Cid's attack against the Tomb Guard strikes true! The Tomb Guard is too slow to react to the attack from behind, and let's out a deep bellow as it is hurt.
It is not bloodied yet, to be clear.
As Cid reached down to the symbols on the mound, there's a brief flash of light. Suddenly, their meaning becomes clear, transmitted by technology so ancient and advanced it's akin to magic. The shifting and creaking sound you've been hearing stops, suddenly. The lack of that background noise is jarring.
The mound is attuned to your presence. "Your" here being "not the Relicts," so Kay and Zin do not need to do the same thing. The mechanism beneath the mound was connected to the closed door. It is in the process of locking that door in such a manner that no normal action could unlock it.... at least for some time. As long as you explorers standing anywhere on the mound equal or outnumber the number of Relicts on the mound, the mechanism will not continue. Otherwise, it will continue to lock the door. It was maybe ~halfway done when you stopped it.
So, did Cid use that action then? Because if so, the only thing left is Cid boosting his attack (as opposed to.. two damage (5 - 3 armour?))
Geth roll 1d8+4 for total piercing bonus damage after using the blessing
So, did Cid use that action then? Because if so, the only thing left is Cid boosting his attack (as opposed to.. two damage (5 - 3 armour?))
Geth roll 1d8+4 for total piercing bonus damage after using the blessing
Yes, the action was used to Interact. 10 damage is a whole bunch more damage than your attack was originally doing, nice! If Cid's done, an enemy is next!
Cidryn glances up from the ground, done musing and returning to face the Guard.
"Guys, this mound seems to be locking the door.
If we can all stand on this, we can keep the door open."
He looks at the hulk in front of him,
"Although I wouldn't blame you for holding off for the moment"
The healthy Arc Spectre floats around to get a better angle at Zin, then shoots Chain Lightning! The lightning bolt flies towards Zin!
Geth roll 1d20+1d6 for Chain Lightning attack with Height boon
Geth roll 2d8+4 for damage if it hits (only 4 damage otherwise)
Regardless, Zin is (finally) electrified.
The bolt of lightning gathers up into a ball, then shoots out again towards Cid on the mound!
Cid is still within range 3 of Zin, so takes 4 damage and must save. Since Cid is already electrified iirc, you gain 1 Curse on the save. Fail the save and it bounces back to Zin, who will take 4 damage again. Either way after that, the attack ends and it's y'all's turn.
Kay killed the Automata this round, yeah. It hasn't had a chance to Rise Again yet.
I'll doublecheck my notes when I get back to my computer, but iirc after that the bloodied Spectre gets to go, then it's the top of the round where the enemies will take another turn.
Whoops, sorry, for some reason thought that was last round.
Zin twitches as the latest blast leaves him hurt. "Can't take much more of this!" he yells.
He flings out his hand, opening it to reveal a poison seed that he flings at the Tomb Guard. He spins quickly and brings down his greatscythe, slashing at the air, but the green smoke slash also appears across the Tomb Guard's body, before drifting away into Cid.
He slips away behind the pillar after he does, hiding himself from the Spectre that just attacked him.
Action 1: Sow on Tomb Guard
Auto Hit for 1 Dmg. Because he is already poisoned, it also does 3 piercing damage.
After that resolved, because he is marked, it does another 2 piercing damage (Mark of Tsumi)
Action 2: Reap on Tomb Guard
Auto Hit for 1D + fray dmg.
After that resolved, because he is marked, it does another 2 piercing damage (Mark of Tsumi)
Also, because he is marked, Cid gets a blessing token (Mark of Tsumi)
Reap and Sow are the same action, right? You can't do the same action twice in the same turn. If you've used Sow already this battle, it will be Reap this time. But you'll still have another action to do. Looks like you have some Medicant things that are one action? Or a basic action. Or you can re-think your whole turn.
Edit: Also what disc said, only one Attack per turn.
Edit2: Poison is a Blight that Zin's attacks can apply, is that what you're asking about?
