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  1. - Top - End - #1
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    Default Valgoth vs the Mysterious Conjurer

    It is a windswept plain of grass at noon. Only an errant cloud, drifting lazily across the sun, breaks the perfect tranquility of the scene.

    A lich stands at one end of the field, his unholy staff in hand.

    A four forms, three great and one small, stand at the other. One is large and winged, two are massive and motionless, and the third is small and barely worthy of notice next to such imposing figures.

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    We'll assume that anyone who flees more than a few hundred feet has admitted defeat. A gentlemen's agreement not to run, then.

    My companions are class features, and they never leave my side. To anticipate the question, no, they are not from Leadership or any variant class feature resembling Leadership (not a Thrallherd).

    Any spells that have a duration of 24 hours or longer can be in effect.

    No time-altering spells or items allowed (no Belts of Battle or Time Stop or Celerity). They're stupidly cheesy, and they decide a fight based entirely on who gets initiative.

    Let the battle begin.

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    Default Re: Valgoth vs the Mysterious Conjurer

    Awww, there goes my 3 spells-in-one-round trick.

    (d20+7)[8]

    Spells in effect (24 hour):
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    Energy Immunity (Fire)
    Protection from Arrows)
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    Default Re: Valgoth vs the Mysterious Conjurer

    Initiative: (1d20+6)[23]

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    Whatever happens, let's have a good fight here.

    Don't read, for record only!
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    I said don't read!
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    Spells in effect: Moment of Prescience
    Last edited by Vox Clamantis; 2009-06-09 at 02:31 PM.

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    Default Re: Valgoth vs the Mysterious Conjurer

    The enigmatic conjurer raises his hands and casts a flurry of spells, all of which seem to be protective by nature. His body is instantly surrounded by a swarm of spheres that orbit randomly about his limbs and torso.

    The three figures surrounding him make no movement across the field, as though waiting for something.

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    I'll need a knowledge (planes) check in order to identify the critters. I will assume you make the spellcraft check to identify spells.

    Just cast:
    Casting Effulgent Epuration (standard)
    Ray Deflection, Quickened (swift)
    Spellcaster's Bane (swift)

    Conjurer has the epic feat Multispell, giving him an extra Quickened spell per round.
    Last edited by Vox Clamantis; 2009-06-09 at 02:42 PM.

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    Default Re: Valgoth vs the Mysterious Conjurer

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    How far apart are we btw?

    Knowledge The Planes - (d20+38)[46]


    You, conjurer, think you can defeat ME? I am Valgoth Ydrasil, Lord of the Necromantic Arts, Harbinger of Death, Destroyer of Cities! You have no chance!

    And with that, the Lich is raised some distance into the air, his dark wings beating heavily about his back. A bony finger is pointed forth, as his staff begins to glow brightly, and you feel the very moisture of your body evaporating.

    Then, using the rod held in his right hand, Valgoth presses a button down on it, and a shimmering multicolored energy engulfs his person.


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    Horrid Wilting, targeting all four of you. Might aswell just tell each other spells, we're going to figure it out anyway. (20d6)[55] Fort DC 32 for half.

    (Rod) Quickened Spell Turning - (d4+6)[9]
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    Default Re: Valgoth vs the Mysterious Conjurer

    You recognize the two hulking, motionless horrors as Hellfire Engines. As such, you are not surprised to find that they are immune to your spell.

    The third monster you now see to be a Paeliryon, one of the more debauched fiends of Baator.

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    In no particular order:

    Fort - (1d20+24)[31]

    Fort - (1d20+20)[38]

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    Default Re: Valgoth vs the Mysterious Conjurer

    The unnamed conjurer claps his hands and orders two of the fiends into battle by pronouncing their True Names.

    Axi'manithazimungus, Goganikranjimugi! Kill that wizard!

    He then casts a spell that you know to be Lower Resistance (only he's Quickened it).

    The winged fiend lifts its clawed hand and points one long talon at the lich. A series of balls of fire streak out from that hand.

    The third Fiend lumbers forward, having begun to move the instant you cast a spell.

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    Let's assume we're the standard 200 ft distant.

    One of the fiends was operating under the command Defend Me, which is one of the examples given in the class feature description.

    The two Hellfire Engines move towards you rather slowly (a rate of 40 ft).

    The Paeliryon uses Meteor Swarm as a spell-like ability, Empowered.

    Ranged Touch 1 - (1d20+31)[44]
    Ranged Touch 2 - (1d20+31)[32]
    Ranged Touch 3 - (1d20+31)[47]
    Ranged Touch 4 - (1d20+31)[43]

    Bludgeoning 1 - (3d6)[13]
    Fire 1 - (9d6)[27]

    Bludgeoning 1 - (3d6)[17]
    Fire 1 - (9d6)[41]

    Bludgeoning 1 - (3d6)[12]
    Fire 1 - (9d6)[28]

    Bludgeoning 1 - (3d6)[10]
    Fire 1 - (9d6)[28]

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    Default Re: Valgoth vs the Mysterious Conjurer

    Sorry, I forgot to describe the effects of Lower Spell Resistance.

