OK, this round you have control of the Abyss. These are the potential effects you can achieve. Valrar, let me know what you want to do, feel free to be creative.
Quake: Each creature standing in a 20-foot radius must attempt a DC 20 Reflex save or fall prone. Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one (Reflex DC 20 avoids). The fissures are 40 feet deep. At the end of the round, all fissures grind shut. Treat all trapped creatures as if they were in the bury zone of an avalanche, trapped without air (Pathfinder RPG Core Rulebook 429). In Subtier 14–15, increase the DC of the Reflex save by 2.
Meteor Strike: Two meteors strike the battlefield, as per the
spell meteor swarm.
Acid Bubble: An Abyssal bubble bursts, spraying acid on all
creatures within a 20-foot radius. This deals 10d6 points of acid damage (Reflex DC 21 half ). In Subtier 14–15, the damage increases to 13d6, and the saving throw DC increases to 23.
Abyssal Minions: The dirt of the Abyss squirms with life, as
a 20-foot-radius spread of grasping claws springs from the ground. This functions like a black tentacles spell (CL 15th, or CL 17th in Subtier 14–15).
Other: The PCs could potentially create other effects, such as altering terrain features or even creating crude structures from thin air. Allow them some leeway in how they decide to shape the Abyss, especially if it creates fun or cinematic effects.
So you drank the blood of a Demon Lord:
Abyssal Attunement: You no longer take penalties on Intelligence, Wisdom, and Charisma based skill checks based on the difference between the Abyss’s alignment and your own. Additionally, you are particularly adept at manipulating the raw substance of the Abyss, an ability that will have mechanical benefits in your encounter with Koth’Vaul.
Initiative: You gain a +2 bonus on initiative checks.
Epic Strikes: Your attacks with natural and manufactured weapons bypass DR/epic.
Mythic Power: You gain two uses of mythic power per day. You can use this power in the following ways.
• Surge: After you fail any check that uses a d20 roll, as an immediate action you can expend one use of mythic power to roll 1d6 and retroactively add the result to the check.
• Extra Action: Up to once per round as a free action on your turn, you can expend one use of mythic power to take an additional standard action. This action cannot be used to cast a spell.
|AC 18, T 18, FF 15|HP: 85/85|F+9, R+12, W+13 (+4 vs death,+2 vs gaz/poi/elc/chm/cmp,+1 vs Tran/fea/cnf/aci/cld/fir/glyph)|Init +7, Per +26|CMB +7 CMD 20 (+2 vs grp)|15/15 Fly, 1/1 Lev, 1/1 Spx, 1/1 SoR, 3/3 Blt, 1/1 Wng
Bauble wrote:
Well dang. I was hoping that with those sucky rolls most would miss. But Vladek has a n AC of 17? Ouch. Sorry about that. Bauble can't do squat against the big guy, but he can tear his poor friend apart.
Nooo, with mage armor and haste, my AC is presently 22.
Assuming that first attack was in fact rerolled, it looks to me like you only hit once. ^^
|AC 18, T 18, FF 15|HP: 85/85|F+9, R+12, W+13 (+4 vs death,+2 vs gaz/poi/elc/chm/cmp,+1 vs Tran/fea/cnf/aci/cld/fir/glyph)|Init +7, Per +26|CMB +7 CMD 20 (+2 vs grp)|15/15 Fly, 1/1 Lev, 1/1 Spx, 1/1 SoR, 3/3 Blt, 1/1 Wng
@Party: How close to exactly can we deduce Koth'Vaul's SR, by this point?
Also, what's that blue burst encompassing the Vrock there, or that big green dotted area for that matter?
The big green dotted area is entangle. The blue area is a black tentacles. You would need to go back and see what effects have been thrown at KV to dtermine how close you have been to his SR.
male Wizard 9/Lore 5 | HP 87| AC 15/19; Touch 14; FF 14 | F +12; R +9; W +14 | CMB+6; CMD 21 | Speed 20 ft | Init +1 | Perc +2 | Stealth: +1 Wizard 9/Lore 5
The meteors didn't work! ugh. Do we have an idea of how damaged he is?
