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BelGareth
2016-09-12, 02:46 PM
It has been a simple task, route out the evil in the hills, and for a group of your experience, even one of you should have been enough. But things got hairy, you lost some of your team, and things were decidedly not as they should have been. The taint was obvious, demonic monsters abounded, and you hacked your way through them, to find some pawn, a lanky patsy that, though he fought bravely, ended at your blade. His last whispering breath speaking of an infernal of great power.

All the Infernal's were known, and either locked up, banished, or destroyed.

Either some fool has released one, or a new Infernal has manifested into the cosmos, either way, it bespoke of evil tidings.

All portents pointed to the mountainous region of the Scaleback's, and through careful divinations, and interrogation both foul and benign, you managed to reveal the location of this dreadful entity. You now go to meet it, unbeknownst to it, to defeat it or do what you can. For the planes would shudder at its presence, if it was allowed to roam free.

You are the last line of defense.

Your party, composed of the most notable warriors of this age, and even other ages and places, has assembled, all are battle ready, nervous for the fight to come. An age ridden Archmage stumbles before, mumbling something about cleaning his familiar, who was sitting on his shoulder shaking her little head. He tapped you one at a time, and then made a quick flourish with dextrous hands, years younger than his actual age, and you all vanished with an audible pop.

The little pixie on the mans shoulder flew up with a flurry of her wings and looked at her master, "Do you think they can do it?" she asked with a squeak, he waved a dismissive hand "Of course, of course Meribel, they have to do it, or this place, this plane, this existence will change forever....I don't know much about Kokabiel, but I know his brother is not happy" he said with a harumph. Meribel fluttered nearer the old man as he walked. "But he is a grump anyway, couldn't he be making this out as more than it should be?" she squeaked again. He continued walking, heading for his study, shrugging his shoulders "Maybe, but If I know Lord Raziel, this is no minor matter, now hush, I have some work to do."



Your vision blurs and streams into a million colors at once, and then, with a lurching feeling in your stomach, one sensation, that you are used to by now, you rematerialize in another location altogether.

You are in a dark cave with a stoned walkway in the middle, leading up to something that is swirling and shimmering in the darkness. You can barely make anything out from here. Bowls of oil burn on short pillars that straddle the path every ~20 ft or so, giving off a flickering illumination that barely provides any form of light past the gloom that pervades either side of the path.


map (http://pyromancers.com/media/view/ma...ound_id=183208)

Spot check's DC 78

AvatarVecna
2016-09-12, 03:19 PM
http://pyromancers.com/media/view/main.swf?round_id=183208

As always, Fargor kept a sharp eye out, hidden between the shadows all the while.

AC/FF/Touch: 45/45/34
Current HP: 252/252
Fort/Ref/Will: +26/+35/+23

Current Buffs: Greater Invisibility

Spot: [roll0]
Listen: [roll1]
Hide: [roll2]
Move Silently: [roll3]

Forgot about the Stone Of Good Luck bonus, so I can make the check on a 20...but only a 20. Here's hoping...

BelGareth
2016-09-12, 03:21 PM
You fail to see anything of note, other than the obvious.


Everyone can be within 25 ft of Fargor

rypt
2016-09-12, 03:47 PM
Amrivir (http://pyromancers.com/media/view/main.swf?round_id=183230)

With his hands clasped behind his back, Amrivir seems wholly at ease as he observes his new surroundings. A mote of white light, the manifestation of his blade guide Dorivan, hovers in the air beside him.

Amrivir Ilveryn
(http://www.myth-weavers.com/sheet.html#id=922239)HP: 289/289
AC/FF/Touch: 46/46/38
Fort/Ref/Will: +23/+38/+17

Active conditions and effects: Freedom of movement (permanent), true seeing (permanent), immunity to mind-affecting spells and abilities (permanent).

I didn't make a token for Dorivan. If you think I should, let me know.

Deophaun
2016-09-12, 03:49 PM
http://pyromancers.com/media/view/main.swf?round_id=183232

Torrashar expected... more... More screaming. More blood.


No need for rolls because I cannot make that check. But, if there's anything magical within 120' of me, its aura should be all sparkley glowy to my eyes. Take 10 on any Spellcraft checks to identify.

Buffs:
Buffs (CL boosted with bead of karma and deathknell):
- Extended Fell Energy armor of darkness (+10 deflection to AC, +6 turn resistance, CL 31)
- Extended Fell Energy conviction (+7 morale to saves, CL 31)
- Extended Fell Energy eyes of the avoral (+10 racial to spot, CL 31)
- Extended Fell Energy heroism (+4 morale to attack, saves, and skills, CL 31)
- Extended Fell Energy lore of the gods (+7 insight to knowledge, CL 31)
- Extended Fell share talents (+4 to skills, CL 31)
- Extended Otiluke's suppressing field (evocation, CL 31)
- Primal hunter (+5 competence to Climb, Jump, and Swim, CL 2)
- Primal instinct (+5 competence to Survival and initiative, CL 3)

Permanency (CL boosted with bead of karma and consumptive field):
- Arcane sight (CL 45)
- See invisibility (CL 45)

Morcleon
2016-09-12, 04:16 PM
Arbiter Rain
http://pyromancers.com/media/view/main.swf?round_id=183246
(http://pyromancers.com/media/view/main.swf?round_id=183246)
Standing invisibly at near the front of the group, the only hint of Rain's presence was the subtly empowering warmth radiating out from her, an aura of promised victory. She stood with feet shoulder length apart, both hands resting on her ornate cane as she scanned her new surrounding with a curious eye.

She grins softly to herself and murmurs telepathically to the rest of the group. "What a dreadfully boring passageway. I don't suppose anyone know what that glowing thing is?"

Her Spot of +37 has no chance of meeting the DC. However, she can automatically see any magical effects that are around and has blindsight 60 ft.

HP: 208/208
AC/Touch/FF: 44/32/38
Fort/Ref/Will: +36/+22/+24

Current Buffs:
Dark Foresight (as foresight, cast on every member of the party, can communicate telepathically with them)
Paragon Visionary (true seeing, greater arcane sight, can automatically detect casters as arcane sight)
Void Sense (blindsight 60 ft)
Shadowmaster (50% concealment)

Important Abilities from Magic Items:
Admiral's Bicorne (+2 morale to attacks, saves, ability checks, and skill checks to all allies within 100 ft)
Banner of the Storm's Eye (suppresses fear effects within 20 ft, grants immunity to confusion and stunning to all within 20 ft)
Gwaeron's Boots (pass without trace, undetectable by scent)
Ring of Freedom of Movement (freedom of movement)
Ring of Sequestering (invisibility, immunity to divination spells)
Third Eye Conceal (mind blank)

DrK
2016-09-12, 04:16 PM
Tomas

The hulking northman looks about squinting as he stares into the darkness and takes comfort in the great warriors by his side. With shield and sword in hand he feels comfortable, the blade held out before him. He knew his colleagues walked with magical powers wrapped around them, something he felt was distasteful, trained as he was to slay spell users but he knew they would prove their worth. All were famous warriors of great renown.

He padded down the long and odd passageway, maknig sure to stay central to the path lest he tumble into the black void. "A strange place my friends. Where do you think we are now?" he whispers as he ghosts forward looking at Amrivir beside him walking calmly. He grins to himself, he remebered when he had that arrogance. A fight with a linnorm in a snow filled mountain cave had knocked that out of him.



http://pyromancers.com/media/view/main.swf?round_id=183238


Spot [roll0] // listen [roll1]!
Move silently [roll2]

AC: 57 Flat 57 Touch 38 (+5 vs ranged)
Saves: +27/34/23
HPs: 348 / 348

Conditions/effects:
Mindblank
Haste
Freedom Movement
Spell Turning (6 levels/round)
Miss chance 20%

Stances: Stance of Alacrity / Child of Shadow

Autopsibiofeeder
2016-09-13, 01:03 AM
Fons

"No idea, Tomas." His voice is a low growl produced by a massive wolf-like mouth. Fons makes sure he postures himself in front, in harms way, and focuses on his surroundings, things both seen and unseen. Sniffing, at times half-crouching, he darts left and right.

