I know it's actually benficial for me to be where I am, but I had only intended to step to N10 if D11 fell. Let me know if you need/want me to make a Grapple check or if you want to just roll with it.
Not sure if this is going to be a double post or not, if so apologies.
I know it's more beneficial having me where I am, but my intentions were only to move to N10 if D11 had fallen. Let me know if you want to move me back and if I need to make grapple checks or if you just want to roll with it as it's transpired.
Waiting to see who's still standing (enemies) before I figure out who gets the business end of the hammer.
D11 is dead. It's still marked on the map due to *drumroll* resurrection potential. So you can stay at N10.
I do object to moving through the squares of dazed enemies, but I don't object to just flying above them. You have space and the movement (the doorway is as high as it is wide).
But in what direction are you breathing?
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Halfling healer avatar by Akrim.elf.
sonofzeal, you're like a megazord of awesome and win.
Quote:
Originally Posted by Doc Roc
SonOfZeal, it is a great joy to see that your Kung-Fu remains undiminished in this, the twilight of an age. May the Great Wheel be kind to you, planeswalker.
Here are the rolls, relevant results summaried in IC thread.
Spoiler
D3: Speed-tumble to avoid AoO from Fjodin (DC 15): (1d20+8)[24]
D5: Climb check to climb crate (DC 20-5 for perpendicular walls): (1d20+8)[21],(1d20+8)[9]
D6: Climb check to climb crate (DC 20): (1d20+8)[26], again if fail: (1d20+8)[25]
D9: Speed-tumble to avoid AoO from Fjodin (DC 15): (1d20+8)[11]
S1: Ranged touch attack (1d20+9)[25] for 1.5*(6d6)[25] untyped damage against Tatsuhiro.
S4: Ranged touch attack (1d20+9)[27] for 1.5*(6d6)[17] untyped damage against Tatsuhiro.
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Halfling healer avatar by Akrim.elf.
Slight problem with the map: it says I'm on T9, but I teleported to P9.
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He fears his fate too much, and his reward is small, who will not put it to the touch, to win or lose it all.
-James Graham, 1st Marquess of Montrose
Satomi by Elagune
Thanks for the heal, peterpaulrubens. It was pretty thoroughly needed!
Also, I just checked, and my damage rolls for the fight are hovering just below satistical significance for terribleness. One more roll of anything below a 19, and my bad dice luck will be mathematically verifiable. Fingers crossed!
sonofzeal, you're like a megazord of awesome and win.
Quote:
Originally Posted by Doc Roc
SonOfZeal, it is a great joy to see that your Kung-Fu remains undiminished in this, the twilight of an age. May the Great Wheel be kind to you, planeswalker.
Damn. Nat 1 wastes what I thought was an otherwise good move.
Also, anyone have suggestions for raising my ranged attack bonus? My +6 is feeling too low and I'm not sure what to do besides throw down 16k (post hammer retrieval, of course) for more Dex.
Damn. Nat 1 wastes what I thought was an otherwise good move.
Also, anyone have suggestions for raising my ranged attack bonus? My +6 is feeling too low and I'm not sure what to do besides throw down 16k (post hammer retrieval, of course) for more Dex.
Warlock’s Scepter costs 8305 and gives +1. Hardly efficient, but at least it's something. If the bonus is based on the enhancement bonus of the mace (seems reasonable), then +2 should be... 18305. Or there's the GMW route.
sonofzeal, you're like a megazord of awesome and win.
Quote:
Originally Posted by Doc Roc
SonOfZeal, it is a great joy to see that your Kung-Fu remains undiminished in this, the twilight of an age. May the Great Wheel be kind to you, planeswalker.
Last edited by sonofzeal : 05-02-2012 at 06:42 PM.
Gerrin's turn reminds me. D12 is on fire: (1d6)[5]
Reflex against Tatsuhiro's breath: (1d20+9)[14], (1d20+7)[22]
Immediate action abilities can be used on your turn. In such a case, it consumes that turn's swift action.
