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  1. - Top - End - #211
    Ogre in the Playground
     
    Dudu's Avatar

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    Default Re: Forbidden Scriptures

    Eustacio:

    You catch the scroll with your hand. You let it unroll itself and, with a quick glance, you can sense what is in it. And can't help but smile.

    The spell written in this scroll is one of Gauco's signatures.
    You know this mage very well, he's a close friend to Kain. He's know for his multiple fireball kind of spells, designed by himself. His fireball are famous because all of them has larger radius (30ft, instead of 20) and wide range of effects.

    There's the standard one (also 30ft radius). But the one in your hands is one of the tweaked versions, and a big favorite of Gauco.
    It's the infamous Terrorball. It's a fireball infused with negative energy. It carries knowledge gathered when Gauco was visiting a place deep inside the Arcane Mountains, where the souls of the fallen wander rentlessly.

    The ball explodes in a rather big are. The fire, instead of the bright reddish yellow explosion a typical fireball makes, this one makes darkish blue flames. There's few pressure, just like the original fireball, so the enemies aren't pushed. It heats just as much as the original, so it can be used to melt metals and ice. Instead of a low roar, the explosion produces a sound similar to a dozen of people screaming desperately. Some of the flames produced in the explosion resemble faces, with their mouths wide opened typical to panicked people.

    To summarize, this spells works like this.

    1d8 of damage per caster level (max 12). Since it was made by Gauco to be used by students, it does 8d8 damage. Half of it is fire and the other half is negative energy. In a 30ft radius. Reflex for half.
    The biggest feature, however, isn't the damage alone, but the effect it carries.
    If the creature hit by this spell takes 10 or more damage, it must pass a will save or get shaken. If it's 40 or more, it get's frightened. It's more than 90, it's instantly panicked. It also works against creatures already affected by a fear effect, with each category of fear stacking.
    For example, it the marauders are already shaken and you hit for 22 damage, they are now frightned. If you could hit for more than 40 than would get panicked. That's it if they failed the will save, of course.
    Last edited by Dudu; 2012-11-28 at 11:07 PM.
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    Nicollo Corleone - The Scoundrel Malconvoker

    Dante Levasseur - The Crimsom Inquisitor (avatar) and his Lumi cohort, Eveline Dawn now being followed by an old acquaintance, Aurora, the voice of Barachiel.

    Minaerva - The Wild Caller from Rokiri Island.


    Requiem Macabre Doc

  2. - Top - End - #212
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    Chimaera's Avatar

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    Default Re: Forbidden Scriptures

    The last round for the hasted skeleton troll:
    Move to P,Q,20,21 and attack the wounded swashbucklers:
    (Priority: R22 then O22, then prone swashbuckler)
    claw (1d20+11)[17] dmg (1d6+8)[12] + cold (1d6)[5]
    claw (1d20+11)[26] dmg (1d6+8)[13] + cold (1d6)[6]
    claw [roll]1c20+11[/roll] dmg (1d6+8)[11] + cold (1d6)[2]
    bite (1d20+6)[9] dmg (1d6+4)[8] + cold (1d6)[6]

    The other troll:
    Takes a step northto flank with Eustacio (thanks to 20ft reach) and full attack the boss:
    claw (1d20+12)[19] dmg (1d6+8)[10] + cold (1d6)[3]
    claw [roll]1c20+12[/roll] dmg (1d6+8)[9] + cold (1d6)[6]
    bite (1d20+7)[27] dmg (1d6+4)[10] + cold (1d6)[6]

    Lokopor then cast Girallon's Blessing on himself (affecting She-ra).

    The now hasted and four armed she-ra moves to Q23 and keep attacking the boss (flanking with the troll)
    bite (1d20+12)[26] dmg: (1d2+5)[7] trip: (1d20+3)[5]
    bite (1d20+12)[25] dmg: (1d2+5)[6] trip: (1d20+3)[22]
    claw (1d20+7)[15] dmg: (1d2+2)[4] trip: (1d20+3)[18]
    claw (1d20+7)[17] dmg: (1d2+2)[4] trip: (1d20+3)[12]
    claw (1d20+7)[8] dmg: (1d2+2)[3] trip: (1d20+3)[9]
    claw (1d20+7)[27] dmg: (1d2+2)[4] trip: (1d20+3)[19]

    Eustacio's keep the scroll for later use, since he thinks the battle is dominated, take a step south and cast a repeat magic missile on the boss:
    (no one hit Eustacio's AC, so I'll keep the Eletric Vengeance for the next one)

    Spell Penetration: (1d20+10)[30]
    Damage: (6d4+6)[21] (fire damage)
    Repeat: (6d4+6)[18] (fire damage)

    Eustacio's Spells:
    Spoiler
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    0: Ray of Frost (4), Light (2);
    1: Shield (2), Lesser Deflect (2), Magic Missiles (3);
    2: Eletric Vengeance (1), Repeat Magic Missiles (1), Seeking Ray (1), Scorching Ray (2);
    3: Chain Missile (1);
    4: Fire Shield (2), Thunderlance (1);

    Spells Over Eustacio:
    Greater Mage Armor, Shield, See Invisibility, Dragonskin (red), Darkness (in a stone), Haste.


    Lokopor's Spells:
    Spoiler
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    WIZARD
    0: Acid Splash [5];
    1: Stand [1], Summon Monster I[2], Summon Undead I [2];
    2º: Invisibility [1], Baleful Transposition [1], Summon Undead II [1], Summon Monster II [1];
    3º: Summon Undead III [1], Icelance [1].

    DRUID
    0: Dawn (2), Cure Minor Wounds (3);
    1: Snake's Swiftness (2), Cure Light Wounds (1), Faerie Fire (1);
    2: Kelpstrand (1), Earthbind (1);
    3: Lion's Charge (1).
    Ruven Feathers, tengu opportunist with a keen eye for gold and an accute scent for death.

  3. - Top - End - #213
    Ogre in the Playground
     
    Beschoren's Avatar

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    Default Re: Forbidden Scriptures

    Tanstafaal tells to the others I'll keep focusing the leader! and then conjures another spell

    "Qui-Ianito!"
    split ranged touch kelgores bolt at druegar leadaer (considers PBS range)

    (1d20+12)[30], fire damage (5d6+1)[14]
    (1d20+12)[20], fire damage (5d6+1)[25]
    Last edited by Beschoren; 2012-11-30 at 08:56 AM.
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  4. - Top - End - #214
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    Default Re: Forbidden Scriptures

    (time for some true gruesome fighting)

    Andros gives a coup de grace in the helpless goliath;

    POwer attak of 7 plus shocking grasp
    (3d10+66)[81]+(5d6)[18]

    edit: i couldn't use shocking grasp with coupe de grace. and my bonus is +68, not +66.

