New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Results 1 to 30 of 30
  1. - Top - End - #1
    Dwarf in the Playground
     
    Daemon

    Join Date
    Dec 2004
    Location
    Greece
    Gender
    Male

    Default The wizard challenge

    The Astral Sea

    Flying-or rather falling-through empty space is never easy. Especially if you're bound to be attacked by assasins again. The tranquility of the Astral Sea became very inviting after that fiasco with the lost artifact and now interested parties are sending assasin after assasin. Thus the retreat here that not many creatures can come. Only the most powerful...
    Spoiler
    Show

    this is backstory that explains the encounter terrain. you can ignore it.



    While coursing through the infinity of the silver skies, rocks as small as a grain of sand or as large as a castle coursing aimlessly across the void, you glimpse something in the distance coming towards your location. This was supposed to be a secure location with no inhabitants-and thus you're naturally suspicious.
    Spoiler
    Show
    make a spot check to see how far you can see the enemy clearly (and thus target it with attacks). It can't hide due to the lack of cover so spot is for seeing distance only.



    General info:
    Spoiler
    Show
    please post all active spells in a spoiler. you don't have to post their effects, just name, spell level and caster level.
    IM IN UR WIZARD SCHOOL STABBIN UR HORCRUXES

  2. - Top - End - #2
    Dwarf in the Playground
    Join Date
    Feb 2006
    Location
    Dallas, TX
    Gender
    Male

    Default Re: The wizard challenge

    Kaboom

    Hide: (1d20+69)[81] (includes +20 for invisibility)
    Spot: (1d20+27)[46]

    The Foresight spell makes Kaboom immune to surprise and being flat-footed.

    Kaboom prefers to maneuver using his fly 60' (perfect) rather than falling, because his Wisdom modifier sucks. ;-)

    Active Spells
    Spoiler
    Show

    L = spell's listed level
    CL = caster level
    ESL = effective spell level (via Heighten and Earth Spell)

    Kaboom has an additional +4 bonus to CL for overcoming spell resistance
    ESL is L + 2 unless otherwise noted

    Slots used are shown on Kaboom's character sheet

    L5 CL22 Reduce Person, Greater (7 hours, 20 minutes)
    L1 CL1 Endure Elements (wand)
    L5 CL22 Familiar Pocket
    L2 ESL3 CL26 Create Magic Tattoo: +1 to caster level
    L2 ESL3 CL26 Create Magic Tattoo: +2 competence bonus to attack
    L2 ESL3 CL26 Create Magic Tattoo: +1 luck bonus to attack
    L3 CL22 Greater Magic Weapon: +5
    L3 CL22 Nondetection
    L2 CL22 Heart of Air
    L3 CL22 Heart of Water
    L4 CL22 Heart of Earth
    L5 CL22 Heart of Fire
    L7 CL22 Energy Absorption
    L7 CL22 Elemental Body: air, darkvision 60'
    L1 CL22 Persistent Expeditious Retreat (L6 slot)
    L4 CL23 Persistent Greater Invisibility
    L3 CL22 Magic Circle Against Evil (7 hours, 20 minutes)
    L9 CL22 Foresight (7 hours, 20 minutes)
    L2 CL22 See Invisibility (7 hours, 20 minutes)
    L7 CL22 Statue

    The Create Magic Tattoo spells are actually silent image spells mimicing conjuration spells via the Shadowcraft Mage's Shadow Illusion ability.

  3. - Top - End - #3
    Dwarf in the Playground
     
    Daemon

    Join Date
    Dec 2004
    Location
    Greece
    Gender
    Male

    Default Re: The wizard challenge

    Slowly closing in on your position you can see a striking angelic creature with greyish skin, red feathered wings and rust-colored hair. She's wearing a robe and she's holding a longbow in one hand. She seems to be searching for something-most probably you...

    Spoiler
    Show

    she's spot check x 10 ft away when you notice her.
    IM IN UR WIZARD SCHOOL STABBIN UR HORCRUXES

  4. - Top - End - #4
    Dwarf in the Playground
    Join Date
    Feb 2006
    Location
    Dallas, TX
    Gender
    Male

    Default Re: The wizard challenge

    What size category is it, and what direction is it "falling" in, if any?

