Soulriders 5.0: Legend of the Unending Games

The Thunder of Gaming => Balmuria 6: The Answer => Border City of Balmuria => The Cauldron => Topic started by: Anastasia on May 16, 2019, 02:48:00 PM

Title: The Battle of Father and Son
Post by: Anastasia on May 16, 2019, 02:48:00 PM
Okay, let's start with this one in review now that we're going back to Seira. What was Seira's plan here and do you need any refreshers on the situation here?
Title: Re: The Battle of Father and Son
Post by: Corwin on May 16, 2019, 02:51:04 PM
From here (http://www.soulriders.net/forum/index.php/topic,104289.msg1145480.html#msg1145480):

Once the attack is spotted, I'll cast the asterisk'd spells, but that's my prep. The rest was already stated. If Zaaman Rul and Valar defer from planning deployment strategy, I would propose that we simply are responsible for separate duties. His forces can keep guard well, familiar with the terrain. Our forces can serve as the first line of defense after me, since they are varied and anything that gets past me due to sheer numbers or other bullshit will be better suited to fighting Fire-based enemies than other Fire-based creatures. Zaaman Rul will be there with my team, Amaryl, and Oraga's team.

Finally, Lady Honeydip will be ready to be used as reserves, either to be brought in on the heels of an invading force to trap any enemies that press into Zaaman Rul's realm between our armies or to reinforce our forces if we need the numbers due to attrition. Finally, there exists the risk of diversion, so she could find herself deployed against it.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 16, 2019, 02:52:48 PM
One thing I'd like to know is how close in parallel this is happening. Will I have Honeydip available as reserves if she breaks off pursuit, or is she fully engaged?

Otherwise, I'll be out there, chilling with no one allied for 2.5 miles in any direction~
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 16, 2019, 03:16:40 PM
Honeydip and friends will be tied up with this, yes.

Give me Perception, just for reference ahead.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 16, 2019, 03:26:36 PM
Taking 10 for 118, divine insight used
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 16, 2019, 03:45:04 PM
Patience. Waiting. Battle looms and yet the battlefield ahead is silent and still, at least for now. Anticipation is heavy on you as you wait. Every moment is tension, armies surely gathering and preparing, ready to come forth like an eruption of lava.

You're a fool to be here, Seira. Do you wish to be cremated alongside Zaaman Rul?
Title: Re: The Battle of Father and Son
Post by: Corwin on May 16, 2019, 03:47:05 PM
High risk, high reward, Seira muses back. There's a nonzero chance we'll end you by working together. And I do still owe you for that nasty prank with my temple.
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 16, 2019, 04:03:50 PM
You think you can even slow me, Seira? I will incinerate you as I incinerate everything else. Flee, little child, flee and go back to hiding on the Astral. Fire is no place for you. Flee before I get angry with you.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 16, 2019, 04:05:28 PM
You're not angry now? What have I been doing wrong? You simply must tell me, Darling~
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 16, 2019, 04:27:14 PM
Existing, fool.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 16, 2019, 04:31:31 PM
No, no. When I asked what I've been doing wrong, I was clearly talking about not getting you angry enough. I suppose my existence could just give you a case of the warm fuzzies, but then why would you pretend to be annoyed and call me names? It really doesn't make much sense. Is it your Evil side? I've often been a proponent of the hypothesis that being Evil literally makes people lose intellect, as displayed through their poor life choices.

Seira taps her lips thoughtfully, venturing, Would you like me to help you find redemption?
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 16, 2019, 04:49:14 PM
No, I will have you watch as I hold Amaryl beneath me. We will see what happens when you lie defeated and Amaryl is powerless to resist me.

Or...will she be happy she's finally liberated from a impudent, uppity fool? Happy someone can take care of her like you never can.

I'm coming for you, Seira, and you can't do a thing to stop me.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 16, 2019, 04:51:28 PM
Those threats are so pathetic they take care of any residual pre-battle jitters for Seira!

It's your funeral~
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 20, 2019, 12:31:22 PM
Then welcome to the inferno.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 20, 2019, 12:33:18 PM
I find myself reminded of my old adventurer's motto. If you pick a fight with me and lose like a little bitch, I get all your things, right?
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 20, 2019, 12:47:58 PM
I forgot to ask Friday, so refresh me on any  means of perception/clarity beyond the norm? My bad, refresh me on your suit of perceptive abilities and augmentations? No further Perception check is required.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 20, 2019, 12:50:14 PM
True seeing, greater arcane sight, scent, low-light vision 2 miles, darkvision 2miles, blindsight 2miles and tremorsense 2miles
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 20, 2019, 01:00:12 PM
CL on greater arcane sight and then spellcraft, would you?
Title: Re: The Battle of Father and Son
Post by: Corwin on May 20, 2019, 01:02:34 PM
19:01 <CC> roll 1d20+35
19:01 <Penuche2> CC invokes Penuche's magic: < 36 > [d20=1]
19:02 <CC> roll 1d20+78
19:02 <Penuche2> CC invokes Penuche's magic: < 93 > [d20=15]
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 20, 2019, 01:16:55 PM
You can begin to see it - a vast horde of soldiers, of fire elementals beginning to approach the horizon, coming your way. Great elder elementals leading a charge with countless smaller ones, amid which great monoliths surge forward. Ont heir flanks are battalions of oversized fire giants, great, looming hulks with greatclubs almost as large as Hanna. In the sky flaming drakes take to the air, along with efreet atop flying carpets, as well as great burning birds of flame.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 20, 2019, 01:23:17 PM
This is the opening act. While she has a plan to send Imix packing, it would definitely need to rely on luck. Luck, and a very deep hole in the ground.

In case Imix graces us with his true self and we beat him like a used drum, do you have a place to jail him? Seira optimistically inquires with Zaaman Rul, choosing to let the enemy soldiers close in to half a mile from her. Also, some means to keep him down? From what I heard of his staying power and recovery, they are ridiculous and I'm not a master of Ice or Water.

Sanzha is, however, and Seira decides to ask her as well, Hypothetically, if you needed to keep Imix down through his only weakness of Water, would you have a better idea than hitting him over the head a lot and submerging him in a bathtub?
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 20, 2019, 01:36:31 PM
'Tsunamis.' Is the short, simple answer you get from Sanzha. 'Crush him under the waves.'
Title: Re: The Battle of Father and Son
Post by: Corwin on May 20, 2019, 01:39:21 PM
Thought about it, not particularly an option for me. How are things over there? Looking like you might be busy?
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 20, 2019, 02:13:05 PM
'Busy enough, we're handling the yugoloth attack. It's good at keeping us busy.'
Title: Re: The Battle of Father and Son
Post by: Corwin on May 20, 2019, 02:18:20 PM
Seira ponders the mechanics of opening a Gate to Water here on Fire while she waits on Zaaman Rul's response.
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 20, 2019, 02:34:22 PM
Oh wow, I missed that first part was to him. Dur.

Mechanically it'll be resisted by both sides, but at your power a simple Gate spell is hardly going to be stopped by that. Unless the Water Lord objects, you suppose.

I do. A carefully kept secret, should he be defeated before me.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 20, 2019, 02:37:54 PM
Let's do our best!

And Seira settles to wait until the enemy closes to within half a mile from her.
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 20, 2019, 02:50:00 PM
What's the range on true seeing for you?
Title: Re: The Battle of Father and Son
Post by: Corwin on May 20, 2019, 02:51:56 PM
I believe it would be 120ft, unless divine perception stretches it to the max of 2 miles.
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 20, 2019, 03:19:25 PM
The enemy is slowly advancing, slowly and carefully. It's an advance but no wild charge as fire drakes advance faster in the air, coming towards you from high above, staying high above. Closer, closer, closer. They're advancing onward, towards you.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 20, 2019, 03:30:43 PM
Perhaps it is an attempt to sneak something underground while she is focused on the actual army, though Seira trusts that her spell would alert her to any strange scents or vibrations in the ground should that happen. After all, dodging all that stuff is hard enough, she knows that well. It's a job for elites, because the ability to sneak so perfectly is very limited out there across the planes.

I will wait until they arrive to half a mile, as stated before. At the time that happens, I would be interested in telling whether the army extends beyond 1.5 miles further (to the edge of my perception).

I'm also unable to be caught flat-footed due to Foresight.

Spoiler: ShowHide
Precast spells, it's probably time to list them now:
[CL 33]

Overall: Ghost Touch (Armor, Shield and Weapons), Recitation (per round spell)
Defensive: Shield of Warding, Foresight, Visions of the Future, Dragonskin, Superior Vigor (per round spell)
Perception Modes and Protections: True Seeing, Sensual Blessing, Vision of the Omniscient Eye, Detect Scrying, Greater Arcane Sight
Movement Modes and Protections: Freedom of Movement, Pass Without Trace, Greater Anticipate Teleport
Skill Checks: Bibliotheca Arcana, Greater Heroism, Voice of the Dragon
Ability Checks: Good Hope
Immunities and Resistances: Mind Blank, Nondetection, Mass Death Ward, Heroes's Feast, Energy Res 30 (all)
Esoteric Boosters: Many Moments of Prescience, Moment of Prescience, Fortunate Fate, Spell Turning

Chain Dispell channeled into Dragon's Grace

One-Off Spells: Sign (+4), Divine Insight (1hr/level, +15 insight), Greater Improvisation (10min/level, CLx3 luck points)
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 20, 2019, 03:45:49 PM
As the fire drakes come closer, you sense it, your blindsight detecting it.

They aren't there.

They aren't real.

Images but nothing solid to them, the fire drakes little else but that.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 20, 2019, 03:50:13 PM
That's a surprise, Seira thinks to Zaaman Rul and her officers. Nothing within two miles seems real. Not the drakes, not the efreet or the elementals. I was looking forward to fighting an army for real, too....

My officers are the named NPCs who came with me, for ease of reference.
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 20, 2019, 10:49:42 PM
A tactic of the efreet, no doubt to waste your time and power of meaningless illusions. They will likely be trying it elsewhere. Cowards they are, do not be deceived for their lies, Seira.

'Understood,' Valar replies, 'I will have word spread of possible illusions.'
Title: Re: The Battle of Father and Son
Post by: Corwin on May 21, 2019, 09:07:18 AM
Having a dedicated spotter within each team using true seeing and similar means of perceptions is already part of Seira's standard deployment given this trick was used on her before, though Valar is right, they really should make sure their allies are on board with this as well.

To Zaaman Rul, she responds with, It's possible they'll try to sneak in the half a mile or so of land that's between the edge of my range and the entrance to your realm, so if they do something please hold them off and let me know whether the coast is clear for teleportation. I'll help catch them in a pincer.
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 21, 2019, 01:11:41 PM
I agree. Be vigilant in the meantime, illusions or not.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 21, 2019, 01:16:04 PM
Seira settles for another wait, barring news from her allies.

Incidentally, might as well confirm this. Is the true seeing considered a form of perception and extended to divine limits of 2 miles, or did the scent, blindsight and tremorsense that do get extended to 2 miles let me know something was off?
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 21, 2019, 01:28:52 PM
I'm trying to find a ruling on it since I swear I did. Momentarily punting this, remind me tomorrow if I haven't posted about it. It's not immediately relevant since other senses nailed it. If it's a situation where it is, we'll pause until I find it or make a ruling. I don't want to hold this up.

Illusions or not, the illusionary army is still coming, in case Seira wishes to do anything about that.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 21, 2019, 01:32:56 PM
Seira allows the illusions to come, vigilant in case enemies teleport into them or rise from the ground to occupy the outlines. She wouldn't let anyone within a thousand feet of her, intending to dispel any illusion coming that close to her.
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 21, 2019, 01:41:01 PM
Cool, gimme a dispel check for reference.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 21, 2019, 01:42:20 PM
19:41 <CC> roll 1d20+35
19:41 <Penuche> CC invokes Penuche's magic: < 39 > [d20=4]

I can keep trying, I presume, if this fails?
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 21, 2019, 01:53:40 PM
Any illusions that get close crumble - power they are, but not that powerful. You watch the army close and part around you, the rest pressing on futilely. It is done. Soon enough you are alone again - yet as they pass, you can feel it. Rumbling beneath the ground, the sensation of movements.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 21, 2019, 01:59:23 PM
Seira stomps on the ground with feeling, and tremors shoot off all over in waves as the immediate area depresses! Then, she does it again and again!

Earthquake, 80ft radius. Since it's a Long-ranged spell, I can launch them for as far as ~1,720ft away from me without moving. If this doesn't cover the sensation of movement underground, I'll move.
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 21, 2019, 02:16:29 PM
The earth shakes - and whatever's coming from below is is at least stunned, or perhaps stopped altogether. The ground quakes and shakes around you, fires erupting high from the quakes.

After several seconds there's no further sign of tremors that you can feel.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 21, 2019, 02:18:18 PM
Seira waits for a few moments, then earthquakes cascade both behind her and far ahead of her, almost up to her maximum range. She lets up after, but sends another ripple of them nearly a minute later to keep the enemy honest.
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 21, 2019, 02:25:57 PM
Whatever it is, it's working. Yet as you do, you can see above. Vast meteorites of fire and iron abruptly appear in the sky, beginning to plunge down at you, miles above you yet.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 21, 2019, 02:29:28 PM
Seira decides to get out of the immediate concentration of meteorites, continuing her assault on the enemies that might be underground. She'll dodge out of the way of the fiery meteorites if need be, avoiding metal just in case.

Will move a bit and try to avoid being hit, will prefer fire over iron if must choose, will use my improved evasion if need be.
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 21, 2019, 02:33:45 PM
You begin to dodge. 2 miles away, 1 mile, falling fast. At the one mile mark, they split apart into a vast array of flaming metal debris - the entire area is going to be peppered and blasted. More are coming too, appearing above.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 21, 2019, 02:37:18 PM
I will rely on evasion, unless this isn't an evasion thing. In which case, please tell me.

Since dodging outright won't work, Seira will rely on Walls of Force erected at an angle to divert the attacks. She puts them in tiers, then, in case the first one is taken down by the attack. And should it still not be enough, Seira is exceedingly hard to hit....
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 21, 2019, 02:46:57 PM
In that case Ref save, yeah.  Lemme see where your Ref save is at for this.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 21, 2019, 02:50:05 PM
20:49 <CC> roll 1d20+73 improved evasion
20:49 <Penuche> CC invokes Penuche's magic: < 75 > [d20=2]
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 21, 2019, 02:55:43 PM
Seira dodges - it's flaming metal shards everywhere, but she's untouched. Walls of force help divert it, holding the line more and more as she has time to cast them again.  It's hardly safe, but for once such as you? You can endure and survive it just fine. After a few dozen the barrage stops, leaving you once again intact.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 21, 2019, 03:06:00 PM
It's an unfortunate aspect of being a defender that initiative is surrendered. Still, Seira consoles herself that the enemy side is demoralized by this failure to make any advances. And Zaaman Rul will get more time to rework his realm into a more defensible position, so that's a plus.
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 21, 2019, 03:12:00 PM
You are holding well, Seira. The wrath of fire and iron cannot make you bleed.

The other forces are doing well - though they are not committing yet, but probing. You in particular, they are wary of your power.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 21, 2019, 03:14:12 PM
As well they should! A shame that it's not my chance to truly shine against an army, I've been looking forward to it. Let me know if you think we need to reconsider our deployment at some point.
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 21, 2019, 03:22:46 PM
Not yet. Let them flail at us.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 21, 2019, 03:26:16 PM
Seira sends him a vision of a jaunty salute, settling in for a wait!
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 21, 2019, 03:43:26 PM
Are there any short term duration spels that are an issue for you here?
Title: Re: The Battle of Father and Son
Post by: Corwin on May 21, 2019, 03:45:52 PM
Sensual Blessing is for 35 minutes, and I can't recast it. The rest are either long-term, or can and are being refreshed as I go.
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 21, 2019, 03:53:53 PM
12 long, tense minutes. You wait in the aftermath of the meteor strikes. It's only then that you see it - four great plumes of fire in the distance, racing in your direction.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 21, 2019, 04:01:48 PM
Distance to me? Estimated speed? Are they real, according to my senses? Any knowledge (of taking 10 for 103) that's relevant?
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 21, 2019, 04:15:04 PM
They're real - you believe them to be primal elementals, racing on with savage fury. They're a little under two miles away and closing massively fast, propelled forward far faster than they normally move. Based on this speed, they're incoming in two rounds and - !

More meteors above! They're coming there again, too!

A split second later the ground begins to tremble, movements below you.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 21, 2019, 04:35:22 PM
How are they rushing? Together in a group, in parallel but hundreds of feet apart, from different points converging on me?

What about the rumbling below, can I estimate numbers? How soon they will break surface?
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 21, 2019, 04:39:15 PM
The elementals are approximately 50ft apart each, in a loose, general formation. They're coming from straight ahead, one and all.

The rumbling below is several things and likely big things, too. It's hardly just a small venture like before. You suspect you have a few rounds there as well.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 22, 2019, 07:23:05 AM
It's best to deal with this in detail rather than allow things to turn into a slog. The meteors are not an issue, but Seira's own spells would likely be as useful against the charging primal fire elementals. That means she needs to devote them her personal attention, and she decides to delay the enemies from below.

At a gesture, gallons upon gallons of water cover the ground for over a thousand feet in every direction while Seira herself rises into the air with a beat of her wings. Her divine will ensures that the local conditions wouldn't evaporate the water too quickly, and then she's off on a course directly reciprocal to the charging elementals.

Move action to fly 230ft directly away from the advancing primals. Two Miracles to summon as much water as I can over a 1,000ft radius area (or even beyond). The Create Water cantrip provides me 66 gallons per casting, and I'm hoping that Miracle manages to emulate a more convenient volume of water (and gives me Long rather than Close range for it). Logistics-wise, one Miracle could summon the water and the other could be used to shape/hold it into a carpet of water over the ground, if that makes more sense. Then, divine will to quell Fire's conditions so that the water doesn't immediately evaporate similar to attune form and its like.

It is my understanding that fire elementals would be unable to pass through any body of water. If those below include fire elementals, they would have trouble rising to the surface in the next few rounds. I'm curious, can the charging primals could step on it?
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 22, 2019, 12:46:13 PM
If it were fire elementals below, they'd be unable to come through the water.

I'd rule they could step on it - it's an impassible barrier and that implies it's solid. They'd hate doing it, though, possibly even suffering damage if they did.

Any more questions before this gets resolved?
Title: Re: The Battle of Father and Son
Post by: Corwin on May 22, 2019, 12:47:06 PM
No, let's go. I believe I should have another round before the elementals in front of me arrive, so let's see what happens!
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 22, 2019, 12:49:32 PM
Seira flies back as hated water spreads, generated and maintained by her divine will. Great hisses of steam rise from the suddenly cooled and wet ground, all while the primal fire elementals zoom in like shot arrows towards you.

The attacks begin. To victory and the purification of Fire, all the brave souls here!
Title: Re: The Battle of Father and Son
Post by: Corwin on May 22, 2019, 01:01:43 PM
Donald, Elle, Ranbar, Seira calls out to her companions. Change of plans. Head towards me, they're not going for an army assault after all. See if it's possible for you to teleport on a straight line towards me, short of my current position by five hundred feet.

Seira moves a bit back once more, casting three spells that don't immediately materialize.

Moving 230ft more back in hopes that 460ft of movement over these two rounds gives me another round to react vs the rushing primals. The three spells are Delay Spell'd Walls of Fire that appear to be rings with a height of 20ft and and a radius of 90ft, 80ft and 70ft and a delay of 1 round.
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 22, 2019, 01:23:59 PM
Where precisely are you placing the walls relative to you? Doesn't say.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 22, 2019, 01:25:02 PM
Wall of Fire

Effect:   Opaque sheet of flame up to 20 ft. long/level or a ring of fire with a radius of up to 5 ft. per two levels; either form 20 ft. high
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 22, 2019, 01:51:13 PM
No I mean where are you placing them, not the size of them.  Are the walls of fire around you?
Title: Re: The Battle of Father and Son
Post by: Corwin on May 22, 2019, 01:52:38 PM
Yes
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 22, 2019, 01:59:52 PM
Amid the ground sizzling with water and the area glistening with it? The elementals continue their mad rush, great gouts of flame erupting forward. Less than a mile and closing as you cast - while the meteors begin to fall, yet you are better than them. You dodge perfectly, your nature beyond failing to such things. You have space, just barely, as your friends surely race here to support you.

You have one more round, just barely. Use it wisely.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 22, 2019, 02:05:20 PM
Even as she dodges the meteorites, Seira doesn't cast! She awaits the approaching elementals, doing nothing even as three circular walls of fire appear in a wide radius around her....

My intention is to 'hold' until the primals cross the first radius. Since they're charging in parallel with gaps in between while the walls are circles, I believe there will be time when one or two of them in the center are past the first ring but the rest are outside it. At that point I intend to act, by swiftly turning the rings into walls of water via a variant on Syllan's Switch.
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 22, 2019, 02:13:52 PM
Sure. I'm going to call init now, since timing and speed matter here, both for this and possible reactions to them.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 22, 2019, 02:15:39 PM
20:15 <CC> roll 1d20+22
20:15 <Penuche> CC invokes Penuche's magic: < 42 > [d20=20]
Title: Re: The Battle of Father and Son
Post by: Corwin on May 22, 2019, 02:29:26 PM
There were no spoiler blocks before we went to Seira Avatar and Kascha/Sanzha/Honeydip.

Spoiler: ShowHide
I would recommend using this spoiler. They won't have Glorious Rally and Celestial Valor (and Recitation will have expired), but I intend to cast them once they arrive.

CL 33 spells for all named chars:
Overall: *Glorious Rally, *Celestial Valor, Ghost Touch (Armor, Shield and Weapons), *Recitation (per round spell)
Defensive: Shield of Warding, Foresight, Visions of the Future, Dragonskin, Foresight
Perception Modes and Protections: True Seeing, Vision of the Omniscient Eye, Detect Scrying, Greater Arcane Sight
Movement Modes and Protections: Freedom of Movement, Pass Without Trace, Greater Anticipate Teleport
Skill Checks: Greater Heroism, Voice of the Dragon
Ability Checks: Good Hope, Sign
Immunities and Resistances: Nondetection, Mass Death Ward, Heroes's Feast, Energy Res 30 (all), Delay Poison
Esoteric Boosters: Fortunate Fate, Spell Turning

Benefits:
AC: +17 normal/+12 touch/+12+ghost touch armor/shield incorporeal (+2 insight Foresight, +5 sacred Shield of Warding, +3 luck Recitation, +2 dodge Visions of the Future, +5 natural armor Dragonskin, +ghost touch armor/shield)
Attack: +13 (+4 sacred Celestial Valor, +6 morale Glorious Rally, +3 luck Recitation)
Damage: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Fort and Will Saves: +13 (+4 sacred Celestial Valor, +6 morale Glorious Rally, +3 luck Recitation)
Ref Save +16 (+5 sacred Shield of Warding, +6 morale Glorious Rally, +3 luck Recitation, +2 insight Foresight)
Ability Checks: +2 (+2 morale from Good Hope)
Init: +2/+6 (+2 morale from Good Hope, +4 one-time bonus from Sign)
66 temp hp

Also immunity to all death spells, magical death effects, energy drain, and any negative energy effects (Mass Death Ward), immunity to poison and fear (Heroes's Feast), energy resistance 30 to fire/cold/acid/elec/sonic (Energy Resistance x5), being a difficult target to divination (Nondetection), becoming impossible to track without magic, and limiting the usefulness of scent (Pass Without Trace), moving and attacking normally everywhere, as well as receiving +15 to CMD vs grapples (Freedom of Movement), being healed with 150hp once if dropped below 0 (Fortunate Fate), reflecting 1d4+6 spell levels of spells that have you as a target and aren't touch spells (Spell Turning), +10 enhancement bonus on Bluff, Diplomacy, and Intimidate checks and a really nice and deep commanding voice (Voice of the Dragon), true seeing, +10 to perception and immunity to being dazzled or blinded (Vision of the Omniscient Eye), immediate ability to analyze magic (Greater Arcane Sight) and our favorite combo of detecting when someone's scrying on you and blocking their teleport for 3 rounds any time they try to teleport within a 165ft radius of you.

I and my avatar also cast the following on ourselves (each on herself):
Sensual Blessing, Many Moments of Prescience, Moment of Prescience, Mind Blank, Bibliotheca Arcana

My numerical benefits:
AC: +14 normal/+9 touch/+17 incorporeal (+2 insight Foresight, +5 sacred Shield of Warding, +2 dodge Visions of the Future, +5 natural armor Dragonskin, +8 ghost touch shield)
Attack: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Damage: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Fort and Will Saves: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Ref Save +13 (+5 sacred Shield of Warding, +6 morale Glorious Rally, +2 insight Foresight)
Ability Checks: +2 (+2 morale from Good Hope)
Init: +2/+6 (+2 morale from Good Hope, +4 one-time bonus from Sign)
66 temp hp
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 22, 2019, 02:32:55 PM
> roll 1d20+7 Donald
<Penuche> Kotono invokes Penuche's magic: < 22 > [d20=15]
> roll 1d20+16 Elle
<Penuche> Kotono invokes Penuche's magic: < 20 > [d20=4]
> roll 1d20+14 Ranbar
<Penuche> Kotono invokes Penuche's magic: < 28 > [d20=14]
> roll 1d20+31 (+6 volcanic burst) primal 1
<Penuche> Kotono invokes Penuche's magic: < 47 > [d20=16]
> roll 1d20+25  primal 2
<Penuche> Kotono invokes Penuche's magic: < 36 > [d20=11]
> roll 1d20+29 primal 3
<Penuche> Kotono invokes Penuche's magic: < 35 > [d20=6]
> roll 1d20+27 (+2 blazing hound mantle) primal 4
<Penuche> Kotono invokes Penuche's magic: < 40 > [d20=13]

Init is Primal Fire Elemental 1 (47) > Seira (42) > Primal Fire Elemental 4 (40) > Primal Fire Elemental 2 (36) > Primal Fire Elemental 3 (35) > Ranbar (28) > Donald (22) > Elle (20)

I'll do spoiler blocks before the next post, but have one for now. Give me damages on the walls, it's plunging on through fast.

Title: Re: The Battle of Father and Son
Post by: Corwin on May 22, 2019, 02:35:41 PM
20:35 <CC> roll 2d4+2d6+20 goldenfire for passing through
20:35 <Penuche> CC invokes Penuche's magic: < 35 > [d4=3,4][d6=3,5]
20:35 <CC> roll 1d20+48 CL
20:35 <Penuche> CC invokes Penuche's magic: < 64 > [d20=16]
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 22, 2019, 02:55:09 PM
The first gout is fast - faster than a falling star, slamming through the first wall. As it does, you see it - a great hand of fire appearing around you before you can react, materializing from nothing. It reaches for you, grasping for you.

