
Hamza Mīnakshi |

2d6 ⇒ (4, 5) = 9 negated via DR
2d6 ⇒ (2, 5) = 7 negated via DR
You're only fatigued if you suffer any damage. Thanks to his DR, Hamza took no damage, and thus isn't fatigued.

Sebecloki |

The order of initiative is:
Amunet
Hamza
Cae
Villains/Tyren
Assassins
Rokan
Jimbli
Time for the assassins, Rokan, and Jimbli to act. Let's start with the assassins b/c. Hamza is controlling them. Along with taking whatever actions they wish, the assassins all have to make the same checks as Hamza. If they're effected somehow, that might hinder their actions, as the villains acted before they did, and thus any negative effect their aura might instill will precede their actions.

Hamza Mīnakshi |

The assassins definitely can't make the aura DCs, so they'll all take the damage and be fatigued. How many times are they affected? Just twice? or all 5 times?

Hamza Mīnakshi |

10d6 ⇒ (6, 5, 5, 2, 6, 1, 1, 5, 4, 2) = 37 Assassin 2
10d6 ⇒ (3, 5, 2, 2, 2, 1, 6, 6, 1, 4) = 32 Assassin 3
10d6 ⇒ (1, 1, 3, 2, 2, 1, 6, 4, 6, 5) = 31 Assassin 4
10d6 ⇒ (1, 3, 4, 1, 3, 2, 3, 4, 4, 1) = 26 Assassin 5
10d6 ⇒ (3, 6, 3, 6, 2, 3, 2, 3, 1, 5) = 34 Assassin 6
10d6 ⇒ (5, 4, 6, 6, 5, 1, 5, 5, 5, 2) = 44 Assassin 7
10d6 ⇒ (6, 3, 6, 5, 2, 6, 6, 6, 4, 3) = 47 Assassin 8
10d6 ⇒ (1, 2, 2, 2, 1, 6, 5, 2, 3, 6) = 30 Assassin 9
10d6 ⇒ (4, 3, 4, 1, 5, 1, 4, 6, 2, 2) = 32 Assassin 10
10d6 ⇒ (2, 4, 2, 1, 2, 2, 6, 1, 3, 2) = 25 Assassin 11
10d6 ⇒ (4, 6, 2, 1, 3, 1, 4, 1, 3, 1) = 26 Assassin 12
10d6 ⇒ (1, 1, 6, 5, 1, 4, 5, 2, 2, 5) = 32 Assassin 13
10d6 ⇒ (5, 2, 6, 6, 6, 3, 1, 4, 4, 1) = 38 Assassin 14
10d6 ⇒ (5, 2, 6, 6, 1, 3, 5, 6, 5, 1) = 40 Assassin 15
10d6 ⇒ (2, 1, 4, 1, 6, 2, 6, 2, 3, 4) = 31 Assassin 16
10d6 ⇒ (5, 5, 4, 2, 1, 6, 3, 3, 1, 2) = 32 Assassin 17
10d6 ⇒ (1, 6, 3, 2, 1, 1, 2, 1, 5, 4) = 26 Assassin 18
10d6 ⇒ (6, 1, 3, 6, 6, 4, 5, 5, 6, 2) = 44 Assassin 19
10d6 ⇒ (4, 4, 5, 1, 1, 2, 5, 1, 1, 1) = 25 Assassin 20
10d6 ⇒ (2, 2, 6, 5, 4, 3, 3, 2, 1, 4) = 32 Assassin 21
10d6 ⇒ (6, 4, 5, 3, 4, 4, 2, 4, 2, 1) = 35 Assassin 22
10d6 ⇒ (6, 2, 3, 2, 6, 4, 6, 2, 3, 5) = 39 Assassin 23
10d6 ⇒ (2, 5, 3, 4, 2, 1, 5, 1, 6, 5) = 34 Assassin 24
1d20 + 13 ⇒ (16) + 13 = 29 Assassin 1
1d20 + 13 ⇒ (8) + 13 = 21 Assassin 2
1d20 + 13 ⇒ (7) + 13 = 20 Assassin 3
1d20 + 13 ⇒ (6) + 13 = 19 Assassin 4
1d20 + 13 ⇒ (18) + 13 = 31 Assassin 5
1d20 + 13 ⇒ (12) + 13 = 25 Assassin 6
1d20 + 13 ⇒ (8) + 13 = 21 Assassin 7
1d20 + 13 ⇒ (16) + 13 = 29 Assassin 8
1d20 + 13 ⇒ (2) + 13 = 15 Assassin 9
1d20 + 13 ⇒ (12) + 13 = 25 Assassin 10
1d20 + 13 ⇒ (15) + 13 = 28 Assassin 11
1d20 + 13 ⇒ (10) + 13 = 23 Assassin 12
1d20 + 13 ⇒ (8) + 13 = 21 Assassin 13
1d20 + 13 ⇒ (11) + 13 = 24 Assassin 14
1d20 + 13 ⇒ (8) + 13 = 21 Assassin 15
1d20 + 13 ⇒ (8) + 13 = 21 Assassin 16
1d20 + 13 ⇒ (14) + 13 = 27 Assassin 17
1d20 + 13 ⇒ (4) + 13 = 17 Assassin 18
1d20 + 13 ⇒ (10) + 13 = 23 Assassin 19
1d20 + 13 ⇒ (7) + 13 = 20 Assassin 20
1d20 + 13 ⇒ (9) + 13 = 22 Assassin 21
1d20 + 13 ⇒ (14) + 13 = 27 Assassin 22
1d20 + 13 ⇒ (8) + 13 = 21 Assassin 23
1d20 + 13 ⇒ (20) + 13 = 33 Assassin 24
One Assassin failed it's save. 1d2 ⇒ 1 Wis, 1d2 ⇒ 1 Con

