Preparing to fight the death slaad on the other side of the portal to Limbo, Atherna, with the three stones orbiting her head making her look like a solar system, drinks a potion of heroism, reads a scroll of longstrider, and casts cat's grace. She then stealthily walks through, with an initiative of 21 (14,17 + 4) and a Stealth of 28 (16,20 + 8). Her owl follows, with an initiative of 11 (10 + 1).
Rollback Post to RevisionRollBack
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Eladan returns to the wardens and agrees to continue on exloring where these portals lead to. He uses his extra gold to upgrade to a +2 shield and a +2 club. He also purchases two herosim potions, two speed potions, five scrolls of stoneskin and some diamond dust. He then returns to the portal, casts stoneskin on himself and steps through. (Cloud Giant)
Rime keeps her [Tooltip Not Found] (2000) but improves her Rapier to a better one (+3, 16000). She takes again 2 of a potion of Speed, two of a potion of Invulnerability, one potion of Heroism (8660) and keeps her Ioun Stone of Agility, her Boots of Speed and the [Tooltip Not Found] (11200) and two potions, one of supreme and one of superior healing (1800) for a total of 39660 gp. The wardens had advised her that she would travel into the Limbo and that she would need to fight a Hydra which guards the portal on the other side. They provided her with a book about the outer plane which she studied carefully during her rest back at the headquarters. Apparently, hydra are able to regenerate quickly unless damaged with fire, of which she makes a mental note. Other than that hydras are just a large beasts with way too many heads for keeping a straight thought.
Once arriving at the portal, Rime chugs the Potion of Heroism, [Tooltip Not Found] with a level three slot, and pass without trace. Her expended third level spell slot, she refills with sorcery points from a first and second level slot. Then, compensating her armor with balancing clockwork magic, she sneaks through to portal trying to surprise the hydra (stealth: 26, initiative: 23).
Hydra Perception: 17 Hydra Init: 12
After spotting the hydra, Rime approaches slowly and carefully taking advantage of shadows and natural terrain features, at first sight she drinks a potion of speed and invulnerability (haste action) and clicks her boots together (bonus action). Then, she surprises the hydra with an all out assault, casting Booming Blade but with fire magic (transmutation meta magic, 1 sorcery point to change thunder to fire damage), and attacks an additional time with her Rapier. She notes that her potions will last some 50 seconds longer.
3 plus Attack: 24 Damage: 10 2 plus Attack: 27 Damage: 15 >> ;) exactly 25 damage!
I totally didn’t remember that this was the surprise round. Rime repeats her tactics. 2/5 Sorcery points used, potions remain active for 48 seconds.
1 plus Attack: 16 Damage: 17 1 plus Attack: 22 Damage: 13
After taking 25 damage and then 30 damage, the Hydra (117/172) uses Multiattack, Hydra Head 1 dies Hydra Head 2 dies
Hydra Head 3 Bite, Attack: 13 Damage: 14 Hydra Head 4 Bite, Attack: 25 Damage: 9 Hydra Head 5 Bite, Attack: 20 Damage: 7
At the end of the Hydra's turn it can't regrow heads because it took fire damage this round.
The new rule makes sense. Might have some questions in-combat, but it's reasonable.
From T5->T6, 21,500 gold additional.
Upgrade +1 shield to +2 shield: 6,000 - 1,500 = 4,500 difference to spend Potion of Supreme Healing: 1350 Potion of Speed: 400 Pearl of Power: 6,000 Total: 12,250
Add 21,500 - 12,250 = 9,250 gold to Roger's inventory
Upon seeing the Gray Slaad, Roger narrows his eyes. "Foul fiend." he mutters as he drinks a potion of heroism and assume the starry archer, letting forth a burst of radiant energy.
Starry Archer To-Hit: nat 1 //I've got a good feeling about this ;p
(What's the starting distance? I know there's the requirement to engage, but still helps me just to get an idea of where he should be moving.)
We usually give a starting distance of 60 feet
Seeing you at range, the Slaad casts [spell]fireball[/fireball], Dexterity Save DC 14 to take half of 32
Preparing to fight the death slaad on the other side of the portal to Limbo, Atherna, with the three stones orbiting her head making her look like a solar system, drinks a potion of heroism, reads a scroll of longstrider, and casts cat's grace. She then stealthily walks through, with an initiative of 21 (14,17 + 4) and a Stealth of 28 (16,20 + 8). Her owl follows, with an initiative of 11 (10 + 1).
