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Just had a thought - is Mass Hold Monster targeted? Because I have mirror image up ... not sure if that helps or not.
Mirror Image only helps against attack rolls. Targeting just requires sight, which MI doesn't block. I'm fixing your insanity, be with you on the paralysis soon.

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Ah, ok. And I didn't think of Insanity - that makes the "permanent confusion" make more sense. What's really sad is this character has been to Carrion Hill. He's *seen things* and has a bonus vs confusion. Too bad my dice hate me, even the virtual ones. ;-)

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Ah, ok. And I didn't think of Insanity - that makes the "permanent confusion" make more sense. What's really sad is this character has been to Carrion Hill. He's *seen things* and has a bonus vs confusion. Too bad my dice hate me, even the virtual ones. ;-)
I'm not sure if you missed it, but I cast freedom of movement on you before we came in here, during our flurry of buffs. So, you shouldn't be paralyzed.

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Oh good, one less thing for me to worry about. :)

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Aderyn Glyndwr wrote:Ah, ok. And I didn't think of Insanity - that makes the "permanent confusion" make more sense. What's really sad is this character has been to Carrion Hill. He's *seen things* and has a bonus vs confusion. Too bad my dice hate me, even the virtual ones. ;-)I'm not sure if you missed it, but I cast freedom of movement on you before we came in here, during our flurry of buffs. So, you shouldn't be paralyzed.
I didn't mark that one down. Thanks for reminding me!

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So, if I'm not paralyzed, and Sierra cast Reach Heal, am I clear? Other than the CHA drain?

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It does mean you need to roll the confusion, since you weren't paralyzed on your turn before I was able to cure it. :(

GM Chie |

Confusion for Aderyn!: 1d100 ⇒ 4
Woo Hoo! Act Normally!
Flying out of the whirlwind, the Maralith blinks away the sand before another wall of Blades angles down the hallway.
Good news is: You can Reflex (DC23) for Half. Bad news is, there isn't actually anywhere to duck out of the way. 15d6 now, 15d6 on your turn!
Blade Barrier Damage!: 15d6 ⇒ (6, 6, 4, 2, 6, 5, 2, 5, 2, 4, 5, 4, 2, 1, 3) = 57
The Seraptis looks down the hall at Nikolai, targeting a Dispel Which is immediately countered before ducking around the bend from the angry arrow turret!
FINAL COMBAT
ROUND 2
Boris! Ref DC23
Nikolai Tesla Ref DC23
Jin-Goro Gallonica Ref DC23
KULIK #MurderTurret strikes again!, Ref DC23
Bellum Race Ref DC23
Thurl -76
Red Golem Fine Powder
Aderyn Glyndwr 3 Charisma Drain!, Ref DC23
Sierra Heartward Ref DC23
Marilith -2
Seraptis
Green Golem Fine Powder.

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Is that two separate Reflex saves, then? Asking for a #MurderTurret friend.
Also, I presume KULIK can see Thurl and the maralith, since the seraptis moved out of the way?

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Reflex Save: 1d20 + 14 ⇒ (18) + 14 = 32
Sierra stands amid the whirling blades, twisting and turning just enough to avoid the sharp edges, forceful attacks blunted by her armor where she cannot dodge.

GM Chie |

Yes, two separate saves! Additionally, I probably shouldn't have given you the shots on the Golems from where you were standing (Especially with two large creatures Squeezing in a 5 wide x 10 tall hallway) So I'm going to say there is some movement involved before an Angry Turret goes off.
Additionally, it says that Thurl's room is 'Dozens' of feet tall. Let's say 60, and call it 5 Dozen?

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I am not sure what you mean by the Marilith blinking away the sand? There is no ongoing save against sand whirlwind, she is just blind for the next 15 rounds. I also dont believe blade barrier stacks its damage in that way and dropping it on people gives a save for no damage. If you are running it as the double damage method then I think I know what my next action is.

