.
    Spoiler: Wall of Thorns Map
    Show

  4. - Top - End - #34
    Ogre in the Playground
     
    PaladinGuy

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    Default Re: Post-war sandbox, Team Green IC

    R'Ror adances from the south, running to get as close as possible for a good firing range.
    Act well before thinking!


  5. - Top - End - #35
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    J-H's Avatar

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    Default Re: Post-war sandbox, Team Green IC

    The Homestead: Round 1, Part 1

    Magnhild charges towards the dwarven line, her huge form crossing the landscape like some sort of giant siege engine. (I adjusted this to Run x3 for 90’ of movement based on what I believe your intent is, and will change back if you don’t want to close so quickly). Manus is right behind her (40’ base speed, 30’ due to medium armor, also Run x3).

    Hedera begins to cast a spells, her dinosaur companion body-blocking for her while the Nymph chants. R’Ror crests the hill, his clawed feet finding easy purchase as he hurtles downhill (50’ base speed, run x4 covers 200’, putting him only 85’ from the south wall).

    Chloe leaps over the fence with a silent snarl, dealing at least four separate lethal wounds to the gaping archer in the blink of an eye. The woodpile shields her from view (barely) and she’s pretty sure that the fence and the fire kept the southern squad of dwarves from seeing her approach.

    (enemy turn coming in the next couple of hours)
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    Baldur's Gate 2 (ongoing)
    Castle Dracula (Castlevania)
    Against the Idol of the Sun (high level hexcrawl)

  6. - Top - End - #36
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    Default Re: Post-war sandbox, Team Green IC

    The Homestead, Round 1, Part 2

    The cleric casts another spell, which Hedera recognizes as Bless. The squad leader shouts encouragement and orders. “Throw, and advance! Alvin, go big!” The dwarven line throws a volley of axes at Magnhild and advances, drawing their axes and spreading out as they do. Under their armor, it's hard to tell if they are flustered by the fact that their axe-fire merely bounced off of Magnhild's huge armored form.
    Spoiler
    Show

    Throwing axes, with Bless and range penalties, vs AC 33. all miss
    D6 Attack (1d20-3)[-1] with range penalty, damage (1d6+4)[5]
    D7 Attack (1d20+3)[22] with range penalty, damage (1d6+4)[5]
    D8 Attack (1d20+3)[14] with range penalty, damage (1d6+4)[10]
    D1 Attack (1d20-1)[9], damage (1d6+5)[10]
    D2 Attack (1d20+1)[5], damage (1d6+5)[7]
    D3 Attack (1d20+1)[11], damage (1d6+5)[11]
    D4 Attack (1d20+3)[14], damage (1d6+5)[11]
    D5 out of range, just draws his axe.


    The arcane caster, meanwhile, chants several syllables, and cast a spell whose effects are obvious: The nine dwarves grow until they are the size of ogres, the benefit of a (Mass) Enlarge spell.

    Meanwhile, the archers fire at Magnhild and Manus, failing to do any damage, and the spear-wielders take the flanks.
    Spoiler
    Show

    HA1, with Bless, Rapid Shot
    Attack (1d20+10)[11] for (1d8+1)[9] plus (1d6)[1] elec damage
    Attack (1d20+10)[28] for (1d8+1)[6] damage
    Attack (1d20+5)[23] for (1d8+1)[2] damage

    HA3, with Rapid Shot at Manus, -2 range penalty applies
    Attack (1d20+7)[22] for (1d8+1)[2] plus (1d6)[1] elec damage
    Attack (1d20+7)[17] for (1d8+1)[3] damage
    Attack (1d20+2)[12] for (1d8+1)[6] damage


    To the south, the other dwarven squad spots R’Ror getting closer. Shouted orders from the squad leader leave the squad split; some move to hold the palisade against the glimpsed foe, while the others move out to flank the main attack group.

    Spoiler: Map & Status
    Show


    (clicking the map should bring you to a zoomable version)

    DC Bless
    DA Bless
    S1 Bull's Strength, Bless, Enlarge
    D1-D8 Bull's Strength, Bless, Enlarge
    HS1-HS2 Bull's Strength, Bless
    HA1 Bless


    =>Party
    Last edited by J-H; 2017-02-27 at 02:45 PM.
    Things published on DM's Guild
    Campaign Logs:
    Baldur's Gate 2 (ongoing)
    Castle Dracula (Castlevania)
    Against the Idol of the Sun (high level hexcrawl)

  7. - Top - End - #37
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    Metahuman1's Avatar

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    Default Re: Post-war sandbox, Team Green IC

    Magnhild kept running, but she did change course. Initially she'd hoped to simply use her size and the protection of her armor and skills and shield to break the line, but that seemed less advisable the more the magic users kept getting to work.

    She moved in till she was close in with the human spearman. Close enough that if they had both been humans with swords they could still have reasonably fought.

    And more importantly, she moved till she was right on top of the less then knee high fence.

    Spoiler: Mechanics.
    Show
    Run action: Closing to the fence. The only block of squares that puts me slap up against the human spearman and directly facing and across from the cleric and arcanist.

    Stance: Pearl of Black doubt. If any of these guys are only now in range of it and don't have the hit dice, I'll need to have them roll will for frightful presence.
    "I Burn!"

  8. - Top - End - #38
    Ettin in the Playground
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    Default Re: Post-war sandbox, Team Green IC

    Time for a cat to try herding people instead of the disastrous reverse. Chloe lets out a deafening, location alerting *roar* before her stripes seem to move and shimmer sideways, her massive feline form vanishing from sight. Once invisible, she takes a mighty leap over the fence surrounding the house and slides her way into the building itself. Hopefully the warriors will head towards the woodpile and not through the building, but she tries to stay out of sight of anyone who could see through the door anyway once her form reappears...

