| Amunet-Ra |
Anything on my knowledge checks? Or can i just assume i can read the entry and translate it to character knowledge with a 30?
| Amunet-Ra |
Looking at initiative i assume i go first and the DC 30 knowledge roll should reveal some stuff about them i guess.
You can hear Amunet-Ra crying out from behind the pillar where she sneaked up on the side.
You probably don't want to touch those! They seem fairly resistant and have some nasty abilities. Your magic might not work on them.
She concentrates shortly and unleashes a flurry of little stars on the right construct.
Flurry of Stars 1: 1d20 + 15 - 2 ⇒ (6) + 15 - 2 = 192d6 + 9 ⇒ (1, 1) + 9 = 113d6 ⇒ (2, 3, 3) = 8
Flurry of Stars 2: 1d20 + 15 - 2 ⇒ (20) + 15 - 2 = 332d6 + 9 ⇒ (5, 6) + 9 = 203d6 ⇒ (4, 1, 2) = 7
Flurry of Stars 3: 1d20 + 15 - 2 ⇒ (20) + 15 - 2 = 332d6 + 9 ⇒ (1, 4) + 9 = 143d6 ⇒ (1, 4, 3) = 8
Flurry of Stars 4: 1d20 + 15 - 2 ⇒ (17) + 15 - 2 = 302d6 + 9 ⇒ (2, 4) + 9 = 153d6 ⇒ (3, 3, 5) = 11
Flurry of Stars 5: 1d20 + 15 - 2 ⇒ (9) + 15 - 2 = 222d6 + 9 ⇒ (2, 6) + 9 = 173d6 ⇒ (5, 5, 3) = 13
She then vanishes from sight. Using 1 mythic power for vanishing move as greater invisibility.
Flurry of Stars crit 1: 1d20 + 15 ⇒ (12) + 15 = 272d6 + 9 ⇒ (1, 2) + 9 = 12
Flurry of Stars crit 2: 1d20 + 15 ⇒ (13) + 15 = 282d6 + 9 ⇒ (2, 2) + 9 = 13
That should be 3 hits, crits confirmed, doing 29, 25 and 16 damage after DR.
| Rokan the Ascetic |
Rokan is positioned, but it looks like he'll be waiting a bit for his turn.
| Hamza Mīnakshi |
How far away are the sentinels from Hamza currently?
| Sebecloki |
How far away are the sentinels from Hamza currently?
You started out in between the columns in the central chamber, and the sentinels are at the entrance to the side door to the right -- there's a grid, with the character tiles about the size of a 5' square. If you measure that, you should get an idea. I'd guestimate 25-30' at least.
| Jimbli Willit |
"Good to know." Jimbli - who'd been preparing to blast them from a distance with his sword's magic ability - takes a deep breath, then grins devilishly "I'm going in."
He blinks underneath the northmost creature, and stabs at its underbelly. His sword merely clinks against its unnaturally tough carapace.
sword vs flat-footed AC: 1d20 + 12 ⇒ (14) + 12 = 26
sword vs flat-footed AC: 1d20 + 7 ⇒ (11) + 7 = 18
When hit by a melee or ranged attack, you can expend one use of mythic power as an immediate action to replace yourself with an illusory duplicate and teleport to any open square within 30 feet of your current position. You take no damage from this attack, which instead destroys your illusory duplicate (similar to mirror image). Using this ability requires a line of effect to the teleportation target square.
move 30' northwest
| Ri'Kli'Klek |
Who would it be useful to cast enlarge person or bull's strength on? I can't really be useful attacking them directly, so that's probably the best thing for me to do.
| Raxus Half-blood |
The bouder Raxus had been casually palming whipped through the air like it had been fired from a catapult.
Ranged Touch Attack, power attack: 1d20 + 15 - 2 ⇒ (6) + 15 - 2 = 19
large boulder, power attack: 4d6 + 15 + 6 ⇒ (4, 5, 5, 1) + 15 + 6 = 36
| Hamza Mīnakshi |
Bending the ambient light in the chamber, and bouncing it off the obsidian blade of the closest golem, Hamza causes a reflective replication of his next attack. Swift action, initiating Reflected Blade Style, which lets him duplicate his next strike to another target. It uses the same attack roll.
He then summons the darkness within his black soul, and blasts the sentinel on the right with vile, evil energy. 1d20 + 13 ⇒ (20) + 13 = 33 Ranged touch attack, Shadow Feather Strike. Possible crit.