Death Slaad Perception Check: 18 Death Slaad Initiative Roll: 9
Preparing to fight the death slaad on the other side of the portal to Limbo, Atherna, with the three stones orbiting her head making her look like a solar system, drinks a potion of heroism, reads a scroll of longstrider, and casts cat's grace. She then stealthily walks through, with an initiative of 21 (14,17 + 4) and a Stealth of 28 (16,20 + 8). Her owl follows, with an initiative of 11 (10 + 1).
Death Slaad Perception Check: 18 Death Slaad Initiative Roll: 19
You go first with 21 init, plus a surprise round since I failed my perception check.
Eladan returns to the wardens and agrees to continue on exloring where these portals lead to. He uses his extra gold to upgrade to a +2 shield and a +2 club. He also purchases two herosim potions, two speed potions, five scrolls of stoneskin and some diamond dust. He then returns to the portal, casts stoneskin on himself and steps through. (Cloud Giant)
The new rule makes sense. Might have some questions in-combat, but it's reasonable.
From T5->T6, 21,500 gold additional.
Upgrade +1 shield to +2 shield: 6,000 - 1,500 = 4,500 difference to spend Potion of Supreme Healing: 1350 Potion of Speed: 400 Pearl of Power: 6,000 Total: 12,250
Add 21,500 - 12,250 = 9,250 gold to Roger's inventory
Upon seeing the Gray Slaad, Roger narrows his eyes. "Foul fiend." he mutters as he drinks a potion of heroism and assume the starry archer, letting forth a burst of radiant energy.
Starry Archer To-Hit: nat 1 //I've got a good feeling about this ;p
(What's the starting distance? I know there's the requirement to engage, but still helps me just to get an idea of where he should be moving.)
We usually give a starting distance of 60 feet
Seeing you at range, the Slaad casts [spell]fireball[/fireball], Dexterity Save DC 14 to take half of 37
Thanks.
Dex Save: 8+4 = 12 Reaction: 1st lv Absorb Elements //this was a tough one, a successful lucky footwork would've gotten the same result of half-damage, but not guaranteed Lucky Footwork Curiosity: 2
37/ 2 = 18.5 rounded down to 18 fire damage
Roger grunts as the flames going around him. With vengeance in his eyes he lets out a Starry bolt followed by a Guiding bolt as he takes some steps back.
Movement: 30ft so 90ft between
Starr Archer To-Hit: 5+7 = 12
Guiding Bolt: To-Hit: 5+7 = 12
//not point rolling the bless dies on either of those
Eladan returns to the wardens and agrees to continue on exloring where these portals lead to. He uses his extra gold to upgrade to a +2 shield and a +2 club. He also purchases two herosim potions, two speed potions, five scrolls of stoneskin and some diamond dust. He then returns to the portal, casts stoneskin on himself and steps through. (Cloud Giant)
The first wolf is killed outright with those massive blows. Eladan moves up attacking with thorn whip and BA shifts into a cave bear. The remaining wold attacks again.
Eladan returns to the wardens and agrees to continue on exloring where these portals lead to. He uses his extra gold to upgrade to a +2 shield and a +2 club. He also purchases two herosim potions, two speed potions, five scrolls of stoneskin and some diamond dust. He then returns to the portal, casts stoneskin on himself and steps through. (Cloud Giant)
The first wolf is killed outright with those massive blows. Eladan moves up attacking with thorn whip and BA shifts into a cave bear. The remaining wold attacks again.
Eladan Thorn whip hit: 18 damage: 7
Wolf hit: 22 damage: 11
Kindly put 16 damage on Wolf 2
After taking 7 damage from Thorn whip and 11 damage from Wolf 2, the Cloud Giant (163/200) uses multiattack on the Wolves,
The new rule makes sense. Might have some questions in-combat, but it's reasonable.
From T5->T6, 21,500 gold additional.
Upgrade +1 shield to +2 shield: 6,000 - 1,500 = 4,500 difference to spend Potion of Supreme Healing: 1350 Potion of Speed: 400 Pearl of Power: 6,000 Total: 12,250
Add 21,500 - 12,250 = 9,250 gold to Roger's inventory
Upon seeing the Gray Slaad, Roger narrows his eyes. "Foul fiend." he mutters as he drinks a potion of heroism and assume the starry archer, letting forth a burst of radiant energy.
Starry Archer To-Hit: nat 1 //I've got a good feeling about this ;p
(What's the starting distance? I know there's the requirement to engage, but still helps me just to get an idea of where he should be moving.)
We usually give a starting distance of 60 feet
Seeing you at range, the Slaad casts [spell]fireball[/fireball], Dexterity Save DC 14 to take half of 37
Thanks.
