Ozzie Eighteen |
Fort Save: 1d20 + 13 ⇒ (3) + 13 = 16 Ozzie is overcome by the wave of sickness and nauseau and pulls back to 30' under cover.
Stealth: 1d20 + 28 ⇒ (15) + 28 = 43
Nikolsi |
Nikolsi looks up from his book as Salvis enter's the library, Aella curling around his feet. "Ah, Sir Salvis. Do you have news of some kind? You have been most gracious to allow me the run of this library." Salvis does not respond; simply eyes him sitting there at the table, and then snaps his fingers. "What the.. " Nikolsi's voice fades away, as does the rest of him. Aella startles with a loud "Meow! and fades away as well.
As color comes back into his vision, Nikolsi looks around to take stock of what just happened. He is standing in front of a large house, not quite palatial. Across from the drive, a small group of people stand in a rough circle. To their right, Nikolsi sees a group that is more familiar to him, being composed of several of the... unique... characters he had met previously at the Crossing House.
"I wonder what was so important that Salvis sent me here in such a rush? Doesn't look like much, does it Aella?" Aella ignores him, focusing instead on the wealth of new scents around her.
Initiative: 1d20 + 19 ⇒ (1) + 19 = 20
For whichever round I join combat in
Iko Ilue |
indigo butterfly wings unfurl from under Iko Ilue's cape, and he gracefully flutters up and toward the Falcons. As he does, he sings a lament about the ravages of time, and the bitter taste of betrayal (singing into his staff as though it were a microphone).
While nothing about the song appears magical, while he sings tiny translucent fey spirits start phasing in and out of existence around the five Falcons he's closest to, poking and distracting them.
Scout / Bluff(Know defenses, DC20): 1d20 + 39 ⇒ (14) + 39 = 53
Scout / Bluff(Know defenses, DC20): 1d20 + 39 ⇒ (3) + 39 = 42
Scout / Bluff(Know defenses, DC21): 1d20 + 39 ⇒ (19) + 39 = 58
Scout / Bluff(Know defenses, DC21): 1d20 + 39 ⇒ (6) + 39 = 45
Perform (poltergeist strike) DC 20: 1d20 + 39 ⇒ (3) + 39 = 42Perform (poltergeist strike) DC 20: 1d20 + 39 ⇒ (6) + 39 = 45
SF1 Poltergeist Strike vs touch+scouted+channel vigor(mind): 1d20 + 17 + 3 + 4 ⇒ (15) + 17 + 3 + 4 = 39
SF2 Poltergeist Strike vs touch+scouted+channel vigor(mind): 1d20 + 17 + 3 + 4 ⇒ (5) + 17 + 3 + 4 = 29
SF3 Poltergeist Strike vs touch+scouted+channel vigor(mind): 1d20 + 17 + 3 + 4 ⇒ (11) + 17 + 3 + 4 = 35
SF4 Poltergeist Strike vs touch+scouted+channel vigor(mind): 1d20 + 17 + 3 + 4 ⇒ (9) + 17 + 3 + 4 = 33
SF5 Poltergeist Strike vs touch+scouted+channel vigor(mind): 1d20 + 17 + 3 + 4 ⇒ (6) + 17 + 3 + 4 = 30
Any hit have -4 on one d20 roll / round (of my choice)
Perform (slow) DC 20: 1d20 + 39 ⇒ (4) + 39 = 43
Perform (slow) DC 20: 1d20 + 39 ⇒ (17) + 39 = 56
Move As shown on map (starting from W23) Currently 20' off the ground. Spend martial focus as moving to get 2 mirror images.
Swift (Spend 2 insight to cast as Swift) Poltergeist Strike in 50’ Cone: Foes within cone hit by touch attack vs SF1-5
Stnd Dazing Persistent Slow vs SF1-5 (DC 25 Will; SF1-3 get -3 from my aura, any hit by my touch attack take -4, all 5 roll twice and take their worst roll; failure = Dazed for 5 rounds and Slowed for 10)
.
