| Suchak Iskal |
Crap, I just realized I DO have a buff I can cast. Since we had several rounds to buff, can we assume I cast my Barkskin?
Local: 4d20 ⇒ (5, 14, 6, 11) = 36
Can you fix the second spoiler?
| GM Gark |
Huh, not sure how that happened. And yeah, you can assume you cast it before entering.
| Suchak Iskal |
So, we have a bard, an archer, and a sorceress to deal with. By process of elimination, that leaves the last as Sophia, unless she isn't here. Damn. The one person I really wish I knew what she could do. Suchak thinks to himself.
"Careful, the one in yellow specializes in mind magic, and the dark skinned elf has bardic magic. The one with the whip is likely less of a threat unless she produces a bow from somewhere." he calls back to the others.
| GM Gark |
Sent Horn a message. For now, here is his NPCed round 1.
Horn-the-crimson-flier finishes his spell, and a handsome triaxian with long shabal-horns sprouting from his temples appears in the foyer. He slips through the curtain, moving as silently as possible.
Satyr Stealth: 1d20 + 17 ⇒ (1) + 17 = 18
As he passes through the curtain, though, it rustles slightly. The figures in yellow spots him and shouts, "Alon, tehdä wektu!" in a voice of power, moving her hands behind the long, draping sleeves.
Satyr Will: 1d20 + 8 ⇒ (3) + 8 = 11
Satyr Will: 1d20 + 8 ⇒ (11) + 8 = 19
The satyr is staggered and takes a -1 penalty to attack rolls, AC, and Reflex saves. He moves at half his normal speed.
As the satyr moves out, the spell takes hold, and he stumbles, moving at a drastically slower rate. As he looks up at the woman in the mask, he also seems for a second to be entranced by her performance, but Suchak can see the satyr shaking his head after a moment.
After completing the spell, Horn flies up over Aught, preparing to enter the theater.
Satyr: stealthy movement (move action).
Horn: Complete spell (standard action) and movement (move action).
As Suchak yells back, the elf with the bladed whip looks up to his position. "Buta ug mahimong argia," she calls, pointing up to the rafters. As she points, a million golden particles suddenly glint into being, landing on Suchak and the rafters.
Suchak Will: 1d20 + 10 ⇒ (10) + 10 = 20
You take -40 on Stealth checks and are visibly outlined for the duration of the spell, but take no other penalties.
Suchak blinks away the glowing dust, but finds himself coated in the particles, making stealth much more difficult. Clearing his eyes, he sees the bard dropping her whip and pulling a longbow and quiver from under the throne.
Suchak is up!
| Suchak Iskal |
"As it turns out, she does have a bow! Readjust assessment to 'Very dangerous'"
Suchak fades partially into the Ethereal and moves through the air to a closer rafter.
Swift Ghostwalk, Move 30 feet.
Suchak picks out the one he assumes is Sophia, and builds up his Whirlwind as he did against Kthunk.
Attack: 1d20 + 16 ⇒ (17) + 16 = 33
Damage: 1d4 + 4d6 + 9 ⇒ (4) + (5, 3, 4, 2) + 9 = 27
CMB: 1d20 + 14 ⇒ (4) + 14 = 18
On the off chance that actually worked, she is knocked Prone and Pinned. Hopefully her flatfooted (?) CMD is low enough.
| GM Gark |
Alrighty. I was thinking maybe you forgot haste, which would've bumped the CMB just barely high enough. Until I remembered she was flat-footed. But also should note, you're actually like 85 feet away from Sophia (the rafters are 80 feet above the stage), so no PBS, and -8 from ranged increments - so I think CMB still misses? Might be missing something that increases your range increments, though.
As the blinding whirlwind contacts Sophia, you hear her cry out, and she nearly stumbles. A deep gash has been torn in her right shoulder, and her mask seems slightly fractured. "The city is doomed!" she screams.
Sophia Fort vs. ?giant wasp poison?: 1d20 + 8 ⇒ (13) + 8 = 21
Behind and below Suchak, the red-garbed playhouse attendant in the southeastern corner* begins swaying slightly, turning towards the main, curtained entrance. Horn, meanwhile, feels another kind of shiver in his psyche, but nothing else.
*Note that north is not up.
