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| Erithmu02-27-07, 11:02 AM | This is a Guild Mission for Kervan and Zodiac. If you are not Erithmu, Vathelokai, or MindWandererB. Please do not post here. TAO Mission Goal: Explore Ruins TLT Mission Goal: Convert Yurynwood Citizens Week 1: 2 Temporal Filchers and 1 Avg. Salamander Rolls (http://www.hwx.it/wizards.com/dice.php?sid=1150) Failed Kervan is on his 2nd fight. Spells: Barkskin, Shield of Faith x2, Divine Favor, Spiritual Weapon, Dispel Magic (for CSW) Pearl of power [2] (recalled Spiritual Weapon, did not recast) Expendables: Scroll: Alterself (Troglodyte), Scroll of Mage Armor, Scroll of Magic Weapon Zodiac is on his 3rd fight. Used some spells Expendables: 2 scrolls of True strike, Scroll of Alter Self (Troglodyte), Scroll of Mage Armor, 2 bolts Operational stuff: - I am going to roll up one ECL 5 and one ECL 6 encounter, and have you guys go from there. - Finals week is coming, Please post for each other if one gets bogged down by real life. |
| Erithmu02-27-07, 11:03 AM | Ready for February 28 [Fight 2] - Mission with Zodiac of TAO for followers in Yurynwood Free activity: Profession (Herbalist) for 150 gp. Kervan Sheharath "All things come to he who waits, but waiting is not enough--one must be prepared to take the opportunities life offers you. Patience without preparedness is sloth." Gender and Race: Male Elf Size and Type: Medium Humanoid (Elf) Height and Weight: 5'5", 109 lbs. Age: 170 years Alignment: Chaotic Good ECL: Cleric 6 (Deity: Emmantiensien [Magic and Plant]) Experience: 20,204/21,000 Guild: The Living Tree (TLT) http://i37.photobucket.com/albums/e61/MindWandererB/Kervan.gif Attributes STR 14 (+2) [06 pts] [14 Base] DEX 16 (+3) [06 pts] [14 Base, +2 Racial] CON 12 (+1) [06 pts] [14 Base, -2 Racial] INT 14 (+2) [06 pts] [14 Base] WIS 19 (+4) [10 pts] [16 Base, +1 lvl4, +2 item] CHA 10 (+0) [02 pts] [10 Base] Miscellaneous Statistics Hit Points: 36 [6 HD] [8 (Cleric 1) + 4.5*5 (Cleric 2-6) + 1*6 (Con)] Armor Class: 13, Touch 13, Flat 10 [10 Base, 3 Dex] (heavy shield: +2; buckler: +1) Initiative: +3 [3 Dex] Base Attack Bonus: +4 [4 Cleric] Grapple: +6 [4 BAB, 2 Str] Speed (Land): 30 ft [30 Base] Weight Carried: 40.75 lbs, light encumbrance [0-58 (Light), 59-116 (Medium), 117-175 (Heavy)] Saves Fortitude: +7 [1 Con, 5 Cleric, 1 Resistance] Reflex: +6 [3 Dex, 2 Cleric, 1 Resistance] Will: +10 [4 Wis, 5 Cleric, 1 Resistance] (Immune to magical sleep; +2 vs. enchantment) Melee Attacks LongswordMa +7, 1d8+2 (19-20/x2), Slashing [2 Str, 4 BAB, 1 Enh] Spiked GauntletMa +7, 1d4+2 (20/x2), Piercing [2 Str, 4 BAB, 1 Enh] Ranged Attacks Darkwood composite longbow +8, 1d8+2 (20/x3), Range 110 ft, Piercing [3 Dex, 4 BAB, 1 Enh.] (Rapid Shot: +6/+6) Special Attacks & Abilities Turn Undead 3/day Rebuke Plants 3/day Divine Spells Prepared Orisons [DC 14] Detect Magic, Guidance, Light, Mending, Mending Level 1 [DC 15] Divine Favor, Divine Favor, Shield of Faith, Shield of Faith, EntangleD Level 2 [DC 16] Hold Person, Silence, Spiritual Weapon, BarkskinD Level 3 [DC 17] Bestow Curse, Blindness/Deafness, Dispel Magic, Dispel MagicD (Spontaneous casting: cure spells) Spell Levels Available Per Fight: 9 [25 Total Spell Levels / 3, rounded up: (5 x 0), (5 x 1), (4 x 2), (4 x 3)] Caster Level: 6th Spell levels available for fight 2: 18 [9 + (9-0)] Feats Point-Blank ShotLvl 1 +1 to hit/damage within 30 feet Rapid ShotLvl 3 Extra ranged attack, -2 to hit with all attacks Craft Wondrous ItemLvl 6 Skills Total Skill Points: 36 [36 Cleric] Languages: Common, Elven, Sylvan, Draconic [2 Racial, 2 Int] Armor Check Penalty: -0 Balance: +3 [3 Dex, 0 Ranks] Climb: +2 [2 Str, 0 Ranks] Concentration: +10 [1 Con, 9 Ranks (9 Cleric)] Diplomacy: +7 [0 Cha, 7 Ranks (7 Cleric)] Hide: +3 [3 Dex, 0 Ranks] Jump: +2 [2 Str, 0 Ranks] Knowledge (Arcana): +3 [2 Int, 1 Rank (1 Cleric)] Knowledge (Local)CC: +4 [2 Int, 2 Ranks (4 ClericCC)] Knowledge (Nature): +3 [2 Int, 1 Rank (1 Cleric)] Knowledge (Religion): +3 [2 Int, 1 Rank (1 Cleric)] Knowledge (The Planes): +3 [2 Int, 1 Rank (1 Cleric)] Listen: +6 [4 Wis, 0 Ranks, +2 Racial] Move Silently: +3 [3 Dex, 0 Ranks] Profession (herbalist): +15 [4 Wis, 9 Ranks (9 Cleric), +2 tool] (Income: 25*6=150 gp) Search: +4 [2 Int, 0 Ranks, +2 Racial] (Auto-search for hidden doors) Spellcraft: +5 [2 Int, 3 Ranks (3 Cleric)] Spot: +6 [4 Wis, 0 Ranks, 2 Racial] Conditional ModifiersArmor Class: 19, Touch 13, Flat 16 [10 Base, 3 Dex, 6 Natural] (heavy shield: +2; buckler: +1) 2x Claw +6, 1d4+2 (20/x2), Piercing/Slashing [2 Str, 4 BAB] Bite +4, 1d4+1 (20/x2), Piercing/Slashing/Bludgeoning [2 Str, 4 BAB, -2 Secondary] Prefight Actions -None. Equipment Worn and Carried Traveler's Outfit [0 lbs][0 gp] Holy Symbol (wood) x2 [0 lbs][2 gp] Spell component pouch [2 lbs][5 gp] Shield, heavy wooden [10 lbs][7 gp] Buckler [5 lbs][15 gp] LongswordMa [4 lbs][315 gp] Cold Iron Morningstar [6 lbs][16 gp] Cold Iron Spiked GauntletMa [1 lbs][310 gp] Darkwood Composite Longbow [+2] [1.5 lbs][630 gp] 59 Cold Iron Arrows [0.15 lb each = 8.85 lbs] [0.1 gp each = 5.9 gp] 14 Silver Arrows [0.15 lb each = 2.1 lbs] [2.05 gp each = 28.7 gp] Periapt of Wisdom +2 [0 lbs][2000C gp] Cloak of Resistance +2 [0 lbs][2000CC gp] 3 Pearls of Power1 [0 lbs][1500C gp] 2 Pearls of Power2 [0 lbs][4000+2000C gp] 25 charges, Wand of Cure Light Wounds [CL 1] [0.1 lb][750 gp] 38 charges, Wand of Magic Missile [CL 1] [0.1 lb][750 gp] Expendable Items 1 Scroll of Enlarge Person [CL 1] [0 lbs][25 gp] 3 Scrolls of Expeditious Retreat [CL 2] [0 lbs][150 gp] 1 Scroll of Grease [CL 5] [0 lbs][125 gp] 3 Scrolls of Mage Armor [CL 1] [0 lbs][75 gp] 1 Scrolls of Magic Weapon [CL 1] [0 lbs][25 gp] 2 Scrolls of Protection from Evil [CL 1] [0 lbs][50 gp] 1 Scroll of Reduce Person [CL 2] [0 lbs][50 gp] 2 Scrolls of Resist Energy [CL 2] [0 lbs][100 gp] 3 Scrolls of Shield [CL 2] [0 lbs][150 gp] 3 Scrolls of Alter Self (Troglodyte) [CL 3] [0 lbs][450 gp] 1 Scroll of Bull's Strength [CL 3] [0 lbs][150 gp] 1 Scrolls of Mirror Image [CL 3] [0 lbs][150 gp] 1 Scroll of See Invisibility [CL 3] [0 lbs][150 gp] 1 Potion of Protection from Good [CL 1] [0 lbs][50 gp] 1 Tattoo of Synesthete [CL 1] [0 lbs][100 gp] Max total (ECL2 x 50): 1800 gp Equipment at Home Masterwork herbalism tools [1 lb][50 gp] Allies Maximum CR per ally: CR 2 Maximum ECL per ally: ECL 4 Maximum CA of allies per fight: CA 4 Low-light vision Proficiency with all simple weapons, longsword, rapier, longbow, shortbow, all armors, shields. Magic domain: Use spell trigger and spell completion items as a 1st-level wizard. Plant domain: Rebuke or command plant creatures; Knowledge (nature) is a class skill. Character Information ·If opponent is a melee attacker, buff AC with mage armor, shield of faith, barkskin,, and shield. Gain cover and shoot at them with Rapid Shot until they close, then switch to two-handed blows with longsword. Pull out heavy shield when shield expires. If their speed is 20 or less, use expeditious retreat to keep things at range. ·If opponent is a ranged attacker, do as above, but add entropic shield, and switch to buckler instead of heavy shield. ·If opponent is a primary caster, don't bother buffing AC. Use resistance and resist energy[i] (if appropriate), and ready to shoot on casting. ·If opponent has very high AC (either naturally or through maximizing cover/prone/etc.), use wand of [i]magic missile. ·Use entangle when possible. Use hold person against opponents with low Will saves. If hold person is used, either cast and base in one round, then CdG the following round with bow, or else just minimize to-hit penalties and rapid shot like crazy. ·Use CLW wand to heal when at half HP or less. Born and raised in the elven village of Talltrees in the High Forest, Kervan had always felt an attraction to the earth. He could never understand those who failed to realize that life itself was a kind of magic, deep and mysterious. When he was old enough, he sought out a druid circle for an apprenticeship. Although they taught him for years, the druids eventually declared Kervan too flighty and opinionated, and told him they could not accept him into the order. Crushed, Kervan traveled deep into the forest to seek out the magic of nature on his own. What he found was a community of treants. The treants recognized what the druids did not; that Kervan simply had a different, but equally valid, understanding of nature and its magic. They agreed to teach him themselves, and thus Kervan became one of the rare non-treant clerics of Emmantiensien, the Treant King and sage of the Seelie Court. Hearing of the offensive actions against the Yurynwood Forest in Gladius, he has come to help out in any way he can. Results 1: MQ [+900 XP][+900 gp] "Mageroot" to join TLT [Erithmu] 2: Loss [+300 XP][+363 gp] vs Ivan Banai (ayyiniwindryder) -> Genia Lanter (Milov) [Zevox] 3: Win [+900 XP][+963 gp] vs. Reinard Blueriver (DirewolfX) [TelinArtho] 4: Loss [+375 XP][+398 gp] vs Kilpquabjeg (hogarth) [TelinArtho] 5: Win [+900 XP][+963 gp] vs. Maglu "Schadowking" Hrugg (Sjiggie) [TelinArtho] 6: Win [+1200 XP][+1288 gp] with Torel Silvanus (Erithmu) vs. Dracazar (Dracazar) and Andurwin Calathos (Zelck) [TelinArtho] 7: Loss [+400 XP][+488 gp] with Torel Silvanus (Erithmu) vs. Famine (NiQil) [Zevox] 8: Win [+1200 XP][+1288 gp] vs. Sali Kan (ayyiniwindryder) [Pittbull] 9: Loss [+400 XP][+488 gp] vs. Annalina Vale (Zevox) [TelinArtho] 10: Win [+1200 XP][+1288 gp] vs. Grakkar Stonefist (Papapeperoni) [False Keraptis] 11: Loss [+500 XP][+648 gp] vs. The Undertaker (Abyssal Stalker) [Zelck] 12: Loss [+500 XP][+648 gp] vs. 3 Troll Skeletons [Gonbow] 13: 1st [+3000 XP][+3315 gp] vs. Krug Butcher (DSugui), Indrithia Celeth (Zevox), and Torel Silvanus (Erithmu) [TelinArtho] 14: Loss [+542 XP][+692 gp] vs. Reginald Molehusband (hogarth) => Torel Silvanus (Erithmu) [Abyssal Stalker] 15: Loss [+637 XP][+851 gp] vs. Kilpquabjeg (hogarth) [TheMagister] 16: Loss [+600 XP][+816 gp] vs. Izumi (Macbrea) [McJarvis] 17: Loss [+600 XP][+816 gp] vs. Farig of Denth (TelinArtho) [Zevox] 18: Loss [+600 XP][+816 gp] vs. Torel Silvanus (Erithmu) [McJarvis] 19: Win [+2250 XP][+2650 gp] with Faelto (TelinArtho) vs. Raskos, the Jade Father (SauroGrenom) [Zevox] Accounting Starting: 3200 XP Earned: 17004 XP Lost: 0 XP Total: 20204 XP Starting: 3000 gp Earned: 19529 gp Current equipment: -14334.6 gp Current expendables: -1800 gp Current equipment at home: -50 gp Past expenses: -3199.4 gp Remaining: 3145 gp None. 121 Cold Iron arrows {1:3 2:25 3:4 4:37 5:2 6:11 14:2 15:37} [0.1 gp each = 12.1 gp] 6 Silver arrows {4:6} [2.05 gp each = 12.3 gp] 25 charges of Wand of Cure Light Wounds [CL 1] {2:15 8:7 9:1 12:2} [0 gp] 50 charges of Wand of Magic Missile [CL 1] {7:2 9:38 10:6 13:4} [750 gp] 12 charges of Wand of Magic Missile [CL 1] {13:12} [0 gp] 3 Scrolls of Expeditious Retreat [CL 1] {2:1 4:1 5:1} [75 gp] 2 Scrolls of Expeditious Retreat [CL 2] {14:1 15:1} [100 gp] 13 Scrolls of Mage Armor [CL 1] {1:1 2:1 4:1 5:1 8:1 9:1 10:1 12:1 13:1 14:1 15:1 17:1 18:1} [325 gp] 7 Scrolls of Shield [CL 1] {1:1 2:1 3:1 4:2 9:1 10:1 11:1} [175 gp] 3 Scrolls of Shield [CL 2] {14:1 15:1 18:1} [150 gp] 7 Scrolls of Alter Self (Troglodyte) [CL 3] {7:1 10:1 12:1 13:1 14:1 17:1 18:1} [1050 gp] 2 Scrolls of See Invisibility [CL 3] {6:1 11:1} [300 gp] 1 Scroll of Mirror Image [CL 3] {11:1} [150 gp] 2 Scrolls of Resist Energy [CL 2] {18:2} [100 gp] Time Between Fight: 1 hrs Prebuffs/Ongoing Effects: None. Items Used: None. Spells or Powerpoints Used: None. x/day Abilities Used: None. Free Activity: Profession (Herbalist) for 150 gp. Ready for Feb 28 MISSION - with Kervan of TLT - QL=? 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: 10,275/??,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, Sleep1, Expiditious Retreat, Sleep1, Grease Level 2 [DC 19] Blindness/Deafness, Ghoul Touch, Hideous Laughter1, Blindness/Deafness, Web Level 3 [DC 20] Hold Person1, Hold Person1, Deep Slumber1, Deep Slumber1 1 Enchantment: +2 to DC and +1 vs. Spell/Power Resistance Spell Levels Available Per Fight: 10 (4 Cantrips) 10 this fight [28 Total Spell Levels / 3, rounded up] Total Spell Levels: 11 [(6 x lv. 1), (5 x lv. 2) (4 x lv 3)] Used Spell Levels this Cycle: 0 [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 [Scribe scrolls for ((12.5gp x CL x SL))] 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 Memorize grease and web into open slots Equipment Worn and Carried Fancy Wizard Robes [Noble Outfit] [0 lbs] [0 gp] Headband of Intellect +3 [4500 gp] [5 credits] 8 [MW] Bolts [0.1 lb each = 1 lbs][.7 gp each = 7 gp] Greataxe [10 lbs][20 gp] Light Crossbow [4 lbs][35 gp] Expendable Items Max total (ECL 2 x 50) = 1250 gp 1 Vial Drow Poison C (Injury, Fort DC13, unconciousness) [0.1 lb each = .1 lbs][37.5 gp each = 37.5 gp] Scroll of EnhancementsC: Resist Energy [CL 3], Fox's Cunning [CL 3], Protection from Arrows [CL 3], See Invisiblility [CL 3] [0.0 lb each = 0 lbs][75 x 4 = 300 gp] Scroll of CombatC: Alterself (troglodyte) [CL 4], Alterself (troglodyte) [CL 4], mage armor [CL 1], 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 WebsC: Web [CL 3] x2 [0.0 lb each = 0 lbs][75 x 2 = 150 gp] 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] 1661 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: 4 hours Prebuffs/Ongoing Effects: Nadir died Items Used: 2x Web (CL3) from scroll of Webs, Fox's Cunning (CL3) from scroll of Enhancements, 1 dose of Drow Poison, 1 crossbow bolt Spells or Powerpoints Used: 8SLs (Deep Slumber (3), Blindness (2), Ghoul Touch (2), Sleep (1)) x/day Abilities Used: none Free Activity: intimidate (not applicable) 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] [color=gray][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] 4 Vial Drow PoisonC [37.5 gp each = 150 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] ScrollC: Web [CL 3] [75 gp each = 75 gp] 1 [MW] Bolts [.7 gp each = .7 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] 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) ... |