    Spoiler
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    hp 53/96

    0º 4/6
    1º 5/7
    Chill Touch
    Color Spray
    Expeditious Retreat, Swift
    Obscuring Mist
    Ray of Enfeeblement
    Resist Energy
    Shocking Grasp
    True Strike
    2º 2/6
    Dimension Hop
    Fly, Swift
    Touch of Idiocy
    Last edited by Andrezitos; 2012-12-02 at 07:44 PM.

  5. - Top - End - #215
    Ogre in the Playground
     
    Dudu's Avatar

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    Default Re: Forbidden Scriptures

    Eustacio's repeated magic missiles finally finish off the archers. His repeated magic missiles targeting the boss are now just as unforgiving.
    Lokopor's trolls keep the vicious barrage of claws and bites, dispatching more marauders in the process. Grotesque arms grow out of Lokopor's torse, and such is also truth for She-ha, who unleash her new toys at Hogar.

    Tanstafaal sees the poor duergar getting bashed by his friends and decides to give his own collaboration, hitting two powerful rays at the dwarf. With that, you can see the dwarf dropping to his knees and spitting blood, he is nearly dead.

    Only Andros, who is probrably more concerned in doing a bloddy display than winning the battle, target a foe that isn't the boss himself. And the foe just happen to be immobilized. The strike is powerful and gruesome just as Andros intended, ending the Goliath's life immediately. A display that Gauco remarked as "gruesome, but useless", since the poor Goliath was already out of combat anyway.

    You can see that Hogar is smiling. While you bash him to his death, he still find strengh to smile and say:
    "Do you think you won anything here, you fools... With the time you wasted fighting me and my useless companions you couldn't reach Kain himself. And by now, our trio of assassins already murdered him."

    The other marauders finally realize that they were in a suicide mission to buffer you so no one could reach Kain in time. As a last order, Hogar command the marauders to head upwards, where Kain is. Most of them ignore completely Hogar's order and start running to the other two doors.
    After all the damage you did and Hogar's speech, he pushes his great sword firmly into the floor. The sword pierces the ground, and you can see the floor shattering below you, like a powerful earthquake.
    Balance DC 15 or you fall prone.
    The tremor makes the windows (at the eastmost part of the room) shatter and cover everything with glasses. You can feel the heat of the fire outside entering the room. (Everything right from U column are covered in glass, that works just like caltrops)

    Some objects fall from the ceiling, Ref DC 12 or 17, if prone, to halve the damage. (There's 15% chance that an object will fall over your head.)

    Andros (1d100)[15] damage (2d10)[14]
    Lokopor (1d100)[97] damage (2d10)[11]
    Tansta (1d100)[54] damage (2d10)[11]
    Eustacio (1d100)[41] damage (2d10)[8]
    Gauco (1d100)[63] damage (2d10)[15]
    Gwen (1d100)[67] damage (2d10)[15]
    Ranger (1d100)[27] damage (2d10)[15]

    Apart from that relatively minor effects, you can sense that the whole tower is actually shattering and some patches of the floor may separate from each other. (similar to dried mud, for comparison)

    This feat aparently took the like of the already nearly dead Hogar, and he just fall lifeless on the ground.

    "It's an oddly selfless act for a mercenary. So much that it's hard to tell what is truth and what is not in his words."remarks Gauco.

    Gwen argues that you have no reason to simply believe in Hogar's word about Kain being dead and decide to head upstairs.
    Last edited by Dudu; 2012-12-20 at 10:09 PM.
    Spoiler: Current Characters
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    Nicollo Corleone - The Scoundrel Malconvoker

    Dante Levasseur - The Crimsom Inquisitor (avatar) and his Lumi cohort, Eveline Dawn now being followed by an old acquaintance, Aurora, the voice of Barachiel.

    Minaerva - The Wild Caller from Rokiri Island.


    Requiem Macabre Doc

  6. - Top - End - #216
    Ogre in the Playground
     
    Beschoren's Avatar

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    Default Re: Forbidden Scriptures

    Tanstafaal tries to hold himself as the earth shakes
    balance DC 15 (1d20+9)[25]
    ref DC 12/17 (1d20+10)[17]

    "We must go to kain immediatly. More students and teachers might have slowed down such assassins!"


    tanstafaal uses his scroll of invisibility to get an upper edge at the next combat
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  7. - Top - End - #217
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    Default Re: Forbidden Scriptures

    Balance 15: (1d20+2)[11]
    Reflex 12/17: (1d20+6)[14]

    "Whoa! Let's hurry and reach Kain before this tower collapse!"
    Ruven Feathers, tengu opportunist with a keen eye for gold and an accute scent for death.

  8. - Top - End - #218
    Ogre in the Playground
     
    Dudu's Avatar

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    Default Re: Forbidden Scriptures

    The recent events:


    It was a gloomy evening in Meteora City when the marauders decided to storm the city’s biggest feature, the big, respectable university of Minerva Arcane College. By the middle of the assault, the four young Discoverers: Tanstafaal, Eustacio, Lokopor and Andros were inside the room of the Astronomy Tower were students could have some leisure time.

    The difference is that such rooms was filled with angry marauders, the Brimstone Marauders, guided by a fearsome duergar by the name Hogarth. The room received light from outside, both the fires raging and destroying the building as well as the moon, who seemed oblivious about all the chaos wrecking below.

    The discoverers were in a hurry, though. Their beloved master, the eccentric Kain Kopperscale was in dire danger. They had no time to chit chat with the angry duergar, neither they have time to care about his angriness and, with the aid of Gauco, a fellow student and a ranger they finished the duergar’s poor life right there, as well as some other Brimstone Marauders who dared step in the wrong neighborhood.

    Hogarth didn’t die without a price though. With a strike of his sword a quake shook the entire tower, almost putting it down. Almost. Since he failed in doing so, the Discoverers advanced to aid the kobold Kain. Just to be halted by a fearsome trio of assassins knew as Zik, Zak and Zuk. Despite the silly name, they excelled at attacking with chains with a very peculiar technique that, according to Andros, they learned from the Chain demons themselves. That, coupled with their finesse with illusion spells almost put the Discoverers down, mostly Eustacio. But the same Eustacio spoiled their illusions nearly effortlessly, allowing the entire group to sweep the threat away.

    Victory again, the path to Kain shortened. But before they could head there, all of the windows and doors of the room they were currently in closed abruptly, which made the candelabrum fall. Before it could reach the floor, however, it stopped and the whole place seemed to enter in a temporal stasis of some manner. Behind them, a exotic figure appeared slowly clapping his hands. It was a drow, a powerful one. He magically lighted the candelabrum who was floating timeless above the floor and offered the Discoverers to join him, the very perpetrator of the assault. All he got was a flat “no”, but he didn’t seemed surprised or upset, rather confident that they would change their minds soon or later. Plus, according to the drow, they could as well abandom their hopes of rescuing Kain, for the kobold was already killed by him.