Hamza Mīnakshi |

Each assassin shifts their fighting style into a more offensive one, and as they do, a brief burst of fire flares up around them. Swift action to adopt Stance of Piercing Rays, which adds 2d6 fire damage to all of their ranged attacks.
They then each once more hurl a now fiery blast of shadowy energy at the nearest mummy. Each assassin uses Shadow Feather Strike again vs the mummy's touch AC.
1d20 + 21 ⇒ (19) + 21 = 40
1d20 + 21 ⇒ (7) + 21 = 28
1d20 + 21 ⇒ (1) + 21 = 22
1d20 + 21 ⇒ (19) + 21 = 40
1d20 + 21 ⇒ (7) + 21 = 28
1d20 + 21 ⇒ (12) + 21 = 33
1d20 + 21 ⇒ (12) + 21 = 33
1d20 + 21 ⇒ (14) + 21 = 35
1d20 + 21 ⇒ (5) + 21 = 26
1d20 + 21 ⇒ (18) + 21 = 39
1d20 + 21 ⇒ (6) + 21 = 27
1d20 + 21 ⇒ (16) + 21 = 37
1d20 + 21 ⇒ (13) + 21 = 34
1d20 + 21 ⇒ (3) + 21 = 24
1d20 + 21 ⇒ (16) + 21 = 37
1d20 + 21 ⇒ (14) + 21 = 35
1d20 + 21 ⇒ (5) + 21 = 26
1d20 + 21 ⇒ (5) + 21 = 26
1d20 + 21 ⇒ (7) + 21 = 28
1d20 + 21 ⇒ (7) + 21 = 28
1d20 + 21 ⇒ (19) + 21 = 40
1d20 + 21 ⇒ (4) + 21 = 25
1d20 + 21 ⇒ (3) + 21 = 24
1d20 + 21 ⇒ (12) + 21 = 33
All but 1 hit, as that was a natural 1
4d6 + 4 + 2d6 ⇒ (3, 1, 4, 2) + 4 + (4, 3) = 21
4d6 + 4 + 2d6 ⇒ (6, 2, 6, 5) + 4 + (3, 3) = 29
4d6 + 4 + 2d6 ⇒ (3, 1, 4, 4) + 4 + (2, 1) = 19
4d6 + 4 + 2d6 ⇒ (2, 6, 6, 2) + 4 + (3, 4) = 27
4d6 + 4 + 2d6 ⇒ (1, 5, 3, 3) + 4 + (6, 4) = 26
4d6 + 4 + 2d6 ⇒ (6, 2, 4, 1) + 4 + (2, 2) = 21
4d6 + 4 + 2d6 ⇒ (4, 1, 6, 1) + 4 + (2, 6) = 24
4d6 + 4 + 2d6 ⇒ (3, 5, 2, 3) + 4 + (2, 6) = 25
4d6 + 4 + 2d6 ⇒ (4, 6, 3, 5) + 4 + (5, 5) = 32
4d6 + 4 + 2d6 ⇒ (3, 4, 3, 6) + 4 + (5, 1) = 26
4d6 + 4 + 2d6 ⇒ (1, 1, 5, 2) + 4 + (5, 1) = 19
4d6 + 4 + 2d6 ⇒ (5, 3, 1, 2) + 4 + (5, 2) = 22
4d6 + 4 + 2d6 ⇒ (1, 2, 1, 2) + 4 + (5, 6) = 21
4d6 + 4 + 2d6 ⇒ (3, 5, 5, 5) + 4 + (4, 1) = 27
4d6 + 4 + 2d6 ⇒ (3, 3, 3, 5) + 4 + (6, 2) = 26
4d6 + 4 + 2d6 ⇒ (2, 6, 1, 2) + 4 + (1, 5) = 21
4d6 + 4 + 2d6 ⇒ (1, 2, 3, 2) + 4 + (4, 5) = 21
4d6 + 4 + 2d6 ⇒ (4, 1, 4, 1) + 4 + (1, 5) = 20
4d6 + 4 + 2d6 ⇒ (3, 6, 1, 3) + 4 + (6, 1) = 24
4d6 + 4 + 2d6 ⇒ (5, 2, 3, 1) + 4 + (2, 2) = 19
4d6 + 4 + 2d6 ⇒ (6, 4, 1, 1) + 4 + (5, 2) = 23
4d6 + 4 + 2d6 ⇒ (1, 2, 3, 6) + 4 + (2, 1) = 19
4d6 + 4 + 2d6 ⇒ (2, 2, 1, 6) + 4 + (5, 1) = 21
539 total damage, 154 fire damage, 385 profane damage.
Each assassin then pauses to recover their expended attack once more. Standard action to regain Shadow Feather Strike.
Also, in case it was missed the first time, each assassin is under the affects of Touchsight, which lets them ignore invisibility. This is how they were able to attack last round. It's active for 5 minutes.