> roll 1d20+78 (+3 ???, +5 ???, +6 volcanic burst, +1 ???, +4 balor lord's nimbus, +10 ???)
<Penuche> Kotono invokes Penuche's magic: < 98 > [d20=20]

Ow, natural 20. Anything up that prevents you from being grappled here?
Title: Re: The Battle of Father and Son
Post by: Corwin on May 22, 2019, 03:00:43 PM
I have my Aegis (The most powerful aspect of the shield is it's ability to reflect lines, cones and rays. Any such attack targeted at the user has a 50% chance of being harmlessly deflected away. As this is not an illusion or displacement effect, True Seeing has no effect on this miss chance. Normal ranged attacks like arrows are not affected.)

I presume it's not a spell to counterspell since no SR, but if it is there's also Spell Turning.

If this isn't an attack but a straightforward grapple, my CMD is very high (142 with spells).

Title: Re: The Battle of Father and Son
Post by: Corwin on May 22, 2019, 03:11:20 PM
I'm also not flat-footed, here's me countering this scary spell with Superb Dispelling.

21:10 <CC> roll 1d20+46 counter
21:10 <Penuche> CC invokes Penuche's magic: < 62 > [d20=16]
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 22, 2019, 03:32:10 PM
It's a moment's reaction that saves Seira's life. A bark of magic that shatters the spell form as it grasps her, dissolving into dust and motes around her. Flames burn all about her from that mighty spell, parried away as it races in, through the second and third wall as well. It's starting to slow as...

Gimme damage for the walls?

...it comes to a stop 20ft from you. It's a great gout of flame, trailing back, sizzling as your goldenfire scorches it. Then...

Your turn, go.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 22, 2019, 03:38:34 PM
Seira alters the two walls on the outer perimeter into those of water before closing in to point blank range to the nearby primal, Dragon's Grace drawn and ready to respond!

21:33 <CC> roll 2d4+2d6+20 goldenfire for passing through wall #2
21:33 <Penuche> CC invokes Penuche's magic: < 32 > [d4=1,1][d6=6,4]
21:33 <CC> roll 2d4+2d6+20 goldenfire for passing through wall #3
21:33 <Penuche> CC invokes Penuche's magic: < 31 > [d4=2,2][d6=6,1]

21:36 <CC> roll 1d20+53+4+15 acrobatics
21:36 <Penuche> CC invokes Penuche's magic: < 88 > [d20=16]
My hopes of avoiding an AoO in coming over. Also, I'll go into Gambit.

Does he have any spells on him? I'll take 10 for Spellcraft 88.
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 22, 2019, 03:51:47 PM
Yes. He has volcanic burst, balor lord's nimbus, bless, recitation, protection from good, lavaflow, heroism of ashes, eye of the burning king, fist of the burning king, superior resistance, energy immunity (cold), Mahmud's counter and Dispater's iron core. 13 total.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 22, 2019, 03:54:43 PM
Okay
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 22, 2019, 11:36:24 PM
Init is Primal Fire Elemental 1 (47) > Seira (42) > Primal Fire Elemental 4 (40) > Primal Fire Elemental 2 (36) > Primal Fire Elemental 3 (35) > Ranbar (28) > Donald (22) > Elle (20)

The next elemental charges in, taking the damage from the wall, racing in. It trails behind, more and more of it as the gout of fire advances, begins to abruptly slow - NOW! You take your momentary action, walls becoming water. Immediately the first, adjacent elemental's gout is pushed up by the water and...

I'm going to rule this situation allows a Reflex save, even though the standard usage of the spell does not. We're in an edge case so I'm going to grant it a save to see if the walls do more than move it upwards, ejecting it out from where it can't be. It can't go down, it's through all of them so going forward or back is iffy so going straight up makes the most sense to me.

> roll 1d20+52 improved evasion so this is pretty much 1 fishing
<Penuche> Kotono invokes Penuche's magic: < 58 > [d20=6]


The sudden walls of water steam tremendously as the first primal elemental is thrown upwards. It moves smoothly, leaping dozens of feet into the air. It's vulnerable in that moment - you can strike!

I'll rule it provokes an AoO, since it tossed it up like a dog treat.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 23, 2019, 10:32:54 AM
16:31 <CC> roll 1d20+65
16:31 <Penuche> CC invokes Penuche's magic: < 70 > [d20=5]
16:32 <CC> roll 1d6+81+2
16:32 <Penuche> CC invokes Penuche's magic: < 86 > [d6=3]

Channeled dispel:
16:32 <CC> roll 13#1d20+35
16:32 <Penuche> CC invokes Penuche's magic: < 42, 52, 51, 52, 42, 50, 41, 37, 43, 40, 40, 40, 44 >
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 23, 2019, 01:05:45 PM
A quick strike slashes into the elemental as it flies up. Fire is torn apart from it as magic crackles around it, the primal elemental now airborne. As it does, the second advances on just as fast, surrounded by a corona of flames.

Gimme damage, it's coming in contact with water to destroy it, as if a normal creature touched your wall of fire.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 23, 2019, 01:07:11 PM
19:06 <CC> roll 2d4+2d6+20
19:06 <Penuche> CC invokes Penuche's magic: < 35 > [d4=2,4][d6=5,4]
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 23, 2019, 01:53:04 PM
The elemental hits the wall - which erupts in flames and spreads, the entire wall immolated and gone - but the momentum of the elemental is stopped, too.

Instead, the third continues past it to the next one - and breathes out great gouts of fire, swarming and hissing in the air. It blows a path through the rest of the walls, but slows it enough it has to stop, starting to shift. In moments this one takes the face of a roaring dragon, flame leaking out every breath. The flames that reach you are no threat from it, your own evasive skills more than enough.

"SEIRA!"

Donald's voice from behind you and above, flying in. He lands behind you in a crouch, grinning as the ground shakes from his armored landing.

"Heard you needed some backup," he calls, Guardanil at the ready. Ranbar leaping off his back. You feel her quiet prayer wash over all over you, strength and intelligence blooming.

Donald's full moving, Ranbar caught a ride so not to be as occupied moving, so she can snap off a barrage spell. In this case barraged mind of the dragon princess and barraged strength of the dragon princess. +4 insight Int/Str for all of you.

Elle's up.


Amid the meteors looming and flying your way? Elle stays in the air above, coming to a halt as with an almost impossibly fast look, a slice of wrath tears into the primal elemental flung into the air.

> roll 1d20 touch AC so 1/20 check mostly, will do math if needed
<Penuche> Kotono invokes Penuche's magic: < 15 > [d20=15]

240 force damage.


The slash sends the elemental right back down, crashing down hard on what of the walls remain, hissing and streaming from the contact as meteors fall, meteors fall everywhere on the battlefield.

Everyone needs Ref saves.

[spoiler]

Todo add boosting spell when I have a sec before they take actions. Add barraged strength/mind of the dragon princess.

Donald
HP: 792/792
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Quick Cast 6/6 Protection Devotion 1/1 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1 Armor Haste 15/15 Breath Weapon Boost 3/3 Weapon Damage Dice Boost 3/3
Spells Used:
SLAs Used:
Spells Active:
Notes: Two quickened spells/round when under armor's haste, unkillable allows Con saves to not be reduced below 1 HP. Slashing flurry enables extra attacks for penalties.

Elle
HP: 776/776 (fast healing 5)
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Dragon Breath (DD) 1/1 Touch of Vitality 126/126 Mythical Cast Maximize 3/3
Spells Used: Maximized Queen's Displeasure
SLAs Used:
Spells Active: Epic Mage Armor (CL31)
Notes:

Ranbar
HP: 494/494
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Channel Energy 12/12 Inspiration 23/24 (enc) Cunning Save 4/4
Spells Used: Factotum: Barraged Strength of the Dragon Princess, Barraged Mind of the Dragon Princess.
SLAs Used:
Spells Active:
Notes: Baseline cunning insight is +4 from feats, exalted adds +6, total of +10 if used in tandem with that.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 23, 2019, 01:56:06 PM
19:55 <CC> roll 1d20+73 improved evasion
19:55 <Penuche> CC invokes Penuche's magic: < 77 > [d20=4]

Could you please also tell me for my information how many of the 13 spells I dispelled?
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 23, 2019, 02:31:05 PM
5 of them.

> roll 1d20+54 Donald (+16 Seira)
<Penuche> Kotono invokes Penuche's magic: < 56 > [d20=2]
> roll 1d20+50 Elle (+16 Seira)
<Penuche> Kotono invokes Penuche's magic: < 57 > [d20=7]
> roll 1d20+55 Ranbar  (+16 Seira, +13 facottum)
<Penuche> Kotono invokes Penuche's magic: < 65 > [d20=10]
> roll 1d20+47 improved evasion (+6 volcanic burst)
<Penuche> Kotono invokes Penuche's magic: < 66 > [d20=19]
> roll 1d20+41 improved evasion
<Penuche> Kotono invokes Penuche's magic: < 60 > [d20=19]
> roll 1d20+45 improved evasion
<Penuche> Kotono invokes Penuche's magic: < 64 > [d20=19]
> roll 1d20+43 improved evasion
<Penuche> Kotono invokes Penuche's magic: < 51 > [d20=8]

Everyone made the save, so Seira and Primals take none while Donald, Ranbar and Elle take half.

> roll 10d6 fire
<Penuche> Kotono invokes Penuche's magic: < 34 > [d6=4,5,5,2,2,3,4,3,4,2]
> roll 20d6 metal debris
<Penuche> Kotono invokes Penuche's magic: < 59 > [d6=6,5,1,4,4,3,6,4,1,3,4,1,4,3,2,1,3,1,2,1]

DR applies to the damage from the debris.


Meteors fall over the battlefield, chaos as metal flies everywhere. You don't see anyone hurt too badly - but you're busy dodging, avoiding barrages of flaming metal as...

Init is Primal Fire Elemental 1 (47) > Seira (42) > Primal Fire Elemental 4 (40) > Primal Fire Elemental 2 (36) > Primal Fire Elemental 3 (35) > Ranbar (28) > Donald (22) > Elle (20)

Primal 1 is up and boy it isn't happy.

It's in contact with water, so give me damage as last round.


The elemental lets out a hiss like an angry cat crackling ablaze, surging up in the air shifting. It's big and growing bigger and more humanoid-ish by the moment, as meanwhile, fire blasts all of you from above.

> roll 1d20+49 touch AC vs all
<Penuche> Kotono invokes Penuche's magic: < 65 > [d20=16]

Touch AC?

[spoiler]

Donald
HP: 746/792
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Quick Cast 6/6 Protection Devotion 1/1 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1 Armor Haste 15/15 Breath Weapon Boost 3/3 Weapon Damage Dice Boost 3/3
Spells Used:
SLAs Used:
Spells Active:
Notes: Two quickened spells/round when under armor's haste, unkillable allows Con saves to not be reduced below 1 HP. Slashing flurry enables extra attacks for penalties.

Elle
HP: 759/776 (fast healing 5)
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Dragon Breath (DD) 1/1 Touch of Vitality 126/126 Mythical Cast Maximize 3/3
Spells Used: Maximized Queen's Displeasure
SLAs Used:
Spells Active: Epic Mage Armor (CL31)
Notes:

Ranbar
HP: 448/494
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Channel Energy 12/12 Inspiration 22/24 (enc) Cunning Save 4/4
Spells Used: Factotum: Barraged Strength of the Dragon Princess, Barraged Mind of the Dragon Princess.
SLAs Used:
Spells Active:
Notes: Baseline cunning insight is +4 from feats, exalted adds +6, total of +10 if used in tandem with that.

Title: Re: The Battle of Father and Son
Post by: Corwin on May 23, 2019, 02:35:40 PM
72 at present.

Also as requested, same as before:
20:34 <CC> roll 2d4+2d6+20
20:34 <Penuche> CC invokes Penuche's magic: < 34 > [d4=4,3][d6=3,4]
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 23, 2019, 02:43:11 PM
> roll 25d6 searing fire
<Penuche> Kotono invokes Penuche's magic: < 77 > [d6=1,2,5,4,2,1,4,2,2,3,4,5,1,5,5,3,5,4,2,3,3,2,2,4,3]

Aegis would've applied if it got your AC, but it didn't make it that far.

Seira's missed, the others are hit.


Flames fly freely, frying your allies. Donald's armor heats up as Elle is knocked back by it and cries out, while Ranbar holds her ground, a curse and a prayer together in a single word, "Seira!" The elemental lands now, off the walls and looming more by the moment as...

Go.

[spoiler]

Donald
HP: 667/792
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Quick Cast 6/6 Protection Devotion 1/1 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1 Armor Haste 15/15 Breath Weapon Boost 3/3 Weapon Damage Dice Boost 3/3
Spells Used:
SLAs Used:
Spells Active:
Notes: Two quickened spells/round when under armor's haste, unkillable allows Con saves to not be reduced below 1 HP. Slashing flurry enables extra attacks for penalties.

Elle
HP: 682/776 (fast healing 5)
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Dragon Breath (DD) 1/1 Touch of Vitality 126/126 Mythical Cast Maximize 3/3
Spells Used: Maximized Queen's Displeasure
SLAs Used:
Spells Active: Epic Mage Armor (CL31)
Notes:

Ranbar
HP: 371/494
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Channel Energy 12/12 Inspiration 22/24 (enc) Cunning Save 4/4
Spells Used: Factotum: Barraged Strength of the Dragon Princess, Barraged Mind of the Dragon Princess.
SLAs Used:
Spells Active:
Notes: Baseline cunning insight is +4 from feats, exalted adds +6, total of +10 if used in tandem with that.
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 23, 2019, 02:46:29 PM
The enemy is engaging and committing more forces. Beware pyroclastic dragons, fire worgs and more attacks from below.  They're also avoiding attacking you with numbers - they've reasoned or sniffed out the strategy, or were aware of it already. So take advantage of it if you can, make them react to you.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 23, 2019, 02:51:42 PM
Seira channels another dispel into Dragon's Grace and summons two large fire elementals behind her target to aid both herself and Donald in flanking, followed by casting Celestial Valor and Recitation upon all allies! While all but daring the primal to strike at her while she's in Gambit!

Recitation and Celestial Valor, obviously. Channeled spell is Chain Dispel again (move action). Summon Monster IX emulated to get 1d4+1 large fire elementals.

20:46 <CC> roll 1d4+1
20:46 <Penuche> CC invokes Penuche's magic: < 2 > [d4=1]


Spoiler: ShowHide
CL 34 spells for all named chars:
Overall: *Glorious Rally, Celestial Valor, Ghost Touch (Armor, Shield and Weapons), Recitation (per round spell)
Defensive: Shield of Warding, Foresight, Visions of the Future, Dragonskin, Foresight
Perception Modes and Protections: True Seeing, Vision of the Omniscient Eye, Detect Scrying, Greater Arcane Sight
Movement Modes and Protections: Freedom of Movement, Pass Without Trace, Greater Anticipate Teleport
Skill Checks: Greater Heroism, Voice of the Dragon
Ability Checks: Good Hope, Sign
Immunities and Resistances: Nondetection, Mass Death Ward, Heroes's Feast, Energy Res 30 (all), Delay Poison
Esoteric Boosters: Fortunate Fate, Spell Turning

Benefits:
AC: +17 normal/+12 touch/+12+ghost touch armor/shield incorporeal (+2 insight Foresight, +5 sacred Shield of Warding, +3 luck Recitation, +2 dodge Visions of the Future, +5 natural armor Dragonskin, +ghost touch armor/shield)
Attack: +13 (+4 sacred Celestial Valor, +6 morale Glorious Rally, +3 luck Recitation)
Damage: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Fort and Will Saves: +13 (+4 sacred Celestial Valor, +6 morale Glorious Rally, +3 luck Recitation)
Ref Save +16 (+5 sacred Shield of Warding, +6 morale Glorious Rally, +3 luck Recitation, +2 insight Foresight)
Ability Checks: +2 (+2 morale from Good Hope)
Init: +2/+6 (+2 morale from Good Hope, +4 one-time bonus from Sign)

Also immunity to all death spells, magical death effects, energy drain, and any negative energy effects (Mass Death Ward), immunity to poison and fear (Heroes's Feast), energy resistance 30 to fire/cold/acid/elec/sonic (Energy Resistance x5), being a difficult target to divination (Nondetection), becoming impossible to track without magic, and limiting the usefulness of scent (Pass Without Trace), moving and attacking normally everywhere, as well as receiving +15 to CMD vs grapples (Freedom of Movement), being healed with 150hp once if dropped below 0 (Fortunate Fate), reflecting 1d4+6 spell levels of spells that have you as a target and aren't touch spells (Spell Turning), +10 enhancement bonus on Bluff, Diplomacy, and Intimidate checks and a really nice and deep commanding voice (Voice of the Dragon), true seeing, +10 to perception and immunity to being dazzled or blinded (Vision of the Omniscient Eye), immediate ability to analyze magic (Greater Arcane Sight) and our favorite combo of detecting when someone's scrying on you and blocking their teleport for 3 rounds any time they try to teleport within a 165ft radius of you.

I and my avatar also cast the following on ourselves (each on herself):
Sensual Blessing, Many Moments of Prescience, Moment of Prescience, Mind Blank, Bibliotheca Arcana

My numerical benefits:
AC: +14 normal/+9 touch/+17 incorporeal (+2 insight Foresight, +5 sacred Shield of Warding, +2 dodge Visions of the Future, +5 natural armor Dragonskin, +8 ghost touch shield)
Attack: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Damage: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Fort and Will Saves: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Ref Save +13 (+5 sacred Shield of Warding, +6 morale Glorious Rally, +2 insight Foresight)
Ability Checks: +2 (+2 morale from Good Hope)
Init: +2/+6 (+2 morale from Good Hope, +4 one-time bonus from Sign)
68 temp hp


Title: Re: The Battle of Father and Son
Post by: Corwin on May 23, 2019, 02:54:06 PM
Got that already, yes. If they're not sending their army to die, it can only be demoralizing and I'll defend their elites pretty quickly without needing to bother with handling the soldiers. Stay strong, stay safe and let's get to the endgame together!
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 23, 2019, 03:10:57 PM
I'll see you over Imix's prone body, Seira!

Quickie, but you're still in gambit, right? Just want to be clear on that before all the primals go.

[spoiler]

Include strength/mind of the dragon princess.

Recitation and Celestial Valor, obviously. Channeled spell is Chain Dispel again (move action).

Donald
HP: 667/792
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Quick Cast 6/6 Protection Devotion 1/1 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1 Armor Haste 15/15 Breath Weapon Boost 3/3 Weapon Damage Dice Boost 3/3
Spells Used:
SLAs Used:
Spells Active:
Notes: Two quickened spells/round when under armor's haste, unkillable allows Con saves to not be reduced below 1 HP. Slashing flurry enables extra attacks for penalties.

Elle
HP: 682/776 (fast healing 5)
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Dragon Breath (DD) 1/1 Touch of Vitality 126/126 Mythical Cast Maximize 3/3
Spells Used: Maximized Queen's Displeasure
SLAs Used:
Spells Active: Epic Mage Armor (CL31)
Notes:

Ranbar
HP: 371/494
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Channel Energy 12/12 Inspiration 22/24 (enc) Cunning Save 4/4
Spells Used: Factotum: Barraged Strength of the Dragon Princess, Barraged Mind of the Dragon Princess.
SLAs Used:
Spells Active:
Notes: Baseline cunning insight is +4 from feats, exalted adds +6, total of +10 if used in tandem with that.
[/quote]
Title: Re: The Battle of Father and Son
Post by: Corwin on May 23, 2019, 03:11:41 PM
Yes, I'm explicitly in Gambit hoping to get them to AoO me and AoO them back while dodging.
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 23, 2019, 03:29:20 PM
Init is Primal Fire Elemental 1 (47) > Seira (42) > Primal Fire Elemental 4 (40) > Primal Fire Elemental 2 (36) > Primal Fire Elemental 3 (35) > Ranbar (28) > Donald (22) > Elle (20)

Like that, the fourth elemental is on you, taking the form of a hound of fire. It snarls and snaps, baring its fire-teeth before lunging at you wildly. Yet as it does, a ripple of magic as...

It's flinging a maximized, empowered and searing orb of fire at you. Going to counter?
Title: Re: The Battle of Father and Son
Post by: Corwin on May 23, 2019, 03:32:17 PM
I don't believe Aegis applies since it's not a line, cone or ray. Let's have Spell Turning do it, please roll it for me~
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 23, 2019, 03:41:48 PM
> roll 1d20+49 touch AC vs himself
<Penuche> Kotono invokes Penuche's magic: < 68 > [d20=19]
> roll 1d20+49 touch AC vs himself crit?
<Penuche> Kotono invokes Penuche's magic: < 51 > [d20=2]

Ow. He'll feel this one.


Yet your spell turning flares true, sending the orb back. It flies back right in the elemental's canine face, smacking it back and making it whimper like a dog. This only slows it a moment, face marked by it, as it dives in at you, snarling and snapping with flaming jaws.

> roll 1d20+49 vs Seira
<Penuche> Kotono invokes Penuche's magic: < 50 > [d20=1]
> roll 1d20+49 vs Seira
<Penuche> Kotono invokes Penuche's magic: < 68 > [d20=19]

Forgot the +4 but it's still two clean misses. Gambit him.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 23, 2019, 03:48:31 PM
21:44 <CC> roll 1d20+73
21:44 <Penuche> CC invokes Penuche's magic: < 76 > [d20=3]
21:44 <CC> roll 1d20+73
21:44 <Penuche> CC invokes Penuche's magic: < 87 > [d20=14]
21:46 <CC> roll 1d6+109
21:46 <Penuche> CC invokes Penuche's magic: < 110 > [d6=1]
21:46 <CC> roll 1d6+109
21:46 <Penuche> CC invokes Penuche's magic: < 114 > [d6=5]

Attacks should have +2 to them.

Incidentally, the first Primal didn't AoO me when I cast three spells near him? I presume channeling a spell into a weapon as a move action doesn't trigger AoOs.

Also, for information's sake, I would like to know the spells on this guy that just attacked me.
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 23, 2019, 04:23:14 PM
Yes. He has bless, recitation, protection from good, lavaflow, energy immunity (cold), greater heroism, mind blank, blazing hound's mantle and flame ascension. 9 total.

Seira's strike tear ino th elemental as she parries its own, cutting into the being of pure flame, wounding it further with long slashes that rip throughout it's currently canine body. As meteors rain down the chaos of the battlefield continues, the second elemental recovers from his crash landing. Water sizzles beneath him as it's gone and gone in instants, the ground starting to tremor again, felt by your senses. It leaps up high, grabbing an incoming meteorite in suddenly massive hands, before lunging down at you, using it like an impromptu club.

> roll 1d20+51 touch AC
<Penuche> Kotono invokes Penuche's magic: < 52 > [d20=1]


Yet he can't handle the momentum. It's too much, sending him awry and falling away, the entire miscue causing him to fall nearby and...

AoO since it's a giant ass thing falling by you. Provokes one from Donald, too.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 23, 2019, 04:26:58 PM
Seira slashes upwards with Dragon's Grace! The melee is getting a bit too chaotic, so perhaps it's time to take out a Primal and clear up the field.

22:24 <CC> roll 9#1d20+35 dispel
22:24 <Penuche> CC invokes Penuche's magic: < 49, 49, 55, 39, 47, 54, 39, 49, 46 >
Since the dude I cast next to didn't AoO me, the dog guy gets to have the channeled spell dispel his stuff.

AoO:
22:25 <CC> roll 1d20+75
22:25 <Penuche> CC invokes Penuche's magic: < 79 > [d20=4]
22:25 <CC> roll 1d6+109
22:25 <Penuche> CC invokes Penuche's magic: < 113 > [d6=4]
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 23, 2019, 05:08:24 PM
> roll 1d20+79 (+15 various)
<Penuche> Kotono invokes Penuche's magic: < 93 > [d20=14]
> roll 1d10+47
<Penuche> Kotono invokes Penuche's magic: < 54 > [d10=7]


Twin slashes rip through the leemental as magic around it bursts violently, blasts of it basting the two of you as meanwhile the third becomes a great river of flame, soaring up towards Elle, seeking to engulf her within.

> roll 1d20+48 vs touch AC
<Penuche> Kotono invokes Penuche's magic: < 50 > [d20=2]

Elle's touch AC is...not enough.

> roll 25d10 searing Elle ow
<Penuche> Kotono invokes Penuche's magic: < 128 > [d10=2,8,9,9,6,8,3,4,3,1,1,9,7,8,6,9,2,5,10,2,1,8,1,1,5]


Elle is swept away from this, crying out as she burns, searing flames sizzling her reinforced body as...

Init is Primal Fire Elemental 1 (47) > Seira (42) > Primal Fire Elemental 4 (40) > Primal Fire Elemental 2 (36) > Primal Fire Elemental 3 (35) > Ranbar (28) > Donald (22) > Elle (20)

Ranbar is up.


Ranbar steps in, "With Seira's light I'll not fall," she calls, spear lashing out at the primal elemental already wounded by your blade, looming over you with its canine maw.

> roll 1d20+68 (+13 various, +13 factotum)
<Penuche> Kotono invokes Penuche's magic: < 81 > [d20=13]
> roll 1d20+63 (+13 various, +13 factotum)
<Penuche> Kotono invokes Penuche's magic: < 64 > [d20=1]
> roll 1d20+58 (+13 various, +13 factotum)
<Penuche> Kotono invokes Penuche's magic: < 65 > [d20=7]
> roll 1d20+53 (+13 various, +13 factotum)
<Penuche> Kotono invokes Penuche's magic: < 55 > [d20=2]
> roll 1d8+43 (+13 factotum
> roll 1d8+43 (+13 factotum
> roll 1d8+43 (+13 factotum
<Penuche> Kotono invokes Penuche's magic: < 49 > [d8=6]
<Penuche> Kotono invokes Penuche's magic: < 51 > [d8=8]
<Penuche> Kotono invokes Penuche's magic: < 46 > [d8=3]


She manages to tear into it as Donald steps onto your other side, "Not bad, now let's finish this one off," he encourages, "No time to waste!"

