Golden Orb

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Two arrows strike home in the same location, damaging the great creature.

Fury of the Ruby Phoenix, Round 3
True Ruby Phoenix Guardian (-106, Hampered, 30' Elevation)
Victoria (27 Temp HP, 20' elevation, 4 Mirror Images, Whilwind)
Lantern Archon Alpha (Weapon Song)
Lantern Archon Beta (Weapon Song)
Lantern Archon Gamma (Weapon Song)
Dekantas (8 Temp HP, Weapon Song)
Lunnette (-7, 3 Temp HP)
El Yama (40' Elevation, 14 Temp HP, Controlled Rage)
Saya (44 Temp HP, 20' Elevation, Controlled Rage)
29 Steps (44 Temp HP, 30' elevation, Controlled Rage)
Eskar (44 Temp HP,Weapon Song)
Oasis (30' Elevation, -10, Weapon Song)

29 Steps is up!


With the -2 Penalty for being in the Fog, the vital strike misses. I think that's not in the results yet (14 base, 2 Heroism, 1 Haste, 3 Timely Inspiration, 3 Animal growth (4 str/-1 size) would be 23), let me know if that's off.

Adding the +3 from Timely Inspiration for Eskar and Oasis, but still misses the crit confirm.

Lunnette, is El Yama taking the song from Saya or Dekantas?

As the Phoenix tries to withdraw, Eskar lands a slice against it, but it is able to twist away just in time to avoid the blad chopping into its neck. 26+3-15+10 = 24 damage

Eskar and Oasis follow through the fog, using it as cover to close with the Phoenix. Unfortunately, in the chaos and confusion they get slightly turned around, and end up missing their strikes.

Fort Save vs. Poison: 1d20 + 17 ⇒ (4) + 17 = 21
El Yama stings the Phoenix as it tries to flee, then follows through the fog where it barely misses landing a devastating strike on the creature. (26 damage)

El Yama feels the Phoenix's flames burn his stinger. Fiery Aura: 1d6 ⇒ 4

Fury of the Ruby Phoenix, Round 3
True Ruby Phoenix Guardian (-91, Hampered, 30' Elevation)
Victoria (27 Temp HP, 20' elevation, 4 Mirror Images, Whilwind)
Lantern Archon Alpha (Weapon Song)
Lantern Archon Beta (Weapon Song)
Lantern Archon Gamma (Weapon Song)
Dekantas (8 Temp HP, Weapon Song)
Lunnette (-7, 3 Temp HP)
El Yama (40' Elevation, 14 Temp HP, Weapon Song)
Saya (44 Temp HP, 20' Elevation, Controlled Rage)
29 Steps (44 Temp HP, 30' elevation, Controlled Rage)
Eskar (44 Temp HP,Weapon Song)
Oasis (30' Elevation, -10, Weapon Song)

Dekantas and 29 Steps are up!


I misread the acrobatics score, it is +30 instead of +32. +32 is its CMB, which is how I got them mixed up. Further, 29 Steps has +2 CMD from the dex boost from controlled rage. Eskar gets to AOO the Phoenix as well, and it is not far enough out of the cloud to AOO Eskar/Oasis/El Yama as they approach as long as you approach through the fog.

Two of the Archons land blasts, boosted by the weapon song. Victoria turns into a whirlwind and moves across the battlefield, getting into position to blow away the fog. Can't reach the fog, but can disperse it by moving into it next round.

Electric+Cold: 2d6 ⇒ (5, 6) = 11
Electric+Cold: 2d6 ⇒ (5, 6) = 11

Fury of the Ruby Phoenix, Round 3
True Ruby Phoenix Guardian (-41, Hampered, 30' Elevation)
Victoria (27 Temp HP, 20' elevation, 4 Mirror Images)
Dekantas (8 Temp HP, Weapon Song)
Lunnette (-14, 3 Temp HP)
El Yama (40' Elevation, 35 or 18 Temp HP (DC 25 Reflex), Weapon Song)
Saya (44 Temp HP, Controlled Rage)
29 Steps (44 Temp HP, 30' elevation, Controlled Rage)
Eskar (44 Temp HP,Weapon Song)
Oasis (30' Elevation, 7 Temp HP or -10 (DC 25 Reflex), Weapon Song)

It has partial cover (+2 AC) from the solid fog vs. Archery. Eskar, Oasis, and El Yama can all make AOOs.


I made two errors in the post last night that possibly make the round outcome very different. Will follow up soon, but it failed to avoid teh AOO from 29 Steps so will get re-hampered and unable to get nearly as clear as it wants.

AOO: 1d20 + 18 + 4 ⇒ (10) + 18 + 4 = 32
Damage: 1d3 + 8 + 4d6 ⇒ (1) + 8 + (6, 3, 6, 4) = 28


I went to go add air walk to the buff sheet and noticed you had air walk active still Saya. If you want to double move instead to get height and go towards the combat, you can do that instead.

If you want to use your Timely Inspiration bonus, you will all get a +3 inspire courage boost for +3 competence bonus to hit and damage. Anyone can activate that and it will apply to everyone for 3 rounds.


The Phoenix got heal off, so they won't finish for a bit. Will see how quickly things turn around but it's going to start firestorming and might banish the air walking mount off an AOO this turn (no air walk or fly on the rider), so we'll see how it goes.


Flames burn brightly as the Phoenix bleeds from a dozen wounds, its fiery blood illuminating the fog with a scalding red light. El Yama, Eskar, Oasis and 29 Steps feel waves of heat roll off the Phoenix, burning at their flesh. Eskar and 29 Steps are protected by their Resist Energy wards due to their Lawful nature.

Fiery Aura, DC 25 Negates: 5d6 ⇒ (5, 4, 6, 1, 1) = 17

Heal, Cast Defensively DC 27: 1d20 + 25 ⇒ (6) + 25 = 31
With a cry, powerful energy seems to burst forth, and all of its wounds close including the precision strike on the Phoenix's wings from 29 Steps. Heals 150 HP, removes Debilitating Injury.

