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| TheMagister02-24-07, 04:38 AM | This thread is a Guild Mission for Anixx Warbringer (Iced) and Jonathan Raven Gravebound (Abyssal Stalker). If you are not Iced or Abyssal Stalker or my illustrious self, please communicate problems or concerns or your pity by PM. Thanks. Mission Goal: Increase the attitude of the Shadow Star Assassin relative to the East Habari Trade Company. Week 1: Trial faced: Anixx: applicable knowledge - none. Jonathan: applicable knowledge - none. Result: Two large red serpents. Noble Salamander Large Outsider (Extraplanar, Fire) Hit Dice: 15d8+45 (112 hp) Initiative: +1 Speed: 20 ft. Armor Class: 28 (-1 size, +1 Dex, +7 armor, +3 shield, +8 natural), touch 10, flat-footed 27 Base Attack/Grapple: +15/+25 Attack: +3 longspear +23 melee (2d6+12/x3 plus 1d8 fire); +1 spined shield +16 ranged (2d8 plus 1d8 fire) Full Attack: +3 longspear +23/+18/+13 melee (2d6+12/x3 plus 1d8 fire) and tail slap +21 melee (2d8+3 plus 1d8 fire) Space/Reach: 10 ft. / 10 ft. (20 ft with tail or longspear) Special Attacks: Constrict 2d8+3 plus 1d8 fire, heat, improved grab, spell-like abilities Special Qualities: Damage reduction 15/magic, darkvision 60 ft., immunity to fire, vulnerability to cold Saves: Fort +12, Ref +10, Will +11 Abilities: Str 22, Dex 13, Con 16, Int 16, Wis 15, Cha 15 Skills: Bluff +19, Craft (blacksmithing) +25, Diplomacy +4, Hide +15, Intimidate +4, Listen +13, Move Silently +17, Spot +13 Feats: Alertness, Cleave, Great Cleave, Multiattackracial, Power Attack, Skill Focus (Craft [blacksmithing]) Challenge Rating: 10 Treasure: Double Standard (nonflammables only) and +3 longspear Alignment: Lawful Evil Spell-like Abilities: 3/day – burning hands (DC 13), fireball (DC 15), flaming sphere (DC 14), wall of fire (DC 16); 1/day – dispel magic, summon monster VII (Huge Fire Elemental). Caster Level 15th. Equipment for CR 10 creature x 2 (double standard) = 32,000 gp [HAVE MERCY!!] Armor: +3 large mithral chain shirt barding (13,400 gp) Weapon: +3 longspear (free) Shield: Animated Large Spined Shield (13580 gp) Ring: Counterspells (4,000 gp) – Dismissal (280 gp) Potions: Remove Blindness/Deafness (750gp), Cure Moderate Wounds x 3 (900gp), Invisibility x 3 (900gp), Shield of Faith +3 (300 gp), Resist Energy (cold) (700gp), Protection from Good (50gp), Protection from Evil (50gp) Remaining: 90 gp. Anixx: Prebuffs/Ongoing Effects: none Items Used: scroll: resist energy (CL2) Spells/pp Used: 10 SL (SMIV, SMV, SMIII, Sanctuary) x/day Abilities Used: none. Jonathan: Prebuffs/Ongoing Effects: Bring Misery Items Used: none Spells/pp Used: none x/day Abilities Used: none Result: The team is slaughtered by vastly superior forces; namely: two noble salamanders (CR10 each). Mission Failed. Week 2: Week 3: |
| TheMagister02-24-07, 04:41 AM | http://i6.photobucket.com/albums/y226/Arkazzan/DemonKnight.jpg Anixx The Warbringer Gender and Race: Male Magic-Infused Being (Human) Size and Type: Medium Humanoid (Human) Height and Weight: 6'1" 185wt Age: Ageless Alignment: Chaotic Neutral ECL: Cleric 7/Thaumaturgist 2 (EL9) Experience: 42,414/49,000 Guild: Founding Member, E.H.T.C. Guild Tax: 10% Attributes STR 16 (+3) [10 pts] [16 Base] DEX 12 (+1) [04 pts] [12 Base] CON 16 (+3) [10 pts] [16 Base] INT 10 (+0) [02 pts] [10 Base] WIS 22 (+6) [10 pts] [16 Base, +4 Enhancement, +2 Advancement] CHA 08 (-1) [00 pts] [08 Base] Miscellaneous Statistics Hit Points: 67 [+1 Virtue][+1d8+9 Aid][+18 Bear's Endurance][+9 Divine Power] [9 HD] [8 Cleric 1 + (4.5 Cleric x 6) + (2.5 Thaumaturgist x 2) (9 HD x 3 Con)] Armor Class (Normal): 22 [+3 (Deflection) Shield of Faith] [10 Base, +1 Dex, +11 Armor] Armor Class (Touch): 11 [+3 (Deflection) Shield of Faith] [10 Base, +1 Dex] Armor Class (Flat-Footed): 21 [+3 (Deflection) Shield of Faith] [10 Base, +11 Armor] Initiative: +1 [+1 Dex] Base Attack Bonus: +6/+1 [+5 Cleric, +1 Thaumaturgist] Grapple: +9 [+6 BAB, +3 Str] Speed (Land): 20 ft [30 Base, -10' Armor] Weight Carried: 67 lbs, Heavy encumbrance (Armor) [0-?? (Light), ??