Ongoing Games (In-Character)Play-by-post games are going on in this forum as we speak (well, read). All threads on this board are actual games, so please, only post on a thread if you are a player of that game.
Bold indicates temporary bonuses
HP: 246/246390/390, AC: 53, T: 46, FF:53AC: 55, T: 48, FF:55.DR: 24/-//DR 29/Lawful. Fortitude: +34+40. Reflex: +26+32. Will: 24+30. Initiative: +1+7. Racial abilities: darkvision 60', giant blood
Size: Large, Reach: 10', Speed: 40'50'
Feats/Class abilities: Blindfighting (reroll miss chance); constant True Seeing; constant Greater Arcane Sight; Shield Throwing; Adaptive Style; Mage Slayer (can't cast defensively); Pierce Magical Concealment; Epic Maneuver Recovery (one per round); Three stances, 2 swift actions per round if one is used to enter a stance; Improved Evasion; Mettle; Improved Uncanny Dodge; Faithful Defender (protect ally x1/turn as immediate action); Negate Single Attack x8/encounter; Total defense as immediate action to negate all damage, but cannot attack; still threaten when taking total defense as normal at -4 penalty, trip attack on a charge; Shield Slam for daze; block line of effect if save; Shield Slam: opposed check as bullrush, throw back, knock prone; Infinite deflection; Exceptional Deflection, can make immediate actions even when flat-footed
Items: Ring of Sustenance (don't eat), Ring of the Darkhidden (completely invisible to Dark Vision)
Ghost Touch, Blessed, Metalline, Keeper's Fang Spiked Tower Shield:
Prc/Bldg, Good-aligned, auto-confirm against Evil, overcomes DR Evil, +2d6 against Good, any material, soul-trapping, Evil-aligned(?) +34/+29/+24/+19 (3d6+13+24) x2 +37/+37/+32/+27/+22 (3d6+16+24) 17-20/x2 [STR] +40/+40/+35/+30/+25 (3d6+16+24+3) 17-20/x2 [GMW +3]
Shields: Shield Parry x8, magic at Spell DC+20, no save at Spell DC+40, cannot disarm, sunder; cannot bypass with brilliant energy, disintegrate, force
Full attack: perfect two weapon fighting with no penalty
Skills:
Spoiler
+3 to Strength-based and +6 to Dex-based and +6 to Con-based
Acrobatics +30, Climb +13, Concentration +8, Craft (Armor) +20, Diplomacy -4, Intimidate +20, Knowledge (History) +20, Perception +27, Search +1, Spellcraft +20, Stealth -2, Survival +0, Swim +13, Martial Lore +14, Skill Trick: Twisted Charge
Active Stances: SD Stoneheart Stance (DR/- 24), SD Avalanche Stance (+24 damage), SD Reverberating Stance (auto-reflect)
Text of Reverberating Stance
Spoiler
While in this stance and not flat-footed, you may reflect all projectiles of your size category or smaller, including rays, ranged touch effects, and magical effects, back to their origin. This stance has no effect on melee abilities, nor abilities with a range of touch.
Abilities requiring an attack roll, even a touch attack (such as vials of acid, arrows, ballista bolts, thrown cats, scorching rays, or rocks the size of your body) rebound back to their source using the same attack roll and path as the original. Generally, the projectile is assumed to be immediately reflected before the projectile launcher can otherwise act.
Abilities not requiring an attack roll (such as slow, energy missile, or fuse flesh) automatically rebound back to their source. This stance has no effect on dispel magic nor its derivatives (dispel psionics, disjunction, greater dispel magic, and the like).
You must consciously choose whether to benefit from this stance. Thus, you can choose to be affected by a haste spell cast on you.
You may only reflect 3 such projectiles before Reverberating Stance ends, though you can use another swift action to reenter this stance. Against a target warded by spell turning, reddopsi, or a similar protection, a reflected ranged effect continually bounces back and forth until one side's protections are gone.
Other Stances: SD Mountain Skin Stance (NAC 11), SD Stone Pillar Stance (Crit Multiple +1), SD Reaching Branch (double reach)
Blade Meditation: Stone Dragon. +1 to damage with strikes. Save DCs +1.
Readied: IH Iron Heart Surge, AOO Imperator's Rebuke (maneuver as AOO), SD Exhausting Strike, IT Iron Defender's Riposte (shield 20' away), AOO Infinite Procession of Steel (super charge), AOO Crush the Weak (full attack on cleave), 8SD Ancient Tombstone (lots of CON damage), IT Adamantine Shell (block or DR), IT Glorious Shell Shock (knockback x3), SD Obdurium Vise (if hit, no actions), AOO Army of One (copies), IT Invulnerable Shell of the Iron Tortoise
Available: SD Charging Minotaur, SD Stone Bones, AOO Imperator's Warning, AOO Foe-Drawing Challenge, IT Angering Bite, IT Iron Shell (counter), IH Steel Wind, SD Mountain Hammer, AOO Break the Tide (stop movement), SD Bone Crusher, IT Snapping Riposte (if miss, counter), IT Taunting Turtle (cumulative -4 to attack ag others), IH Manticore Parry (into enemy), AOO Victorious Morale (bonuses on hits), AOO Iron Legion (2 rolls per attack)
Active Buffs:
+12 enhancement to strength (overwrites +6 for total of 36/+13 -> 42/+16)
+12 enhancement to dexterity (16/+3 -> 28/+9) [tower shield bonus kicks in, max dex 2->4
+12 enhancement to constitution (20/+5 -> 32/+11)
+12 to charisma, intelligence, and wisdom
DR 29/Lawful
Crit Range x2+2
25/25 miles as move action(s)
Speed increase
Fire/Acid Resistance 30
Greater Magic Weapon
Phantom Steed
Spoiler
Initiative (d20+6)[9]
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Fantastic Barbarian, M.D. avatar by Ceika
What sort of scale does each square represent? What I am looking at doing is moving straight foward three squares to a position where I threaten 2 of the 2ds and 1 of the 1Ds. Will a move action cover that distance? If it will not, what sort of an action is consumed by using an SLA teleport to get to that square?
