HedwickTheWorldly |
Here's Pharom. I have like 56k gold left. Is it safe/fair to handwave some of that into scribing things into my formula book, and use some for an assortment of weapon blanches on various arrows, including the Holy ones (Ghost Salt and Adamantine)? Or do you want the math worked out and the arrows identified prior to combat?
Also, ADM, Keeg, and Zhu - any suggestions on what to do with the cash, or build ideas?
Pharom Vardalomalindel
Elf Alchemist (Grenadier) 20
CG Medium humanoid (Elf)
Init +17 (+21 with Heightened Awareness); Senses Blindsight 40 ft; True Seeing; Perception +25
Defense
AC 50, touch 29, flat-footed 36
hp 283 (20d8 + 180) +2d10+20 Temporary HP
Fort +30, Ref +35, Will +22
Defensive Abilities
DR 10/Adamantine
Ablative Barrier (5 damage becomes nonlethal, up to 50 total)
Elven Immunities (Immune to sleep, +2 v. Enchantments)
Immune to paralysis, cold, nonlethal, sleep, flanking
25% fortification (critical hits, sneak attacks)
Freedom of Movement
Iron Will, Tumor Familiar (Hedgehog) (+4 Will Saves)
1/day: Reroll failed save v. Mind-affecting (Cap of the Free Thinker)
1/day: Reroll a save (Luck Blade)
1/day: Reroll a 1 on a d20 roll (Talisman of Good Fortune)
4/day: Grand Destiny (+4 Competence on attack/save/skill)
1/day: When targeted by Magic Jar, Possession, or Charm/Compulsion that grants control, reroll failed save (Pentacle Talisman)
1/day: When dead, Breath of Life (5d8+9)
1/day: When dead, Resurrection (Elixir of Life)
Offense
Speed 60 ft., Fly 70 ft.
Melee Luck Blade +24
Ranged "Sweetness" +5 Adaptive Dueling Living Steel Longbow +36 (1d8+9) or
Full Attack Sweetness +36/36/31/26 (1d8+9) or
Rapid Shot Sweetness +34/34/34/29/24 (1d8+9) or
Rapid Shot + Deadly Aim Sweetness +30/30/30/25/20 (1d8+17) or
Bomb +31 Touch (10d6+6) or
Full Attack Bomb +31/31/26/21 Touch (10d6+6) or
Full Attack Rapid Shot Bomb +29/29/29/24/19 Touch (10d6+6)
Active Spell/Potion/Extract Effects
Blink (Eternal)
True Seeing
Barkskin (+5 AC)
Heroism (+2 Morale to Saves, skills, attacks)
Magic Circle Against Evil
Ablative Barrier
Ant Haul
Heightened Awareness
Countless Eyes
Echolocation
Freedom of Movement
Greater False Life
Stoneskin
Overland Flight
Grand Destiny
Heightened Awareness
True Mutagen
Special Attacks
Alchemist Extracts Prepared (CL 20th; concentration +X)
1st (7) - Ant Haul, Heightened Awareness, Reduce Person, Cure Light Wounds, (Empty Slot x3)
2nd (7) - Alchemical Allocation x2, Alchemical Allocation x5
3rd (7) - Fly, Remove Curse, Countless Eyes, Amplify Elixir, Amplify Elixir, Resist Energy (Communal), Haste
4th (6) - Echolocation, Freedom of Movement, Restoration x2, Greater False Life, Stoneskin
5th (6) - Overland Flight x2, Grand Destiny, Polymorph, Elemental Body II, (Empty Slot)
6th (6) - Heal x3, Form of the Exotic Dragon, Giant Form I, Walk Through Space
Statistics
Str 18, Dex 36, Con 26, Int 22, Wis 14, Cha 8
Base Atk +15; CMB +19; CMD 47 (15 BAB + 4 Str + 13 Dex +5 Deflection)
Feats
Bonus - Brew Potion
Racial - Martial Weapon Proficiency - Longbow
1 Point-Blank Shot
3 Precise Shot
5 Deadly Aim
7 Rapid Shot
9 Iron Will
11 Clustered Shots
13 Manyshot
15 Extra Discovery (Elixir of Life)
17 Improved Precise Shot
19 Extra Discovery (Mummification)
Alchemist Discoveries
2 Infusion
4 Extend Potion
6 Tumor Familiar
8 Fast Bombs
10 Holy Bombs
12 Greater Mutagen
14 Preserve Organs
16 Grand Mutagen
18 Eternal Potion
20 True Mutagen
Traits Fate's Favored, That one that gives Perception as a class skill
Skills (20 ranks each)
Craft (Alchemy) +32
Perception +30
Knowledge (Arcana) +32
Knowledge (Planes) +32
Spellcraft +32
Acrobatics +39
Escape Artist +39
Disable Device +39
Fly +39
Use Magic Device +25
Languages Common, Elven, some others that don't matter
Special Qualities
Alchemical Weapon: Free Action, apply alchemical item to weapon
Directed Blast: Detonate bomb in 20' cone instead of 5' radius
Staggering Blast: On a bomb crit, Fort Save DC 26 v. Stagger for 1d4+1 rds, save = 1 rd.