The Phoenix tries desparately to twist away and move south, but with so many attackers is unable to avoid opening itself to some strikes.

Acrobatics, Move Avoid AOO (1/4 Speed): 1d20 + 32 ⇒ (6) + 32 = 38

Because of the +6 DC from trying to avoid AOOs from 4 targets, that will take an AOO from CMD 32 or higher. I have Eskar at CMD 30 (24, +2 Shield of Faith, +1 Size, +2 from Str from Righteous Might, +1 Haste) and 29 Steps at 29 from Haste, Oasis is at 28 + 6 from Animal Growth + 1 Haste for 35, and El Yama at 30 + 6 Animal Growth + 1 Haste for 37, so AOOs from Oasis and El Yama.

I learned a few new rules I wasn't previously aware of this round, including that its possible to move full speed with acrobatics avoiding AOOs at a +10 penalty, there's a +2 DC increase for every additional person you're trying to avoid with movement, and that healing removes a Rogue's Debilitating Injury. Fortunately it rolled high enough last round for its Acrobatics check that nothing should have been different there.

With a swish of its wings, a wall of fire springs up across the battlefield, running through Dekantas and Lunnette, radiating heat southwest.

Wall of Fire: 2d6 + 15 ⇒ (2, 1) + 15 = 18

AOO El Yama:

Bite: 1d20 + 24 ⇒ (13) + 24 = 37
Concealment: 1d100 ⇒ 6
Damage: 2d8 + 8 ⇒ (5, 2) + 8 = 15
If hit, Will Save DC 26 vs. Abjuration, non-mind affecting or be Banished from the Tapestry.

AOO 29 Steps:
Disarm: 1d20 + 32 ⇒ (4) + 32 = 36

AOO Eskar:
Disarm: 1d20 + 32 ⇒ (7) + 32 = 39
Concealment: 1d100 ⇒ 21

AOO Oasis:
Bite: 1d20 + 24 ⇒ (15) + 24 = 39
Concealment: 1d100 ⇒ 33
Damage: 2d8 + 8 ⇒ (5, 6) + 8 = 19
If hit, Will Save DC 26 vs. Abjuration, non-mind affecting or be Banished from the Tapestry.
If Oasis is banished, Eskar will fall. The solid fog will slow the fall to only take 1d6 ⇒ 6 damage if approaching from the fog.

Fury of the Ruby Phoenix, Round 3
True Ruby Phoenix Guardian (30' Elevation)
Victoria (27 Temp HP, 20' elevation, 4 Mirror Images)
Dekantas (8 Temp HP, Weapon Song)
Lunnette (-14, 3 Temp HP)
El Yama (40' Elevation, 35 or 18 Temp HP (DC 25 Reflex), Weapon Song)
Saya (44 Temp HP, Controlled Rage)
29 Steps (44 Temp HP, 30' elevation, Controlled Rage)
Eskar (44 Temp HP,Weapon Song)
Oasis (30' Elevation, 7 Temp HP or -10 (DC 25 Reflex), Weapon Song)

Everyone is up! If you're taking one of the songs, make sure to specify which one and apply the effects. El Yama and Oasis get AOOs against the Phoenix as part of its movement. If any of you trigger AOOs from movement, go ahead and open the tag and apply the result; if you're still partially in the fog, apply the concealment roll to the Phoenix's AOO (it can AOO if you leave one of the outermost fog squares, so from 15 feet out).


Actually, definitely no glitterdust, you IDed the SLAs and know it can cast heal, that won't do anything.


I'm going to go ahead and bot Saya soon unless they are able to go. I'm currently thinking either a double move with air walk to get up over the walls of fire and closer to the combat, or a single move up over the wall of fire, stay on that side of the battlefield and try for glitter dust to fish for a low roll on the save. Any opinions on which you would like, or if there's something else you would want her to do?


We're almost done with this round, it impacted a lot of things so not going to try to redo this round's actions. I think the Phoenix is likely to get out of it next round so it will be less impactful in all ways going forward.


That spot is fine to land.


Yeah, it can be frustrating. Somehow this is the first time I've seen fog deployed as a counter to reach though, but it makes total sense and did stop a lot of active defense from AOOs, even if it messed with the archery a bit. You guys can always talk over tactics here if you want to bring up ideas for things you're planning on going forward.

I am kind of wishing this map was much bigger though now, its going to get really cramped in that corner when there isn't a reason for it to be.

As a heads up, this part does have a time limit that ends on Thursday. I think you're likely to get it cornered and finished by then, but we'll want to make sure we can finish up.


Fury of the Ruby Phoenix, Round 2
True Ruby Phoenix Guardian (-149, 30' Elevation, Hampered)
Victoria (27 Temp HP, 20' elevation, 4 Mirror Images)
Dekantas (26 Temp HP, Weapon Song)
Lunnette (-14, 21 Temp HP)
El Yama (40' Elevation, 35 Temp HP, Weapon Song)
Saya (44 Temp HP, Controlled Rage)
29 Steps (27 Temp HP, 30' elevation, Controlled Rage)
Eskar (44 Temp HP,Controlled Rage)
Oasis (30' Elevation, 7 Temp HP, Controlled Rage)

Saya and Dekantas are up! Dekantas, remember you have no buffs except Weapon Song active after the Greater Dispel Magic.


The high tier table took on the challenge Phoenix, and I think they're probably going to be able to take it. I'm playing it defensively so they're not getting hit hard yet, but they're doing a good job pinning it down and have a good chance of taking it out. If it manages to turn the corner on the fight and get in melee range of the archer and banish the giant bee it might have a chance of winning, but odds look pretty good for the players right now.


