SDX
AC =18
HP = 92 /92
SP = 21 (forgot to list this the first time)
Invisibility, greater (7 rounds remaining)
APE (LRG, 10 ft reach)
AC 14, touch 11, flat-footed 12; (+2 Dex, +3 natural, –1 size)
HP = 49 (19 +30 for Construct, Large Size)
SPD = 30
Melee = 2 slams +3 (1d6+2)
Fort +7, Ref +5, Will +2
Base Atk +2; CMB +5; CMD 1
(8 rounds remaining)
AIR ELEMENTAL, MEDIUM
AC 19, touch 16, flat-footed 13 (+5 Dex, +1 dodge, +3 natural)
HP = 50 (30 +20 for Construct size Medium)
Speed fly 100 ft. (perfect)
Melee slam +9 (1d6+3)
Special Attacks whirlwind (DC 14)
Base Atk +4; CMB +6; CMD 22
Feats Dodge, Flyby Attack, Improved InitiativeB, Weapon FinesseB
(10 minutes remaining)
EIDOLON
Configuration C, AGILE Construct - Spell Summoned:
BIPED: Size Large; Speed 60 ft/ Fly 60 ft.; AC +2 natural armor; Saves Fort (good), Ref (bad), Will (good); Attack 2 claws (1d4); Ability Scores Str 34, Dex 10, Con 10*, Int 7, Wis 10, Cha 11; Free Evolutions claws, limbs (arms), limbs (legs).
HD: 8 / Good Saves +6, Bad Save +2 / Armor +8 / Str +4 / Max Attacks = 5
HP = 128
Initiative = +20 / Dual initiative = The monster gets two turns each round, one on its initiative count and another on its initiative count – 20.
FORT = +2
REF = +2
WILL = +2
AC = 27
BAB = +8
Attacks = +19 / Claws x4, 1d4+12 +1d6 Acid
Darkvision, Evasion, Link, Share Spells, Ability Score increase x2, Devotion, Multiattack, Mythic Hit Points
No Constitution score. Any DCs or other statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
Low-light vision.
Darkvision 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature's description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.
Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
A construct cannot be raised or resurrected.
A construct is hard to destroy, and gains bonus hit points based on size, LARGE = 30
Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
Proficient with no armor.
Constructs do not breathe, eat, or sleep.
SDX's last calculation releases the Eidolon into action, meanwhile, his deployed combat frames continue their missions. Priority is now assigned to assuring that the biological corpse carried to the surface by Red Creature is not absconded with...
SDX casts "Slow" centered on S/16. This catch the fleeing droid-fighter, it's passengers, and the two droids closest. It is targeted, and not blanket AoE, so this should affect the apes.
http://paizo.com/pathfinderRPG/prd/spells/slow.html#slow
The "Grappled" Ape-frame at 1/18 uses a full/double move to take his droid and jump off the platform.
The "Grappled" Ape-frame at L/13 is hasted and has 60 ft "halved" move . He does the same - moves directly over the edge of the platform anywhere he can reach where there isnt a threat.
This "Grappled" rule is (possibly) about to be relevant -
Move: You can move both yourself and your target up to half your speed. At the end of your movement, you can place your target in any square adjacent to you. If you attempt to place your foe in a hazardous location, such as in a wall of fire or over a pit, the target receives a free attempt to break your grapple with a +4 bonus.
Now, for the record, these ape are not placing droids anywhere, they are simply moving straight off the platform, but I posted the rule because I figured you might decide it counts.
The other 2 Apes remain prone and ready action "stand up" on condition "nearby droids are destroyed or moved away".
The 2 remaining AEM's drop low under the platform, and then "Run" to position themselves underneath Sharn and Tson as platforms to be stood upon. Since their movement rate is 130 feet as a result of the "haste" and run allows them up to x4, thats 520 feet of movement. If they have any left over, when Sharn and Tson get steady on-board they will lift/assist them both back onto the platform.
STR check AEM 1
Result of the throw of dice "1d20 +1" :
16 + 1 = 17
STR check AEM 2
Result of the throw of dice "1d20 +1" :
12 + 1 = 13
The Eidolon manifests at L/25.
It has a full round of actions now, and at it's initiative -20.
It flies forward to attack the droid fighter located C/19
Claws x4, 1d4+12 +1d6 Acid
Claw 1Result of the throw of dice "1d20 +19" :
17 + 19 = 36
dmg if hits
Result of the throw of dice "1d6 +1d4 +12" :
1 + 1 + 12 = 14
Claw 2Result of the throw of dice "1d20 +19" :
18 + 19 = 37
dmg if hits
Result of the throw of dice "1d6 +1d4 +12" :
4 + 3 + 12 = 19
Claw 3Result of the throw of dice "1d20 +19" :
8 + 19 = 27
dmg if hits
Result of the throw of dice "1d6 +1d4 +12" :
6 + 1 + 12 = 19
Claw 4Result of the throw of dice "1d20 +19" :
7 + 19 = 26
dmg if hits
Result of the throw of dice "1d6 +1d4 +12" :
4 + 2 + 12 = 18
Damn! The Summoner is almost as much work as being the Gm !!!