Male Human (Cheliaxian) Sorcerer 9 / Diabolist 2
Quelion weaves still more magic, this time targeting Algar's Archons. The Imp sneaks in for a trio of stabs, and of course the laser beams of doom continue their bombardment, although two Archons have vanished. Imp Attack 1: 1d20 + 18 ⇒ (3) + 18 = 21 Damage: 1d4 + 3 ⇒ (1) + 3 = 4 + DC 16 Fort or 1 Dex damage
Archon Damage: 4d6 ⇒ (4, 3, 1, 3) = 11 Archon Dice: Attack:
1d20 + 6 ⇒ (10) + 6 = 16 1d20 + 6 ⇒ (16) + 6 = 22 1d20 + 6 ⇒ (15) + 6 = 21 1d20 + 6 ⇒ (17) + 6 = 23 1d20 + 6 ⇒ (11) + 6 = 17 1d20 + 6 ⇒ (2) + 6 = 8 1d20 + 6 ⇒ (18) + 6 = 24 1d20 + 6 ⇒ (11) + 6 = 17 1d20 + 6 ⇒ (16) + 6 = 22 1d20 + 6 ⇒ (15) + 6 = 21 1d20 + 6 ⇒ (9) + 6 = 15 1d20 + 6 ⇒ (4) + 6 = 10 1d20 + 6 ⇒ (4) + 6 = 10 1d20 + 6 ⇒ (19) + 6 = 25 1d20 + 6 ⇒ (3) + 6 = 9 1d20 + 6 ⇒ (4) + 6 = 10 1d20 + 6 ⇒ (4) + 6 = 10 1d20 + 6 ⇒ (17) + 6 = 23 1d20 + 6 ⇒ (3) + 6 = 9 1d20 + 6 ⇒ (19) + 6 = 25 1d20 + 6 ⇒ (10) + 6 = 16 1d20 + 6 ⇒ (14) + 6 = 20 1d20 + 6 ⇒ (2) + 6 = 8 1d20 + 6 ⇒ (4) + 6 = 10 1d20 + 6 ⇒ (15) + 6 = 21 1d20 + 6 ⇒ (7) + 6 = 13 1d20 + 6 ⇒ (14) + 6 = 20
Male Human (Cheliaxian) Sorcerer 9 / Diabolist 2
Hokay, to make this easy, Quellion will caste Haste again before his Archons take their go. The Imp goes Invis and attempts to sneak in this round among the Beam Spam. They all cast Aid on one another the previous round, so this means they're all Hasted and Aided. That means 33 attacks this round. Raw rolls will be behind the second spoiler. As before, each attack is a Touch that ignores DR and ER for 1d6. Attacks:
AC 26 (Potential Crit): 1 AC 25: 3 AC 24: 1 AC 23: 2 AC 22: 2 AC 21: 1 AC 20: 1 AC 19: 1 AC 18: 2 AC 17: 2 AC 16: 2 AC 15: 1 AC 14: 1 AC 13: 3 AC 12: 1 AC 11: 4 AC 9: 3 AC 8: 1 Potential Crit: 1d20 + 6 ⇒ (17) + 6 = 23 rolls: 1d20 + 6 ⇒ (5) + 6 = 11 1d20 + 6 ⇒ (10) + 6 = 16 1d20 + 6 ⇒ (3) + 6 = 9 1d20 + 6 ⇒ (5) + 6 = 11 1d20 + 6 ⇒ (11) + 6 = 17 1d20 + 6 ⇒ (2) + 6 = 8 1d20 + 6 ⇒ (19) + 6 = 25 1d20 + 6 ⇒ (19) + 6 = 25 1d20 + 6 ⇒ (11) + 6 = 17 1d20 + 6 ⇒ (13) + 6 = 19 1d20 + 6 ⇒ (16) + 6 = 22 1d20 + 6 ⇒ (3) + 6 = 9 1d20 + 6 ⇒ (3) + 6 = 9 1d20 + 6 ⇒ (14) + 6 = 20 1d20 + 6 ⇒ (18) + 6 = 24 1d20 + 6 ⇒ (7) + 6 = 13 1d20 + 6 ⇒ (5) + 6 = 11 1d20 + 6 ⇒ (7) + 6 = 13 1d20 + 6 ⇒ (7) + 6 = 13 1d20 + 6 ⇒ (8) + 6 = 14 1d20 + 6 ⇒ (20) + 6 = 26 1d20 + 6 ⇒ (19) + 6 = 25 1d20 + 6 ⇒ (9) + 6 = 15 1d20 + 6 ⇒ (4) + 6 = 10 1d20 + 6 ⇒ (12) + 6 = 18 1d20 + 6 ⇒ (10) + 6 = 16 1d20 + 6 ⇒ (15) + 6 = 21 1d20 + 6 ⇒ (12) + 6 = 18 1d20 + 6 ⇒ (16) + 6 = 22 1d20 + 6 ⇒ (17) + 6 = 23 1d20 + 6 ⇒ (6) + 6 = 12 1d20 + 6 ⇒ (5) + 6 = 11 1d20 + 6 ⇒ (17) + 6 = 23
Male Human (Cheliaxian) Sorcerer 9 / Diabolist 2
"I sincerely doubt it. And unfortunately, when I'm uncertain as to what defenses the foe will have ready, we must look to Heaven rather than Hell for salvation." All right, the archons on rounds 1 and 2 will vanish before he shows up. Seven rounds left to summon, and I'm thinking spend fiuve of my Summon Monster 4s on this, plus one Summon Monster 3 (for a total of 5d3+5 archons. On the last two rounds, the Archons use Aid on each other (for simplicity, I'll roll one die for HP if you don't mind DM), then ready an action to blast the Runelord.. On the very last round, I'll drop haste on meleers and archons. Thereafter, we'll see.
