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  1. - Top - End - #61
    Barbarian in the Playground
     
    TheMeanDM's Avatar

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    Default Re: The Grinder Group 2

    "This is quite strange, and a bit unexpected." The ape-man muses aloud.

    "There's nothing magical we couldn't see through, but it's not normal darkness either...." he says.

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    Fort Save:
    Die roll for gregor fort save
    1d20+33-> [4,33] = (37)


    1d20+33=37

    Writhing Limbs + Darkness we can't see through...?...

    Besides "blood", does the water taste....weird? Salty? Oily?

    Who is TheMeanDM?

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  2. - Top - End - #62
    Surgebinder in the Playground Moderator
     
    Douglas's Avatar

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    Default Re: The Grinder Group 2

    Ranvor

    Well now, this could have been unpleasant if not for our preparations. All right everyone, I'll be leading a charge on that thing in a moment. Who's with me?

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    All of us can breathe underwater thanks to Water Breathing.
    All of us are immune to fire.
    Fort save: (1d20+31)[36]

    I plan to use War Master's Charge on my turn. Anyone who goes before me (Gregor, Ex Machina, Dire Bear, Fiona, and a few of the eidolons) and still has at least 10' to go to get into attack range at that time will be able to come with me at the cost of an immediate action. Charging as part of this maneuver will not provoke AoOs. I suggest that each of you in the list that wants to make melee attacks do the following: delay until my turn; spend an immediate action to charge the beast; take your full turn, possibly including a full attack, minus only your swift action.
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  3. - Top - End - #63
    Orc in the Playground
     
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    Default Re: The Grinder Group 2

    Or I could just make us unsubstantial and float us passed the dangers to a safe spot to land...
    Last edited by Seribro; 2007-12-21 at 10:22 PM.
    We all wear masks, those who try to look behind it will only find another mask.

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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]

  4. - Top - End - #64
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    Default Re: The Grinder Group 2

    I'm beginning to regret my decision not to bring a weapon, the angelic Teliron offers serenely, I'm afraid I'm no real help unless I can speak.

  5. - Top - End - #65
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    Default Re: The Grinder Group 2

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    Apologies for the doublepost, I forgot to make a save:

    (1d20+26)[37]

  6. - Top - End - #66
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    BlueWizardGirl

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    Default Re: The Grinder Group 2

    Ex Machina's reverberant thoughts echo in everyone's minds.

    I am with you, Ranvor.

    Fiona pipes up as well.

    I'm in.
    Last edited by Toliudar; 2007-12-21 at 11:21 PM.
    "We are what we pretend to be, so we must be careful about what we pretend to be." Kurt Vonnegut

  7. - Top - End - #67
    Barbarian in the Playground
     
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    Default Re: The Grinder Group 2

    Absolutely. Lead the way. Gregor mentally projects to everyone.

    He mutters a command to his bear companion.
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  8. - Top - End - #68
    Surgebinder in the Playground Moderator
     
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    Default Re: The Grinder Group 2

    Ranvor
    The following post assumes nothing happens before Ranvor's action to make this a bad idea or unworkable. Martina gets to move first and, depending on its initiative, the monster.

    All righty then, spread out, get ready, aaand CHARGE!

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    Here's how the charge works for you bunch (Fiona, Ex Machina, Gregor, and the bear): it only takes your immediate action, not the full round action normally required to charge, make your normal charge attack routine with a +10 bonus on the attack roll in addition to the normal bonus for charging, and roll normal damage with a +25 bonus. Moving as part of this charge does not provoke AoOs. Assuming the word "gargantuan" was used to describe this thing's game mechanical size, medium creatures get +3d6 and large get +2d6 damage from Fell the Greatest Foe.

    Here are my rolls (I get +50 damage instead of +25):
    Attack:(1d20+54)[56] (37 normal, +3 for being in a Diamond Mind stance, +2 for using a strike from Mastery of Nine, +2 for charging, +10 for War Master's Charge)
    Damage: (5d6+78)[96] + (1d6)[2] acid (2d6+22 normal, +3d6 Fell the Greatest Foe, +6 Mastery of Nine, +50 War Master's Charge, +1d6 acid Weapon of Energy)

    If I hit and at least one of you does, it's stunned for one round (unless it's immune to that).
    Last edited by Douglas; 2007-12-21 at 11:53 PM.
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  9. - Top - End - #69
    Barbarian in the Playground
     
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    Default Re: The Grinder Group 2

    Gregor leaps off of his bear, charging forward to attack the writhing mass with his club.

