
Sama'el Val'varen |

I can't figure out how to go back a page on this app. Was Nemoris before or after me? If he was before I will change my movement to the other KT.
-Posted with Wayfinder

Sama'el Val'varen |

Sama'el Val'varen wrote:I can't figure out how to go back a page on this app. Was Nemoris before or after me? If he was before I will change my movement to the other KT.I am right before you.
In that case I would like to move to which ever KT is still standing if Nemoris blows up that one I was going to move to

DM Fflash |

Ref Ray of Sickness. Sam is correct, for some reason, the spell description in Hero Lab gives the effects of Ray of Exhaustion (a much more powerful spell) in the text. Bizarre. Save or be sickened. Epik didn't roll a Fort Save, so he is sickened.
Ref Haste: It doesn't change action economy, it just adds 30 foot to your movement rate. Even if that rate were 300, you still only get a standard and move action or a full-round action with no movement. a 5' step is a separate action with its own specific rules. Haste doesn't change any of that
Shrine of the Sea Mother Redux Round 3
Initiative: Nowzai, Lantern Archon, Epik, Dalamus, Master Whips, Nemoris, Sam, Mangh-Michtu, Magma
Nowzai concludes his spell and his archon sails off to attack zapping the priest once as the armored frogman is able to move just slightly to dodge the second errant shot.
The wizard moves and cast another spell, firing a focused spear of sound energy directly at the high priest. He hits him hard, but the stoic frogman only registers a slight croak.
Epik, drained and fatigued, heals himself and stumbles forward, engaging the nearest whip with a faint swing that the frogman deflects easily with its shield, but he opens up an avenue for Dalamus to sneak an arrow in.
The two remaining whips both cast spells, one moving forward to touch Sam and the other moving forward to touch Epik. Epik staggers back away from the creature, but Sam is unable to get away and feels the magic take hold of his flesh causing it to begin to grow unnaturally.
The spell is disfiguring touch
Nemoris fires at the whip engaged with Epik and punches an arrow straight through it's side, puncturing its heart, It collapses immediately.
Sam is threatened... defensive cast, retreat, or something else?
The high priest reaches in the air with both hands causing black foulness to rain down upon Sam, Epik, Nowzai, Magma, and the archon.
Good PC damage: 4d8 ⇒ (5, 7, 7, 2) = 21 and be sickened; Will save DC20 for half/no sickened
Neutral PC damage: 10 = 10; Will save DC20 for half
Good Outside: 8d6 ⇒ (5, 3, 5, 3, 4, 3, 2, 1) = 26 and be sickened; Will save DC20 for half no sickened
The spell is unholy blight
Magma moves to Sam's attacker, but misses the priest.
Actions Round 4?
M2 Fort save vs SL: 1d20 + 12 ⇒ (11) + 12 = 23; success!
Whip vs Epik: 1d20 + 9 ⇒ (1) + 9 = 10; miss
Whip vs Sam: 1d20 + 9 ⇒ (12) + 9 = 21; HIT!; Make a DC15 Will Save or take a -2 penalty to saves

Epik |

I didn't see any request for a fort save.
Will save:1d20 + 9 - 4 - 2 ⇒ (1) + 9 - 4 - 2 = 4
Round 4
Epik continues to the engage the KT next to him.
Effects: Divine Bond (+1), Bull's Strength (+2), Divine Favor (+1), 4 neg levels (-4), Protection from Evil, Smite Evil, Power Attack, Sickened (-2)
Attack:1d20 + 10 - 4 + 4 - 2 ⇒ (1) + 10 - 4 + 4 - 2 = 9 Damage: 1d8 + 8 - 2 ⇒ (6) + 8 - 2 = 12
Attack:1d20 + 5 - 4 + 4 - 2 ⇒ (12) + 5 - 4 + 4 - 2 = 15 Damage: 1d8 + 8 - 2 ⇒ (2) + 8 - 2 = 8

Dalamus Othreleth |

I am confused by this line, does this only apply to Sam, Epik, Nowzai, Magma, and the archon, or everyone?
Good PC damage: 4d8 ⇒ (5, 7, 7, 2) = 21 and be sickened; Will save DC20 for half/no sickened
Neutral PC damage: 10 = 10; Will save DC20 for half
Good Outside: 8d6 ⇒ (5, 3, 5, 3, 4, 3, 2, 1) = 26 and be sickened; Will save DC20 for half no sickened

Sama'el Val'varen |

I think at one point we had asked if there was a save required that it not be hidden under the spoiler, I can try and find it if you need
Will Save - 1d20 + 6 ⇒ (15) + 6 = 21
Will Save - 1d20 + 6 ⇒ (13) + 6 = 19
So I am still at a round 3 action correct?