  5. - Top - End - #5
    Dwarf in the Playground
     
    Daemon

    Join Date
    Dec 2004
    Location
    Greece
    Gender
    Male

    Default Re: The wizard challenge

    She is apparently medium-sized and is falling towards your general area looking for you.
    IM IN UR WIZARD SCHOOL STABBIN UR HORCRUXES

  6. - Top - End - #6
    Dwarf in the Playground
    Join Date
    Feb 2006
    Location
    Dallas, TX
    Gender
    Male

    Default Re: The wizard challenge

    Kaboom

    Kaboom silently makes the motions to cast a spell, bringing two grasping hand into being 340' feet away from him. He doesn't place them directly between himself and the creature, of course. That would be two obvious. He places it between them, but at around a 45' degree angle from being directly between them.

    The hands move blazingly fast speed towards the creature and attempt to grapple it.

    Finding that the spell took surprisingly little time to cast, Kaboom again silently makes the motions to cast a spell, this time summoning two Bralanis. The Bralanis appear 85' from Kaboom (off to the same side as the crushing hand), each with a holy scimitar. The Bralanis delay their actions. If the creature fires an arrow or similar projectile, one of Bralanis will create a huge wind wall to block the arrow (and any future arrows, hopefully). The other Bralani is going to try to stop the creature from advancing forward. It can fly 100' (perfect) and use its gust of wind once the creature gets closer.

    Having quickly cast a few spells, Garnup goes back to hiding.

    Grasping Hand
    Spoiler
    Show

    CL 24. CL vs SR 28.

    First hand:
    Caster level check versus spell resistance: (1d20+28)[39]
    Attack roll: 24+10+10-1=41, (1d20+41)[2](43)
    Grapple check: 24+10+10+4=46, (1d20+46)[63]

    Second hand:
    Caster level check versus spell resistance: (1d20+28)[30]
    Attack roll: 24+10+10-1=41, (1d20+41)[2](43)
    Grapple check: 24+10+10+4=46, (1d20+46)[47]

    If the first hand grapples successfully, the second hand's attack roll automatically succeeds.

    The creature is allowed a Will save (DC 30) per hand to recognize the hand as a Shadow Conjuration, in which case any special effects are only 90% likely to work if it makes the Will save. I'm not sure that grappling counts as a special effect? Your call.

    If the creature is grasped by the hand, does it still fall? Can it still change direction? What happens if the hand and it have different ideas about "down"?

    Metamagic adjustments:
    -1 metamagic cost for silent image (Arcane Thesis)
    -1 metamagic cost for Twin Spell (Practical Metamagic)
    -1 metamagic cost (Incantatrix's Improved Metamagic)

    Silenced Extended Empowered Twinned Heightened (to L8) silent image
    Starting level: 0 (cantrip)
    Silence: free via the Shadowcraft Mage's silent illusion ability
    Extended: +1 -2 => 0
    Empowered: +2 -2 => 0
    Twinned: +4 -3 => 1
    Heighted to L8: +9 -2 = 7

    Total: 7th level spell slot


    Bralanis
    Spoiler
    Show

    Basically the same as above, except it's a 6th level spell slot. On a successful Will DC 29 save, the special effects are only 70% likely to work (100% likely on a failed save).

    The gust of wind will also allow the creature a spell resistance check since this is a Shadow Conjuration:
    Caster level check versus spell resistance: (1d20+28)[44]


    Hiding
    Spoiler
    Show

    Hide: (1d20+49)[63] (includes +20 for invisibility and -20 for sniping)


    OOC: I hope I got all the math right! This was complicated...

  7. - Top - End - #7
    Dwarf in the Playground
     
    Daemon

    Join Date
    Dec 2004
    Location
    Greece
    Gender
    Male

    Default Re: The wizard challenge

    The crimson-feathered angel looks up at the two hands attack and dodges left then right, avoiding both attempts of the hands to get hold of her. Then, she looks up and notices the two summoned Eladrins, blinks across the intervening space and reappears right behind the first Bralani and smiles at him wickedly.

    Spoiler
    Show

    The hands do not pursue the target-but because that is unclear I'll give you the option either to have them revert automatically between you and her or you can direct them as you like normally.
    She blinks near the Bralani-you're not sure what she used to do so.
    wrandomd20really - (1d20)[16](16)
    crandomd20really - (1d20)[8](8)
    srandomd20really - (1d20)[3](3)
    IM IN UR WIZARD SCHOOL STABBIN UR HORCRUXES

  8. - Top - End - #8
    Dwarf in the Playground
    Join Date
    Feb 2006
    Location
    Dallas, TX
    Gender
    Male

    Default Re: The wizard challenge

    Teleportation is instantaneous travel through the Astral Plane. But we're on the Astral Plane. Does teleportation still work? :)

    I'm not 100% sure what you're saying about grasping hand. If it doesn't pursue, how can it ever grapple? The spell description says it gets one grapple attack per round.