Dex Save: 8+4 = 12 Reaction: 1st lv Absorb Elements //this was a tough one, a successful lucky footwork would've gotten the same result of half-damage, but not guaranteed Lucky Footwork Curiosity: 2
37/ 2 = 18.5 rounded down to 18 fire damage
Roger grunts as the flames going around him. With vengeance in his eyes he lets out a Starry bolt followed by a Guiding bolt as he takes some steps back.
The new rule makes sense. Might have some questions in-combat, but it's reasonable.
From T5->T6, 21,500 gold additional.
Upgrade +1 shield to +2 shield: 6,000 - 1,500 = 4,500 difference to spend Potion of Supreme Healing: 1350 Potion of Speed: 400 Pearl of Power: 6,000 Total: 12,250
Add 21,500 - 12,250 = 9,250 gold to Roger's inventory
Upon seeing the Gray Slaad, Roger narrows his eyes. "Foul fiend." he mutters as he drinks a potion of heroism and assume the starry archer, letting forth a burst of radiant energy.
Starry Archer To-Hit: nat 1 //I've got a good feeling about this ;p
(What's the starting distance? I know there's the requirement to engage, but still helps me just to get an idea of where he should be moving.)
We usually give a starting distance of 60 feet
Seeing you at range, the Slaad casts [spell]fireball[/fireball], Dexterity Save DC 14 to take half of 37
Thanks.
Dex Save: 8+4 = 12 Reaction: 1st lv Absorb Elements //this was a tough one, a successful lucky footwork would've gotten the same result of half-damage, but not guaranteed Lucky Footwork Curiosity: 2
37/ 2 = 18.5 rounded down to 18 fire damage
Roger grunts as the flames going around him. With vengeance in his eyes he lets out a Starry bolt followed by a Guiding bolt as he takes some steps back.
The Gray Slaad will cast Fly and then move 60 feet (10 minutes)
Interesting idea with the polymorph. I don't *think* it works RAW because it does mention that the slaad's statistics, beyond size, remain the same. But it's an interesting idea.
How high up is the slaad as it flies? (Gonna try breaking its concentration.)
Roger, seeing the slaad take flight, narrows his eyes. "That is one ugly bat. " he mutters. "Let's see if we can shoot it down."
Starry Acher To-Hit: 15+7 = 22 Damage: 6+4 = 10 //the guiding bolt missed though so it'll heal those HP back
Guiding Bolt To-Hit: 3+7 = 10 //side question: In general I tend to avoid levelled spells with a to-hit. In Roger's case he gets prof_bonus guiding bolts for free per long rest, but generally I dislike the potential waste a spell slot, preferring damage spells that still do half damage on a save. Just wondering if that's the general feeling overall or if there's counterpoints to that mentality. For me there are some exceptions like scorching ray where you get multiple to-hit rolls so I feel like the odds of at least one hitting are decent, but it's just my overall thoughts.
He steps 5ft back. (So distance 35ft, with it being able to fly to him in normal movement if it makes its concentration saving throw.)
Oh, I totally forgot about Roger's new Star Druid feature
Cosmic Omen: 8 Even so I can use a reaction to add a d6 to the total of an attack roll, saving throw, or ability check. From the wording it has to be before rolling the attack though it seems. (Not 100% sure on that.)
The new rule makes sense. Might have some questions in-combat, but it's reasonable.
From T5->T6, 21,500 gold additional.
Upgrade +1 shield to +2 shield: 6,000 - 1,500 = 4,500 difference to spend Potion of Supreme Healing: 1350 Potion of Speed: 400 Pearl of Power: 6,000 Total: 12,250
Add 21,500 - 12,250 = 9,250 gold to Roger's inventory
Upon seeing the Gray Slaad, Roger narrows his eyes. "Foul fiend." he mutters as he drinks a potion of heroism and assume the starry archer, letting forth a burst of radiant energy.
Starry Archer To-Hit: nat 1 //I've got a good feeling about this ;p
(What's the starting distance? I know there's the requirement to engage, but still helps me just to get an idea of where he should be moving.)
We usually give a starting distance of 60 feet
Seeing you at range, the Slaad casts [spell]fireball[/fireball], Dexterity Save DC 14 to take half of 37
Thanks.
Dex Save: 8+4 = 12 Reaction: 1st lv Absorb Elements //this was a tough one, a successful lucky footwork would've gotten the same result of half-damage, but not guaranteed Lucky Footwork Curiosity: 2
37/ 2 = 18.5 rounded down to 18 fire damage
Roger grunts as the flames going around him. With vengeance in his eyes he lets out a Starry bolt followed by a Guiding bolt as he takes some steps back.
