A Gossamer World (Inactive)

Game Master Rednal

Dalaston
Temple of Abadar
Tactical Map


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Sashin let loose with a brutal series of blows against the undead man as she flew over - though his remarkably resilient body served to turn aside most of the damage. Barrett began firing a moment later, the sound of his guns less of a steady hammering and more of one continuous roar.

Miss Chance: 5d2 ⇒ (2, 2, 2, 2, 2) = 10

Somehow, every single bullet went through empty space as he continued to Blink back and forth. There was no power or skill, there - literally nothing could be blamed except sheer, dumb luck on his part. And it was a degree of luck that almost certainly wasn't going to happen twice.

XD; And here I was hoping that he WOULD get knocked down so you could wrap up this battle for bunny's sake...

Mineire landed a punch a moment later, just barely failing to grab hold of the man (even just a slightly more accurate grab would probably have been enough to do so), and a tiny killer rabbit shot inwards-

AoO vs Oneidros: 1d20 + 12 ⇒ (12) + 12 = 24

-avoiding an attack of opportunity before starting to pound on the extraordinarily resilient undead man. The first attack was strong enough to overcome his innate resistances - Tesh's body was able to weather the other blows. He's pretty lucky that Oneidros doesn't have something like Pummeling Style. That... would have hurt.

Bereft of magic, Yin was reduced to moving around the chamber to search - and Marita was here, near the back of the chamber. She seemed a little groggy - drugged, possibly - and didn't seem especially aware of the violence around her.

Despite everything, Tesh had clearly been hurt by the accumulated damage - perhaps two-thirds of his undead vitality had been dispersed by the repeated blows, and there was a limit to what kind of harm even he could withstand. With a snarl, he stepped back from Oneidros and the others, getting outside of immediate melee range, and simply vanished - reappearing over by Yin. More importantly, that put him right in the midst of a number of the townsfolk, including proximity to Marita - there was room for two medium-sized creatures to approach, but no more, and black energy was already crackling around his hand as he prepared for... something.

He's two squares diagonally up/left from the E on the tactical map.


Ongoing effects:
Clinically insane. Mind twisted and bent, not broken(at least not literally), x/y Mythic Power
Sorcerer(Dreamspun)20 /Oracle(Dark Tapestry)20 / Archmage/Hierophant 10 | Deity of Shinyness and Stuff

Yin turns around to face him.
"You know, the Dragon is coming to eat you! He will be here soon, he's already on his way! And you will die, again. I've seen it. Your struggle with us just weakens you before she arrives. You only get to decide who kills you if you stay!"
Kind of hoping to throw him off-balance...if he and the Dragon have a Captain Hook/Crocodile-Relationship, I intend to go "Tick-Tock-Tick-Tock" to possible slightly distract him from other things.

While fluttering, she casually interposes herself between him and Marita, in an inconspicious way.
Bluff to pretend movement is not on purpose: 1d20 + 28 ⇒ (1) + 28 = 29
Jeez...how many more 1's will I have to endure here?


Battle Imp [11 CR] Brawler 2 | Harbinger 13, Champion 1 | HP: 315/315 | AC 40 / T 21 / FF 31 (+4 v AoO fr move, +2 if moved 10’) DR10/cold iron, immune: fire | F 21, R 23 (+2 if moved 10’ ), W 22 | CMB +21 CMD 31 | Init +10, Per: +30

Oneidros the raging rabbit bellows in a voice that's all-the-more disturbing for coming from a tiny hare, "Friends, get me to him and I promise this. I WILL FINISH HIM!!"


Female Changeling Intrigue Oracle 3 (covetous curse)

Here goes! Oneidros, I need you to calculate your current CMD. It's important to this.

"I've got you, little rabbit."

Grapple the rabbit!: 1d20 + 31 ⇒ (3) + 31 = 34

Actions- swift- Fleet Charge, grappling the rabbit and moving him into contact with the speaker; Tesh, you said? And then full attack on that undead thing.

"The little shadow-thing is wrong. That dragon is probably coming, but he will not be here to finish you off."

"I am the Catastrophe, and I will finish you!"

Sashin takes back to the air, her roar echoing around the room, and hovers above Tesh, unleashing her entire arsenal on him.

Power Attacking, by the way. I'm pretty done with his crap.

Again, 80-100 is miss.

bite 1: 1d20 + 19 ⇒ (10) + 19 = 29
damage: 2d8 + 24 ⇒ (6, 2) + 24 = 32
Miss: 1d100 ⇒ 65

bite 2: 1d20 + 19 ⇒ (5) + 19 = 24
damage: 2d8 + 24 ⇒ (4, 3) + 24 = 31
Miss: 1d100 ⇒ 84

claw 1: 1d20 + 19 ⇒ (7) + 19 = 26
damage: 2d6 + 19 ⇒ (1, 6) + 19 = 26
Miss: 1d100 ⇒ 18

claw 2: 1d20 + 19 ⇒ (4) + 19 = 23
damage: 2d6 + 19 ⇒ (1, 6) + 19 = 26
Miss: 1d100 ⇒ 54

wing 1: 1d20 + 19 ⇒ (4) + 19 = 23
damage: 1d8 + 10 ⇒ (7) + 10 = 17
Miss: 1d100 ⇒ 50

wing 2: 1d20 + 19 ⇒ (1) + 19 = 20
damage: 1d8 + 10 ⇒ (7) + 10 = 17
Miss: 1d100 ⇒ 63

tail slap: 1d20 + 19 ⇒ (9) + 19 = 28
damage: 2d6 + 24 ⇒ (1, 4) + 24 = 29
miss: 1d100 ⇒ 16


Battle Imp [11 CR] Brawler 2 | Harbinger 13, Champion 1 | HP: 315/315 | AC 40 / T 21 / FF 31 (+4 v AoO fr move, +2 if moved 10’) DR10/cold iron, immune: fire | F 21, R 23 (+2 if moved 10’ ), W 22 | CMB +21 CMD 31 | Init +10, Per: +30

Dropped grinning from the dragon’s maw onto Tesh’s face, the Avenging Hare reaches deep within to harden his paws to the strength of adamantine.

He pummels with all the speed his training and practice have given him, hoping to grind Tesh into a pulp.

swft: Adamantine Knuckles (Ex) Boost, Swift: Once initiated, for the rest of the initiator's turn all attacks he makes with this boost inflict an additional 6d6 points of damage and ignore the target's damage reduction or an object's hardness.
Full: attack (still getting the extra +2 attacks from his stance

Rolls:

unarmed strike: 1d20 + 24 ⇒ (14) + 24 = 38 damage: 1d3 + 11 + 6d6 ⇒ (3) + 11 + (4, 6, 5, 6, 4, 5) = 44
unarmed strike: 1d20 + 24 ⇒ (18) + 24 = 42 damage: 1d3 + 11 + 6d6 ⇒ (2) + 11 + (1, 6, 3, 2, 1, 2) = 28
unarmed strike: 1d20 + 24 ⇒ (12) + 24 = 36 damage: 1d3 + 11 + 6d6 ⇒ (3) + 11 + (5, 2, 5, 6, 5, 1) = 38
unarmed strike: 1d20 + 24 ⇒ (16) + 24 = 40 damage: 1d3 + 11 + 6d6 ⇒ (1) + 11 + (5, 6, 3, 3, 4, 2) = 35
unarmed strike: 1d20 + 19 ⇒ (16) + 19 = 35 damage: 1d3 + 11 + 6d6 ⇒ (3) + 11 + (3, 5, 6, 1, 2, 2) = 33
unarmed strike: 1d20 + 19 ⇒ (15) + 19 = 34 damage: 1d3 + 11 + 6d6 ⇒ (1) + 11 + (6, 4, 4, 2, 6, 6) = 40
unarmed strike: 1d20 + 14 ⇒ (2) + 14 = 16 damage: 1d3 + 11 + 6d6 ⇒ (1) + 11 + (5, 4, 3, 4, 3, 3) = 34
unarmed strike: 1d20 + 14 ⇒ (19) + 14 = 33 damage: 1d3 + 11 + 6d6 ⇒ (2) + 11 + (4, 6, 6, 4, 4, 4) = 41


Round 4

If Tesh is still alive at this point:

Barrett swears strongly. Hopefully there were no children about.

Barret: More bullets

Mwk Revolver: 1d20 + 13 ⇒ (14) + 13 = 27
Damage: 1d8 + 10 + 3d6 ⇒ (8) + 10 + (5, 3, 6) = 32

Mwk Revolver: 1d20 + 13 ⇒ (14) + 13 = 27
Damage: 1d8 + 10 + 3d6 ⇒ (8) + 10 + (4, 5, 3) = 30

Mwk Revolver: 1d20 + 13 ⇒ (5) + 13 = 18
Damage: 1d8 + 10 + 3d6 ⇒ (8) + 10 + (4, 3, 6) = 31

Mwk Revolver: 1d20 + 8 ⇒ (15) + 8 = 23
Damage: 1d8 + 10 + 3d6 ⇒ (5) + 10 + (5, 4, 3) = 27

Mwk Revolver: 1d20 + 8 ⇒ (3) + 8 = 11
Damage: 1d8 + 10 + 3d6 ⇒ (7) + 10 + (4, 4, 1) = 26

Mwk Revolver: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d8 + 10 + 3d6 ⇒ (7) + 10 + (2, 1, 5) = 25

Mwk Revolver: 1d20 + 3 ⇒ (4) + 3 = 7
Damage: 1d8 + 10 + 3d6 ⇒ (7) + 10 + (5, 4, 2) = 28


Accuracy of Oneidros' Hits: 7d2 ⇒ (2, 1, 1, 1, 1, 2, 1) = 9

Sashin darted through the air, bringing along an adorable rabbit friend. It might have been cute - like a monster with a plushie - if the two creatures involved hadn't been two very angry Gossamer Lords - and while he managed to withstand Sashin's blows, the tiny rabbit terror unleashed the most deadly attacks in its arsenal, hammering away with an almost mind-boggling amount of might. Barrett's bullets joined in a moment later - and the man's body had stopped blinking as, in the span of just a few seconds, far too much damage accumulated.

As an examiner might have once said... he's not only merely dead, he's really, most sincerely dead. For a moment all is still and peaceful. Then the ceiling above shatters, burning rock smashing down across the floor and turning two of the bloodless into pulp. A vast shape moves across the sky — a winged beast spitting flames onto the world below — and then it is gone. The dragon has returned.

More immediately worryingly, however? There are still 20 noncombatants in this room, drugged and dazed, including your friend Marita - and a fire has broken out across the exit, covering fifteen feet of it. The swarm is still here as well, already moving across three of the captives - and sucking all of their vitality dry. On the bright side, the anti-magic field has vanished with Tesh's death, and your powers have returned.


Round 5

Time slows as the ceiling explodes. This is what Barrett Armstrong had been waiting for. He had been holding back all this time in anticipation of this moment. Horranath

Like a blur he moves faster than anyone in the room had seen him move before. A fire has taken to his eyes as the Lord of Invocation prepares to let loose all restraint. With a flick of his wrist the two chambers of his revolvers spin open and spit out their spent shells under the rotation.

At this moment the image of the gunslinger starts to blur, his movements are impossible for the mind to follow, let alone comprehend. An after-image appears as even light itself is confounded by the motions.

For a nanosecond near the mist the fluttering of the gunslingers poncho can be seen, followed by a low crackling sound. Quickly the tone reaches an ear-splitting pitch as the air itself explodes into crackling electricity that tears into the mist.

At the same time the image of Barrett where had been standing makes a rapid series of hand motions that causes arcane energies to flow over the rest of the group. Whispering voices can be heard by all, subtle advice on their new foe and their environment. The gunslinger has shared his keen insight on killing.

