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Thread: Acqua Alta Finale Discussion

  1. #526
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    Quote Originally Posted by Umiushi View Post
    This post complements the forty-seventh main post in the Acqua Alta Finale thread. Players' posts in either thread are due by 11 pm, Tuesday, August 21st. The next OOC main post will appear by 11 pm, Thursday, August 23rd.

    Map:
    Attachment 3775

    Would anyone like to determine Yrisz's actions based on the guidelines in post #516 while Ithelryn is away? As I've stated in the past, I dislike playing both sides at the same time. I'll prioritize in posting order, assuming the actions reasonably follow the guidelines given.
    I'll propose some actions.

    Yrisz:
    Let's move her NW to the corner of the room, with her back to the corner. Staying out of the Dragonborn's reach and also far enough away to prevent opportunity attacks.
    The let's propose Astral Seal on #6. I have no idea what that does or what the rolls are.
    For the minor, with a free hand, let's draw her mace.
    Ariellana, Noxias, and Yrisz that one time...
    Quote:
    "It seems to Noxias that the mere act of perceiving her in her decrepitude is enough to draw forth the mortality in his body."
    Translation: "Damn girl, you fugly."

  2. #527
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    Quote Originally Posted by Malk0lm View Post
    I'll propose some actions.

    Yrisz:
    Let's move her NW to the corner of the room, with her back to the corner. Staying out of the Dragonborn's reach and also far enough away to prevent opportunity attacks.
    The let's propose Astral Seal on #6. I have no idea what that does or what the rolls are.
    For the minor, with a free hand, let's draw her mace.
    Sounds good, for the most part. I'll update the round a bit.

    Map: Click image for larger version. 

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    Would anyone like to determine Yrisz's actions based on the guidelines in post #516 while Ithelryn is away? As I've stated in the past, I dislike playing both sides at the same time. I'll prioritize in posting order, assuming the actions reasonably follow the guidelines given.

    Round Ten (In Progress)
    #4 (Initiative Count 24)
    Expended: 10 quarrels, Tag the Prey
    Held: crossbow
    Status: cursed, out of sight

    Minor Action: reload.

    Move Action: leave the edge of the roof. (#4 is no longer visible.)

    Noxias (Initiative Count 21)

    Expended: Action Point (encounter), Chill Strike (encounter), Flaming Sphere, 3 healing surges
    Hands Free: none
    Held: staff, longsword
    Status: 3 points of damage
    4 temporary hit points

    Move Action: walk into the room. (Cost 2; normal - E, S.)

    Standard Action: cast Scorching Burst. (Area Burst Fire vs. Reflex centered at distance 2 - hits. #6 is bloodied by 11 points of fire damage.)
    Dragonborn Fury (trigger - bloodied) #6 gains +1 to all attacks.
    #6's Immediate Reaction (trigger - took damage) Ignore Pain. (#6 gains 11 temporary hit points.)


    Minor Action: draw sword.

    #3 (Initiative Count 19)
    Expended: 3 quarrels
    Held: crossbow
    Status: out of sight
    6 points of damage

    Move Action: leave the edge of the roof. (#3 is no longer visible.)

    Konstansz (Initiative Count 18+)
    Expended: Starfire, 2 healing surges
    Hands Free: one
    Held: rod
    Status: prone
    11 points of damage
    4 temporary hit points

    Konstansz's actions.

    Yrisz (Initiative Count 18)
    Expended: sun rod, 2 healing potions, Action Point (encounter), Channel Divinity (encounter), Cure Light Wounds, Exacting Utterance (encounter), Healing Word (encounter - none left), 4 healing surges
    Hands Free: one
    Held: holy symbol (worn), mace
    Status: #4's quarry
    7 points of damage

    4 temporary hit points

    Move Action: head to the northwest corner of the room. (Cost 1; shift - N.)

    Standard Acton: lay an Astral Seal on #6. (Ranged Symbol +2 vs. Reflex at distance 2 - rolls 1. Automatic miss.)

    Minor Action: draw mace.


    #5 (Initiative Count 10)
    Expended: 4 quarrels
    Held: crossbow
    Status: cover

    #5's actions.