1d20 + 13 ⇒ (18) + 13 = 31 Crit confirmed for 8d6 + 8 + 3d6 ⇒ (3, 3, 3, 4, 3, 4, 5, 3) + 8 + (5, 6, 6) = 53 profane damage
1d20 + 5 ⇒ (18) + 5 = 23 Stealth check modified for sniping.
I'm going to post this now, without the second, reflected Shadow Feather Strike, as I need some clarification on if it uses the exact same roll(ie, a nat 20) and if I need to confirm the second crit or not
| Cae Leonidas |
Leonidas hums as he gestures intricately and attempts to weave chance in the party's favor. His lizard joins in, creating a peculiar song.
-------------------------------------------------------------------
Hex(AP:2): Misfortune(South Guardian)(Will:20)
Hex(AP:1): Cackle
Familiar Hex: Cackle x 2
Vigor: 33/33
Wounds: 40/40
MP: 6/7
BP: 16/18
| Hamza Mīnakshi |
I got a reply about what roll(s) I should use for Reflected Blade Style: "I am one of the writers from Dreamscarred Press. The intent of using the same roll is to minimize table dice. Thus, we used the same critical threat and confirmation rolls on both."
8d6 + 8 + 3d6 ⇒ (6, 5, 4, 3, 5, 6, 3, 3) + 8 + (5, 1, 6) = 55 Profane damage to the sentinel on the left.
| Sebecloki |
Leonidas hums as he gestures intricately and attempts to weave chance in the party's favor. His lizard joins in, creating a peculiar song.
-------------------------------------------------------------------
Hex(AP:2): Misfortune(South Guardian)(Will:20)
Hex(AP:1): Cackle
Familiar Hex: Cackle x 2Vigor: 33/33
Wounds: 40/40
MP: 6/7
BP: 16/18
They're immune to magic, I don't think that will work.
Immunity to Magic (Ex)
A scarlet sentinel is immune to any spells or spell-like abilities that allow spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
A transmute rock to mud spell slows a scarlet sentinel (as per the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock restores all of its lost hit points.
A stone to flesh spell does not actually change the scarlet sentinel’s structure but negates its damage reduction and immunity to magic for 1 full round.
A banishment or dismissal spell quells the animating fiend temporarily, negating the scarlet sentinel’s hellfire touch ability for 1 round with no saving throw. The spell also increases the chance of the scarlet sentinel’s berserk liberation by 20% in subsequent rounds of combat.
A magical attack that deals fire damage sharpens the scarlet sentinel’s claws, increasing their critical threat range to 18–20 and increasing bleed damage to 3d6 for 1d4+1 rounds.
A magical attack that deals cold damage cakes ice over the scarlet sentinel’s form, suppressing the bleed damage from its claw attacks and negating its jagged body ability for 1 round.
A stone to flesh spell negates the scarlet sentinel’s damage reduction, jagged body, and immunity to magic for 1 full round.
| Jimbli Willit |
Supernatural Abilities (Su)
These can't be disrupted in combat and generally don't provoke attacks of opportunity. They aren't subject to spell resistance, counterspells, or dispel magic, and don't function in antimagic areas.
Misfortune and Cackle are supernatural abilities.
| Hamza Mīnakshi |
Heh, was just coming here to say the same as Jimbli
| Sebecloki |
Heh, was just coming here to say the same as Jimbli
OK, thanks -- does the language here mean the sentinel gets a save to negate before it makes its attack roll?
Effect: The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
| Sebecloki |
OK, one of the sentinels is already down. I need confirmation about whether it gets a save against the hex before I do the surviving sentinel's attack roll.
Please everyone double check your position on the map. I think he has about 50-60' to go at least to reach anyone, and I need to know how many ranged attacks he potentially gets.
SCARLET SENTINEL
Among the most insidious of Kla'Tra'Yhe's guardians, the scarlet sentinels are unique golems created by the Trapmaster of Dargulin in which a powerful daemon has been trapped. The furious outsider unleashes its rage against all who disturb its sanctuary...
NE Large construct
Init +3; Senses darkvision 60 ft., low-light vision; Perception +0
DEFENSE
AC 27, touch 9, flat-footed 27 (+18 natural, –1 size)
Wounds 20; Vigor 170; fast healing 5
Fort +5, Ref +5, Will +5
Defensive Abilities jagged body; DR 10/adamantine and good; Immune construct traits, fire, magic
OFFENSE
Speed 20 ft.
Melee 2 slam +23 (2d10+9 plus hellfire touch); 2 claws +25 (2d12+9 plus bleed)
Space 10 ft.; Reach 10 ft.