Behind Horranath, Barrett appears, leveling his revolver. Before the creature can process what is happening he pulls the trigger and puts an ounce of lead square between the dragons eyes. It wouldn't kill it, it would take a lot more than that. But it was a challenge, an act of defiance. He mouths the words in Draconic "I'm putting you back in the ground."

The chaos settles as the gunslinger remains floating in the air behind the dragon. The images and after-effects disappear. Down in the temple the shell casings that had been falling this entire time finally hit the ground with a soft *tink*.

Barrett: Lots of actions. I'll go through each one:

Activating Spirit of the Warrior. AC increases to 40, health increases to 199, gain Improved Critical (Revolver).

Free Action to activate Boots of Speed. Speed increases to 90ft, AC increases to 41.

Free Action to reload Revolvers.

Full-Round Action to activate Split Second

First Standard Action to use Spark Soul against Haunting Mist.

Free Action to activate Flight hex. Gain 90 ft Flight speed.

Second Standard Action to cast Hunter's Blessing. Everyone gains Favored Enemy (Dragon) and Favored Terrain (Urban). See the spell description for details

Move Action to move behind Horranath. My flight speed is 180 ft so I want to end up 20 ft behind it. This'll give me no penalty from range, PBS, and Up Close and Deadly.

Swift Action to spend Mythic Point on Surprise Strike. Making one Ranged Attack against Horranath w/Holy Shock Revolver. Targeting Touch AC and Horranath is Flat-Footed according to the ability! Also ignores DR! MP 4/5

Acrobatics to avoid AoO: 1d20 + 25 ⇒ (2) + 25 = 27 If I have enough movement I just want to manuever outside of the threatened area, but here's the roll of that's not an option.

Spark Soul Damage: 11d4 ⇒ (2, 3, 4, 1, 2, 4, 1, 1, 4, 2, 4) = 28

Holy Shock Revolver: 1d20 + 31 ⇒ (20) + 31 = 51
Damage: 1d8 + 15 + 2d6 + 1d6 + 3d6 ⇒ (3) + 15 + (6, 1) + (3) + (4, 2, 3) = 37

Confirm Crit: 1d20 + 31 ⇒ (15) + 31 = 46
Crit Damage: 4d8 + 60 ⇒ (6, 5, 2, 6) + 60 = 79


stats:
HP: 192/200 | AC: 36 (31) / T: 26 / FF: 36 / DR/SR: see stats | Fort: +14*, Ref: +17*, Will: +21* | M. Touch: +22*, R. Touch: +15* | CMB: +16*, CMD: 38* | Init: +4*, Perception: +42**(take 10)
Witchwyrd 6 / Savant +0 / Cryptic 7 // Psion 5 / Force +1 / Metamorph 7 /// Mythic Genius 1

Mineire moves over to the cage that isn't being attended by Yin. will make acrobatics rolls if need be but from what I understand i won't get any AoOs as it is

He will dismiss the power that keeps his wagon contained within his own body, such that it appears next to the cage. He then manifests Temporal Acceleration (swift action, gain a round of apparent time). In what appears to be a blur to most others, Mineire reaches towards the lock and the ring on his hand bridges the gap with small thieves' tools.

disable device: 1d20 + 30 ⇒ (14) + 30 = 44

When the door opens, he speaks.

"Jarvais, open the door to the plane. Everyone, please move in an orderly fashion through this doorway. Proceed straight through the next door, then turn immediately right to encounter the living area. I will be back for you in a few days. Jarvais, shift somewhere safe. If you do not hear from me in one day, return the people to this city if it is safe."

i still have a standard (or move) left at this point, so if anything i posted doesn't work, i will readjust. otherwise i will use the action to step into the plane (at which point i would move 24x as fast relative to the material plane) and i would explain in greater detail or jot down a quick map/note describing where they can get food within before stepping back out into the material plane and having the wagon shift out.


Ongoing effects:
Clinically insane. Mind twisted and bent, not broken(at least not literally), x/y Mythic Power
Sorcerer(Dreamspun)20 /Oracle(Dark Tapestry)20 / Archmage/Hierophant 10 | Deity of Shinyness and Stuff

"Everybody, take each others hands! Everybody needs to have both their hands on two other people! Then we'll take a small walk - Hurry up, we have a fire, a souleating housemist and a hungry dragon here who are all not very friendly except maybe the fire but I doubt you'd much enjoy spending time with any of them!"

Once I am satisfied that everybody is touching someone, I'll touch Marita and activate Shadow Walk. Walking one hour usually is 3 miles distance. Since this is 50 miles per hour, we're moving about 16.6 times as fast as normal towards outside the city on the closest path.
I will have them follow me until I feel certain we have reached a save destination, then shift back with them.


Female Changeling Intrigue Oracle 3 (covetous curse)

"Yin, prepare to launch me at the dragon. Those undead and the speaker will have to wait."

"Save his body for me. I promise I would eat him, and I shall. Do not lose it."

Sash in roars, and starts to fly out of the top of the roof, stopping to cast Haste on herself, Oneidros, Yin, Mineire, Marita, and seven other healthy looking citizens.
Flyby Attacking, if necessary.

"That is the best I can do for you, mortals. Now, into battle."

She flies through the roof, throwing rubble down behind her before landing on the roof.
Strength Check: 1d20 + 10 ⇒ (19) + 10 = 29

"Horranath! I, the Catastrophe, have come to challenge you for your lair! Come down, and meet me in battle!"

Active effects:
Enlarge Tail- reach, +1 attack, +2 damage
Shield- 14 minutes
Mirror Image- 5 images, 14 minutes
Haste- +30 speed, +1 attack, +1 dodge AC, extra attack, 14 rounds
True Seeing- 14 minutes
Planar Adaptation- 14 hours


Ongoing effects:
Clinically insane. Mind twisted and bent, not broken(at least not literally), x/y Mythic Power
Sorcerer(Dreamspun)20 /Oracle(Dark Tapestry)20 / Archmage/Hierophant 10 | Deity of Shinyness and Stuff

Slight retcon as per discussion
Free action to talk as previous post. Then delay until after as many of the civilians acted as possible, but before mist/dragon

Once the people start touching each other, Yin changes her mind upon seeing Barrett go after the dragon, with Sashin spoiling for a fight, too.

"Be safe!"...Yin touches Marita, and whisks her and up to 7 others of the prisoners who managed to join the touching in time off to her home. She picks the youngest, as they have the most lifetime to lose, so it makes sense to save those first.
Standard Action, SLA Plane Shift to my own plane, 8 other creatures joined by hands...SLA is only limited to 2 destinations(my plane, material plane), not by anything else.

If some of them joined hands quick enough, Yin will then move up towards the opening in the ceiling, sped up by the Haste from Sashin.
Move action, rush up towards Barrett and Sashin


Battle Imp [11 CR] Brawler 2 | Harbinger 13, Champion 1 | HP: 315/315 | AC 40 / T 21 / FF 31 (+4 v AoO fr move, +2 if moved 10’) DR10/cold iron, immune: fire | F 21, R 23 (+2 if moved 10’ ), W 22 | CMB +21 CMD 31 | Init +10, Per: +30

superquick while mostly being papa. shifting to mirror image stance. double move toward danger.

Oneidros sees Barrett charging headlong toward the dragon and decides to give pursuit. He shifts his stance subtly--causing his image to refract again until there are once again four whirlwinds cascading around each other.

He then flies off full speed, hoping to draw off some of the Dragon's ire. He keeps from being right beside either Sashin or Barrett in the hopes that no more than one of them are within breath-weapon range of one another.


1d4 ⇒ 4

The dragon's tail flicked through the air as Barrett shot at it, and though the bullet sunk in, it did much less damage than it should have. The beast had just started to turn around when a shout from below caught its attention - and Horranath roared in response to Sashin's challenge, shaking the entire town with the force of her response. Folding her wings, the dragon plummeted through the sky, strafing Sashin (and the building) as she passed with a heavy blast of fire.

Breath Weapon - Fire: 12d10 ⇒ (3, 1, 10, 2, 9, 7, 6, 7, 3, 5, 1, 6) = 60

Reflex halves (Sashin): 1d20 + 14 ⇒ (11) + 14 = 25 Fail.

The entire roof of the building went up in flames, and it wouldn't be long until what little was left collapsed on everyone and everything still inside - probably killing any normal people still there. <"A little whelp dares to challenge me for my lair!? Then come, Wyrmling, and I will burn you to ashes!"> the massive beast roared in Draconic. At the end of her flight, she was well above ground level, and a hundred feet away from the temple. She was also aware of the others buzzing around, but Sashin had most of her attention - probably for the best, given the glimmers of flame and magic that surrounded the enormous dragon.

Meanwhile, the evacuation of the area below was proceeding... and the mist let out a pained, squealing sound as it evaporated, having gotten caught in the dragon's breath attack.


Ongoing effects:
Clinically insane. Mind twisted and bent, not broken(at least not literally), x/y Mythic Power
Sorcerer(Dreamspun)20 /Oracle(Dark Tapestry)20 / Archmage/Hierophant 10 | Deity of Shinyness and Stuff

Yin rushes towards the roaring Dragon-Thingie. Sashin was smaller, but much cooler. In one of the worlds she had visited, she learned from some children playing games in funny boxes that smaller and cooler always triumphs over larger and stronger-looking in the end.
In addition, Sashin had double as many heads! That had to account for something when it came to biting things!
Move action, interpose myself between Sashin and the other dragon.

Looking back at her comrades, Yin focuses on the Umbral Dragon while shouting:"I choose you, Sashin!"...protocol was very important in these matters, as those kids in the other world thought her. Feeling her telekinetic grasp around the much larger dragon become firm, Yin accelerates the Umbral Dragon towards it's nemesis, using a slingshot arc to help Sashin slam into the dragon from it's top:"Sick 'im, Sashin!" Trying to set you up for a possible flank from Oneidros coming from below. Plus it will mean you are in 3 different directions when it's breath weapon recharged, and if it keeps flying, you should get to make AoO's if you survive the counter...Yay 3D combat.
Standard Action, Telekinetic Charge Sashin at the enemy Dragon in a upwards half-circle, coming in from the top.

Free action: Smile at the Enemy Dragon, and shout:"You won't get to eat him again. We broke him! Neee-neneneeee-neee"


What range did it end up from me? I have 20ft range increments.


stats:
HP: 192/200 | AC: 36 (31) / T: 26 / FF: 36 / DR/SR: see stats | Fort: +14*, Ref: +17*, Will: +21* | M. Touch: +22*, R. Touch: +15* | CMB: +16*, CMD: 38* | Init: +4*, Perception: +42**(take 10)
Witchwyrd 6 / Savant +0 / Cryptic 7 // Psion 5 / Force +1 / Metamorph 7 /// Mythic Genius 1

Mineire, though he slowed down for just a moment, once again burst into a blinding speed when the haste of Sashin's spell was further amplified by his second manifested temporal acceleration.

"Jarvais, collect all others and then leave this place as instructed before." he said to the wagon. He then leaped with blinding speed to the other cage. "The rest of you, get in the wagon or this place will be your tomb."

Mineire stood, looking upwards through the burning hole in the ceiling at the fight unfolding above. Clenching his fists, his form began to wriggle and from under his magical clothing sprouted two blue-green leathery wings before his form all but disappeared as he shrunk to the size of Yin.

Swift: Temporal Acceleration
Move: move
Accelerated Full-round: Disable Device disable device: 1d20 + 30 ⇒ (7) + 30 = 37 to unlock the other cage
Accelerated Swift: Manifest Greater Metamorphosis (Free Shift, cost no PP)
Gain Fast Healing 2 (6rnds)(free from class ability), Flight 40 (good)(AMC+feat bonus), 2 choices from EMB (AMC) Decrease size 2 categories to Tiny (EMB), +4 STR (EMB), +2 DEX (EMA)
Standard: Manifest Offensive Precognition, augmented to 10pp (+4 insight to hit)

For Clarity: three-lettered acronyms above reference the menus in the Metamorphosis power. EMB = Enhancement Menu B; AMC = Abilities Menu C, etc.


