GM Choon Presents: The (Gestalt) War of Dragonfires (Inactive)

Game Master Choon

Current Battle Map


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Stats:
HP [89/90] | AC 19, T 10, FF 19, CMD 19, DR 4/- | Fort +9, Ref +2, Will +7 | Low-Light Vision, Perception +7 | Bloodrage [17/17] |
Astral Suit Modifications:
Fortification 25%, Hardy, Stalwart, Flexible Suit, Improved Armor, Quickened Attacks, Psionic Attack, Psionic Damage, Augmented Weapon
Aegis 6/Bloodrager 6

"The golem does not matter, as long as we reach our final destination," Bustik said as he entered one of the golems. "Come, let us depart and fulfill our mission."


HP 43/56; SP 14/20 Incanter 6 // Mageknight (Doomblade, Kinetic Scourge) 6

The Adept is none too pleased at the lack of magic that he feels passing, but upon inquiring further and getting the engineer's response, he cycles through his lesser magics to see what will work.

my destructive blasts are force and/or crystal, so they should work. I can't teleport or heal. I believe Telekinesis should work as it is force. GM, please let me know if the above is incorrect.


The Man. The Myth. The Mask!

That is correct.
Busy weekend. Update should happen in the next 9 hours.


**INACTIVE(Adapt)***Ophiduan Male Adult Monk (Unchained, Zen Archer)/Incanter/Gestalt 6 - HP: 71/71, AC:21/T:20/FF:17, F:+8/R:+10/W:+8, Init:+3, Perc:+10, CMB:+6, CMD:26, Speed:50/80', Ki:8/8, SP:11/11, Ammo:60/60
Skills:
Acrobatics:+10/+18 to Jump, Climb:+5, Escape Artist:+10, Fly:+3, Heal:+5, Kn.(Arcana):+6, Ride:+3, Sense Motive:+5, Spellcraft:+6, Stealth:+10, Survival:+5, Swim:+5

Davor looks at Daimargh, "Well it looks like the separate golem plan will not work since we are all boarding the same golem and there is anti-magic shield."


The Man. The Myth. The Mask!

The initial ride is relaively quiet. There is the grind of stone on stone and the rumble of shifting earth beneath your massive treads, but all is quiet from the Fort.
Until you enter long range for the catapults.
The first sign of activity is tiny motes of light arcing up over the fort's walls which stood about 1000 ft away.
fate: 1d20 ⇒ 20
Those of the previous battles know what these are. The others look on in dreadful curiosity. They fly to their peak and then seem to freeze in the air.
They're coming down on us!!! screams the Enginseer. Then they hit. Two strike the golem directly, several land at his feet and one lands square in each of your two turrets.
everyone please take this fire damage: 10d6 ⇒ (3, 5, 3, 6, 4, 1, 6, 4, 6, 2) = 40
Everyone please make a DC 20 fort save to avoid catching fire. You may make this save at a +4 due to nearby stone walls that can substitute for the floor you are supposed to roll around on.
The world turns into a burning hellfire! The golems roar as both are hit and the tracks you are rolling on come undone! The golems rear up on legs you didn't know were there and lift you almost 40 feet into the air! You are now practically on even footing with the Fort's defenders atop their walls.
As bad as you have it, the other golem gets it worse and staggers back a step from the concentrated fire it receives. They have us pre-targeted! The enginseer says. Her face is badly burned and half her hair is gone, but she shows no signs of panic, to her credit. She is furiously pumping magic spells into the golem, presumably to keep it alive.
Party up! You can abandon the golem at your leisure, but it will require you to drop 40 feet to the ground as the ropes have been burned off. Otherwise you may climb down with a DC 25 climb check. You may not take 20.


Onyx (AC: 21/25*[T: 16/20 FF: 17/21 | HP: 32/53(THP-)(0NL) | F+6, R+9, W+7) Init: +4; Perception +12 | CMB: +6; CMD: 22 | SP 7/11 SP 6/11 | Defense: Blindsense 60* Darkvision 60/ Resistance:Electricity/Sonic. [10]

Edited Mk2

As they started Onyx pulled out a bottle of evil smelling hooch and handing it round to who ever was with her. Before taking a long swig herself. Then she pops the stopped back and stows it.

As they get close and the attack starts she knows at once what the lights are coming in.

"Fire Bombs!"

She calls trying to get under cover, not that there was any. The other side had just teleported Barrels of Alco-Fire on top of them and let gravity do the rest. She raised her arm, and her circuity glowed as a force like weapon formed. There was a tangible electric charge in the air some 30' all around her as she pulled in power. She tried to shoot them coming in but her weapon could not power up fully, anti-Magic fields of no use what so ever. Then the fire bombs hit an heat washed over everything.

