GM Mars |
Good point Wreck. So I'm going to take the turn for this allip, but when you and Faraz post, you can take 2 turns worth of actions since you obviously would've done something different since Wreck wasn't confused.
Also I'm going to assume that Sir Terramore is fascinated for the time being.
Spellcraft: 1d20 + 14 ⇒ (13) + 14 = 27
The allip turns and sees the ally there, striking it with ease. Turning back towards Oswin, you can see that a fire is building in his eyes - anger and hurt building up for the gall at using such spells against him. He points towards Oswin and that fire shoots out of his hand, enveloping Oswin where he stands. Oswin can hear the cackling of demons all around him as the fire tries to burn him away.
Fire damage: 10d6 ⇒ (6, 4, 1, 3, 2, 4, 3, 4, 4, 4) = 35, DC 21 for half. Fail the save and you're also staggered.
Allip - 5 damage
Go guys!
Wreck |
Not-Confused-Wreck will move towards the thing that makes funny noises and try to make more familiar noises. The noises of a large axe chopping into things!
VS Power Attack: 1d20 + 16 ⇒ (20) + 16 = 36 well then :D
Confirm: 1d20 + 16 ⇒ (8) + 16 = 24 hope it confirms
Wrecks axe finds its mark, severing and dismembering the creature with a very satisfying... swish?
Swiiiishlk: 4d12 + 69 ⇒ (10, 5, 7, 5) + 69 = 96
Will take my second turn if it still stands
Cairo. |
Spiritual Weapon: 1d20 + 9 ⇒ (20) + 9 = 29
Spiritual Weapon Confirm: 1d20 + 9 ⇒ (5) + 9 = 14
1d8 + 2 ⇒ (3) + 2 = 5
The scimitar of force swings and Cairo will heal Sir Oswin. "Sarenrae, heal the vulnerable-to-fire, Sir Oswin."
Not Remove Sickness: 1d8 + 5 ⇒ (4) + 5 = 9 So 13 back.
Faraz Aram |
Ref: 1d20 + 12 ⇒ (6) + 12 = 18
35 dmg
---
Round 1:
Faraz enters a defensive fighting style with his arms shielding his head swift action Snapping Turtle Style and then enters the room, moving up to punch the creature.
Fists are magical.
unarmed strike: 1d20 + 13 ⇒ (2) + 13 = 15
damage: 2d6 + 5 ⇒ (6, 3) + 5 = 14
---
Round 2:
Faraz then calls down a smite (swift) on the creature and again punches it!
unarmed strike: 1d20 + 13 + 2 ⇒ (13) + 13 + 2 = 28
damage: 2d6 + 5 + 5 ⇒ (4, 3) + 5 + 5 = 17
unarmed strike: 1d20 + 13 + 2 ⇒ (4) + 13 + 2 = 19
damage: 2d6 + 5 + 5 ⇒ (3, 1) + 5 + 5 = 14
+5 dmg on the first hit after the smite (assuming it's undead)
Oswin Durnhelm |
Saving Throw: 1d20 ⇒ 19
So that's a 24 Reflex or a 29 Will. Either is a pass. So I took 17 damage, and Cairo healed me for 13?
Oswin stands firm in the face of the flames, and his faith and resolve help him to avoid the worst of the damage.
The spiritual ally strikes at the allip again!
Spiritual Longsword: 1d20 + 5 + 3 ⇒ (1) + 5 + 3 = 9
He readies himself to move in and attack the creature if it stands after Wreck's onslaught!
[ooc]I know I can't technically ready a move and a standard, just giving everyone a heads-up to my intentions. And my spiritual ally DOES work as a flanking buddy if anyone cares to use that.
Wreck |
Will you use it if needed on the creature if it is still standing... i still have a full attack ready if it did survive after that hit
Sir Terramor the Blue Knight |
Sigh. I did this whole thing where I answered in long form and tackled Wreck and... the Paizo site went down in the middle of it. Oh well.
Not sure if I still need to save vs. Confusion? I will assume so.