    Spoiler: OOC/Rolls
    Show

    Okay, step one: Attract alot of attention.

    Step two: Activate Ghost step. I have 7 Ki motes left for the day, now.

    Step three: Take a leap over the fence before anyone can see me and hide in the house, and pray they don't come in through the door.

    (1d20+28)[35] Jump to clear the fence
    (1d20+27)[31] Penalized Move silently since being invisible doesn't negate me making alot of noise.
    (1d20+30)[43] Hide. "I don't remember there being a tiger skinned rug in the house, Gary, did you?"

    Last edited by tonberryking; 2017-02-28 at 11:09 AM.
    <BananaPhone> Stop sniveling worm! You think something as petty as "oh boo hoo my house is collapsing!" should stop you from posting in an online fantasy game where people pretend to be werewolves?

    "Let me get this straight. Some guy dressed up as Batman to fight the guys dressing up as clowns scaring people. Maybe this planet aint so bad after all."

  9. - Top - End - #39
    Ogre in the Playground
     
    PaladinGuy

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    Default Re: Post-war sandbox, Team Green IC

    R'Ror moves towards the North-East, relying on his speed to get him within optimal firing range to the group of Dwarves moving to flank the others.
    He takes 3 steel tipped arrows from his quiver, taking careful aim before releasing one arrow on each of the Dwarves. Just before they strike, the arrows split.

    Spoiler
    Show

    R'Ror's speed was wrong on the sheet, it is 40 + 10 from Scout + 10 from Ring of the Woodland = 60'

    Swift Action: use Travel Devotion to move 60' diagonally to the NE, to get within 60' from the Dwares tring to flank the others.
    Full round action: shoot at Dwarves D14, D15 and D16

    Attack on D14: (1d20+18)[27] damage: (2d6+10)[12] + (5d6)[18]
    Splitting Attack on D14: (1d20+18)[34] damage: (2d6+10)[14] + (5d6)[19]
    Attack on D15: (1d20+13)[21] damage: (2d6+10)[14] + (5d6)[16]
    Splitting Attack on D15: (1d20+13)[19] damage: (2d6+10)[18] + (5d6)[25]
    Attack on D16: (1d20+8)[9] damage: (2d6+10)[18] + (5d6)[23]
    Splitting Attack on D16: (1d20+8)[21] damage: (2d6+10)[13] + (5d6)[21]

    His AC goes up +4 because of Improved Skirmish


    Spoiler: StatBlock
    Show

    R'Ror
    male NG Wemic LA/RHD/Scout/Ranger, Level 1/5/5/3, Init 7, HP 104+52/156, Speed 60
    AC 28, Touch 14, Flat-footed 23, Fort 14, Ref 24, Will 12, Base Attack Bonus +11/+6/+1
    Splitting +1 Composite Longbow +18/+13/+8 (2d6+10, 20*3)
    2 Claws +18/+13/+8 (1d6+8, 20*2)
    +5 Mithral Breastplate (+10 Armor, +5 Dex, -1 Size, +4 Natural)
    Abilities Str 26, Dex 20, Con 18, Int 12, Wis 14, Cha 8
    Condition None
    Last edited by Simba; 2017-02-28 at 01:17 PM.
    Act well before thinking!


  10. - Top - End - #40
    Ogre in the Playground
     
    Ripptor's Avatar

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    Default Re: Post-war sandbox, Team Green IC

    With a final pull, the earth follows Hedera's divine command. First, a ball of vines and branches burst into life in the field, twining and forming into a mass of living greenery loping across the grassland. At the same time, the ground beneath the northern defensive line explodes upwards into a denser, violent growth of its own. Thick, spiked vines snake around and upwards, slashing and constricting everyone in their wake, extending the broken palisade with a natural wall of her own design. The new wall arcs northward, capturing the Squad leader and separating the line in half.

    With a step forward, Hedera continues to beckon at the world around, and the southern grasslands also burst to sudden life. The long grasses twist and snare, gripping the sudden detachment in the south with all their combined might. Lady follows after her, on continual guard.
    Spoiler: OoC
    Show
    Okay, lots of action here, full battlefield controller mode. Image attached for clarity:
    Spoiler: Image
    Show


    Hedera:
    Full-Round Casting resolves, SNA III (as SNA IV) for 1d3(1) Greenbound Dire Wolves at CU-76 to CV-76.
    then, Move 50ft straight East to CQ-69.
    then, Standard Cast Entangle, 40' radius centered at CH-90. South Detachment (Ref DC 17).

    Lady:
    Move 50ft East to CP-70, blocking LOS to Hedera.
    Ready standard action to Spit Poison at any opponent entering a 30' Radius.

    GB Direwolf:
    Move 50' straight East to CK-76.
    Then, Standard SLA Wall of Thorns (all within 160ft of Wolf):
    5x5 Length: BV-69 to BW-69, capturing D5
    10x10 Cube: BW-70 to BX-71, capturing D6, D5(again)
    5x5 Length: BX-72 to BY-71
    10x10 Cube: BY-72 to BZ-73, capturing S1(His whole self)
    10x10 Cube: AA-72 to AB-73, capturing D3(His whole self)
    5x5 Length: AB-71 to AC-72, capturing D2, D3(again)
    10x10 Cube: AC-70 to AD-71
    5x5 Length: AD-69 to AE-69

    All caught take 25 Damage, minus their flat-footed AC(Don't count Dex or Dodge).

