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mrcarter11
2011-02-27, 11:41 AM
Stories and legends surround each of you,
There is no telling the truth from the lies.
A new threat comes at us from the west,
We must band together to stop it.
So I ask for your skill and dedication
Assist in the destruction of this threat.
We will be meeting at Black Steel Keep,
I'm sure you know of it


Another reading of the letter told you nothing more then the first time you read it. You wondered what exactly this new threat could be, could it really be that strong? In the end you decided to go to the Keep, to see what you could find out or to see if your abilities were truly needed.

Cogidubnus
2011-02-27, 11:50 AM
Assuming I'm just outside the Keep, in my Gargantuan Giant form.

"I have been invited to this Keep, on the purported rumour of some threat. I ask for the owner's presence, and his explanation for this summons." The Giant looks relaxed, as the walls only come up to his waist anyway.

mrcarter11
2011-02-27, 11:59 AM
A human man comes outside and begins speaking, his voice magically reaching up to you.
"I am the one who sent the letters, not the owner of this keep, it shall simply be our base of operations. We shall await the other before more is discussed.

distant quasar
2011-02-27, 12:10 PM
Mr. Veld stands at the entrance outside Black Steel Keep. He is tall with red skin, small horns curving on the sides of his head, and large claws. As he looks over a piece of paper in his left hand, he smiles slightly revealing fangs, but no warmth touches his eyes. He looks up at the man who came out of the Keep, then puts the paper back into his pocket. From behind him a Pit Fiend and an attractive human female step forward and take places by his side.

Anyone with True Seeing recogninzes the female as a Pleasure Devil.

The other 3 Pleasure Devils are back at my mansion. (I could of course easily send for them)

Volthawk
2011-02-27, 03:43 PM
"I see. Waiting, then. No matter. I can wait."

Zandemar appears, seemingly coming out of a point in thin air. He is dressed in loose robes, with a strange brown furry shirt underneath, parts shifting in and out of sight. He is wearing a dark cloak, which wriggles like it is alive, and a pair of headbands, one light blue and the other silvery, sit on top of a mask, which has a bronze mane and leonine features on the top, while the bottom is that of a bull, with long horns. His arms are covered with chitinous plates, which run down into huge serrated claws, dripping with acid. His upper body is also surrounded by ghostly fur, and his actual skin is armoured and tough, blending into the background a little. Additionally, his entire body is covered in eyes, some closed and membranous, others open and watchful.

Barbarian MD
2011-02-27, 03:43 PM
The summons had brought Edouard to the Commandant's tent just before midnight. Slogging through the fresh mud in the heavy downpour, he had considered many possible reasons for the audience. The Scrags had been organizing in a valley ten miles west for some purpose, and reports of several dragon sightings had been filtering in from the scouts on the eastern side of the mountain. And, of course, the Sergent-Chef had been pushing for an assault on Firemount Keep for weeks.

But he had not expected this.

The letter had arrived first in the capital, addressed to himself. This being the military, of course it had been opened and read before forwarding on to the front. Much consternation had been aroused among the civilian command, and orders had eventually filtered down to the HQ post here on the front: Edouard Leroy was to be sent to Black Steel Keep, immediately. For what reason they provided no answer, but Edouard was convinced there had been more to this than a simple letter to so thoroughly convince the army that they should send Leroy of the Deathless away from the front. A map had been sent along with the messenger from the capital, and the Commandant dutifully presented it to Leroy along with his orders.

He was given no time for goodbyes. He already carried everything he owned, and his orders demanded that he leave immediately. The Commandant would find another Sergent for the unit, and life would go on, as it always did in the military.

And so, without further ado, Edouard, the Hero of Drastang, Sergent-Chef of the Deathless, Slayer of Grong and his hordes...

...began the long trek through the rain.

It wasn't that he walked the whole way, mind you. Divine power had been given him, and he made the most of it. Studying the map, he first teleported to the bordertown of Castille, the closest location he was familiar with. From there, he simply let his map and his eyes carry him across the leagues, leaping from mountaintop to mountain as far as he could see, always in the direction of the Keep. All told, the trip only took him thirty-five minutes, far better than the several days it would have taken him to run. The geography did much for the travel as well--he found that it stopped raining when he crossed the border, and the rest of his journey was much pleasanter, even if he was soaked.

At last, the young hero stood outside the gates of the keep, his spear slung over his back, his helm on his head, horsehair plume weighed down with rain, and his greatspear in his hand. It was a rather nondescript arrival, and he simply knocked on the gate when he arrived, presenting his letter to the man.

tigerusthegreat
2011-02-27, 04:20 PM
Walking out of the keep is a tall blond elf. His movements are swift and deliberate, a sign of his skill as a martial master. With a brief crouch, he leaps into the air, flying with the magical aid of his cloak. He approaches the head of the giant. "Forgive the rudeness and lack of accommodations for someone of your size, my visitors are usually much smaller, and I was barely given notice that I would be entertaining." He glares down at the other man.

In a flutter of his cloak, he lands gently before his gates, greeting the others, signaling for the adamantine gates to open for the guests. "Welcome, welcome to my humble home. I hope my staff can take care of your every need. I apologize for any inconvenience, I am as surprised as you are that the summons were sent to my abode. For those that do not know me, I am Balarus, the Blade."

Cogidubnus
2011-02-27, 04:25 PM
Phylakos

"Do not worry, I can be a more...easily accommodated size quite easily, though you will have to excuse me if my appearance becomes somewhat fearsome."

With those words, the giant shrinks down to a 6'4" bear-human hybrid, with grey-brown fur showing all his tattoos.

Vulaas
2011-02-27, 04:43 PM
The Walker

A quiet thrumming in the air is all the warning given before a roiling rift opens in the keep's courtyard, unorganized energy splashing out before a tall man with skin carved of onyx and cold, luminescent white eyes rises from it. Despite the oddness of his features, and the grand entry, he is dressed in tattered rags. The entity grins, showing a set of sharp-looking teeth, and then it speaks.
Any who have True Seeing:
You see a creature that looks like a Black Slaadi, however it is exceeds the size of many of its kind by far, has an extra set of viciously clawed arms, and four menacing tentacles waving from its shoulders.

"I bid thee a good day, mortals. I oft deign not enter the Prime Material, however I hath received note originating from here, a portent of threat. I hath no name in thy tongue, though when I am Called unto this place from mine home, I am known of as the Walker in the Void."

Tacitus
2011-02-27, 08:11 PM
Amak Ginga the Silent Arbiter

For those with the ability to perceive the ethereal, a tall man with yellowed skin and a black goatee appears through what seems to be a rift of some sort from one point in the Ethereal to another. Though it happens with blinding speed, the rift seems to have been cut open with a blade and the blade sheathed in a single fluid motion even as he stepped through. His black hair is a tangle of beads of bone and teeth but the rest of his dress is immaculate. Though the rift to beyond had shown the washed out colors of a wasteland, he seems to have stepped straight from sparring practice from any of the dojos that have appeared in Levenal. His robes are pure white with a sash of emerald. His feet are clad in simple sandals that seem to have weathered ten thousand footsteps in a day. Over his eyes is a black silk blindfold and hanging from his neck is a gray stone pendant upon which is carved the marred symbol for Vilquar's Eye. His hands flex within supple leather gloves as they come to rest on two ornate blades, one at either side. This is his daishō, the two blades that carry his soul and represent his honor in this world. Though sheathed in simple black saya with only a single character in the language of the Gith they radiate a palpable power, especially to those of extreme alignments.

He takes a few steps towards the gathering and if any had not yet noticed him he becomes clear, calmly walking from the Ethereal to the Prime as though walking between rooms of a house. It is at that moment that the limp form of a young man can be seen dragging along behind him, likely unconscious. Once he is fully upon the Prime a vague violet haze fills the air around him. Though his eyes are covered it is clear that he inspects each person in turn, lingering for far too long on Zandemar, until his eyes finally fall on the Walker in the Void. His lips curl into a smile before he begins to speak in a strange tongue.

[Speaking in Slaad]
"<Do you carry Selqant's heart, chaos beast, or have you been tamed? We have all been called to this place, but something of your nature is rarely welcomed among civilization. I'm curious as to why you'd even answer the summons. No, don't answer, it doesn't rightly matter, now does it?>"

He turn his attention away from the slaad and bows to the others as he brings the young man forward, "Greetings, I am Amak Ginga. My messenger seems to have gotten into a bit of a scuffle with something rather beastly. I've healed his wounds, but the experience has no doubt taxed his very soul. Had I known that a message was headed my way I'd have left the Deadlands sooner and saved this young man a fair bit of strife, but such is life. Have you a bed her can occupy for the time being?" Something seems off about the man. His tone, though not flat or uncaring, has a subtle sense of being rather subdued or controlled and his breathing is barely there but for speech. If not for the fact that he was standing, it would almost seem as though he were in a state akin to slumber.

tigerusthegreat
2011-02-27, 08:23 PM
"Lieutenant Callivan, see that this messenger is taken care of." Balarus shouts at the gatehouse. A stout armored man inside barks orders to his subordinates, and one comes out to carry the messenger up to a spare room. "Is that all that you have called together, or do we wait on more?" He says, addressing the man who called them together.

OOC: Do I know anything about this man? seems odd I wouldn't given that it's my house party. Logically, I'd think he was another archmage, as few others would be given such honor.

Barbarian MD
2011-02-27, 08:55 PM
Edouard comes upon the gate and the crowd gathered there. "Hail, Balarus. Edouard Leroy, answering the summons." He nods to the others assembled.

His divine sight [True Seeing] pierces the guises of the others, and he takes it all in silently, wondering at the purpose of this conclave and as well wondering if he will have need for his spear before the day is done.

When invited, he will follow the others into the Keep to hear their host out.

Vulaas
2011-02-27, 11:02 PM
The Walker

The man looks surprised for a moment before laughing, a resonating sound, and he looks on the gith in plain amusement. Instead of the strange, croaking tongue that the gith used, though, he responds in the common tongue.

"Tamed? Hah! Thine garb is strange, given the profession thou carry. Should thee not be be decked in the motley? Though, I shall admit to the oddity of you piercing my flesh-mask with thine gaze. As for the why, why should I not? Invitation given for mine entry to this world, and I hath been left unbound. Such wonders shalt be available to me! Even the maegi of the ages previous never hath partook in such flights of fancy."

After the exchange, the being moves with unnerving speed over to the keep's main gate to gaze out at the surrounding land.

mrcarter11
2011-02-28, 12:33 AM
The older man finally decides to start speaking now that everyone has appeared.
Hello and greeting to all of you. This group is considered to be some of the strongest in the entire realm. And that is why I am here. An army marches on this realm. They are coming to enslave and destroy us all. We must not let this happen. I myself am considered one of the greatest mages in the world. I am the Archmage of the High Council of Guvernul. My title speaks for itself. The War Council of Guvernul looked at the greatest the realm has to offer and picked this select bunch for this mission. Your mission will be to stop this new enemy for conquering us all. We have little information about this threat, we know their military is named the Bethos Lythin. We believe it to be a foreign tongue that none of us can speak or understand for that matter. So I ask, will any of you assist us?

tigerusthegreat
2011-02-28, 04:47 AM
"I have pledged my support, but perhaps we could head to the dining room. Planning outside seems risky."

Presuming that there are no objections, Balarus leads everyone in and up to the second floor. He stops at a dining room that could only be called luxurious as an understatement. Its massive size would be fit for a king and his entire court. Instead of the long table he usually employed here, he had called for a round one to be brought in.

"Have cook prepare a light luncheon, and bring up those white elvish wines I brought back with me from my last trip." Balarus whispers to a young halfling boy, who scurries along with his task.

(Let me know if I step on any dm toes please)

Barbarian MD
2011-02-28, 08:05 AM
Edouard Leroy

The soldier seats himself at the table, taking his Corinthian helm off and setting it on the table before him. He waits patiently for further explanation.

Volthawk
2011-02-28, 11:58 AM
"An army? An unknown force? I wonder..."

Zandemar is silent after that, walking into the dining room.

"I will help. But a question. You say you don't know about this army, yet you know their intentions. How do you know their intentions?"

Cogidubnus
2011-02-28, 12:02 PM
Phylakos

"Of course we will all help. None of us benefits from being enslaved. But I am a man of action, so perhaps you could share your plan with us?"

tigerusthegreat
2011-02-28, 12:24 PM
"I too am interested in hearing your plan. I don't believe you've mentioned any of it in the last two days, with the constant sending of messages and other preparations."

mrcarter11
2011-02-28, 01:18 PM
The older man takes a seat at the table before he begins speaking.

"Using some of the strongest magic we can, we've discovered past realms this army has invaded. The people of the realms are enslaved and from what our magic shows us, the enslaved are used as military might as well it seems. As for what to do currently, the Tythin only have two forward installments for now, we should try to destroy one of them. The question of which of the two, is up to this group however. What I can tell you about each is as follows. The first is is just inland of Ver, it is large and fortified. We've seen large amounts of troops moving in and even larger amounts of supplies coming in. The destruction of that base, could likely slow the invasion for a few weeks, due to the loss of supplies. The other base, is several miles inland of Szent. The base is smaller and seems to have less manpower. However, its destruction would likely do little to the main army. So those are the targets, the first would benefit us more to destroy but it would be a difficult fight I'd imagine. The second would be much easier but, it would do little for us. So, I ask those in this room, what do you think?

Barbarian MD
2011-02-28, 01:23 PM
Edouard is outraged that his country has already been invaded, but holds his tongue. The only outward sign he makes is a clench and twitch of his jaw. How had they gone unnoticed?. They must not have been--that explained why he was so quickly ordered to attend this meeting; by must jaw some sense of this threat already.

Cogidubnus
2011-02-28, 01:34 PM
Phylakos

The Giant looks unperturbed by the news, simply glad to have a target to strike back against.
"To me, the answer seems simple. We will go after the stronger base, for this it will be the more productive endeavour. Strength of the enemy does not trouble me - they will fall to my spear all the same. If you like, we could send a communication to my father. Our tribe is not far from Szent, and they are all warriors. Maybe they could work with the locals to destroy this base?"

Most of Sdapeze tribe who specialise in non-combat arts would have 8 levels of Stone Giant and then about 4 levels of Spartan. Warrior Sdapeze (about half) might have 8-12 levels of Spartan but only 6 of Stone Giant, and the greatest warriors (his father and his mentor, for example), would be level 20 Spartans with plenty of Stone Giant levels. That is, assuming that's ok by the DM.

tigerusthegreat
2011-02-28, 03:05 PM
"I am afraid I have little understanding of divination, but how reliable is your information? These beings could foil or confuse such spells with spells of their own. I have a pillow of my own invention that does much to ward against many similar spells. In fact should I be under its effects and you scry this room, I would simply not be present. This smaller base could be hiding something grander, or the larger base something less valuable. I would recommend scouting it ourselves before fully deciding on a course of action. This does run the risk of raising an alarm, but it would be worse to run afoul of an entire enemy army that was not expected."

distant quasar
2011-02-28, 03:28 PM
Veld has kept silent through the exchanges, taking in everything and making no comment himself. For him, fighting this ary will be little but an oppurtunity for more power. Now that he has made himself comfortable for the time being and observed the many strangers here, he speaks,
"I am for a scouting mission. But how many of you think an army could challenge you? Perhaps we should take a survey for future reference."

Cogidubnus
2011-02-28, 03:38 PM
Phylakos

The werebear's confidence is palpable, and he grins, showing his sharp teeth.
"I can handle an army. As long as there are no truly powerful warriors among them, no size force of lesser warriors can defeat me, as long as I can prevent them simply evading me and destroying their target regardless."

Volthawk
2011-02-28, 03:44 PM
Zandemar's many eyes look all around the room as he speaks, settling on different people randomly.

"Armies are easy. Many, many little fleshbags to consume."

tigerusthegreat
2011-02-28, 03:48 PM
"An army of beings of this plane would pose little threat to any of us, let alone all of us together. The difficulty is that we do not know where this army comes from. Being cocky and self-sure often leads to injury and death."

distant quasar
2011-02-28, 03:57 PM
"Who said anything about being cocky? I was merely affirming that everyone in here is, or at least believes themselves to be, capable of dealing with an army. No harm in caution, so if a scouting party you want so badly, you may have it, provided everyone agrees. Who then is for a scouting party?"

tigerusthegreat
2011-02-28, 04:32 PM
"I proposed the idea, so I am in, whatever the consequence."

Cogidubnus
2011-02-28, 04:34 PM
Phylakos

"I am hardly the most subtle of warriors, except in my native mountainous environment, so I should probably stay out of the scouting party."

Barbarian MD
2011-02-28, 05:12 PM
Edouard nods in agreement with the giant. "I concur; I have no experience with... slinking, either. Our best chance of success would be to simply send one or two experts by teleport--get in, make an assessment, and return."

Volthawk
2011-02-28, 05:18 PM
Zandemar's body changes, his eyes seemingly going into his skin, which changes into normal skin. The claws and masks all fade away, leaving him just in his robes.

"Well, I can be stealthy, if my form is correct, and the souls are correct. The former is easy to change. The latter takes time. Luckily, I have the right souls and form."

In worldly guise, aberrant feats/soulmelds suppressed.

distant quasar
2011-02-28, 05:20 PM
Veld smiles slightly and nods his head. *telepathy to Edouard*-*my thoughts exactly. I was merely waiting for another to affirm it for me*
"Then do we have any volunteers? Zandemar? I for one could be stealthy if required, but I am by no means an expert."

Barbarian MD
2011-02-28, 05:50 PM
Edouard continues to muse, "Preferably someone who can fly. The range of magic that anticipates teleportation--that's what? 100' at the most? If someone teleported in, invisibly, at a height of around 1000', they'd be able to get a sense for the size of the force. They could be in and back in less than 20 seconds. Someone could go right now, in fact, and be back before this discussion is over.

The soldier turns back to the man who called them. "Archmage, please take no offense, but your intelligence services have made a serious assumption, and I find that assumptions in my line of work get people killed. Your intelligence tells you that the smaller force would be of little benefit to us to dispose of. I find it odd that an enemy force would chance an invasion of a country--my country--that has been at war for 300 years, without reason. We have the largest standing army on the continent. The base is important to them; we just do not know the why of it.

"I agree at this moment that the larger force is our best target, but we need more information. I ask again, because it was an important question that our host Balarus asked: how did you come about this information? Was it human intelligence? Or divination of some sort?"

tigerusthegreat
2011-02-28, 05:59 PM
"One traveling alone takes on a large risk, but I have the necessary skills and spells to do so." Balarus sighs, and turns to the other archmage. "Describe both locations to me. If anyone else is willing to go, I can cover them with invisibility."

Barbarian MD
2011-02-28, 07:11 PM
Edouard first waits for a response from the Archmage regarding the source of the intelligence--if he can convince them that there plan will see nothing new, he will consider that counsel.

If, however, the Archmage cannot offer a satisfactory answer, he speaks up.

"If you desire a partner, I shall go. As I said, I will be unable to contribute to any sort of stealth, but my shield will protect us both, should we be spotted. You would have to take care of the invisibility and the escape transportation, I'm afraid."

He outlines his plan: together, the two will teleport to an elevation of 1000'. Edouard will be the one to teleport them to the enemy force, and will take a position below Balarus with his Tower Shield facing the ground. They will appear and take a quick look. Balarus will prepare and hold a second teleportation spell before they leave, ready to send them safely back to the keep the moment their reconnaissance is complete.

He turns to the others, "Does anyone feel differently?"

Vulaas
2011-02-28, 10:04 PM
The Walker

As the discussion goes on, The Walker watches curiously, until mention of a flying ally being required.

"Such a task I would be most suited to. I hath flight surpassing even the most ancient of wyrms, can turn invisible at mine leisure, walk the spaces between space to enter the skies above effortlessly. If thy need is in accordance, I could rain annihilation upon these mortals like so many insects in the looking-glass. And is not three a more auspicious number than two?"

