astrobstrdSo full of mercy...Registered Userregular
The other mooks have short bows as well. They also have clubs. Mook damage still spills over, so targeting the far one would just mean that you would have to come up with a way to kill the others (a free move to do so, or use of a fluff magical attack would be equally fine).
Stats: Vanminar (Boozer) : HP 27/27, Recoveries 7/8 [1d6 + 3], AC 16 PD 14 MD 13 AC +1 until start of his next turn
Caldon (Dracil) : HP: 27/27, Recoveries 8/8 [1d8+3], AC 18 PD 14 MD 15
Fultur (Ardent) : HP 24/24, Recoveries 8/8 [1d6+2], AC 13 PD 13 MD 13
Maldras (Discrider) : HP 28/30, Recoveries 8/8 [1d8 + 3], AC 16 PD 14 MD 13 {engaged with Swarm of Bats}
Sabeiha (Kirindal) : HP 31/36, Recoveries 9/9 [1d10 + 4], AC 19 PD 14 MD 11
Swarm of Bats: HP 25?20?/30, AC 16 PD 16 MD 11, Vulnerabilty: Thunder, No opportunities: The swarm of bats can’t make opportunity
attacks, and enemies can’t make opportunity attacks against it. Swarming resistance: Each turn, the swarm of bats gains resist
damage 18+ to all damage from attacks by enemies that the swarm did NOT attack that turn. {engaged with Maldras}
Goblin Scum 1(mook): HP 5/5, AC 16 PD 14 MD 11
Goblin Cavalry 1: HP 60/60, AC 17 PD 15 MD 11, Vulnerabilty: Thunder, Resist Damage (Ranged): 16+ (When flying)
Golnar (Capfalcon) : HP 30/30, Recoveries 8/8 [1d10 + 4], AC 16 PD 16 MD 12 Power Stunt Die: 5 {engaged with Goblin Cavalry 2}
Goblin Cavalry 2: HP 34/60, AC 17 PD 15 MD 11, Vulnerabilty: Thunder, Resist Damage (Ranged): 16+ (When flying) {engaged with Golnar}
Goblin Scum 2(mook): HP 5/5, AC 16 PD 14 MD 11
Goblin Scum 3(mook): HP 5/5, AC 16 PD 14 MD 11
Fultur follows up his initial volley with something a bit stronger, the runes on his staff glowing in stark relief as he invokes another spell. He manages to pull both a single copper coin and a small vial of acid free of his reagent pouches with his free hand. They're enveloped with a glow similar to the one on his staff's runes and he hurls them toward the other goblin rider.
"Copper n' Acid Conflagration Quarrel!" are the words he chants when he does so. True to his words, the quarrel impacts and sets the area ablaze with green flames.
Geth, roll 1d20+5 to hit with the Modified Acid Arrow
Geth, roll 4d10 damage for the Modified Acid Arrow just in case
So that's a miss. The intent of the flames is to limit the goblins' mobility. Normally Acid Arrow deals 5 ongoing even on a miss, so that's what I'd use for anyone entering/standing in the flames.
Stats: Vanminar (Boozer) : HP 27/27, Recoveries 7/8 [1d6 + 3], AC 16 PD 14 MD 13 AC +1 until start of his next turn
Caldon (Dracil) : HP: 27/27, Recoveries 8/8 [1d8+3], AC 18 PD 14 MD 15
Fultur (Ardent) : HP 24/24, Recoveries 8/8 [1d6+2], AC 13 PD 13 MD 13
Maldras (Discrider) : HP 28/30, Recoveries 8/8 [1d8 + 3], AC 16 PD 14 MD 13 {engaged with Swarm of Bats}
Sabeiha (Kirindal) : HP 31/36, Recoveries 9/9 [1d10 + 4], AC 19 PD 14 MD 11
Swarm of Bats: HP 25?20?/30, AC 16 PD 16 MD 11, Vulnerabilty: Thunder, No opportunities: The swarm of bats can’t make opportunity
attacks, and enemies can’t make opportunity attacks against it. Swarming resistance: Each turn, the swarm of bats gains resist
damage 18+ to all damage from attacks by enemies that the swarm did NOT attack that turn. {engaged with Maldras}
Goblin Scum 1(mook): HP 5/5, AC 16 PD 14 MD 11
Goblin Cavalry 1: HP 60/60, AC 17 PD 15 MD 11, Vulnerabilty: Thunder, Resist Damage (Ranged): 16+ (When flying)
Golnar (Capfalcon) : HP 30/30, Recoveries 8/8 [1d10 + 4], AC 16 PD 16 MD 12 Power Stunt Die: 5 {engaged with Goblin Cavalry 2}
Goblin Cavalry 2: HP 34/60, AC 17 PD 15 MD 11, Vulnerabilty: Thunder, Resist Damage (Ranged): 16+ (When flying) {engaged with Golnar}
Goblin Scum 2(mook): HP 5/5, AC 16 PD 14 MD 11
Goblin Scum 3(mook): HP 5/5, AC 16 PD 14 MD 11
astrobstrdSo full of mercy...Registered Userregular
Sabeiha draws her bow and aims at the goblin and bat engulfed in flaming acid. The erratic movement of the creature defeats her aim, but she wastes little time sulking and quickly separates from the group to cut off any further attacks on the casters.
Ranged attack misses. Sabeiha moves 10' and gets ready to skilled intercept with any enemy targeting the main group.
astrobstrdSo full of mercy...Registered Userregular
edited October 2014
The three non-mounted goblins all seem equally as panicked, yet somehow, their shoddy arrows still find their marks. The dwarven wizard and the half-orc strong man seem to be the targets causing them the most panic, and Golnar suffers the shallow wounds of crude stone tipped missiles. Fultur is able to use the lingering energy of his Conflagration Quarrel to melt the arrow headed his direction.
astrobstrdSo full of mercy...Registered Userregular
edited October 2014
The mounted goblin next to Golnar thrusts his spear, but Golnar simply slaps it aside with his calloused hands. The bat pops into the air and zips over to Sabeiha whose preparation lets her shield the blow, but her own counter strike is parried. The other goblin, engulfed in burning acid shouts, "Kill the god-man! Kill the wizards!"
Fultur's acid sears him even worse as he charges towards the priest. Sabeiha doesn't make it in time to stop the goblin from plunging his spear into Caldon's side. Burning even further, the bat flies into the air and up above your heads, suffering further damage and at the mercy of the winds.
Goblin Cavalry 2 attacks Golnar and misses with an 8. A natural 2-5 lets him pop free and take a free move and attack vs. Sabeiha. This is a miss with a 15. Natural odd miss lets Sabeiha use Counter-Attack which misses with a 10.
Goblin Cavalry 1 takes 4 ongoing damage and then suffers 2 damage for moving. Sabeiha fails her intercept with a 1. He hits Caldon with an 18 for 8 dmg. A natural even hit allows him to pop free and move as a free action, flying 15' straight into the air and suffering 2 more damage.
Will post stat block a bit later, as there are quite a few changes
@ardent Changed the effect to 4 ongoing damage, 2 damage for each move action (even free ones).
Stats:
Vanminar (Boozer) : HP 27/27, Recoveries 7/8 [1d6 + 3], AC 16 PD 14 MD 13 AC +1 until start of his next turn, +1 to attacks
Caldon (Dracil) : HP: 19/27, Recoveries 8/8 [1d8+3], AC 18 PD 14 MD 15, +1 to attacks
Fultur (Ardent) : HP 21/24, Recoveries 8/8 [1d6+2], AC 17 PD 13 MD 13, AC +4 until end of his next turn, +1 to attacks
Maldras (Discrider) : HP 28/30, Recoveries 8/8 [1d8 + 3], AC 16 PD 14 MD 13 {engaged with Swarm of Bats} +1 to attacks
Swarm of Bats: HP 25/30, AC 16 PD 16 MD 11, Vulnerabilty: Thunder, No opportunities: The swarm of bats can’t make opportunity
attacks, and enemies can’t make opportunity attacks against it. Swarming resistance: Each turn, the swarm of bats gains resist
damage 18+ to all damage from attacks by enemies that the swarm did NOT attack that turn. {engaged with Maldras}
Sabeiha (Kirindal) : HP 31/36, Recoveries 9/9 [1d10 + 4], AC 19 PD 14 MD 11 {engaged with Goblin Cavalry 2} +1 to attacks, Skilled Intercept: Once per round, pop free and intercept a moving enemy on 11+ save, take half damage from that enemy's attack.
