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,
With the Slaad upon him Roger says, "An ugly creature before me? Well when life gives you lemoons..." He follows up with a starry archer up close and personal
[action]Moonbeam[/spell] Damage: 6+9 = 15 CON Save DC 15: half damage on save
Gray Slaad is hit by a moon beam, Constitution Save DC 15 vs 22 After taking 15 damage or 7 half, and then taking 9 damage, the Gray Slaad regenerates 10 hp (113/127) or (121/127)
Gray Slaad, 1st Constitution Save DC 10 vs 13 Gray Slaad, 2nd Constitution Save DC 10 vs 19 Advancing, the Gray Slaad, 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: [Tooltip Not Found] Haste Action: Attack (Rapier, +2): 29 (15 + 10 + 4) to hit, 13 (7 + 6) piercing damage and 4 fire damage.
After taking 17 damage, the Death Slaad regenerates 10 hp (52/170), then multiattack
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).
1 plus Attack: 16 Damage: 14 2 plus Attack: 27 Damage: 11
bonus: convert three sorcery points from spell slot 2
Additionally, Rime hunkers down to feint the hydra into a fatal attack. Rime is prone.
After taking 15 cold damage, the Hydra will take an additional 25 damage (77/172), Hydra Head 3 dies, because of fire damage, it will not regenerate
Advantage due to melee against a prone target, Hydra Head 4 Bite, Attack: 25 Damage: 6 Hydra Head 5 Bite, Attack: 23 Damage: 12
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).
1 plus Attack: 16 Damage: 14 2 plus Attack: 27 Damage: 11
bonus: convert three sorcery points from spell slot 2
Additionally, Rime hunkers down to feint the hydra into a fatal attack. Rime is prone.
After taking 15 cold damage, the Hydra will take an additional 25 damage (77/172), Hydra Head 3 dies, because of fire damage, it will not regenerate
Advantage due to melee against a prone target, Hydra Head 4 Bite, Attack: 25 Damage: 8 Hydra Head 5 Bite, Attack: 18 Damage: 13
Despite opening her defences, the hydra only managed to hit once, damaging the ice barrier ((8-3)/2=2 damage, 9 temp HP remaining) and causing 15 cold damage to the hydra. Disappointed, Rime stands up and attacks twice, once with the fiery Booming Blade (4 sorcery points remaining) and once with the rapier.
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,
With the Slaad upon him Roger says, "An ugly creature before me? Well when life gives you lemoons..." He follows up with a starry archer up close and personal
[action]Moonbeam[/spell] Damage: 6+9 = 15 CON Save DC 15: half damage on save
Gray Slaad is hit by a moon beam, Constitution Save DC 15 vs 22 After taking 15 damage or 7 half, and then taking 9 damage, the Gray Slaad regenerates 10 hp (113/127) or (121/127)
Gray Slaad, 1st Constitution Save DC 10 vs 13 Gray Slaad, 2nd Constitution Save DC 10 vs 19 Advancing, the Gray Slaad, multiattack
Question: For the advancing, I thought it was already in melee from the last round. Is it shifting to another place within 5ft of Roger? (Asking if the moonbeam is still on it.)
With the Slaad in front of him, Roger begins to unleash his more powerful magic in an attempt to break its flying capacity.
[spell]Moonbeam[spell] //assuming still on it Damage: 7+9 = 16 Save CON 15 for half damage
Action: Erupting Earth Damage: 5+11+9 = 25 Save DEX 15 for half damage (also makes rough terrain, but that's going to be behind the slaad so irrelevant)
Bonus Action: Starry Archer To-Hit: Min(14, 1) = miss
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).
1 plus Attack: 16 Damage: 14 2 plus Attack: 27 Damage: 11
bonus: convert three sorcery points from spell slot 2
Additionally, Rime hunkers down to feint the hydra into a fatal attack. Rime is prone.
After taking 15 cold damage, the Hydra will take an additional 25 damage (77/172), Hydra Head 3 dies, because of fire damage, it will not regenerate
Advantage due to melee against a prone target, Hydra Head 4 Bite, Attack: 25 Damage: 8 Hydra Head 5 Bite, Attack: 18 Damage: 13
Despite opening her defences, the hydra only managed to hit once, damaging the ice barrier ((8-3)/2=2 damage, 9 temp HP remaining) and causing 15 cold damage to the hydra. Disappointed, Rime stands up and attacks twice, once with the fiery Booming Blade (4 sorcery points remaining) and once with the rapier.
