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  1. - Top - End - #31
    Dwarf in the Playground
     
    Imp

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    Default Re: The Lost Tribe (Goblin Gestalt)

    OOC:

    Okay- should have clarified a little better... Gribbus will sneak close, and as soon as he can get a decent look at the people around it (prob within 60 ft.) he will open fire. Sooooo..... plans stay the same, just clearer.
    Be kind... click on my dragons!

  2. - Top - End - #32
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    Default Re: The Lost Tribe (Goblin Gestalt)

    Here's What Happens:

    As you approach the campsite in stealth, You find that there are six humans sitting aorund the campfire and one mule tied off to a tent, which seems to be fairly loaded down.

    Some of the humans are laughing and talking (does anyone speak Common? It wasn't an automatic language), a couple others are trying to be as alert as they can be, looking around nervously.

    The party gets to about a hundred feet away when Shad'roh pops off his Crossbow (which he did at about 120', but since he was circling around, you managed to get a bit closer. Unfortunately, the crossbow is NOT a Shadow Hand weapon, so he doesn't get Dex to Damage. The Human he hit shouts in pain. Several of the other humans look around, and one manages to spot him (since shooting blew your stealth) and points. The rest grab their weapons and stand ready. One human has a longbow, one (the one that spotted Shad'roh) has a shortbow, one picks up a sword and shield, another picks up a mace and shield, one grabs a Greataxe, and grabs a Longspear.

    Unfortunately, because none of you coordinated before attacking, everyone else is as surprised as the humans were about the crossbow bolt, but surprise has definately been broken now

    Roll Initiative everyone. It's time for Combat, with a light salad to follow.
    Quote Originally Posted by The Underlord View Post
    All hail great Shneekeythulhu! Ia Ia Shneeky fthagn
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    Quite possibly, the best rebuttal I have ever witnessed.
    Joker Bard - the DM's solution to the Batman Wizard.
    Takahashi no Onisan - The scariest Samurai alive
    Incarnum and YOU: a reference guide
    Soulmelds, by class and slot: Another Incarnum reference
    Multiclassing for Newbies: A reference guide for the rest of us

    My homebrew world in progress: Falcora

  3. - Top - End - #33
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    Default Re: The Lost Tribe (Goblin Gestalt)

    Spoiler
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    Initiative - (1d20+4)[16]


    Gorm ignores the crossbow bolt and continues sneaking closer, not wanting to break his stealth if he hasn't been spotted yet.
    Characters:
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    Martoss Krumder, Dwarven Cleric of Wee Jas
    Gorm, Goblin Barbarian//Scout
    Van Veranti, Elven Rogue
    Jin Durann, Tiefling Fighter
    Bilken Dessum, Fire Genasi Fighter//Favored Soul

    Avatar by: Xerah

  4. - Top - End - #34
    Barbarian in the Playground
     
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    Default Re: The Lost Tribe (Goblin Gestalt)

    Lank

    Lank mumbles some words to his god while doing seemingly random hand gestures, ending with pointing at the human with the greataxe... shortly after he will aim his cross bolt at the human with the long spear and fire..

    Spoiler
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    he is casting Doom at the human with the greataxe (dc 13: will)
    attack - (1d20+7)[10]damage - (1d6+2)[7]if critical attack - (1d20+7)[15]damage - (1d6+2)[5]
    Spoiler
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    A Fighter/Paladin will just hack you to bits

    A Wizard/Sorcerer will just blow you up with a spell

    A Rogue/Ranger/Monk will just kill you in your sleep

    A Cleric/Druid will just squash you after buffing himself

    A Bard will slowly twist your ethics, corrupt your morals, and make you do vile acts just for the chance to face him. When you fight him, he will have your family and friends fighting for him. For he wields the deadliest weapon against you and that is, his word against yours.

