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  1. - Top - End - #331
    Barbarian in the Playground
     
    Zombie

    Join Date
    Jul 2016

    Default Re: Casters versus everything 3. Triangle spell! (IC thread)

    T-10 rounds: Cast Sign on self
    T-5 rounds: Cast See Invisibility on Skeletor
    T-4 rounds: Cast Fox's Cunning on self
    T-3 rounds: Manifest Force Screen (1 PP, +4 shield bonus to AC)
    T-2 rounds: Cast Summon Undead III for 2 owlbear skeletons
    T-1 round: Activate Evil Blessing (+5 Saves, 5 rounds), Skeletor too (+3 Saves, 5 rounds)

    Szivv: S-11
    Skeletor: F-11
    Dwarf 1: D-11
    Dwarf 2: N-11
    Dwarf 3: H-11
    Elf: T-11
    Owlbear Skeleton 1: Q/R-11/12
    Owlbear Skeleton 2: K/L-11/12
    Necrosis Carnex: not participating in this fight

    Initiative (1d20+15)[24], not using nerveskitter

    Knowledge arcana (1d20+21)[26]
    Knowledge religion (1d20+19)[26]
    Knowledge psionic (1d20+19)[27]
    Knowledge planes (1d20+19)[39]
    Knowledge dungeoneering (1d20+19)[34]
    Knowledge nature (1d20+19)[38]

  2. - Top - End - #332
    Colossus in the Playground
     
    GreenSorcererElf

    Join Date
    Jul 2012
    Location
    UTC-5

    Default Re: Casters versus everything 3. Triangle spell! (IC thread)

    Jack will start in R15.
    Recasting Shield, Resistance

    (1d20+12)[29] Init(Buffed by Nerveskitter)
    Spoiler: Current Character List:
    Show

    John Smith, Playing in the Dollhouse
    Adam of Cyre, Cyre Red
    Grok Magmaforge, Iron Crisis
    ALADIN, Out of the Abyss

  3. - Top - End - #333
    Troll in the Playground
     
    OldWizardGuy

    Join Date
    Jul 2009
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    Michigan
    Gender
    Male

    Default Re: Casters versus everything 3. Triangle spell! (IC thread)

    Cevt will start at N18. He will also use one of his racial nerveskitter SLAs. The Familiar Pocket will be open to permit the bonus.

    Initiative
    (1d20+17)[29]

    Knowledge (Arcana)
    (1d20+21)[37] (an additional +3 if used to identify Dragon-type creatures)
    Knowledge (Dungeeneering)
    (1d20+9)[28]
    Knowledge (Local)
    (1d20+20)[22]
    Knowledge (Nature)
    (1d20+9)[11]
    Knowledge (Religion)
    (1d20+17)[23]
    Knowledge (The Planes)
    (1d20+14)[27]
    Spoiler
    Show
    Quote Originally Posted by Wings of Peace View Post
    "See these cookies? Note how while good they taste sort of bland. Now try these, they're the same cookies but with chocolate chips added. Notice how with the second batch we expended slightly more ingredients but dramatically enhanced the flavor? That's metamagic."
    Quote Originally Posted by Doc Roc View Post
    Seriously, can we kill this misconception now? A wizard is never late, nor is he early. He shops for precisely what he means to.


    Winner of Junkyard Wars 31.

  4. - Top - End - #334
    Surgebinder in the Playground Moderator
     
    Douglas's Avatar

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    Mountain View, CA
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    Male

    Default Re: Casters versus everything 3. Triangle spell! (IC thread)

    Gendithor will start in J11.

    Initiative (1d20+8)[10]

    Knowledge (Arcana) (1d20+15)[21]
    Knowledge (The Planes) (1d20+15)[27]

    T-10: Invisibility Purge CL 9 on self with Reserves of Strength +3 (5 PP)
    T-0: Haste CL 9 on self, KingFrog's 7 minions, and Archmage1 with Reserves of Strength +3 (1 PP)

    RoS damage from IP: (5d6)[18]
    Healing from black sand: (10d4)[28]

    RoS damage from Haste: (5d6)[14]

    Status:
    Spoiler
    Show
    Power points: 47/54

    Attack/Damage: +11/1d8+4 with GMW

    Snowsight
    60' move speed from Haste

    Reflex: +1 from Haste, total +8

    AC: +6 from dex, +1 dodge from Haste
    Total AC: 17
    Flatfooted: 10
    Touch: 17
    Hit points: 90/104

    Cantrips remaining: 4
    Unique spells level 1: Haste, 3 available
    Unique spells level 2: 4 available
    Unique spells level 3: Greater Magic Weapon, 3 available
    Last edited by Douglas; 2017-07-23 at 09:39 PM.
    Like 4X (aka Civilization-like) gaming? Know programming? Interested in game development? Take a look.

    Avatar by Ceika.

    Archives:
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    Saberhagen's Twelve Swords, some homebrew artifacts for 3.5 (please comment)
    Isstinen Tonche for ECL 74 playtesting.
    Team Solars: Powergaming beyond your wildest imagining, without infinite loops or epic. Yes, the DM asked for it.
    Arcane Swordsage: Making it actually work (homebrew)

  5. - Top - End - #335
    Titan in the Playground
    Join Date
    Dec 2010
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    Male

    Default Re: Casters versus everything 3. Triangle spell! (IC thread)

    Morker

    Spoiler
    Show

    Morker
    AC= 12; Current = 12
    HP = 22 ; Current = 22

    Initiative
    (1d20+5)[6]

    Starting B-18

    Kn:Arcana
    (1d20+15)[33]

    Kn:Dungeoneering
    ((1d20+11)[28]

    Kn:Local
    ((1d20+11)[29]

    Kn:Nature
    ((1d20+11)[29]

    Kn:Psionics
    ((1d20+7)[8]

    Kn:Religion
    ((1d20+11)[30]

    The Planes
    ((1d20+11)[21]


    Effects ~

  6. - Top - End - #336
    Colossus in the Playground
     
    Illven's Avatar

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    Female

    Default Re: Casters versus everything 3. Triangle spell! (IC thread)

    Party level 6. Cr 6. Battle 11. Rests left 1. Party wipes 3

    The creature is a dire wolf.

