| Mineire the Gossamer Merchant |
Miniere takes care to maintain his distance, and then manifests greater metamorphosis on himself, picking up a flame breath weapon (from class ability that gives more options).
| Oneidros |
Undeterred by the fires (which seem to have no effect on the him) or his failure to impact the ghostly swarm at first, Oneidros-the-whirling-wind perseveres. He flies once more over the swarm, attempting to catch it up again.
Slam: 1d20 + 29 ⇒ (12) + 29 = 41
damage: 2d6 + 25 ⇒ (6, 1) + 25 = 32 *1.5 /2 = 24...assuming I win the coin flip
| Sashin |
Addition:
Agreeing with Yin that it's a good idea to go look out for the other dragon, and wanting to stay away from that annoying mist, Sashin flies out of the building (about 100 feet), and looks around for any sign of the dragon.
Still Greater Invisible, and trying to stealth.
Perception: 1d20 + 21 ⇒ (3) + 21 = 24
Stealth: 1d20 + 22 ⇒ (17) + 22 = 39
| GM Rednal |
The only dragon in the sky seemed to be Sashin.
Meanwhile, Yin was busily darting back and forth, dripping oil from her body and causing it to spontaneously ignite as it hit the ground beneath the swarm and made dropping lower to attack people a much more dangerous proposition. Those with resistances or immunities to the fire might well be safe as long as they remained within it.
Barret increased the force of the wind a moment later, pushing everyone within towards the far doors...
Chance of Affecting Swarm (Control Winds): 1d100 ⇒ 3
...and once more the incorporeal creature ignored the winds. Oneidros darted in a moment later...
Chance of Affecting Swarm (Whirlwind): 1d100 ⇒ 88
...and there was a satisfying thump as the magical aspect of the whirlwind lent it enough force to slam into the creature and deal some damage. Hissing slightly, the swarm seemed to flow into the roof, vanishing from sight by passing into a physical object instead of staying out in the windy area.
The bad part? The flames from the fire trail went out as the wind moved over them - severe-strength winds were excellent at putting out unprotected flames.
General Note: Yin's Haste didn't go off, so nobody should have a buff from that. ^^
Also, I think the wind should affect pretty much anyone inside the building... XD You're not automatically immune to allies' spells!
| Barrett Armstrong |
That's correct. There's a -4 penalty to ranged attacks and Yin (our only small character) will need to make a DC 20 Fly check to fly in the wind. Luckily her bonus to fly is +29. Everyone else should be unaffected.
Unless I'm missing something, of course.
Round 4
Barrett attempts to push the mist back into the area of the burning winds yet again.
Barrett: Maintaining Control Winds to push Haunting Mist into the AoE of Sirocco.
Fire Damage: 4d6 + 11 ⇒ (6, 1, 6, 2) + 11 = 26
| Mineire the Gossamer Merchant |
Mineire will ready his action to breathe fire on the mist, should it come into view. (will position himself where he is 25ft from it's previously seen location).
| Yin, Daughter of Nug |
oh well, last round Retcon...
Angry that the Mist saw her Friends for what they really are, Yin focuses and brings the REAL thing into being.
Instead of Fire trail, persistent Ball Lightning, and hits the Swarm with those.
3d6 ⇒ (5, 4, 4) = 13 Reflex Save 24, need to save twice(persistant)
3d6 ⇒ (2, 3, 4) = 9 Reflex Save 24, need to save twice(persistant)
3d6 ⇒ (6, 1, 6) = 13 Reflex Save 24, need to save twice(persistant)
Damage: 13*0.75=9
Damage: 9*0.75=6
Damage: 13*0.75=9
This round...
Satisfied that the mist has fled, Yin feels they should proceed. The dragon could be here any moment, and Marita was still being held here.
Yin directs the set of disco balls towards the door(keeping to the sides, not inmediately in front of it), then becomes invisible.
| Oneidros |
Oneidros watches the spot where the angry mist disappeared, and then scans the room more broadly. He readies himself to rush toward the mist if it should return.
readied action to whirlwind-slam it again. sorry, didn't realize you were waiting on me.
| GM Rednal |
The mist continued to remain within the walls, where the winds in the room couldn't reach it - and Yin's electric spheres moved forward, taking up a sort of guarding position as the rest of you (sometimes literally) held your breaths. It was quite unlikely that the mist was gone for good - no, the real problem was predicting where it would come out.
Don't worry, Yin, I did roll its saves and damage and all. ^^
| Oneidros |
Seeing that the mists are still lurking, Oneidros says, "Hold on Sashin, before you crash through this door, let me give it a look & listen."
He flies over to the door, inspecting it and then (assuming he sees nothing trapped or dangerous) listening for a moment.
