
Yillim Dross |

i probably wont be able to post tomorrow guys, so here's my attack when my turn comes around...
Current HP: 48 - 14 physical -2 acid = 32
rage begins
Full attack: khopesh: 1d20 + 13 ⇒ (8) + 13 = 21
shield bash: 1d20 + 10 ⇒ (1) + 10 = 11 khopesh iterative: 1d20 + 8 ⇒ (20) + 8 = 28
bite: 1d20 + 7 ⇒ (17) + 7 = 24
IF it hits
Khopesh: 1d8 + 8 ⇒ (1) + 8 = 9 1d8 + 8 ⇒ (8) + 8 = 16
Shield Bash: 1d4 + 2 ⇒ (1) + 2 = 3
Bite: 1d4 + 2 ⇒ (4) + 2 = 6
Yillim will continue to rage and attack as long as he can, or a least to defend the retreat of everyone else.

Dain GM |

just realized the shield bash was a nat 1, so here's the roll to not fumble...
1d20+7
Sadly - a fumble - you just dropped your shield into the water...
The second attack with the Khopesh hits - it may crit, if you want to roll up damage. The bite also hits.
The other attacks have failed...

Arasmes ibn'Fayad |

Awesome stuff so far. I'll talk to you later about the fly spell but the ruling is fine for now and thanks. One other thing, usually in order to do the swallow whole ability you need to make another CMB vs CMD check to do the ability. However since it is almost impossible for you to fail I am not worried about it and we are good to go as is. I just wanted you to be aware for if this comes up in the future. This battle will be rough lol. CR 11 creature AND horrible terrain. eek! lol Should be fun though.
Oh and the first thing I did was say I fly up towards the ceiling so I should be 30 feet up and then I will move with them.
Knowledge Arcana to identify any pertinent abilities of the creature beyond swallow whole. 1d20 + 9 ⇒ (18) + 9 = 27
Since Arasmes can only take single moves he will use the rest of his action to Summon using his spell-like ability 1d3 ⇒ 2 Lantern Archons which immediately start pinging the creature with light rays. This immediately dismisses Caliphana.

Arasmes ibn'Fayad |

I really hate it when my work computer shuts down for automatic updates while writing a post...*grumble grumble*...
Lantern Archon 1
Light Ray 1 Attack
1d20 + 3 ⇒ (17) + 3 = 20 vs touch ac
1d6 ⇒ 3
Light Ray 2 Attack
1d20 + 3 ⇒ (7) + 3 = 10 vs touch ac
1d6 ⇒ 6
-----------------------------------------------
Lantern Archon 2
Light Ray 1 Attack
1d20 + 3 ⇒ (7) + 3 = 10 vs touch ac
1d6 ⇒ 4
Light Ray 2 Attack
1d20 + 3 ⇒ (9) + 3 = 12 vs touch ac
1d6 ⇒ 2
-----------------------------------------------
Wow those rolls sucked...

