Hidden 9 yrs ago 9 yrs ago Post by Lugia
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Alright, so, here's our turn order...

Zomblin Thief (20 INI)
Robert, Backstabs, or Deravan (18 INI)
Dorisma (16 INI)
Zombie Monk (12 INI)
Zombie Mage (11 INI)
Trey (8 INI)
R'lyeh (6 INI)
Zombie Paladin (2 INI)
Hidden 9 yrs ago Post by Riddles
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I think you're forgetting one.
Hidden 9 yrs ago Post by Lugia
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What do you mean? That's been there the whole time. Anyways, we still have to finish up this last bit of IC before I can post with the battle starting.
Hidden 9 yrs ago Post by Lugia
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And now we're just waiting for @The Grey Dust.
Hidden 9 yrs ago Post by The Grey Dust
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Eh? Just start Combat X3, The Fish Scientist's already put in his two cents on the matter.
Hidden 9 yrs ago Post by Lugia
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That was for the previous thing... besides, wouldn't it be a little out of character for R'lyeh to not care about this different, and strange set of corpses?
Hidden 9 yrs ago Post by Lugia
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How this turn went down:
Enemy's hit roll: 19
My dodge roll: 18
Damage roll: 1
Damage: 8 (-5 Defense) = 3

My HP: 10/13 (/15)

Plan Attempt roll (torch): 18
Hit roll: 10
Enemy's dodge roll: 5
Damage roll (d6): 4 + (STRmod [5])
Damage: 9/-2 = 'healed' by 5

Enemy's HP: -15/0

Backstab's hit roll: 12 (+6 AGImod)
Enemy's Dodge roll: 16 (+4 LUCKmod)
Enemy dodges...

Just letting people know, these zombies have negative HP, this means that attacking it brings it farther away from 0, and thus, it would react as if you're healing it. Healing, however, and fiery attacks (which deal half their damage in healing Rot Zombies instead) will bring them closer to 0, and thus, they'd react as if they're getting hurt. If they reach 0, then they'll die, however, no amount of negative health will weaken it.
Hidden 9 yrs ago Post by Evanist
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Ok so...

Me lighting a torch to use for combat:
My roll: 16

I lit it.

I throw the torch!

My dice: 4

Ennemy: 4.

I hit cause my agility is higher.

Damage: 1d6 = 5

5 damage on the zombie.... Hes now at -10 hp... posting
Hidden 9 yrs ago Post by Lugia
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It's @Eklispe's turn now.
Hidden 9 yrs ago Post by Eklispe
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soz on it
Hidden 9 yrs ago 9 yrs ago Post by Eklispe
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Hit roll Dodge roll
(15+4agi)=19 vs 18
Hit!
Damage Roll
6+Strength mod(6)=12

What is my strength mod? My best guess given Robert's roll is that it's the rolled number for strength.
Hidden 9 yrs ago Post by Lugia
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Your strength mod is Strength/2 (rounded up), in your case, it's 6.

Now... what exactly is Dorisma doing in this case?
Hidden 9 yrs ago Post by Eklispe
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whacking it with a torch
Hidden 9 yrs ago Post by Lugia
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Is it lit or unlit?
Hidden 9 yrs ago Post by Eklispe
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lit
Hidden 9 yrs ago Post by Lugia
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Alright, it would do 12/-2 (fire 'resistance'. Rot Zombies are a bit weird, they're only 'damaged' by fire (/-2) and healing spells (/-1)) damage, so, it 'healed' by 6. I'm assuming Dorisma's attacking the only one that's confirmed to be alive? If so, then he's at -4/0 health.
Hidden 9 yrs ago Post by Eklispe
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Verily
Hidden 9 yrs ago 9 yrs ago Post by Lugia
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Alright, then. I've already changed his health in my notes.

Oh, and with Evanist, he threw the torch, which ignores certain resistances and defenses (effectively making it a /-1), at the cost of also ignoring STRmod... and losing the item in question (at least for a bit, you can still find it, this isn't FF). This only works due to his character's 'throw' skill.

Essentially, any thrown weapon just does its weapon damage in damage. IE: A thrown 1d6 steel rapier will simply deal 1d6 damage.
Hidden 9 yrs ago Post by Lugia
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Hey, can I get @Ridlins and @Eklispe to do dodge rolls for the zombie's hits?
I got a 15 for the Zombie Monk's hit die (was aiming for: Dorisma)
I got a 2 for the Zombie Mage's hit die (was aiming for: Trey)

I was going to post, but then I figured that Eklispe and Ridlins could add the zombie's attacks into their posts, instead.
Hidden 9 yrs ago Post by Eklispe
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12+3(luck mod)=15 vs 15
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