I clicked all map links in this thread...getting a mix of 404 errors and empty windows. No maps, just some icons in the bottom. Am kind of clueless. If anyone has the power, just put me somewhere at the front.


-VoP stuff
-Claws of the beast
-Mind blank
-Darkvision
-Metaphysical claws
-Freedom of movement (240 min)
-Shield (24 min)
-True seeing (24 min)
-Gr. Blindight 60 ft (24 min)
-Fly (24 min)
-Bite of the wolf (24 min)
-Ubiquitous vision (240 min)

13 PP Spent

EDIT: MAP(?) (http://pyromancers.com/media/view/main.swf?round_id=183303)

Deophaun
2016-09-13, 06:01 AM
http://pyromancers.com/media/view/main.swf?round_id=183309

Feathered wings beat almost noiselessly as Torrashar drew his oversized sword. The air around the cat grew thick with whispers coming off the blade. "Nothing good,"he said, in answer to both Arbiter's and Tomas's questions.

And, what the heck, let's cast improvisation

BelGareth
2016-09-13, 11:26 AM
As you all appear and adjust yourselves to the new location, your eyes and other senses try to pierce the darkness, discerning anything that might be going on.

As you begin to see the portal in the back of the room, the ceiling comes alive 30ft above you. What was a dark mass of indistinguishable stone, has now become a raging rain of bright colored fur, orange, yellow, and angry red ripples through the monsters that are hanging from the ceiling. They look like massive Gorillas who's fur went from a dark black to a different hue, seemingly at the will of the beast.

As you look at them, 6 bright beads of energy, the size of peas drop down and veer towards you all, landing at your feet they explode in a blossoming cloud of brilliance, and as you recover your vision, 6 of the beasts are landing on all of you, rending, slashing, and biting.


https://s-media-cache-ak0.pinimg.com/736x/cc/f1/1e/ccf11e636711afd7807d6c55c05cc34d.jpg



DC 16
These are Bar-Lgura's, Tanar'ri that have a general dislike for other Tanari'ri, hunt in packs, and enjoy teleporting their victims away.

DC 30
These are advanced Bar-Lgura's, perhaps some of the largest and most powerful you have ever seen or read about. They undoubtedly have unique abilities that surpass their normal brethren.


DC 27
ID's the beads of light as delayed blast fireballs.

DC 34
ID's the spells as Twinned Maximized delayed blast fireballs


Everyone attempt 6 Reflex saves vs DC 25 for half of 120 fire damage

Attacks vs Fargor Vs FF AC if possible.
[roll0]
[roll1] + [roll2]
[roll3] If successful: [roll4] & [roll5] & [roll6]

[roll7]
[roll8] + [roll9]
[roll10] If successful: [roll11] & [roll12] & [roll13]

[roll14]
[roll15] + [roll16]
[roll17] If successful: [roll18] & [roll19] & [roll20]

[roll21]
[roll22] + [roll23]
[roll24] If successful: [roll25] & [roll26] & [roll27]


Attacks vs Amrivir Vs FF AC if possible.
[roll28]
[roll29] + [roll30]
[roll31] If successful: [roll32] & [roll33] & [roll34]

[roll35]
[roll36] + [roll37]
[roll38] If successful: [roll39] & [roll40] & [roll41]

[roll42]
[roll43] + [roll44]
[roll45] If successful: [roll46] & [roll47] & [roll48]

[roll49]
[roll50] + [roll51]
[roll52] If successful: [roll53] & [roll54] & [roll55]


Attacks vs Torrashar Vs FF AC if possible.
[roll56]
[roll57] + [roll58]
[roll59] If successful: [roll60] & [roll61] & [roll62]

[roll63]
[roll64] + [roll65]
[roll66] If successful: [roll67] & [roll68] & [roll69]

[roll70]
[roll71] + [roll72]
[roll73] If successful: [roll74] & [roll75] & [roll76]

[roll77]
[roll78] + [roll79]
[roll80] If successful: [roll81] & [roll82] & [roll83]


Attacks vs Arbiter Rain Vs FF AC if possible.
[roll84]
[roll85] + [roll86]
[roll87] If successful: [roll88] & [roll89] & [roll90]

[roll91]
[roll92] + [roll93]
[roll94] If successful: [roll95] & [roll96] & [roll97]

[roll98]
[roll99] + [roll100]
[roll101] If successful: [roll102] & [roll103] & [roll104]

[roll105]
[roll106] + [roll107]
[roll108] If successful: [roll109] & [roll110] & [roll111]


Attacks vs Fons Vs FF AC if possible.
[roll112]
[roll113] + [roll114]
[roll115] If successful: [roll116] & [roll117] & [roll118]

[roll119]
[roll120] + [roll121]
[roll122] If successful: [roll123] & [roll124] & [roll125]

[roll126]
[roll127] + [roll128]
[roll129] If successful: [roll130] & [roll131] & [roll132]

[roll133]
[roll134] + [roll135]
[roll136] If successful: [roll137] & [roll138] & [roll139]


Attacks vs Damodrend Vs FF AC if possible.
[roll140]
[roll141] + [roll142]
[roll143] If successful: [roll144] & [roll145] & [roll146]

[roll147]
[roll148] + [roll149]
[roll150] If successful: [roll151] & [roll152] & [roll153]

[roll154]
[roll155] + [roll156]
[roll157] If successful: [roll158] & [roll159] & [roll160]

[roll161]
[roll162] + [roll163]
[roll164] If successful: [roll165] & [roll166] & [roll167]

All attacks are Magical, and evil. They ignore invisibility, but not miss chance.
Grapple checks are normal, and are affected by Freedom of movement as normal.
Map (http://pyromancers.com/media/view/main.swf?round_id=183332)
Map Image (http://i.imgur.com/nZOnlkf.png)

BelGareth
2016-09-13, 11:44 AM
[roll0] low misses
[roll1]
[roll2]

DrK
2016-09-13, 12:58 PM
Tomas

Always ready the hulking warrior flicks into his defensive stance as demons rain from the ceiling, supernatural reflexes allowing him to rise unschathed frim the cascade of fire that had engulfed him. The first blow is effortlessly glided sideways on the rim of the shield. The rest of the attacks meet the solid wall of steel as he uses the sword to ward off the attacks, one devastating blow to his throat vanishing into the shadows of his shadow hand style.

He eyes up the demon looking unimpressed by its savage claws as he steps into attack it. Mageslaying training negating any shadowy magic it may be using. His blade lashes out solidly as he seeks to simply chop the beast down with a flickering flurry of blows, an incantation activating the wand in his sword hilt, the blade taking on a translucent hue ignoring armour and scale equally.

Seeing demons raining from the sky he endeavoured to end his quickly, "I shall end you vile beast" he snarled at it between the flickering chopping and swinging of the blade. That done he steps back to go back to back with Arbiter rain standing between the 2 demons to trick one into attacking the other.



