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  1. - Top - End - #181
    Orc in the Playground
     
    Incendius's Avatar

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    Default Re: Servants of the Fallen IC

    Vervasi

    "Annoying. Stealth is impossible." Vervasi mutters to herself, before charging back into battle.

    Spoiler
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    Edit: That was wierd... my entire post was deleted and I had to manually go back and enter in the rolls in order


    Vervasi uses her move action (160 ft), then her bounding assault if she needs (another 160ft) to move through the repulsion field and attack the mage woman. Again, if there are other protections she uses her blindsense to tell her where the mage is. At the end of the turn, if her 320 ft movement is enough, she will use the repulsion field to aid her in one last jump, using the effects along with her remaining movement to propel her away. If her 320 feet movement is enough along with the repulsion field as an aid to getting away, she will hide amongst the walls of the cavern like usual.

    She will use acrobatic backstab on her second attack, to make it a flat footed attack, and she will use a trip attempt on her first attack (which if it fails she will not use it again.) If the elven woman does not go down after that, she will use a swift action to activate her skirmisher boots to gain an extra attack, and use that.

    hide - (1d20+35)[48] (Possibly Not Applicable depending on movement)
    Reflex Save One[/roll - (1d20+19)[36]
    Reflex Save Two[/roll - (1d20+19)[38]
    Reflex Save Three[/roll - (1d20+19)[28]
    Reflex Save Four[/roll - (1d20+19)[28]


    Trip Attack Prior Attack One - (1d20)[9]+ 7 Strength, + 1 Enhancement, +2 Acrobatic Attack, +2 Charge, +5 Bardic Music, +13 BAB = +30

    Trip Attempt - (1d20)[13] +7 Strength, +2 Armbands of Might, +4 Improved Trip, +4 Battle Jump = +17


    Attack One - (1d20)[20] + 7 Strength, + 1 Enhancement, +2 Acrobatic Attack, +2 Charge, +5 Bardic Music, +13 BAB, - 4 PA = +25

    Concealment One - (1d100)[75]

    Weapon Damage One - (3d10)[12] + Skirmish Damage One - (6d6)[23] + 3 * (10 Strength, 1 Enhancement, 7 Leading the Charge, 5 Bardic Music, 4 Raptor School, 2 Acrobatic Attack, 2 Skirmisher Boots, 2 Armbands of Might) + 5 * (4 Power Attack) = 113


    Flat Footed Attack Two - (1d20)[10] + 7 Strength, + 1 Enhancement, +2 Acrobatic Attack, +2 Charge, +5 Bardic Music, +8 BAB, - 4 PA = +21

    Concealment Two - (1d100)[95]

    Weapon Damage Two - (3d10)[15] + Skirmish Damage Two - (6d6)[16] + 3 * (10 Strength, 1 Enhancement, 7 Leading the Charge, 5 Bardic Music, 4 Raptor School, 2 Acrobatic Attack, 2 Skirmisher Boots, 2 Armbands of Might) + 5 * (4 Power Attack) = 113


    Attack Three - (1d20)[4] + 7 Strength, + 1 Enhancement, +2 Acrobatic Attack, +2 Charge, +5 Bardic Music, +13 BAB, - 4 PA = +25

    Concealment Three - (1d100)[14]

    Weapon Damage Three - (3d10)[14] + Skirmish Damage Three - (6d6)[22] + 3 * (10 Strength, 1 Enhancement, 7 Leading the Charge, 5 Bardic Music, 4 Raptor School, 2 Acrobatic Attack, 2 Skirmisher Boots, 2 Armbands of Might) + 5 * (4 Power Attack) = 113

    Last edited by Incendius; 2008-11-12 at 05:54 AM.

  2. - Top - End - #182
    Orc in the Playground
     
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    Critical Confirmation for Attack One, which will increase the multipliers in attack one (x3, x5) to (x5, x7) for a total of +188 Extra Damage, and another +8 from weapon damage (from OOC) for a total of +231 Damage for the attack

    (1d20+25)[30]
    Last edited by Incendius; 2008-11-12 at 06:17 AM.

  3. - Top - End - #183
    Titan in the Playground
     
    Jack_Simth's Avatar

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    Marassa switches over to her first language, Elvish, to continue her conversation with the brown elf in relative privacy
    Spoiler
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    "THERE WAS NO BETRAYAL!"
    Which is followed by a very brief pause, and another phrase in elvish
    Spoiler
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    "... but by rights you should have no knowledge of events at all..."

    Marassa quickly zips down down past the 20-foot radius sphere of repulsion, dropping her hands underground where the effect will not have Line of Effect to her rings, and casts a Resilient Sphere on herself in such a way that both Marassa and the brown elf, but not the metal box which is the prize, are contained within the 13-foot diameter of the Sphere.

    Marassa then continues in Elvish, tilting her head down so that her hood covers her face, and nobody outside the sphere has a line to her mouth to lip-read:
    Spoiler
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    "It strikes me that you've maybe been trying to get my attention... well you've got it, now; what do you know that might be worth forfeiting my fee from the Arcane Brotherhood?"


    Mechanics:
    Spoiler
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    30-foot fly (Perfect), and the repulsion effect only extends 20 feet. Resilient Sphere has both a save and SR... so she's targeting herself to cause the virtually indestructible Wall of Force to bypass both save and SR, keeping the brown elf close enough in the doing that she's contained, as well.

    Concentration check to avoid provoking from the casting: (1d20+31)[45]
    Ignoring any AoO's from movement (auto-pass for a 17th level spell, mind, but I'm rolling anyway, just for grins...).

    Bluff Check, if it's required: (1d20+31)[36]
    Of course, by the time I finish this post, it will already be obsolete. C'est la vie.

