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Thread: The Grinder Group 2
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2007-12-16, 01:07 PM (ISO 8601)
- Join Date
- Nov 2007
The Grinder Group 2
You find yourself standing in the basement, finding the secret entrance to the Grinder after a long journey has brought you here. You do not know what perils and horrors await you, but the promise of power is great. You all have your own reasons for being here, but you all stand ready to take the plunge.
Before you stands a large opalescent sphere, the portal entrance to grinder.
SpoilerWhere you are now matters far less than where you are going to be. You might be in the city of doors or somewhere else.
Some rules of posting:
I'd like you to put the first part of the post in character. Put necessary dice rolls and what not in a spoiler box. See Belial the Leveler's Dungeonkeeper fight threads for an example if you don't understand.
Post a link to your character sheet, and your statblock(s) in your first post.
Most of your rolls do; sometimes though I'll be rolling for you if you're not aware of something.
Uhhh, that's all I can think of right now, but if I change anything I'll put it in the post where I change it and here.
Good luck!
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2007-12-16, 04:17 PM (ISO 8601)
- Join Date
- Jun 2007
- Location
- UK
- Gender
Re: The Grinder Group 2
Martina
The she-elf stands before the "DOOR", her right index finger resting on her lips in a thoughtfull frame of mind, in her left hand she hold a composite long bow. Her long coppery red hair is pinned out of her face, showing a long scars along her right cheek.
She turns towards the group and her emerald green eyes scan the small group gathered there. She plucks up her courage and steps forward and adresses the group.
"Hi all, I don't think any of us have meet or worked together in the past, but i feel that if we are all to survive this challange we need to work together, so it might be a good idea if we got to know each others basic skills before we step through.
My name is Martina, I'm an archer, I also have some skills in tracking and searching, I'm pretty good at disarming traps, I have a few spells available but most are only useful with my bow.
What about you guys?"
Spoiler
Martina can be found here
Name - Martina
Alignment - CN; Type (subtypes) - Elf (Wood)
Initiative - +8 ; Senses - low light vision
Languages - Common, Elven, Sylvan, Draconic
_______________________________
AC - 33, touch - 23, flat-footed - 33
relevant special abilities - Evasion, Unncanny Dodge, Trapfinnding, Trap Sense +1
the break down of AC - 5 (Bracers of Armor) +8 (Dex) + 5 (Amulet of NA) + 5 (Ring of Protection)
Miss Chance
hp - 141; DR
Immune to sleep effects
Resist +2 racial bonus on saving throws against Enhantment spells or effects
SR
Fort - 17, Ref - 24, Will - 15
______________________________
Speed - 40ft;
Melee 18 - 18/13/8
Ranged 22 - 22/17/12
Space/Reach 5/5
Base Atk - 14; Grapple - 18
Atk Options - Manyshot, Rapid Shot
Special Actions 5d6 Sneak attack
______________________________
Abilities - Str 18,Dex 26, Con 19, Int 14, Wis, 14, Cha 8
Special Qualities - Fav Enemy (+2 vs Evil Outsiders), Wild Empathy, Endurance, trapfinding, Sneak attack (+5d6), Evasion, Trap Sense +1, Uncanny Dodge, Spells, Woodland Stride, Lucky Shot, trackless Step, Poison Use, Steady hand, Hide in Plain Sight, Death Attack, Immunity to Poison
Feats - Endurance, Imp Critical, Point Blanc shot, Precise Shot, Imp Precise Shot, Rapid Shot, Imp Rapid shot, Many Shot, Track, Weapon Focus, Weapon Specialization, Steadfast Determination
Skill ranks - Craft (Bowmaking) +8, DD +21, Hide +20, Jump +5, K(Dung) +1, K(Geo) +1, K(Nature) +5, Listen +20, MS +13, Search +13, Spot +20, Survival +8, Tumble +20
*** I'm not sure if I fileld this out like it's supposed, if i din't please point out my mistakes, so I can correct them ***
Last edited by Kat Steel; 2007-12-16 at 05:42 PM.
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2007-12-16, 11:16 PM (ISO 8601)
- Join Date
- Sep 2005
- Location
- Edmonton, Canada
Re: The Grinder Group 2
Saint Fiona the Unground
The still-young sun priestess stands next to the much larger Ranvor, peering at the portal. She is dressed in silvery plate armour, with a shield already floating nearby. Her voice is husky and musical.
A pleasure, Martina. I am Fiona, and this is the kindly Ranvor. I am fortunate to be a servant of Pelor, and a protector and warrior in my own right.
If we are to be entering such a dangerous place, perhaps we might best try to take a day or two to try to learn some of its secrets from outside.
SpoilerHere's Fiona's character sheet. I've switched her from being a persist-o-matic to a quicken-spell-o-matic cleric, largely thanks to Teliron being able to persist everything in sight. We should be able to handle everyone - including the additional Teliron's, animal companions, etc. Here's the spells that she's currently projecting being able to share with the full group:
Lesser Vigor - fast healing 1, all the time.
Protection from Evil - immune to mind control, can't be hit by summoned creatures' natural attacks.
Recitation - +2 luck bonus to attack rolls, saves and AC; +3 if you worship Pelor.
Shield of Faith - +5 deflection bonus to AC
Greater Magic Weapon - +5 enhancement bonus to every weapon you have.
Magic Vestment - +5 enhancement bonus to every armour and shield in the group.
Superior Resistance - +6 resistance bonus to saves
Heroes Feast - immune to poison, +1 morale bonus to attacks, will saves, immunity to fear, 1d8+10 temporary hit points.
Mass Spell Resistance - Spell Resistance 31.
Life's Glory - immune to death effects, energy drain, and any
negative energy effects, plus other special effects from Undead attacks.
As well, I'm thinking I'll have Dance of the Unicorn (creates a pocket of pure air around me) and True Seeing active.
Missing anything major?
I'm shopping for a way to raise my natural armour, perhaps increase mobility (I currently could cast Fly, but would prefer to have flight on tap, so to speak).
Also, a possible tactic to help our casters be able to contribute more on the first day of action. Say we're preparing spells in the early morning - arbitrarily, 6am. We wait until about 8pm to start casting the buffs, go to sleep, and wake up in the morning, with the buffs still active, to prepare a whole other set of spells (and perhaps a backup set of the key buffs, in case we're hit with spell removers). This limits us to about 10-12 hours of activity every two days, but - well, at least to start off with - we're in no hurry. Thoughts?Last edited by Toliudar; 2007-12-17 at 01:09 AM.
"We are what we pretend to be, so we must be careful about what we pretend to be." Kurt Vonnegut
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2007-12-17, 08:02 AM (ISO 8601)
- Join Date
- Sep 2007
- Location
- The Netherlands
Re: The Grinder Group 2
"A pleasure indeed it is to travel with such fine ladies. Forgive and old man for enjoying the sight ever so now and then, for it has been a while since I traveled with such fine company. They call me
Memphis and I am a mage of the arcane order. My specialty is the alteration of reality and although I may not be the flashieist type of wizard, my spells will most likely prove themselves quite usefull at avoiding particulairly dangerous encouters. If the need for such is high, I can use my magics to take on the forms of several powerfull creatures in order to fend of bigger opponents. Oh and this is Weasel, my little rascal. He is a bit of a coward so he won't be joining much in the battles, but I carry him around anyways. You comfortable back there?"
a little furry head pops out of the wizards backpack and looks around with shifty little eyes before disappearing back into the leather again.
