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Casters versus everything 3. Triangle spell! (IC thread)
Party level 6. Cr 6. Battle 1. Rests left 3. Party wipes 3
Everyone. Please roll init, knowledge checks, list the pre-buffs and roll spot checks.
Spoiler: The init (Don't look till after the first turn is completed)
Show
M (2) =13
M (1) =9
Spoiler: Dm info (Never look)
Show
Gargoyles MM 1 p113 Hp 37 AC 16 To 12 FF 14
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Re: Casters versus everything 3. Triangle spell! (IC thread)
Cevt will start at N18, having pre-cast Familiar Pocket and Mage Armor at the start of the day (ECL is 9) via Versatile Spellcaster and wizard cantrips. To start, he'll burn a use of his Nerveskitter SLA for an extra +5 initiative. The Familiar Pocket will be open to permit the bonus.
Initiative
[roll0]
Knowledge (Arcana)
[roll1] (an additional +3 if used to identify Dragon-type creatures)
Knowledge (Dungeeneering)
[roll2]
Knowledge (Local)
[roll3]
Knowledge (Nature)
[roll4]
Knowledge (Religion)
[roll5]
Knowledge (The Planes)
[roll6]
(OoC: One weird thing about Versatile Spellcaster is you can technically use two separate class spell slots to ladder up as it only calls for two slots of the same level. You could probably make the case that, say Sorcerer Spell Level 1 =/= Wizard Spell Level 1, though. There's also the oddity in that it allows you to cast any spell you know. For prepared casters, that means anything they have scribed. For multiclass characters, that leads to Beguiler spells being used to cast wizard spells.)
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Re: Casters versus everything 3. Triangle spell! (IC thread)
Jack will start in F18, having cast Mage armor then shield, then resistance prior to combat. He will also use his helpful nerveskitter.
[roll0] Init
[roll1] Know: Arcana
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Re: Casters versus everything 3. Triangle spell! (IC thread)
Morgan will start in H15.
Initiative [roll0]
Spot check [roll1]
Knowledge (Arcana) [roll2]
Knowledge (Religion) [roll3]
Knowledge (Planes) [roll4]
Knowledge (Dungeoneering) [roll5]
Knowledge (Nature) [roll6]
Knowledge (Local) [roll7]
Knowledge (Psionics) [roll8]
Pre-buffs.
Snowsight x4 on self, Douglas, J-H, Razorback
Obscuring Snow on self
Luminous Armor on self [roll9] Str damage upon expiration
Primal Instinct on self
Heart of Water on self
Greater Resistance on self
For fun, I'll also blast Douglas with my Inflict Moderate Wounds Eye ray on the round before we start (after he's taken his backlash damage from Reserves of Strength)
Will save to use eye ray [roll10] vs DC 19
Ranged touch attack [roll11]
If successful, he takes (heals) [roll12] damage, Will save DC 14 for half
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Re: Casters versus everything 3. Triangle spell! (IC thread)
Morker
Spoiler
Show
Morker
AC= 12; Current = 12
HP = 22 ; Current = 22
Initiative
[roll0]
Starting B-18
Kn:Arcana
[roll1]
Kn:Dungeoneering
[roll2]
Kn:Local
[roll3]
Kn:Nature
[roll4]
Kn:Psionics
[roll5]
Kn:Religion
[roll6]
The Planes
[roll7]
Effects ~
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Re: Casters versus everything 3. Triangle spell! (IC thread)
Dohl
Dohl will start in G14.
His "stays around" shadow will start in G13. He will start with two summoned shadows in G11 and G12.