    Rogur (Initiative Count 7)

    Expended: 1 potion of healing, 7 crossbow bolts, 25 sling bullets, Action Point (encounter), 1 healing surge, Trickster's Blade (encounter)
    Hands Free: one
    Held: sling
    Status: non-lethal attacks
    4 temporary hit points

    Move Action: duck around the corner. (Cost 2; Fleeting Ghost - E, N. Rogur makes a Stealth Check to hide from #6.)

    Minor Action: draw sling.

    Free Action: drop sword.

    Free Action: load sling.

    Standard Action: attack with a Sly Flourish. (Ranged Sling +2 vs. AC at distance 3 - misses with an adjusted result of 14. Rogur is no longer hiding.)

    #6 (Initiative Count 3)
    Expended: Ignore Pain


    Zephyr
    Quote Originally Posted by yukonhorror View Post
    First Zephyr is going to quickly look for an improved weapon. A chair, an umbrella case, something. If there isn't really one accessible this turn, grapple the dude.
    Zephyr can use his body, which would count as an unarmed attack. He can tear the shutters off a window (a Move Action to shift to the window, and a Standard Action to make a Strength Check to grab and "wield" the shutters) and wield them as a one-handed improvised weapon. He can wield one of the captives (a Standard Action to pick up and wield) as a two-handed improvised weapon. I should note that there is no overt mechanical difference between making an unarmed attack and using a one-handed improvised weapon.

    In terms of grappling, what is the effect Zephyr is trying to achieve? If it's to push the opponent back, make a Strength Check vs. Fortitude. If you want to immobilize him, make a Strength Check vs. Reflex. If you want to mess him up -- choke him, pin him, disarm him, etc. -- then it's Strength vs. AC and 1d4 + Strength Modifier damage; when he runs out of hit points, he can no longer resist whatever it is you are trying to do.

    Since I've described many options and effects, please decide what you are going to do and then reroll if you choose a course of action that requires a check to be made that round. If you had rolled high, I wouldn't want to have the temptation of selecting the most beneficial effect for the roll be an influence. As it is currently, this will probably be to your advantage.

  3. #528
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    Konstansz snaps out of her mysterious daze and decides to stand up and make herself useful by cursing and attacking the nearest enemy with an eldritch blast.

    * Attack roll *

    * Damage roll *
    Last edited by cutopia; 08-21-2012 at 12:11 AM. Reason: roll syntax epic fail

  4. #529
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    Let's try to get it to actually do the dice thing this time...

    * Attack roll *
    * cutopia rolls some dice *

    * Damage roll *

    Dice Result History - [Hide]
    08-21-2012 12:13 AM
    Attack roll[/COLOR]cutopia rolls some dice: 1d20 (7)+ 7 (7) = 14
    Damage roll: 1d10 (1)+ 6 (6)+ 1d6 (5) = 12

  5. #530
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    Malk0lm, are you planning on having Noxias close to melee with #6? If so, Rogur will use him to get a flanking bonus--he's at his most effective when he can get combat advantage on an enemy. Otherwise, he'll try a repeat of the last round: move to the other side of the door, stealth, then Sly Flourish.
    Rogur, Round Ten (Option 1-Melee flank w/Noxias)
    Free: None
    Minor: Pick up sword
    Move: (Fleeting Ghost) Flank #6 with Noxias
    Standard:
    * Rogur - Piercing Strike melee vs. Reflex (incl Combat Advantage for flank) *
    * Rogur - Melee damage *


    Rogur, Round Ten (Option 2-Ranged from Stealth)
    Free: Reload sling
    Minor: Pick up sword
    Move: (Fleeting Ghost) S, S.
    * Rogur - Stealth - Hide from #6 *

    Standard:
    * Rogur - Sly flourish ranged vs. AC (+2 Combat Advantage, -2 for cover) *
    * Rogur - Ranged damage *



    For either option:
    * Rogur - Sneak Attack damage *


    --T

    Dice Result History - [Hide]
    08-21-2012 07:30 AM
    Rogur - Piercing Strike melee vs. Reflex (incl Combat Advantage for flank): 1d20 (13)+ 10 (10)+ 2 (2) = 25
    Rogur - Melee damage: 1d6 (5)+ 4 (4) = 9
    Rogur - Stealth - Hide from #6: 1d20 (15)+ 11 (11) = 26
    Rogur - Sly flourish ranged vs. AC (+2 Combat Advantage, -2 for cover): 1d20 (20)+ 9 (9) = 29
    Rogur - Ranged damage: 1d6 (3)+ 7 (7) = 10
    Rogur - Sneak Attack damage: 2d8 (4,7 = 11)

  6. #531
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    Quote Originally Posted by Palpatim View Post
    Malk0lm, are you planning on having Noxias close to melee with #6?
    Not if I can help it! But CQB will probably mean that I'll take a few swipes at him. But lets try to get him down or at least diminished before he starts eating my face.