  9. - Top - End - #9
    Dwarf in the Playground
     
    Daemon

    Join Date
    Dec 2004
    Location
    Greece
    Gender
    Male

    Default Re: The wizard challenge

    Spells that use the Astral still work on the Astral-otherwise if you entered the Astral with a plane-shift or a Gate you wouldn't be able to get back. Teleportation however does not work on extradimensional spaces.

    What I'm saying about the hands is this:
    This floating, disembodied hand then moves to remain between the two of you, regardless of where you move or how the opponent tries to get around it
    either they redirect automatically between you and the target as it says in the spell description (and not at an angle) or you have to use a move action to redirect them how you want. (e.g. if you want them at an angle).
    They get a grapple attack once per round, yes-I was talking about the angle at which they attack. If you don't want the hands to give away your location, use a move action to redirect them instead of having them move automatically.
    IM IN UR WIZARD SCHOOL STABBIN UR HORCRUXES

  10. - Top - End - #10
    Dwarf in the Playground
    Join Date
    Feb 2006
    Location
    Dallas, TX
    Gender
    Male

    Default Re: The wizard challenge

    Kaboom

    Since his nemesis can teleport anyway, Kaboom dismisses the grasping hands (oops).

    The two Bralanis readied actions failed to apply, so round 1 is now over, right?

    Round 2:

    The first Bralani (adjacent to the creature), seeing how easily it dodged the impressive grasping hands, changes to its alternate form (a whirlwind) and
    retreats 100', toward the second Bralani. The second Bralani again readies a wind wall should the creature use its bow.

    Kaboom grins and casts Mage's Disjunction on the point where the first Bralani was a moment ago.
    Spoiler
    Show

    CL 21

    Any spell or spell-like buffs are automatically dispelled.

    Each magic item must make a DC 29 Will save or become a normal item.


    Then he quietly casts another silent image to conjure two Spheres of Ultimate Destruction on either side of the creature.
    Spoiler
    Show

    Spheres of Ultimate Destruction are from Complete Arcane, page 123.

    Kaboom uses his Residual Metamagic to apply the Heighten +8 from last round to this silent image for free.

    He applies it to Twinned Empowered Heightened (+2) silent image, which is a 1st level spell slot. Adding the +8 makes it a Twinned Empowered Heightened (+10) silent image.

    Since they're heightened to 10, the creature can make a Will save to take 100% damage. :P

    CL 24 (28 for overcoming SR)

    The spheres last for 48 rounds and have a fly speed of 30'.


    The two spheres attack the creature.
    Spoiler
    Show

    Sphere1:
    overcome SR: (1d20+28)[33]
    Ranged touch attack: (1d20+21)[5](26)
    Damage: (40d6)[5][3][3][5][5][3][2][6][6][6][6][4][4][3][3][1][6][2][5][5][3][6][1][6][5][5][5][1][6][6][2][4][3][5][3][2][1][4][1][6](158)
    Fortitude DC 32 to reduce to first 5d6
    Empowered, so multiply damage by 1.5

    Sphere2:
    overcome SR: (1d20+28)[38]
    Ranged touch attack: (1d20+21)[1](22)
    Damage: (40d6)[3][6][3][6][1][2][1][6][6][3][5][6][3][3][5][1][4][4][1][5][2][4][4][4][5][4][1][6][4][4][6][6][4][2][6][4][4][6][4][3](157)
    Fortitude DC 32 to reduce to first 5d6
    Empowered, so multiply damage by 1.5

    If the creature is reduced to 0 HP, it's disintegrated.


    Then he hides again.
    Spoiler
    Show

    Hide: (1d20+49)[58] (includes +20 for invisibility and -20 for sniping)

  11. - Top - End - #11
    Dwarf in the Playground
    Join Date
    Feb 2006
    Location
    Dallas, TX
    Gender
    Male

    Default Re: The wizard challenge

    Ugh. That's 4 crappy attack rolls in a row! At least they're touch attacks...