Init [roll0]
K: Arc [roll1]
K: Hist [roll2]
K: Relig [roll3]
K: Planes [roll4]
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Re: Casters versus everything 3. Triangle spell! (IC thread)
Szivv will start in J-11 +40'
Thoqqua will start in L-11 -5' (burrowed 5' underground)
Owlbear Skeleton in M/N-11/12
Elf/Snake will sit this one out
T-8: Primal Instinct on Self
T-7: Sign on Self
T-6: Cast Nightshield on Self
T-5: Manifest Force Screen (1 PP) for +4 AC
T-4: Cast Fox's Cunning on self
T-3: Cast Fly on Self
T-2: Cast See Invisibility on Self
T-1: Cast Summon Undead II, Owlbear Skeleton
Initiative: [roll0]
Knowledge arcana [roll1]
Knowledge nature [roll2]
Knowledge religion [roll3]
Knowledge dungeoneering [roll4]
Knowledge Psionics [roll5]
Knowledge planes [roll6]
Spoiler: Status
Show
HP: 32/32
PP: 38/39
+1 Manifesting Sling Bullets: 4/4
Abrupt Jaunt 10/10 (temporarily increased from 8 due to Fox's Cunning)
Effects:
Force Screen (ML 7, 1 PP)
Primal Instinct (CL 7)
Fly (CL 7)
Nightshield (CL 7)
See Invisibility (CL 7)
Fox's Cunning (CL 7)
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Re: Casters versus everything 3. Triangle spell! (IC thread)
Initiative: [roll0]
Spotcheck: [roll1]
Only buff is Mage armor on self and usage of 1 nerveskitter SLA.
Location T20
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Re: Casters versus everything 3. Triangle spell! (IC thread)
Gendithor starts in J13.
Init: [roll0]
Knowledge (Arcana): [roll1]
Knowledge (The Planes): [roll2]
Spot: [roll3]
T-half hour: Greater Magic Weapon CL 8 on my bow (7.5 hours remaining, 5 PP)
T-10: Touchsight CL 8 (70 rounds remaining, 5 PP) Reserves of Strength [roll4], healing over 10 rounds [roll5]
T-1: Mage Armor CL 1 from wand (599 rounds remaining, 3 charges left)
T-0: Haste CL 10 on party, permanent shadow, and the second summoned shadow (10 rounds remaining, 1 PP) Reserves of Strength [roll6], used Arcanist's Gloves
Status:
Spoiler
Show
Power points: 29 current, of 40 max.
Attack/Damage: +11/1d8+4 with GMW
Touchsight 60' radius
Snowsight
60' move speed from Haste
Reflex: +1 from Haste, total +8
AC: +4 armor from Mage Armor, +6 from dex, +1 dodge from Haste
Total AC: 21
Flatfooted: 14
Touch: 17
Hit points: 72/88
Unique spells level 1: Haste, 2 available
Unique spells level 2: 3 available
Unique spells level 3: Greater Magic Weapon, Touchsight, 1 available
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Re: Casters versus everything 3. Triangle spell! (IC thread)
Party level 6. Cr 6. Battle 1. Rests left 3. Party wipes 3
It is everyone's turn
These creatures are Gargoyles.
They are Monstrous humanoids with the earth subtype, this means. Darkvision out to 60 feet. Proficient with all simple weapons and any weapons mentioned in its entry. Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Monstrous humanoids not indicated as wearing armor are not proficient with armor. Monstrous humanoids are proficient with shields if they are proficient with any form of armor. Monstrous humanoids eat, sleep, and breathe.
Gargoyle's have damage reduction 10/magic.
Gargoyle's have the freeze ability. A gargoyle can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the gargoyle is really alive.
A Gargoyle can move 40 feet and fly 60 feet a action.
A gargoyle can attack with 2 claws, a bite, and a gore.
Spoiler: The init (Don't look till after the first turn is completed)
Show
Thricedeadcat =37
Meemas =25
Archmage =22
Razorbeck =22
J-h =21
Duskranger =20
Kingfrog =19
Douglas =13 (1)
M (2) =13 (2)
M (1+3) =9
M (4) =3
Spoiler: Dm info (Never look)
Show
Gargoyles MM 1 p113 Hp 37 AC 16 To 12 FF 14
Thricedeadcat has familiar pocket on himself for 5399 rounds on his init.
Thricedeadcat has mage armor on himself for 5400 rounds on his init.
