Act II: Ill Fortunes

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Dec 20, 2016 5:41 am
Third round of combat.

Initiative
25 Darren
24 Veroth
22 Ujjaya
16 Roland
16 Madman (Danovich?)
15 Wriyn
15 Sir Urik
8 Zombies
5 Durgrim
2 Ashlyn

Combat Map

Conditions
The inside of the church is lit only dimly by candles. Treat this as shadowy illumination: Creatures have concealment (20% miss chance) and can attempt Stealth checks.

So Darren is up.
Dec 20, 2016 7:28 am
OOC:
Forgot about the step up there. Durgrim will spend his move action to move out of the room
Dec 20, 2016 4:46 pm
OOC:
Ah yes, it was your step up feat and not a 5-foot step which made you go into the room...
Dec 20, 2016 4:58 pm
Darren whispers a quick prayer, empowering himself with divine energy. Darren raises his hammer high, bringing it down hard on the crazed priest.
OOC:
Cast Divine Favor as a swift action using Fervor ability.

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Power Attack: -2 attack, +4 damage
Divine Favor: +3 attack, +3 damage (9 rounds left)
Sickened (Suppressed by Durgrim for one hour)

EDIT: Ugh, my attack rolls are always garbage, while my damage is always awesome :(
Last edited December 20, 2016 5:07 pm

Rolls

Power Attack - (1d20+11, 1d8+13)

1d20+11 : (3) + 11 = 14

1d8+13 : (8) + 13 = 21

Concealment? - (1d100)

(68) = 68

Dec 20, 2016 6:46 pm
Veroth sees a better target, distracted by other Lightbringers, and he moves into position, careful to not open himself to a counter attack. His dagger nicks out testing the zombies defenses before he commits to the attack and drives it in.

Rolls

Acrobatics to avoid AOO (F10, G7) - (1d20+15)

(6) + 15 = 21

dagger to the squishy bits, with flanking (slashing) - (1d20+13, 1d4+2)

1d20+13 : (16) + 13 = 29

1d4+2 : (4) + 2 = 6

Sneak Attack damage, if applicable - (3d6)

(161) = 8

Dec 20, 2016 8:55 pm
OOC:
Wow, Darren's missing a lot lately man. XD
Veroth maneuvers to flank the zombie with Weiryn, inflicting a large gash on the zombie's back. While effective, it is not enough to put that fresh (relatively speaking for a zombie) down.

Ujjaya is up next.
Dec 21, 2016 4:56 am
Ujjaya steps through the church door and delivers another flurry of arrows point blank.
OOC:
• Five-foot step.
• Flurry of Blows: 3 arrows.
• 1st target: F10.
• 2nd target: G7.
• Deadly Aim: -2 attack, +4 damage.
• Point blank (target is w/in 30ft): additional +1 to all bow attack & damage rolls.
• Improved Precise Shot: Ignore anything less than total cover or concealment.

Rolls

Arrow #1, damage - (1d20+10, 1d8+10)

1d20+10 : (15) + 10 = 25

1d8+10 : (6) + 10 = 16

Arrow #2, damage - (1d20+10, 1d8+10)

1d20+10 : (2) + 10 = 12

1d8+10 : (7) + 10 = 17

Arrow #3, damage - (1d20+9, 1d8+10)

1d20+9 : (15) + 9 = 24

1d8+10 : (2) + 10 = 12

Dec 21, 2016 6:40 am
OOC:
I'm going to assume your primary target is i9 instead given that there is a wall between you and f10, and no, your arrows won't curve to get through the door...
Two of Ujjaya's arrows find their mark on the zombie next to Sir Urik. The zombie,s natural resistance to piercing weapons seem to have lessen the damage significantly.

Roland is up ext.
Dec 21, 2016 6:53 pm
Roland carefully lines up the shot, and fires two barrels at the the priest before he can perform anymore unspeakable acts.
Using point blank shot, deadly aim, and precise shot, firing against touch ac
Last edited December 21, 2016 6:55 pm

Rolls

attack 1 - (1d20+9, 2d12+5)

1d20+9 : (20) + 9 = 29

2d12+5 : (58) + 5 = 18

attack 2 - (1d20+4, 2d12+5)

1d20+4 : (14) + 4 = 18

2d12+5 : (65) + 5 = 16

Dec 21, 2016 6:54 pm
critical confirmation and damage critical is times four, so added damage is 6d12+15

Rolls

critical - (1d20+9, 6d12+15)

1d20+9 : (13) + 9 = 22

6d12+15 : (52711129) + 15 = 61

Dec 22, 2016 1:54 am
OOC:
My... my big evil priest... oh wait, roll miss chance...
Dec 22, 2016 3:30 am
Ujjaya ducks involuntarily, his ears ringing, as Roland's strange machine roars practically right next to his ear hurling its missiles with great gouts of flame.
Dec 22, 2016 4:27 am
OOC:
I'm going to cry if that missed...I really am...because that would be a hell of a wasted critical D-:
Dec 22, 2016 1:51 pm
I don't remember how we were doing the miss chances so gonna roll a d100 and hope for the best

Rolls

miss - (1d100)

(26) = 26

Dec 22, 2016 4:04 pm
OOC:
Two barrels, so two miss rolls, but oh well, the crit hit, so moot point.
Roland shoots both barrel of his double hackbutt, the first bullet hitting the mad priest square between the eyes, making his head explode like a watermelon and painting the back wall of the church crimson. He falls to the ground lifeless, and headless...

Weiryn is up next.
Dec 22, 2016 5:54 pm
Weiryn turns to face the zombie behind him, praying to Pharasma to grant him power. With his hand glowing softly with divine light, he tries to grasp the undead creature before him, channeling that positive energy into its flesh.

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Rolls

Cure Light Wounds (Melee Touch Attack) - (1d20+3, 1d8+3)

1d20+3 : (15) + 3 = 18

1d8+3 : (4) + 3 = 7

Dec 23, 2016 8:35 pm
OOC:
Isn't it allowed like a Will save for half damage?

Edit, checked the SRD, yes.

Also, pain... Yep, I'll try to avoid typing too much...
Weiryn touches the zombie, using the power of his faith to harm it, however, it seems it was not as useful as he had hoped...

Sir Urik will be next... eventually...

Rolls

Zombie's Will save

Jan 9, 2017 7:54 pm
Sir Urik will spend two move actions to pick up his sword and shield which he dropped on the floor. This will provoke an attack of opportunity form the zombie next to him.

Sir Urik is hit for 8 points of damage.

Rolls

Zombie's attack of opportunity

Jan 9, 2017 7:58 pm
Speaking of zombies, it is their turn now. One of them will move closer to Ashly in order to attack her. So one zombie will attack Ashly, one will attack Sir Urik, and one will attack Weiryn.

Sir Urik is hit once again for 7 points of damage. The others miss. Durgrim is up.

Rolls

Zombie on Weiryn

Zombie on Sir Urik

Zombie on Ashlyn

Jan 10, 2017 7:25 am
Durgrim heaves his hammer up high and brings it down with a great crash on the nearest zombie.
OOC:
Full power-attack on g7

Rolls

Attack I (to hit, damage, electricity) - (1d20+10, 2d6+10, 1d6)

1d20+10 : (8) + 10 = 18

2d6+10 : (25) + 10 = 17

1d6 : (3) = 3

Attack II (to hit, damage, electricity) - (1d20+5, 2d6+10, 1d6)

1d20+5 : (13) + 5 = 18

2d6+10 : (15) + 10 = 16

1d6 : (6) = 6

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