29 Steps loses one of his fans to the Phoenix's claws, but lands a precise blow against the creature. The dragon fan falls to the ground, landing inside the ring of fire.

Which Debilitating Injury would you like to inflict?


Sorry I missed the question earlier Saya. Timely inspiration acts as a Bard Inspire Courage that affects everyone for 3 rounds with a +3 bonus (see the Aid Token sheet on the slides). You can activate it at any time; if you want it for this round, I'll retroactively add the damage to Eskar and El Yama's hits.


If 29 Steps triggers an AOO from approaching outside the fog:
Disarm: 1d20 + 32 ⇒ (6) + 32 = 38 A different weapon can still be drawn as part of finishing the move action.


Fort Save: 1d20 + 18 ⇒ (16) + 18 = 34

Fire Damage: 1d6 ⇒ 4

El Yama, now grown to over half the size of the massive Phoenix, lands a mighty blow against the beast. Its fiery flesh resists the strike and skalds his stinger, but El Yama still punches a large hole in the beast's chest. The Phoenix easily resists the poison from the sting.

Eskar follows, swinging his Falchion with expert skill and crushing force. Imbued with the frost of Dekantas' song, it cuts a deeper gash than the previous strike. Oasis tries to claw at the Phoenix, but the chaos of flame and fog causes him to miss.

28+25 damage after DR

Fury of the Ruby Phoenix, Round 2
True Ruby Phoenix Guardian (-133, 30' Elevation)
Victoria (27 Temp HP, 20' elevation, 4 Mirror Images)
Dekantas (26 Temp HP, Weapon Song)
Lunnette (-14, 21 Temp HP)
El Yama (40' Elevation, 35 Temp HP, Weapon Song)
Saya (44 Temp HP, Controlled Rage)
29 Steps (27 Temp HP, 30' elevation, Controlled Rage)
Eskar (44 Temp HP,Controlled Rage)
Oasis (30' Elevation, 7 Temp HP, Controlled Rage)

The bold are up!


Definitely a double edged sword, but removing it's reach advantage is really strong, as is stopping it from flying all over the battlefield. So is impeding the archery and the movement impairment to your melee though, so mixed.


The solid fog in combination with flying and reach makes the combat geometry extra complicated. The big question is how to determine if someone is "in" solid fog if they take up more than 1 space since that's the criteria for impeded movement/combat; should it be fully covered, half covered, any covered? The most straightforward is probably either requiring everything or anything; I ran the Phoenix's turn with an assumption that any coverage = in fog (which is why she was restricted to 20 feet off a 90 fly speed, even though she starts poking out after 15 feet of movement), so I'm going to keep that the same here. Since El Yama's partially in the fog, his movement is restricted and cannot 5 foot step. The Phoenix will also have halved movement leaving the fog next turn until it gets its body clear. I'm thinking of this like moving through mud or water where it doesn't take that much of your body being covered before it starts to be an impediment to movement.

Difficult Terrain is very similar but not exactly the same (2e just implemented solid fog via Difficult Terrain, which is probably more elegant design wise) and has this which causes the penalty until you're fully clear:

Quote:
If you occupy squares with different kinds of terrain, you can move only as fast as the most difficult terrain you occupy will allow.

You can keep the first attack roll for Vital Strike (which hits) if you want for El Yama, and since there's some parts of the Phoenix poking out of the fog it has Concealment instead of Total Concealment.

Concealment: 1d100 ⇒ 56


I'll assume Dekantas shoots before the solid fog, otherwise it would block him.

The arrows hit the Phoenix one after another, the cold seeming to push away the Phoenix's flames. The arrows burrow into the same spot on the Phoenix's chest, leaving a small patch of suppressed flames visibile before the cloud of solid fog rolls in and cuts off visibility. DR 15, Cold Vulnerability

Fiery Aura, DC 25 Reflex Negates: 5d6 ⇒ (6, 2, 4, 2, 6) = 20

Inside the fog, the Phoenix's flames throw off massive heat into the surroundings. El Yama, Eskar and Oasis feel the superheated fog start to scald them, though Eskar is protected.

"I am the last defense of the Tapestry, to be called upon in dire need when under attack from outside forces. You may be trying to help, and if I fail here I pray you do not lie. But my duty is clear; none shall be allowed to tresspass in this time of peril."

The Phoenix twists and turns away from El Yama, Oasis and Eskar, beating its wings to push itself partially free of the fog.

Acrobatics, Avoid AOO: 1d20 + 32 ⇒ (17) + 32 = 49

The Phoenix looks to the archer and screams a word of primal magic, and all of the enchantments on Dekantas dissolve.
Targeted Greater Dispel Magic Dekantas: 1d20 + 18 ⇒ (14) + 18 = 32
Dispels Resist Energy, Haste, Monstrous Physique and Good Hope. Daylight targets and object and would have been dispeled by the AOE dispel in round 1.

With a swish of its wings, a blazing wall of fire materializes, cutting the battlefield in half and immolating Dekantas and Lunnette and radiating heat towards the south.

Wall of Fire: 2d6 + 15 ⇒ (2, 1) + 15 = 18

Move Action, move acrobatically at 1/4 speed through the fog to avoid AOOs. Standard, Greater Dispel Magic, Swift Quickened Wall of Fire.

The Phoenix has cover vs. ranged attacks because of the solid fog.

Fury of the Ruby Phoenix, Round 1
True Ruby Phoenix Guardian (-75, 30' Elevation)
Victoria (27 Temp HP, 20' elevation, 4 Mirror Images)
Dekantas (26 Temp HP, Weapon Song)
Lunnette (-17, 21 Temp HP)
El Yama (40' Elevation, 39 or 19 Temp HP (Reflex DC 25), Weapon Song)
Saya (44 Temp HP, Controlled Rage)
29 Steps (27 Temp HP, 30' elevation, Controlled Rage)
Eskar (44 Temp HP,Controlled Rage)
Oasis (30' Elevation, 27 or 7 Temp HP (Reflex DC 25),Controlled Rage)

The bold are up! If you trigger any AOOs from moving towards the Phoenix from outside the solid fog it might modify the outcome of your turn, I'll try to be on top of those in case it requires adjusting outcomes.