Sama'el Val'varen |

Since he moved up I will attempt to attack him instead of casting fly in round 3
Round 3 / AC 27 / Init 6 / HP 68/73 (5 Non-Lethal)
Spells Prepared
Cantrips - Dancing Lights, Detect Magic, Ghost Sound, Mage Hand, Touch of Fatigue
Level 1
Level 2
- 1 - Brow Gasher
- 2 - Frigid Touch
- 0/1 - Ablative Barrier
Level 3
Arcane Pool
Arcane Pool Power Points – 8.75
Arcane Pool Power(s)
- Wand Wielder
Wands
- Shield - 44Charges
- True Strike - 45 Charges
- Obscuring Mist - 49 Charges
- Weapon Wand - 48 Charges
Darkness - 1/Day (1 left)
Pearl of Power 1/day (0/1 left)
I will cast Touch of Fatigue - DC 15 Fort Save or be Fatigued
To Hit - 1d20 + 10 ⇒ (16) + 10 = 26
Damage - 1d6 + 6 + 1d6 ⇒ (3) + 6 + (1) = 10
Confirm Crit - 1d20 + 10 ⇒ (2) + 10 = 12
Total Damage - 1d6 + 6 + 1d10 + 10 ⇒ (1) + 6 + (5) + 10 = 22
To Hit - 1d20 + 10 ⇒ (13) + 10 = 23
Damage - 1d6 + 6 + 1d6 ⇒ (2) + 6 + (1) = 9
To Hit - 1d20 + 10 ⇒ (5) + 10 = 15
Damage - 1d6 + 6 + 1d6 ⇒ (2) + 6 + (1) = 9
Cast Defensive DC 15 - 1d20 + 13 ⇒ (8) + 13 = 21

Nowzai al'Nazari |

Round 4
hp 26 of 46
AC 17 (t 15, ff 15)
Status darkvision (7 hours), mage armor (60 min), magic circle vs evil (70 min), stoneskin (70 min/70 hp), haste (6 rounds)
Spells Prepared
Cantrips: detect magic, light, open/close, sonic snap
1st: identify, benign transposition, feather fall (x2), lsr orb of sound (x2), magic weapon
2nd: baleful transposition, greater slide, levitate, smn mon II
3rd: sound lance
4th: smn mon IV
Acid Dart 8 uses remaining (8/day)
Riftcutter 1 use remaining (1/day)
Pearl of Power (1st) 1 use remaining (1/day)
Slippers of Spider Climbing 10 minutes remaining (10/day)
Staff of Size Alteration 7 charges remaining
Wand of acid arrow 4 charges
Wand of detect secret doors 13 charges
Wand of mage armor 33 charges
Wand of magic missile 29 charges
Wand of unseen servant 50 charges
Crossbow bolts 17
Will Save: 1d20 + 8 ⇒ (13) + 8 = 21
Archon Will Save: 1d20 + 2 ⇒ (19) + 2 = 21... should be at 4 of 17 hp.
The archon rebuffs the unholy attack, continuing to pelt the high priest with light rays.
Light Ray (ranged touch): 1d20 + 5 ⇒ (8) + 5 = 13; Damage: 1d6 ⇒ 5
Light Ray (ranged touch): 1d20 + 5 ⇒ (16) + 5 = 21; Damage: 1d6 ⇒ 4
Nowzai continues to circle the room to the south and west, casting another spell at the high priest.
Greater slide... DC 17 Will save or shift 20 feet straight south (down the stairs).

Epik |

Round 4
Since the adjacent KT is dead, Epik will double move up to the high priest.

Magma Iron Clan |

Round 4
Magma will follow Epik to the high priest. i will try and flank the high priest when Attacking
Will save (neutral) (will + protection from evil)
1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22
If i can Attack the high priest
1d20 + 14 ⇒ (3) + 14 = 17 damage 2d6 + 11 ⇒ (1, 3) + 11 = 15
Critical
1d20 + 14 ⇒ (18) + 14 = 32 damage 4d6 + 22 ⇒ (2, 6, 3, 6) + 22 = 39
AC 26 (Fort 18, Reflex 9 and will 11) until round 11 Current HP 77

Dalamus Othreleth |

Dalamus Othreleth wrote:Dalamus will fire at the same whip, he had just hit.Obviously, my map is confusing missing the downed guy, so here's the updated one: Map
If Dalamus steps outside the threshold, does he have a view of the whip at the whip by Sam? What do the pink triangles indicate on the others?