Goblin Cavalry 2: HP 34/60, AC 17 PD 15 MD 11, Vulnerabilty: Thunder, Resist Damage (Ranged): 16+ (When flying) {engaged with Sabeiha}
Goblin Scum 1(mook): HP 5/5, AC 16 PD 14 MD 11
Goblin Cavalry 1: HP 52/60, AC 17 PD 15 MD 11, Vulnerabilty: Thunder, Resist Damage (Ranged): 16+ (When flying) Ongoing Damage: 4; Damage on movement 2 (normal, free, or forced), Flying (No Melee), Bad Storm: Any flying character not shielded by the outer wall can only fly as a full turn action
Golnar (Capfalcon) : HP 24/30, Recoveries 8/8 [1d10 + 4], AC 16 PD 16 MD 12 +1 to attacks Power Stunt Die: 5
Goblin Scum 2(mook): HP 5/5, AC 16 PD 14 MD 11
Goblin Scum 3(mook): HP 5/5, AC 16 PD 14 MD 11
Stats:
Vanminar (Boozer) : HP 27/27, Recoveries 7/8 [1d6 + 3], AC 16 PD 14 MD 13 AC +1 until start of his next turn, +1 to attacks
Caldon (Dracil) : HP: 19/27, Recoveries 8/8 [1d8+3], AC 18 PD 14 MD 15, +1 to attacks
Fultur (Ardent) : HP 21/24, Recoveries 8/8 [1d6+2], AC 17 PD 13 MD 13, AC +4 until end of his next turn, +1 to attacks
Maldras (Discrider) : HP 28/30, Recoveries 8/8 [1d8 + 3], AC 16 PD 14 MD 13 {engaged with Swarm of Bats} +1 to attacks
Swarm of Bats: HP 25/30, AC 16 PD 16 MD 11, Vulnerabilty: Thunder, No opportunities: The swarm of bats can’t make opportunity
attacks, and enemies can’t make opportunity attacks against it. Swarming resistance: Each turn, the swarm of bats gains resist
damage 18+ to all damage from attacks by enemies that the swarm did NOT attack that turn. {engaged with Maldras}
Sabeiha (Kirindal) : HP 31/36, Recoveries 9/9 [1d10 + 4], AC 19 PD 14 MD 11 {engaged with Goblin Cavalry 2} +1 to attacks, Skilled Intercept: Once per round, pop free and intercept a moving enemy on 11+ save, take half damage from that enemy's attack.
Goblin Cavalry 2: HP 32/60, AC 17 PD 15 MD 11, Vulnerabilty: Thunder, Resist Damage (Ranged): 16+ (When flying) {engaged with Sabeiha}
Golnar (Capfalcon) : HP 24/30, Recoveries 8/8 [1d10 + 4], AC 16 PD 16 MD 12 +1 to attacks Power Stunt Die: 5
Goblin Scum 1(mook): HP 5/5, AC 16 PD 14 MD 11
Goblin Cavalry 1: HP 52/60, AC 17 PD 15 MD 11, Vulnerabilty: Thunder, Resist Damage (Ranged): 16+ (When flying) Ongoing Damage: 4; Damage on movement 2 (normal, free, or forced), Flying (No Melee), Bad Storm: Any flying character not shielded by the outer wall can only fly as a full turn action
Goblin Scum 2(mook): HP 5/5, AC 16 PD 14 MD 11
Goblin Scum 3(mook): HP 5/5, AC 16 PD 14 MD 11
A large arc of lightning danced up Vanminar’s arm, collected in his strange wand, then lashed out, striking the bat-rider still on the ground. The sorcerer snapped his fingers, and a new arc struck from it's smoking corpse to the flying bat-rider. Lightning jumped again to each of the goblin archers, frying all three of them to a crisp. Multiple bolts jumped from the archer's corpses into the swarm of bats, cooking them as well.
Van took a moment to blow a waft of smoke from the end of his wand, smiling.
I’ll added Maldras’ +1 from Song of Heroes to the stat block since we keep forgetting about it. Golnar still misses.
I’m going to cast Lightning Fork, which is a chain spell. In order to avoid multiple posts in the unlikely event that the chain bounces to everyone, I’ll roll all 4 attacks and damage now. I’m attacking in order: Goblin Cavalry 2, Goblin Cavalry 1, Goblin Scums, Swarm of Bats.
e- I'll use my racial power to turn the first 17 into an 16, continuing the chain. Gather power still doubles miss damage, and the Cavalry 1 had resistance, so I still did 6 damage to Cavalry 1. The 15 hits the mook's PD, so 22 damage takes all three out. The final strike hits the bats as well, and is over their resistance, so it takes them out as well.
Sorry for all the edits, I was misunderstanding chain and natural rolls.
Geth roll 4#1d20+7 for Lightning Fork
Geth roll 4#2*(3d6+3) for damage
Stats:
Vanminar (Boozer) : HP 27/27, Recoveries 7/8 [1d6 + 3], AC 15 PD 14 MD 13, +2 to attacks
Caldon (Dracil) : HP: 19/27, Recoveries 8/8 [1d8+3], AC 18 PD 14 MD 15, +2 to attacks
Fultur (Ardent) : HP 21/24, Recoveries 8/8 [1d6+2], AC 17 PD 13 MD 13, AC +4 until end of his next turn, +2 to attacks
Maldras (Discrider) : HP 28/30, Recoveries 8/8 [1d8 + 3], AC 16 PD 14 MD 13, singing Song of Heroes, +2 to attacks Swarm of Bats: HP 0/30, AC 16 PD 16 MD 11, Vulnerabilty: Thunder, No opportunities: The swarm of bats can’t make opportunity
attacks, and enemies can’t make opportunity attacks against it. Swarming resistance: Each turn, the swarm of bats gains resist
damage 18+ to all damage from attacks by enemies that the swarm did NOT attack that turn.
Sabeiha (Kirindal) : HP 31/36, Recoveries 9/9 [1d10 + 4], AC 19 PD 14 MD 11, +2 to attacks, Skilled Intercept: Once per round, pop free and intercept a moving enemy on 11+ save, take half damage from that enemy's attack. Goblin Cavalry 2: HP 0/60, AC 17 PD 15 MD 11, Vulnerabilty: Thunder, Resist Damage (Ranged): 16+ (When flying)
Golnar (Capfalcon) : HP 24/30, Recoveries 8/8 [1d10 + 4], AC 16 PD 16 MD 12 +2 to attacks Power Stunt Die: 5
Goblin Scum 1(mook): HP 0/5, AC 16 PD 14 MD 11
Goblin Cavalry 1: HP 46/60, AC 17 PD 15 MD 11, Vulnerabilty: Thunder, Resist Damage (Ranged): 16+ (When flying) Ongoing Damage: 4; Damage on movement 2 (normal, free, or forced), Flying (No Melee), Bad Storm: Any flying character not shielded by the outer wall can only fly as a full turn action
Goblin Scum 2(mook): HP 0/5, AC 16 PD 14 MD 11 Goblin Scum 3(mook): HP 0/5, AC 16 PD 14 MD 11
Just to be sure we're not missing anything, for attack rolls, I think we're at +1 for level +1 for escalation die +1 for song and probably +[MOD] from relevant attribute?
There is a brief lull in the battle as everyone attempts to blink the afterimages of Vanimar's attack from their eyes.
It is after this brief silence that Maldras sings his next verse.
:whistle: On that day, a pact was formed, as we all joined the fight.
Armies turned, and angers calmed, dimmed by the monstrous night.
Orc and Emporer side by side, the Lich protecting those who died,
Archmage too, though feared of harm, emerged before the blight. :whistle:
Punctuating his verse with a loud crack from his drum, he takes aim and unleashes at the one remaining Goblin Rider.
Bouncing around in the storm as it is, the attack doesn't seem to have much effect, and it only serves to shake the Goblin up a bit.