I looked at this a little, and as far as I can tell they're neutral. I would have kind of expected the celestial template paladin mounts get at level 11 to turn them good at least, but as far as I can tell it doesn't seem to have any direct alignment impacts? It is kind of strange, it feels like they should match as intelligent creatures in the service of good.


I think with the needed elevation gain it's over 90 feet. I'm counting 15 squares, then 2 more for solid fog and at least 4 to get up to the Phoenix.


You do, 5 more rounds.


Oasis gallops across the sky, riding over the wall of flame and into the roiling cloud of mist and flame. The cloud obscures their approach, and the Phoenix is unable to react before the pair are upon her.

Eskar strikes for the neck, but the fog slows him just enough that the Phoenix twists away and takes the strike on its breast. The creature's fiery form forcibly resists the blow, but Eskar's size and strengh leave a small gash that bleeds droplets of fire. The flames lap against Eskar's arms, but do not penetrate the Resist Fire spell.

Misses the crit confirm due to the -2 penalty from solid fog, DR 15, takes 1d6 fire damage but blocked by resist 20.

Fury of the Ruby Phoenix, Round 1
True Ruby Phoenix Guardian (-8, 30' Elevation)
Victoria (27 Temp HP, 4 Mirror Images)
Dekantas (44 Temp HP, Weapon Song)
Lunnette (-17, 39 Temp HP)
El Yama (40' Elevation, 39 Temp HP, Weapon Song)
Saya (44 Temp HP, Controlled Rage)
29 Steps (27 Temp HP, Controlled Rage)
Eskar (44 Temp HP,Controlled Rage)
Oasis (30' Elevation, 27 Temp HP,Controlled Rage)

Dekantas and 29 Steps are up! The Phoenix is at the center of a solid fog clound, so can't be attacked with ranged weapons and has total concealment.


Concealment, 20% Miss: 1d100 ⇒ 81

Counting the squares, I think you either can do 10' of elevation gain and move through the other side of the wall of fire, dealing damage to Oasis and just barely getting Eskar in range from below, or double move and come in over the wall of fire at 30 feet or higher of elevation. In that case Oasis can't attack, but Eskar can, and he easily has enough movement to get up over the wall of fire that way. Go ahead and let me know which you want and how high up you're riding.


Ah, I got you and dekantas flipped on the lawful alignment, he would have been protected then. The circle is the wall, it's emanating heat inward. I might replace it with fire pictures on the actual squares affected if I get time for clarity.


The Phoenix is surrounded by a solid fog,

It has total concealment until you're adjacent and you all do too, so it won't be able to AOO as you approach. It will have concealment against adjacent attacks and double movement cost to approach it through the fog.

the resistance is protecting Eskar and Saya because they're lawful, so it's helping.


Haste is still up with 5 rounds remaining. Buff sheet should be up to date except needs good hope added. Victoria, resist energy usually goes from 20 to 30 at CL 10, do you have something boosting it?

Saya, to target with spells you will need to be on the same side of the wall of fire. However, since you're lawful the resist elements and elemental shields protect you if you do.

wall of fire if passed through: 2d6 + 15 ⇒ (5, 4) + 15 = 24


wall of flame is opaque and 20 feet tall, so provides total concealment against targets on the other side. The Phoenix is high enough that the wall does not block line of sight to it unless you are close to the wall and far away (so Saya and the Phoenix currently have total concealment against each other, and Eskar/Oasis have concealment from being half way through the wall, but no one else currently does.


Good luck, and godspeed pathfinders.

The Pathfinders turn to face the fully empowered Phoenix dominating the battlefield, reinforced by freed slaves from slave mountain. It flies to face them, bursting into majestic, pure flame.

GM:
Initiative
Initiative Saya: 1d20 + 5 ⇒ (11) + 5 = 16
Initiative 29 Steps: 1d20 + 7 ⇒ (11) + 7 = 18
Initiative Lunnette: 1d20 + 6 ⇒ (1) + 6 = 7
Initiative Eskar: 1d20 + 0 ⇒ (9) + 0 = 9
Initiative Victoria: 1d20 + 9 ⇒ (16) + 9 = 25
Initiative Dekantas: 1d20 + 8 ⇒ (11) + 8 = 19
Initiative Phoenix: 1d20 + 11 ⇒ (20) + 11 = 31

The Phoenix reacts with blazing speed, its scream channeling primal magic that strips away some of the magical wards on the Pathfinders.

Greater Dispel Magic, AOE: 1d20 + 18 ⇒ (8) + 18 = 26

Saya (Heroism, Good Hope): 1d2 ⇒ 1
29 Steps Dispels Good Hope
Lunnette Dispels Good Hope
El Yama Dispels Good Hope
Victoria Dispels Good Hope
Dekantas (Heroism, Good Hope): 1d2 ⇒ 1
Eskar (Heroism, Good Hope): 1d2 ⇒ 2
Oasis Dispels Good Hope

With a swish of its wings, it summons a massive circular Wall of Fire empowered by the mythic energys of Hao Jin, immolating Oasis, Eskar, Victoria and 29 Steps. Heat radiates inward, burning El Yama, Lunnette and Dekantas. Saya is just outside the wall of flames. It rises over the flames, peering down on its adversaries with implacable fiery eyes.

Wall of Fire: 2d6 + 15 ⇒ (1, 1) + 15 = 17
Heat, 10': 2d4 ⇒ (2, 3) = 5

Eskar is untouched by the flames; the lawful mythic power does not burn his wards, and the nearby shields absorb the damage. The others are not similarly protected, and the lawful flames burn past the shields and resistance wards as if they were not there. Fire damage from the Phoenix bypasses resistances and immunities of non-lawful creatures. 29 Steps, I see you're listed as Neutral, but monks are usually Lawful. Is N correct?

Standard: Greater Dispel Magic. Swift, Quickened Wall of Fire. Move, go to 30' elevation.

The Phoenix has Combat Reflexes and can take many AOOs. It has 20' reach; if one of you trigger an AOO from movement through its threatened area, go ahead and open the spoiler and apply the effects before resolving the rest of the turn.

El Yama AOO:
Bite: 1d20 + 24 ⇒ (5) + 24 = 29Damage: 2d8 + 8 ⇒ (3, 7) + 8 = 18
Will Save DC 26 vs. Banishment (Abjuration, non-mind affecting)

Oasis AOO:
Trip: 1d20 + 32 ⇒ (18) + 32 = 50

Eskar AOO:
Disarm: 1d20 + 32 ⇒ (20) + 32 = 52 If you trigger this by moving, you can continue drawing another weapon as part of your movement action.

29 Steps AOO:
Disarm: 1d20 + 32 ⇒ (15) + 32 = 47 f you trigger this by moving, you can continue drawing another weapon as part of your movement.

Saya AOO:
Trip: 1d20 + 32 ⇒ (9) + 32 = 41

Other AOOs are less likely to interrupt actions, so will follow up with them if triggered.

Fury of the Ruby Phoenix, Round 1
True Ruby Phoenix Guardian (30' Elevation)
Victoria (27 Temp HP, 4 Mirror Images)
Dekantas (39 Temp HP, Weapon Song)
Lunnette (-22, 39 Temp HP)
El Yama (39 Temp HP, Weapon Song)
Saya (44 Temp HP, Controlled Rage)
29 Steps (27 Temp HP, Controlled Rage)
Eskar (44 Temp HP,Controlled Rage)
Oasis (27 Temp HP,Controlled Rage)

Everyone is up! Dekantas, you can start with Weapon Song up, but please indicate which bonuses its giving.


Regarding this ability Lunnette identified:

Banishing Strike (Su) Once per round, when the Ruby Phoenix Guardian hits a target with a claw or bite attack, it can attempt to eject that target from the Hao Jin Tapestry. This functions as banishment (DC 26 Will negates). A creature who succeeds at a saving throw against this ability is immune for 24 hours.

Its been under some discussion in the GM thread, and I'm going to tweak it to be bite attack only. Its written in the module with a copy+paste error referencing a nonexistant slam attack from a lower subtier version of the enemy, and its not clear if it should be all its physical attacks or one specific one. We're going to go with bite only.


A lizardfolk healer nearby, seeing your group going to confront one of the strongest phoenixes, channels healing energy before running for her life.

Muckmouth Secured Healing Burst: 5d6 ⇒ (5, 6, 6, 2, 4) = 23

Current Status:
Victoria (11 Temp HP, 4 Mirror Images)
Dekantas (11 Temp HP, Weapon Song)
Lunnette (-22, 11 Temp HP)
El Yama (11 Temp HP, Weapon Song)
Saya (11 Temp HP, Controlled Rage)
29 Steps (11 Temp HP, Controlled Rage)
Eskar (11 Temp HP,Controlled Rage)
Oasis (11 Temp HP,Controlled Rage)

Saya, Victoria, Dekantas and 29 steps can all identify information about one of the phoenixes still. 29 Steps, Eskar, Saya and Lunnette have indicated they would like to face the True Phoenix. Victoria and Dekantas, go ahead and indicate if you would also like to fight the True Phoenix. Dekantas can take 2 rounds of preparations as well.

The map is up, and you can go ahead and place yourselves how you would like behind the black line.


It did end up being a bit dangerous, though you guys got somewhat unlucky with it. Is good Lunnette made it through.

3 of the 4 encounters for that section had some potentially dangerous things going on, the Astral Giants one was way easier just because it doesn't have anything to it other than a bunch of hit points and melee damage. That just is not very dangerous to a high tier party unless its an absolutely huge amount of both.


No, its free. The only limit is that you can only use 2 per encounter, so if you want to use the Healing in your prep time, you can use Slave Mountain Secured and one of the other ones in the final fight.


Ah, got it. I actually misread the damage on the 10-11 stat block; the bite does do more damage (I thought they were the same at first) but I think the claws are probably still slightly stronger as an attack due to having the expanded crit range and blinding critical in the high tier.

The banishment can be used once per round in the high tier, but its probably most relevant for AOOs since 20' reach combined with its acrobatics score means it will probably often be able to force most melee to have to eat an AOO on approach every round while its casting spells and quickened walls of fire. It is especially going to be important defensively against the flying animal companion.

I'll run it as the bite attack for banishment as well.


The confusion is active, and Eskar identified the ability and can communicate that the Devourer is too powerful a caster for a scroll of dispel magic to work (CL 18 confusion).


You can choose 1 of the tags for 1 of the creatures for the group to open (I'll assume everyone shares knowledge during the prep) from the bonus ability you got during mustering (copied below):

Hard Difficulty Success for task 6! Once per scenario, each PC may treat a knowledge check to identify a creature as if they rolled a 20. Alternatively, they may gain the results of making a Trained DC 27 check to identify a creature.


The world shakes and twists, the landscape warping wildly as the pathfinders are pushed together. The undead scream and they decompose into threads, the energy washing over the Pathfinders and bolstering them with soul energy as they are reabsorbed into the tearing tapestry. When the twisting fades, the Pathfinders find themselves standing in a barren rocky landscape, seeing the Phoenixes spawn and approach.

Temp HP, Max 40: 1d6 ⇒ 1*11

You each gain 11 temp hp.

Several of the fiery Phoenixes approach . One stands out, a fully empowered replica of a Phoenix channeling Hao Jin’s Mythic Power.

I will get the map up tonight, but you will be moved to a new map for the final battle. No time passes in the immediate transition, but you have 2 rounds to prepare before combat begins, and will all be adjacent to each other for buffing and other preparation. All active effects are running, so you will have your short duration buffs up cast in the last fight, but the damage you have taken and most importantly the confuse spell are still active as well, so Saya will need to continue maintaining Suppress Charms and Compulsions unless someone has other measures to deal with it.

You have the option to challenge the more powerful guardian. Its magic is stronger, and you will get a +5 bonus to skill checks to use the feathers it drops to help repair the tapestry. Due to the increased challenge and risk of death, every member of the group has to agree to fight the challenge encounter.

From the mustering activities, each of you can either get an automatic 20 on your Knowledge: Arcana check to identify one of these creatures, or get the result of a 27 (so one piece of information). Go ahead and roll/indicate which tags you identify, make your choice of which encounter you want to do and post your two rounds of preparatory actions.

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Lesser Phoenix

Knowledge Arcana, DC 24: Elder Ruby Phoenix Guardian:
This is a Variant Phoenix, LN Gargantuan magical beast (fire). Open 1 tag plus 1 for every 5 you exceed the DC.

Senses:
darkvision 60 ft., detect chaos, low-light vision, see invisibility; Perception +26

AC & CMD:
AC 27, touch 14, flat-footed 19, CMD 49

HD:
19 HD

Saves:
Fort +16, Ref +18, Will +12

DR:
15/chaotic

Resists & Immunities:
Immune Fire

Weaknesses:
Vulnerable to cold

SR:
SR 25

Movement:
Speed 30 ft., fly 90 ft. (good)

Melee Attacks:
bite +22 (2d8+7 plus 1d6 fire), 2 talons +22 (2d6+7/19–20 plus 1d6 fire), 20 Ft Reach

Spell Like Abilities:
(CL 15th; concentration +20) Constant—detect chaos, see invisibility At will—continual flame, cure critical wounds, greater dispel magic, remove curse, wall of fire 3/day—greater restoration, mass cure critical wounds, quickened wall of fire 1/day—fire storm (DC 22)

Statistics:
Str 25, Dex 25, Con 20, Int 23, Wis 18, Cha 20

Base Attack, CMB:
+19 BAB, +31 CMD

Feats:
Blinding Critical, Combat Reflexes, Critical Focus, Dodge, Flyby Attack, Improved Critical (talon), Improved Initiative, Iron Will, Mobility, Quicken Spell-Like Ability (wall of fire)

Skills:
Acrobatics +29, Diplomacy +25, Fly +27, Intimidate +25, Knowledge (nature) +25, Knowledge (planes) +25, Perception +26, Sense Motive +23

Languages:
Auran, Celestial, Common, Ignan, Tien

Special Abilities:
Banishing Strike (Su) Once per round, when the Ruby Phoenix Guardian hits a target with a claw or bite attack, it can attempt to eject that target from the Hao Jin Tapestry. This functions as banishment (DC 23 Will negates). A creature who succeeds at a saving throw against this ability is immune for 24 hours.

Shroud of Flame (Su) The Ruby Phoenix Guardian can cause its feathers to burst into flame as a free action. As long as its feathers are burning, it deals an additional 1d6 points of fire damage with each natural attack, and any creature within the Guardian’s reach at the beginning of the creature’s turn must succeed at a DC 24 Reflex save each round or take 4d6 points of fire damage. A creature that attacks the Guardian with natural or non-reach melee weapons takes 1d6 points of fire damage (no save) with each hit. The save DC is Constitution-based.

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True Phoenix

Knowledge Arcana, DC 26: True Ruby Phoenix Guardian:
This is a Variant Phoenix, LN Gargantuan magical beast (fire). Open 1 tag plus 1 for every 5 you exceed the DC.

Senses:
darkvision 60 ft., detect chaos, low-light vision, true seeing; Perception +29

AC & CMD:
AC 28, touch 14, flat-footed 20, CMD 50

HD:
20 HD

Saves:
Fort +17, Ref +19, Will +14

DR:
15/chaotic

Resists & Immunities:
Immune Fire

Weaknesses:
Vulnerable to cold

SR:
SR 27

Movement:
Speed 30 ft., fly 90 ft. (good)

Melee Attacks:
bite +24 (2d8+8 plus 1d6 fire), 2 talons +24 (2d6+8/19–20 plus 1d6 fire), 20 Ft Reach

Spell Like Abilities:
(CL 18th; concentration +25) Constant—detect chaos, true seeing At will—continual flame, cure critical wounds, greater dispel magic, remove curse, wall of fire 3/day—fire storm (DC 24), greater restoration, heal, mass cure critical wounds, quickened wall of fire

Base Attack, CMB:
+20 BAB, +32 CMD

Feats:
Blinding Critical, Combat Reflexes, Critical Focus, Dodge, Flyby Attack, Improved Critical (talon), Improved Initiative, Iron Will, Mobility, Quicken Spell-Like Ability (wall of fire)

Skills:
Acrobatics +30, Diplomacy +27, Fly +28, Intimidate +27, Knowledge (nature) +26, Knowledge (planes) +26, Perception +29, Sense Motive +26

Languages:
Auran, Celestial, Common, Ignan, Tien

Special Abilities:
Banishing Strike (Su) Once per round, when the Ruby Phoenix Guardian hits a target with a claw or bite attack, it can attempt to eject that target from the Hao Jin Tapestry. This functions as banishment (DC 26 Will negates). A creature who succeeds at a saving throw against this ability is immune for 24 hours.

