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So did I... it doesn't change her place in Initiative for this combat, though.

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Nightkit Mythic changes.
Dexterity goes up by two to 21. Initiative also goes up 2 to +6
Hit points increase from 32 to 44
Amazing Initiative raises her initiative by another +3 to +9
Exceptional deeds are: Surprise Strike and Absorb Blow.

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Oh dang. I didn't add in Amazing Initiative. That puts him at +13 init!
You others might want to change your initiative & perception macros on slide 2.

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I apologize for my absence from the game, moving to a new home took much more time and effort than I expected. I'm going back to regular posts.

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Don't worry, Ashtoret. Gave me a chance to roleplay Merida's temper. She usually hasn't a reason to show it much. ;-)

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ok...second question...does the +2 from Cory's IC add to a CMB roll to get out? will roll tonight after i find out...
Yes - if Theron can still hear Corey from inside the creature.
A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance. (Source)
According to the Core Rulebook (see Combat / Special Attacks / Combat Maneuvers), you make an attack roll to perform a combat maneuver:
(...) Performing a Combat Maneuver: When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target’s Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll. (...)
(Source: PRPG Core Rulebook pg. 198)

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I don't mind being questioned, math is not my strong suit, and I do make mistakes. Also, the adventure doesn't provide full stats for this creature but only references the Bestiary and tells me to apply two templates and mythic. In short, there are potentially a number of steps in which I could have made errors.
To that end, I don't mind laying my cards out on the table. The advanced savage behir's AC is 27 (21 base stat, +4 to AC for advanced template, and +2 natural armor for savage template). The savage template also grants the creature DR 5/epic.
With that knowledge, feel free to point out mistakes that need correcting (including any below).
Okay, thanks. I just don't want Theron to die because of calculation mistakes. So, here we go.
Before Merida hit with her crit, the Behir was at -47 HP (start of round 4) which is correct in my book. Then the following happened:
- Merida hit twice for 12 and 36 (crit) piercing damage, DR 5/epic reduces that by 5 each, so it's 7 and 31 damage.
- Nightkit cast MM for 9 force damage (no DR and no energy resistance apply).
The Behir should now be at -47-7-31-9 = -94 HP.
- Theron attacks:
attack: 1d20 + 12 + 2 ⇒ (15) + 12 + 2 = 29 1d4 + 6 + 2 ⇒ (1) + 6 + 2 = 9 reduced to 4 by DR
attack2: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13 1d4 + 6 + 2 ⇒ (2) + 6 + 2 = 10
attack2 reroll: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18 1d4 + 6 + 2 ⇒ (1) + 6 + 2 = 9 reduced to 4 by DR
I think that both attacks hit, but if the result of the reroll is still too low (because of the AC [maybe only natural armor?] increase), he could use the Surge ability (see below) to increase his result and hopefully change the outcome of the roll. Please indicate if that's the case, @GM Valen, so Theron can roll to make it a hit (before he got unconscious).
- Alton uses his wand of MM for 3 force damage.Start of round 5: The Behir should now be at -94-4-4-3 = -105 HP.
- Ashtoret uses her wand of MM for 5 force damage.
- Nightkit cast MM for 9 force damage
- Merida's last arrow hits for 17 damage that bypass DR (Fleet Charge)
Round 5 continued: The Behir should now be at -105-5-9-17 = -136 HP.
I hope my calculations are correct - please check.
Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d2o roll you just made by rolling 1d6+1 twice and adding the higher roll to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll.

GM Valen |

I hope my calculations are correct - please check.
They look correct to me.

GM Valen |

I will be spending time vacationing with the family next week. I expect to be able to post, but my schedule may be erratic.

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Reminder: It's a free action to use one mythic power to Clear The Path. There are also other options to succeed at a check. For Details look at this Slide.
It would be really great if someone (besides Corey and Merida) would clear an obstacle or two; especially if they exceeded the DC of the skill check or Saving Throw and have not spent a lot of Mythic Powers - or any at all - so far. Thanks!