Katapesh Sailor

Hadjii's page

1,503 posts. Alias of duhwoo.


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Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

I grant you a Mythic DM tier!

after 4 years 5 months — I won’t know what to do with myself...


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

Hadjii immediately orders the earth elemental to stop smashing the columns! He goes ahead with his plan for the now lifeless golems, though — he directs the air elementals to drop ‘em in the water (or whatever that fluid-lookin stuff is) filling the corridor to the north...


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

Hadjii cast Resist Fire and Resist Lighning for the room with the neshmaal and the mummy chick -- we have rested since then, and those spells are gone...


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

Hadjii cast Freedom of Movement on Canaan -- with Enduring Blessing, so it lasts 24 hours; I also see Ama's casting of Freedom of Movement, and I assume (if it is single traget) that she would get Hemket...


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

is there an add to the 2d10 the baboons do for damage? if not little damage is getting past the elemental's DR of 10...

The Hadj telepahically listens to Findlay's argument: he sure doesn't like the idea of taking off the mask -- but even worse is Hakotep getting the mask! He morphs human, and holds action until Findlay appears; then he doffs the mask and hands it to the arcanist for protection...

He also yells in auran, directing the air elementals to bring their captives over to where he is...those without a captive are to try grabbing the little man there!
________________________________

four of the whirlwinds continue to beat on their occupants, as they move through the room...

the other 2 sweep through Hakotep's space, forcing the "god" to check for a nat '1' on two saving throws...

________________________________

the big earth elemental squeezes forward 10', and tries smashing another pillar:

greater elemental's power attack damage: 2d10 + 21 ⇒ (1, 10) + 21 = 32
greater elemental's power attack damage: 2d10 + 21 ⇒ (5, 4) + 21 = 30


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

Sunburst damage vs any undead in radius: 16d6 ⇒ (6, 5, 1, 2, 1, 2, 5, 6, 4, 6, 3, 6, 3, 1, 4, 3) = 58

Sunburst damage on baboons and elementals: 6d6 ⇒ (6, 3, 6, 6, 3, 1) = 25

Air Elemental #1's Reflex Saving throw: 1d20 + 16 ⇒ (15) + 16 = 31

Air Elemental #2's Reflex Saving throw: 1d20 + 16 ⇒ (8) + 16 = 24

Air Elemental #3's Reflex Saving throw: 1d20 + 16 ⇒ (7) + 16 = 23

Air Elemental #4's Reflex Saving throw: 1d20 + 16 ⇒ (10) + 16 = 26

Air Elemental #5's Reflex Saving throw: 1d20 + 16 ⇒ (10) + 16 = 26

Air Elemental #6's Reflex Saving throw: 1d20 + 16 ⇒ (5) + 16 = 21

all but one of the elementals is blinded! However, they will just continue to Whirlwind: I don't think they need to see for that -- especially if their quarry is blind too...

I particularly hope Hakotep rolls a nat '1' on his saving throw!

Note that because Hadjii has Flyby Attack, he can cast his spell, and continue his move -- ducking back where few can see him...


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

Hadjii completes his conjuration, summoning the augmented greater earth elemental into the antechamber. Gesturing to the north, he orders the elemental in the terran language:

"Smash the pillars with writing on them! Bring that chamber to the north of you down!"

he then flies along the ceiling, and peers into the throne room. If he sees any of his air elementals accomplish their task (attempting to pick up baboons), he will wait until they finish. Then he will cast his Sunburst on the back wall, right behind Hakotep.

(if none of the elementals manage to grab a baboon, Hadjii will remain silent and undetectable...)
________________

the big earth elemental reaches through the opening there (15' reach), and starts Power Attacking the nearest pillar...

greater elemental's power attack damage: 2d10 + 21 ⇒ (5, 4) + 21 = 30

greater elemental's 2nd strike: 2d10 + 21 ⇒ (7, 5) + 21 = 33

(yellow asterisks mark the elemental's mighty blows...)
________________

meanwhile, the air elementals try to follow their previous orders -- but this time, if they are not blocked, each elemental has enough move to swirl through every baboon's square! Each baboon must save against every elemental!