Resources
Bardic Performance 36/37
Insight 8/9 (-2 to quicken PS; +1 when spend >1 SP on Slow)
Spell Points 47/69 (-1 for Poltergeist Strike, -4 for Dazing Persistent Slow, -17 spend at start of day)
Martial Focus 0/1
.
Active Effects
Pugwampi’s Aura (-3 to foes’ saves; 30’ radius) ## affects SF1-3
2 Mirror images that last for 1 round
lifesense 220’, spiritsense 220’, sense magic 220’
All foes scouted
Channel Vigor (mind)
Voice of Awesomeness |
1d20 + 2 ⇒ (6) + 2 = 8 Chief 1
1d20 + 2 ⇒ (2) + 2 = 4 Chief 2
1d20 + 9 ⇒ (6) + 9 = 15 Fire 1
1d20 + 9 ⇒ (1) + 9 = 10 Fire 2
1d20 + 6 ⇒ (5) + 6 = 11 Mage 1
1d20 + 6 ⇒ (17) + 6 = 23 Mage 2
1d20 + 6 ⇒ (7) + 6 = 13 Demon 1
1d20 + 6 ⇒ (17) + 6 = 23 Demon 2
1d20 + 10 ⇒ (18) + 10 = 28 Swift 1
1d20 + 10 ⇒ (2) + 10 = 12 Swift 2
Koro Jigen, the Page Blade |
Will: 1d20 + 21 ⇒ (1) + 21 = 22
Momentarily distracted by his compatriots falling prey to nausea all around him, Koro is unprepared for the creature's mental assault. But before he succumbs to the creature's attack, he will summon forth herculean strength from within himself, and attempt to partition the mental attack into one section of his mind in a desperate attempt to delay it from taking hold.
If this is a spell/SLA, Koro will use Cold Iron Call to put the spell in his delayed damage pool, delaying it until the end of his turn.
If this is not a spell but instead a natural/extraordinary/supernatural ability inflicting one of the following conditions:
...then he can use Durable to do the same. In both cases, the effect is treated as a number of points in his delayed damage pool equal to the creature's caster level or hit dice respectively.
If it is somehow neither, then Koro will be affected immediately.
Lehkazeran |
Lehkazeran roars and for a brief moment his eyes flash red. A subtle but distinct taste of iron fills the air. Suddenly, two copies of Lehkazeran split from him and stand shoulder to shoulder.
"Fighting me. That will be your last mistake, mechanical man," they say in unison.
STD: Spending 2 points of Cruor to get the "Heroic Resolve" feat and "Extra Combat Talent: Inspiring Pose" via Improved Blood Memory. Swift Action to get 2 mirror images via Sin Monk's Well of Sin (Pride) ability.
B/P/S from bite: 2d6 + 16 ⇒ (3, 1) + 16 = 20 +1 acid damage. If the attack hits, 3 allies within 50' get a new save vs an ongoing condition from Inspiring Pose.
Thirteen/Dymer |
Dymer sees his assigned companions find ways to shake off the nausea brought on by their first foe, shakes his head at his own lack of foresight considering there are several alchemical remedies that he should have on-hand just as a matter of course, and starts slowly making his way back towards the group, hoping that one of them may have a way to help clear his head once they're finished smashing the construct into pieces.
This is not a good first impression I'm making, Dymer thinks to himself.
Move: 70ft back towards the group, current distance 30ft from the construct.
Nephre, Sekhmet's Wrath |
Nephre laughs. "Staying down? Easier to smash your head in, then!"
She makes good on her threat.
Stomp: 1d20 + 20 + 4 ⇒ (11) + 20 + 4 = 35+2 if flanking
Damage: 1d8 + 9 ⇒ (8) + 9 = 17 Sneak Attack if applicable: 5d6 ⇒ (4, 5, 5, 2, 6) = 22
Stomp: 1d20 + 15 + 4 ⇒ (12) + 15 + 4 = 31
Damage: 1d8 + 9 ⇒ (6) + 9 = 15 Sneak Attack if applicable: 5d6 ⇒ (5, 2, 4, 6, 6) = 23
Additionally, if she hits with a Sneak Attack, the construct takes -2 to AC and to-hit rolls, with an additional -4 against Nephre.