Spoiler
Memphis
Deep Imaskari Wizard (Transmutation) 3 / Master Specialst 6 / Mage of the Arcane Order 5 / Archmage 4
NG Humanoid
Initiative -3; Senses: low light vision, spot 14, listen 14, arcane sight
Languages: Common, Raushaum, Terran, Aquan, Undercommon, Draconic, Abysal, Infernal
_____________________________
AC: 25, touch 16, flat-footed 23; dodge bonus from cautious trait included
10 +5 armor (robe of the archmagi) +2 force shield (ring) +2 DEX +3 Deflection (bracers of protection) +1 dodge (trait) +2 natural armor (shirt)
hp 100 (+18 if minor shifting is used); DR (if Applicable)
SR 18
Fort 12, Ref 13, Will 18 -1 to fear saves
______________________________
Speed:30ft land; 60ft fly; Minor Shifting +5 for all modes
Melee attack: +7 unarmed 1d3 subd full attack: +7/+2 unarmed 1d3 subd
Ranged attack: +10 ranged full attack: +10/+5
Space/Reach: 5/5
Base Atk: +8/+3 ; Grapple: 7
Atk Options: Spells: 6/10/9/9/9/4/8/7/5/5
Spell-like abilities:at will summon large elemental, dimentional jaunt, minor shifting; passwall 4/day; disintegrate 4/day; Unyielding Form of Inevitable Death 2/day
Special Actions:Call spell 9 levels/day
______________________________
Abilities: Str 8 / Dex 14 / Con 16 / Int 36 / Wis 14 / Cha 9
Special Qualities:Spell Clutch 1/day
1/campaign reincarnate, stone to flesh, death ward
Feats: spell focus [transmutation]&[conjuration]; greater spell focus [transmutation]; skill focus[spellcraft]; sudden widen; sudden maximize; cooperative spell; dimensional jaunt; minor shifting; summon elemental; augment summoning; scribe scroll; action surge
Skills: spellcraft +33, search +30, knowledge [arcana] +25, concentration +24, knowledge [nature/religion/planes] +20, decipher script +16, knowledge [architecture/dungeoneering/geographie/history/local/nobility] +15, tumble 12
_______________________________
Equipment:
+6 INT Headband of Intelect
+4 CON Periapt of health
+4 DEX Gloves of dexterity
Robe of the Archmagi
+2 AC Vestment of natural armor
+3 AC Bracers of Protection
+2 AC Ring of force Shield
Wings of Flying
Ring of Sustenance
Metamagic Rod [Empower]
2 spellbooks
backpack
crystal vials 20
bags of diamond dust 6
bags of gold dust 20 (each with a tiny sheet of iron in it)
pearls 10
strips of iveroy 4
sets of incense 6
Spoiler
Marut form
NG Construct
Initiative +1; Senses: listen 15; spot 15; Low Light Vision; Dark Vision 60ft
Languages: Common, Raushaum, Terran, Aquan, Undercommon, Draconic, Abysal, Infernal
_____________________________
AC: 34, touch 10, flat-footed 33;
10 -1 size +8 armor +1 DEX +16 natural armor
hp 150 DR: 15/chaotic
Immune: all constructs standard immunities
SR: 25
Fort 7, Ref 6, Will 7
______________________________
Speed:30ft land
Melee attack: +22 slam 2d6+12+3d6 electric or sonic
full attack: +22 slam 2d6+12+3d6 electric; +22 slam 2d6+12+3d6 sonic
Space/Reach: 10/10
Base Atk: 11 ; Grapple: 27
Atk Options: impr. bull rush, awesome blow, power attack, fists of thunder and lightning (thunder fist causes deafness, lightning fist causes blindness (Fort save DC31 for each))
Special Actions: spell-like abilities 1/casting-air walk, dimension door, fear (DC13), greater command (DC14), locate creature, true seeing
______________________________
Abilities Str 35 / Dex 13 / Con - / Int 36 / Wis 14 / Cha 9
Special Qualities fast healing 10
Feats impr. bull rush, awesome blow, power attack, ability focus [fists], combat casting, great fortitude
Skills: concentration +13, listen & spot 15
_______________________________
Equipment:
full plate armorLast edited by Seribro; 2007-12-19 at 08:38 PM.
We all wear masks, those who try to look behind it will only find another mask.
current characters:
SpoilerArena gladiators:
4W/1LPsychodelia Hard nut to crack
1W/0LDocter Spikenburg Specialty: blowing stuff up (preferably his opponents)
Other characters momentarily active:
Memphis Mage Extraordinary [wizard3/master specialist6/Mage of the Arcane Oroder5/Archmage4]
Bresk Lizardman hunter in training [monst. humanoid 2/LA+1]
Mongo NaichukAsian glaive dancer[barb1/ftr4/dervish 7]
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2007-12-17, 08:16 AM (ISO 8601)
- Join Date
- Jun 2007
- Location
- The Ice Fields of Iowa
- Gender
Re: The Grinder Group 2
Spoiler
fixing my PC's equipment, since wish wasn't an option.
will be done in a couple hours this morning, and then re-edit/re-post here.
the weekend was as chaotic as pandemonium !
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2007-12-17, 12:54 PM (ISO 8601)
Re: The Grinder Group 2
A man approaches the entrance, and you can just make out hints of shiny purple scales beneath the layers of shawls, scarves, and silks. Even for a mage, he seems to be quite eccentrically and ornately dressed. Six tiny duplicates of himself wriggle about on his shoulders, each a different color from the next.
"It is a pleasure to meet you all. My name is Teliron Anlumen...likewise a magic-worker, through not quite a wizard. There--" he motions to his duplicates, "are my...well, I call them eidolons. The term is not specific to them, but...I would like it if you would each take one. No worries, they're quite hardy, they can help to protect you, and, if you can use magic, I think you'll find them to be quite the boon in your castings."
He lists them off: Fury, Joy, Serenity, Freedom, Intellect, and Sympathy.
While his new friends decide amoungst themselves, Teliron begins to ready his daily spells.
Spoiler
Teliron's Stat Blocks, and the blocks for his mini-Rons, are here. Teliron's character sheet proper is here.
I have a major question that will define how messy every morning will be: can one take 10 on a Spellcraft check with the Incantatrix ability?Last edited by GryffonDurime; 2007-12-17 at 01:02 PM.
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2007-12-17, 02:03 PM (ISO 8601)
- Join Date
- Jun 2007
- Location
- UK
- Gender
Re: The Grinder Group 2
Martina
The elf maiden nods to the other woman, Saint Fiona and looks at Ranvor (what/who is Ranvon?)
She arches her eyebrow at Menphis' comment about "fine ladies", her fingers trail the scar on her face, the only part of her body actually showing.
The Druid she takes in stride (until The Mean DM has posted and I'll react then).
When Teliron approaches the group she supresses a smile, his eccentric clothing and the eidolons crowding just bring out the childish side of her.
"So do your "Eidolons'" names have anything to do with their personality or was it what you though up at the time?"Last edited by Kat Steel; 2007-12-17 at 02:04 PM.
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2007-12-17, 02:33 PM (ISO 8601)
- Join Date
- Nov 2007
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2007-12-17, 03:32 PM (ISO 8601)
- Join Date
- Sep 2005
- Location
- Edmonton, Canada
Re: The Grinder Group 2
Saint Fiona
The bold young woman steps forward to shake hands with her new companions. She is forthright with Memphis, and smiles broadly at Teliron. A bit tentatively, she holds out her hand to accept one of the the Eidolons.
These are fascinating, don't you think, Ranvor? Are they as intelligent and talented as you, sir, or are they, erm, pets?
SpoilerRanvor is Douglas' character, a human crusader/master of 9. He and Fiona have worked together before."We are what we pretend to be, so we must be careful about what we pretend to be." Kurt Vonnegut
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2007-12-17, 03:53 PM (ISO 8601)
- Join Date
- Aug 2005
- Location
- Mountain View, CA
- Gender
Re: The Grinder Group 2
The large man at Fiona's side bows politely. "Ranvor, man at arms and bane of evil at your service. This sword on my back has slain many a foul fiend, and I look forward to slaying many more. I am pleased to meet you all, and I trust we will face the dangers ahead together."
He turns to the many-colored ensemble of Telirons. "If one of these is to accompany each of us, I'm a bit partial to Fury. I leave the spellcasting to Fiona here, but I won't say no to having an extra person to watch my back. Are they readily expendable, or does it take significant effort to replace them?"
SpoilerPlease don't make us start without TheMeanDM.
My character sheet.
Stat block:
Ranvor
Human Crusader 13/Master of Nine 5
Lawful Good; Humanoid (human)
Initiative +7; Senses (blindsense 30' when in Hearing the Air stance)
Languages: Common
_____________________________
AC 46, touch 21, flat-footed 40; Dodge, Blind-Fight, Pearl of Black Doubt stance (each miss adds +2 AC until my turn when stance is active)
(10 base + 13 armor + 7 shield + 3 dex + 5 deflection + 5 natural armor + 3 luck)
hp 207 (13d10+5d8)
Immune: Fear, Poison, charms and compulsions that grant ongoing control, death magic and negative energy, grappling, magical movement impairment
SR 31
Fire resist 5
Fort 29, Ref 22, Will 26
______________________________
Speed 20 land, 40 fly
Melee +36 greatsword (36/36/31/26/21) for 2d6+21 damage
+36 shield bash for 1d4+17 damage
Space/Reach: 5'/5'
Base Atk 16; Grapple immune (25 if ring suppressed)
Atk Options/Special Actions:
SpoilerThe first 20 damage I take each round goes into a delayed damage pool and doesn't actually hurt me until the next round. For each 5 points of damage in the pool, I get +1 attack and damage.