Attack: 27 Damage: 11 Attack: 29 Damage: 11
then prone again
After taking 15 cold and then 22 damage, the Hydra (40/172)
Advantage due to melee against a prone target, Hydra Head 4 Bite, Attack: 17 Damage: 13 Hydra Head 5 Bite, Attack: 20 Damage: 10
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.
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 Gray Slaad regenerates and heals 10 hp (127/127), then moves 60 feet, while flying 1 inch off the ground, and uses multiattack,
With the Slaad upon him Roger says, "An ugly creature before me? Well when life gives you lemoons..." He follows up with a starry archer up close and personal
[action]Moonbeam[/spell] Damage: 6+9 = 15 CON Save DC 15: half damage on save
Gray Slaad is hit by a moon beam, Constitution Save DC 15 vs 22 After taking 15 damage or 7 half, and then taking 9 damage, the Gray Slaad regenerates 10 hp (113/127) or (121/127)
Gray Slaad, 1st Constitution Save DC 10 vs 13 Gray Slaad, 2nd Constitution Save DC 10 vs 19 Advancing, the Gray Slaad, multiattack
Question: For the advancing, I thought it was already in melee from the last round. Is it shifting to another place within 5ft of Roger? (Asking if the moonbeam is still on it.)
With the Slaad in front of him, Roger begins to unleash his more powerful magic in an attempt to break its flying capacity.
[spell]Moonbeam[spell] //assuming still on it
Damage: 7+9 = 16 Save CON 15 for half damage
Action: Erupting Earth Damage: 5+11+9 = 25 Save DEX 15 for half damage (also makes rough terrain, but that's going to be behind the slaad so irrelevant)
Bonus Action: Starry Archer To-Hit: Min(14, 1) = miss
Gray Slaad save against moon beam, Constitution Save DC 15 vs 14 Gray Slaad save against erupting earth, Dexterity Save DC 15 vs 7
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.
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 Gray Slaad regenerates and heals 10 hp (127/127), then moves 60 feet, while flying 1 inch off the ground, and uses multiattack,
With the Slaad upon him Roger says, "An ugly creature before me? Well when life gives you lemoons..." He follows up with a starry archer up close and personal
[action]Moonbeam[/spell] Damage: 6+9 = 15 CON Save DC 15: half damage on save
Gray Slaad is hit by a moon beam, Constitution Save DC 15 vs 22 After taking 15 damage or 7 half, and then taking 9 damage, the Gray Slaad regenerates 10 hp (113/127) or (121/127)
Gray Slaad, 1st Constitution Save DC 10 vs 13 Gray Slaad, 2nd Constitution Save DC 10 vs 19 Advancing, the Gray Slaad, multiattack
Question: For the advancing, I thought it was already in melee from the last round. Is it shifting to another place within 5ft of Roger? (Asking if the moonbeam is still on it.)
With the Slaad in front of him, Roger begins to unleash his more powerful magic in an attempt to break its flying capacity.
[spell]Moonbeam[spell] //assuming still on it
Damage: 7+9 = 16 Save CON 15 for half damage
Action: Erupting Earth Damage: 5+11+9 = 25 Save DEX 15 for half damage (also makes rough terrain, but that's going to be behind the slaad so irrelevant)
Bonus Action: Starry Archer To-Hit: Min(14, 1) = miss
Gray Slaad save against moon beam, Constitution Save DC 15 vs 14 Gray Slaad save against erupting earth, Dexterity Save DC 15 vs 7
After taking 16, 25, the Gray Slaad regenerates 10 (90/127)
Gray Slaad, 1st Constitution Save DC 10 vs 23 Gray Slaad, 2nd Constitution Save DC 10 vs 11 Advancing, the Gray Slaad, multiattack
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)
Gray Slaad is hit by a moon beam, Constitution Save DC 15 vs 22, if fails dis-adv reroll will take additional 8 damage reroll and take the lowest due to shapechanger disadvantage 15
Gray Slaad save against moon beam, Constitution Save DC 15 vs 14, if fails dis-adv reroll will take no additional damage reroll and take the lowest due to shapechanger disadvantage 14
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.