    Dire wolves are animals which mean. Intelligence score of 1 or 2 (no creature with an Intelligence score of 3 or higher can be an animal). Low-light vision.

    Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.

    Dire wolves have scent This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. Whenever the creature comes within 5 feet of the source, the creature pinpoints the source’s location. A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

    Dire animals have all good saves, and average BAB.

    It is Kingfrog, Archmage, Douglas, Meemas, Thricedeadcat, Duskranger, and J-h's turn.

    Spoiler: The map
    Show


    The legend
    Spoiler
    Show

    Mage sprite Is JH's character
    Is Duskranger's character.
    Is Fleshy.
    Is Douglas's character
    Is Archmage's character
    The blue skeletons Are the summons.
    Is Thricedeadcat's character
    Is razorback's character.
    Is Kingfrog's character.
    meemas's character.
    [URL=http://s838.photobucket.com/user/Draka393/media/CvE/dragon%20zombie_zpspt7rnkup.png.html]
    The flying zombie is Skeletor
    Are charmed or dominated enemies. (M (1-3) are the dwarves, M (4) is the elf.)
    Green lines are the Wall of thornes
    Red line is the stinking cloud
    Blue line is the snowfog
    Spoiler: Enemy's that are flying or swimming deep height
    Show

    None right now.




    Spoiler: The init (Don't look till after the first turn is completed)
    Show

    Thricedeadcat =29
    Archmage =29
    Kingfrog =24
    J-h =18
    Meemas =18
    Duskranger =15
    Douglas =10
    M (1) =8
    M (2) =7
    Razorbeck =6


    Spoiler: Dm info (Never look)
    Show

    Barluga Fiendish codex 1 p29 Hp 51 AC 23 To 14 FF 17
    Direwolf Monster manual p 65 HP 45 AC 14 To 11 FF 12

    Kingfrog has dwarf charmed for 170916 rounds on his init.

    Kingfrog has dwarf 2 charmed for 170397 rounds on his init.

    Kingfrog has Mage armor up on Skeletor for 1188 rounds on his init. CL 6

    Kingfrog has primal instinct up on Skeletor for 11989 rounds on his init. CL 6

    Kingfrog has fox's cunning on himself for 56 rounds on his init. CL 6

    Kingfrog has forcescreen on himself for 57 rounds on his init. CL 6

    Kingfrog has two owlbear skeletons on himself for 4 rounds on his init. CL 6

    Kingfrog has evil blessing on himself and skeletor for 4 rounds on his init. CL 6

    Archmage has mage armor up for 2994 rounds on his init. CL 9

    Archmage has heart of water up for 2995 rounds on his init. CL 9

    Archmage has shield up for 88 rounds on his init. CL 9

    Archmage has resistance up for 89 rounds on his init. CL 9

    Thricedeadcat has heart of earth up for 1194 rounds on his init. CL 6

    Thricedeadcat has heart of air up for 1195 rounds on his init. CL 6

    Thricedeadcat has mage armor up for 1196 rounds on his init. CL 6

    Thricedeadcat has familiar pocket up for 1197 rounds on his init. CL 6

    Meemas has primal instinct up for 11990 rounds on his init. CL 6

    Meemas has heart of water up for 1191 rounds on his init. CL 6

    Meemas has greater resistance up for 1192 rounds on his init. CL 6

    Meemas has luminous armor up for 1193 rounds on his init. CL 6

    Meemas has snow sight up for 1194 rounds on his init. CL 6

    Meemas has snowsight up on J'h for 1195 rounds on his init. CL 6

    Meemas has snowsight up on Razorbeck for 1196 rounds on his init. CL 6

    Meemas has snowsight up on Douglas for 1197 rounds on his init. CL 6

    Meemas has obscuring snow up for 1198 rounds on his init. CL 6

    Douglas has GMW on dwarf 1's weapon for 2938 rounds on his init. CL 9

    Douglas has GMW on dwarf 2's weapon for 2939 rounds on his init. CL 9

    Douglas has GMW on dwarf 3's weapon for 2940 rounds on his init. CL 9

    Douglas has GMW on elf 1's weapon for 2941 rounds on his init. CL 9

    Douglas has GMW on his bow for 2942 rounds on his init. CL 9

    Douglas has haste on himself, Kingfrog's minions, and archmage for 8 rounds on his init. CL 9

    M (2) has see invisibility on itself for 597 rounds on it's init.

    M (2) has invisibility on itself for 58 rounds on it's init.

    M (2) has mirror image with 4 copies on itself for 59 rounds on it's init.
    Quote Originally Posted by Deme View Post
    One day, we must all have our characters butchered by romhacks face our ends.
    Avatar by Honest Tiefling

    Won as Good Mayans on a science victory GMR 4. Won as Sweden on a science victory GMR 7. Won as Desert England on a concession victory GMR 8 Lost as Poland in GMR 3. Lost as Japan in GMR 5, Surrendered as Korea in GMR 10. Surrendered as Bad Maya in GMR 11, Lost as Shoshone in GMR 13.

  7. - Top - End - #337
    Colossus in the Playground
     
    GreenSorcererElf

    Join Date
    Jul 2012
    Location
    UTC-5

    Default Re: Casters versus everything 3. Triangle spell! (IC thread)

    Acting quickly, Jack throws an orb of force at the wolf.

    (1d20+6)[25] touch attack
    (9d6)[26] force damage
    Spoiler: Current Character List:
    Show

    John Smith, Playing in the Dollhouse
    Adam of Cyre, Cyre Red
    Grok Magmaforge, Iron Crisis
    ALADIN, Out of the Abyss

  8. - Top - End - #338
    Ettin in the Playground
     
    NecromancerGuy

    Join Date
    Oct 2011

    Default Re: Casters versus everything 3. Triangle spell! (IC thread)

    Morgan will delay her action.
    Kitten: *bats around a mini a few times*
    DM: "Ok, it looks like Fluffy...err, 'The Tarrasque'...Full Attacks the Cleric"
    Cleric: "Full attack my a**, that was just two claw attacks!"
    Kitten: *starts gnawing on the mini*
    Cleric: "...nevermind."

