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Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will
![]() Why does she fall to the ground? Paralyzed creatures only fall if they are winged, not if they fly by magic. She might even still be able to fly around (purely mental, though rather clumsy. Flight skill with (effectively) dex 0 might be hard to do...).
Tarwas keeps attacking the smaller demon. Spoiler: normal attack routine sr: 1d20 + 18 ⇒ (16) + 18 = 34 sc vt sac bos: 1d20 + 27 ⇒ (2) + 27 = 29 1d8 + 17 + 2d6 + 2d6 + 9 + 3 + 42 ⇒ (1) + 17 + (2, 6) + (3, 5) + 9 + 3 + 42 = 88 1: 1d20 + 27 ⇒ (1) + 27 = 28miss h: 1d20 + 27 ⇒ (5) + 27 = 32
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Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will
![]() To bad Ynaeve isn't the ocean...
Tarwas tries to finish the Glabrezu in front of him before charging at the other one. Spoiler: So, I did 130 damage? Then I should be able to drop him this round.
I'll attack him again until he falls and then Fleet Charge (spend 1 Mythic point) to the other one, putting my other attacks into him (for the second one I'll keep my eyes open since Bariel already popped some images). spellresi: 1d20 + 22 ⇒ (18) + 22 = 40
[dice=critt chance on "2."]1d20+34[/dice]
Fleet Charge (only if I dropped the first glab, and then directly at that point, pointing the rest of my attacks at the other one)
Edit:forgot acrobatics:1d20 + 26 ⇒ (5) + 26 = 31
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Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will
![]() ref (fail only on 1): 1d20 ⇒ 16 Tarwas elegantly moves towards the neares demon after avoiding the electric discharge and tries to hit something solid with eyes closed. Spoiler: Free action activate Black Blade Strike Move up to the glabrezu 1 with fleet warrior (using acrobatics to try to avoid an AoO) 1d20 + 26 ⇒ (6) + 26 = 32 closing eyes (so no mirror image, but 50% miss on every attack instead since I'm attacking the square, I'll leave the miss chance roll up to you) and attack NOTE: The 42 damage of the vampiric touch will go off on the first actual hit on the enemy and are not lost if the first attack misses. spell resistance: 1d20 + 22 ⇒ (7) + 22 = 29
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Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will
![]() Cloudkill sadly can't be dismissed. It can only be dispersed by wind spells.
Tarwas tries to finish off the two in the pit. Spoiler: Attack the crossbowman, once/if he is dead point theremaining attacks at the other one. 1d20 + 30 ⇒ (18) + 30 = 48
critchance1: 1d20 + 37 ⇒ (1) + 37 = 38
critchance2: 1d20 + 37 ⇒ (10) + 37 = 47
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Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will
![]() No SR on clodkill. 1d4 Constitution Damage (Fort Save halves). But the demons are all immune to it (poison)....
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Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will
![]() Tarwas flies down and tries to finish off the last standing gladiator (G3). Spoiler: 1d20 + 30 ⇒ (11) + 30 = 41 1d4 + 16 + 1d6 + 2d6 ⇒ (1) + 16 + (6) + (4, 4) = 31 1d20 + 30 ⇒ (2) + 30 = 32
1d20 + 30 ⇒ (6) + 30 = 36
1d20 + 25 ⇒ (16) + 25 = 41
crit conf: 1d20 + 32 ⇒ (2) + 32 = 34
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Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will
![]() Tarwas casts Wall of Force to separate the Demons and the Humans, then steps into the room. Fill the whole line of 9 and 10 with the wall, up to 5 feet below the ceiling.
planes: 1d20 + 26 ⇒ (8) + 26 = 34 ![]()
Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will
![]() Actually, you need a +6 weapon to overcome epic DR. There are a handfull of ways to do this though, such as a +4 (or +5) bane weapon.
Tarwas also casts a few more spell before entering. Spoiler: Blur, Mirror Image 1d3 + 5 ⇒ (2) + 5 = 7, Resinous Skin, Stoneskin, and, depeding on how long since the last fight has passed, shield. Also, renew the swords enchantments. ![]()
Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will
![]() Tarwas tries to read and trigger the runes from 15 ft away.
