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View Full Version : SCRUB: Super Cool Radical Ultra Battle!!! [Team Super-Cool]



Tortoise262
2008-01-17, 09:28 PM
http://crossproduct.mygamesonline.org/20/dnd.php

Battle #1:

Team Super-Cool:
wadledo's Dwarven Defender (http://www.coyotecode.net/profiler/view.php?id=2638)
Zimmia's Mystic Theurge (http://www.myth-weavers.com/sheets/view.php?id=38588)
Sjiggie's Druid (http://www.giantitp.com/forums/showthread.php?p=3782487)
Armads's Wilder (http://www.myth-weavers.com/sheets/view.php?id=38428)

Fighting an Ancient Green Dragon!

Tortoise262
2008-01-17, 10:10 PM
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG75.jpg

Armads
2008-01-19, 05:43 AM
Ben

Initiative
[roll0]

Sjiggie
2008-01-21, 05:04 PM
Eronion
Initiative=[roll0]

I have to update my spell list but I'll do that shortly

wadledo
2008-01-21, 10:30 PM
Wroughtbeard

Inititave: [roll0]

Zimmia
2008-01-21, 10:49 PM
Jhassantha

Initative: [roll0]

Tortoise262
2008-01-23, 11:26 PM
Initiative: [roll0]

Okie dokie. I have to set up the map. So you know, you're fighting the dragon in his lair, which is a water-filled grotto. That may help you decide what spells to prepare! And if you have any buffs you want to cast, you can do that before the battle.

Zimmia
2008-01-24, 10:10 PM
Okay I'm pretty much ready (I think). Does anyone have any special requests for spells though?

Once Tortoise sets the scene and we're ready to go the buffing shall commence.

Tortoise262
2008-02-02, 04:08 PM
Okay, here's the scene:

You're sent off to kill a green dragon at his lair in a water-filled grotto. He's asleep underwater, but will wake up as soon as you enter his chamber. So before you go in, get ready with potions/spells you want to use to buff yourself up. I'm pretty much done setting up, except for some terrain.

Oh, yeah, and the players:
wadledo
Armads
Sjiggie
Zimmia

Armads
2008-02-06, 05:36 AM
(Buff as listed in my character sheet, plus Metamorphosis into a Horned Devil)

The air around Ben ripples, and he suddenly turns into a 9 foot tall devil, with distinctive horns around his head. His eyes flare red, and many layers of defensive shielding appear around his body. The claws of the devil grow even larger and more wicked looking.

(AC is now 82, or 76 if I lose use of my items. Claw attack bonus is +32, I think).

Tortoise262
2008-02-07, 06:08 PM
Sorry for taking so long, guys! I have the map drawn out and I'll have it programmed in by the end of the night!

http://crossproduct.mygamesonline.org/20/dnd.php

EDIT: The map is set up, and we're ready to start!

Sjiggie
2008-02-11, 05:20 PM
Eronion buffs up with Barkskin, Foresight, Protection from Energy (Acid) & Stoneskin on self and with Barkskin, Protection from Energy (Acid) & Stoneskin on his Animal Companion. He also cast one of his Fire Seeds spell to create 1 Acorn grenade (details in spoiler block under attacks)

Once inside the cave he will cast his sonic substituted call Lightning storm his animal companion will walk to L12-N14

Eronion has 1 resist energy spell left for who wants it.

Hit Points: 193 [8+ 4.5*19 +100 Con]
AC 43 Touch 22, Flat 39 [+4 Dex +10 Armor +5 Deflection +7 Shield +5 Barkskin, +2 Insight (Foresight)]
--- +x [Natural] Depends on Wildshape form
---
Initiative: +4 [+4 Dex]
BAB/Grap: +15/+14 [+4Bab, -1Str]
Speed 30 30 Base
DR10/Adamantine
Never surprised or flat-footed (Foresight)

Saves:
Fort +25 [12 Druid +05 Con, +1 Competence +5 Resistance]
Refl +18 [06 Druid +04 Dex, +1 Competence +5 Resistance, +2 Insight (Foresight)]
Will +31 [12 Druid +13 Wis, +1 Competence +5 Resistance]
Immunity to all Poisons, +4 vs spell-like abilities of Feys
Protection from Energy (Acid) 120/120

Attacks:
+17 Staff of The Woodlands 1d6+1 20/x2 Bludgeoning 15 Bab 1 Str +2 enchantment +1 Competence
10/10 Lightning Bolts 5d6 Sonic Reflex DC 28 for half damage
+19 Ranged Touch Acorn Grenade 20d6 range 100ft


Spells Prepared
Level 0 [DC 23] Detect Magic, Detect Poison, Guidance, Guidance, Light, Mending
Level 1 [DC 24] Cure Light Wounds, Entangle, Entangle, Faerie Fire, Longstrider, Produce Flame, Sonic Substituted Produce Flame, Sonic Substituted Produce Flame, Shillelagh
Level 2 [DC 25] Barkskin, Barkskin, Extended Sonic Substituted Produce Flame, Fog Cloud, Gust of Wind, Resist Energy, Spider Climb, Warp Wood
Level 3 [DC 26] Call Lightning, Greater Magic Fang, Greater Magic Fang, Protection from Energy, Protection from Energy, Sleet Storm, Spike Growth
Level 4 [DC 27] Air Walk, Control Water, Dispel Magic, Extended Sonic Substituted Call Lightning, Flame Strike, Freedom of Movement, Giant Vermin, Ice Storm
Level 5 [DC 28] Animal Growth, Call Sonic Substituted Lightning Storm, Death Ward, Stoneskin, Stoneskin, Tree Stride, Wall of Fire, Wall of Thorns
Level 6 [DC 29] Antilife Shell, Fire Seeds, Fire Seeds, Liveoak, Spellstaff, Wall of Stone
Level 7 [DC 30] Animate Plants, Control Weather, Fire Storm, Heal, Sunbeam, True Seeing
Level 8 [DC 31] Earthquake, Finger of Death, Reverse Gravity, Sunburst, Sunburst, Whirlwind
Level 9 [DC 32] Elemental Swarm, Foresight, Shambler, Shapechange, Shapechange, Storm of Vengeance

Animal Companion
Triceratops
Size/Type: Huge Animal
Hit Dice: 18d8+138 (219hp)
Initiative: +0
Speed: 40ft Base: 60ft 30 +30 enchantment
Armor Class: 34 (-2 Size, 0 Dex, 13 Natural 8 Armor 5 Barkskin) Touch 8 Flat Footed 34
Base Attack/Grapple: +13/+31
Attack: Gore +21 Melee (3d8+15)
Space/Reach: 15ft/10ft
Special Attacks: Powerful Charge, Trample 2d12+15
Special Qualities: Low-light Vision, Scent, Link, Share Spell, Evasion DR10/Adamantine
Saves: Fort +21 Refl: +12 Will: +7
Abilities: Str 31 Dex 10 Con 25 Int 2 Wis 12 Cha 7
Skills : Listen +13 Spot +14
Feats : Alertness, Great Fortitude, Toughness (4), Improved Natural Attack (Gore)

Tricks: Combat Riding Bonus tricks: Grapple, Attack All
Powerful Charge (Ex)
When a triceratops charges, its gore attack deals 4d8+20 points of damage.
Trample (Ex)
Reflex half DC 28. The save DC is Strength-based.

Protection from Energy (Acid) 120/120