Cae Leonidas |

-------------------------------------------------------------------
Round 3:
-------------------------------------------------------------------
The invisible Cae continues singing, bolstering his nearby allies and manipulating the fate of one of the apprentices before moving west away from the descended apprentices with Vyse so she can continue her song.
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
-------------------------------------------------------------------
Std: Misfortune Hex(southeast apprentice)
Move(SS): Cackle
Move: west, outside of radiation
-------------------------------------------------------------------
SP: 22/23
Disappear:8/9
Insight: 6/9
MP: 7/9
Vision: 1/2
-------------------------------------------------------------------
Vyse:
-------------------------------------------------------------------
Vyse croons gently as she hangs on to Cae's shoulder.
-------------------------------------------------------------------
Std: Cackle
Std(SS): Cackle
-------------------------------------------------------------------
Buff: Disappear(4 rounds)
SP: 19/22
Disappear: 4/6
-------------------------------------------------------------------
Raxus:
-------------------------------------------------------------------
Seeing an opening, Raxus rushes at the southeast apprentice. His body glows and sparks as he grabs at it.
-------------------------------------------------------------------
Move: east of Jimbli (Tension: 6)
Free: 5' Energy aura(1d4 electricity damage)(6 rounds)
Std: Attack apprentice (Tension: 7)
Free: Body Blows (Tension: 4)
Free: Elemental Blow
Grapple: 1d20 + 20 + 2 + 8 ⇒ (17) + 20 + 2 + 8 = 47 (against apprentice CMD)
Slam(Body Blows): 1d20 + 20 + 2 + 8 - 2 ⇒ (8) + 20 + 2 + 8 - 2 = 36 (Fort: 30 or nauseated 1 round)
Damage: 1d8 + 18 + 2 + 8 + 2 ⇒ (2) + 18 + 2 + 8 + 2 = 32
Fort: 1d20 + 30 + 2 + 8 ⇒ (8) + 30 + 2 + 8 = 48 (Tension: 5)
Fort: 1d20 + 30 + 2 + 8 ⇒ (16) + 30 + 2 + 8 = 56
Fort: 1d20 + 30 + 2 + 8 ⇒ (18) + 30 + 2 + 8 = 58
Fort: 1d20 + 30 + 2 + 8 ⇒ (7) + 30 + 2 + 8 = 47 Fortune
Fort: 1d20 + 30 + 2 + 8 ⇒ (19) + 30 + 2 + 8 = 59
Fort: 1d20 + 30 + 2 + 8 ⇒ (11) + 30 + 2 + 8 = 51
-------------------------------------------------------------------
Elemental Aura: 16/17
Elemental Blow: 16/17

Jimbli Willit |

fort save: 1d20 + 14 ⇒ (8) + 14 = 22
fort save: 1d20 + 14 ⇒ (13) + 14 = 27
fort save: 1d20 + 14 ⇒ (1) + 14 = 15
fort save: 1d20 + 14 ⇒ (12) + 14 = 26
fort save: 1d20 + 14 ⇒ (14) + 14 = 28
stiil have +8 to saves from Tyren? .. if so, all succeed.. if not, one fail

Sebecloki |

Each assassin shifts their fighting style into a more offensive one, and as they do, a brief burst of fire flares up around them. Swift action to adopt Stance of Piercing Rays, which adds 2d6 fire damage to all of their ranged attacks.
They then each once more hurl a now fiery blast of shadowy energy at the nearest mummy. Each assassin uses Shadow Feather Strike again vs the mummy's touch AC.
** spoiler omitted **
All but 1 hit, as that was a natural 1
** spoiler omitted **
539 total damage, 154 fire damage, 385 profane damage.
Each assassin then pauses to recover their expended attack once more. Standard action to regain Shadow Feather Strike.
Also, in case it was missed the first time, each assassin is...
What about the Sandstorm all the apprentices cast that is providing concealment?

Tyren Lourofesh |

Tyren
EDIT: Fortitude Save for Radiation, using the Morale bonus effect of SADIE'S strategy to give himself the +16 for this: 1d20 + 35 ⇒ (10) + 35 = 45
Save 1: 1d20 + 27 ⇒ (14) + 27 = 41
Save 2: 1d20 + 27 ⇒ (6) + 27 = 33
Save 3: 1d20 + 27 ⇒ (1) + 27 = 28
Save 4: 1d20 + 27 ⇒ (20) + 27 = 47
Save 5: 1d20 + 27 ⇒ (13) + 27 = 40
Save 6: 1d20 + 27 ⇒ (7) + 27 = 34
Save 7: 1d20 + 27 ⇒ (8) + 27 = 35
SADIE
Fortitude Save for Radiation: 1d20 + 31 ⇒ (12) + 31 = 43
Save 1: 1d20 + 31 ⇒ (18) + 31 = 49
Save 2: 1d20 + 31 ⇒ (12) + 31 = 43
Save 3: 1d20 + 31 ⇒ (20) + 31 = 51
Save 4: 1d20 + 31 ⇒ (9) + 31 = 40
Save 5: 1d20 + 31 ⇒ (6) + 31 = 37
Save 6: 1d20 + 31 ⇒ (20) + 31 = 51
Save 7: 1d20 + 31 ⇒ (10) + 31 = 41
Le-Xan
Save 1: 1d20 + 32 ⇒ (10) + 32 = 42
Save 2: 1d20 + 32 ⇒ (10) + 32 = 42
Save 3: 1d20 + 32 ⇒ (16) + 32 = 48
Save 4: 1d20 + 32 ⇒ (13) + 32 = 45
Save 5: 1d20 + 32 ⇒ (10) + 32 = 42
Save 6: 1d20 + 32 ⇒ (5) + 32 = 37
Save 7: 1d20 + 32 ⇒ (16) + 32 = 48
Do the Mushroom Peeps elicit AoOs from SADIE, since she's got a 60-ft. Reach? EDIT: Tyren's auto-failed a save. Keep in mind that the onset is in 1 minute, and the Geas effect only comes into play if he takes 7 wisdom damage from the effect.

