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Family time... Angelus & Ember

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26 Re: Family time... Angelus & Ember on Fri Mar 18, 2011 7:03 am

bradly wrote:
Ken built the token a little different but the same:

(1d6+6) +6 int +2 enhance +4 misc.


Yes, I had to build the tokens differently.

Ember's elemental damage is conditional based on the energy type of the power. So I couldn't add the bonus damage to the implement or any other static bonus. I had to add it directly to the damage dealt, 1d6+6, in this case.

All of Ember's powers are done that way. They should still total up to the same damage displayed in the Character Builder.

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27 Re: Family time... Angelus & Ember on Fri Mar 18, 2011 7:07 am

bradly wrote:move action: shuts the front door


Angelus' turn:
Minor: use Fallen Needle movement and shift 1S

Standard: use Fallen Needle attack to break through the door. Damage should be 1d10+10+5FF+8FoB

Move: (Depends on whether I break through and what I see)...

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28 Re: Family time... Angelus & Ember on Fri Mar 18, 2011 8:53 am

Dwarmaj wrote:
bradly wrote:move action: shuts the front door


Angelus' turn:
Minor: use Fallen Needle movement and shift 1S

Standard: use Fallen Needle attack to break through the door. Damage should be 1d10+10+5FF+8FoB

Move: (Depends on whether I break through and what I see)...

Did they do away with toughness/hitpoints for items? I found DCs (16 for wooden door, 20 for locked door), but not damage necessary.

Anyway, Angelus strikes with Fallen Needle and 9+12=21 success for 17 hits. I'm going to assume that's enough.

He hasn't had a chance to move yet, nor do you see anyone else yet...

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29 Re: Family time... Angelus & Ember on Fri Mar 18, 2011 8:59 am

DMG page 65 describes breaking objects.
A wooden door is AC/Ref 5 with 20hp

My 1d10+10+5+8 should cover that...

Move: none (since he as reach he can attack me without moving anyways).

Since I shifted Angelus gains +1 to Ac/Ref until the end of my next turn.

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30 Re: Family time... Angelus & Ember on Fri Mar 18, 2011 9:38 am

Dwarmaj wrote:DMG page 65 describes breaking objects.
A wooden door is AC/Ref 5 with 20hp

My 1d10+10+5+8 should cover that...

Move: none (since he as reach he can attack me without moving anyways).

Since I shifted Angelus gains +1 to Ac/Ref until the end of my next turn.

Wierd. That seems to contradict PHB 262 a little bit. Yeah, the 17 didn't include the +5FF or +8 flurry.

Ember's turn...

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31 Re: Family time... Angelus & Ember on Fri Mar 18, 2011 10:02 am

move: move in behind Angelus
I assume I don't see anybody to blast from there.
minor: cast light inside passed the door to the opposite side of the door hinges.
If I do see the cop, I would blast him with SB.

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32 Re: Family time... Angelus & Ember on Fri Mar 18, 2011 10:21 am

Mick wrote:move: move in behind Angelus
I assume I don't see anybody to blast from there.
minor: cast light inside passed the door to the opposite side of the door hinges.
If I do see the cop, I would blast him with SB.

The cop didn't get a chance to move and I believe he's south of Angelus (which means he can hit either one of us since he has a reach weapon...)

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33 Re: Family time... Angelus & Ember on Fri Mar 18, 2011 10:29 am

Oh, I assumed he moved away after closing the door.
I'll revise my action.
move: move in 2 N of Angelus
minor: cast light inside passed the door to the opposite side of the door hinges.
standard: Bigby's Icy Grasp S of the cop.
and have it attack the cop.

Effect: You conjure a 5-foot-tall hand of ice in an unoccupied
square within range, and the hand attacks. As a move action,
you can move the hand up to 6 squares.
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier (+6) cold damage, and the
hand grabs the target. If the target attempts to escape, the
hand uses your Fortitude or Reflex defense.

