conversations: human
conversations:  Choosing Buff Rounds and Map:
  
  Map: Can we do the forest map?
  
   
  
  BR: Does 6 work for you? +All Day, of course.
conversations: Olo Demonsbane:
conversations: human
conversations:  ....6?
  
  Sure. JUST to see what craziness I'm getting myself in to.
conversations: Signmaker:
conversations: human
conversations:  I can do more...I just thought 6 would be good enough 🙂
  
  Oh, and dont open spoilers unless I tell you to.  Kinda obvious, but Ive been asked multiple times.
  
  Buffs  
   Spoiler 
  All Day Buffs: Superior Resistance, Chained Mage Armor, Greater Magic Weapon (x2), Greater mage Armor, Create Magic Tatoo
  Round 1: Spiderskin; Fly to N18
  Round 2: See Invisibility
  Round 3: Greater Invisibility
  Round 4: Summon Marlith; Truespeak  (1d20+51)[ 54 ] ; Fly to B10, 55ft up
  Round 5: Chained Shield; Snap Fingers; Fly to B10, 100ft up; Marlith casts Unholy Aura
  Round 6: Chained Mirror Image  (1d4+4)[ 6 ] , Greater Mirror Image  (1d4+4)[ 6 ] ; Marlith casts Magic Weapon
   
  
  
  Oh, and any minions you might have, you can put them anywhere on your half of the map.  You have to stay in your colored circle.  I'll take blue...that all right?
conversations: Olo Demonsbane:
conversations: human
conversations:  I've opted out of using my animal companion, even though I've got one statted out, so no worries about cronies.
  
  Y10 seems fine for me.
  
   
   Spoiler 
  AllDay-
  Primal Hunter, Primal Instinct, Primal Senses, Energy Immunity - Fire, Greater Luminous Armor  (1d3)[ 1 ]  with Lesser Restoration casted  (1d3)[ 3 ]  to mitiage, Superior Resistance
  
  Round1- Protection From Energy(Acid)
  2- Death Ward
  3- Freedom of Movement
  4- Burrow
  5- Halo of Sand
  6- Barkskin, Air Devotion
  
  I suppose that'll be all...
   
  
  
  Hum.
  
  Init: (1d20+16)[ 32 ] 
conversations: Signmaker:
conversations: human
conversations:  Positioning:
   
   Spoiler 
  Marlith at L19-N20; Succubus at A10; Cauchemar Nightmare at A9-C11, 100ft up; Me at B10 100ft up, riding Nightmare; Vrocks at K8-L9, K10-L11, and K12-L13; Retrivers at J15-L17, J18-L20, K1-N3, H1-J3, and B9-D11
   
  
  
  Initiative:
  Creature Type 1:  (1d20+1)[ 11 ] 
  Creature Type 2:  (1d20+4)[ 7 ] 
  Creature Type 3:  (1d20+20)[ 24 ] 
  Creature Type 4:  (1d20+2)[ 18 ] 
  Creature Type 5:  (1d20+6)[ 7 ] 
  Creature Type 6:  (1d20+3)[ 16 ] 
  
  Identification:
   
   Spoiler 
  1: Succubus, 2: Marlith, 3: Me, 4: Vrocks, 5: Cauchemar Nightmare, 6: Retrivers
   
  
  
  What are your vision modes?
  
  EDIT: You beat my scout things initiative.  You go first, though I will tell you what you see if you tell me your vision modes 😡
conversations: Olo Demonsbane:
conversations: human
conversations:  Just darkvision. Can I see any cronies from my current position?
conversations: Signmaker:
conversations: human
conversations:  OMG yes.
  
  You see a giant horde of enemies in front of you.  On the opposite side of the map stands a girl wearing revealing clothing and holding a gnarled staff (A10).
  
  Infront of her, and on the sides of the map, there are 5 spiderlike creatures, with scorpion claws on their front 4 legs (J15-L17, J18-L20, K1-N3, H1-J3, and B9-D11).  Above her is a giant, flaming horse with smoke billowing from its hooves (A9-C11).  In front of her aways are 3 giant mixtures between birds and humans (K8-L9, K10-L11, and K12-L13).  Standing infront of one of the spider is a creature that looks like a 6 armed woman from the waist up, and a giant snake from the waist down.
  
  Oh, and I forgot to mention.  Each of them has 5 identical copies standing next to them...yet somehow taking up the same space 🤨
  
  EDIT: Each of us knows the other is starting in the other circle.  Just so you know your character knows.
conversations: Olo Demonsbane:
conversations: human
conversations:  ...
  
