Serinbaal the Lands of Torment ("Dark Sun" Homebrew Pathfinder 1e)

Game Master Sebecloki

Maps and Images:

Battlemaps:

Current Encounter Maps:

Plaza of Power: Sideview
Plaza of Power
Tarek Camp

The Lair of Kchac'Thraa the Inimitable: Overview

Shraagroom's Sporulation Chamber -- Battlemap: Round 6
The Lair of Kchac'Thraa the Inimitable: Shraagroom's Sporulation Chamber -- Battlemap: Round 4
The Lair of Kchac'Thraa the Inimitable: Shraagroom's Sporulation Chamber -- Battlemap: Round 3
The Lair of Kchac'Thraa the Inimitable: Shraagroom's Sporulation Chamber -- Battlemap
The Lair of Kchac'Thraa the Inimitable: Shraagroom's Sporulation Chamber -- Plain View

The Lair of Kchac'Thraa the Inimitable: The Door to Doom -- Battlemap

pngs/pdfs of battlemaps

PNG of Map w/ Tokens
PNG of Map w/out Tokens
The Lair of Kchac'Thraa the Inimitable - The Door to Doom pdf

Current Encounter Maps:

Myceloid Cavern
Earth Drake Layer: Overview
Earth Drake Layer w/our Grid
Earth Drake Layer w/ Grid

Hex Grid

The Ruins of Kalidnay
The Ruins of Kalidnay I: The Ceramic Desert and Outskirts of New Kalid
The Ruins of Kalidnay II: Elder Kalidnay and the Diamond Mines of Khnum-Khamunkhephres
The Ruins of Kalidnay III: The Iridescent Desert and Magma Lake

Setting Maps

The Free City of Tyr
The Ruins of Yaramuke
The City State of Raam

The World of Athas

World Map I
World Map II
World Map III

The Valley of Dust and Fire
The Tyr Region
The Tyr Region and the Valley of Dust and Fire

Some additional ideas from the 'Arena' discussion forums of Athas.org that I will be using for this fan-created expansion of the Dark Sun world map include ideas from the following threads:

East side of the Sea of Silt

Beyond the Tablelands

And here are some ideas I will be incorporating in some fashion if Spelljamming ever comes up:

Dark Sun Sphere

The Tablelands and Beyond

The Tablelands I
The Tablelands II
The Tablelands and Beyond I
The Tablelands and Beyond II

Giuestenal

The Ruins of Giustenal
New Giuestenal

Chapter One: The Howl of the Carrion King

Tyr Region

The Ruins of Kalidnay Overview

The Riese: Levels 1-2
The Riese -- Side Perspective

The Scarab Hold: The Fortress of the High Templar Ahmun-Ahnpur -- Overview
The Scarab Hold: The Fortress of the High Templar Ahmun-Ahnpur -- The Spires of Apep: The Central Keep

Destiny's Chariot -- Overview
Destiny's Chariot -- Detail

Trading Post of Kelmarane I
Trading Post of Kelmarane II

Battle Market of Kelmarane -- Ground Level
Battle Market of Kelmarane -- Second Level

Temple of Elemental Earth of Kelmarane

Guard Post I
Guard Post II

Sulfuric Baths of Kelmarane -- Overview
Sulfuric Baths of Kelmarane -- Detail

Guild Hall of Kelmarane

Mills


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Sebecloki wrote:
Hamza Mīnakshi wrote:

1d20+16 Initiative

Do I need to re-roll stealth to remain unseen?

I think maybe the opponents get an opposed roll for Perception.

[dice=Scarlet Sentinels: Perception]1d20

Definitely failed lol.


AC 29/27/21 | hp 90 | F+11*, R+14*, W+8* | Defensive Abilities evasion; Immune sleep, disease | Weaknesses light sensitivity Init +10 | Senses darkvision 60 ft., low-light vision; Perception +15 (14 on vision-based Perception checks.) Pic 1 | Pic 2 |

Anything on my knowledge checks? Or can i just assume i can read the entry and translate it to character knowledge with a 30?


V: 56/56, W: 74/74, Temp HP 18, AC 17*, Fort +11*, Ref +9, Will +10*, Rage 23/23 , Power 9/9, Psi 7/7, Active Effects: Bull Strength

I'm positioned, resized and ready to go.