Horn Will: 1d20 + 14 ⇒ (8) + 14 = 22
Summon monster iv: 1d20 + 11 ⇒ (8) + 11 = 19
H Sa A: 1d3 ⇒ 1
As her scream echoes through the playhouse, Sophia retreats behind the throne, gripping a hand to her shoulder. She points to Suchak and begins speaking in a horrid, unintelligible speech. The audience seems suddenly free from her spell, and Suchak sees many of the townsfolk beginning to rise from their seats and looking towards the exits.
Sophia now has cover from Suchak's current position. Also, the audience is now treated as crowds, and will act on initiative count 0. To temporarily avoid clutter I will not put them on the map yet.
Podrick is up!
| Rynjin |
I didn't realize the rafters were that high up. I wouldn't have gone up there in that case, since voluntarily taking a -8 to hit is not something I want to do. For that matter I wouldn't have been able to teleport that far anyway. Also, she fails that save. DC is 22. So 1d2 Dex damage.
| Rynjin |
I suppose I'd be on the floor around the same place. Where I was in the rafters isn't mmuch better. Hope I don't get trampled!
Edit: Just remembered I have 60 feet of movement. That on the map shoud be out of the crowd I think.
| GM Gark |
Okay. Sophia's altered actions are as follows.
Concentration: 1d20 + 19 ⇒ (6) + 19 = 25
Combat Maneuver Bonus: 1d20 + 6 ⇒ (8) + 6 = 14
As Sophia Lasilaran's scream echoes around the playhouse, the audience begins to stir. She pushes up against the whirlwind, calling now to the other performers, "The play will end the same, no matter what they do - aearteane fvofoeop ape aalk!"
Though she is not strong enough to break free, the triaxian's words seem to have lit a fire in the eyes of her fellows. The scimitar-wielding man eyes Suchak with a cold smile.
Podrick is up!
| |Podrick| |
"The city is doomed... until HEROES APPEAR!" roars Podrick, soaring into the theater triumphantly, aiming a ball of aquamarine flame at the stage performers. "NO NIGHT IS WITHOUT DAWN, NO MADNESS WITHOUT SALVATION, NO MONSTERS EXCEPT THOSE WE WILL DESTROY FOR YOU, LADIES AND GENTLEMEN! FOR THE CITY!" His exhaled sphere of fire blasts forward across the theater, arcing into their midst, exploding in a flash of scorching light and heat, joyful whalesong accompanying its splendor.
Shadow Evocation to cast Fireball on them all, missing allies
DC 24 Will save to take only 20% damage, DC 24 Reflex save to halve 9d6 ⇒ (2, 3, 4, 6, 4, 1, 4, 2, 5) = 31 fire damage.
| GM Gark |
E Will: 1d20 + 8 ⇒ (17) + 8 = 25 E Reflex: 1d20 + 5 ⇒ (19) + 5 = 24
M Will: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23 M Reflex: 1d20 + 12 + 1 ⇒ (19) + 12 + 1 = 32
S Will: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22 S Reflex: 1d20 + 11 + 1 ⇒ (10) + 11 + 1 = 22
P Will: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13 P Reflex: 1d20 + 14 ⇒ (16) + 14 = 30
Podrick soars through the curtains and exhales a sphere of flame slightly above the stage. The blast burns Sophia particularly badly, while the robed one seems not even singed.
Podrick, you can now attempt the Knowledge (local) checks in the spoilers above, and read the "Suchak" spoilers on the previous page. Also, a whole lot of spells appear to be in effect:
Podrick Knowledge (arcana): 14d20 ⇒ (8, 10, 1, 3, 3, 8, 5, 7, 10, 16, 12, 18, 13, 4) = 118
The elf with the scimitars and the triaxian lying prone are both under the effects of a spell that defends them from the forces of good (such as yourself). The robed figure is shielded from fire magic, and the satyr in front of you has been magically slowed.
Resistance on P, S, and E. Cat's grace on P. Glitterdust on Suchak. Fly on E. Protection from good on M and S. Mirror image on E. Resist energy (fire) on E. Slow on satyr.
Gotta go to class but P's actions coming after that.
| GM Gark |
Podrick: 1d20 + 5 ⇒ (19) + 5 = 24
Satyr: 1d20 + 1 ⇒ (19) + 1 = 20
The man with the scimitars looks up at Podrick and points with his blade. "Cetakin! Great, lumbering brutes with squealing songs! This one wants to be a shadow mage," he warns his group, tumbling down the stairs and interposing himself between Suchak and Sophia.