  5. - Top - End - #35
    Barbarian in the Playground
     
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    Default Re: The Lost Tribe (Goblin Gestalt)

    here is my initiative roll initiative - (1d20+3)[15]
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    A Fighter/Paladin will just hack you to bits

    A Wizard/Sorcerer will just blow you up with a spell

    A Rogue/Ranger/Monk will just kill you in your sleep

    A Cleric/Druid will just squash you after buffing himself

    A Bard will slowly twist your ethics, corrupt your morals, and make you do vile acts just for the chance to face him. When you fight him, he will have your family and friends fighting for him. For he wields the deadliest weapon against you and that is, his word against yours.

  6. - Top - End - #36
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    Default Re: The Lost Tribe (Goblin Gestalt)

    Lank may cast OR shoot, both are standard actions, of which you may only get one.
    Quote Originally Posted by The Underlord View Post
    All hail great Shneekeythulhu! Ia Ia Shneeky fthagn
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    Quite possibly, the best rebuttal I have ever witnessed.
    Joker Bard - the DM's solution to the Batman Wizard.
    Takahashi no Onisan - The scariest Samurai alive
    Incarnum and YOU: a reference guide
    Soulmelds, by class and slot: Another Incarnum reference
    Multiclassing for Newbies: A reference guide for the rest of us

    My homebrew world in progress: Falcora

  7. - Top - End - #37
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    Default Re: The Lost Tribe (Goblin Gestalt)

    sorry...lank will be casting doom on the human with the greataxe...
    Spoiler
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    A Fighter/Paladin will just hack you to bits

    A Wizard/Sorcerer will just blow you up with a spell

    A Rogue/Ranger/Monk will just kill you in your sleep

    A Cleric/Druid will just squash you after buffing himself

    A Bard will slowly twist your ethics, corrupt your morals, and make you do vile acts just for the chance to face him. When you fight him, he will have your family and friends fighting for him. For he wields the deadliest weapon against you and that is, his word against yours.

  8. - Top - End - #38
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    Default Re: The Lost Tribe (Goblin Gestalt)

    initiative - (1d20+7)[26]

    Double move towards them I guess
    Still here, just a little busy to social post

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  9. - Top - End - #39
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    Default Re: The Lost Tribe (Goblin Gestalt)

    My apologies, I misread his post, I thought it said move to 120 AND fire, not From the fire...

    *pulls the air break, time rewinds, and we get to see all the commentary in reverse. Sadly, playing these comments in reverse will NOT, unlike some reputed Rock & Roll albums, summon anything*

    Okay,

    Here's what REALLY happens

    Everyone is able to sneak in without being seen... so far.

    The humans are around the fire, their weapons at arm's reach, but not in hand. They have a pot of something over the fire, which is cooking. Two seem particularly alert and watching their surroundings, but don't seem to see any of you so far.

    All of you can get to 100' no problem. At 100', Lank holds back, watching for either being seen or an attack to cast his Doom. At the same time, Shad'roh reaches his position.

    Closing in to 60'...

    NPC1-Spot - (1d20+6)[26]
    NPC2-Spot - (1d20+4)[7]
    NPC1-Listen - (1d20+6)[17]
    [roll=NPC2-Listen]1d20+2[/roll]

    holy crap, a Nat 20 on his spot check!

    One of the two humans on watch frowns, then points and shouts

    Now initiative starts, you get a surprise round on them, then actual combat starts

    The one who shouted a warning grabs his bow, the rest are flat-footed and surprised, which would have been fun if you were within 30'...
    Last edited by ShneekeyTheLost; 2008-03-15 at 08:26 PM.
    Quote Originally Posted by The Underlord View Post
    All hail great Shneekeythulhu! Ia Ia Shneeky fthagn
    Spoiler
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    Quite possibly, the best rebuttal I have ever witnessed.
    Joker Bard - the DM's solution to the Batman Wizard.
    Takahashi no Onisan - The scariest Samurai alive
    Incarnum and YOU: a reference guide
    Soulmelds, by class and slot: Another Incarnum reference
    Multiclassing for Newbies: A reference guide for the rest of us