-?? (Medium), ??-?? (Heavy)] Damage Reduction: 3/- [3/Evil Righteous Might] [Adamantine Fullplate] Saves Fortitude: +09 [+1 Resistance] [+3 Con, +5 Cleric, +1 Enhancement] Reflex: +04 [+1 Resistance] [+1 Dex, +2 Cleric, +1 Enhancement] Will: +15 [+1 Resistance][+1 vs Fear (Morale) Aid] [+6 Wis, +5 Cleric, +3 Thaumaturgist, +1 Enhancement] Melee Attacks Famine's Fang (+1 Flaming Glaive) +11/+6, 1d10+5+1d6 (Fire), (18-20/x2), Slashing 10' Reach [+3 Attack/Damage (Luck) Divine Favor][+6 Attack/+4 Damage (Luck) Divine Might][+1 Attack/+1d6+3 Damage 15' Reach (Size) Righteous Might][+1 Attack (Morale) Aid] [+3 Str, +6 BAB, +1 Enhancement, +1 Feat] [Ma] Alchemical Silver Armor Spikes +6/+1, 1d6+2, (20/x2), Piercing [+3 Attack/Damage (Luck) Divine Favor][+6 Attack/+4 Damage (Luck) Divine Might][+1 Attack/+1d6+3 Damage 10' Reach (Size) Righteous Might][+1 Attack (Morale) Aid] [+3 Str, +6 BAB, +1 MW, -4 Nonproficiency] Ranged Attacks [Ma] Light Crossbow +08, 1d8, (19-20/x2), Range 80 ft, Piercing [+3 Attack/Damage (Luck) Divine Favor][+3 Attack (Luck) Divine Might][-1 Attack/2d6 Damage (Size) Righteous Might][+1 Attack (Morale) Aid] [+1 Dex, +6 BAB, +1 Ma] Special Attacks Turn Undead 2/day -01, 2d6+8 Damage 60' Range Turning Checks: Turning undead is a supernatural ability that a character can perform as a standard action. It does not provoke attacks of opportunity. You must present your holy symbol to turn undead. Turning is considered an attack. Times per Day: You may attempt to turn undead a number of times per day equal to 3 + your Charisma modifier. You can increase this number by taking the Extra Turning feat. Range: You turn the closest turnable undead first, and you can’t turn undead that are more than 60 feet away or that have total cover relative to you. You don’t need line of sight to a target, but you do need line of effect. Turning Check: The first thing you do is roll a turning check to see how powerful an undead creature you can turn. This is a Charisma check (1d20 + your Charisma modifier). Table: Turning Undead gives you the Hit Dice of the most powerful undead you can affect, relative to your level. On a given turning attempt, you can turn no undead creature whose Hit Dice exceed the result on this table. Turning Damage: If your roll on Table: Turning Undead is high enough to let you turn at least some of the undead within 60 feet, roll 2d6 + your cleric level + your Charisma modifier for turning damage. That’s how many total Hit Dice of undead you can turn. If your Charisma score is average or low, it’s possible to roll fewer Hit Dice of undead turned than indicated on Table: Turning Undead. You may skip over already turned undead that are still within range, so that you do not waste your turning capacity on them. Effect and Duration of Turning: Turned undead flee from you by the best and fastest means available to them. They flee for 10 rounds (1 minute). If they cannot flee, they cower (giving any attack rolls against them a +2 bonus). If you approach within 10 feet of them, however, they overcome being turned and act normally. (You can stand within 10 feet without breaking the turning effect—you just can’t approach them.) You can attack them with ranged attacks (from at least 10 feet away), and others can attack them in any fashion, without breaking the turning effect. Destroying Undead: If you have twice as many levels (or more) as the undead have Hit Dice, you destroy any that you would normally turn. Turning Check: - Result = Most powerful undead affected. 