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| whitebaron12-15-07, 11:49 AM | Welcome ladies and gents, for this is our second installment of a playtest fight. With the first one rather boring, the Pitlord didn' take any chances and hand-selected the monster himself. But lets go to the important things first: Our Contestants: Samuel Highground Gender and Race: Male phrenic Ghost Halfling Size and Type: Small Undead(Incorporeal,Psionic) Alignment: Chaotic Neutral ECL: 13, (Wilder 6, Phrenic +2, Ghost +5) Guild: Member of the PSI Consortium Experience: 83350/91000 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...33 [+11]...(16 pts)[+4 phrenic, +4 Ghost, +6 Item, +1 level] Miscellaneous Statistics: Hit Points: 44 [6 HD] [12 (Wilder/Ghost) + 32 (6.5 * 5 Wilder/Ghost) + 0 (5 HD * Con -)] Armor Class (Normal): 32 [10 Base, +6 Dex, +1 Size(Small), +11 Deflection(Ghost/Cha), +4 Mage Armor]+1 dodge, +5 force screen, +2 defensive precognition Armor Class (Touch): 32 [10 Base, +6 Dex, +1 Size(Small), +11 Deflection(Ghost/Cha), +4 Elude Touch]+1 dodge, +5 force screen, +2 defensive precognition * due to Elude Touch, Samuel gains up to +11 to Touch AC, but his Touch AC can never exceed the Normal AC. so force screen also raise the Touch AC Armor Class (Flat-Footed): 26 [10 Base, +1 Size(Small), +11 Deflection(Ghost/Cha), +4 Mage Armor]+4 inertial armor, +5 force screen Initiative: +6 [6 Dex] Base Attack Bonus: +4 Grapple: Immune to grapple. Speed (Land): 30 ft [20 Base, +10 feat] Speed (Fly): 40 ft(perfect) [30 Base, +10 feat] Power Resistance: 16Phrenic Saves: Fort +7 [2 Wilder +0Con +1racial, +4 resistance] +2 defensive precognition Refl +13 [2 Wilder +6dex +1racial, +4 resistance] +2 defensive precognition Will +12 [5 Wilder +2wis +1racial, +4 resistance] +2 defensive precognition Attacks: Draining Touch +11, 1d4 ability damage(any) [4 BAB, 6 Dex, 1 Size] Special Attacks & Abilities: Darkvision 60ftUndead type Immune to critical hits, nonlethal damage, energy drain, ability drain.Ghost Immune to mind-affecting effectsGhost Immune to poison, sleep, paralysis, stunning, disease and death effects.Ghost Immune to damage to physical ability scoresGhost Immune to fatigue, exhaustionGhost Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).Undead type Turn Resistance (+4)Ghost Draining Touch (see attacks section)Ghost Telekinesis(DC 24)(CL12)Ghost (see below) [13 Base, 11 Cha] ManifestationGhost (see below) Volatile Mind +1Wilder (+1 PP cost to manifest a telepathy power on you) Wild Surge +2Wilder (You gain up to 2 additional free PP's for augmenting a power) Psychic EnervationWilder (After a Wild Surge +x, you have a x*5 % chance to become enervated: -5 PPs, dazed until end of next turn) Surging Euphoria +1Wilder (After a successful Wild Surge +x, you gain +x morale bonus to saves, attack, damage, for x rounds) 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 15 + ghost’s Cha modifier). 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): Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane. When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on nonethereal targets. A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes. Psi-like Abilities (ML 5): 3/day: defensive precognition (+2 AC, +2 saves for 50 rounds) 1/day: force screen (+5 shield bonus for 50 rounds) 3/day: empty mind (+4 to will saves for 1 round) 3/day: mind thrust (DC 25) (6d10 damage to 1 target, will negates, close range) 1/day: body adjustment (heal 2d12 damage to yourself) 1/day: brain lock (DC 24) (Daze 1 humanoid, animal, fey, giant, magical beast, or monstrous humanoid. It cannot take psionic actions, will negates, medium range) Powers Known (ML 6): Level 1 [DC 22]: Vigor, Psionic Grease Level 2 [DC 23]: Ego Whip Level 3 [DC 24]: Dispel Psionics Wild Surge up to +2 (see abilities) +1 DC for Ego Whip Powerpoints Available Per Fight: 23 [69 Total PP / 3 rounded up] Total PPs: 69 [35 Wilder, 33 Bonus, 1 phrenic] Manifester Level: 5 Feats: DodgeLvl1 Speed of ThoughtLvl3 Flyby AttackLvl6 approved changes Skills: Total Skill Points: 54 (54 Wilder) Languages: Common, Halfling, Gnome and Dwarven Armor Check Penalty: 0 Balance: 6 [6 dex] Climb: 0 [-2 Str, 2 Racial(Halfling)] Concentration: 18 [7 Ranks (7 Wilder), +11 Cha] Handle Animal: 14 [3.5 Ranks (7cc Wilder, 11 Charisma] Hide: 18 [6 Dex, 4 Size, 8 Racial(Ghost)] Intimidate: 30 [9 Ranks(9 Wilder), 11 Cha, 10 Competence(Item)] Jump: 0 [-2Str, +2 Racial(Halfling)] Knowledge(psionics): 3 [1 Rank(1 Wilder), 2 Int] Knowledge(arcana): 3 [1 Rank(2cc Wilder), 2 Int] Knowledge(nature): 3 [1 Rank(2cc Wilder), 2 Int] Knowledge(the planes): 3 [1 Rank(2cc Wilder), 2 Int] Listen: 14 [4 Ranks(4 Wilder), 2 Wis, 8 racial(Ghost)] Move Silently: Auto SuccessGhost Psicraft: 9 [7 Ranks(7 Wilder), 2 Int] Spot: 19 [9 Ranks(9 Wilder), 2 Wis, 8 Racial(Ghost)] Tumble: 10 [4 Ranks(4 Wilder), 6 Dex] Search: 10 [2 Int, 8 Racial(Ghost)] approved changes Buffs and Prefight actions: Gain Psionic Focus Bring Peraxephiel Bring 1 donkey packed with Collossal arrows Spellcasting service: Mage Armor[CL13] 130gp Dispel Magic into Ring of Counterspells[CL5] 150gp Equipment: Brooch of Shielding(73/101 damage) [1500gp] Reserve Brooch of Shielding(101/101 damage)[1500gp](not worn) Cloak of Charisma +6[36000gp] Gloves of Dexterity +4[16000gp] Vest of Resistance +4[16000gp] Crystal Mask of Dread[10000gp] Ring of Counterspells[4000gp] Psionatrix of telepathy[8000gp] Boots of Speed[12000gp] Psicrown of the Dominator[450pp][20250gp] On Peraxephiel: Exotic Military Saddle[40lb][60gp] 3 donkeys[24gp] 3 packsaddles[45gp] on the donkey I take into the arena: 20 collossal cold Iron heavy crossbow bolts[32lb][64gp] 20 collossal silver heavy crossbow bolts[32lb][96gp] Expendable Items: [CL] 2x Potion of Protection from Evil[CL1] [50gp each = 100gp] 1x Potion of Protection from Good[CL1] [50gp] 1x Potion of Protection from Law[CL1] [50gp] 1x Potion of Protection from Chaos[CL1] [50gp] 2x Potion of invisibility[CL3] [300gp each = 600] 1x Stone of Energy Bolt[ML5] [375gp] 2x Stone of Inertial Armor[ML1] [25 gp each = 50 gp] 2x Stone of Touchsight[ML5] [375 gp each = 750 gp] 2x Stone of Dispel Psionics[ML6] [450 gp each=900 gp] 1x Potion of resist energy(fire)(ranger crafted) [CL7][350 gp] 1x Potion of resist energy(cold)(ranger crafted) [CL7][350 gp] 1x Potion of resist energy(electricity)(ranger crafted) [CL7][350 gp] Current Total: 3950 Max total (122 x 50): 8450 gp Equipment at home: 3530.1gp Allies: ethereal Pegasus Large Magical Beast Hit Dice: 4d10+12 (34 hp) Initiative: +2 Speed: 30 ft. (12 squares), fly 60 ft. (average) Armor Class: 18 (–1 size, +2 Dex, +3 natural, +4 armor), touch 11, flat-footed 16 Base Attack/Grapple: +4/+12 Attack: Hoof +7 melee (1d6+4) Full Attack: 2 hooves +7 melee (1d6+4) and bite +2 melee (1d3+2) Space/Reach: 10 ft./5 ft. Special Attacks: — Special Qualities: Darkvision 60 ft., low-light vision, scent, spell-like abilities Saves: Fort +7, Ref +6, Will +4 Abilities: Str 18, Dex 15, Con 16, Int 10, Wis 13, Cha 13 Skills: Diplomacy +3, Listen +8, Sense Motive +9, Spot +8 Feats: Flyby Attack, Iron Will Alignment: chaotic good Spell-Like Abilities: At will—detect good and detect evil within a 60-foot radius. Caster level 5th. Skills: Pegasi have a +4 racial bonus on Listen and Spot checks. Carrying Capacity: A light load for a pegasus is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds. 3000gp payed for adult Pegasus 1000gp payed for it to be trained for carrying a rider Phrenic: Psi-like abilities: 3/day - defensive precognition(+2AC/saves) 1/day - force screen(+5AC) 3/day - Mind Thrust(6d10 damage, Will DC 24 negates) 3/day - Empty Mind(+4 on will saves) 1/day - body adjustment(2d12) 1/day - brain lock(Humanoid, animal, fey, giant, magical beast, or monstrous humanoid, DC23) Naturally Psionic: A phrenic creature gains 1 bonus power point. Power Resistance 16 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: Telekinesis (Su): A ghost can use telekinesis as a standard action (caster level 12th or equal to the ghost’s HD, whichever is higher). When a ghost uses this power, it must wait 1d4 rounds before using it again. 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. Undead-Traits An undead creature possesses the following traits (unless otherwise noted in a creature’s entry). -No Constitution score. -Darkvision out to 60 feet. -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. -Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score. -Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). -Uses its Charisma modifier for Concentration checks. -Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed. -Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead. -Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry. -Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor. -Undead do not breathe, eat, or sleep. Wilder: Wild Surge+2 Psychic enervation Wilders are proficient with all simple weapons, with light armor, and with shields (except tower shields). Elude Touch Surging Euphoria +1 Volatile mind (1 power point) Psibeast http://i14.photobucket.com/albums/a327/Vathelokai/woman-spear-reduced.jpg Gender and Race: Female Tiefling Size and Type: Medium Outsider [native] [psionic] Height and Weight: 5' 6" 150 lbs. Age: Middle Aged [500 years] (+1 mental, -1 physical) Alignment: Neutral ECL: 13 (1 LA, 12 Psion (Egoista)) Experience: 81,584/91,000 Guild: PSI (Psionic Consortium) Fame: 724 (Princess!) District: Lower Merx influence - military (64 +10% = 70) influence - guild influence {PSI} (130; ecl 13) influence - monster influence (130; ecl 13) influence - commission monster (400; cr 2) Link to Shapeshifing Forms Page Attributes STR 10 (+0) [2 pts] [10 Base, -1 Age, +1 Advance] DEX 14 (+2) [5 pts] [13 Base, +2 Racial, -1 Age] CON 12 (+1) [3 pts] [11 Base, -1 Age, +2 enhancement] INT 24 (+7) [13 pts] [17 Base, +2 Racial, +1 Age, +4 enhancement] WIS 14 (+2) [5 pts] [13 Base, +1 Age] CHA 15 (+2) [8 pts] [14 Base, -2 Racial, +1 Age, +2 Adv] Miscellaneous Statistics Hit Points: 54.0 [12 HD] [4 (Psion) + (2.5 (Psion) x 12) + (1 x HD (Con)) +10 (Feat)] Armor Class (Normal): 12 [10 Base, 2 Dex] Armor Class (Touch): 12 [10 Base, 2 Dex] Armor Class (Flat-Footed): 10 [10 Base] Initiative: +2 [2 Dex] Base Attack Bonus: +6/+1 [5 (Psion)] [Note: extra attack from high BAB] Grapple: +6 [Escape Artist +2] [+6 BAB] Speed (Land): 30 ft [30 Base] Weight Carried: 23 lbs, light encumbrance [0-33 (Light), 34-66 (Medium), 67-100 (Heavy)] Saves Fortitude: +5 [+1 Con, +4 (Psion)] Reflex: +6 [+2 Dex, +4 (Psion)] Will: +10 [+2 Wis, +8 (Psion)] Melee