|AC 18, T 18, FF 15|HP: 85/85|F+9, R+12, W+13 (+4 vs death,+2 vs gaz/poi/elc/chm/cmp,+1 vs Tran/fea/cnf/aci/cld/fir/glyph)|Init +7, Per +26|CMB +7 CMD 20 (+2 vs grp)|15/15 Fly, 1/1 Lev, 1/1 Spx, 1/1 SoR, 3/3 Blt, 1/1 Wng
Male Human (Taldan/Ulfen) Swashbuckler 15 | HP 102/157 | AC 40/26/25 (currently 41/27/25) | F +15, R +22, W +14 | CMB +12, CMD 30 | Init +11 | Perc +1 | Fortification 25% | Panache 3/8 | Charmed Life (+5) 3/6 | Imp. Iron Will 0/1 |
Active Conditions:
Planar Infusion II (+1 Fort, +2 Demoralize, +2 Crit Confirm, Curse Terrain 1/day), Freedom of Movement, Fly, Stoneskin, Heroism, Haste
I've got 10' reach at the moment, which isn't enough. Alie, if you have any spells you'd rather cast, sound off. I'll draw his AoO, as my movement stops if I fail to tumble anyway. I'll layer up my defenses, hope he misses once, get two attempts to stagger him, then hope he misses some more.
Do you have flight right now, Valrar? If not, I could cast fly on you defensively, which I think is an auto success. He’d hit me next round and probably kill me, but I think the only way we are going to win is for you to be able to full attack him. I can afford a body retrieval.
Oh GM, I just realized that I have three mirror images left. It’s probably too late to retcon for the last two blows he landed on me, but I just noticed those images were still up.
Male Human (Taldan/Ulfen) Swashbuckler 15 | HP 102/157 | AC 40/26/25 (currently 41/27/25) | F +15, R +22, W +14 | CMB +12, CMD 30 | Init +11 | Perc +1 | Fortification 25% | Panache 3/8 | Charmed Life (+5) 3/6 | Imp. Iron Will 0/1 |
Active Conditions:
Planar Infusion II (+1 Fort, +2 Demoralize, +2 Crit Confirm, Curse Terrain 1/day), Freedom of Movement, Fly, Stoneskin, Heroism, Haste
I've got flight already. We can't teleport me over to him, it seems, so I'll need to get over there and endure at least a round.
I've posted my action, I'm pretty sure it's one of the best possible and I have to go to work. I may be able to respond throughout the day if needed.
male Wizard 9/Lore 5 | HP 87| AC 15/19; Touch 14; FF 14 | F +12; R +9; W +14 | CMB+6; CMD 21 | Speed 20 ft | Init +1 | Perc +2 | Stealth: +1 Wizard 9/Lore 5
I am still curious if stopping the cultists did something at least.
To answer this question...
Spoilers inside:
Yes it has had a significant impact. Firstly getting rid of them reduces the number of successes you need to be in control of the plane. If they were still around then this last roll would have been a tie and both sides could do something.
Secondly, he has stored three wish spells as contingencies in them. Each could have been used to remove one condition from him automatically. You can be sure all those negative levels would have gone away.
In hard mode he also has a shield other effect with two of them.
As a player, it would have been far more suitable had Bauble been the one stuck down there. I was thinking that will all the high level scenarios being so anti elemental damage, I might use other characters for seeker games anyway. I hope it doesn't such too much to lose Valrar as a playable character.
Male Human (Taldan/Ulfen) Swashbuckler 15 | HP 102/157 | AC 40/26/25 (currently 41/27/25) | F +15, R +22, W +14 | CMB +12, CMD 30 | Init +11 | Perc +1 | Fortification 25% | Panache 3/8 | Charmed Life (+5) 3/6 | Imp. Iron Will 0/1 |
Active Conditions:
Planar Infusion II (+1 Fort, +2 Demoralize, +2 Crit Confirm, Curse Terrain 1/day), Freedom of Movement, Fly, Stoneskin, Heroism, Haste
I'm not incredibly fussed about losing Valrar. He's one of my two seekers, I think; the other one's Chronicles are all over the place. But I only play 1E online now, and there's plenty more scenarios for me. I knew what would likely happen when I ate the heart, I know people with retired characters but I've never seen it happen. (It was either going to be that or a most unwelcome deprivation of player agency, which I figured wouldn't happen.) Sorry if I stole the opportunity, Bauble, didn't look like you wanted it character-wise and I assumed that extended to OOC.
I'd also call this about as good of a canon ending as Valrar will get (though I don't know every single retirement possibility). Pathfinder work was a lot less storybook heroics than he expected. A big slew of other PC deaths later on added to that nosedive. He ended up swearing fealty to Lamashtu so the demons would come at him instead of allies (and got a very nice critical feat for it, too). Now he's paying for all that, doing some good, and has a very slight shot at redemption.
|AC 18, T 18, FF 15|HP: 85/85|F+9, R+12, W+13 (+4 vs death,+2 vs gaz/poi/elc/chm/cmp,+1 vs Tran/fea/cnf/aci/cld/fir/glyph)|Init +7, Per +26|CMB +7 CMD 20 (+2 vs grp)|15/15 Fly, 1/1 Lev, 1/1 Spx, 1/1 SoR, 3/3 Blt, 1/1 Wng
Jeez-Louise!!! What a thing to come back to after a day-and-a-half's plane travel!
