Operation (PSI vs TLT) Test the souls [ECL 10] [Archive] - Wizards Community

Post/Author/DateTimePost
Erithmu

10-04-06, 07:11 PM
This is an Operation for Samuel Highground against TLT Monastary. If you are not Lonewolf or myself please do not post here.

This counts as fight 2 for Samuel's cycle

Log: Success (Defeated 5(1d4+2) Gauths (CR 6 ea))
Rewards/Used: Frozen (used stone of IA and 3 pp)

Samuel Highground
Male phrenic Ghost Halfling(undead(incorporeal))
Chaotic neutral
Wilder3, ECL10
Member of the PSI Consortium


XP:51685/ needed to level:55000

STR...6 [-2]...(0 pts) [-2 halfling]
DEX...22 [+6]...(10 pts) [+2 halfling, +4 Item]
CON...- ...(2 pts)
INT....14 [+2]...(4 pts)[+2 phrenic]
WIS...14 [+2]...(4 pts)[+2 phrenic]
CHA...32 [+11]...(16 pts)[+4 phrenic, +4 Ghost, +6 Item]

Hit Points: 12+ 2d12(13)= 25 [2 HD]
AC 28 [+6dex, +1size, +11 deflection], Touch 28, Flat 21 [+1 dodge][+4 Inertial armor(also add to touch AC due to Elude touch)][+4 Force screen][+1 defensive precognition]
Initiative: +6
BAB/Grap: +2/immune
Speed 20, fly 30(perfect)

Saves:
Fort +2 [1 Wilder +0Con +1racial]
Refl +8 [1 Wilder +6dex +1racial]
Will +6 [3 Wilder +2wis +1racial]


Attacks:
+9 touch


Feats:
Dodge
Ability Focus(Malevolence)

Racial and Class Abilities:

Phrenic:
Psi-like abilities:
3/day - defensive precognition
1/day - force screen
3/day - Mind Thrust(3d10 damage, Will DC 23 negates)
3/day - Empty Mind
Naturally Psionic: A phrenic creature gains 1 bonus power point.
Power Resistance 13
Int +2, Wis +2, Cha +4.

Halfling:
+2 Dexterity, –2 Strength.
Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
A halfling’s base land speed is 20 feet.
+2 racial bonus on Climb, Jump, and Move Silently checks.
+1 racial bonus on all saving throws.
+2 morale bonus on saving throws against fear. This bonus stacks with the halfling’s +1 bonus on saving throws in general.
+1 racial bonus on attack rolls with thrown weapons and slings.
+2 racial bonus on Listen checks.
Automatic Languages: Common, Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, Orc.
Favored Class: Rogue.

Ghost:
Malevolence (Su): Once per round, an ethereal ghost can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th or the ghost’s Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the ghost must be manifested and it must try move into the target’s space; moving into the target’s space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 28). A creature that successfully saves is immune to that same ghost’s malevolence for 24 hours, and the ghost cannot enter the target’s space. If the save fails, the ghost vanishes into the target’s body.

Manifestation (Su):
See SRD.

Draining Touch (Su): A ghost that hits a living target with its incorporeal touch attack drains 1d4 points from any one ability score it selects. On each such successful attack, the ghost heals 5 points of damage to itself. Against ethereal opponents, it adds its Strength modifier to attack rolls only. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.

Turn Resistance (Ex): A ghost has +4 turn resistance.

Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
+8 racial bonus on Hide, Listen, Search, and Spot checks.

Wilder:
Wild Surge+2
Psychic enervation
Wilders are proficient with all simple weapons, with light armor, and with shields (except tower shields).
Elude Touch


Skills (24 Points Wilder):
+8 Balance[0rnks, +6 dex, +2 synergy]
+0 Climb[0rnks, -2 str, +2 racial]
+17 Concentration[6 rnks, +11 Cha]
+10 Escape Artist[4 rnks, +6 Dex]
+12 Handle Animal[1rnk, +11 Charisma][1cc Wilder]
+18 Hide[0 ranks, +6 Dex, +4 Size, +8 racial]
+2 jump[0rnks, -2Str, +2 racial, +2 synergy]
+12 Listen[2 rnks, +2 Wis, +8 racial]
+13 Perform(Comedy)[2ranks, +11Cha] [2cc Wilder]
+8 Psicraft[6 rnks, +2 Int]
+16 Spot[6 rnks, +2 Wis, +8 racial]
+12 Tumble[6 rnks, +6 Dex]
+10 Search[0 rnks, +2 Int, +8 racial]
automatically suceeds Move Silently

Speaks Common, halfling, gnome and dwarven


Powers Known: [1] [Power Points: 28(11 wilder, 16 bonus, 1 phrenic); Use: 10(1/3 of total PP)]
1: [Dc 22] Vigor, Psionic Grease