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Those that bite the hand that feeds them quite often lick the boots that kick them.
Twitter: It's a small weapon, aimed indiscriminately at a viewership/readership that has mastered the art of over-reactive hyperventilation at the speed of light. - Ray Ratto
So 3 squares represents 30 ft, my movement is 40, a move action gets me into position and I can standard action attack in first round as well.
__________________
Those that bite the hand that feeds them quite often lick the boots that kick them.
Twitter: It's a small weapon, aimed indiscriminately at a viewership/readership that has mastered the art of over-reactive hyperventilation at the speed of light. - Ray Ratto
Riding far behind the others, and at the best speed her zombies can manage, Griever has plenty of time to watch the others halt before or collide with the force wall.
Athena
Female NE Dark Human (Currently Gloom) Swiftblade/Iot7V build (see other notes), Level 24, Init +34, HP 216/204, DR 30/+1, resist cold 10, resist acid and fire 30, Speed 50' AC 50, Touch 48, Flat-footed 26, Fort +24, Ref +39, Will +24, Base Attack Bonus +18/+13/+8/+3 (GMW) +1 Spell Storing Kama +50/+50/+45/+40/+35 (1d6+29, 17-20/x2) (Improved, GMW, other GMW) Unarmed Strike +50/+50/+45/+40/+35 (6d6+29, 17-20/x2) +1 Soulfire Bracers of Armor, Light Mithral Shield (+1 Armor, +1 Shield, +24 Dex, +14 Misc) Abilities Str 44, Dex 58, Con 35, Int 26, Wis 16, Cha 12 Condition Immune to fatigue effects; exhaustion becomes fatigue
Chaos buffs:
+12 Dex enhancement, +12 Str enhancement, DR 30/+1 and and acid/fire resistance, Double crit range+2, extra attack stacking with haste, +10' enhancement to speed (overlaps with swiftblade feature), and 25 miles of move-action NITRO.
Other buffs:
Greater Magic Weapon, Greater Mighty Wallop, Phantom Steed, Heroes Feast, Shapechange.
Gloom traits:
Blindsight 60', opportunist, quiescence, SR 35
Spells Expended: Shivering Touch, Shapechange.
There were a few people that had, at some point in the past, disagreed with the notion of Athena being "quick". As if they hadn't been corrected enough times, they would be proved wrong again.
Two sounds occur. One, her alien voice speaks a highly abbreviated form of a verbal component to a spell, and the should of mithril against earth clangs from where she is--or, was, rather. By the time anyone looked, she would already be at her destination--up close and personal with the incredibly obvious vital spots of the distracted assailants.
Her arm flicked left, right, every direction, relying not on her now-immense strength, but instead the fact of speed so great that her body could seem to change color depending on whether it moved away from or toward a person. Her fist danced into the bodies of a cluster of lesser demons, interspersed with sudden, wild kicks of fury.
She could taunt, but had no need to. Her enemies were too slow for they reactions to matter, after all.
Spoiler
No action: Knowledge Devotion comes online. +5/+5; she automatically makes the roll's maximum level.
Free action: Cast Haste. (Yes, swiftblades get to activate their, you know, class features, as a free action.)
Free action: Drop shield. Attack:
Charge. Pounce allows a full attack at the end. If she's too far away to get to the cluster of demons in the bottom-most row of the grid (the 3d group below the 4d group), use some of Flux's speed, and if that's not allowed as part of a charge, use the extra move/standard action she gets for being hasted as spend it then. She'll try to threaten as many of them as possible, preferably all three. Don't make me roll Tumble; +41 is Enough.
The full attack will be an unarmed Flurry of Blows with Snap Kick, for a -4 penalty, unarmed being doable through Monk class feature. If she didn't use her extra standard action getting here, follow with a standard attack, also with Snap Kick, adding another -2. She will attempt to land a hit on each of the three demons at least once, moving on when that's done, and then wail on the third one with the rest of the attacks. If it drops, go back to the first, then second.
Athena
Female NE Dark Human (Currently Gloom) Swiftblade/Iot7V build (see other notes), Level 24, Init +34, HP 216/204, DR 30/+1, resist cold 10, resist acid and fire 30, Speed 50' AC 58, Touch 57, Flat-footed 34, Fort +27, Ref +40, Will +29, Base Attack Bonus +18/+13/+8/+3 (GMW, KnowDiv +5) +1 Spell Storing Kama (+56)/+56/+56/+51/+46/+41 (1d6+34, 17-20/x2) (Improved, GMW, other GMW, KnowDiv+5 ) Unarmed Strike (+56)/+56/+56/+51/+46/+41 (6d6+34, 17-20/x2) +1 Soulfire Bracers of Armor, Light Mithral Shield (+1 Armor, +24 Dex, +23 Misc) Abilities Str 44, Dex 58, Con 41, Int 32, Wis 26, Cha 24 Condition Immune to fatigue effects; exhaustion becomes fatigue
Chaos buffs:
+12 Dex enhancement, +12 Str enhancement, DR 30/+1 and and acid/fire resistance, Double crit range+2, extra attack stacking with haste, +10' enhancement to speed (overlaps with swiftblade feature), and 25 miles of move-action NITRO.
Other buffs:
Greater Magic Weapon, Greater Mighty Wallop, Phantom Steed, Heroes Feast, Shapechange.
