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Will vs Damage: 2d20 + 18 - 10 ⇒ (12, 10) + 18 - 10 = 30
Will vs Status: 2d20 + 18 - 2 ⇒ (2, 20) + 18 - 2 = 38
32 damage taken, and fatigued 1
Waves of energy crash into the small invisible goblin. His fortified mind and body drop the effect considerably, but still leave him breathing hard.

Voice of Awesomeness |

Another gong sounds, and a previously unseen door in the wall open, and out strides a four-armed clockwork construct with a glowing crystal globe for a head and a shining crystal set into its chest.
A wave of dispelling energy radiates from it, and all invisibility within fifty five feet is negated.
It then raises an arm, and a crackling black bolt blasts the goblin with negative energy. 1d20 + 24 ⇒ (10) + 24 = 34 Ranged touch for 4d8 + 11 ⇒ (3, 8, 5, 8) + 11 = 35 Will save DC 20 for half

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Will: 2d20 + 18 - 10 ⇒ (16, 10) + 18 - 10 = 34
The dispelling wave revealed the invisible goblin. He almost seemed surprised by it, not looking up fast enough to duck out of the way of the negative energy. Against, his prepared defenses defenses, helped keep his resolve from wavering. Pretending to dust off any shade they threw, he grinned at the newcomer.
Another 17 damage
Lehkazeran 22
Dymer 20
Ozzie 13
Nephre 8
Koro 43
Golden Defender 28

Thirteen/Dymer |

DC 32 Will save vs immobilization (round 1): 1d20 + 11 ⇒ (5) + 11 = 16
DC 32 Will save vs immobilization (round 2): 1d20 + 11 + 2 ⇒ (5) + 11 + 2 = 18
DC 32 Will save vs immobilization (round 3): 1d20 + 11 + 4 ⇒ (8) + 11 + 4 = 23
DC 32 Will save vs immobilization (round 4): 1d20 + 11 + 6 ⇒ (7) + 11 + 6 = 24
DC 32 Will save vs immobilization (round 5): 1d20 + 11 + 8 ⇒ (13) + 11 + 8 = 32 Finally. Have fun everybody until I can join in lol

Nephre, Sekhmet's Wrath |

Will round 2: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14
Will round 3: 1d20 + 6 + 4 ⇒ (15) + 6 + 4 = 25
Will round 4: 1d20 + 6 + 6 ⇒ (6) + 6 + 6 = 18
Will round 5: 1d20 + 6 + 8 ⇒ (8) + 6 + 8 = 22
Will round 6: 1d20 + 6 + 10 ⇒ (11) + 6 + 10 = 27
Will round 7: 1d20 + 6 + 12 ⇒ (1) + 6 + 12 = 19
Will round 8: 1d20 + 6 + 14 ⇒ (11) + 6 + 14 = 31
Will round 9: 1d20 + 6 + 16 ⇒ (18) + 6 + 16 = 40

Voice of Awesomeness |

Round 2
Those within a ten foot radius(which I believe is currently only Nephre) suddenly feel weaker, as their various enchantments, protections, and similar magkics cease to function. Special Anti-Magic effect. Artifacts aren't affected, but everything else is.
Again, the gong sounds, and again Ozzie's mind is assaulted by a powerful psionic assault. DC 26 Will save for half of 15d8 ⇒ (3, 3, 6, 5, 3, 5, 1, 1, 7, 5, 2, 5, 8, 2, 4) = 60 and the same status effects as before.

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Will Save vs mental block type effect and status, take 2: 2d20 + 18 - 13 ⇒ (13, 17) + 18 - 13 = 35
Another 30 damage
Apparently being the sole target of attention wasn't always fun. Mental energy attacked his mind and drained some of his energy. It could have been worse ...

