Need some more votes, y'all.
Adhoc vote count started by Goldfish on Aug 3, 2020 at 10:40 AM, finished with 36 posts and 4 votes.

  • [X] Try to commune with the spirits
    -[X] Dany and Osyrx
    [X] You will have your plant servitors ready to drop carefully coordinated Sunburst spells where the banners are present after they enemy comes into range of your army. You will goad them into advancing via long-range bombardment, specifically attempting to destroy banners long before they get there with the forty some aircraft-mounted steam cannons at your disposal. Steam Cannon rounds targeting surviving banners will use a mix of Explosive and Incendiary munitions.
    -[X] If any banners survive our initial assault, we will determine if another round of bombardment or higher level intervention from Viserys and the Companions is warranted.
    -[X] Shortly before engaging the enemy Undead, Dany and Malarys will cast Chained Dawnshroud spells on Legion Celestial Brilliance banners, 15 from Dany and 17 from Malarys. The 32 affected banners will be distributed as evenly as possible to potentially counter any remaining Damning Darkness effects which are not Dispelled before our forces clash with the enemy, along with inflicting additional damage to the Undead.
    -[X] The defensive positions used by the Legion will be further reinforced and sculpted as quickly as possible using the Titan's Tool, and Symbol of Healing and Consecrate spell scrolls will be used to set up enhanced kill zones where possible, as we did in Sallosh.
 
So I just noticed, there's apparently only 100,000+ lesser dead visible... where's the rest of the army?
 