    My homebrew world in progress: Falcora

  10. - Top - End - #40
    Barbarian in the Playground
     
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    Default Re: The Lost Tribe (Goblin Gestalt)

    wow... time to get IC
    [roll=initiative]1d20+3[/initiative]
    Lank is currently 100ft from the fire... he will move 20ft then ready an action (casting doom DC:13(will)) for the first human to grab a longspear (if this is metagame, then the first human to grab his weapon)
    Spoiler
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    A Fighter/Paladin will just hack you to bits

    A Wizard/Sorcerer will just blow you up with a spell

    A Rogue/Ranger/Monk will just kill you in your sleep

    A Cleric/Druid will just squash you after buffing himself

    A Bard will slowly twist your ethics, corrupt your morals, and make you do vile acts just for the chance to face him. When you fight him, he will have your family and friends fighting for him. For he wields the deadliest weapon against you and that is, his word against yours.

  11. - Top - End - #41
    Barbarian in the Playground
     
    quiet1mi's Avatar

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    Default Re: The Lost Tribe (Goblin Gestalt)

    rolling for initiative (rolled wrong last post)initiative - (1d20+3)[7]
    Spoiler
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    A Fighter/Paladin will just hack you to bits

    A Wizard/Sorcerer will just blow you up with a spell

    A Rogue/Ranger/Monk will just kill you in your sleep

    A Cleric/Druid will just squash you after buffing himself

    A Bard will slowly twist your ethics, corrupt your morals, and make you do vile acts just for the chance to face him. When you fight him, he will have your family and friends fighting for him. For he wields the deadliest weapon against you and that is, his word against yours.

  12. - Top - End - #42
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    Default Re: The Lost Tribe (Goblin Gestalt)

    Gorm

    Gorm sees the human shout, then loses his patience. He lets out a savage cry and charges the closest human. If his first blow doesn't kill the human, he'll attack him again.

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    Status: HP-17, AC-14 for surprise round, 16 for other rounds, +1 for the human who spotted the group (dodge feat), Raging (8 rounds)

    Attack - (1d20+10)[13](+2 from charge, +2 from rage)
    Damage - (1d10+7)[9]
    Skirmish - (1d6)[6]

    Attack2 - (1d20+8)[18]
    Damage2 - (1d10+7)[11]

    The second attack is against the first target, but if the first attack kills him I'll direct it at somebody else...


    Spoiler
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    Forgot initiative...does it work in an edit?

    Also, I'm gonna apply my dodge bonus to my current target instead of the man with the bow in the second round...

    [roll=Initiative]1d20+4[/roll]
    Last edited by Methates; 2008-03-15 at 11:02 PM.
    Characters:
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    Martoss Krumder, Dwarven Cleric of Wee Jas
    Gorm, Goblin Barbarian//Scout
    Van Veranti, Elven Rogue
    Jin Durann, Tiefling Fighter
    Bilken Dessum, Fire Genasi Fighter//Favored Soul

    Avatar by: Xerah

  13. - Top - End - #43
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    Default Re: The Lost Tribe (Goblin Gestalt)

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    So much for rolling in an edit =P

    Initiative - (1d20+4)[24]
    Characters:
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    Martoss Krumder, Dwarven Cleric of Wee Jas
    Gorm, Goblin Barbarian//Scout
    Van Veranti, Elven Rogue
    Jin Durann, Tiefling Fighter
    Bilken Dessum, Fire Genasi Fighter//Favored Soul

    Avatar by: Xerah

  14. - Top - End - #44
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    Default Re: The Lost Tribe (Goblin Gestalt)

    Gorm does not get a surprise round because Gorm got spotted by the unbelievabally lucky Spot check. 60' is (just barely) within Charging distance, however, so your action is perfectly valid.
    Quote Originally Posted by The Underlord View Post
    All hail great Shneekeythulhu! Ia Ia Shneeky fthagn
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    Quite possibly, the best rebuttal I have ever witnessed.
    Joker Bard - the DM's solution to the Batman Wizard.
    Takahashi no Onisan - The scariest Samurai alive
    Incarnum and YOU: a reference guide
    Soulmelds, by class and slot: Another Incarnum reference
    Multiclassing for Newbies: A reference guide for the rest of us

    My homebrew world in progress: Falcora

  15. - Top - End - #45
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    Imp

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    Default Re: The Lost Tribe (Goblin Gestalt)

    Init: (d20+4)[15]
    Be kind... click on my dragons!

