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  1. - Top - End - #211
    Barbarian in the Playground
     
    BarbarianGuy

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    Default Re: The Battle of Black Rock IC

    Quote Originally Posted by hustlertwo View Post
    Killerloop, if you're wanting to get Rikktor juiced with a Lesser Restoration, you can wait for me, or try to meet me halfway
    We can try to meet halfway, furthermore I think Ryuuk's PC is requiring help too.

  2. - Top - End - #212
    Ogre in the Playground
     
    Ryuuk's Avatar

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    Default Re: The Battle of Black Rock IC

    I got blinded by the Holy Word, but I should recover my sight by round 16. If we retreat, I should get it back before the next wave.
    Will be edited by Ryuuk : Sometime in the future.

  3. - Top - End - #213
    Barbarian in the Playground
     
    BardGuy

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    Default Re: The Battle of Black Rock IC

    Marius Kaldo - Human Bard
    Status
    Spoiler
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    Hp - 236/171
    AC - 37 (42 vs. ranged)

    Spells/abilities in Effect -
    Spoiler
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    Haste - 10 rounds - extra attack, +30 ft speed
    Fly - 136 rounds - fly at 60 feet
    Stone Skin - 136 rounds DR - 10/adamant. or 150 pts
    Greater Magic Weapon - 836 rounds - +3 to his...shortbow
    Heroism - 136 rounds - (+2 moral to stuff)
    Blur - 136 rounds - 20 % miss chance
    Bardic Music - +4 moral bonus to hit/damage, and saves vs. charm and fear - 17 rounds left

    Round 12

    *As he nears his comrade, Marius reaches out to the mystical energies stored in his glove once more, and channels them into Twinkie, hoping to keep the valiant warrior fighting, then turns and rockets towards the fortress, hoping to regroup with the others.*

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    Okay - Standard action, channel a scroll of healing through his casting glove and heal twinkie up, then move back towards the fortress - just his 90 ft straight back. Pretty simple
    Last edited by DueceEsMachine; 2009-12-06 at 03:10 PM.
    What D&D Character would I be?
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    Lawful/Good Human Wizard/Sorcerer (2/2)
    Str - 14
    Dex - 17
    Con - 15
    Int - 16
    Wis - 15
    Cha - 18
    Hmmm.. Not too shabby. I think I'd do pretty well. Who knows?

  4. - Top - End - #214
    Orc in the Playground
     
    Daemon

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    Default Re: The Battle of Black Rock IC

    R12

    Oolar floats over to where Kathryn dropped her mace and eventually picks it up.

    Buffs:
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    Oolar's Buff list is:
    {table]Buffs
    Cat's Grace (3min) (DC 12)
    Owl's Wisdom (3min) (DC 12)
    Bull's Strength (3min) (DC 12)
    Bear's Endurance (3min) (DC 12)
    True Seeing (15min) (DC 24)
    Greater Magic Weapon +4 (16hr) (DC 27)
    Stoneskin (???)
    Shield (16min) (DC 33)
    Protection from Evil (16min) (DC 33)
    Elemental Body (16hr) (DC 27)
    +13 temp HP (12hr) (DC 26)
    Inspire Courage +4 (10rounds) (DC 26?)
    Haste (15rds) (DC 26)
    Greater Invsibility (16rds) (DC 27)
    Greater Resistance (16min) (DC 27)
    Greater Mage Armor (16hr) (DC 27)
    See Invisibility (30min) (DC 14)
    Protection vs. Law (16min) (DC 27)
    [/table]
    Homebrew: Frostfire Mage PrC
    DM'ing:Expedition to Castle Ravenloft
    Anex / Oolar Battle of Black Rock

  5. - Top - End - #215
    Bugbear in the Playground
     
    neoseph7's Avatar

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    Default Re: The Battle of Black Rock IC

    Round 12- End:

    Before Hadon starts his charge, Kathryn dies in a fiery explosion of raw power. An explosion centered around her and extending for 30ft deals (14d8)[60], killing all of her surrounding clerics. With her death, all of her Skeletons crumble into piles of bones. Left behind of the force are two clerics in Papa. This leaves Hadon no target to charge.

    Round 13:

    Enemy Command: The wind picks up to a significantly stronger gust. The hurricane force winds blow straight west throughout Alpha, Bravo, India, and Juliet. No one takes damage from the buffeting pressure of the wind, but everyone Medium Sized or smaller is blown away (your size is treated as one less if you are flying), while everyone large size is Knocked down. If you are flying and count as medium or smaller, you move back 70ft. If on the ground and medium, you fall prone and roll 40ft west. If you count as Large and flying, you fly west 30ft. The winds are also in Hotel and Papa, but are somewhat weaker. Same effects as above, but now Small and Smaller are blown away (70ft if flying, 40ft if grounded) while medium creatures are knocked down (30ft if flying or prone if grounded). Large creatures are largely unaffected.

    The movement is all from a single initial gust, so your starting space determines how far you travel. As an Example:

    Anex's body (grounded, medium, Alpha) rolls to I 17.
    Oolar (flying, small, Alpha) flys back to Hotel J 6.
    Thomas (flying, small, Hotel) flys back to Hotel Q 2.
    Hadon (flying, medium, Hotel) flys back to Hotel; O-P; 9-10

    Since there is a chunk of mountain due west of Rikktor, he crashes into that (no damage).

    For round 13, please include the effective size of your character. Even Oolar is effected by the winds, as while their control may be magical, the winds themselves are not.

    Flying east into or through Alpha and India is impossible.

    The sudden wind creates a massive wave of bone and weapons, clouding vision heavily. Those who succeed on a DC30 spot check notice a robed figure flying with the heavy winds, placing his hands in the air, and creating a massive Wall of Iron along the (1) column in Alpha and India. The wall is 20ft tall, it's thickness unknown. On the west side of the wall, a pressure differential (or maybe just foul magic) creates a wind funnel. A pack of six mini tornadoes runs along the edge, as if looking for a way in.

    Those who succeed on a DC25 Listen check (-8 penalty for the howling wind) hear the whistling of a metallic object through the air, though it isn't yet visible.

    The clerics (both of the them). (Grounded, Medium, Hotel Papa) fall prone. The unblind one pulls out a scroll of remove blindness and casts it on the blind one. The previously blinded one casts Sound Burst on the prone Twinkie ((1d8)[1] sonic damage no save (1d20+5)[17] caster level check to overcome SR. DC16 fort save or be stunned for one round).

    Thomas (flying, small, Hotel): Moved back to Hotel 2Q. Thomas will double move to make contact with Anex, and then fall to the ground next to her.

