Eric Trade Prince
|
Eric removes his armor to attempt the swim and stows it, to put back on after landing in a safer spot.
Swim: 1d20 + 13 ⇒ (19) + 13 = 32
Jules DeLay
|
Jules knows very little about the natural world and is not much of a swimmer, so she's taking the hard road past this obstacle.
Hard Acrobatics: 1d20 + 18 ⇒ (12) + 18 = 30
Katswiri
|
Katswiri activates the power of her Lore Needle, channeling her knowledge of historical events to provide context and information regarding optimal fording locations in this region.
Lore Needle to use Knowledge:History for Knowledge:Nature: 1d20 + 29 ⇒ (4) + 29 = 33
Dr. Zephyrus Vitruvian
|
Knowledge (Nature), heightened awareness: 1d20 + 28 ⇒ (7) + 28 = 35
Dr. Vitruvian finds himself a path through otherwise-prohibitive foliage using the same botanical trick you saw him use to make his arrival.
Amwari ibn Horrit
|
Amwari will also need to strip his armor and the put it back on the other side of the river.
Swim: 1d20 + 10 ⇒ (3) + 10 = 13
Undiana Jones
|
Undy tries to recall his nature textbooks.
Knowledge Nature: 1d20 + 18 ⇒ (14) + 18 = 32
Riddy, on the other hand, is quite fond of swimming.
Swim: 1d20 + 15 ⇒ (10) + 15 = 25
| cmlobue |
The Pathfinders cross the river safely.
Succeeding at 2 of 3 challenges means you avoid the patrols, but some of you at random take 30 damage from a mishap.
Characters, Alphabetically: 1d6 + 1d5 + 1d4 ⇒ (3) + (5) + (3) = 11
Eric, Undiana and Jules look like the trip through the boulders was especially rough on them.
20 more minutes pass before the next part, during which you can heal and buff.
As the group reaches the stone circle, other groups of Pathfinders are busy skirmishing with undead creatures, drawing these enemies away from the dangerous rift within. Medda is already there, and her phantom Anok emerges from the rift a moment later to confer with her, his spectral body weeping ghostly blood. Once she’s heard his report and healed his wounds, she beckons to the Pathfinders.
Medda looks on with some concern. “The rift has already torn open and released many undead, but this is only a fraction of what Eshimka could bring to bear. Anok has examined what lies beyond: a crumbling fortress being used as a staging ground for the assault expected at midnight. Eshimka is nowhere to be found, yet she has left a sub-chief in charge. I suspect she is away mustering her invasion force, and we can’t afford to give her that time. We need to lure her here before she’s at her full strength.”
Several Twinhorn mystics arrive and begin preparing ritual focuses. Medda gestures toward them as she continues. “That involves two steps. First, we need to start closing the rift to force her hand. Second, we need someone to enter that fortress and weaken the forces she already has. I’m hoping that could be you. We can push back against the Negative Energy Plane, creating a small area that’s merely painful rather than deadly. It’s all we can do to keep even a corner of such a powerful plane at bay.”
Technically, you can stay and fight the undead, but this tier is strongly encouraged to go in and do that encounter first, then join the other groups outside if time allows. I will proceed assuming you decide on that plan.
Negative-Dominant: Planes with this trait are vast, empty reaches that suck the life out of travelers who cross them. They tend to be lonely, haunted planes, drained of color and filled with winds bearing the soft moans of those who died within them. There are two kinds of negative-dominant traits: minor negative-dominant and major negative-dominant.
On minor negative-dominant planes, living creatures take 1d6 points of damage per round. At 0 hit points or lower, they crumble into ash.
Major negative-dominant planes are even more dangerous. Each round, those within must attempt a DC 25 Fortitude save or gain a negative level. A creature whose negative levels equal its current levels or Hit Dice is slain, becoming a wraith. The death ward spell protects a traveler from the damage and energy drain of a negative-dominant plane.
Enhanced Magic: Spells and spell-like abilities that use negative energy are enhanced, functioning as if their caster level were 2 higher than normal. Class abilities that use negative energy, such as channel negative energy, gain a +4 bonus to the save DC to resist the ability.
Impeded Magic: Spells and spell-like abilities that use positive energy (including cure spells) are impeded. Characters on this plane take a –10 penalty on saving throws to remove negative levels bestowed by an energy drain attack. To cast an impeded spell, the caster must attempt a concentration check (DC = 20 + the level of the spell). If the check fails, the spell does not function but is still lost as a prepared spell or spell slot. If the check succeeds, the spell functions normally
Any prep before you go in?