  9. - Top - End - #339
    Surgebinder in the Playground Moderator
     
    Douglas's Avatar

    Join Date
    Aug 2005
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    Mountain View, CA
    Gender
    Male

    Default Re: Casters versus everything 3. Triangle spell! (IC thread)

    Gendithor heals (1d4)[3] and casts Invisibility Purge CL 9 with RoS +3 (5 PP). If no new enemies appear, he then moves due north until one does or he reaches the edge of the arena.

    RoS damage (5d6)[15]

    Status:
    Spoiler
    Show
    Power points: 42/54

    Attack/Damage: +11/1d8+4 with GMW

    Snowsight
    60' move speed from Haste

    Reflex: +1 from Haste, total +8

    AC: +6 from dex, +1 dodge from Haste
    Total AC: 17
    Flatfooted: 10
    Touch: 17
    Hit points: 78/104

    Cantrips remaining: 4
    Unique spells level 1: Haste, 3 available
    Unique spells level 2: 4 available
    Unique spells level 3: Greater Magic Weapon, Invisibility Purge, 2 available
    Last edited by Douglas; 2017-07-24 at 07:41 PM.
    Like 4X (aka Civilization-like) gaming? Know programming? Interested in game development? Take a look.

    Avatar by Ceika.

    Archives:
    Spoiler
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    Saberhagen's Twelve Swords, some homebrew artifacts for 3.5 (please comment)
    Isstinen Tonche for ECL 74 playtesting.
    Team Solars: Powergaming beyond your wildest imagining, without infinite loops or epic. Yes, the DM asked for it.
    Arcane Swordsage: Making it actually work (homebrew)

  10. - Top - End - #340
    Titan in the Playground
     
    J-H's Avatar

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    Feb 2008
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    Texas
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    Default Re: Casters versus everything 3. Triangle spell! (IC thread)

    Dohl

    Dohl readies an action to 5' step and cast Sound Burst ((1d8)[6] sonic damage and Fort DC17 or stun) at any enemy or enemies that appear. Dangerous enemies targeted first, followed by whatever placement gets the most enemies at a time.
    Things published on DM's Guild
    Campaign Logs:
    Baldur's Gate 2 (ongoing)
    Castle Dracula (Castlevania)
    Against the Idol of the Sun (high level hexcrawl)

  11. - Top - End - #341
    Barbarian in the Playground
     
    Zombie

    Join Date
    Jul 2016

    Default Re: Casters versus everything 3. Triangle spell! (IC thread)

    Obviously, if Szivv has no inkling that there is something left to fight after charming the wolf, he might not direct his minions. I will include turns for them in case there is some kind of indication when the fight is over that would be missing here.

    Spoiler: Szivv
    Show

    Move to R-5, so M1 is affect by my aura, manifest psionic charm (7 PP, affects animals,
    13 day duration) targetting self initially, using insane defiance to redirect it to M1,
    DC 27 will save negates, does not include -5 for aura, -4 for insane defiance or +5 for being threatened/attacked by allies. I don't share a language, but if successful and it is apparent that the fight is not over, will attempt to convince it to hunt/point out anything that isn't visible. charisma check (1d20+5)[10]


    Spoiler: Owlbear Skeleton 2
    Show
    Move to K/L-1/2, then to B/C-9/10 (double move if needed, if it bumps something while it can still attack, it does so.
    (1d20+7)[27]
    damage (1d6+5)[7]
    --crit stuff--
    (1d20+7)[20]
    damage (1d6+5)[7]


    Spoiler: Owlbear Skeleton 1
    Show
    Move to O/P-5/6, then to A/B-5/6 (double move if needed, if it bumps something while it can still attack, it does so.
    (1d20+7)[9]
    damage (1d6+5)[11]
    --crit stuff--
    (1d20+7)[12]
    damage (1d6+5)[11]


    Spoiler: Dwarf 1
    Show
    Move to D-1 to A-1 to A-6, double move if needed, attack something if it bumps into it while it can
    (1d20+6)[12], damage (1d10+3)[5]
    ---crit stuff---
    (1d20+6)[26], damage (1d10+3)[9]



    Spoiler: Dwarf 2
    Show
    Move to N-1 to T-1 to T-4, double move if needed, attack something if it bumps into it while it can
    (1d20+6)[19], damage (1d10+3)[11]
    ---crit stuff---
    (1d20+6)[19], damage (1d10+3)[6]


    Spoiler: Dwarf 3
    Show
    Move to H-1 to N-6, double move if needed, attack something if it bumps into it while it can
    (1d20+6)[7], damage (1d10+3)[5]
    ---crit stuff---
    (1d20+6)[26], damage (1d10+3)[13]


    Spoiler: Skeletor
    Show
    Try to listen for anything left (1d20+16)[36], can be done once per round as a free action. If this is unsuccessful, move to I-6, and try again if possible (I'm not sure if you can take an action to do another perception roll like that)
    (1d20+16)[21].
    If first attempt is successful, move to attack whatever is discovered, prioritizing closest target first. (1d20+22)[26], damage (2d6)[5] + 9 damage, including 1 vile damage
    ---crit stuff---
    (1d20+22)[34], damage (2d6)[7] + 9 damage, including 1 vile damage



    Spoiler: Elf
    Show
    If something is discovered but is still up, full attack it
    (1d20+6)[11], (1d20+6)[20], does not include penalty for shooting into melee if applicable
    damage (1d8+2)[6], (1d8+2)[4]
    ---crit stuff---
    (1d20+6)[25], (1d20+6)[7], does not include penalty for shooting into melee if applicable
    damage (1d8+2)[6], (1d8+2)[10]

  12. - Top - End - #342
    Troll in the Playground
     
    OldWizardGuy

    Join Date
    Jul 2009
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    Michigan
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    Male

    Default Re: Casters versus everything 3. Triangle spell! (IC thread)

    Cevt will ready an action to cast magic missile at the lone visible Dire Wolf if it attacks any of his allies.

    Damage
    (5d4+5)[16]

    Caster level check, if needed
    (1d20+9)[21]
    Spoiler
    Show
    Quote Originally Posted by Wings of Peace View Post
    "See these cookies? Note how while good they taste sort of bland. Now try these, they're the same cookies but with chocolate chips added. Notice how with the second batch we expended slightly more ingredients but dramatically enhanced the flavor? That's metamagic."
    Quote Originally Posted by Doc Roc View Post
    Seriously, can we kill this misconception now? A wizard is never late, nor is he early. He shops for precisely what he means to.


    Winner of Junkyard Wars 31.

  13. - Top - End - #343
    Ogre in the Playground
     
    SolithKnightGuy

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    Mar 2010
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    Netherlands
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    Default Re: Casters versus everything 3. Triangle spell! (IC thread)

    Kritk will wait until teleported back to home since his allies have this.


    In the Spoiler actions if possible are written, only read if Kritk's initiative is lower than Douglas his character.

    Spoiler
    Show

    If Kritk's Initiative is low enough to see the effect of his allies actions he will cast Evards Black tentacles on the opponents that are then visible.
    “Beware the Jabberwock, my son!
    The jaws that bite, the claws that catch!
    Beware the Jubjub bird, and shun
    The frumious Bandersnatch!”

    Lewis Carroll

  14. - Top - End - #344
    Colossus in the Playground
     
    Illven's Avatar

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    Female

    Default Re: Casters versus everything 3. Triangle spell! (IC thread)

    Party level 6. Cr 6. Battle 11. Rests left 1. Party wipes 3

    Archmage's orb of force hits and damages the direwolf

    Douglas's invisibility purge reveals. This hulking monster looks at first like a powerfully muscled orangutan, yet the cruelty that burns in its rheumy red eyes signals a hateful intelligence. Its visage is dominated by a pair of oversized fangs that jut from its lower jaw. Its fur is rusty red and matted with filth.

    Bar-lguras often serve as scouts for other demonic forces.

    A bar-lgura can pounce on foes with great ferocity, clawing and biting before its victim can even react.

    Bar-lguras can see invisible foes.

    Unlike most tanar’ri, a bar-lgura can transport other creatures with its abduction ability, even if those creatures are unwilling.

    Barlgura's are outsiders and tanara'ri. This means Darkvision out to 60 feet. Unlike most other living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate,
    and resurrection, don’t work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype (see page 217) can be raised, reincarnated, or resurrected just as other living creatures can be. Proficient with all simple and martial weapons and any weapons mentioned in its entry. Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Outsiders not indicated as wearing armor are not proficient with armor. Outsiders are proficient with shieldsif they are proficient with any form of armor. Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Native outsiders
    breathe, eat, and sleep. Immunity to electricity and poison. Resistance to acid 10, cold 10, and fire 10. Summon (Sp): Tanar’ri share the ability to summon others of their kind (the success chance and type of tanar’ri summoned are noted in each monster description 35% for another Barlugra in this case.). Telepathy.

    Barglua's have spell resistance 16.

    Barglua's have damage reduction 10/cold iron or good.

    This Barglua seems to have 4 mirror image figments

    J-h's sound burst damages M (2), but it manages to make it's save.

    M (1) fails it's save versus Kingfrog's charm, but refuses to listen.

    Owlbear skeleton 2 attacks M (2) but fails to crit, and hits an image

    Owlbear skeleton 1 misses M (2)

    Dwarf 1 misses M (2)

    Dwarf 2 hits one of M (2)'s images

    Dwarf 3 misses M (2)

    Skeletor's attack hits and damages M (2) but doesn't deal full damage.

    Elf misses it's two arrows. It loses 1 of those arrows.

    Duskranger can't center his spell.

    The Barglua casts a spell that you recognize as dispel magic.

    Dwarf 1's greater magic weapon fades away

    Douglas's greater magic weapon fades away

    Douglas's invisibility purge fades away.

    It is everyone's turn.

    Spoiler: The map
    Show


    The legend
    Spoiler
    Show

    Mage sprite Is JH's character
    Is Duskranger's character.
    Is Fleshy.
    Is Douglas's character
    Is Archmage's character
    The blue skeletons Are the summons.
    Is Thricedeadcat's character
    Is razorback's character.
    Is Kingfrog's character.
    meemas's character.
    [URL=http://s838.photobucket.com/user/Draka393/media/CvE/dragon%20zombie_zpspt7rnkup.png.html]
    The flying zombie is Skeletor
    Are charmed or dominated enemies. (M (1-3) are the dwarves, M (4) is the elf.)
    Green lines are the Wall of thornes
    Red line is the stinking cloud
    Blue line is the snowfog
    Spoiler: Enemy's that are flying or swimming deep height
    Show

    None right now.




    Spoiler: The init (Don't look till after the first turn is completed)
    Show

    Thricedeadcat =29
    Archmage =29
    Kingfrog =24
    J-h =18
    Meemas =18
    Duskranger =15
    Douglas =10
    M (1) =8
    M (2) =7
    Razorbeck =6


    Spoiler: Dm info (Never look)
    Show

    Barluga Fiendish codex 1 p29 Hp 46/51 AC 23 To 14 FF 17
    Direwolf Monster manual p 65 HP 19/45 AC 14 To 11 FF 12

    Kingfrog has dwarf charmed for 170915 rounds on his init.

    Kingfrog has dwarf 2 charmed for 170396 rounds on his init.

    Kingfrog has direwolf charmed for 187199 rounds on his init.