Dain GM |

Awesome stuff so far. I'll talk to you later about the fly spell but the ruling is fine for now and thanks. One other thing, usually in order to do the swallow whole ability you need to make another CMB vs CMD check to do the ability. However since it is almost impossible for you to fail I am not worried about it and we are good to go as is. I just wanted you to be aware for if this comes up in the future. This battle will be rough lol. CR 11 creature AND horrible terrain. eek! lol Should be fun though.
Oh and the first thing I did was say I fly up towards the ceiling so I should be 30 feet up and then I will move with them.
Knowledge Arcana to identify any pertinent abilities of the creature beyond swallow whole. 1d20+9
Since Arasmes can only take single moves he will use the rest of his action to Summon using his spell-like ability 1d3 Lantern Archons which immediately start pinging the creature with light rays. This immediately dismisses Caliphana.
Cool! Your Knowledge: Arcana roll shall stand - but it may take a bit more then the Knowledge Roll to really assist.
To aid this - what I need you to do is attempt to identify any magical properties it may have - I believe this is done with Detect Magic and a Spellcraft Check - which can be done next round.
You have a strong feeling that using those skills would be helpful in identifying more about this beast.
After all - on a level of standard challenge for heroes which may be ascribed to a beast - while your supposition that this creature may indeed have a challenge that could be represented on a 1-20 scale at (perhaps) an 11 - this would exclude the possibility that other variables may be in play - and you suddenly feel (based on your Knowledge Check) - that they may be!
Only an appropriate examination of the creature - aided with certain spells (it's no longer "Identify" - I think you use "Detect Magic" with spellcraft to learn more, if I'm not mistaken on that sort of thing - but it would take concentration for several rounds - more then that I don't want to say, as it's up to your character to figure this out) will truly aid you in that endeavor.
Meanwhile, your Archon's are in place - that's clear for sure - and they are attacking.
Your Knowledge Check would at least reveal the "Touch AC" - which you know is an 11. You would also guess that the creature now realizes that it no longer has Caliphana in it's belly (which reminds me - is she immune to Acid - or have some sort of DR to acid in case she needs to be re-summoned? Just need to know her current HP).
You also realize; based on your knowledge of the Arcane and studies of that lore - with a standard 1-6 mathematical variable and computed ratios for attack, that being only that half of your Archon's hit - you believe they may have only equated (on a statistical probability scale) - a total of
6 Points of Damage.
FYI to all:
Yeah - I am trying to post the - "Metamagic laws of 'computation' for calculating rules of effect via powers and abilities" - for in-game flavor like I did with Galen that one time when you guys found all those craters and the dead bodies.
I won't do it any more this combat - as it is probably tedious to read, but twice as bad to write! But - for flavor - you get the idea, and also - it seems that it works out pretty well. Like the whole creatures have 1d8 HP for standard level monsters - and how Cure Light Spells do 1d8+1 to heal - Coincidence? Mathematical variable to assist in bringing allies or allied NPC's back up to a reasonable full health based on the level of the Cleric? Or evidence of Divine Providence from "The Gods" which show proof that their healing spells are equal to the health of the creatures?
For story, I like the last option - but, once the story is told - I'll just "sum-up" the idea to reduce all the concepts. Unless someone wants me to keep doing it - in which case - let me know, and I will. But for the combat - yeah, you'll know if you hit - and for how much - unless there is a issue with something like "Damage Reduction" or whatever. In which case - I'll let you know there is "Something preventing you from doing full damage" - and you'll have to decide what knowledge roll you want to make to figure that out - and sort of use your wits in combat, as it were. But for now - I'll be crunching the combat's story mode to keep the pace fast. Hope no one minds too much.
Oh - and also -
Yeah - about the charging thing - when I read the rules I knew you could charge and fly - but I was like - "Why even have a 60 foot fly speed? You'd have characters "Charging" for 5 or 10 minutes straight, depending on the duration of the spell to cover twice the distance, which is kind of breaking both the "essence" of not only the spell, but the nuance of "Charge".
I mean - for charge, I see you like Superman, your fist or weapon extended, hovering dramatically with your cloak billowing in the wind, then "Charging" with a huge burst of speed to slam into an enemy and "Bam!" - but it seemed like a back-door for people to break the relative speed and travel distance, like "You see a lake in front of you that is about two miles across" and someone wants get the other side using the "Fly Spell" - but they don't have time or the range - so they just use "charge" to "fly" twice the speed for the duration of the spell and get there in half the time that the spell would last. I was like "Come on, that's now how either the spell, or the charge effect should work."
But - no worries now as for this combat it won't matter. Certainly talking about it later would be cool, if anyone in interested, but for now, the show must go on :)
Also, Raz - I knew you were going "up" - I was just trying to get a sense of how high. After all - if you went all the way to the ceiling, that would probably be safest for you - but it could effect your range spells, and that sort of thing. Just trying to figure out where you are. Now I know - 30 feet off the ground - sounds good :)
Finally - and to all:
So I'm really liking this "All you guys go - then all my guys go" system. It lets me check in at the end of the day, see everyone's action, then respond. Also - it keeps the combat pace flowing easily and smoothly. We don't have to wait in the middle of a round for one person who's away from their computer to post. At the least - if everyone can check once a day - a combat can have a minimum of 1 round a day - maybe more - because, for example - as Yillim is hob-nobbing with possibly every cool person in Sci-Fi and Comic Book legend I care to see out in San Diego today, he took the liberty of putting up his actions for this round, and the next round - so we know what he will be doing. This is a good thing - it helps me out a lot - and it helps the combat a lot.
If you guys have any other thoughts/comments or concerns regarding this combat style (i.e. the entire part goes, then the enemy party goes) - please toss up your thoughts on the "Discussion Thread". I think it works well - but if there is a way to improve it, let me know - I'm open to suggestions.
Also - this doesn't prevent us from doing a big Skype battle or MapTools battle - but we can do those with less frequency - and only for something more epic and special - not just this boss fight.
Okay - sounds good!
Hope to see the rest of you post by this evening - and we'll go from there!

Dain GM |

No DR against Acid for me I'm afraid.
...Meanwhile in the plane between planes, a very sticky and slimy Caliphana grumbles... Yech! That was revolting! Note to self...SMACK Arasmes when I see him next for not dismissing me BEFORE i went down the giant spider's gullet!
An amorphous blob of goo rises in front of you and says in a comforting voice.
Huh! I know how you feel, ol' girl. Well - you're at least back in the fold with me. Happy to see you here with all of us together.
The blob of goo swirls about, as does the rest of the gel-like creatures which can be summoned and shaped into a beings to aid summoners.
Oh - apologies for not introducing myself earlier - my name's Otto - pleased to meet you.
Heh heh - I have nothing to do until I hear from the others - I can afford to be silly in the meantime - at least for one post or two, or until my sister calls and I am on babysitting duty :)
Meanwhile: Cali suffered a total of 23 + 4 Acid. As she has no DR verse acid - she suffered a total of 27 HP.
Just waiting on the rest of the party to act...
We have already had Yillim take his action - so it's Clari, Corlia and Isani.
Then - top of the round.