  4. - Top - End - #184
    Bugbear in the Playground
     
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    Default Re: Servants of the Fallen IC

    Szeth

    ----This depends on if the carriage is completely inside the repulsion bubble, or not.----

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    Reflex saves -only fail and take damage on a nat 1
    (1d20+20)[8](28)
    (1d20+20)[19](39)
    (1d20+20)[14](34)
    (1d20+20)[3](23)


    If the Carriage is inside the repulsion bubble Szeth slips unseen around to the ambassador's rear side. Ensuring that he is close and hidden he unleashes a blast of power at her.
    Spoiler
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    Hide (1d20+34)[2](36) add +20 for invis
    EB - No Save No SR
    hit (1d20+21)[9](30)
    cc (1d20+21)[14](35)
    damage (3d6)[10]
    SA (8d6)[27] +2 STR dam


    If the carriage is not completely covered, Szeth slides around the side examining it for a door or window. If it is open he will slip inside, if not he will open it.
    Spoiler
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    Hide (1d20+34)[35] add +20 for invis
    Search (1d20+24)[28]
    Spot (1d20+23)[41]
    Not attempting to Disable Device if it is trapped, he will just roll with the punches.
    Open Lock (1d20+23)[30] - use the Opening Tap Skill trick to open it as a swift action
    Excellent Avatar of Uri by Retun of Lanky (Aka Lanky Bugger)

  5. - Top - End - #185
    Barbarian in the Playground
     
    Whiplord's Avatar

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    Eclipse

    With a howl of fury, Eclipse curses loudly in both Infernal and Abbsyal, before throwing an arm out towards the attacking pikemen. After throwing an inferno into the midst of the footman, he turns back to the elf, and speaks in her own tongue again. "You are exhausted witch. Your time has come. Give in..."

    Spoiler
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    Spells Expended:
    Dimensional Lock
    Divine Power
    Avasculate
    Earth Reaver

    Inspiration Points:
    0

    Active Buffs: Divine Power (7), Haste, Bardic Morale Boost

    Eclipse will cast Earth Reaver into the midst of the pikemen. It's another 20ft radius spell, so he will attempt to position it to hit as many enemies as he can without hitting any of his teammates. The spell does 3d6 Fire, and 4d6 damage from rock shards (technically untyped I believe). There is no save for the damage. A DC 25 Reflex save must be made or they will be knocked prone.

    Fire Damage - (3d6)[9]
    Rock Damage - (4d6)[13]
    Avatar by rtg0922! <3

    Eclipse, Servant of the Dark God. Servants of the Fallen
    Necrosis
    , True Necromancer, Unbound
    Xxzyx
    , Impure Prince, Seas of Change, Winds of Fate
    Quintillius, Paladin of the Red Knight, Run to the North

  6. - Top - End - #186
    Barbarian in the Playground
     
    RogueGuy

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    Gerard

    Gerard dodges and uses his armor to deflect the advances of the pike man. An anger is beginning to build with him, the sensation is still a novel one for him, anger was pleasantly absent in his previous life, but it fuels him.

    He glances at the elf, holding herself up on her staff and says in a low growling voice (speaking in infernal) "I do not know how you are protecting yourself elf, but I will piss on your corpse before the day is through."
    Annoying Gamer says - Hollywood is sooooooooo unoriginal. Hey, check out my dual wielding drow Drazzit!

    Annoying Gamer says - My level 1 character's background is pretty complex. After fighting in the three great wars, he was forced to return home and kill an elder dragon single handily.

  7. - Top - End - #187
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    Zen-Ort
    HP: 126/179 AC: 36 T: 19 FF: 29 (-2 Charging) DR 10/M SR 23

    With a feral roar the gargoyle collects himself after having been so rudely thrown back. Shards of granite flake off from his body as he lunges at the nearest pikeman, relying on his massive strength and spiritual power to slam the warrior back into another and send them barreling to the ground.

    Mechanics:
    Spoiler
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    Charging reduces AC by 2.
    Bull Rush the closest available Pikeman.
    Using Directed Bull Rush from Shock Trooper he will attempt to also move him/her/it five feet left or right with each square moved back to set up for a Domino Rush.
    Domino Rush, also from Shock Trooper, allows him to bull rush one Pikeman into another and make a free trip attempt. No one may react to this trip attempt.
    Improved Bull Rush disallows the AoO from the defender.
    Any nearby pikemen have a 25% chance to hit the bull-rush target instead of me if they take an AoO.
    Charging Bull Rush
    +5 base strength check.
    +2 Charging
    +4 circumstance from Sphinx Claws.
    +4 Improved Bull Rush feat.
    Bull Rush check: (1d20+15)[24]
    Trip attempts against each Pikeman.
    +5 base strength
    +4 circumstance from Sphinx Claws
    (1d20+9)[26], (1d20+9)[22]

    Incarnum Details:
    Spoiler
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    Essentia:12 (E=Essentia Invested) Capacity 3, +1 for bold
    Soulmelds:
    [1] Shedu Crown: Immune to Bull Rush. +E competence to saves vs mind affecting effects.
    [3] Sphinx Claws: +1+E Competence bonus on strength ability checks and strength based skill checks
    [Bound]: Able to make a full attack after a charge.
    [0] Worg Pelt: 2+2E competence bonus on Hide and Move Silently checks.
    [4] Girallon Arms: 2+2E competence bonus on climb and grapple checks.
    [Bound]: Gain 1 primary and 3 secondar Claw attacks. +E Enhancement on claws.
    [4] Totem Avatar: Grants hit points equal to meldshaper level. These are not temporary and unshaping this soulmeld could stagger, render unconscious, or kill the totemist. Furthermore, +E enhancement on natural armor.
    [Bound]: +E morale bonus on damage rolls.
    [0] Dread Carapace: Allows for increasing the penalty to hit to increase damage on a one for one ratio (or 2 if bite). Starts at -1 +1/+2 and increases by -1 +1/+2 for each Essentia invested.
    [0] Threefold Mask of the Chimera: Immunity to being flanked. Also, +E competence bonus on search and spot checks.
    Never can find my towel...

    So it goes.

    GNU Terry Pratchett
    Forgot who did my avatar, sorry! >.<

  8. - Top - End - #188
    Bugbear in the Playground
     
    Rei_Jin's Avatar

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    Duensal

    Doing his best to dodge the firey explosions and survive, Duensal watches the pikemen move into position, and realises with grim certainty the foe that is marching against his allies. He calls out in infernal, trying to aid them...

    The soldiers are men wearing animated armor! Destroy their souls, not their bodies!

