Uncle Knives

Miqeo's page

55 posts. Alias of Tenro.


RSS

1 to 50 of 55 << first < prev | 1 | 2 | next > last >>

map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6

let me preface this by saying this is not a complaint or attack, just figured i'd give you an explanation as i do not post this lightly.

i've been paying attention, but i just never really got hooked (plus i am playing a familiar, not a main character*) by the story, the pacing was not great (though that is picking up, i think i'm just too far out of it for that to be a factor for me moving forward). additionally, though my save DCs were pretty good (i thought) i made the mistake of basically everything i can do being all or nothing. worse, when they pass, theyre immune for well past the end of combat. When i saw things with save bonuses 4 times my DC, i figured "well, might as well sit this one out". I understand this is the nature of the game, more HD means more saves, and things need a ton of HD to stand against us. I don't blame you for the system breaking under its own weight, which was only made worse by my mistake.

*which doesn't bother me, i anticipated not posting a TON for lack of a reason to

i figured i'd get in, observe, chime in here and there, eventually find out what was going on and be invested moving forward. that didn't happen.

anyway, i don't think i have ever dropped out of a game on these boards in the past 8+ years, but in this sense i suppose i should not have jumped in this one. alas, i did, and now i will jump out.

in that i have not gotten invested in what is going on in RotRL, i'll be dropping that one too.

good gaming all


map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6

"That sounds positively wonderful."


map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6

for the remainder of combat, Miqeo will be doing the same thing. his other abilities cannot (quite literally cannot) touch the ones that got through his illusion so he will just maintain it to keep the little ones back and damaging them each turn until they die.


map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6

yeah my barrier stopped the dudes with save mods below 50. now its up to everyone else hah


map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6

i check this game at least daily monday thru friday and usually check on the weekends.

bottom line, i'm not going to post if the game hasn't progressed. waiting on one person for more than 48 hrs is not good.

i cant tell you how to run your game, but if it were me, i'd check a game i'm running. if the person whose turn to post hasnt posted, i'd make a post telling them it is their turn. the next time i get to that game if they havent posted, they're skipped and can pop in and post their turn sometime later, but if they miss an entire turn completely, sucks to be them because that is probably somewhere around a week's worth of time.

if one person isnt posting, and its their turn, and everyone is waiting on them to post, and theyre not posting, then yeah the game will absolutely halt, and when halted long enough, people stop checking. that's what usually happens on these boards.

i hope you dont take that aggressively, i'm not mad. i'm busy as hell in real life, but i have time to check the boards, so i dont harbor a lot of sympathy for folks.

as for preference, i don't particularly care in any direction. at the rate of posting i've seen since i joined, i probably wouldn't notice much of a difference until the campaign was actually marked inactive and fell off my campaigns page.

EDIT
I see Jan 30 is the last IC post in RotRL. 2 PCs and an NPC are talking there. With each participant taking an entire day to post and accounting for the absolute worst timing in doing so, there should have been one entire round of NPC-PC-PC posts, if not two entire rounds.


map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6

yeah seems like we might be lacking in the AoE/CC department. Basically all my stuff is negated by Will saves, and my DC can only get so high. When they have >+50 to their saves, nothing i can do.

i understand a lot of HD gives you great saves, and that this is a high power game. I'm not salty about it, just saying that there is nothing more i can do besides stop all the little guys and let the others physically fight the big guys.


1 person marked this as a favorite.
map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6

i think the big bads only fail on a 1 to get through my illusion, but the lesser myceloids that failed the save will then turn back and drop their spores all over each other, accomplishing nothing except clogging up the tunnel.


map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6

whatever is good for you is good for me. I don't actually read all the attack rolls and such, just the flavor text.


map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6

to be super specific, i do not control their actions in the traditional sense, but once they choose to move, i get to choose the direction, and once they choose to attack, i get to choose the target.


map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6

Here is all the info


map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6

Miqeo's action is to keep the illusion up that will stop and damage most of them hopefully.


1 person marked this as a favorite.
map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6

I'll take the initiative too, and also i already have up my illusion covering the hole they are coming through. it covers the entire hole to a depth of 30ft. Theyll all have to make saves to get through, and any who fail i will have them turn right back around and move to the opposite edge of the illusion from me (potentially blocking or hitting others in reality, but there is no mechanical basis for that technically as they can let their allies through, but if they choose to attack i will have them attack their own allies).

the illusion is a dark storm brimming with lightning elementals. any who pass through will have to make a save DC 46 will save (rolling twice, taking worst). It fools the same host of senses that all my illusions fool, though i think that doesn't matter based on the stats you posted for them. On a pass, they take half damage (modified appropriately for vulnerability); on a fail, they take 53 lightning damage, 79 if they are vulnerable which i believe most of them are. If they choose to attack any lightning elementals, I redirect their attacks to other myceloids and mounts. they make the same attack rolls and damage against their new targets. I also redirect any spells and abilities accordingly.

i use my actions to direct these illusions this round. doesn't matter when in the round i go, the same thing happens as long as i go before the enemies


map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6

I have an illusion there, with a high save DC, and any that fail allow me to choose their direction of movement and target of any spells or actions.


map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6

well as far as the 3.5 epic rules go, if you are using those, and skill ranks: those were made with the rules that a PC's ranks in a skill could not exceed level +3. Most entry epic feats required 24 ranks because that is how many youd have in a max rank skill at level 21.

so the PF equivalent to that would be to require 21 ranks in a skill.


map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6

f ton of rolls:

mummies pass on a 5.