Edit2: Poison is a Blight that Zin's attacks can apply, is that what you're asking about?[/i]
Yes, Sow does Poison dmg each time, so if they are already poisoned, does that gain bonus dmg for doing the same dmg again (pg 84 says attacks gain bonus dmg if they are done again, but I'm not sure if that applies to an autohit 1dmg attack
Any time you use an ability with the "Combo" tag for the first time in a battle, it flips a flag, basically. Then next Combo ability uses the "Combo" version of the ability instead of the basic version. Then the next "Combo" ability uses the basic version. Then the Combo version. Then the base version. It doesn't matter which ability you use, they all share the same Combo "flag", the only caveat being you can't attack or use the same ability twice in the same turn.
It's a bit rough because the ability tag is called "Combo," and also second version of the ability is called "Combo," and you also have to remember it's the same ability
Edit2: Poison is a Blight that Zin's attacks can apply, is that what you're asking about?[/i]
Yes, Sow does Poison dmg each time, so if they are already poisoned, does that gain bonus dmg for doing the same dmg again (pg 84 says attacks gain bonus dmg if they are done again, but I'm not sure if that applies to an autohit 1dmg attack
I am.... not sure how Sow would handle bonus damage. I'll have to check. My best guess is nothing happens since you aren't rolling dice. You're using Reap this time, which would get bonus damage. You didn't do that yet, right?
And oooooone last thing, I think. Reap is a melee attack with no Range, so you cannot move opposite of where you are now and Reap the Tomb Guard. Unless you have Sow'd the Tomb Guard, in which case you can Reap it from anywhere, but I don't think you've done that?
You can get adjacent to the Tomb Guard with 4 movement though.
Yeah I was just coming back to check that. I haven't used Sow. (I'm a mess.....)
So we're back to 1st action being Sow
Auto Hit for 1 Dmg. Because he is already poisoned, it also does 3 piercing damage.
After that resolved, because he is marked, it does another 2 piercing damage (Mark of Tsumi)
Also, because he is marked, Cid gets a blessing token (This is actually from Sow itself)
where's the 3 Pierce coming from?
Also thinking bonus damage applies to attacks without dice, by adding a die, based on the below, but it's not spelled out explicitly:
Damage
- When attacks or abilities deal damage, they
deal your job’s damage die, which is written as
[D], or fray damage, which is a flat number
- For example, if you’re a Freelancer, [D] is
1d10, and fray damage is 3. An attack that
deals [D]+fray would deal 1d10+3 damage.
- You might also gain bonus damage or critical
hit. Bonus damage means roll one more die
than normal, then pick the highest
Yeah I was just coming back to check that. I haven't used Sow. (I'm a mess.....)
So we're back to 1st action being Sow
Auto Hit for 1 Dmg. Because he is already poisoned, it also does 3 piercing damage.
After that resolved, because he is marked, it does another 2 piercing damage (Mark of Tsumi)
Also, because he is marked, Cid gets a blessing token (This is actually from Sow itself)
where's the 3 Pierce coming from?
Also thinking bonus damage applies to attacks without dice, by adding a die, based on the below, but it's not spelled out explicitly:
Damage
- When attacks or abilities deal damage, they
deal your job’s damage die, which is written as
[D], or fray damage, which is a flat number
- For example, if you’re a Freelancer, [D] is
1d10, and fray damage is 3. An attack that
deals [D]+fray would deal 1d10+3 damage.
- You might also gain bonus damage or critical
hit. Bonus damage means roll one more die
than normal, then pick the highest
That's.... a reasonable interpretation, sure. We can do that until/unless we find a rule saying contrary.
Yeah I was just coming back to check that. I haven't used Sow. (I'm a mess.....)
So we're back to 1st action being Sow
Auto Hit for 1 Dmg. Because he is already poisoned, it also does 3 piercing damage.
After that resolved, because he is marked, it does another 2 piercing damage (Mark of Tsumi)
Also, because he is marked, Cid gets a blessing token (This is actually from Sow itself)
where's the 3 Pierce coming from?