    ... and then moves to within range and points at the ambassador, uttering words of eldritch power towards her which have a very heavy weight, but almost no sound associated with them. He opens his mouth wide, and almost screams, but the words come out as a whisper, barely heard above the wind storm.

    Lanchsanka-aphorthy-kri-ami-soo!

    Spoiler
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    Reflex Saves against the explosions
    (1d20+16)[27] with evasion
    (1d20+16)[26] with evasion
    (1d20+16)[23] with evasion
    (1d20+16)[30] with evasion
    Move to within 60ft of the Ambassador, balance check
    (1d20+8)[20]
    if I actually need to move, then using Silent Caster against the Ambassador
    (1d20+52)[53] Truespeak check to affect her
    DC for me to use it is 15 + 2x her CR
    She gets a Will save of DC22 or she is affected by Silence for the next round
    If she has Spell Resistance, then my Caster Level check is
    (1d20+13)[33]

    (Note: I'm well aware that this probably won't work, but I have to try something)
    Last edited by Rei_Jin; 2008-11-12 at 10:29 PM.
    Quote Originally Posted by Starsinger View Post
    You sir, are my hero.

  9. - Top - End - #189
    Ogre in the Playground
     
    Ryuuk's Avatar

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    Default Re: Servants of the Fallen IC

    Otho

    HP 102/142
    AC 30/31
    Took 33 damage, Healed 5

    Dodging through the explosions, Otho is left only slightly scorched and flustered. Likewise, he seems to effortlessly dance through the pikeman's attacks. It looked like the others were dealing with the ambassador, it would be best for him to deal with the soldiers.

    The rush of enemies finally gets him to stop playing, ever so gently, he places the fiddle on the ground while dodging an incoming spear. It can be seen clearly now that the longsword he holds is the source of the music, resonating with every chord. Almost mockingly, he continue to dodge attacks while the bow on his right hand lifts the sword and sends it soaring, cutting through the ranks as it screams through the air. You do the same, help me deal with these annoyances, you already betrayed them, they want to your head as much as mine. Follow me, and your rewards will be plenty...

    Spoiler
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    Free: Gently drop the fiddle
    Standard: Cast Whirling Blade from the wand that he carries along with the bow. All enemies in a 60ft line recieve an attack from the longsword with the following bonuses:

    Attack: 1d20 + 10 Caster level + 9 Cha + 5 Morale + 1 Enhancement +1 Haste
    Damage: 1d8 + 9 Cha + 5 Morale + 5 Sonic (Crystal Echoblade) +1 Enhancement

    Move: Command the mage to help out with the crowd control, using the most effectve AoE spell possible. If possible, Otho will use a Bluff check to make the command sound better. (Check at +39)
    Will be edited by Ryuuk : Sometime in the future.

  10. - Top - End - #190
    Eldritch Horror in the Playground Moderator
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    Scanning his knowledge of the arcane, Barien remembers that spells of sonic energy are, like acid spells, exceptionally effective against inanimate objects given magical life. Still safe on the ledge above, he calls forth a blot of shadowstuff that he hurls down into the thickest knot of enemy pikemen he can see, where it explodes in a shrieking blast of punishing sonic force waves. His spell delivered, he ducks to conceal himself in the nearest patch of shadows.

    Spoiler
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    Spending a 5th level spell slot to imitate a Cacaphonous Burst at CL15th, 70% reality. 57 sonic damage to all enemies in a 20ft. radius burst - assuming they're ranked up tightly to use their pikes best, that could be as many as 60+ pikemen/armor suits. DC29 Will to disbelieve, DC29 Reflex for half.

    Making a Hide check with Hide in Plain Sight, check result of 53 minus whatever environmental penalties are in play.

    http://invisiblecastle.com/roller/view/1810898/
    http://invisiblecastle.com/roller/view/1810900/

  11. - Top - End - #191
    Troll in the Playground
     
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    Duensal hastily attempts to shut down the ambassador's magic with words of power but as soon as the incantation is complete, the language of Creation distorts and shatters in a discordant backlash. The ambassador, while too tired to use her magic at the moment, is still too powerful an individual to be affected by Duensal's attempt.

    Eclipse lashes out to the Earth with his magic and the ground heaves and shatters like a sea in a storm. Columns of stone and flame burst upwards, knocking the pikemen in one side of the ravine to the ground.

    Otho throws his sword towards the pikemen-seemingly a strange move... until the sword starts to whirl in the air and, propelled by magic and striking with considerable force. Still, the attack has little effect against the hardened "armor" of the pikemen.
    The mage Otho dominated takes a few steps forward reluctantly, obviously fighting against the command. But in the end his hands form the gestures of a spell for acid and the mage exhales a torrent of searing liquid upon the nearest pikemen like a black dragon. Some of the already weakened pikemen have their armor completely melt away then scream as the acid keeps burning through the flesh underneath. A dozen of them die horrible deaths.

    Barien's magic is equally effective. Deciding to blast the pikemen in the other side of the ravine, he conjures a burst of pure force transferred through vibrations in the air. The armor of fifty pikemen cracks in more than one place, another such blow possibly being able to shatter it altogether.

    Gerard taps upon the powers Bane granted him and conjures a wave of evil that washes all over the battlefield up to a range of forty feet. The pikemen nearby recoil from the magic, their non-living armor being able to absorb some but not all the effects. The mage Otho dominated sways and collapses under the weight of his robes and light battle armor as his strength is sapped from him.

    Seeing as the Pikemen are either knocked down, dying or momentarily incapacitated, Zen-Ort lashes out at those whose armor was weakened by Barien's magic. The weakened aminated shells cannot stand up against his blows and half a dozen pikemen are torn to shredds.

    Szeth sneaks closer to the ambassador. Surprisingly, the exhausted elven woman immediately realises something is wrong and begins to dodge even before Szeth shoots his bolt of magic at her. The bolt misses by about an inch, the ambassador's exhaustion and uneven footing limiting her ability to dodge.