> roll 1d20+70 (+15 various, +1 haste, -10 PA, sonic hanshake arcane channeling)
> roll 1d20+70 (+15 various, +1 haste, -10 PA, sonic hanshake arcane channeling)
<Penuche> Kotono invokes Penuche's magic: < 86 > [d20=16]
<Penuche> Kotono invokes Penuche's magic: < 75 > [d20=5]
> roll 1d20+65 (+15 various, +1 haste, -10 PA, sonic hanshake arcane channeling)
<Penuche> Kotono invokes Penuche's magic: < 71 > [d20=6]
> OOC: Taking 10 on the fourth attack for total of 70.
> roll 1d20+60 (+15 various, +1 haste, +5 ws, -10 PA, sonic hanshake arcane channeling)
<Penuche> Kotono invokes Penuche's magic: < 62 > [d20=2]

> roll 1d10+57+20d6
> roll 1d10+57+20d6
> roll 1d10+57+20d6
<Penuche> Kotono invokes Penuche's magic: < 128 > [d10=5][d6=2,3,3,6,3,4,1,5,2,6,3,5,1,5,1,2,3,4,2,5]
> roll 1d10+57+20d6
> roll 1d10+57+20d6
<Penuche> Kotono invokes Penuche's magic: < 139 > [d10=9][d6=3,2,3,6,3,2,1,6,4,4,3,5,4,6,5,4,4,1,5,2]
<Penuche> Kotono invokes Penuche's magic: < 106 > [d10=3][d6=1,6,3,4,1,1,2,2,1,1,4,4,2,1,2,1,1,3,4,2]
<Penuche> Kotono invokes Penuche's magic: < 128 > [d10=1][d6=4,5,2,1,1,2,4,6,5,1,4,1,6,6,1,1,5,4,5,6]
<Penuche> Kotono invokes Penuche's magic: < 133 > [d10=4][d6=3,3,5,5,5,4,2,2,4,1,4,1,4,2,1,6,3,6,6,5]

Init is Primal Fire Elemental 1 (47) > Seira (42) > Primal Fire Elemental 2 (36) > Primal Fire Elemental 3 (35) > Ranbar (28) > Donald (22) > Elle (20)


Got it! Guardianil slices through the elemental as Donald lunches, sonic bursts erupting throughout the flaming body.  He leaps up from its middle, erupting out as the entire mass bursts into flames, falling to the ground and sizzling there, buying you a moment's space and time.

Chance to react, more in the next post since this combat post ran hyper long.

[spoiler]

Include strength/mind of the dragon princess.

Recitation and Celestial Valor, obviously. Channeled spell is Chain Dispel again (move action).

Donald
HP: 667/792
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Quick Cast 6/6 Protection Devotion 1/1 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1 Armor Haste 14/15 Breath Weapon Boost 3/3 Weapon Damage Dice Boost 3/3
Spells Used: 1 8th level duskblade
SLAs Used:
Spells Active:
Notes: Two quickened spells/round when under armor's haste, unkillable allows Con saves to not be reduced below 1 HP. Slashing flurry enables extra attacks for penalties.

Elle
HP: 618/776 (fast healing 5)
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Dragon Breath (DD) 1/1 Touch of Vitality 126/126 Mythical Cast Maximize 3/3
Spells Used: Maximized Queen's Displeasure
SLAs Used:
Spells Active: Epic Mage Armor (CL31)
Notes:

Ranbar
HP: 371/494
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Channel Energy 12/12 Inspiration 15/24 (enc) Cunning Save 4/4
Spells Used: Factotum: Barraged Strength of the Dragon Princess, Barraged Mind of the Dragon Princess.
SLAs Used:
Spells Active:
Notes: Baseline cunning insight is +4 from feats, exalted adds +6, total of +10 if used in tandem with that.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 23, 2019, 05:11:48 PM
"Nicely done!" Seira cheers. "I think we can manage even better. Let's get rid of another of them before their buddies tunnel from below!"

For my information, can I please be told which spells each of the remaining Primals have?
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 23, 2019, 05:34:37 PM
2 has bless, recitation, protection from good, lavaflow, energy immunity (cold), greater heroism, fire reserve, nondetection. 8 total.
3 has bless, recitation, protection from good, lavaflow, energy immunity (cold), fire hero's courage, flame dance, flame wave, mind blank. 9 total.


Elle is stuck in the raging river of searing flames, taken high and up before...

> roll 1d20+45 concentration
<Penuche> Kotono invokes Penuche's magic: < 60 > [d20=15]


Suddenly the fire elemental reverts away from Elle, as she flies there untouched. Whatever she did, it got her off of it. The elemental begins to fall, plummeting back down.

Antimagic zone. It was using primal magic to do that, so that suppresses it.

More meteors so ref.


[spoiler]


Include strength/mind of the dragon princess.

Recitation and Celestial Valor, obviously. Channeled spell is Chain Dispel again (move action).

Donald
HP: 667/792
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Quick Cast 6/6 Protection Devotion 1/1 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1 Armor Haste 14/15 Breath Weapon Boost 3/3 Weapon Damage Dice Boost 3/3
Spells Used: 1 8th level duskblade
SLAs Used:
Spells Active:
Notes: Two quickened spells/round when under armor's haste, unkillable allows Con saves to not be reduced below 1 HP. Slashing flurry enables extra attacks for penalties.

Elle
HP: 623/776 (fast healing 5)
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Dragon Breath (DD) 1/1 Touch of Vitality 126/126 Mythical Cast Maximize 3/3
Spells Used: Maximized Queen's Displeasure, Antimagic Zone.
SLAs Used:
Spells Active: Epic Mage Armor (CL31)
Notes:

Ranbar
HP: 371/494
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Channel Energy 12/12 Inspiration 15/24 (enc) Cunning Save 4/4
Spells Used: Factotum: Barraged Strength of the Dragon Princess, Barraged Mind of the Dragon Princess.
SLAs Used:
Spells Active:
Notes: Baseline cunning insight is +4 from feats, exalted adds +6, total of +10 if used in tandem with that.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 23, 2019, 05:38:25 PM
23:38 <CC> roll 1d20+73 improved evasion
23:38 <Penuche> CC invokes Penuche's magic: < 77 > [d20=4]


Spoiler: ShowHide
CL 34 spells for all named chars:
Overall: *Glorious Rally, Celestial Valor, Ghost Touch (Armor, Shield and Weapons), Recitation (per round spell)
Defensive: Shield of Warding, Foresight, Visions of the Future, Dragonskin, Foresight
Perception Modes and Protections: True Seeing, Vision of the Omniscient Eye, Detect Scrying, Greater Arcane Sight
Movement Modes and Protections: Freedom of Movement, Pass Without Trace, Greater Anticipate Teleport
Skill Checks: Greater Heroism, Voice of the Dragon
Ability Checks: Good Hope, Sign
Immunities and Resistances: Nondetection, Mass Death Ward, Heroes's Feast, Energy Res 30 (all), Delay Poison
Esoteric Boosters: Fortunate Fate, Spell Turning

Benefits:
AC: +17 normal/+12 touch/+12+ghost touch armor/shield incorporeal (+2 insight Foresight, +5 sacred Shield of Warding, +3 luck Recitation, +2 dodge Visions of the Future, +5 natural armor Dragonskin, +ghost touch armor/shield)
Attack: +13 (+4 sacred Celestial Valor, +6 morale Glorious Rally, +3 luck Recitation)
Damage: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Fort and Will Saves: +13 (+4 sacred Celestial Valor, +6 morale Glorious Rally, +3 luck Recitation)
Ref Save +16 (+5 sacred Shield of Warding, +6 morale Glorious Rally, +3 luck Recitation, +2 insight Foresight)
Ability Checks: +2 (+2 morale from Good Hope)
Init: +2/+6 (+2 morale from Good Hope, +4 one-time bonus from Sign)

Also immunity to all death spells, magical death effects, energy drain, and any negative energy effects (Mass Death Ward), immunity to poison and fear (Heroes's Feast), energy resistance 30 to fire/cold/acid/elec/sonic (Energy Resistance x5), being a difficult target to divination (Nondetection), becoming impossible to track without magic, and limiting the usefulness of scent (Pass Without Trace), moving and attacking normally everywhere, as well as receiving +15 to CMD vs grapples (Freedom of Movement), being healed with 150hp once if dropped below 0 (Fortunate Fate), reflecting 1d4+6 spell levels of spells that have you as a target and aren't touch spells (Spell Turning), +10 enhancement bonus on Bluff, Diplomacy, and Intimidate checks and a really nice and deep commanding voice (Voice of the Dragon), true seeing, +10 to perception and immunity to being dazzled or blinded (Vision of the Omniscient Eye), immediate ability to analyze magic (Greater Arcane Sight) and our favorite combo of detecting when someone's scrying on you and blocking their teleport for 3 rounds any time they try to teleport within a 165ft radius of you.

I and my avatar also cast the following on ourselves (each on herself):
Sensual Blessing, Many Moments of Prescience, Moment of Prescience, Mind Blank, Bibliotheca Arcana

My numerical benefits:
AC: +14 normal/+9 touch/+17 incorporeal (+2 insight Foresight, +5 sacred Shield of Warding, +2 dodge Visions of the Future, +5 natural armor Dragonskin, +8 ghost touch shield)
Attack: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Damage: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Fort and Will Saves: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Ref Save +13 (+5 sacred Shield of Warding, +6 morale Glorious Rally, +2 insight Foresight)
Ability Checks: +2 (+2 morale from Good Hope)
Init: +2/+6 (+2 morale from Good Hope, +4 one-time bonus from Sign)
68 temp hp
Title: Re: The Battle of Father and Son
Post by: Corwin on May 23, 2019, 05:39:15 PM
Once it's my turn, btw, could you please detail how far each of the remaining primals is to me? Am I still adjacent to #1, for example?
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 24, 2019, 12:49:50 PM
> roll 1d20+54 Donald (+16 Seira)
<Penuche> Kotono invokes Penuche's magic: < 56 > [d20=2]
> roll 1d20+50 Elle (+16 Seira)
<Penuche> Kotono invokes Penuche's magic: < 61 > [d20=11]
> roll 1d20+55 Ranbar  (+16 Seira, +13 facottum)
<Penuche> Kotono invokes Penuche's magic: < 69 > [d20=14]
> roll 1d20+47 improved evasion (+6 volcanic burst)
<Penuche> Kotono invokes Penuche's magic: < 51 > [d20=4]
>  roll 1d20+41 improved evasion
> roll 1d20+45 improved evasion
<Penuche> Kotono invokes Penuche's magic: < 56 > [d20=11]
> roll 1d20+41 improved evasion
<Penuche> Kotono invokes Penuche's magic: < 43 > [d20=2]

On second thought, Elle's off in the air and out of the impact zone, so she'll get a pass.

> roll 10d6 fire
<Penuche> Kotono invokes Penuche's magic: < 42 > [d6=5,6,5,4,6,2,4,5,2,3]
> roll 20d6 metal debris
<Penuche> Kotono invokes Penuche's magic: < 65 > [d6=1,3,3,5,3,4,6,6,2,3,5,2,5,1,1,4,6,2,1,2]


Meteors fall, peppering the battlefield. As metal flies and flames burn, you see Ranbar bloodied, debris raking her form. Yet you hardly have a chance, as you can see it. The same hand spell from the enemy as before, looming before you as...

Chance to counter.

[spoiler]

Include strength/mind of the dragon princess.

Recitation and Celestial Valor, obviously. Channeled spell is Chain Dispel again (move action).

Donald
HP: 614/792
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Quick Cast 6/6 Protection Devotion 1/1 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1 Armor Haste 14/15 Breath Weapon Boost 3/3 Weapon Damage Dice Boost 3/3
Spells Used: 1 8th level duskblade
SLAs Used:
Spells Active:
Notes: Two quickened spells/round when under armor's haste, unkillable allows Con saves to not be reduced below 1 HP. Slashing flurry enables extra attacks for penalties.

Elle
HP: 628/776 (fast healing 5)
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Dragon Breath (DD) 1/1 Touch of Vitality 126/126 Mythical Cast Maximize 3/3
Spells Used: Maximized Queen's Displeasure, Antimagic Zone.
SLAs Used:
Spells Active: Epic Mage Armor (CL31)
Notes:

Ranbar
HP: 318/494
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Channel Energy 12/12 Inspiration 15/24 (enc) Cunning Save 4/4
Spells Used: Factotum: Barraged Strength of the Dragon Princess, Barraged Mind of the Dragon Princess.
SLAs Used:
Spells Active:
Notes: Baseline cunning insight is +4 from feats, exalted adds +6, total of +10 if used in tandem with that.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 24, 2019, 12:52:42 PM
If it's targeting me, not this time.
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 24, 2019, 12:57:41 PM
> roll 1d20+78 (+3 ???, +5 ???, +6 volcanic burst, +1 ???, +4 balor lord's nimbus, +10 ???)
<Penuche> Kotono invokes Penuche's magic: < 87 > [d20=9]

CMD?
Title: Re: The Battle of Father and Son
Post by: Corwin on May 24, 2019, 01:03:06 PM
Much higher especially since boosted by magic.
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 24, 2019, 01:14:25 PM
Yet you nimbly dodge the hand as the creature's reform fists come down, trying to grab you directly.

> roll 1d20+78 (+3 ???, +5 ???, +6 volcanic burst, +1 ???, +4 balor lord's nimbus, +10 ???)
<Penuche> Kotono invokes Penuche's magic: < 93 > [d20=15]

Whiff. Do combat maneuvers trigger gambit?
Title: Re: The Battle of Father and Son
Post by: Corwin on May 24, 2019, 01:17:44 PM
As they are attack actions I would presume so.

19:16 <CC> roll 1d20+69
19:16 <Penuche> CC invokes Penuche's magic: < 79 > [d20=10]
19:16 <CC> roll 1d6+87
19:17 <Penuche> CC invokes Penuche's magic: < 91 > [d6=4]


Spoiler: ShowHide
CL 34 spells for all named chars:
Overall: *Glorious Rally, Celestial Valor, Ghost Touch (Armor, Shield and Weapons), Recitation (per round spell)
Defensive: Shield of Warding, Foresight, Visions of the Future, Dragonskin, Foresight
Perception Modes and Protections: True Seeing, Vision of the Omniscient Eye, Detect Scrying, Greater Arcane Sight
Movement Modes and Protections: Freedom of Movement, Pass Without Trace, Greater Anticipate Teleport
Skill Checks: Greater Heroism, Voice of the Dragon
Ability Checks: Good Hope, Sign
Immunities and Resistances: Nondetection, Mass Death Ward, Heroes's Feast, Energy Res 30 (all), Delay Poison
Esoteric Boosters: Fortunate Fate, Spell Turning

Benefits:
AC: +17 normal/+12 touch/+12+ghost touch armor/shield incorporeal (+2 insight Foresight, +5 sacred Shield of Warding, +3 luck Recitation, +2 dodge Visions of the Future, +5 natural armor Dragonskin, +ghost touch armor/shield)
Attack: +13 (+4 sacred Celestial Valor, +6 morale Glorious Rally, +3 luck Recitation)
Damage: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Fort and Will Saves: +13 (+4 sacred Celestial Valor, +6 morale Glorious Rally, +3 luck Recitation)
Ref Save +16 (+5 sacred Shield of Warding, +6 morale Glorious Rally, +3 luck Recitation, +2 insight Foresight)
Ability Checks: +2 (+2 morale from Good Hope)
Init: +2/+6 (+2 morale from Good Hope, +4 one-time bonus from Sign)

Also immunity to all death spells, magical death effects, energy drain, and any negative energy effects (Mass Death Ward), immunity to poison and fear (Heroes's Feast), energy resistance 30 to fire/cold/acid/elec/sonic (Energy Resistance x5), being a difficult target to divination (Nondetection), becoming impossible to track without magic, and limiting the usefulness of scent (Pass Without Trace), moving and attacking normally everywhere, as well as receiving +15 to CMD vs grapples (Freedom of Movement), being healed with 150hp once if dropped below 0 (Fortunate Fate), reflecting 1d4+6 spell levels of spells that have you as a target and aren't touch spells (Spell Turning), +10 enhancement bonus on Bluff, Diplomacy, and Intimidate checks and a really nice and deep commanding voice (Voice of the Dragon), true seeing, +10 to perception and immunity to being dazzled or blinded (Vision of the Omniscient Eye), immediate ability to analyze magic (Greater Arcane Sight) and our favorite combo of detecting when someone's scrying on you and blocking their teleport for 3 rounds any time they try to teleport within a 165ft radius of you.

I and my avatar also cast the following on ourselves (each on herself):
Sensual Blessing, Many Moments of Prescience, Moment of Prescience, Mind Blank, Bibliotheca Arcana

My numerical benefits:
AC: +14 normal/+9 touch/+17 incorporeal (+2 insight Foresight, +5 sacred Shield of Warding, +2 dodge Visions of the Future, +5 natural armor Dragonskin, +8 ghost touch shield)
Attack: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Damage: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Fort and Will Saves: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Ref Save +13 (+5 sacred Shield of Warding, +6 morale Glorious Rally, +2 insight Foresight)
Ability Checks: +2 (+2 morale from Good Hope)
Init: +2/+6 (+2 morale from Good Hope, +4 one-time bonus from Sign)
68 temp hp
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 24, 2019, 01:22:29 PM
As you slash into the primal elemental, flames are spread. This one looms above you as you slice it, while farther away is the second, perhaps 50ft back and rallying. Meanwhile, the last is high in the air, falling down from Elle's antimagic field in the sky.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 24, 2019, 01:32:32 PM
"And then there were two," Seira muses, nodding to her summoned elementals to distract her opponent long enough for her to slide into her attack routine!

Swift to activate the armband of the spark, attack the nearest elemental, swift afterwards to cross the 50ft distance to the one farther back rallying. The other elemental I summoned will go around to reach a flanking position.

19:26 <CC> roll 4#1d20+74
19:26 <Penuche> CC invokes Penuche's magic: < 93, 91, 92, 88 >
19:26 <CC> roll 1d20+69
19:26 <Penuche> CC invokes Penuche's magic: < 85 > [d20=16]
19:26 <CC> roll 1d20+64
19:26 <Penuche> CC invokes Penuche's magic: < 65 > [d20=1]
19:26 <CC> roll 1d20+59
19:26 <Penuche> CC invokes Penuche's magic: < 68 > [d20=9]
19:27 <CC> roll 1d20+74 crit?
19:27 <Penuche> CC invokes Penuche's magic: < 81 > [d20=7]
19:27 <CC> 6#1d6+105+18d6 regular hits
19:27 <CC> roll 6#1d6+105+18d6 regular hits
19:27 <Penuche> CC invokes Penuche's magic: < 170, 178, 175, 174, 173, 156 >
19:28 <CC> roll 2d6+210+18d6 crit
19:28 <Penuche> CC invokes Penuche's magic: < 293 > [d6=6,5,3,6,4,6,6,1,1,2,3,3,6,6,6,3,6,4,2,4]

I think this is enough, but please let me know if not and I'll strike with natural attacks as well. I'm still in Gambit.
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 24, 2019, 01:51:01 PM
Quick question, how are you moving with the swift? You have a few ways to, so I just want clarity.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 24, 2019, 01:52:23 PM
My fiery variant on lightning leap. Since these guys have improved evasion I didn't see the need to roll damage.
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 24, 2019, 02:18:13 PM
Granted, but could 1.

> roll 1d20+47 improved evasion (+6 volcanic burst)
<Penuche> Kotono invokes Penuche's magic: < 59 > [d20=12]

Right, moving on.

Init is Primal Fire Elemental 1 (47) > Seira (42) > Primal Fire Elemental 2 (36) > Primal Fire Elemental 3 (35) > Ranbar (28) > Donald (22) > Elle (20)


GOT IT!

Your strikes break it before you, causing the elemental to fall. It dissolves into fire and flame as you surge forward as the flames themselves, now before the second elemental as you see them. 2 miles away, flying in. Pyroclastic dragons, a great flight of them. At the same time the ground rumbles and tremors louder and louder as the elemental before you grows and expands, a javelin of glowing hot flames gathering in hand. It rears them back and flings it right at you as...

Looks to be a spell called Yaesa's Nova Javelin. Biiiiiig fire damage on one target and can try to lock them into a massive explosion of flames, keeping them trapped and burning within.

Going to counter?
Title: Re: The Battle of Father and Son
Post by: Corwin on May 24, 2019, 02:36:44 PM
If the spell a line, cone or ray I'll take it and rely on Aegis. If not, I'll roll the below counter.

20:36 <CC> roll 1d20+35
20:36 <Penuche> CC invokes Penuche's magic: < 37 > [d20=2]

Also, the init is wrong, there should only be 2 elementals since Donald took out one as well.
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 24, 2019, 02:46:27 PM
Seira (42) > Primal Fire Elemental 2 (36) > Primal Fire Elemental 3 (35) > Ranbar (28) > Donald (22) > Elle (20)

Pasted it and forgot to make the actual adjustment to it. Dur.

> roll 1d20+49 touch AC
<Penuche> Kotono invokes Penuche's magic: < 50 > [d20=1]

Well that just sorted itself out.


Yet Seira glides up and past the javelin, dodging it one frantic moment. At the same time it brings its foot down in one titanic stomp on you.

> roll 1d20+49 normal AC so 20 fishing
> roll 1d20+49 normal AC so 20 fishing
<Penuche> Kotono invokes Penuche's magic: < 56 > [d20=7]
<Penuche> Kotono invokes Penuche's magic: < 53 > [d20=4]


But like this it's simple to dodge, simple to avoid as meanwhile the third elemental plummets down, hitting the ground hard.

> roll 20d6 falling damage
<Penuche> Kotono invokes Penuche's magic: < 61 > [d6=4,6,2,5,6,3,3,1,2,2,3,1,5,1,3,5,1,1,5,2]


WHAM! The impact shakes everything, cracks erupting all over across the burning ground. Donald braces at that while he glances over, "Support yourself and Seira," Donald calls, "I'll get the one that hurt Elle."

Ranbar nods as that third one slowly rises from the impact, before glaring flame and death up at Elle...but nothing happens.

Ranbar.

Does Seira need healing? Affects Ranbar's actions here.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 24, 2019, 02:50:23 PM
Seira raises Dragon's Grace sky-high to allow the foolish thing impale itself upon its edge.

Heal yourself for now, Seira tells Ranbar. Once Donald and I have dispatched our opponents, we'll regroup and taken on pyroclastic dragons charging over here.

20:47 <CC> roll 1d20+74
20:47 <Penuche> CC invokes Penuche's magic: < 94 > [d20=20]
20:47 <CC> roll 1d20+74 crit?
20:47 <Penuche> CC invokes Penuche's magic: < 91 > [d20=17]
20:47 <CC> roll 1d20+74
20:47 <Penuche> CC invokes Penuche's magic: < 81 > [d20=7]
20:48 <CC> roll 2d6+210+18d6 crit
20:48 <Penuche> CC invokes Penuche's magic: < 277 > [d6=2,1,2,2,3,6,2,5,1,1,1,6,6,6,6,5,1,3,5,3]
20:48 <CC> roll 1d6+105+18d6 regular hit
20:48 <Penuche> CC invokes Penuche's magic: < 174 > [d6=6,2,2,6,2,5,3,5,3,6,6,1,5,2,1,1,5,4,4]


Spoiler: ShowHide
CL 34 spells for all named chars:
Overall: *Glorious Rally, Celestial Valor, Ghost Touch (Armor, Shield and Weapons), Recitation (per round spell)
Defensive: Shield of Warding, Foresight, Visions of the Future, Dragonskin, Foresight
Perception Modes and Protections: True Seeing, Vision of the Omniscient Eye, Detect Scrying, Greater Arcane Sight
Movement Modes and Protections: Freedom of Movement, Pass Without Trace, Greater Anticipate Teleport
Skill Checks: Greater Heroism, Voice of the Dragon
Ability Checks: Good Hope, Sign
Immunities and Resistances: Nondetection, Mass Death Ward, Heroes's Feast, Energy Res 30 (all), Delay Poison
Esoteric Boosters: Fortunate Fate, Spell Turning

Benefits:
AC: +17 normal/+12 touch/+12+ghost touch armor/shield incorporeal (+2 insight Foresight, +5 sacred Shield of Warding, +3 luck Recitation, +2 dodge Visions of the Future, +5 natural armor Dragonskin, +ghost touch armor/shield)
Attack: +13 (+4 sacred Celestial Valor, +6 morale Glorious Rally, +3 luck Recitation)
Damage: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Fort and Will Saves: +13 (+4 sacred Celestial Valor, +6 morale Glorious Rally, +3 luck Recitation)
Ref Save +16 (+5 sacred Shield of Warding, +6 morale Glorious Rally, +3 luck Recitation, +2 insight Foresight)
Ability Checks: +2 (+2 morale from Good Hope)
Init: +2/+6 (+2 morale from Good Hope, +4 one-time bonus from Sign)

Also immunity to all death spells, magical death effects, energy drain, and any negative energy effects (Mass Death Ward), immunity to poison and fear (Heroes's Feast), energy resistance 30 to fire/cold/acid/elec/sonic (Energy Resistance x5), being a difficult target to divination (Nondetection), becoming impossible to track without magic, and limiting the usefulness of scent (Pass Without Trace), moving and attacking normally everywhere, as well as receiving +15 to CMD vs grapples (Freedom of Movement), being healed with 150hp once if dropped below 0 (Fortunate Fate), reflecting 1d4+6 spell levels of spells that have you as a target and aren't touch spells (Spell Turning), +10 enhancement bonus on Bluff, Diplomacy, and Intimidate checks and a really nice and deep commanding voice (Voice of the Dragon), true seeing, +10 to perception and immunity to being dazzled or blinded (Vision of the Omniscient Eye), immediate ability to analyze magic (Greater Arcane Sight) and our favorite combo of detecting when someone's scrying on you and blocking their teleport for 3 rounds any time they try to teleport within a 165ft radius of you.

I and my avatar also cast the following on ourselves (each on herself):
Sensual Blessing, Many Moments of Prescience, Moment of Prescience, Mind Blank, Bibliotheca Arcana

My numerical benefits:
AC: +14 normal/+9 touch/+17 incorporeal (+2 insight Foresight, +5 sacred Shield of Warding, +2 dodge Visions of the Future, +5 natural armor Dragonskin, +8 ghost touch shield)
Attack: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Damage: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Fort and Will Saves: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Ref Save +13 (+5 sacred Shield of Warding, +6 morale Glorious Rally, +2 insight Foresight)
Ability Checks: +2 (+2 morale from Good Hope)
Init: +2/+6 (+2 morale from Good Hope, +4 one-time bonus from Sign)
68 temp hp
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 24, 2019, 03:35:37 PM
Two deep gashes rip into the elemental, tearing deep as, "As you command," she calls, holding her holy symbol close.

Barraged Heal for now, conserving resources. Donald.

Donald is a blur, charging over and to the elemental, ignoring the strike against him as...

> roll 1d20+49
<Penuche> Kotono invokes Penuche's magic: < 51 > [d20=2]

Whiff.

> roll 1d20+62 (+15 various, +1 haste, +2 charge, -20 PA)
<Penuche> Kotono invokes Penuche's magic: < 78 > [d20=16]
> roll 1d10+65
<Penuche> Kotono invokes Penuche's magic: < 75 > [d10=10]


The exchange of blows sees Donald dodge a massive slam as he leaps up, sword slicing across the elementals face and neck, a dozen blows as he leaps and then lands, all of them scoring hits as...

Elle.

Elle slowly descends as she points at the fallen elemental, motes of lightning gathering before they strike down like missiles.

Quickened Empowered Maximized Twinned Moonbow.

> roll 6#1d20 ranged touch here so mostly 1 checking
<Penuche> Kotono invokes Penuche's magic: < 18, 17, 5, 9, 13, 11 >

> roll 1d20+37 vs SR
<Penuche> Kotono invokes Penuche's magic: < 45 > [d20=8]

Alas.


Yet the moonbow fails to harm the elemental, fizzling out as...

Go.


[spoiler]

Include strength/mind of the dragon princess.

Recitation and Celestial Valor, obviously. Channeled spell is Chain Dispel again (move action).

Donald
HP: 614/792
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Quick Cast 6/6 Protection Devotion 1/1 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1 Armor Haste 13/15 Breath Weapon Boost 3/3 Weapon Damage Dice Boost 3/3
Spells Used: 1 8th level duskblade
SLAs Used:
Spells Active:
Notes: Two quickened spells/round when under armor's haste, unkillable allows Con saves to not be reduced below 1 HP. Slashing flurry enables extra attacks for penalties.

Elle
HP: 628/776 (fast healing 5)
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Dragon Breath (DD) 1/1 Touch of Vitality 126/126 Mythical Cast Maximize 3/3
Spells Used: Maximized Queen's Displeasure, Antimagic Zone, Quickened Empowered Maximized Twinned Moonbow
SLAs Used:
Spells Active: Epic Mage Armor (CL31)
Notes:

Ranbar
HP: 468/494
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Channel Energy 12/12 Inspiration 15/24 (enc) Cunning Save 4/4
Spells Used: Cleric: Barraged Heal Factotum: Barraged Strength of the Dragon Princess, Barraged Mind of the Dragon Princess.
SLAs Used:
Spells Active:
Notes: Baseline cunning insight is +4 from feats, exalted adds +6, total of +10 if used in tandem with that.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 24, 2019, 03:45:06 PM
The other elemental Seira had summoned makes his way to Donald's opponent to flank with him, while Seira decides to copy her opponent's earlier idea by casting right in his presence!

Swift for Greater Invisibility, swift for Twinned Seira's Unicorn Arrow, standard for Glorious Rally on all allies, move to channel Chain Dispel into Dragon's Grace

21:41 <CC> roll 10#1d20+68 ranged touch
21:41 <Penuche> CC invokes Penuche's magic: < 75, 86, 70, 69, 70, 88, 81, 87, 83, 76 >
21:41 <CC> roll 1d20+68 crit?
21:41 <Penuche> CC invokes Penuche's magic: < 83 > [d20=15]
21:42 <CC> roll 9#1d8+8+16d6
21:42 <Penuche> CC invokes Penuche's magic: < 75, 60, 61, 76, 70, 54, 69, 69, 68 >
21:42 <CC> roll 2d8+16+16d6 crit
21:42 <Penuche> CC invokes Penuche's magic: < 66 > [d8=6,3][d6=5,2,4,1,2,1,2,1,6,2,1,3,2,2,1,6]

Every ally gets 68 temp hp, as a reminder.


Spoiler: ShowHide
Greater Invisibility, Armband round 3 of 10

CL 34 spells for all named chars:
Overall: Glorious Rally, Celestial Valor, Ghost Touch (Armor, Shield and Weapons), Recitation (per round spell)
Defensive: Shield of Warding, Foresight, Visions of the Future, Dragonskin, Foresight
Perception Modes and Protections: True Seeing, Vision of the Omniscient Eye, Detect Scrying, Greater Arcane Sight
Movement Modes and Protections: Freedom of Movement, Pass Without Trace, Greater Anticipate Teleport
Skill Checks: Greater Heroism, Voice of the Dragon
Ability Checks: Good Hope, Sign
Immunities and Resistances: Nondetection, Mass Death Ward, Heroes's Feast, Energy Res 30 (all), Delay Poison
Esoteric Boosters: Fortunate Fate, Spell Turning

Benefits:
AC: +17 normal/+12 touch/+12+ghost touch armor/shield incorporeal (+2 insight Foresight, +5 sacred Shield of Warding, +3 luck Recitation, +2 dodge Visions of the Future, +5 natural armor Dragonskin, +ghost touch armor/shield)
Attack: +13 (+4 sacred Celestial Valor, +6 morale Glorious Rally, +3 luck Recitation)
Damage: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Fort and Will Saves: +13 (+4 sacred Celestial Valor, +6 morale Glorious Rally, +3 luck Recitation)
Ref Save +16 (+5 sacred Shield of Warding, +6 morale Glorious Rally, +3 luck Recitation, +2 insight Foresight)
Ability Checks: +2 (+2 morale from Good Hope)
Init: +2/+6 (+2 morale from Good Hope, +4 one-time bonus from Sign)
68 temp hp

Also immunity to all death spells, magical death effects, energy drain, and any negative energy effects (Mass Death Ward), immunity to poison and fear (Heroes's Feast), energy resistance 30 to fire/cold/acid/elec/sonic (Energy Resistance x5), being a difficult target to divination (Nondetection), becoming impossible to track without magic, and limiting the usefulness of scent (Pass Without Trace), moving and attacking normally everywhere, as well as receiving +15 to CMD vs grapples (Freedom of Movement), being healed with 150hp once if dropped below 0 (Fortunate Fate), reflecting 1d4+6 spell levels of spells that have you as a target and aren't touch spells (Spell Turning), +10 enhancement bonus on Bluff, Diplomacy, and Intimidate checks and a really nice and deep commanding voice (Voice of the Dragon), true seeing, +10 to perception and immunity to being dazzled or blinded (Vision of the Omniscient Eye), immediate ability to analyze magic (Greater Arcane Sight) and our favorite combo of detecting when someone's scrying on you and blocking their teleport for 3 rounds any time they try to teleport within a 165ft radius of you.

I also cast the following on myself:
Sensual Blessing, Many Moments of Prescience, Moment of Prescience, Mind Blank, Bibliotheca Arcana

My numerical benefits:
AC: +14 normal/+9 touch/+17 incorporeal (+2 insight Foresight, +5 sacred Shield of Warding, +2 dodge Visions of the Future, +5 natural armor Dragonskin, +8 ghost touch shield)
Attack: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Damage: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Fort and Will Saves: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Ref Save +13 (+5 sacred Shield of Warding, +6 morale Glorious Rally, +2 insight Foresight)
Ability Checks: +2 (+2 morale from Good Hope)
Init: +2/+6 (+2 morale from Good Hope, +4 one-time bonus from Sign)
68 temp hp
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 24, 2019, 04:00:56 PM
As the meteors pause briefly, a gap in them as more fall from above, you simply strike the wounded elemental. In the end it's less a fight and more an execution, your arrows and spark infused power sufficient to take them down. As it returns to Fire and Kossuth...

Seira (42) > Primal Fire Elemental 3 (35) > Ranbar (28) > Donald (22) > Elle (20)

Primal Fire Elemental pauses for reasons immediately apparent.


The ground erupts! They come. Magma elementals begin to rise up, a few at first but rapidly they emerge all around, tearing burning gashes into the ground as lava bubbles up with them.

"Good! More targets," Donald calls back, "I'm not yet impressed, anyway!"

Battered and beaten, the primal elemental becomes fire and lava as...

What's the range on your counterspell, and are you itnerested in counterspelling this? It's turning into a mass of fire and lava, mostly lava.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 24, 2019, 04:02:46 PM
No. Also, do magma elementals have evasion or improved evasion?
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 24, 2019, 04:14:48 PM
You'd have the K:P to realize no, they do not.
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 24, 2019, 04:16:12 PM
The primal elemental slips into the gashes made by the para elementals, retreating, flowing into a dozen paths and gone.

Seira (42) > Magma Para Elementals (30) > Ranbar (28) > Donald (22) > Elle (20)

"Got a way to deal with them fast?" Donald shouts, "Or we gonna do them the hard way?"

Moves depend on answers here, Ranbar's up.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 24, 2019, 04:18:24 PM
Retreat there at top speed, Seira tells her friends, pointing at the entrance to Zaaman Rul's realm. I'll wipe the slate clean for the next wave.

I want them to run to put as much distance as they can between us. Also, how close are the approaching dragons to me now? And can I tell whether they're real?
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 24, 2019, 04:21:44 PM
They're approaching at about 1000ft a round, so you have a minute or so before they arrive.

They look real to you.
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 24, 2019, 04:22:08 PM
Meanwhile your allies flee, obeying your commands as...

Go, your turn.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 24, 2019, 04:33:21 PM
Seira transports herself a mile farther, and which it's a bit sad that no one will see her actions others will definitely notice the results! One moment, she if floating invisibly in midair, and another a sphere ranging a mile in radius blooms, goldenfire racing everywhere from her body to burn away her enemies while stopping just short of her friends!

Swift to greater teleport, swift to cast True Casting, standard to cast Widened Enhanced Maximized Empowered Twinned Greater Fireburst.

22:32 <CC> roll 1d20+48 SR
22:32 <Penuche> CC invokes Penuche's magic: < 59 > [d20=11]
750 damage, Ref DC 42 half

Should get the dragons and the magma elementals.
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 24, 2019, 04:49:10 PM
> roll 1d20+29 elementals with various boosts
<Penuche> Kotono invokes Penuche's magic: < 34 > [d20=5]
> roll 1d20+35 dragons
<Penuche> Kotono invokes Penuche's magic: < 53 > [d20=18]


The scorching flames scour away your foes. In that instant all the magma para elementals are wiped out, the dragons buffeted back by the flames. You see a few fall, but most are burned but intact. After all, they are dragons.

Go ahead and act, nothing's in immediate range of attacking you.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 24, 2019, 04:57:52 PM
Seira calls upon the culmination of her arcane studies that her avatar managed to use so effectively, even as she boosts herself properly for the challenge up ahead. And then she explodes once more with goldenfire!

I will act for 2 rounds, in that case.
Round 1: standard for Seira's Arcane Thesis,  swift for Barrage True Casting, swift for Barrage Spell Enhancer. Free action to use the Soothsayer's Spite to predict using Widened Enhanced Maximized Empowered Twinned Greater Fireburst next round on the dragons!
Round 2: standard for Widened Enhanced Maximized Empowered Twinned Greater Fireburst (1 mile radius again, to get my enemies and stop just short of my friends), swift for Superior Vigor, swift for Greater Teleport back to my friends if this kills the dragons

Since I'm a mile farther out, I'd also appreciate knowing whether I see more enemies now.
Taking 10 for Perception 103.

22:55 <CC> roll 1d20+50
22:55 <Penuche> CC invokes Penuche's magic: < 58 > [d20=8]
800 damage, Ref DC 52 half
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 24, 2019, 05:04:42 PM
Okay, how you getting barrage exactly?

That said, barrage spell has the following text:

You cannot apply barrage spell to a spell with a casting time of a swift or immediate action (including spells modified by the quicken spell feat or other such feats), nor can you cast a spell with a casting time of a swift action on a turn you cast a barrage spell. A barrage spell uses up a spell slot three levels higher than the spell's actual level.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 24, 2019, 05:07:21 PM
A while ago I asked for a ruling on whether it was possible to emulate metamagic variations of spells with Wish and Miracle, and the answer was that yes, so long as it was the full cost (ie, the effects of improved metamagic didn't apply). Since these two are low level spells, even adding 3 levels makes the effective level of the final spell eligible for Wish/Miracle.

That said, if there's some weird interaction with Barrage, I don't really need it here. I just figured I'd try it since Ranbar used it.
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 24, 2019, 05:16:52 PM
That's fine regardless since you can do it with swifts as it is, it just doesn't work with barrage spell in particular.

> roll 1d20+35 dragons
<Penuche> Kotono invokes Penuche's magic: < 40 > [d20=5]


Goldenfire explodes the pyroclastic dragons in a vast display of power, incinerating them all in instants. Got them!

Free act, at least for the moment.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 24, 2019, 05:24:13 PM
How long has it been that she was forced to fall back on one of her oldest artifacts? Seira shakes her head as she appears next to the others, and doesn't waste time in granting Donald, Ranbar and Elle fast healing.

How are things doing on the other fronts? she asks Zaaman Rul. I could take my eyes off the entrance for a bit if someone is struggling.

Superior Vigor (per round), 8hp in a round (better than Elle's current).

Spoiler: ShowHide
Greater Invisibility, Armband round 6 of 10

CL 34 spells.

Benefits:
AC: +17 normal/+12 touch/+12+ghost touch armor/shield incorporeal (+2 insight Foresight, +5 sacred Shield of Warding, +3 luck Recitation, +2 dodge Visions of the Future, +5 natural armor Dragonskin, +ghost touch armor/shield)
Attack: +13 (+4 sacred Celestial Valor, +6 morale Glorious Rally, +3 luck Recitation)
Damage: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Fort and Will Saves: +13 (+4 sacred Celestial Valor, +6 morale Glorious Rally, +3 luck Recitation)
Ref Save +16 (+5 sacred Shield of Warding, +6 morale Glorious Rally, +3 luck Recitation, +2 insight Foresight)
Ability Checks: +2 (+2 morale from Good Hope)
Init: +2/+6 (+2 morale from Good Hope, +4 one-time bonus from Sign)
68 temp hp

Also immunity to all death spells, magical death effects, energy drain, and any negative energy effects (Mass Death Ward), immunity to poison and fear (Heroes's Feast), energy resistance 30 to fire/cold/acid/elec/sonic (Energy Resistance x5), being a difficult target to divination (Nondetection), becoming impossible to track without magic, and limiting the usefulness of scent (Pass Without Trace), moving and attacking normally everywhere, as well as receiving +15 to CMD vs grapples (Freedom of Movement), being healed with 150hp once if dropped below 0 (Fortunate Fate), reflecting 1d4+6 spell levels of spells that have you as a target and aren't touch spells (Spell Turning), +10 enhancement bonus on Bluff, Diplomacy, and Intimidate checks and a really nice and deep commanding voice (Voice of the Dragon), true seeing, +10 to perception and immunity to being dazzled or blinded (Vision of the Omniscient Eye), immediate ability to analyze magic (Greater Arcane Sight) and our favorite combo of detecting when someone's scrying on you and blocking their teleport for 3 rounds any time they try to teleport within a 165ft radius of you.

I also cast the following on myself:
Sensual Blessing, Many Moments of Prescience, Moment of Prescience, Mind Blank, Bibliotheca Arcana

My numerical benefits:
AC: +14 normal/+9 touch/+17 incorporeal (+2 insight Foresight, +5 sacred Shield of Warding, +2 dodge Visions of the Future, +5 natural armor Dragonskin, +8 ghost touch shield)
Attack: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Damage: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Fort and Will Saves: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Ref Save +13 (+5 sacred Shield of Warding, +6 morale Glorious Rally, +2 insight Foresight)
Ability Checks: +2 (+2 morale from Good Hope)
Init: +2/+6 (+2 morale from Good Hope, +4 one-time bonus from Sign)
68 temp hp
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 24, 2019, 05:25:14 PM
Beyond that, scoured by goldenfire, yo ucan see you cleared the immediate area. But just beyond that, carefully marshalling and falling back, you can glimpse great lines of Imix's army. Fire elementals mostly, but you can see a variety of things at a glance.
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 24, 2019, 05:27:16 PM
"Nice little fight," Donald says, as...

The south is buckling, my defense there was subverted through means unknown. An underground attack is causing a collapse of the defensive line.

I am calling reinforcements to aid us and lessen the pressure there.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 24, 2019, 05:28:27 PM
How about my daughter? She might appreciate the chance, Seira proposes.
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 24, 2019, 05:53:50 PM
I welcome any allies you can bring to the battle.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 24, 2019, 05:57:29 PM
Zaaman Rul is under attack by his enemies, led by Imix, Seira speaks in Emily's mind at that. He would appreciate any help provided to defending his realm. Are you interested?

Asking her friends to hold their position, Seira teleports two miles ahead to look at the retreating army. If it feels real to her, she will use another of her high-tier spells to put the pressure on Imix and help relieve Zaaman Rul.
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 24, 2019, 06:06:51 PM
'Of course, let me just ask everyone,' Emily sends back. 'I'm sure we'll help.'
Title: Re: The Battle of Father and Son
Post by: Corwin on May 24, 2019, 06:09:59 PM
I'm holding the front door open, and Amaryl is coordinating the defenses. I understand the southern end is in danger, so talk to her about getting there. Good luck.

Is that army real? Is is within the two miles that I can see after moving 2 miles closer?
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 24, 2019, 06:11:07 PM
They feel real - however, they're falling back fast, perhaps expecting such a move. You're only going to get so many unless you get closer.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 24, 2019, 06:13:43 PM
Seira checks whether it's a good idea!

Swift action on a self-Divination or Commune (as the spells, whichever makes more sense in this situation) of whether teleporting two miles farther still would end up with her in a teleport trap or similar.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 27, 2019, 11:53:08 AM
Some thoughts in case Imix actually shows up in person, Seira muses in Donald, Elle and Ranbar's minds.

In the event of combat, our formation would resemble a triangle with about four hundred feet between myself and Elle, and either of us and the pair of Donald and Ranbar. Close enough to assist, but far enough to not get involved in high-tier spells that would require some distance. I would be closest to the enemy forces. Elle, if you're uncomfortable with this deployment now's the time to say so.

Ranbar, I want you to prepare with Moments of Prescience and reserve them for protecting yourself from his spells. Focus on boosting Donald's combat ability with suitable magic and dealing with any flunkies Imix might bring. I don't wish for you to join the melee until I've tried my plans for dealing with him.

Elle, reserve your Time Stops and one of the high-tier Mage Armor spells unless it's a matter of life and death. Use that Surraruthru endurance spell on Ranbar if you were still holding it in reserve. Hold onto the antimagic effect, at least until we see who Imix appears with. Both of you, hoard Orbs, Unseen Needles and any similar spells that ignore spell resistance as jealously as a red dragon, they would be Plan D against Imix.

For completeness's sake, Plan A is me trying to overwhelm his defenses via a so-called Nova attack together with Elle while Donald and Ranbar are in reserve, Plan B is me striking at him with Water-based spells while the three of you support me, Plan C would be myself holding Imix off in melee, whereas Donald either supports me if Imix is alone or holds off his minions where Elle and Ranbar deal with them.

Seira also reaches out to Lady Honeydip with a quick message. It might be necessary to borrow you for half a minute if Imix manifests on the battlefield. If at all possible, I would appreciate you preparing for this possibility and having someone at hand so that my avatar could swoop in and make these arrangements.
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 28, 2019, 12:51:07 PM
Gimme a CL real quick? Unsurprisingly, people are warding against divinations in such a situation.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 28, 2019, 12:55:18 PM
[blockquote]Rolled 1d20+36 : 13 + 36, total 49[/blockquote]
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 28, 2019, 01:17:41 PM
You get general agreements - no one really arguing with you under the circumstances.

Whatever lies ahead, it's blocked quite thoroughly - likely by the will of Imix himself or someone almost as mighty, based on how strong it is.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 28, 2019, 01:23:04 PM
I don't understand. It's trapped? Or Divination is blocked?
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 28, 2019, 01:30:14 PM
Latter, to be clear. The divination is blocked.  Based on the power of it - being able to stop you - it's like something Imix did or someone almost as powerful as him.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 28, 2019, 01:54:39 PM
Seira will teleport 2 miles ahead and 1 mile up as a swift, rest of turn after this resolves.
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 28, 2019, 02:18:25 PM
To your perhaps surprise, that works. You're well above them now - you can see the forces arrayed that you glimpsed before, all spread out before you, a moment of seeing it all.

You're not alone in the air of course, there are others about on this flaming skyscape, but no one within immediate reach. No flaming dragons, no burning elementals that soar on gusts of hot air, no efreet - not too close, not yet, not for this moment.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 28, 2019, 02:49:32 PM
Seira is invisible, and given her distance from their enemies she doubts anyone could casually spot her. And that's before the nondetection on her. Imix might be messing up her divinations, but she can do the same where it comes to her.

Last action is true casting. I'm using the soothsayer's spite to predict casting Widened Enhanced Maximized Empowered Twinned Disintegrating Burst next round. Move action to channel Chain Dispel into Dragon's Grace. This is all predicated on my senses telling me the army here is real and not illusionary again.

Incidentally, are enemy troops extending past 2 miles in every direction?
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 28, 2019, 03:03:25 PM
What'll be that range on the spell, by the way?

To the sides and behind yes, but with spaces and gaps - it's heavy troops but not like packed. Target rich environment.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 28, 2019, 03:05:39 PM
It will be a 2 mile radius sphere. 4 miles across, in other words, with myself a mile above the center of the enemy formation. Fresh round for me?
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 28, 2019, 03:07:17 PM
Go for it.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 28, 2019, 03:26:10 PM
Seira's only regret is that no one is there to see her, but she's learned to live with disappointment! She raises her hand skywards, and gathers her magic to a spot just above her palm. It manifests as a green firefly so dark as if to be almost black, pulsing against the hellish red of Fire. Heads begin to turn towards the fresh star in Fire's sky, but there is no time to escape. The magic unravels, then, exploding outwards in every direction to eradicate every single creature two miles away from Seira!

Even those who manage to dodge the blast, however, soon find themselves in midair as up to a mile of the ground is gauged by the spell. If the fall wouldn't be enough to finish them all, the added burden of dodging the corpses of slain fliers dropping all over the army may well be that final push to take them all out!

Widened Enhanced Maximized Empowered Twinned Disintegrating Burst

21:17 <CC> roll 1d20+46 SR
21:17 <Penuche> CC invokes Penuche's magic: < 59 > [d20=13]

1200 damage on failing a Fort DC 46 save, 100 damage on passing it

I'll complete the rest of my turn after this resolves.


Spoiler: ShowHide
Greater Invisibility, Armband round 8 of 10

CL 34 spells.

Benefits:
AC: +17 normal/+12 touch/+12+ghost touch armor/shield incorporeal (+2 insight Foresight, +5 sacred Shield of Warding, +3 luck Recitation, +2 dodge Visions of the Future, +5 natural armor Dragonskin, +ghost touch armor/shield)
Attack: +13 (+4 sacred Celestial Valor, +6 morale Glorious Rally, +3 luck Recitation)
Damage: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Fort and Will Saves: +13 (+4 sacred Celestial Valor, +6 morale Glorious Rally, +3 luck Recitation)
Ref Save +16 (+5 sacred Shield of Warding, +6 morale Glorious Rally, +3 luck Recitation, +2 insight Foresight)
Ability Checks: +2 (+2 morale from Good Hope)
Init: +2/+6 (+2 morale from Good Hope, +4 one-time bonus from Sign)
68 temp hp

Also immunity to all death spells, magical death effects, energy drain, and any negative energy effects (Mass Death Ward), immunity to poison and fear (Heroes's Feast), energy resistance 30 to fire/cold/acid/elec/sonic (Energy Resistance x5), being a difficult target to divination (Nondetection), becoming impossible to track without magic, and limiting the usefulness of scent (Pass Without Trace), moving and attacking normally everywhere, as well as receiving +15 to CMD vs grapples (Freedom of Movement), being healed with 150hp once if dropped below 0 (Fortunate Fate), reflecting 1d4+6 spell levels of spells that have you as a target and aren't touch spells (Spell Turning), +10 enhancement bonus on Bluff, Diplomacy, and Intimidate checks and a really nice and deep commanding voice (Voice of the Dragon), true seeing, +10 to perception and immunity to being dazzled or blinded (Vision of the Omniscient Eye), immediate ability to analyze magic (Greater Arcane Sight) and our favorite combo of detecting when someone's scrying on you and blocking their teleport for 3 rounds any time they try to teleport within a 165ft radius of you.

I also cast the following on myself:
Sensual Blessing, Many Moments of Prescience, Moment of Prescience, Mind Blank, Bibliotheca Arcana

My numerical benefits:
AC: +14 normal/+9 touch/+17 incorporeal (+2 insight Foresight, +5 sacred Shield of Warding, +2 dodge Visions of the Future, +5 natural armor Dragonskin, +8 ghost touch shield)
Attack: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Damage: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Fort and Will Saves: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Ref Save +13 (+5 sacred Shield of Warding, +6 morale Glorious Rally, +2 insight Foresight)
Ability Checks: +2 (+2 morale from Good Hope)
Init: +2/+6 (+2 morale from Good Hope, +4 one-time bonus from Sign)
68 temp hp
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 28, 2019, 03:42:43 PM
[i> roll 1d20+25 in general
<Penuche> Kotono invokes Penuche's magic: < 30 > [d20=5][/i]

Like that it's gone, all gone.

Great forces below are reduced to stragglers. Forces are dust on the wind, Seira's burst wreaking havoc in a single moment. The skies are mostly cleared, for the moment purified of the forces around you. For the moment - you stand near alone, untouched by it all.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 28, 2019, 03:49:40 PM
Enough, Imix! Seira's voice echoes across the battlefield. You think this will cause me to falter? This great army, now left in ashes before me? Is this it, after all your fiery bluster? Come face me yourself, or be forever branded a coward across Fire!

Seira scoffs, transporting herself back to her starting point a few hundred feet ahead of her friends even as the rest of her challenge carries behind her. You know where to find me.

I'd be happy if Elle were to cast Epic Mage Armor upon me once I return.
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 28, 2019, 04:01:50 PM
"Did it work?" Donald asks as Elle fulfills your request, while Ranbar gasps suddenly,before suddenly - !!!

> roll 1d20+103 (+5 ???, +3 recitation, +12 ???)
<Penuche> Kotono invokes Penuche's magic: < 109 > [d20=6]

Touch AC?
Title: Re: The Battle of Father and Son
Post by: Corwin on May 28, 2019, 04:07:00 PM
Not that. I'm not flatfooted, so no perception? Also, is it a ranged attack or a spell?
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 28, 2019, 04:24:14 PM
Ranged attack and it was hidden from you somehow or another.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 28, 2019, 04:30:41 PM
If the Aegis can try to deflect that, great. If not, let's take the hit and go into init.
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 28, 2019, 04:46:37 PM
Sure, make the roll? I'd assume this beats most sort of things like this, but I'd allow something like the Aegis to apply.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 28, 2019, 04:49:19 PM
22:48 <CC> roll 1d100 1-50 miss
22:48 <Penuche> CC invokes Penuche's magic: < 97 > [d100=97]

The dragons have spoken.

My coming init!
22:49 <CC> roll 1d20+24
22:49 <Penuche> CC invokes Penuche's magic: < 43 > [d20=19]
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 29, 2019, 12:46:40 PM
> roll 25d12 ow
<Penuche> Kotono invokes Penuche's magic: < 171 > [d12=1,12,12,11,3,10,2,9,2,7,4,5,6,4,10,7,2,10,12,2,8,6,4,10,12]

DR does not apply, you take the full damage.

And before you ask, what the divine blast looks like is up to the deity, it doesn't impact that it's divine damage and isn't subject to energy resistance, even if the deity chooses to have it look like energy damage.


Agony flares as a flash of pure flame strikes you like a savage backhand, jerking your head back and leaving you momentarily reeling. Blood pools in your mouth as your cheeks burn, your entire essence shuddering from that one blow.

Empty bravado does nothing to save you from death, Seira. You know you're nothing but a candle compared to my bonfire. You know that you're quivering behind hopeful plots and desperate strategies, that no matter how many of mine that you slay, that this can only end in one way. Like Zaaman Rul, you are NOTHING BEFORE ME!