Aught is up!
| Winter Guard Aught |
The Keeper takes a hunched position as he whispers a few words of ancient tongue. He explodes up in a roar of power, doubled in size with his might increased. "PERRRRHAAPS THIS PLAY NEEDS A BIG STAR!"
Cast Enlarge Person
| Suchak Iskal |
Suchak looks back at the group.
"You could join me at any time, friends!" he says, becoming quite worried about everyone suddenly deciding to hang back instead of coming to fight.
I thought the plan was buff BEFORE we go in, then attack? Aught even said his plan was to run in and make sure he ccould use Disruptive on the casters. At this rate it'll be round 4 or 5 before anybody but me is up here. -.-'
| Winter Guard Aught |
I realized that my total movement of 70' would leave me vulnerable out in the open without being able to effect the casters. At least the increased size will help with Combat Patrol. If GM Gark doesnt mind, I can go with my previous action of moving 70' closer if it helps out in the long run
| GM Gark |
Why only move 70 feet? You have two 60-foot move actions if you want them. And then . . . you will be able to affect the casters. Gauntlet threatens Merdak and bardiche threatens Sophia. And bardiche on Merdak if she tries to 5' away.
I will assume that's what you do, just to keep this moving. Beats being rushed by the crowds, I think.
Aught runs through the curtains and down the sloping theater steps, his stony frame making the dark wood thrum. He charges onto the stage, brandishing his bardiche and holding his gauntleted fist inches from the archer's face.
The theater seems to take that as their cue. En masse, what appears to be over a hundred triaxians, gnomes, elves, laialar, and sky-priests rise to their feet and pound out towards the main exit. Several hecklers lag at the back and boo at the man who struck down their favorite performer, but most seem entirely intent on escaping the violence. The crowd swarms past Podrick and the satyr and under Horn, buffeting them with shoves and elbows.
The flying, robed figure descends to just above Sophia, and, drawing a wand, taps the masked woman.
Round 2: Horn is up!
| Winter Guard Aught |
Wait, Really? I've been doing my math all wrong then. I always thought haste was base speed x 2 and then fast movement's +10.
OH DUH double move. Jeez, where's my mind. Yes let's go with that then, sorry.
The disruptive feat and the disruptive bloodrage (which doesn't actually mention whether you must be raging or not, so GM, it's your call on that) adds +6 to casting DC
| Rynjin |
It's a general rule of the Bloodline ability that they only function while Raging.
And you do have 70' move. Haste just adds a flat 30 feet, basically unless your speed is under 30. Fast Movement increases your base speed to 40, and Haste adds 30, for 70 total.
| Horn |
The satyr trudges forward--moving as though it's wading through huffaberry jam--unable to get into range of any of the actors.
Meanwhile horn-the-red-winged-pterojakk flies past his fey ally and again speaks in the tongue of roots pushing through the soil. This time, five small clawed velocijakks materialize out of the air, carrying a whiff of volcanic ash with them. At Horn's signal, they leap and bound onto the stage, ripping into the actors with their talons as they fill the theater with sharp cawing sounds.
Velocijakks summoned: 1d4 + 2 ⇒ (3) + 2 = 5
Yellow talon: 1d20 + 5 ⇒ (1) + 5 = 6Damage: 1d8 + 2 ⇒ (5) + 2 = 7
Red talon: 1d20 + 5 ⇒ (1) + 5 = 6Damage: 1d8 + 2 ⇒ (2) + 2 = 4
Green talon: 1d20 + 5 ⇒ (12) + 5 = 17Damage: 1d8 + 2 ⇒ (4) + 2 = 6
Blue talon: 1d20 + 5 ⇒ (15) + 5 = 20Damage: 1d8 + 2 ⇒ (6) + 2 = 8
Purple talon: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8Damage: 1d8 + 2 ⇒ (3) + 2 = 5
Purple talon: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26Damage: 1d8 + 2 ⇒ (6) + 2 = 8
Purple bite: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Purple foreclaw: 1d20 + 0 + 2 ⇒ (8) + 0 + 2 = 10Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Purple foreclaw: 1d20 + 0 + 2 ⇒ (10) + 0 + 2 = 12Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Purple bite (confirm?): 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Converts Stoneskin to SNA V, using saurian shaman's summon ability to
- summon young velocijakks as a standard action with +9 HP
- add young template in exchange for counting as one level lower (-2 AC, -4 STR, CON, +4 DEX)
- which is partly cancelled out by Augment (+4 STR, CON)
- and get the one extra due to Superior Summoning.
