Favian Aldori |
Before entering the rift Favian will cast the following spells:
Fly
Shield
His heightened awareness wand:
Use Magic Device: 1d20 + 17 ⇒ (1) + 17 = 18
I meant my other heightened awareness wand (I actually have 2 for just this occasion):
Use Magic Device: 1d20 + 17 ⇒ (2) + 17 = 19
Use Magic Device: 1d20 + 17 ⇒ (10) + 17 = 27
And my wand of Freedom of Movement
Use Magic Device: 1d20 + 17 ⇒ (9) + 17 = 26
I will also recall frostbite with my pearl of power.
Before entering the portal I will use my oil of bless weapon on my sword and cast greater invisibility (Desmond hides in my pack so bodyguard not being applied currently).
Once inside Favian will swiftly make his blade keen and icy burst again with his arcane pool.
Using the surge of power from the blood of Deskari, he flies to engage the nearest enemy.
He then casts his frostbite spell and unleashes a series of attacks.
Caster Level (SR): 1d20 + 12 ⇒ (16) + 12 = 28
Damage is magic, good, epic, slashing
+3 blessed, keen, icy burst, Agile, Ghost-touch Aldori Dueling Sword: 1d20 + 20 + 2 ⇒ (5) + 20 + 2 = 27 Nonlethal Damage: 1d8 + 11 ⇒ (3) + 11 = 14 Cold: 1d6 ⇒ 1 Nonlethal Cold: 1d6 + 12 ⇒ (2) + 12 = 14
+3 blessed, keen, icy burst, Agile, Ghost-touch Aldori Dueling Sword: 1d20 + 20 + 2 ⇒ (12) + 20 + 2 = 34 Nonlethal Damage: 1d8 + 11 ⇒ (6) + 11 = 17 Cold: 1d6 ⇒ 5 Nonlethal Cold: 1d6 + 12 ⇒ (5) + 12 = 17
+3 blessed, keen, icy burst, Agile, Ghost-touch Aldori Dueling Sword: 1d20 + 15 + 2 ⇒ (15) + 15 + 2 = 32 Nonlethal Damage: 1d8 + 11 ⇒ (7) + 11 = 18 Cold: 1d6 ⇒ 4 Nonlethal Cold: 1d6 + 12 ⇒ (4) + 12 = 16
Frostbite: Fatigued while it has the nonlethal cold damage.
Enforcer: Intimidate on a hit with nonlethal - shaken rounds = damage dealt
Intimidate: 1d20 + 27 ⇒ (5) + 27 = 32
Intimidate: 1d20 + 27 ⇒ (5) + 27 = 32
Intimidate: 1d20 + 27 ⇒ (12) + 27 = 39
Tothek |
Before entering the rift, Tothek will have the following spells working:
Fly
Bull’s Strength
Protection from Evil
Mirror Image
Bless weapon (oil)
Rand, The Iron Fist |
Before entering the rift, Rand will renew his Barkskin.
--------------------------------------------------------------------------
Once on the other side, Rand will sense what is happening, and then an idea hits him; an idea so incredibly good it makes him chuckle; a rather unsettling sound, given that his voice is out of phase with itself.
Rand focuses on the terrain, and the strain of the Abyss against those of differing alignments slackens, almost as if a weight has been set down.
For my benefit from the above rules, Rand is going to lower the planar trait from Strongly Aligned to Mildly Aligned.
Teriq Ashfall |
"And once again, we get caught up in something trying to steal divinity." He mutters, as he eyes the portal.
"Puts things in perspective."
Before they head through, he casts a few spells...
Think Thrag was the only one wounded, yes? Looks like 29 damage? Will heal that first, using regular spells (cure light x 1 and cure moderate x 1). CLW + CMW: 1d8 + 5 + 2d8 + 10 ⇒ (8) + 5 + (2, 4) + 10 = 29
Buffs!
Think the survival talisman has expired, the extended spellcraft one is still going. Will make sure Lilly has it, as she still has to deal with the planar penalties... the rest do not.
Will UMD the wand of gravity bow again...
UMD: 1d20 + 7 ⇒ (1) + 7 = 8 Oh... hmm... ok, nm. Wand locked out. 8P
Regular buffs it is then!
extended blessing of fervor (on everyone)
extended bull's strength (on self)
extended shield of faith (on self)
extended divine favor (on self)
(Fervor extended with rod, the others extended by blessing of fervor)
He will also cast align weapon for anyone who wants it
Finally ready, he will follow the others through the dark portal, to face Koth'Vaul... hopefully for the final time.
Lilliandra de Saavedra |
Before entering the Rift Lilly renews her shield of faith and acivates wands of shield, heightened awareness and mirror image. I cannot fail to UMD a wand.
Mirror image wand: 1d4 + 1 ⇒ (4) + 1 = 5
GM PDK |
Favian fails to shape this new abyssal realm and thus focuses all of his attention pouncing on the nearest vrock vassal, leaving the demon cold, fatigued and shaken.
The cultists heighten their chant, and Koth'Vaul smiles, rising his arms to shape the area.
Cultists Abyss Manipulation, success on an 18, 19 or 20: 5d20 ⇒ (8, 15, 15, 8, 20) = 66
Koth'Vaul Abyss Manipulation: 2 = 2
Total Count so far: Bad Guys 3
The ground begins to tremble...
Koth'Vaul then waves one of his large pincers around, then point it towards the gathered heroes. All the heroes (except Favian) are suddenly lifted up to a height of 80 feet and remain there, oscillating slightly. Reverse Gravity, 80-ft height, 10'x20'; those who are flying or levitating can break out of this suspended status on their turn, but otherwise, no saving throw, no SR involved with this...
Koth'Vaul then flies down towards Favian to assist his vrock vassal.
Rand and others: Abyssal realm manipulation check at the beginning of your turn, along with your vote for which effect, please; Rand you cannot change the properties of the plane itself, and it would be useless to you anyway as you and the rest have Abyssal Attunement.