  
  
  
  
  
  
  
  
  
  
  
   "Well now." 
  You see a plainly clad druid, with quite a few trinkets here and there on her possession. She pulls out what appears to be a sapphire coated with sparkly dust, and quickly chants, her ankh glowing with divine energy. In sheer moments (a swift action), the entire battlefield is subjected to a tornado, centered on her form. However, she seems quite capable of doing more, and is in fact poised for a response.
  
   
   Spoiler 
  Trandimensional Control Winds - Tornado, readied action to dispel the first creature that approaches within 20 feet of her
   
  
  
  DC 25 Fort save or suffer tornado effects. Per round. Additionally, any ethereal creatures find the winds exist on the ethereal plane as well, granting no reprieve.
conversations: Signmaker:
conversations: human
conversations:  How high is the tornado?
  
  Girl:  (1d20+6)[ 17 ]  Fail
  Spider1:  (1d20+3)[ 17 ]  Fail
  Spider2:  (1d20+3)[ 5 ]  Fail
  Spider3:  (1d20+7)[ 27 ]  (Next to 6AW) Success
  Spider4:  (1d20+7)[ 12 ]  (Next to 6AW) Fail
  Spider5:  (1d20+3)[ 12 ]  Fail
  6 armed woman:  (1d20+23)[ 30 ]  Success
  Bird1:  (1d20+14)[ 16 ]  Fail
  Bird2:  (1d20+14)[ 27 ]  Success
  Bird3:  (1d20+14)[ 17 ]  Fail
  
  I forgot to mention...the birds were dancing around in a circle, chanting and cackling.  Does this make you want to change your move?  Please? ☹️
  
  EDIT: Whats your alignment?
  EDIT2: Which direction are they blown?
conversations: Olo Demonsbane:
conversations: human
conversations:  40 feet high, Neutral Good, No Cause Now I Can't Hear Said Cackling.
  
  Inward, as per the tornado description in the Weather Effects section.
conversations: Signmaker:
conversations: human
conversations:  Girl is blown  (1d4)[ 3 ] 0 ft inward
  Spider1 is  checked  knocked down
  Spider2 is  checked  knocked down
  Spider4...make a DC 25 caster level check.  If you suceed... it is  checked  knocked down
  Spider 5 is  checked  knocked down
  Bird1 is blown  (1d4)[ 1 ] 0 ft inward
  Bird3 is blown  (1d4)[ 3 ] 0 ft inward
conversations: Olo Demonsbane:
conversations: human
conversations:  (1d20+18)[ 35 ] 
  
  Just  checked  knocked down? These things are THAT big?
conversations: Signmaker:
conversations: human
conversations:  Girl takes  (3d4)[ 9 ]  nonlethal damage
  Bird1 takes  (1d4)[ 3 ]  nonlethal damage
  Bird3 takes  (3d4)[ 4 ]  nonlethal damage
  
  EDIT: Huge.
  EDIT2: Im not familiar with tornados.  What happens now?
conversations: Olo Demonsbane:
conversations: human
conversations:  Tornado (CR 10)
  All flames are extinguished. All ranged attacks are impossible (even with siege weapons), as are Listen checks. Instead of being blown away (see Table: Wind Effects), characters in close proximity to a tornado who fail their Fortitude saves are sucked toward the tornado. Those who come in contact with the actual funnel cloud are picked up and whirled around for 1d10 rounds, taking 6d6 points of damage per round, before being violently expelled (falling damage may apply). While a tornado’s rotational speed can be as great as 300 mph, the funnel itself moves forward at an average of 30 mph (roughly 250 feet per round). A tornado uproots trees, destroys buildings, and causes other similar forms of major destruction. 
  
  ^ That.
  Have fun.😛
conversations: Signmaker:
conversations: human
conversations:  Can everyone act?  Even if they are knocked prone and being dragged into the tornado?  And do they get/have to make additional saves next round?
conversations: Olo Demonsbane:
conversations: human
conversations:  Those that have failed follow the tornado rules. Namely, being prone, taking damage, and eventually, being expelled. I am pretty sure they can perform actions while still being under the effect of the tornado. As far as any ruling I've found goes, those who MAKE the save can act completely normally, though they have to make fresh saves in the following rounds.
  
  Do also note that the concentration DC for spellcasting in this weather is 25.
conversations: Signmaker:
conversations: human
conversations:  Spoiler 
  Vir delays until the Nightmare acts.
  Vrocks all use Greater Teleport to end up next to you.
   
