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Going to be spotty posting for a couple of days as I will not be near a computer til about Thursday the 17th. Sorry will resume normal posting after that.
Going to be spotty posting for a couple of days as I will not be near a computer til about Thursday the 17th. Sorry will resume normal posting after that.
Last edited by stanleyindraven : 08-24-2012 at 01:16 PM.
I'm going to take a turn for Vaarth just to keep things moving. I hope no one minds. I hope even more that we haven't lost blade artist.
Vaarth attacks T2 with Arcane Channeling, casting Shocking Grasp in the process.
Attack roll (1d20+12)[21] (Make that a 23 because of flanking) Add 3 if she is wearing metal armor.
Weapon damage (1d8+7)[14]
Shocking Grasp Damage (5d6)[6][3][5][2][6](22)
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I'm going to take a turn for Vaarth just to keep things moving. I hope no one minds. I hope even more that we haven't lost blade artist.
Vaarth attacks T2 with Arcane Channeling, casting Shocking Grasp in the process.
Attack roll [roll0] (Make that a 23 because of flanking) Add 3 if she is wearing metal armor.
Weapon damage [roll1]
Shocking Grasp Damage [roll2]
The attack hits... causing her hair to stand... the hair remains standing... then she coughs and says, As shocking as that was... I expected worse...
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The Aasimar takes a 5ft step away from John to avoid an AoO then moves to Colt to trip him...
Touch Attack: [roll0]
Strength Check: [roll1]
You can't 5 ft. step, and move normally during your turn.
Quote:
Originally Posted by PH 138
If you move no actual distance in a round (commonly because you have swapped your move for one or more equivalent actions, such as standing up), you can take one 5-foot step either before, during, or after the action.
So either there is an AoO, or colt won't be tripped this round.
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So john get's an AoO, and if it fails to mess them up, (1d20+4)[14] str check to resist the trip.
Also, I though we we're trying to non-lethal the Aasimar...
Looks like I failed to avoid the trip if she doesn't get ganked. Oh well, I designed a really cool way to stand back up. I shoot a missile at the ground, launching myself into the air and doing splash damage to our foes. From there I make a tumble or jump check to remain standing.
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Going to be spotty posting for a couple of days as I will not be near a computer til about Thursday the 17th. Sorry will resume normal posting after that.
If the Aasimar is still conscious, Bourbon will pelt her with Magic missiles. It looks like she might be knocked out though, so instead he would target T2. (4d4+11)[3][2][1][4](21)
21 Damage
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So john get's an AoO, and if it fails to mess them up, [roll0] str check to resist the trip.
Also, I though we we're trying to non-lethal the Aasimar...
Looks like I failed to avoid the trip if she doesn't get ganked. Oh well, I designed a really cool way to stand back up. I shoot a missile at the ground, launching myself into the air and doing splash damage to our foes. From there I make a tumble or jump check to remain standing.
Actually, I couldn't find anywhere in the rules where if an AoO does damage that it makes the trip attempt fail...
Also, that idea for standing up... ★★★★★
Quote:
Originally Posted by stanleyindraven
OOC: I did do non-lethal last round.
AoO:
Attack [roll0]
Damage [roll1] Non lethal
That is a hit...
Quote:
Originally Posted by CowMasterTrojan
If the Aasimar is still conscious, Bourbon will pelt her with Magic missiles. It looks like she might be knocked out though, so instead he would target T2.
[roll0]
21 Damage
The Aasimar is still standing... even after your missiles hit.
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Having been recently introduced to the ground, Colt fires a Missile straight down, causing a explosion sufficient to launch him into the air and likely harm both T2 and the Aasimar. Assuming he lands well, He will then move to X22
Spoiler
splash damage (3d6+1)[10]
Fort Save DC 23 or each foe is thrown 5 ft. away from me and prone
Jump (1d20+21)[25]
Tumble (1d20+16)[26]
Tumble re-roll via chronocharm if first roll is less than 4 (1d20+16)[35]
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Going to be spotty posting for a couple of days as I will not be near a computer til about Thursday the 17th. Sorry will resume normal posting after that.
Going to be spotty posting for a couple of days as I will not be near a computer til about Thursday the 17th. Sorry will resume normal posting after that.
Ummm... that damage was spread out. Remember, acid arrow does damage over time, not in one turn. So, the Tiefling has a couple turns unless she was already at -8
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Necromancer's Tower
Spoiler
Festav and his soulmelds
-lifebond vestements (3)
-mantle of flame (3)
-armguards of disruption
-lucky dice [bound to hands]
AoO only for me.
Colt lashes out with one of his energy claws when the aasimar tries to rise.
Spoiler
[roll0] attack
[roll1] damage
[roll2] crit confirm
[roll3] crit damage
Hit...
Quote:
Originally Posted by stanleyindraven
John had moved up next to the Aasimar so AoO.
Spoiler
Attack [roll0]
Damage [roll1]
Hit...
Quote:
Originally Posted by blade artist
Ummm... that damage was spread out. Remember, acid arrow does damage over time, not in one turn. So, the Tiefling has a couple turns unless she was already at -8
She was at -8... which is why I said that she was no longer a threat... either way, she isn't a threat...
Quote:
Originally Posted by CowMasterTrojan
Spoiler
Unless you plan on giving her some healing, the point is moot since it doesn't look like these chicks have healing stuff...
Healing is for the weak! (And the well prepared...)
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I do all of this on my phone... I'm sorry if I'm slow or miss a post.