    Such statement proved to a be big fat lie. Despite of what the drow said, the Discoverers kept advancing until they found Kain, further weakened, but alive nonetheless. Kain said he had a plan. To go to the deepest part of the tower, where an abjurer named Dumak was responsible for the College protections against outside threat. They all agreed to help Kain.

    Descending in an arcane powered elevator, the discoverers revealed to Kain what they heard from the mysterious drow. Turns out the mysterious drow was, in fact, a terrifying creature by the codename of “Gatherer”. He got his name because he could trap his victim souls in tags that he could attach to his weird hat. He was a member of a ominous group knew as The Cure.
    According to Kain, they called themselves “Cure” because they would heal the world of the weak, the egoist, the putrid and the mediocre. A very weird way to use the word “cure”, if you think about it. Even weirder is their symbol, a frog. But the weirdest thing of all is that the drow spared the discoverer lives. The kobold is skeptical about his intentions. It seems the drow needs the discoverers much more than the discoverers need the drow.

    While they were chatting, a group of gargulas stormed them. Could be dangerous, if Eustacio didn’t cast the spell he got from Gauco as a gift and dispatched a few of them. The rest of the group dealt with the remaining gargulas and arrived in the basement.

    And what they found in the basement was a traitor. Dumak, the abjurer, apparently accepted working for the Cure and lowered the College defenses. He proved to be a challenging for, employing a varied set of wards and high level spells to halt the Discoverers plans. He was elusive and cunning, but not more than the discoverers, who disabled him and foiled his treacherous mission. With that, the barriers rose up again and no further marauder could enter or leave the college.

    One last thing remained. They would enter a hidden cave below the college where some of the most powerful wizards stored forbidden components of epic spells and give it directly to Eleanor, who was casting a spells that would transform the marauders in harmless dust. The cave was guarded not by powerful creatures, but by a trio of odd liches who seemed not attached to the cruelty typical of liches. As a side effect, they seemed little more menacing the skeletons, unable to cast spells more complex than simple cantrips. Bonnie, Clyde and the gnome Montblank (this one was just a skull, he called himself a “demilich”) seemed more worried about chatting than saving hundreds of lives, an act that they believed the mortal took way to serious. But Eustacio caught their interest saying that they could cast a super duper spell, and Bonnie decided to help them.

    With that settled, the marauders fate was sealed. No marauder enters, no marauder leaves, now they must face their judgement. The bloodlust barbarians are now dust. Kain smiles, saying “hehe, I knew it would be awesome!” and look to Eleanor, perhaps seeking approval. Such approval wasn’t given to the poor Kobold. Where they stand was the highest point of the entire college. Despite finishing with the marauders, they still could see the damage, the huge damage they received. You, Discoverers, are heroes, but Kain must pay somehow for this tragedy.
    Spoiler: Current Characters
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    Nicollo Corleone - The Scoundrel Malconvoker

    Dante Levasseur - The Crimsom Inquisitor (avatar) and his Lumi cohort, Eveline Dawn now being followed by an old acquaintance, Aurora, the voice of Barachiel.

    Minaerva - The Wild Caller from Rokiri Island.


    Requiem Macabre Doc

  9. - Top - End - #219
    Ogre in the Playground
     
    Dudu's Avatar

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    Four days passed since the incident in Minerva Arcane University occurred. Three days since you were considered wizards of MAU, one of the most respected titles in the know land. Now you serve the republic of Minerva. Since you’re discoverers, you usually help the republic by diving in the deepest corners of it’s forgotten dungeons, most of them inside the Arcane Mountains itself. And since you rank among the heroes of the Marauders incident, most people at the college will treat you like that. After the chaos, the wizards at the MAU are more busy than usual. Some are helping to rebuild the college, others to rebuild the region of the city outside the university that got destroyed. And there’s still other group that are supposed to find the whereabouts of the marauders.

    Not Kain. Kain was expelled permanently from the MAU. Your time receiving the certificate of wizards was actually just as cheerful as a funeral. Your master got kicked and some of your colleagues even died. Nevertheless, you got work to do. Much work. In fact, something to investigate. It seems most people are unaware of the presence of the Gatherer, the mysterious drow member of The Cure order. Eleanor, the college headmaster called you. And after the disaster, being the most powerful of the new wizards, be certain that you won’t enjoy any vacation too soon. When you arrive at her room, you can see the serious face of Eleanor when there’s big trouble.

    “I have a mission for you. It’s an extremely important one. Many wizards are commissioned to alleviate the effects of the recent events. Our best personnel. For you, I have something different. One of my contacts is waiting at the village of Palesmoke. You’ll go there by foot so you won’t draw too much attention. This contact will lead you to one of the entrances of Arcane Mountains. There’s a few portals inside there and you need to reactivate them so one of our teams can delve further in more dangerous parts of the mountains.

    And by ‘more dangerous’ I don’t mean that where you’re going isn’t dangerous. It’s actually very dangerous, so be careful. Don’t worry too much about directions after you arrive at Palesmoke, my contact is very competent and will help you reach your destiny.”


    You decide when you leave to Palesmoke, you can stay 3 more days, if you have some item to craft. If you’re ready, you go. You already know the way to Palesmoke.
    Spoiler: Current Characters
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    Nicollo Corleone - The Scoundrel Malconvoker

    Dante Levasseur - The Crimsom Inquisitor (avatar) and his Lumi cohort, Eveline Dawn now being followed by an old acquaintance, Aurora, the voice of Barachiel.

    Minaerva - The Wild Caller from Rokiri Island.


    Requiem Macabre Doc

  10. - Top - End - #220
    Bugbear in the Playground
     
    Andrezitos's Avatar

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    Default Re: Forbidden Scriptures

    Andros are read to go. Now he choose to carry some wands with him in case some invisibly enemy strike at botton of the night... aannnnnd, now he is spellpowerhouse! Thanks Ring of Wizardry (I).

    (ooc: I have a question about Vampiric Touch. This is supoused to be the bread and butter of duskblade arsenal, but there is a problem: how much damage could be turned in temporary HPs? There is two ways to settle that: 1) both physical and magical damage stack or 2)only the magical damage is used. IMO, the 1 option should be the used (more HPs means more tankness). So, what you think?)
    Last edited by Andrezitos; 2013-02-01 at 10:25 PM.

  11. - Top - End - #221
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    Default Re: Forbidden Scriptures

    Eustacio will take all the time he can to craft a few wands and also scribe some scrolls.

    (OOC: will there be a limit for wands and/or scrolls?)
    Ruven Feathers, tengu opportunist with a keen eye for gold and an accute scent for death.

