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Duhwoo pulls and quaffs his potion of Fly. "Save some for me, guys!"

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I don't believe so -- Duhwoo's CMD is 33 (31 if denied DX)...

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His ring of blinking effectively makes him impossible to grapple with a non force effect. He is incorporeal half the time.

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Another creature make planes check appears as it attacks Tallak
[ooc] Those of you with echolocation notice it arrive in the room suddenly Duhwoo if it wasnt blocked by the shelf you would see it
[b]
1d20 ⇒ 17
Tallak is hit in the thigh by a stinger whipping out.
3d4 + 5 ⇒ (3, 4, 3) + 5 = 15 plust DC 20 fort or take 1d3 ⇒ 3 STR damage

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although I suppose Duhwoo would take damage if the grapple check hit his CMD -- then he would escape during the split-seconds when he was "blinked"...
but the tentacles only rolled a 29, so Duhwoo is uninjured and ready to fly in for a fight!
query: can one take a 5' step UP after pulling and drinking a potion of fly? if so, throw that in at the end of Duhwoo's first round!

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Tentacles are undefined height, although the consensus appears somewhere between 10' - 20'. You can't 5' though; difficult terrain

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At the very least he has a 50% chance to get missed by the tentacles. His ring works as the spell. Blink Who's up?

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speaking of, can you roll their cmb for this round

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glad Duhwoo has 33 CMD!

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Concentration: 1d20 + 18 ⇒ (16) + 18 = 34
Liberating Command: 1d20 + 33 ⇒ (9) + 33 = 42
This time Lithuan grabs Thor and dimension doors him out of the grappled.
Sorry, missed that you were in the room. changed my action to take Thor instead

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New round? I already was in the room.. I wasnt able to move my token.. She liberated herself and fly in first round before hitting her with disintegrate..
Know Planes: 1d20 + 20 ⇒ (9) + 20 = 29
Opps i i thought it was just for ability checks.. DOes it apply to caster level checks too? Like to overcome SR?

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Where in the room do you want to be? Also, don't forget skill penalties from being on an evil plane.
K(planes): 1d20 + 13 ⇒ (3) + 13 = 16

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I moved you up in the upper right corner of the room. Hope that's OK

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I suppose Lithuan has a 50% chance of not being able to take Duhwoo right when the D-Door goes of -- since he's blinking -- roll 1-50 to catch him in-plane, otherwise Duhwoo misses out and is still in the hall!
Time to activate the <Unfettered Shirt>! That will be Duhwoo's Standard action this round; for his move action, he'll pull out his <Hourglass of Last Chances>, whilst still holding his falchion in his off-hand...
Muttering to himself: "Whoa -- easy there, boy! Don't go a-runnin' in all unready, like I use'ta do, gettin' screwed up half the time! Them tent-acles is meant fer a-grabbin' so's ya cain't fight! Ain't havin' that this time..."

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Well either way, I'm gonna post before work.
Both Tallak and Thor attack stinging creature, the former dropping his bow and drawing his sword.
PA, FF: 1d20 + 23 ⇒ (15) + 23 = 38
2d6 + 2d6 + 25 ⇒ (3, 4) + (5, 3) + 25 = 40
Vicious: 1d6 ⇒ 1
Thor!: 1d20 + 13 ⇒ (11) + 13 = 24
2d6 + 22 ⇒ (6, 1) + 22 = 29
Trip!: 1d20 + 15 ⇒ (13) + 15 = 28
Thor!: 1d20 + 8 ⇒ (14) + 8 = 22
2d6 + 22 ⇒ (4, 5) + 22 = 31
Trip!: 1d20 + 10 ⇒ (10) + 10 = 20

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Sorry, I retconned my action, Duhwoo, after I realized Avoreal had already moved. I took Thor instead.

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Vars has a CMD of 38, I'm not overly concerned with the black tentacles.
Whenever he gets to lay some smack down he'll take a 5' flight
Fly Check 1d20 + 4 ⇒ (3) + 4 = 7 fail
so he has to go more than 30' and will loop around the tentacle devil (thus provoking again).
not sure if I had a chance to get the oil of bless weapon on when I stepped to the side of the entryway before combat started, if so the weapon is now aligned good.
One attack with power attack : 1d20 + 26 ⇒ (19) + 26 = 45 roll to confirm 1d20 + 30 ⇒ (8) + 30 = 38
I'll bet that confirms so it's a crit. First off the target is now fatigued (-2 str, -2 dex) and the damage is :3d8 + 78 ⇒ (2, 4, 7) + 78 = 91

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Oh. So still in the hall, Duhwoo will activate the shirt and pull out the hourglass, *then* take a 5' step closer to the door -- all while muttering as indicated above, and adding in "Ah might hafta he'p Vars out, too..."
The Fly potion is active, but Duhwoo hasn't started flying yet. He can ignore the black tentacles completely, though, thanks to Freedom of Movement.