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Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will
![]() 1d20 + 20 ⇒ (18) + 20 = 38=>Should be enough^^ Tarwas continues with his methodical caster dispatching. Spoiler: I kinda feel I wasted quite a few resources back there, so lets try just a normal full attack for once. Maybe 145 (if 28 hits) damage are enough...
Crit conf
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Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will
![]() Touch AC is 34, so no, a 19 doesn't hit^^ So 25 damage/5 nonlethal overall. While getting grazed but rays of fire and pointlessly targeted by useless Magic Missiles, Tarwas runs up to the next unwounded caster and tries to silence him. Spoiler: 1d20 + 30 ⇒ (9) + 30 = 39 1d4 + 16 + 1d6 + 2d6 + 5d6 ⇒ (4) + 16 + (6) + (5, 6) + (2, 2, 6, 3, 3) = 53 1d20 + 30 ⇒ (13) + 30 = 43 1d4 + 16 + 1d6 + 2d6 ⇒ (2) + 16 + (4) + (3, 1) = 26 1d20 + 30 ⇒ (8) + 30 = 38 1d4 + 16 + 1d6 + 2d6 ⇒ (4) + 16 + (6) + (3, 3) = 32 1d20 + 30 ⇒ (5) + 30 = 35 1d4 + 16 + 1d6 + 2d6 ⇒ (1) + 16 + (3) + (3, 4) = 27 1d20 + 25 ⇒ (19) + 25 = 44 1d4 + 16 + 1d6 + 2d6 ⇒ (4) + 16 + (3) + (4, 2) = 29 crit conf
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Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will
![]() Are they mythic? I ask because of Mythic Saves. Managed all saves. Tarwas now tries to finally make his way to one of the lightningbolt shooting caster to silence him. Spoiler: 1d20 + 22 ⇒ (9) + 22 = 31 1d20 + 22 ⇒ (10) + 22 = 32 1d20 + 20 ⇒ (4) + 20 = 24 Overall (assuming a 43 hits) 276 damage. 1d20 + 30 ⇒ (17) + 30 = 47
1d20 + 30 ⇒ (1) + 30 = 31 = miss
1d20 + 30 ⇒ (20) + 30 = 50
1d20 + 30 ⇒ (13) + 30 = 43
1d20 + 25 ⇒ (20) + 25 = 45
Crit confirmation
1d4 + 16 + 1d6 + 2d6 + 42 ⇒ (1) + 16 + (4) + (3, 3) + 42 = 69
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Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will
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This means for example no haste, no speed enchantment, no fleet warrior, no Precision etc. and, following a VERY strict RAW only 1 attack (but as I said, whoever plays it THAT way is ...).
With the Mythic Playtest rules on the other hand, it completely destroys those for the Magus (who already didn't get that much out of it), as most offensive ones only work on a "Full Attack". ![]()
Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will
![]() Perception: 1d20 + 24 ⇒ (5) + 24 = 29
Seeing his enemies, Tarwas clacks the heels of his boots together and flies to the nearest caster, trying to open a few holes in his body. Spoiler: My current touch AC is 34. 1 round Haste.
1d20 + 32 ⇒ (12) + 32 = 44
1d20 + 32 ⇒ (3) + 32 = 35
1d20 + 27 ⇒ (8) + 27 = 35
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Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will
![]() Tarwas activates the magic on his sword before casting a spell and shrinking to half his size and width.
The rest of my actions (where to stop flying, if I attack someone) depend on what I see once outside... Spoiler: Spellcombat casting reduce person + first half of my moves I assume small characters should be able to just move through it, at most counting as difficult terrain. ![]()
Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will
![]() Being told that there are unidentified aura, Tarwas also casts Detect Magic and tries to identify them.
Spellcraft: 1d20 + 26 ⇒ (11) + 26 = 37
x x x x x x x x
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Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will
![]() Hmm, I lack 499 gold to buy a basic Celestial Armor... (besides that I kinda doubt I would find one in Calimsport right now^^).