  12. - Top - End - #222
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    Default Re: Forbidden Scriptures

    Tanstafaal used those 4 days to learn and copy as many spells as he could. he could surely use one more to finish copiyng one las spell.

    other than that, he thanks for all the recognition but is worried about Kain "Why are you being so hard on him? it was not really his fault. what will be of him?"

    He will also look for kain before he leaves, to thank him and talk personaly "How are you feeling master? what will you do now? is there anything I could do to help you?"

    (OOC: temporary hp from vampiric touch comes only form the spell damage, not total damage)
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  13. - Top - End - #223
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    Default Re: Forbidden Scriptures

    "Don't worry about Kain so much. Although he IS responsible for this disaster, he still made a lot for this college and I didn't forget it. Unlike Dumak, who was a worthless traitor, Kain is simply living his life out of the college."

    Well, it's still pretty sad, but you have a mission now. You have to head to this Palesmoke village.

    After you guys got your new equips wrote new spells and crafted new wands, you pack your stuff and go through the tortuous roads that cut some of the highest mountains in the whole island. You go by foot, accompanied by a mule (an arcane mule! just kidding, it's just a normal mule), but the village is relatively near, so you won't take more than two days walking.
    The journey is very tiring, but Eleanor supplied you well to resist the cold winds and the air poor in oxygen. Were not by those high quality equipments, you would be exhausted.

    When night falls you decide to camp and rest. Restful, you proceed to the village. You weren't assaulted by any creature, you can consider yourself lucky, even though there aren't so many monsters around. The fauna in this region is somewhat scarce.
    But before you could be thankful of your luck, a group of armored humans approach.

    "Halt!", says the one who seems to be the leader. They are four in total, only one don't wear heavy armor.

    "We are from the order of White Rose, servants of Ultima Mater, the one and only true goddess that rule this world."

    White Rose Order... Andros know about them (roled Andros and Eustacio knowledge here). Those guys are very, very religious. They are templars of Ultima Mater, a very popular goddess that literary means "Ultimate Mother", considered by her numerous believers as the biggest entity in the universe, goddess of compassion, love, virtue and protector of the good creatures.
    Their zeal is dangerous, and sometimes use violence to reach their goals despite all the compassion stuff their goddess supposedly teaches. They are dangerous, and hold a grudge against the Minerva Arcane University.

    They usually go in groups, like task forcers, that works in a similar way to discoverers. They also have some kind of seer that is called "hound" and he is experct in detecting negative auras, secret passages and a lot of stuff. The "leader" is similar to mediator, but unlike the discoverer counterpart, he fits more the "boss" archetype. The rest is less specific, someone specialized in combat or in disarming traps, it varies. They go to places to hunt necromancers, vampires, to relieve sacred artifacts and a lot of other stuff.

    It's at least very weird that they are in this place, talking to you. The White Rose leader keep talking.

    "Our hound found a strong source of negative energy and it emanates from your group. Usually, we would attack you, but since he also discovered that none of you are really undead, perhaps you're some victim of a curse, or hold a cursed artifact. In either way, we demand that you deliver such source of negative energy to us immediately. We can cure it, or destroy if necessary."
    Last edited by Dudu; 2013-02-04 at 07:13 PM.
    Spoiler: Current Characters
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    Nicollo Corleone - The Scoundrel Malconvoker

    Dante Levasseur - The Crimsom Inquisitor (avatar) and his Lumi cohort, Eveline Dawn now being followed by an old acquaintance, Aurora, the voice of Barachiel.

    Minaerva - The Wild Caller from Rokiri Island.


    Requiem Macabre Doc

  14. - Top - End - #224
    Bugbear in the Playground
     
    Andrezitos's Avatar

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    Default Re: Forbidden Scriptures

    Andros step forward and speacks in his most serious tone:

    - I'm the one you are loocking for. But before you try anything stupid let me give you a warning and an explanation. My name is Andros Magnojeba, Senior Member of The Minerva Academy, lead Vanguard of the Mighty house Discovery, responsible by the Grey Library (supposing that such thing exist) monstra, daemones et daemonia section and heritor of the noble Magnojeba Family, the Arcane Sword of the Jalavia realm. I bear the glory and the punishment of my blood. [dramatic pause]The taint that you felt it's no more than retribution the gods gave to my ancestor Andrezitos Ultrajeba who tried to conquer the heaven itself. For this sin, the gods imbued my lineage with arcane power bind it with an ever lasting deadness. To survive the weight of this dubios life, my ancestors created relics that only true Magnojebas or Ultrajebas could carry. My ring it's one of those.

    This is a part of the background of my character.
    Last edited by Andrezitos; 2013-02-04 at 08:34 PM.

  15. - Top - End - #225
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    Default Re: Forbidden Scriptures

    The Leader is eager to pull his sword and finish Andros where he stand, when the Hound lift his hand signaling the leader to stop.
    Apparently, the leader isn't so big boss in this task force.

    The hound lifts his lamp to better see the Vanguard. It's not dark, but it seems this particular lamp's main function isn't to bring light to darkness in the literal sense. He stares right in Andros eyes.

    "No, let's not kill this specimen. He is an odd mix of bravery and decay, hard to understand, hard to find.
    A descendant of a warrior who challenged Ultima Mater herself, you say? Well, this make you our enemy. However, such situation don't necessarily means bloodshed. The god mother admires the boldness of her enemies and, as her humble cleric, I propose that you follow us."


    "Blasphemy!" Says the outraged leader. "You speak in the name of our goddess, just follow your codex, cleric."

    "As a member of this task force I summon a poll. Should we take this brave soldier with us to the city Valvace?"

    The other two agree with the hound, very interested in Andros past and necro-like properties.
    Obviously, they completely disconsider what the discoverers thenselves want.
    Could it be that you are no challenge to them, or they are too ignorant to notice the danger in fighting you?

    Nevertheless, Andros never read about the White Rose warrior mercy. Based on his knowledge of the group, this event is unlikely. Plus, Lokopor telephatically comunicate with the group that he senses a falsehood in the Hound's words.
    Spoiler: Current Characters
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    Nicollo Corleone - The Scoundrel Malconvoker

    Dante Levasseur - The Crimsom Inquisitor (avatar) and his Lumi cohort, Eveline Dawn now being followed by an old acquaintance, Aurora, the voice of Barachiel.

    Minaerva - The Wild Caller from Rokiri Island.


    Requiem Macabre Doc

  16. - Top - End - #226
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    Background:

    The Ultima Mater:

    The beliefs in this campaign world are very varied. However, there is a very widespread faith in Ultima Mater, the Holy Mother. This religion is analogous to Cristianism of our world in therms of popularity and church organization. There's a Hierarchy with the Goddess herself on top followed by the 9 saints. Each of the 9 saints has his own domain and function like a god for a cleric. That means a priest of Ultima Mater could choose the domain of Travel and Trickery by also following the saint Julianos. It's believed that each one of then ascended to the higher existence as eternal beings carrying the will of the Holy Mother. They are also responsible for writting the Sacred Codex (their bible), the holy book and ultimate source of truth about the faith in the Ultima Mater.
    The saints are.