Perception: 1d20 + 30 ⇒ (2) + 30 = 32
| Yin, Daughter of Nug |
Yin, while invisible, shifts beyond the door. Holding perfectly still, while looking around.
Move action: Move second set of balls next to door so they line the sides.
Standard action: Dimension door behind the door
Stealth: 1d20 + 59 ⇒ (1) + 59 = 60 +40 invisibility if applicable best stealth result I ever had with rolling a natural 1 -_-
Perception: 1d20 - 1 ⇒ (1) - 1 = 0 Dice love me...that door. Does it look the exact same way from this side? Are there miniscule details diffferent? I think it's mostly the same, except there's the hinges on this side. But other than that? I wonder what sort of material it is made of.
Knowledge Nature to identify Material of Door: 1d20 + 13 ⇒ (4) + 13 = 17
| Mineire the Gossamer Merchant |
If i had an ability that can repair non-magical objects, can i use that to seal up the cracks the mist went into? or are there simply too many to prevent it from reemerging within the next few days?
engineering: 1d20 + 25 ⇒ (5) + 25 = 30 to see what i can learn of the door
| Yin, Daughter of Nug |
If i had an ability that can repair non-magical objects, can i use that to seal up the cracks the mist went into? or are there simply too many to prevent it from reemerging within the next few days?
AFAIK the mist was incorporeal. In that case, the cracks were just fluff since solid structures pose no obstacle to it...a Force Effect could contain it but I'm not high enough level to force cage it. Also, my structural analysis of the ceiling revealed that it will likely not stand up to dragon impact.
| Mineire the Gossamer Merchant |
i am pretty much just observing the door this turn, but if someone opens it i will probably run in.
| Yin, Daughter of Nug |
Yeah, kind of expected we to recon this round. I failed spectaculary, but depending on init, my action is invalid then.
If Barrett with his ultra-init rushes in to open the door, there's little point in trying to dimension door past the door and find out what awaits us. In that case, Yin would probably dimension door to a shadow near the people(i refuse to believe its 4 more mists :) or kittens) Barrett saw earlier, and then spend some time being fascinated by the pillar(or whatever) that causes the shadow she hides in.
| Yin, Daughter of Nug |
Problem is rather it makes no sense. We're not acting in a vacuum. If I see you rushing for the door, with a clear intent to open it, it won't even make sense in Yin's mind to go recon right behind the door. As said, everything else stays the same, just altered the target position slightly. While i did suggest we go forward and ignore the mist for now, I didn't expect someone to rush right in. ^_^
| Yin, Daughter of Nug |
*shrug* no matter :) I'm just blankly staring at a fascinating wall/door/pillar anyway, but i'll take care in the future to talk in discussion more and wait until everybody either posted there or in gameplay before doing my own action.
| Sashin |
Well, I did express my desire to smash through the door. Even posted up thread, asking if we needed the door open. I got no response, except for Oneidros asking to check it out before I slammed it off of its' hinges.
So, I suffered from the same thing that happened to Yin, in that my future actions were interfered with by Barrett. Not saying I have a problem with anything you did, Barrett, or with taking a closer look at the door. It's just I took 2 points of Con drain, and don't feel the need or desire to stay in this room any longer than I have to.
| GM Rednal |
Seeing no need to wait around, Barrett burst through the doors to the next chamber, even as Yin warped a little ways ahead of him and Sashin came charging up from behind.
The grand hall of the temple was built to serve as a courtroom and place of worship. Today it is a slaughterhouse. Fresh blood covers the floor around the altar, and the stench of blood is heavy in the air. A dwarf lies atop the altar, and a pale man stands over him, a long knife in one hand. This stranger is wreathed in shadowy shapes, and these shadows writhe around him and moan as he raises the knife. He is not alone—three bloodless guards are spread around the room, and the pews are filled with living people who seem drugged or dazed; they stare blankly at the altar, waiting their turn.
And the moment the door was opened and one of you teleported in, the man behind the altar snapped his fingers and pointed towards the door. "There aren't enough of them for all that noise! Purge!" he commanded - and one of the bloodless creatures clapped their hands together. As they did so, an Invisibility Purge rippled through the area, and he snarled slightly as he saw Yin - then pointed at her and sent out a darting bolt of deathly power.
Vs Spell Resistance: 1d20 + 14 + 1d6 ⇒ (8) + 14 + (5) = 27
Fort DC 25 Partial: 1d20 + 27 ⇒ (11) + 27 = 38
Damage: 3d8 + 14 ⇒ (8, 2, 5) + 14 = 29 + Constitution Damage: 1d4 ⇒ 4 And Staggered for 1 round.
"What is this? You are not of this place. Leave now. Leave me to my
work. You can still escape your doom." he said.
Party's up. The man and his companions are by the altar.
| Sashin |
Ah, I apologize. Thanks for the clarification!
