AC20, T18, FF12, CMD 22 Fort +9, Reflex +17, Will +10
Conditions: FoM, Delay Poison
Urko stretches and yawns. I am exhausted, I havent channeled quite so much power in quite so short a period of time for a very long time. Even when we were trapped in the very depths of the Emerald Spire. I think we have earned a bit of a retirement and, to avoid any more entanglements, I think it will be on the upper planes. Please tell Ambrus I will be back in a year or two, maybe...
With that Urko casts a spell and he and Artemis fade away, plane shifting off to relax in the Heavens.
AC20, T18, FF12, CMD 22 Fort +9, Reflex +17, Will +10
Conditions: FoM, Delay Poison
Yes, this was an excellent team effort, definately one of my favourite PbP games to date. It was one of my first as well. You handled our high level shennanigans excellently.
The first gameplay post was October 2nd, 2017, so almost exactly two years ago.
AC20, T18, FF12, CMD 22 Fort +9, Reflex +17, Will +10
Conditions: FoM, Delay Poison
Urko hurries over to Artemis, now freed from the annoyance of thr antimagic field. You did well girl, better than I could have hoped for. Muttering spells under his breath he heals her and him of their wounds.
Heading over to the others he joins them in regarding the body of the dead God. Is it done?
AC20, T18, FF12, CMD 22 Fort +9, Reflex +17, Will +10
Conditions: FoM, Delay Poison
Urko invokes the powers of the Heavens again and smites "new" Unity. Is this how it is? Each time we defeat you you come back as something, smaler, weaker and overall less impressive? Will we eventually face Kobold Unity?
Casting Bestow Grace of the Champion again and smiting him before moving forward
AC20, T18, FF12, CMD 22 Fort +9, Reflex +17, Will +10
Conditions: FoM, Delay Poison
Urko quickens a Burst of Radiance on Unity, hoping to blind the "God". He draws on his Cleromancy to penetrate its SR.
SR, clero:1d20 + 16 + 5 ⇒ (20) + 16 + 5 = 41
It burns the "God" inflicting 5d4 ⇒ (2, 4, 2, 2, 4) = 14 damage and forcing a DC25 reflex save or he is blinded for 1d4 ⇒ 2 rounds. If he passes he is instead dazzled.
Stepping into a flank he begins to batter the God with Mirand's aid. TOGETHER, he cannot withstand us both!
Attack Rolls:
Eaglesoul gives Urko +4 strength, +2AC, fast healing 3 and he automatically confirms any crits against an evil outsider. He takes the AC, reflex save and attack bonus from blessing of fervour. Rolls include divine power, heroism, flank and smite. Due to smite his attacks ignore all DR.
AC20, T18, FF12, CMD 22 Fort +9, Reflex +17, Will +10
Conditions: FoM, Delay Poison
As the blue angel flies above Urko all of his magic ceases and he falls to the ground, landing with a thud. Fortunately this puts him out of the area of the antimagic shell and his magic once again starts working.
Falling damage:1d6 ⇒ 5
Drawing on the power of his blessing of fervour he leaps to his feet, steps towards Unity and lays about him with his morning star. His rage against evil outsiders also fuels some healing for him.
Fast healing 3 kicks in, the fall damage comes off his temporary HP. Swift to stand up without provoking, free to 5' step, full attack
As he strikes he bellows, Let us be done with you, some of us have OTHER places to be!
Attack rolls:
Eaglesoul gives Urko +4 strength, +2AC, fast healing 3 and he automatically confirms any crits against an evil outsider. He casts quickened divine power (gaining 16 temp HP) and takes the AC, reflex save and attack bonus from blessing of fervour. Rolls include divine power, heroism and smite. Due to smite his attacks ignore all DR.