    Edit: Since Oolar moved forward to find the mace, he is actually 10ft further east than I previously stated. He is unable to find the mace with the time he has before the winds pick up.

    Edit (12:37 20091207): The enemy clerics started in Papa, not Hotel.
    Last edited by neoseph7; 2009-12-07 at 12:30 AM.
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  6. - Top - End - #216
    Bugbear in the Playground
     
    chilepepper's Avatar

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    Default Re: The Battle of Black Rock IC

    Twinkie - Round 13

    Twinkie stands, invokes expansion (large) as a swift action, and lays into the final clerics.

    (1d20+26)[28] @ cleric 1
    (4d6+21)[32]

    (1d20+26)[37] @ cleric 2
    (4d6+21)[32]

    If either drops, I cleave into the other.

    Same buffs as last round, neither dispellable.
    <--- Avatar made by bayar

  7. - Top - End - #217
    Firbolg in the Playground
     
    memnarch's Avatar

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    Default Re: The Battle of Black Rock IC

    Xanian

    Power glows from Xanian's eyes as he activates his Fiendish Resilience. Free action to gain fast healing 2.

    "It will probably never get used if not now," the gnome thinks. Xanian takes out a scroll of Greater Invisibility and casts it targeting himself.

    Buffs
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    {table]Buffs|DC|reminders
    Protection from Evil|33|+2 AC, saves vs evil, no possession or mental control, no summon contact
    Mind Blank|26|immune to mind-affecting effects; can't be detected by scrying and divination
    Cold Immunity|26|Immune to Cold
    Entropic Warding|26|Entropic Shield, Pass without Trace
    Fell Flight|26|Flight as land speed
    Blur|25|Concealment (20% miss)
    Fly|25|Flight speed 60ft
    Haste|25|+1 AC, attack, reflex, speed +30ft (finished by round 23)
    Greater Magic Weapon|25|+3 to a weapon
    Stoneskin|25|DR 10/Adamantine 140 damage total (140min)
    Heroism|25|+2 to attack, saves, skills
    Heroes' Feast|25|Fear Immunity, Poison Immunity (12hr) +13 temp HP (12hr)
    Greater Invisibility|19|Invisible
    [/table]

    {table]Equipment

    SR 20
    Absorb Energy-Draining (12hits)
    Absorb Death Effects (12hits)
    Absorb Negative Energy Effects (12hits)
    Evasion ability
    Feather Fall Constant
    [/table]

    Equipment; Scarab of Protection, Ring of Evasion, Ring of Feather Fall
    If you want a OotS style Touhou avatar, send me a request.

    Steam name: memnarch. Same avatar.

  8. - Top - End - #218
    Barbarian in the Playground
     
    BarbarianGuy

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    Default Re: The Battle of Black Rock IC

    Rikktor - Round 13

    OOC: Even if I roll a 20 Rikktor can't pass neither Listen nor Spot checks

    Rikktor flies down stopping at 10 feet and activates his wand of Lesser Restoration, charging it with Hellfire infusion. (it's like Empower Wand)

  9. - Top - End - #219
    Firbolg in the Playground
     
    hustlertwo's Avatar

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    Default Re: The Battle of Black Rock IC

    Since Adjunct is in Foxtrot, I assume he's not affected by the winds. Oh, and what are the rules on drawing a staff while moving, is it treated like a weapon for that, or will it require a separate move action?

    In either case, I'll move up 15 feet (now flying at 25 feet up), and double move to A-1 Oscar. If staff drawing is possible while moving, I have both my Evocation and Healing staves in hand; if not, just the Evocation.

    Buffs:

    Buffs:
    Greater Invis (29 rounds)
    Eagle's Splendor
    Delay Poison
    Barkskin +5
    Weave buffs

  10. - Top - End - #220
    Ogre in the Playground
     
    Ryuuk's Avatar

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    Default Re: The Battle of Black Rock IC

    Saul R13

    Still blind, Saul stays in Oscar B6, trying to make some sense of what he's hearing. He'll also listen to the earth, hoping to draw some information.

    Move: Earth Sense, detecting the direction of any living creatures around him.

    Vision should be back in round 16

    Spoiler
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    Inertial Armor: ML 7, DC 18
    - Hero's Feast: CL 11, DC 22
    - Claws of the Beast: ML 12, DC 23
    - Force Screen: ML 5, DC 16
    - Duodimensional Claw: ML 10, DC 21
    - Duodimensional Claw: ML 10, DC 21
    - Concealing Amorpha: ML 5, DC 16
    - Claws of Energy: Sonic: ML 10, DC 21
    - Protection from Evil: CL 15, DC 26
    - Haste: CL 14, DC 25
    - Fly: CL 14, DC 25
    - Stone Skin: CL 14, DC 25
    - Greater Magic Weapon (Salvaged Rapier): CL 14, DC 25
    - Heroism: CL 14, DC 25
    - Blur: CL 14, DC 25
    - Bardic Music +4 (Started Round 8, 20 rounds)
    - Warmind Chains

    Psicrystal
    - Claws of the Beast: ML 12, DC 23
    - Force Screen: ML 5, DC 16
    - Duodimensional Claw: ML 10, DC 21
    - Duodimensional Claw: ML 10, DC 21
    - Concealing Amorpha: ML 5, DC 16
    - Claws of Energy: Electricity: ML 10, DC 21
    - Protection from Evil: CL 15, DC 26
    Will be edited by Ryuuk : Sometime in the future.

  11. - Top - End - #221
    Firbolg in the Playground
     
    Gwynfrid's Avatar

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    Default Re: The Battle of Black Rock IC

    Sheila - round 13

    Sheila saw the upcoming storm of bones and body parts, but couldn't make out anything in the jumble. She doubled back, straight towards the fortress.

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    Move action (speed 90) back to the top of the wall. Second move action to find and go to a reasonably safe place where she can overlook the field and cast spells, not on the top level if possible.


