
Hamza Mīnakshi |

After his familiar casts it's spell, Hamza cautiously moves forward, keeping to the shadows of the cavern. Stealth = 20+42 for a 62 total.
Once the wasp like robot comes into view, he briefly disappears, only to reappear on the back of the bug, striking it soundly. Initiating Fading Strike, teleporting up to 55' then attacking. 1d20 + 36 ⇒ (14) + 36 = 50 vs flat-footed AC for 1d6 + 24 + 3d6 + 4 ⇒ (3) + 24 + (1, 5, 3) + 4 = 40

Sebecloki |

After his familiar casts it's spell, Hamza cautiously moves forward, keeping to the shadows of the cavern. Stealth = 20+42 for a 62 total.
Once the wasp like robot comes into view, he briefly disappears, only to reappear on the back of the bug, striking it soundly. Initiating Fading Strike, teleporting up to 55' then attacking. 1d20+36 vs flat-footed AC for 1d6+24+3d6+4
Just as with the previous droid in the grotto, this one has an electrified surface that is tripped with all physical attacks. It has the same mechanics as this 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
Do the familiar or assassins take any actions?

Hamza Mīnakshi |

1d20 + 26 ⇒ (2) + 26 = 28 Reflex save, with evasion I take no damage.
Going to delay the familiar and assassins for right now, as I want to see what happens next. There's a lot going on with all of the enemies we're facing, so I want to hold them back for right now.

Tyren Lourofesh |

Guess I'm up, then.
Tyren flashes into sight above a chasm. As he's about to fall, his fey powers kick in and with a slight glimmer he begins to float instead. He makes a quick glance around, taking note of the whirlwind of activity in the center...That doesn't look like as much as I recall, he thinks to himself, but ultimately shrugs. They're all enemies. I'll have to get rid of them regardless.
While the droids and apprentices were certainly fearsome foes, Tyren felt that the true danger here lie in the mushrooms. There were simply too many of them. So, he began playing his song and went to work.
That's going to be -2 to AC, -5 to Reflex, and shield bonus negated for them.
Upon beginning his musical performance, Tyren wracked his brain for the best way to approach the mushrooms. He knew he'd identified them earlier, but he hadn't been particularly concerned with weaknesses...
Words of Creation nonlethal damage: 1d6 - 5 ⇒ (5) - 5 = 0
With these final touches completed, he began his dark dance of skulls. Whereas the first had seemed like a constant barrage of smoke and light, this one seemed more like a fan of light, striking erratically into the cyclone of death the opponents had thrown up.
Now, for the attack bonus.
Base is 14 + 8 + 5 = 27 - 4(double-barrels) - 2(barrage) - 2(dual-wielding) = 19.
Damage Bonus is 8(Bard inspire)+5(Know Devotion)=13
Determining how many attacks he'll have:
- Using both barrels, Barrage Sphere, Dual Wielding Sphere, Mythic Rapid Shot, and HOP Rapid Shot
4 + 4 + 4 + 4 = 16 shots
Tyren's going to target and fire at the 16 closest myceloids.
Shot 1: 1d20 + 19 ⇒ (2) + 19 = 21 -- Targetting Touch if range is within 60
Damg 1: 1d20 + 13 ⇒ (5) + 13 = 18
Pois 1: 2d3 ⇒ (3, 1) = 4 -- DC 26
Shot 2: 1d20 + 19 ⇒ (6) + 19 = 25
Damg 2: 1d20 + 13 ⇒ (17) + 13 = 30
Pois 2: 2d3 ⇒ (3, 1) = 4 -- DC 26
Shot 3: 1d20 + 19 ⇒ (10) + 19 = 29
Damg 3: 1d20 + 13 ⇒ (4) + 13 = 17
Pois 3: 2d3 ⇒ (1, 1) = 2 -- DC 26
Shot 4: 1d20 + 19 ⇒ (14) + 19 = 33
Damg 4: 1d20 + 13 ⇒ (3) + 13 = 16
Pois 4: 2d3 ⇒ (1, 3) = 4 -- DC 26
Shot 5: 1d20 + 19 ⇒ (18) + 19 = 37
Damg 5: 1d20 + 13 ⇒ (15) + 13 = 28
Pois 5: 2d3 ⇒ (2, 2) = 4 -- DC 26
Shot 6: 1d20 + 19 ⇒ (10) + 19 = 29
Damg 6: 1d20 + 13 ⇒ (6) + 13 = 19
Pois 6: 2d3 ⇒ (1, 3) = 4 -- DC 26
Shot 7: 1d20 + 19 ⇒ (9) + 19 = 28
Damg 7: 1d20 + 13 ⇒ (2) + 13 = 15
Pois 7: 2d3 ⇒ (3, 3) = 6 -- DC 26
Shot 8: 1d20 + 19 ⇒ (14) + 19 = 33
Damg 8: 1d20 + 13 ⇒ (17) + 13 = 30
Pois 8: 2d3 ⇒ (3, 3) = 6 -- DC 26
Shot 9: 1d20 + 19 ⇒ (18) + 19 = 37
Damg 9: 1d20 + 13 ⇒ (4) + 13 = 17
Pois 9: 2d3 ⇒ (3, 3) = 6 -- DC 26
Shot 10: 1d20 + 19 ⇒ (1) + 19 = 20
Damg 10: 1d20 + 13 ⇒ (4) + 13 = 17
Pois 10: 2d3 ⇒ (1, 3) = 4 -- DC 26
Shot 11: 1d20 + 19 ⇒ (20) + 19 = 39
Damg 11: 1d20 + 13 ⇒ (16) + 13 = 29
Pois 11: 2d3 ⇒ (2, 2) = 4 -- DC 26
Shot 12: 1d20 + 19 ⇒ (17) + 19 = 36
Damg 12: 1d20 + 13 ⇒ (14) + 13 = 27
Pois 12: 2d3 ⇒ (2, 3) = 5 -- DC 26
Shot 13: 1d20 + 19 ⇒ (17) + 19 = 36
Damg 13: 1d20 + 13 ⇒ (19) + 13 = 32
Pois 13: 2d3 ⇒ (3, 3) = 6 -- DC 26
Shot 14: 1d20 + 19 ⇒ (12) + 19 = 31
Damg 14: 1d20 + 13 ⇒ (6) + 13 = 19
Pois 14: 2d3 ⇒ (2, 3) = 5 -- DC 26
Shot 15: 1d20 + 19 ⇒ (1) + 19 = 20
Damg 15: 1d20 + 13 ⇒ (7) + 13 = 20
Pois 15: 2d3 ⇒ (3, 1) = 4 -- DC 26
Shot 16: 1d20 + 19 ⇒ (9) + 19 = 28
Damg 16: 1d20 + 13 ⇒ (18) + 13 = 31
Pois 16: 2d3 ⇒ (2, 3) = 5 -- DC 26
Any Myceloid who fails their save is staggered, with 1 save to resist for 4 rounds.

Sebecloki |

1d20+26 Reflex save, with evasion I take no damage.
Going to delay the familiar and assassins for right now, as I want to see what happens next. There's a lot going on with all of the enemies we're facing, so I want to hold them back for right now.
What kind of attack is that -- if it's based on an ability I need to see the description to see if the quickling super speed ability they have applies to potentially dodging it.

Sebecloki |

Seeing the supposedly empty room, Amunet-Ra herself becomes invisible, walking into the air, positiong herself a little off from the rest, so any area attack would not hit her, readying herself to respond to anything happening.
[dice=Perception]1d20 + 42
Guess i have enough actions left to to a ready action to respong to attacks or enemies becoming visible. Can do the perception check to spot invisible enemies, who only get half invisibility bonus against that.
Amunet can see everyone, did you want to make any other actions before I deal with Tren's attacks?

Cae Leonidas |

Aura of Purity(10'): Diseases, inhaled poisons, and noxious gaseous effects (such as stinking cloud) are negated.
Aura of Insight(2 rounds): +2 insight bonus on attack rolls, AC, and skill checks(Amunet-Ra, Hamza, Jimbli, Raxus, Rokan, Tyren)
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 any ability check, attack roll, saving throw, or skill check, taking the better result once per round(on anyone who accepted Cae's blessing)
Pointing out the buffs again, just in case.

Hamza Mīnakshi |

What kind of attack is that -- if it's based on an ability I need to see the description to see if the quickling super speed ability they have applies to potentially dodging it.
I'm going to assume you meant to quote my actual attack as opposed to my reflex saving throw post. Pretty sure the enemy can't dodge my making a saving throw, lol
Fading Strike
Discipline: Veiled Moon (Strike) (teleportation); Level: 2
Initiation Action: 1 standard action
Range: Personal
Target: Up to the disciple’s movement speed
Duration: Instant
DESCRIPTION
The disciple learns the basic technique at this level for walking between worlds to reach locations that previously could be inaccessible on the mortal world and potentially attack foes at those locales. As a standard action, the initiator may either teleport to a location no farther away than his maximum movement speed, and make an attack action against an opponent as part of the same standard action, or attack an adjacent target and then teleport to a location no farther away than his maximum movement speed. The teleportation destination must be clearly seen by the disciple to teleport to that location, and it must be unoccupied.

Sebecloki |

I'm going to give Amunet the rest of the evening to respond, and then do the enemies' actions, which are simultaneous with Tyren's. If anyone wants to move your counter, do some before I post tomorrow, or you're wherever you currently are when they act. You can appear wherever you want in the chamber through the portals from the grotto.

Hamza Mīnakshi |

If I benefit from the Insight one, my to hit is 52. If I also benefit from Divine Favor, to hit is 54 and damage is 42.

Tyren Lourofesh |

To-Hit would be 21, damage would be 15.

Sebecloki |

One of the three droids circling the lair of the kreen Wraith Kchac'Thraa the Inimitable turns to pointedly to regard the gathered Company of the Broken Tablet, especially Ri'Kli'Klek.
It is built in the shape of a large, six-legged insect.
This war droid is a statuesque machine that is meant to strike fear in it's enemies before decimating them with it's impressive arsenal. The outer shell of the droid is made of thick ultrachrome plating and it's innards are protected by ultrachrome and durachrome. While this droid handles some serious damage thrown at it, it's weaponry is enough to deal out more than enough damage to take out anything in it's way.
This war droid moves through the battlefield, shaking the earth with each step, striking fear in all who oppose it.
Mounted on top of the droid is a camera.
From the front the camera looks almost square, with the lens sitting in the bottom right corner and the chunky hand grip on the left. Around the back is the very distinctive flip-out and twist liquid crystal display. There are three buttons below the liquid crystal display, these relate to 'soft buttons' the function of which are shown on the the liquid crystal display.
Within the crystal liquid display, the terrifying shadowy visage of the defiler begins to materialize,
"Fools! Your new allies' powers will avail you nothing! For you see, I no longer require the great arcane powers bequeathed by the legacy of Zak'Chul to defeat your petty pretenses. The great power of the Ancients Ones and their unsleeping minions has been opened unto me, and I shall unleash their limitless power against your pitiful forces."
The fiery eyes of the wraith turn to regard Ri'Kli'Klek. It screams,
"Meet your fate traitor! The Wrath of the Red God has fallen upon this place. The Red Shadow of His Anger shall smother you!"
The droid fires upon Ri'Kli'Klek using its plasma lance, and is quickly joined by its two fellows:
Plasma Lance (Ex) An annihilator can fire a 120-foot line of plasma from a tail-mounted projector. All creatures and objects in the area take 20d6 of plasma damage (Reflex DC 22 halves). The save DC is Intelligence-based.
Plasma Overload (Ex) A mythic annihilator can expend one use of mythic power while firing its plasma lance to increase the effect to 20d10 points of plasma damage. Any creature that fails it Reflex save continues to take 20d10 damage each round for the next 1-3 rounds as the plasma clings to them. A successful Reflex save in a later round halves the damage and ends the effect. Immersion in water or taking at least 25 points of cold damage (before applying immunities, resistances, or vulnerability) extinguishes the clinging plasma. The annihilator cannot fire its plasma lance for 1d4+1 rounds after using this ability.
damage: 60d10 ⇒ (5, 9, 3, 1, 9, 2, 7, 5, 3, 9, 5, 2, 2, 10, 10, 6, 8, 8, 2, 3, 4, 6, 9, 4, 10, 3, 6, 4, 10, 6, 4, 9, 5, 10, 8, 4, 4, 4, 3, 4, 4, 4, 9, 7, 9, 7, 8, 9, 5, 5, 10, 5, 9, 10, 5, 6, 9, 2, 3, 7) = 359
Ri'Kli'Klek, save for half. Though I assume you're still dead?

