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Thread: Test Your Might

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    Default Test Your Might

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    [/table]

    Choose your characters' positions and roll initiative. For the sake of observers, please use the [roll] function.
    Last edited by afroakuma; 2009-01-15 at 04:11 PM.
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    Default Re: Test Your Might

    Illumina will start in 1.
    Silence will start in 2.
    Astraea will start in 3.
    Nephele will start in 4.

    Illumina; Silence; Astraea; Nephele (1d20+2=10, 1d20+2=16, 1d20+1=11, 1d20+3=23)

    Nephele: 23
    Silence: 16
    Astraea: 11
    Illumina: 10
    Last edited by Fax Celestis; 2009-01-15 at 04:08 PM.

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    Somehow that didn't work. Let me try:

    Initiative - (d20+7)[22]
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    Ah; you can't do "1d20," only "d20"

    Alright, initiative order:

    Nephele
    Alxialut
    Silence
    Astraea
    Illumina


    Begin.
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    Got inits. Looks like Nephele goes first. She will fly 60': 30' forward and 30' up. She has plenty of space to make the turn with her good maneuverability (or can do it at an angle for simplicity). Once there, she'll cast one of her three first level slots to cast shield. It will last eight minutes.

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    Default Re: Test Your Might

    {table=head]A|B|C|D|E|F|G|H|I|J|K|L|M|N|O
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    [/table]

    The alxialut moves 30 ft. backwards and uses hold person on Nephele. Will save vs. DC 19, please.
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    Default Re: Test Your Might

    Nephele is immune to enchantment spells due to being half-fey, so no save needed. However, for the purposes of her Absorb Spell ability: Will save; absorption attempt (1d20+10=14, 1d20+8=16). She does not absorb the spell.

    Silence will move 30' forwards and cast her Flicker mystery. EDIT: It will last for ten rounds.
    Last edited by Fax Celestis; 2009-01-15 at 04:44 PM.

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    Astraea will move NE 30' (putting her in L18) and use her wand of Mage Armor on herself. UMD (Wand of Mage Armor) (1d20+11=27). It will last for one hour.

    Illumina will move forward 30' and use her Hexblade's Curse on the alxialut. DC 21 Will to resist. Her dark companion will also move forward 30', remaining in her square at this time.
    Last edited by Fax Celestis; 2009-01-15 at 04:32 PM.

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    Default Re: Test Your Might

    [QUOTE=afroakuma;5646291]
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    [/table]

    Will save - (d20+7)[21]
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    Default Re: Test Your Might

    Nephele will use one of her protection from law spell-like abilities on herself. It will last for 8 minutes. She flies forward 60' (to L6).

    EDIT: Also, Silence moved forwards 30' on her turn.
    Last edited by Fax Celestis; 2009-01-15 at 04:40 PM.

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    Default Re: Test Your Might

    {table=head]A|B|C|D|E|F|G|H|I|J|K|L|M|N|O
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    [/table]

    The alxialut puts another 30' of distance between himself and the ladies, then releases five Maximized magic missiles at Illumina.
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    Silence will use an immediate action to cast her warp spell mystery. Caster Level Check (DC=opponent's Caster Level check) (1d20+10=15). If the alxialut doesn't beat a 15 on its CL check, Silence counters the spell and uses the energy from the magic missile to cast her thoughts of shadow mystery on herself as part of warp spell's effects, improving her Cha score 4 points for 10 minutes.

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    Default Re: Test Your Might

    Spoiler
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    Blasted alternative classes. Intriguing to observe, though.


    Caster Level Check - (d20+10)[12] Not so much, methinks. Ho-HO!

    Spoiler
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    Hold the phone... can warp spell even be used to catch spell-like abilities? The text seems to consider it a counterspell attempt, which SLAs are not subject to.

    Additionally, is that range from the spell's effect or for the caster?
    Last edited by afroakuma; 2009-01-15 at 05:04 PM.
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    Oh, crap, it's an SLA. Silence's power fails, and Illumina gets trashed.

