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  1. - Top - End - #1
    Ogre in the Playground
     
    Cadian 9th's Avatar

    Join Date
    Oct 2008
    Location
    Sydney, NSW, Australia
    Gender
    Male

    Default Tower of Deadly Evil: Archdeacon GX, CHAMBERS!, Arudin and Jack Simth.

    DM

    The room you 4 stand in is 100ft wide and 100ft deep. There are several burning torches on the walls, and the carpeted floor is a dull red. At the north wall is a door, in the center of the wall: a large double door with a big heavy wooden look and metal doorknobs. A plate of metal fixed on the door reads Room 1 -"Business as Usual...".

    The Eastern wall has 4 cubes, which glow with magic. They are signed as "Magic-Mart". A sign reads "Re-Rolls! Control your fate. Now for just 500gp, max 3 per customer, not available anywhere else. If we sell out, you miss out!"

    The Western wall contains a series of empty Potraits. The Southern Wall has 4 "Phone Boxes", labelled "Save? Reload?"

    You are aware of some rules, as listed on each phone box. You cannot create an effect that would render you unkillable. You cannot teleport outside of the room you are in. You cannot burrow beyond the boundries of the room you are in. You may not step on the grass.

    Your objective is to reach the top floor. Says a glowing orb like creature, in a musical tone. Once you have, you will be rewarded! He says, before floating around and fading away.

    Spoiler
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    Do as you wish here, buy any magic items etc, heal, cast pre-combat spells, talk if you want.
    Last edited by Cadian 9th; 2010-08-07 at 07:59 PM.
    Awesome Avatar by Lord Fullbladder, Master of Goblins!

    Retired from active duty

    It means I am rarely on this site anymore. It's been an honor serving with you all.


    PEACH

  2. - Top - End - #2
    Dwarf in the Playground
     
    BlueKnightGuy

    Join Date
    Apr 2010
    Gender
    Male

    Default Re: Tower of Deadly Evil: Archdeacon GX, Unnamedhero, Arudin and Jack Simth.

    Raginmund
    A tall man with a mane of wild brown hair leans against one of the walls. He appears to be wearing plate armor that is at least one size too large for him.

    Upon hearing the orb's message, he slowly walks towards the glowing cubes. "I don't know exactly what those are... but it won't hurt to have one anyway," he says. "Hell, I'll get two." He takes the required amount of gold from a belt pouch, and pays for both his re-rolls.

    Turning back to the orb, Raginmund points at the southern wall and asks, "What are those?" in a skeptical manner. "I don't trust that these box things can honestly 'save' me..."

  3. - Top - End - #3
    Titan in the Playground
     
    Jack_Simth's Avatar

    Join Date
    May 2006

    Default Re: Tower of Deadly Evil: Archdeacon GX, Unnamedhero, Arudin and Jack Simth.

    Rocky & Bullwinkle

    The stoic Rocky barely seems to react to everything, while the raven perched on his shoulder seems interested in all that goes around. The Raven speaks, and the speaking is followed by the slight sound of a wind, as Rocky moves to finalize the purchases, unfolding the portable hole and standing there as the appropriate amount of money floats up to pay the cashier, such as it is. "I'll take the remaining two fate control tokens, please."

    A slight wooshing sound is heard, and Rocky turns towards the tall man with a mane of wild brown hair; and the raven quoth "Eh, the Big Guy can always use a bit more luck that he has. Might be a waste... but isn't usually, and those things do seem to radiate magic."

    Description:
    Spoiler
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    A Large man in flowing blue robes, with arcane symbols stitched all over them. His shoes are white, with tufts of fur along the edges. His gloves are some of the most delicate deer hide available. He wears a conical hat, with stars and moons etched upon it. A long cloak covers his back, and there is a belt tied around his waist. A raven perches on his shoulder. (Spot DC 27 to note that it is false)



    Dull Mechanics:
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    Actions:
    Talk a bit.
    Set out portable hole
    Telekinesis to lift coins and pay for stuff.
    Dimensional Reach to claim goods (if appropriate).
    Detect Magic (at-will ability)

    Current Status (post-actions):
    Rocky: HP: 145/145, AC 27 (T 9, FF 27), saves +7/+7/+7
    Bullwinkle: HP: 110/110, AC: 67 (T 59, FF 61), saves +31/+33/+35

    Rocky:
    Spoiler
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    Name: Rocky
    Description, Normal:
    Spoiler
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    A Large man in flowing blue robes, with arcane symbols stitched all over them. His shoes are white, with tufts of fur along the edges. His gloves are some of the most delicate deer hide available. He wears a conical hat, with stars and moons etched upon it. A long cloak covers his back, and there is a belt tied around his waist. A raven perches on his shoulder. (Spot DC 27 to note that it is false)



    Description, True Seeing or Will Interaction DC 33:
    Spoiler
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    A Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.



    Personality:
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    Never speaks, lets his familiar talk to the lesser beings around him. Casts all spells as Silent and Stilled. Keeps his familiar on his shoulder at all times.

    Dull Mechanics:
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    Race: Stone Golem
    Class: Stone Golem
    Type: Construct
    Alignment: TN
    Size: Large
    Height: 9'
    Weight: 2,000 lbs
    Eyes: Gray
    Hair: None
    Stats: 30/10/-/-/11/1 (16 HD stat boost to Str, 20 HD stat boost to Dex - base)
    HP: 145/145 (21d10+30, taking true average, rounding down after calculations)
    DR: 10/adamantine
    AC: 27 (10 base, -1 Size, +18 Natural): Touch 9, Flat-footed 27
    Speed: 20
    Saves: +7/+7/+7 (all base)
    Attack: Slam +24 Melee for 2d10+10
    Full Attack: 2 Slams +24 Melee for 2d10+10
    Special Abilities:
    Spoiler
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    Construct Traits and Features, DR 10/Adamantine, Darkvision-60, Immunity to Magic, Low-light Vision, 18 natural armor, (16 and 20 HD stat boost to Dex, Str)


    Active Spell Effects:
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    Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")

    Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock, magically.








    Bulwinkle
    Spoiler
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    Description, Normal:
    Spoiler
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    A black Raven, sitting on the shoulder of a Large man, dressed in flowing robes (Spot DC 27 to note it's not accurate)

    Description, True Seeing or Will Interaction DC 33:
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    This slightly transparent creature has a conical body, shaped something like a wind sock. It's ovid head disk contains an immense, toothed maw, and is surrounded by four clawed arms. It is hovering just over the shoulder of a Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.

    History:
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    "I was rejected by my race for not conforming to the standards of behavior. I worship Heironeous, who they detested. I actively opposed the torturous practices of my people. And so I was ejected from my society in the most violent way possible by a people who enjoy torture ... and that was my salvation, as it wasn't long after that when disaster struck my people. I'd really rather not talk about it. Now I wander this plane, righting what wrongs I can."

    Dull Mechanics:
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    Bulwinkle
    Alignment: LG
    Current XP: 105260 (spent a hefty chunk on Crafting)
    Class: Phaerimm LA-2/Paladin-2/Ghost LA-5/Evolved Undead LA-6//Cleric-15
    Race: Phaerimm/Ghost/Evolved Undead-6
    Deity: Heironeous
    Size: Tiny
    Age: Ancient
    Height: 1' 6
    Weight: -
    Eyes: black
    Hair: None
    Base stats: 8/13/10/12/17/18
    Post-racial mods: 14/19/-/12/19/36
    Level Up: 14/19/-/12/19/39
    Post-items: 14/23/-/12/19/45

    HP: 110/110 (15d12)
    AC: Material Plane: 67 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +23 Deflection, +18 Monkish), Touch 59, Flat-Footed 61
    AC: Ethereal Plane: 52 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +8 Natural, +18 Monkish), Touch 35, Flat-Footed 45
    Saves: +31/+33/+35 (Base: 9/5/9; stat: +0/+6/+4; Resistance +5, Paladin +17)
    Attack: Invisible Needle Reserve Feat (1d20+19 for 8d4) Force damage, Fiery Burst Reserve Feat (5-foot burst, Reflex DC 21 for half of 7d6 Fire), or Spells
    Skills: Concentration +35 (18 ranks, +17 Cha), Knowledge(Religion)+19 (+1 Int, 18 ranks), Spellcraft +9 (+1 Int, 8 ranks), Speak Language (Cross-class, 5 ranks for 10 skill points)
    Feats: 1: Heighten Spell (Player's Handbook), 2: Arcane Preparation (Complete Arcane), 3: Craft Wondrous Item (Player's Handbook), 4: Extend Spell (Player's Handbook), 5: Craft Magic Arms & Armor (Player's Handbook), 6: Dimensional Reach (Complete Mage), 7: Dimensional Jaunt (Complete Mage), 8: Summon Elemental(Complete Mage), 9: Invisible Needle (Complete Mage), 10: Persistent Spell (Complete Arcane), 11: Improved Unarmed Strike (Player's Handbook), 12: Ascetic Mage (Complete Adventurer), 13: Flyby Attack (Monster Manual), 14: Improved Turn Resistance (Libris Mortis), 15: Fiery Burst (Complete Mage)
    Racial Features and Traits:
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    Hatchling Phaerimm Racial Traits & Features: Aberration Type, Spells as a Sorcerer of Character level as spell-likes, Detect Magic, Flight, Feather Fall, Immunity to Polymorph and Petrification, SR 11, +2 Natural Armor, -6 Str, +6 Dex, +2 Wis, +2 Cha; Size: Tiny
    Ghost Traits & Features: Undead Type, Con -, +4 Cha, Incorporeal, Rejuvination, Manifestation, Telekinesis, Malevolence; Natural Armor applies on Ethereal Plane (where Ghost is not Incorporeal)
    Evolved Undead-6 traits & features: +6 Natural Armor, Deflection increases by 6, Six Spell-Like abilities (CL = HD), Fast Healing 3, +12 Str, +12 Cha
    Undead Racial Traits: No Con, Darkvision-60, Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects, Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects, Cannot heal damage on its own if it has no Intelligence score (me has Int), although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score, Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless), Uses its Charisma modifier for Concentration checks, Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed, Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead, Undead do not breathe, eat, or sleep.
    Aberration Features: (negligible)
    Incorporeal Traits: An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature. An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus). An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect. An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.

    Good Domain: +1 Caster level for [Good] Spells
    Law Domain: +1 Caster level for [Law] Spells
    Paladin-2 Class Features: Aura of good, detect evil, smite evil 1/day, Divine grace, lay on hands
    Cleric-15 Class Features: Turn Undead, Domains, Spells
    Spells:
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    Cleric (CL 15): 6/6+1/6+1/6+1/5+1/4+1/3+1/2+1/1+1; DC 14+Spell Level
    Phaerim (CL 15): 6/11/10/10/10/10/9/7; DC 27+spell level
    Evolved Undead (CL 15): 6 uses/day, permanent preparation.
    (Clr-0): Create Water 0/2
    (Clr-0): Light 0/3
    (Clr-0): Mending 0/1
    (Clr-1): Cure Light Wounds 0/6
    (Clr-2): Cure Moderate Wounds 0/3
    (Clr-2): Spiritual Weapon 0/3
    (Clr-3): Invisibility Purge 0/3
    (Clr-3): Remove Blindness/Deafness 0/1
    (Clr-3): Remove Curse 0/1
    (Clr-3): Remove Disease 0/1
    (Clr-4): Dimensional Anchor 0/2
    (Clr-4): Imbue with Spell Ability 0/3
    (Clr-5): Spell Resistance 0/3
    (Clr-5): Wall of Stone 0/1
    (Clr-6): Antilife Shell 0/1
    (Clr-6): Find the Path 0/1
    (Clr-6): Heroes' Feast 0/1
    (Clr-7): Heightened Flame Strike 0/1
    (Clr-7): Restoration, Greater 0/1
    (Clr-8): Summon Monster VIII 0/1
    (Dom-1): Protection from Evil 0/1
    (Dom-2): Calm Emotions 0/1
    (Dom-3): Magic Circle Against Evil 0/1
    (Dom-4): Holy Smite 0/1
    (Dom-5): Dispel Evil 0/1
    (Dom-6): Hold Monster 0/1
    (Dom-7): Holy Word 0/1
    (Dom-8): Heightened Blade Barrier 0/1
    (EvUn): Greater Dispel Magic 0/2
    (EvUn): Greater Invisibility 0/4
    (Pha-0): Acid Splash
    (Pha-0): Arcane Mark
    (Pha-0): Dancing Lights
    (Pha-0): Detect Poison
    (Pha-0): Flare
    (Pha-0): Prestidigitation
    (Pha-0): Ray of Frost
    (Pha-0): Read Magic
    (Pha-0): Resistance
    (Pha-1): Disguise Self
    (Pha-1): Floating Disk
    (Pha-1): Mage Armor
    (Pha-1): Shield
    (Pha-1): Unseen Servant
    (Pha-2): Glitterdust
    (Pha-2): Misdirection
    (Pha-2): See Invisibility
    (Pha-2): Spectral Hand
    (Pha-2): Web
    (Pha-3): Slow
    (Pha-3): Haste
    (Pha-3): Stinking Cloud
    (Pha-3): Tongues
    (Pha-4): Black Tentacles
    (Pha-4): Dimension Door
    (Pha-4): Polymorph
    (Pha-4): Solid Fog
    (Pha-5): Mage's Private Sanctum
    (Pha-5): Seeming
    (Pha-5): Teleport
    (Pha-5): Transmude Mud to Rock
    (Pha-6): Analyze Dweomer
    (Pha-6): Chain Lightning
    (Pha-6): Mass Suggestion
    (Pha-7): Limited Wish
    (Pha-7): Mage's Magnificient Mansion

    Standard Preparations Every Evening:
    Spoiler
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    Cast Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")
    Cast Persistent Shield (CL 15)
    Cast Extended Mage Armor (CL 15) on self
    Cast Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock.
    Cast Heightened Extended Misdirection (CL 15, Will DC 33) so construct registers as a rock.
    Cast Magnificient Mansion.
    Go inside Mansion (with Construct), cast Mage's Private Sanctum to cover the place up.

    Items:
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    Stone Golem (Crafted, Advaned to 21 hit dice: 67,500 gp + 4,800 xp)
    Ring of Evasion (25k gp; DMG) Left Claw
    Ring of X-Ray Vision (25k gp; DMG) Right Claw
    Monk's Belt (13k gp; DMG) Waist
    Vest of Resistance+5 (12.5k gp, 1,000 xp; Magic Item Compendium) Torso
    Cloak of Charisma+6 (18k gp, 1,440 xp; DMG) Shoulders
    Portable Hole (20k gp; DMG) Pocket (Rocky's)
    Gloves of Dexterity+4 (16k gp; DMG) Claws
    Spell Components Pouch (5 gp; PHB) Belt
    Spell Components Pouch *3 (3*5 gp; PHB) Portable Hole
    Silver Holy Symbol (25 gp; PHB) Neck
    Silver Holy Symbol *3 (3*25 gp; PHB) Portable Hole
    188 Platinum Pieces (portable hole)
    "Fate Tokens" *2



    Sources Used:
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    PHB, DMG, MMI, Libris Mortis, Lost Empires of Faerun, Complete Mage, Complete Adventurer, Complete Arcane

    Last edited by Jack_Simth; 2010-07-20 at 10:12 PM.
    Of course, by the time I finish this post, it will already be obsolete. C'est la vie.

  4. - Top - End - #4
    Dwarf in the Playground
     
    Archdeacon GX's Avatar

    Join Date
    Mar 2009
    Location
    Texas
    Gender
    Male

    Default Re: Tower of Deadly Evil: Archdeacon GX, Unnamedhero, Arudin and Jack Simth.

    Garathor Reyvad

    Between the man with the raven and the one in the oversized armor stands a being that could well be considered the odd one out of the lot. Towering overhead, the Stone Giant stands nearly fourteen and a half feet tall, his immense blade sheathed across his back, and despite his size it still looks rather large for him -- although his heavy musculature dispels any doubt to his ability to wield it. Glancing around curiously, he folds his hands behind his back and looks up towards the ceiling, examining the room as the others take the four cubes of fate; he has no coin with which to pay for them anyhow. Turning his gaze to the door in the northern wall, he patiently waits for his comrades to finish their preparations.

  5. - Top - End - #5
    Ogre in the Playground
     
    Cadian 9th's Avatar

    Join Date
    Oct 2008
    Location
    Sydney, NSW, Australia
    Gender
    Male

    Default Re: Tower of Deadly Evil: Archdeacon GX, Unnamedhero, Arudin and Jack Simth.

    The orb flitters around, tinkling. I'm not sure how it works either... It says, musically. And I can't lie!

    Tehehee! The box saves you so when you die, you come back here. No harm done, but a slight fee to cover server maintenence costs.

    Arudin:
    Spoiler
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    You successfully purchase 2 re-rolls! Level up!


    Jack_Simth:
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    You are entirely successful in purchasing re-rolls. I can tell I'm going to have to really metagame to get your character, but hey, I'm a DM


    Now to wait for Unamedhero.
    Awesome Avatar by Lord Fullbladder, Master of Goblins!

    Retired from active duty

    It means I am rarely on this site anymore. It's been an honor serving with you all.


    PEACH

  6. - Top - End - #6
    Titan in the Playground
     
    Jack_Simth's Avatar

    Join Date
    May 2006

    Default Re: Tower of Deadly Evil: Archdeacon GX, Unnamedhero, Arudin and Jack Simth.

    Rocky & Bullwinkle

    A slight swishing sound is heard and the stoic Rocky turns to face the even taller man. The raven on his shoulder speaks "Ah... I suppose I'll need to stop calling Rocky here 'the big guy' then. Hmm. And I thought Rocky had problems with doors. You must have to do a lot of stooping in towns."

    Another slight swishing sound is heard, and Rocky steps back a bit to be able to address all the apparent people in the group at once. Then the Raven says "I suppose introductions are in order, as we seem to be going through this together. Rocky here is my big guy; he lets me do all the talking for him. You can call me Bullwinkle. How should we address the rest of you? As for what we have to offer to the group, well, Rocky and me can do a lot when we put our minds to it - blast things, heal, dispose of traps, scout out what's upcoming, whatever, although we're better at some things than others. What can the lot of you do?"


    Description:
    Spoiler
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    A Large man in flowing blue robes, with arcane symbols stitched all over them. His shoes are white, with tufts of fur along the edges. His gloves are some of the most delicate deer hide available. He wears a conical hat, with stars and moons etched upon it. A long cloak covers his back, and there is a belt tied around his waist. A raven perches on his shoulder. (Spot DC 27 to note that it is false)


    DM:
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    Not as much as you might think. Arcane Mastery Feat (take 10 on caster level checks - including Dispel checks) + Rod of Chain Spell (take a Targetted spell, and apply it to caster level targets, with some limitations and drawbacks) + Greater Dispel Magic + Higher Caster Level than the Party = No more buffs. Follow it up with a Divine Metamagic(Quicken Spell) repeat on visible items, and you're set. AND it's sensible for a high-level caster to do ... simply because spell buffs are so common at these levels, and anyone spending effort to make themselves look harmless while making another target look more tempting is probably a high-priority target. And that would reduce Bullwinkle's saves by 8 (5 Resistance, 3 from the reduced Divine Grace when the Cloak of Charisma +6 goes down), AC by ... 31 (4 Shield, 4 Mage Armor, 18 when the Monk's Belt goes away, another 3 when the Cloak of Charisma +6 goes away, another 2 when the Gloves of Dexterity +4 go away)? ... although the incorporeality would stay. AC from 67 to 36, saves from +31/+33/+35 to +23/+25/+27. Oh yes, and this particular pair has no particular guard against Dispells... although such a move would probably be followed up by a Disintegrate from one, and a Charge from the other, as those two effects aren't noticably hampered by the dispel.


    Dull Mechanics:
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    Actions:
    Talk a bit.
    Set out portable hole
    Telekinesis to lift coins and pay for stuff.
    Dimensional Reach to claim goods (if appropriate).
    Detect Magic (at-will ability)

    Current Status (post-actions):
    Rocky: HP: 145/145, AC 27 (T 9, FF 27), saves +7/+7/+7
    Bullwinkle: HP: 110/110, AC: 67 (T 59, FF 61), saves +31/+33/+35

    Rocky:
    Spoiler
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    Name: Rocky
    Description, Normal:
    Spoiler
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    A Large man in flowing blue robes, with arcane symbols stitched all over them. His shoes are white, with tufts of fur along the edges. His gloves are some of the most delicate deer hide available. He wears a conical hat, with stars and moons etched upon it. A long cloak covers his back, and there is a belt tied around his waist. A raven perches on his shoulder. (Spot DC 27 to note that it is false)



    Description, True Seeing or Will Interaction DC 33:
    Spoiler
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    A Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.



    Personality:
    Spoiler
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    Never speaks, lets his familiar talk to the lesser beings around him. Casts all spells as Silent and Stilled. Keeps his familiar on his shoulder at all times.

    Dull Mechanics:
    Spoiler
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    Race: Stone Golem
    Class: Stone Golem
    Type: Construct
    Alignment: TN
    Size: Large
    Height: 9'
    Weight: 2,000 lbs
    Eyes: Gray
    Hair: None
    Stats: 30/10/-/-/11/1 (16 HD stat boost to Str, 20 HD stat boost to Dex - base)
    HP: 145/145 (21d10+30, taking true average, rounding down after calculations)
    DR: 10/adamantine
    AC: 27 (10 base, -1 Size, +18 Natural): Touch 9, Flat-footed 27
    Speed: 20
    Saves: +7/+7/+7 (all base)
    Attack: Slam +24 Melee for 2d10+10
    Full Attack: 2 Slams +24 Melee for 2d10+10
    Special Abilities:
    Spoiler
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    Construct Traits and Features, DR 10/Adamantine, Darkvision-60, Immunity to Magic, Low-light Vision, 18 natural armor, (16 and 20 HD stat boost to Dex, Str)


    Active Spell Effects:
    Spoiler
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    Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")

    Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock, magically.