Attacks Touch +6/+1 [+0 Str, +6 BAB] MW flail +7/+2 1d8 [20/x2] bludegeon {trip; disarm+2} [+0 Str, +6 BAB, +1 MW] MW guisarme +7/+2 2d4 [20/x3] slash {reach; trip} [+0 Str, +6 BAB, +1 MW] Ranged Attacks Ranged touch +8/+3 [+2 Dex, +6 BAB] dorje of crystal shard "Pistol" +8 ranged touch 2d6 [20/x2] pierce {ray} 60 ft [+2 Dex, +6 BAB] Special Attacks & Abilities Darkness 1/day (on object, 10 minutes, 20 ft radius) Energy Resistance 5 (fire, cold, electricity) Proficient with all martial and simple weapons Darkvision 60 ft. Metamorphic Transfers 3/day (2 abilities per use) Powers Known Level 1 [DC 18] Vigor [Personal; 5 temp HP per PP spent; 1 min/lv.; Material and Olfactory] Empty Mind [Personal; +2 will save; 1 round; Immediate manifest; augment +1 to will for 2 pp; Auditory] Force Screen [Personal; +4 shield bonus; force effect; 1 min/lv.; augment +1 per 4pp; Auditory] Inertial Armor [Personal; +4 armor bonus; force effect; 1 hour/lv.; augment +1 per 2pp; Visual] Mind Thrust [Close range; 1d10 per pp; instant; Mind-affecting; will negates; auditory] Expansion [Personal; increase one size category; 1 rnd/lv.; Olfactory; augment 2pp for durration, 6 pp to quicken, 6 pp to increase 2 size categories] Level 2 [DC 19] Ego Whip [Medium range; one creature; 1d4 Chr damage and daze 1 round; will for 1/2 and no daze; mind-affecting; augment extra 1d4 and +2 DC per 4pp; auditory display] Energy Push [Medium range Ray; 2d6 energy damage and 2d6 impact damage; reflex half vs energy, str check vs DC negates impact; move 5 ft per 5 damage; augment extra 1d6 energy and impact and +1 DC per 2pp; Auditory and Visual] Animal Affinity [Personal; +4 stat; 1 min/lv; augment boosts an extra stat per 5pp; Material] Concussion Blast [Medium; one creature or object; 1d6 force or non-lethal; no save; augment 1d6 per 2pp and extra target per 2pp; Auditory] Level 3 [DC 20] Touchsight [Personal; 60 ft emanation; ignore concealment and autosucceed spot and listen; augment 10 larger per 2pp; Visual] Dispel Psionics [Medium; one target or 20 ft burst; ML check vs DC 11+ML; augment +2 to ML check for 1pp, max +10; Visual] Hustle [Personal; 1 extra move action; Instant manifest; Auditory] Ectoplasmic Form [Personal; become shaped cloud of ectoplasm; DR 10/Psi, fly 20perfect, immune to poison and crit; some equipment doesn't work; manifest powers with concentration DC 20+PL; Olfactory] Level 4 [DC 21] Empathic Feedback [Personal; melee attackers take 5 damage or damage they caused (whichever is less) on successful hit; no save, no SR, no damage type, bypasses DR and resistance; mind-affecting; 10 min/lv; augment 1 more damage per 1pp; Auditory and Material] Metamorphosis [Personal; 1 min/lv if creature or 10 min/lv if object; See link at top of sheet; Material and Olfactory] Dimention Door [Personal and 1 creature/3 lvs; teleport 400+40/lv ft; augment: 6pp for move action; Display; visual] Wall of Ectoplasm [10 ft2 vertical wall/lv(continuous) or 1 ft/lv dia. globe or hemisphere; 1 inch thick per 4 ML; 10 hp/inch, hardness 5, break DC 15+2/inch; +4 vs dispel checks; blocks ethereal creatures, LoE, and LoS; 1 min/lv(dispellable); augment: no; display: visual] Freedom of Movement [Personal; 10 min/lv; autosucceed escape a grapple, not slowed by spells that impede movement, attack underwater normally; Auditory] Energy Adaptation [Personal; 10 min/lv; resist 20 vs. all energy types; Augment: 4 pp for immediate action; Visual when damaged] Level 5 [DC 22] Power Resistance [One creature; 1 min/lv; Power Resistance 12+ML; material and visual] Psychic Crush [Mind-Affecting; One creature; instant; Will save with +4 bonus or die; Will save for 3d6 dmg instead; Augment: 2 pp for 1d6 more dmg; Auditory] Level 6 [DC 23] Disintegrate [Ray; medium range; 22d6 dmg, fort save for 5d6 dmg; augment: 1pp for +2d6 (save always remains at 5d6); Auditory, material, and visual] Contingency [Personal; manifest time 10 minutes; durration 1 day/lv; XP cost = 15; max power level for contingent power is 1/3 ML; display - olfactory; augment - no; see prebuffs for current contingency] Temporal Acceleration [Personal; swift action; 1 round outside of time; shaken for 1 round when returning; display - none; augment - 4pp for each extra round outside of time] Power Points Available Per Fight: 56 [168 Total Power Points / 3, rounded up] [56 pp this fight] Total Power Points: 168 [(126 (Psion), 42 (Int)] Manifester Level: 12 Feats Rapid Metabolism Psion 1 [Heal 2xcon modifier per day in addition to 1xHD per day] Psionic Body Lvl. 1 [+2 max hp per psionic feat] Craft Universal Psionic Item Lvl. 3 [Craft general use items at 1/2 market price] Metamorphic Transfer Psion 5 [Gain 3 uses of 1 (Su) ability when shapeshifting] Metamorphic Transfer Lvl. 6 Expanded Knowledge (Expansion) Lvl. 9 Quicken Power Psion 10 [6pp and psi-focus to quicken] Psionic Meditation Lvl. 12 [Regain psionic focus as a move action] Skills Total Skill Points: 105 [105 (Psion)] Languages: Common, Infernal, Goblin, Orc, Halfling, Dwarf, Draconic [2 Racial, 5 Int] Armor Check Penalty: +0 [0 Armor] Spot: +2 [+2 Wis, 0 Ranks (0 (Psion)] Listen: +2 [+2 Wis, 0 Ranks (0 (Psion)] Move Silently: +2 [+2 Dex, 0 Ranks (0 (Psion)] Hide: +4 [+2 Dex, 0 Ranks (0 (Psion), +2 Race] Balance: +2 [+2 Dex, 0 Ranks (0 (Psion)] Climb: +0 [+0 Str, 0 Ranks (0 (Psion)] Jump: +0 [+0 Str, 0 Ranks (0 (Psion)] Swim: +0 [+0 Str, 0 Ranks (0 (Psion)] Autohypnosis: +29 [+2 Wis , +15 Ranks (15 (Psion)) +10 (enhancement), +2 syn(concentrate)] Bluff: +3 [+1 Cha, 0 Ranks, +2 Race] Disguise: +11 [+1 Cha, 0 Ranks, +10 Equipment] Concentration: +26 [+1 Con, +15 Ranks (15 (Psion)) +10 (enhancement)] Knowledge (Arcana): +22 [+7 Int, +15 Ranks (15 (Psion))] Knowledge (Nature): +22 [+7 Int, +15 Ranks (15 (Psion))] Knowledge (Psionics): +20 [+7 Int, +11 Ranks (11 (Psion)), +2 syn(autohypnosis)] Knowledge (The Planes): +22 [+7 Int, +15 Ranks (15 (Psion))] Knowledge (Dungeoneering): +8 [+7 Int, +1 Ranks (1 (Psion))] Knowledge (Local): +8 [+7 Int, +1 Ranks (1 (Psion))] Knowledge (Religion): +8 [+7 Int, +1 Ranks (1 (Psion))] Psicraft: +23 [+7 Int, +14 Ranks (14 (Psion)), +2 syn(know:psionics)] Spellcraft: +10 [+7 Int, +1 Ranks (2 (Psion)), +2 syn(know:arcana)] Prefight Actions Giggle. Equipment Worn and Carried open item slots: vest, belt, cloak, bracelets, boots, gloves Psychoactive skin of Proteusc {skin slot} 96,000gp [5 credits] 3rd eye of concentratec {eye slot} 5,000gp ring of self sufficiencyc {left hand} 5,000gp ring of feather falling {right hand} 2,200gp Headband of intc +4 {head/hat slot} 8,000gp [5 credits] amulet of health +2c {neck/amulet slot} 2,000gp [5 credits] robe of disguise {robe/armor slot} 1800gp [5 credits] Masterwork flail 308gp 5lbs. Masterwork guisarme 309gp 12lbs dorje of enlarged crystal shard ML2 [17/50 charges] 1500gp dorje of enlarged crystal shard ML2 [50/50 charges] 1500gp dorje of enlarged crystal shard ML2 [50/50 charges] 1500gp 5,017gp in gems and crystals Note; craft skin of proteus at ML 10 Expendable Items Max total (ECL2 x 50): 8450 gp potion of invis 300 powerstone of combat 1: energy adaption specified x2, offensive precience x3, synesthete x1 250gp 4 crawling tattoos of energy pushc 600 powerstone of tools 1 (DC 16): detect psionics, far hand, know direction and location, senselink, call to mind 125gp powerstone of tools 2 (DC 17): elfsight, identify, knock, lock, tongues, sustenance 900gp Note: see manifesting unknown powers (http://www.d20srd.org/srd/psionic/psionicPowersOverview.htm#manifestAnUnkn ownPowerFromAnothersPowersKnown) in relation to powerstones of tools Valen Sky "I'd rather be lucky than good." Gender and Race: Male Human Size and Type: Medium Humanoid (Human, psionic) Height and Weight: 5'6' 140lbs [changed from 150 lbs] Age: 21 years old Alignment: Neutral Good ECL: Ranger 2/Psion (Egoist) 4/Slayer 6/Shadow Dancer 1 (ECL 13) Experience: 78883/78000 Skill Packages Enabled Scout (Attack) /w 2 rounds (+10 Kn: Geography) Ambush (Attack) Attributes STR 18 (+4) [06 pts] [14 Base, 4 Enhancement] DEX 16 (+3) [10 pts] [16 Base] CON 14 (+2) [06 pts] [14 Base] INT 21 (+5) [10 pts] [16 Base, 3 Level, 2 Enhancement] WIS 12 (+1) [04 pts] [12 Base] CHA 08 (-1) [00 pts] [8 Base] Miscellaneous Statistics Hit Points: 80 [13 HD] [8 Ranger + (4.5 Ranger) + (4.5 Slayer x 6) + (2.5 Psion x 4) + (4.5 Shadow Dancer x 1) + (13 HD x 2 Con)] Armor Class (Normal): 21 (+1 Dodge, +4-5 Force Screen, +4 Mobility, +2 Animal Aff.-Dex, +1 Haste) [10 Base, 3 Dex, 4 Armor, 2 Enhancement, 2 Deflection] Armor Class (Touch): 15 (+1 Dodge, +4 Mobility, +2 Animal Affinity-Dex) [10 Base, 3 Dex, 2 Deflection] Armor Class (Flat-Footed): 18 (+4 Force Screen) [10 Base, 4 Armor,2 Enhancement, 2 Deflection] Initiative: +3 [3 Dex] Base Attack Bonus: +10 [2 (Ranger 2),2 (Psion 4), 6 (Slayer 6), 0 (Shadow Dancer 1)] Grapple: +14 [10 BAB, 4 Str] Speed (Land): 30 ft [30 Base] Weight Carried: 94.6 lbs, Light encumbrance [0-100 (Light), 101-200 (Medium), 201-300 (Heavy)] Saves Fortitude: +11 [2 Con, 3 Ranger, 1 Psion, 2 Slayer, 3 Enhancement] Reflex: +14 [3 Dex, 3 Ranger, 1 Psion, 2 Slayer, 2 Shadow Dancer, 3 Enhancement] Will: +13 (+2 when Psicrystal is within 1 mile, +4 competance vs compulsions/mind-affecting) [1 Wis, 0 Ranger, 4 Psion, 5 Slayer, 3 Enhancement] Melee Attacks (+2 Damage vs Elves,+4 vs Human (Psionic), +1-2 to hit (Off. Precog.), +2-3 Damage (Off. Presc.), +1 to hit Haste) +1 Suppression Adamantine Greatsword +15/+10, 2d6+7, (19-20/x2), slashing (Ignores Hardness up to 20, Targeted Dispel on hit 1d20+ML+5) [4 Str, 10 BAB, 1 Enhancement] [mwk] Armor Spikes +15/+10, 1d6+4, (20/x2), piercing [4 Str, 10 BAB, 1 Enhancement] Cold Iron Spear +14/+9, 1d8+6, (20/x3), piercing [4 Str, 10 BAB] Quarterstaff (Two-handed) +14/+9, 1d6+6 (20/x2), bludgeoning [4 Str, 10 BAB] [mwk] Cold Iron Dagger +15/+10, 1d4+4, (19-20/x2), piercing [4 Str, 10 BAB, 1 Enhancement] [mwk] Alchemical Silver Dagger +15/+10, 1d4+3, (19-20/x2), piercing [4 Str, 10 BAB, 1 Enhancement] Ranged Attacks(+1 to hit/damage at 30' or less, +2 Damage vs Elves, +4 vs Human (Psionic), +1-3 to hit (Off. Precog.), +2-4 Damage (Off. Presc.), +2 to hit (Animal Aff. Dex), +1 to hit Haste) [mwk] Deepcrystal Composite Longbow (Mighty +2) +14/+9, 1d8+2, (20/x3), Range 110 ft, piercing (+2d6 for 2PP) [3 Dex, 10 BAB, 1 Enhancement] Rapid Shot: [mwk] Deepcrystal Composite Longbow (Mighty +2) +12/+12/+7, 1d8+2, (20/x3), Range 110 ft, piercing (+2d6 for 2PP) +1 Deepcrystal Composite Longbow (Mighty +4) +14/+9, 1d8+5, (20/x3), Range 110 ft, piercing (+2d6 for 2PP) [3 Dex, 10 BAB, 1 Enhancement, -2 Rapid Fire] Cold Iron Javelin +13, 