Sebecloki |

Tyren
[dice=Save 1]1d20+27
[dice=Save 2]1d20+27
[dice=Save 3]1d20+27
[dice=Save 4]1d20+27
[dice=Save 5]1d20+27
[dice=Save 6]1d20+27
[dice=Save 7]1d20+27SADIE
[dice=Save 1]1d20+31
[dice=Save 2]1d20+31
[dice=Save 3]1d20+31
[dice=Save 4]1d20+31
[dice=Save 5]1d20+31
[dice=Save 6]1d20+31
[dice=Save 7]1d20+31Le-Xan
[dice=Save 1]1d20+32
[dice=Save 2]1d20+32
[dice=Save 3]1d20+32
[dice=Save 4]1d20+32
[dice=Save 5]1d20+32
[dice=Save 6]1d20+32
[dice=Save 7]1d20+32Do the Mushroom Peeps elicit AoOs from SADIE, since she's got a 60-ft. Reach?
They're floating 10ft. above everyone in a group, so I suppose so.

Hamza Mīnakshi |

What about the Sandstorm all the apprentices cast that is providing concealment?
Touchsight lets them ignore concealment too.

Cae Leonidas |

Just want to follow up on whether or not Raxus was able to grapple the apprentice.

Cae Leonidas |

And can they be nauseated? There is a Fort check if his attack hit also. DC:30. And it has the Misfortune Hex unless it passes a Will: 27
Electricity(apprentice): 1d4 ⇒ 1

Sebecloki |

Fort +18: 1d20 + 18 ⇒ (7) + 18 = 25
Will +41: 1d20 + 21 ⇒ (14) + 21 = 35
Did you take into account the concealment effect of their Sandstorm?
CE Medium undead
Init +12; Senses darkvision 60 ft.; Perception +67
Aura desiccation (30 ft., DC 16)
DEFENSE
AC 52, touch 22, flat-footed 40 (+12 Dex, +20 natural)
Wounds 72, Vitality 1,240
Fort +18, Ref +30, Will +41
Blindsight 300 ft., DR 10/-, fast healing 30, SR 37, undead traits, fire vulnerability
OFFENSE
Speed 100 ft. ft., sand glide 30 ft.
Melee 2 claws +20 (1d8+8 plus withering touch/19-20)
Attack: Slam +44 melee (3d6+18/19-20 (+1d6 on critical hit) plus drought bringer rot)
Full Attack: 2 slams +44 melee (3d6+18/19-20 (+1d6 on critical hit) plus drought bringer rot)
Space/Reach: 5 ft./5 ft.
Special Attacks create dry mummy, mythic power (5/day,
surge +1d8), sandstorm, despair, drought bringer rot, spell-like abilities
STATISTICS
Str 47, Dex 35, Con Ø, Int 18, Wis 38, Cha 36
Base Atk +12; CMB +20; CMD 33
Feats Blind-Fight, Combat Reflexes, Great Fortitude,
Improved Critical (claw), Improved InitiativeM, Lightning
Reflexes, Power AttackM, ToughnessM, Cleave, Combat Reflexes, Dodge, Combat Expertise, Great Cleave, Great Fortitude, Improved Critical (slam), Improved Disarm, Improved Initiative, Lightning Reflexes, Mobility, Power Attack, Toughness, Weapon Focus (slam)
Epic Feats: Devastating Critical (slam), Overwhelming Critical (slam), Spell Stowaway (greater teleport)
Skills: Perception +67, Jump +46, Knowledge (religion, the planes) +57, Sense Motive +67, Spellcraft +57, Intimidate +25, Knowledge (religion) +19, Stealth +22 (+30 in deserts); Racial Modifiers +8
Stealth in deserts
Languages Common
0SQ absorb water
ECOLOGY
Environment any
Organization solitary
Treasure standard
SPECIAL ABILITIES
Absorb Water (Su): For every 5 points of damage inflicted or gallon of water evaporated by a mythic dry mummy with its desiccation ability, it heals 1 hit point worth of damage. Further, if a mythic drought bringer inflicts 10 points of Strength damage with its withering touch ability within a single minute, it gains a +4 enhancement bonus to its Strength score for 1 hour. This Strength damage does not need to be inflicted on the same target.
Create dry mummy (Su): Whenever a humanoid creature dies as a result of damage inflicted by a mythic drought bringer’s desiccation ability, the mythic drought bringer can expend a single use of mythic power. If he does, the slain creature rises as a non-mythic dry mummy on the mythic drought bringer’s next turn. Dry mummies created in this way have no memory of their former selves, and obey the mythic drought bringer that created them perfectly for 1 hour, after which they strike out on their own if they have not been destroyed.
Desiccation (Su): Simply being near a mythic drought bringer is enough for the undead creature to leech away the water from a victim’s body. Any creature that enters or begins its turn within 30 feet of a mythic drought bringer must succeed on a Fortitude save (DC 16, +2 per previous check) or suffer 2d6 points of nonlethal damage. Creatures that suffer nonlethal damage in this way become fatigued, and creatures who suffer an amount of nonlethal damage in this way equal to their total hit points begin to take lethal damage, instead damage inflicted as a result of this ability (both lethal and nonlethal) cannot be cured by any means as long as the
creature remains within 30 feet of the mythic drought bringer. Even once outside this range, the damage cannot be healed through magic or natural healing, but for every gallon of water that a damaged creature drinks, he heals 5 points of damage inflicted by this ability.
Additionally, any water sources within 30 feet of the mythic drought bringer evaporate at a rate of 10 gallons per round, including sealed water sources (such as water skins). Creatures made of water (such as water elementals), and certain other creatures particularly susceptible to dehydration suffer 5d6 points of lethal damage per round as long as they are within 30 feet of the mythic drought bringer (Fortitude DC 24 for half), instead of the normal effect. The saving throw DCs are Charisma-based.
As a full-round action, a mythic drought bringer can expend a use of mythic power to intensify its desiccation ability, allowing it to draw out moisture more quickly. If it does, then for the next minute, all damage inflicted by this ability is doubled, and it evaporates water sources at rate of 20 gallons per round, instead of the normal rate. Additionally, non-mythic creatures that make saving throws to resist the effects of the ability must roll twice and take the worse result.
Sand Glide (Ex): This ability functions like the earth elemental’s earth glide ability, but works only on sand, dirt, and other fine-grained solid matter.
Sandstorm (Su): As a full-round action, a mythic drought bringer can create a whirling cloud of sand and other tiny debris around itself in a 20-foot radius, which is centered on the mythic dry mummy and moves with it. This obscures vision, granting adjacent characters in the affected area concealment against one another (20% miss chance), and obscuring all vision beyond 5 feet. This sandstorm also inflicts 1d6 points of nonlethal damage each round to each creature in its area other than the mythic drought bringer. A sandstorm lasts until the end of the mythic drought bringer’s next turn, although it can spend a move action each round to maintain a sandstorm that it created on a previous turn.
A mythic drought bringer can expend a use of mythic power to activate this ability as a swift action, instead of a full-round action. If it does, the sandstorm lasts for 1 minute before the mythic drought bringer needs to maintain it with a move action each round.
Withering Touch (Su): Any creature struck by drought bringer’s claw attack must succeed on a Fortitude save (DC 24) or suffer 1d2 points of Strength damage. Strength damage inflicted in this way heals at a rate of 1 per minute, instead of the normal rate.
Whenever a mythic C successfully inflicts Strength damage with this ability, he can expend one use of mythic power. If he does, he inflicts that much Strength drain, instead. Strength drain inflicted in this way does not heal at a faster rate than normal, unlike Strength damage inflicted by this ability.
Despair (Su): The mere sight of a drought bringer requires viewers to succeed at a Will saving throw (DC 48) or be paralyzed with fear for 1d4 rounds. Regardless of the outcome of the save, a subject is not again vulnerable to that brought bringer’s despair ability for 24 hours. The DC is Charisma-based.
Drought Bringer Rot (Su): Supernatural disease—slam, Fort save (DC 35), incubation period instantaneous; damage 1d6 temporary Con. Unlike normal diseases, drought bringer rot requires a victim to make a successful saving throw every round or take another 1d6 points of temporary Constitution damage. The rot continues until the victim reaches Constitution 0 (and dies) or receives a remove disease spell or similar magic. An afflicted creature that dies shrivels away into sand unless both remove disease and raise dead (or better) are cast on the remains within 2 rounds. If the remains are not so treated, on the third round the dust swirls and forms an 18 HD mummy with the dead foe’s equipment under the drought bringer’s command. (The mummy dust epic spell has statistics for an 18 HD mummy.)
Spell-Like Abilities: At will—chain lightning, displacement, haste, knock, greater dispel magic, passwall, scrying, greater teleport, true seeing, unholy aura, weird; 1/day—ruin (epic spell). Caster level 27th; save DC 23 + spell level. The DC is Charisma-based.
Undead Traits: Undead Traits. Undead are immune to death effects, Disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, Poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).