Throw Anything:+1 with thrown weapons, +Int to damage with splash
Keen Senses: +2 Perception
Equipment 18,458 gold remaining
Head: Cap of the Free Thinker
Headband: Headband of Mental Prowess (+6 Int, Wis) (Perception, Knowledge: Planes, Spellcraft)
Eyes: Truesight Goggles
Neck: Lesser Talismans: Pentacle, Good Fortune, Life's Breath (Lesser)
Shoulders: Cloak of Resistance +5
Chest: Sipping Jacket (Heal)
Wrists: +8 Bracers of Armor
Hands: Glove of Storing
Belt: Belt of Physical Might (+6 Dex, Con)
Ring 1: Ring of Protection +5
Ring 2: Ring of Inner Fortitude, Major (Reduce ability damage by 4, drain by 2)
Boots: Boots of Speed (10 rds/day)
Ioun Stones Dusty Rose Prism Ioun stone (+1 Insight AC), Pink and Green Sphere Ioun Stone (+2 Cha), Pale Green Prism Ioun Stone (+1 Competence to attacks, skills, ability checks, and saves)
Weapons:Luck Blade (0 Wishes), +5 Living Steel Adaptive Dueling Longbow
Ammunition: +1 Holy Arrows x100, 50x Hybridized Acid/Alchemist's Fire, 50x Hybridized Holy Water/Liquid Ice
Slotless: Handy Haversack x3, Elixir of Life, Boro Bead (2nd level) x3, Hybridization Funnel
Potions (All CL 20)
Barkskin
Ablative Barrier
Magic Circle Against Evil
Heroism
Displacement
Tongues
Protection from Energy
Remove Curse
Remove Disease
Lesser Restoration
Neutralize Poison
Resist Energy
Water Walk
Greater Magic Fang
Blink
Cap -12,000
Headband -90,000 = 112,000
Talismans -5,780 = 117,780
Cloak -25,000 = 132,780
Jacket -5,000 = 137,780
Bracers -64,000 = 201,780
Belt -90,000 = 291,780
Insight Ioun -5,000 = 296,780
Cha Ioun -8,000 = 304,780
Competence Ioun -30,000 = 334,780
Luck blade -22,062 = 356,842
+5 Adaptive Dueling Weapon 65,000 = 421,842
Handy Haversack x3 - 6,000 = 427,842
Boots of Speed - 12,000 = 439,842
Ring of Prot -50,000 = 489,842
Truesight Goggles -184,800 = 674,642
Elixir of Life -25,000 = 699,642
Boro Beads -24,000 = 723,642
Potions -18,000 = 741,642
Hybridization Funnel -200 = 741,842
Ring of Inner Fortitude -42,000 = 783,842
Holy Arrows - 36,000 = 819,842
Alchemical Items -4,000 = 823,842
880,000 - 823,842 = 56,158gp remaining
HedwickTheWorldly |
Ursk Kulok
Human Unchained Monk 1/Cleric (Herald Caller) of Sarenrae 9/Dawnflower Anchorite 10
NG Medium humanoid (Human)
Init +18; Senses Perception +31
Defense
AC 46, touch 34, flat-footed 29 (+8 Armor, +10 Dex, +1 Insight, +5 Deflection, +5 Natural, +6 Wis, +1 Dodge)
hp 253 (20d8+110)
Fort +25, Ref +28, Will +26
Defensive Abilities
Solar Invocation - +4 Sacred to AC, CMD and Dodge to Reflex saves
+5 Sacred to saves v. evil outsiders
Offense
Speed 30 ft
Melee +5 Keen Redeemed Scimitar +32 (10 Dex, 14 Base, 5 Wpn, 2 Morale) (1d6+17) or
Flurry of Scimitar Blows +32/32/27/22 (1d6+17) or
Power Attack Scimitar +28 (1d6+25) or
Hasted Divine Power/Solar Invocation Scimitar +40/+40/+40/+35/+30 (1d6+34)
Ranged
Active Spell Effects
Heroism
Special Attacks
Cleric Spells Prepared (CL 19th; concentration +25)
Spontaneous Casting Cure spells, Summon Monster spells that summon creatures with Good Subtype