Tacitus
2011-02-28, 10:27 PM
Amak Ginga

The gith finally speaks, still in his even and subdued tone, "I am also proficient in stealth when the need arises and can step between worlds just as quickly. However, taking passengers with me prolongs the process of moving between worlds, but only slightly. My many talents also include flight and the warping of light around my body to duplicate invisibility. If we had the need I could arrive slightly off course from the rest as a distraction. If I so choose I could project an aura that consumes and suppresses magic in a massive area around myself so long as I can keep myself centered."

Volthawk
2011-03-01, 06:45 AM
"Well, if someone wants to come who isn't stealthy, I could always eat them, and they can come out of one of my mouths when they are needed."

Cogidubnus
2011-03-01, 11:58 AM
The werebear starts somewhat at this declaration.
"Eat us...and then we could come out of one of your mouths? You, my friend, can do sick things with your stomach, in every sense of the word."

tigerusthegreat
2011-03-01, 12:20 PM
"Perhaps the fewer the better. I suggest Edouard and myself head for the smaller base, and Amak and The Walker to the larger base. That provides some measure of safety, but lessens the chance of detection."

Balarus waits for responses, and the description of the area from the archmage.

distant quasar
2011-03-01, 08:32 PM
"Sounds very reasonable to me."

Volthawk
2011-03-02, 11:54 AM
"And the rest of us?"

Cogidubnus
2011-03-02, 12:10 PM
Phylakos

"I vote we relax here and enjoy our light lunch," offers the were-bear, grinning.

Barbarian MD
2011-03-02, 12:28 PM
Edouard

"Indeed. We shall return in two minutes, if not sooner. My intent is to not engage them in any sort of combat, as much as I would prefer such measures. Unless the Archmage can give us more information...?". He turns expectantly, waiting for the answer to his previous question.

mrcarter11
2011-03-02, 01:31 PM
"I personally can't divulge where our information comes from, all I can say is that it is magically gained. And I'm afraid I don't understand your little war plan. The bases themselves, magic can't penetrate. Myself and the other council members have tried. No form of divination of even teleporting inside works. One mage tried, and hasn't been heard of since. Any attempt to contact him has failed as well, we think he transpired to another plane. However, teleporting around the base seems to work fine, just not inside it. Lythin uses alien magic that we of Guvernul can't seem to understand.

tigerusthegreat
2011-03-02, 01:59 PM
"You are asking a great deal of risk to us without divulging much of your own information. We intend to scout it out ourselves, as I trust my sources more than your mysterious ones. We will teleport in above the base. Most spells that prevent or delay teleportation do so as an emanant effect, meaning it will be spherical. How close have you been able to teleport near the base?"

mrcarter11
2011-03-02, 02:05 PM
"We've had success within 100 meters. And as for risk, your all at much more risk if you do nothing. Our mysterious means of information gathering have kept us safe for almost 200 years. So, yes I trust them, I expected you all too as well.

tigerusthegreat
2011-03-02, 02:15 PM
"I believe the operative phrase is that it has kept you safe. We are clearly outside of your circles, so your information can hardly be relied on to provide us protection. I suggest we prepare and get to our scouting."

Balarus casts invisibility on Edouard, and readies himself to cast teleport back to Black Steel Keep should anything threaten them upon their arrival. (Assuming he can fly, if not I'll cast fly on him as well, or he can just hold on lol).

Cogidubnus
2011-03-02, 02:44 PM
Phylakos

"I have to say I am with the others in trusting what I know. Regardless, this is not the important point. What is significant is that you can never go wrong with increasing your knowledge, or with taking the time to look at something yourself and get your own perspective on it. As I have said, I would rather fight the larger base, simply because if they are of equal strength, I am far more capable in fights with large armies of weak soldiers than smaller numbers of highly-skilled ones."

Barbarian MD
2011-03-02, 02:49 PM
Crap. I just remembered VoP teleport is self only. You'll have to cast it. Sorry about that.

"We shall only be gone a moment or so. Balarus, take up a position above me. I am ready when you are. I recommend a height of 300 meters.

The warrior assumes a defensive posture, and prepares to face an army.

tigerusthegreat
2011-03-02, 04:08 PM
"Very well." Balarus takes a moment to activate his tabard, becoming invisible, and then casts Greater Teleport to the smaller enemy base, at an altitude of 1000 feet.

Vulaas
2011-03-02, 06:27 PM
The Walker

"So, then, son of Gith, shalt thou take mine hand? Once the Archmagus makes this place known to me, I might easily take us unto the impudent beings who think they might threaten us. We shall take leave into the AEther, should you think these...armies dangerous. That be thy plan, correct, Centurion?"
As he talks, the ebon man's body shivers and stretches, warping as the slaadi's true form pulls through his flesh-mask like so many wet red ribbons, the tentacles gently wavering in the air. He extends a cruelly clawed hand to the sword saint, a predatory grin widening.

distant quasar
2011-03-02, 06:30 PM
Veld smiles as they leave and reclines in his chair, having his Pleasure Devil bring him food.

Tacitus
2011-03-02, 09:43 PM
Amak

If he showed much of any facial expression and were not wearing his blindfold it would surely seem that the githzerai were glaring at the slaad as he all but spits poison, "I am a Zerth." His form waivers and passes from view of normal sight as he becomes both invisible and ethereal. His hand reaches out to grab hold of the slaad, and though he is not present on the material plane his grip is solid enough indeed.

I can't pull up a full stat block right now, but a quick list of buffs and whatnot
Combat Arcana (kinda like invocations):
False Reflection (Invis)
Mage's Flight (60ft Good), and Greater Mage's Flight (120ft Perfect)
Mage Acceleration (+5 Insight to Reflex, +40ft Enhancement to all speeds)
Sensitive Mind (Telepathy 100ft)
Energy Sensitivity (Blindsense 30ft)
Revealing Sight (See Invis and Ethereal)
Dark Sight (Darkvision 60ft and See in Darkness)
Supreme Combat Transformation (+6 Insight to Str/Dex/Con)

Invocations:
Fell Flight (140ft Flight [Good]), Entropic Warding, Beguiling Influence, All-Seeing Eyes, Leaps and Bounds, Swimming the Styx (140ft Swim, breathe water), Witchwood Step (Water Walking and Ignore Undergrowth)

Other:
Shadowstepping ability (Ethereal for 2 minutes with full ability to affect the Material)
Meditation offers True Seeing, Immunity to Ability Damage/Drain, Detect Scrying, Mindblank, Foresight, Moment of Prescience

Immunities: Energy Drain, Death Effects, Ability Damage/Drain, Acid, Cold, Electricity, Fire, Sonic, Rusting Attacks, Blind, Dazzle, Paralysis, Surprise, Magic jar, Soulbind, Trap the soul, Possession

Treated as either Humanoid (Extraplanar) or Outsider (Native) when beneficial.

Barbarian MD
2011-03-03, 07:56 PM
Edouard Leroy - Spartan
Sheet (http://www.myth-weavers.com/sheetview.php?sheetid=276671) HP: 407/407. AC: 61. T: 41. IT: 41. FF: 68. DR: 15/silver and epic//13/-. SR: 35. Fort: 39. Ref: 36. Will: 39. Initiative: +14. Speed: 70', 120' fly. Reach: 15'. AOO: 20'
Current AC: 61 +7 Shield, +2 Stance = 70 AC

Reroll daze, panic, frighten, paralysis, sleep, stun
Reroll miss chance vs. concealment/mirror image/etc

Immunities: Energy Resistance 20, Heavy Fortification, Freedom of Movement, Mindshielding/Mind Blank, Endure Elements, Fear, Flanking, Death Effects, function normally at negative hit points, cannot be forced to harm allies

Abilities: Stand Still, Infinite AOO, Greater Teleport (self only, 1 min), True Seeing, (Almost) Unlimited Cleave + 10' steps, Two attacks on a cleave, Power Attack, Immediate action Total Cover against single attack, +15 to break checks and bullrushes, Tumble DC 35, Spellcasters cannot cast defensively, quick draw, always act in surprise round (precision strike), weapon deflection, 10' steps, Blindsight 50', Array of Stunts

Aristea 1, 2, 3, 4
Whenever attack, enemies with <25 HD within 600' DC Will 22+Cha, panicked (<4 HD) or shaken 4d6 rounds, immune for 24 hours if save

Lawful Good Greatspear Attack: +53/+53/+48/+43/+38 (+5 to single attack after first, may take 10 on one)
Greatspear Damage: 2d6+Str+26
Enfeebling, Keeper's Fang: cannot be resurrected
Impaling Strike: strike two foes in a line
(19-20) +8 to confirm critical: x4+3d6, 1d6+2 Str damage (SR applies), DC 32 Fort Save or die, normal against undead

TWF Attack: +51/+51/+46/+41/+36//+51/+46/+41/+36 (includes +7)
(Defending) Spiked Tower Shield Damage: 2d4+Str+26
Undead Bane: +2/2d6 against undead
Spireshard: Will Save DC 19 or cannot cast spells/SLAs for 1d4 rounds

Precision Strike (standard action): 10d8 damage, max as swift, overcomes DR piercing/bludgeoning/slashing/materials

Devastating Throw: 12d6 damage, 120 feet range, reflex half DC 20+Str
+12 on trip/disarm/bullrush/grapple/overrun

Maneuvers ReadiedWisdom to Damage on strikes
Mirror Shell, Taunting Turtle, Snapping Riposte, Quick Snap, Iron Defender's Riposte, Victorious Army's Advance, Whirling Steel, Invulnerable Shell of the Iron Tortoise
StancesMaster of the Field, Thicket of Blades, Adamantine Turtle Lord, Iron Tortoise

Stances: Thicket of Blades: AoO against any movement
Adamantine Turtle Lord: +2 Shield AC, defensive against line/cone effects


"Gods be good," Leroy breathed softly. "How did they manage to build a fortress right under our noses? How long have they been here, to have such a permanent emplacement? I have to warn Szent."

He turns to Balarus. "I spoil for a fight, but our duty is to report what we have seen. However, it would likely be short work for the two of us to destroy this small force while they are vulnerable. Perhaps we could return in several minutes, annihilate them, and then move on to the larger base, leaving whatever is inside the superior defenses of the fortress to rot there. We are not too pressed for time--it is unlikely these troops will go far in the next five minutes.

"Do you have enough teleportation magic to travel so? I can travel to the capital to warn them, and then meet you back at your keep. If that much travel back and forth would strain you, we could perhaps leave them in worse shape then we found them and return at a later time." He invisibly grins at the invisible Blade.

tigerusthegreat
2011-03-03, 08:10 PM
"let me seperate out these auras first. This seems too small a force to pose a great threat, unless these soldiers are far better than some of the best. Two hundred posted at a fort for one hundred is fishy as well. A moment while I sort out these magics."

Cogidubnus
2011-03-04, 05:16 AM
Phylakos

Back at the fortress, Phylakos suddenly leaps up. He sticks an arm inside his extradimensional storage space, roots around, and pulls out a full-length mirror.
'Almost forgot I had this. I'm just going to visit home, warn my father what's going on. The tribe needs to know. Besides, he might be able to spare some warriors for Szent's defence, if worst comes to worst.'

Phylakos sets up his Mirror of Mental Prowess, uses it to create a portal to just outside his father's house. He heads through, tells his father the situation, and says he'll send someone to transport any warriors who could be spared to protect Szent's capital.

distant quasar
2011-03-04, 07:30 PM
"Well, archmage. Any ideas on what we people here can do while we wait?"

Vulaas
2011-03-04, 10:54 PM
The Walker

Wordlessly, he winks from view, ((Uses Invisibility SLA)) and then walks through space with the Githzerai in tow, looking down at the creatures in the encampment below, easily righting himself within the clouds.

[roll0] Spot

tigerusthegreat
2011-03-05, 09:03 PM
"I'm going to try to disrupt that teleportation circle before they can activate it. You should make your way to the Capital to give warning as soon as I've finished." Balarus focuses on the draconic runes in his mind, the abjuration effects he was most skilled at coming to the front. Touching his chest with a small glass prism, he feels the invisible wards appear around him.

Looking at the distance between himself and the teleportation circle, he prepares another spell. He forms a rift in reality, and steps through, appearing above the teleportation circle, gazing down at the circle, trying to seperate out any magic auras there.

Actions:
Cast Ray Deflection on self. Next round cast Dimension Door to appear 100 ft above the center of the teleportation circle.

Barbarian MD
2011-03-05, 09:52 PM
Edouard nods and follows through the sky. He takes a position of overwatch and begins to concentrate on his own magic, asking his gods to carry him swiftly home to bring warning. When he is almost through, he gives a wave to Balarus, indicating that he has a 10 second window.

Actions: "run" toward the circle for two rounds, begin casting greater teleport. When I hit the fifty second mark, I tell Balarus to begin. Here's hoping they don't spot Balarus...

tigerusthegreat
2011-03-07, 01:22 PM
Balarus exhaled deeply. The auras in place were not a very good sign. It meant, most likely, protective spells around the circle meant to incapacitate or kill anyone who tried to disrupt it. It would also mean burning more spells to ensure that his effects got through.

He casts a better invisibility effect on himself, and whispers the power word for his magic ring. Focusing on where the auras are coming from (if they are coming from different areas, and within 20ft of each other, do an area dispel instead. If they are in one area, or not within 20ft of one another, focus on the evocation spell), he looses his dispel magic spell, and then flies upward, to 130 feet above the teleportation circle.

Actions:

Round 1: Cast Greater Invisibility on Self
Round 2: Activate Ring of Spell Turning
Round 3: Cast Dispel Magic; ascend to 130ft.
Dispel Rolls (at +10 for caster level and +5 for Master Specialist bonus)
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]
[roll7]
[roll8]
[roll9]

I'm doing this as soon as I can, not waiting for Edouard's signal.

Barbarian MD
2011-03-07, 08:02 PM
Seeing that things are going to hell, Edouard abandons his prayers and rushes to aid Balarus.

Double move towered the circle. Still a long way away.

tigerusthegreat
2011-03-07, 08:30 PM
Balarus descends to 85 feet, the maximum range for his spell. With any luck, they'd be able to get out of there right after he disjoined the circle. The troops had clearly noticed him, so leaving as soon as possible was the prudent course of action. Still...this had to be done.

"Disjunction! he shouts, firing the spell right at the center of the circle.

(The save for the spell is DC: 31 for intelligent items and items in a character's possession).

mrcarter11
2011-03-07, 08:59 PM
The Highmage's spell destroys the circle and its magical effects. The troops who had seen the mage and hadn't done anything now prepared to do something about what he had done. The various scholar types in the platoon grabbed components from their bags. Some soldiers started screaming about another one running on the air at them, with fingers pointed out.

tigerusthegreat
2011-03-07, 09:06 PM
"They do not look very happy." Balarus says, looking down. "It's done, get out of here." He yells up to Edouard. He then casts a spell of his own, teleporting back to Black Steel Keep.


[roll0]
Casting Teleport to return to the courtyard inside the wall of black steel keep.
[roll1]

Barbarian MD
2011-03-07, 09:11 PM
Edouard reverses direction (and is still quite invisible and out of range of spells like True Seeing) and climbs to high altitude at high speed. A short prayer later finds him in the capital of Szent.

Barbarian MD
2011-03-08, 12:27 PM
Edouard enters the gates and runs at breakneck speed through the High Command, shouting as he pierces the teleport-impenetrable depths to the guards and sentries to let him pass. These cannot fail to recognize the hero of the front, the legendary soldier of the Deathless, and let him pass, despite the strangeness of the situation.

In mere moments he has an audience with those members of the War Council who are able to assemble on such short notice, and he informs them of the situation within their lands.

He takes his leave of them, running back out of the complex, and Dwight teleports back to the Keep.

And we're one big happy family again (almost)!

tigerusthegreat
2011-03-08, 01:00 PM
Balarus appears in his own courtyard. The soldiers hardly seem surprised by this turn of events, being in the service of an archmage tends to lead to weirder things happening. After a moment of composing himself, he heads for the luxury dining hall.

"The smaller base was preparing for an attack on Szent. Eouard has gone on to warn them about it, but I am not sure when or if it will happen now. They were in the middle of loading a large teleportation circle with two hundred troops. I managed to strip it of its magical defenses and disjoin the circle, but if they can prepare such a spell once, they can certainly do it again. We have bought the Capital of Szent a short time to prepare itself."

As if she was waiting for her master to return, the cook brings out the aforementioned light luncheon. Light seems to be a misnomer, as the lunch includes large quantities of meat, rolls, fruits, and several delicious smelling cooked vegetables. She even brings out little chocolate cakes that burst with melted chocolate when cut into. Balarus eats hungrily.

"When Edouard returns we need to plan our next step. Have the others returned yet?" He looks up, realizing he had not checked for Amak or the Walker.

Tacitus
2011-03-08, 01:24 PM
Amak

The githzerai descends, still ethereal, and allows his telepathic senses to stretch out as far as he is able to push them. The nebulous fire inside him spreads out through his arms and then up and out his eyes as he extends his ability to detect magical auras to an even greater radius. Even without thinking as he starts to descend his eyes flit across the fortifications and any troops present for signs of aberrant blood. He does his best to not get within two hundred feet of the dragon, but is willing to close to one hundred fifty feet if absolutely necessary. He tries to get the dimensions of the base down as perfectly as he can and focuses his mind to perfectly record everything he sees.

Authypnosis lets you memorize a page of text for DC 15. I'd like to try and use it to perfectly memorize a scene, for later removal by memory extracting magic later. Memorization is a DC 15, so I'd like to take ten to get a 17 if possible, or if not then take 20 for 27.

Mindsight 100ft for anything trying to be sneaky.
True Seeing out to maximum visual range.
Blindsense 30ft or something.
See Invis and Ethereal out to 60ft
Detect Magic in a 200ft Radius Emanation, NOT a 60ft cone.
Some spellcrafts:
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]
[roll7]
[roll8]
[roll9]
[roll10]
[roll11]
Anyone with Tremorsense, Blindsense, Blindsight, or the like still needs to beat my Hide and Move Silently to even notice me thanks to Darkstalker.
Being Invisible and Ethereal I shouldn't show up on most things anyway. (Blindsense/sight and Tremorsense don't ping Ethereals)
I'm also Blurred, as the spell Blur.

The below are before modifiers for Invis and Ethereal.
Hide: [roll12]
MS: [roll13]

And some perception checks for myself.
Spot: [roll14]
Listen: [roll15]

If possible, I'd like to carry a readied action to Iaido the dragon if it gets uppity. Iaido lets me move up to my speed and attack. So if I'm at least ten feet above it in the air thats 360ft away, on level would be 180ft, and below it would be 120ft.

distant quasar
2011-03-08, 03:30 PM
Veld licks his lips delicately at the sight of the food. He partakes in some of all of the food except for the fruit and vegetables, with a clear preference on the meats. Neither of the devils nearby him eat.

When he has finished his meal and moved on to one of the chocalate cakes, he speaks an answer, "I would suggest to attack the smaller base in two ways at once. Eduoard, and any others better in direct battle, can lead a force in combat. The rest of us could slip in and open up a new front behind the lines."

Volthawk
2011-03-08, 03:37 PM
Out of somewhere in Zandemar's clothes, a pair of tentacles, one tipped by a large mouth and the other with an open tip, come out. The open-tipped one grabs food, putting it into the other tentacle's mouth. Zandemar seems to be paying no attention to this.

"They have not."

Cogidubnus
2011-03-08, 04:05 PM
Phylakos

The were-bear takes a handful of meat, and chews it down neatly but noisily, before saying "Do you have any more tactical information to help us? The size of the enemy force planning to attack, how many soldiers that will leave in the base, that sort of thing?"