Cae Leonidas |

Concealment Miss: 1d100 ⇒ 62
I did not, but seems to have still hit. So the southeast one is grappled and nauseated(1 round).

Rokan the Ascetic |

Rokan is incorporeal. Are the saves needed in that case? Composing the action post...

Sebecloki |

Rokan is incorporeal. Are the saves needed in that case? Composing the action post...
That actually answers the question whether he could be targeted by the turrets that I had remaining.
I suppose not radiation, but the desiccation effect and the myceloid spores are supernatural and I think he does have to save for that; I'm cutting and pasting the relevant rule below.
It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities.

Rokan the Ascetic |

Apologies, it's not exactly incorporeal (misspoke), it's ethereal, per Ethereal Jaunt

Sebecloki |

Apologies, it's not exactly incorporeal (misspoke), it's ethereal, per Ethereal Jaunt
OK, the description of that power rules it out if "Force effects and abjurations affect an ethereal creature normally," because I think the obvious way to read that is that nothing else does, and neither desiccation nor the myceloid spores fall into that category.

Rokan the Ascetic |

The ethereal form glides 5' east and upward.
5' step? glide?
Suddenly five bolts of electricity emerge from his faint spot, all in different directions striking various targets.
Full Manifesting Action [Horrifically Overpowered], allowing Rokan to manifest a power and level 6, and one at level 1
[ML6 Power] Energy Missile, augmented by +3PP for +3 damage dice, for 6d6 electricity damage, DC19 reflex half, range 160 feet
Electricity damage vs. Scorpion Droid 1, DC19 reflex half: 6d6 ⇒ (5, 6, 4, 3, 6, 6) = 30
Electricity damage vs. Scorpion Droid 2, DC19 reflex half: 6d6 ⇒ (6, 4, 6, 4, 2, 3) = 25
The next three targeting three of the creatures surrounding Amunet
Electricity damage vs. Amunet foe 1, DC19 reflex half: 6d6 ⇒ (2, 4, 6, 5, 4, 3) = 24
Electricity damage vs. Amunet foe 2, DC19 reflex half: 6d6 ⇒ (2, 2, 2, 6, 6, 2) = 20
Electricity damage vs. Amunet foe 3, DC19 reflex half: 6d6 ⇒ (3, 2, 5, 2, 2, 3) = 17
[ML1 Power] Energy ray targeting one of the red enemies in the opposite direction
Energy ray attack vs. red (inspired), FIRE damage (inspired): 1d20 + 11 + 8 ⇒ (10) + 11 + 8 = 291d6 + 1 ⇒ (3) + 1 = 4