First, Knowledge. The bonuses for all is the same, so I'll roll one on the bloodless, and one on the speaker. Sound fair?
Knowledge-Bloodless: 1d20 + 11 ⇒ (3) + 11 = 14
Knowledge-Speaker guy: 1d20 + 11 ⇒ (5) + 11 = 16
| Barrett Armstrong |
Round 1 (6?)
After the events of the previous rooms, some flesh-and-blood foes were a rather welcome sight. Barrett takes stock of those present and quickly concludes that the man shrouded in shadows is a serious threat, especially as he fires some sort of doom bolt into Yin. Lightning fast, the gunslinger draws his two guns and unleashes a barrage of smoke and lead aimed at the alter speaker.
Barrett: Free Action to draw Holy Revolver & Unholy Revolver, Full-Attack Action vs Alter Speaker. Activating Rapid Shot, Up Close and Deadly, and Spark Soul . Total of 7 attacks against Touch AC; 4 w/Holy Shock Revolver, 3 w/Unholy Shock Revolver.
Holy Revolver 1: 1d20 + 13 ⇒ (16) + 13 = 29
Damage: 1d8 + 13 + 3d6 + 1d6 + 2d6 ⇒ (3) + 13 + (4, 4, 3) + (3) + (6, 1) = 37
Holy Revolver 2: 1d20 + 13 ⇒ (15) + 13 = 28
Damage: 1d8 + 13 + 3d6 + 1d6 + 2d6 ⇒ (1) + 13 + (1, 4, 6) + (6) + (1, 6) = 38
Unholy Revolver 1: 1d20 + 13 ⇒ (8) + 13 = 21
Damage: 1d8 + 13 + 3d6 + 1d6 + 2d6 ⇒ (2) + 13 + (2, 6, 4) + (3) + (2, 1) = 33
Holy Revolver 3: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 1d8 + 13 + 3d6 + 1d6 + 2d6 ⇒ (4) + 13 + (1, 1, 4) + (4) + (6, 3) = 36
Unholy Revolver 2: 1d20 + 8 ⇒ (2) + 8 = 10
Damage: 1d8 + 13 + 3d6 + 1d6 + 2d6 ⇒ (5) + 13 + (6, 3, 6) + (4) + (3, 4) = 44
Holy Revolver 4: 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 1d8 + 13 + 3d6 + 1d6 + 2d6 ⇒ (7) + 13 + (4, 1, 2) + (4) + (5, 6) = 42
Unholy Revolver 3: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d8 + 13 + 3d6 + 1d6 + 2d6 ⇒ (7) + 13 + (6, 6, 4) + (6) + (3, 4) = 49
| Yin, Daughter of Nug |
Shocked to have been seen, Yin casts "Deeper Darkness" on her Circlet, then rushes forward, hiding in the shadows again.
Standard action, Deeper Darkness, 60ft radius, supernaturally dark=darkvision shuts off
Move action towards these figure, Hide in Plain Sight(if applicable)
Stealth: 1d20 + 59 ⇒ (3) + 59 = 62 at least not a natural 1 this time
| Mineire the Gossamer Merchant |
Rnd 1
Already dashing through the door as it is opened, Mineire continues his momentum as he launches into an attack.
Move: to get to someone he can attack. if he can reach the main priest, he will attack him, otherwise he will go as far into the room as possible, but will attack someone who is not on the main path down the middle (he will leap to an oblique position if he cannot reach the main priest). Not sure how far my last round's movement would have taken me before using this round's 40ft movement to get to an enemy.
acrobatics: 1d20 + 46 ⇒ (16) + 46 = 62 for movement (possible jump distance equals dice result)
acrobatics: 1d20 + 46 ⇒ (16) + 46 = 62 to avoid AoOs
Free: invest two PP into his deep crystal amulet to add 2d6 damage to his next punch
Free: two magic missiles, shot at the main priest. force: 1d4 + 1 ⇒ (3) + 1 = 4 force: 1d4 + 1 ⇒ (4) + 1 = 5
Swift: Discerning Pattern Free action to identify monster, if success, i treat them as my active type. I assume theyre Undead, so i use my Religion: 40. If a different type, I will use that knowledge instead.
Standard: Mega-Punch! if i have '4 slams', do i get all 4 on a standard or just the one? I will assume just one.
unarmed attack: 1d20 + 22 ⇒ (13) + 22 = 35
damage (Force): 1d4 + 10 + 2d6 ⇒ (1) + 10 + (6, 2) = 19
plus damage (untyped): 3d6 + 10 + 3 ⇒ (6, 2, 5) + 10 + 3 = 26 if my identify check failed, subtract 3.
On hit, Grab special ability:
grapple, free, no AoO: 1d20 + 20 ⇒ (3) + 20 = 23
| Oneidros |
Taking in the foes before him, Oneidros opts to calm his whirling form, returning to the somewhat more solid form of an air elemental. The shadows that cling to him twist and distort and suddenly there are four of him together.