    Bulwinkle
    Spoiler
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    Description, Normal:
    Spoiler
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    A black Raven, sitting on the shoulder of a Large man, dressed in flowing robes (Spot DC 27 to note it's not accurate)

    Description, True Seeing or Will Interaction DC 33:
    Spoiler
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    This slightly transparent creature has a conical body, shaped something like a wind sock. It's ovid head disk contains an immense, toothed maw, and is surrounded by four clawed arms. It is hovering just over the shoulder of a Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.

    History:
    Spoiler
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    "I was rejected by my race for not conforming to the standards of behavior. I worship Heironeous, who they detested. I actively opposed the torturous practices of my people. And so I was ejected from my society in the most violent way possible by a people who enjoy torture ... and that was my salvation, as it wasn't long after that when disaster struck my people. I'd really rather not talk about it. Now I wander this plane, righting what wrongs I can."

    Dull Mechanics:
    Spoiler
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    Bulwinkle
    Alignment: LG
    Current XP: 105260 (spent a hefty chunk on Crafting)
    Class: Phaerimm LA-2/Paladin-2/Ghost LA-5/Evolved Undead LA-6//Cleric-15
    Race: Phaerimm/Ghost/Evolved Undead-6
    Deity: Heironeous
    Size: Tiny
    Age: Ancient
    Height: 1' 6
    Weight: -
    Eyes: black
    Hair: None
    Base stats: 8/13/10/12/17/18
    Post-racial mods: 14/19/-/12/19/36
    Level Up: 14/19/-/12/19/39
    Post-items: 14/23/-/12/19/45

    HP: 110/110 (15d12)
    AC: Material Plane: 67 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +23 Deflection, +18 Monkish), Touch 59, Flat-Footed 61
    AC: Ethereal Plane: 52 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +8 Natural, +18 Monkish), Touch 35, Flat-Footed 45
    Saves: +31/+33/+35 (Base: 9/5/9; stat: +0/+6/+4; Resistance +5, Paladin +17)
    Attack: Invisible Needle Reserve Feat (1d20+19 for 8d4) Force damage, Fiery Burst Reserve Feat (5-foot burst, Reflex DC 21 for half of 7d6 Fire), or Spells
    Skills: Concentration +35 (18 ranks, +17 Cha), Knowledge(Religion)+19 (+1 Int, 18 ranks), Spellcraft +9 (+1 Int, 8 ranks), Speak Language (Cross-class, 5 ranks for 10 skill points)
    Feats: 1: Heighten Spell (Player's Handbook), 2: Arcane Preparation (Complete Arcane), 3: Craft Wondrous Item (Player's Handbook), 4: Extend Spell (Player's Handbook), 5: Craft Magic Arms & Armor (Player's Handbook), 6: Dimensional Reach (Complete Mage), 7: Dimensional Jaunt (Complete Mage), 8: Summon Elemental(Complete Mage), 9: Invisible Needle (Complete Mage), 10: Persistent Spell (Complete Arcane), 11: Improved Unarmed Strike (Player's Handbook), 12: Ascetic Mage (Complete Adventurer), 13: Flyby Attack (Monster Manual), 14: Improved Turn Resistance (Libris Mortis), 15: Fiery Burst (Complete Mage)
    Racial Features and Traits:
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    Hatchling Phaerimm Racial Traits & Features: Aberration Type, Spells as a Sorcerer of Character level as spell-likes, Detect Magic, Flight, Feather Fall, Immunity to Polymorph and Petrification, SR 11, +2 Natural Armor, -6 Str, +6 Dex, +2 Wis, +2 Cha; Size: Tiny
    Ghost Traits & Features: Undead Type, Con -, +4 Cha, Incorporeal, Rejuvination, Manifestation, Telekinesis, Malevolence; Natural Armor applies on Ethereal Plane (where Ghost is not Incorporeal)
    Evolved Undead-6 traits & features: +6 Natural Armor, Deflection increases by 6, Six Spell-Like abilities (CL = HD), Fast Healing 3, +12 Str, +12 Cha
    Undead Racial Traits: No Con, Darkvision-60, Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects, Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects, Cannot heal damage on its own if it has no Intelligence score (me has Int), although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score, Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless), Uses its Charisma modifier for Concentration checks, Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed, Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead, Undead do not breathe, eat, or sleep.
    Aberration Features: (negligible)
    Incorporeal Traits: An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature. An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus). An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect. An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.

    Good Domain: +1 Caster level for [Good] Spells
    Law Domain: +1 Caster level for [Law] Spells
    Paladin-2 Class Features: Aura of good, detect evil, smite evil 1/day, Divine grace, lay on hands
    Cleric-15 Class Features: Turn Undead, Domains, Spells
    Spells:
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    Cleric (CL 15): 6/6+1/6+1/6+1/5+1/4+1/3+1/2+1/1+1; DC 14+Spell Level
    Phaerim (CL 15): 6/11/10/10/10/10/9/7; DC 27+spell level
    Evolved Undead (CL 15): 6 uses/day, permanent preparation.
    (Clr-0): Create Water 0/2
    (Clr-0): Light 0/3
    (Clr-0): Mending 0/1
    (Clr-1): Cure Light Wounds 0/6
    (Clr-2): Cure Moderate Wounds 0/3
    (Clr-2): Spiritual Weapon 0/3
    (Clr-3): Invisibility Purge 0/3
    (Clr-3): Remove Blindness/Deafness 0/1
    (Clr-3): Remove Curse 0/1
    (Clr-3): Remove Disease 0/1
    (Clr-4): Dimensional Anchor 0/2
    (Clr-4): Imbue with Spell Ability 0/3
    (Clr-5): Spell Resistance 0/3
    (Clr-5): Wall of Stone 0/1
    (Clr-6): Antilife Shell 0/1
    (Clr-6): Find the Path 0/1
    (Clr-6): Heroes' Feast 0/1
    (Clr-7): Heightened Flame Strike 0/1
    (Clr-7): Restoration, Greater 0/1
    (Clr-8): Summon Monster VIII 0/1
    (Dom-1): Protection from Evil 0/1
    (Dom-2): Calm Emotions 0/1
    (Dom-3): Magic Circle Against Evil 0/1
    (Dom-4): Holy Smite 0/1
    (Dom-5): Dispel Evil 0/1
    (Dom-6): Hold Monster 0/1
    (Dom-7): Holy Word 0/1
    (Dom-8): Heightened Blade Barrier 0/1
    (EvUn): Greater Dispel Magic 0/2
    (EvUn): Greater Invisibility 0/4
    (Pha-0): Acid Splash
    (Pha-0): Arcane Mark
    (Pha-0): Dancing Lights
    (Pha-0): Detect Poison
    (Pha-0): Flare
    (Pha-0): Prestidigitation
    (Pha-0): Ray of Frost
    (Pha-0): Read Magic
    (Pha-0): Resistance
    (Pha-1): Disguise Self
    (Pha-1): Floating Disk
    (Pha-1): Mage Armor
    (Pha-1): Shield
    (Pha-1): Unseen Servant
    (Pha-2): Glitterdust
    (Pha-2): Misdirection
    (Pha-2): See Invisibility
    (Pha-2): Spectral Hand
    (Pha-2): Web
    (Pha-3): Slow
    (Pha-3): Haste
    (Pha-3): Stinking Cloud
    (Pha-3): Tongues
    (Pha-4): Black Tentacles
    (Pha-4): Dimension Door
    (Pha-4): Polymorph
    (Pha-4): Solid Fog
    (Pha-5): Mage's Private Sanctum
    (Pha-5): Seeming
    (Pha-5): Teleport
    (Pha-5): Transmude Mud to Rock
    (Pha-6): Analyze Dweomer
    (Pha-6): Chain Lightning
    (Pha-6): Mass Suggestion
    (Pha-7): Limited Wish
    (Pha-7): Mage's Magnificient Mansion

    Standard Preparations Every Evening:
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    Cast Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")
    Cast Persistent Shield (CL 15)
    Cast Extended Mage Armor (CL 15) on self
    Cast Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock.
    Cast Heightened Extended Misdirection (CL 15, Will DC 33) so construct registers as a rock.
    Cast Magnificient Mansion.
    Go inside Mansion (with Construct), cast Mage's Private Sanctum to cover the place up.

    Items:
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    Stone Golem (Crafted, Advaned to 21 hit dice: 67,500 gp + 4,800 xp)
    Ring of Evasion (25k gp; DMG) Left Claw
    Ring of X-Ray Vision (25k gp; DMG) Right Claw
    Monk's Belt (13k gp; DMG) Waist
    Vest of Resistance+5 (12.5k gp, 1,000 xp; Magic Item Compendium) Torso
    Cloak of Charisma+6 (18k gp, 1,440 xp; DMG) Shoulders
    Portable Hole (20k gp; DMG) Pocket (Rocky's)
    Gloves of Dexterity+4 (16k gp; DMG) Claws
    Spell Components Pouch (5 gp; PHB) Belt
    Spell Components Pouch *3 (3*5 gp; PHB) Portable Hole
    Silver Holy Symbol (25 gp; PHB) Neck
    Silver Holy Symbol *3 (3*25 gp; PHB) Portable Hole
    188 Platinum Pieces (portable hole)
    "Fate Tokens" *2



    Sources Used:
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    PHB, DMG, MMI, Libris Mortis, Lost Empires of Faerun, Complete Mage, Complete Adventurer, Complete Arcane

    Last edited by Jack_Simth; 2010-07-21 at 07:05 AM.
    Of course, by the time I finish this post, it will already be obsolete. C'est la vie.

  7. - Top - End - #7
    Retired Mod in the Playground Retired Moderator
     
    Chambers's Avatar

    Join Date
    May 2010
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    Pacific Northwest
    Gender
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    Default Re: Tower of Deadly Evil: Archdeacon GX, Unnamedhero, Arudin and Jack Simth.

    Kenneth

    At only seven and a half feet tall, the man in full plate with the oversized adamantine gauntlets appears to be the runt of the group. The symbol of Kord is emblazoned on the front plate of his armor. "Rocky, eh?" He says, nodding to you. "I'm Kenneth Lagarth, priest of Kord. You can call me Kenneth, or Ken, if you prefer." He smiles and shrugs, looking round the room.

    "What can I do? Fella, I'm a priest of Kord. What do you expect me to do?" He laughs, a deep and pleasant basso, then holds up his oversized gauntlets. "I smash evil with these and then heal up any hurts. Here, have a blessing."

    He raises his gauntlets and mumbles a few words under his breath.

    Spoiler
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    Cast Mass Conviction on everyone who will take the blessing. Cast True Seeing & Healing Lorecall on myself.

    Activate Aura of Triumph stance

    HP: 159
    AC: 36 (+13 armor, +9 shield, +1 dex, +3 nat), touch 11, flat 36
    Saves: Fort +24, Reflex +19, Will +23

    Spells Active Superior Resistance, Greater Magic Weapon
    "We have sent many to Hell, to smooth our way," said I, "and we are standing yet and holding blades. What more?"- Roger Zelazny, This Immortal
    Avatar Image: The Great Wave off Kanagawa by Hokusai; bitmap version by me.


  8. - Top - End - #8
    Dwarf in the Playground
     
    Archdeacon GX's Avatar

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    Texas
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    Default Re: Tower of Deadly Evil: Archdeacon GX, Unnamedhero, Arudin and Jack Simth.

    Garathor

    The Giant (no wait, that would be identity theft)

    Garathor looks down at his companions, crouching down so as to be on a more equal level with them. "It is good to see that we have a priest accompanying us," he says, bowing his head to Kenneth. "My name is Garathor. I am afraid that my skills are limited in comparison to those you have presented, but I like to believe that I can make a difference." From his belt he retrieves a harpoon with a rope attached to the end of it. In his hands, it looks quite small, though it glows faintly and crackles with electricity. "This is my weapon of choice, most times. I find it quite useful in dispatching enemies...in any case, I look forward to carrying out this task with you." With that said, he humbly bows his head again to the three of them.

  9. - Top - End - #9
    Titan in the Playground
     
    Jack_Simth's Avatar

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    Default Re: Tower of Deadly Evil: Archdeacon GX, Unnamedhero, Arudin and Jack Simth.

    Rocky & Bullwinkle

    The portable hole is stowed as the raven on the nine-foot-tall man's shoulder speaks "So I suppose that leaves us taking down the traps, then? That works for us."

    After the spells, the Raven asks a simple question "Kenneth Lagarth, it's generally considered good manners to let your allies of the moment know what spells you're casting on them prior to doing so, unless you're in the heat of battle and doing so might tip your hand to your opponents... might I inquire as to what you just attempted?"


    Kenneth:
    Spoiler
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    Under True Seeing, the raven becomes a slightly transparent creature which has a conical body, shaped something like a wind sock. It's ovid head disk contains an immense, toothed maw, and is surrounded by four clawed arms. The man in robes changes to a Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.


    Dull Mechanics:
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    Actions:
    Take the tokens, put the portable hole away. Talk a bit.

    Spellcraft to ID:
    True Seeing: (1d20+9)[17] (vs. DC 20, 21, or 22 depending on class causing it - 20 for Cleric)
    Mass Conviction: (1d20+9)[17] (vs. DC 18)
    Healing Lorecall: (1d20+9)[14] (Vs. DC 16 or 17, again depending on class causing it - 17 for Cleric)

    Results:
    Immune to Mass Conviction, due to the immunity to mind-affecting effects and it producing a Morale bonus. Oh well. Saving throws are high enough, I guess.

    [edit]Failure on all three Spellcraft rolls[/edit]

    Current Status (post-actions):
    Rocky: HP: 145/145, AC 27 (T 9, FF 27), saves +7/+7/+7
    Bullwinkle: HP: 110/110, AC: 67 (T 59, FF 61), saves +31/+33/+35

    Rocky:
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    Name: Rocky
    Description, Normal:
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    A Large man in flowing blue robes, with arcane symbols stitched all over them. His shoes are white, with tufts of fur along the edges. His gloves are some of the most delicate deer hide available. He wears a conical hat, with stars and moons etched upon it. A long cloak covers his back, and there is a belt tied around his waist. A raven perches on his shoulder. (Spot DC 27 to note that it is false)



    Description, True Seeing or Will Interaction DC 33:
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    A Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.



    Personality:
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    Never speaks, lets his familiar talk to the lesser beings around him. Casts all spells as Silent and Stilled. Keeps his familiar on his shoulder at all times.

    Dull Mechanics:
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    Race: Stone Golem
    Class: Stone Golem
    Type: Construct
    Alignment: TN
    Size: Large
    Height: 9'
    Weight: 2,000 lbs
    Eyes: Gray
    Hair: None
    Stats: 30/10/-/-/11/1 (16 HD stat boost to Str, 20 HD stat boost to Dex - base)
    HP: 145/145 (21d10+30, taking true average, rounding down after calculations)
    DR: 10/adamantine
    AC: 27 (10 base, -1 Size, +18 Natural): Touch 9, Flat-footed 27
    Speed: 20
    Saves: +7/+7/+7 (all base)
    Attack: Slam +24 Melee for 2d10+10
    Full Attack: 2 Slams +24 Melee for 2d10+10
    Special Abilities:
    Spoiler
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    Construct Traits and Features, DR 10/Adamantine, Darkvision-60, Immunity to Magic, Low-light Vision, 18 natural armor, (16 and 20 HD stat boost to Dex, Str)


    Active Spell Effects:
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    Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")

    Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock, magically.








    Bulwinkle
    Spoiler
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    Description, Normal:
    Spoiler
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    A black Raven, sitting on the shoulder of a Large man, dressed in flowing robes (Spot DC 27 to note it's not accurate)

    Description, True Seeing or Will Interaction DC 33:
    Spoiler
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    This slightly transparent creature has a conical body, shaped something like a wind sock. It's ovid head disk contains an immense, toothed maw, and is surrounded by four clawed arms. It is hovering just over the shoulder of a Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.

    History:
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    "I was rejected by my race for not conforming to the standards of behavior. I worship Heironeous, who they detested. I actively opposed the torturous practices of my people. And so I was ejected from my society in the most violent way possible by a people who enjoy torture ... and that was my salvation, as it wasn't long after that when disaster struck my people. I'd really rather not talk about it. Now I wander this plane, righting what wrongs I can."

    Dull Mechanics:
    Spoiler
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    Bulwinkle
    Alignment: LG
    Current XP: 105260 (spent a hefty chunk on Crafting)
    Class: Phaerimm LA-2/Paladin-2/Ghost LA-5/Evolved Undead LA-6//Cleric-15
    Race: Phaerimm/Ghost/Evolved Undead-6
    Deity: Heironeous
    Size: Tiny
    Age: Ancient
    Height: 1' 6
    Weight: -
    Eyes: black
    Hair: None
    Base stats: 8/13/10/12/17/18
    Post-racial mods: 14/19/-/12/19/36
    Level Up: 14/19/-/12/19/39
    Post-items: 14/23/-/12/19/45

    HP: 110/110 (15d12)
    AC: Material Plane: 67 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +23 Deflection, +18 Monkish), Touch 59, Flat-Footed 61
    AC: Ethereal Plane: 52 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +8 Natural, +18 Monkish), Touch 35, Flat-Footed 45
    Saves: +31/+33/+35 (Base: 9/5/9; stat: +0/+6/+4; Resistance +5, Paladin +17)
    Attack: Invisible Needle Reserve Feat (1d20+19 for 8d4) Force damage, Fiery Burst Reserve Feat (5-foot burst, Reflex DC 21 for half of 7d6 Fire), or Spells
    Skills: Concentration +35 (18 ranks, +17 Cha), Knowledge(Religion)+19 (+1 Int, 18 ranks), Spellcraft +9 (+1 Int, 8 ranks), Speak Language (Cross-class, 5 ranks for 10 skill points)
    Feats: 1: Heighten Spell (Player's Handbook), 2: Arcane Preparation (Complete Arcane), 3: Craft Wondrous Item (Player's Handbook), 4: Extend Spell (Player's Handbook), 5: Craft Magic Arms & Armor (Player's Handbook), 6: Dimensional Reach (Complete Mage), 7: Dimensional Jaunt (Complete Mage), 8: Summon Elemental(Complete Mage), 9: Invisible Needle (Complete Mage), 10: Persistent Spell (Complete Arcane), 11: Improved Unarmed Strike (Player's Handbook), 12: Ascetic Mage (Complete Adventurer), 13: Flyby Attack (Monster Manual), 14: Improved Turn Resistance (Libris Mortis), 15: Fiery Burst (Complete Mage)
    Racial Features and Traits:
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    Hatchling Phaerimm Racial Traits & Features: Aberration Type, Spells as a Sorcerer of Character level as spell-likes, Detect Magic, Flight, Feather Fall, Immunity to Polymorph and Petrification, SR 11, +2 Natural Armor, -6 Str, +6 Dex, +2 Wis, +2 Cha; Size: Tiny
    Ghost Traits & Features: Undead Type, Con -, +4 Cha, Incorporeal, Rejuvination, Manifestation, Telekinesis, Malevolence; Natural Armor applies on Ethereal Plane (where Ghost is not Incorporeal)
    Evolved Undead-6 traits & features: +6 Natural Armor, Deflection increases by 6, Six Spell-Like abilities (CL = HD), Fast Healing 3, +12 Str, +12 Cha
    Undead Racial Traits: No Con, Darkvision-60, Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects, Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects, Cannot heal damage on its own if it has no Intelligence score (me has Int), although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score, Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless), Uses its Charisma modifier for Concentration checks, Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed, Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead, Undead do not breathe, eat, or sleep.
    Aberration Features: (negligible)
    Incorporeal Traits: An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature. An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus). An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect. An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.

    Good Domain: +1 Caster level for [Good] Spells
    Law Domain: +1 Caster level for [Law] Spells
    Paladin-2 Class Features: Aura of good, detect evil, smite evil 1/day, Divine grace, lay on hands
    Cleric-15 Class Features: Turn Undead, Domains, Spells
    Spells:
    Spoiler
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    Cleric (CL 15): 6/6+1/6+1/6+1/5+1/4+1/3+1/2+1/1+1; DC 14+Spell Level
    Phaerim (CL 15): 6/11/10/10/10/10/9/7; DC 27+spell level
    Evolved Undead (CL 15): 6 uses/day, permanent preparation.
    (Clr-0): Create Water 0/2
    (Clr-0): Light 0/3
    (Clr-0): Mending 0/1
    (Clr-1): Cure Light Wounds 0/6
    (Clr-2): Cure Moderate Wounds 0/3
    (Clr-2): Spiritual Weapon 0/3
    (Clr-3): Invisibility Purge 0/3
    (Clr-3): Remove Blindness/Deafness 0/1
    (Clr-3): Remove Curse 0/1
    (Clr-3): Remove Disease 0/1
    (Clr-4): Dimensional Anchor 0/2
    (Clr-4): Imbue with Spell Ability 0/3
    (Clr-5): Spell Resistance 0/3
    (Clr-5): Wall of Stone 0/1
    (Clr-6): Antilife Shell 0/1
    (Clr-6): Find the Path 0/1
    (Clr-6): Heroes' Feast 0/1
    (Clr-7): Heightened Flame Strike 0/1
    (Clr-7): Restoration, Greater 0/1
    (Clr-8): Summon Monster VIII 0/1
    (Dom-1): Protection from Evil 0/1
    (Dom-2): Calm Emotions 0/1
    (Dom-3): Magic Circle Against Evil 0/1
    (Dom-4): Holy Smite 0/1
    (Dom-5): Dispel Evil 0/1
    (Dom-6): Hold Monster 0/1
    (Dom-7): Holy Word 0/1
    (Dom-8): Heightened Blade Barrier 0/1
    (EvUn): Greater Dispel Magic 0/2
    (EvUn): Greater Invisibility 0/4
    (Pha-0): Acid Splash
    (Pha-0): Arcane Mark
    (Pha-0): Dancing Lights
    (Pha-0): Detect Poison
    (Pha-0): Flare
    (Pha-0): Prestidigitation
    (Pha-0): Ray of Frost
    (Pha-0): Read Magic
    (Pha-0): Resistance
    (Pha-1): Disguise Self
    (Pha-1): Floating Disk
    (Pha-1): Mage Armor
    (Pha-1): Shield
    (Pha-1): Unseen Servant
    (Pha-2): Glitterdust
    (Pha-2): Misdirection
    (Pha-2): See Invisibility
    (Pha-2): Spectral Hand
    (Pha-2): Web
    (Pha-3): Slow
    (Pha-3): Haste
    (Pha-3): Stinking Cloud
    (Pha-3): Tongues
    (Pha-4): Black Tentacles
    (Pha-4): Dimension Door
    (Pha-4): Polymorph
    (Pha-4): Solid Fog
    (Pha-5): Mage's Private Sanctum
    (Pha-5): Seeming
    (Pha-5): Teleport
    (Pha-5): Transmude Mud to Rock
    (Pha-6): Analyze Dweomer
    (Pha-6): Chain Lightning
    (Pha-6): Mass Suggestion
    (Pha-7): Limited Wish
    (Pha-7): Mage's Magnificient Mansion

    Standard Preparations Every Evening:
    Spoiler
    Show

    Cast Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")
    Cast Persistent Shield (CL 15)
    Cast Extended Mage Armor (CL 15) on self
    Cast Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock.
    Cast Heightened Extended Misdirection (CL 15, Will DC 33) so construct registers as a rock.
    Cast Magnificient Mansion.
    Go inside Mansion (with Construct), cast Mage's Private Sanctum to cover the place up.

