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41
FIGHT! / Re: Unlighted Land Tournament Round 1 (drobob vs Harbinger)
« Last post by Harbinger on April 22, 2019, 02:37:06 PM »
Okay, my previous action is void, as I would be restrained.

I take 9 damage from the arrow, and then 20 fall damage.


Action to break the vines.

ability check 1d20+3 : 16 + 3, total 19

Peerless skill 1d10 : 7, total 7


42
Combatant Lounge / Unlighted Land Tournament
« Last post by drobob on April 22, 2019, 02:33:21 PM »
@Harbinger
Not sure since my post was after yours if your fine with me still trying to counter your counterspell. If not, I'll just switch it to the Plane Shift.
43
FIGHT! / Re: Unlighted Land Tournament Round 1 (drobob vs Harbinger)
« Last post by Harbinger on April 22, 2019, 02:33:12 PM »
Rolled 1d20+1 : 7 + 1, total 8
44
FIGHT! / Re: Unlighted Land Tournament Round 1 (drobob vs Harbinger)
« Last post by drobob on April 22, 2019, 02:28:59 PM »
Going to use my Magic-User's Nemesis to try and foil your counterspell.
You'll need to make a DC16 WIS save or your spell fails and is wasted.

Spoiler: show
When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.
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FIGHT! / Re: Unlighted Land Tournament Round 1 (drobob vs Harbinger)
« Last post by Harbinger on April 22, 2019, 02:28:20 PM »
Kreekreek will approach to melee range, and attempt to touch Rashigu.

Kreekreek will cast Plane Shift, with Baator as the designated plane.
Spoiler: show
Plane Shift
7 conjuration
Casting Time: 1 action
Range: Touch
Components: V S M (A forked, metal rod worth at least 250 gp, attuned to a particular plane of existence)
Duration: Instantaneous
Classes: Cleric, Sorcerer, Warlock, Wizard, Druid
You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the GM’s discretion.
Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.
You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.



Spell attack 1d20+9 : 11 + 9, total 20


If it hits, roll a Charisma save with Disadvantage.

46
FIGHT! / Re: Unlighted Land Tournament Round 1 (drobob vs Harbinger)
« Last post by Harbinger on April 22, 2019, 02:21:34 PM »
I'll use my reaction to cast Counterspell.

Spoiler: show
Counterspell
3 abjuration
Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
Range: 60 feet
Components: S
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used


The 18 hits, I take 9 damage.
47
FIGHT! / Re: Unlighted Land Tournament Round 1 (drobob vs Harbinger)
« Last post by drobob on April 22, 2019, 02:11:51 PM »
"Get down here, devil crow!" Rashigu roars as he charges forward and draws his bow. With the whisper of a word, each arrow he grabs begins to sprout tiny vines from its shaft.

Longbow 1d20+6 : 4 + 6, total 10
Piercing Damage 1d8+1 : 5 + 1, total 6

Longbow 1d20+6 : 12 + 6, total 18
Piercing Damage 1d8+1 : 8 + 1, total 9


[Move forward 30 feet
Bonus: Cast Ensnaring Strike at 2nd Level
Action: Fire 2 shots

The first that hits will need you to make a DC16 Strength save or become Restrained. While restrained, you take 2d6 piercing at the start of your turns and can use your Action to make a Strength check vs the DC to free yourself.]

Spoiler: show
Ensnaring Strike

The 2d6 is for the damage at the start of your next turn in case either hit.
If you're hit:
Ensnaring Strike Piercing Damage 2d6 : 3, 3, total 6


Rolled Falling Damage, just in case
Falling:
Rolled 5d6 : 6, 2, 6, 5, 1, total 20


D20 attack below in case first attack hit causing you to fall and become prone (disadvantage roll on ranged)
Precautionary Disadvantage:
2nd Attack 1d20+6 : 2 + 6, total 8
48
FIGHT! / Re: Unlighted Land Tournament Round 1 (drobob vs Harbinger)
« Last post by Harbinger on April 22, 2019, 02:05:09 PM »
[You rolled 3d20. :)]

Lol whoopsie.

Rolled 3d10 : 4, 10, 1, total 15
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FIGHT! / Re: Unlighted Land Tournament Round 1 (drobob vs Harbinger)
« Last post by drobob on April 22, 2019, 01:59:38 PM »
[You rolled 3d20. :)]
50
FIGHT! / Re: Unlighted Land Tournament Round 1 (drobob vs Harbinger)
« Last post by Harbinger on April 22, 2019, 01:55:34 PM »
All of it, then, 42.

The 3d10 is the base eldritch blast damage. The 3d6 is from Hex. Plus you're pushed 30ft, so ~90 feet away now.
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