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Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will
![]() But for those "as chosen by DM" things there are the greater trials :)
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Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will
![]() I doubt we can buy/sell right now, since there doesn't seem to be any merchant nearby. I already have an +5 cloak, so no need for that. I fear the armor is Large instead of Medium, otherwise I could (and most likely would) use it until we get to a shop to buy something more fitting. I already carry a Luckblade, the stone thus would be less worth for me than for most others. I already have a +2 ring. While +4 is clearly better I would also be ready to pass it up. I REALLY don't need the amulet :) Besides that I would advise against using the Lesser Trials.
Edit: Btw., are you sure that recuperation, if used for the one hour rest, doesn't restore Mythic Damage? I would read that in a way that only the "full after 8 hours" part doesn't work against Mythic Damage, as the use function comes after the caveat in the form of "In addition...", making it seem unrelated to the caveat.
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Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will
![]() You would still be at 0, but unconscious. But remember that, since Nightskies didn't write anything about the damage be "unhealable until out of the heat"(at least I didn't see any) Belsiards Healing also healed the non lethal damage. ![]()
Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will
![]() So the "normal" vrocks are actually not normal but Mythic too? Otherwise "Mythic Saves" should have prevented the damage to everyone who saved. If I didn't save I'll use the re-roll from Belsiards Rally. Also it seems that the vrocks weren't in joint dance but each danced on his own... Well, too bad.
"Enough of this. In the name of the Seldarine you shall be judged." The stones in the moonblades hilt start to glow blue once again before Tarwas flies forward with blinding speed, fast enough that he momentarily seems to be at every position along the line. Once he stoppes broad gashes suddenly open in the vrocks.
Spoiler:
Free Action: Activate Black Blade Strike Swift Action: Arcane Accuracy Spellcombat Greater Bladed Dash to B14 + Full Attack at the armored one If he still lives: Quickened Piercing VT (I just noticed that spellstrike seems to also work with normal attacks, thus the meele attack) If he STILL lives: Spend Mythic point for Standart Action, Attack, if it hits and the target survives discharge the spell in my sword. If it is still alive, well shit. If he still lives I either rolled mostly 1 or he's pretty much immortal... Bladed Dash Attack against 1. small vrock: 1d20 + 43 ⇒ (7) + 43 = 50
Bladed Dash Attack against 2. small vrock: 1d20 + 43 ⇒ (19) + 43 = 62(I doubt I have to check for crit as low as he is).
Bladed Dash Attack against armored vrock: 1d20 + 43 ⇒ (14) + 43 = 57
1.: 1d20 + 36 ⇒ (12) + 36 = 48
haste.: 1d20 + 36 ⇒ (10) + 36 = 46
2.: 1d20 + 36 ⇒ (2) + 36 = 38
3.: 1d20 + 36 ⇒ (7) + 36 = 43
Mythic Point Standard Action: 1d20 + 36 ⇒ (7) + 36 = 43
Spell resistance: 1d20 + 22 ⇒ (12) + 22 = 34
[/ooc]Edit: Sorry for double post.[/ooc] ![]()
Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will
![]() Tarwas moves up to the other dancing vrock, dodges its counterattack and puts it out of it's misery with a few fast swipes of his blade.
Can't really reach the big one this round without either opening myself completely for counterattacks or massively burning resources.... Spoiler: Move to B21 with Fleet Warrior (non action) and use Acrobatics to Avoid AOO (should be auto success against a normal vrock): 1d20 + 26 ⇒ (4) + 26 = 30 Then Full Attack the Vrock
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Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will
![]() DR\Epic need a +6 Weapon to overcome, my weapon is +6 (+4 + bane). I also believe it was meant that way, but I know a few DM's who say that by strict RAW that doesn't do anything against nonlethal damage, since nonlethal damage never brings you below 0 hitpoints (the only thing where "To the Death" does something). Instead you you fall unconscious once your non lethal damage exceeds your current hitpoints, which in case of negative hitpoints, one would do. RAW "To the death" doesn't change that.
Well, I mainly use VT for the temp HP, as otherwise I would be long dead (and in this case right now down to under 50 HP), so yeah... ![]()
Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will
![]() A few things: The spellstrike didn't go at the armored vrock, but the unarmored one since I already expected that there is not much left to absorb from the armored vrock. Or did he use something to redirect the attack from his minion? I don't know if you accounted for it already, but remember that I overcome DR\Epic. I still have DR5/Piercing, which I myself forgot the last few rounds... I assume the claws are B and S? Since he "slips out of the grasping blue magic" can I assume the crit last round was avoided somehow? I guess he has some kind of regeneration, so the question now is "how to overcome"?
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Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will
![]() Well, I guess if it went off it'll miss, but I'm not sure if there's any enemy still standing when it's time for that attack. On the map the armored vrock looks like he is near or below zero HP already.
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Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will
![]() That thing seems to have a LOT of HP.
Tarwas repositions himself to reach the other vrock and then discharges one more vampiric touch into the vrock, probably making him crumble to dust, before turning his attention back cutting the leader into conveniently small pieces. Spoiler: 5ft step below the armored vrock at F19, then attack the vrock at D/E17/18 Spellcombat max, pierc, VT (sacr. Dispel Magic): 1d20 + 27 ⇒ (16) + 27 = 43 crit chance: 1d20 + 34 ⇒ (15) + 34 = 49 spell resistance: 1d20 + 22 ⇒ (2) + 22 = 24 Damage(if the 24 is not enough to overcome, then the damage is lower by 84): 2d8 + 17 + 2d6 + 2d6 + 9 + 17 + 9 + 84 ⇒ (7, 2) + 17 + (4, 1) + (6, 6) + 9 + 17 + 9 + 84 = 162 Crit Cold Damage: 2d6 ⇒ (1, 3) = 4 if thats a normal vrock then he should be deader then dead.... The rest again at the armored (until he is dead obviously), even if the small one is still alive:
haste: 1d20 + 27 ⇒ (10) + 27 = 37
2.: 1d20 + 27 ⇒ (2) + 27 = 29
3.: 1d20 + 22 ⇒ (5) + 22 = 27
Ok, the last two'll miss I fear.
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Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will
![]() Ok, this will be expensive. I just have to hope it works. Tarwas flies up with blinding speed, circling around the vrock in front of the warehouse and charging sword first into the armored fiend. He quickly pulls back his sword and through chanting another spell charges it up with staggering cold, driving deep into the demons flesh before jerking it back and placing a few more swift slashes. Spend a mythic point for Fleet Charge and then move up to G18 (70 movement should be enough to circle around the vrock in front of the warehouse in order to avoid AOO). Then Spellcombat with Frigid Touch.
Hmm, I should have updated before posting.^^ Ah well, some resources wasted. But no idea how many damage he would do this round, so maybe it saves Xaikon instead. Spoiler: fleet charge: 1d20 + 32 ⇒ (13) + 32 = 45
spellcombat(frigid touch): 1d20 + 27 ⇒ (15) + 27 = 42
1.: 1d20 + 27 ⇒ (18) + 27 = 45
haste: 1d20 + 27 ⇒ (18) + 27 = 45
2.: 1d20 + 27 ⇒ (4) + 27 = 31
3.: 1d20 + 22 ⇒ (14) + 22 = 36
That is slightly more damage than expected...
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Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will
![]() The old elf waits for the bard to heal him. My actions now will depend on whether Xaikon and
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Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will
![]() 1d20 + 18 ⇒ (9) + 18 = 27 Since the 25 (before amplified) didn't save that also does not seem to do the job. Thus Mythic Surge: 1d8 ⇒ 8=>35 Ok, I hope that does it (if not my actions will be different...) Tarwas hustles into the house to catch his breath. "I'm clearly to old to just jump around blades anymore. Maybe I should indeed think about taking on the habit to wear armor. If someone has anything to heal my wounds, now would be a nice time to do so. The best I can do myself is tape around them..." He casts False Life 1d10 + 10 ⇒ (7) + 10 = 17.
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