    Spoiler: Wolf Statblock
    Show
    Greenbound Dire Wolf ( 1/16 Rounds )
    Large Plant (augmented animal) HD 6d8+30 (78 hp)
    Speed: 50 ft. AC: 21 (–1 size, +3 Dex, +9 natural), touch 12, flat-footed 18
    Base Attack/Grapple: +4/+22
    Attack: Bite +17 melee (1d8+15)
    Full Attack: Bite +17 melee (1d8+15)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Trip, SLAs
    Special Qualities: LLV, Tremorsense, Scent, Resistance Cold and Electricity 10, DR 10/Magic & Slashing, Fast Healing 3
    Saves: Fort +10, Ref +8, Will +6
    Abilities: Str 31, Dex 17, Con 21, Int 2, Wis 12, Cha 14
    Skills: Hide +1*, Listen +7, Move Silently +5*, Spot +7, Survival +2*
    Feats: Alertness, Run, Track(B), Weapon Focus (bite)
    Spell-Like Abilities: At will - entangle , pass without trace , speak with plants ; 1/day - wall of thorns . CL 6; save DC 12 + spell level.
    Conditional:
    +16 racial bonus on Hide and Move Silently checks made in forested areas.
    +4 racial bonus on Survival checks when tracking by scent.


    There, that should keep both flanks from pincering us too hard, and still give Manus a way in without jumping the palisade.

  11. - Top - End - #41
    Troll in the Playground
     
    Rhyvurg's Avatar

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    Default Re: Post-war sandbox, Team Green IC

    Manus sets his weapon and charges, his footfalls kicking up a cloud of dust. The dwarves were divided, this was their chance to break their line and take them apart.

    Spoiler: Actions
    Show
    Charge attack at D4
    Attack - (1d20+21)[29]
    Damage - (2d8+16)[23]
    "Can you do science to it?"
    "I can do science to anything."


  12. - Top - End - #42
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    J-H's Avatar

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    Default Re: Post-war sandbox, Team Green IC

    Round 2, Part 1

    Hedera summons a plant-like wolf, and the grassland explodes with aggressive plants, hindering half of the dwarven forces in a matter of moments.

    Spoiler
    Show

    Your grid numbering is a bit off, but the visual on the map tells me where to put things.
    Entangle Reflex DC 17 or entangled (inflicts -4 dex for effective -2ac, plus other stuff)

    S2 Reflex (1d20+4)[19] save
    D13 Reflex (1d20+3)[15] entangled
    D14 Reflex (1d20+2)[7] entangled
    D15 Reflex (1d20+2)[19] save
    D16 Reflex (1d20+2)[6] entangled

    Wall of Thorns damage 25-AC (excluding dex/dodge)
    D5 6 damage
    D6 7 damage
    S1 5 damage
    D2 6 damage
    D3 6 damage


    Manus charges one of the enlarged dwarves, slashing into it with his halberd (hit for 23).

    Magnhild charges towards the fenceline, letting out an deep howling roar.
    Spoiler
    Show

    Run action in a straight line… I used a 2-diagonal/1 straight down pattern for the line, as otherwise I was coming up with an illegal ending place on top of the spearman.
    Spearman AOO (1d20+10)[29] for (1d8+3)[8] damage

    Frightful presence: Will DC13 or shaken if under 8HD
    HS1 (1d20+7)[17] (includes Bolstering Voice & Bless) save
    D8 (1d20+6)[7] (includes Bolstering Voice & Bless) shaken
    HA1 (1d20+4)[6] (includes Bless) shaken


    Chloe roars as Magnhild does, and then vanishes from sight, running through the outdoor kitchen area and into the house. Fresh bloodstains indicate that someone was killed here recently.

    R’Ror moves up and fires a barrage of arrows at the dwarves, slaying one of them outright.
    Spoiler
    Show

    I applied the missing 30’ of move from last round, which puts you just in range.
    D14 is hit for 30+33 = 63hp and killed
    D15 is hit for 30hp…43 extra damage if his ac drops by 2 due to entangle.
    D16 is hit for 34hp


    Spoiler: Status
    Show


    DC Bless
    DA Bless
    S1 5 damage, Bull's Strength, Bless, Enlarge
    D1 Bull's Strength, Bless, Enlarge
    D2 6 damage, Bull's Strength, Bless, Enlarge
    D3 6 damage, Bull's Strength, Bless, Enlarge
    D4 23 damage, Bull's Strength, Bless, Enlarge
    D5 6 damage, Bull's Strength, Bless, Enlarge
    D6 7 damage, Bull's Strength, Bless, Enlarge
    D7 Bull's Strength, Bless, Enlarge
    D8 Bull's Strength, Bless, Enlarge, shaken
    D13 entangled
    D15 30 damage
    D16 34 damage, entangled
    HS1-HS2 Bull's Strength, Bless
    HA1 Bless, shaken

    Last edited by J-H; 2017-03-01 at 01:34 AM.
    Things published on DM's Guild
    Campaign Logs:
    Baldur's Gate 2 (ongoing)
    Castle Dracula (Castlevania)
    Against the Idol of the Sun (high level hexcrawl)

  13. - Top - End - #43
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    Default Re: Post-war sandbox, Team Green IC

    Round 2, Part 2

    The dwarves caught in the wall of thorns struggle against it, trying to break free unsuccessfully. “Help!”
    Spoiler
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    10 minutes? Who wrote this spell?

    The dwarven casters shout back and forth “I can’t dispel it, it’d just break my own buffs!” “Well then let’s kill the giant, or build our own wall!” North of the wall of thorns, two of the enemies move towards Hedera.
    The cleric moves north, chanting , and a column of black fire crashes down on Magnhild from the sky above. The arcane caster follows, manipulating something from his spell pouch; a rock wall quickly springs out from one of the stone pillars supporting the covered lean-to area, running east and blocking off part of the battlefield.
    Spoiler
    Show

    Hedera recognizes Flame Strike.
    (11d6)[50] damage, Reflex DC 19 half; 50% fire/50% divine
    Magnhild Reflex (1d20+9)[10] fail, 50 damage

    The wall of stone is 10’ high and has 2” thickness; each segment has 30hp and hardness 8. A DC24 strength check can also break through a 5’ segment.


