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neoseph7
2009-11-04, 08:55 PM
Roll for initiative please.

The party finds itself in the courtyard of a well kept castle where they are guests. You all have been requested to take place in a massive battle, but since many of you have never fought together, a mock battle against a summoned planar ally has been arranged.

Her name is Kara, a Planetar Angel, and she is more than ready to test her strength against mortals before her calling spell wears off.

The combat has been designated to begin after 5 rounds of preparation for the battle. Before the fight begins, Kara casts wards against both Law and chaos, surrounds herself with a wall of weapons, becomes huge (rather than her normal large self), and finally becomes invisible. She's ready when you are.

Kara's Initiative: [roll0]

neoseph7
2009-11-04, 08:56 PM
Apperently you can't make rolls in an opening post for a thread.

Initiative: [roll0]

industrious
2009-11-04, 09:02 PM
Grey's Initiative: [roll0] (really 25 due to nerveskitter)
Taking 10 on Spot and Listen for 20 on each


During preparation, Grey assumes the Island of Blades stance. When the angel turns invisible, he makes spot and listen checks to detect her.

brakisaurus
2009-11-04, 09:26 PM
Init: [roll0]


"Show yerself!"

hustlertwo
2009-11-04, 09:41 PM
[roll0]

I guess you really do only live twice.

Ryuuk
2009-11-04, 09:47 PM
Saul

Initiative [roll0]

As the sparring match starts, Saul wastes no time and closes his eyes, beginning a long series of manifestations. He stands perfectly still, drawing energy from the ground and concentrates. First his hands become razor sharp and his head seem to twitch. An odd coat seems to go over him, partially covering him up and splitting into a solid barrier around him. The changes continue, until after the 30 seconds he looks like some huge, wooden statue with grizzly claws.

When he finally opens his eyes, he'll announce "She's close" if Kara is touching the ground within 20 feet. if not, he'll say "She's keeping her distance, or flying"


R1
OC Claws of the Beast, 10pp and [roll1] damage to self - Swift
Schism, 6pp - Standard

R2
OC Inertial Armor, 6pp and [roll2] damage to self - Swift
Concealing Amorpha, 2pp - Schism Standard Action

R3
Expansion, 6pp - Standard
Force Screen, 1pp - Schism Standard Action

R4
Oak Body, 8pp - Standard
Duodimensional Claw, 4pp - Schism Standard Action

R5
Vampiric Claw, 6pp - Standard
Duodimensional Claw, 4pp - Schism Standard Action
Chain of personal superiority + 4 - Free
Chain of defensive posture + 4 - Free
Earth Sense - Move

Total: 45 pp spent, 8 from the crown (Conclusion, doing this in the battle just isn't viable)

AC: 35 + 4 Insight + 5 Natural -2 Size -3 Dex (Down to 10) = 39
Strength went up by 10
Con went up by 4
Dex went down by 6
Huge Size

neoseph7
2009-11-04, 10:26 PM
Kara is flying. Agel. Wings. You get the picture. Further, how many times am I going to fail an initiative check?

Initiative: [roll0]

chilepepper
2009-11-04, 10:37 PM
Twinkie

[roll0] (+5 from Nerveskitter)

Twinkie grunts as he grows larger and larger, giving off a faint but familiar odor (different to each). He then stands still focusing his thoughts for a few moments. Suddenly, his body is covered with a wet slick substance that quickly evaporates, leaving his facial features with distinctively sharper angles. Finally, just before the angel disappears, his weapon takes on a similar sheen. It too evaporates just as quickly.


Round 1 -
Standard: Metapower-Extended Expansion augmented for +duration and +size (9 PP plus psionic focus)
Round 2 -
Full: Meditate to regain psionic focus
Round 3 -
Full: Meditate to regain psionic focus
Round 4 -
Standard: Animal Affinity Dexiterity (3 PP)
Round 5 -
Standard: Prevenom Weapon (1 PP)

Delandel
2009-11-04, 11:21 PM
Oolar

Holding a metallic rod in his hand, Oolar begins chanting arcane verses and raises an outstretched glowing hand. Magic begins to seep into him and his comrades. At first, everyone is suffused with a brief blue glow. Next, their weapons begin to emit a faint golden aura. Dropping the rod into his pack, he utters more words of power and an invisible tower shield-sized mobile disk of force hovers in front of him, and a small breeze begins to emit from his body as he begins to take more "airy" traits. With one final word, duplicates of the wizard wink into existence, surrounding him and perfectly mimic his actions.

Initative: [roll0]
Everyone add +5 to your initiative because of Nerveskitter.


R1 - cast Nerveskitter with metamagic rod chaining (1/3) as an immediate action to give everyone a +5 untyped bonus to iniative rolls

R2 - cast Greater Magic Weapon with metamagic rod chaining (2/3) to give everyone's weapon +4 enhancement bonus (doesn't stack). It's +4 because his ring of arcane might lets him cast it at +1CL (16). Use the defending / spellstrike abilities on my staff to transfer into untyped +4 AC / +4 saves vs. spells respectively.

R3 - cast Shield, standard action, and put the metamagic rod in pack, move action

R4 - cast Elemental Body (Air), standard action

R5 - cast Mirror Image, standard action

AC: 21 + 8 untyped + 4 shield = 33
Mirror Image [roll1] images
Immune to poison, sleep, paralysis, and stunning, and are not subject to extra damage from critical hits or flanking.
Darkvision out to 60 feet.
Fly at normal speed (perfect)

"Comrades, if you can find her location then I can make her visible. Silly oversight on my part!"

================================================== =====

Anex

Anex lets out a grunt as her weakish fleshy body transforms into strong iron. She grips her falchion tightly, waiting to flip out and charge the planetar as soon as she becomes visible.

Initative: [roll2]

R5 - Activate skin of iron, which gives me the benefit of Iron Body spell.

AC: 14 - 3 DEX = 11
+6 STR enhancement
-6 DEX
Everything else about Iron Body is p245 in PHB.

memnarch
2009-11-04, 11:57 PM
Xanian Roonkor Gerwinkle
[roll0] +5 to be 25 Edit; Whoops! -6 for Unreactive so a final roll of 19
The forest gnome gives a cry of "GNOME POWER!! BWAHAHAHA!!!" with a crazed look, before turning serious and beginning his invocations.

R1 Invoke "See the Unseen" + withdraw wand of Greater Invisibility
R2 Use Greater Invisibility wand + replace&withdraw scroll of summon monster V
R3 Invoke "Entropic Warding"
R4 Invoke "Fell Flight"
R5 Cast Summon Monster V -> Air Elemental

Medium Elemental for ease of use (http://www.dandwiki.com/wiki/SRD:Air_Elemental#Medium_Air_Elemental).

chilepepper
2009-11-05, 01:25 AM
Twinkie (http://www.thetangledweb.net/forums/profiler/view_char.php?cid=31384) <-- link to sheet

((rolls for Twinkie's preround 2 and 3))
[roll0] dc20
[roll1] dc20

stats at the end of preround 5
Initiative: 12
Size: Huge
HP: 143/143
AC/Touch/FF: 33 /18/33 - 14 armor, 6 shield, -2 size, 5 deflect (+5 enhancement to touchAC)
In hand : Greatsword // (two handed)
PP: 41/54
Effects:
...Psionically focused
...Expansion: 5/2000 rds - Huge size
...Animal Aff.: 2/100 rds - +4 Dex
...Prevenom Weap: 1/100 rds - on damage DC16 fort save or 2Con damage

Simba
2009-11-05, 02:01 AM
Sheila Soulfire

Sheila moves her hands in a complicated pattern, whispering arcane phrases to the wind. In front of her a large blade of force appears and waits for her commands.
Then she starts to whisper once more and everyone close to her is sheathed in violet flames, giving off a soft, blue light.


R1: Use Wand of Enlarge Person on Hadon
R2: Use Wand of Enlarge Person on Hadon
R3: Use Wand of Enlarge Person on Hadon
R4: Mordenkainen’s Sword: Creates a flying blade of force that attacks the
caster’s opponents without need for attention. (Attack + 24, damage 4d6+3 Force damage, 19-20 x2).
R5: Mass Fire Shield: Creatures succeeding in melee attacks against a subject take 1d6 + 15 Fire damage (SR applies). Each subject takes ½ damage from Cold attacks (if the attack has a Reflex save for ½ damage, take no damage on a successful save).

Initiative: [roll0] +5 because of Nerveskitter


status after prep round 5:

AC: 33 T:15, FF:32
HPs: 94
Init: +10

brakisaurus
2009-11-05, 04:58 AM
Hadon

"A little help here? Can't do much with this wand of Enlarge Person all by myself, you know."

Buff rounds actions: Look around for someone to cast Enlarge Person on him from his Wand. If successful, position himself so that he's adjacent to as many squishy allies as possible for the purposes of the Knight class feature Shield Ally. Apply Shield Block and Dodge to Kara for +1 shield bonus and +1 dodge bonus to AC.

He stands ready, animated shield circling, spiked chain in both hands.

Simba
2009-11-05, 05:31 AM
Sheila Soulfire

Seeing Hadon looking around for someone to use his wand on him, Sheila asks: "Can I help you with this?"

If hadon agrees she will use his wand on him in prep round 3.

DueceEsMachine
2009-11-05, 10:37 AM
Marius Koldo

*Seeing the situation turning quickly into something decidedly entertaining, he inhales sharply, letting out a battle-cry that is enough to speed the heart of even the most jaded of warriors.*

*Pulling his bow from his back, he laughs and gives a glance to the others*
"Well, this will be a story to tell, eh?"

Initiative: [roll0]
R1 - Standard Action to use inspire Courage - it will last for 10 rounds, at a +4 bonus to hit, damage and will saves vs. fear
Move Action - Draw Short-bow and arrow, and I think that's all I can do

R2 - Tentatively, use Greater Invisibility and see where things go

hustlertwo
2009-11-05, 12:10 PM
Init: 19 with Nerveskitter

Buffin' it up:

Round 1: Cast Haste somewhere that covers the most allies.
Round 2: Cast Eagle's Splendor on self
Round 3: Cast Greater Invisibility on self
Round 4: Begin casting Extended Summon Monster V
Round 5: Cast Summon Monster V, calling up [roll0] Dire Bats (as they're from the Summon Monster III list)

These little buggers ought to help out with invisible issues.

IthilanorStPete
2009-11-05, 12:57 PM
Tacitus

Initiative, with Nerveskitter: [roll0]

All-days: Greater Resistance (4th) via weave, Create Magic Tattoo (2nd) on myself for +1 CL.
Round 1: Fly (3rd) on everyone via weave. Swift: Greater Mirror Image (4th) on myself.
Round 2: Greater Invisibility (4th) via weave.
Round 3: Greater Mage Armor (4th) via weave.
Round 4: See Invisibility (2nd) via weave.
Round 5: Protection from Law (1st) via weave.

Everyone has +4 Resistance to saves, Fly speed of 60 ft. (good) (40 ft. for those in medium/heavy armor), Greater Invisibility, +6 Armor bonus to AC, See Invisbility, and Protection from Law up.

Spell slots used: 1 1st, 2 2nd, 1 3rd, 4 4th.

neoseph7
2009-11-05, 05:42 PM
http://lh6.ggpht.com/_10ix0g0TeoI/SvNVnSmRWKI/AAAAAAAAABQ/WxR0SnHUua8/s720/mockbattle.jpg

My plaza account isn't working for some reason. I may have to hurt someone... or just take it out on the party >:D...

Delandel
2009-11-05, 05:55 PM
Oolar

With the target (hopefully) revealed due to See Invsibility, Oolar flies towards the planetar if she is not within 250ft. of him. If she is, he summons a large, floating shadowy hand that flies unerringly at the planetar and attempts to grapple her.

Use Greater Shadow Evocation to cast Bigby's Grasping Hand. (http://www.d20srd.org/srd/spells/graspingHand.htm)

Will save to ignore the effect is 10 + 8 (spell level) + 9 (int) + 1 (ring of arcane might) = 28

Touch attack to start grapple is 16 (CL +1 ring) + 9 (int) + 10 (STR) - 1 (large) = 34
Touch attack: [roll0]

Grapple check is same as above but -1 (large) becomes +4 (large) = 39
Grapple check: [roll1]

================================================== =======

Anex

Anex bellows a fierce inspiring warcry, whipping herself into a bloodthirsty frenzy and charges Kara, swinging her falchion as soon as she is in range.

Rage + Frenzy = +14 STR +4 CON -6 AC

Inspire Frenzy for anyone who wants to flip out too.

Charging Pounce Full Power Attack -15 using Shock Trooper to remove it from 10 AC and 5 attack bonus:

AC is now -2
Attack: 15 (BAB) + 14 (STR) + 4 (weapon) + 1 (haste) + 4 (bard) - 5 (PwrAtk) = +33
Damage: 21 (STR*1.5) + 4 (weapon) + 4 (bard) + 2 (armbands) + 45 (15*3 improved power attack) = 76

So here's the roll:
Attack1: [roll2] Damage1: [roll3]
Attack2 (haste): [roll4] Damage2: [roll5]
Attack3: [roll6] Damage3: [roll7]
Attack4: [roll8] Damage4: [roll9]


I think that's all correct. Wow that took a while.

Delandel
2009-11-05, 06:01 PM
Anex

Crit Confirm for Attack2:
[roll0]

If Crit, the extra damageL
[roll1]

Half of total damage is converted to temporary hp (bodyfeeder enchant).

Therefore, total damage on crit is 160 and Anex gains 80 temporary hp.

hustlertwo
2009-11-05, 06:08 PM
Don't we need an initiative order or something?

neoseph7
2009-11-05, 06:43 PM
We do not need an initiative order. It is imperative that the players not wait for each other to post actions. Kara, even with her good initiative, rolled a nat one on initiative. Thus far, only one party member has rolled lower, and he will go after her. My ability to prepare these maps for battle is... technologically impaired at the moment, and I will have it fixed asap. I also need to post grid numbers and get everyone's starting position. The rows (left to right) are numbered from 1 at the top to 15 at the bottom. The columns (up to down) are lettered 'A' at the far left through to 'O' at the far right.

Also, blood feeding lets you store blood points with each successful hit. You can release blood points to deal extra damage. You don't get to keep the hp.

For future reference, Kara has AC 43 and SR 30, so that I don't have to tell you whether you hit or not. Because she regenerates, you may not gain HP from dealing her damage unless you use a spell or your weapon counts as Evil aligned.

On Cara's turn (you all see her, she's 50ft above the ground on the map) everyone that can be affected by Mind Affecting Enchanments need to make will saves.

I don't think it's been 24 hours since I started combat. This is the bottom of round one, so everyone can post their first round actions still. I would also appreciate if everyone posted their second round actions.

If you do not explicitly state your character's move for a round is flying, I assume they are on the ground (this also applies to swimming, burrowing, and climbing, but I don't think they will be used as much as flying).

Kara's Will Save: [roll0]
Kata's Grapple Check: [roll1]

IthilanorStPete
2009-11-05, 06:50 PM
Tacitus

Swift: Assay Spell Resistance.
Standard: Repeated Empowered Split Ray Ray of Stupidity on the angel, using a 6th lvl slot.

Ray attack 1: [roll0]
SR check: [roll1]
Int Damage: [roll2]*1.5.

Ray attack 2: [roll3]
SR check: [roll4]
Int Damage: [roll5]*1.5.

DueceEsMachine
2009-11-05, 06:51 PM
Marius
OOC:

Alright, since I've got the fly spell (thanks!) I'll draw my two swords on round 1 instead. That will stretch my bardic music out, and I'll move forward, probably enough to get close, but not to get hit by an aoo. If it's melee, my AC will be 47, if it's ranged it'll be 42 - not too shabby. I'll look at the map here in a second and figure out which position I want to be in
Round 2 - I'll use a standard action to burn a charge from my wand of vampiric touch into my bloodstone blade, and make a move action forward, more than likely. We'll see when round 2 is started.
*Note : Casting glove allows me to use the wand without provoking attacks of oppportunity


Say, Staring in E6, to be closer, move forward to..E9 should be out of her reach. 15 ft move, is that right? I'll be honest, I've never used a grid before, so it will take me a second to get used to it.

DueceEsMachine
2009-11-05, 06:58 PM
Double post, my apologies, almost forgot the will save
Will save -[roll0]

Edit: I hope I don't alternate between 1 and 20 for my only two rolls.... wait. that wouldn't be so bad.

industrious
2009-11-05, 07:00 PM
Grey OOC:

Moving 60ft straight up from F6, and readying an action to attack Kara if she attacks me, since she's too far away to engage, and charging her would provoke an AoO. Thanks to Island of Blades, I flank all adjacent enemies, and get +4 to attacks.

Readied Action

Attack roll using 'Grey': [roll0]
feint: taking 10 for a result of 28.
damage roll: [roll1]
frost damage[roll2]
shocking damage[roll3]
sneak attack damage[roll4]


If she attacks me, I also get +3 to AC. And I miss anyway.

IthilanorStPete
2009-11-05, 07:01 PM
Will save - [roll0] (I would have Superior Resistance up from the day before)

EDIT: Also, I'm in A5, 10 ft. up in the air.

Delandel
2009-11-05, 08:00 PM
OOC:
Wow, okay, she's beefier than a normal planetar. The shadow evocation fails. She should be flatfooted though in the first round against anyone who is ahead in her initiative, so what's her flatfooted AC?

Sorry, I meant bodyfeeder enchant, not bloodfeeding. Bodyfeeder lets me gain temporary hit points equal to half a crit damage and is enchanted on my falchion. I can't find a source that says you can't gain hp from a regenerating creature, are you sure about that?

Prot vs. Good next time! :smalltongue:

Oolar's Will Save:
[roll0]

Anex's Will Save:
[roll1]

IthilanorStPete
2009-11-05, 08:06 PM
OOC: Oh - I have permanencied Arcane Sight. I auto make the Spellcraft checks to determine what school auras are from. What do I see on the angel?

neoseph7
2009-11-05, 08:23 PM
Everyone had five rounds before combat started where you got to stare at each other. No one is flatfooted.

Kara casts spells like a level 17 cleric, and did so. That is why she is beefier than her SRD source shows.

hustlertwo
2009-11-05, 08:32 PM
Will save: [roll0]

Will the bonuses affect my summoned creatures too? If so, I might attack with one of the bats. If not, probably not, they were really just brought up to help find the angel if there wasn't a magical way to do so.

Do we have any bonuses to checks for overcoming spell resistance? Can't remember if we do or not. This is just crazy to keep up with.

Rounds 1 and 2: Ready an action to cast Dispel Magic if Kara attempts to cast a spell.

memnarch
2009-11-05, 09:17 PM
XanianStarting in the lower right corner of start zone.

Finished casting Summon Monster V.
Move; Take out scroll of Distintegrate.
Free; Tell the Summoned Elemental to attack the Angel's previous spot.
Standard; Target Kara with Scroll of Disintegrate.
[roll0] (+1 more if I'm within 30ft, I think (point blank shot))
[roll1]
[roll2]

[roll3]

Ryuuk
2009-11-05, 09:23 PM
Saul

OOC:Alright, Fly and See Invisibility are on the list of buffs that got sent though the weave, so I guess I can charge Kara now.

Saul spots the angel and, brimming with countless arcane and psionic effects, flies towards her, claws ready to pounce.

Round 1 action

Swift: Manifest Psionic Lion's Charge from the Psicrown, 9pp
Full Round: Charge, pouncing for a full attack (PA for 5)
Claw 1 (Vampiric) [roll0] for [roll1] + [roll2]
Crit confirm [roll3]
Claw 2 [roll4] for [roll5]
Crit confirm [roll6]
Schism: Recover Psionic Focus

Huge reach, so there shouldn't be an AoO: The crit confirms should be 5 points lower, but assuming 45 does confirm then the damage should be:

63 from Claw 1
92 from Claw 2

Will save was 19 on the OoC thread, also: +Immunities from a protection spell and immunity to ability damage, blindness, deafness, disease, drowning, poison, stunning

chilepepper
2009-11-06, 12:51 AM
Twinkie - Round 1, init 12

Twinkie would have started in the front, probably at one of the corners. He uses his hasted flight to his advantage, getting as close as possible before introducing her to his ridiculously over-sized sword.


Moving directly to the right and up in elevation, I have plenty of movement to butt up corner to corner. Since I'm huge (3x3), I won't actually be leaving any squares in her threatened space.

+5 Greatsword
Attack [roll0] ((edit: -2 to that, I mistyped))
Damage [roll1] slashing
...plus 2 Con damage, dc16 fort negates


stats in round 1

Initiative: 12
Size: Huge
HP: 143/143
AC/Touch/FF: 32 / 17 / 32 - 14 armor, 6 shield, -2 size, 5 deflect, +1 misc (+5 enhancement to touchAC)
In hand : Greatsword // (two handed)
PP: 41/54
Effects:
...Psionically focused
...Expansion: 6/2000 rds - Huge size
...Animal Aff.: 3/100 rds - +4 Dex
...Prevenom Weap: 2/100 rds - on damage DC16 fort save or 2Con damage


If she provokes an AoO in round 1 (15' reach)

+5 Greatsword
Attack [roll2]
Damage [roll3] slashing
...plus 2 Con damage, dc16 fort negates


Twinkie - Round 2, init 12

(full attack, move and attack, or I'll need to redo if there's more than one opponent)


Attack, +5 greatsword

[roll4]
[roll5] slashing
... plus 2 Con damage, fort DC 16 neg.

[roll6]
[roll7] slashing
... plus 2 Con damage, fort DC 16 neg.

[roll8]
[roll9] slashing
... plus 2 Con damage, fort DC 16 neg.

[roll10]
[roll11] slashing
... plus 2 Con damage, fort DC 16 neg.


stats after round 2 (not including any round 1 buffs)

Initiative: 12
Size: Huge
HP: 143/143
AC/Touch/FF: 34 / 19 / 34 - 14 armor, 6 shield, -2 size, 5 deflect, 1 untyped, (+5 enhancement to touchAC)
In hand : Greatsword // (two handed)
PP: 41/54
Effects:
...Psionically focused
...Expansion: 6/2000 rds - Huge size
...Animal Aff.: 3/100 rds - +4 Dex
...Prevenom Weap: 2/100 rds - on damage DC16 fort save or 2Con damage


If she provokes an AoO in round 2 (15' reach)

+5 Greatsword
Attack [roll12]
Damage [roll13] slashing
...plus 2 Con damage, dc16 fort negates


http://www.thetangledweb.net/forums/profiler/view_char.php?cid=31384

chilepepper
2009-11-06, 12:54 AM
Confirm crit on round 1 AoO

Attack [roll0]
Additional Damage [roll1] slashing

Simba
2009-11-06, 02:04 AM
Sheila

Sheila looks at the angel and unleashes a ray of multiple colours that sprays towards her target, but doesn't even get close top hitting it.


Will save: [roll0]
Position: next to Hedon :), at least at the beginning.

Action: Cast Prismatic Ray
Roll for SR: [roll1]
Ranged Touch Attack: [roll2] <-- have to check bonus from others' spells for modinfier
Roll for Effect of Prismatic Ray: [roll3]
Save DC: 28

chilepepper
2009-11-06, 02:52 AM
Twinkie's will save [roll0]

brakisaurus
2009-11-06, 03:25 AM
Hadon

Will Save:
[roll0]
Flying up to 20' directly in front of Kara
Attack:
[roll1]

brakisaurus
2009-11-06, 03:26 AM
Damage:
[roll0]

industrious
2009-11-06, 06:46 AM
Grey's Will save

[roll0]

Killerloop
2009-11-06, 02:49 PM
Rikktor initiative: [roll0]
Already added +5 due to nerveskitter.

Buffing time!
Round 1: Using Wand of Shield - Deceive Item autosuccess
Round 2: Dark One's Own Luck (+7 to will saves)
Round 3: Fell Flight
Round 4: See the Unseen
Round 5: Use a Scroll of Death Ward on myself - Deceive Item autosuccess

Killerloop
2009-11-07, 11:54 AM
"Please to meet you" said Rikktor while taking off "now, taste Mephistopheles' best creation!"

You see Rikktor flying towards the planetar, her invisibility no protection from him. Then, speaking words in a forbidden tongue, he begins to draw power and his hands glow with dark energy. Finally he unleashes two beam of purple energy towards the supposed position of the planetar.

In your ears you feel a disturbing sound, like millions of souls screaming and if you look at Rikktor and then blink you see the afterimage of an archdevil face grinning towards Kara...


Move action: Flying towards the planetar, stopping at 25 feet from Kara
Swift action: Activating Gloves of Eldritch Admixture for Acid Energy

Standard Action: Vitriolic Hellfire Eldritch Blast on Kara, using Maximize Spell-like Ability

Touch Attack: [roll0]
Eventual Crit. conf.: [roll1]

Damage
Untyped changed to Acid: 90 + 1(PbShot)
Additional acid from Vitriolic, lasts 3 rounds: 12
Additional acid from gloves of Eldritch Admixture: 12

Total: 115, No SR or saves allowed

Immediate action: Quicken spell Like Ability - Hellfire Eldritch Blast on Kara

Touch Attack: [roll2]
Eventual Crit. conf.: [roll3]
Check to defeat Spell Resistance: [roll4]

Damage
Untyped [roll5] + 1(PbShot)


Rikktor loses 2 CON points from drawing on Hellfire energy.

neoseph7
2009-11-07, 01:51 PM
For maximizing spell like abilities, you have to cast the SPA at a lower level. Same for empower and quicken. I'm not sure if you took that into account.

Killerloop
2009-11-07, 02:01 PM
Curses! Maximize Vitriolic Blast requires level 16...
Well, then I'll un-maximize it. And roll:

Damage
Untyped changed to Acid: [roll0] + 1(PbShot)
Additional acid from Vitriolic, lasts 3 rounds: [roll1]
Additional acid from gloves of Eldritch Admixture: [roll2]

60 damage, a lot less intimidating :smallsigh:

Quicken is Ok, Eldritch Blast is a level 1 spell. :smallsmile:
...and it didn't pierce her SR :(

Killerloop
2009-11-07, 02:05 PM
OOC: Friends, lower her spell resistance! Rikktor will have a hard time defeating SR 30 :smallsigh:

industrious
2009-11-07, 02:14 PM
OoC: Can't do anything about the SR, but I can damage her.

Grey charges the planetar, slashing at her with both of his kukris.


I provoke an AoO.

Feint Checks: taking 10 for a result of 29

Attack Roll for Subtlety: [roll0]+2 for charge = 37
Sneak Attack Damage: [roll1]
Normal Damage: [roll2]

Attack Roll for Grey: [roll3]+2 for charge = 37
Sneak Attack Damage: [roll4]
Normal Damage: [roll5]
Frost/Shocking damage: [roll6] [roll7]

neoseph7
2009-11-08, 03:25 AM
I finished putting most of the battle in order. The first pounce from Anex hits once (of four attacks) and a crit from Saul brought her down to 16 HP (DR). One of Twinkie's attacks hit, and that ends the fight (in a non-permanent manner for Kara of course). Had she gone first, things would have been different (The will save was for Mass Charm Monster, and many of you would have been affected by it). Her second round action was going to be heal too. You guys are definatly going to bring down any single creature I throw at you.

I will not be updating the current map (you guys won).

You may now start planning for the actual battle (including how to spend your 6 hours of prebattle time on the actual field).

In other news, Kara will not be summoned to the battle field. She only has 14 hit dice, and the spell allows for up to 18 hit dice. This is a job for her tougher cousin, Kal, who will be joining the party instead (same 17th level cleric, 4 more hitdice of bab, hp, and saves).

DueceEsMachine
2009-11-08, 03:46 AM
wow.... I feel - useless? lol. In a good way.

Killerloop
2009-11-08, 05:10 AM
We're 15-th level powerhouses. Throw brother-summoning devils and demons at us :smallsmile:

chilepepper
2009-11-08, 07:26 AM
I don't actually need any time to buff, I'll just need one standard action and I can do that as the army approaches.

If there's anything I can do with the six hours to help the party, consider it done.

industrious
2009-11-08, 09:46 AM
All I need as well I a single swift action to get into my stance. For the remainder of the 6 hours, consider me as aiding another whenever applicable.

hustlertwo
2009-11-08, 10:37 AM
I think I'm supposed to be playing one of those instruments of building, which is fine, most of my buffing can be done in the last few minutes.

DueceEsMachine
2009-11-08, 10:52 AM
yeah - my buffing doesn't take long either. I'm a little busy with work right this moment, but if anyone has any particular ideas on where barriers ect. should go, we might as well start discussing it now - I'm not sure how long it takes to build stone walls, but I figure just pallisades will be enough to slow them down. Or trenches. Any thoughts?

industrious
2009-11-08, 10:59 AM
Stone walls with one or two narrow chokepoints for us to fight from, and platforms for the spellcasters. Have the walls slope towards the enemies, so that it's impossible to climb them. 20 foot deep stone pits full of stone spikes right in front of us might help as well(they'll need to fill the pits before facing us).

Ryuuk
2009-11-08, 11:12 AM
I'll just need a swift a for Claws of the Beast and would greatly appreciate someone sending sending a Greater Mage Armor (Greater Magic Weapon for my bow would be nice too) through the weave, between that, the claws and a manifestation of Expansion, my psicrystal should be bumped up to a mook killing level.

I can't do much in the way of prebattle preparations though. At most, I may be able to do some heavy lifting.

hustlertwo
2009-11-08, 11:19 AM
Oh, that's right, I will need a few more minutes for caltrop scattering. I have like 50 or 60 sacks of them, figured I'd place them at some critical points since they apparently do not have a limit on uses, and even the strongest enemy can get hit by them 5 % of the time (and the henchies should get hit more often than that, since the caltrop roll ignores so many armor bonuses). Or I can give them to someone else to scatter if I'm still needed on the instrument.