She, moved off to one side, as the fire bombs hit, so as not to catch fire, but the wave of heat hits her cooking her outer synthetic skin.

Actions:

Ref save to not be on fire 1d20 + 9 ⇒ (19) + 9 = 28 made

Concentration Roll 1d20 + 11 ⇒ (1) + 11 = 12Fail

Dos not cast heal this round, takes 35 points fire DMG.


The Man. The Myth. The Mask!

Onyx, does that 1 on the first fort save meen everyone gains 15 temp HP and you only spend one SP as you technically were dazed for spells two and three, or does that effect happen all at once and prompt three saves?


HP 43/56; SP 14/20 Incanter 6 // Mageknight (Doomblade, Kinetic Scourge) 6

if we were hit by a catapult, we should get reflex saves for half damage right? in addition to the saves not to catch fire.

fort dc 20: 1d20 + 8 + 4 ⇒ (13) + 8 + 4 = 25

The Adept leaps off of the golem, following any others that do so in the search for cover.

-1 SP for Telekinesis: Flight


Onyx (AC: 21/25*[T: 16/20 FF: 17/21 | HP: 32/53(THP-)(0NL) | F+6, R+9, W+7) Init: +4; Perception +12 | CMB: +6; CMD: 22 | SP 7/11 SP 6/11 | Defense: Blindsense 60* Darkvision 60/ Resistance:Electricity/Sonic. [10]

edited

Onyx works to heal her skin, holding her hands and seeming to do little

Actions:

1d20 ⇒ 9 +6 DC18 SP -1 5d4 ⇒ (2, 2, 2, 1, 4) = 11

Stunned for a round then dos it again.

1d20 ⇒ 17 +6 DC18 SP -1 5d4 ⇒ (2, 2, 3, 3, 3) = 13

Invigorating Blast (blast type) [5d4 Temp HP]
You may spend a spell point to have your destructive blast deal positive energy damage to non-living creatures using d4 dice instead of d6. Living creatures instead of taking damage gain an equal number of temporary hit points (which cannot exceed their maximum hit points) which last for 1 hour, but also must make a Fortitude save or become dazed for 1 round.

Not on fire, -2 SP Regains 24 temp HP 1 hour once out Anti magic field.


The Man. The Myth. The Mask!

Normally a catapult hit would allow a save. Unfortunately you're being hit with barrels of Alchemists Fire. The entire radius of your turret on the golem was inside the no-save zone. The save was strictly for not catching fire.

The terrain upon which you land is dangerously desolate. The only effective cover to be had is the impressions left by the Golem's foot steps and the golems themselves.


Onyx (AC: 21/25*[T: 16/20 FF: 17/21 | HP: 32/53(THP-)(0NL) | F+6, R+9, W+7) Init: +4; Perception +12 | CMB: +6; CMD: 22 | SP 7/11 SP 6/11 | Defense: Blindsense 60* Darkvision 60/ Resistance:Electricity/Sonic. [10]

Edited

Onyx, looked over the side of the golem, Another glorious screw up.
They where not even close, and the attack was over. With both golems dead on the ground there would be no attack. Sending the troops over no-mans land to attack unbreached the walls was pointless and would end only one way. This was a failed mission before it had even started. There was a way to save the day, jump to the walls, fight there way to the gate and open it so the attack could carry on, then who ever was left head to the church. Yep there was a way, and she had no intention of even trying it.

Seeing Adept leap she calls out,

"For ^&£8 sake man, stay put till they fix this bloody thing or sound the recall, there's no point throwing your life away attacking un-breached walls."

She says, while in a half-hearted way trying to put out the flames on her, not really seeming to care about them. much until they are out.

She tells the others to wait as well.

Ref save 1d20 + 9 ⇒ (5) + 9 = 14 1d6 - 5 ⇒ (5) - 5 = 0 Fire DMG
Ref save 1d20 + 9 ⇒ (3) + 9 = 121d6 - 5 ⇒ (5) - 5 = 0 Fire DMG
Ref save 1d20 + 9 ⇒ (15) + 9 = 24 made

where are we?:

Hold on, we landing on the ground not on the fort we where attacking?, I am confused, did we not make it to a breach then, No way my PC is jumping down to no mans land.

This is what the GM posted.

GM Choon wrote:

The golems roar as both are hit and the tracks you are rolling on come undone! The golems rear up on legs you didn't know were there and lift you almost 40 feet into the air! You are now practically on even footing with the Fort's defenders atop their walls.

As bad as you have it, the other golem gets it worse and staggers back a step from the concentrated fire it receives. They have us pre-targeted! The enginseer says. Her face is badly burned and half her hair is gone, but she shows no signs of panic, to her credit. She is furiously pumping magic spells into the golem, presumably to keep it alive.

But also

Until you enter long range for the catapults.
The first sign of activity is tiny motes of light arcing up over the fort's walls which stood about 1000 ft away.

You are now practically on even footing with the Fort's defenders atop their walls.

1: Yikes 1000' away
2: Why are we going down if we can leap to the walls. Down then up again seem crazy. We have fly and other means to get form out location to the wall top.
3: If the golems did not breach the walls and are still 1000' away, there is NO attack now, no means of getting in NO point in trying to take the church, the attack is now stalled and over unless...
4: GM rolled a 20 on round 1, so end of attack, It's retreat time. Run away.


HP 43/56; SP 14/20 Incanter 6 // Mageknight (Doomblade, Kinetic Scourge) 6

Well, it doesn't look like this golem is going anywhere, i believe the enemy scored a "mobility kill" on it. The other one is even worse off. And this is us 1000ft away from the objective. So we have a long way to go. I'll probably die along the way but we'll see. Looks like I'm in the footprint unless anyone has better ideas that I might want to retcon into. is the Adept being healed? I am not sure by Onyx's actions. Either way is fine, I just want to know for sure.

EDIT: I can get there in two teleports, but that would be me there, alone. I'm more of an assassin-type (single- or few-target high damage instead of large-scale AoEs) so that won't help anyone. I can make an Extradimensional Room we can rest in, if we get away from the golem.


Onyx (AC: 21/25*[T: 16/20 FF: 17/21 | HP: 32/53(THP-)(0NL) | F+6, R+9, W+7) Init: +4; Perception +12 | CMB: +6; CMD: 22 | SP 7/11 SP 6/11 | Defense: Blindsense 60* Darkvision 60/ Resistance:Electricity/Sonic. [10]

If you can do that we can get everyone on the golem in it and safe while they try and fix the thing.

GM:

GM Ask, she has
Rebuff (blast shape)
You may use your destructive blast to shield a target within range from ranged weapons, area effects, or even other destructive blasts for 1 round, giving them the benefits of evasion, a +2 cover bonus to AC, and a +1 cover bonus to their Reflex saves. Multiply these bonuses by 2 at 5th caster level, by 3 at 10th caster level, by 4 at 15th caster level, and by 5 at 20th caster level. By spending a spell point, you may perform a rebuff as an immediate action, or provide the benefits to all targets within 10 ft of you plus 5 ft per 5 caster levels. You may spend 2 spell points to gain both of these benefits with the same rebuff.

If she spends 1 SP can she use that as an immediate action to keep the fire off herself and the group with her?

She looked over at the forts walls, over 1000' feet away,

Well its more fire then

She then calls down to Adept,

"What you doing to do Adept? Charge over no-mans a 1000' then batter down the walls on your own? Its up there we'er going not down there"

She points at the walls at the keep they are attacking a long way away.

"Now get back up here and help us protect this thing as they can fix it"

She forms her Arm Cannon, a lattice like structure of force forming out from her arms circuitry.

"activated, fire, area affect",

The strange thing made of force covering her arm turns red as dose the circuitry on her body. She then stands seeking to target the Barrels as they arch over the keeps walls at them.

Arm gun range 640' increments -1 TH for 1280' 15' area, fire

come on lets spray a little fire your way

I'm going to wait now I think until others have posted their actions, Onyx will be taking potshot at the defenders on the walls to keep thire heads down but not Spending SP yet.


HP 43/56; SP 14/20 Incanter 6 // Mageknight (Doomblade, Kinetic Scourge) 6

at the cost of a spell point i can teleport myself OR someone else. Which means to get us there, it would take me 2 SP per member and a number of rounds equal to double the number of party members.

regarding my placement: there is nothing i can do up on top of the golem except be killed. I'll stay in cover, either behind the golem or in its footprints. If the speed of the golem is greater than 30, I will tether myself to the back of the golem to keep cover. my ranged attacks only go out to 35ft. and that is assuming our golem is still moving. I am not sure by the GM's post, but GM said the tracks are coming/have come undone which means we wouldnt be able to move more than the depth of the golem forward before we are stuck. if the legs that popped out are going to move us along, then i will tether myself to the golem.


The Man. The Myth. The Mask!

Pardon my description. The legs are now carrying you forward. It now looks like This now. (That entry says force and earth spells don't work. These have had their antimagic fields inverted to allow Only those spells.)


