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Thread: The Grinder (Mr.Scary Solo)
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2008-03-16, 10:15 PM (ISO 8601)
- Join Date
- Nov 2007
The Grinder (Mr.Scary Solo)
You find yourself standing in the basement, finding the secret entrance to the Grinder after a long journey has brought you here. You do not know what perils and horrors await you, but the promise of power is great. You all have your own reasons for being here, but you all stand ready to take the plunge.
Before you stands a large opalescent sphere, the portal entrance to grinder.
SpoilerWhere you are now matters far less than where you are going to be. You might be in the city of doors or somewhere else.
Some rules of posting:
I'd like you to put the first part of the post in character. Put necessary dice rolls and what not in a spoiler box. See Belial the Leveler's Dungeonkeeper fight threads for an example if you don't understand.
Post a link to your character sheet, and your statblock(s) in your first post.
Most of your rolls do; sometimes though I'll be rolling for you if you're not aware of something.
Uhhh, that's all I can think of right now, but if I change anything I'll put it in the post where I change it and here.
Good luck!
ADDENDUM: You're soloing this so you don't need an OOC thread I don't think . In your 1st post can you post all your complete stat blocks here (don't just post the link to the other thread but copy all the info over here).
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2008-03-17, 10:24 AM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Behind my Axe!
- Gender
Re: The Grinder (Mr.Scary Solo)
glad to see you back!
All Active Spells on each party member:
Spoiler
Spellcraft DC for Incantator is: 18+(3 X effective spell level)
when using metamagic feats, a 10th level Incantator applies a -1 to each metamagic feat he uses
Chain Spell = +2 levels
Persist Spell = +5 levels
{table=header]Spell | Level | Metamagic Used | Effect | Caster | Spellcraft DC | 'range'|'target'|reach-type
Body Outside Body|Wizard 7|Persisted|Create 4x Duplicates|Wilhelm|54|Personal|self|-
Aid|Cleric 1|Chained/Persisted|1d8+10 HP|Helmut|42|Touch|Hierophant
Indomitability|Wizard 5|Chained/Persisted|takes only enough damage to be reduced to 1 hp|Wilhelm|54|Touch|creature touched|Arch Mage
Aura of Evasion|Cleric 5|Persisted|evasion vs. Breath Weapons|Hans|48|10'|"you"|-
Conviction|Cleric 1|Chained/Persisted|+5 Morale to all Saves|Helmut|42|Touch|creature touched|-
Divine Agility|Cleric 5|Chained/Persisted|+10 Enhance to Dex|Hans|54|Touch|creature touched|Reach Rod (1)
Energy Immunity (Fire)|Cleric 6|Chained|Immune to Fire|Helmut|42|Touch|creature touched|Hierophant
Energy Immunity (Cold)|Cleric 6|Chained|Immune to Cold|Helmut|42|Touch|creature touched|Hierophant
Energy Immunity (Acid)|Cleric 6|Chained|Immune to Acid|Helmut|42|Touch|creature touched|Hierophant
Energy Immunity (Electricity)|Cleric 6|Chained|Immune to Electricity|Hans|42|Touch|creature touched|Hierophant
Vigorous Circle|Cleric 6|Persisted|Fast Healing 3|Hans|51|20'|no more than 30' apart|-
Life's Grace|Cleric 5|Chained/Persisted|Immune to death magic, negative energy, armor is Ghost Touch|Helmut|54|resarching|researching|Hierophant
Prayer|Cleric 3|Persisted|+1 Luck to DMG and Skills|Hans|48|40'|radius of 40'
Protection from Evil|Cleric 1|Chained/Persisted|Immunity to charm/possession/mental control from evil|Helmut|42|Touch|creature touched|Hierophant
Recitation|Cleric 4|Persisted|+2 Luck to AC & Attacks--+3 if you worship Mystara|Hans|45|60'|burst of 60'|-
Righteous Wrath of the Faithful|Cleric 5|Persisted|+3 Morale to DMG, 1x Extra attack @ full BAB|Helmut|48|30'|burst of 30'|-
Shield of Faith|Cleric 1|Chained/Persisted|+5 Deflection to AC|Helmut|42|Touch|creature touched|Hierophant
Spell Resistance|Cleric 5|Chained/Persisted|gain SR = 12 + Caster Level|Hans|54|Touch|creature touched|Reach Rod (2)
Superior Resistance|Cleric 6|Chained|+6 Resistance to saves|Helmut|42|Touch|creature touched|Hierophant
Weapon of Energy|Cleric 3|Chained/Persisted|+1d6 Energy (Acid)|Helmut|48|Touch|one weapon|Hierophant
Weapon of Energy|Cleric 3|Chained/Persisted|+1d6 Energy (Cold)|Helmut|48|Touch|one weapon|Hierophant
Weapon of Energy|Cleric 3|Chained/Persisted|+1d6 Energy (Electricity)|Helmut|48|Hierophant
Weapon of Energy|Cleric 3|Chained/Persisted|+1d6 Energy (Fire)|Helmut|48|Touch|one weapon|Hierophant
Greater Magic Weapon|Wizard 3|Chained/Extended|+5 Enhancement to weapons|Wilhelm|48|25'+5'/2 levels|one weapon|Arch Mage
Magic Vestment|Cleric 3|Chained/Extended|+5 Enhancement to Armor & Shields|Helmut|48|Touch|armor or shield touched|Hierophant
Heroes Feast|Cleric 6|none|1d8+10 HP, immune to poison|Hans| -
Freedom of Movement|Cleric 4|Chained/Persisted|Immune to Grapple, Slow, etc|Helmut|51|Touch or Personal|touched creature or personal|Hierophant
Greater Blindsight|Cleric 4|Chained/Persisted|Blindsight 60'|Helmut|51|Touch|creature touched|Hierophant
Sheltered Vitality|Cleric 4|Chained/Persisted|Immune to Ability Drain/Damage|Helmut|51|Touch|creature touched|Hierophant
Water Breathing|Cleric 3|Chained/Persisted|Breathe Water|Helmut|48|Touch|creature touched|Hierophant
Fortunate Fate|Cleric 7|Chained/Persisted|Contingent Heal|Helmut|60|Touch|creature touched|Hierophant
Fly|Wizard 3|Chained/Persisted|Fly @ 60'|Wilhelm|48|Touch|creature touched|Arch Mage
Interplanar Telepathic Bond|Wizard 6|Extended|Telepathic Communication across planes|Wilhelm|36|25'+5'/2 levels|one/3 levels no more than 30' apart|Arch Mage
Stoneskin|Wizard 4|Chained/Persisted|DR 10/Adamantine|Wilhelm|51|Touch|creature touched|Arch Mage
Foresight|Knowledge 9|Chained/Persisted|Danger Will Robinson!|Helmut|66|Touch or personal|creature touched or personal|Hierophant
Planar Bubble|Cleric 7|Chained/Persisted|Home planar traits|Helmut|60|Hierophant
Fell the Greatest Foe|Cleric 3|Chained/Persisted|Bonus 1d6 (or more) vs. Large + creatures|Helmut|48|Touch|10' radius around creature touched|Hierophant
Protection from Energy (Sonic)|Cleric 3|Chained/Persisted|Immune to first 120 Sonic damage|Helmut|48|Touch|creature touched|Hierophant
Infernal Wound|Cleric 2|Chained/Persisted|2 additional damage per round from each weapon|Helmut|45|Touch|weapon touched|Hierophant
Spikes|Cleric 3|Persisted|+10 Atk/Dmg to wooden weapon, double threat range, piercing|Hans|42|Touch|weapon touched|-
True Seeing|Knowledge 5|Chained/Persisted|See things as they really are|Helmut|54|Touch|creature touched|Hierophant
Bite of the Werebear|Wizard 7|Persisted|+16 Str, +2 Dex, +8 Con, +7 Natural Armor, 1d8 Claw attacks|Wilhelm|54|Personal|personal
Sublime Revelry|Cleric 9|Persisted|Immune to Mind Affecting spells/effects. Take 1/2 Damge from melee/ranged attacks|Helmut|60|25'+5'/2 levels|one creature/level no more than 30' apart|-
Shapechange|Wizard/Cleric 9|Persisted|Shapechange up to caster level|Wilhelm|60|Personal|personal|-
Nerveskitter|Wizard 1|Chained/Persisted|+5 to Initiative|Wilhelm|42|25'+5'/2 levels|target touched|-
Spiderskin|Wizard 3|Chained/Persisted|+5 Natural Armor, +5 Save vs. Poison, +5 Hide|Wilhelm|48|Touch|creature touched|Arch Mage
Filter|Wizard 2|Chained/Persisted|Immune to inhaled toxins|Wilhelm|45|Touch|creature touched|Arch Mage
Displacement|Wizard 3|Chained/Persisted|50% miss chance|Hans|48|Touch|creature touched|Arch Mage
Shield|Wizard 1|Persisted|+4 Shield AC|Wilhelm|36|Personal|personal|-
Mighty Wallop, Greater|Wizard 3|Persisted|adds +5 size categories to blunt weapon, up to Colossal|Hans|36|Touch|weapon touched|-
Bite of the Weretiger|Wizard 5|Persisted|+12 Str, +4 Dex, +6 Con, +5 Natural Armor Enhancement|48|Touch|Personal|-
[/table]
An Incantator can use this ability a number of times per day equal to 3 + her Intmodifier.