    Since you crited the ranged I would say go with that for this round.
    Ariellana, Noxias, and Yrisz that one time...
    Quote:
    "It seems to Noxias that the mere act of perceiving her in her decrepitude is enough to draw forth the mortality in his body."
    Translation: "Damn girl, you fugly."

  7. #532
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    Quote Originally Posted by cutopia View Post
    Let's try to get it to actually do the dice thing this time...

    * Attack roll *
    * cutopia rolls some dice *

    * Damage roll *
    Are you not moving anywhere?

    EDIT: Ahh so the quote also rolls...

    Dice Result History - [Hide]
    08-21-2012 01:18 PM
    Attack roll[/COLOR]cutopia rolls some dice: 1d20 (14)+ 7 (7) = 21
    Damage roll: 1d10 (7)+ 6 (6)+ 1d6 (5) = 18
    Ariellana, Noxias, and Yrisz that one time...
    Quote:
    "It seems to Noxias that the mere act of perceiving her in her decrepitude is enough to draw forth the mortality in his body."
    Translation: "Damn girl, you fugly."

  8. #533
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    oh, there is no difference between using the shutters as a "whip" and me punching repeatedly?

    Essentially, I want to knock the dude out.

    As acid orb and flame spiral do much more dam, will do that.

    We are adj though, so will save acid orb.

    For now, flame spiral.

    * flame spiral vs. ref *

    * fire dam w/arcane prodigy *

    Effect: if he starts his turn adj or enters a square adj to me, 1d6 fire dam:
    * bonus fire dam *

    IF I hit and he is still conscious: savage growl
    and while a two handed weapon would be nice, I don't want to hurt a fellow captive by using them as a club.

    Dice Result History - [Hide]
    08-21-2012 03:47 PM
    flame spiral vs. ref : 1d20 (11)+ 5 (5) = 16
    fire dam w/arcane prodigy : 1d10 (1)+ 5 (5) = 6
    bonus fire dam : 1d6 (5)
    "I'm not going crazy. I'm going sane in a CRAZY world!"

  9. #534
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    I'm back! As I had imagined house boats in the middle of lakes aren't the best place for internet connectivity, but they sure are fun if your into floating on your back and watching stars at night (and running around on jet skies until you can no longer stand).

    Malk0lm, thank you for faithfully minding Yrisz while I was away.

    As for this round, I really don't like how we are perfectly placed for #6 to hit both Noxias and Yrisz in one swirl. Malk0lm, if it all the same to you (as in your not planning on running into hand to hand combat with the 'lizard' next round) why not shift back so he at least has to choose which one of us he wants to hit with his swirly chain thing. This is me assuming her has reach 2 with that thing.

    I'm ultra tired but I'll see what I can do in terms of deciding Yrisz's action.

    Action:
    Astral Seal #6.

    Umi, I will not roll at this time as I'll reality check it tomorrow when I'm more awake. That said, if you need to 'go to print' feel free to make the roll yourself. I can't think of anything more for her to do at this point.
    Acqua Alta - Player of the human priestess Yrisz Vulysenyat.

    Do not think that love, in order to be genuine, has to be extraordinary. What we need is to love without getting tired.
    ~Mother Teresa

  10. #535
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    OOC Post #48 for Acqua Alta Finale

    This post complements the forty-eighth Acqua Alta Finale main post. Players' posts in either thread are due by 11 pm, Saturday, August 25th. The next OOC main post will appear by 11 am, Monday, August 27th.

    Map:
    Click image for larger version. 

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    Round Ten Combat Summary

    #4 (Initiative Count 24)
    Expended: 10 quarrels, Tag the Prey
    Held: crossbow
    Status: cursed, out of sight

    Minor Action: reload.

