Sting:1d20 + 5 ⇒ (2) + 5 = 7 damage, P:1d4 + 4 ⇒ (2) + 4 = 6 Poison (if Sting hits) Sting—injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save
I have absolutely no idea what group buffs are currently up. Can we get that in the initiative tracker so they're not forgotten? I think Awkin probably has something up but I can't find it. Please apply those bonuses to the rolls inside the spoiler; these are all just base rolls from the character sheet, with no extra modifiers.
Even as Tenibri arrives, the ant darts in another bite followed by another sting, mindlessly continuing its assault without concern for the nuances of capturing and interrogating a prisoner.
sting:1d20 + 6 ⇒ (18) + 6 = 24 damage, P:1d4 + 4 ⇒ (3) + 4 = 7 Poison: save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save
I plan to have Tenibri redirect the ant next round; as I see it, he doesn't have action to do so here this round. I'm open to being corrected on that, however, if we want to ensure Tinderwick survives and is available for questioning.
A giant soldier ant, shimmering with celestial energy, steps through the opening portal and immediately begins snapping its jaws and stinger both at the nearest foe.
A giant ant skitters out of the portal before it snaps closed. It immediately recognizes what it's been called to do and both bites and stings the gnoll.
Actions:
Swift: smite evil vs red Full round: full attack vs red
The summoned elementals continue to badger the beetle and her rider.
Actions:
Full round (light grey): Full attack vs. pink beetle (or pink duergar if beetle is dead) Full round (dark grey): Full attack vs. pink beetle (or pink duergar if beetle is dead, or 5' step and blue duergar if both pinks are dead)
The elementals appear in a position to take advantage of a flank, and both immediately begin pounding the beetle trapped between them and the Pathfinders.
Actions, Round 2:
Full round (dark grey): Full attack vs. pink beetle Full round (light grey): Full attack vs. pink beetle
Three eagles, each giving off celestial sparks of various colors, all fly out of Tenibri's portal, and immediately swoop down to attack the hobgoblin at the bottom of the pit.
Actions, Orange:
Free: smite evil vs. red Move: fly 15' Standard: attack red
The whirlwind dissipates as the air elemental loses control of its form, but it immediately reforms and attempts to entrap the swarm again.
Actions:
Standard: whirlwind attack vs. swarm Move (if attack successful): 100' up
Damage, B:1d4 + 1 ⇒ (3) + 1 = 4
A small air elemental (at 2 HD) can only maintain its whirlwind form for 1 round, so the swarm is released at the end of the round. Nothing in the rules says it can't immediately reform, though, so repeating the same attack; again the swarm gets 2 saves: one vs. DC 14 to avoid the damage and a second vs. DC 14 (at -2 due to -4 Dex) to avoid being carried away
The air around the swarm immediately begins swirling as the elemental attempts to suck up all the tiny little insects into its swirling control, flying up and out of the building as high as it can go!
Actions:
Standard: whirlwind attack (20' tall, Reflex DC 14) vs. red swarm Move: 100'
Damage, B:1d4 + 3 ⇒ (4) + 3 = 7
I think the swarm, being composed of tiny, fine, or diminutive creatures, and susceptible to wind-based attacks, takes this damage and is susceptible to being carried away by the whirlwind attack. However, the text of the attack says that only creatures one or more size categories smaller than the elemental are subject to the attack. The swarm's size as a whole is likely larger than small, so it could be rules that the swarm is not affected. That interpretation doesn't make much sense to me, but I wanted to put it out there anyway. If the swarm, due to its size, can't be affected by the whirlwind attack, the elemental will just do a slam attack instead. Here is a die roll for that, just in case, using the same damage roll above:
Slam:1d20 + 8 ⇒ (16) + 8 = 24
If the whirlwind can work, I think it calls for two Reflex saves. The first is vs. the whirlwind attack to avoid being caught up in the winds and taking the initial damage. The second, at a -2 penalty (from -4 to Dex), is to avoid being carried away by the elemental, automatically taking the same damage every round. Flying creatures get to make the Reflex save (still at a -2 penalty) each round after to escape (they still take damage that round, but may leave the whirlwind).
Also note that, due to air mastery, flying creatures take a -1 penalty to attack and damage rolls vs the elemental. I assume that the elemental will take the swarm damage automatically while it holds the swarm, but the damage roll will take that -1 penalty.
I forgot to include Smite Evil in the ant's attacks. Each hit should have done 2 pt more damage if the boss is evil. I will include it moving forward; retcon as you see fit.
The elemental slams into the creature before it, needing very little prompting at all, then steps back as it watches to see if the creature falls into Tenibri's pit.
A small creature seeming formed whole out of ice slips through the opening Tenibri opened, and the opening snaps shut behind it. The creature slams into the mist, icy crystals forming amongst the mishtu's misty form as it makes contact.
Actions:
Standard: attack blue mishtu
Slam, flank, power attack:1d20 + 6 + 2 - 1 ⇒ (14) + 6 + 2 - 1 = 21 Damage, B, power attack:1d4 + 4 + 3 ⇒ (3) + 4 + 3 = 10plusDamage, cold:1d3 ⇒ 1 Numbing Cold (DC 14): if damaged by cold, make Fortitude save or staggered 1 round
Edit: forgot to include Power Attack in the rolls; adding that now.
Cross-posting in all of my games; apologies if you see this more than once.
Tomorrow, I head out for a weeklong vacation to where there are beaches, sunshine, and tropical beverages. I intend to be taking utmost advantage of all of the above (especially the latter). As such, I may have difficulty posting while I'm away; please bot me if necessary.
That said, the resort does have free WiFi, and I just got a new keyboard for my iPad that should allow me to post better on vacation than I ever have been able to before. I will be trying to keep up with all of my games as much as possible.
I expect, though, that my posts will necessarily be brief, even to the point of simply making my rolls without much roleplay. If I am silent in social situations, or not posting my combats, please err on the side of botting me early, rather than waiting; it will likely be better for us all that way.
Not sure which div Doran is fighting; Tenibri will position the eagle to be flanking with Doran. In either case, the spell has enough range to position for this. I've left a token at the side of the map; please place the eagle in the correct position when we know where Doran is attacking from.
The eagle quickly swoops out of the portal. Its eyes flash as it focuses its attacks against the evil outsider, and it strikes.
The giant ant--still throwing red and blue sparks from the summoning--rears up in front of the kyton, ready to strike as soon as one of the Pathfinders appears opposite it.
Surprise Round Action:
Free: smite evil vs. kyton Standard: ready sting attack for when a flanker is in position