    Sheila's buffs:
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    {table]Sheila's buffs|level|expires in|CL|effect
    Mind Blank|8|24 hr|20|immunity to mind-affecting effects; cannot be detected by scrying and divination
    Protection from Spells|8|200 min|20|resistance +8 to saves against spells and spell-like abilities
    Heroes' Feast (Xanian)|6|12 hr|11|immunity to poison and fear effects, morale +1 to attack rolls and Will saves, 13 temp hp
    Greater Heroism|6|20 min|20|morale +4 on attack rolls, saves, and skill checks, immunity to fear effects, and 20 temp hp
    Spell Resistance|5|20 min|20|SR 32
    Death Ward|4|20 min|20|immunity to death spells and negative energy effects
    Freedom of Movement|4|200 min|20|immunity to paralysis and any impediment to movement
    Stoneskin (Tacitus)|4|140 min|14|DR 10/adamantine; prevents up to 140 damage total
    Fly|3|20 min|20|fly speed 60
    Magic Vestment (shield)|3|20 hr|20|enhancement +5
    Magic Vestment (armor)|3|20 hr|20|enhancement +5
    Nondetection|3|20 hr|20|attempts to scry require DC 31 caster level checkto work
    Greater Magic Weapon (Oolar)|3|16 hr|16|enhancement +4 to shortspear
    Haste (Tacitus)|3|round 14|14|1 extra attack, +1 to attack rolls, dodge +1 to AC and Reflex, +30 speed
    Heroism (Tacitus)|3|140 min|14|morale +2 on attack rolls, saves, and skill checks
    Barkskin|2|120 min|12|natural armor enhancement +5
    Bear's Endurance|2|20 min|20|
    Blur (Tacitus)|2|14 min|14|20% miss chance
    Cat's Grace|2|20 min|20|
    False Life|2|20 hr|20|15 temp hp
    Fox's Cunning|2|20 min|20|
    Owl's Wisdom|2|20 min|20|
    Protection from Arrows|2|20 hr|20|DR 10/magic vs projectiles, prevents up to 100 damage total
    Resist Energy (acid)|2|200 min|20|acid resistance 30
    Resist Energy (electricity)|2|200 min|20|electricity resistance 30
    Resist Energy (fire)|2|200 min|20|fire resistance 30
    Resist Energy (sonic)|2|200 min|20|sonic resistance 30
    Resist Energy (cold)|2|200 min|20|cold resistance 30
    See Invisibility|2|200 min|20|see invisible and ethereal objects and beings within range of vision
    Shield of Faith|1|20 min|20|deflection +5 to AC
    Protection from Evil (Oolar)|1|16 min|16|deflection +2 to AC, resistance +2 to saves vs evil, blocks mental control, prevents contact from summoned creatures
    Inspire Courage (Marius)|-|round 28|-|morale +4 on attack rolls, damage, saves vs fear and charm[/table]


    Hadon - round 13

    Hadon carried the dead barbarian to the back lines, broken arrows and drops of blood falling off her mangled body. On the way, he spotted a comrade who seemed to be at a loss about which way to go.

    "There, just take my hand. Let's get out of here. The wall is straight ahead."

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    Carrying Anex's body: Double move (speed 90), or run if necessary to Golf-S6/7-Oscar-A6/7, to try to guide Saul out. At worst, Hadon carries a medium load including Anex (when Large, his armor is 400 pounds, his light load max is 613 pounds).


    Hadon's buffs:
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    {table]Hadon's buffs|level|expires in|CL|effect
    Heroes' Feast (Xanian)|6|12 hr|11|immunity to poison and fear effects, morale +1 to attack rolls and Will saves, 13 temp hp
    Spell Resistance|5|20 min|20|SR 32
    Death Ward|4|20 min|20|immunity to death spells and negative energy effects
    Stoneskin (Tacitus)|4|140 min|14|DR 10/adamantine; prevents up to 140 damage total
    Fly (Tacitus)|3|14 min|14|fly speed 60
    Greater Magic Weapon (Tacitus)|3|14 hr|14|enhancement +3 to longbow
    Greater Magic Weapon (Oolar)|3|16 hr|16|enhancement +4 to spiked chain
    Haste (Tacitus)|3|round 14|14|1 extra attack, +1 to attack rolls, dodge +1 to AC and Reflex, +30 speed
    Heroism (Tacitus)|3|140 min|14|morale +2 on attack rolls, saves, and skill checks
    Barkskin|2|120 min|12|natural armor enhancement +5
    Blur (Tacitus)|2|14 min|14|20% miss chance
    Protection from Evil (Oolar)|1|16 min|16|deflection +2 to AC, resistance +2 to saves vs evil, blocks mental control, prevents contact from summoned creatures
    Enlarge Person|1|5 min|5|size Large, weight 8x, size +2 Str -2 Dex -1 AC -1 attack rolls, reach 10 (20 with spiked chain)
    Inspire Courage (Marius)|-|round 28|-|morale +4 on attack rolls, damage, saves vs fear and charm[/table]

  12. - Top - End - #222
    Barbarian in the Playground
     
    BardGuy

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    Default Re: The Battle of Black Rock IC

    Marius Kaldo - Human Bard
    Status
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    Hp - 236/171
    AC - 37 (42 vs. ranged)
    Size - Medium

    Spells/abilities in Effect -
    Spoiler
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    Haste - 9 rounds - extra attack, +30 ft speed
    Fly - 135 rounds - fly at 60 feet
    Stone Skin - 135 rounds DR - 10/adamant. or 150 pts
    Greater Magic Weapon - 835 rounds - +3 to his...shortbow
    Heroism - 135 rounds - (+2 moral to stuff)
    Blur - 135 rounds - 20 % miss chance
    Bardic Music - +4 moral bonus to hit/damage, and saves vs. charm and fear - 16 rounds left

    Round 13

    *As the Wind begins to howl behind him, Marius lands on the southernmost edge of their barricade and takes a deep breath, looking out to the destruction and carnage that had been created so far. It was a thing of horrible beauty that stretched out in the valley before them. The Valley of Black Rock had become a killing feild. A testament to cold, ruthless lust for power. A tragedy that such a thing should happen.*

    *Reaching out to tap into the magical energies he kept hidden away, he pulled more of the essence from his glove, storing it away into his blade for further use - it would undoubtedly be needed in the carnage to come.*

    *As he does so, he moves closer to the center of the fortifications, tilting his head at something in the distance. A sound? No, it must be his imagination.*

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    Okay, so I wasn't very clear on where I was landing on the last turn, so one moment and I'll fix that. Going to use a standard action to draw one more charge from his wand of vampiric touch out to store in his bloodstone blade, and move to regroup with anyone near the center of the barricade.
    Okay, landed on Mike, C-13 last turn, and I'll have him move up to Mike A-15 with a short move action.
    Last edited by DueceEsMachine; 2009-12-07 at 10:47 PM.
    What D&D Character would I be?
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    Lawful/Good Human Wizard/Sorcerer (2/2)
    Str - 14
    Dex - 17
    Con - 15
    Int - 16
    Wis - 15
    Cha - 18
    Hmmm.. Not too shabby. I think I'd do pretty well. Who knows?