In sum, they're like the deinonychus stat block but: Small, +4 DEX, -2 Nat Armor, +9 HP
.
Assuming no one has 10' reach, I think they can get from their starting diamond to their current location with their 60' moves. Only purple is able to charge (and therefore pounce).
| Winter Guard Aught |
in case any of the casters provokes and I'm unable to post, Aught has +4 strength from Bull Strength, +4 Str and Con, -2 Dex and +18 temp hp, protection from arrows and displacement from Bloodraging, and he's hasted. He will go to town on any spellcasters.
| GM Gark |
Horn, I think one of your diamonds was a bit too far? You'd need CL 10 to summon something 50' away. Though you could get that with place magic. And it doesn't make a difference really, since these creatures get plenty of movement.
The multi-pigmented velocijakks swarm around the actors. Most of their attacks bounce off armor and miss the quickly-dodging performers. The man with the scimitars seems to dance around the velocijakks, parrying away their talons whenever they try to strike him. Ducking under the charging velocijakk, he slashes at its belly, tearing off a chunk of scaly flesh.
Just went with "use parry on every attack until he runs out of AOOs." Now that you guys know that Potifer has some sort of parry ability, though, it will be helpful for you to put all attacks against him in spoilers.
Parry green: 1d20 + 17 + 1 ⇒ (18) + 17 + 1 = 36
Parry blue: 1d20 + 17 + 1 ⇒ (14) + 17 + 1 = 32
Parry purple talon 1: 1d20 + 17 + 1 ⇒ (5) + 17 + 1 = 23
Parry purple talon 2: 1d20 + 17 + 1 ⇒ (14) + 17 + 1 = 32
Parry purple bite: 1d20 + 17 + 1 ⇒ (13) + 17 + 1 = 31
Parry purple foreclaw 1: 1d20 + 17 + 1 ⇒ (5) + 17 + 1 = 23
Riposte for purple foreclaw 1: 1d20 + 15 + 1 ⇒ (6) + 15 + 1 = 22 Slashing, magic, precision, sonic: 1d6 + 12 + 7 + 2 + 1d6 ⇒ (4) + 12 + 7 + 2 + (2) = 27 27 damage to purple velocijakk, I think.
Barkskin.
As the velocijakks swarm up on stage, the androgynous archer ducks behind the throne and looses a trio of arrows at the stony bear-man. Only one finds its mark, lodging in his neck and letting loose a trickle of rainbow-colored blood.
Composite longbow: 1d20 + 12 + 1 - 2 + 2 ⇒ (11) + 12 + 1 - 2 + 2 = 24 Piercing, magic: 1d8 + 3 + 2 + 2 + 1 + 4 + 1d6 ⇒ (6) + 3 + 2 + 2 + 1 + 4 + (3) = 21
Composite longbow: 1d20 + 12 + 1 - 2 + 2 ⇒ (2) + 12 + 1 - 2 + 2 = 15 Piercing, magic: 1d8 + 3 + 2 + 2 + 1 + 4 + 1d6 ⇒ (3) + 3 + 2 + 2 + 1 + 4 + (2) = 17
Composite longbow: 1d20 + 7 + 1 - 2 + 2 ⇒ (6) + 7 + 1 - 2 + 2 = 14 Piercing, magic: 1d8 + 3 + 2 + 2 + 1 + 4 + 1d6 ⇒ (5) + 3 + 2 + 2 + 1 + 4 + (5) = 22
Suchak is up! And I have tough homework for the next 27 hours or so so I will be scarce.
| Rynjin |
Great. He has the attack bonus to fairly easily parry all of our attacks combined. Here's hoping he only has a couple more AoOs at best.
Suchak sees the ease with which he parries attacks, and focuses fire on him, turning to his fast attacking stance to increase his chances of getting through.