Domains: Glory (Heroism)
0 - Stabilize, Light, Guidance, Detect Magic
1 - Shield of Faith(D), (Empty Slot)x6
2 - Bless Weapon(D), Align Weapon, (Empty Slot)x5
3 - Heroism(D), Dispel Magic, Invisibility Purge, Communal Delay Poison, Communal Resist Energy, Magic Circle Against Evil
4 - Holy Smite(D), Freedom of Movement x2, Greater Magic Weapon, Air Walk, (Empty Slot)
5 - Righteous Might(D), Quickened Divine Power x2, Breath of Life, (Empty Slot)x2
6 - Quickened Bless Weapon(D), Reach Breath of Life, Healx2, Greater Dispel Magic, (Empty Slot)
7 - Holy Sword(D), Reach Heal x2, Bestow Grace of the Champion
8 - Holy Aura(D), Nine Lives, (Empty Slot)x2
9 - Gate(D), Mass Heal, Communal Greater Spell Immunity
Channel Energy (6/day, 10d6)
Statistics
Str 13, Dex 30, Con 20, Int 7, Wis 22, Cha 16
Base Atk +14; CMB +20; CMD 48
Feats
Bonus - Augment Summoning, Superior Summons, Dervish Dance
1 Weapon Focus (Scimitar)
1 Summon Good Monster
3 Sacred Summons
5 Power Attack
7 Reach Spell
9 Empower Spell
11 Quicken Spell
13 Divine Interference
15 Spell Perfection (Divine Power)
17 Weapon Finesse
19 Crusader's Flurry
Traits Fate's Favored, Reactionary
Skills
Perception (20 ranks)
Knowledge (Religion) 20 ranks
Languages Common
Special Qualities
Aura: A Cleric of a Neutral Good Deity. Overwhelming Good Aura
Call Heralds - Spontaneously cast Summon Monster spells, +3 to concentration on Summon Monster spells
Divine Heralds - Can summon only Air creatures, Chaotic creatures, or Good creatures. Can use Entropic template instead of Celestial.
Mighty Heralds - Augment Summoning free, count as if I have Spell Focus (Conjuration) for feat prerequisites, Superior Summons free
Solar Invocation: Standard/Move/Swift action, 25 rds/day, +4 Competence to attack and damage, +2 to DCs v. Evil outisders
Solar Defense: During Solar Invocation, +4 Sacred to AC/CMD, Dodge v. Reflex
Divine Light:May use Solar Invocation indoors or underground
Bask in Radiance: Solar Invocation applies to any allies within 30 feet\
Sunbeam: SLA 2/day, CL 20, DC Cha-based
Dawnflower Invocation 1/day, use Invocation for 1 min. without using rounds
Equipment 316,000 gp
Head:
Headband: Headband of Mental Prowess (Wis, Cha) +6
Eyes:
Neck: Amulet of Natural Armor +5
Shoulders: Cloak of Resistance +5
Chest:
Wrists: Bracers of Armor +8
Hands:
Belt: Belt of Physical Perfection +6
Ring 1: Ring of Protection +5
Ring 2:
Boots: Boots of Speed
Ioun Stones Dusty Rose Prism (+1 Insight to AC), Orange Prism (+1 CL)
Weapons: +1 Dueling Keen Redeemed Scimitar
Slotless: Luck Stone
+5 Dueling weapon - 64,000
Luck Stone - 20,000
AC Ioun Stone - 5,000
CL Ioun Stone - 30,000
Boots of Speed - 12,000
Ring of Protection - 50,000
Belt of Physical Perfection - 144,000
Bracers of Armor - 64,000
Cloak of Resistance - 25,000
Amulet of NA - 50,000
Headband Wis/Cha - 90,000
HedwickTheWorldly |
So, Paladin, Monk, Sorcerer, and my Divine something-or-other?