Delandel
2009-11-08, 04:13 PM
Oolar will chain protection from evil and greater magic weapon on the group the rounds before the battle starts. He'll also cast mirror image and shield on himself, and use his scrolls to give him +4 CON/DEX/WIS and use his scroll of Bull's Strength on anyone who wants it. When the fight begins, he chains Nerveskitter on everyone for +5 initiative. When we choose a location to fortify, he will cast Aerial Alarm (HoB p124, see bottom of sheet for full description), and possibly Wall of Stone / fogs depending on the layout of the terrain.

Anex will politely ask a party member to use all the scrolls in her inventory on her in the rounds before the battle, and then she is ready. Oolar can handle all of them except for Magic Vestment, which hopefully the NPC cleric will do for her.

IthilanorStPete
2009-11-08, 04:15 PM
Tacitus can have basically any hr/lvl buff on the party from the day before - suggestions are appreciated.

memnarch
2009-11-08, 04:38 PM
Xanian will take any buffs available through the weave.

He'll
{table]Anytime
Cast Mind Blank on himself;
Cast Energy Immunity (cold)
Invoke See the Unseen;
Invoke Entropic Warding;
Invoke Fell Flight;[/table]

{table]In the first hour
Cast Heroes' Feast for 11 people
[/table]

{table]In the last half hour
Cast Spike Growth somewhere
[/table]

{table]In the second to last minute
Cast Stone Skin on self
Cast it on 6 others as well
[/table]

{table]May or may not be during the six hours
Polymorph Any Object[/table]

When should the Polymorph be used?

memnarch
2009-11-08, 04:43 PM
Last Meal :smalltongue: Heroes' Feast
[roll0] Oops. Should be +5. So +13 temp HP.

{table]The list of people feasting so far
Xanian
Tacitus
Anex
Oolar
Hadon
Twinkie
Saul
Grey
Sheila
Rikktor[/table]

Post character names so I can make a note of who can and can't take part.

hustlertwo
2009-11-08, 04:54 PM
Presumably I can, although if someone else wants a spot and there aren't enough, they can eat instead. I don't intend to have a shortage of temporary HP.

industrious
2009-11-08, 04:59 PM
PaO? Ask Kal(the summoned planatar) if you can take a feather, then polymorph said feather into a solar. It should last (+5 (kingdom) + 2(same class) + 2(related))...permanently. We'll then have our level 15s, a 15th level NPC cleric, a 17th level planatar cleric, and a 23rd level solar. We cannot lose.

Also, I can help with the scattering.

memnarch
2009-11-08, 05:10 PM
How the heck would it be level 23?

brakisaurus
2009-11-08, 05:19 PM
Hadon eats from the feast, and needs someone to cast Enlarge Person from his wand in the last round before battle. Sheila!?

industrious
2009-11-08, 05:23 PM
Solars have a CR of 23. They cast as 20th level clerics. My bad for the confusion.

hustlertwo
2009-11-08, 05:24 PM
I think my UMD is high enough that I can pretty much do any scroll or wand casting for people without concern.

chilepepper
2009-11-08, 08:06 PM
Twinkie will also feast.

Delandel
2009-11-08, 08:12 PM
Anex will feast only if there's enough slots, otherwise she'll forfeit her slot to someone else. Her HP be will be a rollercoaster of negative hps and temp hp bonuses anyway.

Oolar is a pansy with double digit hp, so ya he'll be munching. :smallbiggrin:

memnarch
2009-11-08, 08:15 PM
Room for 4 more people.

Ryuuk
2009-11-08, 08:18 PM
Saul will gladly take part in the feast.

industrious
2009-11-08, 08:23 PM
FEAST!...yes, Grey will partake in the feast.

memnarch
2009-11-08, 08:36 PM
Just so everyone knows, it takes an hour out of prep time to finish.

hustlertwo
2009-11-08, 10:33 PM
Oh, I won't, then, I don't think I have an hour to spare with the building and all.

Simba
2009-11-09, 02:07 AM
Hadon eats from the feast, and needs someone to cast Enlarge Person from his wand in the last round before battle. Sheila!?

Sheila will also take part in the feast and agrees to be Hadon's 'Enlargess' :)

Killerloop
2009-11-09, 02:02 PM
Rikktor will take part to the feast if possible. And I need som actions to buff to cast all my invocations.

memnarch
2009-11-09, 04:34 PM
Last Meal :smalltongue: Heroes' Feast
[roll0] Oops. Should be +5. So +13 temp HP.

{table]The list of people feasting so far
Xanian
Tacitus
Anex
Oolar
Hadon
Twinkie
Saul
Grey
Sheila
Rikktor[/table]

Post character names so I can make a note of who can and can't take part.

Repost! I don't think there's anyone missing though.

neoseph7
2009-11-13, 10:28 PM
Round 1.

The Battle Map site has been updated. For your first posts please include any effects currently active on your character, and any field effects you cast prior to the first round.

The enemy battalion is led by a mounted soldier, significantly stronger than the men who follow him. Behind him are a group of 20 shield men, followed by 40 pike men, and 40 archers. Their initiative orders are one after the other. You guys may set your own initiatives (as if you were delaying) to go before or after a specific group, but not before or after specific units (so you cannot go between archer 4901 and 4902), but you can go after Archers and before the Leader).

All of the enemies started in Hotel. for the sake of not loosing my mind, I will try to keep them in one region. I need to know how you guys further affected the map by tomorrow night, or you didn't get a chance to cast/ use it. As a for instance, where are the caltropes? Any quicksand? Basic traps?

Allright guys. Ready for The warm up?


Edit (8:15AM EST): The map has been updated. (http://sites.google.com/site/battleofb/home)

DueceEsMachine
2009-11-13, 11:35 PM
Marius Kaldo - Human Bard
Effects in Play/ rounds left -
None

*Standing upon their recently created battlements, a chill breeze blows over Marius as he stares out into the length of the valley. They come slowly, like some dark shadow, stretching itself over the horizon, expanding forever until the world is nothing but darkness. Though tragedies have their place among the stories of legend, he had no desire to become one of them. No, he had something much greater in mind.*

"It seems we stand to face the inevitable tide of fate today, my comrades. These men and their army have given us the opportunity to rise above our mortal shells and become something more - more than men, and more than any army. We shall stand atop a pile of bodies reaching to the heavans, and we will become legends! We shall be greater than even the Gods, for a God can be killed, but stories such as ours - they shall be told for eternity."

*With a pop of his fingers, he smiles - as if he were staring at some beatiful thing before him, his eyes distant.*
"They may never know it, but I am thankful for their sacrifice, aren't you?"
Awesome. Well, I'm not going to be much use at first - I suppose I could make some checks if need be with the forgery, but the first thing I'm going to do is delay until they get a bit closer. I guess let me know what everyone wants. I've got a pretty decent Diplomacy skill.... although I doubt that will make much difference. :smalltongue:

hustlertwo
2009-11-14, 03:09 AM
What he said. Are we going to die? Probably. Maybe even more than once. But as with everything else in life, this is about getting the highest score you can before time expires. So, nut up or shut up, what we do in life echoes in eternity, additional generic inspirational quote here.

When the map with the structures and stuff shows up, then I'll know where the caltrops are going. Just looking for places that will slow army progress, like the bottlenecks, as well as possibly the walls, to offer a bit more protection to the casters and ranged fighters up there for the inevitable spread of the enemy to the top levels. Orr even way out, to stagger incoming waves.

neoseph7
2009-11-14, 10:33 PM
Round 1

Thomas Planemaster
Human Cleric

You know, after writing the cleric, I never gave him a name. He was just Lv15 Cleric until today.

Thomas Looks out over the battlefield and prepares himself mentally for the coming attack. He looks to the hulking Kal, hovering over him. Well, me friend. It appears darkness seeks dominance. Kal looks down at Thomas and smiles as he says: They aren't going to succeed. My blade has far too much to say on the subject.

When I update the map, I'm going to place the characters as I see fit. You guys may request a different starting location, at no penalty to your movement.

Round 2

The enemy moves another 40 ft forward.

chilepepper
2009-11-15, 01:27 AM
Twinkie - Round 1

Twinkie waits for the army to get closer.

edit 15 Nov - 0355 GMT

Position: Echo R 16

memnarch
2009-11-15, 03:24 AM
Round 1
Seeing the army in the distance, Xanian grins and cackles madly, I do believe that they shall be ground into the plain before they can reach this wall! HAHAHEEHHEHEAHAAHAHA!!!!

The gnome invokes Tenacious Swarm in Golf L-Ox15-18 and P-Qx15-16. (with a range of 1000ft I think I can hit any spot on the field)

Killerloop
2009-11-15, 05:24 AM
Round 1

Rikktor was calm, the army a mere point in the distance but still in range of his eldritch might.
He began concentrating, the power suffusing his soul manifesting as flashes of purple energy from his whole body, and pointed his left finger toward the enemy leader.

"That poor soul will know pain soon" grinned Rikktor, the energy at the point of his finger changing color from purple to a shining green almost disturbing to look upon.
Finally Rikktor unleashed the blast, which assumed the form of a spear and hit the enemy leader fair and square in the chest.


Move Action: Flying to N16

Standard Action: Firing a Vitriolic Eldritch Spear Blast at the enemy leader. Range is a nonsense 250 feet.

Ranged Touch Attack: [roll0]
Eventual Critical confirmation: [roll1]
Damage: [roll2] acid damage + [roll3] acid which will repeat for 3 rounds

Ryuuk
2009-11-15, 08:24 PM
Saul

Saul watches on from the side of the wall. His claws, vicious looking things belong on an dragon instead of a man, tap its edge gently. "We'll make a stand..."

Current buffs:
9 (11)pp Claws of the Beast
3 (5)pp Force Screen
Duodimensional Claw x 2 (Crown)
5 (7)pp Inertial Armor, if the Greater Mage Armor wasn't sent through the Weave.

All have been shared with the psicrystal and it has recieved its own Expansion (7 (9)pp) for it to become of small size for 2 hours.

Also, where are the rest of the melee standing?

industrious
2009-11-15, 09:00 PM
In the narrow pass in the center of the wall, Grey draws his kukris "Subtlety" and "Gray". He waits for them to come. His expression and tone deadpan, he shrugs.

"I don't have anything better to do today..."


Drawing kukris.
Readying attack against any enemy who gets within 5 feet of me.

hustlertwo
2009-11-15, 10:09 PM
I wonder if the death of the leader would have any impact on the cannon fodder...

Adjunct Loridan moves to be close to as many allies as possible, and then he begins to sing an inspiring and courageous sort of ditty. +3 morale bonus to attacks and damage (saving the spell that boosts it for a later round) for all those in his area. He has his bow in hand as well.

Current buffs:

Delay Poison 1,200 turns
Eagle's Splendor 150 turns
Barkskin +5 1,200 turns

neoseph7
2009-11-15, 11:33 PM
Rounds 1 & 2

The clouds rapidly turn from white, to grey, to dark crimson as the army of death draws near. Their numbers block out the rest of the landscape. Over head the party can make out the winged shapes of dragons circling the area. The ground shakes with the marching beat of the soldiers.

Those of you with superior sight and hearing can make out the leader of the First battalion... talking to himself? His lips are moving. He probably isn't used to communicating telepathically. It must be someone elses spell.

Lt. Commander Franz to Command. Apocalypse team has encountered enemy stronghold... yes... no... Affirmative. Approximatly 27.4 cubits from your position. Angle 0. Roger that. Requesting divine and arcane artillary support. I die to serve. Lt. Commander Franz to Command. Roger that. Out.

memnarch
2009-11-16, 12:09 AM
Round 2

Xanian invokes Insect Plague again (Golf P-Sx11-14 and N-Ox13-14) and flies to Foxtrot-P2

Delandel
2009-11-16, 12:37 AM
Oolar

R1

After countless spell enhancements, Oolar practically oozes with arcane and divine energies. He stares forward at the vast army, clearly unimpressed. "Comrades, I will not exert myself in these first few waves. I have faith you can chop them up nicely without much altering of the universe. If you require any assistance, however, do not hesitate to call. If we are to die -- well, if you are to die, let it not to be at the hands of some random assailant that can barely hold his sword." His arrogant statement is a front. Oolar knows his spells could not last such on onslaught, and as such he must ration his energies.

Oolar casts Aerial Alarm centered on Mike A15.

R2

Oolar hums a little tune to himself. It's a rather amateur tune, one that would not impress his bard friends.


================================================== ==

Anex

R1&2

"There is an unending swarm of them. Good. Our deaths will be glorious! Let us strike such fear in the hearts of our enemies, that our tale shall live on in history!" She grins at the thought.

Anex sheathes her body in full iron, then moves to Q14. She wants a nice clear path before she leaps into a swarm of enemies like a maniac.

chilepepper
2009-11-16, 01:46 AM
Twinkie - Round 2

Twinkie looks to Saul and the other melee-ers. "I figure we'll let the ranged attacks soften them up as much as possible. We can focus on keeping them off the wall and fall back if we need to. I know I can do more out in the open, but I don't want to get too far out. Sound good?"

Whatever the decision, Twinkie will keep pace with the rest of them. He'll increase size just before entering melee.

Killerloop
2009-11-16, 05:45 AM
Rikktor - Round 2


"He... held?" Rikktor's face deformed by anger, and his breath become louder.

"HOW DARE YOU!!!" he screamed "Now hold on this!"

He again conjures the same eldritch attack he did seconds before, but now something is different.

You see Rikktor frame begin to glow, and he speaks in a dark tongue know only to few who dwell in the Lower Planes. All of a sudden then green eldritch spear swells in size and power, almost doubling it in a split second!
As he unleashes the attack you hear, or at least you think you do, a very very low tone laugh.

Rikktor is fatigued by the feat he just did, and you see blood streaming from his nose as he tries to hide it behind his left arm.


Enemy leader! Eat Hellfire! :smallsmile:

Standard Action: Vitriolic Hellfire Eldritch Spear at the enemy leader.

Ranged Touch Attack: [roll0]
Eventual critical confirmation: [roll1]
Damage: [roll2] Acid + 8 Acid for 3 rounds, overrides recurring damage from the previous Vitriolic attack.

As usual: no save, no SR. Rikktor loses 1 point of CON
If the attacks kills the enemy his death will trigger Sudden Swarm and a swarm of spiders will spring from his corpse.

neoseph7
2009-11-16, 07:53 PM
Round 3

The ground starts to rumble. A shock rips through the earth from afar, and seems to seek to swallow whole the party. Spellcraft reveals it to be an earthquake. Everyone not flying in Echo and November need to make a few rolls on their round for turn three:

Reflex DC 15 to not fall prone (move action to get up from prone).
Roll 1d4 and reflex save. If 1d4 = 1 AND reflex is less than 20 you fall into a fissure. If you cannot get out of the fissure by the start of the next round, you are dead.

Fissure: You fall 1d6x10 ft (falling damage as normal). You can several climb checks to negate some of the trouble. DC 37 Climb lets you catch yourself while falling. The distance you traveled is 5ft in this case. To climb at one quarter your normal speed, the DC is 17 (15 for terrain type +2 for the 'THE BLOODY WORLD IS TRYING TO KILL YOU' modifier). To climb at half your move speed, the DC is 22. (This is instead of applying a -5 penalty to your check for accelerated climbing. Same difference).

I'm not going to worry about feather fall taking time for you to fall. If you fall and get a featherfall effect going, you simply take no falling damage.

Spellcasting: If you are in the blast radius, you must make a concentration check to cast a spell with a Concentration DC of 20+spell level. This affects any spells you wish to cast, except featherfall.

Those of you who are flying or otherwise not standing on a solid surface are not directly affected by the earthquake.

Those of you on the wall but not on the ground are still affected by the earthquake.

The earthquake sends cracks and tremors all along the wall and fort, but they hold. Another shock like this, however, will surely bring the whole thing crashing down (information comes off of the Dwarf's stonecunning. I assume he shares this knowledge).

Enemies: The leader looks visibly hurt, but is still riding. On his turn he moves his mount and orders his units forward. Midway through his ride, he cracks a stone tile presumably hidden on his shield. The effect heals him completely (not shown in the battlemap).

The Mook units that can do so in a straight line run as fast as they can. Those that end their move in the swarm take damage, many falling (those that hit 0 or less hitpoints who are still alive but unconscious are trampled to death by their comrades).

Allies:

Thomas starts to run towards the enemies and makes his way to November A-9. Kal tells everyone to not worry about the Southern stretch in Papa and Oscar. He will wipe them out. He moves to Oscar;11-12;B-C

A note on enemy damage: There is no way in the depths of the nine I can roll for those taking damage on the forums for the enemies. I rolled on my own at home while looking at the units on inkscape so that I could edit and delete them immediately. I assure you that I am being fair while doing so.

industrious
2009-11-16, 08:04 PM
[roll0] [roll1] Grey nimbly leaps out of the way of the fissures. "Hmm...Still bored."

Ryuuk
2009-11-16, 08:15 PM
Saul

Prone: [roll0]
Reflex: [roll1] and [roll2]

As the fissure opens up, Saul touches his psicrystal and closes his eyes. As soon as his feet touch the earth, he stands upright, leaving the chaos of the ruined keep behind him. He now watches the hoard get closer still and prepares for he clash.

Dimension Door to Foxtrot: R-12

memnarch
2009-11-16, 08:17 PM
Come my Locust minions, come! Xanian cries invoking even more Insect Plagues.

a bit big but I think this will work better.
http://i35.tinypic.com/fefm01.png

Shaded is new target locations. That includes P-S by 1 in Hotel too.

neoseph7
2009-11-16, 09:02 PM
[roll0] [roll1] Grey nimbly leaps out of the way of the fissures. "Hmm...Still bored."

(You need to make one more reflex save).

industrious
2009-11-16, 09:12 PM
Sorry. [roll0]

hustlertwo
2009-11-16, 09:52 PM
[roll0]
[roll1]


Assuming that bardic music also requires a Concentration check like a spell...

[roll2]

OK...horrible rolls, but I'm still standing and not in a fissure. Presumably, my song fails, but the effect remains for 5 more rounds, if memory serves.

Annoyed, Loridan readies an action to cast Dispel Magic if the enemy leader attempts another spell.

neoseph7
2009-11-17, 12:06 AM
The Earthquake did not come from the enemy leader. The minimum range on an Earthquake spell is 1000ft. Just so you know.

chilepepper
2009-11-17, 12:17 AM
In an uncharacteristically fast reaction, Twinkie deftly dives away from the gaping maw of Mother Earth.

Twinkie's saves

Reflex DC 15 or fall prone
[roll0]

Reflex DC 20 AND Not1 on d4 or fall into fissure
[roll1]
[roll2]

Distance to bottom of fissure
[roll3] x10

Damage from falling
[roll4]
[roll5]
[roll6]
[roll7]
[roll8]
[roll9]

Killerloop
2009-11-17, 04:31 AM
Rikktor - Round 3

"This time he felt it" grinned Rikktor at his comrades "and had to resort to tricks to survive. Well, let's see if he loves another go"

Again Rikktor conjures the same attack as before, but this time the green light is changed to a dark orange one, and the air smells of brimstone. Again his frame glows and the eldritch energies double in power.

"Feel Mephistopheles' creation, lower being!!!" screamed Rikktor


This time let's try a Brimstone Hellfire Eldritch Spear

Ranged Touch Attack: [roll0]
Eventual Critical Confirmation: [roll1]

Damage: [roll2] Fire

+[roll3] fire from Brimstone blast lasts 3 rounds IF he fails a DC 24 Reflex

+8 from vitriolic blast, 2 rounds left
+3 from bardic song

TOTAL: 76 if he fails the save, 69 otherwise and he won't catch fire.

Rikktor loses another point of CON

neoseph7
2009-11-17, 09:34 AM
Rikktor - Round 3


This time let's try a Brimstone Hellfire Eldritch Spear

Ranged Touch Attack: [roll0]
Eventual Critical Confirmation: [roll1]

Damage: [roll2] Fire

+[roll3] fire from Brimstone blast lasts 3 rounds IF he fails a DC 24 Reflex

+8 from vitriolic blast, 2 rounds left
+3 from bardic song

TOTAL: 76 if he fails the save, 69 otherwise and he won't catch fire.

Rikktor loses another point of CON


Franz (Leader1) Takes full damage, and is not a happy camper. Though he is a flaming one now.

chilepepper
2009-11-17, 11:49 AM
Twinkie - Round 3

A wisp of the smell of cookies issues off Twinkie as he grows greatly larger (huge). He then continues closing in on the enemies with Anex.

Expansion, metapower extended, augmented. Twinkie grows to huge size. Twinkie has a 70's movement, so if he falls behind because of only taking one move action, that's fine. If Anex uses expansion also, we'll want 35' between us, otherwise I'll just move out leaving 20'.

DueceEsMachine
2009-11-17, 01:57 PM
Marius Kaldo Human Bard
Spells In Effect -
Stoneskin


Sorry about the delay in my post, everything exploded with activity all of a sudden while I was out hoping to stalk helpless woodland animals...
Reflex - [roll0]
Reflex - [roll1]
[roll2]
Should be enough


*As the world rumbles and shakes around him, Marius attempts to stay atop the battlements and tries to retreive his lyre, hoping to negate the next, and surely forthcoming earthquake.*
"Sweet Song of Discord! I wasn't expecting that, keep blasting those unholy bastards, and I'll try to hold this place together as long as I can!"
Going to spend his turn drawing on of the lyres of building to have it ready for the next attack, and delay his action, ready to negate the spell they're going to use against the battlements. Hopefully that will help.

memnarch
2009-11-17, 07:34 PM
Heeheeheehee! This is starting to look like a farmer's nightmare!

http://i47.tinypic.com/2n1tgrn.png
http://i47.tinypic.com/28l6xxj.png
The black squares were covered last invocation.

Delandel
2009-11-17, 08:54 PM
R3


Oolar

"Hm, an earthquake. I should've thought of that. As the ground beneath him roars to life, Oolar merely hovers just above the ground in his air elemental form.

Oolar is content to let everyone else do their thing, for now. No point in wasting precious spells. Though he might be a good sport and cast Cloudkill if the insect swarm isn't enough. :smallwink:

================================================== ======

Anex

"I can't really hold ground, Twinkie. I will stay back as long as I can, but when the battle overcomes me..." She grins fiendishly. As the ground rumbles, a look of disgust is seen on her face. "Kill me with blades, not your dishonorable magic, pigs!"

She floats up 10 feet, grimly awaiting the clash of blades. It's a good thing she packed a scroll for every occasion she could thing of. But then again, thinking was never her forte...


Anex will keep floating in her square. She probably won't take part of the first wave unless she has to. She is physically incapable of doing anything other than rushing to the nearest enemy and attacking while in her frenzy, so she'd rather the ranged members handle as much as they can before she goes off being stupid.

neoseph7
2009-11-17, 11:02 PM
Round 4

At the top of the order, several things happen. First, the second earthquake. Everyone on the ground around the fortifications need to make the same checks as before (to prevent falling prone, to prevent crushing, to prevent spell failure, etc.) However, the vibrations fail to cause any damage to the structures, thanks to the Lyre strumming of Marius.

Marius is on his knees with the lyre behind his back, his eyes shut in concentration as a wave of blue energy surrounds the builds, preventing their destruction.

At the same time, shooting out of the sky like missles, 8 Wyverns speed towards the fortification, each mounted with 2 mages. The 8 mages fire simultaneous rays of pure, ghostly green energy into the the walls of the fortification. Unfortunatly, the Disintigrations do little more than leave scorch marks. Before they can check their handy work, all 8 dimension door away, leaving as quickly as they came. Not long after, the party hears a massive thunderbolt a ways away. You cannot help but thing that the enemy command is not pleased that their magical effort to destroy the wall failed...

The second leader makes an appearance in the back. You can read his lips from afar:

Aww. Did the omnipotent spellcasters run out of Earthquakes for the day? How unfortu...
:smalleek:My lord! No. I dare not mock thee. Yes Emperor. No. No. A Minstrel? I understand the orders but...
My lord! An Angel is...
Yes. It shall be done.
Speaking to his units (aloud):
Blasphemy Battalion! Forward march! Double Time! All units are to move to conquer the fortification. Ignore the angel, ignore the giant... Oh crap. You have got to be kidding... :smallfurious:
I'll deal with gigantor. Move Out!
Commander Doz to Command. Units have been issued orders. Engaging the enemy now. Commander Doz out.

Edit: There was more.

Franz charges Twinkie, the attack roll and damge will be in the OOC shortly. He does so with his scimitar.

Allies: After Franz's move but before the Shield Men, Thomas moves close by, right behind the newly teleported Saul. He casts Blade barrier right through the enemy leader, killing him (I already rolled it).

Kal flys directly overhead a group of enemies and, five ft above them, makes an attack. Using great cleave, all units under him and out to 10ft away are dead (no nat ones and his attack bonus was higher than their AC).

Without their leader, most of the units go wild. Spear men and shield men use up their move, but archers will fire at most apperent enemy. Twinkie's AC is high enough that only natural 20s will hit him. Each Archer gets two shots (and is firing through cover from the blade barrier, but again, the +4 to AC doesn't help much. He also gets +2 to AC for what it's worth for cover). 168 shots in total. using averages, 8.4 hit, each dealing 5.5 damage. Total damage would be 46 For the purposes of DR, the shots that hit deal 3,4,4,5,6,7,8 and 9 damage each.

Several pike men and archers also engage Kal. The pike men all miss, the archers get 3 shots on him, but his DR eats it all up.

I will have the maps updated shortly.

Edit: November 18 12:00AM The map page has been updated to include all the round four actions stated to this point and all your round three actions. If I forgot something, please point it out ASAP.

hustlertwo
2009-11-18, 12:33 AM
I weary of this. At this rate I'm going to be forced to sully my hands by actually getting involved in this battle.

Saves:

[roll0]
[roll1]

Assuming Adjunct survives the Earthquake, he casts Extended Confusion centered in Hotel N-6. All enemies within 15 feet of there have to make a Will save of DC 23 (boosted up thanks to my Eagle's Splendor) or be confused for 30 rounds.

Current buffs:

Eagle's Splendor 146
Barkskin +5 1,196
Delay Poison 1,196

neoseph7
2009-11-18, 12:35 AM
I weary of this. At this rate I'm going to be forced to sully my hands by actually getting involved in this battle.

Saves:

[roll0]
[roll1]

Assuming Adjunct survives the Earthquake, he casts Extended Confusion centered in Hotel N-6. All enemies within 15 feet of there have to make a Will save of DC 23 (boosted up thanks to my Eagle's Splendor) or be confused for 30 rounds.

Current buffs:

Eagle's Splendor 146
Barkskin +5 1,196
Delay Poison 1,196

Don't forget that you are prone and need a move action to get up. The extended confusion is a full round action to cast. There is nothing against casting while prone, however, as long as you have line of sight.

brakisaurus
2009-11-18, 12:41 AM
Hadon, Round 3

Earthquake stuff:

Reflex DC 15 vs Prone: [roll0]
Fissure [roll1] and Reflex DC20 to avoid [roll2]



Somehow this fell off my list of Things To Update, I'll be posting position/actions shortly!

hustlertwo
2009-11-18, 12:42 AM
Don't forget that you are prone and need a move action to get up. The extended confusion is a full round action to cast. There is nothing against casting while prone, however, as long as you have line of sight.

Well, I didn't forget, I just didn't know I would suck again so hard. But good to know, I thought I'd have to go for regular Confusion. We'll keep it as is and I'll get up next turn.

memnarch
2009-11-18, 02:26 AM
Xanian hums a bit (http://www.youtube.com/watch?v=NmCCQxVBfyM) to himself as he invokes more locusts.

http://i46.tinypic.com/244qlhk.png

DueceEsMachine
2009-11-18, 01:06 PM
Marius Kaldo - Human Bard
Spells in Effect -
Stoneskin - 148 rounds left (I think)
*As the magical barrage fails to reduce their defenses, Marius laughs, pushing himself to his feet. The Lyre is of little use to him now, it's magic spent for the next week, but there is always the second one. Training his attention on a group of the soldiers, he smiles and starts singing something in Celestial - a ditty about evil consuming itself for those who can speak it*


Okay, so Move action to stand up from prone, and a free action to toss the now useless lyre aside. His standard action for the turn will be to cast song of discord on the group of enemies at Hotel - J, 7.
Song of Discord, 1 standard action to cast, Will - 20 negates, lasts for 15 rounds.

neoseph7
2009-11-18, 02:20 PM
Marius Kaldo - Human Bard
Spells in Effect -
Stoneskin - 148 rounds left (I think)
*As the magical barrage fails to reduce their defenses, Marius laughs, pushing himself to his feet. The Lyre is of little use to him now, it's magic spent for the next week, but there is always the second one. Training his attention on a group of the soldiers, he smiles and starts singing something in Celestial - a ditty about evil consuming itself for those who can speak it*


Okay, so Move action to stand up from prone, and a free action to toss the now useless lyre aside. His standard action for the turn will be to cast song of discord on the group of enemies at Hotel - J, 7.
Song of Discord, 1 standard action to cast, Will - 20 negates, lasts for 15 rounds.

Marius wasn't prone. I just had him on his knees for a description of his rocking out. I didn't mean to deny you a move action.

industrious
2009-11-18, 02:26 PM
Grey, Round Three.

Grey adjusts his fighting stance, and waits for the army to come to him.


Ready a full attack once they get in range.
Entering Island of Blades stance-all adjacent enemies considered to be flanked.

Ryuuk
2009-11-18, 03:35 PM
Saul R3 and R4

Saul simply holds his ground behind the blade barrier. He'll wait for the enemy to cross it, manifesting claws of energy: sonic the first round and Concealing Amorpha after Twinkie get pelted with arrows. His psicrystal will stay close.

