So if his death is going to call someone.

Wild Arcana - Maw of Chaos


This spell creates a rip in reality that plunges into the interspatial vortices that constantly churn with the raw destructive chaos of the Abyss. Each round at the beginning of your turn, the maw of chaos attempts a drag combat maneuver check against every creature within 40 feet, using your caster level plus your primary spellcasting ability modifier in place of a CMB. If a creature is dragged into a maw of chaos, the area erupts in a surge of chaotic energy and the creature takes 1d6 points of damage per caster level. Only one such eruption can occur per round.

Creatures dragged adjacent to the maw of chaos become entangled by the frayed strands of reality being torn apart at the rim of the maw of chaos. Escape requires a successful Escape Artist check or grapple check against a DC equal to 10 plus the spell's save DC. Every creature without the chaotic subtype that ends its turn adjacent to a maw of chaos takes 2 points of damage to each ability score. Creatures with the lawful subtype take double this amount of damage; creatures with the chaotic subtype take no damage.

Calling, summoning, and teleportation effects used within 30 feet of the maw of chaos or that cause a creature to appear within 30 feet of a maw of chaos are redirected, causing the creature to arrive adjacent to the maw of chaos rather than at its intended destination. Unattended objects (including dead bodies) adjacent to the maw of chaos are drawn into it and affected as by disintegrate at the beginning of the caster's next turn.
I considered that, but the Asurendra has a constant Dimensional Lock aura which should prevent us from using Maw of Chaos close enough to it to be effective, plus the warding against Teleportation in the ship might prevent the spell from functioning at all.
 
So if his death is going to call someone.

Wild Arcana - Maw of Chaos


This spell creates a rip in reality that plunges into the interspatial vortices that constantly churn with the raw destructive chaos of the Abyss. Each round at the beginning of your turn, the maw of chaos attempts a drag combat maneuver check against every creature within 40 feet, using your caster level plus your primary spellcasting ability modifier in place of a CMB. If a creature is dragged into a maw of chaos, the area erupts in a surge of chaotic energy and the creature takes 1d6 points of damage per caster level. Only one such eruption can occur per round.

Creatures dragged adjacent to the maw of chaos become entangled by the frayed strands of reality being torn apart at the rim of the maw of chaos. Escape requires a successful Escape Artist check or grapple check against a DC equal to 10 plus the spell's save DC. Every creature without the chaotic subtype that ends its turn adjacent to a maw of chaos takes 2 points of damage to each ability score. Creatures with the lawful subtype take double this amount of damage; creatures with the chaotic subtype take no damage.

Calling, summoning, and teleportation effects used within 30 feet of the maw of chaos or that cause a creature to appear within 30 feet of a maw of chaos are redirected, causing the creature to arrive adjacent to the maw of chaos rather than at its intended destination. Unattended objects (including dead bodies) adjacent to the maw of chaos are drawn into it and affected as by disintegrate at the beginning of the caster's next turn.
Wе should re-brand this to "Yss' welcome".
:V

I don't think it's words are to be taken literally...

~20d6 (x2 for Lawful) is quite some damage though, especially considering severe problems at getting out for most beings.

Edit: alas, Goldfish'd
 
Curse you mechanics (and faulty memory!). Post deleted due to being factually incorrect, if amusing.
 
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Wе should re-brand this to "Yss' welcome".
:V

I don't think it's words are to be taken literally...

~20d6 (x2 for Lawful) is quite some damage though, especially considering severe problems at getting out for most beings.

Edit: alas, Goldfish'd

And 2(4) damage to every ability score if you end your turn adjacent.

I considered that, but the Asurendra has a constant Dimensional Lock aura which should prevent us from using Maw of Chaos close enough to it to be effective, plus the warding against Teleportation in the ship might prevent the spell from functioning at all.

Calling should work though right?

Rift of Ruin targets his worst save but he might be too big.

Euphoric Tranquility seems too op...
 
Is he immune to Mind-Affecting?
Because a good way to instantly get rid of all the mooks on the ship + damage him would be to cast End To Strife. That's something like 20d6 subdual damage to anyone within 80ft (allies included, but not Mind Blanked ones) who attacks anyone else
 
Preliminary plan.