Female Changeling Intrigue Oracle 3 (covetous curse)

Sashin roars in challenge as the burning breath cascades over her. Laughing as the fire seems to roll off of her, she soars through the air towards the dragon after feeling Yin's force propel her.

"You dare call me wrymling, and threaten to burn me? Your breath has no effect on one such as I!"

Bluff: 1d20 + 20 ⇒ (20) + 20 = 40

"I will show you a challenge!"
As she charges up, Sashin tries to grapple the much larger dragon.
Grapple: 1d20 + 34 + 1 + 1 ⇒ (4) + 34 + 1 + 1 = 40

Regardless of her success, Sashin's teeth and claws rip at Horannath's kin, trying to take down the beast.

We Power Attack dragons, right? Because I am. Also, including Haste and being above her.

Attacks:
bite 1: 1d20 + 22 ⇒ (18) + 22 = 40
damage: 2d8 + 28 ⇒ (3, 1) + 28 = 32

bite 2: 1d20 + 22 ⇒ (6) + 22 = 28
damage: 2d8 + 28 ⇒ (4, 4) + 28 = 36

bite 3: 1d20 + 22 ⇒ (19) + 22 = 41
damage: 2d8 + 28 ⇒ (5, 5) + 28 = 38

claw 1: 1d20 + 22 ⇒ (13) + 22 = 35
damage: 2d6 + 29 ⇒ (6, 4) + 29 = 39

claw 2: 1d20 + 22 ⇒ (10) + 22 = 32
damage: 2d6 + 29 ⇒ (2, 2) + 29 = 33

wing 1: 1d20 + 22 ⇒ (19) + 22 = 41
damage: 1d8 + 10 ⇒ (8) + 10 = 18

wing 2: 1d20 + 22 ⇒ (7) + 22 = 29
damage: 1d8 + 10 ⇒ (5) + 10 = 15

tail slap: 1d20 + 22 ⇒ (16) + 22 = 38
damage: 2d6 + 28 ⇒ (5, 1) + 28 = 34


Round 2

Too far out of range to do anything, Barrett is forced to drift towards the two dueling dragons while further defending himself.

Barrett: Standard Action to use Elemental Form II to take the form of a medium earth elemental. Move Action to move 90 ft towards the dragons.


Battle Imp [11 CR] Brawler 2 | Harbinger 13, Champion 1 | HP: 315/315 | AC 40 / T 21 / FF 31 (+4 v AoO fr move, +2 if moved 10’) DR10/cold iron, immune: fire | F 21, R 23 (+2 if moved 10’ ), W 22 | CMB +21 CMD 31 | Init +10, Per: +30

Round 2

Oneidros-the-whipping-wind flies toward the dragon, a constellation of mirror images swirling around him. Suddenly gossamer folds around him. When it unfolds he appears beside the dragon, opposite Sashin and unleashes a flurry of blows upon it's scaled hide.

swft: fleet charge (-1 MP)
full: full attack, flanking

fleet charge unarmed strike (bypasses any DR): 1d20 + 31 + 2 ⇒ (19) + 31 + 2 = 52 damage: 1d6 + 25 ⇒ (6) + 25 = 31

unarmed strike: 1d20 + 29 + 2 ⇒ (5) + 29 + 2 = 36 damage: 1d6 + 25 ⇒ (1) + 25 = 26
unarmed strike: 1d20 + 29 + 2 ⇒ (9) + 29 + 2 = 40 damage: 1d6 + 25 ⇒ (4) + 25 = 29
unarmed strike: 1d20 + 29 + 2 ⇒ (2) + 29 + 2 = 33 damage: 1d6 + 25 ⇒ (6) + 25 = 31
unarmed strike: 1d20 + 24 + 2 ⇒ (18) + 24 + 2 = 44 damage: 1d6 + 25 ⇒ (3) + 25 = 28
unarmed strike: 1d20 + 24 + 2 ⇒ (20) + 24 + 2 = 46 Confirm?: 1d20 + 24 + 2 ⇒ (9) + 24 + 2 = 35 damage: 1d6 + 25 ⇒ (2) + 25 = 27extra if confirmed: 1d6 + 25 ⇒ (6) + 25 = 31
unarmed strike: 1d20 + 19 + 2 ⇒ (13) + 19 + 2 = 34 damage: 1d6 + 25 ⇒ (6) + 25 = 31
unarmed strike: 1d20 + 19 + 2 ⇒ (17) + 19 + 2 = 38 damage: 1d6 + 25 ⇒ (5) + 25 = 30


Sashin's attempt to grab the other dragon ended in a failure - among other things, its age and size (which... were kind of the same thing when it game to dragons, actually) made it quite resistant to such things. The rapid series of attacks came in a moment later - followed only by a sickening sense of dread as iron-like scales and magical wards headed off the blows. "Pitiful whelp! Do you think my defenses so weak!?" Horranath roared. Indeed - the glow of magic was obvious, and nobody had bothered to study the dragon's defenses or use powers to try and bring them down.

Which didn't actually stop Oneidros from landing several hits against the dragon's side as she boasted, earning a cry of rage from her. Even as Oneidros stopped attacking, however, the wounds could be seen starting to heal - and Horranath herself was seething with rage on many levels, not least of which being other tiny beings interfering with a dragon's challenge.

"You first!" she snarled, turning to lash out at Oneidros with tooth, claw, wing, and tail.

Bite (Oneidros): 1d20 + 28 ⇒ (14) + 28 = 42 for Damage: 2d8 + 37 ⇒ (1, 4) + 37 = 42
Claw (Oneidros): 1d20 + 28 ⇒ (9) + 28 = 37
Claw (Oneidros): 1d20 + 28 ⇒ (14) + 28 = 42 for Damage: 2d6 + 25 ⇒ (4, 2) + 25 = 31
Tail (Oneidros): 1d20 + 26 ⇒ (6) + 26 = 32
Wing (Oneidros): 1d20 + 26 ⇒ (19) + 26 = 45 for Damage: 1d8 + 12 ⇒ (6) + 12 = 18
Wing (Oneidros): 1d20 + 26 ⇒ (13) + 26 = 39

The dragon had barely finished the combat routine when her body almost blurred - and she snapped out with her teeth again before continuing to fly, heading two hundred feet away from where Sashin and Oneidros were (even further from the others) and turning around, starting to come back for another pass.

Bite: 1d20 + 28 ⇒ (13) + 28 = 41 for Damage: 2d8 + 37 ⇒ (7, 4) + 37 = 48


Ongoing effects:
Clinically insane. Mind twisted and bent, not broken(at least not literally), x/y Mythic Power
Sorcerer(Dreamspun)20 /Oracle(Dark Tapestry)20 / Archmage/Hierophant 10 | Deity of Shinyness and Stuff

Seeing the glow of magic around the enemy Dragon, Yin KNEW what she was going to do. So with that knowledge in mind, it was of little use to consider other options, since things would play out exactly that way.

She sped towards Horranath, and unleashed the Umbral Energy flowing within her, trying to undo the Magics affecting her.
Move action, towards enemy Dragon, if necessary
Standard Action, Greater Dispel Magic, Targeted. (3 Spells)

vs Spell Resistance: 12 + 1d20 ⇒ 12 + (17) = 29
vs Spell Resistance Eldritch Breach: 12 + 1d20 ⇒ 12 + (18) = 30 = CLC 30 vs SR
Greater Dispel, Targeted, Caster Level Check: 12 + 1d20 ⇒ 12 + (19) = 31 = 31 for the Targeted Dispel CLC
Greater Dispel, Targeted, Caster Level Check Eldritch Breach: 12 + 1d20 ⇒ 12 + (11) = 23

That should take care off some high-level defenses ;)


Round 3

Barrett continues to try and close the gap between himself and the battle. He takes the cue from Yin's casting and prepares his own Dispel for if Horranath gets within range.

Barret: Move Action to travel 90 ft closer to Horranath. Readying a Standard Action to cast [i]Greater Dispel Magic if Horranath comes within 210 ft. Immediate Action to add Surge to CL check.

CL Check: 1d20 + 11 + 1d6 ⇒ (5) + 11 + (6) = 22


Battle Imp [11 CR] Brawler 2 | Harbinger 13, Champion 1 | HP: 315/315 | AC 40 / T 21 / FF 31 (+4 v AoO fr move, +2 if moved 10’) DR10/cold iron, immune: fire | F 21, R 23 (+2 if moved 10’ ), W 22 | CMB +21 CMD 31 | Init +10, Per: +30

AoO, flank: 1d20 + 31 + 2 ⇒ (5) + 31 + 2 = 38
damage: 1d6 + 27 ⇒ (5) + 27 = 32

When the dragon flies off Oneidros takes another swing, calling out, "Ha! You're welcome to try to flee me worm. It'll only delay the inevitable."

Gossamer twists around Oneidros again and suddenly his arms seem almost disconnected from his elemental form. swft: activate Tenebrous Reach

He waits for the dragon's return, readying himself to strike out if it comes near.

If it comes within 140':

Free: spend 1 MP to activate mythic combat expertise (negate penalties for 1 minute)
Move: up until ~30' from it (or as close as he can with 85' flight) and then use Tenebrous Reach to strike from the remaining distance.
Stnd: [Shattered Mirror 7] Double Team (Su) Strike, Standard: You create a semi-real copy of yourself to flank an opponent, striking them high and low. When you initiate this maneuver, make a melee attack and a Craft check. If you hit, it deals normal weapon damage plus additional damage equal to twice the result of the Craft check, and the struck creature is knocked prone.

Strike (shattered mirror: double team): 1d20 + 31 ⇒ (7) + 31 = 38
Craft (painting): 1d20 + 33 ⇒ (11) + 33 = 44
damage: 1d6 + 27 + 44 + 44 ⇒ (2) + 27 + 44 + 44 = 117

status MORE UP TO DATE THAN THE BAR:
AC 51, Init +12, Ref +25
HP 214/315 Assuming that the one attack that rolled high enough last round hit him, and that the near misses destroyed images. Note that if his wing strike can bypass DR/cold iron he's taken another 10 damage...cold shield damage has been subtracted as well.
CON 27/28
MP 2/5
Elemental form 2/3 daily uses
Active effects:
- (mythic) combat expertise=+6 AC -0 to hit for 1 minute
-Stance: Mirror Image...except all the images are gone now so kinda like nuffin'
- 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.
Maneuvers used:
- Double Team
- Adamantine Knuckles

EDIT: dam rec'd from cold shield: 3d6 + 27 ⇒ (2, 1, 4) + 27 = 34


stats:
HP: 192/200 | AC: 36 (31) / T: 26 / FF: 36 / DR/SR: see stats | Fort: +14*, Ref: +17*, Will: +21* | M. Touch: +22*, R. Touch: +15* | CMB: +16*, CMD: 38* | Init: +4*, Perception: +42**(take 10)
Witchwyrd 6 / Savant +0 / Cryptic 7 // Psion 5 / Force +1 / Metamorph 7 /// Mythic Genius 1

Mineire's form shifts again under his flowing magical robes, this time he grows nearly to the size of the enemy dragon! He blinks out of sight, only to appear next to the dragon and unleash a flurry of strikes in the hopes of penetrating it's defenses.