0 or lower Cleric’s level – 4 1–3 Cleric’s level – 3 4–6 Cleric’s level – 2 7–9 Cleric’s level – 1 10–12 Cleric’s level 13–15 Cleric’s level + 1 16–18 Cleric’s level + 2 19–21 Cleric’s level + 3 22 or higher Cleric’s level + 4 Divine Spells Readied Orisons [DC 16] Resistance, Resistance, Resistance, Guidence, Guidence, Virtue Level 1 [DC 17] Divine Favor, Divine Favor, Entropic Shield, Shield of Faith, Sanctuary, Sanctuary, Magic Weapon D Level 2 [DC 18] Bear's Endurance, Bear's Endurance, Silence, Silence, Spiritual Weapon, Spiritual Weapon, Spiritual Weapon D Level 3 [DC 19] Summon Monster III, Dispel Magic, Dispel Magic, Dispel Magic, Fly D Level 4 [DC 20] Freedom of Movement, Summon Monster IV, Divine Power, Dimension Door D Level 5 [DC 21] Righteous Might, Summon Monster V, Flame Strike D Spell Levels Available Per Fight: 23 (06 Orisons) [67 Total Spell Levels / 3, rounded up] Total Spell Levels: 67 [(7 x 1), (7 x 2), (5 x 3), (4 x 4), (3 x 5)] Caster Level: 09 Feats Spell Focus: Conjuration Human Martial Weapon Proficiency: Glaive War Domain Weapon Focus: Glaive War Domain Scribe Scroll Lvl 1 Craft Wondrous Item Lvl 3 Craft Magic Arms and Armor Lvl 6 Augment Summoning Thaum 2 Craft Wand Lvl 9 Skills Total Skill Points: 36 [36 points Cleric] Languages: Common [1 Racial] Armor Check Penalty: -5 [-5 Armor] Balance: -04 [+1 Dex, -5 ACP] Climb -02 [+3 Str, -5 ACP] Concentration: +15 [+3 Con, +12 Ranks (12 Cleric)] Craft (Armorsmith): +10 [+0 Int, +8 Ranks (Cleric), +2 Tool] Hide: -04 [+1 Dex, -5 ACP] Jump -02 [+3 Str, -5 ACP] Listen: +08 [+6 Wis, +4 Ranks cc (Cleric] Move Silently: -04 [+1 Dex, -5 ACP] Spellcraft: +12 [+0 Int, +12 Ranks (Cleric)] Spot: +06 [+6 Wis] Prefight Actions - All Scrolls Deciphered - Crossbow Loaded - Sharpen Famine's Fang Equipment Worn and Carried Basic Outfit [0 lbs] [0 gp] +3 Adamantine Fullplate c [50 lbs][12,750 gp] [Ma] Alchemical Silver Armor Spikes [10 lbs][370 gp] Locked Gauntlets [-- lbs][8 gp] Famine's Fang (+1 Flaming Glaive) [08 lbs][4,308 gp] [Ma] Alchemical Silver Glaive [04 lbs][488 gp] [Ma] Light Crossbow [04 lbs][335 gp] 40x Bolts [0.1 lb each = 4 lbs] [0.1 gp each = 4 gp] 59x Alchemical Silver Bolts [0.1 lb each = 6 lbs] [0.3 gp each = 18 gp] Periapt of Wisdom +4 c [-- lbs][8,000 gp] Cloak of Resistance +1 c [1 lb][500 gp] Ring of Counterspells: (Dispel Magic) [-- lbs][4,000 gp] Expendable Items Wand of Cure Moderate Wounds c [-- lbs][2,250 gp] Scroll: 2x Fly [5], 2x Spell Resistance [9], 2x Bear's Endurance [3] [-- lbs][1,650 gp]c Scroll: 4x 3x Spell Immunity [8], 2x 1x Resist Energy [3] [-- lbs][1,750 gp]c Tatoo of Touchsight [5] [-- lbs][750 gp]c Scroll: Fly [5] [-- lbs][375 gp] Max total (ECL2 x 50): 4,050 gp Equipment at Home [Ma] Armorsmith's Tool [1 lbs][55 gp] Results 1. Anixx is Intercepted by Saffron Brass (Vathelokai) [0/1] [+900xp][+1,500gp] 2. (http://boards1.wizards.com/showpost.php?p=10187816&postcount=24) Anixx intercepts Little Daisy (DSugui) [1/1] [1950 xp][3237gp] 3. (http://boards1.wizards.com/showpost.php?p=10255242&postcount=61) Anixx vs Aerryl (MindWandererB) [1/2] [+964xp][+1,607gp] 4. (http://boards1.wizards.com/showpost.php?p=10526801#post10526801) Anixx Intercepts Besthira (MindWandererB) [1/3] [+600xp][+996gp] Fights: 1. (http://boards1.wizards.com/showpost.php?p=6671903&postcount=105) Anixx+Astrid(Astrid) vs Goran(Kerlan Rayne)+Loddick(Erithmu) +263xp/263gp 