  12. - Top - End - #12
    Dwarf in the Playground
     
    Daemon

    Join Date
    Dec 2004
    Location
    Greece
    Gender
    Male

    Default Re: The wizard challenge

    As the wave of magic-killing energies reaches the red-winged angel, she is taken through a glimmering doorway, avoiding the disjunction entirely. As the two orbs of black void reach her she dodges twice, almost human-fast this time, and both of them miss. After dodging the much more accurate hands of force a few moments before, this seems like child's play for her.

    The two Bralani retreat, one of them assuming its alternate form, the other prepaing to stop any ranged attack.

    The angel takes a careful look around the area but again fails to notice her target. She frowns in irritation then looks again at the to eladrins and... does nothing.

    Spoiler
    Show

    Rolled the will saves and the attacks just in case I needed them for this post-but she failed to detect you and thus she couldn't attack and the anti-disjunction preparations soaked up the disjunction.
    Last edited by Ramos; 2008-04-18 at 03:52 PM.
    IM IN UR WIZARD SCHOOL STABBIN UR HORCRUXES

  13. - Top - End - #13
    Dwarf in the Playground
     
    Daemon

    Join Date
    Dec 2004
    Location
    Greece
    Gender
    Male

    Default Re: The wizard challenge

    willbw - (1d20)[6](6)
    willbt - (1d20)[1](1)
    willbr - (1d20)[18](18)
    willrb - (1d20)[18](18)
    willrg - (1d20)[13](13)
    willwn - (1d20)[6](6)

    clc - (1d20)[13](13)
    sp - (1d20)[16](16)
    wl - (1d20)[6](6)

    attack1 - (1d20+40)[13](53)
    attack2 - (1d20+40)[14](54)
    attack3 - (1d20+40)[12](52)
    attack4 - (1d20+35)[9](44)
    attack5 - (1d20+30)[14](44)
    attack6 - (1d20+25)[4](29)
    IM IN UR WIZARD SCHOOL STABBIN UR HORCRUXES

  14. - Top - End - #14
    Dwarf in the Playground
    Join Date
    Feb 2006
    Location
    Dallas, TX
    Gender
    Male

    Default Re: The wizard challenge

    Spellcraft and knowledge checks:
    Spoiler
    Show

    To identify the mechanism the creature used to teleport: (1d20+35)[43]
    To identify the doorway she used to avoid the disjunction: (1d20+35)[51]

    (+2 for illusions; -5 for Enchantment, Evocation, or Necromancy)

    You're going to have to explain this creature and what it's doing when this is all over. I have to say that I'm quite mystified as to why the disjunction didn't destroy the glimmering doorway, for example.

    Also, Knowledge (the planes) check to identify features of the creature: (1d20+12)[19]


    The two spheres attack again:
    Spoiler
    Show

    Sphere1:
    overcome SR: (1d20+28)[31]
    Ranged touch attack: (1d20+21)[16](37)
    Damage: (40d6)[3][5][3][5][3][6][5][2][3][4][6][5][6][1][3][2][5][1][5][4][5][5][3][1][2][4][3][1][6][4][5][3][2][2][1][5][2][6][6][4](147)
    Fortitude DC 32 to reduce to first 5d6
    Empowered, so multiply damage by 1.5

    Sphere2:
    overcome SR: (1d20+28)[39]
    Ranged touch attack: (1d20+21)[17](38)
    Damage: (40d6)[3][3][6][5][5][5][5][3][2][4][2][5][4][4][2][6][4][2][3][3][4][5][5][5][3][6][5][2][4][2][1][6][5][1][4][3][6][3][6][2](154)
    Fortitude DC 32 to reduce to first 5d6
    Empowered, so multiply damage by 1.5


    The whirlwind Bralani moves 80' towards the creature and uses a whirlwind attack.
    Spoiler
    Show

    Damage: (3d6)[14]
    Reflex DC 16 for half damage


    The other Bralani continues to ready a wind wall.

    If the creature is delaying its initiative and does something in the middle here, then the sphere(s) and/or Bralani may do something different in response.

    I'll post Kaboom's actions this round after I get the results of the Spellcraft and Knowledge checks and see how the spheres and the Bralani did.

  15. - Top - End - #15
    Dwarf in the Playground
     
    Daemon

    Join Date
    Dec 2004
    Location
    Greece
    Gender
    Male

    Default Re: The wizard challenge

    Kaboom realises the "angel" must be using some sort of innate teleportation ability and thus is not an angel at all-but rather a demon or devil. He also realises that a dimension door was used to avoid the disjunction-and that the fiend must have either prepared a special contingency against the disjunction or otherwise have anticipated such an attack and prepared to counter it.

