HP99 | AC25, T19, FF19 | F13, R17, W11; +4 and one size larger vs Wind | CMB +12 (+2 vs grapple), CMD 26 (+2 vs grapple) | Init +18 | Senses See In Darkness; Senses Perception +17 (+23 in dim light or darkness) Speed 40 ft. (70 ft. with at-will Expeditious Retreat), climb 20 ft. ----Melee rapier +14/+9 (1d4+5/18-20 plus 4d6 sneak attack) or unarmed strike +14/+9 (1d2+5 plus 4d6 sneak attack) ----Ranged +2 bomb 40' +18/+13 (6d6+14 fire plus 4d6 sneak attack); 20/day; Bomb discoveries: Explosive, Glitter, Laughing Gas, Smoke, Immolation, Thorny [+18/+13 (6d6+11 piercing plus 4d6 sneak attack)]
DC 32 Will save vs immobilization (round 1):1d20 + 11 ⇒ (5) + 11 = 16 DC 32 Will save vs immobilization (round 2):1d20 + 11 + 2 ⇒ (5) + 11 + 2 = 18 DC 32 Will save vs immobilization (round 3):1d20 + 11 + 4 ⇒ (8) + 11 + 4 = 23 DC 32 Will save vs immobilization (round 4):1d20 + 11 + 6 ⇒ (7) + 11 + 6 = 24 DC 32 Will save vs immobilization (round 5):1d20 + 11 + 8 ⇒ (13) + 11 + 8 = 32Finally. Have fun everybody until I can join in lol
HP99 | AC25, T19, FF19 | F13, R17, W11; +4 and one size larger vs Wind | CMB +12 (+2 vs grapple), CMD 26 (+2 vs grapple) | Init +18 | Senses See In Darkness; Senses Perception +17 (+23 in dim light or darkness) Speed 40 ft. (70 ft. with at-will Expeditious Retreat), climb 20 ft. ----Melee rapier +14/+9 (1d4+5/18-20 plus 4d6 sneak attack) or unarmed strike +14/+9 (1d2+5 plus 4d6 sneak attack) ----Ranged +2 bomb 40' +18/+13 (6d6+14 fire plus 4d6 sneak attack); 20/day; Bomb discoveries: Explosive, Glitter, Laughing Gas, Smoke, Immolation, Thorny [+18/+13 (6d6+11 piercing plus 4d6 sneak attack)]
"Well that was ominous. Let's see here. A little bit of... And then a swig of..." Dymer's muttering trails off as he pulls out two extract vials. "Everyone let me know when you're ready, I'm going to see what triggers if we move through the room and start touching things."
Once a ready-up has been given from each, Dymer will drink Alchemical Allocation, followed by Vomit Twin extract. Then use the Twin to move around the room. 30ft move speed and it can move any time Dymer uses a move action, so up to 60ft per round for 11 rounds. Depending on the actual size of the room, a zigzag pattern to cover ground, deliberately bumping into the urn (on the way back, if there's movement to make it to the other door and back).
HP99 | AC25, T19, FF19 | F13, R17, W11; +4 and one size larger vs Wind | CMB +12 (+2 vs grapple), CMD 26 (+2 vs grapple) | Init +18 | Senses See In Darkness; Senses Perception +17 (+23 in dim light or darkness) Speed 40 ft. (70 ft. with at-will Expeditious Retreat), climb 20 ft. ----Melee rapier +14/+9 (1d4+5/18-20 plus 4d6 sneak attack) or unarmed strike +14/+9 (1d2+5 plus 4d6 sneak attack) ----Ranged +2 bomb 40' +18/+13 (6d6+14 fire plus 4d6 sneak attack); 20/day; Bomb discoveries: Explosive, Glitter, Laughing Gas, Smoke, Immolation, Thorny [+18/+13 (6d6+11 piercing plus 4d6 sneak attack)]
Dymer maintains his stealth into the large, nearly barren room and waits for the voice's reply before taking any other actions, though he does remain ready to run back down the stairs should an alarm be sounded, or guards begin appearing, or similar.
HP99 | AC25, T19, FF19 | F13, R17, W11; +4 and one size larger vs Wind | CMB +12 (+2 vs grapple), CMD 26 (+2 vs grapple) | Init +18 | Senses See In Darkness; Senses Perception +17 (+23 in dim light or darkness) Speed 40 ft. (70 ft. with at-will Expeditious Retreat), climb 20 ft. ----Melee rapier +14/+9 (1d4+5/18-20 plus 4d6 sneak attack) or unarmed strike +14/+9 (1d2+5 plus 4d6 sneak attack) ----Ranged +2 bomb 40' +18/+13 (6d6+14 fire plus 4d6 sneak attack); 20/day; Bomb discoveries: Explosive, Glitter, Laughing Gas, Smoke, Immolation, Thorny [+18/+13 (6d6+11 piercing plus 4d6 sneak attack)]
Dymer chuckles, standing next to Ozzie and apparently being the only one paying attention to his comments, "Nah, nah. Let them go rushing off into the unknown. It's not like my being invisible helped with those efreeti yesterday, anyway. Maybe they'll trigger something this time; at the very least it should be entertaining." Dymer waits about ten seconds before following Koro and Nephre up the stairs, himself in full sneak mode.
stealth:1d20 + 51 + 7 + 6 + 20 ⇒ (13) + 51 + 7 + 6 + 20 = 97 +7 from black warpaint, +6 from dim light/darkness, +20 from invisibility (moving)
HP99 | AC25, T19, FF19 | F13, R17, W11; +4 and one size larger vs Wind | CMB +12 (+2 vs grapple), CMD 26 (+2 vs grapple) | Init +18 | Senses See In Darkness; Senses Perception +17 (+23 in dim light or darkness) Speed 40 ft. (70 ft. with at-will Expeditious Retreat), climb 20 ft. ----Melee rapier +14/+9 (1d4+5/18-20 plus 4d6 sneak attack) or unarmed strike +14/+9 (1d2+5 plus 4d6 sneak attack) ----Ranged +2 bomb 40' +18/+13 (6d6+14 fire plus 4d6 sneak attack); 20/day; Bomb discoveries: Explosive, Glitter, Laughing Gas, Smoke, Immolation, Thorny [+18/+13 (6d6+11 piercing plus 4d6 sneak attack)]
Over the mental link, Dymer chimes in as he rejoins the team, slipping out the door and away from Nephre, "Mind-affecting trap. Made my brain go fuzzy, like I saw you all, but didn't recognize you. In fact, half the time I had un uncontrollable urge to attack whomever was closest to me. If anybody has a way to deflect mental attack, it might be best if you try to throw the next lever by yourself.
And speaking of, the trap itself looks to have reset without alteration. So we know the '10' lever is incorrect. That leaves three options. But that also means two of those levers we don't know what they do. No guarantee that they all spring the same trap."
HP99 | AC25, T19, FF19 | F13, R17, W11; +4 and one size larger vs Wind | CMB +12 (+2 vs grapple), CMD 26 (+2 vs grapple) | Init +18 | Senses See In Darkness; Senses Perception +17 (+23 in dim light or darkness) Speed 40 ft. (70 ft. with at-will Expeditious Retreat), climb 20 ft. ----Melee rapier +14/+9 (1d4+5/18-20 plus 4d6 sneak attack) or unarmed strike +14/+9 (1d2+5 plus 4d6 sneak attack) ----Ranged +2 bomb 40' +18/+13 (6d6+14 fire plus 4d6 sneak attack); 20/day; Bomb discoveries: Explosive, Glitter, Laughing Gas, Smoke, Immolation, Thorny [+18/+13 (6d6+11 piercing plus 4d6 sneak attack)]
Instead of running for the door, Dymer seizes the opportunity provided by Koro to disappear into the shadows again. Next to invisible again and knowing Nephre should have no way to find him, Dymer activates an extract enabling him to climb without needing to brace against the nearly-parallel walls as well as move along the ceiling. Dymer looks over the riddle contraption at the remaining doorway again, checking for any changes to the riddle that was previously presented.
Standard action: Activate Spider Climb 10 min duration Move along the ceiling towards the riddle-console Stealth:1d20 + 51 + 7 + 6 ⇒ (10) + 51 + 7 + 6 = 74 Note Hide in Plain Sight, combined with Dampen Presence means perception via sight, along with blindsight and blindsense must make perception checks vs stealth Perception, if needed to inspect the console:1d20 + 17 + 6 ⇒ (17) + 17 + 6 = 40
Active effects
HP: 99+153 (temp) - temp HP lasts 10 hours
Permanent invisibility - applied by Ozzie (party can see through it)
Black warpaint: +7 competence bonus to Stealth - 20 hours
Spider Climb - 10 minutes
Bombs remaining: 19/20
HP99 | AC25, T19, FF19 | F13, R17, W11; +4 and one size larger vs Wind | CMB +12 (+2 vs grapple), CMD 26 (+2 vs grapple) | Init +18 | Senses See In Darkness; Senses Perception +17 (+23 in dim light or darkness) Speed 40 ft. (70 ft. with at-will Expeditious Retreat), climb 20 ft. ----Melee rapier +14/+9 (1d4+5/18-20 plus 4d6 sneak attack) or unarmed strike +14/+9 (1d2+5 plus 4d6 sneak attack) ----Ranged +2 bomb 40' +18/+13 (6d6+14 fire plus 4d6 sneak attack); 20/day; Bomb discoveries: Explosive, Glitter, Laughing Gas, Smoke, Immolation, Thorny [+18/+13 (6d6+11 piercing plus 4d6 sneak attack)]
DC23 Will save:1d20 + 11 ⇒ (2) + 11 = 13 Smoke: 7 rounds remaining (unless foam cancels it out?
Koro's attack and healing magic flows over Dymer, and he feels his senses return to normal. With the mental link snapping back into place at the same time, Dymer extends his thanks to Ozzie and Koro, "You two are amazing. When we get out of here, first round's on me." With that said, Dymer starts climbing the nearest wall, using his shadowstep boots to disappear and reappear on the ceiling above Nephre, quickly targeting her with a curse of Misfortune.
Move action: climb plus artifact shadowstep Standard action: cast Misfortune Hex Misfortune (2 rounds, DC 22) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg). HP: 99+153 (temp) - temp HP lasts 10 hours Bombs remaining: 19/20
HP99 | AC25, T19, FF19 | F13, R17, W11; +4 and one size larger vs Wind | CMB +12 (+2 vs grapple), CMD 26 (+2 vs grapple) | Init +18 | Senses See In Darkness; Senses Perception +17 (+23 in dim light or darkness) Speed 40 ft. (70 ft. with at-will Expeditious Retreat), climb 20 ft. ----Melee rapier +14/+9 (1d4+5/18-20 plus 4d6 sneak attack) or unarmed strike +14/+9 (1d2+5 plus 4d6 sneak attack) ----Ranged +2 bomb 40' +18/+13 (6d6+14 fire plus 4d6 sneak attack); 20/day; Bomb discoveries: Explosive, Glitter, Laughing Gas, Smoke, Immolation, Thorny [+18/+13 (6d6+11 piercing plus 4d6 sneak attack)]
Smoke: 8 rounds remaining Stealth remains 73
Dymer blinks a couple of times to try and decide between the enemies in front of him, but he opts for the one who seems like less of a threat. He unlatches a rapier off of his belt and, from the smoke, lunges at Koro!
Move action: draw weapon Standard action: melee attack Can see through smoke, no miss chance applied
HP99 | AC25, T19, FF19 | F13, R17, W11; +4 and one size larger vs Wind | CMB +12 (+2 vs grapple), CMD 26 (+2 vs grapple) | Init +18 | Senses See In Darkness; Senses Perception +17 (+23 in dim light or darkness) Speed 40 ft. (70 ft. with at-will Expeditious Retreat), climb 20 ft. ----Melee rapier +14/+9 (1d4+5/18-20 plus 4d6 sneak attack) or unarmed strike +14/+9 (1d2+5 plus 4d6 sneak attack) ----Ranged +2 bomb 40' +18/+13 (6d6+14 fire plus 4d6 sneak attack); 20/day; Bomb discoveries: Explosive, Glitter, Laughing Gas, Smoke, Immolation, Thorny [+18/+13 (6d6+11 piercing plus 4d6 sneak attack)]
Not that anybody can see it happen, but from the smoke a muttering babble is heard by all. "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat."
HP99 | AC25, T19, FF19 | F13, R17, W11; +4 and one size larger vs Wind | CMB +12 (+2 vs grapple), CMD 26 (+2 vs grapple) | Init +18 | Senses See In Darkness; Senses Perception +17 (+23 in dim light or darkness) Speed 40 ft. (70 ft. with at-will Expeditious Retreat), climb 20 ft. ----Melee rapier +14/+9 (1d4+5/18-20 plus 4d6 sneak attack) or unarmed strike +14/+9 (1d2+5 plus 4d6 sneak attack) ----Ranged +2 bomb 40' +18/+13 (6d6+14 fire plus 4d6 sneak attack); 20/day; Bomb discoveries: Explosive, Glitter, Laughing Gas, Smoke, Immolation, Thorny [+18/+13 (6d6+11 piercing plus 4d6 sneak attack)]
Dymer's eyes glass over as the spell trap on the puzzle takes effect. He blinks a couple of times and looks immediately to his left and sees Nephre standing there, looking similarly confused. They lock eyes for a moment before Dymer, in almost comical fashion, steps back before flinging a bomb at her face.
5ft step away from Nephre and Koro Smoke bomb attack Bomb #1 - Smoke:1d20 + 18 ⇒ (3) + 18 = 21vs Touch and FF Bomb damage:6d6 + 14 + 4d6 ⇒ (5, 6, 3, 6, 1, 6) + 14 + (6, 2, 2, 2) = 53 6d6 fire 4d6 sneak smoke = twice the splash radius (10ft total), obscuring sight beyond 5 ft. as fog cloud.
In the smoke, Dymer disappears.