1d6+2, (20/x2), Range 30 ft, piercing [3 Dex, 10 BAB] Alchemical Silver Javelin +13, 1d6+1, (20/x2), Range 30 ft, piercing [3 Dex, 10 BAB] [mwl] Cold Iron Dagger +14, 1d4+2, (19-20/x2), Range 10 ft, piercing [3 Dex, 10 BAB, 1 Enhancement] [mwk] Alchemical Silver Dagger +14, 1d4+1, (19-20/x2), Range 10 ft, piercing [3 Dex,10 BAB, 1 Enhancement] Special Attacks & Abilities 10 9 4 Rounds of Haste Remaining [Max 4 per fight] Up to Dex modifier (3) plus one attacks of opportunity per round Human Traits: Bonus feat 1 extra skill point per level (4 at 1st) Ranger Abilities: Proficiency with all Simple and Martial Weapons Proficiency with Light Armor and Shields (not Tower shields) +2 Favored Enemy: Humanoid (Elves) (+2 to Damage, Bluff, Listen, Spot, Sense Motive, Survival) Wild Empathy Combat Style: Rapid Fire Feat while in light or no armor Psion Abilities: Access to Egoist Discipline Bonus Feat Slayer Abilities: Proficiency with all simple and martial weapons and with all types of armor Favored Enemy: Humanoid (Human, Psionic) (+4 to Damage, Bluff, Listen, Spot, Sense Motive, Survival) Enemy Sense Brain Nausea Lucid Buffer Cerebral Blind Shadow Dancer Abilities: Hide in Plain Sight Powers Readied Level 1 [DC 16] Vigor, Prescience-Offensive, Precognition-Offensive, Force Screen, Entangling Ectoplasm, Crystal Shard2nd, ExpansionEK Level 2 [DC 17] Animal Affinity, Energy Adaption-Specified, Chameleon Level 3 [DC 18] Touch Sight, Hustle, Dispel Psionics, Solicit Psicrystal Level 4 [DC 19] Metamorphosis, Freedom of Movement (Psionic), Dimension Door (Psionic), Telekinetic Manuever, Energy Adaption5th Level 5 [DC 20] Power Resistance Power Points Available Per Fight: 32 [94 Total Power Points / 3, rounded up] Total Power Points: 94 [(+0 Ranger 2, +72 Psion 4 and Slayer 6, +22 Int] Manifester Level: 9 Feats Point Blank Shot Human Dodge Lvl 1 Track Ranger 1 Psicrystal Affinity Psion 1 Mobility Lvl 3 Rapid Fire Ranger 2 Spring Attack Lvl 6 Combat Reflexes Lvl 9 Expanded Knowledge: Expansion Lvl 12 Skills First change of skills Second change of skills Total Skill Points: 120 [50 Ranger, 24 Psion (Egoist), 53 Slayer, 11 Shadow Dancer] Languages: Common, Undercommon, Sylvan, Elven [1 Racial, 3 Int] Armor Check Penalty: -0 [0 Armor] Balance: +3 [3 Dex] Bluff: +9 (+2 vs Elves,+4 vs Human (Psionic)) [-1 Cha, 9 Ranks (9 Slayer, 1 Shadow Dancer)] Climb: +4 [4 Str] Concentration: +18 [2 Con, 15 Ranks (4 Ranger,5 Psion, 7 Slayer)] Craft (Bowmaking): +12 [5 Int, 5 Ranks (4 Ranger, 1 Psion), 2 Masterwork Tools] Handle Animal: +6 [-1 Cha, 5 Ranks (5 Ranger), 2 Masterwork Whistle] Hide: +27 (+10 Enhancement from Chameleon) [3 Dex, 14 Ranks (7 Ranger,2CC Psion,4CC Slayer, 4 Shadow Dancer), 10 Competance] Jump: +4 [4 Str] Knowledge (Dungeoneering): +9 [5 Int, 4 Ranks (4 Ranger)] Knowledge (Geography): +10 [5 Int, 5 Ranks (5 Psion)] Knowledge (Nature): +15 [5 Int, 8 Ranks (8 Psion), 2 Synergy] Listen: +12 (+2 from Alertness when Psicrystal within 5', +2 vs Elves, +4 Human (Psionic)) [1 Wis, 11 Ranks (4 Ranger, 7 Slayer)] Move Silently: +27 [3 Dex, 14 Ranks (7 Ranger,2CC Psion, 6 Shadow Dancer), 10 Competance] Perform (Dance) +4 [-1 Cha, 5 Ranks (10CC Slayer)] Psicraft: +6 [5 Int, 1 Ranks (1 Psion)] Ride: +6 [3 Dex, 1 Ranks (1 Ranger), 2 Synergy Handle Animal] Sense Motive: +9 (+2 vs Elves, Human (Psionic))[+1 Wis, 7 Ranks (8 Slayer)] Spot: +18 (+2 from Alertness when Psicrystal within 5', +2 vs Elves, +4 Human (Psionic)) [1 Wis, 12 Ranks (4 Ranger, 8 Slayer), 5 Competance] Survival: +6 (+2 Tracking Elves, +4 Human (Psionic), +2 vs Getting Lost or Natural Hazards (Geography Synergy)) [1 Wis, 5 Ranks (5 Ranger)] Use Rope: +8 [3 Dex, 5 Ranks (5 Ranger)] Prefight Actions Gain Psionic Focus Bring Psicrystal (Quartz) Quartz activates Self-propulsion Tie torch to Quartz with 1' silk rope (Use Rope, take 10) Equipment Worn and Carried Explorers Outfit [0 lbs] [0 gp] +3 Deepcrystal Composite Longbow (Mighty +4) [3 lbs][19500 gp] +1 Suppression Adamantine Greatsword [8 lbs][21,050 gp] +2 Improved Shadow and Improved Silent Moves Mithral Chain Shirt (+10 competence to Hide/MS) /w [mwk] Armor Spikes [20.0 lbs][35,450 gp] Cloak of Resistance +3 [1 lbs][9,000 gp] Ring of Protection +2 [0 lbs][8,000 gp] Headband of Intellect +2 [0 lbs][4,000 gp] Belt of Giant Strength +4 [1 lbs][16,000 gp] Boots of Speed [1 lbs][12,000 gp] Eyes of the Eagle [2,500 gp] 4 Tindertwig [0 lbs][4 gp] Flint and Steel [0 lbs][1 gp] 1 Torch [1 lb][ 0.01 gp] 2 Vials of Antitoxin [0 lbs][50 gp each = 100 gp] Backpack (Adventuring) [2 lbs][2 gp] 50' Rope, Silk (+2 to Use Rope) [5 lbs][10 gp] 6 pitons [1/2 lb each = 3 lbs][0.06 gp] Hammer [2 lbs][0.05 gp] 2 Smokestick [1.0 lbs][40 gp] Grappling Hook [4 lbs][1 gp] Lantern, hooded [2 lbs][7 gp] 10 Oils (1 pint flasks) [1 lb each = 10 lbs][0.1 gp each = 1 gp] Masterwork Whistle (+2 to Handle Animal) [1 lbs][50 gp] 1 Tanglefoot Bag[4 lbs][50 gp] 1 Thunderstone[1 lbs][30 gp] 1 Acid Flasks[1 lbs][10 gp] 1 Alchemist's Fire[1 lbs][20 gp] Total Weight Inside: 35 lbs [mwk] Cold Iron Dagger [1 lbs][304 gp] [mwk] Alchemical Silver Dagger (-1 Damage) [1 lbs][322 gp] (40) Alchemical Silver Arrows (-1 Damage) [0.15 lb each = 6 lbs][1.025 gp each = 41C gp] (40) Cold Iron Arrows [0.15 lb each = 6 lbs][0.05 gp each = 2C gp] (10) [mwk] Adamantine Arrows [0.15 lb each = 1.5 lbs][30.025 