"Aye, we will escape Doom today, but will you?" He bellows. Oneidros flies toward the man behind the altar, all four airy battle imps positioning themselves to attack.
_______________
Stnd: revert from whirlwind form
Swft: change to infinity mirror stance (+3 mirror image forms)
Move: fly to beside the altar man
K. Religion: 1d20 + 33 ⇒ (12) + 33 = 45 To ID the altar man (or his abilities/defenses/attacks)
HP 297/315
CON 27/28
Elemental form 2/3 daily uses
Active effects:
-Stance: [Shattered Mirror 3] Infinity Mirror Stance (+3 images) (Su) When you assume this stance you gain the benefits of a mirror image spell as if cast by a wizard of your initiator level, with the following exceptions: instead of rolling to determine the number of images generated, you generate one image per four initiator levels, and the effect lasts until you assume another stance, at which point any remaining images fade.
- Med Air Elem form: +4 size bonus to your Dexterity and a +3 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to create a whirlwind.
| Yin, Daughter of Nug |
Ah, right, staggered. Apologies, when i originally posted I thought you wrote everything up and that was fortitude partial...in that case I only make it really really dark, and take a 5-foot step away from my current space.
| GM Rednal |
Sashin took a few moments to try and analyze the undead man and his minions - though they were odd enough that the dragon was unable to remember too much about them. That was when Barrett started firing - and the undead man's body started Blinking in and out.
Hit? 1 is Yes, 2 is No: 4d2 ⇒ (2, 1, 2, 1) = 6
Only two of the bullets from his spread were accurate at all - all five of the others missed. Yin dropped a cloud of supernatural darkness down a moment later, which was something of a problem given that the supernatural darkness also stopped Mineire from being able to target the undead with force bolts - or discern his information. Uuuuuuunless you've got some kind of alternate sight ability I don't see anywhere in your post or profile...?
The same happened for Oneidros, though as he moved forward, he could at least... well... hope that he landed close by. There was a brief movement from within the shadows - and one hand reached out towards Oneidros.
Melee Touch: 1d20 + 12 ⇒ (15) + 12 = 27 for Damage: 7d8 ⇒ (6, 8, 8, 1, 2, 8, 8) = 41
A major burst of vitality was sucked straight out of Oneidros' body - the magical mirrored images didn't seem to have slowed the undead man at all, nor had the darkness Yin had dropped over the area. Laughter came from within the darkness a moment later.
"I've never seen warriors this disorganized before! Oh, yes, killing you is going to be fun."
@EVERYONE: Add the rules text for your abilities into your profiles. If it's just a name, I may not always be able to effectively check the effects, and I actually do need to know important information like "what amount of damage in your attacks is of what type" in order to properly resolve things. For the most part, you should be able to copy-paste this from your sources. If any of you will have difficulty getting that done, PM me - but I do need it to be done as quickly as possible.
| Yin, Daughter of Nug |
Seeing that there were holding cells with people, Yin remembers why they were here....Marita! She may be in one of those...Yin rushes towards the cells, even if her friend, the darkness, proved unable to thwart the man at the altar.
Since it did not seem to stop the enemies from acting, the Darkness, while making Yin feel comfortable, seemingly hinders her comrades...which for some strange reason seem unable to see in it. It is with some reluctance, but a certainity of doing the right thing, that Yin dismisses her Deeper Darkness, then, staying hidden in shadows, moves forward.
Just posting fast, and first, so those people hindered by Darkness can act. Honestly, I expected more people with See in Darkness, or Blindsense/Blindsight...sorry, did not check before. Figured it was more likely to cause a problem for THEM than for us.
| Mineire the Gossamer Merchant |
if the darkness in question was Deeper Darkness, and the ambient light was already dim and is now reduced to supernaturally dark (note James Jacobs' clarification on that link, if you haven't already), then yes, Mineire cannot see through it currently. He has standard Darkvision 60ft, however. If the darkness obscured his target, he would have shot at a different target. It is a small handful of damage, so it doesnt particularly matter who he shoots at.
furthermore, if the whole place is truly supernaturally dark, then Mineire would not have run in. I guess we are back to that whole "invalidating other people's turns" thing....
so if it is all truly supernaturally dark, then Mineire will instead use his standard to manifest Synesthete (feel sound) and will remove his crystal mask.
| Yin, Daughter of Nug |
Afraid so, Mineire...from discussion:
Yin: what kind of light level do we have in the building? specifically, what kind of light level will we have beyond the open door.(just putting the question up already so I won't have to ask AFTER the round resolves).
GM Rednal: All areas are naturally dark - you'll need to bring your own light or not be bothered by the darkness.
