Tiefling

Akoriya Ashstrike's page

48 posts. Alias of LadyGrayRose.


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HP 235/240 | AC 37, T 26, FF 26 | CMD 55 | Init +15 | Senses Darkvision 120ft, Low Light, Perc +28 | Fort +22, Ref +27, Will +16 | Resist Cold 7, Electricity 7, Fire 7 | Active Effects: Abundant Ammunition, Blessing of the Salamander, Freedom of Movement, Gravity Bow, Locate Weakness

Deadly Aim Rapid Shot FRA Iterative 1 (Manyshot): 1d20 + 42 ⇒ (4) + 42 = 46
Manyshot Arrow 1 Damage: 2d6 + 35 ⇒ (3, 5) + 35 = 43 plus Fire: 1d6 ⇒ 1
Manyshot Arrow 2 Damage: 2d6 + 35 ⇒ (2, 5) + 35 = 42 plus Fire: 1d6 ⇒ 6

Deadly Aim Rapid Shot FRA Rapid Shot: 1d20 + 42 ⇒ (6) + 42 = 48
Rapid Shot Damage: 2d6 + 35 ⇒ (5, 4) + 35 = 44 plus Fire: 1d6 ⇒ 5

Deadly Aim Rapid Shot FRA Iterative 2: 1d20 + 37 ⇒ (19) + 37 = 56 → Improved Critical (Longbow) = Crit + Quarry = Autoconfirm + Locate Weakness = Roll Crit Damage twice and take the higher result
Iterative 2 Damage: 2d6 + 35 ⇒ (4, 2) + 35 = 41 plus Fire: 1d6 ⇒ 6
Iterative 2 Crit Additional Damage: 4d6 + 70 ⇒ (1, 4, 4, 6) + 70 = 85 OR Iterative 2 Crit Additional Damage: 4d6 + 70 ⇒ (6, 1, 4, 5) + 70 = 86

Deadly Aim Rapid Shot FRA Iterative 3: 1d20 + 32 ⇒ (4) + 32 = 36
Iterative 3 Damage: 2d6 + 35 ⇒ (6, 3) + 35 = 44 plus Fire: 1d6 ⇒ 6

Deadly Aim Rapid Shot FRA Iterative 4: 1d20 + 27 ⇒ (14) + 27 = 41
Iterative 3 Damage: 2d6 + 35 ⇒ (1, 3) + 35 = 39 plus Fire: 1d6 ⇒ 3


HP 235/240 | AC 37, T 26, FF 26 | CMD 55 | Init +15 | Senses Darkvision 120ft, Low Light, Perc +28 | Fort +22, Ref +27, Will +16 | Resist Cold 7, Electricity 7, Fire 7 | Active Effects: Abundant Ammunition, Blessing of the Salamander, Freedom of Movement, Gravity Bow, Locate Weakness

More flaming arrows arc towards the kaiju.

Deadly Aim Rapid Shot FRA Iterative 1 (Manyshot): 1d20 + 42 ⇒ (2) + 42 = 44
Manyshot Arrow 1 Damage: 2d6 + 35 ⇒ (2, 2) + 35 = 39 plus Fire: 1d6 ⇒ 6
Manyshot Arrow 2 Damage: 2d6 + 35 ⇒ (4, 2) + 35 = 41 plus Fire: 1d6 ⇒ 1

Deadly Aim Rapid Shot FRA Rapidshot: 1d20 + 42 ⇒ (15) + 42 = 57
Rapid Shot Damage: 2d6 + 35 ⇒ (4, 4) + 35 = 43 plus Fire: 1d6 ⇒ 6

Deadly Aim Rapid Shot FRA Iterative 2: 1d20 + 37 ⇒ (9) + 37 = 46
Iterative 2 Damage: 2d6 + 35 ⇒ (2, 1) + 35 = 38 plus Fire: 1d6 ⇒ 5

Deadly Aim Rapid Shot FRA Iterative 3: 1d20 + 32 ⇒ (5) + 32 = 37
Iterative 3 Damage: 2d6 + 35 ⇒ (4, 2) + 35 = 41 plus Fire: 1d6 ⇒ 6

Deadly Aim Rapid Shot FRA Iterative 4: 1d20 + 27 ⇒ (14) + 27 = 41
Iterative 4 Damage: 2d6 + 35 ⇒ (6, 5) + 35 = 46 plus Fire: 1d6 ⇒ 3


HP 235/240 | AC 37, T 26, FF 26 | CMD 55 | Init +15 | Senses Darkvision 120ft, Low Light, Perc +28 | Fort +22, Ref +27, Will +16 | Resist Cold 7, Electricity 7, Fire 7 | Active Effects: Abundant Ammunition, Blessing of the Salamander, Freedom of Movement, Gravity Bow, Locate Weakness

The tiefling rapidly nocks her bow to unleash another storm of arrows upon the kaiju.

Deadly Aim Rapid Shot FRA Iterative 1 (Manyshot): 1d20 + 42 ⇒ (19) + 42 = 61
Manyshot Arrow 1 Damage: 2d6 + 35 ⇒ (1, 3) + 35 = 39 plus Fire: 1d6 ⇒ 1
Manyshot Arrow 2 Damage: 2d6 + 35 ⇒ (4, 2) + 35 = 41 plus Fire: 1d6 ⇒ 1
Locate Weakness; roll critical damage twice and take higher result > Critical Damage: 4d6 + 70 ⇒ (1, 1, 2, 3) + 70 = 77 OR Critical Damage: 4d6 + 70 ⇒ (2, 4, 5, 4) + 70 = 85

Deadly Aim Rapid Shot FRA Rapidshot: 1d20 + 42 ⇒ (17) + 42 = 59
Rapid Shot Damage: 2d6 + 35 ⇒ (2, 3) + 35 = 40 plus Fire: 1d6 ⇒ 3

Deadly Aim Rapid Shot FRA Iterative 2: 1d20 + 37 ⇒ (4) + 37 = 41
Iterative 2 Damage: 2d6 + 35 ⇒ (5, 2) + 35 = 42 plus Fire: 1d6 ⇒ 1

Deadly Aim Rapid Shot FRA Iterative 3: 1d20 + 32 ⇒ (16) + 32 = 48
Iterative 3 Damage: 2d6 + 35 ⇒ (2, 3) + 35 = 40 plus Fire: 1d6 ⇒ 3

Deadly Aim Rapid Shot FRA Iterative 4: 1d20 + 27 ⇒ (2) + 27 = 29
Iterative 4 Damage: 2d6 + 35 ⇒ (5, 1) + 35 = 41 plus Fire: 1d6 ⇒ 5

Quarry, so crit auto-confirms. Heal 5 damage via Blessing of the Salamander.