Movement: 30ft so 90ft between
Starr Archer To-Hit: 5+7 = 12
Guiding Bolt: To-Hit: 5+7 = 12
Wonder if the polymorph (humanoids) would work for changing a gray slaad into an Evoker Wizard
The Gray Slaad will cast Fly and then move 60 feet (10 minutes)
Interesting idea with the polymorph. I don't *think* it works RAW because it does mention that the slaad's statistics, beyond size, remain the same. But it's an interesting idea.
How high up is the slaad as it flies? (Gonna try breaking its concentration.)
Roger, seeing the slaad take flight, narrows his eyes. "That is one ugly bat. " he mutters. "Let's see if we can shoot it down."
//side question: In general I tend to avoid levelled spells with a to-hit. In Roger's case he gets prof_bonus guiding bolts for free per long rest, but generally I dislike the potential waste a spell slot, preferring damage spells that still do half damage on a save. Just wondering if that's the general feeling overall or if there's counterpoints to that mentality. For me there are some exceptions like scorching ray where you get multiple to-hit rolls so I feel like the odds of at least one hitting are decent, but it's just my overall thoughts.
Starry Acher To-Hit: 15+7 = 22 Damage: 6+4 = 10
//the guiding bolt missed though so it'll heal those HP back
Guiding Bolt To-Hit: 3+7 = 10 He steps 5ft back. (So distance 35ft, with it being able to fly to him in normal movement if it makes its concentration saving throw.)
Concentration Check, Constitution Save DC 10 vs 18
Preparing to fight the death slaad on the other side of the portal to Limbo, Atherna, with the three stones orbiting her head making her look like a solar system, drinks a potion of heroism, reads a scroll of longstrider, and casts cat's grace. She then stealthily walks through, with an initiative of 21 (14,17 + 4) and a Stealth of 28 (16,20 + 8). Her owl follows, with an initiative of 11 (10 + 1).
Death Slaad Perception Check: 18 Death Slaad Initiative Roll: 19
You go first with 21 init, plus a surprise round since I failed my perception check.
In an instant, Atherna is upon the aberration, throwing 6 coins up in the air which shatter and turn into a total of 10 gluten-free darts that rocket towards the slaad just as quickly as the bugbear that made them. They form a sort of tornado around their target, one by one driving themselves into its back with near-peerless accuracy.
Missile 1: 30 (13,17 + 9 + 4) to hit, 9 (4 + 5) force damage
Missile 2: 28 (18 + 9 + 1) to hit, 8 (4 + 4) force damage
Missile 3: 16 (5 + 9 + 2) to hit, 14 (3 + 11) force damage
Missile 4: 22 (12 + 9 + 1) to hit, 16 (6 + 10) force damage
Missile 5: 26 (16 + 9 + 1) to hit, 16 (7 + 9) force damage
Rollback Post to RevisionRollBack
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
The new rule makes sense. Might have some questions in-combat, but it's reasonable.
From T5->T6, 21,500 gold additional.
Upgrade +1 shield to +2 shield: 6,000 - 1,500 = 4,500 difference to spend Potion of Supreme Healing: 1350 Potion of Speed: 400 Pearl of Power: 6,000 Total: 12,250
Add 21,500 - 12,250 = 9,250 gold to Roger's inventory
Upon seeing the Gray Slaad, Roger narrows his eyes. "Foul fiend." he mutters as he drinks a potion of heroism and assume the starry archer, letting forth a burst of radiant energy.
Starry Archer To-Hit: nat 1 //I've got a good feeling about this ;p
(What's the starting distance? I know there's the requirement to engage, but still helps me just to get an idea of where he should be moving.)
We usually give a starting distance of 60 feet
Seeing you at range, the Slaad casts [spell]fireball[/fireball], Dexterity Save DC 14 to take half of 37
Thanks.
Dex Save: 8+4 = 12 Reaction: 1st lv Absorb Elements //this was a tough one, a successful lucky footwork would've gotten the same result of half-damage, but not guaranteed Lucky Footwork Curiosity: 2
37/ 2 = 18.5 rounded down to 18 fire damage
Roger grunts as the flames going around him. With vengeance in his eyes he lets out a Starry bolt followed by a Guiding bolt as he takes some steps back.
Movement: 30ft so 90ft between
Starr Archer To-Hit: 5+7 = 12
Guiding Bolt: To-Hit: 5+7 = 12
Wonder if the polymorph (humanoids) would work for changing a gray slaad into an Evoker Wizard
The Gray Slaad will cast Fly and then move 60 feet (10 minutes)
Interesting idea with the polymorph. I don't *think* it works RAW because it does mention that the slaad's statistics, beyond size, remain the same. But it's an interesting idea.
