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| Sjiggie05-02-07, 07:10 PM | This is a assault MQ for Zodiac to weaken the Free Thinkers. If you are not Vathelokai or Sjiggie dont post here. Leave your comment in the FoTW thread or sent a PM. Thanks --Questlog-- Results Succes! Zodiac defeats a human wizard and gains +1500xp +1600gp and lowers the free thinkers to [ECL3] Spell's Used Hold Person, Deep Slumber, Expeditious retreat, Ghoul Touch, Item's Used Scroll of See Invisibility, Mage Armor, Alter Self (troglodyte), Scroll of web Ready for MAY 2: Guild Assault vs Free Thinkers [Free: Intimidate] Zodiac http://i14.photobucket.com/albums/a327/Vathelokai/CoCo%20Maps/Red.gif Gender and Race: Male Human Size and Type: Medium Humanoid (spellcaster) Height and Weight: 6' 2" 150 lbs. Age: Old (42) Alignment: Neutral Evil ECL: 5 (Wizard: Enchanter) Experience: 11,853/15,000 Guild: The Arcane Order Attributes STR 06 (-2) [1 pts] [9 Base, -3 Age] DEX 06 (-2) [1 pts] [9 Base, -3 Age] CON 12 (+1) [8 pts] [15 Base, -3 Age] INT 24 (+7) [16 pts] [18 Base, +2 Age, +1 Advancement, +3 Enhancement] WIS 14 (+2) [4 pts] [12 Base, +2 Age] CHA 16 (+3) [6 pts] [14 Base, +2 Age] Miscellaneous Statistics Hit Points: 19 [5 HD] [4 (Wizard) + (2.5 (Wizard) x 4) + (5 HD x +1 Con)] Armor Class (Normal): 8 [10 Base, -2 Dex] Armor Class (Touch): 8 [10 Base, -2 Dex] Armor Class (Flat-Footed): 8 [10 Base, -2 Dex] Initiative: -2 [-2 Dex] Base Attack Bonus: +2 [+2 (Wizard)] Grapple: +0 [+2 BAB, -2 Str] Speed (Land): 30 ft [30 Base] Weight Carried: 17.2 lbs, light encumbrance [0-20 (Light), 21-40 (Medium), 41-60 (Heavy)] Saves Fortitude: +2 [+1 Con, +1 (Wizard)] Reflex: -1 [-2 Dex, +1 (Wizard)] Will: +6 [+2 Wis, +4 (Wizard)] Melee Attacks Greataxe -4, 1d12-2, (20/x3), Slashing [-2 Str, +2 BAB, -4 Nonproficient] Ranged Attacks Light Crossbow +1, 1d8, (19-20/x2), Range 80 ft, Piercing [-2 Dex, +2 BAB, +1 MW ammo] Arcane Spells Readied Cantrips [DC 17] Message, Resistance, Resistance, (open slot) Level 1 [DC 18] Cause Fear, Grease, Grease, Sleep1, Expiditious Retreat, Cause Fear Level 2 [DC 19] Blindness/Deafness, Hideous Laughter1, Blindness/Deafness, Hideous Laughter, Ghoul Touch Level 3 [DC 20] Hold Person1, Deep Slumber1, Hold Person1, Deep Slumber1 1 Enchantment: +2 to DC and +1 vs. Spell/Power Resistance Spell Levels Available Per Fight: 10 (4 Cantrips) All this fight [28 Total Spell Levels / 3, rounded up] Total Spell Levels: 28 [(6 x lv. 1), (5 x lv. 2) (4 x lv 3)] Used Spell Levels this Cycle: 10 [0 in fight 1] Caster Level: 5 Specialist School: Enchantment Banned Schools: Illusion, Evocation Feats Tatoo Focus: Enchantment Human [+1 to the DC of, and +1 on Spell Resistance Checks with Enchantments] Scribe Scroll Wizard 1 Spell Focus: Enchantment Lvl 1 [+1 to the DC of Enchantments] Enlarge Spell Lvl 3 [Doubles range of spells, +1 spell level] Craft Wonderous Items Wizard 5 Skills Total Skill Points: 64 [56 (Wizard), 8 (Human) Languages: Human, Draconic, Abyssal, Infernal, Celestial, Gith [1 Racial, +5 Int] Armor Check Penalty: 0 [light Encumberance] Spot: +2/4 [+2 Wis, 0 Ranks] (+2 Familiar Alertness) Listen: +7/9 [+2 Wis, 3 cc Ranks (6 Wizard), +3 (Familar)] (+2 Familiar Alertness) Hide: -2 [-2 Dex, 0 Ranks] Move Silently: -2 [-2 Dex, 0 Ranks] Balance: -2 [-2 Dex, 0 Ranks] Climb: -2 [-2 Str, 0 Ranks] Jump: -2 [-2 Str, 0 Ranks] Swim: -2 [-2 Str, 0 Ranks] Concentration: +9 [+1 Con, 8 Ranks (8 (Wizard)] Craft Poison: +17 [+7 Int, 8 Ranks (8 (Wizard), +2 circumstance] Intimidate: +7 [+3 Cha, 4 cc Ranks (8 (Wizard)] Psicraft: +8 [+7 Int, 1 cc Ranks (2 (Wizard)] Spellcraft: +14 [+7 Int, 7 Ranks (7 (Wizard)] Decipher Script: +8 [+7 Int, 1 Ranks (1 (Wizard)] Knowledge (Arcana): +15 [+7 Int, 8 Ranks (8 (Wizard)] Knowledge (Dungeoneering): +8 [+7 Int, 1 Ranks (1 (Wizard)] Knowledge (Local): +8 [+7 Int, 1 Ranks (1 (Wizard)] Knowledge (Nature): +8 [+7 Int, 1 Ranks (1 (Wizard)] Knowledge (Psionics): +8 [+7 Int, 1 Ranks (1 (Wizard)] Knowledge (Religion): +8 [+7 Int, 1 Ranks (1 (Wizard)] Knowledge (The Planes): +8 [+7 Int, 1 Ranks (1 (Wizard)] Knowledge (Architecture): +8 [+7 Int, 1 Ranks (1 (Wizard)] Knowledge (Geography): +8 [+7 Int, 1 Ranks (1 (Wizard)] Knowledge (History): +8 [+7 Int, 1 Ranks (1 (Wizard)] Knowledge (Nobility): +8 [+7 Int, 1 Ranks (1 (Wizard)] Prefight Actions Bring Familiar Memorize Deep Slumber into open slot (already on list) Equipment Worn and Carried Fancy Wizard Robes [Noble Outfit] [0 lbs] [0 gp] Headband of Intellect +3C [4500 gp] [5 credits] 5 [MW] Bolts [0.1 lb each = 1 lbs][.7 gp each = 7 gp] Greataxe [10 lbs][20 gp] Light Crossbow [4 lbs][35 gp] Pearl of Power Lv2C [2000 gp] Pearl of Power Lv1C [500 gp] Pearl of Power Lv1C [500 gp] [Used this cycle] [u]Expendable Items Max total (ECL 2 x 50) = 1250 gp 2 1 Vial Drow Poison C (Injury, Fort DC13, unconciousness) [0.1 lb each = .2 lbs][37.5 gp each = 75 gp] Scroll of EnhancementsC: Resist Energy [CL 3], Protection from Arrows [CL 3], See Invisiblility [CL 3], Fox's Cunning [CL 3] [0.0 lb each = 0 lbs][75 x 4 = 300 gp] Scroll of CombatC: Alterself (troglodyte) [CL 4], mage armor [CL 1], Alterself (troglodyte) [CL 4], mage armor [CL 1], Truestrike [CL 1], Truestrike [CL 1] [0.0 lb each = 0 lbs][100 x 2 and 12.5 x 4 = 550 gp] Scroll of TruestrikeC: Truestrike [CL 1] [0.0 lb each = 0 lbs][12.5gp] [s]Scroll of TruestrikeC: Truestrike [CL 1] [0.0 lb each = 0 lbs][12.5gp] Scroll of WebC: Web [CL 3] [0.0 lb each = 0 lbs][75gp] Scroll of WebC: Web [CL 3] [0.0 lb each = 0 lbs][75gp] Scroll of WebC: Web [CL 3] [0.0 lb each = 0 lbs][75gp] Equipment at Home Spellbook [3 lbs][0 gp] Alchemist (Poison) Lab [40 lbs][500 gp] 2 Trained Hirelings (Slaves - see allies) [2 x 36 gp/year = 72gp] 16 gp Allies Maximum CR per ally: CR 1 (ECL-4, min. 1) Maximum ECL per ally: ECL 2 (ECL-2) Maximum CA of allies per fight: CA 2 (ECL-2) Trained Hireling; purchased for one year for 36 gp. Chadiak is a male halfling scribe. He is proficient with Profession: Scribe and Profession: Lawyer. He has been charmed by red wizards into being a willing and happy slave. Trained Hireling; purchased for one year for 36 gp. Wallio is a male xeph jack of all trades. He runs errands, cleans, etc. He is proficient with Appraise and Profession: Domestic. He has been charmed by red wizards into being a willing and happy slave. Name: Nadir Gender and Race: Male Bat Size and Type: Diminuitive Augmented Magical Beast (familiar) Height and Weight: 6" 5oz. Age: 10 years Alignment: Neutral Evil HD: 5 Attributes STR 1 (-5) [1 Base] DEX 15 (+2) [15 Base] CON 10 (+0) [10 Base] INT 8 (-1) [2 Base, +x familiar] WIS 14 (+2) [14 Base] CHA 4 (-3) [4 Base] Miscellaneous Statistics Hit Points: 9 [5 HD] [1/2 of Master] Armor Class (Normal): 19 [10 Base, +2 Dex, +4 Size, +3 Natural] Armor Class (Touch): 16 [10 Base, +2 Dex, +4 Size] Armor Class (Flat-Footed): 17 [10 Base, +4 Size, +3 Natural] Initiative: +2 [+2 Dex] Base Attack Bonus: +2 [+2 (Wizard)] Grapple: -15 [+2 BAB, -5 Str, -12 Size] Speed (Land): 5 ft [5 Base] Speed (Flight): 40 ft, good maneuverability [40 (good) Base] Weight Carried: 0 lbs, light encumbrance [0-1.5 (Light), 1.5-3 (Medium), 3-5 (Heavy)] Saves Fortitude: +2 [+0 Con, +2 (Animal)] Reflex: +4 [+2 Dex, +2 (Animal)] Will: +6 [+2 Wis, +4 (Familiar)] Melee Attacks Touch +8, 0d0, (20/x2), (bludgeon) [+2 Dex, +2 BAB, +4 Size] Special Attacks and Abilities Blindsense 20 ft. +4 to spot and listen from blindsense Improved Evasion (No dmg. on successful reflex saves, 1/2 dmg. on failed saves) Share Spells (Can recieve personal spells, share spell effects with master) Empathic Link (Up to 1 mile) Deliver Touch Spells (Can serve as toucher for touch ranged spells) Speak with Master (Only master and familiar understand) Feats Alertness Racial (+2 spot and listen) Skills Languages: None [0 Racial] Total