AC 29/27/21 | hp 90 | F+11*, R+14*, W+8* | Defensive Abilities evasion; Immune sleep, disease | Weaknesses light sensitivity Init +10 | Senses darkvision 60 ft., low-light vision; Perception +15 (14 on vision-based Perception checks.) Pic 1 | Pic 2 |

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.


Male LN Human gestalt unchained monk/psion (kineticist) 12 | overmind 3 | Vigor 746/746 | Wound 76/76 | DR 3/-*, AC 51 t 42 ff 32 | CMB+61 CMD 71 | F+42 R+45 W+34 | Init +41 | Perc +21, SM +21 | Speed 70ft | Stunning Fist: 12/12 | Ki: 12/12 | Power Points: 182/182 | Psionic Focus: 2/2 | Mythic Power: 9/9 | Emissary: 1/1 | Eternal Hope: 1/1 | Hero points: 1 | Denied: 1/1 | Empowered Attack: 2/2 | Extended Attack: 3/3 | Widen Attack: 3/3 | Extra Meta-Attacks: 5/5 | Active conditions: Biofeedback, Ethereal (1m)

Rokan is positioned, but it looks like he'll be waiting a bit for his turn.


Male Yaksha Shadow Lord Stalker 10/Harbinger 10(gestalt) Trickster 2(mythic), Mage Hunter 2

How far away are the sentinels from Hamza currently?


Hamza Mīnakshi wrote:
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.


Amunet-Ra wrote:

[dice=Initiative]1d20 + 18

[dice=knowledge:x]1d20 + 16
[dice=knowledge:x]1d20 + 16
[dice=knowledge:x]1d20 + 16

Different knowledge checks about the guardians and the portal.

You have in-character knowledge of their spell immunity and berserk liberation abilities.


Male Halfling psion (nomad)/rogue (cutpurse+scout) 6 / elocater 2 / trickster 3 W 46 V 152/152 ~ AC44 tch36 ff25 ~ F+13 R+22 W+17 ~ CMD33; Init+29 Per+25; spot traps within 10' d20+29

"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

if struck this round:
Mirror Dodge (Su)

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


V: 56/56, W: 74/74, Temp HP 18, AC 17*, Fort +11*, Ref +9, Will +10*, Rage 23/23 , Power 9/9, Psi 7/7, Active Effects: Bull Strength

Are we just supposed to start posting actions, or is there an order/structure we're following?


Sorry looks like my previous post was eaten -- everyone can post their actions.


Male Thri'Kreen UMonk 5/Psychic 5|Champion 3 | Vigor 71/71 Wounds 28/28 T14 | AC:38 T:27 Fl:31 | CMB: +10 CMD: 34 | F +9 R +10 W +9 | Init +10 | Perc: +12 Sense Motive +12
Resources:
Spells: 1st 5/7 2nd 4/5 | Ki pool 4/5 | Mythic Power 8/9
Current Effects:
Mage Armor, Resist Energy (Acid), Shield

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.


V: 56/56, W: 74/74, Temp HP 18, AC 17*, Fort +11*, Ref +9, Will +10*, Rage 23/23 , Power 9/9, Psi 7/7, Active Effects: Bull Strength

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


Male Yaksha Shadow Lord Stalker 10/Harbinger 10(gestalt) Trickster 2(mythic), Mage Hunter 2

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


Ri'Kli'Klek wrote:
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 would probably benefit, why don't the two of you coordinate?


Lion Heart: CG Witch/Bard(10) | Vitality: 218 | Wounds: 144/31 | AC: 66| T: 60 | FF: 29 | DR: 10/silver | Fort: 46 | Ref: 46 | Will: 49 | CMD: 38 | Init: 51 | Per: 46 | Speed: 70' | Darkvision: 60' | See in darkness | Low-light Vision |

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


Male Yaksha Shadow Lord Stalker 10/Harbinger 10(gestalt) Trickster 2(mythic), Mage Hunter 2

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.


Cae Leonidas wrote:

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

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.


