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  1. - Top - End - #31
    Ogre in the Playground
     
    Seffbasilisk's Avatar

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    Default Re: The Grinder Group 3

    Ash

    Seeing the less martial members of the team move in, Ash gives an 'after you' motion to Gor'thok. Then he fades from sight.

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    Greater Invis up, Flee the scene invocation to the portal then step through while illusion motions for Gor'thok to step through.
    Life is a gamble, roll the dice. If your life is like cards, rig the deck.

    "Boy, sure would be nice if we had some grenades, don'tchya think?" -Jayne
    Greatest number of kills In Valhalla Round 1 with Hsams Goht


  2. - Top - End - #32
    Bugbear in the Playground
     
    playswithfire's Avatar

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    Default Re: The Grinder Group 3

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    I guess boomwolf and I are with you now, since you're short two people and we're the only two people who posted in Team 1; guess we'll ignore our dialog there (wasn't much and have us showing up with you)


    Lesdock

    Testing the balance of his new knives, the Thri-Kreen had been performing what was for him a simple dexterity exercise but others tended to see as a juggling show for their entertainment. A small smirk crosses his face as he reflects on that possibility; as if he would every use his skills for the pleasure of others. Well, strictly speaking, some of his employers probably took pleasure in the deaths of some of the beasts he'd hunted, but no more than he had hunting them down. Seeing those who had gotten there before him Well, this is a motley crew to go into a place like what I've heard this is. But as long as they don't get between my blades and things that need to die, we should do alright.

    Lesdock put his daggers away as the brief match begins and appreciates the sport, particularly the end.

    Fine match. I'm late. My mistake. Do we have a plan? Or shall we just get down to it? This last is said as he pulls the blindfold over his eyes with one of his upper hands while cracking the knuckles of his lower hands.

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    Combat block again:
    Lesdock
    Thri-Kreen Swordsage 2/Warblade 1/Bloodstorm Blade 4/Bloodclaw Master 2/Master Thrower 5/Fighter 1
    Lawful Neutral Monstrous Humanoid
    Initiative +11
    Darkvision 60' Blindsight 60' with blindfold
    Languages: Common, Thri-Kreen, Gith
    _____________________________
    AC 44, 31 touch, 34 flat-footed
    (+5 armor, +5 Shield, +10 DEX, + 3 Natural, +4 Deflect, +7 monk)
    178 hp (17HD)
    Immune to sleep effects, immune to gaze attacks while in blindfold
    Fort +21 , Ref +29 , Will +18
    ______________________________
    Speed 40 ft
    Melee: Dagger +27 d4+11
    Melee Full: Dagger 27/27/22/17 d4+11, Dagger 27/27/22/17 d4+11, Dagger 27/22/17 d4+10, Dagger 27/22/17 d4+10
    Ranged: Dagger +28 d4+12, d4+12
    Ranged Full: Dagger 28/28/23/18 d4+12, d4+12; Dagger 28/28/23/18 d4+12, d4+12; Dagger 28/23/18 d4+11,d4+11; Dagger 28/23/18 d4+11,d4+11
    Space/Reach: 5/5
    Base Atk: 15; Grapple 15
    Atk Options: Palm Throw, Trip Shot, Weak Spot
    Special Actions
    ______________________________
    Abilities (Str Dex etc)
    Special Qualities
    continuous freedom of movement, +30 jump checks, not limited by size on jump checks
    evasion, superior multiweapon fighting, thunderous throw, lightning ricochet

    Stances
    Child of Shadows
    Island of Blades (will probably stay in this one)
    Punishing Stance

    Maneuvers (Adept)
    sudden leap (swordsage)
    wolf fang strike (swordsage)
    claw at the moon (swordsage)
    burning blade (swordsage)
    blistering flourish (swordsage)
    stone bones (swordsage)
    clinging shadow strike (swordsage)
    steel wind (warblade)
    leading the attack (warblade)
    douse the flames (warblade)

    Feats
    Point Blank Shot
    Weapon Focus(Dagger)
    Shadow Blade
    Multiweapon Fighting
    Precise Shot
    Far Shot
    Weapon Finesse
    Quick Draw
    Improved Multiweapon Fighting
    Snatch Arrows
    Greater Multiweapon Fighting
    Throw Anything
    Skills
    _______________________________
    Equipment:
    2 +1 Speed Adamantine Daggers
    2 +1 Speed Cold Iron Daggers
    4 +1 Silver Daggers
    Bracers of Armor +5
    +3 Animated Mithral Heavy Shield
    Gloves of Dexterity +6
    Headband of Wisdom +6
    monk's belt
    ring of protection +4
    blindfold of true darkness
    amulet of health +6
    cloak of resistance +4
    ring of freedom of movement
    Homebrew
    Current Project (A sequel to Tome of Battle)
    Past Projects, some of which I may come back to
    Spoiler
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    Baldric Sea Campaign Setting (work in progress)
    later version of the Sea Dog base class from it

  3. - Top - End - #33
    Barbarian in the Playground
     
    SolithKnightGuy

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    Default Re: The Grinder Group 3

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    Welcome to the team. If you have any specific buffs you would want to have, let me know.