Concealing Amorpha grants 20% Concealment, he'll move to O-14 in Foxtrot

Delandel
2009-11-18, 03:45 PM
R4

Oolar

Oolar frowns at the teleporting casters. He readies an action to cast sculpted glitterdust on a maximum of 4 wyvern riders (and their wyverns) that enter within 260 ft. of him. He floats up to an altitude of 50 ft.

================================================== =====

Anex

Anex flies to Oscar D13, still invisible. She hovers just off the ground.

Killerloop
2009-11-18, 06:40 PM
Rikktor - Round 4

"Hey!! No Kill stealing damnit!" said Rikktor upon seeing the enemy leader he punished with eldritch so far being killed.

"Oh... what a joy!! A new worthy target shows up. You there!! Wanna know how much hell actually burns??" screamed Rikktor at the new leader.

A giant size spear of green energy forms into Rikktor hands and, as seen before, he throws hit at his enemy hitting it fair and square in the chest.


Move Action: Flying to November A5
Standard Action: Vitriolic Hellfire Eldritch Spear on the new enemy leader in Hotel R16

Touch Attack: [roll0]
Crit Conf: [roll1]

Damage:

[roll2] acid
+[roll3] acid that last 3 rounds
+3 Bard Song

Total: 68

Rikktor lose 1 CON point, dropping to 15.

neoseph7
2009-11-18, 08:37 PM
Round 5

The new leader feels the sting from Rikktor's attack. A hellfire wielder eh? Sounds like a job for my archers... but after wings over here is done.
Commander Doz delays to after Kal.

Thomas Brings to forth a Spritual Weapon, a shimmering force version of Heironeous' Justicebringer. The Spritual Weapon apperas in Golf N5 and attacks some of the Battalion One stragglers. His first Target is a pike man in Golf N6.

Attack: Damage:[roll1]
Crit- Confirm: [roll2] Extra Damage:[roll3]


Kal Flies to Hotel O-P 5-6 and seeks to end as much of the lesser threat as possible. He utters a single word of the utmost divine powers in the universe(Gefilte). All mooks less than 7th level within 40ft of his position are slain.

Commander Doz: Unholy Carp. Yeah. Now That's a fight. Doz to Kathryn: Are you seeing this? Yeah. We have trouble. Big trouble. Get command to open up the flood gates or something. This is no minor road block. Doz out.
All right boys. Attack the vile caster. Command has the resources to stop angels and saints, but not Demons and Villians. All archers: Fire at the target.
Doz orders all archer units to fire at the location the nasty green acid hellfire ray came from.
But for his actual move, he charges Kal. At this moment, as he barrels away from his units, the party notices he rides no war horse, but a trained Razor Boar equiped in barding not so disimilar to the dark plate Doz wears.

Within 15ft of his strike, Doz launches a lance at Kal and then quick draws a nasty looking vile lance. The lance he now weilds and the one floating next to him along with the flung lance all strike Kal at the same time, along with the tusk from his razor boar mount:
Thrown (+1 of throwing) Lance (Hurling Charge):
[roll4] RangedMiss[roll5] Damage: [roll6]
Floating (+1 dancing) Lance:
[roll7] Damage: [roll8]
Held(+2 Unholy) Lance:
[roll9] Damage: [roll10] + [roll11]Vs. Good
Crits 19-20 for all lances
RazorBoar Charging Tusk: [roll12] Damage: 1d8+8


The units affected by the Song of Discord attempt to attack each other.

Sheild Men and Pike Men move as much as they can. The bodies in the spiked growth alert them to the presence of the trap, and they attempt to avoid it. Archers move 30 ft as far forward as possible before raining a hail of arrows against Rikktor. Each archer gets 2 attacks, with a modifier of +2 at best (so only Nat 20's should hit). 96 Archers= 192 Shots= 9.6 hits @5.5 Damage each= ~53 Piercing Damage, with no hit dealing more than 9 points of damage. If DR is less than 10, I can determine what the individual arrow damage values were (At your request Killerloop).

Shiela: Shiela, tired from her constant falling down with each tremor, gets on her feet and had just made it to November B 12. She awaits the mook's turn so that she can blast a massive hole through them. She launches a fireball at Hotel R 11
Fireball DC19 Reflex Half 10d6 fire:
10d6 Edit:31. 15 for half.
Doz's Reflex Save:[roll13]
Mooks to be done seperatly by hand.

The map will be updated ASAP to include the damages and effects from this post.

Of note: 9 units in Oscar 15-17 C-E; 3 rolled nat 20s on their spot checks and noticed something Invisible in front of them (somewhere). They are currently in a defensive position and will likely strike all avaiable spaces next turn looking for the unit.

Edit: November 18th 9:53PM EST. The battlemap page has been updated.

memnarch
2009-11-18, 10:30 PM
Xanian takes a bit of time to make a fancy bunch of gestures before Fleeing the Scene to Foxtrot P14 and moving the first leader's body back 5ft.

hustlertwo
2009-11-18, 11:24 PM
Adjunct Loridan has a sudden realization that bard magic is for suckers. Still on the ground, he pulls out his staff of evocation and conjures up a fireball, hurling it into Hotel L-16 and sowing burny pain amongst the horde nearby.

20 foot radius, damage is [roll0] and reflex save DC for half damage is 23.

chilepepper
2009-11-19, 12:30 AM
Round 4 - Twinkie

Move to Golf M6-O8/+5. (or if they've moved, whereever I have as many ranged attackers in reach). I provoke AoO as I move.

Attack ranged attackers first, then melee attackers, Great Cleaving. I'm a 15' square with a 15' reach.

Attack[roll0]
Damage [roll1]
Attack[roll2]
Damage [roll3]

If either of those kill, then let the cleaving begin.
69 total squares threatened.

chilepepper
2009-11-19, 01:00 AM
Sorry for being late with my Round 4.



Round 5 - Twinkie

Twinkie again flies somewhere on the map within 70' at +5 altitude (or in a arc to avoid AoO if possible) that grants him range to attack the most mooks left possible, taking out ranged attackers first.

BTW, these two attacks target two separate enemies within 5' of each other, I neglected to mention that last time and it obviously matters for Great Cleave.
Attack [roll0]
Damage [roll1]
Attack [roll2]
Damage [roll3]

Again, if either of those drops one, let the Great Cleaving begin (by that I mean, go ahead and roll for me at home so I don't have to make 134 rolls on the boards (I'm guessing I probably autokill the mooks)).

DueceEsMachine
2009-11-19, 10:39 AM
Marius Kaldo - Human Bard
Spells in Effect -

Stoneskin - 147 rounds left
Song of Discord, Centered on (Hotel - J, 7) - 14 rounds left

Round 5
"Just a little closer, little ants - let me get a good look at you this time!"

*As his previous spell takes effect, he smiles, seeing the large grouping of spearmen and archers at the far end of the feild. Perhaps better placement will prove more effective this time. Repeating the words of power from the round before, he unleashes another wave of dicontent amongst the enemy troops, hoping they would devour themselves from the inside.*



Okay, so, Song of Discord - this time I'm going to delay until the formation in Hotel has made their move, to center it on as many of them as possible. That should work a bit better. Same thing as last time - Will (20) negates, lasts for 15 rounds. Maybe some of those archers will do some good for us.

neoseph7
2009-11-19, 10:34 PM
Round 6

The enemy command sends out another set of Wyvern mounted mages.
Glitterdust is triggered from Oolar's readied action. 2 Wyvern and their mounts are affected. One Wyvern and 2 of the mages are blinded as a result.
8 mages cast greater dispel magic. One is blinded, and his targeted dispel is flung wild into a general area dispel.

Marius, Tacitus, Grey, Shiela, Saul, Xanian, Thomas and Adjunct are all subject to an area dispel.

Kal is subject to two area dispels.

Rikktor is being subjected to a Targeted Dispel

Twinkie's targeted dispel is flung off to the north, effecting nothing

The following effects are targeted by the Dispel Magics:
Blade Barrier x2
Spike Growth
Insect Plague x2
Both Songs of Discord
Foxtrot Spiritual Weapon

The DC for a dispel check is 11+ caster level of the spell. If the spell is your own or cast from a staff, the caster level is your own. If cast from a scroll, wand, or potion, the caster level is the minimum to cast the spell.

Thomas is 15th level with an item that boosts his caster level +1 to 16. The DC for a dispel magic to overcome Blade Barrier is 11+16= 27.

For an area dispel check against a character, the dispel attempts to remove the highest level spell in effect. If that check fails, the dispel goes after the next highest spell, and will repeat until it dispells one spell or fails all checks.

For a targeted dispel, all spells in effect are challenged as described above, except that the roll is made for all spells, and any that fail are dispeled.

For area effects in play, the whole effect can be dispeled if the center of the spell is within the dispel magic boundary
For area effects without an origin, the area of the spell within the dispel magic is dispeled.


Dispel Blade Barrier (Foxtrot): [roll0]
Dispel Blade Barrier (November): [roll1]
Dispel Spritual Weapon (Foxtrot): [roll2]
Dispel Song of Discord (hotel up): [roll3]
Dispel Song of Discord (hotel low): [roll4]
Dispel Insect Plague (golf): [roll5]
Dispel Insect Plague (hotel): [roll6]
Dispel Spiked Growth: [roll7]

The antipersonel dispel checks will be handled in the OOC thread. (those of you subject to the dispel magic: please prepare a list of your buffs and effects on the OOC thread).

One of the glitterdust Wyverns, specifically a blinded one, is left behind after the 8 mages dimension door. The blinded mage casting dimension door doesn't appear to be heading in the same direction as the othercasters.

Thomas. If his spiritual weapon still exists, he will direct it to a new enemy in foxtrot closest to P19.
For his standard action, he will cast again spiritual weapon, this time near the enemies who are probing the space around Anex with their spears (the sudden appearance of a floating blade should assay their beliefs of a certain invisible floating Berzerker). The blade appears in Oscar B-15.


Spiritual Weapon1 Attack: [roll8] Damage: [roll9]
Spiritual Weapon2 Attack: [roll10] Damage: [roll11]


Kal looks to his attacker and clutches his sword tighter. No one defiles an Agent of the Heavens. He takes a five foot "swoosh" towards his attacker and then lets him have it.

Using great cleave, Kal kills every mook within 20ft of himself, and then focuses on the leader. His whole body glows with each furious strike. Finally, he stretches out his off hand and blasts the battle field with a burst of holy energy.

Attack1: [roll12] Damage: [roll13]
Attack2: [roll14] Damage: [roll15]
Attack3: [roll16] Damage: [roll17]
Attack4: [roll18] Damage: [roll19]

Finale: Quickened Holy Smite centered on Hotel P-12
Damage: [roll20] DC20 Will of blind for one round

Doz's Will save: [roll21]
Razor Boar Will save: [roll22]


If Doz is still standing he will order all units to continue after the caster and then he will attack the Planetar with his lances. his Razor Boar mount will do the same.



Held Lance (+2 unholy)
Attack1: [roll23] Damage: [roll24] + [roll25]Vs. Good
Attack2: [roll26] Damage: [roll27] + [roll28]Vs. Good
Attack3: [roll29] Damage: [roll30] + [roll31]Vs. Good

Floating Lance (+1 floating)
Attack1: [roll32] Damage: [roll33]
Attack2: [roll34] Damage: [roll35]
Attack3: [roll36] Damage: [roll37]

Razor Boar Full Attack:
Tusk slash [roll38] melee [roll39]
and 2 hooves
Hoove 1:[roll40] melee [roll41]
Hoove 2:[roll42] melee [roll43]

A one Gwynfrid has requested that she be allowed to play Simba's character, Shiela. I have agreed and I expect her to post sometime within round 6.


Edit: I knew I forgot something. Units move as much as possible. All archers target Rikktor. I will see what dispel magic does to his AC before dealing with those attacks.

hustlertwo
2009-11-20, 12:01 AM
Adjunct finally pulls himself back onto his feet, and casts Eagle's Splendor on himself once again, making him even more dynamic and likable, if such a thing were possible.

Buffs: Eagle's Splendor, Delay Poison, Barkskin +5

chilepepper
2009-11-20, 05:45 AM
Twinkie - Round 6

Twinkie moves over to Oscar, again getting in range of as many as possible.

Attack [roll0]
Damage [roll1]
Attack [roll2]
Damage [roll3]

and let the Great Cleaving begin, again.

DueceEsMachine
2009-11-20, 11:43 AM
Marius Kaldo - Human Bard
Spells in Effect -

None - oh no!

Round 6

*As he feels the spells he so carefully placed dissolve back into the ether, Marius curses and decides to resort to another tactic. As he sees the Riderless Wyvern, he smiles to himself and recites the words of power he learned long ago, using a free hand to pull out one of his blades while he does so*


Okay - so, I'm going to take a free action to draw my bloodstone blade, and then cast dimension door to hop onto the back of the riderless wyvern. (maybe not the best idea, but it should look cool!).
So, I figure I should probably make a ride check or something...Umm... probably count as a fast mount, huh?well, maybe not. hm. well - I'll roll anyways.
Ride [roll0]
Edit: Blech.

Gwynfrid
2009-11-20, 04:15 PM
Sheila round 6

"All right, let's see how well they swim in a sea of fire."

Clutching her staff, she slowly and carefully intones the words she learned through those countless, pitiless drills.


Full-round action: Widened Fireball, centered on Papa-BC14-15 using Metamagic Spell Trigger with the Staff of Evocation (now 46 charges left).
40-ft radius, that should take care of the archers here, and also zing Doz (who's in Hotel-Q8 if I read the map right).
Damage 10d6+9 (Warmage Edge + Extra Edge) [roll0] Reflex DC21 for half.

Ryuuk
2009-11-20, 07:30 PM
Saul R5 and R6

Having wasted enough time, Saul draws his bow and takes a step forward, hoping to drop any foes that somehow made it past Twinkie.

After the dispels go off, he'll try to finish the shieldmen and decide what to do with the bow after he sees if his claws are still up.

R5:
Free: 5ft step to O5
Move: Draw Longbow
Standard: Attack the top most Shieldman in L8

Attack: [roll0]
CC: [roll1]
Damage: [roll2] + [roll3] Acid

R6
Full: Full Attack on the rest of those 4 Shieldmen

Attack: [roll4]
CC: [roll5]
Damage: [roll6] + [roll7] Acid

Attack: [roll8]
CC: [roll9]
Damage: [roll10] + [roll11] Acid

Attack: [roll12]
CC: [roll13]
Damage: [roll14] + [roll15] Acid

Delandel
2009-11-20, 07:59 PM
R6

Oolar retrieves the scroll of Greater Blink that Sheila gave to him prior to the battle and casts it on the warmage.

Anex continues to delay, content to watch the bloodbath in front of her.

neoseph7
2009-11-20, 11:42 PM
Twinkie - Round 6

Twinkie moves over to Oscar, again getting in range of as many as possible.

Attack [roll0]
Damage [roll1]
Attack [roll2]
Damage [roll3]

and let the Great Cleaving begin, again.

Pike men get attacks of opportunity. Of the 21 such strikes, one connects, dealing 12 piercing damage. None of the six shield men are successful. In total, the carnage is 42ish (I lost count).

In one of Twinkie's earth shattering critical hits, the remains of an archer are flung out to about where Grey is standing. The archer carried a full quiver of arrows and a mundane Longbow. Similarly awesome blows send mundane Tower shields, short swords, glaives, bucklers, and more longbows near whoever whats to find such items (there are corpses everywhere from the slaughter. No less than 400 units are dead already).

hustlertwo
2009-11-21, 02:22 PM
Adjunct Loridan sighs in boredom and exasperation as he realizes his fancy sword and various close range powers appear likely to go unutilized after all. He fires off another fireball from his staff (48 charges left) at F-15 Papa, DC 23 to halve [roll0] damage.

industrious
2009-11-21, 02:32 PM
Grey grins as the convienent longbow falls near him. Taking the bow and quiver, he aims and fires three arrows into the fray.

"I was getting bored with waiting."


Full Attack with longbow.
Attack:[roll0]
Damage:[roll1]

Attack:[roll2]
Damage:[roll3]

Attack:[roll4]
Damage:[roll5]

Killerloop
2009-11-21, 03:41 PM
Rikktor - Round 5

Rikktor opened his arms, welcoming the hundred of arrows. Of all them, just two or three actually hurt him.

"You honorless bitch" screamed Rikktor at the enemy leader "You want to pin me down with arrows? Come here and face me on your own if you got balls. Here is a burning invitation in case you are shy"

Rikktor conjured eldritch energies in the shape of a burning spear and threw it at the enemy leader.


Move Action: Move to November A11.
Standard Action: Brimstone Hellfire Eldritch Spear on the Enemy Leader.

Touch Attack: [roll0]
Crit Conf: [roll1]

Damage:

[roll2] Fire
+[roll3] fire that last 3 rounds if fail Reflex DC: 24
+5 From previous Vitriolic hit, 2 rounds left

Total: 70 or 67 if reflex successful

Rikktor loses 1 CON point, dropping to 14

Waiting for archers damage for my R6 actions

neoseph7
2009-11-21, 10:25 PM
Round 6

Since Doz is dead, I assume Rikktor is attacking his mount. Can I get a spell resistance check in OOC for Rikktor?

Archers: 72 archers, 144 shots, 7 connects, 39 damage, Ish. All against Rikktor, who still has an AC high enough that only nat 20s hit.

round 7

The top of Round 7 would normally go to the leader. The only unit is the razor boar, who is unable to hit Kal. You guys may start posting actions for round seven. Those of you that attacked mooks and scored higher than 27 for an attack roll and higher than 11 for damage killed your hits (pike men and archers have less than 20 AC. Archers and Shieldmen have less than 8 HP). I have to go through and update the map with all the damage you guys dealt, and then I have to bring out the next battalion. I will likely give my whole round 7 post tomorrow.

Delandel
2009-11-22, 02:27 PM
R7

Oolar readies another action to sculpted glitterdust teleporting mages.

Sculpted Glitterdust means he can cast four 10ft. cubes at targets within 260ft. of him. Will save DC 23 or blinded for 16 rounds.

Anex withdraws (double move) from the approaching mooks and flies to Papa 016, touching the ground but still under the effect of Fly. The platoon marching past her is rather tantalizing, and she might take action next round.

neoseph7
2009-11-22, 05:24 PM
Round Seven. The undead battalion Calamity moves into position. Their leader appears to be a bone devil cleric, but the arcane auras upon her are so great you cannot tell if this is natural or the effect of magic. The leader is currently covered (total cover) behind enemy lines. The enemies in question are Sword weiling skeletons and skeletal archers. All units delay until the top of round 8. Of note, the undead are arranged in sets of 20. Each set includes one cleric of hextor.

hustlertwo
2009-11-22, 05:58 PM
Would be a good time for Song of Discord or Confusion, but to preserve our fearless GM's sanity...

Another Fireball, centered on Alpha O-12. [roll0] DC 23 to halve.

I guess a spell resistance roll is needed for the higher guys in there.

[roll1]

neoseph7
2009-11-22, 06:21 PM
The fire is absorbed by magic. The SR check succeeds, but the damage is negated.

These units move in a very tight formation, more so than the previous battalions. A ranged attack roll is needed to get through their ranks with a fireball and similar spells so that they don't prematurely ignite. The effective AC is 0 at the front lines, and increases by 2 for each five feet. The spell may be cast 10ft above the units to avoid this, but the effective radius at ground zero is less (15ft). You have to be at least 20ft up from ground level to do so.

hustlertwo
2009-11-22, 07:15 PM
Ach, you sneak. Bereft of my evocation options, you can probably guess what I'll be doing next round. Just remember, you requested it.

Ryuuk
2009-11-22, 07:22 PM
Saul

Saul simply watches the army advance, a few arrows would mean nothing. Instead he spots the captains rapier. Luck might not repeat itself if he receives another dispel. He fastens it at his belt.

5ft step to be adjacent to the body.
Move action to pick up the Rapier.
Move (standard) action to put it away.

memnarch
2009-11-22, 08:21 PM
Round 7

Xanian flies to Golf O10, withdrawing the Scroll with Sunburst/Fire Storm from his magic belt. (assuming I can, else stay put)

The gnome casts the Sunburst Spell, shouting How about we bring some sun to this blackened field of death!? Let's see how well you can handle this!!!


Intersection of Alpha S18-19 and India A18-19. That'll catch the dragons out in front as well.
http://i50.tinypic.com/2ex1xf7.png

[roll0]
All creatures in the Area take [roll1] and are blind. Reflex for half and no blindness.
All undead take [roll2] Reflex half.


Reflex save is 25 btw. (10+CL15) I've got no wisdom bonus and it was created as a druid spell.

chilepepper
2009-11-22, 08:34 PM
Twinkie Round 7

Twinkie moves to clean up as many units from the previous waves as possible.

Attack [roll0] - it probably doesn't matter with mooks by THAT'S A CRIT!!!
Damage [roll1]
Attack [roll2]
Damage [roll3]

Cleave, cleave, cleave.

Killerloop
2009-11-23, 10:30 AM
Rikktor - Round 6

Standard Action: Rikktor casts Fell Flight
Move Action: Rikktor moves to A15 near Sheila. His altitude his around 40 feet now.

Rikktor - Round 7

Move Action: Rikktor fetches his Wand of Lesser Restoration from his belt
Standard Action: Rikktor activates Wand of Lesser Restoration: [roll0] CON points are recovered.

DueceEsMachine
2009-11-23, 11:32 AM
Marius Kaldo - Human Bard
Spells in Effect -

None... still....

Round 7

*Popping back into the physical world atop the blinded and gentled creature, Marius lets out a wild cry, exhilarated at the thrill of riding such a beast. It was rare for him to find something he had yet to do, and this was most definitely one of them.*

*Focusing for a moment, he concentrates on the magic glove he wears, activating the powerful effects stored there, letting the arcane energies flow into the blade he carried. He would have quite a surprise for the creature he rode when the time came.*
*Spurring it forward, he yelled, hoping to hearten his comrades, though probably drowned by the wind and roar of battle, those with exceptional hearing may catch it.*
"Ho! I seem to have found a new pet! Perhaps it should be our Mascot!"


Okay, Standard action to activate the Wand of Vampiric Touch in his Casting glove, and put the charge into his bloodstone Blade. There it will stay until I need an extra 15d6 damage. Move action - I guess I don't remember exactly where the wyvern is. I'll search the thread to see if I can find it.

Gwynfrid
2009-11-23, 02:16 PM
Sheila - round 7

"Oolar, the ones on the left are yours. I'll try to get the right wing."

Move action: Fly up to altitude 25 ft.
Ready a standard action to cast Fire Storm when the mages start casting their offensive spells, trying to catch as many as possible, starting with the right half of the formation. Fire Storm fills 30 10-ft cubes, in one piece, but shapeable, so I'm hoping I can catch many of them.
Damage [roll0], Reflex DC 25 half.
Spell Resistance check: [roll1].
If they fly higher than 275 ft, cast Chain Lightning instead: Same base damage, Reflex DC 24.

Hadon

Hadon did not move an inch as he observed the early developments of the battle with completely impassive eyes, taking note of everything. Two assault waves down already. His comrades on the front lines were doing a pretty thorough job, and did not look like they needed any help at all.

Those mages on wyverns, now, that was another matter. They had not done much damage yet, but the dwarf heard the worry in his comrades' voices. A more successful series of dispels could prove crippling for some of them.

When he was younger, Hadon would have called the enemy's tactics cowardly, but with forty years worth of war experience, he now knew better. These guys were taking real risks. It was time to show them some respect - by doing something about them.

Bow in hand, not hurried in the least, the huge dwarf took to the air, an enormous mass of steel moving straight up without apparent effort, his 10-feet tall shield floating in front of him.

Move action: Fly straight up to altitude 60 ft.
Ready a swift action to make a Test of Mettle challenge as soon as the wyvern-mounted mages start casting offensive spells, unless all are more than 100 ft away. In addition, assume Defensive Stance (no action needed).
For all enemies with language, Int 5 or more and CR 13 or more within 100 ft :Will DC 26 or be forced to attack Hadon.
If all are further than 100 ft away, then fire an arrow at one of the mages casting Dimension Door instead. No Defensive Stance in this case.
Attack (base +15 size -1 dex 0 greater magic weapon +4 inspire courage +3, total +21): [roll2]
Damage (strength +6 greater magic weapon +4 inspire courage +3, total +13): [roll3]

EDIT: the DC for Test of Mettle is actually a more modest DC14. I'm still learning this stuff.

neoseph7
2009-11-23, 03:40 PM
The wyvern mounted aracane casters are not within sight. They speed out when requested for from a Leader unit.

When I post round 8 actions tonight, I will include a reasonable place for the Wyvern to start.

@Rikktor: Lesser Restoration has a 3 round casting time. Which means it won't take effect until the start of round 10 and a full round must be spents for rounds 7-9 in concentration to cast it.

Killerloop
2009-11-23, 04:51 PM
OOC: Ops, forgot that. Do u allow me to begin casting in round 6 instead of fell flight and move?

hustlertwo
2009-11-23, 05:22 PM
I have a staff of healing, I can cast it if you want to come on back where I am. Nothing better to do at the moment.

neoseph7
2009-11-23, 11:23 PM
Round 7:

Kal moves (it's on the updated map) to finish off some of the leftover undead from the sunburst with a holy word.

Round 8:

The enemy leader moves to Alpha I-J 16-17. Swift Assay Resistance for the planetar was cast prior to round 7. Banishment, with a vial of unholy water and an evil aligned dagger. In use as a profane material component is the Soul of a human child in a .

Check for spell resisitance: 14 Casterlevel + 2(unholy water and evil dagger) +10 (assay spell resistance enhancement bonus) +10 (heart profane)=1d20+36 Edit: 53

DC:32 will negates.

Kal's Save: [roll0]

Using a Rod of Quickening, Leader3 will cast a Suddenly Extended, suddenly widened Cometfall centered on Foxtrot O-P 14-15

No Spell resistance
DC 26 Reflex half. Failed reflex includes knocked prone.
14d6 damage: [roll1]

Thomas's Reflex: [roll2]


Thomas's Turn:
Thomas will sponaneously cast Cure Critical Wounds on himself (removing one of his death wards for it)
[roll3] HP Healed.

I'm a little pressed for time. The rest of round eight will come out later tomorrow. I still have to move the undead units and reassemble the clerics into a useful position. There are still archers and cleric spells at the top of the round yet to come. You guys can post your round 8 actions though.

hustlertwo
2009-11-23, 11:42 PM
Awaiting the answer to a couple questions in the OOC thread before I can post my turn.

Ryuuk
2009-11-24, 12:04 AM
Saul

Saves for now:

Saul [roll0]
Psicrystal [roll1] + Improved Evasion

Smoke raising from his body, Saul get up in one swift motion, his psicrystal following slowly. After a moments consideration, it shrinks back to its origianl size and climbs onto Saul's shoulder. He tries to waste no time and starts running forward.

Free: Dismiss the psicrystal's expansion, have it climb onto Saul
Swift action: Hustle, use the move action to stand up
Double move to Oscar A-9

chilepepper
2009-11-24, 12:59 AM
Twinkie Round 8

Twinkie moves to Q11-S13/+5 and activates Animal Affinity - Dexterity for 3pp. +4 Dex, 10 minutes.


edit 2325 GMT, 11/24:
Buffs
Haste
Fly
Stone Skin
Greater Magic Weapon (on any single weapon of your choice)
Heroism
Blur
Heroes Feast
Expansion, augmented
Animal Affinity, dexterity

Killerloop
2009-11-24, 03:58 AM
Rikktor - Round 8

Last round of Concentration. 2 CON damage healed (as rolled)

DueceEsMachine
2009-11-24, 11:23 AM
Marius Kaldo - Human Bard
Spells/abilities in Effect -

Haste - 14 rounds - extra attack, +30 ft speed
Fly - 140 rounds - fly at 60 feet
Stone Skin - 140 rounds DR - 10/adamant. or 150 pts
Greater Magic Weapon - 14 hours meh - +3 to his...shortbow
Heroism - 140 rounds - (+2 moral to stuff)
Blur - 140 rounds - 20 % miss chance
Bardic Music - +4 moral bonus to hit/damage, and saves vs. charm and fear
after this round - 20 rounds left

Round 8

*As the battle rages on below him, Marius laughs at the thrill of riding the massive creature, letting out a wild whoop as he spurs it forward. Putting his first blade away with quick, practiced movements, he pulls out his second and raises his voice above the sounds of battle, hoping to bolster the hearts of his allies.*

"Their warriors drop before us, battle lines destroyed, hold the line and send them all to the depths of hell as they deserve!"


Okay, going to move forward 60 ft to golf - R2 (unless I counted wrong) and I'm going to use a standard action to activate his bardic music to grant everyone that can hear him a +4 to hit, damage ect for the next 20 rounds. Hopefully that will help a bit

hustlertwo
2009-11-24, 03:13 PM
So apparently fire's a no go, more's the pity. But fortunately the evocation staff has more than burny stuff in it.

Expend 3 charges (44 remain) to fire a Chain Lightning, centered on the bad guy cleric in Juliet L-15, and going to 15 other targets in the radius (don't care which specifically, let's just say any other clerics in the area, and then any archers, since they seem to pose more of a threat to the frontliners).

Damage: [roll0], half for everyone other than the targeted enemy, Reflex DC 23 to halve (again).

Buffs:

Eagle's Splendor
Barkskin +5
Delay Poison
Whatever's in the weave

Delandel
2009-11-24, 05:31 PM
R8

Oolar, maintaining an altitude of 30ft., flies invisibly to Novermber B13. He then utters words of arcane power, pointing a finger forward at the pesky leader and his assembly of minions. A field of rubbery black tentacles spring forth from the earth below and immediately start grappling everything within their reach.