Set as dodge target (negate power attack) VS right hand monkey demon
Activate Robilars gambit +4 to hit/damage me
Swift: wand wraithstrike [roll0] vs DC20

Edit: ALL attacks vs touch. Ignore magical miss chances

Full attack (PA 8)
[roll1] (possibly vs touch) dam [roll2]
[roll3] (possibly vs touch) dam [roll4]
Edit: confirm 63, damage +45
[roll5] (possibly vs touch) dam [roll6]
[roll7] (possibly vs touch) dam [roll8]
Edit: confirm 56, damage +46
[roll9] (possibly vs touch) dam [roll10]


Robilars attacks + Knockback as required, if more needed I'll use OOC

[roll11] (possibly vs touch) dam [roll12]
-- bullrush [roll13] vs [roll14] +???
Edit: confirm 74, damage +59

[roll15] (possibly vs touch) dam [roll16]
-- bullrush [roll17] vs [roll18] +???
Edit: confirm 72, damage +54

[roll19] (possibly vs touch) dam [roll20]
-- bullrush [roll21] vs [roll22] +???
Edit: confirm 72, damage +56

[roll23] (possibly vs touch) dam [roll24]
-- bullrush [roll25] vs [roll26] +???



AC: 57 Flat 57 Touch 38 (+5 vs ranged)
Saves: +27/34/23
HPs: 348 / 348

Conditions/effects:
Mindblank
Haste
Freedom Movement
Spell Turning (6 levels/round)
Miss chance 20%

Stances: Stance of Alacrity / Child of Shadow

AvatarVecna
2016-09-13, 01:36 PM
Map (http://pyromancers.com/media/view/main.swf?round_id=183343)

As the explosions rocketed around him, Fargor grimaced as some of the creature's blows hit home. A quick click of his heels later, the elven commando was rocketing across the battlefield, tumbling past foes in a blur. As he passed them, he made note of the creature's features in an attempt to spot weak points or trigger memories of reading of them. Once no longer surrounded, he grabbed 4 arrows and let loose at the two demons flanking Fons; as soon as they were loosed, they doubled in the air and came screaming home.

Ring of "Freedom Of Movement" (http://www.d20srd.org/srd/spells/freedomOfMovement.htm) means I auto-succeed on the "avoid getting grappled" rolls, which dodges the damage and negative levels that would've resulted from it. Evasion, +35 Reflex, and not auto-failing on a nat 1 means I can't take damage from those spells.

Free Action: activate "Boots Of Speed" (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#bootsofSpeed) function.

Free Action: use knowledge skills to both identify creature and determine Knowledge Devotion bonus. K (The Planes) roll is in OOC thread.

Move Action: Tumbling at half my speed past 4 enemies (http://www.d20srd.org/srd/skills/tumble.htm). DC 23 to tumble past all 5 foes in melee range. Tumble Check: [roll0]

Standard Action: Greater Manyshot. 4 Arrows turn into 8, but each two arrows counts as a volley and only allows Skirmish damage once. Skirmish damage is attached to first hit of each volley (and is not multiplied on a crit). Force arrows ignore wind effects and DR, Seeking ignores miss chance.

V1: Targeting 2 (Skirmish: [roll1])

A1: [roll2]
Crit Confirm (if necessary): [roll3]
D1: [roll4] (+[roll5] if crit)

A2: [roll6]
Crit Confirm (if necessary): [roll7]
D2: [roll8] (+[roll9] if crit)



V2 Targeting 2 (Skirmish: [roll10])

A3: [roll11]
Crit Confirm (if necessary): [roll12]
D3: [roll13] (+[roll14] if crit)

A4: [roll15]
Crit Confirm (if necessary): [roll16]
D4: [roll17] (+[roll18] if crit)



V3 Targeting 5 (Skirmish: [roll19])

A5: [roll20]
Crit Confirm (if necessary): [roll21]
D5: [roll22] (+[roll23] if crit)

A6: [roll24]
Crit Confirm (if necessary): [roll25]
D6: [roll26] (+[roll27] if crit)



V4 Targeting 5 (Skirmish: [roll28])

A7: [roll29]
Crit Confirm (if necessary): [roll30]
D7: [roll31] (+[roll32] if crit)

A8: [roll33]
Crit Confirm (if necessary): [roll34]
D8: [roll35] (+[roll36] if crit)AC/FF/Touch: 53/53/42
HP:137/252
Fort/Ref/Will Save: +30/+40/+28

Active Effects (Source)
Freedom Of Movement (ring)
Water Walk (ring)
Feather Fall (ring)
Haste (boots)

Deophaun
2016-09-13, 02:27 PM
As a large demonic claw raked across his chest and a fiendish monkey maw clamped down on his shoulder, Torrashar realized that he missed being able to feel pain. The two demons tried to drag at him, but the lichcat's form allowed no purchase.

"Is that all?" Torrashar mocked the demons.

Torrashar's eyes burned with the fury of the nine hells. His deathly essence poured forth and enveloped the surrounding demons, pulling at whatever fears they retained and coaxing them to the surface. Then, with a flick of its handle, the elegant blade in his hands grew ethereal. "Let me show you how it's done." With a beat of his wings, the whispers that clung to his blade turned to screams as it cut an arc through the monstrous wall in front of him.


Aura of Despair: -2 on all saving throws
Aura of Fear: Will DC 35 or shaken

Law Devotion: +7 profane to AC for 10 rounds
Epic Divine Might: +26 to damage for 26 rounds

Wraith strike
Free Bluff check from feathered wings for +2 to hit [roll0]
Knowledge Devotion (auto +5 on Knowledge (planes) check)
Power Attack at -10
+6 luck bonus to hit from improvisation

Attack 1 vs Touch: [roll1] (+2 if successful Bluff)
Crit confirm (15-20): [roll2] (+2 if successful Bluff)
Damage: [roll3]
Crit Damage: [roll4]

Attack 2 vs Touch: [roll5] (+2 if successful Bluff)
Crit confirm (15-20): [roll6] (+2 if successful Bluff)
Damage: [roll7]
Crit Damage: [roll8]

Attack 3 vs Touch: [roll9] (+2 if successful Bluff)
Crit confirm (15-20): [roll10] (+2 if successful Bluff)
Damage: [roll11]
Crit Damage: [roll12]

rypt
2016-09-13, 03:32 PM
Amrivir (http://pyromancers.com/media/view/main.swf?round_id=183347)

Fire and fur descend from the ceiling, but only one poses any serious threat to Amrivir. Flesh rent by claw and fang, the elf's resolve is unbroken.

"Tan'nari." Dorivan's telepathic voice is edged with disgust. "The blue palace, eastern courtyard, cycle seventeen."

To anyone else, the blade guide's words would have been meaningless. But to Amrivir, they are a reference, a unique identifier to one of ten thousand battles fought ten thousand times -- conflicts of the mind waged on endless fields beyond sight, sound, time and space. Immediately his form shifts, his footing, posture and balance adjusting reflexively as he accesses a catalog of combat experience the breadth and depth of which defy comprehension.

Mind and body now tuned to his foe, the Eternal Blade slips with the gentlest of steps beneath the grasp of one the towering demons. Drawing his focus inward, he empties himself of all distraction, visualizing only his blade, his enemy, and a single perfect strike.

Amrivir takes 168 damage from the Bar-Lgura's attacks. Freedom of movement negates the grapple checks and he takes no damage from the fireballs due to evasion and a +43 Reflex save.

Free action: Activate Eternal Training vs. the Bar-Lguras (evil outsider?) for +10 insight bonus to attack and damage rolls for the duration of the encounter.

Move action: Move as indicated through the space of Bar-Lgura #5, auto-succeeding on the Tumble check (+62) to avoid AoOs. This movement activates the Acrobatic Backstab skill trick, rendering Bar-Lgura #5 flat-footed vs. Amrivir's next melee attack.

Free action: Draw his sword.