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 Gray Slaad regenerates and heals 10 hp (127/127), then moves 60 feet, while flying 1 inch off the ground, and uses multiattack,
With the Slaad upon him Roger says, "An ugly creature before me? Well when life gives you lemoons..." He follows up with a starry archer up close and personal
[action]Moonbeam[/spell] Damage: 6+9 = 15 CON Save DC 15: half damage on save
Gray Slaad is hit by a moon beam, Constitution Save DC 15 vs 22 After taking 15 damage or 7 half, and then taking 9 damage, the Gray Slaad regenerates 10 hp (113/127) or (121/127)
Gray Slaad, 1st Constitution Save DC 10 vs 13 Gray Slaad, 2nd Constitution Save DC 10 vs 19 Advancing, the Gray Slaad, multiattack
Question: For the advancing, I thought it was already in melee from the last round. Is it shifting to another place within 5ft of Roger? (Asking if the moonbeam is still on it.)
With the Slaad in front of him, Roger begins to unleash his more powerful magic in an attempt to break its flying capacity.
[spell]Moonbeam[spell] //assuming still on it
Damage: 7+9 = 16 Save CON 15 for half damage
Action: Erupting Earth Damage: 5+11+9 = 25 Save DEX 15 for half damage (also makes rough terrain, but that's going to be behind the slaad so irrelevant)
Bonus Action: Starry Archer To-Hit: Min(14, 1) = miss
Gray Slaad save against moon beam, Constitution Save DC 15 vs 14 Gray Slaad save against erupting earth, Dexterity Save DC 15 vs 7
After taking 16, 25, the Gray Slaad regenerates 10 (90/127)
Gray Slaad, 1st Constitution Save DC 10 vs 23 Gray Slaad, 2nd Constitution Save DC 10 vs 11 Advancing, the Gray Slaad, multiattack
CON Save DC 13: 5+4+3(bless die) = 12 Aagh, so close yet so far. Moonbeam is dropped.
With the flight dropped, Roger seeks to take advantage of the Slaad's reduced speed. He downs a Potion of Speed and disengages with a bolt from the starry archer.
Action: Drink a Potion of Speed //I'll homebrew something later to show its effects on the character sheet Haste Action: Disengage Movement: 60ft from slaad
Bonus Action: Starry Archer To-Hit: 8+7+2 = 17, miss //my die rolls this round seem to be wanting to get just as close as they can while still failing ;p
Clarification Question: I'm assuming this doesn't count as the 1 of 2 disengage/hide/etc for threefold as the Slaad has another fireball slot at the moment. But please correct me if I'm wrong.
Also, reread something about the Slaad's stat block.
Magic Resistance. The slaad has advantage on saving throws against spells and other magical effects.
So it seems the normal saving throw on Moonbeam was correct. (Disadvantage from Moonbeam, advantage from Slaad.) But that the Erupting Earth should've gotten advantage on the throw.
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: [Tooltip Not Found] Haste Action: Attack (Rapier, +2): 29 (15 + 10 + 4) to hit, 13 (7 + 6) piercing damage and 4 fire damage.
After taking 17 damage, the Death Slaad regenerates 10 hp (52/170), then multiattack
The bite finds only air, and each of the claws go wide. To fight back, she summons heavenly spirits to her, which circle her and her foe and occasionally fly into her weapon. She makes a flurry of rapier attacks towards the aberration before her, empowered by speed, radiance, and thunderous force (all while the owl screeches away).
Owl's Turn: Action: Help, next attack against slaad has advantage
Atherna's Turn: Bonus Action: Spirit shroud (radiant): melee attacks deal 1d8 extra radiant damage and prevent healing, and creatures that start turn within 10 ft. have -10 ft. of speed Action: Attack (Extra Attack):
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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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).
1 plus Attack: 16 Damage: 14 2 plus Attack: 27 Damage: 11
bonus: convert three sorcery points from spell slot 2
Additionally, Rime hunkers down to feint the hydra into a fatal attack. Rime is prone.