Thus, each baboon must make SIX DC23 Reflex saving throws: those that fail take 2d6+8 damage -- and must roll a 2nd saving throw. If one fails both saves, it is picked up and carried to 25' up the back wall, (we can just number the elementals from north to south)...

(I placed the tokens outside the room, but that is just to represent they are up the wall -- while still giving the DM visibility and access to all tokens)


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

got a couple of long days, that start early, tomorrow and Thursday (July 25th and 26th) -- no posting until the evenings...


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

seeing the fireball go off against a barrier, Hadjii will indeed eschew his casting of Sunburst -- thus remaining invisible/nondetectable.

He still orders the elementals to whirlwind attack, and observes that the barrier blocks both spells and creatures.

The undetectable Hadjii-elemental then flies out, and finally uses his action to start another conjuration -- using one of his two prepared Summon Nature's Ally 7 -- to bring forth a greater earth elemental, around the middle of his next turn...


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

Hadjii's conjuration completes at the beginning of his turn, and he places the 6 elementals 60' forward of his position.

for his action this turn, he'll cast his prepared <Sunburst>, centered on the wall behind Hakotep. (Reflex save DC is 29 -- those who fail take full damage and are *BLIND*)

Sunburst damage: 6d6 ⇒ (1, 1, 5, 1, 2, 5) = 15

if there's any undead in the 80' radius, they take:
Sunburst damage: 16d6 ⇒ (2, 6, 6, 3, 1, 6, 4, 2, 6, 6, 6, 2, 2, 5, 5, 1) = 63

he then orders the huge augmented elementals to try whirlwind on the baboons...

for his move action, the now visible elemental dashes out, through the antechamber, and into the room to the east.

___________________________________

the huge Augmented Elementals try to pick up each baboon with their <whirlwind> attack: three go down the right side, and three go down the left side. Thus, each baboon must make three pairs of Reflex Saves: the first save is to avoid whirlwind damage -- if they take damage, then they save to avoid getting picked up. (if they succeed on the first one, they don't need the 2nd saving throw).

the Reflex save DC is 23.

Whirlwind damage: 2d6 + 8 ⇒ (1, 4) + 8 = 13

Whirlwind damage: 2d6 + 8 ⇒ (1, 1) + 8 = 10

Whirlwind damage: 2d6 + 8 ⇒ (6, 2) + 8 = 16

Whirlwind damage: 2d6 + 8 ⇒ (1, 2) + 8 = 11

Whirlwind damage: 2d6 + 8 ⇒ (1, 1) + 8 = 10

Whirlwind damage: 2d6 + 8 ⇒ (3, 6) + 8 = 17

if any baboons are picked up by whirlwinds, the elemental will fly up the back wall and hold 'em 25' up in the air...

(although I provide 6 cases of Whirlwind damage, possibly fewer will be used due to success on 1st save -- or they could all fail both saves first time, and the last two elementals lose their targets...)


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

counting on the distraction, the otherwise undetectable Hadjii begins quietly conjuring -- using his prepared Summon Nature's Ally VIII to bring forth 1d4 + 2 ⇒ (4) + 2 = 6 augmented huge air elementals next round...


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

Hadjii will slide undetected along the ceiling, into the northwest corner


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

a whisper from nowhere -- but certainly Hadjii's voice -- has a bit of a tremble in it:

"Let's do this!"

the huge, undetectable air elemental will glide along the ceiling into the throne room...


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

Hadjii will cast his prepared Freedom of Movement on Canaan, with Enduring Blessing to make it last all day. He'll also cast his prepared Echolocation on his own self.

"I think communal Protection from Evil would be a very good idea, Ama..."


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

"Thank you for the Invisibility, Findlay!"

Hadjii will cast his prepared Communal Spider Climb (as usual), plus Communal Resist Energy to give everybody 30 resistance vs acid; he'll use four prepared StoneSkin spells to give everybody who doesn't already have good DR some good DR (I assume Canaan already has good DR) -- with Enduring Blessing to make it last all day!

He'll also cast his prepared Death Ward on Canaan, and Death Ward from the Mask of the Forgotten Pharaoh on himself...

Finally, he'll cast his prepared True Sight on Hemket.