  13. - Top - End - #223
    Bugbear in the Playground
     
    neoseph7's Avatar

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    Default Re: The Battle of Black Rock IC

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    Marius could not have cast a spell on Twinkie (Papa) and then moved 90ft in any direction to have reached Mike in round 12. During round 13, I see him at the most double moving to November C 1 (he can be in Mike if he decides to take the D row or lower).


    Round 14

    Enemy Command:

    The wind dies down in most of the map. The wall becomes 20ft taller, and a the mini tornadoesturn into a thin wind wall of force, picking up bone, weapon, and flesh; making it hard to see even the wall.

    The whistling turnes to a thunderous impact as a massive cube of pure adamantium strikes the ground, leaving an impact crater. The cube lands in Hotel;O-R;9-12, and then begins to change.

    The cube breaks into multiple, connected parts that rework to fit themselves into a massive, Gargantuan Clockwork Adamantine Scorpion Construct. (Face/Reach: 20/20). Where the curved stinger should be, however, is a Spell Turret.

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    Knowledge Arcana reveals the creature to be an Animated Object. While it has claws, they can only perform slam attacks (no working claws). The Spell Turret on top casts 5 spells and has True Seeing out to 120ft. It casts its spells in order, the fifth always Repair Critical Damage. The other four spells are subject to the creator of the Spell Turret, but all four of the spells must be of the same level, same spell list, and different schools.

    Good old fasion intuition reveals this to be a ploy to gain time on the part of the Enemy.


    Gargantuan Clockwork Adamantine Scorpion Construct (GCASC):
    Move Action: Transform from prone.
    Standard Action: GCASC casts Mass Suggestion on Hadon and Xanian. In an ominous, mechanical voice, the party hears Flee West at Top Speed.
    SR Check: (1d20+13)[18]
    Will Save DC 21 or follow the Suggestion.

    Oolar, Shiela, and anyone else with True Seeing, See Invisibility, or similar, start to notice flickering at the very edges of their divination range. Spot checks for everyone for round 14.

    Thomas:
    Spot Check:(1d20+8)[11]

    Thomas will take a 5ft swoosh away from the GCASC to be out of it's 20ft reach and cast Flame Strike.
    (15d6)[53] Fire Damage.
    DC 23 Reflex for Half
    SR Check: (1d20+16)[23]

    GCASC Reflex: (1d20+3)[4]
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  14. - Top - End - #224
    Barbarian in the Playground
     
    BarbarianGuy

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    Default Re: The Battle of Black Rock IC

    Rikktor - Round 14

    Will vs Suggestion: (1d20+22)[30]

    Still concentrating on the Lesser Restoration spell, Rikktor can't do much this round.

    However he has see the unseen, so spot check: (1d20-6)[10]

  15. - Top - End - #225
    Firbolg in the Playground
     
    hustlertwo's Avatar

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    Default Re: The Battle of Black Rock IC

    Adjunct moves to Oscar C-7, flying over the spikes. He then flies down to the ground and casts Remove Blindness on Saul with his Staff of Healing (48 charges remain).

    Buffs:

    Barkskin +5
    Delay Poison
    Greater Invisibility (28 rounds remain)
    Eagle's Splendor
    Minor Displacement (20% miss chance for attacks on Adjunct, forgot to include this, but it's always on, as I'm wearing a cloak with it)
    Weave buffs

  16. - Top - End - #226
    Orc in the Playground
     
    Daemon

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    Default Re: The Battle of Black Rock IC

    R13

    Oolar grumbles to himself as the winds blast him backward and steal away the mace he was looking for. Noticing the wall of iron being conjured to the east, Oolar floats upward into the air, trying to get a peek at what's happening on the other side. He will fly as high up as necessary to peer over the 20ft. wall.

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    DC30 spot check for robed figure: (1d20+6)[12]
    DC25 listen check for metallic object: (1d20+14)[28]
    Spot check to see anything on the other side of the wall: (1d20+6)[8]


    R14

    If Oolar cannot see anything beyond the wall, he moves at top speed to the fortress. He decides to leave the construct alone for now.

    Buffs:
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    Oolar's Buff list is:
    {table]Buffs
    Cat's Grace (3min) (DC 12)
    Owl's Wisdom (3min) (DC 12)
    Bull's Strength (3min) (DC 12)
    Bear's Endurance (3min) (DC 12)
    True Seeing (15min) (DC 24)
    Greater Magic Weapon +4 (16hr) (DC 27)
    Stoneskin (???)
    Shield (16min) (DC 33)
    Protection from Evil (16min) (DC 33)
    Elemental Body (16hr) (DC 27)
    +13 temp HP (12hr) (DC 26)
    Inspire Courage +4 (10rounds) (DC 26?)
    Haste (15rds) (DC 26)
    Greater Invsibility (16rds) (DC 27)
    Greater Resistance (16min) (DC 27)
    Greater Mage Armor (16hr) (DC 27)
    See Invisibility (30min) (DC 14)
    Protection vs. Law (16min) (DC 27)
    Heroism (140min) (DC 27)
    [/table]
    Last edited by Delandel; 2009-12-08 at 04:49 PM.
    Homebrew: Frostfire Mage PrC
    DM'ing:Expedition to Castle Ravenloft
    Anex / Oolar Battle of Black Rock

  17. - Top - End - #227
    Barbarian in the Playground
     
    BardGuy

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    Default Re: The Battle of Black Rock IC

    Marius Kaldo - Human Bard
    Status
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    Hp - 236/171
    AC - 37 (42 vs. ranged)
    Size - Medium

    Spells/abilities in Effect -
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    Haste - 8 rounds - extra attack, +30 ft speed
    Fly - 134 rounds - fly at 60 feet
    Stone Skin - 134 rounds DR - 10/adamant. or 150 pts
    Greater Magic Weapon - 834 rounds - +3 to his...shortbow
    Heroism - 134 rounds - (+2 moral to stuff)
    Blur - 134 rounds - 20 % miss chance
    Bardic Music - +4 moral bonus to hit/damage, and saves vs. charm and fear - 14 rounds left

    Round 14

    Neoseph:
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    Marius could not have cast a spell on Twinkie (Papa) and then moved 90ft in any direction to have reached Mike in round 12. During round 13, I see him at the most double moving to November C 1 (he can be in Mike if he decides to take the D row or lower).
    I thought it was a standard action to cast a spell from a scroll, and fly gives you a movement speed of 60 feet, +30 from haste, and that should be plenty... I thought. My apologies if I was wrong.
    Anyways -
    Spot - (1d20+12)[16]
    Knowledge - Arcana - (1d20+9)[20]


    *Seeing the massive, bestial creature unleashed onto the feild of battle, Marius smiles something of a wicked grin and stretches his arms, spreading his fingers wide in front of him.*
    "Finally! I get to be a little useful! Come here, beastie, and I'll turn you to dust!"