When the units reform, cast Evard's Black Tentacles centered on leader3, 20ft. radius spread. Grapple check of 24, so [roll0] to grapple. They immediately grapple anything in the area and anything that enters the area, and they are immune to damage. If they successfully grapple, in the following rounds they can make a grapple check to deal 1d6+4 damage, so let's say [roll1] next round to anyone grappled. DC 27 to dispel. Lasts 16 rounds.


Anex delays for now. She wishes the opponents to actually advance nearer to her friend's fortifications before she enters melee.

EDIT: Anex will stop delaying and fly to India A1, hovering just over the ground.

Gwynfrid
2009-11-24, 09:17 PM
Sheila - round 8

Hearing Oolar's voice incanting next to her, Sheila understood she was now in charge of the mages, should they mount another attack.

No move. Ready a standard action to cast Fire Storm when the mages start casting their offensive spells, trying to catch as many as possible. Fire Storm fills 30 10-ft cubes, in one piece, but shapeable, so I'm hoping I can catch many of them.
Damage [roll0], Reflex DC 25 half.
Spell Resistance check: [roll1].
If they fly higher than 275 ft, cast Chain Lightning instead: Same base damage, Reflex DC 24.

Sheila's buffs:{table]Sheila's buffs|level|expires in|CL|effect
Mind Blank|8|24 hr|20|immunity to mind-affecting effects; cannot be detected by scrying and divination
Protection from Spells|8|200 min|20|resistance +8 to saves against spells and spell-like abilities
Heroes' Feast (Xanian)|6|12 hr|11|immunity to poison and fear effects, morale +1 to attack rolls and Will saves, 13 temp hp
Greater Heroism|6|20 min|20|morale +4 on attack rolls, saves, and skill checks, immunity to fear effects, and 20 temp hp
Spell Resistance|5|20 min|20|SR 32
Death Ward|4|20 min|20|immunity to death spells and negative energy effects
Freedom of Movement|4|200 min|20|immunity to paralysis and any impediment to movement
Stoneskin (Tacitus)|4|140 min|14|DR 10/adamantine; prevents up to 140 damage total
Fly|3|20 min|20|fly speed 60
Magic Vestment (shield)|3|20 hr|20|enhancement +5
Magic Vestment (armor)|3|20 hr|20|enhancement +5
Nondetection|3|20 hr|20|attempts to scry require DC 31 caster level checkto work
Greater Magic Weapon (Oolar)|3|16 hr|16|enhancement +4 to shortspear
Haste (Tacitus)|3|round 14|14|1 extra attack, +1 to attack rolls, dodge +1 to AC and Reflex, +30 speed
Heroism (Tacitus)|3|140 min|14|morale +2 on attack rolls, saves, and skill checks
Barkskin|2|120 min|12|natural armor enhancement +5
Bear's Endurance|2|20 min|20|
Blur (Tacitus)|2|14 min|14|20% miss chance
Cat's Grace|2|20 min|20|
False Life|2|20 hr|20|15 temp hp
Fox's Cunning|2|20 min|20|
Owl's Wisdom|2|20 min|20|
Protection from Arrows|2|20 hr|20|DR 10/magic vs projectiles, prevents up to 100 damage total
Resist Energy (acid)|2|200 min|20|acid resistance 30
Resist Energy (electricity)|2|200 min|20|electricity resistance 30
Resist Energy (fire)|2|200 min|20|fire resistance 30
Resist Energy (sonic)|2|200 min|20|sonic resistance 30
Resist Energy (cold)|2|200 min|20|cold resistance 30
See Invisibility|2|200 min|20|see invisible and ethereal objects and beings within range of vision
Shield of Faith|1|20 min|20|deflection +5 to AC
Protection from Evil (Oolar)|1|16 min|16|deflection +2 to AC, resistance +2 to saves vs evil, blocks mental control, prevents contact from summoned creatures
Inspire Courage (Marius)|-|round 28|-|morale +4 on attack rolls, damage, saves vs fear and charm[/table]

Hadon - round 8

Hadon waited. If he had learnt only one thing in war, it was when, why and how to wait.

Move action: Fly up, to altitude 100 ft and a little forward to Mike-B17.
Ready a swift action to make a Test of Mettle challenge as soon as the wyvern-mounted mages start casting offensive spells, unless all are more than 100 ft away. In addition, assume Defensive Stance (no action needed).
For all enemies with language, Int 5 or more and CR 13 or more within 100 ft :Will DC 14 or be forced to attack Hadon.
If all are further than 100 ft away, then fire an arrow at one of the mages casting Dimension Door instead. No Defensive Stance in this case.
Attack (base +15 size -1 dex 0 greater magic weapon +3 inspire courage +4, total +21): [roll2] (EDIT: +1 more for Haste)
Damage (strength +6 greater magic weapon +3 inspire courage +4, total +13): [roll3]

Hadon's buffs:{table]Hadon's buffs|level|expires in|CL|effect
Heroes' Feast (Xanian)|6|12 hr|11|immunity to poison and fear effects, morale +1 to attack rolls and Will saves, 13 temp hp
Spell Resistance|5|20 min|20|SR 32
Death Ward|4|20 min|20|immunity to death spells and negative energy effects
Stoneskin (Tacitus)|4|140 min|14|DR 10/adamantine; prevents up to 140 damage total
Fly (Tacitus)|3|14 min|14|fly speed 60
Greater Magic Weapon (Tacitus)|3|14 hr|14|enhancement +3 to longbow
Greater Magic Weapon (Oolar)|3|16 hr|16|enhancement +4 to spiked chain
Haste (Tacitus)|3|round 14|14|1 extra attack, +1 to attack rolls, dodge +1 to AC and Reflex, +30 speed
Heroism (Tacitus)|3|140 min|14|morale +2 on attack rolls, saves, and skill checks
Barkskin|2|120 min|12|natural armor enhancement +5
Blur (Tacitus)|2|14 min|14|20% miss chance
Protection from Evil (Oolar)|1|16 min|16|deflection +2 to AC, resistance +2 to saves vs evil, blocks mental control, prevents contact from summoned creatures
Enlarge Person|1|5 min|5|size Large, weight 8x, size +2 Str -2 Dex -1 AC -1 attack rolls, reach 10 (20 with spiked chain)
Inspire Courage (Marius)|-|round 28|-|morale +4 on attack rolls, damage, saves vs fear and charm[/table]

memnarch
2009-11-24, 10:45 PM
Xanian Round 8

The gnome moves from Golf O10 to Hotel Q7 and invokes The Dead Walk to turn Leader 2 into a skeleton (called L2). Hehehe... Now they shall fight their own!

If L2 can act this round, I tell it get L2's weapons (if it doesn't have them) and then drop any scrolls or wands it might have.


Buff list.

{table]Buffs|CL|reminders
Mind Blank|15|immune to mind-affecting effects; can't be detected by scrying and divination
Cold Immunity|15|Immune to Cold
Entropic Warding|15|Entropic Shield, Pass without Trace
Fell Flight|15|Flight as land speed
Blur|14|Concealment (20% miss)
Fly|14|Flight speed 60ft
Haste|14|+1 AC, attack, reflex, speed +30ft
Greater Magic Weapon|14|+3 to a weapon
Stoneskin|14|DR 10/Adamantine 140 damage total (140min)
Heroism|14|+2 to attack, saves, skills
Heroes' Feast|11|Fear Immunity, Poison Immunity (12hr) +13 temp HP (12hr)
Protection from Evil|(?)|+2 AC, saves vs evil, no possession or mental control, no summon contact
[/table]

{table]Equipment

SR 20
Absorb Energy-Draining (12hits)
Absorb Death Effects (12hits)
Absorb Negative Energy Effects (12hits)
Evasion ability
Feather Fall Constant
[/table]

Equipment; Scarab of Protection, Ring of Evasion, Ring of Feather Fall

neoseph7
2009-11-24, 11:37 PM
Round 8:

The clerics:
The cleric at Alpha 0 17 draws a scroll and casts it (Inflict Critical Wounds, Mass) on the skeleton dragons. Said Skeletons are healed for: [roll0]. He then takes a five foot step back.

All of the injured clerics in Alpha and Bravo gather together (as shown in the updated map). Most move 50 ft to be within 30ft of each other. One of them takes a five foot step to the middle, draws a scroll of Cure Critical Wounds Mass, and casts it (roll=27 to overcome SR, which passes).
Amount Healed: [roll1]

Two sets of injured Clerics in Juliet and India do the same. One of them fails their SR Check, and so the bottom group is not healed enmass. Said latter group heals itself with their own Cure Moderates.

The uninjured clerics move forward 50ft. 5 of them cast Desecrate.

The cleric starting in India L 8 will move out 50 ft to Papa K 17 and cast Summon Monster 3 to bring out a Fiendish Huge Monstrous Centipede. Said centipede will move to Papa H-J 2-4, likely triggering an AOO. If alive, the centipede will attempt to grapple (at the direction of the cleric, which speaks infernal). The touch attack also triggers an AOO.
Touch Attack: [roll2]
Opposed Grapple Check: [roll3]

There are 14 clerics that have not cast yet. Each of them fires a targeted enlarged dispel magic (CL7 from a wand) at Twinkie. The debuffing shall take place in the OOC thread.

The Skeletons:
All melee skeletons not behind a different unit type run 80ft forward. All other melee skeletons double move 40ft. All Archer skeletons move 30ft and then fire at Twinkie. Since his Ac is likely to change, the damage for that will come later. Of the 94 Archers, 4 are outside of the Desecration.

The Skeletal Dragons both Charging Grapple Twinkie. The attack triggers an AOO. When the first dragon strikes, the second is not within melee distance of Twinkie (for the purposes of cleave). The Centipede (if it is still alive) is.

Skeleton 1: Touch Attack [roll4]
Opposed Grapple: [roll5]
Skeleton 1: Touch Attack [roll6]
Opposed Grapple: [roll7]

If any of the grappling creatures are actually successful, their unarmed strike damage will be dealt with in the OOC thread.

Side note: If Rikktor was having someone else cast a spell on him, he needed to use a standard action to lower his Spell Resistance, which applies even to harmless spells like curing and restoration

I need to see everyone's actions before I can start round nine. I'm sorry it has taken me so long to finish 8.

hustlertwo
2009-11-25, 12:49 PM
Clearly the clerics are troublesome. Let's see if a few more can get lit up.

Chain Lightning (41 charges remain) on the cleric in Alpha L-17, with the secondary bolts focusing on the other clerics and Leader 3, and then anyone else after that up to 15 total targets.

Damage: [roll0]
Spell Resistance (I'm assuming the leader has some): [roll1]

Oh, and Reflex DC 23 to halve.

Buffs: Eagle's Splendor
Barkskin +5
Delay Poison
Weave stuff

neoseph7
2009-11-25, 12:54 PM
Marius Moves forwards.

Adjunct fires off a chain lightning. The targets were in Juliet but have since moved to India. I have positioned the spell to effect as many clerics as possible in the range. However, I need a check to overcome SR.

Oolar's Black Tentacles reach many units around the leader, but not the leader herself (she is flying several feet off the ground and has freedom of movement) Most of the skeletons are dead though.

Shiela and Hadon Ready actions.

Xanian Uncroaks Doz into a 1HD Skeleton. The skeleton has the following:
A healing tile
+1 Dancing Lance
+1 Throwing Lance
+2 Unholy Lance
+4 Full Plate Mail
+4 Heavy Steel Shield
+4 Amulet of NAC
+4 Ring of Deflection

Since the Dead walk can affect many hitdice, would Xanian also like to uncroak the razor boar? (I will give the Undead stats for Doz, but you have to make the razor boar skeleton yourself from the template. The razor boar is wearing +4 fullplate barding).

Did I miss anyone's rounds that did something?

hustlertwo
2009-11-25, 01:04 PM
Ah, I saw the area I targeted mostly empty and thought I'd wiped the enemies. But no matter, now we will have two of them going off and zapping fools.

SR: [roll0]

DueceEsMachine
2009-11-25, 10:03 PM
Marius Kaldo - Human Bard
Spells/abilities in Effect -

Haste - 13 rounds - extra attack, +30 ft speed
Fly - 139 rounds - fly at 60 feet
Stone Skin - 139 rounds DR - 10/adamant. or 150 pts
Greater Magic Weapon - 839 rounds - +3 to his...shortbow
Heroism - 139 rounds - (+2 moral to stuff)
Blur - 139 rounds - 20 % miss chance
Bardic Music - +4 moral bonus to hit/damage, and saves vs. charm and fear - 20 rounds left

Round 9

*Seeing his companion in trouble, Marius tucks his sword away, thinking better of his previous plan and holds his position with the massive creature, using a burst of magically endowed speed to pull his shortbow from his back and send a rapid fire string of luminescent arrows streaking at the monstrous centipede that threatens their success.*
"Your evil shall be your undoing, foul creature!"


Okay, so I'm going to spend 1 charge out of his belt of battle to spend a move action to draw his shortbow, and then take a full attack against the monstrous centipede. Sacred Enchantment (I can't think of a holy word, but we'll say he said it) does an extra 2d6 vs. evil outsiders, and if he has any magical abilities, that would come into play as well. As long as the mount is stationary, I don't think I get penalties to my attack, so... yeah.
Attacks -
1[roll0] Damage- [roll1]
2[roll2] Damage- [roll3]
3[roll4] Damage- [roll5]
4[roll6] Damage- [roll7]

neoseph7
2009-11-26, 02:32 AM
Round 8:
Opposed grapple roll from the skeleton that is grappling Twinkie (the one that took damage failed to start a grapple)
Grapple Check: [roll0]

As the Skeletal Razor Boar approches Dragon Skeleton 1, said Dragon Skeleton gets an AOO. Said dragon skeleton will Miss.

Round 9:

Leader 3: (Kathryn)
Kathryn flies forward 50ft to Alpha H-I;6-7;+10 and raises her vile looking mace into the air. The magic forces a comet to streak towards Xanian.

Comet fall on Hotel;P-Q;6-7
[roll1] Reflex DC 26 for half. No SR.

She will then (using the rod in her off hand) Cast a quickened Inflict Moderate Wounds Mass on Twinkie and her two dragon skeletons.
Damage: [roll2] Will DC 24 for half.

The Clerics:
The Cleric on papa k 17 gets his summoned centipede, which is going to go around and attempt to grapple Twinkie. The movement and the grappling provoke AOOs.
Touch Attack: [roll3] assuming flanking w/dragon
Opposed Grapple check: [roll4]
The cleric then gets his turn as normal, which will be spent taking a five foot step North, pulling out a scroll and animating some dead (I'm pretty sure something has died near his location). All 10 reanimated corpses are archers.

The injured Clerics in India (and the one in Juliet) move forward 50ft. The one that had the scroll of Mass Cure Critical reads the other copy on the scroll.
The Cure's SR Goes through and heals all of them for [roll5]hp. He then moves 50 feet to Alpha L 7.

Two of the more seriously wounded clerics are going to also cast Cure Moderate Wounds on themselves:
[roll6]
[roll7]

The cleric that did not summon but that is in papa will desecrate centered on the other cleric there (to support the newly created undead).

The rest of the Clerics (apart from the one described below) are going to move forward 50ft and attempt to dispel stuff like last turn (using wands of enlarged dispel magic). There are 25 Such Clerics.
The following are targeted for dispel in order (this to be dealt with in OOC):
Evard's Black Tentacles
Song of Discord
The first 40ft of the Insect Plague
Xanian

The injured cleric on Alpha L 17 cast inflict light wounds (spontaneously) on the skeleton next to him for [roll8] unhealth.

Skeletons: First up are the dragons.

Dragon Skeleton (2) is going to either initiate a grapple or continue the grapple.
Touch Attack (if needed): [roll9]
Opposed Grapple Check: [roll10]
Dragons have lots of natural attacks, and this one is going to full attack in order to use them. Each of the following grapple checks are opposed to Twinkie's grapple check. The damage does not take into account DR.
Grapple Claw1: [roll11]
Damage Claw1: [roll12]
Grapple Claw2: [roll13]
Damage Claw2: [roll14]
Grapple Wing1: [roll15]
Damage Wing1: [roll16]
Grapple Wing1: [roll17]
Damage Wing1: [roll18]
Grapple Tail Sweep: [roll19]
Damage Tail Sweep: [roll20]


Dragon Skeleton (1) is going to attempt to grapple with Twinkie, possibly entering a prexisting grapple.
Touch Attack: [roll21] +2 if the centipede is still alive but not grappling
Opposed Grapple Check: [roll22]
If succesful, Bite Damage: [roll23]
The dragon has several other appendages to attack with, and is going to full round attack in using them all.
Grapple Claw1: [roll24]
Damage Claw1: [roll25]
Grapple Claw2: [roll26]
Damage Claw2: [roll27]
Grapple Wing1: [roll28]
Damage Wing1: [roll29]
Grapple Wing1: [roll30]
Damage Wing1: [roll31]
Grapple Tail Sweep: [roll32]
Damage Tail Sweep: [roll33]

Skeleton: Melee. The Sword Skeles that can run do so (80ft forward). They ignore Twinkie. Those that can't run double move 40ft.

Archers: All Archer Skeletons Target the (presumably dispeled) Xanian. If his AC drops to below 26 I will redo the attacks (and not use the statistic method)
108 Archers. 5.4 hits. Each hit averages 6.5 damage from 1d8+2. Total Damage is 35. This does not take DR or miss chance into account.

Thomas: Thomas sees the horrible fate befalling Twinkie. Since he didn;t use any move in his last round, I will place him 25ft up in the air. This round he will fly 50ft to Golf R 5 (under the Wyvern), and then bust out a Cometfall targeting the two dragons (but not Twinkie, though he may have some rocky junk splash onto him).
Damage:90 Reflex DC 24 reflex for half. He will use 4 turn attempts along with Divine Metamagic (Maximize) to turn the Comet into Meteor.

Dragon 1 Reflex: [roll34]
Dragon 2 Reflex: [roll35]

neoseph7
2009-11-26, 02:44 AM
Marius Kaldo - Human Bard
Spells/abilities in Effect -

Haste - 13 rounds - extra attack, +30 ft speed
Fly - 139 rounds - fly at 60 feet
Stone Skin - 139 rounds DR - 10/adamant. or 150 pts
Greater Magic Weapon - 839 rounds - +3 to his...shortbow
Heroism - 139 rounds - (+2 moral to stuff)
Blur - 139 rounds - 20 % miss chance
Bardic Music - +4 moral bonus to hit/damage, and saves vs. charm and fear - 20 rounds left

Round 9

*Seeing his companion in trouble, Marius tucks his sword away, thinking better of his previous plan and holds his position with the massive creature, using a burst of magically endowed speed to pull his shortbow from his back and send a rapid fire string of luminescent arrows streaking at the monstrous centipede that threatens their success.*
"Your evil shall be your undoing, foul creature!"


Okay, so I'm going to spend 1 charge out of his belt of battle to spend a move action to draw his shortbow, and then take a full attack against the monstrous centipede. Sacred Enchantment (I can't think of a holy word, but we'll say he said it) does an extra 2d6 vs. evil outsiders, and if he has any magical abilities, that would come into play as well. As long as the mount is stationary, I don't think I get penalties to my attack, so... yeah.
Attacks -
1[roll0] Damage- [roll1]
2[roll2] Damage- [roll3]
3[roll4] Damage- [roll5]
4[roll6] Damage- [roll7]


Marius Kills the centipede and then deals 30 damage (after DR) to the Dragon Skeleton (2). Even if they are grappling, since they are so much larger than Twinkie, the odds of hitting him instead of the huge creature should be 1:18 at least instead of 1:2. Rolling at home reveals that all hits strike true.

The mount is not stationary, but the magic of the sadle has you covered. The Holy Word was Sourkraut:smallwink:

neoseph7
2009-11-26, 02:46 AM
Clearly the clerics are troublesome. Let's see if a few more can get lit up.

Chain Lightning (41 charges remain) on the cleric in Alpha L-17, with the secondary bolts focusing on the other clerics and Leader 3, and then anyone else after that up to 15 total targets.

Damage: [roll0]
Spell Resistance (I'm assuming the leader has some): [roll1]

Oh, and Reflex DC 23 to halve.

Buffs: Eagle's Splendor
Barkskin +5
Delay Poison
Weave stuff

Two of the chains biunce off of the clerics harmlessly (SR). The rest are focused on the undead mooks to not waste any more shots.

Gwynfrid
2009-11-26, 10:32 AM
Sheila - round 9

Sheila cooly examined the tactical situation.

"Big hulking dragons, and grappling... I'd like to see them try to jump out of the way. Plus, we have some neatly lined up clerics over there...", she thought.

No move. Standard action, evoke Blade Barrier starting in Papa-E6 and extending eastwards on the E row, 300 ft up to beyond the edge of Juliet.
Damage [roll0], Reflex DC 25 to move aside and avoid damage.
Spell Resistance check: [roll1].

Sheila's buffs:{table]Sheila's buffs|level|expires in|CL|effect
Mind Blank|8|24 hr|20|immunity to mind-affecting effects; cannot be detected by scrying and divination
Protection from Spells|8|200 min|20|resistance +8 to saves against spells and spell-like abilities
Heroes' Feast (Xanian)|6|12 hr|11|immunity to poison and fear effects, morale +1 to attack rolls and Will saves, 13 temp hp
Greater Heroism|6|20 min|20|morale +4 on attack rolls, saves, and skill checks, immunity to fear effects, and 20 temp hp
Spell Resistance|5|20 min|20|SR 32
Death Ward|4|20 min|20|immunity to death spells and negative energy effects
Freedom of Movement|4|200 min|20|immunity to paralysis and any impediment to movement
Stoneskin (Tacitus)|4|140 min|14|DR 10/adamantine; prevents up to 140 damage total
Fly|3|20 min|20|fly speed 60
Magic Vestment (shield)|3|20 hr|20|enhancement +5
Magic Vestment (armor)|3|20 hr|20|enhancement +5
Nondetection|3|20 hr|20|attempts to scry require DC 31 caster level checkto work
Greater Magic Weapon (Oolar)|3|16 hr|16|enhancement +4 to shortspear
Haste (Tacitus)|3|round 14|14|1 extra attack, +1 to attack rolls, dodge +1 to AC and Reflex, +30 speed
Heroism (Tacitus)|3|140 min|14|morale +2 on attack rolls, saves, and skill checks
Barkskin|2|120 min|12|natural armor enhancement +5
Bear's Endurance|2|20 min|20|
Blur (Tacitus)|2|14 min|14|20% miss chance
Cat's Grace|2|20 min|20|
False Life|2|20 hr|20|15 temp hp
Fox's Cunning|2|20 min|20|
Owl's Wisdom|2|20 min|20|
Protection from Arrows|2|20 hr|20|DR 10/magic vs projectiles, prevents up to 100 damage total
Resist Energy (acid)|2|200 min|20|acid resistance 30
Resist Energy (electricity)|2|200 min|20|electricity resistance 30
Resist Energy (fire)|2|200 min|20|fire resistance 30
Resist Energy (sonic)|2|200 min|20|sonic resistance 30
Resist Energy (cold)|2|200 min|20|cold resistance 30
See Invisibility|2|200 min|20|see invisible and ethereal objects and beings within range of vision
Shield of Faith|1|20 min|20|deflection +5 to AC
Protection from Evil (Oolar)|1|16 min|16|deflection +2 to AC, resistance +2 to saves vs evil, blocks mental control, prevents contact from summoned creatures
Inspire Courage (Marius)|-|round 28|-|morale +4 on attack rolls, damage, saves vs fear and charm[/table]

Hadon - round 9

Hadon shouldered his bow, then moved forward a little, while unhooking his trusty spiked chain from his belt. And waited.

Move action 1: Put bow away.
Move action 2: Fly level at altitude 100 ft and forward 60 ft from Mike-B17 to November-B10, while preparing spiked chain.


Hadon's buffs:{table]Hadon's buffs|level|expires in|CL|effect
Heroes' Feast (Xanian)|6|12 hr|11|immunity to poison and fear effects, morale +1 to attack rolls and Will saves, 13 temp hp
Spell Resistance|5|20 min|20|SR 32
Death Ward|4|20 min|20|immunity to death spells and negative energy effects
Stoneskin (Tacitus)|4|140 min|14|DR 10/adamantine; prevents up to 140 damage total
Fly (Tacitus)|3|14 min|14|fly speed 60
Greater Magic Weapon (Tacitus)|3|14 hr|14|enhancement +3 to longbow
Greater Magic Weapon (Oolar)|3|16 hr|16|enhancement +4 to spiked chain
Haste (Tacitus)|3|round 14|14|1 extra attack, +1 to attack rolls, dodge +1 to AC and Reflex, +30 speed
Heroism (Tacitus)|3|140 min|14|morale +2 on attack rolls, saves, and skill checks
Barkskin|2|120 min|12|natural armor enhancement +5
Blur (Tacitus)|2|14 min|14|20% miss chance
Protection from Evil (Oolar)|1|16 min|16|deflection +2 to AC, resistance +2 to saves vs evil, blocks mental control, prevents contact from summoned creatures
Enlarge Person|1|5 min|5|size Large, weight 8x, size +2 Str -2 Dex -1 AC -1 attack rolls, reach 10 (20 with spiked chain)
Inspire Courage (Marius)|-|round 28|-|morale +4 on attack rolls, damage, saves vs fear and charm[/table]

EDIT: originally labelled as round 8, sorry.

Delandel
2009-11-26, 09:59 PM
R9

Anex surveys the raging battle around her with a casual glance. Twinkie is having fun with dragons, a line of magic has cut her off from the south, her warlock friend appears to be in trouble, and a flying cleric is issuing orders to her minions and casting spells at her leisure. It was time to act.

Anex flies toward the cleric leader, still invisible. She picks up speed as she nears, going into a full-out reckless charge as she bellows a fierce warcry at the top of her lungs.


Rage + Frenzy = +14 STR +4 CON -6 AC

Charging Pounce Full Power Attack -15 using Shock Trooper to remove the penalty entirely from AC (who needs that?):

AC is now -2
Attack: 15 (BAB) + 14 (STR) + 4 (weapon) + 1 (haste) + 4 (bard) - 5 (PwrAtk) = +33
Damage: 21 (STR*1.5) + 4 (weapon) + 4 (bard) + 2 (armbands) + 45 (15*3 improved power attack) = 76

So here's the roll:
Attack1: [roll0] Damage1: [roll1]
Attack2 (haste): [roll2] Damage2: [roll3]
Attack3: [roll4] Damage3: [roll5]
Attack4: [roll6] Damage4: [roll7]

Crit confirms:
Attack1: [roll8] Damage1: [roll9]
Attack2 (haste): [roll10] Damage2: [roll11]
Attack3: [roll12] Damage3: [roll13]
Attack4: [roll14] Damage4: [roll15]

I threaten a crit on 15-20, x2, and I gain temporary hp equal to half damage dealt (doesn't stack).

EDIT: All attacks should be at +5 attack bonus. I took away -15 AC from the attack, but by accident I took away -5 from my attack bonus as well.

Oolar frowns at the battle. He'd rather the archers not kill his warlock meatshield so quickly. Muttering some arcane words, a vicious storm of ice pelts the archers in Juliet, hampering vision.

Sleet Storm, 40ft radius in Juliet, blocks all sight including darkvision. CL 27

I'm not sure if skeletons need sight to see, but would Oolar's [roll16] knowledge religion check know? If so, and if the skeletons would still be able to shoot, I'll do Solid Fog instead (20ft radius).

Buffs:
Oolar's Buff list is:
{table]Buffs
Cat's Grace (3min) (DC 12)
Owl's Wisdom (3min) (DC 12)
Bull's Strength (3min) (DC 12)
Bear's Endurance (3min) (DC 12)
True Seeing (15min) (DC 24)
Greater Magic Weapon +4 (16hr) (DC 27)
Stoneskin (???)
Shield (16min) (DC 33)
Protection from Evil (16min) (DC 33)
Elemental Body (16hr) (DC 27)
+13 temp HP (12hr) (DC 26)
Inspire Courage +4 (10rounds) (DC 26?)
Haste (15rds) (DC 26)
Greater Invsibility (16rds) (DC 27)
Greater Resistance (16min) (DC 27)
Greater Mage Armor (16hr) (DC 27)
See Invisibility (30min) (DC 14)
Protection vs. Law (16min) (DC 27)
[/table]

Anex's Buff list is:
{table]Buffs
Mind Blank (24hrs) (DC 26)
Cat's Grace (3min) (DC 12)
Owl's Wisdom (3min) (DC 12)
True Seeing (15min) (DC 24)
Greater Magic Weapon +4 (16hr) (DC 27)
Invisibility (3min) (DC 14)
Freedom of Movement (160min)
Protection from Evil (16min) (DC 33)
Death Ward (16min) (DC 18)
Fly (16min) (DC 27)
Enlarge Person (1min) (DC 12)
+13 temp HP (12hr) (DC 26)
SR 17 (5min) (DC 19)
Inspire Courage +4 (10rounds) (DC 26?)
Haste (15rds) (DC 26)
Greater Invsibility (16rds) (DC 27)
Greater Resistance (16min) (DC 27)
Greater Mage Armor (16hr) (DC 27)
See Invisibility (30min) (DC 14)
Protection vs. Law (16min) (DC 27)
Iron Body (15min) (DC 22)
[/table]

memnarch
2009-11-27, 02:08 AM
Xanian

The gnome thinks that the leader needs a few more holes in him. @the 14 archersKeep shooting the Leader until you are destroyed.
@ L2 and boar. Both of you attack the dragon skeleton just in front of you without moving from that [square]

Xanian then flies back to Golf P10 (at 10ft up), exchanging the scroll of firestorm for cometfall-cometfall as he goes. Standard action to call a meteor from the sky targeting L3. currently Alpha H-I by 6-7.

