Battle Imp [11 CR] Brawler 2 | Harbinger 13, Champion 1 | HP: 315/315 | AC 40 / T 21 / FF 31 (+4 v AoO fr move, +2 if moved 10’) DR10/cold iron, immune: fire | F 21, R 23 (+2 if moved 10’ ), W 22 | CMB +21 CMD 31 | Init +10, Per: +30
checking in from vacation. it sounds like we've lost all class abilities other than the ability to buff Adam? I don't have buffs since i don't have a caster class. if we can ever get it within 85' i can attack. otherwise I think I'm a spectator. I won't be around much while I'm on this phase of my vacation. please take me out of the piloting Adam rotation, but I'm happy to have Oneidros attack if the opportunity arises. if I get the chance, I suppose I should clarify, do I have any class abilities (e.g. stances, strikes and boosts) left?
Battle Imp [11 CR] Brawler 2 | Harbinger 13, Champion 1 | HP: 315/315 | AC 40 / T 21 / FF 31 (+4 v AoO fr move, +2 if moved 10’) DR10/cold iron, immune: fire | F 21, R 23 (+2 if moved 10’ ), W 22 | CMB +21 CMD 31 | Init +10, Per: +30
rolls for now: I love the idea of what you're doing. sounds like fun RP opportunity...but dunno when I'll get the chance. If I do before yall move on I'll post again. If not...
Bluff: 35
Use Magic Device: DC 40
Knowledge (Arcana): DC 40
Appraise: DC 20 (Oneidros Only)
Handle Animal: DC 20 (Oneidros Only)
Battle Imp [11 CR] Brawler 2 | Harbinger 13, Champion 1 | HP: 315/315 | AC 40 / T 21 / FF 31 (+4 v AoO fr move, +2 if moved 10’) DR10/cold iron, immune: fire | F 21, R 23 (+2 if moved 10’ ), W 22 | CMB +21 CMD 31 | Init +10, Per: +30
I have the following strike available:
If I hit and it fails a DC 31 Reflex save, it would be trapped for 16 rounds. It could use those rounds to buff but not to do much else. We could use them to buff & set something up. It won't know precisely when the prison would disappear but we will, which might give us a bit of a surprise round...and at the very least lets us all surround it and possibly get a full attack in, which could be huge. (If it manages to act before we do when the prison drops, at the very least we'd get AoOs.) Speaking personally, if I can get a full attack on this thing + a swift boost, I should be able to make a significant dent. EDIT: Note, I can "only" fly 115' (hasted) where it clearly goes much faster (and is 280' away from me now). Getting another chance to swing isn't guaranteed...but I can strike at a 55' distance so it which should hopefully make this easier. Actually, with Martial Charge I guess I could get him if he ends within 230' of me (or get him now if someone can move me 50' closer to him).
Battle Imp [11 CR] Brawler 2 | Harbinger 13, Champion 1 | HP: 315/315 | AC 40 / T 21 / FF 31 (+4 v AoO fr move, +2 if moved 10’) DR10/cold iron, immune: fire | F 21, R 23 (+2 if moved 10’ ), W 22 | CMB +21 CMD 31 | Init +10, Per: +30
How far away is it from me now? And who did the breath weapon hit? Just Sashin? Oh and yikes--Sashin, how many HP do you have left at this point??
Battle Imp [11 CR] Brawler 2 | Harbinger 13, Champion 1 | HP: 315/315 | AC 40 / T 21 / FF 31 (+4 v AoO fr move, +2 if moved 10’) DR10/cold iron, immune: fire | F 21, R 23 (+2 if moved 10’ ), W 22 | CMB +21 CMD 31 | Init +10, Per: +30
AHhh, my bad. I know you can't ready a full but I thought you could ready a move and a standard. Yin, thanks for catching that! Give that, please change my readied action to if/when the dragon comes within 60' (55' of Tenebrous Reach +5' step)
Battle Imp [11 CR] Brawler 2 | Harbinger 13, Champion 1 | HP: 315/315 | AC 40 / T 21 / FF 31 (+4 v AoO fr move, +2 if moved 10’) DR10/cold iron, immune: fire | F 21, R 23 (+2 if moved 10’ ), W 22 | CMB +21 CMD 31 | Init +10, Per: +30
AoO, flank: 1d20 + 31 + 2 ⇒ (5) + 31 + 2 = 38
When the dragon flies off Oneidros takes another swing, calling out, "Ha! You're welcome to try to flee me worm. It'll only delay the inevitable." Gossamer twists around Oneidros again and suddenly his arms seem almost disconnected from his elemental form. swft: activate Tenebrous Reach He waits for the dragon's return, readying himself to strike out if it comes near. If it comes within 140':
Free: spend 1 MP to activate mythic combat expertise (negate penalties for 1 minute) Move: up until ~30' from it (or as close as he can with 85' flight) and then use Tenebrous Reach to strike from the remaining distance. Stnd: [Shattered Mirror 7] Double Team (Su) Strike, Standard: You create a semi-real copy of yourself to flank an opponent, striking them high and low. When you initiate this maneuver, make a melee attack and a Craft check. If you hit, it deals normal weapon damage plus additional damage equal to twice the result of the Craft check, and the struck creature is knocked prone. Strike (shattered mirror: double team): 1d20 + 31 ⇒ (7) + 31 = 38