Koro Jigen, the Page Blade |
When targeted by a spell or spell-like ability, you may delay the onset of its effects until the end of your next turn as if it were damage. Each effect is treated as if it were an amount of hit point damage equal to its caster level for the purpose of your delayed damage pool. If you do not have enough space remaining in the delayed damage pool, you may not delay the effect.
If you possess the (patrol) package and the Defend Other talent, when an ally within the area of your patrol is the target of a spell or spell-like ability, you may spend an attack of opportunity to move to put that ally within reach (with the normal limits for moving as part of your patrol) and redirect the effect to yourself.
If you possess the (challenge) package, any time a creature under the effects of your challenge casts a spell or uses a spell-like ability that does not include you in its effect, it suffers a -2 penalty to the spell’s save DC. This penalty increases by 1 for every 4 points of base attack bonus you possess.
Wiki Note: Per discussion with the author, this is intended to permit characters to cure effects caused by things this ability can delay before they take effect.
Durable
When targeted by a natural, extraordinary or supernatural ability that inflicts ability damage, ability drain, disease, negative levels, poison or any of the following conditions: (blinded, confused, cowering, dazed, dazzled, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, petrified, shaken, sickened, staggered, stunned, unconscious) you may delay the onset of its effects until the end of your next turn. Each effect is treated as if it were an amount of hit point damage equal to the attacking creature’s Hit Dice for determining the capacity of your delayed damage pool. If you do not have enough space remaining in the delayed damage pool, you may not delay the effect.
If you possess the (patrol) package and the Defend Other talent, when an ally within the area of your patrol is the target of such an ability, you may spend an attack of opportunity to move to put that ally within reach (with the normal limits for moving as part of your patrol) and redirect the effect to yourself.
If you possess the (challenge) package, any time a creature under the effects of your challenge uses such an ability that does not include you in its effect, it suffers a -2 penalty to the ability’s save DC. This penalty increases by 1 for every 4 points of base attack bonus you possess.
Wiki Note: Per discussion with the author, this is intended to permit characters to cure effects caused by things this ability can delay before they take effect.
Spellcraft (to identify the spell) 1d20 + 30 ⇒ (14) + 30 = 44
Knowledge (Engineering) 1d20 + 30 ⇒ (20) + 30 = 50
If Koro is only fatigued for 1 round, then it will pretty much wear off when it comes out of his delayed damage pool, so there's no need to worry too much about it. He will also take the damage, but that gets drained from his delayed damage pool as nonlethal damage, so it's not a pressing concern at the moment.
Pretty sure I can make it to one other person (as a move action) and administer a panacea to clear their nausea (as a standard action). Whoever has the ability to cure others of nausea when given the chance will be the first to get it.
Thirteen/Dymer |
No Kn(engineering) for Dymer.
Scrivener |
Scrivener wrote:what is going on with diplomacy team?Combat, vs 6 NPCs, though only 5 are visible atm, and they are all dazed.
yeah im just not seeing any posts. i would post but im well behind in initiative.
Dr. Craven |
Will: 1d20 + 7 ⇒ (16) + 7 = 23 Whelp! Failed the Will save. Here he comes...
Craven's hands quickly begin clutching his head. "UghrraAAA.." he yells as his body begins bubbling out as if something was trying to burst its way out. During this process, he was slowly growing in size. Bigger and bigger.
This is my whole turn.
