Ri'Kli'Klek |
Init: 1d20 + 10 ⇒ (6) + 10 = 16
Sebecloki |
Hamza 42
Cae Leonidas/Raxus 38
Amunet Ra/Tyren Lourofesh 32
Gu/Jin En Mok 29
Jin En Mok 20
Scorpion Annihilator Droid 19
Rokan 16
Scorpion Annihilator Droid -1Update when everyone else rolls.
Ok here's the Initative order, everyone post Round 1 actions.
The droid is still invisible and is standing on top of a glowing precipice, so you'll have to move up and move a lot to attack it hand to hand.
Hamza/Foo Creature 42
Cae Leonidas/Raxus/Lizard 38
Amunet Ra/Tyren Lourofesh 32
Gu/Jin En Mok 29
Jimbli 25
Eahwee 24
Scorpion Annihilator Droid 19
Rokan/Ri'Kli'Klek 16
Scorpion Annihilator Droid -1
Hamza Mīnakshi |
I might have missed it, but how far away is the droid?
Hamza Mīnakshi |
Can you see the map. 1 hex = 1ft. It's on the map, and about 40=45ft. in the air.
Yeah, I can see the map, just wasn't sure how big each hex was. Seems like 50ish and then about 40ft in the air? What distance would that be exactly? I need to know if Hamza can teleport for an attack or not.
Sebecloki |
Sebecloki wrote:Yeah, I can see the map, just wasn't sure how big each hex was. Seems like 50ish and then about 40ft in the air? What distance would that be exactly? I need to know if Hamza can teleport for an attack or not.Can you see the map. 1 hex = 1ft. It's on the map, and about 40=45ft. in the air.
In the vicinity of 40-60ft., I'd have to look up math I haven't done in over a decade to calculate the last side of a 45, 50, x triangle.
Hamza Mīnakshi |
Apologies, my post will be quite long, and it's 4:30am for me. Gonna head to bed, and will reply tomorrow. Again, sorry, there's just a lot of moving parts for Hamza at this point.
Ehawee |
While a threat was sensed, she was unable to tell exactly where it was coming from, or who. All Ehawee does is ready an action to cast Misfortune on the first enemy she sees.
Casting Misfortune, having accursed hex means roll twice take the lesser roll.
Rokan the Ascetic |
Rokan experiences a lack of a handle on the situation as those around him take battle stands.
He calms his mind and alters his body to react to physical damage...
Manifest biofeedback, augmented (+3PP), grants DR 3/- for 6 minutes / 60 rounds
Sebecloki |
While a threat was sensed, she was unable to tell exactly where it was coming from, or who. All Ehawee does is ready an action to cast Misfortune on the first enemy she sees.
Casting Misfortune, having accursed hex means roll twice take the lesser roll.
Unless you make the requisite Perception check, you can't currently see the enemy.
Ehawee |
that doesn't change anything. It may drop me latter in initiative, but once the enemy is seen, it's cast. No perception needed, since the trigger is seeing one
Hamza Mīnakshi |
Hamza looks around for the construct Amunet pointed out, guessing it must be hidden. 1d20 + 19 ⇒ (13) + 19 = 32 Perception
If he’s able to spot it, he’ll attack. If not, his familiar will cast See Invisibility on Hamza.
The assassin moves closer to the scorpion, before blasting it with vile shadows. 1d20 + 15 ⇒ (17) + 15 = 32 Shadow Feather Strike, ranged touch attack for 4d6 + 6 + 3d6 ⇒ (2, 4, 4, 4) + 6 + (6, 6, 6) = 38 profane damage +7 cold damage.
He then disappears in a cloud of darkness and reappears on top of the droid, slicing at it with his kama. 1d20 + 34 ⇒ (4) + 34 = 38 vs it’s flat-footed AC since it hasn’t acted yet. Using Fading Strike to teleport then attack for 1d6 + 24 + 3d6 ⇒ (4) + 24 + (4, 4, 1) = 37 +7 cold damage.
Once on the creature’s back, Hamza’s familiar once again casts a spell, riding their foe of it’s invisibility Familiar casts Invisibility Purge, negating all invisibility within 50ft.
With their opponent now revealed for all, the harbinger using the dark power within him to claim his foe. Swift action to use Dark Claim. I will post the effects of being claimed outside the spoiler, in case it benefits any other PCs. Using Dark Claim allows Hamza to recover Fading Strike and Shadow Feather Strike. The droid is now cursed, which affects Hamza’s Cursed Razor maneuvers.
Finally, the demonic warrior once more slashes at the construct with a vicious, evil attack. 1d20 + 34 ⇒ (20) + 34 = 54 again vs flat-footed AC, using Torment the Weak. Possible crit. If the attack hits, the scorpion will take 1d6 points of damage at the beginning of its turn, for the next 6 rounds. (I’ll keep track Seb).