  16. - Top - End - #46
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    Default Re: The Lost Tribe (Goblin Gestalt)

    Shad'roh

    Seeing movement in the human camp, then hearing a shout, Shad'roh knew someone had been spotted, so gave up on the pretence of stealth and moved in at a swift jog.

    initiative - (1d20+7)[17]
    Surprise round (yay for single action rounds...):
    Move 30ft towards Human Camp

    Round 1:
    Double move towards closest human

    Spoiler
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    AC: 19
    HP: 8
    Stance: Child of Shadows (20% miss chance)
    Maneuvers left: Burning Blade, Mighty Throw, Shadow Blade Technique, Stone Bones
    Still here, just a little busy to social post

    You know what the chain of command is? It's the chain I go get and beat you with 'til you understand who's in ruttin' command here. ~ Jayne Cobb

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  17. - Top - End - #47
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    Default Re: The Lost Tribe (Goblin Gestalt)

    Malar

    Init (1d20+4)[20]

    During the suprise round, Malar sends a ray of darkred energy at one of the most heavily armed humans.

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    ray of enfeeblement, anyone wearing heavy armor or, failing that (if they slept without armor on), carrying a 2-handed weapon. ranged touch to hit : (1d20+4)[15], strength damage : (1d6)[5].

  18. - Top - End - #48
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    Default Re: The Lost Tribe (Goblin Gestalt)

    Okay, no one gets a surprise round, because they spotted movement first. They only two they do not see at first is Shad'roh and Malar, because they never moved into the line of sight, being too far away to be seen by the humans.

    NPC Initiative Check - (1d20)[12]
    Quote Originally Posted by The Underlord View Post
    All hail great Shneekeythulhu! Ia Ia Shneeky fthagn
    Spoiler
    Show
    Quite possibly, the best rebuttal I have ever witnessed.
    Joker Bard - the DM's solution to the Batman Wizard.
    Takahashi no Onisan - The scariest Samurai alive
    Incarnum and YOU: a reference guide
    Soulmelds, by class and slot: Another Incarnum reference
    Multiclassing for Newbies: A reference guide for the rest of us

    My homebrew world in progress: Falcora

  19. - Top - End - #49
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    Default Re: The Lost Tribe (Goblin Gestalt)

    First, Gorm lets out a bloodcurdling warcry (did you use Rage on this? You never specified it) and charges forward before the two on 'guard duty' can draw a bead on him, bringing his waraxe in an overhanded attack and burries it in the chest of the one who spotted him and called the alert. The axe makes a meaty thunking noise, and the human's surprised expression is now what he will display forever more, as he falls over, quite dead.

    *As Gorm closes with the human, a loud noise emits from the area due to the triggered Alarm spell. Pity it came too late. For the humans, anyways.

    Next, Malar makes a foul incantation, accompanied by a throwing gesture, and points at the Human even now readying his Longsword and Large Shield, still wearing his Breastplate, since that is the most heavily armored of the group. The blast hits the human square in the chest, sapping his Strength significantly.

    Shad'roh advances from a different angle, closing with the Human even now picking up his Light Mace, however since he did not charge, he cannot attack this round. He seems to be dancing in the shadows cast by the firelight, a trick of the light seeming to consistantly cast him in shadow, making it hard to exactly determine where he is from moment to moment.

    Gribbus is continuing to close, and is now to 40' from the campfire. The humans do not appear to have seen him yet, and do not seem too concerned with looking for him with the obvious threats around. The following are within 30' and can be sneak attacked next round: The other human 'on guard', the human with the sword and shield, and the one picking up the Greataxe. The one who hasn't bothered grabbing a weapon and the one who is engaged with Shad'roh are on the other side of the campfire from him. It took both the move and the standard action to move this close with only a -5 penalty to your checks, any further and you would have had a -20 to your checks and been obvious.