If a spell has a save and I succeed on it, the spell has no effect at all on me. Spells with reflex saves that do something other than reduce the damage by half are the only exception.
+2 attack and +6 damage when using a strike.
Ranvor cannot use any one maneuver more than once every three rounds. The details are a little more complicated, but that's a simple close approximation.
His maneuvers allow him to:
Strikes (standard or full round action):
1) Hit someone and, if it hits, cast Heal on a party member at the same time.
2) Full Attack. Twice.
3) Charge in a group with other party members. The other party members spend only an immediate action to come along, and get bonus damage for the charge. If at least two people hit, the target is stunned for one round.
4) Full Attack with an extra attack.
Mobility (swift action):
1) Teleport 50'. Requires line of effect and line of sight.
2) Take a move action.
Boosts (swift action):
1) Get 1d6+18 bonus fire damage for one round.
Counters (immediate action):
1) Get a +18 bonus to one save
2) Shield bash someone to make an attack miss. Can be done in response to the attack he wants to miss.
3) Replace his AC with an attack roll for one attack.
Miscellaneous:
1) End one selected spell or effect with a duration of 1 or more rounds that is currently affecting him.
Stances:
He can have any one of these active at any given time. Switching requires a swift action normally, but can be done as part of using a counter (see above) thanks to a Master of Nine class ability. He can have two active simultaneously for 10 rounds per day.
1) One counter per round does not require an action. This leaves next round's swift action available for boosts, etc., or allows using two counters in the same round.
2) Make a fort save to prevent damage dropping me below 1 hp. DC = how far below 0 the blow would put me. Stance ends after three uses of this ability but can be restarted by activating the stance again (swift action or part of a counter).
3) +18 damage to all charge attacks by party members.
4) Each successful attack by me heals a party member of 2 damage.
5) +9 damage to me and flanking ally when flanking a foe.
6) Each time someone misses me, my AC increases by 2 until my turn starts.
7) I have blindsense 30'.
______________________________
Abilities (Str 28, Dex 16, Con 22, Int 8, Wis 8, Cha 20)
Feats
Dodge, Blind-Fight, Adaptive Style, Improved Unarmed Strike, Improved Initiative, Martial Study x3, Extra Granted Maneuver, Improved Shield Bash
Skills
Balance 11, Intimidate 26, Jump 28, Martial Lore 20, Tumble 22
_______________________________
Equipment:
Belt of Giant Strength +6 (36000)
Amulet of Health +6 (36000)
Wings of Flying and Charisma +6 (108000)
Ring of Evasion, Sustenance, and Counterspells x3 (46750)
Ring of Freedom of Movement and Diamond Mind (Pearl of Black Doubt and Hearing the Air, 67000)
Gloves of Dexterity +2 (4000)
Mithral Full Plate (10500)
+1 Animated Heavy Steel Shield (9170)
Crimson Dragonhide Bracers +5 (Draconomicon, +5 natural armor, fire resist 5, 53000)
Manual of Gainful Exercise +2 (55000)
+1 Martial Discipline (Diamond Mind) Adamantine Greatsword (11050)
2 daggers
masterwork greatsword
Heward's Handy HaversackLast edited by Douglas; 2007-12-17 at 03:54 PM.
Like 4X (aka Civilization-like) gaming? Know programming? Interested in game development? Take a look.
Avatar by Ceika.
Archives:
SpoilerSaberhagen'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)
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2007-12-17, 04:29 PM (ISO 8601)
- Join Date
- Sep 2007
- Location
- The Netherlands
Re: The Grinder Group 2
Memphis does some handshaking and then turns to the little ones.
Hmm, I think I'll choose intellect then. Oh and don't you worry about Weasel. He won't hurt you. In fact, if you get scared or cold or tired at any point, feel free to hop in the backpack and use him as a blanket.
He picks up the little one named intellect and puts him on his own shoulder.
So, how does this work? Do you just do your thing when needed or should I ask when I could use the help? And what exactly can you do? I do know a bit about combined castings but that was always in conjunction with other mages of the Arcane Order. I take it this works a bit differend then that though...We all wear masks, those who try to look behind it will only find another mask.
current characters:
SpoilerArena gladiators:
4W/1LPsychodelia Hard nut to crack
1W/0LDocter Spikenburg Specialty: blowing stuff up (preferably his opponents)
Other characters momentarily active:
Memphis Mage Extraordinary [wizard3/master specialist6/Mage of the Arcane Oroder5/Archmage4]
Bresk Lizardman hunter in training [monst. humanoid 2/LA+1]
Mongo NaichukAsian glaive dancer[barb1/ftr4/dervish 7]
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2007-12-17, 04:32 PM (ISO 8601)
Re: The Grinder Group 2
"They are neither pets nor expendable, friends," Teliron says. His tone is just a dash short of annoyance at having anyone claim them to be expendable. "They are, for all intents and purposes, me. Each is a copy, a shard of my power and my life. They will fade by tomorrow morning, and I will reconjure them. Each can protect you, and while they share my general personality, yes, each is influenced by an aspect of my emotions. Likewise, you need only tell them what you need them to do, and if it is within their power, they will do so. They can protect you, if you ask them. They can strengthen your magic, if you tell them."
With these words, Teliron casts two spells in rapid order--the first fills everyone, clones included, with a feeling of hope. For the second, he slips a jade circlet over his head and chants briefly, then motions swiftly as if sealing the spell.
"While my spell lasts, my clones will be better able to maintain your enchantments. Anything cast either by myself or by any of you can be maintained by the Eidolons, made to last all day long."
Suddenly, the jade circlet melds into Teliron's flesh, and in a flash of light the purple-scaled wizard is replaced by an indigo-hued angel of great height, swaddled in the same endless silks as Teliron himself was.
Spoiler
Rolls for Spellcraft; the first roll where I hit a 63 or better Persists the Shapechange. Since I can't edit in rolls, I'll just make a few here and see how many it takes...
1: (1d20+50)[65]
2: (1d20+50)[60]
3: (1d20+50)[56]
4: (1d20+50)[65]
...If it takes more than that, I'll eat my hat! And my hat is a Turban of Intellect!
For the record, my clones are all +45 to Spellcraft right now, so it'd be a good time to Persist things.
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2007-12-17, 05:27 PM (ISO 8601)
- Join Date
- Sep 2005
- Location
- Edmonton, Canada
Re: The Grinder Group 2
Fiona
The priestess takes Joy, and bows slightly to the tiny man.
Joy, I am honoured to have you join me this day. This could be the beginning of a beautiful friendship.
She settles Joy onto her shoulder. Smiling a bit impishly, she glances at the others.
It's late in the afternoon now, and as a follower of the sun, I like to start important events in the morning. What do you say we work together to pool our strengths here this evening, perhaps share any stories we've heard about this place, and then rise refreshed and prepare for what could be a very difficult day ahead. I can summon us a sumptous feast for breakfast...get us all off to an excellent start.Last edited by Toliudar; 2007-12-17 at 05:33 PM.
"We are what we pretend to be, so we must be careful about what we pretend to be." Kurt Vonnegut
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2007-12-17, 06:24 PM (ISO 8601)
- Join Date
- Jun 2007
- Location
- The Ice Fields of Iowa
- Gender
Re: The Grinder Group 2
Two faint sounds reaches your ears. First, the sound of something that seems to be shuffling along the stone floor. The second, as you listen a bit closer, is that of heavy breathing in and out...air being drawn in and out of a nose, perhaps.
Emerging from the doorway is a massive furred snout with a dark black nose. The snout pauses momentarily, sniffing the air, and then the rest of the creature emerges. Before you stands perhaps the largest bear any of you have seen. It's massive head is at least three feet wide, and it's snout contains huge canine teeth.
The great bear slowly shambles into the room. Accompanying the animal, loping alongside it is a large, black-furred gorilla. His face is battlescarred, and his eyes seem intelligent and full of experience.
The gorilla wears a belt around it's waist, with a simple club tied to it. A slight "clink" can be heard as it's knuckles hit the floor when it propels itself forward. Glittering golden rings can be seen upon the ring finger of each...hand.
(if you have True Seeing, read on)
Spoiler
Using your true seeing, you to see the outline of the gorilla enveloping the form of a man dressed in strange, leaf-like armor and carrying a dark, nearly black, wooden shield. Around his neck hangs an ice-blue medallion with the image of a great-sword etched upon it. (Religion check: DC...um....I don't know)
The gorilla looks nods at the huge bear, who sits down upon it's haunches...still towering a few feet above even the tallest person here.