How high up is the slaad as it flies? (Gonna try breaking its concentration.)
Roger, seeing the slaad take flight, narrows his eyes. "That is one ugly bat. " he mutters. "Let's see if we can shoot it down."
//side question: In general I tend to avoid levelled spells with a to-hit. In Roger's case he gets prof_bonus guiding bolts for free per long rest, but generally I dislike the potential waste a spell slot, preferring damage spells that still do half damage on a save. Just wondering if that's the general feeling overall or if there's counterpoints to that mentality. For me there are some exceptions like scorching ray where you get multiple to-hit rolls so I feel like the odds of at least one hitting are decent, but it's just my overall thoughts.
Starry Acher To-Hit: 15+7 = 22 Damage: 6+4 = 10
//the guiding bolt missed though so it'll heal those HP back
Guiding Bolt To-Hit: 3+7 = 10 He steps 5ft back. (So distance 35ft, with it being able to fly to him in normal movement if it makes its concentration saving throw.)
Concentration Check, Constitution Save DC 10 vs 20
After taking 10 damage, the [monster]Gray Slaad[/mostner] regenerates and heals 10 hp (127/127), then moves 60 feet, while flying 1 inch off the ground, and uses multiattack,
Preparing to fight the death slaad on the other side of the portal to Limbo, Atherna, with the three stones orbiting her head making her look like a solar system, drinks a potion of heroism, reads a scroll of longstrider, and casts cat's grace. She then stealthily walks through, with an initiative of 21 (14,17 + 4) and a Stealth of 28 (16,20 + 8). Her owl follows, with an initiative of 11 (10 + 1).
Death Slaad Perception Check: 18 Death Slaad Initiative Roll: 19
You go first with 21 init, plus a surprise round since I failed my perception check.
In an instant, Atherna is upon the aberration, throwing 6 coins up in the air which shatter and turn into a total of 10 gluten-free darts that rocket towards the slaad just as quickly as the bugbear that made them. They form a sort of tornado around their target, one by one driving themselves into its back with near-peerless accuracy.
The new rule makes sense. Might have some questions in-combat, but it's reasonable.
From T5->T6, 21,500 gold additional.
Upgrade +1 shield to +2 shield: 6,000 - 1,500 = 4,500 difference to spend Potion of Supreme Healing: 1350 Potion of Speed: 400 Pearl of Power: 6,000 Total: 12,250
Add 21,500 - 12,250 = 9,250 gold to Roger's inventory
Upon seeing the Gray Slaad, Roger narrows his eyes. "Foul fiend." he mutters as he drinks a potion of heroism and assume the starry archer, letting forth a burst of radiant energy.
Starry Archer To-Hit: nat 1 //I've got a good feeling about this ;p
(What's the starting distance? I know there's the requirement to engage, but still helps me just to get an idea of where he should be moving.)
We usually give a starting distance of 60 feet
Seeing you at range, the Slaad casts [spell]fireball[/fireball], Dexterity Save DC 14 to take half of 37
Thanks.
Dex Save: 8+4 = 12 Reaction: 1st lv Absorb Elements //this was a tough one, a successful lucky footwork would've gotten the same result of half-damage, but not guaranteed Lucky Footwork Curiosity: 2
37/ 2 = 18.5 rounded down to 18 fire damage
Roger grunts as the flames going around him. With vengeance in his eyes he lets out a Starry bolt followed by a Guiding bolt as he takes some steps back.
Movement: 30ft so 90ft between
Starr Archer To-Hit: 5+7 = 12
Guiding Bolt: To-Hit: 5+7 = 12
Wonder if the polymorph (humanoids) would work for changing a gray slaad into an Evoker Wizard
The Gray Slaad will cast Fly and then move 60 feet (10 minutes)
Interesting idea with the polymorph. I don't *think* it works RAW because it does mention that the slaad's statistics, beyond size, remain the same. But it's an interesting idea.
How high up is the slaad as it flies? (Gonna try breaking its concentration.)
Roger, seeing the slaad take flight, narrows his eyes. "That is one ugly bat. " he mutters. "Let's see if we can shoot it down."
//side question: In general I tend to avoid levelled spells with a to-hit. In Roger's case he gets prof_bonus guiding bolts for free per long rest, but generally I dislike the potential waste a spell slot, preferring damage spells that still do half damage on a save. Just wondering if that's the general feeling overall or if there's counterpoints to that mentality. For me there are some exceptions like scorching ray where you get multiple to-hit rolls so I feel like the odds of at least one hitting are decent, but it's just my overall thoughts.