Vulaas
2011-03-08, 04:38 PM
The Walker in the Void

After a minute or so of the Githzerai's absence the outsider starts to grow slightly bored watching the insolent soldiers traipsing about below, and empowers himself to greater heroics, slightly shifting his form so the void seems to ripple rather than be quite so solid, but just as impenetrable as before, searching with his mind's eye for the presence of anyone within it's range.


SLA Greater Heroics on self
SLA Scintillating Scales on self
Moves nearer to the dragon, but staying outside of 300ft

tigerusthegreat
2011-03-08, 04:41 PM
"There were two hundred troops ready for transport. Presumably another one hundred could be comfortably quartered in the base. The troops were a mix of casters and warrior types, and had magical protections. Unfortunately we did not get much other information, stopping the assault seemed more prudent."

Barbarian MD
2011-03-09, 05:56 PM
Edouard enters the Keep and strides down the halls to the banquet room in which the others are seated to find...

Nothing more to say IC until the others get back. Chronologically, he'll most likely arrive after the others. If anything happens during his conversation in Szent, let me know and we can run it IC.

distant quasar
2011-03-10, 05:32 PM
"Any information on the types of magical protection or the fighting ability of the troops?"

tigerusthegreat
2011-03-10, 10:24 PM
"Identifying the individual spells is difficult, but I do know they were a variety of buffing spells, or that's my best guess. I suspect things like massed bull's strength or cat's grace, and other utility spells like mass haste. Imagine what you would use sending a group of troops into battle, and they probably had it."

distant quasar
2011-03-11, 08:48 PM
"Well then, for a plan of battle, I would suggest: Anyone who specializes in dispelling and/or stealth, will go in and take out the buffs and those who look like the largest threats. I can go in and take out large groups of weak enemies for our side. Others can lead troops in a more direct assault."

he takes a last bite of his chocolate cake, then pushes it away.

"How many of you have access to an army that could reach the base soon enough to be worthwhile, or anyone who could aid us in a fight?"

tigerusthegreat
2011-03-11, 09:00 PM
"I cannot risk any of my soldiers in this fight. They are all inexperienced in real battle, and I mostly hire them to give good people solid jobs. Should this fort come under attack, most of its defense would be left to me, but some semblance of a defensive garrison must be made. Even if they were, this fight is beyond them, and I won't send good men with families to needless deaths."

Balarus finishes eating, and takes a long draught of wine. "Should I show up again, the troops will likely head for me. I made quite an impact. I also have many dispel and other abjuration effects at my disposal, which should, with help, keep them busy, not to mention the fact that, unlike my garrison, I am a seasoned and competent warrior." Balarus rests his hand on the black blade sheathed at his waist. As his flesh touches it, it seems to emit a tendril of black mist.

Volthawk
2011-03-12, 05:32 AM
"Well, we could do a surprise attack. You all could go inside me, then only I sneak in, then you all come out again once we get in."

Cogidubnus
2011-03-12, 07:11 AM
Phylakos

"I offer to attack the enemy base without subtlety, and draw their forces out. I can definitely handle an army under normal circumstances, and with my distraction you can wreak havoc however you wish without fear of intervention."

Yes, he'll lay his life on the line already for the mission. This is the guy you tackled an Elder Wyrm dragon.
Is everyone back yet?

tigerusthegreat
2011-03-12, 06:44 PM
"Zandemar, you seem especially keen on eating us all, which leads me to believe my suspicions that it is not a good idea. I do believe that a strike team of a few of us should appear as our primary force, perhaps myself, Edouard and Phylakos, with the rest appearing shortly after to handle the base, or fall on the rear of the enemy when they come to meet us. Simply destroying the base won't do much good if their troops are still there and can rebuild, or retreat to another fortress. Their troops are the heart of any army, without which there is no army and thereby no threat."

Volthawk
2011-03-12, 06:51 PM
Zandemar grins. "What can I say? I have a useful stomach."

tigerusthegreat
2011-03-12, 07:00 PM
"If you're excuse my bluntness, it has the power to turn mine."

Tacitus
2011-03-12, 09:58 PM
Amak

Despite an urge to pass through the walls and investigate what lays inside, the githzerai ascends after a few more moments and telepathically calls to the slaad, 'I think we've seen all we can for now. I'm leaving.' After ascending well beyond any static defenses he begins taking long strides through the air and slowly fades even from the Ethereal plane. He hops around the continent to confuse any potential tracking spells levied against teleportation and then finally arrives in the exact location that he had first stepped back onto the Prime near Black Steel Keep. The extra efforts at throwing off divinations were no doubt unneeded and probably the result of some minor paranoia, but after seeing such a large base with no one in sight, he feels justified to carry some paranoia. He dismisses his invisibility, though he also ensures that all of his other defenses are still well in place, and then continues on into the Keep. With all haste he heads to find the others and relay the details he garnered about the larger base.

Vulaas
2011-03-13, 05:47 AM
The Walker

Before stepping through the fold between planes, the massive Slaadi acknowledges the telepathic call from the Githzerai, a quick "As thou hath said, so it is," and then in a blink, he returns from the base, thoroughly irritated by the perceived waste of time.

"Useless. Mine journey with the son of Gith was useless, we saw naught there but a lone dragon in the distance, an amusement at best."

Barbarian MD
2011-03-13, 08:23 AM
Edouad strides into the banquet hall to find the others already assembled. He turns to Tigerus: "That was excellent work with the teleportation circle. They were scurrying about like ants.

"After you left, I had a minute to watch them as I was teleporting to Szent. I saw them ________________________________. I say we return and destroy their army. We can decide what to do with the bases afterwards.

"Unless the two of you saw more pressing concerns at the larger base...?

"Archmage, why did your intelligence believe the larger base to be more important? Was it merely the size, or some other reason? Now would be a good time to share.

mrcarter, anything of note that Edouard saw while teleporting? Also, if the Archmage thinks there are troops at the other base, but out of sight, he might speak up now.

I'll play devil's advocate here for a moment: the base is either

1) unguarded or lightly guarded, and a treasure trove of information, plus we could destroy their equipment

OR

2) there will be a lot more enemies to kill once we kick the hornet's nest.

distant quasar
2011-03-13, 10:39 AM
"As of now, I have no preference on attacking either base until all the information we have is shared."

I still prefer the small base OOC.

Volthawk
2011-03-13, 11:00 AM
"The smaller one. Greatest threat, more enemy, gives them less of a hold here."

Zandemar closes his eyes, and goes silent, focusing on his form, shifting internally, also listening out in his mind for any speaking his name, or spying on him.

Readjusting my features and essentia.

Barbarian MD
2011-03-13, 11:22 AM
Edouard

"Then we are in agreement. The majority desire to attack the smaller base. I do not know your collective abilities, but I shall volunteer to fight on the front line against the main body of troops. I will teleport directly to them, and any who wish may join me.

"What role shall the rest of you play? And please offer your names; we never got around to formal introductions and I would rather know whom to call on during the engagement. I am Edouard Leroy."

Speak now, Archmage, or forever hold your peace. :smalltongue:

Will change some of my readied maneuvers before the battle, but unlikely to get to it soon.

distant quasar
2011-03-13, 11:28 AM
My name is Veld. I shall stay behind the line of battle and open a new front; one made of their own troops. This fiend will help you on the front lines."

the Pit Fiend steps forward. The Pleasure Devil disappears.

Teleport back to my mansion.

Barbarian MD
2011-03-13, 11:38 AM
Edouard eyes the Fiend with open suspicion, but says nothing. Instead, he nods to the Fiend. "Do you have a name?"

Cogidubnus
2011-03-13, 11:50 AM
Phylakos

"My name is Phylakos, a stone giant warrior from the mountains on the border between Szent and Gresan. I believe I have fought both against and with your people, Edouard. I am skilled at front-line combat, using my spear, especially against large crowds of enemies. I've also got a few ways of avoiding magical damage. I would prefer a less-than-subtle form of attack."

distant quasar
2011-03-13, 11:50 AM
"He does not. He will do what you say, and nothing more. Feel free to treat him as disposable."

Telepathy those commands to Mr.Pit Fiend.

Barbarian MD
2011-03-13, 12:56 PM
Edouard

"I'd rather not." [treat him as disposable]

He approaches the Fiend. "I have no telepathy, so I shall call you Bob. If I have orders for you during battle, I will address you as such."

The warrior looks the giant up and down, nodding, and then he grins. "I think you and I will get along just fine."

Do you have the feat Stand Still? We'll probably be most effective spread apart by around 40'. We'll be able to hold a line 80' wide.

Cogidubnus
2011-03-13, 01:00 PM
Phylakos

This exchange brings a slight chuckle from the were-bear, a strange sound issuing from an animal's mouth, almost like a snarl that shows his teeth.

"Bob the Pit Fiend. I like it. Well, always good to have another pair of strong arms...wings...a tail, at one's side in a fight."

Looking at Edouard, Phylakos nods.

"I am always happy to see another warrior, especially one with a reason to fight I can trust. Man of Szent, may we will have the chance to lock shields against the enemy."

I have Stand Still. What's your reach, then? I'm also good at taking damage, in that I have good Fast Healing mechanisms, and every 50 points I take increases my Strength by 2 for that encounter.

tigerusthegreat
2011-03-13, 01:10 PM
"I will be joining you two, though I am not used to fighting with allies, nor do I feel keen in waiting for an enemy to come to me."

Volthawk
2011-03-13, 02:10 PM
"Capabilities? Well..."

Zandemar's form rapidly changes, becoming more freakish and monstrous. The strange clothing he originally had returns, although the claws appear more deadly and vicious than before. His skin again armours, covering his body and face, although the clothing sits on top. The normal robes drop to the floor, shredded by a pair of spikes that jut out of his back, dripping with acid and venom. From around his shoulders, two immense tentacles come out and run across the room, ending in colossal hooked mouths with razor-sharp teeth. His arms also grow a fin each, lined with twisted spikes and also dripping with acid. On his hair, two inhuman eyes form, and looking into them gives slight feelings of dread. Zandemar doesn't speak normally, instead using telepathy, and as well as his speech, there are quiet voices, all saying different things, two of the loudest whispering "Consume" and "Protect.".

<This is what I am capable of.>

Barbarian MD
2011-03-13, 02:14 PM
Edouard

"Who said anything about waiting for them to come to us, fair Balarus? Men of Szent press the fight to our enemies!"

20' reach for AoOs. 15' otherwise. And that's as a medium humanoid, so it can be further increased by 5' with enlarge person.

Cogidubnus
2011-03-13, 02:25 PM
You see, you assumed my reach was similar. Actually, it's 35ft. Collossal combat form + a reach weapon. So if we stand 40ft apart I can still stab people next to you :smallbiggrin:

Volthawk
2011-03-13, 02:42 PM
My tentacle-extended mouths have 25ft reach. I also have 2 gaze attacks, each doing fear effects with 100ft range. And the poison spike javelins.

tigerusthegreat
2011-03-13, 02:43 PM
I have a sword...with 5ft reach....and spells...and...and...a fortress...:smallbiggrin:

Vulaas
2011-03-13, 09:04 PM
I have a 12 attack full attack routine, dealing ongoing damage with some of it, with the lowest reach being 20ft, and going all the way up to 35ft. Otherwise, I can SLA bomb at long ranges as well. Oh, and anything of 15HD within a 60 foot radius dies as a standard action.

mrcarter11
2011-03-13, 10:53 PM
The archmage seems amused by the group of you.
"We believe the larger base holds something powerful. A lot of defensive magic was put in, planar stuff. And we think that the larger base may in effect be their meeting hall of sorts.

Barbarian MD
2011-03-13, 10:56 PM
Edouard narrows his eyes at the Archmage.

"What kind of something powerful? If we are to be allies, stop mincing words and trust us. We are set upon attacking the smaller base, unless you can provide specific information that convinces us otherwise. Now is not the time to be vague."

mrcarter11
2011-03-13, 11:07 PM
"That's the problem. We don't know. Only a single one of our spells could penetrate the shroud around those bases when it came to magic. The spell only worked once, all attempts since have failed. The spell allowed us to pick up some of the magical energy inside, like a more powerful Detect Magic. They were using planar magic. That kind of magic is only used to hold or empower something very powerful.

tigerusthegreat
2011-03-13, 11:11 PM
"I think it is prudent that we take this matter into our hands. We have already shown we can gather information ourselves, and I am not inclined to trust any more information from mysterious sources. We should go in and strike swiftly. It is doubtful that they would expect an attack this quickly, and we should capitalize on that fact." Securing his swordbelt and adjusting the position of his shield on his back, Balarus readies himself for combat. Mentally, he calls for his blade-guide, feeling the warmth of the ancient warrior's presence in the back of his mind. The spectral wisp floats at the edge of his sight, eager for the battle ahead.

"I have one outbound and one inbound teleport readied still, I can take one task force in, or all of us, though I recommend splitting up and striking them in two waves. Edouard, myself, and Phylakos make the most sense to disturb the nest, thoughif Zandemar wishes to accompany us as well it wouldn't hurt. The rest can set on the enemies from the rear once they attack us, or can enter and destroy the base while we occupy the troops."

Barbarian MD
2011-03-13, 11:28 PM
Edouard

"Very well, Balarus."

The warrior fits his Corinthian helm firmly in place, grasps his shield in his left hand, and begins to prepare himself mentally for the coming attack. With his right hand he ensures that his greatspear and throwing spears are within reach and ready for action.

Once again, I'll need to edit which stances I'm in and which maneuvers are readied, but I'm ready to go.

Cogidubnus
2011-03-14, 02:39 AM
Phylakos

'Can we travel from outside? I would like to prepare myself for battle, which will involve expanding rather beyond the size of this room.'

Phylakos picks up his greatspear, gripping it in both hands, his buckler protecting his left arm. He pulls a specially-designed helmet from his bag, putting it on, totally hiding his face above the lower jaw, as well as protecting his ears and with small ridges above the eyes to prevent slashing blows.

Barbarian MD
2011-03-14, 10:42 AM
Edouard Leroy - Spartan//Fighter
Sheet (http://www.myth-weavers.com/sheetview.php?sheetid=276671) HP: 407/407. AC: 61. T: 41. IT: 41. FF: 68. DR: 15/silver and epic//10/-. SR: 35. Fort: 39. Ref: 36. Will: 39. Initiative: +14. Speed: 70', 120' fly. Reach: 15'. AOO: 20'
Current AC: 61

Reroll daze, panic, frighten, paralysis, sleep, stun
Reroll miss chance vs. concealment/mirror image/etc

Immunities: Energy Resistance 20, Heavy Fortification, Freedom of Movement, Mindshielding/Mind Blank, Endure Elements, Fear, Flanking, Death Effects, function normally at negative hit points, cannot be forced to harm allies

Abilities: Stand Still, Infinite AOO, Greater Teleport (self only, 1 min), True Seeing, (Almost) Unlimited Cleave + 10' steps, Two attacks on a cleave, Power Attack, Immediate action Total Cover against single attack, +15 to break checks and bullrushes, Tumble DC 35, Spellcasters cannot cast defensively, quick draw, always act in surprise round (precision strike), weapon deflection, 10' steps, Blindsight 50', Array of Stunts, Exceptional Weapon Deflection

Aristea 1, 2, 3, 4
Whenever attack, enemies with <25 HD within 600' DC Will 22+Cha, panicked (<4 HD) or shaken 4d6 rounds, immune for 24 hours if save

Lawful Good Greatspear Attack: +53/+53/+48/+43/+38 (+5 to single attack after first, may take 10 on one)
Greatspear Damage: 2d6+Str+26
Enfeebling, Keeper's Fang: cannot be resurrected
Impaling Strike: strike two foes in a line
(19-20) +8 to confirm critical: x4+3d6, 1d6+2 Str damage (SR applies), DC 32 Fort Save or die, normal against undead

TWF Attack: +51/+51/+46/+41/+36//+51/+46/+41/+36 (includes +7)
(Defending) Spiked Tower Shield Damage: 2d4+Str+26
Undead Bane: +2/2d6 against undead
Spireshard: Will Save DC 19 or cannot cast spells/SLAs for 1d4 rounds

Precision Strike (standard action): 10d8 damage, max as swift, overcomes DR piercing/bludgeoning/slashing/materials
Devastating Throw: 12d6 damage, 120 feet range, reflex half DC 20+Str
+12 on trip/disarm/bullrush/grapple/overrun

Maneuvers ReadiedWisdom to Damage on strikes
Key: strike - not readied, underlined - used
Mirror Shell (I)- BAB+Shield vs. CL
Taunting Turtle (S) - each attack -4 cumulative against others
Snapping Riposte (I) - if enemy misses, immediate attack +2 bonus
Shell shock (St)- shield bash +4d6, 20' knock back, prone
Legion-Slaying Strike (F) - attack all targets within reach at BAB-2, flanking
Quick Snap (I)- if struck, immediate counterattack dmgx2
Unlimited Aggression (S) - 60', will save 17+Int, save = attack -4 penalty against others
Iron Defender's Riposte (I) - ally in 20', move, opposed attack+shield, negate, counterattack +4d6 dmg
Victorious Army's Advance (F) - full attack, 5' steps, +3d6 dmg
Whirling Steel (S) - full attack as standard action

Invulnerable Shell of the Iron Tortoise (I) - counter any attack + adjacent allies (x1 per encounter due to Epic Hero)

StancesMaster of the Field - +10 damage
Thicket of Blades - all movement provokes AoO
Adamantine Turtle Lord - +2 shield, blocks line/cone effects
Iron Tortoise - +5 reach AoO

Stances: Thicket of Blades: AoO against any movement
Iron Tortoise: +5' reach with AoOs


Edouard follows the stone giant outside.

"Teleport us as close to the teleportation circle as possible, so that we can strike before they can prepare."

Ready when everyone else is. If you can land me within 15' of an enemy, I can make an precision attack in the surprise round regardless of initiative due to fighter class feature.

And here's Initiative: [roll0]

Actions: entering Aristea the round that Teleport is cast, saving me a swift action for the encounter.

tigerusthegreat
2011-03-14, 11:27 AM
Balarus assembles with the others on the courtyard, unsheathing his sword and strapping his shield on his arm. He calms his mind, calling up the martial knowledge to guide his footwork, and assuming a defensive posture.

"Let's hope this isn't a terrible mistake. Good luck to you both." He incants the spell, teleporting the warriors and himself to just outside where the teleportation circle was.


[roll0]
Active Stance(s): Stance of the Defending Shell (+12 to shield AC)
Pearl of Black Doubt (+2 to AC for every miss against me)

Current AC: 55

Cogidubnus
2011-03-14, 11:31 AM
Phylakos

As soon as he's outside, Phylakos' form starts to grow and stretch in a terrifying manner, the claws on his hands elongating the the length of a man, his whole body growing until it makes the tallest towers seem like a tiny obstacle. From over 90ft above you, you feel as much as hear a voice say I am ready.

Growing to Collossal size form and entering Aristeia. Will post which Dragon Shaman auras I have when I get home in half an hour and can check what each does. Let it begin.

Dragon Shaman Auras: Vigour 4, +5 enhancement to Natural Armour, Spirit of the Ancient (attacks Good-aligned) to all allies within 30ft.

Stat Block: HP 518, AC 74, 20% concealment.
+5 Adamantine Greatspear: +45/+45/+40/+35/+30 for 6d8+31 damage
+4 to attack rolls on attacks of opportunity, casters within reach can't cast defensively, DC to Tumble within his reach is 45, attacks of opportunity against enemies who 5ft step within my reach, attacks of opportunity against enemies who don't move at all, attacks of opportunity against chargers.
Re-roll attempts to penetrate concealment, and concealment only counts for half its usual value.
Enemies wishing to enter or who are within my threatened area must pass a DC 23 Will save or be shaken (d4 rounds after leaving threatened area). If they are smaller than me and fail the save, they cannot enter the area. When I attack an enemy, all enemies within 600ft must make a DC 21 Frightful Presence Will save or be shaken. If they pass against the Frightful Presence they're immune for 24 hours.
Immunities: Fire, Fear, Mind-Affecting, Death Effects (while in Aristea).