Golnar takes this as a call to action however, and is able to move quicker than he normally would be able to.
Golnar can take a free move action as he is not engaged.
Geth roll 1d20 for Sustain song
Geth roll 1d20+6 for Battle Chant
Geth roll 1d6+3 for Battle Chant damage
The rider has resistance, so that's 3 damage @Ardent
Stats:
Vanminar (Boozer) : HP 27/27, Recoveries 7/8 [1d6 + 3], AC 15 PD 14 MD 13, +2 to attacks
Caldon (Dracil) : HP: 19/27, Recoveries 8/8 [1d8+3], AC 18 PD 14 MD 15, +2 to attacks
Fultur (Ardent) : HP 21/24, Recoveries 8/8 [1d6+2], AC 17 PD 13 MD 13, AC +4 until end of his next turn, +2 to attacks
Maldras (Discrider) : HP 28/30, Recoveries 8/8 [1d8 + 3], AC 16 PD 14 MD 13, singing Song of Heroes, +2 to attacks Swarm of Bats: HP 0/30, AC 16 PD 16 MD 11, Vulnerabilty: Thunder, No opportunities: The swarm of bats can’t make opportunity
attacks, and enemies can’t make opportunity attacks against it. Swarming resistance: Each turn, the swarm of bats gains resist
damage 18+ to all damage from attacks by enemies that the swarm did NOT attack that turn.
Sabeiha (Kirindal) : HP 31/36, Recoveries 9/9 [1d10 + 4], AC 19 PD 14 MD 11, +2 to attacks, Skilled Intercept: Once per round, pop free and intercept a moving enemy on 11+ save, take half damage from that enemy's attack. Goblin Cavalry 2: HP 0/60, AC 17 PD 15 MD 11, Vulnerabilty: Thunder, Resist Damage (Ranged): 16+ (When flying)
Golnar (Capfalcon) : HP 24/30, Recoveries 8/8 [1d10 + 4], AC 16 PD 16 MD 12 +2 to attacks Power Stunt Die: 5
Goblin Scum 1(mook): HP 0/5, AC 16 PD 14 MD 11
Goblin Cavalry 1: HP 43/60, AC 17 PD 15 MD 11, Vulnerabilty: Thunder, Resist Damage (Ranged): 16+ (When flying) Ongoing Damage: 4; Damage on movement 2 (normal, free, or forced), Flying (No Melee), Bad Storm: Any flying character not shielded by the outer wall can only fly as a full turn action
Goblin Scum 2(mook): HP 0/5, AC 16 PD 14 MD 11 Goblin Scum 3(mook): HP 0/5, AC 16 PD 14 MD 11
BTW, any target I attack you all also get a +1 bonus from my feat in Leadership.
Also, please be sure to post the updated stat block in your post so it makes it easier to figure out the current state of things.
Seeking to finish the battle more quickly, and also to protect his allies, Caldon summons spiritual warriors to his aid.
Caldon uses the ranged spell Spirits of the Righteous
Geth roll 1d20+6 to hit vs Goblin Cavalry MD of 11
Geth roll 4d6+3 for damage
Ghostly archers appear and pepper the Goblin Cavalry with arrows, and then move to protect Fultur.
Roll effects:
I believe I needed a natural 16, so I only deal half damage for 10 damage.
Fultur gets a +4 to his AC until the end of my next turn.
Everyone gets a +1 attack bonus against the Goblin Cavalry until my next turn from Leadership feat
Stats:
Vanminar (Boozer) : HP 27/27, Recoveries 7/8 [1d6 + 3], AC 15 PD 14 MD 13, +2 to attacks
Caldon (Dracil) : HP: 19/27, Recoveries 8/8 [1d8+3], AC 18 PD 14 MD 15, +2 to attacks
Fultur (Ardent) : HP 21/24, Recoveries 8/8 [1d6+2], AC 21 PD 13 MD 13, AC +4 until end of his next turn, AC+4 until the end of Caldon's next turn, +2 to attacks
Maldras (Discrider) : HP 28/30, Recoveries 8/8 [1d8 + 3], AC 16 PD 14 MD 13, singing Song of Heroes, +2 to attacks Swarm of Bats: HP 0/30, AC 16 PD 16 MD 11, Vulnerabilty: Thunder, No opportunities: The swarm of bats can’t make opportunity
attacks, and enemies can’t make opportunity attacks against it. Swarming resistance: Each turn, the swarm of bats gains resist
damage 18+ to all damage from attacks by enemies that the swarm did NOT attack that turn.
Sabeiha (Kirindal) : HP 31/36, Recoveries 9/9 [1d10 + 4], AC 19 PD 14 MD 11, +2 to attacks, Skilled Intercept: Once per round, pop free and intercept a moving enemy on 11+ save, take half damage from that enemy's attack. Goblin Cavalry 2: HP 0/60, AC 17 PD 15 MD 11, Vulnerabilty: Thunder, Resist Damage (Ranged): 16+ (When flying)
Golnar (Capfalcon) : HP 24/30, Recoveries 8/8 [1d10 + 4], AC 16 PD 16 MD 12 +2 to attacks Power Stunt Die: 5
Goblin Scum 1(mook): HP 0/5, AC 16 PD 14 MD 11
Goblin Cavalry 1: HP 33/60, AC 17 PD 15 MD 11, Vulnerabilty: Thunder, Resist Damage (Ranged): 16+ (When flying) Ongoing Damage: 4; Damage on movement 2 (normal, free, or forced), Flying (No Melee), Bad Storm: Any flying character not shielded by the outer wall can only fly as a full turn action, Caldon Leadership: attacks against him get +1 bonus
Goblin Scum 2(mook): HP 0/5, AC 16 PD 14 MD 11 Goblin Scum 3(mook): HP 0/5, AC 16 PD 14 MD 11
Fultur growls and once again pushes his empty palm forcefully toward one of the mounted goblins, two magical missiles -- this time a sedate blue-white -- whip around before impacting against the remaining goblin, trapped as it is by the eerie green flames he created earlier.
Ok! Sorry. My computer was like "You know some of these parts warranties are up...*explode*"
Stats:
Vanminar (Boozer) : HP 27/27, Recoveries 7/8 [1d6 + 3], AC 15 PD 14 MD 13, +2 to attacks
Caldon (Dracil) : HP: 19/27, Recoveries 8/8 [1d8+3], AC 18 PD 14 MD 15, +2 to attacks
Fultur (Ardent) : HP 21/24, Recoveries 8/8 [1d6+2], AC 21 PD 13 MD 13, AC +4 until end of his next turn, AC+4 until the end of Caldon's next turn, +2 to attacks
Maldras (Discrider) : HP 28/30, Recoveries 8/8 [1d8 + 3], AC 16 PD 14 MD 13, singing Song of Heroes, +2 to attacks Swarm of Bats: HP 0/30, AC 16 PD 16 MD 11, Vulnerabilty: Thunder, No opportunities: The swarm of bats can’t make opportunity
attacks, and enemies can’t make opportunity attacks against it. Swarming resistance: Each turn, the swarm of bats gains resist
damage 18+ to all damage from attacks by enemies that the swarm did NOT attack that turn.
Sabeiha (Kirindal) : HP 31/36, Recoveries 9/9 [1d10 + 4], AC 19 PD 14 MD 11, +2 to attacks, Skilled Intercept: Once per round, pop free and intercept a moving enemy on 11+ save, take half damage from that enemy's attack. Goblin Cavalry 2: HP 0/60, AC 17 PD 15 MD 11, Vulnerabilty: Thunder, Resist Damage (Ranged): 16+ (When flying)
Golnar (Capfalcon) : HP 24/30, Recoveries 8/8 [1d10 + 4], AC 16 PD 16 MD 12 +2 to attacks Power Stunt Die: 5
Goblin Scum 1(mook): HP 0/5, AC 16 PD 14 MD 11
Goblin Cavalry 1: HP 28/60, AC 17 PD 15 MD 11, Vulnerabilty: Thunder, Resist Damage (Ranged): 16+ (When flying) Ongoing Damage: 4; Damage on movement 2 (normal, free, or forced), Flying (No Melee), Bad Storm: Any flying character not shielded by the outer wall can only fly as a full turn action, Caldon Leadership: attacks against him get +1 bonus
Goblin Scum 2(mook): HP 0/5, AC 16 PD 14 MD 11 Goblin Scum 3(mook): HP 0/5, AC 16 PD 14 MD 11
Wizard spells unfortunately don't get an Int damage modifier. From looking at the 13th age srd, it does look like you would roll, but only see if you beat the resistance. You still automatically, hit, you just don't automatically do full damage.