After taking 15 cold damage, the Hydra will take an additional 25 damage (77/172), Hydra Head 3 dies, because of fire damage, it will not regenerate
Advantage due to melee against a prone target, Hydra Head 4 Bite, Attack: 25 Damage: 8 Hydra Head 5 Bite, Attack: 18 Damage: 13
Despite opening her defences, the hydra only managed to hit once, damaging the ice barrier ((8-3)/2=2 damage, 9 temp HP remaining) and causing 15 cold damage to the hydra. Disappointed, Rime stands up and attacks twice, once with the fiery Booming Blade (4 sorcery points remaining) and once with the rapier.
Attack: 27 Damage: 11 Attack: 29 Damage: 11
then prone again
After taking 15 cold and then 22 damage, the Hydra (40/172)
Advantage due to melee against a prone target, Hydra Head 4 Bite, Attack: 26 Damage: 7 Hydra Head 5 Bite, Attack: 23 Damage: 15
The hydra bites into the spectral ice barrier and inflicts a total of 8 damage (1 temporary hp remaining) but receives 30 cold damage for the effort. In standing up she rams her rapier into the last head. 3 plus Attack: 17 Damage: 15 1 plus Attack: 23 Damage: 8
Also, reread something about the Slaad's stat block.
Magic Resistance. The slaad has advantage on saving throws against spells and other magical effects.
So it seems the normal saving throw on Moonbeam was correct. (Disadvantage from Moonbeam, advantage from Slaad.) But that the Erupting Earth should've gotten advantage on the throw.
adv+dis for moonbeam going forward. I'll go over and make sure everything is right
Also, your concentration checks should set the DC to 10 or half of the damage, whichever is higher, so 13 damage is DC 6 and that rounds up to DC 10
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,
Cloud Giant Morningstar 1, targeting Wolf 1, Attack: Dice rolls not yet available for this section. Damage: Dice rolls not yet available for this section. Cloud Giant Morningstar 2, targeting Wolf 1, Attack: Dice rolls not yet available for this section. Damage: Dice rolls not yet available for this section.
(It’s broken again)
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Additionally, Rime hunkers down to feint the hydra into a fatal attack. Rime is prone.
|| 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 ||
Gray Slaad is hit by a moon beam, Constitution Save DC 15 vs 22
After taking 15 damage or 7 half, and then taking 9 damage, the Gray Slaad regenerates 10 hp (113/127) or (121/127)
Gray Slaad, 1st Constitution Save DC 10 vs 13
Gray Slaad, 2nd Constitution Save DC 10 vs 19
Advancing, the Gray Slaad, multiattack
Gray Slaad, [monster]Gray Slaad[/mostner] Bite, Attack: 8 Damage: 4
[monster]Gray Slaad[/mostner] Claw 1, Attack: 12 Damage: 12
[monster]Gray Slaad[/mostner] Claw 2, Attack: 11 Damage: 10
After taking 17 damage, the Death Slaad regenerates 10 hp (52/170), then multiattack
Gray Slaad Bite, Attack: 13 Damage: 13, and 7 necrotic
Gray Slaad Claw 1, Attack: 17 Damage: 12, and 9 necrotic
Gray Slaad Claw 2, Attack: 10 Damage: 11, and 3 necrotic
After taking 15 cold damage, the Hydra will take an additional 25 damage (77/172),
Hydra Head 3 dies, because of fire damage, it will not regenerate
Advantage due to melee against a prone target,
Hydra Head 4 Bite, Attack: 25 Damage: 6
Hydra Head 5 Bite, Attack: 23 Damage: 12
Despite opening her defences, the hydra only managed to hit once, damaging the ice barrier ((8-3)/2=2 damage, 9 temp HP remaining) and causing 15 cold damage to the hydra. Disappointed, Rime stands up and attacks twice, once with the fiery Booming Blade (4 sorcery points remaining) and once with the rapier.
Attack: 27 Damage: 11
Attack: 29 Damage: 11
|| 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 ||
Sensing another chance at finishing the hydra quicker, she ducks down again into a prone condition.
|| 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 ||
Alright. Another 3 misses.
Question: For the advancing, I thought it was already in melee from the last round. Is it shifting to another place within 5ft of Roger? (Asking if the moonbeam is still on it.)
With the Slaad in front of him, Roger begins to unleash his more powerful magic in an attempt to break its flying capacity.