Volthawk
2011-03-14, 12:44 PM
Before they teleport, Zanemar returns to normal, closing his eyes and focusing for a little while. Once there, he once again become the horrific form he was in, although his claws are now even thinner than before, gleaming and glimmering. He then looks over at a group of enemy and focuses, creating a swarm of whirling incarnum blades around them.


OK, using some quick buffs before we go:
- Duodimensional Claw on each of my Kuthrik Claws, making them have a 19-20 Crit range [duration: 2 hours]
- Soul Boon giving me 5 extra essentia, which I'll invest in Incarnum Bladestorm and put one in Cobalt Power. [Duration: 1 minute]
- Prevenom (augmented by 6 pp) on each of my Kuthrik Claws, giving them a venom (DC 27, dealing 4 Con damage) [duration: 12 minutes or one hit each]
- Power Claw (augmented by 8 pp) on each of my Kuthrik Claws, making the base claws force, so 4d6+17 (and the acid from investing essentia) of the damage ignores DR, and also ignores miss chances. [duration: 12 rounds or after 5 hits]
- Claws of the Vampire on each Kuthrik Claw, meaning I heal half the 4d6 base damage. [duration: 12 rounds]
- Realised Potential, giving me +1 attack/saves, and +2 to skills I have ranks in [duration: 12 rounds]
- Incarnum Apotheosis (with 4 essentia invested): All my soulmelds work at full capacity for 12 rounds.
Huh, a lot more than I first thought.

Once we go in, I'll manifest my form, making all apart from us that can see me make a DC 33 Will save or be shaken, then use Incarnum Bladestorm on a group of enemies (20 ft. radius, 40 ft. high cylinder), meaning that at the end of each of my turns for 12 rounds, any enemy in takes 1d6+5 Wisdom damage, Will save DC 28 for half.

distant quasar
2011-03-14, 02:57 PM
As they leave, Veld (http://www.myth-weavers.com/sheetview.php?sheetid=276373) smiles a chilling smile, and makes no other comment.

((Before we go, I cast Mindblank upon myself.))

Initiative: [roll0]

Tacitus
2011-03-14, 03:30 PM
Amak

Once the githzerai ensures all of his defensive abilities are working properly he fades from vision and, ultimately, fades from the material as well. He will offer transport to anyone that cannot do it themselves or does not want to waste the resources.

Initiative: [roll0]
(+20 Dex, +14 Int twice, +2 Luck, +2 Competence, +4 Untyped)

My stat block is massive and I haven't yet finished it, but some highlights.
AC: 71
T:50 (+16 vs Incorporeal)
FF:51 (+20 Improved Uncanny Dodge)
DR 10/Cold Iron and Magic. Fast Healing 5.

Saves: +31/+47/+29, but +14 aditional vs Supernatural and Spell-like abilities.
Immunity to Acid, Cold, Electricity, Fire, Sonic, Energy Drain, Death Effects, Soul-affecting abilities (trap the soul, etc), Mind-Affecting Abilities, Surprise, Nonmagical Manufactured Weapons, Blindness, Dazzle
SR 30, PR 32, Single Target spells on him take a 50% Spell Failure Chance that cannot be negated.
Evasion, Improved Mettle
Freedom of Movement, Nondetection, Blur, Mind-blank, Moment of Prescience.
Doesn't eat, sleep, or breathe. Always has breathable air (for vs poison clouds, vacuums, etc)
Cannot be perceived by Undead as per Hide from Undead but no save for Intelligents
Immediate Action to use deflect any spell targetting self harmlessly away. (Or, in anime land, to cut the spell in half XD)
Reflex save vs DC15 to half damage from Magical Melee Weapons
When attacked, can roll a Tumble check vs Attack Roll to halve damage and take 5ft step.
Against attacks in melee he takes only half damage rounded down, the attacker takes the remaining damage.
Immediate action to move up to one half land speed. Teleportation ability.
All weapons Keen and Bane vs Aberrations. +8 Dodge vs Aberrations.
3 Levels of Factotum Stuff
Enemies threatened take a -4 insight penalty to all rolls made every round they do not attempt to attack Amak with a melee weapon. Also the space threatened is treated as difficult terrain to enemies.

tigerusthegreat
2011-03-14, 03:50 PM
Just to mention it, I used my mind blank pillow last night, not sure if ray deflection (25 minute duration, probably) or greater invisibility (2.5 minutes, probably not) are still in effect, but my tabard of invisibility will be in effect. Eduoard's invisibility should be in effect still (25 minute duration, until he uses an attack).

Also using greater teleport for the teleport out spell.

Vulaas
2011-03-14, 06:08 PM
The Walker

"Hast thou any indication of what arcana might be brought to bear by thine adversary? I shall prefer mine immunities to be absolute, rather than guesswork."

At this the slaadi smiles, and the world seems to subtly shift around him in a 60ft radius, with an a stench like ozone within the area, and the grass turning to barren, smoldering earth.


Activating Manifest Limbo, creating the visual/olfactory illusion. Area is now treated as a Wild Magic zone, also allowing him to take the better of any random roll for effects (like when I roll for wild magic)
Assuming Greater Heroism is still active, so no worries there.
Activating Magic Circle vs. Law
Activating Cloak of Chaos
[roll0] Initiative

Cogidubnus
2011-03-15, 11:25 AM
Here, this will help you aim at your destination, Phylakos says, pulling out the mirror again. 'Just place your hands on the frame and focus on where you want to see, and it will create a visual sensor there.'

tigerusthegreat
2011-03-15, 11:27 AM
"I can get us there without error as it is, and I believe that a scry sensor appearing there would give them a hint that we are about to arrive. There were casters there, and most likely one or more would notice it."

Cogidubnus
2011-03-15, 11:29 AM
'The decision is yours, I merely suggested so that we might arrive withing striking distance of the enemy.'

Barbarian MD
2011-03-15, 11:36 AM
Edouard does as he is told, concentrating on the scene from before. If the troops are still gathered in the vicinity of the circle, he brings a point next to them and between them and the base into focus, and then steps to one side, so that Balarus can see where he's indicating.

mrcarter, if no real change in their position in the last two minutes, let's do this. If they've gone back inside the fort or something, we might need to know and retarget.

Volthawk
2011-03-15, 11:48 AM
Zandemar opens an eye while focusing, still enhancing himself, but keeping an eye on the mirror.

mrcarter11
2011-03-15, 11:59 AM
Edouard sees the same plain area he had floated above not long ago. Now the troops stand in arrays in front of the base. The defense establishments manned. No one seems noteworthy at first. Then suddenly a small group of cavalry emerge from the front war, the horses riding out of the solid wall. A guard, seemingly a commander of some sort gives the lead rider a scroll. Once they have the scroll, the cavalry unit starts riding out, moving at speeds few men could even dream of.

Cogidubnus
2011-03-15, 12:01 PM
Phylakos

"You've got nerves, Edouard. I look forward to meeting death alongside you today. Maybe we can even give him a few blow from my brothers."

For those who didn't read my enormous backstory, 4 of Phylakos' five older brothers are now dead.

tigerusthegreat
2011-03-15, 12:24 PM
"May our blades sing with the song of the ancestors." Balarus says, then speaks the command words for the greater teleportation spell, focusing on an area in front of the cavalry (10 feet away, which should be good for our reachers).

mrcarter11
2011-03-15, 12:42 PM
The group of you appear in front of the cavalry. The horses stop as fast as they can, while the lead rider screams out a question.
"Who are you people?"

The army behind them, guarding the base, seem infused with anger and malice as soon as the group of you arrive.

You guys have this round.. Do what you wish.

Cogidubnus
2011-03-15, 12:53 PM
Phylakos

The 90ft-tall werebear roars at the cavalry, "Phylakos, son of Alameaenes, warrior-shaman of the Sdapeze. Take that name with you, there will be some who will applaud it."

Phylakos then lays about him with his spear, striking first at the commander and then at those around him if he falls.


Rolls:
[roll0] for [roll1] + [roll2] acid+[roll3]
And 2nd target damage: [roll4] + [roll5] acid+[roll6]
[roll7] for [roll8] + [roll9] acid+[roll10]
And 2nd target damage: [roll11] + [roll12] acid+[roll13]
[roll14] for [roll15] + [roll16] acid+[roll17]
And 2nd target damage: [roll18] + [roll19] acid+[roll20]
[roll21] for [roll22] + [roll23] acid+[roll24]
And 2nd target damage: [roll25] + [roll26] acid+[roll27]
[roll28] for [roll29] + [roll30] acid+[roll31]
And 2nd target damage: [roll32] + [roll33] acid+[roll34]

Every attack also attacks the target behind with the same attack roll.
If any of them have spellcasting or SLAs, the attack and damage rolls are increased by 2, and deal an extra [roll]2d6[roll] damage.

Also, DC 25 will save against shaken for every enemy in my threatened area, then another DC 25 Will save or shaken against everyone within 600ft (which will stack to panic them if they fail both).

Ed: Oh yeah, we only get one attack in a surprise round. Forgot that. I'll post that attack in the OOC thread, and use this for my first full action. Incidentally, my attacks count as all alignments and are adamantine for bypassing DR.

Barbarian MD
2011-03-15, 01:01 PM
Edouard Leroy - Spartan//Fighter
Sheet (http://www.myth-weavers.com/sheetview.php?sheetid=276671) HP: 407/407. AC: 61. T: 41. IT: 41. FF: 68. DR: 15/silver and epic//10/-. SR: 35. Fort: 39. Ref: 36. Will: 39. Initiative: +14. Speed: 70', 120' fly. Reach: 15'. AOO: 20'
Current AC: 61

Reroll daze, panic, frighten, paralysis, sleep, stun
Reroll miss chance vs. concealment/mirror image/etc

Immunities: Energy Resistance 20, Heavy Fortification, Freedom of Movement, Mindshielding/Mind Blank, Endure Elements, Fear, Flanking, Death Effects, function normally at negative hit points, cannot be forced to harm allies

Abilities: Stand Still, Infinite AOO, Greater Teleport (self only, 1 min), True Seeing, (Almost) Unlimited Cleave + 10' steps, Two attacks on a cleave, Power Attack, Immediate action Total Cover against single attack, +15 to break checks and bullrushes, Tumble DC 35, Spellcasters cannot cast defensively, quick draw, always act in surprise round (precision strike), weapon deflection, 10' steps, Blindsight 50', Array of Stunts, Exceptional Weapon Deflection

Aristea 1, 2, 3, 4
Whenever attack, enemies with <25 HD within 600' DC Will 22+Cha, panicked (<4 HD) or shaken 4d6 rounds, immune for 24 hours if save

Lawful Good Greatspear Attack: +53/+53/+48/+43/+38 (+5 to single attack after first, may take 10 on one)
Greatspear Damage: 2d6+Str+26
Enfeebling, Keeper's Fang: cannot be resurrected
Impaling Strike: strike two foes in a line
(19-20) +8 to confirm critical: x4+3d6, 1d6+2 Str damage (SR applies), DC 32 Fort Save or die, normal against undead

TWF Attack: +51/+51/+46/+41/+36//+51/+46/+41/+36 (includes +7)
(Defending) Spiked Tower Shield Damage: 2d4+Str+26
Undead Bane: +2/2d6 against undead
Spireshard: Will Save DC 19 or cannot cast spells/SLAs for 1d4 rounds

Precision Strike (standard action): 10d8 damage, max as swift, overcomes DR piercing/bludgeoning/slashing/materials
Devastating Throw: 12d6 damage, 120 feet range, reflex half DC 20+Str
+12 on trip/disarm/bullrush/grapple/overrun

Maneuvers ReadiedWisdom to Damage on strikes
Key: strike - not readied, underlined - used
Mirror Shell (I)- BAB+Shield vs. CL
Taunting Turtle (S) - each attack -4 cumulative against others
Snapping Riposte (I) - if enemy misses, immediate attack +2 bonus
Shell shock (St)- shield bash +4d6, 20' knock back, prone
Legion-Slaying Strike (F) - attack all targets within reach at BAB-2, flanking
Quick Snap (I)- if struck, immediate counterattack dmgx2
Unlimited Aggression (S) - 60', will save 17+Int, save = attack -4 penalty against others
Iron Defender's Riposte (I) - ally in 20', move, opposed attack+shield, negate, counterattack +4d6 dmg
Victorious Army's Advance (F) - full attack, 5' steps, +3d6 dmg
Whirling Steel (S) - full attack as standard action

Invulnerable Shell of the Iron Tortoise (I) - counter any attack + adjacent allies (x1 per encounter due to Epic Hero)

StancesMaster of the Field - +10 damage
Thicket of Blades - all movement provokes AoO
Adamantine Turtle Lord - +2 shield, blocks line/cone effects
Iron Tortoise - +5 reach AoO

Stances: Thicket of Blades: AoO against any movement
Iron Tortoise: +5' reach with AoOs


Edouard screams at the top of his lungs in challenge to the lead rider, "I am a man of Szent, and you are invaders and trespassers in my land!"

In a flash, his greatspear is in his hand, a rod as large as a weaver's beam. He slams it into the lead rider, and the point pierces through and strikes the rider behind him.

Surprise Round: Precision strike.
Attack: [roll0]
Swift action to maximize precision damage
Regular damage: [roll1]
Bypasses DR, strikes two enemies in a line
If anyone dies to my greatspear, they cannot be resurrected.

EditCritical hit. Total damage: 315 + 4 STR + Fort Save/Die

Going to go ahead and roll full attack, so that I can follow up with damage and criticals with my next post.

[roll2]
[roll3]
[roll4]
[roll5]
[roll6]

[roll7]
[roll8]
[roll9]
[roll10]

tigerusthegreat
2011-03-15, 01:53 PM
"And I'm the guy who blew up your circle!" Balarus says, at a loss for what to say. Focusing on the messenger/leader of the unit, he points his blade at him, chanting the dark words of a powerful spell.


Casting Insanity on the messenger/leader of the horsemen (provided he is still alive). If he is not alive, target one of the remaining horsemen, if none are left alive, then I'll take a total defense action for the round.

DC is a pitiful 29 to resist the spell.

distant quasar
2011-03-15, 03:04 PM
"I am your rightful ruler. Bow before me."

Mass suggestion to make them all bow and stay bowing for the furation of the spell. They get no bonuses/immunity from being attacked or threatened by my allies. Will Save DC 42.

mrcarter11
2011-03-16, 12:03 AM
As Phylakos takes to battle, his aura enough to make must cower, does nothing to these men. His attacks rip through the cavalry commander, who instead of being injured seems merely amused. Next as Edouard unleashes his own attack on the commander, the commander seems nervous by the attack, and then his cloak billowing over him, seems to make the attack melt through his body. Balarus's spell goes into effect, the troops all seem amused by the efforts, as the spell fails to effect them. Lastly the more powerful magic takes hold, the soldiers of the main army all drop down to a bow. The riders meanwhile seem unaffected by any of it.

Worse yet, suddenly a typhoon of wind appears over the castle wall, with something small seemingly on the back of it. The riders seem cautious.

(OOC: I expect to have to do some retcon work here. I know a lot of you have effects involving AoO's. I however do not know all of the ones you posses. So let me if they do something they can't, or feel free to just make the AoO. )

The rider in the front, tears upward on his speed, the horse not being truly real takes to the sky with practiced ease. Next the rest of the riders, attempt to keep the group there. The first 3 attack the nearest man, who happens to be Balarus.

Rider 1
[roll0] [roll1]
[roll2] [roll3]
[roll4] [roll5]

Rider 2
[roll6] [roll7]
[roll8] [roll9]
[roll10] [roll11]

Rider 3
[roll12] [roll13]
[roll14] [roll15]
[roll16] [roll17]



The next rider seems angered by the Szent man. His attack is seemingly of pure force, slamming into the young Edouard with force he hardly knew.

66 HP
Ranged Touch Attack
[roll18] [roll19] Force Damage
[roll20] [roll21] Force Damage
[roll22] [roll23] Force Damage
[roll24] [roll25] Force Damage
[roll26] [roll27] Force Damage
[roll28] [roll29] Force Damage


The last rider lays ripped to shreds by the attacks, his body took the punishment for his fellow riders, and so now he lies dead.

tigerusthegreat
2011-03-16, 12:17 AM
Balarus nimbly dodges the attacks, his footwork showing years of training and experience in the ways of the blade. Meanwhile, his powerful intellect deduced what one injured man among a group that had been attacked meant.

Remaining defensive, he casts a spell, targeting the leader. It felt good to use a spell he was so well trained in.

OOC:
I'm assuming since none of those attack rolls came close to my armor class, I haven't been hit.

Actions: Reaving dispel on the leader.
[roll0]
Spell craft rolls (to identify spells):
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
Caster level rolls to dispel or steal (+20 cap + 5 master specialist):
[roll6]
[roll7]
[roll8]
[roll9]
[roll10]

Barbarian MD
2011-03-16, 04:07 AM
Edouard - AoOs

Edouard throws his spear in front of the mount, trying to make it rear back instead of getting away.

But then another for attempts to attack him, but is apparently overly bold. Each time he calls forth magical energy, he allows the warrior to take advantage of his momentary distraction.

As the force beams lance in, most of them miss. Another is caught just by Edouard's shield as he brings it between himself and his foe and it falls harmlessly to the ground. Only one manages to even touch him, and he shrugs it off as merely a flesh wound.

AoO on rider with Stand Still feat:

When a foe’s movement out of a square you threaten grants you an attack of opportunity, you can give up that attack and instead attempt to stop your foe in his tracks. Make your attack of opportunity normally. If you hit your foe, he must succeed on a Reflex save against a DC of 10 + your damage roll (the opponent does not actually take damage), or immediately halt as if he had used up his move actions for the round.

Attack: [roll0]
Damage: [roll1]

Next,
Is the guy attacking me casting spells to create this force damage? Because he can't cast defensively.

Attack: [roll2] threatened critical, see next post
Damage: [roll3] +113 for critical +4 strength damage
Attack: [roll4]
Damage: [roll5]
Attack: [roll6]
Damage: [roll7]
Attack: [roll8]
Damage: [roll9]
Attack: [roll10]
Damage: [roll11]
Attack: [roll12]
Damage: [roll13]

Finally: Two hits. Deflecting the first. Energy resistance brings the second down to 27 damage. Fast healing 6.

Total: 21 damage taken in Round #?. (may be reduced as he'll have to make concentration checks against damage).

And if that was Round 1, I still have a full attack to take, though it will happen before the dispel, so it may not matter.

Who killed the rider? If it was me I get a cleave attack.

Barbarian MD
2011-03-16, 04:14 AM
Critical hit
critical confirmation: [roll0]
critical damage: [roll1]*4 +[roll2]
strength damage: [roll3]

distant quasar
2011-03-16, 04:56 PM
Wait, what about my spell? *sigh*

Veld wastes no time for words now, instead attacking with all his magical might.

Quickened Rebuke final on leader, he makes DC 43 Will or dies. If he succeed, I cast Hieghtened Dominate Monster on him, Will DC 46. If he failed, I cast it on the next most powerful looking person. After the speel are cast, I take to the air with my wings.

I will be using an Esoterica to force a reroll on the save for Dominate Monster at a -5 penalty next round.

If the people are somehow Immune to my spells, they only gain a +5 bonus on their save instead of actually being immune.

Vulaas
2011-03-19, 01:30 AM
Could we get some sort of a rough description of how things are laid out? I find myself a little confused at the moment...

mrcarter11
2011-03-19, 11:42 AM
The two spartans standing shield to shield is enough to scare the lead rider from moving, as he halts before he takes the air, his steed is dispelled from existence. He doesn't seem to falter to the effects of magic targeted at him however.

distant quasar
2011-03-19, 11:56 AM
Veld licks his lips slightly, then moves his hands to cast a different spell.

The leader needs to make another DC 46 save against the same spell.

I cast Quickened Charm Person at a soldier, Will DC 37.

I cast Twin Orb of Electricity, one at the leader, the other at a fellow soldier. damage is electrical, naturally
Damage (1): [roll0].
Attack (touch): [roll1]
Damage (2): [roll2]

Volthawk
2011-03-19, 12:16 PM
Zandemar vanishes for a moment, and appears at one of the base's walls, around the enemy soldiers. He smiles.

"Hi there."

He then erupts into his monstrous form, still among the troops.

Right, using Strange Movement to go 300ft to the base (taking [roll0] damage for going 100ft over my limit), then manifesting my form, so all apart from us that can see me make a DC 33 Will save or be shaken.

I also have my fear gaze, which is DC 33 or be shaken (if my form manifesting didn't do it already.) If they fail this one by more than 5, they become Frightened, and if they fail by 10 or more, they become Panicked,

Cogidubnus
2011-03-19, 01:01 PM
Phylakos

"So, I need to do this the old-fashioned way, do I?" Phylakos mutters.

Phylakos then attempts to grab the commander and thrown him into the dirt at his feet..


Melee Touch attack: [roll0]
Grapple Check: [roll1]
Fling: [roll2] + [roll3] for every 4 points I beat his grapple check by.

distant quasar
2011-03-21, 02:47 PM
First attack roll:
Attack (touch) [roll0]

Barbarian MD
2011-03-22, 10:01 AM
Edouard Leroy - Spartan//Fighter - Round 1
Sheet (http://www.myth-weavers.com/sheetview.php?sheetid=276671) HP: 392/407. AC: 61. T: 41. IT: 41. FF: 68. DR: 15/silver and epic//10/-. SR: 35. Fort: 39. Ref: 36. Will: 39. Initiative: +14. Speed: 70', 120' fly. Reach: 15'. AOO: 20'
Current AC: 61

Reroll daze, panic, frighten, paralysis, sleep, stun
Reroll miss chance vs. concealment/mirror image/etc

Immunities: Energy Resistance 20, Heavy Fortification, Freedom of Movement, Mindshielding/Mind Blank, Endure Elements, Fear, Flanking, Death Effects, function normally at negative hit points, cannot be forced to harm allies

Abilities: Stand Still, Infinite AOO, Greater Teleport (self only, 1 min), True Seeing, (Almost) Unlimited Cleave + 10' steps, Two attacks on a cleave, Power Attack, Immediate action Total Cover against single attack, +15 to break checks and bullrushes, Tumble DC 35, Spellcasters cannot cast defensively, quick draw, always act in surprise round (precision strike), weapon deflection, 10' steps, Blindsight 50', Array of Stunts, Exceptional Weapon Deflection, Fast Healing 6

Aristea 1, 2, 3, 4
Whenever attack, enemies with <25 HD within 600' DC Will 22+Cha, panicked (<4 HD) or shaken 4d6 rounds, immune for 24 hours if save

Lawful Good Greatspear Attack: +53/+53/+48/+43/+38 (+5 to single attack after first, may take 10 on one)
Greatspear Damage: 2d6+Str+26
Enfeebling, Keeper's Fang: cannot be resurrected
Impaling Strike: strike two foes in a line
(19-20) +8 to confirm critical: x4+3d6, 1d6+2 Str damage (SR applies), DC 32 Fort Save or die, normal against undead

TWF Attack: +51/+51/+46/+41/+36//+51/+46/+41/+36 (includes +7)
(Defending) Spiked Tower Shield Damage: 2d4+Str+26
Undead Bane: +2/2d6 against undead
Spireshard: Will Save DC 19 or cannot cast spells/SLAs for 1d4 rounds

Precision Strike (standard action): 10d8 damage, max as swift, overcomes DR piercing/bludgeoning/slashing/materials
Devastating Throw: 12d6 damage, 120 feet range, reflex half DC 20+Str
+12 on trip/disarm/bullrush/grapple/overrun

Maneuvers ReadiedWisdom to Damage on strikes
Key: strike - not readied, underlined - used
Mirror Shell (I)- BAB+Shield vs. CL
Taunting Turtle (S) - each attack -4 cumulative against others
Snapping Riposte (I) - if enemy misses, immediate attack +2 bonus
[s]Shell shock (St)- shield bash +4d6, 20' knock back, prone
Legion-Slaying Strike (F) - attack all targets within reach at BAB-2, flanking
Quick Snap (I)- if struck, immediate counterattack dmgx2
Unlimited Aggression (S) - 60', will save 17+Int, save = attack -4 penalty against others
Iron Defender's Riposte (I) - ally in 20', move, opposed attack+shield, negate, counterattack +4d6 dmg
Victorious Army's Advance (F) - full attack, 5' steps, +3d6 dmg
Whirling Steel (S) - full attack as standard action

Invulnerable Shell of the Iron Tortoise (I) - counter any attack + adjacent allies (x1 per encounter due to Epic Hero)

StancesMaster of the Field - +10 damage
Thicket of Blades - all movement provokes AoO
Adamantine Turtle Lord - +2 shield, blocks line/cone effects
Iron Tortoise - +5 reach AoO

Stances: Thicket of Blades: AoO against any movement
Iron Tortoise: +5' reach with AoOs


The soldier wastes no time. Having forced the horse to a standstill with his spear, he lays into the leader of the cavalry, intent on preventing whatever message he might be carrying from making its way to his allies. He opens his assault with a brutal shield slam, powerful enough to knock him off his feet if he were not already down, and immediately after his spear strikes from over the top of his shield, plunging deep into the leader's armor. 1-2, 1-2, 1-2 go the strikes, so quickly as to become a blur of motion and fury. As he strikes, he circles, keeping the man in front of him but spinning around so that his back faces the wall and the oncoming storm, gaining a few precious feet to make his assault in the coming moments.

The whole time, Edouard screams from behind his helm, "Coward! You invade my country, and now you try to flee! Face me and die like a man!

Fast Healing 6: 392/407

EDIT: SUMMARY
IF his AC is 43 or less, that's 760 damage spread over 9 strikes.

Victorious Army's Advance: adds 3d6 damage to all attacks. Also allows a 5' step (10' in my case) between attacks, which I'm going to use to circle around and gain about 30' of distance towards the wall.

Shield 1: [roll0]. Damage: [roll1] + [roll2]. Threatened Critical (see below)
Shield 2: [roll3]. Damage: [roll4] + [roll5]. Threatened Critical (see below)
Shield 3: [roll6]. Damage: [roll7] + [roll8].
Shield 4: [roll9]. Damage: [roll10] + [roll11].

For every strike with the shield, will save DC 19 or cannot cast spells or SLAs for [roll12] rounds.

Spear 1: [roll13]. Damage: [roll14] + [roll15].
Spear 2: [roll16]. Damage: [roll17] + [roll18].
Spear 3: [roll19]. Damage: [roll20] + [roll21].
Spear 4: [roll22]. Damage: [roll23] + [roll24].
Spear 5: [roll25]. Damage: [roll26] + [roll27].

If killed with spear, cannot be raised (Keeper's Fang).

Possible additional rolls:
Critical confirmation rolls:
Shield 1: [roll28]+51
Shield 2: [roll29]+46
[roll30]
[roll31]
[roll32]

Possible damage rolls:
[roll33]
[roll34]
[roll35]
Spear 1 Critical Damage: ([roll36]+36)*3
Spear 1 Critical Damage: ([roll37]+36)*3
[roll38]
Spear 1 Bonus Damage: [roll39]
Spear 2 Bonus Damage: [roll40]
[roll41]
[roll42]
[roll43]
[roll44]
[roll45]

Possible Strength Damage rolls:
[roll46]
[roll47]
[roll48]


[Possible AoO during next round)

Out of the corner of his eye, he sees the other man try to take him from behind. Whirling from his strikes against the leader of the group, he catches the foe who had previously attacked him as he ineffectually tries once again to cause him harm. The spear is thrust into his attacker's belly, nearly lifting him off his feet. Edouard withdraws the spear and stands ready to face his foes.

Not sure, but since it's likely I'll go ahead and roll. Unless a larger threat presents itself, going to use Quick Snap (martial counter), which allows me to make an immediate attack against an opponent who misses me in combat for 2x damage.

Spear 1: [roll49]. Damage: [roll50] + [roll51] (multiply by 2 = 106).

By the way, what is this guy using to attack me? Is it a spell, or is he using a weapon? I made a number of potential attacks of opportunity in my last IC post, because he can't cast defensively.

mrcarter11
2011-03-23, 12:44 PM
The group of you suddenly see something appear, moving fasting then anyone of you have time to react. It clear the distance to Edouard fasting then he could even attack. The first attack comes within the whirlwind of movement. Before seconds could even pass, several attacks follow, each hitting just as hard as before.


Class feature allows the movement without provoking AoO's.
Attack [roll0] Class feature provokes critical, even against things immune to them.
Damage [roll1] Fire, Cold, Elec Damage [roll2] [roll3] [roll4] Extra Damage [roll5] Weapon counts as epic, and auto pierces all DR except epic, which it also can pierce.

The set of attacks follow all the same class features as above.
Attack 1 [roll6]

Damage [roll7] Fire, Cold, Elec Damage [roll8] [roll9] [roll10] Extra Damage [roll11]

Attack 2 [roll12]

Damage [roll13] Fire, Cold, Elec Damage [roll14] [roll15] [roll16] Extra Damage [roll17]

Attack 3 [roll18]

Damage [roll19] Fire, Cold, Elec Damage [roll20] [roll21] [roll22] Extra Damage [roll23]

Attack 4 [roll24]

Damage [roll25] Fire, Cold, Elec Damage [roll26] [roll27] [roll28] Extra Damage [roll29]

Attack 5 [roll30]

Damage [roll31] Fire, Cold, Elec Damage [roll32] [roll33] [roll34] Extra Damage [roll35]

Attack 6 [roll36]

Damage [roll37] Fire, Cold, Elec Damage [roll38] [roll39] [roll40] Extra Damage [roll41]

Attack 7 [roll42]

Damage [roll43] Fire, Cold, Elec Damage [roll44] [roll45] [roll46] Extra Damage [roll47]


Then the whirlwind moves on the the other spartan and attacks him just as quickly as he attacked Edouard.


Class feature allows the movement without provoking AoO's.
Attack [roll48] Class feature provokes critical, even against things immune to them.
Damage [roll49] Fire, Cold, Elec Damage [roll50] [roll51] [roll52] Extra Damage [roll53] Weapon counts as epic, and auto pierces all DR except epic, which it also can pierce.

The set of attacks follow all the same class features as above.
Attack 1 [roll54]

Damage [roll55] Fire, Cold, Elec Damage [roll56] [roll57] [roll58] Extra Damage [roll59]

Attack 2 [roll60]

Damage [roll61] Fire, Cold, Elec Damage [roll62] [roll63] [roll64] Extra Damage [roll65]

Attack 3 [roll66]

Damage [roll67] Fire, Cold, Elec Damage [roll68] [roll69] [roll70] Extra Damage [roll71]

Attack 4 [roll72]

Damage [roll73] Fire, Cold, Elec Damage [roll74] [roll75] [roll76] Extra Damage [roll77]

Attack 5 [roll78]

Damage [roll79] Fire, Cold, Elec Damage [roll80] [roll81] [roll82] Extra Damage [roll83]

Attack 6 [roll84]

Damage [roll85] Fire, Cold, Elec Damage [roll86] [roll87] [roll88] Extra Damage [roll89]

Attack 7 [roll90]

Damage [roll91] Fire, Cold, Elec Damage [roll92] [roll93] [roll94] Extra Damage [roll95]


Soldiers on the wall don't seem to know what to make of the thing that has appeared on the wall. They seem confused by the newcomer, but they hardly seem scared of it. Instead they seem annoyed by the presence of this thing. Those on the wall attack with many different means. Swords and spears range in at it, while many spells come down upon it.

Gonna make set attacks.

Set 1
Attack [roll96]
Damage [roll97] The damage is for one attack, multiply it by 25.

Set 2
Attack [roll98]
Damage [roll99] The damage is for one attack, multiply it by 25.

Set 3
Attack [roll100]
Damage [roll101] The damage is for one attack, multiply it by 25.

Spells

[roll102] Touch AC
[roll103]

[roll104] Touch AC
[roll105] Force Damage



The soldiers along the wall fire the dragon heads at the group of you. They all target Balarus. They fire beams of fire, the heat of which is so intense it burns hotter then any fire should.


3 beams attacks you

Attack 1 [roll106]
Damage [roll107]

Attack 2 [roll108]
Damage [roll109]

Attack 3 [roll110]
Damage [roll111]
All fire damage.. Hellfire.



The rider who had been towards the back manages to sit just outside the reach of his attackers. With their efforts elsewhere, he breaks away at full speed in an attempt for his life. The lead rider, struggles to decide what to do, and then decides upon an attack. He targets Veld and and a beam of pure energy to hit him.

The attack auto hits.
Damage
[roll112]


The rest of the riders all scatter in an attempt to get away with their life as the before them did.

Barbarian MD
2011-03-23, 01:02 PM
Out of the corner of his eye, Edouard sees the whirlwind coming. Even as he is struck for the first time, the warrior at least manages to catch his foe on his shield long enough to throw his spear in front of him in an attempt to catch the unknown foe.

Quick Snap
Iron Tortoise (Counter)
Level: 6
Prerequisites: 2 Iron Tortoise Maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: One creature

Inevitably, a warrior will receive a wound in battle, and when that happens, those skilled in the ways of the Iron Tortoise make the best of it. By briefly trapping an enemy’s weapon within his defenses, the martial adept may deliver a powerful counter attack. If struck in melee combat, the character may make an immediate counter attack which inflicts double damage.

Already rolled in previous IC post. Attack roll 63. Damage 106. Let's see what kind of AC this thing has.



Edouard experiences pain unlike anything he has ever felt before in his entire life. It nearly drives him to the ground, and it is only through leaning on his tower shield that he is able to remain standing.

His lifeblood pours to the earth, and it is only through sheer force of will that he continues the fight, even though he is already as good as dead.

A Beautiful Death (Ex): At 20th level... He gains immunity to fatigue and exhaustion and cannot die from hit point loss while his Aristeia lasts. He may not use this ability if he has no uses of Aristeia remaining, or if his has already dismissed his Aristeia during the current encounter.

I'm going to need some serious healing before the encounter is over.

Cogidubnus
2011-03-23, 03:13 PM
Phylakos

The were-bear roars in pain, but survives through the attack. Before the blows have even finished, his wounds begin to stick closed.

I've got a Vigour aura active, so Edouard will get Fast Healing 4 to help him recover in-combat.

tigerusthegreat
2011-03-23, 09:40 PM
Balarus remains firmly standing as the hellfire deflects off of his magical protection. The fools attacked an archmage with magic, which was not the smartest thing. However, the nearer foe required his immediate attention. He felt the power of the wilderness take over his mind, and he leapt onto the whirlwind beast. He brings his blade down hard onto it, attempting a killing blow.


Feral Death Blow: Make a jump check DC: opponent's armor class. If it succeeds you may make a single melee attack. Your opponent is treated as flat footed against this attack. If your attack deals damage your target must make a fort save (DC: 26) or die. If he succeeds or is immune to death effects, he takes an additional 20d6 damage instead. If the jump check fails, the attack is made normally, though the opponent is not treated as flat footed, nor does it deal extra damage/death effect.
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
If the opponent is flat footed due to this attack, or flanked, I deal an additional 12 points of damage from the warblade battle cunning class feature.

Also, he will suffer -1 to AC if I hit from the Greater Acid Assault gem for the rest of the turn.

Also I gain 5 temp HP for every level drained by my sword. These temp HP last one hour.

Barbarian MD
2011-03-24, 12:22 PM
Edouard Leroy - Spartan//Fighter - Round 2
Sheet (http://www.myth-weavers.com/sheetview.php?sheetid=276671) HP: -162/407. AC: 61. T: 41. IT: 41. FF: 68. DR: 15/silver and epic//10/-. SR: 35. Fort: 39. Ref: 36. Will: 39. Initiative: +14. Speed: 70', 120' fly. Reach: 15'. AOO: 20'
Current AC: 61

Reroll daze, panic, frighten, paralysis, sleep, stun
Reroll miss chance vs. concealment/mirror image/etc

Immunities: Energy Resistance 20, Heavy Fortification, Freedom of Movement, Mindshielding/Mind Blank, Endure Elements, Fear, Flanking, Death Effects, function normally at negative hit points, cannot be forced to harm allies

Abilities: Stand Still, Infinite AOO, Greater Teleport (self only, 1 min), True Seeing, (Almost) Unlimited Cleave + 10' steps, Two attacks on a cleave, Power Attack, Immediate action Total Cover against single attack, +15 to break checks and bullrushes, Tumble DC 35, Spellcasters cannot cast defensively, quick draw, always act in surprise round (precision strike), weapon deflection, 10' steps, Blindsight 50', Array of Stunts, Exceptional Weapon Deflection, Fast Healing 6

Aristea 1, 2, 3, 4
Whenever attack, enemies with <25 HD within 600' DC Will 22+Cha, panicked (<4 HD) or shaken 4d6 rounds, immune for 24 hours if save

Lawful Good Greatspear Attack: +53/+53/+48/+43/+38 (+5 to single attack after first, may take 10 on one)
Greatspear Damage: 2d6+Str+26
Enfeebling, Keeper's Fang: cannot be resurrected
Impaling Strike: strike two foes in a line
(19-20) +8 to confirm critical: x4+3d6, 1d6+2 Str damage (SR applies), DC 32 Fort Save or die, normal against undead

TWF Attack: +51/+51/+46/+41/+36//+51/+46/+41/+36 (includes +7)
(Defending) Spiked Tower Shield Damage: 2d4+Str+26
Undead Bane: +2/2d6 against undead
Spireshard: Will Save DC 19 or cannot cast spells/SLAs for 1d4 rounds

Precision Strike (standard action): 10d8 damage, max as swift, overcomes DR piercing/bludgeoning/slashing/materials
Devastating Throw: 12d6 damage, 120 feet range, reflex half DC 20+Str
+12 on trip/disarm/bullrush/grapple/overrun

Maneuvers ReadiedWisdom to Damage on strikes
Key: strike - not readied, underlined - used
Mirror Shell (I)- BAB+Shield vs. CL
Taunting Turtle (S) - each attack -4 cumulative against others
Snapping Riposte (I) - if enemy misses, immediate attack +2 bonus
Shell shock (St)- shield bash +4d6, 20' knock back, prone
Legion-Slaying Strike (F) - attack all targets within reach at BAB-2, flanking
Quick Snap (I)- if struck, immediate counterattack dmgx2
Unlimited Aggression (S) - 60', will save 17+Int, save = attack -4 penalty against others
Iron Defender's Riposte (I) - ally in 20', move, opposed attack+shield, negate, counterattack +4d6 dmg
Victorious Army's Advance (F) - full attack, 5' steps, +3d6 dmg
Whirling Steel (S) - full attack as standard action

Invulnerable Shell of the Iron Tortoise (I) - counter any attack + adjacent allies (x1 per encounter due to Epic Hero)

StancesMaster of the Field - +10 damage
Thicket of Blades - all movement provokes AoO
Adamantine Turtle Lord - +2 shield, blocks line/cone effects
Iron Tortoise - +5 reach AoO

Stances: Thicket of Blades: AoO against any movement
Iron Tortoise: +5' reach with AoOs


568 damage in last round
6 fast healing
4 vigor + 4 vigor unaccounted for in last round
= -162 hp

Edouard turns warily to face the newcomer, bringing his spear point between them and yet holding his shield to protect him from the cavalry, unsure of what is going on but clear about the most deadly threat present.

The warrior is dead on his feet, and knows this, but he can at least protect Balarus, whom he is quite sure would not be able to endure such an attack.