Mindwarp staff of Ruin +2: +11 attack, 2d8+18 damage

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34 Re: Family time... Angelus & Ember on Fri Mar 18, 2011 11:00 am

Mick wrote:Oh, I assumed he moved away after closing the door.
I'll revise my action.
move: move in 2 N of Angelus
minor: cast light inside passed the door to the opposite side of the door hinges.
standard: Bigby's Icy Grasp S of the cop.
and have it attack the cop.

Yeah, cop used his move action to close the now broken door...

Ember move 2 SW and casts BIG and 5+11=16 v ref, missed by a little bit. (Wow, would have done 30 hits!)

Policeman:

free action: (seemingly to himself, too quiet for anyone but you 3 to hear) "Master, they're still coming, looks like only 2 of them but with powerful magic."

AP: powerful strike recharged, but 3+10=miss.

standard: reg halberd strike 20+10 crit! (why couldn't that be the other way?) for 13 hits on Angelus.

move: shift SE

Angelus then Ember... (you are starting to hear commotion inside the cabin, but don't see anything yet... almost as if they were sleeping during the day.)

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35 Re: Family time... Angelus & Ember on Fri Mar 18, 2011 11:13 am

Angelus' turn:

Minor: use Oath on the cop (since we really need to take him out before his friends get up)

Move: shift 1S next to the cop

Standard: use Fallen Needle attack (getting two rolls)

Action Point:
Use Fallen Needle attack (getting two rolls)

Each attack is 1d10+10+5FF+8FoB


Note: +1 AC/Ref since I shifted

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36 Re: Family time... Angelus & Ember on Fri Mar 18, 2011 11:21 am

Oh, If the cop is bloodied I deal 2 extra damage per hit.

If I hit the cop he'll be -2 to hit me because of Fallen Needle


Fallen Needle [Attack Technique]
Monk Attack 1

A single, sharp blow readies you to step away at a moment’s notice.

At-Will Full Discipline, Implement, Psionic
Standard Action Melee touch

Target: One creature

Attack: Dexterity vs. Reflex

Hit: 1d10 + Dexterity modifier damage, and the target takes a -2 penalty to attack rolls against you until the end of your next turn.


Fallen Needle [Movement Technique]
A single, sharp blow readies you to step away at a moment’s notice.

At-Will Full Discipline, Psionic
Minor Action Personal

Effect: You shift 1 square or move 3 squares.

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37 Re: Family time... Angelus & Ember on Fri Mar 18, 2011 2:11 pm

Dwarmaj wrote:Angelus' turn:

Minor: use Oath on the cop (since we really need to take him out before his friends get up)

Move: shift 1S next to the cop

Standard: use Fallen Needle attack (getting two rolls)

Action Point:
Use Fallen Needle attack (getting two rolls)

Each attack is 1d10+10+5FF+8FoB


Note: +1 AC/Ref since I shifted

You have Oath of Emnity too? Wow... 4 attacks, good thing I already used my AP.

First volley of Fallen Needles, 4+12=16 v ref, miss, 8+12=20, hit against ref. damage is 19+5FF +8 Flurry=32 hits. That bloodied him.

Second Volley: 5+12=17 miss, 20+12=crit 20 damage +5FF +8 flurry =33 hits +2 bloodied +2d6=7 extra crit damage?

If I did everything right, the thrall is just barely still up. Ember's turn...

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38 Re: Family time... Angelus & Ember on Fri Mar 18, 2011 2:53 pm

The token should figure out my critical damage, it should be 2d8 on a critical.

Yes, Angelus took the feat Disciple of Divine Wrath which gives him Oath of Emnity (but I only get to use it once per encounter and it lasts until the end of his next turn). It's really good if you want to take something down quickly. Smile

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39 Re: Family time... Angelus & Ember on Fri Mar 18, 2011 3:00 pm

minor: sustain BIG
move: move in 1 S
If the cop shifted SE the BIG should be stall adjacent to him.
standard: attack him with BIG.

Hit: 2d8 + Intelligence modifier (+6) cold damage, and the
hand grabs the target. If the target attempts to escape, the
hand uses your Fortitude or Reflex defense.

Mindwarp staff of Ruin +2: +11 attack, 2d8+18 damage

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40 Re: Family time... Angelus & Ember on Fri Mar 18, 2011 5:53 pm

Also +2 damage since he is blooded.