Skill Points: ?? [Animal ranks plus ranks from master] Armor Check Penalty: 0 [light encumberance] Spot: +4 [+2 Wis, 0 Ranks, +2 (Alertness)] Listen: +7 [+2 Wis, 3 cc Ranks (6 Wizard), +2 (Alertness)] Hide: +14 [+2 Dex, 0 Ranks, +12 (size)] Move Silently: +6 [+2 Dex, 4 Ranks (Animal)] Concentration: +8 [+0 Con, 8 Ranks (8 (Wizard)] Intimidate: +0 [-4 Cha, 4 cc Ranks (8 (Wizard)] (-4 for each size catagory smaller than opponent) Craft Poison: +6 [-2 Int, 8 Ranks (8 (Wizard)] Psicraft: -1 [-2 Int, 1 cc Ranks (2 (Wizard)] Spellcraft: +5 [-2 Int, 7 Ranks (7 (Wizard)] Decipher Script: -1 [-2 Int, 1 Ranks (1 (Wizard)] Knowledge (Arcana): +6 [-2 Int, 8 Ranks (8 (Wizard)] Knowledge (Dungeoneering): -1 [-2 Int, 1 Ranks (1 (Wizard)] Knowledge (Local): -1 [-2 Int, 1 Ranks (1 (Wizard)] Knowledge (Nature): -1 [-2 Int, 1 Ranks (1 (Wizard)] Knowledge (Psionics): -1 [-2 Int, 1 Ranks (1 (Wizard)] Knowledge (Religion): -1 [-2 Int, 1 Ranks (1 (Wizard)] Knowledge (The Planes): -1 [-2 Int, 1 Ranks (1 (Wizard)] Knowledge (Architecture): -1 [-2 Int, 1 Ranks (1 (Wizard)] Knowledge (Geography): -1 [-2 Int, 1 Ranks (1 (Wizard)] Knowledge (Nobility): -1 [-2 Int, 1 Ranks (1 (Wizard)] Knowledge (History): -1 [-2 Int, 1 Ranks (1 (Wizard)] Equipment Worn and Carried None Current 3FC Information Time Between Fights: Prebuffs/Ongoing Effects: 6 hours Items Used: none Spells or Powerpoints Used: 10Sls (Exp. Retreat, Blindness, Hold Person, Grease, Cause Fear, Hideous Laughter) x/day Abilities Used: none Free Activity: guard Time Between Fights: Prebuffs/Ongoing Effects: Items Used: Spells or Used: x/day Abilities Used: Free Activity: * * Pitlords May Cut Here * * Miscellaneous Information I'm keeping the name Thay from the Red Wizard thing but I'm changing it from the Forgotten Relms. Here, Thay is a concept more than an empire. It has a native and overlaping astral/ethereal city state which is rather small. They think of it as a homeland, a place of origin. But they also think that any relm a red wizard has control of is also part of Thay. They define control as having a base there, so any red wizard in Gladius could claim as much of Gladius as they want (without mentioning to the city unless they felt like it). So most of the time when they refer to Thay, they mean 'all provinces of all red wizards'. On the whole, the red wizards are the same bunch of slaving, politicing, imperialist, nationalist, isolationist bastards that they are in Faerun. The red wizards here are more spread out, and tend to take over small domains. Zodiac is definitely evil. He owns slaves. He's a human supremesist. He wants to use the TAO to his own ends. He's hopefull that he can get a teaching postion so that he can find like minded students and form a 'campus club'. From that pool he will pick the best as his followers once he gets the leadership feat and red wizard circle magic (At ECL 9-10. I put the red wizard info on the sheet; under Misc. info sblock). Zodiac is kind of like a Malfoy (from harry potter), who never had an arch nemesis, so he never developed a habit of risky ventures. He has been sitting on the family inheritence (that he swindled away from his relatives) for 15 or so years, managing the estate. He is very gifted (save DCs of 18 on his 1st lv spells), but only recently has he decided to persue the dedicated study of magic. Zodiac will be disappointed to find out an elf is running the TAO. If he ever finds out that Vandalar has a tattoo focus, Zodiac will vow to hunt down the traitor that gave V the tattoo. Z has come to Gladius on advice from his mentor. They know about the nimbus and use it on occasion for resurections, but they don't want to get drawn into the interplanar war to control the place, so they don't come a'conquering. Z's job is to get his spell levels up and find recruits. When that's done, he will build up a city state of his own. Z's real weakness is that most of his