hopefully Bariel's inactivity at that time wasn't part of the problem. there was truly nothing he could do.
Not blaming you for that, as other players were the ones casting force wall and cloud kill. Not even blaming them either, since crowd control is always a nice thing to have.
i know i have questioned some of your calls but i hope you can tell i am not trying to be combative about it. just trying to remind you of class abilities and spell effects my character has going on since i know there is a lot to keep track of on your end.
Seeing the mightiest of the evils present in the room fallen to the ground but not yet dead, Bariel springs into action. mythic spring attack, get two attacks on it and no MP cost. trying to do so when he can get a flank on, but her being held probably gets him his sneak attack anyway. as a bonus if he gets the flank with someone else they get +4 instead of +2 for flanking
Fighting defensively plus combat expertise = AC 40
acrobatics to avoid AoOs:1d20 + 35 ⇒ (9) + 35 = 44 (AC 44 vs AoOs)
moving back to starting space due to spring attack
TL;DR:
Damage if 26 hits a held Marilith: 43
Damage if 26 misses but 40 hits: 30
BONUS: if sneak attack is in effect: +60 damage to applicable above total.
ref save with evasion:1d20 + 23 ⇒ (9) + 23 = 32 acrobatics to move through glab's space and get behind him:1d20 + 31 ⇒ (18) + 31 = 49 acrobatics to avoid AoOs from moving through glab's threatened squares:1d20 + 31 ⇒ (1) + 31 = 32
Bariel moves in to attack the glab that attacked him. Using 1 MP to do surprise strike once he is in melee range.
attack:1d20 + 26 ⇒ (5) + 26 = 31 dmg:1d6 + 6 + 2d6 ⇒ (2) + 6 + (3, 1) = 12 (bypasses DR due to bane)
Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell Resistance can allow a creature to overcome this protection and touch the warded creature.
as much as i want to epically leap over the wall of force like a true ninja, it would be a terrible choice to isolate myself from the party...
Bariel moves to flank CB1 if possible or at least set someone up for a good flank (let me know if this provokes an AoO that he then chooses to take) and strikes.
1d20 + 25 ⇒ (17) + 25 = 42+4 if flanking (take note, weapon is menacing for my flanking partner, so +4 flanking vice +2)
damage:1d6 + 4 + 2 + 2d6 ⇒ (4) + 4 + 2 + (6, 5) = 21 bane damage included
SA dmg if flanking:8d6 ⇒ (1, 4, 2, 1, 3, 6, 1, 2) = 20
Sense Enchantment: You can tell that someone's behavior is being influenced by an enchantment effect even if that person isn't aware of it. The usual DC is 25, but if the target is dominated (see dominate person), the DC is only 15 because of the limited range of the target's activities.
sense motive:1d20 + 25 ⇒ (12) + 25 = 37
Bariel will move to E11, provoking an AoO from a gladiator green dot 1. This will take 30 speed to get there, i have speed 40.
For this attack, my AC will be 38 (using both combat expertise and mobility).
- AC 40 if he is evil (i assume he is, as working with demons is not a neutral act typically)
If he takes the AoO, I will attempt to disarm his trident (the net will be disarmed as well if my check beats his by 10) disarm:1d20 + 45 ⇒ (14) + 45 = 59
his AoO would then be made without the weapon (which would possibly permit me an AoO if he doesnt have Improved Unarmed Strike)
Kn:Planes:1d20 + 24 ⇒ (1) + 24 = 25 vs glabrezu now that i am close up and can hopefully get a good look
Gonna try to throw the trident at whatever that nearest blue dot is (CB1) (if i have the trident)
for these attacks, the weapon is treated as having the bane special ability if they are CE aligned, which means a possible +2 additional enhancement bonus attack:1d20 + 11 + 8 - 2 - 4 ⇒ (18) + 11 + 8 - 2 - 4 = 31 (plus the bonus of the weapon, +2 if CE)
damage:1d8 ⇒ 1 (plus the bonus of the weapon)
bonus damage if CE:2d6 + 2 ⇒ (6, 6) + 2 = 14
pretty sure i have nothing in regard to sneak attack here, but here is the damage if i get it for acting before them in the first round:
8d6 ⇒ (2, 3, 4, 5, 5, 1, 5, 6) = 31
the thing he was talking about regarding Bane weapons vs Alignment-based DR is that BANE weapons are treated as an enhancement bonus of +2 greater than what they already are. So a +4 Evil Outsider Bane weapon (such as my weapon is currently) is treated as +6 for purposes of defeating the DR of enemies who are subject to the Bane's effect (Evil Outsiders)
i covered this with Nightskies when we made characters, but a relevant part of my build operates as follows:
Rogue Talent: Weapon Snatcher (Ex): A rogue with this talent can make a Sleight of Hand check in place of a combat maneuver check when attempting to disarm an opponent.