Ri'Kli'Klek |

Reflex: 1d20 + 10 ⇒ (7) + 10 = 17
It would've been funny if he'd saved, as he does have evasion and so would have taken no damage.
Ri'Kli'Klek had been anticipating an attack... but not three, not focused on him, not so fast. He hardly has time to think much less move before his body is vaporized.

Sebecloki |

[dice=Reflex]1d20+10
It would've been funny if he'd saved, as he does have evasion and so would have taken no damage.
Ri'Kli'Klek had been anticipating an attack... but not three, not focused on him, not so fast. He hardly has time to think much less move before his body is vaporized.
The shadowy substance of the wraith roils as if a raging tidal current, its terrible, gleaming, red eyes glistening brighter even than a pair of fully-enkindled coals. Kchac'Thraa cackles riotously in preening victory,
its awful jubilation causing the great cavern to shudder,"Behold the great power of these choice tools of the exalted Ancients! They are mine, and mine alone to command! You shall bow, or you shall die! Cast off the alliance with this miscreant and his lizard slaves, and serve me, foolish mortals!"

Tyren Lourofesh |

While I feel this is appropriate for Ri'kli, I'd like to remind everyone in case anyone forgets, you guys all have +8 to all your saves. So, for instance, if it *did* matter to you that you'd die, Ri there could in fact have evaded that beam.

Hamza Mīnakshi |

Crap, I forgot to factor in Tyren's bonuses. +60 on my hit and 50 damage.

Hamza Mīnakshi |

Seb, are the other bad guys going, or just the droids for now?
Seeing one of the few companions he had actually liked get annihilated Hamza yells out a response to Kchac'Thraa. "You fool! Do you not sense we bear the blessing of your Red God? You just destroyed a fellow devotee! Now you shall suffer our crimson wrath!"

Sebecloki |

While I feel this is appropriate for Ri'kli, I'd like to remind everyone in case anyone forgets, you guys all have +8 to all your saves. So, for instance, if it *did* matter to you that you'd die, Ri there could in fact have evaded that beam.
He'd have to save against each of the attacks individually then. There are 3 at DC22.

Sebecloki |

Seb, are the other bad guys going, or just the droids for now?
Seeing one of the few companions he had actually liked get annihilated Hamza yells out a response to Kchac'Thraa. "You fool! Do you not sense we bear the blessing of your Red God? You just destroyed a fellow devotee! Now you shall suffer our crimson wrath!"
Just the droids for now; he's trying to get everyone to turn on the druid and the drakes. Also, you guys don't seem to have much of an attack plan. I'm giving you a taste of what they can do so you can see that you need a better strategy than what you're doing this round. Next round, I'm not holding back. Consider yourself warned.

Hamza Mīnakshi |

Did the droids use plasma overload? or just the lance? If they all used overload, don't forget to roll 1d4+1 for each of them to determine how long before they can use their plasma lance again.

Sebecloki |

If that doesn't kill him, then they all three use their other 2 attacks under the Unchained combat economy to fire a pair of death rays at Ri'Kli'Klek.
DC save is 3, six times.
Death Ray
Price 140,000 gp; Type one-handed ranged; Proficiency exotic (firearms); Damage special; Critical —; Range 200 ft.; Capacity 1 canister; Usage varies; Special slow-firing, touch; Weight 1 lb.DESCRIPTION
A death ray is a handheld, wand-like weapon that fires a harmless carrier beam of energy at a target. When the beam hits a target, the death ray then projects a stream of specialized nanites through the beam into the body of the target. When firing a death ray, the wielder must decide how many charges of nanites she is consuming, to a maximum of 10. Even if the wielder engineers a method of using a larger reserve of nanites than normally come in a canister, this maximum does not increase. Immediately upon being struck, the nanites inflict incredible pain on the target, which must succeed at a Fortitude saving throw to avoid a grisly fate (DC = 10 + twice the number of charges consumed by the attack). For example, if 1 charge is consumed, the target must succeed at a DC 12 Fortitude save to resist the death ray, but if all 10 charges are consumed in the attack, the DC to resist the effects is 30.
If the target fails this save, it takes 100 points of damage as the nanites tear apart the victim’s cardiovascular system. On a successful saving throw, the victim takes only 6d6 points of damage. Creatures slain by a death ray die spectacularly, seeming to melt into a pool of blood that swiftly fades away. The victim’s gear is unaffected by this attack. A death ray has no effect on creatures that aren’t living (such as constructs or undead) and can’t penetrate a force field. The wielder can’t score critical hits with a death ray. A death ray has a maximum range of 200 feet with no range increment.

Sebecloki |

Everyone else can take their actions now. Reposting Initiative order.
Amunet
Hamza
Cae
Villains/Tyren
Rokan
Jimbli
Rokan and Jimbli can post their actions now. Then Itko will go with the drakes. Everyone else can go ahead and start planning their moves for the next round, starting with Amunet.
I've given everyone fair warning, if it's clear the PCs aren't going to play ball, then the wraith's going to try to kill everyone. You now have a sense of what you're up against with the speedy dispatch of Ri'Kli'Klek. Plan wisely.

Rokan the Ascetic |

Rokan backs up, fading to the rear of his party where he can work in the shadow.
Let's see if the machine can be slowed down...
[move] 15'
[standard] Manifest Entangling Debris (Reflex DC 16)
Augmented twice by 4pp for +10 radius, for a 50' radius centered between the two scorpio-droids.

Jimbli Willit |

Jimbli growls and scowls seeing Ri'Kli'Klik incinerated... He blinks closer to the mass of foes. There is a brief crackling sound as he waves an arm in an arc. A shimmering transparent wall forms just beyond the constructs.
He glowers at the three metal foes... wordlessly taunting them.
Taking Internal Dominion of the Sleeping Goddess Stance, then Energy Wall (sonic) spanning from the north side of the chamber to the south. (In line with the 5ft chasm)
damage to any who are or come within 10': 2d6 + 5 ⇒ (5, 6) + 5 = 16 (add +7 to those passing through)
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.
• You can reroll a failed saving throw, taking the higher of the two rolls.
• You can force an opponent who has just hit you with an attack or succeeded at a combat maneuver check against you to reroll his attack roll or combat maneuver check and take the lower of the two rolls.
You may only use a single one of these abilities per round, and activating them is a free action that can be taken even if it isn’t your turn.

Sebecloki |

Jimbli growls and scowls seeing Ri'Kli'Klik incinerated... He blinks closer to the mass of foes. There is a brief crackling sound as he waves an arm in an arc. A shimmering transparent wall forms just beyond the constructs.
He glowers at the three metal foes... wordlessly taunting them.
Taking Internal Dominion of the Sleeping Goddess Stance, then Energy Wall (sonic) spanning from the north side of the chamber to the south. (In line with the 5ft chasm)
[dice=damage to any who are or come within 10']2d6+5 (add +7 to those passing through)** spoiler omitted **** spoiler omitted **...
Please put the sonic wall on the battle-map -- if you can even just give me a line, I can find a nice graphic for it.
It is now time for the two great True Drakes Puthyrith-Rainsey and his sister Chanthavy-Chanvatey to act.
They each conjure a great disposition from the Elemental Stronghold of Earth to trap several of the myceloids:
Elemental Attack (Earth) (Su): Once per day an
earth drake may gate in 50 cubic ft. of material from the
elemental plane of earth. This material is composed of
rock and soil and must be gated onto a solid surface but
may be in any shape the drake desires. Any one caught in
the area the material is gated into must make a Reflex
save (DC 23). A failed save means the victim is trapped
under the earth and is affected as though by an avalanche
(see DMG Chapter 3). The save DC is Charisma-based.
Two immense blocks of solid earth manifest in the midst of the marshaled myceloids, consuming thirty of the fifty combatants within their impenetrable confines.
They each then enact their impressive psionic powers to grow to even greater dimensions.
Subscribe to the Open Gaming Newsletter!
Discipline psychometabolism; Level gifted blade 1, psychic warrior 1MANIFESTING
Display Olfactory
Manifesting Time 1 standard actionEFFECT
Range Personal
Target You
Duration 1 min./level (D)
Power Points 1DESCRIPTION
This power causes instant growth, doubling your height, length, and width and multiplying your weight by 8. This increase changes your size category to the next larger one. You gain a +2 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 1), a –1 size penalty on attack rolls and AC due to your increased size.
If your new size is Large or larger, you have a space of at least 10 feet and a natural reach of at least 10 feet. This power does not change your speed.
If insufficient room is available for the desired growth, you attain the maximum possible size and can make a Strength check (using your increased Strength score) to burst any enclosures in the process. If you fail, you are constrained without harm by the materials enclosing you—you cannot crush yourself to death by increasing your size.
All your equipment, worn or carried, is similarly expanded by this power. Melee and projectile weapons deal more damage.
Other psionic or magical properties are not affected by this power. Any affected item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them). Multiple effects that increase size do not stack, which means (among other things) that you can’t use a second manifestation of this power to further expand yourself.
Augment You can augment this power in one or more of the following ways.
If you spend 6 additional power points, this power increases your size by two size categories instead of one. You gain a +4 size bonus to Strength, a –4 size penalty to Dexterity (to a minimum effective Dexterity score of 1), a –2 size penalty on attack rolls, and a –2 size penalty to Armor Class due to your increased size.
If you spend 6 additional power points, you can manifest this power as a swift action instead of a standard action.
If you spend 2 additional power points, this power’s duration is 10 minutes per level rather than 1 minute per level.

Slavathras of the Deadlands |

"Incoming!
The elf shrieks as another large force of the lumbering fungus men joins the melee, descending from another chamber in the cavern complex to the shadow-strewn, and moss-enshrouded western side of the cyclopean space.
Pasted the additional myceloids into the battle map. Let's try to get everything set up. I pasted in Itko and Taalik. The map is getting pretty crowded, so we need to know where everyone is, because OOP and such are going to become an issue soon.

Sebecloki |

Seeing the supposedly empty room, Amunet-Ra herself becomes invisible, walking into the air, positiong herself a little off from the rest, so any area attack would not hit her, readying herself to respond to anything happening.
[dice=Perception]1d20 + 42
Guess i have enough actions left to to a ready action to respong to attacks or enemies becoming visible. Can do the perception check to spot invisible enemies, who only get half invisibility bonus against that.
In addition to perceiving the large force of enemies, the keen-sighted elf can detect a number of defensive mechanisms, seemingly missiles of some fashion, placed at regular intervals around the large space.
I'm updating those on the map as well.

Amunet-Ra |

There's more machines at the ceilings! Beware!
you can hear the voice of Amunet-Ra shout out from somewhere nearby, but she's still invisible.
Stealth: 1d20 + 37 + 20 ⇒ (20) + 37 + 20 = 77
Gonna post combat action tomorrow.

Sebecloki |

The liquid crystal display of the optical device perched atop the hexapedal droid once again awakens to unnatural life. The dreadful profile of the mighty wraith seems to shudder as it cackles in a booming cacophony, louder than thunder,
"I have prepared well against your advance, and shall dispatch you treacherous wretches all to the very depths of the lifeless Gray!"

Amunet-Ra |

Without even looking into direction of the dreaded wraith's chasm, the still invisible Amuet-Ra moves towards the mass of mushroom people.
In astonishing speed she dashes forward, ducking down in a martial arts move, lifting the first one of his feet and throwing it behind her, kicking and pummeling it, just to crash it hard against the floor.
Greater Trip with crash damage: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (12) + 33 + 8 + 2 + 2 + 2 + 2 = 612d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (4, 6) + 38 + 8 + 2 + 2 + (6) + (2, 3, 5) = 76
The ground takes as much damage ignoring DR or hardness 10
Greater Trip AoO: 1d20 + 32 + 8 + 2 + 2 + 2 + 2 ⇒ (6) + 32 + 8 + 2 + 2 + 2 + 2 = 542d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (2, 2) + 38 + 8 + 2 + 2 + (2) + (2, 3, 6) = 67
Vicious Stomp: 1d20 + 32 + 8 + 2 + 2 + 2 + 2 ⇒ (16) + 32 + 8 + 2 + 2 + 2 + 2 = 642d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (1, 2) + 38 + 8 + 2 + 2 + (1) + (4, 6, 4) = 68
Damage is inclúding 1d6 fire and 3d6 precision from sneak attack. Please let me know wether i actually need to roll that 36 times or if we can just apply that to all the mushroom people there. I moved Amunet-Ra to where she would stand after that. All the mushroom people are probably prone now.