He gives a shout and plunges forward, prepared to meet Death. With each step, with each shift of his feet, with every taunt, his goal is clear: Edouard is the one to attack, and all others would be mere playthings. To attack anyone other than Edouard would prove a deadly misfortune.

Maneuver: Taunting Turtle. Each time I hit, the newcomer takes a -4 CUMULATIVE penalty to his attack rolls against anyone other than Edouard. There is no save against this. If I can land enough hits, it might prove slightly less deadly for everyone else.

Edouard again begins with a savage shield bash, and then hurls everything he has into the destruction of this new threat.

If this is Undead, I can critical it and deal extra damage, so let me know if it is and I'll provide the additional rolls.

Will Save DC 22 or become shaken [roll0] rounds when I attack.

Shield 1: [roll1]. Damage: [roll2] Auto-Hit. 72 to confirm. (Additional damage below, fort save or die)
Shield 2: [roll3]. Damage: [roll4]
Shield 3: [roll5]. Damage: [roll6]
Shield 4: [roll7]. Damage: [roll8]

Every shield attack that hits, Will Save DC 19 or no spells/SLAs for [roll9] rounds.

Spear 1: [roll10]. Damage: [roll11]
Spear 2: [roll12]. Damage: [roll13]
Spear 3: [roll14]. Damage: [roll15]
Spear 4: [roll16]. Damage: [roll17]
Spear 5: [roll18]. Damage: [roll19]

All criticals with both weapons: Fort Save DC 32 or die.

Criticals
[roll20]+59=72
[roll21]
[roll22]
[roll23]

Extra Damage
Critical 1: [roll24]
Critical 1:[roll25]
Critical 1:[roll26]
[roll27]
[roll28]
[roll29]
[roll30]
[roll31]
[roll32]
[roll33]
[roll34]
[roll35]
[roll36]
[roll37]
[roll38]
[roll39]
Critical 1:[roll40]
[roll41]
[roll42]
[roll43]
[roll44]
[roll45]

Potential Strength Damage
[roll46]
[roll47]
[roll48]
[roll49]

distant quasar
2011-03-24, 03:48 PM
Veld looks at the rider that targeted him with utter contempt, narrowing his eyes and attempting to crush his mind and make him his slave.

Heightened Dominate Monster (DC 45, will need to save once each round, if immune only gains +5 bonus)
Quickened Silent Charm Person on a fleeing soldier (DC 37, if immune only gains +5 bounus)

(I'm assuming all my spells thus far have failed? except for the suggestion which has the soldiers trapped in a 30 hour bow. note they gain no immunity or resistance for being threatened and attacked by my allies or me)

EDIT: In the scant seconds between spells, Veld looked around catching his breath.Then he noticed something disturbing. His father (Bob) was nowhere to be seen. His eyes glinted in rage, and he channeled his rage through their mental connection, forcing the Fiend to the spot of battle. (Bobby greater teleports to scene of battle. Init in OOC)

Tacitus
2011-03-26, 01:36 AM
Amak
TN Githzerai Sword Saint Level 25, Init +56
Perception +72 Spot, +38 Listen, Mindsight 100ft for anything trying to be sneaky, True Seeing out to maximum visual range, Blindsense 30ft, See Invis and Ethereal out to 60ft, Detect Magic in a 200ft Radius Emanation
HP 366/366
Speed 180ft Land, 180ft Flying (Good) or 120ft Flying (Perfect), 180ft Swim
AC 71, Touch 50 (+16vsIncoporeal), Flat-footed 41 (+30 Uncanny Dodge) [+8 Dodge vs Aberrations]
Fort +31, Ref +47, Will +29 [Evasion, Improved Mettle, +14 vs Spell-like or Supernatural]
BAB/Grapple +22/+32
Abilities Str 30, Dex 50, Con 28, Int 38, Wis 24, Cha 24
Buffs Inertial Armor, Shield, Mind-Blank, Moment of Prescience, Foresight, Freedom of Movement, Nondetection (CL 20), Detect Scrying, Shadowstepping (Ethereal for [18/20] rounds with full ability to affect the Material), Blur
Condition Ethereal,
Resistances DR 10/Cold Iron and Magic, PR 30, SR 32, 50% Spell Failure vs Single Target Spells,
Immunities Acid, Cold, Electricity, Fire, Sonic, Energy Drain, Death Effects, Soul-affecting abilities (trap the soul, etc), Mind-Affecting Abilities, Surprise, Nonmagical Manufactured Weapons, Blindness, Dazzle, Rusting attacks,
Racial Fast Healing 5, Doesn't eat/sleep/breathe, All weapons Keen and Bane vs Aberrations, Treated as either Humanoid (Extraplanar) or Outsider (Native) when beneficial, move 20ft as a 5ft step,
Class Immediate Action to use deflect any spell targetting self harmlessly away, When attacked can roll a Tumble check vs Attack Roll to halve damage and take 5ft step, Immediate action to move up to one half land speed [Teleportation ability], Enemies threatened take a -4 insight penalty to all rolls made every round they do not attempt to attack Amak with a melee weapon, Space threatened is treated as difficult terrain to enemies,
Feats Infinite Attack of Opportunity, May attack with two weapons on an AoO, Make equal number of attacks with each wielded weapon, Anyone with Tremorsense/Blindsense/Blindsight/similar still needs to beat Hide and Move Silently to even notice Amak thanks to Darkstalker, In place of an Attack of Opportunity can instead take a 5ft step,
Items Cannot be perceived by Undead as per Hide from Undead but no save for Intelligents, Always has breathable air (for vs poison clouds, vacuums, etc), Reflex save vs DC15 to half damage from Magical Melee Weapons, Against attacks in melee he takes only half damage rounded down, the attacker takes the remaining damage, Hide in Plain Sight (except in Sunlight, a Daylight spell, or similar),

PLAs (ML 12):
3/day Inertial Armor, Concussion Blast, Psionic Daze
1/day Psionic Plane Shift

Combat Arcana (kinda like invocations):
False Reflection (Invis)
Mage's Flight (60ft Good), and Greater Mage's Flight (120ft Perfect)
Mage Acceleration (+5 Insight to Reflex, +40ft Enhancement to all speeds)
Sensitive Mind (Telepathy 100ft)
Energy Sensitivity (Blindsense 30ft)
Revealing Sight (See Invis and Ethereal)
Dark Sight (Darkvision 60ft and See in Darkness)
Supreme Combat Transformation (+6 Insight to Str/Dex/Con)

Invocations:
Fell Flight (140ft Flight [Good]), Entropic Warding, Beguiling Influence, All-Seeing Eyes, Leaps and Bounds, Swimming the Styx (140ft Swim, breathe water), Witchwood Step (Water Walking and Ignore Undergrowth)

Spirit Points: 46/46

And thats still not everything. I tried to get all of the most pertinent information.

Watching through the mirror, Amak decides it is a prime time to strike. With a mere click of his blades slipping that half inch out of their scabbards so that they are ready for a quick draw he steps to one side and then is suddenly gone. He reappears on the battlefield in a flurry of motion that seems to cast over a dozen shadows of himself around the battlefield. Can he truly be attacking so fast as to be leaving behind copies of himself? Surely he cannot, for even as a torrent of divine wind scours the area his many copies seem to congregate at a single point. Not a half second later he stops a good eighty feet away from his many copies and attacks nothing but air. The mere force of his strikes creates ripples through the air, headed straight for the living Whirlwind.

Free Action: Spend a spirit point and activate Mastery. I now have 3 Full Rounds of actions to take. All durations of anything currently affecting Amak are only reduced by one round instead of three. I had already rolled initiative, but if you want it again, [roll0]

Round 1
Free Action: Quickdraw weapons
Free Action: Spend a spirit point to activate Gale. My reach increases to 300ft for 1 round.
Move: Spiritwalk, ie Greater Teleport, to the scene of the battle, within 200ft of the Whirlwind.
Standard: Spend a Spirit Point to activate Divine Wind. All foes within 200ft take [roll1] Force damage with no save. They are, however, entitled to a Fortitude Save at DC 27 to prevent being Stunned by the ordeal. This is a Spread effect and can therefore wrap around barriers.
Swift: Activate Belt of Battle by using 3 charges in order to get an additional full-round action.
Additional Full Round Action: Spend a spirit point to activate Soul Flood to create 20 copies of self, each with one spirit point of their own, though only 1hp. They have no magical gear. They are all Ethereal but may affect the material normally. They last for 10 rounds.
Round 2
Swift: Self and every last copy uses Arcane Channeling in order to add 10d6 Sonic and 10d6 Force to all weapon damage until the end of turn.
Full Round Action: Myself and each Soulfood spend a Spirit Point to use A Thousand Strikes.
I travel 360ft, provoking no attacks of opportunity for doing so in a straight line from where I started through Whirlwind, attacking every enemy within 300ft of me as I pass.
Each of the 20 Soulflood travel 280ft from where I started in a straight line through Whirlwind, and attack each enemy within 5ft of reach.
One attack roll is rolled for each instance of A Thousand Strikes and then applied to everyone along the line.
I will discharge Moment of Prescience as a non-action for +23 Insight to the attack roll.
I will spent one Inspiration Point for +14 Competence to attack
SR rolls for Arcane Strike to overcome SR at a +22 modifier (you may need many many more die rolls) : [roll2]
My Attack Roll: [roll3]
Damage: [roll4] Slashing +[roll5] Slashing +[roll6] Force +[roll7] Sonic
[Magic, Cold Iron, Adamant, Silver, All 4 Align]
If anyone targeted has an alignment the attack deals an additional [roll8] damage for one step and [roll9] for the second step from neutral. This is aligned damage.
My own personal attack has a Greater Truedeath crystal for interacting with Undead.

I forgot this until near the end, but against aberrations the enhancement bonus is again +2 higher (so +2 attack and +2 damage) as well as 2d6 Bane damage. I'm not rolling this one because of how situational it is.

My Soulfloods: spoilered for huge
Attack: [roll10]
Damage: [roll11] Slashing +[roll12] Slashing +[roll13] Force +[roll14] Sonic
[Magic, Cold Iron, Adamant, All 4 Align]
If anyone targeted has an alignment the attack deals an additional [roll15] damage for one step and [roll16] for the second step from neutral. This is aligned damage.


Attack: [roll17]
Damage: [roll18] Slashing +[roll19] Slashing +[roll20] Force +[roll21] Sonic
[Magic, Cold Iron, Adamant, All 4 Align]
If anyone targeted has an alignment the attack deals an additional [roll22] damage for one step and [roll23] for the second step from neutral. This is aligned damage.


Attack: [roll24]
Damage: [roll25] Slashing +[roll26] Slashing +[roll27] Force +[roll28] Sonic
[Magic, Cold Iron, Adamant, All 4 Align]
If anyone targeted has an alignment the attack deals an additional [roll29] damage for one step and [roll30] for the second step from neutral. This is aligned damage.


Attack: [roll31]
Damage: [roll32] Slashing +[roll33] Slashing +[roll34] Force +[roll35] Sonic
[Magic, Cold Iron, Adamant, All 4 Align]
If anyone targeted has an alignment the attack deals an additional [roll36] damage for one step and [roll37] for the second step from neutral. This is aligned damage.


Attack: [roll38]
Damage: [roll39] Slashing +[roll40] Slashing +[roll41] Force +[roll42] Sonic
[Magic, Cold Iron, Adamant, All 4 Align]
If anyone targeted has an alignment the attack deals an additional [roll43] damage for one step and [roll44] for the second step from neutral. This is aligned damage.


Attack: [roll45]
Damage: [roll46] Slashing +[roll47] Slashing +[roll48] Force +[roll49] Sonic
[Magic, Cold Iron, Adamant, All 4 Align]
If anyone targeted has an alignment the attack deals an additional [roll50] damage for one step and [roll51] for the second step from neutral. This is aligned damage.


Attack: [roll52]
Damage: [roll53] Slashing +[roll54] Slashing +[roll55] Force +[roll56] Sonic
[Magic, Cold Iron, Adamant, All 4 Align]
If anyone targeted has an alignment the attack deals an additional [roll57] damage for one step and [roll58] for the second step from neutral. This is aligned damage.


Attack: [roll59]
Damage: [roll60] Slashing +[roll61] Slashing +[roll62] Force +[roll63] Sonic
[Magic, Cold Iron, Adamant, All 4 Align]
If anyone targeted has an alignment the attack deals an additional [roll64] damage for one step and [roll65] for the second step from neutral. This is aligned damage.


Attack: [roll66]
Damage: [roll67] Slashing +[roll68] Slashing +[roll69] Force +[roll70] Sonic
[Magic, Cold Iron, Adamant, All 4 Align]
If anyone targeted has an alignment the attack deals an additional [roll71] damage for one step and [roll72] for the second step from neutral. This is aligned damage.


Attack: [roll73]
Damage: [roll74] Slashing +[roll75] Slashing +[roll76] Force +[roll77] Sonic
[Magic, Cold Iron, Adamant, All 4 Align]
If anyone targeted has an alignment the attack deals an additional [roll78] damage for one step and [roll79] for the second step from neutral. This is aligned damage.


Attack: [roll80]
Damage: [roll81] Slashing +[roll82] Slashing +[roll83] Force +[roll84] Sonic
[Magic, Cold Iron, Adamant, All 4 Align]
If anyone targeted has an alignment the attack deals an additional [roll85] damage for one step and [roll86] for the second step from neutral. This is aligned damage.


Attack: [roll87]
Damage: [roll88] Slashing +[roll89] Slashing +[roll90] Force +[roll91] Sonic
[Magic, Cold Iron, Adamant, All 4 Align]
If anyone targeted has an alignment the attack deals an additional [roll92] damage for one step and [roll93] for the second step from neutral. This is aligned damage.


Attack: [roll94]
Damage: [roll95] Slashing +[roll96] Slashing +[roll97] Force +[roll98] Sonic
[Magic, Cold Iron, Adamant, All 4 Align]
If anyone targeted has an alignment the attack deals an additional [roll99] damage for one step and [roll100] for the second step from neutral. This is aligned damage.


Attack: [roll101]
Damage: [roll102] Slashing +[roll103] Slashing +[roll104] Force +[roll105] Sonic
[Magic, Cold Iron, Adamant, All 4 Align]
If anyone targeted has an alignment the attack deals an additional [roll106] damage for one step and [roll107] for the second step from neutral. This is aligned damage.


Attack: [roll108]
Damage: [roll109] Slashing +[roll110] Slashing +[roll111] Force +[roll112] Sonic
[Magic, Cold Iron, Adamant, All 4 Align]
If anyone targeted has an alignment the attack deals an additional [roll113] damage for one step and [roll114] for the second step from neutral. This is aligned damage.


Attack: [roll115]
Damage: [roll116] Slashing +[roll117] Slashing +[roll118] Force +[roll119] Sonic
[Magic, Cold Iron, Adamant, All 4 Align]
If anyone targeted has an alignment the attack deals an additional [roll120] damage for one step and [roll121] for the second step from neutral. This is aligned damage.


Attack: [roll122]
Damage: [roll123] Slashing +[roll124] Slashing +[roll125] Force +[roll126] Sonic
[Magic, Cold Iron, Adamant, All 4 Align]
If anyone targeted has an alignment the attack deals an additional [roll127] damage for one step and [roll128] for the second step from neutral. This is aligned damage.


Attack: [roll129]
Damage: [roll130] Slashing +[roll131] Slashing +[roll132] Force +[roll133] Sonic
[Magic, Cold Iron, Adamant, All 4 Align]
If anyone targeted has an alignment the attack deals an additional [roll134] damage for one step and [roll135] for the second step from neutral. This is aligned damage.


Attack: [roll136]
Damage: [roll137] Slashing +[roll138] Slashing +[roll139] Force +[roll140] Sonic
[Magic, Cold Iron, Adamant, All 4 Align]
If anyone targeted has an alignment the attack deals an additional [roll141] damage for one step and [roll142] for the second step from neutral. This is aligned damage.


Attack: [roll143]
Damage: [roll144] Slashing +[roll145] Slashing +[roll146] Force +[roll147] Sonic
[Magic, Cold Iron, Adamant, All 4 Align]
If anyone targeted has an alignment the attack deals an additional [roll148] damage for one step and [roll149] for the second step from neutral. This is aligned damage.
Round 3
Swift: Arcane Channeling if need be for the same
Full Round: Full Attack on Whirlwind from around 155ft away.
SR checks at +22: [roll150]
All attacks have the following tags:
[Magic, Cold Iron, Adamant, Silver, All 4 Align]
If anyone targeted has an alignment the attack and damage is 2 higher for each step away from Neutral, plus additional damage for each step from Neutral, rolled for each. This is aligned damage.

4 Main Hand Attacks: [Greater Truedeath Crystal]
Attack: [roll151]
Damage: [roll152] Slashing +[roll153] Slashing +[roll154] Force +[roll155] Sonic
Step 1: [roll156], Step 2: [roll157]


Attack: [roll158]
Damage: [roll159] Slashing +[roll160] Slashing +[roll161] Force +[roll162] Sonic
Step 1: [roll163], Step 2: [roll164]


Attack: [roll165]
Damage: [roll166] Slashing +[roll167] Slashing +[roll168] Force +[roll169] Sonic
Step 1: [roll170], Step 2: [roll171]


Attack: [roll172]
Damage: [roll173] Slashing +[roll174] Slashing +[roll175] Force +[roll176] Sonic
Step 1: [roll177], Step 2: [roll178]


4 Off Hand Attacks: [Greater Demolition Crystal]
Attack: [roll179]
Damage: [roll180] Slashing +[roll181] Slashing +[roll182] Force +[roll183] Sonic
Step 1: [roll184], Step 2: [roll185]


Attack: [roll186]
Damage: [roll187] Slashing +[roll188] Slashing +[roll189] Force +[roll190] Sonic
Step 1: [roll191], Step 2: [roll192]


Attack: [roll193]
Damage: [roll194] Slashing +[roll195] Slashing +[roll196] Force +[roll197] Sonic
Step 1: [roll198], Step 2: [roll199]


Attack: [roll200]
Damage: [roll201] Slashing +[roll202] Slashing +[roll203] Force +[roll204] Sonic
Step 1: [roll205], Step 2: [roll206]

Spirit Points Spent: 5

I threaten every square within 300ft (including the sky) until my initiative comes around again and have infinite attacks of opportunity and attack twice on each AoO.

Cogidubnus
2011-03-26, 03:56 AM
Phylakos

The Werebear glowers at the newcomer, then reaches out to grab him, aiming to throw him into the dirt over and over, shaking him like a rag doll.


Completely forgot I could do this as many times as I could full-attack last round.
1) Melee Touch Attack: [roll0], with Grapple check [roll1] for [roll2] plus [roll3] for every 4 I beat the grapple check by
2) Melee Touch Attack: [roll4], with Grapple check [roll5] for [roll6] plus [roll7] for every 4 I beat the grapple check by
3) Melee Touch Attack: [roll8], with Grapple check [roll9] for [roll10] plus [roll11] for every 4 I beat the grapple check by
4)Melee Touch Attack: [roll12], with Grapple check [roll13] for [roll14] plus [roll15] for every 4 I beat the grapple check by
5) Melee Touch Attack: [roll16], with Grapple check [roll17] for [roll18] plus [roll19] for every 4 I beat the grapple check by

Volthawk
2011-03-26, 05:11 AM
Zandemar doesn't show any visible reaction to the attacks, his face still hidden under both his masks and his organic armour. In fact, he starts laughing, his strange eye seems to change, radiating pain instead of fear now, as he slashes out with all his claws, fins, and tail, while his two tentacle-mouths reach out at some of the soldiers. Then, poison appears around him.


Manifesting Hustle for an extra move action, so I can change my Special Eye to its normal damaging default, as well as switching out 2 applications of Farsight so I can afford another application of Penetrating Eye. So now its a gaze attack that does 2d6+11 damage.

Then, I'll full attack. Each attack will be against a different soldier.