    The longspear-wielder steps around the corner, ready to attack Magnhild if she approaches. Two of the enlarged dwarves, meanwhile, attack Manus. One axe-stroke bites home, splitting some of his reconstructed flesh.
    Spoiler
    Show

    D4 full attack; net +3 to-hit (+2 bs, +1 bless), +3 damage (+2 bs/+1 enlarge)
    Attack (1d20+15)[35] damage (1d10+8)[17] hit for 17, DR reduces to 12
    Attack (1d20+10)[21] damage (1d10+8)[16] miss
    D6 10’ move, attack;
    Attack (1d20+10)[22] (-2 from shaken not included = 20) damage (1d10+5)[15]


    One of the archers reposition, while the other steps back, peppering Magnhild ineffectually with arrows.
    Spoiler
    Show

    +1 from Bless, -2 to-hit from Rapid Shot, -2 shaken, +1 hit/dmg from PBS all miss
    Attack (1d20+9)[25] for (1d8+2)[7] plus (1d6)[4] elec damage
    Attack (1d20+9)[16] for (1d8+2)[8] damage
    Attack (1d20+4)[23] for (1d8+2)[9] damage


    In the south, one dwarf moves to investigate the strange roar, while the others attack the Wemic. The two un-entangled dwarves move towards R’Ror, while the two wrapped in prehensile prairie grass attempt to break free.
    Spoiler
    Show

    D9 throwing axe
    (1d20+6)[10] for (1d6+3)[8] miss
    D10 throwing axe
    (1d20+6)[21] for (1d6+3)[5] miss
    D11 throwing axe
    (1d20+4)[19] for (1d6+3)[4] miss
    D13 strength check (1d20+3)[15] vs DC 20 to break free and move half speed fail
    D16 strength check (1d20+2)[13] vs DC 20 to break free and move half speed fail


    Spoiler: Map & Status
    Show


    (map is clickable, should take you to a zoomable version)

    DC Bless
    DA Bless
    S1 5 damage, Bull's Strength, Bless, Enlarge; 4/5 points towards breaking free
    D1 Bull's Strength, Bless, Enlarge
    D2 6 damage, Bull's Strength, Bless, Enlarge
    D3 6 damage, Bull's Strength, Bless, Enlarge
    D4 23 damage, Bull's Strength, Bless, Enlarge
    D5 6 damage, Bull's Strength, Bless, Enlarge
    D6 7 damage, Bull's Strength, Bless, Enlarge; 2/5 points towards breaking free
    D7 Bull's Strength, Bless, Enlarge
    D8 Bull's Strength, Bless, Enlarge, shaken
    D13 entangled
    D15 30 damage
    D16 34 damage, entangled
    HS1-HS2 Bull's Strength, Bless
    HA1 Bless, shaken

    Magnhild 50 damage
    Manus 12 damage

    => Party
    Last edited by J-H; 2017-03-01 at 02:15 AM.
    Things published on DM's Guild
    Campaign Logs:
    Baldur's Gate 2 (ongoing)
    Castle Dracula (Castlevania)
    Against the Idol of the Sun (high level hexcrawl)

  14. - Top - End - #44
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    Default Re: Post-war sandbox, Team Green IC

    Spoiler: Mechanics.
    Show
    I'm starting with resolving some stuff for use of an attack of opportunity.

    AoO against Dwarf Cleric who defiantly moved way to many spaces in an area covered by my reach to not provoke it.

    (1d20+20)[39]

    I will make that a trip check.

    (1d20+22)[37]

    Which, if it succeeds, will get a follow up attack. This might, depending on what the dwarf does in response, trigger a need for a concentration roll to get her spell off.

    To hit. (1d20+20)[38] Damage. (3d6+17)[29] + (1d4)[1] Sonic.

    I will need to see what the results of these are and if it messes up the clerics spell before I go from here.

    "I Burn!"

  15. - Top - End - #45
    Ettin in the Playground
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    Default Re: Post-war sandbox, Team Green IC

    Chloe moves quickly through the house and tries to get the drop on the single approaching dwarf, launching her surprise attack and swiping both her claws down on the poor sot.

    Spoiler: OOC/rolls
    Show
    If I have to burn another ki mote to turn invisible/ get sudden strike, I shall.

    (1d20+21)[22]
    (1d20+21)[33]

    Damages
    (3d6+14)[26]
    (3d6+7)[23]


    Spoiler: Sudden strike damage
    Show

    (3d6)[15]
    (3d6)[9]


    If this doesn't kill him, I would like to initiate a grapple with whichever attack hits:
    (1d20+21)[37]
    Rake: (1d8+7)[9]


    <BananaPhone> Stop sniveling worm! You think something as petty as "oh boo hoo my house is collapsing!" should stop you from posting in an online fantasy game where people pretend to be werewolves?

    "Let me get this straight. Some guy dressed up as Batman to fight the guys dressing up as clowns scaring people. Maybe this planet aint so bad after all."

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    PaladinGuy

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    Default Re: Post-war sandbox, Team Green IC

    R'Ror continues to move, now going due east and a little south to stay out of charging distance. He takes out another set of steel tipped arrows and
    stops to fire one at the approaching Dwarf and the other 2 at his squad leader

    Spoiler
    Show

    Attacking D14: (1d20+18)[35] damage: (2d6+10)[17] + (5d6)[16]
    Split Attack D14: (1d20+18)[27] damage: (2d6+10)[17] + (5d6)[18]

    Attacking S1: (1d20+13)[21] damage: (2d6+10)[22] + (5d6)[22]
    Split Attack S1: (1d20+13)[33] damage: (2d6+10)[17] + (5d6)[17]
    Attacking S1: (1d20+8)[22] damage: (2d6+10)[16] + (5d6)[19]
    Split Attack S1: (1d20+8)[23] damage: (2d6+10)[18] + (5d6)[18]

    His AC goes up by 4
    Act well before thinking!