Do we want to take a bit to figure out buffs for each other, etc.? Do we also want to maybe figure out what we can all do - as would be true for a level 20 group - or are we just going to wing it?
I only ask because this is going to be *hard* and I want to make sure we're up to the task.
Loria |
Loria is built for damaging evil things and healing/condition removal in others. Enlarge person or haste are probably the most helpful buffs if someone wants to assist her.
Another very helpful thing would be if someone can reduce the enemy's will save. The paladin capstone is that if a smite attack hits, it casts banishment, which is negated by a will save. _IF_ the banishment works, Hania can theoretically get rid of the enemy in one hit. And she can repeat this for seven rounds. I think I've calculated that it's a DC 31 will save the evil outsider would have to beat to not be banished. Not likely to work, but may be worth trying to make more likely. If it has SR, the caster level check will be 1d20+24 because of bonuses to the check.
HedwickTheWorldly |
Okay. I'm trying to figure out which spells to prepare on the Cleric - I can get Heroism for the front-liners with my aura, and Magic Circle Against Evil. Beyond that, I'm not sure what other stuff y'all want me to prep.
If our Sorc has haste, that would be great. So would Overland Flight - we can pass around a Ring of Spell Storing (or whatever it's called) to give the personal, long-duration buffs.
HedwickTheWorldly |
I lied. That cleric is trash. CR 26 monsters will stomp all over Summoned monsters like they're papier machè.
So I made a new Cleric, because I figured a Paladin and a Monk could both dig some Bard-song-lovin'
Ursk Kulok
Half-Orc Zen Archer 1/Cleric (Evangelist) of Erastil 6/Hinterlander 3/Evangelist 10
LG Medium humanoid (Human)
Init +; Senses Perception +33
Defense
AC 50, touch 33, flat-footed 32 (+5 Dex, +10 Wis, +5 Natural Armor, +5 Deflection, +1 Insight, +2 Dodge, +5 Armor, +7 Shield)
HP 212 (17d8+3d10+106)
Fort +9, Ref +8, Will +10
Defensive Abilities
[b]Offense
Speed 40 ft
Melee
Ranged
+5 Longbow - within 30', with Deadly Aim +45 (or 44/44/44/39/34) (+13 BAB, +5 Dex, +10 Wis, +5 Enhancement, +4 Competence, +7 Luck, +1 Haste, +2 Morale, +1 Focus, +1 Haste)
Damage 1d8+36 (10 Wis, 5 Enh, 4 Comp, 7 Luck, 2 Str, 8 DA)
Modifiers:
-5 attack, -10 Damage if outside 30'
+4 Attack, -8 Damage w/o Deadly Aim
Active Spell/Ability Effects
Inspire Courage +4
Divine Power +7 (Fate's Favored)
Haste
Heroism
Special Attacks
Cleric Spells Prepared (CL 18th; concentration +28)
Spontaneous Casting: Command, Enthrall, Tongues, Suggestion, Greater Command, Geas/Quest, Mass Suggestion, Sympathy, Demand
Domains:
0 -
1 - Magic Fang(D), Empty Slot x7
2 - Hold Animal(D), Empty Slot x7
3 - Beast Shape I(D), Magic Vestment, Empty Slot x6
4 - Summon Nature's Ally IV(D), Greater Magic Weapon, Empty Slot x5
5 - Beast Shape III(D), Empty Slot x6
6 - Antilife Shell(D), Empty Slot x6
7 - Animal Shapes(D), Empty Slot x4
8 - Summon Nature's Ally VIII(D), Empty Slot x3
9 - Shapechange(D), Empty Slot x2
Channel Energy (2/day, 5d6)
Statistics
Str 15, Dex 20, Con 20, Int 7, Wis 30, Cha 8
Base Atk +13; CMB +20; CMD 48
Feats
Bonus - Endurance, Perfect Strike (5/day), Precise Shot (Zen Archer 1), Erastil's Blessing (Hinterlander 1), Point-Blank Master (Hinterlander 3)
1 Weapon Focus (Longbow)
3 Deific Obedience
5 Deadly Aim
7 Quicken Spell
9 Reach Spell
11 Metamagic 3
13 Shield Focus
15 Spell Perfection (Divine Power)
17 Unhindering Shield
19 Boon Companion (Effective level 16)
Traits Fate's Favored, Reactionary
Skills
Perception (20 ranks)
Knowledge (Nature) (5 ranks)
Survival (5 ranks)
Perform (Oratory) (4 ranks)
Use Magic Device (20 ranks)
Languages Common
Special Qualities
Aura: A Cleric of a Neutral Good Deity. Overwhelming Good Aura
Channel Energy: 30' Radius, 2/day, 5d6
Public Speaker: -6 to DC to hear him speak in difficult conditions
Sermonic Performance: As Bardic Performance, effective Bard level 15, Inspire Courage +3 (+4 with Sikke), Inspire Greatness, Inspire Heroics, Standard/Move/Swift Action
Flurry of Bows: Monk flurry, only with longbow or shortbow (+1 BAB, -2 Attack, 1 add'l attack)
Favored Enemy (Evil Outsiders): +2 Bluff, Knowledge, Perception, Sense Motive, Survival, attack, damage, weapons treated as good for overcoming DR
Fast Movement: +10 Movement Speed
Favored Terrain (Hinterland): +2 Initiative, Perception, Stealth, Survival, can't be tracked when within 10-miles of a settlement of 2,000 or fewer individuals.
