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View Full Version : Tower of Deadly Evil: Archdeacon GX, CHAMBERS!, Arudin and Jack Simth.



Cadian 9th
2010-07-20, 09:44 PM
DM

The room you 4 stand in is 100ft wide and 100ft deep. There are several burning torches on the walls, and the carpeted floor is a dull red. At the north wall is a door, in the center of the wall: a large double door with a big heavy wooden look and metal doorknobs. A plate of metal fixed on the door reads Room 1 -"Business as Usual...".

The Eastern wall has 4 cubes, which glow with magic. They are signed as "Magic-Mart". A sign reads "Re-Rolls! Control your fate. Now for just 500gp, max 3 per customer, not available anywhere else. If we sell out, you miss out!"

The Western wall contains a series of empty Potraits. The Southern Wall has 4 "Phone Boxes", labelled "Save? Reload?"

You are aware of some rules, as listed on each phone box. You cannot create an effect that would render you unkillable. You cannot teleport outside of the room you are in. You cannot burrow beyond the boundries of the room you are in. You may not step on the grass.

Your objective is to reach the top floor. Says a glowing orb like creature, in a musical tone. Once you have, you will be rewarded! He says, before floating around and fading away.

Do as you wish here, buy any magic items etc, heal, cast pre-combat spells, talk if you want.

Arudin
2010-07-20, 10:05 PM
Raginmund
A tall man with a mane of wild brown hair leans against one of the walls. He appears to be wearing plate armor that is at least one size too large for him.

Upon hearing the orb's message, he slowly walks towards the glowing cubes. "I don't know exactly what those are... but it won't hurt to have one anyway," he says. "Hell, I'll get two." He takes the required amount of gold from a belt pouch, and pays for both his re-rolls.

Turning back to the orb, Raginmund points at the southern wall and asks, "What are those?" in a skeptical manner. "I don't trust that these box things can honestly 'save' me..."

Jack_Simth
2010-07-20, 10:08 PM
Rocky & Bullwinkle

The stoic Rocky barely seems to react to everything, while the raven perched on his shoulder seems interested in all that goes around. The Raven speaks, and the speaking is followed by the slight sound of a wind, as Rocky moves to finalize the purchases, unfolding the portable hole and standing there as the appropriate amount of money floats up to pay the cashier, such as it is. "I'll take the remaining two fate control tokens, please."

A slight wooshing sound is heard, and Rocky turns towards the tall man with a mane of wild brown hair; and the raven quoth "Eh, the Big Guy can always use a bit more luck that he has. Might be a waste... but isn't usually, and those things do seem to radiate magic."

Description: A Large man in flowing blue robes, with arcane symbols stitched all over them. His shoes are white, with tufts of fur along the edges. His gloves are some of the most delicate deer hide available. He wears a conical hat, with stars and moons etched upon it. A long cloak covers his back, and there is a belt tied around his waist. A raven perches on his shoulder. (Spot DC 27 to note that it is false)
http://www.wizards.com/leaving.asp?url=/dnd/images/pc_portraits/280_11_D1W.jpg&origin=dnd_pc_20010828x


Dull Mechanics:

Actions:
Talk a bit.
Set out portable hole
Telekinesis to lift coins and pay for stuff.
Dimensional Reach to claim goods (if appropriate).
Detect Magic (at-will ability)

Current Status (post-actions):
Rocky: HP: 145/145, AC 27 (T 9, FF 27), saves +7/+7/+7
Bullwinkle: HP: 110/110, AC: 67 (T 59, FF 61), saves +31/+33/+35

Rocky:

Name: Rocky
Description, Normal: A Large man in flowing blue robes, with arcane symbols stitched all over them. His shoes are white, with tufts of fur along the edges. His gloves are some of the most delicate deer hide available. He wears a conical hat, with stars and moons etched upon it. A long cloak covers his back, and there is a belt tied around his waist. A raven perches on his shoulder. (Spot DC 27 to note that it is false)
http://www.wizards.com/leaving.asp?url=/dnd/images/pc_portraits/280_11_D1W.jpg&origin=dnd_pc_20010828x


Description, True Seeing or Will Interaction DC 33: A Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG135.jpg


Personality: Never speaks, lets his familiar talk to the lesser beings around him. Casts all spells as Silent and Stilled. Keeps his familiar on his shoulder at all times.
Dull Mechanics:
Race: Stone Golem
Class: Stone Golem
Type: Construct
Alignment: TN
Size: Large
Height: 9'
Weight: 2,000 lbs
Eyes: Gray
Hair: None
Stats: 30/10/-/-/11/1 (16 HD stat boost to Str, 20 HD stat boost to Dex - base)
HP: 145/145 (21d10+30, taking true average, rounding down after calculations)
DR: 10/adamantine
AC: 27 (10 base, -1 Size, +18 Natural): Touch 9, Flat-footed 27
Speed: 20
Saves: +7/+7/+7 (all base)
Attack: Slam +24 Melee for 2d10+10
Full Attack: 2 Slams +24 Melee for 2d10+10
Special Abilities: Construct Traits and Features, DR 10/Adamantine, Darkvision-60, Immunity to Magic, Low-light Vision, 18 natural armor, (16 and 20 HD stat boost to Dex, Str)

Active Spell Effects: Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")

Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock, magically.







Bulwinkle

Description, Normal:A black Raven, sitting on the shoulder of a Large man, dressed in flowing robes (Spot DC 27 to note it's not accurate)
Description, True Seeing or Will Interaction DC 33:This slightly transparent creature has a conical body, shaped something like a wind sock. It's ovid head disk contains an immense, toothed maw, and is surrounded by four clawed arms. It is hovering just over the shoulder of a Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.
History: "I was rejected by my race for not conforming to the standards of behavior. I worship Heironeous, who they detested. I actively opposed the torturous practices of my people. And so I was ejected from my society in the most violent way possible by a people who enjoy torture ... and that was my salvation, as it wasn't long after that when disaster struck my people. I'd really rather not talk about it. Now I wander this plane, righting what wrongs I can."
Dull Mechanics:
Bulwinkle (http://www.myth-weavers.com/sheetview.php?sheetid=225097)
Alignment: LG
Current XP: 105260 (spent a hefty chunk on Crafting)
Class: Phaerimm LA-2/Paladin-2/Ghost LA-5/Evolved Undead LA-6//Cleric-15
Race: Phaerimm/Ghost/Evolved Undead-6
Deity: Heironeous
Size: Tiny
Age: Ancient
Height: 1' 6
Weight: -
Eyes: black
Hair: None
Base stats: 8/13/10/12/17/18
Post-racial mods: 14/19/-/12/19/36
Level Up: 14/19/-/12/19/39
Post-items: 14/23/-/12/19/45

HP: 110/110 (15d12)
AC: Material Plane: 67 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +23 Deflection, +18 Monkish), Touch 59, Flat-Footed 61
AC: Ethereal Plane: 52 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +8 Natural, +18 Monkish), Touch 35, Flat-Footed 45
Saves: +31/+33/+35 (Base: 9/5/9; stat: +0/+6/+4; Resistance +5, Paladin +17)
Attack: Invisible Needle Reserve Feat (1d20+19 for 8d4) Force damage, Fiery Burst Reserve Feat (5-foot burst, Reflex DC 21 for half of 7d6 Fire), or Spells
Skills: Concentration +35 (18 ranks, +17 Cha), Knowledge(Religion)+19 (+1 Int, 18 ranks), Spellcraft +9 (+1 Int, 8 ranks), Speak Language (Cross-class, 5 ranks for 10 skill points)
Feats: 1: Heighten Spell (Player's Handbook), 2: Arcane Preparation (Complete Arcane), 3: Craft Wondrous Item (Player's Handbook), 4: Extend Spell (Player's Handbook), 5: Craft Magic Arms & Armor (Player's Handbook), 6: Dimensional Reach (Complete Mage), 7: Dimensional Jaunt (Complete Mage), 8: Summon Elemental(Complete Mage), 9: Invisible Needle (Complete Mage), 10: Persistent Spell (Complete Arcane), 11: Improved Unarmed Strike (Player's Handbook), 12: Ascetic Mage (Complete Adventurer), 13: Flyby Attack (Monster Manual), 14: Improved Turn Resistance (Libris Mortis), 15: Fiery Burst (Complete Mage)
Racial Features and Traits:
Hatchling Phaerimm Racial Traits & Features: Aberration Type, Spells as a Sorcerer of Character level as spell-likes, Detect Magic, Flight, Feather Fall, Immunity to Polymorph and Petrification, SR 11, +2 Natural Armor, -6 Str, +6 Dex, +2 Wis, +2 Cha; Size: Tiny
Ghost Traits & Features: Undead Type, Con -, +4 Cha, Incorporeal, Rejuvination, Manifestation, Telekinesis, Malevolence; Natural Armor applies on Ethereal Plane (where Ghost is not Incorporeal)
Evolved Undead-6 traits & features: +6 Natural Armor, Deflection increases by 6, Six Spell-Like abilities (CL = HD), Fast Healing 3, +12 Str, +12 Cha
Undead Racial Traits: No Con, Darkvision-60, Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects, Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects, Cannot heal damage on its own if it has no Intelligence score (me has Int), although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score, Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless), Uses its Charisma modifier for Concentration checks, Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed, Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead, Undead do not breathe, eat, or sleep.
Aberration Features: (negligible)
Incorporeal Traits: An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature. An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus). An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect. An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.

Good Domain: +1 Caster level for [Good] Spells
Law Domain: +1 Caster level for [Law] Spells
Paladin-2 Class Features: Aura of good, detect evil, smite evil 1/day, Divine grace, lay on hands
Cleric-15 Class Features: Turn Undead, Domains, Spells
Spells:

Cleric (CL 15): 6/6+1/6+1/6+1/5+1/4+1/3+1/2+1/1+1; DC 14+Spell Level
Phaerim (CL 15): 6/11/10/10/10/10/9/7; DC 27+spell level
Evolved Undead (CL 15): 6 uses/day, permanent preparation.
(Clr-0): Create Water 0/2
(Clr-0): Light 0/3
(Clr-0): Mending 0/1
(Clr-1): Cure Light Wounds 0/6
(Clr-2): Cure Moderate Wounds 0/3
(Clr-2): Spiritual Weapon 0/3
(Clr-3): Invisibility Purge 0/3
(Clr-3): Remove Blindness/Deafness 0/1
(Clr-3): Remove Curse 0/1
(Clr-3): Remove Disease 0/1
(Clr-4): Dimensional Anchor 0/2
(Clr-4): Imbue with Spell Ability 0/3
(Clr-5): Spell Resistance 0/3
(Clr-5): Wall of Stone 0/1
(Clr-6): Antilife Shell 0/1
(Clr-6): Find the Path 0/1
(Clr-6): Heroes' Feast 0/1
(Clr-7): Heightened Flame Strike 0/1
(Clr-7): Restoration, Greater 0/1
(Clr-8): Summon Monster VIII 0/1
(Dom-1): Protection from Evil 0/1
(Dom-2): Calm Emotions 0/1
(Dom-3): Magic Circle Against Evil 0/1
(Dom-4): Holy Smite 0/1
(Dom-5): Dispel Evil 0/1
(Dom-6): Hold Monster 0/1
(Dom-7): Holy Word 0/1
(Dom-8): Heightened Blade Barrier 0/1
(EvUn): Greater Dispel Magic 0/2
(EvUn): Greater Invisibility 0/4
(Pha-0): Acid Splash
(Pha-0): Arcane Mark
(Pha-0): Dancing Lights
(Pha-0): Detect Poison
(Pha-0): Flare
(Pha-0): Prestidigitation
(Pha-0): Ray of Frost
(Pha-0): Read Magic
(Pha-0): Resistance
(Pha-1): Disguise Self
(Pha-1): Floating Disk
(Pha-1): Mage Armor
(Pha-1): Shield
(Pha-1): Unseen Servant
(Pha-2): Glitterdust
(Pha-2): Misdirection
(Pha-2): See Invisibility
(Pha-2): Spectral Hand
(Pha-2): Web
(Pha-3): Slow
(Pha-3): Haste
(Pha-3): Stinking Cloud
(Pha-3): Tongues
(Pha-4): Black Tentacles
(Pha-4): Dimension Door
(Pha-4): Polymorph
(Pha-4): Solid Fog
(Pha-5): Mage's Private Sanctum
(Pha-5): Seeming
(Pha-5): Teleport
(Pha-5): Transmude Mud to Rock
(Pha-6): Analyze Dweomer
(Pha-6): Chain Lightning
(Pha-6): Mass Suggestion
(Pha-7): Limited Wish
(Pha-7): Mage's Magnificient Mansion
Standard Preparations Every Evening:

Cast Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")
Cast Persistent Shield (CL 15)
Cast Extended Mage Armor (CL 15) on self
Cast Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock.
Cast Heightened Extended Misdirection (CL 15, Will DC 33) so construct registers as a rock.
Cast Magnificient Mansion.
Go inside Mansion (with Construct), cast Mage's Private Sanctum to cover the place up.

Items:

Stone Golem (Crafted, Advaned to 21 hit dice: 67,500 gp + 4,800 xp)
Ring of Evasion (25k gp; DMG) Left Claw
Ring of X-Ray Vision (25k gp; DMG) Right Claw
Monk's Belt (13k gp; DMG) Waist
Vest of Resistance+5 (12.5k gp, 1,000 xp; Magic Item Compendium) Torso
Cloak of Charisma+6 (18k gp, 1,440 xp; DMG) Shoulders
Portable Hole (20k gp; DMG) Pocket (Rocky's)
Gloves of Dexterity+4 (16k gp; DMG) Claws
Spell Components Pouch (5 gp; PHB) Belt
Spell Components Pouch *3 (3*5 gp; PHB) Portable Hole
Silver Holy Symbol (25 gp; PHB) Neck
Silver Holy Symbol *3 (3*25 gp; PHB) Portable Hole
188 Platinum Pieces (portable hole)
"Fate Tokens" *2



Sources Used:PHB, DMG, MMI, Libris Mortis, Lost Empires of Faerun, Complete Mage, Complete Adventurer, Complete Arcane

Archdeacon GX
2010-07-20, 11:15 PM
Garathor Reyvad

Between the man with the raven and the one in the oversized armor stands a being that could well be considered the odd one out of the lot. Towering overhead, the Stone Giant stands nearly fourteen and a half feet tall, his immense blade sheathed across his back, and despite his size it still looks rather large for him -- although his heavy musculature dispels any doubt to his ability to wield it. Glancing around curiously, he folds his hands behind his back and looks up towards the ceiling, examining the room as the others take the four cubes of fate; he has no coin with which to pay for them anyhow. Turning his gaze to the door in the northern wall, he patiently waits for his comrades to finish their preparations.

Cadian 9th
2010-07-21, 02:22 AM
The orb flitters around, tinkling. I'm not sure how it works either... It says, musically. And I can't lie!

Tehehee! The box saves you so when you die, you come back here. No harm done, but a slight fee to cover server maintenence costs.

Arudin: You successfully purchase 2 re-rolls! Level up!

Jack_Simth: You are entirely successful in purchasing re-rolls. I can tell I'm going to have to really metagame to get your character, but hey, I'm a DM :smallbiggrin:

Now to wait for Unamedhero.

Jack_Simth
2010-07-21, 06:59 AM
Rocky & Bullwinkle

A slight swishing sound is heard and the stoic Rocky turns to face the even taller man. The raven on his shoulder speaks "Ah... I suppose I'll need to stop calling Rocky here 'the big guy' then. Hmm. And I thought Rocky had problems with doors. You must have to do a lot of stooping in towns."

Another slight swishing sound is heard, and Rocky steps back a bit to be able to address all the apparent people in the group at once. Then the Raven says "I suppose introductions are in order, as we seem to be going through this together. Rocky here is my big guy; he lets me do all the talking for him. You can call me Bullwinkle. How should we address the rest of you? As for what we have to offer to the group, well, Rocky and me can do a lot when we put our minds to it - blast things, heal, dispose of traps, scout out what's upcoming, whatever, although we're better at some things than others. What can the lot of you do?"


Description: A Large man in flowing blue robes, with arcane symbols stitched all over them. His shoes are white, with tufts of fur along the edges. His gloves are some of the most delicate deer hide available. He wears a conical hat, with stars and moons etched upon it. A long cloak covers his back, and there is a belt tied around his waist. A raven perches on his shoulder. (Spot DC 27 to note that it is false)
http://www.wizards.com/leaving.asp?url=/dnd/images/pc_portraits/280_11_D1W.jpg&origin=dnd_pc_20010828x

DM:
Not as much as you might think. Arcane Mastery Feat (take 10 on caster level checks - including Dispel checks) + Rod of Chain Spell (take a Targetted spell, and apply it to caster level targets, with some limitations and drawbacks) + Greater Dispel Magic + Higher Caster Level than the Party = No more buffs. Follow it up with a Divine Metamagic(Quicken Spell) repeat on visible items, and you're set. AND it's sensible for a high-level caster to do ... simply because spell buffs are so common at these levels, and anyone spending effort to make themselves look harmless while making another target look more tempting is probably a high-priority target. And that would reduce Bullwinkle's saves by 8 (5 Resistance, 3 from the reduced Divine Grace when the Cloak of Charisma +6 goes down), AC by ... 31 (4 Shield, 4 Mage Armor, 18 when the Monk's Belt goes away, another 3 when the Cloak of Charisma +6 goes away, another 2 when the Gloves of Dexterity +4 go away)? ... although the incorporeality would stay. AC from 67 to 36, saves from +31/+33/+35 to +23/+25/+27. Oh yes, and this particular pair has no particular guard against Dispells... although such a move would probably be followed up by a Disintegrate from one, and a Charge from the other, as those two effects aren't noticably hampered by the dispel.

Dull Mechanics:

Actions:
Talk a bit.
Set out portable hole
Telekinesis to lift coins and pay for stuff.
Dimensional Reach to claim goods (if appropriate).
Detect Magic (at-will ability)

Current Status (post-actions):
Rocky: HP: 145/145, AC 27 (T 9, FF 27), saves +7/+7/+7
Bullwinkle: HP: 110/110, AC: 67 (T 59, FF 61), saves +31/+33/+35

Rocky:

Name: Rocky
Description, Normal: A Large man in flowing blue robes, with arcane symbols stitched all over them. His shoes are white, with tufts of fur along the edges. His gloves are some of the most delicate deer hide available. He wears a conical hat, with stars and moons etched upon it. A long cloak covers his back, and there is a belt tied around his waist. A raven perches on his shoulder. (Spot DC 27 to note that it is false)
http://www.wizards.com/leaving.asp?url=/dnd/images/pc_portraits/280_11_D1W.jpg&origin=dnd_pc_20010828x


Description, True Seeing or Will Interaction DC 33: A Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG135.jpg


Personality: Never speaks, lets his familiar talk to the lesser beings around him. Casts all spells as Silent and Stilled. Keeps his familiar on his shoulder at all times.
Dull Mechanics:
Race: Stone Golem
Class: Stone Golem
Type: Construct
Alignment: TN
Size: Large
Height: 9'
Weight: 2,000 lbs
Eyes: Gray
Hair: None
Stats: 30/10/-/-/11/1 (16 HD stat boost to Str, 20 HD stat boost to Dex - base)
HP: 145/145 (21d10+30, taking true average, rounding down after calculations)
DR: 10/adamantine
AC: 27 (10 base, -1 Size, +18 Natural): Touch 9, Flat-footed 27
Speed: 20
Saves: +7/+7/+7 (all base)
Attack: Slam +24 Melee for 2d10+10
Full Attack: 2 Slams +24 Melee for 2d10+10
Special Abilities: Construct Traits and Features, DR 10/Adamantine, Darkvision-60, Immunity to Magic, Low-light Vision, 18 natural armor, (16 and 20 HD stat boost to Dex, Str)

Active Spell Effects: Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")

Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock, magically.







Bulwinkle

Description, Normal:A black Raven, sitting on the shoulder of a Large man, dressed in flowing robes (Spot DC 27 to note it's not accurate)
Description, True Seeing or Will Interaction DC 33:This slightly transparent creature has a conical body, shaped something like a wind sock. It's ovid head disk contains an immense, toothed maw, and is surrounded by four clawed arms. It is hovering just over the shoulder of a Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.
History: "I was rejected by my race for not conforming to the standards of behavior. I worship Heironeous, who they detested. I actively opposed the torturous practices of my people. And so I was ejected from my society in the most violent way possible by a people who enjoy torture ... and that was my salvation, as it wasn't long after that when disaster struck my people. I'd really rather not talk about it. Now I wander this plane, righting what wrongs I can."
Dull Mechanics:
Bulwinkle (http://www.myth-weavers.com/sheetview.php?sheetid=225097)
Alignment: LG
Current XP: 105260 (spent a hefty chunk on Crafting)
Class: Phaerimm LA-2/Paladin-2/Ghost LA-5/Evolved Undead LA-6//Cleric-15
Race: Phaerimm/Ghost/Evolved Undead-6
Deity: Heironeous
Size: Tiny
Age: Ancient
Height: 1' 6
Weight: -
Eyes: black
Hair: None
Base stats: 8/13/10/12/17/18
Post-racial mods: 14/19/-/12/19/36
Level Up: 14/19/-/12/19/39
Post-items: 14/23/-/12/19/45

HP: 110/110 (15d12)
AC: Material Plane: 67 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +23 Deflection, +18 Monkish), Touch 59, Flat-Footed 61
AC: Ethereal Plane: 52 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +8 Natural, +18 Monkish), Touch 35, Flat-Footed 45
Saves: +31/+33/+35 (Base: 9/5/9; stat: +0/+6/+4; Resistance +5, Paladin +17)
Attack: Invisible Needle Reserve Feat (1d20+19 for 8d4) Force damage, Fiery Burst Reserve Feat (5-foot burst, Reflex DC 21 for half of 7d6 Fire), or Spells
Skills: Concentration +35 (18 ranks, +17 Cha), Knowledge(Religion)+19 (+1 Int, 18 ranks), Spellcraft +9 (+1 Int, 8 ranks), Speak Language (Cross-class, 5 ranks for 10 skill points)
Feats: 1: Heighten Spell (Player's Handbook), 2: Arcane Preparation (Complete Arcane), 3: Craft Wondrous Item (Player's Handbook), 4: Extend Spell (Player's Handbook), 5: Craft Magic Arms & Armor (Player's Handbook), 6: Dimensional Reach (Complete Mage), 7: Dimensional Jaunt (Complete Mage), 8: Summon Elemental(Complete Mage), 9: Invisible Needle (Complete Mage), 10: Persistent Spell (Complete Arcane), 11: Improved Unarmed Strike (Player's Handbook), 12: Ascetic Mage (Complete Adventurer), 13: Flyby Attack (Monster Manual), 14: Improved Turn Resistance (Libris Mortis), 15: Fiery Burst (Complete Mage)
Racial Features and Traits:
Hatchling Phaerimm Racial Traits & Features: Aberration Type, Spells as a Sorcerer of Character level as spell-likes, Detect Magic, Flight, Feather Fall, Immunity to Polymorph and Petrification, SR 11, +2 Natural Armor, -6 Str, +6 Dex, +2 Wis, +2 Cha; Size: Tiny
Ghost Traits & Features: Undead Type, Con -, +4 Cha, Incorporeal, Rejuvination, Manifestation, Telekinesis, Malevolence; Natural Armor applies on Ethereal Plane (where Ghost is not Incorporeal)
Evolved Undead-6 traits & features: +6 Natural Armor, Deflection increases by 6, Six Spell-Like abilities (CL = HD), Fast Healing 3, +12 Str, +12 Cha
Undead Racial Traits: No Con, Darkvision-60, Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects, Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects, Cannot heal damage on its own if it has no Intelligence score (me has Int), although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score, Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless), Uses its Charisma modifier for Concentration checks, Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed, Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead, Undead do not breathe, eat, or sleep.
Aberration Features: (negligible)
Incorporeal Traits: An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature. An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus). An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect. An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.

Good Domain: +1 Caster level for [Good] Spells
Law Domain: +1 Caster level for [Law] Spells
Paladin-2 Class Features: Aura of good, detect evil, smite evil 1/day, Divine grace, lay on hands
Cleric-15 Class Features: Turn Undead, Domains, Spells
Spells:

Cleric (CL 15): 6/6+1/6+1/6+1/5+1/4+1/3+1/2+1/1+1; DC 14+Spell Level
Phaerim (CL 15): 6/11/10/10/10/10/9/7; DC 27+spell level
Evolved Undead (CL 15): 6 uses/day, permanent preparation.
(Clr-0): Create Water 0/2
(Clr-0): Light 0/3
(Clr-0): Mending 0/1
(Clr-1): Cure Light Wounds 0/6
(Clr-2): Cure Moderate Wounds 0/3
(Clr-2): Spiritual Weapon 0/3
(Clr-3): Invisibility Purge 0/3
(Clr-3): Remove Blindness/Deafness 0/1
(Clr-3): Remove Curse 0/1
(Clr-3): Remove Disease 0/1
(Clr-4): Dimensional Anchor 0/2
(Clr-4): Imbue with Spell Ability 0/3
(Clr-5): Spell Resistance 0/3
(Clr-5): Wall of Stone 0/1
(Clr-6): Antilife Shell 0/1
(Clr-6): Find the Path 0/1
(Clr-6): Heroes' Feast 0/1
(Clr-7): Heightened Flame Strike 0/1
(Clr-7): Restoration, Greater 0/1
(Clr-8): Summon Monster VIII 0/1
(Dom-1): Protection from Evil 0/1
(Dom-2): Calm Emotions 0/1
(Dom-3): Magic Circle Against Evil 0/1
(Dom-4): Holy Smite 0/1
(Dom-5): Dispel Evil 0/1
(Dom-6): Hold Monster 0/1
(Dom-7): Holy Word 0/1
(Dom-8): Heightened Blade Barrier 0/1
(EvUn): Greater Dispel Magic 0/2
(EvUn): Greater Invisibility 0/4
(Pha-0): Acid Splash
(Pha-0): Arcane Mark
(Pha-0): Dancing Lights
(Pha-0): Detect Poison
(Pha-0): Flare
(Pha-0): Prestidigitation
(Pha-0): Ray of Frost
(Pha-0): Read Magic
(Pha-0): Resistance
(Pha-1): Disguise Self
(Pha-1): Floating Disk
(Pha-1): Mage Armor
(Pha-1): Shield
(Pha-1): Unseen Servant
(Pha-2): Glitterdust
(Pha-2): Misdirection
(Pha-2): See Invisibility
(Pha-2): Spectral Hand
(Pha-2): Web
(Pha-3): Slow
(Pha-3): Haste
(Pha-3): Stinking Cloud
(Pha-3): Tongues
(Pha-4): Black Tentacles
(Pha-4): Dimension Door
(Pha-4): Polymorph
(Pha-4): Solid Fog
(Pha-5): Mage's Private Sanctum
(Pha-5): Seeming
(Pha-5): Teleport
(Pha-5): Transmude Mud to Rock
(Pha-6): Analyze Dweomer
(Pha-6): Chain Lightning
(Pha-6): Mass Suggestion
(Pha-7): Limited Wish
(Pha-7): Mage's Magnificient Mansion
Standard Preparations Every Evening:

Cast Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")
Cast Persistent Shield (CL 15)
Cast Extended Mage Armor (CL 15) on self
Cast Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock.
Cast Heightened Extended Misdirection (CL 15, Will DC 33) so construct registers as a rock.
Cast Magnificient Mansion.
Go inside Mansion (with Construct), cast Mage's Private Sanctum to cover the place up.

Items:

Stone Golem (Crafted, Advaned to 21 hit dice: 67,500 gp + 4,800 xp)
Ring of Evasion (25k gp; DMG) Left Claw
Ring of X-Ray Vision (25k gp; DMG) Right Claw
Monk's Belt (13k gp; DMG) Waist
Vest of Resistance+5 (12.5k gp, 1,000 xp; Magic Item Compendium) Torso
Cloak of Charisma+6 (18k gp, 1,440 xp; DMG) Shoulders
Portable Hole (20k gp; DMG) Pocket (Rocky's)
Gloves of Dexterity+4 (16k gp; DMG) Claws
Spell Components Pouch (5 gp; PHB) Belt
Spell Components Pouch *3 (3*5 gp; PHB) Portable Hole
Silver Holy Symbol (25 gp; PHB) Neck
Silver Holy Symbol *3 (3*25 gp; PHB) Portable Hole
188 Platinum Pieces (portable hole)
"Fate Tokens" *2



Sources Used:PHB, DMG, MMI, Libris Mortis, Lost Empires of Faerun, Complete Mage, Complete Adventurer, Complete Arcane

Chambers
2010-07-21, 09:27 AM
Kenneth

At only seven and a half feet tall, the man in full plate with the oversized adamantine gauntlets appears to be the runt of the group. The symbol of Kord is emblazoned on the front plate of his armor. "Rocky, eh?" He says, nodding to you. "I'm Kenneth Lagarth, priest of Kord. You can call me Kenneth, or Ken, if you prefer." He smiles and shrugs, looking round the room.

"What can I do? Fella, I'm a priest of Kord. What do you expect me to do?" He laughs, a deep and pleasant basso, then holds up his oversized gauntlets. "I smash evil with these and then heal up any hurts. Here, have a blessing."

He raises his gauntlets and mumbles a few words under his breath.


Cast Mass Conviction on everyone who will take the blessing. Cast True Seeing & Healing Lorecall on myself.

Activate Aura of Triumph stance

HP: 159
AC: 36 (+13 armor, +9 shield, +1 dex, +3 nat), touch 11, flat 36
Saves: Fort +24, Reflex +19, Will +23

Spells Active Superior Resistance, Greater Magic Weapon

Archdeacon GX
2010-07-21, 03:16 PM
Garathor

The Giant (no wait, that would be identity theft)

Garathor looks down at his companions, crouching down so as to be on a more equal level with them. "It is good to see that we have a priest accompanying us," he says, bowing his head to Kenneth. "My name is Garathor. I am afraid that my skills are limited in comparison to those you have presented, but I like to believe that I can make a difference." From his belt he retrieves a harpoon with a rope attached to the end of it. In his hands, it looks quite small, though it glows faintly and crackles with electricity. "This is my weapon of choice, most times. I find it quite useful in dispatching enemies...in any case, I look forward to carrying out this task with you." With that said, he humbly bows his head again to the three of them.

Jack_Simth
2010-07-21, 05:00 PM
Rocky & Bullwinkle

The portable hole is stowed as the raven on the nine-foot-tall man's shoulder speaks "So I suppose that leaves us taking down the traps, then? That works for us."

After the spells, the Raven asks a simple question "Kenneth Lagarth, it's generally considered good manners to let your allies of the moment know what spells you're casting on them prior to doing so, unless you're in the heat of battle and doing so might tip your hand to your opponents... might I inquire as to what you just attempted?"


Kenneth: Under True Seeing, the raven becomes a slightly transparent creature which has a conical body, shaped something like a wind sock. It's ovid head disk contains an immense, toothed maw, and is surrounded by four clawed arms. The man in robes changes to a Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG135.jpg

Dull Mechanics:

Actions:
Take the tokens, put the portable hole away. Talk a bit.

Spellcraft to ID:
True Seeing: [roll0] (vs. DC 20, 21, or 22 depending on class causing it - 20 for Cleric)
Mass Conviction: [roll1] (vs. DC 18)
Healing Lorecall: [roll2] (Vs. DC 16 or 17, again depending on class causing it - 17 for Cleric)

Results:
Immune to Mass Conviction, due to the immunity to mind-affecting effects and it producing a Morale bonus. Oh well. Saving throws are high enough, I guess.

Failure on all three Spellcraft rolls

Current Status (post-actions):
Rocky: HP: 145/145, AC 27 (T 9, FF 27), saves +7/+7/+7
Bullwinkle: HP: 110/110, AC: 67 (T 59, FF 61), saves +31/+33/+35

Rocky:

Name: Rocky
Description, Normal: A Large man in flowing blue robes, with arcane symbols stitched all over them. His shoes are white, with tufts of fur along the edges. His gloves are some of the most delicate deer hide available. He wears a conical hat, with stars and moons etched upon it. A long cloak covers his back, and there is a belt tied around his waist. A raven perches on his shoulder. (Spot DC 27 to note that it is false)
http://www.wizards.com/leaving.asp?url=/dnd/images/pc_portraits/280_11_D1W.jpg&origin=dnd_pc_20010828x


Description, True Seeing or Will Interaction DC 33: A Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG135.jpg


Personality: Never speaks, lets his familiar talk to the lesser beings around him. Casts all spells as Silent and Stilled. Keeps his familiar on his shoulder at all times.
Dull Mechanics:
Race: Stone Golem
Class: Stone Golem
Type: Construct
Alignment: TN
Size: Large
Height: 9'
Weight: 2,000 lbs
Eyes: Gray
Hair: None
Stats: 30/10/-/-/11/1 (16 HD stat boost to Str, 20 HD stat boost to Dex - base)
HP: 145/145 (21d10+30, taking true average, rounding down after calculations)
DR: 10/adamantine
AC: 27 (10 base, -1 Size, +18 Natural): Touch 9, Flat-footed 27
Speed: 20
Saves: +7/+7/+7 (all base)
Attack: Slam +24 Melee for 2d10+10
Full Attack: 2 Slams +24 Melee for 2d10+10
Special Abilities: Construct Traits and Features, DR 10/Adamantine, Darkvision-60, Immunity to Magic, Low-light Vision, 18 natural armor, (16 and 20 HD stat boost to Dex, Str)

Active Spell Effects: Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")

Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock, magically.







Bulwinkle

Description, Normal:A black Raven, sitting on the shoulder of a Large man, dressed in flowing robes (Spot DC 27 to note it's not accurate)
Description, True Seeing or Will Interaction DC 33:This slightly transparent creature has a conical body, shaped something like a wind sock. It's ovid head disk contains an immense, toothed maw, and is surrounded by four clawed arms. It is hovering just over the shoulder of a Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.
History: "I was rejected by my race for not conforming to the standards of behavior. I worship Heironeous, who they detested. I actively opposed the torturous practices of my people. And so I was ejected from my society in the most violent way possible by a people who enjoy torture ... and that was my salvation, as it wasn't long after that when disaster struck my people. I'd really rather not talk about it. Now I wander this plane, righting what wrongs I can."
Dull Mechanics:
Bulwinkle (http://www.myth-weavers.com/sheetview.php?sheetid=225097)
Alignment: LG
Current XP: 105260 (spent a hefty chunk on Crafting)
Class: Phaerimm LA-2/Paladin-2/Ghost LA-5/Evolved Undead LA-6//Cleric-15
Race: Phaerimm/Ghost/Evolved Undead-6
Deity: Heironeous
Size: Tiny
Age: Ancient
Height: 1' 6
Weight: -
Eyes: black
Hair: None
Base stats: 8/13/10/12/17/18
Post-racial mods: 14/19/-/12/19/36
Level Up: 14/19/-/12/19/39
Post-items: 14/23/-/12/19/45

HP: 110/110 (15d12)
AC: Material Plane: 67 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +23 Deflection, +18 Monkish), Touch 59, Flat-Footed 61
AC: Ethereal Plane: 52 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +8 Natural, +18 Monkish), Touch 35, Flat-Footed 45
Saves: +31/+33/+35 (Base: 9/5/9; stat: +0/+6/+4; Resistance +5, Paladin +17)
Attack: Invisible Needle Reserve Feat (1d20+19 for 8d4) Force damage, Fiery Burst Reserve Feat (5-foot burst, Reflex DC 21 for half of 7d6 Fire), or Spells
Skills: Concentration +35 (18 ranks, +17 Cha), Knowledge(Religion)+19 (+1 Int, 18 ranks), Spellcraft +9 (+1 Int, 8 ranks), Speak Language (Cross-class, 5 ranks for 10 skill points)
Feats: 1: Heighten Spell (Player's Handbook), 2: Arcane Preparation (Complete Arcane), 3: Craft Wondrous Item (Player's Handbook), 4: Extend Spell (Player's Handbook), 5: Craft Magic Arms & Armor (Player's Handbook), 6: Dimensional Reach (Complete Mage), 7: Dimensional Jaunt (Complete Mage), 8: Summon Elemental(Complete Mage), 9: Invisible Needle (Complete Mage), 10: Persistent Spell (Complete Arcane), 11: Improved Unarmed Strike (Player's Handbook), 12: Ascetic Mage (Complete Adventurer), 13: Flyby Attack (Monster Manual), 14: Improved Turn Resistance (Libris Mortis), 15: Fiery Burst (Complete Mage)
Racial Features and Traits:
Hatchling Phaerimm Racial Traits & Features: Aberration Type, Spells as a Sorcerer of Character level as spell-likes, Detect Magic, Flight, Feather Fall, Immunity to Polymorph and Petrification, SR 11, +2 Natural Armor, -6 Str, +6 Dex, +2 Wis, +2 Cha; Size: Tiny
Ghost Traits & Features: Undead Type, Con -, +4 Cha, Incorporeal, Rejuvination, Manifestation, Telekinesis, Malevolence; Natural Armor applies on Ethereal Plane (where Ghost is not Incorporeal)
Evolved Undead-6 traits & features: +6 Natural Armor, Deflection increases by 6, Six Spell-Like abilities (CL = HD), Fast Healing 3, +12 Str, +12 Cha
Undead Racial Traits: No Con, Darkvision-60, Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects, Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects, Cannot heal damage on its own if it has no Intelligence score (me has Int), although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score, Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless), Uses its Charisma modifier for Concentration checks, Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed, Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead, Undead do not breathe, eat, or sleep.
Aberration Features: (negligible)
Incorporeal Traits: An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature. An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus). An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect. An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.

Good Domain: +1 Caster level for [Good] Spells
Law Domain: +1 Caster level for [Law] Spells
Paladin-2 Class Features: Aura of good, detect evil, smite evil 1/day, Divine grace, lay on hands
Cleric-15 Class Features: Turn Undead, Domains, Spells
Spells:

Cleric (CL 15): 6/6+1/6+1/6+1/5+1/4+1/3+1/2+1/1+1; DC 14+Spell Level
Phaerim (CL 15): 6/11/10/10/10/10/9/7; DC 27+spell level
Evolved Undead (CL 15): 6 uses/day, permanent preparation.
(Clr-0): Create Water 0/2
(Clr-0): Light 0/3
(Clr-0): Mending 0/1
(Clr-1): Cure Light Wounds 0/6
(Clr-2): Cure Moderate Wounds 0/3
(Clr-2): Spiritual Weapon 0/3
(Clr-3): Invisibility Purge 0/3
(Clr-3): Remove Blindness/Deafness 0/1
(Clr-3): Remove Curse 0/1
(Clr-3): Remove Disease 0/1
(Clr-4): Dimensional Anchor 0/2
(Clr-4): Imbue with Spell Ability 0/3
(Clr-5): Spell Resistance 0/3
(Clr-5): Wall of Stone 0/1
(Clr-6): Antilife Shell 0/1
(Clr-6): Find the Path 0/1
(Clr-6): Heroes' Feast 0/1
(Clr-7): Heightened Flame Strike 0/1
(Clr-7): Restoration, Greater 0/1
(Clr-8): Summon Monster VIII 0/1
(Dom-1): Protection from Evil 0/1
(Dom-2): Calm Emotions 0/1
(Dom-3): Magic Circle Against Evil 0/1
(Dom-4): Holy Smite 0/1
(Dom-5): Dispel Evil 0/1
(Dom-6): Hold Monster 0/1
(Dom-7): Holy Word 0/1
(Dom-8): Heightened Blade Barrier 0/1
(EvUn): Greater Dispel Magic 0/2
(EvUn): Greater Invisibility 0/4
(Pha-0): Acid Splash
(Pha-0): Arcane Mark
(Pha-0): Dancing Lights
(Pha-0): Detect Poison
(Pha-0): Flare
(Pha-0): Prestidigitation
(Pha-0): Ray of Frost
(Pha-0): Read Magic
(Pha-0): Resistance
(Pha-1): Disguise Self
(Pha-1): Floating Disk
(Pha-1): Mage Armor
(Pha-1): Shield
(Pha-1): Unseen Servant
(Pha-2): Glitterdust
(Pha-2): Misdirection
(Pha-2): See Invisibility
(Pha-2): Spectral Hand
(Pha-2): Web
(Pha-3): Slow
(Pha-3): Haste
(Pha-3): Stinking Cloud
(Pha-3): Tongues
(Pha-4): Black Tentacles
(Pha-4): Dimension Door
(Pha-4): Polymorph
(Pha-4): Solid Fog
(Pha-5): Mage's Private Sanctum
(Pha-5): Seeming
(Pha-5): Teleport
(Pha-5): Transmude Mud to Rock
(Pha-6): Analyze Dweomer
(Pha-6): Chain Lightning
(Pha-6): Mass Suggestion
(Pha-7): Limited Wish
(Pha-7): Mage's Magnificient Mansion
Standard Preparations Every Evening:

Cast Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")
Cast Persistent Shield (CL 15)
Cast Extended Mage Armor (CL 15) on self
Cast Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock.
Cast Heightened Extended Misdirection (CL 15, Will DC 33) so construct registers as a rock.
Cast Magnificient Mansion.
Go inside Mansion (with Construct), cast Mage's Private Sanctum to cover the place up.

Items:

Stone Golem (Crafted, Advaned to 21 hit dice: 67,500 gp + 4,800 xp)
Ring of Evasion (25k gp; DMG) Left Claw
Ring of X-Ray Vision (25k gp; DMG) Right Claw
Monk's Belt (13k gp; DMG) Waist
Vest of Resistance+5 (12.5k gp, 1,000 xp; Magic Item Compendium) Torso
Cloak of Charisma+6 (18k gp, 1,440 xp; DMG) Shoulders
Portable Hole (20k gp; DMG) Pocket (Rocky's)
Gloves of Dexterity+4 (16k gp; DMG) Claws
Spell Components Pouch (5 gp; PHB) Belt
Spell Components Pouch *3 (3*5 gp; PHB) Portable Hole
Silver Holy Symbol (25 gp; PHB) Neck
Silver Holy Symbol *3 (3*25 gp; PHB) Portable Hole
188 Platinum Pieces (portable hole)
"Fate Tokens" *2



Sources Used:PHB, DMG, MMI, Libris Mortis, Lost Empires of Faerun, Complete Mage, Complete Adventurer, Complete Arcane

Arudin
2010-07-21, 06:42 PM
Raginmund

Hearing everyone else introduce themselves, Raginmund decides to do the same. "I am quite limited as well. Mainly, I hit things," he says, pointing to a pair of dark, clawed gauntlets, "And take blows."

"On a semi-related note, can anyone understand Drow Sign? Or possess the ability to speak with animals? My abilities limit me in more ways than one."

Finally, he turns back to the orb. "How slight a fee are we talking here?"

Jack_Simth
2010-07-21, 06:54 PM
Rocky & Bullwinkle

The raven flaps it's wings, rising slightly above the shoulders of the man in robes, and starts making motions with his claws.

Drow Sign:"Ah, perchance have you done a stint in the Underdark? It's amazing what those crafty elves down there can make of a slight sight advantage. Has such useful applications elsewhere, too... Rocky got together with me down there, after my previous companion kinda fell apart on me while working with some rebel Drow."

Dull Mechanics:

Go up slightly; talk a bit.

Current Status (post-actions):
Rocky: HP: 145/145, AC 27 (T 9, FF 27), saves +7/+7/+7
Bullwinkle: HP: 110/110, AC: 67 (T 59, FF 61), saves +31/+33/+35

Rocky:

Name: Rocky
Description, Normal: A Large man in flowing blue robes, with arcane symbols stitched all over them. His shoes are white, with tufts of fur along the edges. His gloves are some of the most delicate deer hide available. He wears a conical hat, with stars and moons etched upon it. A long cloak covers his back, and there is a belt tied around his waist. A raven perches on his shoulder. (Spot DC 27 to note that it is false)
http://www.wizards.com/leaving.asp?url=/dnd/images/pc_portraits/280_11_D1W.jpg&origin=dnd_pc_20010828x


Description, True Seeing or Will Interaction DC 33: A Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG135.jpg


Personality: Never speaks, lets his familiar talk to the lesser beings around him. Casts all spells as Silent and Stilled. Keeps his familiar on his shoulder at all times.
Dull Mechanics:
Race: Stone Golem
Class: Stone Golem
Type: Construct
Alignment: TN
Size: Large
Height: 9'
Weight: 2,000 lbs
Eyes: Gray
Hair: None
Stats: 30/10/-/-/11/1 (16 HD stat boost to Str, 20 HD stat boost to Dex - base)
HP: 145/145 (21d10+30, taking true average, rounding down after calculations)
DR: 10/adamantine
AC: 27 (10 base, -1 Size, +18 Natural): Touch 9, Flat-footed 27
Speed: 20
Saves: +7/+7/+7 (all base)
Attack: Slam +24 Melee for 2d10+10
Full Attack: 2 Slams +24 Melee for 2d10+10
Special Abilities: Construct Traits and Features, DR 10/Adamantine, Darkvision-60, Immunity to Magic, Low-light Vision, 18 natural armor, (16 and 20 HD stat boost to Dex, Str)

Active Spell Effects: Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")

Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock, magically.







Bulwinkle

Description, Normal:A black Raven, sitting on the shoulder of a Large man, dressed in flowing robes (Spot DC 27 to note it's not accurate)
Description, True Seeing or Will Interaction DC 33:This slightly transparent creature has a conical body, shaped something like a wind sock. It's ovid head disk contains an immense, toothed maw, and is surrounded by four clawed arms. It is hovering just over the shoulder of a Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.
History: "I was rejected by my race for not conforming to the standards of behavior. I worship Heironeous, who they detested. I actively opposed the torturous practices of my people. And so I was ejected from my society in the most violent way possible by a people who enjoy torture ... and that was my salvation, as it wasn't long after that when disaster struck my people. I'd really rather not talk about it. Now I wander this plane, righting what wrongs I can."
Dull Mechanics:
Bulwinkle (http://www.myth-weavers.com/sheetview.php?sheetid=225097)
Alignment: LG
Current XP: 105260 (spent a hefty chunk on Crafting)
Class: Phaerimm LA-2/Paladin-2/Ghost LA-5/Evolved Undead LA-6//Cleric-15
Race: Phaerimm/Ghost/Evolved Undead-6
Deity: Heironeous
Size: Tiny
Age: Ancient
Height: 1' 6
Weight: -
Eyes: black
Hair: None
Base stats: 8/13/10/12/17/18
Post-racial mods: 14/19/-/12/19/36
Level Up: 14/19/-/12/19/39
Post-items: 14/23/-/12/19/45

HP: 110/110 (15d12)
AC: Material Plane: 67 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +23 Deflection, +18 Monkish), Touch 59, Flat-Footed 61
AC: Ethereal Plane: 52 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +8 Natural, +18 Monkish), Touch 35, Flat-Footed 45
Saves: +31/+33/+35 (Base: 9/5/9; stat: +0/+6/+4; Resistance +5, Paladin +17)
Attack: Invisible Needle Reserve Feat (1d20+19 for 8d4) Force damage, Fiery Burst Reserve Feat (5-foot burst, Reflex DC 21 for half of 7d6 Fire), or Spells
Skills: Concentration +35 (18 ranks, +17 Cha), Knowledge(Religion)+19 (+1 Int, 18 ranks), Spellcraft +9 (+1 Int, 8 ranks), Speak Language (Cross-class, 5 ranks for 10 skill points)
Feats: 1: Heighten Spell (Player's Handbook), 2: Arcane Preparation (Complete Arcane), 3: Craft Wondrous Item (Player's Handbook), 4: Extend Spell (Player's Handbook), 5: Craft Magic Arms & Armor (Player's Handbook), 6: Dimensional Reach (Complete Mage), 7: Dimensional Jaunt (Complete Mage), 8: Summon Elemental(Complete Mage), 9: Invisible Needle (Complete Mage), 10: Persistent Spell (Complete Arcane), 11: Improved Unarmed Strike (Player's Handbook), 12: Ascetic Mage (Complete Adventurer), 13: Flyby Attack (Monster Manual), 14: Improved Turn Resistance (Libris Mortis), 15: Fiery Burst (Complete Mage)
Racial Features and Traits:
Hatchling Phaerimm Racial Traits & Features: Aberration Type, Spells as a Sorcerer of Character level as spell-likes, Detect Magic, Flight, Feather Fall, Immunity to Polymorph and Petrification, SR 11, +2 Natural Armor, -6 Str, +6 Dex, +2 Wis, +2 Cha; Size: Tiny
Ghost Traits & Features: Undead Type, Con -, +4 Cha, Incorporeal, Rejuvination, Manifestation, Telekinesis, Malevolence; Natural Armor applies on Ethereal Plane (where Ghost is not Incorporeal)
Evolved Undead-6 traits & features: +6 Natural Armor, Deflection increases by 6, Six Spell-Like abilities (CL = HD), Fast Healing 3, +12 Str, +12 Cha
Undead Racial Traits: No Con, Darkvision-60, Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects, Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects, Cannot heal damage on its own if it has no Intelligence score (me has Int), although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score, Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless), Uses its Charisma modifier for Concentration checks, Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed, Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead, Undead do not breathe, eat, or sleep.
Aberration Features: (negligible)
Incorporeal Traits: An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature. An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus). An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect. An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.

Good Domain: +1 Caster level for [Good] Spells
Law Domain: +1 Caster level for [Law] Spells
Paladin-2 Class Features: Aura of good, detect evil, smite evil 1/day, Divine grace, lay on hands
Cleric-15 Class Features: Turn Undead, Domains, Spells
Spells:

Cleric (CL 15): 6/6+1/6+1/6+1/5+1/4+1/3+1/2+1/1+1; DC 14+Spell Level
Phaerim (CL 15): 6/11/10/10/10/10/9/7; DC 27+spell level
Evolved Undead (CL 15): 6 uses/day, permanent preparation.
(Clr-0): Create Water 0/2
(Clr-0): Light 0/3
(Clr-0): Mending 0/1
(Clr-1): Cure Light Wounds 0/6
(Clr-2): Cure Moderate Wounds 0/3
(Clr-2): Spiritual Weapon 0/3
(Clr-3): Invisibility Purge 0/3
(Clr-3): Remove Blindness/Deafness 0/1
(Clr-3): Remove Curse 0/1
(Clr-3): Remove Disease 0/1
(Clr-4): Dimensional Anchor 0/2
(Clr-4): Imbue with Spell Ability 0/3
(Clr-5): Spell Resistance 0/3
(Clr-5): Wall of Stone 0/1
(Clr-6): Antilife Shell 0/1
(Clr-6): Find the Path 0/1
(Clr-6): Heroes' Feast 0/1
(Clr-7): Heightened Flame Strike 0/1
(Clr-7): Restoration, Greater 0/1
(Clr-8): Summon Monster VIII 0/1
(Dom-1): Protection from Evil 0/1
(Dom-2): Calm Emotions 0/1
(Dom-3): Magic Circle Against Evil 0/1
(Dom-4): Holy Smite 0/1
(Dom-5): Dispel Evil 0/1
(Dom-6): Hold Monster 0/1
(Dom-7): Holy Word 0/1
(Dom-8): Heightened Blade Barrier 0/1
(EvUn): Greater Dispel Magic 0/2
(EvUn): Greater Invisibility 0/4
(Pha-0): Acid Splash
(Pha-0): Arcane Mark
(Pha-0): Dancing Lights
(Pha-0): Detect Poison
(Pha-0): Flare
(Pha-0): Prestidigitation
(Pha-0): Ray of Frost
(Pha-0): Read Magic
(Pha-0): Resistance
(Pha-1): Disguise Self
(Pha-1): Floating Disk
(Pha-1): Mage Armor
(Pha-1): Shield
(Pha-1): Unseen Servant
(Pha-2): Glitterdust
(Pha-2): Misdirection
(Pha-2): See Invisibility
(Pha-2): Spectral Hand
(Pha-2): Web
(Pha-3): Slow
(Pha-3): Haste
(Pha-3): Stinking Cloud
(Pha-3): Tongues
(Pha-4): Black Tentacles
(Pha-4): Dimension Door
(Pha-4): Polymorph
(Pha-4): Solid Fog
(Pha-5): Mage's Private Sanctum
(Pha-5): Seeming
(Pha-5): Teleport
(Pha-5): Transmude Mud to Rock
(Pha-6): Analyze Dweomer
(Pha-6): Chain Lightning
(Pha-6): Mass Suggestion
(Pha-7): Limited Wish
(Pha-7): Mage's Magnificient Mansion
Standard Preparations Every Evening:

Cast Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")
Cast Persistent Shield (CL 15)
Cast Extended Mage Armor (CL 15) on self
Cast Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock.
Cast Heightened Extended Misdirection (CL 15, Will DC 33) so construct registers as a rock.
Cast Magnificient Mansion.
Go inside Mansion (with Construct), cast Mage's Private Sanctum to cover the place up.

Items:

Stone Golem (Crafted, Advaned to 21 hit dice: 67,500 gp + 4,800 xp)
Ring of Evasion (25k gp; DMG) Left Claw
Ring of X-Ray Vision (25k gp; DMG) Right Claw
Monk's Belt (13k gp; DMG) Waist
Vest of Resistance+5 (12.5k gp, 1,000 xp; Magic Item Compendium) Torso
Cloak of Charisma+6 (18k gp, 1,440 xp; DMG) Shoulders
Portable Hole (20k gp; DMG) Pocket (Rocky's)
Gloves of Dexterity+4 (16k gp; DMG) Claws
Spell Components Pouch (5 gp; PHB) Belt
Spell Components Pouch *3 (3*5 gp; PHB) Portable Hole
Silver Holy Symbol (25 gp; PHB) Neck
Silver Holy Symbol *3 (3*25 gp; PHB) Portable Hole
188 Platinum Pieces (portable hole)
"Fate Tokens" *2



Sources Used:PHB, DMG, MMI, Libris Mortis, Lost Empires of Faerun, Complete Mage, Complete Adventurer, Complete Arcane

Arudin
2010-07-21, 08:47 PM
Raginmund

Upon seeing the raven's gestures, Raginmund breaks into a small grin. He raises his hands to chest height and begins to make signs himself.

Drow Sign:

That is good news indeed. Could you be my translator when I am in my other form?

When his hands still, he hunches forward a bit. His form ripples, and in the man's place stands a relatively thin, and tall, dire bear. He is now ten feet tall, and the plate armor fits perfectly. A pair of massive horns sprout from his head, and his claws and forearms appear to be disproportionately large. Afterwards, he resumes his former position and leans against the wall, letting out a relieved sigh.

Jack_Simth
2010-07-21, 09:09 PM
Rocky & Bullwinkle

The raven settles back down, and replies. "Sure, I can translate, readily enough. Speaking of... do we have any language besides Trade in common? It's often useful to be able to ask things on the battlefield without tipping our hands as to what we're planning. I'm personally familiar with the four elemental languages... necessary for anti-trapping the way Rocky and I handle it ... plus Undercommon and a very old language that I seriously doubt anyone else here knows. Oh yes, and Drow Sign and Trade, but that should be obvious by now."


Dull Mechanics:

Go down slightly; talk a bit.

Oh yes, and in case I wasn't clear: Trade = Common in this particular instance.

Current Status (post-actions):
Rocky: HP: 145/145, AC 27 (T 9, FF 27), saves +7/+7/+7
Bullwinkle: HP: 110/110, AC: 67 (T 59, FF 61), saves +31/+33/+35

Rocky:

Name: Rocky
Description, Normal: A Large man in flowing blue robes, with arcane symbols stitched all over them. His shoes are white, with tufts of fur along the edges. His gloves are some of the most delicate deer hide available. He wears a conical hat, with stars and moons etched upon it. A long cloak covers his back, and there is a belt tied around his waist. A raven perches on his shoulder. (Spot DC 27 to note that it is false)
http://www.wizards.com/leaving.asp?url=/dnd/images/pc_portraits/280_11_D1W.jpg&origin=dnd_pc_20010828x


Description, True Seeing or Will Interaction DC 33: A Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG135.jpg


Personality: Never speaks, lets his familiar talk to the lesser beings around him. Casts all spells as Silent and Stilled. Keeps his familiar on his shoulder at all times.
Dull Mechanics:
Race: Stone Golem
Class: Stone Golem
Type: Construct
Alignment: TN
Size: Large
Height: 9'
Weight: 2,000 lbs
Eyes: Gray
Hair: None
Stats: 30/10/-/-/11/1 (16 HD stat boost to Str, 20 HD stat boost to Dex - base)
HP: 145/145 (21d10+30, taking true average, rounding down after calculations)
DR: 10/adamantine
AC: 27 (10 base, -1 Size, +18 Natural): Touch 9, Flat-footed 27
Speed: 20
Saves: +7/+7/+7 (all base)
Attack: Slam +24 Melee for 2d10+10
Full Attack: 2 Slams +24 Melee for 2d10+10
Special Abilities: Construct Traits and Features, DR 10/Adamantine, Darkvision-60, Immunity to Magic, Low-light Vision, 18 natural armor, (16 and 20 HD stat boost to Dex, Str)

Active Spell Effects: Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")

Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock, magically.







Bulwinkle

Description, Normal:A black Raven, sitting on the shoulder of a Large man, dressed in flowing robes (Spot DC 27 to note it's not accurate)
Description, True Seeing or Will Interaction DC 33:This slightly transparent creature has a conical body, shaped something like a wind sock. It's ovid head disk contains an immense, toothed maw, and is surrounded by four clawed arms. It is hovering just over the shoulder of a Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.
History: "I was rejected by my race for not conforming to the standards of behavior. I worship Heironeous, who they detested. I actively opposed the torturous practices of my people. And so I was ejected from my society in the most violent way possible by a people who enjoy torture ... and that was my salvation, as it wasn't long after that when disaster struck my people. I'd really rather not talk about it. Now I wander this plane, righting what wrongs I can."
Dull Mechanics:
Bulwinkle (http://www.myth-weavers.com/sheetview.php?sheetid=225097)
Alignment: LG
Current XP: 105260 (spent a hefty chunk on Crafting)
Class: Phaerimm LA-2/Paladin-2/Ghost LA-5/Evolved Undead LA-6//Cleric-15
Race: Phaerimm/Ghost/Evolved Undead-6
Deity: Heironeous
Size: Tiny
Age: Ancient
Height: 1' 6
Weight: -
Eyes: black
Hair: None
Base stats: 8/13/10/12/17/18
Post-racial mods: 14/19/-/12/19/36
Level Up: 14/19/-/12/19/39
Post-items: 14/23/-/12/19/45

HP: 110/110 (15d12)
AC: Material Plane: 67 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +23 Deflection, +18 Monkish), Touch 59, Flat-Footed 61
AC: Ethereal Plane: 52 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +8 Natural, +18 Monkish), Touch 35, Flat-Footed 45
Saves: +31/+33/+35 (Base: 9/5/9; stat: +0/+6/+4; Resistance +5, Paladin +17)
Attack: Invisible Needle Reserve Feat (1d20+19 for 8d4) Force damage, Fiery Burst Reserve Feat (5-foot burst, Reflex DC 21 for half of 7d6 Fire), or Spells
Skills: Concentration +35 (18 ranks, +17 Cha), Knowledge(Religion)+19 (+1 Int, 18 ranks), Spellcraft +9 (+1 Int, 8 ranks), Speak Language (Cross-class, 5 ranks for 10 skill points)
Feats: 1: Heighten Spell (Player's Handbook), 2: Arcane Preparation (Complete Arcane), 3: Craft Wondrous Item (Player's Handbook), 4: Extend Spell (Player's Handbook), 5: Craft Magic Arms & Armor (Player's Handbook), 6: Dimensional Reach (Complete Mage), 7: Dimensional Jaunt (Complete Mage), 8: Summon Elemental(Complete Mage), 9: Invisible Needle (Complete Mage), 10: Persistent Spell (Complete Arcane), 11: Improved Unarmed Strike (Player's Handbook), 12: Ascetic Mage (Complete Adventurer), 13: Flyby Attack (Monster Manual), 14: Improved Turn Resistance (Libris Mortis), 15: Fiery Burst (Complete Mage)
Racial Features and Traits:
Hatchling Phaerimm Racial Traits & Features: Aberration Type, Spells as a Sorcerer of Character level as spell-likes, Detect Magic, Flight, Feather Fall, Immunity to Polymorph and Petrification, SR 11, +2 Natural Armor, -6 Str, +6 Dex, +2 Wis, +2 Cha; Size: Tiny
Ghost Traits & Features: Undead Type, Con -, +4 Cha, Incorporeal, Rejuvination, Manifestation, Telekinesis, Malevolence; Natural Armor applies on Ethereal Plane (where Ghost is not Incorporeal)
Evolved Undead-6 traits & features: +6 Natural Armor, Deflection increases by 6, Six Spell-Like abilities (CL = HD), Fast Healing 3, +12 Str, +12 Cha
Undead Racial Traits: No Con, Darkvision-60, Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects, Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects, Cannot heal damage on its own if it has no Intelligence score (me has Int), although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score, Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless), Uses its Charisma modifier for Concentration checks, Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed, Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead, Undead do not breathe, eat, or sleep.
Aberration Features: (negligible)
Incorporeal Traits: An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature. An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus). An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect. An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.

Good Domain: +1 Caster level for [Good] Spells
Law Domain: +1 Caster level for [Law] Spells
Paladin-2 Class Features: Aura of good, detect evil, smite evil 1/day, Divine grace, lay on hands
Cleric-15 Class Features: Turn Undead, Domains, Spells
Spells:

Cleric (CL 15): 6/6+1/6+1/6+1/5+1/4+1/3+1/2+1/1+1; DC 14+Spell Level
Phaerim (CL 15): 6/11/10/10/10/10/9/7; DC 27+spell level
Evolved Undead (CL 15): 6 uses/day, permanent preparation.
(Clr-0): Create Water 0/2
(Clr-0): Light 0/3
(Clr-0): Mending 0/1
(Clr-1): Cure Light Wounds 0/6
(Clr-2): Cure Moderate Wounds 0/3
(Clr-2): Spiritual Weapon 0/3
(Clr-3): Invisibility Purge 0/3
(Clr-3): Remove Blindness/Deafness 0/1
(Clr-3): Remove Curse 0/1
(Clr-3): Remove Disease 0/1
(Clr-4): Dimensional Anchor 0/2
(Clr-4): Imbue with Spell Ability 0/3
(Clr-5): Spell Resistance 0/3
(Clr-5): Wall of Stone 0/1
(Clr-6): Antilife Shell 0/1
(Clr-6): Find the Path 0/1
(Clr-6): Heroes' Feast 0/1
(Clr-7): Heightened Flame Strike 0/1
(Clr-7): Restoration, Greater 0/1
(Clr-8): Summon Monster VIII 0/1
(Dom-1): Protection from Evil 0/1
(Dom-2): Calm Emotions 0/1
(Dom-3): Magic Circle Against Evil 0/1
(Dom-4): Holy Smite 0/1
(Dom-5): Dispel Evil 0/1
(Dom-6): Hold Monster 0/1
(Dom-7): Holy Word 0/1
(Dom-8): Heightened Blade Barrier 0/1
(EvUn): Greater Dispel Magic 0/2
(EvUn): Greater Invisibility 0/4
(Pha-0): Acid Splash
(Pha-0): Arcane Mark
(Pha-0): Dancing Lights
(Pha-0): Detect Poison
(Pha-0): Flare
(Pha-0): Prestidigitation
(Pha-0): Ray of Frost
(Pha-0): Read Magic
(Pha-0): Resistance
(Pha-1): Disguise Self
(Pha-1): Floating Disk
(Pha-1): Mage Armor
(Pha-1): Shield
(Pha-1): Unseen Servant
(Pha-2): Glitterdust
(Pha-2): Misdirection
(Pha-2): See Invisibility
(Pha-2): Spectral Hand
(Pha-2): Web
(Pha-3): Slow
(Pha-3): Haste
(Pha-3): Stinking Cloud
(Pha-3): Tongues
(Pha-4): Black Tentacles
(Pha-4): Dimension Door
(Pha-4): Polymorph
(Pha-4): Solid Fog
(Pha-5): Mage's Private Sanctum
(Pha-5): Seeming
(Pha-5): Teleport
(Pha-5): Transmude Mud to Rock
(Pha-6): Analyze Dweomer
(Pha-6): Chain Lightning
(Pha-6): Mass Suggestion
(Pha-7): Limited Wish
(Pha-7): Mage's Magnificient Mansion
Standard Preparations Every Evening:

Cast Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")
Cast Persistent Shield (CL 15)
Cast Extended Mage Armor (CL 15) on self
Cast Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock.
Cast Heightened Extended Misdirection (CL 15, Will DC 33) so construct registers as a rock.
Cast Magnificient Mansion.
Go inside Mansion (with Construct), cast Mage's Private Sanctum to cover the place up.

Items:

Stone Golem (Crafted, Advaned to 21 hit dice: 67,500 gp + 4,800 xp)
Ring of Evasion (25k gp; DMG) Left Claw
Ring of X-Ray Vision (25k gp; DMG) Right Claw
Monk's Belt (13k gp; DMG) Waist
Vest of Resistance+5 (12.5k gp, 1,000 xp; Magic Item Compendium) Torso
Cloak of Charisma+6 (18k gp, 1,440 xp; DMG) Shoulders
Portable Hole (20k gp; DMG) Pocket (Rocky's)
Gloves of Dexterity+4 (16k gp; DMG) Claws
Spell Components Pouch (5 gp; PHB) Belt
Spell Components Pouch *3 (3*5 gp; PHB) Portable Hole
Silver Holy Symbol (25 gp; PHB) Neck
Silver Holy Symbol *3 (3*25 gp; PHB) Portable Hole
188 Platinum Pieces (portable hole)
"Fate Tokens" *2

Languages:
Common, Ignan, Aquan, Terran, Auran, Undercommon, Drow Sign, Phaerim


Sources Used:PHB, DMG, MMI, Libris Mortis, Lost Empires of Faerun, Complete Mage, Complete Adventurer, Complete Arcane

Cadian 9th
2010-07-21, 09:27 PM
DM

Best you not ask how much of a fee it is: Lets say its a 1000gp per your level of experience. Theehe. The Orb says.

All effects acknowledged, you'll have to tell me what your varous effects do, when it becomes releavant. THanks all.

Chambers
2010-07-22, 09:30 AM
Kenneth

The priest blinks a few times at seeing Rocky and Bullwinkles true forms. "Ah, my apologies. The first blessing improves your chances of resisting spells and other nasty effects. Do you not feel more inspired?" He grins. "The other two were for myself, allowing me to see true past any magical disguises and to enhance my healing." He shrugs.

"Didn't mean to upset you. It's so that creatures that like to appear as harmless innocents don't surprise me, like Ogre Magi and other such tricksters." He gazes at you, then glances to the symbol on the stone chest. "As long as you wear that truly, I've no problem."

He turns and watches the complicated hand gestures. "I don't know what those mean...and I can only speak Trade and Dwarven. But I know a blessing that will let me understand all spoken tongues, though I may not reply in kind. Won't help with your sign, but if you share another language I may understand that." He raises his gauntlets again and mumbles a few words under his breath.


Casts Comprehend Languages.

Sorry, didn't mean for you to think I was trying to see past your disguise. True Seeing, Mass Conviction, Healing Lorecall, & Comprehend Languages are part of his 10 min/lvl buffs.

Mass Conviction provides a +4 morale bonus on all saving throws. Last 150 minutes.

HP: 159
AC: 36 (+13 armor, +9 shield, +1 dex, +3 nat), touch 11, flat 36
Saves: Fort +28, Reflex +23, Will +27

Spells Active Superior Resistance, Greater Magic Weapon, True Seeing, Mass Conviction, Healing Lorecall, Comprehend Languages.
Stance Active Aura of Triumph
Maneuvers Readied Earthquake Strike, Ancient Mountain Hammer, Rallying Strike, Mountain Avalanche, Shadow Blink, Wall of Blades

Jack_Simth
2010-07-22, 05:05 PM
Rocky & Bullwinkle

The raven considers a moment. "Eh, no biggie. Rocky and I do not have normal appearances, and usually go around with our true appearance cloaked. There's two basic reasons - first, it cuts down on all the screaming in town, and second, it helps keep opponents from using the effects that will cause serious problems for Rocky and myself. As we seem to be traveling together, it really was a bit of an eventuality that that you'd discover it sooner or later, I just wasn't expecting it this soon. But regardless, we probably ought to start moving, as most spells start winding down as soon as they're started. I'm playing trapmonkey today, so I'll lead ...."

With that, Rocky and Bullwinkle begin the rather dull job of searching for traps in the room, and on the door, using their Trap Protocol... scanning for magic, then Summoning Large elementals to traverse every square of the area, and watching for results... having the elementals do all the actual work as Bullwinkle gives them orders in their native languages. After making sure the room is clear, Rocky and Bullwinkle open the door... while standing a very far distance away from it.

Trap Protocol:

Step 1: Use Detect Magic (it's an At-Will ability) to check all directions - Up, Down, North, South, East, West; for the full three rounds to learn strength and location of all magic auras.
Step 2: Use the Summon Elemental Reserve Feat to Summon an Elemental. Use the actual languages of the elementals to go everywhere in that sixty-foot range (it vanishes at the end of the elemental's turn if it's not within 30 feet of Rocky & Bullwinkle, but it can travel outside that range for a time, it's just a standard action to summon one, and if another is summoned, the existing one is unsummoned). Make sure one elemental of each of the four types (Air, Earth, Fire, Water) steps on each square in that very large area at least once.
Step 3: Send an elemental of each type to longest possible range along intended path of travel (on a straight away, that's 430 feet for an Air elemental - Summon at 30 foot range, Run action for 400 feet due to 100 foot speed; 230 feet around corners on a double-move rather than Run - 110 or 70 feet for an Earth or Water elemental, 230 or 130 feet for a Fire elemental)
Step 4: Observe results
Step 5: If nothing happens, move appropriately.
Step 6: If something needs manipulation, use Telekinesis to do it.
Step 7: If a trap needs to be destroyed, kill it with one of: Fiery Burst Reserve Feat, Invisible Needle Reserve Feat, repeated Charging Bash attempts from Elementals, or other means as appropriate to the situation (please post what happens to the elementals, where the blast seems to come from, and I'll post a response to the trap).


Kenneth:
You do realize that Comprehend Languages (http://www.d20srd.org/srd/spells/comprehendLanguages.htm) has a rather pesky clause for combat communication:

You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. (emphasis added) which makes it rather useless for combat understanding, don't you?

Dull Mechanics:

Talk a lot.
Begin trap protocol
Open door with Telekinesis. (recharge time: [roll0] rounds, in case we're attacked the moment the door is opened.)

Trap Protocol:

Step 1: Use Detect Magic (it's an At-Will ability) to check all directions - Up, Down, North, South, East, West; for the full three rounds to learn strength and location of all magic auras.
Step 2: Use the Summon Elemental Reserve Feat to Summon an Elemental. Use the actual languages of the elementals to go everywhere in that sixty-foot range (it vanishes at the end of the elemental's turn if it's not within 30 feet of Rocky & Bullwinkle, but it can travel outside that range for a time, and it's just a standard action to summon one). Make sure one elemental of each of the four types (Air, Earth, Fire, Water) steps on each square in that very large area at least once.
Step 3: Send an elemental of each type to longest possible range along intended path of travel (on a straight away, that's 430 feet for an Air elemental - Summon at 30 foot range, Run action for 400 feet due to 100 foot speed; 230 feet around corners on a double-move rather than Run - 110 or 70 feet for an Earth or Water elemental, 230 or 130 feet for a Fire elemental)
Step 4: Observe results
Step 5: If nothing happens, move appropriately.
Step 6: If something needs manipulation, use Telekinesis to do it.
Step 7: If a trap needs to be destroyed, kill it with one of: Fiery Burst Reserve Feat, Invisible Needle Reserve Feat, repeated Charging Bash attempts from Elementals, or other means as appropriate to the situation (please post what happens to the elementals, where the blast seems to come from, and I'll post a response to the trap).



Current Status (post-actions):
Rocky: HP: 145/145, AC 27 (T 9, FF 27), saves +7/+7/+7
Bullwinkle: HP: 110/110, AC: 67 (T 59, FF 61), saves +31/+33/+35

Rocky:

Name: Rocky
Description, Normal: A Large man in flowing blue robes, with arcane symbols stitched all over them. His shoes are white, with tufts of fur along the edges. His gloves are some of the most delicate deer hide available. He wears a conical hat, with stars and moons etched upon it. A long cloak covers his back, and there is a belt tied around his waist. A raven perches on his shoulder. (Spot DC 27 to note that it is false)
http://www.wizards.com/leaving.asp?url=/dnd/images/pc_portraits/280_11_D1W.jpg&origin=dnd_pc_20010828x


Description, True Seeing or Will Interaction DC 33: A Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG135.jpg


Personality: Never speaks, lets his familiar talk to the lesser beings around him. Casts all spells as Silent and Stilled. Keeps his familiar on his shoulder at all times.
Dull Mechanics:
Race: Stone Golem
Class: Stone Golem
Type: Construct
Alignment: TN
Size: Large
Height: 9'
Weight: 2,000 lbs
Eyes: Gray
Hair: None
Stats: 30/10/-/-/11/1 (16 HD stat boost to Str, 20 HD stat boost to Dex - base)
HP: 145/145 (21d10+30, taking true average, rounding down after calculations)
DR: 10/adamantine
AC: 27 (10 base, -1 Size, +18 Natural): Touch 9, Flat-footed 27
Speed: 20
Saves: +7/+7/+7 (all base)
Attack: Slam +24 Melee for 2d10+10
Full Attack: 2 Slams +24 Melee for 2d10+10
Special Abilities: Construct Traits and Features, DR 10/Adamantine, Darkvision-60, Immunity to Magic, Low-light Vision, 18 natural armor, (16 and 20 HD stat boost to Dex, Str)

Active Spell Effects: Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")

Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock, magically.







Bulwinkle

Description, Normal:A black Raven, sitting on the shoulder of a Large man, dressed in flowing robes (Spot DC 27 to note it's not accurate)
Description, True Seeing or Will Interaction DC 33:This slightly transparent creature has a conical body, shaped something like a wind sock. It's ovid head disk contains an immense, toothed maw, and is surrounded by four clawed arms. It is hovering just over the shoulder of a Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.
History: "I was rejected by my race for not conforming to the standards of behavior. I worship Heironeous, who they detested. I actively opposed the torturous practices of my people. And so I was ejected from my society in the most violent way possible by a people who enjoy torture ... and that was my salvation, as it wasn't long after that when disaster struck my people. I'd really rather not talk about it. Now I wander this plane, righting what wrongs I can."
Dull Mechanics:
Bulwinkle (http://www.myth-weavers.com/sheetview.php?sheetid=225097)
Alignment: LG
Current XP: 105260 (spent a hefty chunk on Crafting)
Class: Phaerimm LA-2/Paladin-2/Ghost LA-5/Evolved Undead LA-6//Cleric-15
Race: Phaerimm/Ghost/Evolved Undead-6
Deity: Heironeous
Size: Tiny
Age: Ancient
Height: 1' 6
Weight: -
Eyes: black
Hair: None
Base stats: 8/13/10/12/17/18
Post-racial mods: 14/19/-/12/19/36
Level Up: 14/19/-/12/19/39
Post-items: 14/23/-/12/19/45

HP: 110/110 (15d12)
AC: Material Plane: 67 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +23 Deflection, +18 Monkish), Touch 59, Flat-Footed 61
AC: Ethereal Plane: 52 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +8 Natural, +18 Monkish), Touch 35, Flat-Footed 45
Saves: +31/+33/+35 (Base: 9/5/9; stat: +0/+6/+4; Resistance +5, Paladin +17)
Attack: Invisible Needle Reserve Feat (1d20+19 for 8d4) Force damage, Fiery Burst Reserve Feat (5-foot burst, Reflex DC 21 for half of 7d6 Fire), or Spells
Skills: Concentration +35 (18 ranks, +17 Cha), Knowledge(Religion)+19 (+1 Int, 18 ranks), Spellcraft +9 (+1 Int, 8 ranks), Speak Language (Cross-class, 5 ranks for 10 skill points)
Feats: 1: Heighten Spell (Player's Handbook), 2: Arcane Preparation (Complete Arcane), 3: Craft Wondrous Item (Player's Handbook), 4: Extend Spell (Player's Handbook), 5: Craft Magic Arms & Armor (Player's Handbook), 6: Dimensional Reach (Complete Mage), 7: Dimensional Jaunt (Complete Mage), 8: Summon Elemental(Complete Mage), 9: Invisible Needle (Complete Mage), 10: Persistent Spell (Complete Arcane), 11: Improved Unarmed Strike (Player's Handbook), 12: Ascetic Mage (Complete Adventurer), 13: Flyby Attack (Monster Manual), 14: Improved Turn Resistance (Libris Mortis), 15: Fiery Burst (Complete Mage)
Racial Features and Traits:
Hatchling Phaerimm Racial Traits & Features: Aberration Type, Spells as a Sorcerer of Character level as spell-likes, Detect Magic, Flight, Feather Fall, Immunity to Polymorph and Petrification, SR 11, +2 Natural Armor, -6 Str, +6 Dex, +2 Wis, +2 Cha; Size: Tiny
Ghost Traits & Features: Undead Type, Con -, +4 Cha, Incorporeal, Rejuvination, Manifestation, Telekinesis, Malevolence; Natural Armor applies on Ethereal Plane (where Ghost is not Incorporeal)
Evolved Undead-6 traits & features: +6 Natural Armor, Deflection increases by 6, Six Spell-Like abilities (CL = HD), Fast Healing 3, +12 Str, +12 Cha
Undead Racial Traits: No Con, Darkvision-60, Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects, Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects, Cannot heal damage on its own if it has no Intelligence score (me has Int), although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score, Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless), Uses its Charisma modifier for Concentration checks, Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed, Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead, Undead do not breathe, eat, or sleep.
Aberration Features: (negligible)
Incorporeal Traits: An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature. An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus). An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect. An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.

Good Domain: +1 Caster level for [Good] Spells
Law Domain: +1 Caster level for [Law] Spells
Paladin-2 Class Features: Aura of good, detect evil, smite evil 1/day, Divine grace, lay on hands
Cleric-15 Class Features: Turn Undead, Domains, Spells
Spells:

Cleric (CL 15): 6/6+1/6+1/6+1/5+1/4+1/3+1/2+1/1+1; DC 14+Spell Level
Phaerim (CL 15): 6/11/10/10/10/10/9/7; DC 27+spell level
Evolved Undead (CL 15): 6 uses/day, permanent preparation.
(Clr-0): Create Water 0/2
(Clr-0): Light 0/3
(Clr-0): Mending 0/1
(Clr-1): Cure Light Wounds 0/6
(Clr-2): Cure Moderate Wounds 0/3
(Clr-2): Spiritual Weapon 0/3
(Clr-3): Invisibility Purge 0/3
(Clr-3): Remove Blindness/Deafness 0/1
(Clr-3): Remove Curse 0/1
(Clr-3): Remove Disease 0/1
(Clr-4): Dimensional Anchor 0/2
(Clr-4): Imbue with Spell Ability 0/3
(Clr-5): Spell Resistance 0/3
(Clr-5): Wall of Stone 0/1
(Clr-6): Antilife Shell 0/1
(Clr-6): Find the Path 0/1
(Clr-6): Heroes' Feast 0/1
(Clr-7): Heightened Flame Strike 0/1
(Clr-7): Restoration, Greater 0/1
(Clr-8): Summon Monster VIII 0/1
(Dom-1): Protection from Evil 0/1
(Dom-2): Calm Emotions 0/1
(Dom-3): Magic Circle Against Evil 0/1
(Dom-4): Holy Smite 0/1
(Dom-5): Dispel Evil 0/1
(Dom-6): Hold Monster 0/1
(Dom-7): Holy Word 0/1
(Dom-8): Heightened Blade Barrier 0/1
(EvUn): Greater Dispel Magic 0/2
(EvUn): Greater Invisibility 0/4
(Pha-0): Acid Splash
(Pha-0): Arcane Mark
(Pha-0): Dancing Lights
(Pha-0): Detect Poison
(Pha-0): Flare
(Pha-0): Prestidigitation
(Pha-0): Ray of Frost
(Pha-0): Read Magic
(Pha-0): Resistance
(Pha-1): Disguise Self
(Pha-1): Floating Disk
(Pha-1): Mage Armor
(Pha-1): Shield
(Pha-1): Unseen Servant
(Pha-2): Glitterdust
(Pha-2): Misdirection
(Pha-2): See Invisibility
(Pha-2): Spectral Hand
(Pha-2): Web
(Pha-3): Slow
(Pha-3): Haste
(Pha-3): Stinking Cloud
(Pha-3): Tongues
(Pha-4): Black Tentacles
(Pha-4): Dimension Door
(Pha-4): Polymorph
(Pha-4): Solid Fog
(Pha-5): Mage's Private Sanctum
(Pha-5): Seeming
(Pha-5): Teleport
(Pha-5): Transmude Mud to Rock
(Pha-6): Analyze Dweomer
(Pha-6): Chain Lightning
(Pha-6): Mass Suggestion
(Pha-7): Limited Wish
(Pha-7): Mage's Magnificient Mansion
Standard Preparations Every Evening:

Cast Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")
Cast Persistent Shield (CL 15)
Cast Extended Mage Armor (CL 15) on self
Cast Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock.
Cast Heightened Extended Misdirection (CL 15, Will DC 33) so construct registers as a rock.
Cast Magnificient Mansion.
Go inside Mansion (with Construct), cast Mage's Private Sanctum to cover the place up.

Items:

Stone Golem (Crafted, Advaned to 21 hit dice: 67,500 gp + 4,800 xp)
Ring of Evasion (25k gp; DMG) Left Claw
Ring of X-Ray Vision (25k gp; DMG) Right Claw
Monk's Belt (13k gp; DMG) Waist
Vest of Resistance+5 (12.5k gp, 1,000 xp; Magic Item Compendium) Torso
Cloak of Charisma+6 (18k gp, 1,440 xp; DMG) Shoulders
Portable Hole (20k gp; DMG) Pocket (Rocky's)
Gloves of Dexterity+4 (16k gp; DMG) Claws
Spell Components Pouch (5 gp; PHB) Belt
Spell Components Pouch *3 (3*5 gp; PHB) Portable Hole
Silver Holy Symbol (25 gp; PHB) Neck
Silver Holy Symbol *3 (3*25 gp; PHB) Portable Hole
188 Platinum Pieces (portable hole)
"Fate Tokens" *2

Languages:
Common, Ignan, Aquan, Terran, Auran, Undercommon, Drow Sign, Phaerim


Sources Used:PHB, DMG, MMI, Libris Mortis, Lost Empires of Faerun, Complete Mage, Complete Adventurer, Complete Arcane

Cadian 9th
2010-07-22, 06:22 PM
Rocky and Bullwinkle's routine fails in that nothing they can summon can leave the room save by opening the door. By checking everywhere with the elemental, you find that the room is exaclty as it seems except it is immposible to leave the room (as if it were a cube where the underground extends 20ft down and the area above the ceiling is 20ft high. Detecting magic detects nothing out of the ordinary, but the Orb registers as a divinely powerful (overwhelming HD and alignment), but apart from that nothing appears out of the ordinary.

Everyone, I've recorded your purchases and am semiaware of your effects.

EDIT: The door can be opened from a distance, but you cannot do anything to that room unless you are actually in that room. If you open it:
You spot a milky darkness on the other side of the door. The elemental has not died or been harmed.

The door is still there, do you attack it?

Jack_Simth
2010-07-22, 07:24 PM
Rocky & Bullwinkle

The door does indeed open under Telekensis... and Rocky and Bullwinkle approach the milky darkness, and expirimentally orders a few elementals to pop in through it a distance, and come back... just to see what happens.

Dull Mechanics (for Cadian 9th's reference - includes actions at the top):

Summon Elemental Reserve Feat
Order the elemental into the darkness, and back out.


Current Status (post-actions):
Rocky: HP: 145/145, AC 27 (T 9, FF 27), saves +7/+7/+7
Bullwinkle: HP: 110/110, AC: 67 (T 59, FF 61), saves +31/+33/+35


Protocols (long strings of actions that are liable to be repeated a LOT, for purposes of handling things normally done with skill checks)
Trap Protocol:

Step 1: Use Detect Magic (it's an At-Will ability) to check all directions - Up, Down, North, South, East, West; for the full three rounds to learn strength and location of all magic auras.
Step 2: Use the Summon Elemental Reserve Feat to Summon an Elemental. Use the actual languages of the elementals to go everywhere in that sixty-foot range (it vanishes at the end of the elemental's turn if it's not within 30 feet of Rocky & Bullwinkle, but it can travel outside that range for a time, and it's just a standard action to summon one). Make sure one elemental of each of the four types (Air, Earth, Fire, Water) steps on each square in that very large area at least once.
Step 3: Send an elemental of each type to longest possible range along intended path of travel (on a straight away, that's 430 feet for an Air elemental - Summon at 30 foot range, Run action for 400 feet due to 100 foot speed; 230 feet around corners on a double-move rather than Run - 110 or 70 feet for an Earth or Water elemental, 230 or 130 feet for a Fire elemental)
Step 4: Observe results
Step 5: If nothing happens, move appropriately.
Step 6: If something needs manipulation, use Telekinesis to do it.
Step 7: If a trap needs to be destroyed, kill it with one of: Fiery Burst Reserve Feat, Invisible Needle Reserve Feat, repeated Charging Bash attempts from Elementals, or other means as appropriate to the situation (please post what happens to the elementals, where the blast seems to come from, and I'll post a response to the trap).

Treasure Search Protocol:

Step 1: Activate Ring of X-Ray Vision (http://www.d20srd.org/srd/magicItems/rings.htm#xRayVision).
Step 2: Move to within a ten feet of every wall (including floor and ceiling) and object of interest (such as chests).
Step 3: Make note of anything that blocks X-Ray Vvision, or anything interesting noted through walls/floors/chests.






Rocky:

Name: Rocky
Description, Normal: A Large man in flowing blue robes, with arcane symbols stitched all over them. His shoes are white, with tufts of fur along the edges. His gloves are some of the most delicate deer hide available. He wears a conical hat, with stars and moons etched upon it. A long cloak covers his back, and there is a belt tied around his waist. A raven perches on his shoulder. (Spot DC 27 to note that it is false)
http://www.wizards.com/leaving.asp?url=/dnd/images/pc_portraits/280_11_D1W.jpg&origin=dnd_pc_20010828x


Description, True Seeing or Will Interaction DC 33: A Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG135.jpg


Personality: Never speaks, lets his familiar talk to the lesser beings around him. Casts all spells as Silent and Stilled. Keeps his familiar on his shoulder at all times.
Dull Mechanics:
Race: Stone Golem
Class: Stone Golem
Type: Construct
Alignment: TN
Size: Large
Height: 9'
Weight: 2,000 lbs
Eyes: Gray
Hair: None
Stats: 30/10/-/-/11/1 (16 HD stat boost to Str, 20 HD stat boost to Dex - base)
HP: 145/145 (21d10+30, taking true average, rounding down after calculations)
DR: 10/adamantine
AC: 27 (10 base, -1 Size, +18 Natural): Touch 9, Flat-footed 27
Speed: 20
Saves: +7/+7/+7 (all base)
Attack: Slam +24 Melee for 2d10+10
Full Attack: 2 Slams +24 Melee for 2d10+10
Special Abilities: Construct Traits and Features, DR 10/Adamantine, Darkvision-60, Immunity to Magic, Low-light Vision, 18 natural armor, (16 and 20 HD stat boost to Dex, Str)

Active Spell Effects: Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")

Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock, magically.







Bulwinkle

Description, Normal:A black Raven, sitting on the shoulder of a Large man, dressed in flowing robes (Spot DC 27 to note it's not accurate)
Description, True Seeing or Will Interaction DC 33:This slightly transparent creature has a conical body, shaped something like a wind sock. It's ovid head disk contains an immense, toothed maw, and is surrounded by four clawed arms. It is hovering just over the shoulder of a Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.
History: "I was rejected by my race for not conforming to the standards of behavior. I worship Heironeous, who they detested. I actively opposed the torturous practices of my people. And so I was ejected from my society in the most violent way possible by a people who enjoy torture ... and that was my salvation, as it wasn't long after that when disaster struck my people. I'd really rather not talk about it. Now I wander this plane, righting what wrongs I can."
Dull Mechanics:
Bulwinkle (http://www.myth-weavers.com/sheetview.php?sheetid=225097)
Alignment: LG
Current XP: 105260 (spent a hefty chunk on Crafting)
Class: Phaerimm LA-2/Paladin-2/Ghost LA-5/Evolved Undead LA-6//Cleric-15
Race: Phaerimm/Ghost/Evolved Undead-6
Deity: Heironeous
Size: Tiny
Age: Ancient
Height: 1' 6
Weight: -
Eyes: black
Hair: None
Base stats: 8/13/10/12/17/18
Post-racial mods: 14/19/-/12/19/36
Level Up: 14/19/-/12/19/39
Post-items: 14/23/-/12/19/45

HP: 110/110 (15d12)
AC: Material Plane: 67 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +23 Deflection, +18 Monkish), Touch 59, Flat-Footed 61
AC: Ethereal Plane: 52 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +8 Natural, +18 Monkish), Touch 35, Flat-Footed 45
Saves: +31/+33/+35 (Base: 9/5/9; stat: +0/+6/+4; Resistance +5, Paladin +17)
Attack: Invisible Needle Reserve Feat (1d20+19 for 8d4) Force damage, Fiery Burst Reserve Feat (5-foot burst, Reflex DC 21 for half of 7d6 Fire), or Spells
Skills: Concentration +35 (18 ranks, +17 Cha), Knowledge(Religion)+19 (+1 Int, 18 ranks), Spellcraft +9 (+1 Int, 8 ranks), Speak Language (Cross-class, 5 ranks for 10 skill points)
Feats: 1: Heighten Spell (Player's Handbook), 2: Arcane Preparation (Complete Arcane), 3: Craft Wondrous Item (Player's Handbook), 4: Extend Spell (Player's Handbook), 5: Craft Magic Arms & Armor (Player's Handbook), 6: Dimensional Reach (Complete Mage), 7: Dimensional Jaunt (Complete Mage), 8: Summon Elemental(Complete Mage), 9: Invisible Needle (Complete Mage), 10: Persistent Spell (Complete Arcane), 11: Improved Unarmed Strike (Player's Handbook), 12: Ascetic Mage (Complete Adventurer), 13: Flyby Attack (Monster Manual), 14: Improved Turn Resistance (Libris Mortis), 15: Fiery Burst (Complete Mage)
Racial Features and Traits:
Hatchling Phaerimm Racial Traits & Features: Aberration Type, Spells as a Sorcerer of Character level as spell-likes, Detect Magic, Flight, Feather Fall, Immunity to Polymorph and Petrification, SR 11, +2 Natural Armor, -6 Str, +6 Dex, +2 Wis, +2 Cha; Size: Tiny
Ghost Traits & Features: Undead Type, Con -, +4 Cha, Incorporeal, Rejuvination, Manifestation, Telekinesis, Malevolence; Natural Armor applies on Ethereal Plane (where Ghost is not Incorporeal)
Evolved Undead-6 traits & features: +6 Natural Armor, Deflection increases by 6, Six Spell-Like abilities (CL = HD), Fast Healing 3, +12 Str, +12 Cha
Undead Racial Traits: No Con, Darkvision-60, Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects, Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects, Cannot heal damage on its own if it has no Intelligence score (me has Int), although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score, Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless), Uses its Charisma modifier for Concentration checks, Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed, Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead, Undead do not breathe, eat, or sleep.
Aberration Features: (negligible)
Incorporeal Traits: An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature. An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus). An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect. An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.

Good Domain: +1 Caster level for [Good] Spells
Law Domain: +1 Caster level for [Law] Spells
Paladin-2 Class Features: Aura of good, detect evil, smite evil 1/day, Divine grace, lay on hands
Cleric-15 Class Features: Turn Undead, Domains, Spells
Spells:

Cleric (CL 15): 6/6+1/6+1/6+1/5+1/4+1/3+1/2+1/1+1; DC 14+Spell Level
Phaerim (CL 15): 6/11/10/10/10/10/9/7; DC 27+spell level
Evolved Undead (CL 15): 6 uses/day, permanent preparation.
(Clr-0): Create Water 0/2
(Clr-0): Light 0/3
(Clr-0): Mending 0/1
(Clr-1): Cure Light Wounds 0/6
(Clr-2): Cure Moderate Wounds 0/3
(Clr-2): Spiritual Weapon 0/3
(Clr-3): Invisibility Purge 0/3
(Clr-3): Remove Blindness/Deafness 0/1
(Clr-3): Remove Curse 0/1
(Clr-3): Remove Disease 0/1
(Clr-4): Dimensional Anchor 0/2
(Clr-4): Imbue with Spell Ability 0/3
(Clr-5): Spell Resistance 0/3
(Clr-5): Wall of Stone 0/1
(Clr-6): Antilife Shell 0/1
(Clr-6): Find the Path 0/1
(Clr-6): Heroes' Feast 0/1
(Clr-7): Heightened Flame Strike 0/1
(Clr-7): Restoration, Greater 0/1
(Clr-8): Summon Monster VIII 0/1
(Dom-1): Protection from Evil 0/1
(Dom-2): Calm Emotions 0/1
(Dom-3): Magic Circle Against Evil 0/1
(Dom-4): Holy Smite 0/1
(Dom-5): Dispel Evil 0/1
(Dom-6): Hold Monster 0/1
(Dom-7): Holy Word 0/1
(Dom-8): Heightened Blade Barrier 0/1
(EvUn): Greater Dispel Magic 0/2
(EvUn): Greater Invisibility 0/4
(Pha-0): Acid Splash
(Pha-0): Arcane Mark
(Pha-0): Dancing Lights
(Pha-0): Detect Poison
(Pha-0): Flare
(Pha-0): Prestidigitation
(Pha-0): Ray of Frost
(Pha-0): Read Magic
(Pha-0): Resistance
(Pha-1): Disguise Self
(Pha-1): Floating Disk
(Pha-1): Mage Armor
(Pha-1): Shield
(Pha-1): Unseen Servant
(Pha-2): Glitterdust
(Pha-2): Misdirection
(Pha-2): See Invisibility
(Pha-2): Spectral Hand
(Pha-2): Web
(Pha-3): Slow
(Pha-3): Haste
(Pha-3): Stinking Cloud
(Pha-3): Tongues
(Pha-4): Black Tentacles
(Pha-4): Dimension Door
(Pha-4): Polymorph
(Pha-4): Solid Fog
(Pha-5): Mage's Private Sanctum
(Pha-5): Seeming
(Pha-5): Teleport
(Pha-5): Transmude Mud to Rock
(Pha-6): Analyze Dweomer
(Pha-6): Chain Lightning
(Pha-6): Mass Suggestion
(Pha-7): Limited Wish
(Pha-7): Mage's Magnificient Mansion
Standard Preparations Every Evening:

Cast Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")
Cast Persistent Shield (CL 15)
Cast Extended Mage Armor (CL 15) on self
Cast Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock.
Cast Heightened Extended Misdirection (CL 15, Will DC 33) so construct registers as a rock.
Cast Magnificient Mansion.
Go inside Mansion (with Construct), cast Mage's Private Sanctum to cover the place up.

Items:

Stone Golem (Crafted, Advaned to 21 hit dice: 67,500 gp + 4,800 xp)
Ring of Evasion (25k gp; DMG) Left Claw
Ring of X-Ray Vision (25k gp; DMG) Right Claw
Monk's Belt (13k gp; DMG) Waist
Vest of Resistance+5 (12.5k gp, 1,000 xp; Magic Item Compendium) Torso
Cloak of Charisma+6 (18k gp, 1,440 xp; DMG) Shoulders
Portable Hole (20k gp; DMG) Pocket (Rocky's)
Gloves of Dexterity+4 (16k gp; DMG) Claws
Spell Components Pouch (5 gp; PHB) Belt
Spell Components Pouch *3 (3*5 gp; PHB) Portable Hole
Silver Holy Symbol (25 gp; PHB) Neck
Silver Holy Symbol *3 (3*25 gp; PHB) Portable Hole
188 Platinum Pieces (portable hole)
"Fate Tokens" *2

Languages:
Common, Ignan, Aquan, Terran, Auran, Undercommon, Drow Sign, Phaerim


Sources Used:PHB, DMG, MMI, Libris Mortis, Lost Empires of Faerun, Complete Mage, Complete Adventurer, Complete Arcane

Arudin
2010-07-22, 07:29 PM
Raginmund

Raginmund watches interestedly as the duo searches for traps in the room. When they appear to be finished, he lets out a low growl to catch the Bullwinkle's attention.

Drow Sign:
I'm not much of a linguist, not that being one would ever help... So, I only know Trade, Sylvan, and, of course, Sign. Anyway, on to more pressing matters. Did your search yield any traps?

Mechanics:
Hybrid Form
Health: 223/223
AC: 31
Fort: +22 (18)
Ref: +16 (12)
Will: +23 (19)

Active Spells: Mass Conviction

Cadian 9th
2010-07-22, 07:34 PM
The elementals cannot go through until you do too. Are you sure you want to go through with an elemental, if you do, the party must do so as well.

Just to alleviate some concerns, if there is something hostile in the room, ini is rolled immediately. And there are no traps. The elemental can stand between rooms and has not yet been destroyed.

Sorry if this seems OTT. Basically, you can't get into/see into a room without being there. However, it works both ways, so monsters and their creatures cannot follow you through the doors to other rooms.

I promise there won't be any suprises o the other side of the door. It is called : "Room 1 - Business as usual..." after all.

Jack_Simth
2010-07-22, 07:42 PM
Rocky & Bullwinkle

Bullwinkle responds to the funny hand-gestures of Raginmund: "If that had found any traps, you'd know about it... other than certain magic traps, it doesn't so much find them as it triggers them on a Summoned Elemental ... which wakes up, safe and sound, at home afterwards. There's a couple of ways to bypass that particular method, but it doesn't come up often."

EDIT:
Upon seeing the elemental stymied, the Raven remarks "Well. This place seems singularly designed to avoid advanced information gathering. Which means there's little help for it but to continue. Shall we?"


Cadian 9th:

Actions:
Talk a bit.

Current Status (post-actions):
Rocky: HP: 145/145, AC 27 (T 9, FF 27), saves +7/+7/+7
Bullwinkle: HP: 110/110, AC: 67 (T 59, FF 61), saves +31/+33/+35


Protocols (long strings of actions that are liable to be repeated a LOT, for purposes of handling things normally done with skill checks)
Trap Protocol:

Step 1: Use Detect Magic (it's an At-Will ability) to check all directions - Up, Down, North, South, East, West; for the full three rounds to learn strength and location of all magic auras.
Step 2: Use the Summon Elemental Reserve Feat to Summon an Elemental. Use the actual languages of the elementals to go everywhere in that sixty-foot range (it vanishes at the end of the elemental's turn if it's not within 30 feet of Rocky & Bullwinkle, but it can travel outside that range for a time, and it's just a standard action to summon one). Make sure one elemental of each of the four types (Air, Earth, Fire, Water) steps on each square in that very large area at least once.
Step 3: Send an elemental of each type to longest possible range along intended path of travel (on a straight away, that's 430 feet for an Air elemental - Summon at 30 foot range, Run action for 400 feet due to 100 foot speed; 230 feet around corners on a double-move rather than Run - 110 or 70 feet for an Earth or Water elemental, 230 or 130 feet for a Fire elemental)
Step 4: Observe results
Step 5: If nothing happens, move appropriately.
Step 6: If something needs manipulation, use Telekinesis to do it.
Step 7: If a trap needs to be destroyed, kill it with one of: Fiery Burst Reserve Feat, Invisible Needle Reserve Feat, repeated Charging Bash attempts from Elementals, or other means as appropriate to the situation (please post what happens to the elementals, where the blast seems to come from, and I'll post a response to the trap).

Classes of trap that bypass trap-finding protocol:

Class 1: Alarm, Summon, and Pathblocking traps: The Trap-Finding protocol locates them, but it doesn't matter - the alarm still goes off, the Summoned critter still attacks, the path is still blocked.
Class 2: Nonmagical intelligent traps (aka, the Kobold watching through a peephole, choosing whether or not to pull on the rope that collapses the ceiling): An intelligent entity is capable of recognizing that the swarm of elementals is chaff, intended for no purpose other than to trigger traps ... and so not pull the rope until something other than an elemental comes by. But then, not all intelligent critters will figure that out, instead triggering the effect after the first elemental ... or triggering it at the first elemental, but letting the others go by until something else happens along, if the trap is auto-reset.
Class 3: Discriminatory magical traps that avoid detection. There's a 1st level spell - Magic Aura - that completely stymies Detect Magic. Use that on a magical trap that, say, goes off when a humanoid goes by, and the trapfinding protocol misses it.



Treasure Search Protocol:

Step 1: Activate Ring of X-Ray Vision (http://www.d20srd.org/srd/magicItems/rings.htm#xRayVision).
Step 2: Move to within a ten feet of every wall (including floor and ceiling) and object of interest (such as chests).
Step 3: Make note of anything that blocks X-Ray Vvision, or anything interesting noted through walls/floors/chests.






Rocky:

Name: Rocky
Description, Normal: A Large man in flowing blue robes, with arcane symbols stitched all over them. His shoes are white, with tufts of fur along the edges. His gloves are some of the most delicate deer hide available. He wears a conical hat, with stars and moons etched upon it. A long cloak covers his back, and there is a belt tied around his waist. A raven perches on his shoulder. (Spot DC 27 to note that it is false)
http://www.wizards.com/leaving.asp?url=/dnd/images/pc_portraits/280_11_D1W.jpg&origin=dnd_pc_20010828x


Description, True Seeing or Will Interaction DC 33: A Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG135.jpg


Personality: Never speaks, lets his familiar talk to the lesser beings around him. Casts all spells as Silent and Stilled. Keeps his familiar on his shoulder at all times.
Dull Mechanics:
Race: Stone Golem
Class: Stone Golem
Type: Construct
Alignment: TN
Size: Large
Height: 9'
Weight: 2,000 lbs
Eyes: Gray
Hair: None
Stats: 30/10/-/-/11/1 (16 HD stat boost to Str, 20 HD stat boost to Dex - base)
HP: 145/145 (21d10+30, taking true average, rounding down after calculations)
DR: 10/adamantine
AC: 27 (10 base, -1 Size, +18 Natural): Touch 9, Flat-footed 27
Speed: 20
Saves: +7/+7/+7 (all base)
Attack: Slam +24 Melee for 2d10+10
Full Attack: 2 Slams +24 Melee for 2d10+10
Special Abilities: Construct Traits and Features, DR 10/Adamantine, Darkvision-60, Immunity to Magic, Low-light Vision, 18 natural armor, (16 and 20 HD stat boost to Dex, Str)

Active Spell Effects: Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")

Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock, magically.







Bulwinkle

Description, Normal:A black Raven, sitting on the shoulder of a Large man, dressed in flowing robes (Spot DC 27 to note it's not accurate)
Description, True Seeing or Will Interaction DC 33:This slightly transparent creature has a conical body, shaped something like a wind sock. It's ovid head disk contains an immense, toothed maw, and is surrounded by four clawed arms. It is hovering just over the shoulder of a Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.
History: "I was rejected by my race for not conforming to the standards of behavior. I worship Heironeous, who they detested. I actively opposed the torturous practices of my people. And so I was ejected from my society in the most violent way possible by a people who enjoy torture ... and that was my salvation, as it wasn't long after that when disaster struck my people. I'd really rather not talk about it. Now I wander this plane, righting what wrongs I can."
Dull Mechanics:
Bulwinkle (http://www.myth-weavers.com/sheetview.php?sheetid=225097)
Alignment: LG
Current XP: 105260 (spent a hefty chunk on Crafting)
Class: Phaerimm LA-2/Paladin-2/Ghost LA-5/Evolved Undead LA-6//Cleric-15
Race: Phaerimm/Ghost/Evolved Undead-6
Deity: Heironeous
Size: Tiny
Age: Ancient
Height: 1' 6
Weight: -
Eyes: black
Hair: None
Base stats: 8/13/10/12/17/18
Post-racial mods: 14/19/-/12/19/36
Level Up: 14/19/-/12/19/39
Post-items: 14/23/-/12/19/45

HP: 110/110 (15d12)
AC: Material Plane: 67 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +23 Deflection, +18 Monkish), Touch 59, Flat-Footed 61
AC: Ethereal Plane: 52 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +8 Natural, +18 Monkish), Touch 35, Flat-Footed 45
Saves: +31/+33/+35 (Base: 9/5/9; stat: +0/+6/+4; Resistance +5, Paladin +17)
Attack: Invisible Needle Reserve Feat (1d20+19 for 8d4) Force damage, Fiery Burst Reserve Feat (5-foot burst, Reflex DC 21 for half of 7d6 Fire), or Spells
Skills: Concentration +35 (18 ranks, +17 Cha), Knowledge(Religion)+19 (+1 Int, 18 ranks), Spellcraft +9 (+1 Int, 8 ranks), Speak Language (Cross-class, 5 ranks for 10 skill points)
Feats: 1: Heighten Spell (Player's Handbook), 2: Arcane Preparation (Complete Arcane), 3: Craft Wondrous Item (Player's Handbook), 4: Extend Spell (Player's Handbook), 5: Craft Magic Arms & Armor (Player's Handbook), 6: Dimensional Reach (Complete Mage), 7: Dimensional Jaunt (Complete Mage), 8: Summon Elemental(Complete Mage), 9: Invisible Needle (Complete Mage), 10: Persistent Spell (Complete Arcane), 11: Improved Unarmed Strike (Player's Handbook), 12: Ascetic Mage (Complete Adventurer), 13: Flyby Attack (Monster Manual), 14: Improved Turn Resistance (Libris Mortis), 15: Fiery Burst (Complete Mage)
Racial Features and Traits:
Hatchling Phaerimm Racial Traits & Features: Aberration Type, Spells as a Sorcerer of Character level as spell-likes, Detect Magic, Flight, Feather Fall, Immunity to Polymorph and Petrification, SR 11, +2 Natural Armor, -6 Str, +6 Dex, +2 Wis, +2 Cha; Size: Tiny
Ghost Traits & Features: Undead Type, Con -, +4 Cha, Incorporeal, Rejuvination, Manifestation, Telekinesis, Malevolence; Natural Armor applies on Ethereal Plane (where Ghost is not Incorporeal)
Evolved Undead-6 traits & features: +6 Natural Armor, Deflection increases by 6, Six Spell-Like abilities (CL = HD), Fast Healing 3, +12 Str, +12 Cha
Undead Racial Traits: No Con, Darkvision-60, Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects, Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects, Cannot heal damage on its own if it has no Intelligence score (me has Int), although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score, Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless), Uses its Charisma modifier for Concentration checks, Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed, Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead, Undead do not breathe, eat, or sleep.
Aberration Features: (negligible)
Incorporeal Traits: An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature. An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus). An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect. An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.

Good Domain: +1 Caster level for [Good] Spells
Law Domain: +1 Caster level for [Law] Spells
Paladin-2 Class Features: Aura of good, detect evil, smite evil 1/day, Divine grace, lay on hands
Cleric-15 Class Features: Turn Undead, Domains, Spells
Spells:

Cleric (CL 15): 6/6+1/6+1/6+1/5+1/4+1/3+1/2+1/1+1; DC 14+Spell Level
Phaerim (CL 15): 6/11/10/10/10/10/9/7; DC 27+spell level
Evolved Undead (CL 15): 6 uses/day, permanent preparation.
(Clr-0): Create Water 0/2
(Clr-0): Light 0/3
(Clr-0): Mending 0/1
(Clr-1): Cure Light Wounds 0/6
(Clr-2): Cure Moderate Wounds 0/3
(Clr-2): Spiritual Weapon 0/3
(Clr-3): Invisibility Purge 0/3
(Clr-3): Remove Blindness/Deafness 0/1
(Clr-3): Remove Curse 0/1
(Clr-3): Remove Disease 0/1
(Clr-4): Dimensional Anchor 0/2
(Clr-4): Imbue with Spell Ability 0/3
(Clr-5): Spell Resistance 0/3
(Clr-5): Wall of Stone 0/1
(Clr-6): Antilife Shell 0/1
(Clr-6): Find the Path 0/1
(Clr-6): Heroes' Feast 0/1
(Clr-7): Heightened Flame Strike 0/1
(Clr-7): Restoration, Greater 0/1
(Clr-8): Summon Monster VIII 0/1
(Dom-1): Protection from Evil 0/1
(Dom-2): Calm Emotions 0/1
(Dom-3): Magic Circle Against Evil 0/1
(Dom-4): Holy Smite 0/1
(Dom-5): Dispel Evil 0/1
(Dom-6): Hold Monster 0/1
(Dom-7): Holy Word 0/1
(Dom-8): Heightened Blade Barrier 0/1
(EvUn): Greater Dispel Magic 0/2
(EvUn): Greater Invisibility 0/4
(Pha-0): Acid Splash
(Pha-0): Arcane Mark
(Pha-0): Dancing Lights
(Pha-0): Detect Poison
(Pha-0): Flare
(Pha-0): Prestidigitation
(Pha-0): Ray of Frost
(Pha-0): Read Magic
(Pha-0): Resistance
(Pha-1): Disguise Self
(Pha-1): Floating Disk
(Pha-1): Mage Armor
(Pha-1): Shield
(Pha-1): Unseen Servant
(Pha-2): Glitterdust
(Pha-2): Misdirection
(Pha-2): See Invisibility
(Pha-2): Spectral Hand
(Pha-2): Web
(Pha-3): Slow
(Pha-3): Haste
(Pha-3): Stinking Cloud
(Pha-3): Tongues
(Pha-4): Black Tentacles
(Pha-4): Dimension Door
(Pha-4): Polymorph
(Pha-4): Solid Fog
(Pha-5): Mage's Private Sanctum
(Pha-5): Seeming
(Pha-5): Teleport
(Pha-5): Transmude Mud to Rock
(Pha-6): Analyze Dweomer
(Pha-6): Chain Lightning
(Pha-6): Mass Suggestion
(Pha-7): Limited Wish
(Pha-7): Mage's Magnificient Mansion
Standard Preparations Every Evening:

Cast Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")
Cast Persistent Shield (CL 15)
Cast Extended Mage Armor (CL 15) on self
Cast Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock.
Cast Heightened Extended Misdirection (CL 15, Will DC 33) so construct registers as a rock.
Cast Magnificient Mansion.
Go inside Mansion (with Construct), cast Mage's Private Sanctum to cover the place up.

Items:

Stone Golem (Crafted, Advaned to 21 hit dice: 67,500 gp + 4,800 xp)
Ring of Evasion (25k gp; DMG) Left Claw
Ring of X-Ray Vision (25k gp; DMG) Right Claw
Monk's Belt (13k gp; DMG) Waist
Vest of Resistance+5 (12.5k gp, 1,000 xp; Magic Item Compendium) Torso
Cloak of Charisma+6 (18k gp, 1,440 xp; DMG) Shoulders
Portable Hole (20k gp; DMG) Pocket (Rocky's)
Gloves of Dexterity+4 (16k gp; DMG) Claws
Spell Components Pouch (5 gp; PHB) Belt
Spell Components Pouch *3 (3*5 gp; PHB) Portable Hole
Silver Holy Symbol (25 gp; PHB) Neck
Silver Holy Symbol *3 (3*25 gp; PHB) Portable Hole
188 Platinum Pieces (portable hole)
"Fate Tokens" *2

Languages:
Common, Ignan, Aquan, Terran, Auran, Undercommon, Drow Sign, Phaerim


Sources Used:PHB, DMG, MMI, Libris Mortis, Lost Empires of Faerun, Complete Mage, Complete Adventurer, Complete Arcane

Arudin
2010-07-22, 07:57 PM
Raginmund

Nodding at the bird, Raginmund resumes his signaling.

Drow Sign:
Why not. We should probably go in groups of two, though. Maybe split you two healers up. That way, even if one group gets hit by a trap, or whatever is on the other side of the door, the other can heal the wounded.

Mechanics:
Hybrid Form
Health: 223/223
AC: 31
Fort: +22 (18)
Ref: +16 (12)
Will: +23 (19)

Active Spells: Mass Conviction


Edit: OOC: When we roll initiative, should we post in order, or will you just sort it out yourself?

Jack_Simth
2010-07-22, 08:22 PM
Rocky & Bullwinkle

Bullwinkle responds to the funny hand-gestures of Raginmund: "We could try splitting up as you suggest, Raginmund, but I doubt it'll work - the elemental couldn't proceed further, so it's expected that the 'door' will require us all to go through essentially at once. Oh, and on an unrelated note, did anyone bring diamonds? But as you wish, I'm willing to let someone else be the one to decide on the exact timing of when we step through."

Cadian 9th:

Actions:
Talk a bit.

Current Status (post-actions):
Rocky: HP: 145/145, AC 27 (T 9, FF 27), saves +7/+7/+7
Bullwinkle: HP: 110/110, AC: 67 (T 59, FF 61), saves +31/+33/+35


Protocols (long strings of actions that are liable to be repeated a LOT, for purposes of handling things normally done with skill checks)
Trap Protocol:

Step 1: Use Detect Magic (it's an At-Will ability) to check all directions - Up, Down, North, South, East, West; for the full three rounds to learn strength and location of all magic auras.
Step 2: Use the Summon Elemental Reserve Feat to Summon an Elemental. Use the actual languages of the elementals to go everywhere in that sixty-foot range (it vanishes at the end of the elemental's turn if it's not within 30 feet of Rocky & Bullwinkle, but it can travel outside that range for a time, and it's just a standard action to summon one). Make sure one elemental of each of the four types (Air, Earth, Fire, Water) steps on each square in that very large area at least once.
Step 3: Send an elemental of each type to longest possible range along intended path of travel (on a straight away, that's 430 feet for an Air elemental - Summon at 30 foot range, Run action for 400 feet due to 100 foot speed; 230 feet around corners on a double-move rather than Run - 110 or 70 feet for an Earth or Water elemental, 230 or 130 feet for a Fire elemental)
Step 4: Observe results
Step 5: If nothing happens, move appropriately.
Step 6: If something needs manipulation, use Telekinesis to do it.
Step 7: If a trap needs to be destroyed, kill it with one of: Fiery Burst Reserve Feat, Invisible Needle Reserve Feat, repeated Charging Bash attempts from Elementals, or other means as appropriate to the situation (please post what happens to the elementals, where the blast seems to come from, and I'll post a response to the trap).

Time Analysis:
In an open area, this checks everything within 60 feet (approximately 450 5-foot squares) in about 96 rounds (math of that is long and convoluted; not included here; all but the first 18 rounds of which is directly proportional to the number of squares that need to be checked). About four times as fast as a dedicated Rogue searching the entire area for traps.

Along a hallway, this checks 60 feet (limit of Detect Magic - 12 five-foot squares long) in a ten-foot wide swath (width of the Large Elementals - two five-foot squares wide) in 7 rounds (three for Detect Magic forward, one for a double move or Run from each elemental); almost twice as fast as a dedicated Rogue searching for traps.

Classes of trap that bypass trap-finding protocol:

Class 1: Alarm, Summon, and Pathblocking traps: The Trap-Finding protocol locates them, but it doesn't matter - the alarm still goes off, the Summoned critter still attacks, the path is still blocked.
Class 2: Nonmagical intelligent traps (aka, the Kobold watching through a peephole, choosing whether or not to pull on the rope that collapses the ceiling): An intelligent entity is capable of recognizing that the swarm of elementals is chaff, intended for no purpose other than to trigger traps ... and so not pull the rope until something other than an elemental comes by. But then, not all intelligent critters will figure that out, instead triggering the effect after the first elemental ... or triggering it at the first elemental, but letting the others go by until something else happens along, if the trap is auto-reset.
Class 3: Discriminatory magical traps that avoid detection. There's a 1st level spell - Magic Aura - that completely stymies Detect Magic. Use that on a magical trap that, say, goes off when a humanoid goes by, and the trapfinding protocol misses it.



Treasure Search Protocol:

Step 1: Activate Ring of X-Ray Vision (http://www.d20srd.org/srd/magicItems/rings.htm#xRayVision).
Step 2: Move to within a ten feet of every wall (including floor and ceiling) and object of interest (such as chests).
Step 3: Make note of anything that blocks X-Ray Vvision, or anything interesting noted through walls/floors/chests.






Rocky:

Name: Rocky
Description, Normal: A Large man in flowing blue robes, with arcane symbols stitched all over them. His shoes are white, with tufts of fur along the edges. His gloves are some of the most delicate deer hide available. He wears a conical hat, with stars and moons etched upon it. A long cloak covers his back, and there is a belt tied around his waist. A raven perches on his shoulder. (Spot DC 27 to note that it is false)
http://www.wizards.com/leaving.asp?url=/dnd/images/pc_portraits/280_11_D1W.jpg&origin=dnd_pc_20010828x


Description, True Seeing or Will Interaction DC 33: A Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG135.jpg


Personality: Never speaks, lets his familiar talk to the lesser beings around him. Casts all spells as Silent and Stilled. Keeps his familiar on his shoulder at all times.
Dull Mechanics:
Race: Stone Golem
Class: Stone Golem
Type: Construct
Alignment: TN
Size: Large
Height: 9'
Weight: 2,000 lbs
Eyes: Gray
Hair: None
Stats: 30/10/-/-/11/1 (16 HD stat boost to Str, 20 HD stat boost to Dex - base)
HP: 145/145 (21d10+30, taking true average, rounding down after calculations)
DR: 10/adamantine
AC: 27 (10 base, -1 Size, +18 Natural): Touch 9, Flat-footed 27
Speed: 20
Saves: +7/+7/+7 (all base)
Attack: Slam +24 Melee for 2d10+10
Full Attack: 2 Slams +24 Melee for 2d10+10
Special Abilities: Construct Traits and Features, DR 10/Adamantine, Darkvision-60, Immunity to Magic, Low-light Vision, 18 natural armor, (16 and 20 HD stat boost to Dex, Str)

Active Spell Effects: Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")

Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock, magically.







Bulwinkle

Description, Normal:A black Raven, sitting on the shoulder of a Large man, dressed in flowing robes (Spot DC 27 to note it's not accurate)
Description, True Seeing or Will Interaction DC 33:This slightly transparent creature has a conical body, shaped something like a wind sock. It's ovid head disk contains an immense, toothed maw, and is surrounded by four clawed arms. It is hovering just over the shoulder of a Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.
History: "I was rejected by my race for not conforming to the standards of behavior. I worship Heironeous, who they detested. I actively opposed the torturous practices of my people. And so I was ejected from my society in the most violent way possible by a people who enjoy torture ... and that was my salvation, as it wasn't long after that when disaster struck my people. I'd really rather not talk about it. Now I wander this plane, righting what wrongs I can."
Dull Mechanics:
Bulwinkle (http://www.myth-weavers.com/sheetview.php?sheetid=225097)
Alignment: LG
Current XP: 105260 (spent a hefty chunk on Crafting)
Class: Phaerimm LA-2/Paladin-2/Ghost LA-5/Evolved Undead LA-6//Cleric-15
Race: Phaerimm/Ghost/Evolved Undead-6
Deity: Heironeous
Size: Tiny
Age: Ancient
Height: 1' 6
Weight: -
Eyes: black
Hair: None
Base stats: 8/13/10/12/17/18
Post-racial mods: 14/19/-/12/19/36
Level Up: 14/19/-/12/19/39
Post-items: 14/23/-/12/19/45

HP: 110/110 (15d12)
AC: Material Plane: 67 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +23 Deflection, +18 Monkish), Touch 59, Flat-Footed 61
AC: Ethereal Plane: 52 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +8 Natural, +18 Monkish), Touch 35, Flat-Footed 45
Saves: +31/+33/+35 (Base: 9/5/9; stat: +0/+6/+4; Resistance +5, Paladin +17)
Attack: Invisible Needle Reserve Feat (1d20+19 for 8d4) Force damage, Fiery Burst Reserve Feat (5-foot burst, Reflex DC 21 for half of 7d6 Fire), or Spells
Skills: Concentration +35 (18 ranks, +17 Cha), Knowledge(Religion)+19 (+1 Int, 18 ranks), Spellcraft +9 (+1 Int, 8 ranks), Speak Language (Cross-class, 5 ranks for 10 skill points)
Feats: 1: Heighten Spell (Player's Handbook), 2: Arcane Preparation (Complete Arcane), 3: Craft Wondrous Item (Player's Handbook), 4: Extend Spell (Player's Handbook), 5: Craft Magic Arms & Armor (Player's Handbook), 6: Dimensional Reach (Complete Mage), 7: Dimensional Jaunt (Complete Mage), 8: Summon Elemental(Complete Mage), 9: Invisible Needle (Complete Mage), 10: Persistent Spell (Complete Arcane), 11: Improved Unarmed Strike (Player's Handbook), 12: Ascetic Mage (Complete Adventurer), 13: Flyby Attack (Monster Manual), 14: Improved Turn Resistance (Libris Mortis), 15: Fiery Burst (Complete Mage)
Racial Features and Traits:
Hatchling Phaerimm Racial Traits & Features: Aberration Type, Spells as a Sorcerer of Character level as spell-likes, Detect Magic, Flight, Feather Fall, Immunity to Polymorph and Petrification, SR 11, +2 Natural Armor, -6 Str, +6 Dex, +2 Wis, +2 Cha; Size: Tiny
Ghost Traits & Features: Undead Type, Con -, +4 Cha, Incorporeal, Rejuvination, Manifestation, Telekinesis, Malevolence; Natural Armor applies on Ethereal Plane (where Ghost is not Incorporeal)
Evolved Undead-6 traits & features: +6 Natural Armor, Deflection increases by 6, Six Spell-Like abilities (CL = HD), Fast Healing 3, +12 Str, +12 Cha
Undead Racial Traits: No Con, Darkvision-60, Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects, Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects, Cannot heal damage on its own if it has no Intelligence score (me has Int), although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score, Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless), Uses its Charisma modifier for Concentration checks, Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed, Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead, Undead do not breathe, eat, or sleep.
Aberration Features: (negligible)
Incorporeal Traits: An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature. An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus). An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect. An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.

Good Domain: +1 Caster level for [Good] Spells
Law Domain: +1 Caster level for [Law] Spells
Paladin-2 Class Features: Aura of good, detect evil, smite evil 1/day, Divine grace, lay on hands
Cleric-15 Class Features: Turn Undead, Domains, Spells
Spells:

Cleric (CL 15): 6/6+1/6+1/6+1/5+1/4+1/3+1/2+1/1+1; DC 14+Spell Level
Phaerim (CL 15): 6/11/10/10/10/10/9/7; DC 27+spell level
Evolved Undead (CL 15): 6 uses/day, permanent preparation.
(Clr-0): Create Water 0/2
(Clr-0): Light 0/3
(Clr-0): Mending 0/1
(Clr-1): Cure Light Wounds 0/6
(Clr-2): Cure Moderate Wounds 0/3
(Clr-2): Spiritual Weapon 0/3
(Clr-3): Invisibility Purge 0/3
(Clr-3): Remove Blindness/Deafness 0/1
(Clr-3): Remove Curse 0/1
(Clr-3): Remove Disease 0/1
(Clr-4): Dimensional Anchor 0/2
(Clr-4): Imbue with Spell Ability 0/3
(Clr-5): Spell Resistance 0/3
(Clr-5): Wall of Stone 0/1
(Clr-6): Antilife Shell 0/1
(Clr-6): Find the Path 0/1
(Clr-6): Heroes' Feast 0/1
(Clr-7): Heightened Flame Strike 0/1
(Clr-7): Restoration, Greater 0/1
(Clr-8): Summon Monster VIII 0/1
(Dom-1): Protection from Evil 0/1
(Dom-2): Calm Emotions 0/1
(Dom-3): Magic Circle Against Evil 0/1
(Dom-4): Holy Smite 0/1
(Dom-5): Dispel Evil 0/1
(Dom-6): Hold Monster 0/1
(Dom-7): Holy Word 0/1
(Dom-8): Heightened Blade Barrier 0/1
(EvUn): Greater Dispel Magic 0/2
(EvUn): Greater Invisibility 0/4
(Pha-0): Acid Splash
(Pha-0): Arcane Mark
(Pha-0): Dancing Lights
(Pha-0): Detect Poison
(Pha-0): Flare
(Pha-0): Prestidigitation
(Pha-0): Ray of Frost
(Pha-0): Read Magic
(Pha-0): Resistance
(Pha-1): Disguise Self
(Pha-1): Floating Disk
(Pha-1): Mage Armor
(Pha-1): Shield
(Pha-1): Unseen Servant
(Pha-2): Glitterdust
(Pha-2): Misdirection
(Pha-2): See Invisibility
(Pha-2): Spectral Hand
(Pha-2): Web
(Pha-3): Slow
(Pha-3): Haste
(Pha-3): Stinking Cloud
(Pha-3): Tongues
(Pha-4): Black Tentacles
(Pha-4): Dimension Door
(Pha-4): Polymorph
(Pha-4): Solid Fog
(Pha-5): Mage's Private Sanctum
(Pha-5): Seeming
(Pha-5): Teleport
(Pha-5): Transmude Mud to Rock
(Pha-6): Analyze Dweomer
(Pha-6): Chain Lightning
(Pha-6): Mass Suggestion
(Pha-7): Limited Wish
(Pha-7): Mage's Magnificient Mansion
Standard Preparations Every Evening:

Cast Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")
Cast Persistent Shield (CL 15)
Cast Extended Mage Armor (CL 15) on self
Cast Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock.
Cast Heightened Extended Misdirection (CL 15, Will DC 33) so construct registers as a rock.
Cast Magnificient Mansion.
Go inside Mansion (with Construct), cast Mage's Private Sanctum to cover the place up.

Items:

Stone Golem (Crafted, Advaned to 21 hit dice: 67,500 gp + 4,800 xp)
Ring of Evasion (25k gp; DMG) Left Claw
Ring of X-Ray Vision (25k gp; DMG) Right Claw
Monk's Belt (13k gp; DMG) Waist
Vest of Resistance+5 (12.5k gp, 1,000 xp; Magic Item Compendium) Torso
Cloak of Charisma+6 (18k gp, 1,440 xp; DMG) Shoulders
Portable Hole (20k gp; DMG) Pocket (Rocky's)
Gloves of Dexterity+4 (16k gp; DMG) Claws
Spell Components Pouch (5 gp; PHB) Belt
Spell Components Pouch *3 (3*5 gp; PHB) Portable Hole
Silver Holy Symbol (25 gp; PHB) Neck
Silver Holy Symbol *3 (3*25 gp; PHB) Portable Hole
188 Platinum Pieces (portable hole)
"Fate Tokens" *2

Languages:
Common, Ignan, Aquan, Terran, Auran, Undercommon, Drow Sign, Phaerim


Sources Used:PHB, DMG, MMI, Libris Mortis, Lost Empires of Faerun, Complete Mage, Complete Adventurer, Complete Arcane

Cadian 9th
2010-07-22, 08:26 PM
People who have higher ini than the monsters are able to post in any order, but ones after pretty much post in order. I will adjuidacate as we go, when I can. There are no ini consequences of delaying.

Ini? If so:
[roll0]
and [roll1]

Arudin
2010-07-22, 08:40 PM
Raginmund

OOC: I'm going to stop spoilering my signs now, and assume Bullwinkle just translates.

Raginmund looks pensive for a moment before responding, "That is true... We may as well just enter then. If everyone else is agreed?" The bear then looks pensively at the others.

Initiative:
[roll0]
Edit: That is a very poor roll. :smallfrown:

Jack_Simth
2010-07-22, 08:45 PM
Rocky & Bullwinkle

Bullwinkle nods, and Rocky remains as stoic as ever. "I'm ready when you are."

Init:
Rocky: [roll0]
Bullwinkle: [roll1]

Edit: Well, Rocky is in fine form so far today... first roll is a smashing success.


Cadian 9th:

Actions:
Talk a bit.

Current Status (post-actions):
Rocky: HP: 145/145, AC 27 (T 9, FF 27), saves +7/+7/+7 (+0 init mod)
Bullwinkle: HP: 110/110, AC: 67 (T 59, FF 61), saves +31/+33/+35 (+6 init mod)


Protocols (long strings of actions that are liable to be repeated a LOT, for purposes of handling things normally done with skill checks)
Trap Protocol:

Step 1: Use Detect Magic (it's an At-Will ability) to check all directions - Up, Down, North, South, East, West; for the full three rounds to learn strength and location of all magic auras.
Step 2: Use the Summon Elemental Reserve Feat to Summon an Elemental. Use the actual languages of the elementals to go everywhere in that sixty-foot range (it vanishes at the end of the elemental's turn if it's not within 30 feet of Rocky & Bullwinkle, but it can travel outside that range for a time, and it's just a standard action to summon one). Make sure one elemental of each of the four types (Air, Earth, Fire, Water) steps on each square in that very large area at least once.
Step 3: Send an elemental of each type to longest possible range along intended path of travel (on a straight away, that's 430 feet for an Air elemental - Summon at 30 foot range, Run action for 400 feet due to 100 foot speed; 230 feet around corners on a double-move rather than Run - 110 or 70 feet for an Earth or Water elemental, 230 or 130 feet for a Fire elemental)
Step 4: Observe results
Step 5: If nothing happens, move appropriately.
Step 6: If something needs manipulation, use Telekinesis to do it.
Step 7: If a trap needs to be destroyed, kill it with one of: Fiery Burst Reserve Feat, Invisible Needle Reserve Feat, repeated Charging Bash attempts from Elementals, or other means as appropriate to the situation (please post what happens to the elementals, where the blast seems to come from, and I'll post a response to the trap).

Time Analysis:
In an open area, this checks everything within 60 feet (approximately 450 5-foot squares) in about 96 rounds (math of that is long and convoluted; not included here; all but the first 18 rounds of which is directly proportional to the number of squares that need to be checked). About four times as fast as a dedicated Rogue searching the entire area for traps.

Along a hallway, this checks 60 feet (limit of Detect Magic - 12 five-foot squares long) in a ten-foot wide swath (width of the Large Elementals - two five-foot squares wide) in 7 rounds (three for Detect Magic forward, one for a double move or Run from each elemental); almost twice as fast as a dedicated Rogue searching for traps.

Classes of trap that bypass trap-finding protocol:

Class 1: Alarm, Summon, and Pathblocking traps: The Trap-Finding protocol locates them, but it doesn't matter - the alarm still goes off, the Summoned critter still attacks, the path is still blocked.
Class 2: Nonmagical intelligent traps (aka, the Kobold watching through a peephole, choosing whether or not to pull on the rope that collapses the ceiling): An intelligent entity is capable of recognizing that the swarm of elementals is chaff, intended for no purpose other than to trigger traps ... and so not pull the rope until something other than an elemental comes by. But then, not all intelligent critters will figure that out, instead triggering the effect after the first elemental ... or triggering it at the first elemental, but letting the others go by until something else happens along, if the trap is auto-reset.
Class 3: Discriminatory magical traps that avoid detection. There's a 1st level spell - Magic Aura - that completely stymies Detect Magic. Use that on a magical trap that, say, goes off when a humanoid goes by, and the trapfinding protocol misses it.



Treasure Search Protocol:

Step 1: Activate Ring of X-Ray Vision (http://www.d20srd.org/srd/magicItems/rings.htm#xRayVision).
Step 2: Move to within a ten feet of every wall (including floor and ceiling) and object of interest (such as chests).
Step 3: Make note of anything that blocks X-Ray Vvision, or anything interesting noted through walls/floors/chests.






Rocky:

Name: Rocky
Description, Normal: A Large man in flowing blue robes, with arcane symbols stitched all over them. His shoes are white, with tufts of fur along the edges. His gloves are some of the most delicate deer hide available. He wears a conical hat, with stars and moons etched upon it. A long cloak covers his back, and there is a belt tied around his waist. A raven perches on his shoulder. (Spot DC 27 to note that it is false)
http://www.wizards.com/leaving.asp?url=/dnd/images/pc_portraits/280_11_D1W.jpg&origin=dnd_pc_20010828x


Description, True Seeing or Will Interaction DC 33: A Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG135.jpg


Personality: Never speaks, lets his familiar talk to the lesser beings around him. Casts all spells as Silent and Stilled. Keeps his familiar on his shoulder at all times.
Dull Mechanics:
Race: Stone Golem
Class: Stone Golem
Type: Construct
Alignment: TN
Size: Large
Height: 9'
Weight: 2,000 lbs
Eyes: Gray
Hair: None
Stats: 30/10/-/-/11/1 (16 HD stat boost to Str, 20 HD stat boost to Dex - base)
HP: 145/145 (21d10+30, taking true average, rounding down after calculations)
DR: 10/adamantine
AC: 27 (10 base, -1 Size, +18 Natural): Touch 9, Flat-footed 27
Speed: 20
Saves: +7/+7/+7 (all base)
Attack: Slam +24 Melee for 2d10+10
Full Attack: 2 Slams +24 Melee for 2d10+10
Special Abilities: Construct Traits and Features, DR 10/Adamantine, Darkvision-60, Immunity to Magic, Low-light Vision, 18 natural armor, (16 and 20 HD stat boost to Dex, Str)

Active Spell Effects: Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")

Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock, magically.







Bulwinkle

Description, Normal:A black Raven, sitting on the shoulder of a Large man, dressed in flowing robes (Spot DC 27 to note it's not accurate)
Description, True Seeing or Will Interaction DC 33:This slightly transparent creature has a conical body, shaped something like a wind sock. It's ovid head disk contains an immense, toothed maw, and is surrounded by four clawed arms. It is hovering just over the shoulder of a Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.
History: "I was rejected by my race for not conforming to the standards of behavior. I worship Heironeous, who they detested. I actively opposed the torturous practices of my people. And so I was ejected from my society in the most violent way possible by a people who enjoy torture ... and that was my salvation, as it wasn't long after that when disaster struck my people. I'd really rather not talk about it. Now I wander this plane, righting what wrongs I can."
Dull Mechanics:
Bulwinkle (http://www.myth-weavers.com/sheetview.php?sheetid=225097)
Alignment: LG
Current XP: 105260 (spent a hefty chunk on Crafting)
Class: Phaerimm LA-2/Paladin-2/Ghost LA-5/Evolved Undead LA-6//Cleric-15
Race: Phaerimm/Ghost/Evolved Undead-6
Deity: Heironeous
Size: Tiny
Age: Ancient
Height: 1' 6
Weight: -
Eyes: black
Hair: None
Base stats: 8/13/10/12/17/18
Post-racial mods: 14/19/-/12/19/36
Level Up: 14/19/-/12/19/39
Post-items: 14/23/-/12/19/45

HP: 110/110 (15d12)
AC: Material Plane: 67 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +23 Deflection, +18 Monkish), Touch 59, Flat-Footed 61
AC: Ethereal Plane: 52 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +8 Natural, +18 Monkish), Touch 35, Flat-Footed 45
Saves: +31/+33/+35 (Base: 9/5/9; stat: +0/+6/+4; Resistance +5, Paladin +17)
Attack: Invisible Needle Reserve Feat (1d20+19 for 8d4) Force damage, Fiery Burst Reserve Feat (5-foot burst, Reflex DC 21 for half of 7d6 Fire), or Spells
Skills: Concentration +35 (18 ranks, +17 Cha), Knowledge(Religion)+19 (+1 Int, 18 ranks), Spellcraft +9 (+1 Int, 8 ranks), Speak Language (Cross-class, 5 ranks for 10 skill points)
Feats: 1: Heighten Spell (Player's Handbook), 2: Arcane Preparation (Complete Arcane), 3: Craft Wondrous Item (Player's Handbook), 4: Extend Spell (Player's Handbook), 5: Craft Magic Arms & Armor (Player's Handbook), 6: Dimensional Reach (Complete Mage), 7: Dimensional Jaunt (Complete Mage), 8: Summon Elemental(Complete Mage), 9: Invisible Needle (Complete Mage), 10: Persistent Spell (Complete Arcane), 11: Improved Unarmed Strike (Player's Handbook), 12: Ascetic Mage (Complete Adventurer), 13: Flyby Attack (Monster Manual), 14: Improved Turn Resistance (Libris Mortis), 15: Fiery Burst (Complete Mage)
Racial Features and Traits:
Hatchling Phaerimm Racial Traits & Features: Aberration Type, Spells as a Sorcerer of Character level as spell-likes, Detect Magic, Flight, Feather Fall, Immunity to Polymorph and Petrification, SR 11, +2 Natural Armor, -6 Str, +6 Dex, +2 Wis, +2 Cha; Size: Tiny
Ghost Traits & Features: Undead Type, Con -, +4 Cha, Incorporeal, Rejuvination, Manifestation, Telekinesis, Malevolence; Natural Armor applies on Ethereal Plane (where Ghost is not Incorporeal)
Evolved Undead-6 traits & features: +6 Natural Armor, Deflection increases by 6, Six Spell-Like abilities (CL = HD), Fast Healing 3, +12 Str, +12 Cha
Undead Racial Traits: No Con, Darkvision-60, Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects, Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects, Cannot heal damage on its own if it has no Intelligence score (me has Int), although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score, Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless), Uses its Charisma modifier for Concentration checks, Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed, Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead, Undead do not breathe, eat, or sleep.
Aberration Features: (negligible)
Incorporeal Traits: An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature. An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus). An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect. An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.

Good Domain: +1 Caster level for [Good] Spells
Law Domain: +1 Caster level for [Law] Spells
Paladin-2 Class Features: Aura of good, detect evil, smite evil 1/day, Divine grace, lay on hands
Cleric-15 Class Features: Turn Undead, Domains, Spells
Spells:

Cleric (CL 15): 6/6+1/6+1/6+1/5+1/4+1/3+1/2+1/1+1; DC 14+Spell Level
Phaerim (CL 15): 6/11/10/10/10/10/9/7; DC 27+spell level
Evolved Undead (CL 15): 6 uses/day, permanent preparation.
(Clr-0): Create Water 0/2
(Clr-0): Light 0/3
(Clr-0): Mending 0/1
(Clr-1): Cure Light Wounds 0/6
(Clr-2): Cure Moderate Wounds 0/3
(Clr-2): Spiritual Weapon 0/3
(Clr-3): Invisibility Purge 0/3
(Clr-3): Remove Blindness/Deafness 0/1
(Clr-3): Remove Curse 0/1
(Clr-3): Remove Disease 0/1
(Clr-4): Dimensional Anchor 0/2
(Clr-4): Imbue with Spell Ability 0/3
(Clr-5): Spell Resistance 0/3
(Clr-5): Wall of Stone 0/1
(Clr-6): Antilife Shell 0/1
(Clr-6): Find the Path 0/1
(Clr-6): Heroes' Feast 0/1
(Clr-7): Heightened Flame Strike 0/1
(Clr-7): Restoration, Greater 0/1
(Clr-8): Summon Monster VIII 0/1
(Dom-1): Protection from Evil 0/1
(Dom-2): Calm Emotions 0/1
(Dom-3): Magic Circle Against Evil 0/1
(Dom-4): Holy Smite 0/1
(Dom-5): Dispel Evil 0/1
(Dom-6): Hold Monster 0/1
(Dom-7): Holy Word 0/1
(Dom-8): Heightened Blade Barrier 0/1
(EvUn): Greater Dispel Magic 0/2
(EvUn): Greater Invisibility 0/4
(Pha-0): Acid Splash
(Pha-0): Arcane Mark
(Pha-0): Dancing Lights
(Pha-0): Detect Poison
(Pha-0): Flare
(Pha-0): Prestidigitation
(Pha-0): Ray of Frost
(Pha-0): Read Magic
(Pha-0): Resistance
(Pha-1): Disguise Self
(Pha-1): Floating Disk
(Pha-1): Mage Armor
(Pha-1): Shield
(Pha-1): Unseen Servant
(Pha-2): Glitterdust
(Pha-2): Misdirection
(Pha-2): See Invisibility
(Pha-2): Spectral Hand
(Pha-2): Web
(Pha-3): Slow
(Pha-3): Haste
(Pha-3): Stinking Cloud
(Pha-3): Tongues
(Pha-4): Black Tentacles
(Pha-4): Dimension Door
(Pha-4): Polymorph
(Pha-4): Solid Fog
(Pha-5): Mage's Private Sanctum
(Pha-5): Seeming
(Pha-5): Teleport
(Pha-5): Transmude Mud to Rock
(Pha-6): Analyze Dweomer
(Pha-6): Chain Lightning
(Pha-6): Mass Suggestion
(Pha-7): Limited Wish
(Pha-7): Mage's Magnificient Mansion
Standard Preparations Every Evening:

Cast Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")
Cast Persistent Shield (CL 15)
Cast Extended Mage Armor (CL 15) on self
Cast Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock.
Cast Heightened Extended Misdirection (CL 15, Will DC 33) so construct registers as a rock.
Cast Magnificient Mansion.
Go inside Mansion (with Construct), cast Mage's Private Sanctum to cover the place up.

Items:

Stone Golem (Crafted, Advaned to 21 hit dice: 67,500 gp + 4,800 xp)
Ring of Evasion (25k gp; DMG) Left Claw
Ring of X-Ray Vision (25k gp; DMG) Right Claw
Monk's Belt (13k gp; DMG) Waist
Vest of Resistance+5 (12.5k gp, 1,000 xp; Magic Item Compendium) Torso
Cloak of Charisma+6 (18k gp, 1,440 xp; DMG) Shoulders
Portable Hole (20k gp; DMG) Pocket (Rocky's)
Gloves of Dexterity+4 (16k gp; DMG) Claws
Spell Components Pouch (5 gp; PHB) Belt
Spell Components Pouch *3 (3*5 gp; PHB) Portable Hole
Silver Holy Symbol (25 gp; PHB) Neck
Silver Holy Symbol *3 (3*25 gp; PHB) Portable Hole
188 Platinum Pieces (portable hole)
"Fate Tokens" *2

Languages:
Common, Ignan, Aquan, Terran, Auran, Undercommon, Drow Sign, Phaerim


Sources Used:PHB, DMG, MMI, Libris Mortis, Lost Empires of Faerun, Complete Mage, Complete Adventurer, Complete Arcane

Chambers
2010-07-22, 11:26 PM
Kenneth

"Agreed. Let us commence with this...bizarre test and find out way to be done of it." He closes his eyes a moment and moves his lips without speaking for a moment, then raises back up. "Allright! Let's get going."


Just praying to Kord for victory in battle. No spell or anything.

Initiative [roll0]

HP: 159
AC: 36 (+13 armor, +9 shield, +1 dex, +3 nat), touch 11, flat 36
Saves: Fort +28, Reflex +23, Will +27

Spells Active Superior Resistance, Greater Magic Weapon, True Seeing, Mass Conviction, Healing Lorecall, Comprehend Languages.
Stance Active Aura of Triumph
Maneuvers Readied Earthquake Strike, Ancient Mountain Hammer, Rallying Strike, Mountain Avalanche, Shadow Blink, Wall of Blades

Archdeacon GX
2010-07-23, 02:02 AM
Garathor

Garathor nods to the others in agreement. "Yes," he says as he approaches the door. "I am ready to begin if all of you are."


Initiative: [roll0]

Cadian 9th
2010-07-23, 02:05 AM
Wow, I've rarely seen such extreme luck/unluck. three 2s and a 20 and a 17. :smallbiggrin:

Simth, you're up!

Dante

Jack_Simth
2010-07-23, 06:48 AM
Rocky & Bullwinkle

Rocky & Bullwinkle summon up a Large Earth Elemental, sending it through the door, and following immediately behind it. "Into the breach, my friends."

Cadian 9th:
Actions:
Bullwinkle Delay to match initiative with Rocky
Bullwinkle Standard: Summon Elemental
Bullwinkle Free: Order Elemental through door
Elemental Move: Go through door
Rocky Move: Go through door
Bullwinkle Move: Go through door

Current Status (post-actions):
Rocky: HP: 145/145, AC 27 (T 9, FF 27), saves +7/+7/+7 (+0 init mod)
Bullwinkle: HP: 110/110, AC: 67 (T 59, FF 61), saves +31/+33/+35 (+6 init mod)

Init:Rocky: 20; Bullwinkle: 23 (20)

Protocols (long strings of actions that are liable to be repeated a LOT, for purposes of handling things normally done with skill checks)
Trap Protocol:Step 1: Use Detect Magic (it's an At-Will ability) to check all directions - Up, Down, North, South, East, West; for the full three rounds to learn strength and location of all magic auras.
Step 2: Use the Summon Elemental Reserve Feat to Summon an Elemental. Use the actual languages of the elementals to go everywhere in that sixty-foot range (it vanishes at the end of the elemental's turn if it's not within 30 feet of Rocky & Bullwinkle, but it can travel outside that range for a time, and it's just a standard action to summon one). Make sure one elemental of each of the four types (Air, Earth, Fire, Water) steps on each square in that very large area at least once.
Step 3: Send an elemental of each type to longest possible range along intended path of travel (on a straight away, that's 430 feet for an Air elemental - Summon at 30 foot range, Run action for 400 feet due to 100 foot speed; 230 feet around corners on a double-move rather than Run - 110 or 70 feet for an Earth or Water elemental, 230 or 130 feet for a Fire elemental)
Step 4: Observe results
Step 5: If nothing happens, move appropriately.
Step 6: If something needs manipulation, use Telekinesis to do it.
Step 7: If a trap needs to be destroyed, kill it with one of: Fiery Burst Reserve Feat, Invisible Needle Reserve Feat, repeated Charging Bash attempts from Elementals, or other means as appropriate to the situation (please post what happens to the elementals, where the blast seems to come from, and I'll post a response to the trap).

Time Analysis:In an open area, this checks everything within 60 feet (approximately 450 5-foot squares) in about 96 rounds (math of that is long and convoluted; not included here; all but the first 18 rounds of which is directly proportional to the number of squares that need to be checked). About four times as fast as a dedicated Rogue searching the entire area for traps.

Along a hallway, this checks 60 feet (limit of Detect Magic - 12 five-foot squares long) in a ten-foot wide swath (width of the Large Elementals - two five-foot squares wide) in 7 rounds (three for Detect Magic forward, one for a double move or Run from each elemental); almost twice as fast as a dedicated Rogue searching for traps.Classes of trap that bypass trap-finding protocol:Class 1: Alarm, Summon, and Pathblocking traps: The Trap-Finding protocol locates them, but it doesn't matter - the alarm still goes off, the Summoned critter still attacks, the path is still blocked.
Class 2: Nonmagical intelligent traps (aka, the Kobold watching through a peephole, choosing whether or not to pull on the rope that collapses the ceiling): An intelligent entity is capable of recognizing that the swarm of elementals is chaff, intended for no purpose other than to trigger traps ... and so not pull the rope until something other than an elemental comes by. But then, not all intelligent critters will figure that out, instead triggering the effect after the first elemental ... or triggering it at the first elemental, but letting the others go by until something else happens along, if the trap is auto-reset.
Class 3: Discriminatory magical traps that avoid detection. There's a 1st level spell - Magic Aura - that completely stymies Detect Magic. Use that on a magical trap that, say, goes off when a humanoid goes by, and the trapfinding protocol misses it.Treasure Search Protocol:Step 1: Activate Ring of X-Ray Vision (http://www.d20srd.org/srd/magicItems/rings.htm#xRayVision).
Step 2: Move to within a ten feet of every wall (including floor and ceiling) and object of interest (such as chests).
Step 3: Make note of anything that blocks X-Ray Vvision, or anything interesting noted through walls/floors/chests. Rocky:Name: Rocky
Description, Normal: A Large man in flowing blue robes, with arcane symbols stitched all over them. His shoes are white, with tufts of fur along the edges. His gloves are some of the most delicate deer hide available. He wears a conical hat, with stars and moons etched upon it. A long cloak covers his back, and there is a belt tied around his waist. A raven perches on his shoulder. (Spot DC 27 to note that it is false)
http://www.wizards.com/leaving.asp?url=/dnd/images/pc_portraits/280_11_D1W.jpg&origin=dnd_pc_20010828xDescription, True Seeing or Will Interaction DC 33: A Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG135.jpgPersonality: Never speaks, lets his familiar talk to the lesser beings around him. Casts all spells as Silent and Stilled. Keeps his familiar on his shoulder at all times.Dull Mechanics:Race: Stone Golem
Class: Stone Golem
Type: Construct
Alignment: TN
Size: Large
Height: 9'
Weight: 2,000 lbs
Eyes: Gray
Hair: None
Stats: 30/10/-/-/11/1 (16 HD stat boost to Str, 20 HD stat boost to Dex - base)
HP: 145/145 (21d10+30, taking true average, rounding down after calculations)
DR: 10/adamantine
AC: 27 (10 base, -1 Size, +18 Natural): Touch 9, Flat-footed 27
Speed: 20
Saves: +7/+7/+7 (all base)
Attack: Slam +24 Melee for 2d10+10
Full Attack: 2 Slams +24 Melee for 2d10+10
Special Abilities: Construct Traits and Features, DR 10/Adamantine, Darkvision-60, Immunity to Magic, Low-light Vision, 18 natural armor, (16 and 20 HD stat boost to Dex, Str)Active Spell Effects: Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")

Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock, magically.Bulwinkle:Description, Normal:A black Raven, sitting on the shoulder of a Large man, dressed in flowing robes (Spot DC 27 to note it's not accurate)
Description, True Seeing or Will Interaction DC 33:This slightly transparent creature has a conical body, shaped something like a wind sock. It's ovid head disk contains an immense, toothed maw, and is surrounded by four clawed arms. It is hovering just over the shoulder of a Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.History: "I was rejected by my race for not conforming to the standards of behavior. I worship Heironeous, who they detested. I actively opposed the torturous practices of my people. And so I was ejected from my society in the most violent way possible by a people who enjoy torture ... and that was my salvation, as it wasn't long after that when disaster struck my people. I'd really rather not talk about it. Now I wander this plane, righting what wrongs I can."Dull Mechanics: Bulwinkle (http://www.myth-weavers.com/sheetview.php?sheetid=225097)
Alignment: LG
Current XP: 105260 (spent a hefty chunk on Crafting)
Class: Phaerimm LA-2/Paladin-2/Ghost LA-5/Evolved Undead LA-6//Cleric-15
Race: Phaerimm/Ghost/Evolved Undead-6
Deity: Heironeous
Size: Tiny
Age: Ancient
Height: 1' 6
Weight: -
Eyes: black
Hair: None
Base stats: 8/13/10/12/17/18
Post-racial mods: 14/19/-/12/19/36
Level Up: 14/19/-/12/19/39
Post-items: 14/23/-/12/19/45

HP: 110/110 (15d12)
AC: Material Plane: 67 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +23 Deflection, +18 Monkish), Touch 59, Flat-Footed 61
AC: Ethereal Plane: 52 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +8 Natural, +18 Monkish), Touch 35, Flat-Footed 45
Saves: +31/+33/+35 (Base: 9/5/9; stat: +0/+6/+4; Resistance +5, Paladin +17)
Attack: Invisible Needle Reserve Feat (1d20+19 for 8d4) Force damage, Fiery Burst Reserve Feat (5-foot burst, Reflex DC 21 for half of 7d6 Fire), or Spells
Skills: Concentration +35 (18 ranks, +17 Cha), Knowledge(Religion)+19 (+1 Int, 18 ranks), Spellcraft +9 (+1 Int, 8 ranks), Speak Language (Cross-class, 5 ranks for 10 skill points)
Feats: 1: Heighten Spell (Player's Handbook), 2: Arcane Preparation (Complete Arcane), 3: Craft Wondrous Item (Player's Handbook), 4: Extend Spell (Player's Handbook), 5: Craft Magic Arms & Armor (Player's Handbook), 6: Dimensional Reach (Complete Mage), 7: Dimensional Jaunt (Complete Mage), 8: Summon Elemental(Complete Mage), 9: Invisible Needle (Complete Mage), 10: Persistent Spell (Complete Arcane), 11: Improved Unarmed Strike (Player's Handbook), 12: Ascetic Mage (Complete Adventurer), 13: Flyby Attack (Monster Manual), 14: Improved Turn Resistance (Libris Mortis), 15: Fiery Burst (Complete Mage)
Racial Features and Traits: Hatchling Phaerimm Racial Traits & Features: Aberration Type, Spells as a Sorcerer of Character level as spell-likes, Detect Magic, Flight, Feather Fall, Immunity to Polymorph and Petrification, SR 11, +2 Natural Armor, -6 Str, +6 Dex, +2 Wis, +2 Cha; Size: Tiny
Ghost Traits & Features: Undead Type, Con -, +4 Cha, Incorporeal, Rejuvination, Manifestation, Telekinesis, Malevolence; Natural Armor applies on Ethereal Plane (where Ghost is not Incorporeal)
Evolved Undead-6 traits & features: +6 Natural Armor, Deflection increases by 6, Six Spell-Like abilities (CL = HD), Fast Healing 3, +12 Str, +12 Cha
Undead Racial Traits: No Con, Darkvision-60, Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects, Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects, Cannot heal damage on its own if it has no Intelligence score (me has Int), although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score, Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless), Uses its Charisma modifier for Concentration checks, Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed, Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead, Undead do not breathe, eat, or sleep.
Aberration Features: (negligible)
Incorporeal Traits: An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature. An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus). An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect. An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.Good Domain: +1 Caster level for [Good] Spells
Law Domain: +1 Caster level for [Law] Spells
Paladin-2 Class Features: Aura of good, detect evil, smite evil 1/day, Divine grace, lay on hands
Cleric-15 Class Features: Turn Undead, Domains, Spells
Spells:Cleric (CL 15): 6/6+1/6+1/6+1/5+1/4+1/3+1/2+1/1+1; DC 14+Spell Level
Phaerim (CL 15): 6/11/10/10/10/10/9/7; DC 27+spell level
Evolved Undead (CL 15): 6 uses/day, permanent preparation.
(Clr-0): Create Water 0/2
(Clr-0): Light 0/3
(Clr-0): Mending 0/1
(Clr-1): Cure Light Wounds 0/6
(Clr-2): Cure Moderate Wounds 0/3
(Clr-2): Spiritual Weapon 0/3
(Clr-3): Invisibility Purge 0/3
(Clr-3): Remove Blindness/Deafness 0/1
(Clr-3): Remove Curse 0/1
(Clr-3): Remove Disease 0/1
(Clr-4): Dimensional Anchor 0/2
(Clr-4): Imbue with Spell Ability 0/3
(Clr-5): Spell Resistance 0/3
(Clr-5): Wall of Stone 0/1
(Clr-6): Antilife Shell 0/1
(Clr-6): Find the Path 0/1
(Clr-6): Heroes' Feast 0/1
(Clr-7): Heightened Flame Strike 0/1
(Clr-7): Restoration, Greater 0/1
(Clr-8): Summon Monster VIII 0/1
(Dom-1): Protection from Evil 0/1
(Dom-2): Calm Emotions 0/1
(Dom-3): Magic Circle Against Evil 0/1
(Dom-4): Holy Smite 0/1
(Dom-5): Dispel Evil 0/1
(Dom-6): Hold Monster 0/1
(Dom-7): Holy Word 0/1
(Dom-8): Heightened Blade Barrier 0/1
(EvUn): Greater Dispel Magic 0/2
(EvUn): Greater Invisibility 0/4
(Pha-0): Acid Splash
(Pha-0): Arcane Mark
(Pha-0): Dancing Lights
(Pha-0): Detect Poison
(Pha-0): Flare
(Pha-0): Prestidigitation
(Pha-0): Ray of Frost
(Pha-0): Read Magic
(Pha-0): Resistance
(Pha-1): Disguise Self
(Pha-1): Floating Disk
(Pha-1): Mage Armor
(Pha-1): Shield
(Pha-1): Unseen Servant
(Pha-2): Glitterdust
(Pha-2): Misdirection
(Pha-2): See Invisibility
(Pha-2): Spectral Hand
(Pha-2): Web
(Pha-3): Slow
(Pha-3): Haste
(Pha-3): Stinking Cloud
(Pha-3): Tongues
(Pha-4): Black Tentacles
(Pha-4): Dimension Door
(Pha-4): Polymorph
(Pha-4): Solid Fog
(Pha-5): Mage's Private Sanctum
(Pha-5): Seeming
(Pha-5): Teleport
(Pha-5): Transmude Mud to Rock
(Pha-6): Analyze Dweomer
(Pha-6): Chain Lightning
(Pha-6): Mass Suggestion
(Pha-7): Limited Wish
(Pha-7): Mage's Magnificient MansionStandard Preparations Every Evening:Cast Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")
Cast Persistent Shield (CL 15)
Cast Extended Mage Armor (CL 15) on self
Cast Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock.
Cast Heightened Extended Misdirection (CL 15, Will DC 33) so construct registers as a rock.
Cast Magnificient Mansion.
Go inside Mansion (with Construct), cast Mage's Private Sanctum to cover the place up.Items:Stone Golem (Crafted, Advaned to 21 hit dice: 67,500 gp + 4,800 xp)
Ring of Evasion (25k gp; DMG) Left Claw
Ring of X-Ray Vision (25k gp; DMG) Right Claw
Monk's Belt (13k gp; DMG) Waist
Vest of Resistance+5 (12.5k gp, 1,000 xp; Magic Item Compendium) Torso
Cloak of Charisma+6 (18k gp, 1,440 xp; DMG) Shoulders
Portable Hole (20k gp; DMG) Pocket (Rocky's)
Gloves of Dexterity+4 (16k gp; DMG) Claws
Spell Components Pouch (5 gp; PHB) Belt
Spell Components Pouch *3 (3*5 gp; PHB) Portable Hole
Silver Holy Symbol (25 gp; PHB) Neck
Silver Holy Symbol *3 (3*25 gp; PHB) Portable Hole
188 Platinum Pieces (portable hole)
"Fate Tokens" *2Languages:Common, Ignan, Aquan, Terran, Auran, Undercommon, Drow Sign, PhaerimSources Used:PHB, DMG, MMI, Libris Mortis, Lost Empires of Faerun, Complete Mage, Complete Adventurer, Complete Arcane

Cadian 9th
2010-07-25, 04:37 AM
DM

Opening the door reveals a room 100 ft by 100ft - There is a door at 5,5 and another at 10,0. The door you came through is at 10,5.

There are two massive troll creatures stading in the center of the room. They wear shining plate armour and carry massive, yet thin, blades which they wield with incredible finesse. They roar a challenge!

" Eh! Get ovr here, so I can put your head on me pointy stick!" One says, and you spot a rack of skulls and fresh heads on his back spike.

You spot a strangely attired Halfling also, who is Devil horn'd by the trolls. He carries an awsome guitar and has the coolest shades.

Ini: [roll0]
Also: [roll1]

Map:


You guys are at X. If you win ini, go ahead and post.

{table]_|1_|2_|3_|4_|5_|6_|7_|8_|9_|10_|
1|
2|
3||||||H|||
4|||||T|T||T|T|
5|||||T|T||T|T|
6|
7|
8|
9|
10|||||X|[/table]

Jack_Simth
2010-07-25, 11:50 AM
Init:Rocky:[roll0] Bullwinkle:[roll1]

Archdeacon GX
2010-07-25, 05:33 PM
Init:
[roll0]

Cadian 9th
2010-07-25, 06:26 PM
Why the re-roll? Waiting on the others now, should be fun.

Jack_Simth
2010-07-25, 06:56 PM
Why the re-roll? Waiting on the others now, should be fun.
Mostly because you re-rolled, with different modifiers than previously.

Cadian 9th
2010-07-25, 07:16 PM
Mostly because you re-rolled, with different modifiers than previously.
Simth:
Yeah, sorry blanket post, We'll use the current Ini I rolled for ease of access. The floor notes changed a bit so yeah.

Jack_Simth
2010-07-25, 07:33 PM
Simth:
Yeah, sorry blanket post, We'll use the current Ini I rolled for ease of access. The floor notes changed a bit so yeah.
Cadian 9th: Ah. Well, in that case, nobody actually *beat* the 23 on opponent initiative (I tied, but delayed so the two portions of my character would be in sync), so you might as well post the opponent's opening move.

Cadian 9th
2010-07-25, 08:17 PM
DM

Shouting eagerly, one of the Trolls makes a sudden leap, appearing 15ft away and bursting into flames. He then charge attacks, stopping 15 feet away, slicing into Rocky with his massive thin sword.

DM Only
Charge attack, 10 pts of power attack into AC (Shock Trooper). Essentia 2 into Therapeutic mantle and 3 into Mantle of Flame.
-14 to AC , -2 again, 32 - 16 = AC 16.

The Other troll is readying an action to attack a character who approaches.


Attack [roll0] for [roll1]
If it hits you must make a reflex save with a DC of damage dealt or be knocked sideways 10ft and be knocked prone.

The other troll just stands on the spot and waits for something.

Your turn guys, until the second mook (Halfling) goes on ini count 13.

Jack_Simth
2010-07-25, 08:35 PM
Rocky & Bullwinkle

Rocky hits the ground with an ear-splitting thud, and goes skidding, leaving shards of rock everywhere. Bullwinkle hesitates a moment, and flies just past the beast's head. Having been pushed out of immediate reach of his attacker, Rocky stands up, seemingly unharmed by the blow. The previously summoned elemental makes a few futile attacks.

True Seeing:

Rocky the Stone Golem is almost split in half by the mighty blow, and most of the rocks scattered along the ground are from the golem... but as Bullwinkle the translucent wind-sock with teeth and claws hesitates, Rocky's wounds heal up, and it is as whole as ever.


Cadian 9th:
Actions:
Rocky save: [roll0] (AKA, "I don't think so")

Bullwinkle Standard: Cast Defensively Concentration: [roll1] (vs. DC 20 - auto-pass, really) to cast Phaerim Transmute Mud to Rock, on Rocky - fully healed. Cast as a spell-like ability thanks to Phaerim racial traits, and no obvious effect as to what's going on)
Bullwinkle move: Fly through the melee-monster's space, deliberately provoking an AoO.

Rocky Move: Stand

Summonned Earth Elemental Full Attack: [roll2] for [roll3] and [roll4] for [roll5]

Spontaneous Available Spells:Phaerim (CL 15): 6/11/10/10/10/9/9/7; DC 27+spell level

Current Status (post-actions):
Rocky: HP: 145/145, AC 27 (T 9, FF 27), saves +7/+7/+7 (+0 init mod), Prone
Bullwinkle: HP: 110/110, AC: 67 (T 59, FF 61), saves +31/+33/+35 (+6 init mod)
Earth Elemental (Summoned): 68/68 HP, AC 18, DR 5/-, saves +10/+1/+2



Init:Rocky: 20; Bullwinkle: 23 (20)

Protocols (long strings of actions that are liable to be repeated a LOT, for purposes of handling things normally done with skill checks)
Trap Protocol:Step 1: Use Detect Magic (it's an At-Will ability) to check all directions - Up, Down, North, South, East, West; for the full three rounds to learn strength and location of all magic auras.
Step 2: Use the Summon Elemental Reserve Feat to Summon an Elemental. Use the actual languages of the elementals to go everywhere in that sixty-foot range (it vanishes at the end of the elemental's turn if it's not within 30 feet of Rocky & Bullwinkle, but it can travel outside that range for a time, and it's just a standard action to summon one). Make sure one elemental of each of the four types (Air, Earth, Fire, Water) steps on each square in that very large area at least once.
Step 3: Send an elemental of each type to longest possible range along intended path of travel (on a straight away, that's 430 feet for an Air elemental - Summon at 30 foot range, Run action for 400 feet due to 100 foot speed; 230 feet around corners on a double-move rather than Run - 110 or 70 feet for an Earth or Water elemental, 230 or 130 feet for a Fire elemental)
Step 4: Observe results
Step 5: If nothing happens, move appropriately.
Step 6: If something needs manipulation, use Telekinesis to do it.
Step 7: If a trap needs to be destroyed, kill it with one of: Fiery Burst Reserve Feat, Invisible Needle Reserve Feat, repeated Charging Bash attempts from Elementals, or other means as appropriate to the situation (please post what happens to the elementals, where the blast seems to come from, and I'll post a response to the trap).

Time Analysis:In an open area, this checks everything within 60 feet (approximately 450 5-foot squares) in about 96 rounds (math of that is long and convoluted; not included here; all but the first 18 rounds of which is directly proportional to the number of squares that need to be checked). About four times as fast as a dedicated Rogue searching the entire area for traps.

Along a hallway, this checks 60 feet (limit of Detect Magic - 12 five-foot squares long) in a ten-foot wide swath (width of the Large Elementals - two five-foot squares wide) in 7 rounds (three for Detect Magic forward, one for a double move or Run from each elemental); almost twice as fast as a dedicated Rogue searching for traps.Classes of trap that bypass trap-finding protocol:Class 1: Alarm, Summon, and Pathblocking traps: The Trap-Finding protocol locates them, but it doesn't matter - the alarm still goes off, the Summoned critter still attacks, the path is still blocked.
Class 2: Nonmagical intelligent traps (aka, the Kobold watching through a peephole, choosing whether or not to pull on the rope that collapses the ceiling): An intelligent entity is capable of recognizing that the swarm of elementals is chaff, intended for no purpose other than to trigger traps ... and so not pull the rope until something other than an elemental comes by. But then, not all intelligent critters will figure that out, instead triggering the effect after the first elemental ... or triggering it at the first elemental, but letting the others go by until something else happens along, if the trap is auto-reset.
Class 3: Discriminatory magical traps that avoid detection. There's a 1st level spell - Magic Aura - that completely stymies Detect Magic. Use that on a magical trap that, say, goes off when a humanoid goes by, and the trapfinding protocol misses it.Treasure Search Protocol:Step 1: Activate Ring of X-Ray Vision (http://www.d20srd.org/srd/magicItems/rings.htm#xRayVision).
Step 2: Move to within a ten feet of every wall (including floor and ceiling) and object of interest (such as chests).
Step 3: Make note of anything that blocks X-Ray Vvision, or anything interesting noted through walls/floors/chests. Rocky:Name: Rocky
Description, Normal: A Large man in flowing blue robes, with arcane symbols stitched all over them. His shoes are white, with tufts of fur along the edges. His gloves are some of the most delicate deer hide available. He wears a conical hat, with stars and moons etched upon it. A long cloak covers his back, and there is a belt tied around his waist. A raven perches on his shoulder. (Spot DC 27 to note that it is false)
http://www.wizards.com/leaving.asp?url=/dnd/images/pc_portraits/280_11_D1W.jpg&origin=dnd_pc_20010828xDescription, True Seeing or Will Interaction DC 33: A Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG135.jpgPersonality: Never speaks, lets his familiar talk to the lesser beings around him. Casts all spells as Silent and Stilled. Keeps his familiar on his shoulder at all times.Dull Mechanics:Race: Stone Golem
Class: Stone Golem
Type: Construct
Alignment: TN
Size: Large
Height: 9'
Weight: 2,000 lbs
Eyes: Gray
Hair: None
Stats: 30/10/-/-/11/1 (16 HD stat boost to Str, 20 HD stat boost to Dex - base)
HP: 145/145 (21d10+30, taking true average, rounding down after calculations)
DR: 10/adamantine
AC: 27 (10 base, -1 Size, +18 Natural): Touch 9, Flat-footed 27
Speed: 20
Saves: +7/+7/+7 (all base)
Attack: Slam +24 Melee for 2d10+10
Full Attack: 2 Slams +24 Melee for 2d10+10
Special Abilities: Construct Traits and Features, DR 10/Adamantine, Darkvision-60, Immunity to Magic, Low-light Vision, 18 natural armor, (16 and 20 HD stat boost to Dex, Str)Active Spell Effects: Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")

Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock, magically.Bulwinkle:Description, Normal:A black Raven, sitting on the shoulder of a Large man, dressed in flowing robes (Spot DC 27 to note it's not accurate)
Description, True Seeing or Will Interaction DC 33:This slightly transparent creature has a conical body, shaped something like a wind sock. It's ovid head disk contains an immense, toothed maw, and is surrounded by four clawed arms. It is hovering just over the shoulder of a Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.History: "I was rejected by my race for not conforming to the standards of behavior. I worship Heironeous, who they detested. I actively opposed the torturous practices of my people. And so I was ejected from my society in the most violent way possible by a people who enjoy torture ... and that was my salvation, as it wasn't long after that when disaster struck my people. I'd really rather not talk about it. Now I wander this plane, righting what wrongs I can."Dull Mechanics: Bulwinkle (http://www.myth-weavers.com/sheetview.php?sheetid=225097)
Alignment: LG
Current XP: 105260 (spent a hefty chunk on Crafting)
Class: Phaerimm LA-2/Paladin-2/Ghost LA-5/Evolved Undead LA-6//Cleric-15
Race: Phaerimm/Ghost/Evolved Undead-6
Deity: Heironeous
Size: Tiny
Age: Ancient
Height: 1' 6
Weight: -
Eyes: black
Hair: None
Base stats: 8/13/10/12/17/18
Post-racial mods: 14/19/-/12/19/36
Level Up: 14/19/-/12/19/39
Post-items: 14/23/-/12/19/45

HP: 110/110 (15d12)
AC: Material Plane: 67 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +23 Deflection, +18 Monkish), Touch 59, Flat-Footed 61
AC: Ethereal Plane: 52 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +8 Natural, +18 Monkish), Touch 35, Flat-Footed 45
Saves: +31/+33/+35 (Base: 9/5/9; stat: +0/+6/+4; Resistance +5, Paladin +17)
Attack: Invisible Needle Reserve Feat (1d20+19 for 8d4) Force damage, Fiery Burst Reserve Feat (5-foot burst, Reflex DC 21 for half of 7d6 Fire), or Spells
Skills: Concentration +35 (18 ranks, +17 Cha), Knowledge(Religion)+19 (+1 Int, 18 ranks), Spellcraft +9 (+1 Int, 8 ranks), Speak Language (Cross-class, 5 ranks for 10 skill points)
Feats: 1: Heighten Spell (Player's Handbook), 2: Arcane Preparation (Complete Arcane), 3: Craft Wondrous Item (Player's Handbook), 4: Extend Spell (Player's Handbook), 5: Craft Magic Arms & Armor (Player's Handbook), 6: Dimensional Reach (Complete Mage), 7: Dimensional Jaunt (Complete Mage), 8: Summon Elemental(Complete Mage), 9: Invisible Needle (Complete Mage), 10: Persistent Spell (Complete Arcane), 11: Improved Unarmed Strike (Player's Handbook), 12: Ascetic Mage (Complete Adventurer), 13: Flyby Attack (Monster Manual), 14: Improved Turn Resistance (Libris Mortis), 15: Fiery Burst (Complete Mage)
Racial Features and Traits: Hatchling Phaerimm Racial Traits & Features: Aberration Type, Spells as a Sorcerer of Character level as spell-likes, Detect Magic, Flight, Feather Fall, Immunity to Polymorph and Petrification, SR 11, +2 Natural Armor, -6 Str, +6 Dex, +2 Wis, +2 Cha; Size: Tiny
Ghost Traits & Features: Undead Type, Con -, +4 Cha, Incorporeal, Rejuvination, Manifestation, Telekinesis, Malevolence; Natural Armor applies on Ethereal Plane (where Ghost is not Incorporeal)
Evolved Undead-6 traits & features: +6 Natural Armor, Deflection increases by 6, Six Spell-Like abilities (CL = HD), Fast Healing 3, +12 Str, +12 Cha
Undead Racial Traits: No Con, Darkvision-60, Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects, Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects, Cannot heal damage on its own if it has no Intelligence score (me has Int), although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score, Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless), Uses its Charisma modifier for Concentration checks, Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed, Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead, Undead do not breathe, eat, or sleep.
Aberration Features: (negligible)
Incorporeal Traits: An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature. An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus). An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect. An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.Good Domain: +1 Caster level for [Good] Spells
Law Domain: +1 Caster level for [Law] Spells
Paladin-2 Class Features: Aura of good, detect evil, smite evil 1/day, Divine grace, lay on hands
Cleric-15 Class Features: Turn Undead, Domains, Spells
Spells:Cleric (CL 15): 6/6+1/6+1/6+1/5+1/4+1/3+1/2+1/1+1; DC 14+Spell Level
Phaerim (CL 15): 6/11/10/10/10/10/9/7; DC 27+spell level
Evolved Undead (CL 15): 6 uses/day, permanent preparation.
(Clr-0): Create Water 0/2
(Clr-0): Light 0/3
(Clr-0): Mending 0/1
(Clr-1): Cure Light Wounds 0/6
(Clr-2): Cure Moderate Wounds 0/3
(Clr-2): Spiritual Weapon 0/3
(Clr-3): Invisibility Purge 0/3
(Clr-3): Remove Blindness/Deafness 0/1
(Clr-3): Remove Curse 0/1
(Clr-3): Remove Disease 0/1
(Clr-4): Dimensional Anchor 0/2
(Clr-4): Imbue with Spell Ability 0/3
(Clr-5): Spell Resistance 0/3
(Clr-5): Wall of Stone 0/1
(Clr-6): Antilife Shell 0/1
(Clr-6): Find the Path 0/1
(Clr-6): Heroes' Feast 0/1
(Clr-7): Heightened Flame Strike 0/1
(Clr-7): Restoration, Greater 0/1
(Clr-8): Summon Monster VIII 0/1
(Dom-1): Protection from Evil 0/1
(Dom-2): Calm Emotions 0/1
(Dom-3): Magic Circle Against Evil 0/1
(Dom-4): Holy Smite 0/1
(Dom-5): Dispel Evil 0/1
(Dom-6): Hold Monster 0/1
(Dom-7): Holy Word 0/1
(Dom-8): Heightened Blade Barrier 0/1
(EvUn): Greater Dispel Magic 0/2
(EvUn): Greater Invisibility 0/4
(Pha-0): Acid Splash
(Pha-0): Arcane Mark
(Pha-0): Dancing Lights
(Pha-0): Detect Poison
(Pha-0): Flare
(Pha-0): Prestidigitation
(Pha-0): Ray of Frost
(Pha-0): Read Magic
(Pha-0): Resistance
(Pha-1): Disguise Self
(Pha-1): Floating Disk
(Pha-1): Mage Armor
(Pha-1): Shield
(Pha-1): Unseen Servant
(Pha-2): Glitterdust
(Pha-2): Misdirection
(Pha-2): See Invisibility
(Pha-2): Spectral Hand
(Pha-2): Web
(Pha-3): Slow
(Pha-3): Haste
(Pha-3): Stinking Cloud
(Pha-3): Tongues
(Pha-4): Black Tentacles
(Pha-4): Dimension Door
(Pha-4): Polymorph
(Pha-4): Solid Fog
(Pha-5): Mage's Private Sanctum
(Pha-5): Seeming
(Pha-5): Teleport
(Pha-5): Transmude Mud to Rock
(Pha-6): Analyze Dweomer
(Pha-6): Chain Lightning
(Pha-6): Mass Suggestion
(Pha-7): Limited Wish
(Pha-7): Mage's Magnificient MansionStandard Preparations Every Evening:Cast Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")
Cast Persistent Shield (CL 15)
Cast Extended Mage Armor (CL 15) on self
Cast Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock.
Cast Heightened Extended Misdirection (CL 15, Will DC 33) so construct registers as a rock.
Cast Magnificient Mansion.
Go inside Mansion (with Construct), cast Mage's Private Sanctum to cover the place up.Items:Stone Golem (Crafted, Advaned to 21 hit dice: 67,500 gp + 4,800 xp)
Ring of Evasion (25k gp; DMG) Left Claw
Ring of X-Ray Vision (25k gp; DMG) Right Claw
Monk's Belt (13k gp; DMG) Waist
Vest of Resistance+5 (12.5k gp, 1,000 xp; Magic Item Compendium) Torso
Cloak of Charisma+6 (18k gp, 1,440 xp; DMG) Shoulders
Portable Hole (20k gp; DMG) Pocket (Rocky's)
Gloves of Dexterity+4 (16k gp; DMG) Claws
Spell Components Pouch (5 gp; PHB) Belt
Spell Components Pouch *3 (3*5 gp; PHB) Portable Hole
Silver Holy Symbol (25 gp; PHB) Neck
Silver Holy Symbol *3 (3*25 gp; PHB) Portable Hole
188 Platinum Pieces (portable hole)
"Fate Tokens" *2Languages:Common, Ignan, Aquan, Terran, Auran, Undercommon, Drow Sign, PhaerimSources Used:PHB, DMG, MMI, Libris Mortis, Lost Empires of Faerun, Complete Mage, Complete Adventurer, Complete Arcane

Cadian 9th
2010-07-25, 09:38 PM
Bear in mind guys I won't be doing this always, but I will adjudicate now.

DM

As Bullwinkle flies within 15 feet of the troll, it provokes an opportunity attack. The troll hits [roll0] for [roll1] and you must pass a reflex save if you take damage DC=damage dealt or be knocked back 10feet and prone.

The elemental also provokes an Aoo before it can reach. [roll2] for [roll3] also it must pass reflex save as usual or be knocked back. Assuming it survives, it hits three times and deals some damage. It then also takes [roll4] flame damage for attacking the troll.

Cadian 9th
2010-07-25, 09:39 PM
First charge attack was a crit, confirm [roll0] for an extra [roll1] and [roll2] strength damage.

EDIT: As was the second one above, could someone confrim that for me as usual, +22 for 2d6+59.:smallsmile:

Arudin
2010-07-25, 09:41 PM
Raginmund

"Two can play with the elements." Immediately, his gauntlets are covered in a sickly purple glow. Afterwards, Raginmud settles into an awkward-looking stance and takes a slight step towards the troll.

His limbs elongating unnaturally, Raginmund begins to furiously tear at it with his gauntlets, his horns, and the various other appendages that sprout from his body.

Actions:
Initiated Robilar's Gambit
Swift: Altered damage type of all weapons to acid (No extra damage)
Attacks (Full Round Action):
Attack 1 (Primary Beast Gauntlet):
Damage 1: [roll1]+ 2 constitution
Attack 2 (Primary Beast Gauntlet): [roll2]
Damage 2: [roll3]+ 2 constitution
Attack 3 (Primary Beast Gauntlet): [roll4]
Damage 3: [roll5]+ 2 constitution
Attack 4 (Primary Beast Gauntlet): [roll6]
Damage 4: [roll7]+ 2 constitution
Attack 5 (Off-hand Beast Gauntlet): [roll8]
Damage 5: [roll9]+ 2 constitution
Attack 6 (Tentacle/Tail): [roll10]
Damage 6: [roll11]
Attack 7 (Tentacle/Tail): [roll12]
Damage 7: [roll13]
Attack 8 (Tentacle/Tail): [roll14]
Damage 8: [roll15]
Attack 9 (Tentacle/Tail): [roll16]
Damage 9: [roll17]
Attack 10 (Tentacle/Tail): [roll18]
Damage 10: [roll19]
Attack 11 (Bite): [roll]1d20+32
Damage 11: [roll20]

Mechanics:
Hybrid Form
Health: 223/223
AC: 31
Fort: +22 (18)
Ref: +16 (12)
Will: +23 (19)

Active Spells: Mass Conviction


OOC: Sorry, I wasn't around to say it, but since Rocky is within 25 feet of Raginmund (I think), that first troll needs to make a will DC of 26, or it attacks me. Also, holy crap. I never actually thought about how many attacks I'd be getting. I'll gladly remake my character (Or just remove and replace the rapidstrike feats).

Arudin
2010-07-25, 09:45 PM
Didn't work last time, so...
Attack 11 (Bite): [roll0]

Cadian 9th
2010-07-25, 09:51 PM
What effect is that? Mind Affecting, or what?



DM only

[roll0]
Lolwtf. That's annoying, although If Arudin wants to take that thats fine too Muhahahahahha :smallbiggrin:

Characters are meant to have Max 6 attacks per round. Its fine for now, but please can you total the damage and check the crit totals? All hits, by the way. :smallsmile:

EDIT: Since you had not acted, I assume the aura was nt in effect or something, or would you like to take that crit and the strength damage? Bear in mind we will have to reverse it all, how about we just ignore it for the first round and then we'll go on.

Archdeacon GX
2010-07-25, 10:07 PM
Garathor

Garathor pulls a small phial from his pouch as the battle begins and removes the cork, raising the potion to his lips. As he drains its contents, his body begins to grow, making him even larger. Tossing the empty phial back into his pouch, he draws his harpoon from his side and grips it with both hands. As he does so, the harpoon grows just as he did, becoming more than four times its original size, now looking gigantic even in comparison to the huge sword on his back.

Actions:
Standard Action: Drink Potion of Enlarge Person
Move Action: Draw weapon
Swift Action: Activate Sizing property (final size: colossal)

Modified Stats:
AC: 39
Size: Huge
STR: 49 (+19 mod), DEX: 18 (+4 mod)
Reach: 15 feet

Arudin
2010-07-25, 10:18 PM
Sure, that sounds a lot easier than retroactive damage. Sorry about all the attacks, wasn't sure if you'd decided on that yet. Do the 6 attacks include the ones granted by BAB?

Anyway, only attack 2 is a critical threat. So...
[roll0] for an extra [roll1]


Here's the excerpt of the aura from the class, if you want it.
Guardian: A Noble Guardian of at least 8th level is expert at drawing attention to themselves. Whenever an ally of the Noble Guardian within 5 feet/two class levels is attacked , the aggressor must make a will save with DC 15 + the Noble Guardians class level or move towards the Noble Guardian as quickly as possible, or attack them when in range. They must keep making will saves each new round they wish to attack another target, until they kill the Guardian. In addition, if any character other than the Noble Guardian attacks them, they may make a new Will Save.
Each Will Save after the first gives a cumulative +2 modifier.


Edit: That's 534 acid damage, along with 10 constitution damage.

Cadian 9th
2010-07-25, 10:44 PM
You drop the troll, so potion drinking does not provoke an AoO. Jack gets 500gp and Arudin gets 500gp (instantly, it goes into an extradimensional bank thing)

Potion Drinking acknowledged. Now the Halfling strikes a cord, a few notes on his guitar,,, " Something for the pain; Just to kill this feeling; I know we're all awake, inside we're still sleeping, and I spend my time here alive, to carry for, do you believe we'll ever make it... "

As he approaches the chorus, the trolls weapon bursts into flame as he points at Rocky, Garathor, Ragin - all of them are entangled no save no resistance.

No one approached the trolls?

EDIT: Thanks for that, I'll keep it in mind now.

Jack_Simth
2010-07-26, 05:44 AM
Elemental's Reflex:[roll0]: Needs a nat-20. Elemental actually survives the blow, due to DR 5/-. After the fire damage aura, exactly 1 hp!

As the beast takes a swipe at the raven, he misses completely. The elemental, surprisingly, actually survives the blow... barely.

OOC: So we've got... what, one more PC to post?

Chambers
2010-07-26, 01:15 PM
Kenneth

Standing back outside the room, Kenneth watches the flames play upon the trolls weapon. He chuckles. "I've got just the thing for that." Raising his gauntlets he utters a word of power and a shimmering aura of energy settles on all his allies and himself. "Don't fear the fires burn." He says.



Cast Mass Resist Energy (Fire). Everyone gains Fire Resistance 30 for 150 minutes.

HP: 159
AC: 36 (+13 armor, +9 shield, +1 dex, +3 nat), touch 11, flat 36
Saves: Fort +28, Reflex +23, Will +27

Spells Active Superior Resistance, Greater Magic Weapon, True Seeing, Mass Conviction, Healing Lorecall, Comprehend Languages, Mass Resist Energy (Fire 30)
Stance Active Aura of Triumph
Maneuvers Readied Earthquake Strike, Ancient Mountain Hammer, Rallying Strike, Mountain Avalanche, Shadow Blink, Wall of Blades
Maneuvers Granted Earthquake Strike, Ancient Mountain Hammer, Mountain Avalanche, Shadow Blink

Cadian 9th
2010-07-26, 06:29 PM
DM

The Troll still surviving and the halfling launch their offensive. The troll teleports to a closer position then bull rushes Raginmund, [roll0] +4 more for size, pushing you back 5' into Kenneth [roll1] +4 size again and then both of you into the wall. (Directed bull rush)

Damage to Raginmund, if he fails: [roll2]
Damage to Kenneth, if he fails: [roll3]

OOC: Ragin, aren't you entangled? As is Rocky and Garathor.

Jack_Simth
2010-07-26, 07:46 PM
Rocky just stands in place and waves his arms, as the injured elemental vanishes, only to reappear in the same moment, whole and healthy, adjacent to the halfling... which then takes a few swings at the halfling.

Mechanics question for the DM:
What's the visual effect associated with the Entanglement (or is there none)? Do note that the Entangled Condition (http://www.d20srd.org/srd/conditionSummary.htm#entangled) only precludes movement when the entangling trick is anchored. Does this type of Entanglement specifically preclude movement, or just do the normal speed reduction? Is there an opposed strength check to move? Is there something that needs burning off? Doesn't really change my actions much this round, interestingly, but it's something I'll want to know for, you know, later.

DM:
Actions:
Rocky: Stand there and look menacing.
Bullwinkle: Move: Go to within 30 feet of the halfling. Standard: Activate Summon Elemental Reserve Feat (Earth Elemental), to put a mild melee beast adjacent to the halfling (directly adjacent, so a Withdrawl would still provoke an AoO). Free: Direct Rocky.
Earth Elemental: Full Attack: (Includes Earth Mastery): Slam [roll0] for [roll1] and Slam [roll2] for [roll3]

Spontaneous Available Spells:Phaerim (CL 15): 6/11/10/10/10/9/9/7; DC 27+spell level

Current Status (post-actions):
Rocky: HP: 145/145, AC 27 (T 9, FF 27), saves +7/+7/+7 (+0 init mod), Entangled
Bullwinkle: HP: 110/110, AC: 67 (T 59, FF 61), saves +31/+33/+35 (+6 init mod)
Earth Elemental (Summoned): 68/68 HP, AC 18, DR 5/-, saves +10/+1/+2



Init:Rocky: 20; Bullwinkle: 23 (20)

Protocols (long strings of actions that are liable to be repeated a LOT, for purposes of handling things normally done with skill checks)
Trap Protocol:Step 1: Use Detect Magic (it's an At-Will ability) to check all directions - Up, Down, North, South, East, West; for the full three rounds to learn strength and location of all magic auras.
Step 2: Use the Summon Elemental Reserve Feat to Summon an Elemental. Use the actual languages of the elementals to go everywhere in that sixty-foot range (it vanishes at the end of the elemental's turn if it's not within 30 feet of Rocky & Bullwinkle, but it can travel outside that range for a time, and it's just a standard action to summon one). Make sure one elemental of each of the four types (Air, Earth, Fire, Water) steps on each square in that very large area at least once.
Step 3: Send an elemental of each type to longest possible range along intended path of travel (on a straight away, that's 430 feet for an Air elemental - Summon at 30 foot range, Run action for 400 feet due to 100 foot speed; 230 feet around corners on a double-move rather than Run - 110 or 70 feet for an Earth or Water elemental, 230 or 130 feet for a Fire elemental)
Step 4: Observe results
Step 5: If nothing happens, move appropriately.
Step 6: If something needs manipulation, use Telekinesis to do it.
Step 7: If a trap needs to be destroyed, kill it with one of: Fiery Burst Reserve Feat, Invisible Needle Reserve Feat, repeated Charging Bash attempts from Elementals, or other means as appropriate to the situation (please post what happens to the elementals, where the blast seems to come from, and I'll post a response to the trap).

Time Analysis:In an open area, this checks everything within 60 feet (approximately 450 5-foot squares) in about 96 rounds (math of that is long and convoluted; not included here; all but the first 18 rounds of which is directly proportional to the number of squares that need to be checked). About four times as fast as a dedicated Rogue searching the entire area for traps.

Along a hallway, this checks 60 feet (limit of Detect Magic - 12 five-foot squares long) in a ten-foot wide swath (width of the Large Elementals - two five-foot squares wide) in 7 rounds (three for Detect Magic forward, one for a double move or Run from each elemental); almost twice as fast as a dedicated Rogue searching for traps.Classes of trap that bypass trap-finding protocol:Class 1: Alarm, Summon, and Pathblocking traps: The Trap-Finding protocol locates them, but it doesn't matter - the alarm still goes off, the Summoned critter still attacks, the path is still blocked.
Class 2: Nonmagical intelligent traps (aka, the Kobold watching through a peephole, choosing whether or not to pull on the rope that collapses the ceiling): An intelligent entity is capable of recognizing that the swarm of elementals is chaff, intended for no purpose other than to trigger traps ... and so not pull the rope until something other than an elemental comes by. But then, not all intelligent critters will figure that out, instead triggering the effect after the first elemental ... or triggering it at the first elemental, but letting the others go by until something else happens along, if the trap is auto-reset.
Class 3: Discriminatory magical traps that avoid detection. There's a 1st level spell - Magic Aura - that completely stymies Detect Magic. Use that on a magical trap that, say, goes off when a humanoid goes by, and the trapfinding protocol misses it.Treasure Search Protocol:Step 1: Activate Ring of X-Ray Vision (http://www.d20srd.org/srd/magicItems/rings.htm#xRayVision).
Step 2: Move to within a ten feet of every wall (including floor and ceiling) and object of interest (such as chests).
Step 3: Make note of anything that blocks X-Ray Vvision, or anything interesting noted through walls/floors/chests. Rocky:Name: Rocky
Description, Normal: A Large man in flowing blue robes, with arcane symbols stitched all over them. His shoes are white, with tufts of fur along the edges. His gloves are some of the most delicate deer hide available. He wears a conical hat, with stars and moons etched upon it. A long cloak covers his back, and there is a belt tied around his waist. A raven perches on his shoulder. (Spot DC 27 to note that it is false)
http://www.wizards.com/leaving.asp?url=/dnd/images/pc_portraits/280_11_D1W.jpg&origin=dnd_pc_20010828xDescription, True Seeing or Will Interaction DC 33: A Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG135.jpgPersonality: Never speaks, lets his familiar talk to the lesser beings around him. Casts all spells as Silent and Stilled. Keeps his familiar on his shoulder at all times.Dull Mechanics:Race: Stone Golem
Class: Stone Golem
Type: Construct
Alignment: TN
Size: Large
Height: 9'
Weight: 2,000 lbs
Eyes: Gray
Hair: None
Stats: 30/10/-/-/11/1 (16 HD stat boost to Str, 20 HD stat boost to Dex - base)
HP: 145/145 (21d10+30, taking true average, rounding down after calculations)
DR: 10/adamantine
AC: 27 (10 base, -1 Size, +18 Natural): Touch 9, Flat-footed 27
Speed: 20
Saves: +7/+7/+7 (all base)
Attack: Slam +24 Melee for 2d10+10
Full Attack: 2 Slams +24 Melee for 2d10+10
Special Abilities: Construct Traits and Features, DR 10/Adamantine, Darkvision-60, Immunity to Magic, Low-light Vision, 18 natural armor, (16 and 20 HD stat boost to Dex, Str)Active Spell Effects: Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")

Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock, magically.Bulwinkle:Description, Normal:A black Raven, sitting on the shoulder of a Large man, dressed in flowing robes (Spot DC 27 to note it's not accurate)
Description, True Seeing or Will Interaction DC 33:This slightly transparent creature has a conical body, shaped something like a wind sock. It's ovid head disk contains an immense, toothed maw, and is surrounded by four clawed arms. It is hovering just over the shoulder of a Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.History: "I was rejected by my race for not conforming to the standards of behavior. I worship Heironeous, who they detested. I actively opposed the torturous practices of my people. And so I was ejected from my society in the most violent way possible by a people who enjoy torture ... and that was my salvation, as it wasn't long after that when disaster struck my people. I'd really rather not talk about it. Now I wander this plane, righting what wrongs I can."Dull Mechanics: Bulwinkle (http://www.myth-weavers.com/sheetview.php?sheetid=225097)
Alignment: LG
Current XP: 105260 (spent a hefty chunk on Crafting)
Class: Phaerimm LA-2/Paladin-2/Ghost LA-5/Evolved Undead LA-6//Cleric-15
Race: Phaerimm/Ghost/Evolved Undead-6
Deity: Heironeous
Size: Tiny
Age: Ancient
Height: 1' 6
Weight: -
Eyes: black
Hair: None
Base stats: 8/13/10/12/17/18
Post-racial mods: 14/19/-/12/19/36
Level Up: 14/19/-/12/19/39
Post-items: 14/23/-/12/19/45

HP: 110/110 (15d12)
AC: Material Plane: 67 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +23 Deflection, +18 Monkish), Touch 59, Flat-Footed 61
AC: Ethereal Plane: 52 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +8 Natural, +18 Monkish), Touch 35, Flat-Footed 45
Saves: +31/+33/+35 (Base: 9/5/9; stat: +0/+6/+4; Resistance +5, Paladin +17)
Attack: Invisible Needle Reserve Feat (1d20+19 for 8d4) Force damage, Fiery Burst Reserve Feat (5-foot burst, Reflex DC 21 for half of 7d6 Fire), or Spells
Skills: Concentration +35 (18 ranks, +17 Cha), Knowledge(Religion)+19 (+1 Int, 18 ranks), Spellcraft +9 (+1 Int, 8 ranks), Speak Language (Cross-class, 5 ranks for 10 skill points)
Feats: 1: Heighten Spell (Player's Handbook), 2: Arcane Preparation (Complete Arcane), 3: Craft Wondrous Item (Player's Handbook), 4: Extend Spell (Player's Handbook), 5: Craft Magic Arms & Armor (Player's Handbook), 6: Dimensional Reach (Complete Mage), 7: Dimensional Jaunt (Complete Mage), 8: Summon Elemental(Complete Mage), 9: Invisible Needle (Complete Mage), 10: Persistent Spell (Complete Arcane), 11: Improved Unarmed Strike (Player's Handbook), 12: Ascetic Mage (Complete Adventurer), 13: Flyby Attack (Monster Manual), 14: Improved Turn Resistance (Libris Mortis), 15: Fiery Burst (Complete Mage)
Racial Features and Traits: Hatchling Phaerimm Racial Traits & Features: Aberration Type, Spells as a Sorcerer of Character level as spell-likes, Detect Magic, Flight, Feather Fall, Immunity to Polymorph and Petrification, SR 11, +2 Natural Armor, -6 Str, +6 Dex, +2 Wis, +2 Cha; Size: Tiny
Ghost Traits & Features: Undead Type, Con -, +4 Cha, Incorporeal, Rejuvination, Manifestation, Telekinesis, Malevolence; Natural Armor applies on Ethereal Plane (where Ghost is not Incorporeal)
Evolved Undead-6 traits & features: +6 Natural Armor, Deflection increases by 6, Six Spell-Like abilities (CL = HD), Fast Healing 3, +12 Str, +12 Cha
Undead Racial Traits: No Con, Darkvision-60, Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects, Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects, Cannot heal damage on its own if it has no Intelligence score (me has Int), although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score, Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless), Uses its Charisma modifier for Concentration checks, Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed, Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead, Undead do not breathe, eat, or sleep.
Aberration Features: (negligible)
Incorporeal Traits: An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature. An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus). An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect. An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.Good Domain: +1 Caster level for [Good] Spells
Law Domain: +1 Caster level for [Law] Spells
Paladin-2 Class Features: Aura of good, detect evil, smite evil 1/day, Divine grace, lay on hands
Cleric-15 Class Features: Turn Undead, Domains, Spells
Spells:Cleric (CL 15): 6/6+1/6+1/6+1/5+1/4+1/3+1/2+1/1+1; DC 14+Spell Level
Phaerim (CL 15): 6/11/10/10/10/10/9/7; DC 27+spell level
Evolved Undead (CL 15): 6 uses/day, permanent preparation.
(Clr-0): Create Water 0/2
(Clr-0): Light 0/3
(Clr-0): Mending 0/1
(Clr-1): Cure Light Wounds 0/6
(Clr-2): Cure Moderate Wounds 0/3
(Clr-2): Spiritual Weapon 0/3
(Clr-3): Invisibility Purge 0/3
(Clr-3): Remove Blindness/Deafness 0/1
(Clr-3): Remove Curse 0/1
(Clr-3): Remove Disease 0/1
(Clr-4): Dimensional Anchor 0/2
(Clr-4): Imbue with Spell Ability 0/3
(Clr-5): Spell Resistance 0/3
(Clr-5): Wall of Stone 0/1
(Clr-6): Antilife Shell 0/1
(Clr-6): Find the Path 0/1
(Clr-6): Heroes' Feast 0/1
(Clr-7): Heightened Flame Strike 0/1
(Clr-7): Restoration, Greater 0/1
(Clr-8): Summon Monster VIII 0/1
(Dom-1): Protection from Evil 0/1
(Dom-2): Calm Emotions 0/1
(Dom-3): Magic Circle Against Evil 0/1
(Dom-4): Holy Smite 0/1
(Dom-5): Dispel Evil 0/1
(Dom-6): Hold Monster 0/1
(Dom-7): Holy Word 0/1
(Dom-8): Heightened Blade Barrier 0/1
(EvUn): Greater Dispel Magic 0/2
(EvUn): Greater Invisibility 0/4
(Pha-0): Acid Splash
(Pha-0): Arcane Mark
(Pha-0): Dancing Lights
(Pha-0): Detect Poison
(Pha-0): Flare
(Pha-0): Prestidigitation
(Pha-0): Ray of Frost
(Pha-0): Read Magic
(Pha-0): Resistance
(Pha-1): Disguise Self
(Pha-1): Floating Disk
(Pha-1): Mage Armor
(Pha-1): Shield
(Pha-1): Unseen Servant
(Pha-2): Glitterdust
(Pha-2): Misdirection
(Pha-2): See Invisibility
(Pha-2): Spectral Hand
(Pha-2): Web
(Pha-3): Slow
(Pha-3): Haste
(Pha-3): Stinking Cloud
(Pha-3): Tongues
(Pha-4): Black Tentacles
(Pha-4): Dimension Door
(Pha-4): Polymorph
(Pha-4): Solid Fog
(Pha-5): Mage's Private Sanctum
(Pha-5): Seeming
(Pha-5): Teleport
(Pha-5): Transmude Mud to Rock
(Pha-6): Analyze Dweomer
(Pha-6): Chain Lightning
(Pha-6): Mass Suggestion
(Pha-7): Limited Wish
(Pha-7): Mage's Magnificient MansionStandard Preparations Every Evening:Cast Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")
Cast Persistent Shield (CL 15)
Cast Extended Mage Armor (CL 15) on self
Cast Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock.
Cast Heightened Extended Misdirection (CL 15, Will DC 33) so construct registers as a rock.
Cast Magnificient Mansion.
Go inside Mansion (with Construct), cast Mage's Private Sanctum to cover the place up.Items:Stone Golem (Crafted, Advaned to 21 hit dice: 67,500 gp + 4,800 xp)
Ring of Evasion (25k gp; DMG) Left Claw
Ring of X-Ray Vision (25k gp; DMG) Right Claw
Monk's Belt (13k gp; DMG) Waist
Vest of Resistance+5 (12.5k gp, 1,000 xp; Magic Item Compendium) Torso
Cloak of Charisma+6 (18k gp, 1,440 xp; DMG) Shoulders
Portable Hole (20k gp; DMG) Pocket (Rocky's)
Gloves of Dexterity+4 (16k gp; DMG) Claws
Spell Components Pouch (5 gp; PHB) Belt
Spell Components Pouch *3 (3*5 gp; PHB) Portable Hole
Silver Holy Symbol (25 gp; PHB) Neck
Silver Holy Symbol *3 (3*25 gp; PHB) Portable Hole
188 Platinum Pieces (portable hole)
500 gp: Magic Credit (Cash, sort of)
"Fate Tokens" *2Languages:Common, Ignan, Aquan, Terran, Auran, Undercommon, Drow Sign, PhaerimSources Used:PHB, DMG, MMI, Libris Mortis, Lost Empires of Faerun, Complete Mage, Complete Adventurer, Complete Arcane

Cadian 9th
2010-07-26, 07:56 PM
DM

The earth elemental instant kills the halfling. Jack gets the assist of 75 gp.

Entangling Ectoplasm, he auto-hits due to an ability.

Arudin
2010-07-26, 08:45 PM
Raginmund

Raginmund watches solemnly as the large troll barrels into him. He braces himself, trying to prevent any damage.

OOC:
Strength Check: [roll0]
AoO from Bull Rush: [roll1]-2
Damage: [roll2] + 2 constitution
AoO from Robilar's Gambit:[roll3]-2
Damage: [roll4] + 2 constitution

Don't forget to add the +4 to damage to Raginmund from Robilar's gambit. Two AoO's, yay!

Edit: Yeah I am, why? My last action was before the spell.

Cadian 9th
2010-07-26, 08:49 PM
In general I will tell you if you can take AOOs. The robilars one hits and deals nonlethal damage, nice. You stop his bullrush, he did roll a nat 1 so I can't complain. Annoyed, he Swiftly heals himself and then braces for the inevitable counter attack.

EDIT: Yeah, just checking, I know.

Arudin
2010-07-26, 09:33 PM
OOC:
Should I redo the AoO then?

Cadian 9th
2010-07-26, 09:42 PM
No, why? We just ignore the one you took for the bullrush, and apply the one you got for the normal attack, as per Robilar's Gambit. :smallbiggrin:

Your turn guys, go ahead.

Archdeacon GX
2010-07-26, 10:46 PM
Garathor

Mostly unphased by the entangling effects of the Halfling's song, Garathor looks towards the remaining troll and raises his harpoon in both hands, over his head. His muscles flexing mightily, he roars aloud and hurls the colossal weapon at the Troll.


Full-Round Action: Two-Handed Hurl Tricks: Overburdened Heave and Meteor Strike.
[roll0] To hit (Assuming I'm still entangled after the Halfling is dead. If not, add 2 to the result)
Damage: [roll1] Piercing Damage and [roll2] Electricity damage.

Edit:Oh, and the Troll now has to make a reflex save of at least 92 or the harpoon will be lodged inside him. If it's lodged, he moves at half speed and can't charge or run until the harpoon is removed. Of course, he can remove it from himself as a full-round action.

Cadian 9th
2010-07-27, 06:34 PM
The troll staggers and drops, but it's still alive. (That is, CdG is needed)

Reflex 20:[roll0]

Jack_Simth
2010-07-27, 07:00 PM
The Raven flys over to look at the fallen, the sound of the wind about him as he moves, and Rocky just stands in place and waves his arms, as the elemental again vanishes, only to reappear in the same moment, adjacent to the fallen foe, and the Raven directs the Earth Elemental in a voice that sounds like a small avalanche, just in time for the Earth Elemental to finish the job.

OOC: Let's see... over 24 hours since the last time the opponents got a turn, and more than that since Kenneth/unnamedhero posted. Am I clear to assume he's Delaying for now? This post assumes so.

DM:
Actions:
Rocky: Stand there and look menacing.
Bullwinkle: Move: Go to within 30 feet of the fallen foe. Standard: Activate Summon Elemental Reserve Feat (Earth Elemental), to put a mild melee beast adjacent to the downed opponent (directly adjacent, so a Withdrawl would still provoke an AoO). Free: Direct Rocky & the Earth Elemental.
Earth Elemental: Full Round: Coup De Grace; auto-crit: [roll0] (Includes Earth Mastery). Assuming the opponent passes the Fort save, there's still the small matter of the large amount of damage.

Spontaneous Available Spells:Phaerim (CL 15): 6/11/10/10/10/9/9/7; DC 27+spell level

Current Status (post-actions):
Rocky: HP: 145/145, AC 27 (T 9, FF 27), saves +7/+7/+7 (+0 init mod), Entangled
Bullwinkle: HP: 110/110, AC: 67 (T 59, FF 61), saves +31/+33/+35 (+6 init mod)
Earth Elemental (Summoned): 68/68 HP, AC 18, DR 5/-, saves +10/+1/+2



Init:Rocky: 20; Bullwinkle: 23 (20)

Protocols (long strings of actions that are liable to be repeated a LOT, for purposes of handling things normally done with skill checks)
Trap Protocol:Step 1: Use Detect Magic (it's an At-Will ability) to check all directions - Up, Down, North, South, East, West; for the full three rounds to learn strength and location of all magic auras.
Step 2: Use the Summon Elemental Reserve Feat to Summon an Elemental. Use the actual languages of the elementals to go everywhere in that sixty-foot range (it vanishes at the end of the elemental's turn if it's not within 30 feet of Rocky & Bullwinkle, but it can travel outside that range for a time, and it's just a standard action to summon one). Make sure one elemental of each of the four types (Air, Earth, Fire, Water) steps on each square in that very large area at least once.
Step 3: Send an elemental of each type to longest possible range along intended path of travel (on a straight away, that's 430 feet for an Air elemental - Summon at 30 foot range, Run action for 400 feet due to 100 foot speed; 230 feet around corners on a double-move rather than Run - 110 or 70 feet for an Earth or Water elemental, 230 or 130 feet for a Fire elemental)
Step 4: Observe results
Step 5: If nothing happens, move appropriately.
Step 6: If something needs manipulation, use Telekinesis to do it.
Step 7: If a trap needs to be destroyed, kill it with one of: Fiery Burst Reserve Feat, Invisible Needle Reserve Feat, repeated Charging Bash attempts from Elementals, or other means as appropriate to the situation (please post what happens to the elementals, where the blast seems to come from, and I'll post a response to the trap).

Time Analysis:In an open area, this checks everything within 60 feet (approximately 450 5-foot squares) in about 96 rounds (math of that is long and convoluted; not included here; all but the first 18 rounds of which is directly proportional to the number of squares that need to be checked). About four times as fast as a dedicated Rogue searching the entire area for traps.

Along a hallway, this checks 60 feet (limit of Detect Magic - 12 five-foot squares long) in a ten-foot wide swath (width of the Large Elementals - two five-foot squares wide) in 7 rounds (three for Detect Magic forward, one for a double move or Run from each elemental); almost twice as fast as a dedicated Rogue searching for traps.Classes of trap that bypass trap-finding protocol:Class 1: Alarm, Summon, and Pathblocking traps: The Trap-Finding protocol locates them, but it doesn't matter - the alarm still goes off, the Summoned critter still attacks, the path is still blocked.
Class 2: Nonmagical intelligent traps (aka, the Kobold watching through a peephole, choosing whether or not to pull on the rope that collapses the ceiling): An intelligent entity is capable of recognizing that the swarm of elementals is chaff, intended for no purpose other than to trigger traps ... and so not pull the rope until something other than an elemental comes by. But then, not all intelligent critters will figure that out, instead triggering the effect after the first elemental ... or triggering it at the first elemental, but letting the others go by until something else happens along, if the trap is auto-reset.
Class 3: Discriminatory magical traps that avoid detection. There's a 1st level spell - Magic Aura - that completely stymies Detect Magic. Use that on a magical trap that, say, goes off when a humanoid goes by, and the trapfinding protocol misses it.Treasure Search Protocol:Step 1: Activate Ring of X-Ray Vision (http://www.d20srd.org/srd/magicItems/rings.htm#xRayVision).
Step 2: Move to within a ten feet of every wall (including floor and ceiling) and object of interest (such as chests).
Step 3: Make note of anything that blocks X-Ray Vvision, or anything interesting noted through walls/floors/chests. Rocky:Name: Rocky
Description, Normal: A Large man in flowing blue robes, with arcane symbols stitched all over them. His shoes are white, with tufts of fur along the edges. His gloves are some of the most delicate deer hide available. He wears a conical hat, with stars and moons etched upon it. A long cloak covers his back, and there is a belt tied around his waist. A raven perches on his shoulder. (Spot DC 27 to note that it is false)
http://www.wizards.com/leaving.asp?url=/dnd/images/pc_portraits/280_11_D1W.jpg&origin=dnd_pc_20010828xDescription, True Seeing or Will Interaction DC 33: A Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG135.jpgPersonality: Never speaks, lets his familiar talk to the lesser beings around him. Casts all spells as Silent and Stilled. Keeps his familiar on his shoulder at all times.Dull Mechanics:Race: Stone Golem
Class: Stone Golem
Type: Construct
Alignment: TN
Size: Large
Height: 9'
Weight: 2,000 lbs
Eyes: Gray
Hair: None
Stats: 30/10/-/-/11/1 (16 HD stat boost to Str, 20 HD stat boost to Dex - base)
HP: 145/145 (21d10+30, taking true average, rounding down after calculations)
DR: 10/adamantine
AC: 27 (10 base, -1 Size, +18 Natural): Touch 9, Flat-footed 27
Speed: 20
Saves: +7/+7/+7 (all base)
Attack: Slam +24 Melee for 2d10+10
Full Attack: 2 Slams +24 Melee for 2d10+10
Special Abilities: Construct Traits and Features, DR 10/Adamantine, Darkvision-60, Immunity to Magic, Low-light Vision, 18 natural armor, (16 and 20 HD stat boost to Dex, Str)Active Spell Effects: Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")

Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock, magically.Bulwinkle:Description, Normal:A black Raven, sitting on the shoulder of a Large man, dressed in flowing robes (Spot DC 27 to note it's not accurate)
Description, True Seeing or Will Interaction DC 33:This slightly transparent creature has a conical body, shaped something like a wind sock. It's ovid head disk contains an immense, toothed maw, and is surrounded by four clawed arms. It is hovering just over the shoulder of a Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.History: "I was rejected by my race for not conforming to the standards of behavior. I worship Heironeous, who they detested. I actively opposed the torturous practices of my people. And so I was ejected from my society in the most violent way possible by a people who enjoy torture ... and that was my salvation, as it wasn't long after that when disaster struck my people. I'd really rather not talk about it. Now I wander this plane, righting what wrongs I can."Dull Mechanics: Bulwinkle (http://www.myth-weavers.com/sheetview.php?sheetid=225097)
Alignment: LG
Current XP: 105260 (spent a hefty chunk on Crafting)
Class: Phaerimm LA-2/Paladin-2/Ghost LA-5/Evolved Undead LA-6//Cleric-15
Race: Phaerimm/Ghost/Evolved Undead-6
Deity: Heironeous
Size: Tiny
Age: Ancient
Height: 1' 6
Weight: -
Eyes: black
Hair: None
Base stats: 8/13/10/12/17/18
Post-racial mods: 14/19/-/12/19/36
Level Up: 14/19/-/12/19/39
Post-items: 14/23/-/12/19/45

HP: 110/110 (15d12)
AC: Material Plane: 67 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +23 Deflection, +18 Monkish), Touch 59, Flat-Footed 61
AC: Ethereal Plane: 52 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +8 Natural, +18 Monkish), Touch 35, Flat-Footed 45
Saves: +31/+33/+35 (Base: 9/5/9; stat: +0/+6/+4; Resistance +5, Paladin +17)
Attack: Invisible Needle Reserve Feat (1d20+19 for 8d4) Force damage, Fiery Burst Reserve Feat (5-foot burst, Reflex DC 21 for half of 7d6 Fire), or Spells
Skills: Concentration +35 (18 ranks, +17 Cha), Knowledge(Religion)+19 (+1 Int, 18 ranks), Spellcraft +9 (+1 Int, 8 ranks), Speak Language (Cross-class, 5 ranks for 10 skill points)
Feats: 1: Heighten Spell (Player's Handbook), 2: Arcane Preparation (Complete Arcane), 3: Craft Wondrous Item (Player's Handbook), 4: Extend Spell (Player's Handbook), 5: Craft Magic Arms & Armor (Player's Handbook), 6: Dimensional Reach (Complete Mage), 7: Dimensional Jaunt (Complete Mage), 8: Summon Elemental(Complete Mage), 9: Invisible Needle (Complete Mage), 10: Persistent Spell (Complete Arcane), 11: Improved Unarmed Strike (Player's Handbook), 12: Ascetic Mage (Complete Adventurer), 13: Flyby Attack (Monster Manual), 14: Improved Turn Resistance (Libris Mortis), 15: Fiery Burst (Complete Mage)
Racial Features and Traits: Hatchling Phaerimm Racial Traits & Features: Aberration Type, Spells as a Sorcerer of Character level as spell-likes, Detect Magic, Flight, Feather Fall, Immunity to Polymorph and Petrification, SR 11, +2 Natural Armor, -6 Str, +6 Dex, +2 Wis, +2 Cha; Size: Tiny
Ghost Traits & Features: Undead Type, Con -, +4 Cha, Incorporeal, Rejuvination, Manifestation, Telekinesis, Malevolence; Natural Armor applies on Ethereal Plane (where Ghost is not Incorporeal)
Evolved Undead-6 traits & features: +6 Natural Armor, Deflection increases by 6, Six Spell-Like abilities (CL = HD), Fast Healing 3, +12 Str, +12 Cha
Undead Racial Traits: No Con, Darkvision-60, Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects, Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects, Cannot heal damage on its own if it has no Intelligence score (me has Int), although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score, Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless), Uses its Charisma modifier for Concentration checks, Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed, Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead, Undead do not breathe, eat, or sleep.
Aberration Features: (negligible)
Incorporeal Traits: An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature. An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus). An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect. An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.Good Domain: +1 Caster level for [Good] Spells
Law Domain: +1 Caster level for [Law] Spells
Paladin-2 Class Features: Aura of good, detect evil, smite evil 1/day, Divine grace, lay on hands
Cleric-15 Class Features: Turn Undead, Domains, Spells
Spells:Cleric (CL 15): 6/6+1/6+1/6+1/5+1/4+1/3+1/2+1/1+1; DC 14+Spell Level
Phaerim (CL 15): 6/11/10/10/10/10/9/7; DC 27+spell level
Evolved Undead (CL 15): 6 uses/day, permanent preparation.
(Clr-0): Create Water 0/2
(Clr-0): Light 0/3
(Clr-0): Mending 0/1
(Clr-1): Cure Light Wounds 0/6
(Clr-2): Cure Moderate Wounds 0/3
(Clr-2): Spiritual Weapon 0/3
(Clr-3): Invisibility Purge 0/3
(Clr-3): Remove Blindness/Deafness 0/1
(Clr-3): Remove Curse 0/1
(Clr-3): Remove Disease 0/1
(Clr-4): Dimensional Anchor 0/2
(Clr-4): Imbue with Spell Ability 0/3
(Clr-5): Spell Resistance 0/3
(Clr-5): Wall of Stone 0/1
(Clr-6): Antilife Shell 0/1
(Clr-6): Find the Path 0/1
(Clr-6): Heroes' Feast 0/1
(Clr-7): Heightened Flame Strike 0/1
(Clr-7): Restoration, Greater 0/1
(Clr-8): Summon Monster VIII 0/1
(Dom-1): Protection from Evil 0/1
(Dom-2): Calm Emotions 0/1
(Dom-3): Magic Circle Against Evil 0/1
(Dom-4): Holy Smite 0/1
(Dom-5): Dispel Evil 0/1
(Dom-6): Hold Monster 0/1
(Dom-7): Holy Word 0/1
(Dom-8): Heightened Blade Barrier 0/1
(EvUn): Greater Dispel Magic 0/2
(EvUn): Greater Invisibility 0/4
(Pha-0): Acid Splash
(Pha-0): Arcane Mark
(Pha-0): Dancing Lights
(Pha-0): Detect Poison
(Pha-0): Flare
(Pha-0): Prestidigitation
(Pha-0): Ray of Frost
(Pha-0): Read Magic
(Pha-0): Resistance
(Pha-1): Disguise Self
(Pha-1): Floating Disk
(Pha-1): Mage Armor
(Pha-1): Shield
(Pha-1): Unseen Servant
(Pha-2): Glitterdust
(Pha-2): Misdirection
(Pha-2): See Invisibility
(Pha-2): Spectral Hand
(Pha-2): Web
(Pha-3): Slow
(Pha-3): Haste
(Pha-3): Stinking Cloud
(Pha-3): Tongues
(Pha-4): Black Tentacles
(Pha-4): Dimension Door
(Pha-4): Polymorph
(Pha-4): Solid Fog
(Pha-5): Mage's Private Sanctum
(Pha-5): Seeming
(Pha-5): Teleport
(Pha-5): Transmude Mud to Rock
(Pha-6): Analyze Dweomer
(Pha-6): Chain Lightning
(Pha-6): Mass Suggestion
(Pha-7): Limited Wish
(Pha-7): Mage's Magnificient MansionStandard Preparations Every Evening:Cast Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")
Cast Persistent Shield (CL 15)
Cast Extended Mage Armor (CL 15) on self
Cast Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock.
Cast Heightened Extended Misdirection (CL 15, Will DC 33) so construct registers as a rock.
Cast Magnificient Mansion.
Go inside Mansion (with Construct), cast Mage's Private Sanctum to cover the place up.Items:Stone Golem (Crafted, Advaned to 21 hit dice: 67,500 gp + 4,800 xp)
Ring of Evasion (25k gp; DMG) Left Claw
Ring of X-Ray Vision (25k gp; DMG) Right Claw
Monk's Belt (13k gp; DMG) Waist
Vest of Resistance+5 (12.5k gp, 1,000 xp; Magic Item Compendium) Torso
Cloak of Charisma+6 (18k gp, 1,440 xp; DMG) Shoulders
Portable Hole (20k gp; DMG) Pocket (Rocky's)
Gloves of Dexterity+4 (16k gp; DMG) Claws
Spell Components Pouch (5 gp; PHB) Belt
Spell Components Pouch *3 (3*5 gp; PHB) Portable Hole
Silver Holy Symbol (25 gp; PHB) Neck
Silver Holy Symbol *3 (3*25 gp; PHB) Portable Hole
188 Platinum Pieces (portable hole)
575 gp: Magic Credit (Cash, sort of)
"Fate Tokens" *2Languages:Common, Ignan, Aquan, Terran, Auran, Undercommon, Drow Sign, PhaerimSources Used:PHB, DMG, MMI, Libris Mortis, Lost Empires of Faerun, Complete Mage, Complete Adventurer, Complete Arcane

Chambers
2010-07-27, 07:25 PM
I'm waiting for my turn. So far I think only you and Archdeacon GX have posted, on the PC side. It looked like Arudin's post was not his action, but in response to the DM.

If it's my turn, just let me know. It's kinda confusing.

Cadian 9th
2010-07-27, 07:27 PM
Jack Simth gets the assist of 250gp, whereas Garathor gets the kill and the resultant 500gp. :smallbiggrin:

The two next rooms have names. The one on the left of where you came in is called Room 2 - "An unexpected party...". The one across from the door you came in from is called Room 3 - "They're coming out of the godamm walls!"

Jack_Simth
2010-07-27, 07:57 PM
Rocky & Bullwinkle
unnamedhero:


I'm waiting for my turn. So far I think only you and Archdeacon GX have posted, on the PC side. It looked like Arudin's post was not his action, but in response to the DM.

If it's my turn, just let me know. It's kinda confusing.

Simple solution: Look for DM posts of the opponent's actions. If there's one for each active opponent between "now" and your last PC action post, you need to put up a PC action post. Initiative gets *messy* when you don't have an in-person DM and a simple round-robin around the table.

The best fixes for PBP initiative I've seen revolve around simplifying it - which mostly amounts to making sure all opponents act at the same time. This game appears to be trying for the standard initiative, which gets messy, fast.
Bullwinkle the raven flies back to the nine-foot giant wizard, Rocky, and perches on his shoulder. The duo then being first checking the area for traps, as they did in the prior room, concentrating for a time and then sending a seemingly-endless stream of elementals everywhere. Once all traps are identified, the pair walks the room, looking for loot. Finally, they carefully strip and distribute all items on the deceased opponents, check for magic, and Analyze those that register as magical.

Once complete, the Raven on Rocky's shoulder speaks up "So... who all's injured?"

DM:

No active opponents, so I'm just acting without worrying overly much about the action costs involved.

Use Trap Protocol
Use Treasure Search Protocol
Use Telekinesis to remove all items from dead opponents (including the corpses), and space them out for easy sorting under Detect Magic.
Once all items that register as magic are identified, cast Analyze Dweomer, and ID anything magical. If there's more than 15 magical items, let me know, and I'll burn another 6th level spell slot on it.

Spontaneous Available Spells:Phaerim (CL 15): 6/11/10/10/10/9/8/7; DC 27+spell level

Current Status (post-actions):
Rocky: HP: 145/145, AC 27 (T 9, FF 27), saves +7/+7/+7 (+0 init mod), Entangled
Bullwinkle: HP: 110/110, AC: 67 (T 59, FF 61), saves +31/+33/+35 (+6 init mod)

Protocols (long strings of actions that are liable to be repeated a LOT, for purposes of handling things normally done with skill checks)
Trap Protocol:Step 1: Use Detect Magic (it's an At-Will ability) to check all directions - Up, Down, North, South, East, West; for the full three rounds to learn strength and location of all magic auras.
Step 2: Use the Summon Elemental Reserve Feat to Summon an Elemental. Use the actual languages of the elementals to go everywhere in that sixty-foot range (it vanishes at the end of the elemental's turn if it's not within 30 feet of Rocky & Bullwinkle, but it can travel outside that range for a time, and it's just a standard action to summon one). Make sure one elemental of each of the four types (Air, Earth, Fire, Water) steps on each square in that very large area at least once.
Step 3: Send an elemental of each type to longest possible range along intended path of travel (on a straight away, that's 430 feet for an Air elemental - Summon at 30 foot range, Run action for 400 feet due to 100 foot speed; 230 feet around corners on a double-move rather than Run - 110 or 70 feet for an Earth or Water elemental, 230 or 130 feet for a Fire elemental)
Step 4: Observe results
Step 5: If nothing happens, move appropriately.
Step 6: If something needs manipulation, use Telekinesis to do it.
Step 7: If a trap needs to be destroyed, kill it with one of: Fiery Burst Reserve Feat, Invisible Needle Reserve Feat, repeated Charging Bash attempts from Elementals, or other means as appropriate to the situation (please post what happens to the elementals, where the blast seems to come from, and I'll post a response to the trap).

Time Analysis:In an open area, this checks everything within 60 feet (approximately 450 5-foot squares) in about 96 rounds (math of that is long and convoluted; not included here; all but the first 18 rounds of which is directly proportional to the number of squares that need to be checked). About four times as fast as a dedicated Rogue searching the entire area for traps.

Along a hallway, this checks 60 feet (limit of Detect Magic - 12 five-foot squares long) in a ten-foot wide swath (width of the Large Elementals - two five-foot squares wide) in 7 rounds (three for Detect Magic forward, one for a double move or Run from each elemental); almost twice as fast as a dedicated Rogue searching for traps.Classes of trap that bypass trap-finding protocol:Class 1: Alarm, Summon, and Pathblocking traps: The Trap-Finding protocol locates them, but it doesn't matter - the alarm still goes off, the Summoned critter still attacks, the path is still blocked.
Class 2: Nonmagical intelligent traps (aka, the Kobold watching through a peephole, choosing whether or not to pull on the rope that collapses the ceiling): An intelligent entity is capable of recognizing that the swarm of elementals is chaff, intended for no purpose other than to trigger traps ... and so not pull the rope until something other than an elemental comes by. But then, not all intelligent critters will figure that out, instead triggering the effect after the first elemental ... or triggering it at the first elemental, but letting the others go by until something else happens along, if the trap is auto-reset.
Class 3: Discriminatory magical traps that avoid detection. There's a 1st level spell - Magic Aura - that completely stymies Detect Magic. Use that on a magical trap that, say, goes off when a humanoid goes by, and the trapfinding protocol misses it.Treasure Search Protocol:Step 1: Activate Ring of X-Ray Vision (http://www.d20srd.org/srd/magicItems/rings.htm#xRayVision).
Step 2: Move to within a ten feet of every wall (including floor and ceiling) and object of interest (such as chests).
Step 3: Make note of anything that blocks X-Ray Vvision, or anything interesting noted through walls/floors/chests. Rocky:Name: Rocky
Description, Normal: A Large man in flowing blue robes, with arcane symbols stitched all over them. His shoes are white, with tufts of fur along the edges. His gloves are some of the most delicate deer hide available. He wears a conical hat, with stars and moons etched upon it. A long cloak covers his back, and there is a belt tied around his waist. A raven perches on his shoulder. (Spot DC 27 to note that it is false)
http://www.wizards.com/leaving.asp?url=/dnd/images/pc_portraits/280_11_D1W.jpg&origin=dnd_pc_20010828xDescription, True Seeing or Will Interaction DC 33: A Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG135.jpgPersonality: Never speaks, lets his familiar talk to the lesser beings around him. Casts all spells as Silent and Stilled. Keeps his familiar on his shoulder at all times.Dull Mechanics:Race: Stone Golem
Class: Stone Golem
Type: Construct
Alignment: TN
Size: Large
Height: 9'
Weight: 2,000 lbs
Eyes: Gray
Hair: None
Stats: 30/10/-/-/11/1 (16 HD stat boost to Str, 20 HD stat boost to Dex - base)
HP: 145/145 (21d10+30, taking true average, rounding down after calculations)
DR: 10/adamantine
AC: 27 (10 base, -1 Size, +18 Natural): Touch 9, Flat-footed 27
Speed: 20
Saves: +7/+7/+7 (all base)
Attack: Slam +24 Melee for 2d10+10
Full Attack: 2 Slams +24 Melee for 2d10+10
Special Abilities: Construct Traits and Features, DR 10/Adamantine, Darkvision-60, Immunity to Magic, Low-light Vision, 18 natural armor, (16 and 20 HD stat boost to Dex, Str)Active Spell Effects: Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")

Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock, magically.Bulwinkle:Description, Normal:A black Raven, sitting on the shoulder of a Large man, dressed in flowing robes (Spot DC 27 to note it's not accurate)
Description, True Seeing or Will Interaction DC 33:This slightly transparent creature has a conical body, shaped something like a wind sock. It's ovid head disk contains an immense, toothed maw, and is surrounded by four clawed arms. It is hovering just over the shoulder of a Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.History: "I was rejected by my race for not conforming to the standards of behavior. I worship Heironeous, who they detested. I actively opposed the torturous practices of my people. And so I was ejected from my society in the most violent way possible by a people who enjoy torture ... and that was my salvation, as it wasn't long after that when disaster struck my people. I'd really rather not talk about it. Now I wander this plane, righting what wrongs I can."Dull Mechanics: Bulwinkle (http://www.myth-weavers.com/sheetview.php?sheetid=225097)
Alignment: LG
Current XP: 105260 (spent a hefty chunk on Crafting)
Class: Phaerimm LA-2/Paladin-2/Ghost LA-5/Evolved Undead LA-6//Cleric-15
Race: Phaerimm/Ghost/Evolved Undead-6
Deity: Heironeous
Size: Tiny
Age: Ancient
Height: 1' 6
Weight: -
Eyes: black
Hair: None
Base stats: 8/13/10/12/17/18
Post-racial mods: 14/19/-/12/19/36
Level Up: 14/19/-/12/19/39
Post-items: 14/23/-/12/19/45

HP: 110/110 (15d12)
AC: Material Plane: 67 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +23 Deflection, +18 Monkish), Touch 59, Flat-Footed 61
AC: Ethereal Plane: 52 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +8 Natural, +18 Monkish), Touch 35, Flat-Footed 45
Saves: +31/+33/+35 (Base: 9/5/9; stat: +0/+6/+4; Resistance +5, Paladin +17)
Attack: Invisible Needle Reserve Feat (1d20+19 for 8d4) Force damage, Fiery Burst Reserve Feat (5-foot burst, Reflex DC 21 for half of 7d6 Fire), or Spells
Skills: Concentration +35 (18 ranks, +17 Cha), Knowledge(Religion)+19 (+1 Int, 18 ranks), Spellcraft +9 (+1 Int, 8 ranks), Speak Language (Cross-class, 5 ranks for 10 skill points)
Feats: 1: Heighten Spell (Player's Handbook), 2: Arcane Preparation (Complete Arcane), 3: Craft Wondrous Item (Player's Handbook), 4: Extend Spell (Player's Handbook), 5: Craft Magic Arms & Armor (Player's Handbook), 6: Dimensional Reach (Complete Mage), 7: Dimensional Jaunt (Complete Mage), 8: Summon Elemental(Complete Mage), 9: Invisible Needle (Complete Mage), 10: Persistent Spell (Complete Arcane), 11: Improved Unarmed Strike (Player's Handbook), 12: Ascetic Mage (Complete Adventurer), 13: Flyby Attack (Monster Manual), 14: Improved Turn Resistance (Libris Mortis), 15: Fiery Burst (Complete Mage)
Racial Features and Traits: Hatchling Phaerimm Racial Traits & Features: Aberration Type, Spells as a Sorcerer of Character level as spell-likes, Detect Magic, Flight, Feather Fall, Immunity to Polymorph and Petrification, SR 11, +2 Natural Armor, -6 Str, +6 Dex, +2 Wis, +2 Cha; Size: Tiny
Ghost Traits & Features: Undead Type, Con -, +4 Cha, Incorporeal, Rejuvination, Manifestation, Telekinesis, Malevolence; Natural Armor applies on Ethereal Plane (where Ghost is not Incorporeal)
Evolved Undead-6 traits & features: +6 Natural Armor, Deflection increases by 6, Six Spell-Like abilities (CL = HD), Fast Healing 3, +12 Str, +12 Cha
Undead Racial Traits: No Con, Darkvision-60, Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects, Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects, Cannot heal damage on its own if it has no Intelligence score (me has Int), although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score, Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless), Uses its Charisma modifier for Concentration checks, Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed, Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead, Undead do not breathe, eat, or sleep.
Aberration Features: (negligible)
Incorporeal Traits: An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature. An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus). An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect. An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.Good Domain: +1 Caster level for [Good] Spells
Law Domain: +1 Caster level for [Law] Spells
Paladin-2 Class Features: Aura of good, detect evil, smite evil 1/day, Divine grace, lay on hands
Cleric-15 Class Features: Turn Undead, Domains, Spells
Spells:Cleric (CL 15): 6/6+1/6+1/6+1/5+1/4+1/3+1/2+1/1+1; DC 14+Spell Level
Phaerim (CL 15): 6/11/10/10/10/10/9/7; DC 27+spell level
Evolved Undead (CL 15): 6 uses/day, permanent preparation.
(Clr-0): Create Water 0/2
(Clr-0): Light 0/3
(Clr-0): Mending 0/1
(Clr-1): Cure Light Wounds 0/6
(Clr-2): Cure Moderate Wounds 0/3
(Clr-2): Spiritual Weapon 0/3
(Clr-3): Invisibility Purge 0/3
(Clr-3): Remove Blindness/Deafness 0/1
(Clr-3): Remove Curse 0/1
(Clr-3): Remove Disease 0/1
(Clr-4): Dimensional Anchor 0/2
(Clr-4): Imbue with Spell Ability 0/3
(Clr-5): Spell Resistance 0/3
(Clr-5): Wall of Stone 0/1
(Clr-6): Antilife Shell 0/1
(Clr-6): Find the Path 0/1
(Clr-6): Heroes' Feast 0/1
(Clr-7): Heightened Flame Strike 0/1
(Clr-7): Restoration, Greater 0/1
(Clr-8): Summon Monster VIII 0/1
(Dom-1): Protection from Evil 0/1
(Dom-2): Calm Emotions 0/1
(Dom-3): Magic Circle Against Evil 0/1
(Dom-4): Holy Smite 0/1
(Dom-5): Dispel Evil 0/1
(Dom-6): Hold Monster 0/1
(Dom-7): Holy Word 0/1
(Dom-8): Heightened Blade Barrier 0/1
(EvUn): Greater Dispel Magic 0/2
(EvUn): Greater Invisibility 0/4
(Pha-0): Acid Splash
(Pha-0): Arcane Mark
(Pha-0): Dancing Lights
(Pha-0): Detect Poison
(Pha-0): Flare
(Pha-0): Prestidigitation
(Pha-0): Ray of Frost
(Pha-0): Read Magic
(Pha-0): Resistance
(Pha-1): Disguise Self
(Pha-1): Floating Disk
(Pha-1): Mage Armor
(Pha-1): Shield
(Pha-1): Unseen Servant
(Pha-2): Glitterdust
(Pha-2): Misdirection
(Pha-2): See Invisibility
(Pha-2): Spectral Hand
(Pha-2): Web
(Pha-3): Slow
(Pha-3): Haste
(Pha-3): Stinking Cloud
(Pha-3): Tongues
(Pha-4): Black Tentacles
(Pha-4): Dimension Door
(Pha-4): Polymorph
(Pha-4): Solid Fog
(Pha-5): Mage's Private Sanctum
(Pha-5): Seeming
(Pha-5): Teleport
(Pha-5): Transmude Mud to Rock
(Pha-6): Analyze Dweomer
(Pha-6): Chain Lightning
(Pha-6): Mass Suggestion
(Pha-7): Limited Wish
(Pha-7): Mage's Magnificient MansionStandard Preparations Every Evening:Cast Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")
Cast Persistent Shield (CL 15)
Cast Extended Mage Armor (CL 15) on self
Cast Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock.
Cast Heightened Extended Misdirection (CL 15, Will DC 33) so construct registers as a rock.
Cast Magnificient Mansion.
Go inside Mansion (with Construct), cast Mage's Private Sanctum to cover the place up.Items:Stone Golem (Crafted, Advaned to 21 hit dice: 67,500 gp + 4,800 xp)
Ring of Evasion (25k gp; DMG) Left Claw
Ring of X-Ray Vision (25k gp; DMG) Right Claw
Monk's Belt (13k gp; DMG) Waist
Vest of Resistance+5 (12.5k gp, 1,000 xp; Magic Item Compendium) Torso
Cloak of Charisma+6 (18k gp, 1,440 xp; DMG) Shoulders
Portable Hole (20k gp; DMG) Pocket (Rocky's)
Gloves of Dexterity+4 (16k gp; DMG) Claws
Spell Components Pouch (5 gp; PHB) Belt
Spell Components Pouch *3 (3*5 gp; PHB) Portable Hole
Silver Holy Symbol (25 gp; PHB) Neck
Silver Holy Symbol *3 (3*25 gp; PHB) Portable Hole
188 Platinum Pieces (portable hole)
825 gp: Magic Credit (Cash, sort of)
"Fate Tokens" *2Languages:Common, Ignan, Aquan, Terran, Auran, Undercommon, Drow Sign, PhaerimSources Used:PHB, DMG, MMI, Libris Mortis, Lost Empires of Faerun, Complete Mage, Complete Adventurer, Complete Arcane

Arudin
2010-07-27, 08:13 PM
Raginmund

Watching the last opponent fall, Raginmund glances at the two doors, trying to figure out which sounds like it is the better choice. "I seem to be fine, surprisingly enough. Which of the doors do you think we should enter? Personally, I have no preference, as both sound quite similar..." he signs to the raven.

Mechanics:

Current Effects: Acid Damage for all attacks, Robilar's Gambit, Mass Conviction, Resistance to Fire.

Chambers
2010-07-27, 08:24 PM
Kenneth

Just as he raises his gauntleted fists in the air to smash them against a troll, his allies dispatch the enemies with ease. "Ah. Well." He says, chuckling. "That was a lot of flash and not so much heat." He smiles at the clever pun.

Walking over to Rocky, he says "Not a scratch. And don't figure it matters which door - I've an idea they're both as equally dangerous."


Yeah, the standard initiative really bogs down PbP. I vote for party initiative.


HP: 159
AC: 36 (+13 armor, +9 shield, +1 dex, +3 nat), touch 11, flat 36
Saves: Fort +28, Reflex +23, Will +27

Spells Active Superior Resistance, Greater Magic Weapon, True Seeing, Mass Conviction, Healing Lorecall, Comprehend Languages, Mass Resist Energy (Fire 30)
Stance Active Aura of Triumph
Maneuvers Readied Earthquake Strike, Ancient Mountain Hammer, Rallying Strike, Mountain Avalanche, Shadow Blink, Wall of Blades

Archdeacon GX
2010-07-27, 08:39 PM
Garathor

Walking forward and yanking his harpoon from the troll, Garathor cleans off the blade briefly, and the weapon shrinks in his hand to its original size. "I will go where I am directed. I leave this decision to you, comrades."

Cadian 9th
2010-07-27, 08:52 PM
I'm unsure wether to run ini as post order since it annoys those who have high ini modifiers, but I'm happy to run it that way if you guys are ok with it.

Jack_Simth
2010-07-27, 08:54 PM
I'm unsure wether to run ini as post order since it annoys those who have high ini modifiers, but I'm happy to run it that way if you guys are ok with it.
I'm okay with taking an average of PC's init modifiers, and rolling it vs. an average of the opponents init modifiers. Definitely smooths play, if nothing else.

And what loots did the opponents have?

Cadian 9th
2010-07-28, 01:19 AM
I'm okay with taking an average of PC's init modifiers, and rolling it vs. an average of the opponents init modifiers. Definitely smooths play, if nothing else.

And what loots did the opponents have?

loot? what, pure gold is not enough, you want loot too?

XP Rewards: 10 mirrian. 15000xp.

Jack_Simth
2010-07-28, 05:29 PM
Rocky & Bullwinkle

Once complete, the Raven on Rocky's shoulder speaks up "Well then... shall we rest up a bit and give ourselves time to reflect on what we've seen here? I've got a bit of an aid to rest I think you might like."

(+15,000 xp = go from 15th to 16th. Brand new level of spells for me, I'd like access to them, which means refreshing spell slots ... which means rest, even though none of us are injured or even slightly low on spells)

(Oh, and considering that the 825 'pure gold' so far is about 1% of the 60,000 in wealth that a character is expected to gain between 15th and 16? Eh, low-treasure is a flavor. I'm just surprised at being unable to loot fallen opponents in a hack'n'slash module.)

DM:

No active opponents, so I'm just acting without worrying overly much about the action costs involved.
Note: The below is updated for leveling up.

Current Status (post-actions):
Rocky: HP: 145/145, AC 27 (T 9, FF 27), saves +7/+7/+7 (+0 init mod), Entangled
Bullwinkle: HP: 117/117, AC: 69 (T 61, FF 63), saves +33/+36/+37 (+6 init mod)

Spontaneous Available Spells:Phaerim (CL 16): 6/11/10/10/10/9/8/7; DC 28+spell level

Active Spells:
Heightened Extended Seeming; Raven on Bullwinkle, like a Large Wizard on Rocky (CL 16, Will DC 35; take ten, so Spot DC 28 to note it's a false appearance (+18 charisma, +10 spell, +10 taking ten, -10 "Another Race") (8th level slot)
Persistent Shield (CL 16) (7th level slot)
Extended Mage Armor (CL 16) on Bullwinkle (2nd)
Heightened Extended Misdirection (CL 16, Will DC 35) so Bullwinkle registers as a rock (8th)
Heightened Extended Misdirection (CL 16, Will DC 35) so Rocky registers as a rock. (8th)
Persistent See Invisibility (8th)


Protocols (long strings of actions that are liable to be repeated a LOT, for purposes of handling things normally done with skill checks)
Trap Protocol:Step 1: Use Detect Magic (it's an At-Will ability) to check all directions - Up, Down, North, South, East, West; for the full three rounds to learn strength and location of all magic auras.
Step 2: Use the Summon Elemental Reserve Feat to Summon an Elemental. Use the actual languages of the elementals to go everywhere in that sixty-foot range (it vanishes at the end of the elemental's turn if it's not within 30 feet of Rocky & Bullwinkle, but it can travel outside that range for a time, and it's just a standard action to summon one). Make sure one elemental of each of the four types (Air, Earth, Fire, Water) steps on each square in that very large area at least once.
Step 3: Send an elemental of each type to longest possible range along intended path of travel (on a straight away, that's 430 feet for an Air elemental - Summon at 30 foot range, Run action for 400 feet due to 100 foot speed; 230 feet around corners on a double-move rather than Run - 110 or 70 feet for an Earth or Water elemental, 230 or 130 feet for a Fire elemental)
Step 4: Observe results
Step 5: If nothing happens, move appropriately.
Step 6: If something needs manipulation, use Telekinesis to do it.
Step 7: If a trap needs to be destroyed, kill it with one of: Fiery Burst Reserve Feat, Invisible Needle Reserve Feat, repeated Charging Bash attempts from Elementals, or other means as appropriate to the situation (please post what happens to the elementals, where the blast seems to come from, and I'll post a response to the trap).

Time Analysis:In an open area, this checks everything within 60 feet (approximately 450 5-foot squares) in about 96 rounds (math of that is long and convoluted; not included here; all but the first 18 rounds of which is directly proportional to the number of squares that need to be checked). About four times as fast as a dedicated Rogue searching the entire area for traps.

Along a hallway, this checks 60 feet (limit of Detect Magic - 12 five-foot squares long) in a ten-foot wide swath (width of the Large Elementals - two five-foot squares wide) in 7 rounds (three for Detect Magic forward, one for a double move or Run from each elemental); almost twice as fast as a dedicated Rogue searching for traps.Classes of trap that bypass trap-finding protocol:Class 1: Alarm, Summon, and Pathblocking traps: The Trap-Finding protocol locates them, but it doesn't matter - the alarm still goes off, the Summoned critter still attacks, the path is still blocked.
Class 2: Nonmagical intelligent traps (aka, the Kobold watching through a peephole, choosing whether or not to pull on the rope that collapses the ceiling): An intelligent entity is capable of recognizing that the swarm of elementals is chaff, intended for no purpose other than to trigger traps ... and so not pull the rope until something other than an elemental comes by. But then, not all intelligent critters will figure that out, instead triggering the effect after the first elemental ... or triggering it at the first elemental, but letting the others go by until something else happens along, if the trap is auto-reset.
Class 3: Discriminatory magical traps that avoid detection. There's a 1st level spell - Magic Aura - that completely stymies Detect Magic. Use that on a magical trap that, say, goes off when a humanoid goes by, and the trapfinding protocol misses it.Treasure Search Protocol:Step 1: Activate Ring of X-Ray Vision (http://www.d20srd.org/srd/magicItems/rings.htm#xRayVision).
Step 2: Move to within a ten feet of every wall (including floor and ceiling) and object of interest (such as chests).
Step 3: Make note of anything that blocks X-Ray Vvision, or anything interesting noted through walls/floors/chests. Rocky:Name: Rocky
Description, Normal: A Large man in flowing blue robes, with arcane symbols stitched all over them. His shoes are white, with tufts of fur along the edges. His gloves are some of the most delicate deer hide available. He wears a conical hat, with stars and moons etched upon it. A long cloak covers his back, and there is a belt tied around his waist. A raven perches on his shoulder. (Spot DC 28 to note that it is false)
http://www.wizards.com/leaving.asp?url=/dnd/images/pc_portraits/280_11_D1W.jpg&origin=dnd_pc_20010828xDescription, True Seeing or Will Interaction DC 35: A Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG135.jpgPersonality: Never speaks, lets his familiar talk to the lesser beings around him. Casts all spells as Silent and Stilled. Keeps his familiar on his shoulder at all times.Dull Mechanics:Race: Stone Golem
Class: Stone Golem
Type: Construct
Alignment: TN
Size: Large
Height: 9'
Weight: 2,000 lbs
Eyes: Gray
Hair: None
Stats: 30/10/-/-/11/1 (16 HD stat boost to Str, 20 HD stat boost to Dex - base)
HP: 145/145 (21d10+30, taking true average, rounding down after calculations)
DR: 10/adamantine
AC: 27 (10 base, -1 Size, +18 Natural): Touch 9, Flat-footed 27
Speed: 20
Saves: +7/+7/+7 (all base)
Attack: Slam +24 Melee for 2d10+10
Full Attack: 2 Slams +24 Melee for 2d10+10
Special Abilities: Construct Traits and Features, DR 10/Adamantine, Darkvision-60, Immunity to Magic, Low-light Vision, 18 natural armor, (16 and 20 HD stat boost to Dex, Str)Active Spell Effects: Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 16, Will DC 38; take ten, so Spot DC 28 to note it's a false appearance (+18 charisma, +10 spell, +10 taking ten, -10 "Another Race")

Heightened Extended Misdirection (CL 16, Will DC 35) to register as a rock, magically.Bulwinkle:Description, Normal:A black Raven, sitting on the shoulder of a Large man, dressed in flowing robes (Spot DC 28 to note it's not accurate)
Description, True Seeing or Will Interaction DC 35:This slightly transparent creature has a conical body, shaped something like a wind sock. It's ovid head disk contains an immense, toothed maw, and is surrounded by four clawed arms. It is hovering just over the shoulder of a Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.History: "I was rejected by my race for not conforming to the standards of behavior. I worship Heironeous, who they detested. I actively opposed the torturous practices of my people. And so I was ejected from my society in the most violent way possible by a people who enjoy torture ... and that was my salvation, as it wasn't long after that when disaster struck my people. I'd really rather not talk about it. Now I wander this plane, righting what wrongs I can."Dull Mechanics: Bulwinkle (http://www.myth-weavers.com/sheetview.php?sheetid=225097)
Alignment: LG
Current XP: 120260 (spent a hefty chunk on Crafting)
Class: Phaerimm LA-2/Paladin-2/Ghost LA-5/Evolved Undead LA-6/Monk-1//Cleric-16
Race: Phaerimm/Ghost/Evolved Undead-6
Deity: Heironeous
Size: Tiny
Age: Ancient
Height: 1' 6
Weight: -
Eyes: black
Hair: None
Base stats: 8/13/10/12/17/18
Post-racial mods: 14/19/-/12/19/36
Level Up: 14/19/-/12/19/40
Post-items: 14/23/-/12/19/46

HP: 117/117 (16d12)
AC: Material Plane: 69 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +24 Deflection, +19 Monkish), Touch 61, Flat-Footed 63
AC: Ethereal Plane: 53 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +8 Natural, +19 Monkish), Touch 36, Flat-Footed 46
Saves: +33/+36/+37 (Base: 10/7/10; stat: +0/+6/+4; Resistance +5, Paladin +18)
Attack: Invisible Needle Reserve Feat (1d20+20 for 8d4) Force damage, Fiery Burst Reserve Feat (5-foot burst, Reflex DC 22 for half of 8d6 Fire), or Spells
Skills: Concentration +37 (19 ranks, +18 Cha), Knowledge(Religion)+20 (+1 Int, 19 ranks), Spellcraft +12 (+1 Int, 13 ranks), Speak Language (Cross-class, 5 ranks for 10 skill points)
Feats: 1: Heighten Spell (Player's Handbook), 2: Arcane Preparation (Complete Arcane), 3: Craft Wondrous Item (Player's Handbook), 4: Extend Spell (Player's Handbook), 5: Craft Magic Arms & Armor (Player's Handbook), 6: Dimensional Reach (Complete Mage), 7: Dimensional Jaunt (Complete Mage), 8: Summon Elemental(Complete Mage), 9: Invisible Needle (Complete Mage), 10: Persistent Spell (Complete Arcane), 11: Improved Unarmed Strike (Player's Handbook), 12: Ascetic Mage (Complete Adventurer), 13: Flyby Attack (Monster Manual), 14: Improved Turn Resistance (Libris Mortis), 15: Fiery Burst (Complete Mage), Monk-1: Improved Grapple (PHB), 16: True Believer (Complete Divine)
Racial Features and Traits: Hatchling Phaerimm Racial Traits & Features: Aberration Type, Spells as a Sorcerer of Character level as spell-likes, Detect Magic, Flight, Feather Fall, Immunity to Polymorph and Petrification, SR 11, +2 Natural Armor, -6 Str, +6 Dex, +2 Wis, +2 Cha; Size: Tiny
Ghost Traits & Features: Undead Type, Con -, +4 Cha, Incorporeal, Rejuvination, Manifestation, Telekinesis, Malevolence; Natural Armor applies on Ethereal Plane (where Ghost is not Incorporeal)
Evolved Undead-6 traits & features: +6 Natural Armor, Deflection increases by 6, Six Spell-Like abilities (CL = HD), Fast Healing 3, +12 Str, +12 Cha
Undead Racial Traits: No Con, Darkvision-60, Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects, Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects, Cannot heal damage on its own if it has no Intelligence score (me has Int), although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score, Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless), Uses its Charisma modifier for Concentration checks, Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed, Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead, Undead do not breathe, eat, or sleep.
Aberration Features: (negligible)
Incorporeal Traits: An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature. An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus). An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect. An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.Good Domain: +1 Caster level for [Good] Spells
Law Domain: +1 Caster level for [Law] Spells
Paladin-2 Class Features: Aura of good, detect evil, smite evil 1/day, Divine grace, lay on hands
Cleric-16 Class Features: Turn Undead, Domains, Spells
Monk-1 Class Features: Bonus feat, flurry of blows, unarmed strike, AC Bonus
Spells:Cleric (CL 16): 6/6+1/6+1/6+1/5+1/4+1/3+1/3+1/2+1; DC 14+Spell Level
Phaerim (CL 16): 6/11/11/10/10/10/10/8/6; DC 28+spell level
Evolved Undead (CL 16): 6 uses/day, permanent preparation.
(Clr-0): Create Water 0/2
(Clr-0): Light 0/3
(Clr-0): Mending 0/1
(Clr-1): Cure Light Wounds 0/6
(Clr-2): Cure Moderate Wounds 0/3
(Clr-2): Spiritual Weapon 0/3
(Clr-3): Invisibility Purge 0/3
(Clr-3): Remove Blindness/Deafness 0/1
(Clr-3): Remove Curse 0/1
(Clr-3): Remove Disease 0/1
(Clr-4): Dimensional Anchor 0/2
(Clr-4): Imbue with Spell Ability 0/3
(Clr-5): Spell Resistance 0/3
(Clr-5): Wall of Stone 0/1
(Clr-6): Antilife Shell 0/1
(Clr-6): Find the Path 0/1
(Clr-6): Harm 0/1
(Clr-7): Extended Heroes' Feast 0/1
(Clr-7): Restoration, Greater 0/1
(Clr-7): Heightened Word of Recall
(Clr-8): Summon Monster VIII 0/1
(Clr-8): Heightened Flame Strike 0/1
(Dom-1): Protection from Evil 0/1
(Dom-2): Calm Emotions 0/1
(Dom-3): Magic Circle Against Evil 0/1
(Dom-4): Holy Smite 0/1
(Dom-5): Dispel Evil 0/1
(Dom-6): Hold Monster 0/1
(Dom-7): Holy Word 0/1
(Dom-8): Heightened Blade Barrier 0/1
(EvUn): Greater Dispel Magic 0/2
(EvUn): Greater Invisibility 0/4
(Pha-0): Acid Splash
(Pha-0): Arcane Mark
(Pha-0): Dancing Lights
(Pha-0): Detect Poison
(Pha-0): Flare
(Pha-0): Prestidigitation
(Pha-0): Ray of Frost
(Pha-0): Read Magic
(Pha-0): Resistance
(Pha-1): Disguise Self
(Pha-1): Floating Disk
(Pha-1): Mage Armor
(Pha-1): Shield
(Pha-1): Unseen Servant
(Pha-2): Glitterdust
(Pha-2): Misdirection
(Pha-2): See Invisibility
(Pha-2): Spectral Hand
(Pha-2): Web
(Pha-3): Slow
(Pha-3): Haste
(Pha-3): Stinking Cloud
(Pha-3): Tongues
(Pha-4): Black Tentacles
(Pha-4): Dimension Door
(Pha-4): Polymorph
(Pha-4): Solid Fog
(Pha-5): Mage's Private Sanctum
(Pha-5): Seeming
(Pha-5): Teleport
(Pha-5): Transmude Mud to Rock
(Pha-6): Analyze Dweomer
(Pha-6): Chain Lightning
(Pha-6): Mass Suggestion
(Pha-7): Limited Wish
(Pha-7): Mage's Magnificient Mansion
(Pha-8): Shadow Evocation, Greater
Standard Preparations Every Evening:Cast Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 16, Will DC 35; take ten, so Spot DC 28 to note it's a false appearance (+18 charisma, +10 spell, +10 taking ten, -10 "Another Race") (8th)
Cast Persistent Shield (CL 16) (7th)
Cast Extended Mage Armor (CL 16) on self (2nd)
Cast Heightened Extended Misdirection (CL 16, Will DC 35) to register as a rock. (8th)
Cast Heightened Extended Misdirection (CL 16, Will DC 35) so construct registers as a rock. (8th)
Cast Persistent See Invisibility (8th)
Cast Magnificient Mansion.
Go inside Mansion (with Construct), cast Mage's Private Sanctum to cover the place up.Items:Stone Golem (Crafted, Advaned to 21 hit dice: 67,500 gp + 4,800 xp)
Ring of Evasion (25k gp; DMG) Left Claw
Ring of X-Ray Vision (25k gp; DMG) Right Claw
Monk's Belt (13k gp; DMG) Waist
Vest of Resistance+5 (12.5k gp, 1,000 xp; Magic Item Compendium) Torso
Cloak of Charisma+6 (18k gp, 1,440 xp; DMG) Shoulders
Portable Hole (20k gp; DMG) Pocket (Rocky's)
Gloves of Dexterity+4 (16k gp; DMG) Claws
Spell Components Pouch (5 gp; PHB) Belt
Spell Components Pouch *3 (3*5 gp; PHB) Portable Hole
Silver Holy Symbol (25 gp; PHB) Neck
Silver Holy Symbol *3 (3*25 gp; PHB) Portable Hole
188 Platinum Pieces (portable hole)
825 gp: Magic Credit (Cash, sort of)
"Fate Tokens" *2Languages:Common, Ignan, Aquan, Terran, Auran, Undercommon, Drow Sign, PhaerimSources Used:PHB, DMG, MMI, Libris Mortis, Lost Empires of Faerun, Complete Mage, Complete Adventurer, Complete Arcane, Complete Divine

Cadian 9th
2010-07-29, 07:40 PM
Oops, I meant 1500xp. Sorry for the inconvinence.

About loot, I could do that, but it would still be gold and mundane items. For example, the trolls had a few custom items that cannot be allowed to fall into player hands :smallbiggrin:

Which door would we like?

Jack_Simth
2010-07-29, 08:10 PM
Rocky & Bullwinkle

Rocky remains silent, but his declared mouthpiece speaks up "Hmm... we're not dressed for a ball, so let's start with the walls, eh? First though, I've got a little something to take care of...." Bullwinkle goes silent for a dozen seconds, then speaks up again: "Oh yes, and a simple effect to let us outpace our competition." Bullwinkle goes silent for a moment, and everyone who accepts the spell is suddenly moving much faster. A moment later, a Large Earth Elemental appears next to the door, and steps through... followed immediately by Rocky and Bullwinkle.


(Extended Haste - Caster Level 15, so 30 rounds... of which one is expended opening the door and stepping through)

(On the plus side, with the way I'm doing my character sheet, reverting is EASY)


DM:

Actions:
Standard: Cast See Invisibility
Standard: Cast Limited Wish, to duplicate Permanency, on See Invisibility
Standard: Cast Haste
Standard: Summon Elemental Reserve Feat: Earth Elemental
Free: Command Earth Elemental to open the door to the "walls" room
Move: Step through

Current Status (post-actions):
Rocky: HP: 145/145, AC 27 (T 9, FF 27), saves +7/+7/+7 (+0 init mod),
Bullwinkle: HP: 110/110, AC: 67 (T 59, FF 61), saves +31/+33/+35 (+6 init mod) +1 Reflex save, AC, and to-hit from Haste beyond what's listed
Active Spells:Extended Haste (CL 15, 29 rounds remain) on Bullwinkle (Rocky being Immune)
Persistent Shield (CL 15) on Bullwinkle
Extended Mage Armor (CL 15) on Bullwinkle
Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock (Bullwinkle)
Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock (Rocky)
Heightened Extended Seeming (CL 15, Will DC 33) to seem like a Large Wizard and a raven familiar, rather than as a Stone Golem and a transparent wind-sock with claws and teeth (Rocky & Bullwinkle, respectively, but it's a single casting)
See Invisibility (Permanent): CL 15

Spontaneous Available Spells:Phaerim (CL 15): 6/11/9/10/9/9/8/6; DC 27+spell levelProtocols (long strings of actions that are liable to be repeated a LOT, for purposes of handling things normally done with skill checks)
Trap Protocol:Step 1: Use Detect Magic (it's an At-Will ability) to check all directions - Up, Down, North, South, East, West; for the full three rounds to learn strength and location of all magic auras.
Step 2: Use the Summon Elemental Reserve Feat to Summon an Elemental. Use the actual languages of the elementals to go everywhere in that sixty-foot range (it vanishes at the end of the elemental's turn if it's not within 30 feet of Rocky & Bullwinkle, but it can travel outside that range for a time, and it's just a standard action to summon one). Make sure one elemental of each of the four types (Air, Earth, Fire, Water) steps on each square in that very large area at least once.
Step 3: Send an elemental of each type to longest possible range along intended path of travel (on a straight away, that's 430 feet for an Air elemental - Summon at 30 foot range, Run action for 400 feet due to 100 foot speed; 230 feet around corners on a double-move rather than Run - 110 or 70 feet for an Earth or Water elemental, 230 or 130 feet for a Fire elemental)
Step 4: Observe results
Step 5: If nothing happens, move appropriately.
Step 6: If something needs manipulation, use Telekinesis to do it.
Step 7: If a trap needs to be destroyed, kill it with one of: Fiery Burst Reserve Feat, Invisible Needle Reserve Feat, repeated Charging Bash attempts from Elementals, or other means as appropriate to the situation (please post what happens to the elementals, where the blast seems to come from, and I'll post a response to the trap).

Time Analysis:In an open area, this checks everything within 60 feet (approximately 450 5-foot squares) in about 96 rounds (math of that is long and convoluted; not included here; all but the first 18 rounds of which is directly proportional to the number of squares that need to be checked). About four times as fast as a dedicated Rogue searching the entire area for traps.

Along a hallway, this checks 60 feet (limit of Detect Magic - 12 five-foot squares long) in a ten-foot wide swath (width of the Large Elementals - two five-foot squares wide) in 7 rounds (three for Detect Magic forward, one for a double move or Run from each elemental); almost twice as fast as a dedicated Rogue searching for traps.Classes of trap that bypass trap-finding protocol:Class 1: Alarm, Summon, and Pathblocking traps: The Trap-Finding protocol locates them, but it doesn't matter - the alarm still goes off, the Summoned critter still attacks, the path is still blocked.
Class 2: Nonmagical intelligent traps (aka, the Kobold watching through a peephole, choosing whether or not to pull on the rope that collapses the ceiling): An intelligent entity is capable of recognizing that the swarm of elementals is chaff, intended for no purpose other than to trigger traps ... and so not pull the rope until something other than an elemental comes by. But then, not all intelligent critters will figure that out, instead triggering the effect after the first elemental ... or triggering it at the first elemental, but letting the others go by until something else happens along, if the trap is auto-reset.
Class 3: Discriminatory magical traps that avoid detection. There's a 1st level spell - Magic Aura - that completely stymies Detect Magic. Use that on a magical trap that, say, goes off when a humanoid goes by, and the trapfinding protocol misses it.Treasure Search Protocol:Step 1: Activate Ring of X-Ray Vision (http://www.d20srd.org/srd/magicItems/rings.htm#xRayVision).
Step 2: Move to within a ten feet of every wall (including floor and ceiling) and object of interest (such as chests).
Step 3: Make note of anything that blocks X-Ray Vvision, or anything interesting noted through walls/floors/chests. Rocky:Name: Rocky
Description, Normal: A Large man in flowing blue robes, with arcane symbols stitched all over them. His shoes are white, with tufts of fur along the edges. His gloves are some of the most delicate deer hide available. He wears a conical hat, with stars and moons etched upon it. A long cloak covers his back, and there is a belt tied around his waist. A raven perches on his shoulder. (Spot DC 27 to note that it is false)
http://www.wizards.com/leaving.asp?url=/dnd/images/pc_portraits/280_11_D1W.jpg&origin=dnd_pc_20010828xDescription, True Seeing or Will Interaction DC 33: A Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG135.jpgPersonality: Never speaks, lets his familiar talk to the lesser beings around him. Casts all spells as Silent and Stilled. Keeps his familiar on his shoulder at all times.Dull Mechanics:Race: Stone Golem
Class: Stone Golem
Type: Construct
Alignment: TN
Size: Large
Height: 9'
Weight: 2,000 lbs
Eyes: Gray
Hair: None
Stats: 30/10/-/-/11/1 (16 HD stat boost to Str, 20 HD stat boost to Dex; otherwise, these are base stats)
HP: 145/145 (21d10+30, taking true average, rounding down after calculations)
DR: 10/adamantine
AC: 27 (10 base, -1 Size, +18 Natural): Touch 9, Flat-footed 27
Speed: 20
Saves: +7/+7/+7 (all base)
Attack: Slam +24 Melee for 2d10+10
Full Attack: 2 Slams +24 Melee for 2d10+10
Special Abilities: Construct Traits and Features, DR 10/Adamantine, Darkvision-60, Immunity to Magic, Low-light Vision, 18 natural armor, (16 and 20 HD stat boost to Dex, Str)Active Spell Effects: Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")

Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock, magically.Bulwinkle:Description, Normal:A black Raven, sitting on the shoulder of a Large man, dressed in flowing robes (Spot DC 27 to note it's not accurate)
Description, True Seeing or Will Interaction DC 33:This slightly transparent creature has a conical body, shaped something like a wind sock. It's ovid head disk contains an immense, toothed maw, and is surrounded by four clawed arms. It is hovering just over the shoulder of a Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.History: "I was rejected by my race for not conforming to the standards of behavior. I worship Heironeous, who they detested. I actively opposed the torturous practices of my people. And so I was ejected from my society in the most violent way possible by a people who enjoy torture ... and that was my salvation, as it wasn't long after that when disaster struck my people. I'd really rather not talk about it. Now I wander this plane, righting what wrongs I can."Dull Mechanics: Bulwinkle (http://www.myth-weavers.com/sheetview.php?sheetid=225097)
Alignment: LG
Current XP: 105760
Class: Phaerimm LA-2/Paladin-2/Ghost LA-5/Evolved Undead LA-6//Cleric-15
Race: Phaerimm/Ghost/Evolved Undead-6
Deity: Heironeous
Size: Tiny
Age: Ancient
Height: 1' 6
Weight: -
Eyes: black
Hair: None
Base stats: 8/13/10/12/17/18
Post-racial mods: 14/19/-/12/19/36
Level Up: 14/19/-/12/19/39
Post-items: 14/23/-/12/19/45

HP: 110/110 (15d12)
AC: Material Plane: 67 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +23 Deflection, +18 Monkish), Touch 59, Flat-Footed 61
AC: Ethereal Plane: 52 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +8 Natural, +18 Monkish), Touch 35, Flat-Footed 45
Saves: +31/+33/+35 (Base: 9/5/9; stat: +0/+6/+4; Resistance +5, Paladin +17)
Attack: Invisible Needle Reserve Feat (1d20+19 for 8d4) Force damage, Fiery Burst Reserve Feat (5-foot burst, Reflex DC 21 for half of 7d6 Fire), or Spells
Skills: Concentration +35 (18 ranks, +17 Cha), Knowledge(Religion)+19 (+1 Int, 18 ranks), Spellcraft +9 (+1 Int, 8 ranks), Speak Language (Cross-class, 5 ranks for 10 skill points)
Feats: 1: Heighten Spell (Player's Handbook), 2: Arcane Preparation (Complete Arcane), 3: Craft Wondrous Item (Player's Handbook), 4: Extend Spell (Player's Handbook), 5: Craft Magic Arms & Armor (Player's Handbook), 6: Dimensional Reach (Complete Mage), 7: Dimensional Jaunt (Complete Mage), 8: Summon Elemental(Complete Mage), 9: Invisible Needle (Complete Mage), 10: Persistent Spell (Complete Arcane), 11: Improved Unarmed Strike (Player's Handbook), 12: Ascetic Mage (Complete Adventurer), 13: Flyby Attack (Monster Manual), 14: Improved Turn Resistance (Libris Mortis), 15: Fiery Burst (Complete Mage)
Racial Features and Traits: Hatchling Phaerimm Racial Traits & Features: Aberration Type, Spells as a Sorcerer of Character level as spell-likes, Detect Magic, Flight, Feather Fall, Immunity to Polymorph and Petrification, SR 11, +2 Natural Armor, -6 Str, +6 Dex, +2 Wis, +2 Cha; Size: Tiny
Ghost Traits & Features: Undead Type, Con -, +4 Cha, Incorporeal, Rejuvination, Manifestation, Telekinesis, Malevolence; Natural Armor applies on Ethereal Plane (where Ghost is not Incorporeal)
Evolved Undead-6 traits & features: +6 Natural Armor, Deflection increases by 6, Six Spell-Like abilities (CL = HD), Fast Healing 3, +12 Str, +12 Cha
Undead Racial Traits: No Con, Darkvision-60, Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects, Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects, Cannot heal damage on its own if it has no Intelligence score (me has Int), although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score, Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless), Uses its Charisma modifier for Concentration checks, Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed, Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead, Undead do not breathe, eat, or sleep.
Aberration Features: (negligible)
Incorporeal Traits: An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature. An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus). An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect. An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.Good Domain: +1 Caster level for [Good] Spells
Law Domain: +1 Caster level for [Law] Spells
Paladin-2 Class Features: Aura of good, detect evil, smite evil 1/day, Divine grace, lay on hands
Cleric-15 Class Features: Turn Undead, Domains, Spells
Spells:Cleric (CL 15): 6/6+1/6+1/6+1/5+1/4+1/3+1/2+1/1+1; DC 14+Spell Level
Phaerim (CL 15): 6/11/10/10/10/10/9/7; DC 27+spell level
Evolved Undead (CL 15): 6 uses/day, permanent preparation.
(Clr-0): Create Water 0/2
(Clr-0): Light 0/3
(Clr-0): Mending 0/1
(Clr-1): Cure Light Wounds 0/6
(Clr-2): Cure Moderate Wounds 0/3
(Clr-2): Spiritual Weapon 0/3
(Clr-3): Invisibility Purge 0/3
(Clr-3): Remove Blindness/Deafness 0/1
(Clr-3): Remove Curse 0/1
(Clr-3): Remove Disease 0/1
(Clr-4): Dimensional Anchor 0/2
(Clr-4): Imbue with Spell Ability 0/3
(Clr-5): Spell Resistance 0/3
(Clr-5): Wall of Stone 0/1
(Clr-6): Antilife Shell 0/1
(Clr-6): Find the Path 0/1
(Clr-6): Heroes' Feast 0/1
(Clr-7): Heightened Flame Strike 0/1
(Clr-7): Restoration, Greater 0/1
(Clr-8): Summon Monster VIII 0/1
(Dom-1): Protection from Evil 0/1
(Dom-2): Calm Emotions 0/1
(Dom-3): Magic Circle Against Evil 0/1
(Dom-4): Holy Smite 0/1
(Dom-5): Dispel Evil 0/1
(Dom-6): Hold Monster 0/1
(Dom-7): Holy Word 0/1
(Dom-8): Heightened Blade Barrier 0/1
(EvUn): Greater Dispel Magic 0/2
(EvUn): Greater Invisibility 0/4
(Pha-0): Acid Splash
(Pha-0): Arcane Mark
(Pha-0): Dancing Lights
(Pha-0): Detect Poison
(Pha-0): Flare
(Pha-0): Prestidigitation
(Pha-0): Ray of Frost
(Pha-0): Read Magic
(Pha-0): Resistance
(Pha-1): Disguise Self
(Pha-1): Floating Disk
(Pha-1): Mage Armor
(Pha-1): Shield
(Pha-1): Unseen Servant
(Pha-2): Glitterdust
(Pha-2): Misdirection
(Pha-2): See Invisibility
(Pha-2): Spectral Hand
(Pha-2): Web
(Pha-3): Slow
(Pha-3): Haste
(Pha-3): Stinking Cloud
(Pha-3): Tongues
(Pha-4): Black Tentacles
(Pha-4): Dimension Door
(Pha-4): Polymorph
(Pha-4): Solid Fog
(Pha-5): Mage's Private Sanctum
(Pha-5): Seeming
(Pha-5): Teleport
(Pha-5): Transmude Mud to Rock
(Pha-6): Analyze Dweomer
(Pha-6): Chain Lightning
(Pha-6): Mass Suggestion
(Pha-7): Limited Wish
(Pha-7): Mage's Magnificient MansionStandard Preparations Every Evening:Cast Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")
Cast Persistent Shield (CL 15)
Cast Extended Mage Armor (CL 15) on self
Cast Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock.
Cast Heightened Extended Misdirection (CL 15, Will DC 33) so construct registers as a rock.
Cast Magnificient Mansion.
Go inside Mansion (with Construct), cast Mage's Private Sanctum to cover the place up.Items:Stone Golem (Crafted, Advaned to 21 hit dice: 67,500 gp + 4,800 xp)
Ring of Evasion (25k gp; DMG) Left Claw
Ring of X-Ray Vision (25k gp; DMG) Right Claw
Monk's Belt (13k gp; DMG) Waist
Vest of Resistance+5 (12.5k gp, 1,000 xp; Magic Item Compendium) Torso
Cloak of Charisma+6 (18k gp, 1,440 xp; DMG) Shoulders
Portable Hole (20k gp; DMG) Pocket (Rocky's)
Gloves of Dexterity+4 (16k gp; DMG) Claws
Spell Components Pouch (5 gp; PHB) Belt
Spell Components Pouch *3 (3*5 gp; PHB) Portable Hole
Silver Holy Symbol (25 gp; PHB) Neck
Silver Holy Symbol *3 (3*25 gp; PHB) Portable Hole
188 Platinum Pieces (portable hole)
825 gp: Magic Credit (Cash, sort of)
"Fate Tokens" *2Languages:Common, Ignan, Aquan, Terran, Auran, Undercommon, Drow Sign, PhaerimSources Used:PHB, DMG, MMI, Libris Mortis, Lost Empires of Faerun, Complete Mage, Complete Adventurer, Complete Arcane

Arudin
2010-07-30, 11:32 PM
Raginmund

"Sure, why not?" he signs in response. He turns towards the right entrance, and follows the others through.

OOC: Haste accepted.
Current effects: Attacks do acid damage, Robilar's Gambit, Haste, Mass Conviction

Chambers
2010-07-30, 11:32 PM
Kenneth

Cracking the knuckles on his massive gauntlet, Kenneth steps up behind Rocky. "No sense in wasting time, eh?" He says, winking an eye.


HP: 159
AC: 37 (+13 armor, +9 shield, +1 dex, +3 nat +1 haste), touch 12, flat 37
Saves: Fort +28, Reflex +24, Will +27

Spells Active Superior Resistance, Greater Magic Weapon, True Seeing, Mass Conviction, Healing Lorecall, Comprehend Languages, Mass Resist Energy (Fire 30), Haste
Stance Active Aura of Triumph
Maneuvers Readied Earthquake Strike, Ancient Mountain Hammer, Rallying Strike, Mountain Avalanche, Shadow Blink, Wall of Blades

Cadian 9th
2010-07-31, 02:52 AM
We shall give Archdeacon a chance to respond, after that I will tell you that it is a room with a red carpet and there is a single *snip*

Archdeacon GX
2010-07-31, 01:51 PM
Garathor

Garathor follows his companions into the room, looking around curiously.

Cadian 9th
2010-07-31, 07:41 PM
DM

Entering this wide room, you can see it is 10x10 with a door at [5, 0] (leading to Room 2) and another door at [10, 5] (Leading to room 5). The floor is covered with a muddy carpet.

There is a single large earth elemental in the center of the room.

Ini
[roll0]

Go for it guys.

Jack_Simth
2010-07-31, 08:11 PM
Rocky & Bullwinkle

As the first creature through into the rather tight quarters, the summoned Earth Elemental takes a few swings at the room's Earth Elemental, as Bullwinkle says "Earth elementals in a stone-walled room? This will be fun. Ready yourselves to hit them as they come out of the walls...." and a blast of fire hits the beast. Rocky, the man himself, seems to do nothing, what with there not being any room to push past and get to the target.

(A ten foot by ten foot room? That'll hold exactly one Large creature. We've got: The Large creature that started in the room, Rocky (Large), plus two other Large PC's, and I think a medium, though I haven't checked character sheets. Umm...)


DM:

Actions:
Summoned Earth Elemental: Full Attack (no room for maneuvering): Slam [roll0] for [roll1] and Slam [roll2] for [roll3] (includes Earth Mastery)
Bullwinkle: Fiery Burst! [roll4] Fire damage to the opposing elemental, Reflex save DC 22 half. Only a 5-foot radius burst, so centering it on the opposing elemental, and there's no particular risk of it getting anyone else.
Rocky: No room to get in there... so readies an action to hit the first opposing elemental to come in range. Attack: [roll5] for [roll6]

Current Status (post-actions):
Rocky: HP: 145/145, AC 27 (T 9, FF 27), saves +7/+7/+7 (+0 init mod),
Bullwinkle: HP: 110/110, AC: 67 (T 59, FF 61), saves +31/+33/+35 (+6 init mod) +1 Reflex save, AC, and to-hit from Haste beyond what's listed
Summoned Elemental: HP: 68/68, AC 18 (T 8, FF 18), Saves +10/+1/+2
Active Spells:Extended Haste (CL 15, 29 rounds remain) on Bullwinkle (Rocky being Immune)
Persistent Shield (CL 15) on Bullwinkle
Extended Mage Armor (CL 15) on Bullwinkle
Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock (Bullwinkle)
Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock (Rocky)
Heightened Extended Seeming (CL 15, Will DC 33) to seem like a Large Wizard and a raven familiar, rather than as a Stone Golem and a transparent wind-sock with claws and teeth (Rocky & Bullwinkle, respectively, but it's a single casting)
See Invisibility (Permanent): CL 15

Spontaneous Available Spells:Phaerim (CL 15): 6/11/9/10/9/9/8/6; DC 27+spell levelProtocols (long strings of actions that are liable to be repeated a LOT, for purposes of handling things normally done with skill checks)
Trap Protocol:Step 1: Use Detect Magic (it's an At-Will ability) to check all directions - Up, Down, North, South, East, West; for the full three rounds to learn strength and location of all magic auras.
Step 2: Use the Summon Elemental Reserve Feat to Summon an Elemental. Use the actual languages of the elementals to go everywhere in that sixty-foot range (it vanishes at the end of the elemental's turn if it's not within 30 feet of Rocky & Bullwinkle, but it can travel outside that range for a time, and it's just a standard action to summon one). Make sure one elemental of each of the four types (Air, Earth, Fire, Water) steps on each square in that very large area at least once.
Step 3: Send an elemental of each type to longest possible range along intended path of travel (on a straight away, that's 430 feet for an Air elemental - Summon at 30 foot range, Run action for 400 feet due to 100 foot speed; 230 feet around corners on a double-move rather than Run - 110 or 70 feet for an Earth or Water elemental, 230 or 130 feet for a Fire elemental)
Step 4: Observe results
Step 5: If nothing happens, move appropriately.
Step 6: If something needs manipulation, use Telekinesis to do it.
Step 7: If a trap needs to be destroyed, kill it with one of: Fiery Burst Reserve Feat, Invisible Needle Reserve Feat, repeated Charging Bash attempts from Elementals, or other means as appropriate to the situation (please post what happens to the elementals, where the blast seems to come from, and I'll post a response to the trap).

Time Analysis:In an open area, this checks everything within 60 feet (approximately 450 5-foot squares) in about 96 rounds (math of that is long and convoluted; not included here; all but the first 18 rounds of which is directly proportional to the number of squares that need to be checked). About four times as fast as a dedicated Rogue searching the entire area for traps.

Along a hallway, this checks 60 feet (limit of Detect Magic - 12 five-foot squares long) in a ten-foot wide swath (width of the Large Elementals - two five-foot squares wide) in 7 rounds (three for Detect Magic forward, one for a double move or Run from each elemental); almost twice as fast as a dedicated Rogue searching for traps.Classes of trap that bypass trap-finding protocol:Class 1: Alarm, Summon, and Pathblocking traps: The Trap-Finding protocol locates them, but it doesn't matter - the alarm still goes off, the Summoned critter still attacks, the path is still blocked.
Class 2: Nonmagical intelligent traps (aka, the Kobold watching through a peephole, choosing whether or not to pull on the rope that collapses the ceiling): An intelligent entity is capable of recognizing that the swarm of elementals is chaff, intended for no purpose other than to trigger traps ... and so not pull the rope until something other than an elemental comes by. But then, not all intelligent critters will figure that out, instead triggering the effect after the first elemental ... or triggering it at the first elemental, but letting the others go by until something else happens along, if the trap is auto-reset.
Class 3: Discriminatory magical traps that avoid detection. There's a 1st level spell - Magic Aura - that completely stymies Detect Magic. Use that on a magical trap that, say, goes off when a humanoid goes by, and the trapfinding protocol misses it.Treasure Search Protocol:Step 1: Activate Ring of X-Ray Vision (http://www.d20srd.org/srd/magicItems/rings.htm#xRayVision).
Step 2: Move to within a ten feet of every wall (including floor and ceiling) and object of interest (such as chests).
Step 3: Make note of anything that blocks X-Ray Vvision, or anything interesting noted through walls/floors/chests. Rocky:Name: Rocky
Description, Normal: A Large man in flowing blue robes, with arcane symbols stitched all over them. His shoes are white, with tufts of fur along the edges. His gloves are some of the most delicate deer hide available. He wears a conical hat, with stars and moons etched upon it. A long cloak covers his back, and there is a belt tied around his waist. A raven perches on his shoulder. (Spot DC 27 to note that it is false)
http://www.wizards.com/leaving.asp?url=/dnd/images/pc_portraits/280_11_D1W.jpg&origin=dnd_pc_20010828xDescription, True Seeing or Will Interaction DC 33: A Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG135.jpgPersonality: Never speaks, lets his familiar talk to the lesser beings around him. Casts all spells as Silent and Stilled. Keeps his familiar on his shoulder at all times.Dull Mechanics:Race: Stone Golem
Class: Stone Golem
Type: Construct
Alignment: TN
Size: Large
Height: 9'
Weight: 2,000 lbs
Eyes: Gray
Hair: None
Stats: 30/10/-/-/11/1 (16 HD stat boost to Str, 20 HD stat boost to Dex; otherwise, these are base stats)
HP: 145/145 (21d10+30, taking true average, rounding down after calculations)
DR: 10/adamantine
AC: 27 (10 base, -1 Size, +18 Natural): Touch 9, Flat-footed 27
Speed: 20
Saves: +7/+7/+7 (all base)
Attack: Slam +24 Melee for 2d10+10
Full Attack: 2 Slams +24 Melee for 2d10+10
Special Abilities: Construct Traits and Features, DR 10/Adamantine, Darkvision-60, Immunity to Magic, Low-light Vision, 18 natural armor, (16 and 20 HD stat boost to Dex, Str)Active Spell Effects: Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")

Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock, magically.Bulwinkle:Description, Normal:A black Raven, sitting on the shoulder of a Large man, dressed in flowing robes (Spot DC 27 to note it's not accurate)
Description, True Seeing or Will Interaction DC 33:This slightly transparent creature has a conical body, shaped something like a wind sock. It's ovid head disk contains an immense, toothed maw, and is surrounded by four clawed arms. It is hovering just over the shoulder of a Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.History: "I was rejected by my race for not conforming to the standards of behavior. I worship Heironeous, who they detested. I actively opposed the torturous practices of my people. And so I was ejected from my society in the most violent way possible by a people who enjoy torture ... and that was my salvation, as it wasn't long after that when disaster struck my people. I'd really rather not talk about it. Now I wander this plane, righting what wrongs I can."Dull Mechanics: Bulwinkle (http://www.myth-weavers.com/sheetview.php?sheetid=225097)
Alignment: LG
Current XP: 105760
Class: Phaerimm LA-2/Paladin-2/Ghost LA-5/Evolved Undead LA-6//Cleric-15
Race: Phaerimm/Ghost/Evolved Undead-6
Deity: Heironeous
Size: Tiny
Age: Ancient
Height: 1' 6
Weight: -
Eyes: black
Hair: None
Base stats: 8/13/10/12/17/18
Post-racial mods: 14/19/-/12/19/36
Level Up: 14/19/-/12/19/39
Post-items: 14/23/-/12/19/45

HP: 110/110 (15d12)
AC: Material Plane: 67 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +23 Deflection, +18 Monkish), Touch 59, Flat-Footed 61
AC: Ethereal Plane: 52 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +8 Natural, +18 Monkish), Touch 35, Flat-Footed 45
Saves: +31/+33/+35 (Base: 9/5/9; stat: +0/+6/+4; Resistance +5, Paladin +17)
Attack: Invisible Needle Reserve Feat (1d20+19 for 8d4) Force damage, Fiery Burst Reserve Feat (5-foot burst, Reflex DC 21 for half of 7d6 Fire), or Spells
Skills: Concentration +35 (18 ranks, +17 Cha), Knowledge(Religion)+19 (+1 Int, 18 ranks), Spellcraft +9 (+1 Int, 8 ranks), Speak Language (Cross-class, 5 ranks for 10 skill points)
Feats: 1: Heighten Spell (Player's Handbook), 2: Arcane Preparation (Complete Arcane), 3: Craft Wondrous Item (Player's Handbook), 4: Extend Spell (Player's Handbook), 5: Craft Magic Arms & Armor (Player's Handbook), 6: Dimensional Reach (Complete Mage), 7: Dimensional Jaunt (Complete Mage), 8: Summon Elemental(Complete Mage), 9: Invisible Needle (Complete Mage), 10: Persistent Spell (Complete Arcane), 11: Improved Unarmed Strike (Player's Handbook), 12: Ascetic Mage (Complete Adventurer), 13: Flyby Attack (Monster Manual), 14: Improved Turn Resistance (Libris Mortis), 15: Fiery Burst (Complete Mage)
Racial Features and Traits: Hatchling Phaerimm Racial Traits & Features: Aberration Type, Spells as a Sorcerer of Character level as spell-likes, Detect Magic, Flight, Feather Fall, Immunity to Polymorph and Petrification, SR 11, +2 Natural Armor, -6 Str, +6 Dex, +2 Wis, +2 Cha; Size: Tiny
Ghost Traits & Features: Undead Type, Con -, +4 Cha, Incorporeal, Rejuvination, Manifestation, Telekinesis, Malevolence; Natural Armor applies on Ethereal Plane (where Ghost is not Incorporeal)
Evolved Undead-6 traits & features: +6 Natural Armor, Deflection increases by 6, Six Spell-Like abilities (CL = HD), Fast Healing 3, +12 Str, +12 Cha
Undead Racial Traits: No Con, Darkvision-60, Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects, Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects, Cannot heal damage on its own if it has no Intelligence score (me has Int), although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score, Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless), Uses its Charisma modifier for Concentration checks, Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed, Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead, Undead do not breathe, eat, or sleep.
Aberration Features: (negligible)
Incorporeal Traits: An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature. An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus). An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect. An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.Good Domain: +1 Caster level for [Good] Spells
Law Domain: +1 Caster level for [Law] Spells
Paladin-2 Class Features: Aura of good, detect evil, smite evil 1/day, Divine grace, lay on hands
Cleric-15 Class Features: Turn Undead, Domains, Spells
Spells:Cleric (CL 15): 6/6+1/6+1/6+1/5+1/4+1/3+1/2+1/1+1; DC 14+Spell Level
Phaerim (CL 15): 6/11/10/10/10/10/9/7; DC 27+spell level
Evolved Undead (CL 15): 6 uses/day, permanent preparation.
(Clr-0): Create Water 0/2
(Clr-0): Light 0/3
(Clr-0): Mending 0/1
(Clr-1): Cure Light Wounds 0/6
(Clr-2): Cure Moderate Wounds 0/3
(Clr-2): Spiritual Weapon 0/3
(Clr-3): Invisibility Purge 0/3
(Clr-3): Remove Blindness/Deafness 0/1
(Clr-3): Remove Curse 0/1
(Clr-3): Remove Disease 0/1
(Clr-4): Dimensional Anchor 0/2
(Clr-4): Imbue with Spell Ability 0/3
(Clr-5): Spell Resistance 0/3
(Clr-5): Wall of Stone 0/1
(Clr-6): Antilife Shell 0/1
(Clr-6): Find the Path 0/1
(Clr-6): Heroes' Feast 0/1
(Clr-7): Heightened Flame Strike 0/1
(Clr-7): Restoration, Greater 0/1
(Clr-8): Summon Monster VIII 0/1
(Dom-1): Protection from Evil 0/1
(Dom-2): Calm Emotions 0/1
(Dom-3): Magic Circle Against Evil 0/1
(Dom-4): Holy Smite 0/1
(Dom-5): Dispel Evil 0/1
(Dom-6): Hold Monster 0/1
(Dom-7): Holy Word 0/1
(Dom-8): Heightened Blade Barrier 0/1
(EvUn): Greater Dispel Magic 0/2
(EvUn): Greater Invisibility 0/4
(Pha-0): Acid Splash
(Pha-0): Arcane Mark
(Pha-0): Dancing Lights
(Pha-0): Detect Poison
(Pha-0): Flare
(Pha-0): Prestidigitation
(Pha-0): Ray of Frost
(Pha-0): Read Magic
(Pha-0): Resistance
(Pha-1): Disguise Self
(Pha-1): Floating Disk
(Pha-1): Mage Armor
(Pha-1): Shield
(Pha-1): Unseen Servant
(Pha-2): Glitterdust
(Pha-2): Misdirection
(Pha-2): See Invisibility
(Pha-2): Spectral Hand
(Pha-2): Web
(Pha-3): Slow
(Pha-3): Haste
(Pha-3): Stinking Cloud
(Pha-3): Tongues
(Pha-4): Black Tentacles
(Pha-4): Dimension Door
(Pha-4): Polymorph
(Pha-4): Solid Fog
(Pha-5): Mage's Private Sanctum
(Pha-5): Seeming
(Pha-5): Teleport
(Pha-5): Transmude Mud to Rock
(Pha-6): Analyze Dweomer
(Pha-6): Chain Lightning
(Pha-6): Mass Suggestion
(Pha-7): Limited Wish
(Pha-7): Mage's Magnificient MansionStandard Preparations Every Evening:Cast Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")
Cast Persistent Shield (CL 15)
Cast Extended Mage Armor (CL 15) on self
Cast Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock.
Cast Heightened Extended Misdirection (CL 15, Will DC 33) so construct registers as a rock.
Cast Magnificient Mansion.
Go inside Mansion (with Construct), cast Mage's Private Sanctum to cover the place up.Items:Stone Golem (Crafted, Advaned to 21 hit dice: 67,500 gp + 4,800 xp)
Ring of Evasion (25k gp; DMG) Left Claw
Ring of X-Ray Vision (25k gp; DMG) Right Claw
Monk's Belt (13k gp; DMG) Waist
Vest of Resistance+5 (12.5k gp, 1,000 xp; Magic Item Compendium) Torso
Cloak of Charisma+6 (18k gp, 1,440 xp; DMG) Shoulders
Portable Hole (20k gp; DMG) Pocket (Rocky's)
Gloves of Dexterity+4 (16k gp; DMG) Claws
Spell Components Pouch (5 gp; PHB) Belt
Spell Components Pouch *3 (3*5 gp; PHB) Portable Hole
Silver Holy Symbol (25 gp; PHB) Neck
Silver Holy Symbol *3 (3*25 gp; PHB) Portable Hole
188 Platinum Pieces (portable hole)
825 gp: Magic Credit (Cash, sort of)
"Fate Tokens" *2Languages:Common, Ignan, Aquan, Terran, Auran, Undercommon, Drow Sign, PhaerimSources Used:PHB, DMG, MMI, Libris Mortis, Lost Empires of Faerun, Complete Mage, Complete Adventurer, Complete Arcane

Cadian 9th
2010-07-31, 09:08 PM
The moment the Elemental in the middle of the 100ft by 100ft room is struck and killed, it explodes into fragments. Three large globbets of earth hit the walls, and from inside the wall emerge 3 more large earth elementals.

" You can go through the door, but you have to open it first! " Says a halfling, appearing. The halfling winks and throws a ball of ectoplasm at Garathor, [roll0] for entangle 5 rounds. He then waves and sinks into the floor, leaving a top hat.

Each of the walls apart from the one you came in from has an earth elemental standing in it. On the door side, the elemental stands in front of the door.

You're up!

Chambers
2010-07-31, 11:26 PM
Kenneth

"Doors are only needed if you're forced..." Kenneth says, pausing a moment. He disappears in a cloud of shadow and reappears within the room. "...to walk through them." He says smiling. Spotting the nearest elemental he yells a warcry as he charges it, fists held high.


Shadow Blink, then charge.

Attack and Damage rolls will be in the OOC since you can't edit in new rolls in a post.

HP: 159
AC: 33 (+13 armor, +9 shield, +1 dex, +3 nat +1 haste, -4 Robilars Gambit), touch 12, flat 33
Saves: Fort +28, Reflex +24, Will +27

Spells Active Superior Resistance, Greater Magic Weapon, True Seeing, Mass Conviction, Healing Lorecall, Comprehend Languages, Mass Resist Energy (Fire 30), Haste
Stance Active Aura of Triumph
Maneuvers Readied Earthquake Strike, Ancient Mountain Hammer, Rallying Strike, Mountain Avalanche, Shadow Blink, Wall of Blades
Maneuvers Granted Earthquake Strike, Mountain Avalanche, Shadow Blink, Wall of Blades



Maneuvers Readied (1)Earthquake Strike, (2)Ancient Mountain Hammer, (3)Rallying Strike, (4)Mountain Avalanche, (5)Shadow Blink, (6)Wall of Blades

Maneuvers Granted
[roll0]
[roll1]
[roll2]
[roll3]

Re-Rolls if needed. Use first result that isn't a duplicate.
[roll4]
[roll5]
[roll6]
[roll7]

Archdeacon GX
2010-08-01, 01:12 AM
Garathor

The Stone Giant grunts as the ectoplasm entangles him, but this doesn't stop him from raising his harpoon as it grows once again to a colossal size. "Beings of the Earth," he says, grimacing. "Forgive me for striking against you, but the situation demands it!"

Swift Action: Activate Sizing property (final size: Colossal)

Cadian 9th
2010-08-01, 04:49 AM
Kenneth's attacks hit, and he pops another elemental. That elemental explodes and 3 more elementals pop out from where the Shi hits the fan I mean dirt hits the wall :smallbiggrin:

1 elemental for the door, another on the two walls on either side of the door wall. Go on, kill another few :smallbiggrin:

Jack_Simth
2010-08-01, 08:49 AM
Rocky & Bullwinkle

As Rocky and Bullwinkle watch the elementals chain-pop and multiply, Bullwinkle comments "Ah, so that's how it's going to be. Well, simple enough to handle...." With that, Bullwinkle pauses a moment, then says something in Terran to the elementals blocking the door, as he points to a wall with no doors on it. Without waiting for them to move, Rocky and Bullwinkle start heading towards the door.

Terran:"I Suggest you go over by that wall and wait a few minutes; we'll likely doom ourselves in the meanwhile."


DM:

Actions:
Bullwinkle: Standard: Cast Mass Suggestion, in Terran, to get the ones within 30 feet of door 5 to go elsewhere. Will save DC 33. Move: Head that direction (60 feet). Free: Order earth elemental to stop attacking them with slam attacks, and see about grappling.
Rocky: Full Round: Keep up with Bullwinkle (takes a Run action for his 20 foot move vs. Bullwinkle's current 60 foot move)


Current Status (post-actions):
Rocky: HP: 145/145, AC 27 (T 9, FF 27), saves +7/+7/+7 (+0 init mod),
Bullwinkle: HP: 110/110, AC: 67 (T 59, FF 61), saves +31/+33/+35 (+6 init mod) +1 Reflex save, AC, and to-hit from Haste beyond what's listed
Summoned Elemental: HP: 68/68, AC 18 (T 8, FF 18), Saves +10/+1/+2
Active Spells:Extended Haste (CL 15, 27 rounds remain) on Bullwinkle (Rocky being Immune)
Persistent Shield (CL 15) on Bullwinkle
Extended Mage Armor (CL 15) on Bullwinkle
Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock (Bullwinkle)
Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock (Rocky)
Heightened Extended Seeming (CL 15, Will DC 33) to seem like a Large Wizard and a raven familiar, rather than as a Stone Golem and a transparent wind-sock with claws and teeth (Rocky & Bullwinkle, respectively, but it's a single casting)
See Invisibility (Permanent): CL 15

Spontaneous Available Spells:Phaerim (CL 15): 6/11/9/10/9/9/7/6; DC 27+spell levelProtocols (long strings of actions that are liable to be repeated a LOT, for purposes of handling things normally done with skill checks)
Trap Protocol:Step 1: Use Detect Magic (it's an At-Will ability) to check all directions - Up, Down, North, South, East, West; for the full three rounds to learn strength and location of all magic auras.
Step 2: Use the Summon Elemental Reserve Feat to Summon an Elemental. Use the actual languages of the elementals to go everywhere in that sixty-foot range (it vanishes at the end of the elemental's turn if it's not within 30 feet of Rocky & Bullwinkle, but it can travel outside that range for a time, and it's just a standard action to summon one). Make sure one elemental of each of the four types (Air, Earth, Fire, Water) steps on each square in that very large area at least once.
Step 3: Send an elemental of each type to longest possible range along intended path of travel (on a straight away, that's 430 feet for an Air elemental - Summon at 30 foot range, Run action for 400 feet due to 100 foot speed; 230 feet around corners on a double-move rather than Run - 110 or 70 feet for an Earth or Water elemental, 230 or 130 feet for a Fire elemental)
Step 4: Observe results
Step 5: If nothing happens, move appropriately.
Step 6: If something needs manipulation, use Telekinesis to do it.
Step 7: If a trap needs to be destroyed, kill it with one of: Fiery Burst Reserve Feat, Invisible Needle Reserve Feat, repeated Charging Bash attempts from Elementals, or other means as appropriate to the situation (please post what happens to the elementals, where the blast seems to come from, and I'll post a response to the trap).

Time Analysis:In an open area, this checks everything within 60 feet (approximately 450 5-foot squares) in about 96 rounds (math of that is long and convoluted; not included here; all but the first 18 rounds of which is directly proportional to the number of squares that need to be checked). About four times as fast as a dedicated Rogue searching the entire area for traps.

Along a hallway, this checks 60 feet (limit of Detect Magic - 12 five-foot squares long) in a ten-foot wide swath (width of the Large Elementals - two five-foot squares wide) in 7 rounds (three for Detect Magic forward, one for a double move or Run from each elemental); almost twice as fast as a dedicated Rogue searching for traps.Classes of trap that bypass trap-finding protocol:Class 1: Alarm, Summon, and Pathblocking traps: The Trap-Finding protocol locates them, but it doesn't matter - the alarm still goes off, the Summoned critter still attacks, the path is still blocked.
Class 2: Nonmagical intelligent traps (aka, the Kobold watching through a peephole, choosing whether or not to pull on the rope that collapses the ceiling): An intelligent entity is capable of recognizing that the swarm of elementals is chaff, intended for no purpose other than to trigger traps ... and so not pull the rope until something other than an elemental comes by. But then, not all intelligent critters will figure that out, instead triggering the effect after the first elemental ... or triggering it at the first elemental, but letting the others go by until something else happens along, if the trap is auto-reset.
Class 3: Discriminatory magical traps that avoid detection. There's a 1st level spell - Magic Aura - that completely stymies Detect Magic. Use that on a magical trap that, say, goes off when a humanoid goes by, and the trapfinding protocol misses it.Treasure Search Protocol:Step 1: Activate Ring of X-Ray Vision (http://www.d20srd.org/srd/magicItems/rings.htm#xRayVision).
Step 2: Move to within a ten feet of every wall (including floor and ceiling) and object of interest (such as chests).
Step 3: Make note of anything that blocks X-Ray Vvision, or anything interesting noted through walls/floors/chests. Rocky:Name: Rocky
Description, Normal: A Large man in flowing blue robes, with arcane symbols stitched all over them. His shoes are white, with tufts of fur along the edges. His gloves are some of the most delicate deer hide available. He wears a conical hat, with stars and moons etched upon it. A long cloak covers his back, and there is a belt tied around his waist. A raven perches on his shoulder. (Spot DC 27 to note that it is false)
http://www.wizards.com/leaving.asp?url=/dnd/images/pc_portraits/280_11_D1W.jpg&origin=dnd_pc_20010828xDescription, True Seeing or Will Interaction DC 33: A Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG135.jpgPersonality: Never speaks, lets his familiar talk to the lesser beings around him. Casts all spells as Silent and Stilled. Keeps his familiar on his shoulder at all times.Dull Mechanics:Race: Stone Golem
Class: Stone Golem
Type: Construct
Alignment: TN
Size: Large
Height: 9'
Weight: 2,000 lbs
Eyes: Gray
Hair: None
Stats: 30/10/-/-/11/1 (16 HD stat boost to Str, 20 HD stat boost to Dex; otherwise, these are base stats)
HP: 145/145 (21d10+30, taking true average, rounding down after calculations)
DR: 10/adamantine
AC: 27 (10 base, -1 Size, +18 Natural): Touch 9, Flat-footed 27
Speed: 20
Saves: +7/+7/+7 (all base)
Attack: Slam +24 Melee for 2d10+10
Full Attack: 2 Slams +24 Melee for 2d10+10
Special Abilities: Construct Traits and Features, DR 10/Adamantine, Darkvision-60, Immunity to Magic, Low-light Vision, 18 natural armor, (16 and 20 HD stat boost to Dex, Str)Active Spell Effects: Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")

Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock, magically.Bulwinkle:Description, Normal:A black Raven, sitting on the shoulder of a Large man, dressed in flowing robes (Spot DC 27 to note it's not accurate)
Description, True Seeing or Will Interaction DC 33:This slightly transparent creature has a conical body, shaped something like a wind sock. It's ovid head disk contains an immense, toothed maw, and is surrounded by four clawed arms. It is hovering just over the shoulder of a Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.History: "I was rejected by my race for not conforming to the standards of behavior. I worship Heironeous, who they detested. I actively opposed the torturous practices of my people. And so I was ejected from my society in the most violent way possible by a people who enjoy torture ... and that was my salvation, as it wasn't long after that when disaster struck my people. I'd really rather not talk about it. Now I wander this plane, righting what wrongs I can."Dull Mechanics: Bulwinkle (http://www.myth-weavers.com/sheetview.php?sheetid=225097)
Alignment: LG
Current XP: 105760
Class: Phaerimm LA-2/Paladin-2/Ghost LA-5/Evolved Undead LA-6//Cleric-15
Race: Phaerimm/Ghost/Evolved Undead-6
Deity: Heironeous
Size: Tiny
Age: Ancient
Height: 1' 6
Weight: -
Eyes: black
Hair: None
Base stats: 8/13/10/12/17/18
Post-racial mods: 14/19/-/12/19/36
Level Up: 14/19/-/12/19/39
Post-items: 14/23/-/12/19/45

HP: 110/110 (15d12)
AC: Material Plane: 67 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +23 Deflection, +18 Monkish), Touch 59, Flat-Footed 61
AC: Ethereal Plane: 52 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +8 Natural, +18 Monkish), Touch 35, Flat-Footed 45
Saves: +31/+33/+35 (Base: 9/5/9; stat: +0/+6/+4; Resistance +5, Paladin +17)
Attack: Invisible Needle Reserve Feat (1d20+19 for 8d4) Force damage, Fiery Burst Reserve Feat (5-foot burst, Reflex DC 21 for half of 7d6 Fire), or Spells
Skills: Concentration +35 (18 ranks, +17 Cha), Knowledge(Religion)+19 (+1 Int, 18 ranks), Spellcraft +9 (+1 Int, 8 ranks), Speak Language (Cross-class, 5 ranks for 10 skill points)
Feats: 1: Heighten Spell (Player's Handbook), 2: Arcane Preparation (Complete Arcane), 3: Craft Wondrous Item (Player's Handbook), 4: Extend Spell (Player's Handbook), 5: Craft Magic Arms & Armor (Player's Handbook), 6: Dimensional Reach (Complete Mage), 7: Dimensional Jaunt (Complete Mage), 8: Summon Elemental(Complete Mage), 9: Invisible Needle (Complete Mage), 10: Persistent Spell (Complete Arcane), 11: Improved Unarmed Strike (Player's Handbook), 12: Ascetic Mage (Complete Adventurer), 13: Flyby Attack (Monster Manual), 14: Improved Turn Resistance (Libris Mortis), 15: Fiery Burst (Complete Mage)
Racial Features and Traits: Hatchling Phaerimm Racial Traits & Features: Aberration Type, Spells as a Sorcerer of Character level as spell-likes, Detect Magic, Flight, Feather Fall, Immunity to Polymorph and Petrification, SR 11, +2 Natural Armor, -6 Str, +6 Dex, +2 Wis, +2 Cha; Size: Tiny
Ghost Traits & Features: Undead Type, Con -, +4 Cha, Incorporeal, Rejuvination, Manifestation, Telekinesis, Malevolence; Natural Armor applies on Ethereal Plane (where Ghost is not Incorporeal)
Evolved Undead-6 traits & features: +6 Natural Armor, Deflection increases by 6, Six Spell-Like abilities (CL = HD), Fast Healing 3, +12 Str, +12 Cha
Undead Racial Traits: No Con, Darkvision-60, Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects, Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects, Cannot heal damage on its own if it has no Intelligence score (me has Int), although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score, Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless), Uses its Charisma modifier for Concentration checks, Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed, Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead, Undead do not breathe, eat, or sleep.
Aberration Features: (negligible)
Incorporeal Traits: An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature. An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus). An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect. An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.Good Domain: +1 Caster level for [Good] Spells
Law Domain: +1 Caster level for [Law] Spells
Paladin-2 Class Features: Aura of good, detect evil, smite evil 1/day, Divine grace, lay on hands
Cleric-15 Class Features: Turn Undead, Domains, Spells
Spells:Cleric (CL 15): 6/6+1/6+1/6+1/5+1/4+1/3+1/2+1/1+1; DC 14+Spell Level
Phaerim (CL 15): 6/11/10/10/10/10/9/7; DC 27+spell level
Evolved Undead (CL 15): 6 uses/day, permanent preparation.
(Clr-0): Create Water 0/2
(Clr-0): Light 0/3
(Clr-0): Mending 0/1
(Clr-1): Cure Light Wounds 0/6
(Clr-2): Cure Moderate Wounds 0/3
(Clr-2): Spiritual Weapon 0/3
(Clr-3): Invisibility Purge 0/3
(Clr-3): Remove Blindness/Deafness 0/1
(Clr-3): Remove Curse 0/1
(Clr-3): Remove Disease 0/1
(Clr-4): Dimensional Anchor 0/2
(Clr-4): Imbue with Spell Ability 0/3
(Clr-5): Spell Resistance 0/3
(Clr-5): Wall of Stone 0/1
(Clr-6): Antilife Shell 0/1
(Clr-6): Find the Path 0/1
(Clr-6): Heroes' Feast 0/1
(Clr-7): Heightened Flame Strike 0/1
(Clr-7): Restoration, Greater 0/1
(Clr-8): Summon Monster VIII 0/1
(Dom-1): Protection from Evil 0/1
(Dom-2): Calm Emotions 0/1
(Dom-3): Magic Circle Against Evil 0/1
(Dom-4): Holy Smite 0/1
(Dom-5): Dispel Evil 0/1
(Dom-6): Hold Monster 0/1
(Dom-7): Holy Word 0/1
(Dom-8): Heightened Blade Barrier 0/1
(EvUn): Greater Dispel Magic 0/2
(EvUn): Greater Invisibility 0/4
(Pha-0): Acid Splash
(Pha-0): Arcane Mark
(Pha-0): Dancing Lights
(Pha-0): Detect Poison
(Pha-0): Flare
(Pha-0): Prestidigitation
(Pha-0): Ray of Frost
(Pha-0): Read Magic
(Pha-0): Resistance
(Pha-1): Disguise Self
(Pha-1): Floating Disk
(Pha-1): Mage Armor
(Pha-1): Shield
(Pha-1): Unseen Servant
(Pha-2): Glitterdust
(Pha-2): Misdirection
(Pha-2): See Invisibility
(Pha-2): Spectral Hand
(Pha-2): Web
(Pha-3): Slow
(Pha-3): Haste
(Pha-3): Stinking Cloud
(Pha-3): Tongues
(Pha-4): Black Tentacles
(Pha-4): Dimension Door
(Pha-4): Polymorph
(Pha-4): Solid Fog
(Pha-5): Mage's Private Sanctum
(Pha-5): Seeming
(Pha-5): Teleport
(Pha-5): Transmude Mud to Rock
(Pha-6): Analyze Dweomer
(Pha-6): Chain Lightning
(Pha-6): Mass Suggestion
(Pha-7): Limited Wish
(Pha-7): Mage's Magnificient MansionStandard Preparations Every Evening:Cast Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")
Cast Persistent Shield (CL 15)
Cast Extended Mage Armor (CL 15) on self
Cast Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock.
Cast Heightened Extended Misdirection (CL 15, Will DC 33) so construct registers as a rock.
Cast Magnificient Mansion.
Go inside Mansion (with Construct), cast Mage's Private Sanctum to cover the place up.Items:Stone Golem (Crafted, Advaned to 21 hit dice: 67,500 gp + 4,800 xp)
Ring of Evasion (25k gp; DMG) Left Claw
Ring of X-Ray Vision (25k gp; DMG) Right Claw
Monk's Belt (13k gp; DMG) Waist
Vest of Resistance+5 (12.5k gp, 1,000 xp; Magic Item Compendium) Torso
Cloak of Charisma+6 (18k gp, 1,440 xp; DMG) Shoulders
Portable Hole (20k gp; DMG) Pocket (Rocky's)
Gloves of Dexterity+4 (16k gp; DMG) Claws
Spell Components Pouch (5 gp; PHB) Belt
Spell Components Pouch *3 (3*5 gp; PHB) Portable Hole
Silver Holy Symbol (25 gp; PHB) Neck
Silver Holy Symbol *3 (3*25 gp; PHB) Portable Hole
188 Platinum Pieces (portable hole)
825 gp: Magic Credit (Cash, sort of)
"Fate Tokens" *2Languages:Common, Ignan, Aquan, Terran, Auran, Undercommon, Drow Sign, PhaerimSources Used:PHB, DMG, MMI, Libris Mortis, Lost Empires of Faerun, Complete Mage, Complete Adventurer, Complete Arcane

Arudin
2010-08-01, 07:10 PM
Raginmund

As he watches Rocky and Bullwinkle rush towards the elemental guarding the door, Raginmund eyes the other two elementals. Deciding to take the one that stands a bit further away, he breaks into a loping run, stopping 10 feet away.

Actions:
Full Round: Run (Max 120 ft but he stops 10 ft from elemental. I'm not too good with maps/distance...)

Mechanics:
Hybrid Form
Health: 223/223
AC: 32
Fort: +22 (18)
Ref: +17 (12)
Will: +23 (19)

Active Effects: Mass Conviction, Protection from Fire, Haste, Robilar's Gambit, Attacks do acid damage

Archdeacon GX
2010-08-01, 10:39 PM
Garathor

Garathor stops just short of hurling his harpoon as he realizes that destroying these elementals only seems to make them multiply. With this in mind, he lowers his harpoon again, moving towards the door with Rocky and Bullwinkle.

Move: 60 ft. stopping by Bullwinkle

EDIT: Fixed to account for haste

Cadian 9th
2010-08-03, 04:04 AM
DM Only

Wall
will [roll0] or something, I can't say it matters so much.
[roll1]

Door
[roll2]
[roll3]

And The other wall
[roll4]


Effects acknowledged.

All of the elementals, apart from the one on the far wall, go to the wall idicated by Bullwinkle. However, as they touch the wall, as told, Another wave of elementals show up.

Now there are 9 of them.

The remaining earth elemental moves (charge) next to Garathor, slamming.

Cadian 9th
2010-08-03, 04:10 AM
The new ones all charge into Garathor as well.

[roll0] for [roll1] and bull rush [roll2]
[roll3] for [roll4] and bull rush [roll5]
[roll6] for [roll7] and bull rush [roll8]
[roll9] for [roll10] and bull rush [roll11]

EDIT: wow... Triple 1, lol. :smallbiggrin:

And one attacks Bullwinkle
[roll12] for [roll13] and bull rush [roll14]

Jack_Simth
2010-08-03, 06:56 AM
Rocky & Bullwinkle

Rocky & Bullwinkle ignore the attacks from the elemental, simply moving around them as possible, telekineticly pushing aside any they can't, approaching the door to the next room. "Interesting... the tripling applies to nonlethal takedowns too. Hmm. Hey, what do you think happens if we slaughter so many of them they can't all fit in the room anymore? It'll only take about three Chain Lightning spells at this point to find out...."

DM:

Actions:
Bullwinkle: Standard: Telekinesis: Combat Manuevers: Bull Rush a path clear; Strength check, uses Charisma thanks to Telekinesis: [roll0] vs. the Earth Elemental's checks. Move: Head to the door (only needs 40 feet, now). Free: Order Rocky around. Non: Leave the earth elemental in the dust to unsummon itself.
Rocky: Move to the door (should be another 40 feet - double move; 30, really, as Rocky takes up a 10 foot space, but still a double move. The slowpoke.)

They targetted Bullwinkle? Seriously? Rocky's the much bigger apparent target... but oh well, no matter. They need a 20 to hit Bullwinkle, and even at that, Incorporeal, so it doesn't much matter without fiat-effects or careful classing.

Current Status (post-actions):
Rocky: HP: 145/145, AC 27 (T 9, FF 27), saves +7/+7/+7 (+0 init mod),
Bullwinkle: HP: 110/110, AC: 67 (T 59, FF 61), saves +31/+33/+35 (+6 init mod) +1 Reflex save, AC, and to-hit from Haste beyond what's listed
Active Spells:Extended Haste (CL 15, 26 rounds remain) on Bullwinkle (Rocky being Immune)
Telekinesis (not technically a spell, but still an ability with a duration): Combat Manuevers form. Duration Concentration, up to 14 after this post.
Persistent Shield (CL 15) on Bullwinkle
Extended Mage Armor (CL 15) on Bullwinkle
Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock (Bullwinkle)
Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock (Rocky)
Heightened Extended Seeming (CL 15, Will DC 33) to seem like a Large Wizard and a raven familiar, rather than as a Stone Golem and a transparent wind-sock with claws and teeth (Rocky & Bullwinkle, respectively, but it's a single casting)
See Invisibility (Permanent): CL 15

Spontaneous Available Spells:Phaerim (CL 15): 6/11/9/10/9/9/7/6; DC 27+spell levelProtocols (long strings of actions that are liable to be repeated a LOT, for purposes of handling things normally done with skill checks)
Trap Protocol:Step 1: Use Detect Magic (it's an At-Will ability) to check all directions - Up, Down, North, South, East, West; for the full three rounds to learn strength and location of all magic auras.
Step 2: Use the Summon Elemental Reserve Feat to Summon an Elemental. Use the actual languages of the elementals to go everywhere in that sixty-foot range (it vanishes at the end of the elemental's turn if it's not within 30 feet of Rocky & Bullwinkle, but it can travel outside that range for a time, and it's just a standard action to summon one). Make sure one elemental of each of the four types (Air, Earth, Fire, Water) steps on each square in that very large area at least once.
Step 3: Send an elemental of each type to longest possible range along intended path of travel (on a straight away, that's 430 feet for an Air elemental - Summon at 30 foot range, Run action for 400 feet due to 100 foot speed; 230 feet around corners on a double-move rather than Run - 110 or 70 feet for an Earth or Water elemental, 230 or 130 feet for a Fire elemental)
Step 4: Observe results
Step 5: If nothing happens, move appropriately.
Step 6: If something needs manipulation, use Telekinesis to do it.
Step 7: If a trap needs to be destroyed, kill it with one of: Fiery Burst Reserve Feat, Invisible Needle Reserve Feat, repeated Charging Bash attempts from Elementals, or other means as appropriate to the situation (please post what happens to the elementals, where the blast seems to come from, and I'll post a response to the trap).

Time Analysis:In an open area, this checks everything within 60 feet (approximately 450 5-foot squares) in about 96 rounds (math of that is long and convoluted; not included here; all but the first 18 rounds of which is directly proportional to the number of squares that need to be checked). About four times as fast as a dedicated Rogue searching the entire area for traps.

Along a hallway, this checks 60 feet (limit of Detect Magic - 12 five-foot squares long) in a ten-foot wide swath (width of the Large Elementals - two five-foot squares wide) in 7 rounds (three for Detect Magic forward, one for a double move or Run from each elemental); almost twice as fast as a dedicated Rogue searching for traps.Classes of trap that bypass trap-finding protocol:Class 1: Alarm, Summon, and Pathblocking traps: The Trap-Finding protocol locates them, but it doesn't matter - the alarm still goes off, the Summoned critter still attacks, the path is still blocked.
Class 2: Nonmagical intelligent traps (aka, the Kobold watching through a peephole, choosing whether or not to pull on the rope that collapses the ceiling): An intelligent entity is capable of recognizing that the swarm of elementals is chaff, intended for no purpose other than to trigger traps ... and so not pull the rope until something other than an elemental comes by. But then, not all intelligent critters will figure that out, instead triggering the effect after the first elemental ... or triggering it at the first elemental, but letting the others go by until something else happens along, if the trap is auto-reset.
Class 3: Discriminatory magical traps that avoid detection. There's a 1st level spell - Magic Aura - that completely stymies Detect Magic. Use that on a magical trap that, say, goes off when a humanoid goes by, and the trapfinding protocol misses it.Treasure Search Protocol:Step 1: Activate Ring of X-Ray Vision (http://www.d20srd.org/srd/magicItems/rings.htm#xRayVision).
Step 2: Move to within a ten feet of every wall (including floor and ceiling) and object of interest (such as chests).
Step 3: Make note of anything that blocks X-Ray Vvision, or anything interesting noted through walls/floors/chests. Rocky:Name: Rocky
Description, Normal: A Large man in flowing blue robes, with arcane symbols stitched all over them. His shoes are white, with tufts of fur along the edges. His gloves are some of the most delicate deer hide available. He wears a conical hat, with stars and moons etched upon it. A long cloak covers his back, and there is a belt tied around his waist. A raven perches on his shoulder. (Spot DC 27 to note that it is false)
http://www.wizards.com/leaving.asp?url=/dnd/images/pc_portraits/280_11_D1W.jpg&origin=dnd_pc_20010828xDescription, True Seeing or Will Interaction DC 33: A Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG135.jpgPersonality: Never speaks, lets his familiar talk to the lesser beings around him. Casts all spells as Silent and Stilled. Keeps his familiar on his shoulder at all times.Dull Mechanics:Race: Stone Golem
Class: Stone Golem
Type: Construct
Alignment: TN
Size: Large
Height: 9'
Weight: 2,000 lbs
Eyes: Gray
Hair: None
Stats: 30/10/-/-/11/1 (16 HD stat boost to Str, 20 HD stat boost to Dex; otherwise, these are base stats)
HP: 145/145 (21d10+30, taking true average, rounding down after calculations)
DR: 10/adamantine
AC: 27 (10 base, -1 Size, +18 Natural): Touch 9, Flat-footed 27
Speed: 20
Saves: +7/+7/+7 (all base)
Attack: Slam +24 Melee for 2d10+10
Full Attack: 2 Slams +24 Melee for 2d10+10
Special Abilities: Construct Traits and Features, DR 10/Adamantine, Darkvision-60, Immunity to Magic, Low-light Vision, 18 natural armor, (16 and 20 HD stat boost to Dex, Str)Active Spell Effects: Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")

Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock, magically.Bulwinkle:Description, Normal:A black Raven, sitting on the shoulder of a Large man, dressed in flowing robes (Spot DC 27 to note it's not accurate)
Description, True Seeing or Will Interaction DC 33:This slightly transparent creature has a conical body, shaped something like a wind sock. It's ovid head disk contains an immense, toothed maw, and is surrounded by four clawed arms. It is hovering just over the shoulder of a Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.History: "I was rejected by my race for not conforming to the standards of behavior. I worship Heironeous, who they detested. I actively opposed the torturous practices of my people. And so I was ejected from my society in the most violent way possible by a people who enjoy torture ... and that was my salvation, as it wasn't long after that when disaster struck my people. I'd really rather not talk about it. Now I wander this plane, righting what wrongs I can."Dull Mechanics: Bulwinkle (http://www.myth-weavers.com/sheetview.php?sheetid=225097)
Alignment: LG
Current XP: 105760
Class: Phaerimm LA-2/Paladin-2/Ghost LA-5/Evolved Undead LA-6//Cleric-15
Race: Phaerimm/Ghost/Evolved Undead-6
Deity: Heironeous
Size: Tiny
Age: Ancient
Height: 1' 6
Weight: -
Eyes: black
Hair: None
Base stats: 8/13/10/12/17/18
Post-racial mods: 14/19/-/12/19/36
Level Up: 14/19/-/12/19/39
Post-items: 14/23/-/12/19/45

HP: 110/110 (15d12)
AC: Material Plane: 67 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +23 Deflection, +18 Monkish), Touch 59, Flat-Footed 61
AC: Ethereal Plane: 52 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +8 Natural, +18 Monkish), Touch 35, Flat-Footed 45
Saves: +31/+33/+35 (Base: 9/5/9; stat: +0/+6/+4; Resistance +5, Paladin +17)
Attack: Invisible Needle Reserve Feat (1d20+19 for 8d4) Force damage, Fiery Burst Reserve Feat (5-foot burst, Reflex DC 21 for half of 7d6 Fire), or Spells
Skills: Concentration +35 (18 ranks, +17 Cha), Knowledge(Religion)+19 (+1 Int, 18 ranks), Spellcraft +9 (+1 Int, 8 ranks), Speak Language (Cross-class, 5 ranks for 10 skill points)
Feats: 1: Heighten Spell (Player's Handbook), 2: Arcane Preparation (Complete Arcane), 3: Craft Wondrous Item (Player's Handbook), 4: Extend Spell (Player's Handbook), 5: Craft Magic Arms & Armor (Player's Handbook), 6: Dimensional Reach (Complete Mage), 7: Dimensional Jaunt (Complete Mage), 8: Summon Elemental(Complete Mage), 9: Invisible Needle (Complete Mage), 10: Persistent Spell (Complete Arcane), 11: Improved Unarmed Strike (Player's Handbook), 12: Ascetic Mage (Complete Adventurer), 13: Flyby Attack (Monster Manual), 14: Improved Turn Resistance (Libris Mortis), 15: Fiery Burst (Complete Mage)
Racial Features and Traits: Hatchling Phaerimm Racial Traits & Features: Aberration Type, Spells as a Sorcerer of Character level as spell-likes, Detect Magic, Flight, Feather Fall, Immunity to Polymorph and Petrification, SR 11, +2 Natural Armor, -6 Str, +6 Dex, +2 Wis, +2 Cha; Size: Tiny
Ghost Traits & Features: Undead Type, Con -, +4 Cha, Incorporeal, Rejuvination, Manifestation, Telekinesis, Malevolence; Natural Armor applies on Ethereal Plane (where Ghost is not Incorporeal)
Evolved Undead-6 traits & features: +6 Natural Armor, Deflection increases by 6, Six Spell-Like abilities (CL = HD), Fast Healing 3, +12 Str, +12 Cha
Undead Racial Traits: No Con, Darkvision-60, Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects, Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects, Cannot heal damage on its own if it has no Intelligence score (me has Int), although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score, Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless), Uses its Charisma modifier for Concentration checks, Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed, Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead, Undead do not breathe, eat, or sleep.
Aberration Features: (negligible)
Incorporeal Traits: An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature. An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus). An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect. An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.Good Domain: +1 Caster level for [Good] Spells
Law Domain: +1 Caster level for [Law] Spells
Paladin-2 Class Features: Aura of good, detect evil, smite evil 1/day, Divine grace, lay on hands
Cleric-15 Class Features: Turn Undead, Domains, Spells
Spells:Cleric (CL 15): 6/6+1/6+1/6+1/5+1/4+1/3+1/2+1/1+1; DC 14+Spell Level
Phaerim (CL 15): 6/11/10/10/10/10/9/7; DC 27+spell level
Evolved Undead (CL 15): 6 uses/day, permanent preparation.
(Clr-0): Create Water 0/2
(Clr-0): Light 0/3
(Clr-0): Mending 0/1
(Clr-1): Cure Light Wounds 0/6
(Clr-2): Cure Moderate Wounds 0/3
(Clr-2): Spiritual Weapon 0/3
(Clr-3): Invisibility Purge 0/3
(Clr-3): Remove Blindness/Deafness 0/1
(Clr-3): Remove Curse 0/1
(Clr-3): Remove Disease 0/1
(Clr-4): Dimensional Anchor 0/2
(Clr-4): Imbue with Spell Ability 0/3
(Clr-5): Spell Resistance 0/3
(Clr-5): Wall of Stone 0/1
(Clr-6): Antilife Shell 0/1
(Clr-6): Find the Path 0/1
(Clr-6): Heroes' Feast 0/1
(Clr-7): Heightened Flame Strike 0/1
(Clr-7): Restoration, Greater 0/1
(Clr-8): Summon Monster VIII 0/1
(Dom-1): Protection from Evil 0/1
(Dom-2): Calm Emotions 0/1
(Dom-3): Magic Circle Against Evil 0/1
(Dom-4): Holy Smite 0/1
(Dom-5): Dispel Evil 0/1
(Dom-6): Hold Monster 0/1
(Dom-7): Holy Word 0/1
(Dom-8): Heightened Blade Barrier 0/1
(EvUn): Greater Dispel Magic 0/2
(EvUn): Greater Invisibility 0/4
(Pha-0): Acid Splash
(Pha-0): Arcane Mark
(Pha-0): Dancing Lights
(Pha-0): Detect Poison
(Pha-0): Flare
(Pha-0): Prestidigitation
(Pha-0): Ray of Frost
(Pha-0): Read Magic
(Pha-0): Resistance
(Pha-1): Disguise Self
(Pha-1): Floating Disk
(Pha-1): Mage Armor
(Pha-1): Shield
(Pha-1): Unseen Servant
(Pha-2): Glitterdust
(Pha-2): Misdirection
(Pha-2): See Invisibility
(Pha-2): Spectral Hand
(Pha-2): Web
(Pha-3): Slow
(Pha-3): Haste
(Pha-3): Stinking Cloud
(Pha-3): Tongues
(Pha-4): Black Tentacles
(Pha-4): Dimension Door
(Pha-4): Polymorph
(Pha-4): Solid Fog
(Pha-5): Mage's Private Sanctum
(Pha-5): Seeming
(Pha-5): Teleport
(Pha-5): Transmude Mud to Rock
(Pha-6): Analyze Dweomer
(Pha-6): Chain Lightning
(Pha-6): Mass Suggestion
(Pha-7): Limited Wish
(Pha-7): Mage's Magnificient MansionStandard Preparations Every Evening:Cast Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")
Cast Persistent Shield (CL 15)
Cast Extended Mage Armor (CL 15) on self
Cast Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock.
Cast Heightened Extended Misdirection (CL 15, Will DC 33) so construct registers as a rock.
Cast Magnificient Mansion.
Go inside Mansion (with Construct), cast Mage's Private Sanctum to cover the place up.Items:Stone Golem (Crafted, Advaned to 21 hit dice: 67,500 gp + 4,800 xp)
Ring of Evasion (25k gp; DMG) Left Claw
Ring of X-Ray Vision (25k gp; DMG) Right Claw
Monk's Belt (13k gp; DMG) Waist
Vest of Resistance+5 (12.5k gp, 1,000 xp; Magic Item Compendium) Torso
Cloak of Charisma+6 (18k gp, 1,440 xp; DMG) Shoulders
Portable Hole (20k gp; DMG) Pocket (Rocky's)
Gloves of Dexterity+4 (16k gp; DMG) Claws
Spell Components Pouch (5 gp; PHB) Belt
Spell Components Pouch *3 (3*5 gp; PHB) Portable Hole
Silver Holy Symbol (25 gp; PHB) Neck
Silver Holy Symbol *3 (3*25 gp; PHB) Portable Hole
188 Platinum Pieces (portable hole)
825 gp: Magic Credit (Cash, sort of)
"Fate Tokens" *2Languages:Common, Ignan, Aquan, Terran, Auran, Undercommon, Drow Sign, PhaerimSources Used:PHB, DMG, MMI, Libris Mortis, Lost Empires of Faerun, Complete Mage, Complete Adventurer, Complete Arcane

Archdeacon GX
2010-08-03, 06:44 PM
Garathor

Garathor adopts a surprised look as he is suddenly attacked by the group of elementals, though their strikes fail to harm him. However, the creatures still slam into him and he grunts with the effort of trying to hold them back.

Opposing Strength Checks
[roll0]
[roll1]
[roll2]
[roll3]

Cadian 9th
2010-08-03, 06:47 PM
Bull rush opposition: (Jack's)
[roll0]
[roll1]
[roll2]

Two stand against him and resist the rush, while another is pushed back into the wall, making another single earth elemental. :smallbiggrin:

Garathor is pushed back away from the door: To the side, 1 square away from a wall.

Jack_Simth
2010-08-03, 08:55 PM
Rocky & Bullwinkle

Rocky & Bullwinkle frown, taking a moment to take stock of exactly where everything is. Meanwhile, a spectral hand forms in their square, looking ready to do something. "Well... can't bull-rush them away, can't kill them, can't quietly tell them to stand aside. There's other options... everyone grab hold, eh?"

DM:

There's enough critters that a map's needed for any kind of actual communication on what's to happen. So far, there's been at least one (that resulted in 9 critters where it should have only been three... oh well). Additionally, it's rather unclear where we've ended up in the room, and I'll need a map for that reason as well - can't tell how well we're doing if we don't have a goal marked.

Oh, I'll also need:
Ceiling height
Wall Material
Floor Material
Ceiling material

Actions:
Bullwinkle: Standard: Cast Spectral Hand. HP loss: [roll0]. Fast Healing fixes all but 1 of those immediately. Free: Order Rocky around, talk a bit. Move: Keep up with Rocky.
Rocky: Move to the door if feasible. Maybe attempt a bull-rush towards the door. Assuming a Bull Rush is needed: Strength: [roll1]. Note: Rocky's Large.

Current Status (post-actions):
Rocky: HP: 145/145, AC 27 (T 9, FF 27), saves +7/+7/+7 (+0 init mod),
Bullwinkle: HP: 109/110, AC: 67 (T 59, FF 61), saves +31/+33/+35 (+6 init mod) +1 Reflex save, AC, and to-hit from Haste beyond what's listed
Active Spells:Extended Haste (CL 15, 25 rounds remain) on Bullwinkle (Rocky being Immune)
Spectral Hand (CL 15, 149 rounds remain after actions); 4 HP, incorporeal, AC 23
Persistent Shield (CL 15) on Bullwinkle
Extended Mage Armor (CL 15) on Bullwinkle
Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock (Bullwinkle)
Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock (Rocky)
Heightened Extended Seeming (CL 15, Will DC 33) to seem like a Large Wizard and a raven familiar, rather than as a Stone Golem and a transparent wind-sock with claws and teeth (Rocky & Bullwinkle, respectively, but it's a single casting)
See Invisibility (Permanent): CL 15

Spontaneous Available Spells:Phaerim (CL 15): 6/11/8/10/9/9/7/6; DC 27+spell levelProtocols (long strings of actions that are liable to be repeated a LOT, for purposes of handling things normally done with skill checks)
Trap Protocol:Step 1: Use Detect Magic (it's an At-Will ability) to check all directions - Up, Down, North, South, East, West; for the full three rounds to learn strength and location of all magic auras.
Step 2: Use the Summon Elemental Reserve Feat to Summon an Elemental. Use the actual languages of the elementals to go everywhere in that sixty-foot range (it vanishes at the end of the elemental's turn if it's not within 30 feet of Rocky & Bullwinkle, but it can travel outside that range for a time, and it's just a standard action to summon one). Make sure one elemental of each of the four types (Air, Earth, Fire, Water) steps on each square in that very large area at least once.
Step 3: Send an elemental of each type to longest possible range along intended path of travel (on a straight away, that's 430 feet for an Air elemental - Summon at 30 foot range, Run action for 400 feet due to 100 foot speed; 230 feet around corners on a double-move rather than Run - 110 or 70 feet for an Earth or Water elemental, 230 or 130 feet for a Fire elemental)
Step 4: Observe results
Step 5: If nothing happens, move appropriately.
Step 6: If something needs manipulation, use Telekinesis to do it.
Step 7: If a trap needs to be destroyed, kill it with one of: Fiery Burst Reserve Feat, Invisible Needle Reserve Feat, repeated Charging Bash attempts from Elementals, or other means as appropriate to the situation (please post what happens to the elementals, where the blast seems to come from, and I'll post a response to the trap).

Time Analysis:In an open area, this checks everything within 60 feet (approximately 450 5-foot squares) in about 96 rounds (math of that is long and convoluted; not included here; all but the first 18 rounds of which is directly proportional to the number of squares that need to be checked). About four times as fast as a dedicated Rogue searching the entire area for traps.

Along a hallway, this checks 60 feet (limit of Detect Magic - 12 five-foot squares long) in a ten-foot wide swath (width of the Large Elementals - two five-foot squares wide) in 7 rounds (three for Detect Magic forward, one for a double move or Run from each elemental); almost twice as fast as a dedicated Rogue searching for traps.Classes of trap that bypass trap-finding protocol:Class 1: Alarm, Summon, and Pathblocking traps: The Trap-Finding protocol locates them, but it doesn't matter - the alarm still goes off, the Summoned critter still attacks, the path is still blocked.
Class 2: Nonmagical intelligent traps (aka, the Kobold watching through a peephole, choosing whether or not to pull on the rope that collapses the ceiling): An intelligent entity is capable of recognizing that the swarm of elementals is chaff, intended for no purpose other than to trigger traps ... and so not pull the rope until something other than an elemental comes by. But then, not all intelligent critters will figure that out, instead triggering the effect after the first elemental ... or triggering it at the first elemental, but letting the others go by until something else happens along, if the trap is auto-reset.
Class 3: Discriminatory magical traps that avoid detection. There's a 1st level spell - Magic Aura - that completely stymies Detect Magic. Use that on a magical trap that, say, goes off when a humanoid goes by, and the trapfinding protocol misses it.Treasure Search Protocol:Step 1: Activate Ring of X-Ray Vision (http://www.d20srd.org/srd/magicItems/rings.htm#xRayVision).
Step 2: Move to within a ten feet of every wall (including floor and ceiling) and object of interest (such as chests).
Step 3: Make note of anything that blocks X-Ray Vvision, or anything interesting noted through walls/floors/chests. Rocky:Name: Rocky
Description, Normal: A Large man in flowing blue robes, with arcane symbols stitched all over them. His shoes are white, with tufts of fur along the edges. His gloves are some of the most delicate deer hide available. He wears a conical hat, with stars and moons etched upon it. A long cloak covers his back, and there is a belt tied around his waist. A raven perches on his shoulder. (Spot DC 27 to note that it is false)
http://www.wizards.com/leaving.asp?url=/dnd/images/pc_portraits/280_11_D1W.jpg&origin=dnd_pc_20010828xDescription, True Seeing or Will Interaction DC 33: A Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG135.jpgPersonality: Never speaks, lets his familiar talk to the lesser beings around him. Casts all spells as Silent and Stilled. Keeps his familiar on his shoulder at all times.Dull Mechanics:Race: Stone Golem
Class: Stone Golem
Type: Construct
Alignment: TN
Size: Large
Height: 9'
Weight: 2,000 lbs
Eyes: Gray
Hair: None
Stats: 30/10/-/-/11/1 (16 HD stat boost to Str, 20 HD stat boost to Dex; otherwise, these are base stats)
HP: 145/145 (21d10+30, taking true average, rounding down after calculations)
DR: 10/adamantine
AC: 27 (10 base, -1 Size, +18 Natural): Touch 9, Flat-footed 27
Speed: 20
Saves: +7/+7/+7 (all base)
Attack: Slam +24 Melee for 2d10+10
Full Attack: 2 Slams +24 Melee for 2d10+10
Special Abilities: Construct Traits and Features, DR 10/Adamantine, Darkvision-60, Immunity to Magic, Low-light Vision, 18 natural armor, (16 and 20 HD stat boost to Dex, Str)Active Spell Effects: Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")

Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock, magically.Bulwinkle:Description, Normal:A black Raven, sitting on the shoulder of a Large man, dressed in flowing robes (Spot DC 27 to note it's not accurate)
Description, True Seeing or Will Interaction DC 33:This slightly transparent creature has a conical body, shaped something like a wind sock. It's ovid head disk contains an immense, toothed maw, and is surrounded by four clawed arms. It is hovering just over the shoulder of a Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.History: "I was rejected by my race for not conforming to the standards of behavior. I worship Heironeous, who they detested. I actively opposed the torturous practices of my people. And so I was ejected from my society in the most violent way possible by a people who enjoy torture ... and that was my salvation, as it wasn't long after that when disaster struck my people. I'd really rather not talk about it. Now I wander this plane, righting what wrongs I can."Dull Mechanics: Bulwinkle (http://www.myth-weavers.com/sheetview.php?sheetid=225097)
Alignment: LG
Current XP: 105760
Class: Phaerimm LA-2/Paladin-2/Ghost LA-5/Evolved Undead LA-6//Cleric-15
Race: Phaerimm/Ghost/Evolved Undead-6
Deity: Heironeous
Size: Tiny
Age: Ancient
Height: 1' 6
Weight: -
Eyes: black
Hair: None
Base stats: 8/13/10/12/17/18
Post-racial mods: 14/19/-/12/19/36
Level Up: 14/19/-/12/19/39
Post-items: 14/23/-/12/19/45

HP: 110/110 (15d12)
AC: Material Plane: 67 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +23 Deflection, +18 Monkish), Touch 59, Flat-Footed 61
AC: Ethereal Plane: 52 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +8 Natural, +18 Monkish), Touch 35, Flat-Footed 45
Saves: +31/+33/+35 (Base: 9/5/9; stat: +0/+6/+4; Resistance +5, Paladin +17)
Attack: Invisible Needle Reserve Feat (1d20+19 for 8d4) Force damage, Fiery Burst Reserve Feat (5-foot burst, Reflex DC 21 for half of 7d6 Fire), or Spells
Skills: Concentration +35 (18 ranks, +17 Cha), Knowledge(Religion)+19 (+1 Int, 18 ranks), Spellcraft +9 (+1 Int, 8 ranks), Speak Language (Cross-class, 5 ranks for 10 skill points)
Feats: 1: Heighten Spell (Player's Handbook), 2: Arcane Preparation (Complete Arcane), 3: Craft Wondrous Item (Player's Handbook), 4: Extend Spell (Player's Handbook), 5: Craft Magic Arms & Armor (Player's Handbook), 6: Dimensional Reach (Complete Mage), 7: Dimensional Jaunt (Complete Mage), 8: Summon Elemental(Complete Mage), 9: Invisible Needle (Complete Mage), 10: Persistent Spell (Complete Arcane), 11: Improved Unarmed Strike (Player's Handbook), 12: Ascetic Mage (Complete Adventurer), 13: Flyby Attack (Monster Manual), 14: Improved Turn Resistance (Libris Mortis), 15: Fiery Burst (Complete Mage)
Racial Features and Traits: Hatchling Phaerimm Racial Traits & Features: Aberration Type, Spells as a Sorcerer of Character level as spell-likes, Detect Magic, Flight, Feather Fall, Immunity to Polymorph and Petrification, SR 11, +2 Natural Armor, -6 Str, +6 Dex, +2 Wis, +2 Cha; Size: Tiny
Ghost Traits & Features: Undead Type, Con -, +4 Cha, Incorporeal, Rejuvination, Manifestation, Telekinesis, Malevolence; Natural Armor applies on Ethereal Plane (where Ghost is not Incorporeal)
Evolved Undead-6 traits & features: +6 Natural Armor, Deflection increases by 6, Six Spell-Like abilities (CL = HD), Fast Healing 3, +12 Str, +12 Cha
Undead Racial Traits: No Con, Darkvision-60, Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects, Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects, Cannot heal damage on its own if it has no Intelligence score (me has Int), although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score, Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless), Uses its Charisma modifier for Concentration checks, Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed, Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead, Undead do not breathe, eat, or sleep.
Aberration Features: (negligible)
Incorporeal Traits: An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature. An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus). An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect. An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.Good Domain: +1 Caster level for [Good] Spells
Law Domain: +1 Caster level for [Law] Spells
Paladin-2 Class Features: Aura of good, detect evil, smite evil 1/day, Divine grace, lay on hands
Cleric-15 Class Features: Turn Undead, Domains, Spells
Spells:Cleric (CL 15): 6/6+1/6+1/6+1/5+1/4+1/3+1/2+1/1+1; DC 14+Spell Level
Phaerim (CL 15): 6/11/10/10/10/10/9/7; DC 27+spell level
Evolved Undead (CL 15): 6 uses/day, permanent preparation.
(Clr-0): Create Water 0/2
(Clr-0): Light 0/3
(Clr-0): Mending 0/1
(Clr-1): Cure Light Wounds 0/6
(Clr-2): Cure Moderate Wounds 0/3
(Clr-2): Spiritual Weapon 0/3
(Clr-3): Invisibility Purge 0/3
(Clr-3): Remove Blindness/Deafness 0/1
(Clr-3): Remove Curse 0/1
(Clr-3): Remove Disease 0/1
(Clr-4): Dimensional Anchor 0/2
(Clr-4): Imbue with Spell Ability 0/3
(Clr-5): Spell Resistance 0/3
(Clr-5): Wall of Stone 0/1
(Clr-6): Antilife Shell 0/1
(Clr-6): Find the Path 0/1
(Clr-6): Heroes' Feast 0/1
(Clr-7): Heightened Flame Strike 0/1
(Clr-7): Restoration, Greater 0/1
(Clr-8): Summon Monster VIII 0/1
(Dom-1): Protection from Evil 0/1
(Dom-2): Calm Emotions 0/1
(Dom-3): Magic Circle Against Evil 0/1
(Dom-4): Holy Smite 0/1
(Dom-5): Dispel Evil 0/1
(Dom-6): Hold Monster 0/1
(Dom-7): Holy Word 0/1
(Dom-8): Heightened Blade Barrier 0/1
(EvUn): Greater Dispel Magic 0/2
(EvUn): Greater Invisibility 0/4
(Pha-0): Acid Splash
(Pha-0): Arcane Mark
(Pha-0): Dancing Lights
(Pha-0): Detect Poison
(Pha-0): Flare
(Pha-0): Prestidigitation
(Pha-0): Ray of Frost
(Pha-0): Read Magic
(Pha-0): Resistance
(Pha-1): Disguise Self
(Pha-1): Floating Disk
(Pha-1): Mage Armor
(Pha-1): Shield
(Pha-1): Unseen Servant
(Pha-2): Glitterdust
(Pha-2): Misdirection
(Pha-2): See Invisibility
(Pha-2): Spectral Hand
(Pha-2): Web
(Pha-3): Slow
(Pha-3): Haste
(Pha-3): Stinking Cloud
(Pha-3): Tongues
(Pha-4): Black Tentacles
(Pha-4): Dimension Door
(Pha-4): Polymorph
(Pha-4): Solid Fog
(Pha-5): Mage's Private Sanctum
(Pha-5): Seeming
(Pha-5): Teleport
(Pha-5): Transmude Mud to Rock
(Pha-6): Analyze Dweomer
(Pha-6): Chain Lightning
(Pha-6): Mass Suggestion
(Pha-7): Limited Wish
(Pha-7): Mage's Magnificient MansionStandard Preparations Every Evening:Cast Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")
Cast Persistent Shield (CL 15)
Cast Extended Mage Armor (CL 15) on self
Cast Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock.
Cast Heightened Extended Misdirection (CL 15, Will DC 33) so construct registers as a rock.
Cast Magnificient Mansion.
Go inside Mansion (with Construct), cast Mage's Private Sanctum to cover the place up.Items:Stone Golem (Crafted, Advaned to 21 hit dice: 67,500 gp + 4,800 xp)
Ring of Evasion (25k gp; DMG) Left Claw
Ring of X-Ray Vision (25k gp; DMG) Right Claw
Monk's Belt (13k gp; DMG) Waist
Vest of Resistance+5 (12.5k gp, 1,000 xp; Magic Item Compendium) Torso
Cloak of Charisma+6 (18k gp, 1,440 xp; DMG) Shoulders
Portable Hole (20k gp; DMG) Pocket (Rocky's)
Gloves of Dexterity+4 (16k gp; DMG) Claws
Spell Components Pouch (5 gp; PHB) Belt
Spell Components Pouch *3 (3*5 gp; PHB) Portable Hole
Silver Holy Symbol (25 gp; PHB) Neck
Silver Holy Symbol *3 (3*25 gp; PHB) Portable Hole
188 Platinum Pieces (portable hole)
825 gp: Magic Credit (Cash, sort of)
"Fate Tokens" *2Languages:Common, Ignan, Aquan, Terran, Auran, Undercommon, Drow Sign, PhaerimSources Used:PHB, DMG, MMI, Libris Mortis, Lost Empires of Faerun, Complete Mage, Complete Adventurer, Complete Arcane

Arudin
2010-08-04, 06:26 PM
Raginmund

Upon reaching the far wall, Raginmund hears Bullwinkle's advice. Abruptly, he stops readying his gauntlets, and instead lunges at his target.

Actions:
Move a bit closer
Attack (Grapple): [roll0]
Grapple Check (If it works): [roll1]

Cadian 9th
2010-08-04, 10:50 PM
Unnamed Hero has gotta post, but I can tell you guys this:

There are 3 elementals in your way. One has just been grapple attacked by Raginmund. You can get through them and open the door, then rush through.

Jack_Simth
2010-08-05, 06:18 AM
Unnamed Hero has gotta post, but I can tell you guys this:

There are 3 elementals in your way. One has just been grapple attacked by Raginmund. You can get through them and open the door, then rush through.
They take up ten foot spaces. The room is 100 feet wide. These things charge people. If there's only three of them in the way, it should be a simple matter to hustle around them ... especially under the effects of Haste. Rocky's a slowpoke (being immune to Haste), but everyone else has a move of at least 40 at the moment (most 60). I need a map so I can declare a path. With the descriptions so far (wall push respawns seem to only break even on your descriptions, others produce three) there's roughly 12-15 in the room. If we're surrounded, one dimension door puts us at our goal because we take up that many squares. If they're arrayed in front of us, then backing up a bit, having them follow as mindlessly as they have been, and then dimension dooring past them puts us at our goal. Likewise, I'm not necessarily interested in 'shortest path', so much as 'most open path'. But I can't tell that, as I don't have a map. Yet these are things that would be pretty trivial to see on-location.

Oh yes, and bull rushing these things doesn't help, because they immediately seem to respawn in the exact same spot, despite the fact that they're described as respawning at the wall. And for some reason, new spawns seem to instantaneously join the fray, with no noticeable delay. But I can't tell how fast and manueverable they are, as I don't have a map. Yet these are things that would be pretty trivial to see on-location.

When I've killed them, they seem to immediately rejoin the fray. Where do they respawn? If they don't respawn immediately in the way, then the solution is really, really easy: Chain Lightning as a standard action (to send the spawns to their spawn points, have Rocky go to and open the door, move through). Or maybe drop a Blade Barrier in a circle, keeping it so that it's adjacent to the door we're targetting on one edge, but otherwise away from the wall - any elementals coming into the barrier immediately pop, so we just need to clear out the area inside the circle. But they always seem to respawn in the way, wherever the way might be, despite that they're coming from the walls. Yet these are things that would be pretty trivial to see on-location.

Likewise, for some bizzare reason, an earlier Bull Rush that should have moved a critter no more than five feet bull rushed it all the way into the wall, where it respawned. Earlier, when you'd mentioned there was one elemental by the target door, and the others were off on the other walls, and I said I'd applied the Suggestion to the ones by the door, with a spell that requires all targets to be within 30 feet of each other, for whatever reason you had three of them go to a wall and triple themselves. Yet these are things that would be pretty trivial to see on-location.

We have a severe communication difficulty due to the lack of a clear coordinate system and clear placing of critters. These things are not invisible (and I've got see invisibility up, regardless), so their position should be something that's trivial to determine.

This appears to be a 'puzzle' encounter, but because we don't have a map, I can't really clearly communicate proper attempted solutions, and the lack of a map is causing obvious miscommunications. If this were a 'kill it' encounter, that wouldn't be nearly so much of a problem, but it's not. May I please have a map?

I'm sorry if this seems a bit ranty. But I keep getting a 'nope, that doesn't work' on a description of what happens that's not what I was intending to try. I haven't called it out before because I don't like contradicting the DM. But it keeps happening, so I need to.

Cadian 9th
2010-08-05, 06:07 PM
I'd agree with all you said then. I've been reluctant to include a map because of the huge number of spawns. But here it goes:

Map:
{table]_|1_|2_|3_|4_|5_|6_|7_|8_|9_|10_
1|X|X||X|X|X|X|
2|X|X||X|X|X|X|
3||||||||||||X|X|
4|X|X||||||||||X|X|
5|X|X|
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You guys can place yourselves At least at row 3. To be Honest there is no real puzzle, just the fact that every time something touches a wall, an elemental spawns exactly there. So the objective is just to open the door and move through to the next room, " Let's Just be Friends... "

Cadian 9th
2010-08-05, 06:29 PM
DM only:

Random rolls...


With grappling (I assume you shove it aside) and bull rushing, the path to the door is open. It has a shiny handle, if only someone can move up, open it, then you can all go through!

Chambers
2010-08-05, 06:35 PM
Kenneth

"What do you get when smash a rock?" Kenneth asks, grinning. "More rocks!" He shouts. Watching as the elementals keep pouring out of the walls, Kenneth cracks his knuckles. "Let's just get out of here." He says, nodding towards the door across the way. He braces himself and then takes off charging towards it, thudding across the ground in his heavy armor. He raises his fist at the last second and slams it against the door.



Knock, knock, knockin' on the elementals door.... (charge attack) [roll0]
Damage [roll1]





Location: ....Last round I Shadow Blink'd into the room, so that was 50ft and then I charged one of the wall elementals, so I think I started this round somewhere around Row 4 or 5. Probably in Column 3. So let's say he started this round in Row 4, Column 3.

Attacking the door at 10,5.

HP: 159
AC: 33 (+13 armor, +9 shield, +1 dex, +3 nat +1 haste, -4 Robilars Gambit), touch 12, flat 33
Saves: Fort +28, Reflex +24, Will +27

Speed: 50ft (from Haste)

Spells Active Superior Resistance, Greater Magic Weapon, True Seeing, Mass Conviction, Healing Lorecall, Comprehend Languages, Mass Resist Energy (Fire 30), Haste
Stance Active Aura of Triumph
Maneuvers Readied Earthquake Strike, Ancient Mountain Hammer, Rallying Strike, Mountain Avalanche, Shadow Blink, Wall of Blades
Maneuvers Granted Earthquake Strike, Mountain Avalanche, Shadow Blink, Wall of Blades

Rolling for New Maneuver (use first result that isn't a 1,4,5 or 6)
[roll2]
[roll3]
[roll4]
[roll5]

Cadian 9th
2010-08-05, 06:39 PM
With a crack, the door handle is bypassed and the door swings open. Beyond the door you can see that the floor is indeed solid, and all of you feel like you just recieved 1750 xp (well, you did.) and the Elementals dissapear back into the walls and floor. The last one tips his top hat and melds into the floor with a cheery wave (as cheery as you can be waving a giant unshapely swollen arm at someone)

Jack_Simth
2010-08-05, 07:00 PM
Rocky & Bullwinkle

Bullwinkle looks at the spectral hand floating right there, and shrugs. "Eh... it lasts a while, and I'm sure it'll be good for something later on. Before we continue... is anyone injured?"

DM:

Actions: Talk a bit.

Current Status (post-actions):
Rocky: HP: 145/145, AC 27 (T 9, FF 27), saves +7/+7/+7 (+0 init mod),
Bullwinkle: HP: 110/110, AC: 67 (T 59, FF 61), saves +31/+33/+35 (+6 init mod) +1 Reflex save, AC, and to-hit from Haste beyond what's listed
Active Spells:Extended Haste (CL 15, 24 rounds remain) on Bullwinkle (Rocky being Immune)
Spectral Hand (CL 15, 148 rounds remain after actions); 4 HP, incorporeal, AC 23
Persistent Shield (CL 15) on Bullwinkle
Extended Mage Armor (CL 15) on Bullwinkle
Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock (Bullwinkle)
Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock (Rocky)
Heightened Extended Seeming (CL 15, Will DC 33) to seem like a Large Wizard and a raven familiar, rather than as a Stone Golem and a transparent wind-sock with claws and teeth (Rocky & Bullwinkle, respectively, but it's a single casting)
See Invisibility (Permanent): CL 15

Spontaneous Available Spells:Phaerim (CL 15): 6/11/8/10/9/9/7/6; DC 27+spell levelProtocols (long strings of actions that are liable to be repeated a LOT, for purposes of handling things normally done with skill checks)
Trap Protocol:Step 1: Use Detect Magic (it's an At-Will ability) to check all directions - Up, Down, North, South, East, West; for the full three rounds to learn strength and location of all magic auras.
Step 2: Use the Summon Elemental Reserve Feat to Summon an Elemental. Use the actual languages of the elementals to go everywhere in that sixty-foot range (it vanishes at the end of the elemental's turn if it's not within 30 feet of Rocky & Bullwinkle, but it can travel outside that range for a time, and it's just a standard action to summon one). Make sure one elemental of each of the four types (Air, Earth, Fire, Water) steps on each square in that very large area at least once.
Step 3: Send an elemental of each type to longest possible range along intended path of travel (on a straight away, that's 430 feet for an Air elemental - Summon at 30 foot range, Run action for 400 feet due to 100 foot speed; 230 feet around corners on a double-move rather than Run - 110 or 70 feet for an Earth or Water elemental, 230 or 130 feet for a Fire elemental)
Step 4: Observe results
Step 5: If nothing happens, move appropriately.
Step 6: If something needs manipulation, use Telekinesis to do it.
Step 7: If a trap needs to be destroyed, kill it with one of: Fiery Burst Reserve Feat, Invisible Needle Reserve Feat, repeated Charging Bash attempts from Elementals, or other means as appropriate to the situation (please post what happens to the elementals, where the blast seems to come from, and I'll post a response to the trap).

Time Analysis:In an open area, this checks everything within 60 feet (approximately 450 5-foot squares) in about 96 rounds (math of that is long and convoluted; not included here; all but the first 18 rounds of which is directly proportional to the number of squares that need to be checked). About four times as fast as a dedicated Rogue searching the entire area for traps.

Along a hallway, this checks 60 feet (limit of Detect Magic - 12 five-foot squares long) in a ten-foot wide swath (width of the Large Elementals - two five-foot squares wide) in 7 rounds (three for Detect Magic forward, one for a double move or Run from each elemental); almost twice as fast as a dedicated Rogue searching for traps.Classes of trap that bypass trap-finding protocol:Class 1: Alarm, Summon, and Pathblocking traps: The Trap-Finding protocol locates them, but it doesn't matter - the alarm still goes off, the Summoned critter still attacks, the path is still blocked.
Class 2: Nonmagical intelligent traps (aka, the Kobold watching through a peephole, choosing whether or not to pull on the rope that collapses the ceiling): An intelligent entity is capable of recognizing that the swarm of elementals is chaff, intended for no purpose other than to trigger traps ... and so not pull the rope until something other than an elemental comes by. But then, not all intelligent critters will figure that out, instead triggering the effect after the first elemental ... or triggering it at the first elemental, but letting the others go by until something else happens along, if the trap is auto-reset.
Class 3: Discriminatory magical traps that avoid detection. There's a 1st level spell - Magic Aura - that completely stymies Detect Magic. Use that on a magical trap that, say, goes off when a humanoid goes by, and the trapfinding protocol misses it.Treasure Search Protocol:Step 1: Activate Ring of X-Ray Vision (http://www.d20srd.org/srd/magicItems/rings.htm#xRayVision).
Step 2: Move to within a ten feet of every wall (including floor and ceiling) and object of interest (such as chests).
Step 3: Make note of anything that blocks X-Ray Vvision, or anything interesting noted through walls/floors/chests. Rocky:Name: Rocky
Description, Normal: A Large man in flowing blue robes, with arcane symbols stitched all over them. His shoes are white, with tufts of fur along the edges. His gloves are some of the most delicate deer hide available. He wears a conical hat, with stars and moons etched upon it. A long cloak covers his back, and there is a belt tied around his waist. A raven perches on his shoulder. (Spot DC 27 to note that it is false)
http://www.wizards.com/leaving.asp?url=/dnd/images/pc_portraits/280_11_D1W.jpg&origin=dnd_pc_20010828xDescription, True Seeing or Will Interaction DC 33: A Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG135.jpgPersonality: Never speaks, lets his familiar talk to the lesser beings around him. Casts all spells as Silent and Stilled. Keeps his familiar on his shoulder at all times.Dull Mechanics:Race: Stone Golem
Class: Stone Golem
Type: Construct
Alignment: TN
Size: Large
Height: 9'
Weight: 2,000 lbs
Eyes: Gray
Hair: None
Stats: 30/10/-/-/11/1 (16 HD stat boost to Str, 20 HD stat boost to Dex; otherwise, these are base stats)
HP: 145/145 (21d10+30, taking true average, rounding down after calculations)
DR: 10/adamantine
AC: 27 (10 base, -1 Size, +18 Natural): Touch 9, Flat-footed 27
Speed: 20
Saves: +7/+7/+7 (all base)
Attack: Slam +24 Melee for 2d10+10
Full Attack: 2 Slams +24 Melee for 2d10+10
Special Abilities: Construct Traits and Features, DR 10/Adamantine, Darkvision-60, Immunity to Magic, Low-light Vision, 18 natural armor, (16 and 20 HD stat boost to Dex, Str)Active Spell Effects: Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")

Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock, magically.Bulwinkle:Description, Normal:A black Raven, sitting on the shoulder of a Large man, dressed in flowing robes (Spot DC 27 to note it's not accurate)
Description, True Seeing or Will Interaction DC 33:This slightly transparent creature has a conical body, shaped something like a wind sock. It's ovid head disk contains an immense, toothed maw, and is surrounded by four clawed arms. It is hovering just over the shoulder of a Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.History: "I was rejected by my race for not conforming to the standards of behavior. I worship Heironeous, who they detested. I actively opposed the torturous practices of my people. And so I was ejected from my society in the most violent way possible by a people who enjoy torture ... and that was my salvation, as it wasn't long after that when disaster struck my people. I'd really rather not talk about it. Now I wander this plane, righting what wrongs I can."Dull Mechanics: Bulwinkle (http://www.myth-weavers.com/sheetview.php?sheetid=225097)
Alignment: LG
Current XP: 107510
Class: Phaerimm LA-2/Paladin-2/Ghost LA-5/Evolved Undead LA-6//Cleric-15
Race: Phaerimm/Ghost/Evolved Undead-6
Deity: Heironeous
Size: Tiny
Age: Ancient
Height: 1' 6
Weight: -
Eyes: black
Hair: None
Base stats: 8/13/10/12/17/18
Post-racial mods: 14/19/-/12/19/36
Level Up: 14/19/-/12/19/39
Post-items: 14/23/-/12/19/45

HP: 110/110 (15d12)
AC: Material Plane: 67 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +23 Deflection, +18 Monkish), Touch 59, Flat-Footed 61
AC: Ethereal Plane: 52 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +8 Natural, +18 Monkish), Touch 35, Flat-Footed 45
Saves: +31/+33/+35 (Base: 9/5/9; stat: +0/+6/+4; Resistance +5, Paladin +17)
Attack: Invisible Needle Reserve Feat (1d20+19 for 8d4) Force damage, Fiery Burst Reserve Feat (5-foot burst, Reflex DC 21 for half of 7d6 Fire), or Spells
Skills: Concentration +35 (18 ranks, +17 Cha), Knowledge(Religion)+19 (+1 Int, 18 ranks), Spellcraft +9 (+1 Int, 8 ranks), Speak Language (Cross-class, 5 ranks for 10 skill points)
Feats: 1: Heighten Spell (Player's Handbook), 2: Arcane Preparation (Complete Arcane), 3: Craft Wondrous Item (Player's Handbook), 4: Extend Spell (Player's Handbook), 5: Craft Magic Arms & Armor (Player's Handbook), 6: Dimensional Reach (Complete Mage), 7: Dimensional Jaunt (Complete Mage), 8: Summon Elemental(Complete Mage), 9: Invisible Needle (Complete Mage), 10: Persistent Spell (Complete Arcane), 11: Improved Unarmed Strike (Player's Handbook), 12: Ascetic Mage (Complete Adventurer), 13: Flyby Attack (Monster Manual), 14: Improved Turn Resistance (Libris Mortis), 15: Fiery Burst (Complete Mage)
Racial Features and Traits: Hatchling Phaerimm Racial Traits & Features: Aberration Type, Spells as a Sorcerer of Character level as spell-likes, Detect Magic, Flight, Feather Fall, Immunity to Polymorph and Petrification, SR 11, +2 Natural Armor, -6 Str, +6 Dex, +2 Wis, +2 Cha; Size: Tiny
Ghost Traits & Features: Undead Type, Con -, +4 Cha, Incorporeal, Rejuvination, Manifestation, Telekinesis, Malevolence; Natural Armor applies on Ethereal Plane (where Ghost is not Incorporeal)
Evolved Undead-6 traits & features: +6 Natural Armor, Deflection increases by 6, Six Spell-Like abilities (CL = HD), Fast Healing 3, +12 Str, +12 Cha
Undead Racial Traits: No Con, Darkvision-60, Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects, Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects, Cannot heal damage on its own if it has no Intelligence score (me has Int), although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score, Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless), Uses its Charisma modifier for Concentration checks, Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed, Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead, Undead do not breathe, eat, or sleep.
Aberration Features: (negligible)
Incorporeal Traits: An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature. An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus). An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect. An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.Good Domain: +1 Caster level for [Good] Spells
Law Domain: +1 Caster level for [Law] Spells
Paladin-2 Class Features: Aura of good, detect evil, smite evil 1/day, Divine grace, lay on hands
Cleric-15 Class Features: Turn Undead, Domains, Spells
Spells:Cleric (CL 15): 6/6+1/6+1/6+1/5+1/4+1/3+1/2+1/1+1; DC 14+Spell Level
Phaerim (CL 15): 6/11/10/10/10/10/9/7; DC 27+spell level
Evolved Undead (CL 15): 6 uses/day, permanent preparation.
(Clr-0): Create Water 0/2
(Clr-0): Light 0/3
(Clr-0): Mending 0/1
(Clr-1): Cure Light Wounds 0/6
(Clr-2): Cure Moderate Wounds 0/3
(Clr-2): Spiritual Weapon 0/3
(Clr-3): Invisibility Purge 0/3
(Clr-3): Remove Blindness/Deafness 0/1
(Clr-3): Remove Curse 0/1
(Clr-3): Remove Disease 0/1
(Clr-4): Dimensional Anchor 0/2
(Clr-4): Imbue with Spell Ability 0/3
(Clr-5): Spell Resistance 0/3
(Clr-5): Wall of Stone 0/1
(Clr-6): Antilife Shell 0/1
(Clr-6): Find the Path 0/1
(Clr-6): Heroes' Feast 0/1
(Clr-7): Heightened Flame Strike 0/1
(Clr-7): Restoration, Greater 0/1
(Clr-8): Summon Monster VIII 0/1
(Dom-1): Protection from Evil 0/1
(Dom-2): Calm Emotions 0/1
(Dom-3): Magic Circle Against Evil 0/1
(Dom-4): Holy Smite 0/1
(Dom-5): Dispel Evil 0/1
(Dom-6): Hold Monster 0/1
(Dom-7): Holy Word 0/1
(Dom-8): Heightened Blade Barrier 0/1
(EvUn): Greater Dispel Magic 0/2
(EvUn): Greater Invisibility 0/4
(Pha-0): Acid Splash
(Pha-0): Arcane Mark
(Pha-0): Dancing Lights
(Pha-0): Detect Poison
(Pha-0): Flare
(Pha-0): Prestidigitation
(Pha-0): Ray of Frost
(Pha-0): Read Magic
(Pha-0): Resistance
(Pha-1): Disguise Self
(Pha-1): Floating Disk
(Pha-1): Mage Armor
(Pha-1): Shield
(Pha-1): Unseen Servant
(Pha-2): Glitterdust
(Pha-2): Misdirection
(Pha-2): See Invisibility
(Pha-2): Spectral Hand
(Pha-2): Web
(Pha-3): Slow
(Pha-3): Haste
(Pha-3): Stinking Cloud
(Pha-3): Tongues
(Pha-4): Black Tentacles
(Pha-4): Dimension Door
(Pha-4): Polymorph
(Pha-4): Solid Fog
(Pha-5): Mage's Private Sanctum
(Pha-5): Seeming
(Pha-5): Teleport
(Pha-5): Transmude Mud to Rock
(Pha-6): Analyze Dweomer
(Pha-6): Chain Lightning
(Pha-6): Mass Suggestion
(Pha-7): Limited Wish
(Pha-7): Mage's Magnificient MansionStandard Preparations Every Evening:Cast Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")
Cast Persistent Shield (CL 15)
Cast Extended Mage Armor (CL 15) on self
Cast Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock.
Cast Heightened Extended Misdirection (CL 15, Will DC 33) so construct registers as a rock.
Cast Magnificient Mansion.
Go inside Mansion (with Construct), cast Mage's Private Sanctum to cover the place up.Items:Stone Golem (Crafted, Advaned to 21 hit dice: 67,500 gp + 4,800 xp)
Ring of Evasion (25k gp; DMG) Left Claw
Ring of X-Ray Vision (25k gp; DMG) Right Claw
Monk's Belt (13k gp; DMG) Waist
Vest of Resistance+5 (12.5k gp, 1,000 xp; Magic Item Compendium) Torso
Cloak of Charisma+6 (18k gp, 1,440 xp; DMG) Shoulders
Portable Hole (20k gp; DMG) Pocket (Rocky's)
Gloves of Dexterity+4 (16k gp; DMG) Claws
Spell Components Pouch (5 gp; PHB) Belt
Spell Components Pouch *3 (3*5 gp; PHB) Portable Hole
Silver Holy Symbol (25 gp; PHB) Neck
Silver Holy Symbol *3 (3*25 gp; PHB) Portable Hole
188 Platinum Pieces (portable hole)
825 gp: Magic Credit (Cash, sort of)
"Fate Tokens" *2Languages:Common, Ignan, Aquan, Terran, Auran, Undercommon, Drow Sign, PhaerimSources Used:PHB, DMG, MMI, Libris Mortis, Lost Empires of Faerun, Complete Mage, Complete Adventurer, Complete Arcane

Archdeacon GX
2010-08-05, 07:06 PM
Garathor

The Stone Giant simply shakes his head and follows his companions through.

Arudin
2010-08-05, 09:09 PM
Raginmund

As he watches the elemental caught within his grip slip away, Raginmund sighs. "I'm alright," he signs to the raven.

Jack_Simth
2010-08-06, 08:18 PM
Rocky & Bullwinkle

With one last phrase from the Raven, Rocky and Bullwinkle step through the door: "All right then."

DM:

Actions: Talk a bit, go through open door

Current Status (post-actions):
Rocky: HP: 145/145, AC 27 (T 9, FF 27), saves +7/+7/+7 (+0 init mod),
Bullwinkle: HP: 110/110, AC: 67 (T 59, FF 61), saves +31/+33/+35 (+6 init mod) +1 Reflex save, AC, and to-hit from Haste beyond what's listed
Active Spells:Extended Haste (CL 15, 23 rounds remain) on Bullwinkle (Rocky being Immune)
Spectral Hand (CL 15, 147 rounds remain after actions); 4 HP, incorporeal, AC 23
Persistent Shield (CL 15) on Bullwinkle
Extended Mage Armor (CL 15) on Bullwinkle
Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock (Bullwinkle)
Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock (Rocky)
Heightened Extended Seeming (CL 15, Will DC 33) to seem like a Large Wizard and a raven familiar, rather than as a Stone Golem and a transparent wind-sock with claws and teeth (Rocky & Bullwinkle, respectively, but it's a single casting)
See Invisibility (Permanent): CL 15

Spontaneous Available Spells:Phaerim (CL 15): 6/11/8/10/9/9/7/6; DC 27+spell levelProtocols (long strings of actions that are liable to be repeated a LOT, for purposes of handling things normally done with skill checks)
Trap Protocol:Step 1: Use Detect Magic (it's an At-Will ability) to check all directions - Up, Down, North, South, East, West; for the full three rounds to learn strength and location of all magic auras.
Step 2: Use the Summon Elemental Reserve Feat to Summon an Elemental. Use the actual languages of the elementals to go everywhere in that sixty-foot range (it vanishes at the end of the elemental's turn if it's not within 30 feet of Rocky & Bullwinkle, but it can travel outside that range for a time, and it's just a standard action to summon one). Make sure one elemental of each of the four types (Air, Earth, Fire, Water) steps on each square in that very large area at least once.
Step 3: Send an elemental of each type to longest possible range along intended path of travel (on a straight away, that's 430 feet for an Air elemental - Summon at 30 foot range, Run action for 400 feet due to 100 foot speed; 230 feet around corners on a double-move rather than Run - 110 or 70 feet for an Earth or Water elemental, 230 or 130 feet for a Fire elemental)
Step 4: Observe results
Step 5: If nothing happens, move appropriately.
Step 6: If something needs manipulation, use Telekinesis to do it.
Step 7: If a trap needs to be destroyed, kill it with one of: Fiery Burst Reserve Feat, Invisible Needle Reserve Feat, repeated Charging Bash attempts from Elementals, or other means as appropriate to the situation (please post what happens to the elementals, where the blast seems to come from, and I'll post a response to the trap).

Time Analysis:In an open area, this checks everything within 60 feet (approximately 450 5-foot squares) in about 96 rounds (math of that is long and convoluted; not included here; all but the first 18 rounds of which is directly proportional to the number of squares that need to be checked). About four times as fast as a dedicated Rogue searching the entire area for traps.

Along a hallway, this checks 60 feet (limit of Detect Magic - 12 five-foot squares long) in a ten-foot wide swath (width of the Large Elementals - two five-foot squares wide) in 7 rounds (three for Detect Magic forward, one for a double move or Run from each elemental); almost twice as fast as a dedicated Rogue searching for traps.Classes of trap that bypass trap-finding protocol:Class 1: Alarm, Summon, and Pathblocking traps: The Trap-Finding protocol locates them, but it doesn't matter - the alarm still goes off, the Summoned critter still attacks, the path is still blocked.
Class 2: Nonmagical intelligent traps (aka, the Kobold watching through a peephole, choosing whether or not to pull on the rope that collapses the ceiling): An intelligent entity is capable of recognizing that the swarm of elementals is chaff, intended for no purpose other than to trigger traps ... and so not pull the rope until something other than an elemental comes by. But then, not all intelligent critters will figure that out, instead triggering the effect after the first elemental ... or triggering it at the first elemental, but letting the others go by until something else happens along, if the trap is auto-reset.
Class 3: Discriminatory magical traps that avoid detection. There's a 1st level spell - Magic Aura - that completely stymies Detect Magic. Use that on a magical trap that, say, goes off when a humanoid goes by, and the trapfinding protocol misses it.Treasure Search Protocol:Step 1: Activate Ring of X-Ray Vision (http://www.d20srd.org/srd/magicItems/rings.htm#xRayVision).
Step 2: Move to within a ten feet of every wall (including floor and ceiling) and object of interest (such as chests).
Step 3: Make note of anything that blocks X-Ray Vvision, or anything interesting noted through walls/floors/chests. Rocky:Name: Rocky
Description, Normal: A Large man in flowing blue robes, with arcane symbols stitched all over them. His shoes are white, with tufts of fur along the edges. His gloves are some of the most delicate deer hide available. He wears a conical hat, with stars and moons etched upon it. A long cloak covers his back, and there is a belt tied around his waist. A raven perches on his shoulder. (Spot DC 27 to note that it is false)
http://www.wizards.com/leaving.asp?url=/dnd/images/pc_portraits/280_11_D1W.jpg&origin=dnd_pc_20010828xDescription, True Seeing or Will Interaction DC 33: A Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG135.jpgPersonality: Never speaks, lets his familiar talk to the lesser beings around him. Casts all spells as Silent and Stilled. Keeps his familiar on his shoulder at all times.Dull Mechanics:Race: Stone Golem
Class: Stone Golem
Type: Construct
Alignment: TN
Size: Large
Height: 9'
Weight: 2,000 lbs
Eyes: Gray
Hair: None
Stats: 30/10/-/-/11/1 (16 HD stat boost to Str, 20 HD stat boost to Dex; otherwise, these are base stats)
HP: 145/145 (21d10+30, taking true average, rounding down after calculations)
DR: 10/adamantine
AC: 27 (10 base, -1 Size, +18 Natural): Touch 9, Flat-footed 27
Speed: 20
Saves: +7/+7/+7 (all base)
Attack: Slam +24 Melee for 2d10+10
Full Attack: 2 Slams +24 Melee for 2d10+10
Special Abilities: Construct Traits and Features, DR 10/Adamantine, Darkvision-60, Immunity to Magic, Low-light Vision, 18 natural armor, (16 and 20 HD stat boost to Dex, Str)Active Spell Effects: Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")

Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock, magically.Bulwinkle:Description, Normal:A black Raven, sitting on the shoulder of a Large man, dressed in flowing robes (Spot DC 27 to note it's not accurate)
Description, True Seeing or Will Interaction DC 33:This slightly transparent creature has a conical body, shaped something like a wind sock. It's ovid head disk contains an immense, toothed maw, and is surrounded by four clawed arms. It is hovering just over the shoulder of a Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.History: "I was rejected by my race for not conforming to the standards of behavior. I worship Heironeous, who they detested. I actively opposed the torturous practices of my people. And so I was ejected from my society in the most violent way possible by a people who enjoy torture ... and that was my salvation, as it wasn't long after that when disaster struck my people. I'd really rather not talk about it. Now I wander this plane, righting what wrongs I can."Dull Mechanics: Bulwinkle (http://www.myth-weavers.com/sheetview.php?sheetid=225097)
Alignment: LG
Current XP: 107510
Class: Phaerimm LA-2/Paladin-2/Ghost LA-5/Evolved Undead LA-6//Cleric-15
Race: Phaerimm/Ghost/Evolved Undead-6
Deity: Heironeous
Size: Tiny
Age: Ancient
Height: 1' 6
Weight: -
Eyes: black
Hair: None
Base stats: 8/13/10/12/17/18
Post-racial mods: 14/19/-/12/19/36
Level Up: 14/19/-/12/19/39
Post-items: 14/23/-/12/19/45

HP: 110/110 (15d12)
AC: Material Plane: 67 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +23 Deflection, +18 Monkish), Touch 59, Flat-Footed 61
AC: Ethereal Plane: 52 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +8 Natural, +18 Monkish), Touch 35, Flat-Footed 45
Saves: +31/+33/+35 (Base: 9/5/9; stat: +0/+6/+4; Resistance +5, Paladin +17)
Attack: Invisible Needle Reserve Feat (1d20+19 for 8d4) Force damage, Fiery Burst Reserve Feat (5-foot burst, Reflex DC 21 for half of 7d6 Fire), or Spells
Skills: Concentration +35 (18 ranks, +17 Cha), Knowledge(Religion)+19 (+1 Int, 18 ranks), Spellcraft +9 (+1 Int, 8 ranks), Speak Language (Cross-class, 5 ranks for 10 skill points)
Feats: 1: Heighten Spell (Player's Handbook), 2: Arcane Preparation (Complete Arcane), 3: Craft Wondrous Item (Player's Handbook), 4: Extend Spell (Player's Handbook), 5: Craft Magic Arms & Armor (Player's Handbook), 6: Dimensional Reach (Complete Mage), 7: Dimensional Jaunt (Complete Mage), 8: Summon Elemental(Complete Mage), 9: Invisible Needle (Complete Mage), 10: Persistent Spell (Complete Arcane), 11: Improved Unarmed Strike (Player's Handbook), 12: Ascetic Mage (Complete Adventurer), 13: Flyby Attack (Monster Manual), 14: Improved Turn Resistance (Libris Mortis), 15: Fiery Burst (Complete Mage)
Racial Features and Traits: Hatchling Phaerimm Racial Traits & Features: Aberration Type, Spells as a Sorcerer of Character level as spell-likes, Detect Magic, Flight, Feather Fall, Immunity to Polymorph and Petrification, SR 11, +2 Natural Armor, -6 Str, +6 Dex, +2 Wis, +2 Cha; Size: Tiny
Ghost Traits & Features: Undead Type, Con -, +4 Cha, Incorporeal, Rejuvination, Manifestation, Telekinesis, Malevolence; Natural Armor applies on Ethereal Plane (where Ghost is not Incorporeal)
Evolved Undead-6 traits & features: +6 Natural Armor, Deflection increases by 6, Six Spell-Like abilities (CL = HD), Fast Healing 3, +12 Str, +12 Cha
Undead Racial Traits: No Con, Darkvision-60, Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects, Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects, Cannot heal damage on its own if it has no Intelligence score (me has Int), although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score, Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless), Uses its Charisma modifier for Concentration checks, Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed, Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead, Undead do not breathe, eat, or sleep.
Aberration Features: (negligible)
Incorporeal Traits: An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature. An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus). An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect. An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.Good Domain: +1 Caster level for [Good] Spells
Law Domain: +1 Caster level for [Law] Spells
Paladin-2 Class Features: Aura of good, detect evil, smite evil 1/day, Divine grace, lay on hands
Cleric-15 Class Features: Turn Undead, Domains, Spells
Spells:Cleric (CL 15): 6/6+1/6+1/6+1/5+1/4+1/3+1/2+1/1+1; DC 14+Spell Level
Phaerim (CL 15): 6/11/10/10/10/10/9/7; DC 27+spell level
Evolved Undead (CL 15): 6 uses/day, permanent preparation.
(Clr-0): Create Water 0/2
(Clr-0): Light 0/3
(Clr-0): Mending 0/1
(Clr-1): Cure Light Wounds 0/6
(Clr-2): Cure Moderate Wounds 0/3
(Clr-2): Spiritual Weapon 0/3
(Clr-3): Invisibility Purge 0/3
(Clr-3): Remove Blindness/Deafness 0/1
(Clr-3): Remove Curse 0/1
(Clr-3): Remove Disease 0/1
(Clr-4): Dimensional Anchor 0/2
(Clr-4): Imbue with Spell Ability 0/3
(Clr-5): Spell Resistance 0/3
(Clr-5): Wall of Stone 0/1
(Clr-6): Antilife Shell 0/1
(Clr-6): Find the Path 0/1
(Clr-6): Heroes' Feast 0/1
(Clr-7): Heightened Flame Strike 0/1
(Clr-7): Restoration, Greater 0/1
(Clr-8): Summon Monster VIII 0/1
(Dom-1): Protection from Evil 0/1
(Dom-2): Calm Emotions 0/1
(Dom-3): Magic Circle Against Evil 0/1
(Dom-4): Holy Smite 0/1
(Dom-5): Dispel Evil 0/1
(Dom-6): Hold Monster 0/1
(Dom-7): Holy Word 0/1
(Dom-8): Heightened Blade Barrier 0/1
(EvUn): Greater Dispel Magic 0/2
(EvUn): Greater Invisibility 0/4
(Pha-0): Acid Splash
(Pha-0): Arcane Mark
(Pha-0): Dancing Lights
(Pha-0): Detect Poison
(Pha-0): Flare
(Pha-0): Prestidigitation
(Pha-0): Ray of Frost
(Pha-0): Read Magic
(Pha-0): Resistance
(Pha-1): Disguise Self
(Pha-1): Floating Disk
(Pha-1): Mage Armor
(Pha-1): Shield
(Pha-1): Unseen Servant
(Pha-2): Glitterdust
(Pha-2): Misdirection
(Pha-2): See Invisibility
(Pha-2): Spectral Hand
(Pha-2): Web
(Pha-3): Slow
(Pha-3): Haste
(Pha-3): Stinking Cloud
(Pha-3): Tongues
(Pha-4): Black Tentacles
(Pha-4): Dimension Door
(Pha-4): Polymorph
(Pha-4): Solid Fog
(Pha-5): Mage's Private Sanctum
(Pha-5): Seeming
(Pha-5): Teleport
(Pha-5): Transmude Mud to Rock
(Pha-6): Analyze Dweomer
(Pha-6): Chain Lightning
(Pha-6): Mass Suggestion
(Pha-7): Limited Wish
(Pha-7): Mage's Magnificient MansionStandard Preparations Every Evening:Cast Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")
Cast Persistent Shield (CL 15)
Cast Extended Mage Armor (CL 15) on self
Cast Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock.
Cast Heightened Extended Misdirection (CL 15, Will DC 33) so construct registers as a rock.
Cast Magnificient Mansion.
Go inside Mansion (with Construct), cast Mage's Private Sanctum to cover the place up.Items:Stone Golem (Crafted, Advaned to 21 hit dice: 67,500 gp + 4,800 xp)
Ring of Evasion (25k gp; DMG) Left Claw
Ring of X-Ray Vision (25k gp; DMG) Right Claw
Monk's Belt (13k gp; DMG) Waist
Vest of Resistance+5 (12.5k gp, 1,000 xp; Magic Item Compendium) Torso
Cloak of Charisma+6 (18k gp, 1,440 xp; DMG) Shoulders
Portable Hole (20k gp; DMG) Pocket (Rocky's)
Gloves of Dexterity+4 (16k gp; DMG) Claws
Spell Components Pouch (5 gp; PHB) Belt
Spell Components Pouch *3 (3*5 gp; PHB) Portable Hole
Silver Holy Symbol (25 gp; PHB) Neck
Silver Holy Symbol *3 (3*25 gp; PHB) Portable Hole
188 Platinum Pieces (portable hole)
825 gp: Magic Credit (Cash, sort of)
"Fate Tokens" *2Languages:Common, Ignan, Aquan, Terran, Auran, Undercommon, Drow Sign, PhaerimSources Used:PHB, DMG, MMI, Libris Mortis, Lost Empires of Faerun, Complete Mage, Complete Adventurer, Complete Arcane

Cadian 9th
2010-08-07, 07:58 PM
Just waiting on Chambers now, I don't want him to be deprived of anything.

Entering this room: Room 5
It is 15x15 with 3 doors: 1 at [P, 7] that leads to Room 4, another at [E, 0] Leading to Room 6 and the final door is at [J, 0] leading to Room 7. There are two windows, one at [A, 8] and another at [P, 8]

There are three Humanoids with what looks like squids for heads, 4 tentacles. Their skin is rubbery and their eyes are like frogs, though much evil looking.

There are 4 Ogres in the room. 2 have just climbed through a window each.

INI: 1d20+7

Map
{table]_|A_|B_|C_|D_|E_|F_|G_|H_|I_|J_|K_|L_|M_|N_|O_|P_
1||||||M|||M||M|
2|
3|
4|O|O|||||||||||||O|O|
5|O|O|||||||||||||O|O|
6|
7|
8|O|O|||||||||||||O|O|
9|O|O|||||||||||||O|O|
10|
11|
12|
13|
14|
15|[/table]

Rules
You may attempt a Intimidate, Bluff or Diplomacy check to reason with the ogres as a standard action. The DC is equal to 10+(Number you are trying to influence x 5). Once you have persuaded an Ogre to fight for you, you control it's actions.

EDIT: Someone roll ini for the monsters please :smallbiggrin:

Jack_Simth
2010-08-08, 09:29 AM
Rocky & Bullwinkle

Rocky & Bullwinkle quickly take in the scene "So... you two up for some squid hunting?"

DM:

Monsters: [roll0]+whatever the 'net' modifier is.
Party: [roll1]+Whatever the 'net' modifier is.
Yeah, not being able to edit a roll in is kinda annoying.

Actions: Diplomacy on two ogres at A4 and O4. Untrained, but really nice Charisma. [roll2]



Current Status (post-actions):
Rocky: HP: 145/145, AC 27 (T 9, FF 27), saves +7/+7/+7 (+0 init mod),
Bullwinkle: HP: 110/110, AC: 67 (T 59, FF 61), saves +31/+33/+35 (+6 init mod) +1 Reflex save, AC, and to-hit from Haste beyond what's listed
Active Spells:Extended Haste (CL 15, 22 rounds remain) on Bullwinkle (Rocky being Immune)
Spectral Hand (CL 15, 146 rounds remain after actions); 4 HP, incorporeal, AC 23
Persistent Shield (CL 15) on Bullwinkle
Extended Mage Armor (CL 15) on Bullwinkle
Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock (Bullwinkle)
Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock (Rocky)
Heightened Extended Seeming (CL 15, Will DC 33) to seem like a Large Wizard and a raven familiar, rather than as a Stone Golem and a transparent wind-sock with claws and teeth (Rocky & Bullwinkle, respectively, but it's a single casting)
See Invisibility (Permanent): CL 15

Spontaneous Available Spells:Phaerim (CL 15): 6/11/8/10/9/9/7/6; DC 27+spell levelProtocols (long strings of actions that are liable to be repeated a LOT, for purposes of handling things normally done with skill checks)
Trap Protocol:Step 1: Use Detect Magic (it's an At-Will ability) to check all directions - Up, Down, North, South, East, West; for the full three rounds to learn strength and location of all magic auras.
Step 2: Use the Summon Elemental Reserve Feat to Summon an Elemental. Use the actual languages of the elementals to go everywhere in that sixty-foot range (it vanishes at the end of the elemental's turn if it's not within 30 feet of Rocky & Bullwinkle, but it can travel outside that range for a time, and it's just a standard action to summon one). Make sure one elemental of each of the four types (Air, Earth, Fire, Water) steps on each square in that very large area at least once.
Step 3: Send an elemental of each type to longest possible range along intended path of travel (on a straight away, that's 430 feet for an Air elemental - Summon at 30 foot range, Run action for 400 feet due to 100 foot speed; 230 feet around corners on a double-move rather than Run - 110 or 70 feet for an Earth or Water elemental, 230 or 130 feet for a Fire elemental)
Step 4: Observe results
Step 5: If nothing happens, move appropriately.
Step 6: If something needs manipulation, use Telekinesis to do it.
Step 7: If a trap needs to be destroyed, kill it with one of: Fiery Burst Reserve Feat, Invisible Needle Reserve Feat, repeated Charging Bash attempts from Elementals, or other means as appropriate to the situation (please post what happens to the elementals, where the blast seems to come from, and I'll post a response to the trap).

Time Analysis:In an open area, this checks everything within 60 feet (approximately 450 5-foot squares) in about 96 rounds (math of that is long and convoluted; not included here; all but the first 18 rounds of which is directly proportional to the number of squares that need to be checked). About four times as fast as a dedicated Rogue searching the entire area for traps.

Along a hallway, this checks 60 feet (limit of Detect Magic - 12 five-foot squares long) in a ten-foot wide swath (width of the Large Elementals - two five-foot squares wide) in 7 rounds (three for Detect Magic forward, one for a double move or Run from each elemental); almost twice as fast as a dedicated Rogue searching for traps.Classes of trap that bypass trap-finding protocol:Class 1: Alarm, Summon, and Pathblocking traps: The Trap-Finding protocol locates them, but it doesn't matter - the alarm still goes off, the Summoned critter still attacks, the path is still blocked.
Class 2: Nonmagical intelligent traps (aka, the Kobold watching through a peephole, choosing whether or not to pull on the rope that collapses the ceiling): An intelligent entity is capable of recognizing that the swarm of elementals is chaff, intended for no purpose other than to trigger traps ... and so not pull the rope until something other than an elemental comes by. But then, not all intelligent critters will figure that out, instead triggering the effect after the first elemental ... or triggering it at the first elemental, but letting the others go by until something else happens along, if the trap is auto-reset.
Class 3: Discriminatory magical traps that avoid detection. There's a 1st level spell - Magic Aura - that completely stymies Detect Magic. Use that on a magical trap that, say, goes off when a humanoid goes by, and the trapfinding protocol misses it.Treasure Search Protocol:Step 1: Activate Ring of X-Ray Vision (http://www.d20srd.org/srd/magicItems/rings.htm#xRayVision).
Step 2: Move to within a ten feet of every wall (including floor and ceiling) and object of interest (such as chests).
Step 3: Make note of anything that blocks X-Ray Vvision, or anything interesting noted through walls/floors/chests. Rocky:Name: Rocky
Description, Normal: A Large man in flowing blue robes, with arcane symbols stitched all over them. His shoes are white, with tufts of fur along the edges. His gloves are some of the most delicate deer hide available. He wears a conical hat, with stars and moons etched upon it. A long cloak covers his back, and there is a belt tied around his waist. A raven perches on his shoulder. (Spot DC 27 to note that it is false)
http://www.wizards.com/leaving.asp?url=/dnd/images/pc_portraits/280_11_D1W.jpg&origin=dnd_pc_20010828xDescription, True Seeing or Will Interaction DC 33: A Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG135.jpgPersonality: Never speaks, lets his familiar talk to the lesser beings around him. Casts all spells as Silent and Stilled. Keeps his familiar on his shoulder at all times.Dull Mechanics:Race: Stone Golem
Class: Stone Golem
Type: Construct
Alignment: TN
Size: Large
Height: 9'
Weight: 2,000 lbs
Eyes: Gray
Hair: None
Stats: 30/10/-/-/11/1 (16 HD stat boost to Str, 20 HD stat boost to Dex; otherwise, these are base stats)
HP: 145/145 (21d10+30, taking true average, rounding down after calculations)
DR: 10/adamantine
AC: 27 (10 base, -1 Size, +18 Natural): Touch 9, Flat-footed 27
Speed: 20
Saves: +7/+7/+7 (all base)
Attack: Slam +24 Melee for 2d10+10
Full Attack: 2 Slams +24 Melee for 2d10+10
Special Abilities: Construct Traits and Features, DR 10/Adamantine, Darkvision-60, Immunity to Magic, Low-light Vision, 18 natural armor, (16 and 20 HD stat boost to Dex, Str)Active Spell Effects: Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")

Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock, magically.Bulwinkle:Description, Normal:A black Raven, sitting on the shoulder of a Large man, dressed in flowing robes (Spot DC 27 to note it's not accurate)
Description, True Seeing or Will Interaction DC 33:This slightly transparent creature has a conical body, shaped something like a wind sock. It's ovid head disk contains an immense, toothed maw, and is surrounded by four clawed arms. It is hovering just over the shoulder of a Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.History: "I was rejected by my race for not conforming to the standards of behavior. I worship Heironeous, who they detested. I actively opposed the torturous practices of my people. And so I was ejected from my society in the most violent way possible by a people who enjoy torture ... and that was my salvation, as it wasn't long after that when disaster struck my people. I'd really rather not talk about it. Now I wander this plane, righting what wrongs I can."Dull Mechanics: Bulwinkle (http://www.myth-weavers.com/sheetview.php?sheetid=225097)
Alignment: LG
Current XP: 107510
Class: Phaerimm LA-2/Paladin-2/Ghost LA-5/Evolved Undead LA-6//Cleric-15
Race: Phaerimm/Ghost/Evolved Undead-6
Deity: Heironeous
Size: Tiny
Age: Ancient
Height: 1' 6
Weight: -
Eyes: black
Hair: None
Base stats: 8/13/10/12/17/18
Post-racial mods: 14/19/-/12/19/36
Level Up: 14/19/-/12/19/39
Post-items: 14/23/-/12/19/45

HP: 110/110 (15d12)
AC: Material Plane: 67 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +23 Deflection, +18 Monkish), Touch 59, Flat-Footed 61
AC: Ethereal Plane: 52 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +8 Natural, +18 Monkish), Touch 35, Flat-Footed 45
Saves: +31/+33/+35 (Base: 9/5/9; stat: +0/+6/+4; Resistance +5, Paladin +17)
Attack: Invisible Needle Reserve Feat (1d20+19 for 8d4) Force damage, Fiery Burst Reserve Feat (5-foot burst, Reflex DC 21 for half of 7d6 Fire), or Spells
Skills: Concentration +35 (18 ranks, +17 Cha), Knowledge(Religion)+19 (+1 Int, 18 ranks), Spellcraft +9 (+1 Int, 8 ranks), Speak Language (Cross-class, 5 ranks for 10 skill points)
Feats: 1: Heighten Spell (Player's Handbook), 2: Arcane Preparation (Complete Arcane), 3: Craft Wondrous Item (Player's Handbook), 4: Extend Spell (Player's Handbook), 5: Craft Magic Arms & Armor (Player's Handbook), 6: Dimensional Reach (Complete Mage), 7: Dimensional Jaunt (Complete Mage), 8: Summon Elemental(Complete Mage), 9: Invisible Needle (Complete Mage), 10: Persistent Spell (Complete Arcane), 11: Improved Unarmed Strike (Player's Handbook), 12: Ascetic Mage (Complete Adventurer), 13: Flyby Attack (Monster Manual), 14: Improved Turn Resistance (Libris Mortis), 15: Fiery Burst (Complete Mage)
Racial Features and Traits: Hatchling Phaerimm Racial Traits & Features: Aberration Type, Spells as a Sorcerer of Character level as spell-likes, Detect Magic, Flight, Feather Fall, Immunity to Polymorph and Petrification, SR 11, +2 Natural Armor, -6 Str, +6 Dex, +2 Wis, +2 Cha; Size: Tiny
Ghost Traits & Features: Undead Type, Con -, +4 Cha, Incorporeal, Rejuvination, Manifestation, Telekinesis, Malevolence; Natural Armor applies on Ethereal Plane (where Ghost is not Incorporeal)
Evolved Undead-6 traits & features: +6 Natural Armor, Deflection increases by 6, Six Spell-Like abilities (CL = HD), Fast Healing 3, +12 Str, +12 Cha
Undead Racial Traits: No Con, Darkvision-60, Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects, Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects, Cannot heal damage on its own if it has no Intelligence score (me has Int), although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score, Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless), Uses its Charisma modifier for Concentration checks, Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed, Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead, Undead do not breathe, eat, or sleep.
Aberration Features: (negligible)
Incorporeal Traits: An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature. An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus). An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect. An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.Good Domain: +1 Caster level for [Good] Spells
Law Domain: +1 Caster level for [Law] Spells
Paladin-2 Class Features: Aura of good, detect evil, smite evil 1/day, Divine grace, lay on hands
Cleric-15 Class Features: Turn Undead, Domains, Spells
Spells:Cleric (CL 15): 6/6+1/6+1/6+1/5+1/4+1/3+1/2+1/1+1; DC 14+Spell Level
Phaerim (CL 15): 6/11/10/10/10/10/9/7; DC 27+spell level
Evolved Undead (CL 15): 6 uses/day, permanent preparation.
(Clr-0): Create Water 0/2
(Clr-0): Light 0/3
(Clr-0): Mending 0/1
(Clr-1): Cure Light Wounds 0/6
(Clr-2): Cure Moderate Wounds 0/3
(Clr-2): Spiritual Weapon 0/3
(Clr-3): Invisibility Purge 0/3
(Clr-3): Remove Blindness/Deafness 0/1
(Clr-3): Remove Curse 0/1
(Clr-3): Remove Disease 0/1
(Clr-4): Dimensional Anchor 0/2
(Clr-4): Imbue with Spell Ability 0/3
(Clr-5): Spell Resistance 0/3
(Clr-5): Wall of Stone 0/1
(Clr-6): Antilife Shell 0/1
(Clr-6): Find the Path 0/1
(Clr-6): Heroes' Feast 0/1
(Clr-7): Heightened Flame Strike 0/1
(Clr-7): Restoration, Greater 0/1
(Clr-8): Summon Monster VIII 0/1
(Dom-1): Protection from Evil 0/1
(Dom-2): Calm Emotions 0/1
(Dom-3): Magic Circle Against Evil 0/1
(Dom-4): Holy Smite 0/1
(Dom-5): Dispel Evil 0/1
(Dom-6): Hold Monster 0/1
(Dom-7): Holy Word 0/1
(Dom-8): Heightened Blade Barrier 0/1
(EvUn): Greater Dispel Magic 0/2
(EvUn): Greater Invisibility 0/4
(Pha-0): Acid Splash
(Pha-0): Arcane Mark
(Pha-0): Dancing Lights
(Pha-0): Detect Poison
(Pha-0): Flare
(Pha-0): Prestidigitation
(Pha-0): Ray of Frost
(Pha-0): Read Magic
(Pha-0): Resistance
(Pha-1): Disguise Self
(Pha-1): Floating Disk
(Pha-1): Mage Armor
(Pha-1): Shield
(Pha-1): Unseen Servant
(Pha-2): Glitterdust
(Pha-2): Misdirection
(Pha-2): See Invisibility
(Pha-2): Spectral Hand
(Pha-2): Web
(Pha-3): Slow
(Pha-3): Haste
(Pha-3): Stinking Cloud
(Pha-3): Tongues
(Pha-4): Black Tentacles
(Pha-4): Dimension Door
(Pha-4): Polymorph
(Pha-4): Solid Fog
(Pha-5): Mage's Private Sanctum
(Pha-5): Seeming
(Pha-5): Teleport
(Pha-5): Transmude Mud to Rock
(Pha-6): Analyze Dweomer
(Pha-6): Chain Lightning
(Pha-6): Mass Suggestion
(Pha-7): Limited Wish
(Pha-7): Mage's Magnificient MansionStandard Preparations Every Evening:Cast Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")
Cast Persistent Shield (CL 15)
Cast Extended Mage Armor (CL 15) on self
Cast Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock.
Cast Heightened Extended Misdirection (CL 15, Will DC 33) so construct registers as a rock.
Cast Magnificient Mansion.
Go inside Mansion (with Construct), cast Mage's Private Sanctum to cover the place up.Items:Stone Golem (Crafted, Advaned to 21 hit dice: 67,500 gp + 4,800 xp)
Ring of Evasion (25k gp; DMG) Left Claw
Ring of X-Ray Vision (25k gp; DMG) Right Claw
Monk's Belt (13k gp; DMG) Waist
Vest of Resistance+5 (12.5k gp, 1,000 xp; Magic Item Compendium) Torso
Cloak of Charisma+6 (18k gp, 1,440 xp; DMG) Shoulders
Portable Hole (20k gp; DMG) Pocket (Rocky's)
Gloves of Dexterity+4 (16k gp; DMG) Claws
Spell Components Pouch (5 gp; PHB) Belt
Spell Components Pouch *3 (3*5 gp; PHB) Portable Hole
Silver Holy Symbol (25 gp; PHB) Neck
Silver Holy Symbol *3 (3*25 gp; PHB) Portable Hole
188 Platinum Pieces (portable hole)
825 gp: Magic Credit (Cash, sort of)
"Fate Tokens" *2Languages:Common, Ignan, Aquan, Terran, Auran, Undercommon, Drow Sign, PhaerimSources Used:PHB, DMG, MMI, Libris Mortis, Lost Empires of Faerun, Complete Mage, Complete Adventurer, Complete Arcane

Arudin
2010-08-08, 10:02 PM
Raginmund

'Which one do you want?' Raginmund signs to Bullwinkle. He then glares at the ogres in a menacing fashion while snarling and gesturing at the squid monsters.

Actions
Use intimidate on the ogres at A8 and O8. [roll0]

Archdeacon GX
2010-08-10, 12:40 AM
Garathor

Once more, the Stone Giant activates his harpoon, and it grows in his hand. With that, he waits, not wanting to start an unnecessary fight.

Actions:
Swift Action: Activate Sizing property (colossal final size)

Side note: How many rounds have passed since the first round of combat? I'm pretty sure that's when Garathor took his Potion of Enlarge Person, and it lasts for 50 rounds, so I'm just making sure it's still in effect.

Chambers
2010-08-10, 03:01 PM
Kenneth

Waiting to see the ogres response to his companions calls, Kenneth smiles. "Head a bard once talk about light breaking through a window...didn't expect he meant these fellas."



HP: 159
AC: 33 (+13 armor, +9 shield, +1 dex, +3 nat +1 haste, -4 Robilars Gambit), touch 12, flat 33
Saves: Fort +28, Reflex +24, Will +27

Speed: 50ft (from Haste)

Spells Active Superior Resistance, Greater Magic Weapon, True Seeing, Mass Conviction, Healing Lorecall, Comprehend Languages, Mass Resist Energy (Fire 30), Haste
Stance Active Aura of Triumph
Maneuvers Readied Earthquake Strike, Ancient Mountain Hammer, Rallying Strike, Mountain Avalanche, Shadow Blink, Wall of Blades
Maneuvers Granted Earthquake Strike, Ancient Mountain Hammer, Rallying Strike, Mountain Avalanche, Shadow Blink, Wall of Blades

Maneuvers will re-fresh next round.

Cadian 9th
2010-08-11, 01:21 AM
You guys win Ini.

Rocky and Bullwinkle manage to convince two ogres to follow them. " Me, and me other fred, Friend. Squid squishy! "

Raginmund also intimidates two ogres to follow him. " Pleas Boss, don hart me! "

Combat rounds, I'll say 10.

So the ogres are now under your control, Kenneth, go for it!

Chambers
2010-08-11, 12:49 PM
Kenneth

"Always nice to work together for a change." Kenneth says as he hustles into the room, nodding to the ogres.


Double Move Action: Move to 6G


HP: 159
AC: 33 (+13 armor, +9 shield, +1 dex, +3 nat +1 haste, -4 Robilars Gambit), touch 12, flat 33
Saves: Fort +28, Reflex +24, Will +27

Speed: 50ft (from Haste)

Spells Active Superior Resistance, Greater Magic Weapon, True Seeing, Mass Conviction, Healing Lorecall, Comprehend Languages, Mass Resist Energy (Fire 30), Haste
Stance Active Aura of Triumph
Maneuvers Readied (1)Earthquake Strike, (2)Ancient Mountain Hammer, (3)Rallying Strike, (4)Mountain Avalanche, (5)Shadow Blink, (6)Wall of Blades
Maneuvers Granted Ancient Mountain Hammer, Mountain Avalanche, Shadow Blink, Wall of Blades

First four rolls that aren't duplicate.
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]
[roll7]
[roll8]

Jack_Simth
2010-08-11, 05:02 PM
(I noticed you've got the ogres occupying a 2x2 section each on the map - are those 5-foot squares (ogres are Large, as standard), or ten-foot squares (putting the ogres as ....Gargantuan?)? Makes quite the difference for the guy with a 50-foot move, possibly charging, possibly not... and for when I see about casting Wall of Stone, later on)

Cadian 9th
2010-08-11, 06:21 PM
All squares are 5ft squares as standard. This means that the ogres are large creatures.

Chambers
2010-08-11, 09:46 PM
I assumed the squares were 10ft as well. Revising turn.


Kenneth

"Those squishies don't know what's comin'!" Kenneth shouts as he barrels into the room, running full speed at the weird frog squid hybrids. His legs pumping furiously he careens into the first hybrid and then bounces off and smashes into the next two.


Initiating Mountain Avalanche (move double my speed, Trample any enemies whose square I enter)

Hit the hybrids in 1F, 1I, then 1K. Stop in square 1L.

Each takes [roll0], no save.

Location: 1L

HP: 159
AC: 33 (+13 armor, +9 shield, +1 dex, +3 nat +1 haste, -4 Robilars Gambit), touch 12, flat 33
Saves: Fort +28, Reflex +24, Will +27

Speed: 50ft (from Haste)

Spells Active Superior Resistance, Greater Magic Weapon, True Seeing, Mass Conviction, Healing Lorecall, Comprehend Languages, Mass Resist Energy (Fire 30), Haste
Stance Active Aura of Triumph
Maneuvers Readied (1)Earthquake Strike, (2)Ancient Mountain Hammer, (3)Rallying Strike, (4)Mountain Avalanche, (5)Shadow Blink, (6)Wall of Blades
Maneuvers Granted Ancient Mountain Hammer, Mountain Avalanche, Shadow Blink, Wall of Blades

Archdeacon GX
2010-08-11, 10:04 PM
Garathor

As the battle begins, Garathor immediately grips his enormous harpoon in both hands and hurls it powerfully at the leftmost creature with a grunt of effort.

Full-Round Action: Two-Handed Hurl Tricks: Meteor Strike and Overburdened Heave.
Attack: [roll0]
Damage: [roll1] Piercing and [roll2] Electricity.
If it hits, the creature will have to make a Reflex save of at least (Damage)+10 or get the Harpoon lodged in them. If it's lodged, they can remove it with a Full Round Action (and take the damage it originally dealt all over again) or a DC 15 Heal check...I think you know the drill by now. :smalltongue:

Cadian 9th
2010-08-14, 11:53 PM
The Squid heads are trampled quite througly. In fact, they take damage!

Then, Garathor's harpoon cuts one down instantly. The thing stands fixed to the wall, quite dead. Garathor feels 1000gp earned.

Now it is the Ogre turn. Two new, unaligned ogres pop up at the windows. What do you guys do with your new minions? :smallbiggrin:

Jack_Simth
2010-08-15, 12:49 AM
Ogres 1&2

(Assuming these are stock MM ogres, for now, they'll probably be fairly useless, but oh well....)

The two ogres nearest the surviving squids charge in to the fray, outmatched, but not quite bright enough to realize it. Still, they know to go after the live one that's not already being trampled to death... and incidentally, the first yields a flank for the second as they go in, great clubs swinging.

Charge! Both targetting the same one... whichever is alive and not immediately under threat from the charger. That's Greatclub: [roll0] for [roll1] for the first, and [roll2] for [roll3] for the second (includes charging and flanking bonus).

Cadian 9th
2010-08-16, 06:49 PM
DM

One ogre's club hits a squid head thing, making a satisfying squelch. The thing hisses with anger.

What do the other Ogres do! :smallbiggrin:

Arudin
2010-08-16, 09:19 PM
With the entrance of four new enemies, Raginmund howls.

Ogres 3 and 4

The two ogres that are following him seem to get the message. They turn on the enemy that has entered through the nearest window, and begin to attack him.


Ogre 3:
Attack: [roll0]
Damage: [roll1]

Ogre 4:
Attack: [roll2]
Damage: [roll3]

Cadian 9th
2010-08-18, 10:51 PM
DM

The two ogres fail to hit anything... In response the Squid heads (all two of them) glance at all ogres,

DM Notes
[roll0] for 3 and 4. Charm the others.

One orb floats through briefly. " he's coming! The big one! " It says, winking out.

EDIT
And 3 and 4 simply laugh at the Squid heads. However 5,6,7,8 all are now on the Squid heads team!

Your turn again.

DM Notes:
Move: Demoralise, Standard Ready mind blast.

Jack_Simth
2010-08-19, 06:55 AM
Rocky & Bullwinkle

Rocky runs up to the squid that's not immediately surrounded at his annoyingly plodding pace, while Bullwinkle follows most of the way, and then lets loose a blast of lightning that first hits the injured squidling, and then arcs to all opponents within 30 feet of the injured squidling. "It's just shocking what a familiar can do at times, isn't it?"

Meanwhile, the two ogres continue pounding away on the nearest squid-face, moving to the remaining one if the lightning takes down the first....

DM:

Rocky: Full Round: Run up to one of the squid... not the one that Bullwinkle is setting as the primary. 80 feet, should get him across the room.
Bullwinkle: Move (60 feet, thanks to the long-running Haste) into the room, cast Chain Lightning (http://www.d20srd.org/srd/spells/chainLightning.htm). Base Damage: [roll0]. SR penetration: [roll1]. Reflex DC 33 Half, for both Primary and Secondary targets.

Ogre 1: Greatclub [roll2] for [roll3] (includes Flanking/Charging bonus, as appropriate)
Ogre 2: Greatclub [roll4] for [roll5] (includes Flanking/Charging bonus, as appropriate)

Current Status (post-actions):
Rocky: HP: 145/145, AC 27 (T 9, FF 27), saves +7/+7/+7 (+0 init mod),
Bullwinkle: HP: 110/110, AC: 67 (T 59, FF 61), saves +31/+33/+35 (+6 init mod) +1 Reflex save, AC, and to-hit from Haste beyond what's listed
Active Spells:Extended Haste (CL 15, 21 rounds remain) on Bullwinkle (Rocky being Immune)
Spectral Hand (CL 15, 145 rounds remain after actions); 4 HP, incorporeal, AC 23
Persistent Shield (CL 15) on Bullwinkle
Extended Mage Armor (CL 15) on Bullwinkle
Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock (Bullwinkle)
Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock (Rocky)
Heightened Extended Seeming (CL 15, Will DC 33) to seem like a Large Wizard and a raven familiar, rather than as a Stone Golem and a transparent wind-sock with claws and teeth (Rocky & Bullwinkle, respectively, but it's a single casting)
See Invisibility (Permanent): CL 15

Spontaneous Available Spells:Phaerim (CL 15): 6/11/8/10/9/9/6/6; DC 27+spell levelProtocols (long strings of actions that are liable to be repeated a LOT, for purposes of handling things normally done with skill checks)
Trap Protocol:Step 1: Use Detect Magic (it's an At-Will ability) to check all directions - Up, Down, North, South, East, West; for the full three rounds to learn strength and location of all magic auras.
Step 2: Use the Summon Elemental Reserve Feat to Summon an Elemental. Use the actual languages of the elementals to go everywhere in that sixty-foot range (it vanishes at the end of the elemental's turn if it's not within 30 feet of Rocky & Bullwinkle, but it can travel outside that range for a time, and it's just a standard action to summon one). Make sure one elemental of each of the four types (Air, Earth, Fire, Water) steps on each square in that very large area at least once.
Step 3: Send an elemental of each type to longest possible range along intended path of travel (on a straight away, that's 430 feet for an Air elemental - Summon at 30 foot range, Run action for 400 feet due to 100 foot speed; 230 feet around corners on a double-move rather than Run - 110 or 70 feet for an Earth or Water elemental, 230 or 130 feet for a Fire elemental)
Step 4: Observe results
Step 5: If nothing happens, move appropriately.
Step 6: If something needs manipulation, use Telekinesis to do it.
Step 7: If a trap needs to be destroyed, kill it with one of: Fiery Burst Reserve Feat, Invisible Needle Reserve Feat, repeated Charging Bash attempts from Elementals, or other means as appropriate to the situation (please post what happens to the elementals, where the blast seems to come from, and I'll post a response to the trap).

Time Analysis:In an open area, this checks everything within 60 feet (approximately 450 5-foot squares) in about 96 rounds (math of that is long and convoluted; not included here; all but the first 18 rounds of which is directly proportional to the number of squares that need to be checked). About four times as fast as a dedicated Rogue searching the entire area for traps.

Along a hallway, this checks 60 feet (limit of Detect Magic - 12 five-foot squares long) in a ten-foot wide swath (width of the Large Elementals - two five-foot squares wide) in 7 rounds (three for Detect Magic forward, one for a double move or Run from each elemental); almost twice as fast as a dedicated Rogue searching for traps.Classes of trap that bypass trap-finding protocol:Class 1: Alarm, Summon, and Pathblocking traps: The Trap-Finding protocol locates them, but it doesn't matter - the alarm still goes off, the Summoned critter still attacks, the path is still blocked.
Class 2: Nonmagical intelligent traps (aka, the Kobold watching through a peephole, choosing whether or not to pull on the rope that collapses the ceiling): An intelligent entity is capable of recognizing that the swarm of elementals is chaff, intended for no purpose other than to trigger traps ... and so not pull the rope until something other than an elemental comes by. But then, not all intelligent critters will figure that out, instead triggering the effect after the first elemental ... or triggering it at the first elemental, but letting the others go by until something else happens along, if the trap is auto-reset.
Class 3: Discriminatory magical traps that avoid detection. There's a 1st level spell - Magic Aura - that completely stymies Detect Magic. Use that on a magical trap that, say, goes off when a humanoid goes by, and the trapfinding protocol misses it.Treasure Search Protocol:Step 1: Activate Ring of X-Ray Vision (http://www.d20srd.org/srd/magicItems/rings.htm#xRayVision).
Step 2: Move to within a ten feet of every wall (including floor and ceiling) and object of interest (such as chests).
Step 3: Make note of anything that blocks X-Ray Vvision, or anything interesting noted through walls/floors/chests. Rocky:Name: Rocky
Description, Normal: A Large man in flowing blue robes, with arcane symbols stitched all over them. His shoes are white, with tufts of fur along the edges. His gloves are some of the most delicate deer hide available. He wears a conical hat, with stars and moons etched upon it. A long cloak covers his back, and there is a belt tied around his waist. A raven perches on his shoulder. (Spot DC 27 to note that it is false)
http://www.wizards.com/leaving.asp?url=/dnd/images/pc_portraits/280_11_D1W.jpg&origin=dnd_pc_20010828xDescription, True Seeing or Will Interaction DC 33: A Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG135.jpgPersonality: Never speaks, lets his familiar talk to the lesser beings around him. Casts all spells as Silent and Stilled. Keeps his familiar on his shoulder at all times.Dull Mechanics:Race: Stone Golem
Class: Stone Golem
Type: Construct
Alignment: TN
Size: Large
Height: 9'
Weight: 2,000 lbs
Eyes: Gray
Hair: None
Stats: 30/10/-/-/11/1 (16 HD stat boost to Str, 20 HD stat boost to Dex; otherwise, these are base stats)
HP: 145/145 (21d10+30, taking true average, rounding down after calculations)
DR: 10/adamantine
AC: 27 (10 base, -1 Size, +18 Natural): Touch 9, Flat-footed 27
Speed: 20
Saves: +7/+7/+7 (all base)
Attack: Slam +24 Melee for 2d10+10
Full Attack: 2 Slams +24 Melee for 2d10+10
Special Abilities: Construct Traits and Features, DR 10/Adamantine, Darkvision-60, Immunity to Magic, Low-light Vision, 18 natural armor, (16 and 20 HD stat boost to Dex, Str)Active Spell Effects: Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")

Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock, magically.Bulwinkle:Description, Normal:A black Raven, sitting on the shoulder of a Large man, dressed in flowing robes (Spot DC 27 to note it's not accurate)
Description, True Seeing or Will Interaction DC 33:This slightly transparent creature has a conical body, shaped something like a wind sock. It's ovid head disk contains an immense, toothed maw, and is surrounded by four clawed arms. It is hovering just over the shoulder of a Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.History: "I was rejected by my race for not conforming to the standards of behavior. I worship Heironeous, who they detested. I actively opposed the torturous practices of my people. And so I was ejected from my society in the most violent way possible by a people who enjoy torture ... and that was my salvation, as it wasn't long after that when disaster struck my people. I'd really rather not talk about it. Now I wander this plane, righting what wrongs I can."Dull Mechanics: Bulwinkle (http://www.myth-weavers.com/sheetview.php?sheetid=225097)
Alignment: LG
Current XP: 107510
Class: Phaerimm LA-2/Paladin-2/Ghost LA-5/Evolved Undead LA-6//Cleric-15
Race: Phaerimm/Ghost/Evolved Undead-6
Deity: Heironeous
Size: Tiny
Age: Ancient
Height: 1' 6
Weight: -
Eyes: black
Hair: None
Base stats: 8/13/10/12/17/18
Post-racial mods: 14/19/-/12/19/36
Level Up: 14/19/-/12/19/39
Post-items: 14/23/-/12/19/45

HP: 110/110 (15d12)
AC: Material Plane: 67 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +23 Deflection, +18 Monkish), Touch 59, Flat-Footed 61
AC: Ethereal Plane: 52 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +8 Natural, +18 Monkish), Touch 35, Flat-Footed 45
Saves: +31/+33/+35 (Base: 9/5/9; stat: +0/+6/+4; Resistance +5, Paladin +17)
Attack: Invisible Needle Reserve Feat (1d20+19 for 8d4) Force damage, Fiery Burst Reserve Feat (5-foot burst, Reflex DC 21 for half of 7d6 Fire), or Spells
Skills: Concentration +35 (18 ranks, +17 Cha), Knowledge(Religion)+19 (+1 Int, 18 ranks), Spellcraft +9 (+1 Int, 8 ranks), Speak Language (Cross-class, 5 ranks for 10 skill points)
Feats: 1: Heighten Spell (Player's Handbook), 2: Arcane Preparation (Complete Arcane), 3: Craft Wondrous Item (Player's Handbook), 4: Extend Spell (Player's Handbook), 5: Craft Magic Arms & Armor (Player's Handbook), 6: Dimensional Reach (Complete Mage), 7: Dimensional Jaunt (Complete Mage), 8: Summon Elemental(Complete Mage), 9: Invisible Needle (Complete Mage), 10: Persistent Spell (Complete Arcane), 11: Improved Unarmed Strike (Player's Handbook), 12: Ascetic Mage (Complete Adventurer), 13: Flyby Attack (Monster Manual), 14: Improved Turn Resistance (Libris Mortis), 15: Fiery Burst (Complete Mage)
Racial Features and Traits: Hatchling Phaerimm Racial Traits & Features: Aberration Type, Spells as a Sorcerer of Character level as spell-likes, Detect Magic, Flight, Feather Fall, Immunity to Polymorph and Petrification, SR 11, +2 Natural Armor, -6 Str, +6 Dex, +2 Wis, +2 Cha; Size: Tiny
Ghost Traits & Features: Undead Type, Con -, +4 Cha, Incorporeal, Rejuvination, Manifestation, Telekinesis, Malevolence; Natural Armor applies on Ethereal Plane (where Ghost is not Incorporeal)
Evolved Undead-6 traits & features: +6 Natural Armor, Deflection increases by 6, Six Spell-Like abilities (CL = HD), Fast Healing 3, +12 Str, +12 Cha
Undead Racial Traits: No Con, Darkvision-60, Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects, Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects, Cannot heal damage on its own if it has no Intelligence score (me has Int), although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score, Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless), Uses its Charisma modifier for Concentration checks, Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed, Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead, Undead do not breathe, eat, or sleep.
Aberration Features: (negligible)
Incorporeal Traits: An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature. An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus). An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect. An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.Good Domain: +1 Caster level for [Good] Spells
Law Domain: +1 Caster level for [Law] Spells
Paladin-2 Class Features: Aura of good, detect evil, smite evil 1/day, Divine grace, lay on hands
Cleric-15 Class Features: Turn Undead, Domains, Spells
Spells:Cleric (CL 15): 6/6+1/6+1/6+1/5+1/4+1/3+1/2+1/1+1; DC 14+Spell Level
Phaerim (CL 15): 6/11/10/10/10/10/9/7; DC 27+spell level
Evolved Undead (CL 15): 6 uses/day, permanent preparation.
(Clr-0): Create Water 0/2
(Clr-0): Light 0/3
(Clr-0): Mending 0/1
(Clr-1): Cure Light Wounds 0/6
(Clr-2): Cure Moderate Wounds 0/3
(Clr-2): Spiritual Weapon 0/3
(Clr-3): Invisibility Purge 0/3
(Clr-3): Remove Blindness/Deafness 0/1
(Clr-3): Remove Curse 0/1
(Clr-3): Remove Disease 0/1
(Clr-4): Dimensional Anchor 0/2
(Clr-4): Imbue with Spell Ability 0/3
(Clr-5): Spell Resistance 0/3
(Clr-5): Wall of Stone 0/1
(Clr-6): Antilife Shell 0/1
(Clr-6): Find the Path 0/1
(Clr-6): Heroes' Feast 0/1
(Clr-7): Heightened Flame Strike 0/1
(Clr-7): Restoration, Greater 0/1
(Clr-8): Summon Monster VIII 0/1
(Dom-1): Protection from Evil 0/1
(Dom-2): Calm Emotions 0/1
(Dom-3): Magic Circle Against Evil 0/1
(Dom-4): Holy Smite 0/1
(Dom-5): Dispel Evil 0/1
(Dom-6): Hold Monster 0/1
(Dom-7): Holy Word 0/1
(Dom-8): Heightened Blade Barrier 0/1
(EvUn): Greater Dispel Magic 0/2
(EvUn): Greater Invisibility 0/4
(Pha-0): Acid Splash
(Pha-0): Arcane Mark
(Pha-0): Dancing Lights
(Pha-0): Detect Poison
(Pha-0): Flare
(Pha-0): Prestidigitation
(Pha-0): Ray of Frost
(Pha-0): Read Magic
(Pha-0): Resistance
(Pha-1): Disguise Self
(Pha-1): Floating Disk
(Pha-1): Mage Armor
(Pha-1): Shield
(Pha-1): Unseen Servant
(Pha-2): Glitterdust
(Pha-2): Misdirection
(Pha-2): See Invisibility
(Pha-2): Spectral Hand
(Pha-2): Web
(Pha-3): Slow
(Pha-3): Haste
(Pha-3): Stinking Cloud
(Pha-3): Tongues
(Pha-4): Black Tentacles
(Pha-4): Dimension Door
(Pha-4): Polymorph
(Pha-4): Solid Fog
(Pha-5): Mage's Private Sanctum
(Pha-5): Seeming
(Pha-5): Teleport
(Pha-5): Transmude Mud to Rock
(Pha-6): Analyze Dweomer
(Pha-6): Chain Lightning
(Pha-6): Mass Suggestion
(Pha-7): Limited Wish
(Pha-7): Mage's Magnificient MansionStandard Preparations Every Evening:Cast Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")
Cast Persistent Shield (CL 15)
Cast Extended Mage Armor (CL 15) on self
Cast Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock.
Cast Heightened Extended Misdirection (CL 15, Will DC 33) so construct registers as a rock.
Cast Magnificient Mansion.
Go inside Mansion (with Construct), cast Mage's Private Sanctum to cover the place up.Items:Stone Golem (Crafted, Advaned to 21 hit dice: 67,500 gp + 4,800 xp)
Ring of Evasion (25k gp; DMG) Left Claw
Ring of X-Ray Vision (25k gp; DMG) Right Claw
Monk's Belt (13k gp; DMG) Waist
Vest of Resistance+5 (12.5k gp, 1,000 xp; Magic Item Compendium) Torso
Cloak of Charisma+6 (18k gp, 1,440 xp; DMG) Shoulders
Portable Hole (20k gp; DMG) Pocket (Rocky's)
Gloves of Dexterity+4 (16k gp; DMG) Claws
Spell Components Pouch (5 gp; PHB) Belt
Spell Components Pouch *3 (3*5 gp; PHB) Portable Hole
Silver Holy Symbol (25 gp; PHB) Neck
Silver Holy Symbol *3 (3*25 gp; PHB) Portable Hole
188 Platinum Pieces (portable hole)
825 gp: Magic Credit (Cash, sort of)
"Fate Tokens" *2Languages:Common, Ignan, Aquan, Terran, Auran, Undercommon, Drow Sign, PhaerimSources Used:PHB, DMG, MMI, Libris Mortis, Lost Empires of Faerun, Complete Mage, Complete Adventurer, Complete Arcane

Cadian 9th
2010-08-25, 10:40 PM
Through Rocky and Bullwinkle's actions, both of the remaining MINDFLAYERS die. Jack gets 2000gp.