  
  
  The bird-men flash out of existance, appearing directly outside the tornado, ready to tear you to shreds.
conversations: Olo Demonsbane:
conversations: human
conversations:  Spoiler 
  Initiative goes:
  Vrocks
  Retrivers
  Succubus
  Marlith
  Vir and Nightmare
   
  
   
   Spoiler 
  Retrivers delay until after Succubus.
  Succubus casts Charm Monster
   
  
  
  While falling through the air, the girl waves her staff at you and speaks a magic word.  Make a DC 22 Will save.
conversations: Olo Demonsbane:
conversations: human
conversations:  (1d20+22)[ 30 ] 
  
  I'm a druid, y'know.
  
  Are the poofers adjacent to me now or something? Or just above the tornado? Or both?
conversations: Signmaker:
conversations: human
conversations:  Spoiler 
  Retrivers use energy rays.  Then they ready an action to use more energy rays if the druid casts a spell.
   
  
  
  The girl pouts.
  
   Well then, say hello to my little friend...and my big friend...and all my other friends...what can I say, Im really popular? 
  
  Beams of Energy stream twoards you from the eyes of the spiders.
  
  Spider1:  (12d6)[ 38 ]  Fire damage.  Reflex save DC 18 for half.
  Spider2:  (12d6)[ 44 ]  Cold damage. Reflex save DC 18 for half.
  Spider3:  (12d6)[ 45 ]  Cold damage. Reflex save DC 18 for half.
  Spider4:  (12d6)[ 42 ]  Electricity damage. Reflex save DC 18 for half.
  Spider5:  (12d6)[ 40 ]  Electricity damage. Reflex save DC 18 for half.
  
  Turn not done...
  
  EDIT: Adjacent to you.
conversations: Olo Demonsbane:
conversations: human
conversations:  Holy ****.
  
  Okay, down the line..
  
  1. Irrelevant.
  2.  (1d20+14)[ 25 ] 
  3.  (1d20+14)[ 28 ] 
  4.  (1d20+14)[ 26 ] 
  5.  (1d20+14)[ 30 ] 
  
  If those are Targeted Spells, by any chance, +4.
  Not having a Ring of Evasion sucks, incidentally.
  17+17+16+15 it is.
conversations: Signmaker:
conversations: human
conversations:  Spoiler 
  Marlith casts Greater Teleport
   
  
  
  The 6-armed woman blinks out of existance as well, appearing adjacent to you as well.
  
   
   Spoiler 
  Nightmare flies to 55ft above you and then casts Spell Theft
   
  
  
  I need to see every spell in effect on you, as well as know your CL when you cast them.
conversations: Olo Demonsbane:
conversations: human
conversations:  Every spell effect on me...those would be my buffs then. Go ahead and take a look at my buff spoiler up top then, caster level 12.
  
  
  
  Let's do....this.
  
  Not being able to HEAR her opponent (tornado), Emelyn just goes on with her casting routine. Swiftly (like the action), she stacks a SECOND tornado on TOP of her current tornado (30 feet+, caster level 12, tornado strength again), this one not transdimensional. She will also burrow underground 30 feet now, taking AoOs if need be.
  
   
   Spoiler 
  Let's make use of wildshape plx. Underground, tack on the Vigor, Agility, Endurance aspects.
   
conversations: Signmaker:
conversations: human
conversations:  I am dispelling your buffs and draing them to me!  I have to finish this before you can go!
  
  Primal Hunter  (1d20+14)[ 21 ]  vs DC 22
   Primal Instinct   (1d20+14)[ 25 ]  vs DC 22 STOLEN
   Primal Senses   (1d20+14)[ 33 ]  vs DC 22 STOLEN
  Energy Immunity - Fire  (1d20+14)[ 19 ]  vs DC 22
   Greater Luminous Armor   (1d20+14)[ 26 ]  vs DC 22 STOLEN
   Superior Resistance   (1d20+14)[ 22 ]  vs DC 22 NOT STOLEN, though you dont get to keep it.
  Protection From Energy(Acid)  (1d20+14)[ 20 ]  vs DC 22
   Death Ward   (1d20+14)[ 25 ]  vs DC 22 STOLEN
   Freedom of Movement   (1d20+14)[ 33 ]  vs DC 22 STOLEN
   Burrow   (1d20+14)[ 34 ]  vs DC 22 STOLEN
   Halo of Sand   (1d20+14)[ 24 ]  vs DC 22 STOLEN
  Barkskin  (1d20+14)[ 20 ]  vs DC 22
  
  EDIT: Can you tell me what they do?  I dont have all of my books with me...you can leave out the SRD ones.
conversations: Olo Demonsbane:
conversations: human
conversations:  Well....this sucks.
conversations: Signmaker:
conversations: human
conversations:  I freakin love this spell...I just cast it on imperialspectre too.
  