Starry Acher To-Hit: 15+7 = 22 Damage: 6+4 = 10
//the guiding bolt missed though so it'll heal those HP back
Guiding Bolt To-Hit: 3+7 = 10 He steps 5ft back. (So distance 35ft, with it being able to fly to him in normal movement if it makes its concentration saving throw.)
Concentration Check, Constitution Save DC 10 vs 20
After taking 10 damage, the [monster]Gray Slaad[/mostner] regenerates and heals 10 hp (127/127), then moves 60 feet, while flying 1 inch off the ground, and uses multiattack,
Preparing to fight the death slaad on the other side of the portal to Limbo, Atherna, with the three stones orbiting her head making her look like a solar system, drinks a potion of heroism, reads a scroll of longstrider, and casts cat's grace. She then stealthily walks through, with an initiative of 21 (14,17 + 4) and a Stealth of 28 (16,20 + 8). Her owl follows, with an initiative of 11 (10 + 1).
Death Slaad Perception Check: 18 Death Slaad Initiative Roll: 19
You go first with 21 init, plus a surprise round since I failed my perception check.
In an instant, Atherna is upon the aberration, throwing 6 coins up in the air which shatter and turn into a total of 10 gluten-free darts that rocket towards the slaad just as quickly as the bugbear that made them. They form a sort of tornado around their target, one by one driving themselves into its back with near-peerless accuracy.
Missile 1: 30 (13,17 + 9 + 4) to hit, 9 (4 + 5) force damage
Missile 2: 28 (18 + 9 + 1) to hit, 8 (4 + 4) force damage
Missile 3: 16 (5 + 9 + 2) to hit, 14 (3 + 11) force damage
Missile 4: 22 (12 + 9 + 1) to hit, 16 (6 + 10) force damage
Missile 5: 26 (16 + 9 + 1) to hit, 16 (7 + 9) force damage
After taking 11, 10, 13, 11, 27, 9, 8, 16, and 16 damage, the Death Slaad regenerates 10 hp (59/170), moves closer and casts fireball
Death Slaad casts fireball, Dexterity Save DC 15 to take half of 31 fire damage.
As the slaad engulfs her in flame, Atherna, instead of dodging, puts a hand out and collects some of the igneous energy, putting it into her sword.
Dexterity Save: 13 (8 + 4 + 2). 31 fire damage, but... Reaction: absorb elements, resistance to the fire damage (only 15) and 1d6 fire damage on next melee attack
The owl (who was behind the blast) tries to make the loudest sound it can as a distraction. Meanwhile, in retaliation to being attacked, Atherna quickly downs a swirling yellow potion and uses the speed it grants her to strike within the time it takes to blink an eye, flames still dancing along her blade.
Owl's Turn: Action: Help, next attack against slaad has advantage
Atherna's Turn Action: Potion of Speed Haste Action: Attack (Rapier, +2): 29 (15 + 10 + 4) to hit, 13 (7 + 6) piercing damage and 4 fire damage.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Rime keeps her [Tooltip Not Found] (2000) but improves her Rapier to a better one (+3, 16000). She takes again 2 of a potion of Speed, two of a potion of Invulnerability, one potion of Heroism (8660) and keeps her Ioun Stone of Agility, her Boots of Speed and the [Tooltip Not Found] (11200) and two potions, one of supreme and one of superior healing (1800) for a total of 39660 gp. The wardens had advised her that she would travel into the Limbo and that she would need to fight a Hydra which guards the portal on the other side. They provided her with a book about the outer plane which she studied carefully during her rest back at the headquarters. Apparently, hydra are able to regenerate quickly unless damaged with fire, of which she makes a mental note. Other than that hydras are just a large beasts with way too many heads for keeping a straight thought.
Once arriving at the portal, Rime chugs the Potion of Heroism, [Tooltip Not Found] with a level three slot, and pass without trace. Her expended third level spell slot, she refills with sorcery points from a first and second level slot. Then, compensating her armor with balancing clockwork magic, she sneaks through to portal trying to surprise the hydra (stealth: 26, initiative: 23).
Hydra Perception: 17 Hydra Init: 12
After spotting the hydra, Rime approaches slowly and carefully taking advantage of shadows and natural terrain features, at first sight she drinks a potion of speed and invulnerability (haste action) and clicks her boots together (bonus action). Then, she surprises the hydra with an all out assault, casting Booming Blade but with fire magic (transmutation meta magic, 1 sorcery point to change thunder to fire damage), and attacks an additional time with her Rapier. She notes that her potions will last some 50 seconds longer.