Hao Jin’s Flames (Su) The Ruby Phoenix Guardian’s strikes tap into Hao Jin’s mythic abilities. Its fire damage ignores all resistances and immunities of non-lawful targets.
Shroud of Flame (Su) The Ruby Phoenix Guardian can cause its feathers to burst into flame as a free action. As long as its feathers are burning, it deals an additional 1d6 points of fire damage with each natural attack, and any creature within the Guardian’s reach at the beginning of the creature’s turn must succeed at a DC 25 Reflex save each round or take 5d6 points of fire damage. A creature that attacks the Guardian with natural or non-reach melee weapons takes 1d6 points of fire damage (no save) with each successful hit. The save DC is Constitution-based.

***************************************************

Current Status:
Victoria (11 Temp HP, 4 Mirror Images)
Dekantas (11 Temp HP, Weapon Song)
Lunette (-72, 11 Temp HP)
El Yama (-8,11 Temp HP,Suppressed Confusion, Weapon Song)
Saya (11 Temp HP,Concentrating on Suppress Charms and Compulsions, Suppressing New Compulsions, Controlled Rage)
29 Steps (11 Temp HP,Suppressed Confusion, Controlled Rage)
Eskar (-37, 11 Temp HP,Controlled Rage)
Oasis (11 Temp HP,Controlled Rage)

Unless someone doesn't want to do this, I will assume you use the Slave Mountain Secured benefit for this encounter, which will start all of you with 33 additional Temp HP.


GM Redelia wrote:
Since slam is a single attack, I think I'd make banishing strike apply only to a particular attack, probably the bite, not to any. Other than that, your reasoning looks reasonable to me.

That's actually why I noticed it, I was checking to see if it was bite and/or claw only because the claw is a stronger attack. The T5-6 elemental has 2 slam attacks, so moving it to bite would actually reduce the number of attacks that can banish at the higher tiers vs. the lower one. I would be inclined to either do the 2 claw attacks or all the physical attacks. Either way, we should probably be consistent across the 7-8 and 10-11 tiers. How would you like to run it Redelia?


It's another save from the last set of arrows that hit Lunnette, not the previous one that hit El Yama. I just forgot to move the fort save reminder off El Yama's line when I did the copy/paste/edit for the summary at the bottom of the archers turn post.


Black Reflex: 1d20 + 7 ⇒ (14) + 7 = 21
Green Reflex: 1d20 + 11 ⇒ (5) + 11 = 16

Fire washes over the two undead creatures. The Devourer manages to shield itself from the worst of the flames, but the archer is caught unprepared and severely damaged.

Surge of Hungry Souls, Round 3/4
Victoria (4 Mirror Images)
Black Undead [Devourer] (-21, 40 ft. elevation)
Dekantas (Weapon Song)
Red Undead (40 ft. elevation)
Lunette (-79, DC 19 Fort Save vs. Paralysis)
El Yama (-8, 35 ft elevation, Suppressed Confusion, Weapon Song)
Green Undead (-62, 40 ft. elevation)
Saya (Concentrating on Suppress Charms and Compulsions, Suppressing New Compulsions, Controlled Rage)
29 Steps (Suppressed Confusion, Controlled Rage)
Eskar (-37, Controlled Rage)
Oasis (Controlled Rage)

The bold are up! Also, I accidentally put the fort save on the wrong line on the last summary post, Lunnette needs to make a fort save vs. paralysis, not El Yama.


El Yama Crit?: 1d20 + 17 ⇒ (13) + 17 = 30

El Yama flexes his mighty stinger and rips the skeleton to shreds, smashing it to bony pieces. As it falls, it turns into thread, and when it lands it merges into the ground as the soul energy is reabsorbed by the plane.

The second skeletal archer takes aim at Lunnette and unleashes a barrage of arrows, trying to put her down.

Attack Lunnette, Rapid Shot: 1d20 + 19 - 2 ⇒ (1) + 19 - 2 = 18
Damage, Negative Energy, Celestial Blessing: 1d8 + 4 + 1d6 - 4 ⇒ (5) + 4 + (5) - 4 = 10

Attack Lunnette, Rapid Shot: 1d20 + 19 - 2 ⇒ (1) + 19 - 2 = 18
Damage, Negative Energy, Celestial Blessing: 1d8 + 4 + 1d6 - 4 ⇒ (5) + 4 + (6) - 4 = 11

Iterative Attack Lunnette, Rapid Shot: 1d20 + 14 - 2 ⇒ (19) + 14 - 2 = 31
Damage, Point Blank Shot, Negative Energy, Celestial Blessing: 1d8 + 4 + 1d6 - 4 ⇒ (7) + 4 + (5) - 4 = 12

Crit?: 1d20 + 14 - 2 ⇒ (2) + 14 - 2 = 14
Crit Damage: 2d8 + 8 ⇒ (6, 8) + 8 = 22

Second Iterative Attack Lunnette, Rapid Shot: 1d20 + 9 - 2 ⇒ (15) + 9 - 2 = 22
Damage, Negative Energy, Celestial Blessing: 1d8 + 4 + 1d6 - 4 ⇒ (7) + 4 + (2) - 4 = 9

Paralysis: 1d3 ⇒ 3 rounds, DC 19 Fort Negates

Two arrows hit, but thanks to the cover from Oasis and Eskar's blessing, a strike misses her heart and hits her shoulder instead.

El Yama is too far up for the healing, but Eskar heals further.

Surge of Hungry Souls, Round 3/4
Victoria (4 Mirror Images)
Black Undead [Devourer] (40 ft. elevation)
Dekantas (Weapon Song)
Red Undead (40 ft. elevation)
Lunette (-79)
El Yama (-8, 35 ft elevation, Suppressed Confusion, Weapon Song, DC 19 Fort Save vs. Paralysis)
Green Undead (-20, 40 ft. elevation)
Saya (Concentrating on Suppress Charms and Compulsions, Suppressing New Compulsions, Controlled Rage)
29 Steps (Suppressed Confusion, Controlled Rage)
Eskar (-37, Controlled Rage)
Oasis (Controlled Rage)

The bold are up!