Sama'el Val'varen |

I am going to post my round 4 but I still need to know what happened in round 3. I will post assuming the whip isn't dead, if he is dead I will do something completely different
Round 4 / AC 27 / Init 21 / HP 68/73 (5 Non-Lethal)
Spells Prepared
Cantrips - Dancing Lights, Detect Magic, Ghost Sound, Mage Hand, Touch of Fatigue
Level 1
Level 2
- 1 - Brow Gasher
- 2 - Frigid Touch
- 0/1 - Ablative Barrier
Level 3
Arcane Pool
Arcane Pool Power Points – 7.75 / 8.75
Arcane Pool Power(s)
- Wand Wielder
Wands
- Shield - 44Charges
- True Strike - 45 Charges
- Obscuring Mist - 49 Charges
- Weapon Wand - 48 Charges
Darkness - 1/Day (1 left)
Pearl of Power 1/day (0/1 left)
Will cast Touch of Fatigue - DC 15 Fort save or be Fatigued
To Hit - 1d20 + 10 ⇒ (18) + 10 = 28
Damage - 1d6 + 6 + 1d6 ⇒ (2) + 6 + (3) = 11
Confirm Crit - 1d20 + 10 ⇒ (14) + 10 = 24
Total Damage - 1d6 + 6 + 1d10 + 11 ⇒ (1) + 6 + (10) + 11 = 28
To Hit - 1d20 + 10 ⇒ (20) + 10 = 30
Damage - 1d6 + 6 + 1d6 ⇒ (3) + 6 + (4) = 13
Confirm Crit - 1d20 + 10 ⇒ (6) + 10 = 16
Total Damage - 1d6 + 6 + 1d10 + 13 ⇒ (5) + 6 + (4) + 13 = 28
To Hit - 1d20 + 10 ⇒ (1) + 10 = 11
Damage - 1d6 + 6 + 1d6 ⇒ (2) + 6 + (6) = 14
Defensive Cast DC 15 - 1d20 + 13 ⇒ (5) + 13 = 18

Sama'el Val'varen |

Completely forgot miss chances...if you will allow it or roll them yourself.
Round 3
Miss Chance - 1d100 ⇒ 89
Miss Chance - 1d100 ⇒ 63
Miss Chance - 1d100 ⇒ 17
Round 4
Miss Chance - 1d100 ⇒ 69
Miss Chance - 1d100 ⇒ 81
Miss Chance - 1d100 ⇒ 60

Dalamus Othreleth |

Are the columns capable of being climbed? If so Dalamus will go to the closest column and attempt to climb it, with the intention of coming up behind the priest.
Also he has a grappling hook. If I were to use that, how does that affect my climbing ability?
Climb
1d20 + 5 + 1 - 4 ⇒ (12) + 5 + 1 - 4 = 14

DM Fflash |

Shrine of the Sea Mother Redux Round 3
Sam slashes out at the whip engaging him, slicing it twice across the chest and unleashing a trickle of magical energy and watches as the frogman visibly slackens in front of him, it's spear hanging heavy in its hand.
Shrine of the Sea Mother Redux Round 3
Initiative: Nowzai, Lantern Archon, Epik, Dalamus, Master Whips, Nemoris, Sam, Mangh-Michtu, Magma
Nowzai attempts to magicaly force the high priest down the stairs, but here in the presence of his goddes, the frogman is unimpressed. The lantern archon, however continues to fire away, zotting the slow moving priest over and over. He waves his spear like he's batting a mosquito, but a hint of irritation is obvious in his otherwise alien movements.
Epik makes a move up the stairs as far as he can go. (will double check how far Epik can get with the map update later in the day)
Dalamus moves out and slings up his grappling hook, securing it. He starts to climb.
More to come later from the remaining whip and the rest of the round ... will give Nemoris a couple hours to sneak in a post
Whip Will Save vs ToF: 1d20 + 6 ⇒ (1) + 6 = 7
M2 Will Save vs Greater Slide: 1d20 + 16 ⇒ (12) + 16 = 28
M2 damage: 5 + 4 = 9

Nemoris |

Shrine of the Sea Mother Redux Round 3
More to come later from the remaining whip and the rest of the round ... will give Nemoris a couple hours to sneak in a post
I don't think I have LoS to the last KT, but can't tell with the columns and stairs. If I don't, then I'd like to move to 10-15 feet north of Nowazi on the current map (assuming that has LoS to the priest) and attack:
Attack: 1d20 + 12 ⇒ (11) + 12 = 23 Damage: 1d8 + 13 ⇒ (3) + 13 = 16 Miss:1d100 ⇒ 37 Crit: 1d20 + 12 ⇒ (7) + 12 = 19