Katswiri
|
Knowledge, Planes: 1d20 + 18 ⇒ (6) + 18 = 24
Katswiri
|
Katswiri will use her Gift of Prophecy revelation to try and gather information about the defense of the fortress we are planning to attack.
Acts as Commune with 1 minute cast time. I included follow up questions for some so we don’t need to go back and forth; you can just go down the list, and if a follow up is indicated go to that one, and continue until 10 questions gets answers.
1. Is the corrupted dragon defending the fortress we’re planning to attack on the negative energy plane?
--> If yes, go to Dragon questions
2. Are there incorporeal undead defending the fortress?
→ If yes, are there Greater Shadows defending the fortress?
3. Does Eshimka know we’re planning to attack the fortress?
→ If yes, is she planning to trap us there?
4. Are there any traps that will trigger when we move to the Negative Energy plane?
5. Are there any Symbol spells present in the fortress?
6. Are we likely to need more than 10 minutes to defeat the defenders of the fortress?
7. Does anything defending the fortress have a fire attack?
8. Does anything defending the fortress have a frost attack?
9. Does anything defending the fortress have an acid attack?
10. Does anything defending the fortress have an electricity attack?
Dragon Questions:
Is the dragon More than 600 years old?
Type Questions (Stop if type is determined)
Is it a Chromatic Dragon? If Yes:
Is it a Red Dragon? Green Dragon? Black Dragon? Blue Dragon?
Is it a Primal Dragon? If yes, is it an Umbral Dragon?
Is it a Metallic Dragon? If yes:
Is it a Silver Dragon? Gold Dragon? Copper Dragon? Bronze Dragon? Brass Dragon?
Is it a Void Dragon?
Katswiri will cast Freedom of Movement on herself, Death Ward, Eagle’s Splendor and Shield of Faith on herself, then Shield of Faith on Eric. She may cast additional spells depending on the results of her Gift of Prophecy.
"The negative energy plane is hostile to life. It is the realm that represents death, negative energy and undead. Without protective magics, usually Death Ward, it would usually be quickly fatal."
"We will likely have difficulty casting curative magics there."
How does the concentration check for positive energy interact with a wand of cure light wounds?
| cmlobue |
1. Is the corrupted dragon defending the fortress we’re planning to attack on the negative energy plane?
--> If yes, go to Dragon questions
2. Are there incorporeal undead defending the fortress?
→ If yes, are there Greater Shadows defending the fortress?
3. Does Eshimka know we’re planning to attack the fortress?
→ If yes, is she planning to trap us there?
4. Are there any traps that will trigger when we move to the Negative Energy plane?
5. Are there any Symbol spells present in the fortress?
6. Are we likely to need more than 10 minutes to defeat the defenders of the fortress?
7. Does anything defending the fortress have a fire attack?
8. Does anything defending the fortress have a frost attack?
9. Does anything defending the fortress have an acid attack?
10. Does anything defending the fortress have an electricity attack?
1. No
2. No3. No
4. No
5. No
6. No
7. No
8. No
9. No
10. No
How does the concentration check for positive energy interact with a wand of cure light wounds?
A wand simply casts a spell for you, so it is affected.
| cmlobue |
Once the Pathfinders are ready (more prep can be done retroactively, until you take your first combat turn), they pass through the rift and emerge onto a shattered stone bridge that stretches above a dark, endless expanse—the virtually empty Negative Energy Plane. The bridge leads toward a towering fortress of charcoal-gray stone, accessible by steep steps. Gruesome gargoyles line the crumbling walls and towers. Inside, three low pedestals bear large, violet crystals that intermittently arc with energy. Where this energy strikes the building, a chunk of façade slowly begins crumbling. A second flight of steps deeper inside the room leads up to a gargantuan black gate.
The crystals and portal glow with enough light to provide dim light in this area.
At the top of the stairs is a large, pale blue humanoid. In front of him, at the bottom of the steps, is a creature in the shape of a bear, though something is clearly wrong with it.
”Amwari Initiative”: 1d20 + 1 ⇒ (19) + 1 = 20
”Katswiri Initiative”: 1d20 - 1 ⇒ (1) - 1 = 0
”Undy Initiative”: 1d20 + 4 ⇒ (13) + 4 = 17 +4 if Heightened Awareness
”Jules Initiative”: 1d20 + 5 ⇒ (2) + 5 = 7
”Eric Initiative”: 1d20 + 12 ⇒ (10) + 12 = 22
”Black Initiative”: 1d20 + 7 ⇒ (2) + 7 = 9
”White Initiative”: 1d20 + 9 ⇒ (7) + 9 = 16
Round 1 - bolded may go
Eric (-30 HP?)
Amwari
Undy (-30 HP?) and Riddy
White
Dr. Vitruvian
Black
Jules (-30 HP?)