3 plus Attack: 24 Damage: 10 2 plus Attack: 27 Damage: 15 >> ;) exactly 25 damage!
I totally didn’t remember that this was the surprise round. Rime repeats her tactics. 2/5 Sorcery points used, potions remain active for 48 seconds.
1 plus Attack: 16 Damage: 17 1 plus Attack: 22 Damage: 13
After taking 25 damage and then 30 damage, the Hydra (117/172) uses Multiattack, Hydra Head 1 dies Hydra Head 2 dies
Hydra Head 3 Bite, Attack: 9 Damage: 10 Hydra Head 4 Bite, Attack: 13 Damage: 12 Hydra Head 5 Bite, Attack: 20 Damage: 12
At the end of the Hydra's turn it can't regrow heads because it took fire damage this round.
if the heads bites into Rime’s armour but has difficulties to penetrate the physical and magical barrier ( (12-3)/2=4 damage, 11 temp. HP remaining). The magical ice armor causes 15 cold damage to the hydra. Then Rime counterattacks with a fiery booming blade (fire instead of thunder damage), and a regular rapier strike. Lastly, she refills her sorcery points with a second level spell slot (5 sorcery points available again).
4 plus Attack: 28 Damage: 13 4 plus Attack: 25 Damage: Unable to parse dice roll.
bonus: convert three sorcery points from spell slot 2
Preparing to fight the death slaad on the other side of the portal to Limbo, Atherna, with the three stones orbiting her head making her look like a solar system, drinks a potion of heroism, reads a scroll of longstrider, and casts cat's grace. She then stealthily walks through, with an initiative of 21 (
14,17 + 4) and a Stealth of 28 (16,20 + 8). Her owl follows, with an initiative of 11 (10 + 1).Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
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Spotting the giant, Eladan casts conjure animals, summoning 2 dire wolves in front of the giant and orders them to attack. (Wolves initiative 12)
Wolf 1 hit: 17 damage: 9
Wolf 2 hit: 23 damage: 10
After taking 25 damage and then 30 damage, the Hydra (117/172) uses Multiattack,
Hydra Head 1 dies
Hydra Head 2 dies
Hydra Head 3 Bite, Attack: 13 Damage: 14
Hydra Head 4 Bite, Attack: 25 Damage: 9
Hydra Head 5 Bite, Attack: 20 Damage: 7
At the end of the Hydra's turn it can't regrow heads because it took fire damage this round.
We usually give a starting distance of 60 feet
Seeing you at range, the Slaad casts [spell]fireball[/fireball], Dexterity Save DC 14 to take half of 32
Death Slaad Perception Check: 18
Death Slaad Initiative Roll: 9
You go first with 21 init, plus a surprise round since I failed my perception check.
After taking 19 damage, the Cloud Giant (181/200) uses multiattack on the Wolves,
Cloud Giant Morningstar 1, targeting Wolf 1, Attack: 32 Damage: 38
Cloud Giant Morningstar 2, targeting Wolf 1, Attack: 25 Damage: 16
Thanks.
Dex Save: 8+4 = 12
Reaction: 1st lv Absorb Elements //this was a tough one, a successful lucky footwork would've gotten the same result of half-damage, but not guaranteed
Lucky Footwork Curiosity: 2
37/ 2 = 18.5 rounded down to 18 fire damage
Roger grunts as the flames going around him. With vengeance in his eyes he lets out a Starry bolt followed by a Guiding bolt as he takes some steps back.
Movement: 30ft so 90ft between
Starr Archer
To-Hit: 5+7 = 12
Guiding Bolt:
To-Hit: 5+7 = 12
//not point rolling the bless dies on either of those
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
The first wolf is killed outright with those massive blows. Eladan moves up attacking with thorn whip and BA shifts into a cave bear. The remaining wold attacks again.
Eladan Thorn whip hit: 18 damage: 7
Wolf hit: 22 damage: 11
Kindly put 16 damage on Wolf 2
After taking 7 damage from Thorn whip and 11 damage from Wolf 2, the Cloud Giant (163/200) uses multiattack on the Wolves,
Cloud Giant Morningstar 1, targeting Wolf 1, Attack: 19 Damage: 12
Cloud Giant Morningstar 2, targeting Wolf 1, Attack: 14 Damage: 14
Wonder if the polymorph (humanoids) would work for changing a gray slaad into an Evoker Wizard
The Gray Slaad will cast Fly and then move 60 feet (10 minutes)
Interesting idea with the polymorph. I don't *think* it works RAW because it does mention that the slaad's statistics, beyond size, remain the same. But it's an interesting idea.