    Move Action: leave the edge of the roof. (#4 is no longer visible.)

    Noxias (Initiative Count 21)

    Expended: Action Point (encounter), Chill Strike (encounter), Flaming Sphere, 3 healing surges
    Hands Free: none
    Held: staff, longsword
    Status: 3 points of damage
    4 temporary hit points

    Move Action: walk into the room. (Cost 2; normal - E, S.)

    Standard Action: cast Scorching Burst. (Area Burst Fire vs. Reflex centered at distance 2 - hits. #6 is bloodied by 11 points of fire damage.)
    Dragonborn Fury (trigger - bloodied) #6 gains +1 to all attacks.
    #6's Immediate Reaction (trigger - took damage) Ignore Pain. (#6 gains 11 temporary hit points.)


    Minor Action: draw sword.

    #3 (Initiative Count 19)
    Expended: 3 quarrels
    Held: crossbow
    Status: out of sight
    6 points of damage

    Move Action: leave the edge of the roof. (#3 is no longer visible.)

    Konstansz (Initiative Count 18+)
    Expended: Starfire, 2 healing surges
    Hands Free: one
    Held: rod
    Status: prone
    11 points of damage
    4 temporary hit points

    Minor Action: lay Warlock's Curse on #6.

    Standard Action: cast Eldritch Blast at #6. (Ranged Rod -3 vs. Reflex at distance 6 - misses with a modified result of 11.)

    Konstansz's Eldritch Blast attack roll is modified by a total of -3: -2 for attacking from prone, -2 for #6's cover in relation to Konstansz's position, and +1 for Konstansz's Bloodhunt trait.

    Yrisz (Initiative Count 18)
    Expended: sun rod, 2 healing potions, Action Point (encounter), Channel Divinity (encounter), Cure Light Wounds, Exacting Utterance (encounter), Healing Word (encounter - none left), 4 healing surges
    Hands Free: one
    Held: holy symbol (worn), mace
    Status: #4's quarry
    7 points of damage

    4 temporary hit points

    Move Action: head to the northwest corner of the room. (Cost 1; shift - N.)

    Standard Acton: lay an Astral Seal on #6. (Ranged Symbol +2 vs. Reflex at distance 2 - rolls 1. Automatic miss.)

    Minor Action: draw mace.


    #5 (Initiative Count 10)
    Expended: 5 quarrels
    Held: crossbow
    Status: cover

    Standard Action: shoot at Konstansz. (Ranged Crossbow -2 vs. AC at distance 15 - misses by 4.)

    Minor Action: reload.

    Rogur (Initiative Count 7)

    Expended: short sword (dropped), 1 potion of healing, 7 crossbow bolts, 25 sling bullets, Action Point (encounter), 1 healing surge, Trickster's Blade (encounter)
    Hands Free: one
    Held: sling
    Status: non-lethal attacks
    4 temporary hit points

    Move Action: duck around the corner. (Cost 2; Fleeting Ghost - E, N. Rogur makes a Stealth Check to hide from #6.)

    Minor Action: draw sling.

    Free Action: drop sword.

    Free Action: load sling.

    Standard Action: attack with a Sly Flourish. (Ranged Sling +2 vs. AC at distance 3 - misses with an adjusted result of 14. Rogur is no longer hiding.)

    #6 (Initiative Count 3)
    Expended: Dragon Breath, Ignore Pain, Sweeping Cut
    Held: spiked chain
    Status: bloodied, cursed, Dragonborn Fury (gains +1 to attacks while bloodied)
    19 points of damage
    11 temporary hit points

    Minor Action: breathe fire. (Dragon Breath. Close Blast Fire +1 vs. Reflex targeting Noxias and Yrisz - hits Yrisz and hits Noxias by over 4. Noxias and Yrisz each lose their temporary hit points and take 2 points of fire damage.)

    Move Action: close. (Cost 1; shift - W.)

    Standard Action: swing the spiked chain. (Sweeping Cut. Close Burst +1 vs. AC targeting Noxias and Yrisz - hits Yrisz and hits Noxias by 3. Yrisz takes 13 points of damage, and is bloodied and knocked prone.)
    Noxias's Immediate Interrupt (trigger - hit by an attack) Noxias casts Shield. (Noxias gains +4 to AC and Reflex. The attack's result against him is revised to a miss. Noxias takes 6 points of damage.)