Lehkazeran |

Lehkazeran watches Nephre fight the statue at the center, and decides to stay away from her...just in case she loses her mind again. Instead, he channels his energies and effort into fighting the multiarmed foe, then makes a quick sweeping kick to attempt to disbalance the guardian.
Standard Action to Activate 'Beacon of Evil'
Move Action to Trip via 'Open Hand' Sweep
Trip (doesn't provoke): 1d20 + 21 ⇒ (1) + 21 = 22
At 4th level and every 4 level thereafter, a dread vanguard gains one additional use of his touch of corruption ability per day. As a standard action, he can spend a use of his touch of corruption ability to manifest the darkness in his soul as an area of flickering shadows with a 30-foot radius centered on him. These shadows don’t affect visibility. The antipaladin and all allies in the area gain a +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear, and also ignore the first 5 points of hardness when attacking unattended inanimate objects. This lasts for 1 minute, as long as the dread vanguard is conscious.
At 8th level, the aura grants fast healing 3 to the dread vanguard as well as to his allies while they remain within it. Additionally, while this aura is active, the antipaladin can use his touch of corruption ability against any targets within its radius by making a ranged touch attack.

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Zero's Will Save: 1d20 + 9 ⇒ (13) + 9 = 22 1
Zero's Will Save: 1d20 + 11 ⇒ (19) + 11 = 30 2
Zero's Will Save: 1d20 + 13 ⇒ (19) + 13 = 32 3
Zero is useless for two more turns. Zero is my shadow cat.
Standard Action Barrage
Move Action, hide in plain sight
Damage: 4d6 ⇒ (6, 5, 2, 5) = 18 (B)
Flashbang Damage: 1d8 ⇒ 4 (B,S,P)
VS touch
DC 30 Fort poison, on fail -2 penalty on attack rolls, saving throws, skill checks, and ability checks until washed off. Does not stack with itself.
DC 24 Fort Poison, on fail sickened for 1 minute (–2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.) Nerve Venom, if target fails another save while already poisoned with this poison, target is nauseated instead.
Attack vs Golden Statue, poison arrow: 1d20 + 26 - 2 - 2 + 1 ⇒ (4) + 26 - 2 - 2 + 1 = 27
Damage: 4d6 ⇒ (1, 3, 6, 1) = 11 (B)
VS touch
DC 30 Fort poison, on fail -2 penalty on attack rolls, saving throws, skill checks, and ability checks until washed off. Does not stack with itself.
DC 24 Fort Poison, on fail 10% spell failure. This spell failure applies to all spells, spell-like, supernatural, and spherecasting abilities that the creature possesses. Witchbane, if target fails another save while already poisoned with this poison, spell failure increases to 20%, 50%
All poisons crafted bypasses the normal poison immunity/resistances and Fort immunity by constructs, undead, and TBD.
Assuming it is a construct and shares construct immunities, Otherwise this also applies. DC 24 Fort vs blind+deafened 1d4+1 rounds
Poisoned arrows 24
Oil of Sneezing Powder 10 rounds
Assuming that's probably a hit
Ozzie fired a couple of oddly shaped arrows, at the golden statue in the middle. They exploded with flash and pizzazz, leaving gooey gel, and small neon puff in their wake, crackling.
Stepping to the side, the goblin's tiny figure and chameleon skin seem to disappear into the background.
Stealth: 1d20 + 46 ⇒ (19) + 46 = 65 -20 if we're bright light. Creatures using unusual forms of sensory perception such as blindsight, greensight, or tremorsense still must make a Perception check as normal to detect Ozzie.
Nephre 8
Koro 43
Golden Defender 28
Lehkazeran 22
Dymer 20
Ozzie 13

Voice of Awesomeness |

Ozzie's two arrows hit a shimmering mystical barrier of force, failing to actually harm the golden defender. Since you didn't deal damage, does it still need to make the saves?
Another hidden door opens, and this time a human-shaped construct with a helm-like head and a single crystalline eye exits. One arm ends in a large shield-like sheet of metal, and it's obvious that it's designed for defense. It moves to stand just about arms length away from the statue in the center of the room, and waits at the ready.
A low buzzing sound heralds the arrival of a tiny spider-like creature with a lone, oversized eye. The observant note it is the same drone that spied on the PCs at the tavern. It flies towards Ozzie and Lhek, and douses them and Dymer(and Koro if he's in the same area) with a shimmering cloud of dust. This functions as a nonmagical Glitterdust, but with a 20ft area. You all need to make a Will save DC 26. All bonuses and any class features apply, unless they are specific to magic or spells.
Finally, that ominous gong rings out once more, and this time, Lhek is assaulted mentally. DC 26 Will save for 15d8 ⇒ (5, 7, 1, 3, 3, 8, 6, 2, 6, 7, 5, 1, 1, 6, 6) = 67 damage(half on a success.) If you fail the save, you are exhausted for 1 round, or fatigued if you make the save. It bypasses all immunities or resistances.