status MORE UP TO DATE THAN THE BAR:
AC 51, Init +12, Ref +25
HP 214/315 Assuming that the one attack that rolled high enough last round hit him, and that the near misses destroyed images. Note that if his wing strike can bypass DR/cold iron he's taken another 10 damage...cold shield damage has been subtracted as well. CON 27/28 MP 2/5 Elemental form 2/3 daily uses Active effects: - (mythic) combat expertise=+6 AC -0 to hit for 1 minute -Stance: Mirror Image...except all the images are gone now so kinda like nuffin' - Med Air Elem form: +4 size bonus to your Dexterity and a +3 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to create a whirlwind. Maneuvers used: - Double Team - Adamantine Knuckles EDIT: dam rec'd from cold shield: 3d6 + 27 ⇒ (2, 1, 4) + 27 = 34
Battle Imp [11 CR] Brawler 2 | Harbinger 13, Champion 1 | HP: 315/315 | AC 40 / T 21 / FF 31 (+4 v AoO fr move, +2 if moved 10’) DR10/cold iron, immune: fire | F 21, R 23 (+2 if moved 10’ ), W 22 | CMB +21 CMD 31 | Init +10, Per: +30
Cool, I'll see it through, and I'll make sure to be more consistent with my status spoiler. I like to keep my commitments whenever I can, and I'm curious to see how EDIT BTW, you mentioned that Oneidros took 1d6+9 cold damage / each time he's hit so far...but I don't think you ever told me how many of my swings connected.
Battle Imp [11 CR] Brawler 2 | Harbinger 13, Champion 1 | HP: 315/315 | AC 40 / T 21 / FF 31 (+4 v AoO fr move, +2 if moved 10’) DR10/cold iron, immune: fire | F 21, R 23 (+2 if moved 10’ ), W 22 | CMB +21 CMD 31 | Init +10, Per: +30
GM Rednal wrote:
Hmmmm, yeah, I often post a status spoiler like the one in this post Does that work well enough for you? It's a lot more than can be fit into the stat bar...and I find frequently editing those a pain. I certainly respect wanting to have things in the way that makes the (significant) work of DMing easier on you...though at this point I'm nearing just saying maybe Oneidros should get eaten since work & family commitments have exploded so much for me.
Battle Imp [11 CR] Brawler 2 | Harbinger 13, Champion 1 | HP: 315/315 | AC 40 / T 21 / FF 31 (+4 v AoO fr move, +2 if moved 10’) DR10/cold iron, immune: fire | F 21, R 23 (+2 if moved 10’ ), W 22 | CMB +21 CMD 31 | Init +10, Per: +30
Rednal, a few notes and Qs:
Battle Imp [11 CR] Brawler 2 | Harbinger 13, Champion 1 | HP: 315/315 | AC 40 / T 21 / FF 31 (+4 v AoO fr move, +2 if moved 10’) DR10/cold iron, immune: fire | F 21, R 23 (+2 if moved 10’ ), W 22 | CMB +21 CMD 31 | Init +10, Per: +30
Round 2 Oneidros-the-whipping-wind flies toward the dragon, a constellation of mirror images swirling around him. Suddenly gossamer folds around him. When it unfolds he appears beside the dragon, opposite Sashin and unleashes a flurry of blows upon it's scaled hide. swft: fleet charge (-1 MP)
fleet charge unarmed strike (bypasses any DR): 1d20 + 31 + 2 ⇒ (19) + 31 + 2 = 52 damage: 1d6 + 25 ⇒ (6) + 25 = 31 unarmed strike: 1d20 + 29 + 2 ⇒ (5) + 29 + 2 = 36 damage: 1d6 + 25 ⇒ (1) + 25 = 26
Battle Imp [11 CR] Brawler 2 | Harbinger 13, Champion 1 | HP: 315/315 | AC 40 / T 21 / FF 31 (+4 v AoO fr move, +2 if moved 10’) DR10/cold iron, immune: fire | F 21, R 23 (+2 if moved 10’ ), W 22 | CMB +21 CMD 31 | Init +10, Per: +30
@DM Rednal, any knowledge rolls to know more about Horranath? I'm particularly curious about defenses & relative saves (which are weakest/strongest)? K Arcana: 1d20 + 33 ⇒ (3) + 33 = 36
Battle Imp [11 CR] Brawler 2 | Harbinger 13, Champion 1 | HP: 315/315 | AC 40 / T 21 / FF 31 (+4 v AoO fr move, +2 if moved 10’) DR10/cold iron, immune: fire | F 21, R 23 (+2 if moved 10’ ), W 22 | CMB +21 CMD 31 | Init +10, Per: +30
superquick while mostly being papa. shifting to mirror image stance. double move toward danger. Oneidros sees Barrett charging headlong toward the dragon and decides to give pursuit. He shifts his stance subtly--causing his image to refract again until there are once again four whirlwinds cascading around each other. He then flies off full speed, hoping to draw off some of the Dragon's ire. He keeps from being right beside either Sashin or Barrett in the hopes that no more than one of them are within breath-weapon range of one another.