Katswiri
Knowledge checks in the next post.
| cmlobue |
Katswiri Local: 1d20 + 14 ⇒ (18) + 14 = 32
Dr. V Local: 1d20 + 10 ⇒ (18) + 10 = 28
Amwiri Local: 1d20 + 9 ⇒ (4) + 9 = 13
Undy Religion: 1d20 + 19 ⇒ (12) + 19 = 31
Katswiri Religion: 1d20 + 14 ⇒ (16) + 14 = 30
Dr. V Religion: 1d20 + 26 ⇒ (6) + 26 = 32
Amwiri Religion: 1d20 + 12 ⇒ (16) + 12 = 28
Katswiri Nature: 1d20 + 14 ⇒ (6) + 14 = 20
Dr. V Nature: 1d20 + 26 ⇒ (16) + 26 = 42
Undy Planes: 1d20 + 18 ⇒ (12) + 18 = 30
Katswiri Planes: 1d20 + 18 ⇒ (4) + 18 = 22
Dr. V Planes: 1d20 + 10 ⇒ (16) + 10 = 26
I don't see skills for Eric, Jules or Riddy. Local, Religion, Nature and Planes all apply if you want to roll them yourselves.
The humanoid is a frost giant rogue, a creature with the cold and giant subtypes.
Questions about this aspect: Undy 2, Katswiri 3, Dr. Vitruvian 2
The humanoid is also a vampire, an undead with the augmented humanoid subtype.
Questions about this aspect: Undy 3, Katswiri 2, Dr. Vitruvian 3, Amwiri 2
The bear is a polar bear, an animal with no subtypes.
Questions about this aspect: Undy 2, Katswiri 2, Dr. Vitruvian 6
The bear has the advanced and void-ravaged templates, which add no subtypes.
Questions about this aspect: Undy 2, Dr. Vitruvian 1
Eric Trade Prince
|
Eric urgently wanting to rush and engage; looks to his fellow pathfinders and delays to see what knowledge they can pass on and any magic to assist.
kn religion: 1d20 + 7 ⇒ (20) + 7 = 27
Eric Trade Prince
|
(Questions for Eric about the undead, hit dice and DR)
Eric Trade Prince
|
Can someone kn check those purple energy areas please.
Katswiri
|
Based on the results of her divination, Katswiri will cast Bless, Heightened Awareness ( which will be used to no effect as an initiative booster), then also cast Shield of Faith on Dr. Zephyrus. She also casts Life Bubble covering everyone.
What time of day is it? If it is prior to 7 PM, Katswiri's nightly buffs will still be active. She will redo her Magic Vestment and personal Delay Poison if its after 7, and will Life Bubble everyone but the duration split will depend on the time and whether some people still have it from last night.
Katswiri has a +1 insight bonus on saves vs. spells, spell-like abilities and effects of creatures with a water or cold descriptor from her Elemental Conquest boon on chronicle 13.
UMD Wand of Heightened Awareness: 1d20 + 18 ⇒ (20) + 18 = 38
If there is a Knowledge check for the violet crystals, Katswiri will use her Lore Needle to make it with Knowledge:History
Knowledge Purple Crystals, Lore Needle for Knowledge History: 1d20 + 29 ⇒ (14) + 29 = 43
Frost Giant Knowledge: Immunities and Special Abilities, Strength
Frost Giant Vampirism: Special Attacks, Special Defenses
Bear: Hit Dice, Strength
Amwari ibn Horrit
|
Before we enter
Amwari is going to spend twelve charges on his cure light wounds wand to get his teammate back to full health. He looks over his party and realizes there's a decent chance that they won't walk away, if Katsiri was correct about the negative energy plane, and they walked into part of it where it was particularly strong. If this is a major negative plane, I think we're S.O.L. He had one casting of death ward.
"If you need to run, because we're all dead and just ash? Yeah, you do it," Amwari says as he casts death ward on Jules.. He will then cast weapons against evil I can get 10 weapons so, I imagine pretty much everyone's weapon if they want it for the party and then channel vigor on himself just before entering the rift.
Into the Void
Amwari raises his sword up, calling upon his Pirate Queen's divine power fervantly. using Fervor to cast Divine Power, He charges forward, knowing this is likely going to kill him.
Amwari would like to know any resistances of the vampire and immunities of the vampire
| cmlobue |
It is early afternoon, though that is difficult to recall once in the negative energy plane.
The vampire has 16 hit dice and DR 10/magic and silver. It is immune to cold and resists electricity 10, in addition to traits common to undead. It has a strength of 37. It has +4 channel resistance.
