Okay, this will be largely done OOC. Your enemy will be a Nessian Pit Fiend. You start 100ft away from it on a perfectly blank and featureless plain since this is an OOC combat demo. You have no time before battle for spells or preparations, you're going in raw. Do you have any auras or automatic abilities that affect the Nessian from here?
Of note, I haven't written up an actual spell list/memorization list yet, so I'll be tracking how many spells I cast, but generally not really planning out slots.
Round 1: Time stop.
[blockquote]Rolled 1d4+1 : 2 + 1, total 3[/blockquote]
Time stop round 1: Dimension door 25 ft behind Pit Fiend. Cooldown: [blockquote]Rolled 1d4 : 4, total 4[/blockquote] rounds.
Time stop round 2: Black Tentaclies. Grapple check DC is 29+8= 37. [blockquote]Rolled 1d20+37 : 8 + 37, total 45[/blockquote] for when time restarts.
Time stop round 3: Greater Arcane Sight.
Time starts.
Um. There's something called initiative first, Iddy.
You said it was ooc, so I figured you were just letting me go. But okay.
[blockquote]Rolled 1d20+7 : 7 + 7, total 14[/blockquote] Initative
I just meant out of character, not ignoring mechanics. Okay.
> roll 1d20+17
<Rei-chan> Kotono rolled : 1d20+17 --> [ 1d20=20 ]{37}
Nessian wins init.
The Nessian will begin with a hellball your way. Do you have SR to factor in?
Nope.
Great. Make a Reflex save. Note if you're resistant or immune to fire, acid, electricity or sonic and the amount of resistance, if applicable.
Spending 1 inspiration on Cunning insight, +9 to save.
[blockquote]Rolled 1d20+34 : 10 + 34, total 44[/blockquote] ref. No resistances.
> roll 10d6 fire
> roll 10d6 acid
<Rei-chan> Kotono rolled : 10d6 fire --> [ 10d6=28 ]{28}
<Rei-chan> Kotono rolled : 10d6 acid --> [ 10d6=31 ]{31}
> roll 10d6 lightning
<Rei-chan> Kotono rolled : 10d6 lightning --> [ 10d6=32 ]{32}
> roll 10d6 sonic
<Rei-chan> Kotono rolled : 10d6 sonic --> [ 10d6=22 ]{22}
Go ahead and update your HP before anything else. You made the save, so halve the damage.
HP is currently 231/288
The Nessian charges you all claw-like.
> roll 1d20+53 (+1 haste)
<Rei-chan> Kotono rolled : 1d20+53 (+1 haste) --> [ 1d20=12 ]{65}
AC?
32.
> roll 3d8+17
<Rei-chan> Kotono rolled : 3d8+17 --> [ 3d8=19 ]{36}
36 damage. Update HP, it's your turn.
195/288 HP.
Alyssa casts time stop.
Okay, trivial Concentration check you can't fail assuming you put ranks into it. Assuming you did, roll the time stop.
I did. 33 of them.
[blockquote]Rolled 1d4+1 : 1 + 1, total 2[/blockquote] Time Stop.
Right, take your turns.
Round 1: move 25 feet away from pit fiend, then cast Black Tentacles centered on it. 29 round duration, 37 grapple check DC.
Round 2: Cast Telekinesis and use it to draw Lifedrinker. Concentration check as a Swift: [blockquote]Rolled 1d20+37 : 16 + 37, total 53[/blockquote], 34 round duration.
Okay, what's Lifedrinker do?
his +1 greataxe is favored by undead and constructs, who do not suffer its drawback. A life-drinker bestows two negative levels on its target whenever it deals damage, just as if its target had been struck by an undead creature. One day after being struck, subjects must make a DC 16 Fortitude save for each negative level or lose a character level.
Each time a life-drinker deals damage to a foe, it also bestows one negative level on the wielder. Any negative level gained by the wielder in this fashion lasts for 1 hour.
Horizon Walker Planar Mastery: Negative Plane makes me immune to negative levels.
Cool. That it for the round or anything else once time stop ends?
SHould just be the grapple and then I'll whack him with the axe after.
Okay, make a CMB check against the Nessian's CMD and an attack roll.
CMB for tentacles:
[blockquote]Rolled 1d20+37 : 12 + 37, total 49[/blockquote]
Whiff on the tentacles, make your attack roll with the axe.
Lifedrinker: Successful damage bestows 2 negative levels.