Buffs and Prefight actions:
Gain Psionic Focus

Equipment:
Brooch of Shielding(92/101 damage) [1500gp]
Cloak of Charisma +6[36000gp]
Gloves of Dexterity +4[16000gp]
Vest of Resistance +2[4000gp](waiting on approval)

Expendable Items: [CL]
Potion of Protection from Evil[CL1][50gp]
Potion of Protection from Good[CL1][50gp]
Potion of Protection from Law[CL1][50gp]
Potion of Protection from Chaos[CL1][50gp]
Potion of invisibility[CL3][300gp]
Stone of Energy Bolt[ML5][375gp]
5x Stone of Inertial Armor[ML1] [250gp]
2x Stone of Touchsight[ML5] [750gp]
2x Stone of Dispel Psionics[ML5] [750gp]
2x Stone of Specified Energy Adaption[ML3] [300gp]

Equipment at home:
3281.1gp

Default Tactics
nothing yet


Fights results:

Fights results:
Samuel vs Faelto ... lost gained 300xp/354gp
Darius vs Samuel vs Instacio vs Feradeth ... 2nd loser gained 600xp/600gp
Aryleia => Samuel => Gaston => Zwei und'Vierzig ... lost gained 325xp/325gp
Samuel vs Sven ... won! gained 900xp/900gp
Quest The Darkness of Light (http://boards1.wizards.com/showthread.php?t=571111&page=1&pp=30)... accomplished! gained 24675xp/26019gp + Stone of Energy Bolt[ML5]
Miniquest: Proving Grounds (http://boards1.wizards.com/showthread.php?t=584070)... accomplished! gained 1200xp/2000gp
Samuel vs Sdentch ... vanquished gained 2400xp/3400gp
Samuel vs Grik ... vanquished gained 2400xp/3400gp
Samuel vs Halffiend cleric 7 ... his divine power rebuked me gained 900xp/1500gp
Samuel vs Balbanes ... vanquished gained 3085xp/5142.6gp
Samuel & Balbanes vs Night Hag & Zelekhut ... they outmaneuvered us gained 900xp/1500gp
Quest: Haunting the EYE (http://boards1.wizards.com/showthread.php?p=8912033)... accomplished! gained 10800xp/18000gp


Past Expenditures:
Potion of Invisibility
Potion of Shield of Faith
potion of Protection from Chaos
21 charges of Dorje of Energy Ray[ML2]
Tanglefoot bag
Stone of Energy Bolt[ML5]
5x stone of inertial armor[ML1]
1x Stone of Touchsight[ML5]
1x Stone of Dispel Psionics[ML5]

sold:
4x potion of Cure light wounds 100gp
MW Chain Shirt 125gp
MW Light crossbow 167,5gp
20 bolts 1gp


Notes: Samuel's Vest of resistance was approved but he did not edit in the changes, this Operation will assume he has the vest.

More Notes: 6 pp, Def. Precog PLA, Stones: IA[1], Dispel Psionics[5], EA (spec) [3]
Erithmu

10-04-06, 07:19 PM
Samuel approached the monastary looking for a way into the building and someone to control to do his dirty work.

Monster rolled and locked.

Be gentle, I have to go read some ghost rules, so go easy on me. But I know that your job is not to. Either way this will be fun.
lonewolf

10-04-06, 07:38 PM
hi there!
actually I didnt update one additional thing. This is Samuels 2nd fight in his cycle with this one (http://boards1.wizards.com/showpost.php?p=10194145) beeing the first.
sorry bout that.

Samuel stays on the ethereal plane unless noted otherwise.

Feeling reasonably secure on his homeplane, Samuel nonetheless pulls out a stone of Inertial armor and uses it before advancing through the walls of the Monastery.
"This ought to be fun."
Erithmu

10-04-06, 07:58 PM
Read read read read read ... ok

Samuel passes through the walls and finds that the guardians are at watch. He notices them to be roughly sphereical in shape and floating. All 5 of them.
lonewolf

10-04-06, 08:15 PM
This is gonna be too easy. :D

Samuel looks at those flying balls and smiles.
"Lets start with you."

He buffs with a 3 point wildsurged vigor and flies into the ground, manifesting there. Once ready he moves in to use malevolence on one of them and starts firing of eyestalks(prefered is sleep and paralysis). He changes host if necessary until they are all down.
Erithmu

10-04-06, 08:28 PM
Just making sure I have this right.
- Manifestation and Malevolence are both STD actions.
- You have to be manifested to use Malevolence
- This would result in a hide vs 5 spot checks from the gauths (since you metagamed)
- Roll init: you might not get first move

Does that sound right?

Also pick your Gauth

Vigor Enervate: Pass
Samuel 25+25/25hp AC 28/29, 11/14pp



|xy|A|B|C|D|E|F|G|H|I|J|K|L|
| 0|*|*|*|*|*|*|*|*|*|*|*|*|
| 1|*| | | | | | | | | | |*|
| 2|*| | | | | | | | | | |*|
| 3|*| | | | |3| | | | | |*|
| 4|*| | |2| | | | |4| | |*|
| 5|*| | | | | | | | | | |*|
| 6|*| | | | | | | | | | |*|
| 7|*| | | | | | | | | | |*|
| 8|*| | |1| | | | |5| | |*|
| 9|*| | | | | | | | | | |*|
|10|*| | | | | | | | | | |*|
|11|*|*|*|*|*|*|*|*|*|*|*|*|


Roof 25 ft high
1-5 gauths +10ft altitude
there are doors, but I figured they didn't matter
lonewolf

10-04-06, 08:39 PM
Actually since Samuel will be manifesting while completely in the ground, there will be no way for them to spot me in this first round. AC should be 32 with Inertial armor. Picking gauth #3.

Initiative (1d20+6=20) (http://invisiblecastle.com/find.py?id=659124)
Erithmu

10-05-06, 12:52 AM
Can't do this surprize round style, since they aren't next to any wall. But I guess you get round 1 lead ... away we go.

Samuel rises up out of the ground and takes control of the gauth. The rest of the creatures realize what is going on and turn towards what was their friend.

Is malevolence a full round action because it is based off the magic jar ability, which requires a full round to possess. Not going to use it here, but I'm not going to give you the free rays to be semi compromise. I'll wait for your thoughts before I carry on here. Please note that I am not trying to hinder you here, but this is my first hard reading of the ghost rules, so I'm asking questions as I go along here.

Round 1:
Samuel: moves up and Possesses #3 (Will 24)
Gauths:
lonewolf

10-05-06, 06:35 AM
The effect is similar to Magic Jar, but that doesnt mean that the activation is.
If they understood what just happened, they will most likely shoot my gauth host down, but thats ok.
Erithmu

10-05-06, 10:05 AM
No sooner than when Samuel takes control of the creature does he lose it. The Gauth is his by the other with three rays that under normal circumstances would not have affected Samuel, but the Gauth falls asleep and Samuel can not see anything.

Round 1:
Samuel: moves up and Possesses #3 (Will 24)
Gauths:
- 1: std: stun gaze: saves: Touch attacks: (sleep, para, exhaust) 15,14,13 all hit: Saves: Sleep Fail, Para Pass, Exhausted
I used the monster's save bonuses, which I think it correct
- 2,4,5: Unknown
lonewolf

10-05-06, 10:36 AM
Smiling, Samuel leaves the body of the gauth and moves to possess the next one.

actually Im not sure what kind of action it is to stop possessing a creature, but if I have to grant them some attacks, that is ok.
btw: a gauth can only fire two rays a round. only a real beholder can fire 3
Erithmu

10-05-06, 10:52 AM
Your right, drop the exhaustion since that was the last one.
Magic jar says it is a std to move from host to jar. Even If I gave you move, you would still be in the open for a whole round.

Samuel exits the Gauth, and finds 3 rays staring him down in the face. All of which pass around him being deflected but his being. They try again this time with fire with two rays each, 7 of them are bent around again, but one passes harmlessly through Samuel. Samuel moves to the next one and possesses it. The remaining Gauths quickly disable the second host as well.

Round 2:
Samuel: dispossess
-Readied actions
#2,4,5: Dispel Ray: all miss

Round 3:
Gauths (on init reset): 1 dispel ray hit, miss chance fails
Samuel: posses #2 (will 23)

Round 4:
Gauths
- 1: Rays sleep hits, para misses (will: pass) Stun gaze: fail
- 4: Rays sleep hits, para misses (will: fail)
- 5: readies
Samuel: ?? (rinse wash repeat?)

Round 5:
lonewolf

10-05-06, 11:00 AM
Samuel will continue until all of them are down.
Erithmu

10-08-06, 11:32 AM
Samuel continues to let the Gauths disable each other until only one remains under his control. He sets fire to the building and has fun with the inhabitants but not before he kills the remaining Gauths.

Round 4:
Gauths
- 1: Rays sleep hits, para misses (will: pass) Stun gaze: fail
- 4: Rays sleep hits, para misses (will: fail)
- 5: readies
Samuel: disposses (Ready #5: miss)

Round 5:
Gauths 6 shots all miss
Samuel: move and posses (Will: fail)

Round 6:
-1: Sleep para hit Fail para save
-4: readied
Samuel: disposses: (ready: miss)

Round 7:
Gauths 4 shots: 1 hit avoided by miss chance
Samuel Posses: (will fail)

Round 8:
Gauth: para hits, sleep misses (pass para, fail stun gaze)
Samuel out lasts stun

Round 9:
Gauth: all hits (faill para save)
Samuel disposses

Round 10:
Gauth: Scorching ray hits overcomes miss chance 15 dmg
Samuel possess (Will fails)
lonewolf

10-08-06, 07:14 PM
Samuel decides to keep the body of the gauth for some time and uses it to fly back to the PSI headquarters.

Continueing the roleplaying in the guild thread.
Thanks for running.