Wilhelm + 4x Duplicates = 70 uses
Total uses spent: 48
Remaining uses: 22 (4 each clone and 6 for Wilhelm)
http://www.myth-weavers.com/sheets/view.php?id=43223
Wilhelm Grim (aka "Big Brother")
Spoiler
Deep Imaskari Wizard 5/Incantator 10/Archmage 3
NG Humanoid
Initiative: +5
Initiative:+10
Senses: low light vision, spot 12, listen 12
Senses: True Seeing (normal/magic darkness, illusions, displacement, etc., Blindsense, Greater (60')
Languages: Common, Elven, Terran, Aquan, Undercommon, Draconic, Abyssal, Infernal
AC: 27, touch 15, flat-footed 18;
+8 armor (vest) +4 Shield Spell, +5 DEX
AC:43[B] 10 + 8 armor (vest) +5 Dex +4 Shield +5 Deflection +7 natural +2luck
50% Miss Chance (Displacement)
HP 153
HP 183 (153+2d8 +20 (temp) DR 10/adamantine
SR 35
SAVES: Fort 12, Ref 11, Will 16
SAVES: Fort 23, Ref 22, Will 27
+5 Morale, +6 Resistance
Speed:30ft land
Speed: 60ft Fly
Melee attack: +5/+0
Damage:1d6-1 (quarterstaff)
Melee Attack: +23/+18
Damage: 1d6+16
+1d6 damage per size category opponent is above
+1d6 Cold, +1d6 Electricity, +1d6 Acid, +1d6 Fire
(weapon of energy, Bite of the Werebear, Spikes)
Ranged attack: +18 ranged full attack: +18/+13
+2 Luck, +2 Morale
+1 morale +1 luck to damage
Ranged Touch Attacks: +14/+9
Ranged Touch Attacks: +20/+15 (+4 morale +2 luck
Space/Reach: 5/5
Atk Options: Spells: 6/7/7/7/7/6/6/5/5/3
Spell-like abilities: Time Stop 2/day
Special Actions:
Abilities: Str 9 / Dex 15(20) / Con 16(22)/ Int 25(32) / Wis 14 / Cha 12
Abilities: Str 25 / Dex 25 / Con 26 / Int 32 / Wis 14 / Cha 12
Special Qualities:
Spell Clutch 1/day
Contingent Revivify
Feats: Iron Will, Extend Spell, Spell Focus: Evocation & Transmutation, Skill Focus: Spellcraft, Maximize Spell, Extra Slot (8th), Chain Spell, Persist Spell, Heighten Spell, Cooperative Metamagic, Metamagic Spell Trigger, Seize Concentration, Instant Metamagic 2/day, Snatch Spell, Improved Metamatic, Weapon Focus: Ranged Touch Attacks, True Believer
High Arcana:
Arcane Reach, Mastery of Elements, Spell Like Ability (Time Stop)
Skills: Appraise +11, Balance +5, Bluff +1, Climb -1, Concentration +27, Craft (Alchemy) +32, Decipher Script +21, Heal +19, Intimidate +10, Knowledge Arcana +32, Knowledge The Planes +32, Knowledge Religion +21, Knowledge Dungeoneering +32, Knowledge Architecture +17, Knowledge History +16, Search 16, Spellcraft 38
All Skills get: +1 (Luck) and another +2 when Candle of Invocation is used
Equipment:
Vest of Arch Magi (MIC p. 145)
AC +8
Heal 5x surrendered spell slot
Resistence +5
Spell Penetration +2
Recall 3x cast spells up to 9th level
Headbant of Intellect +6 & Jade Circlet 37500
Gloves of Dexterity +5 36000
Amulet of Natural Armor +5 25000
Vest of arch magi 200000
Winged Mask 13000
Tome of Clear Thought +3 82500
2nd level spell scrolls 900
3rd level spell scrolls 3000
4th level spell scrolls 2800
5th level spell scrolls 4500
6th level spell scrolls 3300
7th level spell scrolls 9100
8th level spell scrolls 6000
9th level spell scrolls 11475
revivify contingent 5500
2k of diamond dust 2000
spell component pouch
spell books
Tome of Ancient Lore 5500
Blessed Book of Boccob 12,500
(331 pages used)
Jacob Grimm (aka "Basher")
Spoiler
Warforged Warblade 17/Swordsage 1
Lawful Neutral Living Construct
Initiative: +7
Initiative:+17
(+7 Dex, +5 Nerveskitter, +1 Swordsage, +4 Improved Initiative)
Senses: nothing special
Senses: True Seeing (normal/magic darkness, illusions, displacement, etc., Blindsense, Greater (60')
Languages: Common, Draconic, Infernal
AC: 42 Touch 18 Flat-footed 38;
+15 armor +9 Shield, +2 DEX, +4 Deflection, +2 Sacred
AC: 50 +15 armor, +2 Dex +9 Shield, +5 Deflection, +5 natural, +2 Sacred, +2 Luck
50% Miss Chance (Displacement)
HP 229
HP 229 + 2d8 +20 (temp) 2d8 20=28
DR 10/adamantine
SR 35
SAVES: Fort 22, Ref 17, Will 15
SAVES: Fort 33, Ref 28, Will 26
+5 Morale, +6 Resistance
Speed:25ft land
Speed: 60ft Fly
Melee attack: +29/+24/+19/+14
Damage:3d6+16+1d6 (sonic)
Melee Attack: +36/+31/+26/+21
Damage: 3d6+25+1d6 (sonic)
+1d6 damage per size category opponent is above
+1d6 Cold, +1d6 Electricity, +1d6 Acid, +1d6 Fire
(fell greatest foe, weapon of energy)
Ranged attack: +18 ranged full attack: +18/+13/+8/+3
Ranged Attack: +25/+20/+15/+10
Space/Reach: 5/5
Attack Options Warblade/Swordsage Stance & Maneuvers
Spell-like abilities:
Special Actions:
Abilities: Str 18 / Dex 14 / Con 18 / Int 14 / Wis 12 / Cha 11
Abilities: Str 24 / Dex 24 / Con 24 / Int 18 / Wis 16 / Cha 15 (Chasing Perfection = +4 enhancement to all abilities
Special Qualities:
Living Construct
Contingent Revivify x1
Contingent Repair Critical Damage x2
low-light vision, immunity to non-lethal damage and stunning
immune to critical hits, sneak attacks, ability damage, ability drain, death effects, and necromancy effects (Construct Essence, Wizard 5th)
Feats/Abilities: (1) Unarmored Body (3) Weapon Focus: 2-H Sword
(5) Blade Meditation (White Raven) (6) Weapon Spc: 2-H Sword (9) Melee Weapon Mastery (9 wb bonus) Improved Initiative (12) Sudden Recovery
(13) White Raven Defense (15) Power Attack (17) Adaptive Style
(18) Flay Foe, Weapon Aptitude, Battle Clarity (Reflex), Uncanny Dodge, Battle Ardor (INT to Crit Checks), Improved Uncanny Dodge, Battle Cunning (Damage), Battle Skill (Opposed Checks), Battle Mastery (Attacks of Opportunity), Quick To Act +1, Discipline Focus: Falchion
Flaw: Shaky (-2 to ranged attacks)
Skills: Balance +15, Bluff +1, Climb +13, Concentration +29, Craft (Constructs?) +14, Heal +23, Intimidate +10, Knowledge History +20, Knowledge Local +15, Knowledge Nature +15, Search +6, Spot +2, Tumble +13
All Skills get: +1 (Luck), Int skills get +2, Dex Skills get +5, Wis Skills get +2, Cha Skills get +2
Equipment:
stat rolls
http://invisiblecastle.com/roller/view/1504422/
Mechanus Gear 1900
Mithral 9000
Enchantment +5 25000
Retributive Amulet 54000
Belt of Health +6 36000
Repair Mod. Damage Wand 4500
Blueshine Armor 1500
Ironward Diamond, Gr 8000
MW Greatsword 350
Gauntlets of Strength Str +6 36000
Boots of Speed 12000
Boots of Striding/Springing 8250
Pale Green Ioun Stone 30000
Everbright Weapon 2000
True Bane (+3)
Enhancement +1
Screaming (+1) 50000
Tower Shield +5 150
Animated (+2) 49000
Ring of Protection +4 32000
Cloak of Resistence +3 9000
Headband Intellect +2 4000
Ring of Evasion 25000
contingent repair critical damage 3300
contingent repair critical damage 3300
contingent revivify 5500
Repair Moderate Damage Wand 4500
Strongarm Bracers 6000
left 1750
Maneuvers Known:
Leading The Attack (WR Strike 1)
Covering Strike (WR Strike 2)
White Raven Tactics (WR Boost 3)
White Raven Hammer (WR Strike 4)
War Master's Charge (WR Strike 5)
Wall of Blades (Iron Heart Counter 1) 6
Iron Heart Surge (Iron Heart maneuver 2) 7