Damage?: 1d4 + 9 ⇒ (4) + 9 = 13
Haste: 1d20 + 14 ⇒ (3) + 14 = 17
Damage?: 1d4 + 9 ⇒ (4) + 9 = 13
Broken Blade: 1d20 + 14 ⇒ (15) + 14 = 29
Damage?: 1d4 + 9 ⇒ (3) + 9 = 12
Rapid Shot: 1d20 + 14 ⇒ (1) + 14 = 15
Iterative: 1d20 + 9 ⇒ (20) + 9 = 29
Damage?: 1d4 + 9 ⇒ (2) + 9 = 11
Confirm?: 1d20 + 9 ⇒ (9) + 9 = 18
Damage?: 2d4 + 18 ⇒ (2, 2) + 18 = 22
| GM Gark |
S#@%, sorry, one edit. Rather than 5'ing behind the throne Merdak steps behind the velocijakk. Her shots then provoke once from a velocijakk, so Horn can make an AOO.
All of Suchak's attacks go unparried (though, please state how many attacks you make in addition to the fact you're making attacks - otherwise I'd still have to check the spoiler). I'll figure out which ones hit and what the next actions are once I get home.
| GM Gark |
Suchak's point-blank lobs tear thrice through the dancer, who seems too busy fending off the velocijakks to defend himself from the starknife. The last throw severs a vein in his neck, and the man collapses down the stairs.
As the elf falls, the theater attendant in the southwest corner seems to shiver again. A deep, thrumming sound enters the minds of Suchak, Aught, and the young velocijakks.
Red young velocijakk Will: 1d20 + 2 ⇒ (18) + 2 = 20
Green young velocijakk Will: 1d20 + 2 ⇒ (14) + 2 = 16
Purple young velocijakk Will: 1d20 + 2 ⇒ (3) + 2 = 5
Suchak Will: 1d20 + 10 ⇒ (13) + 10 = 23
P Will: 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25
Aught Will (half-construct): 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26
Red, green and purple are now confused as per the spell. Horn, roll the d100s at the start of your turn and if you get below 25 you can move them; otherwise, I'll make their actions after your turn is over but before Merdak's turn. Also, don't forget the AOO the yellow one gets against Merdak.
It passes in a moment for Suchak and Aught, but several of the young teres are thrown into chaos. The red-garbed theater attendant, who you can now see is a middle-aged triaxian, seems to step into the air above the crowd, and walks over the masses' heads towards Podrick.
Confusion.
Air walk.
Concentration: 1d20 + 19 ⇒ (10) + 19 = 29
On stage, Sophia clenches her fists, calling, "Oo vudgudg v dig uv vup vdeppeg pemembihju fu - Stand strong, and know your reward!" The crack in her mask shines brightly with yellow light, and then, suddenly, she disappears.
Greater invisibility.
Podrick is up!
| Horn |
Yellow talon AoO: 1d20 + 5 ⇒ (8) + 5 = 13Damage: 1d8 + 2 ⇒ (7) + 2 = 9
Spellcraft: 1d20 + 4 ⇒ (12) + 4 = 16
Spellcraft: 1d20 + 4 ⇒ (3) + 4 = 7
Horn doesn't recognize either spell. BTW, always feel free to roll AoOs (or anything triggered) that doesn't require a decision on my part...though asking me to roll'm is fine too if you prefer.
| |Podrick| |
"Fall, and know your just desserts, philistines!" Podrick surges forward in the air, opens his cavernous mouth and lets out a hideous scream, a high C to shatter the air and deafen all in his path. "LET ICE CRACK AND CRY AS WATERS SHIFT!" he cries in whalesong.
Move up, Shadow Evocation for Shout
DC 24 Will save to take only 20% damage, DC 24 Fortitude save to not be deafened for 2d6 ⇒ (2, 5) = 7 rounds and half 5d6 ⇒ (4, 4, 6, 3, 2) = 19
30ft burst, should get all the stage enemies and sadly two dinosaurs
| GM Gark |
Just remembered I didn't try for Potifer's save against the poison. DC 24 so he needs a 20 . . .
P Fortitude: 1d20 + 3 ⇒ (2) + 3 = 5 Dex: 1d2 ⇒ 2
The velocijakk's talon is unable to tear through the archer's thick armor.