    His thoughts are disturbed by the two spheres missing spectacularly again and, even more alarming, from the eladrin he ordered to attack not obeying his orders at all...

    Spoiler
    Show

    You're going to have to explain this creature and what it's doing when this is all over. I have to say that I'm quite mystified as to why the disjunction didn't destroy the glimmering doorway, for example.
    Either a d-door contingency against disjunction (via craft contingent spell which is noncore) or a readied action can foil disjunction easily. The contingency counts as a slotless item that costs 1400 gp and you can have up to 1 contingency per HD. The readied action requires being able to cast d-door (or have a wand or other item to do it) and ready an action (which is core). Given that the creature is fully SRD with the exception of a couple of feats, you should bet on the readied action.

    Also, you should probably realise by now that your two aides are mind-controlled. I'm telling you because you'll succeed to the spellcraft check anyway.
    IM IN UR WIZARD SCHOOL STABBIN UR HORCRUXES

  16. - Top - End - #16
    Dwarf in the Playground
    Join Date
    Feb 2006
    Location
    Dallas, TX
    Gender
    Male

    Default Re: The wizard challenge

    Quote Originally Posted by Ramos View Post
    Either a d-door contingency against disjunction (via craft contingent spell which is noncore) or a readied action can foil disjunction easily. The contingency counts as a slotless item that costs 1400 gp and you can have up to 1 contingency per HD.
    Craft contingent spell is plausible, though very cheesy. Even the wizard-optimization guides say not to use it. ;-) It'd be 4400 gp, though, since the caster has to be at least 11th level to get the craft contingent spell feat.

    The readied action requires being able to cast d-door (or have a wand or other item to do it) and ready an action (which is core). Given that the creature is fully SRD with the exception of a couple of feats, you should bet on the readied action.
    That only works if the creature has some way to know that Kaboom was casting disjunction. Readying an action doesn't make you omniscient :-)

    Also, a Touch AC higher than 38 is... unusual. Even a fully equipped 20th-level rogue or monk typically doesn't even have a Touch AC that high.

    Kaboom's actions coming up soon.

  17. - Top - End - #17
    Dwarf in the Playground
     
    Daemon

    Join Date
    Dec 2004
    Location
    Greece
    Gender
    Male

    Default Re: The wizard challenge

    That only works if the creature has some way to know that Kaboom was casting disjunction. Readying an action doesn't make you omniscient :-)
    That's true. But you're forgetting arcane sight. And true seeing. And she has both.

    Also, a Touch AC higher than 38 is... unusual. Even a fully equipped 20th-level rogue or monk typically doesn't even have a Touch AC that high.
    Also true. But remember that many demons/devils have base ability scores considerably higher than a human.
    IM IN UR WIZARD SCHOOL STABBIN UR HORCRUXES

  18. - Top - End - #18
    Dwarf in the Playground
    Join Date
    Feb 2006
    Location
    Dallas, TX
    Gender
    Male

    Default Re: The wizard challenge

    Quote Originally Posted by Ramos View Post
    That's true. But you're forgetting arcane sight. And true seeing. And she has both.
    I don't see how that helps. Arcane sight lets her see the auras of persistent magic effects. disjunction is instantaneous, so no help there.

    True seeing might help her see Kaboom, which might help her make a Spellcraft check to identify what he's casting (if she actually has ranks in Spellcraft!), except that he has nondetection and it seems clear from her actions that she has been unable to locate Kaboom.

    Also true. But remember that many demons/devils have base ability scores considerably higher than a human.
    A typical devil has 21 Dex and a halfing rogue will have 20 Dex. Same modifier to AC. :P

  19. - Top - End - #19
    Dwarf in the Playground
    Join Date
    Feb 2006
    Location
    Dallas, TX
    Gender
    Male

    Default Re: The wizard challenge

    Kaboom

    Kaboom silently channels the arcane power coursing through his veins to summon several Coure Eladrins (BoED, 168). One appears near the humanoid Bralani, one appears near the whirlwind Bralani, and the rest appear practically on top of the devil. They are all in their incorporeal form.
    [spoiler]
    The Coure are Tiny and most of the appear in the devil's square.