Will Save: 1d20 + 3 ⇒ (13) + 3 = 16
Confusion: 1d100 ⇒ 18 <- Act Normally.
Sir Terramor lays into the allip with all his strength.
+1 adamantine longsword and power attack: 1d20 + 12 - 2 ⇒ (12) + 12 - 2 = 221d8 + 5 + 4 ⇒ (3) + 5 + 4 = 12
Wreck |
Wreck does a full attack. 2nd round action
Attack1: 1d20 + 16 ⇒ (17) + 16 = 33
Attack2: 1d20 + 11 ⇒ (15) + 11 = 26
Damage 1: 1d12 + 23 ⇒ (1) + 23 = 24
Damage 2: 1d12 + 23 ⇒ (3) + 23 = 26
GM Mars |
And that's enough to finish him off! (150 hp total and incorporeal. He's pretty nasty. Wreck, if you ever wondered if buying that ghost touch weapon was worth it - yes, it was.)
Wreck swings his axe multiple times through the allip's body, slicing through as if it wasn't incorporeal. The allip looks on in horror as it wisps away to nothing. As it disappears, another spirit rises from the dead body on the ground. Turning to you, it bows then begins to speak.
“For the second time, demons draw near,” he explains. “If you have made it this far, then I trust you have disabled many of my tower’s defenses—contingencies that trapped even me when they triggered. The weapon awaits beyond, though I suspect it lacks the energy to activate properly. The prisms that you have seen store the essence of Heaven itself, which I harvested out of hubris. You will see places to slot them in the control panel at the top of the stairs. Once you are ready to fire the weapon, turn both keys at once, and I shall pray that my creation is powerful enough to banish the scourge of Sarkoris.”
He begins to fade away, but you may be able to ask him some questions before he fades away completely...
Wreck |
My plan from start,and im glad i could finally use the ability, Wreck is a fighter, he doesnt like to miss things, also, now he also has blind fight, so miss even less :D =^^=
Wreck |
(150 hp total...)
Just realized i did 146 of 150 he had... there was a crit involved, but still. I don't get to brag about his combat abilities often. so excuse me if i feel a bit proud on this little accomplishment... =^^=
Oswin Durnhelm |
Go ahead, Wreck earned it! That dude hits touch AC and does ability damage with each hit. You saved our bacon big-tme!
"The powers of Heaven...how? How did you ever manage to store it like this? And how could you use it to power a machine?"
Mako energy? Magitek? Anyway, in the next room is the weapon. Cairo and I can slot the prisms in place, or should we have a third or fourth person help? And if those stairs are blocked or broken, who can fly? I have a potion...
GM Mars |
"What exactly does your weapon do?"
“My creation channels holy energy over a massive area, as if Iomedae herself had spoken a single word of ineffable holiness. All who are evil shall feel its wrath.”
"The powers of Heaven...how? How did you ever manage to store it like this? And how could you use it to power a machine?"
"Through years of experimentation and a little bit of luck. I would describe it now, but it would take more time than I appear to have here. Basically, the major trick is in using the prisms to convert holy energy into liquid form. Once you've solved that, it's trivial to use it to power things."
GM Mars |
"I think I may have overstepped my bounds. If you intend to activate the weapon, you should be fine. But I would recommend against trying to create another weapon."
The ghost seems to be fading away, looks like you'll have about a round left before he disappears fully. Also, you hear a scuffle of armor and voices coming from earlier in the tower.
Faraz Aram |
(If this counts as entering combat rounds:)
Faraz hears the sounds and sees the fading of a ghost and instantly enters a defensive stance (swift into Snapping Turtle Style). Expecting the worst, he draws an oil of bless weapon and empties it onto his hands.
Sir Terramor the Blue Knight |
The Blue Knight unfurls his banner and stands in the midst of his fellow where he can be of the most use to them.
Banner:Allies who can see your banner gain +3 save vs. fear & +2 to hit while charging.
Gang Up You are considered to be flanking your target if another ally is also adjacent to that target.