If there's an automatic damage effect that feels like it should have a chance of being reduced by resistance, fake an attack roll to see if the effect penetrates resistance for full damage or only deals half.
I'm not sure either. Reading the SRD for damage resistance it also talks about how magical attack can get past resistances, unless perhaps the resistance is to an energy type, in which case they're immune. But if that's the case, would I have done more damage with my spell?
I'm not sure either. Reading the SRD for damage resistance it also talks about how magical attack can get past resistances, unless perhaps the resistance is to an energy type, in which case they're immune. But if that's the case, would I have done more damage with my spell?
Here's the quote:
Any creature with resistance to an energy type is immune to normal energy of that type. Magical attacks, magical weapons, and spells are different: the damage they do can get past the resistance. This resistance = immunity rule only applies to energy types, not to weapons. Weapon resistance does not mean immunity to non-magic weapons.
I don't think this applies since in this case the resistance is to ranged attacks, not to an energy type. A good example that applies would be that a monster with any resistance to fire would be totally immune to a normal torch, but resistant to a fire spell. The way I read it can get past the resistance means rolling higher then the resist number, normal stuff can't get past resistance at all (ie: immunity).
e- Also this is all just my opinion/reading of it and I could be totally off
I reiterate that magic missile is a weird spell. Since we don't know either way and @astrobstrd will have to make a call, I'll roll just in case.
5 is the modifier Fultur uses from Int/level, +1 from escalation die, and I'm totally not sure if the +2 from Song of Heroes counts so I won't include it.
astrobstrdSo full of mercy...Registered Userregular
edited October 2014
The goblin screams in pain and rambles on about vengeance and suffering. "That's it...Keep talking...," Sabeiha whispers before sheathing her blade and whipping out her bow in one quick motion. With a fluid nock and release of an arrow, she pierces the jaw of the dire bat.
The goblin and bat duo flee towards the edge of the tower closest to the body of the temple; chunks of flesh melt away as the goblin screams, "Master Garen save me! Strike down the infidels!"
He is precipitously close to disappearing into the storm.
Stats:
Vanminar (Boozer) : HP 27/27, Recoveries 7/8 [1d6 + 3], AC 15 PD 14 MD 13, +2 to attacks
Caldon (Dracil) : HP: 19/27, Recoveries 8/8 [1d8+3], AC 18 PD 14 MD 15, +2 to attacks
Fultur (Ardent) : HP 21/24, Recoveries 8/8 [1d6+2], AC 21 PD 13 MD 13, AC +4 until end of his next turn, AC+4 until the end of Caldon's next turn, +2 to attacks
Maldras (Discrider) : HP 28/30, Recoveries 8/8 [1d8 + 3], AC 16 PD 14 MD 13, singing Song of Heroes, +2 to attacks
Sabeiha (Kirindal) : HP 31/36, Recoveries 9/9 [1d10 + 4], AC 19 PD 14 MD 11, +2 to attacks, Skilled Intercept: Once per round, pop free and intercept a moving enemy on 11+ save, take half damage from that enemy's attack. Counter-attack: If enemy scores natural odd melee miss and esc. die is even, make a melee basic attack.
Golnar (Capfalcon) : HP 24/30, Recoveries 8/8 [1d10 + 4], AC 16 PD 16 MD 12 +2 to attacks Power Stunt Die: 5
Goblin Cavalry 1: HP 12/60, AC 17 PD 15 MD 11, Vulnerabilty: Thunder, Resist Damage (Ranged): 16+ (When flying) Ongoing Damage: 4; Damage on movement 2 (normal, free, or forced), Flying (No Melee), Bad Storm: Any flying character not shielded by the outer wall can only fly as a full turn action, Caldon Leadership: attacks against him get +1 bonus
astrobstrdSo full of mercy...Registered Userregular
The consensus about resistance and magic missile seems correct to me. It is an auto-hit, but if resistance might apply (which it would here), roll a d20 to see if the natural roll beats resistance.
The smell of ozone still lingering in his nostrils, Golnar's axe just misses taking off the goblin's head. Off balance from dodging the axe, goblin and bat tangle together, sprawled on the ground in front Golnar. Scrambling to get right side up, the pair right themselves just as Golnar readies another swing.
Geth roll 1d10+8 for damage
Geth roll 1d20+8 for Giant Strike
Stats:
Vanminar (Boozer) : HP 27/27, Recoveries 7/8 [1d6 + 3], AC 15 PD 14 MD 13, +3 to attacks
Caldon (Dracil) : HP: 19/27, Recoveries 8/8 [1d8+3], AC 18 PD 14 MD 15, +3 to attacks
Fultur (Ardent) : HP 21/24, Recoveries 8/8 [1d6+2], AC 21 PD 13 MD 13, AC +4 until end of his next turn, AC+4 until the end of Caldon's next turn, +3 to attacks
Maldras (Discrider) : HP 28/30, Recoveries 8/8 [1d8 + 3], AC 16 PD 14 MD 13, singing Song of Heroes, +3 to attacks
Sabeiha (Kirindal) : HP 31/36, Recoveries 9/9 [1d10 + 4], AC 19 PD 14 MD 11, +3 to attacks, Skilled Intercept: Once per round, pop free and intercept a moving enemy on 11+ save, take half damage from that enemy's attack. Counter-attack: If enemy scores natural odd melee miss and esc. die is even, make a melee basic attack.
Goblin Cavalry 1: HP 12/60, AC 17 PD 15 MD 11, Vulnerabilty: Thunder, Resist Damage (Ranged): 16+ (When flying) Ongoing Damage: 4; Damage on movement 2 (normal, free, or forced), Flying (No Melee), Bad Storm: Any flying character not shielded by the outer wall can only fly as a full turn action, Caldon Leadership: attacks against him get +1 bonus
Golnar (Capfalcon) : HP 24/30, Recoveries 8/8 [1d10 + 4], AC 16 PD 16 MD 12 +3 to attacks Power Stunt Die: 5
@Capfalcon
I believe you actually hit, I think you forgot to add +1 to your attack thanks to Caldon's Leadership bonus to hit his target. +4 str mod, +1 level, +1 Maldras' song, +2 Escalation, +1 Caldon's bonus = +9.
However, it will be half damage due to resistance. Also, you can't use Giant strike because the bat is flying so ranged attacks only, also because the bat is staggered (less than 1/2 hp) . Not sure what your ranged attack damage is though.
I'll just chuck a hand axe at it, then
Geth roll 1d8+4 for Greatness Handaxe damage
Before Golnar can take another swing, the bat is already in the air. Growling, Golnar reaches to his belt and hurls a handaxe at the departing silhouette.
Stats:
Vanminar (Boozer) : HP 27/27, Recoveries 7/8 [1d6 + 3], AC 15 PD 14 MD 13, +3 to attacks
Caldon (Dracil) : HP: 19/27, Recoveries 8/8 [1d8+3], AC 18 PD 14 MD 15, +3 to attacks
Fultur (Ardent) : HP 21/24, Recoveries 8/8 [1d6+2], AC 17 PD 13 MD 13, AC+4 until the end of Caldon's next turn, +3 to attacks
Maldras (Discrider) : HP 28/30, Recoveries 8/8 [1d8 + 3], AC 16 PD 14 MD 13, singing Song of Heroes, +3 to attacks
Sabeiha (Kirindal) : HP 31/36, Recoveries 9/9 [1d10 + 4], AC 19 PD 14 MD 11, +3 to attacks, Skilled Intercept: Once per round, pop free and intercept a moving enemy on 11+ save, take half damage from that enemy's attack. Counter-attack: If enemy scores natural odd melee miss and esc. die is even, make a melee basic attack.