Children of the Night (Su) Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
Create Spawn (Su) A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire’s base creature type. The victim rises from death as a vampire in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master’s destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again. Dominate (Su) A vampire can crush a humanoid opponent’s will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.
Energy Drain (Su) A creature hit by a vampire’s slam gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.
The bear has 10 hit dice and a strength of 33.
The crystals release negative energy within a 10 foot radius every 1d3 rounds. Positive energy applied to them can delay the discharge, but destroying them is beyond your abilities.
Amwari calls on his deity to empower him in this place where said deity holds little sway.
Round 1 - bolded may go
Eric (-30 HP?)
Amwari (divine power)
Undy (-30 HP?) and Riddy
White
Dr. Vitruvian
Crystals
Black
Jules (-30 HP?)
Katswiri
End of Round
Jules DeLay
|
((Jules used her Wand (6 charges) to heal those 30HP damage))
Eric Trade Prince
|
((Eric is delaying, probably til after Katswiri seeing what spells are coming out. Eric healed up in the game discussion 6 charges for 33hp)
Undiana Jones
|
Sorry for slow posting - busy day...
Earlier...
Undy took some damage on the trip but Jules kindly healed him. He makes her a double plate of sushi to show his appreciation. Thx!
Before passing through the rift...
Knowledge (Planes): 1d20 + 20 ⇒ (19) + 20 = 39
Riddy Knowledge (Planes): 1d20 + 20 ⇒ (7) + 20 = 27
GM, do we know if where we are heading is Minor or Major negative-dominant? Also, is it possible to procure one (or two preferably!) scrolls of Death Ward before we enter? The price would normally be 700 gp so it would also fall under the threshold for using prestige if that's more reasonable in this situation. If it is possible Undy will purchase (with gold or prestige) a scroll for himself and one for Riddy and ask Katswiri to cast it on them. HIGHLY suggest the others do this as well if it's a possibility - the planar traits look very nasty indeed!
Before they cross through the rift Undy casts Communal Stoneskin on everyone in the party (DR 10/adamantine, expires when it has prevented 100 points of dmg (for each recipient); duration is 14 minutes each.. He also activates (if it wasn't already) Overland Flight. He also uses a chronicle boon: Aquel's Favor "gaining the benefits similar to an angel's protective aura for 10 rounds. Against attacks made by or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus to saving throws to anyone within 20 feet of you. Otherwise, it functions as a magic circle agaisnt evil effect with a radius of 20' and caster level 10. (Because he's an Undine using the ability only checks one box on the chronicle sheet). Riddy casts Mage Armor on both himself and Undy from a wand. Just before they enter, Undy taps himself and Riddy with a Wand of Infernal Healing (and anyone else who would like it), giving them fast healing 1 for 10 rounds.
...
Now...
GM, I just put Riddy's Knowledge numbers (after the slash) in Undy's tagline. It makes it a lot easier so I don't have to keep jumping back and forth.
Riddy Knowledge Local: 1d20 + 6 ⇒ (4) + 6 = 10
Riddy Knowledge Religion: 1d20 + 11 ⇒ (19) + 11 = 30
Riddy Knowledge Nature: 1d20 + 10 ⇒ (11) + 10 = 21
Riddy Knowledge Planes: 1d20 + 12 ⇒ (2) + 12 = 14
For questions, Undy requests:
Frost Giant (2 questions): Weakest Save and Resistances. (Also, I think you might have missed that Katswiri asked for: Immunities and Special Abilities, Strength
Vampire (3 questions + maybe 2 from Riddy?): weakest save, senses (e.g. can it see invisible?), spell resistance?; If Riddy also gets questions: modes of movement (e.g. can it fly?) or GM choice! :-)
Polar Bear (2 questions about the bear (+ maybe 1 or 2 for Riddy?), and 2 about the template). About the bear: weakest save and immunities; if Riddy also gets questions: special attacks and resistances; About the template: whatever the GM thinks is interesting or helpful to know about its template.
I'll wait to post what spells to cast pending the results of the knowledge checks. Sorry to make it take so long!
Undiana Jones
|
Also, do the purple crystals block line of sight to the Frost Giant or the Polar Bear?
Katswiri
|
After discussion with Undiana regarding the Negative Planar traits prior to entry, Katswiri will seek out Medda and the mystics to inquire on exactly what was meant by "push back against the Negative Energy Plane, creating a small area that’s merely painful rather than deadly." and how effective it is expected to be.
Katswiri is pretty sure this is the Negative Energy plane and is probably Major Negative Energy Dominant, but also that the Twin Horn Mystics may be addressing the problem in the area we're going to. If it sounds like we're going to be taking negative energy damage every turn without Death Ward or otherwise significantly impacted in a dangerous way, Katswiri will use the spell slots to Death Ward more of the party before heading in.
| cmlobue |
I was looking at character sheets, not taglines, for skills. Noted for the future.