    Fort save vs DC 28 (but you have to make it with a -24 penalty)
    or have you SR lowered by 15.

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    Default Re: Valgoth vs the Mysterious Conjurer

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    Couple of things, first ... doesn't empower simply multiply the end result by 1.5, rather than increasing the dice by 1.5? Second, I'm immune to the fire damage, but all of the touch attacks hit, so I take the bludgeoning damage.
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    Default Re: Valgoth vs the Mysterious Conjurer

    Does the lower spell resistance thing affect objects? If not, I'm immune to it (It's a fort save, so ...)
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    Default Re: Valgoth vs the Mysterious Conjurer

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    Quote Originally Posted by Niezck View Post
    Couple of things, first ... doesn't empower simply multiply the end result by 1.5, rather than increasing the dice by 1.5? Second, I'm immune to the fire damage, but all of the touch attacks hit, so I take the bludgeoning damage.
    It's a common PbP way of speeding things up. If the dice being rolled are evenly divisible by two, it's mathematically identical to just multiple the number of dice by 1.5. If you object, I can always reroll. But like I said, the end result is the same for both methods.

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    Default Re: Valgoth vs the Mysterious Conjurer

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    Quote Originally Posted by Niezck View Post
    Does the lower spell resistance thing affect objects? If not, I'm immune to it (It's a fort save, so ...)
    Given the nature of the spell I think you wouldn't be immune, but by RAW yes, I suppose you are.
    Last edited by Vox Clamantis; 2009-06-09 at 03:27 PM.

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    Default Re: Valgoth vs the Mysterious Conjurer

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    It's fine, but could you roll Spell Resistance for the Meteor Swarm please? It's targeted, after all, and here's my fort save for the Lower SR spell (Would that need to roll SR first? ) (d20-11)[-2] - Spell Turning reflects it back on you I suppose. What level is it?


    It seems you like Meteor Swarms, well let's see how you cope now!

    Four flaming sphere hurtle towards you, leaving a blazing path behind them, as the Lich flies further into the air. Then, pressing a button on the rod once more, he utters an incantation, and a bolt of crackling electricity flies towards you.

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    Targeting all four at you, the conjurer.

    (d20+24)[33] - Spell Resistance 1
    (d20+24)[29] - Spell Resistance 2
    (d20+24)[26] - Spell Resistance 3
    (d20+24)[41] - Spell Resistance 4

    (d20+12)[14] - Touch Attack 1
    (d20+12)[24] - Touch Attack 2
    (d20+12)[17] - Touch Attack 3
    (d20+12)[20] - Touch Attack 4

    (2d6)[6] - Bludgeoning 1
    (2d6)[10] - Bludgeoning 2
    (2d6)[6] - Bludgeoning 3
    (2d6)[7] - Bludgeoning 4

    (6d6)[18] - Fire 1
    (6d6)[20] - Fire 2
    (6d6)[23] - Fire 3
    (6d6)[23] - Fire 4

    Reflex DC 33 for half, unless the touch attack hit.

    Then, Quickened Empowered Chain Lightning.

    (d20+24)[33] Spell Resistance 1
    (d20+24)[40] Spell Resistance 2 (Paeliryon)
    (d20+24)[44] Spell Resistance 3 (Nearest Engine)
    (d20+24)[39] Spell Resistance 4 (Other Engine)

    (30d6)[113] Damage 1
    Half for the Paeliryon and the Engines.

    Reflex DC 30 to half.
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    Default Re: Valgoth vs the Mysterious Conjurer

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    You're right. Lower Spell Resistance is turned (it's level 4). It has, however, no effect on me. Meteor Swarm cannot be turned because it is not a targeted spell (it's either a ranged touch or area, neither of which can be turned).

    None of the meteors hit the Conjurer directly.

    Conjurer Reflex - (1d20+31)[35] against Meteor Swarm
    Conjurer Reflex - (1d20+31)[40] against Chain Lightning

    Hellfire Engine 1 - (1d20+13)[25] against Chain Lightning
    Hellfire Engine 2 - (1d20+13)[19] against Chain Lightning
    Paeliryon - (1d20+14)[16] against Chain Lightning

    The fiends all take full damage (less their resistances), while the Conjurer is completely untouched by the spells.
    Last edited by Vox Clamantis; 2009-06-09 at 03:46 PM.

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    Default Re: Valgoth vs the Mysterious Conjurer

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    Right, so 97 damage to you, 56 to each of the other folk? Or do you have evasion? Also, 5 spell levels left to be turned. (And could you roll SR for the Meteor Swarms please?)

    EDIT: Ninja'd. Damn everybody's evasion! I really need to get me some ..
    Last edited by Niezck; 2009-06-09 at 03:50 PM.
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    Default Re: Valgoth vs the Mysterious Conjurer

    The unfathomable dealer in demonflesh raises his arms and summons the mighty hand of Bigby, his old friend, to his aid.