HP 235/240 | AC 37, T 26, FF 26 | CMD 55 | Init +15 | Senses Darkvision 120ft, Low Light, Perc +28 | Fort +22, Ref +27, Will +16 | Resist Cold 7, Electricity 7, Fire 7 | Active Effects: Abundant Ammunition, Blessing of the Salamander, Freedom of Movement, Gravity Bow, Locate Weakness

From Quarry (Ex): "[...]and all critical threats [against the Quarry] are automatically confirmed." — Improved Quarry makes it a free action to set Quarry and increases the Insight bonus to +4, but doesn't cut the auto-confirm.


HP 235/240 | AC 37, T 26, FF 26 | CMD 55 | Init +15 | Senses Darkvision 120ft, Low Light, Perc +28 | Fort +22, Ref +27, Will +16 | Resist Cold 7, Electricity 7, Fire 7 | Active Effects: Abundant Ammunition, Blessing of the Salamander, Freedom of Movement, Gravity Bow, Locate Weakness

Just barely hits Touch AC. Also, I need to stop forgetting I have Improved Quarry; as a free action, Akoriya will go ahead and set this kaiju as her Quarry to gain +4 Insight bonus on attacks vs. it and auto-confirm crits.

The rain of acid, though unpleasant, does not deter Akoriya from unleashing another barrage of arrows upon the beast as it lumbers into Zone 7 with her.

Deadly Aim Rapid Shot FRA Iterative 1 (Manyshot): 1d20 + 42 ⇒ (19) + 42 = 61
Manyshot Arrow 1 Damage: 2d6 + 35 ⇒ (2, 1) + 35 = 38 plus Flaming: 1d6 ⇒ 6
Manyshot Arrow 2 Damage: 2d6 + 35 ⇒ (3, 3) + 35 = 41 plus Flaming: 1d6 ⇒ 3
Locate Weakness: I get to roll critical damage dice twice and take the higher result.
If not immune to crit, add...: 4d6 + 70 ⇒ (4, 2, 2, 1) + 70 = 79 OR If not immune to crit, add...: 4d6 + 70 ⇒ (5, 3, 2, 2) + 70 = 82

Deadly Aim Rapid Shot FRA Rapid Shot: 1d20 + 42 ⇒ (7) + 42 = 49
Rapid Shot Arrow Damage: 2d6 + 35 ⇒ (2, 4) + 35 = 41 plus Flaming: 1d6 ⇒ 5

Deadly Aim Rapid Shot FRA Iterative 2: 1d20 + 37 ⇒ (6) + 37 = 43
Iterative 2 Damage: 2d6 + 35 ⇒ (3, 1) + 35 = 39 plus Flaming: 1d6 ⇒ 3

Deadly Aim Rapid Shot FRA Iterative 3: 1d20 + 32 ⇒ (18) + 32 = 50
Iterative 3 Damage: 2d6 + 35 ⇒ (1, 3) + 35 = 39 plus Flaming: 1d6 ⇒ 6

Deadly Aim Rapid Shot FRA Iterative 4: 1d20 + 27 ⇒ (18) + 27 = 45
Iterative 4 Damage: 2d6 + 35 ⇒ (5, 3) + 35 = 43 plus Flaming: 1d6 ⇒ 5

19-20 crit range on longbow via Improved Critical (Longbow). 15 Damage dealt to Akoriya, 5 damage healed via Blessing of the Salamander. And, as a reminder, Clustered Shot means all the damage dealt is added together before any DR is applied.


HP 235/240 | AC 37, T 26, FF 26 | CMD 55 | Init +15 | Senses Darkvision 120ft, Low Light, Perc +28 | Fort +22, Ref +27, Will +16 | Resist Cold 7, Electricity 7, Fire 7 | Active Effects: Abundant Ammunition, Blessing of the Salamander, Freedom of Movement, Gravity Bow, Locate Weakness

Akoriya will utilize her jumpboots to double-move into Zone 7.


HP 235/240 | AC 37, T 26, FF 26 | CMD 55 | Init +15 | Senses Darkvision 120ft, Low Light, Perc +28 | Fort +22, Ref +27, Will +16 | Resist Cold 7, Electricity 7, Fire 7 | Active Effects: Abundant Ammunition, Blessing of the Salamander, Freedom of Movement, Gravity Bow, Locate Weakness

I'm waiting on the outcome of Ib'thalak's readied attack to see if the kaiju gets grabbed.


HP 235/240 | AC 37, T 26, FF 26 | CMD 55 | Init +15 | Senses Darkvision 120ft, Low Light, Perc +28 | Fort +22, Ref +27, Will +16 | Resist Cold 7, Electricity 7, Fire 7 | Active Effects: Abundant Ammunition, Blessing of the Salamander, Freedom of Movement, Gravity Bow, Locate Weakness

Akoriya toys with the string of her bow as she awaits the arrival of the great beast, eyes narrowed off in the distance of her allies that had gone ahead of her.

...

That sounded unpleasant.

When the kaiju lumbers forth into Zone 9, the tiefling is ready with a barrage of flaming arrows to send soaring through the sky towards it.