Goblin Cavalry 1: HP 5/60, AC 17 PD 15 MD 11, Vulnerabilty: Thunder, Resist Damage (Ranged): 16+ (When flying) Ongoing Damage: 1d8+4; Damage on movement 2 (normal, free, or forced), Flying (No Melee), Bad Storm: Any flying character not shielded by the outer wall can only fly as a full turn action, Caldon Leadership: attacks against him get +1 bonus
Golnar (Capfalcon) : HP 24/30, Recoveries 8/8 [1d10 + 4], AC 16 PD 16 MD 12 +3 to attacks Power Stunt Die: 5
I'll just chuck a hand axe at it, then
Geth roll 1d8+4 for Greatness Handaxe damage
Before Golnar can take another swing, the bat is already in the air. Growling, Golnar reaches to his belt and hurls a handaxe at the departing silhouette.
Can Golnar jump to reach it?
Because he did have an additional move action up his sleeve from Maldras's Move it! Battle Cry the turn before.
astrobstrdSo full of mercy...Registered Userregular
The goblin will die on its turn from ongoing damage. I will post more in depth later about the aftermath, but for now, take a quick rest and gain an Incremental Advancement.
Posts
and apparently his faith was not strong enough as the beam of light fades into nothingness.
Gonna use Javelin of faith vs Goblin mooks. I'll update the post based on the rolls.
Geth roll 1d20+4 vs Goblin Mook PD 14 for to hit
Geth roll 2d6+3 for damage to undamaged target
Edit: I forgot about that combat boon from the bard, so it should've been +5, not that it would've mattered.
Initiative:
@Ardent is up
Fultur- 13
Sabeiha () - 10
Goblin Scum - 9
Goblin Cavalry - 7
Golnar - 20
Vanminar- 17
Swarm of Bats - 16
Maldras- 15
Caldon- 15
Stats:
Vanminar (Boozer) : HP 27/27, Recoveries 7/8 [1d6 + 3], AC 16 PD 14 MD 13 AC +1 until start of his next turn
Caldon (Dracil) : HP: 27/27, Recoveries 8/8 [1d8+3], AC 18 PD 14 MD 15
Fultur (Ardent) : HP 24/24, Recoveries 8/8 [1d6+2], AC 13 PD 13 MD 13
Maldras (Discrider) : HP 28/30, Recoveries 8/8 [1d8 + 3], AC 16 PD 14 MD 13 {engaged with Swarm of Bats}
Sabeiha (Kirindal) : HP 31/36, Recoveries 9/9 [1d10 + 4], AC 19 PD 14 MD 11
Swarm of Bats: HP 25?20?/30, AC 16 PD 16 MD 11, Vulnerabilty: Thunder, No opportunities: The swarm of bats can’t make opportunity
attacks, and enemies can’t make opportunity attacks against it. Swarming resistance: Each turn, the swarm of bats gains resist
damage 18+ to all damage from attacks by enemies that the swarm did NOT attack that turn. {engaged with Maldras}
Goblin Scum 1(mook): HP 5/5, AC 16 PD 14 MD 11
Goblin Cavalry 1: HP 60/60, AC 17 PD 15 MD 11, Vulnerabilty: Thunder, Resist Damage (Ranged): 16+ (When flying)
Golnar (Capfalcon) : HP 30/30, Recoveries 8/8 [1d10 + 4], AC 16 PD 16 MD 12 Power Stunt Die: 5 {engaged with Goblin Cavalry 2}
Goblin Cavalry 2: HP 34/60, AC 17 PD 15 MD 11, Vulnerabilty: Thunder, Resist Damage (Ranged): 16+ (When flying) {engaged with Golnar}
Goblin Scum 2(mook): HP 5/5, AC 16 PD 14 MD 11
Goblin Scum 3(mook): HP 5/5, AC 16 PD 14 MD 11
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"Copper n' Acid Conflagration Quarrel!" are the words he chants when he does so. True to his words, the quarrel impacts and sets the area ablaze with green flames.
Geth, roll 4d10 damage for the Modified Acid Arrow just in case
So that's a miss. The intent of the flames is to limit the goblins' mobility. Normally Acid Arrow deals 5 ongoing even on a miss, so that's what I'd use for anyone entering/standing in the flames.
Initiative:
@astrobstrd is up
Sabeiha () - 10
Goblin Scum - 9
Goblin Cavalry - 7
Golnar - 20
Vanminar- 17
Swarm of Bats - 16
Maldras- 15
Caldon- 15
Fultur- 13
Stats:
Vanminar (Boozer) : HP 27/27, Recoveries 7/8 [1d6 + 3], AC 16 PD 14 MD 13 AC +1 until start of his next turn
Caldon (Dracil) : HP: 27/27, Recoveries 8/8 [1d8+3], AC 18 PD 14 MD 15
Fultur (Ardent) : HP 24/24, Recoveries 8/8 [1d6+2], AC 13 PD 13 MD 13
Maldras (Discrider) : HP 28/30, Recoveries 8/8 [1d8 + 3], AC 16 PD 14 MD 13 {engaged with Swarm of Bats}
Sabeiha (Kirindal) : HP 31/36, Recoveries 9/9 [1d10 + 4], AC 19 PD 14 MD 11
Swarm of Bats: HP 25?20?/30, AC 16 PD 16 MD 11, Vulnerabilty: Thunder, No opportunities: The swarm of bats can’t make opportunity
attacks, and enemies can’t make opportunity attacks against it. Swarming resistance: Each turn, the swarm of bats gains resist
damage 18+ to all damage from attacks by enemies that the swarm did NOT attack that turn. {engaged with Maldras}
Goblin Scum 1(mook): HP 5/5, AC 16 PD 14 MD 11
Goblin Cavalry 1: HP 60/60, AC 17 PD 15 MD 11, Vulnerabilty: Thunder, Resist Damage (Ranged): 16+ (When flying)
Golnar (Capfalcon) : HP 30/30, Recoveries 8/8 [1d10 + 4], AC 16 PD 16 MD 12 Power Stunt Die: 5 {engaged with Goblin Cavalry 2}
Goblin Cavalry 2: HP 34/60, AC 17 PD 15 MD 11, Vulnerabilty: Thunder, Resist Damage (Ranged): 16+ (When flying) {engaged with Golnar}
Goblin Scum 2(mook): HP 5/5, AC 16 PD 14 MD 11
Goblin Scum 3(mook): HP 5/5, AC 16 PD 14 MD 11
Golnar is hit with 18 and 24 for 6 dmg.
Fultur's acid sears him even worse as he charges towards the priest. Sabeiha doesn't make it in time to stop the goblin from plunging his spear into Caldon's side. Burning even further, the bat flies into the air and up above your heads, suffering further damage and at the mercy of the winds.
Goblin Cavalry 1 takes 4 ongoing damage and then suffers 2 damage for moving. Sabeiha fails her intercept with a 1. He hits Caldon with an 18 for 8 dmg. A natural even hit allows him to pop free and move as a free action, flying 15' straight into the air and suffering 2 more damage.
@ardent Changed the effect to 4 ongoing damage, 2 damage for each move action (even free ones).
Initiative:
@Capfalcon is up
Golnar - 20
Vanminar- 17
Swarm of Bats - 16
Maldras- 15
Caldon- 15
Fultur- 13
Sabeiha - 10
Goblin Scum - 9
Goblin Cavalry - 7
Stats:
Vanminar (Boozer) : HP 27/27, Recoveries 7/8 [1d6 + 3], AC 16 PD 14 MD 13 AC +1 until start of his next turn, +1 to attacks
Caldon (Dracil) : HP: 19/27, Recoveries 8/8 [1d8+3], AC 18 PD 14 MD 15, +1 to attacks
Fultur (Ardent) : HP 21/24, Recoveries 8/8 [1d6+2], AC 17 PD 13 MD 13, AC +4 until end of his next turn, +1 to attacks
Maldras (Discrider) : HP 28/30, Recoveries 8/8 [1d8 + 3], AC 16 PD 14 MD 13 {engaged with Swarm of Bats} +1 to attacks
Swarm of Bats: HP 25/30, AC 16 PD 16 MD 11, Vulnerabilty: Thunder, No opportunities: The swarm of bats can’t make opportunity
attacks, and enemies can’t make opportunity attacks against it. Swarming resistance: Each turn, the swarm of bats gains resist
damage 18+ to all damage from attacks by enemies that the swarm did NOT attack that turn. {engaged with Maldras}
Sabeiha (Kirindal) : HP 31/36, Recoveries 9/9 [1d10 + 4], AC 19 PD 14 MD 11 {engaged with Goblin Cavalry 2} +1 to attacks, Skilled Intercept: Once per round, pop free and intercept a moving enemy on 11+ save, take half damage from that enemy's attack.