Then gameplay: Yin: Standard action, Deeper Darkness, 60ft radius, supernaturally dark=darkvision shuts off
But as posted above, I'll get rid of it again, either dismissing or running away with it(centered on an object on me), I thought more people had natural echolocation or tremorsense or blindsight or what not...was wrong. So either way, on the next turn you can assume you see them again with regular dark vision if you are within 60 feet, since I posted before.
| Sashin |
Assuming Deeper Darkness is gone...although I can operate, I'd rather not.
Round 1
"You, kill me? I think not. The necromantic energies that hold your body together have the most delightful taste..."
"And I fully intend to relish your flesh."
She then flies across the temple, her long tail knocking over several pews on the way.
Acrobatics to avoid Aoo's from bloodless: 1d20 + 20 ⇒ (5) + 20 = 25
If I fail, I'm not stopping, take them.
She then activates her unnerving gaze, directing it at the speaker.
Will save DC 23, or shaken for 3 rounds.
Her frightful presence aura activates as well, affecting 120 feet aura.
Will save DC 23, or shaken. Frightened for the speaker if he fails his gaze save.
Upon getting within reach, Sashin's right claw reaches out to grab at the undead speaker, attempting to grapple him.
Grapple: 1d20 + 34 ⇒ (18) + 34 = 52
| Barrett Armstrong |
Round 2
Even during the few seconds of magically induced darkness, Barrett kept track of his foe. It was the ground, you see, it whispered secrets to him always. At least, that's what he said. It could just as easily be another trick under the belt of this experienced hunter of men.
Reloading his revolvers, Barrett steps forward and unleashes another barrage. His accuracy wasn't the greatest, but he made up for it with sheer volume. At least, that was the idea. His attacks where aimed in such a way as to throw the speaker off-balance. Hopefully that would give his companions some breathing room
Barrett:5' step towards alter, Free Action to reload Holy & Unholy Revolver, Full-Attack Action vs Alter Speaker. Activating Rapid Shot, Up Close and Deadly, and Spark Soul . Total of 7 attacks against Touch AC; 4 w/Holy Shock Revolver, 3 w/Unholy Shock Revolver.
Activating Twin-Shot Knockdown. If two or more of my attacks hit the speaker is knocked prone. Grit 6/7
Holy Shock Revolver 1: 1d20 + 11 ⇒ (15) + 11 = 26
Damage: 1d8 + 13 + 1d6 + 3d6 + 2d6 ⇒ (4) + 13 + (4) + (2, 6, 6) + (4, 6) = 45
Holy Shock Revolver 2: 1d20 + 11 ⇒ (16) + 11 = 27
Damage: 1d8 + 13 + 1d6 + 3d6 + 2d6 ⇒ (6) + 13 + (2) + (2, 4, 6) + (5, 2) = 40
Unholy Shock Revolver 1: 1d20 + 11 ⇒ (11) + 11 = 22
Damage: 1d8 + 13 + 1d6 + 3d6 + 2d6 ⇒ (2) + 13 + (6) + (4, 5, 3) + (4, 5) = 42
Holy Shock Revolver 3: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d8 + 13 + 1d6 + 3d6 + 2d6 ⇒ (7) + 13 + (1) + (6, 5, 2) + (4, 3) = 41
Unholy Shock Revolver 2: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 1d8 + 13 + 1d6 + 3d6 + 2d6 ⇒ (4) + 13 + (1) + (5, 3, 4) + (3, 1) = 34
Holy Shock Revolver 4: 1d20 + 1 ⇒ (15) + 1 = 16
Damage: 1d8 + 13 + 1d6 + 3d6 + 2d6 ⇒ (3) + 13 + (3) + (6, 4, 2) + (1, 5) = 37
Unholy Shock Revolver 3: 1d20 + 1 ⇒ (8) + 1 = 9
Damage: 1d8 + 13 + 1d6 + 3d6 + 2d6 ⇒ (7) + 13 + (3) + (3, 6, 6) + (2, 2) = 42
| Oneidros |
Once Oneidros can see again, he gives a windy roar at the man who'd drained him.
Shifting his stance subtly again, his mirrored images disappear and he whirs into a blur of motion, striking out eight times in quick succession.
