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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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

initiative: 1d20 + 13 ⇒ (12) + 13 = 25


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

Init: 1d20 + 10 ⇒ (6) + 10 = 16


Sebecloki wrote:

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 -1

Update 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


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

I might have missed it, but how far away is the droid?


Can you see the map. 1 hex = 1ft. It's on the map, and about 40=45ft. in the air.


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

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.


Hamza Mīnakshi wrote:
Sebecloki wrote:

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.

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.


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

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.


To hit +6 Init +10; Senses low-light vision; Perception +16 AC 19, touch 13, flat-footed 16 Vig 78/78 Wnd 38 (Threshold 16) Fort +8, Ref +5, Will +10;

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.


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 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


Female Half-Elf Alchemist (Eldritch Poisoner) 6 | Warder 6 | Guild Poisoner 2

Jin will delay until just after the Scorpion's first action, hoping that its actions will let her better pinpoint its location.


Ehawee wrote:

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.


To hit +6 Init +10; Senses low-light vision; Perception +16 AC 19, touch 13, flat-footed 16 Vig 78/78 Wnd 38 (Threshold 16) Fort +8, Ref +5, Will +10;

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


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

Hamza’s actions:

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.


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:
-------------------------------------------------------------------
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

Glow:
As a standard action, you may cause an object or creature in Medium range to glow for 1 minute per caster level, outlining it with light as a candle, which may be of any color you wish. This requires a touch attack or ranged touch attack. The object or creature becomes outlined with light, giving it a -20 penalty on Stealth checks and negating all bonuses usually bestowed by invisibility, blink effects, darkness, or similar effects.

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


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 |

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.


Ehawee wrote:
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.


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 |

Sorry, forgot Raxus starts in Snapping Turtle Style for +3 AC and has 3 Tension.


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


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 |

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


Hamza Mīnakshi wrote:

** 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.

Quote:

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


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 |

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?


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 |

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.


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

Seb, what's the DC for the electric barrier? Is it the same as the door, ie 25?


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 |

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.


Hamza Mīnakshi wrote:
Seb, what's the DC for the electric barrier? Is it the same as the door, ie 25?

Yes.


Amunet-Ra wrote:

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.


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

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.


Amunet-Ra wrote:

[dice=Fort Save]1d20 + 20

[dice=Fort Save]1d20 + 20
[dice=Fort Save]1d20 + 20

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?

180ft. radius.


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 |

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.


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 ⇒ (10) + 12 = 22


Sebecloki wrote:
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.

Quote:

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


Female Half-Elf Alchemist (Eldritch Poisoner) 6 | Warder 6 | Guild Poisoner 2

Status:

(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.

OOC:
Spending a use of mythic power on the Absorb Blow Guardian's Call, granting both acid resistance 20 vs. the first instance of the attack and a persistent acid resistance 10 that will apply to the next two. Activating the Cold Vengeance racial ability to emulate the Energy Resistance rage power to gain acid resistance 3, which stacks with Absorb Blow. Fishing for 20s: Fort save 1: 1d20 + 18 ⇒ (11) + 18 = 29Fort save 2: 1d20 + 18 ⇒ (5) + 18 = 23Fort save 3: 1d20 + 18 ⇒ (7) + 18 = 25. Assuming no 20s, vitality damage for the first is altogether nullified, for the second is reduced to 20, and for the third is reduced to 9. Cae's four temp HP burn off, total permanent Vit damage 25.

"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...

OOC:
Electing to use standard action economy this round. Taking the run action, then a move action via HO Super Speed, towards the point on the cliff nearest the scorpion annihilator droid. (This movement is impossible if the invisible drakes treat her as hostile and don't let her move through their space- but why would they?) She's at its elevation and 5' away.

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.

OOC:
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.

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.

OOC:
Gu can get next to Jin with a single move action because he's awesome like that and has speed 100' and climb 100'. He'll burn two uses of Mythic Power to just flat-out nope all three auras with Mythic Denied. Gu will be undetected unless the droid can make a DC 69 Perception check no matter what special senses they have. Gu will then do a Fear's Reach attack: 1d20 + 17 ⇒ (20) + 17 = 37- vs. flat-footed touch AC if he's unseen, vs. touch otherwise- spending a swift action and 5 PP to goose the attack with the Horrible Strike terror, dealing Fear's Reach damage: 4d6 + 17 ⇒ (4, 6, 4, 5) + 17 = 36 untyped damage. (Whether a Dread's Devastating Touch is subject to DR is left as an exercise to the reader.)


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 |

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.