Goblin Cavalry 2: HP 34/60, AC 17 PD 15 MD 11, Vulnerabilty: Thunder, Resist Damage (Ranged): 16+ (When flying) {engaged with Sabeiha}
Goblin Scum 1(mook): HP 5/5, AC 16 PD 14 MD 11
Goblin Cavalry 1: HP 52/60, AC 17 PD 15 MD 11, Vulnerabilty: Thunder, Resist Damage (Ranged): 16+ (When flying) Ongoing Damage: 4; Damage on movement 2 (normal, free, or forced), Flying (No Melee), Bad Storm: Any flying character not shielded by the outer wall can only fly as a full turn action
Golnar (Capfalcon) : HP 24/30, Recoveries 8/8 [1d10 + 4], AC 16 PD 16 MD 12 +1 to attacks Power Stunt Die: 5
Goblin Scum 2(mook): HP 5/5, AC 16 PD 14 MD 11
Goblin Scum 3(mook): HP 5/5, AC 16 PD 14 MD 11
Geth roll 1d10+8 for damage
Initiative:
@Boozer is up
Golnar - 20
Vanminar- 17
Swarm of Bats - 16
Maldras- 15
Caldon- 15
Fultur- 13
Sabeiha - 10
Goblin Scum - 9
Goblin Cavalry - 7
Stats:
Vanminar (Boozer) : HP 27/27, Recoveries 7/8 [1d6 + 3], AC 16 PD 14 MD 13 AC +1 until start of his next turn, +1 to attacks
Caldon (Dracil) : HP: 19/27, Recoveries 8/8 [1d8+3], AC 18 PD 14 MD 15, +1 to attacks
Fultur (Ardent) : HP 21/24, Recoveries 8/8 [1d6+2], AC 17 PD 13 MD 13, AC +4 until end of his next turn, +1 to attacks
Maldras (Discrider) : HP 28/30, Recoveries 8/8 [1d8 + 3], AC 16 PD 14 MD 13 {engaged with Swarm of Bats} +1 to attacks
Swarm of Bats: HP 25/30, AC 16 PD 16 MD 11, Vulnerabilty: Thunder, No opportunities: The swarm of bats can’t make opportunity
attacks, and enemies can’t make opportunity attacks against it. Swarming resistance: Each turn, the swarm of bats gains resist
damage 18+ to all damage from attacks by enemies that the swarm did NOT attack that turn. {engaged with Maldras}
Sabeiha (Kirindal) : HP 31/36, Recoveries 9/9 [1d10 + 4], AC 19 PD 14 MD 11 {engaged with Goblin Cavalry 2} +1 to attacks, Skilled Intercept: Once per round, pop free and intercept a moving enemy on 11+ save, take half damage from that enemy's attack.
Goblin Cavalry 2: HP 32/60, AC 17 PD 15 MD 11, Vulnerabilty: Thunder, Resist Damage (Ranged): 16+ (When flying) {engaged with Sabeiha}
Golnar (Capfalcon) : HP 24/30, Recoveries 8/8 [1d10 + 4], AC 16 PD 16 MD 12 +1 to attacks Power Stunt Die: 5
Goblin Scum 1(mook): HP 5/5, AC 16 PD 14 MD 11
Goblin Cavalry 1: HP 52/60, AC 17 PD 15 MD 11, Vulnerabilty: Thunder, Resist Damage (Ranged): 16+ (When flying) Ongoing Damage: 4; Damage on movement 2 (normal, free, or forced), Flying (No Melee), Bad Storm: Any flying character not shielded by the outer wall can only fly as a full turn action
Goblin Scum 2(mook): HP 5/5, AC 16 PD 14 MD 11
Goblin Scum 3(mook): HP 5/5, AC 16 PD 14 MD 11
Twitch Stream
Twitch Stream
Not sure if the editing it an @ works.
Twitch Stream
Van took a moment to blow a waft of smoke from the end of his wand, smiling.
I’m going to cast Lightning Fork, which is a chain spell. In order to avoid multiple posts in the unlikely event that the chain bounces to everyone, I’ll roll all 4 attacks and damage now. I’m attacking in order: Goblin Cavalry 2, Goblin Cavalry 1, Goblin Scums, Swarm of Bats.
e- I'll use my racial power to turn the first 17 into an 16, continuing the chain. Gather power still doubles miss damage, and the Cavalry 1 had resistance, so I still did 6 damage to Cavalry 1. The 15 hits the mook's PD, so 22 damage takes all three out. The final strike hits the bats as well, and is over their resistance, so it takes them out as well.
Sorry for all the edits, I was misunderstanding chain and natural rolls.
Geth roll 4#1d20+7 for Lightning Fork
Geth roll 4#2*(3d6+3) for damage
Initiative:
@discrider is up
Swarm of Bats - 16
Maldras- 15
Caldon- 15
Fultur- 13
Sabeiha - 10
Goblin Scum - 9
Goblin Cavalry - 7
Golnar - 20
Vanminar- 17
Stats:
Vanminar (Boozer) : HP 27/27, Recoveries 7/8 [1d6 + 3], AC 15 PD 14 MD 13, +2 to attacks
Caldon (Dracil) : HP: 19/27, Recoveries 8/8 [1d8+3], AC 18 PD 14 MD 15, +2 to attacks
Fultur (Ardent) : HP 21/24, Recoveries 8/8 [1d6+2], AC 17 PD 13 MD 13, AC +4 until end of his next turn, +2 to attacks
Maldras (Discrider) : HP 28/30, Recoveries 8/8 [1d8 + 3], AC 16 PD 14 MD 13, singing Song of Heroes, +2 to attacks
Swarm of Bats: HP 0/30, AC 16 PD 16 MD 11, Vulnerabilty: Thunder, No opportunities: The swarm of bats can’t make opportunity
attacks, and enemies can’t make opportunity attacks against it. Swarming resistance: Each turn, the swarm of bats gains resist
damage 18+ to all damage from attacks by enemies that the swarm did NOT attack that turn.
Sabeiha (Kirindal) : HP 31/36, Recoveries 9/9 [1d10 + 4], AC 19 PD 14 MD 11, +2 to attacks, Skilled Intercept: Once per round, pop free and intercept a moving enemy on 11+ save, take half damage from that enemy's attack.
Goblin Cavalry 2: HP 0/60, AC 17 PD 15 MD 11, Vulnerabilty: Thunder, Resist Damage (Ranged): 16+ (When flying)
Golnar (Capfalcon) : HP 24/30, Recoveries 8/8 [1d10 + 4], AC 16 PD 16 MD 12 +2 to attacks Power Stunt Die: 5
Goblin Scum 1(mook): HP 0/5, AC 16 PD 14 MD 11
Goblin Cavalry 1: HP 46/60, AC 17 PD 15 MD 11, Vulnerabilty: Thunder, Resist Damage (Ranged): 16+ (When flying) Ongoing Damage: 4; Damage on movement 2 (normal, free, or forced), Flying (No Melee), Bad Storm: Any flying character not shielded by the outer wall can only fly as a full turn action
Goblin Scum 2(mook): HP 0/5, AC 16 PD 14 MD 11
Goblin Scum 3(mook): HP 0/5, AC 16 PD 14 MD 11
PSN: Boozer_777
PSN: Boozer_777
Twitch Stream
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It is after this brief silence that Maldras sings his next verse.
:whistle:
On that day, a pact was formed, as we all joined the fight.
Armies turned, and angers calmed, dimmed by the monstrous night.
Orc and Emporer side by side, the Lich protecting those who died,
Archmage too, though feared of harm, emerged before the blight.
:whistle:
Punctuating his verse with a loud crack from his drum, he takes aim and unleashes at the one remaining Goblin Rider.