__________________
Swft: switch to Broken Blade Stance
Full: attack
unarmed: 1d20 + 29 ⇒ (15) + 29 = 44damage: 1d6 + 25 ⇒ (5) + 25 = 30
unarmed: 1d20 + 29 ⇒ (9) + 29 = 38damage: 1d6 + 25 ⇒ (2) + 25 = 27
unarmed: 1d20 + 29 ⇒ (13) + 29 = 42damage: 1d6 + 25 ⇒ (4) + 25 = 29
unarmed: 1d20 + 29 ⇒ (5) + 29 = 34damage: 1d6 + 25 ⇒ (6) + 25 = 31
unarmed: 1d20 + 24 ⇒ (17) + 24 = 41damage: 1d6 + 25 ⇒ (5) + 25 = 30
unarmed: 1d20 + 24 ⇒ (2) + 24 = 26damage: 1d6 + 25 ⇒ (1) + 25 = 26
unarmed: 1d20 + 24 ⇒ (10) + 24 = 34damage: 1d6 + 25 ⇒ (4) + 25 = 29
unarmed: 1d20 + 19 ⇒ (15) + 19 = 34damage: 1d6 + 25 ⇒ (4) + 25 = 29
unarmed: 1d20 + 19 ⇒ (9) + 19 = 28damage: 1d6 + 25 ⇒ (3) + 25 = 28
AC 45, Init +12, Ref +25
HP 256/315
CON 27/28
Elemental form 2/3 daily uses
Active effects:
-Stance: [Broken Blade 3] Broken Blade Stance (Ex) While in this stance, the initiator gains a competence bonus equal to his initiator level to Acrobatics checks to avoid attacks of opportunity, and may make an additional attack when making a full attack action. If the initiator is two weapon fighting, he gains this extra attack for both hands. The attack(s) uses the initiator's full base attack bonus, plus any modifiers appropriate to the situation.
- Med Air Elem form: +4 size bonus to your Dexterity and a +3 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to create a whirlwind.
| Mineire the Gossamer Merchant |
Rnd 2
The temporary blindness a thing of the past, Mineire launches into the assault.
Move: to get to someone he can attack. if he can reach the main priest, he will attack him, otherwise he will go as far into the room as possible, but will attack someone who is not on the main path down the middle (he will leap to an oblique position if he cannot reach the main priest). Not sure how far my last round's movement would have taken me before using this round's 40ft movement to get to an enemy.
Swift: Branding Pattern if this hits, i deal 10 bonus damage each time i damage the creature this hits. lasts until end of turn. requires ranged touch attack roll, but this ability itself does no damage. ranged touch: 1d20 + 15 ⇒ (13) + 15 = 28
Free: invest two PP into his deep crystal amulet to add 2d6 damage to his next punch
Free: two magic missiles, shot at the target he attempted to brand. force: 1d4 + 1 ⇒ (2) + 1 = 3 force: 1d4 + 1 ⇒ (1) + 1 = 2 each +10 damage if the missile hits
Standard: Mega-Punch! if i have '4 slams', do i get all 4 on a standard or just the one? I will assume just one.
unarmed attack: 1d20 + 22 ⇒ (14) + 22 = 36
damage (Force): 1d4 + 10 + 2d6 ⇒ (2) + 10 + (5, 3) = 20 +10 if my Branding Pattern hit. Also this hits as a magic weapon of force, so IIRC that gives it a better shot at hitting incorporeal?
plus damage (untyped): 3d6 + 10 + 3 ⇒ (3, 5, 6) + 10 + 3 = 27 not a new instance of damage, but rather a rider on the normal hit itself, so this wouldn't get +10 from Branding pattern
On hit, Grab special ability:
grapple, free, no AoO: 1d20 + 20 ⇒ (4) + 20 = 24
If necessary:
acrobatics: 1d20 + 46 ⇒ (4) + 46 = 50 for movement (possible jump distance equals dice result)
acrobatics: 1d20 + 46 ⇒ (17) + 46 = 63 to avoid AoOs
| GM Rednal |
Yin ultimately ended up dismissing her deeper darkness spell - it seemed to be causing more trouble than it was worth, even as the rest of you moved forward to surround and attack the enemy. Sashin was the first to go, and while the fear attacks were useless, the dragon did manage to begin a grapple.
Barrett's Attacks Hitting: 2d2 ⇒ (1, 2) = 3
Out of all Barrett's shots, only the first managed to hit. Oneidros darted in a moment later, unleashing a rapid series of blows on the man.
Oneidros' Attacks Hitting: 9d2 ⇒ (1, 2, 1, 2, 1, 2, 1, 2, 2) = 14
Only four of them managed to be accurate at all, but he was hit repeatedly, right before Mineire joined in around the man and fired out a branding pattern.
Hit: 2d2 ⇒ (1, 1) = 2
It was successful, and the gossamer merchant went to town - as it were - with a series of force-powered blows. Finally, there was a moment of pause in the attacks, and the undead man simply roared in anger - then broke apart into fragments at Mineire's last attack before reappearing 30 feet away.
The red mist from before erupted out of the floor where he'd been a moment later, swarming over everyone who'd been engaging the man in melee.
Swarm Damage (Mineire): 5d6 ⇒ (3, 5, 6, 4, 6) = 24 +1 Con Drain
Swarm Damage (Oneidros): 5d6 ⇒ (1, 6, 5, 5, 4) = 21 +1 Con Drain
Swarm Damage (Sashin): 5d6 ⇒ (1, 4, 1, 5, 6) = 17 +1 Con Drain
Looking distinctly worse for wear, he grimaced - then clenched his fist and broke a small gem. A pulse abruptly shot through the area - instantly recognizable as an Anti-Magic Field that filled the entire chamber, . Despite that, his body was still flickering from the Blink spell, and a wave of channeled energy shot into his body.
Heal Undead: 7d6 ⇒ (6, 3, 2, 1, 2, 1, 5) = 20
"I really didn't want to use that - but you're all beginning to bother me." he growled.
@Barrett: Don't forget your -4 penalty to ranged attacks vs foes in melee. Unless you have an equivalent of Precise Shot I didn't see?
Edits were made to this post because of version-change reasons. And yes, he can use those powers in an anti-magic field - I did mess up on the grapple thing, but not this one.
| Sashin |
Str- 26
Dex- 16
Con- 26 (technically 23, calculated.)
Hp, after swarm- 233/254
AC- 28 (+1 armor, +15 nat, +3 Dex, -1 size) 25 flatfooted, 12 touch.
Fort- +18 Ref- +14 Will- +15
Now, onto my turn...
Sashin roars as her target escapes, and feels the negative energy wash over with no effect.
"You dare mess with a dragon? I will show you what true pain feels like, you foolish abomination."
"You will pay for what you have done."
Flying towards the speaker, and making the free attack on him, with a +1 attack from tier.
For miss chance, 80-100 means it missed.
Bite: 1d20 + 22 ⇒ (14) + 22 = 36
Damage: 2d8 + 12 ⇒ (6, 2) + 12 = 20
Miss: 1d100 ⇒ 19
Hit
Now within reach of him, she will let loose with everything she has, intending fully to wreck his face.
bite 1: 1d20 + 21 ⇒ (12) + 21 = 33
Damage: 2d8 + 12 ⇒ (1, 3) + 12 = 16
Miss: 1d100 ⇒ 81
Miss
bite 2: 1d20 + 21 ⇒ (6) + 21 = 27
Damage: 2d8 + 12 ⇒ (6, 1) + 12 = 19
Miss: 1d100 ⇒ 34
Hit
claw 1: 1d20 + 24 ⇒ (13) + 24 = 37
Damage: 2d6 + 11 ⇒ (2, 1) + 11 = 14
Miss: 1d100 ⇒ 96
Miss
claw 2: 1d20 + 24 ⇒ (12) + 24 = 36
Damage: 2d6 + 11 ⇒ (1, 3) + 11 = 15
Miss: 1d100 ⇒ 54
Hit
wing 1: 1d20 + 24 ⇒ (1) + 24 = 25
Damage: 1d8 + 6 ⇒ (3) + 6 = 9
Miss: 1d100 ⇒ 29
Hit
wing 2: 1d20 + 24 ⇒ (1) + 24 = 25
Damage: 1d8 + 6 ⇒ (2) + 6 = 8
Miss: 1d100 ⇒ 61
Hit
tail slap: 1d20 + 24 ⇒ (9) + 24 = 33
Damage: 2d6 + 16 ⇒ (2, 2) + 16 = 20
Miss: 1d100 ⇒ 54
Hit
| Barrett Armstrong |
Round 3
Barrett closes the gap between himself and the speaker by a few more feet just as the wave of anti-magic washes over his body. It feels like being hit by a ton of bricks. The gunslinger immediately slow, his movements sluggish and lazy compared to just a few moments before. This was bad; they needed to finish this quick before the creature could take advantage of this opening.
Ejecting the spent shells he reloads his revolvers and opens fire, the thunderous roar echoing throughout the temple.
Barrett: 5' step North, Free Action to reload Masterwork Revolvers, Full-Attack Action vs Alter Speaker. Activating Mythic Rapid Shot, Up Close and Deadly, and Point Blank Shot. Total of 7 attacks against Touch AC w/Masterwork Revolvers.
Activating Twin-Shot Knockdown. If two or more of my attacks hit the speaker is knocked prone. Grit 5/7
Bonus: +13 BAB, +7 Dex, +1 Mwk, +1 Weapon Focus, +1 PBS, -2 Range, -4 TWF. Total: +17
If Sashin is attacking from at least 10 ft away then the penalty from shooting into melee shouldn't apply. Otherwise subtract another four points.