    Also, take note of the list of always on buffs. Your ac will be higher, as well as your saves due to morale bonus.

    On a sidenote, what book did you get your thrikreen out of? You mention not limited to size on jump checks but that was a 3.0 rule.

  4. - Top - End - #34
    Bugbear in the Playground
     
    playswithfire's Avatar

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    Got that line from online; must have been a summary from a 3.0 source. Someone told me there was a non-psionic +1 LA Thri-Kreen in another game I was in but I forget what book it was in. I can take that part out. The jumping isn't important to the build; just the 4 arms.
    Homebrew
    Current Project (A sequel to Tome of Battle)
    Past Projects, some of which I may come back to
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    Baldric Sea Campaign Setting (work in progress)
    later version of the Sea Dog base class from it

  5. - Top - End - #35
    Ogre in the Playground
     
    boomwolf's Avatar

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    Default Re: The Grinder Group 3

    Nelisar

    "I do not remember asking YOU thri-kreen." says nelisar with a deathly voice. nelisar hates thri-kreens.

    Nelisar steps through the portal like others before him, preparing his bow in hands, arrows in reach, and singling to tofer to follow.

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    seems like i'm in here too. hi!

    char sheet:
    http://www.campaign-blog.com/view.php?id=6855

    combat blocks:
    Me:
    Spoiler
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    Nelisar ShadowHunter
    Catfolk and Ranger 16/Monk 1
    Lawful Neutral; Homoraid (catfolk?)
    +13 init: Low-Light vision
    Common, Feline, Gnoll
    _____________________________
    AC 33, touch 32, flat-footed 16.
    -the break down of AC +11 Dex, +5 deflect, +1 natural, +6 monk (wisdom and level)
    Miss Chance 20% (if blinking)
    110 hp (17d8+34); DR (if Applicable)
    Fort 14, Ref 23, Will 12
    ______________________________
    Speed Ground 40 ft.
    Melee:
    -Unarmed: +27/+22/+17/+12; 2d10
    -Unarmed Flurry: +25/+25/+20/+15/+10; 2d10
    Ranged:
    -Shortbow :+31/+31/+26/+21/+16; 6d6+3; 60 ft. range incement.
    Base Atk 16; Grapple 15
    Atk Options: Manyshot, Rapid Shot. (Weapon fineese?)

    ______________________________
    Str 8, Dex 32, Con 14, Int 12, Wis 20, Cha 10
    Wild Emphty, Evasion, Wisdom Armor Bonus (Monk), Flurry of Blows, Woodland Stride, Swift Tracker, Camouflage, Favored Enemy Humanoid (Human) +4, Favored Enemy Undead +4, Favored Enemy Outsider (fire) +2.

    Rapid Shot, Track, Endurance, Manyshot, Weapon Finesse, Improved Precise Shot, Agile Athlete, Ascetic Hunter, Natural Bond , Quick Reconnoiter, Point Blank Shot, Rapid Shot, Improved Unarmed Strike.

    Hide +19 (total +42), Move Silently +19 (total +37), Survival +20 (total +25), Listen +19 (total +26), Spot +19 (total +24), Climb +10 (total +21), Jump +10 (total +21), Ride +16 (total +27).
    _______________________________
    Equipment:
    Frost Shock Corrosive Flaming Screaming Shortbow of Speed +2
    Periapt of Wisdom +6 (36000 gp)
    Gloves of Dexterity +6 (36000 gp)
    Boots of Elvenkind (2500 gp)
    Bracers of Archery, Greater (25000 gp)
    Robe of Blending (30000 gp)
    Ring of Protection +5 (50000 gp)
    Ring of Blinking (27000 gp)
    Bag of Holding, Type II (5000 gp)
    Arrows (3000) (150 gp)
    Ioun Stone, Clear (4000 gp)
    Monk's Belt (13000 gp)
    Spell component pouch (5 gp)
    Hat of Disguise (1800 gp)
    43 GP