ATK 1:[blockquote]Rolled 1d20+44 : 5 + 44, total 49[/blockquote]
ATK 2:[blockquote]Rolled 1d20+39 : 19 + 39, total 58[/blockquote]
ATK 3:[blockquote]Rolled 1d20+34 : 16 + 34, total 50[/blockquote]
ATK 4:[blockquote]Rolled 1d20+29 : 8 + 29, total 37[/blockquote]
All hit but the 37, so roll damage.
[blockquote]Rolled 3d12+10 : 8, 2, 3 + 10, total 23[/blockquote]
And 6 negative levels.
Quote from: Iron Dragoon on April 23, 2018, 04:02:43 PM
Did that wrong. Was supposed to be 3#, so add 20 more to that for 43.
(http://www.soulriders.net/forum/Themes/ambassador_2_0/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 3d12+10 : 8, 2, 3 + 10, total 23
And 6 negative levels.
Just reroll the damage in this case.
[blockquote]Rolled 3d12+30 : 4, 9, 5 + 30, total 48[/blockquote]
Okay, minimal damage but the levels are huge. That it for your turn?
Yep.
Okay, six negative levels hurts. Suffice to say this is not a happy Nessian. He'll fly up out of the tentacles and fling another hellball at you as he gets his bearings after that assault.
Ref save.
Ref save, 1 inspiration for Cunning Insight. Leaves me at 10/12.
[blockquote]Rolled 1d20+34 : 16 + 34, total 50[/blockquote]
> roll 40d6 no resistances so rolling this in one block, halve it
<Serith> Kotono roll for Serith < 143 > [d6=5,3,2,4,5,3,4,1,5,6,3,1,1,4,6,3,2,4,6,3,5,2,5,3,1,6,6,2,1,3,4,1,1,3,5,4,6,5,4,5]
HP after that?
123/288.
Ow, even after halving you're getting beaten up bad. The Nessian's used a move and a swift, he now uses a standard to hellball you again because he's kinda peeved at six freaking negative levels.
Ref again.
[blockquote]Rolled 1d20+25 : 6 + 25, total 31[/blockquote] Ref
> roll 40d6 no resistances so rolling this in one block, halve it
<Serith> Kotono roll for Serith < 148 > [d6=3,5,3,4,6,3,4,4,4,2,6,4,1,1,3,2,3,6,6,6,1,3,5,2,4,5,6,2,5,1,2,5,2,5,5,3,6,4,1,5]
Should still be alive since you made the Reflex save. Your turn, go.
49/288.
Casting Time Stop again.
[blockquote]Rolled 1d4+1 : 3 + 1, total 4[/blockquote]
Concentration (swift) to maintain TK: [blockquote]Rolled 1d20+38 : 3 + 38, total 41[/blockquote]
4 rounds, go nuts.
Round 1:
Use summon monster 9 to summon Hollyphants from summon monster 8: [blockquote]Rolled 1d4+1 : 2 + 1, total 3[/blockquote]
Round 2:
Energy Immunity: Lightning
Round 3:
Greater Arcane Sight, then move so that I'm within 30 ft of it for attacks.
Round 4:
Elemental Body: Fire, then move so that I'm within 30 ft of it for attacks (in case it went really far away)
I also spend 3 inspiration to activate Cunning Surge. This leaves me at 7, but lets me use full round attack.
Time stop ends. My 1d4+1 Hollyphants will each use Heal on me (I dunno how much it heals since I don't know their caster levels, but it's 10 hp per CL.
I will then full round attack with Lifedrinker again.
Atk 1: [blockquote]Rolled 1d20+44 : 6 + 44, total 50[/blockquote]
Atk 2: [blockquote]Rolled 1d20+39 : 18 + 39, total 57[/blockquote]
Atk 3: [blockquote]Rolled 1d20+34 : 14 + 34, total 48[/blockquote]
Atk 4: [blockquote]Rolled 1d20+29 : 15 + 29, total 44[/blockquote]
15th, so 150 per heal.
Three hits again.
Puts me at full HP, and the pit fiend is at a total of 12 negative levels. My turn is ended.
Okay, it's going to hellball you and all your Hollyphants, too.
Reflex saves, all.
Ref for me: [blockquote]Rolled 1d20+25 : 19 + 25, total 44[/blockquote]
Note: The Hollyphants have SR 18,
Ref for Holly 1: [blockquote]Rolled 1d20+5 : 11 + 5, total 16[/blockquote]
Ref for Holly 2: [blockquote]Rolled 1d20+5 : 10 + 5, total 15[/blockquote]
Ref for Holly 3: [blockquote]Rolled 1d20+5 : 8 + 5, total 13[/blockquote]
> roll 40d6 no resistances so rolling this in one block, halve it and the 'hants take full
<Serith> Kotono roll for Serith < 138 > [d6=5,1,2,4,5,3,6,1,1,1,3,3,4,4,1,3,3,6,3,3,2,2,6,1,6,3,6,6,6,4,6,4,4,2,2,3,5,5,1,2]
I presume that wipes out the summons? Beyond that, what's your HP now?
It does kill the summons, but I have resistances now. Energy Immunity: Lightning, and also Immunity from Fire via Elemental Body.
> roll 10d6 sonic
> roll 10d6 acid
<Serith> Kotono roll for Serith < 29 > [d6=5,2,3,3,3,1,6,2,2,2]
<Serith> Kotono roll for Serith < 40 > [d6=1,6,5,5,5,5,5,1,5,2]
That instead.
Okay, then it hellballs you again since it's attack modifier is shot thanks to negative levels. Ref.
253/288.
Ref: [blockquote]Rolled 1d20+25 : 1 + 25, total 26[/blockquote]
> roll 10d6 acid
> roll 10d6 sonic
<Serith> Kotono roll for Serith < 36 > [d6=5,1,4,5,1,6,1,5,5,3]
<Serith> Kotono roll for Serith < 33 > [d6=5,1,6,4,2,3,2,6,2,2]
Full damage this time but you can take it. Go.
184/288
Knowledge check to ID the Pit Fiend to activate Knowledge Devotion.
Go for it.
Guessing the planes on this. Using skill trick Tale Keeper for +5.
[blockquote]Rolled 1d20+47 : 16 + 47, total 63[/blockquote]
Yes. Nessians, you've fought them plenty in B3. Need anything in particular answered?
Just to know how much I beat the DC by so I know how much my bonus is.
Doesn't Knowledge Domain do it by the pure number rather than what you beat the DC by?
Oh shit yeah. I thought it was my how much you beat the DC by. +5 to me then.
Okay, rest of your turn now. Go for it.
Spending 3 inspiration to activate Cunning Surge. 4/12 inspiration
1st Standard: Black Tenticles. CMB: [blockquote]Rolled 1d20+37 : 3 + 37, total 40[/blockquote]
2nd Stardard will wait until CMB is resolved.
Okay, first of cunning surge is soft banned. Please grab an ACF for it or a bonus feat in place of it. We won't worry about it here since this is just a combat demo, but for further notice.
How many negative levels is he up to now?
12 negative levels.
Whiff, his CMD is hurting but it's high to begin with. Action 2?
Casting Maw of Chaos. Allows SR, but I'm going to spend 2 inspiration for Cunning Breach to bypass that.
[blockquote]Rolled 20d6 : 4, 6, 4, 2, 5, 2, 1, 6, 3, 4, 3, 3, 4, 3, 4, 6, 5, 4, 2, 6, total 77[/blockquote] Damage.
Okay, great. Any save to it?
Those damaged must also make a Will saving throw or be dazed for 1 round.
Second, the chaotic energy makes it difficult to concentrate. Any activity that involves concentration (such as casting a spell or using a spell-like ability) requires a Concentration check (DC 25 + spell level) to succeed.
> roll 1d20+17 (-12 negative levels)
<Serith> Kotono roll for Serith < 34 > [d20=17]
DC on the save?
26
Damage dealtb ut no dazing. Okay, anything else this turn?
Nope
Okay, Mr. Nessian's in bad shape. He has enough negative levels to sink a typical paladin and is altogether having a crummy day. His to hit is shot and the odds of getting a full attack on Alyssa are somewhere south of Baator. He can fling hellballs, but that's becoming less effective by the moment.
So quick question: Do you have more effective healing, Alyssa?
Not at the moment, outside of summoning more Hollyphants. I can use Opportunistic Piety, but the healing that gives is pathetic. Factotum level + Int mod. So a whopping 29 HP.
Well, do you have more Hollyphant summons?
I've got spell slots for it, yeah.
In this case the Nessian'll concede. You have it beat, but it'll take a lot of fighting that doesn't meaningfully accomplish anything or have any real risk.
It just couldn't handle negative levels and healing.
Okay, so. What have we learned here.
I need to shore up defenses, find more reliable healing, and broaden my damage output.
Pretty much. First and third are easily doable, second is a bit trickier. Hollyphants aren't a bad stopgap, but you may want a dedicated healer in your node.
Yeah. Was thinking an archivist or cleric.
Would make sense. Anyway, this is done, you know how to improve yourself and your node. Good luck!