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Since the Marelith acted after me, could I have gotten into the room before she cast the barrier? Not sure if that would have affected how she cast, but it could mitigate some damage ...
I'll roll two reflex saves, one for the initial cast and one for my turn, but let me know if I can take any of that damage back based on order of actions.
Reflex #1: 1d20 + 12 ⇒ (19) + 12 = 31
Reflex #2: 1d20 + 12 ⇒ (14) + 12 = 26
Aderyn bobs and weaves, doing his best to avoid the blades as he advances. With a thought, he calls upon the ancient power of the Mordent Spire and moves even more nimbly than usual as he approaches the marelith.
Swift action to spend an arcane point to enhance Acrobatics. Move action to get into the room, rolling Acrobatics to avoid AoO.
Acrobatics: 1d20 + 25 ⇒ (12) + 25 = 37
As he reaches the large demon, he suddenly pulls a net off of his belt and throws it over the smaller demon behind it.
Quick draw +1 impervious net, standard action to attack as a 1-handed melee reach weapon. (Net Adept feat)
Melee touch: 1d20 + 13 ⇒ (8) + 13 = 21
If that beats its touch AC, the smaller demon is entangled. Because it is a magical net with the Impervious enhancement it has hardness 4, 25 hit points, and a break DC of 27.

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DC 26 Refl save (w/greater heroism and Friendly Fire Maneuvers) (1): 1d20 + 14 + 4 + 4 ⇒ (4) + 14 + 4 + 4 = 26
w00t! Solo tactics FTW!
DC 26 Refl save (w/greater heroismand Friendly Fire Maneuvers) (2): 1d20 + 14 + 4 + 4 ⇒ (16) + 14 + 4 + 4 = 38
KULIK's ring of evasion means no damage.
Additionally, I probably shouldn't have given you the shots on the Golems from where you were standing (Especially with two large creatures Squeezing in a 5 wide x 10 tall hallway) So I'm going to say there is some movement involved before an Angry Turret goes off.
No objection from me on requiring movement for this round, that's cool.
However, Friendly Fire Maneuvers means my allies can't provide soft cover, and Improved Precise Shot means nothing but total cover applies.
Anyone else want a ride into Thurl's room? Asking for a soon-to-be teleporting #MurderTurret. :-)

GM Chie |

I am not sure what you mean by the Marilith blinking away the sand? There is no ongoing save against sand whirlwind, she is just blind for the next 15 rounds. I also dont believe blade barrier stacks its damage in that way and dropping it on people gives a save for no damage. If you are running it as the double damage method then I think I know what my next action is.
The Whirlwind is a 10 foot Radius Spread, that lasts for 15 rounds. I don't see why the Sand would travel with the target?
Additionally, Per Blade Barrier, you can avoid the wall, being on the side of your choice and not taking damage. Wherever you land in the hallway is still in the middle of the barrier.

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Reflex: 1d20 + 11 ⇒ (14) + 11 = 25.
Reflex: 1d20 + 11 ⇒ (10) + 11 = 21.
Nikolai, completely unconcerned but whatever happens to his current host body, doesn't bother to move out of the way of the Barrier.
He then turns to Kulik.
"I can Dimension Door you into ze room. Let me know vhere you vant to go."
Position us wherever you want to go, although I would probably prioritise destroying the Seraptis next.

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My instinct is the spot directly behind the sand whirlwind, though I don't want to put Nikolai, even in host form, that close to the seraptis. Or the marilith, for that matter.

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I mean, if they kill the minotaur then we don't have to do it afterwards. Sierra should probably stay in the hall and brave the blades versus demon attacks.

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Well, as far as I can tell, based on the spell description of Greater Sand Whirlwind, the blast of sand is gone - its effects on creatures that were in the blast radius just persist for 1 round per level. Consequently, it shouldn't stop you from annihilating stuff :-) However, even if it *was* still there, it certainly doesn't block line of sight, so you should have a clear shot at the Seraptis.
I figure if I put Kulik over there, the Seraptis won't last long enough to be a problem ;-)

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I will admit, I wouldn't mind company in front of the two demons ;-)