Moving forward, the gorilla looks at everyone gathered, and then speaks in perfect, though accented, common. "I am Gregor Glenfiddich, Defender of the Great Northern Forest of Breatainn Mḥr, and I am pleased to make your acquaintences."
He lopes to the front of the great bear, and pats the huge animal. "This be my friend, Artan." the gorilla chuckles, obviously amused by the name.
"Well, I suppose we should be about this business, eh?" he says, clutching at the ice-blue medallion. "If'n any of you have any skill at enhancing magic, it'd be most appreciated. I can do a bit, tho I'm not all that good at it." the gorilla again chuckles.
Spoiler
http://www.myth-weavers.com/sheets/view.php?id=34684
Gregor Glenfiddich
Human Druid
LN Human
Initiative +5;
Initiative + 10 (Buffed)
Senses: Spot +17, Listen +17, Arcane Sight, See Invisibility, Dark Vision
Languages: Common, Druidic, Draconic, Terran, Sylvan
_____________________________
AC: 31
+8 armor (Darkleaf Breastplate +3, Wild, Ghost Touch), +5 shield (Darkwood Heavy Shield +3, Wild), DEX +1, Sacred +2 (Retributive Amulet) +5 Natural Armor (Barkskin)
(AC: 42 w/buffs, 44 vs. Evil), touch 24, flat-footed 36 (26/38 vs. Evil);
+10 armor (Darkleaf Breastplate +3/+5 buffed, Wild, Ghost Touch), +5 shield (Darkwood Heavy Shield +3/+5 buffed, Wild), DEX +1/+4 (buff), Sacred +2 (Retributive Amulet) +5 Natural Armor (Barkskin), +5 Deflection (Shield of Faith) +2 Luck, +1 Dodge
hp 189; DR (if Applicable)
HP: 209 (buffed, +2d8)
SR: 0
SR: 31 with spell buff
Fort 22, Ref 12, Will 23 +4 vs. spells cast by Fey
(with Buffs = Fort 22, Ref 17, Will 23 +4 vs. spells cast by Fey)
______________________________
Speed: 30 Land
Speed:40 (with buff)
Melee attack: +14/+9/+4 (base) : Club +1 (+15/+10/+5) Bane: Undead, Ghost Touch, 1d6+2 + 1d6 Sonic
With Spikes/Brambles spell: (+26/+21/+16) 1d6+12 + 1d6 Sonic
Ranged attack: +14/+9/+4 (base)
Buffed Ranged Attack: +19/+14/+9
Space/Reach: 5/5
Base Atk: +14/+9/+4 (base) ; Grapple: ??
Atk Options:
Spells 6/7/7/7/6/5/5/4/3/2
Spell-like abilities:
Special Actions:
______________________________
Abilities Str 13, Dex 12, Con 22, Int 12, Wis 25, Cha 8
Abilities: Str 13, Dex 22, Con 22, Int 12, Wis 25, Cha 8 (Spell Buffed)
Special Qualities: Animal Companion, Nature Sense, Wild Empathy, Woodland Stride, Trackless Step, Resist Nature’s Lure, Wild Shape, Venom Immunity, A Thousand Faces, Timeless Body
Feats: Extend Spell, Persistent Spell, Improved Initiative, Natural Spell, Improved Natural Attack (Claws), Fast Wild Shape, Beastial Charge, Improved Elemental Wild Shape, All Druid Feats up to 18th Level
Skills: Concentration (+24), Handle Animal (+9), Heal (+15), Knowledge-Nature (+22), Listen (+17), Search (+11), Spellcraft (+6), Spot (+20), Survival (+10)
_______________________________
Equipment:
Spoiler
Wild Dark Leaf Breastplate +3, Ghost Touch 51450
Wild Darkwood Heavy Shield +3 36000
Retributive Amulet/Wisdom +6/ Con +6 164000
Wilding Clasp 4000 (for Amulet)
Vest of Resistence +5 25000
Wilding Clasp (for vest) 4000
Scarab: Golembane 2500 (attached to vest)
Ring of Gr. Counterspell/Sustenence/Mind Shielding 31750
Circlet for Shapechange 1500
40 Applications of Diamond Dust (stoneskin) 1000
Dukar Hand Coral (Right Hand) 1600
Tongues Scroll 700
Arcane Sight Scroll 375
Stoneskin scroll (x2) 2750
Heal scroll (x3) 4950
Cure moderate wounds potion (x6) 1800
Permanency Scroll (tongues) 10125
Permanency Scroll (Arcane sight) 10125
Permanency Scroll (See invisibility) 10125
See Invisibility scroll 150
Iridescent Ioun Stone 18000
Club +1 300
-- Bane: Undead
-- Ghost Touch
-- Screaming (Ghostwalk) 32000
Ring of Adamantine Touch 6000
--Ring of the Beast 6000
--Enduring Arcana 9000
Garnet (100gp)
Aquamarine (100gp)
Tourmaline (100gp)
Pearl (100gp)
Wilding Clasp (for Club) 4000
Total: 439,600
Memorized Spells:
0 Level #6- Guidance, Light, Cure Minor Wounds (x4)
1st Level #7 - Omen of Peril, Faerie Fire, Magic Stone, Babu Slime (x2), Sandblast, Snake's Swiftness
2nd Level #7 - Brambles, Briar Web, Healing Sting, Saltray, Barkskin, Resist Energy
3rd Level #7 - Green Fire, Energy Vortex, Girallon's Blessing, Spikes, Creaking Cacophony, Giant's Wrath
4th Level #6 - Last Breath, Magic Fang (Superior), Vortex of Teeth, Spike Stones, Flamestrike, Frost Bite
5th Level #5 - Spore Cloak, Quill Blast, Greater Stone Shape, Rejuvenation Cocoon, Spark of Life
6th Level #5 - Miasma, Crumble, Anger of the Noonday Sun, Bite of the Werebear, Greater Dispel Magic
7th Level #4 - Slime Wave, Heal, Fire Storm, Find the Path (Extended)
8th Level #3 - Sunburst, Stormrage, Earthquake
9th Level #2 - Summon Elemental Monolith, Shapechange
IN LEGENDARY APE FORM.
Base (Buffed in Bold: Bite of Werebear + other divine spells)
http://www.myth-weavers.com/sheets/view.php?id=34706
Gregor Glenfiddich
LN Medium Animal (Legendary Ape Form)
Initiative +8;
Initiative +12
Senses: Low Light Vision, Scent, Listen +17, Spot +26
Languages Common, Druidic, Draconic (Any, due to Tongues)
_____________________________
AC 39, touch 16, flat-footed 38;
(+8 armor, +4 Dex, +5 shield, +11 natural)
AC: 52 Touch 27, flat 41 (vs. evil 54 / 29 / 43)
hp 189 (18 HD); DR
HP: 227 (+2d8)
Resist: depends on what spell I cast
Fort +22, Ref +14, Will +23 (+4 bonus on saving throws against the spell-like abilities of fey)
Fort +23, Ref +19, Will +23 (+4 bonus on saving throws against the spell-like abilities of fey)
______________________________
Speed 40 ft
Speed 50 ft
Melee (+1 Club) 24/19/14 (Bane vs. Undead) 1d6+12 + 1d6 sonic
Melee (+1 Club) 32/27/22 (Bane vs. Undead) 1d6+19 + 1d6 sonic
Melee (+1 Club with Spikes/Brambles) 42/37/32 (Bane vs. Undead) 1d6+29 +1d6 sonic
Melee (claw) 23/18/13 Dmg: 1d10+10
Melee (claw) 36/31/26 1d10+23 (superior magic fang)
Space/Reach 5/5 ft.
Base Atk 13/8/3 (+18); Grapple ??
Attack Options: 2x Claws (1d10+10), 1x Bite (2d6+5)
Special Attack: Rend (2d8+15)
Attack Options: 2x Claws (1d10+18), 1x Bite (2d6+9)
Special Attack: Rend (2d8+27)
______________________________
Abilities: Str 30, Dex 17, Con 22, Int 12, Wis 25, Cha 11
Abilities: Str 46, Dex 27, Con 24, Int 12, Wis 25, Cha 11
Special Qualities: Low Light Vision, Scent, Animal Companion, Nature Sense, Wild Empathy, Woodland Stride, Trackless Step, Resist Nature’s Lure, Wild Shape, Venom Immunity, A Thousand Faces, Timeless Body
Feats: Extend Spell, Persistent Spell, Improved Initiative, Natural Spell, Improved Natural Attack (Claws), Fast Wild Shape, Beastial Charge, Improved Elemental Wild Shape, All Druid Feats up to 18th Level
Skills: Concentration (+24), Handle Animal (+9), Heal (+15), Knowledge-Nature (+22), Listen (+17), Search (+11), Spellcraft (+6), Spot (+20), Survival (+10)
Skills: Concentration (+25), Handle Animal (+10), Heal (+15), Knowledge-Nature (+22), Listen (+17), Search (+11), Spellcraft (+9), Spot (+26), Survival (+10)
Apes, being humanoid and medium sized at that, can wield weapons and wear rings, etc. just like a normal human. At least, that's what everything I've read on various DnD sites has said.