gp each = 300.25C gp] Efficient Quiver [2.0 lbs][1800 gp] Inside Efficient Quiver (40) Steel Arrows [0.15 lb each = 6.0 lbs][0.025 gp each = 1.0C gp] (20) [mwk] Mundane Crystal Arrows [0.15 lb each = 4.5 lbs][3.025 gp each = 60.5C gp] (15) Cold Iron tipped Javelins [2 lb each = 30 lbs][2 gp each = 30 gp] (3) Alchemical Silver tipped Javelins [2 lb each = 6 lbs][22 gp each = 66 gp] (2) Cold Iron Spears [2 lb each = 6 lbs][4 gp each = 8 gp] (2) Quarterstaves [4 lb each = 8 lbs][2 gp each = 4 gp] [mwk] Deepcrystal Composite Longbow (Mighty +2) [3 lbs][650C gp] End of Inside Effient Quiver Total Weight on Valen: 93.5 lbs Expendable Items 3 Powerstones of Synesthete [ML 1][0.0 lb each = 0 lbs][25 gp each = 75 gp] 2 Potions of Protection from Evil[0.1 lb each = 0.2 lbs][50 gp each = 100 gp] 2 Potions of Protection from Law[0.1 lb each = 0.2 lbs][50 gp each = 100 gp] 2 Potions of Protection from Chaos[0.1 lb each = 0.2 lbs][50 gp each = 100 gp] 3 Powerstones of Bolt [ML 1][0.0 lb each = 0 lbs][25 gp each = 75 gp] 3 Powerstones of Entangling Ectoplasm [ML 1][0.0 lb each = 0 lbs][25 gp each = 75 gp] 3 Potions of Enlarge Person [CL 3][0.1 lb each = 0.3 lbs][150 gp each = 600 gp] 1 Oil of Bless Weapon [CL 1][0.1 lb each = 0.1 lbs][100 gp each = 100 gp] 1 Oil of Corrupt Weapon [CL 1][0.1 lb each = 0.1 lbs][100 gp each = 100 gp] Max total (ECL2 x 50): 6050 gp Current total: 1175 gp Total Weight with Expendables: 93.5 +1.1 = 94.6 lbs Encumbrance: Light (58 lbs or less for Str 14) Equipment at Home Lightning (Light Warhorse) [- lbs][150 gp] Equipment on Lightning Leather Barding [30 lbs][40 gp] Riding Saddle [25 lbs][10 gp] Backpack (Survival) (Tied on to saddle with a special Knot as prebuff with take 10 on Use Rope)[2 lbs][2 gp] 7 days Trail Rations [1 lb each = 7 lbs][0.5 gp each = 3.5 gp] Soap [1 lb][0.5 gp] Shovel [8 lb][2 gp] Tent [20 lb][10 gp] 2 Full Waterskins [4 lb each = 8lbs][1 gp each = 2 gp] Whetstone [1 lb][0.02 gp] Winter Blanket [3 lb][0.5 gp] Bedroll [5 lb][0.1 gp] 50ft Hempen Rope [10 lbs][1 gp] Total Weight Inside: 67 lbs Masterwork Composite Longbow (Mighty +2) [3 lbs][300C gp] Masterwork Bowmaking Tools[1 lbs][55 gp] Bit and Bridle [1 lbs][2 gp] 4 Daggers[1 lb each = 4lbs][2 gp each = 8gp] (169) Cold Iron Arrows [0.15 lb each = 25.35 lbs][0.05 gp each = 8.45C gp] (112) Steel Arrows [0.15 lbs each = 16.8 lbs][0.025 C gp each = 2.8 gp] (120) Alchemical Silver Arrows (-1 Damage) [0.15 lb each = 18 lbs][1.025 gp each = 123C gp] (720) Cold Iron Arrows [0.15 lb each = 108 lbs][0.05 gp each = 36C gp] Allies Maximum CR per ally: CR 8 Maximum ECL per ally: ECL 10 Maximum CA of allies per fight: CA 9 Quartz, Diminutive Construct HD 13; hp 40; init +2; speed 30ft, climb 20ft; AC 16 (+4 sz, +2 dex), touch 16, flat-footed 14; BAB +10 Touch +16; Saves +8/+11/+10; S 1 (-5) D 15 (+2) C -- I 6 (-2) W 10 (+0) Ch 10 (+0); Skills: Bluff +10, Concentration +15, Climb +10, Craft (Bow) +3, Handle Animal +5, Hide +28, Know: Dungeon +2, Know: Geography +3, Know: Nature +8, Listen +13, Move Silently +16, Perform (Dance) +5, Psicraft -1, Ride +5, Search +2, Sense Motive +8, Spot +14, Survival +5, Use Rope +7; Feats: Alertness; Specials: Construct Traits, Personality (Resolved), Self-Propulsion, Share Powers, Sighted 40', Telepathic Link, Alertness, Improved Evasion, Deliver Touch Powers, Hardness 8 Equipment Worn and Carried Torch [1.0 lb][0.01 gp] 1' Thin Silk String (treating as Rope, Silk) [color=blue](+2 to Use Rope)[0.1 lbs][0.2 gp] Weight Carried: 1.1 lbs, Light encumbrance [0-1.5 (Light), 1.5-3 (Medium), 3-4.5 (Heavy)] Gender and Race: Male Light Warhorse Size and Type: Large Animal Alignment: Neutral ECL: 3 HD CR: 1 Tricks: Attack, Come, Defend, Down, Guard, Heel Standard Light Warhorse Stats Non-combatant |
| whitebaron12-15-07, 12:03 PM | This is our status sheet. it will be updated as the fight progresses. There is, of course, not much to see yet. Rolls are @ http://www.hwx.it/wizards.com/dice.php?sid=2158 POINTS: Psibeast 24 Samuel 0 Valen 0 HITPOINTS: Psibeast 63 Samuel 44+18 Valen 80+26+37 Monster xxx-24 BUFFS: Defensive Precognition [51], Force Screen [52], Vigor [83] PP: 17/23 Protection from Energy (cold) 120/120 [long], Greater Magic Fang [long] Animal Affinity (Dex+Con)[91], Expansion [long], Metamorphosis [92], Specified Energy Adaptation(fire) [long] PP: 5/32 Metamorphosis(Avoral) [134], Ectoplasmatic Form[132], Energy Adaptation [long] PP : 12/56 INITIATIVE: Psibeast 7 Samuel 24 Valen 13 Monster 18 |
| whitebaron12-15-07, 12:05 PM | reserved for monster - stats & equip & image will be posted after the fight is done. Huge, 4-legged, winged 45000 GP. all spent in various bags of tricks and bronze griffons (joke) |