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

I've been kinda glad to take a break before getting killed by a god...


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

no. Ama must swap out her old headband of CHA +6 for the new one...

as Findlay swaps out his cloak for hers, the elemental glowers at Findlay -- but he is invisible and undetectable, so nobody can even sense his disdain.

"I would like your old ring, Canaan..."

I think Hadjii would have to come out of elemental form to don the cloak -- but I'm guessing even an air elemental can take a ring off and put a different one on...)


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

the Hadj is rather keen on that +5 cloak -- it would be a nice step up from his +4 cloak!

the mask takes up his headband slot...


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

Hadjii is now 17th level: he now has IMPROVED Lightning Reflexes, and can cast 9th level spells. (he has prepared 2 castings of Mass HEAL...)


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

Saturday I should have time to properly level


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

the huge, undectable air elemental will fly around the black sphere and through the gap he created, then cast one of his two his prepared <Death Wards> on Canaan, before the fighter suffers any more life drain...

by way of Flyby Attack, Hadjii will continue his move into the corner...
____________________________

each of the three elementals fly through the mummy's square in <whirlwind> form, hoping she fails the DC20 Reflex save; they each return to their starting position over the pool after their Flyby Attack -- carrying her along if she happens to fail one of her three saving throws, and ejecting her into the pool when they get over it!


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

Hadjii will cast his prepared Stone Shape, using Faith's Reach to touch the wall of stone, and create a nice wide opening for flying and shooting through...

the undetectable druid's voice speaks in auran:

"Avoid the tentacle beasts, and go spin that mummy...if you get a chance, drop her in this pool of water..."

the three elementals race through the gap, and go the long way around to avoid AoOs on their way to the mummy; they each try their whirlwind attack on her. On the off chance she rolls a nat '1' on one of her three saving throws (Reflex save DC is only 20 -- I'm sure her bonus is much higher than that...), that elemental will pick her up and carry her over the water, and drop her in.

using Flyby Attack, after the whirlwind attempt each elemental moves up to the ceiling over the water...


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

Hadjii would know he failed to dispel the Polar Midnight, so he would not end his move inside the effect...


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

I just noticed I applied Findlay's Potent/Surge Lucky Surge ability to Hadjii -- the druid does not have that! the surge on his saving throw would succeed no matter what, but the surge on the caster level check was only a 3 -- thus, Hadjii only dispels Polar Midnight if her caster level is 16 or less, and the tentacles are gone if her caster level is 20 or less...


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

the elementals wouldn't venture into the darkness if they cannot see (flying blind is very dangerous!), so they line up 10' from the edge, and get ready to strike anything emerging from the dark...

also: I cheated, using the Rod of Quicken Spell on Summon Nature's Ally VII -- it only works on up to 6th level! So I scratch off one prepared SNA VI instead, and only got 1d3 + 1 ⇒ (2) + 1 = 3 elementals...
_______________________

if using a Mythic Point and has access to 6th-level spells, it's reasonable to assume Greater Dispel Magic -- why would one go for the lower one when using a Mythic point?

the way <Greater Dispel Magic> reads, I think Hadjii can do a targeted dispel on up to 4 spells he has identified. I believe the spells don't even have to be in the same area -- the way it reads to me, it should play like 4 separate Dispel Magics (the caster could even dispel one spell to the north, one to the south, one to the east, and one to the west of his/her position)


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

the dispel works it way from highest to lowest:
Hadjii's Caster Level Check vs Polar Midnight: 1d20 + 18 ⇒ (6) + 18 = 24

Hadjii's Caster Level Check vs Black Tentacles: 1d20 + 18 ⇒ (10) + 18 = 28

guessing the fiend's caster level is greater than 13, he'll surge the Caster Level Check:
Potent Surge: 1d8 + 1 ⇒ (3) + 1 = 4
Lucky Surge: 1d8 + 1 ⇒ (4) + 1 = 5

so Polar Midnight only drops if her caster level is less than 19 (if Black Tentacles is still there, Hadjii really gets worried!)