Also thinking bonus damage applies to attacks without dice, by adding a die, based on the below, but it's not spelled out explicitly:
Damage
- When attacks or abilities deal damage, they
deal your job’s damage die, which is written as
[D], or fray damage, which is a flat number
- For example, if you’re a Freelancer, [D] is
1d10, and fray damage is 3. An attack that
deals [D]+fray would deal 1d10+3 damage.
- You might also gain bonus damage or critical
hit. Bonus damage means roll one more die
than normal, then pick the highest
That's.... a reasonable interpretation, sure. We can do that until/unless we find a rule saying contrary.
Big question about bonus damage on flat amounts, is whether adding a D of damage puts damage on zero damage blight-adding non-attack abilities like Electromagnetism.
I would assume non-attacks shouldn't be dealing damage
Alrighty then. Zin moves up to the north of the column, and uses Sow (Range 5) on the Tomb Guard. It deals 1 damage from the auto-hit, plus 3 damage from the Bonus Damage from marking Poison on something already Poison'd (you already rolled a 1d6 for this, so we would take that, but they were the same thing anyways). With the 3 Armor, it takes 1 damage from this.
The Tomb Guard is Marked from Sow, which Blesses Cid.
Mark of Tsumi means it takes 2 piercing damage. No other foes are marked by you, and no allies are either (I don't think you have a way to mark allies yet).
Cid uses the Cure to clear Electrified, and gains an 8 damage shield. I'm assuming y'all are keeping track of your own HPs and such.
OK. I think that's it
As Zin throws the ball of poison onto the Tomb Guard, it hisses in anger, sparks flying from its mouth! A light blue glow rises up momentarily around Cidryn as he is protected from new sources of incoming damage.
The bloodied Arc Spectre hovers slowly over to the front of the closed gate. It points out it's gauntleted hand towards Cidryn, on the mound and stopping the mechanism, and shoots out a bolt of Chain Lightning!
Geth roll 1d20-1d6 for Chain Lightning hit
Geth roll 2d8+4 for Chain Lightning damage if it hits
If it misses, Cid only takes 4 damage.
Then, the lightning rebounds, as you've seen before! It shoots towards Zin!
Zin takes 4 damage immediately, and must make a Save. That would be at +1 Curse for being already Electrified, which cancels out with your normal Medicant bonus, so it's a flat d20 roll.
And yeah, I think you need to save otherwise it arcs
(Clearly you get +1 boon because you're not electrified any more :P)
Also not sure if you have cover from the arc, as I think you have cover from Cid, maybe
Definitely from the spectre but I don't think that's the source of the arc
Not remembering anything about standing on top of cover
It would make sense to not have cover
OK, while the Spectre would have wanted to hit Cid, I can't think of any way that the Spectre would be allowed to do that. Since nothing has happened since the Spectre's turn, just gonna redo the turn. Instead, it goes for the only person it can hit without a penalty, Kay!
The Spectre floats up the incline to be even with Kay, then shoots Chain Lightning!
I'm not going to reroll since it's the same attack. No Curse, but it still misses Kay. No damage is done due to dodge. Cid and Zin are both +4 HP/shield because it wasn't actually able to hit y'all.
The two Arc Spectres flare up with new energy. Thankfully, though, there is still no new churning of the mound.
We are entering the 4th round! The Arc Spectres hit Overdrive, which means they automatically score critical hits if they hit you at all.
Next turn is coming from an enemy, but will have to wait as it's the kiddo's bedtime.
Posts
It is not bloodied yet, to be clear.
As Cid reached down to the symbols on the mound, there's a brief flash of light. Suddenly, their meaning becomes clear, transmitted by technology so ancient and advanced it's akin to magic. The shifting and creaking sound you've been hearing stops, suddenly. The lack of that background noise is jarring.
The mound is attuned to your presence. "Your" here being "not the Relicts," so Kay and Zin do not need to do the same thing. The mechanism beneath the mound was connected to the closed door. It is in the process of locking that door in such a manner that no normal action could unlock it.... at least for some time. As long as you explorers standing anywhere on the mound equal or outnumber the number of Relicts on the mound, the mechanism will not continue. Otherwise, it will continue to lock the door. It was maybe ~halfway done when you stopped it.