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    Die roll for gregor attacks
    1d20+59->[16,59] = (75)

    1d20+59=75,


    DAMAGE FOR ATTACKS 1
    Die roll for gregor damage 1
    1d6+33->[6,33] = (39)

    1d6 (sonic) ->[4] = (4)

    1d6+33=39, 1d6=4

    Edits:

    1) didn't realize it was just one (1) charge attack. Thought I read somewhere he said it was "full attacks". Edited out the 2nd & 3rd attacks (darn, #3 was a crit, too!)
    2) forgot to add "Fell the Greatest Foe" damage

    Die roll for fell greatest foe damage
    3d6->[6,3,2] = (11)


    3d6=11

    TOTAL DAMAGE FOR 3 ATTACKS
    43+11+25 = 79

    Notes:
    1) Counts as either Bludgeoning or Piercing, whichever is better.
    2) Undead Bane (+2d6 Damage)

    Bane Damage:
    Die roll for gregor undead bane dmg
    2d6->[6,6] = (12)

    2d6=12


    Total Damage if undead: 91
    Last edited by TheMeanDM; 2007-12-22 at 08:46 AM.
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  10. - Top - End - #70
    Orc in the Playground
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    Default Re: The Grinder Group 2

    The water tastes like salt water with blood and something else in it. You're not sure what it is (if you want you can make some knowledge checks to try and figure it out).

    None of your magic seems to pierce the darkness. Even True Seeing and Ebon Eyes seem impeded by the gloom.

    Memphis's mind is bombarded with warnings of extreme imminent danger to his companions and himself.

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    First off, I'd like people to roll on this forum if possible. A quick refresher if you don't know how:
    Spoiler
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    I think it goes:
    rollXdY+Z/roll
    put the word roll and /roll in [] obviously. The X is the number of dice you want to roll. The Y is the number of sides it has. The Z is the number you want to add to it. If the +Z makes it nonfunctional just add it on afterwards.

    Ok now a quick layout picture:
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    The slashing blades are in the spaces directly below Ex Machina. Compass is standard (up on the page is North, South is down on the page etc.).
    The space involved may make some of your actions somewhat difficult to work, so figure that out. I need to get confirmation that everyone before Ravnor is waiting.

    Are the Eidolons participating in the charge? Incidentally, are you, GryffonDurime, maintaining control over the Eidolons or are the players whose character they're piggybacking on controlling their actions?

    As you can see since Ex Machina's is farther down her blindsight extends farther down then any of yours. She senses a tiny (sized) thing, wriggling in the water along the southern wall of the cylinder 60 feet below her.

    Clarifications on the water:
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    Toliudar brought up a point of clarification that I need to make: I meant all of you who breathe air are now holding your breathes. You can breathe the water just fine.

    As long as Teliron has water breathing he can speak underwater (as can anyone else so enchanted). This is different from no longer needs to breathe (such as granted by an ioun stone).


    And finally, I'm off-line until the 25th so more posts by me until then. I tell you all what happens when I get back.

    Good luck and happy holidays!
    Last edited by Sxoa; 2007-12-28 at 04:09 PM.

  11. - Top - End - #71
    Titan in the Playground
     
    BlueWizardGirl

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    Default Re: The Grinder Group 2

    Feeling the holy warrior's surge, Ex Machina soars up towards the creature, leading with his gleaming sword.

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    Attack roll (+44 base, +2 for charging, +10 for Warmaster's Charge)
    (1d20+56)[73], crit on natural 19 or 20.
    Crit is auto-confirmed if creature is evil, otherwise (1d20+56)[59]

    Slashing damage (4d6+29 base, +25 Warmaster's charge, +1d6 for size difference) (5d6+54)[73]
    Acid damage (1d6)[2]
    Holy Damage (if target is evil) (2d6)[5]

    Holding off stating his full-round action pending results of this attack.


    Fiona's mace seems fairly to glow - or would, if they weren't surrounded by stark blackness - with the blessings of the Sun God, as she too streaks forward.

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    Attack roll (+46 base, +2 for charging, +10 for Warmaster's charge)
    (1d20+58)[64] Crit on natural 20
    (1d20+58)[69] Confirmation of crit. Auto-confirmed if creature is evil.