    Tiger:
    Spoiler
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    Tofer ShadowHunter
    Tiger
    Neutral; animal.
    Initiative; Senses (low light vision, scent etc)
    Animal. (no talking)
    _____________________________
    AC 23, touch 12, flat-footed 20
    -the break down of AC -1 size, +3 Dex, +5 natural, +6 armor
    60 hp (8d8+24); DR (if Applicable)
    Fort 9, Ref 9, Will 3
    ______________________________
    Speed Ground 40 ft.
    Melee:
    -Claw 12/2; 1d8+7 (x2)
    Base Atk +6; Grapple +17
    Improved Grab, Pounce, Rake.
    ______________________________
    Str 24 Dex 16 Con 17 Int 2 Wis 12 Cha 6

    Link, Share spells, Evasion.
    Tricks: Combat Riding training, Grab (grapple target), stay, heel.

    Alertness, Improved Natural Attack (bite), and Improved Natural Attack (claw)

    Balance +6, Hide +5 , Listen +3, Move Silently +9, Spot +3, Swim +11. (Admiting-I don't really know to read what is natural what is ranks and what is the bonuses.)
    Tigers have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.
    _______________________________
    Equipment:
    Tiger Studded leather Armor +3 (9175 gp) (+6 AC total)
    Rations 60 (30 gp)


    Quote Originally Posted by Cormag81 View Post
    2117: No matter how good a debater I am out of character there is no way to logically get out of falling after your paladin kills his patron god.

  6. - Top - End - #36
    Dwarf in the Playground
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    Default Re: The Grinder Group 3

    Gor'thok

    Let's crash this party!
    I grin in anticipation as I shove the doors open far enough for me to fit.

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    We've now got quite a bit of ranged damage going on now.

  7. - Top - End - #37
    Ogre in the Playground
     
    boomwolf's Avatar

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    Default Re: The Grinder Group 3

    Nelishar

    "Thats the spirit" he says to gor'thok, enjoying his free mind.

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    I can melee as well if needed. me and me tiger got a good grab/punch school-bully fighting style.


    Quote Originally Posted by Cormag81 View Post
    2117: No matter how good a debater I am out of character there is no way to logically get out of falling after your paladin kills his patron god.

  8. - Top - End - #38
    Bugbear in the Playground
     
    playswithfire's Avatar

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    Default Re: The Grinder Group 3

    Lesdock

    Well, hopefully there's a plan and I just missed it. If not, we'll probably figure it out after the first thing attacks us.

    Having understood his tone, Lesdock would have preferred that the catfolk and his pet walked in front of him but knew that that same tone made it unlikely. Trusting to his blindfold and his reaction time, Lesdock follows the minotaur, drawing a dagger in each hand as he crosses the threshold.
    Homebrew
    Current Project (A sequel to Tome of Battle)
    Past Projects, some of which I may come back to
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    Baldric Sea Campaign Setting (work in progress)
    later version of the Sea Dog base class from it

  9. - Top - End - #39
    Dwarf in the Playground
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    Default Re: The Grinder Group 3

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    I've editted in a buffed set of stats for Gor'thok into my first post.
    I assume that GMW was only on the greataxe.

    If it's only a couple foes in melee range - I can get your tiger a pounce onto a prone target about every round or two (if the target fails a reflex save after I hit it). Ah, the joys of Awesome Blow.

  10. - Top - End - #40
    Barbarian in the Playground
     
    SolithKnightGuy

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    Default Re: The Grinder Group 3

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    Try not to get hit. I only have so much healing I can do. Though I should make sure I can't do a persistent mass lesser vigor with the effects of the hymn of healing since I cast it while I sang. That would give everyone 22 hp back every round and take back on my healingload considerably.
    Last edited by Bronz; 2007-12-17 at 04:58 PM.

  11. - Top - End - #41
    Ogre in the Playground
     
    Seffbasilisk's Avatar

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    Default Re: The Grinder Group 3

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    Ash can work melee as well. I get 12 AoO's a round, so with Eldrich glaive.... I mostly just blast and maneuver when I'm getting in range/softening up the target. Then I go eldrich glaive and keep them from doing anything.
    Life is a gamble, roll the dice. If your life is like cards, rig the deck.