Scrivener |
The previously stock-still construct begins to whirrrrr as palpable energy crackles in the air nearby, before letting loose a single devastating shot from the siege railgun on its body.
i have blindsight 60 in case any are coming towards me
swift action: Scout on the one that looks most like a spellcaster
knowledge (i assume local for humanoids): 1d20 + 23 ⇒ (5) + 23 = 28 vs DC of (10+CR). If I succeed I get knowledge as listed in the Scout Sphere as well as an additional net +10 to hit them. I will assume I succeed, but if on some off chance I do not, then my attack rolls take -10.
Vital Strike, Energy Blade, Trick Arrows (Flashbangs)
attack: 1d20 + 23 ⇒ (10) + 23 = 33
damage +2 B/P: 12d6 + 2 ⇒ (2, 3, 5, 2, 1, 5, 5, 1, 2, 3, 3, 2) + 2 = 36 plus
sonic: 7d4 ⇒ (1, 3, 3, 2, 3, 4, 1) = 17 plus
damage B/S/P: 1d8 ⇒ 2
Flashbangs: DC 29 Fort save or be blinded and deafened for 1d4 + 1 ⇒ (3) + 1 = 4 rounds and be subject to Dispelling Detonations, so the target of this shot is also hit by a targeted Greater Dispel, CL 14, so up to three spells can be stripped
swift action (but already used a swift so this takes my move): reload weapon.
TL;DR: likely 55 total damage and save or suck
Ozzie Eighteen |
1 person marked this as a favorite. |
Ozzie gets a hint of Koro's plan over their connection, and circles back towards him.
30' towards Koro
Stealth: 1d20 + 28 ⇒ (4) + 28 = 32
Init:
Nephre
Koro
Lehkazeran
Soldier
Dymer
Ozzie
Lehkazeran |
Finally in a position to match his bravado with action, Lehkazeran smiles, baring his long, sharp fangs, and circles his prey, trying to draw out any resistance it might offer before attempting to rip it to pieces.
Moving in a circle around it to draw out any AoOs (my AC is 36 and he has to roll twice and take the worse roll), then Flurry of Blows (Bites). Steelwalker's Boots (DSP: Steelforge 1, pg 6) let me move half-speed and still full attack. Sunder attempts will provoke AoOs if it has any left after my circling it.
Attack 1, Sunder (+4 prone, +2 flank): 1d20 + 21 + 4 + 2 ⇒ (15) + 21 + 4 + 2 = 42
damage 1, Sunder: 1d6 + 15 ⇒ (6) + 15 = 21 Bludgeoning/Piercing/Slashing and 1 point of Acid Damage
Attack 2, (+4 prone, +2 flank): 1d20 + 21 + 4 + 2 ⇒ (10) + 21 + 4 + 2 = 37
damage 2: 1d6 + 15 ⇒ (6) + 15 = 21 Bludgeoning/Piercing/Slashing and 1 point of Acid Damage
Attack 3 (+4 prone, +2 flank): 1d20 + 16 + 4 + 2 ⇒ (15) + 16 + 4 + 2 = 37
damage 3: 1d6 + 15 ⇒ (4) + 15 = 19 Bludgeoning/Piercing/Slashing and 1 point of Acid Damage
So if its CMD is 31, that first attack hits, and the rest will just be regular flurry attacks vs AC. Since the combat maneuver goes through, I'll take an immediate action to give a new save to 3 allies within 50' vs any ongoing effect they are suffering from (at the original DC) via Inspiring Pose.
Thirteen/Dymer |
Fort save DC22: 1d20 + 13 ⇒ (6) + 13 = 19
Jesus, this is horrible luck.
Iko Ilue |
Time seems to flicker, and Iko Ilue gets a strange sense that This Has All Happened Before...And Will Happen Again.
. . .
indigo butterfly wings unfurl from under Iko Ilue's cape, and he gracefully flutters up and toward the Falcons. As he does, he sings a lament about the ravages of time, and the bitter taste of betrayal (singing into his staff as though it were a microphone).
While nothing about the song appears magical, while he sings tiny translucent fey spirits start phasing in and out of existence around the five Falcons he's closest to, poking and distracting them.