Mwk Revolver: 1d20 + 17 ⇒ (2) + 17 = 19
Damage: 1d8 + 10 + 3d6 ⇒ (7) + 10 + (3, 5, 3) = 28
Mwk Revolver: 1d20 + 17 ⇒ (14) + 17 = 31
Damage: 1d8 + 10 + 3d6 ⇒ (8) + 10 + (1, 2, 3) = 24
Mwk Revolver: 1d20 + 17 ⇒ (14) + 17 = 31
Damage: 1d8 + 10 + 3d6 ⇒ (4) + 10 + (3, 6, 2) = 25
Mwk Revolver: 1d20 + 17 ⇒ (16) + 17 = 33
Damage: 1d8 + 10 + 3d6 ⇒ (2) + 10 + (4, 2, 6) = 24
Mwk Revolver: 1d20 + 17 ⇒ (16) + 17 = 33
Damage: 1d8 + 10 + 3d6 ⇒ (4) + 10 + (5, 6, 6) = 31
Mwk Revolver: 1d20 + 17 ⇒ (11) + 17 = 28
Damage: 1d8 + 10 + 3d6 ⇒ (1) + 10 + (2, 5, 6) = 24
Mwk Revolver: 1d20 + 17 ⇒ (1) + 17 = 18
Damage: 1d8 + 10 + 3d6 ⇒ (7) + 10 + (1, 1, 3) = 22
| Mineire the Gossamer Merchant |
Rnd 3
Move: leap at enemy. movement in antimagic is down to 30ft vice 40ft. A-MF also costs me 5 points of my acrobatics bonus.
acrobatics: 1d20 + 41 ⇒ (19) + 41 = 60 for movement (possible jump distance equals dice result)
acrobatics: 1d20 + 41 ⇒ (3) + 41 = 44 to avoid AoOs
Standard: Mega-Punch!
unarmed attack: 1d20 + 17 + 2 ⇒ (13) + 17 + 2 = 32
damage (Force): 1d4 + 5 + 2 ⇒ (1) + 5 + 2 = 8
On hit, Grab special ability:
grapple, free, no AoO: 1d20 + 20 ⇒ (7) + 20 = 27
grapple dmg (force): 1d4 + 1d6 + 5 + 2 ⇒ (3) + (3) + 5 + 2 = 13
note: all physical attacks of Miniere do force damage, not normal B/P/S dmg. this is still the case in the A-MF.
Note 2: the +2s here are from Combat Insight, not from Charge. Mineire did not charge. Combat Insight also gives him +2 AC, and his current AC is 31
| Oneidros |
As the wave of antimagic innundates the room, the tiny fey floating hare and his outer body of spinning wood and rock come crashing down. Oneidros feels a bit of disoriented panic as he realizes his telekinetic body is gone and he's left with nothing but his physical muscles.
Then he draws on his reserves to hop rapidly across the floor, throwing himself at the undead villain, attempting to bury him in a flurry of cute-but-fierce blows.
______________
Swft: spend 1 MP for fleet charge.
Full: attack
Notes:
- now that he's tiny his reach is 0 so he'll enter the enemy's square, risking an AoO in order to attack
- his AC is now +2 size, -6 loss of magic = 36
- his to hit is now 11 BAB +8 DEX +5 INT +2 size = +26
acrobatics to avoid AoO: 1d20 + 31 ⇒ (12) + 31 = 43
fleet charge unarmed strike (bypasses any DR): 1d20 + 26 ⇒ (14) + 26 = 40 damage: 1d3 + 11 ⇒ (3) + 11 = 14
unarmed strike: 1d20 + 24 ⇒ (5) + 24 = 29 damage: 1d3 + 11 ⇒ (2) + 11 = 13
unarmed strike: 1d20 + 24 ⇒ (17) + 24 = 41 damage: 1d3 + 11 ⇒ (3) + 11 = 14
unarmed strike: 1d20 + 24 ⇒ (1) + 24 = 25 damage: 1d3 + 11 ⇒ (3) + 11 = 14
unarmed strike: 1d20 + 24 ⇒ (8) + 24 = 32 damage: 1d3 + 11 ⇒ (2) + 11 = 13
unarmed strike: 1d20 + 19 ⇒ (11) + 19 = 30 damage: 1d3 + 11 ⇒ (2) + 11 = 13
unarmed strike: 1d20 + 19 ⇒ (10) + 19 = 29 damage: 1d3 + 11 ⇒ (1) + 11 = 12
unarmed strike: 1d20 + 14 ⇒ (19) + 14 = 33 damage: 1d3 + 11 ⇒ (2) + 11 = 13
unarmed strike: 1d20 + 14 ⇒ (18) + 14 = 32 damage: 1d3 + 11 ⇒ (1) + 11 = 12
| Yin, Daughter of Nug |
Well, being in an antimagic-field makes Yin feel a bit nauseated, but not so much to affect her ability to act. Considering her options, she decides to take a look at the holding pens, to see if Marita is among them.
She moves there in a unsteady line, looking slightly more confused than usual, and her shadow seems to lag behind by a second or so.
Sorry, as said, in AMF basically useless.