Gloom traits:
Blindsight 60', opportunist, quiescence, SR 35
Spells Expended: Shivering Touch, Shapechange, Haste, Mind Blank
Athena is able to reach the group in a second's passing, the Daemons turns their vicious faces, bewildered at the the site of her. Before any of them can even react she unleashes a furry of attack and kicks upon them, one of them feeling an extra blow than the other two. While one of them remains standing, albiet severaly damaged, the other two have been torn apart under the wave of attacks, several of their limbs broken and The lone one screeches, alerting the others of the arrival of more enemy forces. Several of the nearby group pull their attention away from the warriors they are besiging and screech in unison.
Spoiler
The one remaining lesser daemon ends up taking a total of 157 damage, it's badly injured. It let's off a reflexive Supernatural ability that alerts all other Daemons within a 120ft radius, giving them awareness and activating thei hivemind, so none of them can be flanked now unless all of them are. The scream DOES provoke an AOO, but even if you kill it, it still gets off the scream.
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"But Iron - Cold Iron - Is Master Of Them All"
Amani studied the battlefield. A horde of daemons attacking the beleaguered defenders of a fortress. An –Organization- fortress. Gesturing with her dagger, she muttered, “If the fortress falls, I cannot obey my orders.” Gently, her rod-wielding arms started to spin, as if wielding miniature quarterstaffs. Click. Occasionally one would glance off of another or off of the rods on her back, since her body was really only designed for two arms. Click. The weapons moved faster and faster, jerking her slim body after them until it looked like she could barely stay straight, let alone fight. Click. Click Click. Her body became a blur of flashing colors and moving rods.
Clunk. Her ornate dagger with its curved blade and imbalanced pommel burst out of the mass, pulling Amani behind it like a missile. Click click click click click click. The colors grew brighter, with streaks of red and white light flashing through the blur. She spun over the nearest daemons’ heads, flying straight at a huge creature like a blood-red Drider just outside the fortress’s barrier. Clickclickclickclick “Drink.”
The outthrust dagger zeroed in on its target. In the plane’s weird reflections, its blade seemed to shimmer and bend, seeking the daemon’s blood. clicklclickclick— Just as she passed the first spire, Amani’s hazy form erupted into a vortex of rods. Blows flew in all directions, striking with the sounds of thunder and gore and… liturgy?
Her dagger danced through it all, drinking thirstily from the crimson daemons.
Spoiler
Wall of text ahoy! I’ve never done this before, so if you have advice about the format I’m all ears.
At the start of her turn, Amani elects to use Robilar’s Gambit. This means that any enemy attacking her gets +4 to hit and +4 to damage against her. They are probably aware of this (“her stance looks full of openings”). Speaking of which, I’ve updated my sheet using the additional feats and skills; would you like me to PM you the new version, or just wait until she levels up?
However, each time an enemy swings at her, it provokes an attack of opportunity from her, which is resolved after its attack. Really it’s more like triggering a counterattack. Eh. That attack is as follows:
Code:
Strike 1: (1d20+48)[64] plus X to hit for (1d4+13)[16] plus X plus (2d6)[11] plus (12d4)[26] plus 10 fire damage plus 2 Constitution damage, critical on 11 or higher; (1d20+54)[62] plus X to confirm, if confirmed deal a further (1d4+13)[15] damage and the enemy is shaken for 5 minutes (no save) and must roll a DC 27 Will save or be paralyzed for 1 round.
Strike 2: (1d20+45)[61] plus X to hit for (6d6+18)[39] plus X plus (4d6)[11] plus (12d4)[28] plus 10 fire damage; threatens a critical hit on 15 or higher, (1d20+47)[49] plus X to confirm, if confirmed deal a further (6d6+18)[38] plus (2d10)[9] damage.
Yes, there are two hits from each AoO. No, she doesn’t run out of attacks of opportunity. So you can roll that attack each time an enemy provokes an AoO from her for any reason (probably because of her 10’ reach). What is “X”? That’s up next.
There are a couple of things that happen each time Amani confirms a critical hit with any weapon. Rather than repeating this over and over again below, I've just listed it here.
1. Add +1 to her attack and damage with all attacks. I've marked this unknown bonus as "X"-- basically, X is equal to the number of critical hits she's already scored.
2. Roll another attack with the same attack bonus and damage as the one that just scored a critical hit. If this attack is a critical hit, increment X and roll -another- attack (and so on).
Whew! Now, let’s talk about her actual actions.
Free: Activate Robilar’s Gambit for 1 round
Free: Fly off of her flying horse. If this requires a dismount roll, her Ride modifier is higher than the “dismount as a free action” DC.
Full-Round: Initiate Pouncing Charge, charging ~70’ sort of downwards and north, which lands her ~5’ off the ground in the square east of the southernmost spire (the flat-looking one). At the end of this charge, she has +2 to hit, -2 to AC, and a whole bunch of daemons below her. Attacks of Opportunity: I –think- that since Amani went before the daemons, they’re flat-footed and can’t make AoOs as she spins by over their heads. She’s out of the lesser daemons’ reach for most of the flight anyways. But if they do attack, those AoOs get +4 to hit/damage her and provoke a vicious counterattack from Amani.
Once she’s in position, she makes a full-round attack. She has 10’ reach, so first she targets the southern greater Daemon until it’s dead. Then she targets the northern greater daemon. If both of them die, she starts stabbing random lesser daemons within reach.
As you resolve these attacks, keep in mind that all of her attacks also carry Mystic Siphon (her spellthief ability, which I haven’t rolled). I've put a list in the spoilers of what to do about that; refer to it each time an attack (with any weapon) scores a hit on one of the greater Daemons.
Spoiler
Mystic Syphon Happy Fun Time!
