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

    Default 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.

    Spoiler
    Show
    Where you are now matters far less than where you are going to be. You might be in the city of doors or somewhere else.

    Some rules of posting:
    I'd like you to put the first part of the post in character. Put necessary dice rolls and what not in a spoiler box. See Belial the Leveler's Dungeonkeeper fight threads for an example if you don't understand.

    Post a link to your character sheet, and your statblock(s) in your first post.

    Most of your rolls do; sometimes though I'll be rolling for you if you're not aware of something.

    Uhhh, that's all I can think of right now, but if I change anything I'll put it in the post where I change it and here.


    Good luck!

    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).

  2. - Top - End - #2
    Dwarf in the Playground
     
    MrScary's Avatar

    Join Date
    Feb 2008
    Location
    Behind my Axe!
    Gender
    Male

    Default Re: The Grinder (Mr.Scary Solo)

    glad to see you back!

    All Active Spells on each party member:

    Spoiler
    Show

    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
    Show

    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
    Show

    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
    Show

    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
    Show

    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
    Show

    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
    Show

    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
    Show

    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
    Show

    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 Step x2 x1
    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.

  3. - Top - End - #3
    Dwarf in the Playground
     
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    Join Date
    Feb 2008
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    Behind my Axe!
    Gender
    Male

    Default 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
    Show

    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
    Show

    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....

  4. - Top - End - #4
    Orc in the Playground
    Join Date
    Nov 2007

    Default 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.

  5. - Top - End - #5
    Dwarf in the Playground
     
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    Default 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
    Jack
    Last edited by MrScary; 2008-03-18 at 06:41 AM.

  6. - Top - End - #6
    Orc in the Playground
    Join Date
    Nov 2007

    Default 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
    Show
    [*] 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.

  7. - Top - End - #7
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    Default 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]

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    Default 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.

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    Default Re: The Grinder (Mr.Scary Solo)

    Simon fort - (1d20+30)[38]

    Aurumach fort - (1d20+28)[43] (almost forgot him)

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    Default 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
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    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
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    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



    Jack:

    Spoiler
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    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
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    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
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    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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    Default 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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    Default 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
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    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


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    Default 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.

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    Default 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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    Default 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.
    Spoiler
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    You still can't see per say so you're limited on what the architecture check is going to tell you

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    Default 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
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    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?

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    Default 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.
    Spoiler
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    Everybody 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

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    Default Re: The Grinder (Mr.Scary Solo)

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    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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    Default Re: The Grinder (Mr.Scary Solo)

    The mental claxon of foresight screams out moments before the group teleports across the blade barrier.
    Spoiler
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    Sorry, I forgot you had that. Good catch. Who has is cast on them?

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    Default Re: The Grinder (Mr.Scary Solo)

    Quote Originally Posted by Sxoa View Post
    The mental claxon of foresight screams out moments before the group teleports across the blade barrier.
    Spoiler
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    Sorry, I forgot you had that. Good catch. Who has is cast on them?
    ooc:
    Spoiler
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    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
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    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?


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    Using 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.
    Spoiler
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    Architecture 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

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    Default 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
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    Incorporeal Creatures:
    can sense the presence of creatures or objects within a square adjacent to its current location.

    anything around?


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    Default 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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    Default 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
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    Spoiler
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    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.

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    Default 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]

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    Default 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.
    Spoiler
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    I'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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    Default 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
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    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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    Default Re: The Grinder (Mr.Scary Solo)

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    If 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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    Default 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
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    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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    Default 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.

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