Standard action: Initiate the combination strike of Diamond Nightmare Blade and Ruby Nightmare Blade. By my understanding of Strike of the Dual Adept and Economy of Striking, this is a single melee attack made at 6x normal damage assuming I succeed at the requisite Concentration check. This attack additionally triggers Iaijutsu Focus bonus damage.

Concentration check: Take 10 (Steady Concentration feat) for [63].
Attack: (+3 bonus from the Diamond Mind property of Amrivir's word; +10 from Eternal Training; -8 from Power Attack): [roll0] (add +2 if Bar-Lgura #5 is flanked with Fons.)
Strike damage: (+16 from Power Attack; +10 from Eternal Training; +18 from Steel and Ice): [roll1]. Multiply by 6 if Concentration check succeeds for [462].
Crit confirm: [63]
Crit damage: [82]
Iaijutsu Focus damage (base modifier of +51 guarantees maximum pre-epic bonus): [roll2]

Swift action: Activate Defensive Insight vs. nearest surviving Bar-Lgura for +10 dodge bonus to AC for 1 round.

Free action: Activate Dodge vs. same target as above for +1 dodge bonus to AC.

Free action: Sheathe his sword in his glove.

Due to Amrivir's use of Power Attack, Steel and Ice provides an additional +3 bonus to AC, saves and ability checks for 1 round.

Amrivir Ilveryn
(http://www.myth-weavers.com/sheet.html#id=922239)HP: 125/289
AC/FF/Touch: 49/49/41 (+11 vs. nearest surviving Bar-Lgura)
Fort/Ref/Will: +31/+46/+25

Active conditions and effects: Freedom of movement (permanent), true seeing (permanent), immunity to mind-affecting spells and abilities (permanent), conviction, greater magic weapon.

Morcleon
2016-09-13, 05:24 PM
Arbiter Rain
[Map Link] (http://pyromancers.com/media/view/main.swf?round_id=183349)

Rain stared up at the falling fire and demons and breathed out an exasperated sigh. It was going to be one of those days. Barely paying attention as the magic washed over and around her shields, she leaned to the side to dodge the beast's initial assault, then tipped her hat at the next bite, a flash of draconic wings deflecting the angry sharpness.

The next moment, two claws struck her full on, and the surprising pain drove her to one knee. Licking the already boiling blood from her lips, Rain smirked up at the gorilla-like demons many times her height. "Ah... how very interesting. You seem to be missing a lesson in respect. Let us remedy that, shall we?"

In an instant, the black-clad girl had dashed over to the side of the fight, a sickly verdant glaive spinning above her. With a sharp yell, she grabs it and lashes out in a circle of pain.

Immediate: Trigger Wand of Wings of Cover, negating the second bite attack.

Free: Activate Fiendish Resilience, gaining fast healing 5 for 2 minutes.

10 ft step

Full-round: Cast defensively (auto-success on check) Eldritch Glaive with Noxious Blast. Each target hit must make a DC 32 Fort save or be nauseated for 1 minute.
Touch Attack (Bar-Lgura 1): [roll0]
Damage: [roll1]

Touch Attack (Bar-Lgura 2): [roll2]
Damage: [roll3]

Touch Attack (Bar-Lgura 3): [roll4]
Damage: [roll5]


HP: 143/208
AC/Touch/FF: 44/32/38
Fort/Ref/Will: +36/+22/+24

Current Buffs:
Fiendish Resilience (fast healing 5, 19 rounds left)
Dark Foresight (as foresight, cast on every member of the party, can communicate telepathically with them)
Paragon Visionary (true seeing, greater arcane sight, can automatically detect casters as arcane sight)
Void Sense (blindsight 60 ft)
Shadowmaster (50% concealment)

Important Abilities from Magic Items:
Admiral's Bicorne (+2 morale to attacks, saves, ability checks, and skill checks to all allies within 100 ft)
Banner of the Storm's Eye (suppresses fear effects within 20 ft, grants immunity to confusion and stunning to all within 20 ft)
Gwaeron's Boots (pass without trace, undetectable by scent)
Ring of Freedom of Movement (freedom of movement)
Ring of Sequestering (invisibility, immunity to divination spells)
Third Eye Conceal (mind blank)

Morcleon
2016-09-13, 05:28 PM
Touch Attack: [roll0]
Extra Critical Damage: [roll1]

Autopsibiofeeder
2016-09-14, 02:55 AM
There´s 6 balls of fire, 20 damage each. My SR35 applies (CL20), will roll below, as well as my Fire Resistance 15.
My FF AC is 47, so there´s 2 hits. 43 damage each, but my DR 10/Mag AND Silver applies: 66 damage.
I have Freedom of Movement, so the grapple attacks fail, therefore no damage and negative levels.

1: Spell resistance [roll0], Reflex save [roll1]
2: Spell resistance [roll2], Reflex save [roll3]
3: Spell resistance [roll4], Reflex save [roll5]
4: Spell resistance [roll6], Reflex save [roll7]
5: Spell resistance [roll8], Reflex save [roll9]
6: Spell resistance [roll10], Reflex save [roll11]

EDIT: 2 pass SR, I make those saves = 10 damage each, negated by my fire resistance.

I manifest defensively ( [roll12] )Linked Expansion (swift, huge) -> Claws of the vampire (next round) for 18 PP

I am now huge and attack the Ape in front of me:

Claw1: [roll13], if result is 58 crit confirm: [roll14], damage [roll15] (magic, good, law), double damage on crit.
Claw2: [roll16], if result is 58 crit confirm: [roll17], damage [roll18] (magic, good, law), double damage on crit.
REND if both claws hit: [roll19] damage
Bite: [roll20], if result is 53 crit confirm: [roll21], damage [roll22] (magic, good, law), double damage on crit.

Fons

Fons does not appear unscathed by the fiery assault, and he also takes a couple of hits from the ape creature. Still, stoically, he has done this many times before, he unlocks some of psionic reserves and expands to double, triple his size before he starts to maul this abomination of nature.

MAP (http://pyromancers.com/media/view/main.swf?round_id=183371)

BelGareth
2016-09-20, 02:48 PM
Only 2 managed to pen your SR.
With your Fire resistance it changes it to: 45*2 = 70 fire damage


As the demonic apes fail to get a hold on a single one of you after the cascading energy explodes around you, it is a testament to the caliber of heroes that have entered into this cave.

Arbiter rain starts the retaliation by blasting 3 of the creatures, none of which seem to much fazed, but 2 of them stumble back vomiting copious amounts of bile and half digested bones.

Amrivir then follows up with a perfect slice, cutting one of the deamons in a perfect half, the shock of surprise still evident on its face even as the halves slide away from each other and the body evaporates into a mist to be returned to the abyss.

Fons then grows into a larger version of himself, growing even larger than the Bar-lgura's, and the slashes one in front of him, shredding it to a pile of ribbons, before it too joins its pack mate in a stream of mist back to the abyss.

At the same time, Fargor bounces away from the party and unleashes hell into the backs of the engaged deamons. 8 arrows split the air between Fargor and 2 of the Apes and 4 arrows hit each deamon. They howl in pain and anger, but neither falls.

Tomas declaring his intent, unleashes a storm upon his target, hitting the monster 4 times, but the creature seems to barely notice anything, until the last slash, and thanks to the combined efforts of Arbiter Rain, it too falls and evaporates back to its home.

Tomas changes his stance, but the only one to affect it is vomiting before him and unable to do so!

Torrashar mocks the deamons as he too strikes out at them, who reaches out and connects on one of the deamons next to him twice. The deamon takes it, but is still standing, unimpressed.

As some of the Deamons fade, several more come crashing down from the ceiling to land next you all! Their Claws and bites seem to be leaving a lingering image of themselves as they pass your armor to reach into your very beings!