Bouncing around in the storm as it is, the attack doesn't seem to have much effect, and it only serves to shake the Goblin up a bit.
Golnar takes this as a call to action however, and is able to move quicker than he normally would be able to.
Geth roll 1d20 for Sustain song
Geth roll 1d20+6 for Battle Chant
Geth roll 1d6+3 for Battle Chant damage
The rider has resistance, so that's 3 damage
@Ardent
Swarm of Bats - 16
Maldras- 15
Caldon- 15
Fultur- 13
Sabeiha - 10
Goblin Scum - 9
Goblin Cavalry - 7
Golnar - 20
Vanminar- 17
Stats:
Vanminar (Boozer) : HP 27/27, Recoveries 7/8 [1d6 + 3], AC 15 PD 14 MD 13, +2 to attacks
Caldon (Dracil) : HP: 19/27, Recoveries 8/8 [1d8+3], AC 18 PD 14 MD 15, +2 to attacks
Fultur (Ardent) : HP 21/24, Recoveries 8/8 [1d6+2], AC 17 PD 13 MD 13, AC +4 until end of his next turn, +2 to attacks
Maldras (Discrider) : HP 28/30, Recoveries 8/8 [1d8 + 3], AC 16 PD 14 MD 13, singing Song of Heroes, +2 to attacks
Swarm of Bats: HP 0/30, AC 16 PD 16 MD 11, Vulnerabilty: Thunder, No opportunities: The swarm of bats can’t make opportunity
attacks, and enemies can’t make opportunity attacks against it. Swarming resistance: Each turn, the swarm of bats gains resist
damage 18+ to all damage from attacks by enemies that the swarm did NOT attack that turn.
Sabeiha (Kirindal) : HP 31/36, Recoveries 9/9 [1d10 + 4], AC 19 PD 14 MD 11, +2 to attacks, Skilled Intercept: Once per round, pop free and intercept a moving enemy on 11+ save, take half damage from that enemy's attack.
Goblin Cavalry 2: HP 0/60, AC 17 PD 15 MD 11, Vulnerabilty: Thunder, Resist Damage (Ranged): 16+ (When flying)
Golnar (Capfalcon) : HP 24/30, Recoveries 8/8 [1d10 + 4], AC 16 PD 16 MD 12 +2 to attacks Power Stunt Die: 5
Goblin Scum 1(mook): HP 0/5, AC 16 PD 14 MD 11
Goblin Cavalry 1: HP 43/60, AC 17 PD 15 MD 11, Vulnerabilty: Thunder, Resist Damage (Ranged): 16+ (When flying) Ongoing Damage: 4; Damage on movement 2 (normal, free, or forced), Flying (No Melee), Bad Storm: Any flying character not shielded by the outer wall can only fly as a full turn action
Goblin Scum 2(mook): HP 0/5, AC 16 PD 14 MD 11
Goblin Scum 3(mook): HP 0/5, AC 16 PD 14 MD 11
PSN: Boozer_777
Also, please be sure to post the updated stat block in your post so it makes it easier to figure out the current state of things.
Seeking to finish the battle more quickly, and also to protect his allies, Caldon summons spiritual warriors to his aid.
Geth roll 1d20+6 to hit vs Goblin Cavalry MD of 11
Geth roll 4d6+3 for damage
Ghostly archers appear and pepper the Goblin Cavalry with arrows, and then move to protect Fultur.
Roll effects:
Fultur gets a +4 to his AC until the end of my next turn.
Everyone gets a +1 attack bonus against the Goblin Cavalry until my next turn from Leadership feat
Stat block (updated):
Initiative:
@Ardent will be up next
Fultur- 13
Sabeiha - 10
Goblin Scum - 9
Goblin Cavalry - 7
Golnar - 20
Vanminar- 17
Swarm of Bats - 16
Maldras- 15
Caldon- 15
Stats:
Vanminar (Boozer) : HP 27/27, Recoveries 7/8 [1d6 + 3], AC 15 PD 14 MD 13, +2 to attacks
Caldon (Dracil) : HP: 19/27, Recoveries 8/8 [1d8+3], AC 18 PD 14 MD 15, +2 to attacks
Fultur (Ardent) : HP 21/24, Recoveries 8/8 [1d6+2], AC 21 PD 13 MD 13, AC +4 until end of his next turn, AC+4 until the end of Caldon's next turn, +2 to attacks
Maldras (Discrider) : HP 28/30, Recoveries 8/8 [1d8 + 3], AC 16 PD 14 MD 13, singing Song of Heroes, +2 to attacks
Swarm of Bats: HP 0/30, AC 16 PD 16 MD 11, Vulnerabilty: Thunder, No opportunities: The swarm of bats can’t make opportunity
attacks, and enemies can’t make opportunity attacks against it. Swarming resistance: Each turn, the swarm of bats gains resist
damage 18+ to all damage from attacks by enemies that the swarm did NOT attack that turn.
Sabeiha (Kirindal) : HP 31/36, Recoveries 9/9 [1d10 + 4], AC 19 PD 14 MD 11, +2 to attacks, Skilled Intercept: Once per round, pop free and intercept a moving enemy on 11+ save, take half damage from that enemy's attack.
Goblin Cavalry 2: HP 0/60, AC 17 PD 15 MD 11, Vulnerabilty: Thunder, Resist Damage (Ranged): 16+ (When flying)
Golnar (Capfalcon) : HP 24/30, Recoveries 8/8 [1d10 + 4], AC 16 PD 16 MD 12 +2 to attacks Power Stunt Die: 5
Goblin Scum 1(mook): HP 0/5, AC 16 PD 14 MD 11
Goblin Cavalry 1: HP 33/60, AC 17 PD 15 MD 11, Vulnerabilty: Thunder, Resist Damage (Ranged): 16+ (When flying) Ongoing Damage: 4; Damage on movement 2 (normal, free, or forced), Flying (No Melee), Bad Storm: Any flying character not shielded by the outer wall can only fly as a full turn action, Caldon Leadership: attacks against him get +1 bonus
Goblin Scum 2(mook): HP 0/5, AC 16 PD 14 MD 11
Goblin Scum 3(mook): HP 0/5, AC 16 PD 14 MD 11
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PSN: Boozer_777
Geth roll 2d4+1 for magic missile damage
Stat block (updated):
Initiative:
@astrobstrd will be up next
Fultur- 13
Sabeiha - 10
Goblin Scum - 9
Goblin Cavalry - 7
Golnar - 20
Vanminar- 17
Swarm of Bats - 16
Maldras- 15
Caldon- 15
Stats:
Vanminar (Boozer) : HP 27/27, Recoveries 7/8 [1d6 + 3], AC 15 PD 14 MD 13, +2 to attacks
Caldon (Dracil) : HP: 19/27, Recoveries 8/8 [1d8+3], AC 18 PD 14 MD 15, +2 to attacks
Fultur (Ardent) : HP 21/24, Recoveries 8/8 [1d6+2], AC 21 PD 13 MD 13, AC +4 until end of his next turn, AC+4 until the end of Caldon's next turn, +2 to attacks
Maldras (Discrider) : HP 28/30, Recoveries 8/8 [1d8 + 3], AC 16 PD 14 MD 13, singing Song of Heroes, +2 to attacks
Swarm of Bats: HP 0/30, AC 16 PD 16 MD 11, Vulnerabilty: Thunder, No opportunities: The swarm of bats can’t make opportunity
attacks, and enemies can’t make opportunity attacks against it. Swarming resistance: Each turn, the swarm of bats gains resist
damage 18+ to all damage from attacks by enemies that the swarm did NOT attack that turn.
Sabeiha (Kirindal) : HP 31/36, Recoveries 9/9 [1d10 + 4], AC 19 PD 14 MD 11, +2 to attacks, Skilled Intercept: Once per round, pop free and intercept a moving enemy on 11+ save, take half damage from that enemy's attack.