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

elementals have darkvision: they see four targets and four of them, so they split up evenly:

(going from left to right)

1st augmented medium air elemental's slam attack: 1d20 + 11 ⇒ (6) + 11 = 17

2nd augmented medium air elemental's slam attack: 1d20 + 11 ⇒ (1) + 11 = 12

3rd augmented medium air elemental's slam attack: 1d20 + 11 ⇒ (12) + 11 = 23
on the off chance that hits, slam damage: 1d6 + 7 ⇒ (4) + 7 = 11

4th augmented medium air elemental's slam attack: 1d20 + 11 ⇒ (16) + 11 = 27
just in case that hits, slam damage: 1d6 + 7 ⇒ (5) + 7 = 12

_

each augmented elemental has AC=23, and 88 hit points...


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

good assumption on Hadjii flying, Pox -- although I don't see my post about wild-shaping, I did indeed previously mark off a wild-shape to be a huge air elemental, and I know I deliberately did not reduce the size of Hadjii's token...

Hadjii's Fortitude save: 1d20 + 16 ⇒ (14) + 16 = 30 -- surge that,
Potent Surge: 1d8 + 1 ⇒ (3) + 1 = 4
Lucky Surge: 1d8 + 1 ⇒ (3) + 1 = 4
so Hadjii succeeds and loses no DX!

He tries to determine what effect is making those tentacles:

Hadjii's Spellcraft check: 1d20 + 21 ⇒ (14) + 21 = 35

and will attempt to dispel it, using a Mythic Point to cast Dispel Magic as an 18th level caster (via Inspired Spell) :

Hadjii's Spellcraft check: 1d20 + 21 ⇒ (16) + 21 = 37

then he flies over the pool for a better look, and uses his Rod of Quicken Spell to cast one of his two prepared Summon Nature's Ally VII:
he promptly brings 1d4 + 2 ⇒ (2) + 2 = 4 augmented large air elementals into play


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

with <Communal Spider Climb> running for 50 minutes on Aramantha, Canaan, and Hemket, Canann *could* just run along the ceiling...


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

before anyone enters the room, Hadjii will cast <Communal Resist Energy> on everyone -- TWICE: once for FIRE resistance, and once for LIGHTNING resistance. . (30 minutes each)

As Canaan moves in, Hadjii will cast <True Seeing> on the mighty fighter! . (15 minutes duration)

does TRUE SIGHT help Can see into the pitch black?


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

Hadjii does like to have Communal Spider Climb going -- and, of course, StoneSkin on himself (with Enduring Blessing, so it's on all day)...


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31
Amarantha Van der Griest wrote:
I am out of 4th level spells and have one 5th and two 6th left. How far down is Can?

Both Findlay and The Hadj are pretty tapped — if there is any way to rest (does cleric have <Nap Stack>?), we might avoid a TPK...


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

Hadjii will dismiss the useless giant


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

(note that the giant's <stat block> indicates "Constant--freedom of movement" under 'Spell-Like Abilities'...)

(also note that all of Hadjii's summon's are augmented -- so giant's CMD is 44 rather that 42)


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

Hadjii will ponder what would happen if water hits that plasma:

Hadjii's Spellcraft check: 1d20 + 21 ⇒ (4) + 21 = 25

if that check tells him it's not too dangerous, the druid/elemental -- mostly out of curiosity -- will use his <Create Water> cantrip to generate 32 gallons of water right into the plasma field where the giant's blade is being held...
_________________________________________________

ignoring any pain it might cause, the storm giant will reach into the burny-blasty ooze's plasma field, and try to grab what's left of his weapon back out of the ooze's clutches:

"HEY! YOU GIMME DAT BACK!!"

augmented storm giant's grab check: 1d20 + 32 ⇒ (12) + 32 = 44


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

after the ooze zaps Canaan, Hadjii will start conjuring, finally using his highest-level summons -- to eventually bring forth a full-on augmented <storm giant>!

maybe the giant's improved vital strike will accelerate the demise of the plasma?

"If only we could harness this thing -- I believe it would make a great TV display! 'Live programming' would have a whole new meaning..."


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

the huge air elemental simply flies forward enough to touch Canaan and use a charge from his wand of Cure Moderate Wounds:

Cure Moderate Wounds: 2d8 + 3 ⇒ (4, 8) + 3 = 15

then he flies back to his starting position (Flyby Attack)...


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

I can wait a week...


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

Hadjii's Heal check: 1d20 + 25 ⇒ (14) + 25 = 39


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

The Hadj will use his standard action to drop the Obscuring Mist, and fly along the ceiling to a position above and behind the party -- glancing around the area when he gets there...

Hadjii's Perception check: 1d20 + 30 ⇒ (8) + 30 = 38

is that enough to spot the secret door?

is the stuff on the altar just debris? anything notable there?


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

Hadjii's Reflex save: 1d20 + 14 ⇒ (15) + 14 = 29

Hadjii will use a Mythic Surge to succeed at that save!

he takes half of 6d6 ⇒ (3, 2, 3, 6, 6, 1) = 21 damage...


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

the giant swings his Morningstar at the southeast target:

augmented cloud giant's first attack: 1d20 + 24 ⇒ (13) + 24 = 37 (does that hit?)

cloud giant's 1st iterative attack: 1d20 + 19 ⇒ (8) + 19 = 27 ...

cloud giant's 2nd iterative attack: 1d20 + 14 ⇒ (4) + 14 = 18 ...

______________________________________________

Hadjii flies south along the ceiling, then holds action until he sees that his giant has attacked the statue -- then he'll say:

"My apologies for this, sir!"

with that, he'll use a Mythic Point to cast <Sunburst!> -- all the badguys (and the giant) must make a DC 30 Reflex save or be blinded...

Sunburst damage on undead things: 17d6 ⇒ (3, 6, 3, 5, 5, 2, 4, 4, 4, 6, 4, 3, 2, 5, 5, 2, 5) = 68 save for half

giant's Reflex Save: 1d20 + 6 ⇒ (15) + 6 = 21 (not a nat '20'...)

Sunburst damage on giant: 6d6 ⇒ (3, 2, 2, 3, 1, 1) = 12
.

(giant has 188 hit points left; AC is 25 24)


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

Hadjii will call out to the giant:

"MR GIANT, GOOD SIR, YOU MAY START SWACKING THOSE STATUES!"
___________________

the cloud giant will swing his morningstar into the southeast statue, using <Awesome Blow> to knock it 10' over into the southwest statue, so he might have the option to use Cleave on the adjacent pair in the future...

giant morningstar attack: 1d20 + 22 ⇒ (6) + 22 = 28
morningstar damage: 4d6 + 18 ⇒ (6, 3, 5, 5) + 18 = 37

__________________

for his surprise round action, Hadjii will burn a Mythic Point to cast <Sunbeam> at the northwest statue:

Sunbeam damage on undead things: 17d6 ⇒ (3, 3, 4, 2, 3, 6, 5, 4, 3, 6, 1, 3, 3, 2, 2, 2, 4) = 56
-- DC 28 Reflex save for half, and to not be blinded...


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

Hedjii pulls out his scroll of <Obscuring Mist>, drops to the floor for a moment, and casts the spell -- creating a big fog bank (10' radius around a huge figure) that will prevent the 4 to the south from seeing the north half of the great hall...

"A fine idea, Ama..."

then he moves north and up to the ceiling...


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

(telepathically) "I agree..."

Hadjii will start conjuring (his last Summon Nature's Ally 7) -- several seconds later, a friendly <cloud giant> will appear...


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

Hadjii will examine the blood closely, trying to determine if it was left in the last few days, or long ago:

Hadjii's Heal check: 1d20 + 25 ⇒ (12) + 25 = 37


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

Hadjii will be last through, as he was using the wand to cast Stoneshape on the wall north -- and if there is another room north, he is glancing in there before he enters the teleport.


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

"Well, hello there! What are you fine folks doing here?"

Hadjii's Spellcraft check: 1d20 + 21 ⇒ (6) + 21 = 27


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

Hadjii will flow through his little tunnel into the chamber, and scan around:

Hadjii's Perception check: 1d20 + 30 ⇒ (18) + 30 = 48

then he'll use his and again, on the north wall

(down to 29 charges...)


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

Hadjii will enter the room: if he is not attacked, he will use his wand on the north wall (as indicated) -- guessing there is a room to the north...

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