Hinterland Stride: As Woodland Stride
Aligned Class (Cleric): Add 9 levels of Cleric advancement
Protective Grace: +2 Dodge to AC
Gift of Tongues: Infernal, Sylvan
Multitude of Talents: +4 on any skills with no ranks
Spiritual Form: Standard action, 20 min/day, Telepathy 100', +4 Wisdom, Wings (Fly 40')
Perfect Strike: 5/day, Roll twice on attack, take highest.
Precise Shot: No penalty shooting into melee
Erastil's Blessing: May use Wis instead of Dex to longbow attacks
Point-Blank Master: Does not provoke AoO for firing ranged weapon while threatened
Weapon Focus (Longbow): +1 Attack with Longbows
Deadly Aim: -4 Attack/+8 Damage with Ranged Attacks
Quicken Spell: +4 Spell Levels, cast as swift action
Reach Spell: +1 Spell level/range increment increase (Touch -> Short -> Medium -> Long)
Shield Focus: +1 AC with shields
Unhindering Shield: Buckler doesn't impede flurry of blows or Monk armor bonus. Hand counts as free for using weapons and casting spells
Boon Companion: +4 to effective level of Animal Companion
Deific Obedience: 1) +4 Survival 2) Cure Light Wounds 3/day, Shield Other 2/day, or Prayer 1/day 3) 1/day, Standard Action, summon double of animal companion, lasts 20 rds 4) When using longbow, add Wis to attack and damage within 30 feet.
Equipment 601,000gp
Head: Dervish Sikke
Headband: Headband of Wisdom +6
Eyes:
Neck:
Shoulders:
Chest:
Wrists:
Hands:
Belt: Belt of Physical Perfection +6
Ring 1:
Ring 2:
Boots: Boots of Speed
Hand 1: +1 Devilbane Redeemed Adaptive Composite Longbow
Hand 2: +5 Living Steel Buckler
Ioun Stones:
Slotless:
[/spoiler]
Still a WIP, but this is a little closer to what I was shooting for with the Herald Caller.
HedwickTheWorldly |
I'm sorry guys, I have to bow out of this. Some of my other games are just not ending as soon as they should have. I will leave the alias as is for a few weeks so that if someone wants to use the stats they can; I know what a pain it can be to build high level characters.
Well, that's a shame. I hope you enjoy the end of your existing games, Loria!
HedwickTheWorldly |
So we still have Jong Shuo the Generalist Sorcerer, and Master Zhu, the Mutagenic Monk, plus whichever of my two Clerics you prefer - either the Summoning one or the Bard-song/Archer one.
The summoning cleric can pump out 5 Monadic Devas as a Standard action, or 5-7 Movanic Devas. He has an aura of Heroism, and is solid in melee.
The archer cleric has Inspire Competence as a 17th level Bard (+4 to attack and damage), and is much more likely to do some damage himself, especially with Shapechange active to turn him into a Huge Air Elemental. He also has an Animal Companion as a level 16 Druid, of which he can create a copy, for some teamwork feat/flanking shenanigans.
I'm flexible, but really like high-level play, so I keep posting because I want to see MonkeyGod's creature go down. :D
DM Ragnarok |
Yes. Starting now.