    Athenor - The Librarian
    - Believed to be the first of the saints, he is responsible to start writting the Codex as well as creating the group, the Order of the Revealing Light that would be responsible for discerning what would be added to the codex in the future. He is also creator of the lamp some of the followers carry to stare in the eyes of people and that is assumed to discern such people character.
    His domains are Knowledge, Inquisition, Oracle, Planning

    Magdalen - The Healer
    - This saint is believed to be so powerful that some consider she was the avatar of the Ultima Mater herself in the mortal realm (a female version of Jesus). Some claim she was the one that created the Cure spells for the good clerics, even though some scholars say healing spells existed since old shamans. Nevertheless, she was a very powerful healer, and there's a lot of miracles attributed to her.
    Her domains are Healing, Good, Magic and Family

    Titharo - The Diplomat
    - The traveler saints. Some believe the popularity of Holy Mother's faith is thanks to this man. His superb diplomatic skills avoided many wars, including one that could ruin the Valvatian empire. As a plus, he converted many leaders to his faith.
    His domains are Travel, Trickery, Pact and Herald.

    Otaeth - The Farmer
    - The most humble saint. A hardworker, some belive the wheat he produced was blessed by the Holy Mother to reward his discipline, his life void of corruption and vices. The bread made with his wheat was alleged to cure diseases and to never rot. Yet, when an evil prince - who many believed was filled with tyranical intentions - demanded to eat this bread, he was cursed with a terrible disease.
    His domains are Creation, Community, Healing and Pestilence

    Laneth - The Courtesan
    - There are a lot of controvery in this saint. She was a courtesan with a heavy political relevance. To some, she simply symbolizes that the Holy Mother loves everyone, even the prostitutes. To others, she was actually very devout and used subterfuge to control a lot of powerful people to the sake of the poor and helpless. To those, she symbolizes that the effort of help those in need comes before their own dignity. And that there are very subtle ways of being good.
    Her domains are Pleasure, Trickery, Charm and Domination

    Ponthus - The Merchant
    - The investor. Very skilled, Ponthus was the riches merchant in the whole Valvatian empire, which speaks volumes since the empire was in it's peak. He was the one who sponsored the construction of the biggests cathedrals devoted to Ultima Mater. Some say he simply bought his way to sainthood, to the point that he isn't really a saint. Others say his skill and wealth brought a lot of prosperity and glory to the land.
    His domains are Wealth, Joy, Glory, Trade and Luck

    Julianus - The Governor
    - Contemporaty to Ponthus. Those two represent the peak of the Valvatian empire as well as the peak of the Holy Mother's faith, since it was the only period where two saints lived at the same time. Along Ponthus, he transformed the Valvatian empire in the most affluent empire in the world, being responsible for it's golden age. He represents the skill of leadership and management.
    His domains are Glory, Nobility, Domination and Fate.

    Kormaud - The General
    - The Crusader. Responsible for leading the army against one of the biggest threat ever happened to the land of mortals. An invasion of a demonic horde under the command of the legendary necromancer Nuvdarak. He won, by sacrificing himself and closing the gate definitely. Nuvdarak would be killed years later by a group of adventurers. Kormaud is the role model for many of the order of Knights that serve the Holy Mother.
    His domains are War, Glory, Endurance and Good

    Guinevere - The Teacher
    - The newest saint. She was the one who brought the faith of Holy Mother again to popularity. Her speach inspired many people, from simple fishers to kings. In times when the faith was lacking, many people desiring knowledge, power and safety where looking for the arcane arts, considered as tempting misdirections by the followers of Ultima Mater. She created the school of infants. Still rare in this world, some places have schools for kids, to learn about respect, religion and his duties as citizen. Those schools base their system in Guinevere's teachings.
    Her domains are Knowledge, Good and Community.

    Those 9 saints are reported as the carriers of Ultima Mater will. They shaped how the faith goes and each is responsible for writting a part of the Codex. Athenor and Guinevere are responsible for almost half of what is written.

    There are other faiths in Arcane Mountains that rivalize this one. Many arcane institutions and university worship the god of Knowledge, the nameless one. Some evil doers worship Mades, the god of Corruption. Not to count Bahamut, the dragon god of Glory. Some believe those gods are in the same level as Ultima Mater, although much less popular. Some believe they are inferior, since Bahamut's "Glory" domain or the nameless god of "Knowledge" have their domains covered by Ultima Mater.

    You guys remember the time Kain told you about this faith in particular. According to Kain, the religion of Ultima Mater changed a lot since he was a youngling (he is very old). Back then, there were few order of knights. Most clerics of the Holy Mother were devoted to help people in need around the world. No one spoke about "glory of the Ultima Mater" those times. Now they seem obsessed by inquisition, glory, and destroying the evil forces.
    They also loathe the arcanists. They see arcanists as weak minded that hold a powerful but uncontrolable force and are ultimately tools for ancient evils that lurk in the abyssal plains.

    I'm telling you about all this because I feel like writting, but also because this faith will have an important role in this campaign.
    Last edited by Dudu; 2013-02-05 at 02:51 PM.
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    Nicollo Corleone - The Scoundrel Malconvoker

    Dante Levasseur - The Crimsom Inquisitor (avatar) and his Lumi cohort, Eveline Dawn now being followed by an old acquaintance, Aurora, the voice of Barachiel.

    Minaerva - The Wild Caller from Rokiri Island.


    Requiem Macabre Doc

  17. - Top - End - #227
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    Default Re: Forbidden Scriptures

    Tanstafaal uses the telepatic hotlink to warn all his allies. While fighting a single group of clerics might not be so deadly, having the Ultima Mater on their heels might not be very productive to their quest.

    We cannot trust them and shouldn't thrust them. let's avoid needless confrontation if possible, at least until we have a better knowledge of what is going on arround here.
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  18. - Top - End - #228
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    Andros stares the group with curiosity. How, such a group could think all his sense could be encompassed in a single book? A challenging mistery no dount.

    - You are odd creatures, worshipers.

    Andros are very inclined to give to this group of folls what they realy want but he will not be the one that throw the first rock. To him, this kind of naive behavior is the source of the ingorance and cruelty that harrass our realm.