Moment of Perfect Mind (Diamond Mind Counter 1) 8
Rapid Counter (Diamond Mind Counter 2) 9
Insightful Strike, Greater (Diamond Mind Strike 3) 10
Moment of Alacrity (Diamond Mind Boost 4) 11
Time Stands Still (Diamond Mind Strike 5) 12
Maneuver Descriptions
Spoiler
Moment of Perfect Mind
Immediate
Make Concentration check instead of Will save
Rapid Counter
Immediate
When opponent provokes AoO, make 1 AoO - does not replace your normal AoO
Insightful Strike, Greater
Standard
Make 1 attack, deal 2x Concentration check damage
(instead of regular damage) no str, feats, etc apply
Moment of Alacrity
Swift
Increase your Initiative point by +20 (at end of round) for remainder of combat
Time Stands Still
Full Round Action
Full Attack 2x during a round
Iron Heart Surge
Standard Action
Select spell/spell effect/ or other condition affecting you with duration of 1 or more rounds: that effect ends
+2 morale to attack until end of next turn
Wall of Blades
Immediate Action
Make an attack roll: use the higher of your AC or your attack result as your AC can’t use flat-footed or if denied Dex
Leading the Attack
Standard Action
Single attack, allies get +4 Morale to attack
Covering Strike
Swift
Make normal attacks, opponent can't make AoO's for 3 rounds
White Raven Tactics
Swift
One ally within 30' gets your initiative level -1
If already acted in current round, can act again
White Raven Hammer
Standard
Single attack, +6d6, stun for 1 round
War Master's Charge
Full Round
Make a charge, allies get Immediate charge action
Get +2 Atk for you and each ally (on top of charge bonus)
Deal +50 Damage, allies deal +25
If you hit, and one ally hits, opponent is stunned 1 round
No AoO's for moving
Maneuvers Readied (10 of 12):
Covering Strike
White Raven Tactics
White Raven Hammer
War Master's Charge
Wall of Blades
Iron Heart Surge
Moment of Perfect Mind
Insightful Strike, Greater
Moment of Alacrity
Time Stands Still
Stances Known:
Hearing The Air
Leading The Charge
Island of Blades
Dancing Blade Form
Hunters Sense
Stance Descriptions:
Spoiler
Hearing the Air
Blindsense 30’, +5 insight to Listen
Dancing Blade Form
Swift Action
Reach +5’ on your turn
Hunters Sense
swift
Gain Scent ability
Leading the Charge
swift
Charging allies gain damage bonus of 2x initiator level
Island of Blades
Swift
If you and ally are adjacent to creature, gain flanking
Can gain flanking vs. multiple creatures if they're adjacent
Simon the Psion
http://www.myth-weavers.com/sheets/view.php?id=41975
Spoiler
Human
Psion 13 / Ectopic Adept 5
Neutral Human
Initiative: +5
Initiative:+12
Senses: nothing special
Senses: True Seeing (normal/magic darkness, illusions, displacement, etc., Blindsense, Greater (60')
Languages: Common, Celestial, Infernal, Dwarven, Gnomish, Abysal
AC: 29 Touch 15 Flat-footed 24;
+10 armor +4 Shield, +5 DEX
AC: 41 +10 armor, +5 Dex +4 Shield, +5 Deflection, +5 natural, +2 Luck
HP 155
HP 182 (153 + 2d8 +20 (temp))
2d8+20=27
DR 10/adamantine
SR 35
SAVES: Fort 17, Ref 16, Will 26
SAVES: Fort 30, Ref 31, Will 34
+5 Morale, +6 Resistance, +2 Luck
Speed:30ft land
Speed: 60ft Fly
Melee attack: +9/+4/
Damage:1d3 (fist)
Melee Attack: +28/+23
Damage: 1d6+12 (club + Spikes)
+1d6 damage per size category opponent is above
+1d6 Cold, +1d6 Electricity, +1d6 Acid, +1d6 Fire
(weapon of energy, Spikes)
Ranged attack: +18 ranged full attack: +18/+13/+8/+3
Ranged Attack: +22/+17
Ranged Damage:1d8+10
+2d6 for 2 Power Points
+1d6 damage per size category opponent is above
+1d6 Cold, +1d6 Electricity, +1d6 Acid, +1d6 Fire
Ranged Touch Attack (Ray): +18
Space/Reach: 5/5
Attack Options
Psionic Manifestations, Light Crossbow
Spell-like abilities:
Special Actions:
Abilities: Str 11 / Dex 14 / Con 16 / Int 20 / Wis 13 / Cha 10
Abilities: Str 15 / Dex 24 / Con 22 / Int 26 / Wis 17 / Cha 14
Special Qualities:
Contingent Revivify x1
True Metabolism (Regenerate 5 hp per minute)
Feats/Abilities:
Keen Intellect, Light Armor Proficiency, Weapon Focus: Ranged Touch Spells, Psionic Meditation, Expanded Knowledge: Energy Missile, Ecotpic Form: Emerald Gyre, Expanded Knowledge: Schism, Stygian Archon, Extend Power, Expanded Knowledge: Astral Construct, Twin Power, Resilient Construct, Anathemic Carapace, Rapid Creation, Ebony Stinger, Double Creation
Skills: Bluff +11, Climb +13, Concentration +28, Craft (Sculpt) +30, Decipher Script +19, Disguise +11, Heal +10, Intimidate +10, Knowledge Planes +24, Knowledge Psionics +24, Knowledge History +21, Knowledge Arcana +21, Listen +7, Search +9, Spot +19, Psicraft +21, Autohypnosis +12, Use Psionic Device +9
All Skills get: +1, All WIS and CHA sills will get +2 when under Chasing Perfection (Luck)
Equipment:
Helmut Grimm (aka "Baldie")
http://www.myth-weavers.com/sheets/view.php?id=43384
Spoiler
Human
Cleric 14 / Human Paragon 3 / Hierophant 1
Neutral Good Human
Initiative: +2
Initiative:+12
Senses: nothing special
Senses: True Seeing (normal/magic darkness, illusions, displacement, etc., Blindsense, Greater (60')
Languages: Common, Celestial, Infernal, Elven, Aquan, Abyssal
AC: 24 Touch 12 Flat-footed 22;
+9 armor +3 Shield, +2 DEX
AC: 49 +13 armor, +3 Dex +8 Shield, +5 Deflection, +5 natural, +3 Luck, +2 Sacred
HP 211
HP 242 (211 + 2d8 +20 (temp))
DR 10/adamantine
SR 35
SAVES: Fort 17, Ref 13, Will 21
SAVES: Fort 30, Ref 31, Will 34
+5 Morale, +6 Resistance, +2 Luck
Speed:20ft land
Speed: 60ft Fly
Melee attack: +23/+18/+13
Damage: 3d6+15
Melee Attack: +30/25/20
Damage: 8d6+23
-- hits as Colossal size
+1d6 damage per size category opponent is above
+1d6 Cold, +1d6 Electricity, +1d6 Acid, +1d6 Fire
(weapon of energy, Spikes)
Ranged attack: +15/+10/+5
Ranged Attack: +20/+15/+10
Ranged Touch Attack (Ray): +20
Space/Reach: 5/5
Attack Options
Clerical Spells, Turn Undead
Spell-like abilities:
Special Actions:
Turn Undead
Abilities: Str 16 / Dex 14 / Con 18 / Int 13 / Wis 22 / Cha 11
Abilities: Str 22 / Dex 24 / Con 24 / Int 17 / Wis 28 / Cha 15
stat rolls
Special Qualities:
Contingent Revivify x3
Contingent Heal x3
Spells Per Day:
{table=header]0|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
6|8+1|8+1|7+1|7+1|6+1|5+1|4+1|3+1|2+1
[/table]
Feats/Abilities:
Extend Spell, Exotic Weapon: Goliath Greathammer, Spellcasting Prodigy, Augment Healing, Initiatite of Mystra, Touch of Healing, Intuitive Strike, Weapon Focus: Goliath Greathammer, Knowledge Devotion, Adaptive Learning (Disable Device), Turn Undead
Skills: Climb +6, Concentration +16, Decipher Script +3, Heal +14, Knowledge Planes +20, Knowledge Arcana +20, Knowledge Religion +20, Knowledge Dungeoneering +13, Knowledge Nature +8, Listen +20, Search +13, Spot +23, Autohypnosis +24
All Skills get: +1, All INT and CHA sills will get +2 when under Chasing Perfection (Luck)
Equipment:
Helmut Grimm
Mithral Full Plate 10,500
+1
Greater Agility 8,000
Ironward Diamond, Gr 8,000
Goliath Greathammer 330
+1
Impact (+1)
Collision (+2)
Transmuting (+2) 72,000
Heavy Steel Shield
+1
Animated (+2) 9,180
Shirt of Strength +6 36,000
Helmet of Wisdom +6 36,000
+ Hemet of Int +2 6,000
Retributive Amulet 54,000
Strand of Prayer Beads
-minus Wind Walk
-minus Bless 48,400
Strongarm Bracers 6,000
3x Revivify Contingency 16,500
3x Heal Contingency 19,800
Ring of Evasion 25,000
Jade Circlet 1,500
Diamond Dust (1k) x10 10,000
Boccob's Blessed Book 12,500
(for Jack Grimm)
Spells Bought for Book 37,650
gem for monolith air 500
gem for monolith earth 500
gem for monolith fire 500
gem for monolith water 500
Handy Haversack 2,000
rope (100') 1
wooden club -
Everburning Torch 110
Sunrod x5 10
Holywater x10 250
Thunderstone x5 150
Acid x10 100
421,981
Hans Grimm (aka "Jack", e.g. "jack of all trades")
http://www.myth-weavers.com/sheets/view.php?id=43388
Spoiler
Human
Human Paragon 3 / Psychic Warrior 5 / Chameleon 10
Neutral Good Human
Initiative: +7
Initiative:+15
Senses: nothing special
Senses: True Seeing (normal/magic darkness, illusions, displacement, etc., Blindsense, Greater (60')
Languages: Common, Celestial, Infernal, Elven, Ignan, Auran
AC: 25 Touch 13 Flat-footed 22;
+9 armor +3 Shield, +3 DEX
AC: 48 +13 armor, +3 Dex +7 Shield, +5 Deflection, +5 natural, +3 Luck, +2 Sacred
HP 193
HP 223 (193 + 2d8 +20 (temp))
2d8+20=30
DR 10/adamantine
SR 35
SAVES: Fort 16, Ref 15, Will 18
SAVES: Fort 29, Ref 31, Will 31
+5 Morale, +6 Resistance, +2 Luck
Speed:20ft land
Speed: 60ft Fly
Melee attack: +21/+16/+11
Damage: 1d10+5
+ 2d6 for 2 Power Points
+ True Bane on 2nd round
Melee Attack: +28/+23/+18
Damage: 1d10+13
+2d6 for 2 Power Points
+1d6 damage per size category opponent is above
+1d6 Cold, +1d6 Electricity, +1d6 Acid, +1d6 Fire
(weapon of energy)
Ranged attack: +19/+14/+9
Damage: 1d8+1
Ranged Attack: +30/+25/+20
Damage: 1d8+8
+1d6 damage per size category opponent is above
+1d6 Cold, +1d6 Electricity, +1d6 Acid, +1d6 Fire
Ranged Touch Attack (Ray): +23
Space/Reach: 5/5
Attack Options
Clerical Spells, Magic Spells, Sneak Attack, Smite
Spell-like abilities:
Special Actions:
Abilities: Str 14 / Dex 12 / Con 16 / Int 16 / Wis 16 / Cha 10
Abilities: Str 18 / Dex 22 / Con 22 / Int 22 / Wis 22 / Cha 14
Abilities (Wizard emulation) Str 18 / Dex 22 / Con 22 / Int 28 / Wis 22 / Cha 14
Abilities (Cleric emulation)Str 18 / Dex 22 / Con 22 / Int 22 / Wis 28 / Cha 14
Special Qualities:
Contingent Revivify x2
Spells Per Day: (Cleric and/or Wizard)
{table=header]0|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
-|7|6|6|6|5|2|-|-|-
[/table]
Feats/Abilities:
Able Learner, Exotic Weapon Proficiency (Bastard Sword), Weapon Focus (Bastard Sword), Psionic Meditation, Psionic Weapon, Deep Impact, Psionic Talent, Psionic Talent, Somatic Weapon, Arcane Strike, Combat Casting, Improved Initiative, Skill Focus: Disable Device, Aptitude Focus 3x/day (+4 bonus), Mimic Class Feature 3x/day, Ability Boon +6, Rapid Re-focus
Skills: Bluff +9, Climb +4, Concentration +27, Decipher Script +6, Disable Device +34, Heal +6, Hide +27, Listen +17, Move Silently +27, Open Lock +27, Search +27, Spot +21, Use Magic Device +21
All Skills get: +1, All CHA sills will get +2 when under Chasing Perfection (Luck)
All INT or WIS skills get additional +3 when using Ability Boon (Cleric or Wizard)
Equipment:
Sectioned Armor (Full)
The owner of this specially constructed masterwork full plate can remove several of the large plate sections from it, reducing it to medium or light armor, so that he or she can sleep more comfortably or move more freely while retaining some of the armor's defensive bonus.
Headband of Intellect +6 36000
Peripet of Wisdom +6 36000
Vest of Health +6 36000
Gloves of Dexterity +4 16000
Belt of Giant Strength +4 16000
Mithral Heavy Steel Shield 1170
Enchantment +1
Twilight +1 4000
Mithral Sectioned Armor +1 12000
+1 Twilight 4000
Greater Agility 8000
Called 2000
Blueshine 1500
contingent revivify x2 11000
Deep Crystal Bastard Sword +1 1335
True Bane +3 32000
Goggles Minute Seeing 1500
Mask of Sweet Air 2000
Masterwork Thieves Tools 100
Handy Haversack 2000
Diamond Dust (x20 1k individual uses) 20000
Lightcrossbow +1 2335
Demolition Crystal 1000
Ring of Avoidance 10000
+ Ring of Sustenece 3750
Orange Ioun Stone 30000
Eternal Wand Mass Vigor 10900
x4 Candle of Invocation CG 33600
Wand of Stoneskin 33500
Troll Gut Rope 500
Sending Stones 1400
Rhino Elixer 1600
Rod of Sure Striking 4000
Pale Green Ioun Stone 30000
Metamagic Rod, Reach 32,500
437,690
Gear from Party Fund:
Boccob's Blessed Book 12,500
Grotha Deathspike (aka "Spike")
http://www.myth-weavers.com/sheets/view.php?id=42888
Spoiler
Skarn
Fighter 5 / Spinemeld Warrior 7 / Kensai 6
17th level due to investing XP in Spines
Lawful Neutral
Initiative: +5
Initiative:+12
Senses: nothing special
Senses: True Seeing (normal/magic darkness, illusions, displacement, etc., Blindsense, Greater (60')
Languages: Common, Draconic, Elven, Celestial, Infernal, Abyssal
AC: 30 Touch 14 Flat-footed 26;
+11 armor +5 Shield, +2 DEX, +2 Sacred
AC: 50 +15 armor, +2 Dex +9 Shield, +5 Deflection, +5 natural, +2 Luck, +2 Sacred
HP 240
HP 274 (240 + 2d8 +20 (temp))
2d8+20=34
DR 10/adamantine
SR 35
SAVES: Fort 21, Ref 12, Will 12
SAVES: Fort 34, Ref 25, Will 25
+5 Morale, +6 Resistance, +2 Luck
Speed:25ft land
Speed: 60ft Fly
Melee attack: +27/+22/+17+/+12/+27/+27/+27
Damage: 1d8+1d6+15
2 weapon fighting
+ 1d6 after first successful hit (skewer foe)
+ vampiric (heal the damage from the 1d6 vampiric adds)
+ Speed (1 extra attack at full BAB)
Melee Attack: +30/+25/+20/+15/+30/+30/+30
Damage: 1d8+1d6+20
2 weapon fighting
+ 1d6 after first successful hit (skewer foe)
+ vampiric (heal the damage from the 1d6 vampiric adds)
+1d6 damage per size category opponent is above
+1d6 Cold, +1d6 Electricity, +1d6 Acid, +1d6 Fire
(weapon of energy)
+ Speed (1 extra attack at full BAB)
Melee Attack (with Power Surge): +34/+29/+24/+19/+34/+34/+34
Damage: 1d8+1d6+24
2 weapon fighting
+ vampiric (heal the damage from the 1d6 vampiric adds)
+ 1d6 after first successful hit (skewer foe)
+1d6 damage per size category opponent is above
+1d6 Cold, +1d6 Electricity, +1d6 Acid, +1d6 Fire
(weapon of energy)
+ Speed (1 extra attack at full BAB)
Ranged attack: +20/+15/+10/+5
Damage:
Ranged Attack: no ranged weapon
Space/Reach: 5/5
Attack Options
Spine Rend (+2d6 damage and + 1.5 Str)
Spell-like abilities:
Special Actions:
Power Surge, Ki Projection, Withstand
Abilities: Str 21 / Dex 11 / Con 20 / Int 13 / Wis 11 / Cha 10
[COLOR="Blue"]Abilities: Str 27 / Dex 21 / Con 26 / Int 19 / Wis 17 / Cha 16