DC 22
Wraithstrike



They are immune to the aura.
ALL attacks are vs TOUCH

Attacks on Torrashar
1st Bar-lgura
[roll0]
[roll1] + [roll2]

[roll3]
[roll4] + [roll5]

[roll6]
[roll7] + [roll8]

[roll9]
[roll10] + [roll11]

2nd Bar-lgura
[roll12]
[roll13] + [roll14]

[roll15]
[roll16] + [roll17]

[roll18]
[roll19] + [roll20]

[roll21]
[roll22] + [roll23]

Attacks on Tomas
1st Bar-lgura
[roll24]
[roll25] + [roll26]

[roll27]
[roll28] + [roll29]

[roll30]
[roll31] + [roll32]

[roll33]
[roll34] + [roll35]

Attacks on Fons
1st Bar-lgura
[roll36]
[roll37] + [roll38]

[roll39]
[roll40] + [roll41] Crit!
TOTAL: 81

[roll42]
[roll43] + [roll44]

[roll45]
[roll46] + [roll47]

Attacks on Farragor
1st Bar-lgura
[roll48]
[roll49] + [roll50]

[roll51]
[roll52] + [roll53]

[roll54]
[roll55] + [roll56]

[roll57]
[roll58] + [roll59]

Attacks on Amrivir
1st Bar-lgura
[roll60]
[roll61] + [roll62]

[roll63]
[roll64] + [roll65]

[roll66]
[roll67] + [roll68]

[roll69]
[roll70] + [roll71]


MAP (http://pyromancers.com/media/view/main.swf?round_id=183907)

BelGareth
2016-09-20, 02:51 PM
Rolling to confirm potential crit vs Fons
[roll0]
[roll1]

Deophaun
2016-09-20, 04:09 PM
Torrashar laughs as the demons' teeth and claws tear through his dead flesh. "Monkey see, monkey do, is it?" he says in the Abyssal tongue. He ducks and weaves around the remaining flurry of attacks, wiser to their game. The massive, whispering sword glances up as if to strike, only to find rest on the lich's shoulders. Torrashar speaks a foul, ancient word and traces along his body. Negative energy fills his wounds, erasing many of the tiny victories the demons had managed against him. He looks at the bar-lgura that has already tasted his blade. "Now is when you should escape."

Defensively cast harm on self, healing 150 hit points. (HoH really messed up mass harm)

Improvisation: CL 26
- 25 Rounds, Luck Pool: 34
Knowledge Devotion
- 9 rounds, +7 AC
Epic Divine Might
- 25 Rounds, +26 Damage

Buffs (CL boosted with bead of karma and deathknell):
- Extended Fell Energy armor of darkness (+10 deflection to AC, +6 turn resistance, CL 31)
- Extended Fell Energy conviction (+7 morale to saves, CL 31)
- Extended Fell Energy eyes of the avoral (+10 racial to spot, CL 31)
- Extended Fell Energy heroism (+4 morale to attack, saves, and skills, CL 31)
- Extended Fell Energy lore of the gods (+7 insight to knowledge, CL 31)
- Extended Fell share talents (+4 to skills, CL 31)
- Extended Otiluke's suppressing field (evocation, CL 31)
- Primal hunter (+5 competence to Climb, Jump, and Swim, CL 2)
- Primal instinct (+5 competence to Survival and initiative, CL 3)

Permanency (CL boosted with bead of karma and consumptive field):
- Arcane sight (CL 45)
- See invisibility (CL 45)

Other effects:
- Blindsight 30' (Fellshriver)
- Freedom of movement (ring)
- Evasion (ring)

AvatarVecna
2016-09-20, 05:34 PM
Map (http://pyromancers.com/media/view/main.swf?round_id=183927)

With another quick heel tap to deactivate his super-speed, Fargor tumbled away once more, before loosing another volley at the beasts.

Free Action: deactivate "Boots Of Speed" (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#bootsofSpeed) function.

Free Action: use knowledge skills to both identify creature and determine Knowledge Devotion bonus. K (The Planes) roll is in OOC thread.

Move Action: Tumbling at half my speed past 1 enemy. DC 15 to tumble past foe in melee range. Tumble Check: [roll0]

Standard Action: Greater Manyshot. 4 Arrows turn into 8, but each two arrows counts as a volley and only allows Skirmish damage once. Skirmish damage is attached to first hit of each volley (and is not multiplied on a crit). Force arrows ignore wind effects and DR, Seeking ignores miss chance.

V1: Targeting #9 (Skirmish [roll1])

Attack 1: [roll2] (crit 19-20, confirm: [roll3])
Damage 1: [roll4] (+[roll5] if crit)

Attack 2: [roll6] (crit 19-20, confirm: [roll7])
Damage 2: [roll8] (+[roll9] if crit)

V2: Targeting #9 (Skirmish [roll10])

Attack 3: [roll11] (crit 19-20, confirm: [roll12])
Damage 3: [roll13] (+[roll14] if crit)

Attack 4: [roll15] (crit 19-20, confirm: [roll16])
Damage 4: [roll17] (+[roll18] if crit)

V3: Targeting #7 (Skirmish [roll19])

Attack 5: [roll20] (crit 19-20, confirm: [roll21])
Damage 5: [roll22] (+[roll23] if crit)

Attack 6: [roll24] (crit 19-20, confirm: [roll25])
Damage 6: [roll26] (+[roll27] if crit)

V4: Targeting #7 (Skirmish [roll28])

Attack 7: [roll29] (crit 19-20, confirm: [roll30])
Damage 7: [roll31] (+[roll32] if crit)

Attack 8: [roll33] (crit 19-20, confirm: [roll34])
Damage 8: [roll35] (+[roll36] if crit)AC/FF/Touch: 52/52/41
HP:21/252
Fort/Ref/Will Save: +30/+40/+28

Active Effects (Source)
Freedom Of Movement (ring)
Water Walk (ring)
Feather Fall (ring)

DrK
2016-09-20, 05:43 PM
Tomas

Tomas grunts in satisfaction as the first of the beasts evaporates on his blade before he looks up in surprise as another drops at him from the ceiling. Sword rises catching the claws in a perfect "stop hit" before the counter struck down with brutal force sweeping the beast off the walkway. Spinning he see's the strange shadow cat surrounded by two of the savage beast and he moves to help ducking past the nearest one as he taunts it leaving himself open enough that he can tempt it to attack him!

Activating his belt he steps quickly, reaching the ones by Torrashai he spins around in a brutal and beautiful spinning move, time standing still as time crystallises into tiny fragments allowing him to unleash a devastating flurry of blow against each of the beasts.


Robilar's Active +4 hit/dam against me
PA for 8

Swift: 1 charge belt of battle for free move action
- Miss chance Vs AoO 01-20 from cloak
- tumble first 10ft then walk to promote AoO from monkey demo 10

1.- If he hits me then Robilar's dam [roll2]
Knockback [roll3] VS monkey 1d20 +?? to bullrush him into the space off the walkway
2.- If he misses me then Trip vs
If tripped then Free hit [roll6] dam [roll7] and Knockback [roll8] VS monkey 1d20 +?? to bullrush him into the space off the walkway

Move into space beside monkey 6 and monkey 4
Time stands still
Vs Monkey 4
dam
Threat: 56 to confirm, +45 damage
[roll11] dam [roll12]
Threat: 66 to confirm, +47 damage
[roll13] dam [roll14]
[roll15] dam [roll16]
Theat: 45 to confirm,+48 damage
[roll17] dam [roll18]

Vs Monkey 6
[roll19] dam [roll20]
Threat: 57 to confirm, +51 damage
[roll21] dam [roll22]
Threat: 56 to confirm, +44 damage
[roll23] dam [roll24]
Threat: 40 to confirm, +42 damage
[roll25] dam [roll26]
[roll27] dam [roll28]
Threat: 47 to confirm, +48 damage

Counters and Defences
Dodge #4 (negate power attack and elusive target dodge if flanked)
Manticore parry from 1st attack from #4 or #6 [roll29] to make them hit their ally and not me
Wall of Blades vs second attack [roll30]

And Robilar's Gambit defensive slap downs as needed
[roll31] dam [roll32]
Knockback [roll33] VS monkey 1d20 +??

dam
Knockback [roll36] VS monkey 1d20 +??

dam
Knockback [roll39] VS monkey 1d20 +??

dam
Knockback [roll42] VS monkey 1d20 +??
Threat: 76 to confirm, +57 damage

dam
Knockback [roll45] VS monkey 1d20 +??