DM Fflash |

[b]Shrine of the Sea Mother Redux Round 4 cont
Initiative: Nowzai, Lantern Archon, Epik, Dalamus, Master Whips, Nemoris, Sam, Mangh-Michtu, Magma
The whip steps away from Sam,bleeding profusely and reaches both hands high in the air,calling upon his goddess again. A darkness settles on Sam. (Fort Save DC15 or be blinded)
blindness/deafness
Nemoris, unable to line up a shot, moves out, taking a shot at the priest, just visible over the ledge, but misses wide. Cover comes into play here, fyi
Sam moves into finish the kuo-toa ... (Even if you're blinded, the blow would've hit, but the miss chance below will cause it to miss,so I'll need the save before we can decide)
The high priest, bathing in the glory of his goddess, a blue light from the ever-increasing spinning portal shining down on him, takes a step back and casts a holding spell at Epik, (Will save DC20 or be paralyzed)
Actions Round 5?
Sam potential miss chance: 1d100 ⇒ 17

Dalamus Othreleth |

Accelerated Climbing
You try to climb more quickly than normal. By accepting a -5 penalty, you can move half your speed (instead of one-quarter your speed).
I will attempt the accelerated climb. Not sure if my climb check made it with the -5 penalty.
If so, that will get me to the top in just the one round.

Sama'el Val'varen |

Round 5 / AC 27 / Init 6 / HP 68/73 (5 Non-Lethal)
Spells Prepared
Cantrips - Dancing Lights, Detect Magic, Ghost Sound, Mage Hand, Touch of Fatigue
Level 1
Level 2
- 1 - Brow Gasher
- 2 - Frigid Touch
- 1 - Ablative Barrier
Level 3
Arcane Pool
Arcane Pool Power Points – 8.75
Arcane Pool Power(s)
- Wand Wielder
Wands
- Shield - 44Charges
- True Strike - 45 Charges
- Obscuring Mist - 49 Charges
- Weapon Wand - 48 Charges
Darkness - 1/Day (1 left)
Pearl of Power 1/day (1 left)
I will cast Frigid Touch and move up within 5' of the priest. Assuming once I get on the stairs I am no longer at a double move requirement.

Epik |

Will Save:1d20 - 4 - 2 + 9 ⇒ (11) - 4 - 2 + 9 = 14
Paralyzed.

Nowzai al'Nazari |

Round 5
hp 26 of 46
AC 17 (t 15, ff 15)
Status darkvision (7 hours), mage armor (60 min), magic circle vs evil (70
min), stoneskin (70 min/70 hp), haste (6 rounds)
Spells Prepared
Cantrips: detect magic, light, open/close, sonic snap
1st: identify, benign transposition, feather fall (x2), lsr orb of sound (x2), magic weapon
2nd: baleful transposition, levitate, smn mon II
3rd: sound lance
4th: smn mon IV
Acid Dart 8 uses remaining (8/day)
Riftcutter 1 use remaining (1/day)
Pearl of Power (1st) 1 use remaining (1/day)
Slippers of Spider Climbing 10 minutes remaining (10/day)
Staff of Size Alteration 7 charges remaining
Wand of acid arrow 4 charges
Wand of detect secret doors 13 charges
Wand of mage armor 33 charges
Wand of magic missile 29 charges
Wand of unseen servant 50 charges
Crossbow bolts 17
Nowzai casts another attack spell, sending a small resonating orb at the priest.
Lsr Orb of Sound (ranged touch): 1d20 + 5 ⇒ (4) + 5 = 9; Sonic Damage: 4d6 ⇒ (6, 4, 4, 3) = 17

Nowzai al'Nazari |

But, he'd gain the bonus save if I move back towards him...
After casting the spell, Nowzai moves towards the column adjacent to Epik and climbs up like a spider, getting as close to Epik as he can.
I can get close, but I don't know if it will be within 10 ft...

Magma Iron Clan |

Round 5
Move to attack the Priest
1d20 + 14 ⇒ (15) + 14 = 29 damage 2d6 + 11 ⇒ (1, 4) + 11 = 16
1d20 + 14 ⇒ (8) + 14 = 22 damage 2d6 + 11 ⇒ (6, 2) + 11 = 19 (haste Second attack ?)

Sama'el Val'varen |

Well hell, if Nowzai is moving up then I will hold off on my potion because I should be able to stand close enough to get the Pro Evil off of him and attack in round 6. I think.
Let me know if I am not correct in this