1d20 + 34 ⇒ (3) + 34 = 37 Unsure if this confirms. If it doesn't the attack deals 1d6 + 24 + 3d6 + 1d6 ⇒ (1) + 24 + (5, 1, 5) + (3) = 39 + 7 cold damage. If it does confirm, just double the damage for 78 and 14 cold.
Claimed creatures: Provoke AoO via withdraw. Can always be pinpointed, even unseen. Takes penalty to attack Hamza = to claimed foes. +2 claimed creatures, recover 2 maneuvers. Are cursed(affects Cursed Razor maneuvers) and take a -2 penalty on CMB and skill checks. +5ft to speed per claimed creature. Hamza can claim up to 8 creatures.
Cae Leonidas |
-------------------------------------------------------------------
Cae:
-------------------------------------------------------------------
Per: 1d20 + 22 ⇒ (9) + 22 = 31
Per(Fortune Hex): 1d20 + 22 ⇒ (18) + 22 = 40
-------------------------------------------------------------------
Between Amunet-Ra's guidance and the missing patch of light rain, Cae locates the creature and rushes toward it. He summons silvery beams of moonlight and directs them at the metal construct. Calling on his ancestors, he uses their power to turn chance against it.
Aura of Divine Favor(30'): +2 luck bonus on attack and weapon damage rolls
Aura of the Moon(50'): +2 bonus to Fortitude saves, and +4 temp HP every turn.
Fortune Hex: Re-roll one d20 per round, take better result.
-------------------------------------------------------------------
Swift: Fleet Charge
Std: Cast Glow
Std(Super Speed): Misfortune Hex(DC:27)
Glow: Ranged Touch: 1d20 + 15 + 2 ⇒ (15) + 15 + 2 = 32
If Glow takes effect, stop concentrating on Control Weather.
SP: 22/23
MP: 7/9
Vision: 1/2
Condition: Fatigued(ignore effects)
Precipitation: Level 3
-------------------------------------------------------------------
Vyse:
-------------------------------------------------------------------
Riding on Cae's shoulder, Vyse emits her peculiar croon before disappearing from sight.
Std(Super Speed): Cackle Hex(extending Fortune and Misfortune)
Std: Disappear(6 rounds)
SP: 20/22
Disappear:5/6
-------------------------------------------------------------------
Raxus:
-------------------------------------------------------------------
Per(if still needed): 1d20 + 18 ⇒ (3) + 18 = 21
Following Cae, Raxus picks up a couple of large rocks and throws them at the creature.
Swift: Fleet Charge - Throw Rock
Std: Throw Rock
Std(Super Speed): Throw Rock
Throw Rock: 1d20 + 22 + 1 + 2 + 3 ⇒ (20) + 22 + 1 + 2 + 3 = 48
Confirm: 1d20 + 22 + 1 + 2 + 3 ⇒ (16) + 22 + 1 + 2 + 3 = 44
Damage: 1d8 + 25 ⇒ (7) + 25 = 32
Crit: 1d8 + 25 ⇒ (5) + 25 = 30
Throw Rock: 1d20 + 22 + 1 + 2 ⇒ (11) + 22 + 1 + 2 = 36
Damage: 1d8 + 25 ⇒ (6) + 25 = 31
Throw Rock: 1d20 + 22 + 1 + 2 ⇒ (6) + 22 + 1 + 2 = 31
Throw Rock: 1d20 + 22 + 1 + 2 ⇒ (19) + 22 + 1 + 2 = 44
Damage: 1d8 + 25 ⇒ (1) + 25 = 26
MP: 8/9
Cae Leonidas |
Re-posting buffs as a reminder:
Aura of Divine Favor(30'): +2 luck bonus on attack and weapon damage rolls
Aura of the Moon(50'): +2 bonus to Fortitude saves, and +4 temp HP/Vitality every turn.
Fortune Hex: Re-roll one d20 per round, take better result.
Sebecloki |
that doesn't change anything. It may drop me latter in initiative, but once the enemy is seen, it's cast. No perception needed, since the trigger is seeing one
That power has a 30ft. range. You're quite a bit far away from that if you look at the map. You'll have to use a move action too.
Cae Leonidas |
Sorry, forgot Raxus starts in Snapping Turtle Style for +3 AC and has 3 Tension.
Sebecloki |
OK, going to go ahead and post the blighted Scorpenek annihilator droid's actions for its first round of activity pending everyone else posting. I'll update later if anything changes.
The blighted Scorpenek annihilator droid activates its awful Defiling aura three times, which covers a large vicinity with an acidic halo.
Hell Shroud (Su): As a standard action, the blighted Scorpenek annihilator droid can excrete an acidic miasma that obscures vision and burns flesh. This 180-foot-radius emanation inflicts 5d10 acid damage per round, Fortitude DC 49 half, and possesses the obscuring qualities of the fog cloud spell. The blighted Scorpenek annihilator droid can fan the cloud with its booster or release it in mid-flight whereupon it moves forward at a rate of 30 feet per round and lasts for 50 rounds.
Everyone in 180ft radius take 15d10 damage, save Fortitude DC49 for half on each.
5d10 ⇒ (4, 3, 4, 1, 8) = 20
5d10 ⇒ (3, 4, 8, 9, 9) = 33
5d10 ⇒ (6, 4, 1, 9, 2) = 22
Cae Leonidas |
Fort: 1d20 + 30 + 2 ⇒ (1) + 30 + 2 = 33
Fort: 1d20 + 30 + 2 ⇒ (4) + 30 + 2 = 36
Fort: 1d20 + 30 + 2 ⇒ (13) + 30 + 2 = 45
Vyse: 1d20 + 30 + 2 ⇒ (9) + 30 + 2 = 41
Vyse: 1d20 + 30 + 2 ⇒ (13) + 30 + 2 = 45
Vyse: 1d20 + 30 + 2 ⇒ (9) + 30 + 2 = 41
Raxus: 1d20 + 30 + 2 ⇒ (17) + 30 + 2 = 49
Raxus: 1d20 + 30 + 2 ⇒ (10) + 30 + 2 = 42
Raxus: 1d20 + 30 + 2 ⇒ (19) + 30 + 2 = 51
Sebecloki |
** spoiler omitted **
Claimed creatures: Provoke AoO via withdraw. Can always be pinpointed, even unseen. Takes penalty to attack Hamza = to claimed foes. +2 claimed creatures, recover...
Per your comment in Discussion then the droid's electric barrier activates. It has the same statistics as an electrified door trap.
Electrified Door CR 11
DESCRIPTION
Type mechanical and technological; Trigger touch (see text); Reset automatic (1 minute; see text)
INTERACT
Notice Perception DC 32; Disable Disable Device DC 29
EFFECT
10d8 electricity damage (Reflex DC 25 half) to anyone touching the door; typically an electrified door triggers only if a creature attempts to bypass or force the door; electrified doors connected to a generator have no charge limit, otherwise the trap has only enough energy to function once with no reset
10d8 ⇒ (4, 2, 6, 4, 2, 6, 8, 1, 6, 8) = 47
Amunet-Ra |
Fort Save: 1d20 + 20 ⇒ (1) + 20 = 21
Fort Save: 1d20 + 20 ⇒ (14) + 20 = 34
Fort Save: 1d20 + 20 ⇒ (3) + 20 = 23
Full 75 damage for Amunet-Ra
Vigor (Ex) Suffer no effect from partial effect with successful Fortitude save. Only it's no use, because i can't make that save^^ Even with the hop feat buffing saves, it would be a high save for me. With a +10 on all saves, i would still need to roll a 19 to make it.
Exactly how high is that cloud and aura?
Amunet-Ra |
After Cae brings the intruder to glowing and it becomes fully visible, Amunet-Ra jumps up the rock, a spear appearing in her hand out of nowhere, and she begins to smash it striking out widely with her spear twice. Her speed is incredible as she flits through the air, barely touching the ground and water.
Vital Strike 1: 1d20 + 34 ⇒ (20) + 34 = 542d8 + 72 ⇒ (2, 4) + 72 = 78
Vital Strike 2: 1d20 + 34 ⇒ (1) + 34 = 352d8 + 72 ⇒ (3, 7) + 72 = 82
Vital Strike 2 reroll perfect strike: 1d20 + 34 ⇒ (17) + 34 = 51
Vital Strike 1 Crit Confirmation: 1d20 + 34 ⇒ (18) + 34 = 524d8 + 144 ⇒ (6, 2, 4, 2) + 144 = 158
Style Strike Trip Ki Throw: 1d20 + 35 ⇒ (15) + 35 = 502d6 + 40 ⇒ (2, 5) + 40 = 47
Doing damage like unarmed on successfull ki throw. Amunet-Ra counts as large and can trip 2 sizes bigger.
If successfull from greater trip and vicious stomp:
Spear AoO: 1d20 + 34 ⇒ (13) + 34 = 471d8 + 40 ⇒ (5) + 40 = 45
Vicious Stomp: 1d20 + 34 ⇒ (12) + 34 = 462d6 + 40 ⇒ (1, 4) + 40 = 45
Allright. This is a bit unexpected. I have mythic vital strike and thanks to a hop feat "super speed" i think i can use it twice, because i have an extra standard action. I also crit on 19-20*3. It's probably a bad example for a standard combat to test things out, but as we see it can happen.
Hamza Mīnakshi |
Seb, what's the DC for the electric barrier? Is it the same as the door, ie 25?
Amunet-Ra |
I actually forgot 1d6 fire damage and 3d6 sneak attack on each of those attacks, since the robot should be flat footed and didn't act yet.
fire damage + sneak attack on vital strike: 1d6 ⇒ 43d6 ⇒ (1, 4, 3) = 8
fire damage on crit vital strike: 2d6 ⇒ (2, 5) = 7
fire damage + sneak attack on trip: 1d6 ⇒ 13d6 ⇒ (6, 4, 4) = 14
fire damage + sneak attack on greater trip AoO: 1d6 ⇒ 33d6 ⇒ (3, 5, 1) = 9
fire damage + sneak attack on vicious stomp: 1d6 ⇒ 43d6 ⇒ (4, 2, 4) = 10
If all of that comes through that's 432 damage.
Sebecloki |
I actually forgot 1d6 fire damage and 3d6 sneak attack on each of those attacks, since the robot should be flat footed and didn't act yet.
[dice=fire damage + sneak attack on vital strike]1d6; 3d6
[dice=fire damage on crit vital strike]2d6
[dice=fire damage + sneak attack on trip]1d6; 3d6
[dice=fire damage + sneak attack on greater trip AoO]1d6; 3d6
[dice=fire damage + sneak attack on vicious stomp]1d6; 3d6
If all of that comes through that's 432 damage.
You can do the thing where you strike twice or whatever. This thing has a force field you're still wearing down this round.
Hamza Mīnakshi |
1d20 + 26 ⇒ (19) + 26 = 45 Hamza has +2 to saves from being in the Embrace the Shadows stance, and an additional +2 to Reflex saves from moving more than 10ft due to Elusive Shadow.
As Hamza has Evasion, he takes no damage from the electric barrier.
Sebecloki |
[dice=Fort Save]1d20 + 20
[dice=Fort Save]1d20 + 20
[dice=Fort Save]1d20 + 20Full 75 damage for Amunet-Ra
Vigor (Ex) Suffer no effect from partial effect with successful Fortitude save. Only it's no use, because i can't make that save^^ Even with the hop feat buffing saves, it would be a high save for me. With a +10 on all saves, i would still need to roll a 19 to make it.
Exactly how high is that cloud and aura?
180ft. radius.
Amunet-Ra |
Forgot that, but i would also like to declare the first attack there a stunning fist attack. Means he must make a fort save DC 24 +1 per size larger than medium or be stunned untill right before my next turn.
Sebecloki |
Amunet-Ra wrote:Forgot that, but i would also like to declare the first attack there a stunning fist attack. Means he must make a fort save DC 24 +1 per size larger than medium or be stunned untill right before my next turn.1d20+12
It's stunned. Let me check if it can even activate it's aura now.
Stunned
A stunned creature drops everything held, can’t take actions, takes a –2 penalty to AC, and loses its Dexterity bonus to AC (if any).
Attackers receive a +4 bonus on attack rolls to perform combat maneuvers against a stunned opponent.
Nevermind :(. Roll for damage from electric barrier.
10d8 ⇒ (6, 4, 2, 2, 4, 8, 6, 4, 6, 1) = 43
Jin En Mok |
(Need to add to this: weapon poison status, Gu info)
Effects:
Aura of Divine Favor: +2 luck to attack/damage
Aura of the Moon: +2 to Fort saves, +4 temp HP/turn
Mutagen: +2 natural armor, +4 Dex, -2 Wis (Duration 33/60m)
Animal Aspect (Tree Lizard): Climb 15' (Duration 0/6m)
Invisibility (+2 to attack, hit flat-footed AC, +20 to Stealth and HIPS except against those with exotic senses) (Duration 0/6m)
Enlarge Person (+2 Str, -2 Dex, +1 size category) (Duration 0/6m)
Ant Haul (*3 carrying capacity) (Duration enough)
Absorb Blow (DR 1/--, energy resistance 10) (Duration 1/10 rounds)
Wounds: 54/54
Vitality: 132/157 (+4)
AC: 46, touch 35.
Stamina: 5/14
Action Points: 7
Mythic Power: 4/7 (uses Surge, Absorb Blow, Retributive Reach AoO boost, HO Mythic Lunge reach extension)
Martial Focus: Expended
Extracts prepared:
1st: CLW, Enlarge Person, Ant Haul, Disguise Self, Heightened Awareness
2nd: Animal Aspect x1, Invisibility x1, Blood Transcription
Arcanotoxin: 5/12
Mutagen: Used
Maneuvers readied:
1st: Dizzying Venom Prana
2nd: Weakening Venom Prana
3rd: Tortoise Defense
Stance: Poisoner's Stance
Piercing Thunder Style: Inactive
Armiger's Mark: 0/11
Extended Defense: 0/1
Skill Tricks (per-encounter):
Extreme Leap: 0/1
Leaping Climber: 0/1
Wall Jumper: 0/1
Collector of Stories: 0/1
Far Hand wild talent: 0/2
Cold Vengeance rage power: 1/1
Disproportionate Retribution counterstrike: 0/1
Discern Kith slaver-hunting thing: 0/1
Fortune Hex reroll: 0/1
"SEIYA!"
A moment's meditation on hatred and a pulse of ki pushes the worst of the cloud of acid away from Jin- and her skin momentarily takes on an metallic shimmer as she reflexively hardens it. Nonetheless, the pain is fierce and burning- but not debilitating.
"Gu: kill."
Jin darts forward as if shot from a bow, vaulting over a few of her friends as she invisibly closes with the behemoth. Her unseen path takes a gravity-defying turn as her feet impossibly stick to the vertical, water-slick cliff and she charges up it...
As she runs up, the glowing droid's form emerges through the murk- and the moment it twitches to unleash some fresh hell upon them all, her long, cruelly hooked spear lashes out once, twice, and she blinks back into visibility.
Per the Seize the Opportunity feat, both AoOs will be martial strikes: the first Iron Fang, the second Sickening Venom Strike. Per the Opportune Impalement talent, both will also be attempts to impale the droid at no penalty, taking the penalties described in the Lancer Sphere: most prominently, can't move, can't make AoOs on me, must make a DC 49 + spell level check to use a SLA or spell.
AoO 1: 1d20 + 39 ⇒ (16) + 39 = 55, Attack 1 Fortune Hex reroll: take the best: 1d20 + 39 ⇒ (6) + 39 = 45 + Action Point: 1d6 ⇒ 5. (This gets +2 and targets flat-footed AC if the droid doesn't have the senses to see through Invisibility, and gets another +2 if shadowy thri-kreen boi is a slaver). Concealment (0-19 fails): 1d100 ⇒ 32
Damage 1: 4d6 + 17 ⇒ (5, 1, 4, 5) + 17 = 32 piercing, ignores DR through Iron Fang. Accounting for the Iron Fang DC boost, that delivers my Arcanotoxin at DC 35, and Drow Poison at DC 25. Both bypass Construct poison immunity. Extra damage if Kchac'Thraa's a slaver: 2d6 + 2 ⇒ (5, 3) + 2 = 10
A failure on the Arcanotoxin save will deal 2 Dex and Str damage and impose the sickened condition: an unlikely failure on the drow poison causes outright unconsciousness for 1 minute. A success on Arcanotoxin doesn't completely resist the poison: that'll require a second save on their turn.
AoO 2: 1d20 + 31 ⇒ (11) + 31 = 42, +2 if they're a slaver. Concealment (0-19 fails): 1d100 ⇒ 48 Note that the second attack ignores armor, natural armor, and shield bonuses to AC if the first one hit and successfully impaled it.
Damage 2: 2d6 + 14 ⇒ (6, 4) + 14 = 24 and 2 Con, by the unlikely chance that they're some kind of living construct with a Con score. Also a DC 23 Fort save vs. being sickened for 1d4: 1d4 ⇒ 3 rounds if they aren't already, and a second delivery of the arcanotoxin and drow poison- this time at DC 33 and 23. (If the first save for either was failed, this will increase the frequency of the arcanotoxin to 6 rounds and the DC to 37, or the frequency of the drow poison to 3 minutes and the DC to 27.
A wisp of shadow follows on Jin's heels- impossible to pinpoint or track, striking out at the droid with the psionic essence of fear.
Amunet-Ra |
Thanks to hop mythic stunning fist I can spend a point of mythic power to relieve the robot of his immunity to stun for one round. I get the feeling I need to invest more into mythic points.
Tyren Lourofesh |
I'm using the unchained action economy, assuming that 1 mythic point buying 1 standard action gives you 1 point.
Tyren's still trying to pinpoint where the rain is coming from, when everyone immediately begins springing into action. Apparently, we've been made is code around here for give up your information advantage and act upon a suspicious phenomena immediately. But that was neither here nor there.
He finally was able to spot what everyone else was talking about when Cae lit it up like a beacon in the sky, and Tyren grimaced. The sleek, chrome finish, the obviously advanced arsenal that, were he to check, likely had no bearing on magic...This thing is like SADIE. And yet, very much not like Sadie.
Tyren didn't typically like stepping through the First World. It wasn't really the First World, anymore, but the Black--A terrifying dimension of evil and distortion. He was relatively safe, given his very small window of exposure, but even a moment's glimpse into this world was terrifying. However, today he'd have to risk it. He looked, determined, at the Scorpion entity, and stepped forward...
A fey creature can teleport up to 10 feet per Hit Die as a move action. It may use this ability once every 1d4 rounds.
I'm obviously going for 60 ft. here, as close to the droid as I can get, but remaining on the ground. I'll just fly up next turn, if I have to.
Tyren's senses are assaulted by terrifying viscera, nightmare image upon nightmare image, flitting impossibly from one scene to another. It's less like stepping through one point and more like walking through flashbacks of the worst moments of the collective species--And all at once, it's over. Tyren steps upon the ground beneath the Scorpion's spire.
Tyren grits his teeth, and plays a song. The tune is faintly reminiscent of Tyr, and of the ancient martial traditions found there. It is most certainly aimed at Rokan, to whom Tyren gives a nod. At the same time, he begins in a sing-song voice, spewing forth what seems like common, but has no analogue in today's language. The words if and then seem to repeat in ritualistic manner, save the only pattern is that sentences seem to begin with these words.
Ergo, the Scorpion up there has to make a DC 23 save with +5 to his will!
Damage from Words of Creation: 1d6 - 5 ⇒ (2) - 5 = -3
Damage from Words of Creation(again): 1d6 - 5 ⇒ (5) - 5 = 0
Before Tyren takes his first shot at the monstrosity before him, he studies it carefully, taking in what model it is, exactly, and comparing it to what he knows of Old-World technology.
Finally, Tyren pulls the two skulls up from his belt and seems to begin throwing them into the air. It's like a strange juggling act, where he throws the skulls into the air, with the barrels pointing toward the scorpion, slaps two pellets into their open cartridge slot, and then slams them in. Seemingly, the force of this strike is what fires the skull, as there's a crackling pop as the two pellets race toward their target. Tyren's quick to catch the skull, with the second already being in the air, and this cycle continues until 16 bullets have been shot in total.
1 attack(x2) Base=2
1 attack(x2) Barrage=4
1 attack(x2) Dual Wielding=6
1 attack(x2) Mythic Rapid Shot=8
Multiplied by 2 via Horrifically Overpowered Rapid Shot, for a total of 16.
Damage Bonus begins at +5(Knowledge Devotion)+8 = 13, no other damage bonuses at this time. I will now begin rolling.
Attack 1: 1d20 + 22 ⇒ (16) + 22 = 38
- Damage 1: 1d8 + 13 ⇒ (6) + 13 = 19
Attack 2: 1d20 + 22 ⇒ (8) + 22 = 30
- Damage 2: 1d8 + 13 ⇒ (5) + 13 = 18
Attack 3: 1d20 + 22 ⇒ (12) + 22 = 34
- Damage 3: 1d8 + 13 ⇒ (6) + 13 = 19
Attack 4: 1d20 + 22 ⇒ (18) + 22 = 40
- Damage 4: 1d8 + 13 ⇒ (5) + 13 = 18
Attack 5: 1d20 + 22 ⇒ (2) + 22 = 24
- Damage 5: 1d8 + 13 ⇒ (2) + 13 = 15
Attack 6: 1d20 + 22 ⇒ (6) + 22 = 28
- Damage 6: 1d8 + 13 ⇒ (2) + 13 = 15
Attack 7: 1d20 + 22 ⇒ (18) + 22 = 40
- Damage 7: 1d8 + 13 ⇒ (4) + 13 = 17
Attack 8: 1d8 + 13 ⇒ (8) + 13 = 21
- Damage 8: 1d8 + 13 ⇒ (2) + 13 = 15
Attack 9: 1d20 + 22 ⇒ (1) + 22 = 23
- Damage 9: 1d8 + 13 ⇒ (2) + 13 = 15
Attack 10: 1d20 + 22 ⇒ (15) + 22 = 37
- Damage 10: 1d8 + 13 ⇒ (8) + 13 = 21
Attack 11: 1d20 + 22 ⇒ (11) + 22 = 33
- Damage 11: 1d8 + 13 ⇒ (7) + 13 = 20
Attack 12: 1d20 + 22 ⇒ (14) + 22 = 36
- Damage 12: 1d8 + 13 ⇒ (8) + 13 = 21
Attack 13: 1d20 + 22 ⇒ (14) + 22 = 36
- Damage 13: 1d8 + 13 ⇒ (1) + 13 = 14
Attack 14: 1d20 + 22 ⇒ (8) + 22 = 30
- Damage 14: 1d8 + 13 ⇒ (7) + 13 = 20
Attack 15: 1d20 + 22 ⇒ (4) + 22 = 26
- Damage 15: 1d8 + 13 ⇒ (7) + 13 = 20
Attack 16: 1d20 + 22 ⇒ (10) + 22 = 32
- Damage 16: 1d8 + 13 ⇒ (6) + 13 = 19
If all hits connect, that's 286 total.
Cae Leonidas |
-------------------------------------------------------------------
Cae:
-------------------------------------------------------------------Std(Super Speed): Misfortune Hex(Will DC:27)
Sebecloki |
I'm using the unchained action economy, assuming that 1 mythic point buying 1 standard action gives you 1 point.
Tyren's still trying to pinpoint where the rain is coming from, when everyone immediately begins springing into action. Apparently, we've been made is code around here for give up your information advantage and act upon a suspicious phenomena immediately. But that was neither here nor there.He finally was able to spot what everyone else was talking about when Cae lit it up like a beacon in the sky, and Tyren grimaced. The sleek, chrome finish, the obviously advanced arsenal that, were he to check, likely had no bearing on magic...This thing is like SADIE. And yet, very much not like Sadie.
Tyren didn't typically like stepping through the First World. It wasn't really the First World, anymore, but the Black--A terrifying dimension of evil and distortion. He was relatively safe, given his very small window of exposure, but even a moment's glimpse into this world was terrifying. However, today he'd have to risk it. He looked, determined, at the Scorpion entity, and stepped forward...
** spoiler omitted **
Tyren grits his teeth, and plays a song. The tune is faintly reminiscent of Tyr, and of the ancient martial traditions found there. It is most certainly aimed at Rokan, to whom Tyren gives a...
That all hits, you've all worn most of the way through its forcefield.
Jimbli Willit |
Hovering a little above the metal scorpion's position, and seventy feet away, Jimbli centers himself. There is a barely audible hum before he opens his eyes, and lights his crystal hilt with a mind blade, and strikes a combat ready stance.
Three move actions...
Starting with Distorted Clock (Riven Hourglass Stance)
using Time Skitter (Riven Hourglass Boost)
By accelerating your personal time-stream, you speed up your movements and accelerate your blows for a few moments. After initiating this boost, you gain the benefits of a haste spell for a number of rounds equal to your initiation modifier (+5).
+5 to attack rolls, initiative, and Reflex saves, a +30-foot enhancement bonus to movement speeds, and one extra attack when making a full attack for 5 rds.
Then switching to Tempest Gale stance.
Ehawee |
Just trying to maybe get a 20: 1d20 ⇒ 2
Just trying to maybe get a 20: 1d20 ⇒ 14
Just trying to maybe get a 20: 1d20 ⇒ 7
Unable to deal with the creatures attack, and unable to move out of range, she takes the full effect of the acid. AS that happens, she is severely weakened, and unable to truly help out or keep up with what everyone else is doing. She then uses a spell to heal, stopping the bleeding somewhat.
Cure light wounds: 1d8 + 6 ⇒ (4) + 6 = 10
Sebecloki |
[dice=Just trying to maybe get a 20] 1d20
[dice=Just trying to maybe get a 20] 1d20
[dice=Just trying to maybe get a 20] 1d20Unable to deal with the creatures attack, and unable to move out of range, she takes the full effect of the acid. AS that happens, she is severely weakened, and unable to truly help out or keep up with what everyone else is doing. She then uses a spell to heal, stopping the bleeding somewhat.
[dice=Cure light wounds] 1d8+6
See post above, cancel that action -- I needed to wait for several things before making the post. It wouldn't have worked how I intended anyway.
Jin En Mok |
Effects:
Aura of Divine Favor: +2 luck to attack/damage
Aura of the Moon: +2 to Fort saves, +4 temp HP/turn
Mutagen: +2 natural armor, +4 Dex, -2 Wis (Duration 33/60m)
Animal Aspect (Tree Lizard): Climb 15' (Duration 0/6m)
Invisibility (+2 to attack, hit flat-footed AC, +20 to Stealth and HIPS except against those with exotic senses) (Duration 0/6m)
Enlarge Person (+2 Str, -2 Dex, +1 size category) (Duration 0/6m)
Ant Haul (*3 carrying capacity) (Duration enough)
Absorb Blow (DR 1/--, energy resistance 10) (Duration 1/10 rounds)
Wounds: 54/54
Vitality: 132/157 (+4)
AC: 46, touch 35.
Stamina: 5/14
Action Points: 7
Mythic Power: 5/7 (uses Surge, Absorb Blow, Retributive Reach AoO boost, HO Mythic Lunge reach extension)
Martial Focus: Expended
Extracts prepared:
1st: CLW, Enlarge Person, Ant Haul, Disguise Self, Heightened Awareness
2nd: Animal Aspect x1, Invisibility x1, Blood Transcription
Arcanotoxin: 5/12
Mutagen: Used
Maneuvers readied:
1st:
2nd: Weakening Venom Prana
3rd: Tortoise Defense
Stance: Poisoner's Stance
Piercing Thunder Style: Inactive
Weapons:
Spear: Arcanotoxin+Elf Poison 3/3 strikes
Unarmed Strike: Arcanotoxin+Elf Poison 3/3 strikes
Armiger's Mark: 0/11
Extended Defense: 0/1
Skill Tricks (per-encounter):
Extreme Leap: 0/1
Leaping Climber: 0/1
Wall Jumper: 0/1
Collector of Stories: 0/1
Far Hand wild talent: 0/2
Cold Vengeance rage power: 1/1
Disproportionate Retribution counterstrike: 0/1
Discern Kith slaver-hunting thing: 0/1
Fortune Hex reroll: 0/1
(Revised actions to account for the lack of the cloud)
"Gu: kill."
Jin darts forward as if shot from a bow, vaulting over a few of her friends as she invisibly closes with the behemoth. Her unseen path takes a gravity-defying turn as her feet impossibly stick to the vertical, water-slick cliff and she charges up it...
As she runs up, the glowing droid's form emerges through the murk- and the moment it twitches to unleash some fresh hell upon them all, her long, cruelly hooked spear lashes out once, twice, and she blinks back into visibility.
As she runs up, she concentrates, layering a spiritual poison onto the speartip above the physical ones already present- and the moment it twitches to unleash some fresh hell upon them all, her long, cruelly hooked spear lashes out once, twice, and she blinks back into visibility.
Per Horrifically Overpowered Combat Reflexes, this thing provokes an AoO when it starts its next turn within Jin's reach. She will spend 5 Combat Stamina for a second AoO off the same trigger at -5. She'll take a -2 Combat Expertise penalty on both attacks to boost her AC by 2, and boost both attacks by 2 apiece by spending 2 Combat Stamina apiece, which will also negate the Combat Expertise penalty. For the first attack only, also spending a charge of Retributive Reach to add +3 attack and damage, and spending an action point to boost the attack roll, because why not?
Per the Seize the Opportunity feat, both AoOs will be martial strikes: the first Iron Fang, the second Sickening Venom Strike. Per the Opportune Impalement talent, both will also be attempts to impale the droid at no penalty, taking the penalties described in the Lancer Sphere: most prominently, can't move, can't make AoOs on me, must make a DC 49 + spell level check to use a SLA or spell.
Using the rolls from the last post. AoO 1 attack: 60, +2 and targeting flat-footed if it can't see through invisibility, +2 again if Kchac'Thraa is a slaver. Damage is 32 piercing, 42 if Kchac'Thraa's a slaver, ignores DR through Iron Fang. Accounting for the Iron Fang DC boost, that delivers my Arcanotoxin at DC 35, and Drow Poison at DC 25. Both bypass Construct poison immunity.
AoO 2 hits 42, +2 if slaver, and deals 24 damage (forgot to add the slaver-bane damage last time: 2d6+2: 2d6 + 2 ⇒ (3, 5) + 2 = 10 and 2 Con, by the unlikely chance that they're some kind of living construct with a Con score. Also a DC 23 Fort save vs. being sickened for 3 rounds if they aren't already, and a second delivery of the arcanotoxin, drow poison, and Dizzying Venom Prana poison- this time at DC 33, 23, and 24. (If the first save for any was failed, this will increase the frequency of the arcanotoxin to 6 rounds and the DC to 37, or the frequency of the drow poison to 3 minutes and the DC to 27, or the frequency of the Dizzying Venom Prana to 3 rounds and the DC to 28.
A wisp of shadow follows on Jin's heels- impossible to pinpoint or track, striking out at the droid with the psionic essence of fear.
Ehawee |
I completely missed that post! Sometimes happens with so many people. I think I have a better idea. Since the misfortune needs within 30 ft, I am moving next to Cae. [/dice]
AS the others move forward, Ehawee moves into a spot to cast Misfortune on the creature before them, keeping inline with Cae. She knew he did magic similar to her own, and that was helpful when it came time to understand what spells and tactics to use, as if one was unable to do it, the other may be able to try something different slightly.
[ooc] I also, since Misfortune is coming from two of us, I believe that forces 3 rolls? Or 4? I have never found a solid answer since I know some creatures they do stack.
Rokan the Ascetic |
I believe my round 1 action was one of the first, way back here. Defensive buff for now, expecting to go offensive next round.
Ri'Kli'Klek |
Ri'Kli'Klek knows he has no chance of harming their foe directly. Instead he flies and runs over to one side of the thing, aiming to cause a distraction.
Just double moving this round.