ROUND 1 - Bold may go!
Abyssal Manipulation -- Team Bad: 3 // Team Good: 0
*Favian*
**Koth'Vaul**
*Teriq*
*Tothek*
*Vrocks* [blue -66/shaken/fatigued; yellow fine; red fine]
Lilly [-1 from Trillionswarm]
*Thrag*
**Rand, The Iron Fist**
ABYSSAL EFFECTS
* +5 to Abyssal Manipulation
** Two automatic Abyssal Manipulation Successes on their turn
Tothek |
Tothek first attempts to manipulate the Abyss itself, attempting to snare the cultists in a mass of tentacles.
1d20 + 17 ⇒ (20) + 17 = 37
He then fires a volley of arrows at the wounded Vrock.
To hit, damage, using cold iron arrows with bulls strength, gravity bow, bless weapon, rapid shot, multishot, clustered shot, and deadly aim
1d20 + 12 ⇒ (7) + 12 = 194d6 + 18 ⇒ (4, 1, 1, 4) + 18 = 28
1d20 + 12 ⇒ (17) + 12 = 292d6 + 9 ⇒ (3, 4) + 9 = 16
1d20 + 7 ⇒ (6) + 7 = 132d6 + 9 ⇒ (5, 1) + 9 = 15
Blessing of fervor for extra attack
1d20 + 12 ⇒ (11) + 12 = 232d6 + 9 ⇒ (6, 3) + 9 = 18
Then, empowered by the blood of the demon lord Deskari, Tothek moves up 20’ and forward 20’.
(Due south, I’ll update map when I get home)
Teriq Ashfall |
Teriq sprouts a pair of fiery wings, as he is lifted into the air, quickly gaining control of his own movements, despite the demon's attempt.
Swift Action, wings of flame! 5' step back and up.
He can feel Koth'Vaul trying to manipulate the very essence of the plane, and does what he can, through force of will, to counter the demon's attempts.
Abyssal manipluation roll: 1d20 + 14 + 5 ⇒ (18) + 14 + 5 = 37
Don't care which effect really, since KV is flying, and I think Vrock's do too, the fissures seem pointless... so meteors or acid I suppose?
From on high, he raises his bow, and starts to fire at the glabrezu.
Full attack vs Koth'Vaul
Manyshot: 1d20 + 25 + 3 + 3 - 3 - 2 ⇒ (20) + 25 + 3 + 3 - 3 - 2 = 46, for 2d8 + 12 + 12 + 6 + 4 ⇒ (8, 4) + 12 + 12 + 6 + 4 = 46 damage.
confirm?: 1d20 + 25 + 3 + 3 - 3 - 2 ⇒ (17) + 25 + 3 + 3 - 3 - 2 = 43, for an additional 2d8 + 12 + 12 + 6 + 4 ⇒ (7, 4) + 12 + 12 + 6 + 4 = 45 damage.
Iterative: 1d20 + 20 + 3 + 3 - 3 - 2 ⇒ (1) + 20 + 3 + 3 - 3 - 2 = 22, for 1d8 + 6 + 6 + 3 + 2 ⇒ (6) + 6 + 6 + 3 + 2 = 23 damage.
Rapid Shot: 1d20 + 25 + 3 + 3 - 3 - 2 ⇒ (9) + 25 + 3 + 3 - 3 - 2 = 35, for 1d8 + 6 + 6 + 3 + 2 ⇒ (7) + 6 + 6 + 3 + 2 = 24 damage.
fervor attack: 1d20 + 25 + 3 + 3 - 3 - 2 ⇒ (1) + 25 + 3 + 3 - 3 - 2 = 27, for 1d8 + 6 + 6 + 3 + 2 ⇒ (3) + 6 + 6 + 3 + 2 = 20 damage.
Rand, The Iron Fist |
Okay, no worries. I will be autocontributing my 2 points.
GM PDK |
Tothek has a hard time penetrating the vrock's hide and does minimal damage.
Teriq breaks out of the reverse gravity field and launches his arrows. Teriq notices the first one plunging right through the fiend, or more precisely, the illusion of the fiend. The illusion winks out and Koth'Vaul (or another illusion?) reappears right behind Favian ready to flank him with his vrock vassal. Teriq aims the other arrows at the new apparition and only one manages to find a gap in his armor. Upon hitting the penetrating the fiend, his wing, made out of a swarm of insects, releases a discordant scraping and rasping sound.
Favian Fort DC 28: 1d20 + 15 ⇒ (19) + 15 = 34
The warrior manages to suppress the bile rising in his stomach, shaking his head for clarity.
The vrock next to Favian releases his spores then attempts to maul him.
blue vrock vs. Favian; +2 due to flank; applying shaken/fatigue after the fact but even without penaly, none of the attacks below are a hit...
spores dmg: 1d8 ⇒ 1
bite: 1d20 + 16 + 2 ⇒ (18) + 16 + 2 = 36
claw: 1d20 + 17 + 2 ⇒ (12) + 17 + 2 = 31
claw: 1d20 + 17 + 2 ⇒ (7) + 17 + 2 = 26
talon: 1d20 + 16 + 2 ⇒ (13) + 16 + 2 = 31
talon: 1d20 + 16 + 2 ⇒ (16) + 16 + 2 = 34
Favian spins and dodges all attacks easily.
Another vrock (yellow) arrives, screeching at Favian and releasing its spores as well.
Favian Fort DC 21: 1d20 + 15 ⇒ (19) + 15 = 34
spores dmg: 1d8 ⇒ 6
The warrior holds his sword firm.
A third vrock (red) charges Favian from the south and releases its spores too.
spores dmg: 1d8 ⇒ 4
claw: 1d20 + 17 + 2 ⇒ (6) + 17 + 2 = 25
The warrior dodges easily.
ROUND 1 - Bold may go!