    - I told you my history only to shows the importance of the one who I'm, but, do not foolish yourselves: this is probably a mith. The one called Andrezitos Ultrajeba probably never existed or, at least, not in this epic description. I read all my family manuscripts and found no evidence about any great deeds involving such character. [Dramatic pause] But, there is something that I believe. Something that connect all men of Magnojeba lineage. The deadness. My research made me believe that there is no such thing of curse, but rather a dreadful disease. Something that corrupts ours body but never ours mind. It's not contagion, if not by the ours mothers womb, it's seens.

    Andros tried to shows how a reasonable mind should have done when confront with his history, that's why he was exiled from his family in the first place. Therefore, he plans to deter the cleric group showing that he is not a evil thing or anithyng like - frankly speacking, Andros believs that he is some kind of negative plane planetouched (it's a theory he never shared with anyone before) - but only man with a misterious disease in pursuit of the cure.

  19. - Top - End - #229
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    Default Re: Forbidden Scriptures

    The leader, annoyed, says to Andros, demonstrating his own lack of brightness:
    "You confuse me, creep. Is that one of your evil tricks of mind?"

    The Hound sights.
    "Young warrior, we can't simply leave such unique specimen like you. Despite your contraditory statements, your confusing story and odd ascent, you cannot hide the abundance of negative energy flowing in you from me, kid. You either come peacefully, or forcefully, choice is yours."

    Every cleric reaches it's weapon, without really drawning them.
    Spoiler: Current Characters
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    Nicollo Corleone - The Scoundrel Malconvoker

    Dante Levasseur - The Crimsom Inquisitor (avatar) and his Lumi cohort, Eveline Dawn now being followed by an old acquaintance, Aurora, the voice of Barachiel.

    Minaerva - The Wild Caller from Rokiri Island.


    Requiem Macabre Doc

  20. - Top - End - #230
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    Default Re: Forbidden Scriptures

    Tanstafaal replies to the group of clerics, in the name of the group

    "No"

    while telling his friends in telepaty

    Get ready to rock (OOC: Tansta will use nerveskitter)

    Spoiler
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    prepared spells

    4º - orb of force (ranged touch 8d6 force, no SR)
    4º - orb of force (ranged touch 8d6 force, no SR)
    4º - explosive runes field, DC 19 (8 rounds, 20 ft radius, 4d6 damage if moves or stands on it, R for half)
    4º - forcewave (swift, bull rush +10 on 10 feet.)
    4º - wall of deadly chains, DC 19 (2 inches of 20 hp hardness 10, burst DC 20+thick, 40 ft long, 3d6 on 5 feet, 8 minutes)

    3º - displacement (8 rounds, conceal 50%)
    3º - split ray of ice DC 17 (2 rays 4d6, ref or stuck on ground with no dex and -2 atack. brust DC 18, 15 hp)
    3º - leagion of sentinels (8 rounds, 10 ft radius. flanking AOOs at +8 (1d8+2), 16 HP, AC25 )
    3º - stinking cloud DC 18 (8 rounds 20 ft radius, fort or naseated)
    3º - melf's unicorn arrow (3 rays 1d8+8, bull rush DC 21+2/ray)
    (immediate, ready, charged: split ray, retribuitive)
    3º - melf's unicorn arrow (2 rays 1d8+8, bull rush DC 21+2/ray)

    2º - invisibility (8 minutes)
    2º- fell enervate ray of clumsyness (penallity of 1d6+4 dex, 4 str)
    2º - eletrictric loop DC 17 (4d6 damage, 2 targets, ref for half. if fail, fort or stun 1 round)
    2º - bigby striking fist (ray 4d6 nonlethal, bull rush +8)
    2º - split kelgore's firebolt (2 rays 5d6 fire)
    2º - split kelgore's firebolt (2 rays 5d6 fire)
    2º - glitterdust DC 17( 8 rounds, 10 ft radius, outlines, will or blind)

    1º - color spray DC 16 (will or sleep/blind/stun, cone 15 feet)
    1º - nerveskitter (+5 init, immediate)
    1º - nerveskitter (+5 init, immediate)
    1º - kelgore's fire bolt (ray 5d6)
    1º - kelgore's fire bolt (ray 5d6)
    1º - lesser orb of acid (ray 4d8)
    1º - lesser orb of acid (ray 4d8)

    0º - read magic
    0º - detect magic
    0º - ray of frost
    0º - electric jolt
    Last edited by Beschoren; 2013-02-06 at 09:23 AM.
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  21. - Top - End - #231
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    Default Re: Forbidden Scriptures

    Eustacio's get ready to combat (Nerveskitter).

    Prepared Spells:
    Spoiler
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    0: Light (2), Ray of Frost (1), Detect Magic (3);
    1: Magic Missiles (3), Shield (2), Nerveskiter (1), Ebon Eyes (1);
    2: Empowered Magic Missiles (3), Scorching Ray (1), Eletric Vengeance (1), Darkness (1), Gust of Wind (1);
    3: Admixtured Magic Missiles (3), Dragonskin (1), Greater Mage Armor (1), Fireball (1);
    4: Thunderlance (2), Vortex of Teeth (1), Fire Shield (1), Slashing Dispel (1);
    Ruven Feathers, tengu opportunist with a keen eye for gold and an accute scent for death.

  22. - Top - End - #232
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    Default Re: Forbidden Scriptures

    Afther a breif cheap talk about the outcomes of the outcomes of the incoming battle Andros reach for his halberd and roll his initiative:

    (1d20+2)[8].

    Spells
    Spoiler
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    0. (6/6)
    0. Touch of Fatigue

    1. (16/16)
    1. Color Spray
    1. Inflict Light Wounds: Touch attack, 1d8+5 damage.
    1. Chill Touch: 1d6 damage and possibly 1 Str damage.
    1. Expeditious Retreat, Swift
    1. Obscuring Mist
    1. Ray of Enfeeblement: Str penalty 1d6 +4.
    1. Shocking Grasp
    1. True Strike
    1. Resist Energy: Ignores 20 points of damage/attack from specified energy type.

    2. (7/7)
    2. Dimension Hop: Teleport subject 20
    2. Fly, Swift
    2. Invisibility, Swift
    2. Touch of Idiocy: 1d6 points of Int, Wis, and Cha damage.
    2. Shatter
    2. Scorching Ray: 2 ranged touch attack(s) deal 4d6 fire damage.

    3. (3/3)
    3. Vampiric Touch: 4d6 damage; You gain damage as hp.
    3. Contagion
    Last edited by Andrezitos; 2013-02-07 at 09:02 AM.

  23. - Top - End - #233
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    Default Re: Forbidden Scriptures

    Inits:

    Andros 8
    Eustacio (1d20+7)[17]
    Tanstafaal (1d20+10)[29]
    Lokopor (1d20)[9]


    Leader Karl (1d20-1)[9]
    Squire Paolo (1d20-1)[2]
    Squire Bruno (1d20-1)[6]
    Hound Casemir (1d20)[10]
    mean ~6,75

    You first, then the White Rose clerics.
    I'll draw the map.

    Last edited by Dudu; 2013-02-07 at 09:01 AM.
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    Nicollo Corleone - The Scoundrel Malconvoker

    Dante Levasseur - The Crimsom Inquisitor (avatar) and his Lumi cohort, Eveline Dawn now being followed by an old acquaintance, Aurora, the voice of Barachiel.

    Minaerva - The Wild Caller from Rokiri Island.


    Requiem Macabre Doc

  24. - Top - End - #234
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    First of all KD check: (1d20+10)[22] (+2)
    Dudu, resolve my attack afther Richard action.
    ----------------------------------------------------------
    Andros take 5ft backward and uses his halberd as a conduit of a tricky spell [Touch of Idiocy] agaist the cleric:

    Attack roll (PA 2):
    (1d20+13)[25](1d10+12)[17] (add +2 in the attack/damage)

    Spell damage: (1d6)[6]

    Spoiler
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    0. (6/6)
    0. Touch of Fatigue

    1. (16/14)
    1. Color Spray
    1. Inflict Light Wounds: Touch attack, 1d8+5 damage.
    1. Chill Touch: 1d6 damage and possibly 1 Str damage.
    1. Expeditious Retreat, Swift
    1. Obscuring Mist
    1. Ray of Enfeeblement: Str penalty 1d6 +4.
    1. Shocking Grasp
    1. True Strike
    1. Resist Energy: Ignores 20 points of damage/attack from specified energy type.

    2. (7/7)
    2. Dimension Hop: Teleport subject 20
    2. Fly, Swift
    2. Invisibility, Swift
    2. Touch of Idiocy: 1d6 points of Int, Wis, and Cha damage.
    2. Shatter
    2. Scorching Ray: 2 ranged touch attack(s) deal 4d6 fire damage.

    3. (3/3)
    3. Vampiric Touch: 4d6 damage; You gain damage as hp.
    3. Contagion
    Last edited by Andrezitos; 2013-02-07 at 09:29 AM.

  25. - Top - End - #235
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    "Bah! If you think you'll use 'force' to get what you want, I'll give you lots of force spells! But first...""

    Eustacio then cast a Fireball to get all of the enemies (easily aimed to avoid hitting Andros) but not a normal Firebal: he activates his brandnew Bracers of Entangling Blast to trap them all, giving us some advantage.

    Fireball
    DC 19 (for half damage, unless they have evasion they will get entangled)
    fire dmg: (4d6)[9]

    Bracers of the Entangling Blast:
    Spoiler
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    Bracers of the entangling blast allow you to reduce the damage dealt by your magic to ensnare those affected by it. When you activate these bracers, the next spell you cast or spell-like ability you use deals only half its normal damage; however, any creature damaged by the spell becomes entangled for 1d3 rounds, taking an additional 1 point of damage per level of the spell each round on your turn. This damage is of the same type as
    normally dealt by the spell (or your choice if the spell deals more than one type of damage). These bracers have no effect on a spell or spell-like ability that doesn’t deal damage.
    This ability function three times per day.


    Entangle:
    Spoiler
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    The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a -2 penalty on all attack rolls and a -4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a Concentration check (DC 15 + the spell’s level) or lose the spell.


    "Take them to the ground Lokopor with some trick!", he shouts after.
    Ruven Feathers, tengu opportunist with a keen eye for gold and an accute scent for death.

  26. - Top - End - #236
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    Default Re: Forbidden Scriptures

    (please solve my action before Eustacio's entangling blast)

    Tanstafaal takes a quick step (G12) to adjust the angle and takes a moment longer to charge his new favorite spell. Then he shoots 3 powerfull green rays at the enemy warriors on J8, H9 and I10, forcefully impacting them

    Spoiler
    Show

    Tanstafaal's fullround charge: split ray on ray Melf's Unicorn Arrow
    (can't use swift action because used immediate last round)
    ranged touch VS H9: (1d20+12)[24], damage (1d8+9)[11] + SA (2d6)[8], bull rush DC 21
    ranged touch VS J8: (1d20+12)[32], damage (1d8+9)[15], bull rush DC 21
    ranged touch VS I10: (1d20+12)[31], damage (1d8+9)[14], bull rush DC 21


    Spoiler
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    prepared spells

    4º - orb of force (ranged touch 8d6 force, no SR)
    4º - orb of force (ranged touch 8d6 force, no SR)
    4º - explosive runes field, DC 19 (8 rounds, 20 ft radius, 4d6 damage if moves or stands on it, R for half)
    4º - forcewave (swift, bull rush +10 on 10 feet.)
    4º - wall of deadly chains, DC 19 (2 inches of 20 hp hardness 10, burst DC 20+thick, 40 ft long, 3d6 on 5 feet, 8 minutes)

    3º - displacement (8 rounds, conceal 50%)
    3º - split ray of ice DC 17 (2 rays 4d6, ref or stuck on ground with no dex and -2 atack. brust DC 18, 15 hp)
    3º - leagion of sentinels (8 rounds, 10 ft radius. flanking AOOs at +8 (1d8+2), 16 HP, AC25 )
    3º - stinking cloud DC 18 (8 rounds 20 ft radius, fort or naseated)
    3º - melf's unicorn arrow (3 rays 1d8+8, bull rush DC 21+2/ray)
    (immediate, ready, charged: split ray, retribuitive)
    3º - melf's unicorn arrow (2 rays 1d8+8, bull rush DC 21+2/ray)

    2º - invisibility (8 minutes)
    2º- fell enervate ray of clumsyness (penallity of 1d6+4 dex, 4 str)
    2º - eletrictric loop DC 17 (4d6 damage, 2 targets, ref for half. if fail, fort or stun 1 round)
    2º - bigby striking fist (ray 4d6 nonlethal, bull rush +8)
    2º - split kelgore's firebolt (2 rays 5d6 fire)
    2º - split kelgore's firebolt (2 rays 5d6 fire)
    2º - glitterdust DC 17( 8 rounds, 10 ft radius, outlines, will or blind)

    1º - color spray DC 16 (will or sleep/blind/stun, cone 15 feet)
    1º - nerveskitter (+5 init, immediate)
    1º - nerveskitter (+5 init, immediate)
    1º - kelgore's fire bolt (ray 5d6)
    1º - kelgore's fire bolt (ray 5d6)
    1º - lesser orb of acid (ray 4d8)
    1º - lesser orb of acid (ray 4d8)

    0º - read magic
    0º - detect magic
    0º - ray of frost
    0º - electric jolt
    Last edited by Beschoren; 2013-02-09 at 12:30 PM.
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  27. - Top - End - #237
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    Default Re: Forbidden Scriptures

    The Hound barely finishes adressing to Andros, threatening to bring him forcefully if he doesn't cooperate.
    He receives his "no" in the form of a halbert attack in his chest.
    The attack kind off sucks the cleric soul, transforming him from a decent caster to an imbecile.