AC: 57 Flat 57 Touch 38 (+5 vs ranged)
Saves: +27/34/23 (not including conditions)
HPs: 348 / 348

Conditions/effects:
Mindblank
Haste
Freedom Movement
Spell Turning (6 levels/round)
Miss chance 20%

From: Allies
Foresight
+2 morale to hit/saves/stuff frmo the Hat
+4 morale to saves Conviction
Immune stunning from Banner


Stances: Stance of Alacrity / Child of Shadow



MAP (http://pyromancers.com/media/view/main.swf?round_id=183926)

rypt
2016-09-20, 11:02 PM
Amrivir (http://pyromancers.com/media/view/main.swf?round_id=183933)

New foes, and with them, new wounds. Amrivir is closer now to death than he has been in ten human lifetimes, yet still his mind remains at ease. His bloodied robes dance behind him as he shifts deftly to his right, finding new footing directly between two of the abyssal apes.

The vulnerability of this position does not go unnoticed by his blade guide. Dorivan's voice sounds in the elf's mind. "Inadvisable."

Amrivir is quick to counter, "Necessary."

The aged master centers himself then, a moment of stillness and tranquility amidst the chaos of battle around him. It lasts only the span of a heartbeat, but that is all the time that he needs. In an instant, Amrivir's blade is free, and moving faster than the eye can follow. Standing at the eye of a storm of steel, he strikes at one of the bar-lguras, then the other, back and forth at the speed of thought, a dozen blows delivered before either of the fiends realize they've been struck.

As an immediate action, Amrivir will initiate Wall of Blades to block BiteAttack2. He will utilize Aura of Perfect Order to treat the necessary attack roll as an 11 for a total of [57]. This expends his swift action for the current round. He takes 85 damage from BiteAttack1 and ClawAttack 2 and is now at 40 HP.

Free action: Amrivir automatically passes the DC 40 Tumble check to take a 10-foot-step between bar-lgura8 and bar-lgura9.

Full round action: Initiate the combination strike of Time Stands Still and Strike as the Storm. Two full attacks, each with 2 extra attacks at Amrivir's highest base attack bonus. All attacks take a -4 penalty to damage.


Full attack 1 vs. bar-lgura8:
Attack 1 (+3 from sword's Diamond Mind property; +3 from sword's Oncoming Storm property; +10 from Eternal Training; -8 from Power Attack): [roll0]
Damage 1 (+16 from Power Attack; +10 from Eternal Training; +18 from Steel and Ice; -4 from Strike as the Storm): [roll1]

Attack 2: [roll2]
Damage 2: [roll3]

Attack 3: [roll4]
Damage 3: [roll5]

Attack 4: [roll6]
Damage 4: [roll7]

Attack 5: [roll8]
Damage 5: [roll9]

Attack 6: [roll10]
Damage 6: [roll11]

Full attack 2 vs. bar-lgura9:
Attack 1: [roll12]
Damage 1: [roll13]

Attack 2: [roll14]
Damage 2: [roll15]

Attack 3: [roll16]
Damage 3: [roll17]

Attack 4: [roll18]
Damage 4: [roll19]

Attack 5: [roll20]
Damage 5: [roll21]

Attack 6: [roll22]
Damage 6: [roll23]

Free action: Activate Dodge vs. nearest surviving bar-lgura for +1 dodge bonus to AC.

Free action: Sheathe his sword in his glove.

Due to Amrivir's use of Power Attack, Steel and Ice provides an additional +3 bonus to AC, saves and ability checks for 1 round.
Amrivir Ilveryn
(http://www.myth-weavers.com/sheet.html#id=922239)HP: 40/289
AC/FF/Touch: 49/49/41 (+1 vs. nearest surviving Bar-Lgura)
Fort/Ref/Will: +31/+46/+25

Active conditions and effects: Freedom of movement (permanent), true seeing (permanent), immunity to mind-affecting spells and abilities (permanent), conviction, greater magic weapon.

Autopsibiofeeder
2016-09-21, 12:32 PM
All 4 attacks hit, for a total of 170 damage, but each instance is affected by DR10, so 130 damage taken

Fons

Fons howls fiercely as the second ape appears and attacks him. For some reason, the ape pierces his usually very tough hide with great ease. One more round like this, and Fons is a goner. He spits out an abyssal ape-skull while he eyes the ape in front of him and shakes the bits of exotic bushmeat from his claws. He feels the healing properties of his claws kick in and lashes out at the ape with renewed confidence.


Claws of the vampire kick in.
Hokay: Bel, I need to know which claws hit, because I get healing back from it if I do, so please let me know the specifics.

Claw 1: [roll0], 58-59 crit range, crit confirm (if needed) [roll1], damage [roll2] (magic, good, law), crit bonus damage (if applicable): [roll3]
Claw 2: [roll4], 58-59 crit range, crit confirm (if needed) [roll5], damage [roll6] (magic, good, law), crit bonus damage (if applicable): [roll7]
If both hit: rend damage: [roll8]

Bite: [roll9], 58-59 crit range, crit confirm (if needed) [roll10], damage [roll11] (magic, good, law), crit bonus damage (if applicable): [roll12]



-VoP stuff
-Claws of the beast
-Mind blank
-Darkvision
-Metaphysical claws
-Freedom of movement (240 min)
-Shield (24 min)
-True seeing (24 min)
-Gr. Blindight 60 ft (24 min)
-Fly (24 min)
-Bite of the wolf (24 min)
-Ubiquitous vision (240 min)
-Claws of the Vampire (24 rounds)
-Expansion (24 rounds)

Damage taken: 90 fire + 66 normal = 286, current hp: 85

Morcleon
2016-09-25, 04:46 PM
Arbiter Rain
[Map] (http://pyromancers.com/media/view/main.swf?round_id=184450)

Glancing around at the battlefield, Rain frowned. An ambush of this magnitude was not within her expectations. Noticing that she had been mostly ignored by the vile primates, she launched herself upward, spinning away from the swipes of her enemies, wings beating at the air furiously.

Upon reaching her desired vantage point above the battle, she snapped her wings out, a faint glow emanating from them and freezing her position in the air. She held her hand out, eyes closed, a mass of shadows coalescing around her hand. "Partial Stellation," she intones, the words of power shaking the air. "Hellrime!"

A pale blue magic circle inscribed with esoteric runes appears underneath the feet of each demon for the briefest moment before exploding upward in a shower of razor sharp ice.