Kuthrik Claw 1: Attack , Damage: [roll1] base+[roll2] from Merciful+[roll3] acid + 17, healing half the initial 4d6, and making the enemy have to make a DC 27 Fort save or take 4 Con damage. The base 4d6, and the extra 17 go through all DR, and the claws ignore all miss chances. They also crit on a 19-20, and if they do they deal an extra [roll4] damage. 5ft reach

Kuthrik Claw 2: Attack [roll5], Damage: [roll6] base+[roll7] from Merciful+[roll8] acid + 17, healing half the initial 4d6, and making the enemy have to make a DC 27 Fort save or take 4 Con damage. The base 4d6, and the extra 17 go through all DR, and the claws ignore all miss chances. They also crit on a 19-20, and if they do they deal an extra [roll9] damage. 5ft reach

Fin 1: Attack:[roll10], Damage: [roll11]+[roll12]+[roll13] acid+14. The fin ignores 10 points of DR or hardness. 5ft reach

Fin 2: Attack:[roll14], Damage: [roll15]+[roll16]+[roll17] acid+14. The fin ignores 10 points of DR or hardness. 5ft reach

Tail: Attack: [roll18]. Damage: [roll19]+[roll20] acid+14, 20ft reach

Tentacle-Mouth 1: Attack: , Damage: [roll22]+[roll23] acid+14, 25ft reach. Also, I get to make a grapple check against the enemy I hit, grapple roll: (with the -20 penalty for holding it with 1 tentacle included), and if it fails, it takes tentacle-mouth damage every round ([roll25]+[roll26] acid+14)

Tentacle-Mouth 2: Attack: , Damage: [roll28]+[roll29] acid+14, 25ft reach. Also, I get to make a grapple check against the enemy I hit, grapple roll: (with the -20 penalty for holding it with 1 tentacle included), and if it fails, it takes tentacle-mouth damage every round ([roll31]+[roll32] acid+14).

Spike 1: Attack: [roll33], Damage [roll34]+[roll35] acid+13, if hit the enemy needs to make a DC 40 Fort save or take a -10 penalty to attacks and saves.

Spike 2 (fired at same guy as Spike 1): Attack: [roll36], Damage [roll37]+[roll38] acid+13, if hit the enemy needs to make a DC 40 Fort save or take 10 Con damage, and 2 more in a minute.

My Schism will then manifest Minor Creation, making 25 cubic feet of Black Lotus Extract poison, so if they make contact with it, they need to make a DC 20 Fort save or take 3d6 Con damage.

mrcarter11
2011-03-27, 10:26 AM
The newcomer seems injured but not terribly so, the attacks of Amak mostly seem to miss, and not connect. Amak's all out attack at the end seemed as if it would crumple him, however the blow the struck seemed to be taken in stride. When Phylakos reached for him, the newcomer simply disappeared. A void sucking him up and dispersing him some 50 feet away.

Chaos surrounds those on the wall as many are murdered and struck. The main army which was sat bowing is now mostly destroyed, with survivors in only a few places.

mrcarter11
2011-04-04, 12:19 PM
After your entire group has attacked the new beast who came upon the battle. He seems quite injured and even near death perhaps. Suddenly the newcomer, makes a dive for the ground, attempting to burrow underneath the dirt. As he does so, the larger spartan attempts to reach out to grab him, and it seems as if it will connect, but somehow doesn't and the newcomer is underground in seconds.

distant quasar
2011-04-04, 12:47 PM
Veld looks towards the wall off in the distance, and aims a spell at the troops on it, his mouth curling back in a viciuos smile. Then he pulls back his hands in a quicker motion aimed at the beast who seems near death.

Bob looks down at the beast and aims his hands, firing a barrage of meteors after him.

Chain Dominate Person at troops on wall. DC 41 for first target, 37 for secondary. You know the drill; no immunity. Will

Quickened Hideous Laughter at the beast. DC 38. Will

Bob casts Meteor Swarm at the beast. DC 27. Reflex

Sphere 1: [roll0] (touch) [roll1] (bludgeoning) [roll2] (fire)
Sphere 2: [roll3] (touch) [roll4] (bludgeoning) [roll5] (fire)
Sphere 3: [roll6] (touch) [roll7] (bludgeoning) [roll8] (fire)
Sphere 4: [roll9] (touch) [roll10] (bludgeoning) [roll11] (fire)

Barbarian MD
2011-04-04, 02:03 PM
Edouard Leroy - Spartan//Fighter - Round 3
Sheet (http://www.myth-weavers.com/sheetview.php?sheetid=276671) HP: -152/407. AC: 61. T: 41. IT: 41. FF: 68. DR: 15/silver and epic//10/-. SR: 35. Fort: 39. Ref: 36. Will: 39. Initiative: +14. Speed: 70', 120' fly. Reach: 15'. AOO: 20'
Current AC: 61

Reroll daze, panic, frighten, paralysis, sleep, stun
Reroll miss chance vs. concealment/mirror image/etc

Immunities: Energy Resistance 20, Heavy Fortification, Freedom of Movement, Mindshielding/Mind Blank, Endure Elements, Fear, Flanking, Death Effects, function normally at negative hit points, cannot be forced to harm allies

Abilities: Stand Still, Infinite AOO, Greater Teleport (self only, 1 min), True Seeing, (Almost) Unlimited Cleave + 10' steps, Two attacks on a cleave, Power Attack, Immediate action Total Cover against single attack, +15 to break checks and bullrushes, Tumble DC 35, Spellcasters cannot cast defensively, quick draw, always act in surprise round (precision strike), weapon deflection, 10' steps, Blindsight 50', Array of Stunts, Exceptional Weapon Deflection, Fast Healing 6

Aristea 1, 2, 3, 4
Whenever attack, enemies with <25 HD within 600' DC Will 22+Cha, panicked (<4 HD) or shaken 4d6 rounds, immune for 24 hours if save

Lawful Good Greatspear Attack: +53/+53/+48/+43/+38 (+5 to single attack after first, may take 10 on one)
Greatspear Damage: 2d6+Str+26
Enfeebling, Keeper's Fang: cannot be resurrected
Impaling Strike: strike two foes in a line
(19-20) +8 to confirm critical: x4+3d6, 1d6+2 Str damage (SR applies), DC 32 Fort Save or die, normal against undead

TWF Attack: +51/+51/+46/+41/+36//+51/+46/+41/+36 (includes +7)
(Defending) Spiked Tower Shield Damage: 2d4+Str+26
Undead Bane: +2/2d6 against undead
Spireshard: Will Save DC 19 or cannot cast spells/SLAs for 1d4 rounds

Precision Strike (standard action): 10d8 damage, max as swift, overcomes DR piercing/bludgeoning/slashing/materials
Devastating Throw: 12d6 damage, 120 feet range, reflex half DC 20+Str
+12 on trip/disarm/bullrush/grapple/overrun

Maneuvers ReadiedWisdom to Damage on strikes
Key: strike - not readied, underlined - used
Mirror Shell (I)- BAB+Shield vs. CL
Taunting Turtle (S) - each attack -4 cumulative against others
Snapping Riposte (I) - if enemy misses, immediate attack +2 bonus
Shell shock (St)- shield bash +4d6, 20' knock back, prone
Legion-Slaying Strike (F) - attack all targets within reach at BAB-2, flanking
Quick Snap (I)- if struck, immediate counterattack dmgx2
Unlimited Aggression (S) - 60', will save 17+Int, save = attack -4 penalty against others
Iron Defender's Riposte (I) - ally in 20', move, opposed attack+shield, negate, counterattack +4d6 dmg
Victorious Army's Advance (F) - full attack, 5' steps, +3d6 dmg
Whirling Steel (S) - full attack as standard action

Invulnerable Shell of the Iron Tortoise (I) - counter any attack + adjacent allies (x1 per encounter due to Epic Hero)

StancesMaster of the Field - +10 damage
Thicket of Blades - all movement provokes AoO
Adamantine Turtle Lord - +2 shield, blocks line/cone effects
Iron Tortoise - +5 reach AoO

Stances: Thicket of Blades: AoO against any movement
Iron Tortoise: +5' reach with AoOs


Edouard has been soldiering long enough to know when he's outclassed, and that the better part of valor is discretion. Instead of facing Omega, he turns and charges after the rider, running at top speed and covering the distance between himself and the rider in a flash.

The fleeing rider finds himself charging straight towards the lone figure of Edouard, his shield before him and his spear out.

Going to take a Run action for 4x move in a straight line. The plan is to run right up adjacent, in front, and to the side of the rider. When the rider moves, Edouard will take an attack of opportunity, not to stop him, but to deal damage to the steed. It should have an AC of 18 and around 30 hit points.

Power attack with spear:
[roll0]
[roll1]

Unless this is a natural 1, I'm assuming it's going to kill the phantom steed, and I'll narrate accordingly. If not, I'll come back and delete the following text.

As the rider tries in vain to maneuver away, the spear lashes out, gutting the phantasmal horse and lifting it a foot into the sky before it crashes and fades into the earth, leaving a bewildered rider to tumble down behind it.

tigerusthegreat
2011-04-04, 02:35 PM
Ignoring the disappearing omega, Balarus takes to the aikr, heading towards the keep. Aiming carefully, he looses a powerful spell.

not sure if the spell is controllable or not. If I can direct a sphere of ultimate destruction each round, ill send it to destroy the hellfire guns/heads. Iof not ill launch it at the wall of the keep to create a hole to enter into the fort.

Tacitus
2011-04-04, 02:40 PM
Amak

Seeing the divine whirlwind begin to move, Amak unleashes a powerful shout and calls upon the man to face him directly.

C-c-c-combo Breaker!
Immediate Action to Declare Foe. I take my next turn just before Omega, essentially usurping his turn.

Does he Foe back? Can he? If he does, we roll Initiative against one another. [roll0]

Any other actions are dependent on replies to the above.

Tacitus
2011-04-04, 06:51 PM
Amak, continued

His body begins to blur as he surges forward, but instead of moving he seems to instantly appear on the far side of Omega. Each of his vague shadows are hot on his heels, drawing in at impossible speeds to attack the figure with a cascade of strikes. Even though his features are blurred and he seems to be moving at great speed, Amak seems to take a moment to center himself before putting away his weapon. He waits for Omega to make his move. He's certain that the figure will not be able to escape, and with his blades at the ready it will be all but impossible to dodge so many blows.

Free Action: Utilize a Spirit Point to activate Mastery for 3 rounds worth of actions.

Round 1:
Swift: I and all of my Soulfloods Activate Arcane Strike for Sonic and Force. I expect Sonic to do nothing and will therefore not be rolling it.
Move Action: Harrier, appear 10ft from Omega on the far side from where Amak was to begin with.
Free Action: Extend Aura of No Void (ie, Dimension Lock)

SR for Arcane Strike, in order, myself first and then each of 15 Soulfloods at a +22 modifier: [roll0]

15 of my Soulfloods Charge Omega. This should essentially make one half of a cube/sphere of Soulfloods around him. They each get a full attack action, but lose their Dodge bonus to AC. Spoilered for Huge. They all act on the same initiative, and so at the very least all of their primary attacks should occur at the same time and theoretically both only trigger Roll Like a Wave once but also not get interrupted by the primary attack that has no doubt been Rolled by a previous Soulflood. But, that is of course up to you.
Also, he is not attacking me, so the tumble checks would take a -4 due to my Warrior Spirit.
NOTE: You cannot 5ft step in difficult terrain. Amak's threatened area is Difficult Terrain. So the Roll Like a Wave thing may be a moot point. He'd still be able to half the damage taken though.
Each Soulflood will be in its own spoiler.
Attack1P: [roll1]
Damage1P: [roll2] Slashing +[roll3] Slashing +[roll4] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll5] and [roll6]

Attack2P: [roll7]
Damage2P: [roll8] Slashing +[roll9] Slashing +[roll10] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll11] and [roll12]

Attack3P: [roll13]
Damage3P: [roll14] Slashing +[roll15] Slashing +[roll16] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll17] and [roll18]

Attack4P: [roll19]
Damage4P: [roll20] Slashing +[roll21] Slashing +[roll22] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll23] and [roll24]

Attack1OH: [roll25]
Damage1OH: [roll26] Slashing +[roll27] Slashing +[roll28] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll29] and [roll30]

Attack2OH: [roll31]
Damage2OH: [roll32] Slashing +[roll33] Slashing +[roll34] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll35] and [roll36]

Attack3OH: [roll37]
Damage3OH: [roll38] Slashing +[roll39] Slashing +[roll40] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll41] and [roll42]

Attack4OH: [roll43]
Damage4OH: [roll44] Slashing +[roll45] Slashing +[roll46] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll47] and [roll48]

Attack1P: [roll49]
Damage1P: [roll50] Slashing +[roll51] Slashing +[roll52] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll53] and [roll54]

Attack2P: [roll55]
Damage2P: [roll56] Slashing +[roll57] Slashing +[roll58] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll59] and [roll60]

Attack3P: [roll61]
Damage3P: [roll62] Slashing +[roll63] Slashing +[roll64] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll65] and [roll66]

Attack4P: [roll67]
Damage4P: [roll68] Slashing +[roll69] Slashing +[roll70] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll71] and [roll72]

Attack1OH: [roll73]
Damage1OH: [roll74] Slashing +[roll75] Slashing +[roll76] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll77] and [roll78]

Attack2OH: [roll79]
Damage2OH: [roll80] Slashing +[roll81] Slashing +[roll82] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll83] and [roll84]

Attack3OH: [roll85]
Damage3OH: [roll86] Slashing +[roll87] Slashing +[roll88] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll89] and [roll90]

Attack4OH: [roll91]
Damage4OH: [roll92] Slashing +[roll93] Slashing +[roll94] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll95] and [roll96]

Attack1P: [roll97]
Damage1P: [roll98] Slashing +[roll99] Slashing +[roll100] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll101] and [roll102]

Attack2P: [roll103]
Damage2P: [roll104] Slashing +[roll105] Slashing +[roll106] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll107] and [roll108]

Attack3P: [roll109]
Damage3P: [roll110] Slashing +[roll111] Slashing +[roll112] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll113] and [roll114]

Attack4P: [roll115]
Damage4P: [roll116] Slashing +[roll117] Slashing +[roll118] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll119] and [roll120]

Attack1OH: [roll121]
Damage1OH: [roll122] Slashing +[roll123] Slashing +[roll124] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll125] and [roll126]

Attack2OH: [roll127]
Damage2OH: [roll128] Slashing +[roll129] Slashing +[roll130] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll131] and [roll132]

Attack3OH: [roll133]
Damage3OH: [roll134] Slashing +[roll135] Slashing +[roll136] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll137] and [roll138]

Attack4OH: [roll139]
Damage4OH: [roll140] Slashing +[roll141] Slashing +[roll142] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll143] and [roll144]

Attack1P: [roll145]
Damage1P: [roll146] Slashing +[roll147] Slashing +[roll148] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll149] and [roll150]

Attack2P: [roll151]
Damage2P: [roll152] Slashing +[roll153] Slashing +[roll154] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll155] and [roll156]

Attack3P: [roll157]
Damage3P: [roll158] Slashing +[roll159] Slashing +[roll160] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll161] and [roll162]

Attack4P: [roll163]
Damage4P: [roll164] Slashing +[roll165] Slashing +[roll166] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll167] and [roll168]

Attack1OH: [roll169]
Damage1OH: [roll170] Slashing +[roll171] Slashing +[roll172] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll173] and [roll174]

Attack2OH: [roll175]
Damage2OH: [roll176] Slashing +[roll177] Slashing +[roll178] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll179] and [roll180]

Attack3OH: [roll181]
Damage3OH: [roll182] Slashing +[roll183] Slashing +[roll184] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll185] and [roll186]

Attack4OH: [roll187]
Damage4OH: [roll188] Slashing +[roll189] Slashing +[roll190] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll191] and [roll192]

Attack1P: [roll193]
Damage1P: [roll194] Slashing +[roll195] Slashing +[roll196] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll197] and [roll198]

Attack2P: [roll199]
Damage2P: [roll200] Slashing +[roll201] Slashing +[roll202] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll203] and [roll204]

Attack3P: [roll205]
Damage3P: [roll206] Slashing +[roll207] Slashing +[roll208] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll209] and [roll210]

Attack4P: [roll211]
Damage4P: [roll212] Slashing +[roll213] Slashing +[roll214] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll215] and [roll216]

Attack1OH: [roll217]
Damage1OH: [roll218] Slashing +[roll219] Slashing +[roll220] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll221] and [roll222]

Attack2OH: [roll223]
Damage2OH: [roll224] Slashing +[roll225] Slashing +[roll226] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll227] and [roll228]

Attack3OH: [roll229]
Damage3OH: [roll230] Slashing +[roll231] Slashing +[roll232] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll233] and [roll234]

Attack4OH: [roll235]
Damage4OH: [roll236] Slashing +[roll237] Slashing +[roll238] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll239] and [roll240]

Attack1P: [roll241]
Damage1P: [roll242] Slashing +[roll243] Slashing +[roll244] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll245] and [roll246]

Attack2P: [roll247]
Damage2P: [roll248] Slashing +[roll249] Slashing +[roll250] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll251] and [roll252]

Attack3P: [roll253]
Damage3P: [roll254] Slashing +[roll255] Slashing +[roll256] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll257] and [roll258]

Attack4P: [roll259]
Damage4P: [roll260] Slashing +[roll261] Slashing +[roll262] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll263] and [roll264]

Attack1OH: [roll265]
Damage1OH: [roll266] Slashing +[roll267] Slashing +[roll268] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll269] and [roll270]

Attack2OH: [roll271]
Damage2OH: [roll272] Slashing +[roll273] Slashing +[roll274] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll275] and [roll276]

Attack3OH: [roll277]
Damage3OH: [roll278] Slashing +[roll279] Slashing +[roll280] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll281] and [roll282]

Attack4OH: [roll283]
Damage4OH: [roll284] Slashing +[roll285] Slashing +[roll286] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll287] and [roll288]

Attack1P: [roll289]
Damage1P: [roll290] Slashing +[roll291] Slashing +[roll292] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll293] and [roll294]

Attack2P: [roll295]
Damage2P: [roll296] Slashing +[roll297] Slashing +[roll298] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll299] and [roll300]

Attack3P: [roll301]
Damage3P: [roll302] Slashing +[roll303] Slashing +[roll304] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll305] and [roll306]

Attack4P: [roll307]
Damage4P: [roll308] Slashing +[roll309] Slashing +[roll310] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll311] and [roll312]

Attack1OH: [roll313]
Damage1OH: [roll314] Slashing +[roll315] Slashing +[roll316] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll317] and [roll318]

Attack2OH: [roll319]
Damage2OH: [roll320] Slashing +[roll321] Slashing +[roll322] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll323] and [roll324]

Attack3OH: [roll325]
Damage3OH: [roll326] Slashing +[roll327] Slashing +[roll328] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll329] and [roll330]

Attack4OH: [roll331]
Damage4OH: [roll332] Slashing +[roll333] Slashing +[roll334] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll335] and [roll336]

Attack1P: [roll337]
Damage1P: [roll338] Slashing +[roll339] Slashing +[roll340] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll341] and [roll342]

Attack2P: [roll343]
Damage2P: [roll344] Slashing +[roll345] Slashing +[roll346] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll347] and [roll348]

Attack3P: [roll349]
Damage3P: [roll350] Slashing +[roll351] Slashing +[roll352] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll353] and [roll354]

Attack4P: [roll355]
Damage4P: [roll356] Slashing +[roll357] Slashing +[roll358] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll359] and [roll360]

Attack1OH: [roll361]
Damage1OH: [roll362] Slashing +[roll363] Slashing +[roll364] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll365] and [roll366]