Abilities (with Power Surge)Str 35 / Dex 21 / Con 26 / Int 19 / Wis 17 / Cha 16
Special Qualities:
Contingent Revivify x3
(if Grotha should receive an attack that kills him, this activates)
Contingent Heal x
(if Grotha should take 150 damage, become subject to a Revivify/Raise Dead/Harm/Resurrection/True Resurrection spell, then Heal kicks in)
Feats/Abilities:
Improved Natural Attack (spines), Weapon Focus (spines), Combat Expertise, Sense Weakness, Weapon Specialization (spines), Open Least Chakra (feet), Improved Critical (spines), Skewer Foe, Bonus Essentia (2), 2 Weapon Fighting, Twin Spine Fighting, Noble Familiarity, Spine Enhancment, Spine Rend, Chakra Bind (arms), Signature Weapon (spines), Power Surge, Ki Projection, Withstand
Skills: Concentration +29, Diplomacy +10, Handle Animal +13 Intimidate +18, Listen +13, Search +4, Spot +13, Swim +13
All Skills get: +1 (luck)
Equipment:
Belt of Magnificence +6 200000
Retributive Amulet 54000
Mithral Mechanus Gear +1 12900
Blueshine 1500
Mithral Animated Tower Shield +1 10030
Vest of Resistence +2 4000
Ring of Adamantine Touch 6000
Str Book +3 82500
Boots of Striding & Springing
Contingent Revivify x3 16500
Contingent Heal x3 (15th level) 27000
Ring of Evasion 25000
439,430
HANS "Jack"
Wizard
1st:
Magic Missile
True Strike x2
Expeditious Retreat
Benign Transposition
Airbubble (Deep Breath)
True Casting
2nd:
Kelgore's Gravemist
Blast of Force
Force Ladder
Repair Moderate Damage (x2)
Slide, Greater
3rd:
Wind Wall x2
Dimension Stepx2x1
Wall of Ectoplasm x2
4th:
Wall of Stone x2
Lower Spell Resistence
Vortex of Teeth
Repair Critical Damage x2
5th:
Lucent Lance
Vitriolic Sphere
Shard Storm x2
Wall of Force
6th:
Howling Chain
Ray of Entropy
Wilhelm
Wizard (memorizes @ 20th level)
1st:
Hail of Stone
Sticky Floor
Obscuring Mist
True Strike (x3)
Expeditious Retreat
2nd:
Rope Trick
Blur
Mirror Image x2
Wraithstrike
Construct Essence, Lesser
Sonic Weapon
3rd:
Analyze Portal
Tenacious Dispelling (x2)
Favorable Wind
Haste
Snake Swiftness, Mass (x2)
4th:
Repair Critical Damage x2
Force Missiles
Evard's Black Tentacles
Assay Spell Resistance x2
5th:
Vitriolic Sphere x2
Construct Essence
Beltyn's Burning Blood
Sound Lance (Maximized)
(open for SLA)
6th:
Kelgore's Fire Bolt x2 (Maximzed, Enhanced)
Dispel Magic, Greater x2
Repair Critical Damage (Maximized)
Disintegrate
7th:
Avasculate
Force Cage
Banishment
Reverse Gravity
Hiss of Sleep
Teleport, Greater
(open for High Arcana)
8th:
Bigby's Clenched Fist x2
Planeshift, Greater
Summon Monster VIII
(open for High Arcana)
9th:
Summon Elemental Monolith
Disjunction
Orb of Force (Maximized, Enhanced)
Disintegrate (Enhanced)
(open for SLA)
Helmut
Cleric (memorizes at 20th level)
1st:
Eyes of the Avoral
Inhibit
Omen of Peril
Protection from Chaos
Resurgence
Sign
Entropic Shield
Doom
Detect Secret Doors (Domain)
2nd:
Align Weapon x2
Close Wounds x2
Freedom of Breath
Sense Weakness x2 (cast on Jacob and Grotha)
Detect Thoughts (Domain)
3rd:
Know Vulnerabilities
Cure Serious Wounds x2
Ghost Touch Weapon x2
Invoke the Cerulean Sign
Know Protctions
Anyspell (Domain: Wraithstrike)
4th:
Snowshoes, Mass (Extended)
Celestial Brilliance
Cure Critical Wounds x2
Lower Spell Resistance
Moonbolt
Shape Metal
Rary's Mnemonic Enhancer (Domain)
5th:
Healing Spirit (Extended) x2
Triadspell x2
Disrupting Weapon
Revivify x2
Break Enchantment (Domain)
6th:
Wind Walk
Crown of Brilliance
Find the Path
Heal x2
Anyspell, Greater (Domain: Xorn Movement)
7th:
Guardian Spirit, Mass
Harm, Greater
Radiant Assault
Cure Serious Wounds, Mass
Holy Star
Legend Lore (Domain)
8th:
Summon Giants
Fire Storm
Antidragon Aura, Greater
Cure Critical Wounds, Mass x2
Discern Location (Domain)
9th:
Etherealness
Summon Elemental Monolith
Heal, Mass
Miracle
(open for SLA)
Disjunction (Domain)
**************************************
Casting "Analyze Portal"
Seeing with a magic eye, you sense the portal. Studying it, knowledge about the portal comes into your mind as though it was a memory you could not recall until now.
• Any key or command word needed to activate the portal.
• Any special circumstances governing the portal’s use (such as specific
times when it can be activated).
• Whether the portal is one-way or two-way.
• A glimpse of the area where the portal leads. You can look at the area
where the portal leads for 1 round; the range of your vision is the spell’s
range (60' cone). Analyze portal does not allow other divination spells or spell-like abilities to extend through the portal. For example, you cannot
also use detect magic or detect evil to study the area where the portal
leads while viewing the area with analyze portal.Last edited by MrScary; 2008-03-27 at 03:31 PM.
-
2008-03-17, 02:35 PM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Behind my Axe!
- Gender
Re: The Grinder (Mr.Scary Solo)
The six men entered the basement chamber. Led by a hooded, robe-wearing man carrying a staff, they lined up in front of the shimmering portal.
"Not much to look at." a young looking man quipped. He had a miscnevious glint in his eye. He wore strange looking plated armor covered with odd latches and buckles. His black hair was should length and slightly messy, though it suited him well.
"Looks can be deceiving, Jack." the hoded man replied matter of factly. "Isn't that right, Grotha?"
A tall figure in strange armor, nodded its head. The armor appeared to be crafted to look like the gears of a machine...or was the armor actually made from gears? It was hard to tell, but it certainly looked as if it could afford the man excellent protection. On each arm, protruding from crafted slots in the gauntlets, were three wicked looking spikes--each about six-inches in length. They appeared to be razor sharp and as strong as steel.
"Tis true, Master Wilhelm. Never underestimate the enemy before you." he intoned in a deep rumbling voice.
"I suppose you're right. 'Specially since people seem to think Helmut has some brains in that bald head of his." the man called Jack chided.
"Oh, shut it." a burly man in silvery plate mail replied as he removed his helmut. Indeed, he did have a bald head and bushy black eyebrows. A moustache and goatee also adorned his face.
"Now now." a wirey man in a dull-grey breastplate chimed in. He too was bald, but did not sport a moustache/goatee combination. The deep-tanned skin of his face was devoid of any extra hair, save for eyebrows and eyelashes. "We've some perparations to make, I do believe." he said, the robed man nodding in agreement. "Besides, everyone knows that women love bald men." he grinned.
"Honestly, you're all going to be the death of me." a loud voice boomed. A hulking figure wearing gear-like armor removed its helmet to reveal the face of a strange construct-like creature.