AC20, T18, FF12, CMD 22 Fort +9, Reflex +17, Will +10
Conditions: FoM, Delay Poison
Urko was directly above Unity, I jst didnt want to overlay on the map as it can make moving tokens about awkward. There isnt a 5' step which gets him out of my threatened area. Is he casting defensivley? I doubt he can fail but it was worth asking
AC20, T18, FF12, CMD 22 Fort +9, Reflex +17, Will +10
Conditions: FoM, Delay Poison
A 42 misses Urko due to the effect of smite on his AC
Urko steps directly above Unity. With a wave of his hand he casts a spell and then unleashes himself against the would be god, striking two handed with his morning star.
Each blow is punctuated with a shout, Why wont you just die!
Actions:
Eaglesoul triggers giving Urko +4 strength, +2AC, fast healing 3 and he automatically confirms any crits against an evil outsider. He casts quickened divine power (gaining 16 temp HP) and takes the AC, reflex save and attack bonus from blessing of fervour. Rolls also include height advantage, heroism and smite. Due to smite his attacks ignore all DR.
AC20, T18, FF12, CMD 22 Fort +9, Reflex +17, Will +10
Conditions: FoM, Delay Poison
Urko looks over the trapped woman, I am sorry, we will do what we can to help you when we have finished with Unity.
He turns back to face Unity and calls out to the upper planes for aid. A soft yellow light surrounds him and sound of the beating of mighty wings reverberates about the room. His eyes glow golden and he raises one hand, Unity, your end is nigh!
He then flys down to the would be god, drawing his morning star as he goes.
Standard action to cast Bestow Grace of the Champion, swift action to smite Unity as a level 8 paladin, move action to get to him. Flying downwards is at double speed so I should be able to get there with one move action taking the extra speed from blessing of fervour.
AC20, T18, FF12, CMD 22 Fort +9, Reflex +17, Will +10
Conditions: FoM, Delay Poison
Turning from the imprisoned Casandalee Urko snaps his fingers and engulfs Unity in buring light.
Oh do shut up he snaps.
Casting quickened burst of radiance on him. It deals 5d4 ⇒ (2, 3, 4, 4, 3) = 16 damage with no save and forces a DC25 reflex save or he is blinded for 1d4 ⇒ 3 rounds. If he passes he is instead dazzled for the same duration.
AC20, T18, FF12, CMD 22 Fort +9, Reflex +17, Will +10
Conditions: FoM, Delay Poison
Urko launches himself across the room, flying up and up towards the trapped woman. Reaching her he looks around for any way she can be released or for what is holding her in place.
Taking the speed bonus from blessing of fervour and double moving. Depending on what I see I may take a swift action.
AC20, T18, FF12, CMD 22 Fort +9, Reflex +17, Will +10
Conditions: FoM, Delay Poison
I cannot see anything I have that would help. However, Implosion is not a death effect so you can still be affected by Breath of Life, assuming we can get you above negative Con HP after the damage.
AC20, T18, FF12, CMD 22 Fort +9, Reflex +17, Will +10
Conditions: FoM, Delay Poison
It has been over two weeks now since we have had a GM post, I hope everything is alright. It would be a shame for us to falter now at the final hurdle.
AC20, T18, FF12, CMD 22 Fort +9, Reflex +17, Will +10
Conditions: FoM, Delay Poison
Urko turns to Unity and mutters, Ive had about enough of that I think and quickly casts a spell, followed by another spell. Divinatory bones swirl around him, examining them for a moment he selects one and sends it hurtling at Unity.
Following that with casting targeted greater dispel at Unity using one of the cleromancy bonuses. At CL16 it can remove up to 4 spells on Unity, starting with the highest level spells
Caster level check, cleromancy:1d20 + 16 + 4 ⇒ (12) + 16 + 4 = 32 That gets spells with a caster level of 21 or less
Can we see what is holding the woman in place?
With that Urko starts to head towards the trapped woman.
AC20, T18, FF12, CMD 22 Fort +9, Reflex +17, Will +10
Conditions: FoM, Delay Poison
With the dragon dispatched Urko again turns his attention to Unity.