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Jin-Goro Gallonica wrote:I am not sure what you mean by the Marilith blinking away the sand? There is no ongoing save against sand whirlwind, she is just blind for the next 15 rounds. I also dont believe blade barrier stacks its damage in that way and dropping it on people gives a save for no damage. If you are running it as the double damage method then I think I know what my next action is.The Whirlwind is a 10 foot Radius Spread, that lasts for 15 rounds. I don't see why the Sand would travel with the target?
Additionally, Per Blade Barrier, you can avoid the wall, being on the side of your choice and not taking damage. Wherever you land in the hallway is still in the middle of the barrier.
The whirlwind does not persist, the effect of the spell is the duration. Thats like saying glitterdust hangs in the air and blinds people who walk into it. The whirlwind itself comes and goes, the effect persists if youfail the save.
As far as blade barrier goes, the barrier has no width, you should still be able to be on one side or the other. Forcing people to take in effect double damage from it seems well beyond what is intended.
Reflex: 1d20 + 18 ⇒ (14) + 18 = 32
Reflex: 1d20 + 18 ⇒ (14) + 18 = 32

Boris the Minotaur Skeleton |

Reflex: 1d20 + 10 ⇒ (17) + 10 = 27
Boris makes strange clicking noises as he somehow manages to pull himself away from the blades.
Boris forces himself forward, through both of the blade barriers, probably falling to bits on the way.
Reflex: 1d20 + 10 ⇒ (2) + 10 = 12
Reflex: 1d20 + 10 ⇒ (16) + 10 = 26
In the unlikely event he survives he takes a single swing at the marilith.
Axe: 1d20 + 22 ⇒ (10) + 22 = 32
Damage: 3d6 + 17 ⇒ (1, 1, 4) + 17 = 23

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Jin-Goro floats into the room and walks upwards. Surveying the room he brings down his own blade barrier across the marilith and seraptis demons.
Using two uses of cleromancy to aid SR checks
Marilith SR: 1d20 + 21 ⇒ (19) + 21 = 40
Seraptis SR: 1d20 + 21 ⇒ (12) + 21 = 33
It deals 15d6 ⇒ (1, 6, 5, 3, 3, 1, 5, 3, 3, 2, 6, 2, 6, 6, 2) = 54 damage, the DC is 27 reflex, mine is the blue line
Before he snaps his fingers at Thurl and tries to break his bones again.
Quickened boneshatter, another cleromancy bonus to get through SR.
SR, Thurl: 1d20 + 21 ⇒ (12) + 21 = 33
If it passes Thurl needs to make a DC30 fortitude save. Damage is 15d6 ⇒ (5, 4, 6, 3, 3, 5, 5, 1, 3, 1, 2, 4, 6, 1, 3) = 52, saving halves the damage. Pass or save he will now be exhausted as well

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KULIK switches his bane effect to outsider (demon) and lets fly on the seraptis (moving to maralith if seraptis drops).
Clustered Shots, Deadly Aim, Manyshot, Point-Blank/Precise Shot, Rapid Shot, bane, greater heroism, haste.
Clustered Shots, so any DR applies only once. With Friendly Fire Maneuvers (allies can't provide soft cover) and Improved Precise Shot (nothing but total cover applies). Weapon is +3 thus overcomes cold iron/silver DR.
Manyshot: 1d20 + 17 + 1 + 2 + 4 + 1 ⇒ (7) + 17 + 1 + 2 + 4 + 1 = 32
PBS, heart of the metal, bane, bow is holy: 2d8 + 30 + 2 + 8d6 + 4d6 ⇒ (8, 4) + 30 + 2 + (3, 6, 1, 4, 2, 1, 2, 4) + (6, 2, 3, 1) = 79
Rapid Shot: 1d20 + 17 + 1 + 2 + 4 + 1 ⇒ (2) + 17 + 1 + 2 + 4 + 1 = 27
PBS, heart of the metal, bane, bow is holy: 1d8 + 15 + 1 + 4d6 + 2d6 ⇒ (8) + 15 + 1 + (3, 4, 4, 2) + (2, 5) = 44
iterative: 1d20 + 12 + 1 + 2 + 4 + 1 ⇒ (3) + 12 + 1 + 2 + 4 + 1 = 23
PBS, heart of the metal, bane, bow is holy: 1d8 + 15 + 1 + 4d6 + 2d6 ⇒ (8) + 15 + 1 + (6, 4, 1, 3) + (2, 3) = 43
tertiary: 1d20 + 17 + 1 + 2 + 4 + 1 ⇒ (12) + 17 + 1 + 2 + 4 + 1 = 37
PBS, heart of the metal, bane, bow is holy: 1d8 + 15 + 1 + 4d6 + 2d6 ⇒ (3) + 15 + 1 + (1, 1, 5, 5) + (2, 2) = 35
haste: 1d20 + 17 + 1 + 2 + 4 + 1 ⇒ (11) + 17 + 1 + 2 + 4 + 1 = 36
PBS, heart of the metal, bane, bow is holy: 1d8 + 15 + 1 + 4d6 + 2d6 ⇒ (8) + 15 + 1 + (6, 1, 3, 2) + (2, 6) = 44
As a note, I miscalculated my damage last time, so the totals for all five shots last time would be 76, 46, 46, 49, 41+37 for 296 total. That should still be sufficient to get rid of the fossil golems (especially since no cover should apply except total cover), but in the event it somehow is not, please apply these attacks accordingly (KULIK still has blunt arrows available).