    Items:
    Spoiler
    Show

    Stone Golem (Crafted, Advaned to 21 hit dice: 67,500 gp + 4,800 xp)
    Ring of Evasion (25k gp; DMG) Left Claw
    Ring of X-Ray Vision (25k gp; DMG) Right Claw
    Monk's Belt (13k gp; DMG) Waist
    Vest of Resistance+5 (12.5k gp, 1,000 xp; Magic Item Compendium) Torso
    Cloak of Charisma+6 (18k gp, 1,440 xp; DMG) Shoulders
    Portable Hole (20k gp; DMG) Pocket (Rocky's)
    Gloves of Dexterity+4 (16k gp; DMG) Claws
    Spell Components Pouch (5 gp; PHB) Belt
    Spell Components Pouch *3 (3*5 gp; PHB) Portable Hole
    Silver Holy Symbol (25 gp; PHB) Neck
    Silver Holy Symbol *3 (3*25 gp; PHB) Portable Hole
    188 Platinum Pieces (portable hole)
    "Fate Tokens" *2



    Sources Used:
    Spoiler
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    PHB, DMG, MMI, Libris Mortis, Lost Empires of Faerun, Complete Mage, Complete Adventurer, Complete Arcane

    Last edited by Jack_Simth; 2010-07-21 at 05:10 PM.
    Of course, by the time I finish this post, it will already be obsolete. C'est la vie.

  10. - Top - End - #10
    Dwarf in the Playground
     
    BlueKnightGuy

    Join Date
    Apr 2010
    Gender
    Male

    Default Re: Tower of Deadly Evil: Archdeacon GX, Unnamedhero, Arudin and Jack Simth.

    Raginmund

    Hearing everyone else introduce themselves, Raginmund decides to do the same. "I am quite limited as well. Mainly, I hit things," he says, pointing to a pair of dark, clawed gauntlets, "And take blows."

    "On a semi-related note, can anyone understand Drow Sign? Or possess the ability to speak with animals? My abilities limit me in more ways than one."

    Finally, he turns back to the orb. "How slight a fee are we talking here?"
    Last edited by Arudin; 2010-07-21 at 06:43 PM.

  11. - Top - End - #11
    Titan in the Playground
     
    Jack_Simth's Avatar

    Join Date
    May 2006

    Default Re: Tower of Deadly Evil: Archdeacon GX, Unnamedhero, Arudin and Jack Simth.

    Rocky & Bullwinkle

    The raven flaps it's wings, rising slightly above the shoulders of the man in robes, and starts making motions with his claws.

    Drow Sign:
    Spoiler
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    "Ah, perchance have you done a stint in the Underdark? It's amazing what those crafty elves down there can make of a slight sight advantage. Has such useful applications elsewhere, too... Rocky got together with me down there, after my previous companion kinda fell apart on me while working with some rebel Drow."


    Dull Mechanics:
    Spoiler
    Show

    Go up slightly; talk a bit.

    Current Status (post-actions):
    Rocky: HP: 145/145, AC 27 (T 9, FF 27), saves +7/+7/+7
    Bullwinkle: HP: 110/110, AC: 67 (T 59, FF 61), saves +31/+33/+35

    Rocky:
    Spoiler
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    Name: Rocky
    Description, Normal:
    Spoiler
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    A Large man in flowing blue robes, with arcane symbols stitched all over them. His shoes are white, with tufts of fur along the edges. His gloves are some of the most delicate deer hide available. He wears a conical hat, with stars and moons etched upon it. A long cloak covers his back, and there is a belt tied around his waist. A raven perches on his shoulder. (Spot DC 27 to note that it is false)



    Description, True Seeing or Will Interaction DC 33:
    Spoiler
    Show
    A Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.



    Personality:
    Spoiler
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    Never speaks, lets his familiar talk to the lesser beings around him. Casts all spells as Silent and Stilled. Keeps his familiar on his shoulder at all times.

    Dull Mechanics:
    Spoiler
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    Race: Stone Golem
    Class: Stone Golem
    Type: Construct
    Alignment: TN
    Size: Large
    Height: 9'
    Weight: 2,000 lbs
    Eyes: Gray
    Hair: None
    Stats: 30/10/-/-/11/1 (16 HD stat boost to Str, 20 HD stat boost to Dex - base)
    HP: 145/145 (21d10+30, taking true average, rounding down after calculations)
    DR: 10/adamantine
    AC: 27 (10 base, -1 Size, +18 Natural): Touch 9, Flat-footed 27
    Speed: 20
    Saves: +7/+7/+7 (all base)
    Attack: Slam +24 Melee for 2d10+10
    Full Attack: 2 Slams +24 Melee for 2d10+10
    Special Abilities:
    Spoiler
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    Construct Traits and Features, DR 10/Adamantine, Darkvision-60, Immunity to Magic, Low-light Vision, 18 natural armor, (16 and 20 HD stat boost to Dex, Str)


    Active Spell Effects:
    Spoiler
    Show
    Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")

    Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock, magically.








    Bulwinkle
    Spoiler
    Show

    Description, Normal:
    Spoiler
    Show
    A black Raven, sitting on the shoulder of a Large man, dressed in flowing robes (Spot DC 27 to note it's not accurate)

    Description, True Seeing or Will Interaction DC 33:
    Spoiler
    Show
    This slightly transparent creature has a conical body, shaped something like a wind sock. It's ovid head disk contains an immense, toothed maw, and is surrounded by four clawed arms. It is hovering just over the shoulder of a Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.

    History:
    Spoiler
    Show
    "I was rejected by my race for not conforming to the standards of behavior. I worship Heironeous, who they detested. I actively opposed the torturous practices of my people. And so I was ejected from my society in the most violent way possible by a people who enjoy torture ... and that was my salvation, as it wasn't long after that when disaster struck my people. I'd really rather not talk about it. Now I wander this plane, righting what wrongs I can."

    Dull Mechanics:
    Spoiler
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    Bulwinkle
    Alignment: LG
    Current XP: 105260 (spent a hefty chunk on Crafting)
    Class: Phaerimm LA-2/Paladin-2/Ghost LA-5/Evolved Undead LA-6//Cleric-15
    Race: Phaerimm/Ghost/Evolved Undead-6
    Deity: Heironeous
    Size: Tiny
    Age: Ancient
    Height: 1' 6
    Weight: -
    Eyes: black
    Hair: None
    Base stats: 8/13/10/12/17/18
    Post-racial mods: 14/19/-/12/19/36
    Level Up: 14/19/-/12/19/39
    Post-items: 14/23/-/12/19/45

    HP: 110/110 (15d12)
    AC: Material Plane: 67 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +23 Deflection, +18 Monkish), Touch 59, Flat-Footed 61
    AC: Ethereal Plane: 52 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +8 Natural, +18 Monkish), Touch 35, Flat-Footed 45
    Saves: +31/+33/+35 (Base: 9/5/9; stat: +0/+6/+4; Resistance +5, Paladin +17)
    Attack: Invisible Needle Reserve Feat (1d20+19 for 8d4) Force damage, Fiery Burst Reserve Feat (5-foot burst, Reflex DC 21 for half of 7d6 Fire), or Spells
    Skills: Concentration +35 (18 ranks, +17 Cha), Knowledge(Religion)+19 (+1 Int, 18 ranks), Spellcraft +9 (+1 Int, 8 ranks), Speak Language (Cross-class, 5 ranks for 10 skill points)
    Feats: 1: Heighten Spell (Player's Handbook), 2: Arcane Preparation (Complete Arcane), 3: Craft Wondrous Item (Player's Handbook), 4: Extend Spell (Player's Handbook), 5: Craft Magic Arms & Armor (Player's Handbook), 6: Dimensional Reach (Complete Mage), 7: Dimensional Jaunt (Complete Mage), 8: Summon Elemental(Complete Mage), 9: Invisible Needle (Complete Mage), 10: Persistent Spell (Complete Arcane), 11: Improved Unarmed Strike (Player's Handbook), 12: Ascetic Mage (Complete Adventurer), 13: Flyby Attack (Monster Manual), 14: Improved Turn Resistance (Libris Mortis), 15: Fiery Burst (Complete Mage)
    Racial Features and Traits:
    Spoiler
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    Hatchling Phaerimm Racial Traits & Features: Aberration Type, Spells as a Sorcerer of Character level as spell-likes, Detect Magic, Flight, Feather Fall, Immunity to Polymorph and Petrification, SR 11, +2 Natural Armor, -6 Str, +6 Dex, +2 Wis, +2 Cha; Size: Tiny
    Ghost Traits & Features: Undead Type, Con -, +4 Cha, Incorporeal, Rejuvination, Manifestation, Telekinesis, Malevolence; Natural Armor applies on Ethereal Plane (where Ghost is not Incorporeal)
    Evolved Undead-6 traits & features: +6 Natural Armor, Deflection increases by 6, Six Spell-Like abilities (CL = HD), Fast Healing 3, +12 Str, +12 Cha
    Undead Racial Traits: No Con, Darkvision-60, Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects, Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects, Cannot heal damage on its own if it has no Intelligence score (me has Int), although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score, Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless), Uses its Charisma modifier for Concentration checks, Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed, Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead, Undead do not breathe, eat, or sleep.
    Aberration Features: (negligible)
    Incorporeal Traits: An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature. An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus). An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect. An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.

    Good Domain: +1 Caster level for [Good] Spells
    Law Domain: +1 Caster level for [Law] Spells
    Paladin-2 Class Features: Aura of good, detect evil, smite evil 1/day, Divine grace, lay on hands
    Cleric-15 Class Features: Turn Undead, Domains, Spells
    Spells:
    Spoiler
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    Cleric (CL 15): 6/6+1/6+1/6+1/5+1/4+1/3+1/2+1/1+1; DC 14+Spell Level
    Phaerim (CL 15): 6/11/10/10/10/10/9/7; DC 27+spell level
    Evolved Undead (CL 15): 6 uses/day, permanent preparation.
    (Clr-0): Create Water 0/2
    (Clr-0): Light 0/3
    (Clr-0): Mending 0/1
    (Clr-1): Cure Light Wounds 0/6
    (Clr-2): Cure Moderate Wounds 0/3
    (Clr-2): Spiritual Weapon 0/3
    (Clr-3): Invisibility Purge 0/3
    (Clr-3): Remove Blindness/Deafness 0/1
    (Clr-3): Remove Curse 0/1
    (Clr-3): Remove Disease 0/1
    (Clr-4): Dimensional Anchor 0/2
    (Clr-4): Imbue with Spell Ability 0/3
    (Clr-5): Spell Resistance 0/3
    (Clr-5): Wall of Stone 0/1
    (Clr-6): Antilife Shell 0/1
    (Clr-6): Find the Path 0/1
    (Clr-6): Heroes' Feast 0/1
    (Clr-7): Heightened Flame Strike 0/1
    (Clr-7): Restoration, Greater 0/1
    (Clr-8): Summon Monster VIII 0/1
    (Dom-1): Protection from Evil 0/1
    (Dom-2): Calm Emotions 0/1
    (Dom-3): Magic Circle Against Evil 0/1
    (Dom-4): Holy Smite 0/1
    (Dom-5): Dispel Evil 0/1
    (Dom-6): Hold Monster 0/1
    (Dom-7): Holy Word 0/1
    (Dom-8): Heightened Blade Barrier 0/1
    (EvUn): Greater Dispel Magic 0/2
    (EvUn): Greater Invisibility 0/4
    (Pha-0): Acid Splash
    (Pha-0): Arcane Mark
    (Pha-0): Dancing Lights
    (Pha-0): Detect Poison
    (Pha-0): Flare
    (Pha-0): Prestidigitation
    (Pha-0): Ray of Frost
    (Pha-0): Read Magic
    (Pha-0): Resistance
    (Pha-1): Disguise Self
    (Pha-1): Floating Disk
    (Pha-1): Mage Armor
    (Pha-1): Shield
    (Pha-1): Unseen Servant
    (Pha-2): Glitterdust
    (Pha-2): Misdirection
    (Pha-2): See Invisibility
    (Pha-2): Spectral Hand
    (Pha-2): Web
    (Pha-3): Slow
    (Pha-3): Haste
    (Pha-3): Stinking Cloud
    (Pha-3): Tongues
    (Pha-4): Black Tentacles
    (Pha-4): Dimension Door
    (Pha-4): Polymorph
    (Pha-4): Solid Fog
    (Pha-5): Mage's Private Sanctum
    (Pha-5): Seeming
    (Pha-5): Teleport
    (Pha-5): Transmude Mud to Rock
    (Pha-6): Analyze Dweomer
    (Pha-6): Chain Lightning
    (Pha-6): Mass Suggestion
    (Pha-7): Limited Wish
    (Pha-7): Mage's Magnificient Mansion

    Standard Preparations Every Evening:
    Spoiler
    Show

    Cast Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")
    Cast Persistent Shield (CL 15)
    Cast Extended Mage Armor (CL 15) on self
    Cast Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock.
    Cast Heightened Extended Misdirection (CL 15, Will DC 33) so construct registers as a rock.
    Cast Magnificient Mansion.
    Go inside Mansion (with Construct), cast Mage's Private Sanctum to cover the place up.

    Items:
    Spoiler
    Show

    Stone Golem (Crafted, Advaned to 21 hit dice: 67,500 gp + 4,800 xp)
    Ring of Evasion (25k gp; DMG) Left Claw
    Ring of X-Ray Vision (25k gp; DMG) Right Claw
    Monk's Belt (13k gp; DMG) Waist
    Vest of Resistance+5 (12.5k gp, 1,000 xp; Magic Item Compendium) Torso
    Cloak of Charisma+6 (18k gp, 1,440 xp; DMG) Shoulders
    Portable Hole (20k gp; DMG) Pocket (Rocky's)
    Gloves of Dexterity+4 (16k gp; DMG) Claws
    Spell Components Pouch (5 gp; PHB) Belt
    Spell Components Pouch *3 (3*5 gp; PHB) Portable Hole
    Silver Holy Symbol (25 gp; PHB) Neck
    Silver Holy Symbol *3 (3*25 gp; PHB) Portable Hole
    188 Platinum Pieces (portable hole)
    "Fate Tokens" *2



    Sources Used:
    Spoiler
    Show
    PHB, DMG, MMI, Libris Mortis, Lost Empires of Faerun, Complete Mage, Complete Adventurer, Complete Arcane

    Last edited by Jack_Simth; 2010-07-21 at 06:54 PM.
    Of course, by the time I finish this post, it will already be obsolete. C'est la vie.

  12. - Top - End - #12
    Dwarf in the Playground
     
    BlueKnightGuy

    Join Date
    Apr 2010
    Gender
    Male

    Default Re: Tower of Deadly Evil: Archdeacon GX, Unnamedhero, Arudin and Jack Simth.

    Raginmund

    Upon seeing the raven's gestures, Raginmund breaks into a small grin. He raises his hands to chest height and begins to make signs himself.

    Drow Sign:
    Spoiler
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    That is good news indeed. Could you be my translator when I am in my other form?


    When his hands still, he hunches forward a bit. His form ripples, and in the man's place stands a relatively thin, and tall, dire bear. He is now ten feet tall, and the plate armor fits perfectly. A pair of massive horns sprout from his head, and his claws and forearms appear to be disproportionately large. Afterwards, he resumes his former position and leans against the wall, letting out a relieved sigh.
    Last edited by Arudin; 2010-07-21 at 08:48 PM.

  13. - Top - End - #13
    Titan in the Playground
     
    Jack_Simth's Avatar

    Join Date
    May 2006

    Default Re: Tower of Deadly Evil: Archdeacon GX, Unnamedhero, Arudin and Jack Simth.

    Rocky & Bullwinkle

    The raven settles back down, and replies. "Sure, I can translate, readily enough. Speaking of... do we have any language besides Trade in common? It's often useful to be able to ask things on the battlefield without tipping our hands as to what we're planning. I'm personally familiar with the four elemental languages... necessary for anti-trapping the way Rocky and I handle it ... plus Undercommon and a very old language that I seriously doubt anyone else here knows. Oh yes, and Drow Sign and Trade, but that should be obvious by now."


    Dull Mechanics:
    Spoiler
    Show

    Go down slightly; talk a bit.

    Oh yes, and in case I wasn't clear: Trade = Common in this particular instance.

    Current Status (post-actions):
    Rocky: HP: 145/145, AC 27 (T 9, FF 27), saves +7/+7/+7
    Bullwinkle: HP: 110/110, AC: 67 (T 59, FF 61), saves +31/+33/+35

    Rocky:
    Spoiler
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    Name: Rocky
    Description, Normal:
    Spoiler
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    A Large man in flowing blue robes, with arcane symbols stitched all over them. His shoes are white, with tufts of fur along the edges. His gloves are some of the most delicate deer hide available. He wears a conical hat, with stars and moons etched upon it. A long cloak covers his back, and there is a belt tied around his waist. A raven perches on his shoulder. (Spot DC 27 to note that it is false)



    Description, True Seeing or Will Interaction DC 33:
    Spoiler
    Show
    A Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.



    Personality:
    Spoiler
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    Never speaks, lets his familiar talk to the lesser beings around him. Casts all spells as Silent and Stilled. Keeps his familiar on his shoulder at all times.

    Dull Mechanics:
    Spoiler
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    Race: Stone Golem
    Class: Stone Golem
    Type: Construct
    Alignment: TN
    Size: Large
    Height: 9'
    Weight: 2,000 lbs
    Eyes: Gray
    Hair: None
    Stats: 30/10/-/-/11/1 (16 HD stat boost to Str, 20 HD stat boost to Dex - base)
    HP: 145/145 (21d10+30, taking true average, rounding down after calculations)
    DR: 10/adamantine
    AC: 27 (10 base, -1 Size, +18 Natural): Touch 9, Flat-footed 27
    Speed: 20
    Saves: +7/+7/+7 (all base)
    Attack: Slam +24 Melee for 2d10+10
    Full Attack: 2 Slams +24 Melee for 2d10+10
    Special Abilities:
    Spoiler
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    Construct Traits and Features, DR 10/Adamantine, Darkvision-60, Immunity to Magic, Low-light Vision, 18 natural armor, (16 and 20 HD stat boost to Dex, Str)


    Active Spell Effects:
    Spoiler
    Show
    Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")

    Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock, magically.








    Bulwinkle
    Spoiler
    Show

    Description, Normal:
    Spoiler
    Show
    A black Raven, sitting on the shoulder of a Large man, dressed in flowing robes (Spot DC 27 to note it's not accurate)

    Description, True Seeing or Will Interaction DC 33:
    Spoiler
    Show
    This slightly transparent creature has a conical body, shaped something like a wind sock. It's ovid head disk contains an immense, toothed maw, and is surrounded by four clawed arms. It is hovering just over the shoulder of a Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.

    History:
    Spoiler
    Show
    "I was rejected by my race for not conforming to the standards of behavior. I worship Heironeous, who they detested. I actively opposed the torturous practices of my people. And so I was ejected from my society in the most violent way possible by a people who enjoy torture ... and that was my salvation, as it wasn't long after that when disaster struck my people. I'd really rather not talk about it. Now I wander this plane, righting what wrongs I can."

    Dull Mechanics:
    Spoiler
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    Bulwinkle
    Alignment: LG
    Current XP: 105260 (spent a hefty chunk on Crafting)
    Class: Phaerimm LA-2/Paladin-2/Ghost LA-5/Evolved Undead LA-6//Cleric-15
    Race: Phaerimm/Ghost/Evolved Undead-6
    Deity: Heironeous
    Size: Tiny
    Age: Ancient
    Height: 1' 6
    Weight: -
    Eyes: black
    Hair: None
    Base stats: 8/13/10/12/17/18
    Post-racial mods: 14/19/-/12/19/36
    Level Up: 14/19/-/12/19/39
    Post-items: 14/23/-/12/19/45

    HP: 110/110 (15d12)
    AC: Material Plane: 67 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +23 Deflection, +18 Monkish), Touch 59, Flat-Footed 61
    AC: Ethereal Plane: 52 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +8 Natural, +18 Monkish), Touch 35, Flat-Footed 45
    Saves: +31/+33/+35 (Base: 9/5/9; stat: +0/+6/+4; Resistance +5, Paladin +17)
    Attack: Invisible Needle Reserve Feat (1d20+19 for 8d4) Force damage, Fiery Burst Reserve Feat (5-foot burst, Reflex DC 21 for half of 7d6 Fire), or Spells
    Skills: Concentration +35 (18 ranks, +17 Cha), Knowledge(Religion)+19 (+1 Int, 18 ranks), Spellcraft +9 (+1 Int, 8 ranks), Speak Language (Cross-class, 5 ranks for 10 skill points)
    Feats: 1: Heighten Spell (Player's Handbook), 2: Arcane Preparation (Complete Arcane), 3: Craft Wondrous Item (Player's Handbook), 4: Extend Spell (Player's Handbook), 5: Craft Magic Arms & Armor (Player's Handbook), 6: Dimensional Reach (Complete Mage), 7: Dimensional Jaunt (Complete Mage), 8: Summon Elemental(Complete Mage), 9: Invisible Needle (Complete Mage), 10: Persistent Spell (Complete Arcane), 11: Improved Unarmed Strike (Player's Handbook), 12: Ascetic Mage (Complete Adventurer), 13: Flyby Attack (Monster Manual), 14: Improved Turn Resistance (Libris Mortis), 15: Fiery Burst (Complete Mage)
    Racial Features and Traits:
    Spoiler
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    Hatchling Phaerimm Racial Traits & Features: Aberration Type, Spells as a Sorcerer of Character level as spell-likes, Detect Magic, Flight, Feather Fall, Immunity to Polymorph and Petrification, SR 11, +2 Natural Armor, -6 Str, +6 Dex, +2 Wis, +2 Cha; Size: Tiny
    Ghost Traits & Features: Undead Type, Con -, +4 Cha, Incorporeal, Rejuvination, Manifestation, Telekinesis, Malevolence; Natural Armor applies on Ethereal Plane (where Ghost is not Incorporeal)
    Evolved Undead-6 traits & features: +6 Natural Armor, Deflection increases by 6, Six Spell-Like abilities (CL = HD), Fast Healing 3, +12 Str, +12 Cha
    Undead Racial Traits: No Con, Darkvision-60, Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects, Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects, Cannot heal damage on its own if it has no Intelligence score (me has Int), although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score, Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless), Uses its Charisma modifier for Concentration checks, Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed, Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead, Undead do not breathe, eat, or sleep.
    Aberration Features: (negligible)
    Incorporeal Traits: An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature. An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus). An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect. An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.

    Good Domain: +1 Caster level for [Good] Spells
    Law Domain: +1 Caster level for [Law] Spells
    Paladin-2 Class Features: Aura of good, detect evil, smite evil 1/day, Divine grace, lay on hands
    Cleric-15 Class Features: Turn Undead, Domains, Spells
    Spells:
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    Cleric (CL 15): 6/6+1/6+1/6+1/5+1/4+1/3+1/2+1/1+1; DC 14+Spell Level
    Phaerim (CL 15): 6/11/10/10/10/10/9/7; DC 27+spell level
    Evolved Undead (CL 15): 6 uses/day, permanent preparation.
    (Clr-0): Create Water 0/2
    (Clr-0): Light 0/3
    (Clr-0): Mending 0/1
    (Clr-1): Cure Light Wounds 0/6
    (Clr-2): Cure Moderate Wounds 0/3
    (Clr-2): Spiritual Weapon 0/3
    (Clr-3): Invisibility Purge 0/3
    (Clr-3): Remove Blindness/Deafness 0/1
    (Clr-3): Remove Curse 0/1
    (Clr-3): Remove Disease 0/1
    (Clr-4): Dimensional Anchor 0/2
    (Clr-4): Imbue with Spell Ability 0/3
    (Clr-5): Spell Resistance 0/3
    (Clr-5): Wall of Stone 0/1
    (Clr-6): Antilife Shell 0/1
    (Clr-6): Find the Path 0/1
    (Clr-6): Heroes' Feast 0/1
    (Clr-7): Heightened Flame Strike 0/1
    (Clr-7): Restoration, Greater 0/1
    (Clr-8): Summon Monster VIII 0/1
    (Dom-1): Protection from Evil 0/1
    (Dom-2): Calm Emotions 0/1
    (Dom-3): Magic Circle Against Evil 0/1
    (Dom-4): Holy Smite 0/1
    (Dom-5): Dispel Evil 0/1
    (Dom-6): Hold Monster 0/1
    (Dom-7): Holy Word 0/1
    (Dom-8): Heightened Blade Barrier 0/1
    (EvUn): Greater Dispel Magic 0/2
    (EvUn): Greater Invisibility 0/4
    (Pha-0): Acid Splash
    (Pha-0): Arcane Mark
    (Pha-0): Dancing Lights
    (Pha-0): Detect Poison
    (Pha-0): Flare
    (Pha-0): Prestidigitation
    (Pha-0): Ray of Frost
    (Pha-0): Read Magic
    (Pha-0): Resistance
    (Pha-1): Disguise Self
    (Pha-1): Floating Disk
    (Pha-1): Mage Armor
    (Pha-1): Shield
    (Pha-1): Unseen Servant
    (Pha-2): Glitterdust
    (Pha-2): Misdirection
    (Pha-2): See Invisibility
    (Pha-2): Spectral Hand
    (Pha-2): Web
    (Pha-3): Slow
    (Pha-3): Haste
    (Pha-3): Stinking Cloud
    (Pha-3): Tongues
    (Pha-4): Black Tentacles
    (Pha-4): Dimension Door
    (Pha-4): Polymorph
    (Pha-4): Solid Fog
    (Pha-5): Mage's Private Sanctum
    (Pha-5): Seeming
    (Pha-5): Teleport
    (Pha-5): Transmude Mud to Rock
    (Pha-6): Analyze Dweomer
    (Pha-6): Chain Lightning
    (Pha-6): Mass Suggestion
    (Pha-7): Limited Wish
    (Pha-7): Mage's Magnificient Mansion

    Standard Preparations Every Evening:
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    Cast Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")
    Cast Persistent Shield (CL 15)
    Cast Extended Mage Armor (CL 15) on self
    Cast Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock.
    Cast Heightened Extended Misdirection (CL 15, Will DC 33) so construct registers as a rock.
    Cast Magnificient Mansion.
    Go inside Mansion (with Construct), cast Mage's Private Sanctum to cover the place up.

    Items:
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    Stone Golem (Crafted, Advaned to 21 hit dice: 67,500 gp + 4,800 xp)
    Ring of Evasion (25k gp; DMG) Left Claw
    Ring of X-Ray Vision (25k gp; DMG) Right Claw
    Monk's Belt (13k gp; DMG) Waist
    Vest of Resistance+5 (12.5k gp, 1,000 xp; Magic Item Compendium) Torso
    Cloak of Charisma+6 (18k gp, 1,440 xp; DMG) Shoulders
    Portable Hole (20k gp; DMG) Pocket (Rocky's)
    Gloves of Dexterity+4 (16k gp; DMG) Claws
    Spell Components Pouch (5 gp; PHB) Belt
    Spell Components Pouch *3 (3*5 gp; PHB) Portable Hole
    Silver Holy Symbol (25 gp; PHB) Neck
    Silver Holy Symbol *3 (3*25 gp; PHB) Portable Hole
    188 Platinum Pieces (portable hole)
    "Fate Tokens" *2

    Languages:
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    Common, Ignan, Aquan, Terran, Auran, Undercommon, Drow Sign, Phaerim



    Sources Used:
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    PHB, DMG, MMI, Libris Mortis, Lost Empires of Faerun, Complete Mage, Complete Adventurer, Complete Arcane

    Last edited by Jack_Simth; 2010-07-21 at 09:10 PM.
    Of course, by the time I finish this post, it will already be obsolete. C'est la vie.

  14. - Top - End - #14
    Ogre in the Playground
     
    Cadian 9th's Avatar

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    Default Re: Tower of Deadly Evil: Archdeacon GX, Unnamedhero, Arudin and Jack Simth.

    DM

    Best you not ask how much of a fee it is: Lets say its a 1000gp per your level of experience. Theehe. The Orb says.

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    All effects acknowledged, you'll have to tell me what your varous effects do, when it becomes releavant. THanks all.
    Awesome Avatar by Lord Fullbladder, Master of Goblins!

    Retired from active duty

    It means I am rarely on this site anymore. It's been an honor serving with you all.


    PEACH

  15. - Top - End - #15
    Retired Mod in the Playground Retired Moderator
     
    Chambers's Avatar

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    Default Re: Tower of Deadly Evil: Archdeacon GX, Unnamedhero, Arudin and Jack Simth.

    Kenneth

    The priest blinks a few times at seeing Rocky and Bullwinkles true forms. "Ah, my apologies. The first blessing improves your chances of resisting spells and other nasty effects. Do you not feel more inspired?" He grins. "The other two were for myself, allowing me to see true past any magical disguises and to enhance my healing." He shrugs.

    "Didn't mean to upset you. It's so that creatures that like to appear as harmless innocents don't surprise me, like Ogre Magi and other such tricksters." He gazes at you, then glances to the symbol on the stone chest. "As long as you wear that truly, I've no problem."

    He turns and watches the complicated hand gestures. "I don't know what those mean...and I can only speak Trade and Dwarven. But I know a blessing that will let me understand all spoken tongues, though I may not reply in kind. Won't help with your sign, but if you share another language I may understand that." He raises his gauntlets again and mumbles a few words under his breath.

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    Casts Comprehend Languages.

    Sorry, didn't mean for you to think I was trying to see past your disguise. True Seeing, Mass Conviction, Healing Lorecall, & Comprehend Languages are part of his 10 min/lvl buffs.

    Mass Conviction provides a +4 morale bonus on all saving throws. Last 150 minutes.

    HP: 159
    AC: 36 (+13 armor, +9 shield, +1 dex, +3 nat), touch 11, flat 36
    Saves: Fort +28, Reflex +23, Will +27

    Spells Active Superior Resistance, Greater Magic Weapon, True Seeing, Mass Conviction, Healing Lorecall, Comprehend Languages.
    Stance Active Aura of Triumph
    Maneuvers Readied Earthquake Strike, Ancient Mountain Hammer, Rallying Strike, Mountain Avalanche, Shadow Blink, Wall of Blades
    Last edited by Chambers; 2010-07-22 at 09:30 AM.
    "We have sent many to Hell, to smooth our way," said I, "and we are standing yet and holding blades. What more?"- Roger Zelazny, This Immortal
    Avatar Image: The Great Wave off Kanagawa by Hokusai; bitmap version by me.


  16. - Top - End - #16
    Titan in the Playground
     
    Jack_Simth's Avatar

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    Default Re: Tower of Deadly Evil: Archdeacon GX, Unnamedhero, Arudin and Jack Simth.

    Rocky & Bullwinkle

    The raven considers a moment. "Eh, no biggie. Rocky and I do not have normal appearances, and usually go around with our true appearance cloaked. There's two basic reasons - first, it cuts down on all the screaming in town, and second, it helps keep opponents from using the effects that will cause serious problems for Rocky and myself. As we seem to be traveling together, it really was a bit of an eventuality that that you'd discover it sooner or later, I just wasn't expecting it this soon. But regardless, we probably ought to start moving, as most spells start winding down as soon as they're started. I'm playing trapmonkey today, so I'll lead ...."

    With that, Rocky and Bullwinkle begin the rather dull job of searching for traps in the room, and on the door, using their Trap Protocol... scanning for magic, then Summoning Large elementals to traverse every square of the area, and watching for results... having the elementals do all the actual work as Bullwinkle gives them orders in their native languages. After making sure the room is clear, Rocky and Bullwinkle open the door... while standing a very far distance away from it.

    Trap Protocol:
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    Step 1: Use Detect Magic (it's an At-Will ability) to check all directions - Up, Down, North, South, East, West; for the full three rounds to learn strength and location of all magic auras.
    Step 2: Use the Summon Elemental Reserve Feat to Summon an Elemental. Use the actual languages of the elementals to go everywhere in that sixty-foot range (it vanishes at the end of the elemental's turn if it's not within 30 feet of Rocky & Bullwinkle, but it can travel outside that range for a time, it's just a standard action to summon one, and if another is summoned, the existing one is unsummoned). Make sure one elemental of each of the four types (Air, Earth, Fire, Water) steps on each square in that very large area at least once.
    Step 3: Send an elemental of each type to longest possible range along intended path of travel (on a straight away, that's 430 feet for an Air elemental - Summon at 30 foot range, Run action for 400 feet due to 100 foot speed; 230 feet around corners on a double-move rather than Run - 110 or 70 feet for an Earth or Water elemental, 230 or 130 feet for a Fire elemental)
    Step 4: Observe results
    Step 5: If nothing happens, move appropriately.
    Step 6: If something needs manipulation, use Telekinesis to do it.
    Step 7: If a trap needs to be destroyed, kill it with one of: Fiery Burst Reserve Feat, Invisible Needle Reserve Feat, repeated Charging Bash attempts from Elementals, or other means as appropriate to the situation (please post what happens to the elementals, where the blast seems to come from, and I'll post a response to the trap).


    Kenneth:
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    You do realize that Comprehend Languages has a rather pesky clause for combat communication:
    Quote Originally Posted by SRD
    You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing.
    (emphasis added) which makes it rather useless for combat understanding, don't you?


    Dull Mechanics:
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    Talk a lot.
    Begin trap protocol
    Open door with Telekinesis. (recharge time: (1d4)[4] rounds, in case we're attacked the moment the door is opened.)

    Trap Protocol:
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    Step 1: Use Detect Magic (it's an At-Will ability) to check all directions - Up, Down, North, South, East, West; for the full three rounds to learn strength and location of all magic auras.
    Step 2: Use the Summon Elemental Reserve Feat to Summon an Elemental. Use the actual languages of the elementals to go everywhere in that sixty-foot range (it vanishes at the end of the elemental's turn if it's not within 30 feet of Rocky & Bullwinkle, but it can travel outside that range for a time, and it's just a standard action to summon one). Make sure one elemental of each of the four types (Air, Earth, Fire, Water) steps on each square in that very large area at least once.
    Step 3: Send an elemental of each type to longest possible range along intended path of travel (on a straight away, that's 430 feet for an Air elemental - Summon at 30 foot range, Run action for 400 feet due to 100 foot speed; 230 feet around corners on a double-move rather than Run - 110 or 70 feet for an Earth or Water elemental, 230 or 130 feet for a Fire elemental)
    Step 4: Observe results
    Step 5: If nothing happens, move appropriately.
    Step 6: If something needs manipulation, use Telekinesis to do it.
    Step 7: If a trap needs to be destroyed, kill it with one of: Fiery Burst Reserve Feat, Invisible Needle Reserve Feat, repeated Charging Bash attempts from Elementals, or other means as appropriate to the situation (please post what happens to the elementals, where the blast seems to come from, and I'll post a response to the trap).



    Current Status (post-actions):
    Rocky: HP: 145/145, AC 27 (T 9, FF 27), saves +7/+7/+7
    Bullwinkle: HP: 110/110, AC: 67 (T 59, FF 61), saves +31/+33/+35

    Rocky:
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    Name: Rocky
    Description, Normal:
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    A Large man in flowing blue robes, with arcane symbols stitched all over them. His shoes are white, with tufts of fur along the edges. His gloves are some of the most delicate deer hide available. He wears a conical hat, with stars and moons etched upon it. A long cloak covers his back, and there is a belt tied around his waist. A raven perches on his shoulder. (Spot DC 27 to note that it is false)



    Description, True Seeing or Will Interaction DC 33:
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    A Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.



    Personality:
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    Never speaks, lets his familiar talk to the lesser beings around him. Casts all spells as Silent and Stilled. Keeps his familiar on his shoulder at all times.

    Dull Mechanics:
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    Race: Stone Golem
    Class: Stone Golem
    Type: Construct
    Alignment: TN
    Size: Large
    Height: 9'
    Weight: 2,000 lbs
    Eyes: Gray
    Hair: None
    Stats: 30/10/-/-/11/1 (16 HD stat boost to Str, 20 HD stat boost to Dex - base)
    HP: 145/145 (21d10+30, taking true average, rounding down after calculations)
    DR: 10/adamantine
    AC: 27 (10 base, -1 Size, +18 Natural): Touch 9, Flat-footed 27
    Speed: 20
    Saves: +7/+7/+7 (all base)
    Attack: Slam +24 Melee for 2d10+10
    Full Attack: 2 Slams +24 Melee for 2d10+10
    Special Abilities:
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    Construct Traits and Features, DR 10/Adamantine, Darkvision-60, Immunity to Magic, Low-light Vision, 18 natural armor, (16 and 20 HD stat boost to Dex, Str)


    Active Spell Effects:
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    Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")

    Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock, magically.








    Bulwinkle
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    Description, Normal:
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    A black Raven, sitting on the shoulder of a Large man, dressed in flowing robes (Spot DC 27 to note it's not accurate)

    Description, True Seeing or Will Interaction DC 33:
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    This slightly transparent creature has a conical body, shaped something like a wind sock. It's ovid head disk contains an immense, toothed maw, and is surrounded by four clawed arms. It is hovering just over the shoulder of a Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.

    History:
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    "I was rejected by my race for not conforming to the standards of behavior. I worship Heironeous, who they detested. I actively opposed the torturous practices of my people. And so I was ejected from my society in the most violent way possible by a people who enjoy torture ... and that was my salvation, as it wasn't long after that when disaster struck my people. I'd really rather not talk about it. Now I wander this plane, righting what wrongs I can."

    Dull Mechanics:
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    Bulwinkle
    Alignment: LG
    Current XP: 105260 (spent a hefty chunk on Crafting)
    Class: Phaerimm LA-2/Paladin-2/Ghost LA-5/Evolved Undead LA-6//Cleric-15
    Race: Phaerimm/Ghost/Evolved Undead-6
    Deity: Heironeous
    Size: Tiny
    Age: Ancient
    Height: 1' 6
    Weight: -
    Eyes: black
    Hair: None
    Base stats: 8/13/10/12/17/18
    Post-racial mods: 14/19/-/12/19/36
    Level Up: 14/19/-/12/19/39
    Post-items: 14/23/-/12/19/45

    HP: 110/110 (15d12)
    AC: Material Plane: 67 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +23 Deflection, +18 Monkish), Touch 59, Flat-Footed 61
    AC: Ethereal Plane: 52 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +8 Natural, +18 Monkish), Touch 35, Flat-Footed 45
    Saves: +31/+33/+35 (Base: 9/5/9; stat: +0/+6/+4; Resistance +5, Paladin +17)
    Attack: Invisible Needle Reserve Feat (1d20+19 for 8d4) Force damage, Fiery Burst Reserve Feat (5-foot burst, Reflex DC 21 for half of 7d6 Fire), or Spells
    Skills: Concentration +35 (18 ranks, +17 Cha), Knowledge(Religion)+19 (+1 Int, 18 ranks), Spellcraft +9 (+1 Int, 8 ranks), Speak Language (Cross-class, 5 ranks for 10 skill points)
    Feats: 1: Heighten Spell (Player's Handbook), 2: Arcane Preparation (Complete Arcane), 3: Craft Wondrous Item (Player's Handbook), 4: Extend Spell (Player's Handbook), 5: Craft Magic Arms & Armor (Player's Handbook), 6: Dimensional Reach (Complete Mage), 7: Dimensional Jaunt (Complete Mage), 8: Summon Elemental(Complete Mage), 9: Invisible Needle (Complete Mage), 10: Persistent Spell (Complete Arcane), 11: Improved Unarmed Strike (Player's Handbook), 12: Ascetic Mage (Complete Adventurer), 13: Flyby Attack (Monster Manual), 14: Improved Turn Resistance (Libris Mortis), 15: Fiery Burst (Complete Mage)
    Racial Features and Traits:
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    Hatchling Phaerimm Racial Traits & Features: Aberration Type, Spells as a Sorcerer of Character level as spell-likes, Detect Magic, Flight, Feather Fall, Immunity to Polymorph and Petrification, SR 11, +2 Natural Armor, -6 Str, +6 Dex, +2 Wis, +2 Cha; Size: Tiny
    Ghost Traits & Features: Undead Type, Con -, +4 Cha, Incorporeal, Rejuvination, Manifestation, Telekinesis, Malevolence; Natural Armor applies on Ethereal Plane (where Ghost is not Incorporeal)
    Evolved Undead-6 traits & features: +6 Natural Armor, Deflection increases by 6, Six Spell-Like abilities (CL = HD), Fast Healing 3, +12 Str, +12 Cha
    Undead Racial Traits: No Con, Darkvision-60, Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects, Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects, Cannot heal damage on its own if it has no Intelligence score (me has Int), although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score, Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless), Uses its Charisma modifier for Concentration checks, Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed, Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead, Undead do not breathe, eat, or sleep.
    Aberration Features: (negligible)
    Incorporeal Traits: An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature. An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus). An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect. An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.

    Good Domain: +1 Caster level for [Good] Spells
    Law Domain: +1 Caster level for [Law] Spells
    Paladin-2 Class Features: Aura of good, detect evil, smite evil 1/day, Divine grace, lay on hands
    Cleric-15 Class Features: Turn Undead, Domains, Spells
    Spells:
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    Cleric (CL 15): 6/6+1/6+1/6+1/5+1/4+1/3+1/2+1/1+1; DC 14+Spell Level
    Phaerim (CL 15): 6/11/10/10/10/10/9/7; DC 27+spell level
    Evolved Undead (CL 15): 6 uses/day, permanent preparation.
    (Clr-0): Create Water 0/2
    (Clr-0): Light 0/3
    (Clr-0): Mending 0/1
    (Clr-1): Cure Light Wounds 0/6
    (Clr-2): Cure Moderate Wounds 0/3
    (Clr-2): Spiritual Weapon 0/3
    (Clr-3): Invisibility Purge 0/3
    (Clr-3): Remove Blindness/Deafness 0/1
    (Clr-3): Remove Curse 0/1
    (Clr-3): Remove Disease 0/1
    (Clr-4): Dimensional Anchor 0/2
    (Clr-4): Imbue with Spell Ability 0/3
    (Clr-5): Spell Resistance 0/3
    (Clr-5): Wall of Stone 0/1
    (Clr-6): Antilife Shell 0/1
    (Clr-6): Find the Path 0/1
    (Clr-6): Heroes' Feast 0/1
    (Clr-7): Heightened Flame Strike 0/1
    (Clr-7): Restoration, Greater 0/1
    (Clr-8): Summon Monster VIII 0/1
    (Dom-1): Protection from Evil 0/1
    (Dom-2): Calm Emotions 0/1
    (Dom-3): Magic Circle Against Evil 0/1
    (Dom-4): Holy Smite 0/1
    (Dom-5): Dispel Evil 0/1
    (Dom-6): Hold Monster 0/1
    (Dom-7): Holy Word 0/1
    (Dom-8): Heightened Blade Barrier 0/1
    (EvUn): Greater Dispel Magic 0/2
    (EvUn): Greater Invisibility 0/4
    (Pha-0): Acid Splash
    (Pha-0): Arcane Mark
    (Pha-0): Dancing Lights
    (Pha-0): Detect Poison
    (Pha-0): Flare
    (Pha-0): Prestidigitation
    (Pha-0): Ray of Frost
    (Pha-0): Read Magic
    (Pha-0): Resistance
    (Pha-1): Disguise Self
    (Pha-1): Floating Disk
    (Pha-1): Mage Armor
    (Pha-1): Shield
    (Pha-1): Unseen Servant
    (Pha-2): Glitterdust
    (Pha-2): Misdirection
    (Pha-2): See Invisibility
    (Pha-2): Spectral Hand
    (Pha-2): Web
    (Pha-3): Slow
    (Pha-3): Haste
    (Pha-3): Stinking Cloud
    (Pha-3): Tongues
    (Pha-4): Black Tentacles
    (Pha-4): Dimension Door
    (Pha-4): Polymorph
    (Pha-4): Solid Fog
    (Pha-5): Mage's Private Sanctum
    (Pha-5): Seeming
    (Pha-5): Teleport
    (Pha-5): Transmude Mud to Rock
    (Pha-6): Analyze Dweomer
    (Pha-6): Chain Lightning
    (Pha-6): Mass Suggestion
    (Pha-7): Limited Wish
    (Pha-7): Mage's Magnificient Mansion

    Standard Preparations Every Evening:
    Spoiler
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    Cast Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")
    Cast Persistent Shield (CL 15)
    Cast Extended Mage Armor (CL 15) on self
    Cast Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock.
    Cast Heightened Extended Misdirection (CL 15, Will DC 33) so construct registers as a rock.
    Cast Magnificient Mansion.
    Go inside Mansion (with Construct), cast Mage's Private Sanctum to cover the place up.

    Items:
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    Stone Golem (Crafted, Advaned to 21 hit dice: 67,500 gp + 4,800 xp)
    Ring of Evasion (25k gp; DMG) Left Claw
    Ring of X-Ray Vision (25k gp; DMG) Right Claw
    Monk's Belt (13k gp; DMG) Waist
    Vest of Resistance+5 (12.5k gp, 1,000 xp; Magic Item Compendium) Torso
    Cloak of Charisma+6 (18k gp, 1,440 xp; DMG) Shoulders
    Portable Hole (20k gp; DMG) Pocket (Rocky's)
    Gloves of Dexterity+4 (16k gp; DMG) Claws
    Spell Components Pouch (5 gp; PHB) Belt
    Spell Components Pouch *3 (3*5 gp; PHB) Portable Hole
    Silver Holy Symbol (25 gp; PHB) Neck
    Silver Holy Symbol *3 (3*25 gp; PHB) Portable Hole
    188 Platinum Pieces (portable hole)
    "Fate Tokens" *2

    Languages:
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    Common, Ignan, Aquan, Terran, Auran, Undercommon, Drow Sign, Phaerim



    Sources Used:
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    PHB, DMG, MMI, Libris Mortis, Lost Empires of Faerun, Complete Mage, Complete Adventurer, Complete Arcane

    Last edited by Jack_Simth; 2010-07-22 at 05:40 PM.
    Of course, by the time I finish this post, it will already be obsolete. C'est la vie.

  17. - Top - End - #17
    Ogre in the Playground
     
    Cadian 9th's Avatar

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    Default Re: Tower of Deadly Evil: Archdeacon GX, Unnamedhero, Arudin and Jack Simth.

    Rocky and Bullwinkle's routine fails in that nothing they can summon can leave the room save by opening the door. By checking everywhere with the elemental, you find that the room is exaclty as it seems except it is immposible to leave the room (as if it were a cube where the underground extends 20ft down and the area above the ceiling is 20ft high. Detecting magic detects nothing out of the ordinary, but the Orb registers as a divinely powerful (overwhelming HD and alignment), but apart from that nothing appears out of the ordinary.

    Everyone, I've recorded your purchases and am semiaware of your effects.

    EDIT: The door can be opened from a distance, but you cannot do anything to that room unless you are actually in that room. If you open it:
    Spoiler
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    You spot a milky darkness on the other side of the door. The elemental has not died or been harmed.


    The door is still there, do you attack it?
    Last edited by Cadian 9th; 2010-07-22 at 07:14 PM.
    Awesome Avatar by Lord Fullbladder, Master of Goblins!

    Retired from active duty

    It means I am rarely on this site anymore. It's been an honor serving with you all.


    PEACH

  18. - Top - End - #18
    Titan in the Playground
     
    Jack_Simth's Avatar

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    Default Re: Tower of Deadly Evil: Archdeacon GX, Unnamedhero, Arudin and Jack Simth.

    Rocky & Bullwinkle

    The door does indeed open under Telekensis... and Rocky and Bullwinkle approach the milky darkness, and expirimentally orders a few elementals to pop in through it a distance, and come back... just to see what happens.

    Dull Mechanics (for Cadian 9th's reference - includes actions at the top):
    Spoiler
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    Summon Elemental Reserve Feat
    Order the elemental into the darkness, and back out.


    Current Status (post-actions):
    Rocky: HP: 145/145, AC 27 (T 9, FF 27), saves +7/+7/+7
    Bullwinkle: HP: 110/110, AC: 67 (T 59, FF 61), saves +31/+33/+35


    Protocols (long strings of actions that are liable to be repeated a LOT, for purposes of handling things normally done with skill checks)
    Spoiler
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    Trap Protocol:
    Spoiler
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    Step 1: Use Detect Magic (it's an At-Will ability) to check all directions - Up, Down, North, South, East, West; for the full three rounds to learn strength and location of all magic auras.
    Step 2: Use the Summon Elemental Reserve Feat to Summon an Elemental. Use the actual languages of the elementals to go everywhere in that sixty-foot range (it vanishes at the end of the elemental's turn if it's not within 30 feet of Rocky & Bullwinkle, but it can travel outside that range for a time, and it's just a standard action to summon one). Make sure one elemental of each of the four types (Air, Earth, Fire, Water) steps on each square in that very large area at least once.
    Step 3: Send an elemental of each type to longest possible range along intended path of travel (on a straight away, that's 430 feet for an Air elemental - Summon at 30 foot range, Run action for 400 feet due to 100 foot speed; 230 feet around corners on a double-move rather than Run - 110 or 70 feet for an Earth or Water elemental, 230 or 130 feet for a Fire elemental)
    Step 4: Observe results
    Step 5: If nothing happens, move appropriately.
    Step 6: If something needs manipulation, use Telekinesis to do it.
    Step 7: If a trap needs to be destroyed, kill it with one of: Fiery Burst Reserve Feat, Invisible Needle Reserve Feat, repeated Charging Bash attempts from Elementals, or other means as appropriate to the situation (please post what happens to the elementals, where the blast seems to come from, and I'll post a response to the trap).

    Treasure Search Protocol:
    Spoiler
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    Step 1: Activate Ring of X-Ray Vision.
    Step 2: Move to within a ten feet of every wall (including floor and ceiling) and object of interest (such as chests).
    Step 3: Make note of anything that blocks X-Ray Vvision, or anything interesting noted through walls/floors/chests.







    Rocky:
    Spoiler
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    Name: Rocky
    Description, Normal:
    Spoiler
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    A Large man in flowing blue robes, with arcane symbols stitched all over them. His shoes are white, with tufts of fur along the edges. His gloves are some of the most delicate deer hide available. He wears a conical hat, with stars and moons etched upon it. A long cloak covers his back, and there is a belt tied around his waist. A raven perches on his shoulder. (Spot DC 27 to note that it is false)



    Description, True Seeing or Will Interaction DC 33:
    Spoiler
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    A Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.



    Personality:
    Spoiler
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    Never speaks, lets his familiar talk to the lesser beings around him. Casts all spells as Silent and Stilled. Keeps his familiar on his shoulder at all times.

    Dull Mechanics:
    Spoiler
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    Race: Stone Golem
    Class: Stone Golem
    Type: Construct
    Alignment: TN
    Size: Large
    Height: 9'
    Weight: 2,000 lbs
    Eyes: Gray
    Hair: None
    Stats: 30/10/-/-/11/1 (16 HD stat boost to Str, 20 HD stat boost to Dex - base)
    HP: 145/145 (21d10+30, taking true average, rounding down after calculations)
    DR: 10/adamantine
    AC: 27 (10 base, -1 Size, +18 Natural): Touch 9, Flat-footed 27
    Speed: 20
    Saves: +7/+7/+7 (all base)
    Attack: Slam +24 Melee for 2d10+10
    Full Attack: 2 Slams +24 Melee for 2d10+10
    Special Abilities:
    Spoiler
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    Construct Traits and Features, DR 10/Adamantine, Darkvision-60, Immunity to Magic, Low-light Vision, 18 natural armor, (16 and 20 HD stat boost to Dex, Str)


    Active Spell Effects:
    Spoiler
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    Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")

    Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock, magically.








    Bulwinkle
    Spoiler
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    Description, Normal:
    Spoiler
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    A black Raven, sitting on the shoulder of a Large man, dressed in flowing robes (Spot DC 27 to note it's not accurate)

    Description, True Seeing or Will Interaction DC 33:
    Spoiler
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    This slightly transparent creature has a conical body, shaped something like a wind sock. It's ovid head disk contains an immense, toothed maw, and is surrounded by four clawed arms. It is hovering just over the shoulder of a Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.

    History:
    Spoiler
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    "I was rejected by my race for not conforming to the standards of behavior. I worship Heironeous, who they detested. I actively opposed the torturous practices of my people. And so I was ejected from my society in the most violent way possible by a people who enjoy torture ... and that was my salvation, as it wasn't long after that when disaster struck my people. I'd really rather not talk about it. Now I wander this plane, righting what wrongs I can."

    Dull Mechanics:
    Spoiler
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    Bulwinkle
    Alignment: LG
    Current XP: 105260 (spent a hefty chunk on Crafting)
    Class: Phaerimm LA-2/Paladin-2/Ghost LA-5/Evolved Undead LA-6//Cleric-15
    Race: Phaerimm/Ghost/Evolved Undead-6
    Deity: Heironeous
    Size: Tiny
    Age: Ancient
    Height: 1' 6
    Weight: -
    Eyes: black
    Hair: None
    Base stats: 8/13/10/12/17/18
    Post-racial mods: 14/19/-/12/19/36
    Level Up: 14/19/-/12/19/39
    Post-items: 14/23/-/12/19/45

    HP: 110/110 (15d12)
    AC: Material Plane: 67 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +23 Deflection, +18 Monkish), Touch 59, Flat-Footed 61
    AC: Ethereal Plane: 52 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +8 Natural, +18 Monkish), Touch 35, Flat-Footed 45
    Saves: +31/+33/+35 (Base: 9/5/9; stat: +0/+6/+4; Resistance +5, Paladin +17)
    Attack: Invisible Needle Reserve Feat (1d20+19 for 8d4) Force damage, Fiery Burst Reserve Feat (5-foot burst, Reflex DC 21 for half of 7d6 Fire), or Spells
    Skills: Concentration +35 (18 ranks, +17 Cha), Knowledge(Religion)+19 (+1 Int, 18 ranks), Spellcraft +9 (+1 Int, 8 ranks), Speak Language (Cross-class, 5 ranks for 10 skill points)
    Feats: 1: Heighten Spell (Player's Handbook), 2: Arcane Preparation (Complete Arcane), 3: Craft Wondrous Item (Player's Handbook), 4: Extend Spell (Player's Handbook), 5: Craft Magic Arms & Armor (Player's Handbook), 6: Dimensional Reach (Complete Mage), 7: Dimensional Jaunt (Complete Mage), 8: Summon Elemental(Complete Mage), 9: Invisible Needle (Complete Mage), 10: Persistent Spell (Complete Arcane), 11: Improved Unarmed Strike (Player's Handbook), 12: Ascetic Mage (Complete Adventurer), 13: Flyby Attack (Monster Manual), 14: Improved Turn Resistance (Libris Mortis), 15: Fiery Burst (Complete Mage)
    Racial Features and Traits:
    Spoiler
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    Hatchling Phaerimm Racial Traits & Features: Aberration Type, Spells as a Sorcerer of Character level as spell-likes, Detect Magic, Flight, Feather Fall, Immunity to Polymorph and Petrification, SR 11, +2 Natural Armor, -6 Str, +6 Dex, +2 Wis, +2 Cha; Size: Tiny
    Ghost Traits & Features: Undead Type, Con -, +4 Cha, Incorporeal, Rejuvination, Manifestation, Telekinesis, Malevolence; Natural Armor applies on Ethereal Plane (where Ghost is not Incorporeal)
    Evolved Undead-6 traits & features: +6 Natural Armor, Deflection increases by 6, Six Spell-Like abilities (CL = HD), Fast Healing 3, +12 Str, +12 Cha
    Undead Racial Traits: No Con, Darkvision-60, Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects, Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects, Cannot heal damage on its own if it has no Intelligence score (me has Int), although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score, Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless), Uses its Charisma modifier for Concentration checks, Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed, Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead, Undead do not breathe, eat, or sleep.
    Aberration Features: (negligible)
    Incorporeal Traits: An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature. An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus). An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect. An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.

    Good Domain: +1 Caster level for [Good] Spells
    Law Domain: +1 Caster level for [Law] Spells
    Paladin-2 Class Features: Aura of good, detect evil, smite evil 1/day, Divine grace, lay on hands
    Cleric-15 Class Features: Turn Undead, Domains, Spells
    Spells:
    Spoiler
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    Cleric (CL 15): 6/6+1/6+1/6+1/5+1/4+1/3+1/2+1/1+1; DC 14+Spell Level
    Phaerim (CL 15): 6/11/10/10/10/10/9/7; DC 27+spell level
    Evolved Undead (CL 15): 6 uses/day, permanent preparation.
    (Clr-0): Create Water 0/2
    (Clr-0): Light 0/3
    (Clr-0): Mending 0/1
    (Clr-1): Cure Light Wounds 0/6
    (Clr-2): Cure Moderate Wounds 0/3
    (Clr-2): Spiritual Weapon 0/3
    (Clr-3): Invisibility Purge 0/3
    (Clr-3): Remove Blindness/Deafness 0/1
    (Clr-3): Remove Curse 0/1
    (Clr-3): Remove Disease 0/1
    (Clr-4): Dimensional Anchor 0/2
    (Clr-4): Imbue with Spell Ability 0/3
    (Clr-5): Spell Resistance 0/3
    (Clr-5): Wall of Stone 0/1
    (Clr-6): Antilife Shell 0/1
    (Clr-6): Find the Path 0/1
    (Clr-6): Heroes' Feast 0/1
    (Clr-7): Heightened Flame Strike 0/1
    (Clr-7): Restoration, Greater 0/1
    (Clr-8): Summon Monster VIII 0/1
    (Dom-1): Protection from Evil 0/1
    (Dom-2): Calm Emotions 0/1
    (Dom-3): Magic Circle Against Evil 0/1
    (Dom-4): Holy Smite 0/1
    (Dom-5): Dispel Evil 0/1
    (Dom-6): Hold Monster 0/1
    (Dom-7): Holy Word 0/1
    (Dom-8): Heightened Blade Barrier 0/1
    (EvUn): Greater Dispel Magic 0/2
    (EvUn): Greater Invisibility 0/4
    (Pha-0): Acid Splash
    (Pha-0): Arcane Mark
    (Pha-0): Dancing Lights
    (Pha-0): Detect Poison
    (Pha-0): Flare
    (Pha-0): Prestidigitation
    (Pha-0): Ray of Frost
    (Pha-0): Read Magic
    (Pha-0): Resistance
    (Pha-1): Disguise Self
    (Pha-1): Floating Disk
    (Pha-1): Mage Armor
    (Pha-1): Shield
    (Pha-1): Unseen Servant
    (Pha-2): Glitterdust
    (Pha-2): Misdirection
    (Pha-2): See Invisibility
    (Pha-2): Spectral Hand
    (Pha-2): Web
    (Pha-3): Slow
    (Pha-3): Haste
    (Pha-3): Stinking Cloud
    (Pha-3): Tongues
    (Pha-4): Black Tentacles
    (Pha-4): Dimension Door
    (Pha-4): Polymorph
    (Pha-4): Solid Fog
    (Pha-5): Mage's Private Sanctum
    (Pha-5): Seeming
    (Pha-5): Teleport
    (Pha-5): Transmude Mud to Rock
    (Pha-6): Analyze Dweomer
    (Pha-6): Chain Lightning
    (Pha-6): Mass Suggestion
    (Pha-7): Limited Wish
    (Pha-7): Mage's Magnificient Mansion

    Standard Preparations Every Evening:
    Spoiler
    Show

    Cast Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")
    Cast Persistent Shield (CL 15)
    Cast Extended Mage Armor (CL 15) on self
    Cast Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock.
    Cast Heightened Extended Misdirection (CL 15, Will DC 33) so construct registers as a rock.
    Cast Magnificient Mansion.
    Go inside Mansion (with Construct), cast Mage's Private Sanctum to cover the place up.

    Items:
    Spoiler
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    Stone Golem (Crafted, Advaned to 21 hit dice: 67,500 gp + 4,800 xp)
    Ring of Evasion (25k gp; DMG) Left Claw
    Ring of X-Ray Vision (25k gp; DMG) Right Claw
    Monk's Belt (13k gp; DMG) Waist
    Vest of Resistance+5 (12.5k gp, 1,000 xp; Magic Item Compendium) Torso
    Cloak of Charisma+6 (18k gp, 1,440 xp; DMG) Shoulders
    Portable Hole (20k gp; DMG) Pocket (Rocky's)
    Gloves of Dexterity+4 (16k gp; DMG) Claws
    Spell Components Pouch (5 gp; PHB) Belt
    Spell Components Pouch *3 (3*5 gp; PHB) Portable Hole
    Silver Holy Symbol (25 gp; PHB) Neck
    Silver Holy Symbol *3 (3*25 gp; PHB) Portable Hole
    188 Platinum Pieces (portable hole)
    "Fate Tokens" *2

    Languages:
    Spoiler
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    Common, Ignan, Aquan, Terran, Auran, Undercommon, Drow Sign, Phaerim



    Sources Used:
    Spoiler
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    PHB, DMG, MMI, Libris Mortis, Lost Empires of Faerun, Complete Mage, Complete Adventurer, Complete Arcane

    Last edited by Jack_Simth; 2010-07-22 at 07:26 PM. Reason: Forgot actual actions and such.
    Of course, by the time I finish this post, it will already be obsolete. C'est la vie.

  19. - Top - End - #19
    Dwarf in the Playground
     
    BlueKnightGuy

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    Default Re: Tower of Deadly Evil: Archdeacon GX, Unnamedhero, Arudin and Jack Simth.

    Raginmund

    Raginmund watches interestedly as the duo searches for traps in the room. When they appear to be finished, he lets out a low growl to catch the Bullwinkle's attention.

    Drow Sign:
    Spoiler
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    I'm not much of a linguist, not that being one would ever help... So, I only know Trade, Sylvan, and, of course, Sign. Anyway, on to more pressing matters. Did your search yield any traps?


    Mechanics:
    Spoiler
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    Hybrid Form
    Health: 223/223
    AC: 31
    Fort: +22 (18)
    Ref: +16 (12)
    Will: +23 (19)

    Active Spells: Mass Conviction
    Last edited by Arudin; 2010-07-22 at 07:53 PM.

  20. - Top - End - #20
    Ogre in the Playground
     
    Cadian 9th's Avatar

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    Default Re: Tower of Deadly Evil: Archdeacon GX, Unnamedhero, Arudin and Jack Simth.

    The elementals cannot go through until you do too. Are you sure you want to go through with an elemental, if you do, the party must do so as well.

    Just to alleviate some concerns, if there is something hostile in the room, ini is rolled immediately. And there are no traps. The elemental can stand between rooms and has not yet been destroyed.

    Spoiler
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    Sorry if this seems OTT. Basically, you can't get into/see into a room without being there. However, it works both ways, so monsters and their creatures cannot follow you through the doors to other rooms.

    I promise there won't be any suprises o the other side of the door. It is called : "Room 1 - Business as usual..." after all.
    Awesome Avatar by Lord Fullbladder, Master of Goblins!

    Retired from active duty

    It means I am rarely on this site anymore. It's been an honor serving with you all.


    PEACH

  21. - Top - End - #21
    Titan in the Playground
     
    Jack_Simth's Avatar

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    Default Re: Tower of Deadly Evil: Archdeacon GX, Unnamedhero, Arudin and Jack Simth.

    Rocky & Bullwinkle

    Bullwinkle responds to the funny hand-gestures of Raginmund: "If that had found any traps, you'd know about it... other than certain magic traps, it doesn't so much find them as it triggers them on a Summoned Elemental ... which wakes up, safe and sound, at home afterwards. There's a couple of ways to bypass that particular method, but it doesn't come up often."

    EDIT:
    Upon seeing the elemental stymied, the Raven remarks "Well. This place seems singularly designed to avoid advanced information gathering. Which means there's little help for it but to continue. Shall we?"


    Cadian 9th:
    Spoiler
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    Actions:
    Talk a bit.

    Current Status (post-actions):
    Rocky: HP: 145/145, AC 27 (T 9, FF 27), saves +7/+7/+7
    Bullwinkle: HP: 110/110, AC: 67 (T 59, FF 61), saves +31/+33/+35


    Protocols (long strings of actions that are liable to be repeated a LOT, for purposes of handling things normally done with skill checks)
    Spoiler
    Show

    Trap Protocol:
    Spoiler
    Show

    Step 1: Use Detect Magic (it's an At-Will ability) to check all directions - Up, Down, North, South, East, West; for the full three rounds to learn strength and location of all magic auras.
    Step 2: Use the Summon Elemental Reserve Feat to Summon an Elemental. Use the actual languages of the elementals to go everywhere in that sixty-foot range (it vanishes at the end of the elemental's turn if it's not within 30 feet of Rocky & Bullwinkle, but it can travel outside that range for a time, and it's just a standard action to summon one). Make sure one elemental of each of the four types (Air, Earth, Fire, Water) steps on each square in that very large area at least once.
    Step 3: Send an elemental of each type to longest possible range along intended path of travel (on a straight away, that's 430 feet for an Air elemental - Summon at 30 foot range, Run action for 400 feet due to 100 foot speed; 230 feet around corners on a double-move rather than Run - 110 or 70 feet for an Earth or Water elemental, 230 or 130 feet for a Fire elemental)
    Step 4: Observe results
    Step 5: If nothing happens, move appropriately.
    Step 6: If something needs manipulation, use Telekinesis to do it.
    Step 7: If a trap needs to be destroyed, kill it with one of: Fiery Burst Reserve Feat, Invisible Needle Reserve Feat, repeated Charging Bash attempts from Elementals, or other means as appropriate to the situation (please post what happens to the elementals, where the blast seems to come from, and I'll post a response to the trap).

    Classes of trap that bypass trap-finding protocol:
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    Class 1: Alarm, Summon, and Pathblocking traps: The Trap-Finding protocol locates them, but it doesn't matter - the alarm still goes off, the Summoned critter still attacks, the path is still blocked.
    Class 2: Nonmagical intelligent traps (aka, the Kobold watching through a peephole, choosing whether or not to pull on the rope that collapses the ceiling): An intelligent entity is capable of recognizing that the swarm of elementals is chaff, intended for no purpose other than to trigger traps ... and so not pull the rope until something other than an elemental comes by. But then, not all intelligent critters will figure that out, instead triggering the effect after the first elemental ... or triggering it at the first elemental, but letting the others go by until something else happens along, if the trap is auto-reset.
    Class 3: Discriminatory magical traps that avoid detection. There's a 1st level spell - Magic Aura - that completely stymies Detect Magic. Use that on a magical trap that, say, goes off when a humanoid goes by, and the trapfinding protocol misses it.



    Treasure Search Protocol:
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    Step 1: Activate Ring of X-Ray Vision.
    Step 2: Move to within a ten feet of every wall (including floor and ceiling) and object of interest (such as chests).
    Step 3: Make note of anything that blocks X-Ray Vvision, or anything interesting noted through walls/floors/chests.







    Rocky:
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    Name: Rocky
    Description, Normal:
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    A Large man in flowing blue robes, with arcane symbols stitched all over them. His shoes are white, with tufts of fur along the edges. His gloves are some of the most delicate deer hide available. He wears a conical hat, with stars and moons etched upon it. A long cloak covers his back, and there is a belt tied around his waist. A raven perches on his shoulder. (Spot DC 27 to note that it is false)



    Description, True Seeing or Will Interaction DC 33:
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    A Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.



    Personality:
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    Never speaks, lets his familiar talk to the lesser beings around him. Casts all spells as Silent and Stilled. Keeps his familiar on his shoulder at all times.

    Dull Mechanics:
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    Race: Stone Golem
    Class: Stone Golem
    Type: Construct
    Alignment: TN
    Size: Large
    Height: 9'
    Weight: 2,000 lbs
    Eyes: Gray
    Hair: None
    Stats: 30/10/-/-/11/1 (16 HD stat boost to Str, 20 HD stat boost to Dex - base)
    HP: 145/145 (21d10+30, taking true average, rounding down after calculations)
    DR: 10/adamantine
    AC: 27 (10 base, -1 Size, +18 Natural): Touch 9, Flat-footed 27
    Speed: 20
    Saves: +7/+7/+7 (all base)
    Attack: Slam +24 Melee for 2d10+10
    Full Attack: 2 Slams +24 Melee for 2d10+10
    Special Abilities:
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    Construct Traits and Features, DR 10/Adamantine, Darkvision-60, Immunity to Magic, Low-light Vision, 18 natural armor, (16 and 20 HD stat boost to Dex, Str)


    Active Spell Effects:
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    Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")

    Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock, magically.








    Bulwinkle
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    Description, Normal:
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    A black Raven, sitting on the shoulder of a Large man, dressed in flowing robes (Spot DC 27 to note it's not accurate)

    Description, True Seeing or Will Interaction DC 33:
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    This slightly transparent creature has a conical body, shaped something like a wind sock. It's ovid head disk contains an immense, toothed maw, and is surrounded by four clawed arms. It is hovering just over the shoulder of a Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.

    History:
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    "I was rejected by my race for not conforming to the standards of behavior. I worship Heironeous, who they detested. I actively opposed the torturous practices of my people. And so I was ejected from my society in the most violent way possible by a people who enjoy torture ... and that was my salvation, as it wasn't long after that when disaster struck my people. I'd really rather not talk about it. Now I wander this plane, righting what wrongs I can."

    Dull Mechanics:
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    Bulwinkle
    Alignment: LG
    Current XP: 105260 (spent a hefty chunk on Crafting)
    Class: Phaerimm LA-2/Paladin-2/Ghost LA-5/Evolved Undead LA-6//Cleric-15
    Race: Phaerimm/Ghost/Evolved Undead-6
    Deity: Heironeous
    Size: Tiny
    Age: Ancient
    Height: 1' 6
    Weight: -
    Eyes: black
    Hair: None
    Base stats: 8/13/10/12/17/18
    Post-racial mods: 14/19/-/12/19/36
    Level Up: 14/19/-/12/19/39
    Post-items: 14/23/-/12/19/45

    HP: 110/110 (15d12)
    AC: Material Plane: 67 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +23 Deflection, +18 Monkish), Touch 59, Flat-Footed 61
    AC: Ethereal Plane: 52 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +8 Natural, +18 Monkish), Touch 35, Flat-Footed 45
    Saves: +31/+33/+35 (Base: 9/5/9; stat: +0/+6/+4; Resistance +5, Paladin +17)
    Attack: Invisible Needle Reserve Feat (1d20+19 for 8d4) Force damage, Fiery Burst Reserve Feat (5-foot burst, Reflex DC 21 for half of 7d6 Fire), or Spells
    Skills: Concentration +35 (18 ranks, +17 Cha), Knowledge(Religion)+19 (+1 Int, 18 ranks), Spellcraft +9 (+1 Int, 8 ranks), Speak Language (Cross-class, 5 ranks for 10 skill points)
    Feats: 1: Heighten Spell (Player's Handbook), 2: Arcane Preparation (Complete Arcane), 3: Craft Wondrous Item (Player's Handbook), 4: Extend Spell (Player's Handbook), 5: Craft Magic Arms & Armor (Player's Handbook), 6: Dimensional Reach (Complete Mage), 7: Dimensional Jaunt (Complete Mage), 8: Summon Elemental(Complete Mage), 9: Invisible Needle (Complete Mage), 10: Persistent Spell (Complete Arcane), 11: Improved Unarmed Strike (Player's Handbook), 12: Ascetic Mage (Complete Adventurer), 13: Flyby Attack (Monster Manual), 14: Improved Turn Resistance (Libris Mortis), 15: Fiery Burst (Complete Mage)
    Racial Features and Traits:
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    Hatchling Phaerimm Racial Traits & Features: Aberration Type, Spells as a Sorcerer of Character level as spell-likes, Detect Magic, Flight, Feather Fall, Immunity to Polymorph and Petrification, SR 11, +2 Natural Armor, -6 Str, +6 Dex, +2 Wis, +2 Cha; Size: Tiny
    Ghost Traits & Features: Undead Type, Con -, +4 Cha, Incorporeal, Rejuvination, Manifestation, Telekinesis, Malevolence; Natural Armor applies on Ethereal Plane (where Ghost is not Incorporeal)
    Evolved Undead-6 traits & features: +6 Natural Armor, Deflection increases by 6, Six Spell-Like abilities (CL = HD), Fast Healing 3, +12 Str, +12 Cha
    Undead Racial Traits: No Con, Darkvision-60, Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects, Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects, Cannot heal damage on its own if it has no Intelligence score (me has Int), although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score, Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless), Uses its Charisma modifier for Concentration checks, Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed, Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead, Undead do not breathe, eat, or sleep.
    Aberration Features: (negligible)
    Incorporeal Traits: An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature. An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus). An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect. An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.

    Good Domain: +1 Caster level for [Good] Spells
    Law Domain: +1 Caster level for [Law] Spells
    Paladin-2 Class Features: Aura of good, detect evil, smite evil 1/day, Divine grace, lay on hands
    Cleric-15 Class Features: Turn Undead, Domains, Spells
    Spells:
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    Cleric (CL 15): 6/6+1/6+1/6+1/5+1/4+1/3+1/2+1/1+1; DC 14+Spell Level
    Phaerim (CL 15): 6/11/10/10/10/10/9/7; DC 27+spell level
    Evolved Undead (CL 15): 6 uses/day, permanent preparation.
    (Clr-0): Create Water 0/2
    (Clr-0): Light 0/3
    (Clr-0): Mending 0/1
    (Clr-1): Cure Light Wounds 0/6
    (Clr-2): Cure Moderate Wounds 0/3
    (Clr-2): Spiritual Weapon 0/3
    (Clr-3): Invisibility Purge 0/3
    (Clr-3): Remove Blindness/Deafness 0/1
    (Clr-3): Remove Curse 0/1
    (Clr-3): Remove Disease 0/1
    (Clr-4): Dimensional Anchor 0/2
    (Clr-4): Imbue with Spell Ability 0/3
    (Clr-5): Spell Resistance 0/3
    (Clr-5): Wall of Stone 0/1
    (Clr-6): Antilife Shell 0/1
    (Clr-6): Find the Path 0/1
    (Clr-6): Heroes' Feast 0/1
    (Clr-7): Heightened Flame Strike 0/1
    (Clr-7): Restoration, Greater 0/1
    (Clr-8): Summon Monster VIII 0/1
    (Dom-1): Protection from Evil 0/1
    (Dom-2): Calm Emotions 0/1
    (Dom-3): Magic Circle Against Evil 0/1
    (Dom-4): Holy Smite 0/1
    (Dom-5): Dispel Evil 0/1
    (Dom-6): Hold Monster 0/1
    (Dom-7): Holy Word 0/1
    (Dom-8): Heightened Blade Barrier 0/1
    (EvUn): Greater Dispel Magic 0/2
    (EvUn): Greater Invisibility 0/4
    (Pha-0): Acid Splash
    (Pha-0): Arcane Mark
    (Pha-0): Dancing Lights
    (Pha-0): Detect Poison
    (Pha-0): Flare
    (Pha-0): Prestidigitation
    (Pha-0): Ray of Frost
    (Pha-0): Read Magic
    (Pha-0): Resistance
    (Pha-1): Disguise Self
    (Pha-1): Floating Disk
    (Pha-1): Mage Armor
    (Pha-1): Shield
    (Pha-1): Unseen Servant
    (Pha-2): Glitterdust
    (Pha-2): Misdirection
    (Pha-2): See Invisibility
    (Pha-2): Spectral Hand
    (Pha-2): Web
    (Pha-3): Slow
    (Pha-3): Haste
    (Pha-3): Stinking Cloud
    (Pha-3): Tongues
    (Pha-4): Black Tentacles
    (Pha-4): Dimension Door
    (Pha-4): Polymorph
    (Pha-4): Solid Fog
    (Pha-5): Mage's Private Sanctum
    (Pha-5): Seeming
    (Pha-5): Teleport
    (Pha-5): Transmude Mud to Rock
    (Pha-6): Analyze Dweomer
    (Pha-6): Chain Lightning
    (Pha-6): Mass Suggestion
    (Pha-7): Limited Wish
    (Pha-7): Mage's Magnificient Mansion

    Standard Preparations Every Evening:
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    Cast Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")
    Cast Persistent Shield (CL 15)
    Cast Extended Mage Armor (CL 15) on self
    Cast Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock.
    Cast Heightened Extended Misdirection (CL 15, Will DC 33) so construct registers as a rock.
    Cast Magnificient Mansion.
    Go inside Mansion (with Construct), cast Mage's Private Sanctum to cover the place up.

    Items:
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    Stone Golem (Crafted, Advaned to 21 hit dice: 67,500 gp + 4,800 xp)
    Ring of Evasion (25k gp; DMG) Left Claw
    Ring of X-Ray Vision (25k gp; DMG) Right Claw
    Monk's Belt (13k gp; DMG) Waist
    Vest of Resistance+5 (12.5k gp, 1,000 xp; Magic Item Compendium) Torso
    Cloak of Charisma+6 (18k gp, 1,440 xp; DMG) Shoulders
    Portable Hole (20k gp; DMG) Pocket (Rocky's)
    Gloves of Dexterity+4 (16k gp; DMG) Claws
    Spell Components Pouch (5 gp; PHB) Belt
    Spell Components Pouch *3 (3*5 gp; PHB) Portable Hole
    Silver Holy Symbol (25 gp; PHB) Neck
    Silver Holy Symbol *3 (3*25 gp; PHB) Portable Hole
    188 Platinum Pieces (portable hole)
    "Fate Tokens" *2

    Languages:
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    Common, Ignan, Aquan, Terran, Auran, Undercommon, Drow Sign, Phaerim



    Sources Used:
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    PHB, DMG, MMI, Libris Mortis, Lost Empires of Faerun, Complete Mage, Complete Adventurer, Complete Arcane

    Last edited by Jack_Simth; 2010-07-22 at 07:45 PM.
    Of course, by the time I finish this post, it will already be obsolete. C'est la vie.

  22. - Top - End - #22
    Dwarf in the Playground
     
    BlueKnightGuy

    Join Date
    Apr 2010
    Gender
    Male

    Default Re: Tower of Deadly Evil: Archdeacon GX, Unnamedhero, Arudin and Jack Simth.

    Raginmund

    Nodding at the bird, Raginmund resumes his signaling.

    Drow Sign:
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    Why not. We should probably go in groups of two, though. Maybe split you two healers up. That way, even if one group gets hit by a trap, or whatever is on the other side of the door, the other can heal the wounded.


    Mechanics:
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    Hybrid Form
    Health: 223/223
    AC: 31
    Fort: +22 (18)
    Ref: +16 (12)
    Will: +23 (19)

    Active Spells: Mass Conviction


    Edit: OOC: When we roll initiative, should we post in order, or will you just sort it out yourself?
    Last edited by Arudin; 2010-07-25 at 09:09 PM.

  23. - Top - End - #23
    Titan in the Playground
     
    Jack_Simth's Avatar

    Join Date
    May 2006

    Default Re: Tower of Deadly Evil: Archdeacon GX, Unnamedhero, Arudin and Jack Simth.

    Rocky & Bullwinkle

    Bullwinkle responds to the funny hand-gestures of Raginmund: "We could try splitting up as you suggest, Raginmund, but I doubt it'll work - the elemental couldn't proceed further, so it's expected that the 'door' will require us all to go through essentially at once. Oh, and on an unrelated note, did anyone bring diamonds? But as you wish, I'm willing to let someone else be the one to decide on the exact timing of when we step through."

    Cadian 9th:
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    Actions:
    Talk a bit.

    Current Status (post-actions):
    Rocky: HP: 145/145, AC 27 (T 9, FF 27), saves +7/+7/+7
    Bullwinkle: HP: 110/110, AC: 67 (T 59, FF 61), saves +31/+33/+35


    Protocols (long strings of actions that are liable to be repeated a LOT, for purposes of handling things normally done with skill checks)
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    Trap Protocol:
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    Step 1: Use Detect Magic (it's an At-Will ability) to check all directions - Up, Down, North, South, East, West; for the full three rounds to learn strength and location of all magic auras.
    Step 2: Use the Summon Elemental Reserve Feat to Summon an Elemental. Use the actual languages of the elementals to go everywhere in that sixty-foot range (it vanishes at the end of the elemental's turn if it's not within 30 feet of Rocky & Bullwinkle, but it can travel outside that range for a time, and it's just a standard action to summon one). Make sure one elemental of each of the four types (Air, Earth, Fire, Water) steps on each square in that very large area at least once.
    Step 3: Send an elemental of each type to longest possible range along intended path of travel (on a straight away, that's 430 feet for an Air elemental - Summon at 30 foot range, Run action for 400 feet due to 100 foot speed; 230 feet around corners on a double-move rather than Run - 110 or 70 feet for an Earth or Water elemental, 230 or 130 feet for a Fire elemental)
    Step 4: Observe results
    Step 5: If nothing happens, move appropriately.
    Step 6: If something needs manipulation, use Telekinesis to do it.
    Step 7: If a trap needs to be destroyed, kill it with one of: Fiery Burst Reserve Feat, Invisible Needle Reserve Feat, repeated Charging Bash attempts from Elementals, or other means as appropriate to the situation (please post what happens to the elementals, where the blast seems to come from, and I'll post a response to the trap).

    Time Analysis:
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    In an open area, this checks everything within 60 feet (approximately 450 5-foot squares) in about 96 rounds (math of that is long and convoluted; not included here; all but the first 18 rounds of which is directly proportional to the number of squares that need to be checked). About four times as fast as a dedicated Rogue searching the entire area for traps.

    Along a hallway, this checks 60 feet (limit of Detect Magic - 12 five-foot squares long) in a ten-foot wide swath (width of the Large Elementals - two five-foot squares wide) in 7 rounds (three for Detect Magic forward, one for a double move or Run from each elemental); almost twice as fast as a dedicated Rogue searching for traps.


    Classes of trap that bypass trap-finding protocol:
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    Class 1: Alarm, Summon, and Pathblocking traps: The Trap-Finding protocol locates them, but it doesn't matter - the alarm still goes off, the Summoned critter still attacks, the path is still blocked.
    Class 2: Nonmagical intelligent traps (aka, the Kobold watching through a peephole, choosing whether or not to pull on the rope that collapses the ceiling): An intelligent entity is capable of recognizing that the swarm of elementals is chaff, intended for no purpose other than to trigger traps ... and so not pull the rope until something other than an elemental comes by. But then, not all intelligent critters will figure that out, instead triggering the effect after the first elemental ... or triggering it at the first elemental, but letting the others go by until something else happens along, if the trap is auto-reset.
    Class 3: Discriminatory magical traps that avoid detection. There's a 1st level spell - Magic Aura - that completely stymies Detect Magic. Use that on a magical trap that, say, goes off when a humanoid goes by, and the trapfinding protocol misses it.



    Treasure Search Protocol:
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    Step 1: Activate Ring of X-Ray Vision.
    Step 2: Move to within a ten feet of every wall (including floor and ceiling) and object of interest (such as chests).
    Step 3: Make note of anything that blocks X-Ray Vvision, or anything interesting noted through walls/floors/chests.







    Rocky:
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    Name: Rocky
    Description, Normal:
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    A Large man in flowing blue robes, with arcane symbols stitched all over them. His shoes are white, with tufts of fur along the edges. His gloves are some of the most delicate deer hide available. He wears a conical hat, with stars and moons etched upon it. A long cloak covers his back, and there is a belt tied around his waist. A raven perches on his shoulder. (Spot DC 27 to note that it is false)



    Description, True Seeing or Will Interaction DC 33:
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    A Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.



    Personality:
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    Never speaks, lets his familiar talk to the lesser beings around him. Casts all spells as Silent and Stilled. Keeps his familiar on his shoulder at all times.

    Dull Mechanics:
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    Race: Stone Golem
    Class: Stone Golem
    Type: Construct
    Alignment: TN
    Size: Large
    Height: 9'
    Weight: 2,000 lbs
    Eyes: Gray
    Hair: None
    Stats: 30/10/-/-/11/1 (16 HD stat boost to Str, 20 HD stat boost to Dex - base)
    HP: 145/145 (21d10+30, taking true average, rounding down after calculations)
    DR: 10/adamantine
    AC: 27 (10 base, -1 Size, +18 Natural): Touch 9, Flat-footed 27
    Speed: 20
    Saves: +7/+7/+7 (all base)
    Attack: Slam +24 Melee for 2d10+10
    Full Attack: 2 Slams +24 Melee for 2d10+10
    Special Abilities:
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    Construct Traits and Features, DR 10/Adamantine, Darkvision-60, Immunity to Magic, Low-light Vision, 18 natural armor, (16 and 20 HD stat boost to Dex, Str)


    Active Spell Effects:
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    Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")

    Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock, magically.








    Bulwinkle
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    Description, Normal:
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    A black Raven, sitting on the shoulder of a Large man, dressed in flowing robes (Spot DC 27 to note it's not accurate)

    Description, True Seeing or Will Interaction DC 33:
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    This slightly transparent creature has a conical body, shaped something like a wind sock. It's ovid head disk contains an immense, toothed maw, and is surrounded by four clawed arms. It is hovering just over the shoulder of a Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.

    History:
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    "I was rejected by my race for not conforming to the standards of behavior. I worship Heironeous, who they detested. I actively opposed the torturous practices of my people. And so I was ejected from my society in the most violent way possible by a people who enjoy torture ... and that was my salvation, as it wasn't long after that when disaster struck my people. I'd really rather not talk about it. Now I wander this plane, righting what wrongs I can."

    Dull Mechanics:
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    Bulwinkle
    Alignment: LG
    Current XP: 105260 (spent a hefty chunk on Crafting)
    Class: Phaerimm LA-2/Paladin-2/Ghost LA-5/Evolved Undead LA-6//Cleric-15
    Race: Phaerimm/Ghost/Evolved Undead-6
    Deity: Heironeous
    Size: Tiny
    Age: Ancient
    Height: 1' 6
    Weight: -
    Eyes: black
    Hair: None
    Base stats: 8/13/10/12/17/18
    Post-racial mods: 14/19/-/12/19/36
    Level Up: 14/19/-/12/19/39
    Post-items: 14/23/-/12/19/45

    HP: 110/110 (15d12)
    AC: Material Plane: 67 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +23 Deflection, +18 Monkish), Touch 59, Flat-Footed 61
    AC: Ethereal Plane: 52 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +8 Natural, +18 Monkish), Touch 35, Flat-Footed 45
    Saves: +31/+33/+35 (Base: 9/5/9; stat: +0/+6/+4; Resistance +5, Paladin +17)
    Attack: Invisible Needle Reserve Feat (1d20+19 for 8d4) Force damage, Fiery Burst Reserve Feat (5-foot burst, Reflex DC 21 for half of 7d6 Fire), or Spells
    Skills: Concentration +35 (18 ranks, +17 Cha), Knowledge(Religion)+19 (+1 Int, 18 ranks), Spellcraft +9 (+1 Int, 8 ranks), Speak Language (Cross-class, 5 ranks for 10 skill points)
    Feats: 1: Heighten Spell (Player's Handbook), 2: Arcane Preparation (Complete Arcane), 3: Craft Wondrous Item (Player's Handbook), 4: Extend Spell (Player's Handbook), 5: Craft Magic Arms & Armor (Player's Handbook), 6: Dimensional Reach (Complete Mage), 7: Dimensional Jaunt (Complete Mage), 8: Summon Elemental(Complete Mage), 9: Invisible Needle (Complete Mage), 10: Persistent Spell (Complete Arcane), 11: Improved Unarmed Strike (Player's Handbook), 12: Ascetic Mage (Complete Adventurer), 13: Flyby Attack (Monster Manual), 14: Improved Turn Resistance (Libris Mortis), 15: Fiery Burst (Complete Mage)
    Racial Features and Traits:
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    Hatchling Phaerimm Racial Traits & Features: Aberration Type, Spells as a Sorcerer of Character level as spell-likes, Detect Magic, Flight, Feather Fall, Immunity to Polymorph and Petrification, SR 11, +2 Natural Armor, -6 Str, +6 Dex, +2 Wis, +2 Cha; Size: Tiny
    Ghost Traits & Features: Undead Type, Con -, +4 Cha, Incorporeal, Rejuvination, Manifestation, Telekinesis, Malevolence; Natural Armor applies on Ethereal Plane (where Ghost is not Incorporeal)
    Evolved Undead-6 traits & features: +6 Natural Armor, Deflection increases by 6, Six Spell-Like abilities (CL = HD), Fast Healing 3, +12 Str, +12 Cha
    Undead Racial Traits: No Con, Darkvision-60, Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects, Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects, Cannot heal damage on its own if it has no Intelligence score (me has Int), although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score, Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless), Uses its Charisma modifier for Concentration checks, Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed, Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead, Undead do not breathe, eat, or sleep.
    Aberration Features: (negligible)
    Incorporeal Traits: An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature. An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus). An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect. An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.

    Good Domain: +1 Caster level for [Good] Spells
    Law Domain: +1 Caster level for [Law] Spells
    Paladin-2 Class Features: Aura of good, detect evil, smite evil 1/day, Divine grace, lay on hands
    Cleric-15 Class Features: Turn Undead, Domains, Spells
    Spells:
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    Cleric (CL 15): 6/6+1/6+1/6+1/5+1/4+1/3+1/2+1/1+1; DC 14+Spell Level
    Phaerim (CL 15): 6/11/10/10/10/10/9/7; DC 27+spell level
    Evolved Undead (CL 15): 6 uses/day, permanent preparation.
    (Clr-0): Create Water 0/2
    (Clr-0): Light 0/3
    (Clr-0): Mending 0/1
    (Clr-1): Cure Light Wounds 0/6
    (Clr-2): Cure Moderate Wounds 0/3
    (Clr-2): Spiritual Weapon 0/3
    (Clr-3): Invisibility Purge 0/3
    (Clr-3): Remove Blindness/Deafness 0/1
    (Clr-3): Remove Curse 0/1
    (Clr-3): Remove Disease 0/1
    (Clr-4): Dimensional Anchor 0/2
    (Clr-4): Imbue with Spell Ability 0/3
    (Clr-5): Spell Resistance 0/3
    (Clr-5): Wall of Stone 0/1
    (Clr-6): Antilife Shell 0/1
    (Clr-6): Find the Path 0/1
    (Clr-6): Heroes' Feast 0/1
    (Clr-7): Heightened Flame Strike 0/1
    (Clr-7): Restoration, Greater 0/1
    (Clr-8): Summon Monster VIII 0/1
    (Dom-1): Protection from Evil 0/1
    (Dom-2): Calm Emotions 0/1
    (Dom-3): Magic Circle Against Evil 0/1
    (Dom-4): Holy Smite 0/1
    (Dom-5): Dispel Evil 0/1
    (Dom-6): Hold Monster 0/1
    (Dom-7): Holy Word 0/1
    (Dom-8): Heightened Blade Barrier 0/1
    (EvUn): Greater Dispel Magic 0/2
    (EvUn): Greater Invisibility 0/4
    (Pha-0): Acid Splash
    (Pha-0): Arcane Mark
    (Pha-0): Dancing Lights
    (Pha-0): Detect Poison
    (Pha-0): Flare
    (Pha-0): Prestidigitation
    (Pha-0): Ray of Frost
    (Pha-0): Read Magic
    (Pha-0): Resistance
    (Pha-1): Disguise Self
    (Pha-1): Floating Disk
    (Pha-1): Mage Armor
    (Pha-1): Shield
    (Pha-1): Unseen Servant
    (Pha-2): Glitterdust
    (Pha-2): Misdirection
    (Pha-2): See Invisibility
    (Pha-2): Spectral Hand
    (Pha-2): Web
    (Pha-3): Slow
    (Pha-3): Haste
    (Pha-3): Stinking Cloud
    (Pha-3): Tongues
    (Pha-4): Black Tentacles
    (Pha-4): Dimension Door
    (Pha-4): Polymorph
    (Pha-4): Solid Fog
    (Pha-5): Mage's Private Sanctum
    (Pha-5): Seeming
    (Pha-5): Teleport
    (Pha-5): Transmude Mud to Rock
    (Pha-6): Analyze Dweomer
    (Pha-6): Chain Lightning
    (Pha-6): Mass Suggestion
    (Pha-7): Limited Wish
    (Pha-7): Mage's Magnificient Mansion

    Standard Preparations Every Evening:
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    Cast Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")
    Cast Persistent Shield (CL 15)
    Cast Extended Mage Armor (CL 15) on self
    Cast Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock.
    Cast Heightened Extended Misdirection (CL 15, Will DC 33) so construct registers as a rock.
    Cast Magnificient Mansion.
    Go inside Mansion (with Construct), cast Mage's Private Sanctum to cover the place up.

    Items:
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    Stone Golem (Crafted, Advaned to 21 hit dice: 67,500 gp + 4,800 xp)
    Ring of Evasion (25k gp; DMG) Left Claw
    Ring of X-Ray Vision (25k gp; DMG) Right Claw
    Monk's Belt (13k gp; DMG) Waist
    Vest of Resistance+5 (12.5k gp, 1,000 xp; Magic Item Compendium) Torso
    Cloak of Charisma+6 (18k gp, 1,440 xp; DMG) Shoulders
    Portable Hole (20k gp; DMG) Pocket (Rocky's)
    Gloves of Dexterity+4 (16k gp; DMG) Claws
    Spell Components Pouch (5 gp; PHB) Belt
    Spell Components Pouch *3 (3*5 gp; PHB) Portable Hole
    Silver Holy Symbol (25 gp; PHB) Neck
    Silver Holy Symbol *3 (3*25 gp; PHB) Portable Hole
    188 Platinum Pieces (portable hole)
    "Fate Tokens" *2

    Languages:
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    Common, Ignan, Aquan, Terran, Auran, Undercommon, Drow Sign, Phaerim



    Sources Used:
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    PHB, DMG, MMI, Libris Mortis, Lost Empires of Faerun, Complete Mage, Complete Adventurer, Complete Arcane

    Of course, by the time I finish this post, it will already be obsolete. C'est la vie.

  24. - Top - End - #24
    Ogre in the Playground
     
    Cadian 9th's Avatar

    Join Date
    Oct 2008
    Location
    Sydney, NSW, Australia
    Gender
    Male

    Default Re: Tower of Deadly Evil: Archdeacon GX, Unnamedhero, Arudin and Jack Simth.

    People who have higher ini than the monsters are able to post in any order, but ones after pretty much post in order. I will adjuidacate as we go, when I can. There are no ini consequences of delaying.

    Ini? If so:
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    (1d20+5)[16]
    and (1d20+10)[14]
    Awesome Avatar by Lord Fullbladder, Master of Goblins!

    Retired from active duty

    It means I am rarely on this site anymore. It's been an honor serving with you all.


    PEACH

  25. - Top - End - #25
    Dwarf in the Playground
     
    BlueKnightGuy

    Join Date
    Apr 2010
    Gender
    Male

    Default Re: Tower of Deadly Evil: Archdeacon GX, Unnamedhero, Arudin and Jack Simth.

    Raginmund

    OOC: I'm going to stop spoilering my signs now, and assume Bullwinkle just translates.

    Raginmund looks pensive for a moment before responding, "That is true... We may as well just enter then. If everyone else is agreed?" The bear then looks pensively at the others.

    Initiative:
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    (1d20+3)[5]
    Edit: That is a very poor roll.
    Last edited by Arudin; 2010-07-22 at 08:41 PM.

  26. - Top - End - #26
    Titan in the Playground
     
    Jack_Simth's Avatar

    Join Date
    May 2006

    Default Re: Tower of Deadly Evil: Archdeacon GX, Unnamedhero, Arudin and Jack Simth.

    Rocky & Bullwinkle

    Bullwinkle nods, and Rocky remains as stoic as ever. "I'm ready when you are."

    Init:
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    Rocky: (1d20)[20]
    Bullwinkle: (1d20+6)[23]

    Edit: Well, Rocky is in fine form so far today... first roll is a smashing success.


    Cadian 9th:
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    Actions:
    Talk a bit.

    Current Status (post-actions):
    Rocky: HP: 145/145, AC 27 (T 9, FF 27), saves +7/+7/+7 (+0 init mod)
    Bullwinkle: HP: 110/110, AC: 67 (T 59, FF 61), saves +31/+33/+35 (+6 init mod)


    Protocols (long strings of actions that are liable to be repeated a LOT, for purposes of handling things normally done with skill checks)
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    Trap Protocol:
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    Step 1: Use Detect Magic (it's an At-Will ability) to check all directions - Up, Down, North, South, East, West; for the full three rounds to learn strength and location of all magic auras.
    Step 2: Use the Summon Elemental Reserve Feat to Summon an Elemental. Use the actual languages of the elementals to go everywhere in that sixty-foot range (it vanishes at the end of the elemental's turn if it's not within 30 feet of Rocky & Bullwinkle, but it can travel outside that range for a time, and it's just a standard action to summon one). Make sure one elemental of each of the four types (Air, Earth, Fire, Water) steps on each square in that very large area at least once.
    Step 3: Send an elemental of each type to longest possible range along intended path of travel (on a straight away, that's 430 feet for an Air elemental - Summon at 30 foot range, Run action for 400 feet due to 100 foot speed; 230 feet around corners on a double-move rather than Run - 110 or 70 feet for an Earth or Water elemental, 230 or 130 feet for a Fire elemental)
    Step 4: Observe results
    Step 5: If nothing happens, move appropriately.
    Step 6: If something needs manipulation, use Telekinesis to do it.
    Step 7: If a trap needs to be destroyed, kill it with one of: Fiery Burst Reserve Feat, Invisible Needle Reserve Feat, repeated Charging Bash attempts from Elementals, or other means as appropriate to the situation (please post what happens to the elementals, where the blast seems to come from, and I'll post a response to the trap).

    Time Analysis:
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    In an open area, this checks everything within 60 feet (approximately 450 5-foot squares) in about 96 rounds (math of that is long and convoluted; not included here; all but the first 18 rounds of which is directly proportional to the number of squares that need to be checked). About four times as fast as a dedicated Rogue searching the entire area for traps.

    Along a hallway, this checks 60 feet (limit of Detect Magic - 12 five-foot squares long) in a ten-foot wide swath (width of the Large Elementals - two five-foot squares wide) in 7 rounds (three for Detect Magic forward, one for a double move or Run from each elemental); almost twice as fast as a dedicated Rogue searching for traps.


    Classes of trap that bypass trap-finding protocol:
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    Class 1: Alarm, Summon, and Pathblocking traps: The Trap-Finding protocol locates them, but it doesn't matter - the alarm still goes off, the Summoned critter still attacks, the path is still blocked.
    Class 2: Nonmagical intelligent traps (aka, the Kobold watching through a peephole, choosing whether or not to pull on the rope that collapses the ceiling): An intelligent entity is capable of recognizing that the swarm of elementals is chaff, intended for no purpose other than to trigger traps ... and so not pull the rope until something other than an elemental comes by. But then, not all intelligent critters will figure that out, instead triggering the effect after the first elemental ... or triggering it at the first elemental, but letting the others go by until something else happens along, if the trap is auto-reset.
    Class 3: Discriminatory magical traps that avoid detection. There's a 1st level spell - Magic Aura - that completely stymies Detect Magic. Use that on a magical trap that, say, goes off when a humanoid goes by, and the trapfinding protocol misses it.



    Treasure Search Protocol:
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    Step 1: Activate Ring of X-Ray Vision.
    Step 2: Move to within a ten feet of every wall (including floor and ceiling) and object of interest (such as chests).
    Step 3: Make note of anything that blocks X-Ray Vvision, or anything interesting noted through walls/floors/chests.







    Rocky:
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    Name: Rocky
    Description, Normal:
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    A Large man in flowing blue robes, with arcane symbols stitched all over them. His shoes are white, with tufts of fur along the edges. His gloves are some of the most delicate deer hide available. He wears a conical hat, with stars and moons etched upon it. A long cloak covers his back, and there is a belt tied around his waist. A raven perches on his shoulder. (Spot DC 27 to note that it is false)



    Description, True Seeing or Will Interaction DC 33:
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    A Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.



    Personality:
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    Never speaks, lets his familiar talk to the lesser beings around him. Casts all spells as Silent and Stilled. Keeps his familiar on his shoulder at all times.

    Dull Mechanics:
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    Race: Stone Golem
    Class: Stone Golem
    Type: Construct
    Alignment: TN
    Size: Large
    Height: 9'
    Weight: 2,000 lbs
    Eyes: Gray
    Hair: None
    Stats: 30/10/-/-/11/1 (16 HD stat boost to Str, 20 HD stat boost to Dex - base)
    HP: 145/145 (21d10+30, taking true average, rounding down after calculations)
    DR: 10/adamantine
    AC: 27 (10 base, -1 Size, +18 Natural): Touch 9, Flat-footed 27
    Speed: 20
    Saves: +7/+7/+7 (all base)
    Attack: Slam +24 Melee for 2d10+10
    Full Attack: 2 Slams +24 Melee for 2d10+10
    Special Abilities:
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    Construct Traits and Features, DR 10/Adamantine, Darkvision-60, Immunity to Magic, Low-light Vision, 18 natural armor, (16 and 20 HD stat boost to Dex, Str)


    Active Spell Effects:
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    Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")

    Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock, magically.








    Bulwinkle
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    Description, Normal:
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    A black Raven, sitting on the shoulder of a Large man, dressed in flowing robes (Spot DC 27 to note it's not accurate)

    Description, True Seeing or Will Interaction DC 33:
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    This slightly transparent creature has a conical body, shaped something like a wind sock. It's ovid head disk contains an immense, toothed maw, and is surrounded by four clawed arms. It is hovering just over the shoulder of a Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.

    History:
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    "I was rejected by my race for not conforming to the standards of behavior. I worship Heironeous, who they detested. I actively opposed the torturous practices of my people. And so I was ejected from my society in the most violent way possible by a people who enjoy torture ... and that was my salvation, as it wasn't long after that when disaster struck my people. I'd really rather not talk about it. Now I wander this plane, righting what wrongs I can."

    Dull Mechanics:
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    Bulwinkle
    Alignment: LG
    Current XP: 105260 (spent a hefty chunk on Crafting)
    Class: Phaerimm LA-2/Paladin-2/Ghost LA-5/Evolved Undead LA-6//Cleric-15
    Race: Phaerimm/Ghost/Evolved Undead-6
    Deity: Heironeous
    Size: Tiny
    Age: Ancient
    Height: 1' 6
    Weight: -
    Eyes: black
    Hair: None
    Base stats: 8/13/10/12/17/18
    Post-racial mods: 14/19/-/12/19/36
    Level Up: 14/19/-/12/19/39
    Post-items: 14/23/-/12/19/45

    HP: 110/110 (15d12)
    AC: Material Plane: 67 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +23 Deflection, +18 Monkish), Touch 59, Flat-Footed 61
    AC: Ethereal Plane: 52 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +8 Natural, +18 Monkish), Touch 35, Flat-Footed 45
    Saves: +31/+33/+35 (Base: 9/5/9; stat: +0/+6/+4; Resistance +5, Paladin +17)
    Attack: Invisible Needle Reserve Feat (1d20+19 for 8d4) Force damage, Fiery Burst Reserve Feat (5-foot burst, Reflex DC 21 for half of 7d6 Fire), or Spells
    Skills: Concentration +35 (18 ranks, +17 Cha), Knowledge(Religion)+19 (+1 Int, 18 ranks), Spellcraft +9 (+1 Int, 8 ranks), Speak Language (Cross-class, 5 ranks for 10 skill points)
    Feats: 1: Heighten Spell (Player's Handbook), 2: Arcane Preparation (Complete Arcane), 3: Craft Wondrous Item (Player's Handbook), 4: Extend Spell (Player's Handbook), 5: Craft Magic Arms & Armor (Player's Handbook), 6: Dimensional Reach (Complete Mage), 7: Dimensional Jaunt (Complete Mage), 8: Summon Elemental(Complete Mage), 9: Invisible Needle (Complete Mage), 10: Persistent Spell (Complete Arcane), 11: Improved Unarmed Strike (Player's Handbook), 12: Ascetic Mage (Complete Adventurer), 13: Flyby Attack (Monster Manual), 14: Improved Turn Resistance (Libris Mortis), 15: Fiery Burst (Complete Mage)
    Racial Features and Traits:
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    Hatchling Phaerimm Racial Traits & Features: Aberration Type, Spells as a Sorcerer of Character level as spell-likes, Detect Magic, Flight, Feather Fall, Immunity to Polymorph and Petrification, SR 11, +2 Natural Armor, -6 Str, +6 Dex, +2 Wis, +2 Cha; Size: Tiny
    Ghost Traits & Features: Undead Type, Con -, +4 Cha, Incorporeal, Rejuvination, Manifestation, Telekinesis, Malevolence; Natural Armor applies on Ethereal Plane (where Ghost is not Incorporeal)
    Evolved Undead-6 traits & features: +6 Natural Armor, Deflection increases by 6, Six Spell-Like abilities (CL = HD), Fast Healing 3, +12 Str, +12 Cha
    Undead Racial Traits: No Con, Darkvision-60, Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects, Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects, Cannot heal damage on its own if it has no Intelligence score (me has Int), although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score, Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless), Uses its Charisma modifier for Concentration checks, Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed, Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead, Undead do not breathe, eat, or sleep.
    Aberration Features: (negligible)
    Incorporeal Traits: An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature. An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus). An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect. An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.

    Good Domain: +1 Caster level for [Good] Spells
    Law Domain: +1 Caster level for [Law] Spells
    Paladin-2 Class Features: Aura of good, detect evil, smite evil 1/day, Divine grace, lay on hands
    Cleric-15 Class Features: Turn Undead, Domains, Spells
    Spells:
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    Cleric (CL 15): 6/6+1/6+1/6+1/5+1/4+1/3+1/2+1/1+1; DC 14+Spell Level
    Phaerim (CL 15): 6/11/10/10/10/10/9/7; DC 27+spell level
    Evolved Undead (CL 15): 6 uses/day, permanent preparation.
    (Clr-0): Create Water 0/2
    (Clr-0): Light 0/3
    (Clr-0): Mending 0/1
    (Clr-1): Cure Light Wounds 0/6
    (Clr-2): Cure Moderate Wounds 0/3
    (Clr-2): Spiritual Weapon 0/3
    (Clr-3): Invisibility Purge 0/3
    (Clr-3): Remove Blindness/Deafness 0/1
    (Clr-3): Remove Curse 0/1
    (Clr-3): Remove Disease 0/1
    (Clr-4): Dimensional Anchor 0/2
    (Clr-4): Imbue with Spell Ability 0/3
    (Clr-5): Spell Resistance 0/3
    (Clr-5): Wall of Stone 0/1
    (Clr-6): Antilife Shell 0/1
    (Clr-6): Find the Path 0/1
    (Clr-6): Heroes' Feast 0/1
    (Clr-7): Heightened Flame Strike 0/1
    (Clr-7): Restoration, Greater 0/1
    (Clr-8): Summon Monster VIII 0/1
    (Dom-1): Protection from Evil 0/1
    (Dom-2): Calm Emotions 0/1
    (Dom-3): Magic Circle Against Evil 0/1
    (Dom-4): Holy Smite 0/1
    (Dom-5): Dispel Evil 0/1
    (Dom-6): Hold Monster 0/1
    (Dom-7): Holy Word 0/1
    (Dom-8): Heightened Blade Barrier 0/1
    (EvUn): Greater Dispel Magic 0/2
    (EvUn): Greater Invisibility 0/4
    (Pha-0): Acid Splash
    (Pha-0): Arcane Mark
    (Pha-0): Dancing Lights
    (Pha-0): Detect Poison
    (Pha-0): Flare
    (Pha-0): Prestidigitation
    (Pha-0): Ray of Frost
    (Pha-0): Read Magic
    (Pha-0): Resistance
    (Pha-1): Disguise Self
    (Pha-1): Floating Disk
    (Pha-1): Mage Armor
    (Pha-1): Shield
    (Pha-1): Unseen Servant
    (Pha-2): Glitterdust
    (Pha-2): Misdirection
    (Pha-2): See Invisibility
    (Pha-2): Spectral Hand
    (Pha-2): Web
    (Pha-3): Slow
    (Pha-3): Haste
    (Pha-3): Stinking Cloud
    (Pha-3): Tongues
    (Pha-4): Black Tentacles
    (Pha-4): Dimension Door
    (Pha-4): Polymorph
    (Pha-4): Solid Fog
    (Pha-5): Mage's Private Sanctum
    (Pha-5): Seeming
    (Pha-5): Teleport
    (Pha-5): Transmude Mud to Rock
    (Pha-6): Analyze Dweomer
    (Pha-6): Chain Lightning
    (Pha-6): Mass Suggestion
    (Pha-7): Limited Wish
    (Pha-7): Mage's Magnificient Mansion

    Standard Preparations Every Evening:
    Spoiler
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    Cast Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")
    Cast Persistent Shield (CL 15)
    Cast Extended Mage Armor (CL 15) on self
    Cast Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock.
    Cast Heightened Extended Misdirection (CL 15, Will DC 33) so construct registers as a rock.
    Cast Magnificient Mansion.
    Go inside Mansion (with Construct), cast Mage's Private Sanctum to cover the place up.

    Items:
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    Stone Golem (Crafted, Advaned to 21 hit dice: 67,500 gp + 4,800 xp)
    Ring of Evasion (25k gp; DMG) Left Claw
    Ring of X-Ray Vision (25k gp; DMG) Right Claw
    Monk's Belt (13k gp; DMG) Waist
    Vest of Resistance+5 (12.5k gp, 1,000 xp; Magic Item Compendium) Torso
    Cloak of Charisma+6 (18k gp, 1,440 xp; DMG) Shoulders
    Portable Hole (20k gp; DMG) Pocket (Rocky's)
    Gloves of Dexterity+4 (16k gp; DMG) Claws
    Spell Components Pouch (5 gp; PHB) Belt
    Spell Components Pouch *3 (3*5 gp; PHB) Portable Hole
    Silver Holy Symbol (25 gp; PHB) Neck
    Silver Holy Symbol *3 (3*25 gp; PHB) Portable Hole
    188 Platinum Pieces (portable hole)
    "Fate Tokens" *2

    Languages:
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    Common, Ignan, Aquan, Terran, Auran, Undercommon, Drow Sign, Phaerim



    Sources Used:
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    PHB, DMG, MMI, Libris Mortis, Lost Empires of Faerun, Complete Mage, Complete Adventurer, Complete Arcane

    Last edited by Jack_Simth; 2010-07-22 at 09:15 PM.
    Of course, by the time I finish this post, it will already be obsolete. C'est la vie.

  27. - Top - End - #27
    Retired Mod in the Playground Retired Moderator
     
    Chambers's Avatar

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    Default Re: Tower of Deadly Evil: Archdeacon GX, Unnamedhero, Arudin and Jack Simth.

    Kenneth

    "Agreed. Let us commence with this...bizarre test and find out way to be done of it." He closes his eyes a moment and moves his lips without speaking for a moment, then raises back up. "Allright! Let's get going."

    Spoiler
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    Just praying to Kord for victory in battle. No spell or anything.

    Initiative (1d20+2)[4]

    HP: 159
    AC: 36 (+13 armor, +9 shield, +1 dex, +3 nat), touch 11, flat 36
    Saves: Fort +28, Reflex +23, Will +27

    Spells Active Superior Resistance, Greater Magic Weapon, True Seeing, Mass Conviction, Healing Lorecall, Comprehend Languages.
    Stance Active Aura of Triumph
    Maneuvers Readied Earthquake Strike, Ancient Mountain Hammer, Rallying Strike, Mountain Avalanche, Shadow Blink, Wall of Blades

    "We have sent many to Hell, to smooth our way," said I, "and we are standing yet and holding blades. What more?"- Roger Zelazny, This Immortal
    Avatar Image: The Great Wave off Kanagawa by Hokusai; bitmap version by me.


  28. - Top - End - #28
    Dwarf in the Playground
     
    Archdeacon GX's Avatar

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    Default Re: Tower of Deadly Evil: Archdeacon GX, Unnamedhero, Arudin and Jack Simth.

    Garathor

    Garathor nods to the others in agreement. "Yes," he says as he approaches the door. "I am ready to begin if all of you are."


    Spoiler
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    Initiative: (1d20+5)[6]

  29. - Top - End - #29
    Ogre in the Playground
     
    Cadian 9th's Avatar

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    Default Re: Tower of Deadly Evil: Archdeacon GX, Unnamedhero, Arudin and Jack Simth.

    Wow, I've rarely seen such extreme luck/unluck. three 2s and a 20 and a 17.

    Simth, you're up!

    Dante
    Awesome Avatar by Lord Fullbladder, Master of Goblins!

    Retired from active duty

    It means I am rarely on this site anymore. It's been an honor serving with you all.


    PEACH

  30. - Top - End - #30
    Titan in the Playground
     
    Jack_Simth's Avatar

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    Default Re: Tower of Deadly Evil: Archdeacon GX, Unnamedhero, Arudin and Jack Simth.

    Rocky & Bullwinkle

    Rocky & Bullwinkle summon up a Large Earth Elemental, sending it through the door, and following immediately behind it. "Into the breach, my friends."

    Cadian 9th:
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    Actions:
    Bullwinkle Delay to match initiative with Rocky
    Bullwinkle Standard: Summon Elemental
    Bullwinkle Free: Order Elemental through door
    Elemental Move: Go through door
    Rocky Move: Go through door
    Bullwinkle Move: Go through door

    Current Status (post-actions):
    Rocky: HP: 145/145, AC 27 (T 9, FF 27), saves +7/+7/+7 (+0 init mod)
    Bullwinkle: HP: 110/110, AC: 67 (T 59, FF 61), saves +31/+33/+35 (+6 init mod)

    Init:
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    Rocky: 20; Bullwinkle: 23 (20)


    Protocols (long strings of actions that are liable to be repeated a LOT, for purposes of handling things normally done with skill checks)
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    Trap Protocol:
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    Step 1: Use Detect Magic (it's an At-Will ability) to check all directions - Up, Down, North, South, East, West; for the full three rounds to learn strength and location of all magic auras.
    Step 2: Use the Summon Elemental Reserve Feat to Summon an Elemental. Use the actual languages of the elementals to go everywhere in that sixty-foot range (it vanishes at the end of the elemental's turn if it's not within 30 feet of Rocky & Bullwinkle, but it can travel outside that range for a time, and it's just a standard action to summon one). Make sure one elemental of each of the four types (Air, Earth, Fire, Water) steps on each square in that very large area at least once.
    Step 3: Send an elemental of each type to longest possible range along intended path of travel (on a straight away, that's 430 feet for an Air elemental - Summon at 30 foot range, Run action for 400 feet due to 100 foot speed; 230 feet around corners on a double-move rather than Run - 110 or 70 feet for an Earth or Water elemental, 230 or 130 feet for a Fire elemental)
    Step 4: Observe results
    Step 5: If nothing happens, move appropriately.
    Step 6: If something needs manipulation, use Telekinesis to do it.
    Step 7: If a trap needs to be destroyed, kill it with one of: Fiery Burst Reserve Feat, Invisible Needle Reserve Feat, repeated Charging Bash attempts from Elementals, or other means as appropriate to the situation (please post what happens to the elementals, where the blast seems to come from, and I'll post a response to the trap).

    Time Analysis:
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    In an open area, this checks everything within 60 feet (approximately 450 5-foot squares) in about 96 rounds (math of that is long and convoluted; not included here; all but the first 18 rounds of which is directly proportional to the number of squares that need to be checked). About four times as fast as a dedicated Rogue searching the entire area for traps.

    Along a hallway, this checks 60 feet (limit of Detect Magic - 12 five-foot squares long) in a ten-foot wide swath (width of the Large Elementals - two five-foot squares wide) in 7 rounds (three for Detect Magic forward, one for a double move or Run from each elemental); almost twice as fast as a dedicated Rogue searching for traps.
    Classes of trap that bypass trap-finding protocol:
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    Class 1: Alarm, Summon, and Pathblocking traps: The Trap-Finding protocol locates them, but it doesn't matter - the alarm still goes off, the Summoned critter still attacks, the path is still blocked.
    Class 2: Nonmagical intelligent traps (aka, the Kobold watching through a peephole, choosing whether or not to pull on the rope that collapses the ceiling): An intelligent entity is capable of recognizing that the swarm of elementals is chaff, intended for no purpose other than to trigger traps ... and so not pull the rope until something other than an elemental comes by. But then, not all intelligent critters will figure that out, instead triggering the effect after the first elemental ... or triggering it at the first elemental, but letting the others go by until something else happens along, if the trap is auto-reset.
    Class 3: Discriminatory magical traps that avoid detection. There's a 1st level spell - Magic Aura - that completely stymies Detect Magic. Use that on a magical trap that, say, goes off when a humanoid goes by, and the trapfinding protocol misses it.
    Treasure Search Protocol:
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    Step 1: Activate Ring of X-Ray Vision.
    Step 2: Move to within a ten feet of every wall (including floor and ceiling) and object of interest (such as chests).
    Step 3: Make note of anything that blocks X-Ray Vvision, or anything interesting noted through walls/floors/chests.
    Rocky:
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    Name: Rocky
    Description, Normal:
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    A Large man in flowing blue robes, with arcane symbols stitched all over them. His shoes are white, with tufts of fur along the edges. His gloves are some of the most delicate deer hide available. He wears a conical hat, with stars and moons etched upon it. A long cloak covers his back, and there is a belt tied around his waist. A raven perches on his shoulder. (Spot DC 27 to note that it is false)
    Description, True Seeing or Will Interaction DC 33:
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    A Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.
    Personality:
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    Never speaks, lets his familiar talk to the lesser beings around him. Casts all spells as Silent and Stilled. Keeps his familiar on his shoulder at all times.
    Dull Mechanics:
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    Race: Stone Golem
    Class: Stone Golem
    Type: Construct
    Alignment: TN
    Size: Large
    Height: 9'
    Weight: 2,000 lbs
    Eyes: Gray
    Hair: None
    Stats: 30/10/-/-/11/1 (16 HD stat boost to Str, 20 HD stat boost to Dex - base)
    HP: 145/145 (21d10+30, taking true average, rounding down after calculations)
    DR: 10/adamantine
    AC: 27 (10 base, -1 Size, +18 Natural): Touch 9, Flat-footed 27
    Speed: 20
    Saves: +7/+7/+7 (all base)
    Attack: Slam +24 Melee for 2d10+10
    Full Attack: 2 Slams +24 Melee for 2d10+10
    Special Abilities:
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    Construct Traits and Features, DR 10/Adamantine, Darkvision-60, Immunity to Magic, Low-light Vision, 18 natural armor, (16 and 20 HD stat boost to Dex, Str)
    Active Spell Effects:
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    Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")

    Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock, magically.
    Bulwinkle:
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    Description, Normal:
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    A black Raven, sitting on the shoulder of a Large man, dressed in flowing robes (Spot DC 27 to note it's not accurate)

    Description, True Seeing or Will Interaction DC 33:
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    This slightly transparent creature has a conical body, shaped something like a wind sock. It's ovid head disk contains an immense, toothed maw, and is surrounded by four clawed arms. It is hovering just over the shoulder of a Large stone man, wearing stone armor, with the symbol of Heironeous carved into his chest.
    History:
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    "I was rejected by my race for not conforming to the standards of behavior. I worship Heironeous, who they detested. I actively opposed the torturous practices of my people. And so I was ejected from my society in the most violent way possible by a people who enjoy torture ... and that was my salvation, as it wasn't long after that when disaster struck my people. I'd really rather not talk about it. Now I wander this plane, righting what wrongs I can."
    Dull Mechanics:
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    Bulwinkle
    Alignment: LG
    Current XP: 105260 (spent a hefty chunk on Crafting)
    Class: Phaerimm LA-2/Paladin-2/Ghost LA-5/Evolved Undead LA-6//Cleric-15
    Race: Phaerimm/Ghost/Evolved Undead-6
    Deity: Heironeous
    Size: Tiny
    Age: Ancient
    Height: 1' 6
    Weight: -
    Eyes: black
    Hair: None
    Base stats: 8/13/10/12/17/18
    Post-racial mods: 14/19/-/12/19/36
    Level Up: 14/19/-/12/19/39
    Post-items: 14/23/-/12/19/45

    HP: 110/110 (15d12)
    AC: Material Plane: 67 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +23 Deflection, +18 Monkish), Touch 59, Flat-Footed 61
    AC: Ethereal Plane: 52 (10 base, +4 Mage Armor, +4 Shield Spell, +6 Dex, +2 Size, +8 Natural, +18 Monkish), Touch 35, Flat-Footed 45
    Saves: +31/+33/+35 (Base: 9/5/9; stat: +0/+6/+4; Resistance +5, Paladin +17)
    Attack: Invisible Needle Reserve Feat (1d20+19 for 8d4) Force damage, Fiery Burst Reserve Feat (5-foot burst, Reflex DC 21 for half of 7d6 Fire), or Spells
    Skills: Concentration +35 (18 ranks, +17 Cha), Knowledge(Religion)+19 (+1 Int, 18 ranks), Spellcraft +9 (+1 Int, 8 ranks), Speak Language (Cross-class, 5 ranks for 10 skill points)
    Feats: 1: Heighten Spell (Player's Handbook), 2: Arcane Preparation (Complete Arcane), 3: Craft Wondrous Item (Player's Handbook), 4: Extend Spell (Player's Handbook), 5: Craft Magic Arms & Armor (Player's Handbook), 6: Dimensional Reach (Complete Mage), 7: Dimensional Jaunt (Complete Mage), 8: Summon Elemental(Complete Mage), 9: Invisible Needle (Complete Mage), 10: Persistent Spell (Complete Arcane), 11: Improved Unarmed Strike (Player's Handbook), 12: Ascetic Mage (Complete Adventurer), 13: Flyby Attack (Monster Manual), 14: Improved Turn Resistance (Libris Mortis), 15: Fiery Burst (Complete Mage)
    Racial Features and Traits:
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    Hatchling Phaerimm Racial Traits & Features: Aberration Type, Spells as a Sorcerer of Character level as spell-likes, Detect Magic, Flight, Feather Fall, Immunity to Polymorph and Petrification, SR 11, +2 Natural Armor, -6 Str, +6 Dex, +2 Wis, +2 Cha; Size: Tiny
    Ghost Traits & Features: Undead Type, Con -, +4 Cha, Incorporeal, Rejuvination, Manifestation, Telekinesis, Malevolence; Natural Armor applies on Ethereal Plane (where Ghost is not Incorporeal)
    Evolved Undead-6 traits & features: +6 Natural Armor, Deflection increases by 6, Six Spell-Like abilities (CL = HD), Fast Healing 3, +12 Str, +12 Cha
    Undead Racial Traits: No Con, Darkvision-60, Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects, Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects, Cannot heal damage on its own if it has no Intelligence score (me has Int), although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score, Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless), Uses its Charisma modifier for Concentration checks, Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed, Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead, Undead do not breathe, eat, or sleep.
    Aberration Features: (negligible)
    Incorporeal Traits: An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature. An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus). An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect. An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.
    Good Domain: +1 Caster level for [Good] Spells
    Law Domain: +1 Caster level for [Law] Spells
    Paladin-2 Class Features: Aura of good, detect evil, smite evil 1/day, Divine grace, lay on hands
    Cleric-15 Class Features: Turn Undead, Domains, Spells
    Spells:
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    Cleric (CL 15): 6/6+1/6+1/6+1/5+1/4+1/3+1/2+1/1+1; DC 14+Spell Level
    Phaerim (CL 15): 6/11/10/10/10/10/9/7; DC 27+spell level
    Evolved Undead (CL 15): 6 uses/day, permanent preparation.
    (Clr-0): Create Water 0/2
    (Clr-0): Light 0/3
    (Clr-0): Mending 0/1
    (Clr-1): Cure Light Wounds 0/6
    (Clr-2): Cure Moderate Wounds 0/3
    (Clr-2): Spiritual Weapon 0/3
    (Clr-3): Invisibility Purge 0/3
    (Clr-3): Remove Blindness/Deafness 0/1
    (Clr-3): Remove Curse 0/1
    (Clr-3): Remove Disease 0/1
    (Clr-4): Dimensional Anchor 0/2
    (Clr-4): Imbue with Spell Ability 0/3
    (Clr-5): Spell Resistance 0/3
    (Clr-5): Wall of Stone 0/1
    (Clr-6): Antilife Shell 0/1
    (Clr-6): Find the Path 0/1
    (Clr-6): Heroes' Feast 0/1
    (Clr-7): Heightened Flame Strike 0/1
    (Clr-7): Restoration, Greater 0/1
    (Clr-8): Summon Monster VIII 0/1
    (Dom-1): Protection from Evil 0/1
    (Dom-2): Calm Emotions 0/1
    (Dom-3): Magic Circle Against Evil 0/1
    (Dom-4): Holy Smite 0/1
    (Dom-5): Dispel Evil 0/1
    (Dom-6): Hold Monster 0/1
    (Dom-7): Holy Word 0/1
    (Dom-8): Heightened Blade Barrier 0/1
    (EvUn): Greater Dispel Magic 0/2
    (EvUn): Greater Invisibility 0/4
    (Pha-0): Acid Splash
    (Pha-0): Arcane Mark
    (Pha-0): Dancing Lights
    (Pha-0): Detect Poison
    (Pha-0): Flare
    (Pha-0): Prestidigitation
    (Pha-0): Ray of Frost
    (Pha-0): Read Magic
    (Pha-0): Resistance
    (Pha-1): Disguise Self
    (Pha-1): Floating Disk
    (Pha-1): Mage Armor
    (Pha-1): Shield
    (Pha-1): Unseen Servant
    (Pha-2): Glitterdust
    (Pha-2): Misdirection
    (Pha-2): See Invisibility
    (Pha-2): Spectral Hand
    (Pha-2): Web
    (Pha-3): Slow
    (Pha-3): Haste
    (Pha-3): Stinking Cloud
    (Pha-3): Tongues
    (Pha-4): Black Tentacles
    (Pha-4): Dimension Door
    (Pha-4): Polymorph
    (Pha-4): Solid Fog
    (Pha-5): Mage's Private Sanctum
    (Pha-5): Seeming
    (Pha-5): Teleport
    (Pha-5): Transmude Mud to Rock
    (Pha-6): Analyze Dweomer
    (Pha-6): Chain Lightning
    (Pha-6): Mass Suggestion
    (Pha-7): Limited Wish
    (Pha-7): Mage's Magnificient Mansion
    Standard Preparations Every Evening:
    Spoiler
    Show
    Cast Heightened Extended Seeming, to look like a Raven on self, look like a Large Wizard on Construct (CL 15, Will DC 33; take ten, so Spot DC 27 to note it's a false appearance (+17 charisma, +10 spell, +10 taking ten, -10 "Another Race")
    Cast Persistent Shield (CL 15)
    Cast Extended Mage Armor (CL 15) on self
    Cast Heightened Extended Misdirection (CL 15, Will DC 33) to register as a rock.
    Cast Heightened Extended Misdirection (CL 15, Will DC 33) so construct registers as a rock.
    Cast Magnificient Mansion.
    Go inside Mansion (with Construct), cast Mage's Private Sanctum to cover the place up.
    Items:
    Spoiler
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    Stone Golem (Crafted, Advaned to 21 hit dice: 67,500 gp + 4,800 xp)
    Ring of Evasion (25k gp; DMG) Left Claw
    Ring of X-Ray Vision (25k gp; DMG) Right Claw
    Monk's Belt (13k gp; DMG) Waist
    Vest of Resistance+5 (12.5k gp, 1,000 xp; Magic Item Compendium) Torso
    Cloak of Charisma+6 (18k gp, 1,440 xp; DMG) Shoulders
    Portable Hole (20k gp; DMG) Pocket (Rocky's)
    Gloves of Dexterity+4 (16k gp; DMG) Claws
    Spell Components Pouch (5 gp; PHB) Belt
    Spell Components Pouch *3 (3*5 gp; PHB) Portable Hole
    Silver Holy Symbol (25 gp; PHB) Neck
    Silver Holy Symbol *3 (3*25 gp; PHB) Portable Hole
    188 Platinum Pieces (portable hole)
    "Fate Tokens" *2
    Languages:
    Spoiler
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    Common, Ignan, Aquan, Terran, Auran, Undercommon, Drow Sign, Phaerim
    Sources Used:
    Spoiler
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    PHB, DMG, MMI, Libris Mortis, Lost Empires of Faerun, Complete Mage, Complete Adventurer, Complete Arcane
    Last edited by Jack_Simth; 2010-07-23 at 06:52 AM.
    Of course, by the time I finish this post, it will already be obsolete. C'est la vie.

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