    BoED lists them as a Summon Monster III creature. Kaboom uses a twinned empowered Summon Monster V (via shadow conjuration) to summon:
    (1d4+1)[3]*1.5 + (1d4+1)[3]*1.5 of them.

    The pure holiness of the Eladrins washes over the minds of the Bralanis, freeing them from their enchantment.
    Spoiler
    Show

    The Coure Eladrins have perpetual Magic Circles against Evil, which suppresses the mind control (but the Bralanis now have to stay within 10' of one the Coure Eladrins).

    As a perk, they all also get +2 on AC and saves versus evil creatures.


    The humanoid Bralani and the Coure Eladrin near it, both close with the devil.
    Spoiler
    Show

    This requires two move actions by the Coure. The Bralani and this Coure are in squares adjacent to the devil.


    The whirlwind Bralani and the Coure Eladrin near it, also close with the devil.
    Spoiler
    Show

    The devil gets an attack of opportunity against this Coure as it enters the devil's square. The Bralani is adjacent to the devil.


    The Coure collectively blast the area with faerie fire (one per Coure), in case the devil is using some kind of displacement.

    The freed Bralani, who apparently are a little slow on the uptake today, finally realizes that on the Astral Plane their spell-like abilities are quickened. The two Bralanis each fire a lightning bolt at the devil.
    Spoiler
    Show

    The Coure and Bralanis all have electricity immunity, so cross-fire is not a problem.

    Overcome SR: (1d20+6)[19]
    Electric Damage: (6d6)[19]
    Reflex DC 16 for half damage

    Overcome SR: (1d20+6)[19]
    Electric Damage: (6d6)[29]
    Reflex DC 16 for half damage


    Kaboom decides to pull out the "big swords" and summons two empowered Black Blades of Disaster (SPC 29) adjacent to the devil. The Coure and Bralani all aid the attack of one of the Black Blades.
    Spoiler
    Show

    I need to see how many Coure were summoned before I can compute the attack roll.

  20. - Top - End - #20
    Dwarf in the Playground
    Join Date
    Feb 2006
    Location
    Dallas, TX
    Gender
    Male

    Default Re: The wizard challenge

    Aid another:
    Spoiler
    Show

    Okay, Kaboom got 8 Coure out of that. One of them had to spend two move actions to get nearby, so it can't Aid Another. The other 7 Coure and the 2 Bralani Aid Another. They have to hit AC 10 to aid, which basically means they succeed unless they auto-fail on a 1 since they all attack at +11.

    Aid rolls: (9d20)[3][20][2][12][19][1][9][8][7](81)

  21. - Top - End - #21
    Dwarf in the Playground
    Join Date
    Feb 2006
    Location
    Dallas, TX
    Gender
    Male

    Default Re: The wizard challenge

    The Black Blades of Disaster:
    Spoiler
    Show

    CL 24 (28 vs SR)

    1 Coure botched his Aid another, which leaves 8 successful Aid Another's for a +16 bonus to attack by one of the blades. The spell defines them as having an attack bonus equal to the caster's BAB (+10) plus their Int bonus (+10).

    In addition to being a touch attack, the Blades "pass through any magical barrier equal to or less than its spell level" (level 10 in this case) so those rings of protection or whatever will do the devil no good!

    Blade #1: (aided)
    Overcome SR: (1d20+28)[39]
    Melee Touch Attack: [rollv]1d20+36/rollv]
    Force Damage: (40d6)[4][6][4][4][4][1][2][6][2][4][3][3][1][5][6][6][5][1][1][6][4][2][3][3][1][4][6][2][2][1][5][5][6][3][3][3][3][5][2][4](141)

    Blade #2:
    Overcome SR: (1d20+28)[34]
    Melee Touch Attack: (1d20+20)[15](35)
    Force Damage: (40d6)[6][3][3][6][2][2][1][2][1][4][4][4][6][5][2][5][6][3][5][4][2][5][1][5][1][3][3][3][6][5][1][6][1][4][5][3][5][5][4][6](148)

    Fortitude DC 32 to take only the first 5d6 of damage.
    Empowered, so multiply any damage by 1.5
    The blades disintegrate the creature if it is reduced to 0 HP


    Also, Kaboom hides.
    Spoiler
    Show

    Hide: (1d20+49)[55]

  22. - Top - End - #22
    Dwarf in the Playground
    Join Date
    Feb 2006
    Location
    Dallas, TX
    Gender
    Male