Now back to Cidryn to finish up their turn!
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Does that still count?
Yes, that still counts. If you were to die there, that would be different, but you're not close to death yet.
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The Interact action is what did it.
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Geth roll 1d8+4 for total piercing bonus damage after using the blessing
Yes, the action was used to Interact. 10 damage is a whole bunch more damage than your attack was originally doing, nice! If Cid's done, an enemy is next!
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Cidryn glances up from the ground, done musing and returning to face the Guard.
"Guys, this mound seems to be locking the door.
If we can all stand on this, we can keep the door open."
He looks at the hulk in front of him,
"Although I wouldn't blame you for holding off for the moment"
Geth roll 1d20+1d6 for Chain Lightning attack with Height boon
Geth roll 2d8+4 for damage if it hits (only 4 damage otherwise)
Regardless, Zin is (finally) electrified.
The bolt of lightning gathers up into a ball, then shoots out again towards Cid on the mound!
Cid is still within range 3 of Zin, so takes 4 damage and must save. Since Cid is already electrified iirc, you gain 1 Curse on the save. Fail the save and it bounces back to Zin, who will take 4 damage again. Either way after that, the attack ends and it's y'all's turn.
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Saves, 7HP remaining, don't think Cid can resist this?
Aetherwall might .
The attack originated outside range 2, so I believe it does.
9 HP remaining.
@Elvenshae should probably go first since the other spectre hasn't gone yet.
I went first to start the round, then @discrider just did his Cid's turn.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
I'll doublecheck my notes when I get back to my computer, but iirc after that the bloodied Spectre gets to go, then it's the top of the round where the enemies will take another turn.
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Zin twitches as the latest blast leaves him hurt. "Can't take much more of this!" he yells.
He flings out his hand, opening it to reveal a poison seed that he flings at the Tomb Guard. He spins quickly and brings down his greatscythe, slashing at the air, but the green smoke slash also appears across the Tomb Guard's body, before drifting away into Cid.
He slips away behind the pillar after he does, hiding himself from the Spectre that just attacked him.
Action 1: Sow on Tomb Guard
Auto Hit for 1 Dmg. Because he is already poisoned, it also does 3 piercing damage.
After that resolved, because he is marked, it does another 2 piercing damage (Mark of Tsumi)
Action 2: Reap on Tomb Guard
Auto Hit for 1D + fray dmg.
After that resolved, because he is marked, it does another 2 piercing damage (Mark of Tsumi)
Also, because he is marked, Cid gets a blessing token (Mark of Tsumi)
Geth, roll 1d6+3 for Reap Dmg
So that's 7 regular damage, plus 7 piercing damage.
Also, since he was already poisoned and I hit him with Sow which is poison, do I get bonus damage roll for that?
But poison?
Edit: Also what disc said, only one Attack per turn.
Edit2: Poison is a Blight that Zin's attacks can apply, is that what you're asking about?
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(.. we've somehow all managed to specialise in a different blight, granting us no synergy whatsoever)
I see that I already used Sow, so it turns to Reap.
New Turn:
Move 4 to be N of pillar (opposite side of where I am now)
Reap on Tomb Guard
So that's 6 dmg, plus two piercing.
Cid still gets his blessing token.
Cast Heal on Cid. Cid can clear a status or blight, and also since he is bloodied, gets a 10HP shield.
Yes, Sow does Poison dmg each time, so if they are already poisoned, does that gain bonus dmg for doing the same dmg again (pg 84 says attacks gain bonus dmg if they are done again, but I'm not sure if that applies to an autohit 1dmg attack
It's a bit rough because the ability tag is called "Combo," and also second version of the ability is called "Combo," and you also have to remember it's the same ability
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I am.... not sure how Sow would handle bonus damage. I'll have to check. My best guess is nothing happens since you aren't rolling dice. You're using Reap this time, which would get bonus damage. You didn't do that yet, right?
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You can get adjacent to the Tomb Guard with 4 movement though.
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So we're back to 1st action being Sow
Auto Hit for 1 Dmg. Because he is already poisoned, it also does 3 piercing damage.