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Your tertiary attack seems to have the wrong modifier in it

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Your tertiary attack seems to have the wrong modifier in it
Whoops, yeah, that's a +7, not a +17 on that, making it a 27.
I blame my fat fingers. LOL

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I'm just waiting to see how Kulik and Jin's turns go before I decide what I'm doing. Just wanted to say I'm still paying attention.

GM Chie |

The whirlwind does not persist, the effect of the spell is the duration. Thats like saying glitterdust hangs in the air and blinds people who walk into it. The whirlwind itself comes and goes, the effect persists if you fail the save.
That's... not accurate. Glitterdust targets the Creatures in a 10 foot spread, which is why it moves with the targets. The Whirlwind targets an area, persisting for the duration.
Aderyn's net is deflected by the Blade Barrier, just barely missing the Seraptis Demon.
As the Blade barrier forms down the hallway, blades chop and blend people moving through it! BB Movement: 15d6 ⇒ (6, 6, 3, 2, 5, 2, 6, 6, 5, 6, 3, 2, 2, 1, 6) = 61
And finally, the Barrier covering the Seraptis and the Marilith BB Not Hallway: 15d6 ⇒ (3, 4, 6, 4, 2, 1, 5, 3, 2, 4, 3, 4, 2, 5, 1) = 49
Boris falls to pieces in his approach toward the Opposing Demonic armies.
Nikolai Grabs a hold of Kulik, before zipping through space behind the Dusty Tornado, right before Jin-Goro’s increasing frustration causes Thurl’s bones to Crack and Grind. Fort!: 1d20 + 27 ⇒ (12) + 27 = 39
The Seraptis and Maralith attempt to duck out of the way of the Incoming wall...Seraptis: 1d20 + 15 ⇒ (19) + 15 = 34
Marilith: 1d20 + 18 ⇒ (11) + 18 = 29
And slide out of the way of the Interposing Barrier. Although the Maralith can’t really get out of the way without moving... I’ll give her half as well?
Kulik’s arrow assault is considerable, but not enough to take out the (Now Increasingly upset) demon.
If you can see the Seraptis Demon and are within 30 feet, I’ll need another Mind-Affecting Will Save, DC 22 or take Charisma Drain!
FINAL COMBAT
ROUND 2
Boris! -113
Nikolai Tesla DC 22 Will
Jin-Goro Gallonica DC 22 Will
KULIK DC 22 Will
Bellum Race
Thurl -102, Exausted
Red Golem Fine Powder, currently in Tornado Form!
Aderyn Glyndwr 3 Charisma Drain!
Sierra Heartward
Marilith -29
Seraptis -148, Badly Arrowed, but not down just yet!
Green Golem Fine Powder, currently in Tornado Form!