    Bludgeoning Damage (1d8+17 base, +25 for Warmaster's Charge, +3d6 for size difference)
    [roll]1d8+3d6+42[/roll] See next post - total damage is 59
    Acid Damage (1d6)[2]
    Holy Damage (2d6)[8], if target is evil
    Saint damage (1d6)[4] if target is evil, or (1d8)[3] if it is undead or an evil outsider
    Magebane damage (1d6)[4] if the creature has spells or SLA

    Fiona is also waiting to see the effect of the charge before stating a full-round action.
    Last edited by Toliudar; 2007-12-22 at 09:50 AM.
    "We are what we pretend to be, so we must be careful about what we pretend to be." Kurt Vonnegut

  12. - Top - End - #72
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    BlueWizardGirl

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    Default Re: The Grinder Group 2

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    Sorry for the double post. I forgot that the board roller doesn't like multiple die times in the same roll. Here's Fiona's base damage on her charge attack:

    (1d8+42)[50]

    And the Fell the greatest foe dice:

    (3d6)[9]
    "We are what we pretend to be, so we must be careful about what we pretend to be." Kurt Vonnegut

  13. - Top - End - #73
    Pixie in the Playground
     
    ElfRogueGirl

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    Default Re: The Grinder Group 2

    Martina

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    Fortitude - (1d20+30)[4](34)



    Once Martina, has gotten her bearings she releases Ranvor's shirt and the rope, listening to the conversation in her head, she lets the others charge the creature before moving 5ft towards the creature (35ft away now I guess) and launching a volley of arrows

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    Attack:
    taking (-14) penalty for 35ft distance from creature due to water
    [rollv=1st arrow]1d20+21[/roll]
    [rollv=2nd arrow]1d20+16[/roll]
    [rollv=3rd arrow]1d20+11[/roll]

    add +2 to each - if the creature has any arcane spells slots prepared or available, or has the ability to use arcane spell-like abilities

    Damage: I'll roll it all separately as I don't know what it might be imune to
    Normal - (1d8+13)[1](14)
    Screaming - (1d6)[1](1)
    Acidic Burst - (1d6)[6](6)
    Weapon of Energy - (1d6)[2](2)

    is the creature evil? as this will affect the damage rolls - if so add
    Holy - (2d6)[3][3](6)

    is it an arcane caster? - if so add
    MageBane - (2d6)[4][6](10)

    Last edited by Kat Steel; 2007-12-22 at 09:55 AM.
    Kat Steel

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  14. - Top - End - #74
    Pixie in the Playground
     
    ElfRogueGirl

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    Default Re: The Grinder Group 2

    sorry for teh double post

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    Attack:
    taking (-14) penalty for 35ft distance from creature due to water
    1st arrow - (1d20+21)[16](37)
    2nd arrow - (1d20+16)[4](20)
    3rd arrow - (1d20+11)[12](23)

    add +2 to each - if the creature has any arcane spells slots prepared or available, or has the ability to use arcane spell-like abilities
    Last edited by Kat Steel; 2007-12-22 at 09:56 AM.
    Kat Steel

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  15. - Top - End - #75
    Orc in the Playground
     
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    Default Re: The Grinder Group 2

    When Memphis notices all of his allies moving straight up in a seemingly coordinated charge, he lets out a small sigh. At least they were fighting effectively. Lets just hope they could wrack the creature enough havoc before it gets a chance to recover himself.
    Intelect, chained levels six spell please
    One chained level 6 coming right up!
    He aimed his finger down below and a thin green beam sprouted from it, striking towards the blade in the middle
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    chained spell-like ability disintegrate (since the metamagic does not increase the slot required to cast it, it can be used on spell-like abilities just as sudden metamagic spells and metamagic applied by rods)
    concentrate to cast on the defense: (1d20+26)[39]
    ranged touch attack(1d20+18)[22] damage (just in case these things react different from mundane objects) (40d6)[149]
    arching to the other blades:
    ranged touch attack(1d20+18)[30] damage (20d6)[66] 1
    ranged touch attack(1d20+18)[38] damage (20d6)[68] 2
    ranged touch attack(1d20+18)[19] damage (20d6)[67] 3
    ranged touch attack(1d20+18)[22] damage (20d6)[58] 4
    ranged touch attack(1d20+18)[30] damage (20d6)[83] 5
    ranged touch attack(1d20+18)[32] damage (20d6)[73] 6
    ranged touch attack(1d20+18)[20] damage (20d6)[75] 7
    ranged touch attack(1d20+18)[36] damage (20d6)[89] 8
    ranged touch attack(1d20+18)[36] damage (20d6)[77] 9
    ranged touch attack(1d20+18)[28] damage (20d6)[65] 10
    ranged touch attack(1d20+18)[27] damage (20d6)[68] 11
    ranged touch attack(1d20+18)[32] damage (20d6)[83] 12
    ranged touch attack(1d20+18)[32] damage (20d6)[83] 13
    ranged touch attack(1d20+18)[35] damage (20d6)[71] 14
    ranged touch attack(1d20+18)[35] damage (20d6)[67] 15
    ranged touch attack(1d20+18)[32] damage (20d6)[75] 16
    ranged touch attack(1d20+18)[38] damage (20d6)[67] 17
    ranged touch attack(1d20+18)[24] damage (20d6)[78] 18
    ranged touch attack(1d20+18)[23] damage (20d6)[82] 19
    ranged touch attack(1d20+18)[28] damage (20d6)[77] 20
    Sorry, did not count how many blades there were so I just shoot the maximum amount of archings, namely 20 in my case
    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]

  16. - Top - End - #76
    Surgebinder in the Playground Moderator
     
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    Default Re: The Grinder Group 2

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    Quote Originally Posted by Sxoa View Post
    The space involved may make some of your actions somewhat difficult to work, so figure that out.
    Maybe later, but not for this charge. War Master's Charge says "You and allied creatures do not block each other when determining if you can charge." As long as attacking it requires moving at least 10', we can all do it.

    Quote Originally Posted by Sxoa View Post
    I need to get confirmation that everyone before Ravnor is waiting.
    TheMeanDM and Toliudar between them control all the melee characters that go before me, and they've each posted something to the effect of "I'm in" directed at me.

    Quote Originally Posted by Sxoa View Post
    Are the Eidolons participating in the charge?
    I assumed not. If they are, the attack bonus goes up by +2 for each one that participates and they need to roll their attacks (unarmed strikes? do they even have weapons?).

    Quote Originally Posted by Sxoa View Post
    And finally, I'm off-line until the 25th so more posts by me until then. I tell you all what happens when I get back.

    Good luck and happy holidays!
    Happy Holidays to you too. See you in 3 or 4 days.
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  17. - Top - End - #77
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    Default Re: The Grinder Group 2

    The huge bear swims/flys straight into the gargantuan creature, it's massive claw raking across the beast's flesh.

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    Die roll for DB full attacks
    1d20+49->[18,49] = (67)

    1d20+49=67

    Die roll for DB damage claw/claw/bite
    2d4+51->[4,1,51] = (56)

    2d4+51=56

    Total Damage: 56

    Edited: forgot the bear doesn't get full attacks this round.
    Last edited by TheMeanDM; 2007-12-22 at 10:34 PM.
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  18. - Top - End - #78
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    Teliron takes a swift moment to gather his thoughts and his angelic form melts away to reveal the form of a large elven creature with star-dappled features. An instant later and he shifts again, this time taking on the from of a globe of eldritch colors.

    I apologize for my lack of weaponry...but I thought, perhaps an intangible form may be best.

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    Ghaele's Alternate Form to become intangible with 150' (Perfect) fly speed, ray attacks...you know, the same old stuff. I love Shapechange. Anyway, Eidolons are under the control of whoever has them, so be sure to keep track of how many Metamagic Effects and Cooperatives (9 each, I believe) your Eidolon has. Also, each Eidolon can raise 4 Double Wardings, and also has 1 Kaleidoscopic Death charge each.