"Now stow it, and let's get to work."
"Indeed." the robed man agreed.
He takes out a silvery book and sits cross-legged upon the ground. The silvery armor wearer kneels in prayer, folding his hands in front of him. The man called Jack smirks, then takes out a similar silvery book, opening it.
Spoiler
preparation schedule is as follows
6am: start of day, Jack assumes Wizard and Cleric abilities
everyone memorizes/prays for necessary spells for the day
9pm: prayer for necessary spell Body outside of Body, casting of all prepatory spells
6am: start of day, Jack assumes Wizard abilities, leaves 2nd option 'open'
everyone memorizes/prays for spells for the day, burning candles as necessary. Utilizing the taper on his Neutral candle of invocation, Wilhelm calls out to a Rilmani Auromach
Spoiler
Fiend Folio p. 141
AURUMACH
Large Outsider (Extraplanar)
Hit Dice: 16d8+112 (184 hp)
Initiative: +4
Speed: 50 ft.
AC: 36 (–1 size, +1 Dex, +12 +4 full plate, +14 natural), touch
10, flat-footed 35
Base Attack/Grapple: +16/+26
Attack: Huge +3 halberd +25 melee
Full Attack: Huge +3 halberd +25/+20/+15/+10 melee
Damage: Huge +3 halberd 2d6+12 plus antithesis
Face/Reach: 10 ft./10 ft.
Special Attacks: Antithesis, spell-like abilities, summon
rilmani
Special Qualities: DR 30/+3, fast healing 5, outsider
traits, rilmani traits, SR 30, summon armor, summon
weapon
Saves: Fort +17, Ref +14, Will +17
Abilities: Str 23, Dex 19, Con 24, Int 23, Wis 24, Cha 26
Skills: Concentration +26, Craft or Knowledge (any
seven) +25, Diplomacy +29, Listen +26, Search +25,
Sense Motive +26, Spellcraft +26, Spot +26, Survival +7
(+9 following tracks)
Feats: Cleave, Great Cleave, Expertise, Improved Trip,
Power Attack, Weapon Focus (halberd)
Climate/Terrain: Any land or underground (Outlands)
Organization: Solitary or envoy (2–4)
Challenge Rating: 17
Treasure: No coins, double goods, standard items
Alignment: Always neutral
Advancement: 17–32 HD (Large); 33–48 HD (Huge)
Level Adjustment: +9
Aurumachs are the most powerful rilmani and the de facto leaders of the race. Some cuprilachs and ferrumachs chafe under this rule since the aurumachs sometimes use the lesser rilmani as expendable pawns in their larger plans, and their ability to block thought reading foils the lesser rilmani’s means of divining their ultimate purpose.
When aurumachs appear in their natural forms, they resemble powerfully muscled, golden-skinned humanoids the size of ogres. Unlike those foul creatures, aurumachs are hairless and smooth-skinned. Their immaculate beauty and calming presence puts most creatures at ease. Aurumachs are the diplomats and strategists of the rilmani. When they become personally involved in an affair of balance, it is because all covert means at their disposal
have failed. They appear unarmed and unarmored, openly welcoming individuals to speak about the issues at hand and resolve a way to find a middle ground. Should such tactics fail, the aurumachs’ armor and weapons appear in a scintillating flash, and the rilmani achieve with violence
what words failed to accomplish. In addition to Rilmani, Common, and Undercommon, aurumachs speak Abyssal, Celestial, Draconic, Infernal,
and Sylvan.
Combat
An aurumach rarely initiates combat, since it prefers to use
physical confrontation as a last resort. When it does enter
melee, it is a formidable foe that is capable of dealing great
damage with each deadly swing of its halberd. An aurumach
often flies above a foe and makes trip attempts, and it withholds
the use of its antithesis ability and the full fury of its
attacks until it becomes clear the foe won’t relent.
Antithesis (Su): Any creature that is hit by the aurumach’s
melee attack or that touches it with a natural
weapon or unarmed attack takes a certain kind of damage
depending on how its alignment varies from neutral.
Chaotic creatures take 2d6 points of lawful damage. Lawful
creatures take 2d6 points of chaotic damage. Evil creatures
take 2d6 points of holy damage. Good creatures take 2d6
points of unholy damage. Thus, a creature of chaotic good
alignment would take an extra 4d6 points of damage (2d6
lawful, 2d6 unholy) each time it was struck by the aurumach.
An aurumach can suppress or resume the use of this
ability as a free action.
Spell-Like Abilities: At will—charm monster, cone of cold,
greater dispelling, magic circle against chaos, magic circle against
evil, magic circle against good, magic circle against law, magic missile,
mass suggestion, teleport without error (self plus maximum
load of objects only); 3/day—dismissal, fly, forbiddance, heal,
mind blank, prismatic spray, true seeing. Caster level 17th; save
DC 18 + spell level.
Summon Rilmani (Sp): Once per day, an aurumach can
automatically summon 2d4 ferrumachs or 1d2 cuprilachs
(aurumach’s choice).
Fast Healing (Ex): An aurumach regains lost hit points at
the rate of 5 per round as long as it has at least 1 hit point.
Fast healing does not restore hit points lost from starvation,
thirst, or suffocation, and it does not allow an aurumach to
regrow or reattach lost body parts.
Summon Armor (Su): An aurumach rilmani wears no
armor, but when threatened by any attack, a semitranslucent
suit of golden +4 full plate appears on its body just in
time to help defend against the attack and then vanishes
immediately after. The appearance of this armor cannot be
prevented, but it can be suppressed in an antimagic field.
The armor never affects an aurumach’s speed, weight carried,
or skill checks.
Summon Weapon (Su): An aurumach can be armed in
an instant by magically summoning a golden Huge +3 halberd.
When separated from the aurumach, the weapon
vanishes. An aurumach can summon or dispel its own
weapon as a free action.
Wilhelm is a Neutral-minded character. From his studies he has learned that the path to 'power', such as it were, is balance in all things. Knowledge itself is power. Not the evil or good or law or chaos that is promoted with it. Those are "fancies" that people indulge.
"The lords Oghma and Boccob have no true champion for the cause of Neutrality. They have no Elminster or Simbul. While agents such as these freely roam the world and influence events for good, there are no such agents that strive for balance. I seek to become an agent of Knowledge and Balance, but one that takes an active role in the shaping of the world."
That's how he would start off with the Aurumach. We can go from there, if you like.
7am: Wilhelm casts "Analyze Portal" spell
-- 14 hours remaining on clones, refreshed with all metamagic uses
7am: after analyzing the portal, they enter: Grotha, Jacob, Wilhelm, Helmut, Simon, Jack
************
After completing his studies, the robed man known as Wilhelm rises and stands before the portal. "My brothers and my friends, we embark today on a grand and glorious quest. For each of us, the goal may be different, but let us do our best to help each other to the utmost of our abilities. It is the only way that we shall survive this, I assure you."
"Here here!" the cry goes up from the five other men, their comaraderie obvious.
"And let's not forget about the rest of us, should one of us suceed, eh?" Jack says, grinning.
The nods of agreement make the rounds followed with "Of course not." or "Absolutely."
********
ready when you are....
-
2008-03-17, 10:35 PM (ISO 8601)
- Join Date
- Nov 2007
Re: The Grinder (Mr.Scary Solo)
Analyze Portal reveals a glimpse of impenetrable blackness on the other side of the one way portal. After 6 seconds you see only the swirling colors once more.
-
2008-03-18, 06:41 AM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Behind my Axe!
- Gender
Re: The Grinder (Mr.Scary Solo)
(anything else about the portal? one way, i assume?)
"Well, lads...there isn't much for it now. Looks like we'll have to see for ourselves what awaits us on the other side." Wilhelm says.
"After you, dear brother." he stretches out his hand.
The huge Jacob dons his helmet, draws his large greatsword, and sets his shield to floating next to him. He positions his body into the Dancing Blade Form stance.
Simon and Jack both close their eyes briefly, focusing their concentration.
(psionic focus)
After doing so, they nod at Jacob and draw their weapons. Helmut draws forth his large hammer and also sets a shield to float next to him.
Grotha merely smiles, dons his helmet, and sets his own shield floating next to him, readying his arm spikes.
The group enters the portal and disappears.
(marching order as they enter the portal)
Jacob
*Rilmani Aurumach
Grotha
Helmut
Wilhelm
Simon
JackLast edited by MrScary; 2008-03-18 at 06:41 AM.
-
2008-03-19, 11:15 PM (ISO 8601)
- Join Date
- Nov 2007
Re: The Grinder (Mr.Scary Solo)
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.