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Jin-Goro Gallonica wrote:The whirlwind does not persist, the effect of the spell is the duration. Thats like saying glitterdust hangs in the air and blinds people who walk into it. The whirlwind itself comes and goes, the effect persists if you fail the save.That's... not accurate. Glitterdust targets the Creatures in a 10 foot spread, which is why it moves with the targets. The Whirlwind targets an area, persisting for the duration.
I have never come across this interpretation before, it certainly doesnt seem to be supported by the spell text and an effect which you can just completely ignore by stepping away is utterly pointless for a level 5 spell slot. If I had known this was how you would run things I would certainly have done something different but I suppose we are stuck now.

GM Chie |

GM Chie wrote:Jin-Goro Gallonica wrote:The whirlwind does not persist, the effect of the spell is the duration. Thats like saying glitterdust hangs in the air and blinds people who walk into it. The whirlwind itself comes and goes, the effect persists if you fail the save.That's... not accurate. Glitterdust targets the Creatures in a 10 foot spread, which is why it moves with the targets. The Whirlwind targets an area, persisting for the duration.I have never come across this interpretation before, it certainly doesnt seem to be supported by the spell text and an effect which you can just completely ignore by stepping away is utterly pointless for a level 5 spell slot. If I had known this was how you would run things I would certainly have done something different but I suppose we are stuck now.
I don't disagree with you Jin-Goro, the 3rd level spell seems awesome, Whirling Tornado that sticks around a target ignoring SR, blinding for a while, and Almost-Certainly interrupting spell-casting is Awesome. Looking at spells with Instant casts that effect an Area, or Instant area spells that effect targets in an area or Spells with a Duration that target an Area, it doesn't seem like there is a good fit. I'm willing to continue the discussion after the scenario if you would like?

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Bellum attempts to dodge out of the way of the blade barrier.
Reflex: 1d20 + 23 ⇒ (12) + 23 = 35
No damage due to his ring of evasion
He will then cast piercing dimensional anchor on Thurl.
Ranged Touch: 1d20 + 10 ⇒ (6) + 10 = 16
If that touches:
SR Check: 1d20 + 15 ⇒ (11) + 15 = 26 vs SR-5.

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Reflex Save: 1d20 + 14 ⇒ (15) + 14 = 29
Still no damage, huzzah!

GM Chie |

Bellum's Green Ray connects, before erupting in a Shimmering emerald field that... looks very similar to a faint green glow covering the bulk of the Vault of Heroes. Nikolai, You chose your location... wisely!
Thurl, seeing the sheer Damage Output from KULIK, flaps a bit closer before taking a Flurry of Stabs with his Sickly Crystal Glaive!
High Ground + 1 Power Attack -5 Exhausted -3
+1 Furyborn Wounding Glaive (Bloodwhisper)
Bloodwhisper Stab!: 1d20 + 31 + 1 - 3 - 5 ⇒ (3) + 31 + 1 - 3 - 5 = 27 Damage: 1d10 + 12 + 15 ⇒ (6) + 12 + 15 = 33 Hit!
Bloodwhisper Stab!: 1d20 + 26 + 1 - 3 - 5 + 1 ⇒ (18) + 26 + 1 - 3 - 5 + 1 = 38 Damage: 1d10 + 12 + 15 + 1 ⇒ (9) + 12 + 15 + 1 = 37 Hit!
Bloodwhisper Stab!: 1d20 + 21 + 1 - 3 - 5 + 2 ⇒ (18) + 21 + 1 - 3 - 5 + 2 = 34 Damage: 1d10 + 12 + 15 + 2 ⇒ (1) + 12 + 15 + 2 = 30 Hit!
Bloodwhisper Stab!: 1d20 + 16 + 1 - 3 - 5 + 3 ⇒ (2) + 16 + 1 - 3 - 5 + 3 = 14 Damage: 1d10 + 12 + 15 + 3 ⇒ (7) + 12 + 15 + 3 = 37 Miss..
FINAL COMBAT
ROUND 2
Boris! -113
Nikolai Tesla DC 22 Will
Jin-Goro Gallonica DC 22 Will
KULIK -100, 3 Bleed at AC 27 No Bleed. Thanks Sierra!
Bellum Race
Thurl -92, Exausted
Red Golem Fine Powder, currently in Tornado Form!
Aderyn Glyndwr 3 Charisma Drain!
Sierra Heartward
Marilith -29
Seraptis -148, Badly Arrowed, but not down just yet!
Green Golem Fine Powder, currently in Tornado Form!