Last edited by TheMeanDM; 2007-12-27 at 10:28 AM.
-
2007-12-17, 06:47 PM (ISO 8601)
- Join Date
- Sep 2005
- Location
- Edmonton, Canada
Re: The Grinder Group 2
Fiona
The young woman steps up, seemingly unruffled, if perhaps a little reassured by Ranvor's proximity. She extends a hand in greeting to the gorilla.
A pleasure to meet you, Gregor. I am Fiona. We were just talking about magic, and our plans.
She rumbles low in her throat, nodding to the bear.
For those who speak Bear:
SpoilerAnd good afternoon to you as well, Master Artan. You are definitely the largest and fiercest looking bear I have ever seen. I am honoured."We are what we pretend to be, so we must be careful about what we pretend to be." Kurt Vonnegut
-
2007-12-17, 06:50 PM (ISO 8601)
- Join Date
- Aug 2005
- Location
- Mountain View, CA
- Gender
Re: The Grinder Group 2
Ranvor
"Replenished daily, got it. Be careful but not worth taking big risks to save one." Satisfied with his understanding of the Eidolons' importance, Ranvor turns to Fiona. "Yes, tomorrow morning would be a good time to start. With your spells replenished, we could take full advantage of our colleague's abilities to make your enhancement of the entire group's abilities last all day."
SpoilerI am assuming we have not had the opportunity to use our combined abilities to buff everyone yet, since we seem to be treating this as our first meeting with all the introductions, and that we've spent some resources already today. If either assumption is wrong, feel free to enter the Grinder immediately as soon as our buffs are up.
Yes, he's not being very tactful about the Eidolons. 8 int, 8 wisdom, no ranks in diplomacy or sense motive... About all he heard from that speech was "blah blah blah tomorrow morning blah blah reconjure blah blah blah blah, anything cast blah blah you blah last all day."Like 4X (aka Civilization-like) gaming? Know programming? Interested in game development? Take a look.
Avatar by Ceika.
Archives:
SpoilerSaberhagen'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)
-
2007-12-17, 07:29 PM (ISO 8601)
- Join Date
- Sep 2007
- Location
- The Netherlands
Re: The Grinder Group 2
I vote in favor of that. For what I know, it will make little difference whether we enter it today or tomorrow, but entering it well prepared makes all the difference indeed. A good nights rest and a more thorough exchange of skills would be a very good start. For beginning, I know a spell that warts an object from being attacked by monsters with a certain mindset for three full days. But it only wards one object. Still, the ward is pretty powerful as it is not a shield or such, but rather a very strong feeling of displeasure, urging any creature of indicated mindset to avoid all contact with the object. It could be useful to ward the armor of whomever be moving in front during the undertaking. Yes who will be going in front anyway? Is any of you skilled in the arts of trap finding?
Spoiler
Toliudar, the effects that you mentioned for the entire party, did you mean you can keep that up on a (near) continuous basis? If so, might be best if we all added an extra stat block that has all the "team-buffers" included. I do hope you remembered that only personal ranged spells can be made 'persistent', right? And that chained spell requires a spell to have a greater range then touch.
What I can offer:
chained antipathi: up to 19 items revolt creatures of a certain alignment for up to 36 hours, could be used for all three evil allignments if 3 castings are used
extended darkvision: 60ft darkvision for 42 hours for 1 person per casting
extended waterbreathing: breath under water for 84 hours for 1 person per casting
any other buff spells I know are irrelevant at this point because their duration is just to short to outlast the night
Gryffon, the mini's can use their meat-magic up to 11 times a day, am I correct?
The small figurine on his shoulder ponders for a moment before asking That ward you mentioned, would it be of any use if I chained it for you? Chaining as in arching over to multiple subjects that is.
You can do that?
If you can cast it at a distant, no matter how far or short, I can make it arch over to other objects
That would be wonderful! We would still have to decide which mindsets to gamble on, but still that would be great! The casting does take about an hour for each though, you think you can keep it up for that long?
Hey! Don't insult me now! I may be small but I am just as much a powerfull mage as you are old man! You would be quite surprised how long I can keep up my powers.
My apologies. I should not judge you by your size. Hell, I knew a gnome that bettered a grumpy old black dragon once. You see what happened...
I think we can better save the stories for around the campfire, don't you agree dear colleague?
Oh, right, yes, of course. Ehm, waht were we... Ah, yes! Tactics! Now I for one like to apply the motto that its better to avoid injury then to recover from it. Who of you would agree if we could somehow find us a way around a certain obstacle? Like digging a tunnel around a certain room, usuing ethereal travelling to pass monsters by without harm, stuff like that?We all wear masks, those who try to look behind it will only find another mask.
current characters:
SpoilerArena gladiators:
4W/1LPsychodelia Hard nut to crack
1W/0LDocter Spikenburg Specialty: blowing stuff up (preferably his opponents)
Other characters momentarily active:
Memphis Mage Extraordinary [wizard3/master specialist6/Mage of the Arcane Oroder5/Archmage4]
Bresk Lizardman hunter in training [monst. humanoid 2/LA+1]
Mongo NaichukAsian glaive dancer[barb1/ftr4/dervish 7]
-
2007-12-17, 07:49 PM (ISO 8601)
- Join Date
- Sep 2007
- Location
- The Netherlands
Re: The Grinder Group 2
Spoiler(1d20+15)[31] knowledge religion for the symbol
(1d20+15)[33] knowledge local: Memphis did some research on the grinder so I'm using it as my "local". Also a knowledge history (1d20+15)[21] for famous expeditions that visited the grinder before us and just in case it brings any valuable information I'll roll them all to see if I recall any specific details about the grinder in regards to:
arcana (1d20+25)[39]
nature (1d20+20)[30]
religion (1d20+20)[28]
the planes (1d20+20)[28]
Architecture (1d20+15)[27] (although I probably won't be getting anything useful on this one until I can actually see the grinder with my own eyes)
Dungeoneering (1d20+15)[17]
Geography (1d20+15)[31]
Nobility (1d20+15)[25] (Long shot, I know, but it cant hurt)
We all wear masks, those who try to look behind it will only find another mask.
current characters:
SpoilerArena gladiators:
4W/1LPsychodelia Hard nut to crack
1W/0LDocter Spikenburg Specialty: blowing stuff up (preferably his opponents)
Other characters momentarily active:
Memphis Mage Extraordinary [wizard3/master specialist6/Mage of the Arcane Oroder5/Archmage4]
Bresk Lizardman hunter in training [monst. humanoid 2/LA+1]
Mongo NaichukAsian glaive dancer[barb1/ftr4/dervish 7]
-
2007-12-17, 08:50 PM (ISO 8601)
- Join Date
- Aug 2005
- Location
- Mountain View, CA
- Gender
Re: The Grinder Group 2
SpoilerPersonal or fixed. 30' is fixed and therefore eligible for both chain and persist. Reach Spell (or the Hierophant's Divine Reach ability) give touch spells 30' range, so that combo can turn any touch spell into a Persistent Chained buff. A few other spells, like Mass Lesser Vigor, already have fixed ranges and affect the whole party, so Persisting those works too. So yes, every one of Toliudar's listed spells will be up effectively permanently unless dispelled.
I'm not sure how valuable Antipathy would be. My reading of the spell is that the object use relates only to touching it. Putting it on someone's armor might force saves to attack the person with natural weapons, but I think that's about it.
Darkvision would be nice, depending on lighting conditions.
Water breathing is great to have if we need it.Like 4X (aka Civilization-like) gaming? Know programming? Interested in game development? Take a look.
Avatar by Ceika.
Archives:
SpoilerSaberhagen'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)
-
2007-12-17, 10:06 PM (ISO 8601)
- Join Date
- Jun 2007
- Location
- The Ice Fields of Iowa
- Gender
Re: The Grinder Group 2
Spoiler
I'd be able to contribute Barkskin (+5 Natural AC) or Spiderskin (+4? 5? Natural AC, and the same to saves vs. Poison and Hide checks) for mass persistency, I believe.