1d20 ⇒ 4
1d20 ⇒ 16
1d20 ⇒ 8 fail, 79 damage

1d20 ⇒ 5
1d20 ⇒ 13
1d20 ⇒ 11 pass, 39 damage

myceloids pass on a nat 20 but as they roll 3x and take worst it is very unlikely

1d20 ⇒ 9
1d20 ⇒ 11
1d20 ⇒ 10

1d20 ⇒ 12
1d20 ⇒ 18
1d20 ⇒ 1

1d20 ⇒ 14
1d20 ⇒ 8
1d20 ⇒ 1

1d20 ⇒ 17
1d20 ⇒ 6
1d20 ⇒ 17

1d20 ⇒ 14
1d20 ⇒ 14
1d20 ⇒ 11

1d20 ⇒ 2
1d20 ⇒ 9
1d20 ⇒ 14

1d20 ⇒ 20
1d20 ⇒ 12
1d20 ⇒ 12

1d20 ⇒ 13
1d20 ⇒ 19
1d20 ⇒ 7

1d20 ⇒ 17
1d20 ⇒ 11
1d20 ⇒ 14

1d20 ⇒ 18
1d20 ⇒ 18
1d20 ⇒ 4

1d20 ⇒ 18
1d20 ⇒ 8
1d20 ⇒ 12

1d20 ⇒ 7
1d20 ⇒ 4
1d20 ⇒ 6

1d20 ⇒ 17
1d20 ⇒ 12
1d20 ⇒ 8

1d20 ⇒ 1
1d20 ⇒ 16
1d20 ⇒ 18

1d20 ⇒ 4
1d20 ⇒ 14
1d20 ⇒ 4

1d20 ⇒ 10
1d20 ⇒ 13
1d20 ⇒ 19

1d20 ⇒ 12
1d20 ⇒ 5
1d20 ⇒ 9

1d20 ⇒ 2
1d20 ⇒ 14
1d20 ⇒ 6

1d20 ⇒ 9
1d20 ⇒ 20
1d20 ⇒ 18

1d20 ⇒ 19
1d20 ⇒ 17
1d20 ⇒ 6

1d20 ⇒ 18
1d20 ⇒ 6
1d20 ⇒ 19

1d20 ⇒ 12
1d20 ⇒ 12
1d20 ⇒ 5

1d20 ⇒ 5
1d20 ⇒ 20
1d20 ⇒ 4

1d20 ⇒ 11
1d20 ⇒ 4
1d20 ⇒ 7

1d20 ⇒ 20
1d20 ⇒ 14
1d20 ⇒ 6

1d20 ⇒ 15
1d20 ⇒ 18
1d20 ⇒ 2

1d20 ⇒ 19
1d20 ⇒ 4
1d20 ⇒ 14

1d20 ⇒ 8
1d20 ⇒ 7
1d20 ⇒ 1

1d20 ⇒ 6
1d20 ⇒ 8
1d20 ⇒ 15

1d20 ⇒ 20
1d20 ⇒ 2
1d20 ⇒ 13

1d20 ⇒ 19
1d20 ⇒ 18
1d20 ⇒ 12

1d20 ⇒ 6
1d20 ⇒ 9
1d20 ⇒ 8

1d20 ⇒ 5
1d20 ⇒ 2
1d20 ⇒ 13

1d20 ⇒ 14
1d20 ⇒ 10
1d20 ⇒ 14

1d20 ⇒ 18
1d20 ⇒ 14
1d20 ⇒ 3

1d20 ⇒ 19
1d20 ⇒ 4
1d20 ⇒ 2

1d20 ⇒ 10
1d20 ⇒ 19
1d20 ⇒ 10

1d20 ⇒ 4
1d20 ⇒ 19
1d20 ⇒ 12

1d20 ⇒ 2
1d20 ⇒ 19
1d20 ⇒ 11

1d20 ⇒ 16
1d20 ⇒ 13
1d20 ⇒ 10

1d20 ⇒ 7
1d20 ⇒ 13
1d20 ⇒ 19

1d20 ⇒ 5
1d20 ⇒ 9
1d20 ⇒ 13

1d20 ⇒ 12
1d20 ⇒ 8
1d20 ⇒ 7

1d20 ⇒ 18
1d20 ⇒ 17
1d20 ⇒ 4

1d20 ⇒ 11
1d20 ⇒ 3
1d20 ⇒ 9

1d20 ⇒ 5
1d20 ⇒ 15
1d20 ⇒ 7

1d20 ⇒ 10
1d20 ⇒ 14
1d20 ⇒ 9

1d20 ⇒ 20
1d20 ⇒ 1
1d20 ⇒ 13

1d20 ⇒ 3
1d20 ⇒ 17
1d20 ⇒ 3

1d20 ⇒ 14
1d20 ⇒ 18
1d20 ⇒ 17

1d20 ⇒ 18
1d20 ⇒ 11
1d20 ⇒ 4

1d20 ⇒ 10
1d20 ⇒ 9
1d20 ⇒ 2

1d20 ⇒ 8
1d20 ⇒ 9
1d20 ⇒ 20

1d20 ⇒ 15
1d20 ⇒ 18
1d20 ⇒ 17

1d20 ⇒ 3
1d20 ⇒ 6
1d20 ⇒ 8

1d20 ⇒ 20
1d20 ⇒ 17
1d20 ⇒ 1

1d20 ⇒ 5
1d20 ⇒ 19
1d20 ⇒ 17

1d20 ⇒ 10
1d20 ⇒ 13
1d20 ⇒ 9

1d20 ⇒ 6
1d20 ⇒ 7
1d20 ⇒ 10

1d20 ⇒ 6
1d20 ⇒ 9
1d20 ⇒ 20

1d20 ⇒ 6
1d20 ⇒ 3
1d20 ⇒ 7

1d20 ⇒ 14
1d20 ⇒ 5
1d20 ⇒ 2

none of them passed. so they either take 53 if they are NOT vulnerable to fire, or 79 if they ARE vulnerable to fire


map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6

again, my position has not been updated. I am 150ft due west of the edge of the H-shaped illusion.