    Kingfrog has Mage armor up on Skeletor for 1187 rounds on his init. CL 6

    Kingfrog has primal instinct up on Skeletor for 11988 rounds on his init. CL 6

    Kingfrog has fox's cunning on himself for 55 rounds on his init. CL 6

    Kingfrog has forcescreen on himself for 56 rounds on his init. CL 6

    Kingfrog has two owlbear skeletons on himself for 3 rounds on his init. CL 6

    Kingfrog has evil blessing on himself and skeletor for 3 rounds on his init.

    Archmage has mage armor up for 2993 rounds on his init. CL 9

    Archmage has heart of water up for 2994 rounds on his init. CL 9

    Archmage has shield up for 87 rounds on his init. CL 9

    Archmage has resistance up for 88 rounds on his init. CL 9

    Thricedeadcat has heart of earth up for 1193 rounds on his init. CL 6

    Thricedeadcat has heart of air up for 1194 rounds on his init. CL 6

    Thricedeadcat has mage armor up for 1195 rounds on his init. CL 6

    Thricedeadcat has familiar pocket up for 1196 rounds on his init. CL 6

    Meemas has primal instinct up for 11989 rounds on his init. CL 6

    Meemas has heart of water up for 1190 rounds on his init. CL 6

    Meemas has greater resistance up for 1191 rounds on his init. CL 6

    Meemas has luminous armor up for 1192 rounds on his init. CL 6

    Meemas has snow sight up for 1193 rounds on his init. CL 6

    Meemas has snowsight up on J'h for 1194 rounds on his init. CL 6

    Meemas has snowsight up on Razorbeck for 1195 rounds on his init. CL 6

    Meemas has snowsight up on Douglas for 1196 rounds on his init. CL 6

    Meemas has obscuring snow up for 1197 rounds on his init. CL 6

    Douglas has GMW on dwarf 2's weapon for 2938 rounds on his init. CL 9

    Douglas has GMW on dwarf 3's weapon for 2939 rounds on his init. CL 9

    Douglas has GMW on elf 1's weapon for 2940 rounds on his init. CL 9

    Douglas has GMW on his bow for 2941 rounds on his init. CL 9

    Douglas has haste on himself, Kingfrog's minions, and archmage for 7 rounds on his init. CL 9

    M (2) has see invisibility on itself for 596 rounds on it's init.

    M (2) has invisibility on itself for 57 rounds on it's init.

    M (2) has mirror image with 2 copies on itself for 58 rounds on it's init.
    Quote Originally Posted by Deme View Post
    One day, we must all have our characters butchered by romhacks face our ends.
    Avatar by Honest Tiefling

    Won as Good Mayans on a science victory GMR 4. Won as Sweden on a science victory GMR 7. Won as Desert England on a concession victory GMR 8 Lost as Poland in GMR 3. Lost as Japan in GMR 5, Surrendered as Korea in GMR 10. Surrendered as Bad Maya in GMR 11, Lost as Shoshone in GMR 13.

  15. - Top - End - #345
    Barbarian in the Playground
     
    Zombie

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    Default Re: Casters versus everything 3. Triangle spell! (IC thread)

    Spoiler: Szivv
    Show

    Move to M8, manifest psionic charm (9 PP, affects outsiders, 13 day duration), initial target self, use insane defiance to redirect to M2, DC 28 Will Save negates, does not include bonus from being in combat or penalty from insane defiance.
    Manifester level check (1d20+13)[24]


    Obviously, if we charm the demon, I don't continue attacking it.

    Spoiler: Skeletor
    Show

    Full Attack M2 if it's still free, Power Attack for 8
    claw/bite/wing/wing: (1d20+15)[27], (1d20+15)[24], (1d20+15)[31], (1d20+15)[22]
    damage: (1d6+13)[15], (1d8+13)[20], (1d4+13)[14], (1d4+13)[16]
    Unarmed Strike, incl haste: (1d20+15)[22], (1d20+15)[24], (1d20+10)[29], (1d20+5)[9]
    damage: (2d6+17)[23], (2d6+17)[26], (2d6+17)[19], (2d6+17)[24]
    One hit from each is vile damage. I'm putting sneak attack damage in a sub spoiler for cleanliness
    Spoiler: Sneak Attack damage rolls
    Show

    claw/bite/wing/wing: (2d6)[8], (2d6)[9], (2d6)[4], (2d6)[9],
    Unarmed Strike, incl haste: (2d6)[4], (2d6)[8], (2d6)[7], (2d6)[2],

    ---crit stuff---
    claw/bite/wing/wing: (1d20+15)[16], (1d20+15)[18], (1d20+15)[29], (1d20+15)[22]
    damage: (1d6+13)[17], (1d8+13)[18], (1d4+13)[16], (1d4+13)[15]
    Unarmed Strike, incl haste: (1d20+15)[29], (1d20+15)[18], (1d20+10)[11], (1d20+5)[21]
    damage: (2d6+17)[23], (2d6+17)[19], (2d6+17)[23], (2d6+17)[24]


    Others can't do enough damage to break DR, skip them.

  16. - Top - End - #346
    Barbarian in the Playground
     
    Zombie

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    Default Re: Casters versus everything 3. Triangle spell! (IC thread)

    Apologies for the double post, but I wanted to modify my plan if possible. The following attacks occur prior to Szivv's charm attempt, occur only if the demon still has mirror images still up, and stop as soon as the last image is popped or the real demon is identified for Szivv/Skeletor.

    Spoiler: Owlbear skeleton 1
    Show

    full attack M2
    claw/claw /claw (haste) /bite: (1d20+8)[24], (1d20+8)[10], (1d20+8)[21], (1d20+8)[12]
    damage: (1d6+5)[6], (1d6+5)[11], (1d6+5)[11], (1d8+2)[7]


    Spoiler: Owlbear skeleton 2
    Show

    full attack M2
    claw/claw /claw (haste) /bite: (1d20+8)[18], (1d20+8)[12], (1d20+8)[15], (1d20+8)[16]
    damage: (1d6+5)[7], (1d6+5)[7], (1d6+5)[8], (1d8+2)[10]


    Spoiler: Dwarf1
    Show

    Full attack M2
    (1d20+8)[9], (1d20+8)[15]
    damage: (1d10+3)[8], (1d10+3)[6]


    Spoiler: Dwarf2
    Show

    Full attack M2
    (1d20+8)[24], (1d20+8)[26]
    damage: (1d10+3)[12], (1d10+3)[13]


    Spoiler: Dwarf3
    Show

    Full attack M2
    (1d20+8)[19], (1d20+8)[18]
    damage: (1d10+3)[12], (1d10+3)[9]

  17. - Top - End - #347
    Colossus in the Playground
     
    GreenSorcererElf

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    Default Re: Casters versus everything 3. Triangle spell! (IC thread)

    Jack casts see invisibility, and looks around.

    (Also, adding See invis to buff list seems like a plan, for the future)
    Spoiler: Current Character List:
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    John Smith, Playing in the Dollhouse
    Adam of Cyre, Cyre Red
    Grok Magmaforge, Iron Crisis
    ALADIN, Out of the Abyss

  18. - Top - End - #348
    Troll in the Playground
     
    OldWizardGuy

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    Default Re: Casters versus everything 3. Triangle spell! (IC thread)

    Assuming the currently revealed demon is not yet charmed and no others reveal themselves, Cevt will cast a magic missile at M2. (If M3, M4, etc., then that monster instead will be the target).


    Caster Level Check against SR
    (1d20+9)[14]

    Damage
    (5d4+5)[16]
    Spoiler
    Show
    Quote Originally Posted by Wings of Peace View Post
    "See these cookies? Note how while good they taste sort of bland. Now try these, they're the same cookies but with chocolate chips added. Notice how with the second batch we expended slightly more ingredients but dramatically enhanced the flavor? That's metamagic."
    Quote Originally Posted by Doc Roc View Post
    Seriously, can we kill this misconception now? A wizard is never late, nor is he early. He shops for precisely what he means to.


    Winner of Junkyard Wars 31.

  19. - Top - End - #349
    Surgebinder in the Playground Moderator
     
    Douglas's Avatar

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    Default Re: Casters versus everything 3. Triangle spell! (IC thread)

    On seeing the Barlgura start casting Dispel Magic, Gendithor immediately casts Lesser Celerity (3 PP) and moves to J20, hoping to get out of the dispel's area before it hits.

    On his turn, Gendithor heals (1d4)[4] and moves right back to where he was at J11. Then he readies an action to move to A11 if the Barlgura starts casting Dispel Magic again.

    Status:
    Spoiler
    Show
    Power points: 39/54

    Attack/Damage: +11/1d8+4 with GMW

    Snowsight
    60' move speed from Haste

    Reflex: +1 from Haste, total +8

    AC: +6 from dex, +1 dodge from Haste
    Total AC: 17
    Flatfooted: 10
    Touch: 17
    Hit points: 82/104

    Cantrips remaining: 4
    Unique spells level 1: Haste, 3 available
    Unique spells level 2: Lesser Celerity, 3 available
    Unique spells level 3: Greater Magic Weapon, Invisibility Purge, 2 available
    Last edited by Douglas; 2017-07-28 at 08:07 PM.
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  20. - Top - End - #350
    Titan in the Playground
     
    J-H's Avatar

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    Default Re: Casters versus everything 3. Triangle spell! (IC thread)

    Dohl passes his action, as the enemy is surrounded.
    Things published on DM's Guild
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  21. - Top - End - #351
    Colossus in the Playground
     
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    Default Re: Casters versus everything 3. Triangle spell! (IC thread)

    M (2) is charmed and thus the battle is over. Would you like to use a rest?

    Most people gain 450 XP

    Douglas, Kingfrog, and Razorbeck gain 495 xp. Which I believe levels Kingfrog and Razorbeck up.
    Quote Originally Posted by Deme View Post
    One day, we must all have our characters butchered by romhacks face our ends.
    Avatar by Honest Tiefling

    Won as Good Mayans on a science victory GMR 4. Won as Sweden on a science victory GMR 7. Won as Desert England on a concession victory GMR 8 Lost as Poland in GMR 3. Lost as Japan in GMR 5, Surrendered as Korea in GMR 10. Surrendered as Bad Maya in GMR 11, Lost as Shoshone in GMR 13.

  22. - Top - End - #352
    Barbarian in the Playground
     
    Zombie

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    Default Re: Casters versus everything 3. Triangle spell! (IC thread)

    Quote Originally Posted by Illven View Post
    M (2) is charmed and thus the battle is over. Would you like to use a rest?

    Most people gain 450 XP

    Douglas, Kingfrog, and Razorbeck gain 495 xp. Which I believe levels Kingfrog and Razorbeck up.
    I vote no rest. What source is that demon from, so I know what I have to work with for future battles/rolls?

    I will get to adding that level (level 2 of Mind Mage). It's not much of a level, but it does add a few powers known, and Compensation might boost my fiery burst feat to 8d6.

    @Illven: Does the potential increase in the level of a power from Heighten Power that could be gained by sacrificing a spell with Compensation count towards the highest level spell/power I have available to cast/manifest for reserve feats?

  23. - Top - End - #353
    Colossus in the Playground
     
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    Default Re: Casters versus everything 3. Triangle spell! (IC thread)

    Quote Originally Posted by KingFrog View Post
    I vote no rest. What source is that demon from, so I know what I have to work with for future battles/rolls?

    I will get to adding that level (level 2 of Mind Mage). It's not much of a level, but it does add a few powers known, and Compensation might boost my fiery burst feat to 8d6.

    @Illven: Does the potential increase in the level of a power from Heighten Power that could be gained by sacrificing a spell with Compensation count towards the highest level spell/power I have available to cast/manifest for reserve feats?
    Fiendish codex 1.

    Go over the text for me.
    Quote Originally Posted by Deme View Post
    One day, we must all have our characters butchered by romhacks face our ends.
    Avatar by Honest Tiefling

    Won as Good Mayans on a science victory GMR 4. Won as Sweden on a science victory GMR 7. Won as Desert England on a concession victory GMR 8 Lost as Poland in GMR 3. Lost as Japan in GMR 5, Surrendered as Korea in GMR 10. Surrendered as Bad Maya in GMR 11, Lost as Shoshone in GMR 13.