    "Boy, sure would be nice if we had some grenades, don'tchya think?" -Jayne
    Greatest number of kills In Valhalla Round 1 with Hsams Goht


  12. - Top - End - #42
    Bugbear in the Playground
     
    playswithfire's Avatar

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    Default Re: The Grinder Group 3

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    I get 14 attacks a round melee for my d4+11ish damage, but they're not touch attacks. And with the buffs, my AC's about 50 so if I have to melee, i can, but I'd prefer to do it after spending a round knocking enemies prone with trip shot.
    Homebrew
    Current Project (A sequel to Tome of Battle)
    Past Projects, some of which I may come back to
    Spoiler
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    Baldric Sea Campaign Setting (work in progress)
    later version of the Sea Dog base class from it

  13. - Top - End - #43
    Orc in the Playground
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    Default Re: The Grinder Group 3

    As you appear on the other side of the portal a number of things become immediately apparent.
    • It is completely dark. Even your ebon eyes cannot pierce the murky gloom.
    • You are underwater.
    • The water is boiling hot.
    • There is a crushing pressure pushing in at you from all sides, as if the water itself was trying to squeeze the very life out of you.


    Spoiler
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    • Everyone who breathes is now holding their breath.
    • Everyone takes 1d6 points of fire damage from the boiling water on their turn (you can roll this yourself.)
    • Everyone needs to make a fort save DC 15


    order of actions is:
    • Mr. Stabby 13+17 = 30
    • Nelisar 16+13 = 29
    • Ash 5+17 = 22
      Tiger 14+3 = 17
    • Lesdok 2+11 = 13
    • Gor'thok 1+7 = 8
    • Three 5+-1 = 4


  14. - Top - End - #44
    Ogre in the Playground
     
    Seffbasilisk's Avatar

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    Default Re: The Grinder Group 3

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    If we're under duress, Ash counts it as 'Combat' and since he's not surpressing it, his gauntlets glow as bright as torches. With that illumination, our ebon eyes work. Gimme descripton! (Immune to the fire damage btw)
    Life is a gamble, roll the dice. If your life is like cards, rig the deck.

    "Boy, sure would be nice if we had some grenades, don'tchya think?" -Jayne
    Greatest number of kills In Valhalla Round 1 with Hsams Goht


  15. - Top - End - #45
    Barbarian in the Playground
     
    SolithKnightGuy

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    Default Re: The Grinder Group 3

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    If normal light works, the floating everglowing torch around Three's head should be more than enough.

  16. - Top - End - #46
    Orc in the Playground
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    Default Re: The Grinder Group 3

    The inky darkness is thick and cloying. Not even the magical light of your gear pierces it.
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    I need to get Stat blocks for Mr. Stabby and Three. Also Three I don't see where you have all the rest of your spells listed.

  17. - Top - End - #47
    Ogre in the Playground
     
    boomwolf's Avatar

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    Default Re: The Grinder Group 3

    Nelisar

    Nelisar swims to what seems to be the gravitational up, and noting tofer to follow.

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    rolls:
    fire damage to me (1d6)[1]
    my fort save (1d20+19)[27]

    fire damage to tofr (1d6)[2]
    tofer's fort save (1d20+14)[31]


    Quote Originally Posted by Cormag81 View Post
    2117: No matter how good a debater I am out of character there is no way to logically get out of falling after your paladin kills his patron god.

  18. - Top - End - #48
    Orc in the Playground
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    Default Re: The Grinder Group 3

    The tiger like everyone else is surrounded by inky blackness and cannot see you. He's acting on his own (instinct), which in this case is panicking and trying to swim to the surface

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    Unless he's been trained to enter areas that panic him in which case he swims up calmly.

    I've made an OOC thread in case you didn't see. Heres the link:http://www.giantitp.com/forums/showt...17#post3675117

  19. - Top - End - #49
    Orc in the Playground
     
    Paladin Latham's Avatar

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    Default Re: The Grinder Group 3

    Mr. Stabby

    Taking a deep (and mostly harmless) breath, Mr. Stabby attempts to locate all creatures withing 30ft. by scent.

    Mr. Stabby swims 15ft. forward attempting to listen for anything unusual. (hiding and moving silently with darkstalker of course)

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    Fire Damage (1d6)[6] Fast Healing 3

    I assume that because its not necessary for Mr. Stabby to breath he can freely use scent underwater like a shark does. I'm working on the combat stat block now and will post it as an edit within the hour

    Here it is:
    Mr. Stabby
    Evolved, Necropolitan, Awakened Rat, Rogue 13th
    Nuetral (undead)
    Initiative: +17
    Scent, Darkvision 60ft.
    Languages: Common
    _____________________________
    AC: 29, Touch AC: 23, Flat Footed AC: 17
    (+5 armor, +12 dexterity, +2 size, +1 natural, -1 flaw)
    HP: 112 (13HD)
    Immune: All mind-affecting affects, poison, sleep, paralysis, stunning, disease and death effects, not subject to critical hits, non-lethal damage, ability drain, energy drain, damage to physical ability scores (str, dex, and con), fatigue, exhaustion, affects that require a fortitude save (unless it affects objects too), massive damage.
    Fort +5 , Ref +22 , Will +7
    ______________________________
    Speed: 15ft., Climb 15ft., Swim 15ft.
    Bite Attack +10/+5
    +1 Bayonet Attack +9/+4
    +5 Heavy Crossbow Attack +31/+26
    Space/Reach: 2 1/2ft.
    Base Attack: +9/+4; Grapple +0
    Special Actions: Uncanny Opportunist - May make an attack on anyone a party member strikes in combat up to 12 enemies per round.
    ______________________________
    Str 8, Dex 28(34), Con - , Int 11(15), Wis 12(14), Cha 9(11)

    Darkvsion 60ft.
    Unnatural Resilience: Heals damage as a living character would per day
    Uses Charisma modifier for concentration rather than constitution
    Not affected by Raise Dead or Reincarnate spells
    Destoyed when reduced to 0hp
    Does not need to breath, eat or sleep
    Can always take 10 on a climb check even if rushed or threatened.
    Uses Dexterity modifier for Climb and Swim checks
    Scent
    Turn Resistance +2
    Fast Healing 3
    Greater Invisibility 1/day
    Resist Control +2
    Improved Evasion
    Improved Uncanny Dodge
    Uncanny Opportunist
    Sneak Attack +7d6+15
    Trap Sense +5
    Trapfinding
    -2 to saves vs. fear

    Combat Reflexes
    Craven
    Darkstalker
    Weapon Focus (Heavy Crossbow)
    Crossbow Sniper
    Rapid Reload
    Sav vy Rogue
    Improved Toughness
    Vulnerable (flaw)
    Inattentive (flaw)
    Illiterate (hide) (bought off with skill ranks)

    Balance +20
    Climb +20
    Disable Device +20
    Escape Artist +28
    Hide +59
    Listen +14
    Move Silently +50
    Open Lock +30
    Ride +12
    Search +18
    Slight of Hand +12
    Spot +14
    Swim +20
    Tumble +12
    Use Rope +12
    Easy Escape Trick
    _______________________________
    Equipment:
    Tiny Hewards Handy Haversack
    Ring of Inivisibility
    Masterwork Thieves Tools (5 sets)
    1000 Tiny Crossbow Bolts
    500 Cold Iron Crossbow Bolts
    250 Alchemical Sivler Crossbow Bolts
    250 Adamantine Crossbow Bolts
    Tiny +5 Quick Loading, Collision Heavy Crossbow
    +1 Warning Adamantine Bayonet (sword)
    Ring of Dextertiy +6
    +5 Greater Silent Moves, Greater Shadowed Tuxedo
    Greater True Death Crystal
    Greater Demolition Crystal
    White Gloves of Man
    Top Hat of Int +4, Wis +2, Cha +2
    Tiny Kettle of Endless Tea
    Fine China (Tiny)
    Last edited by Paladin Latham; 2007-12-18 at 04:15 PM.
    Character Sheets:
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    Character for The Arena Tournament (reseve): Oathbreaker TGH
    Character for The Arena Tournament (reserve): Bloatsack the Vile
    Character for The Arena Tournament (reserve): Pin
    Character for The Grinder: Mr. Stabby


    Arena Tournament Medals (courtesy of The_Chilli_God)

    Arena Tournament. PvP. Forum Gaming. YES! GO!

  20. - Top - End - #50
    Ogre in the Playground
     
    boomwolf's Avatar

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    Default Re: The Grinder Group 3

    Tofer has the training to follow me in places he normally wont. (unless otherwise ordered.)

    By noting him I meant padding on him or something. not all signs are visual.


    Quote Originally Posted by Cormag81 View Post
    2117: No matter how good a debater I am out of character there is no way to logically get out of falling after your paladin kills his patron god.

  21. - Top - End - #51
    Barbarian in the Playground
     
    SolithKnightGuy

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    Default Re: The Grinder Group 3

    Three

    Three merely sighs inwardly, already having the need to exert himself. He maintains his position and casts a spell.

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    Casting Energy Immunity(Fire) on himself.
    fire damage - (1d6)[4]
    fort save - (1d20+17)[23]
    concentration - (1d20+22)[28] vs. DC 10+half damage. Also makes any distraction DC automatically.