Meanwhile, his intelligent wagon is gathering bystanders and victims. (Mineire is the last one in the chapel, so now all the evacuation will essentially be off-screen)

details:

- Swift: Manifest Temporal Acceleration (TA) (gain a bonus round inside of current round)
- - TA Swift: Adjust Metamorph options (lose fire breath, gain poisonous acid to melee atks; lose Tiny size, become Huge size, lose STR bonus to gain DEX bonus (offsetting size difference)
- - TA Move: Metamorphosis on self (Gain Rend and +6 natural armor)(Free Shift no PP cost)
- - TA Standard: Dimension Door to Horranath (auto-ends my TA bonus round)
- Free: send two magic missiles at Horranath (laughable, I know) force: 1d4 + 1 ⇒ (2) + 1 = 3 force: 1d4 + 1 ⇒ (3) + 1 = 4
- Full Round: Full Attack on Horranath (5 slams)

atk: 1d20 + 26 ⇒ (14) + 26 = 40
Below separated by damage type, but is collectively one instance of damage (a single strike)
Force: 1d8 + 10 ⇒ (4) + 10 = 14
untyped: 3d6 + 10 + 3 ⇒ (3, 1, 4) + 10 + 3 = 21
acid: 2d6 ⇒ (6, 2) = 8
Horranath makes DC 26 Fort Save vs Poison, fail = 1 CON damage
free grapple: 1d20 + 23 ⇒ (10) + 23 = 33, success = force aura damage: 1d6 ⇒ 3

atk: 1d20 + 26 ⇒ (3) + 26 = 29
Below separated by damage type, but is collectively one instance of damage (a single strike)
Force: 1d8 + 10 ⇒ (5) + 10 = 15
untyped: 3d6 + 10 + 3 ⇒ (5, 4, 2) + 10 + 3 = 24
acid: 2d6 ⇒ (4, 1) = 5
Horranath makes DC 26 Fort Save vs Poison, fail = 1 CON damage
free grapple: 1d20 + 23 ⇒ (4) + 23 = 27, success = force aura damage: 1d6 ⇒ 5

atk: 1d20 + 26 ⇒ (19) + 26 = 45
Below separated by damage type, but is collectively one instance of damage (a single strike)
Force: 1d8 + 10 ⇒ (4) + 10 = 14
untyped: 3d6 + 10 + 3 ⇒ (3, 6, 6) + 10 + 3 = 28
acid: 2d6 ⇒ (3, 4) = 7
Horranath makes DC 26 Fort Save vs Poison, fail = 1 CON damage
free grapple: 1d20 + 23 ⇒ (5) + 23 = 28, success = force aura damage: 1d6 ⇒ 5

atk: 1d20 + 26 ⇒ (17) + 26 = 43
Below separated by damage type, but is collectively one instance of damage (a single strike)
Force: 1d8 + 10 ⇒ (1) + 10 = 11
untyped: 3d6 + 10 + 3 ⇒ (2, 4, 3) + 10 + 3 = 22
acid: 2d6 ⇒ (5, 2) = 7
Horranath makes DC 26 Fort Save vs Poison, fail = 1 CON damage
free grapple: 1d20 + 23 ⇒ (6) + 23 = 29, success = force aura damage: 1d6 ⇒ 2

atk: 1d20 + 26 ⇒ (8) + 26 = 34
Below separated by damage type, but is collectively one instance of damage (a single strike)
Force: 1d8 + 10 ⇒ (1) + 10 = 11
untyped: 3d6 + 10 + 3 ⇒ (3, 4, 6) + 10 + 3 = 26
acid: 2d6 ⇒ (6, 2) = 8
Horranath makes DC 26 Fort Save vs Poison, fail = 1 CON damage
free grapple: 1d20 + 23 ⇒ (7) + 23 = 30, success = force aura damage: 1d6 ⇒ 4

If at least two of the above slams hit, apply Rend
Rend (force dmg): 2d6 + 6 ⇒ (5, 1) + 6 = 12

Updated Defensive Stats (superseding normal where applicable): AC 46; FORT +14 REF +21 WILL +21 (Deductive Leap Applies); Immune to Fire (instead of just resist)


Female Changeling Intrigue Oracle 3 (covetous curse)

All this non-Paizo stuff confuses me, so I'm just gonna try to beat it up again. xD

"I see have underestimated you, newt."
Sashin laughs, pulling an old insult from her friend, Barrett.
"I will not do so again,"

Actions- swift- Fleet Charge for grapple, full- full attack, free- discharge Vampiric Touch from Spellstoring if any hit.

Grapple: 1d20 + 36 ⇒ (8) + 36 = 44

Hopefully this is better than a 4.

bite 1: 1d20 + 26 ⇒ (7) + 26 = 33
damage: 2d8 + 16 ⇒ (7, 6) + 16 = 29

bite 2: 1d20 + 26 ⇒ (13) + 26 = 39
damage: 2d8 + 16 ⇒ (8, 7) + 16 = 31

bite 3: 1d20 + 26 ⇒ (14) + 26 = 40
damage: 2d8 + 16 ⇒ (4, 7) + 16 = 27

claw 1: 1d20 + 26 ⇒ (1) + 26 = 27
damage: 2d6 + 11 ⇒ (2, 5) + 11 = 18

claw 2: 1d20 + 26 ⇒ (13) + 26 = 39
damage: 2d6 + 11 ⇒ (2, 2) + 11 = 15

wing 1: 1d20 + 26 ⇒ (8) + 26 = 34
damage: 1d8 + 6 ⇒ (4) + 6 = 10

wing 2: 1d20 + 26 ⇒ (10) + 26 = 36
damage: 1d8 + 6 ⇒ (2) + 6 = 8

tail slap: 1d20 + 26 ⇒ (14) + 26 = 40
damage: 2d6 + 16 ⇒ (2, 5) + 16 = 23

Vampriric Touch: 7d6 ⇒ (4, 6, 4, 2, 6, 5, 4) = 31
Gain these as temporary HP

Ugh, I didn't roll above a 15.


Flashing lights heralded the dispelling of several of the defensive energies surrounding the dragon, and she let out an angry roar even as Barret's supporting cast shot outwards as the dragon came back within range. The dragon continued to rush forward, whirling around as she bypassed Oneidros' attacks - which hadn't been accurate enough to strike - and three of Mineire's attacks hit. Sashin darted in a moment later, failing to start a grapple but landing with a few of the attacks. The vampiric touch dissipated harmlessly - and the dragon snarled in pain before ripping into Sashin as hard as it could.

Bite: 1d20 + 27 ⇒ (14) + 27 = 41 for Damage: 2d8 + 37 ⇒ (5, 1) + 37 = 43
Claw: 1d20 + 27 ⇒ (6) + 27 = 33 for Damage: 2d6 + 25 ⇒ (6, 1) + 25 = 32
Claw + Mythic Surge: 1d20 + 27 + 1d6 ⇒ (4) + 27 + (3) = 34 for Damage: 2d6 + 25 ⇒ (6, 3) + 25 = 34
Tail Slap: 1d20 + 25 ⇒ (8) + 25 = 33 for Damage: 2d6 + 37 ⇒ (5, 4) + 37 = 46
Wing: 1d20 + 25 ⇒ (16) + 25 = 41 for Damage: 1d8 + 12 ⇒ (6) + 12 = 18
Wing: 1d20 + 25 ⇒ (20) + 25 = 45 for Damage: 1d8 + 12 ⇒ (3) + 12 = 15
Crit Confirm: 1d20 + 25 ⇒ (9) + 25 = 34 for Damage: 1d8 + 12 ⇒ (4) + 12 = 16

Snatch: 1d20 + 31 ⇒ (10) + 31 = 41

Horranath's jaws clamped down tightly on Sashin as the other dragon attempted to bite it - and despite the spells, the dragon shot forward a moment later, ending up over 230 feet away from where it had been (and even further from everyone else, since she'd bypassed them on the way to Sashin). At the end of the flight, the dragon's mouth began glowing white-hot... and a stream of flames erupted out as Horranath raged.

Fire Breath: 12d10 ⇒ (8, 7, 6, 9, 9, 6, 2, 3, 9, 8, 4, 9) = 80

"You're hundreds of years too young to challenge me, whelp!"


stats:
HP: 192/200 | AC: 36 (31) / T: 26 / FF: 36 / DR/SR: see stats | Fort: +14*, Ref: +17*, Will: +21* | M. Touch: +22*, R. Touch: +15* | CMB: +16*, CMD: 38* | Init: +4*, Perception: +42**(take 10)
Witchwyrd 6 / Savant +0 / Cryptic 7 // Psion 5 / Force +1 / Metamorph 7 /// Mythic Genius 1

"Plan E!" Mineire shouts to the others, then spends a swift action to change form (down to Tiny, then swapping my enhancements from DEX to STR to offset the size penalties) and readies a standard action to manifest Planar Travel when the others have formed a chain of contact necessary to evacuate.


Ongoing effects:
Clinically insane. Mind twisted and bent, not broken(at least not literally), x/y Mythic Power
Sorcerer(Dreamspun)20 /Oracle(Dark Tapestry)20 / Archmage/Hierophant 10 | Deity of Shinyness and Stuff

"Aye, plan hamster-aubergine Pi! Understood!"

Yin rushes to Mineire, readying a standard action to Dimension Door over to Sashin as soon as nearby allies managed to get into contact.

Ready actions withing Ready actions...Readyception...is Proception the opposite of Contraception? We intercepted the Dragon. Should we have externcepted it?


Female Changeling Intrigue Oracle 3 (covetous curse)

"It's my turn, worm!"

Bluff, to make her think I'm not afraid, and don't want to leave: 1d20 + 20 ⇒ (12) + 20 = 32

Swift- Unnerving Glance- Will DC 23 or shaken 3 rounds. This applies a -2 to her saving throws, which should help here. I'd like to see her saves in the open, if possible.

Standard- breath weapon, with +2 DC bonus from two-headed.

Breath Weapon, Ref DC 27 for half. Negative energy: 8d8 ⇒ (4, 8, 2, 4, 7, 2, 3, 2) = 32


Round 4

Barrett reacts quickly to his companions call. He drops everything and soars towards them.

Barrett: Double Move to join hands with Mineire. Don't know how far away I am but hopefully I can get there.


The dragon looks like she understands what you're trying to do as you join hands and concentrate - and another angry roar shakes the sky as she darts towards you. Even as annihilating flames gather within her belly, however, a bright light flashes over the city - and the five of you utterly vanish from the Material Plane.

When you reappear, you're inside of a library. It has wooden floors and ceilings, and all walls are bookshelves. Numerous freestanding bookshelves line uniformly straight aisles. Shelves are labeled and indexed by subject and author. Crystals provide light, and uniformly placed reading desks provide ample research space.

In other words, it's proooooobably going to drive Yin sane if she's here too long. That's right - sane. However, it also offers you enough time and space to do something the dragon will never expect - using your Gossamer powers to summon and control a beast powerful enough to slay the dragon. However, using your Gossamer powers on this scale isn't easy, and you only have one day to get things done. Each of you will need to accomplish several tasks - and the more parts you succeed at, the greater the creature you call forth will be.

Roleplaying each of these with a paragraph or more - rather than simply rolling a bunch of numbers - will count as a bonus success. Yes, this will matter. You can only roll once for each, and they must be rolled in order. If you have class or racial abilities that can improve the results, you can only apply those powers to 2 of your rolls - you're pouring a LOT of power to this, and don't have much to spare for doing anything else. Mythic Surge doesn't work here.

Mineire, Master of Wrighting:
You are a Lord of Wrighting, with the power to create life. Your task will be to create the physical form of the creature that you're sending forth, forming the shell that the others will fill with power.

Knowledge (Arcana): DC ???
It takes a great deal of magical knowledge to create a creature that can be filled with the power of the Gossamer Lords. You know that the more successful you are in pinpointing the exact rituals you'll be using for this, the greater the end result will be.

Spellcraft: DC 38
You'll need to be almost painfully precise in creating the circles and symbols that will be used throughout the ritual.