ROUND SEVEN (posted ahead of my actual initiative)

The fire elementals from the previous turn continue to spread out and damage enemies.

as a reminder that is 79 damage to any mummies that have them on them, and the rest of the myceloids (up to 64 total mummies+myceloids) will take either 53 if they are not vulnerable to fire or 79 if they are vulnerable to fire. The save is DC 46 which I believe the myceloids can only pass on a 20 but the mummies pass on a 5. There is half damage on a success (im spending a shadow point to make them roll 3x and take worst) and if they are vulnerable to fire the half damage is then multiplied by 1.5. How many mummies remain?

Miqeo will now have the H-shaped illusion disappear, as if it never existed. He will move it, while inert, to cover the hole that the reinforcements are expected to arrive from. It will remain inert this round. takes all of his actions to move it over there

what are the dimensions of the hole? it will be needed to determine the shape of the illusion as it has a finite maximum size.


map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6

i definitely do not have AoOs on them


map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6

f ton of saves:

mummy 1
will: 1d20 ⇒ 17
will: 1d20 ⇒ 16
will: 1d20 ⇒ 16 pass, takes 39 tire damage

mummy 2
will: 1d20 ⇒ 18
will: 1d20 ⇒ 20
will: 1d20 ⇒ 4 fail, takes 79 fire damage