*Favian* -11 [flying]
**Koth'Vaul** [flying]
*Teriq* [altitude 85. flying]
*Tothek* [altitude 100, flying]
*Vrocks* [blue -72/shaken/fatigued; yellow fine; red -2 to AC fine][flying]
Lilly [-1 from Trillionswarm][altitude 80]
*Thrag* [altitude 80]
**Rand, The Iron Fist** [altitude 80]
ABYSSAL EFFECTS, Score so far: 4 pts
* +5 to Abyssal Manipulation
** Two automatic Abyssal Manipulation Successes on their turn
Lilliandra de Saavedra |
Abyssal control: 1d20 + 13 ⇒ (10) + 13 = 23
Lilly calls out in a harsh, gutteral language down to the grouped demons. Her voice carries a poweerful intonation of control and command, she will not be resisted!
Casting greater forbid action on all of the demons, delivering it in Abyssal and selecting attack.
SR, Yellow vrock: 1d20 + 13 + 2 ⇒ (5) + 13 + 2 = 20
SR, Blue vrock: 1d20 + 13 + 2 ⇒ (2) + 13 + 2 = 17
SR, Red vrock: 1d20 + 13 + 2 ⇒ (12) + 13 + 2 = 27
SR, Koth'Vauk: 1d20 + 13 + 2 ⇒ (7) + 13 + 2 = 22
If it breaks SR then they need to make a DC26 will save, this includes the penalty from the swarm.
GM PDK |
Yellow Will DC 26: 1d20 + 8 ⇒ (13) + 8 = 21
Red Will DC 26: 1d20 + 8 ⇒ (18) + 8 = 26
The yellow vrock appears vexed.
Teriq Ashfall |
Teriq watches his first shots pass right through what appears to be an illusory double of Koth'Vaul, which disappears and reappears elsewhere. He is a little relieved to see his later arrow actually the second form, though is not entirely sure what just occurred...
Can he determine what just happened? Mirror images? Invisibilities? Illusory other things? d-door effect? evil twin? all of the above?
Spellcraft?: 1d20 + 8 + 4 ⇒ (11) + 8 + 4 = 23
The strange insect wing rasping sound that Favian had to save vs... was that caused my arrow hitting, or something else? Didn't see any damage indicated, so a heal/regen of some sort?
As an aside, Tothek's bow has bless weapon, if it was DR/Good that affected the one shot that appeared to hit.
Of course, they could have atypical DR for vrocks... so attempt to figure out if that's the case too!
Knowledge (planes) on Vrocks: 1d20 + 4 ⇒ (3) + 4 = 7
Knowledge (planes) on Koth'Vaul: 1d20 + 4 ⇒ (18) + 4 = 22
Gah... nm... 8(
Thrag |
Abyssal control, blood: 1d20 + 13 + 5 ⇒ (14) + 13 + 5 = 32
I'm fine with throwing acid, but I vote throw it at the cultists. That should help us focus on the demons.
Blessing of Fervor, +2 Hit/AC/Reflex
Thrag flies down to join Favian.
Attack, Blessing, Flank, Power Attack: 1d20 + 28 + 2 + 2 - 4 ⇒ (10) + 28 + 2 + 2 - 4 = 38
Damage, Bludgeoning, Good, Epic, Power Attack, Imp. Vital Strike, Devastating Strike: 3d6 + 17 + 12 + 4 + 6d6 ⇒ (1, 4, 5) + 17 + 12 + 4 + (6, 5, 2, 6, 6, 5) = 73
Mythic Attack, Blessing, Flank, Power Attack: 1d20 + 28 + 2 + 2 - 4 ⇒ (16) + 28 + 2 + 2 - 4 = 44
Damage, Bludgeoning, Good, Epic, Power Attack, Imp. Vital Strike, Devastating Strike: 3d6 + 17 + 12 + 4 + 6d6 ⇒ (5, 4, 3) + 17 + 12 + 4 + (1, 1, 5, 1, 3, 1) = 57
Smash the head and the rest will falter.
Lilliandra de Saavedra |
Curse the damn trillionswarm effect! Also I forgot some knowledge checks
Vrocks, Planes, heroism: 1d20 + 29 + 2 ⇒ (6) + 29 + 2 = 37
Koth'Vaul, Planes, heroism: 1d20 + 29 + 2 ⇒ (14) + 29 + 2 = 45
Elmental immunities, resistances, DR and then saves if I have enough bits of information please
GM PDK |
Fort +24, Ref +13, Will +18
DR 10/epic and good; Immune charm effects, compulsion
effects, death effects, electricity, poison; Resist acid 30,
cold 30, fire 30; SR 30
Vrocks:
Fort +17, Ref +12, Will +8
DR 10/good; Immune electricity, poison; Resist acid 10, cold 10,
fire 10; SR 20
Summary: use big boom effects on Koth'Vaul, as you can't nickle and dime him.
Will update Koth'Vaul's HPs next round; no DR was applied to Teriq and Thrag.
Rand, The Iron Fist |
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Rand will spend a ki point to give himself flight, then fly over next to Koth'Vaul and land. Move action + Move action.
GM PDK |
Rand will spend a ki point to give himself flight, then fly over next to Koth'Vaul and land. Move action + Move action.
Also, you infuse 2 more pts. into the land, for a total of 6; as the last one to infuse the Abyss with your power, you can also select which effect to manipulate.
Rand, The Iron Fist |
Sorry, I thought the infusion thing was a One-time effect.
Gonna go with Meteor Swarm, and have the meteors not impact demons directly, but I will have them land so that each demon has to make 2 saves against the spell, and Fabian doesn't. I'll just roll the damage below to make it easier for you =)
Meteor 1: Red/Koth'Vaul: 6d6 ⇒ (4, 4, 6, 3, 5, 3) = 25
Meteor 2: Red/Koth'Vaul: 6d6 ⇒ (1, 4, 5, 6, 1, 4) = 21
Meteor 3: Yellow/Blue: 6d6 ⇒ (4, 1, 3, 3, 5, 2) = 18
Meteor 3: Yellow/Blue: 6d6 ⇒ (4, 3, 3, 1, 6, 4) = 21
GM PDK |
@Rand: two meteors only, not four, and they are each 40-ft radius, so PvP warning here... Be careful where you drop these 80-foot diameter balls from space (spaceballs? :) ) I've gone ahead and placed two 40' radius templates on the map to show you a position that would leave Rand unmolested. Blue would be subject to two spaceballs while red, yellow and the cultists subject to one. Please confirm this would be ok. -->PS: please place yourself on the map as well, or let me know which square you land on and I'll move ya.