    The human with the Greataxe lets out his own warcry and charges at Gorm

    to hit - (1d20+5)[18]
    damage - (1d12+6)[11]

    His axe bites deep into Gorm's flesh, a mighty wound, but a survivable one.

    The human with the mace shouts out in their language Help! I've got one on me! and adopts a defensive stance, murmuring a prayer while holding onto his holy symbol

    Casting on the Defensive - (1d20+5)[12] DC 16 (base 15+ 1 for 1st level spell) - Casting Sanctuary, which makes everyone who tries to attack him to make a Will save (DC 10+1st level spell + 3 for casting stat = 14) or be unable to attack him and looses their action *FAILED*

    He mutters a foul curse Damn, I knew I should have taken Combat Casting instead of Extra Turning...

    The other watcher makes a 20' move to be directly opposite Shad'roh from the guy with the mace and attacks with a short sword.

    to hit - (1d20+4)[21] (including the +2 for Flanking)
    damage - (1d6+1)[5] (he does not get his Sneak Attack die, despite Flanking, because of the Concealment granted from his Child of Shadows stance)

    The blade pierces, striking a telling blow even through the murky concealment of the shadows. However, because of the stance, the blade did not find a vital target, which quite possibly saved his life

    The human wielding the sword and shield, much weaker from the eldrich ray which struck him, charges at Gorm

    to hit - (1d20-1)[2]
    damage - (1d8-2)[1]

    He can barely hold his blade, much less try to hurt you with it.

    The Human who didn't bother with a weapon makes a hurried incant and gesture. Since he cannot hit Shad'roh without also having one of his allies also in the affected area, he casts Sleep on Gorm, centered on the square behind him so as to avoid hitting his own buddy. DC 14 (level 1 spell +3 for casting stat). If you are in Rage, you get your +2 to will save bonus.

    Finally, Lank Makes foul incantations, pointing at the Human with the Greataxe and cursing him for his part in the downfall of his Tribe.

    Will Save DC 13 - (1d20+2)[17] (+2 for being in Rage)

    The Barbarian shrugs off the influence of your curse
    Last edited by ShneekeyTheLost; 2008-03-16 at 10:14 PM.
    Quote Originally Posted by The Underlord View Post
    All hail great Shneekeythulhu! Ia Ia Shneeky fthagn
    Spoiler
    Show
    Quite possibly, the best rebuttal I have ever witnessed.
    Joker Bard - the DM's solution to the Batman Wizard.
    Takahashi no Onisan - The scariest Samurai alive
    Incarnum and YOU: a reference guide
    Soulmelds, by class and slot: Another Incarnum reference
    Multiclassing for Newbies: A reference guide for the rest of us

    My homebrew world in progress: Falcora

  20. - Top - End - #50
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    Default Re: The Lost Tribe (Goblin Gestalt)

    Forgot the miss chance from the rogue flanking Shad'roch

    miss chance under 20 - (1d100)[27]
    Quote Originally Posted by The Underlord View Post
    All hail great Shneekeythulhu! Ia Ia Shneeky fthagn
    Spoiler
    Show
    Quite possibly, the best rebuttal I have ever witnessed.
    Joker Bard - the DM's solution to the Batman Wizard.
    Takahashi no Onisan - The scariest Samurai alive
    Incarnum and YOU: a reference guide
    Soulmelds, by class and slot: Another Incarnum reference
    Multiclassing for Newbies: A reference guide for the rest of us

    My homebrew world in progress: Falcora

  21. - Top - End - #51
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    Default Re: The Lost Tribe (Goblin Gestalt)

    Malar

    Focusing on the human who cast the spell (the unarmored, unweaponed one), Malar circles away from the armed people, keeping the mage in range. The moment the mage begins to cast another spell, Malar will blast him with a ray of furious fire energy, hoping to distract him mid-spellcast and ruin his spell.