{table]Buffs|CL|reminders
Mind Blank|15|immune to mind-affecting effects; can't be detected by scrying and divination
Cold Immunity|15|Immune to Cold
Entropic Warding|15|Entropic Shield, Pass without Trace
Fell Flight|15|Flight as land speed
Blur|14|Concealment (20% miss)
Fly|14|Flight speed 60ft
Haste|14|+1 AC, attack, reflex, speed +30ft
Greater Magic Weapon|14|+3 to a weapon
Stoneskin|14|DR 10/Adamantine 140 damage total (140min)
Heroism|14|+2 to attack, saves, skills
Heroes' Feast|11|Fear Immunity, Poison Immunity (12hr) +13 temp HP (12hr)
Protection from Evil|(?)|+2 AC, saves vs evil, no possession or mental control, no summon contact
[/table]

{table]Equipment

SR 20
Absorb Energy-Draining (12hits)
Absorb Death Effects (12hits)
Absorb Negative Energy Effects (12hits)
Evasion ability
Feather Fall Constant
[/table]

Equipment; Scarab of Protection, Ring of Evasion, Ring of Feather Fall

Killerloop
2009-11-27, 03:30 AM
Rikktor - Round 9

Now restored from the draining use of hellfire energies Rikktor flies in the air and attacks the dragon threating Twinkie with powerful eldritch energy.

"At this rate, Mephistopheles will sue me from draining all the hellfire that exists on Cania" Rikktor mumbled to itself, grinning.


You didn't update Rikktor position, he was in November A11

I would like to delay my actions so anyone can try to take down the dragons. If successful I will launch my attack at the cleric in Papa E19... otherwise at the nearest dragon.

Move Action: Moving to Oscar A4
Standard Action: Vitriolic Hellfire Eldritch Spear on the Dragon grappling with Twinkie

Touch attack: [roll0]
Eventual critical confirmation: [roll1]

Damage: [roll2] Acid + [roll3] Acid that lasts 3 rounds.

No save, no SR

chilepepper
2009-11-27, 04:45 AM
Twinkie - Round 9

Pinned by Dragon2.

Twinkie tries to break free from the dragon's restricting grasp, calling upon every ounce of ability he has.

Free Actions:
Activate Chain of Personal Superiority (+2 Str, Con; 1 minute)
Activate Chain of Defensive Posture (+2 AC; 1 minute)

Full Round Action:
Opposed grapples to break pin and break grapple

[roll0]
[roll1]
[roll2]

((if I succeed on the first two, I'll attack with the third instead))
[roll3]
[roll4]

Buffs:
CoPS 1/10
CoDP 1/10

neoseph7
2009-11-28, 01:07 AM
Xanian

The gnome thinks that the leader needs a few more holes in him. @the 14 archersKeep shooting the Leader until you are destroyed.
@ L2 and boar. Both of you attack the dragon skeleton just in front of you without moving from that [square]

Xanian then flies back to Golf P10 (at 10ft up), exchanging the scroll of firestorm for cometfall-cometfall as he goes. Standard action to call a meteor from the sky targeting L3. currently Alpha H-I by 6-7.

{table]Buffs|CL|reminders
Mind Blank|15|immune to mind-affecting effects; can't be detected by scrying and divination
Cold Immunity|15|Immune to Cold
Entropic Warding|15|Entropic Shield, Pass without Trace
Fell Flight|15|Flight as land speed
Blur|14|Concealment (20% miss)
Fly|14|Flight speed 60ft
Haste|14|+1 AC, attack, reflex, speed +30ft
Greater Magic Weapon|14|+3 to a weapon
Stoneskin|14|DR 10/Adamantine 140 damage total (140min)
Heroism|14|+2 to attack, saves, skills
Heroes' Feast|11|Fear Immunity, Poison Immunity (12hr) +13 temp HP (12hr)
Protection from Evil|(?)|+2 AC, saves vs evil, no possession or mental control, no summon contact
[/table]

{table]Equipment

SR 20
Absorb Energy-Draining (12hits)
Absorb Death Effects (12hits)
Absorb Negative Energy Effects (12hits)
Evasion ability
Feather Fall Constant
[/table]

Equipment; Scarab of Protection, Ring of Evasion, Ring of Feather Fall


Putting a scroll away is a move action (unless you are dropping it or have an item that lets you quickly put stuff away). Moving is a move action. Pulling out a scroll is a move action. Casting is a standard action. Too many actions. Sorry (you can only draw weapons and weapon like items (wands, staves) as part of a move).

Also, I don;t mind running the stats for the skeletons since I already have them, but I do not have stats for the razor boar. You need to give attack rolls and damage for the duo.

Further, and this also applies to Twinkie, both the dragons are destroyed due to the blade barrier. You may want to change your actions (Twinkie is prone after the pin, and covered in bone shards that are only there for flavor. yum)

Both of Rikktor's target choices are dead, from the same blade barrier. Kill something else?

Edit: 11/28/09 1:31AM

I have finished updating the map and just want to give everyone in need of new targets the chance to post such.

Anex beats Kathryn (The leader Cleric) into the massive negatives. However, it triggers her Fortunate Fate spell, which heals her (as per the Heal spell).

Oolar, from his knowledge religion check, knows that the skeletons still need line of sight to attack.

Also, while the (new art update) blade barriers are taking up an entire square in width, they are actually only on the edge of a square. The width is not five feet (you can be in the same square as the blade barrier, you just can't cross it).

chilepepper
2009-11-28, 02:44 AM
Twinkie will stand and close in on any clerics.

memnarch
2009-11-28, 08:47 PM
Boar+L2 move around the blade barrier's end and attack the G3+G4 Skelies from Papa E-F by 3-4 unless L2 can hit them from D-E.

if L2 can

[roll0] [roll1]


if L2 can't

L2[roll2] [roll3]
boar[roll4] [roll5]


Since there's only two move actions in a round.... Take out scroll of Prismatic wall. Put away the scroll of firestorm in the same spot in the belt.

neoseph7
2009-11-28, 10:20 PM
Round 10

Enemy Cleric Leader Delays to after the Archers.

Clerics:

The Cleric in Papa J 16 heals himself with Cure Moderate Wounds, and draws a scroll.

The rest of the clerics move out 50ft. One one furthest west into Papa casts Desecrate around Twinkie. The one furthest west in Hotel readies an action. One cleric closes in near Anex and casts Invisibility Purge, negating any benefit from invisibility within the range. The rest of the 20 Clerics (minus one) fire Targeted Dispel Magics at Anex, the results of which are in the OOC thread.

The last cleric (one near Anex) casts Curse of Petty Failing upon her. (-2 penalty on attack rolls and saving throws, no save, but SR negates.)

The Skeletons:
The Melee skeletons that can close in on Twinkie. There are seven and I assume they can only hit on a natural 20 (AC is greater than 25).


1[roll0] Damage:[roll1]
2[roll2] Damage:[roll3]
3[roll4] Damage:[roll5]
4[roll6] Damage:[roll7]
5[roll8] Damage:[roll9]
6[roll10] Damage:[roll11]
7[roll12] Damage:[roll13]

The archers hit with the storm disperse, some head north, others to the south and west. All in the Southern half of the map target Saul. There are 17, and I assume only 20s hit. They are not desecrated.


1[roll14] Damage:[roll15]
2[roll16] Damage:[roll17]
3[roll18] Damage:[roll19]
4[roll20] Damage:[roll21]
5[roll22] Damage:[roll23]
6[roll24] Damage:[roll25]
7[roll26] Damage:[roll27]
8[roll28] Damage:[roll29]
9[roll30] Damage:[roll31]
10[roll32] Damage:[roll33]
11[roll34] Damage:[roll35]
12[roll36] Damage:[roll37]
13[roll38] Damage:[roll39]
14[roll40] Damage:[roll41]
15[roll42] Damage:[roll43]
16[roll44] Damage:[roll45]
17[roll46] Damage:[roll47]

Every Archer in the Northern Half (the set with Line of Sight to Anex) fire on her. There are 57Archers within the desecration that can fire, and 3 that are out of the desecration.

The following assumes that Anex's AC is -2 and that she has no miss chance from concealment or otherwise:


The three without Desecration:
1 Attack: [roll48] Damage:[roll49]
2 Attack: [roll50] Damage:[roll51]
3 Attack: [roll52] Damage:[roll53]

The 57 with desecration:
3 Shots Miss, 3 shots are criticals, and 51 shots are normal. Since a critical hit deals triple damage, there is 51d8 +102 from the normals and 9d8+18 from the criticals, totalling 60d8+120, which averages out to 390 Damage, 7.2 damage average, 3 damage minimum, per archer. If needed for DR, I can calculate how much is lost.

The Enemy Cleric Leader gets her turn now, and casts Calm Emotions defensively (Concentration DC 17, which is less than her modifier).
Anex must make a Will Save DC 20 or no longer be under the effects of rage or frenzy (including the deathless feature).

She still has a move action before the end of her turn, but that is based heavily on Anex's save.

If Anex Drops:
Kathyrn will move 50ft out to Hotel;I-J;15-16;+15, drop her Custom Mace of Comet Falling++, pull out a rod of quickening as part of her move (Rods count as weaponlike for this purpose) and casts a Quickened Greater Dispel Magic (to be delay with in OOC). After that, she will Rebuke Undead (as a free action as per the Quickened Turning Feat). Since the enemy undead all count as her's, she can over look them in the rebuke attempt (I think. If this is not true, she does not atempt to Rebuke)

Rebuke Check: [roll54]
Rebuke Damage: [roll55]


If Anex does not Drop:
Kathyrn will say something particularly vile and nasty that should not be said on the forums. She will then take a five foot swoosh away from Anex, drop the Mace, and use a move action to draw her rod of lesser quickening, which she will use to cast calm emotions once more as a swift action.

Since I calculated Anex's will save to be +7 after the Curse effect, it is likely that she will drop after the first calm emotions. The map reflects this, but if such is not the case, please be aware that the map is inaccurate.

Thomas will fly out another 50ft and cast holy smite centered around Papa I-J; 12-13; SR Check: [roll56]
Damage: [roll57] DC 22 will for half.

hustlertwo
2009-11-28, 10:59 PM
Don't know what Desecration is, but clearly these archers need to go. Down to 38 charges as I burn 3 for another Chain Lightning, centered on Bravo J-7's archer and arcing to 15 others near him (no preference; they're all mooks, after all)

Damage: [roll0] halved for all secondary bolt guys, DC 23 for half again.

Delandel
2009-11-29, 01:25 AM
R10

The perfectly orchestrated assault strips Anex of nearly all her magics just in time to allow dozens of arrows to puncture her vulnerable body. The barbarian now looks like a terribly overused pin cushion, drenched in her own blood and spilling it everywhere. No mere human shell should be able to take such punishment, but there she was, still staring right at the leader cleric. Anex lets out a haggard chuckle as the cleric fails to "calm" her. Bellowing a fierce warcry, Anex screams, "Now you die again, BITCH!" before taking a step forward and swinging her falchion with all her might.

It's business time.

Full Attack on Leader3, -5 Power Attack.
Attack: 15 (BAB) + 11 (STR) + 4 (weapon) -5 Power Attack = +25
Damage: 16 (STR*1.5) + 4 (weapon) + 2 (armbands) + 45 (15*3 momentum swing) + 15 (5*3 improved power attack) = 82

The rolls:
Attack1: [roll0] Damage1: [roll1]
Attack2 (frenzy): [roll2] Damage2: [roll3]
Attack3: [roll4] Damage3: [roll5]
Attack4: [roll6] Damage4: [roll7]

Crit confirms:
Attack1: [roll8] Damage1: [roll9]
Attack2 (frenzy): [roll10] Damage2: [roll11]
Attack3: [roll12] Damage3: [roll13]
Attack4: [roll14] Damage4: [roll15]

Crit range is 15-20.

AC is now 10.

Oolar will fly to Alpha J1 and hover over the ground. He wags his index finger at the clerics in a dismissive "no." He chants arcane words of power, and suddenly gravity shifts for the hapless minions as they rocket upward into the air and out of sight. "Goodbye."

Moves to Alpha J1. He then casts Reverse Gravity as a standard action. Eight 10ft. cubes, 260ft. range. 1) Alpha N-0 7-8 (3 clerics), Alpha H3 (2 clerics), Alpha L7 (1 cleric), Alpha H9 (1 cleric), Hotel N-O 18-19 (4 clerics including one in Alpha), Hotel M-N 15-16 (2 clerics and 1 other), India K-L 7-8 (2 clerics), Papa M-N 16-17 (cleric and other).

Unless they can fly, there's no save. They just go to outerspace. Peace!

Then Oolar expends two charges of his belt of battle, giving him another standard action. With a flick of the wrist, a ball of sparkling golden glitter explodes behind Kathryn.

Use two charges of Belt of Battle, extra standard action Glitterdust. DC 24 or be blinded for 16 rounds.

Seeing the sparkly dust have no effect on the wise cleric, Oolar expends the final charge of his Belt of Battle (move action) and zooms over to where Thomas fights, hovering in front / above him. "Comrade, one of our idiot meatshields is about to expire. I will bring her directly to you. Could you patch her up?"

Buffs:
Oolar's Buff list is:
{table]Buffs
Cat's Grace (3min) (DC 12)
Owl's Wisdom (3min) (DC 12)
Bull's Strength (3min) (DC 12)
Bear's Endurance (3min) (DC 12)
True Seeing (15min) (DC 24)
Greater Magic Weapon +4 (16hr) (DC 27)
Stoneskin (???)
Shield (16min) (DC 33)
Protection from Evil (16min) (DC 33)
Elemental Body (16hr) (DC 27)
+13 temp HP (12hr) (DC 26)
Inspire Courage +4 (10rounds) (DC 26?)
Haste (15rds) (DC 26)
Greater Invsibility (16rds) (DC 27)
Greater Resistance (16min) (DC 27)
Greater Mage Armor (16hr) (DC 27)
See Invisibility (30min) (DC 14)
Protection vs. Law (16min) (DC 27)
[/table]

Anex's Buff list is:
{table]Buffs
Protection from Evil (16min) (DC 27)
Greater Magic Weapon +4 (16hr) (DC 27)
Fly (16min) (DC 27)
Greater Resistance (16min) (DC 27)
[/table]

neoseph7
2009-11-29, 01:47 AM
R10

The perfectly orchestrated assault strips Anex of nearly all her magics just in time to allow dozens of arrows to puncture her body vulnerable body. The barbarian now looks like a terribly overused pin cushion, drenched in her own blood and spilling it everywhere. No mere human shell should be able to take such punishment, but there she was, still staring right at the leader cleric. Anex lets out a haggard chuckle as the cleric fails to "calm" her. Bellowing a fierce warcry, Anex screams, "Now you die again, BITCH!" before taking a step forward and swinging her falchion with all her might.

It's business time.

Full Attack on Leader3, -5 Power Attack.
Attack: 15 (BAB) + 11 (STR) + 4 (weapon) -5 Power Attack = +25
Damage: 16 (STR*1.5) + 4 (weapon) + 2 (armbands) + 45 (15*3 momentum swing) + 15 (5*3 improved power attack) = 82

The rolls:
Attack1: [roll0] Damage1: [roll1]
Attack2 (frenzy): [roll2] Damage2: [roll3]
Attack3: [roll4] Damage3: [roll5]
Attack4: [roll6] Damage4: [roll7]

Crit confirms:
Attack1: [roll8] Damage1: [roll9]
Attack2 (frenzy): [roll10] Damage2: [roll11]
Attack3: [roll12] Damage3: [roll13]
Attack4: [roll14] Damage4: [roll15]

Crit range is 15-20.

AC is now 10.

Oolar will fly to Alpha J1 and hover over the ground. He wags his index finger at the clerics in a dismissive "no." He chants arcane words of power, and suddenly gravity shifts for the hapless minions as they rocket upward into the air and out of sight. "Goodbye."

Moves to Alpha J1. He then casts Reverse Gravity as a standard action. Eight 10ft. cubes, 260ft. range. 1) Alpha N-0 7-8 (3 clerics), Alpha H3 (2 clerics), Alpha L7 (1 cleric), Alpha H9 (1 cleric), Hotel N-O 18-19 (4 clerics including one in Alpha), Hotel M-N 15-16 (2 clerics and 1 other), India K-L 7-8 (2 clerics), Papa M-N 16-17 (cleric and other).

Unless they can fly, there's no save. They just go to outerspace. Peace!

Then Oolar expends two charges of his belt of battle, giving him another standard action. With a flick of the wrist, a ball of sparkling golden glitter explodes behind Kathryn.

Use two charges of Belt of Battle, extra standard action Glitterdust. DC 23 or be blinded for 16 rounds.

Buffs:
Oolar's Buff list is:
{table]Buffs
Cat's Grace (3min) (DC 12)
Owl's Wisdom (3min) (DC 12)
Bull's Strength (3min) (DC 12)
Bear's Endurance (3min) (DC 12)
True Seeing (15min) (DC 24)
Greater Magic Weapon +4 (16hr) (DC 27)
Stoneskin (???)
Shield (16min) (DC 33)
Protection from Evil (16min) (DC 33)
Elemental Body (16hr) (DC 27)
+13 temp HP (12hr) (DC 26)
Inspire Courage +4 (10rounds) (DC 26?)
Haste (15rds) (DC 26)
Greater Invsibility (16rds) (DC 27)
Greater Resistance (16min) (DC 27)
Greater Mage Armor (16hr) (DC 27)
See Invisibility (30min) (DC 14)
Protection vs. Law (16min) (DC 27)
[/table]

Anex's Buff list is:
{table]Buffs
Protection from Evil (16min) (DC 27)
Greater Magic Weapon +4 (16hr) (DC 27)
Fly (16min) (DC 27)
Greater Resistance (16min) (DC 27)
[/table]

None of Anex's attacks hit. Reverse Gravity sends individuals to the top of the area designated in the Area description of the spell (10ft cube per two levels), so that a max hieght of 160ft (8 ten foot cubes stacked on top of each other) can be achieved for one ten foot square area.

The area currently defined only has a height of 10ft, which will only deal 1d6 damage. The individuals involved get a reflex save to grab something to keep from floating upward. I don't know where I read it, but I recall max falling damage was from 100ft (10d6) because at this point you reached terminal velocity. While the explanation is nothing short of silly (100ft to reach 180mph?), the fact remains that, IIRC, 100 ft is the max damage you are going to yeild. I recomened redefining your spell area.

Kathyn's will save: [roll0]

Ryuuk
2009-11-29, 09:54 AM
Saul

Sorry, I didn't know what round we were working on, my last action was on R8 though, so I''ll spend my R9 and R10 actions

The blade barrier taking the dragons, Saul just rushes forward and goes into his chains of war. He finally puts his claws to use.

Actions: R9: Swift action for Hustle, extra move action
Double move to C13
Standard: Attack
vs B12 skeleton
Attack: [roll0] (PA 10)
Damage: [roll1] + [roll2]
Cleave on B13 skeleton
Attack: [roll3] (PA 10)
Damage: [roll4] + [roll5]

R10: 5ft Step to B13
Swift: Activate Reach Gauntlets, +5 reach
Full Attack:
Sweeping Strike works now, each attack targets two squares:
vs A13+A14 skeletons
Attack: [roll6] (PA 10)
Damage: [roll7] + [roll8]
vs A15+B15 skeletons
Attack: [roll9] (PA 10)
Damage: [roll10]
Cleave vs A16+A16 skeletons
Attack: [roll11] (PA 10)
Damage: [roll12] + [roll13]
Haste vs C14+D15 skeletons
Attack: [roll14] (PA 10)
Damage: [roll15] + [roll16]

Buffs:
Inertial Armor: ML 7, DC 18
- Hero's Feast: CL 11, DC 22
- Claws of the Beast: ML 12, DC 23
- Force Screen: ML 5, DC 16
- Duodimensional Claw: ML 10, DC 21
- Duodimensional Claw: ML 10, DC 21
- Concealing Amorpha: ML 5, DC 16
- Claws of Energy: Sonic: ML 10, DC 21
- Protection from Evil: CL 15, DC 26
- Haste: CL 14, DC 25
- Fly: CL 14, DC 25
- Stone Skin: CL 14, DC 25
- Greater Magic Weapon (Salvaged Rapier): CL 14, DC 25
- Heroism: CL 14, DC 25
- Blur: CL 14, DC 25
- Bardic Music +4 (Started Round 8, 20 rounds)

Psicrystal
- Claws of the Beast: ML 12, DC 23
- Force Screen: ML 5, DC 16
- Duodimensional Claw: ML 10, DC 21
- Duodimensional Claw: ML 10, DC 21
- Concealing Amorpha: ML 5, DC 16
- Claws of Energy: Electricity: ML 10, DC 21
- Protection from Evil: CL 15, DC 26

Status:

HP: 134/170
AC: 41
DR: 10/Admantine, 3/-
Concealment: 20%

Attacks: 1d20+23 +7
Damage: 3d6+7 + 7+1d6 Elec

DueceEsMachine
2009-11-29, 12:24 PM
Marius Kaldo - Human Bard
Status

Hp - 171/171
AC - 37 (42 vs. ranged)
Spells/abilities in Effect -
[spoiler]
Haste - 12 rounds - extra attack, +30 ft speed
Fly - 138 rounds - fly at 60 feet
Stone Skin - 138 rounds DR - 10/adamant. or 150 pts
Greater Magic Weapon - 838 rounds - +3 to his...shortbow
Heroism - 138 rounds - (+2 moral to stuff)
Blur - 138 rounds - 20 % miss chance
Bardic Music - +4 moral bonus to hit/damage, and saves vs. charm and fear - 19 rounds left

Round 10

*Looking around at the battlefeild, Marius smiles and gives the massive creature upon which he rides a couple small pats, turning to rifle through the saddlebags.*

"Well, big guy - I think your usefulness has just about reached its end. What do you say you give 'em one last thing to remember you by, eh?"


Okay, so I'm going to spend 1 charge out of his belt of battle to spend a move action to pull the stuff out of the saddlebags, and another to secure them in his backpack he has stored in his casting glove. Not much of a damage-dealing round, but he'll accomplish more the next turn.

Killerloop
2009-11-29, 05:35 PM
Rikktor - Round 9 revised

Since both target of the blast were dead, Rikktor moved again instead of blasting. Moving to Oscar A14


Rikktor - Round 10

Delaying actions until anyone (Except enemy) made their moves (and map update)

neoseph7
2009-11-29, 06:58 PM
Rikktor - Round 9 revised

Since both target of the blast were dead, Rikktor moved again instead of blasting. Moving to Oscar A14


Rikktor - Round 10

Delaying actions until anyone (Except enemy) made their moves (and map update)

Enemy Actions are going to be updated in a few hours. Might want to decide your action now. Targetting the Leader would probably be healthy. Not for her, obviously:smalltongue:

memnarch
2009-11-29, 10:24 PM
Xanian


The gnome delays until his undead have gone.

The archer skelies keep attacking L3.


Attack the cleric to your left! (the one near the wall towards the east)


Inside desecrate +1 attack, damage, saves
Boar [roll0] [roll1]
L2 [roll2] [roll3]



Xanian says What time is it? It is quarter o' the clock! [roll4] (on the off chance that the clerics have acid immunity) (reflex save for half, DC 34 10+CL15+Cha7+2AbilFocus)

http://i46.tinypic.com/23mkdpj.png

Xanian then flies to Golf Q10 at 20ft. (10ft up)

Buffs
{table]Buffs|CL|reminders
Mind Blank|15|immune to mind-affecting effects; can't be detected by scrying and divination
Cold Immunity|15|Immune to Cold
Entropic Warding|15|Entropic Shield, Pass without Trace
Fell Flight|15|Flight as land speed
Blur|14|Concealment (20% miss)
Fly|14|Flight speed 60ft
Haste|14|+1 AC, attack, reflex, speed +30ft
Greater Magic Weapon|14|+3 to a weapon
Stoneskin|14|DR 10/Adamantine 140 damage total (140min)
Heroism|14|+2 to attack, saves, skills
Heroes' Feast|11|Fear Immunity, Poison Immunity (12hr) +13 temp HP (12hr)
Protection from Evil|(?)|+2 AC, saves vs evil, no possession or mental control, no summon contact
[/table]

{table]Equipment

SR 20
Absorb Energy-Draining (12hits)
Absorb Death Effects (12hits)
Absorb Negative Energy Effects (12hits)
Evasion ability
Feather Fall Constant
[/table]

Equipment; Scarab of Protection, Ring of Evasion, Ring of Feather Fall

Gwynfrid
2009-11-29, 11:55 PM
Sheila - round 10

Sheila heard Oolar's worried call. He was right, that bone devil lookalike had to be dealt with, soon.

Old One-Eye had told her that yes, such a master staff cost a fortune, but he'd never had any unhappy customers with it.

"The wily old fox was right, as always.", she smiled as she gripped the staff and chanted the words, a long incantation that ended in a tremendous bolt of lightning.

No move. Full round action, use the Staff of Evocation (now down to 41 charges) with Metamagic Spell Trigger to cast an Empowered Chain Lighting at Kathryn, with as many clerics as possible as secondary targets, then skeletons if there are any secondary bolts left after that.
Damage [roll0] x 1.5 = 87 (I don't know if the warmage edge bonus multiplies; if not, then 82 instead) for Kathryn, half that to secondary targets, Reflex DC 25 for half.
Spell Resistance check: [roll1].

Sheila's buffs:{table]Sheila's buffs|level|expires in|DC to dispel|effect
Mind Blank|8|24 hr|31|immunity to mind-affecting effects; cannot be detected by scrying and divination
Protection from Spells|8|200 min|31|resistance +8 to saves against spells and spell-like abilities
Heroes' Feast (Xanian)|6|12 hr|22|immunity to poison and fear effects, morale +1 to attack rolls and Will saves, 13 temp hp
Greater Heroism|6|20 min|31|morale +4 on attack rolls, saves, and skill checks, immunity to fear effects, and 20 temp hp
Spell Resistance|5|20 min|31|SR 32
Death Ward|4|20 min|31|immunity to death spells and negative energy effects
Freedom of Movement|4|200 min|31|immunity to paralysis and any impediment to movement
Stoneskin (Tacitus)|4|140 min|25|DR 10/adamantine; prevents up to 140 damage total
Fly|3|20 min|31|fly speed 60
Magic Vestment (shield)|3|20 hr|31|enhancement +5
Magic Vestment (armor)|3|20 hr|31|enhancement +5
Nondetection|3|20 hr|31|attempts to scry require DC 31 caster level checkto work
Greater Magic Weapon (Oolar)|3|16 hr|27|enhancement +4 to shortspear
Haste (Tacitus)|3|round 14|25|1 extra attack, +1 to attack rolls, dodge +1 to AC and Reflex, +30 speed
Heroism (Tacitus)|3|140 min|25|morale +2 on attack rolls, saves, and skill checks
Barkskin|2|120 min|23|natural armor enhancement +5
Bear's Endurance|2|20 min|31|
Blur (Tacitus)|2|14 min|25|20% miss chance
Cat's Grace|2|20 min|31|
False Life|2|20 hr|31|15 temp hp
Fox's Cunning|2|20 min|31|
Owl's Wisdom|2|20 min|31|
Protection from Arrows|2|20 hr|31|DR 10/magic vs projectiles, prevents up to 100 damage total
Resist Energy (acid)|2|200 min|31|acid resistance 30
Resist Energy (electricity)|2|200 min|31|electricity resistance 30
Resist Energy (fire)|2|200 min|31|fire resistance 30
Resist Energy (sonic)|2|200 min|31|sonic resistance 30
Resist Energy (cold)|2|200 min|31|cold resistance 30
See Invisibility|2|200 min|31|see invisible and ethereal objects and beings within range of vision
Shield of Faith|1|20 min|31|deflection +5 to AC
Protection from Evil (Oolar)|1|16 min|33|deflection +2 to AC, resistance +2 to saves vs evil, blocks mental control, prevents contact from summoned creatures
Inspire Courage (Marius)|-|round 28||morale +4 on attack rolls, damage, saves vs fear and charm[/table]

Hadon - round 10

Hadon moved forward a bit faster. And waited.

Move action : Move forward 90 ft to Oscar-B9, altitude unchanged at 100 ft.
Ready a swift action to make a Test of Mettle challenge as soon as the wyvern-mounted mages start casting offensive spells, unless all are more than 100 ft away. In addition, assume Defensive Stance (no action needed).
For all enemies with language, Int 5 or more and CR 13 or more within 100 ft :Will DC 14 or be forced to attack Hadon.


Hadon's buffs:
{table]Hadon's buffs|level|expires in|DC to dispel|effect
Heroes' Feast (Xanian)|6|12 hr|22|immunity to poison and fear effects, morale +1 to attack rolls and Will saves, 13 temp hp
Spell Resistance|5|20 min|31|SR 32
Death Ward|4|20 min|31|immunity to death spells and negative energy effects
Stoneskin (Tacitus)|4|140 min|25|DR 10/adamantine; prevents up to 140 damage total
Fly (Tacitus)|3|14 min|25|fly speed 60
Greater Magic Weapon (Tacitus)|3|14 hr|25|enhancement +3 to longbow
Greater Magic Weapon (Oolar)|3|16 hr|27|enhancement +4 to spiked chain
Haste (Tacitus)|3|round 14|25|1 extra attack, +1 to attack rolls, dodge +1 to AC and Reflex, +30 speed
Heroism (Tacitus)|3|140 min|25|morale +2 on attack rolls, saves, and skill checks
Barkskin|2|120 min|23|natural armor enhancement +5
Blur (Tacitus)|2|14 min|25|20% miss chance
Protection from Evil (Oolar)|1|16 min|33|deflection +2 to AC, resistance +2 to saves vs evil, blocks mental control, prevents contact from summoned creatures
Enlarge Person|1|5 min|16|size Large, weight 8x, size +2 Str -2 Dex -1 AC -1 attack rolls, reach 10 (20 with spiked chain)
Inspire Courage (Marius)|-|round 28|-|morale +4 on attack rolls, damage, saves vs fear and charm[/table]

chilepepper
2009-11-30, 01:03 AM
Twinkie - Round 10

Concentration check to manifest defensively.
[roll0] - DC16

Manifest Expansion, augmented to a swift action, Extended to 20 rounds - 7 PP

Full Attack, 10'x10' space, 10' reach.
[roll1]
[roll2]

[roll3] - ((that's a possible crit, let me know if you need me to roll it))
[roll4]

[roll5] - ((that's a possible crit, let me know if you need me to roll it))
[roll6]

[roll7]
[roll8]

[roll9]
[roll10]

[roll11]
[roll12]

Plus cleavage, if there's anything left after that.