Also, the frost giant is the vampire, so most of the questions were answered above.
The frost giant vampire's weakest save is Will. It has fast healing 5, vulnerability to fire, sneak attack, evasion and rock catching. It has darkvision and low-light vision.
The bear's weakest save is Will. it has immunity to death effects, energy drain, and mind-affecting effects. It is affected by positive and negative energy as if undead.
Eric prepares himself.
The pedestals are pretty much solid, so they block lines if there is no path from your square to the target's that doesn't go over the bare floor.
Round 1 - bolded may go
Eric (delay)
Amwari (divine power)
Undy and Riddy
White
Dr. Vitruvian
Crystals
Black
Jules
Katswiri
End of Round
Katswiri
|
GM, any feedback from Medda/Mystics about how hazardous the environment will be after their ritual?
Undiana Jones
|
Thanks for the clarification - that's helpful.
Undy and Riddy both turn invisible and then - stealthily - fly forward.
Casting Greater Invisibility; Riddy also has it as a racial SLA.
Flying at half speed in order to make a Stealth check.
Undy Stealth, Invis: 1d20 + 25 ⇒ (16) + 25 = 41
Riddy Stealth, Invis: 1d20 + 37 ⇒ (3) + 37 = 40
Jules DeLay
|
Jules' information skills pale in comparison to the rest of the party, so need to waste time rolling them
As she climbs the stairs toward facing off against the vampire & his minions, she casts Expeditious Retreat on herself & drinks her potion of Fly.
Blade in hand, she readies to move onto the platform.
| cmlobue |
Undy and Riddy advance invisibly.
The environment should be fine after the ritual. Full of Eshimka's minions, though and they have no idea what other creatures she may bring to bear.
Speaking of 'bear', this one moves forward and takes a swing at Amwari.
Bite: 1d20 + 17 ⇒ (8) + 17 = 25
Damage: 1d8 + 11 ⇒ (1) + 11 = 12 plus energy drain (DC 19 Will save or take 1 temporary negative level)
For the moment, the warpriest remains unchewed.
Round 1 - bolded may go
Eric (delay)
Amwari (divine power)
Undy (invisible) and Riddy (invisible)
White
Dr. Vitruvian
Crystals
Black
Jules
Katswiri
End of Round
| cmlobue |
Dr. Vitruvian waits for an opening.
The crystals crackle, then emit a pulse of eerie light that envelops Amwari and the bear.
Negative Energy: 6d6 ⇒ (3, 3, 2, 1, 4, 2) = 15
The giant double moves toward Amwari.
Round 1 - bolded may go
Eric (delay)
Amwari (divine power, Will save)
Undy (invisible) and Riddy (invisible)
White
Dr. Vitruvian (delay)
Crystals
Black
Jules
Katswiri
End of Round
Katswiri
|
Katswiri casts Blessing of Fervor, targeting Eric, Jules, Dr. Vitruvian and herself, then moves up to be in position to heal.
Eric Trade Prince
|
Eric swiftly removes his longarm wand from his sheath, casts it and moves forward, fervor on hit/ac.
Jules DeLay
|
Jules is surprised at the giant's alacrity but has a plan for situations like this one. She moves near enough to engage her Hypnotic Stare on her target (reducing his Will save by -3 & removing the memory of it having happened).
Once that's in place, she taps into her angelic ancestry and channels a Glitterdust (DC 19 Will save of be blinded) that catches both the Giant & his bear minion. (I see that Amwari would fall into that spread as well - if he'd rather not be included, Jules can focus on only the giant vampire.)
Note that her BoF bonus would be to AC/Reflex saves this turn.
Jules DeLay
|
Jules would have triggered the Mesmeric Mirrors for Amwari as the bear attacked, had he requested it, granting him a pair of false-Amwari targets for the bear.
(I mentioned this earlier in the OOC chat)
| cmlobue |
Katswiri makes most of the Pathfinders more fervent.
Eric stretches out his arms and moves in.
Jules makes the bear sparkle.
Will Save: 1d20 + 10 ⇒ (5) + 10 = 15
Round 1 - bolded may go
Amwari (divine power, 2 images, Will save)
Undy (invisible) and Riddy (invisible)
White
Dr. Vitruvian (fervor, delay)
Crystals
Black
Jules (fervor)
Katswiri (fervor)
Eric (longarm, fervor)
End of Round
| cmlobue |
Katswiri makes most of the Pathfinders more fervent.
Eric stretches out his arms and moves in.
Jules makes the bear sparkle.