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Grimacing as the bond transfers the wounds from Kulik to her, Sierra moves slowly up the corridor, testing the ground with her staff, stepping between the whirling blades.
Taking 5 damage off of Kulik, double move at half speed while blinded. Remember fast healing 3 and immunities from Particulate Form!

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Exhausted applies to damage too

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I think the damage is actually correct, or even lower than it should be. Normal damage is +17. (Apologies if this is overstepping.)

GM Chie |

I think the damage is actually correct, or even lower than it should be. Normal damage is +17. (Apologies if this is overstepping.)
Not overstepping. I did the Math for Exhausted Glaive ahead of time, because 2h weapons are weird, especially with odd numbered penalties. I appreciate the double checking, I wouldn't want to miss any extra damage either ;D

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GM, back on my previous turn, I asked about the blade barrier damage, as I would have acted before it happened. Also, you only rolled damage for the initial cast and not for our rounds. I need to know whether I need to take zero, one, or two sets of blade barrier damage (I saved twice, so if two I take half damage on both.
Also, I recall Sierra planning to cast that Heal to clear up my insanity. This is assuming that happened:
Aderyn drops his net to free up a hand, and again draws upon his elven ancestry to cleanse the world of demons.
Casting Burn Corruption. Can't fail the concentration check to cast defensively. The area is 13 ten-foot cubes, shapeable; I basically want to have it affect the areas occupied by each of the enemy while avoiding Kulik and Nikolai. Eyeballing it, I think it works, please let me know if you disagree.
SR Check: 1d20 + 13 ⇒ (9) + 13 = 22 Well, that sucks. Does that get anyone?
Damage: 13d6 ⇒ (6, 1, 4, 1, 6, 4, 6, 4, 3, 4, 6, 6, 6) = 57 DC 20 Reflex for half
Once the flames subside, he attacks the Marelith.
Swift to add +4 to the Dwarfbond Hammer, full attack at -2 for spell combat.
Primary attack: 1d20 + 15 ⇒ (4) + 15 = 19 damage (Adamantine, Good): 1d8 + 8 ⇒ (5) + 8 = 13
Secondary attack: 1d20 + 10 ⇒ (1) + 10 = 11 damage (Adamantine, Good): 1d8 + 8 ⇒ (2) + 8 = 10
Why does the RNG hate me so????
If Sierra didn't cast the Heal...
d4 of DOOM! (Normal/Babble/Self/Nearest): 1d4 ⇒ 3
If that is the case, ignore the above and instead Aderyn stubs his toe for 1d8 + 4 ⇒ (5) + 4 = 9 damage.

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You make SR checks individually against each target

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I thought it was one check, compared against all targets that have SR. I'll let Chie rule on that. If it is one per target, we'll go outward from Aderyn, and say the first was vs the marelith.
SR vs Seraptis: 1d20 + 13 ⇒ (10) + 13 = 23
SR vs Thurl: 1d20 + 13 ⇒ (9) + 13 = 22
Wow. Just ... wow.

