| Pendin Fust |
You need a natural 20 plus the +1 from surge and +1 from Bless to be able to get it.
| Charlotte de Berry |
Seeing the daemon fly out the window, withdraws a scroll. Invoking its power, Charlotte drifts out the window as the parchment turns to ash in her hands
Using my scroll of fly and taking a 5' step out the window.
HP 47/54
AC 33/22/24
Mythic 6/8
Arcane 5/6
Effects: shield, shield of faith, bless, fly
Scimitar: +3 keen, bane, mythic arcane strike
| Pendin Fust |
Thanks Hakka!
Varosh then Thomas to wrap up this round.
Init Order
Leukodaemon
Ellesar
Ylera
Hakka
Varosh <--
Charlotte
Thomas
| Pendin Fust |
OK...His turn...sorry Charlotte
Touch Attack1d20 + 16 ⇒ (17) + 16 = 33
Charlotte, give me a Will save, DC 19 (do you have SR?) If you fail, you take 100 damage, if you pass you take 50. Its harm at CL 10th.
The Leukodaemon's eye sockets glow brightly for a moment. It flies towards Charlotte, with a hand outstretched, touching her lightly on the shoulder. A triumphant shriek emits from the skull.
You hear in your minds, Foolish mortals. I am here at the behest of the Deacon of Apollyon. Know ye not what terrors await you from me and my master?
| Charlotte de Berry |
Will: 1d20 + 7 ⇒ (1) + 7 = 8
Mythic Power: absorb blow. I block 30 points of damage and gain a stacking DR 3/- and resist 15 to all energy types.
The dice roller still hates me
HP 1/54
AC 33/22/24
Mythic 5/8
Arcane 5/6
Effects: shield, shield of faith, bless, fly, absorb blow
Scimitar: +3 keen, bane, mythic arcane strike
I am assuming this link is referring to arcane surge/wild arcana. It will affect my response.
| Ellesar |
Ellesar opens fire again.
Mythic point to use Surprise Strike - target is flat footed regardless of class features. add mythic tier to attack and damage.
Surprise Stike
Attack: 1d20 + 17 ⇒ (16) + 17 = 33
Damage: 1d8 + 9 ⇒ (8) + 9 = 17
Mythic Rapid Shot
Attack: 1d20 + 12 ⇒ (9) + 12 = 21
Damage: 1d8 + 6 ⇒ (4) + 6 = 10
Attack: 1d20 + 12 ⇒ (12) + 12 = 24
Damage: 1d8 + 6 ⇒ (4) + 6 = 10
Attack: 1d20 + 12 ⇒ (4) + 12 = 16
Damage: 1d8 + 6 ⇒ (4) + 6 = 10
Attack: 1d20 + 7 ⇒ (3) + 7 = 10
Damage: 1d8 + 6 ⇒ (4) + 6 = 10
wow.......charlotte and i cannot win.......
| Pendin Fust |
Charlotte, you show 1 HP for your status, what am I missing? 100-30-3-15 = 52 not 53 :) BUT...technically from reading the ability I don't think the DR and Energy Resistance apply to the attack that triggered it, plus harm is not energy based. I will count this time that Absorb Blow did apply the DR and Energy Resistance to it, because frankly its waaaay more mythic. So you should be at 2 HP not 1.
Ellesar's fast and furious shots manage to sink two arrows into the creature, the first one again eliciting another squeal of rage and pain.
Again, in your heads you hear, MORTALS! You surprise me, you live through my incidental rage. You will make a fine addition to my master's plan.
| Charlotte de Berry |
Harm charges a subject with negative energy that deals 10 points of damage per caster level (to a maximum of 150 points at 15th level). If the creature successfully saves, harm deals half this amount. Harm cannot reduce the target's hit points to less than 1.
Harm stops at 1 hp.
Had I made my saving throw, I would have only taken 20 points of damage as absorb blow blocks from any source.
Failing my saving throw, I still elected to use absorb blow to protect myself from damage in following rounds. Combined with the Epic DR mythic ability, I have DR 3/epic + an additional DR 3/- that stacks. The secondary effects of absorb last for 1 minute.
| Thomas Lockwood |
Thomas uses Faith's Reach and uses his mythic power to cast cure moderate wounds on Charlotte.
4d8 + 12 ⇒ (7, 8, 1, 4) + 12 = 32
With Power Current, that 1 counts as a 2 so it's 33 back.
| Pendin Fust |
Good catch...totally skimmed over the negative energy based...and I still think you'd be at 2 HP :) But good calls!
| Pendin Fust |
Init Order
Leukodaemon
Ellesar <--
Ylera
Hakka
Varosh
Charlotte
Thomas
Thomas casts Cure Moderate on his turn
| Charlotte de Berry |
Charlotte, DR does not apply to magic, regardless of its source and energy resistance only applies to acid, cold, fire, or electricity damage, though i agree that the was you interpreted it is way more mythic.
Absorb Blow (Su): You can expend one use of mythic
power as an immediate action whenever you take damage
from a single source, such as a dragon’s breath, a spell,
or a weapon. You take 10 fewer points of damage from
this source per guardian tier you possess.