Heal: DC 25
You're creating an entirely new creature - if you can fully comprehend its biology, it will be more stable and secure.

Concentration: DC 45
This is going to take all of your attention. If you can block out every distraction, you can be sure that there won't be anything you missed as you create the creature's physical form.

Survival: DC 15
It will also be helpful if your creature is truly adapted for the environment you'll be putting it into...

Barrett, Master of Invocation:
You are a Lord of Invocation. The fabric of the universe itself is something you're focused on controlling - but for this ritual, you won't need to do that... you'll just need to impose your will on the creation and make sure it fights as you direct. Make the following skill checks:

Spellcraft: DC 30
Everything starts with understanding the ritual you'll be using to Name and Bind this creature.

Knowledge (Local): DC 20
The world you've been on has its own ideas about creatures, and they react in different ways to different beings. A Name is more than just what something is called - it's a reflection of the ideas that the locals have about it.

Craft (Alchemy): DC 25
The creature will need to be Named as it is created, and you'll have to create alchemical sigils as part of the greater magic circle that will be used to make your champion.

Sense Motive: DC 28
Sometimes, you just need to stop for a moment and think about whether you've really chosen the right name. After all, any discrepancies would stop the beast from acting at full power.

Sleight of Hand: DC 25
It takes a fine, precise hand to write in everything you'll need to do to Name the creature.

Sashin, Master of the Grand Stair:
You are a Lord of the Grand Stair, and travel is your true forte. However, in this case, it's not that you want to travel elsewhere - it's that you're going to open a portal to pure power and flood the creature you're making with energy. The more stable this flow, the more power you can funnel into its body - and allow Oneidros and Yin to shape into something usable.

Spellcraft: DC 25
The basic level, of course, is simply connecting to the right place to draw energy from.

Knowledge (Arcana): DC 18
You'll also need to find the best method of pouring power into the creature. Simply dumping in won't be nearly as effective as creating a steady flow of energy at key points.

Perception: DC 30
At times, there can be turbulence as energy moves between the worlds. Keeping an eye out for these hard-to-see ripples can help you adjust the torrent of power to compensate and ensure there are no problems.

Linguistics: DC 18
Thoughts can get a little scrambled when you're so focused on powers - and you'll be detailing some VERY precise, arcane things to your friends. Explaining it properly will help them with their own tasks.

Bluff: DC 35
We won't lie - this is going to be pretty tough. Even so, you have your pride - and probably want to do this without showing the strain. At the very least, doing so would help inspire confidence, though it won't be especially easy...

Oneidros and Yin, Masters of the Umbra:
You are Lords of one of the destructive forces of the universe. However, your job here isn't to simply go crazy - it's to channel the energy provided by Sashin and make this creature the most deadly being you can imagine. Making sure it doesn't turn and kill you instead is Barrett's job. Make the following skill checks:

Bluff: 35
You totally know exactly what you're doing, and nobody's going to know otherwise. Right? Right.

Use Magic Device: DC 40
Properly using the systems that have been set up will enable you to shape the deadly power into a cohesive form and ensure the maximum amount of carnage will be inflicted.

Knowledge (Arcana): DC 40
Things tend to work best when they have a cohesive idea behind them - and if you're paying attention, you'll be able to identify the ideas your companions have and shape the power to fit.

Perform: Dance: DC 25 (Yin Only)
Put on a show while you're doing this and keep people entertained!

Craft: Dreamstuff: DC 28 (Yin Only)
Infuse your creature with the essence of dreams - and make it that much more fun to send into battle.

Appraise: DC 20 (Oneidros Only)
Take a look at what everyone else is doing and make sure that it's going to be compatible with the powers of Umbra.

Handle Animal: DC 20 (Oneidros Only)
You're working with Yin...


stats:
HP: 192/200 | AC: 36 (31) / T: 26 / FF: 36 / DR/SR: see stats | Fort: +14*, Ref: +17*, Will: +21* | M. Touch: +22*, R. Touch: +15* | CMB: +16*, CMD: 38* | Init: +4*, Perception: +42**(take 10)
Witchwyrd 6 / Savant +0 / Cryptic 7 // Psion 5 / Force +1 / Metamorph 7 /// Mythic Genius 1

Having returned to his personal library on his personal plane set Mineire somewhat at ease, despite their recently failed trial. His traveling band of Übermensch had met their match. Their individual powers having failed to add up to the sum they needed to defeat Horranath, their knowledge and skills would be put to the test in a race against the clock to catch the wyrm before it could recover the wounds it had taken.

Fortunately, Mineire had picked up more than his fair share of knowledge and skills in his wide travels.

"We have precious little time. The nature of my plane will see to your wounds. For food, travel through that portal. There will be more than enough berries, nuts, fruits, vegetables, and if you feel you have time to hunt, there is meat as well. Please do not decimate the population, I have gathered them with care." he says, his goggled gaze shifting to the two-headed dragon.

"In this library, you will find a comprehensive collection of books on the following topics: Arcana, Dungeoneering, Engineering, Geography, History, Nature, Planes, Religion, Psionics." As he lists the names, he walks the group down the aisles and points to the placards on the shelves denoting such. "Sadly, I haven't had time to make a construct to help direct your search, so you are under your own power. Return my books to the correct location when done with them so that others may use them if needed. I'm off to arcana."

Mineire scuttles off to the Arcana section, and heads straight to a brobdingnagian tome entitled Encyclopedia Arcana, Vol. MMMMDCXXIV: A Comprehensive Index to the Known Arcane Rituals of the Known Planes. Paging through the book, he looks for advanced rituals of creation to serve as pieces of the greater arcane puzzle that was to be his magnum opus.

Editor's Note: Though one might expect divine rituals to be more suited to the creation of new life, no entreaties to Gods could dig them out of this mess. The Gods were fickle creatures, and they would need more than one. This problem needed the attention of a God, but no God would divert its full attention to a single problem. While the partitioned attention of several Gods would suit their purpose, getting enough Gods to work together would take far too long, and time was of the essence.

Mineire searched for several hours, grabbing books the index listed, poring through them, and making his own notes on which arcane sigils to replace with gossamer strands for tailored power increases.

The circles, runes, symbols and sigils needed for the rituals firmly implanted in his memory, he began tracing them on the floor in the open landing of the library used for reading, pushing tables and plush chairs out of his way to make room. Not only was the floor covered in energetic symbols traced in colors spanning the spectrum, but many of them were three-dimensional in nature - rising up from the floor to be suspended in the air.

As the varicolored lines rose up, they began to interlock and weave into a complex latticework. As more and more lines were added, layer on layer, it began to take the form of a cast of sorts - as the ones used to shape molten metal. The energies his companions would pour into this cast were orders upon orders of magnitude greater than that of molten metal, so Mineire took great care in ensuring the cast was up to par. One misplaced or forgotten line, and the energy released could destroy them all.

The cast complete, the next task was to refine the biology of the construct he was working on. This task, though not even close to the most difficult, was a topic Mineire knew he was woefully understudied on. He dug through the Nature and Psionics sections of his library, looking for specific biological functions and features to include in their creation, and researching those typical of dragons and formulating a suitable counter. A brief foray into the Geography section reiterated all he needed to know of creatures typically found in volcanoes, so that he could include such features as well. The information spread out on the pages before him, he manifested a telepathic power to change the lines and pathways in his own mind, editing memories of his most recent studies of social endeavors and other knowledge unrelated to his current task into memories of his current studies of biology and healing. Using this power, he accurately repurposed his brain's storage for more appropriate use in redirecting his subject's biology.

That hurdle crossed, the next task was very important - double-checking his work and that of others. Though the gossamer merchant had mental capacity and concentration in spades, this task was the most important he had ever undertaken. Mineire painstakingly followed each line he had drawn with his eyes, double-checking what was written in the plethora of books he carried in his many hands. He stepped into the cast of the creature, walking through the lines that hung in the air. He put himself in the place of the creature they were to create, and in its mind. He imagined the body to be created as his own body, pictured himself as this creature with its grasp tightly on Horranath's throat. He pictured the ash of the volcano swirling, lava erupting, dragonflame washing harmlessly off of his skin... and black necrypyre energy stifled by positive energy in its most unadulterated, intellectually objective form. Mineire also ran through a catalog of spells, powers, and their abjurative counters, picturing all of these having no ill effect as he bolstered and reinforced the lines that would defend against the wyrm's conjurations, manifestations and invocations. All these features had to be present for their creation to survive the perils of the battlefield and the apocalyptic onslaught of the necro-dragon Horranath.

"Genius" was a term that many lowly sages threw around with reckless abandon... but true genius-level intellect was a childish facsimile of the most infinitesimal shard of Mineire's cosmic-level intelligence. Pouring all of his efforts into this task, combined with the strengths of his colleagues, the resultant creation would wield power the likes of which none short of a deity could wield.

rolls:

Knowledge (Arcana): 1d20 + 30 + 4 ⇒ (10) + 30 + 4 = 44 DC ?? taking book boost for a +4 in the library
It takes a great deal of magical knowledge to create a creature that can be filled with the power of the Gossamer Lords. You know that the more successful you are in pinpointing the exact rituals you'll be using for this, the greater the end result will be.

Spellcraft: 1d20 + 28 ⇒ (14) + 28 = 42 DC 38
You'll need to be almost painfully precise in creating the circles and symbols that will be used throughout the ritual.

Heal: 1d20 + 10 + 10 ⇒ (8) + 10 + 10 = 28 DC 25, using Psychic Reformation to skim 10 of last level's skill ranks (not any from the skills used here) and divert into Heal. I'll revert them after this episode, though that wont matter i believe as this is the finale from my understanding
You're creating an entirely new creature - if you can fully comprehend its biology, it will be more stable and secure.

Concentration: 1d20 + 27 ⇒ (20) + 27 = 47 DC 45
This is going to take all of your attention. If you can block out every distraction, you can be sure that there won't be anything you missed as you create the creature's physical form.

Survival: 1d20 + 8 ⇒ (8) + 8 = 16 DC 15
It will also be helpful if your creature is truly adapted for the environment you'll be putting it into...


Barrett finds himself a nice quite desk in the library. He doesn't grab any of Mineire's reference material. See, when you're doing something like this, making a name - a TRUE name at that, you can't go looking it up in any old book. You gotta feel it out with your gut, find out what the Name wants to be.

Firstly he starts on his ritual. Some might say that a Name is any old thing and was hardly as important as the attention the gunslinger was giving it. Those folks didn't have any idea what they're talking about. Your Name isn't just some random mish-mash of sounds; it's who you are. It's everything. That's why this ritual was so important. Sure, any old summoner can enslave some creature to his will, but they needed something purer than that. This creation of the Gossamer lords, it needed purpose, freedom, to understand its place in existence...

It needed a soul.

And doing something like that, well, it just ain't easy. The easy way would have been to just borrow some bits and pieces from whatever was floating out in the Khef. That wouldn't do here.

Barrett prepares a small circle on the table, deft fingers painting almost inscrutable symbols across the interior, and places a scroll inside. Once everything was said and done it was this mundane paper that would serve as the melding of form and purpose within their creation.

Spellcraft: 1d20 + 21 ⇒ (18) + 21 = 39

With that done it was time to move on to the REALLY tricky part: actually coming up with a damn Name! Can't just go giving it something silly - that just won't do. The real challenge is giving it a name it wants. Anything less and it'll do everything short of obliterating itself to escape, like a wolf caught in a trap. Not only would that defeat the entire purpose of this exercise but every second it fights itself is a second when it's not beating the stuffing out of Horranath.

At least he knew what plane they were sending this thing to, made it a whole lot easier to find something that fits. 'Course, all it really did was narrow the field down from "impossible" to "extremely unlikely". On top of that, he only had about half a day left after resting and preparing the ritual!