| whitebaron12-15-07, 12:14 PM | Rules: The Monster won't go searching for you. Once it encountered its first opponent, it will fight everything that moves. http://www.hwx.it/coco/coco.php;v=1;map=cavern;a=Name,C,12,19;b =Name,M,1,30;n=Effect,16,15,10;style=s;o pacity=60 The red area is the monster lair. the green area is its initial LoS where it will spot you and start to attack. note that the original statues from the cavern are partially still there. Samuel won Initiative. Monster goes second. Then Valen, last Psibeast Starting in Box 2 Starting in Box 4 Starting in Box 3. I'll send the equip to you once i made it up. btw: your mailbox is full. Just noticed: you'd need knowledge@24 to get equipment - therefore, no more info than the one you've already got. As Hirumajoe told me, he'll have not that much time the next week. I'd say, we give him the time he needs, to ensure a fair fight. (proposed deadline for this fight: First week in January.) First of all, i'll need your starting positions within your box, and your buffing sequences. Note: Con Damage will be counted according to the lost HP. Enervation or level-loss effects will be counted as the usual -5 HP the negative level gives, unless a temporary effect goes away before the end of the fight. Cha, Str, Int, Wis, Dex damage are all non-lethal, and therefore, give no points. Should the creature be incapacitated or killed before its hitpoints run out, the character gains all remaining hitpoints as points. |
| lonewolf12-15-07, 06:01 PM | Samuel starts closest to the center (of the map :rolleyes: ) and starts of with a 5ft step into the ground, followed by the PLAs defensive Precognition and Force screen and finally a fully augmented & wildsurged Vigor. In that 3rd round, the vigor will be manifested with Flyby attack out of the ground and back in again to stick my head out of the ground and maybe notice something and move forward. |
| Vathelokai12-15-07, 10:10 PM | Start closest to center. Maniest metamorphosis (avoral) with no metamorphic transfers. Then quickened ectoplasmic form. Next round regain focus (move action), manifest hustle and use the bonus free action to move into range, then use the standard action to hit it with disintigrate. |
| Hirumajoe12-16-07, 01:02 PM | Start in the square closest to the center of the map, with Greatsword in hand. Quartz is in a pocket. Round 1: Manifest Animal Affinity - Dexterity + Con (3+5 = 8pp). Swift Manifestation of Expansion (Large) (1+2+6 = 9pp). Use move action to activate hide in plain sight. Round 2: Manifest Metamorphosis (Troll) (7pp). Move to just outside the green area. Use the ceiling shadows to maintain Hide in plain sight. Effects: Hp 80 -> 145 AC 21 -> 26, Touch 15 -> 15, FF 18 -> 22 Attacks (+18/+13, 3d6+13, 19-20/x2 plus bite +12, 1d6+4, 20/x2) Saves Fort +11 -> +16, Ref +14-> +15, Will +15 -> +15 (including psicrystal) |
| whitebaron12-16-07, 02:50 PM | The fight starts, and none of the combattants seem to be affected by the scaryness of their opponent (will saves done for valen+psibeast, samuel is immune) Round 1 Samuel manifests something, and steps into the ground. Monster casts something. Valen manifests something, then manifests some other thing and turns large. Psibeast manifests something and turns into an avoral, then manifests some other thing. Round 2 Samuel manifests something underground. Monster casts something and fails its CL-Check*. Valen manifests something, then turns into a Troll and moves toward the center. Psibeast regains his focus, manifests something, then moves closer and manifests a damaging power on the monster and draws the first blood.(14) *misread the CL. Round 3 Samuel manifests something while moving closer towards the arena, trying to spot something, sees psibeast and ends his turn underground. Monster moves closer towards psibeast and uses his breath weapon. (61)* Valen ??? Psibeast ??? *failed save :( ... maps & checks to be done... seems like i am not yet at ease with this kind of fight, trying to do to many things at once. Since i believe it does not really matter in this fight, i'm putting up only one map for all of you. http://www.hwx.it/coco/coco.php;v=1;map=cavern;a=M,H,14,17,15,1 5,Monster;b=P,L,25,6,21,10,Psibeast;c=S, M,25,25,20,20,Samuel;d=V,L,5,6,9,10,Vale n;o=Effect,16,15,6;style=s So, it easily did his save on the disintegrate. You heard it cast Protection from Energy first, then it cast Greater Magic Fang. I believe you wanted the metamorphosis to be from the skin? pls tell so next time, as i can't cheack every item of everyone that easily. You saw a stream of fire erupt from the middle towards Psibeast. You could not identify the spells cast. The Monster is definitely in the middle. |
| Hirumajoe12-16-07, 03:53 PM | Presumably Psibeast used metamorphosis from her skin of proteus to turn into an Avoral. This means she loses his racial energy resistances. So damage should be 61 - 0 = 61. Second, if this is what I think it is (fear effect, breath weapon, 4 legs and wings really add up to one thing...) it should have spell resistance which presumably should be rolled for in the of Psibeast's damaging power (I don't think she has any which ignore SR). If my guess is incorrect, feel free to ignore this. If Valen gets a look at it, could you tell me what its wearing? (Not stats, but just physical description - I.e. ring, amulet, cloak, armor, etc...) Manifest Energy Adaption, Specified (3pp) against fire. |
| lonewolf12-16-07, 04:02 PM | Unless something dramatical happens, Samuel Tactics are the same for the next couple of turns: He will activate his boots of Speed and do flyby attacks with draining Touches(Dex) sucking up the AoO for movement and ending his turn in complete cover. If possible he will do his attacks in flanking position to get the bonus. |