Sebecloki |

As the wraith cackles unnervingly, the walls of the vast chamber erupt in new motion. A bristling cavalcade of some one hundred fearsome artillery turrets stirs to life, whining collectively with a high pitched keening as they begin to seek their unfortunate targets...
The turret icons depicted around the outside of the chamber are each an animated object.

Amunet-Ra |

1
Greater Trip with crash damage: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (2) + 33 + 8 + 2 + 2 + 2 + 2 = 512d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (2, 6) + 38 + 8 + 2 + 2 + (1) + (1, 2, 1) = 63
Greater Trip AoO: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (2) + 33 + 8 + 2 + 2 + 2 + 2 = 512d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (3, 1) + 38 + 8 + 2 + 2 + (1) + (6, 1, 4) = 66
Vicious Stomp: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (16) + 33 + 8 + 2 + 2 + 2 + 2 = 652d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (3, 3) + 38 + 8 + 2 + 2 + (1) + (1, 2, 6) = 66
2
Greater Trip with crash damage: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (8) + 33 + 8 + 2 + 2 + 2 + 2 = 572d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (3, 4) + 38 + 8 + 2 + 2 + (3) + (4, 3, 5) = 72
Greater Trip AoO: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (13) + 33 + 8 + 2 + 2 + 2 + 2 = 622d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (1, 3) + 38 + 8 + 2 + 2 + (2) + (6, 1, 5) = 68
Vicious Stomp: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (20) + 33 + 8 + 2 + 2 + 2 + 2 = 692d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (2, 3) + 38 + 8 + 2 + 2 + (6) + (4, 1, 6) = 72
3
Greater Trip with crash damage: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (12) + 33 + 8 + 2 + 2 + 2 + 2 = 612d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (4, 2) + 38 + 8 + 2 + 2 + (2) + (6, 3, 6) = 73
Greater Trip AoO: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (10) + 33 + 8 + 2 + 2 + 2 + 2 = 592d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (4, 2) + 38 + 8 + 2 + 2 + (3) + (6, 6, 4) = 75
Vicious Stomp: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (4) + 33 + 8 + 2 + 2 + 2 + 2 = 532d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (2, 6) + 38 + 8 + 2 + 2 + (6) + (6, 4, 3) = 77
4
Greater Trip with crash damage: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (9) + 33 + 8 + 2 + 2 + 2 + 2 = 582d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (2, 6) + 38 + 8 + 2 + 2 + (6) + (4, 1, 3) = 72
Greater Trip AoO: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (10) + 33 + 8 + 2 + 2 + 2 + 2 = 592d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (1, 6) + 38 + 8 + 2 + 2 + (1) + (6, 5, 5) = 74
Vicious Stomp: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (14) + 33 + 8 + 2 + 2 + 2 + 2 = 632d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (3, 2) + 38 + 8 + 2 + 2 + (1) + (2, 6, 4) = 68
5
Greater Trip with crash damage: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (16) + 33 + 8 + 2 + 2 + 2 + 2 = 652d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (1, 6) + 38 + 8 + 2 + 2 + (5) + (6, 5, 3) = 76
Greater Trip AoO: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (12) + 33 + 8 + 2 + 2 + 2 + 2 = 612d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (5, 1) + 38 + 8 + 2 + 2 + (2) + (1, 4, 6) = 69
Vicious Stomp: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (12) + 33 + 8 + 2 + 2 + 2 + 2 = 612d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (5, 5) + 38 + 8 + 2 + 2 + (1) + (1, 5, 6) = 73
6
Greater Trip with crash damage: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (11) + 33 + 8 + 2 + 2 + 2 + 2 = 602d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (1, 1) + 38 + 8 + 2 + 2 + (1) + (6, 1, 5) = 65
Greater Trip AoO: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (15) + 33 + 8 + 2 + 2 + 2 + 2 = 642d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (2, 1) + 38 + 8 + 2 + 2 + (5) + (6, 1, 5) = 70
Vicious Stomp: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (14) + 33 + 8 + 2 + 2 + 2 + 2 = 632d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (2, 2) + 38 + 8 + 2 + 2 + (2) + (1, 5, 6) = 68
7
Greater Trip with crash damage: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (9) + 33 + 8 + 2 + 2 + 2 + 2 = 582d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (1, 4) + 38 + 8 + 2 + 2 + (3) + (2, 3, 4) = 67
Greater Trip AoO: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (18) + 33 + 8 + 2 + 2 + 2 + 2 = 672d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (3, 6) + 38 + 8 + 2 + 2 + (4) + (4, 1, 5) = 73
Vicious Stomp: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (7) + 33 + 8 + 2 + 2 + 2 + 2 = 562d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (2, 3) + 38 + 8 + 2 + 2 + (5) + (3, 5, 5) = 73
8
Greater Trip with crash damage: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (3) + 33 + 8 + 2 + 2 + 2 + 2 = 522d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (3, 6) + 38 + 8 + 2 + 2 + (1) + (1, 1, 2) = 64
Greater Trip AoO: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (14) + 33 + 8 + 2 + 2 + 2 + 2 = 632d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (4, 1) + 38 + 8 + 2 + 2 + (4) + (2, 3, 6) = 70
Vicious Stomp: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (20) + 33 + 8 + 2 + 2 + 2 + 2 = 692d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (3, 2) + 38 + 8 + 2 + 2 + (6) + (3, 2, 3) = 69
9
Greater Trip with crash damage: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (11) + 33 + 8 + 2 + 2 + 2 + 2 = 602d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (2, 2) + 38 + 8 + 2 + 2 + (1) + (5, 5, 6) = 71
Greater Trip AoO: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (3) + 33 + 8 + 2 + 2 + 2 + 2 = 522d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (1, 2) + 38 + 8 + 2 + 2 + (4) + (5, 5, 1) = 68
Vicious Stomp: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (10) + 33 + 8 + 2 + 2 + 2 + 2 = 592d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (6, 3) + 38 + 8 + 2 + 2 + (2) + (2, 6, 1) = 70
10
Greater Trip with crash damage: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (20) + 33 + 8 + 2 + 2 + 2 + 2 = 692d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (5, 4) + 38 + 8 + 2 + 2 + (2) + (6, 5, 5) = 77
Greater Trip AoO: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (19) + 33 + 8 + 2 + 2 + 2 + 2 = 682d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (1, 4) + 38 + 8 + 2 + 2 + (6) + (4, 4, 2) = 71
Vicious Stomp: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (16) + 33 + 8 + 2 + 2 + 2 + 2 = 652d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (2, 6) + 38 + 8 + 2 + 2 + (1) + (6, 5, 2) = 72
11
Greater Trip with crash damage: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (8) + 33 + 8 + 2 + 2 + 2 + 2 = 572d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (3, 5) + 38 + 8 + 2 + 2 + (2) + (3, 1, 1) = 65
Greater Trip AoO: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (3) + 33 + 8 + 2 + 2 + 2 + 2 = 522d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (3, 1) + 38 + 8 + 2 + 2 + (4) + (2, 2, 6) = 68
Vicious Stomp: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (7) + 33 + 8 + 2 + 2 + 2 + 2 = 562d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (4, 6) + 38 + 8 + 2 + 2 + (2) + (6, 6, 2) = 76
12
Greater Trip with crash damage: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (9) + 33 + 8 + 2 + 2 + 2 + 2 = 582d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (2, 5) + 38 + 8 + 2 + 2 + (4) + (6, 5, 1) = 73
Greater Trip AoO: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (19) + 33 + 8 + 2 + 2 + 2 + 2 = 682d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (5, 1) + 38 + 8 + 2 + 2 + (5) + (3, 6, 1) = 71
Vicious Stomp: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (19) + 33 + 8 + 2 + 2 + 2 + 2 = 682d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (2, 1) + 38 + 8 + 2 + 2 + (2) + (2, 1, 1) = 59
13
Greater Trip with crash damage: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (19) + 33 + 8 + 2 + 2 + 2 + 2 = 682d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (5, 5) + 38 + 8 + 2 + 2 + (2) + (4, 1, 4) = 71
Greater Trip AoO: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (8) + 33 + 8 + 2 + 2 + 2 + 2 = 572d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (6, 3) + 38 + 8 + 2 + 2 + (6) + (2, 4, 1) = 72
Vicious Stomp: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (2) + 33 + 8 + 2 + 2 + 2 + 2 = 512d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (6, 2) + 38 + 8 + 2 + 2 + (4) + (2, 1, 3) = 68
14
Greater Trip with crash damage: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (14) + 33 + 8 + 2 + 2 + 2 + 2 = 632d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (4, 1) + 38 + 8 + 2 + 2 + (5) + (2, 2, 6) = 70
Greater Trip AoO: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (6) + 33 + 8 + 2 + 2 + 2 + 2 = 552d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (6, 2) + 38 + 8 + 2 + 2 + (6) + (6, 4, 3) = 77
Vicious Stomp: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (6) + 33 + 8 + 2 + 2 + 2 + 2 = 552d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (6, 4) + 38 + 8 + 2 + 2 + (5) + (3, 4, 6) = 78
15
Greater Trip with crash damage: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (17) + 33 + 8 + 2 + 2 + 2 + 2 = 662d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (2, 6) + 38 + 8 + 2 + 2 + (5) + (4, 1, 6) = 74
Greater Trip AoO: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (4) + 33 + 8 + 2 + 2 + 2 + 2 = 532d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (3, 6) + 38 + 8 + 2 + 2 + (5) + (2, 2, 2) = 70
Vicious Stomp: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (1) + 33 + 8 + 2 + 2 + 2 + 2 = 502d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (5, 6) + 38 + 8 + 2 + 2 + (4) + (2, 3, 1) = 71
16
Greater Trip with crash damage: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (7) + 33 + 8 + 2 + 2 + 2 + 2 = 562d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (3, 6) + 38 + 8 + 2 + 2 + (2) + (4, 6, 2) = 73
Greater Trip AoO: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (5) + 33 + 8 + 2 + 2 + 2 + 2 = 542d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (4, 5) + 38 + 8 + 2 + 2 + (6) + (1, 4, 4) = 74
Vicious Stomp: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (7) + 33 + 8 + 2 + 2 + 2 + 2 = 562d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (5, 2) + 38 + 8 + 2 + 2 + (3) + (3, 4, 5) = 72
17
Greater Trip with crash damage: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (12) + 33 + 8 + 2 + 2 + 2 + 2 = 612d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (4, 5) + 38 + 8 + 2 + 2 + (1) + (1, 5, 5) = 71
Greater Trip AoO: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (5) + 33 + 8 + 2 + 2 + 2 + 2 = 542d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (5, 3) + 38 + 8 + 2 + 2 + (6) + (3, 5, 3) = 75
Vicious Stomp: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (8) + 33 + 8 + 2 + 2 + 2 + 2 = 572d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (4, 4) + 38 + 8 + 2 + 2 + (2) + (5, 1, 3) = 69
18
Greater Trip with crash damage: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (12) + 33 + 8 + 2 + 2 + 2 + 2 = 612d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (5, 6) + 38 + 8 + 2 + 2 + (6) + (4, 1, 4) = 76
Greater Trip AoO: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (4) + 33 + 8 + 2 + 2 + 2 + 2 = 532d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (5, 3) + 38 + 8 + 2 + 2 + (5) + (3, 4, 5) = 75
Vicious Stomp: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (1) + 33 + 8 + 2 + 2 + 2 + 2 = 502d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (4, 6) + 38 + 8 + 2 + 2 + (3) + (2, 2, 3) = 70
19
Greater Trip with crash damage: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (2) + 33 + 8 + 2 + 2 + 2 + 2 = 512d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (6, 5) + 38 + 8 + 2 + 2 + (2) + (3, 3, 1) = 70