Quote:
Originally Posted by sonofzeal
Warlock’s Scepter costs 8305 and gives +1. Hardly efficient, but at least it's something. If the bonus is based on the enhancement bonus of the mace (seems reasonable), then +2 should be... 18305. Or there's the GMW route.
The Warlock's Scepter isn't just a +N weapon for RTA's, though. It's a charged item, kind of weird modelling a generic +attack item after it, IMO.
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Halfling healer avatar by Akrim.elf.
The Warlock's Scepter isn't just a +N weapon for RTA's, though. It's a charged item, kind of weird modelling a generic +attack item after it, IMO.
However, it's the only item I know that specifically boosts RTAs. Fact of the matter is, the pricing would make sense even without that quality. This implies that allowing a weapon to add its enhancement bonus to RTAs should be pretty cheap.
sonofzeal, you're like a megazord of awesome and win.
Quote:
Originally Posted by Doc Roc
SonOfZeal, it is a great joy to see that your Kung-Fu remains undiminished in this, the twilight of an age. May the Great Wheel be kind to you, planeswalker.
More damage for Mariah: (1d6+4)[7]
More damage for Sern: (1d6+4)[10]
D2's miss chance against Fjodin: (1d5)[3] (misses on a 1). If it hits, crit confirmation roll: (1d20+14)[31] for (1d4+5)[6] extra damage.
D6's miss chance against Fjodin: (1d5)[5] (misses on a 1).
Quote:
Originally Posted by sonofzeal
However, it's the only item I know that specifically boosts RTAs. Fact of the matter is, the pricing would make sense even without that quality. This implies that allowing a weapon to add its enhancement bonus to RTAs should be pretty cheap.
I don't see the implication that the enhancement bonus to its weapon damage and the profane bonus are values that have anything to do with one another.
But anyway. I think the question of whether you want to have a more powerful Warlock's Scepter crafted should wait for the results of this battle.
Quote:
Originally Posted by Diarmuid
Should we bother with Spellcraft checks to see how they're rezzing their friends, or is this more of a "D2 monster ability" type thing?
The shamans have a horribly unfair version of Raise Dead that they can use either at will or very many times per day. It is Close range, only works on fallen-types less powerful than the one who is doing the raising, and brings them back at 1 HP. It is usable as a standard action.
The rest of the group has encountered this ability many times before.
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Halfling healer avatar by Akrim.elf.
D6's 27 attack roll should miss Fjodyn altogether with his Prot Evil boosting his AC to 28 vs evil things unless there was some other modifier not included in the roll.
D6's 27 attack roll should miss Fjodyn altogether with his Prot Evil boosting his AC to 28 vs evil things unless there was some other modifier not included in the roll.
Right you are, he missed. Must have been looking at the wrong number.
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Halfling healer avatar by Akrim.elf.
Escape from grapple, actions depending on results: [roll0]
This party is just a boatfull of bad rolling this fight, huh? I finally passed statistical significance on my bad rolling myself. But then, I kind of knew that would be happening anyway, which is why I chose a character it didn't matter much for.
At least we aren't using crit fumble rules. One group I was in was routinely a bigger threat to itself than the enemies were, since the DM treated every nat1 as "you hit an ally, nevermind the ally's AC".
sonofzeal, you're like a megazord of awesome and win.
Quote:
Originally Posted by Doc Roc
SonOfZeal, it is a great joy to see that your Kung-Fu remains undiminished in this, the twilight of an age. May the Great Wheel be kind to you, planeswalker.
At least we aren't using crit fumble rules. One group I was in was routinely a bigger threat to itself than the enemies were, since the DM treated every nat1 as "you hit an ally, nevermind the ally's AC".
Holy crap. Don't come too close to the full attacking Totemist.
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Halfling healer avatar by Akrim.elf.
sonofzeal, you're like a megazord of awesome and win.
Quote:
Originally Posted by Doc Roc
SonOfZeal, it is a great joy to see that your Kung-Fu remains undiminished in this, the twilight of an age. May the Great Wheel be kind to you, planeswalker.