  17. - Top - End - #47
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    PaladinGuy

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    Default Re: Post-war sandbox, Team Green IC

    Spoiler: crit damage
    Show

    one attack on the squad leader critted:
    confirm: (1d20+13)[33] additional damage: (2d6+10)[19] + (2d6+10)[17]
    Act well before thinking!


  18. - Top - End - #48
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    Default Re: Post-war sandbox, Team Green IC

    Hedera, Lady, and the Wolf all advance deeper into the fray. As they retreat, the grasses behind them also now come to life, twisting into a frenzy of snatching undergrowth.

    Hedera lays a powered hand on Lady, energizing her venomous glands to create a magical, caustic acid. Seeing herself now surrounded, Hedera re-emanates her natural radiance instinctively as a self-defense mechanism.

    As the large plant creature circles one of the enlarged dwarves, Lady hacks a ball of her venom at the same creature.
    Spoiler: OoC
    Show
    No image right now, at work, away from my Photoshop lab!

    Hedera:
    Standard: Cast Venomfire on Lady, giving her poison +8d6 Acid damage.
    Move: 50ft straight SouthEast to CJ-76.
    Free: Turn on Blinding Beauty, any humanoids entering a 30' radius Blindness (Fort DC 22) (Currently just D8)

    Lady:
    Move: SouthEast to CI-75, kinda blocking Hedera.
    Standard: Spit Venom at D8
    -> Attack (1d20+11)[17] vs. Touch AC (-1 Size for being a large target), might be blind (No DEX/dodge bonus)
    -> On hit, Damage: (8d6)[29] Acid, (1d6)[2] Dex (Fort 19 neg)

    GB Direwolf:
    Standard: Cast Entangle as SLA, centered at CL-67 (Should just miss our party?), Full-round to move half (Reflex 13 partial, still only move half)
    Move: 30' straight SouthEast to CG-80, 10' East to CE-80, 5' NorthEast to (CD-79 to CE-79).

    Spoiler: Wolf Statblock
    Show
    Greenbound Dire Wolf ( 2/16 Rounds )
    Large Plant (augmented animal) HD 6d8+30 (78 hp)
    Speed: 50 ft. AC: 21 (–1 size, +3 Dex, +9 natural), touch 12, flat-footed 18
    Base Attack/Grapple: +4/+22
    Attack: Bite +17 melee (1d8+15)
    Full Attack: Bite +17 melee (1d8+15)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Trip, SLAs
    Special Qualities: LLV, Tremorsense, Scent, Resistance Cold and Electricity 10, DR 10/Magic & Slashing, Fast Healing 3
    Saves: Fort +10, Ref +8, Will +6
    Abilities: Str 31, Dex 17, Con 21, Int 2, Wis 12, Cha 14
    Skills: Hide +1*, Listen +7, Move Silently +5*, Spot +7, Survival +2*
    Feats: Alertness, Run, Track(B), Weapon Focus (bite)
    Spell-Like Abilities: At will - entangle , pass without trace , speak with plants ; 1/day - wall of thorns . CL 6; save DC 12 + spell level.
    Conditional:
    +16 racial bonus on Hide and Move Silently checks made in forested areas.
    +4 racial bonus on Survival checks when tracking by scent.


    There, that should hurt and flank D18 for Magnus and I, slow the northern flankers, and threaten lots of area with melee/blindness.

  19. - Top - End - #49
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    Default Re: Post-war sandbox, Team Green IC

    Spoiler: Mechanics.
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    Resolving these first from now on.

    Swift Action: Switching Stance back to Flames Blessing.

    Move Action: Move to CB 79.

    Standard Action: Steel Wind Strike.

    Attack on Spearman:

    (1d20+20)[36]

    Trip Attempt on Spearman if that hits.

    (1d20+22)[31]

    Follow up attack on spearman if that succeeds.

    (1d20+20)[36]

    Damage if that hits.

    (1d20+17)[37] + (1d4)[3] Sonic.


    Attack on D8.

    (1d20+20)[35]

    Trip attempt on D8 if that hits.

    (1d20+22)[31]

    Follow up attack on D8 if that succeeds.

    (1d20+20)[25]

    Damage if that connects.

    (3d6+17)[23] + (1d4)[4] Sonic.


    Assuming this actually works, I'll post fluff later.
    "I Burn!"

  20. - Top - End - #50
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    Default Re: Post-war sandbox, Team Green IC

    Magnhild grunted as the divine fires dropped down on her, even as more mundane blows met shield and armor to no effect. She shifted her stance to better cope with fire based magics, and as she pressed forward, she glared at the magic users. They were not going to like it when she got ahold of them.

    She grabbed out with one hand, encircling the spearmans lower legs and yanking up, turning him upside down to drop him on the ground and bringing her fists down on his armored torso while he was lain flat. Probably not fatal but he was going to feel it.

    "GET OUT OF MY PATH RUNT!!! I'VE NO TIME FOR YOUR WEAKNESS NOW, I'VE YOUR BETTERS TO ATTEND TOO!!"

    Angry, she pivoted, and took the nearest dwarf by the wrist and elbow while sweeping with her leg behind his knees, pivoting him over as well. She brought her hands together, and threw her weight down behind her elbow into his abdominals.

    She recovered back to her initial fighting posture, but took the time to bit the thumb at both magic users. She was coming for them, and she was angry.
    "I Burn!"