    Stat block:
    Spoiler
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    Three
    Race:Human (7 Bard / 1 Mindbender / 2 UR-Priest / 1 Sublime Chord / 7 Mystic Theurge)
    Alignment: Lawful Evil Type: Humanoid(Human)
    Initiative: -7
    Languages
    Common
    Abyssal
    Infernal
    _____________________________
    AC: 31 Touch:25 Flatfooted: 31
    (10 + 5Deflection(Shield of Faith) +6AC +11Monkbelt -1Dex)
    Hit Points: 79 (2d8+8d6+8d4); Current HP: 75

    Immune
    Projectiles and Thrown Weapons (Storm Rage)
    Grapple, Web, Entangle etc. (Freedom of Movement via Ring)
    No need to eat or drink (Ioun stone)
    No need to breathe (Ioun Stone)
    Fire(Energy Immunity)


    Saves:
    Fort +17 , Ref +16, Will +39
    (Superior Resistance +6resist, Conviction +5morale bonus)
    ______________________________
    Speed: 30', Fly 40' Average (Storm Rage);
    Melee: +2 Standard, +2/-3 Full attack, 1d4-3 Dagger or 1d6-3 Unarmed Strike
    Ranged: +7 Lightning Ranged Touch Attack, 10d6 (Storm Rage)
    Space/Reach: 5'
    Base Atk: +8; Grapple: +5 (Immune due to Freedom of Movement

    Special Qualities:
    Rebuke Undead: 16/day
    Bardic Music: 8/day
    Bardic Knoweledge: +8
    Healing Hymn (Alternate Class feature)
    Telepathy 100'
    Evasion (Ring)
    Freedom of Movement (ring)

    ______________________________
    Abilities:
    Str 5, Dex 9, Con 13, Int 14, Wis 30, Cha 26

    Feats:
    Able Learner, Spell Focus(Evil), Iron Will, Silent Spell, Melodic Casting, Extend Spell, Persistant Spell, Divine Metamagic Persistent Spell, Reach Spell, Metamagic Song

    Skills
    Intimidate +12, Diplomacy +12, Sense Motive +19, Bluff +14, Spellcraft +10, Listen +28, Perform(string instruments) +31, Knoweledge (Arcane) +8, Knoweledge (Religion) +8, Knoweledge (Planes) +7, Profession(Astrology) +16, Concentration +22, Use Magic Device +29
    _______________________________
    Equipment:
    Headband of Leadership (+6wis and +6cha)
    Ring of Evasion
    Ring of Freedom of Movement
    Ring of Enduring Arcana (Active only while buffing in the morning)
    Monk's Belt
    Bracers of Armor +6
    Amulet of Health +4
    Portable Hole
    -Nice chair, desk, and small bed within, as well as extra sacks and the like
    Gray Ioun Stone with Continual Flame
    Clear Ioun Stone
    Iridescent Ioun Stone
    Rod of Chaining (Lesser)
    Masterwork Lute
    1340GP


    Day Long Spells in Effect:
    Shield of Faith
    Ebon Eyes
    Conviction
    Heroe's Feast
    Divine Insight (+20 on any single skill check)
    Resistance, Superior
    Stormrage
    Energy Immunity(Fire)


    Cleric Spells for the day: 21 CL
    Spoiler
    Show

    0-Level
    Create Water, Cure Minor, Cure Minor, Cure Minor, Cure Minor, Cure Minor

    1-Level
    Blessed Aim, Blessed Aim, Lesser Vigor, Obscuring Mist, Bless, Bless, Comprehend Languages, Sanctuary

    2-Level
    Close Wounds, Divine Insight, Conviction(Extended), Ebon Eyes(Extended), Align Weapn, Darkness, Darkness

    3-Level
    Know Vulnerabilities, Magic Vestment, Mass Lesser Vigor, Mass Lesser Vigor, Deeper Darkness, Meld into Stone

    4-Level
    Death Ward, Dismissal, Mass Shield of Faith, Divine Power, Spell Immunity, Inflict Critical Wounds

    5-Level
    Stone Bones, Greater Command, Slay Living, True Seeing, Greater Blindsight(Extended)

    6-Level
    Energy Immunity, Superior Resistance, Blade Barrier, Harm, Heroe's Feast

    7-Level
    Mass Spell Resistance, Fortunate Fate, Greater Dispel Magic(Silent)

    8-Level
    Storm Rage, Earthquake

    9-Level
    Miracle


    Bard Spells Known/Cast: 8 CL
    Spoiler
    Show

    Castable/day: 3/5/5/5/3
    Cast: 0/0/0/0
    0-Level
    Detect Magic, Mage hand, Mending, Prestididation, Read Magic, Summon Instrument