spells only work on humanoids. Undead, clerics, and paladins are his real nemesis. Outsiders and and elementals can be delt with but it's tough. Z takes a direct approach to things. He can't cast illusions (read: invisibility), and wouldn't bother. He wants to find the threat fast and eleminate it with one blow. Then either CDG or poision to finish them off. He is confused by diplomatic tactics, but will play along with bards and such until he gets annoyed. Cantrips: Arcane Mark, Acid Splash, Daze, Detect Magic, Detect Poison, Disrupt Undead, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Read Magic, Resistance, Touch of Fatigue Level 1: Sleep, Endure Elements, Prot. Evil, Prot. Good, Shield, Truestrike, Grease, Mage Armor, Cause Fear, Enlarge Person Level 2: Hideous Laughter, Ghoul Touch, See Invisiblity, Blindness/Deafness, Spectral Hand, Alter Self, Fox's Cunning, Resist Energy, Touch of Ideocy, Web, Protection from Arrows Level 3: Hold Person, Deep Slumber Total Pages Available: 100 Total Pages Used: 51 [(15 Cantrips), (10 x lv. 1), (9 x lv. 2), (2 x lv. 3)] Ready for (Month) (Day) [Fight (?)] - (Free Activity) or Ready for (Month) (Day) [Fight (?)] - Miniquest: EL ?, QL (Questlord) or Ready for (Month) (Day) - (Full Activity) or Ready for (Month) (Day) - Quest: EL ?, QL (Questlord) or Ready for (Month) (Day) - Campaign: (Campaign Name) or Ready for (Month) (Day) - (Type) Operation - (Subtype) - (Goal or Target) As a Free Activity, you can use your Intimidate skill to scare one or more allies of your opponent that have an intelligence of 3 or more. Your Intimidate value must be at least as high as (Ally CR + Ally Wisdom + Resistance to fear) to affect him or her (called Courage Value). There are three different effects depending on your Intimidate value relative to the Courage Value: Scared: Your intimidate skill is at least equal to the ally's Courage Value. Your opponent's ally is Shaken for the entire combat. Frightened: Your intimidate value is higher than the Courage Value by 5 or more. Your opponent's ally is Frightened for the first 4 rounds, then is Shaken for the entire combat. Panicked: Your intimidate value is higher than the Courage Value by 10 or more. Your opponent's ally is Panicked and does not appear to the fight. Multiple Allies: If the opponent has more than one ally, you can decide which ally you want to intimidate. After having intimidated the first ally, deduct the the Courage Value from your Intimidate Value. If you have points left, you can intimidate another ally (and so on) but your Intimidate value is decreased after each intimidation. Handle Animal: If you also have a Handle Animal value equal to the CR of an opponent's ally, you may also intimidate animals. If you have a Handle Animal value of CR+5 you can intimidate magical beasts and vermin. Note: If the ally is immune to fear, he is also not subject to Intimidate. If the master has the Aura of Courage (Paladin 3), the ally gains an additional +4 bonus to resist the level check. Red Wizard Requirements Race: Human from Thay Align: Nongood Skills: Spellcraft 8 ranks Feats: Tattoo Focus plus a total of 3 metamagic and item creation feats Spells: Able to cast 3rd lv. spells Class Skills (2+Int mod. per lv.) Bluff [Chr] Concentration [Con] Craft (any) [Int] Intimidate [Chr] Knowledge (any) [Int] Profession (any) [Wis] Spellcraft [Int] Level Att.Bonus Fort Refl Will Special Spells per Day 1st +0 +0 +0 +2 Enhanced Specialization, Specialist Defense +1 +1 level of existing arcane class 2nd +1 +0 +0 +3 Spell Power +1 +1 level of existing arcane class 3rd +1 +1 +1 +3 Specialist Defense +2 +1 level of existing arcane class 4th +2 +1 +1 +4 Spell Power +2 +1 level of existing arcane class 5th +2 +1 +1 +4 Bonus Feat, Circle Leader +1 level of existing arcane class 6th +3 +2 +2 +5 Spell Power +3 +1 level of existing arcane class 7th +3 +2 +2 +5 Scribe Tattoo, Specialist