As Podrick sails stagewards, he feels a sudden pain in his side. Behind him, the attendant seems to have distended its neck, and though it now retracts, he sees a lump of his own pale flesh caught in its teeth.
AOO: 1d20 + 15 ⇒ (10) + 15 = 25 B/P/S: 1d6 + 5 ⇒ (6) + 5 = 11 11 damage to Podrick.
Now, I'm not sure what cone you were planning on, but I can't figure out a geometry that both catches all the stage enemies and saves Aught (and only catches two velocijakks). So, check the area I put on the map and see if I screwed something up. Otherwise here are saves:
E Will: 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23 E Fortitude: 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23
Yellow velocijakk Will: 1d20 + 2 ⇒ (14) + 2 = 16 Yellow velocijakk Fortitude: 1d20 + 8 ⇒ (16) + 8 = 24
Red velocijakk Will: 1d20 + 2 ⇒ (14) + 2 = 16 Red velocijakk Fortitude: 1d20 + 8 ⇒ (2) + 8 = 10
Green velocijakk Will: 1d20 + 2 ⇒ (10) + 2 = 12 Green velocijakk Fortitude: 1d20 + 8 ⇒ (1) + 8 = 9
M Will: 1d20 + 6 ⇒ (10) + 6 = 16 M Fortitude: 1d20 + 3 ⇒ (14) + 3 = 17
S Will: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19 S Fortitude: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18
Aught Will: 1d20 + 9 + 2 ⇒ (13) + 9 + 2 = 24 Aught Fortitude: 1d20 + 13 + 2 ⇒ (5) + 13 + 2 = 20
9 damage to yellow velocijakk, 19 damage to red velocijakk (which is now deafened), 19 damage to green velocijakk (which is now deafened), 3 damage to Aught (who is deafened for 7/5=1 round, if I am interpreting right).
Podrick's shattering whalesong sets the long ears of the remaining elf quivering. She and the robed one seem suddenly quite disoriented, and much weakened. You hear a cry from Sophia's last location, and guess she's suffering the same travails.
Horn doesn't recognize either spell. BTW, always feel free to roll AoOs (or anything triggered) that doesn't require a decision on my part...though asking me to roll'm is fine too if you prefer.
I definitely considered it, but I knew I'd be unavailable for most of today, so I figured I'd give you a chance first :V
Plus even when things are triggered, you might not always want to waste your AOO on the first thing that comes up . . . usually, you do, but not always.
Just remembered something important. Pinned creatures can't cast spells with Somatic or Material components.
Hm, I honestly thought the pinned condition was only for one round, but I see now that there's not actually a duration given in the ability. Are there rules giving a duration? Indefinite pinned condition WITH prone, for an ability probably equivalent to a 3rd- or 4th-level spell but recoverable with a standard action, keyed to your CMD rather than a save DC (?), added onto an attack and only needing a standard action to pull off, hardly seems like it could have been the designers' intent.
Aught is up!
| Winter Guard Aught |
The squirts of blood sends Aught into a rage as he returns the favor and let's loose a barrage of swings.
Bloodraging, activating protection from arrows and displacement and attacking M
Bull Strengthened Power Attack: 1d20 + 13 ⇒ (12) + 13 = 25
Damage: 1d10 + 19 ⇒ (7) + 19 = 26
Iterative: 1d20 + 8 ⇒ (3) + 8 = 11
Damage: 1d10 + 19 ⇒ (2) + 19 = 21
Hasted: 1d20 + 13 ⇒ (7) + 13 = 20
Damage: 1d10 + 19 ⇒ (5) + 19 = 24
| Rynjin |
The Poison DC is now 18, since I switched out of Poisoner's Stance.
Hm, I honestly thought the pinned condition was only for one round, but I see now that there's not actually a duration given in the ability. Are there rules giving a duration? Indefinite pinned condition WITH prone, for an ability probably equivalent to a 3rd- or 4th-level spell but recoverable with a standard action, keyed to your CMD rather than a save DC (?), added onto an attack and only needing a standard action to pull off, hardly seems like it could have been the designers' intent.