Voice of Awesomeness |

Slight correction, as I misjudged the area, and got spacing mixed up. The drone flies over the PCs at the bottom of the map, basically crop dusting all of them. Yes, it has enough movement, and yes, it hits every one there. It is not a targeted effect, so being stealthed or otherwise 'unseen' doesn't protect you.

Thirteen/Dymer |

DC26 Will vs blinded by glitterdust: 1d20 + 11 ⇒ (12) + 11 = 23

Lehkazeran |

Lehk feels a sense of slow, tiring, dullness takeover, that he hasn't needed to tolerate since being turned- he's tired.
Focusing his energies on his roar, rather than his sluggish limbs, he becomes Fear.
Dazzling Disp: 1d20 + 42 ⇒ (12) + 42 = 54
+3 hp fast healing; 98/208 hp
If I pass by at least 10 (my DC is 10+your # of HD+ your Wis Mod, please make a DC 21 Will Save and you're at -6 on it from my Anti-paladin aura. If it goes into effect, I choose Panicked.
If you fail the will save:
If you exceed the DC to demoralize a target by at least 10, it is panicked for 1 round or frightened for 1d4 rounds (your choice) and shaken thereafter.* A Will save (DC = 10 + your number of ranks in Intimidate=21+Wis Mod) negates the frightened or panicked condition, but the target is still shaken, even if it has the stalwart ability.
An asterisk (*) indicates the total duration cannot exceed 1 round plus 1 round for every 5 by which you exceed the DC.

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"Regroup, Divide, Conquer"
Ozzie flipped a canister of his soap bomb, give it a quick shake and tossed it behind Nephre. Rapidly expanding warm foam erupted once more and filled the area.
It didn't seem like the statue was going to succumb that easily, and the poison wasn't going to last long "Lehk You still fighting that thing? If you got a free hand, make a line towards us, pretty please"
Standard throw Instant Foam
Zero stasis 1
Poisoned arrows 22
Oil of Sneezing Powder 9 rounds
Ozzie chooses to fail his save, and stays in place. People in stasis don't get a save. Lehk doesn't have anywhere to be pushed to. Guessing the shield protects the gold statue. Only the construct is then affected
Construct gets a DC 22 Reflex check to be moved the 5' outside the foam area. If it fails or chooses to fail, it says in place
Nephre 8
Round 4
Koro 43
Unknown 29
Golden Defender 28
Lehkazeran 22
Dymer 20.18
Priest 20.11
Ozzie 13

Voice of Awesomeness |

As Lehk's terrifying roar issues forth, the gong sounds again, and instead of affecting his clockwork foes, the wave of fear reverses and washes over the dragon's allies!!
Lehk, aside from yourself, who all among the PCs would be affected?? And what saves do they need to make??

Lehkazeran |

Ooh. Well, it's not a spell or magical effect, it's just regular old Core Rulebook dazzling display, which is supposed to affect "foes who can see you within 30 ft". I'm under the effects of Draconic Malice, so people regularly immune to fear or mind affecting are in fact affected. I believe all of us are living so I won't go into how that would affect it. If I beat the DC for you by at least 10, you have to make an additional save.
My intimidate check was 54; the DC is 10 + the target’s Hit Dice + the target’s Wisdom modifier. Standard penalty applies if you're smaller than me. I'm medium sized.