Rand, The Iron Fist |
I placed the two centered spheres so that they could hit two creatures each and moved myself (there was something blocking me from moving earlier).
GM PDK |
Lilly enacts a spell which seems to mystify yellow vrock.
Thrag flies down and lands two massive hits on Koth'Vaul, who roars with rage! as he lands his massive blows, the wing that Koth'Vaul has grafted to his back (which appears entirely composed of a swarm of flying insects) releases a discordant scraping and rasping sound. Favian and Thrag must succeed two DC 28 Fortitude saves or be sickened for 1d4 ⇒ 2 rounds.
Rand's dark eyes flare with murder and the Abyss listens to Him, parting the eternally smoke-filled skies to afford a glimpse of the infinite cosmos beyond... two large rocks change their course in their impossibly fast race through space, and they both land just a few paces away from the enemies gathered before Favian. Although the cosmic fire does not hurt him, Koth'Vaul issues a low growl, eyes intent on Rand... "There can only be one, you know..." muses the fiend. "This battle will decide who that is..."
Cultist vs. Ref DC 26: 1d20 + 8 ⇒ (3) + 8 = 11
Cultist vs. Ref DC 26: 1d20 + 8 ⇒ (17) + 8 = 25
SR check: 1d20 + 17 ⇒ (12) + 17 = 29
Yellow vs. Ref DC 26: 1d20 + 12 ⇒ (7) + 12 = 19
SR check: 1d20 + 17 ⇒ (16) + 17 = 33
Blue vs. Ref DC 26: 1d20 + 12 ⇒ (1) + 12 = 13
SR check: 1d20 + 17 ⇒ (11) + 17 = 28
Red vs. Ref DC 26: 1d20 + 12 ⇒ (13) + 12 = 25
Meteor 2, blue, red, Koth'Vaul:
SR check: 1d20 + 17 ⇒ (6) + 17 = 23
Blue vs. Ref DC 26: 1d20 + 12 ⇒ (17) + 12 = 29
SR check: 1d20 + 17 ⇒ (17) + 17 = 34
Red vs. Ref DC 26: 1d20 + 12 ⇒ (5) + 12 = 17
Koth'Vaul takes no dmg.
The cultists continue to chant Koth'Vaul's name.
ROUND 2 - Bold may go!
CULTISTS [A -25, B -25, CDE fine]
*Favian* -11 [flying, 2 Fort saves req'd]
Koth'Vaul -154 [flying]
*Teriq* [altitude 85. flying]
*Tothek* [altitude 100, flying]
Vrocks [blue -109/shaken/fatigued; yellow -25+FA; red -50,-2 to AC][flying]
Lilly [-1 from Trillionswarm][altitude 80]
*Thrag* [flying, 2 Fort saves req'd]
**Rand, The Iron Fist** [altitude 80]
ABYSSAL EFFECTS ROUND 2, Score so far: 0 pts
* +5 to Abyssal Manipulation
** Two automatic Abyssal Manipulation Successes on their turn
Favian Aldori |
FORTITUDE: 1d20 + 15 ⇒ (14) + 15 = 29
FORTITUDE: 1d20 + 15 ⇒ (9) + 15 = 24
Favian almost manages to avoid the desire to stab his own eardrums out.
He tries to help with controlling the chaos.
check: 1d20 + 12 + 5 ⇒ (1) + 12 + 5 = 18 but he's not really into it.
Spell combat, but casting the spell after attacking.
Start with blue, move to red if blue drops
Includes sickened and spell combat
+3 keen, icy burst, blessed, Agile, Ghost-touch Aldori Dueling Sword: 1d20 + 20 ⇒ (18) + 20 = 38 Damage: 1d8 + 9 ⇒ (2) + 9 = 11 cold: 1d6 ⇒ 2 nonlethal cold: 1d6 + 12 ⇒ (3) + 12 = 15
+3 keen, icy burst, blessed, Agile, Ghost-touch Aldori Dueling Sword: 1d20 + 15 ⇒ (6) + 15 = 21 Damage: 1d8 + 9 ⇒ (5) + 9 = 14 cold: 1d6 ⇒ 1 nonlethal cold: 1d6 + 12 ⇒ (6) + 12 = 18
Confirm: 1d20 + 20 + 12 ⇒ (4) + 20 + 12 = 36
On a successful confirm, spend 2 arcane pool to increase the weapon multiplier to x3.
Extra Damage: 2d8 + 18 ⇒ (3, 2) + 18 = 23 Extra cold (icy burst): 2d10 ⇒ (10, 9) = 19 Extra nonlethal cold (frostbite): 1d6 + 12 ⇒ (1) + 12 = 13
If confirmed that's 34 weapon damage, 21 cold, 28 nonlethal cold.
Concentration (DC 23): 1d20 + 20 - 2 ⇒ (12) + 20 - 2 = 30
Deciding that he doesn't want to be in the middle of all the demons he suddenly disappears from his current position and appears some distance away. dimension door
Favian Aldori |
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Critical Focus feat adds +4
Critical Perfection (from the Kensai archetype) adds Int +6
Bestow Planar Infusion (Abyss) adds +2
GM PDK |
Blue vrock falls unconscious... half frozen into some kind of torpor.
Koth'Vaul takes a swipe at Thrag as the half-orc arrives on the scene. Moments later he steps where Favian just disappeared from, closing the gap with his vrocks, and lays into Rand.