It's not "indefinite", it's just like being Pinned normally, except I don't have to spend a Standard every turn maintaining. She can make a CMB or Escape Artist check to wriggle out of it at any time. Plus it's keyed to my CMB, yes, but it keys off my Initiating stat (Wis) instead of the normal bonuses, so it's a mite lower. Also it's equivalent to a 5th level (I know one of them, which I gained at 9th and Maneuvers follow spell progression for new Maneuver levels). Certainly no more powerful than Hold Monster, Suffocation, Baleful Polymorph, etc. and a good bit weaker I'd say, which is fine since it's once per encounter basically instead of a few times per day.
It's pretty buff against humanoid casters, what with their low CMD and all, but that's a pretty small subset of enemies. Against most things a +14 CMB check (best case) is pretty wimpy.
| GM Gark |
Why would the DC suddenly decrease? The text is rather explicit that any poison you apply while in the stance keeps the DC.
Not gonna nerf it in the middle of combat, so focused solar lance works as you intended here.
Sophia keeps chanting in her disturbing tongue, trying to move out from under the whirlwind.
CMB: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14
She is visible.
And ah, I thought Aught had been raging in the previous round, so I included his morale bonuses in the saves. In that case, you fail the Will save, take 19 damage, and are deafened for seven rounds. Should still be able to get protection from arrows and displacement up, though.
Aught swings thrice at the archer, but is unable to get a clear hit with the velocijakk in the way.
The crowd surges up towards the exit, but seems unable to get through the locked doors. You hear shouting from their direction.
Behind Sophia, the yellow-garbed mage flies upwards again. She points to Suchak, mumbles, "Alon sampeyan, riiviö," and whisks her hands through a complex series of hand gestures. Suchak feels a slight urge to slow his movements, but nothing else.
Low is bad for PCs: 1d100 ⇒ 10
Suchak Will: 1d20 + 10 ⇒ (16) + 10 = 26
You may make a Spellcraft check to identify the spell.
Round 3: Horn is up!
| Rynjin |
Why would the DC suddenly decrease? The text is rather explicit that any poison you apply while in the stance keeps the DC.
I thought it meant any poison I applied to the target. I don't mind your way though. =)
Not gonna nerf it in the middle of combat, so focused solar lance works as you intended here.
I'ma post a thread in the new 3PP forum and see what comes up. I can see how it works as you said too now I've thought about it, so maybe I can get one of the DSP devs to chime in.
| GM Gark |
I think even with a +24 they can't reach Enoch. Blue and Green are only 5' away from Sophia so they can't charge her anyways (but Green, along with Red, are confused and were attacked by Podrick, so they will be attacking him this round).
I'd say the jump could work for Purple but it needs to succeed on both a check to jump up 5' and a check to jump forward 10', with the normal penalties for jumping without a running start (so we're talking DC 40 and 20, respectively). If it fails it would still have the rest of its movement and could move up and make a normal attack.
| Horn |
Horn notices too late that two of his velocijakks are confused and now attacking his Cetakin ally.
Meanwhile, one velocijakk starts to rip into the archer while the last two attack the masked woman--one of them managing to make a cold leap up the stairs and onto her, in order to do so.
Horn flies over toward the Sky Poet, saying "Podrick! I can't control those velocijakks, and if you don't get away from them soon they could get quite vicious. Here, let me cast Air Walk on you, unless you have a better means of avoiding them."
Podrick, Horn will cast air walk on you so you can withdraw from the velocijakks unless you have a better plan.
