Huh. So that's what a Nope looks like when it's all grown up. If anything ever needed Cleansed with Fire it's that thing. Too bad we don't have anyone nearby who can pull off the level of immolation we need here.
Cleansing Conflagration is just the kind of anti-Undead spell Nirah would prepare before a battle like this. It does extremely high damage and lasts for a while, too. It sure did a good job of nuking that Soul Reaper back in Mardosh.

He could cast it as a Quickened spell targeting the Colossus, then he and Bahro could drag it back into the flame to keep pounding on it while remaining within the effect themselves without worrying about taking damage.
 
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Moonsong, getting ready to Ramming Action his ass, be like:
Ignoring the temporal shenanigans, its 10 x 10d10 + 10 x 4 x alchemical launchers. I'm going to assume the colossus makes every reflex save, temporal shenanigans about damage even out, the gunners can consistently hit a colossal target, and that the colossus doesn't have any extra dr or potent damage avoiding abilities.

Steam cannon: 10 x (10 to 100 -15) = 10 x (0 to 85) = 0 to 850 damage
Alchemist quad launcher (using bomb #2): 10 x 4 x (20 to 120 -15)/2 = 40 x (5 to 105)/2 = 100 to 2100
Sums to 100 to 2950

Then you have 3 moonchasers. So 300 to 8850 damage ignoring temporal shenanigans. Of course the temporal shenanigans can and will make a difference.

-[X] As soon as she is able, Vee will cast a Summon Monster VIII spell to Summon a Monadic Deva, then another SM VIII to Summon 1d3+1 Movanic Devas. They will move to lend support to those fighting the Charnel Colossus in whatever manner they deem necessary, whether that means healing allies or smiting the Colossus and its minions.
You sure this is a good idea? Monadic deva's have a will save of 14 versus evil. So they would need to roll 20 to not be paralyzed by the Colossus' DC34 area of effect paralyze.

-[X] If any of the Moonchasers or our other vessels can take a shot at the Charnel Colossus without risking friendly fire or endangering themselves, they will do so.
Its a Colossal creature. They better be able to hit it.

Edit: Realized I forgot the save for the bombs. Numbers edited to fix this
 
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You sure this is a good idea? Monadic deva's have a will save of 14 versus evil. So they would need to roll 20 to not be paralyzed by the Colossus' DC34 area of effect paralyze.
That's a Compulsion effect, which the Deva's Protection Aura, effectively a double strength/size Magic Circle Against Evil effect, should completely no-sell.

I hope it tries to use that ability on them, since that would prevent it from doing anything else in that round.
 
It's more realistic to use dice averages when presenting hypothetical roll outputs.
To start, I forgot the reflex save for the bombs in the original calc making it 300 to 8850 damage as the overall range

If I take 3-7 for d10s and 2-4 for d6s:

Steam cannon: 10 x (30 to 70 -15) = 10 x (15 to 55) = 150 to 550 damage
Alchemist quad launcher (using bomb #2): 10 x 4 x (40 to 80 -15)/2 = 40 x (25 to 65)/2 = 500 to 1300
Sums to 650 to 1850 for the reasonable range per ship.
For all 3 ships: 1950 to 5550 damage

These numbers assume it passes every reflex save, even though it has a 55% chance of making any 1 save (assuming unmodified charnel colossus creature), which it probably won't actually do. Temporal shenanigans are much more likely to stop the moonchasers for eviscerating the colossus then bad damage rolls.

TL: DR: If you can target all moonchaser weapons on a single target and reasonably expect them all to hit, not much can expect to survive even a single round.

[X] Goldfish
 
To start, I forgot the reflex save for the bombs in the original calc making it 300 to 8850 damage as the overall range

If I take 3-7 for d10s and 2-4 for d6s:

Steam cannon: 10 x (30 to 70 -15) = 10 x (15 to 55) = 150 to 550 damage
Alchemist quad launcher (using bomb #2): 10 x 4 x (40 to 80 -15)/2 = 40 x (25 to 65)/2 = 500 to 1300
Sums to 650 to 1850 for the reasonable range per ship.
For all 3 ships: 1950 to 5550 damage

These numbers assume it passes every reflex save, even though it has a 55% chance of making any 1 save (assuming unmodified charnel colossus creature), which it probably won't actually do. Temporal shenanigans are much more likely to stop the moonchasers for eviscerating the colossus then bad damage rolls.

TL: DR: If you can target all moonchaser weapons on a single target and reasonably expect them all to hit, not much can expect to survive even a single round.

[X] Goldfish
Pretty bad for strategic assets on a battlefield, but I expect most PCs/intelligent higher tier creatures or Outsiders to be harder to nail down, even if only due to the sheer number of methods to evade detection, from the simplest one of just not standing out because good glamours and wards making them look ordinary.

Though the very fact that we can make even Pit Fiends take cover is... incredibly evocative.
 
Don't forget to vote, y'all.
Adhoc vote count started by Goldfish on Jul 28, 2020 at 8:38 PM, finished with 27 posts and 5 votes.

  • [X] This foe is beyond them. Criston and his fellows will try to withdraw, urging mages and lesser champions to retreat, to allow Bahro and the Queen's guard to deal with this.
    -[X] Nirah will Teleport to this part of the battlefield to lend his aid to Bahro and the Queen's guards in destroying the Charnel Colossus.
    -[X] Tyene will lend the weight of her magic to destroying the Charnel Colossus as soon as she is able, making certain to attack it from maximum range while avoiding friendly fire.
    -[X] As soon as she is able, Vee will cast a Summon Monster VIII spell to Summon a Monadic Deva, then another SM VIII to Summon 1d3+1 Movanic Devas. They will move to lend support to those fighting the Charnel Colossus in whatever manner they deem necessary, whether that means healing allies or smiting the Colossus and its minions.
    -[X] If any of the Moonchasers or our other vessels can take a shot at the Charnel Colossus without risking friendly fire or endangering themselves, they will do so.
 
Pretty bad for strategic assets on a battlefield, but I expect most PCs/intelligent higher tier creatures or Outsiders to be harder to nail down, even if only due to the sheer number of methods to evade detection, from the simplest one of just not standing out because good glamours and wards making them look ordinary.

Though the very fact that we can make even Pit Fiends take cover is... incredibly evocative.
It basically makes throwing a big monster, that isn't very mobile (or have immunity to all our alchemical payloads and normal physical damage) onto an open field against us, effectively throwing it into a meatgrinder. Its also very effective in eliminating large numbers of troops or hordes of monsters. It will be much less effective against other types of enemies, but you can't expect everything from a reproducible ship at our level.
 
[Х] З̬о̙̳̘̜͍ͅл̡͔̩̲̹̼̥͚о̦̝̗͇̤͔͝т̲̲͉̱̫͠ая̯̗͍͙ ̖̯̘Р̢̲̲ы̜̖̳̬̜͉ͅб͟к̲а
[X] Goldfish
 
@Goldfish, I was browsing the Mythic Heroes options and I found a Must Have for Vee the second she gets a Mythic Rank.

Mighty Summons (Su)
Each creature you conjure with any summon spell gains DR 5/epic for the duration of the summoning. If you cast a summon spell to summon more than one creature, you summon one additional creature of the same type. If you cast a summon spell to summon just one creature, you can expend one use of mythic power to give it the agile or savage mythic simple template for the duration of the summoning.

It's so incredibly perfect for her. And she can even take it on her first Mythic Rank!
 
@Goldfish, I was browsing the Mythic Heroes options and I found a Must Have for Vee the second she gets a Mythic Rank.

Mighty Summons (Su)
Each creature you conjure with any summon spell gains DR 5/epic for the duration of the summoning. If you cast a summon spell to summon more than one creature, you summon one additional creature of the same type. If you cast a summon spell to summon just one creature, you can expend one use of mythic power to give it the agile or savage mythic simple template for the duration of the summoning.

It's so incredibly perfect for her. And she can even take it on her first Mythic Rank!
Yeah, I've been eyeing that one for Vee for a while now. The extra creature from multiple Summons is especially great. It stacks with her Superior Summoning feat, so that any time she Summons 1d3 creatures she instead gets 1d3+2, and if she Summons 1d4+1 she instead gets 1d4+3.
 
Yeah, I've been eyeing that one for Vee for a while now. The extra creature from multiple Summons is especially great. It stacks with her Superior Summoning feat, so that any time she Summons 1d3 creatures she instead gets 1d3+2, and if she Summons 1d4+1 she instead gets 1d4+3.
And that free DR/5 Epic for each and every summon... She was already a one woman army, but this makes her army an army of tanks.
 
Yeah, I've been eyeing that one for Vee for a while now. The extra creature from multiple Summons is especially great. It stacks with her Superior Summoning feat, so that any time she Summons 1d3 creatures she instead gets 1d3+2, and if she Summons 1d4+1 she instead gets 1d4+3.
So if she Maximized a Summoning spell, she could bang out five (or seven!) bad bois in one round. And her average number of summons if that's literally all she did in a big battle would be far higher.
 
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