After that resolved, because he is marked, it does another 2 piercing damage (Mark of Tsumi)
Also, because he is marked, Cid gets a blessing token (This is actually from Sow itself)
Also thinking bonus damage applies to attacks without dice, by adding a die, based on the below, but it's not spelled out explicitly:
- When attacks or abilities deal damage, they
deal your job’s damage die, which is written as
[D], or fray damage, which is a flat number
- For example, if you’re a Freelancer, [D] is
1d10, and fray damage is 3. An attack that
deals [D]+fray would deal 1d10+3 damage.
- You might also gain bonus damage or critical
hit. Bonus damage means roll one more die
than normal, then pick the highest
Same Movement and Heal and whatnot?
That's.... a reasonable interpretation, sure. We can do that until/unless we find a rule saying contrary.
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Yes, same movement, same Heal. Only Sow instead of Reap.
Pierce is from the talent
I. Sow deals piercing fray damage against poisoned foes. I really need to dig more.
No 3 pierce dmg, I don't have that talent yet.
If I get bonus dice, then
Geth, roll 1d6 for Sow Dmg
Big question about bonus damage on flat amounts, is whether adding a D of damage puts damage on zero damage blight-adding non-attack abilities like Electromagnetism.
I would assume non-attacks shouldn't be dealing damage
And Cid clears his electrified
The Tomb Guard is Marked from Sow, which Blesses Cid.
Mark of Tsumi means it takes 2 piercing damage. No other foes are marked by you, and no allies are either (I don't think you have a way to mark allies yet).
Cid uses the Cure to clear Electrified, and gains an 8 damage shield. I'm assuming y'all are keeping track of your own HPs and such.
OK. I think that's it
As Zin throws the ball of poison onto the Tomb Guard, it hisses in anger, sparks flying from its mouth! A light blue glow rises up momentarily around Cidryn as he is protected from new sources of incoming damage.
The bloodied Arc Spectre hovers slowly over to the front of the closed gate. It points out it's gauntleted hand towards Cidryn, on the mound and stopping the mechanism, and shoots out a bolt of Chain Lightning!
Geth roll 1d20-1d6 for Chain Lightning hit
Geth roll 2d8+4 for Chain Lightning damage if it hits
If it misses, Cid only takes 4 damage.
Then, the lightning rebounds, as you've seen before! It shoots towards Zin!
Zin takes 4 damage immediately, and must make a Save. That would be at +1 Curse for being already Electrified, which cancels out with your normal Medicant bonus, so it's a flat d20 roll.
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And yeah, I think you need to save otherwise it arcs
(Clearly you get +1 boon because you're not electrified any more :P)
Also not sure if you have cover from the arc, as I think you have cover from Cid, maybe
Definitely from the spectre but I don't think that's the source of the arc
Not remembering anything about standing on top of cover
It would make sense to not have cover
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OK, while the Spectre would have wanted to hit Cid, I can't think of any way that the Spectre would be allowed to do that. Since nothing has happened since the Spectre's turn, just gonna redo the turn. Instead, it goes for the only person it can hit without a penalty, Kay!
The Spectre floats up the incline to be even with Kay, then shoots Chain Lightning!
I'm not going to reroll since it's the same attack. No Curse, but it still misses Kay. No damage is done due to dodge. Cid and Zin are both +4 HP/shield because it wasn't actually able to hit y'all.
The two Arc Spectres flare up with new energy. Thankfully, though, there is still no new churning of the mound.
We are entering the 4th round! The Arc Spectres hit Overdrive, which means they automatically score critical hits if they hit you at all.
Next turn is coming from an enemy, but will have to wait as it's the kiddo's bedtime.
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The Automata sparks back to life, damaged but active!
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???
Because it's blinded?
Yes? It previously did 4 damage to you, but then you pointed out that it was blinded. So it can't have done that 4 damage to you.
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As in, pretty sure Zin is still KO.
geth roll 1d20t10 for Spectre blind
Austin, you'll need to make a save still, yeah. Then we'll see if it bounces...
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