Stats:
HP [89/90] | AC 19, T 10, FF 19, CMD 19, DR 4/- | Fort +9, Ref +2, Will +7 | Low-Light Vision, Perception +7 | Bloodrage [17/17] |
Astral Suit Modifications:
Fortification 25%, Hardy, Stalwart, Flexible Suit, Improved Armor, Quickened Attacks, Psionic Attack, Psionic Damage, Augmented Weapon
Aegis 6/Bloodrager 6

Fort Save: 1d20 + 9 + 4 ⇒ (17) + 9 + 4 = 30
Yay, I'm not gonna die from the fire this time!!! How far does the anti-magic field expand?

As the barrel of fire came crashing down upon them, Bustik barely had time to mutter a quiet "Damn," before the party was covered in the flaming liquid. Quickly shaking it off, and feeling the burns spreading across his skin, he stood up and took stock of the situation. Seeing that they still had a ways to go until they made the fort, he forwent a slow climb and simply jumped down from his perch. Landing with a loud crash, he winced at the pain in his knees, he focused for a moment and summoned his armor around him. With that finished, he made his way towards the fort, ready to finish his mission.


HP 43/56; SP 14/20 Incanter 6 // Mageknight (Doomblade, Kinetic Scourge) 6

in that case, the Adept will tether himself to the colossus and move down to one of the little windows on the creature and take cover there. Also, is it hollow? I assume not, but that would be cool


The Man. The Myth. The Mask!

That's a negative on the hollowness. Cool idea though. You find that the Windows aren't really Windows. Apparently an overenthusiastic mage added then for looks. They're still good places to hold on, but not quite the cover you were expecting.


HP 43/56; SP 14/20 Incanter 6 // Mageknight (Doomblade, Kinetic Scourge) 6

I was thinking along the lines of, the windows in the front wouldn't give cover from attacks from the front; but perhaps they would be about as deep as my body, so as to provide cover from certain angles (like a window on the side of the golem providing cover for attacks originating from in front of the golem)


The Man. The Myth. The Mask!

Ok. That's, perfectly fine.


HP 43/56; SP 14/20 Incanter 6 // Mageknight (Doomblade, Kinetic Scourge) 6

basically, that 40 damage f!@@ed my life up, so I am trying to be as un-targetable as possible until we get close. My attacks won't work until close range, so me being down here won't diminish the 0 contribution I would have made up top. So i'll pick a window on the side of the creature, preferably one on the side of its torso so i have additional occasional arm-swings to block line of sight to me as well.


The Man. The Myth. The Mask!

Gotcha. Most of the time that kind of thing only happens on a fate roll of 20 (or maybe 18+, depending on situation). That was a tough way to start.


**INACTIVE(Adapt)***Ophiduan Male Adult Monk (Unchained, Zen Archer)/Incanter/Gestalt 6 - HP: 71/71, AC:21/T:20/FF:17, F:+8/R:+10/W:+8, Init:+3, Perc:+10, CMB:+6, CMD:26, Speed:50/80', Ki:8/8, SP:11/11, Ammo:60/60
Skills:
Acrobatics:+10/+18 to Jump, Climb:+5, Escape Artist:+10, Fly:+3, Heal:+5, Kn.(Arcana):+6, Ride:+3, Sense Motive:+5, Spellcraft:+6, Stealth:+10, Survival:+5, Swim:+5

Fort Save DC:20: 1d20 + 8 ⇒ (5) + 8 = 13

(Rolls eyes, of course! HPs now 31/71)

(So we are not in an Anti-Magic zone now?)

New to the battle front, Davor does not get out of the way in time and catches on fire. He begins rolling on the group to put out the fire.

Fort Save DC:20: 1d20 + 8 + 4 ⇒ (16) + 8 + 4 = 28

And successfully puts out the fire.


Onyx (AC: 21/25*[T: 16/20 FF: 17/21 | HP: 32/53(THP-)(0NL) | F+6, R+9, W+7) Init: +4; Perception +12 | CMB: +6; CMD: 22 | SP 7/11 SP 6/11 | Defense: Blindsense 60* Darkvision 60/ Resistance:Electricity/Sonic. [10]

"So no one dead yet, well now you know what's coming those virgins in our ranks. Healers get to work some of us are hurting. The rest of you, I really don't want another bath of fire so if you have anything that can take out the barrels before they land on our heads. Nows the time to use them."