Male Halfling psion (nomad)/rogue (cutpurse+scout) 6 / elocater 2 / trickster 3 W 46 V 152/152 ~ AC44 tch36 ff25 ~ F+13 R+22 W+17 ~ CMD33; Init+29 Per+25; spot traps within 10' d20+29
PRD wrote:

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.


Male Yaksha Shadow Lord Stalker 10/Harbinger 10(gestalt) Trickster 2(mythic), Mage Hunter 2

Heh, was just coming here to say the same as Jimbli


Hamza Mīnakshi wrote:
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.


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 (x1):

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


Male Yaksha Shadow Lord Stalker 10/Harbinger 10(gestalt) Trickster 2(mythic), Mage Hunter 2

Sentinel should get a save, but I know nothing about Cae's build.

Hamza is about 30ft away, but stealthed with a 23


Hamza Mīnakshi wrote:

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.


Lion Heart: CG Witch/Bard(10) | Vitality: 218 | Wounds: 144/31 | AC: 66| T: 60 | FF: 29 | DR: 10/silver | Fort: 46 | Ref: 46 | Will: 49 | CMD: 38 | Init: 51 | Per: 46 | Speed: 70' | Darkvision: 60' | See in darkness | Low-light Vision |
Cae Leonidas wrote:

Hex(AP:2): Misfortune(South Guardian)(Will:20)

Will Save: DC:20


Cae Leonidas wrote:
Cae Leonidas wrote:

Hex(AP:2): Misfortune(South Guardian)(Will:20)

Will Save: DC:20

But it's not clear if that's the one that's already dead -- we need to clarify that.


If it's not the one that's dead -- here's the Will save.

1d20 + 5 ⇒ (5) + 5 = 10
1d20 ⇒ 12


Male Yaksha Shadow Lord Stalker 10/Harbinger 10(gestalt) Trickster 2(mythic), Mage Hunter 2

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.


Hamza Mīnakshi wrote:
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.


Lion Heart: CG Witch/Bard(10) | Vitality: 218 | Wounds: 144/31 | AC: 66| T: 60 | FF: 29 | DR: 10/silver | Fort: 46 | Ref: 46 | Will: 49 | CMD: 38 | Init: 51 | Per: 46 | Speed: 70' | Darkvision: 60' | See in darkness | Low-light Vision |
Sebecloki wrote:
Cae Leonidas wrote:
Cae Leonidas wrote:

Hex(AP:2): Misfortune(South Guardian)(Will:20)

Will Save: DC:20
But it's not clear if that's the one that's already dead -- we need to clarify that.

I was rather low in initiative order, so if one was already down, I would do the other one. Oh, the complications of PbP.


Jimbli Willit wrote:
PRD wrote:

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.

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.


V: 56/56, W: 74/74, Temp HP 18, AC 17*, Fort +11*, Ref +9, Will +10*, Rage 23/23 , Power 9/9, Psi 7/7, Active Effects: Bull Strength

Raxus could benefit from Enlarge Person or Bulls Strength. (Giants are a subcategory of Humanoid, so he's eligible for Enlarge)


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.


Male Halfling psion (nomad)/rogue (cutpurse+scout) 6 / elocater 2 / trickster 3 W 46 V 152/152 ~ AC44 tch36 ff25 ~ F+13 R+22 W+17 ~ CMD33; Init+29 Per+25; spot traps within 10' d20+29

reflex vs spray DC18: 1d20 + 14 ⇒ (18) + 14 = 32
no damage due to evasion


Jimbli Willit wrote:

[dice=reflex vs spray DC18]1d20+14

no damage due to evasion

A DC 18 Reflex save reduces this damage by half and negates the bleed effect, so you're still taking damage unless the mythic effect draws it away somehow.


AC 29/27/21 | hp 90 | F+11*, R+14*, W+8* | Defensive Abilities evasion; Immune sleep, disease | Weaknesses light sensitivity Init +10 | Senses darkvision 60 ft., low-light vision; Perception +15 (14 on vision-based Perception checks.) Pic 1 | Pic 2 |

Evasion changes that to take no damage on succesful save and is a specific rogue ability.

Evasion (Ex): wrote:
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.