Initial effect
In addition, for
every 10 points of damage prevented by this ability, you
gain DR 1/epic and 5 points of energy resistance against
all energy types (acid, cold, electricity, fire, and sonic)
for 1 minute. This DR and resistances stack with DR or
resistances you possess from sources other than this
ability.
Subsequent effect
Absorb blow is not DR. Its initial activation blocks 10/tier damage from any source.
The increased DR and energy resistances are secondary effects that apply during subsequent rounds.
I would have taken 70 points of damage if not for the fact that harm stops at 1 hp
HP 34/54
AC 33/22/24
Mythic 5/8
Arcane 5/6
Effects: shield, shield of faith, bless, fly, absorb blow
Scimitar: +3 keen, bane, mythic arcane strike
Thank you Thomas
| Pendin Fust |
Guardian is my favorite path so far in the 2 playtests I've run. I think that Charlotte's Kensai with Dual Path Archmage/Guardian is a radically cool idea that fits perfectly for a certain character type. I'm still hoping for some much cooler Trickster stuff in the final though. I almost wish Charlotte had a katana!
Everyone post up their next actions, I'll resolve.
| Charlotte de Berry |
Staggering under the impact of the surging flows of positive and negative energies tearing through her body, Charlotte lashes out at her her opponent. As she does so, her sword adds its own scream of rage, seeming to nearly consume the surrounding light.
Spell combat: touch of fatigue, power attack, black blade strike
My scimitar is still +3 keen evil outsider bane with +3 damage & +1 to hit from mythic arcane strike
Due to bane, my weapon is effectively +5
Attack: 1d20 + 12 + 3 + 1 - 2 - 2 ⇒ (19) + 12 + 3 + 1 - 2 - 2 = 31
Damage: 3d6 + 7 + 3 + 4 + 3 + 2 ⇒ (5, 1, 2) + 7 + 3 + 4 + 3 + 2 = 27
Attack: 1d20 + 12 + 3 + 1 - 2 - 2 ⇒ (16) + 12 + 3 + 1 - 2 - 2 = 28
Damage: 3d6 + 7 + 3 + 4 + 3 + 2 ⇒ (6, 2, 4) + 7 + 3 + 4 + 3 + 2 = 31
Confirm 1: 1d20 + 12 + 3 + 1 - 2 - 2 ⇒ (11) + 12 + 3 + 1 - 2 - 2 = 23
Damage: 1d6 + 7 + 3 + 4 + 3 + 2 ⇒ (4) + 7 + 3 + 4 + 3 + 2 = 23
Confirm 2: 1d20 + 12 + 3 + 1 - 2 - 2 ⇒ (9) + 12 + 3 + 1 - 2 - 2 = 21
Damage: 1d6 + 7 + 3 + 4 + 3 + 2 ⇒ (1) + 7 + 3 + 4 + 3 + 2 = 20
If I fail to confirm I will mythic surge on the first failed confirmation.
Surge: 1d6 ⇒ 5
HP 50/54
AC 33/22/24
Mythic 4/8
Arcane 5/6
BB Arcane 1/2
Effects: shield, shield of faith, bless, fly, absorb blow
Scimitar: +3 keen, bane, mythic arcane strike, bane, black blade strike
| Pendin Fust |
Charlotte's pain wracked and furious assault rocks the creature. One of the foul wings is cut off from the body and it cries out in pain. As it spirals down, black blood streaming from its wounds, it flickers for a moment and disappears.
Just before completely disappearing you hear an angry echo in your heads, Deacon will have you mortals.
| Pendin Fust |
Charlotte's pain wracked and furious assault rocks the creature. One of the foul wings is cut off from the body and it cries out in pain. As it spirals down, black blood streaming from its wounds, it flickers for a moment and disappears.
Just before completely disappearing you hear an angry echo in your heads, Deacon will have you mortals.
| Pendin Fust |
All of your attacks and confirms connect with the surge. The dice gods know when to make it count! One more of those high damage hits and you would have had a head to add to your collection!
| Charlotte de Berry |
Guardian is my favorite path so far in the 2 playtests I've run. I think that Charlotte's Kensai with Dual Path Archmage/Guardian is a radically cool idea that fits perfectly for a certain character type. I'm still hoping for some much cooler Trickster stuff in the final though. I almost wish Charlotte had a katana!
Archmage/Guardian covers nearly every weakness of the kensai. Wild surge is far better than spell recall and there is no more glass cannon. Given this is a playtest, I wanted something that was fairly well optimized and possibly overpowered without invoking extreme cheese.
I was planning on using a katana until they updated the rules for mythic weapon finesse
| Pendin Fust |
Daemons flourish upon the plane of Abaddon, a bleak expanse of cold mists, fearful shapes, and hunted souls. Upon these wastes, the souls of evil mortals flee predation by the native fiends, and terror and the powers of the evil plane eventually transform the most ruthless into daemons themselves. Amid these scarred wastelands, poison swamps, and realms of endless night rise the foul domains of the tyrants of daemonkind, the Four Horsemen of the Apocalypse. Lords of devastation, these powerful and unique daemons desire slaughter, ruin, and death on a cosmic scale, and drive hordes of their lesser kin to spread terror and sorrow across the planes. Although the Horsemen share a singular goal, their tactics and ambitions vary widely.