Also: Babu Slime (I think it might work)
Can we chain/persist Bite of the Wereboar?
-
2007-12-17, 10:25 PM (ISO 8601)
- Join Date
- Sep 2007
- Location
- The Netherlands
Re: The Grinder Group 2
Spoiler
Ah, I thought fixed revered to stationary spells (you know, the stuff you need to cast on a location rather then a creature). My bad. Odd that they did not add touch-range spells then.
I'm not sure how valuable Antipathy would be. My reading of the spell is that the object use relates only to touching it. Putting it on someone's armor might force saves to attack the person with natural weapons, but I think that's about it.
We all wear masks, those who try to look behind it will only find another mask.
current characters:
SpoilerArena gladiators:
4W/1LPsychodelia Hard nut to crack
1W/0LDocter Spikenburg Specialty: blowing stuff up (preferably his opponents)
Other characters momentarily active:
Memphis Mage Extraordinary [wizard3/master specialist6/Mage of the Arcane Oroder5/Archmage4]
Bresk Lizardman hunter in training [monst. humanoid 2/LA+1]
Mongo NaichukAsian glaive dancer[barb1/ftr4/dervish 7]
-
2007-12-18, 02:49 AM (ISO 8601)
- Join Date
- Sep 2005
- Location
- Edmonton, Canada
Re: The Grinder Group 2
Fiona
In that case, Teliron and Joy, let's start figuring out how we can work together. There are a number of spells that I can use to affect all of us. Many were designed to provide short-term protection and relief, but with the expertise that you're speaking about - we could make it last all day.
She turns to the rest of the group. She sighs a bit - she's dealt with a fair mix of saints and sinners in her time.
I do not ask for your piety in this, although some of these enchantments will be more potent for those of you who hold Pelor in your heart. But if you do not wish to receive His blessings, now would be a good time to say so. Otherwise, I'll ask that you bring out all of your weapons, and I will also bless them.
SpoilerWith the ability to memorize different spells come morning, this expands my ability to buff folks tonight considerably. Hopefully, this will establish a baseline that we can improve on in the time ahead. She'll be starting out by activating a Bead of Karma, so all of these will be at caster level 21. It might be better if Fury helps me out with these, since he won't be doing any metamagic work for Ranvor later.
That also means that the chained buffs will target each of us, including all of the [fabulous and invaluable] Eidolons, the weasel and the bear.
As for Magic Vestment - any shield, armour or robe you're wearing will receive the +5 enhancement. With enough for 21 weapons, Greater Magic Weapon will be cast on Martina's bow (no melee weapon?); Ranvor's two swords and his shield (no missile weapon?); Gregor's club; Fiona's mace, bow and dagger...Seribro and Gryffon, really no weapons at all? I'd have enough for one for each of you - and one for each of the Eidolons.
The persistent spells that each of you will receive from me today are:
Aid, Mass
Aura of Evasion
Conviction
Crown of Glory
Divine Agility
Energy Immunity (Sonic)
Endure Elements
Hand of Divinity
Lesser Vigor
Life's Grace
Longstrider
Magic Immunity
Owl's Wisdom
Prayer
Protection from Evil
Recitation
Righteous Wrath of the Faithful
Shield of Faith
Spell Resistance
Superior Resistance
Weapon of Energy
Greater Magic Weapon and Magic Vestment will each last about 20 hours.
Assuming we leave through the portal in about 12 hours (8 hours rest, more study/prayer, an hour to eat Heroes' Feast), that will give us about 8 hours of prime exploring time before buffs start fading. Lots can happen in that time - I doubt we'll end up going the full 8 before needing to retreat/rest.
Here's a summary of the effects as I understand them:
Fast Healing 1
+5 to all armour and shields
+5 to all non-natural weapons
Spell Resistance 31
Immune to death spells, energy drain and negative energy effects
Immune to undead special attacks that deal ability damage, ability drain and disease
Your armour gains the Ghost Touch ability
Summoned Creatures can't touch you
You are immune to mind control spells and magical effects
Immune to Poison
Immune to Fear effects
Gain an additional attack at your highest bonus during any full attack action
10' land movement speed
comfortable in extreme weather/temperature conditions
Immunity to Sonic Damage and Effects
Evasion ability against breath weapons. If you already have evasion, you get +4 to reflex saves vs breath weapons.
+10 enhancement bonus to dexterity
+4 Enhancement bonus to Wisdom
Hit Points:
1d8+10 temporary HP from Heroes Feast
1d8+10 from Mass Aid, and
20 more from Crown of Glory
= 2d8+40.
AC:
+5 deflection bonus from Shield of Faith (also has an overlapping +2 from protection from evil)
+2 Luck bonus from Recitation (+3 if you worship Pelor)
Saving Throws:
+5 Morale Bonus from Conviction (also has an overlapping +1 to Will Saves from Heroes' Feast, and +4 from Crown of Glory)
+6 Resistance Bonus from Superior Resistance
Attack Bonus:
+4 Morale bonus From Crown of Glory (subsumes +3 from Righteous Wrath, and +1 from Heroes Feast)
+2 Luck bonus from Recitation (+3 if you worship Pelor, subsumes +1 from Prayer)
Damage:
+3 Morale Bonus from Righteous Wrath of the Faithful
+1 Luck Bonus from Prayer
Skill Checks:
+3 Morale bonus from Righteous Wrath of the Faithful
+1 Luck bonus from Prayer
In addition, Ranvor and I will receive Hand of Divinity, which will add a +2 Sacred bonus to saves, and Ranvor will receive Fell the Greatest Foe, which gives +1d6 damage per size category that he is smaller than his opponent, and Bless Weapon, which allows him to pierce DR/good.
For the sake of disclosure, I'll also be asking our little friends to help persist the following personal-effect spells: Divine Favour, Entropic Shield, Invisibility Purge, Divine Power, Holy Star, Holy Sword, Healing Lorecall, Fly, Delay Death and Dispel Evil.
So, if I'm adding up correctly, Gryffon, that's Persists on 3 - 1st level spells, 4 - 2nd level spells, 8 - 3rd level spells, 7 - 4th level spells, 5 - 5th level spells, 3 - 7th level spells, and 3 - 8th level spells. As well, I'll need help with
chains on 1 - 1st level spell and 2 - 6th level spells.
Very big thanks to Douglas for pointing out many of these spells."We are what we pretend to be, so we must be careful about what we pretend to be." Kurt Vonnegut
-
2007-12-18, 07:16 AM (ISO 8601)
- Join Date
- Jun 2007
- Location
- The Ice Fields of Iowa
- Gender
Re: The Grinder Group 2
Gregor nods in agreement. "Pelor? I know not of this god of yours, but he sounds like an agreeable chap if he be opposed to evil."
Spoiler
Can Owl's Insight be chained?
OWL’S INSIGHT
Transmutation
Level: Druid 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour
Saving Throw: Fortitude negates
(harmless)
Spell Resistance: Yes (harmless)
As you cast this spell, your face is overlaid
with the image of a snow owl. The image
fades as you bestow your ally with comprehension.
The subject gains an insight bonus
to Wisdom equal to 1/2 your caster
level.
Gregor declines the Greater Magic Weapon.
He requests that the spell Spikes be persisted on his club instead.
SPIKES
Transmutation
Level: Cleric 3, druid 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Wooden weapon touched
Duration: 1 round/level
(It gains a +1 enhancement bonus on its attacks and also gains a
+1 enhancement bonus per caster level on melee damage rolls
(maximum +10).
With the sound of twisting wood, the weapon you touch grows sharp spikes like rose thorns.
This spell functions like brambles (page 38), except that the affected weapon
gains a +2 enhancement bonus on its attack rolls, and its threat range is
doubled. This effect does not stack with other effects that increase a weapon’s threat range, such as the Improved Critical feat.
So my wee 'lil club would have a +11 Hit/+11 Damage, threat range of 19-20.
I would also request these spells be Persisted on me:
Bite of the Werebear (6th)
Barkskin (2nd)
Magic Fang, Superior (4th)
Shapeshift (9th)
How many people can be affected by a Chained spell at once?
-
2007-12-18, 07:22 AM (ISO 8601)
- Join Date
- Jun 2007
- Location
- UK
- Gender
Re: The Grinder Group 2
Spoiler
No need for meele weapon, I don't provoke when targeting some one in the square next to mine and I have no intension of staying to close to combat to allow them to sunder my bow, if they sunder the bow I'm going to be very annoyed :)
Thanks for all the spell effect, I now just need to figure what stacks with the items i have on and what doesn't
The she elf approaches Teliron, and holds out her hand, palm up
"If Freedom is happy to come along with me I'll be happy for the company and I'm sure he will be of use with some of my spells."