    Spoiler
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    move action to keep away from the melee ppl, but keep the mage in range of spellcastyness...
    overchanneled energy ray (psionic power), ranged touch on mage (1d20+4)[6] (if I roll a 1 (5%), psionic enervation takes place), damage (2d6+2)[11] fire damage

  22. - Top - End - #52
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    Default Re: The Lost Tribe (Goblin Gestalt)

    ((ooc: indeed Gorm is raging, I specified that at the end of the first line in my spoiler, I think I'm gonna start doing this from now on though.))

    Status: HP-4 AC-16(17 to the human with the greataxe from Gorm's dodge feat) Raging (7 rounds left)

    Will Save to resist the sleep spell:

    Will - (1d20+1)[7]

    Gorm suddenly decides that it would be a good time to take a nap...
    Last edited by Methates; 2008-03-16 at 10:31 PM.
    Characters:
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    Martoss Krumder, Dwarven Cleric of Wee Jas
    Gorm, Goblin Barbarian//Scout
    Van Veranti, Elven Rogue
    Jin Durann, Tiefling Fighter
    Bilken Dessum, Fire Genasi Fighter//Favored Soul

    Avatar by: Xerah

  23. - Top - End - #53
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    Default Re: The Lost Tribe (Goblin Gestalt)

    Shad'roh

    Tumble over the cleric guy (10ft travelled for stance)

    tumble - (1d20+10)[28] vs DC 25

    Then attack the cleric using "Stone Bones" manoeuvre (Grants me DR 5/adamantine if it hits (Which it did))

    to hit - (1d20+10)[30]
    damage - (1d4+6)[10]

    Spoiler
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    AC: 19
    HP: 3
    Stance: Child of Shadows (20% miss chance), DR 5/adamantine
    Manoeuvres left: Burning Blade, Mighty Throw, Shadow Blade Technique


    Edit: Fluff
    Cringing from slightly from the gash in his side, Shad'roh looked at the cleric and said "The light is no protection from the shadows, it only makes us grow" as he leapt straight at him, seeming to into shadow, sliding out of a shadow behind the cleric. "Your god has no power over Shad'roh" he said as he drove the blade deep into the clerics back

    ((Going with the cleric being Pelor. He does have extra turning, and come on, Cleric of Light getting butchered by one who is almost a shadow...))

    Edit Edit: Fixing spelling. And grammar...
    Last edited by Chineselegolas; 2008-03-17 at 04:47 AM. Reason: Grammer and Spelling
    Still here, just a little busy to social post

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  24. - Top - End - #54
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    Default Re: The Lost Tribe (Goblin Gestalt)

    Boo ya. Crit threat.

    confirm - (1d20+10)[29]
    extra damage - (1d4+6)[9]

    Edit:
    And crit threat on the confirmation... Yep... And one damage off max...
    I think I've killed one. And killed him good...
    Damn that was nice rolling... Whats the bet his friend now gets me...
    Last edited by Chineselegolas; 2008-03-17 at 01:31 AM.
    Still here, just a little busy to social post

    You know what the chain of command is? It's the chain I go get and beat you with 'til you understand who's in ruttin' command here. ~ Jayne Cobb

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  25. - Top - End - #55
    Barbarian in the Playground
     
    quiet1mi's Avatar

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    Default Re: The Lost Tribe (Goblin Gestalt)

    ((ooc)this is for 2 consecutive rounds.)

    His axe bites deep into Gorm's flesh, a mighty wound, but a survivable one.
    Lank sees the spatter of blood on the ground and runs over to gorm while pulling out his ax and buckler and putting away his crossbow...(was 80ft away now i am adjacent to gorm but not to the human with the greataxe...) on my next round i will cast cure light wounds... if any enemy is adjacent i will cast defensively....

    [roll0]
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    hp 10
    ac 18
    spells(lvl1) left: cure light wounds,doom, disguise self
    Last edited by quiet1mi; 2008-03-17 at 08:43 AM.
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    A Fighter/Paladin will just hack you to bits

    A Wizard/Sorcerer will just blow you up with a spell

    A Rogue/Ranger/Monk will just kill you in your sleep

    A Cleric/Druid will just squash you after buffing himself

    A Bard will slowly twist your ethics, corrupt your morals, and make you do vile acts just for the chance to face him. When you fight him, he will have your family and friends fighting for him. For he wields the deadliest weapon against you and that is, his word against yours.