They've been set for a good while now.
  • Alchemist's Fire:Depending on distance from the epicenter, creatures and objects may take additional damage from burning Alchemist's Fire or be ignited and continue to burn, suffering 1d6 Fire damage per round for at least three rounds unless extinguished. A target can use a Full Round Action to attempt to extinguish the flames before taking additional damage, which requires a separate DC 15 Reflex saving throw. Clothing, wooden structures (which automatically catch on fire), and other objects which are ignited may continue to burn long after the Alchemist's Fire is depleted.
    • Launcher Munition / Bomb #1 (10 pounds / 4.5 kg): 4d6 Fire damage to everything within 5 feet (1.5 m) of the target space and each creature must make a DC 20 Reflex saving throw or catch on fire. Everything within the area between 5 (1.5 m) and 30 (9 m) feet of the target space must make a DC 20 Reflex saving throw or take half the fire damage, but they do not catch on fire.
    • Bomb #2 (20 pounds / 9 kg): 6d6 Fire damage to everything within 10 feet (3 m) of the target space and each creature must make a DC 20 Reflex saving throw or catch on fire. Everything within the area between 10 (3 m) and 40 feet (12 m) of the target space must make a DC 20 Reflex saving throw or take half the fire damage, but they do not catch on fire.
    • Bomb #3 (40 pounds / 18 kg): 8d6 Fire damage to everything within 15 feet (4.5 m) of the target space and each creature must make a DC 20 Reflex saving throw or catch on fire. Everything within the area between 15 (4.5 m) and 50 feet (15.25 m) of the target space must make a DC 20 Reflex saving throw or take half the fire damage, but they do not catch on fire.
    • Bomb #4 (80 pounds / 36 kg): 10d6 Fire damage to everything within 20 feet of the target space and each creature must make a DC 20 Reflex saving throw or catch on fire. Everything within the area between 20 (6 m) and 60 feet (18.25 m) of the target space must make a DC 20 Reflex saving throw or take half the fire damage, but they do not catch on fire.
  • Liquid Ice:
    • Launcher Munition / Bomb #1 (10 pounds / 4.5 kg): 2d6 Cold damage to everything within 5 feet (1.5 m) of the target space and the target itself is Entangled for one round unless it succeeds on a DC 20 Fortitude save. Everything within the area between 5 (1.5 m) and 20 (6 m) feet of the target space must make a DC 20 Fortitude saving throw or take half the Cold damage.
    • Bomb #2 (20 pounds / 9 kg): 4d6 Cold damage to everything within 5 feet (3 m) of the target space and every creature within that space must make a DC 20 Fortitude save or become Entangled for one round. Everything within the area between 10 (3 m) and 30 feet (9 m) of the target space must make a DC 20 Fortitude saving throw or take half the Cold damage.
    • Bomb #3 (40 pounds / 18 kg): 6d6 Cold damage to everything within 15 (4.5 m) feet of the target space and every creature within that space must make a DC 20 Fortitude save or become Entangled for two rounds. Everything within the area between 15 (4.5 m) and 30 feet (9 m) of the target space must make a DC 20 Fortitude saving throw or take half the Cold damage and become Entangled for one round.
    • Bomb #4 (80 pounds / 36 kg): 8d6 Cold damage to everything within 20 (6 m) feet of the target space and every creature within that space must make a DC 20 Fortitude save or become Entangled for three rounds. Everything within the area between 20 (6 m) and 35 feet (10.5 m) of the target space must make a DC 20 Fortitude saving throw or take half the Cold damage and become Entangled for two rounds.
  • Explosive:
    • Launcher Munition / Bomb #1 (10 pounds / 4.5 kg):8d6 Piercing & Bludgeoning damage in a 15 foot blast radius (DC 20 Reflex save for half damage), 2d6 Piercing damage (DC 15 Reflex save for half damage) in an area between 15 (4.5 m) and 30 feet (9 m) from the blast.
      • Material Requirements: Four 2-pound (0.9 kg) of Explosive Packs, one pound (0.45 kg) steel casing, one pound (0.45 kg) of steel shot
    • Bomb #2 (25 pounds / 11.25 kg):20d6 Piercing & Bludgeoning damage in a 40 foot (12 m) blast radius (DC 20 Reflex save for half damage), 5d6 Piercing damage (DC 15 Reflex save for half damage) in an area between 40 (12 m) and 80 (24.25 m) feet from the blast, 1d6 Piercing damage (DC 12 Reflex save to avoid damage) in an area between 80 (24.25 m) and 120 feet (36.5 m) from the blast.
      • Material Requirements: Ten 2-pound (0.9 kg) of Alchemical Explosive Packs, one pound (0.45 kg) of Hardened Adamantine, four pounds (1.8 kg) of steel
  • Explosive: Consisting of a large amount of Alchemical explosives surrounded by thousands of tiny Hardened Adamantine flechettes, with a steel case designed to fragment into razor sharp shrapnel, each of these devices inflicts tremendous damage.
    • Damage: 20d6 points of Piercing and Bludgeoning damage in a 40 foot (12 m) blast radius (DC 20 Reflex save for half damage), 5d6 Piercing damage (DC 15 Reflex save for half damage) in an area between 40 (12 m) and 80 feet (24.25 m) from the blast, 1d6 Piercing damage (DC 12 Reflex save to avoid damage) in an area between 80 (24.25 m) and 120 feet (36.5 m) from the blast.
    • Material Requirements: Ten 2-pound (0.9 kg) of Alchemical Explosive Packs, one pound (0.45 kg) of Hardened Adamantine, four pounds (1.8 kg) of steel
  • Alchemist's Fire: This bomb contains several gallons of Alchemist's Fire within a sturdy ceramic shell. A single Explosive Pack is suspended within the substance to help burst the ceramic casing and to spread the flaming concoction evenly upon detonation.
    • Damage: 8d6 Fire damage to everything in a 60 foot (18.25 m) radius. A DC 20 Reflex save halves the damage and prevents targets from catching fire. If ignited, targets suffer 1d6 Fire damage per round for at least three rounds unless extinguished. A target can use a Full Round Action to attempt to extinguish the flames before taking additional damage, which requires a separate DC 15 Reflex saving throw. Clothing, wooden structures (which automatically catch on fire), and other objects which are ignited may continue to burn long after the Alchemist's Fire is depleted.
    • Material Requirements: 80 pounds (36 kg) of Alchemist's Fire, one 2-pound (0.9 kg) Explosive Pack
  • Liquid Ice: This bomb contains several gallons of Liquid Ice within a sturdy ceramic shell. A single Explosive Pack is suspended within the substance to help burst the ceramic casing and to spread the syrupy liquid evenly.
    • Damage: 6d6 Cold damage to everything in a 35 foot (10.5 m) radius and Entangles every creature within the area for two rounds. A DC 20 Fortitude save halves the damage and prevents Entanglement.
    • Material Requirements: 80 pounds (36 kg) of Liquid Ice, one 2-pound (0.9 kg) Explosive Pack
Just for reference:

Inner radius (40 ft., 20d6 damage) of a large explosive shell can easily cover 100 creatures when standing in a tight battle formation. Could go up to 200 when you have multiple units standing behind each other instead of a single line.
Middle radius (80 ft., 5d6 damage) would be twice to four times that in affected creatures.
Outer radius (120ft., 1d6 damage) four to eight times that.

This is why modern artillery ended the era of tight formation known from the Napoleonic era.
 
Just for reference:

Inner radius (40 ft., 20d6 damage) of a large explosive shell can easily cover 100 creatures when standing in a tight battle formation. Could go up to 200 when you have multiple units standing behind each other instead of a single line.
Middle radius (80 ft., 5d6 damage) would be twice to four times that in affected creatures.
Outer radius (120ft., 1d6 damage) four to eight times that.

This is why modern artillery ended the era of tight formation known from the Napoleonic era.
Yep. This is actually the third time this graphic has been posted in the last week, first by Crake, then me, then you.

It's a very helpful graphic, IMO, especially for illustrating large AoEs. The area covered by a 20 foot radius effect is a lot easier to grasp in comparison to an 80 foot radius.

