If you want, or in a spoiler in your post when you cast the summons. Please note all alterations due to enhanced summoning of any kind (ie feats etc). I'll cnp each one and store it elsewhere, for future use if it comes up again.
Yeah, the fiendish/celestial template plus Augment Summon are really the only reasons they can't just be run out of the books. As far as feats gained from changing type away from vermin, I'm just assuming they're being put into useless skill focuses, like Profession(masseuse).
Poison: Fort DC 14, 1d4 Str/1d4 Str
Web: Escape Artist DC 14, Strength DC 19
HP, Poison DC, and Web DCs were all boosted due to increased Con from Augment Summoning.
Bite, Grapple, climb, and jump were boosted due to increased Str from Augment Summoning.
Last edited by Gadora : 11-03-2011 at 03:51 PM.
Reason: Forgot Weapon Finesse
Sorry, I didn't think the thing was in range for me to bother. How close is it?
As posted, its 200' away after its turn last round. Kinda long range for her sling, but might be worth a shot.
This brings up a good point too. In combat, even if you do nothing, please post that (even if its here ooc) so we know we're not waiting on you. While some situations may seem obvious to the player that there's nothing they can or would do, its not always so clear to me, unless you post such. After all, there are many things that could be done as a potential enemy approaches; spells, abilities, potions, etc. While doing nothing is a perfectly viable option, its not clear to me if that's the 'action' unless posted.
I do this out of an abundance of consideration for people's real life and their sometimes limited ability to post, so nobody gets passed over.
So, presumed from specific PC, Terev likely stands his ground and do nothing. Carn is waiting for the manticore to get within 60', so we can continue...
Pardon me if you did post this, and I simply missed it, but how far out and up is the manticore now?
Its never been clear how high the manticore is, but before this turn it was 200 feet away from the group. Than, it moved forward 50 feet and fired its quills, so it should be ~150 feet away from the center of the group. At least, that is what I think. Actually, thinking about that, I have made a mistake. As I moved 30 feet toward the manticore, Victor is currently 120 feet from the target. This is mostly a problem because Eldritch Blast has a range of 60 feet. Whoops. Should we retcon it so that I didn't ready an action and instead double moved toward it? Than, on this turn I'd move toward it again and loose a blast.
As to location, hard to do this by description only, and my mapping skills are sadly lacking, so bear with me. The manticore is flying over the hill and angling down slightly toward the road. Its approaching at a right angle tot he road and flying very low to the ground, but is now just above the top of the hill. With the distance up the hill and the angle, the distance between each of you matters little (rounds to the same 5' square). Using simple geometry I came up with the 200' initial distance at the end of rd 1.
On rd 2 it moved 50' closer (edited post to add in this detail, sorry I forgot) and fired spikes, so its 150' from everyone, except Victor. As it moved in range he fired off his blast as readied action, before it launched it barrage of spikes.
So we start rd 3 with Victor 60' away, the rest are 150' away from the monster, which is approaching and angled directly at Victor. The spot check for Victor succeeds in two ways: he sees the new PC approaching AND he notes another manticore flying just beyond the hilltop toward the east, 300' away and moving fast parallel to the road!
Rd 1 he flew up 10, making him 40 above road. Manticore flew 100' closer, 200' from party, 190' from Victor.
Rd 2 Victor flew 30' directly at monster, leaving him 160' away. Manticore flew directly at Victor but still dive speed coming down, so 100' closer (60' away).. in range for blast. I see that I forgot to note that in the game post, which I fixed.
Apparently I forgot to add the prayer bonus to damage this turn, but didn't forget the bonus to hit (not that I needed it, yay touch attack).
+7 BaB +2 dex +1 luck (key) +1 Prayer TOTAL +11 attack
Actually Prayer does specifically say weapon damage, and its debatable whether that would apply to eldritch blast. If allowed, it could be argued that it should then apply to any spell that causes damage. I don't see either one as viable, as if iterative attacks weren't enough!
+7 BaB +2 dex +1 luck (key) +1 Prayer TOTAL +11 attack
Actually Prayer does specifically say weapon damage, and its debatable whether that would apply to eldritch blast. If allowed, it could be argued that it should then apply to any spell that causes damage. I don't see either one as viable, as if iterative attacks weren't enough!
Alright, than subtract one damage from what I did last turn.
Also, my to-hit formula is +6 BaB +2 Dex +1 Key +1 Prayer. I will get another +1 to hit and damage if I can get within 30 feet, but that doesn't apply currently.
Alright, than subtract one damage from what I did last turn.
Also, my to-hit formula is +6 BaB +2 Dex +1 Key +1 Prayer. I will get another +1 to hit and damage if I can get within 30 feet, but that doesn't apply currently.