  26. - Top - End - #56
    Barbarian in the Playground
     
    quiet1mi's Avatar

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    Default Re: The Lost Tribe (Goblin Gestalt)

    concentration - (1d20+6)[19] forgot to roll casting defensively
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    A Fighter/Paladin will just hack you to bits

    A Wizard/Sorcerer will just blow you up with a spell

    A Rogue/Ranger/Monk will just kill you in your sleep

    A Cleric/Druid will just squash you after buffing himself

    A Bard will slowly twist your ethics, corrupt your morals, and make you do vile acts just for the chance to face him. When you fight him, he will have your family and friends fighting for him. For he wields the deadliest weapon against you and that is, his word against yours.

  27. - Top - End - #57
    Dwarf in the Playground
     
    Imp

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    Default Re: The Lost Tribe (Goblin Gestalt)

    Gribbus

    Fluff:

    Grinning to himself, Gribbus inches closer to the humans. Notching his bow, he looks between the three nearest targets and decides to take his shot. Drawing back, he fires at the human going for his Greataxe. "Stabby stab stab....."

    OOC:

    Gribbus will continue to sneak forward a 10 ft. and fire at the Greataxe kid.

    Hide: (d20+12)[27] (had neglected the +4 for size last time, sorry)
    Move Silently: (d20+8)[20]

    Attack: (d20+8)[13]
    (again- size.... %&*)
    Damage: (1d4)[4]
    Skirmish: (1d6)[1]
    Be kind... click on my dragons!

  28. - Top - End - #58
    Titan in the Playground
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    Default Re: The Lost Tribe (Goblin Gestalt)

    Quote Originally Posted by Chineselegolas View Post
    Boo ya. Crit threat.

    [roll0]
    [roll1]

    Edit:
    And crit threat on the confirmation... Yep... And one damage off max...
    I think I've killed one. And killed him good...
    Damn that was nice rolling... Whats the bet his friend now gets me...
    Ummm... no. You rolled a 28, with a +10. By my math that makes the roll a 18. By your character sheet, you are using a Shortsword, which has a crit range of 19-20. Unless you were doing something to increase your crit range, you did not crit.
    Quote Originally Posted by The Underlord View Post
    All hail great Shneekeythulhu! Ia Ia Shneeky fthagn
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    Quite possibly, the best rebuttal I have ever witnessed.
    Joker Bard - the DM's solution to the Batman Wizard.
    Takahashi no Onisan - The scariest Samurai alive
    Incarnum and YOU: a reference guide
    Soulmelds, by class and slot: Another Incarnum reference
    Multiclassing for Newbies: A reference guide for the rest of us

    My homebrew world in progress: Falcora

  29. - Top - End - #59
    Titan in the Playground
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    Default Re: The Lost Tribe (Goblin Gestalt)

    Round 2, the Results

    Gorm was overcome by the foul potency of the Sorcerer's Sleep Spell, and is asleep (by the way, it takes an Aid Another action to wake someone up)

    Malar fires off a bolt of fire created through the power of his own mind, but only through an act of surpreme will does he avoid enervation (you rolled a 2), unused to shooting on the run, so to speak. The ray flies off wildly, not hitting anything

    Shad'roh tumbles past the Cleric (avoiding AoO from both Cleric and Rogue), and puts his shortsword neatly between the fourth and fifth ribs and into the Cleric's heart (my apologies, you did roll a nat 20 on the attack roll, it was the confirm you rolled an 18). The cleric gasps out You may shade yourself from one of the Sun's rays... but you can never... *cough* blot out the sun.... The shadows continue to wrap around his form, playing oddly with his features, still making it difficult to discern his exact form. As the shortsword strikes true, he feels the earth answer his call, reinforcing his body briefly

    Gribbus sneaks a bit closer and fires with his bow. The Barbarian did not see the attack comming, and since he's not 2nd level yet, doesn't have Uncanny Dodge, so you caught him Flat-Footed. The arrow sinks into his chest, but seems to have only succeeded in pissing him off. He looks up at you, no longer hidden due to your attack, with the same expression a rabid animal gives their prey.