2. (http://boards1.wizards.com/showpost.php?p=6709681&postcount=112) Anixx vs Goran the Beast(Kerlan Rayne) +900xp/900gp 3. (http://boards1.wizards.com/showpost.php?p=6778284&postcount=138) Anixx vs Ierok the Fighter(Guardian Angel) +900xp/+900gp 4. (http://boards1.wizards.com/showpost.php?p=6856103&postcount=175) Anixx vs Boris the Bloody(NightBaneGod) +900xp/+900gp MQ1. (http://boards1.wizards.com/showthread.php?t=477354) "Bring Your Own War" +300xp/+300gp 5. (http://boards1.wizards.com/showpost.php?p=6968535&postcount=233) Anixx vs Heindal the Big(SoulLord) +1200xp/+1200gp 6. (http://boards1.wizards.com/showpost.php?p=7038310&postcount=274) Anixx vs Alex the Hunter(Kaigan) +400xp/+400gp MQ2. (http://boards1.wizards.com/showpost.php?p=7170169&postcount=338) Anixx commands Skeletons +600xp/+600gp MQ3. (http://boards1.wizards.com/showpost.php?p=7261732&postcount=381) Anixx gathers corpses +600xp/+600gp Quest 1. (http://boards1.wizards.com/showthread.php?t=506751&page=1&pp=30) Anixx puts his past behind and accepts his true destiny +7467xp/+6934gp Craft 1. (http://boards1.wizards.com/showpost.php?p=7543295&postcount=519) Anixx Casts Lightning into his Sword Craft 2. (http://boards1.wizards.com/showpost.php?p=5179877) Anixx Seeks Greater Wisdom 7. (http://boards1.wizards.com/showpost.php?p=7735444&postcount=627) Anixx vs Kraegin (TelinArtho) +600xp/+666gp Quest 2: (http://boards1.wizards.com/showthread.php?t=537512) "The Battle of Fael Daed" +0xp/+0gp Quest 3. (http://boards1.wizards.com/showthread.php?t=541518&page=1) "The Battle of Fael Daed Take II" +7,200xp/5,000gp + PoP II Craft 3. (http://boards1.wizards.com/showpost.php?p=8010093&postcount=806) Anixx Begins crafting of his war forge. Craft 4. (http://boards1.wizards.com/showpost.php?p=8062191&postcount=864) Anixx Finishes his work and begins his toils. Quest 4. (http://boards1.wizards.com/showthread.php?t=561499&page=1&pp=30) "Defining the Enemy" +5,600xp/6,300gp Craft 5. (http://boards1.wizards.com/showpost.php?p=8324906&postcount=100) Anixx Forges his War Armor Craft 6. (http://boards1.wizards.com/showpost.php?p=8373117&postcount=152) Anixx Continues His Work Craft 7. (http://boards1.wizards.com/showpost.php?p=8429261&postcount=199) Anixx finishes his Forging and Begins his Enchantments Craft 8. (http://boards1.wizards.com/showpost.php?p=8484938&postcount=234) Anixx Finishes His Enchantments and Hungers for Battle! 8. (http://boards1.wizards.com/showpost.php?p=8565801&postcount=296) Anixx vs Va'ria (Sindorin) +800xp/1,133gp 9. (http://boards1.wizards.com/showpost.php?p=8668218&postcount=364) Anixx vs Zassl (Maraxus) +2,700xp/3,825gp 10. (http://boards1.wizards.com/showpost.php?p=9195507&postcount=591) Anixx vs Auburn (Vathelokai) +800xp/+1,133gp 11. (http://boards1.wizards.com/showpost.php?p=9238004&postcount=619) Anixx falls to Hellwasp Swarm +800xp/+1,133gp 12. (http://boards1.wizards.com/showpost.php?p=9467338&postcount=684) Anixx vs Gaston Dar'ath (waywreth) +733xp/1038gp Allies Maximum CR per ally: CR 5 Maximum ECL per ally: ECL 7 Maximum CA of allies per fight: CA 7 Spontaneous Cure: Convert any spell into a Cure spell of equal level. Freedom of movement: Travel Domain: Granted Powers: For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This granted power is a supernatural ability. Add Survival to your list of cleric class skills. Improved Ally: When a thaumaturgist casts a planar ally spell (including the lesser and greater versions), he makes a Diplomacy check to convince the creature to aid him for a reduced payment. If the thaumaturgist’s Diplomacy check adjusts the creature’s attitude to helpful the creature will work for 50% of the standard