All attacks that hit carry Mystic Syphon. Against the greater daemons, apply these effects in the following order (First for the first attack that hits, second for the second, etc):
--First-- Forgo Mystic Syphon damage (MSD) to reduce enemy's DR. Amani immediately learns all details of the enemy's Damage Reduction; that Damage Reduction is reduced by 24 (minimum 0).
--Second-- Forgo MSD to steal one of the enemy's spell-like abilities. Amani immediately learns all details of the enemy's spells known/prepared and spell-like abilities of 12th level or lower (presumably, that's all of them). Amani then picks one of them to steal; the daemon loses that ability for 24 hours (or until Amani uses the stolen ability). If these modified creatures don't have any new spell-like abilities, Amani will steal Greater Teleport.
--Third-- Forgo MSD to reduce enemy's Spell Resistance. Amani immediately learns all details of the enemy's spell resistance; that SR is reduced by 60 (minimum 0).
--Fourth-- Forgo MSD to reduce enemy's Energy Resistances. Amani immediately learns all details of the enemy's Energy Resistances/Immunities. All of these are immediately reduced by 60 (minimum 0). They're still immune to whatever they were immune to, though.
--Fifth and Beyond-- For each attack after the fourth that hits, apply an additional 12d4 damage to the hit, unless Amani discovers they have some new spell-like ability (one not listed in the SRD entry) and wants to steal it. Or if the enemy has DR or SR remaining.
So. She’s going to use four weapons to attack (one ornate ceremonial dagger, her primary weapon, and three “weighted rods,” her secondary weapons).
And lucky Amani, all her targets are flat-footed!
Format: [To hit]//[Damage and other effects]
Crit [on this number or higher]; [to confirm]//[damage and other effects]
Dagger: Any time the dagger misses an attack, add +2 to the next attack’s accuracy roll. The dagger deals Slashing Cold Iron damage.
Attack 1: (1d20+48)[54] //(1d4+13)[17] + (2d6)[9] + 10 fire + 2 Constitution damage
Crit on 59; (1d20+54)[71]//(1d4+13)[15] and the enemy is shaken for 5 minutes (no save.
Attack 2:(1d20+48)[56] +X //(1d4+13)[15] + X + (2d6)[7] + 10 fire+ 2 Constitution damage
Crit on 59; (1d20+54)[67] + X// (1d4+13)[14] and the enemy is shaken for 5 minutes (no save).
Attack 3:(1d20+48)[53] +X //(1d4+13)[15] + X + (2d6)[8] + 10 fire+ 2 Constitution damage
Crit on 59; (1d20+54)[72] + X// (1d4+13)[15] and the enemy is shaken for 5 minutes (no save).
Attack 4:(1d20+43)[60] +X //(1d4+13)[15] + X + (2d6)[7] + 10 fire+ 2 Constitution damage
Crit on 54; (1d20+49)[56] + X// (1d4+13)[15] and the enemy is shaken for 5 minutes (no save).
Attack 5:(1d20+38)[43] +X //(1d4+13)[15] + X + (2d6)[7] + 10 fire+ 2 Constitution damage
Crit on 49; (1d20+44)[56] + X// (1d4+13)[15] and the enemy is shaken for 5 minutes (no save).
Attack 6:(1d20+33)[49] +X //(1d4+13)[14] + X + (2d6)[5] + 10 fire+ 2 Constitution damage
Crit on 44; (1d20+39)[53] + X// (1d4+13)[15] and the enemy is shaken for 5 minutes (no save).
Weighted Rod #1: deals Good-aligned Bludgeoning damage. Attack 7:(1d20+45)[65] + X//(6d6+18)[38] + X + (4d6)[6] + 10 fire damage
Crit on 60; (1d20+47)[63] + X// (6d6+18)[36] + (2d10)[9] damage
Attack 8:(1d20+40)[48] + X//(6d6+18)[45] + X + (4d6)[20] + 10 fire damage
Crit on 55; (1d20+42)[44] + X// (6d6+18)[40] + (2d10)[13] damage
Attack 9:(1d20+35)[53] + X//(6d6+18)[42] + X + (4d6)[7] + 10 fire damage
Crit on 50; (1d20+37)[51] + X// (6d6+18)[33] + (2d10)[11] damage
Weighted Rod #2: deals Good-aligned Bludgeoning damage. Attack 10:(1d20+45)[47] + X//(6d6+18)[41] + X + (4d6)[15] + 10 fire damage
Crit on 60; (1d20+47)[61] + X// (6d6+18)[39] + (2d10)[12] damage
Attack 11:(1d20+40)[49] + X//(6d6+18)[39] + X + (4d6)[17] + 10 fire damage
Crit on 55; (1d20+42)[56] + X// (6d6+18)[40] + (2d10)[15] damage
Attack 12:(1d20+35)[41] + X//(6d6+18)[44] + X + (4d6)[19] + 10 fire damage
Crit on 50; (1d20+37)[46] + X// (6d6+18)[27] + (2d10)[9] damage
Weighted Rod #3: deals Good-aligned Bludgeoning damage. Attack 13:(1d20+45)[57] + X//(6d6+18)[42] + X + (4d6)[16] + 10 fire damage
Crit on 60; (1d20+47)[60] + X// (6d6+18)[37] + (2d10)[16] damage
Attack 14:(1d20+40)[41] + X//(6d6+18)[42] + X + (4d6)[16] + 10 fire damage
Crit on 55; (1d20+42)[45] + X// (6d6+18)[42] + (2d10)[8] damage
Attack 15:(1d20+35)[48] + X//(6d6+18)[30] + X + (4d6)[16] + 10 fire damage
Crit on 50; (1d20+37)[44] + X// (6d6+18)[44] + (2d10)[20] damage
Whew! Pant, pant, gasp.