    The Barbarian charges forth to attack the puny goblin who shot him.
    attack - (1d20+5)[22]
    damage - (1d12+6)[18]

    His axe bites deep into Gribbus, a wound which could be mortal! Gribbus falls to the ground (DM FIAT: I am not going to let him be killed off the first round, he is bleeding out but not dead YET. This is why it is unwise for sneaky people to attract the attention of big dumb things. Perhaps a Sleep spell from the Beguiler spell list might have been more effective in the future?)

    The guy with the sword and shield looks over and gasps The Cleric's Down! and moves to defend his fallen comrade, swinging at Shad'roh
    to hit - (1d20-1)[6]
    concealment miss chance under 20 - (1d100)[59]
    damage - (1d8-2)[2]

    Still weakned from the magic, he finds his sword unwieldy and clumsy in his grasp, unable to hit the broadside of a barn were he standing inside.

    The rogue gasps as his buddy falls to the ground. He pulls a wand from his belt pouch, making a 5' step to his buddy, and mutters to himself Damn, can't make out his vitals. Okay then, I hope this works... let's see, hold it like... so...
    Use Magic Device DC20 - (1d20+6)[22]
    Cure Light Wounds - (1d8+1)[6]
    Success! The Rogue touches his comrade (on the other side of the body from Shad'roh to prevent AoO), a white light emits from it, and the human Cleric groans, reviving somewhat, but not enough for him to regain conciousness... but he is stabilized

    The Sorcerer grabs his Longspear muttering Damnit, why couldn't I have at least had a chance to rest first... oh well, here goes nothing.... He makes an incantation with his other hand, pointing at Shad'roh
    DAZE DC 13 Will save or loose next action.

    The human with the greataxe wound continues to bleed out...

    Lank runs up to Gorm, although cannot cast his spell this round. However, at least Gribbus has attracted the attention of the two humans around him so there's no need to cast on the defensive, unless they happen to look back and see you there next round.
    Last edited by ShneekeyTheLost; 2008-03-17 at 11:12 AM.
    Quote Originally Posted by The Underlord View Post
    All hail great Shneekeythulhu! Ia Ia Shneeky fthagn
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    Show
    Quite possibly, the best rebuttal I have ever witnessed.
    Joker Bard - the DM's solution to the Batman Wizard.
    Takahashi no Onisan - The scariest Samurai alive
    Incarnum and YOU: a reference guide
    Soulmelds, by class and slot: Another Incarnum reference
    Multiclassing for Newbies: A reference guide for the rest of us

    My homebrew world in progress: Falcora

  30. - Top - End - #60
    Barbarian in the Playground
     
    Chineselegolas's Avatar

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    Default Re: The Lost Tribe (Goblin Gestalt)

    Shad'roh
    will save - (1d20+5)[14] (phew...)

    (Assuming success...)
    tumble - (1d20+10)[19] vs DC 15
    Moving round to stand next to the rogue away from the weakened fighter (Moving 10ft for stance)

    Using Shadow Blade Technique to attack the rogue
    attack roll 1 - (1d20+10)[25]
    attack roll 2 - (1d20+10)[16]

    damage - (1d4+6)[7]
    cold - (1d6)[3]

    16 doesn't strike me as being enough so I'll go with the 25. Extra 1d6 damage ignored
    (In summary, manoeuvre made my to hit roll 25 and my damage 7)

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    AC: 19
    HP: 3
    Stance: Child of Shadows (20% miss chance)
    Manoeuvres left: Burning Blade, Mighty Throw


    ((And last turn I got the 28 on my tumble. The attack rolls were 30 and 29. Which equates to 20 and 19. Shortsword is 19-20/x2))
    Last edited by Chineselegolas; 2008-03-17 at 05:33 PM.
    Still here, just a little busy to social post

    You know what the chain of command is? It's the chain I go get and beat you with 'til you understand who's in ruttin' command here. ~ Jayne Cobb

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