> roll 1d20+53
<Penuche> Kotono invokes Penuche's magic: < 63 > [d20=10]

Imix (63) > Seira (43)

If Imix is doing something you can't tell, so go ahead and do whatever it is you're going to do in response.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 29, 2019, 01:01:27 PM
Let it be known far and wide! Seira proclaims, healing herself with a thought and warding herself from magic at the same time. The brave and gallant Imix responded to my challenge of facing me after I crushed his army by shooting at me from extreme range. Sadly, it wasn't very effective, but at least his words are very strong! Truly, a bonfire of boundless courage burns within Imix's noble soul!

After a brief pause, Seira adds, A shame that Imix considers those serving him as sacrifices, but I suppose they've chosen their fate by following such a worthy leader?

I had temp hp, so between that and Heal I'm back to max. Also refreshing Spell Turning and Sign.
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 29, 2019, 01:11:03 PM
Let it be heard that a coward mewls from her hiding place, unable to do anything but talk. A few tinders are thrown and she thinks herself powerful, when she is nothing but a victim of her own arrogance.

Forward, today is the day we burn them all.


Give me a Diplo check here, would you?
Title: Re: The Battle of Father and Son
Post by: Corwin on May 29, 2019, 01:18:06 PM
My friend Zaaman Rul is not interested in senseless slaughter or conquest! I stand here, right at the entrance to his realm and no further, to protect it from invasion! Openly, without endangering the common soldiers. You would do well to remember, Imix, that some lies are too transparent to be believed even by your own faithful, however much you might wish it so.

19:15 <CC> roll 1d20+90 (+2 vs men, divine insight)
19:15 <Penuche> CC invokes Penuche's magic: < 109 > [d20=19]

Forgot Voice of the Dragon, so that 119 (121 vs men)


Spoiler: ShowHide
Immunity to all death spells, magical death effects, energy drain, and any negative energy effects (Mass Death Ward), immunity to poison and fear (Heroes's Feast), energy resistance 30 to fire/cold/acid/elec/sonic (Energy Resistance x5), being a difficult target to divination (Nondetection), becoming impossible to track without magic, and limiting the usefulness of scent (Pass Without Trace), moving and attacking normally everywhere, as well as receiving +15 to CMD vs grapples (Freedom of Movement), being healed with 150hp once if dropped below 0 (Fortunate Fate), reflecting 1d4+6 spell levels of spells that have you as a target and aren't touch spells (Spell Turning), +10 enhancement bonus on Bluff, Diplomacy, and Intimidate checks and a really nice and deep commanding voice (Voice of the Dragon), true seeing, +10 to perception and immunity to being dazzled or blinded (Vision of the Omniscient Eye), immediate ability to analyze magic (Greater Arcane Sight) and our favorite combo of detecting when someone's scrying on you and blocking their teleport for 3 rounds any time they try to teleport within a 165ft radius of you.

I also cast the following on myself:
Sensual Blessing, Many Moments of Prescience, Moment of Prescience, Mind Blank, Bibliotheca Arcana

My numerical benefits:
AC: +14 normal/+9 touch/+17 incorporeal (+2 insight Foresight, +5 sacred Shield of Warding, +2 dodge Visions of the Future, +5 natural armor Dragonskin, +8 ghost touch shield)
Attack: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Damage: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Fort and Will Saves: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Ref Save +13 (+5 sacred Shield of Warding, +6 morale Glorious Rally, +2 insight Foresight)
Ability Checks: +2 (+2 morale from Good Hope)
Init: +2/+6 (+2 morale from Good Hope, +4 one-time bonus from Sign)
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 29, 2019, 01:51:28 PM
> roll 1d20+92 (+10 ???, +15 ???)
<Penuche> Kotono invokes Penuche's magic: < 96 > [d20=4]


The war of words ripples across the battlefield as abruptly - !

> roll 1d20+103 (+5 ???, +3 recitation, +12 ???)
<Penuche> Kotono invokes Penuche's magic: < 105 > [d20=2]
> roll 1d100 vs 1-50
<Penuche> Kotono invokes Penuche's magic: < 97 > [d100=97]

> roll 25d12
<Penuche> Kotono invokes Penuche's magic: < 154 > [d12=7,11,5,9,2,9,5,10,1,4,1,1,11,2,10,6,3,9,6,6,3,11,4,12,6]


The retort is another blow, this one making you feel burned and ill, as your words echo across the battlefield.

Cowering children can do nothing but shout meaningless defiance. Burn.

Yet the words surely aren't unheard, as...

That had an impact in your favor, just not readily apparent from your immediate position. Just to be clear.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 29, 2019, 01:57:53 PM
It is the definition of insanity to try the same thing over and over again while expecting different results, Seira responds in a dry tone, healing herself once more. It certainly burns, Imix got that right, but it's not even a cursed or vile wound, she's had worse burns literally vacationing in volcanoes pre-Ascension. Weren't you going to deal with me and your son once and for all? What's keeping you, besides a fruitless attack of rage?

Heal, again. Then Greater Heroism for some temp hp and I'll drop the invis since it's served its purpose. HP of 623+20/627hp.

Are my allies at max health?
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 29, 2019, 02:04:39 PM
Yes. Give me Perception real quick?
Title: Re: The Battle of Father and Son
Post by: Corwin on May 29, 2019, 02:06:56 PM
Taking 10 for 103.
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 29, 2019, 02:17:26 PM
You notice a glimmer of something on the horizon, subtle but like a red-orange metallic glow.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 29, 2019, 02:22:02 PM
This might be is, Seira thinks in Elle, Ranbar and Donald's heads, sending an image of the flash to them. Are you in top health?

As she waits on them to answer, Seira reaches out to Lady Honeydip once more. Not to rush you during command of a battle of that scale, but would you be able to leave the front lines for half a minute at a moment's notice should I need your help with Imix? I still need an answer, and it just became more pressing.

Also wondering whether Elle used the Endurance Princess spell on Ranbar like I requested.
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 29, 2019, 02:38:39 PM
She did.

'If you command it, I'll be there. I've already partially withdrawn and have another in my position.'
Title: Re: The Battle of Father and Son
Post by: Corwin on May 29, 2019, 02:41:48 PM
My best chance at surprising Imix lies in an all out assault, though I'd need your help piercing his magical protections to have more than a longshot at it. Should he oblige by appearing on the battlefield, my avatar will bring you to us.

Is everyone back at max hp? I gave them fast heal 8 and 68 temp hp, so I want to see whether there's more to do in prep.
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 29, 2019, 02:53:47 PM
If that helps. I still need to apply all the spells from your post - I have that open in another tab and was just using that since been hyper busy - but she has that up and here's their general condition.

[spoiler]

Include strength/mind of the dragon princess.

Recitation and Celestial Valor, obviously. Channeled spell is Chain Dispel again (move action).

Donald
HP: 792/792
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Quick Cast 6/6 Protection Devotion 1/1 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1 Armor Haste 13/15 Breath Weapon Boost 3/3 Weapon Damage Dice Boost 3/3
Spells Used: 1 8th level duskblade
SLAs Used:
Spells Active:
Notes: Two quickened spells/round when under armor's haste, unkillable allows Con saves to not be reduced below 1 HP. Slashing flurry enables extra attacks for penalties.

Elle
HP: 776/776 (fast healing 5)
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Dragon Breath (DD) 1/1 Touch of Vitality 126/126 Mythical Cast Maximize 3/3
Spells Used: Maximized Queen's Displeasure, Antimagic Zone, Quickened Empowered Maximized Twinned Moonbow
SLAs Used:
Spells Active: Epic Mage Armor (CL31)
Notes:

Ranbar
HP: 560/560
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Channel Energy 12/12 Inspiration 15/24 (enc) Cunning Save 4/4
Spells Used: Cleric: Barraged Heal Factotum: Barraged Strength of the Dragon Princess, Barraged Mind of the Dragon Princess.
SLAs Used:
Spells Active: Endurance of the Dragon Princess (CL34)
Notes: Baseline cunning insight is +4 from feats, exalted adds +6, total of +10 if used in tandem with that.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 29, 2019, 02:58:39 PM
Seira decides to try seeing a bit past her range by conjuring up a boosted variant of Prying Eyes and sending them quite past her range.

That helps, thanks. Meanwhile, I'm using a Miracle for a more distant Prying Eyes variant. At the very least I can enlarge the original spell to get 2 miles instead of 1, correct? I'm hoping I can either use those eyes as my own and get an extra 2 miles of sight via them instead of the standard 120ft, or push the distance of the eyes themselves farther.
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 29, 2019, 03:22:08 PM
Sure, what level is prying eyes and how high a level can you get to? Just doing some back of envelope math, this'll work but I wanna have an idea of how far you can go with it.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 29, 2019, 03:24:06 PM
Sorc/Wiz5, so a lvl7 sorc/wiz spell or a lvl8 clr spell can be emulated easily. Just not sure how the spell would interact with divine perception, or if the basic version can be made to interact with it.
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 29, 2019, 03:33:05 PM
Each eye can see 120 feet (normal vision only) in all directions.

That would shut down using them to see more than 120ft with the baseline spell, though increasing the range is certainly possible. I'd say two miles is fine with a few spell levels to burn.

So go ahead with those.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 29, 2019, 03:41:13 PM
Seira decides to keep the fake eyes out there at the maximum distance. It might be similar to what she can perceive in person, yet should anything move past them or destroy them, she would be able to react an instance sooner due to it feeling more real to her.
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 30, 2019, 12:51:19 PM
You can see it approaching - a storm of fire and blades. Vast, vaster enough to envelop an entire army. Like a tidal wave of fire and swords, roaring towards all of you. It's just over two miles away as of now.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 30, 2019, 12:54:06 PM
How high does it reach? A hundred feet, a thousand, several miles?

Do I think it's a spell? If so, which one?

Perception 10 for 103 and Knowledge Arcana/Religion/Planes/Nature 10 for 103 and Spellcraft 10 for 103 (divine insight)
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 30, 2019, 01:39:20 PM
The wave reaches perhaps 200ft high, though surges higher and lower as it goes.

If it's a spell it's one you don't know.

You can see closer. The flame looks almost oozelike, like a living thing. Like flaming slime, really. That seems odd indeed - there's types of flaming slimes on fire, no real harm to anyone like you. But most aren't this gigantic, either. You've heard stories of gigantic ones deep beneath Fire, nurtured on pools of primordial lava and the like. They don't usually carry swords with 'em, naturally.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 30, 2019, 01:47:41 PM
With a frown, Seira transports herself two miles ahead. Staying one mile up as before, she then attempts to summon a fireball as massive as her disintegrating sphere! It may not be anywhere near that powerful, and it's a bit annoying to have to dodge her own spell, but Seira decides to see what happens when goldenfire envelopes the entire flaming ooze!

And also see whether it's larger than 4 miles across, since that's the max I can hit with one spell.

19:47 <CC> roll 1d20+47 SR
19:47 <Penuche> CC invokes Penuche's magic: < 49 > [d20=2]

This is fire, so a Widened Fireball would do 60 damage. Ref DC 40 half. I autopass it on a 1, so rolling is unnecessary.

Finally, my standard action this round will be used once this resolves.
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 30, 2019, 02:21:17 PM
> roll 1d20+16
<Penuche> Kotono invokes Penuche's magic: < 17 > [d20=1]


The tidal wave is scorched by your goldenfire - it's definitely some sort of ooze, wiggling and wobbling from that fire, parts of it all over visibly scorched. Your entire fireball doesn't kill it - it's maybe a mile and a little more across - but it is scorched.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 30, 2019, 02:31:57 PM
Seira decides to follow that fireball up with hellish flames and see whether it puts a serious dent in the ooze!

Widened Greater Fireburst, staff metamagic of Fiery (and Searing) used.

20:26 <CC> roll 1d20+48 SR
20:26 <Penuche> CC invokes Penuche's magic: < 53 > [d20=5]
Plane of Fire, thus maximized for a damage of 135 (with Fiery added in). Ref DC 43 half.

That's it for my turn, though I'll continue blasting at it next time. Since it's under two miles across, my widened spells keep on hitting its entire form.
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 30, 2019, 03:05:57 PM
> roll 1d20+16
<Penuche> Kotono invokes Penuche's magic: < 31 > [d20=15]

Owwies.


Your flames erupt over the wall, scorching it deeper. The ooze writhes against the goldenfire coming ahead steadily in spite of this, crossing distance fast but not fast enough as...

Go ahead.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 30, 2019, 03:12:38 PM
It can keep crossing that distance as much as it wants, but unless the ooze can go straight up Seira doubts it can reach her from where she's floating a mile above it. Another wave of fire lashes out at the ooze, even as twin fireballs sear it further!

21:10 <CC> roll 1d20+48 SR
21:10 <Penuche> CC invokes Penuche's magic: < 50 > [d20=2]
21:10 <CC> roll 2#1d20+47 SR
21:10 <Penuche> CC invokes Penuche's magic: < 58, 59 >

Searing (via staff metamagic) and Maximized (due to Plane of Fire) Widened Greater Fireburst for 135 damage. Ref DC 43 half.
Searing Widened Fireball emulation for 70 damage. Ref DC 40 half.
Another Searing Widened Fireball emulation for 70 damage. Ref DC 40 half.

All spells cover the entirety of the ooze's size. Also, you never gave me an estimate of how badly (or not) I'm damaging it.
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 31, 2019, 12:48:57 PM
You're scorching it for sure, hurting it, though it's soldiering on quite well.

> roll 1d20+16
> roll 1d20+16
> roll 1d20+16
<Penuche> Kotono invokes Penuche's magic: < 24 > [d20=8]
<Penuche> Kotono invokes Penuche's magic: < 24 > [d20=8]
<Penuche> Kotono invokes Penuche's magic: < 21 > [d20=5]


Those blasts, however, are enough to finally check it. The tidal wave slows and comes to a stop from your assault, wobbling and jiggling in place. It begins to sink down on itself, rapidly becoming a ball of swords and flame. A great ball bigger than a house, one that begins to fly upward, spinning around and around. A bladed ball of fire and death, seeking you inevitably, rising up swiftly, blinking every few moments, seeming to close the distance faster and faster.

It's going to be in your face, fas-!!!!

> roll 1d100 vs 1-50
<Penuche> Kotono invokes Penuche's magic: < 92 > [d100=92]
> roll 25d12
<Penuche> Kotono invokes Penuche's magic: < 164 > [d12=7,3,6,11,4,11,4,10,2,5,12,8,3,4,11,3,1,4,10,2,10,8,3,10,12]


It's at that moment that another blast hits you right in the stomach. Pain erupts as Imix's hate slams you, leaving you coughing for air. All as the ball rises up, going right for you as - !!!

We never entered init, let's go ahead and do that now since everyone's had a go this round.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 31, 2019, 12:52:05 PM
I presume we're maintaining the init from before:

Imix (63) > Seira (43)

Maybe add the ooze to it?
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 31, 2019, 01:15:26 PM
In this case, I'm going to call for a new init rather than to get tangled into that, as we weren't really using it at that point.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 31, 2019, 01:20:37 PM
It's a waste of time but okay.

19:20 <CC> roll 1d20+24
19:20 <Penuche> CC invokes Penuche's magic: < 42 > [d20=18]
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 31, 2019, 01:26:40 PM
> roll 1d20+53
<Penuche> Space_Cat invokes Penuche's magic: < 62 > [d20=9]
> roll 1d20+8
<Penuche> Space_Cat invokes Penuche's magic: < 21 > [d20=13]

Init is Imix (62) > Seira (42) > Ooze (21)

Yeah okay, that was pretty meaningless with the variance of 1. I had to laugh a bit at that.

> roll 1d20+103 (+5 ???, +3 recitation, +12 ???)
<Penuche> Space_Cat invokes Penuche's magic: < 108 > [d20=5]
> roll 1d100
<Penuche> Space_Cat invokes Penuche's magic: < 89 > [d100=89]
> roll 25d12
<Penuche> Space_Cat invokes Penuche's magic: < 151 > [d12=7,5,9,10,1,10,9,6,6,2,3,6,4,1,9,5,2,6,6,6,4,8,12,6,8]


Again pain. Again burning agony. Another strike before you can react, leaving you coughing up flaming, golden blood. It hurts, it hurts horribly. You can feel every pulse of hate in Imix in those split seconds of contact. The towering contempt he has for you, the scorn at your claims, the disgust at what you've done with the Cauldron, how he despises your foolishness - and how he covets it as well, as it's brought a chance to crush his wayward son, once and for all.

Go.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 31, 2019, 01:31:53 PM
Seira heals herself and strikes at the ooze with a pair of massive fireballs to keep things going!

I think it's cheating that he goes twice, but whatever, he'll burn through his uses quicker.

Heal with Sensual Blessing and temp hp 20 from Greater Heroism leaves me in top shape again.

19:31 <CC> roll 2#1d20+47 SR
19:31 <Penuche> CC invokes Penuche's magic: < 58, 65 >

Searing Widened Fireball emulation for 70 damage. Ref DC 40 half.
Another Searing Widened Fireball emulation for 70 damage. Ref DC 40 half.
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 31, 2019, 02:04:49 PM
> roll 1d20+16
> roll 1d20+16
<Penuche> Space_Cat invokes Penuche's magic: < 27 > [d20=11]
<Penuche> Space_Cat invokes Penuche's magic: < 32 > [d20=16]


As you heal your wounds, you blast and batter the ooze again. It's burning with goldenfire now, entire form sizzling and boiling. Swords begin to deform and melt - and its rise is stopped, starting to fall apart, a rain of swords and ooze to the ground. Got it!

In this case, you just happened to have a trump card it couldn't deal with. It was actually very hard to damage without that. Chance to react.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 31, 2019, 02:06:13 PM
Seira pulls one of the swords towards her with telekinesis going past its normal range limits, inspecting it.
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 31, 2019, 02:16:02 PM
It looks to be a greatsword+2, flaming. It was stronger as part of the creature, but this magic remains in it.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 31, 2019, 02:17:46 PM
Nice! The guys from Mineral are bringing her better weapons, but waste not want not! Seira forms a bag of holding and pulls the swords the ooze had into it. If Imix can't be bothered to show up while she's killing his minions, maybe casually disregarding him while looting them will get him over the edge?
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 31, 2019, 02:36:06 PM
Gimme a raw Charisma check since you're pretty clearly trying to get under his skin.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 31, 2019, 02:37:57 PM
20:37 <CC> roll 1d20+11+4
20:37 <Penuche> CC invokes Penuche's magic: < 31 > [d20=16]
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 31, 2019, 02:44:25 PM
Enough.

Fly forward, Seira. I await you. You wish so badly to die against me? Come then.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 31, 2019, 02:46:48 PM
It's not that I don't believe you... well, alright, it's that I don't believe you, Seira responds, finishing looting the swords and turning to fly back to her friends. I'm heading back to my defensive position, and you're free to make your futile attempt on it.
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 31, 2019, 02:52:24 PM
Then stay there as the rest of Zaaman Rul's realm falls, I have no more patience for a petulant child begging for attention.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 31, 2019, 02:54:26 PM
How are things going? Seira inquires with Zaaman Rul and Amaryl. The front is pretty taken care of, and Imix is inviting me into an obvious trap. I can just get rid of any other enemies if he's not going to send a serious charge here.
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 31, 2019, 03:04:43 PM
We are holding and doing better - Alicia may yet force away the Grand Sultan and the dao undermining us.

Busy but doing well enough. I have faith you're doing well, my love.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 31, 2019, 03:07:02 PM
Any preference? I'm here to defend your realm, my friend, so moving away to face Imix will uncover it, especially if he's lying about his willingness to fight me.
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 31, 2019, 03:24:58 PM
Keep him interested, I'm still occupied for the moment. Then we can bait him to his defeat if you aren't enough to get him.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 31, 2019, 03:27:32 PM
Seira flashes back to her original position, then crosses the two hundred feet she needs to travel to her friends to avoid getting caught in her own spell. Grabbing hold of Elle, Ranbar and Donald, she asks, "How about heading out to kick Imix's head in?"
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 31, 2019, 03:39:13 PM
Elle breathes out, "Finally. We can make a difference if we defeat him here."

Donald just smiles, "Duh?"

Ranbar takes a breath, "I'll follow you anywhere, Seira."
Title: Re: The Battle of Father and Son
Post by: Corwin on May 31, 2019, 03:43:29 PM
"Remember our prep," Seira tells them, and then she flashes the four of them back to her original position above the slain and looted ooze.

Darling, do you think you could make Ranbar your proxy temporarily? The four of us will head after Imix, she asks Amaryl, letting Donald and Elle go. They can fly pretty well, so she'll carry Ranbar while leading them towards the source of all those angry blasts.

Speaking of Imix, she tells him, I just heard from Zaaman Rul that he kicked your goons all over the place so I'm free to head out and put you down after all! Don't disappoint me after all that teasing~
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 31, 2019, 03:57:22 PM
I can, I'll need to go to her and that won't be right away. Do you have the time?"
Title: Re: The Battle of Father and Son
Post by: Corwin on May 31, 2019, 04:00:44 PM
Probably not. Consider this a failure of planning on my part. No matter, we'll handle this.

Seira decides to cast Fly on Ranbar. With Haste tossed on top of the four of them they could travel at Elle and Donald's top speeds.
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 31, 2019, 04:15:41 PM
Okay, quick check. Any last spells to cast or prep before we hit this?
Title: Re: The Battle of Father and Son
Post by: Corwin on May 31, 2019, 04:28:58 PM
Sign and Divine Insight are refreshed, as always during a brief lull. Miracle'd Ocular Spell Piercing Cold Orb of Cold x2 precast. Arcane Spellsurge cast. I'm good to go.

Spoiler: ShowHide
Remember the +2 Int/Str from the Surru spells, idiot!

Immunity to all death spells, magical death effects, energy drain, and any negative energy effects (Mass Death Ward), immunity to poison and fear (Heroes's Feast), energy resistance 30 to fire/cold/acid/elec/sonic (Energy Resistance x5), being a difficult target to divination (Nondetection), becoming impossible to track without magic, and limiting the usefulness of scent (Pass Without Trace), moving and attacking normally everywhere, as well as receiving +15 to CMD vs grapples (Freedom of Movement), being healed with 150hp once if dropped below 0 (Fortunate Fate), reflecting 1d4+6 spell levels of spells that have you as a target and aren't touch spells (Spell Turning), +10 enhancement bonus on Bluff, Diplomacy, and Intimidate checks and a really nice and deep commanding voice (Voice of the Dragon), true seeing, +10 to perception and immunity to being dazzled or blinded (Vision of the Omniscient Eye), immediate ability to analyze magic (Greater Arcane Sight) and our favorite combo of detecting when someone's scrying on you and blocking their teleport for 3 rounds any time they try to teleport within a 165ft radius of you.

Extra spells on me:
Sensual Blessing, Many Moments of Prescience, Moment of Prescience, Mind Blank, Bibliotheca Arcana, Celestial Valor, Glorious Rally, Princess Int, Princess Str, Arcane Thesis, Arcane Spellsurge

My numerical benefits:
AC: +14 normal/+9 touch/+17 incorporeal (+2 insight Foresight, +5 sacred Shield of Warding, +2 dodge Visions of the Future, +5 natural armor Dragonskin, +8 ghost touch shield)
Attack: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Damage: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Fort and Will Saves: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Ref Save +13 (+5 sacred Shield of Warding, +6 morale Glorious Rally, +2 insight Foresight)
Ability Checks: +2 (+2 morale from Good Hope)
Init: +2/+6 (+2 morale from Good Hope, +4 one-time bonus from Sign)
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 31, 2019, 05:02:14 PM
Thus the four of you fly on. You fly on amid the war, coming deeper and deeper. Soon enough armies surround you - but the evil elementals and minions all stand aside, a path for you to go through. A path deeper and deeper into the flames, which grow darker and closer to black as you go on.

"Here we go," Elle murmurs under her breathe, tense, tight.

Ocular spell what now? Run me through that entire thing there real quick, I haven't see you pull that out yet.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 31, 2019, 05:13:38 PM
Ocular Spell is metamagic that allows you to store a spell in your eye (up to two spells total). Then, as a full round action, you can cast both together as a BEAMU.

This must be what a target-rich environment is, Seira muses. It's tempting to blast them all to cinders, but if she can manage to put Imix down that would be worth a dozen armies!
Title: Re: The Battle of Father and Son
Post by: Anastasia on May 31, 2019, 05:28:47 PM
Onward. Onward and onward further.

Ranbar stays next to you, eyes sweeping over it all.

Ahead is a clearing, a place. A place with a throne of black volcanic stone, on which the Prince of Evil Elementals sits. He is 200ft from you and watching ahead intently, flaming hands grasping the armrests of his throne, causing rock to melt away from his touch. He is like fire given form, roiling hate and an impression of disdain and disgust on his eyes taking you in.

All around you are surrounded by the army. The clearing is 400ft in diameter, Imix's many forces facing you.

Looming above his throne are two massive titans of flame. Primal Fire Elementals, the pair standing guard with impassive, uncaring expressions.

Another steps forward from behind the throne, to the left. A figure of burnt flesh, little more than a corpse of fire. His body is clad in metal plates bolted directly into his flesh by burning steel spikes.  Something that was once some kind of humanoid perhaps, but long since nothing like one. It moves silently, like flowing flames seeking out fuel. He bears no weapon and his eyes are gone. In place of them is burning lava, which slowly leaks from his eyes like bright orange tears.

Another steps forward from behind the throne, to the right. A pit fiend, tall and broad of body. Black smoke rises from him and wraps in a haze. He wears no armor, but instead burns with power. The power of a proxy, watching you with open contempt. He slowly flexes a claw as he watches, not a word uttered. On his shoulder rests a tiny red dragon, smaller than even the smallest wyrmling, watching you as well.

"Seira Aryn," Imix rises from his throne, a greeting called out.
Title: Re: The Battle of Father and Son
Post by: Corwin on May 31, 2019, 05:33:46 PM
"That's me!" Seira cheerfully agrees, leaving Ranbar with Donald and floating closer to halve that distance. "You should get your army back, you know. At least thrice as far. Or I might accidentally burn them off the face of Fire."

Is this area warded against dimensional travel? What spells are there on Imix and on his chief goons? At 100ft I am within the range of Greater Arcane Sight.
Title: Re: The Battle of Father and Son
Post by: Anastasia on June 03, 2019, 01:13:40 PM
It's warded, yes.

CL on greater arcane sight, no way they aren't protected.
Title: Re: The Battle of Father and Son
Post by: Corwin on June 03, 2019, 01:15:23 PM
19:15 <CC> roll 1d20+36
19:15 <Penuche> CC invokes Penuche's magic: < 39 > [d20=3]
Title: Re: The Battle of Father and Son
Post by: Anastasia on June 03, 2019, 01:59:11 PM
No good - you can't read anything on them at all.

"Big words yet again. Big words from a nothing," Imix declares, "Of nothing! Of sparks and cinders dying out, of stolen dragon forms. You are nothing but a parasite, a thief who wants to take powers of Fire for your own! A stolen dragon form, a stolen realm, stolen elementals bent to your will. You have no place in Fire, no right to do anything burn away to ash. You are NOTHING!" Imix's rage washes over you like an inferno, stopping you, tides of fire raging against you.
Title: Re: The Battle of Father and Son
Post by: Corwin on June 03, 2019, 02:06:04 PM
"The life of an adventurer goes hand in hand with the transference of material goods from those that cross her path with nefarious intent," Seira readily agrees. "Yet my dragon form is legitimate, a gift from an ancient dragon due to our bond, and later acknowledged by a conclave of Reds. Why, if you are into dragon affairs, you'd even spot Io's approval~"

She glances back at the soldiers, frowning. "You know, you really will die. I'm not going to hold back when dealing with this sourpuss."

Smiling as she looks back at Imix, Seira muses, surrounded by a corona of the Fires of Creation, "My elementals follow me of their own accord, and that you'd consider them as possessions only shows our difference and the care and consideration you give your own troops. As for your latest tantrum? My fire was a gift from Lathander and Kossuth, an ember carefully nurtured into its current form by my Ascension. If that doesn't give me a handhold on Fire in your eyes, well... how about I beat you and take yours then?"
Title: Re: The Battle of Father and Son
Post by: Corwin on June 03, 2019, 02:06:46 PM
Also, to clarify, I can even tell what protections the regular soldiers have on them?
Title: Re: The Battle of Father and Son
Post by: Anastasia on June 03, 2019, 02:11:19 PM
Just as a quickie, are you making K checks on the others here?
Title: Re: The Battle of Father and Son
Post by: Corwin on June 03, 2019, 02:12:29 PM
Sure, let's also do this. K:R, K:A, K:P 10 for 103.
Title: Re: The Battle of Father and Son
Post by: Anastasia on June 03, 2019, 02:42:48 PM
The metal-bolted figure is Magul the Mad, a fanatic of Imix who formerly served Kossuth. A vile man who sought depths that not even the darkest of Kossuth's clergy would allow, he tormented and twisted himself into a horrific blend of burning steel, bolstered flesh and pure, burning hatred. Known on his Prime as a horror who incinerated every hero who sought to stop him insane plans, he was finally stopped by a long forgotten champion of Kossuth, one who gave his life to end Magul's.

In death Imix granted him his body and memories, allowing him to become a spirit directly serving him. It's said his empty eyes see more than mortal eyes ever could, that his mastery of profane fire magic has won praise from Imix himself, that Imix quietly nurtures him over the eons. He's notable for slinging some sort of profane fire similar to hellfire but not quite, a curious invention that burns as searing flames do, if not worse. He's also an accomplished counter speller and learned sage on all matters related to fire and flames.

The pit fiend is Asgeroth, a defector from Hell known by many other names. He gets along well with Imix and they naturally agree on almost everything, to the point where his growing loyalty to Imix and a promise of proxyhood drew him to defect to the Prince of Elemental Evil in Fire. He is smart, skilled and powerful in martial and magical combat - a master of both, the same styles as Donald. With the power of a proxy behind him, he's hardly a force to take lightly.

The tiny dragon is harder - the size complicates the identification. Nothing fits - even without that the features don't match a known red dragon you can think of. Either a complete unknown - always possible, surprises happen - or some sort of disguise. Since you can't pierce the magic on him, it's plausible. Alternately it could be some sort of familiar to Asgeroth and thus an unknown given unusual power, such as Marie.

The regular soldiers have assorted protections. It varies, from simple spells to nothing to considerable spell investments. Likely depending on their own talent with magic or their exact roll, you'd assume.

"You will not steal more from me, Seira." Imix spits pure flame, dissipating in the air. "No more excuses. No more second chances. Today you die."
Title: Re: The Battle of Father and Son
Post by: Corwin on June 03, 2019, 02:58:13 PM
"This is your last warning!" Seira calls out to Imix's soldiers. "Withdraw at once, or be destroyed!"

Init!
20:49 <CC> roll 1d20+24
20:49 <Penuche> CC invokes Penuche's magic: < 29 > [d20=5]

As a reminder, I am never flat-footed, and may counterspell before my turn. Please tell me the spells that happen so that I would make the decision, given my spellfcraft is very high.


Spoiler: ShowHide
Remember the +2 Int/Str from the Surru spells, idiot! And remember Spell Reflection (Evasion alt)!

Base values:
Hit Dice: 627hp
Armor Class: 86 (Touch AC 61)
Base Attack/CMB/CMD: +30/+57/118
Attack: +58 [Good, Lawful and Epic] (Haste, K:D +5, DvR2, Luck +3, Enhancement +5)
Full Attack/Dragon's Grace (flanking): +65/+65/+65/+65/+60/+55/+50 (1d6+99+18d6 19-20 x2) and bite +57 (1d8+97+16d6) and claw +57 (1d6+91+16d6) and wings +57/+57 (1d4+81+16d6)
Saves: Fort +63, Ref +62, Will +61
Abilities: STR 32 (11), DEX 34 (12), CON 31+2 (10+1), WIS 22+4 (6+2), INT 42+4 (16+2), CHA 33 (11)

Special:
Special Qualities: Damage reduction 15/adamantine and epic, immunity to acid, electricity and fire, immunity to paralysis and sleep, spell resistance 48, improved evasion, improved uncanny dodge, spell reflection, vulnerability to cold.
Immunities: A deity is immune to polymorphing, petrification, or any other attack that alters her form. Any shape-altering powers she might have function normally on herself. She is not subject to energy drain, ability drain, ability damage and is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

Magical buffs:
Immunity to all death spells, magical death effects, energy drain, and any negative energy effects (Mass Death Ward), immunity to poison and fear (Heroes's Feast), energy resistance 30 to fire/cold/acid/elec/sonic (Energy Resistance x5), being a difficult target to divination (Nondetection), becoming impossible to track without magic, and limiting the usefulness of scent (Pass Without Trace), moving and attacking normally everywhere, as well as receiving +15 to CMD vs grapples (Freedom of Movement), being healed with 150hp once if dropped below 0 (Fortunate Fate), reflecting 1d4+6 spell levels of spells that have you as a target and aren't touch spells (Spell Turning), +10 enhancement bonus on Bluff, Diplomacy, and Intimidate checks and a really nice and deep commanding voice (Voice of the Dragon), true seeing, +10 to perception and immunity to being dazzled or blinded (Vision of the Omniscient Eye), immediate ability to analyze magic (Greater Arcane Sight) and our favorite combo of detecting when someone's scrying on you and blocking their teleport for 3 rounds any time they try to teleport within a 165ft radius of you.

Extra spells on me:
Sensual Blessing, Many Moments of Prescience, Moment of Prescience, Mind Blank, Bibliotheca Arcana, Celestial Valor, Glorious Rally, Princess Int, Princess Str, Arcane Thesis, Arcane Spellsurge, Epic Mage Armor

My numerical benefits:
AC: +36 normal/+11 touch/+39 incorporeal (+2 insight Foresight, +5 sacred Shield of Warding, +2 dodge Visions of the Future, +5 natural armor Dragonskin, +8 ghost touch shield, +2 touch Princess Int, +20 Epic Mage Armor)
Attack: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Damage: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Fort and Will Saves: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Ref Save +13 (+5 sacred Shield of Warding, +6 morale Glorious Rally, +2 insight Foresight)
Ability Checks: +2 (+2 morale from Good Hope)
Init: +2/+6 (+2 morale from Good Hope, +4 one-time bonus from Sign)
Title: Re: The Battle of Father and Son
Post by: Anastasia on June 03, 2019, 04:21:53 PM
Okay, sure thing.

> roll 1d20+13
<Penuche> Kotono invokes Penuche's magic: < 33 > [d20=20]
> roll 1d20+20
<Penuche> Kotono invokes Penuche's magic: < 25 > [d20=5]
> roll 1d20+18
<Penuche> Kotono invokes Penuche's magic: < 19 > [d20=1]
> roll 1d20+53
<Penuche> Kotono invokes Penuche's magic: < 72 > [d20=19]
> roll 1d20+23
<Penuche> Kotono invokes Penuche's magic: < 32 > [d20=9]
> roll 1d20+9
<Penuche> Kotono invokes Penuche's magic: < 29 > [d20=20]
> roll 1d20+13
<Penuche> Kotono invokes Penuche's magic: < 16 > [d20=3]

Init is Imix (72) > Donald (33) > Magul the Mad (32) > Seira = Asgeroth (29) > Elle (25) > Ranbar (19) > Mini Dragon (16)

Imix wins init to the surprise of no one.


Immediately Imix begins to gather power as...

Imix's Desiccating Aura. Going to try and counter?

[spoiler]

Include strength/mind of the dragon princess.

Recitation and Celestial Valor, obviously. Channeled spell is Chain Dispel again (move action).

Donald
HP: 792/792
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Quick Cast 6/6 Protection Devotion 1/1 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1 Armor Haste 13/15 Breath Weapon Boost 3/3 Weapon Damage Dice Boost 3/3
Spells Used: 1 8th level duskblade
SLAs Used:
Spells Active:
Notes: Two quickened spells/round when under armor's haste, unkillable allows Con saves to not be reduced below 1 HP. Slashing flurry enables extra attacks for penalties.

Elle
HP: 776/776 (fast healing 5)
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Dragon Breath (DD) 1/1 Touch of Vitality 126/126 Mythical Cast Maximize 3/3
Spells Used: Maximized Queen's Displeasure, Antimagic Zone, Quickened Empowered Maximized Twinned Moonbow
SLAs Used:
Spells Active: Epic Mage Armor (CL31)
Notes:

Ranbar
HP: 560/560
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Channel Energy 12/12 Inspiration 15/24 (enc) Cunning Save 4/4
Spells Used: Cleric: Barraged Heal Factotum: Barraged Strength of the Dragon Princess, Barraged Mind of the Dragon Princess.
SLAs Used:
Spells Active: Endurance of the Dragon Princess (CL34)
Notes: Baseline cunning insight is +4 from feats, exalted adds +6, total of +10 if used in tandem with that.
Title: Re: The Battle of Father and Son
Post by: Corwin on June 03, 2019, 04:24:27 PM
Obviously!

22:24 <CC> roll 1d20+37
22:24 <Penuche> CC invokes Penuche's magic: < 49 > [d20=12]
Title: Re: The Battle of Father and Son
Post by: Anastasia on June 03, 2019, 04:43:46 PM
Note for tomorrow, add primals to init, dur.
Title: Re: The Battle of Father and Son
Post by: Corwin on June 03, 2019, 11:48:10 PM
Post, just so it's not forgotten.
Title: Re: The Battle of Father and Son
Post by: Corwin on June 04, 2019, 02:22:00 AM
A few fixes for my team! Adjusted the HP and Bonuses lines. Not sure whether you want all the spells active listed there as it's a fairly long list. Please let me know.

If anyone uses a shield, my Shield of Warding would add +5 to Touch AC/Regular AC, and +1 to Ref Saves.

Foresight ensures they're not flat-footed.

Greater Arcane Sight means they can roll their own CL checks on Imix's stuff and that covering his dudes, so please have them try and tell me via prayer!


Spoiler: ShowHide

Donald
HP: 792+68/792 (fast healing 8)
Negative Conditions:
Aura:
Bonuses: Attack+13, Damage+10, Touch AC+4, Regular AC+9, Fort/Will Saves+10, Ref Saves+12, Skills+4, Ability Checks+2
Resources: Quick Cast 6/6 Protection Devotion 1/1 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1 Armor Haste 13/15 Breath Weapon Boost 3/3 Weapon Damage Dice Boost 3/3
Spells Used: 1 8th level duskblade
SLAs Used:
Spells Active:
Notes: Two quickened spells/round when under armor's haste, unkillable allows Con saves to not be reduced below 1 HP. Slashing flurry enables extra attacks for penalties.

Elle
HP: 776+68/776 (fast healing 8)
Negative Conditions:
Aura:
Bonuses: Attack+13, Damage+10, Touch AC+4, Regular AC+9, Fort/Will Saves+10, Ref Saves+12, Skills+4, Ability Checks+2
Resources: Dragon Breath (DD) 1/1 Touch of Vitality 126/126 Mythical Cast Maximize 3/3
Spells Used: Maximized Queen's Displeasure, Antimagic Zone, Quickened Empowered Maximized Twinned Moonbow
SLAs Used:
Spells Active: Epic Mage Armor (CL31)
Notes:

Ranbar
HP: 560+68/560 (fast healing 8)
Negative Conditions:
Aura:
Bonuses: Attack+13, Damage+10, Touch AC+4, Regular AC+9, Fort/Will Saves+10, Ref Saves+12, Skills+4, Ability Checks+2
Resources: Channel Energy 12/12 Inspiration 15/24 (enc) Cunning Save 4/4
Spells Used: Cleric: Barraged Heal Factotum: Barraged Strength of the Dragon Princess, Barraged Mind of the Dragon Princess.
SLAs Used:
Spells Active: Endurance of the Dragon Princess (CL34)
Notes: Baseline cunning insight is +4 from feats, exalted adds +6, total of +10 if used in tandem with that.
Title: Re: The Battle of Father and Son
Post by: Anastasia on June 04, 2019, 01:29:23 PM
> roll 1d20+31
> roll 1d20+33
<Penuche> Kotono invokes Penuche's magic: < 33 > [d20=2]
<Penuche> Kotono invokes Penuche's magic: < 52 > [d20=19]

Init is Imix (72) > Primal Fire Elemental 2 (52) > Donald = Primal Fire Elemental 1 (33) > Magul the Mad (32) > Seira = Asgeroth (29) > Elle (25) > Ranbar (19) > Mini Dragon (16)

Noted on that. Go ahead and list the spells, it won't hurt.

Since greater arcane sight is to reach and it's your CL, roll the checks for them real quick?
Title: Re: The Battle of Father and Son
Post by: Corwin on June 04, 2019, 01:34:03 PM
19:31 <CC> roll 1d20+34 Elle
19:31 <Penuche> CC invokes Penuche's magic: < 52 > [d20=18]
19:31 <CC> roll 1d20+34 Donald
19:31 <Penuche> CC invokes Penuche's magic: < 54 > [d20=20]
19:31 <CC> roll 1d20+34 Ranbar
19:31 <Penuche> CC invokes Penuche's magic: < 51 > [d20=17]

Glorious rolls! This better tell me some cool stuff, if only on the minions and not Imix himself.

Also, what caster level is the dimensional lock-like spell? Do I get any decent information on it, such as a built-in weakness that can be evaded with UMD or what not, since Team Imix might've left a loophole for their own dimensional travel?
Title: Re: The Battle of Father and Son
Post by: Anastasia on June 05, 2019, 12:50:47 PM
No joy on the CL checks.

Before you ask (entirely fairly) why I bothered to have you roll even if a 20 wouldn't do it? Purely information control in case you were pondering a dispel or similar thing. Didn't want to tip the hand of the high CL here - remember, something like non detection is 11 + spell level. If that or something similar is the underlying mechanic, you begin to see why it's so high. So at least the roll got you information, even if not the information you wanted.


Seira contests her magic against Imix's - for a moment all of reality is Imix's hate and Seira's magic, the two clashing. It's like tasting the contempt of a raging inferno, like bitter ashes in your mouth. It's a short, brutal struggle until Imix's spell powers through, spreading out far and wide.

In the aftermath of that, Imix points right at you, "Surrender what you've taken," he growls, as suddenly - !!!

Imix is now casting superb dispelling. Are you going to try and counter that one?
Title: Re: The Battle of Father and Son
Post by: Corwin on June 05, 2019, 01:51:49 PM
I will let spell turning work, will counterspell if Imix has bullshit.
Title: Re: The Battle of Father and Son
Post by: Anastasia on June 05, 2019, 02:04:25 PM
Aaand congratulations, both of you have spell turning up. That means it's a d100 to see what happens.

> roll 1d100 both of you have spell turning up
<Penuche> Kotono invokes Penuche's magic: < 92 > [d100=92]

Both spell turning effects are nonfunctional for...

> roll 1d4
<Penuche> Kotono invokes Penuche's magic: < 1 > [d4=1]

1 minute.


Magic crackles amid the two of you. Like a storm of power, the superb dispelling bouncing back and forth a dozen times - until with a crack of to thunder, both of the spells are left reeling, nonfunctional.

Yet Imix is relentless. He merely points at you again as...

Multiaction plus duskblade quickening shenanigans are a thing. He's doing Superb Dispelling a second time now that spell turning is down. Going to try and counter?
Title: Re: The Battle of Father and Son
Post by: Corwin on June 05, 2019, 02:19:39 PM
"Not today!" Seira calls out, cancelling it with her own.
Title: Re: The Battle of Father and Son
Post by: Anastasia on June 05, 2019, 02:25:13 PM
Using your own super dispelling, just to be perfectly clear here?
Title: Re: The Battle of Father and Son
Post by: Corwin on June 05, 2019, 02:31:14 PM
Yes, to ensure 100% counterspelling.
Title: Re: The Battle of Father and Son
Post by: Anastasia on June 05, 2019, 02:36:44 PM
With that utterance, the spell is smoothly countered, similar forces cancelling out. Amid the backlash of that...

Init is Imix (72) > Primal Fire Elemental 2 (52) > Donald = Primal Fire Elemental 1 (33) > Magul the Mad (32) > Seira = Asgeroth (29) > Elle (25) > Ranbar (19) > Mini Dragon (16)

The second primal fire elemental is staying there, shielding Imix and taking a defensive posture. As that happens, the first does the same and...

Donald.

'This is gonna be good,' Donald sends to you, 'You going forward after him?'
Title: Re: The Battle of Father and Son
Post by: Corwin on June 05, 2019, 02:41:41 PM
Can you take out Magul? Seira asks Donald in his mind. I don't want him counterspelling myself or Elle before we get a chance to cut loose. Either drop him, or prepare to bust him to interrupt his spells.
Title: Re: The Battle of Father and Son
Post by: Anastasia on June 05, 2019, 03:33:18 PM
'Can try,' Donald sends right back, flying in. 'Don't worry, I can take it.' Thus Donald soars ahead and...

Provokes AoOs from the elementals and Imix.

> roll 1d20+123 (+5 ???, +3 recitation, +12 ???, +15 ???, +2 ???) Imix AoO
<Penuche> Kotono invokes Penuche's magic: < 131 > [d20=8]
> roll 8d8+84+3d8+5d6
<Penuche> Kotono invokes Penuche's magic: < 156 > [d8=5,7,6,6,4,1,8,4,1,3,5][d6=5,1,6,4,6]

> roll 1d20+55 evasion vs ongoing fire damage
<Penuche> Kotono invokes Penuche's magic: < 59 > [d20=4]

Init is Imix (72) > Primal Fire Elemental 2 (52) > Donald = Primal Fire Elemental 1 (33) > Magul the Mad (32) > Seira = Asgeroth (29) > Elle (25) > Ranbar (19) > Mini Dragon (16)

> roll 1d20+54 (+15 ???) AoO elemental 1 stand still
<Penuche> Kotono invokes Penuche's magic: < 70 > [d20=16]
> roll 1d20+54 (+15 ???) AoO elemental 2 stnad still
<Penuche> Kotono invokes Penuche's magic: < 74 > [d20=20]
> roll 1d20+54 (+15 ???) AoO elemental 2 stnad still crit check
<Penuche> Kotono invokes Penuche's magic: < 63 > [d20=9]
> roll 8d6+33+12d6 no damage actually taken
<Penuche> Kotono invokes Penuche's magic: < 92 > [d6=3,3,2,3,4,1,5,4,1,3,2,4,1,4,6,3,3,3,2,2]
> roll 1d20+55
<Penuche> Kotono invokes Penuche's magic: < 68 > [d20=13]


Somehow, Imix's lash of flame, a tendril really, reaches as far as the elemental's. All three strike at once. Imix's lashes Donald'a cross the side, burning and striking hard. A shield block stops one elemental at the same time, but the second checks into Donald hard, stopping his charge cold. He wobbles a moment, a sitting duck before he barks out a few arcane words that...

Charge hit stand still, alas. Using his swifts.

The first bolsters himself directly, a simple true strike. The second...

> roll 1d20 ranged touch
<Penuche> Kotono invokes Penuche's magic: < 20 > [d20=20]
> roll 1d20 ranged touch crit?
<Penuche> Kotono invokes Penuche's magic: < 15 > [d20=15]


...is the purple ray of energy drain, going right for Magul. Whatever he is now, draining his energy has no visible effect as...

Magul, who is holding. Seira and Asgeroth, go.

[spoiler]

Include strength/mind of the dragon princess.

Recitation and Celestial Valor, obviously. Channeled spell is Chain Dispel again (move action).

Donald
HP: 636/792
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0 true strike next attack next round
Resources: Quick Cast 5/6 Protection Devotion 1/1 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1 Armor Haste 13/15 Breath Weapon Boost 3/3 Weapon Damage Dice Boost 3/3
Spells Used: 1 1st, 2 8th level duskblade,
SLAs Used:
Spells Active:
Notes: Two quickened spells/round when under armor's haste, unkillable allows Con saves to not be reduced below 1 HP. Slashing flurry enables extra attacks for penalties.

Elle
HP: 776/776 (fast healing 5)
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Dragon Breath (DD) 1/1 Touch of Vitality 126/126 Mythical Cast Maximize 3/3
Spells Used: Maximized Queen's Displeasure, Antimagic Zone, Quickened Empowered Maximized Twinned Moonbow
SLAs Used:
Spells Active: Epic Mage Armor (CL31)
Notes:

Ranbar
HP: 560/560
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Channel Energy 12/12 Inspiration 15/24 (enc) Cunning Save 4/4
Spells Used: Cleric: Barraged Heal Factotum: Barraged Strength of the Dragon Princess, Barraged Mind of the Dragon Princess.
SLAs Used:
Spells Active: Endurance of the Dragon Princess (CL34)
Notes: Baseline cunning insight is +4 from feats, exalted adds +6, total of +10 if used in tandem with that.
Title: Re: The Battle of Father and Son
Post by: Anastasia on June 05, 2019, 03:39:25 PM
Updated spoiler block.

[spoiler]

Include strength/mind of the dragon princess.

Recitation and Celestial Valor, obviously. Channeled spell is Chain Dispel again (move action).

HP: 704+68/792 (fast healing 8)
Negative Conditions:
Aura:
Bonuses: Attack+13, Damage+10, Touch AC+4, Regular AC+9, Fort/Will Saves+10, Ref Saves+12, Skills+4, Ability Checks+2
Resources: Quick Cast 6/6 Protection Devotion 1/1 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1 Armor Haste 13/15 Breath Weapon Boost 3/3 Weapon Damage Dice Boost 3/3
Spells Used: 1 1st, 2 8th level duskblade
SLAs Used:
Spells Active:
Notes: Two quickened spells/round when under armor's haste, unkillable allows Con saves to not be reduced below 1 HP. Slashing flurry enables extra attacks for penalties.

Elle
HP: 776+68/776 (fast healing 8)
Negative Conditions:
Aura:
Bonuses: Attack+13, Damage+10, Touch AC+4, Regular AC+9, Fort/Will Saves+10, Ref Saves+12, Skills+4, Ability Checks+2
Resources: Dragon Breath (DD) 1/1 Touch of Vitality 126/126 Mythical Cast Maximize 3/3
Spells Used: Maximized Queen's Displeasure, Antimagic Zone, Quickened Empowered Maximized Twinned Moonbow
SLAs Used:
Spells Active: Epic Mage Armor (CL31)
Notes:

Ranbar
HP: 560+68/560 (fast healing 8)
Negative Conditions:
Aura:
Bonuses: Attack+13, Damage+10, Touch AC+4, Regular AC+9, Fort/Will Saves+10, Ref Saves+12, Skills+4, Ability Checks+2
Resources: Channel Energy 12/12 Inspiration 15/24 (enc) Cunning Save 4/4
Spells Used: Cleric: Barraged Heal Factotum: Barraged Strength of the Dragon Princess, Barraged Mind of the Dragon Princess.
SLAs Used:
Spells Active: Endurance of the Dragon Princess (CL34)
Notes: Baseline cunning insight is +4 from feats, exalted adds +6, total of +10 if used in tandem with that.
Title: Re: The Battle of Father and Son
Post by: Corwin on June 05, 2019, 03:48:54 PM
Elle, I'm waiting on you, Seira thinks to the redhead. Fly up and gain a bit of distance. Position yourself within three hundred feet of me but farther from the enemy so that they don't get caught up in the Time Stop.

I'm holding for Elle.

Spoiler: ShowHide
Remember the +2 Int/Str from the Surru spells, idiot! And remember Spell Reflection (Evasion alt)!

Base values:
Hit Dice: 627hp
Armor Class: 86 (Touch AC 61)
Base Attack/CMB/CMD: +30/+57/118
Attack: +58 [Good, Lawful and Epic] (Haste, K:D +5, DvR2, Luck +3, Enhancement +5)
Full Attack/Dragon's Grace (flanking): +65/+65/+65/+65/+60/+55/+50 (1d6+99+18d6 19-20 x2) and bite +57 (1d8+97+16d6) and claw +57 (1d6+91+16d6) and wings +57/+57 (1d4+81+16d6)
Saves: Fort +63, Ref +62, Will +61
Abilities: STR 32 (11), DEX 34 (12), CON 31+2 (10+1), WIS 22+4 (6+2), INT 42+4 (16+2), CHA 33 (11)

Special:
Special Qualities: Damage reduction 15/adamantine and epic, immunity to acid, electricity and fire, immunity to paralysis and sleep, spell resistance 48, improved evasion, improved uncanny dodge, spell reflection, vulnerability to cold.
Immunities: A deity is immune to polymorphing, petrification, or any other attack that alters her form. Any shape-altering powers she might have function normally on herself. She is not subject to energy drain, ability drain, ability damage and is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

Magical buffs:
Immunity to all death spells, magical death effects, energy drain, and any negative energy effects (Mass Death Ward), immunity to poison and fear (Heroes's Feast), energy resistance 30 to fire/cold/acid/elec/sonic (Energy Resistance x5), being a difficult target to divination (Nondetection), becoming impossible to track without magic, and limiting the usefulness of scent (Pass Without Trace), moving and attacking normally everywhere, as well as receiving +15 to CMD vs grapples (Freedom of Movement), being healed with 150hp once if dropped below 0 (Fortunate Fate), reflecting 1d4+6 spell levels of spells that have you as a target and aren't touch spells (Spell Turning), +10 enhancement bonus on Bluff, Diplomacy, and Intimidate checks and a really nice and deep commanding voice (Voice of the Dragon), true seeing, +10 to perception and immunity to being dazzled or blinded (Vision of the Omniscient Eye), immediate ability to analyze magic (Greater Arcane Sight) and our favorite combo of detecting when someone's scrying on you and blocking their teleport for 3 rounds any time they try to teleport within a 165ft radius of you.