Greater Trip AoO: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (2) + 33 + 8 + 2 + 2 + 2 + 2 = 512d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (5, 1) + 38 + 8 + 2 + 2 + (5) + (6, 6, 4) = 77
Vicious Stomp: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (20) + 33 + 8 + 2 + 2 + 2 + 2 = 692d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (6, 6) + 38 + 8 + 2 + 2 + (3) + (6, 4, 5) = 80
20
Greater Trip with crash damage: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (4) + 33 + 8 + 2 + 2 + 2 + 2 = 532d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (5, 5) + 38 + 8 + 2 + 2 + (6) + (1, 2, 6) = 75
Greater Trip AoO: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (20) + 33 + 8 + 2 + 2 + 2 + 2 = 692d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (2, 3) + 38 + 8 + 2 + 2 + (5) + (5, 6, 2) = 73
Vicious Stomp: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (9) + 33 + 8 + 2 + 2 + 2 + 2 = 582d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (3, 6) + 38 + 8 + 2 + 2 + (5) + (5, 1, 5) = 75
21
Greater Trip with crash damage: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (10) + 33 + 8 + 2 + 2 + 2 + 2 = 592d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (3, 2) + 38 + 8 + 2 + 2 + (2) + (4, 4, 1) = 66
Greater Trip AoO: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (17) + 33 + 8 + 2 + 2 + 2 + 2 = 662d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (2, 4) + 38 + 8 + 2 + 2 + (1) + (1, 5, 4) = 67
Vicious Stomp: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (18) + 33 + 8 + 2 + 2 + 2 + 2 = 672d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (5, 4) + 38 + 8 + 2 + 2 + (6) + (1, 6, 5) = 77
22
Greater Trip with crash damage: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (13) + 33 + 8 + 2 + 2 + 2 + 2 = 622d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (6, 6) + 38 + 8 + 2 + 2 + (1) + (6, 2, 5) = 76
Greater Trip AoO: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (12) + 33 + 8 + 2 + 2 + 2 + 2 = 612d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (4, 6) + 38 + 8 + 2 + 2 + (4) + (2, 6, 5) = 77
Vicious Stomp: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (13) + 33 + 8 + 2 + 2 + 2 + 2 = 622d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (1, 6) + 38 + 8 + 2 + 2 + (4) + (1, 3, 4) = 69
23
Greater Trip with crash damage: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (16) + 33 + 8 + 2 + 2 + 2 + 2 = 652d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (4, 2) + 38 + 8 + 2 + 2 + (6) + (1, 6, 3) = 72
Greater Trip AoO: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (1) + 33 + 8 + 2 + 2 + 2 + 2 = 502d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (2, 6) + 38 + 8 + 2 + 2 + (1) + (5, 2, 1) = 67
Vicious Stomp: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (20) + 33 + 8 + 2 + 2 + 2 + 2 = 692d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (4, 6) + 38 + 8 + 2 + 2 + (3) + (6, 1, 2) = 72
24
Greater Trip with crash damage: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (17) + 33 + 8 + 2 + 2 + 2 + 2 = 662d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (4, 2) + 38 + 8 + 2 + 2 + (1) + (5, 3, 6) = 71
Greater Trip AoO: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (5) + 33 + 8 + 2 + 2 + 2 + 2 = 542d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (3, 5) + 38 + 8 + 2 + 2 + (5) + (3, 3, 6) = 75
Vicious Stomp: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (11) + 33 + 8 + 2 + 2 + 2 + 2 = 602d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (2, 3) + 38 + 8 + 2 + 2 + (2) + (5, 2, 5) = 69
25
Greater Trip with crash damage: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (10) + 33 + 8 + 2 + 2 + 2 + 2 = 592d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (4, 4) + 38 + 8 + 2 + 2 + (2) + (5, 6, 6) = 77
Greater Trip AoO: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (16) + 33 + 8 + 2 + 2 + 2 + 2 = 652d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (4, 4) + 38 + 8 + 2 + 2 + (6) + (5, 6, 1) = 76
Vicious Stomp: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (13) + 33 + 8 + 2 + 2 + 2 + 2 = 622d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (3, 4) + 38 + 8 + 2 + 2 + (2) + (5, 5, 4) = 73
26
Greater Trip with crash damage: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (12) + 33 + 8 + 2 + 2 + 2 + 2 = 612d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (2, 6) + 38 + 8 + 2 + 2 + (6) + (3, 4, 2) = 73
Greater Trip AoO: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (14) + 33 + 8 + 2 + 2 + 2 + 2 = 632d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (5, 2) + 38 + 8 + 2 + 2 + (4) + (4, 2, 3) = 70
Vicious Stomp: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (8) + 33 + 8 + 2 + 2 + 2 + 2 = 572d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (4, 5) + 38 + 8 + 2 + 2 + (3) + (5, 1, 6) = 74
27
Greater Trip with crash damage: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (20) + 33 + 8 + 2 + 2 + 2 + 2 = 692d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (5, 4) + 38 + 8 + 2 + 2 + (2) + (2, 1, 5) = 69
Greater Trip AoO: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (13) + 33 + 8 + 2 + 2 + 2 + 2 = 622d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (1, 4) + 38 + 8 + 2 + 2 + (5) + (6, 5, 2) = 73
Vicious Stomp: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (11) + 33 + 8 + 2 + 2 + 2 + 2 = 602d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (4, 4) + 38 + 8 + 2 + 2 + (5) + (1, 4, 1) = 69
28
Greater Trip with crash damage: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (6) + 33 + 8 + 2 + 2 + 2 + 2 = 552d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (3, 1) + 38 + 8 + 2 + 2 + (6) + (2, 2, 4) = 68
Greater Trip AoO: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (8) + 33 + 8 + 2 + 2 + 2 + 2 = 572d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (4, 4) + 38 + 8 + 2 + 2 + (1) + (2, 1, 3) = 65
Vicious Stomp: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (14) + 33 + 8 + 2 + 2 + 2 + 2 = 632d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (3, 1) + 38 + 8 + 2 + 2 + (4) + (6, 5, 3) = 72
29
Greater Trip with crash damage: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (7) + 33 + 8 + 2 + 2 + 2 + 2 = 562d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (6, 1) + 38 + 8 + 2 + 2 + (4) + (2, 3, 6) = 72
Greater Trip AoO: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (2) + 33 + 8 + 2 + 2 + 2 + 2 = 512d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (5, 4) + 38 + 8 + 2 + 2 + (1) + (3, 2, 1) = 66
Vicious Stomp: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (17) + 33 + 8 + 2 + 2 + 2 + 2 = 662d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (5, 5) + 38 + 8 + 2 + 2 + (2) + (2, 3, 3) = 70
30
Greater Trip with crash damage: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (16) + 33 + 8 + 2 + 2 + 2 + 2 = 652d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (1, 3) + 38 + 8 + 2 + 2 + (1) + (3, 2, 2) = 62
Greater Trip AoO: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (20) + 33 + 8 + 2 + 2 + 2 + 2 = 692d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (2, 1) + 38 + 8 + 2 + 2 + (6) + (4, 5, 2) = 70
Vicious Stomp: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (1) + 33 + 8 + 2 + 2 + 2 + 2 = 502d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (2, 1) + 38 + 8 + 2 + 2 + (6) + (3, 6, 1) = 69
31
Greater Trip with crash damage: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (17) + 33 + 8 + 2 + 2 + 2 + 2 = 662d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (6, 4) + 38 + 8 + 2 + 2 + (3) + (2, 1, 6) = 72
Greater Trip AoO: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (6) + 33 + 8 + 2 + 2 + 2 + 2 = 552d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (3, 2) + 38 + 8 + 2 + 2 + (3) + (1, 2, 6) = 67
Vicious Stomp: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (6) + 33 + 8 + 2 + 2 + 2 + 2 = 552d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (5, 2) + 38 + 8 + 2 + 2 + (6) + (5, 2, 1) = 71
32
Greater Trip with crash damage: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (6) + 33 + 8 + 2 + 2 + 2 + 2 = 552d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (1, 4) + 38 + 8 + 2 + 2 + (1) + (3, 1, 5) = 65
Greater Trip AoO: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (15) + 33 + 8 + 2 + 2 + 2 + 2 = 642d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (6, 6) + 38 + 8 + 2 + 2 + (1) + (2, 5, 6) = 76
Vicious Stomp: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (17) + 33 + 8 + 2 + 2 + 2 + 2 = 662d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (6, 2) + 38 + 8 + 2 + 2 + (4) + (6, 2, 6) = 76
33
Greater Trip with crash damage: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (6) + 33 + 8 + 2 + 2 + 2 + 2 = 552d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (1, 1) + 38 + 8 + 2 + 2 + (3) + (5, 5, 1) = 66
Greater Trip AoO: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (5) + 33 + 8 + 2 + 2 + 2 + 2 = 542d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (4, 6) + 38 + 8 + 2 + 2 + (3) + (4, 1, 3) = 71
Vicious Stomp: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (4) + 33 + 8 + 2 + 2 + 2 + 2 = 532d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (6, 2) + 38 + 8 + 2 + 2 + (6) + (3, 5, 3) = 75
34
Greater Trip with crash damage: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (7) + 33 + 8 + 2 + 2 + 2 + 2 = 562d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (2, 3) + 38 + 8 + 2 + 2 + (2) + (3, 5, 2) = 67
Greater Trip AoO: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (17) + 33 + 8 + 2 + 2 + 2 + 2 = 662d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (6, 6) + 38 + 8 + 2 + 2 + (6) + (5, 1, 6) = 80
Vicious Stomp: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (7) + 33 + 8 + 2 + 2 + 2 + 2 = 562d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (1, 5) + 38 + 8 + 2 + 2 + (1) + (5, 2, 3) = 67
35
Greater Trip with crash damage: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (20) + 33 + 8 + 2 + 2 + 2 + 2 = 692d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (5, 5) + 38 + 8 + 2 + 2 + (1) + (5, 5, 2) = 73
Greater Trip AoO: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (10) + 33 + 8 + 2 + 2 + 2 + 2 = 592d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (3, 5) + 38 + 8 + 2 + 2 + (6) + (4, 3, 5) = 76
Vicious Stomp: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (15) + 33 + 8 + 2 + 2 + 2 + 2 = 642d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (3, 4) + 38 + 8 + 2 + 2 + (1) + (3, 3, 6) = 70
36
Greater Trip with crash damage: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (4) + 33 + 8 + 2 + 2 + 2 + 2 = 532d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (5, 4) + 38 + 8 + 2 + 2 + (6) + (6, 5, 6) = 82
Greater Trip AoO: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (11) + 33 + 8 + 2 + 2 + 2 + 2 = 602d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (1, 4) + 38 + 8 + 2 + 2 + (5) + (1, 2, 6) = 69
Vicious Stomp: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (7) + 33 + 8 + 2 + 2 + 2 + 2 = 562d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (4, 4) + 38 + 8 + 2 + 2 + (3) + (1, 2, 2) = 66
37
Greater Trip with crash damage: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (7) + 33 + 8 + 2 + 2 + 2 + 2 = 562d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (5, 5) + 38 + 8 + 2 + 2 + (6) + (1, 5, 1) = 73
Greater Trip AoO: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (14) + 33 + 8 + 2 + 2 + 2 + 2 = 632d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (3, 2) + 38 + 8 + 2 + 2 + (1) + (1, 6, 3) = 66
Vicious Stomp: 1d20 + 33 + 8 + 2 + 2 + 2 + 2 ⇒ (14) + 33 + 8 + 2 + 2 + 2 + 2 = 632d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6 ⇒ (5, 3) + 38 + 8 + 2 + 2 + (4) + (2, 1, 2) = 67

Amunet-Ra |

Like an invisible whirlwind Amunet-Ra thrashes through the ranks of the fungi men, tossing them prone.

Hamza Mīnakshi |

Prior to the end of round 1
Hamza calls forth the darkness around him to coalesce into a shadowy duplicate of himself, which swiftly moves into a position of flanking with it's 'master'. Swift action
Current round 2
"Itko, can you and the drakes do something about those artillery turrets, before they unleash their deadly firepower upon us?" Hamza shouts as he infuses his blade with chilling darkness. Swift action, activating Shadow Blade to add +1d6 cold damage, move action using Blade of Night, adding +1d8 cold damage.
Seb, I just realized a very important question I need answered before I can continue, as it's something that's never come up before:
How do the mythic path abilities that grant an action attack, like Surprise Strike or Sudden Attack, work with the action economy rules? Do I get an extra standard action, or do I just make an extra normal attack? Depending on your answer will affect my turn, as if I can take an extra standard action, that means I can use another maneuver.

Sebecloki |

1
[dice=Greater Trip with crash damage]1d20 + 33 + 8 + 2 + 2 + 2 + 2; 2d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6
[dice=Greater Trip AoO]1d20 + 33 + 8 + 2 + 2 + 2 + 2; 2d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6
[dice=Vicious Stomp]1d20 + 33 + 8 + 2 + 2 + 2 + 2; 2d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6
2
[dice=Greater Trip with crash damage]1d20 + 33 + 8 + 2 + 2 + 2 + 2; 2d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6
[dice=Greater Trip AoO]1d20 + 33 + 8 + 2 + 2 + 2 + 2; 2d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6
[dice=Vicious Stomp]1d20 + 33 + 8 + 2 + 2 + 2 + 2; 2d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6
3
[dice=Greater Trip with crash damage]1d20 + 33 + 8 + 2 + 2 + 2 + 2; 2d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6
[dice=Greater Trip AoO]1d20 + 33 + 8 + 2 + 2 + 2 + 2; 2d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6
[dice=Vicious Stomp]1d20 + 33 + 8 + 2 + 2 + 2 + 2; 2d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6
4
[dice=Greater Trip with crash damage]1d20 + 33 + 8 + 2 + 2 + 2 + 2; 2d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6
[dice=Greater Trip AoO]1d20 + 33 + 8 + 2 + 2 + 2 + 2; 2d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6
[dice=Vicious Stomp]1d20 + 33 + 8 + 2 + 2 + 2 + 2; 2d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6
5
[dice=Greater Trip with crash damage]1d20 + 33 + 8 + 2 + 2 + 2 + 2; 2d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6
[dice=Greater Trip AoO]1d20 + 33 + 8 + 2 + 2 + 2 + 2; 2d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6
[dice=Vicious Stomp]1d20 + 33 + 8 + 2 + 2 + 2 + 2; 2d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6
6
[dice=Greater Trip with crash damage]1d20 + 33 + 8 + 2 + 2 + 2 + 2; 2d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6
[dice=Greater Trip AoO]1d20 + 33 + 8 + 2 + 2 + 2 + 2; 2d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6
[dice=Vicious Stomp]1d20 + 33 + 8 + 2 + 2 + 2 + 2; 2d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6
7
[dice=Greater Trip with crash damage]1d20 + 33 + 8 + 2 + 2 + 2 + 2; 2d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6
[dice=Greater Trip AoO]1d20 + 33 + 8 + 2 + 2 + 2 + 2; 2d6 + 38 + 8 + 2 + 2 + 1d6 + 3d6
[dice=Vicious...
14 are barely clinging to life, 23 are totally dead.
The elf's whirlwind of attack quickly disperses and overwhelms the shambling fungus men.

Itko Boranchakara |

Prior to the end of round 1
Hamza calls forth the darkness around him to coalesce into a shadowy duplicate of himself, which swiftly moves into a position of flanking with it's 'master'. Swift action
Current round 2
"Itko, can you and the drakes do something about those artillery turrets, before they unleash their deadly firepower upon us?" Hamza shouts as he infuses his blade with chilling darkness. Swift action, activating Shadow Blade to add +1d6 cold damage, move action using Blade of Night, adding +1d8 cold damage.
Seb, I just realized a very important question I need answered before I can continue, as it's something that's never come up before:
How do the mythic path abilities that grant an action attack, like Surprise Strike or Sudden Attack, work with the action economy rules? Do I get an extra standard action, or do I just make an extra normal attack? Depending on your answer will affect my turn, as if I can take an extra standard action, that means I can use another maneuver.
The druids speaks, and evident strain in his voice apparent from concentrating his powers on maintaining his artifact's magic-dampening abilities,
"If they have metal minds, perhaps one of my royal charges can reach into them and cloud their perceptions."

Tyren Lourofesh |

Tyren, eyes on the hulking behemoths that had recently annihilated their friend and ally, was intent on ensuring that the same didn't happen to anyone else. He began strumming the chords on his lute, when a resounding whrr-ksht! clattering sound could be heard, as a metallic behemoth of a soldier was dropped next to Tyren, and a large figure clad entirely in Lamellar armor dropped next to Jimbli.
It rose from its knees, and took a scowling look around the battlefield. On its' hip rested what looked like a carved bone blade, single-edged and slightly curved. In the other hand was a skull, not unlike the one Tyren himself used--saved that it was held in a hand situated between what appeared to be an arm cleft in two. At the ends of the arms were not additional hands, but openings of some sort. A scent of grave soil and decay wafted about him, and his lamellar armor was a dull red.
The metallic soldier was already standing as it landed, surprisingly nimble for its' massive size, and immediately began ascertaining the situation. In its' massive hands were a shield as tall as it, formed clearly from clay packed onto something solid to give it a rigid frame. Its' other hand held a spear, easily as long as it--Though this combination should have proven impossible to wield, something about the way it held the shield seemed to support the spear, though the moves were so precise and quick as to be almost impossible to follow.
I'm going to start taking actions. SADIE's initiative is a 60. This is relevant due to HOP Imp. Initiative, which states she gets a single action before the start of next round.
TYREN:
The bard locks eyes with the droids and begins a series of very precise notes in rapid succession. To others, it at first comes across as random, imprecise plucks that, the more they listen to it, has a hard, seemingly entirely man-made melody. It sounds like the sounds of the steelworks of Tyr, perfectly made in unison; a sound of hope, and yet almost certainly of despair. It is accompanied by a ballad, composed as a requiem of the progress of man and how, in their ascension to power they lost sight of the spirits that made them who they are.
As usual, Tyren's inspiring still--Same deal goes, +8 to everyone, except JIMBLI, I'm calling you out. You're getting +16 to saves, attacks, and damage. Don't worry, I'm not saying you suck--You're in a nice, central location near those assassins. That's going to be important.
He's still getting Obscuring Mist'ed(SADIE'S large, so still pokes through the mist), and the 3 Droids are still getting -2 to dodge, no shield bonus, and -5 to reflex saves.
Using the HOP feat Harmony, I'll use a second Bardic Music: Soothe the Machine. The three droids need to make 5 DC: 18 checks to see if they can avoid being Fascinated.
spoiler=Math behind the DC, logic behind why he's able to Fascinate Mid-Combat: He is capable of fascinating them mid-combat because of the option Mythic Fascinate, which reduces his DC by 5, essentially. He starts off with a DC of 23: 20 Base + 2 from Words of Creation and +1 from Song of the Heart.
I'm going to lay out the order of operations of these 5 checks:
He's going to actually use Harmony to play both the Lute and Sing for a Fascinate attempt. This is going to be the first 2 attempts. Whichever attempt gets the fewest droids fascinated will be overwritten with a new Fascinate attempt. At the end of the 4 Harmony Bardic Musics, he's instead going to use Bardic Inspire on the Fascinate attempt with the fewest droids fascinated.
So:
Fascinate(New)/Fascinate(New)
Fascinate(Last attempt with most droids)/Fascinate(new)
Fascinate(Last attempt with most droids)/Fascinate(new)
Fascinate(Last attempt with most droids)/Bardic Inspiration
Like so.
SADIE
The metal hulk begins immediately by analyzing the area around it. It emits countless red lights from it, which seem to glide across the ground before abruptly flickering off. "The battlefield is within my grasp. I shall now begin defensive operations."
There's a lurching sound as SADIE readies itself in a mobile, defensive stance, ready for anything.
Any time that anyone is subjected to a spell or spell-like ability, Sadie may spend an AoO to move next to them and take the effect herself.
Any time anyone is subjected to an attack roll, Sadie may expend an immediate action to grant a bonus to AC = to half her BaB, or +3.
She has 8 AoOs at the moment. She'll use 7 to take Seize the Opportunity-style AoOs, using a standard action attack each time.
She will use the last AoO in the event that Tyren gets targeted with a spell or spell-like ability, to take the hit herself.
Calling out in a metallic voice, SADIE utilizes her red lights to tag opponents and calls out tactical advise. While the din of combat seems like it would drown her out, the strength within it seems to cut through the noise like paper.
The Tactic is going to be in a 40-ft. radius, with Tyren on the edge. I want it to cover as many of the assassins as possible.
The tactic itself will be Deadly Herdsman. It allows for any ally benefiting from the tactic to make a free bull rush or reposition maneuver every time they deal damage with the attack action.
HOWEVER: The Tactic, thanks to the Commander ability Expert Coordinator, allows SADIE to grant all allies benefiting from her tactic 1 Teamwork Feat. I choose Paired Opportunists.
After providing an analysis upon the battlefront for her allies, SADIE begins the efforts of coordinating those around her, rallying her allies to be better capable of facing the enemies before them. "Draw them into an assault," she advises, And I shall strike them down."
Everyone within 60 feet that can see and hear SADIE, due to Mythic Tactician, gains the advantage of a Teamwork Feat. This time, it's going to be Broken Wing Gambit. This lasts for 8 rounds.
Finally, with all the other threats acknowledged, SADIE regards the massive droids before her contemplatively.
SADIE herself can also do Knowledge Devotion. Running the full array of knowledges on the Droids, with 40 in Arcana, Engineering, Religion, Planes, and Dungeoneering.
This ought to result in a +5 to-hit and damage.
Captain Le-Xan
The Red Ronin stands, silently regarding the battlefield before him. He keeps an idle hand on his katana, even as the chaos around him threatens to overwhelm everything. Finally, after confirming for his own eyes the situation, he crouches down, a tiger in the ready.
Once he's ready for battle, he begins a slow, monotonous dissection of the tactical weaknesses of his foes and how best to overcome them. It's strange, but...It seems to match the melody of Tyren's song, and is almost comforting, in a way.
Captain Le-Xan is going to provide the Unified Morale tactic, centered on Jimbli. It extends for 40 ft. It provides once per effect that gives the morale bonus, Jimbli's full Morale bonus to ONE attack roll, damage roll, or saving throw to all allies within the area.
Finally, Le-Xan turns to Jimbli, staring at him with eyes that seem to pierce the veil of the soul. He bows before the druid and says "My Tactician has placed great faith in you this battle. My blade is your shield; my flesh, your armor."
Captain Le-Xan is going to Aid Another Jimbli, providing him with a +7 to Will saves.
TL;DR:
- The Droids need to make 5 saves against being Fascinated. I need them to be done in groups of 3, and whichever one has them failing the most is the one I keep.
- The DC for all 5 saves is 18.
- All allies within 40 feet of Tyren, closer toward the Assassins group, get to make a free Bull-Rush/Reposition every time they deal damage with the attack action. They additionally benefit from Paired Opportunists.
- All allies within 40 feet of Jimbli may add a +16, rather than +8, to their Morale Bonus ONCE before Tyren performs again.
- All allies within 60 feet of SADIE gain the advantages of Broken Wing Gambit.
- Everyone has +8 Morale bonus to Attack Rolls, Damage, and Saves.
- Jimbli has a +16 Morale Bonus to Attack Rolls, Damage, and Saves. He also has a +7 to all Will Rolls within the next turn.
- 10 ft. radius Obscuring Mist around Tyren
- The droids all suffer -5 to reflexes, -2 to dodge, and lose any shield bonus they might have.
- SADIE will be making 7 AoOs against anything within 60 feet of her.
- Anyone within 15 feet of Le-Xan who attacks, is attacked, or makes a save, will be receiving an AoO Aid Another from Le-Xan until he's done so 15 times.
DAMAGE TAKEN FROM BARDIC PERFORMANCE:
Fascinate 1: 1d6 - 5 ⇒ (6) - 5 = 1
Fascinate 2: 1d6 - 5 ⇒ (3) - 5 = -2
Fascinate 3: 1d6 - 5 ⇒ (3) - 5 = -2
Fascinate 4: 1d6 - 5 ⇒ (6) - 5 = 1
Fascinate 5: 1d6 - 5 ⇒ (1) - 5 = -4
Bardic Performance: 1d6 - 5 ⇒ (3) - 5 = -2

Sebecloki |

Tyren, eyes on the hulking behemoths that had recently annihilated their friend and ally, was intent on ensuring that the same didn't happen to anyone else. He began strumming the chords on his lute, when a resounding whrr-ksht! clattering sound could be heard, as a metallic behemoth of a soldier was dropped next to Tyren, and a large figure clad entirely in Lamellar armor dropped next to Jimbli.
It rose from its knees, and took a scowling look around the battlefield. On its' hip rested what looked like a carved bone blade, single-edged and slightly curved. In the other hand was a skull, not unlike the one Tyren himself used--saved that it was held in a hand situated between what appeared to be an arm cleft in two. At the ends of the arms were not additional hands, but openings of some sort. A scent of grave soil and decay wafted about him, and his lamellar armor was a dull red.
The metallic soldier was already standing as it landed, surprisingly nimble for its' massive size, and immediately began ascertaining the situation. In its' massive hands were a shield as tall as it, formed clearly from clay packed onto something solid to give it a rigid frame. Its' other hand held a spear, easily as long as it--Though this combination should have proven impossible to wield, something about the way it held the shield seemed to support the spear, though the moves were so precise and quick as to be almost impossible to follow.
I'm going to start taking actions. SADIE's initiative is a 60. This is relevant due to HOP Imp. Initiative, which states she gets a single action before the start of next round.
TYREN:
The bard locks eyes with the droids and begins a series of very precise notes in rapid succession. To others, it at first comes across as random, imprecise plucks that, the more they listen to it, has a hard, seemingly entirely man-made melody. It sounds like the sounds of the steelworks of Tyr, perfectly made in unison; a sound of hope, and yet almost certainly of...
I'm going to go ahead and answer the Knowledge Check, after that, I'm going to wait until Hamza finishes his actions to adjudicate the rest of this (i.e., if he kills a droid, I'm not rolling for its DC check for Fascinate).
The droids are the products of Voidcorp, a space-faring human conglomerate that came under the influence of the Stoneburners and their various client races. These robots are clearly the legacy of an ancient Blue Age conflict where the mechanical knowledge of Voidcorp was enlisted on the side of the Stoneburners against the lifeshapers and their Glassmaker patrons.
Voidcorp
During the late 20th century, Microtel grew to be one of Earth's most powerful corporations. With the expansion into space, Microtel formed a corporate division called VoidCorp. It's purpose was to carry the companies influence into space. It was met with great success as the corporation claimed and settled several systems with skilled employees. VoidCorp pioneered the technology of interstellar information exchange by creating the first drivesats and holding a near monopoly on it. VoidCorp wealth and influence grew exponentially. In 2274 a VoidCorp owned vessel discovered the jungle world of Sheya, and through a carefully worded contract the Sesheyans found themselves under the permanent employ of the company. Every child, human or Sesheyan, is a VoidCorp Employee from moment of birth. When the First Galactic War erupted in 2299 VoidCorp took sides with many colonies and declared independence from its parent company, Microtel. With its own nation formed it was able to dictate policies and laws unimpeded. It decreed that Employees were company property and forbidden from ever leaving the company, even death was no exception. Such aggressive inclinations led indirectly to the Second Galactic War, which went mostly in their favor except for the betrayal of their Insight division, which fed tactical information to the FreeSpace Alliance. That and the great Grid crash brought on by Insight dealt many blows to VoidCorp infrastructure. But undaunted, VoidCorp continued to survive, albeit halted progress. Even to this day, VoidCorp refuses to recognize Insight's independence.
Today VoidCorp remains unchanged. Its centuries old focus is on computer software, hardware, and the Grid. Its Draconian practices still form the most regimented way of life known to man. To VoidCorp management, this structure is the most advantageous avenue for profit, and VoidCorp employees raised in it accept it as a fact of life. At the lowest level, employees are little more than slaves. Over 70% of the population fits this mold. Once in a skilled or managerial position, employees grow intensely competitive. The society succeeds, evolves, and holds itself together through struggle. When a superior is gone, machinations to gain position take over. Political maneuvering, favoritism, and backstabbing are well established; informers are rewarded. Deaths of superiors that remain unexplained guarantee promotion. Officers of vice president rank and above live anonymously. As Machiavellian as it sounds, the system works. The company is still recovering from the Grid crash and rebellion of Insight but doing well in spite of it. The war with Insight still rages on but in the unseen battlefield of the Grid, but VoidCorp continues to deny being either the instigator or victim of any act of sabotage.
Rank is everything. Stop at nothing to get it. Among employees, such statements are common, even accepted. It's survival of the fittest, a form of corporate Darwinism. Employees can be found in every corner of human space, often following orders they don't fully understand, or even orders that contradict another Employee's. Despite this reputation for faceless interaction, VoidCorp does not permit retirement. Employees must work until death. When found, escapees (called "absentees") can expect harsh discipline, if not literal termination.
There are three droids: a scorpion, a hexadepe, and a wasp.
Scorpion:
Ranging from three to twenty feet tall, the scorpion droid can use its legs to attack infantry in its way. As well as their powerful pincer legs, VX-9 scorpion droids are armed with two twin ion cannons located within the pincers of the droid's arms, they also can be converted into blaster cannons interchangeably depending on circumstances. The annihilator droid is armed with two dual rapid-fire laser cannons cocked back in the menacing form of a rampant scorpion.These cannons were capable of rapid fire and can be firelinked for maximum firepower. The Scorpion's tail carries a high-powered beam weapon capable of piercing armor and cutting down entire troop formations. Alternative weaponry include rocket launchers or flamethrowers in the pincers and a heavier laser weapon for anti-air work. It can target with either a crimson photoreceptor, or with a composite radiation sensor.
It also carried a combination particle-energy shield. Because of this extra shield, its allies can position themselves inside the annihilator's shield for more protection.
Hexapede:
Designed as an exceptionally lethal combat droid, shaped similar to a scorpion, the SKD-84 Combat Droid is a war droid designed to be fast and well-armed, though it does admittedly lack in armor. Similar to the scorpion, the SKD-84 is designed to go all out on the offensive. If someone were to get behind it, they would have an exceptional opportunity to attack it without the droid noticing. Armament-wise, the SKD-84 has three pairs of razor-sharp claws, inside of which are plasma cannons.
A key issue with the SKD-84, noted in testing, is its limited field of view. With the way the optics are set up, the droid only has a view of around 160 degrees. As the head has limited mobility, it cannot see enemies attacking from behind until it's too late. If in combat mode, it will rather consistently turn around to look for enemies, but not if it's been undisturbed. Surrounding it and letting someone attack from behind while the SKD-84 is preoccupied is a suggested tactic.
Wasp:
Information is power, and never is this truer than for the genocidal droids at Voidcorp Research & Design. Knowledge from a wide variety of sources allows them to make precise moves in their plan to purge all organics.

Hamza Mīnakshi |

A reminder, Hamza is on the back of the wasp, having teleported there last turn.
Tapping upon his inner reserves of power, Hamza boosts his already lightning quick reflexes to near blinding speed. Free action, spending a mythic power point to gain an extra standard action.
He then proceeds to assault the wasp droid with a dizzying array of mystical strikes and hammer like blows, attempting to fully disable his foe.
1d20 + 46 ⇒ (5) + 46 = 51 Resonance Strike vs touch AC for 3d6 + 18 ⇒ (3, 4, 3) + 18 = 28 force damage. Act 1
Spinning his kama around in rapid succession he pummels the wasp's wing in a trio of quick attacks, attempting to ground the bug. Act 2
Initiating Steel Fury Strike, letting me make 3 attacks at my full BAB with a -2 to each attack and an addition +3d6 damage. Also attempting a called shot vs arm(wing) to try and maim a wing, with an extra -2.
1d20 + 42 ⇒ (2) + 42 = 44 Going to expend Cae's re-roll, first attack
1d20 + 42 ⇒ (10) + 42 = 52 for 1d6 + 35 + 1d6 + 1d8 + 7d6 + 4 ⇒ (2) + 35 + (3) + (3) + (6, 1, 6, 4, 1, 2, 6) + 4 = 73 10 is cold damage.
1d20 + 42 ⇒ (20) + 42 = 62 Possible Crit, second attack
1d20 + 42 ⇒ (2) + 42 = 44 Crit confirmed, I believe.
2d6 + 70 + 2d6 + 2d8 + 6d6 + 4d6 + 8 ⇒ (6, 6) + 70 + (5, 6) + (3, 5) + (2, 1, 4, 4, 6, 2) + (2, 4, 2, 5) + 8 = 141 27 cold damage.
1d20 + 42 ⇒ (10) + 42 = 52 3rd attack, for 1d6 + 35 + 1d6 + 1d8 + 7d6 + 4 ⇒ (3) + 35 + (6) + (8) + (2, 2, 5, 6, 3, 3, 3) + 4 = 80 18 cold
Total damage from this attack: 239 normal damage, 55 cold damage
Assuming this is over half it's HP, it suffers the following:
Arms are the manipulating limbs of a creature, including tentacles. Wings are also considered to be arms for purposes of a called shot. Called shots to the arm are easy (–2 penalty).
Called Shot: A called shot to an arm deals no additional damage, but for 1d4 rounds, any attack rolls, ability checks, or skill checks made using the wounded arm take a –2 penalty. A flying creature shot in the wing must make a Fly check to avoid descending involuntarily .
Critical Called Shot: A critical hit to the arm deals 1d4 points of Dexterity damage and 1d4 points of Strength damage. A successful Fortitude saving throw halves the ability damage (minimum 1 point to each attribute). The target also suffers the effects of a called shot to the arm for 1d4 minutes.
Debilitating Blow: A debilitating blow deals 1d6 points of Dexterity damage and 1d6 points of Strength damage. The blow renders the arm useless until healed unless the target succeeds at a Fortitude saving throw. If the saving throw fails by 5 or more, the arm is severed or otherwise mangled such that only regeneration or similar effects can repair it. The target also suffers the effects of a called shot to the arm (if the arm remains usable) for 2d6 minutes.
Full damage taken by the wasp so far(without any form of DR or shields, etc): 279 normal damage, 28 force damage, 55 cold damage.
If this is enough to destroy the wasp, let me know, as I'll use his remaining two actions to attack another droid.

Sebecloki |

A reminder, Hamza is on the back of the wasp, having teleported there last turn.
Tapping upon his inner reserves of power, Hamza boosts his already lightning quick reflexes to near blinding speed. Free action, spending a mythic power point to gain an extra standard action.
He then proceeds to assault the wasp droid with a dizzying array of mystical strikes and hammer like blows, attempting to fully disable his foe.
1d20+46 Resonance Strike vs touch AC for 3d6+18 force damage. Act 1
Spinning his kama around in rapid succession he pummels the wasp's wing in a trio of quick attacks, attempting to ground the bug. Act 2
Initiating Steel Fury Strike, letting me make 3 attacks at my full BAB with a -2 to each attack and an addition +3d6 damage. Also attempting a called shot vs arm(wing) to try and maim a wing, with an extra -2.
1d20+42 Going to expend Cae's re-roll, first attack
1d20+42 for 1d6+35+1d6+1d8+7d6+4 10 is cold damage.
1d20+42 Possible Crit, second attack
1d20+42 Crit confirmed, I believe.
2d6+70+2d6+2d8+6d6+4d6+8 27 cold damage.
1d20+42 3rd attack, for 1d6+35+1d6+1d8+7d6+4 18 cold
Total damage from this attack: 239 normal damage, 55 cold damage
Assuming this is over half it's HP, it suffers the following:
** spoiler omitted **...
The wasp is not dead. Remember, it has the electrical field, so every time you do a physical attack you need to make sure you're not incurring electricity damage by doing so.

Cae Leonidas |

Cae sings, bolstering his nearby allies before moving forward with Vyse so she can do the same. He then vanishes from sight.
Aura of Purity(10'): Diseases, inhaled poisons, and noxious gaseous effects (such as stinking cloud) are negated.
Aura of Insight(3 rounds): +2 insight bonus on attack rolls, AC, and skill checks(Amunet-Ra(1 round), Hamza, Jimbli, Raxus, Rokan, Tyren)
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 any ability check, attack roll, saving throw, or skill check, taking the better result once per round(everyone except Amunet-Ra)
-------------------------------------------------------------------
Move(SS): Cackle
Move: move to Hamza's old position
Std: Disappear(6 rounds)
-------------------------------------------------------------------
SP: 22/23
Disappear:8/9
Insight: 6/9
MP: 7/9
Vision: 1/2
-------------------------------------------------------------------
Vyse:
-------------------------------------------------------------------
Vyse croons gently.
-------------------------------------------------------------------
Std: Cackle
Std(SS): Cackle
-------------------------------------------------------------------
Buff: Disappear(5 rounds)
SP: 19/22
Disappear: 4/6
-------------------------------------------------------------------
Raxus:
-------------------------------------------------------------------
Raxus throws rocks at the wasp droid.
-------------------------------------------------------------------
Std: Attack Wasp
Std(SS): Attack Wasp
Rock Throw: 1d20 + 20 + 2 + 8 ⇒ (17) + 20 + 2 + 8 = 47
Damage: 1d8 + 18 + 2 + 8 ⇒ (5) + 18 + 2 + 8 = 33
Rock Throw: 1d20 + 20 + 2 + 8 ⇒ (7) + 20 + 2 + 8 = 37
Rock Throw: 1d20 + 20 + 2 + 8 ⇒ (9) + 20 + 2 + 8 = 39(Fortune)
Damage: 1d8 + 18 + 2 + 8 ⇒ (5) + 18 + 2 + 8 = 33
-------------------------------------------------------------------

Hamza Mīnakshi |

Since the called shot was a crit, it suffers:
Critical Called Shot: A critical hit to the arm deals 1d4 points of Dexterity damage and 1d4 points of Strength damage. A successful Fortitude saving throw halves the ability damage (minimum 1 point to each attribute). The target also suffers the effects of a called shot to the arm for 1d4 minutes.
1d4 ⇒ 1 Dex damage, 1d4 ⇒ 4 Str damage, DC 52.
Also, because I crit, it needs to make a Fort save DC 15 to avoid being stunned for 1 round or staggered if they make the save, as robots have critical hit vulnerability.
Hamza focuses his preternatural senses, and seeks a particularly vulnerable spot in his foes defenses. Initiating Rising Zenith Strike, which lets me make a Sense Motive check in place of a normal attack roll, but with the bonuses from my feats and enchantments. Act 31d20 + 55 ⇒ (2) + 55 = 57 as I believe that hits, my attack deals double damage. 2d6 + 70 + 2d6 + 2d8 + 6d6 + 4d6 + 8 ⇒ (4, 1) + 70 + (4, 6) + (1, 4) + (1, 6, 3, 1, 1, 5) + (6, 3, 3, 5) + 8 = 132 18 cold damage.
He then summons the darkness within him, and reaches out to each of the three droids, claiming and cursing them. Using my final standard act to instead use a swift action for my Dark Claim ability. This has several affects, but most importantly, I get 3 maneuvers back(the 3 I used this turn) and they are now cursed, which augments my Cursed Razor maneuvers.

Sebecloki |

Tyren, eyes on the hulking behemoths that had recently annihilated their friend and ally, was intent on ensuring that the same didn't happen to anyone else. He began strumming the chords on his lute, when a resounding whrr-ksht! clattering sound could be heard, as a metallic behemoth of a soldier was dropped next to Tyren, and a large figure clad entirely in Lamellar armor dropped next to Jimbli.
It rose from its knees, and took a scowling look around the battlefield. On its' hip rested what looked like a carved bone blade, single-edged and slightly curved. In the other hand was a skull, not unlike the one Tyren himself used--saved that it was held in a hand situated between what appeared to be an arm cleft in two. At the ends of the arms were not additional hands, but openings of some sort. A scent of grave soil and decay wafted about him, and his lamellar armor was a dull red.
The metallic soldier was already standing as it landed, surprisingly nimble for its' massive size, and immediately began ascertaining the situation. In its' massive hands were a shield as tall as it, formed clearly from clay packed onto something solid to give it a rigid frame. Its' other hand held a spear, easily as long as it--Though this combination should have proven impossible to wield, something about the way it held the shield seemed to support the spear, though the moves were so precise and quick as to be almost impossible to follow.
I'm going to start taking actions. SADIE's initiative is a 60. This is relevant due to HOP Imp. Initiative, which states she gets a single action before the start of next round.
TYREN:
The bard locks eyes with the droids and begins a series of very precise notes in rapid succession. To others, it at first comes across as random, imprecise plucks that, the more they listen to it, has a hard, seemingly entirely man-made melody. It sounds like the sounds of the steelworks of Tyr, perfectly made in unison; a sound of hope, and yet almost certainly of...
I don't understand the Fascinate ability as you described it -- I'm cut and pasting the basic stat block chassis I'm using for the droids, so you can make the rolls. They have extra abilities and more health, but the Saves and AC are accurate.
Robot, Annihilator (CR 20/MR 8)
Spheres of Power Wiki Home Page » Mythic Rules » Mythic Creatures (R) » Robot, Annihilator (CR 20/MR 8)
This metallic creature has pincer-tipped arms and a single red eye–it flies with eerie grace via blasts of fire from its back.
Mythic Annihilator (CR 20/MR 8)
XP 307,200
Pathfinder Campaign Setting: Inner Sea Bestiary
N Gargantuan construct (mythic, robot)
Init +7/-13, dual initiativeMA; Senses darkvision 120 ft., low-light vision, tremorsense 60 ft.; Perception +24
Defense
AC 40, touch 10, flat-footed 36 (+3 Dex, +1 dodge, +30 natural, -4 size)
hp 350 (20d10+140 plus 100 hp force field)
Fort +12, Ref +12, Will +11; legendaryMA
Defensive Abilities field boostMA, fortification (50%)MA, hardness 10, unfetteredMA; DR 10/epic; Immune cold, construct traits; Resist electricity 30, fire 30
Weaknesses vulnerable to critical hits, vulnerable to electricity
Offense
Speed 50 ft., climb 30 ft.; booster jets
Melee 2 adamantine claws +31 (2d6+15/19-20)
Ranged 2 integrated chain guns +21 (8d6/×4)
Space 20 ft.; Reach 20 ft.
Special Attacks combined arms, keeningMA, mythic power (8/day, surge +1d10), plasma lance, plasma overloadMA, suppressing fire, targeting computerMA
Statistics
Str 40, Dex 17, Con —, Int 14, Wis 13, Cha 1
Base Atk +20; CMB +39; CMD 57 (65 vs. trip)
Feats Combat ExpertiseMF, Combat ReflexesMF, Deadly AimMF, Dodge, Great Fortitude, Improved Critical (claw), Improved Initiative, Mobility, Skill Focus (Acrobatics), Weapon Focus (chain gun)MF
Skills Acrobatics +29 (+37 when jumping), Climb +23, Intimidate +15, Perception +24, Sense Motive +24
Languages Common
SQ ascendantMA
Ecology
Environment any
Organization solitary
Treasure none
Special Abilities
Ascendant (Ex) As a free action during its turn, a mythic annihilator can expend one use of mythic power to increase the save DCs of all its special abilities by half its mythic tier for 1d4 rounds.
Booster Jets (Ex) By activating its jets as a swift action, an annihilator gains a fly speed of 60 feet (poor maneuverability) for 1 minute. It can use this ability 10 times per hour.
Chain Guns (Ex) The twin chain guns mounted beneath an annihilator’s head never misfire, automatically reload as a free action, and have a range of 200 feet. Microfactories inside the annihilator process scrap into new ammunition, providing effectively unlimited ammunition.
Combined Arms (Ex) When taking a full-action action, an annihilator can attack with its melee attacks and its integrated ranged attacks simultaneously.
Field Boost (Ex) By expending one use of mythic power as an immediate action, a mythic annihilator can boost the power of its force field. For each use of mythic power expended, the force field’s hit points are increased by 2 times the mythic annihilator’s CR. The force field’s hit points cannot exceed 5 times the mythic annihilator’s CR (100 hp for most mythic annihilators) at any one time through the use of this ability. Using this ability reactivates the force field if it has already collapsed.
Keening (Ex) As a move action, a mythic annihilator can strop its blades against each other, producing an ear-piercing shriek. The sound deafens, sickens, and staggers creatures within a 200-ft. spread for 1d4+1 rounds (Fortitude DC 22 negates). The save DC is Intelligence-based.
Legendary (Ex) A mythic annihilator adds half its mythic tier to its saving throws.
Plasma Lance (Ex) An annihilator can fire a 120-foot line of plasma from a tail-mounted projector. All creatures and objects in the area take 20d6 of plasma damage (Reflex DC 22 halves). The save DC is Intelligence-based.
Plasma Overload (Ex) A mythic annihilator can expend one use of mythic power while firing its plasma lance to increase the effect to 20d10 points of plasma damage. Any creature that fails it Reflex save continues to take 20d10 damage each round for the next 1-3 rounds as the plasma clings to them. A successful Reflex save in a later round halves the damage and ends the effect. Immersion in water or taking at least 25 points of cold damage (before applying immunities, resistances, or vulnerability) extinguishes the clinging plasma. The annihilator cannot fire its plasma lance for 1d4+1 rounds after using this ability.
Suppressing Fire (Ex) As a standard action, an annihilator can saturate a 100-foot cone with chain gun fire. Each target in the area sustains a single chain gun attack, including targets the annihilator cannot see. The annihilator ignores miss chances from concealment when using suppressing fire.
Targeting Computer (Ex) If a mythic annihilator foregoes making melee attacks, it adds its mythic tier to its ranged attack rolls, halves the penalties for range and Deadly Aim, and automatically confirms critical hits. This includes attacks with suppressing fire.
Unfettered (Ex) By expending one use of mythic power as a swift action, a mythic annihilator automatically dispels all non-mythic spells and technological effects affecting it. Effects from the annihilator itself are unaffected. The annihilator remains immune to ongoing non-mythic spells and technological effects until the end of its next turn, although instantaneous effects affect it normally.
You should use the remaining AOO to attack the remaining myceloids and the battle turrets.
These are the stats for the myceloids and battle turrets, begin with the battle turrets since the mushroom men are tripped, go ahead and make your rolls.
Medium Animated ObjectCR 3
XP 800
N Medium construct
Init +0; Senses darkvision 60 ft., low-light vision; Perception –5
DEFENSE
AC 14, touch 10, flat-footed 14 (+4 natural)
Wounds 2; Vitality 50
Fort +1, Ref +1, Will -4
Defensive Abilities hardness 5; Immune construct traits
OFFENSE
Speed 30 ft.
Melee slam +5 (1d6+3)
STATISTICS
Str 14, Dex 10, Con —, Int —, Wis 1, Cha 1
Base Atk +3; CMB +5; CMD 15
SQ 2 construction points
SPECIAL ABILITIES
Construction Points
Medium animated objects have 2 construction points.
ECOLOGY
Environment any
Organization solitary, pair, or group (3-12)
Treasure Value none
Myceloid (CR 5/MR 2)
Spheres of Power Wiki Home Page » Mythic Rules » Mythic Creatures (M) » Myceloid (CR 5/MR 2)
This shambling fungus creature bears a strong resemblance to a rotund human, but with a mushroom cap for a head.
Mythic Myceloid (CR 5/MR 2)
XP 1,600
Pathfinder Roleplaying Game Bestiary 3
NE Medium plant (mythic)
Init +6MF; Senses darkvision 60 ft., low-light vision, scent, taste emotionMA; Perception +6
Defense
AC 18, touch 10, flat-footed 18 (+8 natural)
Wounds 36; Vitality 176
Fort +8, Ref +1, Will +4
Defensive Abilities DR 5/epic and slashing; Immune plant traits; Resist cold 10, fire 10, sonic 10
Weaknesses vulnerable to electricity
Offense
Speed 20 ft.
Melee 2 claws +6 (1d6+3 plus disease)
Special Attacks mythic power (2/day, surge 1d6), one of usMA, poison, spore cloud
Spell-Like Abilities (CL 6th; concentration +6)
1/day—spore domination (DC 14)
Statistics
Str 17, Dex 11, Con 18, Int 9, Wis 12, Cha 10
Base Atk +3; CMB +6; CMD 16
Feats Improved InitiativeMF, Iron Will, Skill Focus (Stealth)
Skills Perception +6, Sense Motive +5, Stealth +9, Survival +5; Racial Modifiers +4 Sense Motive, +4 Survival
Languages Undercommon; telepathy 60 ft. (myceloids, fungi, and purple pox sufferers only)
SQ fungal rapportMA
Ecology
Environment any underground
Organization solitary, pair, band (3–24), or colony (25–250)
Treasure standard
Special Abilities
Disease (Su) Purple Pox: inhaled or injury; save Fort DC 16; onset 1 minute; frequency 1/day; effect 1d2 Wis and 1d2 Con damage; cure 2 consecutive saves. A creature that dies of the purple pox becomes bloated over the course of 24 hours, after which its body bursts open, releasing a fully grown myceloid. Additionally, as long as a creature takes at least 7 points of Wisdom damage from the purple pox, it must make a DC 16 Will save each day to avoid becoming affected by a lesser geas (no HD limit) that compels the afflicted character to seek out the nearest myceloid colony in order to offer itself up for spore domination. The save DCs are Constitution-based.
Fungal Rapport (Su) A mythic myceloid’s telepathy allows it to communicate with all fungi and fungal creatures, as if using continuous speak with plants but affecting only molds, slimes, and fungi. A mythic myceloid can spend one use of its mythic power to use clairaudience/clairvoyance (caster level 5th) on any location within range where mold, slime, or fungus is present.
One of Us (Sp) As a standard action, a mythic myceloid can polymorph a willing creature afflicted with purple pox into a myceloid, as if that creature had cast plant shape I (caster level 5th). If it spends one use of its mythic power, a mythic myceloid can use this ability on an unwilling creature that is not afflicted with purple pox (DC 16 Fortitude negates). If the target fails its saving throw, it becomes charmed by the mythic myceloid as long as it remains in myceloid form. The mythic myceloid can increase the duration of this effect to 5 hours by spending one use (or an additional use) of its mythic power. The save DC is Constitution-based.
Spore Cloud (Ex) Once per day as a standard action, a myceloid can expel a 10-foot-radius burst of spores centered on itself. This cloud persists for 1d3 rounds. Any creature caught in this cloud or that moves through it is exposed to the myceloid’s purple pox disease— a creature need save only once against any one spore cloud, however, before becoming permanently immune to that particular spore cloud’s effects. The spore cloud does not hamper vision.
Spore Domination (Sp) This spell-like ability functions as charm monster, but functions only against creatures currently infected with purple pox.
Taste Emotion (Su) Mythic myceloids detect the presence of creatures affected by fear effects, effects with the emotion descriptor, or effects that provide a morale bonus as if they had blindsense in a 30-foot radius and blindsight in a 5-foot radius. When a creature adjacent to a creature that gains a morale bonus from any effect, a mythic myceloid can spend one use of its mythic power to gain the same morale bonus(es) for 1 minute.

Sebecloki |

The turrets can't see Amunet, Tyren, or Hamza, so they're going to attack Jimbli and Rokan. There are 50 turrets, and they can each attack 3 times per the Unchained Action Economy, and so they are all subject to 75 attacks by the arc rifles of the battle turrets.
DESCRIPTION
Arc Rifle
Price 20,000 gp; Type two-handed ranged; Proficiency exotic (firearms); Dmg (M) 2d6 elec.; Dmg (S) 1d10 elec.; Critical ×2; Range 150 ft.; Capacity 20; Usage 1 charge; Special automatic, touch; Weight 6 lbs.DESCRIPTION
An arc rifle is a larger, more powerful version of an arc pistol, and functions as such except for the differences listed here.
CONSTRUCTION
Craft DC 27; Cost 10,000 gp; Craft Technological Arms and Armor, military lab
Rokan
1d20 + 3 ⇒ (6) + 3 = 9
1d20 + 3 ⇒ (5) + 3 = 8
1d20 + 3 ⇒ (13) + 3 = 16
1d20 + 3 ⇒ (10) + 3 = 13
1d20 + 3 ⇒ (17) + 3 = 20
1d20 + 3 ⇒ (11) + 3 = 14
1d20 + 3 ⇒ (4) + 3 = 7
1d20 + 3 ⇒ (12) + 3 = 15
1d20 + 3 ⇒ (18) + 3 = 21
1d20 + 3 ⇒ (19) + 3 = 22
1d20 + 3 ⇒ (16) + 3 = 19
1d20 + 3 ⇒ (16) + 3 = 19
1d20 + 3 ⇒ (10) + 3 = 13
1d20 + 3 ⇒ (19) + 3 = 22
1d20 + 3 ⇒ (9) + 3 = 12
1d20 + 3 ⇒ (19) + 3 = 22
1d20 + 3 ⇒ (6) + 3 = 9
1d20 + 3 ⇒ (12) + 3 = 15
1d20 + 3 ⇒ (19) + 3 = 22
1d20 + 3 ⇒ (1) + 3 = 4
1d20 + 3 ⇒ (14) + 3 = 17
1d20 + 3 ⇒ (12) + 3 = 15
1d20 + 3 ⇒ (7) + 3 = 10
1d20 + 3 ⇒ (18) + 3 = 21
1d20 + 3 ⇒ (2) + 3 = 5
1d20 + 3 ⇒ (16) + 3 = 19
1d20 + 3 ⇒ (9) + 3 = 12
1d20 + 3 ⇒ (10) + 3 = 13
1d20 + 3 ⇒ (9) + 3 = 12
1d20 + 3 ⇒ (3) + 3 = 6
1d20 + 3 ⇒ (11) + 3 = 14
1d20 + 3 ⇒ (5) + 3 = 8
1d20 + 3 ⇒ (18) + 3 = 21
1d20 + 3 ⇒ (17) + 3 = 20
1d20 + 3 ⇒ (19) + 3 = 22
1d20 + 3 ⇒ (19) + 3 = 22
1d20 + 3 ⇒ (3) + 3 = 6
1d20 + 3 ⇒ (10) + 3 = 13
1d20 + 3 ⇒ (3) + 3 = 6
1d20 + 3 ⇒ (20) + 3 = 23
1d20 + 3 ⇒ (18) + 3 = 21
1d20 + 3 ⇒ (13) + 3 = 16
1d20 + 3 ⇒ (12) + 3 = 15
1d20 + 3 ⇒ (12) + 3 = 15
1d20 + 3 ⇒ (11) + 3 = 14
1d20 + 3 ⇒ (9) + 3 = 12
1d20 + 3 ⇒ (6) + 3 = 9
1d20 + 3 ⇒ (7) + 3 = 10
1d20 + 3 ⇒ (3) + 3 = 6
1d20 + 3 ⇒ (5) + 3 = 8
1d20 + 3 ⇒ (7) + 3 = 10
1d20 + 3 ⇒ (7) + 3 = 10
1d20 + 3 ⇒ (14) + 3 = 17
1d20 + 3 ⇒ (2) + 3 = 5
1d20 + 3 ⇒ (7) + 3 = 10
1d20 + 3 ⇒ (7) + 3 = 10
1d20 + 3 ⇒ (20) + 3 = 23
1d20 + 3 ⇒ (14) + 3 = 17
1d20 + 3 ⇒ (10) + 3 = 13
1d20 + 3 ⇒ (9) + 3 = 12
1d20 + 3 ⇒ (14) + 3 = 17
1d20 + 3 ⇒ (14) + 3 = 17
1d20 + 3 ⇒ (10) + 3 = 13
1d20 + 3 ⇒ (20) + 3 = 23
1d20 + 3 ⇒ (13) + 3 = 16
1d20 + 3 ⇒ (15) + 3 = 18
1d20 + 3 ⇒ (1) + 3 = 4
1d20 + 3 ⇒ (16) + 3 = 19
1d20 + 3 ⇒ (20) + 3 = 23
1d20 + 3 ⇒ (19) + 3 = 22
1d20 + 3 ⇒ (11) + 3 = 14
1d20 + 3 ⇒ (18) + 3 = 21
1d20 + 3 ⇒ (18) + 3 = 21
1d20 + 3 ⇒ (4) + 3 = 7
1d20 + 3 ⇒ (16) + 3 = 19
Jimbli
1d20 + 3 ⇒ (3) + 3 = 6
1d20 + 3 ⇒ (4) + 3 = 7
1d20 + 3 ⇒ (7) + 3 = 10
1d20 + 3 ⇒ (4) + 3 = 7
1d20 + 3 ⇒ (2) + 3 = 5
1d20 + 3 ⇒ (13) + 3 = 16
1d20 + 3 ⇒ (14) + 3 = 17
1d20 + 3 ⇒ (17) + 3 = 20
1d20 + 3 ⇒ (7) + 3 = 10
1d20 + 3 ⇒ (20) + 3 = 23
1d20 + 3 ⇒ (11) + 3 = 14
1d20 + 3 ⇒ (7) + 3 = 10
1d20 + 3 ⇒ (4) + 3 = 7
1d20 + 3 ⇒ (15) + 3 = 18
1d20 + 3 ⇒ (14) + 3 = 17
1d20 + 3 ⇒ (15) + 3 = 18
1d20 + 3 ⇒ (2) + 3 = 5
1d20 + 3 ⇒ (5) + 3 = 8
1d20 + 3 ⇒ (2) + 3 = 5
1d20 + 3 ⇒ (17) + 3 = 20
1d20 + 3 ⇒ (19) + 3 = 22
1d20 + 3 ⇒ (7) + 3 = 10
1d20 + 3 ⇒ (5) + 3 = 8
1d20 + 3 ⇒ (19) + 3 = 22
1d20 + 3 ⇒ (4) + 3 = 7
1d20 + 3 ⇒ (4) + 3 = 7
1d20 + 3 ⇒ (1) + 3 = 4
1d20 + 3 ⇒ (11) + 3 = 14
1d20 + 3 ⇒ (14) + 3 = 17
1d20 + 3 ⇒ (6) + 3 = 9
1d20 + 3 ⇒ (2) + 3 = 5
1d20 + 3 ⇒ (14) + 3 = 17
1d20 + 3 ⇒ (4) + 3 = 7
1d20 + 3 ⇒ (13) + 3 = 16
1d20 + 3 ⇒ (2) + 3 = 5
1d20 + 3 ⇒ (12) + 3 = 15
1d20 + 3 ⇒ (15) + 3 = 18
1d20 + 3 ⇒ (11) + 3 = 14
1d20 + 3 ⇒ (1) + 3 = 4
1d20 + 3 ⇒ (20) + 3 = 23
1d20 + 3 ⇒ (1) + 3 = 4
1d20 + 3 ⇒ (15) + 3 = 18
1d20 + 3 ⇒ (3) + 3 = 6
1d20 + 3 ⇒ (9) + 3 = 12
1d20 + 3 ⇒ (16) + 3 = 19
1d20 + 3 ⇒ (20) + 3 = 23
1d20 + 3 ⇒ (12) + 3 = 15
1d20 + 3 ⇒ (19) + 3 = 22
1d20 + 3 ⇒ (10) + 3 = 13
1d20 + 3 ⇒ (2) + 3 = 5
1d20 + 3 ⇒ (15) + 3 = 18
1d20 + 3 ⇒ (3) + 3 = 6
1d20 + 3 ⇒ (4) + 3 = 7
1d20 + 3 ⇒ (19) + 3 = 22
1d20 + 3 ⇒ (6) + 3 = 9
1d20 + 3 ⇒ (5) + 3 = 8
1d20 + 3 ⇒ (20) + 3 = 23
1d20 + 3 ⇒ (19) + 3 = 22
1d20 + 3 ⇒ (5) + 3 = 8
1d20 + 3 ⇒ (12) + 3 = 15
1d20 + 3 ⇒ (8) + 3 = 11
1d20 + 3 ⇒ (14) + 3 = 17
1d20 + 3 ⇒ (9) + 3 = 12
1d20 + 3 ⇒ (17) + 3 = 20
1d20 + 3 ⇒ (16) + 3 = 19
1d20 + 3 ⇒ (3) + 3 = 6
1d20 + 3 ⇒ (1) + 3 = 4
1d20 + 3 ⇒ (10) + 3 = 13
1d20 + 3 ⇒ (12) + 3 = 15
1d20 + 3 ⇒ (18) + 3 = 21
1d20 + 3 ⇒ (5) + 3 = 8
1d20 + 3 ⇒ (6) + 3 = 9
1d20 + 3 ⇒ (12) + 3 = 15
1d20 + 3 ⇒ (16) + 3 = 19
1d20 + 3 ⇒ (12) + 3 = 15
Tell me what, if anything, hit, and roll damage for yourselve(s)

Sebecloki |

The wasp feels, with Hamza and familiar riding along, into the shadowy crevasse in the center of the vast chamber.
The other two droids each fire twice and then flee behind the sonic wall erected by Jimbli.
They each fire a pair of rocket launchers into the ground at the center of the enemy party.
They are attacking the ground and then counting on everyone taking residual damage.
Rocket Launcher
Note: The text of this item has been updated per official errata. [Source]Price 10,800 gp; Type two-handed ranged; Proficiency exotic (heavy weaponry); Dmg (M) 6d6 f, 6d6 blu.; Dmg (S) 4d6 f, 4d6 blu.; Critical —; Range 120 ft.; Capacity 10; Usage 1 (disposable); Special slow-firing, touch; Weight 10 lbs.
DESCRIPTION
A newly created rocket launcher contains its entire load of rockets and energy charges. It cannot be reloaded, and once its final rocket is fired, the weapon is useless. Rockets fired from a rocket launcher can target a single target or a grid intersection. A creature that takes a direct hit from a rocket cannot attempt a saving throw to reduce the damage taken. When a rocket strikes its target, it explodes in a 30-foot-radius burst that deals fire and bludgeoning damage to all creatures within that area of effect—a successful DC 15 Reflex save halves the damage for all but the target. Some rocket launchers carry alternate loads, replacing the fire damage with electricity or cold damage, and there are rumors of rocket launchers capable of doing even more damage, firing gravity-based weapons or using radioactive payloads.
1d20 + 21 ⇒ (3) + 21 = 24
1d20 + 21 ⇒ (19) + 21 = 401d20 + 21 ⇒ (4) + 21 = 25
1d20 + 21 ⇒ (6) + 21 = 27
The damage is radiation
Cae, Tyrn, SADIE, Le-Xan, Jimbli, and Rokan, roll DC30 to avoid ill effects of radiation poisoning.