Male Thri'Kreen UMonk 5/Psychic 5|Champion 3 | Vigor 71/71 Wounds 28/28 T14 | AC:38 T:27 Fl:31 | CMB: +10 CMD: 34 | F +9 R +10 W +9 | Init +10 | Perc: +12 Sense Motive +12
Resources:
Spells: 1st 5/7 2nd 4/5 | Ki pool 4/5 | Mythic Power 8/9
Current Effects:
Mage Armor, Resist Energy (Acid), Shield

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.


V: 56/56, W: 74/74, Temp HP 18, AC 17*, Fort +11*, Ref +9, Will +10*, Rage 23/23 , Power 9/9, Psi 7/7, Active Effects: Bull Strength
Sebecloki wrote:
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


Male Thri'Kreen UMonk 5/Psychic 5|Champion 3 | Vigor 71/71 Wounds 28/28 T14 | AC:38 T:27 Fl:31 | CMB: +10 CMD: 34 | F +9 R +10 W +9 | Init +10 | Perc: +12 Sense Motive +12
Resources:
Spells: 1st 5/7 2nd 4/5 | Ki pool 4/5 | Mythic Power 8/9
Current Effects:
Mage Armor, Resist Energy (Acid), Shield

Okay, you've got it!


Ok, that just makes the one Scarlet Sentinel deader.

Rokan, it's your turn.


Male LN Human gestalt unchained monk/psion (kineticist) 12 | overmind 3 | Vigor 746/746 | Wound 76/76 | DR 3/-*, AC 51 t 42 ff 32 | CMB+61 CMD 71 | F+42 R+45 W+34 | Init +41 | Perc +21, SM +21 | Speed 70ft | Stunning Fist: 12/12 | Ki: 12/12 | Power Points: 182/182 | Psionic Focus: 2/2 | Mythic Power: 9/9 | Emissary: 1/1 | Eternal Hope: 1/1 | Hero points: 1 | Denied: 1/1 | Empowered Attack: 2/2 | Extended Attack: 3/3 | Widen Attack: 3/3 | Extra Meta-Attacks: 5/5 | Active conditions: Biofeedback, Ethereal (1m)

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


Rokan the Ascetic wrote:
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.

Quote:


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) = 10

Rokan takes 20 points of bleed damage.


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?"


Slavathras of the Deadlands wrote:

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


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.


Male LN Human gestalt unchained monk/psion (kineticist) 12 | overmind 3 | Vigor 746/746 | Wound 76/76 | DR 3/-*, AC 51 t 42 ff 32 | CMB+61 CMD 71 | F+42 R+45 W+34 | Init +41 | Perc +21, SM +21 | Speed 70ft | Stunning Fist: 12/12 | Ki: 12/12 | Power Points: 182/182 | Psionic Focus: 2/2 | Mythic Power: 9/9 | Emissary: 1/1 | Eternal Hope: 1/1 | Hero points: 1 | Denied: 1/1 | Empowered Attack: 2/2 | Extended Attack: 3/3 | Widen Attack: 3/3 | Extra Meta-Attacks: 5/5 | Active conditions: Biofeedback, Ethereal (1m)
Sebecloki wrote:

Scarlet Sentinel vs. Rokan: Hellfire Touch: 2d6 ⇒ (3, 5) = 8
Scarlet Sentinel vs. Rokan: Jagged Body: 2d6 ⇒ (2, 3) = 5

Rokan 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


Rokan the Ascetic wrote:
Sebecloki wrote:

[Dice=Scarlet Sentinel vs. Rokan: Hellfire Touch]2d6
[Dice=Scarlet Sentinel vs. Rokan: Jagged Body]2d6

Rokan 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.


Male Halfling psion (nomad)/rogue (cutpurse+scout) 6 / elocater 2 / trickster 3 W 46 V 152/152 ~ AC44 tch36 ff25 ~ F+13 R+22 W+17 ~ CMD33; Init+29 Per+25; spot traps within 10' d20+29

reflex: 1d20 + 14 ⇒ (7) + 14 = 21

dunno if I’m in range of death throes.. regardless, I take no damage


Jimbli Willit wrote:

[dice=reflex]1d20+14

dunno if I’m in range of death throes.. regardless, I take no damage

You have to be within 20', I thought you teleported or something.

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