Lehkazeran |

Unwilling to be struck by his own spirit again, Lehk attempts to sweep the leg of his foe and then flood them with negative energy from his dark cloud.
(+3 HP Regen for me: 101/208)
trip, move action: 1d20 + 22 - 2 - 2 ⇒ (6) + 22 - 2 - 2 = 24
touch attack, touch of corruption: 1d20 + 22 - 2 ⇒ (9) + 22 - 2 = 29
Negative Energy: 5d6 ⇒ (6, 2, 1, 3, 5) = 17

Voice of Awesomeness |

The priestly construct conjures forth a set of constricting chains around Lehk. Make a DC 25 Ref save, or be held akin to Hold Monster, except it's not an actual paralysis effect, and thus isn't subject your immunity. You also take 1d6 + 6 ⇒ (1) + 6 = 7 bludgeoning damage

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Koro will shake off the influence of the enemy's temporal trap, groggy as he gathers his bearings. Unsure of what is going on exactly, he'll attempt to re-enter his stance, teleport outside of the cloud of foam, and then challenge all enemies in the area.
Swift Action: Enter Spoils of War stance
Standard Action: Ready action to Mass Challenge all opponents when out of foam cloud
Move Action: Ghost Step teleport directly above foam cloud.
Koro can challenge up to 6 targets. Creatures gain a +2 to attack him. They also take a -4 penalty on all attack rolls & save DCs on attacks/spells that do not include Koro as a target.
As per Spoils of War, allies within 50 ft who successfully strike an enemy with an attack can gain 28 hp of healing, up to once per turn per ally.

Voice of Awesomeness |

"This curator has marked you for termination. Prepare to be eliminated." The hollow voice rings out again, as once more the gong sounds. Suddenly a powerful blow assaults Koro mentally, attempting to vastly limit and reduce the guardian's capabilities.
Koro, you need to make a DC 36 Will save, or be affected by a special version of Mental Block which also suppresses all active effects. No special bonuses apply, and you can't re-roll, or roll twice.

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Some more saves for the future:
Will Save: 1d20 + 21 ⇒ (9) + 21 = 30
Will Save: 1d20 + 21 ⇒ (20) + 21 = 41
Will Save: 1d20 + 21 ⇒ (8) + 21 = 29
Will Save: 1d20 + 21 ⇒ (10) + 21 = 31
Will Save: 1d20 + 21 ⇒ (15) + 21 = 36
So, for 2 rounds, Koro is going to have to cower in total defense, unable to remember how to do anything. By the end of round 2, he should be back up to snuff.

Voice of Awesomeness |

The strange gong rings out again, and Koro's mind is assaulted by horrific pain as the golden defender attempts to tear it asunder.
Will save, DC 36 or be sickened for 1 round(which overcomes any immunities) on a successful save. If you fail you need to make an additional Fort save(same DC). If you fail, you're reduced to -1 HP and start dying. Otherwise, you take 5d6 + 15 ⇒ (4, 3, 4, 2, 1) + 15 = 29 damage.

Lehkazeran |

Flurry1: 1d20 + 22 ⇒ (9) + 22 = 31
Flurry2: 1d20 + 22 ⇒ (8) + 22 = 30
Flurry3: 1d20 + 22 ⇒ (17) + 22 = 39
Flurry4: 1d20 + 22 - 5 ⇒ (13) + 22 - 5 = 30
Flurry5: 1d20 + 22 - 10 ⇒ (15) + 22 - 10 = 27
Flurry: 2d6 + 15 ⇒ (6, 1) + 15 = 22
Flurry: 2d6 + 15 ⇒ (2, 2) + 15 = 19
Flurry: 2d6 + 12 ⇒ (1, 3) + 12 = 16
Flurry: 2d6 + 12 ⇒ (5, 5) + 12 = 22
Flurry: 2d6 + 12 ⇒ (5, 1) + 12 = 18
From his position floating near the pit, Lehk attempts to wallop his foe, dealing damage while perhaps knocking them back into the open space while it persists.
swift: Sin point to count afraid as adamantine. Heal 28 on hit from Koro's thing, if I hit. +3 hp from my Beacon of Evil fasthealing. Critical x2 on 18-20. At 96 hp, not counting Koro's 28 if relevant.

Lehkazeran |

All but the third fail to land, which connects with a resounding crack.
Are any of those rolls maneuver checks to force the priest into the pit?
original intent was just attack and let it do the 'end of its turn' save again since it can't really go anywhere with all the foam. If I can push it in with one of those attacks, great, but my intent is to hurt it primarily so I won't give up the opportunity to do that for a bull rush.