She waits for the little Eidon to come over to her.
When the bear and the ape join the group, she mumbles under her breath
"I've seem many talking idiots but never a talking ape"
To the group in general
"I don't need 8 hours rest tonight as I have no spend any of my spells, so I'm happy to watch over those of you who need the full 8 hours to rest, I will need a bit of rest but about 4 hours should do it. Ranvor are you happy to divide watch with me?"Last edited by Kat Steel; 2007-12-18 at 07:34 AM.
-
2007-12-18, 10:05 AM (ISO 8601)
- Join Date
- Sep 2007
- Location
- The Netherlands
Re: The Grinder Group 2
Wait, you can make things last all day? Ooh.... that might be interesting. Eey weasel, come out here for a second. the small fluffy head pokes out of the bag as it hears its name
How would you like to be a menacing brute for a change? the weasel thinks for a moment and then crawls up to the wizards shuolder as if saying "I'm listening".
Alright intellect, work with me here to turn this little weasel in a true beast of battle. First we need to shape him up a bit.
Memphis puts the little one on the ground and begins to cast one of his most powerfull transformation spells.
The silky brown fur is replaced by shiny silver scales and a proud mohawk grows on its head. From his shoulders sproud two powerfull wings and the fluffy tail becomes a powerful whipping limb. Where only moments ago had stood a tiny weasel now stands a powerful colosal silver wyrm.
It let out a loud roar of pleasure and flapped its wings to come loose from the ground for a moment, before letting itself drop back.
SpoilerSo, if I'm adding up correctly, Gryffon, that's Persists on 3 - 1st level spells, 4 - 2nd level spells, 8 - 3rd level spells, 7 - 4th level spells, 5 - 5th level spells, 3 - 7th level spells, and 3 - 8th level spells. As well, I'll need help with
chains on 1 - 1st level spell and 2 - 6th level spells.
the mini's can use their metamagic boosters up to 11 times a day during casting and another 11 times a day for spell allready in effect, both go to 14 when somebody lends them their headband of intellect. This means each mini can strengthen up to 28 spells a day, but there is nothing that stops you from borrowing a mini of your allies when your own runs out :P
their spellcraft is 45 at the moment, +3 for intelect booster of headband and +2 if you aid them for your casting that would make 50, they also benefit from the +3 morale and +1 luck that your buffs are handing out so that makes 54 in total
Take ten then gets you 64 as a spellcraft result which is enough to reach a spell level of:
(64-18=46)/3=15, enough to make a level 9 spell persistend
to MeanDM: chain can hit additional targets equal to your caster level. So if it chains, it can hit us all.
MeanDM
Bite of the Werebear (6th)
Barkskin (2nd) x7 (you are casting it for all of us, aren't you?)
Magic Fang, Superior (4th)
Shapeshift (9th)
= 10 uses
I myself would like a persistent shapchange on my familiar (anything with a range personal can also be cast on familiars :P)
Persistent superior magic fang on weasel.
extended darkvision for 42 hours of darkvision 60ft to all of us (using up my 2nd level slots)
also, persistend haste on all (pretty much using up all my 3th level slots :P)
(leaving out water breathing here since it divides the time across the partakers, will keep one on the ready though)
so add +4 natural armor enhancement, darkvision 60ft, +1 to attack rolls (haste), +1 dodge to AC and reflex saves(dodges stack with other dodge bonusses), and +30ft to all movement modes
Buffed up stats block:
Spoiler
Memphis
Deep Imaskari Wizard (Transmutation) 3 / Master Specialst 6 / Mage of the Arcane Order 5 / Archmage 4
NG Humanoid
Initiative 0; Senses: low light vision, spot 16, listen 16, arcane sight
Languages: Common, Raushaum, Terran, Aquan, Undercommon, Draconic, Abysal, Infernal
_____________________________
AC: 44, touch 22 (32 for ghost touches), flat-footed 34;
10 +5 armor (robe of the archmagi) +5 force shield (ring) +5 DEX +5 Deflection +12 natural armor +2 luck
hp 149 (+18 if minor shifting is used); DR (if Applicable)
SR 31 DR 10/adamantine
Fort 19, Ref 23, Will 27
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Speed:60ft land; 90ft fly; Minor Shifting +5 for all modes
Melee attack: +13 unarmed 1d3+4 subd full attack: +13/+13/+8 unarmed 1d3+4 subd
Ranged attack: +19 ranged full attack: +19/+19/+14
Space/Reach: 5/5
Base Atk: +8/+3 ; Grapple: 7
Atk Options: Spells: 6/10/9/9/9/4/8/7/5/5, 2 extra attacks when taking full attack action
Spell-like abilities:at will summon large elemental, dimentional jaunt, minor shifting; passwall 4/day; disintegrate 4/day; Unyielding Form of Inevitable Death 2/day
Special Actions:Call spell 9 levels/day
______________________________
Abilities: Str 8 / Dex 20 / Con 16 / Int 36 / Wis 18 / Cha 9
Special Qualities:Spell Clutch 1/day; fast healing 1
1/campaign reincarnate, stone to flesh, death ward
Imune to: death spells, energy drain, negative energy effects, abbility damage/drain, desease, mind controll and the likes, poison, fear, sonic damage/effects, extreme weather
untouchable for summons; evasion against breath weapons
Feats: spell focus [transmutation]&[conjuration]; greater spell focus [transmutation]; skill focus[spellcraft]; sudden widen; sudden maximize; cooperative spell; dimensional jaunt; minor shifting; summon elemental; augment summoning; scribe scroll; action surge
Skills: spellcraft +37, search +34, knowledge [arcana] +29, concentration +28, knowledge [nature/religion/planes] +24, decipher script +20, knowledge [architecture/dungeoneering/geographie/history/local/nobility] +19, tumble 19
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Equipment:
+6 INT Headband of Intelect
+4 CON Periapt of health
+4 DEX Gloves of dexterity
Robe of the Archmagi
+2 AC Vestment of natural armor
+3 AC Bracers of Protection
+2 AC Ring of force Shield
Wings of Flying
Ring of Sustenance
Metamagic Rod [Empower]
2 spellbooks
backpack
crystal vials 20
bags of diamond dust 6
bags of gold dust 20 (each with a tiny sheet of iron in it)
pearls 10
strips of iveroy 4
sets of incense 6
Last edited by Seribro; 2007-12-19 at 08:48 PM.
We all wear masks, those who try to look behind it will only find another mask.
current characters:
SpoilerArena gladiators:
4W/1LPsychodelia Hard nut to crack
1W/0LDocter Spikenburg Specialty: blowing stuff up (preferably his opponents)
Other characters momentarily active:
Memphis Mage Extraordinary [wizard3/master specialist6/Mage of the Arcane Oroder5/Archmage4]
Bresk Lizardman hunter in training [monst. humanoid 2/LA+1]
Mongo NaichukAsian glaive dancer[barb1/ftr4/dervish 7]
-
2007-12-18, 10:54 AM (ISO 8601)
- Join Date
- Sep 2005
- Location
- Edmonton, Canada
Re: The Grinder Group 2
Fiona
Her voice hoarse from casting so many spells, Fiona shakes Fury's hand and hands him delicately back over to Ranvor. Whereas before she had been bold and resolute, she now literally glows with the power of the sun, with a miniature star floating just above her shoulder as well.
Taking in the massive silver dragon, Fiona nods and smiles.
Well, I don't know about any of you, but I feel safer already.
SpoilerSadly, I don't think that Bite of the Werebear can be chained, because it's a personal range spell. Wish that it could!
I'm assuming that another of the Eidolons, perhaps Sympathy, could help her finish off the metamagicking for the evening."We are what we pretend to be, so we must be careful about what we pretend to be." Kurt Vonnegut
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2007-12-18, 11:47 AM (ISO 8601)
- Join Date
- Jun 2007
- Location
- The Ice Fields of Iowa
- Gender
Re: The Grinder Group 2
"I too do not require much rest, though my friend here does." the ape pats the great bear again. "A couple of hours is all, really."
(buffed block)
Spoiler
Oh, and if people need 8 hrs rest, that actually leaves 16 hours worth of exploration time before 24-hr spells fade.