Following these rapid revelations your magical senses (blindsight) begin to fill in the details that your eyes and ears do not. There is something gargantuan with many limbs above you, writhing about. The chamber you are in is cylindrical, approximately 30 feet across. The thing above you is backed up against some sort of ceiling, about 40 feet above the center of your entourage. Below, perhaps another 20 feet, you can sense thrashing water, stirred up by the rapid movement of many blades slicing through it.
The water tastes thick and gritty, sort of slime and generally vile.
Spoiler[*] Everyone who only breathes air is now holding their breath (I think you've got that covered). [*] Everyone takes 1d6 points of fire damage from the boiling water on their turn (you can roll this yourself if you're not immune.)[*] Everyone needs to make a fort save DC 15 (even if you're immune to poison and the like).[/list]
Roll for initiative too.
-
2008-03-20, 07:51 AM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Behind my Axe!
- Gender
Re: The Grinder (Mr.Scary Solo)
Wilhelm Init - (1d20+10)[14]
Jacob Init - (1d20+17)[36]
Simon init - (1d20+12)[15]
Helmut init - (1d20+12)[13]
Jack init - (1d20+15)[25]
Grotha init - (1d20+12)[17]
Aurumach init - (1d20+4)[9]
-
2008-03-20, 08:22 AM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Behind my Axe!
- Gender
Re: The Grinder (Mr.Scary Solo)
Wilhelm fort - (1d20+23)[34]
Jacob fort - (1d20+33)[39]
[roll=Simon fort]1d20=30[/roll] << i screwed his up
Helmut fort - (1d20+30)[33]
Jack fort - (1d20+29)[34]
Grotha fort - (1d20+34)[52]Last edited by MrScary; 2008-03-20 at 08:23 AM.
-
2008-03-20, 08:25 AM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Behind my Axe!
- Gender
Re: The Grinder (Mr.Scary Solo)
Simon fort - (1d20+30)[38]
Aurumach fort - (1d20+28)[43] (almost forgot him)
-
2008-03-20, 09:21 AM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Behind my Axe!
- Gender
Re: The Grinder (Mr.Scary Solo)
Lads, join me on my charge and we shall deal with this monstrosity. Jacob projects to the group.
I shall be with you, Master Jacob Grotha replies.
And I, brother. adds Helmut.
A mental *sigh* from JackI guess I shouldn't stay behind, eh? he says, hefting his crystal sword and exerting his will upon it (investing 2 PP as free action to charge it).
Count me in as well. notes the Rilmani.
Simon and I shall move away, allowing you to do your work.
Jacob swiftly moves from the Hearing the Air stance into the Leading The Charge stance.
Now!
Jacob performs an amazingly complex and confidence boosting maneuver with his greatsword, culminating in the tip being pointed straight at the huge creature.
He, the three other men, and the golden skinned Rilmani charge upward(?) with their weapons held high.
Spoiler
this is going to be messy...in many, many ways
i'm going to use invisible castle for some of the rolls, because typing out so many duplicates is quite a lot of work. plus, i'll know if i crit right away or not so there won't be editing necessary, etc.
Jacob
Attack
Spoiler
Attack & Crit check together (1d20+38=46, 1d20+38=39) add +8 for War Master's Charge forgot that in the roll results = 54, 47
Damage
normal damage + sonic and (fire, acid, cold, electricity) + warmaster (3d6+25+1d6+1d6+1d6+1d6+50=104)
Fell the Greatest Foe:
if Large, add (1d6)[2]
if huge, add another (1d6)[6]
if gargantuan, add another (1d6)[3]
Helmut
Spoiler
Attack:
Attack and crit confirm: normal (+) +8 (wmc) and +2 (charge) (1d20+40=50, 1d20+40=44)
Damage:
Colossal size (wallop)+ normal + wmc + fire, acid, elec, cold + initiator level (leading charge stance) (8d6+23+25+1d6+1d6+1d6+1d6+18=112)
Fell the Greatest Foe:
if Large, add (1d6)[6]
if huge, add another (1d6)[6]
if gargantuan, add another (1d6)[2]
Jack:
Spoiler
Attack:
Attack and crit check (1d20+38=41, 1d20+38=57)
Damage:
normal + stance + fire, cold, elec, acid + wmc (1d10+13+18+4d6+25=72)
Deep Crystal Damage:
(2d6)[10]
Fell the Greatest Foe:
if Large, add (1d6)[3]
if huge, add another (1d6)[2]
if gargantuan, add another (1d6)[6]
Grotha:
Spoiler
Attack:
attack and crit check (1d20+40=49, 1d20+40=48)
Damage:
normal + vampiric + wmc + stance + fire, cold, elec, acid (1d8+20+1d6+25+18+4d6=82)
Fell the Greatest Foe:
if Large, add (1d6)[5]
if huge, add another (1d6)[3]
if gargantuan, add another (1d6)[4]
Aurumach Rilmani
Spoiler
Attack:
attack and crit check (1d20+35=55, 1d20+35=43)
Regular Damage:
regular damage + stance + wmc + energies (2d6+12+18+25+4d6=71)
Crit Damage (no extras)
additional crit damage (2d6+12=21, 2d6+12=19)
Fell the Greatest Foe:
if Large, add (1d6)[1]
if huge, add another (1d6)[1]
if gargantuan, add another (1d6)[1]
If Jacob and one other charger hit (which the Rilmini did, guaranteed), the creature is stunned for 1 round.
Total: 414 Physical Damage (without fire/cole/elec/acid, and without Fell the Greatest Foe)
Last edited by MrScary; 2008-03-20 at 09:27 AM.
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2008-03-21, 12:08 AM (ISO 8601)
- Join Date
- Nov 2007
Re: The Grinder (Mr.Scary Solo)
Though the creatures woody stony flesh seems to resist damage, stunning and critical hits the beast is battered down by the charge. No longer supporting its prodigious weight itself it begins to sink downward onto the party.
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2008-03-21, 12:54 PM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Behind my Axe!
- Gender
Re: The Grinder (Mr.Scary Solo)
I constantly marvel at your martial prowess, brother Jacob. You truly are a leader of men. Wilhelm thinks to the group.
Well, if someone would be so kind to get this thing out of our way.... Jacob thinks back as he spends a moment to restore his maneuver. We could properly investigate this place.
Not to worry, gents. Simon interjects. Please step to the side, my lads.
With but a thought, the powerful psion psychically disintegrates a great portion of the corpse of the creature.
Spoiler
manifest 11 pp (-1 for torc)
spending 10 power points to manifest Psionic Disintegration
spending psionic focus to add Twinned Power (6 pp)
Total: 16 PP spent to disintegrate 20 cubic feet of the creature (let's say both ends, leaving the middle to fall down)
PP in reserve: 307
-
2008-03-21, 11:49 PM (ISO 8601)
- Join Date
- Nov 2007
Re: The Grinder (Mr.Scary Solo)
The remaining mass of the great beast sinks down into the churning water below. You hear through the intervening water a grinding sound akin to many fast moving saws pulverizing wood with the occasional crack of something much harder, like a stone or some such, getting shattered. A foul ichor spreads through the water, and while not overtly toxic it gives fouled water and even more revolting taste.
-
2008-03-22, 09:35 AM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Behind my Axe!
- Gender
Re: The Grinder (Mr.Scary Solo)
Thank you, Simon. Wilhelm projects. Now let us examine this strange occurrence.
Wilhelm floats down to within a few feet of the whirring gnashing area.
He searches the recesses of his knowledge, hoping to find a clue to identify what this..field...is and how much of an area it occupies vertically and horizontally.
Spellcraft - (1d20+39)[47]
Knowledge Arcana - (1d20+33)[50]
Knowledge Dungeoneering - (1d20+33)[46]
Knowledge Architecture - (1d20+18)[37]Last edited by MrScary; 2008-03-22 at 09:36 AM.
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2008-03-22, 05:18 PM (ISO 8601)
- Join Date
- Nov 2007
Re: The Grinder (Mr.Scary Solo)
The blades slicing through the water are definitely some sort of blade barrier effect. It spans the entirety of the tube and is 10 feet thick.
SpoilerYou still can't see per say so you're limited on what the architecture check is going to tell you
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2008-03-24, 05:04 PM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Behind my Axe!
- Gender
Re: The Grinder (Mr.Scary Solo)
[I]Well, line up, my friends, and we'll see if we can skirt around this barrier. Jack, if you would be so kind as to use your minor teleporting spell, that should do the trick.
Jack nods and then begins the casting of his spell.
casting: Dimension Step
Allies can immediately teleport a distance equal to their speed.