Scout / Bluff(Know defenses, DC20): 1d20 + 39 ⇒ (19) + 39 = 58
Scout / Bluff(Know defenses, DC20): 1d20 + 39 ⇒ (20) + 39 = 59
Scout / Bluff(Know defenses, DC21): 1d20 + 39 ⇒ (20) + 39 = 59
Scout / Bluff(Know defenses, DC21): 1d20 + 39 ⇒ (20) + 39 = 59
Perform (poltergeist strike) DC 20: 1d20 + 39 ⇒ (3) + 39 = 42Perform (poltergeist strike) DC 20: 1d20 + 39 ⇒ (19) + 39 = 58
SF1 Poltergeist Strike vs touch+scouted+channel vigor(mind): 1d20 + 17 + 3 + 4 ⇒ (16) + 17 + 3 + 4 = 40
SF2 Poltergeist Strike vs touch+scouted+channel vigor(mind): 1d20 + 17 + 3 + 4 ⇒ (14) + 17 + 3 + 4 = 38
SF3 Poltergeist Strike vs touch+scouted+channel vigor(mind): 1d20 + 17 + 3 + 4 ⇒ (12) + 17 + 3 + 4 = 36
SF4 Poltergeist Strike vs touch+scouted+channel vigor(mind): 1d20 + 17 + 3 + 4 ⇒ (9) + 17 + 3 + 4 = 33
SF5 Poltergeist Strike vs touch+scouted+channel vigor(mind): 1d20 + 17 + 3 + 4 ⇒ (10) + 17 + 3 + 4 = 34
Any hit have -4 on one d20 roll / round (of my choice)
Perform (slow) DC 20: 1d20 + 39 ⇒ (18) + 39 = 57
Perform (slow) DC 20: 1d20 + 39 ⇒ (12) + 39 = 51
Move As shown on map (starting from W23) Currently 20' off the ground. Spend martial focus as moving to get 2 mirror images.
Swift (Spend 2 insight to cast as Swift) Poltergeist Strike in 50’ Cone: Foes within cone hit by touch attack vs SF1-5
Stnd Slow vs SF1-5 (DC 25 Will; SF1-3 get -3 from my aura, any hit by my touch attack take -4.
.
Resources
Bardic Performance 36/37
Insight 7/9 (-2 to quicken PS)
Spell Points 47/69 (-1 for Poltergeist Strike, -1 for Group Improved Slow, 20 spend at start of day)
Martial Focus 0/1
.
Active Effects
Pugwampi’s Aura (-3 to foes’ saves; 30’ radius) ## affects SF1-3
2 Mirror images that last for 1 round
lifesense 220’, spiritsense 220’, sense magic 220’
All foes scouted
Channel Vigor (mind)
Nephre, Sekhmet's Wrath |
Already starting to get bored with the clockwork thing's rather poor showing in battle, Nephre continues to just stomp on it repeatedly.
Stomp: 1d20 + 20 + 3 + 4 ⇒ (17) + 20 + 3 + 4 = 44 +2 if flanking, +3 from Divine Favor, +4 from attack against prone target.
Damage: 1d8 + 9 + 3 ⇒ (1) + 9 + 3 = 13 Counts as adamantine
Stomp: 1d20 + 15 + 3 + 4 ⇒ (16) + 15 + 3 + 4 = 38
Damage: 1d8 + 9 + 3 ⇒ (5) + 9 + 3 = 17
Dr. Craven |
Will: 1d20 + 7 ⇒ (16) + 7 = 23 Whelp! Failed the Will save. Here he comes...
Craven's hands quickly begin clutching his head. "UghrraAAA.." he yells as his body begins bubbling out as if something was trying to burst its way out. During this process, he was slowly growing in size. Bigger and bigger.
This is my whole turn.
Scrivener |
when it's my turn i do the same thing as i already did before the restart. see my last post
Nephre, Sekhmet's Wrath |
Nephre laughs and looks towards the tomb door. "There's more? Good, this one was too easy!"
Voice of Awesomeness |
The lone member of the Sun Falcons not affected by Iko's attack raises his longbow and aims at the overly pretty butterfly boy. 1d20 + 19 ⇒ (18) + 19 = 37 Initiating Grounding Shot 1d8 + 3 + 1d6 + 5d6 ⇒ (1) + 3 + (1) + (1, 1, 5, 4, 2) = 18 1 point is fire. Iko needs to make a Fly check vs DC 1d20 + 24 ⇒ (10) + 24 = 34 or fall to the ground taking falling damage as normal.
After his attack, the archer vanishes from sight.
Thirteen/Dymer |
Dymer nods his thanks towards Koro for the nausea-cure, then, not wary of what might happen should the construct's countdown complete, quickly collects two small catalytic vials out of one of his pouches, activates them, and tosses the bunch at the construct laying on the ground.
Attack #1: 1d20 + 17 ⇒ (20) + 17 = 37
Crit confirm: 1d20 + 17 ⇒ (4) + 17 = 21
Damage: 6d6 + 13 ⇒ (6, 5, 3, 2, 4, 5) + 13 = 38 Fire damage
Crit Damage: 1d6 + 10 ⇒ (5) + 10 = 15 3 damage from Focused Burn trait not multiplied on Crit
Attack #1: 1d20 + 12 ⇒ (2) + 12 = 14
Damage: 6d6 + 13 ⇒ (1, 2, 2, 2, 2, 2) + 13 = 24 Fire damage
Precise Bombs exclude all 8 surrounding squares from receiving splash damage.
Full attack action. No movement.
Bombs remaining: 16
Voice of Awesomeness |
1d3 ⇒ 1 Archer hits.
1d20 + 3 ⇒ (17) + 3 = 20 SF1 Will save, slowed.
You fail to beat SF2's Spell Resistance of 25.
1d20 + 5 ⇒ (12) + 5 = 17 SF3 Will save, slowed.
The fighter, having been affected by slow before, opts to wait until the sun falcon's mage takes her turn.
I'm going to wait until I find out if Iko is grounded or not before I post for the monk and mage.
Voice of Awesomeness |
The monk teleports up into the air and attempts to grapple Iko 1d20 + 22 ⇒ (12) + 22 = 34 Grapple successful. He succeeds and pins the bards wings tight.
Meanwhile, the mage casts a spell to negate the slowing effect on his allies. Casting Haste. FYI, I've switched NPCs around as I am using higher level ones to hopefully challenge you a bit, and to see what you all are capable of.
Scrivener |
Koro Jigen, the Page Blade |
After curing Dymer of nausea, Koro will race over to Ozzie and administer a panacea to him as well.
He grumbles a bit over Nephre's joy at the thought of enemy reinforcements, but he doesn't actually make a move to stop the robot.
Deep in his heart of hearts, he still wants to get his hands dirty with a real fight, for once.
Ozzie Eighteen |
Ozzie should be at 35' now
And just like that, the goblin's stomach wasn't doing cartwheels. Maybe it was time to end this.
Swift: Burn Arcane Pool to enhance weapon with flaming, frost, shock.
Reach Shocking Grasp, full attack
Attack #1: 1d20 + 23 ⇒ (13) + 23 = 36 vs touch + FF(if unaware)
Tanglefoot bomb(fire): 5d6 + 11 ⇒ (5, 2, 2, 6, 5) + 11 = 31 Target entangled + DC 24 Ref to be stuck
flaming: 1d6 ⇒ 2
frost: 1d6 ⇒ 5
shock: 1d6 ⇒ 5 x1.5 = 7
Sneak attack: 4d6 ⇒ (1, 4, 4, 6) = 15
Again, applies if unaware, Bewildering: Target has -2 AC for 1 round, and an additional -2 AC against this char
Shocking grasp: 5d6 ⇒ (5, 1, 4, 3, 4) = 17 x1.5 = 25
Attack #2: 1d20 + 20 ⇒ (4) + 20 = 24 vs touch
Tanglefoot bomb(fire): 5d6 + 11 ⇒ (3, 3, 2, 4, 1) + 11 = 24 Target entangled + DC 24 Ref to be stuck
flaming: 1d6 ⇒ 5
frost: 1d6 ⇒ 2
shock: 1d6 ⇒ 1 x1.5 = 1
Attack #3: 1d20 + 15 ⇒ (8) + 15 = 23 vs touch
Force bomb: 5d4 + 11 ⇒ (1, 3, 3, 2, 2) + 11 = 22 DC 24 Ref knocked prone
flaming: 1d6 ⇒ 3
frost: 1d6 ⇒ 6
shock: 1d6 ⇒ 1 x1.5 = 1
Dmg: 85+32+32=149
Init:
Nephre
Lehkazeran
Soldier
Dymer
Koro
Ozzie
Voice of Awesomeness |
Delve team
The furious assault from the various members of the exploration team are finally too much of their lone foe. With it's last functional action, it says "Recruitment protocol complete. Active scorched earth protocol." And with that, it detonates in a thunder explosion. Once the smoke and debris clear, there's not much left of the fallen soldier. Certainly nothing salvageable.
All within 30ft take 10d6 ⇒ (2, 3, 2, 3, 1, 2, 2, 1, 2, 2) = 20 points of force damage. Ref DC 25 for half. All beyond 30ft(up to 60) take 5d6 ⇒ (3, 1, 4, 2, 3) = 13. Ref DC 25 for half.
Also, all within 10ft make a DC 30 Will save or be stunned for 1d4 ⇒ 4 rounds as the psychic backlash wracks your brains.
Nephre, Sekhmet's Wrath |
Reflex: 1d20 + 14 ⇒ (8) + 14 = 22
Will: 1d20 + 6 ⇒ (16) + 6 = 22
While she'd been expecting the explosion, Nephre is caught off-guard by the psychic assault. The staggering blow to her mind catches her mid-dodge, resulting in her taking the full (though surprisingly weak) force of the blast.
Lehkazeran |
Everything goes white as the explosion catches Lehkazeran square in the face. For a moment he's lost in his mind, the ringing of his ears an all encompassing sound that drowns or everything else. But somewhere in it, something breaks through: a cacophony of roars, and is all comes riding back. He's a Dragon, and a Vampire. And he will not be cowed.
Slowly, Lehkazeran turns his head to face the ruins and smiles as tears of blood start to drip from his eyes.
Taking 20 force damage from the blast. Move Action to supress the stun for 3 rounds per 'Heroic Resolve'. Casting 'Jagged Smile and Bloody Tears' bc Lehkazeran is getting angry and he doesn't like to hold back the big guns when he's angry.
Thirteen/Dymer |
Reflex vs damage: 1d20 + 17 ⇒ (14) + 17 = 31 Evasion allows no damage on successful reflex save
Dymer, seeing two of his comrades sway on their feet as if Stunned - though Lehkazeran snaps out of it very quickly - pulls a catalyst out of his belt pouch, priming it for use as soon as any new opponents appear. "Before it exploded, it sounded like it had called for reinforcements. Everyone get ready!"
Target the first opponent to appear
Immolation Bomb attack: 1d20 + 17 - 2 ⇒ (17) + 17 - 2 = 32
Immolation damage: 1d6 + 13 + 2 ⇒ (2) + 13 + 2 = 17
Immolation splash: 1 + 13 = 14
Exclude Lehk and/or Nephre from splash, if applicable via Precise Bombs
As immolation's base damage is 6d6 for fire damage, the 1d6+13 will reoccur at the start of my turn every round, unless a full round action Reflex Save (DC23) is taken to extinguish the alchemical agent. Rolling on the ground does not give a bonus, and soaking the target with water has no effect. Splash damage is dealt to any adjacent creatures every time the damage triggers.