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Was there any info on the newcomer with a 29 planes roll? Will retcon this if its immune to fire..
Seeing the Devil take a direct hit from Vars she'll direct her attack at the newcomer.. Casting Boneshatter DC 24 Fort
SR if needed: 1d20 + 13 ⇒ (18) + 13 = 31 or +9 if the plane thing helps
Damage: 13d6 ⇒ (2, 2, 2, 2, 3, 1, 6, 2, 6, 2, 5, 2, 6) = 41
Well i never got a description of what it was.. Ok ill use boneshatter instead..

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Err... practically all devils are immmune to fire, and all demons immune to electricity. I really think you should go with another option. Edit: of course, I'm assuming these are all devils, but it does seem to fit the theme.

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He posted above, I think

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Well now that makes a difference.. Monsters made entirely of bone take +50% damage from boneshatter.. Oh and if he failed the save he's exhausted for awhile.. If he makes it he takes 1/2 damage and instead fatigued for a while.. So that woulda been 61 damage on a fail and 30 on a save..
Boneshatter
School necromancy; Level cleric/oracle 5, sorcerer/wizard 4
CASTING
Casting Time 1 standard action
Components V, S, M (a broken bone)
EFFECT
Range close (25 f. + 5 f./2 levels)
Target one corporeal creature or object
Duration instantaneous and 1 minute/level (see text)
Saving Throw Fortitude partial (see text); Spell Resistance yes
DESCRIPTION
The target’s bones or exoskeleton shiver and splinter, dealing 1d6 points of damage per caster level (maximum 15d6) to the target, who is also exhausted for 1 minute per caster level from the pain and exertion of the transformation.
If the target makes its save, it takes half damage and is fatigued rather than exhausted. Objects made of bone, chitin, or similar material take half again as much (+50%) damage from this spell. This spell has no effect on creatures that lack both skeletons and hard carapaces.

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Assuming the bone devil gets dealt with she'll search around..
Perc.: 1d20 + 17 ⇒ (17) + 17 = 34
Looking to her comrades.. "Do you all wish to continue? Or would you like to take a rest? I have a spell that will give us a nice, refreshing sleep. It's fully stocked with food and servants.. You can even throw a Hoe Down as you call it Duhwoo. If you wish.. Fully safe as well as we'll be on another plane.. Or do we wish to continue?"

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putting away the hourglass, Duhwoo will fly 60' up the corridor, looking in rooms 1 through 4 -- to make sure she didn't just dimension door in behind us (he doesn't know for sure what spell she cast)...

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Mage's Magnificent Mansion
School conjuration (creation); Level sorcerer/wizard 7
Casting Time 1 standard action
Components V, S, F (a miniature ivory door, a piece of polished marble, and a silver spoon, each worth 5 gp)
Range close (25 ft. + 5 ft./2 levels)
Effect extradimensional mansion, up to three 10-ft. cubes/level (S)
Duration 2 hours/level (D)
Saving Throw none; Spell Resistance no
You conjure up an extradimensional dwelling that has a single entrance on the plane from which the spell was cast. The entry point looks like a faint shimmering in the air that is 4 feet wide and 8 feet high. Only those you designate may enter the mansion, and the portal is shut and made invisible behind you when you enter. You may open it again from your own side at will. Once observers have passed beyond the entrance, they are in a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.
You can create any floor plan you desire to the limit of the spell's effect. The place is furnished and contains sufficient foodstuffs to serve a nine-course banquet to a dozen people per caster level. A staff of near-transparent servants (as many as two per caster level), liveried and obedient, wait upon all who enter. The servants function as unseen servant spells except that they are visible and can go anywhere in the mansion.
Since the place can be entered only through its special portal, outside conditions do not affect the mansion, nor do conditions inside it pass to the plane beyond.
Is the Spell..
"Ok i vote we tie the backstabber up, or just do away with her for that matter.. We don't need some weak minded individual turning on us at every opportunity.."
My spells are ok for now, but another room and id prob need to sleep to be effective.. Alot of my offense is gone.. And with no competitiors left we shouldn't be in any hurry..

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I assume the combat is over, if not I will move to attack the bone devil as well.
power attack 1d20 + 26 ⇒ (16) + 26 = 42 damage 1d8 + 26 ⇒ (3) + 26 = 29
"I'm fairly indifferent as to which option we take, but some of you folks tend to be squeamish about direct solutions. Probably should stick with tying her up. And we better get inside the resting place. I don't want to guess what the tentacle lady is up to right now, but if we can take a long enough break, it should throw her off at least. "