Clari Miali'ahel |

In order to identify the properties one has to roll the relevant knowledge check in order to identify the creature, and beating that check gives information on the creature's abilities based on how well one beat the check.
How far are we from this thing? assuming that Clari and Yillim move oat the same rate, and were next to eachother
Swift action:
spends an arcane point to add ShockingBurst to her blackblade
"Free action"
Keravel spends a point in its Blackblade Pool to add +2 to damage of its own volition
Full-attack!
Spellcombat:
Clari casts Cat's Grace defensively to avoid an AoO DC: 19
1d20 + 5 + 3 + 4 ⇒ (15) + 5 + 3 + 4 = 27
Non-action that can be taken any time diring a full attack:
5' steps into position
Attack:
1d20 + 3 + 4 + 2 + 2 - 2 ⇒ (19) + 3 + 4 + 2 + 2 - 2 = 28
for 1d6 + 4 + 2 + 2 + 2 ⇒ (3) + 4 + 2 + 2 + 2 = 13 + 1d6 ⇒ 6 electricity damage
Crit confirmation:
1d20 + 9 ⇒ (17) + 9 = 26
for: for 1d6 + 10 ⇒ (3) + 10 = 13 + 1d10 ⇒ 5 electricity damage

Dain GM |

so assuming a 26 hits this things AC, clari deals 26 physical, and 11 electrical damage.
clari burns several of her abilities, so it's pretty reasonable to use against an overwhelming encounter.
How far away from the 5' hole are we at this point?
Wow! A couple of things here -
1. I don't believe that "magical attacks" stack for purpose critical hit. For example - if you had a flaming sword with a 1d6 fire damage, and it was a keen edged rapier that Crit'd the magical rapier would crit - plus strength modifiers for the rapier. But the fire damage would not.
Please correct me if I'm wrong - but I don't think I am - and it is going to be relevant very quickly.
2. You are (roughly) - half a mile away from the "tunnel entrance". FYI - that's half a mile through "difficult terrain".
3. More details will be posted soon - but I cannot post them until I know the answer regarding "critical damage" for enhancement bonuses like electricity. Once I know that - I'll be able to answer some other questions.
If anyone knows if you can "critical" for damage like "flaming" or "Shocking" - that would be great.
Okay, guys - as soon as I know more - you'll know more.

Dain GM |

Normally you would be correct but he added shocking BURST to his weapon. Burst weapons on a critical add an additional 1d10 energy damage. If it had just been shocking you would be correct.
.
Thank you very much! That helps me quite a bit.
Okay Clari - to answer the next questions.
You guys are currently strung out in a line - Kind of like this
X (one of you guys
y (five feet of empty space)
X (another one of you guys)
Y (five feet of empty space)
and so on.
This is because you all decided to turn and run at the same time - which means you are (roughly) in a straight line with 5 feet gaps between you.
As Clari is right next to Yillim - this would mean that Corlia and Isani are flaking the two of you. In either case -
From Clari's point of origin, as she is in the middle of the cave - she is using electrical damage to attack a thing in the water while you are all (minus Arasmes) in the water.
As you have no means of getting out of the water, you have no means of avoiding Clair's excellent and rather potent electrical damage.
Therefore - Clari has struck and done damage to the creature - and the radius burst from the damage extends in a wide circle around her.
, Corlia, Yillim and Isani - you all take 11 Electrical Damage.
Interesting choice to use electricity in the water. Naturally, Clari will not suffer the effects, as she is casting the spell Shocking Burst - and that does not effect the caster. Of course - the natural impurities in the water are the real conductor of the electricity - thereby causing them to explode - and you all to take fire damage equal to 4d6 Burning damage - and the layer of oils on the water are now aflame.
Hmm... maybe I should check the errata before a TPK... Hmm... what's this? Applying "real world physics" to "magic" tends to end up in an exercise of futility? And if the spell doesn't say something like "you can use shocking grasp in a puddle to do damage to everyone standing in the puddle at 10 foot radius" - then that simply means you cannot do it. Well - okay then - if that's what the rules say, I guess reading the boards have its merits. In which case - Clari hits. Still need effects from Corlia and Isani.

Dain GM |

In order to identify the properties one has to roll the relevant knowledge check in order to identify the creature, and beating that check gives information on the creature's abilities based on how well one beat the check.
How far are we from this thing? assuming that Clari and Yillim move oat the same rate, and were next to eachother
Swift action:
spends an arcane point to add ShockingBurst to her blackblade"Free action"
Keravel spends a point in its Blackblade Pool to add +2 to damage of its own volitionFull-attack!
Spellcombat:
Clari casts Cat's Grace defensively to avoid an AoO DC: 19
1d20+5+3+4Non-action that can be taken any time diring a full attack:
5' steps into positionAttack:
1d20+3+4+2+2-2
for 1d6+4+2+2+2 + 1d6 electricity damageCrit confirmation:
1d20+9
for: for 1d6+10 + 1d10 electricity damage
Ah! Fair enough - well - needless to say - Ras knows what he knows - and what he doesn't know - he doesn't know that he doesn't know it! If he knew otherwise, though - I'm sure he'd let us all know. For now - his knowledge check is useful - and that is all we can say about that.