| Erithmu02-27-07, 11:25 AM | The meeting had just ended and the Wayfairer had taken Silas and Antayla to the northern Circle, or close enough anyway. Kervan and Zodiac found themselves on horses riding from the TAO Campus through Kailo and Mersia to reach their goal. The Loyalist's diplomat had been moved to offer stabling for the horses in Mersia as a token of good faith for hopeful diplomatic relations. Sophia was located through some light undergrowth on the western edge of Yurynwood. Kervan pondered why the Great Tree had never mentioned these, nor why any member of TLT had never come across them. The Circles were found in the research vaults of the TAO order from the time Kim'kaleist. While the circles are held deep in tradition of the druidic rights, the collaboration of the TAO and TLT had led to some interesting discoveries that would need to be explored. The two most promising circles were those of Alethea and Sophia. Alethea bordered on the Northeast edge of the Yurynwood and Luna March. With the Swampers to the north pushing south, it was only a matter of time before they might destroy something valuable. Kervan of TLT and Auburn of TAO had seen use in sending agents to explore the ruins and see what might become of them, or what has already come to pass. Silas and Antayla were selected to explore the northern rings, while Kervan himself had taken to exploring the Western rings, along with Zodiac. The horses are simply RP side stuff. |
| MindWandererB03-01-07, 06:12 PM | Kervan was in a fine mood as he sauntered out on his horse. He took a deep breath and announced, "It's been far too long since I got some fresh air. And I'll feel even better once we get out of this city. Cities are very fine and all, but I do prefer the unsullied wilderness. So, what about you, Zodiac? I've been yammering on, but you've told me nothing about yourself." |
| Erithmu03-01-07, 10:56 PM | Zodiac was about to answer when as the pair rounded a tree a singluar bipedal lizard was standing over a kill along with two odd looking creatures. An Extraplanar Salamander, and Ethereal, no Temporal Filchers. Zodiac spoke without thinking and all three creatures looked up and found two more targets. The horses got nervous being untrained for war, with little effort Kervan and Zodiac found their feet on the ground, but the creatures were closing. Looking up the Filchers blurred through time and suddenly appeared next to the two elves, somewhat disorented, but still threatening. Round 1: 22 - Temporal Filchers #1 - D.Door next to Zodiac (Base) #2 - D.Door next to Kervan (Base) 18 - Zodiac: ??? 09 - Kervan: ??? 07 - Salamander: (150ft currently) I have a Final on Monday that I was reminded of this on Wednesday. This Quest is officaly on Fast Forward for the moment. |
| MindWandererB03-01-07, 11:15 PM | "Gah!" is all Kervan has to say before the Filchers are on him. He scrambles backward. Well, that's not good. Without buff time, Kervan is pretty crappy, and I see Zodiac doesn't have a whole lot of options against these guys. I suppose if Zodiac blinds one of the Filchers, I could try to blind the other, but if he fails or does something else, all I can do is put up an Alter Self and hope I get lucky enough to get my AC up a bit higher before they do me in. @Vath: in the event of a grapple, I can get your back with a Grease if you do the same for me. Hopefully not both of us at once.... |
| Vathelokai03-02-07, 12:04 AM | "Son of a ..." Zodiac leaps back from the filcher as it shimmers into existance next to him. "Move, naturist! They are stunned for a second when they teleport." Rules questions: can you dimention door into a webed area? Dimention door says you cannot teleport into a solid body, so it's up for debate. If they cannot, then we could both step back and I could web us in. would buy a few rounds to buff until the salamander showed up. Other than that, Zodiac is just support for this fight. -cast blindness on one of the filchers -cast grease on anyone in a grapple -cast expid retreat if I have a second to spare -cast hideous laughter on a non blind opponent -use scroll of alterself or mage armor on Kervan first, then myself. -last resort is to use truestrike and fire my xbow -scroll of resist elements on Kervan vs the salamander That's all I got. If Kervan has a preference, then the order above can be changed. Cast on defensive if needed. Dimention door states that you cannot take any action afterwards until your next turn; if you rule that they are prevented from taking AoO, then move away and go for cover, usually before casting. Avoid getting hit with a full attack. |
| Erithmu03-02-07, 12:09 AM | I would say that they cannot DDoor into a webbed area. Kervan's actions were also a little vague, I don't mind colorful roleplay as long as I get an Sblock with very definitive actions. |
| MindWandererB03-02-07, 01:11 AM | Once Web is up, start with Spiritual Weapon on the salamander. Then I need AC buffs; that's Alter Self, Mage Armor (unless Zodiac puts it on me himself), Barkskin, and Shield of Faith. At that point, I'll need to assess timing; put up Divine Favor if melee is not imminent, then use Magic Weapon from a scroll on my longsword, with which I will attack the salamander. I can also afford to dump a lot of spell slots on healing if necessary; I'd prefer to make that judgment on the fly rather than making a tactic for it. Is that specific enough, at least for the first several rounds? |
| Vathelokai03-02-07, 02:10 AM | so move back, web, blindness on a filcher, expid retreat while drawing scroll, scrolls of alterself/magearmor/resist energy, hideous laughter on the salamander before it can burn the webs, grease on Kervan, grease on self, dismiss webs, stay out of melee while reading truestrike scrolls and shooting xbow bolts. Assist Kervan in anything he asks for. Note: this is the last fight of Zodiacs cycle, so he gets some 'downtime' after this fight I believe. |
| Erithmu03-02-07, 10:48 AM | Encasing themselves in protective webbing the pair of spellcasters began a metamorphosis. While the Filchers stood waiting outside the webs, the Salamander suddenly found something to be very funny, and laughed for a time. Round 1: 22 - Temporal Filchers #1 - D.Door next to Zodiac (Base) #2 - D.Door next to Kervan (Base) 18 - Zodiac: moves away and readies and action to Web 09 - Kervan: Moves away casting an alterself on himself since the Salamander is out of range, and Zodiac webs them in. (Rflxs: Z:20! K:11) 07 - Salamander: Double move (110ft currently) Round 2: 22 - Temporal Filchers #1 - Manifests a power #2 - Manifests a power 18 - Zodiac: Casts Blindness on TF (Conc: 13 fail) 09 - Kervan: Casts SW on Salamander (Conc: 12 fail 07 - Salamander: Double move (70ft currently) Round 3: 22 - Temporal Filchers #1 - Waits #2 - Waits 18 - Zodiac: Casts HL on Salamander (Conc: 25 Will: 17) 09 - Kervan: Casts Barkskin (Conc: 24) 07 - Salamander: Laughs (Till round 7) (70ft currently) Round 4: 18 - Zodiac: Casts Expy retreat (Conc Pass) 09 - Kervan: Casts SoF (Fail) Round 5: 18 - Zodiac: Mage Armor (Pass) 09 - Kervan: Mage Armor (Pass) Round 6: 18 - Zodiac: Alterself (Pass) 09 - Kervan: SoF (Pass) Round 7: 18 - Zodiac: Grease on Kervan (Pass) 09 - Kervan: Divine Favor (Pass) 07 - Salamander: Stops Laughing (70ft currently) Round 8: 18 - Zodiac: Resist Energy (Fail) 09 - Kervan: Waits to Cast Magic Weapon after Webs are gone 07 - Salamander: Stand and move (50ft currently) Round 9: 22 - Temporal Filchers #1 - Waits #2 - Waits 18 - Zodiac: ??? 09 - Kervan: ??? 07 - Salamander: (50ft currently, will close to 10ft) Zodiac (MA) (Expy Retreat) (Trog) Kervan (MA) (Lizardfolk) (Barkskin) (SoF) (Divine Favor 17) (Grease 12) Not quite sure where you would like to go, but that is how things fell during buffing |
| MindWandererB03-02-07, 08:21 PM | I'd like to use a PoP to recall Spiritual Weapon in round 7, putting the Divine Favor off until round 8, to cast it as soon as the Webs fall. Then Magic Weapon and melee the Salamander until I get fairly hurt. I imagine Zodiac would rather have put off Grease until later, too. Edit: BTW, Kervan is a troglodyte, Silis is a lizardfolk. Get your reptiles straight. :) |
| Vathelokai03-03-07, 01:23 AM | "You know Kervan, we havn't know each other a day, but I think I should thank you in advance for saving my skin. Ready?" Zodiac finds a clear spot in the web and readies to make the motions to dismiss the spell... Yes, grease was to be the last buff before dropping the web, since it has the shortest durration. But I have a second one, and can just do it again in a few rounds. Was intending to dismiss web (standard), flee (move). Then next round draw scroll and move, then cast scroll (truestrike) and move, then fire xbow and move, etc. |
| MindWandererB03-03-07, 03:38 AM | "Funny, I was just about to say the same thing! We can both thank each other if we do come out of this with our skins intact!" |
| Erithmu03-03-07, 10:22 AM | Zodiac released the web and was quick to allow Kervan to face the foes. The two Filchers moved in but could not penetrate the clerics defenses. So too the Salamander moved in. Kervan landed a blow which sent the Salamander looking to his potion belt, from which he stepped back and quickly quaffed one, Kervan kept the pressure with another blow. The salamander attacked back with a flurry of blows, but none found their mark. Zodiac worked his magic into his crossbow and managed to hit one of the Filchers. This however drew the attention of the Filcher, who suddenly appeared right next to him. Round 7: 18 - Zodiac: Grease on Kervan (Pass) Switch w/ Round 7 09 - Kervan: Divine Favor (Pass) Recalls Spiritual Weapon 07 - Salamander: Stops Laughing (70ft currently) Round 8: 18 - Zodiac: Resist Energy (Fail) Switch w/ Round 7 09 - Kervan: Divine Power (from above) 07 - Salamander: Stand and move (50ft currently) Round 9: 22 - Temporal Filchers #1 - Waits (20ft from group) #2 - Waits (20ft from group) 18 - Zodiac: Dismisses Web and moves 09 - Kervan: Casts Magic weapon on Longsword 07 - Salamander: Moves (30ft from K, 60 from Z) Round 10: 22 - Temporal Filchers #1 - Charge K (18) #2 - Charge K (19) 18 - Zodiac: Draws TS and moves 09 - Kervan: Could move but would draw numerous AoOs, So he readies for the Salamander to come into range. 07 - Salamander: Charges K (Readied: 20 dmg 9) (Charge: 31) Round 11: 22 - Temporal Filchers #1 - Adjust to flank K (All miss) #2 - Adjust to flank K (All miss) 18 - Zodiac: Recites TS, draw Xbow 09 - Kervan: Attack Sala (atk 26 dmg 12) 07 - Salamander: Steps back (5ft) draws potion and quaffs it Round 12: 22 - Temporal Filchers #1 - Draw and quaff potion #2 - Draw and quaff potion 18 - Zodiac: Fires Xbow at TF 1 (atk 31 dmg 6) 09 - Kervan: Step and attack Sala (16 miss) 07 - Salamander: Full Attacks Kervan (17,27,24) Round 13: 22 - Temporal Filchers #1 - DDoor next to Zodiac (Base contact) #2 - Full on K (1 claw hit 3 dmg) 18 - Zodiac: ??? 09 - Kervan: ??? 07 - Salamander: ??? Zodiac is 40ft from Kervan at the moment. Zodiac 19/19 (MA) (Expy Retreat) (Trog) Kervan 33/36 AC 13+4+6+4+3+2(Heavy Shield) (MA) (Trog) (Barkskin) (SoF) (Divine Favor 18) (Grease 13) (Magic Weapon 19) TF1 (xx-6)(Haste 18) TF2 (Haste 18) Sala (xx-21) (Haste 17) |
| Vathelokai03-03-07, 10:38 AM | "Good puppy! Keep on folowing me." Zodiac swings with a claw at the teleporting filcher then uses his enhanced speed to get away. In the few seconds he finds while running he tries to reload and fire another perfect shot. regular attack then move, since it's busy with dimention door (I'm so imagining a star trek style 'slow' teleport here). Try to keep them chasing me. Secondary concern is reload/truestrike/fire. |
| MindWandererB03-03-07, 05:22 PM | I'm happy with things so far. Keep doing what I'm doing until Magic Weapon wears off or the status quo changes. |
| Erithmu03-04-07, 10:24 AM | Zodiac begins to play a game of tag with his Temporal filcher while Kervan continues to battle with the Salamander trading 1 swing for four from the Salamander and seven from the filcher next to him. Zodiac begins to realize he can't win this game of tag and switches to a game of keep away. Kervan manages to land a solid blow, but the Salamander's spear finally penetrates his defenses. Both Troglodytes are bleeding, but still have some fight left in them. Round 13: 22 - Temporal Filchers #1 - DDoor next to Zodiac (Base contact) #2 - Full on K (1 claw hit 3 dmg) 18 - Zodiac: Claw TF (19 dmg 1) and move 09 - Kervan: LS vs Sala (20! confirm 28 dmg 19) (grease fades) 07 - Salamander: adjust to flank + Full attack (4 attacks all miss) Round 14: 22 - Temporal Filchers #1 - Charges Zodiac (atk 28 dmg 5) #2 - Full on K (1 claw hit 2 dmg) 18 - Zodiac: Claw TF (7) and move uses cover to prevent charge 09 - Kervan: LS vs Sala (16 miss) 07 - Salamander: Full attack (4 attacks all miss) Round 15: 22 - Temporal Filchers (note: current base speed: 70 (40+30 haste)) #1 - moves + attacks Zodiac (atk 25 dmg 3) #2 - Full on K (all miss) 18 - Zodiac: Claw TF (7) and move 09 - Kervan: LS vs Sala (11 miss) 07 - Salamander: Full attack (4 attacks all miss) Round 16: 22 - Temporal Filchers (note: current base speed: 70 (40+30 haste)) #1 - moves + attacks Zodiac (atk 25 dmg 4) #2 - Full on K (all miss) 18 - Zodiac: Double moves 09 - Kervan: LS vs Sala (19 dmg 6) 07 - Salamander: Full attack (1 Spear hit 11 dmg) Round 17: 22 - Temporal Filchers (note: current base speed: 70 (40+30 haste)) #1 - Double moves to base Zodiac #2 - Full on K (1 hit 6 dmg) 18 - Zodiac: ??? (provokes AoO on withdrawal) 09 - Kervan: ??? (pausing for HP concerns) 07 - Salamander: Full attack (???) (Haste Fades) Zodiac 7/19 (MA) (Expy Retreat) (Trog) Kervan 14/36 AC 13+4+6+4+3+2(Heavy Shield) (MA) (Trog) (Barkskin) (SoF) (Divine Favor 18) (Grease 13) (Magic Weapon 19) TF1 (xx-7)(Haste 18) TF2 (Haste 18) Sala (xx-46) (Haste 17)Since this is your last fight you get to 'purchase stuff' but I dont think you have time to craft. If you have a list of purchases you would like to make you can do that, and I have an in quest mechanic to do so. Also I'll need your new spell list (and remember your third fight might be back in the arena). I don't think that you guys will lose this one, but a couple of bad die rolls could make it interesting. |
| MindWandererB03-04-07, 08:37 PM | Kervan definitely thinks some healing is on order here; he drops a Dispel Magic for a spontaneous Cure Serious Wounds before returning to the fray. He then takes one last chop with his enchanted sword before the dweomer leaves it, then tries his recalled Spiritual Hammer. |
| Vathelokai03-05-07, 03:53 AM | boo.... risk the AoO and move away. If still alive cast my last grease on Kervan. If knocked unconcious, then have my familair try to make heal checks to stabalize me. Other than that, keep up the keep away, until Kervan requests assistance. |
| Erithmu03-06-07, 02:45 AM | Zodiac dodged under another claw swipe as Kervan healed all of his wounds. The were quickly replaced with a spear strike and two claws from the Filcher. The two claws managed to get more of a hold on Kervan and suddenly the two were gone. Zodiac muttered at now having to deal with a salamander and Filcher all on his own. Round 17: 22 - Temporal Filchers (note: current base speed: 70 (40+30 haste)) #1 - Double moves to base Zodiac #2 - Full on K (1 hit 6 dmg) 18 - Zodiac: Withdraws (AoO: 10 miss) 09 - Kervan: Steps away from Sala draws AoO from TF (AoO: wiff) (Healing: 24) 07 - Salamander: Full attack (20! on spear not confirmed Dmg: 6) (Haste Fades) Round 18: 22 - Temporal Filchers (note: current base speed: 70 (40+30 haste)) #1 - Double moves to base Zodiac #2 - Full on K (2 hits 14 dmg Imp Grab 28 vs 10) (Free: Time Filch returns round 88) ---- (Haste Fades) 18 - Zodiac: ??? 09 - Kervan: Time Filched (reappears round 88) 07 - Salamander: ??? This is going to be late in week 1, sorry, Vath .. your show Zodiac 7/19 (MA) (Expy Retreat 54) (Trog) Kervan 16/36 AC 13+4+6+4+3+2(Heavy Shield) (MA) (Trog) (Barkskin) (SoF) (Divine Favor 88) (Magic Weapon 89) TF1 (xx-7) TF2 (Reappears rnd 88) Sala (xx-46) |
| Vathelokai03-07-07, 01:09 AM | 7 hp and 70 rounds... ick. If it's allowed, Zodiac can simply run away at expidious speed. After loosing his prey/predator he could hide and come back when he expects Kervan to reappear (or leave the bat familair to tell him). If that's out; retreat as well as possible and try to hit the salamander with my last truestrike arrow. Then flee and fire the last of my 6 arrows (sala as first target). Then flee and make claw attacks when I have to (avoid the reach tail of the salamander for that part). If I'm missing something, let me know. But this looks like my only options. |
| Erithmu03-08-07, 11:16 AM | For sake of my sanity .... Zodiac took off in a blur making good time and found that no one followed him. Recalling his memories he knew that Kervan would return, but it would be a matter of time before that happened. He made his plan and after a while returned to the area moving as quietly as he could. At about 100ft he saw the remaining two creatures twittering with anticipation for the return of their ally. Both had potions out and were waiting for something. As Zodiac moved closer he caught his foot on a low root shaking the bush violently Quickly he cast true strike from his scroll and saw that both creatures had seen him. Round 86: 22 - Temporal Filchers #1 - Waiting #2 - (Time Filch returns round 88) 18 - Zodiac: Moves silently and hides (1! on hide) Casts TS 09 - Kervan: Time Filched (reappears round 88) 07 - Salamander: quaffs potion Round 87: 22 - Temporal Filchers #1 - Quaffs potion #2 - (Time Filch returns round 88) 18 - Zodiac: Fires thinks about firing at the Sala but knows better than that (Sala has DR 10/Magic, atk on TF: 28 dmg 4) 09 - Kervan: Time Filched (reappears round 88) 07 - Salamander: Maintains position Round 88: 22 - Temporal Filchers #1 - Goes after Zodiac (20ft from Zod) #2 - Returns from Time Filch 18 - Zodiac: ??? (I know you want to cast grease on K, not sure how you want to get into range) 09 - Kervan: ??? (Grapple out, claw in the grapple) 07 - Salamander: Attacks Kervan Zodiac 7/19 (MA) (Expy Retreat 54) (Trog) Kervan 16/36 AC 13+4+6+4+3+2(Heavy Shield) (MA) (Trog) (Barkskin) (SoF) (Divine Favor 88) (Magic Weapon 89) TF1 (xx-11) TF2 (Reappears rnd 88) Sala (xx-46) |
| MindWandererB03-08-07, 12:15 PM | If I get my Grease, try to grapple free. If not, well, I'm pretty much dead anyway, but I suppose I can try to claw the filcher. |
| Vathelokai03-08-07, 05:57 PM | If I'm 100 ft from the spot, then there's no way (30 move, 35 range). If I'm within 60 ft, then move in and ready to cast on Kervan appearing. If that's a no go, then move closer and cast grease upon next opportunity. This will put me in serious danger, but since it's my last spell, I'm willing to risk it. If Kervan time hops again, then flee and return in 8 minutes :weep: |
| Erithmu03-08-07, 09:35 PM | Zodiac made a dangerous move closer to the grappled Kervan, and watched as the Salamander drew back his spear and thrusted with an extra amount of force. The blow struck and Kervan began to fade from consciousness. Zodiac was about to cry out, but received a claw to the side of his body that knocked him out. From above two bats flew in with riders, Thunder fell from the sky and fire flew from the hands of one of the riders. Kervan heard familiar voices before he passed out. "Kervan is worse for wear, but should make it." "Zodiac is stable as well, we need to get them to the great tree." Then the world went dark. Round 88: 22 - Temporal Filchers #1 - Goes after Zodiac (20ft from Zod) #2 - Returns from Time Filch 18 - Zodiac: Double moves around TF1 and is range to cast Grease next round 09 - Kervan: 2xclaw + bite the TF dropping LS (13,17,1! dmg 5) 07 - Salamander: Full Attacks (PA 2: 30,23,11 Spear: 16 dmg) Round 89: 22 - Temporal Filchers #1 - Charges Zod (atk 26 dmg 8) #2 - Pitlord: Beats Kervan down - disabled Kervan no healing without causing own wounds Zodiac -1/19 (MA) (Expy Retreat 54) (Trog) Kervan 0/36 AC 13+4+6+4+3+2(Heavy Shield) (MA) (Trog) (Barkskin) (SoF) (Divine Favor 88) (Magic Weapon 89) TF1 (xx-11) TF2 (xx-5) Sala (xx-46) ECL 5: 2 Temporal Filtchers (psi) std: 900gp - P: haste 450 - P: Bulls 150 ECL 6: Average Salamander std: 2000 - Bulls str 150 - Haste 450 - Cloak of resist +1 |
| MindWandererB03-09-07, 12:42 AM | Yeah... I didn't figure that was going to go well. Kervan does well unless opponents get sufficiently lucky with their hits, and it usually only takes a couple. And Bull's Strength and Haste multiplied the salamander's chances of a hit by 8. I really have no idea how to run a cleric at this level. I should probably just Maven it for a little while, at least for one more level. Maybe I can try another mission then. |
| Erithmu03-09-07, 10:26 AM | I don't think it is that you don't know how to run a cleric. My personal philosophy on Questing/Missioning is to be at the start of a cycle. If only because you select spells differently for the arena than you do questing. Even more so for wizards. I acutally think it was Zodiac's left over 2 hold person's from the arena that killed you guys since that is 6 SL that can't be used on about 70% of any encounter. Even one Deep Slumber would have allowed you to take down one of the monsters with ease. None of the monsters have spellcraft and are pretty much fighter based. I have also noticed that characters with more than 5 'needed' buffs have difficulty doing so in quests unless they have a method to slow combat down. I mean Barthleby would use rope trick, Web is a nice second option, but does have concentration issues. 7th level is the holy grail when it comes to clerics as the one spell they need is suddenly available to them. |
| Erithmu03-09-07, 03:01 PM | Items used are up, double check. |
| MindWandererB03-09-07, 03:26 PM | Looks right. Healing party at TLT headquarters! |