Meanwhile the hobbled satyr goes limping slowly back toward the foe in the doorway, giving a chilling shout, attempting to make frighten it. Fear SLA
Podrick, let me know if you have a better plan, otherwise I'm casting Air Walk on you so that you can withdraw from those velocijakks
Red talon v Pod: 1d20 + 5 ⇒ (9) + 5 = 14Damage: 1d8 + 2 ⇒ (1) + 2 = 3
Green talon v Pod: 1d20 + 5 ⇒ (16) + 5 = 21Damage: 1d8 + 2 ⇒ (2) + 2 = 4
Yellow talon: 1d20 + 5 ⇒ (16) + 5 = 21Damage: 1d8 + 2 ⇒ (3) + 2 = 5
Yellow talon: 1d20 + 5 ⇒ (18) + 5 = 23Damage: 1d8 + 2 ⇒ (4) + 2 = 6
Yellow bite: 1d20 + 5 ⇒ (11) + 5 = 16Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Yellow foreclaw: 1d20 + 0 ⇒ (4) + 0 = 4Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Yellow foreclaw: 1d20 + 0 ⇒ (2) + 0 = 2Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Purple acrobatics (DC 40): 1d20 + 24 ⇒ (14) + 24 = 38
Purple acrobatics (DC 20): 1d20 + 24 ⇒ (16) + 24 = 40
Purple talon: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21Damage: 1d8 + 2 ⇒ (6) + 2 = 8
Purple talon: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24Damage: 1d8 + 2 ⇒ (7) + 2 = 9
Purple bite: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Purple foreclaw: 1d20 + 0 + 2 ⇒ (5) + 0 + 2 = 7Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Purple foreclaw: 1d20 + 0 + 2 ⇒ (9) + 0 + 2 = 11Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Blue talon: 1d20 + 5 ⇒ (18) + 5 = 23Damage: 1d8 + 2 ⇒ (7) + 2 = 9
Blue talon: 1d20 + 5 ⇒ (2) + 5 = 7Damage: 1d8 + 2 ⇒ (1) + 2 = 3
Blue bite: 1d20 + 5 ⇒ (11) + 5 = 16Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Blue foreclaw: 1d20 + 0 ⇒ (8) + 0 = 8Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Blue foreclaw: 1d20 + 0 ⇒ (19) + 0 = 19Damage: 1d4 + 1 ⇒ (4) + 1 = 5
| Horn |
Awesome...though they're nasty little jumpers. Gark, I'm at work--and then a busy couple day--so don't think I'll be able to revise this but your call about (a) making jumping attacks, if you think it's feasible, and (b) if not, rolling to see what they do instead.
.
I can do it myself...but might not be able to for a day or two.
| GM Gark |
Podrick would have to have been no more than 5 feet up in order to shout and catch all the enemies on the stage (Merdak, specifically). I think the velocijakks can still each get at least one attack in against him.
The two confused younglings jump after Podrick, scraping his underside with their talons and leaving two small gashes.
7 more damage to Podrick.
Satyr CL: 1d20 + 8 ⇒ (9) + 8 = 17
Meanwhile, the satyr wades into the press of confused citizens and howls at them and the floating attendant. The crowd goes wild, heaving away from the screaming shabal-man, but the triaxian above them seems entirely nonplussed.
The velocijakk still by Aught tears into Merdak with one of its talons, but is unable to score any other hits.
And then I think Purple failed its first Acrobatics check? First talon does hit, though.
Another velocijakk tries to jump over the stairs, but cannot get quite high enough, and can only slash once at the pinned actress. A second circles around the dying man with the scimitars and slashes her with a talon, a foreclaw, and its rough yellowed teeth. The first blow elicits an angry grunt of pain, but the second tears out her throat and the third severs an artery in her neck. As the blood pools beneath her, a horrendous cracking sound resounds throughout the theater. Aught and Suchak, only a few feet away, see Sophia's mask split into two pieces, and a brilliant yellow light shining from between the halves where her face should be. The yellow-robed figure floating above begins laughing. "IT IS AS SHE SAID! IT ALWAYS ENDS THE SAME!"
TO BE CONTINUED
| Horn |
Just to be clear, the satyr used his targeted fear SLA, not his pipes' fear area of effect ability...though perhaps the crowd is (reasonably) scared of this whole affair.
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In terms of Horn's action...
He then continues forward to the Winter Guard, tapping his shoulder and saying, "Aught, let the winds of the North carry you up, that you may take the fight to our flying foe. My velocijakks can handle things on the ground."
Cast Air Walk on Aught
| Winter Guard Aught |
how high is she? I doubt it possible but I want to shift and full attack, but if not, I will go for a standard raging power Attack
Aight takes the opportunity and rushes towards the shining Sophia and let's loose with an anger not yet seen from the monolithic bear.
We shall rid this world of your taint!
Power Attack: 1d20 + 13 ⇒ (15) + 13 = 28
Damage: 1d10 + 19 ⇒ (5) + 19 = 24
Iterative: 1d20 + 8 ⇒ (12) + 8 = 20
Damage: 1d10 + 19 ⇒ (6) + 19 = 25
Haste: 1d20 + 13 ⇒ (19) + 13 = 32
Damage: 1d10 + 19 ⇒ (1) + 19 = 20
Confirmation: 1d20 + 19 ⇒ (3) + 19 = 22