Stealth via broken line of sight:1d20 + 51 + 7 + 6 ⇒ (9) + 51 + 7 + 6 = 73 +7 from black warpaint, +6 from dim light/darkness. Note Hide in Plain Sight to be able to stealth while observed if shadow within 10ft Note Dampen Presence to allow Stealth vs blindsight and blindsense
HP99 | AC25, T19, FF19 | F13, R17, W11; +4 and one size larger vs Wind | CMB +12 (+2 vs grapple), CMD 26 (+2 vs grapple) | Init +18 | Senses See In Darkness; Senses Perception +17 (+23 in dim light or darkness) Speed 40 ft. (70 ft. with at-will Expeditious Retreat), climb 20 ft. ----Melee rapier +14/+9 (1d4+5/18-20 plus 4d6 sneak attack) or unarmed strike +14/+9 (1d2+5 plus 4d6 sneak attack) ----Ranged +2 bomb 40' +18/+13 (6d6+14 fire plus 4d6 sneak attack); 20/day; Bomb discoveries: Explosive, Glitter, Laughing Gas, Smoke, Immolation, Thorny [+18/+13 (6d6+11 piercing plus 4d6 sneak attack)]
With no other help forthcoming - Dymer can see the glint in Ozzie's eyes hoping Dymer gets this wrong just because it's likely to be hilarious - Dymer shrugs and pulls the "10" level.
HP99 | AC25, T19, FF19 | F13, R17, W11; +4 and one size larger vs Wind | CMB +12 (+2 vs grapple), CMD 26 (+2 vs grapple) | Init +18 | Senses See In Darkness; Senses Perception +17 (+23 in dim light or darkness) Speed 40 ft. (70 ft. with at-will Expeditious Retreat), climb 20 ft. ----Melee rapier +14/+9 (1d4+5/18-20 plus 4d6 sneak attack) or unarmed strike +14/+9 (1d2+5 plus 4d6 sneak attack) ----Ranged +2 bomb 40' +18/+13 (6d6+14 fire plus 4d6 sneak attack); 20/day; Bomb discoveries: Explosive, Glitter, Laughing Gas, Smoke, Immolation, Thorny [+18/+13 (6d6+11 piercing plus 4d6 sneak attack)]
Another numbers puzzle. Fitting, I suppose, if a bit repetitive. Dymer considers for a moment before asking Koro and Ozzie their opinions. "This ones doesn't seem to be as straight forward as the others, but I'm thinking 10 is the answer. Starting with nothing, then add one to get 1, add two to get 3, add three to get 6, then add four to get 10. Obviously I have not been paying attention. I don't know what that bit might be referring to."
HP99 | AC25, T19, FF19 | F13, R17, W11; +4 and one size larger vs Wind | CMB +12 (+2 vs grapple), CMD 26 (+2 vs grapple) | Init +18 | Senses See In Darkness; Senses Perception +17 (+23 in dim light or darkness) Speed 40 ft. (70 ft. with at-will Expeditious Retreat), climb 20 ft. ----Melee rapier +14/+9 (1d4+5/18-20 plus 4d6 sneak attack) or unarmed strike +14/+9 (1d2+5 plus 4d6 sneak attack) ----Ranged +2 bomb 40' +18/+13 (6d6+14 fire plus 4d6 sneak attack); 20/day; Bomb discoveries: Explosive, Glitter, Laughing Gas, Smoke, Immolation, Thorny [+18/+13 (6d6+11 piercing plus 4d6 sneak attack)]
With the crew rested and eager to move on, and no additional preparations to make between himself and Ozzie, Dymer downs his prepared extract of See Invisibility and moves into the next room, checking for traps and potentially hostile creatures.
Stealth:1d20 + 51 + 7 + 6 + 20 ⇒ (15) + 51 + 7 + 6 + 20 = 99 +7 from black warpaint, +6 from dim light/darkness, +20 from invis while moving Note Hide in Plain Sight to be able to stealth while observed if shadow within 10ft Note Dampen Presence to allow Stealth vs blindsight and blindsense
HP99 | AC25, T19, FF19 | F13, R17, W11; +4 and one size larger vs Wind | CMB +12 (+2 vs grapple), CMD 26 (+2 vs grapple) | Init +18 | Senses See In Darkness; Senses Perception +17 (+23 in dim light or darkness) Speed 40 ft. (70 ft. with at-will Expeditious Retreat), climb 20 ft. ----Melee rapier +14/+9 (1d4+5/18-20 plus 4d6 sneak attack) or unarmed strike +14/+9 (1d2+5 plus 4d6 sneak attack) ----Ranged +2 bomb 40' +18/+13 (6d6+14 fire plus 4d6 sneak attack); 20/day; Bomb discoveries: Explosive, Glitter, Laughing Gas, Smoke, Immolation, Thorny [+18/+13 (6d6+11 piercing plus 4d6 sneak attack)]
Just for confirmation, does that invisibility function like Invisibility or Greater Invisibility regarding combat?
While Ozzie and Dymer were working at Ozzie's bench, Dymer noted a small backpack looped around the workbench's legs. "That's where I left that!" Dymer exclaimed. "I've been looking for this for ages." With a sideways glance catching at least one curious look, Dymer explained, "My remedy bag. I've got something in here for everything."
Dymer shoulders the bag with a very pleased smile, "That might make it easier to get past some unpleasant surprises. Any last minute tasks anybody wants to take care of before we move on?"
HP99 | AC25, T19, FF19 | F13, R17, W11; +4 and one size larger vs Wind | CMB +12 (+2 vs grapple), CMD 26 (+2 vs grapple) | Init +18 | Senses See In Darkness; Senses Perception +17 (+23 in dim light or darkness) Speed 40 ft. (70 ft. with at-will Expeditious Retreat), climb 20 ft. ----Melee rapier +14/+9 (1d4+5/18-20 plus 4d6 sneak attack) or unarmed strike +14/+9 (1d2+5 plus 4d6 sneak attack) ----Ranged +2 bomb 40' +18/+13 (6d6+14 fire plus 4d6 sneak attack); 20/day; Bomb discoveries: Explosive, Glitter, Laughing Gas, Smoke, Immolation, Thorny [+18/+13 (6d6+11 piercing plus 4d6 sneak attack)]
Koro's systematic relocation of what appear to be components of another automoton puts Dymer at ease. "Okay, now seems as good a time as any. Let's take a break. At the very least, I personally should restock on my bombs and mix together some extracts to replace the ones I've used."
While rummaging in his bags for materials, Dymer pulls out the golden figurines and some of the books that he's gathered on this excursion. "Anybody have any idea how much these might be worth?"
HP99 | AC25, T19, FF19 | F13, R17, W11; +4 and one size larger vs Wind | CMB +12 (+2 vs grapple), CMD 26 (+2 vs grapple) | Init +18 | Senses See In Darkness; Senses Perception +17 (+23 in dim light or darkness) Speed 40 ft. (70 ft. with at-will Expeditious Retreat), climb 20 ft. ----Melee rapier +14/+9 (1d4+5/18-20 plus 4d6 sneak attack) or unarmed strike +14/+9 (1d2+5 plus 4d6 sneak attack) ----Ranged +2 bomb 40' +18/+13 (6d6+14 fire plus 4d6 sneak attack); 20/day; Bomb discoveries: Explosive, Glitter, Laughing Gas, Smoke, Immolation, Thorny [+18/+13 (6d6+11 piercing plus 4d6 sneak attack)]
Dymer feels his judgments expire with the danger and takes a moment to settle himself and let the adrenaline high dissipate. Dymer, as always, heals himself and offers the same to any who need it. He also re-ups his expeditious retreat, just in case, before investigating the constructs' remains for anything worth salvaging.
HP99 | AC25, T19, FF19 | F13, R17, W11; +4 and one size larger vs Wind | CMB +12 (+2 vs grapple), CMD 26 (+2 vs grapple) | Init +18 | Senses See In Darkness; Senses Perception +17 (+23 in dim light or darkness) Speed 40 ft. (70 ft. with at-will Expeditious Retreat), climb 20 ft. ----Melee rapier +14/+9 (1d4+5/18-20 plus 4d6 sneak attack) or unarmed strike +14/+9 (1d2+5 plus 4d6 sneak attack) ----Ranged +2 bomb 40' +18/+13 (6d6+14 fire plus 4d6 sneak attack); 20/day; Bomb discoveries: Explosive, Glitter, Laughing Gas, Smoke, Immolation, Thorny [+18/+13 (6d6+11 piercing plus 4d6 sneak attack)]
Heal from previous bomb attack: +23 72/108 hp remaining Status: Hidden (stealth=57)
Dymer, still hidden in the shadows, climbs to the top of the door puzzle's dias - giving him line of sight and line of effect on several of the efreeti - and quickly swirls and consumes an extract that appears to both freeze over and flow normally as it leaves its container. With the contents consumes, Dymer gets an evil gleam in his eyes and he roars! With the roar comes the electric breath of a blue dragon that crackles out towards the efreeti chasing Dymer. With a surge, the lightning powers past the first efreeti, into one of the efreeti maneuvering to flank Lehk. Unfortunately, the line of electrical power fades into nothing just a couple of feet short of the efreeti that Koro was previously engaged with.
Having exhausted the breath attack and now dangerously out in the open, Dymer focuses inward and renounces his Judgement of Destruction while calling out a Judgement of Defence.
Move action: Climb to the top of the dias to allow line of sight and line of effect to the efreeti in the doorway and the ones behind it. Standard action: Retrieve, consume, and cast Dragon's Breath Electric damage to #4 and #6:10d6 ⇒ (3, 3, 5, 5, 2, 4, 3, 4, 3, 6) = 38DC 22 Reflex save for half damage.
Fire resist 6 for the duration of the combat +2 Profane bonus to AC for the duration of the combat (NOT displayed in the character quicktext) See Invisibility: 77/80 rounds remaining Bane remaining: 9/10 Bombs remaining: 9 Judgements remaining: 2/day Inquisitor lvl 2 spells remaining: 4/5
HP99 | AC25, T19, FF19 | F13, R17, W11; +4 and one size larger vs Wind | CMB +12 (+2 vs grapple), CMD 26 (+2 vs grapple) | Init +18 | Senses See In Darkness; Senses Perception +17 (+23 in dim light or darkness) Speed 40 ft. (70 ft. with at-will Expeditious Retreat), climb 20 ft. ----Melee rapier +14/+9 (1d4+5/18-20 plus 4d6 sneak attack) or unarmed strike +14/+9 (1d2+5 plus 4d6 sneak attack) ----Ranged +2 bomb 40' +18/+13 (6d6+14 fire plus 4d6 sneak attack); 20/day; Bomb discoveries: Explosive, Glitter, Laughing Gas, Smoke, Immolation, Thorny [+18/+13 (6d6+11 piercing plus 4d6 sneak attack)]
Total damage taken: 113 fire reduced to 59 fire. 49/108 hp remaining
Dymer's fire resistance soaked up a lot of the energy from the attacks levied against him, but it's not something he wants to continue to put to the test. With that in mind, Dymer drops from the wall onto the platform and moves out of the corridor into the previous room and taking advantage of all the dim light a shadow could want to hide in.
From the shadows, a small alchemical vial soars across the room to splash against the construct in front of Lehk, and Dymer uses the shadows to mask the rest of his movements as he hides behind the dais that allowed entrance into the efreeti's room.
Full round action: Shot on the Run - When attacking with a ranged weapon, you can move - attack - move. Stealth:1d20 + 51 ⇒ (6) + 51 = 57 Attack vs flat footed (breaking stealth) and touch (Thorny bomb) #3:1d20 + 17 + 2 ⇒ (17) + 17 + 2 = 36 Damage:5d6 + 10 + 3 + 3d6 + 1d8 + 2d6 ⇒ (3, 6, 1, 6, 2) + 10 + 3 + (3, 6, 1) + (8) + (1, 5) = 555d6+10+3 Piercing damage, 3d6+1d8 precision damage, 2d6 Bane splash damage does not affect Lehk's square Stealth:1d20 + 51 ⇒ (13) + 51 = 64
Fire resist 6 for the duration of the combat +3 to all damage rolls for the duration of the combat See Invisibility: 78/80 rounds remaining Bane remaining: 9/10 Bombs remaining: 9 Judgements remaining: 2/day Inquisitor lvl 2 spells remaining: 4/5
HP99 | AC25, T19, FF19 | F13, R17, W11; +4 and one size larger vs Wind | CMB +12 (+2 vs grapple), CMD 26 (+2 vs grapple) | Init +18 | Senses See In Darkness; Senses Perception +17 (+23 in dim light or darkness) Speed 40 ft. (70 ft. with at-will Expeditious Retreat), climb 20 ft. ----Melee rapier +14/+9 (1d4+5/18-20 plus 4d6 sneak attack) or unarmed strike +14/+9 (1d2+5 plus 4d6 sneak attack) ----Ranged +2 bomb 40' +18/+13 (6d6+14 fire plus 4d6 sneak attack); 20/day; Bomb discoveries: Explosive, Glitter, Laughing Gas, Smoke, Immolation, Thorny [+18/+13 (6d6+11 piercing plus 4d6 sneak attack)]
Dymer, perched above the doorway still, quickly splits his attention between mixing a single bomb using one of his non-elemental catalysts and focusing the adrenaline of another combat into anger and infusing that into his bomb. Satisfied with its power, Dymer takes a quick shuffle step over the frame of the doorway and chucks it at the closest efreeti he can see on the other side of the walkway before immediately halting his movements, letting any who would look his way gaze over him without ever really noticing his presence.
Swift action: Activate Bane vs Outsider (extraplanar) Full attack (charging hurler): Move 10ft west along the wall above the door Ranged attack +2 (-2 AC until the start of my next turn), +2 Bane attack vs flat footed (breaking stealth) and touch (Thorny bomb):1d20 + 17 + 2 + 2 ⇒ (10) + 17 + 2 + 2 = 31 damage:5d6 + 10 + 3 + 3d6 + 1d8 + 2d6 ⇒ (3, 4, 2, 6, 1) + 10 + 3 + (5, 5, 2) + (1) + (5, 5) = 521d6+10+3 Piercing damage, 3d6+1d8 precision damage, 2d6 Bane (untyped or precision?) No action: Snipe to return to Stealth:1d20 + 48 - 10 ⇒ (3) + 48 - 10 = 41
Fire resist 6 for the duration of the combat +3 to all damage rolls for the duration of the combat See Invisibility: 79/80 rounds remaining Bane remaining: 9/10 Bombs remaining: 10 Judgements remaining: 2/day Inquisitor lvl 2 spells remaining: 4/5
HP99 | AC25, T19, FF19 | F13, R17, W11; +4 and one size larger vs Wind | CMB +12 (+2 vs grapple), CMD 26 (+2 vs grapple) | Init +18 | Senses See In Darkness; Senses Perception +17 (+23 in dim light or darkness) Speed 40 ft. (70 ft. with at-will Expeditious Retreat), climb 20 ft. ----Melee rapier +14/+9 (1d4+5/18-20 plus 4d6 sneak attack) or unarmed strike +14/+9 (1d2+5 plus 4d6 sneak attack) ----Ranged +2 bomb 40' +18/+13 (6d6+14 fire plus 4d6 sneak attack); 20/day; Bomb discoveries: Explosive, Glitter, Laughing Gas, Smoke, Immolation, Thorny [+18/+13 (6d6+11 piercing plus 4d6 sneak attack)]
As the massive stone door grinds out of the way, Dymer and the crew can see a platform rise from what appears to be hundreds of feet of open space over a natural ravine. Obviously powered by magic, Dymer is wary of other traps or potential locations for an ambush and takes a moment to check for both.
Perception:1d20 + 21 ⇒ (18) + 21 = 39to check for traps around the room's entrance
Satisfied that the entrance to the room is not trapped, Dymer walks out of the dim light of the rest of the tomb into the bright light of the next room and can almost feel the sun on his skin breaching sporadically through the clouds above, warm even with the cold shadows trailing off of him and his equipment as he uses the shadows from those same clouds to hide his movements from prying eyes.
Stealth:1d20 + 49 ⇒ (1) + 49 = 50
Dymer slowly makes his way across the platform, looking for any indication of a trap or ambush, but sees nothing to indicate danger aside from the - admittedly small - chance of falling from the side.
Perception:1d20 + 19 ⇒ (3) + 19 = 22to look for traps or places for other creatures to attack from.
Shrugging, Dymer walks back to the previous room and informs the crew of his findings.
HP99 | AC25, T19, FF19 | F13, R17, W11; +4 and one size larger vs Wind | CMB +12 (+2 vs grapple), CMD 26 (+2 vs grapple) | Init +18 | Senses See In Darkness; Senses Perception +17 (+23 in dim light or darkness) Speed 40 ft. (70 ft. with at-will Expeditious Retreat), climb 20 ft. ----Melee rapier +14/+9 (1d4+5/18-20 plus 4d6 sneak attack) or unarmed strike +14/+9 (1d2+5 plus 4d6 sneak attack) ----Ranged +2 bomb 40' +18/+13 (6d6+14 fire plus 4d6 sneak attack); 20/day; Bomb discoveries: Explosive, Glitter, Laughing Gas, Smoke, Immolation, Thorny [+18/+13 (6d6+11 piercing plus 4d6 sneak attack)]
Dymer looks over the newest opponents with a critical eye and informs the rest of the crew, "These things are basically suped-ep efreeti. There's no telling what modifications were made to them at this point. Cold and physical damage are the best places to start. Do NOT use fire." And with that, Dymer cloaks himself in shadows again, as always preferring to strike from the dark, and activates a couple of abilities that he hopes will help give an advantage in this combat.
Swift action - activate Judgement of Resistance (Fire 6), Judgement of Destruction (3). - Fire resist 6 for the duration of the combat. - +3 to all damage rolls for the duration of the combat. Move action - Walk up the wall that the door was set into and in the dim light of the initial room, Stealth. Stealth:1d20 + 51 ⇒ (3) + 51 = 54Hide in plain sight allows me to stealth even while observed if there is a shadow (excluding my own) or darkness within 10 ft. Standard action - Cast See Invisibility - Duration 8 minutes, 80 rounds.
HP99 | AC25, T19, FF19 | F13, R17, W11; +4 and one size larger vs Wind | CMB +12 (+2 vs grapple), CMD 26 (+2 vs grapple) | Init +18 | Senses See In Darkness; Senses Perception +17 (+23 in dim light or darkness) Speed 40 ft. (70 ft. with at-will Expeditious Retreat), climb 20 ft. ----Melee rapier +14/+9 (1d4+5/18-20 plus 4d6 sneak attack) or unarmed strike +14/+9 (1d2+5 plus 4d6 sneak attack) ----Ranged +2 bomb 40' +18/+13 (6d6+14 fire plus 4d6 sneak attack); 20/day; Bomb discoveries: Explosive, Glitter, Laughing Gas, Smoke, Immolation, Thorny [+18/+13 (6d6+11 piercing plus 4d6 sneak attack)]
initiative:1d20 + 15 ⇒ (1) + 15 = 16 Dymer sees the newest foes waiting behind the next door and is reflexively grasping for new bomb components before he realizes what he's doing.
HP99 | AC25, T19, FF19 | F13, R17, W11; +4 and one size larger vs Wind | CMB +12 (+2 vs grapple), CMD 26 (+2 vs grapple) | Init +18 | Senses See In Darkness; Senses Perception +17 (+23 in dim light or darkness) Speed 40 ft. (70 ft. with at-will Expeditious Retreat), climb 20 ft. ----Melee rapier +14/+9 (1d4+5/18-20 plus 4d6 sneak attack) or unarmed strike +14/+9 (1d2+5 plus 4d6 sneak attack) ----Ranged +2 bomb 40' +18/+13 (6d6+14 fire plus 4d6 sneak attack); 20/day; Bomb discoveries: Explosive, Glitter, Laughing Gas, Smoke, Immolation, Thorny [+18/+13 (6d6+11 piercing plus 4d6 sneak attack)]
"This guy really liked his math puzzles. Too bad they're not exactly hard." With that, Dymer looks around to make sure the rest of his team is ready before rotating the dial to display the number 7 and looking up towards the door himself.
HP99 | AC25, T19, FF19 | F13, R17, W11; +4 and one size larger vs Wind | CMB +12 (+2 vs grapple), CMD 26 (+2 vs grapple) | Init +18 | Senses See In Darkness; Senses Perception +17 (+23 in dim light or darkness) Speed 40 ft. (70 ft. with at-will Expeditious Retreat), climb 20 ft. ----Melee rapier +14/+9 (1d4+5/18-20 plus 4d6 sneak attack) or unarmed strike +14/+9 (1d2+5 plus 4d6 sneak attack) ----Ranged +2 bomb 40' +18/+13 (6d6+14 fire plus 4d6 sneak attack); 20/day; Bomb discoveries: Explosive, Glitter, Laughing Gas, Smoke, Immolation, Thorny [+18/+13 (6d6+11 piercing plus 4d6 sneak attack)]
"Sounds like a cult. 'We promise the world. We can't tell you what that entails until you join though.'" Dymer shrugs in indifference, "I learned a lot from the man who created me; I'm sure I could come up with some method to rival your own gifts, if I wanted to spend the time to do so, but I'd rather not make myself comparable to him unless I have no other choice."
HP99 | AC25, T19, FF19 | F13, R17, W11; +4 and one size larger vs Wind | CMB +12 (+2 vs grapple), CMD 26 (+2 vs grapple) | Init +18 | Senses See In Darkness; Senses Perception +17 (+23 in dim light or darkness) Speed 40 ft. (70 ft. with at-will Expeditious Retreat), climb 20 ft. ----Melee rapier +14/+9 (1d4+5/18-20 plus 4d6 sneak attack) or unarmed strike +14/+9 (1d2+5 plus 4d6 sneak attack) ----Ranged +2 bomb 40' +18/+13 (6d6+14 fire plus 4d6 sneak attack); 20/day; Bomb discoveries: Explosive, Glitter, Laughing Gas, Smoke, Immolation, Thorny [+18/+13 (6d6+11 piercing plus 4d6 sneak attack)]
Dymer eyes Lehk speculatively for a moment before continuing to ruffle through what's left of the goblins' possessions, "I'm not sure if I'd take you up on it, but what sort of changes would I expect?
HP99 | AC25, T19, FF19 | F13, R17, W11; +4 and one size larger vs Wind | CMB +12 (+2 vs grapple), CMD 26 (+2 vs grapple) | Init +18 | Senses See In Darkness; Senses Perception +17 (+23 in dim light or darkness) Speed 40 ft. (70 ft. with at-will Expeditious Retreat), climb 20 ft. ----Melee rapier +14/+9 (1d4+5/18-20 plus 4d6 sneak attack) or unarmed strike +14/+9 (1d2+5 plus 4d6 sneak attack) ----Ranged +2 bomb 40' +18/+13 (6d6+14 fire plus 4d6 sneak attack); 20/day; Bomb discoveries: Explosive, Glitter, Laughing Gas, Smoke, Immolation, Thorny [+18/+13 (6d6+11 piercing plus 4d6 sneak attack)]
Dymer grimaces in disgust at Lehk's offer, "I am many things. A cannibal is not one of them." But he does touch the net that had previously entangled him to determine wheter it was still electrified. If it is, he moves over to pick up the crossbow and search the goblins for anything that might allow him to safely handle the electrified net that goes with it. If the net is not electrified, he carries it with him and fiddles with the crossbow to find out how it works.
HP99 | AC25, T19, FF19 | F13, R17, W11; +4 and one size larger vs Wind | CMB +12 (+2 vs grapple), CMD 26 (+2 vs grapple) | Init +18 | Senses See In Darkness; Senses Perception +17 (+23 in dim light or darkness) Speed 40 ft. (70 ft. with at-will Expeditious Retreat), climb 20 ft. ----Melee rapier +14/+9 (1d4+5/18-20 plus 4d6 sneak attack) or unarmed strike +14/+9 (1d2+5 plus 4d6 sneak attack) ----Ranged +2 bomb 40' +18/+13 (6d6+14 fire plus 4d6 sneak attack); 20/day; Bomb discoveries: Explosive, Glitter, Laughing Gas, Smoke, Immolation, Thorny [+18/+13 (6d6+11 piercing plus 4d6 sneak attack)]
Totally forgot that I worked late and rushed out afterwards on Friday. Whoops.
Start of turn, ongoing Immolation Fire damage 3/6 on the goblin leader:1d6 + 13 ⇒ (4) + 13 = 17 Start of turn, ongoing Immolation Fire splash damage 3/6 vs anything adjacent to the above:1 + 13 = 14 DC23 Reflex save for half vs the splash
Dymer continues to ignore the fight continuing on in the next room over but he does climb a wall to skirt past the fighting, eventually dropping down behind the goblins.
Move action x2 - Speed of 70ft, broken up by 20ft climbing speed, movement grand total 40ft, map updated. Stealth:1d20 + 51 ⇒ (4) + 51 = 55Hide in Plain Sight allowing stealth even while observed in dim light/darkness.
HP99 | AC25, T19, FF19 | F13, R17, W11; +4 and one size larger vs Wind | CMB +12 (+2 vs grapple), CMD 26 (+2 vs grapple) | Init +18 | Senses See In Darkness; Senses Perception +17 (+23 in dim light or darkness) Speed 40 ft. (70 ft. with at-will Expeditious Retreat), climb 20 ft. ----Melee rapier +14/+9 (1d4+5/18-20 plus 4d6 sneak attack) or unarmed strike +14/+9 (1d2+5 plus 4d6 sneak attack) ----Ranged +2 bomb 40' +18/+13 (6d6+14 fire plus 4d6 sneak attack); 20/day; Bomb discoveries: Explosive, Glitter, Laughing Gas, Smoke, Immolation, Thorny [+18/+13 (6d6+11 piercing plus 4d6 sneak attack)]
Start of turn, ongoing Immolation Fire damage 2/6 on the goblin leader:1d6 + 13 ⇒ (2) + 13 = 15 Start of turn, ongoing Immolation Fire splash damage 2/6 vs anything adjacent to the above:1 + 13 = 14 DC23 Reflex save for half vs the splash
DC20 reflex save full round action to disentangle from the net:1d20 + 23 ⇒ (12) + 23 = 35
Dymer, as is his standard, is content to let his bomb's lingering effects do most of the work and instead takes the time to disentangle himself from the net wrapped around him, eventually letting it fall to the floor below him. Though an electric net and crossbow would be interesting to have, Dymer thinks to himself. I'll have to pick it up before we move on.
HP99 | AC25, T19, FF19 | F13, R17, W11; +4 and one size larger vs Wind | CMB +12 (+2 vs grapple), CMD 26 (+2 vs grapple) | Init +18 | Senses See In Darkness; Senses Perception +17 (+23 in dim light or darkness) Speed 40 ft. (70 ft. with at-will Expeditious Retreat), climb 20 ft. ----Melee rapier +14/+9 (1d4+5/18-20 plus 4d6 sneak attack) or unarmed strike +14/+9 (1d2+5 plus 4d6 sneak attack) ----Ranged +2 bomb 40' +18/+13 (6d6+14 fire plus 4d6 sneak attack); 20/day; Bomb discoveries: Explosive, Glitter, Laughing Gas, Smoke, Immolation, Thorny [+18/+13 (6d6+11 piercing plus 4d6 sneak attack)]
Forgotten precision damage from breaking stealth:3d6 + 1d8 ⇒ (3, 3, 6) + (2) = 14the 3d6 from Rogue Sneak attack, the 1d8 from Vigilante Hidden Strike. Does not affect splash damage or future immolation damage in any way.
HP99 | AC25, T19, FF19 | F13, R17, W11; +4 and one size larger vs Wind | CMB +12 (+2 vs grapple), CMD 26 (+2 vs grapple) | Init +18 | Senses See In Darkness; Senses Perception +17 (+23 in dim light or darkness) Speed 40 ft. (70 ft. with at-will Expeditious Retreat), climb 20 ft. ----Melee rapier +14/+9 (1d4+5/18-20 plus 4d6 sneak attack) or unarmed strike +14/+9 (1d2+5 plus 4d6 sneak attack) ----Ranged +2 bomb 40' +18/+13 (6d6+14 fire plus 4d6 sneak attack); 20/day; Bomb discoveries: Explosive, Glitter, Laughing Gas, Smoke, Immolation, Thorny [+18/+13 (6d6+11 piercing plus 4d6 sneak attack)]
Dymer scurries along the upper corners of the walls in the hallway, staying out of sight until he find a good overwatch position against the goblins. He readies a single immolation bomb and lazily tosses it towards the most central goblin.
Explosive immolation bomb (10ft splash instead of 5ft):1d20 + 17 ⇒ (11) + 17 = 28vs Touch AC Immolation direct damage:1d6 + 13 ⇒ (4) + 13 = 17Fire damage. Immolation damage will occur at the start of my turn. 5 rounds of immolation remaining. Immolation splash damage 10ft surrounding the target.:1 + 13 = 14Fire damage. DC23 Reflex save for half.
Precise bombs discovery lets me pick up to 8 squares that splash damage doesn't touch. Koro's square, then any visible explosives that might... explode. Bombs remaining: 11
HP99 | AC25, T19, FF19 | F13, R17, W11; +4 and one size larger vs Wind | CMB +12 (+2 vs grapple), CMD 26 (+2 vs grapple) | Init +18 | Senses See In Darkness; Senses Perception +17 (+23 in dim light or darkness) Speed 40 ft. (70 ft. with at-will Expeditious Retreat), climb 20 ft. ----Melee rapier +14/+9 (1d4+5/18-20 plus 4d6 sneak attack) or unarmed strike +14/+9 (1d2+5 plus 4d6 sneak attack) ----Ranged +2 bomb 40' +18/+13 (6d6+14 fire plus 4d6 sneak attack); 20/day; Bomb discoveries: Explosive, Glitter, Laughing Gas, Smoke, Immolation, Thorny [+18/+13 (6d6+11 piercing plus 4d6 sneak attack)]
Dymer follows Nephre out into the next hallway and is honestly surprised to see any other living creatures in this vault aside from the crew. "Well isn't that lucky? Lehk! Got some food here for you." At that point, Dymer stepped into one of the gear-teeth alcoves and climbed the wall as high as he is able to do, using the higher vantage and the shadows to start crawling along the ceiling.
HP99 | AC25, T19, FF19 | F13, R17, W11; +4 and one size larger vs Wind | CMB +12 (+2 vs grapple), CMD 26 (+2 vs grapple) | Init +18 | Senses See In Darkness; Senses Perception +17 (+23 in dim light or darkness) Speed 40 ft. (70 ft. with at-will Expeditious Retreat), climb 20 ft. ----Melee rapier +14/+9 (1d4+5/18-20 plus 4d6 sneak attack) or unarmed strike +14/+9 (1d2+5 plus 4d6 sneak attack) ----Ranged +2 bomb 40' +18/+13 (6d6+14 fire plus 4d6 sneak attack); 20/day; Bomb discoveries: Explosive, Glitter, Laughing Gas, Smoke, Immolation, Thorny [+18/+13 (6d6+11 piercing plus 4d6 sneak attack)]
Dymer points out the trap first. "Okay, so who wants to smash through an obviously trapped door? Or disable the trap, I guess, if you want to be boring."
"Secondarily, would anybody mind tearing/cutting the heads off of these cobras for me? They'd make some interesting decorations once we finish this job. There's even one for each of us, if anybody else wants them, or I'll take them all. I'm sure I could find some use for them."
HP99 | AC25, T19, FF19 | F13, R17, W11; +4 and one size larger vs Wind | CMB +12 (+2 vs grapple), CMD 26 (+2 vs grapple) | Init +18 | Senses See In Darkness; Senses Perception +17 (+23 in dim light or darkness) Speed 40 ft. (70 ft. with at-will Expeditious Retreat), climb 20 ft. ----Melee rapier +14/+9 (1d4+5/18-20 plus 4d6 sneak attack) or unarmed strike +14/+9 (1d2+5 plus 4d6 sneak attack) ----Ranged +2 bomb 40' +18/+13 (6d6+14 fire plus 4d6 sneak attack); 20/day; Bomb discoveries: Explosive, Glitter, Laughing Gas, Smoke, Immolation, Thorny [+18/+13 (6d6+11 piercing plus 4d6 sneak attack)]
Lehkazeran's roar - of triumph? of pain? of anger? hard to tell - prompts Dymer to take a peek into the room where the set of cobra constructs were found, and he sees the remains of them ripped apart, some pieces flattened, and bits melted off. "Not bad, for a couple of seconds of carnage," he says. Then he takes a few moments to check the walls for a mechanism to open hidden chambers and the door to the next passage - working clockwise from the doorway he just came through as he remembers the model showing the teeth of this room's gear being along the left side, and the next passage appeared to be on the right side.
HP99 | AC25, T19, FF19 | F13, R17, W11; +4 and one size larger vs Wind | CMB +12 (+2 vs grapple), CMD 26 (+2 vs grapple) | Init +18 | Senses See In Darkness; Senses Perception +17 (+23 in dim light or darkness) Speed 40 ft. (70 ft. with at-will Expeditious Retreat), climb 20 ft. ----Melee rapier +14/+9 (1d4+5/18-20 plus 4d6 sneak attack) or unarmed strike +14/+9 (1d2+5 plus 4d6 sneak attack) ----Ranged +2 bomb 40' +18/+13 (6d6+14 fire plus 4d6 sneak attack); 20/day; Bomb discoveries: Explosive, Glitter, Laughing Gas, Smoke, Immolation, Thorny [+18/+13 (6d6+11 piercing plus 4d6 sneak attack)]
Start of turn, ongoing Immolation Fire damage 3/6 on the Iron Cobra NW of the five (currently center in their line):1d6 + 13 ⇒ (2) + 13 = 15 Start of turn, ongoing Immolation Fire splash damage 3/6 vs anything adjacent to the above:1 + 13 = 14 DC23 Reflex save for half vs the splash
Dymer sticks on his spot up the wall outside of the room the cobras are in and maintains his vigil in rear guard, using his position and the shadows around to ensure he gets the edge on any opponent who tries to sneak up behind the group.
Stealth:1d20 + 48 ⇒ (2) + 48 = 50+3 if in dim light or darkness; works vs darkvision via Hide in Plain Sight
Readied action:
Immolation bomb attack:1d20 + 17 ⇒ (9) + 17 = 26 Immolation bomb Fire damage:1d6 + 13 ⇒ (6) + 13 = 19 Sneak attack if target is denied dex bonus (attacking from stealth) and susceptible to precision damage:3d6 ⇒ (3, 4, 6) = 13 DC23 Reflex save for half vs the splash Recipient of the direct hit can take DC23 Reflex as a full round action to extinguish
Standard action: Ready action Bombs remaining: 12 unless ready action is triggered, then 11.
HP99 | AC25, T19, FF19 | F13, R17, W11; +4 and one size larger vs Wind | CMB +12 (+2 vs grapple), CMD 26 (+2 vs grapple) | Init +18 | Senses See In Darkness; Senses Perception +17 (+23 in dim light or darkness) Speed 40 ft. (70 ft. with at-will Expeditious Retreat), climb 20 ft. ----Melee rapier +14/+9 (1d4+5/18-20 plus 4d6 sneak attack) or unarmed strike +14/+9 (1d2+5 plus 4d6 sneak attack) ----Ranged +2 bomb 40' +18/+13 (6d6+14 fire plus 4d6 sneak attack); 20/day; Bomb discoveries: Explosive, Glitter, Laughing Gas, Smoke, Immolation, Thorny [+18/+13 (6d6+11 piercing plus 4d6 sneak attack)]
Start of turn, ongoing Immolation Fire damage 2/6 on the Iron Cobra NW of the five:1d6 + 13 ⇒ (6) + 13 = 19 Full round action DC23 Reflex to extinguish Start of turn, ongoing Immolation Fire splash damage 2/6 vs Koro and the other 3 Iron Cobras adjacent to the above:1 + 13 = 14
Dymer sees that his Immolation bomb is still doing its work and decides to leave it be. Also, seeing the room continue to get crowded, Dymer climbs a nearby wall for a better vantage point and readies himself to throw a bomb at any enemies who might decide to come from the opposite end of the hallway while the party is distracted.
Ready action:
Immolation bomb attack:1d20 + 17 ⇒ (20) + 17 = 37 Immolation bomb crit confirm:1d20 + 17 ⇒ (20) + 17 = 37 Immolation bomb Fire damage:1d6 + 13 ⇒ (3) + 13 = 16 Sneak attack if target is denied dex bonus and susceptible to precision damage:3d6 ⇒ (1, 5, 1) = 7 Immolation bomb crit Fire damage:1d6 + 13 ⇒ (3) + 13 = 16 splash damage is minimum bomb damage vs any within 5' of the target, and both instances occur at the beginning of my turn unless a DC23 Reflex save is made as a full round action to extinguish it.
Move action: Move to and Climb wall, 20ft speed Standard action: Ready action Bombs remaining: 12 unless ready action is triggered, then 11.
HP99 | AC25, T19, FF19 | F13, R17, W11; +4 and one size larger vs Wind | CMB +12 (+2 vs grapple), CMD 26 (+2 vs grapple) | Init +18 | Senses See In Darkness; Senses Perception +17 (+23 in dim light or darkness) Speed 40 ft. (70 ft. with at-will Expeditious Retreat), climb 20 ft. ----Melee rapier +14/+9 (1d4+5/18-20 plus 4d6 sneak attack) or unarmed strike +14/+9 (1d2+5 plus 4d6 sneak attack) ----Ranged +2 bomb 40' +18/+13 (6d6+14 fire plus 4d6 sneak attack); 20/day; Bomb discoveries: Explosive, Glitter, Laughing Gas, Smoke, Immolation, Thorny [+18/+13 (6d6+11 piercing plus 4d6 sneak attack)]
Dymer, too excited over even such a simple puzzle focuses back into the fight after others have already started to beat down the constructs before them, and lobs a single bomb into the crowd, targeting whichever opponent is adjacent to the most other constructs and preventing the initial splash from harming Koro and any other allies adjacent.
Splash damage will still affect ALL adjacent on the start of my turns. Can we get the map updated?
HP99 | AC25, T19, FF19 | F13, R17, W11; +4 and one size larger vs Wind | CMB +12 (+2 vs grapple), CMD 26 (+2 vs grapple) | Init +18 | Senses See In Darkness; Senses Perception +17 (+23 in dim light or darkness) Speed 40 ft. (70 ft. with at-will Expeditious Retreat), climb 20 ft. ----Melee rapier +14/+9 (1d4+5/18-20 plus 4d6 sneak attack) or unarmed strike +14/+9 (1d2+5 plus 4d6 sneak attack) ----Ranged +2 bomb 40' +18/+13 (6d6+14 fire plus 4d6 sneak attack); 20/day; Bomb discoveries: Explosive, Glitter, Laughing Gas, Smoke, Immolation, Thorny [+18/+13 (6d6+11 piercing plus 4d6 sneak attack)]
Initiative:1d20 + 15 ⇒ (6) + 15 = 21 Knowledge(arcana):1d20 + 21 ⇒ (19) + 21 = 40 Is there anything extra about this particular set of constructs? Aside from their form, are they different than the ones we've already seen?
HP99 | AC25, T19, FF19 | F13, R17, W11; +4 and one size larger vs Wind | CMB +12 (+2 vs grapple), CMD 26 (+2 vs grapple) | Init +18 | Senses See In Darkness; Senses Perception +17 (+23 in dim light or darkness) Speed 40 ft. (70 ft. with at-will Expeditious Retreat), climb 20 ft. ----Melee rapier +14/+9 (1d4+5/18-20 plus 4d6 sneak attack) or unarmed strike +14/+9 (1d2+5 plus 4d6 sneak attack) ----Ranged +2 bomb 40' +18/+13 (6d6+14 fire plus 4d6 sneak attack); 20/day; Bomb discoveries: Explosive, Glitter, Laughing Gas, Smoke, Immolation, Thorny [+18/+13 (6d6+11 piercing plus 4d6 sneak attack)]
Dymer walks into the hallway behind Nephre and Ozzie, and while Nephre is looking for something to punch, and Ozzie checking for other magic, Dymer takes a quick read over the puzzle on the metal slab, quickly punches in three numbers - 12, 8, 3 - and steps back, readying himself to run back into the previous room or into the next room, depending on what appears from behind the door.
HP99 | AC25, T19, FF19 | F13, R17, W11; +4 and one size larger vs Wind | CMB +12 (+2 vs grapple), CMD 26 (+2 vs grapple) | Init +18 | Senses See In Darkness; Senses Perception +17 (+23 in dim light or darkness) Speed 40 ft. (70 ft. with at-will Expeditious Retreat), climb 20 ft. ----Melee rapier +14/+9 (1d4+5/18-20 plus 4d6 sneak attack) or unarmed strike +14/+9 (1d2+5 plus 4d6 sneak attack) ----Ranged +2 bomb 40' +18/+13 (6d6+14 fire plus 4d6 sneak attack); 20/day; Bomb discoveries: Explosive, Glitter, Laughing Gas, Smoke, Immolation, Thorny [+18/+13 (6d6+11 piercing plus 4d6 sneak attack)]
Damn, what was the DC on that find check?
Reflex:1d20 + 18 ⇒ (3) + 18 = 21
Dymer attempts to twist out of the path of the trap's elemental effect, but is too caught up in examining the books, and is caught off-balance. Due to the hit, he stumbles backwards a couple of steps and shakes his head to clear out the confusion, then shrugs and spends all of thirty seconds healing himself of the damage, before starting to shovel the rest of the books off of the shelves.
At-will cure light wounds until healed. 5 rounds (30 seconds) maximum time taken
Once the shelves are empty, or there are no more books that catch his eye, Dymer returns to the main group, in time to see Nephre walk out the room opposite him. "So what are we standing around for? Let's get a move on."
With the light levels being what they are, Dymer feels right at home and with little effort is lost among them.
Dymer refreshes his Expeditious Retreat - good for 10 minutes at a time, and will refresh automatically as that time gets closer. Stealth:1d20 + 51 ⇒ (19) + 51 = 70Fast Stealth (from artifact) means I can move without penalty, and due to Hide In Plain Sight, with dim lighting (and nearby shadows) I can stealth while observed.
HP99 | AC25, T19, FF19 | F13, R17, W11; +4 and one size larger vs Wind | CMB +12 (+2 vs grapple), CMD 26 (+2 vs grapple) | Init +18 | Senses See In Darkness; Senses Perception +17 (+23 in dim light or darkness) Speed 40 ft. (70 ft. with at-will Expeditious Retreat), climb 20 ft. ----Melee rapier +14/+9 (1d4+5/18-20 plus 4d6 sneak attack) or unarmed strike +14/+9 (1d2+5 plus 4d6 sneak attack) ----Ranged +2 bomb 40' +18/+13 (6d6+14 fire plus 4d6 sneak attack); 20/day; Bomb discoveries: Explosive, Glitter, Laughing Gas, Smoke, Immolation, Thorny [+18/+13 (6d6+11 piercing plus 4d6 sneak attack)]
Dymer uses his innate abilities to cast Cure Light Wounds on Ozzie until Ozzie indicates that he's back to full strength before moving into the next room. When he walks in, Dymer's eyes light up at the potential trove of knowledge. He takes a quick survey of the books whose titles he can read, moves to the bookcase he deems most valuable, does a quick search for traps, and then (if no traps are found) starts shoveling books off of the bookcase into his Bag of Holding, to be sorted at a later date.
Appraise:1d20 + 8 ⇒ (12) + 8 = 20 Perception:1d20 + 22 ⇒ (19) + 22 = 41 Focused on books regarding engineering/clockworks (they're in an engineer's vault), alchemy, and planar/religious lore Bag of Holding II starting weight: 16.25/700lbs