myceloids
will: 1d20 ⇒ 11
will: 1d20 ⇒ 11
will: 1d20 ⇒ 19

will: 1d20 ⇒ 2
will: 1d20 ⇒ 13
will: 1d20 ⇒ 2

will: 1d20 ⇒ 20
will: 1d20 ⇒ 4
will: 1d20 ⇒ 1

will: 1d20 ⇒ 1
will: 1d20 ⇒ 11
will: 1d20 ⇒ 12

will: 1d20 ⇒ 4
will: 1d20 ⇒ 13
will: 1d20 ⇒ 19

will: 1d20 ⇒ 6
will: 1d20 ⇒ 1
will: 1d20 ⇒ 15

will: 1d20 ⇒ 3
will: 1d20 ⇒ 16
will: 1d20 ⇒ 17

will: 1d20 ⇒ 3
will: 1d20 ⇒ 7
will: 1d20 ⇒ 5

will: 1d20 ⇒ 19
will: 1d20 ⇒ 17
will: 1d20 ⇒ 17

will: 1d20 ⇒ 7
will: 1d20 ⇒ 14
will: 1d20 ⇒ 8

will: 1d20 ⇒ 5
will: 1d20 ⇒ 2
will: 1d20 ⇒ 3

will: 1d20 ⇒ 12
will: 1d20 ⇒ 5
will: 1d20 ⇒ 14

will: 1d20 ⇒ 14
will: 1d20 ⇒ 4
will: 1d20 ⇒ 15

will: 1d20 ⇒ 5
will: 1d20 ⇒ 10
will: 1d20 ⇒ 1

will: 1d20 ⇒ 9
will: 1d20 ⇒ 11
will: 1d20 ⇒ 5

will: 1d20 ⇒ 10
will: 1d20 ⇒ 18
will: 1d20 ⇒ 8

will: 1d20 ⇒ 7
will: 1d20 ⇒ 4
will: 1d20 ⇒ 3

will: 1d20 ⇒ 4
will: 1d20 ⇒ 14
will: 1d20 ⇒ 6

will: 1d20 ⇒ 5
will: 1d20 ⇒ 13
will: 1d20 ⇒ 6

will: 1d20 ⇒ 3
will: 1d20 ⇒ 6
will: 1d20 ⇒ 9

will: 1d20 ⇒ 19
will: 1d20 ⇒ 8
will: 1d20 ⇒ 11

will: 1d20 ⇒ 5
will: 1d20 ⇒ 4
will: 1d20 ⇒ 2

will: 1d20 ⇒ 20
will: 1d20 ⇒ 15
will: 1d20 ⇒ 4

will: 1d20 ⇒ 20
will: 1d20 ⇒ 20
will: 1d20 ⇒ 1

will: 1d20 ⇒ 16
will: 1d20 ⇒ 6
will: 1d20 ⇒ 1

will: 1d20 ⇒ 9
will: 1d20 ⇒ 15
will: 1d20 ⇒ 14

will: 1d20 ⇒ 12
will: 1d20 ⇒ 6
will: 1d20 ⇒ 14

will: 1d20 ⇒ 20
will: 1d20 ⇒ 14
will: 1d20 ⇒ 15

will: 1d20 ⇒ 5
will: 1d20 ⇒ 17
will: 1d20 ⇒ 18

will: 1d20 ⇒ 2
will: 1d20 ⇒ 16
will: 1d20 ⇒ 20

will: 1d20 ⇒ 14
will: 1d20 ⇒ 14
will: 1d20 ⇒ 3

will: 1d20 ⇒ 10
will: 1d20 ⇒ 1
will: 1d20 ⇒ 15

will: 1d20 ⇒ 20
will: 1d20 ⇒ 20
will: 1d20 ⇒ 16

will: 1d20 ⇒ 17
will: 1d20 ⇒ 10
will: 1d20 ⇒ 3

will: 1d20 ⇒ 10
will: 1d20 ⇒ 12
will: 1d20 ⇒ 11

will: 1d20 ⇒ 12
will: 1d20 ⇒ 19
will: 1d20 ⇒ 7

will: 1d20 ⇒ 7
will: 1d20 ⇒ 10
will: 1d20 ⇒ 20

will: 1d20 ⇒ 7
will: 1d20 ⇒ 4
will: 1d20 ⇒ 13

will: 1d20 ⇒ 16
will: 1d20 ⇒ 16
will: 1d20 ⇒ 6

will: 1d20 ⇒ 17
will: 1d20 ⇒ 10
will: 1d20 ⇒ 16

will: 1d20 ⇒ 8
will: 1d20 ⇒ 16
will: 1d20 ⇒ 11

will: 1d20 ⇒ 19
will: 1d20 ⇒ 19
will: 1d20 ⇒ 5

will: 1d20 ⇒ 16
will: 1d20 ⇒ 10
will: 1d20 ⇒ 7

will: 1d20 ⇒ 18
will: 1d20 ⇒ 1
will: 1d20 ⇒ 3

will: 1d20 ⇒ 8
will: 1d20 ⇒ 9
will: 1d20 ⇒ 18

will: 1d20 ⇒ 2
will: 1d20 ⇒ 2
will: 1d20 ⇒ 15

will: 1d20 ⇒ 10
will: 1d20 ⇒ 16
will: 1d20 ⇒ 16

will: 1d20 ⇒ 18
will: 1d20 ⇒ 19
will: 1d20 ⇒ 1

will: 1d20 ⇒ 7
will: 1d20 ⇒ 9
will: 1d20 ⇒ 1

will: 1d20 ⇒ 4
will: 1d20 ⇒ 14
will: 1d20 ⇒ 10

will: 1d20 ⇒ 6
will: 1d20 ⇒ 2
will: 1d20 ⇒ 16

will: 1d20 ⇒ 3
will: 1d20 ⇒ 3
will: 1d20 ⇒ 3

will: 1d20 ⇒ 14
will: 1d20 ⇒ 14
will: 1d20 ⇒ 8

will: 1d20 ⇒ 19
will: 1d20 ⇒ 11
will: 1d20 ⇒ 16

will: 1d20 ⇒ 3
will: 1d20 ⇒ 9
will: 1d20 ⇒ 14

will: 1d20 ⇒ 17
will: 1d20 ⇒ 11
will: 1d20 ⇒ 15

will: 1d20 ⇒ 2
will: 1d20 ⇒ 19
will: 1d20 ⇒ 16

will: 1d20 ⇒ 13
will: 1d20 ⇒ 2
will: 1d20 ⇒ 13

will: 1d20 ⇒ 16
will: 1d20 ⇒ 19
will: 1d20 ⇒ 16

will: 1d20 ⇒ 19
will: 1d20 ⇒ 5
will: 1d20 ⇒ 18

will: 1d20 ⇒ 20
will: 1d20 ⇒ 15
will: 1d20 ⇒ 5

will: 1d20 ⇒ 10
will: 1d20 ⇒ 6
will: 1d20 ⇒ 14

as none of them got three 20s, they fail. i dont have the time to look for the myceloid stat post but they take 53 base damage, modify appropriately for vulnerability or whatever.


map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6

unchained action economy this turn
Miqeo shadow jumps three times (150ft total, and note that my character was not in the right place this turn on the map but that should be 150ft west (towards hole) from the very western edge of the H-shaped illusion. )

The fire elementals from the previous turn continue to spread out and damage enemies.

as a reminder that is 79 damage to any mummies that have them on them, and the rest of the myceloids (up to 64 total mummies+myceloids) will take either 53 if they are not vulnerable to fire or 79 if they are vulnerable to fire. The save is DC 46 which I believe the myceloids can only pass on a 20 but the mummies pass on a 5. There is half damage on a success (im spending a shadow point to make them roll 3x and take worst) and if they are vulnerable to fire the half damage is then multiplied by 1.5. How many mummies remain?


map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6

which hole are the reinforcements going to come from?


map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6
Amunet-Ra wrote:
stomping

keep in mind the fire damage they take is +50% as they are vulnerable


map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6

yeah Hamza and then add all the damage i said i did. yeah!


map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6

mummies in the illusion:

mummy 1 attacks the first wall.

mummy 2 moves, i choose its direction of movement to be next to mummy 1. it attacks the wall, and i change its target to mummy 1.

mummy 3 moves forward and attacks the second wall.

mummy 4 i move next to mummy 1 and when it chooses to attack the wall i redirect its attack on mummy 1

mummy 5 moves foward and attacks the third wall.

mummy 1 vs wall
atk: 1d20 + 44 ⇒ (5) + 44 = 49 hit
dmg: 3d6 + 18 ⇒ (4, 3, 6) + 18 = 31 wall is destroyed in a 5ft segment

mummy 2 vs mummy 1
atk: 1d20 + 44 + 2 ⇒ (6) + 44 + 2 = 52
dmg: 3d6 + 18 ⇒ (1, 3, 1) + 18 = 23

mummy 3 vs wall
atk: 1d20 + 44 ⇒ (5) + 44 = 49 hit
dmg: 3d6 + 18 ⇒ (6, 4, 1) + 18 = 29 wall is destroyed in a 5 ft segment

mummy 4 vs mummy 1 flanking
atk: 1d20 + 44 + 2 ⇒ (6) + 44 + 2 = 52 hit
dmg: 3d6 + 18 ⇒ (1, 5, 2) + 18 = 26

mummy 5 vs wall
atk: 1d20 + 44 ⇒ (1) + 44 = 45 critical miss
dmg: 3d6 + 18 ⇒ (1, 3, 6) + 18 = 28

2 walls are destroyed. mummy total progress, 15 ft into illusion. all mummies currently have 49 damage on them after accounting for all defensive abilities, and mummy 1 has 75 total damage on him.


map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6
Sebecloki wrote:

1 and 3 that aren't affected disappear below the blast doors.

I guess the others get an AoO as they move through their area. It takes them 1 move action to get to the illusion to begin with, so you need to take that into account for the action economy. 2, 4, 5 all try to claw through the wall.

How do they get below the blast doors? They still have to get to the edge of the blast door, attack through the floor, and then open the door.

Though they are not affected by the look of the illusion, it still contains actual physical matter (shadowstuff) that they must break through. They can't just walk through unless they have some ability or line of feats that lets them charge through walls (of any material, i am aware of their sand glide ability which would not work here as shadowstuff is not sand) like the Kool-Aid man or something.