Dain GM |

What does the 4d6 fire damage equate to so I know how much damage in total has been done to Lia and Isani? I know they've both suffered 11 points of electrical damage.
None, actually. I was kidding.
There used to be a rule in AD&D II Edition which suggested that when used electrical spells in water, they effect everyone around you in a radius burst.
I was all set to do the damage to you all - because that was what I was going on - but I wasn't sure on the appropriate damage, so I started checking the boards on that very question.
The short answer is - after all the reading - I was (at best) trying to apply real world rules of physics to magic. The general agreement is that a spell can do what it does, and no more/less. For example - there are specific rules on what electrical damage does to a person while wearing metal armor, but that's it.
The conversation said that we would need to calculate various variables such the natural ores in the ground, coupled with the chemical impurities in the water - and so on, to find out a real result - which is slow, time-consuming - and bound to drive everyone bonkers.
Magic/spells are supposed to be like a lightsaber. You carry around a laser that only extends a certain length, is hot enough to cut through solid metal, but doesn't burn you - and seemingly never runs out of batteries. How is this possible - it isn't - but a laser sword is cool - never mind the rest.
So... my big plans to have you all "shocked" were nerfed when I thought about and said "well - in that case the massive impurities from the obvious methane in the water would also cause a fireball and smoke which would kill everyone" - then I thought - "yeah - or you could just leave it the way the rule says, and don't stress about it".
So I did leave it the way it says. The rule suggests Waiph is able to shock the enemy, and that's it. There is no logical way he could do "extra shocking damage" to the enemy because he was artful in where he put the blade. That is completely impossible - and could absolutely not happen. Except that it can happen - according to how the spell works.
Which means it works the way he wrote it - and it means that no one suffered any electrical damage, nor did you suffer fire damage. That was all me trying to be funny.
Anyhow - you're up. We have Yillim and Ras and Clari have gone. You would know that Cali has been dismissed, though, by the appearance of the Archon's.
That said - what do you do?

Clari Miali'ahel |

Shocking burst is not a spell it's a weapon property. A magus can enchant their weapon by spending points of their arcane pool. this can either be a +1 or whatever, or a property such as flaming, or Icy burst. Shocking burst is one such property, so it acts as an enchanted weapon. It does not increase the attack rolls or damage, but adds 1d6 damage. Burst means it adds an extra 1d10 on a crit.
And flavor-wise, you can say that as Dervish Dance allows a Scimitar to act as a Piercing weapon, Clari drove the blade into the creature, the lightning flowed within the creature, and hitting the vital spot where the electricity flowed even more strongly in a burst of power. Hence the damage.
You can say the electrical damage was dealt IN the monster? anyway...

Isani Isu |

Isani stops moving toward the entrance (she is 80-85 ft from the creature, I believe??) and turns around in the direction of the creature currently being attacked by her companions. She casts Spiritual Weapon and a magical weapon of bright light in the shape of a scimitar appears before her, hovering. She directs it toward the creature (range 140 ft) and attacks.
Magic Scimitar Attack 1 out of 4: 1d20 + 8 ⇒ (14) + 8 = 22
Damage: 1d8 + 1 ⇒ (8) + 1 = 9
Notes on Spiritual Weapon spell.

Dain GM |

Isani stops moving toward the entrance (she is 80-85 ft from the creature, I believe??) and turns around in the direction of the creature currently being attacked by her companions. She casts Spiritual Weapon and a magical weapon of bright light in the shape of a scimitar appears before her, hovering. She directs it toward the creature (range 140 ft) and attacks.
Magic Scimitar Attack 1 out of 4: 1d20+8
Damage: 1d8+1Notes on Spiritual Weapon spell.
You are certainly not more then 5 feet from the enemy.
Here's why:
The enemy was 135 feet behind you - did a double move and attacked Yillim last round. This means it moved at least twice its move speed - and meant that it basically slammed into your parties "back".
Your party is running down the hallway like stooges - if that image helps - this is a difficult image for me to explain I suppose - you are all running down a hallway.
You are all running at the same speed.
You are all running in a straight line.
You are all 5 feet apart from each other - if you looked down at a picture above you - you would see an image of one of you at the "top of the map".
Then - five feet of space between you.
Then another person
then five feet between them.
and so on...
The enemy moved over 135 feet in 1 round to attack Yillim.
Yillim turned and attacked the creature.
Clari, who was next to Yillim, turned and attacked the creature, too.
You are five feet from either Clair, or Yillim - but in either case - the "Huge" sized creature is right behind you - nearly touching you - and you are able to smack him directly with your blade.
In this case you are easily able to do what you wish with the spell.

Dain GM |

Lia, watching the actions of her party and angered by the attack on Yillim, takes her longbow (+1, composite) and shoots an arrow at the creature,
Attack: 1d20+9
Damage: 1d8+1
If you shoot into melee with a longbow, you suffer an AoO.
I am already supposing that you do not understand where you are on the map, though, which is why you chose to do this.
However - I am going to allow it, but not give the enemy the Attack of Opportunity.

Corlia Lyimro |

No, I had no idea the spider was that close to the party. It was never mentioned directly (as far as I read on the board). Lia would not have used her longbow if she were indeed that close nor Isani waste a medium/long range spell. I will readjust actions accordingly. Thank you for explaining the positions of all.

Dain GM |

No, I had no idea the spider was that close to the party. It was never mentioned directly (as far as I read on the board). Lia would not have used her longbow if she were indeed that close nor Isani waste a medium/long range spell. I will readjust actions accordingly. Thank you for explaining the positions of all.
..
No worries - I thought I explained after Arsasmes's last post, but I may not have made it clear.
In any case - i'll toss up the creatures attack in a moment...

Corlia Lyimro |

Corlia Lyimro wrote:No, I had no idea the spider was that close to the party. It was never mentioned directly (as far as I read on the board). Lia would not have used her longbow if she were indeed that close nor Isani waste a medium/long range spell. I will readjust actions accordingly. Thank you for explaining the positions of all...
No worries - I thought I explained after Arsasmes's last post, but I may not have made it clear.
In any case - i'll toss up the creatures attack in a moment...
Don't I need to make my readjusted/new attacks before the creature?

Corlia Lyimro |

Lia drawing her +2 Keen Scimitar, attacks the creature:
Attack: 1d20 + 9 ⇒ (14) + 9 = 23
Damage: 1d6 + 5 ⇒ (1) + 5 = 6
Isani drawing her +2 Bane Scimitar, attacks the creature:
Attack: 1d20 + 9 ⇒ (19) + 9 = 28
Damage: 1d6 + 5 + 2d6 ⇒ (6) + 5 + (4, 3) = 18
Isani's Crit on Scimitar: 1d20 + 9 ⇒ (14) + 9 = 23
Damage: 1d6 + 5 + 2d6 ⇒ (5) + 5 + (6, 3) = 19

Dain GM |

Lia drawing her +2 Keen Scimitar, attacks the creature:
Attack: 1d20+9
Damage: 1d6+5Isani drawing her +2 Bane Scimitar, attacks the creature:
Attack: 1d20+9
Damage: 1d6+5+2d6Isani's Crit on Scimitar: 1d20+9
Damage: 1d6+5+2d6
Lia misses.
Also - what exactly is the "bane" effect on your scimitar against? Bane works against a specific type of creature: undead, vermin, elves, humans - that sort of thing.
To gain the full advantage of the "bane effect" it has to be the enemy that you have a Bane against. What is Isani's "favored enemy" that she has a Bane against, as I don't see it listed.

Isani Isu |

GM, discount the bane as I do not believe I chose a favored enemy. And if I did, it may have been something like 'Undead' and this spider is not Undead from what you little you have disclosed. But as I said, I do not know for a fact what I chose or if I indeed I did. So the action is moot.
So in that case it is simply a +2 scimitar attack (using my previous rolls):
Isani drawing her +2 Scimitar, attacks the creature:
Attack: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Isani's Crit on Scimitar: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Add +1 to hit and damage if I use the bane weapon even if it isn't a favored enemy. Whatever is less confusing because right now I am little frustrated.

Dain GM |

GM, discount the bane as I do not believe I chose a favored enemy. And if I did, it may have been something like 'Undead' and this spider is not Undead from what you little you have disclosed. But as I said, I do not know for a fact what I chose or if I indeed I did. So the action is moot.
So in that case it is simply a +2 scimitar attack (using my previous rolls):
Isani drawing her +2 Scimitar, attacks the creature:
Attack: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d6 + 3 ⇒ (6) + 3 = 9Isani's Crit on Scimitar: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Excellent - you hit and did damage; well done!

Dain GM |

The creature is not too happy at the massive damage that Clari did to it. So it shall attack, doing a full attacks Clari.
Bite attack –
1d20 + 19 ⇒ (16) + 19 = 35
If it hits –
2d6 + 5 ⇒ (3, 2) + 5 = 10 as well as 1d4 ⇒ 3 Acid Damage
Slam 1
1d20 + 18 ⇒ (10) + 18 = 28
IF it hits –
1d8 + 5 ⇒ (6) + 5 = 11
Slam 2
1d20 + 18 ⇒ (17) + 18 = 35
IF it hits –
1d8 + 5 ⇒ (5) + 5 = 10
Slam 3
1d20 + 18 ⇒ (8) + 18 = 26
IF it hits –
1d8 + 5 ⇒ (7) + 5 = 12
Slam 4
1d20 + 18 ⇒ (2) + 18 = 20
IF it hits –
1d8 + 5 ⇒ (6) + 5 = 11
Clari - unless you have some sort of DR - I believe that is a total of 43 damage + 3 Acid. Also - I am not sure if the last attack hit - your AC is 19, but Cat's Grace may have made a difference, bumping it to 21 - provided that the difficult terrain does not affect your AC. In either case - believe you are out cold with a total loss of 46 damage - putting you at a -5. It is likely that you will need healing soon. On the plus side - the creature did not attempt to swallow you whole; that could have been very bad...

