Hidden 9 yrs ago 9 yrs ago Post by Lugia
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Well, it IS a 1d6 spell, I just sorta... failed a roll, so, basically, your magic defense cancels out his magic attack, which literally means that the roll is the only thing determining the damage to your character.

Also, while these low-level rot zombie paladins may seem fairly slow and weak... they eventually get an AOE hurt-variety spell, meaning that they'd be harming their enemies, and probably healing several of their allies in one spell, so, watch out for that in the future.

So, here's how that turn went down.

Zombie Paladin's hit roll: 11 (+1 AGImod)
R'lyeh's dodge roll: 5 (+2 LUCKmod)

R'lyeh takes the attack.
damage roll (1d6): 1 (+5 INTmod) (-5 WISmod)
R'lyeh hilariously takes only one damage from the spell.

Zomblin Thief's hit roll: 2 (+5 AGImod)
Backstab's dodge roll: 17 (+5 LUCKmod)

Backstabs evades
Backstabs' hit roll: 20!
Zomblin's dodge roll: 5

Backstabs 'heals' 12 (crits ignore some resistances) out of -4 HP, bringing the zomblin to its max HP of 0, destroying it...

oh, and Robert moves towards one of three torches that haven't already been taken.
Hidden 9 yrs ago Post by The Grey Dust
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Conveniently placed torches.

PLOT device Activate!
Hidden 9 yrs ago Post by Lugia
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Yeah, the torches were kinda put there as a compromise, the zombies were originally only going to take damage from healing moves and attacks, however, Evanist stated that doing so would make more than half the team feel useless, so I made them heal via fire, as well, but that didn't solve everything, so I had to put torches (albeit unlit by default) around so non fire-users who can't heal can deal some STR-based damage... or healing? Meh, whichever explains it better.
Hidden 9 yrs ago Post by The Grey Dust
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Can I has conveniently placed potions of free exp?
Hidden 9 yrs ago Post by Lugia
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NO! Sorry, but I will not be giving away exp... save for the knight fight. Of course, if these guys are still around, you COULD use a potion of some sort, at least to remind people it exists in our inventory, lol.
The whole EXP thing reminds me... just because I figured how OP you might get if you end up 5+ levels above us, your ability will only work as long as we're at least at your level.
Hidden 9 yrs ago Post by The Grey Dust
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Darn, my sinister plot of Max-Min has been foiled again! Actually I've all but forgotten our exp gains ^_^;
Do I get another ability to compensate for the nerf? :P
Hidden 9 yrs ago 9 yrs ago Post by Lugia
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Not really, but still, always being the first to level up is a pretty neat bonus.

Anyways, I'm at 41 EXP, so... you'd probably be at 61-62 EXP. Remember, we level up at 100 EXP.

Oh, and it's @Eklispe's turn again.
Hidden 9 yrs ago Post by Eklispe
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Attack 3 vs Monk 12. Don't need modifers to know i missed XD
Hidden 9 yrs ago Post by Lugia
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Yup, you really managed to pummel the air, though.
Hidden 9 yrs ago Post by Lugia
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Alright, now the zombie mage is going to try to cast a 'fire' spell on Dorisma. Mind rolling for a dodge, @Eklispe?

I got an 11 on his hit roll, adding half of his 4 agility, we get a total 'to hit' of 13.

Oh, and the monk should be trying to pass by Dorisma, so he won't be attacking this round.
Hidden 9 yrs ago Post by Eklispe
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21 total dodge, do I get an attack o oppertunity on da monk :?
Hidden 9 yrs ago 9 yrs ago Post by Lugia
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Alright, so you dodge that, and you'll have that opportunity on your character's next turn.

It is now @Ridlins' turn.
Hidden 9 yrs ago Post by The Grey Dust
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Yup, you really managed to pummel the air, though.


The air counterattacks by invading your lungs.
1x Laugh Laugh
Hidden 9 yrs ago Post by Eklispe
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I viciously expel the air to increase the power of flames, since the flame is larger it decreases the chance of my next attack missing. AHA!
Hidden 9 yrs ago Post by The Grey Dust
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I viciously expel the air to increase the power of flames, since the flame is larger it decreases the chance of my next attack missing. AHA!


Air now refuses to return and fill your lungs. You fall unconscious, increasing the chance of zombies feasting upon your flesh. And quite possibly Ry'Leh shipping you back in small sample jars back home.
Hidden 9 yrs ago Post by Eklispe
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Pshh, the monk is the only one that can beat my defense anyway.
Hidden 9 yrs ago Post by Riddles
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Trey's hit roll: 9 + 6 = 15
Zombie mage's dodge roll: 1
Trey's damage roll:(6 + 18 - 4)/2 = 10
Zombie mage's remaining HP: -2/0
Trey's remaining MP: 4/8
Hidden 9 yrs ago 9 yrs ago Post by Lugia
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Seems about right, continue on... and seriously, that's a bad dodge roll, lol.

@The Grey Dust, it's your turn again!
Hidden 9 yrs ago Post by The Grey Dust
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How do I treat an "attempt to heal" roll?

normally they don't tend to resist healing...
Hidden 9 yrs ago Post by Lugia
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Well, for things that take damage from it, you still have to roll a hit and dodge, as well as the usual damage...
and yes, it goes against their WIS, however, unlike fire, these zombies aren't resistant to it.
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