Also, I can't make the ones under my semi-control take AoOs. I can only control the targets of the abilities they otherwise choose to do of their own accord.


map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6

Alrighty, and so the other two will not attack at all, or will the three that can act direct those two to act, etc?


map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6
Sebecloki wrote:
How many hundreds of feet is the zig-zag?

optimally arranged, a contiguous path from one end to another would be 1000 squares of 5ft each. now, given that arrangement, and assuming they auto-succeed on all climb checks (they have a +18 on STR) but since they have no climb ranks, they don't have any signature bonuses for it. Assuming i didnt make sheer walls, which i didnt say i was, they could pass any relevant DC and accept a +5 to the check to move half speed. That puts them at approximately 50ft movement per action. Half the distance is 500ft, so that is 5 turns of double movement (charge and the like is not possible) in there as they climb around and up and down and try to find center. They don't have ranks in Survival either, but they have a high enough WIS that they will succeed on the check to not get lost in a mundane fashion.

Now, assuming they don't want to mess with all that, they could attack and break a 5ft section of wall and take a direct route. Given that there are 5 of them, optimally they could move as a unit 25ft per turn (first one attacks a wall and breaks it, next one moves through and attacks the next wall, so on and so forth. However, given that when those two I semi-control attack, they will attack allies instead. So the maximum speed they could achieve in a direct path to the center would be 15ft per turn. Then on subsequent turns the ones that saved earlier will make more saves until they eventually fail and i have all of them lost and attacking each other. This may not achieve much, as their attacks can only harm each other on critical hits as their fast healing will outheal their max damage otherwise. Well, unless they use power attack and such.

I hope this answers your question, if not lemme know.


map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6

F-ton of rolls:

they pass on a roll of 5 or better so i will just be looking at the raw d20 roll. the saves are grouped in 3s so i will group them so below, hoping for a fail in each group of 3. However for the elemental illusion, there are 5 mummies receiving 64 attacks so that is 12 attacks each so really i just need to see 1 fail in each group of 12x3=36 rolls, and the 4 remaining groups of 3 saves will be applied vs any who saved in the entirety of their volley of 36 saves:

mummy 1: 1d20 ⇒ 14
mummy 1: 1d20 ⇒ 2
mummy 1: 1d20 ⇒ 8
mummy 1: 1d20 ⇒ 15
mummy 1: 1d20 ⇒ 11
mummy 1: 1d20 ⇒ 12
mummy 1: 1d20 ⇒ 17
mummy 1: 1d20 ⇒ 9
mummy 1: 1d20 ⇒ 2
mummy 1: 1d20 ⇒ 10
mummy 1: 1d20 ⇒ 2
mummy 1: 1d20 ⇒ 12
mummy 1: 1d20 ⇒ 9
mummy 1: 1d20 ⇒ 8
mummy 1: 1d20 ⇒ 5
mummy 1: 1d20 ⇒ 7
mummy 1: 1d20 ⇒ 6
mummy 1: 1d20 ⇒ 12
mummy 1: 1d20 ⇒ 9
mummy 1: 1d20 ⇒ 19
mummy 1: 1d20 ⇒ 9
mummy 1: 1d20 ⇒ 8
mummy 1: 1d20 ⇒ 19
mummy 1: 1d20 ⇒ 12
mummy 1: 1d20 ⇒ 13
mummy 1: 1d20 ⇒ 13
mummy 1: 1d20 ⇒ 5
mummy 1: 1d20 ⇒ 18
mummy 1: 1d20 ⇒ 19
mummy 1: 1d20 ⇒ 6
mummy 1: 1d20 ⇒ 7
mummy 1: 1d20 ⇒ 15
mummy 1: 1d20 ⇒ 20
mummy 1: 1d20 ⇒ 12
mummy 1: 1d20 ⇒ 19
mummy 1: 1d20 ⇒ 8

mummy 2: 1d20 ⇒ 18
mummy 2: 1d20 ⇒ 14
mummy 2: 1d20 ⇒ 4
mummy 2: 1d20 ⇒ 17
mummy 2: 1d20 ⇒ 3
mummy 2: 1d20 ⇒ 6
mummy 2: 1d20 ⇒ 8
mummy 2: 1d20 ⇒ 6
mummy 2: 1d20 ⇒ 15
mummy 2: 1d20 ⇒ 19
mummy 2: 1d20 ⇒ 7
mummy 2: 1d20 ⇒ 8
mummy 2: 1d20 ⇒ 19
mummy 2: 1d20 ⇒ 14
mummy 2: 1d20 ⇒ 16
mummy 2: 1d20 ⇒ 6
mummy 2: 1d20 ⇒ 15
mummy 2: 1d20 ⇒ 20
mummy 2: 1d20 ⇒ 3
mummy 2: 1d20 ⇒ 20
mummy 2: 1d20 ⇒ 16
mummy 2: 1d20 ⇒ 18
mummy 2: 1d20 ⇒ 12
mummy 2: 1d20 ⇒ 14
mummy 2: 1d20 ⇒ 2
mummy 2: 1d20 ⇒ 12
mummy 2: 1d20 ⇒ 8
mummy 2: 1d20 ⇒ 10
mummy 2: 1d20 ⇒ 2
mummy 2: 1d20 ⇒ 4
mummy 2: 1d20 ⇒ 5
mummy 2: 1d20 ⇒ 5
mummy 2: 1d20 ⇒ 8
mummy 2: 1d20 ⇒ 14
mummy 2: 1d20 ⇒ 1
mummy 2: 1d20 ⇒ 3

