This post has potentially manipulated dice roll results.
Tauzan moves to attack the air elemental in the room he is in with Calner. He leads with an unarmed strike, followed by swinging his khopesh (Attack). He follows up with a quick kick (Bonus Attack): (Unarmed Attack: 21 Damage: 9) (Khopesh Attack: 24 Damage: 10) (Unarmed Attack: 29 Damage: 11)
Agile Parry: +2 to AC until start of next turn (AC 22)
Unless this incapacitates the air elemental, he will stay put. (Or if he must move to avoid the spreading fire.) If the elemental is incapacitated, he will run up the door leading to the other room.
@Wile_E_Coyote, none of the air elementals will get hit by wave. I couldn't edit the map since the time expired and created new one with grid:
The purple area marks the effect of wave, it starts from the top of the map and loses height gradually while moving towards the bottom.
So, the wave is only striking the west wall of the keep and the outer wall, then. And it spills in through the arches, but stops before the steps. This replaces the previous flood effect and the water recedes, making the strip of land inside the castle wall muddy, rhe steps wet, but no longer submerged. This also means the east wi dow is consistently 20ft or so above the water of the lake.
Water Elemental 1 would still be about where he is then, but where would you like Elemental 2 to end up? He can be pushed against the outside of the castle wall or swept through the arch to the interior of the castle, whichever you would prefer.
Tauzen hits the air Elemental with a kopesh and a fist. The powerful strikes injure the ephemeral creature, but he plainly has plenty of fight left in him.
<okay guys, gotta keep it moving. Walks can still act for the current round, well just fit it in somewhere. Hopefully not too serious a retcon required)
Tabaqui who is aiming out the window sees several armed and armored humans running toward the keep from the towers on the lakeshore, their legs obscured by the short guard walls (3ft).
Angus might notice the inbound troops, but he's likely distracted by the swirling mass of flames and armor attenpt9ng to shove him to the ground. (Fire damage received 4) shove (down) 10, shove (down) 20, shove (down) 8. If any of the shoves succeed, the next is replaced by a grapple. The flaming Elemental is trying to pin the paladin to the carpet, which will catch fire 🔥.
This post has potentially manipulated dice roll results.
Angus (who technically acts before the air elemental) will once again slash at the flaming elemental with his longsword. This time, he will use a 1st level spell slot to make any of his strikes that connect a divine smite.
When you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target
First longsword Attack: 22 Damage: 9magical slashing + 12radiantif hits.
Second longsword Attack: 23 Damage: 8magical slashing + 11radiantif hits.
He will contest the elemental's shove attacks with three Athletics checks: 13, 19, 24
The other air Elemental continues to bash Calner 11 for 10, lightning strike: on a hit, take an extra 22 lightning damage and DC13 Con save or stunned until end of elemental's next turn.
Players are up
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(Did Angus' second attack miss? Also, the air elemental started his turn being on fire, and needed to roll a DC 15 CON save)
Angus CON save 20
Second missed. C
on save 5
(@Marlyth, is this guy getting hit by a wave right now? Still not clear where the water is)
Ignoring Angus' demand, Tabaqui nocks an arrow into his longbow and fires at the elemental.
Attack: 12 Damage: 7 magical piercing + 19 sneak attack
The arrow sails through the open window, past the elemental and into the lake.
<Walks, Tauzen and Calner are up>
(The air Elemental was set alight. I assume he still is, unless that wave is washing over him.)
Tauzan moves to attack the air elemental in the room he is in with Calner. He leads with an unarmed strike, followed by swinging his khopesh (Attack). He follows up with a quick kick (Bonus Attack):
(Unarmed Attack: 21 Damage: 9)
(Khopesh Attack: 24 Damage: 10)
(Unarmed Attack: 29 Damage: 11)
Agile Parry: +2 to AC until start of next turn (AC 22)
Unless this incapacitates the air elemental, he will stay put. (Or if he must move to avoid the spreading fire.) If the elemental is incapacitated, he will run up the door leading to the other room.
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Liivi Orav, Barbarian || Vanizi, Warlock || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard
Iromae Quinaea, Cleric || Roxana Raincrest, Rogue || Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
@Wile_E_Coyote, none of the air elementals will get hit by wave. I couldn't edit the map since the time expired and created new one with grid:
The purple area marks the effect of wave, it starts from the top of the map and loses height gradually while moving towards the bottom.
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
(So every turn he starts on fire, including the last one, the air elemental should take 1d6 fire damage)
I think you roll the 1d6, but i can roll it if you want.
6
Also he's floating a few feet above a lake, I'm pretty sure he's going to be not on fire at the start of his next turn, unless he wants to be.... 😈
So, the wave is only striking the west wall of the keep and the outer wall, then. And it spills in through the arches, but stops before the steps. This replaces the previous flood effect and the water recedes, making the strip of land inside the castle wall muddy, rhe steps wet, but no longer submerged. This also means the east wi dow is consistently 20ft or so above the water of the lake.
Water Elemental 1 would still be about where he is then, but where would you like Elemental 2 to end up? He can be pushed against the outside of the castle wall or swept through the arch to the interior of the castle, whichever you would prefer.
(Swept through the arch to the interior of the castle? Can players take this route too?)
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
Tauzen hits the air Elemental with a kopesh and a fist. The powerful strikes injure the ephemeral creature, but he plainly has plenty of fight left in him.
Calner's summoned hand grabs hold of the armor the creature bears, pulsing necrotic energy into it.
Walks is still up
True, although if he moves away to douse himself he'd be subject to an AoO.
Waiting on Walks. Last seen hiding on the bottom of the lake.
<okay guys, gotta keep it moving. Walks can still act for the current round, well just fit it in somewhere. Hopefully not too serious a retcon required)
Tabaqui who is aiming out the window sees several armed and armored humans running toward the keep from the towers on the lakeshore, their legs obscured by the short guard walls (3ft).
Angus might notice the inbound troops, but he's likely distracted by the swirling mass of flames and armor attenpt9ng to shove him to the ground. (Fire damage received 4) shove (down) 10, shove (down) 20, shove (down) 8. If any of the shoves succeed, the next is replaced by a grapple. The flaming Elemental is trying to pin the paladin to the carpet, which will catch fire 🔥.
(More elemental actions...)
Angus (who technically acts before the air elemental) will once again slash at the flaming elemental with his longsword. This time, he will use a 1st level spell slot to make any of his strikes that connect a divine smite.
When you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target
First longsword Attack: 22 Damage: 9 magical slashing + 12 radiant if hits.
Second longsword Attack: 23 Damage: 8 magical slashing + 11 radiant if hits.
He will contest the elemental's shove attacks with three Athletics checks: 13, 19, 24
Hamish and the earth Elemental continue to battle outside the castle wall.
Elemental maul 24 for 14, 18 for 14
Hamish will disengage and begin to ford the water's of the lake to reach his allies at the keep.
The other air Elemental continues to bash Calner 11 for 10, lightning strike: on a hit, take an extra 22 lightning damage and DC13 Con save or stunned until end of elemental's next turn.
Players are up