She tries again to get her weapon to work in the Am atea


**INACTIVE(Adapt)***Ophiduan Male Adult Monk (Unchained, Zen Archer)/Incanter/Gestalt 6 - HP: 71/71, AC:21/T:20/FF:17, F:+8/R:+10/W:+8, Init:+3, Perc:+10, CMB:+6, CMD:26, Speed:50/80', Ki:8/8, SP:11/11, Ammo:60/60
Skills:
Acrobatics:+10/+18 to Jump, Climb:+5, Escape Artist:+10, Fly:+3, Heal:+5, Kn.(Arcana):+6, Ride:+3, Sense Motive:+5, Spellcraft:+6, Stealth:+10, Survival:+5, Swim:+5

(So we are not in an Anti-Magic zone now? Healers can not heal in Anti-Magic fields unless Spherical Heal is permitted and Psionics are not transparent.)


The Man. The Myth. The Mask!

You'll need to jump ship to heal. The field extends 30' from the golem's body.


**INACTIVE(Adapt)***Ophiduan Male Adult Monk (Unchained, Zen Archer)/Incanter/Gestalt 6 - HP: 71/71, AC:21/T:20/FF:17, F:+8/R:+10/W:+8, Init:+3, Perc:+10, CMB:+6, CMD:26, Speed:50/80', Ki:8/8, SP:11/11, Ammo:60/60
Skills:
Acrobatics:+10/+18 to Jump, Climb:+5, Escape Artist:+10, Fly:+3, Heal:+5, Kn.(Arcana):+6, Ride:+3, Sense Motive:+5, Spellcraft:+6, Stealth:+10, Survival:+5, Swim:+5

(I knew I should have taken slow fall. Oh well ... :-) )

Davor leaps down doing a flip mid-air trying to slow himself down.

Jump Falling DC:15: 1d20 + 18 ⇒ (10) + 18 = 28

Ignore first 10', second 10' Nonlethal: 1d6 ⇒ 3, 3rd/4th Lethal: 2d6 ⇒ (2, 2) = 4 unless the ground is soft which would make it another 1d6 nonlethal and only 1d6 lethal. And Davor lands on the ground falling prone with a loud, "Hummph!"


Onyx (AC: 21/25*[T: 16/20 FF: 17/21 | HP: 32/53(THP-)(0NL) | F+6, R+9, W+7) Init: +4; Perception +12 | CMB: +6; CMD: 22 | SP 7/11 SP 6/11 | Defense: Blindsense 60* Darkvision 60/ Resistance:Electricity/Sonic. [10]

Davor you have to read past the 1st GM post there was some misunderstanding about our location. I think we are not at the walls yet so best hold off jumping into the fort till we do. That is unless you have jumped off into no-mans land for a resin.

"try to your positions on here till we get to the walls, O and see if you can stay as one unit, do that and may have a chance. We get in, we attack as unit to take out anything in our way, numbers count."

She looks around seeing some of the troops spooked and ready to jump off into no-mans land and run off. There was no stopping this now, her best hope was to get them all working at a unit hitting anything in front of them all at once to clear a path.

"Once we get closer we go in over the walls, its best way, that's why they built this thing, to make a breach for us to get in. Try not to go to ground level, I get the feeling we do that and our bodies will be found with the other dumb fools sent to attack this place form there.


Yaksha master of forms 6//rakshasa paragon 6 | HP: 24/53 | AC/T/FF: 22/18/19 | F/R/W: +7/+8/+6 | Init: +1; Perception +11 | CMB: +9; CMD: 27 | Defense: Evasion, DR 2/-
Resources:
Focus: 0/4 | Pool of Predation: 3/9 per day | Sorcerer Lvl 1 - 4/6 per day | Deep Focus: 0/1 per day | Thunder Spear: 0/1 per day | Active Stance: Lightning
Status Effects:
Hungerborn: +1 to attacks, skill check, ability checks, and CL checks for 1 hour. | IH: Fast Heal 1 (3 rds) | GL: +20 ft. speed (5 rds) [ooc]| EP: Large Size (17 rds)

Fortitude vs DC 20: 1d20 + 4 + 7 ⇒ (6) + 4 + 7 = 17
Acrobatics vs DC 15: 1d20 + 12 ⇒ (15) + 12 = 27
On Fire Damage: 1d6 ⇒ 4
Speaking of slow fall!

Everything went firey-white before Craven's eyes, and he coughs out when oxygen returns to him, "So much for boring!" He jumps down the side of the colossus and glides along its form, tumbling at the end as he starts to pick up speed. Landing on his feet, and now aware that he is still very much on fire, he bursts out of the other side of the antimagic field.

Choon:
Provided I land towards the outside of its body, a 30-ft. movement speed gets me just outside of the radius. If I were to switch to gaseous form, would I no longer be on fire, or would I continue to burn up? I'm not seeing a ruling in my quick Google search, and I can see both angles on it.
Turn Actions:
Move action to jump down the colossus. My 30-ft. slow fall plus the Acrobatics check means no damage coming down. Substituting a second move action to move 30' directly away from colossus. If it would put out the fire, I use a predation point to switch to gaseous form with a swift action.