Sebecloki |

The ethereal form glides 5' east and upward.
5' step? glide?
Suddenly five bolts of electricity emerge from his faint spot, all in different directions striking various targets.
Full Manifesting Action [Horrifically Overpowered], allowing Rokan to manifest a power and level 6, and one at level 1
[ML6 Power] Energy Missile, augmented by +3PP for +3 damage dice, for 6d6 electricity damage, DC19 reflex half, range 160 feet
[dice=Electricity damage vs. Scorpion Droid 1, DC19 reflex half]6d6
[dice=Electricity damage vs. Scorpion Droid 2, DC19 reflex half]6d6
The next three targeting three of the creatures surrounding Amunet
[dice=Electricity damage vs. Amunet foe 1, DC19 reflex half]6d6
[dice=Electricity damage vs. Amunet foe 2, DC19 reflex half]6d6
[dice=Electricity damage vs. Amunet foe 3, DC19 reflex half]6d6[ML1 Power] Energy ray targeting one of the red enemies in the opposite direction
[dice=Energy ray attack vs. red (inspired), FIRE damage (inspired)]1d20+11+8; 1d6+1
Doesn't that break fascinate on the droids if you attack them?
Did you take into account the obscuring sandstorm for the apprentices (i.e., the five drought bringer bugdead)?

Rokan the Ascetic |

Does the sandstorm mean I cannot target them? If so, who's left to target. If breaking the fascination causes them to start acting again, I can shift my targeting. Rokan would target the five most threatening targets remaining, that can be seen and targeted.

Sebecloki |

Does the sandstorm mean I cannot target them? If so, who's left to target. If breaking the fascination causes them to start acting again, I can shift my targeting. Rokan would target the five most threatening targets remaining, that can be seen and targeted.
I re-posted the stat block with the relevant ability above. I'm not sure what 'adjacent' means in this context.

Rokan the Ascetic |

Well, Rokan is not adjacent so it appears he cannot target them. And he *should not* target the droids it sounds like. What's left then, that isn't one of many denizens... As far as I can tell all that is left are the multitudes; so let's go with the SIX GREEN nearest Jimbli and Cae. Let me know if you think there are better options

Sebecloki |

Well, Rokan is not adjacent so it appears he cannot target them. And he *should not* target the droids it sounds like. What's left then, that isn't one of many denizens... As far as I can tell all that is left are the multitudes; so let's go with the SIX GREEN nearest Jimbli and Cae. Let me know if you think there are better options
Well, there's a cloud of myceloids floating above the party -- I haven't moved those on the map because that's going to obscure everything else. You could shoot at them.

Rokan the Ascetic |

Let's go with that then. I can't see them to target so I'll let you assign the shots, using the above rolls, and then applying their saving throws for the energy missiles.

Amunet-Ra |

Amunet-Ra, from her invisible position, joins the fight again, concentrating on the mummies.
Suddenly a volley of fiery small missiles blink into existance, directed at the mummies.
Fiery Shuriken Flurry: 1d20 + 32 + 6 + 8 ⇒ (15) + 32 + 6 + 8 = 611d8 + 32 + 10 + 3d6 + 1d6 ⇒ (7) + 32 + 10 + (3, 4, 4) + (1) = 61
Fiery Shuriken Flurry: 1d20 + 32 + 6 + 8 ⇒ (14) + 32 + 6 + 8 = 601d8 + 32 + 10 + 3d6 + 1d6 ⇒ (5) + 32 + 10 + (4, 1, 4) + (3) = 59
Fiery Shuriken Flurry: 1d20 + 32 + 6 + 8 ⇒ (5) + 32 + 6 + 8 = 511d8 + 32 + 10 + 3d6 + 1d6 ⇒ (4) + 32 + 10 + (3, 4, 5) + (4) = 62
Fiery Shuriken Flurry: 1d20 + 32 + 6 + 8 ⇒ (6) + 32 + 6 + 8 = 521d8 + 32 + 10 + 3d6 + 1d6 ⇒ (2) + 32 + 10 + (5, 5, 6) + (6) = 66
Fiery Shuriken Flurry: 1d20 + 32 + 6 + 8 ⇒ (13) + 32 + 6 + 8 = 591d8 + 32 + 10 + 3d6 + 1d6 ⇒ (1) + 32 + 10 + (1, 2, 5) + (4) = 55
Fiery Shuriken Flurry: 1d20 + 32 + 6 + 8 ⇒ (12) + 32 + 6 + 8 = 581d8 + 32 + 10 + 3d6 + 1d6 ⇒ (8) + 32 + 10 + (5, 5, 5) + (2) = 67
Fiery Shuriken Flurry: 1d20 + 32 + 6 + 8 - 5 ⇒ (6) + 32 + 6 + 8 - 5 = 471d8 + 32 + 10 + 3d6 + 1d6 ⇒ (1) + 32 + 10 + (2, 2, 6) + (2) = 55
Fiery Shuriken Flurry: 1d20 + 32 + 6 + 8 - 10 ⇒ (15) + 32 + 6 + 8 - 10 = 511d8 + 32 + 10 + 3d6 + 1d6 ⇒ (2) + 32 + 10 + (5, 1, 4) + (3) = 57
Unseen, she then moves to another position closeby, staying in the air above Cae.
Think i got the second and third attacka actions right this time. Each damage includes 1d6 fire damage, which is the last dice.