  24. - Top - End - #354
    Colossus in the Playground
     
    Illven's Avatar

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    Default Re: Casters versus everything 3. Triangle spell! (IC thread)

    It has been 3 hours since the last battle. Are their any buffs you would like to use?

    Kingfrog what's the CL/duration on your mage armor.

    Your fox's cunning and forcescreen fades

    Your owl bear skeleton's and evil blessing fades

    Archmage's shield and resistance fades.

    Thricedeadcat what's the CL on your spells?

    Meemas what's the CL on your spells?

    Douglas's haste fades.

    Spoiler: DM notes
    Show

    Kingfrog has dwarf charmed for 169115 rounds on his init.

    Kingfrog has dwarf 2 charmed for 168596 rounds on his init.

    Kingfrog has direwolf charmed for 185399 rounds on his init.

    Kingfrog has Mage armor up on Skeletor for -613 rounds on his init. CL 6

    Kingfrog has primal instinct up on Skeletor for 10188 rounds on his init. CL 6

    Archmage has mage armor up for 1193 rounds on his init. CL 9

    Archmage has heart of water up for 1194 rounds on his init. CL 9

    Thricedeadcat has heart of earth up for 1193 rounds on his init. CL 6

    Thricedeadcat has heart of air up for -506 rounds on his init. CL 6

    Thricedeadcat has mage armor up for -505 rounds on his init. CL 6

    Thricedeadcat has familiar pocket up for -504 rounds on his init. CL 6

    Meemas has primal instinct up for 10189 rounds on his init. CL 6

    Meemas has heart of water up for -610 rounds on his init. CL 6

    Meemas has greater resistance up for -609 rounds on his init. CL 6

    Meemas has luminous armor up for -608 rounds on his init. CL 6

    Meemas has snow sight up for -607 rounds on his init. CL 6

    Meemas has snowsight up on J'h for -606 rounds on his init. CL 6

    Meemas has snowsight up on Razorbeck for -605 rounds on his init. CL 6

    Meemas has snowsight up on Douglas for -604 rounds on his init. CL 6

    Meemas has obscuring snow up for -603 rounds on his init. CL 6

    Douglas has GMW on dwarf 2's weapon for 1138 rounds on his init. CL 9

    Douglas has GMW on dwarf 3's weapon for 1139 rounds on his init. CL 9

    Douglas has GMW on elf 1's weapon for 1140 rounds on his init. CL 9

    Douglas has GMW on his bow for 1141 rounds on his init. CL 9
    Quote Originally Posted by Deme View Post
    One day, we must all have our characters butchered by romhacks face our ends.
    Avatar by Honest Tiefling

    Won as Good Mayans on a science victory GMR 4. Won as Sweden on a science victory GMR 7. Won as Desert England on a concession victory GMR 8 Lost as Poland in GMR 3. Lost as Japan in GMR 5, Surrendered as Korea in GMR 10. Surrendered as Bad Maya in GMR 11, Lost as Shoshone in GMR 13.

  25. - Top - End - #355
    Barbarian in the Playground
     
    Zombie

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    Default Re: Casters versus everything 3. Triangle spell! (IC thread)

    Szivv's Mage Armor that he cast on Skeletor fades away (CL = 7). Skeletor's AC is now 11, I think.

    T-10 rounds: Cast Sign on Self
    T-9 rounds: Cast See Invisibility on Self, Barlgura casts see invisibility on itself
    T-4 rounds: Cast Fly on Skeletor
    T-3 rounds: Manifest Force Screen (1 PP, +4 shield bonus to AC)
    T-2 rounds: Activate Evil Blessing
    T-1 rounds: Skeletor activates Evil Blessing and Travel Devotion, Szivv cast Summon Undead III for 2 owlbear skeletons

    Szivv: F-13
    Skeletor: M-11
    Owlbear Skeleton 1:F/G-11/12
    Owlbear Skeleton 2:I/J-11/12
    Dwarf 1: A-11
    Dwarf 2: C-11
    Dwarf 3: E-11
    Elf: B-13
    Dire Wolf: Q/R-11/12
    Barlgura: O-11
    Necrosis Carnex: Not participating

    Initiative: (1d20+20)[38], includes a use of nerveskitter

    Knowledge (arcana): (1d20+19)[36]
    Knowledge (religion): (1d20+17)[31]
    Knowledge (planes): (1d20+17)[28]
    Knowledge (psionic): (1d20+17)[36]
    Knowledge (nature): (1d20+17)[32]
    Knowledge (dungeoneering): (1d20+17)[18]

  26. - Top - End - #356
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    Default Re: Casters versus everything 3. Triangle spell! (IC thread)

    Dohl will start with all of his shadows summoned... can't place until we see the map.
    Things published on DM's Guild
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  27. - Top - End - #357
    Troll in the Playground
     
    OldWizardGuy

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    Default Re: Casters versus everything 3. Triangle spell! (IC thread)

    No further buffs than those already active.
    Spoiler
    Show
    Quote Originally Posted by Wings of Peace View Post
    "See these cookies? Note how while good they taste sort of bland. Now try these, they're the same cookies but with chocolate chips added. Notice how with the second batch we expended slightly more ingredients but dramatically enhanced the flavor? That's metamagic."
    Quote Originally Posted by Doc Roc View Post
    Seriously, can we kill this misconception now? A wizard is never late, nor is he early. He shops for precisely what he means to.


    Winner of Junkyard Wars 31.

  28. - Top - End - #358
    Surgebinder in the Playground Moderator
     
    Douglas's Avatar

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    Default Re: Casters versus everything 3. Triangle spell! (IC thread)

    Just this fight and one more before the free pre-boss rest, I believe? Ah what the hell, I've got plenty left, might as well spend some.