They main area damage should be catastrophic for most Undead, but even the secondary area damage of 5d6 damage is pretty rough on low level enemies. That's an average of 17-18 damage, though Skeletons will benefit from their DR 5/Bludgeoning to mitigate some of that.
 
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Vote closed.
Adhoc vote count started by DragonParadox on Aug 3, 2020 at 12:06 PM, finished with 51 posts and 12 votes.

  • [X] Try to commune with the spirits
    -[X] Dany and Osyrx
    [X] You will have your plant servitors ready to drop carefully coordinated Sunburst spells where the banners are present after they enemy comes into range of your army. You will goad them into advancing via long-range bombardment, specifically attempting to destroy banners long before they get there with the forty some aircraft-mounted steam cannons at your disposal. Steam Cannon rounds targeting surviving banners will use a mix of Explosive and Incendiary munitions.
    -[X] If any banners survive our initial assault, we will determine if another round of bombardment or higher level intervention from Viserys and the Companions is warranted.
    -[X] Shortly before engaging the enemy Undead, Dany and Malarys will cast Chained Dawnshroud spells on Legion Celestial Brilliance banners, 15 from Dany and 17 from Malarys. The 32 affected banners will be distributed as evenly as possible to potentially counter any remaining Damning Darkness effects which are not Dispelled before our forces clash with the enemy, along with inflicting additional damage to the Undead.
    -[X] The defensive positions used by the Legion will be further reinforced and sculpted as quickly as possible using the Titan's Tool, and Symbol of Healing and Consecrate spell scrolls will be used to set up enhanced kill zones where possible, as we did in Sallosh.
 
Yep. This is actually the third time this graphic has been posted in the last week, first by Crake, then me, then you.

It's a very helpful graphic, IMO, especially for illustrating large AoEs. The area covered by a 20 foot radius effect is a lot easier to grasp in comparison to an 80 foot radius.

They main area damage should be catastrophic for most Undead, but even the secondary area damage of 5d6 damage is pretty rough on low level enemies. That's an average of 17-18 damage, though Skeletons will benefit from their DR 5/Bludgeoning to mitigate some of that.
Have only skimmed discussions. And yeah, how often does even a 40 ft. radius area come up, let alone something bigger?

As for damage, I'd consider anything in the inner radius dead unless it's mid-level at least. The middle radius will likely kill at least 50% of the minor undead, depending on how many HD the basic grunt has. The default humanoid skeleton from Pathfinder has a whooping 4 HP, so if this is mostly chaff, the shells would be ludicrously lethal to them.
 
I'm expecting mid-to-high CR burrowers going around the ground defenses, direct divine intervention attempts at shutting down our artillery and some shitfuckery with the banners - either supercharging them, or the death-banners supercharging the Undead around them as dispelled.

Watch me fail at every junction.
 
The cannons aren't really spell effects being flung as such. I'm not even sure if they really count as spells, since the magic is all on the water tanks inside of the ships, with most of the stuff operating the weapon being mechanisms which release the superheated vapor which then launches the shell. Not 100% on that but it seems complex enough a process that unless you are Dispelling directly on the whole thing, you're not going to do much of anything.

Might be better to put up magic shields over your people instead.
 
The cannons aren't really spell effects being flung as such. I'm not even sure if they really count as spells, since the magic is all on the water tanks inside of the ships, with most of the stuff operating the weapon being mechanisms which release the superheated vapor which then launches the shell. Not 100% on that but it seems complex enough a process that unless you are Dispelling directly on the whole thing, you're not going to do much of anything.

Might be better to put up magic shields over your people instead.
You would have to directly Dispel the furnace within the Moonchaser. The only thing you could achieve by Dispelling the turrets would be:
- making them harder to turn
- disabling the sight modifications on the targeting optics
- suppressing the heat mitigation enchantment, making it less comfortable for the crew to work there (the enchantment would be back online before the heat levels would get dangerous)

Other then that, they are purely mechanical, throwing something very mundane very, very fast. The munitions are no more magical then a javelin.

So, yeah. Either cast shields on your own or do the high-power attack spells to shoot down the Moonchaser.
 
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He's a Smith-God, ye?
Wanna bet they are gonna have a massive AA-cannon built outta Undead, firing LAZOR NE in absurd amounts?
:V
 
Negative Energy beams are going to lose coherence pretty quickly. You'd get breath-weapon range at most, one of the long lines. Which is basically knife-fighting range for aircraft.
 
He's a Smith-God, ye?
Wanna bet they are gonna have a massive AA-cannon built outta Undead, firing LAZOR NE in absurd amounts?
:V
Moonsong: "Shields to full power, ensign!"

<Brilliant Barriers start flashing into existence, coating the hull sections facing toward Sarmath.
 
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