Along with mastery over vast realms, the Horsemen are served by unimaginably enormous armies of their lesser brethren, but are obeyed most closely by retinues of daemons enslaved to their titles. These specific strains of daemonic servitors, known among daemonkind as deacons, serve whoever holds the title of Horseman. Although these instruments of the archdaemons differ in strength and ability, their numbers provide their lords with legions capable of near-equal terrorization.
Four dread lords, infamous across all the planes, rule the disparate hordes of daemonkind. Risen from among the ranks of their terrible brethren to displace those fiendish tyrants before them, they are the archdaemons, the End Bringers, the Four Horsemen of the Apocalypse. In the blasphemous annals of fiendish lore, they are the prophesied architects of multiversal ruin, destined to stand triumphant over cadaverous cosmoses and infinities of silence before also giving way to absolute oblivion. Undisputed in his power among their kind, each Horseman rules a vast realm upon the bleak plains of Abaddon and a distinctive method of mortal ruin: pestilence, famine, war, or death from old age. Yet while each archdaemon commands measureless influence, daemons know nothing of loyalty and serve only those they cannot overcome. Thus, though the Horsemen stand peerless in their power and manipulations among daemonkind, they must ever defend their thrones from the machinations of ambitious underlings and the plots of other archdaemons.
Upon the poisonous expanses of Abaddon, lesser daemonic peers carve petty fiefdoms and posture as lords, but despite their world-spanning intrigues, all bow before the Horsemen—though most do so only grudgingly. Ancient myths also tell of a mysterious fifth Horseman, the Oinodaemon, though nearly all mention of such a creature has been scoured from the multiverse.
It is rumored that each Horseman is served by a hand picked daemon of unusual power, serving in the role of their most trusted Deacon.
Upon the poisonous expanses of Abaddon, lesser daemonic peers carve petty fiefdoms and posture as lords, but despite their world-spanning intrigues, all bow before the Horsemen—though most do so only grudgingly. Ancient myths also tell of a mysterious fifth Horseman, the Oinodaemon, though nearly all mention of such a creature has been scoured from the multiverse.
| Pendin Fust |
Oh yes...leading back to the house. And it is MUCH more evil than the trail to the recently disappeared leukodaemon.
| Charlotte de Berry |
Dammit! Every single time I think I've got a nice easy contract this @#$! happens. I probably won't even get paid. Again.
Last month it was a demon threatening to consume the world with fire. Now it's the four horsemen of the apocalypse. With my luck, next month some idiot will blast a hole is the side of the world leading straight to the abyss.
| Ylera |
"Yeah...we get to deal with that things master. The Deacon. And...its leading straight back up to the manor. Now, if you'll excuse me..." With that Hakka walks five paces before vomitting.
Disease plus the sickened condition. Oh, what fun!
Ylera spends a mythic point to cast Remove Disease on Hakka
| Pendin Fust |
Ylera successfully cures Hakka of his affliction. What's your next actions?
| Hakka Tsadok |
Hakka stops shaking as the magic courses through him, picking himself off the ground as he look at the others. "Thanks Ylera." He takes a pull from his waterskin, washing out his mouth before spitting it on the ground. He takes a loaf of coarse-grain bread out of his pack and looks at the others. "We should heal up before we go in. If it is the Deacon...then it is the second in command to one of the Four Horseman. Disease, judging by the Leukodaemon."
| Ylera |
Status: As we're heading back to the house, Yleara will use her Disguise Self Hex to reassume "Lyra"'s appearance.
TRACKED RESOURCES
--------------------
Mythic Power (8/day) - 6/8
Disguise (6 hours/day) (Su) - 3/6
Feather Fall (self only) (At will) (Sp) - 0/0
Fly (self only) (6 minutes/day) (Sp) - 1/6
Levitate (self only) (1/day) (Sp) - 0/1
Magical Talent (Prestidigitation) (1/day) (Sp) - 0/1
Potion of cure moderate wounds - 0/3
Potion of darkvision - 1/3
Spell List:
3 (3/day) Dispel Magic, Strangling Hair**, Summon Monster 3**
2 (4/day) Restoration, Lesser, False Life**, Hold Person (DC 17), Ghostly Disguise
1 (5/day) Dancing Lantern, Remove Fear, Mage Armor**, Obscuring Mist, Diagnose Disease**
0 (at will) Stabilize, Mending, Guidance, Message
Current Buffs: (at least the ones I remember)
Potion of Darkvision, False Life (+14 HP), Mage Armor, Shield of Faith, Fly Disguise Self
| Thomas Lockwood |
Rebuke Death (7/day) (Sp) - 7/7
Fire Bolt (7/day) (Sp) - 5/7
Spell Left:
0 (At Will)-Light, Mending, Detect Magic, Create Water
1-Summon Monster I
2-Hold Person (DC 17), Lesser Restoration, Sound Burst (DC 17), Produce Flame (D)
3-Invisibility Purge, Dispel Magic