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Post by exile on May 21, 2009 10:58:10 GMT -5
Initiative for Hadrian (unmodified?) [dice=10][rand=4683251926419498857031553118479165453374112718308570064988066306]
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Post by john on May 21, 2009 16:08:04 GMT -5
(((I believe it's modified by spell level)))
And thusly, assuming that the bless goes off before his assault, John roars a challenge to the abyssal beast, waits a heartbeart for the other warrior to step in rank with him, and together, they'll strike at the guts of the nasty beast.
[dice=20][rand=8822466586523321934812650091042181309468963563769236432469054783]
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Post by john on May 21, 2009 16:29:42 GMT -5
Hits AC -6... Thaco with that weapon is... also, 2nd attack this round, after the blow to the guts, he'll slash the blade up, trying to take the fell beast in the head-neck region with a wordless cry of rage and pain, voicing the agony of his ravaged face and form.
[dice=20]
[dice=8] [dice=8] +9 damage [dice=8] [dice=8] +9 damage [rand=81249919349622898791145088972981268322622114653725293935236187737]
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Post by Stix on May 22, 2009 1:07:58 GMT -5
Initiative for Hadrian (unmodified?) (My mistake; Bless has a full-round casting time. No initiative is needed; the spell takes effect at the end of the round.)
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Post by john on May 22, 2009 7:51:11 GMT -5
(did I hit the icky thing?)
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Post by exile on May 22, 2009 9:48:44 GMT -5
(Alright well if its not going to take effect until everyone is already engaged anyway, and hence will have no effect, I'm going to scratch that and cast Aid directly on John instead. Casting time is 5, so it is completed on initiative 10. John, roll 1d8 for bonus HP, and you still get the attack bonus. I'll edit my last post accordingly.)
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Post by TheGratefulNed on May 22, 2009 11:38:43 GMT -5
((Sorry it took me so long to reply))
Casting Melf's Minute Meteors and launching 5 of them in the first round. (Is launching 5 in a round treated as a single attack roll or 5 separate ones? If separately, do they all go at once or is there a delay between them? If separate, let me know and I'll make the other rolls)
Initiative (-1 Cipher bonus, -1 casting time on Alteration spells) [dice=10+1]
Missile Attack (+2 Dex, +2 Spell, THAC0: 17) [dice=20+4][rand=97131649724026776730518911407198408330945110260479023589723771582]
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Post by Stix on May 22, 2009 15:30:05 GMT -5
(One attack roll per missile.)
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Post by TheGratefulNed on May 22, 2009 15:42:41 GMT -5
Missile Attack 2 (+2 Dex, +2 Spell, THAC0: 17) [dice=20+4]
Missile Attack 3 (+2 Dex, +2 Spell, THAC0: 17) [dice=20+4]
Missile Attack 4 (+2 Dex, +2 Spell, THAC0: 17) [dice=20+4]
Missile Attack 5 (+2 Dex, +2 Spell, THAC0: 17) [dice=20+4][rand=86876050378752380648625172547067154886544244382445758155419306951]
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Post by Stix on May 23, 2009 12:44:37 GMT -5
John's bonus HP from Aid [dice=8]
Armand vs. Bebilith, THAC0 18 [dice=20+1]
Bebilith, foreleg vs. John, THAC0 9 [dice=20]
Bebilith, foreleg vs. Armand, THAC0 9 [dice=20][rand=438665909513261968965223433193552937764333677531611031098901011016]
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Post by Stix on May 23, 2009 12:45:09 GMT -5
damage vs. John [dice=4][dice=4]
damage vs. Armand [dice=4][dice=4][rand=840153028902823145935440950718986509989048305034817413810671350005]
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Post by TheGratefulNed on May 23, 2009 13:06:48 GMT -5
What's the bebilith's AC (which of those hit?) and does it have any magic resistance to roll against my meteors?
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Post by Stix on May 23, 2009 13:12:17 GMT -5
Hit locations
John [dice=10] 40% chance to destroy armor [dice=100]
Armand [dice=10] 40% chance to destroy armor [dice=100][rand=418186943914302939608432870951205463882433613416975423961161317231]
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Post by Stix on May 23, 2009 13:19:35 GMT -5
John and Armand's blades glance harmlessly off the bebilith's armored carapace; the beast doesn't even flinch. Hadrian finishes his brief prayer, but must close to the distance to the barbed horror in order to lay hands on John... his approach is covered by Gl'Fnak's volley of flaming missiles, one of which bursts across the bebilith's back.
The advancing creature rears back and flails out with its limbs, slicing John's right thigh and tearing entirely through Armand's breastplate. It throws its head forward as if to snap at John, but instead roars at the Taker, holding its great bulk over the deva and fisherman....
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Post by Stix on May 23, 2009 13:21:20 GMT -5
Bebilith initiative [dice=10+3]
Armand initiative [dice=10+5][rand=8209847339946845927313930702770170495323020184729189424067903904]
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Post by TheGratefulNed on May 23, 2009 14:55:40 GMT -5
((All damage is assuming no or failed magic resistance)) Damage from the meteor that hit. [dice=4] The other 4 explode doing 1 damage each.[rand=8063655781810216155503813355816192741158953994169845721874918238]
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Post by Stix on May 23, 2009 15:50:48 GMT -5
((All damage is assuming no or failed magic resistance)) Damage from the meteor that hit. The other 4 explode doing 1 damage each. (Forgot about the explosions. The misses might impact those in melee with the bebilith. For each miss, a d8; 1 = Armand and the bebilith each take 1 point from the explosion, 2 = Armand, John, and the bebilith, 3 = John and the bebilith.) [dice=8][dice=8][dice=8][dice=8][rand=17580001771366351283716072681119282807309931816365447002470029562]
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Post by john on May 23, 2009 19:23:24 GMT -5
John unexpectedly shoves the battered man in the breastplate back, unslinging his shield and concentrating his efforts solely to parrying any further blows that the bebilith might send at him, yelling in his death-snarl voice, "Go, tell the defenders of this place what they face!"
((Full attacks parrying if we use parry rules. John's not trying to damage, just presenting a wall of steel against any further assault from the bebilith. )) [dice=10+6] [rand=417304433939005668984289682670751010163722457537719112833058020606]
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Post by john on May 23, 2009 19:32:21 GMT -5
((actually, by thePHB, I just forfeit all actions, no init, and get a +4 to my AC cause it's half my level +1, so John's AC is now effectively -1 I think, since it goes to 3 with shield, and -1 with the parry))
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Post by TheGratefulNed on May 23, 2009 20:31:47 GMT -5
(Forgot about the explosions. The misses might impact those in melee with the bebilith. For each miss, a d8; 1 = Armand and the bebilith each take 1 point from the explosion, 2 = Armand, John, and the bebilith, 3 = John and the bebilith.) ((I thought[Ned thinking, clearly not Gl'Fnak ] with it being size Huge I'd be able to aim them high enough that the 3' diameter explosion shouldn't endanger the others.))
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