Dain GM |

Is the unconscious Clari close enough to Isani that she can touch to heal her via spell?
Difficult to say - she was a little more then 5 feet from you when she took a five step away from you to get closer to Yillim.
Clari is - therefore - roughly 10 feet from you and also underwater. That could be difficult to find him under water as you cannot see her very well - you'll need to make a perception check to discover her first before the spell.
I recommend that whatever you do should be fast.
Clari will bleed out or drown soon - and if this creature does another similar attack next round - things will get very ugly...
That said: it's you guys' move. What do you do?
Clari - you can at least roll to stabilize.

Isani Isu |

Perception check to locate Clari: 1d20 + 8 ⇒ (13) + 8 = 21
Instead of attempting to heal by touch, Isani decides to channel healing energy to those of her allies in need (selective channeling, 30 ft radial burst), especially Clari who is now slowly sinking 'neath the surface of the dark water and Yillim who was injured earlier by the creature. Holding her silver ankh, she channels the power of the Everlight through it. She is still also wearing Ariarh's golden dragon amulet which supplements her healing magic, making it stronger.
Channel Energy 1 out of 10: 3d6 ⇒ (4, 3, 5) = 12
If that works, then Clari is 7 HP and Yillim is back up to 44/48 HP.
I'm assuming the channel burst will reach Clari.

Dain GM |

Perception check to locate Clari: 1d20+8
Instead of attempting to heal by touch, Isani decides to channel healing energy to those of her allies in need (selective channeling, 30 ft radial burst), especially Clari who is now slowly sinking 'neath the surface of the dark water and Yillim who was injured earlier by the creature. Holding her silver ankh, she channels the power of the Everlight through it. She is still also wearing Ariarh's golden dragon amulet which supplements her healing magic, making it stronger.
Channel Energy 1 out of 10: 3d6
If that works, then Clari is 7 HP and Yillim is back up to 44/48 HP.
I'm assuming the channel burst will reach Clari.
You are correct - they are both healed - and Clari is awake - though she is still "prone" and underwater.
Well - Isani has used a "channel energy" - what does the rest of the party do?
As for me - I need to crash - I'll see you soon!

Corlia Lyimro |

Lia's perception of Clari: 1d20 + 10 ⇒ (19) + 10 = 29
Strength check:1d20 ⇒ 20
She reaches forward and grabs hold of Clari's arm and draws her upward, hoping the elf has not drunk too much of the foul water or drowns.
(I'm not sure if the above is considered a full round action as we are currently moving through difficult terrain. Please adjudicate, GM.)
If she can this round, she will also cast. If not, please discount this next part.
As she is doing this, she casts (standard action) CLW on Clari:
CLW on Clari: 1d8 + 1 ⇒ (7) + 1 = 8

Dain GM |

Lia's perception of Clari: 1d20+10
Strength check:1d20She reaches forward and grabs hold of Clari's arm and draws her upward, hoping the elf has not drunk too much of the foul water or drowns.
(I'm not sure if the above is considered a full round action as we are currently moving through difficult terrain. Please adjudicate, GM.)
If she can this round, she will also cast. If not, please discount this next part.
As she is doing this, she casts (standard action) CLW on Clari:
CLW on Clari: 1d8+1
You can both find and heal Clari who is down.
However - for Clari to rise from a "prone" position means that she will suffer an AoO.
This puts her in a bit of a difficult position - as I do not know the rules for dragging a person to safety - if it leaves you open to an AoO or not.
What I am clear is that if you try to get to Clari - you will need to move more then 5 feet - and you are casting a touch spell - and you are making a skill check (perception) - and you are trying to move her in some fashion.
That seems like quite a few things you are trying to do in 1 round.
Using Perception in combat to discover something hidden generally is a standard action - so is casting a Cure Light Spell - and you need to move more then 5 feet. I don't think you can do both - never mind the dragging part - but if you can use Perception to find Clari AND cast the spell - and move more then 5 feet - well; can someone please tell me? I'm entirely too punchy right now to think clearly.
Also - if you drag her, I think YOU will suffer an AoO - but I am not entirely sure.
If anyone has answers on the protocol for dragging an ally to safety to avoid being prone - please let me know; this is a unusual situation - and I am willing to discover answers, if anyone has them.
Thank you!
Now I REALLY need to go to bed...