  21. - Top - End - #51
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    Default Re: Post-war sandbox, Team Green IC

    Manus keeps at it, doggedly wearing through the enemies in front of him. He knew the others could handle themselves, but at the same time he couldn't afford to waste time. Every second it took him to defeat these enemies, the greater the chance one of he others could be hurt. He only needed one. Remove the one in front of him, and the battle was as good as over. His weapon crashes down on the dwarf over and over, driving through his defenses.

    Spoiler: Actions
    Show
    Attacking D4
    Attack 1 - (1d20+19)[28]
    Damage 1 - (2d8+16)[26]
    Attack 2 - (1d20+14)[31]
    Damage 2 - (d8+16)[18]
    Last edited by Rhyvurg; 2017-03-02 at 12:42 AM.
    "Can you do science to it?"
    "I can do science to anything."


  22. - Top - End - #52
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    Default Re: Post-war sandbox, Team Green IC

    Round 3, Part 1
    Chloe goes invisible again, slipping through the smashed front door of the house and re-appearing as she spears the closest dwarf with her claws, latching on to him and tearing deep gouges with her toe-claws as well. (D12 reduced to negatives by rake attack)

    Hedera casts a spell and advances, her unearthly and inhuman beauty a danger to the very eyes of the dwarves. Lady spits acidic venom at one of the dwarves, burning off chunks of his skin, while the plant-based wolf animates more prairie grass into tangling tentacles.
    Spoiler
    Show

    Blinding beauty, Fort DC22
    D8 Fort (1d20+7)[24] save
    Acid hits for 29 damage, and possibly 2 dex damage (Fort DC 19)
    D8 Fort (1d20+7)[16] fail, 2 dex damage

    GW had to stop slightly early due to Magnhild’s move.
    Entangle, Reflex DC13
    D1 Reflex (1d20+2)[6] includes -1 penalty for enlarge fail
    HS2 Reflex (1d20+4)[12] fail


    Manus hits the dwarf in front of him twice with a pair of powerful blows. The dwarf reels, but holds his ground even though he is close to death. (Hit D4 for 44 damage)

    Magnhild steps around the stone wall. The spearman attacks her as she closes, finding a chink in her armor. She retaliates by knocking the spearman and the closest dwarf to the ground like broken toys. The impact is too much for the acid-scarred dwarf, and he lies limp and dead on the ground.
    Spoiler
    Show

    Moving to be centered on CB79 means her edge squares pass through threatened areas.
    HS1 AOO (1d20+13)[33] for (1d8+3)[10] (base + bless, bull’s strength) crit confirmed, 20 total damage
    D8 AOO (1d20+9)[19] for (2d8+5)[14] (base + bless, bull’s strength, enlarge, -2 shaken) miss
    HS1 has no chance to win. D8 does get a small shot at standing, but only because he’s a dwarf and enlarged.
    D8 opposed roll is (1d20+13)[19] (+4 dwarf +5 strength + 4 size from enlarge; but -2 from shaken not included in the roll, so he needs a 20) vs 31, he fails
    HS1 takes 40 damage
    D8 takes 27 damage, killing him.


    R’Ror moves southeast, firing another volley of arrows at the closest dwarves, slaying both of them outright.
    Spoiler
    Show

    I guesstimated where you wanted to go with your 60’ move.
    D15 and S1 are killed.


    Spoiler: Status
    Show

    DC Bless
    DA Bless
    S1 5 damage, Bull's Strength, Bless, Enlarge; 4/5 points towards breaking free
    D1 Bull's Strength, Bless, Enlarge, entangle
    D2 6 damage, Bull's Strength, Bless, Enlarge
    D3 6 damage, Bull's Strength, Bless, Enlarge
    D4 67 damage, Bull's Strength, Bless, Enlarge
    D5 6 damage, Bull's Strength, Bless, Enlarge
    D6 7 damage, Bull's Strength, Bless, Enlarge; 2/5 points towards breaking free
    D7 Bull's Strength, Bless, Enlarge
    D13 entangled
    D15 30 damage
    D16 34 damage, entangled
    HS1 40 damage Bull's Strength, Bless
    HS2 Bull's Strength, Bless, entangle
    HA1 Bless, shaken

    Magnhild 70 damage
    Manus 12 damage
    Last edited by J-H; 2017-03-02 at 10:12 AM.
    Things published on DM's Guild
    Campaign Logs:
    Baldur's Gate 2 (ongoing)
    Castle Dracula (Castlevania)
    Against the Idol of the Sun (high level hexcrawl)

  23. - Top - End - #53
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    Default Re: Post-war sandbox, Team Green IC

    Magnus keeps up the pressure. Death was regrettable, but these dwarves attacked unprovoked, they had made their choice.

    Spoiler: Actions
    Show
    Let's see if we can finish D4, power attacking for -1/+2.
    Attack 1 - (1d20+18)[33]
    Damage 2 - (2d8+18)[29]
    Attack 2 - (1d20+13)[25]
    Damage 2 - (2d8+18)[27]
    "Can you do science to it?"
    "I can do science to anything."