    1-Level
    Cure Light Wounds, Charm Person, Tasha's Hideous Laughter, Identify

    2-Level
    Cure Moderate Wounds, Heroism, Mirror Image, Suggestion

    3-Level
    Cure Serious Wounds, Haste, Major Image


    Sublime Chord Spells Known/Cast: 16 CL
    Spoiler
    Show

    Castable/Day:5/5/5/4/3
    Cast: 0/0/0/0/0

    4-Level
    Shadow Conjuration, Polymorph, Assay Spell Resistance, Greater Invisibility

    5-Level
    Mass Cure Light Wounds, Greater Heroism, Shadow Evocation, Greater Dispel Magic

    6-Level
    Otto's Irresistable Dance, Repulsion, Find the Path, Flesh to Stone

    7-Level
    Spell Turning, Greater Shadow Conjuration, Limited Wish

    8-Level
    Greater Shadow Evocation, Polymorph any Object



    Last edited by Bronz; 2007-12-18 at 03:55 PM.

  22. - Top - End - #52
    Bugbear in the Playground
     
    playswithfire's Avatar

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    Default Re: The Grinder Group 3

    Lesdock

    Assuming as much of the Child of Shadows stance ((concealment; 20% miss chance while moving)) as possible while swimming, Lesdock begins swimming slightly down and (arbitrarily) east, looking sensing for some sort of tunnel that may lead to an air supply.

    Fire(1d6)[4]
    Fort(1d20+21)[41]
    Last edited by playswithfire; 2007-12-18 at 04:16 PM.
    Homebrew
    Current Project (A sequel to Tome of Battle)
    Past Projects, some of which I may come back to
    Spoiler
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    Baldric Sea Campaign Setting (work in progress)
    later version of the Sea Dog base class from it

  23. - Top - End - #53
    Orc in the Playground
    Join Date
    Nov 2007

    Default Re: The Grinder Group 3

    Both you and Tofer feel a pressure wave of water wash over you before a massive force impacts into your bodies. Something sinuous, stoney, slimey and awful all at the same time tries to snake around you.

    Spoiler
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    Tofer takes 41 Points of damage.
    Nelisar takes 44 points of damage.

    Nelisar needs to make a Strength checks vs DC 55 to continue moving forward
    Tofer needs to make a Strength checks vs DC 51 to continue moving forward

    Nelisar needs to make a grapple check vs DC 65 to keep from being grappled
    Tofer needs to make a grapple check vs DC 59 to keep from being grappled

    Mr Stabby as a (formerly) air breathing creature has his scent ability (presuming he still retains it) ruined by water. Since Mr. Stabby has been around the block a few times he is already aware of this and can rephrase his turn.

    EDIT: playswithfire, make sure you read your private message before you post your turn! Are you SURE that's what you're doing?
    Last edited by Sxoa; 2007-12-18 at 04:10 PM.

  24. - Top - End - #54
    Ogre in the Playground
     
    Seffbasilisk's Avatar

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    Default Re: The Grinder Group 3

    Ash
    Initiative: 22

    "Something large is above us. It's....there. Extending into the void. I suggest not fleeing directly into it...I can feel it, even if none of you can see it."

    Spoiler
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    FortitudeSave - (1d20+11)[28]
    Fire Resistance.
    Amulet of Adaptation.

    Speaking as interrupt (no action cost), the second I feel it in my blindsense and the others moving up towards it. Should stop them from running into it, unless they're idiots and ignore the pixie. Hellfire shield active. Not posting my turn until all others before me have posted.
    Last edited by Seffbasilisk; 2007-12-18 at 04:28 PM. Reason: Clarification
    Life is a gamble, roll the dice. If your life is like cards, rig the deck.

    "Boy, sure would be nice if we had some grenades, don'tchya think?" -Jayne
    Greatest number of kills In Valhalla Round 1 with Hsams Goht


  25. - Top - End - #55
    Orc in the Playground
    Join Date
    Nov 2007

    Default Re: The Grinder Group 3

    You hear somehigh pitched squeaking coming from somewhere, but since only the pixie is surrounded by air none of you can comprehend anything being said.
    Spoiler
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    Acting on the above information is acting on OOC knowledge and probably a bad idea... just saying.
    Quote Originally Posted by Seffbasilisk View Post
    Ash
    "Something large is above us. It's....there. Extending into the void. I suggest not fleeing directly into it...I can feel it, even if none of you can see it."

    Spoiler
    Show

    [roll0]
    Fire Resistance.
    Amulet of Adaptation.