GM Mars |
As you prepare for danger, a couple things happen simultaneously.
First, the ghost fades away and can no longer be seen or heard.
Second, there is a large buzzing sound that rings throughout the complex.
Third, sounds of crashing come from behind the doors to the north. It sounds as if there was one creature bashing the outside walls and one creature bashing something else inside.
Fourth, Ollysta Zadrian comes running from down the hallway with a couple crusaders right behind her. "Shemhazian showed up. Looked like he was about to attack. Need you to fire the weapon now. We will get the shemhazian," she says, her face only showing determination.
So, right now we are in rounds, although I'm not rolling initiative yet because there aren't any enemies in your present room. That crashing sound doesn't help things though.
From this point forward, positioning is going to be very important, which is why I put the letter/number grid on the map so you can accurately tell me squares. If this is an unreasonable expectation, let me know.
Faraz Aram |
Knowledge (planes): 1d20 + 5 ⇒ (6) + 5 = 11
"I have no idea what a Shemhazian is but I believe the weapon is through this door. Let's get it armed as quickly as possible."
Faraz remains in his fighting stance but moves over to the door and opens it for the others, urging Cairo and Oswin to focus their efforts on the weapon.
Faraz Aram |
Open door number 2!
GM Mars |
The entire room hums with energy. An immense column of silver and steel rises through the center of this tower, almost touching the ceiling nearly one hundred feet above, where it’s capped by an elaborate device much like an astrolabe of gold and glass. Stairs made of metal mesh round the perimeter of the tower clockwise before reaching a platform twenty feet off the ground. A C-shaped console occupies much of the platform.
(Do note, that yellow line is a big hole in the wall.)
Initiative
Cairo: 1d20 ⇒ 19
Faraz: 1d20 + 2 ⇒ (16) + 2 = 18
Oswin: 1d20 + 5 ⇒ (9) + 5 = 14
Sir Terramor: 1d20 + 2 ⇒ (8) + 2 = 10
Wreck: 1d20 + 3 ⇒ (15) + 3 = 18
Rect. Demon: 1d20 + 3 ⇒ (9) + 3 = 12
Circle Demon: 1d20 + 3 ⇒ (18) + 3 = 21
Order
Circle Demon
Cairo
Wreck
Faraz
Shemhazian
Ollysta Zadrian
Crusaders
Oswin
Rectangular Demon
Sir Terramore
Knowledge Checks
Shemhazian:
Cairo: 27
Faraz: 1d20 + 5 ⇒ (1) + 5 = 6
Oswin: 1d20 + 6 ⇒ (4) + 6 = 10
Other Demons:
Cairo: 1d20 + 10 ⇒ (1) + 10 = 11
Faraz: 1d20 + 5 ⇒ (10) + 5 = 15
Oswin: 1d20 + 6 ⇒ (5) + 6 = 11
The circle demon breaks a piece of the wall off behind him and seems to be waiting for something.
As a heads up, the shemhazian has a gaze. If you are within 30ft of your turn, I will need you to choose what you're doing about the gaze (close eyes, avert gaze, don't care) and make the appropriate rolls on your turn.
Faraz Aram |
"Abrikandilu demons!" Faraz calls out to his companions. "They seek to destroy beauty and art in all forms! But not today!"
DR?
Faraz draws and drinks a potion of fly and lifts off the ground as he steps into the room. "I'll clear the control panel up top so you can arm the weapon."
GM Mars |
At will—greater teleport (self plus 50 lbs. of objects only), invisibility, telekinesis (DC 18)
3/day—clairaudience/clairvoyance, mass inflict serious wounds (DC 20), prying eyes
1/day—blasphemy (DC 20), summon (level 5, 1 shemhazian 30% or 1d4 vrocks 60%)
Fun stuff...
EDIT: Wreck, what square in particular are you going to?
GM Mars |
Remember gentlemen that you have a Blessing of Fervor on you. You need to be deciding what you're choosing at the beginning of each of your turns. I'm assuming that Wreck wanted the movement speed so that he could double move up to the abrikandilu on the stairs, and I'm going to assume that the rest of you were going for +2 AC, etc. since you didn't attack, but you should post that.
