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Aug 7, 2020 2:05 pm
Duuh! Critical hit with the 20.

Rolls

Pod damage to Maggie - (1d8+3)

(4) + 3 = 7

Aug 7, 2020 2:29 pm
Claw attack

Rolls

Claw attack - (1d20+3)

(13) + 3 = 16

Slashing damage - (1d4+1)

(2) + 1 = 3

Fire damage - (1d4+1)

(4) + 1 = 5

Aug 7, 2020 2:30 pm
WOO HOO! 8 points damage!
Aug 7, 2020 3:15 pm
You attack again with your bone

Rolls

Bone attack - (1d20+3)

(1) + 3 = 4

Aug 7, 2020 3:16 pm
Miss! Can't even hit a stretched out rope with ot without proficiency.

Rope swings its pod again at Maggie

Rolls

Pod attack - (1d20+5)

(14) + 5 = 19

Aug 7, 2020 3:17 pm
Maggie is hit again

Rolls

Pod damage to Maggie - (1d8+3)

(8) + 3 = 11

Aug 7, 2020 3:18 pm
OOC:
Now you see why I don't want to do all dice rolls on PBP
Try to recharge breath

Rolls

Recharge - (1d6)

(3) = 3

Aug 7, 2020 3:19 pm
No recharge.

Attack with claw.

Rolls

Claw attack - (1d20+3)

(13) + 3 = 16

Aug 7, 2020 3:21 pm
I scatched him!

Rolls

Claw attack damage - (1d4+1)

(2) + 1 = 3

Claw fire damage - (1d4)

(1) = 1

Aug 7, 2020 3:21 pm
Another 4! Your turn One!!

You try not to miss

Rolls

Bone attack - (1d20+3)

(7) + 3 = 10

Aug 7, 2020 3:24 pm
Still missing there barbarian...

Maggie is all stuck at this point and completely grappled.

Rope attacks again

Rolls

Pod attack - (1d20+5)

(4) + 5 = 9

Pod attack advantage - (1d20+5)

(7) + 5 = 12

Aug 7, 2020 3:46 pm
Rope hits and does enough damage to kill Maggie

She explodes at death.

Rolls

Dex save - (1d20+1)

(20) + 1 = 21

Death Burst - (2d6)

(46) = 10

Aug 7, 2020 3:49 pm
Rope coils away from the Mephit enough that it only takes 5 points damage. The rope falls to the ground and lays over the bones. The mimic doesn't appear to be bloodied (taken half of its hit points in damage). It is 10' from you

What do you want to do?
Aug 7, 2020 4:27 pm
OOC:
Question... how does my AC factor into the equation? Does it blunt the level of damage, or does it affect "save" / "dodge" whatever calculations?
As I approach the rope, I kick a bunch of bones so they pile up on top of the rope, as I also drop one of the bones (the one in my primary hand) and grab my greatclub out. I strike at the pile of bones with my great club, hitting the bones, which transfer the impact to the mimic, while keeping my club from sticking. I then dodge to the side, preparing to parry with my remaining bone.

Rolls

Attack with Greatclub - (1d20+5)

(3) + 5 = 8

Damage (should I roll this?) - (1d8+3)

(4) + 3 = 7

Parry (dexterity? AC? I dunno?) - (1d20+1)

(13) + 1 = 14

Aug 7, 2020 4:27 pm
OOC:
Ugh... the dice do not like me today. Or more specifically, the digital processors simulating dice rolls with ones and zeros don't like me today.
Last edited August 7, 2020 4:36 pm
Aug 7, 2020 6:01 pm
Your attack roll fails to match or exceed the Mimic's AC. You miss.

The higher the AC, the harder to hit. It either hits or doesn't. Your rnd() number must meet the AC. Your skill checks must meet the DC of the skill. Your save against a spell must meet the spellcaster's spell DC. Your stealth check must meet the prey's passive perception. Your strength check must meet his strength check in a contest. This is the d20 system in a nutshell.

It is good to roll for damage too, just in case you hit. I'll allow the transfer damage idea under the rule of cool.

You have one interaction with object, one action, one bonus action, and one reaction per 6 sec round. You can yell at the rope for an interact, attack it as action, but you do not have a bonus action type ability that I know of, and there is nothing to react against.

As an action you can do a variety of things as listed on your character sheet. You cannot do an attack and do a dodge in the same action (there are exceptions, but not here). You do not have the parry reaction (that's a battlemaster fighter thang)

Since this is pbp, I'll assume you are giving me two actions because you plan to do them in sequence.

The rope transforms back into a blob, dropping all the bones and floor that it was stuck to.

You are shocked at this and take the defence action of dodge which gives your attacker disadvantage on its attack.

It transforms into a ballista complete with tethered bolt, cocked back and released. He does not attack this round, so your dodge action goes to waste as you stand there getting ready to dodge.
Aug 7, 2020 9:18 pm
LyricTimeless says:
It transforms into a ballista complete with tethered bolt, cocked back and released. He does not attack this round, so your dodge action goes to waste as you stand there getting ready to dodge.
OOC:
Meaning it's in flight, towards me? Or was that supposed to be and ready? Just want to make sure my next action is appropriate.

Given that you said it didn't attack, I'm going to proceed as if it is still in place, but if it's in the air, I'd like to be able to make a different choice of actions, please.

On the AC versus DC, I'm assuming that, since I don't have spells to reference, most DC checks will basically be against numbers that you decide upon, based on the scenario / monsters at play (and Rule #1). Would that be accurate?

And that means that my AC means that the mimic has to roll at least a 15 (after modifiers)? Whereas it was 11 for Maggie (according to the extra I put on my character on D&D Beyond, but if referencing that is inappropriate, I can do an investigation of her later... assuming I don't get a different Mephit next summon...)?

And, if I'm understanding the rolls you put on one of the attacks, the "Pod attack advantage" might be interpreted as an extra roll, where if either roll makes it, then the hit is effective, and that's because Maggie was stuck / snared / I can't think of the term you used?

Sorry if all my questions get annoying... back to my action, if the ballista is still cocked...
I take the bone I'm holding, and place it across the bolt and another part of the ballista - that should bind the bolt in place, preventing it from shooting... I hope - and then attempt to strike the mimic using the bone to transfer the damage again. After which I release the bone.
Last edited August 7, 2020 10:38 pm

Rolls

Attack - (1d20+5)

(17) + 5 = 22

Potential Damage - (1d8+3)

(4) + 3 = 7

Aug 8, 2020 12:00 am
OOC:
i believe all of your observations are correct, until they are not.
Since you are trying to interact with a weapon held by an enemy or in this case the monster itself, placing the bone is an attack, not an interaction. Your roll for it higher than its AC, so the rule of cool says you jammed his gun.

Since it cannot act as an object, it had transformed as a loaded AND fired weapon. It takes an attack action. The bone jams and is now stuck. Way cool.

Your turn.
Aug 8, 2020 12:08 am
OOC:
I realize that you were hung up on the term fired. The tension string is realeased as in it never had a trigger release to start with. It could not act, so I gave it potential energy but not kinetic. It wasn’t in the air.
Aug 8, 2020 12:12 am
OOC:
given the attack status of jamming the bone, did it do any damage? Or is it just considered a damageless attack?
I proceed to attack the Mimic as described before. And I pick up another long bone from the pile of previous victims.
OOC:
adding new rolls...

Rolls

Attack - (1d20+5)

(9) + 5 = 14

Damage - (1d8+3)

(7) + 3 = 10

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