Will Save: 1d20 + 10 ⇒ (4) + 10 = 14
And blind.
The energy of the plane saps the Pathfinders' life force.
Negative Energy: 1d6 ⇒ 3
Round 2 - bolded may go
Amwari (-3 HP, divine power, 2 images, Will save)
Undy (-3 HP, invisible) and Riddy (-3 HP, invisible)
White (blinded, sparkly)
Dr. Vitruvian (-3 HP, fervor, delay)
Crystals
Black
Jules (-3 HP, fervor)
Katswiri (-3 HP, fervor)
Eric (-3 HP, longarm, fervor)
End of Round
Jules DeLay
|
Hey there cmloble.
Have I misread the composite actions?
The intent was to focus that glitterdust on the giant & with Amwari's permission, drop the spell such that the giant, Amwari, & the bear would be subject to the spell's effects.
If Amwari opts out, the spell should center on the Giant alone, not the bear.
She also has Deathless armor & negates up to 10 negative energy damage per instance.
Katswiri
|
Katswiri has Death Ward active, which I think should protect against the damage.
Eric Trade Prince
|
Eric has deathless armor also negating 10 and 25% negate neg energy levels
Undiana Jones
|
Undy hurls a fireball towards the vampire and the bear, taking a little longer to cast it so that instead of pure fire, the fireball contains hints of steam. He also uses a charge from his rod to intensify the spell. And he adds a pinch of saltpeter and an alchemist's fire, just for good measure.
Using the Steam Caster feat, which changes the casting time from a standard action to a full round action. The fireball still does fire dmg but it gains the water descriptor. Having the water descriptor allows Undy to use the Undine Water Shaping trait to select out one square from the fireball's area of effect, so Amwari is unaffected.
Caster Level is 12, level 10 +2 from Crashing Waves
Intensified Fireball: 12d6 + 1 ⇒ (2, 3, 1, 4, 6, 1, 2, 2, 5, 6, 2, 1) + 1 = 36 Reflex DC 22 for half; on a failure they also catch fire as if hit by alchemist's fire.
Crashing Waves rider: if they take any dmg from the spell they need to make a DC 22 Fort save or fall prone. The Vampire is presumably immune to Fort saves but perhaps it might get lucky and knock the bear down...
Meanwhile, Riddy will use his wand of magic missile to target the vampire.
Force dmg: 3d4 + 3 ⇒ (4, 4, 3) + 3 = 14
Both Undy and Riddy move 5' to the side to avoid being targeted by their enemies, though they both remain invisible.
Amwari ibn Horrit
|
Go ahead and include me in the glitterdust.
Will Save 1: 1d20 + 12 ⇒ (20) + 12 = 32
Will Save 2 vs Glitter Dust: 1d20 + 12 ⇒ (16) + 12 = 28
"'ey, man, you think I'm scared of a big white dog? Come here!" Amwari shouts as he slides forward. Another quick prayer to Besmara in this gods-foresaken place, calling for her aid. fervor to cast Aid. five foot step forward, full attack. I gain 1d8 + 10 ⇒ (1) + 10 = 11 temporary hitpoints.
+1 Keen Cutlass, vs Bear's AC, Divine Power(luck), Aid (morale): 1d20 + 14 + 3 + 1 ⇒ (12) + 14 + 3 + 1 = 30
Slashing Damage, Divine Power: 1d10 + 6 + 3 ⇒ (5) + 6 + 3 = 14
+1 Keen Cutlass, vs Bear's AC, Divine Power(luck), Aid (morale): 1d20 + 9 + 3 + 1 ⇒ (16) + 9 + 3 + 1 = 29 Critical Threat
To Confirm, +1 Keen Cutlass, vs Bear's AC, Divine Power(luck), Aid (morale): 1d20 + 9 + 3 + 1 ⇒ (7) + 9 + 3 + 1 = 20
Slashing Damage, Divine Power: 1d10 + 6 + 3 ⇒ (5) + 6 + 3 = 14
Critical Damage, Slashing Damage, Divine Power: 1d10 + 6 + 3 ⇒ (10) + 6 + 3 = 19
| cmlobue |
Will Save, Black: 1d20 + 7 - 3 ⇒ (12) + 7 - 3 = 16
Amwari keeps the glitter out of his eyes and hacks at the bear. its touch hide does block some of the damage, but both swings to bite into the creature. No Crit.
Riddy hurls balls of force at the vampire.
Reflex Save, Black: 1d20 + 12 ⇒ (12) + 12 = 24
Reflex Save, White: 1d20 + 12 ⇒ (9) + 12 = 21
Fortitude Save, White: 1d20 + 16 ⇒ (12) + 16 = 28
Undy's wet fireball takes the bear in the face, while the vampire dodges some of the damage. The force cannot knock the creature down.
The bear lashes out wildly at Amwari.
Bite: 1d20 + 17 ⇒ (8) + 17 = 25
Damage: 1d8 + 11 ⇒ (7) + 11 = 18 plus energy drain
Miss Chance: 1d100 ⇒ 79
Claw: 1d20 + 17 ⇒ (17) + 17 = 34
Slashing Damage: 1d6 + 11 ⇒ (1) + 11 = 12 plus grab
Miss Chance: 1d100 ⇒ 11
Claw: 1d20 + 17 ⇒ (4) + 17 = 21
Slashing Damage: 1d6 + 11 ⇒ (1) + 11 = 12 plus grab
Miss Chance: 1d100 ⇒ 59
All three attempts go astray.
Round 2 - bolded may go
Amwari (-10 HP, divine power, 2 images, sparkly)
Undy (-3 HP, invisible) and Riddy (-3 HP, invisible)
White (-54 HP, blinded, sparkly)
Dr. Vitruvian (-3 HP, fervor)
Crystals
Black (-32 HP, blinded, sparkly)
Jules (fervor)
Katswiri (fervor)
Eric (longarm, fervor)
End of Round
| cmlobue |
Bear Will to Remove Blindness: 1d20 + 10 ⇒ (7) + 10 = 17
Recharge: 1d3 ⇒ 1
Giant Will to Remove Blindness: 1d20 + 10 ⇒ (13) + 10 = 23
The crystals begin to glow once again.
The vampire moves into position to chop up the spot where Amwari last was.
This provokes from Eric because of reach.
+1 Morningstar: 1d20 + 24 ⇒ (1) + 24 = 25
Bludgeoning And Piercing Damage: 2d6 + 14 ⇒ (3, 5) + 14 = 22
Miss Chance: 1d200 ⇒ 23
Giant Will to Remove Blindness: 1d20 + 10 ⇒ (16) + 10 = 26
The strike misses badly, but it does manage to clear the sparkles from its eyes.
Round 2 - bolded may go
Amwari (-10 HP, divine power, 2 images, sparkly)
Undy (-3 HP, invisible) and Riddy (-3 HP, invisible)
White (-54 HP, blinded, sparkly)
Dr. Vitruvian (-3 HP, fervor, delay)
Crystals (fire on round 3)
Black (-32 HP, sparkly)
Jules (fervor)
Katswiri (fervor)
Eric (longarm, fervor, AOO)
End of Round
Jules DeLay
|
Jules moves to gain a flank on the giant, most likely provoking as she moves (at which point she'll trigger her Mesmeric Twins for 3 of her).
Her BoF bonus will stay in the +2 Attack/Reflex/AC slot, which combined with her Expert Duelist trait bumps her AC up from 24 to 27 while she's moving.
Once in the flank, she'll use the Fervor attack boost to power her Combat Expertise (-2 Attk for +2 AC).
Net AC at that point = 29 AC.
Jules DeLay
|
And (finally) on the her attack.
mithral rapier attack vs the giant's FF AC: 1d20 + 13 ⇒ (15) + 13 = 28
mithral magical Piercing: 1d6 + 6 ⇒ (2) + 6 = 8
Painful Stare bonus damage: 3d6 + 4 ⇒ (5, 2, 5) + 4 = 16
Eric Trade Prince
|
Eric takes advantage of the giant's lack of caution!
AOO Attack: 1d20 + 18 ⇒ (13) + 18 = 311d8 + 22 ⇒ (3) + 22 = 25 crit on 17-20
add in 1d6 acid
acid: 1d6 ⇒ 4
Eric Trade Prince
|
Eric, seeing Jules move in to flank, swiftly decides now is a good time for undead bane, and full attacks with all his anger for things evil! (swap fervor for extra attack, bane undead, and rage)
Attack: 1d20 + 22 + 2 ⇒ (6) + 22 + 2 = 301d8 + 27 + 1d6 + 2d6 ⇒ (7) + 27 + (1) + (1, 2) = 38 acid 1d6 bane 2d6
Fervor Attack: 1d20 + 22 + 2 ⇒ (2) + 22 + 2 = 261d8 + 27 + 1d6 + 2d6 ⇒ (1) + 27 + (2) + (5, 1) = 36 acid 1d6 bane 2d6
2nd -5: 1d20 + 22 + 2 - 5 ⇒ (8) + 22 + 2 - 5 = 271d8 + 27 + 1d6 + 2d6 ⇒ (6) + 27 + (5) + (6, 3) = 47 acid 1d6 bane 2d6
Katswiri
|
If Jules is hit with the AOO, Katswiri will try to heal. Otherwise, she's going to move to position herself so the Vampire can't easily get out of being flanked.
Dr. Zephyrus Vitruvian
|
OK, regarding Knowledge checks, I'll let you use mine to fill in whatever anyone else didn't ask about, if that's alright.
DM, if you will permit a significant flashback:
Before they plane-shift, Dr. Vitruvian gathers everyone around; it seems he's prepared a few things for the journey:
First he opens up a shallow brass dish containing what appeared to be three deep-black rum balls soaking in a shallow layer of clear, sweet-smelling liquid; he offers one each to Eric and Amwari. "This is a tried-and-true preventative, and I think at last I've *almost* perfected it. It should insulate you against what lies ahead."
Assuming you both ate them:
false life for Amwari: 1d10 + 10 ⇒ (3) + 10 = 13
false life for Eric: 1d10 + 10 ⇒ (8) + 10 = 18
He consumes the third, slightly larger than the other two and so dark it seems to have a small corona of light as it is absorbed into it, himself.
greater false life for me: 2d10 + 10 ⇒ (7, 9) + 10 = 26
To Katswiri he offers a thin ampoule of effervescent pink syrup with a sour-sweet scent. "Contained within is a means to protect your vital organs - or perhaps it is better to say, a means for your vital organs to protect themselves. It may cause any number of strange sensations, but they should be harmless in the long term."
Next, he plucks out what looks like a silvery walnut, which he presents to Jules. "Eat this the moment combat presents you with an opportunity - or a crisis - such that failure is not an option. Don't worry, it's softer than it looks."
He then looks up at Undiana's miniature dragon companion, and beckons him closer before handing off a philter of what looks like amaretto, save for its disturbing phosphorescent glimmer. "A draught fit for a dragon," he says with a wink. "I am afraid it will only be good for a minute at most, so use it when it is needed."
Turning back to Amwiri, he gingerly unwraps what looks like a long needle made from some kind of hard blue pastry. "When you bite into this, it will bite also into you, and briefly render your blood a powerful solvent, and I DO mean powerful!"
He then pulls out what looks like a fibrous-textured scrap of dark peanut brittle, eats it, and washes it down a very small flask of lambent, almost ethereal blue liquid barkskin and heroism.
Finally, he turns to his zombie, and pulls out another syringe, this one filled with what looks as much as anything else like drippings from a pot roast - her scorched muscles almost immediately engorge bull's strength. He also hands her something that looks like a small mandala, though you don't get a very good look at it.
Dr. Zephyrus Vitruvian
|
That's THAT out of the way. Since it wouldn't have otherwise changed anything but been a really good idea and what I'd likely have done, could we please say that my action last round was as follows:
After a moment in awe of crossing the threshold into The Void itself, Dr. Vitruvian takes out and opens a small jar of red, nut-like capsules, and situates them for use with his explosives supply as he has so many times before; normally they would begin to slowly sublimate upon exposure to air, but here...he takes eager mental notes as they spark, snap, and shudder...!
He also pulls back his overcoat to get a better look at his trusty mithril shirt, which he has named 'Moksha'; it glimmers in a way that seems like it should be distinctly impossible in this realm
As fate would have it, I too have deathless armor, so scratch that 3 damage for me as well!
/FLASHBACK! Now's THIS round!:
Seeing a perfect line of fire, Dr. Vitruvian takes aim with his deadly enchanted bow, Vanth!
Fervor: Extra Attack! All on Grimmer-Ymir, and let me know if I'm overlooking any modifiers:
Vanth, heroism: 1d20 + 14 ⇒ (11) + 14 = 25
enchanted silver damage, plus acid: 1d8 + 3 - 1 + 1d6 ⇒ (3) + 3 - 1 + (6) = 11
Vanth, heroism: 1d20 + 14 ⇒ (19) + 14 = 33
enchanted silver damage, plus acid: 1d8 + 3 - 1 + 1d6 ⇒ (4) + 3 - 1 + (5) = 11
Vanth, heroism: 1d20 + 9 ⇒ (16) + 9 = 25
enchanted silver damage, plus acid: 1d8 + 3 - 1 + 1d6 ⇒ (8) + 3 - 1 + (4) = 14
The Reanimated
|
Coming up from behind the Doctor with horrifying speed is none other than his latest patient! She rushes the giant, her old dagger in one hand...but in the other, the strange little mandala-like object the doctor had handed her. Eyes staring straight ahead, she bashes the odd thing - a thin contrivance of metal, flint, pomegranate seeds, and ruby-dust - against her own face, and suddenly a shower of flames forms around her!
fire aura, Reflex DC 21: 2d6 ⇒ (5, 1) = 6