How high up is the slaad as it flies? (Gonna try breaking its concentration.)
Roger, seeing the slaad take flight, narrows his eyes. "That is one ugly bat. " he mutters. "Let's see if we can shoot it down."
Starry Acher
To-Hit: 15+7 = 22
Damage: 6+4 = 10
//the guiding bolt missed though so it'll heal those HP back
Guiding Bolt
To-Hit: 3+7 = 10
//side question: In general I tend to avoid levelled spells with a to-hit. In Roger's case he gets prof_bonus guiding bolts for free per long rest, but generally I dislike the potential waste a spell slot, preferring damage spells that still do half damage on a save. Just wondering if that's the general feeling overall or if there's counterpoints to that mentality. For me there are some exceptions like scorching ray where you get multiple to-hit rolls so I feel like the odds of at least one hitting are decent, but it's just my overall thoughts.
He steps 5ft back. (So distance 35ft, with it being able to fly to him in normal movement if it makes its concentration saving throw.)
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
Oh, I totally forgot about Roger's new Star Druid feature
Cosmic Omen: 8
Even so I can use a reaction to add a d6 to the total of an attack roll, saving throw, or ability check.
From the wording it has to be before rolling the attack though it seems. (Not 100% sure on that.)
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
Concentration Check, Constitution Save DC 10 vs 18
In an instant, Atherna is upon the aberration, throwing 6 coins up in the air which shatter and turn into a total of 10 gluten-free darts that rocket towards the slaad just as quickly as the bugbear that made them. They form a sort of tornado around their target, one by one driving themselves into its back with near-peerless accuracy.
Atherna's Turn:
Bonus Action: Bladesong
Action: Jim's magic missile (3rd level)
Movement: 50 feet to within 10 feet of slaad
Owl's Turn:
Movement: 60 feet to directly above slaad|
Action: Help, next attack against slaad has advantage
Atherna's Turn:
Action: Jim's magic missile (3rd level)
13,17 + 9 + 4) to hit, 9 (4 + 5) force damageLook at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
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After taking 10 damage, the [monster]Gray Slaad[/mostner] regenerates and heals 10 hp (127/127), then moves 60 feet, while flying 1 inch off the ground, and uses multiattack,
[monster]Gray Slaad[/mostner] Bite, Attack: 27 Damage: 9
[monster]Gray Slaad[/mostner] Claw 1, Attack: 19 Damage: 5
[monster]Gray Slaad[/mostner] Claw 2, Attack: 10 Damage: 10
After taking 11, 10, 13, 11, 27, 9, 8, 16, and 16 damage, the Death Slaad regenerates 10 hp (59/170), moves closer and casts fireball
Death Slaad casts fireball, Dexterity Save DC 15 to take half of 28 fire damage.
1 inch is technically flying. xD
All three attacks are misses.
With the Slaad upon him Roger says, "An ugly creature before me? Well when life gives you lemoons..."
[action]Moonbeam[/spell]
Damage: 6+9 = 15
CON Save DC 15: half damage on save
He follows up with a starry archer up close and personal
Starry Archer
To-Hit: Min(20, 15) + 7 = 22 //so no crit, but at least it's a hit
Damage: 5+4 = 9
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
As the slaad engulfs her in flame, Atherna, instead of dodging, puts a hand out and collects some of the igneous energy, putting it into her sword.
Dexterity Save: 13 (8 + 4 + 2). 31 fire damage, but...
Reaction: absorb elements, resistance to the fire damage (only 15) and 1d6 fire damage on next melee attack
The owl (who was behind the blast) tries to make the loudest sound it can as a distraction. Meanwhile, in retaliation to being attacked, Atherna quickly downs a swirling yellow potion and uses the speed it grants her to strike within the time it takes to blink an eye, flames still dancing along her blade.
Owl's Turn:
Action: Help, next attack against slaad has advantage
Atherna's Turn
Action: Potion of Speed
Haste Action: Attack (Rapier, +2): 29 (15 + 10 + 4) to hit, 13 (7 + 6) piercing damage and 4 fire damage.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
if the heads bites into Rime’s armour but has difficulties to penetrate the physical and magical barrier ( (12-3)/2=4 damage, 11 temp. HP remaining). The magical ice armor causes 15 cold damage to the hydra. Then Rime counterattacks with a fiery booming blade (fire instead of thunder damage), and a regular rapier strike. Lastly, she refills her sorcery points with a second level spell slot (5 sorcery points available again).
4 plus Attack: 28 Damage: 13
4 plus Attack: 25 Damage: Unable to parse dice roll.
bonus: convert three sorcery points from spell slot 2
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||