  24. - Top - End - #54
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    Default Re: Post-war sandbox, Team Green IC

    Round 3, Part 2

    The dwarves trapped in plant-based prisons struggle to get free. Only one comes close, and he still doesn't manage to fully escape area covered in entangling grasses.
    Spoiler
    Show

    Wall of Thorns strength checks all fail
    S1 (1d20+6)[18]
    D2 (1d20+6)[9]
    D3 (1d20+6)[11]
    D5 (1d20+6)[7]
    D6 (1d20+5)[11]

    Wall of Thorns damage (25-non-dex/dodge AC, include penalty for size)
    D5 7 damage
    D6 8 damage
    S1 6 damage
    D2 7 damage
    D3 7 damage

    Entangle strength checks, DC20 to move out at half speed.
    HS2 (1d20+4)[11] fail
    D1 (1d20+6)[22] success
    D13 (1d20+3)[7] fail
    D16 (1d20+3)[7] fail


    “Burn!!” A bolt of blinding light streaks past Magnhild and erupts into an explosion with a loud BOOM. Everyone is able to dodge away and shrug off most of the blow except the summoned wolf, although the heat reacts poorly with Manus' artificial nerves. The wizard moves farther away. A loud noise erupts as the cleric casts his own spell and follows.
    Spoiler
    Show

    Fireball (9d6)[25], Reflex DC 17 half
    Targeted at the CF76/CG77 corner
    Manus is immune to the damage, but slowed for (2d6)[9] rounds unless he gets tagged with some electricity damage.
    Magnhild (1d20+9)[26] minus 10 fire resistance; SR 14, spell pen (1d20+9)[25] save, 3 damage after DR
    Lady (1d20+13)[24] save, 13 damage
    Hedera (1d20+19)[39] minus 10 fire resistance save, 3 damage
    Greenbound wolf (1d20+8)[14] fail, 25 damage

    Sound Burst for (1d8)[8] sonic damage, hitting Magnhild and GW. Will DC 16 or stun 1 round.
    Magnhild (1d20+16)[22] and spell pen (1d20+11)[20] vs SR14 save; 8 damage, no stun
    GW (1d20+6)[15] fail, 8 damage, stunned for 1 round


    The spear-wielder near Magnhild tries to stand, but takes a fatal blow instead.
    Spoiler
    Show

    AOO Attack (1d20+24)[33] vs prone AC, Damage (1d20+17)[27] plus (1d4)[4] sonic. killed


    One of the archers backs up, switching targets to Hedera since he can’t seem to hit Magnhild. The other comes around the corner of the coop and fires a single arrow at Chloe.
    Spoiler
    Show

    HA1 vs Hedera
    +1 from Bless, -2 shaken
    Attack (1d20+10)[22] for (1d8+1)[7] plus (1d6)[1] elec damage miss

    HA3 vs Chloe
    Attack (1d20+11)[28] for (1d8+1)[2] plus (1d6)[6] elec damage hit, DR negates physical damage. 6 elec damage.


    The three dwarves in the southeastern corner form up and advance on Chloe in a line, axes ready.

    Spoiler: Map & Status
    Show


    Map should be clickable if zoom is needed.

    DC Bless
    DA Bless
    S1 11 damage, Bull's Strength, Bless, Enlarge; 4/5 points towards breaking free
    D1 Bull's Strength, Bless, Enlarge
    D2 13 damage, Bull's Strength, Bless, Enlarge
    D3 13 damage, Bull's Strength, Bless, Enlarge
    D4 67 damage, Bull's Strength, Bless, Enlarge
    D513 damage, Bull's Strength, Bless, Enlarge
    D6 15 damage, Bull's Strength, Bless, Enlarge; 2/5 points towards breaking free
    D7 Bull's Strength, Bless, Enlarge
    D13 entangled
    D15 30 damage
    D16 34 damage, entangled
    HS2 Bull's Strength, Bless, entangle
    HA1 Bless, shaken

    Chloe 6 damage
    Magnhild 81 damage
    Manus 12 damage, slowed until Round 12 Part 2
    Lady 13 damage
    Hedera 3 damage
    GW 25 damage, stunned until Round 4 Part 2

    => Party
    Last edited by J-H; 2017-03-02 at 02:09 PM.
    Things published on DM's Guild
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    Baldur's Gate 2 (ongoing)
    Castle Dracula (Castlevania)
    Against the Idol of the Sun (high level hexcrawl)

  25. - Top - End - #55
    Ettin in the Playground
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    Default Re: Post-war sandbox, Team Green IC

    The arrow doesn't particularly bother her, but Chloe heads closer and closer to the archer anyway. Or rather, the tigress takes off in a run, looping past the advancing dwarves and towards the animal pen, trying to run as far as possible on her four legs. She soars over the wagon and the part of the animal pen, before another dash and a leap take her sailing over the other portion of it to skid to a halt with the barn, and that pesky arcane caster in sight....
    Spoiler: OOC
    Show

    Moving to BX/85
    Last edited by tonberryking; 2017-03-02 at 10:19 PM.
    <BananaPhone> Stop sniveling worm! You think something as petty as "oh boo hoo my house is collapsing!" should stop you from posting in an online fantasy game where people pretend to be werewolves?

    "Let me get this straight. Some guy dressed up as Batman to fight the guys dressing up as clowns scaring people. Maybe this planet aint so bad after all."

  26. - Top - End - #56
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    Default Re: Post-war sandbox, Team Green IC

    With the first casualties fallen, Hedera steps forward and cries out,

    "Lay down arms, or lay down your lives!" Spreading her hands wide, she again reaches into the earth for power. Standing firm beside her, Lady hisses loudly, then fires off another ball of acid at the dwarf beside the last corpse.
    Spoiler: OoC
    Show


    Hedera:
    Full-Round: Cast SNA I as SNA II
    5ft step East, putting D1 and D4 into Blinding Beauty range.(Fort DC 22)

    Lady:
    Standard: Spit Venom at D4
    -> Attack (1d20+11)[15] vs. Touch AC (-1 Size for being a large target), might be blind (No DEX/dodge bonus)
    -> On hit, Damage: (8d6)[28] Acid, (1d6)[2] Dex (Fort 19 neg)

    GB Direwolf:
    Stunned (1/1 Rounds)