  19. - Top - End - #79
    Orc in the Playground
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    Default Re: The Grinder Group 2

    As Memphis is adjusting to these new circumstances his arcane weavings tell him to flee. Tragically he is unable to respond to warnings in time as the entire group senses him being beaten to death. Ten tentacles snake down out of the gloom and begin to batter the hapless old man, each strike seemingly more frustrated than the last that he remains standing (so to speak). As the last of the tentacle strikes rains down on him his body goes lifeless for just a moment as healing energy courses back through him.
    For some reason though the divine healing does not seem to heal him to full life, as if the crushing assault he had taken was not just damaging to his body, but to his very soul as well. You all feel and hear a screeching bellow of malignant frustrated rage from above you. Four larger limbs bolt down from the beast and begin tearing into Memphis’s supernaturally hardened flesh. One strikes a particularly monstrous blow, and all hook monstrous claws into him before rending flesh from bone in what the rest of you can only imagine would excruciatingly painful if it were not for the empyrial ecstacy enchantment. The beast lets out a more pleased sounding gurgle that turns you stomachs as its limbs withdraw pulling bits of flesh towards the center of the seething mass.
    The onslaught is not over however as a final limb lashes out at Teliron coupled with a vicious bite attack. Though both are unsettling and the creature’s mere touch induces a brief burning sensation in your skin, neither seems to penetrate the mystic’s radiant skin. Another frustrated screech sounds shrilly through the darkness.
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    Everyone who goes before the beast waits to participate in Ranvor's charge (or witness the results of the charge in the case of Martina).
    Well thats a rough start for Memphis, but good gods man, you took a horrific amount of abuse before going down:
    A peek at my notes as I calculated damage dealt.
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    Damage: 426-100 from damage reduction /2 =163=-10

    Health: +110=100
    Damage: 142-20 from damage reduction /2 = 71
    70-10 from damage reduction /2 = 30
    106-10 from damage reduction /2 = 48
    159
    -49

    Presuming the eidolons are not flat-footed (I think they have the spell on them that makes it so they can’t be) then they can raise their wardings as immediate actions. They need to make spell penetration rolls to see if they affect the beast.

    Point of interest: the water does not detect as magical to arcane sight or it’s ilk.

    Well that’s it for the beast’s turn. Anyone change their actions or is the charge a go go? If you're still charging it or doing the same action just link back to the previous post describing what you did (so its easier for me to find it).

  20. - Top - End - #80
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    BlueWizardGirl

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    Default Re: The Grinder Group 2

    Fiona

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    Sxoa, I can't make out from your description or notes whether Memphis died a second time. If he's currently alive, Fiona goes ahead with her original action. If he's dead, substitute the one below), and then do the immediate charge action after this. Ex Machina's action is unchanged.

    She is taking a move action to get to Memphis, and a standard action to cast Revivify.


    Feeling the tentacles slash through the water, and hearing Memphis' mental "scream", followed by silence, Fiona fears the worst. Orienting on the mental shape that has just screamed, she is about to move towards him, but feels his presence again as one of Pelor's blessings kicks in. Reaching out to touch him while also touching a diamond in her pouch, she sends Pelor's blessing into him.

    You cannot rest your weary bones yet, you kind old man.

    Ex Machina

    As the Solar gathers itself for the charge, it also reports: When we are finished above, there is a small shape swimming about below.
    Last edited by Toliudar; 2007-12-25 at 09:34 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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    Orc in the Playground
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    Default Re: The Grinder Group 2

    A tentacle snakes down from the beast to intercept Saint Fiona as she makes her way to the remains of the body, but the holy women's impressive array of magical and physical defense deflects the blow harmlessly.

    Life returns to Memphis and his flesh is restored. With a jolt he realizes that the enchantments that were once woven through his flesh are now absent and he can no longer breath the dark water around him.
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    Memphis did indeed "die" a second time (he went down to -43 hit points in the end). You need to make a concentration check to cast defensively...no wait, it looks like you auto succeed, so I'm presuming you were. I can't think of any it wouldn't, so it looks like your revivfy spell works fine.

    Memphis's gear all works fine, but none of the spells cast on him are there any more (including the permanent ones).

  22. - Top - End - #82
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    Default Re: The Grinder Group 2

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    Quote Originally Posted by Sxoa View Post
    Life returns to Memphis and his flesh is restored. With a jolt he realizes that the enchantments that were once woven through his flesh are now absent and he can no longer breath the dark water around him.
    Memphis did indeed "die" a second time (he went down to -43 hit points in the end). You need to make a concentration check to cast defensively...no wait, it looks like you auto succeed, so I'm presuming you were. I can't think of any it wouldn't, so it looks like your revivfy spell works fine.

    Memphis's gear all works fine, but none of the spells cast on him are there any more (including the permanent ones).
    Before you go resolving that, how about answering my post in the OOC thread and (if still necessary) waiting for the Eidolon to try saving him with a warding?
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  23. - Top - End - #83
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    Default Re: The Grinder Group 2

    Teliron sighs mercifully as the beast's tentacles pass across his flesh ineffectually.