Suddenly inspiration strikes! He enters a trance like state and lets his mind wander into the nebulous fields beyond perception. He found that unformed thing that the Gossamer Lords were making and spoke to it, seeing all that it was, is, and could be in the same instance.

Basically, he just asked the damn thing what it wanted to be called!

Knowledge (Local): 1d20 + 13 ⇒ (15) + 13 = 28

Using one of my two "powers" to cast Legend Lore during this stage. Doesn't have a direct impact on my roll but I love the spells flavor. Who knows? Maybe it'll help.

It was another matter entirely actually getting the Name out of the cosmic stuff of the universe and into the creature. A bridge had to be made and Barrett had to do it the old-fashioned way. He prepares a circuit leading to from his own circle and into the larger circle of the rest of the Lords. 'Cept instead of electricity it'll be ferrying the unfathomable power of the very essence of existence. That means it needed to be made out of some seriously weird stuff. Fortunately between Mineire's supplies and his own, Barrett was able to mix up what he needed. Ghost tears, hog root, grave dirt, ether crystal, and maybe just a sprig of devil's regret.

No, that's not all made up.

No, Barrett didn't just throw a bunch of stuff in a pot and then spill it all over the floor.

Yes, this is serious business.

Craft (Alchemy): 1d20 + 21 ⇒ (4) + 21 = 25

In the back of his mind Barrett thinks about he already crossed that bridge between life and death once and really only half of him came back. He's seen with his own two eyes some of the stuff that lurks out there beyond what is real. It ain't pretty. That's the sort of stuff you don't want crawling through and messin' about in your brand new demi-god.

As he goes about his ritual Barrett has to constantly double-check himself to make sure that he's the one doing the work and that they haven't accidentally drawn the attention of some undesirable that wants to weasel its way in. He focuses his entire attention on the Name he is inscribing and will accept no deviation from it.

Sense Motive: 1d20 + 30 ⇒ (6) + 30 = 36

Using my second "power" to cast Focused Scrutiny with the "target" being the Name for a +10 bonus to Sense Motive

The time finally comes to put pen to paper, so to speak. Barrett bites the tip of his right index finger, drawing blood. With slow, precise stroke uncharacteristic of his normal haste he begins to inscribe the eldritch symbols that will be making up the creatures Name. He practically passes out from exhaustion as he does it. It's not the blood he's losing - it's the raw power that's being sapped from his body as he drags an entire entity into creation through willpower alone.

By the end of their 24 hour period where the other Lords have created form from nothing and fill it with enough power to make even a god blush, Barrett has managed to write down a single line on a now-bloody strip of paper.

Sleight of Hand: 1d20 + 18 ⇒ (16) + 18 = 34


Battle Imp [11 CR] Brawler 2 | Harbinger 13, Champion 1 | HP: 315/315 | AC 40 / T 21 / FF 31 (+4 v AoO fr move, +2 if moved 10’) DR10/cold iron, immune: fire | F 21, R 23 (+2 if moved 10’ ), W 22 | CMB +21 CMD 31 | Init +10, Per: +30

rolls for now:
I love the idea of what you're doing. sounds like fun RP opportunity...but dunno when I'll get the chance. If I do before yall move on I'll post again. If not...

Bluff: 35
You totally know exactly what you're doing, and nobody's going to know otherwise. Right? Right.
Bluff: 1d20 + 23 ⇒ (3) + 23 = 26

Use Magic Device: DC 40
Properly using the systems that have been set up will enable you to shape the deadly power into a cohesive form and ensure the maximum amount of carnage will be inflicted.
UMD: 1d20 + 33 ⇒ (11) + 33 = 44

Knowledge (Arcana): DC 40
Things tend to work best when they have a cohesive idea behind them - and if you're paying attention, you'll be able to identify the ideas your companions have and shape the power to fit.
Arcana: 1d20 + 33 ⇒ (19) + 33 = 52

Appraise: DC 20 (Oneidros Only)
Take a look at what everyone else is doing and make sure that it's going to be compatible with the powers of Umbra.
Appraise: 1d20 + 14 ⇒ (18) + 14 = 32

Handle Animal: DC 20 (Oneidros Only)
You're working with Yin...
Handle Animal: 1d20 + 13 ⇒ (11) + 13 = 24


Female Changeling Intrigue Oracle 3 (covetous curse)

Rolls:
Spellcraft DC 25: 1d20 + 20 ⇒ (11) + 20 = 31
Knowledge (arcana) DC 18: 1d20 + 11 + 4 ⇒ (10) + 11 + 4 = 25
Using Mineire's library here.
Perception DC 30: 1d20 + 21 ⇒ (18) + 21 = 39
Linguistics DC 18: 1d20 + 10 ⇒ (14) + 10 = 24
Bluff DC 35: 1d20 + 20 ⇒ (4) + 20 = 24


Female Changeling Intrigue Oracle 3 (covetous curse)

Upon arriving in Mineire's library, Sashin sees that her natural form is not ideal, and switches to her dhampir form.

"I think we all know what needs to happen here. We could not defeat Horranath ourselves. Yin, before we get started, I need you to heal the damage that swarm, did to me. I do not like admitting this, but I do not have the capacity to do so."

Referring to Restoration, by the way.

After Yin heals that, Sashin casts a spell to work on repairing her physical body while she works.
Infernal Healing, Greater. I'll have to cast it four times to restore myself to full, but that's what I'll do.

Heading to the section that deals with drawing energy to this plane, Sashin spends several minutes picking a pile of books and setting them down on a table, then sits down to read them, cover to cover.

After she is done, she stands up,and walks over to where Mineire has started to draw the summoning circle.
"Sorry, friend, but my true form shall be needed to bring the energy to fill the beast. I need space."

And with her great strength even in this weakened form, pushes the bookcases out of the way to form a twenty-foot circle.

Sitting in the center of her new circle, she crosses her legs and holds both of her dhampir arms straight out, pointing towards Mineire's circle.
Starting to cast Commune, contacting Zon-Kuthon.

Sashin reaches out to the Midnight Lord, but instead of asking any questions, takes the connection and twists it to fit her own needs.

Feeling the Shadow Plane on the other side, she tales her dragon form after the ten minutes, and starts to siphon off some of the negative energy that permeates that dark place.

Within minutes, crackles of black lightning appears out of the ground and strikes Sashin.
Even though she was immune to its effects, the power of the pure negative energy and shadows she was drawing to her started to visibly affect her.

The next few hours were spent enlarging and strengthening the connection she had formed.

And Sashin was silent throughout the process, and although she had to be in agonizing pain, that was how it should be.
She relished the pain. It helped her focus on the task at hand.

Several times during the few hours, Sashin was able to perceive several shadows that were trying to come through uninvited, and that simply wouldn't do.
So she ate them. And continued.

Sometime around the sixth hour of summoning energy, a loud wind started to pick up around Sashin, which blew at the edges of the circle, blowing several books and spare papers around.

And finally, Sashin breaks her silence, but she has to yell in order to be heard over the wind.

"What I'm doing, Mineire, is drawing the creature's life force from the Plane of Shadow. I hope to direct this pure energy into the body you create, and hope that it holds. We'll see won't we?"

More bolts slice through the air towards her, seemingly appearing out of nowhere. Any papers, desks, or chairs too close to the circle of energy were sucked in, and vaporized by the bolts of black energy.

The next few hours see the wind continue to increase in power, and Sashin reinstates her silence.

The bolts begin to coalesce into a sphere of black energy around her, and even more concentration is needed to hold the sphere together so that it doesn't explode into the library, possibly killing several of her fellow Lords.

Even as more bolts appear and join the sphere, Sashin begins to drink all of the negative energy through both heads, and the sphere disappears before another quickly forms around her.
This one joins the second inside her powerful body, and Sashin's skin seems to be alive with the stuff, as streaks of black lightning arc between the sacred piercings in her draconic hide.

Ever nearing the end of the day, Sashin screams out over the wind and continuously forming spheres.

"You need to hurry and finish the form, Mineire! I am close to finishing the ritual needed to bring the pure negative energy here. I can contain what I have already gathered for several more hours, but it is not enough. I have to push for more, for I am not done yet!"

At this point, Sashin is ready to fill the cast up with the negative energy. I'll wait to post that part, and the failed Bluff check, until we're actually ready for that to happen.


Ongoing effects:
Clinically insane. Mind twisted and bent, not broken(at least not literally), x/y Mythic Power
Sorcerer(Dreamspun)20 /Oracle(Dark Tapestry)20 / Archmage/Hierophant 10 | Deity of Shinyness and Stuff

Relevant rolls below the related textual description each, so one can read first, then see why it happened so ;)
Finding herself in the Wagon of Mineire, Yin seems slightly disoriented at first, then focuses when adressed by the Dragon: "Hum, sure, I can restore you, Sashin. Do you need twice the restorations for being two-fold? I know I do. What about the others? Anybody need help?"

After healing is done, Yin realizes what a rich bounty this place holds, and flies off to pick some nuts, search for her beloved Blueberries, which Mineire had promised to include in the garden, and a few other delicious-looking fruits she can find.

Upon returning to the others, who seem to have devised some kind of plan, Yin has no idea what is happening... Reading in books, drawing stuff on the floor, discussing magics...they may try to bind something. Create something? Bind and form something? I can form things! I can make dreams! ..."Sorry guys, I found some reeeaally tasty things in the garden and then I was so tired and there was this spot where I knew I would be taking a nap so i thought why resist it if thats the outcome and then didn't fight the urge to go nap there but now I'm here and I'm totally ready for doing this!" Yin takes another look at the scene, then rubs her hands:"I'll help make the most frostiest snowman to haunt the dragon in its dreams until its brain goes squish..."...seeing the others look at her with weird expressions, and hearing Barrett sigh, she continues..."...or would if that was what we are doing! But it's not and I'll totally help doing whatever it is we accomplish here and I totally know it's going to be awesome."...looking at her surroundings a few moments longer..."Just what ARE we doing?".

Bluff:

You totally know exactly what you're doing, and nobody's going to know otherwise. Right? Right.
Bluff: DC 35 Embrace Destiny: 1d20 + 28 ⇒ (2) + 28 = 30 Not good, rolling
Bluff: DC 35: 1d20 + 28 ⇒ (1) + 28 = 29 => 29/35, CRITICAL FAIL

Upon receiving clarification on what they were attempting, things were a whole lot clearer. The things here, the rituals, the incantations, proper words, the ways one had to use to influence the fabric everything was made of, to force it to respond in the way one wanted, was well known to Yin. It was not unlike dreaming, in a way, only there it was easier. You could pull strands and make things happen.
In reality, that worked almost the same, but was much more tiring. Still, even if everything here was somewhat alien, and they used different words, and different concepts to explain them, the underlaying principles were identical, across all the worlds Yin had visited.
When she learned what kind of name it would have, Yin understood. When she saw the power that would be drawn in, she understood. The symbols and Sigils on the floor, she understood. It all fell in place. No, it WOULD all fall into place. Not yet. But knowing everything would work out before you start is really motivating, and Yin eagerly made use of all that was set up by the others to maximize her own input into this creation.

Use Magic Device:

Properly using the systems that have been set up will enable you to shape the deadly power into a cohesive form and ensure the maximum amount of carnage will be inflicted.
Use Magic Device: DC 40 Embrace Destiny: 1d20 + 28 ⇒ (5) + 28 = 33Not enough, rolling
Use Magic Device: DC 40: 1d20 + 28 ⇒ (12) + 28 = 40 => 40/40, SUCCESS

Having understood the meaning of everything her comrades were laboring to create, Yin understood WHAT their ideas where. Meanings and Ideas were pretty much identical in Yin's eyes. Then again, of course, intent and outcome tended to be identical in Yin's eyes, too. Which even held true if the outcome was...unfavorable. Because why fight it? If one could have changed it, one would have done so, and thus the result must have been the intent anyway..."If this works out the way we envision it, this would be wonderful. Only it will just come close. But pretty close to wonderful is still awesome!"