Clari Miali'ahel |

Clari's AC is in fact 21 so thanks for the healing...
Clari attacks from prone.
Spellstrike!
Shocking Grasp DC:17 concentration check
1d20 + 3 + 5 + 4 ⇒ (7) + 3 + 5 + 4 = 19
Attack
1d20 + 3 + 4 + 2 + 2 - 4 ⇒ (19) + 3 + 4 + 2 + 2 - 4 = 26
for 1d6 + 4 + 2 + 2 + 2 ⇒ (3) + 4 + 2 + 2 + 2 = 13 + 6d6 ⇒ (3, 4, 2, 5, 2, 4) = 20 electricity
Miss chance from total concealment: partial is a 25% total is 50% so it I roll higher than whichever one it is, then it still hits
1d100 ⇒ 71
Confirmation
1d20 + 7 ⇒ (20) + 7 = 27
for 1d6 + 10 ⇒ (3) + 10 = 13 + 1d10 + 5d6 ⇒ (10) + (3, 2, 5, 5, 3) = 28 electricity

Arasmes ibn'Fayad |

Arasmes, seeing that his friends need time to escape calls out across time and space for Mourninglight, his noble friend in the service of Pharasma. Mourninglight! I require your aid my friend! A small burst of grey light accompanies a few tiny birds fluttering 50 feet above and 10 feet behind the massive spider. They immediately begin a keening song, attempting to distract the rampaging beast. If Arasmes sees it working he will yell to his companions Do not make any threatening movements! Flee and it will not follow!
Summon spell-like ability to summon 1d3 ⇒ 3 Nosoi Psychopomps who immediately begin to use their haunting melody supernatural ability. The spider needs to make 3 DC 14 will saves, one for each, or be Fascinated until they stop singing +1 round or until someone makes a threatening act towards the spider at which point it gets a new save. Any obvious threats break the effect automatically. The way they are placed should get the spider and only the spider in the effect.

Arasmes ibn'Fayad |

Arasmes, seeing that his friends need time to escape calls out across time and space for Mourninglight, his noble friend in the service of Pharasma. Mourninglight! I require your aid my friend! A small burst of grey light accompanies a few tiny birds fluttering 50 feet above and 10 feet behind the massive spider. They immediately begin a keening song, attempting to distract the rampaging beast. If Arasmes sees it working he will yell to his companions Do not make any threatening movements! Flee and it will not follow!
Summon spell-like ability to summon 1d3 Nosoi Psychopomps who immediately begin to use their haunting melody supernatural ability. The spider needs to make 3 DC 14 will saves, one for each, or be Fascinated until they stop singing +1 round or until someone makes a threatening act towards the spider at which point it gets a new save. Any obvious threats break the effect automatically. The way they are placed should get the spider and only the spider in the effect.
I forgot to add before but the maximum time they can sing in any event is twice their hit dice. They have 3 hit dice so they can sing for 6 rounds. So all in all the effect will only go on for a MAXIMUM of 7 rounds. This was just a stalling tactic anyway to help the group get some distance to do something.

Dain GM |

Arasmes ibn'Fayad wrote:I forgot to add before but the maximum time they can sing in any event is twice their hit dice. They have 3 hit dice so they can sing for 6 rounds. So all in all the effect will only go on for a MAXIMUM of 7 rounds. This was just a stalling tactic anyway to help the group get some distance to do something.Arasmes, seeing that his friends need time to escape calls out across time and space for Mourninglight, his noble friend in the service of Pharasma. Mourninglight! I require your aid my friend! A small burst of grey light accompanies a few tiny birds fluttering 50 feet above and 10 feet behind the massive spider. They immediately begin a keening song, attempting to distract the rampaging beast. If Arasmes sees it working he will yell to his companions Do not make any threatening movements! Flee and it will not follow!
Summon spell-like ability to summon 1d3 Nosoi Psychopomps who immediately begin to use their haunting melody supernatural ability. The spider needs to make 3 DC 14 will saves, one for each, or be Fascinated until they stop singing +1 round or until someone makes a threatening act towards the spider at which point it gets a new save. Any obvious threats break the effect automatically. The way they are placed should get the spider and only the spider in the effect.
Actually - it's twice their hit dice +1 - for the same total of 7. I know - it will be quite delightful - but I need to make some saves first... yay!