    Anyone who can perceive magic...are there any spells at work on that beast?

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    I agree with douglas, if my Eidolon suceeded with its wardings, Memphis didn't die. In fact, there's even a small chance that the beast was, depending on the warding Memphis wants to use (remember, I gave control of the Eidolon to who was holding it) the beast has a small chance of auto-dieing or being planeshifted randomly.
    Last edited by GryffonDurime; 2007-12-25 at 02:07 PM.

  24. - Top - End - #84
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    Default Re: The Grinder Group 2

    "Everyone! The surrounding blackness is ink, like from an squid. It physically has to be cleared away to improve vision." Gregor thinks to the group.

    Upon completing his attack, Gregor shifts forms (not that anyone can see him!).

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    Chronotyryn
    Large Magical Beast (Extraplanar)
    Hit Dice: 17 (243 hp)
    Initiative: +14
    Speed: 30 ft., fly 70 ft. (average)
    Speed: 40 ft
    AC: 69 (–1 size, +4 Dex, +22 natural, +8 NAE, +5 Deflection, +2 Luck, +2 Sacred, +10 Armor, +7 Shield), touch 22, flatfooted 69
    Base Attack/Grapple: +13/+25
    Attack: Rake +38 melee, or feather flurry +28 ranged
    Full Attack: 2 rakes +38 melee and bite +32 melee and 2
    wing buffets +32 melee, or feather flurry +28 ranged
    Full Attack (weapons) +1 Club +48/+43/+38
    Damage: Rake 1d8+24, bite 1d8+16, wing buffet 1d4+16,
    feather flurry 2d6+8
    Damage: Club 1d6+30 +1d6 Sonic
    Face/Reach: 10 ft./10 ft.
    Special Attacks: Dual actions, feather flurry, sonic
    screech
    Special Qualities: Acid resistance 20, adamantine
    feathers, cold resistance 20, darkvision 60 ft., detect
    magic, DR 20/Magic, electricity resistance 20, fire resistance
    20, knowledgeable, low-light vision, sonic immunity (SLA's, Spells)
    SR 31
    Saves: Fort +35, Ref +32, Will +38
    Abilities: Str 26, Dex 21, Con 21, Int 22, Wis 17, Cha 26
    Abilities: Str 42, Dex 31, Con 29, Int 12, Wis 34, Cha 30
    Skills:
    Feats: Iron Will, Maximize Spell, Power Attack, Quicken
    Spell, Quicken Spell-Like Ability, Silent Spell (B), Still
    Spell (B), Weapon Focus (rake)


    Dual Actions (Su):
    A chronotyryn has two distinct brains and two separate voice boxes. It can take 2 rounds’ worth of actions in any given round, as if it were two creatures. Thus, it can use a full attack action and a double move; two full attack actions and two 5-foot steps; a full attack action, a move action, and a spell-like ability; two spell-like abilities and two move actions; and so on. If it is casting spells defensively, the chronotyryn must make separate Concentration
    checks for each spell.

    Feather Flurry (Ex):
    Three times per day, a chronotyryn can launch a barrage of feathers at its opponents as a ranged
    attack action. This attack has a maximum range of 60 feet with no range increment.

    Sonic Screech (Su): Once per day, a chronotyryn can propel a 20-foot burst of incredible sound against its opponents. This attack deals 8d6 points of sonic damage, or half damage on a successful Reflex save (DC 26). The burst is centered on the chronotyryn.

    Adamantine Feathers (Ex):
    A chronotyryn’s feathers are composed of an adamantine alloy. This provides the creature with the ability to damage foes with its feathers (see feather flurry, above).

    Detect Magic (Su):
    A chronotyryn can produce a detect magic effect (caster level 20th) at will.

    Knowledgeable (Ex):
    A chronotyryn makes Knowledge checks for any Knowledge skills as if it had a minimum of 10 ranks in that skill. To surpass the 10-rank minimum, the chronotyryn must assign more than 10 ranks to the skill as normal.

    Last edited by TheMeanDM; 2007-12-27 at 02:59 PM.
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  25. - Top - End - #85
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    Default Re: The Grinder Group 2

    Though none can see the walls of color raised up by the eidolon traveling with Memphis, all can clearly sense the beast's attacks striking the old man down, seemingly unphased by the intervening sorcery.