For the final encounter, I think there are a few typos in the stat block. Banishing Strike references a slam attack that the Phoenix doesn't have (it has a claw/claw/bite attack routine). I assume this is probably just a copy+paste error due to the ability being written for one of the fire elementals at lower tier first, and am planning to apply it to any of the Phoenix's physical attacks.

The True Ruby Guardian is also listed as NG, while all the other guardians are LN. I assume this is a copy+paste error from pasting in the Phoenix stat block from the bestiary and forgetting to change the alignment in the tweaking, especially since the 1 line entry in the encounter itself lists it as LN. I'm planning to run it as LN so it doesn't take fire damage from its own abilities since it has the mythic ability to bypass fire immunity on non-lawful targets.


Only the first target hit each turn has to save vs. paralysis, so El Yama needs to save but Lunnette does not.


They're fairly high up, you can shoot at them from the low ground area.

The undead archer gets shot, then backs off to the side, taking a shot at El Yama.

Attack El Yama, Rapid Shot, Point Blank Shot: 1d20 + 19 - 2 + 1 ⇒ (16) + 19 - 2 + 1 = 34
Damage, Point Blank Shot, Negative Energy, Celestial Blessing: 1d8 + 4 + 1 + 1d6 - 4 ⇒ (1) + 4 + 1 + (6) - 4 = 8

Paralysis: 1d3 ⇒ 1 rounds, DC 19 Fort Negates

Once the paralyzing magic affects El Yama, he directs the rest of the shots at Lunnette to try and finish her.

Attack Lunnette, Rapid Shot, Point Blank Shot: 1d20 + 19 - 2 ⇒ (10) + 19 - 2 = 27
Damage, Negative Energy, Celestial Blessing: 1d8 + 4 + 1d6 - 4 ⇒ (8) + 4 + (4) - 4 = 12

Iterative Attack Lunnette, Rapid Shot, Point Blank Shot: 1d20 + 14 - 2 ⇒ (2) + 14 - 2 = 14
Damage, Point Blank Shot, Negative Energy, Celestial Blessing: 1d8 + 4 + 1 + 1d6 - 4 ⇒ (7) + 4 + 1 + (2) - 4 = 10

Second Iterative Attack Lunnette, Rapid Shot: 1d20 + 9 - 2 ⇒ (18) + 9 - 2 = 25
Damage, Negative Energy, Celestial Blessing: 1d8 + 4 + 1d6 - 4 ⇒ (1) + 4 + (5) - 4 = 6

Lunnette is hit twice, but thanks to Eskar's protection, she stays standing.

Surge of Hungry Souls, Round 3
Victoria (4 Mirror Images)
Black Undead [Devourer] (40 ft. elevation)
Dekantas (Weapon Song)
Red Undead (-13, 40 ft. elevation)
Lunette (-87)
El Yama (-8, 35 ft elevation, Suppressed Confusion, Weapon Song, DC 19 Fort Save vs. Paralysis)
Green Undead (-20, 40 ft. elevation)
Saya (Concentrating on Suppress Charms and Compulsions, Suppressing New Compulsions, Controlled Rage)
29 Steps (Suppressed Confusion, Controlled Rage)
Eskar (-58, Controlled Rage)
Oasis (Controlled Rage)

Lunnette and El Yama are up!


Reminder that you have these boosts from the tasks in part 1; you can activate up to 2 of these in a single combat. You may want to activate the Burst of Healing now, or soon (5d6 healing for everyone; if anyone asks for it, I'll go ahead and apply it since Lunnette is in moderate danger).

Muckmouth Secured: The lizardfolk lend their newfound magic to the Society. The group gains one free use of the Aid Token’s Burst of Healing benefit that the PCs can activate at their discretion.

Slave Mountain Secured: The freed slaves join the Pathfinders in battling the malevolent forces in the tapestry. At the beginning of one encounter, the PCs can activate this benefit to gain 33 temporary hit points; these last until the end of the encounter.

Eternal Lake Secured: The kappas of the lake profess eternal gratitude and heap praise upon the Pathfinders. The group gains one free use of the Aid Token’s Timely Inspiration benefit that the PCs can activate at their discretion.

*****************************
Also, apologies that these slipped through the cracks, as they came in around the time we were finishing up part 2:

Temple Secured: Once during the adventure, the PCs can activate this benefit to instantly cure every PC of the following conidtions fatigued, shaken, sickened, dazed and staggered.

Patchwork Allies Secured: The group gains one free use of the Aid token's Allied Offensive.

Round Mountain Secured: The group can activate this at the beginning of an encounter to gain +10 ft land speed movement.


I went ahead and moved all of the buffs with durations to the buff sheet, and started tracking by round on the durations. I was doing a split with long durations buffs there and combat buffs here, but I think this will help keep the combat summary easier to read; I'll keep tracking HP, conditions, elevation and raging song here.

Lunnette, you have a fort save vs. paralysis that hit before the lastwall phalanx bonuses went up. You may be getting attacked more on the next archer's turn, so if you get a chance go ahead and make that, or I can bot the save if you don't have an opportunity before it becomes relevant. The group does have 1 reroll from the mustering activities that can be used if a critical save is failed as well.


My team is currently on round 3; after healing on both sides, they've dealt 20 damage and taken 127, and two of them have 16 rounds of confusion remaining being held off with suppress charms and compulsions. On the plus side, they have some short duration fly potion buffs, 1 minute wand buffs, haste, bard song applied.

They're almost certainly not going to want to do the challenge version of the final fight unless things turn around really fast, but I think they are likely to survive at least with the temp HP boost and using some of the encounter/mustering rewards.

I am planning to let them do the knowledge check rolls on the pheonix before the 2 rounds of prep, I think they'll need the more specific prep to counter some of its abilities.

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