Archmage has mage armor on himself for 5399 rounds on his init
Archmage has shield up 90 rounds on his init
Memmas has snowsight up for 3592 rounds on himself.
Douglas has snowsight up for 3593 rounds on Memmas's init.
J-h has snowsight up for 3594 rounds on Memmas's init.
Razorbeck has snowsight up for 3595 rounds on Meemas's init.
Meemas has obscuring snow up for 3596 rounds on Meemas's init.
Meemas has luminous armor up for 3597 rounds on his init. Will deal 1 point of strength damage at the end.
Meemas has primal instinct up for 13398 rounds on his init.
Meemas has heart of water up for 3599 rounds on his init.
Meemas has greater resistance up for 14400 rounds on his init.
Shadow 2 lasts for 8 rounds on J-h's init.
Shadow 3 lasts for 9 rounds on J-h's init
Kingfrog has primal instinct on himself for 14993 rounds on his init.
Kingfrog has nightshield on himself for 85 rounds on his init.
Kingfrog has forcescreen on himself for 86 rounds on his init.
Kingfrog has fox's cunning on himself for 87 rounds on his init.
Kingfrog has fly on himself for 88 rounds on his init.
Kingfrog has see invisibility for 899 rounds on his init.
Kingfrog has summon undead 2 for 9 rounds on his init.
Duskranger has mage armor on himself for 4800 rounds on his init.
Douglas has greater magic weapon on his bow for 4500 rounds on his init.
douglas has touchsight on himself for 70 rounds on his init.
Douglas has mage armor on himself for 599 rounds on his init. (CL 1)
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Re: Casters versus everything 3. Triangle spell! (IC thread)
Kritk targets R8-S9 if possible, trying to hit M1, M3 and M4, and actively trying to not hit allies.
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Re: Casters versus everything 3. Triangle spell! (IC thread)
Cevt will move to M13 and cast magic missile (CL 9) at M2.
CL for SR, if needed
[roll0]
Damage
[roll1]
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Re: Casters versus everything 3. Triangle spell! (IC thread)
Assuming the clustered gargoyles still live after kritk's blast, Jack promptly follows it up with another one.
Spoiler: effects
Show
Scintillating sphere
[roll0] electricity damage, dc 18 for half. Targeting RS89
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Re: Casters versus everything 3. Triangle spell! (IC thread)
Unless otherwise noted, all actions are done in order in my post.
I'll move forward to H9-I10
Free action: Third level Spellstalk: Cast Bite of the Wererat on myself.
Free action: Finger of Death Eye ray on M(2)
Will save [roll0] vs. DC 19 or failed
Touch Attack [roll1] vs M(2)
Fort save DC 14 or death. If successful, take [roll2] damage
Free action: Disintegrate Eye ray on M(2)
Will Save [roll3] vs. DC 19 or failed
Touch attack [roll4] vs M(2)
Fort Save DC 14, if failed, take [roll5] damage. If killed, disintegrated as the spell.
Free action: Fear Eye ray on M(1) if still alive. If dead, redirect to the next living gargoyle
Will save [roll6] vs. DC 19 or failed
Touch attack [roll7] vs M(1) or other target
Will save DC 14 or Feared as the spell Cause Fear with no HD limit
Free action: Flesh to Stone Eye Ray on M(4) if still alive. If dead, redirect to the next living gargoyle
Will save [roll8] vs DC 19 or failed
Touch attack [roll9] vs M(4) or other target
Fort save DC 14 or turned to stone
Free action: Inflict Moderate Wounds Eye Ray on M(3) if still alive. If dead, redirect to the next living Gargoyle. If all are dead, redirect to Douglas.
Will save [roll10] vs DC 19 or failed
Touch attack [roll11] vs M(3) or other suitable target
Will Save DC 14, take (or heal, if Douglas) [roll12] damage, save for half
Standard action: If anything is still alive after all that, I will cast Orb of Force at it as a standard action (bypassing the three eye rays in a direction penalty that I assume applies to Spell stalks.)
Attack roll [roll13]
Damage [roll]6d6[roll] Force damage.
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Re: Casters versus everything 3. Triangle spell! (IC thread)
Dohl
Dohl advances out of the mist, while his shadows close and attack the lone gargoyle.
S1 (permanent) has 70' move due to haste, moves to F2; melee touch attack [roll0] including haste for [roll1] str damage
S2 (summoned) has 70' move due to haste, moves to F1; melee touch attack [roll2] including haste for [roll3] str damage
S3 (summoned) has 40' move and moves to G3
Dohl moves to C10
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Re: Casters versus everything 3. Triangle spell! (IC thread)
Party level 6. Cr 6. Battle 2. Rests left 3. Party wipes 3
It has been 1 minute since the last battle.
J-h's two summoned shadows fade away, as well as Kingfrog's skeleton
Everyone roll knowledge checks, initiatives, place yourselves, and list any special senses you have access to.
Spoiler: The init (Don't look till after the first turn is completed)
Show
M (8) =20
M (6) =16
M (3) =14
M (7) =13
M (1) =12
M (2+5) =9
M (4) =8
Spoiler: Dm info (Never look)
Show
Thoqqua MM 1 p242 AC 18 To 11 FF 17
Thricedeadcat has familiar pocket on himself for 5388 rounds on his init.
Thricedeadcat has mage armor on himself for 5389 rounds on his init.
Archmage has mage armor on himself for 5388 rounds on his init
Archmage has shield up 79 rounds on his init
Memmas has snowsight up for 3581 rounds on himself.
Douglas has snowsight up for 3582 rounds on Memmas's init.
J-h has snowsight up for 3594 rounds on Memmas's init.
Razorbeck has snowsight up for 3584 rounds on Meemas's init.
Meemas has obscuring snow up for 3585 rounds on Meemas's init.
Meemas has luminous armor up for 3586 rounds on his init. Will deal 1 point of strength damage at the end.
Meemas has primal instinct up for 13387 rounds on his init.
Meemas has heart of water up for 3588 rounds on his init.
Meemas has greater resistance up for 14399 rounds on his init.
Kingfrog has primal instinct on himself for 14983 rounds on his init.
Kingfrog has nightshield on himself for 75 rounds on his init.
Kingfrog has forcescreen on himself for 76 rounds on his init.
Kingfrog has fox's cunning on himself for 77 rounds on his init.
Kingfrog has fly on himself for 78 rounds on his init.
Kingfrog has see invisibility for 889 rounds on his init.
Duskranger has mage armor on himself for 4790 rounds on his init.
Douglas has greater magic weapon on his bow for 4490 rounds on his init.
douglas has touchsight on himself for 60 rounds on his init.
Douglas has mage armor on himself for 589 rounds on his init. (CL 1)
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Re: Casters versus everything 3. Triangle spell! (IC thread)
Dohl
Dohl will start in G14.
His "stays around" shadow will start in G13. He will start with two summoned shadows in G11 and G12.
Init [roll0]
K: Arc [roll1]
K: Hist [roll2]
K: Relig [roll3]
K: Planes [roll4]
No special senses
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Re: Casters versus everything 3. Triangle spell! (IC thread)
Jack will pre-buff with Resistance once more.
[roll0] Init
[roll1] Arcana
Start in F18
[roll2] Spot
Darkvision
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Re: Casters versus everything 3. Triangle spell! (IC thread)
Morker
Spoiler
Show
Morker
AC= 12; Current = 16
HP = 22 ; Current = 22
Initiative
[roll0]
Starting B-18
Kn:Arcana
[roll1]
Kn:Dungeoneering
[roll2]
Kn:Local
[roll3]
Kn:Nature
[roll4]
Kn:Psionics
[roll5]
Kn:Religion
[roll6]
The Planes
[roll7]
Effects ~
Cast Mage Armor just before the beginning of the round.
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Re: Casters versus everything 3. Triangle spell! (IC thread)
Initiative: [roll0] using 1 more SLA use
Location: T20.
