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  1. - Top - End - #1
    Orc in the Playground
    Join Date
    Nov 2007

    Default 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.

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    Where 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!

  2. - Top - End - #2
    Pixie in the Playground
     
    ElfRogueGirl

    Join Date
    Jun 2007
    Location
    UK
    Gender
    Female

    Default 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?"


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    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.
    Kat Steel

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  3. - Top - End - #3
    Titan in the Playground
     
    BlueWizardGirl

    Join Date
    Sep 2005
    Location
    Edmonton, Canada

    Default 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.


    Spoiler
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    Here'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

  4. - Top - End - #4
    Orc in the Playground
     
    Seribro's Avatar

    Join Date
    Sep 2007
    Location
    The Netherlands

    Default 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
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    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
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    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 armor
    Last 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:
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    Arena 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]

  5. - Top - End - #5
    Barbarian in the Playground
     
    TheMeanDM's Avatar

    Join Date
    Jun 2007
    Location
    The Ice Fields of Iowa
    Gender
    Male

    Default Re: The Grinder Group 2

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    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 !

    Who is TheMeanDM?

    [Image removed - too large]
    Not as large as SOME.



    Head Executioner for House Kato

  6. - Top - End - #6
    Library Lovers Contest Winner
     
    GryffonDurime's Avatar

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    Jan 2007
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    Default 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
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    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.

  7. - Top - End - #7
    Pixie in the Playground
     
    ElfRogueGirl

    Join Date
    Jun 2007
    Location
    UK
    Gender
    Female

    Default 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.
    Kat Steel

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  8. - Top - End - #8
    Orc in the Playground
    Join Date
    Nov 2007

    Default Re: The Grinder Group 2

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    Quote Originally Posted by GryffonDurime View Post
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    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?
    as long as you're not being rushed, I believe you can take 10. You guys may proceed through the portal or wait as you will.

  9. - Top - End - #9
    Titan in the Playground
     
    BlueWizardGirl

    Join Date
    Sep 2005
    Location
    Edmonton, Canada

    Default 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?

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    Ranvor 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

  10. - Top - End - #10
    Surgebinder in the Playground Moderator
     
    Douglas's Avatar

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    Aug 2005
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    Mountain View, CA
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    Default 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?"

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    Please 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:
    Spoiler
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    The 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 Haversack
    Last 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:
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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)

  11. - Top - End - #11
    Orc in the Playground
     
    Seribro's Avatar

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    Sep 2007
    Location
    The Netherlands

    Default 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:
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    Arena 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]

  12. - Top - End - #12
    Library Lovers Contest Winner
     
    GryffonDurime's Avatar

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    Default 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.

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    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.

  13. - Top - End - #13
    Titan in the Playground
     
    BlueWizardGirl

    Join Date
    Sep 2005
    Location
    Edmonton, Canada

    Default 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

  14. - Top - End - #14
    Barbarian in the Playground
     
    TheMeanDM's Avatar

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    Default 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
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    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
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    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
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    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.
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  15. - Top - End - #15
    Titan in the Playground
     
    BlueWizardGirl

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    Default 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:
    Spoiler
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    And 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

  16. - Top - End - #16
    Surgebinder in the Playground Moderator
     
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    Default 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."

    Spoiler
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    I 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."
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  17. - Top - End - #17
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    Default 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
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    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:
    Spoiler
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    Arena 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]

  18. - Top - End - #18
    Orc in the Playground
     
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    (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:
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    Arena 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]

  19. - Top - End - #19
    Surgebinder in the Playground Moderator
     
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    Quote Originally Posted by Seribro View Post
    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.
    Personal 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.
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    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?

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  21. - Top - End - #21
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    Default Re: The Grinder Group 2

    Quote Originally Posted by douglas View Post
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    Personal 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.
    Spoiler
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    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.
    How many creature do you guys we will meet that are capable of wielding a weapon? I would say 1 out of 5 at best. Constructs might be trouble indeed. But okay, will scratch that one then.
    We all wear masks, those who try to look behind it will only find another mask.

    current characters:
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    Arena 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]

  22. - Top - End - #22
    Titan in the Playground
     
    BlueWizardGirl

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    Default 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.

    Spoiler
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    With 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

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    Barbarian in the Playground
     
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    Default 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
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    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?
    Who is TheMeanDM?

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    Head Executioner for House Kato

  24. - Top - End - #24
    Pixie in the Playground
     
    ElfRogueGirl

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    Default Re: The Grinder Group 2

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    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.
    Kat Steel

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  25. - Top - End - #25
    Orc in the Playground
     
    Seribro's Avatar

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    Default 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.


    Spoiler
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    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.
    3+4+8+7+5+3+3+1+2=36 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
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    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
    ______________________________
    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
    _______________________________
    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:
    Spoiler
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    Arena 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]

  26. - Top - End - #26
    Titan in the Playground
     
    BlueWizardGirl

    Join Date
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    Edmonton, Canada

    Default 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.

    Spoiler
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    Sadly, 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

  27. - Top - End - #27
    Barbarian in the Playground
     
    TheMeanDM's Avatar

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    Default 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
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    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
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    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.
    Who is TheMeanDM?

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  28. - Top - End - #28
    Titan in the Playground
     
    BlueWizardGirl

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    Default Re: The Grinder Group 2

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    Behold 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

  29. - Top - End - #29
    Library Lovers Contest Winner
     
    GryffonDurime's Avatar

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    Default 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
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    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.
    My clones can all handle anything up to the 7th level spells, but Teliron has to persist the 8ths. Likwise, they can provide chains on all those you need chains on.

  30. - Top - End - #30
    Barbarian in the Playground
     
    TheMeanDM's Avatar

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    Default 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
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    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.
    Who is TheMeanDM?

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    Head Executioner for House Kato

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