mummy 3: 1d20 ⇒ 18
mummy 3: 1d20 ⇒ 5
mummy 3: 1d20 ⇒ 8
mummy 3: 1d20 ⇒ 17
mummy 3: 1d20 ⇒ 20
mummy 3: 1d20 ⇒ 9
mummy 3: 1d20 ⇒ 3
mummy 3: 1d20 ⇒ 13
mummy 3: 1d20 ⇒ 11
mummy 3: 1d20 ⇒ 9
mummy 3: 1d20 ⇒ 2
mummy 3: 1d20 ⇒ 13
mummy 3: 1d20 ⇒ 5
mummy 3: 1d20 ⇒ 9
mummy 3: 1d20 ⇒ 1
mummy 3: 1d20 ⇒ 18
mummy 3: 1d20 ⇒ 6
mummy 3: 1d20 ⇒ 16
mummy 3: 1d20 ⇒ 4
mummy 3: 1d20 ⇒ 4
mummy 3: 1d20 ⇒ 15
mummy 3: 1d20 ⇒ 11
mummy 3: 1d20 ⇒ 12
mummy 3: 1d20 ⇒ 7
mummy 3: 1d20 ⇒ 16
mummy 3: 1d20 ⇒ 1
mummy 3: 1d20 ⇒ 18
mummy 3: 1d20 ⇒ 20
mummy 3: 1d20 ⇒ 20
mummy 3: 1d20 ⇒ 4
mummy 3: 1d20 ⇒ 14
mummy 3: 1d20 ⇒ 2
mummy 3: 1d20 ⇒ 9
mummy 3: 1d20 ⇒ 15
mummy 3: 1d20 ⇒ 16
mummy 3: 1d20 ⇒ 12

mummy 4: 1d20 ⇒ 1
mummy 4: 1d20 ⇒ 2
mummy 4: 1d20 ⇒ 12
mummy 4: 1d20 ⇒ 11
mummy 4: 1d20 ⇒ 13
mummy 4: 1d20 ⇒ 3
mummy 4: 1d20 ⇒ 17
mummy 4: 1d20 ⇒ 2
mummy 4: 1d20 ⇒ 12
mummy 4: 1d20 ⇒ 1
mummy 4: 1d20 ⇒ 18
mummy 4: 1d20 ⇒ 18
mummy 4: 1d20 ⇒ 20
mummy 4: 1d20 ⇒ 10
mummy 4: 1d20 ⇒ 9
mummy 4: 1d20 ⇒ 5
mummy 4: 1d20 ⇒ 9
mummy 4: 1d20 ⇒ 4
mummy 4: 1d20 ⇒ 15
mummy 4: 1d20 ⇒ 7
mummy 4: 1d20 ⇒ 15
mummy 4: 1d20 ⇒ 17
mummy 4: 1d20 ⇒ 12
mummy 4: 1d20 ⇒ 3
mummy 4: 1d20 ⇒ 11
mummy 4: 1d20 ⇒ 5
mummy 4: 1d20 ⇒ 12
mummy 4: 1d20 ⇒ 8
mummy 4: 1d20 ⇒ 5
mummy 4: 1d20 ⇒ 11
mummy 4: 1d20 ⇒ 15
mummy 4: 1d20 ⇒ 3
mummy 4: 1d20 ⇒ 9
mummy 4: 1d20 ⇒ 19
mummy 4: 1d20 ⇒ 11
mummy 4: 1d20 ⇒ 14

mummy 5: 1d20 ⇒ 4
mummy 5: 1d20 ⇒ 13
mummy 5: 1d20 ⇒ 4
mummy 5: 1d20 ⇒ 3
mummy 5: 1d20 ⇒ 11
mummy 5: 1d20 ⇒ 19
mummy 5: 1d20 ⇒ 10
mummy 5: 1d20 ⇒ 7
mummy 5: 1d20 ⇒ 4
mummy 5: 1d20 ⇒ 14
mummy 5: 1d20 ⇒ 3
mummy 5: 1d20 ⇒ 7
mummy 5: 1d20 ⇒ 12
mummy 5: 1d20 ⇒ 5
mummy 5: 1d20 ⇒ 3
mummy 5: 1d20 ⇒ 9
mummy 5: 1d20 ⇒ 1
mummy 5: 1d20 ⇒ 10
mummy 5: 1d20 ⇒ 8
mummy 5: 1d20 ⇒ 20
mummy 5: 1d20 ⇒ 20
mummy 5: 1d20 ⇒ 4
mummy 5: 1d20 ⇒ 6
mummy 5: 1d20 ⇒ 9
mummy 5: 1d20 ⇒ 14
mummy 5: 1d20 ⇒ 19
mummy 5: 1d20 ⇒ 1
mummy 5: 1d20 ⇒ 10
mummy 5: 1d20 ⇒ 13
mummy 5: 1d20 ⇒ 7
mummy 5: 1d20 ⇒ 20
mummy 5: 1d20 ⇒ 17
mummy 5: 1d20 ⇒ 14
mummy 5: 1d20 ⇒ 18
mummy 5: 1d20 ⇒ 7
mummy 5: 1d20 ⇒ 10

ok so they all managed to fail against the elemental illusion, so they take 79 total fire damage, accounting for their vulnerability. since they have failed by this point i will leave off the other 4 groups of attacks, they will just hit the other little dudes by where the mummies started their turn.

this is vs the illusion in the H shape
mummy 1: 1d20 ⇒ 7
mummy 1: 1d20 ⇒ 8
mummy 1: 1d20 ⇒ 20pass

mummy 2: 1d20 ⇒ 2fail
mummy 2: 1d20 ⇒ 15
mummy 2: 1d20 ⇒ 18

mummy 3: 1d20 ⇒ 18
mummy 3: 1d20 ⇒ 8
mummy 3: 1d20 ⇒ 5pass

mummy 4: 1d20 ⇒ 17
mummy 4: 1d20 ⇒ 2fail
mummy 4: 1d20 ⇒ 14

mummy 5: 1d20 ⇒ 6
mummy 5: 1d20 ⇒ 1fail
mummy 5: 1d20 ⇒ 11

so mummies 1 and 3 can somehow tell that the walls are not in fact rock but are merely shadowstuff. This would allow them to break through any intervening walls as shadowstuff is much weaker than rock, but they would have to use an attack to attack it and break it. Hardness 0, 3 HP per inch. wouldnt imagine they are thicker than a foot, I didnt make an internal map of there as it's already convoluted enough of a map. That said, they are still physically blocked from traversing without sundering the walls. We'll say that i organized the hallways in a zigzag pattern to slow their movement by making them have to walk hundreds of feet out of the way or choose to attack through the walls (wasting actions anyway).