Extra spells on me:
Sensual Blessing, Many Moments of Prescience, Moment of Prescience, Mind Blank, Bibliotheca Arcana, Celestial Valor, Glorious Rally, Princess Int, Princess Str, Arcane Thesis, Arcane Spellsurge, Epic Mage Armor

My numerical benefits:
AC: +36 normal/+11 touch/+39 incorporeal (+2 insight Foresight, +5 sacred Shield of Warding, +2 dodge Visions of the Future, +5 natural armor Dragonskin, +8 ghost touch shield, +2 touch Princess Int, +20 Epic Mage Armor)
Attack: +12 (+4 sacred Celestial Valor, +6 morale Glorious Rally, +2 Princess Str)
Damage: +14 (+4 sacred Celestial Valor, +6 morale Glorious Rally, +2 Princess Str, +2 Princess Int)
Fort and Will Saves: +12 (+4 sacred Celestial Valor, +6 morale Glorious Rally, +2 Princess Int)
Ref Save +15 (+5 sacred Shield of Warding, +6 morale Glorious Rally, +2 insight Foresight, +2 Princess Int)
Ability Checks: +2 (+2 morale from Good Hope)
Init: +2/+6 (+2 morale from Good Hope, +4 one-time bonus from Sign)
Title: Re: The Battle of Father and Son
Post by: Anastasia on June 05, 2019, 03:56:25 PM
Init is Imix (72) > Primal Fire Elemental 2 (52) > Donald = Primal Fire Elemental 1 (33) > Magul the Mad (32) > Seira = Asgeroth (29) > Elle (25) > Ranbar (19) > Mini Dragon (16)

Asgeroth is up.


'I will. Let's put this bastard in the ground.' Elle sends back, starting to move as meanwhile?

Asgeroth looms as suddenly..!

Asgeroth is casting Asgeroth's Castigation, which deals both heavy fire damage and ruins the target's limbs. He's aiming at Donald, want to try and counter?
Title: Re: The Battle of Father and Son
Post by: Corwin on June 05, 2019, 03:59:27 PM
As it's a targetted spell I'll let Donald's spell turning eat it and check out the CL involved. If there's spell turning bullshit again that sends it at Donald after, I'll counterspell at that time.
Title: Re: The Battle of Father and Son
Post by: Anastasia on June 05, 2019, 04:20:36 PM
I'm coming, Seira. Be strong and we'll defeat Imix here!

> roll 1d100 meanwhile more spell turning, it was used alas
<Penuche> Kotono invokes Penuche's magic: < 1 > [d100=1]

Spell drains harmlessly.


Yet between two spell turnings, the spell is simply undone. As it crumbles away, Asgeroth looks on and points as...

Casting Asgeroth's Groundbreaker. Destroys the ground in a long line and sends rock shrapnel straight up, dealing lots of damage and ruining the terrain there afterwards. Donald's in the line, naturally.

Countering?
Title: Re: The Battle of Father and Son
Post by: Corwin on June 05, 2019, 04:21:53 PM
Countering!

22:21 <CC> roll 1d20+37
22:21 <Penuche> CC invokes Penuche's magic: < 49 > [d20=12]
Title: Re: The Battle of Father and Son
Post by: Anastasia on June 05, 2019, 04:29:31 PM
To your spell, the spell collapses and crumbles, disrupted.

"Strong," Asgeroth murmurs quietly, carrying as his gaze turns momentarily to you, more magic already prepared as...

Init is Imix (72) > Primal Fire Elemental 2 (52) > Donald = Primal Fire Elemental 1 (33) > Magul the Mad (32) > Seira = Asgeroth (29) > Elle (25) > Ranbar (19) > Mini Dragon (16)

Meanwhile Elle flies up just as you wanted, positioning for it.

Go.
Title: Re: The Battle of Father and Son
Post by: Corwin on June 05, 2019, 04:36:11 PM
Do it now, Seira mentally instructs Elle. Time Stop.

It should be too far to counterspell or ride on for the enemy....
Title: Re: The Battle of Father and Son
Post by: Anastasia on June 05, 2019, 04:40:07 PM
Oh, you wanted ELLE to fly up and timestop, rather than just flying up and positioning? Do I read that right?
Title: Re: The Battle of Father and Son
Post by: Corwin on June 05, 2019, 04:50:05 PM
yes, I have spell stowawy for it
Title: Re: The Battle of Father and Son
Post by: Anastasia on June 05, 2019, 04:52:52 PM
Okay. In that case...

Thus Elle flies up where desired and suddenly...

> roll 1d4+1
<Penuche> Kotono invokes Penuche's magic: < 4 > [d4=3]

Go.
Title: Re: The Battle of Father and Son
Post by: Corwin on June 05, 2019, 04:57:48 PM
As she sees Elle begin to cast, Seira sends out two thoughts.

Of Zaaman Rul, she bids, Stay at least two miles away from Imix's armies until you see my sign, as I've given them the chance to withdraw and they failed to take it.

Honeydip receives a much shorter thought, consisting merely of, Prepare, if it happens it will be now.

And then, just as Time Stop takes hold of her she immediately tries to contest the effects severing astral links in order to restore them!

22:57 <CC> roll 1d20+2
22:57 <Penuche> CC invokes Penuche's magic: < 22 > [d20=20]
Title: Re: The Battle of Father and Son
Post by: Anastasia on June 05, 2019, 04:59:15 PM
It turns out it isn't astral links. Whatever Imix is doing here isn't divine will, but a spell, item or other interference.
Title: Re: The Battle of Father and Son
Post by: Corwin on June 05, 2019, 05:26:17 PM
Nice! Elle, what do you think is blocking dimensional magic here? I'd be interested in a second opinion. And would a rain of desolation work past Imix's bullshit aura spell? Would it actually be useful to counter the effect of either the anti-water aura or the dimensional lock if it goes through?

The rest of Seira's turn is spent drawing a tattoo of an orange flame on her right forearm and another of a dragon's claw on the left one, approaching Imix's throne and studying it.

K:A 10 for 103, Spellcraft 10 for 103.

I'd recommend that Elle uses the first round to cast Prismatic Sphere and then leave it so we can work on stuff.

Also I'm an idiot, I forgot to add +10 to touch ac and regular ac. My guys also get it (Celestial Valor is sacred and Glorious Rally is morale). And Elle's entry specifically lists epic mage armor, so that's another +20 to her regular ac.
Title: Re: The Battle of Father and Son
Post by: Corwin on June 05, 2019, 05:30:43 PM
The second turn will start with recasting my Spell Turning and using Assay Spell Resistance (Imix) as swifts as I wait on any information from my examination of the throne or any of Elle's ideas.

Spoiler: ShowHide
Remember the +2 Int/Str from the Surru spells, idiot! And remember Spell Reflection (Evasion alt)!

Base values:
Hit Dice: 627hp
Armor Class: 86 (Touch AC 61)
Base Attack/CMB/CMD: +30/+57/118
Attack: +58 [Good, Lawful and Epic] (Haste, K:D +5, DvR2, Luck +3, Enhancement +5)
Full Attack/Dragon's Grace (flanking): +65/+65/+65/+65/+60/+55/+50 (1d6+99+18d6 19-20 x2) and bite +57 (1d8+97+16d6) and claw +57 (1d6+91+16d6) and wings +57/+57 (1d4+81+16d6)
Saves: Fort +63, Ref +62, Will +61
Abilities: STR 32 (11), DEX 34 (12), CON 31+2 (10+1), WIS 22+4 (6+2), INT 42+4 (16+2), CHA 33 (11)

Special:
Special Qualities: Damage reduction 15/adamantine and epic, immunity to acid, electricity and fire, immunity to paralysis and sleep, spell resistance 48, improved evasion, improved uncanny dodge, spell reflection, vulnerability to cold.
Immunities: A deity is immune to polymorphing, petrification, or any other attack that alters her form. Any shape-altering powers she might have function normally on herself. She is not subject to energy drain, ability drain, ability damage and is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

Magical buffs:
Immunity to all death spells, magical death effects, energy drain, and any negative energy effects (Mass Death Ward), immunity to poison and fear (Heroes's Feast), energy resistance 30 to fire/cold/acid/elec/sonic (Energy Resistance x5), being a difficult target to divination (Nondetection), becoming impossible to track without magic, and limiting the usefulness of scent (Pass Without Trace), moving and attacking normally everywhere, as well as receiving +15 to CMD vs grapples (Freedom of Movement), being healed with 150hp once if dropped below 0 (Fortunate Fate), reflecting 1d4+6 spell levels of spells that have you as a target and aren't touch spells (Spell Turning), +10 enhancement bonus on Bluff, Diplomacy, and Intimidate checks and a really nice and deep commanding voice (Voice of the Dragon), true seeing, +10 to perception and immunity to being dazzled or blinded (Vision of the Omniscient Eye), immediate ability to analyze magic (Greater Arcane Sight) and our favorite combo of detecting when someone's scrying on you and blocking their teleport for 3 rounds any time they try to teleport within a 165ft radius of you.

Extra spells on me:
Sensual Blessing, Many Moments of Prescience, Moment of Prescience, Mind Blank, Bibliotheca Arcana, Celestial Valor, Glorious Rally, Princess Int, Princess Str, Arcane Thesis, Arcane Spellsurge, Epic Mage Armor

My numerical benefits:
AC: +42 normal/+17 touch/+45 incorporeal (+2 insight Foresight, +5 sacred Shield of Warding, +2 dodge Visions of the Future, +5 natural armor Dragonskin, +8 ghost touch shield, +2 touch Princess Int, +20 Epic Mage Armor, +6 morale Glorious Rally)
Attack: +12 (+4 sacred Celestial Valor, +6 morale Glorious Rally, +2 Princess Str)
Damage: +14 (+4 sacred Celestial Valor, +6 morale Glorious Rally, +2 Princess Str, +2 Princess Int)
Fort and Will Saves: +12 (+4 sacred Celestial Valor, +6 morale Glorious Rally, +2 Princess Int)
Ref Save +15 (+5 sacred Shield of Warding, +6 morale Glorious Rally, +2 insight Foresight, +2 Princess Int)
Ability Checks: +2 (+2 morale from Good Hope)
Init: +2/+6 (+2 morale from Good Hope, +4 one-time bonus from Sign)
Title: Re: The Battle of Father and Son
Post by: Anastasia on June 06, 2019, 01:14:31 PM
'Doubt it,' Elle sends back, 'It'll stop the rain cold I would think. Not sure on the barrier - it's something near or around the throne, if not the throne itself. It could be Imix or his magic, too. We don't have much time, act fast.'

The throne looks like a throne. Unremarkable, really. If there's magic, it's either warded or utterly non magical.

You can't recast your spell turning, it's there and merely nonfunctional as a result of the resonation. You'd have to get rid of that casting of it altogether first.

Also, are the tattoos any particular spell or ability?

Elle's baseline AC already has epic mage armor factored in.
Title: Re: The Battle of Father and Son
Post by: Corwin on June 06, 2019, 01:51:21 PM
On the contrary, Elle, Seira responds with a snort. We have all the time in the world. In any case, this looks like me falling for the sunk cost fallacy, so this is what we're going to do.

She gestures straight up, even as a Resilient Sphere emerges over Donald, and after a moment flashes towards Ranbar as if via a variant of Chain Spell. We only sensed this block after coming within a thousand feet, and the shape seemed like a demi-sphere to me. I'm going to stop time again once your spell runs out and gain sufficient altitude, then try to summon Honeydip. If it works, great. If not, we'll roll the dice. As for you, I need you to cast Prismatic Sphere and buff your defenses some, then be ready to mess up Magul. Once time briefly resumes he'll need to either dispel the sphere I'll put him in or slip outside. That's when you'll strike to keep him occupied.

Seira will use a Miracle to form a (demi)sphere of light around Magul, being a modified Wall of Light spell that is designed to block all visual forms of perception to prevent line of sight and targeting. Spells/actions for the Time Stop are:

Round 1: Create Magic Tattoo (+1 CL), Create Magic Tattoo (+2 competence to attack), alter reality for astral links, move to get next to Imix and his throne.
Round 2: Assay Spell Resistance (Imix), Miracle for modified Sphere of Light around Magul, Miracle to emulate Chain Spell Resilient Sphere on Donald and Ranbar (with the modification being that the distance between the two is 170ft and not 30ft), move 230ft up
Round 3: Run action to fly straight up (perfect flight of 230ft, thus 920ft up this round) for combined height 1,150ft. If the dimensional lock indeed seems to no longer be there, Seira will summon 1d3 Large Water elementals!

19:49 <CC> roll 1d3
19:49 <Penuche> CC invokes Penuche's magic: < 3 > [d3=3]

I would like to see this resolve before proceeding. For Elle's actions, I would prefer that she used:

Ele round 1: Prismatic Sphere
Ele round 1: Shield (sorc side)
Ele round 1: Assay Spell Resistance (Magul)
Title: Re: The Battle of Father and Son
Post by: Anastasia on June 06, 2019, 02:13:56 PM
I'd rule the sphere of light to be targeting Magul and thus be invalid in time stop. It's the sort of thing that I'd absolutely rule would allow a save, and thus I feel it's targeted enough to qualify for time stop's protections.
Title: Re: The Battle of Father and Son
Post by: Corwin on June 06, 2019, 02:16:49 PM
Is there a difference from Forcecage? I'd use that, if the difference exists.
Title: Re: The Battle of Father and Son
Post by: Anastasia on June 07, 2019, 01:04:47 PM
Forcecage was houseruled after you and Alyssa used it like that to allow a Ref save, incidentally. It's worth refreshing on since it's relevant.

This feels like a case where the intent of time stop 'can't harm or directly target a creature not in the time stop' falls afoul of 'well technically you're not directly targeting them even though it's something that should allow a save or otherwise it's a no save no SR sort of you lose spell'. I'm going to rule in favor of the intent rather than the technical here, go ahead and change that action into something else.

I appreciate that this is a creative attempt to work with the problem you have, but I also feel it's a situation where using a technicality of the rules shouldn't overturn the intent of the rules around time stop. This would also apply to using forcecage here for the same logic - allowing you and Iddy to get away with that ended up being a bad ruling on my part, adding a Reflex save to forcecage was the first step towards mitigating that. It's bad rules for time stop to deprive someone of a saving throw because something was established and cast within time stop.

Go ahead and present me the list in your last IC post, only with a substitution for the sphere.
Title: Re: The Battle of Father and Son
Post by: Corwin on June 07, 2019, 01:08:29 PM
Seira will summon 1d3 Large Water elementals!

19:49 <CC> roll 1d3
19:49 <Penuche> CC invokes Penuche's magic: < 3 > [d3=3]

I would like to see this resolve before proceeding.
Title: Re: The Battle of Father and Son
Post by: Anastasia on June 07, 2019, 01:17:45 PM
The summon works as you'd expect, elementals appearing.
Title: Re: The Battle of Father and Son
Post by: Corwin on June 07, 2019, 01:34:43 PM
With her hypothesis confirmed, Seira uses Gate to call upon Lady Honeydip! That most reliable of pixie generals appears at Seira's side in a flash, frozen, and Seira gets ready to the last part of her plan!

The final spells prepared and Elle told to step into the safety of her Prismatic Sphere, Seira emerges from Time Stop ready to cast! There is only one spell which would be fitting for this desperate situation, and it is that spell that she casts right now!

First, the Magul sphere is replaced with a Wall of Stone that is vertical and breaks line of sight/line of effect from my current position and his. He is free to move and regain that.

Round 3: Run action to fly straight up (perfect flight of 230ft, thus 920ft up this round) for combined height 1,150ft. If the dimensional lock indeed seems to no longer be there, Seira will summon 1d3 Large Water elementals! She will also summon Lady Honeydip via Gate.
Round 4: Spell Repeat True Casting, Spell Repeat Spell Enhancer, Widened Maximized Delayed Blast Fireball with a delay of one round and a radius of 2 miles (cast at Long range to have its center appear well within Magul's field of vision as dispel bait). Free action Soothsayer's Spite prediction that next round I will be using Widened Maximized Empowered Simmer's Contagious Fireburst on everyone.
Title: Re: The Battle of Father and Son
Post by: Corwin on June 07, 2019, 01:45:53 PM
They have coordinated this, so as soon as Honeydip unfreezes and realizes she is on Fire next to Seira, she only has time to follow their plan and help boost Seira's coming spell before forming a Resilient Sphere around herself!

On Seira's part, just as a fireball goes off below to hopefully distracting effect, she herself explodes into Goldenfire! It consumes everything in its path, eating through all the gathered soldiers until none are left and even as it trails past its original range to seek out more enemies amidst Imix's gathered forces, the fires also gather to vent their fury on Imix and his trusted lieutenants!

It feels like the situation calls for a pithy one-liner, but to Seira putting down this monster would bring all the fulfillment she could wish for!

As time resumes, Seira casts Widened Maximized Empowered Simmer's Contagious Fireburst!
19:32 <CC> roll 1d20+38+2+1+10+10+10 SR
19:33 <Penuche> CC invokes Penuche's magic: < 79 > [d20=8]
320 Goldenfire damage with a 2 miles radius, Ref DC 55 half. Everyone killed by it explodes with the same damage/save/radius.
I forgot to account for my DvR in rolling against SR.
CL to beat SR is 81+Honeydip's Determined Caster aura bonus for Imix, and 71+Honeydip's Determined Caster aura bonus for everyone else.

Widened Maximized Delayed Blast Fireball:
19:37 <CC> roll 1d20+38+2+1+10+10 SR
19:37 <Penuche> CC invokes Penuche's magic: < 81 > [d20=20]
I forgot to account for my DvR in rolling against SR. CL to beat SR is 83 for everyone but Imix, and 93 for Imix.
Damage of 60 goldenfire for 2 miles, centered on a spot close to Magul. Ref DC 48 half.

Plan for Lady Honeydip is to speak (and thus activate her aura), before using Miracle to get a Resilient Sphere around her and save her from my spells.
Title: Re: The Battle of Father and Son
Post by: Anastasia on June 07, 2019, 02:10:14 PM
Do me a favor of putting everything going on in the time stop + the rest of your turn in one post, so I can sort it out together rather than trying to do this between multiple posts? Everything's split by about a page of posts by now, I don't want things getting lost because of that.
Title: Re: The Battle of Father and Son
Post by: Corwin on June 07, 2019, 02:16:13 PM
My actions and desired actions of allied NPCs:

Round 1: Create Magic Tattoo (+1 CL), Create Magic Tattoo (+2 competence to attack), alter reality for astral links (failed), move to get next to Imix and his throne.

22:57 <CC> roll 1d20+2
22:57 <Penuche> CC invokes Penuche's magic: < 22 > [d20=20]

Round 2: Assay Spell Resistance (Imix), Miracle for a Wall of Stone that is vertical and breaks line of sight/line of effect from my current position and Magul's (he is free to move and regain that), Miracle to emulate Chain Spell Resilient Sphere on Donald and Ranbar (with the modification being that the distance between the two is 170ft and not 30ft), move 230ft up
Round 3: Run action to fly straight up (perfect flight of 230ft, thus 920ft up this round) for combined height 1,150ft. If the dimensional lock indeed seems to no longer be there, Seira will summon 1d3 Large Water elementals!

19:49 <CC> roll 1d3
19:49 <Penuche> CC invokes Penuche's magic: < 3 > [d3=3]

Seira will also summon Lady Honeydip via Gate.

Round 4: Spell Repeat True Casting, Spell Repeat Spell Enhancer, Widened Maximized Delayed Blast Fireball with a delay of one round and a radius of 2 miles (cast at Long range to have its center appear well within Magul's field of vision as dispel bait). Free action Soothsayer's Spite prediction that next round I will be using Widened Maximized Empowered Simmer's Contagious Fireburst on everyone.

As time resumes, Seira casts Widened Maximized Empowered Simmer's Contagious Fireburst!
19:32 <CC> roll 1d20+38+2+1+10+10+10 SR
19:33 <Penuche> CC invokes Penuche's magic: < 79 > [d20=8]
320 Goldenfire damage with a 2 miles radius, Ref DC 55 half. Everyone killed by it explodes with the same damage/save/radius.
I forgot to account for my DvR in rolling against SR.
CL to beat SR is 81+Honeydip's Determined Caster aura bonus for Imix, and 71+Honeydip's Determined Caster aura bonus for everyone else.

Widened Maximized Delayed Blast Fireball:
19:37 <CC> roll 1d20+38+2+1+10+10 SR
19:37 <Penuche> CC invokes Penuche's magic: < 81 > [d20=20]
I forgot to account for my DvR in rolling against SR. CL to beat SR is 83 for everyone but Imix, and 93 for Imix.
Damage of 60 goldenfire for 2 miles, centered on a spot close to Magul. Ref DC 48 half.

As time resumes, the plan is for Lady Honeydip to speak (and thus activate her Determined Caster aura), before using Miracle to get a Resilient Sphere around her and save her from my spells. Alternately, she can use Miracle to Greater Plane Shift herself back to the battle on Astral.

Elle spells in Time Stop round 1: Prismatic Sphere
Elle spells in Time Stop round 2: Shield (sorc side)
Elle spells in Time Stop round 3: Assay Spell Resistance (Magul)
No preference for round 4, but she needs to be within the Prismatic Sphere as Time Stop ends
Title: Re: The Battle of Father and Son
Post by: Anastasia on June 07, 2019, 02:36:03 PM
Okay, give me a caster level check on the delayed blast fireball. This is notably not an SR check, so bonuses to that alone do not apply.

[spoiler]

Include strength/mind of the dragon princess.

Recitation and Celestial Valor, obviously. Channeled spell is Chain Dispel again (move action).

HP: 704+68/792 (fast healing 8)
Negative Conditions:
Aura:
Bonuses: Attack+13, Damage+10, Touch AC+4, Regular AC+9, Fort/Will Saves+10, Ref Saves+12, Skills+4, Ability Checks+2
Resources: Quick Cast 6/6 Protection Devotion 1/1 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1 Armor Haste 13/15 Breath Weapon Boost 3/3 Weapon Damage Dice Boost 3/3
Spells Used: 1 1st, 2 8th level duskblade
SLAs Used:
Spells Active:
Notes: Two quickened spells/round when under armor's haste, unkillable allows Con saves to not be reduced below 1 HP. Slashing flurry enables extra attacks for penalties.

Elle
HP: 776+68/776 (fast healing 8)
Negative Conditions:
Aura:
Bonuses: Attack+13, Damage+10, Touch AC+4, Regular AC+9, Fort/Will Saves+10, Ref Saves+12, Skills+4, Ability Checks+2
Resources: Dragon Breath (DD) 1/1 Touch of Vitality 126/126 Mythical Cast Maximize 3/3
Spells Used: Time Stop, Prismatic Sphere, Maximized Queen's Displeasure, Antimagic Zone, Quickened Empowered Maximized Twinned Moonbow
SLAs Used:
Spells Active: Epic Mage Armor (CL31)
Notes:

Ranbar
HP: 560+68/560 (fast healing 8)
Negative Conditions:
Aura:
Bonuses: Attack+13, Damage+10, Touch AC+4, Regular AC+9, Fort/Will Saves+10, Ref Saves+12, Skills+4, Ability Checks+2
Resources: Channel Energy 12/12 Inspiration 15/24 (enc) Cunning Save 4/4
Spells Used: Cleric: Barraged Heal Factotum: Barraged Strength of the Dragon Princess, Barraged Mind of the Dragon Princess.
SLAs Used:
Spells Active: Endurance of the Dragon Princess (CL34)
Notes: Baseline cunning insight is +4 from feats, exalted adds +6, total of +10 if used in tandem with that.
Title: Re: The Battle of Father and Son
Post by: Corwin on June 07, 2019, 02:38:41 PM
20:38 <CC> roll 1d20+38+2+1+2 CL
20:38 <Penuche> CC invokes Penuche's magic: < 57 > [d20=14]
Title: Re: The Battle of Father and Son
Post by: Anastasia on June 07, 2019, 02:47:15 PM
There's a flash of light from within Imix as the delayed blast fireball goes off. For a moment you almost can see something within him, but it passes as the flames are too much. Instead, suddenly Magul intones a powerful spell and abruptly - !!!

Superb dispelling as a counterspell, if you're curious.

> roll 1d20+37
<Penuche> Space_Cat invokes Penuche's magic: < 55 > [d20=18]

Does that counter the delayed blast fireball?

To be clear, whatever Imix has going on didn't stop the spell, so Magul's trying to counter this.
Title: Re: The Battle of Father and Son
Post by: Corwin on June 07, 2019, 02:49:38 PM
It's CL is 41, so yes.
Title: Re: The Battle of Father and Son
Post by: Anastasia on June 07, 2019, 02:53:15 PM
The spell crumble as Seira...

Chance to change action or go on with the chosen action, since you have a second to see this happen.
Title: Re: The Battle of Father and Son
Post by: Corwin on June 07, 2019, 02:55:06 PM
I am murdering every enemy here and putting Imix on so much nonlethal ice his avatars will feel it. If they have the range to counterspell me from 1,150ft away, I will counter with my own Superb Dispelling via the Instant Counterspell SDA.
Title: Re: The Battle of Father and Son
Post by: Anastasia on June 07, 2019, 02:58:31 PM
CL check then, same as the one for the fireball I just called for.
Title: Re: The Battle of Father and Son
Post by: Corwin on June 07, 2019, 03:14:20 PM
21:13 <CC> roll 1d20+38+2+1+2+10 CL
21:13 <Penuche> CC invokes Penuche's magic: < 57 > [d20=4]

IGNORANCE used.
Title: Re: The Battle of Father and Son
Post by: Anastasia on June 07, 2019, 03:17:48 PM
This time the same light flashes, but your magic bulls past it and...

How much damage are we talking here, since it influences an action.
Title: Re: The Battle of Father and Son
Post by: Corwin on June 07, 2019, 03:21:13 PM
320 Goldenfire damage with a 2 miles radius, Ref DC 55 half. Everyone killed by it explodes with the same damage/save/radius. CL to beat SR is 81+Honeydip's Determined Caster aura bonus for Imix, and 71+Honeydip's Determined Caster aura bonus for everyone else.

Being a divine rogue/paladin I don't fail a save on a 1, have a high enough ref save that even a 1 means I pass, and evasion which ensures I take no damage.

The damage from Widened Maximized Empowered Simmer's Contagious Fireburst is 20d10, or 20d10+20 with Soothsayer's Spite coming into play. Empowered and Maximized it becomes 300+20 and thus 320 per blast. Around me are 3 water elementals who expire and add to the explosions, and then there is every regular soldier within 2 miles of Imix's and party who explode and hit them.
Title: Re: The Battle of Father and Son
Post by: Anastasia on June 07, 2019, 03:34:24 PM
Well, this edge cased Simmer's Contagious Fireburst to either being changed or banned, but that was honestly close to that for a long time as it was. Admittedly it's a stress situation since your widening ability isn't standard, but it was on it's last strike anyway. Won't take effect until after this adventure, so just making a note of it now, so this has zero impact on the current battle.

Not even going to bother rolling the saves for the army.


The detonation is titanic - there's no other word for it. The goldenfire burst is massive beyond measure, and when it's gone, so is the army. Yet a glowing red light surrounds Imix and the elite warriors around him - the primal elementals, Asgeroth, the little dragon and Magul are untouched beneath this light. Imix is nearly transparent, a red hot metal shield within his body glowing brighter and brighter with goldenfire.