The gist of which is that i move through an enemy's squares, provoke an AoO, and when they go to take it, i get a retaliatory attack that takes place just before their attack. I can have that attack be a disarm, roll a sleight of hand to disarm them, so then they dont have a weapon to attack with. obviously a Marilith has a weapon in each hand so it will only be a minor inconvenience for her. i can disarm in this manner twice per round (it is wisdom based)
as additional and optional fun, this:
Mythic Ability 3: Improbable Prestidigitation (Ex or Su): You can make a Sleight of Hand check to hide or retrieve objects in a personal extradimensional space. Items the size of a potion or dagger can be stored or retrieved with a DC 20 Sleight of Hand check, but the DC increases to 25 for items roughly the size of a one-handed weapon. Items larger than a one-handed weapon can be stashed and retrieved but the DC is 35 or three times the weight of the object, whichever is greater. You can store up to one cubic foot of gear in this fashion per trickster tier. Storing an item is a swift action, and retrieving it is a move action. By expending one use of mythic power, you can retrieve any number of items from your extradimensional space as a swift action.
Bariel will also use Protection from Evil from his wand. Additionally, just before going in he will use 1 MP to activate his mythic goggles, so in addition to the normal Darkvision, Detect Undead, and See Alignment (Chaotic Evil), the mythic point applies Evil Outsider Bane to his weapons for 1 min.
"Hey, there are some ledgers here and a holy symbol of some sort," Bariel says, holding up the symbol for someone more knowledgeable in that realm to see.
Total damage: 19 without sneak attack; 105 with sneak attack although all those attack rolls are really low, however if he cant see my invisibility then I am attacking his flat-footed AC anyway
With his saving throw, the spell has no effect on Bariel.
mythic saves:
Mythic Saves (Ex): At 5th tier, whenever you succeed at a saving throw against a spell or special ability, you suffer no effect as long as that ability did not come from a mythic source, such as a mythic creature or character. If you fail such a saving throw, you take the full effects as normal. If the spell comes from a mythic source, you treat the results of any saving throw required by the spell or special ability as normal.
Bariel should already be past the electric wall and fairly far along down the tunnel, something like 120ft from last turn's actions will move to the last guy and attack (While under improved invisibility).
atk:1d20 + 23 + 2 ⇒ (4) + 23 + 2 = 29 (+2 more if he can't see through my invis)
dmg:1d6 + 4 ⇒ (2) + 4 = 6 snk atk:8d6 ⇒ (4, 1, 5, 1, 1, 5, 5, 6) = 28 (if he is subject to sneak attack)
Bariel will move 120ft forward while under improved invisibility and attempt to place himself in prime position to strike next turn (flanking, if possible)
Bariel will use his improved invisibility ability and head outside. Not attacking this turn, but will get out there and stay away from the runes until someone else figures out what they are.
did Bariel take less damage due to beating the DC of the acrobatics by 16? just wondering. I know 3.5 used to do that but it appears that pathfinder doesnt follow the "DC 15 per 10ft fallen" aspect of old acrobatics :(
"Barid and I could see what we could root out. I don't have a particularly stellar way to bring back a large supply, however, unless I can borrow a magic bag from someone. Or did you mean buy these things?"