Your party has been together for years, adventuring and gaining great power and prestige. So it was only natural that, when word of a terrible demon wielding phenomenal powers broke out, that your party would eventually investigate.
Unlike many you have fought, this particular creature has made no secret of where it is. From what you can tell, it has made a lair for itself on the grounds where a grand battle once took place. It has taken to carving arcane glyphs into the very stone, and those few who have seen it report that it is undertaking some dark work.
You travel there to stop it.
You find a creature no larger than a man, though it is certainly more horrifying than one. It's limbs are distended and end in long, clawed digits, it's feet more resembling talons. It's skin is grey and pallid, and malevolent eyes sit above what's more beak than mouth.
It's time to roll initiative!
Master Zhu |
Initiative: 1d20 + 20 ⇒ (20) + 20 = 40
Assuming we're within 60 feet, Zhu will waste no time; he will full attack with Flurry of Blows, using Flying Kick to get in close.
Attack 1: 1d20 + 48 ⇒ (20) + 48 = 68
Crit Confirm: 1d20 + 48 ⇒ (10) + 48 = 58
Damage: 3d8 + 4d6 + 46 ⇒ (2, 2, 1) + (6, 5, 4, 5) + 46 = 71
Crit Damage: 3d8 + 46 ⇒ (7, 8, 1) + 46 = 62
Free Action Intimidate: 1d20 + 41 ⇒ (7) + 41 = 48
Attack 2 (Flurry}: 1d20 + 43 ⇒ (16) + 43 = 59
Crit Confirm: 1d20 + 48 ⇒ (8) + 48 = 56
Damage: 3d8 + 4d6 + 46 ⇒ (2, 7, 6) + (5, 1, 4, 5) + 46 = 76
Crit Damage: 3d8 + 46 ⇒ (1, 6, 2) + 46 = 55
Free Action Intimidate: 1d20 + 41 ⇒ (3) + 41 = 44
Attack 3: 1d20 + 38 ⇒ (19) + 38 = 57
Crit Confirm: 1d20 + 38 ⇒ (19) + 38 = 57
Damage: 3d8 + 4d6 + 46 ⇒ (5, 6, 3) + (5, 4, 6, 5) + 46 = 80
Crit Damage: 3d8 + 46 ⇒ (8, 3, 6) + 46 = 63
Free Action Intimidate: 1d20 + 41 ⇒ (13) + 41 = 54
Attack 4: 1d20 + 33 ⇒ (8) + 33 = 41
Damage: 3d8 + 4d6 + 44 ⇒ (2, 6, 6) + (2, 1, 2, 4) + 44 = 67
Free Action Intimidate: 1d20 + 41 ⇒ (12) + 41 = 53
Attack 5: 1d20 + 28 ⇒ (6) + 28 = 34
Damage: 3d8 + 4d6 + 44 ⇒ (4, 3, 6) + (2, 6, 4, 2) + 44 = 71
Free Action Intimidate: 1d20 + 41 ⇒ (4) + 41 = 45
If any of those hits had Intimidate checks that caused the creature to become Shaken, it is considered flat-footed, which procs Medusa's Wrath, giving me two more attacks at my highest base attack bonus. I will also spend a Ki Point for another Flurry attack at my highest base attack bonus.
Attack 6: 1d20 + 43 ⇒ (7) + 43 = 50
Damage: 3d8 + 4d6 + 46 ⇒ (6, 3, 7) + (6, 6, 4, 1) + 46 = 79
Attack 7: 1d20 + 43 ⇒ (18) + 43 = 61
Damage: 3d8 + 4d6 + 46 ⇒ (2, 3, 5) + (1, 4, 6, 3) + 46 = 70
Attack 8: 1d20 + 43 ⇒ (8) + 43 = 51
Damage: 3d8 + 4d6 + 46 ⇒ (1, 4, 1) + (5, 2, 6, 6) + 46 = 71
Ursk Kulok |
Initiative w/ Eaglesoul: 1d20 + 9 ⇒ (4) + 9 = 13
Swift Action: Inspire Courage +4
Move Action: Move as close as possible to creature (adjacent if possible)
Standard Action: Cast Blessing of Fervor Defensively (Concentration +28 v. DC 23 means I can't fail)
Party gains effects: Inspire Courage +4, Blessing of Fervor
Pharom Volstadt |
Pharom's Initiative is always 41
Free Action: Knowledge check to identify creature
Knowledge (Whichever is appropriate): 1d20 + 33 ⇒ (18) + 33 = 51
Swift Action: Spend 2 points from pool to enhance weapon with +3 and an appropriate burst (icy burst/flaming burst/shocking burst), plus Bane against whatever type of creature this is.