5' step closer to clerics.

Buffs:
Expansion(large) - 1/20 rounds
Animal Affinity(dex) - 3/100 rounds

neoseph7
2009-11-30, 01:57 AM
Round 11

The Clerics: All ungravitated clerics (including one guy who made a 20 on his reflex save and I guess grabbed blood stained shrubbery) move forward 50ft if they can, except for 3 that are near Kathyrn (they will move after their standard actions).

One cleric moves to Papa J9 and animates 10 archers. For being animated in a desecrated area, these skeletons have a single HP more than their peers.
Another Cleric is in Papa I6 and does the same.

Another moves to Hotel R 10 and Rebukes Undead. The closest undead are those that Xanian made, and are thus the first effected. There are 8 skeletons closer to this Cleric than the Razor Boar. The cleric is too low level to Rebuke the boar, but he might get to the rider.

Rebuke Check: [roll0]
Rebuke 'Damage': [roll1]

There is one cleric blinded from Thomas's Holy Smite spell (there were more, but Twinkie killed them). They pull a scroll from their cases (move action) and cast Remove Blindness on themselves.

There are 8 Clerics around Anex. They all cast Calm Emotions. DC 16 will negates.

The floating cleric in India L 9 casts desecrate for a group of archers.

There are 8 clerics left, and they all cast Dispel Magic Targetting Saul. The dispel checks will be done in OOC.

The Skeletons:

Any recently dominated do not get to act yet.

Melee: Several Skeletons charge Twinkie, resulting in an AOO that decimates their rank.

8 skeletons surround Saul, and all attack him. I assume only natural 20s hit (if AC is less than 29 than I have to change these attacks). Rolled at home: No 20s.

Archers: All Archers Target Twinkie:
79 Desecrated Archers, 17 Normal. I assume only nat 20s hit

The 17 normal:

1Attack: [roll2] Damage: [roll3]
2Attack: [roll4] Damage: [roll5]
3Attack: [roll6] Damage: [roll7]
4Attack: [roll8] Damage: [roll9]
5Attack: [roll10] Damage: [roll11]
6Attack: [roll12] Damage: [roll13]
7Attack: [roll14] Damage: [roll15]
8Attack: [roll16] Damage: [roll17]
9Attack: [roll18] Damage: [roll19]
10Attack: [roll20] Damage: [roll21]
11Attack: [roll22] Damage: [roll23]
12Attack: [roll24] Damage: [roll25]
13Attack: [roll26] Damage: [roll27]
14Attack: [roll28] Damage: [roll29]
15Attack: [roll30] Damage: [roll31]
16Attack: [roll32] Damage: [roll33]
17Attack: [roll34] Damage: [roll35]


The 79 Desecrated:
4 hits, each deal 1d8+2 average 6.5, 26 damage without DR.

Kathryn, whos turn was moved to after the archers in round 10:

If Anex is still alive Kathryn will defensively cast (concentration check too low to have to roll for) Death Knell, which effects any creature with less than 0 HP. Will save negates (DC 22)

If Anex has fallen, Kathryn will drop down 10ft and store her rod of lesser quickening after using it to cast Cure Serious Wounds as a swift Action.
(29HP healed)

neoseph7
2009-11-30, 02:28 AM
Forgot to give Thomas a turn.

Round 11.

Thomas will move 50ft to Hotel R6 and cast Holy Word (Hummus) as a 16th level caster.

SR Check: [roll0]

If Saul's SR is overcome, he is Blinded and Defeaned (assuming he has 15HD).

Edit: The L2 skeleton is gone, but the razor boar is still there (at 15 HD, it would be blinded and defeaned, but Undead are immune to this effect).

Killerloop
2009-11-30, 04:52 AM
Rikktor - Round 10

"Enough sniping!! Fear me you pathetic excuses for a cleric!"


Move action: Moving to Papa A1
Standard Action: Vitriolic Hellfire Eldritch Chain on the cleric on I6, jumping to clerics on J9, L9, L10 and H6 skeleton.

Touch attack: [roll0]
Eventual Critical confirmation: [roll1]

Damage: [roll2] acid + [roll3] for 3 rounds

No save, No SR

Rikktor takes 1 CON damage.
Secondary targets take half damage.
If anyone dies Sudden Swarm triggers and moves over the nearest opponent/s:

Sudden Swarm (DotU): Lasts 24 hours or until its effect is triggered. When you kill a creature with one of your invocations (including eldritch blast), a swarm of spiders bursts from the corpse. Has the statistics of a normal spider swarm, except it adds your warlock level to its hit points and the save DC for its poison. The swarm is under your mental control and fights as you direct it; commanding it is a free action. It lasts a number of rounds equal to your caster level or until it's destroyed. It can only take a standard action in the round it emerges, and you can only have one swarm in existence at a time; if you would create a second swarm, you can either choose to create the second one (the first disappears) or keep the first swarm and not create a second one.

hustlertwo
2009-11-30, 12:47 PM
This is all terribly exciting, but I think it's time for a change of pace.

First, the usual, down to 35 charges as we target a Chain Lightning at Bravo N-8, hitting that group of 15 and the one archer in K-6. Damage: [roll0] half for everyone but N-8, half again on a DC 26 save (realized I'd been doing it too low before, forgot this is a level 6 spell).

Although Adjunct is content to ignore most of the weave buffs, he is going to go ahead and utilize Fly, leaving his perch and schlepping on down to Foxtrot Q-2, where he remains 10 feet in the air (assuming that's allowed). Figure if it gets dispelled, no harm done, I auto-succeed on Tumble checks to reduce damage from that height to nothing. Just feel the urge to not sit there and spam spells until the staff is dry. For example, Rikktor, I might try to get over to you and drop you a dose of Lesser Restoration for that pesky Con drop your spells require.

Buffs:

Eagle's Splendor
Delay Poison
Barkskin +5
Weave buffs

Gwynfrid
2009-11-30, 01:25 PM
Oops - I posted in the OOC thread. Sorry. Here is a copy. The actuall rolls are in the OOC post.

Sheila - round 11

In frustration, Sheila spat in the general direction of the enemy leader.

"Here, that doesn't do anything either, does it ? All right, let's try something else then."

Light danced in her eyes as she incanted.

"You may experience a few afterimages for a while."

A red-hot flash illuminated the entire scene.

No move. Standard action to cast Flashburst, centered in India-CD18/19. Everyone within 120 feet with line of sight to the effect is blinded for 12 rounds, Will DC22 negates.
SR roll 23.
If I got this right, this should hit everyone to the east of Thomas, Saul and Twinkie, with the possible exception of a couple of archers in Juliet who may be behind the Sleet Storm. Everyone within 20 feet of the effect is dazzled for a round even if they make their save, but I think this area is empty anyway. I'll apologize to Anex later, in the unlikely event she was still alive after the enemy action this round.


I'll post Hadon's round 11 later today.

Delandel
2009-11-30, 02:42 PM
R11

Anex succumbs to the volley of magics from the clerics. The pain of her wounds take their rightful toll on her body as soon as her rage is prematurely ended and she promptly drops dead, floating to the ground.


Oolar squints a bit when the huge burst of light explodes around him. "Good move, my dear. That should further add to the discomfort of the floating clerics."

Oolar utters a spell and points it at the leader, hopefully stripping her of her magical protection.

Cast Greater Dispel Magic at the leader, standard action. 1d20+16 to dispel any buffs. If the buff is from the abjuration school, 1d20+20 to dispel the buff due to Unanswerable Strike PrC ability.

Buffs:
Oolar's Buff list is:
{table]Buffs
Cat's Grace (3min) (DC 12)
Owl's Wisdom (3min) (DC 12)
Bull's Strength (3min) (DC 12)
Bear's Endurance (3min) (DC 12)
True Seeing (15min) (DC 24)
Greater Magic Weapon +4 (16hr) (DC 27)
Stoneskin (???)
Shield (16min) (DC 33)
Protection from Evil (16min) (DC 33)
Elemental Body (16hr) (DC 27)
+13 temp HP (12hr) (DC 26)
Inspire Courage +4 (10rounds) (DC 26?)
Haste (15rds) (DC 26)
Greater Invsibility (16rds) (DC 27)
Greater Resistance (16min) (DC 27)
Greater Mage Armor (16hr) (DC 27)
See Invisibility (30min) (DC 14)
Protection vs. Law (16min) (DC 27)
[/table]

Gwynfrid
2009-11-30, 09:31 PM
Hadon - round 11

Hadon watched Anex fall. There was nothing he could do for the heroic, crazy barbarian. He should perhaps have gone forward earlier to share the brunt of the enemy's fury with her. But it was too late for regrets. It was not too late, however, to avenge his comrade.

Hadon waited until the arcane waves from his spellcasting allies had died away. Then, he suddenly rushed forward with great speed. His immensely heavy armor did not seem to slow him down in the slightest as he crashed down on the Hextorites and his spiked chain emitted a thundering roar with each hit.

Delay until Thomas, Sheila, Rikktor, Adjunct and Oolar are done with blasting.
Full-round action : Charge down towards the cleric in Hotel-O17, stopping movement in OP15/16 10 feet above ground.
Attack: 15 (base) +8 (strength) +4 (Inspire Courage) +4 (Greater Magic Weapon) +1 (Haste) +1 (higher ground) +2 (charge) -10 (Power Attack) = 25.
Damage: 2d6 (large spiked chain) +12 (strength) +4 (Inspire Courage) +4 (Greater Magic Weapon) +20 (Power Attack) = 2d6+40.
If the first cleric drops, then Cleave O18, then Great Cleave N17, M15, ending with the skeleton in Q16.
O17 Attack [roll0]; damage [roll1].
O18 Attack [roll2]; damage [roll3].
N17 Attack [roll4]; damage [roll5].
M15 Attack [roll6]; damage [roll7].
Q16 Attack [roll8]; damage [roll9].

Anyone evil who survives a hit from the Roaring spiked chain must make a DC22 Will save or be shaken.

Critical if necessary (on natural 20 only): Attack [roll10]; damage [roll11] +[roll12] sonic damage.

(Note: Hadon is Enlarged and so takes 4 squares. Also, there are ghost images of him and Tacitus in the Mike zone, which can be deleted now.)


Hadon's buffs:
{table]Hadon's buffs|level|expires in|DC to dispel|effect
Heroes' Feast (Xanian)|6|12 hr|22|immunity to poison and fear effects, morale +1 to attack rolls and Will saves, 13 temp hp
Spell Resistance|5|20 min|31|SR 32
Death Ward|4|20 min|31|immunity to death spells and negative energy effects
Stoneskin (Tacitus)|4|140 min|25|DR 10/adamantine; prevents up to 140 damage total
Fly (Tacitus)|3|14 min|25|fly speed 60
Greater Magic Weapon (Tacitus)|3|14 hr|25|enhancement +3 to longbow
Greater Magic Weapon (Oolar)|3|16 hr|27|enhancement +4 to spiked chain
Haste (Tacitus)|3|round 14|25|1 extra attack, +1 to attack rolls, dodge +1 to AC and Reflex, +30 speed
Heroism (Tacitus)|3|140 min|25|morale +2 on attack rolls, saves, and skill checks
Barkskin|2|120 min|23|natural armor enhancement +5
Blur (Tacitus)|2|14 min|25|20% miss chance
Protection from Evil (Oolar)|1|16 min|33|deflection +2 to AC, resistance +2 to saves vs evil, blocks mental control, prevents contact from summoned creatures
Enlarge Person|1|5 min|16|size Large, weight 8x, size +2 Str -2 Dex -1 AC -1 attack rolls, reach 10 (20 with spiked chain)
Inspire Courage (Marius)|-|round 28|-|morale +4 on attack rolls, damage, saves vs fear and charm[/table]

neoseph7
2009-11-30, 09:40 PM
Dispel Magic results against Cleric Leader 3 (spells Lost):

Infernal Transformation
Spell Resistance
Righteous Might
Divine Power
Magic Vestment (x2)
Entropic Shield

This takes place after the Flashburst, however, so Kathyrn is not blinded.

I'm running late and there are a lot of updates I have to make for the game. I am delaying round 12 until tomorrow night, though I will try to have the map updated for the end of round 11 soonish. Once that is done, everyone make sure they are in the right location and the right size.

chilepepper
2009-12-01, 12:24 AM
Twinkie - Round 11

Twinkie (who is medium again) moves to threaten as many clerics as possible, taking AoO if necessary.

Target a skelly, cleave into a cleric, if possible
[roll0]
[roll1]

Target a skelly, cleave into a cleric, if possible
[roll2]
[roll3]


Buffs (non-dispellable)
Chain of Personal Superiority 3/10
Chain of Defensive Posture 3/10

neoseph7
2009-12-01, 08:59 AM
Round 11: The map has been updated to include everyone's actions thus far. If you are the in the wrong place or the wrong size, please let me know. If you haven't posted round 11 yet and are waiting for something, stop waiting please:smallbiggrin:

Killerloop
2009-12-01, 09:51 AM
Rikktor - Round 11

Truly happy from killing the clerics Rikktor closes in and unleashes a cone of acid energy on the remaining skeletons


Move action: Fly to Papa J4
Standard Action: Vitriolic Eldritch Cone towards the skeletons. Range is a 30' cone.

Damage: [roll0] Acid + [roll1] acid for 3 rounds.

DC 26 Reflex for half damage.

Ryuuk
2009-12-01, 10:36 AM
Saul R11

Losing his sense because of the holy word, Saul simply tries to keep his guard up this round, taking no action.

He should recover his hearing in round 12, his sight in round 16

Inertial Armor: ML 7, DC 18
- Hero's Feast: CL 11, DC 22
- Claws of the Beast: ML 12, DC 23
- Force Screen: ML 5, DC 16
- Duodimensional Claw: ML 10, DC 21
- Duodimensional Claw: ML 10, DC 21
- Concealing Amorpha: ML 5, DC 16
- Claws of Energy: Sonic: ML 10, DC 21
- Protection from Evil: CL 15, DC 26
- Haste: CL 14, DC 25
- Fly: CL 14, DC 25
- Stone Skin: CL 14, DC 25
- Greater Magic Weapon (Salvaged Rapier): CL 14, DC 25
- Heroism: CL 14, DC 25
- Blur: CL 14, DC 25
- Bardic Music +4 (Started Round 8, 20 rounds)

Psicrystal
- Claws of the Beast: ML 12, DC 23
- Force Screen: ML 5, DC 16
- Duodimensional Claw: ML 10, DC 21
- Duodimensional Claw: ML 10, DC 21
- Concealing Amorpha: ML 5, DC 16
- Claws of Energy: Electricity: ML 10, DC 21
- Protection from Evil: CL 15, DC 26

memnarch
2009-12-01, 11:02 AM
Xanian

Taking the time to dig out more scrolls, (I'd still be able to cast them I think) Xanian takes out a scroll of Cloudburst and Call Lightning Storm. If that can be done with a single move action, he'll fire off a Vitriolic Eldrich Cone. Reflex Half DC 25 [roll0] (acid)
[roll1] for 3 more rounds. (acid)

shape
http://i47.tinypic.com/qxlbep.png


Buffs
{table]Buffs|CL|reminders
Mind Blank|15|immune to mind-affecting effects; can't be detected by scrying and divination
Cold Immunity|15|Immune to Cold
Entropic Warding|15|Entropic Shield, Pass without Trace
Fell Flight|15|Flight as land speed
Blur|14|Concealment (20% miss)
Fly|14|Flight speed 60ft
Haste|14|+1 AC, attack, reflex, speed +30ft
Greater Magic Weapon|14|+3 to a weapon
Stoneskin|14|DR 10/Adamantine 140 damage total (140min)
Heroism|14|+2 to attack, saves, skills
Heroes' Feast|11|Fear Immunity, Poison Immunity (12hr) +13 temp HP (12hr)
Protection from Evil|(?)|+2 AC, saves vs evil, no possession or mental control, no summon contact
[/table]

{table]Equipment

SR 20
Absorb Energy-Draining (12hits)
Absorb Death Effects (12hits)
Absorb Negative Energy Effects (12hits)
Evasion ability
Feather Fall Constant
[/table]

Equipment; Scarab of Protection, Ring of Evasion, Ring of Feather Fall

DueceEsMachine
2009-12-01, 11:50 AM
Marius Kaldo - Human Bard
Status

Hp - 171/171
AC - 37 (42 vs. ranged)

Spells/abilities in Effect -

Haste - 11 rounds - extra attack, +30 ft speed
Fly - 137 rounds - fly at 60 feet
Stone Skin - 137 rounds DR - 10/adamant. or 150 pts
Greater Magic Weapon - 837 rounds - +3 to his...shortbow
Heroism - 137 rounds - (+2 moral to stuff)
Blur - 137 rounds - 20 % miss chance
Bardic Music - +4 moral bonus to hit/damage, and saves vs. charm and fear - 18 rounds left

Round 11

*Taking a long, deep breath, Marius steels his resolve and kicks the wyvern forward, forcing the creature to rocket towards a group of skeletons, with no intentions of stopping. As they near the point of impact, he retrieves his blade with one deft motion, and using both hands, he tries to jam it behind the creatures skull - if it is to die, there is no need for it to suffer, a quick end would be merciful. Before the creature hits, he flys forward, freeing himself from both the creature and the impact, heading towards his sorely pressed teammate.*


Alright, so since I've never had much experiece with mounts, I think they can make a charge and still alllow the rider to perform his actions. If I'm wrong, just let me know how many actions I'll need to spend - I've got a few charges left on my belt of battle, so it shouldn't be a problem.
For his action, Marius is going to finish off the wyvern, and hopefully have it crash into the skeletons archers in the Papa J8 area, while he makes a tumble check to do an awesome backflip through the air, (meh, okay, so it'll look cool anyways) then fly to give Twinkie a bit of help, moving to Papa H14.
So, How about an attack roll?
Bloodstone Blade - [roll0]
Damage - (with vampiric touch) [roll1]

memnarch
2009-12-01, 06:27 PM
Oh yeah, the undead boar.

Attack the cleric south of twinkie!

Boar moves to JK*13-14 and attacks (AoO from blind cleric?).
[roll0] [roll1]

If that cleric is dead, instead Attack the skeletons to the right!

Boar moves to HI*8-9 and attacks a skeleton. (use same rolls as above)

neoseph7
2009-12-01, 07:00 PM
Round 12:

Enemy Command: A wind of severe strength blows westward. The gust pushes the clerics off of the reverse gravity effect, but is not strong enough to match the mettle of high level adventurers. When moving east in round 12, every three squares of movement cost 4 (20ft to move 15ft). When moving east, for every three squares you get a forth free (20ft for the price of 15).

The Clerics.
Hadon get's an attack of opportunity for the blind cleric rushing into him from the wind. The attack hits and kills. Thanks to cleave, a nearby skeleton is also dead.

The clerics delay until Kathyrn can give orders.

Most of the skeletons are blind. They just stand there (probably under orders to fire on a specific target based on visual cues). The few archers not blind don't hit. A few melee guys move up and die from AOOs or a blade barrier.

Kathryn: Kathyrn lets out a string of curses in a half whispered cry. Then she moves (away from her precious weapon lying on the ground) to Alpha K5, drawing a rod of quickening in the move. As a swift action she casts Mass Remove Blindness/Deafness on the Clerics around her, and readies the action to cast Destruction on Oolar once they all cast Dispel Magic on him.

Destruction: Fort DC 27 or die. If fort is successful, take [roll0] damage instead. The trapped soul of a human child is used for overcoming spell resistance (+10 profane bonus)
Level Check for SR: [roll1]

Clerics: Seven Clerics are not blind and all of them target Oolar with Dispel Magic. These checks to be done in OOC.

There are 2 other clerics, both blind, who are unable to do much in their current condition. They bolster the undead around them.


Thomas:

Thomas moves out another 50ft to Hotel Q16 and casts comet fall centered on Alpha;K-L;5-6, hitting the leader and a cleric. DC 24 reflex half.

Damage:[roll2]

Kathryn Reflex:[roll3]
Cleric Reflex: [roll4]

chilepepper
2009-12-02, 01:51 AM
Twinkie - Round 12

It looks like L16 is my best position, since I can't through the line of skellies.

[roll0]
[roll1]

[roll2]
[roll3]

Cleave, cleave, cleave.

Buffs (non dispellable)
CPS 4/10
CDP 4/10

Killerloop
2009-12-02, 07:03 AM
Rikktor - Round 12

Rikktor soars higher into the air to have a good line of sight to Kathryn, the enemy leader and then, screaming like a devil, unleashes another mighty blast of green eldritch power.


Move action: Stay on spot, gaining 60' of vertical height.
Standard Action: Vitriolic Hellfire Eldritch Spear (6th level spell if required)

Touch attack: [roll0]
Eventual crit conf: [roll1]
Damage: [roll2] acid + [roll3] acid for 3 rounds

No Save No SR
Rikktor loses 1 CON point

Is she made of flesh? will trigger Sudden Swarm if killed by this invocation?

Gwynfrid
2009-12-02, 10:45 AM
Sheila - round 12

Sheila saw the result of Oolar's dispel and smiled grimly. The enemy's defenses were down, perhaps her spell would work this time.

"Heironeous, lend me your strength."

No move. Standard action to cast Chain Lightning.
Damage [roll0] to primary target (Kathryn), half that to secondary targets (clerics). Reflex DC 25 for half.
SR [roll1].

Hadon - round 12

Hadon waited until after the spells were done, then rushed forward.

Delay until Thomas, Sheila, Rikktor, Adjunct and Oolar are done with blasting.

1) If Kathryn is still alive and looks in reasonably good shape:
Full-round action : Charge towards Kathryn and try to sunder her unholy symbol. She's welcome to try a bare-handed AoO if Hadon is within reach.
I think she's still in the air, right? No higher ground bonus since Hadon's altitude is now 10 ft.
Attack: 15 (base) +8 (strength) +4 (Inspire Courage) +4 (Greater Magic Weapon) +1 (Haste) +2 (charge) -10 (Power Attack) = 24.
Damage: 2d6 (large spiked chain) +12 (strength) +4 (Inspire Courage) +4 (Greater Magic Weapon) +20 (Power Attack) = 2d6+40.
Critical if necessary (on natural 20 only): Attack[roll2]; damage [roll3] +[roll4] sonic damage.
Attack [roll5]. Damage [roll6].

2) If Kathryn is still alive, but looks seriously hurt: Charge as above but go for the kill. Same rolls as above.
If hit by the Roaring spiked chain she must make a DC22 Will save or be shaken. If she drops, see Cleave action below against the clerics within the 20-ft reach.

3) If Kathryn is down and there are some clerics left: Charge towards one of them, trying to have as many others as possible within reach.
Same attack bonus as above, +1 for higher ground.
Attack [roll7]. Damage [roll8].
Cleave [roll9]. Damage [roll10].
Great Cleave [roll11]. Damage [roll12].
Great Cleave [roll13]. Damage [roll14].
Great Cleave [roll15]. Damage [roll16].
Great Cleave [roll17]. Damage [roll18].
Great Cleave [roll19]. Damage [roll20].

Anyone evil who survives a hit from the Roaring spiked chain must make a DC22 Will save or be shaken.

Critical if necessary (on natural 20 only): Attack[roll21]; damage [roll22] +[roll23] sonic damage.

4) If Kathryn and all the clerics are down: Go pick up Anex's body.

Hadon's buffs:
{table]Hadon's buffs|level|expires in|DC to dispel|effect
Heroes' Feast (Xanian)|6|12 hr|22|immunity to poison and fear effects, morale +1 to attack rolls and Will saves, 13 temp hp
Spell Resistance|5|20 min|31|SR 32
Death Ward|4|20 min|31|immunity to death spells and negative energy effects
Stoneskin (Tacitus)|4|140 min|25|DR 10/adamantine; prevents up to 140 damage total
Fly (Tacitus)|3|14 min|25|fly speed 60
Greater Magic Weapon (Tacitus)|3|14 hr|25|enhancement +3 to longbow
Greater Magic Weapon (Oolar)|3|16 hr|27|enhancement +4 to spiked chain
Haste (Tacitus)|3|round 14|25|1 extra attack, +1 to attack rolls, dodge +1 to AC and Reflex, +30 speed
Heroism (Tacitus)|3|140 min|25|morale +2 on attack rolls, saves, and skill checks
Barkskin|2|120 min|23|natural armor enhancement +5
Blur (Tacitus)|2|14 min|25|20% miss chance
Protection from Evil (Oolar)|1|16 min|33|deflection +2 to AC, resistance +2 to saves vs evil, blocks mental control, prevents contact from summoned creatures
Enlarge Person|1|5 min|16|size Large, weight 8x, size +2 Str -2 Dex -1 AC -1 attack rolls, reach 10 (20 with spiked chain)
Inspire Courage (Marius)|-|round 28|-|morale +4 on attack rolls, damage, saves vs fear and charm[/table]

memnarch
2009-12-02, 10:00 PM
Xanian

The gnome orders the URB to attack clerics if it can see them and skeletons if it can't.
Undead Razor Boar
Full attack on the cleric next to it. [roll0] [roll1] [roll2] [roll3] [roll4] [roll5]

Xanian starts casting Cloudburst.


If I need to be in the Cloudburst effect targeted at the corner where Alpha, Bravo, India, and Juliet meet. Radius is 100ft.

If Call Lightning Storm would use the 5d10 instead of 5d6 anywhere if Cloudburst is on the map, then it is instead cast on the Bravo S11-12 Juliet A11-12 corner.

Buffs
{table]Buffs|CL|reminders
Mind Blank|15|immune to mind-affecting effects; can't be detected by scrying and divination
Cold Immunity|15|Immune to Cold
Entropic Warding|15|Entropic Shield, Pass without Trace
Fell Flight|15|Flight as land speed
Blur|14|Concealment (20% miss)
Fly|14|Flight speed 60ft
Haste|14|+1 AC, attack, reflex, speed +30ft
Greater Magic Weapon|14|+3 to a weapon
Stoneskin|14|DR 10/Adamantine 140 damage total (140min)
Heroism|14|+2 to attack, saves, skills
Heroes' Feast|11|Fear Immunity, Poison Immunity (12hr) +13 temp HP (12hr)
Protection from Evil|(?)|+2 AC, saves vs evil, no possession or mental control, no summon contact
[/table]

{table]Equipment

SR 20
Absorb Energy-Draining (12hits)
Absorb Death Effects (12hits)
Absorb Negative Energy Effects (12hits)
Evasion ability
Feather Fall Constant
[/table]

Equipment; Scarab of Protection, Ring of Evasion, Ring of Feather Fall


EDIT: If the "bad weather" (wind) counts for 5d10, then Xanian casts Call Lightning Storm instead.

EDIT EDIT: Xanian is indeed in a stormy area so he casts Call Lightning Storm.

hustlertwo
2009-12-02, 11:22 PM
Killerloop, if you're wanting to get Rikktor juiced with a Lesser Restoration, you can wait for me, or try to meet me halfway if you're feeling pressed for time. Got a Staff of Healing and not a lot more to do with my time at the moment, due to a general lack of mooks and apparently no SR-avoiding spells. In the meantime, I'll cast an Extended Greater Invisibility, which takes all round.

Buffs:
Greater Invis (30 rounds)
Eagle's Splendor
Delay Poison
Barkskin +5
Weave buffs

industrious
2009-12-03, 10:27 PM
Round 12
After over a minute of doing nothing, Grey decides that firing arrows into the fray might still be a good idea. He had gotten sloppy in his retirement.


Firing 4 arrows at Kathryn.

Attack:[roll0]
Damage:[roll1]

Attack:[roll2]
Damage:[roll3]

Attack:[roll4]
Damage:[roll5]




{table]Grey's buffs|level|expires in|DC to dispel|effect
Heroes' Feast (Xanian)|6|12 hr|22|immunity to poison and fear effects, morale +1 to attack rolls and Will saves, 13 temp hp
Stoneskin (Tacitus)|4|140 min|25|DR 10/adamantine; prevents up to 140 damage total
Fly (Tacitus)|3|14 min|25|fly speed 60
Greater Magic Weapon (Tacitus)|3|14 hr|25|enhancement +3 to (Grey kukri)
Greater Magic Weapon (Oolar)|3|16 hr|27|enhancement +4 to (Subtly Kukri)
Haste (Tacitus)|3|round 14|25|1 extra attack, +1 to attack rolls, dodge +1 to AC and Reflex, +30 speed
Heroism (Tacitus)|3|140 min|25|morale +2 on attack rolls, saves, and skill checks
Blur (Tacitus)|2|14 min|25|20% miss chance
Protection from Evil (Oolar)|1|16 min|33|deflection +2 to AC, resistance +2 to saves vs evil, blocks mental control, prevents contact from summoned creatures
Inspire Courage (Marius)|-|round 28|-|morale +4 on attack rolls, damage, saves vs fear and charm[/table]

Ryuuk
2009-12-03, 10:54 PM
Saul

His hearing returning, Saul starts retreating. He if surrounded again, in his current condition, things could prove fatal. He dashes to Oscar B-6, stopping when his psicrystal warns him of the Spike Growth.