GM Chie |

Aderyn, I'm going to put you -juuuuust- after Sierra to make everything make a bit more sense. (Enough for the Reach Heal to get rid of the Insanity, and still go before the Marilith You didn't take any of the Blade Barrier damage, because you got out of dodge before that went off.
Additionally, you do make the SR checks separately, although in this case...
Purple flame erupts from the ground around the demons as Aderyn's blows are deflected by the tough carapace of the Marilith. The three demons all glance toward Aderyn as the flames fail to even singe an eyebrow.
Stepping into the air above Aderyn... Ref (Blade Barrier): 1d20 + 18 ⇒ (2) + 18 = 20
and taking a Bunch of Blade damage, she cackles before directing a flurry of swings at Aderyn.
Longsword!: 1d20 + 24 ⇒ (20) + 24 = 44 Damage: 2d6 + 8 ⇒ (6, 5) + 8 = 19
Confirm?!: 1d20 + 24 ⇒ (14) + 24 = 38 Damage: 2d6 + 8 ⇒ (4, 5) + 8 = 17
Longsword!: 1d20 + 19 ⇒ (18) + 19 = 37 Damage: 2d6 + 8 ⇒ (3, 3) + 8 = 14
Confirm?!: 1d20 + 19 ⇒ (20) + 19 = 39 Damage: 2d6 + 8 ⇒ (3, 6) + 8 = 17
Longsword!: 1d20 + 14 ⇒ (10) + 14 = 24 Damage: 2d6 + 8 ⇒ (2, 5) + 8 = 15
Longsword!: 1d20 + 9 ⇒ (18) + 9 = 27 Damage: 2d6 + 8 ⇒ (5, 4) + 8 = 17
Confirm?!: 1d20 + 9 ⇒ (16) + 9 = 25 Damage: 2d6 + 8 ⇒ (3, 5) + 8 = 16
Longsword!: 1d20 + 24 ⇒ (3) + 24 = 27 Damage: 2d6 + 4 ⇒ (6, 3) + 4 = 13
Longsword!: 1d20 + 24 ⇒ (2) + 24 = 26 Damage: 2d6 + 4 ⇒ (2, 1) + 4 = 7
Longsword!: 1d20 + 24 ⇒ (15) + 24 = 39 Damage: 2d6 + 4 ⇒ (5, 2) + 4 = 11
Longsword!: 1d20 + 24 ⇒ (6) + 24 = 30 Damage: 2d6 + 4 ⇒ (4, 6) + 4 = 14
Longsword!: 1d20 + 24 ⇒ (16) + 24 = 40 Damage: 2d6 + 4 ⇒ (5, 5) + 4 = 14
and Trueseeing means that I don't have to roll for Images...
Tail Slap!: 1d20 + 19 ⇒ (16) + 19 = 35 Damage: 2d6 + 3 ⇒ (1, 3) + 3 = 7
Grabby?: 1d20 + 28 ⇒ (7) + 28 = 35 Unconscious?: 1d8 ⇒ 3
Constrict: 2d6 + 10 ⇒ (1, 2) + 10 = 13
After multiple cutting blows, the Marilith slaps Aderyn with her tail, before crushing the air out of his lungs.

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Each target gains fast healing 1 and is immune to bleed damage, critical hits, sneak attacks, and other forms of precision damage. The value of this fast healing increases by 1 at caster levels 10th, 15th, and 20th.

GM Chie |

EDIT: Particulate Form is... Complicated. Damage applied correctly!
Following the Marilith's blows, the Seraptis demon charges through the blade barrier and Sandstorm, toward KULIK, before attempting to hold the Half-Orc tight!
Reflex!: 1d20 + 15 ⇒ (20) + 15 = 35
Will!: 1d20 + 17 ⇒ (16) + 17 = 33 Phew! Not Blinded and Half damage.
Claw!: 1d20 + 21 ⇒ (2) + 21 = 23 Dam: 1d6 + 4 ⇒ (5) + 4 = 9
The claws of the Seraptis bounce of of KULIK's particulate armor, before she howls in fury!
FINAL COMBAT
ROUND 3
Boris! -113
Nikolai Tesla -28, DC 22 Will
Jin-Goro Gallonica DC 22 Will
KULIK -100, at AC 27
Bellum Race
Thurl -92, Exausted
Red Golem Fine Powder, currently in Tornado Form!
Sierra Heartward
Aderyn Glyndwr -94 @AC 29, Grappled, DC 25 Fort or Unconscious for 3 rounds, 3 Charisma Drain!
Marilith -29
Seraptis -148, Badly Arrowed, but not down just yet!
Green Golem Fine Powder, currently in Tornado Form!