    PC Results Summary
    Konstansz has cast Starfire (daily).
    Konstansz is prone.
    Konstansz has spent 2 healing surges.

    Konstanz has taken 11 points of damage.

    Konstansz has 4 temporary hit points.

    Noxias has spent 1 Action Point (none remaining).
    Noxias has cast Chill Strike, Flaming Sphere (daily), and Shield.
    Noxias gains +4 to AC and Reflex.
    Noxias has spent 3 healing surges.
    Noxias has taken 11 points of damage.


    Rogur has dropped his short sword.
    Rogur has expended 1 potion of healing, rope, 7 crossbow bolts and 25 sling bullets.
    Rogur has employed Trickster's Blade.
    Rogur is using non-lethal attacks.
    Rogur has spent 1 healing surge.
    Rogur has 4 temporary hit points.

    Yrisz has used a sun rod and 2 healing potions.
    Yrisz has spent 1 Action Point (none remaining).
    Yrisz has cast Channel Divinity, Cure Light Wounds (daily), and Exacting Utterance.
    Yrisz has used two Healing Words.
    Yrisz is using non-lethal attacks.
    Yrisz is bloodied, prone, and #4's quarry.
    Yrisz has spent 4 healing surges.

    Yrisz has taken 22 points of damage.


    Enemy Negative Effects Summary
    #4 is cursed.#6 is bloodied and cursed.

    Enemy Damage Summary

    #3 - 6 points of damage

    #6 - 19 points of damage and 11 temporary hit points


    Round Eleven Combat (In Progress)
    Noxias (Initiative Count 21)
    Expended: Action Point (encounter), 3 healing surges, Chill Strike (encounter), Flaming Sphere, Shield (encounter)
    Hands Free: none
    Held: staff, longsword
    Status: 11 points of damage

    Noxias's actions

    Konstansz (Initiative Count 18+)
    Expended: Starfire, 2 healing surges
    Hands Free: one
    Held: rod
    Status: prone
    11 points of damage
    4 temporary hit points

    Konstansz's actions

    Yrisz (Initiative Count 18)
    Expended: sun rod, 2 healing potions, Action Point (encounter), Channel Divinity (encounter), Cure Light Wounds, Exacting Utterance (encounter), Healing Word (encounter - none left), 4 healing surges
    Hands Free: one
    Held: holy symbol (worn), mace
    Status: #4's quarry, bloodied, prone
    22 points of damage


    Yrisz's actions.

    #5 (Initiative Count 10)
    Expended: 5 quarrels
    Held: crossbow
    Status: cover

    #5's actions.

    Rogur (Initiative Count 7)

    Expended: [short sword (dropped)], 1 potion of healing, 7 crossbow bolts, 25 sling bullets, Action Point (encounter), 1 healing surge, Trickster's Blade (encounter)
    Hands Free: none
    Held: sling, short sword
    Status: non-lethal attacks, flanking #6 with Noxias
    4 temporary hit points

    Minor Action: pick up sword.

    Move Action: flank with Noxias. (Cost 4; normal - S, 2xW, NW. Rogur and Noxias are flanking #6.)

    Standard Action: make a Piercing Strike. (Melee Light Blade +2 vs. Reflex
    - attacks with a result of 25.)

    I will be using Rogur's first attack roll, which is still relatively high, for whichever maneuver he chooses. This will at least minimize considerations for taking actions based on "foreseeing different strands of fate."

    #6 (Initiative Count 3)
    Expended: Dragon Breath, Ignore Pain, Sweeping Cut
    Held: spiked chain
    Status: bloodied, cursed, Dragonborn Fury (gains +1 to attacks while bloodied)
    19 points of damage
    11 temporary hit points

    #6's actions



    Round Z-Two
    Guard (Initiative Count 7)

    Held: cudgel

    Move Action: stand up.

    Standard Action: club Zephyr. (Melee Basic Club vs. AC - hits. Zephyr takes 4 points of damage.)

    Zephyr (Initiative Count 4)

    Expended: rope, sun rod, 9 healing surges, Arcane Prodigy (encounter), Flame Spiral (encounter), Life Thane Rage
    Hands Free: one
    Held: nothing
    Status: non-lethal attacks
    5 point of damage

    Standard Action: evoke Flame Spiral. (Close Burst Fire vs. Reflex targeting Guard - hits with Arcane Prodigy. The guard is subdued by 6 points of fire damage.)

    Results Summary
    Zephyr has used his length of rope and a sun rod.
    Zephyr has expended Arcane Prodigy, Flame Spiral, Life Thane Rage (daily).
    Zephyr is using non-lethal attacks.
    Zephyr has spent 1 action point (none remaining).
    Zephyr is unarmed.
    Zephyr has spent 9 healing surges.
    Zephyr has taken 5 points of damage.


    Enemy Negative Effects Summary
    The guard is unconscious.

    Enemy Damage Summary

    Guard - unconscious with 6 points of damage.
    Last edited by Umiushi; 08-23-2012 at 08:58 PM. Reason: Noxias casts Shield

  11. #536
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    not knowing how fast you recover from unconsciousness, the first order of business is to take my bounds and bind the guard. Also, if there is a way to gag him, do that too. Maybe tie the rope someway to put the window blinds in his mouth.

    * generic roll to tie up guy *


    Afterwards untie the other people/person.

    Dice Result History - [Hide]
    08-23-2012 11:08 AM
    generic roll to tie up guy : 1d20 (10)
    "I'm not going crazy. I'm going sane in a CRAZY world!"

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    Yes to shield. Am I still prone then?

    If prone:
    Stand, Use daily Fireburst Armor Spell, Thunderwave vs 6 (Close burst 3 diagonally should leave Yrisz out of the line of fire, right?)

    * Thunderwave *

    * Damage *


    Do I have any action points left or is it only once per encounter (if I have points to spend)?

    Dice Result History - [Hide]
    08-23-2012 01:04 PM
    Thunderwave: 1d20 (6)+ 6 (6) = 12
    Damage: 1d6 (6)+ 5 (5) = 11
    Ariellana, Noxias, and Yrisz that one time...
    Quote:
    "It seems to Noxias that the mere act of perceiving her in her decrepitude is enough to draw forth the mortality in his body."
    Translation: "Damn girl, you fugly."

  13. #538
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    If not prone:

    Move 1S and 4E to the other corner.
    Use Fireburst Armor Spell.
    * Scorching Burst vs 6 *

    * Fire *

    Dice Result History - [Hide]
    08-23-2012 01:07 PM
    Scorching Burst vs 6: 1d20 (3)+ 6 (6) = 9
    Fire: 1d6 (4)+ 6 (6) = 10
    Ariellana, Noxias, and Yrisz that one time...
    Quote:
    "It seems to Noxias that the mere act of perceiving her in her decrepitude is enough to draw forth the mortality in his body."
    Translation: "Damn girl, you fugly."

  14. #539
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    Quote Originally Posted by Malk0lm View Post
    Yes to shield. Am I still prone then?
    . . .
    Do I have any action points left or is it only once per encounter (if I have points to spend)?
    Protected by the Shield spell, Noxias will not be knocked prone. I have edited the combat round to reflect that.

    Noxias's movement will allow #6 to take an attack of opportunity against him. If Noxias uses his Fireburst Armor prior to moving, instead of after, the attack may result in damage to #6. Will Noxias do that?

    A player character may only spend one Action Point per encounter, even if the character has more than one Action Point saved up, so Noxias cannot spend any more Action Points this encounter. Also, Noxias does not have any Action Points left. This can be seen from his status in the PC Results Summary.

    Finally, I will use the first attack roll of 6, rather than the second roll of 3 to resolve any of Noxias's attacks. It's still a low result, but we'll see what happens.

  15. #540
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    Quote Originally Posted by Umiushi View Post
    If Noxias uses his Fireburst Armor prior to moving, instead of after, the attack may result in damage to #6. Will Noxias do that?
    Well I'd rather open myself up for the opportunity than provide a cluster of targets for him to hit all at once. So using the Firburst Armor prior to moving seems the best course of action.

    In DnD you gain nothing by attacking from behind, right?
    Ariellana, Noxias, and Yrisz that one time...
    Quote:
    "It seems to Noxias that the mere act of perceiving her in her decrepitude is enough to draw forth the mortality in his body."
    Translation: "Damn girl, you fugly."

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