Inertial Armor: ML 7, DC 18
- Hero's Feast: CL 11, DC 22
- Claws of the Beast: ML 12, DC 23
- Force Screen: ML 5, DC 16
- Duodimensional Claw: ML 10, DC 21
- Duodimensional Claw: ML 10, DC 21
- Concealing Amorpha: ML 5, DC 16
- Claws of Energy: Sonic: ML 10, DC 21
- Protection from Evil: CL 15, DC 26
- Haste: CL 14, DC 25
- Fly: CL 14, DC 25
- Stone Skin: CL 14, DC 25
- Greater Magic Weapon (Salvaged Rapier): CL 14, DC 25
- Heroism: CL 14, DC 25
- Blur: CL 14, DC 25
- Bardic Music +4 (Started Round 8, 20 rounds)
- Warmind Chains

Psicrystal
- Claws of the Beast: ML 12, DC 23
- Force Screen: ML 5, DC 16
- Duodimensional Claw: ML 10, DC 21
- Duodimensional Claw: ML 10, DC 21
- Concealing Amorpha: ML 5, DC 16
- Claws of Energy: Electricity: ML 10, DC 21
- Protection from Evil: CL 15, DC 26

Killerloop
2009-12-04, 03:32 AM
Killerloop, if you're wanting to get Rikktor juiced with a Lesser Restoration, you can wait for me, or try to meet me halfway

We can try to meet halfway, furthermore I think Ryuuk's PC is requiring help too.

Ryuuk
2009-12-04, 07:23 AM
I got blinded by the Holy Word, but I should recover my sight by round 16. If we retreat, I should get it back before the next wave.

DueceEsMachine
2009-12-04, 04:36 PM
Marius Kaldo - Human Bard
Status

Hp - 236/171
AC - 37 (42 vs. ranged)

Spells/abilities in Effect -

Haste - 10 rounds - extra attack, +30 ft speed
Fly - 136 rounds - fly at 60 feet
Stone Skin - 136 rounds DR - 10/adamant. or 150 pts
Greater Magic Weapon - 836 rounds - +3 to his...shortbow
Heroism - 136 rounds - (+2 moral to stuff)
Blur - 136 rounds - 20 % miss chance
Bardic Music - +4 moral bonus to hit/damage, and saves vs. charm and fear - 17 rounds left

Round 12

*As he nears his comrade, Marius reaches out to the mystical energies stored in his glove once more, and channels them into Twinkie, hoping to keep the valiant warrior fighting, then turns and rockets towards the fortress, hoping to regroup with the others.*


Okay - Standard action, channel a scroll of healing through his casting glove and heal twinkie up, then move back towards the fortress - just his 90 ft straight back. Pretty simple

Delandel
2009-12-06, 01:11 PM
R12

Oolar floats over to where Kathryn dropped her mace and eventually picks it up.

Buffs:
Oolar's Buff list is:
{table]Buffs
Cat's Grace (3min) (DC 12)
Owl's Wisdom (3min) (DC 12)
Bull's Strength (3min) (DC 12)
Bear's Endurance (3min) (DC 12)
True Seeing (15min) (DC 24)
Greater Magic Weapon +4 (16hr) (DC 27)
Stoneskin (???)
Shield (16min) (DC 33)
Protection from Evil (16min) (DC 33)
Elemental Body (16hr) (DC 27)
+13 temp HP (12hr) (DC 26)
Inspire Courage +4 (10rounds) (DC 26?)
Haste (15rds) (DC 26)
Greater Invsibility (16rds) (DC 27)
Greater Resistance (16min) (DC 27)
Greater Mage Armor (16hr) (DC 27)
See Invisibility (30min) (DC 14)
Protection vs. Law (16min) (DC 27)
[/table]

neoseph7
2009-12-06, 11:11 PM
Round 12- End:

Before Hadon starts his charge, Kathryn dies in a fiery explosion of raw power. An explosion centered around her and extending for 30ft deals [roll0], killing all of her surrounding clerics. With her death, all of her Skeletons crumble into piles of bones. Left behind of the force are two clerics in Papa. This leaves Hadon no target to charge.

Round 13:

Enemy Command: The wind picks up to a significantly stronger gust. The hurricane force winds blow straight west throughout Alpha, Bravo, India, and Juliet. No one takes damage from the buffeting pressure of the wind, but everyone Medium Sized or smaller is blown away (your size is treated as one less if you are flying), while everyone large size is Knocked down. If you are flying and count as medium or smaller, you move back 70ft. If on the ground and medium, you fall prone and roll 40ft west. If you count as Large and flying, you fly west 30ft. The winds are also in Hotel and Papa, but are somewhat weaker. Same effects as above, but now Small and Smaller are blown away (70ft if flying, 40ft if grounded) while medium creatures are knocked down (30ft if flying or prone if grounded). Large creatures are largely unaffected.

The movement is all from a single initial gust, so your starting space determines how far you travel. As an Example:

Anex's body (grounded, medium, Alpha) rolls to I 17.
Oolar (flying, small, Alpha) flys back to Hotel J 6.
Thomas (flying, small, Hotel) flys back to Hotel Q 2.
Hadon (flying, medium, Hotel) flys back to Hotel; O-P; 9-10

Since there is a chunk of mountain due west of Rikktor, he crashes into that (no damage).

For round 13, please include the effective size of your character. Even Oolar is effected by the winds, as while their control may be magical, the winds themselves are not.

Flying east into or through Alpha and India is impossible.

The sudden wind creates a massive wave of bone and weapons, clouding vision heavily. Those who succeed on a DC30 spot check notice a robed figure flying with the heavy winds, placing his hands in the air, and creating a massive Wall of Iron along the (1) column in Alpha and India. The wall is 20ft tall, it's thickness unknown. On the west side of the wall, a pressure differential (or maybe just foul magic) creates a wind funnel. A pack of six mini tornadoes runs along the edge, as if looking for a way in.

Those who succeed on a DC25 Listen check (-8 penalty for the howling wind) hear the whistling of a metallic object through the air, though it isn't yet visible.

The clerics (both of the them). (Grounded, Medium, Hotel Papa) fall prone. The unblind one pulls out a scroll of remove blindness and casts it on the blind one. The previously blinded one casts Sound Burst on the prone Twinkie ([roll1] sonic damage no save [roll2] caster level check to overcome SR. DC16 fort save or be stunned for one round).

Thomas (flying, small, Hotel): Moved back to Hotel 2Q. Thomas will double move to make contact with Anex, and then fall to the ground next to her.

Edit: Since Oolar moved forward to find the mace, he is actually 10ft further east than I previously stated. He is unable to find the mace with the time he has before the winds pick up.

Edit (12:37 20091207): The enemy clerics started in Papa, not Hotel.

chilepepper
2009-12-07, 02:03 AM
Twinkie - Round 13

Twinkie stands, invokes expansion (large) as a swift action, and lays into the final clerics.

[roll0] @ cleric 1
[roll1]

[roll2] @ cleric 2
[roll3]

If either drops, I cleave into the other.

Same buffs as last round, neither dispellable.

memnarch
2009-12-07, 02:34 AM
Xanian

Power glows from Xanian's eyes as he activates his Fiendish Resilience. Free action to gain fast healing 2.

"It will probably never get used if not now," the gnome thinks. Xanian takes out a scroll of Greater Invisibility and casts it targeting himself.

Buffs
{table]Buffs|DC|reminders
Protection from Evil|33|+2 AC, saves vs evil, no possession or mental control, no summon contact
Mind Blank|26|immune to mind-affecting effects; can't be detected by scrying and divination
Cold Immunity|26|Immune to Cold
Entropic Warding|26|Entropic Shield, Pass without Trace
Fell Flight|26|Flight as land speed
Blur|25|Concealment (20% miss)
Fly|25|Flight speed 60ft
Haste|25|+1 AC, attack, reflex, speed +30ft (finished by round 23)
Greater Magic Weapon|25|+3 to a weapon
Stoneskin|25|DR 10/Adamantine 140 damage total (140min)
Heroism|25|+2 to attack, saves, skills
Heroes' Feast|25|Fear Immunity, Poison Immunity (12hr) +13 temp HP (12hr)
Greater Invisibility|19|Invisible
[/table]

{table]Equipment

SR 20
Absorb Energy-Draining (12hits)
Absorb Death Effects (12hits)
Absorb Negative Energy Effects (12hits)
Evasion ability
Feather Fall Constant
[/table]

Equipment; Scarab of Protection, Ring of Evasion, Ring of Feather Fall

Killerloop
2009-12-07, 03:23 AM
Rikktor - Round 13

OOC: Even if I roll a 20 Rikktor can't pass neither Listen nor Spot checks :smalltongue:

Rikktor flies down stopping at 10 feet and activates his wand of Lesser Restoration, charging it with Hellfire infusion. (it's like Empower Wand)

hustlertwo
2009-12-07, 05:38 AM
Since Adjunct is in Foxtrot, I assume he's not affected by the winds. Oh, and what are the rules on drawing a staff while moving, is it treated like a weapon for that, or will it require a separate move action?

In either case, I'll move up 15 feet (now flying at 25 feet up), and double move to A-1 Oscar. If staff drawing is possible while moving, I have both my Evocation and Healing staves in hand; if not, just the Evocation.

Buffs:

Buffs:
Greater Invis (29 rounds)
Eagle's Splendor
Delay Poison
Barkskin +5
Weave buffs

Ryuuk
2009-12-07, 09:08 PM
Saul R13

Still blind, Saul stays in Oscar B6, trying to make some sense of what he's hearing. He'll also listen to the earth, hoping to draw some information.

Move: Earth Sense, detecting the direction of any living creatures around him.

Vision should be back in round 16

Inertial Armor: ML 7, DC 18
- Hero's Feast: CL 11, DC 22
- Claws of the Beast: ML 12, DC 23
- Force Screen: ML 5, DC 16
- Duodimensional Claw: ML 10, DC 21
- Duodimensional Claw: ML 10, DC 21
- Concealing Amorpha: ML 5, DC 16
- Claws of Energy: Sonic: ML 10, DC 21
- Protection from Evil: CL 15, DC 26
- Haste: CL 14, DC 25
- Fly: CL 14, DC 25
- Stone Skin: CL 14, DC 25
- Greater Magic Weapon (Salvaged Rapier): CL 14, DC 25
- Heroism: CL 14, DC 25
- Blur: CL 14, DC 25
- Bardic Music +4 (Started Round 8, 20 rounds)
- Warmind Chains

Psicrystal
- Claws of the Beast: ML 12, DC 23
- Force Screen: ML 5, DC 16
- Duodimensional Claw: ML 10, DC 21
- Duodimensional Claw: ML 10, DC 21
- Concealing Amorpha: ML 5, DC 16
- Claws of Energy: Electricity: ML 10, DC 21
- Protection from Evil: CL 15, DC 26

Gwynfrid
2009-12-07, 10:19 PM
Sheila - round 13

Sheila saw the upcoming storm of bones and body parts, but couldn't make out anything in the jumble. She doubled back, straight towards the fortress.

Move action (speed 90) back to the top of the wall. Second move action to find and go to a reasonably safe place where she can overlook the field and cast spells, not on the top level if possible.


Sheila's buffs:{table]Sheila's buffs|level|expires in|CL|effect
Mind Blank|8|24 hr|20|immunity to mind-affecting effects; cannot be detected by scrying and divination
Protection from Spells|8|200 min|20|resistance +8 to saves against spells and spell-like abilities
Heroes' Feast (Xanian)|6|12 hr|11|immunity to poison and fear effects, morale +1 to attack rolls and Will saves, 13 temp hp
Greater Heroism|6|20 min|20|morale +4 on attack rolls, saves, and skill checks, immunity to fear effects, and 20 temp hp
Spell Resistance|5|20 min|20|SR 32
Death Ward|4|20 min|20|immunity to death spells and negative energy effects
Freedom of Movement|4|200 min|20|immunity to paralysis and any impediment to movement
Stoneskin (Tacitus)|4|140 min|14|DR 10/adamantine; prevents up to 140 damage total
Fly|3|20 min|20|fly speed 60
Magic Vestment (shield)|3|20 hr|20|enhancement +5
Magic Vestment (armor)|3|20 hr|20|enhancement +5
Nondetection|3|20 hr|20|attempts to scry require DC 31 caster level checkto work
Greater Magic Weapon (Oolar)|3|16 hr|16|enhancement +4 to shortspear
Haste (Tacitus)|3|round 14|14|1 extra attack, +1 to attack rolls, dodge +1 to AC and Reflex, +30 speed
Heroism (Tacitus)|3|140 min|14|morale +2 on attack rolls, saves, and skill checks
Barkskin|2|120 min|12|natural armor enhancement +5
Bear's Endurance|2|20 min|20|
Blur (Tacitus)|2|14 min|14|20% miss chance
Cat's Grace|2|20 min|20|
False Life|2|20 hr|20|15 temp hp
Fox's Cunning|2|20 min|20|
Owl's Wisdom|2|20 min|20|
Protection from Arrows|2|20 hr|20|DR 10/magic vs projectiles, prevents up to 100 damage total
Resist Energy (acid)|2|200 min|20|acid resistance 30
Resist Energy (electricity)|2|200 min|20|electricity resistance 30
Resist Energy (fire)|2|200 min|20|fire resistance 30
Resist Energy (sonic)|2|200 min|20|sonic resistance 30
Resist Energy (cold)|2|200 min|20|cold resistance 30
See Invisibility|2|200 min|20|see invisible and ethereal objects and beings within range of vision
Shield of Faith|1|20 min|20|deflection +5 to AC
Protection from Evil (Oolar)|1|16 min|16|deflection +2 to AC, resistance +2 to saves vs evil, blocks mental control, prevents contact from summoned creatures
Inspire Courage (Marius)|-|round 28|-|morale +4 on attack rolls, damage, saves vs fear and charm[/table]

Hadon - round 13

Hadon carried the dead barbarian to the back lines, broken arrows and drops of blood falling off her mangled body. On the way, he spotted a comrade who seemed to be at a loss about which way to go.

"There, just take my hand. Let's get out of here. The wall is straight ahead."

Carrying Anex's body: Double move (speed 90), or run if necessary to Golf-S6/7-Oscar-A6/7, to try to guide Saul out. At worst, Hadon carries a medium load including Anex (when Large, his armor is 400 pounds, his light load max is 613 pounds).


Hadon's buffs:{table]Hadon's buffs|level|expires in|CL|effect
Heroes' Feast (Xanian)|6|12 hr|11|immunity to poison and fear effects, morale +1 to attack rolls and Will saves, 13 temp hp
Spell Resistance|5|20 min|20|SR 32
Death Ward|4|20 min|20|immunity to death spells and negative energy effects
Stoneskin (Tacitus)|4|140 min|14|DR 10/adamantine; prevents up to 140 damage total
Fly (Tacitus)|3|14 min|14|fly speed 60
Greater Magic Weapon (Tacitus)|3|14 hr|14|enhancement +3 to longbow
Greater Magic Weapon (Oolar)|3|16 hr|16|enhancement +4 to spiked chain
Haste (Tacitus)|3|round 14|14|1 extra attack, +1 to attack rolls, dodge +1 to AC and Reflex, +30 speed
Heroism (Tacitus)|3|140 min|14|morale +2 on attack rolls, saves, and skill checks
Barkskin|2|120 min|12|natural armor enhancement +5
Blur (Tacitus)|2|14 min|14|20% miss chance
Protection from Evil (Oolar)|1|16 min|16|deflection +2 to AC, resistance +2 to saves vs evil, blocks mental control, prevents contact from summoned creatures
Enlarge Person|1|5 min|5|size Large, weight 8x, size +2 Str -2 Dex -1 AC -1 attack rolls, reach 10 (20 with spiked chain)
Inspire Courage (Marius)|-|round 28|-|morale +4 on attack rolls, damage, saves vs fear and charm[/table]

DueceEsMachine
2009-12-07, 10:42 PM
Marius Kaldo - Human Bard
Status

Hp - 236/171
AC - 37 (42 vs. ranged)
Size - Medium

Spells/abilities in Effect -

Haste - 9 rounds - extra attack, +30 ft speed
Fly - 135 rounds - fly at 60 feet
Stone Skin - 135 rounds DR - 10/adamant. or 150 pts
Greater Magic Weapon - 835 rounds - +3 to his...shortbow
Heroism - 135 rounds - (+2 moral to stuff)
Blur - 135 rounds - 20 % miss chance
Bardic Music - +4 moral bonus to hit/damage, and saves vs. charm and fear - 16 rounds left

Round 13

*As the Wind begins to howl behind him, Marius lands on the southernmost edge of their barricade and takes a deep breath, looking out to the destruction and carnage that had been created so far. It was a thing of horrible beauty that stretched out in the valley before them. The Valley of Black Rock had become a killing feild. A testament to cold, ruthless lust for power. A tragedy that such a thing should happen.*

*Reaching out to tap into the magical energies he kept hidden away, he pulled more of the essence from his glove, storing it away into his blade for further use - it would undoubtedly be needed in the carnage to come.*

*As he does so, he moves closer to the center of the fortifications, tilting his head at something in the distance. A sound? No, it must be his imagination.*


Okay, so I wasn't very clear on where I was landing on the last turn, so one moment and I'll fix that. Going to use a standard action to draw one more charge from his wand of vampiric touch out to store in his bloodstone blade, and move to regroup with anyone near the center of the barricade.
Okay, landed on Mike, C-13 last turn, and I'll have him move up to Mike A-15 with a short move action.

neoseph7
2009-12-08, 06:21 AM
Marius could not have cast a spell on Twinkie (Papa) and then moved 90ft in any direction to have reached Mike in round 12. During round 13, I see him at the most double moving to November C 1 (he can be in Mike if he decides to take the D row or lower).

Round 14

Enemy Command:

The wind dies down in most of the map. The wall becomes 20ft taller, and a the mini tornadoesturn into a thin wind wall of force, picking up bone, weapon, and flesh; making it hard to see even the wall.

The whistling turnes to a thunderous impact as a massive cube of pure adamantium strikes the ground, leaving an impact crater. The cube lands in Hotel;O-R;9-12, and then begins to change.

The cube breaks into multiple, connected parts that rework to fit themselves into a massive, Gargantuan Clockwork Adamantine Scorpion Construct. (Face/Reach: 20/20). Where the curved stinger should be, however, is a Spell Turret.

Knowledge Arcana reveals the creature to be an Animated Object. While it has claws, they can only perform slam attacks (no working claws). The Spell Turret on top casts 5 spells and has True Seeing out to 120ft. It casts its spells in order, the fifth always Repair Critical Damage. The other four spells are subject to the creator of the Spell Turret, but all four of the spells must be of the same level, same spell list, and different schools.

Good old fasion intuition reveals this to be a ploy to gain time on the part of the Enemy.

Gargantuan Clockwork Adamantine Scorpion Construct (GCASC):
Move Action: Transform from prone.
Standard Action: GCASC casts Mass Suggestion on Hadon and Xanian. In an ominous, mechanical voice, the party hears Flee West at Top Speed.
SR Check: [roll0]
Will Save DC 21 or follow the Suggestion.

Oolar, Shiela, and anyone else with True Seeing, See Invisibility, or similar, start to notice flickering at the very edges of their divination range. Spot checks for everyone for round 14.

Thomas:
Spot Check:[roll1]

Thomas will take a 5ft swoosh away from the GCASC to be out of it's 20ft reach and cast Flame Strike.
[roll2] Fire Damage.
DC 23 Reflex for Half
SR Check: [roll3]

GCASC Reflex: [roll4]

Killerloop
2009-12-08, 06:32 AM
Rikktor - Round 14

Will vs Suggestion: [roll0]

Still concentrating on the Lesser Restoration spell, Rikktor can't do much this round.

However he has see the unseen, so spot check: [roll1]

hustlertwo
2009-12-08, 11:44 AM
Adjunct moves to Oscar C-7, flying over the spikes. He then flies down to the ground and casts Remove Blindness on Saul with his Staff of Healing (48 charges remain).

Buffs:

Barkskin +5
Delay Poison
Greater Invisibility (28 rounds remain)
Eagle's Splendor
Minor Displacement (20% miss chance for attacks on Adjunct, forgot to include this, but it's always on, as I'm wearing a cloak with it)
Weave buffs

Delandel
2009-12-08, 04:48 PM
R13

Oolar grumbles to himself as the winds blast him backward and steal away the mace he was looking for. Noticing the wall of iron being conjured to the east, Oolar floats upward into the air, trying to get a peek at what's happening on the other side. He will fly as high up as necessary to peer over the 20ft. wall.

DC30 spot check for robed figure: [roll0]
DC25 listen check for metallic object: [roll1]
Spot check to see anything on the other side of the wall: [roll2]

R14

If Oolar cannot see anything beyond the wall, he moves at top speed to the fortress. He decides to leave the construct alone for now.

Buffs:
Oolar's Buff list is:
{table]Buffs
Cat's Grace (3min) (DC 12)
Owl's Wisdom (3min) (DC 12)
Bull's Strength (3min) (DC 12)
Bear's Endurance (3min) (DC 12)
True Seeing (15min) (DC 24)
Greater Magic Weapon +4 (16hr) (DC 27)
Stoneskin (???)
Shield (16min) (DC 33)
Protection from Evil (16min) (DC 33)
Elemental Body (16hr) (DC 27)
+13 temp HP (12hr) (DC 26)
Inspire Courage +4 (10rounds) (DC 26?)
Haste (15rds) (DC 26)
Greater Invsibility (16rds) (DC 27)
Greater Resistance (16min) (DC 27)
Greater Mage Armor (16hr) (DC 27)
See Invisibility (30min) (DC 14)
Protection vs. Law (16min) (DC 27)
Heroism (140min) (DC 27)
[/table]

DueceEsMachine
2009-12-08, 05:49 PM
Marius Kaldo - Human Bard
Status

Hp - 236/171
AC - 37 (42 vs. ranged)
Size - Medium

Spells/abilities in Effect -

Haste - 8 rounds - extra attack, +30 ft speed
Fly - 134 rounds - fly at 60 feet
Stone Skin - 134 rounds DR - 10/adamant. or 150 pts
Greater Magic Weapon - 834 rounds - +3 to his...shortbow
Heroism - 134 rounds - (+2 moral to stuff)
Blur - 134 rounds - 20 % miss chance
Bardic Music - +4 moral bonus to hit/damage, and saves vs. charm and fear - 14 rounds left

Round 14

Neoseph:



Marius could not have cast a spell on Twinkie (Papa) and then moved 90ft in any direction to have reached Mike in round 12. During round 13, I see him at the most double moving to November C 1 (he can be in Mike if he decides to take the D row or lower).
I thought it was a standard action to cast a spell from a scroll, and fly gives you a movement speed of 60 feet, +30 from haste, and that should be plenty... I thought. My apologies if I was wrong.
Anyways -
Spot - [roll0]
Knowledge - Arcana - [roll1]


*Seeing the massive, bestial creature unleashed onto the feild of battle, Marius smiles something of a wicked grin and stretches his arms, spreading his fingers wide in front of him.*
"Finally! I get to be a little useful! Come here, beastie, and I'll turn you to dust!"

*focusing on the energies at his command, he pulls the magical energy from his glove, letting it form first in his mind, manifesting on the feild of battle as a small sphere of utter void, almost painful to look at, coming into existence around the monstrous creature.*


Okay, so since I haven't been doing much, I think it's time I be useful and take this thing out if I'm lucky (or he's unlucky, either will work).
Standard action to use a scroll, Sphere of ultimate destruction - Fort Dc is 23, unless I am mistaken, and it will have a duration of 17 rounds.
So, Ranged touch attack - [roll2]
Edit: WOOT! I'm being useful!

neoseph7
2009-12-08, 07:47 PM
Marius Kaldo - Human Bard
Status

Hp - 236/171
AC - 37 (42 vs. ranged)
Size - Medium

Spells/abilities in Effect -

Haste - 8 rounds - extra attack, +30 ft speed
Fly - 134 rounds - fly at 60 feet
Stone Skin - 134 rounds DR - 10/adamant. or 150 pts
Greater Magic Weapon - 834 rounds - +3 to his...shortbow
Heroism - 134 rounds - (+2 moral to stuff)
Blur - 134 rounds - 20 % miss chance
Bardic Music - +4 moral bonus to hit/damage, and saves vs. charm and fear - 14 rounds left

Round 14

Neoseph:


I thought it was a standard action to cast a spell from a scroll, and fly gives you a movement speed of 60 feet, +30 from haste, and that should be plenty... I thought. My apologies if I was wrong.
Anyways -
Spot - [roll0]
Knowledge - Arcana - [roll1]


*Seeing the massive, bestial creature unleashed onto the feild of battle, Marius smiles something of a wicked grin and stretches his arms, spreading his fingers wide in front of him.*
"Finally! I get to be a little useful! Come here, beastie, and I'll turn you to dust!"

*focusing on the energies at his command, he pulls the magical energy from his glove, letting it form first in his mind, manifesting on the feild of battle as a small sphere of utter void, almost painful to look at, coming into existence around the monstrous creature.*


Okay, so since I haven't been doing much, I think it's time I be useful and take this thing out if I'm lucky (or he's unlucky, either will work).
Standard action to use a scroll, Sphere of ultimate destruction - Fort Dc is 23, unless I am mistaken, and it will have a duration of 17 rounds.
So, Ranged touch attack - [roll2]
Edit: WOOT! I'm being useful!


Sphere of Ultimate Destruction Damage: [roll0]
Fort Save: [roll1]

Gwynfrid
2009-12-08, 09:31 PM
Sheila - round 14

Sheila did not like the looks of the wall. Nor did she like the looks of the monstrous metallic scorpion. She couldn't see what was behind the wall, but she was fairly sure she wouldn't have liked the looks of that, either.

"Let's see how they like a taste of their own medicine."

Move action 45 feet straight up. Standard action to cast Earthquake centered on Hotel-JK19/Alpha-JK1. This may trigger a landslide from the north side of the valley if there are any steep slopes there. 100 damage to the wall, hardness notwistanding. Creatures on the ground fall prone (Reflex DC 15) and have a 25% chance to fall into a fissure (Reflex DC 20 to avoid). The rule doesn't seem to have a size limit for that, so our latest guest might well disappear into the ground.


Sheila's buffs:{table]Sheila's buffs|level|expires in|CL|effect
Mind Blank|8|24 hr|20|immunity to mind-affecting effects; cannot be detected by scrying and divination
Protection from Spells|8|200 min|20|resistance +8 to saves against spells and spell-like abilities
Heroes' Feast (Xanian)|6|12 hr|11|immunity to poison and fear effects, morale +1 to attack rolls and Will saves, 13 temp hp
Greater Heroism|6|20 min|20|morale +4 on attack rolls, saves, and skill checks, immunity to fear effects, and 20 temp hp
Spell Resistance|5|20 min|20|SR 32
Death Ward|4|20 min|20|immunity to death spells and negative energy effects
Freedom of Movement|4|200 min|20|immunity to paralysis and any impediment to movement
Stoneskin (Tacitus)|4|140 min|14|DR 10/adamantine; prevents up to 140 damage total
Fly|3|20 min|20|fly speed 60
Magic Vestment (shield)|3|20 hr|20|enhancement +5
Magic Vestment (armor)|3|20 hr|20|enhancement +5
Nondetection|3|20 hr|20|attempts to scry require DC 31 caster level checkto work
Greater Magic Weapon (Oolar)|3|16 hr|16|enhancement +4 to shortspear
Haste (Tacitus)|3|round 14|14|1 extra attack, +1 to attack rolls, dodge +1 to AC and Reflex, +30 speed
Heroism (Tacitus)|3|140 min|14|morale +2 on attack rolls, saves, and skill checks
Barkskin|2|120 min|12|natural armor enhancement +5
Bear's Endurance|2|20 min|20|
Blur (Tacitus)|2|14 min|14|20% miss chance
Cat's Grace|2|20 min|20|
False Life|2|20 hr|20|15 temp hp
Fox's Cunning|2|20 min|20|
Owl's Wisdom|2|20 min|20|
Protection from Arrows|2|20 hr|20|DR 10/magic vs projectiles, prevents up to 100 damage total
Resist Energy (acid)|2|200 min|20|acid resistance 30
Resist Energy (electricity)|2|200 min|20|electricity resistance 30
Resist Energy (fire)|2|200 min|20|fire resistance 30
Resist Energy (sonic)|2|200 min|20|sonic resistance 30
Resist Energy (cold)|2|200 min|20|cold resistance 30
See Invisibility|2|200 min|20|see invisible and ethereal objects and beings within range of vision
Shield of Faith|1|20 min|20|deflection +5 to AC
Protection from Evil (Oolar)|1|16 min|16|deflection +2 to AC, resistance +2 to saves vs evil, blocks mental control, prevents contact from summoned creatures
Inspire Courage (Marius)|-|round 28|-|morale +4 on attack rolls, damage, saves vs fear and charm[/table]

Hadon - round 14

Hadon heard Thomas's calls, asking not to take Anex away. The dwarf grumbled something in his beard as he went back the way he had come.

"Humans. You can trust them not to follow any plan, however simple. A wonder they manage to have any organized armies at all."

Carrying Anex's body: Double move (speed 90) to Hotel-BC8/9, altitude 20 feet.