Move: Fly upward 60 ft (map transparency represents flight).
Tumble to avoid AoOs: [roll0]

Standard: Cast Shades (from Shadowmaster), mimicking Field of Icy Razors to hit every Bar'Lgura. DC 32 Will disbelief for 80% damage and 20% chance to avoid the -20 speed, DC 32 Reflex save for half damage (failed reflex save gives a -20 to speed for 22 rounds).
Damage: [roll1] cold/slashing
SR Check: [roll2]
HP: 148/208
AC/Touch/FF: 44/32/38
Fort/Ref/Will: +36/+22/+24

Current Buffs:
Fiendish Resilience (fast healing 5, 18 rounds left)
Dark Foresight (as foresight, cast on every member of the party, can communicate telepathically with them)
Paragon Visionary (true seeing, greater arcane sight, can automatically detect casters as arcane sight)
Void Sense (blindsight 60 ft)
Shadowmaster (50% concealment)

Important Abilities from Magic Items:
Admiral's Bicorne (+2 morale to attacks, saves, ability checks, and skill checks to all allies within 100 ft)
Banner of the Storm's Eye (suppresses fear effects within 20 ft, grants immunity to confusion and stunning to all within 20 ft)
Gwaeron's Boots (pass without trace, undetectable by scent)
Ring of Freedom of Movement (freedom of movement)
Ring of Sequestering (invisibility, immunity to divination spells)
Third Eye Conceal (mind blank)

BelGareth
2016-10-03, 03:55 PM
Through a combination of impressive melee and magical might, the remaining deamons are torn to shreds, their forms fading into the ether, back to their realm to howl in agony until called again.

Not a moment later, more forms coalesce, Balors. Fiery deamons of the nine hells, generals of chaos and evil step onto the cave floor, their wicked grins enough to set your stomach on edge. They snarl and bark at the sight of you, and behind them, another, different being steps out of a portal, she turns he head slowly, as if regarding new prey, before rising one clawed hand up slowly, as several dozen glistening, gleaming daggers the size of your forearms rise to her will, they shoot out towards you all. At the same time, the Balors grin and point claw held swords of lighting at you, and several of you fight the will to explode.


http://vignette4.wikia.nocookie.net/forgottenrealms/images/7/7c/Balor_roar.jpg/revision/latest?cb=20110622005223

https://s-media-cache-ak0.pinimg.com/236x/da/70/c6/da70c6137b2ad537410757a9810cde11.jpg


Fons hit every time, and dealt full damage.



2 daggers vs each of you:

These attacks ignore miss chance, and concealment

vs Tomas
[roll0]
[roll1]
[roll2] DC 28 Fort to negate. This is a special save, and does not include anything magical. So it is just your base save, +base ability (no ability enhancement), + epic save bonus. Poison immunity that is not Ex is ignored.

[roll3]
[roll4]
[roll5] DC 28 Fort to negate.

vs Fons
[roll6]
[roll7]
[roll8] DC 28 Fort to negate. This is a special save, and does not include anything magical. So it is just your base save, +base ability (no ability enhancement), + epic save bonus. Poison immunity that is not Ex is ignored.

[roll9]
[roll10]
[roll11] DC 28 Fort to negate.

vs Amrivir
[roll12]
[roll13]
[roll14] DC 28 Fort to negate. This is a special save, and does not include anything magical. So it is just your base save, +base ability (no ability enhancement), + epic save bonus. Poison immunity that is not Ex is ignored.

[roll15]
[roll16]
[roll17] DC 28 Fort to negate.

vs Fargor
[roll18]
[roll19]
[roll20] DC 28 Fort to negate. This is a special save, and does not include anything magical. So it is just your base save, +base ability (no ability enhancement), + epic save bonus. Poison immunity that is not Ex is ignored.

[roll21]
[roll22]
[roll23] DC 28 Fort to negate.

vs Torrashar
[roll24]
[roll25]
[roll26] DC n/a. Immune to it.

[roll27]
[roll28]
[roll29] DC n/a. Immune to it.

Fargor, Fons, and Armrivir, attempt a Fort save DC 32 else take:
[roll30] [roll31], if saved take [roll32]
[roll33] [roll34], if saved take [roll35]
[roll36] [roll37], if saved take [roll38]

Map (http://pyromancers.com/media/view/main.swf?round_id=185445)

Spellcraft DC 29
Implosion SLA being used by all Balors.

Knowledge the Planes DC 46
the different one is a Nascent Balor.

BelGareth
2016-10-03, 04:22 PM
[roll0]
[roll1]
[roll2] DC 28 Fort to negate. This is a special save, and does not include anything magical. So it is just your base save, +base ability (no ability enhancement), + epic save bonus. Poison immunity that is not Ex is ignored.

[roll3]
[roll4]
[roll5] DC 28 Fort to negate.

Deophaun
2016-10-03, 09:13 PM
Torrashar

Map (http://pyromancers.com/media/view/main.swf?round_id=185471)

The demons fall in front of Torrashar by Tomas's blows, but before the cat could offer his--grudging--gratitude, a havoc of balors tore through the dimensional veil, one notable enough for Torrashar to recognize.

"If it isn't the infamous Auerauiel. Here to disappoint yet another master?"

A hail of blades came in answer. A quick sidestep let them find only air where his head had been.

"That would be a yes, then?"

But his confidence quickly waned as he witnessed the other balors inflict fearsome magics upon his companions, magic that would persist as long as they maintained it. Magic that could be turned on him just as easily. It took but a second for Torrashar to arc before them, unleashing his own sorcery to disrupt them.

Eat some Concentration checks to keep your implosions!

Defensively cast mass harm
Concentration: [roll0]

Damage: [roll1]

Balor 1: Will DC 32 Half, CL Check versus SR: [roll2]
Balor 2: Will DC 34 Half (aura of despair), CL Check versus SR: [roll3]
Balor 3: Will DC 34 Half (aura of despair), CL Check versus SR: [roll4]


Improvisation: CL 26
- 24 Rounds, Luck Pool: 34
Knowledge Devotion
- 8 rounds, +7 AC
Epic Divine Might
- 24 Rounds, +26 Damage

Buffs (CL boosted with bead of karma and deathknell):
- Extended Fell Energy armor of darkness (+10 deflection to AC, +6 turn resistance, CL 31)
- Extended Fell Energy conviction (+7 morale to saves, CL 31)
- Extended Fell Energy eyes of the avoral (+10 racial to spot, CL 31)
- Extended Fell Energy heroism (+4 morale to attack, saves, and skills, CL 31)
- Extended Fell Energy lore of the gods (+7 insight to knowledge, CL 31)
- Extended Fell share talents (+4 to skills, CL 31)
- Extended Otiluke's suppressing field (evocation, CL 31)
- Primal hunter (+5 competence to Climb, Jump, and Swim, CL 2)
- Primal instinct (+5 competence to Survival and initiative, CL 3)

Permanency (CL boosted with bead of karma and consumptive field):
- Arcane sight (CL 45)
- See invisibility (CL 45)

Other effects:
- Freedom of movement (ring)
- Evasion (ring)

DrK
2016-10-05, 06:13 AM
Tomas gestures at the Balors, a grim smile spreading over his face at the new "prey". he gestures to the others before charging down the causeway a cry of "Kill them all" as he leads them straight into the balor's throats. The highest of the white raven's discipline allowing them to evade the long reach of the enemy! Skidding to a halt in between them he plucks his sword from the nearest one and whirls around, channeling the divine spirit of his anscestors to cleave into another Balor, blue healing energy flowing from the blade and into the injured Aramvrir (if he followed the charge)

map (http://pyromancers.com/media/view/main.swf?round_id=185582)

War Master charge
- all allies can make a charge as an immediate action w/+25 damage. If someone hits middle Balor and so do I its stunned for 1 round no save. For the charges we cannot block each other's line of attack and we aren't subject to AoO's