this is vs the disorienting darkness in the H shape
mummy 1: 1d20 ⇒ 17
mummy 1: 1d20 ⇒ 7
mummy 1: 1d20 ⇒ 9pass

mummy 2: 1d20 ⇒ 17
mummy 2: 1d20 ⇒ 2fail
mummy 2: 1d20 ⇒ 20

mummy 3: 1d20 ⇒ 17
mummy 3: 1d20 ⇒ 11
mummy 3: 1d20 ⇒ 5pass

mummy 4: 1d20 ⇒ 16
mummy 4: 1d20 ⇒ 10
mummy 4: 1d20 ⇒ 3fail

mummy 5: 1d20 ⇒ 8
mummy 5: 1d20 ⇒ 13pass
mummy 5: 1d20 ⇒ 12
so mummy 1, 3, annd 5 are not disoriented this turn.

Mummy 2 and 4, i can control their movement and though i cannot choose for them to attack or cast abilities and such, if they choose to do so i get to pick the target. I will move them next to mummies 1 and 3 so that if they choose to attack what they think is a wall, i will direct the attack against their ally.

in conclusion:
mummy 1 and mummy 3 can see that the walls and floor and ceiling are fake stone (shadowstuff in fact) and can act normally for this turn. more saves on its next turn.
mummy 2 and mummy 4 thinks it is in a cavernous maze and it is too dark to tell what direction it is moving.
mummy 5 thinks it is in a cavernous maze but it can see where it is going and can act normally otherwise

they have all taken 79 damage and fast healed 30 of that damage back on their turn.


map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6

per my post here each of those that just moved through my H-Shaped illusion needs to make a DC 46 will save. They have a good chance to pass so I will also be spending a shadow point as a free action to make them roll two additional times and take the worst. So I need 3 saves from each and they take the worst. Their senses as listed in the stat block you provided do not overcome the illusion naturally.

ALSO, i still havent seen them make any saves for THIS post and it is under the same stricture that if any of them pass, i will spend a shadow point as a free action to make them roll 2x more and take worst. So from that spell i should see 192 saves, and then another 3 each for the 5 apprentices that just went through my illusion/darkness (vs that) and another 3 each for those 5 for the Disorienting effect that is on that as well. These saves will determine if they can even get through the illusion as it affects their movement.

SR doesnt apply to any of this

so i kinda need:
A. 3 saves per instance of 64 elementals, if some of them attack the same creature that creature makes 3 more saves. max of 79 damage per enemy creature (53 max if they are not vulnerable to fire). This is the 192 saves i mentioned.
B. 3 saves for each of 5 mummies moving into my illusion
C. 3 saves for each of 5 mummies vs disorientation


map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6
Sebecloki wrote:
I re-uploaded the map -- everyone make sure they're in the location they think they should be in the ROUND 4 pdf.

according to this map I am not where i should be. i should be on the left edge of the H-shaped illusion.

Also, is this invisibility purge from Miqeo? Since i took over the familiar and made it a PC, I no longer have that spell. How do you want to play that? Would it end early or should I dismiss it on my turn?


map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6

Im immune to fear but also they cant see me.


map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6

If everyone's happy with it im happy with it. I only just started in this game. I'm familiar with dark sun from the 3.0/3.5 conversions.


map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6
Sebecloki wrote:
Stripping away the apprentice's invisibility with invisibility purge activates their fear aura for everyone who can see them.

luckily Miqeo is immune to fear


map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6

The 20% miss chance wont affect them as they dont make attack rolls. The damage doesnt affect them. But the vision component, while our doesnt really say, I would assume so. They have 200ft movement so they can just move towards ther center of the effects and blunder around until they get within 5ft of enemies


map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6

They each do that much to their target, but each target cannot take the damage more than once per turn so even if two or 90 illusions hit one target, they take the same total damage as if one had hit them.


1 person marked this as a favorite.
map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6

actions:
move action: move 60ft west to just inside the edge of his H-shaped illusion
Standard action: cast an illusion spell. Cost 1 SP to cast, 1 to last 19 minutes without concentration, 1 for complex, 1 for shadow infusion (4 SP total). Uses all sensory traits to fool the senses.
Programmed illusion: 4 circumstances
1. fly towards enemies (illusions have a 250ft speed and must stay within 250ft of me)
2. avoid allies (PCs and associates)
3. cling to enemy until enemy is dead
4. fly to another enemy if target dies

same as other illusions, i can fool any sense. the illusions do a flat 53 lethal fire damage (if they are anything like regular mummies, they'll take 150% of this damage). The illusion is of fiery elementals shooting out of the cave that he made the illusion of last round and attacking enemies. There are 64 small elementals that shoot out. Though multiple elementals may attack the same enemies if all enemies already have an elemental on them, each enemy can not take damage more than once per turn from this spell. It will last 19 minutes. I have given them instructions but can change them later if i want by spending my actions.

Will save for half damage is DC 46. if any disbelieve, I will spend my remaining swift action to spend a spell point and make them reroll their save two more times and take the worst.