Hadon's buffs:{table]Hadon's buffs|level|expires in|CL|effect
Heroes' Feast (Xanian)|6|12 hr|11|immunity to poison and fear effects, morale +1 to attack rolls and Will saves, 13 temp hp
Spell Resistance|5|20 min|20|SR 32
Death Ward|4|20 min|20|immunity to death spells and negative energy effects
Stoneskin (Tacitus)|4|140 min|14|DR 10/adamantine; prevents up to 140 damage total
Fly (Tacitus)|3|14 min|14|fly speed 60
Greater Magic Weapon (Tacitus)|3|14 hr|14|enhancement +3 to longbow
Greater Magic Weapon (Oolar)|3|16 hr|16|enhancement +4 to spiked chain
Haste (Tacitus)|3|round 14|14|1 extra attack, +1 to attack rolls, dodge +1 to AC and Reflex, +30 speed
Heroism (Tacitus)|3|140 min|14|morale +2 on attack rolls, saves, and skill checks
Barkskin|2|120 min|12|natural armor enhancement +5
Blur (Tacitus)|2|14 min|14|20% miss chance
Protection from Evil (Oolar)|1|16 min|16|deflection +2 to AC, resistance +2 to saves vs evil, blocks mental control, prevents contact from summoned creatures
Enlarge Person|1|5 min|5|size Large, weight 8x, size +2 Str -2 Dex -1 AC -1 attack rolls, reach 10 (20 with spiked chain)
Inspire Courage (Marius)|-|round 28|-|morale +4 on attack rolls, damage, saves vs fear and charm[/table]

memnarch
2009-12-08, 10:25 PM
Xanian 14

The gnome ignores the spell the construct tried to use (SR20) and directs the boar to get the wyvern body and start dragging it back to the wall as fast as it can. (not sure where the body is, so move to then pick it up this round)

Dropping the scroll of Cloudburst, Xanian takes out his scroll with Summon Nature's Ally VIII on it (and Summon Monster VIII if possible, is it?), then moves to Golf H18 up 40ft.


Buffs
{table]Buffs|DC|reminders
Protection from Evil|33|+2 AC, saves vs evil, no possession or mental control, no summon contact
Mind Blank|26|immune to mind-affecting effects; can't be detected by scrying and divination
Cold Immunity|26|Immune to Cold
Entropic Warding|26|Entropic Shield, Pass without Trace
Fell Flight|26|Flight as land speed
Fast Healing 2|26|+2 HP each round
Blur|25|Concealment (20% miss)
Fly|25|Flight speed 60ft
Haste|25|+1 AC, attack, reflex, speed +30ft (finished by round 23)
Greater Magic Weapon|25|+3 to a weapon
Stoneskin|25|DR 10/Adamantine 140 damage total (140min)
Heroism|25|+2 to attack, saves, skills
Heroes' Feast|25|Fear Immunity, Poison Immunity (12hr) +13 temp HP (12hr)
Greater Invisibility|19|Invisible
[/table]

{table]Equipment

SR 20
Absorb Energy-Draining (12hits)
Absorb Death Effects (12hits)
Absorb Negative Energy Effects (12hits)
Evasion ability
Feather Fall Constant
[/table]

Equipment; Scarab of Protection, Ring of Evasion, Ring of Feather Fall

chilepepper
2009-12-08, 10:33 PM
Twinkie - Round 14

Twinkie runs back to the fortress (x3 speed, this is going to take me a few rounds).

neoseph7
2009-12-08, 11:24 PM
Xanian 14

The gnome directs the boar to get the wyvern body and start dragging it back to the wall as fast as it can. (not sure where the body is, so move to then pick it up this round)

Dropping the scroll of Cloudburst, Xanian takes out his scroll with Summon Nature's Ally VIII on it (and Summon Monster VIII if possible, is it?), then moves to Golf H18.


Buffs
{table]Buffs|DC|reminders
Protection from Evil|33|+2 AC, saves vs evil, no possession or mental control, no summon contact
Mind Blank|26|immune to mind-affecting effects; can't be detected by scrying and divination
Cold Immunity|26|Immune to Cold
Entropic Warding|26|Entropic Shield, Pass without Trace
Fell Flight|26|Flight as land speed
Fast Healing 2|26|+2 HP each round
Blur|25|Concealment (20% miss)
Fly|25|Flight speed 60ft
Haste|25|+1 AC, attack, reflex, speed +30ft (finished by round 23)
Greater Magic Weapon|25|+3 to a weapon
Stoneskin|25|DR 10/Adamantine 140 damage total (140min)
Heroism|25|+2 to attack, saves, skills
Heroes' Feast|25|Fear Immunity, Poison Immunity (12hr) +13 temp HP (12hr)
Greater Invisibility|19|Invisible
[/table]

{table]Equipment

SR 20
Absorb Energy-Draining (12hits)
Absorb Death Effects (12hits)
Absorb Negative Energy Effects (12hits)
Evasion ability
Feather Fall Constant
[/table]

Equipment; Scarab of Protection, Ring of Evasion, Ring of Feather Fall


Let's just say that Xanian never pulled the scroll of clouburst. If that would free up an action from before, he can have pulled out the SMVIII then. However, you can only hold a single scroll in one hand. (It is fair to say that a single scroll has multiple spells on it. However, a single scroll should have only one author. Thus, it should not have a cleric spell and a wizard spell).

memnarch
2009-12-08, 11:27 PM
Aye, but a warlock cares less as to whether a cleric or wizard could make it. :smallwink:

Edit; on my character sheet, all the scrolls that I personally made are in the Spells&Powers section.

neoseph7
2009-12-08, 11:35 PM
Aye, but a warlock cares less as to whether a cleric or wizard could make it. :smallwink:

Edit; on my character sheet, all the scrolls that I personally made are in the Spells&Powers section.

Fair enough. If you scribed all of your own scrolls, they may occupy a single (massive) scroll, or any number of lesser scrolls. Don't loose it, or take fire damage.:smallwink:

neoseph7
2009-12-09, 06:02 PM
The earthquake leaves significant cracks along the iron wall. A fissure opens up beneathe the GCASC and swallows it whole.

Round 15:

The Haste Effect (lasting only 14 rounds) is now over.

Enemy Command: The wall does not grow, but another casting of iron wall goes towards repairing the damage dealt from the earthquake (a thick sheet of twisted iron rips off of the new iron wall, making the mini tornados even deadlier).

The Gargantuan Clockwork Adamantium Scorpion Construct (GCASC) takes a move action to climb up out of the fissure. It then targets Marius with a Chain Lightning.

SR: [roll0]
Damage: [roll1] Electricity
Reflex DC 21 for half

Grey and Shiela (though not Oolar since IIRC he is invisible and the GCASC True Seeing is only out to 120ft) are targets of secondary bolts. Half damage, reflex to bring it down to a quarter.

Hello Rikktor. It's nice to meet you. A pity, really. I was rooting for you. I never liked Kathryn. She deserved her fate, and you deserve to take her place. Your potential here is... wasted... Several smooth voices speak out in unison around Rikktor. One voice is far... too.. close.

A not-so-invisible Invisible makes a leaping grapple attack against Rikktor. To add trouble, he is surrounded by an antimagic field, one that winked into existence very recently.

Touch Attack (No AOO): [roll2]
Opposed Grapple Check: [roll3]
Unarmed Strike Damage: [roll4] + sneak attack: [roll5]

The above takes place in an antimagic field. If Rikktor can beat a DC34 Spot Check, there is no sneak attack. In the presence of the antimagic field, both Rikktor and the Invisible drop like stones 10ft. They may not use climb or tumble to break their fall if the grapple check was successful.

Falling Damage for Invisible: [roll6]

The antimagic field negates Rikktor's wings. Even if he isn't grappling, he is still on the ground with an Invisible right next to him and in the presence of an antimagic field.

Waiting for the two combatants at the bottom are 10 Invisible (who are actually invisible, non detected (as per the spell), and possessing Hide Checks in teh stratosphere (even without the invisibility). All ten launch 3 javelins each at Rikktor (possibly hitting their ally).

Rikktor is being attacked by Invisible enemies (they all have +2 to hit that is not taken into account). In addition, Rikktor loses his Dex mod to AC.


1
Attack:[roll7] Damage:[roll8] Sneak:[roll9]
Attack:[roll10] Damage:[roll11] Sneak:[roll12]
Attack:[roll13] Damage:[roll14] Sneak:[roll15]
50% chance to hit Rikktor (2s hit):[roll16][roll17][roll18]
2
Attack:[roll19] Damage:[roll20] Sneak:[roll21]
Attack:[roll22] Damage:[roll23] Sneak:[roll24]
Attack:[roll25] Damage:[roll26] Sneak:[roll27]
50% chance to hit Rikktor (2s hit):[roll28][roll29][roll30]
3
Attack:[roll31] Damage:[roll32] Sneak:[roll33]
Attack:[roll34] Damage:[roll35] Sneak:[roll36]
Attack:[roll37] Damage:[roll38] Sneak:[roll39]
50% chance to hit Rikktor (2s hit):[roll40][roll41][roll42]
4
Attack:[roll43] Damage:[roll44] Sneak:[roll45]
Attack:[roll46] Damage:[roll47] Sneak:[roll48]
Attack:[roll49] Damage:[roll50] Sneak:[roll51]
50% chance to hit Rikktor (2s hit):[roll52][roll53][roll54]
5
Attack:[roll55] Damage:[roll56] Sneak:[roll57]
Attack:[roll58] Damage:[roll59] Sneak:[roll60]
Attack:[roll61] Damage:[roll62] Sneak:[roll63]
50% chance to hit Rikktor (2s hit):[roll64][roll65][roll66]
6
Attack:[roll67] Damage:[roll68] Sneak:[roll69]
Attack:[roll70] Damage:[roll71] Sneak:[roll72]
Attack:[roll73] Damage:[roll74] Sneak:[roll75]
50% chance to hit Rikktor (2s hit):[roll76][roll77][roll78]
7
Attack:[roll79] Damage:[roll80] Sneak:[roll81]
Attack:[roll82] Damage:[roll83] Sneak:[roll84]
Attack:[roll85] Damage:[roll86] Sneak:[roll87]
50% chance to hit Rikktor (2s hit):[roll88][roll89][roll90]
8
Attack:[roll91] Damage:[roll92] Sneak:[roll93]
Attack:[roll94] Damage:[roll95] Sneak:[roll96]
Attack:[roll97] Damage:[roll98] Sneak:[roll99]
50% chance to hit Rikktor (2s hit):[roll100][roll101][roll102]
9
Attack:[roll103] Damage:[roll104] Sneak:[roll105]
Attack:[roll106] Damage:[roll107] Sneak:[roll108]
Attack:[roll109] Damage:[roll110] Sneak:[roll111]
50% chance to hit Rikktor (2s hit):[roll112][roll113][roll114]
10
Attack:[roll115] Damage:[roll116] Sneak:[roll117]
Attack:[roll118] Damage:[roll119] Sneak:[roll120]
Attack:[roll121] Damage:[roll122] Sneak:[roll123]
50% chance to hit Rikktor (2s hit):[roll124][roll125][roll126]

For 30 Attacks, 1 is bound to trigger a crit (20, x2). I will also roll 2 crit potentials below.
Crit Confirm: [roll127] Damage:[roll128]
Crit Confirm: [roll129] Damage:[roll130]


Thomas Flies to Hadon, pulling out a scroll of revenance as part of the move (he has a scroll case that lets him do so). He then Cast's Revenance on Anex, who is alive and kicking for the next 16 minutes (160rounds).

industrious
2009-12-09, 07:31 PM
It can hit me from that far away?

Rolling Reflex anyway...
[roll0]

DueceEsMachine
2009-12-09, 09:10 PM
Marius Kaldo - Human Bard
Status

Hp - 190/171
AC - 37 (42 vs. ranged)
Size - Medium

Spells/abilities in Effect -

Fly - 133 rounds - fly at 60 feet
Stone Skin - 133 rounds DR - 10/adamant. or 150 pts
Greater Magic Weapon - 833 rounds - +3 to his...shortbow
Heroism - 133 rounds - (+2 moral to stuff)
Blur - 133 rounds - 20 % miss chance
Bardic Music - +4 moral bonus to hit/damage, and saves vs. charm and fear - 13 rounds left

Round 15

*Marius lets out a cry of success at his hitting the creature with the black void, but the victory yell quickly fades as he sees that the creature is not dead - far from it. His eyes widen in terror as the bolt of electricity streaks towards him, and though his mind screams for his body to drop out of the way, the best he can do is feebly raise his arms in front of his face before the blast hits him full force.*

*His movements jerky and small arcs of electricity streaking through his hair, Marius groans as he sways, but manages to stay on his feet, breathing hard.*
"Come on! You can do better than that! Open wide and I'll feed you some of your own medicine!"

*Though his spell seems to have little effect on the monstrosity, Marius has no doubt that it will help - if only he can focus it on the creature. Focusing his will, he directs the sphere to attack once more.*


Alright, well, the book I have says it requires a ranged touch attack, and I'm pretty sure that's a standard action, so I'll just go with that. I am going to use a couple charges from my belt of battle for an extra standard action though, to hit the thing twice.
Alright - just spend a move action this turn to use the sphere, and a standard action to activate the wand of haste that I picked up. That should work. I'll get the duration ect. in the next round post.
Attack 1 - [roll0]
Attack 2 - [roll1]
Damage 1 - [roll2]
Damage 2 - [roll3]

chilepepper
2009-12-10, 02:35 AM
Twinkie - round 15

Twinkie continues making his way to the fort. (60' in a full round)

Ryuuk
2009-12-10, 09:43 AM
Saul

"Ah, thank you." Taking in the scene, Saul watches Rikktor fall as spears fly out around him. [COLOR="DarkSlateBlue"]"It's the invisibles!" He Hustles to a better spot and charges towards the man attacking Rikktor. If his claws disappear during his charge, he'll put two and two together and draw the rapier a moment striking.

Assuming Saul has to enter an antimagic field to attack the invisible in I19, his AC and Attack Bonus will change drastically. For now, I'm sure that can count on the Rapier's Mastework property and my Warmind Chain +4 to Str (as it's more akin to rage). I'm not sure about the inspire courage though.

Hustle will leave him in E14, he'll charge and attack from I19

Attack [roll0] PA 9
Damage [roll1]

I'll omit my buff list for now, as it isn't relevant inside an Antimagic Field. The Warmind's Chains should still be active though (+4 Insight to Str/Con/Dodge to AC. Also, DR 3/-)

hustlertwo
2009-12-10, 11:41 AM
I will wait until Rikktor posts for my turn, to see whether he's still alive or not.

industrious
2009-12-10, 11:50 AM
Round 14:
"Great. Just what I needed." Thanks to his ring of evasion, Grey takes no damage from the lightning.

The man then decides to run towards the construct, figuring that it was about time he got into melee. As he does so, he sheathes his bow, and draws his dual kukris.

Round Summary: Move 120 ft East.

He then moves closer to Sheila, unsheathing his kukris as he does so.

Grey Willspark (http://www.myth-weavers.com/sheetview.php?sheetid=162661)
Male N Human Swashbuckler/Invisible Blade, Level 10/5, Init +6, HP 112/99, DR 3/silver, Speed 30 ft
AC 28, Touch 18, Flat-footed 22, Fort +12, Ref +15, Will +8, Base Attack Bonus 15/10/5
+4 Speed Deadly Precision Kukri-'Subtlety' (--) +34/+28/+23/+19 (1d4+6, 18-20/x2)
+3 Frost Shocking Kukri-'Grey' (--) +34/+21/+16 (1d4+6+2d6, 18-20/x2)
Longbow (17) +30 (1d8+4, x3)
+3 Chain Shirt, Ring of Protection +2 (+7 Armor, +6 Dex, +3 Natural, +2 Deflect)
Abilities Str 14, Dex 26, Con 12, Int 18, Wis 9, Cha 12
Condition None

{table]Grey's buffs|level|expires in|DC to dispel|effect
Heroes' Feast (Xanian)|6|12 hr|22|immunity to poison and fear effects, morale +1 to attack rolls and Will saves, 13 temp hp
Stoneskin (Tacitus)|4|140 min|25|DR 10/adamantine; prevents up to 140 damage total
Fly (Tacitus)|3|14 min|25|fly speed 60
Greater Magic Weapon (Tacitus)|3|14 hr|25|enhancement +3 to (Grey kukri)
Greater Magic Weapon (Oolar)|3|16 hr|27|enhancement +4 to (Subtly Kukri)
Heroism (Tacitus)|3|140 min|25|morale +2 on attack rolls, saves, and skill checks
Blur (Tacitus)|2|14 min|25|20% miss chance
Protection from Evil (Oolar)|1|16 min|33|deflection +2 to AC, resistance +2 to saves vs evil, blocks mental control, prevents contact from summoned creatures
Inspire Courage (Marius)|-|round 28|-|morale +4 on attack rolls, damage, saves vs fear and charm[/table]

memnarch
2009-12-10, 08:07 PM
Xanian

Seeing that Rikktor is in trouble, the boar is commanded to drop the wyvern body (free action) and then trample over the now not invisible Invisibles like so for [slam] +12 damage. Reflex save 25 for half damage. (if they can make an AoO, then they can at -4 attack and no reflex save) (see OOC (http://www.giantitp.com/forums/showpost.php?p=7476337&postcount=578))
http://i50.tinypic.com/ofnhjr.png

The gnome calls down a lightning bolt on the contraption dealing [roll0] Lightning damage. Reflex DC15 SR [roll1]


Then Xanian floats to Hotel I3.

Buffs
{table]Buffs|DC|reminders
Protection from Evil|33|+2 AC, saves vs evil, no possession or mental control, no summon contact
Mind Blank|26|immune to mind-affecting effects; can't be detected by scrying and divination (24hr)
Cold Immunity|26|Immune to Cold
Entropic Warding|26|Entropic Shield, Pass without Trace (24hr)
Fell Flight|26|Flight as land speed (24hr)
Blur|25|Concealment (20% miss)
Fly|25|Flight speed 60ft
Haste|25|+1 AC, attack, reflex, speed +30ft (finished by round 23)
Greater Magic Weapon|25|+3 to a weapon
Stoneskin|25|DR 10/Adamantine 140 damage total (140min)
Heroism|25|+2 to attack, saves, skills
Heroes' Feast|25|Fear Immunity, Poison Immunity (12hr) +13 temp HP (12hr)
Greater Invisibility|19|Invisible (finished by round 21)
[/table]

Fast Healing 2 (Su) until round 33

{table]Equipment

SR 20
Absorb Energy-Draining (12hits)
Absorb Death Effects (12hits)
Absorb Negative Energy Effects (12hits)
Evasion ability
Feather Fall Constant
[/table]

Equipment; Scarab of Protection, Ring of Evasion, Ring of Feather Fall

Gwynfrid
2009-12-11, 12:06 AM
Sheila - round 15

Sheila was not completely surprised by the sudden appearance of the Invisibles, but she had to admit she had not seen them coming. Hopefully, there was still a chance to save Rikktor from certain death.

No move. Standard action to cast Evard's Black Tentacles centered on Papa-HI3/4. That should catch all Invisibles except the one grappling with Rikktor - possibly also the razor boar.
Grapple check [roll0]. No save, no SR.


Sheila's buffs:{table]Sheila's buffs|level|expires in|CL|effect
Mind Blank|8|24 hr|20|immunity to mind-affecting effects; cannot be detected by scrying and divination
Protection from Spells|8|200 min|20|resistance +8 to saves against spells and spell-like abilities
Heroes' Feast (Xanian)|6|12 hr|11|immunity to poison and fear effects, morale +1 to attack rolls and Will saves, 13 temp hp
Greater Heroism|6|20 min|20|morale +4 on attack rolls, saves, and skill checks, immunity to fear effects, and 20 temp hp
Spell Resistance|5|20 min|20|SR 32
Death Ward|4|20 min|20|immunity to death spells and negative energy effects
Freedom of Movement|4|200 min|20|immunity to paralysis and any impediment to movement
Stoneskin (Tacitus)|4|140 min|14|DR 10/adamantine; prevents up to 140 damage total
Fly|3|20 min|20|fly speed 60
Magic Vestment (shield)|3|20 hr|20|enhancement +5
Magic Vestment (armor)|3|20 hr|20|enhancement +5
Nondetection|3|20 hr|20|attempts to scry require DC 31 caster level checkto work
Greater Magic Weapon (Oolar)|3|16 hr|16|enhancement +4 to shortspear
Heroism (Tacitus)|3|140 min|14|morale +2 on attack rolls, saves, and skill checks
Barkskin|2|120 min|12|natural armor enhancement +5
Bear's Endurance|2|20 min|20|
Blur (Tacitus)|2|14 min|14|20% miss chance
Cat's Grace|2|20 min|20|
False Life|2|20 hr|20|15 temp hp
Fox's Cunning|2|20 min|20|
Owl's Wisdom|2|20 min|20|
Protection from Arrows|2|20 hr|20|DR 10/magic vs projectiles, prevents up to 100 damage total
Resist Energy (acid)|2|200 min|20|acid resistance 30
Resist Energy (electricity)|2|200 min|20|electricity resistance 30
Resist Energy (fire)|2|200 min|20|fire resistance 30
Resist Energy (sonic)|2|200 min|20|sonic resistance 30
Resist Energy (cold)|2|200 min|20|cold resistance 30
See Invisibility|2|200 min|20|see invisible and ethereal objects and beings within range of vision
Shield of Faith|1|20 min|20|deflection +5 to AC
Protection from Evil (Oolar)|1|16 min|16|deflection +2 to AC, resistance +2 to saves vs evil, blocks mental control, prevents contact from summoned creatures
Inspire Courage (Marius)|-|round 28|-|morale +4 on attack rolls, damage, saves vs fear and charm[/table]

Gwynfrid
2009-12-11, 02:46 PM
Hadon - round 15

Hadon let Anex and Thomas each grab one of his hands, then hurried to the back lines with all the speed he could manage.

Carrying Anex and Thomas: Run (4x speed 40 with medium load, so 160 feet) to the back, with a somewhat gentle slope upwards to end at altitude 20 feet. Moving up counts double, so if I count this right he ends up in Golf-LM8/9, altitude 20 feet.

Hadon's status:
AC 37, miss chance 20%, DR 10/adamantine and 4/, SR 32, HP 239, altitude 20 feet

{table]Hadon's buffs|level|expires in|CL|effect
Heroes' Feast (Xanian)|6|12 hr|11|immunity to poison and fear effects, morale +1 to attack rolls and Will saves, 13 temp hp
Spell Resistance|5|20 min|20|SR 32
Death Ward|4|20 min|20|immunity to death spells and negative energy effects
Stoneskin (Tacitus)|4|140 min|14|DR 10/adamantine; prevents up to 140 damage total
Fly (Tacitus)|3|14 min|14|fly speed 60
Greater Magic Weapon (Tacitus)|3|14 hr|14|enhancement +3 to longbow
Greater Magic Weapon (Oolar)|3|16 hr|16|enhancement +4 to spiked chain
Heroism (Tacitus)|3|140 min|14|morale +2 on attack rolls, saves, and skill checks
Barkskin|2|120 min|12|natural armor enhancement +5
Blur (Tacitus)|2|14 min|14|20% miss chance
Protection from Evil (Oolar)|1|16 min|16|deflection +2 to AC, resistance +2 to saves vs evil, blocks mental control, prevents contact from summoned creatures
Enlarge Person|1|5 min|5|size Large, weight 8x, size +2 Str -2 Dex -1 AC -1 attack rolls, reach 10 (20 with spiked chain)
Inspire Courage (Marius)|-|round 28|-|morale +4 on attack rolls, damage, saves vs fear and charm[/table]

hustlertwo
2009-12-11, 03:11 PM
I had been waiting on my turn to see if anything could be done to help Rikktor, but it looks like not, so I'll join the general egress and move on to Foxtrot S-19, and then I will target a Fireball on the Papa H-4 non-Invisible, [roll0] damage. DC 23 to halve.

Oh, and the map doesn't show any soldiers who are merely dying instead of being dead, but presumably there are some (haven't heard anything that implies there wouldn't be), so if I can get a general idea on where any large concentrations of them are, that'd be good).

Barkskin +5
Delay Poison
Greater Invisibility (27 rounds remain)
Eagle's Splendor
Minor Displacement (20% miss chance for attacks on Adjunct, forgot to include this, but it's always on, as I'm wearing a cloak with it)
Weave buffs

Delandel
2009-12-11, 07:33 PM
R15

Oolar drops his rod of sculpting and pulls out a rod of quicken. He then casts a freezing fog on top of the grappling tentacles, ensuring that they won't go anywhere in a hurry.

Drop (free action) Get (move action) Cast Freezing Fog (standard action) centered on top of the tentacle's radius. Freezing Fog is from SpC p99. On my turn each round anyone in the fog takes 1d6 cold damage and must make a reflex save DC 28 or fall prone.

Anex moves at top speed towards the fort.

neoseph7
2009-12-12, 12:34 AM
Round 15


Twinkie - round 15

Twinkie continues making his way to the fort. (60' in a full round)

Twinkie has a blade barrier in front of him. Unless he flies over it, there may be an issue. There is also the issue of spiked growth (Which I don't mind assuming Twinkie is capable of jumping to avoid).

Xanian's Razor Boar Skeleton cannot trample. Skeletons loose all special attacks of the base creature. Trample is a special attack for the Razor Boar. The Razor Boar can attack normally instead. While we are one the subject, the Razor boar skeleton does not have Vorpal Tusks either.

Skeletons (http://www.d20srd.org/srd/monsters/skeleton.htm)

Lightning Zaps the the GCASC. The zap causes it to shudder for a moment before returning to normal.

The Spiked Tentacle Monster grapples and injures all of the Invisible not protected with antimagic.

Three of the non-antimagicked Invisible completely dodge the fireball. The rest are burned to ash in puff of blue flame.

There are 700 Dead and Dying soldiers scattered throughout all of Papa and hotel along with the eastern half of Golf and Oscar. The dying soldiers are unconscious and thus not moving, so you would need magic to distinguish between the dead and dying.

The freezing fog damages all of the rogues and causes two of them to fall prone.

Round 16
Everyone needs to make a spot check this round. Also, on your buff list, please highlight any effect that can pierce magical invisibility with the color yellow like so:


Buffs
Protection from Religion
Swarmii's Radical Hotrod
Giant Size
True Seeing

Enemy Command:
A mini tornado disappears from the wall, and a tornado of similar size forms around the Freezing Fog, dispersing it. A severe wind blows in a small area around the fog (this is a result of Control Winds BTW). One of the Invisible in the area is Checked (cannot move). Of note, the winds are not totally negated by the antimagic field, but they are lessened.

The Iron Wall grows 20ft taller, and is now 60ft from the ground. It appears to be leaning a bit towards the enemies.

Invisble:

An antimagic tile is cracked near the GCASC, and an Invisible tumbles past the giant creature onto the spot where the Sphere of Ultimate Destruction should be.

The Invisible near Rikktor act quickly. One gets up from prone, and the two capable of moving make their way to Rikktor. With the one already there and the one that didn't double move, two Invisible start to strip Rikktor of his belongings, effecting items in the order a NAt1 Reflex save against damage does.

Shield, Armor, Hat, Item in Hand, Cloak, Sheathed Weapon, Bracers, Clothing, Jewely, Anything else, in that order.

Two items are thus removed.

The Gargantuan Clockwork Adamantine Scorpion Construct (GCASC) Moves forward 40ft (trampling the rogue for 16 damage) to Golf; O-R; 12-15. It then Casts Flesh to Stone targetting Marius.

Turn to Stone
Fort DC 21 negates.

Thomas:

The cleric will fly 40ft towards the Wall (ending on Golf N2) and puls out a scroll of Cometfall.

You'll never guess which cleric spell is not negated by Antimagic:smallbiggrin:

Targetting the 3 Invisible looters (Oscar;I-J;18-19) Reflex DC 21 for Half; [roll0] Bludgeoning damage from an instant conjuration that appeared 110 ft above the antimagic field.

DueceEsMachine
2009-12-12, 09:50 AM
Marius Kaldo - Human Bard
Status

Hp - 190/171
AC - 37 (42 vs. ranged)
Size - Medium

Spells/abilities in Effect -

Fly - 132 rounds - fly at 60 feet
Stone Skin - 132 rounds DR - 10/adamant. or 150 pts
Greater Magic Weapon - 832 rounds - +3 to his...shortbow
Heroism - 132 rounds - (+2 moral to stuff)
Blur - 132 rounds - 20 % miss chance
Bardic Music - +4 moral bonus to hit/damage, and saves vs. charm and fear - 12 rounds left
Haste - +30 ft speed, extra attack, ect. ? rounds (look it up in a bit)

Round 16

*As his Sphere winks out of existence, Marius begins to let out a string of curses better left to the imagination, but his ranting is cut short as his eyes widen in surprise. His skin slowly hardens, his movements slowing for a moment as the magical blast from the scorpion begins to take effect. His mind races as he feels his body stiffening, and a feeble cry of protest escapes from his mouth as it goes solid.*

*For what seems like an eternity, he focuses his energies to fight off the attack, and for a moment, he feels as though he may fail, but just as quickly as it began, the arcane energies disperse, and Marius is left gasping for air momentarily before gathering himself.*

"Good Gods, that was close. Watch yourselves! This thing is getting nastier by the second!"

*Stepping quickly to the side, he retrieves his bow and lets fly a storm of arrows at the hulking monstrosity, hoping that something will be accomplished, but beginning to have his doubts.*


Okay, full attack with shortbow, with the magebane effect vs. the scorpion, +1d6 for the greater crystal of destruction, and criticals are enabled.
Attacks
1- [roll0]
2- [roll1] - crit
3- [roll2]
4- [roll3]
Crit confirmations -
1- [roll4]
2- [roll5]
3- [roll6]
4- [roll7]
Damage
1- [roll8]
2- [roll9] x 3 = 84, if the confirmation is good.
3- [roll10]
4- [roll11]

hustlertwo
2009-12-12, 11:02 AM
No crits on the scorpion, constructs are immune.

DueceEsMachine
2009-12-12, 02:21 PM
Okay - posted that in the spoiler. Greater Crystal of Destruction - allows crits on constructs.