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Will: 1d20 + 12 ⇒ (13) + 12 = 25.
Nikolai frowns, 5' steps back, and hisses, causing a snake-like blast of fire to emanate from his hand, and weave throughout the room, to hit all of his remaining foes.
SR (Seraptis): 1d20 + 20 ⇒ (19) + 20 = 39.
SR (Marilith): 1d20 + 20 ⇒ (10) + 20 = 30.
SR (Thurl): 1d20 + 20 ⇒ (18) + 20 = 38.
Empowered Fire Snake: 15d6 + 15 ⇒ (2, 5, 6, 6, 3, 3, 3, 1, 1, 1, 4, 4, 4, 1, 6) + 15 = 65*1.5 = 97 Fire damage, DC 26 Reflex for half.
Almost as an after-thought, he then tosses out a volley of force missiles.
If the Seraptis remains standing after the Empowered Fire Snake, the volley goes into it. Otherwise, it goes into the Marilith.
Quickened Battering Blast(Ranged Touch): 1d20 + 17 ⇒ (14) + 17 = 31, for 5d6 + 5 ⇒ (6, 3, 2, 1, 5) + 5 = 22 Force damage.
Quickened Battering Blast(Ranged Touch): 1d20 + 17 ⇒ (9) + 17 = 26, for 5d6 + 5 ⇒ (1, 1, 3, 3, 3) + 5 = 16 Force damage.
Quickened Battering Blast(Ranged Touch): 1d20 + 17 ⇒ (16) + 17 = 33, for 5d6 + 5 ⇒ (5, 5, 5, 2, 5) + 5 = 27 Force damage.
SR (Seraptis, or Marilith): 1d20 + 20 ⇒ (19) + 20 = 39.
CMB (To Bull-Rush): 1d20 + 25 ⇒ (13) + 25 = 38, with an additional +10 bonus for every missile that hits, so up to a possible 58.
If Bull-rushed, it needs to make a DC 24 Reflex save, or also be knocked prone.

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Aderyn shouldn't be grappled or constricted, due to freedom of movement. I'm going to wait until after Kulik to act.

GM Chie |

So many buffs to keep track of! I'll adjust the Damage as so!
Thurl Reflex!: 1d20 + 16 - 3 ⇒ (19) + 16 - 3 = 32
Marilith Reflex!: 1d20 + 18 ⇒ (11) + 18 = 29
Seraptis Reflex!: 1d20 + 15 ⇒ (8) + 15 = 23
The fiery snake weaves between the demons, singeing the Marilith and Thurl, before planting itself deep into the Seraptis demon's chest. She lets out a panicked scream, as her body immolates and chars, before falling limply to the ground.
The Flurry of Force pounds the Snaky Coils of the Marilith Over and Over, before pushing her backward through her own Blade Barrier! Reflex vs Prone: 1d20 + 18 ⇒ (15) + 18 = 33
Blade Barrier: 15d6 ⇒ (1, 4, 1, 1, 5, 1, 2, 3, 4, 4, 4, 1, 4, 1, 2) = 38
Reflex vs BB: 1d20 + 18 ⇒ (1) + 18 = 19 Her spell, so it ignores her SR.
FINAL COMBAT
ROUND 3
Boris! -113
Nikolai Tesla -28
Jin-Goro Gallonica DC 22 Will, Blade Barrier Damage for the Marilith
KULIK -100, at AC 27
Bellum Race
Thurl -130, Exausted
Red Golem Fine Powder, currently in Tornado Form!
Sierra Heartward
Aderyn Glyndwr -81 @AC 29, 3 Charisma Drain!
Marilith -170 and in a Blade Barrier
Seraptis -235, Fire-Snake Immolation!
Green Golem Fine Powder, currently in Tornado Form!

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Yeah, the crazy stack of buffs at this level is hard to keep track of. I know groups that keep a white board by the table to keep them all visible to the GM. I may have to do something like that for my high level PbP games on my tracking slide show.
Too bad I didn't recast Stoneskin. That would have really made the math fun. ;-)
Applying the 81 damage leaves me at 72/129.
Aderyn has a brief vision of being sliced into ribbons and having the wind crushed out of him, but smiles wickedly as the combination of spells cast by his companions help avoid the worst of the marelith's attacks.

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I'm going to have to start doing that for my PbPs as well, rather than trusting it to the running tracker. :P Aderyn and Kulik should benefit from both Life Bond on Sierra's turn and fast healing 3 on theirs, while Nikolai should only get the fast healing.