Yet the sacrifice is made. Before your eyes, the shield shatters. Shards of it fly close and far, tiny little dots of red and gold light, going from mere feet away to going farther can you can imagine. Some stay within Imix's body as the light fades, leaving them intact while devastation is all around them.

Magul cries out at that, hands to his empty eyes, while Asgeroth looks on in grim disgust.

Chance to change or continue with the last delayed blast fireball.
Title: Re: The Battle of Father and Son
Post by: Corwin on June 07, 2019, 03:38:42 PM
I actually already used that fireball, although I do have two actions left! I will take them once you tell me what that light I saw in Imix twice before during my spells was, whether it was this shield, what is this shield, is it an SDA, did it break, can I absorb some of it and if so do I need a dvr check or the motes that flew away from him are free to the taking?
Title: Re: The Battle of Father and Son
Post by: Anastasia on June 07, 2019, 03:40:58 PM
Obligatory K:P and K:A checks real quick.
Title: Re: The Battle of Father and Son
Post by: Corwin on June 07, 2019, 03:41:32 PM
10 for 103 has served me well before, for both.
Title: Re: The Battle of Father and Son
Post by: Anastasia on June 07, 2019, 03:45:50 PM
You think the light came from the shield, logically.

As for the shield? You honestly aren't sure, but you recall one old legend. It's fragments of legends - it's said Kossuth made several shields of iron for reasons unknown, only that they offer incredible protections against flame. Known as Kossuth's Mercy, these shields are generally believed to be a myth by most scholars, just a random bit of lore debris that means nothing. Maybe the myth is true in some form? It's an old one, and few even in Fire talk of them.

The shield shattered, so unless it has a highly unusual definition of not breaking, it broke.

You could go gather the shards if you want, sure. There's tons and tons of them - on a glance far more than a shield that size should have made. Many traveled what must be miles, or dozens of miles, or thousands of miles or far more, perhaps even to other planes across planar borders, they went so far. Admittedly the way infinite planes work that's a little fuzzy anyway.

Any shards within Imix are obviously out of bounds, but any just lying there are free game.
Title: Re: The Battle of Father and Son
Post by: Corwin on June 07, 2019, 04:02:52 PM
Undeterred by this apparent failure, Seira cups her hands as sickly emerald light forms between them. And then, without further ado, the emerald washes away the gold upon the horizon!

It's safe to come out now, she relays to Elle afterwards, before sending a message to Amaryl and Zaaman Rul saying, Got his army and a fancy Kossuth-made shield, but Imix is still kicking

And then Seira drops down, her superior speed allowing her to close some of the distance even as her divine power seeks out many of the shards around her and brings them to her. It may not do much, but infuriating Imix to focus solely on her at the expense of reason and common sense is a decent goal to have!

Widened Enhanced Maximized Empowered Twinned Disintegrating Burst for 2 miles, which happens to break the Resilient Spheres for Donald, Ranbar and Honeydip (Ranbar should be capable of casting, since Elle is within Prismatic Sphere that cuts off all spells in and out from my understanding).
CL roll to beat SR:
21:50 <CC> roll 1d20+34+1+10+14+2 (+10 more vs Imix)
21:50 <Penuche> CC invokes Penuche's magic: < 66 > [d20=5]
Enhanced it's 60d6, maximized and empowered makes it 540, twinned makes it 1080 damage.
Fort DC 47 to only receive 90 damage (5d6, maximized and empowered to 45, twinned to 90)

Dropping down 460ft (moving down at twice speed since it's down) so that I'm 690ft from Imix/the ground. Using Alter Reality to try and 'steal' as many shards as a I can.
Title: Re: The Battle of Father and Son
Post by: Anastasia on June 07, 2019, 04:06:46 PM
Where are you aiming to be relative to everyone when you cast disintegrating burst?
Title: Re: The Battle of Father and Son
Post by: Corwin on June 07, 2019, 04:09:21 PM
I was adjacent to Imix's throne before shooting up 1,150ft into the sky. So I seek to be 690ft above the ground and 5ft away from Imix now. I believe Elle should be almost directly below me, given we were inspecting the throne side by side in Time Stop. You know where Donald and Ranbar are. Honeydip would be 1,150ft up in the air and 5ft more to the side (given we were adjacent).
Title: Re: The Battle of Father and Son
Post by: Corwin on June 07, 2019, 04:10:10 PM
I believe that Magul should still not have line of effect/line of sight towards me, since Imix protected everything there including my wall.
Title: Re: The Battle of Father and Son
Post by: Anastasia on June 07, 2019, 04:22:43 PM
Imix autopasses, can't fail on a 1 and his 1 is high enough to pass.

> roll 1d20+57 Magul
> roll 1d20+57 Magul
<Penuche> Kotono invokes Penuche's magic: < 75 > [d20=18]
<Penuche> Kotono invokes Penuche's magic: < 66 > [d20=9]
> roll 1d20+52 mettle Asgeroth
<Penuche> Kotono invokes Penuche's magic: < 70 > [d20=18]
> roll 1d20+52 mettle Asgeroth
<Penuche> Kotono invokes Penuche's magic: < 53 > [d20=1]
> roll 1d20+49 dragon
> roll 1d20+49 dragon
<Penuche> Kotono invokes Penuche's magic: < 54 > [d20=5]
<Penuche> Kotono invokes Penuche's magic: < 56 > [d20=7]
> roll 1d20+39 primal 1
> roll 1d20+39 primal 1
<Penuche> Kotono invokes Penuche's magic: < 40 > [d20=1]
<Penuche> Kotono invokes Penuche's magic: < 48 > [d20=9]
> roll 1d20+40 prima 2
> roll 1d20+40 prima 2
<Penuche> Kotono invokes Penuche's magic: < 48 > [d20=8]
<Penuche> Kotono invokes Penuche's magic: < 58 > [d20=18]

The burst of disintegration hits hard, striking hard and dissolving ground - not that it matters now, the throne gone as well. Asgeroth grimaces as much of his right side is gone, while one of the primal elementals staggers, flames flickering. Yet Imix is barely even disturbed by that, as...

That it for your turn?
Title: Re: The Battle of Father and Son
Post by: Corwin on June 07, 2019, 04:25:24 PM
I'd appreciate a response from Zaaman Rul and Amaryl since then I know what to expect. Also, just short of 2 miles of ground just got excavated underneath everyone. My dudes can all fly, I presume so can the enemies?
Title: Re: The Battle of Father and Son
Post by: Anastasia on June 07, 2019, 04:46:52 PM
Yes, they can all fly.

Keep going!

Then let's go and finish him!
Title: Re: The Battle of Father and Son
Post by: Corwin on June 07, 2019, 04:49:59 PM
If you're coming, then this spot is free of dimensional hijinks as far as I could tell, upon testing it, Seira tells Zaaman Rul, along with the image and coordinates of the spot by Lady Honeydip.

In Donald, Elle and Ranbar's mind, she says, Plan A had failed. Ranbar, can you finish off that guy's left side? Donald, we'll try to thin out the opposition in melee. Elle, I'll let you know how the situation is in a moment, so hang in there

I'm good!
Title: Re: The Battle of Father and Son
Post by: Anastasia on June 07, 2019, 05:13:44 PM
Init is Imix (72) > Primal Fire Elemental 2 (52) > Donald = Primal Fire Elemental 1 (33) > Magul the Mad (32) > Asgeroth (29) > Elle (25) > Seira > Ranbar (19) > Mini Dragon (16)

Ranbar is up.


"I will, Seira," Ranbar exclaims, praying softly. She stands amid fire and casts, explosions of stars ripping amid the group.

Cunning breach for no SR. DC is 30.

Imix can't fail the save.

> roll 1d20+51 Magul evasion
> roll 1d20+51 Magul evasion
> roll 1d20+51 Magul evasion
> roll 1d20+51 Magul evasion
<Penuche> Kotono invokes Penuche's magic: < 67 > [d20=16]
<Penuche> Kotono invokes Penuche's magic: < 57 > [d20=6]
<Penuche> Kotono invokes Penuche's magic: < 69 > [d20=18]
<Penuche> Kotono invokes Penuche's magic: < 71 > [d20=20]
> roll 1d20+54 Asgeroth evasion someone chose carefully for those who could deal with being bunched together
> roll 1d20+54 Asgeroth evasion someone chose carefully for those who could deal with being bunched together
> roll 1d20+54 Asgeroth evasion someone chose carefully for those who could deal with being bunched together
> roll 1d20+54 Asgeroth evasion someone chose carefully for those who could deal with being bunched together
<Penuche> Kotono invokes Penuche's magic: < 66 > [d20=12]
<Penuche> Kotono invokes Penuche's magic: < 62 > [d20=8]
<Penuche> Kotono invokes Penuche's magic: < 55 > [d20=1]
<Penuche> Kotono invokes Penuche's magic: < 66 > [d20=12]
> roll 1d20+49 dragon improved evasion
> roll 1d20+49 dragon improved evasion
> roll 1d20+49 dragon improved evasion
> roll 1d20+49 dragon improved evasion
<Penuche> Kotono invokes Penuche's magic: < 65 > [d20=16]
<Penuche> Kotono invokes Penuche's magic: < 59 > [d20=10]
<Penuche> Kotono invokes Penuche's magic: < 57 > [d20=8]
<Penuche> Kotono invokes Penuche's magic: < 69 > [d20=20]
> roll 1d20+60 primal 1 you at least knew they have improved evasion by default
> roll 1d20+60 primal 1 you at least knew they have improved evasion by default
> roll 1d20+60 primal 1 you at least knew they have improved evasion by default
> roll 1d20+60 primal 1 you at least knew they have improved evasion by default
<Penuche> Kotono invokes Penuche's magic: < 67 > [d20=7]
<Penuche> Kotono invokes Penuche's magic: < 74 > [d20=14]
<Penuche> Kotono invokes Penuche's magic: < 72 > [d20=12]
<Penuche> Kotono invokes Penuche's magic: < 64 > [d20=4]
> roll 1d20+61 improved evasion primal 2
> roll 1d20+61 improved evasion primal 2
> roll 1d20+61 improved evasion primal 2
<Penuche> Kotono invokes Penuche's magic: < 69 > [d20=8]
> roll 1d20+61 improved evasion primal 2
<Penuche> Kotono invokes Penuche's magic: < 80 > [d20=19]
<Penuche> Kotono invokes Penuche's magic: < 66 > [d20=5]
<Penuche> Kotono invokes Penuche's magic: < 76 > [d20=15]

Okay, Asgeroth takes one straight through, which deals...300 damage.


The Star Explosions rip through them - Imix stands there and endures, battered but barely, taking the shot. Asgeroth stumbles, a burst of healing magic bringing him back from the brink. He's bleeding profusely, a hand on his chest as...

Mini dragon is up in the next post.
Title: Re: The Battle of Father and Son
Post by: Anastasia on June 07, 2019, 05:27:49 PM
A moment, a flex of power as suddenly the dragon utters a strange word, a tiny scale atop it's head glowing and...

Quick question, are you in range to counterspell? If you are, you're welcome to try.

It's invoking a time stop SLA.
Title: Re: The Battle of Father and Son
Post by: Corwin on June 07, 2019, 05:29:04 PM
No, to my regret.
Title: Re: The Battle of Father and Son
Post by: Anastasia on June 07, 2019, 05:41:51 PM
> roll 1d4+1
<Penuche> Kotono invokes Penuche's magic: < 5 > [d4=4]

> roll 1d20+50 Ref save Donald 1
<Penuche> Kotono invokes Penuche's magic: < 60 > [d20=10]
> roll 1d20+50 Ref save Donald 2
<Penuche> Kotono invokes Penuche's magic: < 61 > [d20=11]
> roll 1d20+50 Ref save Donald 3
<Penuche> Kotono invokes Penuche's magic: < 67 > [d20=17]
> roll 1d20+50 Ref save Donald 4
<Penuche> Kotono invokes Penuche's magic: < 55 > [d20=5]
> roll 1d20+50 Ref save Donald 5
<Penuche> Kotono invokes Penuche's magic: < 67 > [d20=17]
> roll 1d20+50 Ref save Donald 6
<Penuche> Kotono invokes Penuche's magic: < 64 > [d20=14]
> roll 1d20+50 Ref save Donald 7
<Penuche> Kotono invokes Penuche's magic: < 59 > [d20=9]
> roll 1d20+50 Ref save Donald 8
<Penuche> Kotono invokes Penuche's magic: < 52 > [d20=2]

Maximized empowered delayed blast fireballs, searing. Pain.

That's a base of 180 damage and he made the save so down to 90, then 45 after searing since fire immune. No failed saves, so 45*8 is....360. Ow.


A flash of fire, all at once - a familiar spell, delayed blast fireballs utterly consuming Donald. When it clears he's burned and blackened all over, but still up. "Yeah...you got more?" he taunts, beckoning for them to come forward.

At this a voice booms from above, "Your defeat is here. Come face me, coward!" Zaaman Rul declares, appearing by Honeydip.

Imix looks up with an open glare, "A battle of father and son," he sneers, "Except you hide behind the skirts of a woman!"

> roll 1d20+30 Zaaman Rul init
<Penuche> Kotono invokes Penuche's magic: < 34 > [d20=4]

> roll 1d20+15 Honeydip
<Penuche> Kotono invokes Penuche's magic: < 18 > [d20=3]


Init is Imix (72) > Primal Fire Elemental 2 (52) > Zaaman Rul (34) > Donald = Primal Fire Elemental 1 (33) > Magul the Mad (32) > Asgeroth (29) > Elle (25) > Seira > Ranbar (19) > Honeydip (18) > Mini Dragon (16)

Chance to react, Imix in the next post.

[spoiler]

Include strength/mind of the dragon princess.

Recitation and Celestial Valor, obviously. Channeled spell is Chain Dispel again (move action).

Donald
HP: 344/792 (fast healing 8)
Negative Conditions:
Aura:
Bonuses: Attack+13, Damage+10, Touch AC+4, Regular AC+9, Fort/Will Saves+10, Ref Saves+12, Skills+4, Ability Checks+2
Resources: Quick Cast 6/6 Protection Devotion 1/1 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1 Armor Haste 13/15 Breath Weapon Boost 3/3 Weapon Damage Dice Boost 3/3
Spells Used: 1 1st, 2 8th level duskblade
SLAs Used:
Spells Active:
Notes: Two quickened spells/round when under armor's haste, unkillable allows Con saves to not be reduced below 1 HP. Slashing flurry enables extra attacks for penalties.

Elle
HP: 776+68/776 (fast healing 8)
Negative Conditions:
Aura:
Bonuses: Attack+13, Damage+10, Touch AC+4, Regular AC+9, Fort/Will Saves+10, Ref Saves+12, Skills+4, Ability Checks+2
Resources: Dragon Breath (DD) 1/1 Touch of Vitality 126/126 Mythical Cast Maximize 3/3
Spells Used: Time Stop, Prismatic Sphere, Maximized Queen's Displeasure, Antimagic Zone, Quickened Empowered Maximized Twinned Moonbow
SLAs Used:
Spells Active: Epic Mage Armor (CL31)
Notes:

Ranbar
HP: 560+68/560 (fast healing 8)
Negative Conditions:
Aura:
Bonuses: Attack+13, Damage+10, Touch AC+4, Regular AC+9, Fort/Will Saves+10, Ref Saves+12, Skills+4, Ability Checks+2
Resources: Channel Energy 12/12 Inspiration 22/24 (enc) Cunning Save 4/4
Spells Used: Cleric: Barraged Heal Factotum: Barraged Strength of the Dragon Princess, Barraged Mind of the Dragon Princess.
SLAs Used:
Spells Active: Endurance of the Dragon Princess (CL34)
Notes: Baseline cunning insight is +4 from feats, exalted adds +6, total of +10 if used in tandem with that.
Title: Re: The Battle of Father and Son
Post by: Corwin on June 07, 2019, 05:44:09 PM
"Actually, I'm wearing a sensible pair of adventurer's pants!" Seira proclaims. "No way would I be caught dead flying above a creep like you in a skirt!"
Title: Re: The Battle of Father and Son
Post by: Anastasia on June 07, 2019, 06:00:20 PM
Imix roars, a roar of fury and contempt, tendrils lashing into Donald like a flurry of flaming whips.

> roll 1d20+133 (+5 ???, +3 recitation, +12 ???, +15 ???, +2 ???, +10 ????) he can't fail on a 1 so these are purely crit checks
<Penuche> Kotono invokes Penuche's magic: < 142 > [d20=9]
> roll 1d20+133 (+5 ???, +3 recitation, +12 ???, +15 ???, +2 ???, +10 ????) he can't fail on a 1 so these are purely crit checks
<Penuche> Kotono invokes Penuche's magic: < 139 > [d20=6]
> roll 1d20+133 (+5 ???, +3 recitation, +12 ???, +15 ???, +2 ???, +10 ????) he can't fail on a 1 so these are purely crit checks
<Penuche> Kotono invokes Penuche's magic: < 134 > [d20=1]
> roll 1d20+133 (+5 ???, +3 recitation, +12 ???, +15 ???, +2 ???, +10 ????) he can't fail on a 1 so these are purely crit checks
<Penuche> Kotono invokes Penuche's magic: < 134 > [d20=1]
> roll 1d20+133 (+5 ???, +3 recitation, +12 ???, +15 ???, +2 ???, +10 ????) he can't fail on a 1 so these are purely crit checks
<Penuche> Kotono invokes Penuche's magic: < 142 > [d20=9]
> roll 1d20+133 (+5 ???, +3 recitation, +12 ???, +15 ???, +2 ???, +10 ????) he can't fail on a 1 so these are purely crit checks
<Penuche> Kotono invokes Penuche's magic: < 143 > [d20=10]
> roll 1d20+133 (+5 ???, +3 recitation, +12 ???, +15 ???, +2 ???, +10 ????) he can't fail on a 1 so these are purely crit checks
<Penuche> Kotono invokes Penuche's magic: < 144 > [d20=11]
> roll 1d20+133 (+5 ???, +3 recitation, +12 ???, +15 ???, +2 ???, +10 ????) he can't fail on a 1 so these are purely crit checks
<Penuche> Kotono invokes Penuche's magic: < 147 > [d20=14]
> OOC: Strike the last 2, it's 6 and not 8.
> roll 8d8+94+3d8+5d6
<Penuche> Kotono invokes Penuche's magic: < 161 > [d8=8,5,5,1,5,7,3,8,4,2,1][d6=5,1,2,5,5]

Donald HP: 344/792

Doing damage roll by roll since various abilities play in.

Donald HP: 183/792

> roll 8d8+94+3d8+5d6
<Penuche> Kotono invokes Penuche's magic: < 163 > [d8=3,8,5,6,7,7,4,6,5,3,4][d6=2,2,3,2,2]

Donald HP: 20/792

> roll 8d8+94+3d8+5d6
<Penuche> Kotono invokes Penuche's magic: < 171 > [d8=3,4,7,5,1,8,4,8,5,6,8][d6=4,4,4,2,4]

Fortunate Fate trips.

Donald HP: -1/792

Unkillable trips on attack 3.

> roll 1d20+13 Unkillable vs DC 10
<Penuche> Kotono invokes Penuche's magic: < 33 > [d20=20]

Donald HP: 1/792.

Attack 4's damage is assumed to be fatal obviously, so Unkillable trips again.

> roll 1d20+13 Unkillable vs DC 13
<Penuche> Kotono invokes Penuche's magic: < 28 > [d20=15]

Donald HP: 1/792.

Attack 5, same as 4.

> roll 1d20+13 Unkillable vs DC 16
<Penuche> Kotono invokes Penuche's magic: < 21 > [d20=8]

Attack 6, last one, same as 4.

> roll 1d20+13 Unkillable vs DC 19
<Penuche> Kotono invokes Penuche's magic: < 25 > [d20=12]

Donald survives that with 1 HP. Somehow.


Donald is battered, flayed. His flesh is burned but somehow he stands there, stands and grins even as his face is a burnt ruin, oozing blood. "G...gu...got more?"

The glare Imix gives him is pure hate before, "Next time," he howls, "You all DROWN IN FLAMES!" His voice is yet heard, before abruptly, all of them vanish.

Did...did you do it? Did you win?

Free act. Lessons learned on both sides, that was one hell of a brutal one rounder and two utterly vicious and powerful plans smashing into each other.

[spoiler]

Include strength/mind of the dragon princess.

Recitation and Celestial Valor, obviously. Channeled spell is Chain Dispel again (move action).

Donald
HP: 1/792 (fast healing 8)
Negative Conditions:
Aura:
Bonuses: Attack+13, Damage+10, Touch AC+4, Regular AC+9, Fort/Will Saves+10, Ref Saves+12, Skills+4, Ability Checks+2
Resources: Quick Cast 6/6 Protection Devotion 1/1 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1 Armor Haste 13/15 Breath Weapon Boost 3/3 Weapon Damage Dice Boost 3/3
Spells Used: 1 1st, 2 8th level duskblade
SLAs Used:
Spells Active:
Notes: Two quickened spells/round when under armor's haste, unkillable allows Con saves to not be reduced below 1 HP. Slashing flurry enables extra attacks for penalties. Next unkillable is at DC 22.

Elle
HP: 776+68/776 (fast healing 8)
Negative Conditions:
Aura:
Bonuses: Attack+13, Damage+10, Touch AC+4, Regular AC+9, Fort/Will Saves+10, Ref Saves+12, Skills+4, Ability Checks+2
Resources: Dragon Breath (DD) 1/1 Touch of Vitality 126/126 Mythical Cast Maximize 3/3
Spells Used: Time Stop, Prismatic Sphere, Maximized Queen's Displeasure, Antimagic Zone, Quickened Empowered Maximized Twinned Moonbow
SLAs Used:
Spells Active: Epic Mage Armor (CL31)
Notes:

Ranbar
HP: 560+68/560 (fast healing 8)
Negative Conditions:
Aura:
Bonuses: Attack+13, Damage+10, Touch AC+4, Regular AC+9, Fort/Will Saves+10, Ref Saves+12, Skills+4, Ability Checks+2
Resources: Channel Energy 12/12 Inspiration 22/24 (enc) Cunning Save 4/4
Spells Used: Cleric: Barraged Heal Factotum: Barraged Strength of the Dragon Princess, Barraged Mind of the Dragon Princess.
SLAs Used:
Spells Active: Endurance of the Dragon Princess (CL34)
Notes: Baseline cunning insight is +4 from feats, exalted adds +6, total of +10 if used in tandem with that.
Title: Re: The Battle of Father and Son
Post by: Corwin on June 07, 2019, 06:01:49 PM
YOU COWARD! GET BACK HERE, IMIX!
Title: Re: The Battle of Father and Son
Post by: Anastasia on June 07, 2019, 06:02:39 PM
BASTARD! COME BACK HERE AND FACE YOUR DEFEAT, IMIX!
Title: Re: The Battle of Father and Son
Post by: Anastasia on June 07, 2019, 06:03:12 PM
Meanwhile Donald floats there, ever so slowly healing, watching on and somehow still in one piece.
Title: Re: The Battle of Father and Son
Post by: Corwin on June 07, 2019, 06:03:24 PM
Seira drops to the void where Donald is floating, and heals him back to full, so furious she cannot speak.
Title: Re: The Battle of Father and Son
Post by: Anastasia on June 07, 2019, 06:05:37 PM
As Donald's wounds heal you see his face slowly knit back to normal. "That...hurt," he finally gets out, spitting blood out. "I'm okay, though. You okay? Elle okay?"
Title: Re: The Battle of Father and Son
Post by: Corwin on June 07, 2019, 06:08:15 PM
"Elle is the safest of us all," Seira says with some difficulty, forming her face into a neutral expression rather than the scowl Donald doesn't deserve. She mentally tells Elle it is safe to exist the sphere, and waves Ranbar and Honeydip over.
Title: Re: The Battle of Father and Son
Post by: Anastasia on June 07, 2019, 06:11:40 PM
Ranbar flies over quickly, "That...that was incredible," she calls to you as she flies in. "I didn't....I've never seen a spell reach that far, that powerfully!"

Meanwhile Elle descends as well, all while Donald says, "Yeah. Asshole got away, though," he rubs his chin, "Hey Zaaman, did you castrate him the last time you fought, 'cause he has no balls."

Zaaman Rul glares where Imix was, "I've never once made him retreat like that," he finally says aloud, coming to your side. "Not like that. Not like that, not that fast." His own voice is angry, the flames of rage burning within them.

MOTHER LAUGHS AT YOUR WEAKNESS, IMIX!
Title: Re: The Battle of Father and Son
Post by: Corwin on June 07, 2019, 06:16:37 PM
Seira sighs. "It's the power of friendship. Simple as that. I knew my chances of heading in and messing him up on my own were slim, but since I came with you all, I believed in that slim chance and we made it happen. If only I'd accounted for his cowardice... we were moments from complete victory, and it was only possible because of all of you. Donald, for drawing their fire and standing stalwart. Elle, for your support that made it easy for me to set up my attack. Honeydip, for more of that support, and being ready at a moment's notice to leap into this furnace with both feet. Ranbar, for keeping the pressure on them and getting Asgeroth."

She turns towards Zaaman Rul, telling him, "Imix hasn't retreated from you. We made him retreat, together, and we'll do that again and again, as much as needed, because you will never need to face him alone in the future, my friend."
Title: Re: The Battle of Father and Son
Post by: Anastasia on June 07, 2019, 06:20:43 PM
Zaaman Rul comes to you, offering you his hand. "We did it together," Zaaman Rul agrees, "It was not the victory any of us wanted, not the way we wanted it - but we won. We made Imix swallow his pride and flee."

On taking Zaaman Rul's hand and shaking it, you feel it. Divine power surging within him as he says, "The key to purifying Fire is not to fight on my own. The key is my allies and all those who rose up to fight with me." Reality seems to twist around Zaaman Rul, a powerful pulse of it.

Zaaman Rul has risen from DvR3 to DvR4. He'll be taking extra domain with a specific domain to represent what this victory has taught him.
Title: Re: The Battle of Father and Son
Post by: Corwin on June 07, 2019, 06:26:44 PM
Imix has fled the field of battle, Seira's voice carries across the plains, boosted through her divine will to resound farther than normally possible. His armies are decimated, the remnants in retreat. Victory is ours!
Title: Re: The Battle of Father and Son
Post by: Anastasia on June 07, 2019, 06:29:26 PM
We have triumphed! We stand proud, we endure in victory!
Title: Re: The Battle of Father and Son
Post by: Corwin on June 07, 2019, 06:30:55 PM
"Let's get back to your realm?" Seira offers to Zaaman Rul. "Unless you want to take on the City of Brass. I'm fine with it if you are."
Title: Re: The Battle of Father and Son
Post by: Anastasia on June 07, 2019, 06:35:55 PM
With a laugh, his anger slowly dimming, "Not today, but one day." Zaaman Rul offers as well.

New topic incoming in a bit.