KN Arcana Success:
And Yin did get the meaning right, and thus the idea behind, and could fully put all her minds behind it, focusing on the concept beyond all this superficial "decoration" and the "rituals". Everything that was prepared was ready, and Yin understood and molded the new being into a shape, a form, that was completely in line with the preparations made.

KN Arcana Failure:
Only, Yin did see a meaning, and understood the idea, but it was not the same idea that the others had. She did work diligently to realize the idea she saw, but that idea clashed with some of the more "basic" aspects. The name seemed to not quite fit, some sigils seemed off, the power flow was not optimally directed, Oneidros misformed aspects...everybody was slacking off except for Yin...well, that just meant she had to work all the harder.

Knowledge (Arcana):

Things tend to work best when they have a cohesive idea behind them - and if you're paying attention, you'll be able to identify the ideas your companions have and shape the power to fit.
Knowledge (Arcana): DC 40: 1d20 + 23 ⇒ (14) + 23 = 37 => 37/40, FAIL
Exception: Embrace Destiny, by its wording, is optional, CAN be used for a check. If casting it but not using it for Bluff/Use Magic Device, I would instead Brain Drain Oneidros for treating me like an animal, then make the Knowledge Check with his ranks. That would be 14 + 20 + 8 + 3 = 45 or => 45/40 SUCCESS and 12d4 ⇒ (4, 1, 2, 1, 1, 1, 4, 2, 1, 2, 3, 2) = 24 damage for Oneidros.

GM:
I am simply unsure how the handling of "Embrace Destiny" would be, because it's a GM decision if I "know" the roll. If so, I could simply cast it several times until I get a pleasurable result. Or use it on any single check until I decided to "use" it twice, because technically it is not a re-roll, I can just use it INSTEAD of the roll(so don't get to see if I would get a better result unless choosing to roll, which invalidates using the Embrace Destiny Result). I leave interpretation up to GM as to wether it takes up an "attempt" to use it, or not. And if so, wether one can take multiple casting because knowing the result, or not. If so, I could easily use another 2-3 castings before making the Bluff Check and make it(need a 7+). If it does not count against the "buffable checks" if not used, but can only be attempted once, then I would drain for Knowledge Arcana, then Embrace Destiny and use the roll. Then embrace Destiny for Perform, and use the roll, meaning the other rolls stay identical. I expect the final score remains 3 Success, 2 Failure, but depending on interpretation, could be 4 Success/1 Failure.

The flow of the energy from the other plane, the incantation and chanting, the glow of symbols and sigils, while Yin shaped and formed...it had a rhythm. It was music, only not acoustic, not music one could hear with ears.
But Yin heared it, with her mind. All these stuffy books, all this stale air could not hope to drown it out. Once you could hear it, it would get louder and louder, and unconsciously, Yin began to dance to the Music, while the energy pulsed in the form, and shapes became more clear. Flying all around, applying mental force, chiseling away from the raw power to draw out the new existance within, creating life, Yin felt joyful. And all that joy, she expressed in little air hops, circles, pirouettes, salti, and in the end, she even danced a duet with her own Shadow, whirling around the being, fusing both creation and dancing into a fused activity, letting herself be directed and carried by the very pulse of creation that would sing in her mind.

Perform: Dance (Yin Only):

Put on a show while you're doing this and keep people entertained!
Perform: Dance: DC 25: 1d20 + 19 ⇒ (20) + 19 = 39 => 39/25, CRITICAL SUCCESS

And it was clear what kind of form it would take. Yin drew Dreamstuff through her own connection to the Dimension of Dreams, which would synergize very well with the energy from the Plane of Shadows Sashin was channeling. But dreamstuff, it allowed for much finer details, it was more moldable, more flexible, more...powerful, in her tiny hands. Because all this other creation, it was ad-hoc, sudden, she followed an instinct, and the direction the music in her mind gave her, but it was new. Crafting with the very essence of dreams, that was an art form she all but mastered.
And craft she did. She would form the most terrifying enemy for this dragon she could imagine! Of course, Dreamstuff was very...morphic, and the being they called into existance may well have it's own ideas about what would be frightening for a dragon, but she would make sure to give it some direction.
First she worked on the paws, with sneaky digital and metacarpal pads, and keen, sharp, long, retractable claws. Then on the sensitive pyramidic all-around-hearing ears. On the long tail used for steering and balance, with it's traditional sting(at least in one of the worlds she visited), on the deadly fangs exactly spaced apart to fit around a dragons vertebrae and the jaw powerful enough to crack that vertebrae apart from it's neighbours, and jaw within the jaw to bite while biting, and on the eyes that could see in darkness, and vibrissae(whiskers) to allow it to sense even those things it could not see. As it's enemy was a dragon of heat, and fire, the stealthy metallic black fur covering it would need to be cold. Colder than ice...such that heat would have lesser effect, it's power diminished in the freezing area near it. Blood made of acid that would burn through even the scales of a dragon. A gigantic frozen kitten...a perfect Predator. Yin was overcome with a joyful horror as she continued to work, secretly hoping the creature would choose a different mold for the aspects she crafted with Nightmares, lest it became the downfall of the Gossamer Lords themselves, crafting a new empire for itself and all of catkind:"It is done...but what have we created...this is far worse than the dragon...we can only hope nature finds no way to make it break free...otherwise, we have formed Death itself, the destroyer of this world!"

Craft: Dreamstuff (Yin Only):

Infuse your creature with the essence of dreams - and make it that much more fun to send into battle.
Craft: Dreamstuff: DC 28: 1d20 + 21 ⇒ (13) + 21 = 34 => 34/28, SUCCESS


*Tallies things up*
Mineire: 6/6
Barrett: 6/6
Oneidros: 4/6
Sashin: 5/6
Yin: 4/6
Final Score: 25

Power roared into the massive circle that the five of you had labored to create and Sashin took the lead, pouring nigh-endless amounts of power into it. Bit by bit, the five of you shaped your creation - and as you did, your failures and successes worked together to make it take shape. The end result was... rather humanoid, actually, and considerably less insane than most had probably been expecting. That was probably thanks to Mineire's efforts... but the end result towered eighty feet above you as the day's labor was completed, with a base just as large, polished metal shining in the sun.

Finally, as it was completed, Barrett spoke the words that would bind the construct to your will for the duration of its existence. It probably wouldn't hold together for more than a day or so - not when it had been created with the energies of TWO Masters of the Umbra - but that was probably going to be more than enough time to blow Horranath straight out of the sky and teach this dragon what it meant to be a Lord (or Lady - we don't discriminate against Yin) of the Gossamer Worlds.

With a total score of 25 points, you have been able to create [Adam, the Defender]. Stats are in the Campaign Tab.
Now it's time for a choice! And we'll be going with majority vote on this one. In [Cinematic Mode], you can watch Adam and Horranath duke it out - your GM will be running both creatures. Each of you will be able to cast some power or effect on Adam (that could normally affect it) a maximum of three times during the battle, and you'll have a chance to do so after each round. In [Control Mode], you will get to take turns controlling Adam and fighting directly against Horranath - whoever isn't currently piloting Adam can cast buffs, with the same limit of three effects for the whole battle. To keep things fair, I will use Random.org to randomize the order you control the construct in. This is the final battle - and how it plays out is up to you.


Female Changeling Intrigue Oracle 3 (covetous curse)

Honestly, I'd love the chance to control Adam, and wouldn't particularly enjoy watching as you do. I'm not sure about the others, but I vote for [Control Mode]


We pacific rim now. I vote for Control Mode as well.


With enough votes in, Control Mode it is!

You couldn't stay here in Mineire's plane for too much longer - so there was no point in even trying. Moving quickly, the five of you climbed up Adam's body, ascending to the incredible construct's shoulders as a magic circle appeared on the ground below you and flashed brightly. When its light faded, so did you, reappearing in town and promptly crushing two buildings beneath Adam's feet. There didn't seem to be anyone moving in the streets below - but the skies were another matter entirely, and Horranath roared her challenge.

The dragon looked... different. Darker, somehow, with black energy surrounding her body and a hateful look in her eyes... though even she looked somewhat shocked at the massive creature that the five of you had brought out to face her with. <"There you are! I will burn you so badly that even your souls will crumble to ashes!"> the dragon roared.

Init (Adam): 1d20 + 7 ⇒ (9) + 7 = 16
Init (Horranath): 1d20 + 15 ⇒ (20) + 15 = 35

Without hesitation, the mighty dragon swooped down from the sky, neatly avoiding attacks of opportunity as she closed in and exhaled a stream of black flame.

Negative Energy Breath Weapon: 12d10 ⇒ (8, 7, 6, 6, 6, 3, 8, 4, 7, 8, 5, 4) = 72 Reflex DC 29 Halves: 1d20 + 31 ⇒ (6) + 31 = 37

The dragon darted below Adam's legs a moment later, deftly moving around the massive construct's body.

Horranath is currently within Adam's space. While there, Horranath has Cover from Adam's attacks, and it is Flat-Footed against her.
As a reminder, Yin goes first for piloting Adam! The rest of you can choose to start casting things on Adam now to power it up, as mentioned previously. You can only use powers that buff Adam - you cannot cast at Horranath instead, since your powers were too drained by creating this construct. Also, it would be way too one-sided otherwise. XD


"Pretty coy, huh little snake? We'll see just how long that holds out."

Casting Hunter's Blessing to give Favored Enemy (Dragon) and Favored Terrain (Urban)


Female Changeling Intrigue Oracle 3 (covetous curse)

"It's too bad, I was really looking forward to eating you. Unfortunately, I have bigger friends, and I'm not sure there'll be much left."

Casting Haste on everyone. Not gonna be too useful for us, but it's there in case we need it. Also, another slam!


Ongoing effects:
Clinically insane. Mind twisted and bent, not broken(at least not literally), x/y Mythic Power
Sorcerer(Dreamspun)20 /Oracle(Dark Tapestry)20 / Archmage/Hierophant 10 | Deity of Shinyness and Stuff

"You know, nasty lizard God. We made this! The spirits of countless kittens were infused into Adam...and they CANNOT BE CONTAINED!!"
Yin casts Freedom of Movement on Adam.(had considered Haste, but I definitely don't want us to be restrained by some movement hindering trickery...haste up later if non of you feel like it)- EDIT: Thanks Sashin, you already took care of it.