    The two Hellfire Engines move closer.

    The Paeliryon shrieks at the indignity of the electrical attack and throws another volley of flaming spheres.

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    Cast Bigby's Crushing Hand. The hand immediately makes an attack to initiate a grapple (1d20+50)[64], followed by a grapple check (1d20+44)[56], dealing (2d6+12)[21] bludgeoning damage if it succeeds on the grapple check.

    The Hellfire Engines are now 120 ft away from you.

    Meteor 1 Attack - (1d20+31)[42]
    Meteor 2 Attack - (1d20+31)[34]
    Meteor 3 Attack - (1d20+31)[32]
    Meteor 4 Attack - (1d20+31)[49]

    Meteor 1 Bludgeoning - (3d6)[11]
    Meteor 2 Bludgeoning - (3d6)[6]
    Meteor 3 Bludgeoning - (3d6)[15]
    Meteor 4 Bludgeoning - (3d6)[11]

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    Default Re: Valgoth vs the Mysterious Conjurer

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    CL checks for the Meteor Swarms thus far:

    (1d20+18)[31]
    (1d20+18)[35]
    (1d20+18)[38]
    (1d20+18)[32]

    (1d20+18)[34]
    (1d20+18)[30]
    (1d20+18)[29]
    (1d20+18)[33]

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    Default Re: Valgoth vs the Mysterious Conjurer

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    (Incidently, don't I get an AoO to hit the hand before grappling, and if I deal damage it fails?) Everything hits, and here's my grapple check - (d20+12)[23]

    Taken 116 damage so far, so this could be problematic.


    A burst of crackling electricity surrounds Valgoth, and engulfs the hand aswell.

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    Activating my Ring of Crackling Defence, to deal 5d6 electricity damage to the hand. (5d6)[18] No save as it's grappling me.


    Then, he attempts to hit the hand currently crushing him.

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    (d20+12)[14] to hit. (1d3)[3]


    Your turn.
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    Default Re: Valgoth vs the Mysterious Conjurer

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    Quote Originally Posted by Niezck View Post
    (Incidently, don't I get an AoO to hit the hand before grappling, and if I deal damage it fails?) Everything hits, and here's my grapple check - [roll0]

    Activating my Ring of Crackling Defence, to deal 5d6 electricity damage to the hand. [roll1] No save as it's grappling me.

    Then, he attempts to hit the hand currently crushing him.

    [roll2] to hit. [roll3]
    No attack of opportunity. The hand never provokes. It's in the text for Interposing Hand (which Crushing Hand is like in all ways except as stated).

    It takes full damage from the electricity, but the hand(?) attack misses. It is down to 202 HP.

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    Default Re: Valgoth vs the Mysterious Conjurer

    Writhing in the grip of Bigby's most triumphant creation, the lich is unable to flee as the unstoppable dreadnoughts approach!

    The winged demon springs into the air and flies at incredible speed across the battlefield, moving halfway towards the lich. Even as it soars through the air, it's devilish master holds his clenched fists high and invokes a blistering series of spells. From one hand, a swarm of unerring silver darts spring, while the other simply begins to emit an ominous white light.

    High above the spot where the lich is grappling with the disembodied hand, a mountain of ice coalesces out of the clouds. It hangs motionless for only a moment, and then smashes to the ground with crushing impact.

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    In order, grapple check (1d20+44)[55], Damage - (2d6+12)[20].

    The Hellfire Engines are now 80 ft away.

    The Paeliryon flies at 100 ft (poor), so it's halfway to you.

    The Conjurer cast two Quickened Magic Missiles.

    (5d4+5)[16] force damage and
    (5d4+5)[21] force damage

    (1d20+24)[31] CL check against SR
    (1d20+24)[39] CL check against SR

    And then also casts my personal favorite spell, Iceberg (from Frostburn). You take (20d6)[67] bludgeoning damage and are buried in snow. CL Check - (1d20+24)[35].

    Bigby's Clenched Fist also takes (20d6)[74] damage as well.

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    Default Re: Valgoth vs the Mysterious Conjurer

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    The second magic missile kills me outright. Good fight, I suppose

    I really do fail against other spellcasters. Or other melee characters for that matter ... Actually, come to think of it, Valgoth just fails
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    Default Re: Valgoth vs the Mysterious Conjurer

    Quote Originally Posted by Niezck View Post
    The second magic missile kills me outright. Good fight, I suppose

    I really do fail against other spellcasters. Or other melee characters for that matter ... Actually, come to think of it, Valgoth just fails
    Not so! Not so at all! Valgoth is an awesome character, he just needs instruction in the ancient and honorable methods of wizard dueling.

    I fell in love with wizard's duels in 2nd Edition, so I have a good deal of practice (although I'm by no means a PvP guru, I mostly ever dueled NPCs). If you'd like, the Mysterious Conjurer could offer Valgoth some humble advice on tactics and spell selection.

    ~Gabriel

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