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Let's take them now, we seem to have a good opening. Perhaps a surprise round if they're really preoccupied. What do you guys think?
PSN: ChemENGR
Can we get a map, because unless they are about to turn into puppies, I think they are gonna get jumped... would be ok with puppies!
Henry Teach, human cutthroat
the game assassino_O
with the enemies at H9, H12, I9, I13, J9, J10, J11, and J13.
Henry Teach, human cutthroat
the game assassino_O
Sorry about keeping you waiting last week. I shouldn't have another hell week like that anytime soon.
P.S. fuck that stupid selection box. I hate that thing.
Init: 4 sad face.
PSN: ChemENGR
Arcana: 12
Religion: 18
Init: 7
Initiative: 1d20+0 9
Initiative: 8
Henry Teach, human cutthroat
the game assassino_O
PSN: ChemENGR
Shroud on the mudman at h12
Move to c12
Executioner's noose on the mudman at h12. 18 vs Fort, 9 damage. If it hits the mudman is pulled 2 and slowed.
Mud Lasher: 54/63, AC 16; Fortitude 17, Reflex 15, Will 15 - F12, slowed
Mud Lasher: 63/63, AC 16; Fortitude 17, Reflex 15, Will 15 - H9
(2)Mud Man Hurler: 32/32, AC 15; Fortitude 14, Reflex 15, Will 14 -I9, I13
(4)Mud Man: 1/1, AC 13; Fortitude 11, Reflex 15, Will 12 - J9, J10, J11, J13
Marazzo darts off to the right as Nall draws the creatures attention, in an attempt to flank them.
Move to G5, also dont we only get one action in a surprise round?
Henry Teach, human cutthroat
the game assassino_O
"Well, I had hoped to avoid this, but..." Erris maneuvers around the mudman that Nall hit and bashes her shield into him before cutting deep into the mud.
"It's not the stone you should heed beasts, it is this servant of mighty Pelor!"
Standard: Valorous Smite hits for 18.
All enemies with 3 squares are subject to my divine sanction.
Mudman Lasher @ 36/63
Marazzo deliberatly takes a defensive stance after his flanking run, having found himself isolated.
take full defense as my standard
Henry Teach, human cutthroat
the game assassino_O
"Ok, it's time to focus..."
Standard: Sacred Flame vs Mud Lasher: WIS vs REF: 7 misses
PSN: ChemENGR
She sends a bolt of psychic energy at the nearest mudman, but her action is too hasty. The mudman takes no notice of her.
Minor: Pick up stone with Mage Hand.
Move: Move stone to C10 with Mage Hand
Standard:
Divine Sanction neatly murders these unintelligent mudmen.
On Deck: Erris
Next up: Remaining mudmen
Erris
Mud Lasher: 54/63, AC 16; Fortitude 17, Reflex 15, Will 15 - F12, slowed
Mud Lasher: 63/63, AC 16; Fortitude 17, Reflex 15, Will 15 - H9
(2)Mud Man Hurler: 32/32, AC 15; Fortitude 14, Reflex 15, Will 14 -I9, I13
Magllea (slowed), Marazzo, Nall, and Amaryllis
"Magllea put that thing away. Everyone else protect her, they are coming right for her!"
Erris smashes the mud-man in front of her again, catching it with the flat of her blade and filling herself with vigor. "Will you stand and face me?"
Minor: Divine Challenge on the Lasher. (All other marks end).
Henry Teach, human cutthroat
the game assassino_O
As the party rushes to help her, the remaining mudmen begin to pound the ground rhythmically. As their drumming increases in tempo, a roiling pit of mud opens under the party. Magllea, Amaryllis, and Marazzo fall, landing heavily on the unsteady ground. Erris's struggles end as she sinks deeper into the mud.
Mudmen lashers move into flanking position and attack Erris. First attack: hit! 13 damage + 5 ongoing. Second attack: hit! 14 damage + 5 ongoing.
Mudmen hurlers pound the ground. Burst 3 centered on D8. First hurler hits vs Erris and Amaryllis: 9 damage. Second hurler hits vs Magllea and Marazzo: 10 damage.
On Deck: The party
Next up: mudmen again
Mud Lasher: 29/63, AC 16; Fortitude 17, Reflex 15, Will 15 - F12, slowed, bloodied
Mud Lasher: 63/63, AC 16; Fortitude 17, Reflex 15, Will 15 - H10
(2)Mud Man Hurler: 32/32, AC 15; Fortitude 14, Reflex 15, Will 14 -I9, I13
Magllea: 16/26, AC 15; Fortitude 13, Reflex 14, Will 12 - B10
Marazzo: 20/30, AC 16; Fortitude 15, Reflex 15, Will 12 - G5
Nall: 24/24, AC 17; Fortitude 13, Reflex 15, Will 14 - C12
Amaryllis: 15/24, AC 16; Fortitude 11, Reflex 10, Will 16 - B11
Erris:-6/26, AC 20; Fortitude 11, Reflex 13, Will 16 - G11, unconscious, ongoing 5 damage
Yeesh, that was kind of brutal. High rolls from the brutes against Erris's 11 fort. At least with the 2 thp you won't die from the ongoing next turn. Note that only Erris is actually prone, and only by virtue of being unconscious. You guys falling to the ground was flavor text only.
He then turns his attention towards the other mudman targeting his fallen companion. He calls forth a light to guide the attacks of his allies.
Free: Shroud
Standard: Nightmare Shades 23 vs Will hits and does 22 damage (3 more than shown because I forgot to include the damage from my class feature that gives me +cha damage to enemies not next to any other enemies). I get +3 to damage against it until the end of my next turn.
Move: Shadow Step to E11
Action point! Shadow Storm 21 vs AC hits for 15 (again I forgot to include the +3)
Minor: Darkfire vs other Lasher 22 vs Ref hits. The Lasher grants CA and cannot benefit from concealment until end of my next turn.
Mud Lasher: 0/63, AC 16; Fortitude 17, Reflex 15, Will 15 - F12 DEAD
Mud Lasher: 63/63, AC 16; Fortitude 17, Reflex 15, Will 15 - H10 Grants CA and cannot benefit from concealment until end of Nall's next turn
(2)Mud Man Hurler: 32/32, AC 15; Fortitude 14, Reflex 15, Will 14 -I9, I13
Magllea: 16/26, AC 15; Fortitude 13, Reflex 14, Will 12 - B10
Marazzo: 20/30, AC 16; Fortitude 15, Reflex 15, Will 12 - G5
Nall: 24/24, AC 17; Fortitude 13, Reflex 15, Will 14 - C12
Amaryllis: 15/24, AC 16; Fortitude 11, Reflex 10, Will 16 - B11
Erris:-6/26, AC 20; Fortitude 11, Reflex 13, Will 16 - G11, unconscious, ongoing 5 damage
PSN: ChemENGR
ok complex turn because I used an ap and I also crit which gives me another attack...
Move action move to H9 avoiding OAs
Standard action: Whirling Frenzy vs Mudmen at I9 and H10
10vs AC vs I9 Miss
27vs AC vs H10 CRIT!
H10 takes 26 Dmg (6 from high crit offhand)
Rampage vs I9 15vs AC HIT! for 12 Dmg
Action point!
Whirling Rend Vs H10 19vs AC HIT! for 7 dmg and
Lasher at I9 takes6 more dmg
Summary move to H9
33 Dmg to H10
18 Dmg to I9
Also I was in full defense when I got hit just wanted to make sure you calculated the extra defense bonuses.
Mud Lasher: 0/63, AC 16; Fortitude 17, Reflex 15, Will 15 - F12 DEAD
Mud Lasher: 30/63, BLOODIED, AC 16; Fortitude 17, Reflex 15, Will 15 - H10 Grants CA and cannot benefit from concealment until end of Nall's next turn
(2)Mud Man Hurler: 32/32 -I13, 14/32 -I9 BLOODIED, AC 15; Fortitude 14, Reflex 15, Will 14
Magllea: 16/26, AC 15; Fortitude 13, Reflex 14, Will 12 - B10
Marazzo: 20/30, AC 16; Fortitude 15, Reflex 15, Will 12 - G5
Nall: 24/24, AC 17; Fortitude 13, Reflex 15, Will 14 - C12
Amaryllis: 15/24, AC 16; Fortitude 11, Reflex 10, Will 16 - B11
Erris:-6/26, AC 20; Fortitude 11, Reflex 13, Will 16 - G11, unconscious, ongoing 5 damage
Henry Teach, human cutthroat
the game assassino_O
Whirly Frenzy miss dmg 6 ouch sucks to roll well on that one
Srry about the double post.
Henry Teach, human cutthroat
the game assassino_O