Be purged by the holy light he snaps before enguulfing Unity in a miniature sun.
Casting quickened piercing burst of radiance. It deals 5d4 ⇒ (3, 4, 1, 3, 1) = 12 damage automatically with a DC25 reflex save to avoid being blinded for 1d4 ⇒ 3 rounds. If he saves he is instead dazzled for the same time
AC20, T18, FF12, CMD 22 Fort +9, Reflex +17, Will +10
Conditions: FoM, Delay Poison
Aah, I missed that. Artemis is large and therefore 10' tall. Urko was sitting on top of her and is 5' tall. I would only need to fly 5' to reach the Linnorm. I still have overland flight active once I get out of the AMF. I think that would still need a move action to go upwards meaning it would have been a regular rather than persistent plane shift. Given the save it doesnt look like that would have made a difference.
If I do need to take a move action to get to the dragon then I will cast grace as a swift action so I can move without provoking and you can ignore my next post about casting quickened burst of radiance.
AC20, T18, FF12, CMD 22 Fort +9, Reflex +17, Will +10
Conditions: FoM, Delay Poison
With the dragon now able to see again things just got much, much, worse.
Urko tries to leap from the saddle. The lack of magic makes this no longer certain.
Ride:1d20 + 14 ⇒ (19) + 14 = 33
But he still manages to do so with a degree of ease. Magic flows back into him as he finds himself outside of the area.
You need to go he snaps at the Linnorm. Delving deep he intones a spell, his hands begin to glow a fiery red and he reaches out to touch the dragon.
Defensively casting persistent plane shift. I cannot fail the defensive cast check
Melee touch:1d20 + 22 ⇒ (6) + 22 = 28 SR if relevant:1d20 + 16 + 5 ⇒ (20) + 16 + 5 = 41 I will use one charge of cleromancy if it has SR
I assume that touches a colossal dragon. It needs to make a DC26 will save. If it passes it needs to make it again. If it fails it is taking a one way trip to the elemental plane of fire. Dpending on the outcome I may yet take a swift action. What Artemis does may alsbe dependant on whether or not the dragon is still there.
AC20, T18, FF12, CMD 22 Fort +9, Reflex +17, Will +10
Conditions: FoM, Delay Poison
Break Enchantment is I think kosher but does have one small flaw, the casting time is 1 minute. You can do it with something like limited wish or miracle to duplicate a spell but if it is an SLA it inherits the casting time.
As for the spells, mage armour shouldnt be caught as its conjuration and divine favour is an evocation spell
AC20, T18, FF12, CMD 22 Fort +9, Reflex +17, Will +10
Conditions: FoM, Delay Poison
Urko keeps the AC, reflex and attack bonus from BoF this turn
Urko nods his thanks to Agata and Sweet Maud as he drops down to Artemis, smoothly landing in the saddle.
Move action to fly down, free to mount, cannot fail the DC20 ride check
As he settles into the saddle he casts a spell, sharing it with Artemis and the two of them grow to prodigious proportions. Energy crackles around them, flowing with many different colours.
Casting divine vessel for anarchic and spell sharing it between us
AC20, T18, FF12, CMD 22 Fort +9, Reflex +17, Will +10
Conditions: FoM, Delay Poison
This is the text of the relevant Boon, Urko has one as well.
Quote:
Alchemical Quicksilver: You have recovered a small amount of quicksilver from within a philosopher’s stone. The portion you have is insufficient to bring a long-dead corpse back to life, but you can mix it with a potion of cure serious wounds to create a splash weapon that affects a direct target as per breath of life (CL 20th). Mixing the potion and quicksilver takes a full-round action, and once prepared, the splash weapon is stable until used
I would probably treat it as a magical potion which means it wouldn't work in an AMF.
AC20, T18, FF12, CMD 22 Fort +9, Reflex +17, Will +10
Conditions: FoM, Delay Poison
GM Upaynao wrote:
-No it does not. It affects Sp abilities, spells and enchantments. If the BoL flask is Sp and is used somewhere within the radius of the antimagic field, you are out a boon for no effect.