**INACTIVE(Adapt)***Ophiduan Male Adult Monk (Unchained, Zen Archer)/Incanter/Gestalt 6 - HP: 71/71, AC:21/T:20/FF:17, F:+8/R:+10/W:+8, Init:+3, Perc:+10, CMB:+6, CMD:26, Speed:50/80', Ki:8/8, SP:11/11, Ammo:60/60
Skills:
Acrobatics:+10/+18 to Jump, Climb:+5, Escape Artist:+10, Fly:+3, Heal:+5, Kn.(Arcana):+6, Ride:+3, Sense Motive:+5, Spellcraft:+6, Stealth:+10, Survival:+5, Swim:+5
Onyx. wrote:
Davor you have to read past the 1st GM post there was some misunderstanding about our location. I think we are not at the walls yet so best hold off jumping into the fort till we do. That is unless you have jumped off into no-mans land for a resin.

If we stay on board, those in need of healing will die.


Onyx (AC: 21/25*[T: 16/20 FF: 17/21 | HP: 32/53(THP-)(0NL) | F+6, R+9, W+7) Init: +4; Perception +12 | CMB: +6; CMD: 22 | SP 7/11 SP 6/11 | Defense: Blindsense 60* Darkvision 60/ Resistance:Electricity/Sonic. [10]

Good point, do what you think is best guys

She looked over seeing how hurt the others where, They had to heal, so she joined them. Her way was odd, going around the colossus and jumping our of the anti-magic field. Then she seems to become an arch of lighting reaping on the ground standing. Her weapon flared into life, eradicating here in electricity.

Actions:

Its then she gets the 30 temp HP

Acrobatics 1d20 + 12 ⇒ (19) + 12 = 31

Then :Energy Leap -1sp


Dreig(Giant) Celeste | HP 73/33 | AC 27 T 24 FF 19 | CMB +15 CMD 32 | Fort +11 Ref + 18 Will +13| Init +7 | Rage 8/14 | Ki Pool: 9/9 | Perception +17 | Evasion | Spd 50ft | NA | Drkvsn 60ft | +2 saves vs spells/psionics/complsn/mind | Stance: Battle Dragon | Focus: Y | Buff: mistsight 5/rds

fort save: 1d20 + 15 ⇒ (9) + 15 = 24

um how are we treating hp recovery? When we get redeployed are we at full health?


The Man. The Myth. The Mask!

If I were a mean person I'd say no. Thankfully I'm not a mean person. There wss plenty of time to find heading, so you should be a full hp.


HP 43/56; SP 14/20 Incanter 6 // Mageknight (Doomblade, Kinetic Scourge) 6

has everyone acted?


The Man. The Myth. The Mask!

Celeste needs to state actions


Male Dwarf Gestalt Soulknife (Nimble, Gifted) & Vitalist 6 | PP: 34/58 | HP: 61/76 THP:0 NLD: 5| AC: 20; T:13; FF:17 | Fort: +10; Ref: +9; Will: +10

Fort DC 20: 1d20 + 10 + 4 ⇒ (7) + 10 + 4 = 21
Daimargh braces himself as the initial batch of fire rains down, cursing their poor luck, and their enemy's fortunate aim.
36/76 HP, not on fire

Looking over, he sees Davor extinguish the flames from himself, then egress the golem, presumably to retreat to somewhere they could heal.

Damned golem, damned anti-magic... he thinks as he finds his way to an edge and leaps from the golem.

Falling, Acrobatics: DC 15: 1d20 + 11 ⇒ (3) + 11 = 14
Falling Damage: 4d6 ⇒ (1, 4, 3, 1) = 9

Landing hard, Daimargh's legs collapse under the weight and he falls prone, though conscious, hurt, and angry.
HP 27/76, prone


Yaksha master of forms 6//rakshasa paragon 6 | HP: 24/53 | AC/T/FF: 22/18/19 | F/R/W: +7/+8/+6 | Init: +1; Perception +11 | CMB: +9; CMD: 27 | Defense: Evasion, DR 2/-
Resources:
Focus: 0/4 | Pool of Predation: 3/9 per day | Sorcerer Lvl 1 - 4/6 per day | Deep Focus: 0/1 per day | Thunder Spear: 0/1 per day | Active Stance: Lightning
Status Effects:
Hungerborn: +1 to attacks, skill check, ability checks, and CL checks for 1 hour. | IH: Fast Heal 1 (3 rds) | GL: +20 ft. speed (5 rds) [ooc]| EP: Large Size (17 rds)

GM:
See my previous post. What's the verdict on whether or not Craven would be a flammable sort of gas? :-P


The Man. The Myth. The Mask!

craving:
You would gain DR/magic which would negate the fire damage, though the condition itself wouldn't disappear. You'd still have to put it out, but I'll give you an additional +4 for your ability to disperse and spread the fuel thin.