Attack2OH: [roll367]
Damage2OH: [roll368] Slashing +[roll369] Slashing +[roll370] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll371] and [roll372]

Attack3OH: [roll373]
Damage3OH: [roll374] Slashing +[roll375] Slashing +[roll376] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll377] and [roll378]

Attack4OH: [roll379]
Damage4OH: [roll380] Slashing +[roll381] Slashing +[roll382] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll383] and [roll384]

Attack1P: [roll385]
Damage1P: [roll386] Slashing +[roll387] Slashing +[roll388] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll389] and [roll390]

Attack2P: [roll391]
Damage2P: [roll392] Slashing +[roll393] Slashing +[roll394] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll395] and [roll396]

Attack3P: [roll397]
Damage3P: [roll398] Slashing +[roll399] Slashing +[roll400] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll401] and [roll402]

Attack4P: [roll403]
Damage4P: [roll404] Slashing +[roll405] Slashing +[roll406] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll407] and [roll408]

Attack1OH: [roll409]
Damage1OH: [roll410] Slashing +[roll411] Slashing +[roll412] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll413] and [roll414]

Attack2OH: [roll415]
Damage2OH: [roll416] Slashing +[roll417] Slashing +[roll418] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll419] and [roll420]

Attack3OH: [roll421]
Damage3OH: [roll422] Slashing +[roll423] Slashing +[roll424] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll425] and [roll426]

Attack4OH: [roll427]
Damage4OH: [roll428] Slashing +[roll429] Slashing +[roll430] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll431] and [roll432]

Attack1P: [roll433]
Damage1P: [roll434] Slashing +[roll435] Slashing +[roll436] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll437] and [roll438]

Attack2P: [roll439]
Damage2P: [roll440] Slashing +[roll441] Slashing +[roll442] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll443] and [roll444]

Attack3P: [roll445]
Damage3P: [roll446] Slashing +[roll447] Slashing +[roll448] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll449] and [roll450]

Attack4P: [roll451]
Damage4P: [roll452] Slashing +[roll453] Slashing +[roll454] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll455] and [roll456]

Attack1OH: [roll457]
Damage1OH: [roll458] Slashing +[roll459] Slashing +[roll460] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll461] and [roll462]

Attack2OH: [roll463]
Damage2OH: [roll464] Slashing +[roll465] Slashing +[roll466] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll467] and [roll468]

Attack3OH: [roll469]
Damage3OH: [roll470] Slashing +[roll471] Slashing +[roll472] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll473] and [roll474]

Attack4OH: [roll475]
Damage4OH: [roll476] Slashing +[roll477] Slashing +[roll478] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll479] and [roll480]

Attack1P: [roll481]
Damage1P: [roll482] Slashing +[roll483] Slashing +[roll484] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll485] and [roll486]

Attack2P: [roll487]
Damage2P: [roll488] Slashing +[roll489] Slashing +[roll490] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll491] and [roll492]

Attack3P: [roll493]
Damage3P: [roll494] Slashing +[roll495] Slashing +[roll496] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll497] and [roll498]

Attack4P: [roll499]
Damage4P: [roll500] Slashing +[roll501] Slashing +[roll502] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll503] and [roll504]

Attack1OH: [roll505]
Damage1OH: [roll506] Slashing +[roll507] Slashing +[roll508] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll509] and [roll510]

Attack2OH: [roll511]
Damage2OH: [roll512] Slashing +[roll513] Slashing +[roll514] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll515] and [roll516]

Attack3OH: [roll517]
Damage3OH: [roll518] Slashing +[roll519] Slashing +[roll520] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll521] and [roll522]

Attack4OH: [roll523]
Damage4OH: [roll524] Slashing +[roll525] Slashing +[roll526] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll527] and [roll528]

Attack1P: [roll529]
Damage1P: [roll530] Slashing +[roll531] Slashing +[roll532] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll533] and [roll534]

Attack2P: [roll535]
Damage2P: [roll536] Slashing +[roll537] Slashing +[roll538] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll539] and [roll540]

Attack3P: [roll541]
Damage3P: [roll542] Slashing +[roll543] Slashing +[roll544] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll545] and [roll546]

Attack4P: [roll547]
Damage4P: [roll548] Slashing +[roll549] Slashing +[roll550] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll551] and [roll552]

Attack1OH: [roll553]
Damage1OH: [roll554] Slashing +[roll555] Slashing +[roll556] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll557] and [roll558]

Attack2OH: [roll559]
Damage2OH: [roll560] Slashing +[roll561] Slashing +[roll562] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll563] and [roll564]

Attack3OH: [roll565]
Damage3OH: [roll566] Slashing +[roll567] Slashing +[roll568] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll569] and [roll570]

Attack4OH: [roll571]
Damage4OH: [roll572] Slashing +[roll573] Slashing +[roll574] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll575] and [roll576]

Attack1P: [roll577]
Damage1P: [roll578] Slashing +[roll579] Slashing +[roll580] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll581] and [roll582]

Attack2P: [roll583]
Damage2P: [roll584] Slashing +[roll585] Slashing +[roll586] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll587] and [roll588]

Attack3P: [roll589]
Damage3P: [roll590] Slashing +[roll591] Slashing +[roll592] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll593] and [roll594]

Attack4P: [roll595]
Damage4P: [roll596] Slashing +[roll597] Slashing +[roll598] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll599] and [roll600]

Attack1OH: [roll601]
Damage1OH: [roll602] Slashing +[roll603] Slashing +[roll604] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll605] and [roll606]

Attack2OH: [roll607]
Damage2OH: [roll608] Slashing +[roll609] Slashing +[roll610] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll611] and [roll612]

Attack3OH: [roll613]
Damage3OH: [roll614] Slashing +[roll615] Slashing +[roll616] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll617] and [roll618]

Attack4OH: [roll619]
Damage4OH: [roll620] Slashing +[roll621] Slashing +[roll622] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll623] and [roll624]

Attack1P: [roll625]
Damage1P: [roll626] Slashing +[roll627] Slashing +[roll628] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll629] and [roll630]

Attack2P: [roll631]
Damage2P: [roll632] Slashing +[roll633] Slashing +[roll634] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll635] and [roll636]

Attack3P: [roll637]
Damage3P: [roll638] Slashing +[roll639] Slashing +[roll640] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll641] and [roll642]

Attack4P: [roll643]
Damage4P: [roll644] Slashing +[roll645] Slashing +[roll646] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll647] and [roll648]

Attack1OH: [roll649]
Damage1OH: [roll650] Slashing +[roll651] Slashing +[roll652] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll653] and [roll654]

Attack2OH: [roll655]
Damage2OH: [roll656] Slashing +[roll657] Slashing +[roll658] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll659] and [roll660]

Attack3OH: [roll661]
Damage3OH: [roll662] Slashing +[roll663] Slashing +[roll664] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll665] and [roll666]

Attack4OH: [roll667]
Damage4OH: [roll668] Slashing +[roll669] Slashing +[roll670] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll671] and [roll672]

Attack1P: [roll673]
Damage1P: [roll674] Slashing +[roll675] Slashing +[roll676] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll677] and [roll678]

Attack2P: [roll679]
Damage2P: [roll680] Slashing +[roll681] Slashing +[roll682] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll683] and [roll684]

Attack3P: [roll685]
Damage3P: [roll686] Slashing +[roll687] Slashing +[roll688] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll689] and [roll690]

Attack4P: [roll691]
Damage4P: [roll692] Slashing +[roll693] Slashing +[roll694] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll695] and [roll696]

Attack1OH: [roll697]
Damage1OH: [roll698] Slashing +[roll699] Slashing +[roll700] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll701] and [roll702]

Attack2OH: [roll703]
Damage2OH: [roll704] Slashing +[roll705] Slashing +[roll706] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll707] and [roll708]

Attack3OH: [roll709]
Damage3OH: [roll710] Slashing +[roll711] Slashing +[roll712] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll713] and [roll714]

Attack4OH: [roll715]
Damage4OH: [roll716] Slashing +[roll717] Slashing +[roll718] Force
[Magic, Cold Iron, Adamant, All 4 Align]
The attacks each deal +2d6 if he has one nno-neutral component and +4d6 if he has two non-neutral alignment components. [roll719] and [roll720]

Heh, and if he could be flanked I just remained they'd all be flanking him due to the Warrior Spirit, but I'm fairly certain he can't be flanked.

Free Action: Activate Gale for a 300ft reach.
Standard: Divine Wind: All enemies within 200ft, especially Omega, take [roll721] Force damage with no save or SR. They are, however, entitled to a Fortitude Save at DC 27 to prevent being Stunned by the ordeal. This is a Spread effect and can therefore wrap around barriers.

Round 2:
Full Round: Activate Focus. +6 Strength and Dexterity for up to 20 rounds and a Delay effect on any one thing that gets through my defenses.

Round 3:
Move: Place primary weapon back in its sheath
Standard: Ready Action to Iaido

Iaido is considered a charge. Iaido renders Flatfooted. Master of Blades lets me make a full attack on a charge. Master of Iaido lets me receive the +Wis to attack and +LvL to damage without the use of a Spirit Point. My AC drops by 10 due to the specific Charge.

Attack1: [roll722]
Damage1: [roll723] Slashing +[roll724] Slashing +[roll725] Force
Alignment: Step 1: [roll726], Step 2: [roll727]

Attack2: [roll728]
Damage2: [roll729] Slashing +[roll730] Slashing +[roll731] Force
Alignment: Step 1: [roll732], Step 2: [roll733]

Attack3: [roll734]
Damage3: [roll735] Slashing +[roll736] Slashing +[roll737] Force
Alignment: Step 1: [roll738], Step 2: [roll739]

Attack4: [roll740]
Damage4: [roll741] Slashing +[roll742] Slashing +[roll743] Force
Alignment: Step 1: [roll744], Step 2: [roll745]

Spirit Points Used: 5

mrcarter11
2011-04-05, 11:20 AM
Veld's spell works on the first man it strikes, however fails to penetrate the minds of his allies.

Edouard attack against the steed cause it to vanish from this realm, however he is able to tumble out of the fall and lands a mere 20 feet from Edouard.
The attacks against him seem to not bother the rider. He mostly seems annoyed with the circumstances of the attacks. He however, takes no aggressive action against Edouard.

Amak meanwhile is able to close the distance between himself and his foe before he can disappear into the ground. Amak's series of attacks are all together to much for the other warrior to bear, and he falls to the onslaught against him. As he falls he whispers something that only Amak can hear. Just as he seems to finish speaking, his entire body begins to melt leaving no trace of the warrior that had laid there.

distant quasar
2011-04-05, 11:23 AM
(What about Bob's Meteor Swarm? As posted in OOC.)

Cogidubnus
2011-04-05, 11:24 AM
Seeing his nearby problem dealt with, Phylakos hoists his spear and heads to join his allies as fast as possible.

Move speed = 80ft. I guess I'm going to have to Run 320ft to get to the base?

Barbarian MD
2011-04-05, 12:46 PM
Poised to strike, the soldier engages his foe in conversation:

"Just what did you hope to gain by invading my country, foreigner?". He spits in his direction on the last word.

Tacitus
2011-04-06, 02:52 AM
Amak
(Assuming nothing is going to immediately jump him and you don't mind...)

Almost in time with Omega slipping to the ground in the final moments of his life, Amak follows in a mirror. The gith pulls the strip of cloth from over his face to look upon his fallen foe with his own two eyes and give him respect that has been duly earned. His own blade sinks into the ground a full foot as he lowers his head, "*Know* that your death is a good one. You will be remembered, and the spirit that guided you will be honored. Sleep well, brother." With that, he closes his eyes again, but does not replace the blindfold, which he now holds in his right hand instead of a blade.

On his death and dissolution, did just his body go out, or by no trace do you mean to say that all his gear and whatnot is gone as well? I'm figuring on the latter, but its always best to ask. >.>

Side note, what type of Warrior Spirit did he have? As in, mine is Fire and Void, which one(s) was his?

Mechanically, if he falls before I get down the list to the readying an action Amak is going to use a move action to kneel and remove the entirely fluff based cloth over his eyes and breaking Meditation for really no reason and then will be re-entering Meditation as a free action. I suppose if an ally within 200ft wants a Polymorph Any Object, or an enemy could use turning into a fluffy bunny, I'll throw out a PoA, but its just an afterthought and as this post isn't really part of my turn you can pretty much ignore it. XD

Barbarian MD
2011-04-08, 09:20 AM
Edouard continues to stare across the short distance at the dismounted rider as the two prepare to engage in battle. He growls back in response, "You presume too much, and now you will die."

Barbarian MD
2011-04-08, 03:37 PM
Edouard Leroy - Spartan//Fighter - Round 4
Sheet (http://www.myth-weavers.com/sheetview.php?sheetid=276671) HP: -152/407. AC: 61. T: 41. IT: 41. FF: 68. DR: 15/silver and epic//10/-. SR: 35. Fort: 39. Ref: 36. Will: 39. Initiative: +14. Speed: 70', 120' fly. Reach: 15'. AOO: 20'
Current AC: 61

Reroll daze, panic, frighten, paralysis, sleep, stun
Reroll miss chance vs. concealment/mirror image/etc

Immunities: Energy Resistance 20, Heavy Fortification, Freedom of Movement, Mindshielding/Mind Blank, Endure Elements, Fear, Flanking, Death Effects, function normally at negative hit points, cannot be forced to harm allies

Abilities: Stand Still, Infinite AOO, Greater Teleport (self only, 1 min), True Seeing, (Almost) Unlimited Cleave + 10' steps, Two attacks on a cleave, Power Attack, Immediate action Total Cover against single attack, +15 to break checks and bullrushes, Tumble DC 35, Spellcasters cannot cast defensively, quick draw, always act in surprise round (precision strike), weapon deflection, 10' steps, Blindsight 50', Array of Stunts, Exceptional Weapon Deflection, Fast Healing 6

Aristea 1, 2, 3, 4
Whenever attack, enemies with <25 HD within 600' DC Will 22+Cha, panicked (<4 HD) or shaken 4d6 rounds, immune for 24 hours if save

Lawful Good Greatspear Attack: +53/+53/+48/+43/+38 (+5 to single attack after first, may take 10 on one)
Greatspear Damage: 2d6+Str+26
Enfeebling, Keeper's Fang: cannot be resurrected
Impaling Strike: strike two foes in a line
(19-20) +8 to confirm critical: x4+3d6, 1d6+2 Str damage (SR applies), DC 32 Fort Save or die, normal against undead

TWF Attack: +51/+51/+46/+41/+36//+51/+46/+41/+36 (includes +7)
(Defending) Spiked Tower Shield Damage: 2d4+Str+26
Undead Bane: +2/2d6 against undead
Spireshard: Will Save DC 19 or cannot cast spells/SLAs for 1d4 rounds

Precision Strike (standard action): 10d8 damage, max as swift, overcomes DR piercing/bludgeoning/slashing/materials
Devastating Throw: 12d6 damage, 120 feet range, reflex half DC 20+Str
+12 on trip/disarm/bullrush/grapple/overrun

Maneuvers ReadiedWisdom to Damage on strikes
Key: strike - not readied, underlined - used
Mirror Shell (I)- BAB+Shield vs. CL
Taunting Turtle (S) - each attack -4 cumulative against others
Snapping Riposte (I) - if enemy misses, immediate attack +2 bonus
Shell shock (St)- shield bash +4d6, 20' knock back, prone
Legion-Slaying Strike (F) - attack all targets within reach at BAB-2, flanking
Quick Snap (I)- if struck, immediate counterattack dmgx2
Unlimited Aggression (S) - 60', will save 17+Int, save = attack -4 penalty against others
Iron Defender's Riposte (I) - ally in 20', move, opposed attack+shield, negate, counterattack +4d6 dmg
Victorious Army's Advance (F) - full attack, 5' steps, +3d6 dmg
Whirling Steel (S) - full attack as standard action

Invulnerable Shell of the Iron Tortoise (I) - counter any attack + adjacent allies (x1 per encounter due to Epic Hero)

StancesMaster of the Field - +10 damage
Thicket of Blades - all movement provokes AoO
Adamantine Turtle Lord - +2 shield, blocks line/cone effects
Iron Tortoise - +5 reach AoO

Stances: Thicket of Blades: AoO against any movement
Iron Tortoise: +5' reach with AoOs


Edouard grinds his rear foot in the dirt, preparing to leap forward into combat. He covers 10' in a flash, bringing the poor sod into reach of both his weapons, and he begins a familiar dance, striking out with both shield and spear in an attempt to gut his foe.

Maneuver: Victorious Army's Advance
Shield 1: [roll0]. Damage: [roll1] + [roll2] Crit confirm: 74. Damage below.
Shield 2: [roll3]. Damage: [roll4] + [roll5]
Shield 3: [roll6]. Damage: [roll7] + [roll8]
Shield 4: [roll9]. Damage: [roll10] + [roll11]

Every shield strike that hits, Will Save DC 19 or no spells/SLAs for [roll12] rounds.

Spear 1: [roll13]. Damage: [roll14] + [roll15]
Spear 2: [roll16]. Damage: [roll17] + [roll18] Crit confirm: 68. Damage below.
Spear 3: [roll19]. Damage: [roll20] + [roll21]
Spear 4: [roll22]. Damage: [roll23] + [roll24]
Spear 5: [roll25]. Damage: [roll26] + [roll27]

Potentials (any used will be unspoilered)
Criticals
Shield: [roll28] = 74
Spear: [roll29] = 68
[roll30]
[roll31]

Critical shield: Fort Save DC 32 or die.
Critical spear: Fort Save DC 32 or die.

Extra Damage
Shield:[roll32] + [roll33]
[roll34]
[roll35]
[roll36]
[roll37]
[roll38]
[roll39]
[roll40]
Spear: [roll41] + [roll42] + [roll43]
[roll44]
[roll45]
[roll46]
[roll47]
Shield: [roll48]
Spear: [roll49]
[roll50]
[roll51]
[roll52]
[roll53]

Strength Damage
Spear: [roll54]
[roll55]
[roll56]
[roll57]

Vulaas
2011-04-14, 01:05 AM
The Walker

The Walker in the Void looks around the scrying device, irritated at the sudden demise of Omega, wanting to see more of him and his work, but enjoying the destruction being wrought.

'twould seem I hath underestimated the fortitude of mine allies, and the abilities they hold. Would that they understand better the closeness of their Mortality, for lo they may be giants in this realm, but others can destroy them regardless of thine paltry skills. It would be good remembering their fate, lest its hand seek to strike me.

mrcarter11
2011-04-15, 10:47 AM
The group of everyone seems unconcerned with overtaking the castle. The being along the wall falls to the numerous attackers around him. Catapults fire at the large spartan and the one who defeated Omega. The boulders rain in from the skies. Crashing down upon those they were aimed at.


Big Spartan whose name escapes me.
[roll0]
[roll1]

Amak
[roll2]
[roll3]

Barbarian MD
2011-04-16, 09:05 AM
So everyone's dead except the base? I imagine I'm going to have to take a Run action to get to the base, since I just chased down the rider.

Edouard turns, leaving the dead courier where he fell. He begins a mad dash to rejoin the others in an assault on the base. He will see every stone pulled down before this war is over.

Cogidubnus
2011-04-17, 09:48 AM
Phylakos grins as a pair of boulders fly towards him, snatching the first in one hand, ready to hurl it back, smashing his shoulder into the second, taking the blow as best as he could.

I don't quite know how that boulder shower worked, but I can catch 1 rock/round, so I can at least reduce the damage.

mrcarter11
2011-04-17, 09:51 AM
The first roll was the number of boulders, the second was damage per.

distant quasar
2011-04-23, 01:05 PM
Three thigs: Bump. Is it my go? And just so you know I didn;t forget about this thread.