[spell]Moonbeam[spell] //assuming still on it
Damage: 7+9 = 16
Save CON 15 for half damage
Action: Erupting Earth
Damage: 5+11+9 = 25
Save DEX 15 for half damage (also makes rough terrain, but that's going to be behind the slaad so irrelevant)
Bonus Action: Starry Archer
To-Hit: Min(14, 1) = miss
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
After taking 15 cold and then 22 damage, the Hydra (40/172)
Advantage due to melee against a prone target,
Hydra Head 4 Bite, Attack: 17 Damage: 13
Hydra Head 5 Bite, Attack: 20 Damage: 10
Gray Slaad save against moon beam, Constitution Save DC 15 vs 14
Gray Slaad save against erupting earth, Dexterity Save DC 15 vs 7
After taking 16, 25, the Gray Slaad regenerates 10 (90/127)
Gray Slaad, 1st Constitution Save DC 10 vs 23
Gray Slaad, 2nd Constitution Save DC 10 vs 11
Advancing, the Gray Slaad, multiattack
[monster]Gray Slaad[/mostner] Bite, Attack: 8 Damage: 7
[monster]Gray Slaad[/mostner] Claw 1, Attack: 23 Damage: 13
[monster]Gray Slaad[/mostner] Claw 2, Attack: 14 Damage: 10
The first concentration check should be DC 10, the second should be DC 12, so he loses fly but still moves and multiattacks this round
I'm pretty sure the gray slaad should be having disadvantage on the save against Gathakanathi's moonbeam, on account of it being a shapechanger.
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)
cool, nice catch
I totally forgot that aspect of Moonbeam. Thanks for mentioning it, Quar1on.
The 23 hits. So concentration throw on Moonbeam.
CON Save DC 13: 5+4+3(bless die) = 12
Aagh, so close yet so far. Moonbeam is dropped.
With the flight dropped, Roger seeks to take advantage of the Slaad's reduced speed. He downs a Potion of Speed and disengages with a bolt from the starry archer.
Action: Drink a Potion of Speed //I'll homebrew something later to show its effects on the character sheet
Haste Action: Disengage
Movement: 60ft from slaad
Bonus Action: Starry Archer
To-Hit: 8+7+2 = 17, miss
//my die rolls this round seem to be wanting to get just as close as they can while still failing ;p
Clarification Question: I'm assuming this doesn't count as the 1 of 2 disengage/hide/etc for threefold as the Slaad has another fireball slot at the moment. But please correct me if I'm wrong.
Haste: 1/12
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
@VitusW Gray Slaad (82/127)
Also, reread something about the Slaad's stat block.
So it seems the normal saving throw on Moonbeam was correct. (Disadvantage from Moonbeam, advantage from Slaad.) But that the Erupting Earth should've gotten advantage on the 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
The bite finds only air, and each of the claws go wide. To fight back, she summons heavenly spirits to her, which circle her and her foe and occasionally fly into her weapon. She makes a flurry of rapier attacks towards the aberration before her, empowered by speed, radiance, and thunderous force (all while the owl screeches away).
Owl's Turn:
Action: Help, next attack against slaad has advantage
Atherna's Turn:
Bonus Action: Spirit shroud (radiant): melee attacks deal 1d8 extra radiant damage and prevent healing, and creatures that start turn within 10 ft. have -10 ft. of speed
Action: Attack (Extra Attack):
5,17 + 10 + 4) to hit; 13 (7 + 6) piercing damage, 7 thunder damage (resisted), 2 radiant damage, 12 thunder damage (resisted) on movement, no healingHaste Action: Attack (Rapier, +2): 15 (2 + 10 + 3) to hit; 13 (7 + 6) piercing damage, 4 radiant damage, no healing
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 hydra bites into the spectral ice barrier and inflicts a total of 8 damage (1 temporary hp remaining) but receives 30 cold damage for the effort. In standing up she rams her rapier into the last head.
3 plus Attack: 17 Damage: 15
1 plus Attack: 23 Damage: 8
|| 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 ||
adv+dis for moonbeam going forward. I'll go over and make sure everything is right
Also, your concentration checks should set the DC to 10 or half of the damage, whichever is higher, so 13 damage is DC 6 and that rounds up to DC 10
(It’s broken again)