    Paolo "Holy crap! What was that? The fiend stupidified our Hound!"

    Leader Karl "It was a touch of idiocy. And it looks he landed it well. Our cleric won't be so useful now."

    "Hey, Hound! RUN! Run to the city! Cast restoration, get it? RES-TO-RA-TION!"

    Being a divine caster, he don't need his inteligence to cast his spells (his casting stat is down, but his intelligence stat is super low). Still, he is too stupid to follow the group tactics and can only understand simple orders.

    Hound Casemir "Duuuuhhh... retratation?? Uh, not doing it. Ouch, me hurts!! Where's mommy?"

    Leader Karl "Damn, Casemir, just f#cking run out of here as soon as you can, big scary ghost will get you!"

    The Hound, now just slightly smarter than a bright dog, proceeds to run away.

    Hound Casemir "NOOOOOOOOO, WHERE? GHOSTS be SCARY!!! I'm out of he - OUCH! - me hurts again!"

    Anyway, before he could even run, Tanstafaal spell hit them hard almost pushing them to the dephs below.

    Bruno "Wut!? Almost died here!"

    Leader Karl "Pull yourselves brothers! We will fight without our Hound, but his spell is still in effect!"

    The White Rose mercenaries pull their sword and are ready to charge. Except that Eustacio's fireball hit them and the fire of the spell holds their feet, which ruins their charge.
    Nevertheless, you can see their sword has an exotic light on them.

    The leader casts what you identify as "Divine Power" spell and then moves, clumsly.

    The two clerics, Paolo and Bruno, double move towards you with great effort, but are unable to attack.

    The Hound is moving, but is unable to run.

    Lokopor is too scared to fight.

    That's it for this round, they were barely able to do a thing. Andros has one AoO that he can use.


    your turn
    Last edited by Dudu; 2013-02-12 at 09:08 AM.
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    Nicollo Corleone - The Scoundrel Malconvoker

    Dante Levasseur - The Crimsom Inquisitor (avatar) and his Lumi cohort, Eveline Dawn now being followed by an old acquaintance, Aurora, the voice of Barachiel.

    Minaerva - The Wild Caller from Rokiri Island.


    Requiem Macabre Doc

  28. - Top - End - #238
    Ogre in the Playground
     
    Beschoren's Avatar

    Join Date
    May 2008
    Location
    Porto Alegre, Brazil
    Gender
    Male

    Default Re: Forbidden Scriptures

    Tanstafaal sees the hound trying to flee and then blocks the exit with a wall of deadly chains from G9 to J6, hitting the foes at H9 and I8 as he speaks the magic verbal components "Correeeente de Andromedaa!"

    wall of deadly chains Ref DC 19 for half, (3d6)[16]

    "There's no turning back now. You're bullies, no better than robbers and more akin to cultists than your small head can think of"

    if hit on melee, Tanstafaal will unleash his retribuitive split ray melf's unicorn arrow spell as an immediate action on the attacker
    Spoiler
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    (1d20+12)[32], damage (1d8+9)[15], bull rush DC 21+2/ray
    (1d20+12)[23], damage (1d8+9)[13], bull rush DC 21+2/ray
    (1d20+12)[17], damage (1d8+9)[13], bull rush DC 21+2/ray


    Last edited by Beschoren; 2013-02-12 at 09:32 AM.
    Playing:
    Shoe, the make-belive gun dealer
    Akira, the psichyc warrior

    Avatar handcrafted by Dudu

  29. - Top - End - #239
    Bugbear in the Playground
     
    Andrezitos's Avatar

    Join Date
    Aug 2009
    Location
    Porto Alegre, Brazil
    Gender
    Male

    Default Re: Forbidden Scriptures

    First the AoO:
    Trip attempt (1d20+11)[17] free attack (1d10+16)[23] (PA 2)

    spells & status
    Spoiler
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    0. (6/6)
    0. Touch of Fatigue

    1. (16/14)
    1. Color Spray
    1. Inflict Light Wounds: Touch attack, 1d8+5 damage.
    1. Chill Touch: 1d6 damage and possibly 1 Str damage.
    1. Expeditious Retreat, Swift
    1. Obscuring Mist
    1. Ray of Enfeeblement: Str penalty 1d6 +4.
    1. Shocking Grasp
    1. True Strike
    1. Resist Energy: Ignores 20 points of damage/attack from specified energy type.

    2. (7/7)
    2. Dimension Hop: Teleport subject 20
    2. Fly, Swift
    2. Invisibility, Swift
    2. Touch of Idiocy: 1d6 points of Int, Wis, and Cha damage.
    2. Shatter
    2. Scorching Ray: 2 ranged touch attack(s) deal 4d6 fire damage.

    3. (3/3)
    3. Vampiric Touch: 4d6 damage; You gain damage as hp.
    3. Contagion

  30. - Top - End - #240
    Bugbear in the Playground
     
    Andrezitos's Avatar

    Join Date
    Aug 2009
    Location
    Porto Alegre, Brazil
    Gender
    Male

    Default Re: Forbidden Scriptures

    Andors moves to J11 and trry to trip the other two wariors:
    Leader: touch attack (1d20+15)[22] trip atempt (1d20+13)[17]
    free attack (1d20+15)[30](1d10+16)[24]

    touch attack (1d20+10)[17] trip atempt (1d20+13)[20]
    free attack (1d20+10)[13](1d10+16)[21]

    Ather that, with just a single word followed by a "wuon" sound, Andros completely disapear. [spellcraft dc 17]

    Spoiler
    Show
    0. (6/6)
    0. Touch of Fatigue

    1. (16/12)
    1. Color Spray
    1. Inflict Light Wounds: Touch attack, 1d8+5 damage.
    1. Chill Touch: 1d6 damage and possibly 1 Str damage.
    1. Expeditious Retreat, Swift
    1. Obscuring Mist
    1. Ray of Enfeeblement: Str penalty 1d6 +4.
    1. Shocking Grasp
    1. True Strike
    1. Resist Energy: Ignores 20 points of damage/attack from specified energy type.

    2. (7/7)
    2. Dimension Hop: Teleport subject 20
    2. Fly, Swift
    2. Invisibility, Swift
    2. Touch of Idiocy: 1d6 points of Int, Wis, and Cha damage.
    2. Shatter
    2. Scorching Ray: 2 ranged touch attack(s) deal 4d6 fire damage.

    3. (3/3)
    3. Vampiric Touch: 4d6 damage; You gain damage as hp.
    3. Contagion
    Last edited by Andrezitos; 2013-02-12 at 11:50 AM.

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