    Vervasi puts in a burst of speed, jumping from behind the broken carriage and straight into the repulsion field. Continously moving, she swipes her halbert left to right. The elf attempts to dodge but Vervasi gets lucky and strikes anyway. The ambassador falls down and the warrior slams the halbert downwards. The star-strewn cloak the other woman wears becomes a whirlwind of sparks that deflect a great deal of Vervasi's blow as the elf dodges away and when the halbert finally strikes it meets the green robes that are hard as dragon-scales. Unfortunately for the ambassador, the halberd's tip finds its way under the robes through a seam and stabs her through her left kidney-or where the left kidney would be on a human shaped being. Red blood with a silvery gleam-definitely neither human nor elven-drenches the green robes but the amount of blood is surprisingly small for such a powerful blow.
    Vervasi decides to capitulate on that opportunity to knock the troublesome elf out or even kill her but subsequent blows miss as the elf dodges even before Vervasi swings, somehow reacting to attacks and ignoring feints and tricks even before Vervasi has performed them. Seeing the pain from her blow in the ambassador's eyes, Vervasi uses the repulsion to jump away before the sorceress blasts her to bits.

    For a moment furious at the surface elf for mocking her, Marassa uses her magic on herself to seal the two of them in a physically impenetrable bubble of force. She decides to strike up a conversation with the elf for her own reasons.
    The ambassador on her part nods at Marassa and reinforces the force bubble with one of her own. To Marassa's great surprise, the elf replies to her in drow sign, almost ensuring they won't be "overheard".
    *All in my family are exceptionally long-lived. My grandmother's mother was there when the maidens of your race gave themselves over to the Balor Wendonai and their half-demon children declared war on all other elven races. Family stories also tell of how the high mages of the time used their powers not to bind the demon-spawn alone but all the dark elves and cast them beneath the earth. Where you see no betrayal, I see two.*
    The ambassador glances at the black box behind her then back at Marassa and continues signing.
    *As for why you should betray the Arcane Brotherhood-if you even serve the Arcane Brotherhood-think of what human mages would do with an elven artifact of that time in their hands. For some of the runes on that box are elven, dating back to the early days of Illefarn when high magic was still strong in this region.*


    While the two elves converse sealed in their bubble of force, the carriages all open and five mages and ten knights come out of them. The pikemen and archers that can still act begin to fall back as the commander, an aging man more than six feet tall and in the heavy armor of the paladins of Torm shouts out:
    These foes are beyond any of you. Run. Swords are no more use here.

    Spoiler
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    54 damage to the ambassador by Vervasi.
    Spellcraft DC 34 to realise the ambassador benefits from Foresight and DC 30 to realise her cloak gives her the benefits of Starmantle.


    If all you have is a hammer, don't be lazy; be a blacksmith and start making more stuff.

  12. - Top - End - #192
    Titan in the Playground
     
    Jack_Simth's Avatar

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    Marassa replies briefly in elvish:
    Spoiler
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    "A pity - you know nothing of worth, and don't even have the right blood... it would have made my torment shorter. Still, you might prove useful, alive; I advise you not resist further."


    Under the earth, Marassa removes her Ring of Evasion from her hand, holding it in her still-ringed hand, and readies a splatter of acid to disrupt the elf should she attempt to cast again....

    Spoiler
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    Move Action: Remove Ring of Evasion, hold in other hand (Purpose: So the Repel Metal and Stone effect doesn't interfere with the hand used for Acidic Splatter, even though as a Su ability, technically no hands are required)
    Standard Action: Ready an action to disrupt the Ambassador's spellcasting with Acidic Splatter if she attempts to cast anything.

    Touch Attack for the readied action: (1d20)[14]+8 BAB +5 Dex +5 Morale (Marassa did hear a part of Otho's song)
    Damage Roll for the readied action: (6d6)[23], +5 from Otho's Bardsong assuming Acidic Splatter is sufficiently weapon-like to qualify for the damage bonus.
    Of course, by the time I finish this post, it will already be obsolete. C'est la vie.

  13. - Top - End - #193
    Barbarian in the Playground
     
    Whiplord's Avatar

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    Eclipse takes in a deep breath and releases it, as he draws on his own inherent power. Swarms of Centipedes appear amongst the mages and paladins.

    Spoiler
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    Spells Expended:
    Dimensional Lock
    Divine Power
    Avasculate
    Earth Reaver

    SLAs
    Creeping Doom

    Inspiration Points: 0

    Active Buffs:
    Divine Power (6), Haste, Bardic Morale Boost

    Eclipse will use his Creeping Doom SLA to summon 4 centipede swarms, positioned so as to attack as many paladins/mages as possible.
    Avatar by rtg0922! <3

    Eclipse, Servant of the Dark God. Servants of the Fallen
    Necrosis
    , True Necromancer, Unbound
    Xxzyx
    , Impure Prince, Seas of Change, Winds of Fate
    Quintillius, Paladin of the Red Knight, Run to the North

  14. - Top - End - #194
    Barbarian in the Playground
     
    RogueGuy

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    Default Re: Servants of the Fallen IC

    Gerard

    Gerard hears the paladin call out. Torm!

    Gerard turns to face the man and calls out to him in common "Your pathetic god Torm will not be able to save you from me!"

    Gerard raises his hand and points it directly at the old paladin and fires a beam of dark energy at him.
    Last edited by DJDeMiko; 2008-11-14 at 02:09 PM.
    Annoying Gamer says - Hollywood is sooooooooo unoriginal. Hey, check out my dual wielding drow Drazzit!

    Annoying Gamer says - My level 1 character's background is pretty complex. After fighting in the three great wars, he was forced to return home and kill an elder dragon single handily.

  15. - Top - End - #195
    Bugbear in the Playground
     
    Greyen's Avatar

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    Szeth

    Slipping into the carriage the thief goes after the black box. Examining it carefully before attempting to flee with it.
    Excellent Avatar of Uri by Retun of Lanky (Aka Lanky Bugger)

  16. - Top - End - #196
    Ogre in the Playground
     
    Ryuuk's Avatar

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    Default Re: Servants of the Fallen IC

    Otho

    HP 107/142
    AC 30/31 (Closest knight)
    Healed 5

    Otho catches his sword absentmindedly, watching the damage brought forth by his allies and his servant. "Beautiful..." However, he only looks back to see him down as well, the wave having been to much for him. In a mocking tone, "Ah, don't worry, you'll get used to it. Keep an eye on my fiddle then. Don't loiter for long though, the bigger pests are coming!" After giving the mage a narrow stare and a cruel smile underneath the bearded devil's veil, he turns to the more rpessing matters.

    Otho keeps his distance. To him, the knights presented a bigger threat, at least, if they could tell what he really was. He tries to stay at least 40ft away from them and from there he sends sword flying once again, now towards the old man.

    Spoiler
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    Move Action: Move as needed, 60ft speed. Priority would be to get the aging paladin within 60ft, if possible aligned so that one or two others are also in the area of a Whirling Blade.

    Standard: Use Whirling Blade from the wand again bonuses are the same.

    Attack: 1d20 + 10 Caster level + 9 Cha + 5 Morale + 1 Enhancement +1 Haste
    Damage: 1d8 + 9 Cha + 5 Morale + 5 Sonic (Crystal Echoblade) +1 Enhancement
    Will be edited by Ryuuk : Sometime in the future.

  17. - Top - End - #197
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    Default Re: Servants of the Fallen IC

    Zen-Ort
    HP: 126/179 AC: 36 T: 19 FF: 29 (-2 Charging) DR 10/M SR 23

    Though the beast savagely growls at any retreating pikemen he does not chase after them or lash out. The commands ring in his ears and he wheels about, sending a spray of water from pooled rain upon his body. Another powerful roar bellows out from within him as he charges at the next nearest carriage.

    Mechanics:
    Spoiler
    Show
    Charging reduces AC by 2.
    Bull Rush/Directed Bull Rush/Domino Rush routine again. Attempting to Bull Rush a knight into a mage. If I can't get a knight into a mage I'll rush one into another.
    Preferably not the one who gave the commands as that particular paladin would no doubt be able to resist the bull rush, being commander-y. >.>
    Charging Bull Rush
    +5 base strength.
    +2 Charging
    +4 circumstance from Sphinx Claws.
    +4 Improved Bull Rush feat.
    Bull Rush check: (1d20+15)[31]
    Trip attempts
    +5 base strength
    +4 circumstance from Sphinx Claws
    (1d20+9)[16], (1d20+9)[29]

    Incarnum Details:
    Spoiler
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    Essentia:12 (E=Essentia Invested) Capacity 3, +1 for bold
    Soulmelds:
    [1] Shedu Crown: Immune to Bull Rush. +E competence to saves vs mind affecting effects.
    [3] Sphinx Claws: +1+E Competence bonus on strength ability checks and strength based skill checks
    [Bound]: Able to make a full attack after a charge.
    [0] Worg Pelt: 2+2E competence bonus on Hide and Move Silently checks.
    [4] Girallon Arms: 2+2E competence bonus on climb and grapple checks.
    [Bound]: Gain 1 primary and 3 secondar Claw attacks. +E Enhancement on claws.
    [4] Totem Avatar: Grants hit points equal to meldshaper level. These are not temporary and unshaping this soulmeld could stagger, render unconscious, or kill the totemist. Furthermore, +E enhancement on natural armor.
    [Bound]: +E morale bonus on damage rolls.
    [0] Dread Carapace: Allows for increasing the penalty to hit to increase damage on a one for one ratio (or 2 if bite). Starts at -1 +1/+2 and increases by -1 +1/+2 for each Essentia invested.
    [0] Threefold Mask of the Chimera: Immunity to being flanked. Also, +E competence bonus on search and spot checks.
    Never can find my towel...

    So it goes.

    GNU Terry Pratchett
    Forgot who did my avatar, sorry! >.<

  18. - Top - End - #198
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    Default Re: Servants of the Fallen IC

    Vervasi

    Vervasi smiles grimly as she looks upon the changing battlefield. One target escapes, but several more become present


    Spoiler
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    Vervasi will attack two of the mages with a Bounding Assault, targeting the two that seem to be the most unaffected by her allies efforts (either from the bull rush or swarms or else.) Then she will use her move action in order to go after the retreating soldiers, but alongside the walls of the crevice, so as to stay out of reach of melee. If her first attack hits, but does not kill, she will attack the same target again.



    Trip One - (1d20)[5] +7 Strength, +1 Enhancement, +2 Acrobatic Attack, +2 Charge, +5 Bardic Music, +13 BAB = +30

    Trip Attempt One - (1d20)[9] +7 Strength, +2 Armbands of Might, +4 Improved Trip, +4 Battle Jump = +17


    Attack One - (1d20)[19] + 7 Strength, + 1 Enhancement, +2 Acrobatic Attack, +2 Charge, +5 Bardic Music, +13 BAB, +2 Flanking (Maybe?) - 9 PA = +20/22

    Damage One - (3d10)[12] + Skirmish One - (6d6)[24] + 3 * (10 Strength, 1 Enhancement, 7 Leading the Charge, 5 Bardic Music, 4 Raptor School, 2 Acrobatic Attack, 2 Skirmisher Boots, 2 Armbands of Might, 2 Favored Enemy: Human) + 5 * (8 Power Attack) = 135



    (Trip if facing a new opponent)

    Trip Two - (1d20)[1] +7 Strength, +1 Enhancement, +2 Acrobatic Attack, +2 Charge, +5 Bardic Music, +13 BAB = +30

    Trip Attempt Two - (1d20)[9] +7 Strength, +2 Armbands of Might, +4 Improved Trip, +4 Battle Jump = +17


    Attack Two - (1d20)[9] + 7 Strength, + 1 Enhancement, +2 Acrobatic Attack, +2 Charge, +5 Bardic Music, +8 BAB, +2 Flanking (Maybe?) - 4 PA = +20/22

    Damage Two - (3d10)[16] + Skirmish Two - (6d6)[22] + 3 * (10 Strength, 1 Enhancement, 7 Leading the Charge, 5 Bardic Music, 4 Raptor School, 2 Acrobatic Attack, 2 Skirmisher Boots, 2 Armbands of Might, 2 Favored Enemy: Human) + 5 * (4 Power Attack) = 115

  19. - Top - End - #199
    Eldritch Horror in the Playground Moderator
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    Default Re: Servants of the Fallen IC

    Almost absentmindedly, Barien flings a small spell at the mind of the nearest mage, probing his defenses against mental attacks. If the probe is deflected by one of the unknown spells the mage has cast, he follows up with a potent dispelling strike to strip said spells away. Otherwise, he aims to claim the mind of the mage for his own to play with.

    Spoiler
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    Opening with Hesistate, using my immediate action for this turn. If the spell fails due to a Mind Blank effect, follow up with Greater Dispel Magic (CL15th) against the mage - if it hits, I'll use Dominate Person on him regardless of whether he made his save against the Hesitate. DC23 Will to negate the Hesitate, DC25 Will to negate the Dominate.

  20. - Top - End - #200
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    Eclipse summons thousands upon thousands of insects to swarm the knights and mages but not one of them attacks. For some reason, they are unable to get closer than a foot to Eclipse's enemies.

    Otho sends his blade flying right at the old man and his sword strikes true, slashng open a gash at the armored man's shoulder but the aging priest does not seem to pay the wound any mind.

    Barien sends a spell of his own, one that would shackle his opponent's mind with indecision but the mage blinks, where he once stood now a bunny. Barien's spell strikes the bunny. The tiny animal falls under the spell instead of the mage. A bit irritated at falling for such a simple trick, Barien seeks to crush his opponent's will but the mage-at his new position inside one of the carriages-flicks his fingers and a barrier of force materializes for an instant before him. Barien's spell shatters against the wall, unable to reach its target.

    Gerard strikes out with black necromantic energy. His attack strikes true but the old man seems unaffected...

    Szeth, back at the ruined carriage where the ghost and the ambassador are having their 'negotiations' within twin spheres of force, tries to lift the black box after examining it closely and having no idea what the markings on it mean. The box does not budge-it doesn't even move a fraction of an inch.

    Zen-Ort runs straight into one of the knights and pushes him back with no more difficulty than an overlarge pillow would offer. The knight crushes into a mage-or would have if the mage hadn't suddenly vanished back into one of the carriages and a chicken taken his place. Zen-Ort kicks down the chicken then picks it up and swallows it whole!

    Vervasi cannot charge into the mages back in the carriages-she has no opening to jump through or straight path to run. She considers how to best exploit the situation.

    Similarly, Duensal is not sure how to best use his talents in this situation though he's certain these foes are not nearly as cosmically significant as the ambassador-his Words of Power would work much better against them.

    Spoiler
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    Behold the chicken defence. Vervasi and Duensal are in "Wait" mode. You can use previous rolls/actions if you want though.
    Last edited by Belial_the_Leveler; 2008-11-16 at 07:06 PM.


    If all you have is a hammer, don't be lazy; be a blacksmith and start making more stuff.

  21. - Top - End - #201
    Bugbear in the Playground
     
    Greyen's Avatar

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    Szeth

    Szeth begins to search the box for openings or latches, the item they are searching for should be man portable and easily carried off.

    Spoiler
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    Detect Magic
    See Invis

    Search (1d20+24)[35]
    Spot (1d20+24)[36]
    Disable Device (1d20+24)[38]
    Open Lock (1d20+23)[28]
    Excellent Avatar of Uri by Retun of Lanky (Aka Lanky Bugger)

  22. - Top - End - #202
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    Default Re: Servants of the Fallen IC

    Marassa finishes putting her Ring of Evasion on her off-hand, while maintaining a wary eye on the Ambassador for treachery, and working on negotiating the Ambassador's surrender.
    "So... what's your own personal survival worth to you?"

    Spoiler
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    Move: Don Ring of Evasion on off-hand.
    Standard: Ready action to zap the other elf if she attempts to cast a spell.
    Free: Chat a bit.

    Attack/Damage rolls for readied action:
    Attack: (1d20)[18]+8 BAB +5 Dex +5 Morale (Marassa did hear a part of Otho's song)
    Damage: (6d6)[23]+5 from Otho's Bardsong assuming Acidic Splatter is sufficiently weapon-like to qualify for the damage bonus.
    Of course, by the time I finish this post, it will already be obsolete. C'est la vie.

  23. - Top - End - #203
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    Default Re: Servants of the Fallen IC

    Duensal watches the unfolding battle, grimacing as he sees the plans his opponents have.

    He takes a moment to reorganise the universe, as far as it concerns his body...

    Ranya-psthoti-jyalliama!

    and then narrows his gaze, moving to get as many of his allies within a close range of him.

    Seems he might have a plan finally.



    Spoiler
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    Using a reversed Incarnation of Angels to give myself the Fiendish template for the next 5 rounds, then moving up to 60ft if that's what it takes, getting as many of the party within 20ft of him
    Quote Originally Posted by Starsinger View Post
    You sir, are my hero.

  24. - Top - End - #204
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    Whiplord's Avatar

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    Eclipse
    HP 87/147 AC: 29 T: 15 FF: 26 SR 15 (Divine)

    Five missiles of force rocket into Eclipse, making him stagger slightly. Two more rays of burning light streak toward him, but he is able to shield himself.

    Increasingly agitated from the pain and his repeatedly thwarted attacks, Eclipse snarls from the heat of battle. Pain bites into his chest, The Hunger and The Voice thrumming a rattling bass tempo in his skull. He struggles to hold it off for a bit longer in order to take stock of his situation. He saw his companions doing their best to take down the knights and other mages.

    The woman and the gargoyle streaking and barreling in respectively, and their distinct surprise at the result of their actions. And the mage... Duensal. He looked like he was preparing another spell. Perhaps another boost? If he could only stay around for that...

    ...


    The Hunger washed over him like a monstrous tide of filth, and Eclipse gave in. Throwing his head back, he roared, screaming curses and threats to the sky in abyssal and infernal both, swearing the world will kneel before their master.

    His vision flashing red, Eclipse looked wildly around the battlefield. The mage. Locked in those spheres with the ghost He might be able to get in, athough it would depend on the drow cooperating, which he disliked. But to strike back... Yes. He would attempt that.

    Spoiler
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    Spells Expended:
    Dimensional Lock
    Divine Power
    Avasculate
    Earth Reaver
    Knight's Move

    SLAs
    Creeping Doom

    Inspiration Points: 0
    Deadly Touch Points: 0
    Active Buffs: Divine Power (5), Haste, Bardic Morale Boost

    Move Action: N/A
    Standard Action: N/A
    Swift Action: Knight's Move
    Full Round: Full Attack action
    Free Action: Be overdramatic

    Alright, I realize it's slightly meta-gamey, but Eclipse is delaying his action till Duensal casts his spell, provided it seems he will be in range. It seems reasonable that Eclipse could detect this, since Duensal has done a lot of buffing so far, but if you rule against this, just flavor it as Eclipse giving in to his madness I guess.

    After that, he will attempt to teleport into the ambassador's sphere using Knight's Move. This will only work if Marassa's Phantom Threat works though. Once in, he will attempt a full attack action on her. I think I can do that after using a swift action, correct? I'll put rolls in OOC.

    If he is unable to teleport, he will cast Fiery Burst into the group of knight's and mages, positioning it so he can hit as many as possible. Five foot radius burst. Reflex for half, although I don't believe it allows SR.

    Also added a couple things to my upkeep tracking.
    Last edited by Whiplord; 2008-11-17 at 09:15 PM.
    Avatar by rtg0922! <3

    Eclipse, Servant of the Dark God. Servants of the Fallen
    Necrosis
    , True Necromancer, Unbound
    Xxzyx
    , Impure Prince, Seas of Change, Winds of Fate
    Quintillius, Paladin of the Red Knight, Run to the North

  25. - Top - End - #205
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    Default Re: Servants of the Fallen IC

    Vervasi jumps over the swarm of insects surrounding the knights and strikes at the closest holy warrior. Her strike almost eviscerates the other human-or at least seems to-then the wound turns out to be smaller that it initially seemed. The other knights grunt and similar though smaller wounds appear in all of them. Worried, Vervasi strikes again but this time her blow is turned aside by her targer's armor. Unable to stay where she is to follow up with more blows, she jumps away lest the bugs eat her or the knight decides to counterattack.

    Duensal's voice echoes horribly as he utters words in dark speech and he suddenly seems more threatening. His eyes glow and an aura of menace surrouds him.

    Szeth tries to find how to open the huge box and realises there's a seam half a foot below its top, possibly where the lid fits into the rest of the box. The lid itself has three rows of seven flat cylinders an inch wide and half as thick on its upper surface. The cylinders seem to be turnable like tiny valves in a crazy gnome's machine. Strangely enough, the cylinders look mightily like the right ends of immovable rods...


    Despite Marassa being still holed up with the ambassador, the petite elf seems surprisingly calm. Still using drow sign, she seems to be toying with Marassa.
    My survival is not in doubt. Are you sure you are strong enough on your own to overcome me? And are you keeping me, a mage without spells, out of the battle or am I keeping you out, an almost fully-rested one?

    The aging leader of the knights casts a spell of curing over all his allies at once, healing most of the damage him and his fellow knights have sustained. Vervasi's victim and he himself are the only ones still wounded. The wounds shadowing Vervasi's blow, proof the knights are somehow sharing their life to an extent, are all gone.
    The remaining knights retreat a step or two-even the knights Zen-Ort and Vervasi knocked down roll away-and those still standing cast spells of light; eight bolts of sunlight, two from each knight casting, strike out at all the attackers. The two remaining knights touch their leader and the other wounded man and the wounds knit up.

    Seeing as the knights have gone in the offencive, the mages Decide to do the same. Practiced hands form simple but slow and powerful gestures then point out at the entire group. Ten bolts of force from each mage lance out at you...

    Spoiler
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    Rolls in the OOC thread. Spells are splitray Searing Light, Twin Magic Missile, mass cure light wounds and cure light wounds. A DC 35 Knowledge: Arcana check to recognize the knights have a series of Shield Other spells on them to more or less evenly spread any damage dealt to them.


    If all you have is a hammer, don't be lazy; be a blacksmith and start making more stuff.

  26. - Top - End - #206
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    Default Re: Servants of the Fallen IC

    Marassa chats while continuing her vigil, carefully pushing her hood back so she can see in a radius greater than 20 feet, while casting a fairly subtle spell that's mostly harmless in and of itself...
    "Death is my ultimate goal for me, not for you; I'd enjoy a captive. While nothing is certain in life or death, if your survival is truly assured, then your reserves are not truly exhausted. If your reserves are truly exhausted, then your survival is not truly assured. Besides, I've seen you use that staff you're holding - I somehow doubt you'd bring something almost empty to an ambush you seem to have seen coming. We're both staying put, I think... unless you choose to fully submit to capture and drop your guards and wards."

    Spoiler
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    Swift: Phantom Threat (Will save DC 27)
    Standard: Readied Action to disrupt spellcasting (with the exception of a Targetted Dispel Magic on herself) with Acidic Splatter continues....
    ... do I really need a new roll every round? Eh... I'll assume so for the moment.
    Attack: (1d20)[19]+8 BAB, +5 Dex, +5 Bardsong if that hasn't expired from being unable to hear it yet.
    Damage: (6d6)[21]+5 Bardsong if that hasn't expired from being unable to hear it yet.
    Previous round has not yet resolved, so these rolls do not mean anything - fortunately, they were basically just a continuation of what had been going on, so it doesn't matter overly much.
    Last edited by Jack_Simth; 2008-11-17 at 09:03 PM. Reason: Phantom Threat Swift action
    Of course, by the time I finish this post, it will already be obsolete. C'est la vie.

  27. - Top - End - #207
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    Default Re: Servants of the Fallen IC

    Vervasi

    Vervasi twirls away as the ray of searing light passes her by, harmlessly shooting over her shoulder. However, upon the impact of the missile she growls, curses, and then jumps back into the fray.

    Spoiler
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    AC 27, 50% protection against Ranged Attacks, Full Concealment (Hide)

    Vervasi will attack one of the tripped knights twice with her bounding assault, then use her last usage of her Skirmisher boots to attack a third time. Then she will use her move action to hide in plain sight in shadows behind a caravan or some such.

    Hide - (1d20+35)[45]

    Edit: Attacks at +4 More against Tripped foe.


    Attack One - (1d20)[5] +7 Strength, +1 Enhancement, +2 Acrobatic Attack, +2 Charge, +5 Bardic Music, +13 BAB, +2 Flanking (Maybe?) - 5 PA = +25/27

    Damage One - (3d10)[18] + Skirmish One - (6d6)[21] + 3 * (10 Strength, 1 Enhancement, 7 Leading the Charge, 5 Bardic Music, 4 Raptor School, 2 Acrobatic Attack, 2 Skirmisher Boots, 2 Armbands of Might, 2 Favored Enemy: Human) + 5 * (5 Power Attack) = 130



    Attack Two - (1d20)[4] +7 Strength, +1 Enhancement, +2 Acrobatic Attack, +2 Charge, +5 Bardic Music, +8 BAB, +2 Flanking (Maybe?) = +25/27

    Damage Two - (3d10)[18]+ Skirmish Two - (6d6)[19] + 3 * (10 Strength, 1 Enhancement, 7 Leading the Charge, 5 Bardic Music, 4 Raptor School, 2 Acrobatic Attack, 2 Skirmisher Boots, 2 Favored Enemy: Human)= 103



    Attack Three - (1d20)[10] +7 Strength, +1 Enhancement, +2 Acrobatic Attack, +2 Charge, +5 Bardic Music, +13 BAB, +2 Flanking (Maybe?) - 5 PA = +25/27

    Damage Three - (3d10)[17]+ Skirmish Three - (6d6)[15] + 3 * (10 Strength, 1 Enhancement, 7 Leading the Charge, 5 Bardic Music, 4 Raptor School, 2 Acrobatic Attack, 2 Skirmisher Boots, 2 Armbands of Might, 2 Favored Enemy: Human) + 5 * (2 Power Attack) = 130

    Last edited by Incendius; 2008-11-18 at 06:39 AM.

  28. - Top - End - #208
    Barbarian in the Playground
     
    RogueGuy

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    Gerard

    As Gerard charges the bolt of light hits him full force in the chest . . . only to fizzle. Gerard begins to laugh in a way only fitting of his current demonic, a laugh which is cut short as the magic missiles collide with him.
    Annoying Gamer says - Hollywood is sooooooooo unoriginal. Hey, check out my dual wielding drow Drazzit!

    Annoying Gamer says - My level 1 character's background is pretty complex. After fighting in the three great wars, he was forced to return home and kill an elder dragon single handily.

  29. - Top - End - #209
    Eldritch Horror in the Playground Moderator
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    Barien swears under his breath in Netherese as the burning bolts of light and force hammer at him, cursing both the mages below and his own stupidity for exposing himself to their attacks. Raising his arms again, he strikes at his foes with another barrage of imitation flame, then ducks sideways and melds himself into the gloom once more, secure from further retaliation.

    Spoiler
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    Another 5th level Shadow Illusion imitating Firebrand...and I just noticed the CL boost of Earth Spell, which makes this very much better. A CL18th Firebrand hits all the mages and all the knights, with three bursts left over that I'll throw onto the carriage containing the box out of boredom. 43 damage, Will DC29 for 70% damage, Reflex DC29 for half damage either way. Wings of Cover won't help this time, because it's a shapable burst that I'm centering on top of each target.

    After attacking, I shuffle 20ft. to the side and Hide again, getting a 62.

    http://invisiblecastle.com/roller/view/1815614/
    http://invisiblecastle.com/roller/view/1815617/

    3 3rd level slots (Imitation Phantom Steed, Arcane Sight, Hesitate)
    3 5th level slots (Imitation Cacaphonous Burst, Imitation Firebrand, Dominate Person)
    3 6th level slots (Veil, Imitation Acid Fog, Imitation Firebrand)

  30. - Top - End - #210
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    Zen-Ort
    HP: 126/179 AC: 36 T: 19 FF: 29 DR 10/M SR 23 Blindsight 60ft

    With feathers plastered to his face and chest and chunks of chicken meat stuck between teeth the beast rears back and unleashes a might scream into the heavens. What little chicken blood remains is quickly washed away light rain with just his first step forward. With unearthly grace he lunges forward in an attempt to slam his massive weight against the mage whose chicken he has consumed. His four massive arms and two lithe tentacles lash out to grab the man and draw him into the sweet embrace of death.

    Mechanics:
    Spoiler
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    Move to grapple a mage. Tumble checks if needed at +15. No penalty for loose or dense rubble.
    (1d20)[15] (1d20)[2] (1d20)[16]
    Touch Attack to initiate Grapple: (1d20+16)[24]
    If it fails I get a second try for having a high BAB (1d20+9)[18]
    Grapple Check: (1d20+26)[40]

    Incarnum Details:
    Spoiler
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    Essentia:12 (E=Essentia Invested) Capacity 3, +1 for bold
    Soulmelds:
    [3] Shedu Crown: Immune to Bull Rush. +E competence to saves vs mind affecting effects.
    [1] Sphinx Claws: +1+E Competence bonus on strength ability checks and strength based skill checks
    [Bound]: Able to make a full attack after a charge.
    [0] Worg Pelt: 2+2E competence bonus on Hide and Move Silently checks.
    [4] Girallon Arms: 2+2E competence bonus on climb and grapple checks.
    [Bound]: Gain 1 primary and 3 secondar Claw attacks. +E Enhancement on claws.
    [4] Totem Avatar: Grants hit points equal to meldshaper level. These are not temporary and unshaping this soulmeld could stagger, render unconscious, or kill the totemist. Furthermore, +E enhancement on natural armor.
    [Bound]: +E morale bonus on damage rolls.
    [0] Dread Carapace: Allows for increasing the penalty to hit to increase damage on a one for one ratio (or 2 if bite). Starts at -1 +1/+2 and increases by -1 +1/+2 for each Essentia invested.
    [0] Threefold Mask of the Chimera: Immunity to being flanked. Also, +E competence bonus on search and spot checks.
    Never can find my towel...

    So it goes.

    GNU Terry Pratchett
    Forgot who did my avatar, sorry! >.<

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