Male Human (Cheliaxian) Sorcerer 9 / Diabolist 2
Still more of the Lantern Archons appear while firing lasers at the remaining threat. Round 4:
Summoning: 1d4 + 1 ⇒ (1) + 1 = 2
Archon 1 Attack 1: 1d20 + 3 ⇒ (6) + 3 = 9
Archon 2 Attack 1: 1d20 + 3 ⇒ (9) + 3 = 12
Archon 3 Attack 1: 1d20 + 3 ⇒ (14) + 3 = 17
Archon 4 Attack 1: 1d20 + 3 ⇒ (17) + 3 = 20
Archon 5 Attack 1: 1d20 + 3 ⇒ (18) + 3 = 21
Archon 6 Attack 1: 1d20 + 3 ⇒ (13) + 3 = 16
Archon 7 Attack 1: 1d20 + 3 ⇒ (18) + 3 = 21
Archon 8 Attack 1: 1d20 + 3 ⇒ (1) + 3 = 4
Archon 9 Attack 1: 1d20 + 3 ⇒ (20) + 3 = 23
Archon 10 Attack 1: 1d20 + 3 ⇒ (15) + 3 = 18
Damage to Blackstrike: 16d6 ⇒ (2, 4, 5, 6, 5, 1, 5, 1, 5, 5, 5, 6, 1, 5, 2, 1) = 59
Male Human (Cheliaxian) Sorcerer 9 / Diabolist 2
Quelion elects to stay still and keep up with creating a larger swarm. Round 3: Number Summoned: 1d4 + 1 ⇒ (1) + 1 = 2
Archon 1 Attack 1: 1d20 + 3 ⇒ (9) + 3 = 12 Touch
Archon 2 Attack 1: 1d20 + 3 ⇒ (18) + 3 = 21 Touch
Archon 3 Attack 1: 1d20 + 3 ⇒ (15) + 3 = 18 Touch
Archon 4 Attack 1: 1d20 + 3 ⇒ (5) + 3 = 8 Touch
Archon 5 Attack 1: 1d20 + 3 ⇒ (7) + 3 = 10 Touch
Archon 6 Attack 1: 1d20 + 3 ⇒ (16) + 3 = 19 Touch
Archon 7 Attack 1: 1d20 + 3 ⇒ (7) + 3 = 10 Touch
Archon 8 Attack 1: 1d20 + 3 ⇒ (12) + 3 = 15 Touch
Seeing 10 "definite" hits, ergo Damage: 10d6 ⇒ (2, 2, 6, 6, 6, 3, 2, 6, 4, 2) = 39
Male Human (Cheliaxian) Sorcerer 9 / Diabolist 2
Quelion will cast Summon Monster V twice then, summoning Lantern Archons each time. They'll be directed to move into a scatter formation, and be summoned in such, so that there can be no more than one attacked each round, and if something moves into position to attack they'll deliberately provoke an AoO so that one dies, the rest survive and a melee attacker has to move again to attack them. Round 1:
Number summoned: 1d4 + 1 ⇒ (3) + 1 = 4
Archon 1 attack 1: 1d20 + 3 ⇒ (5) + 3 = 8 Touch
Archon 2 attack 1: 1d20 + 3 ⇒ (6) + 3 = 9 Touch
Archon 3 attack 1: 1d20 + 3 ⇒ (4) + 3 = 7 Touch
Archon 4 attack 1: 1d20 + 3 ⇒ (11) + 3 = 14 Touch
Round 2:
Number summoned: 1d4 + 1 ⇒ (1) + 1 = 2
Archon 1 attack (moved): 1d20 + 3 ⇒ (8) + 3 = 11 Touch Archon 2 attack (moved): 1d20 + 3 ⇒ (4) + 3 = 7 Touch Archon 3 attack 1: 1d20 + 3 ⇒ (4) + 3 = 7 Touch
Archon 4 attack 1: 1d20 + 3 ⇒ (16) + 3 = 19 Touch
Archon 5 attack 1: 1d20 + 3 ⇒ (4) + 3 = 7 Touch
Archon 6 attack 1: 1d20 + 3 ⇒ (17) + 3 = 20 Touch
Since they're not subject to damage reduction, just tell me the number of hits for d6s to roll for damage each round.
Male Human (Cheliaxian) Sorcerer 9 / Diabolist 2
Init: 1d20 + 2 ⇒ (16) + 2 = 18
"There's a trap just in the doorway, Master. Wouldn't want you to stub your toe or something!" the imp screeches, before turning invisible to try to fly around it. Quelion nods to his infernal servant before beginning to cast a spell. . . .
Male Human (Cheliaxian) Sorcerer 9 / Diabolist 2
"Unless someone is volunteering to be a lightning rod, the Lightning Arc option is perhaps not the best. That requires a minimum of two grounds and it's tuned for living things. I can stretch the definition a bit, but a random point in space is too far."
Male Human (Cheliaxian) Sorcerer 9 / Diabolist 2
"I have little doubt that is the intent. So far, however, I have been more challenged by the foes preventing us from reaching this place. You would probably argue that to trust the offers of Hell is foolhardy, and you would be about 99% correct. But never doubt its' might."
Male Human (Cheliaxian) Sorcerer 9 / Diabolist 2
HP: 48/68 Quelion Reflex: 1d20 + 9 ⇒ (8) + 9 = 17
Concentration Check: 1d20 + 17 ⇒ (5) + 17 = 22 Quelion looks surprisingly healthy for taking a fireball to the face. The pit-spawn accompanying him seem no the worse for wear as they continue to pummel the thing that dared to try to set them ablaze. Upon losing the spell, though, Quelion spreads out a bit from the group and takes the (slightly) more cautious approach of just casting spells. Barbazu Glaive 1: 1d20 + 15 ⇒ (10) + 15 = 25
Barbazu Glaive 1: 1d20 + 10 ⇒ (11) + 10 = 21
Imp Stinger 1: 1d20 + 17 ⇒ (13) + 17 = 30
Imp Stinger 1: 1d20 + 13 ⇒ (5) + 13 = 18
Quelion casts Slow (Will DC 18). Overcoming SR: 1d20 + 15 ⇒ (8) + 15 = 23
Male Human (Cheliaxian) Sorcerer 9 / Diabolist 2
A Barbazu appears ten feet behind the Herald, quickly slashing with its' glaive. The imp sppears, jabbing at the critter rapidly with its' stinger as well. Meanwhile, Quelion decides to bring more of his "friends" to the party. Barbazu Glaive 1: 1d20 + 15 ⇒ (8) + 15 = 23
Barbazu Glaive 2: 1d20 + 11 ⇒ (4) + 11 = 15
Imp Sting 1: 1d20 + 17 ⇒ (15) + 17 = 32
Imp Sting 2: 1d20 + 12 ⇒ (17) + 12 = 29
Male Human (Cheliaxian) Sorcerer 9 / Diabolist 2
Sorry, last night was hell at work. Didn't have any chance to get on before now due to collapsing into bed. I can't see any of the blessings I would want, but I'm having trouble finding my physical chronicle sheets. So I'll just skip it because Quelion's an arrogant SOB. Quelion just smirks and begins conjuring himself. Meanwhile, the imp turns invisible and begins to sneak up on the Herald. Init: 1d20 + 1 ⇒ (10) + 1 = 11
Male Human (Cheliaxian) Sorcerer 9 / Diabolist 2
Quelion casts Lightning Arc on them, hoping to catch all three. Caster Level: 1d20 + 15 ⇒ (7) + 15 = 22
Also, the slow should have affected them normally - they don't have any particular immunity to it that I can see. I do need to make a CL check for it, if it might've worked.
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