[X] Plan "They'll have to get in line..."
-[X] Viserys casts Assay Spell Resistance, then targets the Asurendra with Avasculate. If the Asurendra attempts to use any magic after Dany has already Counterspelled it once, he discharges his Battlemagic Perception spell to Counterspell it as a Free Action.
-[X] Xor sets his Channel Vigor spell to "Mind" for a +4 bonus to Ranged Attacks as a Move Action if he hasn't already, casts Assay Spell Resistance, then targets the Asurendra with Stun Ray. If the Stun Ray misses or fails to overcome the Asura's Spell Resistance, Xor casts Celerity and targets the Asura with one of his Irresistible Dance Occular Spells.
-[X] Dany sets her Channel Vigor spell to "Mind" for a +4 bonus to Ranged Attacks as a Move Action if she hasn't already, casts Assay Spell Resistance, then targets the Asurendra with Lucent Lance. If the Asurendra attempts to use any magic, she discharges her Battlemagic Perception spell to Counterspell it as a Free Action.
-[X] Siduri casts Greater Heroism on Richard.
-[X] Richard uses his Fleet Charge Mythic Power to close with the Asurendra and make an extra attack against it at his full Attack Bonus (+43 [7d6 + 25 + 1 Constitution damage; 17-20/x2)], then makes a full attack (+38/+38/+33/+28/+23 [7d6 + 35 + 1 Constitution damage; 17-20/x2]; Critical Threat range doubled due to previous use of Richard's scabbard to grant Oathkeeper the Keen Edge effect and Attack bonus modified by Power Attack to reduce attack bonus by -5 in order to increase damage by +10 per attack). He then activates his Belt of Battle using all three charges to gain a Full-Round Action in order to use his Avalanche of Blades maneuver while canceling his Moment of Greatness buff in order to double the Morale bonus from Siduri's Greater Heroism spell to his attack and damage rolls from +4 to +8, and without using Power Attack.
 
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Is he immune to Mind-Affecting?
Because a good way to instantly get rid of all the mooks on the ship + damage him would be to cast End To Strife. That's something like 20d6 subdual damage to anyone within 80ft (allies included, but not Mind Blanked ones) who attacks anyone else
I did not consider that, but with 385 HP, the Asurendra can tank quite a few 20d6 blows. Also, while most allies on the ship are Mind Blanked, Yrten, Varys, and Balerion are not.
 
The Pale Lady (one of four (?) Daemonic Deity-figures),
The Pale Rider, Death.
-[X] Richard uses his Fleet Charge Mythic Power to close with the Asurendra and make an extra attack against it at his full Attack Bonus, then makes a full attack (+37/+37/+32/+27/+22 [7d6 + 25; 19-20/x2]). He then activates his Belt of Battle using all three charges to gain a Full-Round Action in order to use his Avalanche of Blades maneuver while canceling his Moment of Greatness buff in order to double the Morale bonus from Siduri's Greater Heroism spell to his attack and damage rolls from +4 to +8.
Could it be that we achieved almost enough sword?

[X] Goldfish
 
Preliminary plan.

[X] Plan "They'll have to get in line..."
-[X] Viserys casts Assay Spell Resistance, then targets the Asurendra with Avasculate. If the Asurendra attempts to use any magic after Dany has already Counterspelled it once, he discharges his Battlemagic Perception spell to Counterspell it as a Free Action.
-[X] Xor casts Assay Spell Resistance, then targets the Asurendra with Stun Ray. If the Stun Ray misses, Xor casts Celerity and targets the Asura with one of his Irresistible Dance Occular Spells.
-[X] Dany casts Assay Spell Resistance, then targets the Asurendra with Lucent Lance. If the Asurendra attempts to use any magic, she discharges her Battlemagic Perception spell to Counterspell it as a Free Action.
-[X] Siduri casts Greater Heroism on Richard.
-[X] Richard uses his Fleet Charge Mythic Power to close with the Asurendra and make an extra attack against it at his full Attack Bonus, then makes a full attack (+37/+37/+32/+27/+22 [7d6 + 25 + 1 Constitution damage; 17-20/x2]; Critical Threat range doubled due to previous use of Richard's scabbard to grant Oathkeeper the Keen Edge effect). He then activates his Belt of Battle using all three charges to gain a Full-Round Action in order to use his Avalanche of Blades maneuver while canceling his Moment of Greatness buff in order to double the Morale bonus from Siduri's Greater Heroism spell to his attack and damage rolls from +4 to +8.

We should Wild Arcana Temporal Divergence Avasculate and Amber Sarcophagus.

[X] Goldfish
 
We should Wild Arcana Temporal Divergence Avasculate and Amber Sarcophagus.

[X] Goldfish
Oooh, that's a nice spell. I don't recall ever seeing that one.

Unfortunately, Viserys needs to cast ASR this round to have better than 50/50 odds to overcome the Asurendra's SR. If the fight goes into another round, though, we're going to use that for sure.

Great find, dude.
 
Yay, but seriously the suspense is killer.
Also DP i don't know how you can control so many characters efficiently . I can barely control my own.
 
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