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Thread: The Grinder Group 2

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    Seribro's Avatar

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    Sep 2007
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    Default Re: The Grinder Group 2

    Wait, you can make things last all day? Ooh.... that might be interesting. Eey weasel, come out here for a second. the small fluffy head pokes out of the bag as it hears its name
    How would you like to be a menacing brute for a change? the weasel thinks for a moment and then crawls up to the wizards shuolder as if saying "I'm listening".
    Alright intellect, work with me here to turn this little weasel in a true beast of battle. First we need to shape him up a bit.
    Memphis puts the little one on the ground and begins to cast one of his most powerfull transformation spells.
    The silky brown fur is replaced by shiny silver scales and a proud mohawk grows on its head. From his shoulders sproud two powerfull wings and the fluffy tail becomes a powerful whipping limb. Where only moments ago had stood a tiny weasel now stands a powerful colosal silver wyrm.
    It let out a loud roar of pleasure and flapped its wings to come loose from the ground for a moment, before letting itself drop back.


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    So, if I'm adding up correctly, Gryffon, that's Persists on 3 - 1st level spells, 4 - 2nd level spells, 8 - 3rd level spells, 7 - 4th level spells, 5 - 5th level spells, 3 - 7th level spells, and 3 - 8th level spells. As well, I'll need help with
    chains on 1 - 1st level spell and 2 - 6th level spells.
    3+4+8+7+5+3+3+1+2=36 spells

    the mini's can use their metamagic boosters up to 11 times a day during casting and another 11 times a day for spell allready in effect, both go to 14 when somebody lends them their headband of intellect. This means each mini can strengthen up to 28 spells a day, but there is nothing that stops you from borrowing a mini of your allies when your own runs out :P

    their spellcraft is 45 at the moment, +3 for intelect booster of headband and +2 if you aid them for your casting that would make 50, they also benefit from the +3 morale and +1 luck that your buffs are handing out so that makes 54 in total
    Take ten then gets you 64 as a spellcraft result which is enough to reach a spell level of:
    (64-18=46)/3=15, enough to make a level 9 spell persistend

    to MeanDM: chain can hit additional targets equal to your caster level. So if it chains, it can hit us all.

    MeanDM
    Bite of the Werebear (6th)
    Barkskin (2nd) x7 (you are casting it for all of us, aren't you?)
    Magic Fang, Superior (4th)
    Shapeshift (9th)
    = 10 uses

    I myself would like a persistent shapchange on my familiar (anything with a range personal can also be cast on familiars :P)
    Persistent superior magic fang on weasel.
    extended darkvision for 42 hours of darkvision 60ft to all of us (using up my 2nd level slots)
    also, persistend haste on all (pretty much using up all my 3th level slots :P)
    (leaving out water breathing here since it divides the time across the partakers, will keep one on the ready though)

    so add +4 natural armor enhancement, darkvision 60ft, +1 to attack rolls (haste), +1 dodge to AC and reflex saves(dodges stack with other dodge bonusses), and +30ft to all movement modes


    Buffed up stats block:
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    Memphis
    Deep Imaskari Wizard (Transmutation) 3 / Master Specialst 6 / Mage of the Arcane Order 5 / Archmage 4
    NG Humanoid
    Initiative 0; Senses: low light vision, spot 16, listen 16, arcane sight
    Languages: Common, Raushaum, Terran, Aquan, Undercommon, Draconic, Abysal, Infernal
    _____________________________
    AC: 44, touch 22 (32 for ghost touches), flat-footed 34;
    10 +5 armor (robe of the archmagi) +5 force shield (ring) +5 DEX +5 Deflection +12 natural armor +2 luck
    hp 149 (+18 if minor shifting is used); DR (if Applicable)
    SR 31 DR 10/adamantine
    Fort 19, Ref 23, Will 27
    ______________________________
    Speed:60ft land; 90ft fly; Minor Shifting +5 for all modes
    Melee attack: +13 unarmed 1d3+4 subd full attack: +13/+13/+8 unarmed 1d3+4 subd
    Ranged attack: +19 ranged full attack: +19/+19/+14
    Space/Reach: 5/5
    Base Atk: +8/+3 ; Grapple: 7
    Atk Options: Spells: 6/10/9/9/9/4/8/7/5/5, 2 extra attacks when taking full attack action
    Spell-like abilities:at will summon large elemental, dimentional jaunt, minor shifting; passwall 4/day; disintegrate 4/day; Unyielding Form of Inevitable Death 2/day
    Special Actions:Call spell 9 levels/day
    ______________________________
    Abilities: Str 8 / Dex 20 / Con 16 / Int 36 / Wis 18 / Cha 9
    Special Qualities:Spell Clutch 1/day; fast healing 1
    1/campaign reincarnate, stone to flesh, death ward
    Imune to: death spells, energy drain, negative energy effects, abbility damage/drain, desease, mind controll and the likes, poison, fear, sonic damage/effects, extreme weather
    untouchable for summons; evasion against breath weapons
    Feats: spell focus [transmutation]&[conjuration]; greater spell focus [transmutation]; skill focus[spellcraft]; sudden widen; sudden maximize; cooperative spell; dimensional jaunt; minor shifting; summon elemental; augment summoning; scribe scroll; action surge
    Skills: spellcraft +37, search +34, knowledge [arcana] +29, concentration +28, knowledge [nature/religion/planes] +24, decipher script +20, knowledge [architecture/dungeoneering/geographie/history/local/nobility] +19, tumble 19
    _______________________________
    Equipment:
    +6 INT Headband of Intelect
    +4 CON Periapt of health
    +4 DEX Gloves of dexterity
    Robe of the Archmagi
    +2 AC Vestment of natural armor
    +3 AC Bracers of Protection
    +2 AC Ring of force Shield
    Wings of Flying
    Ring of Sustenance
    Metamagic Rod [Empower]
    2 spellbooks
    backpack
    crystal vials 20
    bags of diamond dust 6
    bags of gold dust 20 (each with a tiny sheet of iron in it)
    pearls 10
    strips of iveroy 4
    sets of incense 6
    Last edited by Seribro; 2007-12-19 at 08:48 PM.
    We all wear masks, those who try to look behind it will only find another mask.

    current characters:
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    Arena gladiators:
    4W/1LPsychodelia Hard nut to crack
    1W/0LDocter Spikenburg Specialty: blowing stuff up (preferably his opponents)

    Other characters momentarily active:
    Memphis Mage Extraordinary [wizard3/master specialist6/Mage of the Arcane Oroder5/Archmage4]
    Bresk Lizardman hunter in training [monst. humanoid 2/LA+1]
    Mongo NaichukAsian glaive dancer[barb1/ftr4/dervish 7]