Cairo buffs the party.
Wreck races towards the first abrikandilu, triggering its readied action to throw the rubble in its hand at Wreck. The demon throws with one hand, keeping the heavy pick it used to dig the rubble out of the wall ready to attack.
Rubble attack: 1d20 + 14 ⇒ (3) + 14 = 17
Damage: 1d6 + 6 ⇒ (2) + 6 = 8
Faraz pulls out a potion and starts to float off the ground.
The Shamhazian breaks through the wall more so it has more access to the top of the tower. Note that now it can access both on the stairs and below the stairs.
Ollysta and the crusaders close with the Shemhazian.
(Unless Oswin does something to make himself a target for the rectangular one, it's going to try to take its heavy pick to the console, so Sir Terramore and Cairo can take their turns as well.)
Order
Oswin
Rectangular Abrikandilu
Sir Terramore
---Round 2 Start---
Cairo
Circle Abrikandilu
Wreck
Faraz
Shemhazian
Ollysta Zadrian
Crusaders
Oswin Durnhelm |
Opting AC speed this round. Can I hold two prisms in one hand?.
"Grab that other prism Cairo! We'll need as many as we can get!"
Following Faraz's example, Oswin gets his potion of fly and drinks it down.
Oswin Durnhelm |
So I can't get my potion without putting one down first. We need to be efficient, rounds wise, it would seem. Is anyone else able to fly? Should I hand the potion to Sir Terramor? Once Wreck clears the stairs we can get up that way...
Faraz Aram |
Or if it's charged just hand it to Faraz; I can still fight even with my hands full, at least. Although I won't be able to grapple, which is sort of my thing. But I can fly up there and put it in if possible.
Cairo. |
Can't move myself.
Cairo will put a sound burst on the demon at the console.
Fort DC15: 1d8 ⇒ 1
Gonna get me +2 att/+2 AC
He will then move up the stairs towards it.
So I want to be 40 feet from where I am now, up the stairs if possible.
GM Mars |
Oswin places one of the prisms on the ground, then pulls out a potion and drinks it.
The Rectangular Abrikandilu beats up on the console some more.
Sir Terramore is in delay.
Cairo casts sound burst as he moves up the stairs. Fort save: 1d20 + 12 ⇒ (20) + 12 = 32
The Circle Abrikandilu turns towards Wreck, smiles, raises his pick, and starts attacking his axe.
Sunder attempt: 1d20 + 21 ⇒ (8) + 21 = 29
Sunder attempt: 1d20 + 16 ⇒ (11) + 16 = 27
Sunder attempt: 1d20 + 11 ⇒ (8) + 11 = 19
grumble grumble stupid weapon training grumble grumble
Order
Wreck
Faraz
Shemhazian
Ollysta Zadrian
Crusaders
Oswin
Rectangular Abrikandilu - 1 sonic damage
Sir Terramore (in delay)
---Round 3 Start---
Cairo
Circle Abrikandilu
Wreck |
bwhahahahahahaha! If it was a disarm, my CMD goes up another 10. Locked gauntlet =^^=
Wreck responds, swinging at the creature, unleashing all his time as a fighter
Attack1: 1d20 + 16 ⇒ (18) + 16 = 34
Attack2: 1d20 + 16 ⇒ (4) + 16 = 20
Attack3: 1d20 + 11 ⇒ (19) + 11 = 30
Confirm: 1d20 + 11 ⇒ (12) + 11 = 23
Damage1: 1d12 + 23 ⇒ (3) + 23 = 26
Damage2: 1d12 + 23 ⇒ (4) + 23 = 27
Incase the crit confirmed
Damage2: 2d12 + 46 ⇒ (2, 8) + 46 = 56
Faraz Aram |
Faraz flies up to the demon destroying the console and tries to grab it's arms while calling down a smite on the terrible demon!
grapple attempt: 1d20 + 18 ⇒ (14) + 18 = 32