Spoiler
two people per 10' square, i think
so those with 30' will teleport to the 20' past the barrier
those with 20' movement will teleport to 10' past the barrier
etc.
make sense?
-
2008-03-24, 08:11 PM (ISO 8601)
- Join Date
- Nov 2007
Re: The Grinder (Mr.Scary Solo)
As you pop into existence on the opposite side of the whirling blades a strong current suddenly grips you and begin yanking you downward.
SpoilerEverybody make swim checks and wisdom checks.
Freedom of Movement does not protect you from a current any more than it protects you from the wind
-
2008-03-25, 06:51 AM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Behind my Axe!
- Gender
Re: The Grinder (Mr.Scary Solo)
Spoiler
question: would Foresight be working to warn us of the current on the other side, perhaps preventing us from popping over?
Jacob - (1d20+10)[20]
Wilhelm - (1d20+9)[17]
Simon - (1d20+1)[21]
Helmut - (1d20+7)[21]
Jack - (1d20+5)[10]
Grotha - (1d20+14)[17]
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2008-03-25, 09:19 AM (ISO 8601)
- Join Date
- Nov 2007
Re: The Grinder (Mr.Scary Solo)
The mental claxon of foresight screams out moments before the group teleports across the blade barrier.
SpoilerSorry, I forgot you had that. Good catch. Who has is cast on them?
-
2008-03-25, 10:52 AM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Behind my Axe!
- Gender
Re: The Grinder (Mr.Scary Solo)
ooc:
Spoiler
Helmut cast it, and then it was chained/persisted, so everyone has it, actually.
ic:
Thank the lady Mystra for her warning, my friends. Helmut projects. It is fortunate we did not pursue that course of action to its fullness.
Wilhelm rubs his chin for a moment.
Well, let me take a look at the other side for a moment. Meantime, how about you examine these walls? See if there is a way through them? he says, and then shifts his form into that of a translucent version of himself.
[ooc]
Spoiler
Wilhelm is using Shapechange to change into the form of a Ghost.
he moves over to the right side of the hole, and descends down through the wall. He goes down 20', and then comes out the side into the passageway.
in the meantime, Jack and the Aurumach will determine what kind of structure this thing is made of.
what kind of rolls do you want?
-
2008-03-25, 08:24 PM (ISO 8601)
- Join Date
- Nov 2007
Re: The Grinder (Mr.Scary Solo)
SpoilerUsing arcane reach or the like to make it into a ray so that you could chain it I presume?
Below the tube is as above. There are small jets of water blasting in from the sides in a number of places. Perhaps another 30 or 40 feet below the walls begin slanting inwards in a conical fashion.
Above the barrier, as you touch the walls, you determine that they are definitely some sort of metal. What kind, you're not sure since you can't see it. The walls are perfectly smooth, without rivet, weld, or seam.
SpoilerArchitecture and Engineering would be a good start, but you can't actually see anything so the amount you can determine is somewhat limited. What exactly are you trying to determine?
Make a wisdom check with Wilhelm
-
2008-03-25, 08:38 PM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Behind my Axe!
- Gender
Re: The Grinder (Mr.Scary Solo)
(yes, you presume correctly )
(just trying to determine the material, for starters)
Wilhelm, the walls are metallic. I can't tell you more than that, not without getting the water cleared. Jack projects to the group.
Wilhelm wisdom - (1d20+5)[25]
Wilhelm glides to the closest spot where the water seems to be emanating from.
Using his unearthly senses, he tries to determine the source of the rushing water.
Spoiler
Incorporeal Creatures:
can sense the presence of creatures or objects within a square adjacent to its current location.
anything around?
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2008-03-25, 11:41 PM (ISO 8601)
- Join Date
- Nov 2007
Re: The Grinder (Mr.Scary Solo)
Wilhelm senses the presence of objects within the wall.
Below him, Wilhelm detects something different about a 10 foot wide circle on the wall. It seems to indent about an inch.Last edited by Sxoa; 2008-03-26 at 07:43 AM.
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2008-03-26, 09:12 AM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Behind my Axe!
- Gender
Re: The Grinder (Mr.Scary Solo)
One moment, my friends. Wilhelm says to the group.
He changes shape once more, this time assuming the form of a bizarre, slug-like creature.
If one were to see him in the darkness, they would glimpse a powerful, muscular humanoid torso and arms. Upon its head is a large, toothy maw and two massive black horns sprout from his forehead. His hands have large, hooked claws, and on his back are giant blue bat wings.
His skin is a near-translucent, sickly blue. Running all over his body, and vividly visible beneath the skin, are massive veins that pulse red the color of blood.
Spoiler
Spoiler
Wilhelm uses Shapechange to change into the form of a devilish XERFILSTYX.
- Fiend Folio p. 59
they get a +8 racial bonus to Swim checks
Xerfilstyx strength is 29 base, add in +16 from Bite of Werebear for a Strength of 45. Making an ability bonus to Swim of +17.
17+8=25
Swim Check - (1d20+25)[37]
Holding himself in position, with a clawed hand he examines one of the objects in the wall. If possible, he will attempt to...dig..into the wall with his great strength, attempting to pry one of the objects loose.
Knowledge Arcana - (1d20+32)[40]
Claw Damage - (2d4+17)[19]Last edited by MrScary; 2008-03-26 at 09:13 AM.
-
2008-03-26, 09:16 AM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Behind my Axe!
- Gender
Re: The Grinder (Mr.Scary Solo)
ok the dice must hate me quite a bit today
He attempts to claw at the metal around the item a couple more times in an effort to dig the item out.
Damage - (2d4+17)[25]
Damage - (2d4+17)[21]
Damage - (2d4+17)[22]
-
2008-03-26, 11:08 PM (ISO 8601)
- Join Date
- Nov 2007
Re: The Grinder (Mr.Scary Solo)
Wilhelm shifts back the crushing pressure of the water threatens to squeeze the life out of him once more.
SpoilerI'm presuming that as you try to claw your way in, you're avoiding getting directly in the stream of water. The opening is about 1 inch wide. You need to make another fort save
Wilhelm's claws scrabble at the metal, whatever it is, it is extremely hard. Initially he gains no purchase whatsoever, but then his nails catch and he begins taking off small bits of metal as tries to rend his way forward. He thinks he may be at this for quite some time...
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2008-03-27, 11:47 AM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Behind my Axe!
- Gender
Re: The Grinder (Mr.Scary Solo)
"Gentlemen, how about you all come down here." Wilhelm projects.
"Helmut, you'll need to use your spell, but I think it will be worthwhile at this time to do so. Descend down the right side thirty feet and then come out of the wall."
Spoiler
Fort Save - (1d20+29)[40]
Helmut casts Etherealness on the group members.
Everyone up here, join hands. he instructs his companions.
Forming a circle, the men all link hands.
"Etherealate Primae!" he intones, the holy symbol around his neck glowing for the briefest of seconds as Mystra's holy power fuels the powerful spell, turning its subjects ethereal for a time.
As instructed, the questing companions descend down through the metal wall and then emerge out the other side.
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2008-03-27, 01:32 PM (ISO 8601)
- Join Date
- Nov 2007
Re: The Grinder (Mr.Scary Solo)
SpoilerIf you're remaining ethereal then you're fine, but when you materialize you're going to have to make swim checks. Nothing happens to you on the ethereal plane en route so you arrive without incident where Wilhelm is. Your blindsight does not extend onto the material plane (I don't think so anyways) however so you have limited vision
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2008-03-27, 03:06 PM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Behind my Axe!
- Gender
Re: The Grinder (Mr.Scary Solo)
We can always investigate your...toys...later, Wilhelm. Jack thinks, projecting a mental smirk.
Very well. Let us proceed forward then with caution. There may be other inhabitants.
Wilhelm shifts once again into his ghostly form.
Lead the way. Rule of rights. he projects.
Slowly the group moves down the tunnel, their ethereal "hands" upon the wall to the right of them.
Spoiler
marching order, following the "rule of right"..if there is a bend or break, the group sticks close to the right-hand wall. Wilhelm is using his 'ghost sight' to watch for any more objects in the walls as they pass by.
Jack
Jacob
Rilmani
Grotha
Wilhelm
Helmut
Simon
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2008-03-29, 12:11 AM (ISO 8601)
- Join Date
- Nov 2007
Re: The Grinder (Mr.Scary Solo)
There are numerous small jets of water scattered about the cylinder's surface, each one having a detectable object (or objects, you can't differentiate), buried in the metal wall.
Recall too that below you in the wall, before it begins to slope inward into a cone there is a small indentation, perhaps only an inch in. A lesser mortal would not have even noticed it but Wilhelm has a keen mind and managed to detect the slight discrepancy in the otherwise relatively uniform sheet.