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  1. - Top - End - #121
    Firbolg in the Playground
     
    hustlertwo's Avatar

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    Default Re: The Battle of Black Rock IC

    Adjunct Loridan has a sudden realization that bard magic is for suckers. Still on the ground, he pulls out his staff of evocation and conjures up a fireball, hurling it into Hotel L-16 and sowing burny pain amongst the horde nearby.

    20 foot radius, damage is (10d6)[32] and reflex save DC for half damage is 23.

  2. - Top - End - #122
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    Default Re: The Battle of Black Rock IC

    Round 4 - Twinkie

    Move to Golf M6-O8/+5. (or if they've moved, whereever I have as many ranged attackers in reach). I provoke AoO as I move.

    Attack ranged attackers first, then melee attackers, Great Cleaving. I'm a 15' square with a 15' reach.

    Attack(1d20+27)[39]
    Damage (6d6+23)[44]
    Attack(1d20+27)[33]
    Damage (6d6+23)[44]

    If either of those kill, then let the cleaving begin.
    69 total squares threatened.
    <--- Avatar made by bayar

  3. - Top - End - #123
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    Default Re: The Battle of Black Rock IC

    Sorry for being late with my Round 4.



    Round 5 - Twinkie

    Twinkie again flies somewhere on the map within 70' at +5 altitude (or in a arc to avoid AoO if possible) that grants him range to attack the most mooks left possible, taking out ranged attackers first.

    BTW, these two attacks target two separate enemies within 5' of each other, I neglected to mention that last time and it obviously matters for Great Cleave.
    Attack (1d20+27)[43]
    Damage (6d6+23)[39]
    Attack (1d20+27)[39]
    Damage (6d6+23)[31]

    Again, if either of those drops one, let the Great Cleaving begin (by that I mean, go ahead and roll for me at home so I don't have to make 134 rolls on the boards (I'm guessing I probably autokill the mooks)).
    <--- Avatar made by bayar

  4. - Top - End - #124
    Barbarian in the Playground
     
    BardGuy

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    Default Re: The Battle of Black Rock IC

    Marius Kaldo - Human Bard
    Spells in Effect -
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    Stoneskin - 147 rounds left
    Song of Discord, Centered on (Hotel - J, 7) - 14 rounds left

    Round 5
    "Just a little closer, little ants - let me get a good look at you this time!"

    *As his previous spell takes effect, he smiles, seeing the large grouping of spearmen and archers at the far end of the feild. Perhaps better placement will prove more effective this time. Repeating the words of power from the round before, he unleashes another wave of dicontent amongst the enemy troops, hoping they would devour themselves from the inside.*


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    Okay, so, Song of Discord - this time I'm going to delay until the formation in Hotel has made their move, to center it on as many of them as possible. That should work a bit better. Same thing as last time - Will (20) negates, lasts for 15 rounds. Maybe some of those archers will do some good for us.
    What D&D Character would I be?
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    Lawful/Good Human Wizard/Sorcerer (2/2)
    Str - 14
    Dex - 17
    Con - 15
    Int - 16
    Wis - 15
    Cha - 18
    Hmmm.. Not too shabby. I think I'd do pretty well. Who knows?

  5. - Top - End - #125
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    Default Re: The Battle of Black Rock IC

    Round 6

    The enemy command sends out another set of Wyvern mounted mages.
    Glitterdust is triggered from Oolar's readied action. 2 Wyvern and their mounts are affected. One Wyvern and 2 of the mages are blinded as a result.
    8 mages cast greater dispel magic. One is blinded, and his targeted dispel is flung wild into a general area dispel.

    Marius, Tacitus, Grey, Shiela, Saul, Xanian, Thomas and Adjunct are all subject to an area dispel.

    Kal is subject to two area dispels.

    Rikktor is being subjected to a Targeted Dispel

    Twinkie's targeted dispel is flung off to the north, effecting nothing

    The following effects are targeted by the Dispel Magics:
    Blade Barrier x2
    Spike Growth
    Insect Plague x2
    Both Songs of Discord
    Foxtrot Spiritual Weapon

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    The DC for a dispel check is 11+ caster level of the spell. If the spell is your own or cast from a staff, the caster level is your own. If cast from a scroll, wand, or potion, the caster level is the minimum to cast the spell.

    Thomas is 15th level with an item that boosts his caster level +1 to 16. The DC for a dispel magic to overcome Blade Barrier is 11+16= 27.

    For an area dispel check against a character, the dispel attempts to remove the highest level spell in effect. If that check fails, the dispel goes after the next highest spell, and will repeat until it dispells one spell or fails all checks.

    For a targeted dispel, all spells in effect are challenged as described above, except that the roll is made for all spells, and any that fail are dispeled.

    For area effects in play, the whole effect can be dispeled if the center of the spell is within the dispel magic boundary
    For area effects without an origin, the area of the spell within the dispel magic is dispeled.


    Dispel Blade Barrier (Foxtrot): (1d20+14)[23]
    Dispel Blade Barrier (November): (1d20+14)[25]
    Dispel Spritual Weapon (Foxtrot): (1d20+14)[15]
    Dispel Song of Discord (hotel up): (1d20+14)[28]
    Dispel Song of Discord (hotel low): (1d20+14)[17]
    Dispel Insect Plague (golf): (1d20+14)[21]
    Dispel Insect Plague (hotel): (1d20+14)[15]
    Dispel Spiked Growth: (1d20+14)[27]

    The antipersonel dispel checks will be handled in the OOC thread. (those of you subject to the dispel magic: please prepare a list of your buffs and effects on the OOC thread).

    One of the glitterdust Wyverns, specifically a blinded one, is left behind after the 8 mages dimension door. The blinded mage casting dimension door doesn't appear to be heading in the same direction as the othercasters.

    Thomas. If his spiritual weapon still exists, he will direct it to a new enemy in foxtrot closest to P19.
    For his standard action, he will cast again spiritual weapon, this time near the enemies who are probing the space around Anex with their spears (the sudden appearance of a floating blade should assay their beliefs of a certain invisible floating Berzerker). The blade appears in Oscar B-15.

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    Spiritual Weapon1 Attack: (1d20+19)[29] Damage: (1d8+5)[6]
    Spiritual Weapon2 Attack: (1d20+19)[39] Damage: (1d8+5)[11]


    Kal looks to his attacker and clutches his sword tighter. No one defiles an Agent of the Heavens. He takes a five foot "swoosh" towards his attacker and then lets him have it.

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    Using great cleave, Kal kills every mook within 20ft of himself, and then focuses on the leader. His whole body glows with each furious strike. Finally, he stretches out his off hand and blasts the battle field with a burst of holy energy.

    Attack1: (1d20+30)[39] Damage: (3d6+16)[31]
    Attack2: (1d20+25)[34] Damage: (3d6+16)[27]
    Attack3: (1d20+20)[27] Damage: (3d6+16)[33]
    Attack4: (1d20+15)[18] Damage: (3d6+16)[28]

    Finale: Quickened Holy Smite centered on Hotel P-12
    Damage: (5d8)[24] DC20 Will of blind for one round

    Doz's Will save: (1d20+4)[9]
    Razor Boar Will save: (1d20+3)[7]


    If Doz is still standing he will order all units to continue after the caster and then he will attack the Planetar with his lances. his Razor Boar mount will do the same.

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    Held Lance (+2 unholy)
    Attack1: (1d20+23)[34] Damage: (1d8+11)[19] + (2d6)[5]Vs. Good
    Attack2: (1d20+18)[22] Damage: (1d8+11)[15] + (2d6)[7]Vs. Good
    Attack3: (1d20+13)[23] Damage: (1d8+11)[15] + (2d6)[5]Vs. Good

    Floating Lance (+1 floating)
    Attack1: (1d20+22)[32] Damage: (1d8+5)[7]
    Attack2: (1d20+17)[30] Damage: (1d8+5)[10]
    Attack3: (1d20+12)[20] Damage: (1d8+5)[10]

    Razor Boar Full Attack:
    Tusk slash (1d20+22)[30] melee (1d8+8)[11]
    and 2 hooves
    Hoove 1:(1d20+17)[21] melee (1d4+4)[8]
    Hoove 2:(1d20+17)[31] melee (1d4+4)[7]


    A one Gwynfrid has requested that she be allowed to play Simba's character, Shiela. I have agreed and I expect her to post sometime within round 6.


    Edit: I knew I forgot something. Units move as much as possible. All archers target Rikktor. I will see what dispel magic does to his AC before dealing with those attacks.
    Last edited by neoseph7; 2009-11-19 at 10:41 PM.
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  6. - Top - End - #126
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    Default Re: The Battle of Black Rock IC

    Adjunct finally pulls himself back onto his feet, and casts Eagle's Splendor on himself once again, making him even more dynamic and likable, if such a thing were possible.

    Buffs: Eagle's Splendor, Delay Poison, Barkskin +5

  7. - Top - End - #127
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    Default Re: The Battle of Black Rock IC

    Twinkie - Round 6

    Twinkie moves over to Oscar, again getting in range of as many as possible.

    Attack (1d20+27)[36]
    Damage (6d6+23)[42]
    Attack (1d20+27)[32]
    Damage (6d6+23)[43]

    and let the Great Cleaving begin, again.
    <--- Avatar made by bayar

  8. - Top - End - #128
    Barbarian in the Playground
     
    BardGuy

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    Default Re: The Battle of Black Rock IC

    Marius Kaldo - Human Bard
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    None - oh no!

    Round 6

    *As he feels the spells he so carefully placed dissolve back into the ether, Marius curses and decides to resort to another tactic. As he sees the Riderless Wyvern, he smiles to himself and recites the words of power he learned long ago, using a free hand to pull out one of his blades while he does so*

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    Okay - so, I'm going to take a free action to draw my bloodstone blade, and then cast dimension door to hop onto the back of the riderless wyvern. (maybe not the best idea, but it should look cool!).
    So, I figure I should probably make a ride check or something...Umm... probably count as a fast mount, huh?well, maybe not. hm. well - I'll roll anyways.
    Ride (1d20+12)[16]
    Edit: Blech.
    Last edited by DueceEsMachine; 2009-11-23 at 12:21 PM.
    What D&D Character would I be?
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    Lawful/Good Human Wizard/Sorcerer (2/2)
    Str - 14
    Dex - 17
    Con - 15
    Int - 16
    Wis - 15
    Cha - 18
    Hmmm.. Not too shabby. I think I'd do pretty well. Who knows?

  9. - Top - End - #129
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    Default Re: The Battle of Black Rock IC

    Sheila round 6

    "All right, let's see how well they swim in a sea of fire."

    Clutching her staff, she slowly and carefully intones the words she learned through those countless, pitiless drills.

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    Full-round action: Widened Fireball, centered on Papa-BC14-15 using Metamagic Spell Trigger with the Staff of Evocation (now 46 charges left).
    40-ft radius, that should take care of the archers here, and also zing Doz (who's in Hotel-Q8 if I read the map right).
    Damage 10d6+9 (Warmage Edge + Extra Edge) (10d6+9)[53] Reflex DC21 for half.

  10. - Top - End - #130
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    Default Re: The Battle of Black Rock IC

    Saul R5 and R6

    Having wasted enough time, Saul draws his bow and takes a step forward, hoping to drop any foes that somehow made it past Twinkie.

    After the dispels go off, he'll try to finish the shieldmen and decide what to do with the bow after he sees if his claws are still up.

    R5:
    Free: 5ft step to O5
    Move: Draw Longbow
    Standard: Attack the top most Shieldman in L8

    Attack: (1d20+24)[36]
    CC: (1d20+24)[27]
    Damage: (1d8+10)[15] + (1d6)[6] Acid

    R6
    Full: Full Attack on the rest of those 4 Shieldmen

    Attack: (1d20+24)[43]
    CC: (1d20+24)[25]
    Damage: (1d8+10)[16] + (1d6)[4] Acid

    Attack: (1d20+19)[30]
    CC: (1d20+19)[27]
    Damage: (1d8+10)[16] + (1d6)[1] Acid

    Attack: (1d20+14)[16]
    CC: (1d20+14)[22]
    Damage: (1d8+10)[13] + (1d6)[2] Acid
    Will be edited by Ryuuk : Sometime in the future.

  11. - Top - End - #131
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    Daemon

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    Default Re: The Battle of Black Rock IC

    R6

    Oolar retrieves the scroll of Greater Blink that Sheila gave to him prior to the battle and casts it on the warmage.

    Anex continues to delay, content to watch the bloodbath in front of her.
    Homebrew: Frostfire Mage PrC
    DM'ing:Expedition to Castle Ravenloft
    Anex / Oolar Battle of Black Rock

  12. - Top - End - #132
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    Default Re: The Battle of Black Rock IC

    Quote Originally Posted by chilepepper View Post
    Twinkie - Round 6

    Twinkie moves over to Oscar, again getting in range of as many as possible.

    Attack [roll0]
    Damage [roll1]
    Attack [roll2]
    Damage [roll3]

    and let the Great Cleaving begin, again.
    Pike men get attacks of opportunity. Of the 21 such strikes, one connects, dealing 12 piercing damage. None of the six shield men are successful. In total, the carnage is 42ish (I lost count).

    In one of Twinkie's earth shattering critical hits, the remains of an archer are flung out to about where Grey is standing. The archer carried a full quiver of arrows and a mundane Longbow. Similarly awesome blows send mundane Tower shields, short swords, glaives, bucklers, and more longbows near whoever whats to find such items (there are corpses everywhere from the slaughter. No less than 400 units are dead already).
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    Default Re: The Battle of Black Rock IC

    Adjunct Loridan sighs in boredom and exasperation as he realizes his fancy sword and various close range powers appear likely to go unutilized after all. He fires off another fireball from his staff (48 charges left) at F-15 Papa, DC 23 to halve (10d6)[38] damage.

  14. - Top - End - #134
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    Default Re: The Battle of Black Rock IC

    Grey grins as the convienent longbow falls near him. Taking the bow and quiver, he aims and fires three arrows into the fray.

    "I was getting bored with waiting."

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    Full Attack with longbow.
    Attack:(1d20+22)[35]
    Damage:(1d8)[7]

    Attack:(1d20+22)[37]
    Damage:(1d8)[8]

    Attack:(1d20+22)[39]
    Damage:(1d8)[1]
    Quote Originally Posted by DeafnotDumb View Post
    Silly boy. I've played in Industrious's games. They don't murder characters. That means the torture ends.
    Quote Originally Posted by Aevylmar View Post
    It turns out that sometimes? He *does* murder characters.

    The Maze of Madness

    Campaigns:
    Gotham: Year One
    Earth-52(abandoned) OOC
    RotSE II III] OOC2

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    BarbarianGuy

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    Default Re: The Battle of Black Rock IC

    Rikktor - Round 5

    Rikktor opened his arms, welcoming the hundred of arrows. Of all them, just two or three actually hurt him.

    "You honorless bitch" screamed Rikktor at the enemy leader "You want to pin me down with arrows? Come here and face me on your own if you got balls. Here is a burning invitation in case you are shy"

    Rikktor conjured eldritch energies in the shape of a burning spear and threw it at the enemy leader.

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    Move Action: Move to November A11.
    Standard Action: Brimstone Hellfire Eldritch Spear on the Enemy Leader.

    Touch Attack: (1d20+20)[23]
    Crit Conf: (1d20+20)[37]

    Damage:

    (15d6)[62] Fire
    +(2d6)[3] fire that last 3 rounds if fail Reflex DC: 24
    +5 From previous Vitriolic hit, 2 rounds left

    Total: 70 or 67 if reflex successful

    Rikktor loses 1 CON point, dropping to 14

    Waiting for archers damage for my R6 actions
    Last edited by Killerloop; 2009-11-21 at 03:46 PM.

  16. - Top - End - #136
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    Default Re: The Battle of Black Rock IC

    Round 6

    Since Doz is dead, I assume Rikktor is attacking his mount. Can I get a spell resistance check in OOC for Rikktor?

    Archers: 72 archers, 144 shots, 7 connects, 39 damage, Ish. All against Rikktor, who still has an AC high enough that only nat 20s hit.

    round 7

    The top of Round 7 would normally go to the leader. The only unit is the razor boar, who is unable to hit Kal. You guys may start posting actions for round seven. Those of you that attacked mooks and scored higher than 27 for an attack roll and higher than 11 for damage killed your hits (pike men and archers have less than 20 AC. Archers and Shieldmen have less than 8 HP). I have to go through and update the map with all the damage you guys dealt, and then I have to bring out the next battalion. I will likely give my whole round 7 post tomorrow.
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  17. - Top - End - #137
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    Default Re: The Battle of Black Rock IC

    R7

    Oolar readies another action to sculpted glitterdust teleporting mages.

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    Sculpted Glitterdust means he can cast four 10ft. cubes at targets within 260ft. of him. Will save DC 23 or blinded for 16 rounds.


    Anex withdraws (double move) from the approaching mooks and flies to Papa 016, touching the ground but still under the effect of Fly. The platoon marching past her is rather tantalizing, and she might take action next round.
    Last edited by Delandel; 2009-11-22 at 03:24 PM.
    Homebrew: Frostfire Mage PrC
    DM'ing:Expedition to Castle Ravenloft
    Anex / Oolar Battle of Black Rock

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    Default Re: The Battle of Black Rock IC

    Round Seven. The undead battalion Calamity moves into position. Their leader appears to be a bone devil cleric, but the arcane auras upon her are so great you cannot tell if this is natural or the effect of magic. The leader is currently covered (total cover) behind enemy lines. The enemies in question are Sword weiling skeletons and skeletal archers. All units delay until the top of round 8. Of note, the undead are arranged in sets of 20. Each set includes one cleric of hextor.
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    Default Re: The Battle of Black Rock IC

    Would be a good time for Song of Discord or Confusion, but to preserve our fearless GM's sanity...

    Another Fireball, centered on Alpha O-12. (10d6)[50] DC 23 to halve.

    I guess a spell resistance roll is needed for the higher guys in there.

    (1d20+15)[21]

  20. - Top - End - #140
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    Default Re: The Battle of Black Rock IC

    The fire is absorbed by magic. The SR check succeeds, but the damage is negated.

    These units move in a very tight formation, more so than the previous battalions. A ranged attack roll is needed to get through their ranks with a fireball and similar spells so that they don't prematurely ignite. The effective AC is 0 at the front lines, and increases by 2 for each five feet. The spell may be cast 10ft above the units to avoid this, but the effective radius at ground zero is less (15ft). You have to be at least 20ft up from ground level to do so.
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  21. - Top - End - #141
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    Default Re: The Battle of Black Rock IC

    Ach, you sneak. Bereft of my evocation options, you can probably guess what I'll be doing next round. Just remember, you requested it.

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    Default Re: The Battle of Black Rock IC

    Saul

    Saul simply watches the army advance, a few arrows would mean nothing. Instead he spots the captains rapier. Luck might not repeat itself if he receives another dispel. He fastens it at his belt.

    5ft step to be adjacent to the body.
    Move action to pick up the Rapier.
    Move (standard) action to put it away.
    Will be edited by Ryuuk : Sometime in the future.

  23. - Top - End - #143
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    Default Re: The Battle of Black Rock IC

    Round 7

    Xanian flies to Golf O10, withdrawing the Scroll with Sunburst/Fire Storm from his magic belt. (assuming I can, else stay put)

    The gnome casts the Sunburst Spell, shouting How about we bring some sun to this blackened field of death!? Let's see how well you can handle this!!!


    Intersection of Alpha S18-19 and India A18-19. That'll catch the dragons out in front as well.
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    SpellResistance - (1d20+15)[21]
    All creatures in the Area take damage - (6d6)[20] and are blind. Reflex for half and no blindness.
    All undead take superdamage - (15d6)[57] Reflex half.


    Reflex save is 25 btw. (10+CL15) I've got no wisdom bonus and it was created as a druid spell.
    Last edited by memnarch; 2009-11-22 at 08:29 PM.
    If you want a OotS style Touhou avatar, send me a request.

    Steam name: memnarch. Same avatar.

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    Default Re: The Battle of Black Rock IC

    Twinkie Round 7

    Twinkie moves to clean up as many units from the previous waves as possible.

    Attack (1d20+27)[46] - it probably doesn't matter with mooks by THAT'S A CRIT!!!
    Damage (6d6+23)[35]
    Attack (1d20+27)[37]
    Damage (6d6+23)[48]

    Cleave, cleave, cleave.
    Last edited by chilepepper; 2009-11-22 at 08:35 PM.
    <--- Avatar made by bayar

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    Default Re: The Battle of Black Rock IC

    Rikktor - Round 6

    Standard Action: Rikktor casts Fell Flight
    Move Action: Rikktor moves to A15 near Sheila. His altitude his around 40 feet now.

    Rikktor - Round 7

    Move Action: Rikktor fetches his Wand of Lesser Restoration from his belt
    Standard Action: Rikktor activates Wand of Lesser Restoration: (1d4)[2] CON points are recovered.

  26. - Top - End - #146
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    Default Re: The Battle of Black Rock IC

    Marius Kaldo - Human Bard
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    None... still....

    Round 7

    *Popping back into the physical world atop the blinded and gentled creature, Marius lets out a wild cry, exhilarated at the thrill of riding such a beast. It was rare for him to find something he had yet to do, and this was most definitely one of them.*

    *Focusing for a moment, he concentrates on the magic glove he wears, activating the powerful effects stored there, letting the arcane energies flow into the blade he carried. He would have quite a surprise for the creature he rode when the time came.*
    *Spurring it forward, he yelled, hoping to hearten his comrades, though probably drowned by the wind and roar of battle, those with exceptional hearing may catch it.*
    "Ho! I seem to have found a new pet! Perhaps it should be our Mascot!"

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    Okay, Standard action to activate the Wand of Vampiric Touch in his Casting glove, and put the charge into his bloodstone Blade. There it will stay until I need an extra 15d6 damage. Move action - I guess I don't remember exactly where the wyvern is. I'll search the thread to see if I can find it.
    Last edited by DueceEsMachine; 2009-11-23 at 12:21 PM.
    What D&D Character would I be?
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    Lawful/Good Human Wizard/Sorcerer (2/2)
    Str - 14
    Dex - 17
    Con - 15
    Int - 16
    Wis - 15
    Cha - 18
    Hmmm.. Not too shabby. I think I'd do pretty well. Who knows?

  27. - Top - End - #147
    Firbolg in the Playground
     
    Gwynfrid's Avatar

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    Default Re: The Battle of Black Rock IC

    Sheila - round 7

    "Oolar, the ones on the left are yours. I'll try to get the right wing."

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    Move action: Fly up to altitude 25 ft.
    Ready a standard action to cast Fire Storm when the mages start casting their offensive spells, trying to catch as many as possible, starting with the right half of the formation. Fire Storm fills 30 10-ft cubes, in one piece, but shapeable, so I'm hoping I can catch many of them.
    Damage (15d6+9)[66], Reflex DC 25 half.
    Spell Resistance check: (1d20+15)[32].
    If they fly higher than 275 ft, cast Chain Lightning instead: Same base damage, Reflex DC 24.


    Hadon

    Hadon did not move an inch as he observed the early developments of the battle with completely impassive eyes, taking note of everything. Two assault waves down already. His comrades on the front lines were doing a pretty thorough job, and did not look like they needed any help at all.

    Those mages on wyverns, now, that was another matter. They had not done much damage yet, but the dwarf heard the worry in his comrades' voices. A more successful series of dispels could prove crippling for some of them.

    When he was younger, Hadon would have called the enemy's tactics cowardly, but with forty years worth of war experience, he now knew better. These guys were taking real risks. It was time to show them some respect - by doing something about them.

    Bow in hand, not hurried in the least, the huge dwarf took to the air, an enormous mass of steel moving straight up without apparent effort, his 10-feet tall shield floating in front of him.

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    Move action: Fly straight up to altitude 60 ft.
    Ready a swift action to make a Test of Mettle challenge as soon as the wyvern-mounted mages start casting offensive spells, unless all are more than 100 ft away. In addition, assume Defensive Stance (no action needed).
    For all enemies with language, Int 5 or more and CR 13 or more within 100 ft :Will DC 26 or be forced to attack Hadon.
    If all are further than 100 ft away, then fire an arrow at one of the mages casting Dimension Door instead. No Defensive Stance in this case.
    Attack (base +15 size -1 dex 0 greater magic weapon +4 inspire courage +3, total +21): (1d20+21)[27]
    Damage (strength +6 greater magic weapon +4 inspire courage +3, total +13): (1d8+13)[16]


    EDIT: the DC for Test of Mettle is actually a more modest DC14. I'm still learning this stuff.
    Last edited by Gwynfrid; 2009-11-27 at 09:22 PM.

  28. - Top - End - #148
    Bugbear in the Playground
     
    neoseph7's Avatar

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    Default Re: The Battle of Black Rock IC

    The wyvern mounted aracane casters are not within sight. They speed out when requested for from a Leader unit.

    When I post round 8 actions tonight, I will include a reasonable place for the Wyvern to start.

    @Rikktor: Lesser Restoration has a 3 round casting time. Which means it won't take effect until the start of round 10 and a full round must be spents for rounds 7-9 in concentration to cast it.
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    I won something!
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  29. - Top - End - #149
    Barbarian in the Playground
     
    BarbarianGuy

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    Default Re: The Battle of Black Rock IC

    OOC: Ops, forgot that. Do u allow me to begin casting in round 6 instead of fell flight and move?

  30. - Top - End - #150
    Firbolg in the Playground
     
    hustlertwo's Avatar

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    Default Re: The Battle of Black Rock IC

    I have a staff of healing, I can cast it if you want to come on back where I am. Nothing better to do at the moment.

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