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    You know, I'm going to have to take a look into shadow magic when this is all over. It seems... rather interesting.

    Also full of conundrums. I have no idea where the Will svae gets offered, or what the range refers to...
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    I think the mystery got errata'd, but I'm not sure. Lemme check.

    *checks* Nope. Anyway. Illumina's screwed: she can't dodge those.

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    Bloody slow forums...

    Continue combat. Silence's turn.
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    Silence will move forward 30' and activate her shadow shield class feature. She gains the effects of the shield spell for 10 rounds and also gets 20% concealment. (Flicker: 9 rounds remaining)

    Astraea uses Draconic Flight on herself, then flies up in same fashion that Nephele did (30' out, 30' up).

    Illumina will cast expeditious retreat on herself and move forwards 60', and her dark companion will double-move to keep up.

    Nephele will fly forwards 60' (to behind the alxialut) and cast flame blade from her wand. It will last for 3 minutes.
    Last edited by Fax Celestis; 2009-01-15 at 05:22 PM.

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    Default Re: Test Your Might

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    [/table]

    The alxialut backs away 25 ft. more and aims its hands up towards Nephele. A piercing white beam shoots forth.

    Touch Attack - (d20+10)[23]
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    Polar Ray Damage - (15d6)[42] cold damage.

    Supernatural ability, no save, no SR.
    Last edited by afroakuma; 2009-01-15 at 05:35 PM.
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    If it's a spell effect, Nephele will try to absorb the spell. Absorb spell (DC=10+spell's CL) (1d20+8=20) Otherwise, she'll take the hit.

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    What sourcebook/function does that ability arise? I'll check it quickly.

    Sorry for the delay; had a call.

    Edit: Actually, it's probably irrelevant, as the polar ray operates at CL 15; still, be good to know for the next thing I try to hit her with.
    Last edited by afroakuma; 2009-01-15 at 05:42 PM.
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    Just before her turn, Silence will use an immediate action to activate her flicker ability, moving her 50' due north. On her turn, she will move 30' north and draw her punching dagger as she does. Once there, she will cast shadow evocation, emulating a flame strike. Will DC 18 for 20% effect, Reflex DC 18 for half. Fire damage (10d6=42) (Flicker: 8 rounds left; shadow shield: 9 rounds left).

    Astraea will fly north 60', then use her Bolt Shirt to move north another 60', ending in I2.

    Illumina will charge. Her dark companion will double-move to follow. Ghost touched (1d20+9=28, 1d8+2=3) (actually 30, forgot +2 for charging)
    Critical confirmation and damage (1d20+9=10, 1d8+2=10) (actually 12, forgot +2 for charging)

    Nephele will move in to behind, taking the long way to avoid AoOs, into flanking with Illumina. She will then attack. Touch; fire damage; sneak attack if applicable (1d20+10=29, 1d8+1=4, 2d6=6)
    Critical confirmation and damage. (1d20+10=25, 1d8+1=9)

    Absorb Spell:
    Spoiler
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    Absorb Spell (Su): Beginning at 7th level, if a spellthief makes a successful save against a spell that targets him, he can attempt to absorb the spell energy for later use. This ability affects only spells that have the spellthief as a target, not effect or area spells. A spellthief can't absorb a spell of a higher spell level than he could steal with his steal spell ability (see above).

    To absorb a spell that targets him, a spellthief must succeed on a level check (1d20 + spellthief class level) against a DC of 10 + the spell's caster level. Failure indicates that the spell has its normal effect. Success means that the spellthief suffers no effect from the spell and can cast the spell later (or use its energy to cast one of his own spells known) as if he had stolen the spell with his steal spell ability. His normal limit of total spell levels stolen still applies.