fee, as long as the task is one that is not against its nature. The thaumaturgist’s improved ally class feature only works when the planar ally shares at least one aspect of alignment with the thaumaturgist. A thaumaturgist can have only one such ally at a time, but he may bargain for tasks from other planar allies normally. Bonus Feat: Augment SummoningQuick to Master: +4 Skill Points at 1st and 1 every level thereafter. Feat: Free Feat at 1st level. Buff against spells/psionics and go to work with Famine's Fang. Anixx was born into this world a being of mixed heritage. His mother was an Elven noble in the city of Cormathyr, and his father an archmage from Amn. Growing up in the Elven court, Anixx remembers the love and laughter that permeated the very soil about him. The great magical Mythal, the shield and protection of Cormanthyr, kept hostile and evil forces at bay. When Anixx was about ten years of age, something terrible happened. A portal was opened to the lower planes and demons invaded Cormathyr. His father, upon hearing the news, rushed to join the other mages and warriors in defense of the city. His mother took Anixx with her as she ran to find safety in the great hall of Cormanthyr. Upon reaching what was once the great hallway and meeting place of the Elven court, both Anixx and his mother made an unpleasant discovery. A rift had been opened directly in front of the ancient hall, a rift inside the protective wards of the Mythal. From the hole in space and time an evil being of the lower hells, attempted to push through the fabric of the planes. With a terrific effort the demon managed to break into the material plane, and with dire consequences. The failing magics of the Mythal could not survive the extra strain. The weave of the Goddess Mystra was stretched too thin over the Elven court. It snapped, splintered into fragmented shards of stray power and force. The rift was sealed, but the terrible outburst of magic left its own marks. The most powerful of the wizards suddenly found that their spells did not function. The fiends that had managed to cross the barrier between the planes prior to the breaking of the weave murdered them one by one with brutal efficiency. The war wizards of Cormanthyr fell, and with them the heritage that was the spirit of unity between the races of Faerun. The last thing that Anixx remembed was a picture of his father falling from the skies as his spell of flight was cut short, a demon diving after him. Anixx was consumed in the blast, but the wild magics of the Mythal left him changed. In place of the young boy there stood a raw representation of the magics of the weave and the chaos of war. Taking up a fallen warrior’s longsword, Anixx went in search of his father. Finding him amongst several splintered trees, Anixx went to him only to be set upon by his father’s attacker. With deadly precision, Anixx stabbed at the flying demon and with a cry unleashed some of the magic that was pent up inside of him. When the sword connected with the leathery hide of the demon, white flames raced along its length and consumed the fiend. The demon was no more, but his father also lay beside a shattered tree, limp in death. When the magics within Anixx had faded and night fell, he stayed at his father’s side. He was without feeling, without compassion, without hope. Taking his father's body, he moved back into the blasted and ravaged city of Cormathyr in search of his mother. After searching for a time he found her body amongst the ruins of what was once a soaring tower. Letting the limp body of his father rest on the blasted rubble of what had once been a center of learning and beauty, a single tear dropped from eyes, eyes that were forever changed, for in those young orbs burned the flames of rage and vengeance. Taking his father’s sword from the ground Anixx made a vow, that when he had gained enough power, he would confront the demons, and rid Cormanthyr of their evil presence. Two years later, Anixx finds himself in the city of Gladius… Anixx fought in the arena and was extremely succesful. The crowd loved the mysterious half-elf in the full plate that could stop a charging orc in its tracks and duel hand to hand with the best of them. Anixx's bloody sword soon gave him renown and it was whispered that it was enchanted. Anixx's relic of his past, the greatsword known as Famine's Fang bore no enchantment when he entered the city of Gladius, but as time went by and battle after battle covered the old sword in blood, as the great magics of the city flowed through it, the sword became more than merely a piece of well-wrought metal. It glowed with a soft inner light and seemed sharp enough to penetrate metal and stone. Anixx's blows seemed to pass right through armor and raised steel as if they wern't there at all. Though he was fast becoming famous throughout the city, he was only seen in the arena, and even then he only stayed long enough after every victorious battle to wipe his sword clean with a silken cloth, cloths that soon became treasured collector's items. Anixx didn't speak, didn't acknowledge the presence of a single other being when he exited the arena, and whenever he made it through the gates he simply vanished... "Where does he vanish too?" The people would ask, "Why does he not stay and bask in his glory" Anixx would not talk, not interact, when he left the arena he came into contact with a member of the enlightened ones and was silently conveyed to his dwelling beneath the grounds owned by the E.H.T.C. Though he did not completely agree with their petty ideals about good and evil, Anixx found alliance with the enlightened ones had benefits that outweighed the drawbacks and soon became a full and respected member of the community. He was appointed his own quarters and assigned a servant to look after his few needs; a bath, a towel, a candle, and a small plate of food each night. The servant was dismissed and Anixx prayed to the heavens for the strength to avenge his family and rid himself of the oceans of turmoil that pervaded his soul. The time came. Anixx rose from his solitude to face his dark past at last. What greeted him was the shadows of what had been and the spectres of what could be. Anixx roamed the haunted ruins of his old home, saw the toppled towers and found that his destiny had indeed been set before him by the Gods. For in the monument of his shattered childhood, Anixx fought off the very man who had been instrumental in the fall of the city; his uncle. Anixx cleaved his way through his own hate and fear to find that in the end, death would come to all. He found that he, the Warbringer, rode the East wind of death, and that he embraced his doom and salvation equally as its Avatar. ________________________________________ _____________ Anixx felt a call on his soul, the east wind whispered to him of power. Following this insight, Anixx wandered deep into the wilds in search of its source. He was ambushed by fierce giants and forced to retreat, assailed by large jungle predators, vigilant paladins, and land-bound druids alike but still he pressed on to his goal. Fael Daed, the great battlefield of old was where the warbringer would find his army. From the dusts of the distant past would rise the conquerers of the future. With Famine's Fang at his side and lightning in his hands, Anixx smote down the guardians and carved a shrine to his soul in the heart of the ancient battle. The elves of old, his ancestors would follow one of their own again, their druidic allies would come also as would their enemies march side by side with the bringer of war. Starting: 38,000 XP Earned: 04,414 XP Spent: 00,000 XP Remaining: 42,414 XP Starting: 36,000 gp Earned: 07,340 gp Spent: 37,756 gp Remaining: 5,584 gp [Ma] Cold Iron Armor Spikes [+200gp] [10 lbs][400 gp] None Yet Fight 1 Time Before Fight: 5 hr Prebuffs/Ongoing Effects: Freedom of Movement (1 hour, 19 minutes, 3 rounds) Items Used: 1 silver bolt broken, tattoo of touchsight Spells/PP Used: spiritual weapon x3, flame strike, bear's endurance, fly, freedom of movement x/day Abilities: none Free Activity:GuardTime Between Fights: Prebuffs/Ongoing Effects: Items Used: Spells or Powerpoints Used: x/day Abilities Used: Free Activity: GuardTime Between Fights: Prebuffs/Ongoing Effects: Items Used: Spells or Powerpoints Used: x/day Abilities Used: Free Activity: Automatic skill package: Ambush 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) http://www.geocities.com/krystal_realm1/males/brujah1.jpg Jonathon Raven Gravebound Servant of the Vampire God Gender and Race: Male Vampire Spawn Size and Type: Medium Intelligent Undead Height and Weight: 4'7'' 110lb Age: 33 Alignment: Lawful Evil ECL: 9 (LA +4/Undead 4/Monk 1) Experience: 40546/45000 Guild: East Habari Trading Company Attributes STR 26 (+8) [16 pts] [18 Base, +6 Racial, +2 Enhancement] +2 expansion DEX 18 (+4) [4 pts] [15 Base, +4 Racial, +1 4th level] -2 expansion CON - INT 14 (+2) [4 pts] [12 Base, +2 Racial] WIS 18 (+4) [6 pts] [14 Base, +2 Racial, +2 Enhancement] CHA 20 (+5) [6 pts] [14 Base, +4 Racial, +2 Enhancement] Miscellaneous Statistics Hit Points: 32 Fast Healing 2 [5 HD] [5d12] Armor Class (Normal): 22 -2 expansion [10 Base, +4 dex, +4 wis, +3 Natural, +1 Enhancement] Armor Class (Touch): 18 -2 expansion [10 Base, +4 dex, +4 wis] Armor Class (Flat-Footed): 18 -1 expansion [10 Base, +4 wis, +3 Natural, +1 Enhancement] Initiative: +8 [+4 Dex, +4 Feat] Base Attack Bonus: +2 [+2 Undead, +0 Monk] Grapple: +14 +5 expansion [+2 BAB, +8 Str, +4 Feat] Speed (Land): 30 ft [30 Base, +0 Enhancement] Speed (Flight): 20 ft, perfect maneuverability Gaseous Form [20 Base, +0 Enhancement] Speed (Climb): 20 ft [20 Base, +0 Enhancement] Weight Carried: 26.6 lbs, light encumbrance [0-306 (Light), 307-613 (Medium), 614-920 (Heavy)] Damage Reduction: 5/silver [Racial] Saves Fortitude: +3 [- Con, +1 Undead, +2 Monk] Reflex: +9 [+4 Dex, +1 Undead, +2 Monk, +2 Feat] -1 expansion Will: +10 [+4 Wis, +4 Undead, +2 Monk] Immune to all mind-affecting effects, 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. Immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Melee Attacks Slam +10, 1d6+8 plus energy drain, (20/x2), bludgeoning [+8 Str, +2 BAB] Flurry of Blows +8/+8, 1d6+8, (20/x2), bludgeoning [+8 Str, +2 BAB, -2 Flurry] Flurry of Blows with MW Kama and MW Silver Siangham +9/+9, 1d6+8/1d6+7, (20/x2), slashing/piercing Ranged Attacks +1 Mighty (+8) Composite Longbow +7, 1d8+9, (20/x3), Range 110 ft, piercing [4 Dex, 2 BAB, 1 Enhancement] Melee Attacks Slam +10, 1d8+9 plus energy drain, (20/x2), bludgeoning [+9 Str, +2 BAB, -1 Size] Flurry of Blows +8/+8, 1d8+9, (20/x2), bludgeoning [+9 Str, +2 BAB, -2 Flurry, -1 Size] Flurry of Blows with MW Kama and MW Silver Siangham +9/+9, 1d8+9/1d8+8, (20/x2), slashing/piercing Ranged Attacks +1 Mighty (+8) Composite Longbow +6, 2d6+9, (20/x3), Range 110 ft, (piercing) [+3 Dex, 2 BAB, -1 Size, 1 Enhancement] Special