Onyx (AC: 21/25*[T: 16/20 FF: 17/21 | HP: 32/53(THP-)(0NL) | F+6, R+9, W+7) Init: +4; Perception +12 | CMB: +6; CMD: 22 | SP 7/11 SP 6/11 | Defense: Blindsense 60* Darkvision 60/ Resistance:Electricity/Sonic. [10]

Go's over to Daimargh and helps him up.

"Well Daimargh your not dead or on fire, your lucky day, heal now if you can "

She says with look of Ye like we are so lucky

She takes out a want and points it at him.

Shield on herself and Daimargh for 6mins

"That will stop you being targeted by long range MM. Come on lets find the others, use the Golem as cover as we go in. They have it zeroed so best we use it as a walking shield."

She looks around for the others.

"RIGHT GUYS LETS GET CLOSE AND GET SOME HEALING UNDER OVER"

Arr C&&P lets like we're going in."

What this game really needs is hero points, sooo much, if fate gets a dice we should get a heros chance.


**INACTIVE(Adapt)***Ophiduan Male Adult Monk (Unchained, Zen Archer)/Incanter/Gestalt 6 - HP: 71/71, AC:21/T:20/FF:17, F:+8/R:+10/W:+8, Init:+3, Perc:+10, CMB:+6, CMD:26, Speed:50/80', Ki:8/8, SP:11/11, Ammo:60/60
Skills:
Acrobatics:+10/+18 to Jump, Climb:+5, Escape Artist:+10, Fly:+3, Heal:+5, Kn.(Arcana):+6, Ride:+3, Sense Motive:+5, Spellcraft:+6, Stealth:+10, Survival:+5, Swim:+5

(Is it the next round or was it only one round of combat? That's what we are waiting for)


Dreig(Giant) Celeste | HP 73/33 | AC 27 T 24 FF 19 | CMB +15 CMD 32 | Fort +11 Ref + 18 Will +13| Init +7 | Rage 8/14 | Ki Pool: 9/9 | Perception +17 | Evasion | Spd 50ft | NA | Drkvsn 60ft | +2 saves vs spells/psionics/complsn/mind | Stance: Battle Dragon | Focus: Y | Buff: mistsight 5/rds

Celeste is gonna to ride it out in the golem


Onyx (AC: 21/25*[T: 16/20 FF: 17/21 | HP: 32/53(THP-)(0NL) | F+6, R+9, W+7) Init: +4; Perception +12 | CMB: +6; CMD: 22 | SP 7/11 SP 6/11 | Defense: Blindsense 60* Darkvision 60/ Resistance:Electricity/Sonic. [10]

RETRO ACTION
Undoing all actions from just at the fire bombing for Onyx

As the fire engulfs Onyx, still on flame she jumps from the golem off the golem, 30' out she changes into a bolt of lighting and is gone from sight.


Onyx (AC: 21/25*[T: 16/20 FF: 17/21 | HP: 32/53(THP-)(0NL) | F+6, R+9, W+7) Init: +4; Perception +12 | CMB: +6; CMD: 22 | SP 7/11 SP 6/11 | Defense: Blindsense 60* Darkvision 60/ Resistance:Electricity/Sonic. [10]

Comes back into being next to Daimargh and helps him up.

"Well its good Daimargh to see you stile alive"

She takes out two wands and points it at him.

Shield on herself and Daimargh for 1 mins then Infernal healing for 10 rounds 20hp back

"That will help us being targeted by long range magic missiles and heal us a bit. Come on lets find the others, see if any of them need healing"

She looks aroubd for the others


HP 43/56; SP 14/20 Incanter 6 // Mageknight (Doomblade, Kinetic Scourge) 6

The Adept hangs off the back of the golem by a tether, just outside the antimagic field, and heals himself.

cure: 1d8 + 12 ⇒ (4) + 12 = 16

::How is everyone?:: the Adept asks over the mental link provided by the dwarf.