    Spoiler: Wolf Statblock
    Show
    Greenbound Dire Wolf ( 3/16 Rounds )
    Large Plant (augmented animal) HD 6d8+30 (45 / 78 hp)
    Speed: 50 ft. AC: 21 (–1 size, +3 Dex, +9 natural), touch 12, flat-footed 18
    Base Attack/Grapple: +4/+22
    Attack: Bite +17 melee (1d8+15)
    Full Attack: Bite +17 melee (1d8+15)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Trip, SLAs
    Special Qualities: LLV, Tremorsense, Scent, Resistance Cold and Electricity 10, DR 10/Magic & Slashing, Fast Healing 3
    Saves: Fort +10, Ref +8, Will +6
    Abilities: Str 31, Dex 17, Con 21, Int 2, Wis 12, Cha 14
    Skills: Hide +1*, Listen +7, Move Silently +5*, Spot +7, Survival +2*
    Feats: Alertness, Run, Track(B), Weapon Focus (bite)
    Spell-Like Abilities: At will - entangle , pass without trace , speak with plants ; 1/day - wall of thorns . CL 6; save DC 12 + spell level.
    Conditional:
    +16 racial bonus on Hide and Move Silently checks made in forested areas.
    +4 racial bonus on Survival checks when tracking by scent.


  27. - Top - End - #57
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    Default Re: Post-war sandbox, Team Green IC

    Magnhild steeled her will twisting the way her training had told her too. She was only grazed by the fire, and her movement not stopped by the burst of sound. Still, that first hit at done a number on her, and that spearman had gotten a rather good jab in under the main breast plate to her lower abdominals. She throws a savage kick out as he came to his feet, her whole body spinning in place with the force for it, breaking, well, it seemed every part of him as she put on down. Pity it had to be done, but he wasn't giving her any other viable options.

    And now.

    She glared. Her first thought was the cleric, but no, no, she dined to save him for later. Then wizard was the bigger threat, she'd treat him as such. She adjusted her stance, and she flew toward him.

    Spoiler: Mechanics.
    Show
    Swift Action: Change stance to Leading the Charge.

    Full Round Action: Charge. I wish the movement of the charge to edge occupying rows BU 74, 75 76, BV 74, BW 74. The idea being it means the cleric and arcanist are firmly in AoO range if there still alive when this is over as a means to try to inhibit them at least some.

    I will also be initiating battle leaders charge. This action will there for not provoke any attacks of opportunity. I will also be making the Arcanist the target of the charge maneuvers.

    That said.

    Main Unarmed Strike: (1d20+18)[24] Damage if it hits: (3d6+35)[50] + (1d4)[2] Sonic

    Claw 1: (1d20+18)[36] Damage if it hits: (2d4+15)[18] + (1d4)[4] Sonic

    Claw 2: (1d20+18)[30] Damage if it hits: (2d4+15)[22] + (1d4)[3] Sonic

    Bite Attack: (1d20+17)[34] Damage if it hits: (1d8+15)[19] + (1d4)[3] Sonic

    Iterative unarmed strike: (1d20+13)[15] Damage if it hits: (3d6+25)[36] + (1d4)[4] Sonic.


    Note: Claw 1, Claw 2, Bite and Iterative unarmed strike will sub damage for a trip. I rolled damage for all of them since I don't know which one will hit and succeed. This way you can just subtract that, add below, and go on with the round.

    Follow up trip attack damage:(1d20+18)[21] Damage: (3d6+25)[38] + (1d4)[1] Sonic

    Trip Attempts: Just take the first one that he fails to resist.

    Claw 1: (1d20+22)[41]

    Claw 2: (1d20+22)[41]

    Bite: (1d20+22)[32]

    Iterative: (1d20+22)[29]

    Once I know final number results I'll post more flavor text.
    "I Burn!"

  28. - Top - End - #58
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    Default Re: Post-war sandbox, Team Green IC

    Feeling the flames wash over him, Manus knows if he cannot strike swiftly, then he must strike harder. Adjusting his grip, he drives the point of his weapon into his enemy.

    Spoiler: Actions
    Show
    Power attacking D4 again, for -2/+4
    Attack - (1d20+17)[24]
    Damage - (2d8+20)[28]
    "Can you do science to it?"
    "I can do science to anything."


  29. - Top - End - #59
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    PaladinGuy

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    Default Re: Post-war sandbox, Team Green IC

    R'Ror runs towards the open entrance of the enclosure, looking for new pray. As he reaches the entrance he turns anc casually shoots the remaining dwarves caught in the magical plants.

    Spoiler
    Show

    R'Ror moves towards BZ / 97.

    Attack against D16 (1d20+18)[38] damage: [roll]2d6+10[roll] + (5d6)[21]
    Split attack against D16 (1d20+18)[20] damage: [roll]2d6+10[roll] + (5d6)[16]

    Attack against D13 (1d20+13)[14] damage: [roll]2d6+10[roll] + (5d6)[17]
    Split attack against D13 (1d20+13)[23] damage: [roll]2d6+10[roll] + (5d6)[17]

    If one of the first targets survives he gets the last arrow otherwise R'Ror will shoot at the closest enemy he sees within 60'.
    Attack (1d20+8)[12] damage: [roll]2d6+10[roll] + (5d6)[17]
    Split attack (1d20+8)[20] damage: [roll]2d6+10[roll] + (5d6)[10]
    Act well before thinking!


  30. - Top - End - #60
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    PaladinGuy

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    Default Re: Post-war sandbox, Team Green IC

    Spoiler: bad rolls
    Show

    first shot damage: (2d6+10)[18]
    crit confirm: (1d20+18)[38] if it hits:

    damage 2: (2d6+10)[17]
    damage 3: (2d6+10)[17]
    damage 4: (2d6+10)[17]
    damage 5: (2d6+10)[18]
    damage 6: (2d6+10)[16]
    Act well before thinking!


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