    At 20th level or higher, a spellthief can choose to use the stolen spell energy as an immediate action, either to recast the original spell or to cast one of his own spells known using the stolen spell energy.
    Last edited by Fax Celestis; 2009-01-15 at 06:09 PM.

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    Default Re: Test Your Might

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    [/table]

    Will save vs. Shadow Evocation - (d20+7)[22]

    Reflex save vs. Shadow Flame Strike - (d20+6)[12]

    8 damage from the shadow flame strike.

    I assume that's 5 damage from the dark companion and 12 from Illumina's charge; is that correct?

    Nephele's hit deals 4 fire damage.

    The alxialut recovers 5 damage.

    The alxialut extends a hand, using Force Strike against Illumina. She must decide whether to resist the push and take the full brunt of the damage, or make a Reflex save for half damage (DC 18) but be pushed back the full distance. Damage will be rolled when she chooses.
    Last edited by afroakuma; 2009-01-15 at 06:31 PM.
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    Default Re: Test Your Might

    Astraea's use of her bolt shirt lets her move to anywhere within 60' of her current position as a move action, so I was attempting to put her in I2.

    As for Dark Companion, all he does is provide a -2 penalty to attacks, checks, and saves to adjacent foes. No damage from him. Those rolls are for Illumina's sword damage. The parenthetical +2 is on the attack roll. That could have been a lot clearer, but...well, it's not.

    Illumina will attempt to save. Reflex save (1d20+11=22)
    Last edited by Fax Celestis; 2009-01-15 at 06:22 PM.

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    I'll move her accordingly.

    Gotcha. [roll=Damage]5d6+5[/roll]

    The alxialut follows through with its standard action, Maximized magic missile against Illumina, then takes a 5 foot step east. Nephele is allowed an AoO.
    Last edited by afroakuma; 2009-01-15 at 06:27 PM.
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    ... my roller isn't rolling.

    *sigh* Until I figure out the right syntax, could you do a 5d6+5 roll?

    It's probably going to be irrelevant unless they all come back 1s, though.

    Edit: At I2, she'll get an AoO as well. Enjoy.
    Last edited by afroakuma; 2009-01-15 at 06:30 PM.
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    Default Re: Test Your Might

    AoO (touch); fire damage (1d20+8=25, 1d8+1=9) for Nephele's AoO. AoO (v. touch from Impaling); damage (1d20+7=15, 1d8+2=3) for Astraea's AoO. Illumina is down (but not dead).

    Silence will use a full-round action to refresh her Apprentice mysteries.

    Astraea will move to H4, 5' elevation (which puts the alxialut within her spear's threat range) and then breathe on it, using a 60' line. Breath weapon (Fire); DC 17 half; enduring (Deals half as much again next round, no save) (5d6=13)

    Nephele 5' steps in and attacks. Touch; fire damage; Touch 2; fire damage (1d20+8=24, 1d8+1=5, 1d20+3=16, 1d8+1=9) Touch AC 24 for 5 fire, Touch AC 16 for 9 fire.
    Last edited by Fax Celestis; 2009-01-15 at 06:33 PM.

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    [QUOTE=afroakuma;5646943]
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    [/table]

    Astraea's AoO touch fails to hit.

    Reflex save - (d20+6)[23], -2 if the dark companion's penalty is still there.

    I have no idea how she isn't dead.

    Nephele's first touch attack hits.
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  30. - Top - End - #30
    Titan in the Playground
     
    afroakuma's Avatar

    Join Date
    Apr 2008

    Default Re: Test Your Might

    The alxialut attempts hold person against Astraea (AoO for both). Please make a Will save (DC 19). It will follow with a Force Strike against Nephele.
    Need a place to hang? Like Discord? Don't mind dealing with a capricious demon lord? Then you're welcome to join our LGBTQ+ friendly, often silly, very geeky server to discuss food, music, video games, tabletop, and much more.

    Manual of the Planes 5th Edition: for all the things the official 5E Planescape didn't cover. Check it out.

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