    Speaking as free action, the second I feel it in my blindsense and the others moving up towards it. Should stop them from running into it, unless they're idiots and ignore the pixie. Hellfire shield active. Not posting my turn until all others before me have posted.
    The air pocket only surrounds you. No one else hears you. Additionally, technically free actions can only be taken on your turn. They begin swimming up before you even realize whats going on.
    Last edited by Sxoa; 2007-12-18 at 04:21 PM.

  26. - Top - End - #56
    Ogre in the Playground
     
    boomwolf's Avatar

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    In your head.
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    Default Re: The Grinder Group 3

    We both auto-fail the grapple. we CANNOT technically beat that score. ((overkill much?))


    Quote Originally Posted by Cormag81 View Post
    2117: No matter how good a debater I am out of character there is no way to logically get out of falling after your paladin kills his patron god.

  27. - Top - End - #57
    Orc in the Playground
    Join Date
    Nov 2007

    Default Re: The Grinder Group 3

    Spoiler
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    Quote Originally Posted by boomwolf View Post
    We both auto-fail the grapple. we CANNOT technically beat that score. ((overkill much?))
    put that in a spoiler next time. On both the strength and grapple checks you can roll a 20, which auto succeeds I think.
    Quote Originally Posted by Bronz View Post
    Three

    Three merely sighs inwardly, already having the need to exert himself. He maintains his position and casts a spell.

    Casting Energy Immunity(Fire) on himself.
    [roll0]
    [roll1]
    [roll2] vs. DC 10+half damage. Also makes any distraction DC automatically.
    Protection from Energy from energy is the spell I think you're trying to cast. But as someone who doesn't breath water (you simply don't need to breath) you of course can't speak to cast a spell with verbal components. Of course since Three is a highly experienced practioner of magic he is well aware of this and may rephrase his turn.

  28. - Top - End - #58
    Orc in the Playground
    Join Date
    Nov 2007

    Default Re: The Grinder Group 3

    Mr Stabby slinks his little rat form through the water, and is unmolested as he heads off to the side.

    Lesdok feels the same pressure wave glide over him momentarily unbalancing his stance. The slap of the massive appendage that strikes him is even more unbalancing, but strong magics allow him to slip out the thing's grasp before it gets a brutal choke hold on him.

    Spoiler
    Show
    Lesdok is attacked
    (1d100)[42] 21 or higher hits.
    Lesdok is hit for 43 points of damage.
    Last edited by Sxoa; 2007-12-18 at 05:14 PM.

  29. - Top - End - #59
    Ogre in the Playground
     
    Seffbasilisk's Avatar

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    Default Re: The Grinder Group 3

    Ash

    Ash begins swimming, attempting to position himself best so that he'll be able to catch any assailants in his eldritch cone and lets loose a blast. He'll target the large creature that two of the creatures near him swam into (and exclude them from the AoE) or (priority) another creature, if it appears in his voidsense and seems to be attacking one of the blank spots in the void he's mentally tagged as 'allies'.

    Spoiler
    Show
    SwimCheck - (1d20+2)[9] HellfireConeDamage - (15d6)[54] Reflex DC 21 for 1/2, Eldritch cone has a range of 30ft.

    Assuming with an Int of 18 I can mentally keep track of all of the players in my blindsense radius of 30ft.

    Ach! Just realized what an abysmal swim modifier I have, if possible, I'd like to change that move action to 'Shadow Stride' into optimal position (probably no more then 5 feet diagonal.) Also, I assume a giant flash of energy blasting in a direction is a good signal NOT TO SWIM IN THAT DIRECTION if anyone can see it.
    Last edited by Seffbasilisk; 2007-12-18 at 05:26 PM.
    Life is a gamble, roll the dice. If your life is like cards, rig the deck.

    "Boy, sure would be nice if we had some grenades, don'tchya think?" -Jayne
    Greatest number of kills In Valhalla Round 1 with Hsams Goht


  30. - Top - End - #60
    Orc in the Playground
    Join Date
    Nov 2007

    Default Re: The Grinder Group 3

    Unseen by most Ash blebs through the shadows before releasing a giant gout of hellfire. Unfortunately the blast goes unnoticed by all who aren't directly affected by it.

    Spoiler
    Show
    Since I've let others do "rephrase" their turns it would be very unsporting of me to do so with you

    You need to make a caster level check to overcome spell resistance. You are more than capable of keeping track of your friends.

    Its a moot point since no one can see it, but shooting spells at something does not mean "don't go there!" in common adventurer parlance. In fact for fighters it very much means "go there and cut something up!"

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