Expends one use of mythic power to activate Mythic Power Attack to ignore the penalties on melee attack rolls and combat maneuver checks for 1 minute
bite: 1d20 + 24 ⇒ (15) + 24 = 39
dmg: 1d8 + 14 + 12 ⇒ (5) + 14 + 12 = 31
claw: 1d20 + 24 ⇒ (17) + 24 = 41
dmg: 1d6 + 14 + 12 ⇒ (4) + 14 + 12 = 30
claw: 1d20 + 24 ⇒ (20) + 24 = 44
dmg: 1d6 + 14 + 12 ⇒ (4) + 14 + 12 = 30
pincer, surge: 1d20 + 24 + 1d8 ⇒ (14) + 24 + (5) = 43
dmg: 2d8 + 14 + 12 ⇒ (7, 6) + 14 + 12 = 39
pincer: 1d20 + 24 ⇒ (3) + 24 = 27
dmg: 2d8 + 14 + 12 ⇒ (3, 1) + 14 + 12 = 30
======================
CRIT CONFIRM claw: 1d20 + 24 ⇒ (5) + 24 = 29
dmg: 1d6 + 14 + 12 ⇒ (4) + 14 + 12 = 30
Aoo on Thrag when he approached: 1d20 + 24 + 1d8 ⇒ (7) + 24 + (7) = 38
dmg: 2d8 + 14 + 12 ⇒ (4, 1) + 14 + 12 = 31
ROUND 2 - Bold may go!
NOTE: if you hit Koth'Vaul in melee, your immediate next roll (before you even roll for dmg) is a Fort Save DC 28 or become sickened, which reduces your dmg by 2 and your future attack rolls by 2 as well
CULTISTS [A -25, B -25, CDE fine]
*Favian* -11 [flying, sickened]
Koth'Vaul -154 [flying]
*Teriq* [altitude 85. flying]
*Tothek* [altitude 100, flying]
Vrocks [blue unconscious/shaken/fatigued; yellow -25+FA; red -50][flying]
Lilly [-1 from Trillionswarm][altitude 80]
*Thrag* -31 [flying, 2 Fort saves req'd]
**Rand, The Iron Fist** -130
ABYSSAL EFFECTS ROUND 2, Score so far: 0 pts
* +5 to Abyssal Manipulation
** Two automatic Abyssal Manipulation Successes on their turn
GM PDK |
Slight correction on the Note above: not only melee, but whenever a creature damages Koth’Vaul with an attack that deals bludgeoning, force, piercing, or slashing damage, the wing releases a discordant scraping and rasping sound. All non-demon creatures within 10 feet of Koth’Vaul must succeed at a DC 28 Fortitude save or be sickened for 1d4 rounds. --> so, not only for melee folks, but archers as well: each of your attacks will trigger a Fort Save DC 28 for those within 10 feet of Koth'Vaul
Tothek |
Tothek first attempts to manipulate the Abyss itself, attempting to snare the cultists in a mass of tentacles.
1d20 + 17 ⇒ (1) + 17 = 18
He then fires a volley of arrows at the wounded Vrock (yellow).
To hit, damage, using cold iron arrows with bulls strength, gravity bow, bless weapon, rapid shot, multishot, clustered shot, and deadly aim
Blessing of fervor for +2 to hit, +2 AC, saves
Attacks, then damage
1d20 + 14 ⇒ (13) + 14 = 27 4d6 + 18 ⇒ (4, 4, 3, 2) + 18 = 31
1d20 + 14 ⇒ (12) + 14 = 26 2d6 + 9 ⇒ (6, 5) + 9 = 20
1d20 + 9 ⇒ (18) + 9 = 27 2d6 + 9 ⇒ (5, 6) + 9 = 20
Teriq Ashfall |
Teriq continues trying to focus on multiple things at once, including Koth'Vaul's attempts to manipulate the plane around them.
Abyssal Manipluation: 1d20 + 14 + 5 ⇒ (14) + 14 + 5 = 33
He is unsure what part the cultists on the ridge are playing in the conflict, but tries to use the plane itself to cordon them off, and prevent them from interfering.
You said we could make 'structures' or the like... so trying to encase them in a box of stone, or similar... so they have no line of sight/effect and thick enough that no visual or sound goes either direction. We can extract them later, to possibly learn more of what KV has done.
He watches in alarm, as Rand is nearly torn apart by the glabreezu eep! 3 hp's to spare?, and realizes he can not get there to help before the vrocks can move in to finish the job.
So instead, he turns his sights from Koth'Vaul, to the vrocks, hoping at least to take them out, or drive them back, long enough that Rand can extricate himself.
Full attack vs Yellow, with any extra arrows going towards red
Extra +1 damage is from me forgetting my boon from Siege of the Diamond city, that gives a +1 damage vs demons =)
All on yellow vrock, then red vrock if yellow falls.
bypasses cold-iron, silver, magic, adamantium, mythic, and alignment (all) DR's
many shot, rapid shot, deadly aim, divine favor, elemental form
Manyshot: 1d20 + 25 + 3 + 3 - 3 - 2 ⇒ (13) + 25 + 3 + 3 - 3 - 2 = 39, for 2d8 + 12 + 12 + 6 + 2 ⇒ (6, 5) + 12 + 12 + 6 + 2 = 43 damage.
Iterative: 1d20 + 25 + 3 + 3 - 3 - 2 ⇒ (3) + 25 + 3 + 3 - 3 - 2 = 29, for 1d8 + 6 + 6 + 3 + 1 ⇒ (8) + 6 + 6 + 3 + 1 = 24 damage.
Rapid Shot: 1d20 + 25 + 3 + 3 - 3 - 2 ⇒ (13) + 25 + 3 + 3 - 3 - 2 = 39, for 1d8 + 6 + 6 + 3 + 1 ⇒ (4) + 6 + 6 + 3 + 1 = 20 damage.
fervor attack: 1d20 + 25 + 3 + 3 - 3 - 2 ⇒ (10) + 25 + 3 + 3 - 3 - 2 = 36, for 1d8 + 6 + 6 + 3 + 1 ⇒ (2) + 6 + 6 + 3 + 1 = 18 damage.