    *focusing on the energies at his command, he pulls the magical energy from his glove, letting it form first in his mind, manifesting on the feild of battle as a small sphere of utter void, almost painful to look at, coming into existence around the monstrous creature.*

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    Okay, so since I haven't been doing much, I think it's time I be useful and take this thing out if I'm lucky (or he's unlucky, either will work).
    Standard action to use a scroll, Sphere of ultimate destruction - Fort Dc is 23, unless I am mistaken, and it will have a duration of 17 rounds.
    So, Ranged touch attack - (1d20+20)[40]
    Edit: WOOT! I'm being useful!
    Last edited by DueceEsMachine; 2009-12-08 at 05:50 PM.
    What D&D Character would I be?
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    Lawful/Good Human Wizard/Sorcerer (2/2)
    Str - 14
    Dex - 17
    Con - 15
    Int - 16
    Wis - 15
    Cha - 18
    Hmmm.. Not too shabby. I think I'd do pretty well. Who knows?

  18. - Top - End - #228
    Bugbear in the Playground
     
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    Default Re: The Battle of Black Rock IC

    Quote Originally Posted by DueceEsMachine View Post
    Marius Kaldo - Human Bard
    Status
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    Hp - 236/171
    AC - 37 (42 vs. ranged)
    Size - Medium

    Spells/abilities in Effect -
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    Haste - 8 rounds - extra attack, +30 ft speed
    Fly - 134 rounds - fly at 60 feet
    Stone Skin - 134 rounds DR - 10/adamant. or 150 pts
    Greater Magic Weapon - 834 rounds - +3 to his...shortbow
    Heroism - 134 rounds - (+2 moral to stuff)
    Blur - 134 rounds - 20 % miss chance
    Bardic Music - +4 moral bonus to hit/damage, and saves vs. charm and fear - 14 rounds left

    Round 14

    Neoseph:
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    I thought it was a standard action to cast a spell from a scroll, and fly gives you a movement speed of 60 feet, +30 from haste, and that should be plenty... I thought. My apologies if I was wrong.
    Anyways -
    Spot - (34d6)[122]
    Knowledge - Arcana - (1d20+10)[13]


    *Seeing the massive, bestial creature unleashed onto the feild of battle, Marius smiles something of a wicked grin and stretches his arms, spreading his fingers wide in front of him.*
    "Finally! I get to be a little useful! Come here, beastie, and I'll turn you to dust!"

    *focusing on the energies at his command, he pulls the magical energy from his glove, letting it form first in his mind, manifesting on the feild of battle as a small sphere of utter void, almost painful to look at, coming into existence around the monstrous creature.*

    Spoiler
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    Okay, so since I haven't been doing much, I think it's time I be useful and take this thing out if I'm lucky (or he's unlucky, either will work).
    Standard action to use a scroll, Sphere of ultimate destruction - Fort Dc is 23, unless I am mistaken, and it will have a duration of 17 rounds.
    So, Ranged touch attack - [roll2]
    Edit: WOOT! I'm being useful!
    Sphere of Ultimate Destruction Damage: (34d6)[122]
    Fort Save: (1d20+10)[13]
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  19. - Top - End - #229
    Firbolg in the Playground
     
    Gwynfrid's Avatar

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    Default Re: The Battle of Black Rock IC

    Sheila - round 14

    Sheila did not like the looks of the wall. Nor did she like the looks of the monstrous metallic scorpion. She couldn't see what was behind the wall, but she was fairly sure she wouldn't have liked the looks of that, either.

    "Let's see how they like a taste of their own medicine."

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    Move action 45 feet straight up. Standard action to cast Earthquake centered on Hotel-JK19/Alpha-JK1. This may trigger a landslide from the north side of the valley if there are any steep slopes there. 100 damage to the wall, hardness notwistanding. Creatures on the ground fall prone (Reflex DC 15) and have a 25% chance to fall into a fissure (Reflex DC 20 to avoid). The rule doesn't seem to have a size limit for that, so our latest guest might well disappear into the ground.


    Sheila's buffs:
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    {table]Sheila's buffs|level|expires in|CL|effect
    Mind Blank|8|24 hr|20|immunity to mind-affecting effects; cannot be detected by scrying and divination
    Protection from Spells|8|200 min|20|resistance +8 to saves against spells and spell-like abilities
    Heroes' Feast (Xanian)|6|12 hr|11|immunity to poison and fear effects, morale +1 to attack rolls and Will saves, 13 temp hp
    Greater Heroism|6|20 min|20|morale +4 on attack rolls, saves, and skill checks, immunity to fear effects, and 20 temp hp
    Spell Resistance|5|20 min|20|SR 32
    Death Ward|4|20 min|20|immunity to death spells and negative energy effects
    Freedom of Movement|4|200 min|20|immunity to paralysis and any impediment to movement
    Stoneskin (Tacitus)|4|140 min|14|DR 10/adamantine; prevents up to 140 damage total
    Fly|3|20 min|20|fly speed 60
    Magic Vestment (shield)|3|20 hr|20|enhancement +5
    Magic Vestment (armor)|3|20 hr|20|enhancement +5
    Nondetection|3|20 hr|20|attempts to scry require DC 31 caster level checkto work
    Greater Magic Weapon (Oolar)|3|16 hr|16|enhancement +4 to shortspear
    Haste (Tacitus)|3|round 14|14|1 extra attack, +1 to attack rolls, dodge +1 to AC and Reflex, +30 speed
    Heroism (Tacitus)|3|140 min|14|morale +2 on attack rolls, saves, and skill checks
    Barkskin|2|120 min|12|natural armor enhancement +5
    Bear's Endurance|2|20 min|20|
    Blur (Tacitus)|2|14 min|14|20% miss chance
    Cat's Grace|2|20 min|20|
    False Life|2|20 hr|20|15 temp hp
    Fox's Cunning|2|20 min|20|
    Owl's Wisdom|2|20 min|20|
    Protection from Arrows|2|20 hr|20|DR 10/magic vs projectiles, prevents up to 100 damage total
    Resist Energy (acid)|2|200 min|20|acid resistance 30
    Resist Energy (electricity)|2|200 min|20|electricity resistance 30
    Resist Energy (fire)|2|200 min|20|fire resistance 30
    Resist Energy (sonic)|2|200 min|20|sonic resistance 30
    Resist Energy (cold)|2|200 min|20|cold resistance 30
    See Invisibility|2|200 min|20|see invisible and ethereal objects and beings within range of vision
    Shield of Faith|1|20 min|20|deflection +5 to AC
    Protection from Evil (Oolar)|1|16 min|16|deflection +2 to AC, resistance +2 to saves vs evil, blocks mental control, prevents contact from summoned creatures
    Inspire Courage (Marius)|-|round 28|-|morale +4 on attack rolls, damage, saves vs fear and charm[/table]


    Hadon - round 14

    Hadon heard Thomas's calls, asking not to take Anex away. The dwarf grumbled something in his beard as he went back the way he had come.

    "Humans. You can trust them not to follow any plan, however simple. A wonder they manage to have any organized armies at all."

    Spoiler
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    Carrying Anex's body: Double move (speed 90) to Hotel-BC8/9, altitude 20 feet.


    Hadon's buffs:
    Spoiler
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    {table]Hadon's buffs|level|expires in|CL|effect
    Heroes' Feast (Xanian)|6|12 hr|11|immunity to poison and fear effects, morale +1 to attack rolls and Will saves, 13 temp hp
    Spell Resistance|5|20 min|20|SR 32
    Death Ward|4|20 min|20|immunity to death spells and negative energy effects
    Stoneskin (Tacitus)|4|140 min|14|DR 10/adamantine; prevents up to 140 damage total
    Fly (Tacitus)|3|14 min|14|fly speed 60
    Greater Magic Weapon (Tacitus)|3|14 hr|14|enhancement +3 to longbow
    Greater Magic Weapon (Oolar)|3|16 hr|16|enhancement +4 to spiked chain
    Haste (Tacitus)|3|round 14|14|1 extra attack, +1 to attack rolls, dodge +1 to AC and Reflex, +30 speed
    Heroism (Tacitus)|3|140 min|14|morale +2 on attack rolls, saves, and skill checks
    Barkskin|2|120 min|12|natural armor enhancement +5
    Blur (Tacitus)|2|14 min|14|20% miss chance
    Protection from Evil (Oolar)|1|16 min|16|deflection +2 to AC, resistance +2 to saves vs evil, blocks mental control, prevents contact from summoned creatures
    Enlarge Person|1|5 min|5|size Large, weight 8x, size +2 Str -2 Dex -1 AC -1 attack rolls, reach 10 (20 with spiked chain)
    Inspire Courage (Marius)|-|round 28|-|morale +4 on attack rolls, damage, saves vs fear and charm[/table]
    Last edited by Gwynfrid; 2009-12-08 at 09:50 PM.

  20. - Top - End - #230
    Firbolg in the Playground
     
    memnarch's Avatar

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    Default Re: The Battle of Black Rock IC

    Xanian 14

    The gnome ignores the spell the construct tried to use (SR20) and directs the boar to get the wyvern body and start dragging it back to the wall as fast as it can. (not sure where the body is, so move to then pick it up this round)

    Dropping the scroll of Cloudburst, Xanian takes out his scroll with Summon Nature's Ally VIII on it (and Summon Monster VIII if possible, is it?), then moves to Golf H18 up 40ft.


    Buffs
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    {table]Buffs|DC|reminders
    Protection from Evil|33|+2 AC, saves vs evil, no possession or mental control, no summon contact
    Mind Blank|26|immune to mind-affecting effects; can't be detected by scrying and divination
    Cold Immunity|26|Immune to Cold
    Entropic Warding|26|Entropic Shield, Pass without Trace
    Fell Flight|26|Flight as land speed
    Fast Healing 2|26|+2 HP each round
    Blur|25|Concealment (20% miss)
    Fly|25|Flight speed 60ft
    Haste|25|+1 AC, attack, reflex, speed +30ft (finished by round 23)
    Greater Magic Weapon|25|+3 to a weapon
    Stoneskin|25|DR 10/Adamantine 140 damage total (140min)
    Heroism|25|+2 to attack, saves, skills
    Heroes' Feast|25|Fear Immunity, Poison Immunity (12hr) +13 temp HP (12hr)
    Greater Invisibility|19|Invisible
    [/table]

    {table]Equipment

    SR 20
    Absorb Energy-Draining (12hits)
    Absorb Death Effects (12hits)
    Absorb Negative Energy Effects (12hits)
    Evasion ability
    Feather Fall Constant
    [/table]

    Equipment; Scarab of Protection, Ring of Evasion, Ring of Feather Fall
    Last edited by memnarch; 2009-12-13 at 01:57 AM.
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  21. - Top - End - #231
    Bugbear in the Playground
     
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    Default Re: The Battle of Black Rock IC

    Twinkie - Round 14

    Twinkie runs back to the fortress (x3 speed, this is going to take me a few rounds).
    <--- Avatar made by bayar

  22. - Top - End - #232
    Bugbear in the Playground
     
    neoseph7's Avatar

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    Default Re: The Battle of Black Rock IC

    Quote Originally Posted by memnarch View Post
    Xanian 14

    The gnome directs the boar to get the wyvern body and start dragging it back to the wall as fast as it can. (not sure where the body is, so move to then pick it up this round)

    Dropping the scroll of Cloudburst, Xanian takes out his scroll with Summon Nature's Ally VIII on it (and Summon Monster VIII if possible, is it?), then moves to Golf H18.


    Buffs
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    {table]Buffs|DC|reminders
    Protection from Evil|33|+2 AC, saves vs evil, no possession or mental control, no summon contact
    Mind Blank|26|immune to mind-affecting effects; can't be detected by scrying and divination
    Cold Immunity|26|Immune to Cold
    Entropic Warding|26|Entropic Shield, Pass without Trace
    Fell Flight|26|Flight as land speed
    Fast Healing 2|26|+2 HP each round
    Blur|25|Concealment (20% miss)
    Fly|25|Flight speed 60ft
    Haste|25|+1 AC, attack, reflex, speed +30ft (finished by round 23)
    Greater Magic Weapon|25|+3 to a weapon
    Stoneskin|25|DR 10/Adamantine 140 damage total (140min)
    Heroism|25|+2 to attack, saves, skills
    Heroes' Feast|25|Fear Immunity, Poison Immunity (12hr) +13 temp HP (12hr)
    Greater Invisibility|19|Invisible
    [/table]

    {table]Equipment

    SR 20
    Absorb Energy-Draining (12hits)
    Absorb Death Effects (12hits)
    Absorb Negative Energy Effects (12hits)
    Evasion ability
    Feather Fall Constant
    [/table]

    Equipment; Scarab of Protection, Ring of Evasion, Ring of Feather Fall
    Let's just say that Xanian never pulled the scroll of clouburst. If that would free up an action from before, he can have pulled out the SMVIII then. However, you can only hold a single scroll in one hand. (It is fair to say that a single scroll has multiple spells on it. However, a single scroll should have only one author. Thus, it should not have a cleric spell and a wizard spell).
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  23. - Top - End - #233
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    memnarch's Avatar

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    Default Re: The Battle of Black Rock IC

    Aye, but a warlock cares less as to whether a cleric or wizard could make it.

    Edit; on my character sheet, all the scrolls that I personally made are in the Spells&Powers section.
    Last edited by memnarch; 2009-12-08 at 11:29 PM.
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  24. - Top - End - #234
    Bugbear in the Playground
     
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    Default Re: The Battle of Black Rock IC

    Quote Originally Posted by memnarch View Post
    Aye, but a warlock cares less as to whether a cleric or wizard could make it.

    Edit; on my character sheet, all the scrolls that I personally made are in the Spells&Powers section.
    Fair enough. If you scribed all of your own scrolls, they may occupy a single (massive) scroll, or any number of lesser scrolls. Don't loose it, or take fire damage.
    Last edited by neoseph7; 2009-12-08 at 11:35 PM.
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  25. - Top - End - #235
    Bugbear in the Playground
     
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    Default Re: The Battle of Black Rock IC

    The earthquake leaves significant cracks along the iron wall. A fissure opens up beneathe the GCASC and swallows it whole.

    Round 15:

    The Haste Effect (lasting only 14 rounds) is now over.

    Enemy Command: The wall does not grow, but another casting of iron wall goes towards repairing the damage dealt from the earthquake (a thick sheet of twisted iron rips off of the new iron wall, making the mini tornados even deadlier).

    The Gargantuan Clockwork Adamantium Scorpion Construct (GCASC) takes a move action to climb up out of the fissure. It then targets Marius with a Chain Lightning.

    SR: (1d20+13)[32]
    Damage: (13d6)[46] Electricity
    Reflex DC 21 for half

    Grey and Shiela (though not Oolar since IIRC he is invisible and the GCASC True Seeing is only out to 120ft) are targets of secondary bolts. Half damage, reflex to bring it down to a quarter.

    Hello Rikktor. It's nice to meet you. A pity, really. I was rooting for you. I never liked Kathryn. She deserved her fate, and you deserve to take her place. Your potential here is... wasted... Several smooth voices speak out in unison around Rikktor. One voice is far... too.. close.

    A not-so-invisible Invisible makes a leaping grapple attack against Rikktor. To add trouble, he is surrounded by an antimagic field, one that winked into existence very recently.

    Touch Attack (No AOO): (1d20+9)[28]
    Opposed Grapple Check: (1d20+9)[12]
    Unarmed Strike Damage: (1d4+3)[5] + sneak attack: (3d6)[7]

    The above takes place in an antimagic field. If Rikktor can beat a DC34 Spot Check, there is no sneak attack. In the presence of the antimagic field, both Rikktor and the Invisible drop like stones 10ft. They may not use climb or tumble to break their fall if the grapple check was successful.

    Falling Damage for Invisible: (1d6)[4]

    The antimagic field negates Rikktor's wings. Even if he isn't grappling, he is still on the ground with an Invisible right next to him and in the presence of an antimagic field.

    Waiting for the two combatants at the bottom are 10 Invisible (who are actually invisible, non detected (as per the spell), and possessing Hide Checks in teh stratosphere (even without the invisibility). All ten launch 3 javelins each at Rikktor (possibly hitting their ally).

    Rikktor is being attacked by Invisible enemies (they all have +2 to hit that is not taken into account). In addition, Rikktor loses his Dex mod to AC.

    Spoiler
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    1
    Attack:(1d20+6)[12] Damage:(1d6+3)[7] Sneak:(3d6)[13]
    Attack:(1d20+6)[18] Damage:(1d6+3)[6] Sneak:(3d6)[13]
    Attack:(1d20+6)[16] Damage:(1d6+3)[8] Sneak:(3d6)[11]
    50% chance to hit Rikktor (2s hit):(1d2)[1](1d2)[2](1d2)[2]
    2
    Attack:(1d20+6)[20] Damage:(1d6+3)[6] Sneak:(3d6)[13]
    Attack:(1d20+6)[13] Damage:(1d6+3)[9] Sneak:(3d6)[10]
    Attack:(1d20+6)[26] Damage:(1d6+3)[5] Sneak:(3d6)[15]
    50% chance to hit Rikktor (2s hit):(1d2)[2](1d2)[1](1d2)[2]
    3
    Attack:(1d20+6)[8] Damage:(1d6+3)[7] Sneak:(3d6)[9]
    Attack:(1d20+6)[18] Damage:(1d6+3)[9] Sneak:(3d6)[13]
    Attack:(1d20+6)[15] Damage:(1d6+3)[6] Sneak:(3d6)[11]
    50% chance to hit Rikktor (2s hit):(1d2)[1](1d2)[2](1d2)[1]
    4
    Attack:(1d20+6)[18] Damage:(1d6+3)[8] Sneak:(3d6)[5]
    Attack:(1d20+6)[24] Damage:(1d6+3)[4] Sneak:(3d6)[16]
    Attack:(1d20+6)[18] Damage:(1d6+3)[8] Sneak:(3d6)[14]
    50% chance to hit Rikktor (2s hit):(1d2)[1](1d2)[2](1d2)[2]
    5
    Attack:(1d20+6)[11] Damage:(1d6+3)[7] Sneak:(3d6)[10]
    Attack:(1d20+6)[23] Damage:(1d6+3)[8] Sneak:(3d6)[12]
    Attack:(1d20+6)[14] Damage:(1d6+3)[8] Sneak:(3d6)[6]
    50% chance to hit Rikktor (2s hit):(1d2)[2](1d2)[1](1d2)[2]
    6
    Attack:(1d20+6)[9] Damage:(1d6+3)[7] Sneak:(3d6)[11]
    Attack:(1d20+6)[13] Damage:(1d6+3)[4] Sneak:(3d6)[11]
    Attack:(1d20+6)[9] Damage:(1d6+3)[9] Sneak:(3d6)[7]
    50% chance to hit Rikktor (2s hit):(1d2)[2](1d2)[1](1d2)[1]
    7
    Attack:(1d20+6)[23] Damage:(1d6+3)[9] Sneak:(3d6)[6]
    Attack:(1d20+6)[23] Damage:(1d6+3)[4] Sneak:(3d6)[15]
    Attack:(1d20+6)[9] Damage:(1d6+3)[5] Sneak:(3d6)[12]
    50% chance to hit Rikktor (2s hit):(1d2)[2](1d2)[1](1d2)[1]
    8
    Attack:(1d20+6)[15] Damage:(1d6+3)[7] Sneak:(3d6)[9]
    Attack:(1d20+6)[9] Damage:(1d6+3)[8] Sneak:(3d6)[6]
    Attack:(1d20+6)[16] Damage:(1d6+3)[9] Sneak:(3d6)[9]
    50% chance to hit Rikktor (2s hit):(1d2)[1](1d2)[2](1d2)[2]
    9
    Attack:(1d20+6)[25] Damage:(1d6+3)[7] Sneak:(3d6)[10]
    Attack:(1d20+6)[15] Damage:(1d6+3)[4] Sneak:(3d6)[12]
    Attack:(1d20+6)[24] Damage:(1d6+3)[9] Sneak:(3d6)[16]
    50% chance to hit Rikktor (2s hit):(1d2)[2](1d2)[1](1d2)[2]
    10
    Attack:(1d20+6)[17] Damage:(1d6+3)[9] Sneak:(3d6)[5]
    Attack:(1d20+6)[19] Damage:(1d6+3)[8] Sneak:(3d6)[11]
    Attack:(1d20+6)[18] Damage:(1d6+3)[8] Sneak:(3d6)[6]
    50% chance to hit Rikktor (2s hit):(1d2)[1](1d2)[1](1d2)[2]

    For 30 Attacks, 1 is bound to trigger a crit (20, x2). I will also roll 2 crit potentials below.
    Crit Confirm: (1d20+6)[11] Damage:(1d6+3)[5]
    Crit Confirm: (1d20+6)[17] Damage:(1d6+3)[4]


    Thomas Flies to Hadon, pulling out a scroll of revenance as part of the move (he has a scroll case that lets him do so). He then Cast's Revenance on Anex, who is alive and kicking for the next 16 minutes (160rounds).
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  26. - Top - End - #236
    Troll in the Playground
     
    industrious's Avatar

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    Default Re: The Battle of Black Rock IC

    It can hit me from that far away?

    Rolling Reflex anyway...
    (1d20+15)[34]
    Quote Originally Posted by DeafnotDumb View Post
    Silly boy. I've played in Industrious's games. They don't murder characters. That means the torture ends.
    Quote Originally Posted by Aevylmar View Post
    It turns out that sometimes? He *does* murder characters.

    The Maze of Madness

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  27. - Top - End - #237
    Barbarian in the Playground
     
    BardGuy

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    Default Re: The Battle of Black Rock IC

    Marius Kaldo - Human Bard
    Status
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    Hp - 190/171
    AC - 37 (42 vs. ranged)
    Size - Medium

    Spells/abilities in Effect -
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    Fly - 133 rounds - fly at 60 feet
    Stone Skin - 133 rounds DR - 10/adamant. or 150 pts
    Greater Magic Weapon - 833 rounds - +3 to his...shortbow
    Heroism - 133 rounds - (+2 moral to stuff)
    Blur - 133 rounds - 20 % miss chance
    Bardic Music - +4 moral bonus to hit/damage, and saves vs. charm and fear - 13 rounds left

    Round 15

    *Marius lets out a cry of success at his hitting the creature with the black void, but the victory yell quickly fades as he sees that the creature is not dead - far from it. His eyes widen in terror as the bolt of electricity streaks towards him, and though his mind screams for his body to drop out of the way, the best he can do is feebly raise his arms in front of his face before the blast hits him full force.*

    *His movements jerky and small arcs of electricity streaking through his hair, Marius groans as he sways, but manages to stay on his feet, breathing hard.*
    "Come on! You can do better than that! Open wide and I'll feed you some of your own medicine!"

    *Though his spell seems to have little effect on the monstrosity, Marius has no doubt that it will help - if only he can focus it on the creature. Focusing his will, he directs the sphere to attack once more.*

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    Alright, well, the book I have says it requires a ranged touch attack, and I'm pretty sure that's a standard action, so I'll just go with that. I am going to use a couple charges from my belt of battle for an extra standard action though, to hit the thing twice.
    Alright - just spend a move action this turn to use the sphere, and a standard action to activate the wand of haste that I picked up. That should work. I'll get the duration ect. in the next round post.
    Attack 1 - (1d20+20)[27]
    Attack 2 - (1d20+20)[30]
    Damage 1 - (34d6)[115]
    Damage 2 - (34d6)[133]
    Last edited by DueceEsMachine; 2009-12-11 at 03:30 PM.
    What D&D Character would I be?
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    Lawful/Good Human Wizard/Sorcerer (2/2)
    Str - 14
    Dex - 17
    Con - 15
    Int - 16
    Wis - 15
    Cha - 18
    Hmmm.. Not too shabby. I think I'd do pretty well. Who knows?

  28. - Top - End - #238
    Bugbear in the Playground
     
    chilepepper's Avatar

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    Jan 2008
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    Default Re: The Battle of Black Rock IC

    Twinkie - round 15

    Twinkie continues making his way to the fort. (60' in a full round)
    <--- Avatar made by bayar

  29. - Top - End - #239
    Ogre in the Playground
     
    Ryuuk's Avatar

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    May 2006
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    Default Re: The Battle of Black Rock IC

    Saul

    "Ah, thank you." Taking in the scene, Saul watches Rikktor fall as spears fly out around him. [COLOR="DarkSlateBlue"]"It's the invisibles!" He Hustles to a better spot and charges towards the man attacking Rikktor. If his claws disappear during his charge, he'll put two and two together and draw the rapier a moment striking.

    Spoiler
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    Assuming Saul has to enter an antimagic field to attack the invisible in I19, his AC and Attack Bonus will change drastically. For now, I'm sure that can count on the Rapier's Mastework property and my Warmind Chain +4 to Str (as it's more akin to rage). I'm not sure about the inspire courage though.

    Hustle will leave him in E14, he'll charge and attack from I19

    Attack (1d20+15)[30] PA 9
    Damage (1d6+14)[16]


    I'll omit my buff list for now, as it isn't relevant inside an Antimagic Field. The Warmind's Chains should still be active though (+4 Insight to Str/Con/Dodge to AC. Also, DR 3/-)
    Will be edited by Ryuuk : Sometime in the future.

  30. - Top - End - #240
    Firbolg in the Playground
     
    hustlertwo's Avatar

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    Jun 2009
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    Default Re: The Battle of Black Rock IC

    I will wait until Rikktor posts for my turn, to see whether he's still alive or not.

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