Yin then melds one of her minds with Adam, who eagerly awaits her mental input...being a creature drawn from Umbra, from Shadows, all of this was new to him. He was as a Baby in this world, an 80-foot tall baby fused with the brain of a mad nightmare-fey.
And in the fusion, Yin felt no need to do anything but let natural action take it's course, and provide little guidance, as Adam angrily withdrew from the lizard hurting him, and started to try and bring his huge fists down on it. "Smart boy!", said Yin in Yin to Yin in Adam. "Adam SMITE!" the Yin in Adam replied, and they both felt happy as Yins Shadow exictedly danced on the massive Construct, and Adam was about to slam his ridiculously oversized limbs into the tiny-looking dragon with a fearful Battle-Cry roaring over the city:"MEOOOOOW"

Adam is taking a 50-foot step(as per Big-Step) as free action without provoking, stepping away from Horranath but keeping it in the middle of his reach. Then he is slamming Horranath with a full-attack, using Hurl Foe to try and slam her into the ground, making squishy dragon-pudding.
Attack Slam 1: 1d20 + 68 ⇒ (20) + 68 = 88
Damage S1: 6d6 + 35 ⇒ (4, 3, 1, 4, 1, 6) + 35 = 54 + Fortitude 63 or stunned for +1 Round.
Attack Slam 1 Confirm?: 1d20 + 72 ⇒ (8) + 72 = 80
Damage S1 Crit: 6d6 + 35 ⇒ (1, 4, 2, 6, 3, 1) + 35 = 52 extra + Unconscious, + Exhausted(per Exhausting Critical)
CMB Hurl Foe S1: 1d20 + 84 ⇒ (7) + 84 = 91

Attack Slam 2: 1d20 + 68 ⇒ (11) + 68 = 79
Damage S2: 6d6 + 35 ⇒ (5, 3, 5, 5, 2, 5) + 35 = 60 + Fortitude 63 or stunned for +1 Round.
CMB Hurl Foe S2: 1d20 + 84 ⇒ (18) + 84 = 102

Attack Slam 3: 1d20 + 68 ⇒ (5) + 68 = 73
Damage S3: 6d6 + 35 ⇒ (2, 4, 2, 5, 3, 4) + 35 = 55 + Fortitude 63 or stunned for +1 Round.
CMB Hurl Foe S3: 1d20 + 84 ⇒ (14) + 84 = 98

Attack Slam 4: 1d20 + 68 ⇒ (6) + 68 = 74
Damage S4: 6d6 + 35 ⇒ (4, 4, 4, 2, 4, 6) + 35 = 59 + Fortitude 63 or stunned for +1 Round.
CMB Hurl Foe S4: 1d20 + 84 ⇒ (19) + 84 = 103

Attack Slam 5: 1d20 + 68 ⇒ (17) + 68 = 85
Damage S5: 6d6 + 35 ⇒ (4, 3, 1, 5, 3, 4) + 35 = 55 + Fortitude 63 or stunned for +1 Round.
CMB Hurl Foe S5: 1d20 + 84 ⇒ (14) + 84 = 98

Hurl Foe: Hurling straight downwards, if successful, 10 feet down+prone, and +10 feet down for 5 points of exceeding CMD per attack. If obstacle(ground), 1d6 points of damage per 10 feet remaining.

If Horranath escapes Melee Range via Trickery OR I am misreading the line about Cannon in his profile:

Adam will continue his full attack with Cannonballs instead if he can see Horranath and she's not in Melee Range.
Perception: 1d20 + 70 ⇒ (6) + 70 = 76

Also, if "Cannon (Ex): One of Adam's arms ends in a cannon. It may use this as one of its four slam attacks, or it can use it to fire cannonballs." means that Adam can Slam 3 times AND fire a full Salvo of Cannonballs, then he will opt to Slam 4 times as above(using haste attack for a Slam), forgo the last slam with Cannon Arm, and open fire with it. I doubt thats correct, but wouldn't want to ignore the option.
Attack Haste Cannonball(or first in second scenario): 1d20 + 38 ⇒ (12) + 38 = 50
Damage C1: 10d6 ⇒ (5, 5, 6, 2, 3, 4, 5, 5, 1, 4) = 40
Attack 2 Cannonball: 1d20 + 33 ⇒ (16) + 33 = 49
Damage C2: 10d6 ⇒ (4, 6, 5, 1, 3, 2, 1, 6, 1, 4) = 33
Attack 3 Cannonball: 1d20 + 28 ⇒ (14) + 28 = 42
Damage C3: 10d6 ⇒ (3, 2, 6, 3, 6, 2, 6, 5, 5, 1) = 39
Attack 4 Cannonball: 1d20 + 23 ⇒ (14) + 23 = 37
Damage C4: 10d6 ⇒ (4, 3, 1, 1, 4, 4, 6, 1, 6, 3) = 33


The current pilot can't cast buffs.

As the massive creature started to move, Horranath lashed out in a lightning-fast blow, clearly trying to hamper Adam's movement away from her.

Bite (AoO): 1d20 + 39 ⇒ (1) + 39 = 40 BAAAAAAAHAHAHAHAHA.

Through what could only be described as sheer luck, though, Adam was able to avoid the bite while moving away before turning and punching out at the Dragon. Horranath's body flashed as the first hit connected, though, and most of its power was abruptly lost as it failed to become a critical. It did not, however, fail to do damage at all. The dragon went shooting downwards, and Adam commenced the beating, striking out several more times as the dragon roared in pain. Black energy continued to swirl around the dragon's body, though, apparently warding it from being stunned - and when Adam finally paused, Horranath took that chance to lash out at his arm before he could raise it up, tearing into it with all the force she could manage.

Bite: 1d20 + 39 ⇒ (5) + 39 = 44 for Damage: 2d8 + 53 + 1d6 - 20 ⇒ (5, 7) + 53 + (4) - 20 = 49
Bite: 1d20 + 39 ⇒ (7) + 39 = 46 for Damage: 2d8 + 53 + 1d6 - 20 ⇒ (1, 3) + 53 + (4) - 20 = 41
Claw: 1d20 + 39 ⇒ (12) + 39 = 51 for Damage: 2d6 + 36 + 1d6 - 20 ⇒ (5, 2) + 36 + (4) - 20 = 27
Claw: 1d20 + 39 ⇒ (9) + 39 = 48 for Damage: 2d6 + 36 + 1d6 - 20 ⇒ (5, 1) + 36 + (5) - 20 = 27
Tail Slap: 1d20 + 37 ⇒ (15) + 37 = 52 for Damage: 2d6 + 53 + 1d6 - 20 ⇒ (5, 6) + 53 + (6) - 20 = 50

When she was finished with the attacks - and once more moving almost impossibly fast - the dragon made one final bite at his arm before shooting three hundred feet away. Does not provoke AoO.

Bite + Surge: 1d20 + 39 + 1d10 ⇒ (4) + 39 + (8) = 51 for Damage: 2d8 + 53 + 1d6 - 20 ⇒ (1, 3) + 53 + (1) - 20 = 38

As she arrived there, the dragon swelled up slightly, then exhaled a ray of black energy across her body - and a number of her wounds healed as she did so.

Negative Energy Blast: 10d8 ⇒ (4, 8, 6, 6, 1, 8, 5, 1, 7, 4) = 50

<"AN INTERESTING TOY! I WILL ENJOY TEARING IT APART PIECE BY PIECE!"> the enormous dragon roared, her bellow shaking the ground.

Mineire's turn to pilot.
Adam is at 261 HP. This will improve to 291 at the start of his turn because of his Fast Healing.


Ongoing effects:
Clinically insane. Mind twisted and bent, not broken(at least not literally), x/y Mythic Power
Sorcerer(Dreamspun)20 /Oracle(Dark Tapestry)20 / Archmage/Hierophant 10 | Deity of Shinyness and Stuff

Aye, forgot about that. In that case, he's getting Freedom of Movement now. If I had remotely known what we're getting into, I would have taken Shield Other -_-

Also: Adam is at 381 HP. This will improve to 411 at the start of his turn because of his Fast Healing.
^ adjusted for fixed damage values.


stats:
HP: 192/200 | AC: 36 (31) / T: 26 / FF: 36 / DR/SR: see stats | Fort: +14*, Ref: +17*, Will: +21* | M. Touch: +22*, R. Touch: +15* | CMB: +16*, CMD: 38* | Init: +4*, Perception: +42**(take 10)
Witchwyrd 6 / Savant +0 / Cryptic 7 // Psion 5 / Force +1 / Metamorph 7 /// Mythic Genius 1

(1st turn when Yin pilots) Mineire will manifest Empathic Feedback on Adam, hoping to damage the dragon when it attacks again. augmented to deal full damage back to Horranath. Damage is empathic, untyped and not subject to DR/regen/resist X. Power Resistance applies, and Will Save DC 27 negates (though doesnt say it negates the whole instance of the power, so should just negate each instance of damage.)

Buffs Active on Adam (trying to keep this updated for ease)
Empathic Feedback
Hunter's Blessing
Haste
Freedom of Movement

Mineire, controlling the Kaiju through sophisticated energetic strings as one would a marionette, uses his extra set of arms to coax more action out of the creature. Adam rushes towards Horranath, intent on violence. Anticipating retaliatory attacks, Adam attempts to calculate incoming trajectory and avoid any blows.

Hero point for extra action, move, up to 130ft towards Horranath. If Big Step is enough to close the gap, then this extra action will be used for an attack (just let me know). then, full-attack with an additional attack from Haste.

+1 to hit from haste, +2 atk/dmg from Hunter's Blessing.

atk: 1d20 + 65 + 1 + 2 ⇒ (12) + 65 + 1 + 2 = 80 +DC63 Fort or stunned
dmg: 6d6 + 33 + 2 ⇒ (2, 2, 2, 2, 6, 2) + 33 + 2 = 51

atk: 1d20 + 65 + 1 + 2 ⇒ (14) + 65 + 1 + 2 = 82 +DC63 Fort or stunned
dmg: 6d6 + 33 + 2 ⇒ (3, 2, 2, 3, 6, 5) + 33 + 2 = 56

atk: 1d20 + 65 + 1 + 2 ⇒ (2) + 65 + 1 + 2 = 70 +DC63 Fort or stunned
dmg: 6d6 + 33 + 2 ⇒ (1, 5, 3, 2, 3, 2) + 33 + 2 = 51

atk: 1d20 + 65 + 1 + 2 ⇒ (14) + 65 + 1 + 2 = 82 +DC63 Fort or stunned
dmg: 6d6 + 33 + 2 ⇒ (1, 1, 4, 4, 1, 6) + 33 + 2 = 52

atk: 1d20 + 65 + 1 + 2 ⇒ (8) + 65 + 1 + 2 = 76 +DC63 Fort or stunned
dmg: 6d6 + 33 + 2 ⇒ (1, 3, 2, 5, 5, 6) + 33 + 2 = 57

IF NEEDED
acrobatics: 1d20 + 43 ⇒ (2) + 43 = 45 to avoid AoO (if needed, i think Adam has more reach than the dragon so shouldn't need to get inside it's threatened spaces) but he also has Mobility.


Female Changeling Intrigue Oracle 3 (covetous curse)

Sashin will cast Shield on Adam.


stats:
HP: 192/200 | AC: 36 (31) / T: 26 / FF: 36 / DR/SR: see stats | Fort: +14*, Ref: +17*, Will: +21* | M. Touch: +22*, R. Touch: +15* | CMB: +16*, CMD: 38* | Init: +4*, Perception: +42**(take 10)
Witchwyrd 6 / Savant +0 / Cryptic 7 // Psion 5 / Force +1 / Metamorph 7 /// Mythic Genius 1

(1st turn when Yin pilots) Mineire will manifest Empathic Feedback on Adam, hoping to damage the dragon when it attacks again. augmented to deal full damage back to Horranath. Damage is empathic, untyped and not subject to DR/regen/resist X. Power Resistance applies, and Will Save DC 27 negates (though doesnt say it negates the whole instance of the power, so should just negate each instance of damage.)

Buffs Active on Adam (trying to keep this updated for ease)
Empathic Feedback
Hunter's Blessing
Haste
Freedom of Movement

+1 to hit from haste, +2 atk/dmg from Hunter's Blessing.

atk: 1d20 + 35 + 1 + 2 ⇒ (3) + 35 + 1 + 2 = 41
dmg: 40d6 + 2 ⇒ (3, 6, 3, 6, 5, 2, 6, 1, 3, 2, 2, 2, 4, 4, 2, 3, 5, 4, 2, 6, 2, 4, 4, 1, 4, 6, 6, 6, 1, 4, 6, 6, 6, 4, 2, 6, 6, 2, 1, 4) + 2 = 154

Hero point for extra action, readied attack for when Horranath gets in range, using the thing Yin mentioned that knocks the creature away

atk: 1d20 + 65 + 1 + 2 ⇒ (16) + 65 + 1 + 2 = 84 +DC63 Fort or stunned
dmg: 6d6 + 33 + 2 ⇒ (4, 6, 3, 5, 2, 4) + 33 + 2 = 59

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