He then calls upon some of the power they gained from Deskari, to fire one final arrow, straight for Koth'Vaul's dark heart.
Using one of those mythic points for an extra standard action, which he will use to fire one more arrow, at KV
bonus shot vs KV: 1d20 + 25 + 3 + 3 - 3 - 2 ⇒ (14) + 25 + 3 + 3 - 3 - 2 = 40, for 1d8 + 6 + 6 + 3 + 1 ⇒ (1) + 6 + 6 + 3 + 1 = 17 damage.
Rand, The Iron Fist |
Ya, not a fan tbh.
GM PDK |
Using one of those mythic points for an extra standard action, which he will use to fire one more arrow, at KV
@Thrag: Fort Save DC 28 or become sickened
Favian Aldori |
He rolled them earlier (before his turn) and failed both badly.
Thrag |
This is a new one for the arrow. I'm sure it will be fine.
Fort, sickened: 1d20 + 16 - 2 ⇒ (5) + 16 - 2 = 19
at least the rolls are improving
GM PDK |
Tothek sinks all his arrows into yellow vrock, clustering all the damage in the same wound. The yellow vrock, unable to retaliate due to Lilly's spell, decide to leave the battlefield and teleports away.
Teriq decimates the red vrock, and it slumps to the stones, dying and bleeding out... then Teriq calls upon his newfound blood powers and sends one more arrow Koth'Vaul's way, which hits the fiend in the shoulder. The discordant sounds keeps Thrag's off his game a little.
ROUND 2 - Bold may go!
NOTE: if you hit Koth'Vaul in melee, your immediate next roll (before you even roll for dmg) is a Fort Save DC 28 or become sickened, which reduces your dmg by 2 and your future attack rolls by 2 as well
CULTISTS [A -25, B -25, CDE fine]
*Favian* -11 [flying, sickened]
Koth'Vaul -171 [flying]
*Teriq* [altitude 85. flying]
*Tothek* [altitude 100, flying]
Vrocks [blue unconscious; yellow retreated; red dying]
Lilly [-1 from Trillionswarm][altitude 80]
*Thrag* -31 [flying, sickened]
**Rand, The Iron Fist** -130
ABYSSAL EFFECTS ROUND 2, Score so far: 2 pts
* +5 to Abyssal Manipulation
** Two automatic Abyssal Manipulation Successes on their turn
Rand, The Iron Fist |
Auto two points from me.
I missed that everyone needs to roll a fort save from attacks, not just the attacker, so:
Rand will draw upon his newfound power to brutalize Koth'Vaul.
Spending one mythic point as a free action for an extra standard action and one point as a swift action for Surprise Strike which gives me +4 to hit, he's flat-footed for, and bypasses all DR an Hardness. I'm going to use Surprise Strike first, with Defensive Spin, which gives me a +4 dodge bonus to AC vs. Koth til the start of my next turn.
Fort Save: 1d20 + 14 ⇒ (4) + 14 = 18
Flurry Attack #1: 1d20 + 20 ⇒ (20) + 20 = 402d8 + 7 ⇒ (2, 7) + 7 = 16
Confirmation Roll: 1d20 + 20 ⇒ (18) + 20 = 382d8 + 7 ⇒ (1, 7) + 7 = 15
Flurry Attack #2: 1d20 + 20 ⇒ (15) + 20 = 352d8 + 7 ⇒ (1, 6) + 7 = 14
Flurry Attack #3: 1d20 + 20 ⇒ (16) + 20 = 362d8 + 7 ⇒ (7, 1) + 7 = 15
Flurry Attack Iterative #1: 1d20 + 15 ⇒ (10) + 15 = 252d8 + 7 ⇒ (5, 5) + 7 = 17
Flurry Attack Iterative #2: 1d20 + 10 ⇒ (18) + 10 = 282d8 + 7 ⇒ (7, 7) + 7 = 21
Surprise Strike vs. Flat-Footed AC: 1d20 + 24 ⇒ (6) + 24 = 302d8 + 7 ⇒ (5, 6) + 7 = 18
Extra Action Attack: 1d20 + 20 ⇒ (3) + 20 = 232d8 + 7 ⇒ (7, 8) + 7 = 22
GM PDK |
Rand pounds the fiend over and over again, but not all strikes penetrate the demon's defenses.
With the multitude of attacks from Rand I'm gonna rule that Thrag is sickened for the rest of the fight as there's not point to ask for all these saving throws especially since the overlapping duration is 1d4 rounds; same will apply to anyone that makes it within 10-ft of Koth'Vaul and remains after Rand/Teriq/Tothek/Favian do their thing.
ROUND 2 - Bold may go!
NOTE: if you hit Koth'Vaul in melee, your immediate next roll (before you even roll for dmg) is a Fort Save DC 28 or become sickened, which reduces your dmg by 2 and your future attack rolls by 2 as well
CULTISTS [A -25, B -25, CDE fine]
*Favian* -11 [flying, sickened]
Koth'Vaul -200 [flying]
*Teriq* [altitude 85. flying]
*Tothek* [altitude 100, flying]
Vrocks [blue unconscious; yellow retreated; red dying]
**Rand, The Iron Fist** -130
Lilly [-1 from Trillionswarm][altitude 80]
*Thrag* -31 [flying, sickened]
ABYSSAL EFFECTS ROUND 2, Score so far: 4 pts
* +5 to Abyssal Manipulation
** Two automatic Abyssal Manipulation Successes on their turn
Lilliandra de Saavedra |
Sorry Rand, I cannot reach you as I dont have air walk active yet. If someone can get him to me I can drop a heal to recover anything. For now though I am going to try and slow down Koth'Vaul
Lilly, bobbing helplessly in mid air, focuses her mind. She casts her consciousness into the depths of her home on the elemental plane of water and draaws forrth an icy globe of freeing flame. She tosses it directly at Koth'Vaul, hoping to at least try and slow him down.
Full round action to cast persistent cold based flaming sphere. He needs to make two DC24 reflex saves. If he fails either he takes 3d6 ⇒ (6, 6, 4) = 16 cold damage. If he fails the save and takes cold damage then he is slowed for 1d4 ⇒ 1 rounds.
SR, spell pen: 1d20 + 13 + 2 ⇒ (14) + 13 + 2 = 29
Planar control: 1d20 + 13 ⇒ (15) + 13 = 28
GM PDK |
Lilly fails to pierce Koth'Vaul's spell resistance but manages to control the Abyss! With your attempt we're now at 5 pts., so choose and release an effect
Rand, The Iron Fist |
No worries. I'll live or die by the dice, as was intended.
Thrag |
Abyssal control, blood: 1d20 + 13 + 5 ⇒ (2) + 13 + 5 = 20
Get rid of the cultists. Cut him off from their power.
Blessing, extra attack
Despite the grating sound from Koth'Vaul's wing Thrag soldiers on hammering away at the would be demon lord.
1st Attack, Power Attack, Sickened: 1d20 + 28 - 4 - 2 ⇒ (5) + 28 - 4 - 2 = 27
Damage, Power Attack, Sickened: 3d6 + 17 + 12 - 2 ⇒ (3, 5, 1) + 17 + 12 - 2 = 36
Extra Attack, Power Attack, Sickened: 1d20 + 28 - 4 - 2 ⇒ (18) + 28 - 4 - 2 = 40
Damage, Power Attack, Sickened: 3d6 + 17 + 12 - 2 ⇒ (6, 2, 3) + 17 + 12 - 2 = 38
2nd Attack, Power Attack, Sickened: 1d20 + 23 - 4 - 2 ⇒ (10) + 23 - 4 - 2 = 27
Damage, Power Attack, Sickened: 3d6 + 17 + 12 - 2 ⇒ (3, 5, 3) + 17 + 12 - 2 = 38
3rd Attack, Power Attack, Sickened: 1d20 + 18 - 4 - 2 ⇒ (14) + 18 - 4 - 2 = 26
Damage, Power Attack, Sickened: 3d6 + 17 + 12 - 2 ⇒ (1, 2, 1) + 17 + 12 - 2 = 31
Fort: 1d20 + 16 - 2 ⇒ (2) + 16 - 2 = 16
Fort: 1d20 + 16 - 2 ⇒ (11) + 16 - 2 = 25
Fort: 1d20 + 16 - 2 ⇒ (12) + 16 - 2 = 26
Fort: 1d20 + 16 - 2 ⇒ (19) + 16 - 2 = 33
Mythic Attack, Power Attack, Sickened: 1d20 + 28 - 4 - 2 ⇒ (11) + 28 - 4 - 2 = 33
Damage, Power Attack, Sickened: 3d6 + 17 + 12 - 2 ⇒ (3, 5, 5) + 17 + 12 - 2 = 40
Most of his blows have trouble penetrating the carapace, but a couple strong blows land true.
GM PDK |
Thrag wishes ill upon Koth'Vaul's cultists, and acid begin to boil out of the ground from underneath their feet.
acid dmg, Ref DC 21: 10d6 ⇒ (3, 6, 3, 1, 4, 1, 3, 1, 5, 6) = 33
cultist A ref: 1d20 + 8 ⇒ (1) + 8 = 9
cultist B ref: 1d20 + 8 ⇒ (14) + 8 = 22
cultist C ref: 1d20 + 8 ⇒ (14) + 8 = 22
cultist D ref: 1d20 + 8 ⇒ (9) + 8 = 17
cultist E ref: 1d20 + 8 ⇒ (6) + 8 = 14
None of Thrag blows land on Koth'Vaul due to his unabashed lack of precision, except one. When that one seems angled to crush his right knee, there is a brief flash of light and the hammer goes right through an illusion of Koth'Vaul instead.
Suddenly, the giant looming fiend is standing behind Rand, darkness running along his claws and a wicked smile spreading on his helmet... as if that was possible... "This is the end, monk. Leave the Abyss to me."
As if to emphasize this statement, the cultist chant Koth'Vaul's name to a crescendo, despite the sizzling pain of their faces melting!
ROUND 3 - Bold may go!
NOTE: if you hit Koth'Vaul in melee, your immediate next roll (before you even roll for dmg) is a Fort Save DC 28 or become sickened, which reduces your dmg by 2 and your future attack rolls by 2 as well
CULTISTS [A -58, B -41, C -16, D -33, E -33]
*Favian* -11 [flying, sickened]
Koth'Vaul -200 [flying]
*Teriq* [altitude 85. flying]
*Tothek* [altitude 100, flying]
Vrocks [blue unconscious; yellow retreated; red dying]
**Rand, The Iron Fist** -130
Lilly [-1 from Trillionswarm][altitude 80]
*Thrag* -31 [flying, sickened]
ABYSSAL EFFECTS ROUND 3, Score so far: 0 pts
* +5 to Abyssal Manipulation
** Two automatic Abyssal Manipulation Successes on their turn
Favian Aldori |
Changing blessing of Fervor to gain a fly speed.
Favian uses the last of the mythic power granted by Deskari to fly in.
With a fly speed of 90 feet he should have plenty of movement to get there, including tumbling at half speed.
Acrobatics, spending a point of arcane pool to active the Derring Do deed (flamboyant arcana) vs CMD to avoid AoOs
1d20 + 21 + 1d6 ⇒ (15) + 21 + (5) = 41
Spend 1 arcane pool as a swift to change the weapon properties to speed.
Spell Combat - cast defensively (DC 21)
Concentration: 1d20 + 20 - 2 ⇒ (12) + 20 - 2 = 30
Cast Ablative Barrier on Rand. (Probably won't save you, but it's the only thing I have.)
Weapon counts as good and epic.
+3 Speed, Agile, Ghost-touch Aldori Dueling Sword: 1d20 + 18 ⇒ (10) + 18 = 28 Damage: 1d8 + 9 ⇒ (5) + 9 = 14
+3 Speed, Agile, Ghost-touch Aldori Dueling Sword: 1d20 + 13 ⇒ (9) + 13 = 22 Damage: 1d8 + 9 ⇒ (7) + 9 = 16
+3 Speed, Agile, Ghost-touch Aldori Dueling Sword: 1d20 + 18 ⇒ (20) + 18 = 38 Damage: 1d8 + 9 ⇒ (8) + 9 = 17
Blessed Weapon Automatically Confirms - Spend 2 arcane pool to deal triple damage.
Extra Damage: 2d8 + 18 ⇒ (5, 6) + 18 = 29
He finally tries halfheartedly to manipulate the plane.
Level: 1d20 + 12 + 5 ⇒ (8) + 12 + 5 = 25
Unfortunately that was the best I could do. I already used my folio reroll and I have no other boons that allow a reroll (except for 1 that only works on undead).
If Favian is hit critcally, Desmond will use In Harm's Way to take the damage instead. Favian and Desmond will split damage taken otherwise.
GM PDK |
If either Favian or Thrag are NOT sickened yet, I need three Fort Saves, DC 28 now please; if you're already sickened don't bother let's just assume you stay sickened. Rand is immune to this.
GM PDK |
@Favian: I wasn't aware your familiar was out; on top of the spore dmg from Round 1 (11dmg), Desmond and Favian take another 3d4 ⇒ (3, 2, 1) = 6 in Round 2; updating initiative tracker with Desmond. Sorry for forgetting about him; I couldn't find him on your sheet so I think I forgot about him. Also, I understand Harm's Way, but the other splitting is part of the Protector familiar archetype yes?
Koth'Vaul appears very weakened by the combined onslaught from the heroes. Favian is unable to pierce him as he tries to land a flurry of steel, except when he uses his magus powers to increase his speed, at which points he manages to beat Koth'Vaul's block by three inches and sinks his weapon deep into the fiend's belly. The demon roars, and fumes at Favian, but while blocking the magus, continues his onslaught against Rand, intent on being the only immortal left standing on this battlefield today. The fiend bends down with uncanny speed...
bite: 1d20 + 24 ⇒ (17) + 24 = 41
dmg: 1d8 + 14 + 12 ⇒ (6) + 14 + 12 = 32
...and bites off the Rand's head, only to spit it out in Thrag's direction. "You're next, hammer boy!" A shower of blood explodes from Rand's corpse. The fiend's blood-soaked jaws gurgle a dark laughter and he proceeds to pound Thrag over and over...
claw: 1d20 + 24 ⇒ (13) + 24 = 37
dmg: 1d6 + 14 + 12 ⇒ (3) + 14 + 12 = 29
claw: 1d20 + 24 ⇒ (18) + 24 = 42
dmg: 1d6 + 14 + 12 ⇒ (1) + 14 + 12 = 27
pincer: 1d20 + 24 ⇒ (20) + 24 = 44
dmg: 2d8 + 14 + 12 ⇒ (3, 7) + 14 + 12 = 36
pincer: 1d20 + 24 ⇒ (5) + 24 = 29
dmg: 2d8 + 14 + 12 ⇒ (7, 7) + 14 + 12 = 40
============
CONFIRM MYTHIC POWER ATTACK CRIT ON PINCER: 1d20 + 24 ⇒ (15) + 24 = 39
dmg: 2d8 + 14 + 12 + 12 + 12 ⇒ (5, 3) + 14 + 12 + 12 + 12 = 58
Apologies to Rand and Thrag: this is brutal!
The fiend bashes the half-orc several times, then proceeds to impale him upon one of his pincer... He drops the half-orc's corpse to the ground casually, on top of Rand's headless corpse.
ROUND 3 - Bold may go!
NOTE: if you hit Koth'Vaul in melee, your immediate next roll (before you even roll for dmg) is a Fort Save DC 28 or become sickened, which reduces your dmg by 2 and your future attack rolls by 2 as well
CULTISTS [A -58, B -41, C -16, D -33, E -33]
*Favian* -17 [flying, sickened]
Desmond -17 [sickened]
Koth'Vaul -246 [flying]
*Teriq* [altitude 85. flying]
*Tothek* [altitude 100, flying]
Vrocks [blue unconscious; yellow retreated; red dying][spore dmg]
**Rand, The Iron Fist** [DEAD]
Lilly [-1 from Trillionswarm][altitude 80]
*Thrag* [DEAD]
ABYSSAL EFFECTS ROUND 3, Score so far: 0 pts
* +5 to Abyssal Manipulation
** Two automatic Abyssal Manipulation Successes on their turn
Thrag |
As Koth'vaul's final blow lands Thrag let's out a whispered wish.
Emerald Spire: Throne of Azlant - Wish for Rescue chronicle boon. I'll have to email you a picture from my phone if you need it. My younger daughter pulled my laptop down on herself and broke it.
Healing: 3d8 + 10 ⇒ (7, 3, 8) + 10 = 28
As the pincer withdraws some of Thrag's wound close behind it.
Not yet. Deskari is not the first demon lord I've had dealings with.
Tothek |
Tothek attempts to manipulate the plane 1d20 + 17 ⇒ (13) + 17 = 30
He could not remember the last time he saw a fellow Pathfinder fall in combat. Of course, risk was expected, but...that was both brutal and horrifying.
Tothek hoped he could at least eliminate the cultists. Perhaps they gave Koth’Vaul some mysterious power? It was worth a try. He flew over (West of K on the map) to where he had a clean shot, and called upon the lightning that was part of his old bloodline, and the demonic speed that was newly added.
Damage 10d10 + 10 ⇒ (8, 2, 1, 8, 7, 8, 8, 10, 5, 7) + 10 = 74 reflex DC 17 for half