Gregor Glenfiddich
LN Medium Animal (Legendary Ape Form)
Initiative +8;
[B]Initiative +12[/B]
Senses: Low Light Vision, Scent, Listen +17, Spot +26
Languages Common, Druidic, Draconic (Any, due to Tongues)
_____________________________
AC 39, touch 16, flat-footed 38;
(+8 armor, +4 Dex, +5 shield, +11 natural)
AC: 56 Touch 24, flat 56 (vs. evil 58 / 26 / 58)
(+10 armor, +7 Shield, +7 Dex, +14 natural, +5 Shield of Faith, +2 Luck, +2 Sacred, +1 Dodge
hp 189 (18 HD); DR
HP: 227 (+2d8)
Resist: depends on what spell I cast
Fort +22, Ref +14, Will +23 (+4 bonus on saving throws against the spell-like abilities of fey)
Fort +31, Ref +26, Will +31 (Conviction +5 Morale, Recitation +2, Superior Resistence +6, +4 bonus on saving throws against the spell-like abilities of fey)
______________________________
Speed 40 ft
Speed 50 ft
Melee (+1 Club) 24/19/14 (Bane vs. Undead) 1d6+11 + 1d6 sonic
Melee (+1 Club) 32/27/22 (Bane vs. Undead) 1d6+19 + 1d6 sonic
Melee (+1 Club with Spikes/Brambles) 42/37/32 (Bane vs. Undead) 1d6+29 +1d6 sonic
Melee (claw) 23/18/13 Dmg: 1d10+10
Melee (claw) 36/31/26 1d10+23 (superior magic fang)
Space/Reach 5/5 ft.
Base Atk 13/8/3 (+18); Grapple +0
Attack Options: 2x Claws (1d10+10), 1x Bite (2d6+5)
Special Attack: Rend (2d8+15)
Attack Options: 2x Claws (1d10+23), 1x Bite (2d6+9)
Special Attack: Rend (2d8+27)
______________________________
Abilities: Str 30, Dex 17, Con 22, Int 12, Wis 25, Cha 11
Abilities: Str 46, Dex 25, Con 24, Int 12, Wis 25, Cha 11
Special Qualities: Low Light Vision, Scent, Animal Companion, Nature Sense, Wild Empathy, Woodland Stride, Trackless Step, Resist Nature’s Lure, Wild Shape, Venom Immunity, A Thousand Faces, Timeless Body
Feats: Extend Spell, Persistent Spell, Improved Initiative, Natural Spell, Improved Natural Attack (Claws), Fast Wild Shape, Beastial Charge, Improved Elemental Wild Shape, All Druid Feats up to 18th Level
Feats: Extend Spell, Persistent Spell, Improved Initiative, Natural Spell, Improved Natural Attack (Claws), Fast Wild Shape, Beastial Charge, Improved Elemental Wild Shape, All Druid Feats up to 18th Level, Fast Healing 1, Power Attack, Blind Fight
Skills: Concentration (+24), Handle Animal (+9), Heal (+15), Knowledge-Nature (+22), Listen (+17), Search (+11), Spellcraft (+6), Spot (+20), Survival (+10)
Skills: Concentration (+25), Handle Animal (+10), Heal (+15), Knowledge-Nature (+22), Listen (+17), Search (+11), Spellcraft (+9), Spot (+26), Survival (+10)
buffed Dire Bear block (someone help review this...not so confident about calcing his advancement (+4hd)
Spoiler
Size/Type: Large Animal
Hit Dice: 16d8+55 (135 hp)
Initiative: +6
Speed: 50 ft. (8 squares)
Armor Class: 41 (-1 size, +6 Dex, +13 natural, +2 Luck, +1 Morale), touch 22, flat-footed 26
Base Attack/Grapple: +12/+31
Attack: Claw +36 melee (3d4+18) +3
Attack: Claw +47 melee (3d4+28)
Full Attack: 2 claws +36 melee (3d4+18) and bite +30 melee (2d8+9)
Full Attack: 2 claws +47 melee (3d4+28) and bite +41 melee (2d8+14)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Low-light vision, scent
Saves: Fort +12, Ref +9, Will +9
Saves: Fort +18, Ref +15, Will +15
Abilities: Str 33, Dex 15, Con 19, Int 2, Wis 12, Cha 10
Abilities: Str 49, Dex 25, Con 27, Int 2, Wis 12, Cha 10
Spell Resistence: 31
Skills: Listen +15, Spot +15, Swim +21
Feats: Alertness, Endurance, Run, Toughness, Weapon Focus (claw), Fast Healing 1, Improved Natural Attack (claw)
Environment: Cold forests
Organization: Solitary or pair
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 13-16 HD (Large); 17-36 HD (Huge)
Level Adjustment: —
The omnivorous dire bear usually does not bother creatures that try to avoid it, but will aggressively defend a kill or other source of food. It will not hesitate to rip apart anything that might contain something edible.
A typical dire bear is 12 feet long and weighs as much as 8,000 pounds.
Combat
A dire bear attacks by tearing at opponents with its claws.
Improved Grab (Ex)
To use this ability, a dire bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Last edited by TheMeanDM; 2007-12-18 at 04:33 PM.
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2007-12-18, 12:55 PM (ISO 8601)
- Join Date
- Sep 2005
- Location
- Edmonton, Canada
Re: The Grinder Group 2
SpoilerBehold the power of an optimized druid! Wow.
I did a pass through the bear's stats, and have the following adjustments, based on all the buffs, and based on persistent GMF, barkskin and Bite of the werebear.
Strength - 49
Dex - 25
Con - 27 is right, I think, but you also get an ability score raise with the four extra hit dice, which I've assigned to con. It would of course also be very valuable in strength, for instance.
Wisdom - 16
HP - new HP would be 203 and 40+2d8 temporary hit points
Fortitude: 26
Reflex: 16
Wis: 15
BAB: 12
Claw attack: +47 (2d4+28)
Bite attack: +41 (2d8+18)
Assuming that the bear puts two points into each of spot and listen, the two skills go to +15 each
Plus, you have a feat to give it.
That's a pretty amazing bear!"We are what we pretend to be, so we must be careful about what we pretend to be." Kurt Vonnegut
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2007-12-18, 01:50 PM (ISO 8601)
Re: The Grinder Group 2
"If any of you desire, I could render a powerful spell known only to the Wu Jen sects that would transform your flesh into living metal...it is a powerful protection, but it comes at a small price: your agility will suffer ever so slightly."
Spoiler
I do have a 1/day Rod of Reach Spell, so we could very well chain Bite of the Werebear...is it that good?
Anyway...I feel the need to point this out: remember, my clones don't have magical equipment, so don't add in the bonus from a Circlet of Intelligence, etc. Thanks to our Saint, I and I alone can now persist a 6th level spell when taking ten...my clones are less certain of it. Also, why are you just using Shapechange on your familiar? Share Spell is not either/or. It's also. You get Shapechange permenancied, and so does your familiar. The spell's good like that.
So, if I'm adding up correctly, Gryffon, that's Persists on 3 - 1st level spells, 4 - 2nd level spells, 8 - 3rd level spells, 7 - 4th level spells, 5 - 5th level spells, 3 - 7th level spells, and 3 - 8th level spells. As well, I'll need help with
chains on 1 - 1st level spell and 2 - 6th level spells.
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2007-12-18, 02:27 PM (ISO 8601)
- Join Date
- Jun 2007
- Location
- The Ice Fields of Iowa
- Gender
Re: The Grinder Group 2
"Well, little one." Gregor says to Sympathy "Wouldn't want ye to be left out, no?" He smiles, and stretches his hand out to the tiny clone.
"If'n ye want, I can help with some spells too. I can toughen yer skin, and even yer wisdom too."
Spoiler
These are the spells I can offer, especially now that I know what everyone else can add:
Group:
Chained/Persistent: Owl's Insight (5th) (+9 Enhancement to Wisdom)
Chained/Persistent: Superior Magic Fang (4th) ( (+4 Atk / +4 Dmg, all natural weapons)
Chained/Persistent: Hawkeye (1st) (+5 Competence to Spot, Projectile Ranged Attacks get +50% distance)
Me (and my bear, using Share Spells):
Persistent: Wild Instincts (2nd) (+10 Insight to Spot & Listen, can't be caught Flat Footed
Persistent: Spikes (3rd) (+10 Atk / +10 Dmg on wooden weapon, doubles threat range, bludg & piercing damage)
Persistent: Shapechange (9th)
Thanks for checking that over :)
I also miscalculated the bear's AC. Should be +4 higher (+4 Natural AC)
Say, if I have Improved Natural Attack, would that affect the damage dice for Rend (since it's claws being used?)?
Last edited by TheMeanDM; 2007-12-18 at 02:49 PM.