Male Human (Taldan/Ulfen) Swashbuckler 15 | HP 102/157 | AC 40/26/25 (currently 41/27/25) | F +15, R +22, W +14 | CMB +12, CMD 30 | Init +11 | Perc +1 | Fortification 25% | Panache 3/8 | Charmed Life (+5) 3/6 | Imp. Iron Will 0/1 |
Active Conditions:
Planar Infusion II (+1 Fort, +2 Demoralize, +2 Crit Confirm, Curse Terrain 1/day), Freedom of Movement, Fly, Stoneskin, Heroism, Haste
Oh my.
That's a boon, all right.
I have some questions there. I looked on a few threads, though not the GM one, and couldn't find all the answers I was after. Any idea where I could direct those?
Also, I earned that 100 GP, and I'm proud to have it on my sheet!
Male Human (Taldan/Ulfen) Swashbuckler 15 | HP 102/157 | AC 40/26/25 (currently 41/27/25) | F +15, R +22, W +14 | CMB +12, CMD 30 | Init +11 | Perc +1 | Fortification 25% | Panache 3/8 | Charmed Life (+5) 3/6 | Imp. Iron Will 0/1 |
Active Conditions:
Planar Infusion II (+1 Fort, +2 Demoralize, +2 Crit Confirm, Curse Terrain 1/day), Freedom of Movement, Fly, Stoneskin, Heroism, Haste
In terms of domains and favored weapons, use Deskari's. Simple enough. But my biggest question is whose alignment should I use? If Deskari, then I'm limited to CN characters, and must channel negative energy. But if I use Valrar's CN alignment, I can be CG, CN, or N, and can choose which energy I channel. That is, if the demon lord thing doesn't skew it towards negative.
Male Human (Taldan/Ulfen) Swashbuckler 15 | HP 102/157 | AC 40/26/25 (currently 41/27/25) | F +15, R +22, W +14 | CMB +12, CMD 30 | Init +11 | Perc +1 | Fortification 25% | Panache 3/8 | Charmed Life (+5) 3/6 | Imp. Iron Will 0/1 |
Active Conditions:
Planar Infusion II (+1 Fort, +2 Demoralize, +2 Crit Confirm, Curse Terrain 1/day), Freedom of Movement, Fly, Stoneskin, Heroism, Haste
Sounds like a plan! I've already got some dumb, dumb character concepts in mind, and I should get clarification before I get any more attached.
Male Human (Taldan/Ulfen) Swashbuckler 15 | HP 102/157 | AC 40/26/25 (currently 41/27/25) | F +15, R +22, W +14 | CMB +12, CMD 30 | Init +11 | Perc +1 | Fortification 25% | Panache 3/8 | Charmed Life (+5) 3/6 | Imp. Iron Will 0/1 |
Active Conditions:
Planar Infusion II (+1 Fort, +2 Demoralize, +2 Crit Confirm, Curse Terrain 1/day), Freedom of Movement, Fly, Stoneskin, Heroism, Haste
Ugh, now I'm a bit hesitant. I've marked it as a spoiler and most of the text is inside one, but when I hovered over the thread, it displayed some of that text. I deleted the post after checking, but can repost it whenever. Any way to work around that, or is it not as big of an issue as I think? I really don't want to put that up when I shouldn't and get in trouble.
Male Human (Taldan/Ulfen) Swashbuckler 15 | HP 102/157 | AC 40/26/25 (currently 41/27/25) | F +15, R +22, W +14 | CMB +12, CMD 30 | Init +11 | Perc +1 | Fortification 25% | Panache 3/8 | Charmed Life (+5) 3/6 | Imp. Iron Will 0/1 |
Active Conditions:
Planar Infusion II (+1 Fort, +2 Demoralize, +2 Crit Confirm, Curse Terrain 1/day), Freedom of Movement, Fly, Stoneskin, Heroism, Haste
And just after the 1-hour editing window, situation resolved. Answer is pending, but I posted it.
|AC 18, T 18, FF 15|HP: 85/85|F+9, R+12, W+13 (+4 vs death,+2 vs gaz/poi/elc/chm/cmp,+1 vs Tran/fea/cnf/aci/cld/fir/glyph)|Init +7, Per +26|CMB +7 CMD 20 (+2 vs grp)|15/15 Fly, 1/1 Lev, 1/1 Spx, 1/1 SoR, 3/3 Blt, 1/1 Wng