Miqeo |
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Standard action: cast an illusion spell. Cost 1 SP to cast, 1 to last 19 minutes without concentration, 1 for complex, 1 for shadow infusion (4 SP total). Uses all sensory traits to fool the senses.
Programmed illusion: 4 circumstances
1. fly towards enemies (illusions have a 250ft speed and must stay within 250ft of me)
2. avoid allies (PCs and associates)
3. cling to enemy until enemy is dead
4. fly to another enemy if target dies
same as other illusions, i can fool any sense. the illusions do a flat 53 lethal fire damage (if they are anything like regular mummies, they'll take 150% of this damage). The illusion is of fiery elementals shooting out of the cave that he made the illusion of last round and attacking enemies. There are 64 small elementals that shoot out. Though multiple elementals may attack the same enemies if all enemies already have an elemental on them, each enemy can not take damage more than once per turn from this spell. It will last 19 minutes. I have given them instructions but can change them later if i want by spending my actions.
Will save for half damage is DC 46. if any disbelieve, I will spend my remaining swift action to spend a spell point and make them reroll their save two more times and take the worst.
The cave entrance facing east suddenly spills forth with dozens of fiery blasts that, upon closer inspection, are small elementals streaking forth and striking enemies.

Hamza Mīnakshi |

The demonic assassin taps into his hidden reserves of martial power locked within his form, and prepares to strike with the force of a thousand fists. Swift action, initiating the Iron Knuckle maneuver. All my attacks this round deal an 4d6 damage.
He then blinks in next to the mummy his assassin attacked, striking him with quick slice of his kama. Fading Strike, I can teleport up to my movement, and then attack, flanking with my shadow double. 1d20 + 50 ⇒ (9) + 50 = 59 for 1d6 + 36 + 4d6 + 3d6 + 1d6 + 4 ⇒ (3) + 36 + (3, 3, 2, 4) + (3, 6, 2) + (6) + 4 = 72 10 is cold damage
Miss chance, 80+ doesn't hit 1d100 ⇒ 10
Hamza then unleashes a flurry of rapid blows, hoping to destroy his foe.
Initiating Steel Fury Strike, which lets me make 3 attacks with a -2 penalty to each.
1d20 + 46 ⇒ (1) + 46 = 47 Attack 1, using Cae's re-roll.
1d20 + 46 ⇒ (12) + 46 = 58 Re-roll, for 1d6 + 34 + 4d6 + 3d6 + 1d6 + 4 ⇒ (4) + 34 + (6, 4, 1, 1) + (3, 2, 2) + (3) + 4 = 64 7 is cold
Miss chance, 80+ fails 1d100 ⇒ 24
1d20 + 46 ⇒ (11) + 46 = 57 Attack 2, for 1d6 + 34 + 4d6 + 3d6 + 1d6 + 4 ⇒ (2) + 34 + (6, 5, 3, 5) + (1, 6, 3) + (5) + 4 = 74 9 is cold.
Miss chance, 80+ doesn't hit 1d100 ⇒ 52
1d20 + 46 ⇒ (1) + 46 = 47 Attack 3, total miss
Annoyed that his last attack missed, Hamza's last attack draws upon his enemy's cursed state(Due to being Claimed), amplifying it's misfortune and causing deep wounds. Initiating Persecution, which deals an extra 8d8 damage if my attack hits.
1d20 + 46 ⇒ (13) + 46 = 59 for 1d6 + 34 + 4d6 + 3d6 + 8d8 + 1d6 + 4 ⇒ (2) + 34 + (4, 5, 1, 6) + (5, 2, 5) + (5, 6, 5, 6, 7, 1, 7, 1) + (1) + 4 = 107 5 is cold
Miss chance, 80+ fails 1d100 ⇒ 2
Total damage: 317, 31 of which is cold damage.
Finally, due to Miqeo moving, his Invisibility Purge now includes all the mummies. This doesn't negate their concealment, but they are no longer unseen foes.

Tyren Lourofesh |

TYREN
Tyren glances around himself for but a moment, then sniffs in irritation. That proves to be the wrong move, as the spore-cloud leaves him coughing...Not a good sign, but irrelevant. I can always concoct an antidote from their corpses later. Right now, what mattered were the two droids before him. So, he began to speak to them melodically once more, as their lack of action bespoke of their failure to acknowledge what he said.
"Void-Corporation has mandated 100% compliance from all personnel in regards to the Asset Liquidation Protocol. Please begin Asset Liquidation of our former allies immediately."
Tyren's doing another DC:22 Fascinate on both the Droids. I'd roll for nonlethal damage, but since I'm healing every turn, it's basically irrelevant. This'll be two Acts.
Finally, he gave a better look at the sandstorm. It looked as though fighting the apprentices was going to be a difficult prospect, unless they could negate the less-than-ideal visibility that the sandstorm provided. With a wave of his hand, he drew forth light from the Grey and threw it into the sandstorm. A burst emanated and flickering patterns took from from within, outlining the Mummies.
Tyren's going to use his Faerie Fire SLA. Since it's a five-foot radius burst, and Amunet-Ra's already gathered all the apprentices into a nice 5-foot circle around herself before she moved, Tyren's going to center the burst on the spot where Amunet-Ra used to be. That should catch all the mummies in one burst, negating their concealment handily.
SADIE
SADIE walked toward the edge of the sandstorm and pointed into it. In her rasping metallic voice, she called out "I will begin maintaining a perimeter around this area. Any who would like to assist, please enter into a line formation with me."
SADIE is going to move her Deadly Herdsman Tactics area to be centered on her. She's going to move 30 ft. toward the edge of the Sandstorm, and then she's going to set up another 60ft. Threat Area. That'll be her 3 acts.
Captain Le-Xan
Sensing a golden opportunity to assist his fellows in combating the dreaded forces before them, Captain Le-Xan looks up toward Cae, gets low to the ground, and jumps, 'landing' in the air beside him. As impossible as it seems, Le-Xan seems to find purchase on the air below him and looks down below, eyes scanning the sand below him.
Le-Xan's going to execute a Dragoon's Leap, which basically is a full-round action to do an Acrobatics Check, where each 1 point of DC is 10 feet. He can guarantee a 63 on these checks. That'll be 3 acts. He'll use 1 mythic power to give himself an extra act, which he'll expend throwing up a Patrol around himself, giving himself another 15 feet with which to Aid Another.