    Default Re: The wizard challenge

    Roll to replace botched typo: (1d20+36)[5](41)

  23. - Top - End - #23
    Dwarf in the Playground
    Join Date
    Feb 2006
    Location
    Dallas, TX
    Gender
    Male

    Default Re: The wizard challenge

    Grr. Kaboom activates his Gloves of Fortunate Striking (immediate action) to reroll that attack roll:
    (1d20+36)[18](54)

  24. - Top - End - #24
    Dwarf in the Playground
     
    Daemon

    Join Date
    Dec 2004
    Location
    Greece
    Gender
    Male

    Default Re: The wizard challenge

    The she-fiend dodges the lightning bolts with ease, not that they could overcome her defences to magic, but this time the small army of celestials do everything they can to hamper her movements and distract her and thus one of the black spheres finds the edge of her wing and sears away half a dozen feathers.

    The she-fiend seems enraged and rapidly vanishes from the midst of the celestials and reappears at Kaboom's other side some thirty feet away and fires no less than six arrows one after another. Unfortunately for her, she botches most of the shots and Kaboom's defences are more formidable than she expected. Every arrow except one is deflected away and a crystal pulses on Kaboom's robe, his hand moves on its own accord, and the arrow is deflected harmlessly away. The she-fiend shouts out at the Astral winds

    Foolish mage. Whatever Asmodeus marks, dies. There is no escape. Not even if you call forth the celestial hosts to defend you.


    Spoiler
    Show

    Crap. Rolled really crappy attacks and your crystal deflects the arrow that passed. At least now the spheres and eladrins are some 90 ft away from her. As for your nondetection, it never stopped the supernatural true seeing she has and you cast a ton of spells on the exact same spot without moving later. Spells not only radiate auras by themselves (which the nondetection hides for the spells on you and the other spells that aren't hidden aren't in your location) but also leave residual auras on the area they were cast-sometimes for days (which the nondetection doesn't hide because they're on the area and not on you). So, every single time you cast a spell, you leave a residual aura in the area for days, flashing your location.
    IM IN UR WIZARD SCHOOL STABBIN UR HORCRUXES

  25. - Top - End - #25
    Dwarf in the Playground
    Join Date
    Feb 2006
    Location
    Dallas, TX
    Gender
    Male

    Default Re: The wizard challenge

    The she-fiend dodges the lightning bolts with ease, not that they could overcome her defences to magic, but this time the small army of celestials do everything they can to hamper her movements and distract her and thus one of the black spheres finds the edge of her wing and sears away half a dozen feathers.
    Sooo... one of the blades (not spheres) hit, but she made her Fort save?

    As for your nondetection, it never stopped the supernatural true seeing she has and you cast a ton of spells on the exact same spot without moving later.
    That's... highly dubious. The description of nondetection explicitly states that it works not just on spells but also on magic items, so it would seem extraordinary that there is a carve-out for spell-like abilities.

    More importantly, the SRD entry on spell-like abilities says "a spell-like ability functions just like a spell" and "a spell-like ability can be disrupted just as a spell can be".

    Even supposing the devil could see Kaboom (which seems at odds with the creature grimacing in frustration at being unable to find him?), it would still need to make a DC 29 spellcraft check to recognize that he's casting disjunction.

    Spells not only radiate auras by themselves (which the nondetection hides for the spells on you and the other spells that aren't hidden aren't in your location) but also leave residual auras on the area they were cast-sometimes for days (which the nondetection doesn't hide because they're on the area and not on you). So, every single time you cast a spell, you leave a residual aura in the area for days, flashing your location.
    According to the description of dispel magic, "a magical aura lingers after its original source dissipates (in the case of a spell)". I assume that's what you are referring to. So, when a spell ends, there is an aura where the spell ended.

    So, there is an aura where the grasping hands were and an aura where the disjunction went off. That's it.

    Is there some other place in the rules that states that a magic aura is produced at the spellcaster's location? I am aware of no such rule, but perhaps I have missed something.

  26. - Top - End - #26
    Dwarf in the Playground
     
    Daemon

    Join Date
    Dec 2004
    Location
    Greece
    Gender
    Male

    Default Re: The wizard challenge

    Spoiler
    Show

    The true seeing is supernatural-many fiends have that. It is neither spell nor spell-like even if it works like the spell. You automatically fail against her bluff check so I didn't bother to roll-the plan was to exhaust spell slots by using spells that didn't reveal your position for a few rounds and, in case you summoned, for her to use her charm monster to steal away your summons until she had a few allies.