Assuming this beastie is a Magical Beast like most kaiju are and I get Favored Enemy; otherwise, deduct 8 from all attack and damage rolls for not actually having Favored Enemy vs. it.

Deadly Aim Rapid Shot FRA Iterative 1 (Manyshot): 1d20 + 38 ⇒ (1) + 38 = 39 • Natural 1! Miss!

Deadly Aim Rapid Shot FRA Rapid Shot: 1d20 + 38 ⇒ (9) + 38 = 47
Damage: 2d6 + 35 ⇒ (5, 6) + 35 = 46 Plus Flaming (Fire Damage): 1d6 ⇒ 3

Deadly Aim Rapid Shot FRA Iterative 2: 1d20 + 33 ⇒ (13) + 33 = 46
Damage: 2d6 + 35 ⇒ (6, 3) + 35 = 44 Plus Flaming (Fire Damage): 1d6 ⇒ 4

Deadly Aim Rapid Shot FRA Iterative 3: 1d20 + 28 ⇒ (10) + 28 = 38
Damage: 2d6 + 35 ⇒ (1, 4) + 35 = 40 Plus Flaming (Fire Damage): 1d6 ⇒ 4

Deadly Aim Rapid Shot FRA Iterative 4: 1d20 + 23 ⇒ (17) + 23 = 40
Damage: 2d6 + 35 ⇒ (3, 6) + 35 = 44 Plus Flaming (Fire Damage): 1d6 ⇒ 5

Akoriya has Clustered Shots, so all of her damage is added together before any DR is applied, and as a reminder for my allies: Her bow is Lesser Designating, so if even one of those strikes hit: "Allies gain a +2 morale bonus on melee attack and melee damage rolls against the designated target for 1 round."


HP 235/240 | AC 37, T 26, FF 26 | CMD 55 | Init +15 | Senses Darkvision 120ft, Low Light, Perc +28 | Fort +22, Ref +27, Will +16 | Resist Cold 7, Electricity 7, Fire 7 | Active Effects: Abundant Ammunition, Blessing of the Salamander, Freedom of Movement, Gravity Bow, Locate Weakness

While awaiting the return of the kaiju, Akoriya will finish her trek to Zone 9 and cast the follow spells on herself, in addition to her already active Freedom of Movement: Abundant Ammunition, Locate Weakness, Gravity Bow, and (on her final turn before the kaiju returns) Blessing of the Salamander.

If we wait in Zone 9, that means it should have to move to us and enable at least one round of full-attacks for everyone. That, or we go into Zone 10 and all delay until after Ara but before Kaiju.


HP 235/240 | AC 37, T 26, FF 26 | CMD 55 | Init +15 | Senses Darkvision 120ft, Low Light, Perc +28 | Fort +22, Ref +27, Will +16 | Resist Cold 7, Electricity 7, Fire 7 | Active Effects: Abundant Ammunition, Blessing of the Salamander, Freedom of Movement, Gravity Bow, Locate Weakness

Akoriya stretches her arms over her head as the alarm begins ringing out. "They are getting quite bold with this recent number of attacks. Something must be upsetting them quite greatly."

When her feline stretching is finished, Akoriya will go ahead and cast Freedom of Movement on herself.


HP 235/240 | AC 37, T 26, FF 26 | CMD 55 | Init +15 | Senses Darkvision 120ft, Low Light, Perc +28 | Fort +22, Ref +27, Will +16 | Resist Cold 7, Electricity 7, Fire 7 | Active Effects: Abundant Ammunition, Blessing of the Salamander, Freedom of Movement, Gravity Bow, Locate Weakness

Akoriya can nab her healing off-screen, so I'm good to move on to the next scene as well~


HP 235/240 | AC 37, T 26, FF 26 | CMD 55 | Init +15 | Senses Darkvision 120ft, Low Light, Perc +28 | Fort +22, Ref +27, Will +16 | Resist Cold 7, Electricity 7, Fire 7 | Active Effects: Abundant Ammunition, Blessing of the Salamander, Freedom of Movement, Gravity Bow, Locate Weakness

Yeah I'm good to continue too.


HP 235/240 | AC 37, T 26, FF 26 | CMD 55 | Init +15 | Senses Darkvision 120ft, Low Light, Perc +28 | Fort +22, Ref +27, Will +16 | Resist Cold 7, Electricity 7, Fire 7 | Active Effects: Abundant Ammunition, Blessing of the Salamander, Freedom of Movement, Gravity Bow, Locate Weakness

The tiefling nods in response to the aasimar; a small, wry smirk of impish delight curling her lips at the jabs Khar'tenet had thrown at the paladin. She eases out of parade rest, "Indeed, we shall."


HP 235/240 | AC 37, T 26, FF 26 | CMD 55 | Init +15 | Senses Darkvision 120ft, Low Light, Perc +28 | Fort +22, Ref +27, Will +16 | Resist Cold 7, Electricity 7, Fire 7 | Active Effects: Abundant Ammunition, Blessing of the Salamander, Freedom of Movement, Gravity Bow, Locate Weakness

Healing is healing~ Whoever wants the (dubious) honor of patching up Akoriya's boo-boos can have it :P

Akoriya observes Khar'tenet's speech with a half-lidded gaze, once more standing at attention. As the other Lastguard soldiers ponder who he is and other such comments, she slowly begins to clap; the gesture made even more awkward by just how delayed it is from the end of the speech. Still, she has to show some team spirit.


HP 235/240 | AC 37, T 26, FF 26 | CMD 55 | Init +15 | Senses Darkvision 120ft, Low Light, Perc +28 | Fort +22, Ref +27, Will +16 | Resist Cold 7, Electricity 7, Fire 7 | Active Effects: Abundant Ammunition, Blessing of the Salamander, Freedom of Movement, Gravity Bow, Locate Weakness

"If none of you require my presence, I believe I will be off to find some mending for these cuts. 'twould be dreadfully inglorious to die because one of them got infected," Akoriya says, a light tone of jest in her words. The tiefling salutes crisply and smoothly turns on a heel to depart.

Akoriya would've healed an additional 60hp from Blessing of the Salamander fast healing by the time it ran off (not yet factored into hp listing). I would assume being a part of Lastguard comes with complimentary healing; otherwise, Akoriya has a Wand of Cure Serious Wounds that I can start rolling off of.


HP 235/240 | AC 37, T 26, FF 26 | CMD 55 | Init +15 | Senses Darkvision 120ft, Low Light, Perc +28 | Fort +22, Ref +27, Will +16 | Resist Cold 7, Electricity 7, Fire 7 | Active Effects: Abundant Ammunition, Blessing of the Salamander, Freedom of Movement, Gravity Bow, Locate Weakness

"Lethal injuries are still a dreadful inconvenience, my fair King," Akoriya chirps back. "Especially to those of us who enjoy living flesh."

Khar'tenet's motions of necromancy towards the kaiju don't seem to perturb the tiefling in the slightest.

The Huntmistress finally returns her bow to her back and stretches her arms above her head, stretching like a feline. "So when do you all think the next one will come? Tomorrow? A week? A month? — and, perhaps more importantly, do any of you think kaiju tastes any good?


HP 235/240 | AC 37, T 26, FF 26 | CMD 55 | Init +15 | Senses Darkvision 120ft, Low Light, Perc +28 | Fort +22, Ref +27, Will +16 | Resist Cold 7, Electricity 7, Fire 7 | Active Effects: Abundant Ammunition, Blessing of the Salamander, Freedom of Movement, Gravity Bow, Locate Weakness

Akoriya brushes a stray bit of auburn hair behind her horns as the beast crashes to the ground.

"I think that went well," she says, blood oozing from a split lip as the flesh slowly mends with the remnants of her applied blessing — the bulk of the restorative magic working on her more serious injuries than the superficial ones. She brings her fingers up to dab at it. "A fine hunt. Marvelous quarry. No lethal injuries among our party that I can see."


HP 235/240 | AC 37, T 26, FF 26 | CMD 55 | Init +15 | Senses Darkvision 120ft, Low Light, Perc +28 | Fort +22, Ref +27, Will +16 | Resist Cold 7, Electricity 7, Fire 7 | Active Effects: Abundant Ammunition, Blessing of the Salamander, Freedom of Movement, Gravity Bow, Locate Weakness

I think the distance scale mechanic worked well.

Going forward it would be nice for us to have a better sense of just how injured the kaiju is; not necessarily an HP counter for it, but just a better indication of how badly off it is. If it still seems to be in good health and is getting dangerously close to the city, for instance, we might want to put more effort into stalling it/throwing up a roadblock in its path, but if it seems badly injured we might be more inclined to just try and push on killing it quickly.


HP 235/240 | AC 37, T 26, FF 26 | CMD 55 | Init +15 | Senses Darkvision 120ft, Low Light, Perc +28 | Fort +22, Ref +27, Will +16 | Resist Cold 7, Electricity 7, Fire 7 | Active Effects: Abundant Ammunition, Blessing of the Salamander, Freedom of Movement, Gravity Bow, Locate Weakness

I still have Freedom of Movement up, so no Glaciation here either.

Do the touch attacks bypass Cold Resist like the freezing mist?


HP 235/240 | AC 37, T 26, FF 26 | CMD 55 | Init +15 | Senses Darkvision 120ft, Low Light, Perc +28 | Fort +22, Ref +27, Will +16 | Resist Cold 7, Electricity 7, Fire 7 | Active Effects: Abundant Ammunition, Blessing of the Salamander, Freedom of Movement, Gravity Bow, Locate Weakness

Wiping flecks of blood and dirt from her lips, Akoriya stares down the line of destruction caused by a moving kaiju. Her eyes narrow as she sets off in pursuit, activating her jump boots — when she gets to the wall of prismatic energies, she eyes it warily; even without knowing what the spell is, she figures it is dangerous and opts to move around it instead.

The wispy red bow of smoke at her side blankly attempts to plunk an arrow into the kaiju buried beneath rubble.

Bow Spirit attack: 1d20 + 32 ⇒ (15) + 32 = 47
Bow Spirit damage: 1d8 + 1 ⇒ (3) + 1 = 4

Action Breakdown: MOVE into Zone 4; MOVE around the Prismatic Wall; SWIFT direct Bow Spirit to attack. Heal 5 from Blessing of the Salamander.

Buff Timers:
Abundant Ammunition — Around 6 minutes left.
Freedom of Movement — Over 70 minutes left.
Locate Weakness — Around 7 minutes left.
Gravity Bow — Around 7 minutes left.
Blessing of the Salamander — 12 rounds left.
Arathadali's Extended Haste — ??? rounds left. (over 20)
Bow Spirit — 13 rounds left.


HP 235/240 | AC 37, T 26, FF 26 | CMD 55 | Init +15 | Senses Darkvision 120ft, Low Light, Perc +28 | Fort +22, Ref +27, Will +16 | Resist Cold 7, Electricity 7, Fire 7 | Active Effects: Abundant Ammunition, Blessing of the Salamander, Freedom of Movement, Gravity Bow, Locate Weakness

Akoriya is Staggered, so only one action

The tiefling groans as her body is slammed to the ground beneath the kaiju's assault, and after laying there for a few seconds to gather her bearings, she begins pushing herself back to her feet; spitting out a glob of bloody saliva as her head spins and her vision slowly rights itself.

Move Action: Stand from Prone. Heal for 5 from Blessing of the Salamander.


HP 235/240 | AC 37, T 26, FF 26 | CMD 55 | Init +15 | Senses Darkvision 120ft, Low Light, Perc +28 | Fort +22, Ref +27, Will +16 | Resist Cold 7, Electricity 7, Fire 7 | Active Effects: Abundant Ammunition, Blessing of the Salamander, Freedom of Movement, Gravity Bow, Locate Weakness

Moving around it is fine with me~


HP 235/240 | AC 37, T 26, FF 26 | CMD 55 | Init +15 | Senses Darkvision 120ft, Low Light, Perc +28 | Fort +22, Ref +27, Will +16 | Resist Cold 7, Electricity 7, Fire 7 | Active Effects: Abundant Ammunition, Blessing of the Salamander, Freedom of Movement, Gravity Bow, Locate Weakness

Since Akoriya has Freedom of Movement up on herself, she's not affected by Glaciation. Still doesn't make that Reflex save, though.


HP 235/240 | AC 37, T 26, FF 26 | CMD 55 | Init +15 | Senses Darkvision 120ft, Low Light, Perc +28 | Fort +22, Ref +27, Will +16 | Resist Cold 7, Electricity 7, Fire 7 | Active Effects: Abundant Ammunition, Blessing of the Salamander, Freedom of Movement, Gravity Bow, Locate Weakness

Things I forgot to do last turn: Set the Kaiju as my Quarry... woops. I'll do that this turn.

Freezing Mist: 4d6 ⇒ (3, 4, 3, 5) = 15

Akoriya narrows her molten yellow eyes as the kaiju moves away from her, but deftly keeps her sights on the creature even through the frigid fog and gives chase. The bow of wispy smoke at her side follows suit. Once free of the mist and again in range of the Kaiju, Akoriya nocks and looses another arrow for it.

Deadly Aim Single Attack: 1d20 + 46 ⇒ (3) + 46 = 49
Damage: 2d6 + 27 + 1d6 ⇒ (3, 2) + 27 + (5) = 37 • The 1d6 is Fire damage, if the Kaiju has resistance or immunity

At her side, the spirit bow does the same.

Bow Spirit Attack: 1d20 + 32 ⇒ (17) + 32 = 49
Bow Spirit Damage: 1d8 + 1 ⇒ (8) + 1 = 9

Action Breakdown: Take 4d6 Cold from mist, MOVE into same Zone as Kaiju, FREE action to set Kaiju as my Quarry, STANDARD to make a single attack, SWIFT to direct the Bow Spirit to make an attack of its own. Heal 5 damage from the Fast Healing from Blessing of the Salamander.

Buff Timers:
Abundant Ammunition — Over 6 minutes left.
Freedom of Movement — Over 70 minutes left.
Locate Weakness — Around 7 minutes left.
Gravity Bow — Around 7 minutes left.
Blessing of the Salamander — 14 rounds left.
Arathadali's Extended Haste — ??? rounds left. (over 20)
Bow Spirit — 15 rounds left.


HP 235/240 | AC 37, T 26, FF 26 | CMD 55 | Init +15 | Senses Darkvision 120ft, Low Light, Perc +28 | Fort +22, Ref +27, Will +16 | Resist Cold 7, Electricity 7, Fire 7 | Active Effects: Abundant Ammunition, Blessing of the Salamander, Freedom of Movement, Gravity Bow, Locate Weakness

Happy holidays, y'all!


HP 235/240 | AC 37, T 26, FF 26 | CMD 55 | Init +15 | Senses Darkvision 120ft, Low Light, Perc +28 | Fort +22, Ref +27, Will +16 | Resist Cold 7, Electricity 7, Fire 7 | Active Effects: Abundant Ammunition, Blessing of the Salamander, Freedom of Movement, Gravity Bow, Locate Weakness

I probably shouldn't write so many posts fresh outta bed... finally recalled the mist goes through Cold Resist and changed Akoriya's HP to match that.


HP 235/240 | AC 37, T 26, FF 26 | CMD 55 | Init +15 | Senses Darkvision 120ft, Low Light, Perc +28 | Fort +22, Ref +27, Will +16 | Resist Cold 7, Electricity 7, Fire 7 | Active Effects: Abundant Ammunition, Blessing of the Salamander, Freedom of Movement, Gravity Bow, Locate Weakness

Improved Evasion continues to save the day on Glaciation! And Cold Resistance 7 + Fast Healing 5 on the Mist.

Freezing Mist Stuff: 4d6 ⇒ (1, 5, 5, 1) = 12

Akoriya narrows her eyes as the chilling mist settles over her armor and obscures her sight, though for now the cold doesn't seem to be hurting her too badly; especially with the Blessing of the Salamander upon her. Bringing up her bow, she proceeds to unleash a hail of flaming arrows against the kaiju which — for just a few seconds — seem to glow with a soft light even when their flames are quenched. The wispy red longbow hovering next to her retrieves an arrow from her quiver to fire, as well.

Manyshot: 1d20 + 40 ⇒ (4) + 40 = 44
Concealment: 1d100 ⇒ 46 → MISS

Rapid Shot: 1d20 + 40 ⇒ (19) + 40 = 59 → THREATENS A CRITICAL
Rapid Shot Confirm: 1d20 + 40 ⇒ (1) + 40 = 41 → DOES NOT CONFIRM
Concealment: 1d100 ⇒ 52
Damage: 2d6 + 36 + 1d6 ⇒ (2, 1) + 36 + (6) = 45

Hasted Shot: 1d20 + 40 ⇒ (1) + 40 = 41 → FUMBLE
Concealment: 1d100 ⇒ 34 → MISS

Iterative #4: 1d20 + 35 ⇒ (7) + 35 = 42
Concealment: 1d100 ⇒ 76
Damage: 2d6 + 36 + 1d6 ⇒ (4, 4) + 36 + (5) = 49

Iterative #5: 1d20 + 30 ⇒ (9) + 30 = 39
Concealment: 1d100 ⇒ 73
Damage: 2d6 + 36 + 1d6 ⇒ (2, 2) + 36 + (4) = 44

Iterative #6: 1d20 + 25 ⇒ (6) + 25 = 31
Concealment: 1d100 ⇒ 80
Damage: 2d6 + 36 + 1d6 ⇒ (2, 1) + 36 + (3) = 42

Bow Spirit: 1d20 + 32 ⇒ (6) + 32 = 38
Concealment: 1d100 ⇒ 30 → MISS

I'm not sure what the kaiju's AC is, so I don't know how many of those actually hit, but Akoriya has Clustered Shots so all of her damage is added together before DR is applied.

Since Akoriya's longbow is a Lesser Designating weapon, if even one of those arrows hit all of her allies gain a +2 Morale bonus on attack and damage rolls vs. the Kaiju for one round.

Additionally... those were some really bad rolls.


HP 235/240 | AC 37, T 26, FF 26 | CMD 55 | Init +15 | Senses Darkvision 120ft, Low Light, Perc +28 | Fort +22, Ref +27, Will +16 | Resist Cold 7, Electricity 7, Fire 7 | Active Effects: Abundant Ammunition, Blessing of the Salamander, Freedom of Movement, Gravity Bow, Locate Weakness

Not sure where you live but I can't imagine Winter is a particularly pleasant time of year to be without electricity there, so here's to hoping you get your electricity back soon.


HP 235/240 | AC 37, T 26, FF 26 | CMD 55 | Init +15 | Senses Darkvision 120ft, Low Light, Perc +28 | Fort +22, Ref +27, Will +16 | Resist Cold 7, Electricity 7, Fire 7 | Active Effects: Abundant Ammunition, Blessing of the Salamander, Freedom of Movement, Gravity Bow, Locate Weakness

Akoriya finishes off her selection of magical enhancements with Bow Spirit; a wisp of curling red smoke and force shaped vaguely like the weapon in her hand which hovers to the side of her, for the moment simply drifting idle in the air without the huntmistress' direction to attack anything.

As the return of the kaiju draws near, Akoriya's anticipation for the battle intensifies to an infectious degree — her allies near her may quite well feel a rush of eager anticipation and battlelust flooding through them, a heady thing seeking to embolden their strikes.

Hunter's Bond Activated — +4 Favored Enemy bonus on attack rolls and damage rolls against the Kaiju for 5 rounds for the rest of the group

Buff Timers:
Abundant Ammunition — Over 6 minutes left.
Freedom of Movement — Over 70 minutes left.
Locate Weakness — Around 7 minutes left.
Gravity Bow — Around 7 minutes left.
Blessing of the Salamander — 16 rounds left.
Arathadali's Extended Haste — ??? rounds left.
Bow Spirit — 17 rounds left.


HP 235/240 | AC 37, T 26, FF 26 | CMD 55 | Init +15 | Senses Darkvision 120ft, Low Light, Perc +28 | Fort +22, Ref +27, Will +16 | Resist Cold 7, Electricity 7, Fire 7 | Active Effects: Abundant Ammunition, Blessing of the Salamander, Freedom of Movement, Gravity Bow, Locate Weakness

@GM_Ska Unless anyone has more questions for Rank 'n' Fyle, I think we're ready to skip on to when the Kaiju comes out of the Maze.


HP 235/240 | AC 37, T 26, FF 26 | CMD 55 | Init +15 | Senses Darkvision 120ft, Low Light, Perc +28 | Fort +22, Ref +27, Will +16 | Resist Cold 7, Electricity 7, Fire 7 | Active Effects: Abundant Ammunition, Blessing of the Salamander, Freedom of Movement, Gravity Bow, Locate Weakness

As the kaiju looses a deluge of ice upon the group, Akoriya proves herself the swifter despite being in the clear line of its blast — the infernally-inclined tiefling effortlessly weaving and dodging clear of the frigid stuff with nary more than a few traces of frost on the edge of her cloak to show for the monstrous creature's effort. A satisfied smirk etches across her face.

Improved Evasion is great.

When it vanishes as a result of Arathadali's magic she merely snorts. "I could take a nice nap in ten minutes, you know. I'll keep track of the time unless you have an inherent sense of when it's about to emerge from its timeout; there's only a few spells I strongly desire to enhance myself with, but they don't last long... I can handle casting the bulk of my own, but there is little I can do to assist my fellows in that department." For all the grump in her words, there is also some faint degree of respect.

While Arathadali is gone, Akoriya will consider the spray of ice upon the land with a haughtily contemplative look, before producing a rather simple yet undeniably hellish-looking focus and uttering a few words to cast Freedom of Movement on herself. A moment later and she follows up with Locate Weakness and Gravity Bow

Arathadali wrote:
"Does anyone have any requests?"

"Haste, if you can. I have some potions of it if you can't, though."

Since Freedom of Movement lasts for 170 minutes and Locate Weakness + Gravity Bow both last 17 minutes, they should still be up by the time this combat is over. Additionally I'll be posting Akoriya's pre-Kaiju emerging from the Maze buffing schedule below.

2nd to last turn before the Kaiju reemerging — Blessing of the Salamander; Fire Resistance won't be that great on this fight, I don't think, but hey, it includes Fast Healing 5 and I have it prepared so I might as well (lasts 17 rounds)
Last turn before the Kaiju emerges — Bow Spirit (lasts 17 rounds)

Additionally, I have a question regarding Hunter's Bond; would it be possible to use it with the Kaiju as its targetted enemy prior to the Kaiju emerging from the Maze even though the Kaiju is not visible or even in the same dimension as us? It'd be kind of silly if I actually could, since, well... the kaiju wouldn't be present at the moment she activates it, but hey... it's worth asking if I can give all my allies a +4 Favored Enemy bonus on Attack and Damage rolls for 5 rounds (assuming this kaiju is a Magical Beast, which I believe most of them are.)

If so, she'll do that the same round she casts Bow Spirit. If not, that's cool too, just checking.


HP 235/240 | AC 37, T 26, FF 26 | CMD 55 | Init +15 | Senses Darkvision 120ft, Low Light, Perc +28 | Fort +22, Ref +27, Will +16 | Resist Cold 7, Electricity 7, Fire 7 | Active Effects: Abundant Ammunition, Blessing of the Salamander, Freedom of Movement, Gravity Bow, Locate Weakness

Akoriya moves up to Distance 6 and stops. Being the first to get directly in the kaiju's face is probably not a good idea for her longevity. As she stops, she holds her bow in one hand and waits for either Arathadali to do whatever she intended to do to 'banish' the creature, or for the arcanist to fail. For either outcome, Akoriya has a plan.

Move action to go up one distance, and Readying an action to cast Gravity Bow on herself if Arathadali's attempt to Maze the kaiju away fails.


HP 235/240 | AC 37, T 26, FF 26 | CMD 55 | Init +15 | Senses Darkvision 120ft, Low Light, Perc +28 | Fort +22, Ref +27, Will +16 | Resist Cold 7, Electricity 7, Fire 7 | Active Effects: Abundant Ammunition, Blessing of the Salamander, Freedom of Movement, Gravity Bow, Locate Weakness

Yeah, that's probably a good idea.


HP 235/240 | AC 37, T 26, FF 26 | CMD 55 | Init +15 | Senses Darkvision 120ft, Low Light, Perc +28 | Fort +22, Ref +27, Will +16 | Resist Cold 7, Electricity 7, Fire 7 | Active Effects: Abundant Ammunition, Blessing of the Salamander, Freedom of Movement, Gravity Bow, Locate Weakness

On Round 2, Akoriya will move as far forward as she can.

If you can run with the benefits of the jumpboots, she will; otherwise, double moving.


HP 235/240 | AC 37, T 26, FF 26 | CMD 55 | Init +15 | Senses Darkvision 120ft, Low Light, Perc +28 | Fort +22, Ref +27, Will +16 | Resist Cold 7, Electricity 7, Fire 7 | Active Effects: Abundant Ammunition, Blessing of the Salamander, Freedom of Movement, Gravity Bow, Locate Weakness

Akoriya watches as her allies scramble about. The mention of 'banishing' the kaiju by the arcanist draws a somewhat annoyed look from her; despite the look, however, her words are more amused than venomous. "So afraid of a little fight, Arathadali, or are you simply so ill-prepared for one that you need more than a minute to ready while we're on call to handle them?"

The tiefling reaches into her quiver, producing a plain arrow and intoning a few words of praise to both the hunt and Alocer. The arrow in her hand vaporizes into a small storm of sparks and she seems satisfied, following this up with leaning over to adjust her boots slightly before kicking into action and moving forth.

Casting Abundant Amunition (lasts 17 minutes) & moving into Distance 1.


HP 235/240 | AC 37, T 26, FF 26 | CMD 55 | Init +15 | Senses Darkvision 120ft, Low Light, Perc +28 | Fort +22, Ref +27, Will +16 | Resist Cold 7, Electricity 7, Fire 7 | Active Effects: Abundant Ammunition, Blessing of the Salamander, Freedom of Movement, Gravity Bow, Locate Weakness

How many rounds do we want to spend buffing before heading out to poke the kaiju?


HP 235/240 | AC 37, T 26, FF 26 | CMD 55 | Init +15 | Senses Darkvision 120ft, Low Light, Perc +28 | Fort +22, Ref +27, Will +16 | Resist Cold 7, Electricity 7, Fire 7 | Active Effects: Abundant Ammunition, Blessing of the Salamander, Freedom of Movement, Gravity Bow, Locate Weakness

Initiative: 1d20 + 21 ⇒ (13) + 21 = 34


HP 235/240 | AC 37, T 26, FF 26 | CMD 55 | Init +15 | Senses Darkvision 120ft, Low Light, Perc +28 | Fort +22, Ref +27, Will +16 | Resist Cold 7, Electricity 7, Fire 7 | Active Effects: Abundant Ammunition, Blessing of the Salamander, Freedom of Movement, Gravity Bow, Locate Weakness

I'll take a Z.

I find it funny to note that since we're rolling initiative in the city, Akoriya is technically going to get her Favored Terrain (Urban) bonus on that roll even though we'll most likely not be fighting it particularly close to the city. Ah, Pathfinder and its technicalities...


HP 235/240 | AC 37, T 26, FF 26 | CMD 55 | Init +15 | Senses Darkvision 120ft, Low Light, Perc +28 | Fort +22, Ref +27, Will +16 | Resist Cold 7, Electricity 7, Fire 7 | Active Effects: Abundant Ammunition, Blessing of the Salamander, Freedom of Movement, Gravity Bow, Locate Weakness

And just like that, a vicious grin works its way onto Akoriya's features. Her stance shifts at once, from a practiced rest any soldier would be proud of to something... looser, yet quite obviously ready to spring into action at half a second's notice. She wastes no time in turning her attention to the clockwork critter assigned to the group, "Shall we begin our preparations, or shall another group be handling this? Oh, I hope it's us... I don't like spending too long away from the hunt."

Even as she speaks, the tiefling reaches up to retrieve Hell's Kiss, as she's oh-so-affectionately dubbed the bow, and hold it ready.


HP 235/240 | AC 37, T 26, FF 26 | CMD 55 | Init +15 | Senses Darkvision 120ft, Low Light, Perc +28 | Fort +22, Ref +27, Will +16 | Resist Cold 7, Electricity 7, Fire 7 | Active Effects: Abundant Ammunition, Blessing of the Salamander, Freedom of Movement, Gravity Bow, Locate Weakness

As the spar draws to a close, the auburn-haired tiefling breaks her parade rest to begin a round of slow applause. In the same crisp tone as earlier, she says, "Very good. I believe we stand a solid chance against the kaiju."


HP 235/240 | AC 37, T 26, FF 26 | CMD 55 | Init +15 | Senses Darkvision 120ft, Low Light, Perc +28 | Fort +22, Ref +27, Will +16 | Resist Cold 7, Electricity 7, Fire 7 | Active Effects: Abundant Ammunition, Blessing of the Salamander, Freedom of Movement, Gravity Bow, Locate Weakness

To each of her allies, Akoriya considers them as they introduce themselves. A smirk of satisfaction is given to Khar'tenet; an unwavering, ten second long stare is given to Corso's hand as the tiefling refuses to leave parade rest to shake it; a second, vastly more fiendish smirk is given to Alara; Hobbe and Bogrun could quite easily get the impression that she isn't even looking at them, but rather their equipment; Arathadali receives a simple, polite nod.

"In a gathering such as this," she concedes, watching Corso, "Some degree of secularity is a virtue."

As the sparring ring is cleared for Corso and Khar'tenet, the tiefling moves to a better position to watch what is about to unfold, dirt and loose pebbles scuffing beneath soft leather boots, and shifts back into her well-practiced parade rest when she once more comes to a stop. Molten eyes rove over both warriors, drinking in every detail she could of their stances and eagerly anticipating the fight to come; aside from the bright spark of her eyes and roaming gaze, however, her expression has fallen back into a cool mask of stern impassivity.


HP 235/240 | AC 37, T 26, FF 26 | CMD 55 | Init +15 | Senses Darkvision 120ft, Low Light, Perc +28 | Fort +22, Ref +27, Will +16 | Resist Cold 7, Electricity 7, Fire 7 | Active Effects: Abundant Ammunition, Blessing of the Salamander, Freedom of Movement, Gravity Bow, Locate Weakness

A tall woman clad in leather armor with a longsword on her hip and a wicked-looking bow on her back is led into the training ground by the clockwork creature, her stride surefooted and bearing a haughty, almost feline grace. Her auburn hair is tied back into a fishtail plait and a pair of small horns sprout from her head; this spark of fiendish heritage is echoed in her yellow eyes and in the long, thin tail hidden beneath her black cloak. When she comes to a stop, her stance smoothly shifts into parade rest.

Her posture is strict and she is clearly well-stocked with supplies even now, pouches hanging off one side of her belt while the other side bears an elaborate-looking quiver of dyed black leather with a red Archstar emblazoned on it; such seems to be the only prominent display of infernal iconography on her person.

When prompted for an introduction, she speaks in a crisp voice, "Akoriya Ashstrike, Erinyes-style ranger and mistress of the hunt." Her molten gaze turns to rove over her new allies, considering each of them as she awaits their introductions.


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HP 235/240 | AC 37, T 26, FF 26 | CMD 55 | Init +15 | Senses Darkvision 120ft, Low Light, Perc +28 | Fort +22, Ref +27, Will +16 | Resist Cold 7, Electricity 7, Fire 7 | Active Effects: Abundant Ammunition, Blessing of the Salamander, Freedom of Movement, Gravity Bow, Locate Weakness

As ready as I'll ever be!

Although 10 rounds from alert to city? Sounds like we'll be walking around in a buddy group so we can start buffs ASAP. Hey, Khar'tenet, let's play 'I'm not touching you!' with the paladin while we wait for the kaiju to attack or not, like bratty children in the backseat of a car.


HP 235/240 | AC 37, T 26, FF 26 | CMD 55 | Init +15 | Senses Darkvision 120ft, Low Light, Perc +28 | Fort +22, Ref +27, Will +16 | Resist Cold 7, Electricity 7, Fire 7 | Active Effects: Abundant Ammunition, Blessing of the Salamander, Freedom of Movement, Gravity Bow, Locate Weakness

No questions from me, chief.


HP 235/240 | AC 37, T 26, FF 26 | CMD 55 | Init +15 | Senses Darkvision 120ft, Low Light, Perc +28 | Fort +22, Ref +27, Will +16 | Resist Cold 7, Electricity 7, Fire 7 | Active Effects: Abundant Ammunition, Blessing of the Salamander, Freedom of Movement, Gravity Bow, Locate Weakness

Haste is always fabulous. Who doesn't want an extra attack on a full-round?

These kaiju will be pincushions in no time!


HP 235/240 | AC 37, T 26, FF 26 | CMD 55 | Init +15 | Senses Darkvision 120ft, Low Light, Perc +28 | Fort +22, Ref +27, Will +16 | Resist Cold 7, Electricity 7, Fire 7 | Active Effects: Abundant Ammunition, Blessing of the Salamander, Freedom of Movement, Gravity Bow, Locate Weakness

3 Potions of Fly and a fully-charged Wand of Cure Serious Wounds obtained~


HP 235/240 | AC 37, T 26, FF 26 | CMD 55 | Init +15 | Senses Darkvision 120ft, Low Light, Perc +28 | Fort +22, Ref +27, Will +16 | Resist Cold 7, Electricity 7, Fire 7 | Active Effects: Abundant Ammunition, Blessing of the Salamander, Freedom of Movement, Gravity Bow, Locate Weakness

If anyone has any suggestions for potions or other consumables I might like, I'm game. Otherwise I think I'm stocked.


HP 235/240 | AC 37, T 26, FF 26 | CMD 55 | Init +15 | Senses Darkvision 120ft, Low Light, Perc +28 | Fort +22, Ref +27, Will +16 | Resist Cold 7, Electricity 7, Fire 7 | Active Effects: Abundant Ammunition, Blessing of the Salamander, Freedom of Movement, Gravity Bow, Locate Weakness

Stealth dotted into gameplay as well~

For Favored Terrains do you have any suggestions, or is my current set-up (Urban +6, Forest +4, Plains +2, Water +2) good?

I'll finish up meting out some of my remaining gold into a few consumables and pick out a selection of ranger spells to prep, although — question to my fellow players, what buffs are y'all bringing?