Goblin Cavalry 2: HP 0/60, AC 17 PD 15 MD 11, Vulnerabilty: Thunder, Resist Damage (Ranged): 16+ (When flying)
Golnar (Capfalcon) : HP 24/30, Recoveries 8/8 [1d10 + 4], AC 16 PD 16 MD 12 +2 to attacks Power Stunt Die: 5
Goblin Scum 1(mook): HP 0/5, AC 16 PD 14 MD 11
Goblin Cavalry 1: HP 28/60, AC 17 PD 15 MD 11, Vulnerabilty: Thunder, Resist Damage (Ranged): 16+ (When flying) Ongoing Damage: 4; Damage on movement 2 (normal, free, or forced), Flying (No Melee), Bad Storm: Any flying character not shielded by the outer wall can only fly as a full turn action, Caldon Leadership: attacks against him get +1 bonus
Goblin Scum 2(mook): HP 0/5, AC 16 PD 14 MD 11
Goblin Scum 3(mook): HP 0/5, AC 16 PD 14 MD 11
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Here's the quote:
I don't think this applies since in this case the resistance is to ranged attacks, not to an energy type. A good example that applies would be that a monster with any resistance to fire would be totally immune to a normal torch, but resistant to a fire spell. The way I read it can get past the resistance means rolling higher then the resist number, normal stuff can't get past resistance at all (ie: immunity).
e- Also this is all just my opinion/reading of it and I could be totally off
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5 is the modifier Fultur uses from Int/level, +1 from escalation die, and I'm totally not sure if the +2 from Song of Heroes counts so I won't include it.
Geth, roll 1d20+5+1 to beat resistance
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The goblin and bat duo flee towards the edge of the tower closest to the body of the temple; chunks of flesh melt away as the goblin screams, "Master Garen save me! Strike down the infidels!"
He is precipitously close to disappearing into the storm.
The goblin cavalry takes ongoing damage and movement damage to fly to the edge of the tower.
He will be out of sight in one turn.
Initiative:
@Capfalcon will be up next
Golnar - 20
Vanminar- 17
Maldras- 15
Caldon- 15
Fultur- 13
Sabeiha - 10
Goblin Cavalry - 7
Stats:
Vanminar (Boozer) : HP 27/27, Recoveries 7/8 [1d6 + 3], AC 15 PD 14 MD 13, +2 to attacks
Caldon (Dracil) : HP: 19/27, Recoveries 8/8 [1d8+3], AC 18 PD 14 MD 15, +2 to attacks
Fultur (Ardent) : HP 21/24, Recoveries 8/8 [1d6+2], AC 21 PD 13 MD 13, AC +4 until end of his next turn, AC+4 until the end of Caldon's next turn, +2 to attacks
Maldras (Discrider) : HP 28/30, Recoveries 8/8 [1d8 + 3], AC 16 PD 14 MD 13, singing Song of Heroes, +2 to attacks
Sabeiha (Kirindal) : HP 31/36, Recoveries 9/9 [1d10 + 4], AC 19 PD 14 MD 11, +2 to attacks, Skilled Intercept: Once per round, pop free and intercept a moving enemy on 11+ save, take half damage from that enemy's attack. Counter-attack: If enemy scores natural odd melee miss and esc. die is even, make a melee basic attack.
Golnar (Capfalcon) : HP 24/30, Recoveries 8/8 [1d10 + 4], AC 16 PD 16 MD 12 +2 to attacks Power Stunt Die: 5
Goblin Cavalry 1: HP 12/60, AC 17 PD 15 MD 11, Vulnerabilty: Thunder, Resist Damage (Ranged): 16+ (When flying) Ongoing Damage: 4; Damage on movement 2 (normal, free, or forced), Flying (No Melee), Bad Storm: Any flying character not shielded by the outer wall can only fly as a full turn action, Caldon Leadership: attacks against him get +1 bonus
Geth roll 1d20+8 for Giant Strike
Initiative:
@Boozer will be up next
Golnar - 20
Vanminar- 17
Maldras- 15
Caldon- 15
Fultur- 13
Sabeiha - 10
Goblin Cavalry - 7
Stats:
Vanminar (Boozer) : HP 27/27, Recoveries 7/8 [1d6 + 3], AC 15 PD 14 MD 13, +3 to attacks
Caldon (Dracil) : HP: 19/27, Recoveries 8/8 [1d8+3], AC 18 PD 14 MD 15, +3 to attacks
Fultur (Ardent) : HP 21/24, Recoveries 8/8 [1d6+2], AC 21 PD 13 MD 13, AC +4 until end of his next turn, AC+4 until the end of Caldon's next turn, +3 to attacks
Maldras (Discrider) : HP 28/30, Recoveries 8/8 [1d8 + 3], AC 16 PD 14 MD 13, singing Song of Heroes, +3 to attacks
Sabeiha (Kirindal) : HP 31/36, Recoveries 9/9 [1d10 + 4], AC 19 PD 14 MD 11, +3 to attacks, Skilled Intercept: Once per round, pop free and intercept a moving enemy on 11+ save, take half damage from that enemy's attack. Counter-attack: If enemy scores natural odd melee miss and esc. die is even, make a melee basic attack.
Goblin Cavalry 1: HP 12/60, AC 17 PD 15 MD 11, Vulnerabilty: Thunder, Resist Damage (Ranged): 16+ (When flying) Ongoing Damage: 4; Damage on movement 2 (normal, free, or forced), Flying (No Melee), Bad Storm: Any flying character not shielded by the outer wall can only fly as a full turn action, Caldon Leadership: attacks against him get +1 bonus
Golnar (Capfalcon) : HP 24/30, Recoveries 8/8 [1d10 + 4], AC 16 PD 16 MD 12 +3 to attacks Power Stunt Die: 5
Twitch Stream
I believe you actually hit, I think you forgot to add +1 to your attack thanks to Caldon's Leadership bonus to hit his target. +4 str mod, +1 level, +1 Maldras' song, +2 Escalation, +1 Caldon's bonus = +9.
However, it will be half damage due to resistance. Also, you can't use Giant strike because the bat is flying so ranged attacks only, also because the bat is staggered (less than 1/2 hp) . Not sure what your ranged attack damage is though.
PSN: Boozer_777
Geth roll 1d8+4 for Greatness Handaxe damage
Before Golnar can take another swing, the bat is already in the air. Growling, Golnar reaches to his belt and hurls a handaxe at the departing silhouette.
Twitch Stream
Geth roll 1d6+3 for damage
e- I beat resistance, and the rider takes 1d8 ongoing fire damage for the natural even roll. I also subtracted the 3 damage Golnar just did
Initiative:
@discrider and @dracil will be up next
Maldras- 15
Caldon- 15
Fultur- 13
Sabeiha - 10
Goblin Cavalry - 7
Golnar - 20
Vanminar- 17
Stats:
Vanminar (Boozer) : HP 27/27, Recoveries 7/8 [1d6 + 3], AC 15 PD 14 MD 13, +3 to attacks
Caldon (Dracil) : HP: 19/27, Recoveries 8/8 [1d8+3], AC 18 PD 14 MD 15, +3 to attacks
Fultur (Ardent) : HP 21/24, Recoveries 8/8 [1d6+2], AC 17 PD 13 MD 13, AC+4 until the end of Caldon's next turn, +3 to attacks
Maldras (Discrider) : HP 28/30, Recoveries 8/8 [1d8 + 3], AC 16 PD 14 MD 13, singing Song of Heroes, +3 to attacks
Sabeiha (Kirindal) : HP 31/36, Recoveries 9/9 [1d10 + 4], AC 19 PD 14 MD 11, +3 to attacks, Skilled Intercept: Once per round, pop free and intercept a moving enemy on 11+ save, take half damage from that enemy's attack. Counter-attack: If enemy scores natural odd melee miss and esc. die is even, make a melee basic attack.
Goblin Cavalry 1: HP 5/60, AC 17 PD 15 MD 11, Vulnerabilty: Thunder, Resist Damage (Ranged): 16+ (When flying) Ongoing Damage: 1d8+4; Damage on movement 2 (normal, free, or forced), Flying (No Melee), Bad Storm: Any flying character not shielded by the outer wall can only fly as a full turn action, Caldon Leadership: attacks against him get +1 bonus
Golnar (Capfalcon) : HP 24/30, Recoveries 8/8 [1d10 + 4], AC 16 PD 16 MD 12 +3 to attacks Power Stunt Die: 5
PSN: Boozer_777
Because he did have an additional move action up his sleeve from Maldras's Move it! Battle Cry the turn before.