Dain GM |

Clari's AC is in fact 21 so thanks for the healing...
Clari attacks from prone.
Spellstrike!
Shocking Grasp DC:17 concentration check
1d20+3+5+4Attack
1d20+3+4+2+2-4
for 1d6+4+2+2+2 + 6d6 electricityMiss chance from total concealment: partial is a 25% total is 50% so it I roll higher than whichever one it is, then it still hits
1d100Confirmation
1d20+7
for 1d6+10 + 1d10+5d6 electricity
Wow! That would have been a fantastic attack - however - when you fell into the water and unconscious- you dropped your sword, obviously. Normally picking it up would be consider a free action - but in this case - you have to find it via a "perception check" - though I could be mistaken.
This means that you could not possibly see your weapon – you could not possibly make your attack and you completely failed your attack!
After all - when you need to make a concentrated search in a small area you typically need to make a search check via "perception" - and it would be completely correct to assume that when you fell unconscious you would have dropped your black blade into the water.
Also - I am a bit confused on the rolling this time around.
As usual – I really don’t understand the myriad of bonuses Clari has for her attacks – please help me when I ask you to walk me through it.
You have “Shocking Grasp” on the weapon – this grants you a maximum of 1d6 per level and you are on level 5 – and anyway – you only can get “shocking grasp” for a total of 5d6 anyway – and on the board you have 6d6.
This seems very confusing to me…
Also – your weapon is a +2 Weapon. You have Weapon Finesse granting you a +6 – and you have also +3 to BAB – this is a total of 11. Very good! Naturally, though, you subtracted the 4 for being prone – meaning you have a 26 – however, you are also rolling a penalty for using “Spellstrike” via your “two weapon fighting penalty” – this drops your attack again to a 24 – and as the enemy has an AC of 24 – you clearly miss the enemy, even if you were able to see your blade in the dark water – which you couldn’t.
So… yeah – bad luck.
Oh – my – gods! Listen buster; this is Keravel here – just writing to say you’re on some kind of narcotics! Oh – FYI – as an intelligent item with an Ego – I can interrupt your rants to say things like this.
As they say – “NUMBER 1:” Clari doesn’t need to “look around” to “search” for her weapon via a “perception check” – and why? Because we have a telepathic bond, and when I noticed she was out cold – I “turned on my lights” via a standard “Blackblade” ability to glow brightly at will (did you even read the book?) – so that the young lass can open her eyes and see me shining right next to her – reach out – grab me – and do some wicked damage!
NUMBER 2 – while it is true that there was slight variation of miscalculation in the amount of d6’s – that’s a minor discrepancy! Just minus the last d6 roll – and take away a whole “4” points – leaving instead a total of “44” damage, instead of 48 electrical damage – not counting metal damage for handy-dandy me! Which is pretty good times – because by the end of this bloody round – this creature should be dead – unless it has some meta-magic properties we have not known about – which I doubt… well – not really – it could be worse then I thought – but even if you shred ol’ Clari here – we all know that I’M indestructible!
And – may I say – FINALLY – even with the penalty – he still got a 24 – and needed a 24 to HIT an AC of 24! As in - the AC is the number you need to hit, not one number ABOVE the AC! Geez – you’d think for a GM you’d know this sort of thing… am I right? Totally, totally! That reminds me – I need to go hob-nob with a certain succubus! She’s a great time – and you’re kind of out of sorts to be a GM sometimes – but if you got any more questions, just ask me!
Hmmm…. I guess I stand corrected. Also – while I’m at it - it seems that Keravel is beginning to assert his ego – my; this will be a hoot – if Clari lives long enough to enjoy it!

Dain GM |

Arasmes, seeing that his friends need time to escape calls out across time and space for Mourninglight, his noble friend in the service of Pharasma. Mourninglight! I require your aid my friend! A small burst of grey light accompanies a few tiny birds fluttering 50 feet above and 10 feet behind the massive spider. They immediately begin a keening song, attempting to distract the rampaging beast. If Arasmes sees it working he will yell to his companions Do not make any threatening movements! Flee and it will not follow!
Summon spell-like ability to summon 1d3 Nosoi Psychopomps who immediately begin to use their haunting melody supernatural ability. The spider needs to make 3 DC 14 will saves, one for each, or be Fascinated until they stop singing +1 round or until someone makes a threatening act towards the spider at which point it gets a new save. Any obvious threats break the effect automatically. The way they are placed should get the spider and only the spider in the effect.
Very good - for now I shall wait to make those rolls until after the rest of your party has made their actions - as the party would not know what happens with the creature - if it was fascinated - or not, before they take their actions.
Also - quick question - how long does it take for these creatures to start their song? I assume it is a "free action" as singing - like talking, can be done as a free action - but I am confused a bit - as it is not "technically" singing - but a Supernatural Ability that lists nothing in terms of how long the effect takes to use.
In essence - I am trying to determine if it would occur the same round you summoned it - or the round after they appeared. Typically a summoned creature cannot appear and cast a spell the same round they appeared - but again, this is not a spell - but a supernatural ability. So just let me know what's up in this matter...
And in any case - even if they could use their ability this round instantly - I would still not make the Willpower rolls until after everyone has acted.
Which reminds me... I need to NPC Isani and Corlia... I'll do that next round, though - this round they healed things...

Dain GM |

I did just read that again and yes summoned creatures can take actions in the round they are summoned except in the case of summons that are full round in which case they get to go next round.
So which is it? Are they summoned as a full round - or not? I don't know at this point - and am confused, hence the question.
Basically - the real issue is that everyone in the group acted but you. So if they can act in the same round as you - then they can. If they have to wait to your initiative next round - then the monster goes next; as everyone in the party acted.
The other question is - and I may be wrong here - I thought that there was a difference between a "supernatural ability" and a "spell like" ability.
That last point wasn't for anything except I am just curious on the difference between the two and wondered if there was a difference - and if there was - what the difference was...
But the main point is - I do need to know if they do the song on your action now - or your action next round.
If they wait the round - the monster shall attack - or he'll have to make his saves.