Sorry to contradict you but AMF does affect SU abilities.
Quote:
An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities.
Instantaneous conjuration spells are not affected by it but that is mostly just wall of stone.
AC20, T18, FF12, CMD 22 Fort +9, Reflex +17, Will +10
Conditions: FoM, Delay Poison
Unfortunately, as Artemis is now unconscious and 50' in the air she will plummet down to the ground and take 5d6 falling damage unless someone has a feather fall who is in range?
I have her currently at -6 HP. The polar ray took her to exactly 0 after the 30 cold resist, then she took 6 bludgoening and no cold from ice storm. I assume Urko is also hit by the ice storm taking 6 damage
AC20, T18, FF12, CMD 22 Fort +9, Reflex +17, Will +10
Conditions: FoM, Delay Poison
Urko takes the AC bonus from blessing of fervour
Artemis and Urko hurry around the corner, rising up into the air as they go. As they rise up to some 50' high Urko unleashes a spell, immolating the dragon, the devil thing and Unity in a mass of shifting multicoloured light.
Artemis takes the extra speed and moves them into the room. Urko defensively casts prismatic spray (cannot fail the DC29), catching the devil thing, the draagon and I think Unity given it is a 60' cone. The DC is 30.
Which ray? Devil:1d8 ⇒ 1 20 fire damage, reflex save for half Which ray? Dragon:1d8 ⇒ 4 Poison, fort save or dead, on save secondary effect forces fort saves or 1 con damage per round, save each round to stop Which ray? Unity:1d8 ⇒ 7 Will save or be sent to a different plane of existence!
Depending on the outcome I may have a swift action spell as well.
AC20, T18, FF12, CMD 22 Fort +9, Reflex +17, Will +10
Conditions: FoM, Delay Poison
Urko and Artemis pad down the corridor towards the chamber beyond. Coming into sight of the enormous dragon like creature causes them to pause. My that is big, we may have a problem here....
Urko quickly casts a spell, examining a swirl of bones before him before intoning a powerful incantatio.
LET THERE BE LIGHT!
Single move followed by spell shared quickened Cleromancy and then Sunburst into the centre of the room. It has a radius of 80' so I am hoping it should be able to hit everything in there.
Sunburst deals 6d6 ⇒ (1, 6, 3, 4, 5, 4) = 23 damage (more if anything is an ooze, slime, fungi or vulnerable to light together with a DC31 reflex save or be permanently blinded Here are some SR checks if needed, I will apply cleromancy to any that are, just let me know how many are actually used
AC20, T18, FF12, CMD 22 Fort +9, Reflex +17, Will +10
Conditions: FoM, Delay Poison
Seeing no other effective immediate threats Urko weaves a blessing across the group and follows it up with a second one on Artemis. With a flick of the reins the two of them move forward a little.
Casting blessing of fervour and quickened divine favour on artemis then moving forward a little. Artemis takes the bonus to AC etc, Urko has to wait.
AC20, T18, FF12, CMD 22 Fort +9, Reflex +17, Will +10
Conditions: FoM, Delay Poison
You are welcome to one assumong Upaynao is OK with it, Maud will just have to keep out of the way. I think I may need every ounce of magical power for this encounter
AC20, T18, FF12, CMD 22 Fort +9, Reflex +17, Will +10
Conditions: FoM, Delay Poison
Looking at the map I see two figures in front of us and a big dragon like thing beyond. Can we actually see the dragon thing? If so here are two knowledge checks, interested in special attacks, DR, saves and senses depending on how well I do
AC20, T18, FF12, CMD 22 Fort +9, Reflex +17, Will +10
Conditions: FoM, Delay Poison
Urko is at 22 initiative not 18, I always expend heightened awareness for a +4 on top of his normal +18. I rthink that bumps me just above Unity's second action