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41 Re: Family time... Angelus & Ember on Mon Mar 21, 2011 10:44 am

Mick wrote:minor: sustain BIG
move: move in 1 S
If the cop shifted SE the BIG should be stall adjacent to him.
standard: attack him with BIG.

Hit: 2d8 + Intelligence modifier (+6) cold damage, and the
hand grabs the target. If the target attempts to escape, the
hand uses your Fortitude or Reflex defense.

Mindwarp staff of Ruin +2: +11 attack, 2d8+18 damage

Ember shifts S1 and has the hand attack the officer and 29vref and 28 hits, the cop falls hard.

From the SE, down the hall, as soon as he falls you hear, "The cop just fell. Everybody gather here. You two, check it out." He doesn't seem to be yelling this, talking in a normal voice, but for some reason you think everyone in the cabin heard him somehow...

Angelus' turn...

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42 Re: Family time... Angelus & Ember on Mon Mar 21, 2011 10:54 am

Ember thinks to herself "man we need to invest in some radio frequency jamming equipment."

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43 Re: Family time... Angelus & Ember on Mon Mar 21, 2011 11:12 am

bradly wrote:... You two, check it out."

Does Angelus hear any footsteps approaching?

If so, what direction are they coming from?

Angelus will delay.

Free action:
Ember, see if you can block off the hall to the southeast with your hand.

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44 Re: Family time... Angelus & Ember on Mon Mar 21, 2011 11:18 am

minor: sustain BIG
move: move BIG 4 space to the corner where the hallway turns east. Not in the intersection
standard: ready action: attack with BIG if something come to the hallway intersection.

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45 Re: Family time... Angelus & Ember on Mon Mar 21, 2011 11:26 am

Angelus will go

Move: move NW of the "hand"
Stanard: ready MBA against a target (non-"dead" vampire) in melee range.

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46 Re: Family time... Angelus & Ember on Mon Mar 21, 2011 11:31 am

Dwarmaj wrote:
Does Angelus hear any footsteps approaching?

If so, what direction are they coming from?

You did, approaching from the SE hallway (first L going in from PC's pov), but then they stop short of the corner and you hear, "Holy crap! Master, it's some huge ice giant!" You then see two halberds stab at the hand from around the corner (reach again).

Can BIG be (successfully) attacked? If not, 2 unsuccessful stabs... whoever was coming did not turn the corner.

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47 Re: Family time... Angelus & Ember on Mon Mar 21, 2011 11:36 am

No, Bigby's hands can't be attacked.

Conjurations
Powers that have the conjuration keyword create objects or creatures of magical energy.
Unless a power description says otherwise, a conjuration can’t be attacked or physically affected, and allies of the conjuration’s creator can move through the space a conjuration occupies, but enemies can’t.

A conjuration uses your ability scores and defenses to determine the outcome of attacks it makes and attacks against it (if such attacks are possible).

Environmental phenomena and other forces have no effect on a conjuration unless a power description says otherwise. For example, a conjuration that produces an icy hand functions in a fiery, volcanic cavern without penalty.

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48 Re: Family time... Angelus & Ember on Mon Mar 21, 2011 11:37 am

I don't think the BIG can be attacked.
It's not a huge ice giant, just the hand of one. Twisted Evil

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49 Re: Family time... Angelus & Ember on Mon Mar 21, 2011 11:42 am

bradly wrote:Can BIG be (successfully) attacked? If not, 2 unsuccessful stabs... whoever was coming did not turn the corner.

Any more enemies or back to Ember's turn?

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50 Re: Family time... Angelus & Ember on Mon Mar 21, 2011 12:19 pm

Mick wrote:I don't think the BIG can be attacked.
It's not a huge ice giant, just the hand of one. Twisted Evil

I didn't think it could be attacked but wasn't sure. I did know it wasn't really an ice Giant, but remember most in the Buffyverse are not that familiar with magic, and coming to the corner of the hall, they don't know there's not an arm and body attached to the hand reaching after them.

Yes, back to Ember's turn...

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