  Sorry about making you list them all...
conversations: Olo Demonsbane:
conversations: human
conversations:  It's fine, just gimme a moment. I AM interested as to how all of those poofs and stuffs snuck past concentration checks, but you probably have reasons.
conversations: Signmaker:
conversations: human
conversations:  You can change your action next turn to reflect this.
conversations: Olo Demonsbane:
conversations: human
conversations:  Primal Instinct [roll1] vs DC 22 STOLEN
  Primal Senses [roll2] vs DC 22 STOLEN
  
  Greater Luminous Armor [roll4] vs DC 22 STOLEN
  
  Death Ward [roll7] vs DC 22 STOLEN
  Freedom of Movement [roll8] vs DC 22 STOLEN
  Burrow [roll9] vs DC 22 STOLEN
  Halo of Sand [roll10] vs DC 22 STOLEN
  
  
  Instinct gives you +5 to init and survival, Senses +5 to listen and spot, the two together give you Uncanny Dodge
  
  Greater Luminous Armor is a sanctified spell, you're treated as having the armor AC of fullplate (+8), creatures get -4 to melee against you
  
  Burrow gives you burrow speed 30.
  
  Halo of Sand gives you +6 deflection to AC.
conversations: Signmaker:
conversations: human
conversations:  Ok, thanks.
  
  Your turn.
conversations: Olo Demonsbane:
conversations: human
conversations:  Okay, seeing as Emelyn now can't change positions (or fear getting sucked in to her own tornado...), she still does the tornado stack, but will now draw + sheathe her Pandemonic Silver dagger.
  
  All creatures within 30 feet, DC 28 Will Save or cower for 1d4 rounds. Sonic, Fear, Mind-Affecting.
  
  Fort saves ahoy. Also, for those subjected to tornado - blown away, you still need to roll duration till ejection and damage.
conversations: Signmaker:
conversations: human
conversations:  As you cast the spell, more eye rays blast at you from the spiders (readied action FTW!)
  
  Spider1:  (12d6)[ 40 ]  Electricty, Reflex save DC 18 for half
  Spider2:  (12d6)[ 36 ]  Electricty, Reflex save DC 18 for half
  Spider3:  (12d6)[ 38 ]  Electricty, Reflex save DC 18 for half
  Spider4:  (12d6)[ 40 ]  Cold, Reflex save DC 18 for half
  Spider5:  (12d6)[ 47 ]  Cold, Reflex save DC 18 for half
conversations: Olo Demonsbane:
conversations: human
conversations:  Twice per round? Holy ****.
  
  It doesn't really matter what I roll, cause I'm dead.
conversations: Signmaker:
conversations: human
conversations:  Awesome match!  Thank you!
  
  And that was technically a new round...
conversations: Olo Demonsbane:
conversations: human
conversations:  Technically, but you shot beams and then apparently readied an action.
  
  Can't believe you nabbed my burrow though. I was going to wait out the tornado for a few minutes.
conversations: Signmaker:
conversations: human
conversations:  Shooting beams is a free action, according to the SRD.  It was a Retriever.
conversations: Olo Demonsbane:
conversations: human
conversations:  And you didn't go for petrification rays? Boo.
conversations: Signmaker:
conversations: human
conversations:  I saw how high your other saves were, and figured it would probably be easier to kill you with damage.
conversations: Olo Demonsbane:
conversations: human
conversations:  What, my will save? I'M A DRUID.
conversations: Signmaker:
conversations: human
conversations:  Your reflex saves were +14 or something...like you said...YOURE A DRUID 😛
conversations: Olo Demonsbane:
conversations: human
conversations:  Oh well. Nice usage of high-level minions. I tried pulling something similar with the tornado (CR10 is funneh) but spell-spam is SPAMMMM.
  
  Also, wow spell theft is awesome.
conversations: Signmaker:
conversations: human
conversations:  It and Fleshshiver are my two favorite spells.
  
  Fleshshiver stuns someone with your CL hit dice (or lower) with NO SAVE!  Then they have to make a fortitude save or be naueseated for 1d4+2 rounds and take 1d6/level damage.  Awesomeness!
  
  In my fight yesterday, I stunning shrieked my opponent with my vrocks, then used Fleshshiver on them.  Took them out of the fight for two rounds!
conversations: Olo Demonsbane: