Infiltrators (Surraruthru, Tryll)

Started by Anastasia, January 16, 2017, 12:03:19 PM

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Anastasia

Tryll, Surraruthru, Bubbles
Shredstorm
77 courre scouts
50 earth elementals of medium size
50 water elementals of medium size
12 earth elementals of large size
50 phase spiders of large size
46 mineral quasi-elementals

While the vanguard attacks in force at devil strongholds, the infiltrators will attack from below using a mixture of earth movement abilities and aquatic movement through the city sewers so as to cut off hidden lines of reinforcement and supply while undermining structures that the vanguard are having trouble dislodging. Predominantly made of those with special movement modes.

Okay. Surraruthru and Tryll, anything to add to this before we begin? Yours is fairly straightforward, just a chance to speak up to add any notes or clarifications before we begin.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Yuthirin

#1
I've nothing to add.

Spoiler: ShowHide
Tryll
HP: 246
AC: 47
Touch AC: 30
Flatfooted AC: 39
Active Effects: Inertial Armor (Extended, Overchanneled, CL 26), Mind Blank (CL 26), Fortunate Fate (CL 13), Planar Tolerance (CL 7), Magic Circle Against Evil (CL 25), Create Magic Tattoo (+1 luck bonus to attack rolls, CL 26), Create Magic Tattoo (+2 competence bonus to attack rolls, CL 26), Energy Absorption (CL 26), Elemental Body (CL 26), Surraruthru's Stupendous Dragonskin, (+10 armor bonus & DR 10/magic CL 26), Agility of the Dragon Princess (+4 insight to dexterity, CL 26), Strength of the Dragon Princess (+4 insight to strength, CL 26), Mind of the Dragon Princess (+4 insight to intelligence, CL 26), Stoneskin (DR 10/adamantine, CL 26), Spell Turning (CL 26)
Passive Effects: Incorporeal, Hide Mind
PP: 648

Calleigh
HP: 123
AC: 49
Touch AC: 27
Flatfooted AC: 36
Active Effects: Inertial Armor (Extended, Overchanneled, CL 26), Mind Blank (CL 26), Fortunate Fate (CL 13), Planar Tolerance (CL 7), Create Magic Tattoo (+1 luck bonus to attack rolls, CL 26), Create Magic Tattoo (+2 competence bonus to attack rolls, CL 26), Energy Absorption (CL 26), Elemental Body (CL 26), Surraruthru's Stupendous Dragonskin, (+10 armor bonus & DR 10/magic CL 26), Agility of the Dragon Princess (+4 insight to dexterity, CL 26), Strength of the Dragon Princess (+4 insight to strength, CL 26), Mind of the Dragon Princess (+4 insight to intelligence, CL 26), Stoneskin (DR 10/adamantine, CL 26), Spell Turning (CL 26)
Passive Effects: Magic Circle Against Evil, Tongues, Incorporeal, Improved Evasion

Psicrystal
HP: 123
AC: 31
Touch AC: 14
Flatfooted AC: 29
Active Effects: Inertial Armor (Extended, Overchanneled, CL 26), Mind Blank (CL 15), Fortunate Fate (CL 13), Planar Tolerance (CL 7), Magic Circle Against Evil (CL 25)
Passive Effects: Unanimated (currently being used by Calleigh as a staff, gains no bonuses to initiative. No strength or dexterity score)
Psi-like ability (Ectoplasmic Shambler): Ready
What if they're not stars at all? What if the night sky is full of titanic far-off lidless eyes, staring in all directions across eternity?

Anastasia

Cool, waiting for Iddy, shouldn't be too terribly long.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Iron Dragoon

No notes, but haven't had a chance to redo my spells due to work. I get off early-ish tonight, so I'll do it then, but until then, I don't have anything to really add, other than asking what the sq. milage of the city/underground is and the relation of our entry point to the big targets.

Speaking of, did anyone ever figure out a priority target list? Like what areas/buildings we want to gain control of the fastest? Also, we need to figure out some kind of long range comms for talking to the other groups in case they need reinforcements or we need to redeploy in response to an unexpected threat.
This is not the greatest post in the world, no... this is just a tribute.

Anastasia

We'll wait on spells, since this is a situation where it may well matter.

It's several compact, messy miles of tunnels, roughly.

Priority targets will largely be taken care of by NPCs and directing due to the way PC rolls worked out, so don't worry too much about it, more on that as needed.

Telepathic bond is being used to connect basically everyone as needed, so that handles that.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Yuthirin

So basically just pick targets of opportunity and be stealthy. Gotcha.

If possible, we'd like to send a few water elementals hiding in the waters and/or earth elementals hiding in the walls out to scout the tunnels. We want to make sure they don't have civilians down there doing whatever before we wreck the place.
What if they're not stars at all? What if the night sky is full of titanic far-off lidless eyes, staring in all directions across eternity?

Anastasia

Easily enough done and will be factored in.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Iron Dragoon

Cool, I can connect up to 9 additional individuals to the Tapestry. Tyrll, Calleigh, and bubbles are 3, unless the Tyrll/Calleigh combo counts as 1. 7 others, likely PCs in case we have to come together for a big battle. Which 7 is up to whoever wants them.
This is not the greatest post in the world, no... this is just a tribute.

Yuthirin

For the sake of expedience, let's include Jaela, Afina, Moore, and one other. Preferably someone tanky, like Hanna.
What if they're not stars at all? What if the night sky is full of titanic far-off lidless eyes, staring in all directions across eternity?

Iron Dragoon

#9
Casting these before we leave Aurora, so everyone connected to the tapestry gains them, the minutes/level duration spells will be cast last in order to make them extend the longest, listed at the end:

Create Magic Tattoo, CL 26, Duration 24 hours
+1 Luck Bonus on Attack Rolls

Create Magic Tattoo, CL 26, Duration 24 hours
+2 Competence bonus on Attack Rolls

Energy Absorption, CL 26, Duration 26 hours/expended
Spoiler: ShowHide
Subject gains Resistance 10 against all five energy types: Acid, Cold, Electricity, Fire, and Sonic.
As an immediate action, the subject can cause the spell to absorb the power of a single energy-based attack. The subject gains immunity to any energy types used in that attack (but only for that attack), and also heals a number of points of damage equal to 1/2 the damage the effect would normally have caused. For instance, if a red dragon breathes fire on the subject for 87 points of damage, he could decide as an immediate action to absorb the effect, thus healing 43 points of damage instead of taking any damage. Hit points in excess of the subject's normal maximum are lost. Taking advantage of this function ends the duration of the spell.


Elemental Body, CL 26, Duration 26 hours
Spoiler: ShowHide

You can transform your body into a particular type of elemental substance. You and your possessions appear to be made of that element, though in the same general shape and size as your normal appearance.
ou have the benefits of the attune form spell (page 17) with respect to the appropriate element. If you choose a water body, for example, you can breathe normally on water dominant planes. You are immune to poison, sleep, paralysis, and stunning, and are not subject to extra damage from critical hits or flanking. You gain darkvision out to 60 feet. Your creature type remains unchanged, so you are unaffected by spells that target elementals, but you gain the air, earth, fire, or water subtype depending on the elemental substance you chose.
Air: Fly at your normal speed (perfect maneuverability), air mastery (airborne creatures take a —1 penalty on attack rolls and damage rolls against you).
Earth: Earth mastery (you gain a +1 bonus on attack rolls and damage rolls if both you and your foe touch the ground), push (you can start a bull rush maneuver without provoking attacks of opportunity), +3 natural armor bonus to AC.
Fire: Fire immunity, burn (those you hit in melee and those who attack you with natural weapons must make a Reflex save or catch fire, with a save DC equal to that of a fire elemental of the same size).
Water: Water: Swim at your normal speed, water mastery (you gain a +1 bonus on attack rolls and damage rolls if both you and your opponent touch water), drench (you can use your elemental form to put out nonmagical open flames and dispel magical fire you touch as if casting dispel magic at your caster level).
The elemental body spell has the descriptor of the element you choose. So, if you choose a body of fire, elemental body is a fire spell.



Surraruthru's Stupendous Dragonskin, CL 26, Duration 26 hours
Grants you a +10 armor bonus to armor class and damage reduction 10/magic.

Agility of the Dragon Princess, CL 26, Duration 26 hours
The target of this spell gains a +4 insight bonus to Dexterity.

Strength of the Dragon Princess, CL 26, Duration 26 hours
The target of this spell gains a +4 insight bonus to Strength.

Mind of the Dragon Princess, CL 26, Duration 26 hours
The target of this spell gains a +4 insight bonus to Intelligence.

Mind Blank, CL 26, Duration 24 hours

Spoiler: ShowHide
The subject is protected from all devices and spells that detect, influence, or read emotions or thoughts. This spell protects against all mind-affecting spells and effects as well as information gathering by divination spells or effects. Mind blank even foils limited wish, miracle, and wish spells when they are used in such a way as to affect the subject's mind or to gain information about it. In the case of scrying that scans an area the creature is in, such as arcane eye, the spell works but the creature simply isn't detected. Scrying attempts that are targeted specifically at the subject do not work at all.


Stoneskin, CL 26, Duration 260 minutes
Subject gains DR 10/adamantine up to 150 points.

Spell Turning, CL 26, Duration 260 Minutes

Spoiler: ShowHide
Spells and spell-like effects targeted on you are turned back upon the original caster. The abjuration turns only spells that have you as a target. Effect and area spells are not affected. Spell turning also fails to stop touch range spells.
From seven to ten (1d4+6) spell levels are affected by the turning. The exact number is rolled secretly.
When you are targeted by a spell of higher level than the amount of spell turning you have left, that spell is partially turned. The subtract the amount of spell turning left from the spell level of the incoming spell, then divide the result by the spell level of the incoming spell to see what fraction of the effect gets through. For damaging spells, you and the caster each take a fraction of the damage. For nondamaging spells, each of you has a proportional chance to be affected.
If you and a spellcasting attacker are both warded by spell turning effects in operation, a resonating field is created.


Additionally, the below are pre-loaded into the Tapestry for activation as Quiescent Weaving:
Resist Energy, CL 26, Duration 260 Minutes. (4 castings)
Subject gains energy resistance to: Acid, Electricity, Fire, Sonic of 30 points.
This is not the greatest post in the world, no... this is just a tribute.

Iron Dragoon

These spells are personal buffs for Surraruthru:

Moment of Precscience, CL 26, Duration 26 hours/discharged
This spell grants you an insight bonus equal to your caster level (maximum +25) on any single attack roll, opposed ability or skill check, or saving throw. Alternatively, you can apply the insight bonus to your AC against a single attack (even if flat-footed). Activating the effect doesn't take an action; you can even activate it on another character's turn if needed.

Superior Mighty Wallop, CL 26, Duration 24 hours
As greater mighty wallop, except the bludgeoning melee weapon damage increases by four size categories.

Epic Mage Armor, CL 26, Duration 26 hours
This spell is identical to mage armor, except that it grants a +20 armor bonus to armor class.
This is not the greatest post in the world, no... this is just a tribute.

Anastasia

Cool. Okay, are your spells all in order?
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Iron Dragoon

Unless has any special requests for buffs or spells, yep.
This is not the greatest post in the world, no... this is just a tribute.

Anastasia

The waters are cold and dark.

You proceed in an underground river, towards the sewer accesses and in. Earth elementals glide in the earth around as you approach the entrance - an old metal grate, rusted and affixed. It's a large, circular opening with gaps for water to flow through. The smell of mold and the sewers comes from it, a rich miasma that does nothing for your sense of smell or mood.

"Well darlings, it's time to earn our pay," Bubbles says as she swims through the waves with unnatural ease, moving through it as easily as an air elemental travels through the air. "We get in here and we can get to business."

Go ahead and set yourselves up.

[spoiler]

Bubbles
HP: 279+13/279
Spells Active: Mind Blank (CL26), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Create Magic Tattoo (CL26), Create Magic Tattoo (CL26), Energy Absorption (CL26), Elemental Body (CL26), Surraruthru's Stupendous Dragonskin (CL26), Agility of the Dragon Princess (CL26), Strength of the Dragon Princess (CL26), Mind of the Dragon Princess (CL26), Stoneskin (CL26), Spell Turning (CL26)
Bonuses: +1 morale attack rolls, immunity to fear and poison, +1 luck attack rolls, +2 competence attack rolls, resistance 10 to all elements, +10 armor bonus to armor class, damage reduction 10/magic, water mastery, drench, +4 insight Dex, Str, Int, damage reduction 10/adamantine
Negative Conditions:
Resources Used:
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Iron Dragoon

Surraruthru swims through the water next to Bubbles, sliding through it and dipping under as easily as Bubbles and a bit more naturally; he is a Fairy Dragon, after all. He sniffs the air a bit, the Adaptation effect on his necklace protecting him from the foul air.

"I can only imagine that there will be only the most foul and disgusting devils down here. The retching inducing kind. But yes, let us get to it. Shall we have the elementals erode away the earth around the grate?"

How big are the gaps in the bars here? Can Surraruthru slip through them?

Spoiler: ShowHide
Surraruthru
HP: 347/347, Speed: 100 ft, 140 ft fly, 100 ft swim.
AC: 64 = 38+20(EMA)+4(Deflection)+2(Stat)
Touch AC: 21, Flat Footed: 24, SR: 35, CMB: 29, CMD: 45
Init: +13, Touch Atk: 38, ATK: 38/35/28/23
Active: DR 10/magic, 10/adamantine, +2 Init, +5 ATK, +2 AC, Resistance 10 Acid/Cold/Elec/Sonic, Immunity to poison/sleep/paralysis/stunning/crits/flanking, +1 ATK in water, Drench
Passive: Improved Evasion, Diamond Body, True Seeing, Detect Magic, Energy Absorption CL 26, Elemental Body: Water CL 26, Agility of the Dragon Princess CL 26, Strength of the Dragon Princess CL 26, Mind of the Dragon Princess CL 26, Mind Blank CL 26, Stoneskin CL 26 (260 min), Spell Turning CL 26 (260 min), Moment of Prescience CL 26, Superior Mighty Wallop CL 26, Epic Mage Armor CL 26
Moderate School Esoterica: If you are subject to a spell that has a partial or half effect on a successful save, you suffer no adverse effect if you successfully save.

Magic Items
Gauntlets of Fell the Greatest Foe: +1d6 damage to target for every size category larger than you it is
Boots of Swift Passage: 20-foot teleportation as a move action 5/day.
Headband of Conscious Effort +15: +15 Competence bonus to Concentration checks, 1/day make a Concentration check in place of Fort save.
Wounding Amulet of Natural Attacks and Adaptation +8: +8 to Natural Attacks (Bite, Claw, Claw), all attacks deal 1 Constitution Damage, immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum.
This is not the greatest post in the world, no... this is just a tribute.