Defense +3 +1 level of existing arcane class 8th +4 +2 +2 +6 Spell Power +4 +1 level of existing arcane class 9th +4 +3 +3 +6 Specialist Defense +4 +1 level of existing arcane class 10th +5 +3 +3 +7 Great Circle Leader, Spell Power +5 +1 level of existing arcane class Level Att.Bonus Fort Refl Will Special Spells per Day Class Features Weapon and Armor: No new proficiency Spells per Day: Gain spells and caster lv. as previous arcane class Enhanced Specialization: Gain a new banned school. You can not learn new spells from that school, but you can still use the spells you already know, and items activated by the spells you already know. Specialist Defense: Gain a bonus on saving throws against against your specialty school. Spell Power: Gain a virtual increase in caster lv for all spells. Bonus Feat: Must be metamagic, item creation, or spell mastery. Circle Leader: Can lead a circle magic ritual and recieve spell levels donated from followers (see below). Scribe Tattoo: Can give Tatoo focus's to worthy apprentices Great Circle Leader: Can lead a circle magic ritual with more participants and recieve spell levels donated from followers (see below). Tattoo Focus Prerequisite: Specialist wizard Region: Thay Benefit: Add +1 to the DC of your specialist school. You get a +1 to caster lv. checks to overcome spell resistance with spells of your specialist school. Special: Must have Tatto Focus to participate in circle magic (see below). Circle Magic Participation: You must have the tattoo focus feat (see above). One caster with the circle leader class ability stands at the center of the circle of wizards and is called the circle leader. A circle requires at least two wizards in addition to the leader. Up to five wizards (plus the leader) can participate in a standard circle. A great circle can have up to nine participants in addition to the leader. All participants must be within 10 ft. of the leader. Circle Powers: After one full hour of uninterupted concentration, the helper wizards cast spells. The spells have no effect, and the spell level of all spells cast this way is totaled up and become bonus levels. Each bonus level can be used by the circle leader on the following effects. The circle leader can divide the bonus levels as he sees fit. Increase the caster lv of the circle leader by one by expending one bonus level. Max caster level is 40. This applies to level dependent variables. This lasts 24 hours. Increase the caster lv of the circle leader by one by expending one bonus level. Max caster level is 40. This applies to caster level checks. This lasts 24 hours. Add empower spell, maximize spell, or heighten spell to currently prepared spells. The circle leader does not have to have the feats in order to do this. The spell level can be raised up to level 20, wether the leader has spell slots of that level or not. Each bonus level spent on these virtual feats counts as a substitute spell level for that feats level adjustment. These bonuses last until expended or 24 hours. End of Fight Cycle 1 Scroll of Enhancements (remainder)C: Spectral Hand [CL 3], See Invisible [CL 3], Fox's Cunning [CL 3] [225 gp] [75 x 3 gp = 225 gp] End of Fight Cycle 2 Scroll of Enhancements (remainder)C: See Invisible [CL 3][75 gp] [75] Scroll of Combat (remainder)C: Truestrike [CL 1], Prot. Good [CL 1], Prot. Evil [CL 1] [37.5 gp] [12.5 x 3 gp = 37.5 gp] End of Fight Cycle 4 Scroll of Defense (remainder)C: Grease [CL 2], Protection from Good [CL 2], Protection from Evil [CL 2] [75 gp] [75] Scroll of Offense (remainder)C: Mage Armor [CL 1] [12.5 gp] [12.5] Bribe to Conmen (see first MQ) - [5 gp] 5 Vial Drow PoisonC [37.5 gp each = 187.5 gp] 3 ScrollC: Alter Self (Lizardman) [CL 3] [75 gp each = 225 gp] 2 ScrollC: Alter Self (Troglodyte) [CL 4] [100 gp each = 200 gp] 5 ScrollC: Mage Armor [CL 1] [12.5 gp each = 62.5 gp] ScrollC: Fox's Cunning [CL 3] [75 gp each = 75 gp] ScrollC: Shield [CL 1] [12.5 gp each = 12.5 gp] ScrollC: Shield [CL 2] [25 gp each = 25 gp] 2 ScrollC: Truestrike [CL 1] [12.5 gp each = 25 gp] 3 ScrollC: Web [CL 3] [75 gp each = 225 gp] 4 [MW] Bolts [.7 gp each = 2.8 gp] Fight Results Fight Cycle 1 Completed MiniQuest: Smelly Goblin Shoes [Book5] - [900 xp] [900 gp] [Joined TAO] [Remember to Kill those conmen] 4th Place vs Genia [Milov], Ivan [ayyiniwindryder], and Osiris [Iced] [All vs. All] - [325 xp] [325 gp] Lost vs Ilendil Oratith [TelinArtho] [300 xp] [300 gp] Full Activity - Crafting - Scrolls and Poison Fight Cycle 2 Win vs R'ymund [NedTheDestroyer] [900 xp] [900 gp] Lost vs Ventr the Dreamer [Milov] [300 xp] [300 gp] Lost vs Rubicanti [TheMagister] [300 xp] [300 gp] Between Cycles Week 1 - Crafting Scrolls Fight Cycle 3 Win vs Wisp [c00lz3] [1200 xp] [1200 gp] Loss vs Wisp [c00lz3] [400 xp] [400 gp] Loss vs Wisp [c00lz3] [400 xp] [400 gp] Fight Cycle 4 Lost vs Ynotar Mihm Eer [Etiquette_Gnome] [400 xp] [400 gp] Win with the help of The Illustrated Man [McJarvis] vs Maelosh the Breaker [Hrothmund] and Linus Caldwell [UserNamer] [1200 xp] [1200 gp] Lost vs Mithos Durrol [???] [450 xp] [450 gp] Between Cycles Week 1 and Week 2 - Crafting headband of intellect +3, scroll of alter self(trog) x2, mage armor x2, truestrike x2, vial of drow poison Fight Cycle 5 Runner up vs Rubicanti [TheMagister], Reginald Molehusband [hogarth], and Durin [Maraxus] [Hunter] [1083 xp] [1147 gp] Lost vs Rubicanti [TheMagister] [500 xp] [533 gp] Failed Quest: Druidic Circles Sophia (with Kervan [MindWandererB]) [Erithmu] [0 xp] [0 gp] [Link to full thread] Fight Cycle 6 Lost vs Mithos Durol [Zevox] [541 xp] [574 gp] Lost vs Zax Kar Nissex [TelinArtho] [625 xp] [666 gp] Win/Lost vs Somebody [Somebody] [1200/400 xp] [1200/400 gp] Win/Lost vs Somebody [Somebody] [1200/400 xp] [1200/400 gp] (Note : XP and GP added at end of fight cycle) |
| Sjiggie05-02-07, 07:14 PM | MQ will start soon just give me some time to draw up the opponent and we're ready to go. |
| Sjiggie05-03-07, 08:01 AM | Zodiac knew that the wizards of the Free Thinkers are surpressing the people in Valhamya. As a proud member of TAO it was his duty to protect the people of Valhamya against this bad of wizards. He prepared himself for the upcoming duel of wizards and headed out to Valhamya. Upon entering the district many people wished him good luck and were hoping that Zodiac won the battle. Okay I have the opponent statted out and the battle will take place on the city map. You will be starting in box 1. |
| Vathelokai05-04-07, 11:54 PM | Not wanting to take any chances in such a rough part of town, Zodiac wraps himself in protective layers of force before sprinting down the alley-way... Sorry I'm late. Tough week. Cast alterself (troglodyte; nat ac +6) and mage armor from scroll, then expid retreat from memory and move toward center of map. Hold scroll of web in one hand and scroll of enhancements in the other. Once I see what I'm dealing with (know checks?) then I'll drop one of the scrolls or both and act. |
| Sjiggie05-07-07, 09:14 PM | Zodiac is facing off against a human wizard from the Free Thinkers Initiative: Zodiac: 18 Wizard: 2 Round 1-3 Zodiac Cast alterself and mage armor from scroll, then expid retreat from memory and moves toward center of map. The wizard cast some buffs Zodiac: 19/19hp AC: 18 Alter Self, Mage Armor, Expeditious Retreat Wizard xx/xxhp AC:xx Buff 1, Buff 2, Buff 3 |
| Vathelokai05-07-07, 09:25 PM | Cast see invis from scroll. Juggle some items to have just a scroll of web in hand. If a familiar is comming for me hit it with cause fear. Also, have my bat familiar ready to charge at any flying familiar that's comming at me to interupt it comming in to attack me (my familiar will try to grapple, and at least block a charge line). Move half speed (for some quiteness) each round and ready to cast web on the the wizard; hold person if he's flying. Anything else; I'll come up with something when it happens. |
| Sjiggie05-08-07, 07:02 PM | Zodiac cast see invisibility from scroll and moves silently towards the the center of the district. From an alley across the square he suddenly sees an other human in wizard robes and cast web at it. The wizard burns the web and takes minor wounds from the flames. Round 4 Zodiac stows scroll of web and draws scroll of See Invisibility. The wizard puts up another buff. Round 5 Zodiac draws scroll of web and moves towards the center. The wizard starts moving towards the center. Round 6-10 Zodiac and the wizard continue to move. At the end of round 10 they spot each other Round 7 Zodiac moves along the hedge to get the wizard within range of Web and cast it from the Scroll. The wizard is entangled but can move in the web Ref Save 16 vs DC 13 The wizard burns the web with a scorching ray spell and takes 3 damage. Zodiac: 19/19hp AC: 18 Alter Self, Mage Armor, Expeditious Retreat, See Invisiblity Wizard xx/xxhp AC:xx Buff 1, Buff 2, Buff 3, Buff 4 http://www.hwx.it/coco/coco.php;v=1;map=city;a=Name,M,22,41,27, 40,Zodiac;b=Name,M,45,25,Wizard Actions?? |
| Vathelokai05-09-07, 12:33 PM | Sorry I'm late. The wizard should make a concentration check to cast in the webs; it's a bit obscure in the rules... Creatures caught within a web become entangled among the gluey fibers. Attacking a creature in a web won’t cause you to become entangled. Anyone in the effect’s area when the spell is cast must make a Reflex save. If this save succeeds, the creature is entangled, but not prevented from moving, though moving is more difficult than normal for being entangled (see below). If the save fails, the creature is entangled and can’t move from its space Entangled The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a -2 penalty on all attack rolls and a -4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a Concentration check (DC 15 + the spell’s level) or lose the spell. Time to go to town with save or die spells: hit him with blindness and move to about 60 ft from him. Then hold person, then deep slumber (even if hold person works). Then cast ghoul touch onto my familiar. If he's asleep then CDG while my familiar is ready to touch him (incase CDG fails). If he's held but not asleep same strategy. If both failed then use the familiar/ghoultouch on him, then CDG. If all that fails, recall deepslumber with pearl of power and try again. IF that fails, then claw him appart with my alterself claws. |
| Sjiggie05-09-07, 08:28 PM | Made the concentration check wich he passes so no need to edit. Zodiac tries to blind the wizard but the wizard isn't affected by the spell and the wizard cast another protection spell from memory. Zodiac closes in on the distance and tries to freeze the body of the wizard but the wizard is protected from the effect and with the aid of his magic missiles knocks the wizard Zodiac unconsiousness. Round 12 Zodiac cast blindness on the wizard and the wizard makes the save The wizard cast a spell Round 13 Zodiac moves towards the creature ending 65ft from him The wizard cast magic missile at Zodiac dealing 13 damage Round 14 Zodiac cast Hold person on the wizard but it fails because of the protection from evil spell from the wizard. The wizard cast magic missile again dealing 9 damage and knocking Zodiac unconsiousness. Zodiac: -2/19hp AC: 18 Alter Self, Mage Armor, Expeditious Retreat, See Invisiblity Wizard xx/xxhp AC:xx Mage Armor, Shield, Alterself, Invisibility, Protection from evil Male Human Wizard 5 (Abjurer) Age 25 Height 5' 6" Weight 125lbs STR...08 [-1]...(00 pts) DEX...12 [+1]...(04 pts) CON...14 [+2]...(06 pts) INT...20 [+5]...(13 pts, +1 lvl 4 +2 Enchantment) WIS...10 [+0]...(02 pts) CHA...08 [-1]...(00 pts) Hit Points: 22 [2.5*5 + 10 con] AC 12 Touch 12, Flat 10 --- +4 Shield --- +4 Armor [Mage Armor] --- +x [Alter Self] --- +2 Deflection [Protection from Evil] Initiative: +1 [1dex] BAB/Grap: +2/+1 [+2bab, -1str] Speed 30 Saves: Fort +5 [1 Wizard + 2 Con + 2 Familiar] Refl +2 [1 Wizard + 1 Dex] Will +6 [4 Wizard + 0 Wis +2 Feat] +1 Resistance Cantrip Attacks: +1 Melee Touch +4 Light Crossbow 1d8 19-20/x2 Range 80ft Piercing 2 Bab, 1 Dex, 1 Enchantment +3 Ranged Touch +1 with Rays Spells SL: 22 5*1 +4*2 +3*3 Spells Memorized: 0th-level [DC 15]: Resistance, Resistance, Resistance, Detect Magic 1st-level [DC 16]: [s]Protection From Evil, Mage Armor, Magic Missile, Magic Missile, Magic Missile 2nd-level [DC 17]: Alter Self, Invisibility, Invisibility, Extended Shield, 3rd-level [DC 18]: Dispel Magic, Dispel Magic, Fly 0th-level all Except Enchantment & Necromancy 1st level: Protection from Evil, Shield, Mage Armor, Magic Missile, Shocking Grasp, Expeditous Restreat, Reduce Person 2nd level: Alter Self, Invisibility 3rd level: Dispel Magic, Fly Feats: H: Iron Will C1: Extend Spell C3: Weapon Focus (Ray) W1: Scribe Scroll W5: Craft Wondrous Item Skills: Wizard: 56 +13 Knowledge Arcana…………8 (8 Wizard) 5 Int +09 Knowledge Local………….4 (4 Wizard 5 Int) +09 Knowledge Dungeneering…………4 (4 Wizard 5 Int) +15 Spellcraft………………8 (8 Wizard 5 Int 2 Synergy) +10 Concentration…………….8 (8 Wizard 2 Con) +15 Craft (Poison)……………8 (8 Wizard 5 Int 2 Circumstance) +04 Spot………………..4 (8 Wizard 0 Wis) +04 Listen…………….4 (8 Wizard 0 Wis) +01 Hide……………….(1 Dex) +01 Move Silently……………(1 Dex) +01 Balance………………(1 Dex) -01 Jump………………(-1 Str) -01 Climb……………(-1 Str) Human Bonus Feat 1 extra skill point per level (4 at 1st level) Wizard: Spells Bonus Feat Familiar Equipment: Wizards Robes 0gp Spellbook 15gp Spell Component Pouch 5gp Alchemist Lac 500gp Headband of IntellectC 2000gp [Mw] Light Crossbow 335gp 30 Bolts 3gp 2 Vials Drow PoisonC 75gp 2 Vials Medium Spider VenomC 150gp Expendable Items: Scroll Of Mage Armor x2[CL1]C 25gp Scroll Of Expeditous Retreat x2[CL1] C 25gp Scroll Of Reduce Person [CL4]C 50gp Scroll of Shocking Grasp x2[CL5]C 125gp Scroll of Scorching Ray x3 x2 [CL3] 450gp Scroll of Mirror Image [CL3] 150gp [Cap: 1250gp] Total gp 4300 Spend gp 3908 Rat HP: 11 (5HD) AC: 17 (+2 size, +2 Dex, +3 Nat), touch 14, flat-footed 15 Str 2, Dex 15, Con 10, Int 8, Wis 12, Cha 2 Feats: Stealthy, Weapon FinesseB Skills: Balance +10 Climb +12 Hide +16 Move Silently +10 Swim +10 Special abilities: Share Spells’ Improved Evasion Empathic Link Deliver Touch Spells Speak With Master |
| Vathelokai05-09-07, 09:37 PM | Couple issues... Zodiac can move and cast in the same round, and with expid retreat he could have gotten where he wanted in round 12; meaning that he has one more round to cast with. Sorry I wasn't explicit. Also, the Courtroom of Gladius states that prot. evil dosn't protect against hold person. It says that it's in the 3.5 FAQ (http://www.wizards.com/default.asp?x=dnd/er/20030221a), but I cannot find it in the FAQ. Guess I'll have to ask NiQil where the rule came from. *EDIT* NiQil has responded over in the tavern. |
| Sjiggie05-13-07, 08:40 PM | Okay using the comments from above I editted the fight. Round 12 Zodiac cast blindness on the wizard and the wizard makes the save The wizard cast a spell Round 13 Zodiac moves towards the creature ending 65ft from him and Zodiac cast Hold person on the wizard and the wizard is helt in place. The wizard attempts to break free but fails to do so. Round 14 Zodiac cast deep slumber and the wizard falls asleep. Zodiac moves to base and draws his greataxe. Round 15 Zodiac cast ghoul touch and designates his familiar as the toucher. The wizard keeps sleaping Round 16 Zodiac CDG the wizard with his greataxe and the wizard dies. Zodiac: 19/19hp AC: 18 Alter Self, Mage Armor, Expeditious Retreat, See Invisiblity Wizard xx/xxhp AC:xx Mage Armor, Shield, Alterself, Invisibility, Protection from evil (death) Battle is over you won congratulations |