Last edited by Cassus : 05-03-2012 at 11:50 PM.
Reason: Typos and crit error
Athena responds to the scream with a simple punch to the creature's throat. She mouths the word "No," at the demon, but it's too late to the stop the alerting. The creature's death, though, is possible.
Gonna resolve all damage here agains that greater demon:
Attack 1: 1 damage + 2 Con dmg
Attack 2: 22 damage + 2 Con dmg
Attack 3: 23 dmg + 2 Con dmg
Attack 4: 37 dmg + 10 fire dmg + 2 Con dmg + shaken 5 min
Attack 5: 22 damage + 10 fire dmg + 2 Con dmg + (12d4)[27]
Attack 6: 24 damage + 10 fire dmg + 2 Con dmg + (12d4)[36]
The firt Greater Daemon appears to die, and thrashes about in death, spraying corrosive blood. Everything in a 15ft radius takes (8d8)[24] acid dmg, Reflex DC 23 for half.
Attack 7: 69 dmg
Attack 8: 93 dmg
Attack 9: 49 dmg
Attack 10: 56 dmg + 10 fire dmg
The second Greater Daemon appears to die, and thrashes about in death, spraying corrossive blood. Everything ina 15ft radius takes (8d8)[40] acid dmg, Reflex DC 23 for half.
Targetting lesser daemons now
Attack 11: 46 dmg
Attack 12: 63 dmg
Attack 13: 58 dmg
1 lesser daemon dies.
Attack 14: 48 dmg
Attack 15: 46 dmg
2nd only injured.
Saving throws for anyone hit by acid:
Warriors: (1d20+12)[17]
Sergeants: (1d20+16)[35]
Edit: Yeah the warriors did not save against that larger acid splash... also their Reflex mod actually is lower than what I typed, so yea...
Amani lands among the heart of the daemons and lashes out at two of the Drider looks ones. Both are quickly slain by her attacks and explode in a fountain of blood, which burns all around it. The warriors and Sergeants engaged with the northern daemon are hit by the acid. The more experianced Sergeants do their best to avoid the blood. The Sergeants are only slightly wounded but the warriors are pretty badly hurt by the acid. The lesser daemons don't seem bothered by the acid at all. Amani is able to strike down a lesser daemona nd badly injury another before using all her attacks.
__________________
"But Iron - Cold Iron - Is Master Of Them All"
There are any different ways to master magic. Some people can control it by chanting ridiculous rhymes. Others channel it's powers by the song. Some just need to say a simple word, while others need to connect to the spirits that grants them their power. Drinna wasn't like that. She was mistress of knowledge, she was a storyteller. Her magic? It was power of words. It was power of shaping the world with words. Talking to it and convincing to change according to her need.
And now Drinna was talking. She was telling the world around her tragic and sad story of "Gro Grovaria, powerful wizard who attemted to tame the powers of the ocean, who wanted to conuer it for his king. A proud fool who enranged the Ocean, as he was god living in every drop of water. For the blasphemous attempt at conquring the god himseld, he was kidnapped from his cabine and dragged underwater, to be Ocean's toy and pet for all eternity. Dragged...by Black Tentacles!"
Spoiler
In other words, casting Black Tentacles on as many lesser daemons I can.
Spoiler
Now I assume that Flux gave everybody additional action, right? If so, I'm going to need to make some knowledge checks - Drinan needs to identify Daemon's weaknesses before casting second spell (unless those knowledge checks will eat her action, don't know how many of them can I use in one round).
Knowledge the Planes (1d20+43)[51], Religion (1d20+43)[48], Arcana (1d20+43)[56] and Lore (1d20+39)[55]
The withered goblin, begins waving her hands excitedly and muttering to herself for some time, before at last pointing to the smaller demons by the spire. Two black rays leap from her extended digit towards one the demons. If it touches the creature, it bursts into twenty smaller rays that come crackling down on all the nearby demons.
Cackling, Griever then calls out;
"Giant, come here. Ogres, kill the demons!"
Spoiler
Okay. Full round action to cast Split Ray Chained Enervation using Metamagic School Focus Necromancy to reduce spell level to 8 (4 base, +2, +3, -1)
Touch attack for each ray:
Target One:
a.(1d20+22)[27] inflicting (1d4)[2] negative levels. No save.
b.(1d20+22)[42] inflicting (1d4)[1] negative levels. No save.
If both miss, ignore the following. Each additional attack is against one creature within 30ft of the original target, starting with the nearest and prioritising the lesser demons if there's a tie. Each additional target takes the same number of negative levels as the original spell. Can hit a maximum of twenty additional targets.
"These bastars are immune to standard stuff - acid, disease, poison, death magic and will shrug off things like cold, fire or electricy, try silver or good-aligned magic, tell the others." Drinna yells at Henry, moving towards him.She may not like him, but it's better to cast her spells while standing behind large man with large shields, just in case.
Spoiler
From DM's PM - Lesser Daemon's stats:
AC 29, touch 18, flat-footed 21 (+7 Dex, +1 dodge, +11 natural)
Fort +17, Ref +18, Will +11
DR 20/good or silver; Immune acid, death effects, disease, poison; Resist cold 15, electricity 15, fire 25
The various spells cast about tear into the Daemons' numbers, weakening them a great deal. Followed up by the various attacks from your group, a number of the beasts fall. As a ray of necrotic energy hits one of the lesser Daemons, it dplits, hitting its enarby allies and furhter sapping all of their strength. A female human wearing hide armor that resembles some of the resident daemons of this world roars in rage at the monsters as she swings a massive sword as big as she is. She spins in a circle, hitting all the Daemons near her, slaying one or two, then continues the arc of her swing to hit some of the Daemons a second time. Few are still standing around her after her attack, though they all had been severely weakened by Team Requiem's spells.
Spoiler
The two big AOEs that have been cast fail to kill any Daemons, even with their combined damage, but many are badly weakened. The combined onslaught of Molos' summoned creatures and Greiver's Ogres slays several more. One of the Lietenants, a wild looking female human, Whirlwind attacks all nearby Daemons, then Great Cleaves and hits most of them again. I'll post an updated map in a second, as several Daemons are dead now.
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"But Iron - Cold Iron - Is Master Of Them All"
Ka'Rishta surges forward 30 feet, putting her in a position to attack two of the daemons. (d1 and d2)
Her blades are a blur of silver as they slash at her foes, 3 of her sets of strikes going at d1 and 3 going at d2.
(not sure if I get my full attacks or not, so I will just post them all, and you take which ones I actually get. Hands #1,2,3 at d1, hands #4,5,6 at d2... any DR the creatures get is negated after the first strike of each blade)
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Those that bite the hand that feeds them quite often lick the boots that kick them.
Twitter: It's a small weapon, aimed indiscriminately at a viewership/readership that has mastered the art of over-reactive hyperventilation at the speed of light. - Ray Ratto
3 crit confirms...a nice bonus that they all occured on attack #1 from each hand, which I know I get
Spoiler
hand #2, attack #1 (1d20+43)[51] confirm & (1d8+22)[25] damage
hand #4, attack #1 (1d20+43)[50] confirm & (1d8+22)[25] damage
hand #6, attack #1 (1d20+43)[46] confirm & (1d8+22)[28] damage
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Those that bite the hand that feeds them quite often lick the boots that kick them.
Twitter: It's a small weapon, aimed indiscriminately at a viewership/readership that has mastered the art of over-reactive hyperventilation at the speed of light. - Ray Ratto
After the damage sustained by the team's area spells, the two demonsfall with three quick sword strokes. Ka'Rishta neatly severs their formost apendages in one swing, severs their heads with a second, and runs them both through to be sure they stay down.
Spoiler
Pretty sure full attacks are full round actions, in any case you kill both targets.
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"But Iron - Cold Iron - Is Master Of Them All"
Bold indicates temporary bonuses
HP: 246/246390/390, AC: 53, T: 46, FF:53AC: 55, T: 48, FF:55.DR: 24/-//DR 29/Lawful. Fortitude: +34+40. Reflex: +26+32. Will: 24+30. Initiative: +1+7. Racial abilities: darkvision 60', giant blood
Size: Large, Reach: 10', Speed: 40'50'
Feats/Class abilities: Blindfighting (reroll miss chance); constant True Seeing; constant Greater Arcane Sight; Shield Throwing; Adaptive Style; Mage Slayer (can't cast defensively); Pierce Magical Concealment; Epic Maneuver Recovery (one per round); Three stances, 2 swift actions per round if one is used to enter a stance; Improved Evasion; Mettle; Improved Uncanny Dodge; Faithful Defender (protect ally x1/turn as immediate action); Negate Single Attack x8/encounter; Total defense as immediate action to negate all damage, but cannot attack; still threaten when taking total defense as normal at -4 penalty, trip attack on a charge; Shield Slam for daze; block line of effect if save; Shield Slam: opposed check as bullrush, throw back, knock prone; Infinite deflection; Exceptional Deflection, can make immediate actions even when flat-footed
Items: Ring of Sustenance (don't eat), Ring of the Darkhidden (completely invisible to Dark Vision)
Ghost Touch, Blessed, Metalline, Keeper's Fang Spiked Tower Shield:
Prc/Bldg, Good-aligned, auto-confirm against Evil (2/3 x per day), overcomes DR Evil, +2d6 against Good, any material, soul-trapping, Evil-aligned(?) +34/+29/+24/+19 (3d6+13+24) x2 +37/+37/+32/+27/+22 (3d6+16+24) 17-20/x2 [STR] +40/+40/+35/+30/+25 (3d6+16+24+3) 17-20/x2 [GMW +3]
Shields: Shield Parry x8, magic at Spell DC+20, no save at Spell DC+40, cannot disarm, sunder; cannot bypass with brilliant energy, disintegrate, force
Full attack: perfect two weapon fighting with no penalty
Skills:
Spoiler
+3 to Strength-based and +6 to Dex-based and +6 to Con-based
Acrobatics +30, Climb +13, Concentration +8, Craft (Armor) +20, Diplomacy -4, Intimidate +20, Knowledge (History) +20, Perception +27, Search +1, Spellcraft +20, Stealth -2, Survival +0, Swim +13, Martial Lore +14, Skill Trick: Twisted Charge
Active Stances: SD Stoneheart Stance (DR/- 24), SD Avalanche Stance (+24 damage), SD Reverberating Stance (auto-reflect)
Text of Reverberating Stance
Spoiler
While in this stance and not flat-footed, you may reflect all projectiles of your size category or smaller, including rays, ranged touch effects, and magical effects, back to their origin. This stance has no effect on melee abilities, nor abilities with a range of touch.
Abilities requiring an attack roll, even a touch attack (such as vials of acid, arrows, ballista bolts, thrown cats, scorching rays, or rocks the size of your body) rebound back to their source using the same attack roll and path as the original. Generally, the projectile is assumed to be immediately reflected before the projectile launcher can otherwise act.
Abilities not requiring an attack roll (such as slow, energy missile, or fuse flesh) automatically rebound back to their source. This stance has no effect on dispel magic nor its derivatives (dispel psionics, disjunction, greater dispel magic, and the like).
You must consciously choose whether to benefit from this stance. Thus, you can choose to be affected by a haste spell cast on you.
You may only reflect 3 such projectiles before Reverberating Stance ends, though you can use another swift action to reenter this stance. Against a target warded by spell turning, reddopsi, or a similar protection, a reflected ranged effect continually bounces back and forth until one side's protections are gone.
Other Stances: SD Mountain Skin Stance (NAC 11), SD Stone Pillar Stance (Crit Multiple +1), SD Reaching Branch (double reach)
Blade Meditation: Stone Dragon. +1 to damage with strikes. Save DCs +1.
Readied: IH Iron Heart Surge, AOO Imperator's Rebuke (maneuver as AOO), SD Exhausting Strike, IT Iron Defender's Riposte (shield 20' away), AOO Infinite Procession of Steel (super charge), AOO Crush the Weak (full attack on cleave), 8SD Ancient Tombstone (lots of CON damage), IT Adamantine Shell (block or DR), IT Glorious Shell Shock (knockback x3), SD Obdurium Vise (if hit, no actions), AOO Army of One (copies), IT Invulnerable Shell of the Iron Tortoise
Available: SD Charging Minotaur, SD Stone Bones, AOO Imperator's Warning, AOO Foe-Drawing Challenge, IT Angering Bite, IT Iron Shell (counter), IH Steel Wind, SD Mountain Hammer, AOO Break the Tide (stop movement), SD Bone Crusher, IT Snapping Riposte (if miss, counter), IT Taunting Turtle (cumulative -4 to attack ag others), IH Manticore Parry (into enemy), AOO Victorious Morale (bonuses on hits), AOO Iron Legion (2 rolls per attack)
Active Buffs:
+12 enhancement to strength (overwrites +6 for total of 36/+13 -> 42/+16)
+12 enhancement to dexterity (16/+3 -> 28/+9) [tower shield bonus kicks in, max dex 2->4
+12 enhancement to constitution (20/+5 -> 32/+11)
+12 to charisma, intelligence, and wisdom
DR 29/Lawful
Crit Range x2+2
25/25 miles as move action(s)
Speed increase
Fire/Acid Resistance 30
Greater Magic Weapon
Phantom Steed
Henry has only begun to ready himself for a charge before half of the enemies are destroyed in a flurry of attacks and magic. "Awww, you guys always have all the fun!" he whines.
Finally, he gets himself situated, and with a mighty yell charges into battle after the others. His charge takes him directly north towards one poor demon standing among a group of four directly in front of him. Metal-shod feet clang loudly as he rushes headlong towards the mass of enemies.
Even with his attention on the demon before him, he cannot allow himself to miss the opportunity for carnage. As he rushes by screaming, every demon that comes within reach meets the swift and pointy face of his shield. What's more, each blow is deliver with the force of a giant, and it is almost comical to watch the carnage from across the field. His path is plainly visible thanks to the demons being hurled away, like a bowling ball plowing through the pins. Small demons are hurled mightily into the air and flung into their allies.
When he finally reaches the last demon, he grins maniacally, his momentum carrying him forward to deliver a ferocious blow.
Mechanics
Spoiler
Maneuver: Infinite Procession of Steel (Army of One)
Charge an opponent. Every creature within reach during charge also attacked (I count 13 enemies within his 10' reach along his path). For every additional attack that hits against a secondary opponent, add additional 1d6 damage to primary target.
In addition, these shield bashes are utilizing the Shield Slam class ability, which provides for knock backs.
Quote:
If your attack hits, deal damage normally. Make opposed strength checks, as per the rules for a bull rush, that do not provoke attacks of opportunity. For every 5 points that you beat your opponent’s check, he is flung back 5’. He also must make a DC 69 Reflex Save or fall prone. If he strikes an object or another creature in flight, both take damage according to the rules for falling damage.
Spiked Tower Shield. Blessed and Metalline (Silver) so should overcome all DR. Auto-confirms crits against Evil creatures. Soul-trapping, so none of these that die will ever be raised again.
Primary Attack: (d20+42)[17](59) (includes +2 for charge) [Crit]
Damage: (3d6+43)[50] + (10d6)[30] + X (see below)
Crits on 17-20 / x2 Auto-confirms if evil creature, so I'm not rolling the confirm rolls. If I need to, just let me know. (3d6+43)[47]
-2 AC
Bull rush opposed strength check: d20+16+4(size)+2(charging) (d20+22)[26]
Every creature within reach also gets attacked at full bonus. For every attack that hits, add 4) 1d6 to damage done to primary target above.
Seinax lets out a short, harsh laugh at the slaughter beneath him. Than, seeing that one of the greater daemons is still standing, his eyes harden. His form blurs, and he explodes forward, faster than the eye can see. When his movement stops, he is standing next to the daemon, his twin swords in his hands, with several shadowy replicas of the warrior standing around him.
Mechanics:
Spoiler
Free action: Activate mastery (1 spirit point)
Turn 1: Charge, with mastery of blades (-12 ac)
attacks: (1d20+49)[58], (1d10+30)[36] plus (8d6)[27] plus (2d6)[8] holy, crits on 64-69 (1d20+49)[56], (1d10+30)[40] plus (8d6)[28] plus (2d6)[3] holy, crits on 64-69 (1d20+49)[57], (1d10+30)[38] plus (8d6)[27] plus (2d6)[5] holy, crits on 64-69 (1d20+49)[61], (1d10+30)[32] plus (8d6)[33] plus (2d6)[5] holy, crits on 64-69 (1d20+44)[47], (1d10+30)[39] plus (8d6)[27] plus (2d6)[11] holy, crits on 59-64 (1d20+44)[49], (1d10+30)[38] plus (8d6)[23] plus (2d6)[4] holy, crits on 59-64 (1d20+39)[42], (1d10+30)[35] plus (8d6)[24] plus (2d6)[5] holy, crits on 54-59 (1d20+39)[48], (1d10+30)[34] plus (8d6)[28] plus (2d6)[7] holy, crits on 54-59 (1d20+34)[40], (1d10+30)[39] plus (8d6)[21] plus (2d6)[4] holy, crits on 49-54 (1d20+34)[52], (1d10+30)[31] plus (8d6)[27] plus (2d6)[6] holy, crits on 49-54 crit 1
Turn 2: Soulflood (1 spirit point)
each of the ten soulfloods uses divine wind for:
[roll]200d6[roll] damage, plus each foe must make 10 DC 23 fortitude saves or be stunned for one round.
Turn 3: Full attack on the greater daemon, or if it is dead, all the daemons around me.
attacks: (1d20+49)[68], (1d10+30)[31] plus (8d6)[25] plus (2d6)[5] holy, crits on 64-69 crit 2 (1d20+49)[57], (1d10+30)[34] plus (8d6)[34] plus (2d6)[6] holy, crits on 64-69 (1d20+49)[56], (1d10+30)[40] plus (8d6)[34] plus (2d6)[10] holy, crits on 64-69 (1d20+49)[62], (1d10+30)[32] plus (8d6)[22] plus (2d6)[3] holy, crits on 64-69 (1d20+44)[57], (1d10+30)[35] plus (8d6)[28] plus (2d6)[6] holy, crits on 59-64 (1d20+44)[47], (1d10+30)[37] plus (8d6)[32] plus (2d6)[8] holy, crits on 59-64 (1d20+39)[59], (1d10+30)[36] plus (8d6)[39] plus (2d6)[11] holy, crits on 54-59 crit 3 (1d20+39)[55], (1d10+30)[39] plus (8d6)[28] plus (2d6)[11] holy, crits on 54-59 crit 4 (1d20+34)[36], (1d10+30)[37] plus (8d6)[24] plus (2d6)[4] holy, crits on 49-54 (1d20+34)[39], (1d10+30)[39] plus (8d6)[38] plus (2d6)[7] holy, crits on 49-54
All my soulshadows ready an action to Iaido any enemy that is alive:
1:(1d20+38)[58], (1d10+33)[42] + (8d6)[24] damage, crits on 57-58 crit 5
2:(1d20+38)[56], (1d10+33)[38] + (8d6)[25] damage, crits on 57-58
3:(1d20+38)[51], (1d10+33)[35] + (8d6)[28] damage, crits on 57-58
4:(1d20+38)[57], (1d10+33)[35] + (8d6)[27] damage, crits on 57-58 crit 6
5:(1d20+38)[45], (1d10+33)[38] + (8d6)[26] damage, crits on 57-58
6:(1d20+38)[54], (1d10+33)[43] + (8d6)[26] damage, crits on 57-58
7:(1d20+38)[42], (1d10+33)[40] + (8d6)[19] damage, crits on 57-581
8:(1d20+38)[40], (1d10+33)[43] + (8d6)[25] damage, crits on 57-58
9:(1d20+38)[57], (1d10+33)[42] + (8d6)[33] damage, crits on 57-58 crit 7
10:(1d20+38)[44], (1d10+33)[41] + (8d6)[33] damage, crits on 57-58
Athena focused to find an opportunity through the chaos of a favorable battle. The undead blocked the front of the battlefield. Maybe she could bolster them.
She tumbled under the legs of the ogre zombie, coming face-to-face with the two demons in front of it, and let off a long series of blows to their feet. At the conclusion of the attacks, her body shuddered and grew taller, into a nightmarish creature of darkness. It radiated an unholy might, desecrating the ground it stood on and empowering the zombies behind it.
Spoiler
Move action: Get through (???) the zombie in front of her.
Full Round action: Athena smash demons. Full attack of Snap Kick/Flurry, now with trip attempts.
Trip Attack/Dex (through Versatile Attack) roll/Free Attack if success/Dmg/Confirm/Extra damage. Threat on 17-20. Trip one demon, then the other, then direct attacks. Ignore the first two columns of the rows for which the demons are tripped.
Free action: Turn into a Nightwalker. Do I look like I care what God thinks? Anyway, it does this passively:
Spoiler
Desecrating Aura (Su)
All nightshades give off a 20-foot radius emanation of utter desecration, imbuing their surroundings with negative energy. This ability works much like a desecrate spell, except that the nightshade’s evil is so great that it is treated as the shrine of an evil power. All undead within 20 feet of the nightshade (including the creature itself) gain a +2 profane bonus on attack rolls, damage rolls, and saving throws, and +2 hit points per HD. (The nightshade Hit Dice, attack, and save entries given here include these profane bonuses.) Charisma checks made to turn undead within this area take a -6 penalty.
Not gonna waste space rolling every single NPCs action here. Just gonna describe the combat (I already rolled attacks, and none of you managed to be hit... And they are avoiding Amani and Athena at this point.
The daemons roared and most cntinued fighting the warrior defenders, most realizing the new arrivals too much to deal with. Several warriors are killed in the attack, but the soldiers have dealt with death before. They fight back, the warriors on the walls firing down arrows, one of the Lietenants on the wall ordering their focus fire as she plants three arrows into the face of one of the Greater Daemons. The other Lietenant on the ground batters off several lesser ones with a large hammer, fending them away from the warriors they try to overwhelm. The Captain of the warriors urges his dire wolf forward, impaling the Greater Daemon that the archer Lietenant had pegged witht he arrows. "Rally to me, defenders of Faldur! We shall not let these monsters breach our walls!" The warriors fall back closer to the gates as the daemons try to close in on them.
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"But Iron - Cold Iron - Is Master Of Them All"