Dwarmaj wrote:
Kaddim and Miri's initiative moved. They are now right before abomination turn #1.
If we all move initiatives to attack the same round, we can cut the Abomination's potential immediate reaction powers by 2/3...
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Dwarmaj wrote:
Kaddim and Miri's initiative moved. They are now right before abomination turn #1.
Krystoff wrote:If I had a clear shot I would shoot then move but alas I do not.
Move: NW, N, N, N
Standard: Twin Strike
Teramotos wrote:Sonya 5/66hp with 7/9 surges
Kaddim 30/79hp temp hp with 6/11 surges
Candelos 41/78hp with +15temp hp with 12/14 surges
Miri 58/58hp with 8/9 surges
Thia 42/65hp with 6/7 surges
I think the above is the party's current condition. Please correct me if I am in error.
Move Action: Move 5 generally SE to get cover from the pillar in the SE corner of the room.
Standard Action: Full defense to get the + 2 to all defenses
Minor Action: I'll have to use my last Inspiring Word on myself
...again, who's carrying that last Healing Potion?
Dwarmaj wrote:
The abomination uses an immediate reaction...
Teramotos wrote: If you use an AP, you get 9 hits back and we should all have an action point (I used mine already this battle).
Teramotos wrote:
Ken, how many hits did I get back from my IW on myself?
Mick wrote:move: E,E,N,N,NW
standard: throw shield
Ross wrote:Minor: Promise of Storm
Move: Shift 1 to be between Thia and the creature.
Standard: Booming Blade
Dwarmaj wrote:
Miri's turn...
At the start of Miri's turn a bubble passes through her and she is teleported 1NW
bradly wrote:Dwarmaj wrote:
Miri's turn...
At the start of Miri's turn a bubble passes through her and she is teleported 1NW
minor: sustain 'Sphere'
move: move Sphere 3 squares N + 1 square NE, adjacent to Abomination
standard: have Sphere attack Abomination
done.
Dwarmaj wrote:Abomination turn #1:
VoM on Miri 30 vs Will hits for 14hp of psychic damage. Miri is stunned (save ends).
...
bradly wrote:Dwarmaj wrote:Abomination turn #1:
VoM on Miri 30 vs Will hits for 14hp of psychic damage. Miri is stunned (save ends).
...
Miri will interrupt that with 'Wizard's Escape' and teleport 5 S...
Trigger: An enemy hits you with a melee attack.
Effect: You teleport 5 squares to a space that is not adjacent to an enemy
Teramotos wrote:Sonya - Minor - draw out javalin
Move - 1W, 2N, 2 NW
Standard - Eyebite on monster (range 10)
Teramotos wrote:Without seeing a map, I think my actions would be as follows...
If a move action would get me to within melee range of the monster, I definately would: Free, drop javalin: Minor, draw Waraxe: Move, move to target: Std, Inspiring War Cry and give the save to Miri.
If a move action can't get me to melee range of the monster, then I would try to get into position to help Kaddim and Miri next turn. Move, move toward Kaddim and Miri but not drawing an AoO nor standing next to the Fire Sphere: Std, Throw Javalin: Minor, draw Waraxe.
ST
Teramotos wrote:Okay, I see the map now.
Move: 2N, 2NW or better, only if I get cover from the pillar that would be two squares to my north, move 2W, 3 NW.
Std: Full Defense (rather than toss a javalin) if I'm in the open
Throw javalin if I was able to get cover from the pillar.
Minor: Draw Waraxe (or drop javalin if I still have it and draw Waraxe)
Done...
Teramotos wrote:On the monster's # 2 turn, he gets a Move Action and a Standard Action? Then on his turn # 3 he gets another Standard action (statement) and of course a Standard action on his turn # 1 for a total of 3 standard and a move action each time I get a Standard, a Move and a Minor? Just wondering...
Mick wrote:Candelos
move: nw,nw,nw,w,w
minor: Divine Challange to mark it
standard: Throw Sheild
Shield 24 vs Ac miss (you may want to rethink you're attacks... You're +10 to hit with the shield and feel you meed to roll 17+ to hit... AC)
Mick wrote:
(PS it takes 2hp radiant damage for attacking Miri instead of him)
Krystoff wrote:Sorry guys, didn't realize it was my turn.
Same as before.
Shift 1 S
Twin Strike
Teramotos wrote:Move Action: Move 5 until I am just S of Kaddim.
Standard: No one has any conditions on them any more that a save can end, right? Also, it appears that I would be the only PC next to the monster so none of my "buddy takes a swing too" abilities are going to work. Thus, I'll do Bastion of Defense and try to give a lot of damage and give us all a few 10 temp hits and better defense for the rest of the battle.
Minor: None...
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