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Re: Casters versus everything 3. Triangle spell! (IC thread)
Szivv: J-11 +40'
Thoqqua: L-11 -5' (burrowed)
Owlbear Skeleton 1: M/N-11/12
Owlbear Skeleton 2: F/G-11/12
Snake: D-14
Elf will sit out this fight
T-3: Cast Sign on self
T-2: Manifest Vigor, 5 PP from a sling bullet, 25 temp HP
T-1: Summon Undead III (2 owlbear skeletons)
Initiative: [roll0] including nerveskitter SLA
Knowledge arcana [roll1]
Knowledge psionic [roll2]
Knowledge dungeoneering [roll3]
Knowledge planes [roll4]
Knowledge religion [roll5]
Knowledge nature [roll6]
Spoiler: Status
Show
HP: 57/32
PP: 38/39
+1 Manifesting Sling Bullets: 3/4
Abrupt Jaunt 10/10 (temporarily increased from 8 due to Fox's Cunning)
Effects:
Force Screen (ML 7, 1 PP)
Primal Instinct (CL 7)
Fly (CL 7)
Nightshield (CL 7)
See Invisibility (CL 7)
Fox's Cunning (CL 7)
Vigor (ML 7)
**No immediate/swift on 1st round due to nerveskitter
Special Senses: Szivv (See Invisibility, includes ethereal I think), Owlbear Skeletons (Darkvision 60'), Thoqqua (Tremorsense 60'). Snake (Scent)
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Re: Casters versus everything 3. Triangle spell! (IC thread)
Cevt will start in H15, has Darkvision 60 ft and low-light vision for special senses.
Initiative
[roll0]
Knowledge (Arcana)
[roll1] (+3 more if to identify dragon-typed creatures)
Knowledge (Religion)
[roll2]
Knowledge (The Planes)
[roll3]
Knowledge (Dungeoneering)
[roll4]
Knowledge (Nature)
[roll5]
Knowledge (Local)
[roll6]
Spoiler: Spell Duration
Show
Familiar Pocket has 5389 rounds left (just shy of nine hours)
Mage Armor has 5388 rounds left
Heart of Air has 5387 rounds left
Heart of Earth has 5386 rounds left
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Re: Casters versus everything 3. Triangle spell! (IC thread)
Morgan will start in H15.
Initiative [roll0]
Knowledge (Arcana) [roll1]
Knowledge (Religion) [roll2]
Knowledge (Planes) [roll3]
Knowledge (Dungeoneering) [roll4]
Knowledge (Nature) [roll5]
Knowledge (Local) [roll6]
Knowledge (Psionics) [roll7]
For fun, I'll blast Douglas with my Inflict Moderate Wounds Eye ray on the round before we start (after he's taken his backlash damage from Reserves of Strength)
Will save to use eye ray [roll8] vs DC 19
Ranged touch attack [roll9]
If successful, he takes (heals) [roll10] damage, Will save DC 14 for half
I have no special senses to speak of. Just lots of eyes.
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Re: Casters versus everything 3. Triangle spell! (IC thread)
Party level 6. Cr 6. Battle 2. Rests left 3. Party wipes 3
These creatures seem to be underground. But since no one with knowledge checks can see them you don't know what they are.
It is Kingfrog's, Duskranger's, Archmage, J-h, and Thricedeadcat's turn
Spoiler: The init (Don't look till after the first turn is completed)
Show
Kingfrog =33
Duskranger =31
Archmage =24
J-h =21
Thricedeadcat =21
M (8) =20
Razorbeck =19
M (6) =16
M (3) =14
Douglas =13 (1)
M (7) =13
M (1) =12
Memmas =10
M (2+5) =9
M (4) =8
Spoiler: Dm info (Never look)
Show
Thoqqua MM 1 p242 AC 18 To 11 FF 17
Thricedeadcat has Heart of earth on himself for 5385 rounds on his init.
Thricedeadcat has heart of air on himself for 5386 rounds on his init.
Thricedeadcat has familiar pocket on himself for 5387 rounds on his init.
Thricedeadcat has mage armor on himself for 5388 rounds on his init.
Archmage has mage armor on himself for 5385 rounds on his init
Archmage has shield up 78 rounds on his init
Archmage has resistance for 9 rounds on his init
Memmas has snowsight up for 3581 rounds on himself.
Douglas has snowsight up for 3582 rounds on Memmas's init.
J-h has snowsight up for 3594 rounds on Memmas's init.
Razorbeck has snowsight up for 3584 rounds on Meemas's init.
Meemas has obscuring snow up for 3585 rounds on Meemas's init.
Meemas has luminous armor up for 3586 rounds on his init. Will deal 1 point of strength damage at the end.
Meemas has primal instinct up for 13387 rounds on his init.
Meemas has heart of water up for 3588 rounds on his init.
Meemas has greater resistance up for 14399 rounds on his init.
Kingfrog has primal instinct on himself for 14983 rounds on his init.
Kingfrog has nightshield on himself for 74 rounds on his init.
Kingfrog has forcescreen on himself for 75 rounds on his init.
Kingfrog has fox's cunning on himself for 76 rounds on his init.
Kingfrog has fly on himself for 77 rounds on his init.
Kingfrog has see invisibility for 888 rounds on his init.
Kingfrog has psionic vigor for 87 rounds on his init.
Kingfrog has 2 owlbear skeletons for 8 rounds on his init.
Duskranger has mage armor on himself for 4789 rounds on his init.
Douglas has greater magic weapon on his bow for 4490 rounds on his init.
douglas has touchsight on himself for 60 rounds on his init.
Douglas has mage armor on himself for 589 rounds on his init. (CL 1)
Shadow 2 lasts for 7 rounds on J-h's init.
Shadow 3 lasts for 8 rounds on J-h's init
Razorbeck has mage armor on himself for 3600 rounds on his init.
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Re: Casters versus everything 3. Triangle spell! (IC thread)
Dohl
The two summoned shadows prepare to move and attack M6 when it surfaces. They have 70' move due to haste.
Melee incorporeal touch attack [roll0] for [roll1] str damage
Melee incorporeal touch attack [roll2] for [roll3] str damage
Dohl readies an action to cast Sanctuary (Will DC 16) if any enemy tries to attack him and Sanctuary would prevent it.
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Re: Casters versus everything 3. Triangle spell! (IC thread)
Jask readies a lesser orb of acid, prepared to throw it if he sees an enemy taking an action.
[roll0] touch Attack(47.5 foot range)
[roll1] Acid damage
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Re: Casters versus everything 3. Triangle spell! (IC thread)
Cevt will ready a magic missile at the first enemy that survives both the Shadows' and Jask's attacks Cevt sees.
Damage
[roll0]
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Re: Casters versus everything 3. Triangle spell! (IC thread)
Spoiler: Owlbear Skeleton 1
Show
Move to M/N-6/7, ready action to attack if anything surfaces or attacks it
[roll0] +1 for higher ground if whatever it is attacks from below
damage [roll1]
===crit stuff===
[roll2] +1 for higher ground if whatever it is attacks from below
damage [roll3]
Spoiler: Owlbear Skeleton 2
Show
Move to F/G-6/7, ready action to attack if anything surfaces or attacks it
[roll4] +1 for higher ground if whatever it is attacks from below
damage [roll5]
===crit stuff===
[roll6] +1 for higher ground if whatever it is attacks from below
damage [roll7]
Spoiler: Snake
Show
Ready action to 5-foot step away if attacked
Spoiler: Thoqqua
Show
Charge to L-8, attack M2
[roll8]
damage [roll9] plus [roll10] fire damage
===crit stuff===
[roll11]
damage [roll12] plus [roll13] fire damage
Spoiler: Szivv
Show
Move to J-7+15'
Ready action to manifest psionic charm on one of the creatures if they surface or attack and are not attacked by other players
Psionic Charm -- 9 PP (affects most things, 13 day duration), DC 25 Will Save negates
Spoiler: Status
Show
HP: 57/32
PP: 29/39
+1 Manifesting Sling Bullets: 3/4
Abrupt Jaunt 10/10 (temporarily increased from 8 due to Fox's Cunning)
Effects:
Force Screen (ML 7, 1 PP)
Primal Instinct (CL 7)
Fly (CL 7)
Nightshield (CL 7)
See Invisibility (CL 7)
Fox's Cunning (CL 7)
Vigor (ML 7)
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Re: Casters versus everything 3. Triangle spell! (IC thread)
Party level 6. Cr 6. Battle 2. Rests left 3. Party wipes 3
Thoqqua's attack hit and damages M (2) but it doesn't seem affected by the fire damage.