Male Clockspeaker Bard 6/Clockstopper Gunislinger 6/Genius 3 (Gestalt Necrotech Necros 6)(Spellcaster Incanter 3)(Prestigious Necromant 1) | Vitality: 82/84 | Wounds: 36/36 | AC: 35 | TAC: 31 | FFAC: 28 | Fort: 16 | Refex: 19 | Will: 17 | CMD: 33
Resources:
22 Spell Points|2/3 Dancing Lights|0/1 Faerie Fire|1/1 Entangle|1/1 Glitterdust|1/1 Deep Slumber|1/1 Missive|14/27 Rounds Bardic Perform|4/10 Hypertoxins|7/9 Mythic Power|

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...

Long Step(1 Action Point):
Long Step (Su)
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.

Bardic Performance(1 Action Point):
So, first of all! We're going with the ever-loved Inspire Courage! +8 to saves, attacks, and damage! Rokan, my man, you're +16 to everything--Should boost your saves to half-damage for this monster's big-nasty attacks! Don't forget Cae's +2 to Con and attack, everyone! Silly Dance Song is, of course, aimed at the Scorpion Droid! Tyren is exuding his total concealment fog out to 10 ft.! Next up, we have a Harmony! He is also singing a Bardic Soothe the Machine to the Scorpion! Soothe the Machine is like Bardic Fascinate, except for Constructs! Tyren's Bardic Fascinate can effect enemies in Combat, but does grant them a +5 to resist!
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.

Knowledge Devotion to ID the creature(1 action point):
We know the drill, here. +40 to almost every knowledge relating to identifying creatures, +38 to the ones that aren't. This guarantees +5 to attack/damage, plus whatever information Sable wants to throw my way.

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.

One standard action attack(1 action point(no seriously, look it up)):
Right! So, Tyren's Attack Bonus starts at +30-2(Barrage)-2(dual wielding)-4(Double Barrel shots)=+22. Those attacks are all Ranged touch attacks, per the fact that this Scorpion is probably within 60 ft. of Tyren. He'll be getting:
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.


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:

-------------------------------------------------------------------

Cae:
-------------------------------------------------------------------

Std(Super Speed): Misfortune Hex(Will DC:27)


Again, everyone, please ignore my previous post -- Monkeygod was right, I jumped the gun there and should have waited. I need to reassess the robot's actions in light of everything the characters have done.


We're now down to Jimbli and Eahwee, please keep going.

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


Tyren Lourofesh wrote:

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.


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

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.


To hit +6 Init +10; Senses low-light vision; Perception +16 AC 19, touch 13, flat-footed 16 Vig 78/78 Wnd 38 (Threshold 16) Fort +8, Ref +5, Will +10;

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


Ehawee wrote:

[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] 1d20

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.

[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.


Female Half-Elf Alchemist (Eldritch Poisoner) 6 | Warder 6 | Guild Poisoner 2

Status:
(Need to add to this: 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: 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...

OOC:
Electing to use standard action economy this round. Taking the run action, then a move action via HO Super Speed, towards the point on the cliff nearest the scorpion annihilator droid. (This movement is impossible if the invisible drakes treat her as hostile and don't let her move through their space- but why would they?) She's at its elevation and 5' away.
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.

OOC:
Spending a swift action to activate Dizzying Venom Prana boost: her next three strikes stagger the target with no save and force a DC 26 (first strike)/DC 24 (second strike) Fort save to avoid suffering 3 Wis damage for 2 rounds, 1 save cures.

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.

OOC:
Gu can get next to Jin with a single move action because he's awesome like that and has speed 100' and climb 100'. Gu will be undetected unless the droid can make a DC 69 Perception check no matter what special senses they have. Gu will then do a Fear's Reach attack: 37 vs. flat-footed touch AC if he's unseen, vs. touch otherwise- spending a swift action and 5 PP to goose the attack with the Horrible Strike terror, dealing 36 untyped Fear's Reach damage. (Whether a Dread's Devastating Touch is subject to DR is left as an exercise to the reader.)


To hit +6 Init +10; Senses low-light vision; Perception +16 AC 19, touch 13, flat-footed 16 Vig 78/78 Wnd 38 (Threshold 16) Fort +8, Ref +5, Will +10;

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.


OK, the robot is stunned then. Rokan and Ri'Kli'Klek can declare their actions to end ROUND 1.


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)

I believe my round 1 action was one of the first, way back here. Defensive buff for now, expecting to go offensive next round.


OK, then we're just waiting for Ri'Kli'Klek.


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

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.


Everyone post ROUND 2 combat actions please.

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