    As for the auras, any instantaneous spells you cast would leave an aura on you-lasting spells wouldn't. The arcane sight was kind of secondary here (given her true seeing) but I just mentioned it so you'd know (many people miss that).

    The DC 29 spellcraft check is automatic success so I didn't bother to roll.
    IM IN UR WIZARD SCHOOL STABBIN UR HORCRUXES

  27. - Top - End - #27
    Dwarf in the Playground
    Join Date
    Feb 2006
    Location
    Dallas, TX
    Gender
    Male

    Default Re: The wizard challenge

    Kaboom

    Kaboom meditates for a brief moment, and maintains concentration on the Black Blades of Disaster.
    Spoiler
    Show

    Swift action to recall disjunction using his Vest of Arcane Might. :-)


    The host of Eladrin try to decide that the devil is the source of gravity, and dive toward him.
    Spoiler
    Show

    Wisdom checks, DC 16
    2 Bralani: (1d20+2)[7], (1d20+2)[16]
    8 Coure: (1d20)[19], (1d20)[9], (1d20)[19], (1d20)[6], (1d20)[17], (1d20)[2], (1d20)[9], (1d20)[16],

    Any who succeed can dive as a move action (twice their fly speed), which is enough to close with the devil. The Coure are tiny and all try to move into the devil's square.

    Any who fail will just fly toward the devil at their normal fly speed (which is not enough to close).


    The two Spheres of Ultimate Destruction are slow, they fly 30' toward the devil.

    The two Black Blades of Disaster move instantly and attack with aid from whoever is nearby.
    Spoiler
    Show

    I'll post a follow-up once I see how many successfully oriented their sense of gravity.


    Kaboom, using some of the menagerie as cover, hides.
    Spoiler
    Show

    Hide: (1d20+49)[52] (assuming that true seeing trumps nondetection; otherwise an extra +20)

  28. - Top - End - #28
    Dwarf in the Playground
    Join Date
    Feb 2006
    Location
    Dallas, TX
    Gender
    Male

    Default Re: The wizard challenge

    Quote Originally Posted by Ramos View Post
    The true seeing is supernatural-many fiends have that. It is neither spell nor spell-like even if it works like the spell.
    Woops. Good point; I had assumed it was a spell-like ability. I still think it's dubious though since nondetection even blocks magic items. :P I'm willing to run with it, though.

    You automatically fail against her bluff check so I didn't bother to roll-the plan was to exhaust spell slots by using spells that didn't reveal your position for a few rounds and, in case you summoned, for her to use her charm monster to steal away your summons until she had a few allies.
    Okay, okay, that does make sense. You fooled me. :-)

    As for the auras, any instantaneous spells you cast would leave an aura on you-lasting spells wouldn't.
    Where is that in the rules?

  29. - Top - End - #29
    Dwarf in the Playground
    Join Date
    Feb 2006
    Location
    Dallas, TX
    Gender
    Male

    Default Re: The wizard challenge

    Black Blades of Destruction
    Spoiler
    Show

    Blade #1 with aid from 5 Eladrin:
    Melee Touch Attack: (1d20+30)[8](38)
    Force Damage: (40d6)[4][6][4][3][3][2][1][3][1][2][4][5][2][3][3][6][1][3][1][4][4][2][2][4][1][2][2][2][6][3][5][4][2][2][1][5][3][1][1][4](117)

    Blade #2:
    Melee Touch Attack: (1d20+20)[8](28)
    Force Damage: (40d6)[5][2][4][2][5][4][2][1][4][6][5][5][1][3][6][3][4][2][2][6][6][6][2][1][6][6][3][1][1][6][3][6][2][1][1][1][4][3][2][2](135)

    They still bypass any magical defenses less than the spell level (10).
    Fortitude DC 32 to take only the first 5d6 of damage.
    Empowered, so multiply any damage by 1.5

  30. - Top - End - #30
    Dwarf in the Playground
    Join Date
    Feb 2006
    Location
    Dallas, TX
    Gender
    Male

    Default Re: The wizard challenge

    Oh, and the Bralani that did not get close enough to Aid Another readies a Wind Wall. You can assume that any Bralani that doesn't explicitly use a standard action, spends the standard action on readying a Wind Wall.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •