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View Full Version : [Arena] Aerin vs. Bel'Gaer



Lord Iames Osari
2007-01-01, 09:27 PM
http://i16.photobucket.com/albums/b46/quitmeyer1892/thearena2.gif

-Colored squares: These are the starting areas. The challenger starts in the Red square, the defender starts in the blue square. You can start anywhere in the square.

-Big spikey circular thing in the middle: The Sarlaac pit. Or, for those who want to keep in more medieval, the Maw of Doom. Stepping in any of the squares the sarlaac touches starts a grapple check (Sarlaac has +25). Every turn while grappled, you take piercing and crushing damage, 3d6 each. After 2 full rounds of being grappled, you are sucked in and swallowed whole, taking 4d6 acid damage and 5d6 each of piercing and bludgeoning. The only way to escape is with a DC 25 climb check, which will let you escape from the digestive tract, but you're still grappled.

-Brown diamonds with red dots: Lava geysers. Every time you step in one there's a 25% chance that you take 10d6 fire damage (reflex half).

-Greenish blobs: Acid pools. 3d6 acid damage for every step through them. *

-Grey circles: Normal, boring, 5' diameter boulders. Use them for cover or for improvised weapons, or whatever else you can come up with.

-White circles with the two lines: Bunnies. Have absolutely no effect on the battle unless someone does something to them.

-Weird stick figure in the upper-left hand corner: Waldo. Oh, there he is. Basically like the bunnies, but he can be used as cover, too.

Aerin (http://www.thetangledweb.net/profiler/view.php?id=3517) vs. Bel'Gaer (http://www.thetangledweb.net/profiler/view.php?id=4766)

Aerin begins in square N5.

Aerin's initiative (1d20+14=34) (http://invisiblecastle.com/find.py?id=806640) and preparations:
Round 1: Draws longsword, designates Bel'Gaer for purpose of Dodge feat, uses ring of 2 time stops and a miracle to cast time stop {Time Stop 1 (1d4+1=4) (http://invisiblecastle.com/find.py?id=806627)}
Time Stop Round 1: uses scroll of gate to call solar 1 (squares MN2-3)
Time Stop Round 2: uses scroll of gate to call solar 2 (squares OP2-3)
Time Stop Round 3: uses charm of mirror image {mirror image (1d4+4=6) (http://invisiblecastle.com/find.py?id=806653)}; there are now 7 Aerins in squares NOP5 and MNOP4
Time Stop Round 4: drinks potion of displacement
Round 2: uses ring of 2 time stops and a miracle to cast time stop {Time Stop 2 (1d4+1=5) (http://invisiblecastle.com/find.py?id=806629)}
Time Stop Round 1: casts freedom of movement
Time Stop Round 2: casts entropic shield
Time Stop Round 3: casts magic vestment
Time Stop Round 4: applies oil of greater magic weapon +5 to longsword
Time Stop Round 5: activates longsword's flaming property
Round 3: casts divine favor
Round 4: casts righteous might; the Aerins now occupy a solid block of IV4-5
Round 5: casts divine power

Solar 1's initiative (1d20+9=29) (http://invisiblecastle.com/find.py?id=806642) and preparations:
Round 1: casts magic vestment
Round 2: casts shield of faith
Round 3: casts divine favor
Round 4: casts righteous might
Round 5: casts divine power

Solar 2's initiative (1d20+9=28) (http://invisiblecastle.com/find.py?id=806644) and preparations:
Round 1: casts magic vestment
Round 2: casts shield of faith
Round 3: casts divine favor
Round 4: casts righteous might
Round 5: casts divine power

Amiria
2007-01-02, 07:33 AM
((I seriously doubt that you can use your Ring of Three Miracles to cast the 9th level sorcerer/wizard spell Time Stop, even with those extra XP))

Lord Iames Osari
2007-01-02, 08:08 AM
((I wasn't sure I could either, but I talked it over with Vael, and he says I can))

AmberVael
2007-01-02, 09:04 AM
((Lets just put it this way:
He bought the ring with that in mind, and he could have just spent the money on a Ring of Three Time Stops for a much cheaper price. True, he still his a Miracle left, but one Miracle + 2 Timestop is still alot easier to get.
If you want him to change it, just let him remake his sheet to be like that, since he only did this because of my ruling))

Amiria
2007-01-02, 10:52 AM
((Yes, a ring that can cast Time Stop a few times per day would be a legal custom item. And much cheaper than a Ring of Three Miracles, just not as versatile. I'm fine with it we say that the ring is "of Three Time Stops" or "Two Time Stops and a Miracle". Whatever.))

Lord Iames Osari
2007-01-02, 11:34 AM
((Alter, alter, alter, alter my equipment list!))

((Equipment list is now altered. Let the fight begin!))

churchofbanjo
2007-01-02, 09:45 PM
((Sorry, I've been busy all day since school started again.))

Bel'Gaer grimaces as he sees all of the opponents flicker into being.


Preparation Rounds:
1. Cast Prismatic Sphere
2. Cast Shapechange
3. Cast Magic Weapon
4. Apply oil of magic fang to bite
5. Ready an action

Initiative: 1d20+9=15 :( (http://invisiblecastle.com/find.py?id=808152)
You first, Aerin

Lord Iames Osari
2007-01-02, 09:57 PM
((what did you change into?))

AmberVael
2007-01-02, 10:05 PM
((Nothing. It merely gives him the ability to change as he wants))

Lord Iames Osari
2007-01-02, 10:17 PM
((Ah, very well then. Oh, and what square are you in?))

Round 6: Aerin activates her charm of shield, takes her ring of 2 time stops plus a miracle off her right hand and replaces it with her ring of rapid healing. The displacement effect wears off.

The solars join hands with each other and with two of the Aerins. Solar 1 casts etherealness, and the solars and all the Aerins go ethereal. The Aerins move to squares IV16-17.

Solar 1 moves ethereally to squares OPG17-19.

Solar 2 moves ethereally to squares MNO27-29 ((double move))

churchofbanjo
2007-01-02, 11:48 PM
Bel'Gaer is currently in 1,A

His form shimmers, and he takes the form of an Aoa Sphere with the True Sight of a Solar Angel. He discerns which is the real Aerin, and smiles. He then concludes his action by wobbling a bit.

Lord Iames Osari
2007-01-03, 12:05 AM
((You can't be in 1A. That square isn't even on the arena. Unles of course your choice of square was a cunning way of saying that you forfeit by leaving the arena.))

churchofbanjo
2007-01-03, 08:58 AM
(No! ACK! Sorry, I wasn't thinking straight last night. I mean 2, M)

Lord Iames Osari
2007-01-03, 09:08 AM
((...))

((... I'm starting on that side...))

AmberVael
2007-01-03, 11:03 AM
4. Apply oil of magic fang to bite
((Um... you didn't have a bite attack when you used that. How, might I ask, are you applying it?))

churchofbanjo
2007-01-03, 06:52 PM
((Oh, sorry, I thought you were blue. GAH! Sorry, I wasn't paying attention. I start in 38 M. Sorry for the confusion.

Vael, my mouth has the potential to become a bite attack, doesn't it? And also, I could hurt someone with a bite. If you insist, then I instead cast Moment of Prescience. ))

Last Note: Sorry Aerin! I should pay attention to my posts more!

Lord Iames Osari
2007-01-03, 07:28 PM
((Waiting for Vael's ruling on the bite attack thing; will post actions once he has done so.))

AmberVael
2007-01-03, 09:49 PM
((You do not have a bite at that time, and you cannot enhance something you do not have))

Lord Iames Osari
2007-01-04, 09:49 AM
Round 7: The real Aerin is in square NO16-17. She moves to NO29-30, then casts assay spell resistance.

Solar 1 moves to OPQ32-34 and casts prayer.

Solar 2 moves to MNO35-37, drawing his greatsword as he does, and readies an action.

churchofbanjo
2007-01-04, 06:17 PM
((What does assay spell resistance do?))

The blob of silver liquid shifts forms quickly into the form of a shadow that looks exactly like Aerin. It nods at her, and casts Moment of Prescience, while staying put.

(as shadow form of a vutlivor canimorph (FF), which is as the humanoid form of a vultivor, except as follows:

Can move normal speed on any surface, including walls, ceilings, and liquids. +15 circumstance bonus on hide checks. Immune to blindness, critical hits, damage to ability scores from non-magical attacks, deafness, disease, drowning, poison and stunning. It takes half damage from acid and fire. Damage Reduction 50/+5. May assume this form for 10 minutes per day.

Vultivor has sneak attack +5d6, Alternate Form (vorr), Command Vorrs, evasion, outsider traits, scent, shadow form, shadow jump 160 ft., uncanny dodge.

For more information, post again, and I'll edit for full statistics block.

AmberVael
2007-01-04, 06:25 PM
((+10 to SR checks against one target))

Lord Iames Osari
2007-01-04, 09:42 PM
In a flash, the solars and Aerin appear. One of the solars is half-in, half-out of the prismatic sphere, and as the colors of the spectrum flash around him, he swings a mighty blow at Bel'Gaer. At the same time, Aerin shouts, In the name of Vala, burn! and disappears in a massive flaming burst that engulfs her, the solar, and Bel'Gaer. Emerging from the sudden blaze, Aerin is unharmed, and the solar's fate still uncertain as the prismatic effects still swirl about him. Aerin launches into a furious series of attacks with her longsword.

Round 8: Aerin moves to square NO38-39 and readies an action.

Solar 1 stays where he is and dismisses the etherealness effect.

Solar 2 becomes material and is affected by the prismatic sphere. ((He has SR 32, so start making CL checks.))
Reflex half vs. Red (1d20+18=36) (http://invisiblecastle.com/find.py?id=810841) just makes it, taking no fire damage, thanks to his fire resistance.
Reflex half vs. Orange (1d20+18=25) (http://invisiblecastle.com/find.py?id=810844) fails, but he has immunity to acid.
Reflex half vs. Yellow (1d20+18=19) (http://invisiblecastle.com/find.py?id=810846) fails. He only takes 70 damage, though, assuming your CL check succeeds. Yay for energy resistances!
Fortitude partial vs. Green (1d20+24=31) (http://invisiblecastle.com/find.py?id=810847) failing unless you botch your CL.
Fortitude negates vs. Blue (1d20+20=27) (http://invisiblecastle.com/find.py?id=810849) fails, but solars are immune to petrification.
Will negates vs. Indigo (1d20+20=28) (http://invisiblecastle.com/find.py?id=810856) fails, again unless you botch CL. Invisible Castle hates me.
Will negates vs. Violet (1d20+20=24) (http://invisiblecastle.com/find.py?id=810861) failing again contingent on your check vs. his SR. :smallsigh:
If in fact you botch 3 CL checks, Solar 2 makes a melee attack against you with his greatsword.
Greatsword attack (1d20+49=68) (http://invisiblecastle.com/find.py?id=810864) which should hit.
Greatsword damage (4d6+34=55) (http://invisiblecastle.com/find.py?id=810866).

Aerin also takes her readied action, throwing a bead from her necklace of fireballs at your feet. It detonates and triggers the other 19 beads on her necklace, but Aerin herself takes no damage because of her ring of fire immunity.
20 10d6 fireballs (Ref DC 14 half) (10d6=31, 10d6=34, 10d6=32, 10d6=39, 10d6=32, 10d6=39, 10d6=36, 10d6=32, 10d6=36, 10d6=35, 10d6=42, 10d6=32, 10d6=44, 10d6=35, 10d6=34, 10d6=30, 10d6=34, 10d6=40, 10d6=32, 10d6=30) (http://invisiblecastle.com/find.py?id=810868)

Solar 2, as if he isn't a goner already, must make the saves as well.
Reflex half vs. fireballs (1d20+18=21, 1d20+18=31, 1d20+18=31, 1d20+18=35, 1d20+18=30, 1d20+18=25, 1d20+18=22, 1d20+18=20, 1d20+18=32, 1d20+18=28, 1d20+18=36, 1d20+18=30, 1d20+18=33, 1d20+18=25, 1d20+18=26, 1d20+18=27, 1d20+18=34, 1d20+18=27, 1d20+18=29, 1d20+18=31) (http://invisiblecastle.com/find.py?id=810871)
He makes every save, taking only 149 points of fire damage.

If, by some miracle, Solar 2 is still alive, he makes a full attack:
Solar full attack (1d20+48=64, 1d20+43=55, 1d20+38=48, 1d20+33=42) (http://invisiblecastle.com/find.py?id=810960) dealing damage (4d6+34=45, 4d6+34=48, 4d6+34=51, 4d6+34=48) (http://invisiblecastle.com/find.py?id=810964).

Aerin full attacks:
Aerin's Longsword full attack (1d20+49=57, 1d20+49=62, 1d20+49=62, 1d20+44=47, 1d20+39=59, 1d20+34=54, 1d20+29=47) (http://invisiblecastle.com/find.py?id=810931)

Confirmation rolls (1d20+39=51, 1d20+34=44, 1d20+29=40) (http://invisiblecastle.com/find.py?id=810966),
And Longsword damage (including flaming and axiomatic) (2d6+35+1d6+2d6=51, 2d6+35+1d6+2d6=50, 2d6+35+1d6+2d6=54, 2d6+35+1d6+2d6=52, 2d6+35+1d6+2d6=53) (http://invisiblecastle.com/find.py?id=810939)

Assuming that the two three threats are confirmed (because I have no idea what your AC is), they deal Crit damage (2d6+35+1d6+2d6+1d10+2d6+35=99, 2d6+35+1d6+2d6+1d10+2d6+35=95) (http://invisiblecastle.com/find.py?id=810948), or if not crits, 56 and 52 damage, respectively.

Whoops, and you take 1 point of Con damage per hit.

churchofbanjo
2007-01-04, 10:34 PM
((How did Aerin get through the prismatic sphere? If she didn't go through, then it would absorb her fireballs. If she did, you would have to roll for the effects.))

Caster Level Checks:
1d20+25= 41, 33, 38 (http://invisiblecastle.com/find.py?id=810952) All succeed, and he takes 70 electricity damage, dies, and his body is teleported to another plane.

Lord Iames Osari
2007-01-04, 10:58 PM
((She was ethereal.))

churchofbanjo
2007-01-04, 11:18 PM
Bel'Gaer uses his readied action to take the form of a great wyrm gold dragon, as in reflexive change. He sighs as he feels the heat of the flames seem to vanish, and roars as the sword attacks bite into his scales.

Used reflexive change to turn into great wyrm gold dragon, using readied action. AC for duration of attack is 58. Attacks 2, 3 and 5 hit, with no crits. Which damage is flaming? The 1d6? So how much damage would I subtract for immunity? With my greater Con. Bonus, my HP is now 375. How should we redo damage, because no crits or flaming? Because of Con. Damage, health is now 350, minus real damage. I really don't know what to do here.
In pain from the attacks, the dragon roars, before casting a spell. Aerin feels as walls of force surround her, trapping her. He then hops back away from the bars, while slightly decreasing his size so they fit in the sphere.

Cast Forcecage, allowing no save, with the 1/2 inch slots. Then, take 5 foot step back. Changed to Ancient Gold Dragon, now only Gargantuan.
(Oh my lord, thank you for Reflexive Change!)

Lord Iames Osari
2007-01-05, 11:10 AM
((Actually, attack 6 also hit, since it was a natural 20.

So attack 2 dealt 48 damage, attack 3 did 52, attack 5 did 49, and attack 6 did 54. All damage values are adjusted for your fire immunity. So you've taken 203 normal damage and 4 Con damage.))

Aerin chants an invocation, and her voice rolls over the arena, magically amplified, and though you may not be able to understand her words, the tone an intent of them is clear: she is passing divine judgment on her foe.

Round 9: Aerin casts mark of doom from PHBII. It allows no save and no SR, and you are a legal target because part of you is still inside the sphere.

You take 1d6 points of damage each time you cast a spell that damages or disables a creature, make a melee or ranged attack,or use spell-like or supernatural abilities to harm other creatures.

Solar 1 takes a 5-foot step to MNO32-34 and uses his power word stun spell-like ability.

By my calculations, you have no more than 147 hp currently, so you're a legal target. CL to overcome SR 30 (1d20+20=37) (http://invisiblecastle.com/find.py?id=811840) succeeds, meaning that Bel'Gaer is stunned for 2 rounds (1d4=2) (http://invisiblecastle.com/find.py?id=811843).

Aerin chants another invocation, brandishing her holy symbol, and a pillar of silver flame descends from the sky.
Round 10: Aerin casts flame strike, spending thre turn undead attempts to apply her Soulfire Spell metamagic feat to it, which allows damage-dealing spells with the fire subtype to ignore fire resistance and immunity.
Soulfire Flame Strike (Ref DC 27 half) (15d6=59) (http://invisiblecastle.com/find.py?id=811881)

Solar 1 casts chain lightning, targeting only Bel'Gaer.
Chain Lightning (Ref DC 23 half) (20d6=75) (http://invisiblecastle.com/find.py?id=811888)

Round 11: Aerin calls down another pillar of silver flames from the heavens.
Same deal as before. Soulfire Flame Strike (Ref DC 27 half) (15d6=54) (http://invisiblecastle.com/find.py?id=811896)

Bel'Gaer is no longer stunned, but as his initiative is after Solar 1's, Solar 1 gets another round of actions. He takes a 5-foot step to LMN32-34, and full attacks with his greatsword.
Solar 1's full attack (1d20+49=52, 1d20+44=63, 1d20+39=51, 1d20+34=53) (http://invisiblecastle.com/find.py?id=811938); attack 2 hits and threatens a critical.
Confirmation (1d20+44=61) (http://invisiblecastle.com/find.py?id=811941) It's a crit.
Damage (8d6+69=93) (http://invisiblecastle.com/find.py?id=811943)
Now it's your turn. :smallbiggrin:

douglas
2007-01-05, 11:32 AM
((She was ethereal.))
((abjurations also extend from the Material Plane to the Ethereal Plane (http://www.d20srd.org/srd/specialAbilities.htm#etherealness) (5th section)
Prismatic Sphere is an abjuration, so being ethereal does not avoid it.))

Lord Iames Osari
2007-01-05, 12:09 PM
((Shock shock shockity shock shock, the shocking shockers. Fine.))

((For simplicity's sake, I'm ignoring Red, because I'm immune to the damage anyway. I'm choosing to autofail on orange and yellow, because thanks to my Improved Evasion I only take half damage anyway. That's 20 acid and 40 electric, bringing me to 334 hp.

Fort DC 36 vs. Green (1d20+28=46) (http://invisiblecastle.com/find.py?id=811987) success; I take Con damage (1d6=2) (http://invisiblecastle.com/find.py?id=811995), decreasing my hp to 312 and giving me a -1 on future Fort saves.
Fort save vs. Blue (1d20+27=39) (http://invisiblecastle.com/find.py?id=812002) success; I am not turned to stone.
Will save vs. Indigo (1d20+33=42) (http://invisiblecastle.com/find.py?id=812006) success; I do not go insane.
Will save vs. Violet (1d20+33=53) (http://invisiblecastle.com/find.py?id=812010) success, Aerin is not sent to another plane.
There. All better now.))

churchofbanjo
2007-01-05, 12:47 PM
((Solar 1 passes through it also, doesn't he?))

Lord Iames Osari
2007-01-05, 12:53 PM
((nope. With a 10-foot radius from the center of M38, the sphere extends only halfway through square M36 at the closest it comes to Solar 1, who has never progressed farther in that direction than the 34 column.))

((Oh, and I forgot to roll vs. yur SR on the flame strikes. I'll edit that in))

churchofbanjo
2007-01-05, 12:57 PM
((So then solar 1 can't cast spells on me, such as Power Word stun, or attack me. No effects may pass in or out.))

Lord Iames Osari
2007-01-05, 01:19 PM
((... Here, I'll draw you a picture.
http://i88.photobucket.com/albums/k177/LordIames/arena.png
The red circle is a generous representation of where the edges of your prismatic sphere are. The gold square is your current location as a gargantuan ancient gold dragon. Please note that the greater portion of your mass is located beyond the edges of the sphere. The white square is the location of Solar 1. Please note that he is both adjacent to you and is not within the sphere, nor is the portion of you that he is adjacent to protected by the sphere. Does that answer your question?))

Oh, and my CL vs. your SR for the flame strikes:

CL to overcome SR 30, Flame Strike 1 (1d20+20=34) (http://invisiblecastle.com/find.py?id=812071) succeeds
CL to overcome SR 30, Flame Strike 2 (1d20+20=35) (http://invisiblecastle.com/find.py?id=812121) also succeeds.

churchofbanjo
2007-01-05, 02:04 PM
((Oh, I see. Sorry about that.))
2 reflex saves for flame strike: 34, 33 (http://invisiblecastle.com/find.py?id=812205)Both Save

Reflex Save for Chained Lightning: 20 Failed :( (http://invisiblecastle.com/find.py?id=812208)

Since I was at M, 38 and took a 5 foot step back, wouldn't the center of the circle be at L, 38? Leaving only K, 35 open.


All of those attacks leave me with 71 health. Using reflexive change, I take the form of a 12 headed pyrohydra with DR 50/+5 for infinite variety, effectively keeping me inside the circle. My health is now 96. Because the solar is still attacking, it's weapon must make a reflex save (use owners, if higher), or be destroyed.

My Status: Now fully covered by the circle, with 96 health. I lose my next action because I didn't have a readied action.

Your Status: Solar must make Reflex DC 36 or its weapon is destroyed in the process of attacking me.

Lord Iames Osari
2007-01-05, 03:20 PM
Round 12

Ok, you now occupy JKL36-38, I believe. Still not completely covered by the sphere, because it doesn't move once created.

Solar 1's Reflex save (1d20+18=32) (http://invisiblecastle.com/find.py?id=812237) fails, and his greatsword is destroyed.

Aerin takes off her ring of rapid healing and puts on her ring of two time stops and a miracle. She uses the miracle to cast antimagic field. The prismatic field is unaffected, but the forcecage, Aerin's enhancements, and Bel'Gaer are, especially once she takes her five-foot step to square M38.

Solar 1 casts his own miracle to create another antimagic field.

Round 13:

Aerin flurries against Bel'Gaer, who I assume is located in L39.
Flurry of Blows (1d20+26=34, 1d20+26=45, 1d20+26=38, 1d20+21=34, 1d20+16=29, 1d20+11=24) (http://invisiblecastle.com/find.py?id=812339) two hits, one threat. The normal hit deals Damage (1d8+9=14) (http://invisiblecastle.com/find.py?id=812353).
Confirmation (1d20+26=30) (http://invisiblecastle.com/find.py?id=812355) fails; the hit deals Damage (1d8+9=16) (http://invisiblecastle.com/find.py?id=812358).

The solar moves to IJ36-37, bringing all the area occupied by your Hydra form into an antimagic field and drawing his bow. Congratulations, you are now a mere mortal. The solar concludes his turn.

churchofbanjo
2007-01-05, 07:50 PM
(taking off a ring and putting it on, how long does that take? And then would you have time foran activation?)

Bel'Gaer moves to Q, 39 and casts Maximized Time Stop.

Round 1: Take form of a Chaos Dragon with Fast Healing 40. Cast Stoneskin on self.
Round 2: Apply Oil of Magic Fang to bite. Health is now 136.
Round 3: Fly to 150, L, 36 Health now 176. Cast Haste on self
Round 4: Fly to 330, L, 36 in the air. Health now 216. Cast Maximized Spell Turning (10 lvls)
Round 5: Fly to 510, L, 36 in the air. Health now 256. Ready an action.

Effects on Self:
DR 10/adamantine for 150 points.
+5 Attack/Damage for Bite
10 levels of spell turning
1 extra attack, AC: 43, +1 on attacks, +1 Reflex, +30 ft. movement

Lord Iames Osari
2007-01-05, 07:56 PM
((I talked to Vael about this before - taking a ring off is free, getting one out and putting it on is move, and activation is standard.))

((Hmmm... I need to consult with Vael before I take my next action. I'll edit this post once I have))
[hr]
((okay, I'm assuming that your movement path was as follows: L38, L39, M39, N39, O39, P39, Q39. That means I get 4 attacks of opportunity against you {I love Combat Reflexes!}))

As Bel'Gaer moves around and past her, Aerin strikes like lightning, once, twice, thrice - four times!
Aerin's AoO's (1d20+26=44, 1d20+26=37, 1d20+26=33, 1d20+26=29) (http://invisiblecastle.com/find.py?id=813246) result in two hits, one of which is a threat.
Roll to confirm (1d20+26=30) (http://invisiblecastle.com/find.py?id=813250); it does not crit.
Bel'Gaer takes damage (1d8+9=17, 1d8+9=13) (http://invisiblecastle.com/find.py?id=813252).

Round 14:
Aerin dismisses the antimagic field around herself and flies straight up 50 feet, passing through the sphere as she does.
Aerin ignores the Red color, as she is immune to fire damage thanks to her ring.
Reflex DC 36 vs. Orange (1d20+23=36) (http://invisiblecastle.com/find.py?id=813270) succeeds; Aerin takes no damage thanks to improved evasion.
Reflex DC 36 vs. Yellow (1d20+23=36) (http://invisiblecastle.com/find.py?id=813272) succeeds; Aerin takes no damage thanks to improved evasion.
Fortitude DC 36 vs. Green (1d20+27=41) (http://invisiblecastle.com/find.py?id=813274) succeeds, taking Con damage (1d6=4) (http://invisiblecastle.com/find.py?id=813279).
Fortitude DC 36 vs. Blue (1d20+25=41) (http://invisiblecastle.com/find.py?id=813283) succeeds.
Will DC 36 vs. Indigo (1d20+35=36) (http://invisiblecastle.com/find.py?id=813291) fails; Aerin is now insane, fun fun.
Will DC 36 vs. Violet (1d20+33=39) (http://invisiblecastle.com/find.py?id=813297) succeeds.

Solar 1 flies 75 feet straight up and and fires an arrow at Bel'Gaer.
The Arrow of Elf-Slaying (1d20+26=38) (http://invisiblecastle.com/find.py?id=813266) hits, dealing damage (2d6+7=10) (http://invisiblecastle.com/find.py?id=813264).

douglas
2007-01-05, 08:56 PM
((Regeneration only works on nonlethal damage, and it only converts lethal damage to nonlethal if you have it at the time you take the damage. If you want to heal lethal damage you need fast healing.))

churchofbanjo
2007-01-05, 09:02 PM
((Oh, I didn't realize that. In that case, I'll edit above posts to show Fast healing.))

Lord Iames Osari
2007-01-06, 12:08 PM
((posted my actions))

churchofbanjo
2007-01-06, 12:09 PM
((Actually, because I dodn't know that antimagic field doesn't dispel them, I'm going to edit my action. I pretty much just recast spells.))

churchofbanjo
2007-01-06, 12:36 PM
DC for slaying arrow is 20.
Save: 34 SAVED (http://invisiblecastle.com/find.py?id=813345)


HP is now 236, plus regen this round is 276
Bel'Gaer's form quivers, and he takes the form of an Aoa sphere. He flies to 560, L, 38, and chooses to do nothing.

Lord Iames Osari
2007-01-06, 12:42 PM
((And which monster has the fast healing 40 that you are borrowing, exactly?

Oh, and since you have the dragon type, the arrow's slaying property does not affect you. Also, my AoO's dealt 30 total damage and the arrow's 10 was magical, so by my calculations... you're at 256 now, not 276.

Actually, now that I look at your sheet again, I wonder how you have that many hp in the first place. Your Chaos Dragon form has a Constitution no higher than the one you normally have, so your hp are maxed out at 225 - less, actually, because of the 4 points of Con damage. You have 175 hp, max.))

churchofbanjo
2007-01-06, 01:38 PM
((Oh yes, sorry. HP is at 175. Arrow damage is negated because of stoneskin, leaving me at 140 absorption left. I borrowed it from the tarasque, who has regen. 40, but it is effectively treated as fast healing, because no damage is lethal to it. When I said regen 40, I forgot that, and changed it to fast healing 40. So really, its regeneration 40 that treats no damage as lethal. ))
HP is now 175, because it cannot exceed max. Actually, in Aoa sphere form, it would remain at 225. What ability drains Con. that you have? I couldn't pick it out.

Lord Iames Osari
2007-01-06, 01:42 PM
((my longsword has the wounding property, and I think Vael will have to rule on that "treat regen as fast healing" thing.))

AmberVael
2007-01-06, 01:44 PM
((You can't take it from the tarrasque anyways. You can only shapechange into non-unique creatures.
The tarrasque is unique. Sorry))

Lord Iames Osari
2007-01-06, 02:09 PM
((Also, 12-headed Hydras only have fast healing 22. So, from your start point at 71, you went to 93, then took 30 damage from my flurry, bringing you to 63, then you have the 5 time stop rounds which we are currently debating, and after that you took another 30 damage from my AoO's. And just to make it clear, the AoO's came as you were moving around Aerin, before you cast stoneskin.))

churchofbanjo
2007-01-06, 02:59 PM
((I didn't deduct for Aerin. I only deducted from Solar Angel's arrow. Even so, my health is now still full. And what are we debating about the time stop? I already established with Vael that regen and fast healing work in time stop. Also, you can maximize any spell with a numerical value. What else is there to debate?))

AmberVael
2007-01-06, 03:03 PM
((The fact that you have Regeneration 40?))

churchofbanjo
2007-01-06, 03:16 PM
((Regeneration 40 comes from the tarrasque, which treats no damage as lethal, and which has 48 HD I believe.))

AmberVael
2007-01-06, 03:22 PM
((Do I have to say it again? You can't take any abilities from the tarrasque. It is a UNIQUE creature. You cannot any part of its shape anyways, since it has 48HD, and with Shapechange, you can only do creatures with up to 25HD with Shapechange))

churchofbanjo
2007-01-06, 04:16 PM
((No, its double caster lvl. In that case, I take fast healing from a hydra, giving me 22 FH. By my calculations, that leaves me at 165 health.))

AmberVael
2007-01-06, 04:17 PM
The assumed form cannot have more than your caster level in Hit Dice (to a maximum of 25 HD).
((This is what Shapechange says))

churchofbanjo
2007-01-06, 07:24 PM
((Where did you get this information? Because according to the Player's Handbook Version 3.5,:

"The assumed form cannot have more than twice your caster level in Hit Dice (to a maximum of 50 HD)." Polymorph is one HD per caster level, but Shapechange is double.))

AmberVael
2007-01-07, 10:33 AM
((I got it both from an Online SRD and the SRD produced by the Wizards of the Coast.
I am not making this stuff up, and I am sure that it is correct))

Lord Iames Osari
2007-01-07, 12:17 PM
Round 15: Insanity (1d100=20) (http://invisiblecastle.com/find.py?id=814715) Aerin can act normally this round.

Aerin pulls out a scroll of heal and uses it on herself. Her ability and hp damage are healed, and the insanity effect is removed. She moves up 50 feet; her current altitude and location are 100 feet and M38, respectively.

Solar 1 takes a double move and ascends 150 feet straight up from his former position, bringing him to 275 feet over the ground. He is still in IJ36-37.

churchofbanjo
2007-01-07, 03:16 PM
((Vael, ask anyone with the Player's Handbook. I don't know if it was a misprint or an old version, but it says double caster level.))

I float 50 ft. higher to 610, L, 36. Health is now 187. I then desist from using my standard action.

douglas
2007-01-07, 04:01 PM
((From the Errata (http://wizards.com/default.asp?x=dnd/er/20040125a):

Shapechange
Player's Handbook, page 277
Second sentence of spell description is in error.
Change “more than twice your caster level in Hit Dice”
to “more than your caster level in Hit Dice.” Also,
change “50” to “25”
Practically every time that d20srd disagrees with a printed book it's because it got changed by errata. The online SRD is actually a more dependable source than the books for the information it contains because it is kept constantly up to date with errata while the books have to be reprinted to include the changes.))

AmberVael
2007-01-07, 04:07 PM
((Thats what I thought. Thanks for taking the time to look it up, Douglas))

Lord Iames Osari
2007-01-07, 05:12 PM
((560+50=610. This is basic math, and if you can't do it, then I'm not sure why you're competing here))

Round 16:
Aerin casts divine favor and flies 50 feet up, to a height of 150 feet, still in M38.

Solar 1 takes another double move to reach 425 feet of altitude.

churchofbanjo
2007-01-07, 05:39 PM
((You don't have to be insulting. I forgot to look at my previous post because the line of rule haggling was so long. That was uncalled for, and if you can't be forgiving or nice, I'm not sure why you're here in the first place.
Sorry for the confusion, Vael. Thanks for that, douglas. I'll keep that in mind.))

I move down to 560 and transform into Chaos Dragon form. I use one of my wishes to cast Banishment on the Solar Angel.

Make a Will Save DC 36. You get a +20 for Angel.
Spell Resistance: 34 (http://invisiblecastle.com/find.py?id=815099) forgot to add +2 for spell penetration so really 36 passes.

Amiria
2007-01-07, 05:46 PM
((The DC for the Banishment is only 23 and its caster level is 20. It comes from a ring. Only spells from staffs (http://www.d20srd.org/srd/magicItems/magicItemBasics.htm#savingThrowsAgainstMagicItemPo wers) use the user's abilities))

churchofbanjo
2007-01-07, 07:10 PM
((Hmm... I thought that it took qualities of the user, whichever was higher. Or maybe that's only save bonuses. Ah well, I already posted, so make a DC 23 save. Maybe he'll roll a 2 or 1.))

Lord Iames Osari
2007-01-07, 11:00 PM
((You don't have to be insulting. I forgot to look at my previous post because the line of rule haggling was so long. That was uncalled for, and if you can't be forgiving or nice, I'm not sure why you're here in the first place.
Sorry for the confusion, Vael. Thanks for that, douglas. I'll keep that in mind.))

I move down to 560 and transform into Chaos Dragon form. I use one of my wishes to cast Banishment on the Solar Angel.

Make a Will Save DC 36. You get a +20 for Angel.
Spell Resistance: 34 (http://invisiblecastle.com/find.py?id=815099)forgot to add +2 for spell penetration so really 36 passes.

((I apologize, I was feeling quite irritated at something else when I typed that, and it splashed over.))

((Anyway, the solar's antimagic field is still up, and therefore he is protected against that spell and does not need to make a Will save.))

Round 16:
((I have discussed this all with Vael ahead of time, just FYI))
Aerin takes a five-foot adjustement into L38, abundant steps 610 feet directly upward, putting her at an altitude of 760 feet. She tucks her wings close to her body and proceeds to plummet toward you. Falling attack (1d20+37=44) (http://invisiblecastle.com/find.py?id=815339) hits, dealing Falling damage (20d6=75) (http://invisiblecastle.com/find.py?id=815341) ((Note that falling damage is not subject to DR)). Aerin proceeds to slash at you with her sword. Longsword attack (1d20+44=51) (http://invisiblecastle.com/find.py?id=815344) hits, dealing Longsword damage (2d6+35+1d6+2d6=57) (http://invisiblecastle.com/find.py?id=815350). She takes damage (1d6=5) (http://invisiblecastle.com/find.py?id=815352) from doing this.

Solar 1 flies up 75 feet, reaching an altitude of 500 feet. He fires another arrow of elf-slaying. Bow attack (1d20+26=36) (http://invisiblecastle.com/find.py?id=815360) hits, dealing damage (2d6+7=14) (http://invisiblecastle.com/find.py?id=815362).

churchofbanjo
2007-01-08, 09:47 AM
((Its alright. Oh, oops! The solar never took down his field, did he?))
Bel'Gaer glares as his spell fizzles.
I'm an Aoa sphere right now, so the arrow doesn't affect me.
Use readied action to take DR 50/+5 of shadow form.
No damage from arrow.
7 damage from longsword.
75 falling damage.
HP: 105
Bel'Gaer's form quivers, and he launches a reflective pulse at Aerin.
(As greater dispel magic, but if a specific item's abilities are dispelled, then it is destroyed permanently.)
Sword: 34 (http://invisiblecastle.com/find.py?id=815647)
Bracers: 30 (http://invisiblecastle.com/find.py?id=815650)
Circlet of Spellcasting: 21 rolled a 1 (http://invisiblecastle.com/find.py?id=815655)
Cloak of Resistance: 27 (http://invisiblecastle.com/find.py?id=815656)
Shirt: 35 (http://invisiblecastle.com/find.py?id=815657)
Monk's Belt: 25 (http://invisiblecastle.com/find.py?id=815658)
Boots of Swiftness: 21 rolled a 1 (http://invisiblecastle.com/find.py?id=815659)
Rings: 38, 30, 26 (http://invisiblecastle.com/find.py?id=815660)
Charms: 39,, 30, 31 (http://invisiblecastle.com/find.py?id=815662)
Haversack: 26 (http://invisiblecastle.com/find.py?id=815663)
Silversheens: 22, 31, 38, 30, 24 (http://invisiblecastle.com/find.py?id=815664)
Iron Bands of Binding: 40 (http://invisiblecastle.com/find.py?id=815666)
... you know what, I'm just gonna roll for the rest at once, if that's alright with you.
35 39 36 37 24 34 35 36 21 34 28 26 40 25 34 34 34 21 36 21 40 34 28 31 30 27 26 25 24 39 26 32 22 24 32 26 22 38 24 33 40 38 (http://invisiblecastle.com/find.py?id=815667)
and please post any spell effects you have on you so I can try and dispel those. I don't know caster levels/spell levels off the top of my head, so your call.
((Don't you take damage from falling?))
And that was 1 use of that blast. I have 2 more.

Lord Iames Osari
2007-01-08, 10:02 AM
((Aerin is currently affected by righteous might, divine power, divine favor, freedom of movement, magic vestment, and I think that's all. These are opposed CL checks, right?

Also, Aerin's longsword is a +5 weapon thanks to oil of greater magic weapon, and DR X/+Y doesn't exist in 3.5. We need a judge's ruling on this.))

douglas
2007-01-08, 10:22 AM
((Sort of, except that you're assumed to be "taking 11". The DC is a flat 11+caster level.

Also, unless reflective pulse specifically states otherwise, targetting it on Aerin affects only her active spells, not her equipment. To affect a magic item you would have to specifically target the item and could only pick one. Reflective pulse might say differently, but unless it does you'd need something like the Chain Spell-like Ability feat to hit multiple magic items at once.))

churchofbanjo
2007-01-08, 11:11 AM
((States that it affects every item and/or spell on her person.))
Health: 55. Ow.
Dispel Checks for spells: 25 26 28 32 38 (http://invisiblecastle.com/find.py?id=815747) I believe that dispels all of the spells.

Lord Iames Osari
2007-01-08, 11:31 AM
((Except the DC is 31. Freedom of movement and magic vestment are dispelled, and I'll be back in a bit with the results for my items.

Agh. Now my policy of "buy stuff till I can't" comes back to bite me on the butt. Tell you what, how about we say it gets all my items except the epic ones and the ones you rolled a 1 on? Are you amenable to that?))

churchofbanjo
2007-01-08, 11:51 AM
((Sounds good. Which ones are epic? I may have to try it again later, though. ;) I think the Magic Oil also counts as a spell effect. did I dispel that?))

Lord Iames Osari
2007-01-08, 11:58 AM
((Apologizes and points at edit, just to make sure.

Epic Items: Boots of swiftness, ring of fire immunity, ring of rapid healing and, assuming your agreement covers the "rolled a 1" thing, I still have my circlet. And you got the oil effect, definitely.))

Round 17:
Aerin delays.

Solar 1 moves up to an altitude of 560 feet and brings Bel'Gaer into his antimagic field and punches him.
Slam (1d20+30=45) (http://invisiblecastle.com/find.py?id=815855) hits; slam damage (2d8+13=21) (http://invisiblecastle.com/find.py?id=815857)
Solar 1 tucks his wings in close and falls along with Bel'Gaer all the way to the ground.

As Bel'Gaer begins to fall, Aerin launches into a furious storm of slashes aimed at him, then beats her wings to stay airborne ((Ref DC 20 to avoid falling (1d20+15=22) (http://invisiblecastle.com/find.py?id=815862) success)).
Longsword Flurry vs AC 29 (1d20+27=40, 1d20+27=36, 1d20+27=41, 1d20+22=34, 1d20+17=29, 1d20+12=26) (http://invisiblecastle.com/find.py?id=815849) all but one hit.

Damage (1d8+9=10, 1d8+9=10, 1d8+9=10, 1d8+9=14, 1d8+9=14) (http://invisiblecastle.com/find.py?id=815853).

Falling Damage (20d6=65) (http://invisiblecastle.com/find.py?id=815859) to Solar 1.

Falling Damage (20d6=69) (http://invisiblecastle.com/find.py?id=815861) to Bel'Gaer (who still gets his turn before hitting the ground, btw).

churchofbanjo
2007-01-08, 05:42 PM
((sounds good. Why do we do 2 parentheses?))
Slam damage from Angel negated by Damage Reduction.
((You can't do flurry with longsword, only with monk weapons.))
Take no damage from longsword.
((Does antimagic field make me resume form, or does it trap me in a form?))

AmberVael
2007-01-08, 06:01 PM
((You go to your normal form, and he has a special ability that allows him to make a flurry with longsword))

Lord Iames Osari
2007-01-08, 07:20 PM
((And, since your normal form doesn't have damage reduction, the damage is not negated. By my calculations you will be at -93 hp after your action, which you still get as it takes you nearly the entire round to fall))

churchofbanjo
2007-01-08, 10:40 PM
((Hmm... when my size decreases from Huge to medium, my space occupied decreases by +10 feet on each side, right? Meaning that my center would be out of the area of the antimagic field when it supresses my shapechange, because my size would decrease centered around my middle, and since my extremity is next to the angel, I would shrink until I was 10 ft. away, and therefore out of the antimagic field.))

AmberVael
2007-01-08, 10:46 PM
((Which leads to the minor problem of you instantly shapeshifting back and getting hit by the field again, in which case you shrink and then are unaffected...))

churchofbanjo
2007-01-08, 11:08 PM
((No, because I would be in my origional form, but I would have the potential to transform again. I wouldn't retransform, I would just be shunted into my form.
... hang on, does Aerin get to choose what spells the solar prepares as a cleric?))

AmberVael
2007-01-08, 11:13 PM
((Not at all. Its not that you are being shoved into your natural form, its that the spell that changes you into another form is being supressed. When unsupressed, it goes to being exactly like it was))

churchofbanjo
2007-01-08, 11:14 PM
((And the spell, when unsupressed, gives me the ability to transform into any shape. That is the function of the spell. It isn't like polymorph, where the shape is predetermined.
*notice edit above*))

AmberVael
2007-01-08, 11:21 PM
((Yes, yes it does. You have chosen to use that spell to transform into an Aoa sphere, and that is the current effect it is having on you.
The spell gets suppressed, but technically it is still going and 'working' exactly as it should- except it is being suppressed.
When you come OUT of the antimagic, the spells are no longer suppressed, and continue acting exactly as they should, which involves the current spell effect of turning you into an Aoa sphere))

churchofbanjo
2007-01-08, 11:23 PM
((Conceded. However, can I use my multitude of readied actions to transform into my ordinary form, and therefore avoid the solar angel and the antimagic field, and then commence with my turn?
*note edit: Can Aerin choose what spells the Solars had prepared?*))

AmberVael
2007-01-08, 11:28 PM
((Could you please point out the part of your last round where you readied an action?
Yes she can))

churchofbanjo
2007-01-08, 11:30 PM
((You're right. Then, in that case, I can still do Reflexive Change, but I give up my ability to act in the next round.))

AmberVael
2007-01-08, 11:32 PM
((Yes you can. However, Aerin will get the chance to rework any actions which come after your reflexive change, so please post when exactly you do it))

Lord Iames Osari
2007-01-09, 07:57 AM
((I probably should have been clearer about this, but since the solar still had another 30 ft. of movement he could use after ascending 60 feet, I sort of assumed that he'd close to keep Bel'Gaer in the AMF as he shrank. Sorry for the confusion.))

churchofbanjo
2007-01-09, 09:38 PM
((Hmmm... according to the description, incorporeal undead cannot enter the area of the antimagic field. If forced, they are shunted to the ethereal plane. Because I actually take on the type incorporeal undead, wouldn't that happen to me? you take on the type for all aspects of it.))

AmberVael
2007-01-09, 09:43 PM
((Are you going to take on that type then?
Of course, you cannot become undead))

churchofbanjo
2007-01-09, 09:49 PM
((According to Shapechange, i can take the form of any nonunique creature of any type. That includes undead.))

AmberVael
2007-01-09, 09:52 PM
((Sorry, I missed the "any type" dennotation. Go ahead))

Lord Iames Osari
2007-01-09, 09:59 PM
((I fail to see how going to the Ethereal Plane helps. AMF is an abjuration effect, which, and douglas pointed out earlier, means that the effect of the AMF extends to that plane))

churchofbanjo
2007-01-09, 10:30 PM
((Hmmm... Wait. Vael, I have one shot. We are at L, 36 in the air. That means if we fall down, we'll fall through the prismatic sphere. Because we are falling with eachother, the Solar angel must make saves for passing through it. In that case, if he fails his save, I could use reflexive change to save myself, couldn't I? It's my only hope.))

AmberVael
2007-01-09, 10:38 PM
((If the Solar passes through the field, he must make saves))

churchofbanjo
2007-01-09, 10:56 PM
((Alright, here's what I'm going to do: If the solar doesn't make it through the field, then I use my reflexive change to save myself. If not, then I fall and the match is over. Aerin, make the saves. DC 36))

AmberVael
2007-01-09, 10:58 PM
((False. After looking it over, you are dead BEFORE you hit the sphere, since Aerin's and the Solar's attacks kill you. You are currently at 55, and they deal enough damage to kill you, since you have no DR))

Lord Iames Osari
2007-01-09, 11:09 PM
((Oh well. *was going to be nice*))

churchofbanjo
2007-01-10, 05:34 PM
((Hmmm... I can't use reflexive change, because before it works, solar moves in... I concede. good match.))
Bel'Gaer's body is stabbed by multiple sources, and falls limply to the ground. As he is carried off by the medics, he weakly nods at Aerin.

(Good Job! You taught me some stuff... MUAHAHAHA!!!)

Lord Iames Osari
2007-01-10, 05:50 PM
Aerin raises her sword aloft and lets the crowd cheer her for a moment before descending to the ground. The solar gets up, looking very battered, and heals itself. It bows to Aerin, then disappears. Aerin bows in return before it is gone, then exits the Arena.