The remaning enemy ogres remain, so you know. and there's a big bad coming. :smallbiggrin:

Cadian 9th
2010-08-26, 09:01 PM
Yeah, guys, that means you attack the remaining Ogres, it's okay to go! :smallbiggrin:

Archdeacon GX
2010-08-26, 09:49 PM
Garathor

The giant cracks his knuckles and charges at the nearest Ogre! He doesn't even bother drawing his sword.

Full-Round Action: CHAAAAAAARGE!
Grapple attempt: [roll0]
Or, if you can't make a grapple attempt as part of a charge, a regular attack: [roll1] and damage: [roll2]

EDIT: I just now remembered you have to hit with an attack before making it a grapple attempt, so let's just use the attack roll from the second scenario there for that, if that's okay.

Cadian 9th
2010-08-29, 12:57 AM
lol, nicely done. You pulp the ogre with nothing less than total nuclear awsome.

Ogres 3 and 4 take down another, and suddenly they all clutch their heads with moans... Make a will save, everyone! And Know(Dungeoneering) checks.

Oh, and Arudin gets 500gp. Garathor gets 500gp as well.

DM Notes

Hah!

Using mindblast, woo. On EVERYONE AT ONCE!

Archdeacon GX
2010-08-29, 01:54 AM
Garathor's Will

[roll0]

Garathor drops to his knees, clutching at his head.

Jack_Simth
2010-08-29, 09:34 AM
Rocky & Bullwinkle


DM:

Actions: None; this is reactive.

Oh, and do I see anything under the Permanent See Invisibility I put up a room or two ago?

Rocky Will (Likely doesn't apply, what with the construct immunities, but eh): [roll0]
Bullwinkle Will (Likely doesn't apply, what with the Undead Immunites, but eh): [roll1]

Current Status:
Rocky: HP: 145/145, AC 27 (T 9, FF 27), saves +7/+7/+7 (+0 init mod),
Bullwinkle: HP: 110/110, AC: 67 (T 59, FF 61), saves +31/+33/+35 (+6 init mod) +1 Reflex save, AC, and to-hit from Haste beyond what's listed
Active Spells:Extended Haste (CL 15, 21 rounds remain) on Bullwinkle (Rocky being Immune)
Spectral Hand (CL 15, 145 rounds remain after actions); 4 HP, incorporeal, AC 23
Persistent Shield (CL 15) on Bullwinkle
Extended Mage Armor (CL 15) on Bullwinkle
Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock (Bullwinkle)
Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock (Rocky)
Heightened Extended Seeming (CL 15, Will DC 33) to seem like a Large Wizard and a raven familiar, rather than as a Stone Golem and a transparent wind-sock with claws and teeth (Rocky & Bullwinkle, respectively, but it's a single casting)
See Invisibility (Permanent): CL 15

Spontaneous Available Spells:Phaerim (CL 15): 6/11/8/10/9/9/6/6; DC 27+spell levelProtocols (long strings of actions that are liable to be repeated a LOT, for purposes of handling things normally done with skill checks)
Trap Protocol:Step 1: Use Detect Magic (it's an At-Will ability) to check all directions - Up, Down, North, South, East, West; for the full three rounds to learn strength and location of all magic auras.
Step 2: Use the Summon Elemental Reserve Feat to Summon an Elemental. Use the actual languages of the elementals to go everywhere in that sixty-foot range (it vanishes at the end of the elemental's turn if it's not within 30 feet of Rocky & Bullwinkle, but it can travel outside that range for a time, and it's just a standard action to summon one). Make sure one elemental of each of the four types (Air, Earth, Fire, Water) steps on each square in that very large area at least once.
Step 3: Send an elemental of each type to longest possible range along intended path of travel (on a straight away, that's 430 feet for an Air elemental - Summon at 30 foot range, Run action for 400 feet due to 100 foot speed; 230 feet around corners on a double-move rather than Run - 110 or 70 feet for an Earth or Water elemental, 230 or 130 feet for a Fire elemental)
Step 4: Observe results
Step 5: If nothing happens, move appropriately.
Step 6: If something needs manipulation, use Telekinesis to do it.
Step 7: If a trap needs to be destroyed, kill it with one of: Fiery Burst Reserve Feat, Invisible Needle Reserve Feat, repeated Charging Bash attempts from Elementals, or other means as appropriate to the situation (please post what happens to the elementals, where the blast seems to come from, and I'll post a response to the trap).

Time Analysis:In an open area, this checks everything within 60 feet (approximately 450 5-foot squares) in about 96 rounds (math of that is long and convoluted; not included here; all but the first 18 rounds of which is directly proportional to the number of squares that need to be checked). About four times as fast as a dedicated Rogue searching the entire area for traps.

Along a hallway, this checks 60 feet (limit of Detect Magic - 12 five-foot squares long) in a ten-foot wide swath (width of the Large Elementals - two five-foot squares wide) in 7 rounds (three for Detect Magic forward, one for a double move or Run from each elemental); almost twice as fast as a dedicated Rogue searching for traps.Classes of trap that bypass trap-finding protocol:Class 1: Alarm, Summon, and Pathblocking traps: The Trap-Finding protocol locates them, but it doesn't matter - the alarm still goes off, the Summoned critter still attacks, the path is still blocked.
Class 2: Nonmagical intelligent traps (aka, the Kobold watching through a peephole, choosing whether or not to pull on the rope that collapses the ceiling): An intelligent entity is capable of recognizing that the swarm of elementals is chaff, intended for no purpose other than to trigger traps ... and so not pull the rope until something other than an elemental comes by. But then, not all intelligent critters will figure that out, instead triggering the effect after the first elemental ... or triggering it at the first elemental, but letting the others go by until something else happens along, if the trap is auto-reset.
Class 3: Discriminatory magical traps that avoid detection. There's a 1st level spell - Magic Aura - that completely stymies Detect Magic. Use that on a magical trap that, say, goes off when a humanoid goes by, and the trapfinding protocol misses it.Treasure Search Protocol:Step 1: Activate Ring of X-Ray Vision (http://www.d20srd.org/srd/magicItems/rings.htm#xRayVision).
Step 2: Move to within a ten feet of every wall (including floor and ceiling) and object of interest (such as chests).
Step 3: Make note of anything that blocks X-Ray Vvision, or anything interesting noted through walls/floors/chests. Rocky:Name: Rocky
Description, Normal: A Large man in flowing blue robes, with arcane symbols stitched all over them. His shoes are white, with tufts of fur along the edges. His gloves are some of the most delicate deer hide available. He wears a conical hat, with stars and moons etched upon it. A long cloak covers his back, and there is a belt tied around his waist. A raven perches on his shoulder. (Spot DC 27 to note that it is false)
http://www.wizards.com/leaving.asp?url=/dnd/images/pc_portraits/280_11_D1W.jpg&origin=dnd_pc_20010828xDescription, True Seeing or Will Interaction DC 33: A Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG135.jpgPersonality: Never speaks, lets his familiar talk to the lesser beings around him. Casts all spells as Silent and Stilled. Keeps his familiar on his shoulder at all times.Dull Mechanics:Race: Stone Golem
Class: Stone Golem
Type: Construct
Alignment: TN
Size: Large
Height: 9'
Weight: 2,000 lbs
Eyes: Gray
Hair: None
Stats: 30/10/-/-/11/1 (16 HD stat boost to Str, 20 HD stat boost to Dex; otherwise, these are base stats)
HP: 145/145 (21d10+30, taking true average, rounding down after calculations)
DR: 10/adamantine
AC: 27 (10 base, -1 Size, +18 Natural): Touch 9, Flat-footed 27
Speed: 20
Saves: +7/+7/+7 (all base)
Attack: Slam +24 Melee for 2d10+10
Full Attack: 2 Slams +24 Melee for 2d10+10
Special Abilities: Construct Traits and Features, DR 10/Adamantine, Darkvision-60, Immunity to Magic, Low-light Vision, 18 natural armor, (16 and 20 HD stat boost to Dex, Str)Active Spell Effects: Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")

Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock, magically.Bulwinkle:Description, Normal:A black Raven, sitting on the shoulder of a Large man, dressed in flowing robes (Spot DC 27 to note it's not accurate)
Description, True Seeing or Will Interaction DC 33:This slightly transparent creature has a conical body, shaped something like a wind sock. It's ovid head disk contains an immense, toothed maw, and is surrounded by four clawed arms. It is hovering just over the shoulder of a Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.History: "I was rejected by my race for not conforming to the standards of behavior. I worship Heironeous, who they detested. I actively opposed the torturous practices of my people. And so I was ejected from my society in the most violent way possible by a people who enjoy torture ... and that was my salvation, as it wasn't long after that when disaster struck my people. I'd really rather not talk about it. Now I wander this plane, righting what wrongs I can."Dull Mechanics: Bulwinkle (http://www.myth-weavers.com/sheetview.php?sheetid=225097)
Alignment: LG
Current XP: 107510
Class: Phaerimm LA-2/Paladin-2/Ghost LA-5/Evolved Undead LA-6//Cleric-15
Race: Phaerimm/Ghost/Evolved Undead-6
Deity: Heironeous
Size: Tiny
Age: Ancient
Height: 1' 6
Weight: -
Eyes: black
Hair: None
Base stats: 8/13/10/12/17/18
Post-racial mods: 14/19/-/12/19/36
Level Up: 14/19/-/12/19/39
Post-items: 14/23/-/12/19/45

HP: 110/110 (15d12)
AC: Material Plane: 67 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +23 Deflection, +18 Monkish), Touch 59, Flat-Footed 61
AC: Ethereal Plane: 52 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +8 Natural, +18 Monkish), Touch 35, Flat-Footed 45
Saves: +31/+33/+35 (Base: 9/5/9; stat: +0/+6/+4; Resistance +5, Paladin +17)
Attack: Invisible Needle Reserve Feat (1d20+19 for 8d4) Force damage, Fiery Burst Reserve Feat (5-foot burst, Reflex DC 21 for half of 7d6 Fire), or Spells
Skills: Concentration +35 (18 ranks, +17 Cha), Knowledge(Religion)+19 (+1 Int, 18 ranks), Spellcraft +9 (+1 Int, 8 ranks), Speak Language (Cross-class, 5 ranks for 10 skill points)
Feats: 1: Heighten Spell (Player's Handbook), 2: Arcane Preparation (Complete Arcane), 3: Craft Wondrous Item (Player's Handbook), 4: Extend Spell (Player's Handbook), 5: Craft Magic Arms & Armor (Player's Handbook), 6: Dimensional Reach (Complete Mage), 7: Dimensional Jaunt (Complete Mage), 8: Summon Elemental(Complete Mage), 9: Invisible Needle (Complete Mage), 10: Persistent Spell (Complete Arcane), 11: Improved Unarmed Strike (Player's Handbook), 12: Ascetic Mage (Complete Adventurer), 13: Flyby Attack (Monster Manual), 14: Improved Turn Resistance (Libris Mortis), 15: Fiery Burst (Complete Mage)
Racial Features and Traits: Hatchling Phaerimm Racial Traits & Features: Aberration Type, Spells as a Sorcerer of Character level as spell-likes, Detect Magic, Flight, Feather Fall, Immunity to Polymorph and Petrification, SR 11, +2 Natural Armor, -6 Str, +6 Dex, +2 Wis, +2 Cha; Size: Tiny
Ghost Traits & Features: Undead Type, Con -, +4 Cha, Incorporeal, Rejuvination, Manifestation, Telekinesis, Malevolence; Natural Armor applies on Ethereal Plane (where Ghost is not Incorporeal)
Evolved Undead-6 traits & features: +6 Natural Armor, Deflection increases by 6, Six Spell-Like abilities (CL = HD), Fast Healing 3, +12 Str, +12 Cha
Undead Racial Traits: No Con, Darkvision-60, Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects, Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects, Cannot heal damage on its own if it has no Intelligence score (me has Int), although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score, Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless), Uses its Charisma modifier for Concentration checks, Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed, Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead, Undead do not breathe, eat, or sleep.
Aberration Features: (negligible)
Incorporeal Traits: An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature. An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus). An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect. An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.Good Domain: +1 Caster level for [Good] Spells
Law Domain: +1 Caster level for [Law] Spells
Paladin-2 Class Features: Aura of good, detect evil, smite evil 1/day, Divine grace, lay on hands
Cleric-15 Class Features: Turn Undead, Domains, Spells
Spells:Cleric (CL 15): 6/6+1/6+1/6+1/5+1/4+1/3+1/2+1/1+1; DC 14+Spell Level
Phaerim (CL 15): 6/11/10/10/10/10/9/7; DC 27+spell level
Evolved Undead (CL 15): 6 uses/day, permanent preparation.
(Clr-0): Create Water 0/2
(Clr-0): Light 0/3
(Clr-0): Mending 0/1
(Clr-1): Cure Light Wounds 0/6
(Clr-2): Cure Moderate Wounds 0/3
(Clr-2): Spiritual Weapon 0/3
(Clr-3): Invisibility Purge 0/3
(Clr-3): Remove Blindness/Deafness 0/1
(Clr-3): Remove Curse 0/1
(Clr-3): Remove Disease 0/1
(Clr-4): Dimensional Anchor 0/2
(Clr-4): Imbue with Spell Ability 0/3
(Clr-5): Spell Resistance 0/3
(Clr-5): Wall of Stone 0/1
(Clr-6): Antilife Shell 0/1
(Clr-6): Find the Path 0/1
(Clr-6): Heroes' Feast 0/1
(Clr-7): Heightened Flame Strike 0/1
(Clr-7): Restoration, Greater 0/1
(Clr-8): Summon Monster VIII 0/1
(Dom-1): Protection from Evil 0/1
(Dom-2): Calm Emotions 0/1
(Dom-3): Magic Circle Against Evil 0/1
(Dom-4): Holy Smite 0/1
(Dom-5): Dispel Evil 0/1
(Dom-6): Hold Monster 0/1
(Dom-7): Holy Word 0/1
(Dom-8): Heightened Blade Barrier 0/1
(EvUn): Greater Dispel Magic 0/2
(EvUn): Greater Invisibility 0/4
(Pha-0): Acid Splash
(Pha-0): Arcane Mark
(Pha-0): Dancing Lights
(Pha-0): Detect Poison
(Pha-0): Flare
(Pha-0): Prestidigitation
(Pha-0): Ray of Frost
(Pha-0): Read Magic
(Pha-0): Resistance
(Pha-1): Disguise Self
(Pha-1): Floating Disk
(Pha-1): Mage Armor
(Pha-1): Shield
(Pha-1): Unseen Servant
(Pha-2): Glitterdust
(Pha-2): Misdirection
(Pha-2): See Invisibility
(Pha-2): Spectral Hand
(Pha-2): Web
(Pha-3): Slow
(Pha-3): Haste
(Pha-3): Stinking Cloud
(Pha-3): Tongues
(Pha-4): Black Tentacles
(Pha-4): Dimension Door
(Pha-4): Polymorph
(Pha-4): Solid Fog
(Pha-5): Mage's Private Sanctum
(Pha-5): Seeming
(Pha-5): Teleport
(Pha-5): Transmude Mud to Rock
(Pha-6): Analyze Dweomer
(Pha-6): Chain Lightning
(Pha-6): Mass Suggestion
(Pha-7): Limited Wish
(Pha-7): Mage's Magnificient MansionStandard Preparations Every Evening:Cast Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")
Cast Persistent Shield (CL 15)
Cast Extended Mage Armor (CL 15) on self
Cast Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock.
Cast Heightened Extended Misdirection (CL 15, Will DC 33) so construct registers as a rock.
Cast Magnificient Mansion.
Go inside Mansion (with Construct), cast Mage's Private Sanctum to cover the place up.Items:Stone Golem (Crafted, Advaned to 21 hit dice: 67,500 gp + 4,800 xp)
Ring of Evasion (25k gp; DMG) Left Claw
Ring of X-Ray Vision (25k gp; DMG) Right Claw
Monk's Belt (13k gp; DMG) Waist
Vest of Resistance+5 (12.5k gp, 1,000 xp; Magic Item Compendium) Torso
Cloak of Charisma+6 (18k gp, 1,440 xp; DMG) Shoulders
Portable Hole (20k gp; DMG) Pocket (Rocky's)
Gloves of Dexterity+4 (16k gp; DMG) Claws
Spell Components Pouch (5 gp; PHB) Belt
Spell Components Pouch *3 (3*5 gp; PHB) Portable Hole
Silver Holy Symbol (25 gp; PHB) Neck
Silver Holy Symbol *3 (3*25 gp; PHB) Portable Hole
188 Platinum Pieces (portable hole)
2,825 gp: Magic Credit (Cash, sort of)
"Fate Tokens" *2Languages:Common, Ignan, Aquan, Terran, Auran, Undercommon, Drow Sign, PhaerimSources Used:PHB, DMG, MMI, Libris Mortis, Lost Empires of Faerun, Complete Mage, Complete Adventurer, Complete Arcane

Cadian 9th
2010-08-30, 04:38 AM
Bah, Garathor falls to his knees (stunned for [roll0] rounds). Rocky also (for [roll1] rounds, stunned... Bullwinkle shrugs it off, just.

Waiting on a save from Arudin now, then I will update.

EDIT: Ouch. That's almost max duration.

Arudin
2010-08-30, 10:24 PM
Will Save
[roll0]
OOC: If mass conviction hasn't worn off yet, add 4

Cadian 9th
2010-08-30, 11:03 PM
Arudin is fine, however he and Bullwinkle see a tall tentacle headed robed figure burst from the remaining ogre, as it retires to the corner of the room. Blood everywhere.

make Know: Dungeoonering to identify.

Ini: [roll0] everyone else, new ini.

Jack_Simth
2010-08-31, 07:04 AM
Rocky Init: [roll0]; Bullwinkle init: [roll1]

Archdeacon GX
2010-08-31, 03:59 PM
Garathor Init:[roll0]

Cadian 9th
2010-08-31, 06:15 PM
Archdeacon, you can hit it. It's sitting in the Top right corner, 1 in.

DM Notes

"Les Bring the pain! "

Cadian 9th
2010-08-31, 08:10 PM
Arudin's Ini:
[roll0]

Cadian 9th
2010-08-31, 08:18 PM
Okay, so mr Tentacle head laughs at you and points a finger at you! You , meaning Raginmund.

[roll0] for [roll1] sonic damage.

Spellcraft DC 17, if you want.

He moves to the other corner of the room, to k2.

DM Notes

10/11 Inspiration left. 1 level 1 spell left.

Immediate: Unused.
AOOs: 9/9 for this round.


EDIT: And your turn, you guys. If you're not stunned.

Jack_Simth
2010-08-31, 09:04 PM
Rocky & Bullwinkle

As Rocky stands there, looking stoic, as Bullwinkle hesitates a moment while watching a mass of writhing tentacles burst from the floor under the beast. Bullwinkle then retreats towards the floor... going through it to a small degree.


DM:

Actions:
Standard: Cast Black Tentacles Defensively (yeah, likely not going to work... oh well): Concentration: [roll0]; Tentacle Grapple: [roll1]
Move: Go under the floor.

Current Status:
Rocky: HP: 145/145, AC 27 (T 9, FF 27), saves +7/+7/+7 (+0 init mod) (Stunned, 9 rounds remain)
Bullwinkle: HP: 110/110, AC: 67 (T 59, FF 61), saves +31/+33/+35 (+6 init mod) +1 Reflex save, AC, and to-hit from Haste beyond what's listed
Active Spells:Extended Haste (CL 15, 20 rounds remain) on Bullwinkle (Rocky being Immune)
Spectral Hand (CL 15, 144 rounds remain after actions); 4 HP, incorporeal, AC 23
Black Tentacles (CL 15, 15 rounds remain after actions... I think...)
Persistent Shield (CL 15) on Bullwinkle
Extended Mage Armor (CL 15) on Bullwinkle
Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock (Bullwinkle)
Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock (Rocky)
Heightened Extended Seeming (CL 15, Will DC 33) to seem like a Large Wizard and a raven familiar, rather than as a Stone Golem and a transparent wind-sock with claws and teeth (Rocky & Bullwinkle, respectively, but it's a single casting)
See Invisibility (Permanent): CL 15

Spontaneous Available Spells:Phaerim (CL 15): 6/11/8/10/8/9/6/6; DC 27+spell levelProtocols (long strings of actions that are liable to be repeated a LOT, for purposes of handling things normally done with skill checks)
Trap Protocol:Step 1: Use Detect Magic (it's an At-Will ability) to check all directions - Up, Down, North, South, East, West; for the full three rounds to learn strength and location of all magic auras.
Step 2: Use the Summon Elemental Reserve Feat to Summon an Elemental. Use the actual languages of the elementals to go everywhere in that sixty-foot range (it vanishes at the end of the elemental's turn if it's not within 30 feet of Rocky & Bullwinkle, but it can travel outside that range for a time, and it's just a standard action to summon one). Make sure one elemental of each of the four types (Air, Earth, Fire, Water) steps on each square in that very large area at least once.
Step 3: Send an elemental of each type to longest possible range along intended path of travel (on a straight away, that's 430 feet for an Air elemental - Summon at 30 foot range, Run action for 400 feet due to 100 foot speed; 230 feet around corners on a double-move rather than Run - 110 or 70 feet for an Earth or Water elemental, 230 or 130 feet for a Fire elemental)
Step 4: Observe results
Step 5: If nothing happens, move appropriately.
Step 6: If something needs manipulation, use Telekinesis to do it.
Step 7: If a trap needs to be destroyed, kill it with one of: Fiery Burst Reserve Feat, Invisible Needle Reserve Feat, repeated Charging Bash attempts from Elementals, or other means as appropriate to the situation (please post what happens to the elementals, where the blast seems to come from, and I'll post a response to the trap).

Time Analysis:In an open area, this checks everything within 60 feet (approximately 450 5-foot squares) in about 96 rounds (math of that is long and convoluted; not included here; all but the first 18 rounds of which is directly proportional to the number of squares that need to be checked). About four times as fast as a dedicated Rogue searching the entire area for traps.

Along a hallway, this checks 60 feet (limit of Detect Magic - 12 five-foot squares long) in a ten-foot wide swath (width of the Large Elementals - two five-foot squares wide) in 7 rounds (three for Detect Magic forward, one for a double move or Run from each elemental); almost twice as fast as a dedicated Rogue searching for traps.Classes of trap that bypass trap-finding protocol:Class 1: Alarm, Summon, and Pathblocking traps: The Trap-Finding protocol locates them, but it doesn't matter - the alarm still goes off, the Summoned critter still attacks, the path is still blocked.
Class 2: Nonmagical intelligent traps (aka, the Kobold watching through a peephole, choosing whether or not to pull on the rope that collapses the ceiling): An intelligent entity is capable of recognizing that the swarm of elementals is chaff, intended for no purpose other than to trigger traps ... and so not pull the rope until something other than an elemental comes by. But then, not all intelligent critters will figure that out, instead triggering the effect after the first elemental ... or triggering it at the first elemental, but letting the others go by until something else happens along, if the trap is auto-reset.
Class 3: Discriminatory magical traps that avoid detection. There's a 1st level spell - Magic Aura - that completely stymies Detect Magic. Use that on a magical trap that, say, goes off when a humanoid goes by, and the trapfinding protocol misses it.Treasure Search Protocol:Step 1: Activate Ring of X-Ray Vision (http://www.d20srd.org/srd/magicItems/rings.htm#xRayVision).
Step 2: Move to within a ten feet of every wall (including floor and ceiling) and object of interest (such as chests).
Step 3: Make note of anything that blocks X-Ray Vvision, or anything interesting noted through walls/floors/chests. Rocky:Name: Rocky
Description, Normal: A Large man in flowing blue robes, with arcane symbols stitched all over them. His shoes are white, with tufts of fur along the edges. His gloves are some of the most delicate deer hide available. He wears a conical hat, with stars and moons etched upon it. A long cloak covers his back, and there is a belt tied around his waist. A raven perches on his shoulder. (Spot DC 27 to note that it is false)
http://www.wizards.com/leaving.asp?url=/dnd/images/pc_portraits/280_11_D1W.jpg&origin=dnd_pc_20010828xDescription, True Seeing or Will Interaction DC 33: A Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG135.jpgPersonality: Never speaks, lets his familiar talk to the lesser beings around him. Casts all spells as Silent and Stilled. Keeps his familiar on his shoulder at all times.Dull Mechanics:Race: Stone Golem
Class: Stone Golem
Type: Construct
Alignment: TN
Size: Large
Height: 9'
Weight: 2,000 lbs
Eyes: Gray
Hair: None
Stats: 30/10/-/-/11/1 (16 HD stat boost to Str, 20 HD stat boost to Dex; otherwise, these are base stats)
HP: 145/145 (21d10+30, taking true average, rounding down after calculations)
DR: 10/adamantine
AC: 27 (10 base, -1 Size, +18 Natural): Touch 9, Flat-footed 27
Speed: 20
Saves: +7/+7/+7 (all base)
Attack: Slam +24 Melee for 2d10+10
Full Attack: 2 Slams +24 Melee for 2d10+10
Special Abilities: Construct Traits and Features, DR 10/Adamantine, Darkvision-60, Immunity to Magic, Low-light Vision, 18 natural armor, (16 and 20 HD stat boost to Dex, Str)Active Spell Effects: Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")

Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock, magically.Bulwinkle:Description, Normal:A black Raven, sitting on the shoulder of a Large man, dressed in flowing robes (Spot DC 27 to note it's not accurate)
Description, True Seeing or Will Interaction DC 33:This slightly transparent creature has a conical body, shaped something like a wind sock. It's ovid head disk contains an immense, toothed maw, and is surrounded by four clawed arms. It is hovering just over the shoulder of a Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.History: "I was rejected by my race for not conforming to the standards of behavior. I worship Heironeous, who they detested. I actively opposed the torturous practices of my people. And so I was ejected from my society in the most violent way possible by a people who enjoy torture ... and that was my salvation, as it wasn't long after that when disaster struck my people. I'd really rather not talk about it. Now I wander this plane, righting what wrongs I can."Dull Mechanics: Bulwinkle (http://www.myth-weavers.com/sheetview.php?sheetid=225097)
Alignment: LG
Current XP: 107510
Class: Phaerimm LA-2/Paladin-2/Ghost LA-5/Evolved Undead LA-6//Cleric-15
Race: Phaerimm/Ghost/Evolved Undead-6
Deity: Heironeous
Size: Tiny
Age: Ancient
Height: 1' 6
Weight: -
Eyes: black
Hair: None
Base stats: 8/13/10/12/17/18
Post-racial mods: 14/19/-/12/19/36
Level Up: 14/19/-/12/19/39
Post-items: 14/23/-/12/19/45

HP: 110/110 (15d12)
AC: Material Plane: 67 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +23 Deflection, +18 Monkish), Touch 59, Flat-Footed 61
AC: Ethereal Plane: 52 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +8 Natural, +18 Monkish), Touch 35, Flat-Footed 45
Saves: +31/+33/+35 (Base: 9/5/9; stat: +0/+6/+4; Resistance +5, Paladin +17)
Attack: Invisible Needle Reserve Feat (1d20+19 for 8d4) Force damage, Fiery Burst Reserve Feat (5-foot burst, Reflex DC 21 for half of 7d6 Fire), or Spells
Skills: Concentration +35 (18 ranks, +17 Cha), Knowledge(Religion)+19 (+1 Int, 18 ranks), Spellcraft +9 (+1 Int, 8 ranks), Speak Language (Cross-class, 5 ranks for 10 skill points)
Feats: 1: Heighten Spell (Player's Handbook), 2: Arcane Preparation (Complete Arcane), 3: Craft Wondrous Item (Player's Handbook), 4: Extend Spell (Player's Handbook), 5: Craft Magic Arms & Armor (Player's Handbook), 6: Dimensional Reach (Complete Mage), 7: Dimensional Jaunt (Complete Mage), 8: Summon Elemental(Complete Mage), 9: Invisible Needle (Complete Mage), 10: Persistent Spell (Complete Arcane), 11: Improved Unarmed Strike (Player's Handbook), 12: Ascetic Mage (Complete Adventurer), 13: Flyby Attack (Monster Manual), 14: Improved Turn Resistance (Libris Mortis), 15: Fiery Burst (Complete Mage)
Racial Features and Traits: Hatchling Phaerimm Racial Traits & Features: Aberration Type, Spells as a Sorcerer of Character level as spell-likes, Detect Magic, Flight, Feather Fall, Immunity to Polymorph and Petrification, SR 11, +2 Natural Armor, -6 Str, +6 Dex, +2 Wis, +2 Cha; Size: Tiny
Ghost Traits & Features: Undead Type, Con -, +4 Cha, Incorporeal, Rejuvination, Manifestation, Telekinesis, Malevolence; Natural Armor applies on Ethereal Plane (where Ghost is not Incorporeal)
Evolved Undead-6 traits & features: +6 Natural Armor, Deflection increases by 6, Six Spell-Like abilities (CL = HD), Fast Healing 3, +12 Str, +12 Cha
Undead Racial Traits: No Con, Darkvision-60, Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects, Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects, Cannot heal damage on its own if it has no Intelligence score (me has Int), although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score, Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless), Uses its Charisma modifier for Concentration checks, Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed, Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead, Undead do not breathe, eat, or sleep.
Aberration Features: (negligible)
Incorporeal Traits: An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature. An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus). An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect. An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.Good Domain: +1 Caster level for [Good] Spells
Law Domain: +1 Caster level for [Law] Spells
Paladin-2 Class Features: Aura of good, detect evil, smite evil 1/day, Divine grace, lay on hands
Cleric-15 Class Features: Turn Undead, Domains, Spells
Spells:Cleric (CL 15): 6/6+1/6+1/6+1/5+1/4+1/3+1/2+1/1+1; DC 14+Spell Level
Phaerim (CL 15): 6/11/10/10/10/10/9/7; DC 27+spell level
Evolved Undead (CL 15): 6 uses/day, permanent preparation.
(Clr-0): Create Water 0/2
(Clr-0): Light 0/3
(Clr-0): Mending 0/1
(Clr-1): Cure Light Wounds 0/6
(Clr-2): Cure Moderate Wounds 0/3
(Clr-2): Spiritual Weapon 0/3
(Clr-3): Invisibility Purge 0/3
(Clr-3): Remove Blindness/Deafness 0/1
(Clr-3): Remove Curse 0/1
(Clr-3): Remove Disease 0/1
(Clr-4): Dimensional Anchor 0/2
(Clr-4): Imbue with Spell Ability 0/3
(Clr-5): Spell Resistance 0/3
(Clr-5): Wall of Stone 0/1
(Clr-6): Antilife Shell 0/1
(Clr-6): Find the Path 0/1
(Clr-6): Heroes' Feast 0/1
(Clr-7): Heightened Flame Strike 0/1
(Clr-7): Restoration, Greater 0/1
(Clr-8): Summon Monster VIII 0/1
(Dom-1): Protection from Evil 0/1
(Dom-2): Calm Emotions 0/1
(Dom-3): Magic Circle Against Evil 0/1
(Dom-4): Holy Smite 0/1
(Dom-5): Dispel Evil 0/1
(Dom-6): Hold Monster 0/1
(Dom-7): Holy Word 0/1
(Dom-8): Heightened Blade Barrier 0/1
(EvUn): Greater Dispel Magic 0/2
(EvUn): Greater Invisibility 0/4
(Pha-0): Acid Splash
(Pha-0): Arcane Mark
(Pha-0): Dancing Lights
(Pha-0): Detect Poison
(Pha-0): Flare
(Pha-0): Prestidigitation
(Pha-0): Ray of Frost
(Pha-0): Read Magic
(Pha-0): Resistance
(Pha-1): Disguise Self
(Pha-1): Floating Disk
(Pha-1): Mage Armor
(Pha-1): Shield
(Pha-1): Unseen Servant
(Pha-2): Glitterdust
(Pha-2): Misdirection
(Pha-2): See Invisibility
(Pha-2): Spectral Hand
(Pha-2): Web
(Pha-3): Slow
(Pha-3): Haste
(Pha-3): Stinking Cloud
(Pha-3): Tongues
(Pha-4): Black Tentacles
(Pha-4): Dimension Door
(Pha-4): Polymorph
(Pha-4): Solid Fog
(Pha-5): Mage's Private Sanctum
(Pha-5): Seeming
(Pha-5): Teleport
(Pha-5): Transmude Mud to Rock
(Pha-6): Analyze Dweomer
(Pha-6): Chain Lightning
(Pha-6): Mass Suggestion
(Pha-7): Limited Wish
(Pha-7): Mage's Magnificient MansionStandard Preparations Every Evening:Cast Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")
Cast Persistent Shield (CL 15)
Cast Extended Mage Armor (CL 15) on self
Cast Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock.
Cast Heightened Extended Misdirection (CL 15, Will DC 33) so construct registers as a rock.
Cast Magnificient Mansion.
Go inside Mansion (with Construct), cast Mage's Private Sanctum to cover the place up.Items:Stone Golem (Crafted, Advaned to 21 hit dice: 67,500 gp + 4,800 xp)
Ring of Evasion (25k gp; DMG) Left Claw
Ring of X-Ray Vision (25k gp; DMG) Right Claw
Monk's Belt (13k gp; DMG) Waist
Vest of Resistance+5 (12.5k gp, 1,000 xp; Magic Item Compendium) Torso
Cloak of Charisma+6 (18k gp, 1,440 xp; DMG) Shoulders
Portable Hole (20k gp; DMG) Pocket (Rocky's)
Gloves of Dexterity+4 (16k gp; DMG) Claws
Spell Components Pouch (5 gp; PHB) Belt
Spell Components Pouch *3 (3*5 gp; PHB) Portable Hole
Silver Holy Symbol (25 gp; PHB) Neck
Silver Holy Symbol *3 (3*25 gp; PHB) Portable Hole
188 Platinum Pieces (portable hole)
2,825 gp: Magic Credit (Cash, sort of)
"Fate Tokens" *2Languages:Common, Ignan, Aquan, Terran, Auran, Undercommon, Drow Sign, PhaerimSources Used:PHB, DMG, MMI, Libris Mortis, Lost Empires of Faerun, Complete Mage, Complete Adventurer, Complete Arcane

Cadian 9th
2010-09-01, 02:48 AM
The moment your tentacle pops up the Thing zips 10ft away, out of the reach of EBT. Sorry. :smallfrown:

Dm Notes

Immediate used. Just hope the others can capitalize on this.

Cadian 9th
2010-09-01, 11:36 PM
Its Your turn, Raginmund!

Cadian 9th
2010-09-02, 08:17 PM
Its Your turn, Raginmund!

Jack's dropped out, so I think you guys should pause for a while while I sort you guys out with another game. Thoughts?

Arudin
2010-09-12, 08:16 PM
Raginmund
Raginmund roars at The Thing, before rushing at it and swiping it with his paw.

Actions:
Attack: [roll0]
Damage: [roll1] acid + 2 constitution

OOC: Sorry about the long wait. Archdeacon, not sure if you want to continue with just the two of us, but I'm fine with it.

Cadian 9th
2010-09-13, 10:40 PM
Raginmund misses the thing!

no problem. Archdeacon?

Archdeacon GX
2010-09-14, 12:36 AM
Garathor

OOC: I believe Garathor is still stunned. So....

Garathor writhes in agony.

Debatra
2010-09-14, 06:04 AM
OOC: I could jump in now instead of next room if you guys want.

Cadian 9th
2010-09-15, 01:12 AM
Debatra, whats with the bias against starting now? I mean, chances are there won't be a next room if these guys don't get help. :smallbiggrin:

Debatra
2010-09-15, 06:22 AM
It's not a bias. I just wanted to... Come to think of it, I don't remember where I was going with that.

It's just the one guy left, right?

Arudin
2010-09-16, 03:27 PM
OOC: It's The Thing's turn now, right? Or have new monsters appeared and we roll init again?

Debatra
2010-09-18, 03:25 AM
My turn, apparently. *ahem*
---
Hearing the sounds of combat ahead of him; Oristar rushes forward, Iaerta at his back. They'd been looking forward to meeting the people who'd been clearing out this tower, and now their chance was upon them. They burst through the door and take stock of the situation.

Oristar:
Move Action: Above-described Entrance
Free Action: Cloistered Lore: [roll0]
Swift Action: Casts Quickened Shield on Self (Shares Spell with Familiar)
Standard Action: Casts Maximized Flame Strike on "Thing".
45 Fire Damage, 45 Holy Damage; Reflex Half DC20
Caster Level Check(if needed): [roll1]

Current Stats:

104/104 HP, 0 Nonlethal, AC 24(T 10, FF 24), Saves +11/+5/+9
Current Effects:
Quickened Shield (CL 15), 149 rounds remaining after actions.(Included Above)
Arcane Sight (CL 6), Continuous. (D)
True Seeing (CL 9), Continuous. (D)
Tongues (CL 5), Permanency.
Spell Resistance 19, Continuous.
Thorns, Continuous.(Attackers with Natural Weapons take 1d3 piercing damage/hit.)

Iaerta (Pseudodragon Familiar):
Free Action: Telepathically urge any suprised allies within 60ft(Language-Dependant, Common and Sylvan) to focus on the "Thing". She and Oristar will explain later.
Standard Action: Delay

Current Stats:

52/52 HP, 0 Nonlethal, AC 22(T 14, FF 20), Saves +10/+7/+10
Current Effects:
Quickened Shield (CL 15), 149 rounds remaining after actions.(Included Above)
Spell Resistance 19, Racial.
Sleep/Paralysis Immunity, Racial.
Low-Light Vision, Racial.
Blindsense, Darkvision and Telepathy(Language-Dependant, Common and Sylvan), all 60ft, Racial.
Improved Evasion, Familiar Ability.

Cadian 9th
2010-09-18, 04:02 AM
The thing (Which is a MINDFLAYER) tries to dodge your flamestrike.

By the way, where are you? The flayer's at K2.

[roll0]

EDIT: You failed to overcome it's spell resistance anyway.

Debatra
2010-09-18, 04:08 AM
P7. Flame Strike has a range of 100ft + 10ft/lvl.

Debatra
2010-09-18, 04:15 AM
Iaerta (Pseudodragon Familiar):
Move Action: Fetch a Tanglefoot Bag from Oristar's Handy Haversack and fly directly above the Mindflayer(making sure to stay out of his range).
Standard Action: Drop TB on MF. [roll0]

Current Stats:

52/52 HP, 0 Nonlethal, AC 22(T 14, FF 20), Saves +10/+7/+10
Current Effects:
Quickened Shield (CL 15), 149 rounds remaining after actions.(Included Above)
Spell Resistance 19, Racial.
Sleep/Paralysis Immunity, Racial.
Low-Light Vision, Racial.
Blindsense, Darkvision and Telepathy(Language-Dependant, Common and Sylvan), all 60ft, Racial.
Improved Evasion, Familiar Ability.

Cadian 9th
2010-09-18, 04:22 AM
He stays as he is and casts a spell (Arrow) on Oristar: attack [roll0] for [roll1]. Then, he moves to N7.

He does something funky with his belt and fires another arrow at Oristar [roll2] for [roll3].

You guys are up, any order.

Debatra
2010-09-18, 04:24 AM
Something tells me I'm unimaginably underpowered.

Cadian 9th
2010-09-18, 04:24 AM
Was talking to my GF, took me ages to type above post. :smallbiggrin:

As your familiar runs up to the flayer, it shoves with its longspear in an AOO (20ft reach) [roll0] for [roll1] damage, and then it misses his AC. He teleports away for good measure.

Your turn guys. Flayer is still at N7.

EDIT: It's a boss. They are funky.

Debatra
2010-09-18, 04:29 AM
Was talking to my GF, took me ages to type above post. :smallbiggrin:

As your familiar runs up to the flayer, it shoves with its longspear in an AOO (20ft reach) [roll0] for [roll1] damage, and then it misses his AC. He teleports away for good measure.

Your turn guys. Flayer is still at N7.

EDIT: It's a boss. They are funky.

What? Requesting clarification on how he teleports away and is still at N7.

EDIT: And there's a big difference between "funky" and "takes you down from full HP to -56 HP in one turn".

Cadian 9th
2010-09-18, 04:42 AM
Yeah, he teleported on his interrupt, then moved to N7 on his own turn.

And what? You sure? He got 160 dmg. Hmm.

Debatra
2010-09-18, 05:06 AM
Hold on. What's the Flayer's CL Modifier? *grasps at straws he knows to not exist*

And I forget; does a natural 1 on a CL check autofail?

Arudin
2010-09-18, 11:09 AM
Raginmund

He glares at the Thing, furious. 'Why won't it just die?' he signals. He lets out something that could pass for a sight before running towards it and attacking.

Action:
Moves to N7

Attack: [roll0]
Damage: [roll1] acid + 2 constitution

Cadian 9th
2010-09-18, 09:28 PM
Hold on. What's the Flayer's CL Modifier? *grasps at straws he knows to not exist*

And I forget; does a natural 1 on a CL check autofail?

CL +8; And nope; Nat 1 CL checks do not fail. This guy is hard to beat.


Raginmund

He glares at the Thing, furious. 'Why won't it just die?' he signals. He lets out something that could pass for a sight before running towards it and attacking.

Action:
Moves to N7

Attack: [roll0]
Damage: [roll1] acid + 2 constitution

You miss his AC, and he takes an attack of opportunity against you, [roll0] for [roll1]

So now he's running low on resources.

Debatra
2010-09-18, 10:25 PM
Only +8? I might still have a chance. Spell Resistance 19.

Cadian 9th
2010-09-18, 11:07 PM
Melf's Acid Arrow does not allow spell resistance.

http://www.d20srd.org/srd/spells/acidarrow.htm

You'll lose your kill/assist gold but you can restart from the next room. At this rate I think the whole party will be doing so. Have no fear, you won't have to re-do all the encounters, except the static rooms such as the walls room or an obstacle course room. You'll be able to jump straight back into the battle, but he'll be refreshed as well. Then again you can also make some more purchases.

Bear in mind people this character is one of the hardest around. Next time you see him he'll be less beatable, I think.

Debatra:

Garr, it must suck for you. I'm sorry, I really am. I almost feel like giving up my evil tower overlord attitude... :smallbiggrin:

You may want to look beyond the core books for spells. Basically, this is why, in my opinion, you fell so quickly:
1. You're a caster character and have the HP total to prove it.
2. Casters at this level are expected to have buffed themselves into the stratosphere.
3. Your only buff was to cast shield on yourself, to raise your AC. This was good, but I have to admit that a Maximised Flamestrike, while good, is unlikely to be worth risking getting hammered in return.

So next time, (I'm doing a PM now), prepare some more buffs and spend your first round buffing yourself and your allies. A belt of Battle may help in this regard, but really it comes down to caution. Let the others do the damage first, and supplement the attack with your primarily buff magic.


Tis the Familiar and Garathor's turn, though Garathor's stunned so yeah. Familiar and then It's turn.

Archdeacon GX
2010-09-19, 01:04 AM
Garathor

Continues to writhe in pain as a full-round action.

Cadian 9th
2010-09-20, 02:24 AM
That makes it the Guys turn again.

DM

The mindflayer grimaces and then moves to N3; Then he fires a lesser orb of sonic at Raginmund: [roll0] for [roll1] then he ends turn.

You guys are up!

DM Notes

He's out of insp. Good luck, players.

Cadian 9th
2010-09-22, 11:18 PM
I repeat, you guys, you're up. You can retreat to the room behind you and do the encounter with the boss again if you like.

Arudin
2010-09-24, 09:51 PM
Raginmund

Agony rushes through his veins at the Thing's attack. Raginmund's face twists into a hideous snarl as he leaps at the being.

Runs at the Illithid
Attack (Grapple): [roll0]
Grapple Check (If it works): [roll1]

HP: 150/223

Cadian 9th
2010-09-24, 10:05 PM
Nice! A hit! This guy may be in trouble...

Oppose Grapple: [roll0]

Arudin
2010-09-28, 06:30 PM
Raginmund

Raginmund lets out a barking laugh as the Thing makes its futile attempts to escape his iron grip. Then, he retaliates by trying to crush it.

Grapple Check: [roll0]
Damage: [roll1]

Cadian 9th
2010-09-28, 07:23 PM
Flayer

opposed: [roll0]

" Unhand me, brainless fool! " He says, latching onto you with a tentacle...

Tentacle
[roll1] Damage [roll2]

And Grapples! (Does something funky magical)
[roll3]

Debatra
2010-11-09, 07:58 PM
....Hello?

Cadian 9th
2010-11-10, 12:39 AM
Arudin? Waiting on your opposition/Result adjudication.

Debatra
2010-11-11, 05:05 PM
Oristar's ready to come back in whenever.

Arudin
2010-11-11, 05:39 PM
Raginmund
He howls in pain at the Thing's retaliation.

Grapple Check: [roll0]
Damage: [roll1]

OOC: Sorry, life's been really messed up lately. Also, aside from me and Debatra, who's still in/willing to come back?

Edit: What happens in this situation?

Debatra
2010-11-11, 05:44 PM
OOC: We've managed to get some new recruits, but none in this thread yet.

Cadian 9th
2010-11-25, 01:58 AM
...heh.

Are we still wanting to continue? I can understand if not.

Debatra
2010-11-25, 06:38 PM
I'm just waiting for the goahead to send one of my characters in.

Oh, I almost forgot to mention; would a divine version of Alacritious Cogitation (Complete Mage, page 37) be acceptable?

Arudin
2010-11-25, 08:19 PM
I'd like to continue. Though with only two of us... it'd be a good challenge at least. Really though, what do you do when challenged rolls are equal? It's never come up before.

Cadian 9th
2010-11-25, 08:35 PM
Okay that can work.

I'm not exactly sure, but I'd say that the higher modifier wins. That's with initiative.

Debatra, fire away.

Debatra
2010-11-25, 09:04 PM
Okay that can work.

I'm not exactly sure, but I'd say that the higher modifier wins. That's with initiative.

Debatra, fire away.

SRD says higher modifier wins.

@Cadian: Was that for the feat, bring in the charcter or both?

Debatra
2010-11-28, 10:13 PM
SRD says higher modifier wins.

@Cadian: Was that for the feat, bring in the charcter or both?

Hello out there?

Cadian 9th
2010-12-03, 03:23 AM
Character, but not the feat. Rock on.

Debatra
2010-12-03, 05:07 PM
Any ruling on Ralasha's Mass/Greater Spell Metamagic feats?

Cadian 9th
2010-12-04, 12:30 AM
Not allowed. Simply because it's a bit too much, especially with metamagic reducing...

Debatra
2010-12-05, 08:21 PM
Okay then. I PMed Archdeacon GX. He's out. Is this updated map accurate?

{table]_|A_|B_|C_|D_|E_|F_|G_|H_|I_|J_|K_|L_|M_|N_|O_|P_
0|||||6|||||7||
1|||||||M|||||
2|
3||||||||A|
4|||||||||||||||||
5|||||||||||||||||
6|
7||||||||||||||||4/O|
8|W|||||||||||||||W|
9|||||||||||||||||
10|
11|
12|
13|
14|
15|[/table]

4 - Door to Room 4
6 - Door to Room 6
7 - Door to Room 7
W - Window

Standing at P7, what if anything do I see with my True Seeing and Greater Arcane Sight effects?

Cadian 9th
2010-12-07, 03:31 AM
Yes, it is.

Arudin, your grapple succeeds. It's pissed now :smallbiggrin:

Annoyed at your insolence, he teleports 10ft away, to G1

Debatra
2010-12-07, 06:58 AM
So, I don't pick anything up, or what?

Cadian 9th
2010-12-07, 04:54 PM
No, you didn't spot anything that you couldn't see normally with true seeing. The tentacly glows like a christmas tree, revealing no spells at all that are in effect on him at this time. :smallwink:

Magic Item auras: ...Can't be bothered, really, I'll just say X stat booster x2, both strong, a Faint Transmutation (Celerity like), magic armour and a ring of protection.

Debatra
2010-12-07, 05:47 PM
Anything on the Flayer's Longspear?

Cadian 9th
2010-12-07, 06:23 PM
Longspear isn't magical... *facepalm* I stuffed up there...

Debatra
2010-12-07, 08:03 PM
Let's just call it going easy on the new guy. :smallwink:

Oristar flies to J-1, and casts Quickened True Casting and Disintegrate.

Caster Level Check: [roll0]
Ranged Attack Roll: [roll1]
Fortitude DC 22
Failed: [roll2]
Saved: [roll3]

{table]_|A_|B_|C_|D_|E_|F_|G_|H_|I_|J_|K_|L_|M_|N_|O_|P_
0|||||6|||||7||||||
1|||||||M|||O||||||
2|||||||R|||||||||
3||||||||||||||||
4||||||||||||||||
5||||||||||||||||
6||||||||||||||||
7||||||||||||||||4|
8|W|||||||||||||||W|
9||||||||||||||||
10||||||||||||||||
11||||||||||||||||
12||||||||||||||||
13||||||||||||||||
14||||||||||||||||
15||||||||||||||||[/table]

4 - Door to Room 4
6 - Door to Room 6
7 - Door to Room 7
W - Window

Arudin
2010-12-08, 12:46 AM
Raginmund

Watching the monster slip out of his fingers, yet again... Raginmund lets out a howl of fury before glancing about and rushing at the creature.

Actions:
Moves to the Illithid
Attack (Grapple): [roll0]

Cadian 9th
2010-12-12, 12:11 AM
Let's just call it going easy on the new guy. :smallwink:

Oristar flies to J-1, and casts Quickened True Casting and Disintegrate.

Caster Level Check: [roll0]
Ranged Attack Roll: [roll1]
Fortitude DC 22
Failed: [roll2]
Saved: [roll3]

{table]_|A_|B_|C_|D_|E_|F_|G_|H_|I_|J_|K_|L_|M_|N_|O_|P_
0|||||6|||||7||
1||||||||M||O||
2|
3||||||||R|
4|||||||||||||||||
5|||||||||||||||||
6|
7||||||||||||||||4|
8|W|||||||||||||||W|
9|||||||||||||||||
10|
11|
12|
13|
14|
15|[/table]

4 - Door to Room 4
6 - Door to Room 6
7 - Door to Room 7
W - Window

Map is correct, however you miss the Flayer with your ray. There's a large, round, smokin' hole in the wall behind the Merry Flayer. He chuckles...


Raginmund

Watching the monster slip out of his fingers, yet again... Raginmund lets out a howl of fury before glancing about and rushing at the creature.

Actions:
Moves to the Illithid
Attack (Grapple): [roll0]

Was that an initial touch? Regardless, he is in no mood to be grappled. His reach allows him to take an AOO, which he uses to move back 5ft to G1. Do you pursue?

Debatra
2010-12-12, 02:40 AM
I seem to have neglected to specify it was a ranged touch attack.

Cadian 9th
2010-12-12, 03:12 AM
I knew it was a ranged touch attack. :smallwink:

Arudin
2010-12-19, 07:43 PM
Raginmund

Watching the creature slip through his fingers, Raginmund chases after it with a scowl. Upon reaching it, he again tries to grab it in his arms.

Attack: [roll0]

Cadian 9th
2010-12-25, 06:46 PM
Woah, nice modifier... you hit his touch AC. Roll your grapple check :smallsmile:

Arudin
2010-12-26, 10:36 PM
Whoops! I just realized that was the grapple check modifier. The attack modifier should be +30, not +47. Hopefully 46 gets past his AC.

Anyway, here's the grapple roll just in case.
[roll0]

Cadian 9th
2010-12-26, 10:44 PM
Sorry, not a hit. I understand if you hate this boss right now. Rest assured he will be toned down for your next run.

Debatra
2011-01-09, 02:02 PM
Oristar moves to H-1 and readies a counterspell.
Contingency Spellcraft Check: [roll0]

Updated Map
{table]_|A_|B_|C_|D_|E_|F_|G_|H_|I_|J_|K_|L_|M_|N_|O_|P_
0|||||6|||||7||||||
1|||||||M|O||||||||
2|||||||R|||||||||
3||||||||||||||||
4||||||||||||||||
5||||||||||||||||
6||||||||||||||||
7||||||||||||||||4|
8|W|||||||||||||||W|
9||||||||||||||||
10||||||||||||||||
11||||||||||||||||
12||||||||||||||||
13||||||||||||||||
14||||||||||||||||
15||||||||||||||||[/table]

4 - Door to Room 4
6 - Door to Room 6
7 - Door to Room 7
W - Window

Cadian 9th
2011-01-10, 09:08 PM
Hmmm, nice tactic... Do you want to make a bluff check to conceal your readying?

Debatra
2011-01-10, 09:48 PM
Isn't readying an action purely mental until the action happens?

Cadian 9th
2011-01-10, 10:05 PM
Readying an action is always visible. Besides, Mindflayer here is going to take one look at you and go " Spellcaster not casting spells, not doing anything with standard action. Most likely going to counterspell, I will act as such. "

With readying to counterspell, you'd have one hand in a spell component pouch just in case, so it's visible. Readying a weapon is also visible. Readying an action to use a mental, no somatic component psionic power, yes, maybe, but you're still going to be concentrating on the trigger that's going to be met.

You could bluff it as something else, like casting a spell.

Debatra
2011-01-10, 10:48 PM
For now, let's go with that logic, but wouldn't nothing happening be equally suspicious as doing nothing? Besides, I'm adjacent to him, so he could AoO with the tentacles instead of the spear.

Wait. I have the False Theurgy Skill Trick. Can I just use that?

Cadian 9th
2011-01-10, 11:00 PM
Dammit, why did I miss that? He could've AOO'd you,... 20ft reach just got wasted.

Sure, go ahead. Isn't that where you pretend to be casting something you aren't? What are you actually casting?

Debatra
2011-01-10, 11:20 PM
I'm readying a counterspell. I'm just suggesting using the swift action this round to move my arms around and pretend to cast. Since I'm not actually doing anything, it wouldn't provoke an AoO. (and I have a Starmantle Cloak anyway, which I'd assumed was why you weren't taking all the reach AoO's I've been provoking)

Cadian 9th
2011-01-13, 01:55 AM
Flayer

On his turn, the flayer laughs and fires a very powerful spell - Spellcraft DC 17! You'll make that pretty much no matter what, so I'll say it's Cloud of Daggers. He then also moves (tumbling auto suceed) around you to D4.

Counterspell?

Debatra
2011-01-13, 03:42 PM
Assuming you weren't just pulling a Random Name of Meaninglessness (as the phrase "so I'll say it's" implies), I've never even heard of that spell, let alone have it. I'll have to just take the AoO.

Arudin
2011-01-13, 10:09 PM
Raginmund

As the mage and mindflayer play around with their magics, Raginmund pauses from his mad rush at the mindflayer and tries to figure out what will work best. None of his melee attacks work, and the beast can escape from any grapple. Still, his best bet is to distract the creature so that the mage can blast it. Done with his "planning," Raginmund lets out a piercing howl meant to distract the mindflayer as he rushes in once again for a grapple.

Actions:
Charges at the mindflayer
Attempts a grapple
Attack: [roll0]

Debatra
2011-01-13, 10:43 PM
Well, I was waiting for confirmation that the spell was serious/real, but this works too.

My AoO from before: [roll0]
Crit Confirm (15-20): [roll1]
Damage: [roll2], +1 Con damage
On Crit: [roll3], + [roll4] Str Damage

EDIT: Arudin, you were adjacent to the Flayer when he cast, too.

Cadian 9th
2011-01-13, 11:14 PM
Assuming you weren't just pulling a Random Name of Meaninglessness (as the phrase "so I'll say it's" implies), I've never even heard of that spell, let alone have it. I'll have to just take the AoO.

Player's Handbook 2. Knife spell attack each round as a free action. Go for it.


Raginmund

As the mage and mindflayer play around with their magics, Raginmund pauses from his mad rush at the mindflayer and tries to figure out what will work best. None of his melee attacks work, and the beast can escape from any grapple. Still, his best bet is to distract the creature so that the mage can blast it. Done with his "planning," Raginmund lets out a piercing howl meant to distract the mindflayer as he rushes in once again for a grapple.

Actions:
Charges at the mindflayer
Attempts a grapple
Attack: [roll0]

You hit! Opposed Grapple?


Well, I was waiting for confirmation that the spell was serious/real, but this works too.


My AoO from before: [roll0]
Crit Confirm (15-20): [roll1]
Damage: [roll2], +1 Con damage
On Crit: [roll3], + [roll4] Str Damage

EDIT: Arudin, you were adjacent to the Flayer when he cast, too.

Miss... Arudin, AOO, yeah.

Arudin
2011-01-14, 07:58 PM
OOC: Dammit, I mixed up grapple and attack modifiers again. It should be +30, not +47, and since 46 didn't work I'm doubting 43 will. Either way, here's another set of rolls for an AoO.

Attack: [roll0]
Grapple: [roll1]

Cadian 9th
2011-01-15, 01:59 AM
Miss and Miss. Sorry Arudin. :smalleek:

Debatra
2011-01-20, 10:39 AM
Swift: Quickened True Strike
Standard: True Casting
Move: C-4

Updated Map:
{table]_|A_|B_|C_|D_|E_|F_|G_|H_|I_|J_|K_|L_|M_|N_|O_|P_
0|||||6|||||7||||||
1||||||||||||||||
2||||||||||||||||
3||||||||||||||||
4|||O|M|R|||||||||||
5||||||||||||||||
6||||||||||||||||
7||||||||||||||||4|
8|W|||||||||||||||W|
9||||||||||||||||
10||||||||||||||||
11||||||||||||||||
12||||||||||||||||
13||||||||||||||||
14||||||||||||||||
15||||||||||||||||[/table]

4 - Door to Room 4
6 - Door to Room 6
7 - Door to Room 7
W - Window

Arudin
2011-01-26, 08:29 PM
Nothing else seems to have worked, do Raginmund futilely attempts yet another grapple.

Attack: [roll0]
Grapple: [roll1]

Cadian 9th
2011-02-04, 07:56 PM
The attacks miss.

He tumbles to H4 auto succeeding on his check.

On his turn, he throws a dagger at raginmund [roll0] for [roll1] damage.

Then he casts Scorching Ray on Raginmund [roll2] touch for [roll3] fire damage, and again [roll4] touch for [roll5] fire damage

He then casts an empowered Acid Splash on Raginmund. [roll6] + [roll7] / 2.

You guys can go.

Cadian 9th
2011-02-04, 07:57 PM
Ranged touch for Acid Splash [roll0]

Debatra
2011-02-04, 08:34 PM
Move: Fly to E-3
Standard: Disintegrate

Fortitude DC 22
Caster level Check: [roll0]
Ranged Touch: [roll1]
Damage (on failure) : [roll2]
Damage (on success) : [roll3]

Rest of turn depending on result.

Cadian 9th
2011-02-04, 08:47 PM
You hit! Fort save:[roll0]. Take the rest of your turn, he won't die regardless of the save.

Debatra
2011-02-04, 08:54 PM
Quickened Softening

Spell Resistance: [roll0]
No Save
Ranged Touch: [roll1]

Target's next fortitude save takes a [roll2] penalty.

Cadian 9th
2011-02-07, 07:30 PM
Acknowledged.

Where you casting that on the rest of your turn? Regardless, Arudin's turn.

Arudin
2011-03-19, 09:47 PM
Raginmund

The warrior howls in pain as the magical flames scorch his flesh. He thinks for a moment, trying to wonder how he can get a point across to the mage without making himself vulnerable.

He then seems to shrug, or do something close at least, realizing that nothing he can think of works, before rushing once more into the fray. Upon reaching the creature, he slashes once with his claws.

Attack: [roll0]
Damage:[roll1] + 2 constitution damage

Health: 67/223

Debatra
2011-04-10, 02:34 PM
Sudden Quickened Heal on Raginmund. Heal for 150.