GM Nowruz |
”Lichaam (always acts in surprise round)”: 1d20 + 4 + 5 ⇒ (14) + 4 + 5 = 23 heightened awareness
Daathiel: 1d20 + 12 ⇒ (7) + 12 = 19
Fendahl: 1d20 + 4 ⇒ (2) + 4 = 6
Init(Kyron): 1d20 + 10 ⇒ (16) + 10 = 26
Caduceus: 1d20 ⇒ 18
Init(Yanndu): 1d20 + 4 ⇒ (10) + 4 = 14
PYROCLASM: 1d20 + 13 ⇒ (12) + 13 = 25
A couple of seconds into your debate a strange mass of volcanic eruptions that almost moves like a living creature appears! I looks like a devastating wave of burning ash, hot gases, and volcanic matter!!
It appears right at the cliff at the top of the map.
kn planes to identify.
~
Initiative
Kyron
PYROCLASM
Lichaam
Daathiel
Caduceus
Fendahl
Yanndu
Bold may act!
Kyron the Evoker |
Kyron regards this new development with a quizzical look, pondering what it could be before deciding on a course of action...
Knowledge (planes) + CE: 1d20 + 27 + 2 ⇒ (19) + 27 + 2 = 48
Kyron will have used heightened awareness when initiative was rolled so I've not included that bonus.
Lichaam Pisell |
False Life +18hp
Freedom of Movement
Detect Scrying
Ant Haul
Overland Flight
Nex' Secret Workshop (CL14 nondetection for everyone and the artifacts)
Obscure Object (on the Untouchable Opal)
Planar Adaptation
Clear ear 5h 35m
Life Bubble 3h 15m (all)
Mage Armor 1h 35m
Phantom Steed x6 (CL14, 1h 35m each)
Lichaam looks up at the oncoming mass.
Knowledge (Planes): 1d20 + 31 + 2 ⇒ (2) + 31 + 2 = 35
Preferred information: senses, resistances, vulnerabilities, special defenses, special attacks
GM Nowruz |
Senses darkvision 60 ft., see invisibility.
Defensive Abilities troop traits; DR 10/—; Immune elemental traits, fire
Weaknesses vulnerability to cold
Special abilities:
Conflagration (Ex) As a move action, a pyroclasm legion can
join together to burn brighter and hotter, focusing their heat to create a powerful downdraft. This grants the troop a fly speed of 30 with average maneuverability for 1 round. The fire elemental troop can maintain this flight by expending
a swift action at the start of its turn each round. While this
ability is active, the troop’s fire aura damage increases to 6d6. Fire Aura (Ex) Creatures ending their turn within 10 feet of a pyroclasm legion take 3d6 points of fire damage and must
succeed at a Reflex save (DC 22) or catch fire as the troop’s
burn ability. This save DC is Constitution-based.
Flame Jet (Su) As a standard action, a pyroclasm legion can
launch a jet of flame as a ranged touch attack at one creature within 60 feet. This attack deals 6d6 points of fire damage
on a successful hit and creatures damaged by flame jet are affected by the pyroclasm legion’s burn ability.
Hit and Run (Ex) A pyroclasm legion is trained to move and strike as a unit, allowing them to make a move or double move action and use their troop attack once against every creature in their space or in their reach at any point during their movement, rather than only at the end of movement;
Yanndu |
The Breath's Mist gives Fire Resistance 10 (30 against fire planar traits) to everyone within 30-feet
Knowledge The Planes, HA: 1d20 + 18 + 2 ⇒ (12) + 18 + 2 = 32 Speed, AC, Saves, Fighting Abilities, Feats
Telepathically, ***...someone grant me strength please, if that is within your power...{images of Yanndu struggling to hold The Breath while it is shooting a powerful geyser of water is seen in everyone's mind}...***
Kyron the Evoker |
Kyron outlines what he knows about the Pyroclasm Legions to his colleagues.
Assuming that these fire elementals are likely to be servants of Ymeri, he next retrieves a number of spell component from his pouch, which he briefly manipulates in his hand while whispering an arcane incantation. Making a throwing motion, 7 small beads of energy hurtle in the direction of the Pyroclasm Legions, each one freezing the air around it as it hurtles towards its target. As they slam into the elementals each one explodes in a burst of freezing energy.
The Pyroclasm Legions are hit by 7 mini persistent cold balls, they can make 2 DC26 reflex saves to take half damage, but will need to use the result of the worst of those two reflex saves.
The icy explosions each cover a 10' radius within the space of the Pyroclasm Legion and do the following cold damage:
cold ball #1: 2d6 + 7 ⇒ (1, 5) + 7 = 13, cold ball #2: 2d6 ⇒ (5, 1) = 6, cold ball #3: 2d6 ⇒ (2, 4) = 6, cold ball #4: 2d6 ⇒ (1, 6) = 7, cold ball #5: 2d6 ⇒ (1, 2) = 3, cold ball #6: 2d6 ⇒ (6, 1) = 7, cold ball #7: 2d6 ⇒ (4, 1) = 5
47 cold damage (far too many 1's in there for my liking!) + the additional damage for their vulnerability and it being an area damage spell (I'm not sure of the order that those would be applied in. Would it be 150% for the vulnerability and then 150% of the new total for it being an area spell - i.e. 100 damage (if you round down the 150% on each calculation), or just 200% of the original i.e. 94 damage?)
He will then use his Phantom Steads movement to fly up away from the Phyroclasm Legions to avoid the possibility of them getting lucky with the damage on their ranged attack (it shouldn't be a problem with our fire resistance, but you never know).
GM Nowruz |
reflex without modifier : 1d20 ⇒ 171d20 ⇒ 18
The troops of fire and ash elementals can really dodge a high amount of the cold energy and rolls over the rough, hot terrain to then suddenly join together to burn brighter and hotter, focusing their heat to create a powerful downdraft. This grants the troop flight and they hover over the ground!
kn planes to identify.
~
Initiative
Lichaam
Daathiel
Caduceus
Fendahl
Yanndu
Kyron
PYROCLASM, -47
Bold may act!
Lichaam Pisell |
False Life +18hp
Freedom of Movement
Detect Scrying
Ant Haul
Overland Flight
Nex' Secret Workshop (CL14 nondetection for everyone and the artifacts)
Obscure Object (on the Untouchable Opal)
Planar Adaptation
Clear ear 5h 35m
Life Bubble 3h 15m (all)
Mage Armor 1h 35m
Phantom Steed x6 (CL14, 1h 35m each)
Call Lightning Storm (from Opal) - 14 bolts remaining
Lichaam grasps the Untouchable Opal and calls upon its power. Within seconds, wind begins to kick up.
The area just above the elementals begins to shimmer, and a bolt of lightning suddenly jumps between the top and bottom of their formation.
Call Lightning Storm, Reflex DC?? half: 5d10 ⇒ (4, 7, 9, 7, 4) = 31
Fendahl Silvermane |
Fendahl guides his steed up and away as he calls forth an ice storm.
”This could slow it down. “
Ice storm, bludgeon + cold : 3d6 + 2d6 ⇒ (3, 5, 1) + (2, 6) = 17 DC no save
does not include any extra damage from AoE swarm or cold
Yanndu |
Yanndu uses his connection to the artifact, and through the bond draws from the deepest well of power within The Breath...
Casting quench, CL 18th; extinguishes all nonmagical fires in the area (lava cracks), and 10d6 dmg on all fire creatures (no save)
typeless dmg done vs. fire creatures, no save: 10d6 ⇒ (2, 6, 1, 3, 4, 2, 5, 4, 2, 4) = 33
He then spurs his magical horse-like magical construct to the west, telepathically issuing a recommendation to ***...scatter...if this thing isn't dead...yet...***
Map updated with areas of water from quench spell; GM feel free to delete after your post as the spell is instantaneous
Daathiel |
Knowledge (Planes), Heroism: 1d20 + 30 + 2 ⇒ (5) + 30 + 2 = 37
I don't need any additional facts - just need to make the check to use Naturalist.
Daathiel recognizes Pyroclasm Legions, and offers advice on how to fight them.
"The flames dim right before a flame jet shoots out - use that to ddoge!"
Naturalist gives a +3 Insight bonus to Attacks, AC, and saves vs one type of creature at a time. Allies must be within 30' of Daathiel and must be able to see and hear him.
Daathiel casts Mirror Image to gain 1d4 + 4 ⇒ (3) + 4 = 7 illusory copies.
Saves are +15/+20/+15 with Heroism, with an additional +3 insight vs abilities of Pyroclasm Legions. AC vs these foes is 33 (touch 17, FF 29, CMD 27).
Caduceus Via |
Unsure where this might lead, Caduceus invokes the power of The Inheritor to enhance the team.
Casting Blessing of Fervor
*Increase its speed by 30 feet.
*Stand up as a swift action without provoking an attack of opportunity.
*Take one extra attack as part of a full attack action, using its highest base attack bonus.
*Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
*Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round. Blessing of fervor does not stack with haste.
Kyron the Evoker |
"Interesting..." mutters Kyron to himself as he watches the elementals dance away from the worst of his coldball bombardment. Making a few adjustments to his technique he unleashes another icy volley at the elementals.
Kyron targets the Pyroclasm Legions with another persistent cluster bomb coldball, for the following cold damage (DC 25 reflex save for half, take the worst roll of 2):
coldball #1: 2d6 + 7 ⇒ (2, 6) + 7 = 15, coldball #2: 2d6 ⇒ (5, 5) = 10, coldball #3: 2d6 ⇒ (3, 6) = 9, coldball #4: 2d6 ⇒ (4, 3) = 7, coldball #5: 2d6 ⇒ (4, 2) = 6, coldball #6: 2d6 ⇒ (5, 5) = 10, coldball #7: 2d6 ⇒ (4, 6) = 10
(67 cold damage in total, not including the additional damage due to it being a troop and vulnerable to cold.)
For the moment he will maintain his current height above the battlefield (150')
(I've added his current height to my header to make it easier to track).
GM Nowruz |
The cold balls blow the fire elementals to bits and pieces ... they are gone before they were able to get near you!
But suddenly in exactly that moment a massive avalanche of rock and dirt burst from the ground and additionally you see a huge humanoid mass of magma appear right below you!
Both are kn planes to identify.
The avalanche suddenly hurls a volley of rocks which take the form of four lines of rock where all hit Fendahl and bludgeon his body!!
@Fendahl No. 1, reflex DC 19 half: 4d8 ⇒ (7, 5, 6, 4) = 22
@Fendahl No. 2, reflex DC 19 half: 4d8 ⇒ (6, 8, 1, 2) = 17
@Fendahl No. 3, reflex DC 19 half: 4d8 ⇒ (7, 6, 8, 5) = 26
@Fendahl No. 4, reflex DC 19 half: 4d8 ⇒ (7, 5, 3, 2) = 17
At the same time the magma creature breathes a 60-foot cone of incandescent cinders at Caduceus, Lichaam and Daathiel that burn you and are really sticking to your eyes.
You mentioned 30-50 ft up so you all are in the area Caduceus, Lichaam and Daathiel in your position. You receive fire damage, and the cinders cling to and blind affected creatures as glitterdust for 2d6 rounds. With a successful DC 26 Reflex save, a target halves the damage, negates the blinding effect, and reduces the duration of the sparkling outline effect to 1 round. See below for rolls:
Fire damage : 15d6 ⇒ (5, 3, 2, 1, 1, 2, 1, 2, 2, 5, 3, 5, 3, 6, 3) = 44
glitterdust blinding effect rounds : 2d6 ⇒ (1, 6) = 7
~
Initiative
Lichaam
Daathiel
Caduceus
Fendahl
Yanndu
Kyron
Avalanche
Magma Creature
Bold may act!
Lichaam Pisell |
False Life +4hp
Freedom of Movement
Detect Scrying
Ant Haul
Overland Flight
Nex' Secret Workshop (CL14 nondetection for everyone and the artifacts)
Obscure Object (on the Untouchable Opal)
Planar Adaptation
Clear ear 5h 35m
Life Bubble 3h 15m (all)
Mage Armor 1h 35m
Phantom Steed x6 (CL14, 1h 35m each)
Call Lightning Storm (from Opal) - 13 bolts remaining
Blinded
Taking AC+Reflex from BoF this round
Reflex (with BoF): 1d20 + 12 ⇒ (13) + 12 = 25
Knowledge (Planes) vs avalanche: 1d20 + 33 ⇒ (7) + 33 = 40
Knowledge (Planes) vs magma: 1d20 + 33 ⇒ (7) + 33 = 40
Preferred information: Resistances, Weaknesses, Special Defenses, Special Attacks
Lichaam gets a glance at the creatures that appear right before he gets an eyeful of cinders. His false life absorbed the damage without difficulty, but his phantom steed was probably damaged.
He uses the look he got to drop another lightning bolt, this time on the magma creature. Kyron was probably going to focus on the creature that seemed most vulnerable to elemental effects first, and the sooner they dropped it the sooner they'd remove that breath weapon.
Opalescent Lightning Storm: 5d10 ⇒ (10, 7, 4, 4, 4) = 29
Then he directs his mount upwards. It couldn't take another of those blasts, and he knew "up" should be clear... but it wasn't responding as well as he'd like. Instead, Lichaam is forced to spiral his way upwards a bit. Hopefuly Daathiel would stay out of the way enough for Lichaam to climb overhead.
***I'm blind*** he thinks to the others. ***Someone needs to give me targeting directions for the lightning storm.***
Another 40' up; currently at 90'
End-of-turn Reflex (with BoF): 1d20 + 12 ⇒ (7) + 12 = 19
Fly check: 1d20 + 14 ⇒ (5) + 14 = 19
Kyron the Evoker |
Kyron raises an eyebrow at the appearance of the new foes and tries to identify what they are.
Knowledge (planes) + CE: 1d20 + 27 + 2 ⇒ (4) + 27 + 2 = 33 Avalanche
Knowledge (planes) + CE: 1d20 + 27 + 2 ⇒ (15) + 27 + 2 = 44 Magma Creature
Key information he is after (in order of importance): Immunities, Saves, Special Defenses, Resistances, Weaknesses.
Fendahl Silvermane |
Fendahl tries to avoid the rocks hurled from below him.
Reflex : 1d20 + 11 ⇒ (5) + 11 = 16
Reflex : 1d20 + 11 ⇒ (15) + 11 = 26
Reflex : 1d20 + 11 ⇒ (16) + 11 = 27
Reflex : 1d20 + 11 ⇒ (5) + 11 = 16
does the steed also take damage? Want to know if he also falls etc
Yanndu |
Jayyyyyyzus! look at these brutes!!! what APL is this?!? did I join the wrong level gang? O_O
***I'm blind*** he thinks to the others. ***Someone needs to give me targeting directions for the lightning storm.***
Yanndu nods telepathically, ***...I'll be your eyes, mage...***
Yanndu turns invisible then sends a series of very specific directions and points of reference to everyone linked to his mind.
Cast Greater Invisibility on self and fly 100' NE; free actions for the directions due to being the Psychic Supreme of this dimension! :P
Daathiel |
Reflex DC 26: 1d20 + 20 ⇒ (20) + 20 = 40
Daathiel dodges the blast of cinders.
Evasion for no damage. Also unsure about the Steed, but Daathiel has a natural Fly speed.
Knowledge (Planes) vs Magma Creature, Heroism: 1d20 + 30 + 2 ⇒ (18) + 30 + 2 = 50
Daathiel will share everything he knows about the creature through the mental link.
@GM, just choose whatever facts you wish to give. I am not picky.
He will take the +2 Attack/AC/Reflex save bonus from Blessing of Fervor.
"Ah, you see, that there is a Glitterdust Elemental. Such things grow in power the more often the spell Glitterdust is cast, and as such, thanks to the Society, it is now nearly invincible."
He switches his Naturalist performance to address this type of creature.
+3 Insight bonus to attacks, AC, and saves for allies within 30' who can see and hear Daathiel.
He will also cast Good Hope on the party, for a +2 morale bonus to saves, attack rolls, damage, skills, and ability checks.
Caduceus Via |
Reflex: 1d20 + 9 ⇒ (12) + 9 = 21
@GM Nowruz: Can I get current life totals so I have an idea of how much healing I need to dish out?
Taking the +2 Attack/AC/Reflex save bonus from Blessing of Fervor.
Lichaam Pisell |
False Life +4hp
Freedom of Movement
Detect Scrying
Ant Haul
Overland Flight
Nex' Secret Workshop (CL14 nondetection for everyone and the artifacts)
Obscure Object (on the Untouchable Opal)
Planar Adaptation
Clear ear 5h 35m
Life Bubble 3h 15m (all)
Mage Armor 1h 35m
Phantom Steed x6 (CL14, 1h 35m each)
Call Lightning Storm (from Opal) - 13 bolts remaining
Blinded
Lichaam almost says something in response to Daathiel's claim, but quickly realizes the bard is using an obvious absurdity that everyone would pick up on.
After all, there is no elemental plane of glitterdust, so this couldn't be an elemental of the same.
GM Nowruz |
You shout out what you know about the Avelanche and Magma creature and jointly you know ...
N Medium outsider (earth, elemental, extraplanar, troop)
Senses darkvision 60 ft., tremorsense 60 ft.
Aura quake aura (5 ft.)
DEFENSE
AC 25
Fort high, Ref low, Will medium
Defensive Abilities troop traits; DR 10/—; Immune elemental traits
OFFENSE
Speed 20 ft., burrow 20 ft.; earth glide
Melee troop (4d6+12)
Special Attacks avalanche (4d6+12; DC 23), volley
~
Avalanche (Ex) As a full-round action an avalanche legion can
move up to twice its speed and overrun creatures in its path.
This ability is identical to the trample universal monster rule,
except the damage dealt is equal to the avalanche legion’s
troop attack (and creatures damaged by this ability are
automatically affected by the avalanche legion’s quake aura).
Each creature occupying the avalanche legion’s space or reach
when it ends its movement takes an additional 2d6+6 points
of damage.
~
Earth Glide (Ex) A burrowing avalanche legion can pass through
stone, dirt, or almost any other sort of earth except metal as
easily as a fish swims through water. If protected against fire
damage, it can even glide through lava. This burrowing leaves
behind no tunnel or hole, nor does it create any ripple or
other sign of its presence. A move earth spell cast on an area
containing a burrowing avalanche legion flings the elemental
back 30 feet, stunning the creature for 1 round unless it
succeeds at a DC 15 Fortitude save.
~
Quake Aura (Su) An avalanche legion upturns and shatters
natural earth or stone terrain within its space and in all
adjacent spaces. This causes the space an avalanche legion
occupies and all adjacent spaces to be treated as difficult
terrain to creatures without the earth glide ability. A creature
that ends its turn adjacent to an avalanche legion must
succeed at a Reflex save (DC 23) or fall prone.
~
Volley (Ex) An avalanche legion troop can hurl a volley of rocks
as a standard action. This attack takes the form of up to four
lines with a range of 100 feet. These lines can start from
the corner of any square in the troops space. All creatures in
any of these lines take 4d8 points of bludgeoning damage
(Reflex DC 19 half). The save DC is Dexterity-based and
includes a +2 racial bonus.
~
Advanced elder magma elemental
N Huge outsider (earth, elemental, extraplanar, fire)
Senses darkvision 60 ft.
AC 31
Fort high, Ref medium, Will medium
DR 10/—; Immune bleed, critical hits, fire, flanking, paralysis, poison, precision damage, sleep, stunning
Weaknesses vulnerability to cold
OFFENSE
Speed 20 ft., burrow 20 ft.; earth glide
Melee 2 slams
Special Attacks breath weapon (DC 26), burn (3d8, DC 24), lava puddle
SPECIAL ABILITIES
Breath Weapon (Su) As a standard action, an ancient magma
elemental can breathe a 60-foot cone of incandescent cinders.
Every creature in the area takes 15d6 fire damage, and the
cinders cling to and blind affected creatures as glitterdust
for 2d6 rounds. With a successful DC 26 Reflex save, a target
halves the damage, negates the blinding effect, and reduces
the duration of the sparkling outline effect to 1 round. An
ancient magma elemental can use this ability once every 1d6
rounds. The save DC is Constitution-based.
Burn (Ex) A magma elemental’s burn DC includes a –2
racial penalty, as its fires don’t burn quite as hot as true
elemental flame.
Earth Glide (Ex) A burrowing magma elemental can pass
through dirt, lava, stone, or almost any other sort of earth
except metal as easily as a fish swims through water. Its
burrowing leaves behind no tunnel or hole, nor does it create
any ripple, though the area it passes through feels warm for 1
round afterward and often retains a strangely smooth texture,
as if the stone had been polished. A move earth spell cast
on an area containing a burrowing magma elemental flings
the elemental back 30 feet, stunning the creature for 1 round
unless it succeeds on a DC 15 Fortitude save.
Lava Puddle (Su) Once per day as a full-round action, a magma
elemental can vomit forth a puddle of lava that fills its space
to a depth of 2–3 inches and counts as difficult terrain. Any
creature that moves through this puddle of lava takes 2d6
Kyron the Evoker |
Kyron maintains his current position and retrieves a dazing metamagic rod from his haversack. Pointing the rod at the new arrivals he unleashes yet another salvo of cluster bomb coldballs, this time enhanced with the dazing metamagic from the rod.
Kyron will target the space between the two new foes in order to catch both of them in the blast. DC25 reflex save for half damage, anyone who fails is dazed for 3 rounds in addition to taking full damage.
coldball #1: 2d6 + 7 ⇒ (2, 6) + 7 = 15, coldball #2: 2d6 ⇒ (1, 1) = 2, coldball #3: 2d6 ⇒ (6, 2) = 8, coldball #4: 2d6 ⇒ (3, 2) = 5, coldball #5: 2d6 ⇒ (2, 5) = 7, coldball #6: 2d6 ⇒ (6, 6) = 12, coldball #7: 2d6 ⇒ (1, 3) = 4
(53 cold damage to both before saves and other adjustments)
Daathiel |
Daathiel's steed save: 1d20 + 20 ⇒ (16) + 20 = 36
So that should be 22 fire damage for the Phantom Steed, which is 0 damage after fire resistance 30?
Fendahl Silvermane |
Fendahl plummets 40’ down as his steed is shot out beneath him. Fortunately he lands on his feet due to his cats boots, taking minimal damage.
”Hrmm. That was most unfortunate. “
He will await any healing before he wildshapes into a large air elemental and flies 100’ away (perfect flight speed) from the creatures.
Caduceus Via |
1 person marked this as a favorite. |
Grunting in pain, the paladin quickly reacts to any injuries that may have befallen the team.
Healing to Cad
LoH (and things): 4d6 + 2 + 1d6 + 15 ⇒ (4, 4, 1, 2) + 2 + (1) + 15 = 29
Direct healing to all
Oracle Channel: 7d6 ⇒ (2, 2, 2, 4, 3, 3, 5) = 21 {Caduceus heals an additional 21 points from this, putting him at full health.
Cad is currently blind and has no way of knowing Fendahl fell. He does heal up five points of the falling damage through the life link. Caduceus' channel has a radius of 35', so if Fendahl is over five feet tall, he could be in range.
Fendahl Silvermane |
In his air elemental form, Fendahl was ~15' tall at the time of the channel, so I will assume it reached him - he was almost adjacent to Cad when he fell down below him. HP total adjusted in his header.
GM Nowruz |
Sorry for the delay. @Cad: how do you get 7d6 channel? ;-) Explain in discussion please.
reflex : 1d20 + 4 ⇒ (3) + 4 = 71d20 + 12 ⇒ (8) + 12 = 20
Both of the elemental creatures are hit hard by the cold and on top are completely dazed!!!
You can almost see how the frost is covering more and more of their body until they are completely covered by a thin icy film!!
3 rounds dazed. Let us make two rounds of actions for everyone of you at the same time.
YOU ARE ALL UP AGAIN.
Yanndu |
Yanndu attacks the mind of the gigantic elemental.
First round of actions:
Standard Action; undercast Mind Thrust V vs. Ancient Magma Elemental, Overpowering Mind 2pts.: 12d8 ⇒ (6, 6, 3, 3, 3, 2, 4, 6, 2, 1, 3, 5) = 44 damage and exhausted for 1 round. (Will Save DC 23 for half damage and fatigued for 1 round instead)
Second round of actions:
Standard Action; undercast Mind Thrust V vs. Ancient Magma Elemental, Overpowering Mind 2pts.: 12d8 ⇒ (5, 8, 6, 1, 3, 4, 6, 7, 1, 2, 7, 6) = 56 damage and exhausted for 1 round. (Will Save DC 23 for half damage and fatigued for 1 round instead)
Phrenic Pool: 7/11
Kyron the Evoker |
Should my cold ball have done 79 damage to the Avalanche due to them being a troop so taking 50% extra damage?
Hoping to finish off the Magma Elemental and further damage the Avalanche, Kyron fires off another volley of coldballs at them.
(This time just a heightened cluster bomb coldball, DC26 reflex for half damage).
coldball #1: 2d6 + 7 ⇒ (5, 4) + 7 = 16, coldball #2: 2d6 ⇒ (1, 5) = 6, coldball #3: 2d6 ⇒ (3, 1) = 4, coldball #4: 2d6 ⇒ (6, 1) = 7, coldball #5: 2d6 ⇒ (2, 1) = 3, coldball #6: 2d6 ⇒ (5, 5) = 10, coldball #7: 2d6 ⇒ (1, 2) = 3
(49 cold damage to both before adjustments)
If that kills the Magma Elemental he will then provide Lichaam with targeting information for the Avalanche hoping that the lightning will finish the troop off.
I'll wait to see the results of the above before I do my second round, as it will depend on how the elementals are looking at that point.
Lichaam Pisell |
False Life +4hp
Freedom of Movement
Detect Scrying
Ant Haul
Overland Flight
Nex' Secret Workshop (CL14 nondetection for everyone and the artifacts)
Obscure Object (on the Untouchable Opal)
Planar Adaptation
Clear ear 5h 35m
Life Bubble 3h 15m (all)
Mage Armor 1h 35m
Phantom Steed x6 (CL14, 1h 35m each)
Call Lightning Storm (from Opal) - 11 bolts remaining
Blinded
130' from ground
Lichaam calls two more bolts of lightning wherever the others direct.
5d10 ⇒ (1, 8, 1, 1, 5) = 16
5d10 ⇒ (1, 1, 7, 3, 10) = 22
Meanwhile, he circles another 40' up. If his calculations were right, this should be high enough to be out of range if another avalanche appears. Granted, he was a little distracted trying to blink the cinders away, so his estimate could be off.
Circle around again, rising another 40'. Currently 130' from the ground.
End-of-turn reflex: 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14
End-of-turn reflex: 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14
Fendahl Silvermane |
Fendahl flies back and reverts back to his normal form (round 1)
”Hrmmm. Persistent creature! “
if still standing he full attacks with fossil bright
Fendahl +3 Adamantine Fossilbright, hope, bard, bof : 1d20 + 20 + 3 + 2 ⇒ (5) + 20 + 3 + 2 = 30
for dmg: 1d8 + 9 + 3 ⇒ (4) + 9 + 3 = 16
Fendahl +3 Adamantine Fossilbright, hope, bard, bof : 1d20 + 15 + 3 + 2 ⇒ (1) + 15 + 3 + 2 = 21
for dmg: 1d8 + 9 + 3 ⇒ (6) + 9 + 3 = 18
Fendahl +3 Adamantine Fossilbright, hope, bard, bof : 1d20 + 20 + 3 + 2 ⇒ (1) + 20 + 3 + 2 = 26
for dmg: 1d8 + 9 + 3 ⇒ (1) + 9 + 3 = 13
gotta love those rolls
Daathiel |
Round 1: Daathiel will move to be 30' above the ground and switch his Naturalist performance to advise on how to best fight avalanche troops.
@Fendahl - Daathiel's variant of Inspire Courage only applies to one type of creature at a time, and only for allies within 30'. Also, it does not add its +3 to damage (but does add to AC and saves). Oh, and because of Discordant Voice it does in fact add +1d6 sonic damage. So although his performance takes the form of a lecture on mineral types, it still has a certain musical quality that adversely affects these stony creatures...sadly, I believe Daathiel is making anti-rock music.
Round 2: continue performance and Total Defense.
Fendahl Silvermane |
”Hrmm. Hopefully the last of those. Unfortunately, I find myself without a steed. I will make adjustments with Rajah. But could use some healing if available. “
Yanndu |
Combat over. Yanndu can keep the second Mind blank spell.
I'll use that slot to heal Fendahl instead.
Breath of Life on Fendahl: 5d8 + 12 ⇒ (2, 6, 2, 5, 6) + 12 = 33
Fendahl Silvermane |
”Hrmm, you have my thanks Master Yanndu “
He draws forth Rajah from his armor and casts airwalk on her.
Kyron the Evoker |
As the final group of assailant's crumble, Kyron briefly maintains his position and takes a look around for any other incoming threats.
perception + CE: 1d20 + 27 + 2 ⇒ (13) + 27 + 2 = 42
Assuming he doesn't spot anything of concern, he instructs his steed to head back down to ground level so that he can examine the impact of his coldballs and make some notes. He mutters something about it being a "...fascinating opportunity to trial techniques on another plane...".
He will also search the remains of the elementals, just in case any of them were carrying any useful information.
perception + CE: 1d20 + 27 + 2 ⇒ (7) + 27 + 2 = 36
Lichaam Pisell |
False Life +4hp
Freedom of Movement
Detect Scrying
Ant Haul
Overland Flight
Nex' Secret Workshop (CL14 nondetection for everyone and the artifacts)
Obscure Object (on the Untouchable Opal)
Planar Adaptation
Clear ear 5h 35m
Life Bubble 3h 15m (all)
Heightened Awareness 2h 10m (expend for initiative bonus)
Mage Armor 1h 35m
Phantom Steed x5 (CL14, 1h 35m each)
Call Lightning Storm (from Opal) - 11 bolts remaining
Lichaam finally finishes blinking the last of the debris out of his eyes and descends to (the Plane of) Earth. Some of the steeds were looking fairly battered, and Fendahl's was missing. A shame. "I would offer you my steed and fly on my own, but it's attuned to me."
After thinking about the distance they still had to travel, Lichaam pulls out a small pearl and concentrates on it briefly, then re-casts his previously-expended spell.
Use Pearl of Power 1 to recover HA. Cast HA.
"Was your spell's energy as responsive as normal?" he asks Kyron. He also pulls out his journal and begins making notes on how the Opal's energy reacted, and also his guesses educated judgements on the ruins' age and origin.
Fendahl Silvermane |
”With long strider and airwalk, Rajah will be half as fast as the steeds. But still faster than traveling on the ground. Fortunately, we have likely covered half the distance to our goal line. “
Lichaam Pisell |
False Life +4hp
Freedom of Movement
Detect Scrying
Ant Haul
Overland Flight
Nex' Secret Workshop (CL14 nondetection for everyone and the artifacts)
Obscure Object (on the Untouchable Opal)
Planar Adaptation
Clear ear 5h 35m
Life Bubble 3h 15m (all)
Heightened Awareness 2h 10m (expend for initiative bonus)
Mage Armor 1h 35m
Phantom Steed x5 (CL14, 1h 35m each)
Call Lightning Storm (from Opal) - 11 bolts remaining
Lichaam pauses, looking back to Fendahl. "But longstrider doesn't affect flight, it... oh, that's clever. I'll have to make a note of that interaction with air walk."
Turning his journal sideways, the elf jots a line down in the margins.
Someone's probably going to need to prompt Lichaam to get moving, but assuming Kyron's Perception check didn't spot anything he's good to go. And has plenty of practice with taking notes on the move.
Daathiel |
Daathiel will re-cast Heightened Awareness.
The bonus from dismissing it is included in his Initiative modifier.
"Fendahl, would a Heroism spell be useful for your lion?"
He will cast it if so desired.
"I am ready to continue on."