Move Action: Move to within 30' of the creature and draw weapon
Standard Action: Cast Bladed Dash to attack
Bladed Dash Attack v. Flat-Footed opponent (28 normally +10 Bladed Dash + 2 Bane +3 Enhanced weapon: 1d20 + 43 ⇒ (16) + 43 = 59
Automatically confirm critical hit, spend 2 pool points to increase multiplier by 1 (x4 weapon now)
Damage 4d6 Rapier + 2d6 Bane + 3d10 burst weapon + 28 Dex + 40 Int (Iaijitsu) + 28 Weapon + 8 Specialization: 4d6 + 2d6 + 3d10 + 104 ⇒ (5, 6, 3, 6) + (4, 2) + (7, 10, 2) + 104 = 149
Creature must make a fortitude save v. Staggering Critical (DC 25) - if successful, only staggered for 1 round, otherwise 1d4+1 rounds.
Jong Shuo |
Jong Shu will cast clashing rocks twice once with the quicken rod once normally both with maximize rod on the beast just so that no allies are caught in the blast. Initiative: 1d20 + 9 ⇒ (9) + 9 = 18
to hit clashing rocks number one touch: 1d20 + 16 ⇒ (9) + 16 = 25to hit clashing rocks number two touch: 1d20 + 16 ⇒ (11) + 16 = 27
make a reflex save for both dc30. if they miss they deal 60 points of bludgeoning and knock him prone. if they hit the deal 120 points of bludgeoning and knock him prone also if they fail the save the are affected as if they got caught in a cave in.
If the clashing rocks miss the target, the target still takes 10d6 points of bludgeoning damage from falling rocks and is knocked prone. A successful Reflex save reduces this damage to half and the target remains standing. Creatures other than the target that occupy the spaces where the clashing rocks appear or within their path (30 feet wide, 30 feet high, and up to 60 feet long) must also make Reflex saves or take 10d6 points of bludgeoning damage and be knocked prone (save for half and remain standing). A creature can only take damage once from the clashing rocks, no matter how many times the clashing rocks pass over a target creature.
Ursk Kulok |
Add Heroism to your attacks, Jong and Zhu, so they're 2 higher, if that matters at all. Also, I don't believe you can use 2 metamagic rods on the same spell, like Quicken and Maximize.
DM Ragnarok |
Your attacks are mighty, and you reduce the enemy to nothing; it falls to the ground, dead.
Zhu, your fourth and fifth attacks missed; all other attacks hit.
Jong, by the time your rocks hit it, the enemy was already dead, and so was allowed no saving throw; it is buried beneath a pile of rocks.
Ursk, it is a Medium sized creature, and by the time your turn rolled around it was dead. You can take a different action if you wish.
We are, however, still in initiative. Pharom, it is your turn.
Furthermore, you know it carries a disease that will sap your will. It seems as though it can spread it as a breath weapon or through a bite attack.
Finally, you know that it has the standard abilities of most powerful evil outsiders; immunity to poisons and non-magical weapons and death effects and resistance (if not immunity) to most forms of energy damage.
Pharom Volstadt |
Initiative Order (as I understand it):
Round 2:
Pharom (41)
Master Zhu (40)
Jong Shuo (18)
Ursk (13)
Creature (Unknown)
"Beware, friends. This creature may not yet be killed. That seemed far too easy. This is a powerful Demon, and I would not count it out yet."
Ready Action
Cast Calcific Touch and deliver through weapon attack if an enemy creature is within threatened range.
Jong Shuo |
Jong Shu will draw his efreeti bottle and open it if nobody objects.
what efreeti will do: 1d100 + 1d10 ⇒ (51) + (10) = 61
Ursk Kulok |
Ursk will move such that he is 30' from the monster, and within 30' of his allies, and cast Particulate Form on everyone, followed by a Quickened Divine Power on himself.
Pharom Volstadt |
Pharom will drink his extract of Elemental Body III, then use a swift action to activate Arcane Strike for the round. He will remain adjacent to both Master Zhu and the monster, if possible.
Ursk Kulok |
Bump bump. We still doing this?