The cave entrance facing east suddenly spills forth with dozens of fiery blasts that, upon closer inspection, are small elementals streaking forth and striking enemies.


map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6
Sebecloki wrote:
Miqeo wrote:
I am not visible to turrets. Is it our turn or should I wait to post my actions?
Did you not just finish your actions for Round 3? If so, then you have to wait until Round 4, otherwise please finish posting.

oh sorry i thought the enemies were last and it was a new round. i'll wait for round 4


map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6

I am not visible to turrets. Is it our turn or should I wait to post my actions?


map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6

sorry, i should clarify that i follow him out of the shaft, then i did my turn, but when he decides to 'port around topside i will decline to follow him, instead remaining in my illusion.


map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6
Hamza Mīnakshi wrote:

This is the rest of Hamza's turn, after he teleported out of the shaft o doom

Once more utilizing the vile darkness within him, Hamza claims three of the apprentices. Swift action, using Dark Claim again on 3 of the mummies. Hamza's speed is now 85ft, the 3 apprentices and 3 droids all take a -6 penalty to attack him, and he recovers the rest of his expended maneuvers.

He then teleports in among the apprentices, striking one of them before blinking away again. Initiating Flicker Strike teleporting up to 85ft, flanking with my Occultation shadow double 1d20+50 vs it's flat-footed AC for 1d6+36+3d6+1d6+4 9 cold damage. He then can teleport anywhere within 85ft again. Probably somewhere not overly close the enemies, as he can keep doing this, lol

i do not follow him with his teleport


map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6

yeah PDF or PNG is great for me i will look at it and kinda go off that once per turn. I don't need exact numbers usually because i work in a wide area. I cant edit PDFs but i can just look at it


map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6

alright hopefully someone can see them and make a PNG or PDF. if a specific browser is required to play the game, that should have been listed. i mean i get that it is what you like but like half the party cant see more than a quarter of the map


map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6
Amunet-Ra wrote:
Roll20 is free and runs really good on firefox. Just saying.

roll20 sucks for those of us that dont have premium accounts because we have to sit through ads every time we want to look at a map

i'm not using opera, vivaldi, chrome, or any other browser than firefox. i know what firefox's vulnerabilities are and i have protected myself against them, i just dont have time to do that on another browser.

the PNG or the PDF work great for me, so as long as one of those gets done for each then it should be fine for everyone on every machine in every browser.


1 person marked this as a favorite.
map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6

ill just look at the png. i refuse to use a different browser for anything.


map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6

seems correct on the quarter of the map i can see. firefox until i die! (its fine, the PNG map works great for me though)


map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6

cool so it fills the entire gap between the blocks with 4x that much space remaining. So itll also fill 20ft out from the openings and 50ft long around the blocks (essentially making an "H" shape 10ft thick middle bar, 20ft thick side bars and 50ft high if that makes sense, and the blocks will be in the square portions of the top and bottom of the H)


map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6

it couldnt push them out of the way but it is a 50ft cube worth of illusion. 1000 squares 5ft each and contiguous. If you tell me the width between the blocks I can calculate it or you can guess/ballpark it. 30ft tall, 30ft long by 50ft long by 5ft wide is 60 cubes. So if it is a 15ft wide passage then that's 180 squares right there. Etc. If I dont get all my squares it's fine the intent is to lure them into the illusion so they'll be disoriented


map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6

alright, given the retcon, i'm up here with a full round of actions. I will still take those free actions to drop those effects on us. for this turn i will use regular action economy. I will use a move action to activate my Martial Presence to create a Totem of War Dance (costs me 5 stamina points). This is a 30ft aura that allows allies within it to donate a move action to another ally within the aura. The movement must end within the aura. lasts 1 minute.

i'll then use my standard actions to cast a spell (well technically it's a Supernatural Ability via the HOPF Supernatural Spell Monster). It will be Illusion Sphere (figment) with the sensory talents to spoof sight, taste, sound, smell, and touch as well as hide/alter magic auras and presence/absence of minds appropriately. Because of the Shade feat, the illusion also counts as an area of my darkness and any incoming will be subject to Disorienting Darkness (taken 3x for max efficacy). Will save DC is 46, when appropriate (creatures do not automatically get a save for interacting with it). This illusion is quasi-real, having shadowstuff woven into it. It can support weight, block projectiles (has a hardness and HP), and all that. It also reacts appropriately to stimulus. Costs me 4 Spell Points.

GM:

these are the senses that i can spoof with the illusion talents i have. i can elaborate why for any and all upon your request so as not to fill up the feed with needless info. Also on my character sheet the Illusion Master sheet has "Senses I can Fool" towards the top and it is hyperlinked for your ease.
Detect Magic
Blindsense
Blindsight
Darkvision
Color Blindness
Echolocation
Scent/Keen Scent
Lifesense
Low-light vision
Detect Thoughts
Thoughtsense
Tremorsense
Trueseeing <- for this one, they don't get the normal benefit of true seeing but they do get a bonus to their will save equal to half the caster level of the true seeing effect they have on.

The earth appears to swell up around the duo, filling up a large portion of the area between the two stone blocks (a 50ft cube's worth of squares arranged to fill the gap and upward to 30ft and as long as that volume would approximately stretch forward and back). On each end, at ground level, appears a seemingly natural crack in the earth large enough for the enemies to walk into, and a slight glow coming from within.


map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6

alrighty sounds fair, i will be especially careful as i have teleporting options for both haha


1 person marked this as a favorite.
map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6

DM:
so why did it block us? we were traveling through the plane of shadow not the astral


map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6

as two free actions i will use two Persistent Powers on myself and Hamza. Feed on Darkness gives each of us Fast Healing 1 for 15 hours and Hide In Darkness+Vanish in Shadow gives each of us use stealth checks to hide in dim light or darkness even while being observed and we count as completely hidden from detection. Anyone that attempts to discern the target’s location must succeed on the normal Perception check to locate them while they are hiding, even those using unusual forms of perception such as blindsight or tremorsense or Divination sphere effects to directly or indirectly discover their current position. Additionally we each count as coated in lead for purposes of divination effects.

sure, i'll fly in place and take 20. I auto-succeed the DC to hover in place (beat it by 10 if i roll a 1).

1 to 50 of 55 << first < prev | 1 | 2 | next > last >>