It is Razorbeck's turn.
Attack
Spoiler
Show
M (8) Thoqqua
[roll0]
[roll1]
[roll2]
[roll3]
No damage is taken.
Spoiler: The init (Don't look till after the first turn is completed)
Show
Kingfrog =33
Duskranger =31
Archmage =24
J-h =21
Thricedeadcat =21
M (8) =20
Razorbeck =19
M (6) =16
M (3) =14
Douglas =13 (1)
M (7) =13
M (1) =12
Memmas =10
M (2+5) =9
M (4) =8
Spoiler: Dm info (Never look)
Show
Thoqqua MM 1 p242 Hp 16 AC 18 To 11 FF 17 (M2 hp 10)
Thricedeadcat has Heart of earth on himself for 5385 rounds on his init.
Thricedeadcat has heart of air on himself for 5386 rounds on his init.
Thricedeadcat has familiar pocket on himself for 5387 rounds on his init.
Thricedeadcat has mage armor on himself for 5388 rounds on his init.
Archmage has mage armor on himself for 5385 rounds on his init
Archmage has shield up 78 rounds on his init
Archmage has resistance for 9 rounds on his init
Memmas has snowsight up for 3581 rounds on himself.
Douglas has snowsight up for 3582 rounds on Memmas's init.
J-h has snowsight up for 3594 rounds on Memmas's init.
Razorbeck has snowsight up for 3584 rounds on Meemas's init.
Meemas has obscuring snow up for 3585 rounds on Meemas's init.
Meemas has luminous armor up for 3586 rounds on his init. Will deal 1 point of strength damage at the end.
Meemas has primal instinct up for 13387 rounds on his init.
Meemas has heart of water up for 3588 rounds on his init.
Meemas has greater resistance up for 14399 rounds on his init.
Kingfrog has primal instinct on himself for 14983 rounds on his init.
Kingfrog has nightshield on himself for 74 rounds on his init.
Kingfrog has forcescreen on himself for 75 rounds on his init.
Kingfrog has fox's cunning on himself for 76 rounds on his init.
Kingfrog has fly on himself for 77 rounds on his init.
Kingfrog has see invisibility for 888 rounds on his init.
Kingfrog has psionic vigor for 87 rounds on his init.
Kingfrog has 2 owlbear skeletons for 8 rounds on his init.
Duskranger has mage armor on himself for 4789 rounds on his init.
Douglas has greater magic weapon on his bow for 4490 rounds on his init.
douglas has touchsight on himself for 60 rounds on his init.
Douglas has mage armor on himself for 589 rounds on his init. (CL 1)
Shadow 2 lasts for 7 rounds on J-h's init.
Shadow 3 lasts for 8 rounds on J-h's init
Razorbeck has mage armor on himself for 3599 rounds on his init.
Thoqqua is charging for 1 round on his init.
M (8) is charging for 1 round on it's init.
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Re: Casters versus everything 3. Triangle spell! (IC thread)
Morker
Spoiler
Show
Morker
AC= 12; Current = 12
HP = 22 ; Current = 22
Illven, didn't see him on the map but I have him as starting at B-18
Move Action
Move to B-12
Standard Action
Ray of Enfeeblement at #1 (B-4)
Ranged touch
[roll0]
Damage
[roll1]
Effects ~