Special Attacks berserk liberation, hellfire touch, slow, bleed (2d6), obsidian spray
STATISTICS
Str 28, Dex 10, Con —, Int 4, Wis 11, Cha 10
Base Atk +17; CMB +27; CMD 37
SQ death throes
Feats Blind-Fight, Improved Initiative, Intimidating Prowess, Power Attack, Skill Focus (Intimidate), Toughness, Weapon Focus (slam)
Skills Intimidate +29
Languages Abyssal, Infernal (can’t speak)
SPECIAL ABILITIES
Berserk Liberation (Ex)
When a scarlet sentinel enters combat, there is a cumulative 2% chance each round that the animating fiend breaks free and the scarlet sentinel goes berserk. This chance resets to 0% after 1 minute of inactivity. When a scarlet sentinel goes berserk, the animating fiend explodes in a conflagration of hellfire, dealing 13d6 points of damage to all creatures within 60 feet (Reflex DC 17 half). Half of this damage is fire damage, but the other half results directly from unholy power and is not reduced by resistance to fire-based attacks. The save DC is Constitution-based. The berserk scarlet sentinel then loses the fiend-infused template permanently and thereafter attacks the nearest living creature, or smashes some object smaller than itself if no creature is within reach. Once it goes berserk, no known method can reestablish control.
Hellfire Touch (Su)
A scarlet sentinel’s body radiates the soul-scorching heat of the evil Outer Planes, dealing 2d6 points of damage with its touch. Half of this damage is fire damage, but the other half results directly from unholy power and is not reduced by resistance to fire-based attacks. Creatures attacking a scarlet sentinel with unarmed strikes or natural weapons take this same hellfire damage each time one of their attacks hits. A scarlet sentinel’s natural attacks are treated as evil for the purpose of overcoming damage reduction.
Immunity to Magic (Ex)
A scarlet sentinel is immune to any spells or spell-like abilities that allow spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
A transmute rock to mud spell slows a scarlet sentinel (as per the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock restores all of its lost hit points.
A stone to flesh spell does not actually change the scarlet sentinel’s structure but negates its damage reduction and immunity to magic for 1 full round.
A banishment or dismissal spell quells the animating fiend temporarily, negating the scarlet sentinel’s hellfire touch ability for 1 round with no saving throw. The spell also increases the chance of the scarlet sentinel’s berserk liberation by 20% in subsequent rounds of combat.
A magical attack that deals fire damage sharpens the scarlet sentinel’s claws, increasing their critical threat range to 18–20 and increasing bleed damage to 3d6 for 1d4+1 rounds.
A magical attack that deals cold damage cakes ice over the scarlet sentinel’s form, suppressing the bleed damage from its claw attacks and negating its jagged body ability for 1 round.
A stone to flesh spell negates the scarlet sentinel’s damage reduction, jagged body, and immunity to magic for 1 full round.
Slow (Su)
A scarlet sentinel can use a slow effect, as per the spell, as a free action once every 2 rounds. The effect has a range of 10 feet in a burst centered on the scarlet sentinel and a duration of 7 rounds. A successful DC 17 Will save negates the effect. The save DC is Constitution-based.
Death Throes (Ex)
When a scarlet sentinel is reduced to 0 or fewer hit points, it explodes. All creatures within a 20-foot burst take 12d6 points of piercing and slashing damage and 2d6 points of bleed damage. A successful DC 18 Reflex save results in half damage and negates the bleed effect. The save DC is Constitution-based.
Jagged Body (Ex)
A creature that grapples a scarlet sentinel or that hits it with a natural attack or unarmed strike takes 2d6 points of bleed damage.
Obsidian Spray (Ex)
As a swift action every 1d4+1 rounds, a scarlet sentinel can unleash a torrent of obsidian shards, filling a 30-foot cone. Creatures caught in this attack take 8d6 points of piercing and slashing damage and 2d6 points of bleed damage. A DC 18 Reflex save reduces this damage by half and negates the bleed effect. The save DC is Constitution-based.
ECOLOGY
Environment any
Organization solitary or gang (2–4)
Treasure none
| Hamza Mīnakshi |
Sentinel should get a save, but I know nothing about Cae's build.
Hamza is about 30ft away, but stealthed with a 23
| Sebecloki |
Sentinel should get a save, but I know nothing about Cae's build.
Hamza is about 30ft away, but stealthed with a 23
Then does the sentinel get an opposed Perception check roll to spot you and direct his obsidian spray at Hamza?
[dice=Scarlet Sentinel: Perception]
[dice=Scarlet Sentinel: Obsidian Spray x 3]
[dice=Scarlet Sentinel: Obsidian Spray (bleed damage)]
Roll for Hamza's save.
A DC 18 Reflex save reduces this damage by half and negates the bleed effect. The save DC is Constitution-based.
I think Jimbli might also be in it's way, if so, roll for him too.
EDIT: My post got messed up and then I reposted and it changed my dice rolls -- the Sentinel got a natural 20 on its Perception roll in the original post, 99 damage from the spray, and 12 bleed damage.
| Cae Leonidas |
Hex(AP:2): Misfortune(South Guardian)(Will:20)
Will Save: DC:20
| Hamza Mīnakshi |
Unless you're changing the skill rules, a natural 20 is not an automatic success, nor is a natural 1 an auto fail. Seeing as how the Sentinel has a +0 to Perception, it can't see me even on a natural 20. Again, unless you changed that, which would be a bit of a big deal.
| Sebecloki |
Unless you're changing the skill rules, a natural 20 is not an automatic success, nor is a natural 1 an auto fail. Seeing as how the Sentinel has a +0 to Perception, it can't see me even on a natural 20. Again, unless you changed that, which would be a bit of a big deal.
Ok, never mind, then it's just Jimbli that's under threat.
| Cae Leonidas |
Cae Leonidas wrote:But it's not clear if that's the one that's already dead -- we need to clarify that.Cae Leonidas wrote:Will Save: DC:20Hex(AP:2): Misfortune(South Guardian)(Will:20)
I was rather low in initiative order, so if one was already down, I would do the other one. Oh, the complications of PbP.
| Sebecloki |
PRD wrote:Misfortune and Cackle are supernatural abilities.Supernatural Abilities (Su)
These can't be disrupted in combat and generally don't provoke attacks of opportunity. They aren't subject to spell resistance, counterspells, or dispel magic, and don't function in antimagic areas.
Does the mirror image ability count for the obsidian spray if it's an (ex) ability? That's a crucial question before I can figure out what you might have been hit by.
| Amunet-Ra |
Evasion changes that to take no damage on succesful save and is a specific rogue ability.
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
| Ri'Kli'Klek |
Sorry, Sunday's my day off of the forums.
Focusing his mental prowess, Ri'Kli'Klek pushes strength into Raxus, recognizing that his own abilities would... likely not make a dent in these creatures of stone.
| Raxus Half-blood |
Raxus Half-blood wrote:Raxus could benefit from Enlarge Person or Bulls Strength. (Giants are a subcategory of Humanoid, so he's eligible for Enlarge)Just to speed this along, choose the one you want and apply it to your actions and update your damage.
I'll take Bull Strength. +2 to hit, +3 to damage
| Ri'Kli'Klek |
Okay, you've got it!
| Rokan the Ascetic |
Rokan watches the chaos unfold, starting but then hesitating as his companions lunge forward and take out the first sentinel. After a wave of assaults dies down he sprints forward from his still position, visibly gathering cold power around his body. Just as he reaches the sentinel he throws forward his arm, the cold energy shifting from all over his body and concentrating on the closed fist.
30' to remaining scarlet sentinel
Manifest energy ray (type: cold), augmented with 4pp (to 5pp) to make 5 damage dice
Power Channeler: Deliver energy ray's ranged touch via melee attack (unarmed strike)
Using mythic surge on unarmed strike attack
Psionic Fist (mythic): expend one psionic focus for +4d6 damage on unarmed strike
concentration, combat manifestation, DC17: 1d20 + 10 ⇒ (13) + 10 = 23
unarmed strike attack, mythic surge: 1d20 + 9 + 1d6 ⇒ (17) + 9 + (1) = 27
If it hits...
Bludgeoning damage, Psionic Fist expend focus: 1d8 + 2 + 4d6 ⇒ (6) + 2 + (3, 6, 5, 1) = 23
Cold damage, energy ray via power channeler: 5d6 + 5 ⇒ (5, 2, 5, 2, 3) + 5 = 22
| Sebecloki |
Rokan watches the chaos unfold, starting but then hesitating as his companions lunge forward and take out the first sentinel. After a wave of assaults dies down he sprints forward from his still position, visibly gathering cold power around his body. Just as he reaches the sentinel he throws forward his arm, the cold energy shifting from all over his body and concentrating on the closed fist.
I don't think we've addressed this issue so far -- but I guess we won't have magic/psionic transparency, so this will work. However, these other effects are still applicable.
Hellfire Touch (Su)A scarlet sentinel’s body radiates the soul-scorching heat of the evil Outer Planes, dealing 2d6 points of damage with its touch. Half of this damage is fire damage, but the other half results directly from unholy power and is not reduced by resistance to fire-based attacks. Creatures attacking a scarlet sentinel with unarmed strikes or natural weapons take this same hellfire damage each time one of their attacks hits. A scarlet sentinel’s natural attacks are treated as evil for the purpose of overcoming damage reduction.
Jagged Body (Ex)
A creature that grapples a scarlet sentinel or that hits it with a natural attack or unarmed strike takes 2d6 points of bleed damage.
Scarlet Sentinel vs. Rokan: Hellfire Touch: 2d6 ⇒ (6, 4) = 10
Scarlet Sentinel vs. Rokan: Jagged Body: 2d6 ⇒ (6, 4) = 10Rokan takes 20 points of bleed damage.
| Slavathras of the Deadlands |
Surprisingly, the fitful bard raises his voice,
"These proceedings are dreadfully tiresome, let us see if we may secure their quick conclusion."
Though still somehow concealed, Slavathras' voice obviously directs itself towards the Troglodye.
"Troodon of the Mazeweavers, may this humble singer impinge upon your good will to convey the courageous Sassochus speedily to our foe?"
| Troodon Aardonyx |
Surprisingly, the fitful bard raises his voice,
"These proceedings are dreadfully tiresome, let us see if we may secure their quick conclusion."
Though still somehow concealed, Slavathras' voice obviously directs itself towards the Troglodye.
"Troodon of the Mazeweavers, may this humble singer impinge upon your good will to convey the courageous Sassochus speedily to our foe?"
Though his tone is evidently wary, the troglodyte replies in the affirmative, employing a steady implacable tone,
"You may, runner of the sands."
Slavathras moves Sassochus via a Shadow Jump (Su) to the vicinity of the scarlet sentinel. The crocodile attempts to attack three times with his tail slap.
Sassochus: Tail Slap: 3d20 ⇒ (12, 16, 8) = 36
Troodon cast's [i]Bull's Strength on Sassochus, so he hits three times for 12d8 + 48 damage.
Sassochus vs. Scarlet Sentinel (Bite Damage): 12d8 + 48 ⇒ (8, 7, 8, 2, 8, 5, 5, 2, 5, 1, 8, 6) + 48 = 113
| Sebecloki |
Scarlet Sentinel is dead, and now it explodes, hitting Sassochus, Rokan, and Slavathras.
Death Throes (Ex)
When a scarlet sentinel is reduced to 0 or fewer hit points, it explodes. All creatures within a 20-foot burst take 12d6 points of piercing and slashing damage and 2d6 points of bleed damage. A successful DC 18 Reflex save results in half damage and negates the bleed effect. The save DC is Constitution-based.
Scarlet Sentinel: Death Throes (Ex): 12d6 ⇒ (5, 4, 2, 2, 6, 2, 1, 5, 4, 4, 4, 1) = 40
Sassochus: Reflex: 1d20 ⇒ 18
Slavathras: Reflex: 1d20 ⇒ 14
Both save (Slavathras has sufficient reflex bonuses from class and dex to make it past the mark. Both take 20 damage.
Rokan, you roll.
| Rokan the Ascetic |
Scarlet Sentinel vs. Rokan: Hellfire Touch: 2d6 ⇒ (3, 5) = 8
Scarlet Sentinel vs. Rokan: Jagged Body: 2d6 ⇒ (2, 3) = 5Rokan takes 20 points of bleed damage.
per your ability descriptions it looks like only the 2nd roll is bleed, for 10 bleed
reflex, dc18: 1d20 + 7 ⇒ (1) + 7 = 8 ug
| Sebecloki |
Sebecloki wrote:[Dice=Scarlet Sentinel vs. Rokan: Hellfire Touch]2d6
[Dice=Scarlet Sentinel vs. Rokan: Jagged Body]2d6Rokan takes 20 points of bleed damage.
per your ability descriptions it looks like only the 2nd roll is bleed, for 10 bleed
[dice=reflex, dc18]1d20+7 ug
Just to clarify, you suffer from the Hellfire Touch and Jagged Body when you hit it during your turn. Then, the other characters killed it, and it exploded, so you have to roll again for its Death Throes ability. You will take damage from both.