    T-100: Greater Magic Weapon CL 9 (5 PP) with RoS +3 on Dwarf 1's weapon
    T-10: Invisibility Purge CL 9 (5 PP) with RoS +3
    T-0: Haste CL 9 (1 PP) with RoS +3 on same targets as before

    Damage from IP: (5d6)[16]
    Healing from Black Sand: (10d4)[22]
    Damage from Haste: (5d6)[14]

    Status:
    Spoiler
    Show
    Power points: 28/54

    Attack/Damage: +11/1d8+4 with GMW

    Snowsight
    60' move speed from Haste

    Reflex: +1 from Haste, total +8

    AC: +6 from dex, +1 dodge from Haste
    Total AC: 17
    Flatfooted: 10
    Touch: 17
    Hit points: 90/104

    Cantrips remaining: 4
    Unique spells level 1: Haste, 3 available
    Unique spells level 2: Lesser Celerity, 3 available
    Unique spells level 3: Greater Magic Weapon, Invisibility Purge, 2 available
    Last edited by Douglas; 2017-08-01 at 10:20 PM.
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  29. - Top - End - #359
    Ettin in the Playground
     
    NecromancerGuy

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    Default Re: Casters versus everything 3. Triangle spell! (IC thread)

    No buffs. All of my hours per level buffs should have a minimum of an hour left to go.
    Kitten: *bats around a mini a few times*
    DM: "Ok, it looks like Fluffy...err, 'The Tarrasque'...Full Attacks the Cleric"
    Cleric: "Full attack my a**, that was just two claw attacks!"
    Kitten: *starts gnawing on the mini*
    Cleric: "...nevermind."

  30. - Top - End - #360
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    Default Re: Casters versus everything 3. Triangle spell! (IC thread)

    Party level 6. Cr 6. Battle 12. Rests left 1. Party wipes 3

    This pile of bones has four legs, no arms, and three skeletal heads.

    Each of them seem to have five copies though.

    Please place yourself, roll init, and roll knowledge checks.

    Spoiler: The map
    Show


    The legend
    Spoiler
    Show

    Mage sprite Is JH's character
    Is Duskranger's character.
    Is Fleshy.
    Is Douglas's character
    Is Archmage's character
    The blue skeletons Are the summons.
    Is Thricedeadcat's character
    Is razorback's character.
    Is Kingfrog's character.
    meemas's character.
    [URL=http://s838.photobucket.com/user/Draka393/media/CvE/dragon%20zombie_zpspt7rnkup.png.html]
    The flying zombie is Skeletor
    Are charmed or dominated enemies. (M (1-3) are the dwarves, M (4) is the elf.)
    Green lines are the Wall of thornes
    Red line is the stinking cloud
    Blue line is the snowfog
    Spoiler: Enemy's that are flying or swimming deep height
    Show

    None right now.




    Spoiler: The init (Don't look till after the first turn is completed)
    Show

    M (2) =20
    M (1) =5


    Spoiler: Dm info (Never look)
    Show

    Lamia MM 1 p165 HP 58 AC 18 To 11 FF 16

    Kingfrog has dwarf charmed for 169115 rounds on his init.

    Kingfrog has dwarf 2 charmed for 168596 rounds on his init.

    Kingfrog has direwolf charmed for 185399 rounds on his init.

    Kingfrog has primal instinct up on Skeletor for 10188 rounds on his init. CL 6

    Kingfrog has see invisibility up for 592 rounds on his init. CL 6

    Kingfrog's barluga has see invisibility up for 592 rounds on their init. CL 6

    Skeletor has fly for 57 rounds on their init. CL 6

    Kingfrog has forcescreen on for 58 rounds on their init. CL 6

    Kingfrog has evil blessing up for 4 rounds on his init.

    Kingfrog has summon undead 3 for 6 round on his init.

    Skeletor has travel devotion up for 10 rounds on his init.

    Skeletor has evil blessing up for 5 rounds on his init.

    Archmage has mage armor up for 1193 rounds on his init. CL 9

    Archmage has heart of water up for 1194 rounds on his init. CL 9

    Thricedeadcat has heart of earth up for 1193 rounds on his init. CL 9

    Thricedeadcat has heart of air up for 1294 rounds on his init. CL 9

    Thricedeadcat has mage armor up for 1293 rounds on his init. CL 9

    Thricedeadcat has familiar pocket up for 1292 rounds on his init. CL 9

    Douglas has GMW on dwarf 1's weapon for 5301 rounds on his init. CL 9

    Douglas has GMW on dwarf 2's weapon for 1138 rounds on his init. CL 9

    Douglas has GMW on dwarf 3's weapon for 1139 rounds on his init. CL 9

    Douglas has GMW on elf 1's weapon for 1140 rounds on his init. CL 9

    Douglas has GMW on his bow for 1141 rounds on his init. CL 9

    Douglas has invisibility purge up for 80 rounds on his init. CL 9

    Douglas has haste on self, KingFrog's 7 minions, and Archmage1 for 9 rounds on his init. CL 9

    J-h has a summoned shadow up for 4 rounds on his init.

    J-h has a summoned shadow up for 5 rounds on his init.

    J-h has a summoned shadow up for 6 rounds on his init.

    J-h has a summoned shadow up for 7 rounds on his init.

    J-h has a summoned shadow up for 8 rounds on his init.

    J-h has a summoned shadow up for 9 rounds on his init.

    M (1+2) have disguise self on themselves for 899 rounds on their init.

    M (1) has 5 copies of themselves for 90 rounds on their init.

    M (2) has 7 copies of themselves for 90 rounds on their init.
    Quote Originally Posted by Deme View Post
    One day, we must all have our characters butchered by romhacks face our ends.
    Avatar by Honest Tiefling

    Won as Good Mayans on a science victory GMR 4. Won as Sweden on a science victory GMR 7. Won as Desert England on a concession victory GMR 8 Lost as Poland in GMR 3. Lost as Japan in GMR 5, Surrendered as Korea in GMR 10. Surrendered as Bad Maya in GMR 11, Lost as Shoshone in GMR 13.

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