Thia will use Biting Volley on Maulspike and use Elven accuracy to reroll if she misses.
Thia will then use an AP to get some hits back since she can now see Sonya and Twin Strike Maulspike.
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Dwarmaj wrote:Thia's turn, then Miri
Krystoff wrote:Thia backs out of the archway room through the archway and moves to see what is going on in the room south.
Thia will use Biting Volley on Maulspike and use Elven accuracy to reroll if she misses.
Thia will then use an AP to get some hits back since she can now see Sonya and Twin Strike Maulspike.
Krystoff wrote:Thia backs out of the archway room through the archway and moves to see what is going on in the room south.
Thia will use Biting Volley on Maulspike and use Elven accuracy to reroll if she misses.
Thia will then use an AP to get some hits back since she can now see Sonya and Twin Strike Maulspike.
bradly wrote:
Miri will:
minor action: sustain 'Flaming Sphere'
standard action: cast 'Fire Shroud' on Ogre & 2 Gar-Orcs
move action: immobilized
action point: command the 'Flaming Sphere' to attack the red Gar-Orc
free action: close eyes
non action: make saves (+2 v immobilized from Sonya)
Teramotos wrote:Sonya's turn:
Move Action: Stand up
Free Action: Open eyes
Standard Action: Heal check on Miri to try to add + 2 to her next save to prevent her from turning to stone.
Minor Action: No minor action this turn.
Free Action: Keep eyes open this time.
..done
Dwarmaj wrote:
Standard: use heal skill on Miri 1+8=9 failed
Ross wrote:I'm out of abilites that move creatures and I'm immobilized.
Free: Open Eyes
Standard: Lightning Lure on Ogre.
Free action: Close Eyes if medusa comes into view.
Teramotos wrote:Can you delay until after me and I can try to do a
Heal Check on you again?
Krystoff wrote:Thia will use disruptive strike on the ogres attack on Sonya.
I believe I have just enough movement to make it to Miri, if not I will run.
Thia will try to make a heal check on Miri.
Dwarmaj wrote:
Miri's turn...
Since Thia made the check, did you still want to delay?
Teramotos wrote:Standard Action: Heal Check on Miri
Move Action: Stand up (again)
Minor Action: Inspiring Word w Saving Inspiration on Miri (the save will be vs. the poison if a save can stop such). If the poison is for just a round, then I'll leave it up to Miri to take the extra 2d6 hits of healing, or make a save right now to potentially become stone or un-immobilized. Hopefully I made my heal check. In fact, in case Miri wants to move at the start of her turn, I'll leave it up to her if she wants to make a save vs. poison or immobilize.
Free Action: darn, the medusa is in view again. Close eyes.
Dwarmaj wrote:
Miri can either gain 1 additional hp or make her save now before her turn.
Miri's turn...
bradly wrote:
I'd rather get my turn in for sure, and have more hits...
minor/move actions: none (immobilized)
standard action: cast 'Enemies Abound' on Ogre & green Gar-Orc
note: this will provoke an AoO... if the Gar-Orc hits, I will use an interrupt (Wizard's Escape) to teleport 3 squares NW + 2 squares N (or to the edge of the room... current map didn't go that high), then same standard action
free action: if I didn't use the interrupt, close eyes
free action: "Thank you ladies!"
done.
Dwarmaj wrote:
At the end of Miri's turn she rolls her save...
Immobilized 16+4=20 success
Dwarmaj wrote:
Ogre's turn...
At the start of the ogre's turn he takes 5hp of fire damage and falls over dead.
bradly wrote:Question: Can ongoing damage be chosen to be non-lethal? If so, Miri will choose subdual damage for Maulspike. (Otherwise, oh well.)
Krystoff wrote:Thia HQ's the red gargoyle will crawl 2 spaces east and 1 space NE and then twin strike the red gargoyle.
Dwarmaj wrote:Where's a +1 snakey tooth when you need one?
I can't believe how lucky you guys have been getting. It may not seem that way with two defenders down, but it could be a lot worse...
Krystoff wrote:When Thia gets hit by the AoO she will shift NE NE with yield ground which should still keep her in range for prime shot.
Teramotos wrote:Sonya's turn:
Minor Action: Rousing Words on self for two surges + 10 hits (42 total hits back)
Free Action: Open Eyes
Standard Action: Lions Roar on Medusa + 13 vs AC 2d12+6 and I'll use the healing surge on myself for 16 more hits back (should put me at 59 total).
Move Action: Shift to SE
End turn, note, if I have to make any saves vs. poison, my amulet gives me + 2.
Keep eyes open (gamble)...
Dwarmaj wrote:Miri's turn...
bradly wrote:Hey, I know I can if he weren't stone, but can I still move through Kaddim's square? Is he still considered an ally? Is it difficult terrain? Impassable? (Asking for subsequent rounds, not this one)
Dwarmaj wrote:
Medusa:
Standard: Attack Miri
Snakey Hair 32+2 vs Ac hits for 7hp of damage. Miri gains -2 to Fort defense and 10 ongoing poison damage.
bradly wrote:Dwarmaj wrote:
Medusa:
Standard: Attack Miri
Snakey Hair 32+2 vs Ac hits for 7hp of damage. Miri gains -2 to Fort defense and 10 ongoing poison damage.
Ouch! We'll have to interrupt that...
Use 'Wizard's Escape' (hit too well to use staff of defense or shield...) and teleport either 3 N +2 NE or directly SE of Thia (I can't remember if max distance is 5 or 8... would rather be by Thia)
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