| whitebaron12-16-07, 04:25 PM | @rules: 1) yes, it does have SR, and checking retroactively, Psibeast passed it easily. 2) psibeast has now 5 hp less. @description/items: all of you can see 2 rings, bracers, a cloak, a feather token and a few scrolls with the monster. it has a yellow hue. would be nice to have tactics for more than the 1 round, hirumajoe. :) |
| Hirumajoe12-16-07, 04:44 PM | Round 3: Energy, Adaption specified (Fire) (3pp). Move 5' to the east. Round 4: Manifest Force Screen (1pp). Round 5: Spring attack to within melee range of the monster (to avoid AoOs), staying within melee range. Round 6: Haste + Full Attacks. Repeat as needed or until situation changes. If the monster uses one AoO in the turn, use one of the attacks (either spring or full) to sunder the amulet. Upon realization there is no Amulet, this is the following plan: Once full round attack range has been achieved, and assuming Valen has more than 20 hp or so left, attempt to sunder in a single turn: Bracer, Ring (Right), Ring (Left), Cloak in that order. (Sword, Sword, Sword, Bite). Use Haste. After that round, just go in for full attacks on the monster. |
| Vathelokai12-16-07, 11:23 PM | Sorry; always metamorphos by using the skin unless I state otherwise. Fire another disintegrate then fly north into starting area 2 (where Sam is). Break LoS if possible. Note: 90 ft fly speed with avoral form. Also, manifest an immediate energy adaptation (a normal augment to energy adaptation, it can be quickened for 4 pp without loosing my focus). Next round, use the skin to re-manifest metamorphosis into an avoral again - that will get me 22 hp back (rapid metabolism feat and avoral's high con). Use metamorphic transfer this time: gain lay on hands and fear aura (as fear spell, dc18 I believe). Move to get sight, but keep cover. After that I will need to see how things look. |
| whitebaron12-17-07, 02:38 PM | i don't know for sure whether i can do an update before wednesday - need to hold my fight for this week and am already a bit late on that - xmas is really time-consuming... |
| Vathelokai12-17-07, 09:09 PM | No worries. I'm having the same issues with my playtest fight. |
| whitebaron12-19-07, 02:51 PM | Round 3 Samuel manifests something while moving closer towards the arena, trying to spot something, sees psibeast and ends his turn underground. Monster moves closer towards psibeast and uses his breath weapon. (61) Valen manifests Specified Energy Adaptation(fire) and 5ft steps closer. Psibeast manifests Psionic Disintegrate (hit, SR pass, Fort done, 21/2=10) and then moves to leave the area towards Samuels starting box. He manifests quickened Energy Adaptation. http://www.hwx.it/coco/coco.php;v=1;map=cavern;a=Name,H,15,16,M onster;b=Name,L,21,10,21,28,Psibeast;c=N ame,M,20,20,Samuel;d=Name,L,9,10,10,10,V alen;o=Effect,16,15,6;style=s i just decided to let the spells cast by the players stand here in the open - after all, it's unlikely anyone tries to damage an opponent. Round 4 Samuel moves closer underground and uses his flyby attack to drain the monster (1 dex). He then moves back into the underground, provoking an AoO, which barely misses. Desperate for a target, Monster moves closer towards Valen and bites.(15) Valen ??? Psibeast metamorphes into another avoral, gaining 24 hp via rapid metabolism(12hd+2*6 con) http://www.hwx.it/coco/coco.php;v=1;map=cavern;a=Name,H,15,16,1 4,11,Monster;b=Name,L,21,28,21,22,Psibea st;c=Name,M,20,20,17,17,16,18,Samuel;d=N ame,L,10,10,Valen;o=Effect,16,15,6;style =s I need a call whether Valen should 5-ft step away and manifest his buff as planned, or continue with the full attack sequence without further buffing (5ft step in) |
| lonewolf12-19-07, 03:23 PM | Note that the Dragon does not hit Samuel at his AoO. AC 32 base, +5 Force Screen, +2 defensive Precognition, +1 dodge, +1 Haste = 41 :D Continue as planned. |
| whitebaron12-19-07, 03:27 PM | Note that the Dragon does not hit Samuel at his AoO. AC 32 base, +5 Force Screen, +2 defensive Precognition, +1 Haste = 41 :D Continue as planned. actually, thats 40, and i missed greater magic weapon in the roller... ok, with dodge which i missed, the dragon missed too. |
| Hirumajoe12-19-07, 03:37 PM | Well, he's used his AoO already so might as well take advantage of it. And if he's hitting Samuel with no problem, 4 AC isn't going to help Valen much. This is probably going to help Samuel more than me, but... Activate Haste. Spring Attack. Move 5' closer, single attack at the Dragon itself, 55' move away, to the left side mini-cave. Hiding all the way if you can :) Edited Additions: If you want to keep things rolling, just spring attack in and out at the dragon, trying to prevent a full attack from the Dragon on Valen. Dumb question, any reason there are no hide checks vs spot checks for the dragon to determine if he gets a 50% miss chance? Yes, I realize the dragon probably has a spot check of +27 or so and blindsense, but Valen wasn't attacking at the time, was within 10' of shadows and has a decent hide check modifier (+24 I think in troll form). |
| Vathelokai12-19-07, 09:32 PM | Quickened dispel followed by a fully augmented cold energy push please. If you don't hear back from me and want to keep things rolling, keep shooting with energy push. Heal up with lay on hands If below half hp. If pp get low (are we following 1/3rd rule here?), then start shooting with dorje of crystal shard. |