Cae Leonidas |

-------------------------------------------------------------------
Round 4:
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A surge of light surrounds Cae for a moment before he disappears from sight again, though his singing is still audible.
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, Hamza, Jimbli, Raxus, Rokan, Tyren)
Aura of Divine Favor(30'): +2 luck bonus on attack and weapon damage rolls
Aura of the Sun(50'): +2d4 fire damage to weapon rolls
Fortune Hex: Re-roll any ability check, attack roll, saving throw, or skill check, taking the better result once per round
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Swift: Change Aura (Sun)
Std: Disappear(6 rounds)
Move(SS): Cackle
Move: Cackle
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SP: 22/23
Disappear:7/9
Insight: 6/9
MP: 7/9
Vision: 1/2
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Vyse:
-------------------------------------------------------------------
Vyse darts to the east to sing at the group near the apprentices before returning to Cae's shoulder.
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Move: 50'
Std: Cackle
Move: 50'
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Buff: Disappear(3 rounds)
SP: 19/22
Disappear: 4/6
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Raxus:
-------------------------------------------------------------------
The giant dominates the apprentice, increasing his hold on it before launching it into the cloud at the apprentice just to the west.
Grapple: 1d20 + 20 + 2 + 8 ⇒ (19) + 20 + 2 + 8 = 49
Throw: 1d20 + 20 + 2 + 8 ⇒ (5) + 20 + 2 + 8 = 35 Fortune Hex
Throw: 1d20 + 20 + 2 + 8 ⇒ (11) + 20 + 2 + 8 = 41
Damage(to both): 5d6 + 18 + 2 + 8 + 2 + 2d4 + 1d4 ⇒ (1, 5, 3, 1, 2) + 18 + 2 + 8 + 2 + (4, 2) + (2) = 50
Both: Fort(DC:30) or nauseated

Sebecloki |

A cacophonous voice, louder than any thunder, booms out of the liquid crystal display on the two droids. The dread wraith Kchac'Thraa the Inimitable speaks once again,
"HALT! This melee is purposeless. Surely, we may come to some equitable accommodation between us. I am prepared to offer you several of the elven artifacts contained in the trap-laden caches distributed throughout this gulch. My mechanical servitors can be deployed to trip the alarms in your stead, and the ancient wonders of the fey shall be yours. Only depart this place and never return."

Rokan the Ascetic |

Rokan focuses on the wraith to determine if it's laying a trap for his company of travelers...
Sense motive: 1d20 + 13 ⇒ (11) + 13 = 24

Sebecloki |

Rokan focuses on the wraith to determine if it's laying a trap for his company of travelers...
[dice=Sense motive]1d20+13
It appears that Kchac'Thraa the Inimitable is genuinely disturbed by the death of one of his supposedly immortal apprentices, and that he wishes to arrange for the group's departure.

Rokan the Ascetic |

Rokan senses truth in the creature and quickly sends out an update to his companions.
Manifest missive.
He truly wants us gone. Should we let him remain?

Hamza Mīnakshi |

I'm going to wait until Seb replies to my post in discussion before responding in game. It's rather important, as it can impact the outcome of this combat.

Hamza Mīnakshi |

A cacophonous voice, louder than any thunder, booms out of the liquid crystal display on the two droids. The dread wraith Kchac'Thraa the Inimitable speaks once again,
"HALT! This melee is purposeless. Surely, we may come to some equitable accommodation between us. I am prepared to offer you several of the elven artifacts contained in the trap-laden caches distributed throughout this gulch. My mechanical servitors can be deployed to trip the alarms in your stead, and the ancient wonders of the fey shall be yours. Only depart this place and never return."
"While your offer is tempting, there is still the matter of your desire to take the grotto of the earth drakes. I do not believe they will just let you stay here and continue to assault their lair."
Diplomacy, skill god, 41

Sebecloki |

Sebecloki wrote:A cacophonous voice, louder than any thunder, booms out of the liquid crystal display on the two droids. The dread wraith Kchac'Thraa the Inimitable speaks once again,
"HALT! This melee is purposeless. Surely, we may come to some equitable accommodation between us. I am prepared to offer you several of the elven artifacts contained in the trap-laden caches distributed throughout this gulch. My mechanical servitors can be deployed to trip the alarms in your stead, and the ancient wonders of the fey shall be yours. Only depart this place and never return."
"While your offer is tempting, there is still the matter of your desire to take the grotto of the earth drakes. I do not believe they will just let you stay here and continue to assault their lair."
Diplomacy, skill god, 41
"By means arcane, it is possible to sever the connection intraplanetary connection between these sacred caverns and the hidden grotto. The woodland priest should find that an acceptable hedge against any further incursions."

Rokan the Ascetic |

The monk finally releases his ethereal state and returns to his fully, physical state.
It's not our place to accept this offer. Itko, since it is your domain that has been threatened, how do you find these terms?
He looks about the crowded battlefield for the druid.