Dwarmaj wrote:Miri's turn, then Candelos and Sonya
Miri will...
move action: shift NW 1 square
standard action: cast 'Scorching Burst' on 2 Vamps N of Thia
done.
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Dwarmaj wrote:Miri's turn, then Candelos and Sonya
Krystoff wrote:"If someone can, get a light where the Skull Lord is"
If no one but Thia can see where that is because of her perception, she will let everyone know the square.
Mick wrote:What's Thia perception bonus?
Candelos should +11 perception.
move:NW,N,NW
minor: mark vamp to my SW
standard: attack it with Holy Strike
Teramotos wrote:Sonya:
From my last turn, my axe is still on the ground.
Minor: Pick up torch next to me.
Standard: Hurl torch so that it lands anywhere in the NW quadrant where the Skull Lord is. Do the best I can to avoid hitting pillars.
Move: NE and N, I know it is dark.
...done
Ross wrote:Say, someone give me a damn light I can carry around.
Move Northwest, and move Northwest.
Ross wrote:I don't have a backpack. All my stuff was taken.
Ross wrote:I don't think I can charge as I didn't know the vampire was there until I was part way into my second move. I will move 2 squares to pick up the torch to my West North North though.
Krystoff wrote:Move: NW, W, N, NW, W, W, W (if I can move that far due to difficult terrain)
Minor: If I am equidistant from the vamp and the skull lord, then HQ the skull lord, otherwise skip
Standard: Twin strike the Skull Lord
Dwarmaj wrote:Miri's turn, then Candelos and Sonya...
bradly wrote:Dwarmaj wrote:Miri's turn, then Candelos and Sonya...
Miri will
standard action: cast 'Scorching Burst' 4 W + 1 NW of her, getting Northern 2 Vampires.
move action: move 1 SW
free action: "I'm moving the light to the other room..."
minor action: recast 'Light' 5 W of her
done.
Dwarmaj wrote:Hmm, should Thia be able to see from the dark area into the light area since she is adjacent to it?
For a human I would say no, but she does have low-light vision.
Thoughts...
Ross wrote:Son of a.....
I have the light, right?
standard: unequip and stowIs it a standard to unequip and stow?
standard: unequip shield & dropor does it takes a move to unequip and then a standard to stow?
Mick wrote:
Is it a standard to unequip and stow?
or does it takes a move to unequip and then a standard to stow?
If it's
standard: unequip and stowIs it a standard to unequip and stow?
minor: pull out dragon orb
move: SW,4W
If it'sstandard: unequip shield & dropor does it takes a move to unequip and then a standard to stow?
minor: pull out dragon orb
move: SW,4W
Teramotos wrote:Sonya,
Move: S, and SW (passing my axe that's on the ground), W through the doors (is it light in the hall?) NW and N (I should be between two pillars SE of Kaddim. Should gain cover from most attacks coming from the West.
Minor: Pull out a torch
Standard: Full Defense
done...
Krystoff wrote:Already used weave through the fray so I will take the shot. Can't remember if prime shot takes effect or if that is just against my quarry.
Krystoff wrote:Don't drop that light if you can Kaddim since he will probably be moving down into the other quadrant.
Minor: HQ the Skull Lord (YAY! Finally got that on him)
Move: SW, S, S, W, W, W
Standard: Twin Strike the Skull Lord
Dwarmaj wrote:Miri's turn, then Candelos and Sonya...
bradly wrote:
Miri will...
minor action: recast 'Light' on sq 1 SW + 2 W of her
move action: move 1 sq S
standard action: cast 'Magic Missile' targeting "Commanding" head
free action: "Let's take out this head so it can't raise it's minions, or itself again!"
done.
Dwarmaj wrote:Standard: cast Magic Missile at the Skull Lord (note: you can't target specific parts of a creature)...
Dwarmaj wrote:Mick wrote:minor: religion check on how to stop the vamps from being revivied.
standard: attack with Valiant strike.
if I hit and it falls
move: shift NW into the vamps space.
Candelos' turn:
Minor: make a Religion check 16+11=27
Candelos has heard of Skull Lords and believes the only way to prevent the Skull Lord from reviving the vampires is to:
1. Kill the Skull Lord
2. Block LOS/LOE
3. move the bodies out of range (though Candelos doesn't know what the range is...)
4. Destroy one of the Skull Lords heads that uses the Command power. Candelos knows that each head has a specific power Command, Fear, Fire. Destroying a head prevents the Skull Lord from using the associated power.
The Skull Lord can revive an undead minion even if totally destroyed (dust).
Standard: use Valiant Strike
VS 21+1 vs Ac miss
Sonya's turn...
bradly wrote:Dwarmaj wrote:Standard: cast Magic Missile at the Skull Lord (note: you can't target specific parts of a creature)...
Normally, no. But Candelos' religion check back on post #338 said... (& #4 looked significant)Dwarmaj wrote:Mick wrote:minor: religion check on how to stop the vamps from being revivied.
standard: attack with Valiant strike.
if I hit and it falls
move: shift NW into the vamps space.
Candelos' turn:
Minor: make a Religion check 16+11=27
Candelos has heard of Skull Lords and believes the only way to prevent the Skull Lord from reviving the vampires is to:
1. Kill the Skull Lord
2. Block LOS/LOE
3. move the bodies out of range (though Candelos doesn't know what the range is...)
4. Destroy one of the Skull Lords heads that uses the Command power. Candelos knows that each head has a specific power Command, Fear, Fire. Destroying a head prevents the Skull Lord from using the associated power.
The Skull Lord can revive an undead minion even if totally destroyed (dust).
Standard: use Valiant Strike
VS 21+1 vs Ac miss
Sonya's turn...
Dwarmaj wrote:
Thia brought the Skull Lord down to zero hitpoints earlier in the battle.
When that happened, one of it's heads was destroyed and it lost the ability to use the Flame power. (if it were up to me that would be the last head he lost...)
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