Full: Charge Middle Balor:
[roll0] dam [roll1]
(threat [roll2] dam [roll3])
Free: Set dodge target to North Balor (so negate power attack, elusive target means he will auto miss me and hit central Balor if flanking with first attack)
Free: Enter Robilar's Gambit (+4 to hit and damage me in melee)
Swift: Activate Belt battle - 2charges for std' action
Std: Strike Righteous vitality [roll4], dam [roll5] Vs North Balor; Heal 150 hps onto Rypt if he followed the charge, if not it'll be the most injured person who followed the charge
Immediate: Against first non-Elusive target attack Manticore parry [roll6] to make foe hit one of his friends instead

Robilar counter attacks as needed
[roll7] dam [roll8]
(threat [roll9] dam [roll10])
[roll11] dam [roll12]
(threat [roll13] dam [roll14])
[roll15] dam [roll16]
(threat [roll17] dam [roll18])
[roll19] dam [roll20]
(threat [roll21] dam [roll22])
[roll23] dam [roll24]
(threat [roll25] dam [roll26])






AC: 57 Flat 57 Touch 38 (+5 vs ranged)
Saves: +27/34/23 (not including conditions)
HPs: 348 / 348

Conditions/effects:
Mindblank
Haste
Freedom Movement
Spell Turning (6 levels/round)
Miss chance 20%

From: Allies
Foresight
+2 morale to hit/saves/stuff frmo the Hat
+4 morale to saves Conviction
Immune stunning from Banner

Stances: Stance of Alacrity / Child of Shadow

rypt
2016-10-06, 12:22 PM
Amrivir (http://pyromancers.com/media/view/main.swf?round_id=185696)

Before Dorivan has a chance to object, Amrivir is in motion. Following in Tomas's wake, the elf leaps over Torrashar, bringing his blade down on the center balor just as Tomas turns to strike at the one to the north. A hammer to the human warrior's anvil, Amrivir can feel magic weaving his wounds closed as he continues his bladed assault.

Amrivir takes no damage from the dagger attacks due to the deflecting properties of his sword. He passes the Fortitude save vs. implosion even on a 1, and thus takes 18 damage. He is at 22 hp at the start of his turn and is thereafter healed for 150 courtesy of Tomas's strike.

Immediate action: Charge balor #3 via Tomas's War Leader's Charge maneuver. -2 penalty to AC and +2 bonus to attack. Per the maneuver description, his attack roll should receive an additional +2 for each other charging ally, but since I don't know what else will be charging, I will only add the single +2 from Tomas's charge. The Power Attack penalty from last round is still in effect here.

Attack (+4 from charging; +10 from Eternal Training; -8 from Power Attack): [roll0]
Damage (+16 from Power Attack; +10 from Eternal Training): [roll1]

Full-round action: Full attack balor #3.

Attack 1 (+10 from Eternal Training; -8 from Power Attack): [roll2]
Damage 1 (+10 from Eternal Training; +16 from Power Attack): [roll3]

Attack 2: [roll4]
Damage 2: [roll5]

Attack 3: [roll6]
Damage 3: [roll7]

Attack 4: [roll8]
Damage 4: [roll9]

Free action: Activate Dodge vs. nearest surviving bar-lgura for +1 dodge bonus to AC.

Due to Amrivir's use of Power Attack, Steel and Ice provides an additional +3 bonus to AC, saves and ability checks for 1 round.
Amrivir Ilveryn
(http://www.myth-weavers.com/sheet.html#id=922239)HP: 172/289
AC/FF/Touch: 47/47/39 (+1 vs. nearest surviving balor)
Fort/Ref/Will: +31/+46/+25

Active conditions and effects: Freedom of movement (permanent), true seeing (permanent), immunity to mind-affecting spells and abilities (permanent), conviction, greater magic weapon

Morcleon
2016-10-09, 11:34 PM
Arbiter Rain
[Map] (http://pyromancers.com/media/view/main.swf?round_id=186243)

In the commotion caused by the charge of Tomas and Amrivir, Rain found an opening, flashing in with the barest disturbance of air to announce her presence. She landed with a spin and lashed out with her cane. Immediately afterward, she leapt backward, somersaulting into a stable position in the air. She took a deep breath and swept her hand out. "Partial Stellation."

"Hextech!" A massive wall of shadow bursts out of the ground to quickly coalesce into an amalgam of spinning gears, tearing at the demons nearby.

Immediate: Charge (currently invisible) center Balor (via War Master's Charge), -2 AC, +2 attack. Currently +6 to attack from Rain, Tomas, and Amrivir.
Attack: [roll0]
Damage: [roll1]

Move: Backward and upward, now 30 ft in the air.
Tumble to avoid AoOs: [roll2]

Standard: Cast Shades, mimicking Wall of Gears (yellow AoE on map, is actually a line). It's 30 ft high with hardness 10 and HP 90 per 10 ft square. All creatures within 10 ft of the wall take 10d6 damage (Reflex DC 32 half, Will DC 32 for 80% damage).
Damage: [roll3]
HP: 153/208
AC/Touch/FF: 42/30/36 (+5 vs ranged attacks)
Fort/Ref/Will: +36/+22/+24

Current Buffs:
Fiendish Resilience (fast healing 5, 17 rounds left)
Dark Foresight (as foresight, cast on every member of the party, can communicate telepathically with them)
Paragon Visionary (true seeing, greater arcane sight, can automatically detect casters as arcane sight)
Void Sense (blindsight 60 ft)
Shadowmaster (50% concealment)

Important Abilities from Magic Items:
Admiral's Bicorne (+2 morale to attacks, saves, ability checks, and skill checks to all allies within 100 ft)
Banner of the Storm's Eye (suppresses fear effects within 20 ft, grants immunity to confusion and stunning to all allies within 20 ft)
Gwaeron's Boots (pass without trace, undetectable by scent)
Ring of Freedom of Movement (freedom of movement)
Ring of Sequestering (invisibility, immunity to divination spells)
Third Eye Conceal (mind blank)

Autopsibiofeeder
2016-10-10, 02:30 AM
Fons

MAP (http://pyromancers.com/media/view/main.swf?round_id=186256)

Fons feels Tomas´ special ability granting him an excellent tactical advantage. "Oh well..." He uses the opportunity to charge the southernmost Demon, aiming to plant his claw deep in its gut. Then he roars and executes a full, furry, bloody and savage attack on the Demon with a passion that showcases his hatred of these creatures.


Bel, I need again to know which attacks did damage because of the claws of the vampire)

Charge attack, southern Balor: [roll0] 58-59 crit range, crit confirm (if needed) [roll1], damage [roll2] (includes Tomas´buff) (magic, good, law). Crit bonus damage (if applicable) [roll3]

Full attack
Claw1 [roll4] 56-57 crit range, crit confirm (if needed) [roll5], damage [roll6] (magic, good, law). Crit bonus damage (if applicable) [roll7]
Claw2 [roll8] 56-57 crit range, crit confirm (if needed) [roll9], damage [roll10] (magic, good, law). Crit bonus damage (if applicable) [roll11]

If both hit: Rend damage [roll12]

Bite: Claw1 [roll13] 56-57 crit range, crit confirm (if needed) [roll14], damage [roll15] (magic, good, law). Crit bonus damage (if applicable) [roll16]


-VoP stuff
-Claws of the beast
-Mind blank
-Darkvision
-Metaphysical claws
-Freedom of movement (240 min)
-Shield (24 min)
-True seeing (24 min)
-Gr. Blindight 60 ft (24 min)
-Fly (24 min)
-Bite of the wolf (24 min)
-Ubiquitous vision (240 min)
-Claws of the Vampire (23 rounds)
-Expansion (22 rounds)

hp: 178 plus whatever I healed from claws of the vampire this attack