    Ranvor's Warmaster's Charge is joined by Ex Machina, Gregor and the druid's nameless Dire Bear. The four mighty beings slam into the great mass of malignant evil with a righteous fury born of wrathful vengeance and a strong survival instinct. Cries of pain echo out through the water as weapon and claw tear into the beast. You notice that as your weapons rip through its body, it feels more like chopping rocky wood than a creature of flesh and bone.

    Martina's arrows sail through the intervening water. She curses after each shot, feeling she could have fired better but fate is with her this time, and she senses the arrows plunge into the creature's form. The beast is remarkably easy to strike as it occupies nearly the entire width of the cylinder you find yourselves in. Simply pointing up is almost enough and thoughts of barns as seen from the side come to mind.
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    The eidolon failed to overcome spell resistance (with either warding) so Memphis does/did indeed kick the bucket. Its a short trip though as he is quickly revivified (I love that word).

    So I tallied it up and you four (all hit) did a total of 298 damage (I added on the +25 from the warmaster's charge to Gregor's attack since it wasn't included). My poor little beasty! I'm pretty sure it's not going to last the round. The little guy never stood a chance ::tear::

    For the sake of simplicity (though maybe you can figure it out since I think the Solar has detect evil always active), it is registering as evil for your attacks.

    All three of Martina's arrows strike true, but before I tabulate their damage, a couple of things:
    1)You need to roll up damage for two more arrows.
    2)Your post says "Weapon of Energy." What type of energy damage is it doing (I think acid, but if somebody could confirm this that would be grand).

    EDIT: Since you (Gregor/themeanDM) doesn't have a wilding clasp for the club (you do for the amulet and the vest) it gets absorbed into the new form, unless you drop it. Thanks for the new stat block, it's very much appreciated
    Last edited by Sxoa; 2007-12-26 at 06:22 PM.

  26. - Top - End - #86
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    Default Re: The Grinder Group 2

    see ooc, dm :)
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  27. - Top - End - #87
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    ElfRogueGirl

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    Default Re: The Grinder Group 2

    Damage for second and third arrow

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    Damage from second arrow
    Normal - (1d8+13)[6](19)
    Screaming - (1d6)[3](3)
    Acidic Burst - (1d6)[5](5)
    Weapon of Energy - (1d6)[1](1)

    Holy - (2d6)[2][1](3)
    MageBane - (2d6)[1][1](2)

    Damage from third arrow
    Normal - (1d8+13)[5](18)
    Screaming - (1d6)[6](6)
    Acidic Burst - (1d6)[6](6)
    Weapon of Energy - (1d6)[6](6)

    Holy - (2d6)[6][5](11)
    MageBane - (2d6)[1][3](4)

    I think Acid was choosen for the Weapon of Energy spell - but I'm not 100% sure that's why I didn't specify it earlier - if any one could correct me I would be grateful

    Last edited by Kat Steel; 2007-12-27 at 06:12 AM.
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  28. - Top - End - #88
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    Default Re: The Grinder Group 2

    I do believe acid was mentioned, though not decided upon...so I would say it's the default since it was the only thing mentioned.
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  29. - Top - End - #89
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    Default Re: The Grinder Group 2

    Martina's arrows stab into the beast's hide, as Ex Machina and the Great Bear ready to unleash another a volley of attacks on the monstrosity.
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    Martina does a total of 66 damage to the creature, for a grand total of 364. I'll be impressed/ecstatic if this thing makes it another round.

    You guys can/do take your turns now, it goes in on initiative 20. I think the only people who need to do anything more are any eidolons that aren't just sitting there readying actions; Ex Machina and the Great Bear, who get to make full attacks, and the Memphis who needs to readjust to his air breathing ways.

    MeanDM, I sent you a message. Also remember to keep posts here out of spoiler, in character ::finger wag::

  30. - Top - End - #90
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    Default Re: The Grinder Group 2

    ((I like to request a short time-out untill the matter of Memphis dying is straightened out. Sorry for holding up the game, but to die is not something to take lightly. ))Stick a fork in me, I'm done.

    Game may continue, Memphis is currently stable at -1 yet suffocating slowly.
    Last edited by Seribro; 2007-12-27 at 01:27 PM.
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