Battle Imp [11 CR] Brawler 2 | Harbinger 13, Champion 1 | HP: 315/315 | AC 40 / T 21 / FF 31 (+4 v AoO fr move, +2 if moved 10’) DR10/cold iron, immune: fire | F 21, R 23 (+2 if moved 10’ ), W 22 | CMB +21 CMD 31 | Init +10, Per: +30
Yin, I think it's an overpowered combo which is why I brought it up here, but I think it's legal as written. See below: Spinning Flurry wrote: The initiator makes two attacks at full base attack bonus per opponent within his reach, and each attack inflicts an additional 4d6 points of damage. Tenebrous Reach wrote:
Battle Imp [11 CR] Brawler 2 | Harbinger 13, Champion 1 | HP: 315/315 | AC 40 / T 21 / FF 31 (+4 v AoO fr move, +2 if moved 10’) DR10/cold iron, immune: fire | F 21, R 23 (+2 if moved 10’ ), W 22 | CMB +21 CMD 31 | Init +10, Per: +30
Sashin, thanks for the assist! I wouldn't have been able to go nova without ya. Rednal, thanks for the clarification about the dragon. Let me recap (and please correct me if I've got something wrong): - The ceiling has collapsed (killing 2 bloodles)
My thoughts:
My proposal
Qs for the team
Battle Imp [11 CR] Brawler 2 | Harbinger 13, Champion 1 | HP: 315/315 | AC 40 / T 21 / FF 31 (+4 v AoO fr move, +2 if moved 10’) DR10/cold iron, immune: fire | F 21, R 23 (+2 if moved 10’ ), W 22 | CMB +21 CMD 31 | Init +10, Per: +30
Dropped grinning from the dragon’s maw onto Tesh’s face, the Avenging Hare reaches deep within to harden his paws to the strength of adamantine. He pummels with all the speed his training and practice have given him, hoping to grind Tesh into a pulp. swft: Adamantine Knuckles (Ex) Boost, Swift: Once initiated, for the rest of the initiator's turn all attacks he makes with this boost inflict an additional 6d6 points of damage and ignore the target's damage reduction or an object's hardness.
Rolls: unarmed strike: 1d20 + 24 ⇒ (14) + 24 = 38 damage: 1d3 + 11 + 6d6 ⇒ (3) + 11 + (4, 6, 5, 6, 4, 5) = 44 unarmed strike: 1d20 + 24 ⇒ (18) + 24 = 42 damage: 1d3 + 11 + 6d6 ⇒ (2) + 11 + (1, 6, 3, 2, 1, 2) = 28 unarmed strike: 1d20 + 24 ⇒ (12) + 24 = 36 damage: 1d3 + 11 + 6d6 ⇒ (3) + 11 + (5, 2, 5, 6, 5, 1) = 38 unarmed strike: 1d20 + 24 ⇒ (16) + 24 = 40 damage: 1d3 + 11 + 6d6 ⇒ (1) + 11 + (5, 6, 3, 3, 4, 2) = 35 unarmed strike: 1d20 + 19 ⇒ (16) + 19 = 35 damage: 1d3 + 11 + 6d6 ⇒ (3) + 11 + (3, 5, 6, 1, 2, 2) = 33 unarmed strike: 1d20 + 19 ⇒ (15) + 19 = 34 damage: 1d3 + 11 + 6d6 ⇒ (1) + 11 + (6, 4, 4, 2, 6, 6) = 40 unarmed strike: 1d20 + 14 ⇒ (2) + 14 = 16 damage: 1d3 + 11 + 6d6 ⇒ (1) + 11 + (5, 4, 3, 4, 3, 3) = 34 unarmed strike: 1d20 + 14 ⇒ (19) + 14 = 33 damage: 1d3 + 11 + 6d6 ⇒ (2) + 11 + (4, 6, 6, 4, 4, 4) = 41
Battle Imp [11 CR] Brawler 2 | Harbinger 13, Champion 1 | HP: 315/315 | AC 40 / T 21 / FF 31 (+4 v AoO fr move, +2 if moved 10’) DR10/cold iron, immune: fire | F 21, R 23 (+2 if moved 10’ ), W 22 | CMB +21 CMD 31 | Init +10, Per: +30
Thanks, Sashin. If you want to save the MP, feel free to just carry or toss me. I may be wrong but (unless I get as unlucky as Barrett did on blink misses) I think Barrett and I are in a good position to finish this guy off. Eight bunny swings + 6d6 to each + avoid all DR could make a real mess!
Battle Imp [11 CR] Brawler 2 | Harbinger 13, Champion 1 | HP: 315/315 | AC 40 / T 21 / FF 31 (+4 v AoO fr move, +2 if moved 10’) DR10/cold iron, immune: fire | F 21, R 23 (+2 if moved 10’ ), W 22 | CMB +21 CMD 31 | Init +10, Per: +30
Thanks Rednal. If I'm thrown (and land in his square), is there any risk to my not getting to pull this off? Acrobatics check to land gracefully / cling to him / whatever?
Battle Imp [11 CR] Brawler 2 | Harbinger 13, Champion 1 | HP: 315/315 | AC 40 / T 21 / FF 31 (+4 v AoO fr move, +2 if moved 10’) DR10/cold iron, immune: fire | F 21, R 23 (+2 if moved 10’ ), W 22 | CMB +21 CMD 31 | Init +10, Per: +30
Oneidros the raging rabbit bellows in a voice that's all-the-more disturbing for coming from a tiny hare, "Friends, get me to him and I promise this. I WILL FINISH HIM!!"
Battle Imp [11 CR] Brawler 2 | Harbinger 13, Champion 1 | HP: 315/315 | AC 40 / T 21 / FF 31 (+4 v AoO fr move, +2 if moved 10’) DR10/cold iron, immune: fire | F 21, R 23 (+2 if moved 10’ ), W 22 | CMB +21 CMD 31 | Init +10, Per: +30
OK gang, the rabbit has a plan, but to make it work...can someone get me to him? I'm fine with being carried or thrown, but want to make sure I have a Swift + Full to use on something other than moving. (I was really hoping last round would be a setup for this...but of course he's too smart to stay still.) If we can make this work I'll use a swift to activate my most powerful boost: [Broken Blade 7] Adamantine Knuckles (Ex) Boost, Swift: Once initiated, for the rest of the initiator's turn all attacks he makes with this boost inflict an additional 6d6 points of damage and ignore the target's damage reduction or an object's hardness. Then I'll give him a flurry of adamantine-hard rabbit punches...and who in Golarion could possibly weather that?! ;0)
Battle Imp [11 CR] Brawler 2 | Harbinger 13, Champion 1 | HP: 315/315 | AC 40 / T 21 / FF 31 (+4 v AoO fr move, +2 if moved 10’) DR10/cold iron, immune: fire | F 21, R 23 (+2 if moved 10’ ), W 22 | CMB +21 CMD 31 | Init +10, Per: +30
As the wave of antimagic innundates the room, the tiny fey floating hare and his outer body of spinning wood and rock come crashing down. Oneidros feels a bit of disoriented panic as he realizes his telekinetic body is gone and he's left with nothing but his physical muscles. Then he draws on his reserves to hop rapidly across the floor, throwing himself at the undead villain, attempting to bury him in a flurry of cute-but-fierce blows. ______________ Swft: spend 1 MP for fleet charge.
rolls: acrobatics to avoid AoO: 1d20 + 31 ⇒ (12) + 31 = 43 fleet charge unarmed strike (bypasses any DR): 1d20 + 26 ⇒ (14) + 26 = 40 damage: 1d3 + 11 ⇒ (3) + 11 = 14 unarmed strike: 1d20 + 24 ⇒ (5) + 24 = 29 damage: 1d3 + 11 ⇒ (2) + 11 = 13
Battle Imp [11 CR] Brawler 2 | Harbinger 13, Champion 1 | HP: 315/315 | AC 40 / T 21 / FF 31 (+4 v AoO fr move, +2 if moved 10’) DR10/cold iron, immune: fire | F 21, R 23 (+2 if moved 10’ ), W 22 | CMB +21 CMD 31 | Init +10, Per: +30
I appreciate that! How far away from Oneidros is he now? And would you consider putting simple marks on the map for us and our foes? It makes tactical battle posts (whether a move is needed to reach someone, etc) so much easier. EDIT: LOL!! I was glancing over my sheet, thinking about what (su) abilities I can't use anymore....and it occured to me that
Battle Imp wrote:
...so if I head in there my STR is dropping from 30 to 12. ^^ The flavor text for the race says "This tiny fey creature is surrounded by a body composed of stones and branches that form a mobile body the size of an orc."
Oh, and my flight comes from an SLA too: "Constant--fly, telekinesis" All things considered maybe I'm best off staying outside the field and throwing rocks. I'll wait for your answers to move forward though.
Battle Imp [11 CR] Brawler 2 | Harbinger 13, Champion 1 | HP: 315/315 | AC 40 / T 21 / FF 31 (+4 v AoO fr move, +2 if moved 10’) DR10/cold iron, immune: fire | F 21, R 23 (+2 if moved 10’ ), W 22 | CMB +21 CMD 31 | Init +10, Per: +30
Thanks for understanding, and yes I'm perfectly happy to play him until we reach a good transition point. And Sashin and Yin, thanks for the good wishes. It's definitely a happy reason you have to cut back my gaming.
Battle Imp [11 CR] Brawler 2 | Harbinger 13, Champion 1 | HP: 315/315 | AC 40 / T 21 / FF 31 (+4 v AoO fr move, +2 if moved 10’) DR10/cold iron, immune: fire | F 21, R 23 (+2 if moved 10’ ), W 22 | CMB +21 CMD 31 | Init +10, Per: +30
Once Oneidros can see again, he gives a windy roar at the man who'd drained him. Shifting his stance subtly again, his mirrored images disappear and he whirs into a blur of motion, striking out eight times in quick succession. __________________ Swft: switch to Broken Blade Stance
unarmed: 1d20 + 29 ⇒ (15) + 29 = 44damage: 1d6 + 25 ⇒ (5) + 25 = 30
status: AC 45, Init +12, Ref +25 HP 256/315 CON 27/28 Elemental form 2/3 daily uses Active effects: -Stance: [Broken Blade 3] Broken Blade Stance (Ex) While in this stance, the initiator gains a competence bonus equal to his initiator level to Acrobatics checks to avoid attacks of opportunity, and may make an additional attack when making a full attack action. If the initiator is two weapon fighting, he gains this extra attack for both hands. The attack(s) uses the initiator's full base attack bonus, plus any modifiers appropriate to the situation. - Med Air Elem form: +4 size bonus to your Dexterity and a +3 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to create a whirlwind.
Battle Imp [11 CR] Brawler 2 | Harbinger 13, Champion 1 | HP: 315/315 | AC 40 / T 21 / FF 31 (+4 v AoO fr move, +2 if moved 10’) DR10/cold iron, immune: fire | F 21, R 23 (+2 if moved 10’ ), W 22 | CMB +21 CMD 31 | Init +10, Per: +30
Taking in the foes before him, Oneidros opts to calm his whirling form, returning to the somewhat more solid form of an air elemental. The shadows that cling to him twist and distort and suddenly there are four of him together. "Aye, we will escape Doom today, but will you?" He bellows. Oneidros flies toward the man behind the altar, all four airy battle imps positioning themselves to attack. _______________ Stnd: revert from whirlwind form
K. Religion: 1d20 + 33 ⇒ (12) + 33 = 45 To ID the altar man (or his abilities/defenses/attacks) status: AC 45, Init +12, Ref +25
HP 297/315 CON 27/28 Elemental form 2/3 daily uses Active effects:
Battle Imp [11 CR] Brawler 2 | Harbinger 13, Champion 1 | HP: 315/315 | AC 40 / T 21 / FF 31 (+4 v AoO fr move, +2 if moved 10’) DR10/cold iron, immune: fire | F 21, R 23 (+2 if moved 10’ ), W 22 | CMB +21 CMD 31 | Init +10, Per: +30
Seeing that the mists are still lurking, Oneidros says, "Hold on Sashin, before you crash through this door, let me give it a look & listen." He flies over to the door, inspecting it and then (assuming he sees nothing trapped or dangerous) listening for a moment. Perception: 1d20 + 30 ⇒ (2) + 30 = 32
Battle Imp [11 CR] Brawler 2 | Harbinger 13, Champion 1 | HP: 315/315 | AC 40 / T 21 / FF 31 (+4 v AoO fr move, +2 if moved 10’) DR10/cold iron, immune: fire | F 21, R 23 (+2 if moved 10’ ), W 22 | CMB +21 CMD 31 | Init +10, Per: +30
Oneidros watches the spot where the angry mist disappeared, and then scans the room more broadly. He readies himself to rush toward the mist if it should return. readied action to whirlwind-slam it again. sorry, didn't realize you were waiting on me.
Battle Imp [11 CR] Brawler 2 | Harbinger 13, Champion 1 | HP: 315/315 | AC 40 / T 21 / FF 31 (+4 v AoO fr move, +2 if moved 10’) DR10/cold iron, immune: fire | F 21, R 23 (+2 if moved 10’ ), W 22 | CMB +21 CMD 31 | Init +10, Per: +30
BTW, realized I alluded in my last post but should state explicitly: Battle Imps are immune to fire. It's in my stat line and on my sheet...but we're crazy enough characters it can't hurt to be explicit. ;-)
Battle Imp [11 CR] Brawler 2 | Harbinger 13, Champion 1 | HP: 315/315 | AC 40 / T 21 / FF 31 (+4 v AoO fr move, +2 if moved 10’) DR10/cold iron, immune: fire | F 21, R 23 (+2 if moved 10’ ), W 22 | CMB +21 CMD 31 | Init +10, Per: +30
Undeterred by the fires (which seem to have no effect on the him) or his failure to impact the ghostly swarm at first, Oneidros-the-whirling-wind perseveres. He flies once more over the swarm, attempting to catch it up again. Slam: 1d20 + 29 ⇒ (12) + 29 = 41
Battle Imp [11 CR] Brawler 2 | Harbinger 13, Champion 1 | HP: 315/315 | AC 40 / T 21 / FF 31 (+4 v AoO fr move, +2 if moved 10’) DR10/cold iron, immune: fire | F 21, R 23 (+2 if moved 10’ ), W 22 | CMB +21 CMD 31 | Init +10, Per: +30
Despite his transformed airy form, Oneidros feels his blood being supernaturally sucked from him. Nonetheless he holds steady, fighting off a wave of nausea, and begins to whirl about like a small tornado, attempting to bludgeon the tiny cloud of souls that was assaulting them. ____________________ swft enter pugilist's stance
Fort: 1d20 + 21 ⇒ (19) + 21 = 40 Slam: 1d20 + 29 ⇒ (2) + 29 = 31 damage: 2d6 + 25 ⇒ (1, 5) + 25 = 31 Note, here's what I think is relevant...let me know if I've got something wrong here:
Status: AC 45, Init +12, Ref +25
HP 297/315 CON 27/28 Elemental form 2/3 daily uses Active effects:
Battle Imp [11 CR] Brawler 2 | Harbinger 13, Champion 1 | HP: 315/315 | AC 40 / T 21 / FF 31 (+4 v AoO fr move, +2 if moved 10’) DR10/cold iron, immune: fire | F 21, R 23 (+2 if moved 10’ ), W 22 | CMB +21 CMD 31 | Init +10, Per: +30
Hopefully Barrett's spell is about to make the swarm corporeal (so we only have to worry about swarm and undead immunities). <grimace> Assuming his spell fails though, you said "The whirlwind would need an added magical impact - slam (i.e. physical) damage alone would not affect an incorporeal creature." I'm assuming that my +3 amulet of mighty fists would qualify, yes?
Battle Imp [11 CR] Brawler 2 | Harbinger 13, Champion 1 | HP: 315/315 | AC 40 / T 21 / FF 31 (+4 v AoO fr move, +2 if moved 10’) DR10/cold iron, immune: fire | F 21, R 23 (+2 if moved 10’ ), W 22 | CMB +21 CMD 31 | Init +10, Per: +30
Rednal, thanks for letting me know more about how you like to work it. I'll stick with that in the future. Round 1 part B Spellcraft: 1d20 + 33 ⇒ (17) + 33 = 50 Oneidros immediately recognizes the gunslinger's spell and hesitates. As he watches he calls out, "Try to spread out, so it can't envelop more than one of us at a time." The Avenging Hare backs a bit away, trying to create a bit of space between him and any given companion. He concentrates for a moment, and his reflection seems to waver and stretch. Then the fay hare does a lazy loop in the air, and as the loop completes he has transformed into an air elemental...though still with black shadows clinging about it. ______________________ Move a bit away from his nearest companions (if possible in the small hall)
Battle Imp [11 CR] Brawler 2 | Harbinger 13, Champion 1 | HP: 315/315 | AC 40 / T 21 / FF 31 (+4 v AoO fr move, +2 if moved 10’) DR10/cold iron, immune: fire | F 21, R 23 (+2 if moved 10’ ), W 22 | CMB +21 CMD 31 | Init +10, Per: +30
Oneidros' action will depend on what happens when Barrett casts his spell. Questions: I'll ask a few Qs too (if Oneidros would know the answers): 1) Many of my strikes have two effects: damage + something (often mystical) if they fail a save, e.g. Maneuver: [Shattered Mirror 5] Curse of the Smoking Mirror (Su) DC 29 Strike, Standard: When you initiate this maneuver, make a melee attack. If you hit, your attack deals normal weapon damage and the creature struck must succeed at a Will save (DC 15 + your initiation modifier) or become the victim of a reflective curse. The creature struck becomes cursed for a number of rounds equal to your initiation modifier, and whenever it deals damage (by any means) during this time it is dealt equal damage of the same type(s). Does "hitting" entail dealing damage? or would a hit whose damage was negated due to incorporeal immunities still have the secondary effect? 2) Would taking a whirlwind form and then whirling about it damage the swarm? And if so...I know entering Elemental Form is a standard action. Is becoming a Whirlwind a second standard? 3) Is there space to initiate the following maneuver without damaging an ally?
Thanks,
Battle Imp [11 CR] Brawler 2 | Harbinger 13, Champion 1 | HP: 315/315 | AC 40 / T 21 / FF 31 (+4 v AoO fr move, +2 if moved 10’) DR10/cold iron, immune: fire | F 21, R 23 (+2 if moved 10’ ), W 22 | CMB +21 CMD 31 | Init +10, Per: +30
Round 1 part A When Oneidros enters, he looks at the angry mist and feels his own grief and anger welling up. His body-of-branches-and-rocks takes on a threatening posture while the hare within twitches his nose curiously, trying to recall what this thing reminds him of... Move enter room
Fly (to hover): 1d20 + 35 ⇒ (5) + 35 = 40 K. Arcana: 1d20 + 33 ⇒ (9) + 33 = 42
Battle Imp [11 CR] Brawler 2 | Harbinger 13, Champion 1 | HP: 315/315 | AC 40 / T 21 / FF 31 (+4 v AoO fr move, +2 if moved 10’) DR10/cold iron, immune: fire | F 21, R 23 (+2 if moved 10’ ), W 22 | CMB +21 CMD 31 | Init +10, Per: +30
Oneidros nods to the two-headed dragon, indicating his readiness, and stands just to the left of the door ready to follow. He takes a moment to enter a familiar stance: that of the Broken Blade. Stance: Broken Blade Stance (Ex) : While in this stance, the initiator gains a competence bonus equal to his initiator level to Acrobatics checks to avoid attacks of opportunity, and may make an additional attack when making a full attack action. If the initiator is two weapon fighting, he gains this extra attack for both hands. The attack(s) uses the initiator's full base attack bonus, plus any modifiers appropriate to the situation.
Battle Imp [11 CR] Brawler 2 | Harbinger 13, Champion 1 | HP: 315/315 | AC 40 / T 21 / FF 31 (+4 v AoO fr move, +2 if moved 10’) DR10/cold iron, immune: fire | F 21, R 23 (+2 if moved 10’ ), W 22 | CMB +21 CMD 31 | Init +10, Per: +30
As far as buffs go, I have the following Stance: [Shattered Mirror 5] Silvered Mirror Stance (Su) When you assume this stance, choose a single non-personal range power, psi-like ability, spell, or spell-like ability affecting you. While you maintain this stance, allies within 30 feet of you also gain the benefits of the chosen effect for as long as it is affecting you. ...so if there's a buff we want to spread around, just cast it on Oneidros and he can share it with anyone else within 30'. (There'll be times where I want to be able to take on a different stance, but I could generally take this one whenever warranted to spread a buff around).
Battle Imp [11 CR] Brawler 2 | Harbinger 13, Champion 1 | HP: 315/315 | AC 40 / T 21 / FF 31 (+4 v AoO fr move, +2 if moved 10’) DR10/cold iron, immune: fire | F 21, R 23 (+2 if moved 10’ ), W 22 | CMB +21 CMD 31 | Init +10, Per: +30
Nothing to ask. Can I carry Yin along telekinetically without disturbing her casting? If so, lets keep walking while she casts.
Battle Imp [11 CR] Brawler 2 | Harbinger 13, Champion 1 | HP: 315/315 | AC 40 / T 21 / FF 31 (+4 v AoO fr move, +2 if moved 10’) DR10/cold iron, immune: fire | F 21, R 23 (+2 if moved 10’ ), W 22 | CMB +21 CMD 31 | Init +10, Per: +30
Take 10 on K. Religion for 43. Look like the robes of a priest of Abadar?
Battle Imp [11 CR] Brawler 2 | Harbinger 13, Champion 1 | HP: 315/315 | AC 40 / T 21 / FF 31 (+4 v AoO fr move, +2 if moved 10’) DR10/cold iron, immune: fire | F 21, R 23 (+2 if moved 10’ ), W 22 | CMB +21 CMD 31 | Init +10, Per: +30
Oneidros' outer head-of-sticks turns toward the bobbing Yin (almost as though it were the one with real eyes). "I doubt that Tesh is any less corrupt than the dragon, and it looks to me like both may be significant threats to this town. "Fortunately, it seems we had a good lead on Marita's--and Tesh's--location, thanks to you both. Hopefully we have what it takes to deal with all involved."
Battle Imp [11 CR] Brawler 2 | Harbinger 13, Champion 1 | HP: 315/315 | AC 40 / T 21 / FF 31 (+4 v AoO fr move, +2 if moved 10’) DR10/cold iron, immune: fire | F 21, R 23 (+2 if moved 10’ ), W 22 | CMB +21 CMD 31 | Init +10, Per: +30
I think none of us even know what's going on up there. oneidros is VERY curious you finally find our what others have learned so he'll certainly follow the gunslinger out when he offers you share some info.
Battle Imp [11 CR] Brawler 2 | Harbinger 13, Champion 1 | HP: 315/315 | AC 40 / T 21 / FF 31 (+4 v AoO fr move, +2 if moved 10’) DR10/cold iron, immune: fire | F 21, R 23 (+2 if moved 10’ ), W 22 | CMB +21 CMD 31 | Init +10, Per: +30
Oneidros--having also elected not to crowd the Count or the hallway--continues to play ball with the boy. At the same time he keeps his keen hare-ears twitching about (seeing if he can follow the conversation about, while also scanning periodically for anything unusual). Perception: 1d20 + 30 ⇒ (18) + 30 = 48
Battle Imp [11 CR] Brawler 2 | Harbinger 13, Champion 1 | HP: 315/315 | AC 40 / T 21 / FF 31 (+4 v AoO fr move, +2 if moved 10’) DR10/cold iron, immune: fire | F 21, R 23 (+2 if moved 10’ ), W 22 | CMB +21 CMD 31 | Init +10, Per: +30
Oneidros shrugs, says, "Well, I guess we wait," and then plays catch with the boy. Rednal, I'm happy to wait until he comes out.
Battle Imp [11 CR] Brawler 2 | Harbinger 13, Champion 1 | HP: 315/315 | AC 40 / T 21 / FF 31 (+4 v AoO fr move, +2 if moved 10’) DR10/cold iron, immune: fire | F 21, R 23 (+2 if moved 10’ ), W 22 | CMB +21 CMD 31 | Init +10, Per: +30
Oneidros finds himself drawn to the human child. Several of the twigs from his outer body weave themselves into a hollow ball and then spin slowly over to the boy. "Here, little manchild, have a ball." The floating hare grins toward the child (hoping he looks more encouraging than unsettling). "I'd love to hear about this dragon as well!" Take 10 on Diplomcacy for 19.
Battle Imp [11 CR] Brawler 2 | Harbinger 13, Champion 1 | HP: 315/315 | AC 40 / T 21 / FF 31 (+4 v AoO fr move, +2 if moved 10’) DR10/cold iron, immune: fire | F 21, R 23 (+2 if moved 10’ ), W 22 | CMB +21 CMD 31 | Init +10, Per: +30
Sold. Let's say everyone but Barrett is off to the brothel together...and hopefully he'll catch up soon.
Battle Imp [11 CR] Brawler 2 | Harbinger 13, Champion 1 | HP: 315/315 | AC 40 / T 21 / FF 31 (+4 v AoO fr move, +2 if moved 10’) DR10/cold iron, immune: fire | F 21, R 23 (+2 if moved 10’ ), W 22 | CMB +21 CMD 31 | Init +10, Per: +30
At this point, since Barrett wants some alone time, I'd vote for giving him a half hour to do his thing and then we all go to the brothel together. If the majority wants to genuinely split up, that's fine too. We could just say we'll meet back here in 2 hours. What's the worst that could happen? ;0)
Battle Imp [11 CR] Brawler 2 | Harbinger 13, Champion 1 | HP: 315/315 | AC 40 / T 21 / FF 31 (+4 v AoO fr move, +2 if moved 10’) DR10/cold iron, immune: fire | F 21, R 23 (+2 if moved 10’ ), W 22 | CMB +21 CMD 31 | Init +10, Per: +30
Oneidros nods to Sashin and Barrett as they head out. To Mineire, he says, "I can see either starting with the count or this Eldran Tesh. Either way though, I'd like to know what's going on here. If you want to start at the brothel, that's fine with me." Before they head out, he turns to the halfling, "Thank you for your suggestions. Before we go, do you know where we could find Tesh?" Re splitting, I'd figure Sashin would just send a head with each party! ;-)
Battle Imp [11 CR] Brawler 2 | Harbinger 13, Champion 1 | HP: 315/315 | AC 40 / T 21 / FF 31 (+4 v AoO fr move, +2 if moved 10’) DR10/cold iron, immune: fire | F 21, R 23 (+2 if moved 10’ ), W 22 | CMB +21 CMD 31 | Init +10, Per: +30
"Puzzling indeed." Oneidros pauses to consider the many tomes he read in his time in the library of Almazaar. DM, any knowledge checks worth making here? Oneidros is +33 at all except Eng and History where he's +30. How you prefer to handle knowledge rolls?
Battle Imp [11 CR] Brawler 2 | Harbinger 13, Champion 1 | HP: 315/315 | AC 40 / T 21 / FF 31 (+4 v AoO fr move, +2 if moved 10’) DR10/cold iron, immune: fire | F 21, R 23 (+2 if moved 10’ ), W 22 | CMB +21 CMD 31 | Init +10, Per: +30
The fairy-hare rubs his eyes with his fists and coughs a bit as he floats into the sooty town behind their newly met guide. Meanwhile his hand-of-stick-and-stone reaches out to Dusk in a greeting. "Thank you...fellow humanoid. Who are you by the way? Another invitee to Marita's wedding? I'm Oneidros of the Blooming Grove." As he talks, shadow seems to wrinkle and distort around him and suddenly there are four of him--perfect reflections of each other floating along side by side. Swift to enter Infinity Mirror Stance; equivalent of casting Mirror Image but always +3 images and lasts until they're picked off or I switch stances.
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