**INACTIVE(Adapt)***Ophiduan Male Adult Monk (Unchained, Zen Archer)/Incanter/Gestalt 6 - HP: 71/71, AC:21/T:20/FF:17, F:+8/R:+10/W:+8, Init:+3, Perc:+10, CMB:+6, CMD:26, Speed:50/80', Ki:8/8, SP:11/11, Ammo:60/60
Skills:
Acrobatics:+10/+18 to Jump, Climb:+5, Escape Artist:+10, Fly:+3, Heal:+5, Kn.(Arcana):+6, Ride:+3, Sense Motive:+5, Spellcraft:+6, Stealth:+10, Survival:+5, Swim:+5

Davor stands to his feet, brushes himself off, and a bit toasty, "If we can use the Golem to help shield us from further attack, we stand out of its anti-magic shield, and if (4) of the most injured group up within a 40' radius from me. I can heal those (4) who are severely injured including myself. Daimargh, if you see someone being over healed, then you can redistribute the overflow to others." Davor waits for those (4), who need healing the most, gather up within 40' of him.

Healing - 40' radius: 6d8 + 24 ⇒ (4, 7, 1, 4, 8, 5) + 24 = 53

He then taps into the Sphere of Life, a bright glowing light erupts from Davor and engulfs the injured including himself. When the light clears, most are either healed or mostly healed ...

-2 Spell Points, and Davor has a total overflow of 6 hit points that can be distributed through out the collective.


Onyx (AC: 21/25*[T: 16/20 FF: 17/21 | HP: 32/53(THP-)(0NL) | F+6, R+9, W+7) Init: +4; Perception +12 | CMB: +6; CMD: 22 | SP 7/11 SP 6/11 | Defense: Blindsense 60* Darkvision 60/ Resistance:Electricity/Sonic. [10]

Helps Daimargh get close to Davor, but keeps out the 40' radius so another more hurt can get healing.


Male Dwarf Gestalt Soulknife (Nimble, Gifted) & Vitalist 6 | PP: 34/58 | HP: 61/76 THP:0 NLD: 5| AC: 20; T:13; FF:17 | Fort: +10; Ref: +9; Will: +10

Daimargh nods to Davor and brushes off the dirt from his fall. Monitoring the Collective, he redistributes the energy from healing from Davor to the others as needed. As the others begin to move around and congregate, their wounds stitch up and everyone feels as good as new.

"Get over here, all o' yah! Our ride's getting away!"

Pretty sure we can get everyone up to full. I'll put my tracking/math in the Discussion Tab

"See what I mean? An awful lot easier before you lot get yerselves dead. HA!" Daimargh lets himself smile a bit, clearly pleased with the work they've done, even knowing that the hard part is still to come.


Stats:
HP [89/90] | AC 19, T 10, FF 19, CMD 19, DR 4/- | Fort +9, Ref +2, Will +7 | Low-Light Vision, Perception +7 | Bloodrage [17/17] |
Astral Suit Modifications:
Fortification 25%, Hardy, Stalwart, Flexible Suit, Improved Armor, Quickened Attacks, Psionic Attack, Psionic Damage, Augmented Weapon
Aegis 6/Bloodrager 6

Dang, wish my live GM accepted 3pp into his games, the Vitalist is awesome at healing.

Hearing the voices in his head, and not the usual ones either, Bustik made his way forward to graciously accept the healing provided. Giving a sigh of relief as torn muscles and burned skin became healthy once more, he gave his heartfelt thanks to the healer and motioned forward. Shall we proceed forward?" he asked over the mental link. Taking a moment to concentrate, a blueish field of energy surrounded his body before coalescing into what appeared to be heavy half-plate armor.


**INACTIVE(Adapt)***Ophiduan Male Adult Monk (Unchained, Zen Archer)/Incanter/Gestalt 6 - HP: 71/71, AC:21/T:20/FF:17, F:+8/R:+10/W:+8, Init:+3, Perc:+10, CMB:+6, CMD:26, Speed:50/80', Ki:8/8, SP:11/11, Ammo:60/60
Skills:
Acrobatics:+10/+18 to Jump, Climb:+5, Escape Artist:+10, Fly:+3, Heal:+5, Kn.(Arcana):+6, Ride:+3, Sense Motive:+5, Spellcraft:+6, Stealth:+10, Survival:+5, Swim:+5

Davor bows to Daimargh and then smiles, "We make a good team."

He waits to see what everyone else is going to do before following.


Onyx (AC: 21/25*[T: 16/20 FF: 17/21 | HP: 32/53(THP-)(0NL) | F+6, R+9, W+7) Init: +4; Perception +12 | CMB: +6; CMD: 22 | SP 7/11 SP 6/11 | Defense: Blindsense 60* Darkvision 60/ Resistance:Electricity/Sonic. [10]

EDIT
As the others heal she stands, Then she forms a odd looking weapon surrounding her hand and arm.
She keeps a look our for anything coming to attack them.

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