Attacks & Abilities Blood Drain (Ex): 1d4 Con damage on a successfull pin, gain 5 temporary hit points for one hour Domination (Su); Will DC17: as the spell Dominate Person, range 30ft Energy Drain (Su): bestow 1 negative level on a successfull slam attack, gain 5 temporary hit points for one hour +2 Turn Resistance Damage Reduction 5/silver Darkvision 60ft Fast Healing 2 (Ex) Gaseous Form (Su) Resistance to Cold 10 Resistance to Electricity 10 Spider Climb (Ex): as the spell Spider Climb Undead Traits Flurry of Blows Feats AlertnessBonus Improved InitiativeBonus Lightning ReflexesBonus Martial Weapon Proficiency (Longbow)Level 1 Deflect ArrowsLevel 3 Improved Unarmed StrikeMonk 1 Improved GrappleMonk 1 Skills Total Skill Points: 48 [7x6 undead, 6 monk] Languages: Common, Elven and Infernal [1 Racial, 2 Int] Armor Check Penalty: 0 Vampire Spawn class skills are Bluff, Climb, Craft, Diplomacy, Hide, Jump, Listen, Move Silently, Profession, Search, Sense Motive and Spot. Balance: +4 [4 Dex] Bluff: +14 [5 Cha, 5 Ranks (5 vmp), +4 racial] Climb: +8 [8 Str] Handle Animal: +11 [5 Cha, 4 Ranks (6 vmp, 2 mnk), 2 equipment] Hide: +14 [4 Dex, 6 Ranks (4 vmp, 2 mnk), +4 racial] Jump: +8 [8 Str] Listen: +15 [4 Wis, 5 Ranks (5 vmp), +2 Feat, +4 racial] Move Silently: +14 [4 Dex, 6 Ranks (4 vmp, 2 mnk), +4 racial] Ride: +6 [4 Dex, 2 Ranks (4 vmp)] Search: +6 [2 Int, +4 racial] Sense Motive: +13 [4 Wis, 5 Ranks (5 vmp), +4 racial] Spot: +11 [4 Wis, 1 Ranks (1 vmp), +2 Feat, +4 racial] Swim: +8 [8 Str] A vampire spawn loses 1/3 of his hit points when exposed to running water Use Magic Device: +7 [5 Cha, 2 Ranks (4 vmp)] Use Psionic Device: +7 [5 Cha, 2 Ranks (4 vmp)] Conditional Modifiers Expansion: +2 STR, -2 DEX, size large Prefight Actions Bring Misery CR4 Equipment Worn and Carried Cleric Outfit [0 lbs] [0 gp] 2/3 Skin of the Duergar (expansion 3/day for 10 minutes) [1 lbs][6480 gp] +1 Mighty (+8) Composite Longbow [3 lbs][2200 gp] Masterwork Kama [2 lbs][302 gp] Masterwork Silver Siangham [1 lbs][323 gp] 60 Cold Iron Arrows [0.15 lb each = 9 lbs] [0.1 gp each = 6 gp] Gauntlets of Ogre Power [4 lbs][4000 gp] Cloak of Charisma +2 [2 lbs][4000 gp] Masterwork Whistle [1 lbs][50 gp] Silver Unholy Symbol [1 lbs][25 gp] Amulet of Natural Armor +1 [1 lbs][2000 gp] Periapt of Wisdom +2 [- lbs][4000 gp] Augmented Dorje of Vigor 49/50 [ML 3] [1 lbs][1500 gp] Expendable Items 6 Potion of Magic Fang [CL 1] [0.1 lb each = 0.3 lbs][50 gp each = 300 gp] 4 Potion of Mage Armor [CL 2] [0.1 lb each = 0.3 lbs][50 gp each = 200 gp] 2 Potion of Protection from Good [CL 1] [0.1 lb each = 0.2 lbs][50 gp each = 100 gp] 2 Tattoo of Chameleon [CL 1] [0.0 lb each = 0 lbs][100 gp each = 200 gp] 2 Potion of Protection from Evil [CL 1] [0.1 lb each = 0.2 lbs][50 gp each = 100 gp] 5 Tattoo of Force Screen [ML 1] [0.0 lb each = 0 lbs][100 gp each = 500 gp] 2 Scroll of Shield [CL 2] [0.1 lb each = 0.2 lbs][50 gp each = 100 gp] 2 Scroll of See Invisibility [CL 3] [0.1 lb each = 0.2 lbs][150 gp each = 300 gp] 2 Powerstone of Energy Adaptation, Specified [ML 3] [0.1 lb each = 0.2 lbs][150 gp each = 300 gp] Max total (ECL2 x 50): 4050gp Equipment at Home 5803gp Coffin Results Miniquest: Failure vs Night Hag - [0 xp] [0 gp] Miniquest: Dark Beginnings; Success [2546 xp] [4243 gp] Allies Maximum CR per ally: CR 5 Maximum ECL per ally: ECL 7 Maximum CA of allies per fight: CA 7 Gender and Race: Female Gravespawn Horse (Consider a female griffon) Size and Type: Large Skeletal Apparation (Consider large magical beast) Length, Wingspan, Weight: 8', 25', 500 lbs Age: Ageless (consider young) Alignment: Neutral CR: 4 Price: 8500gp (7000gp + training 1500gp) Hit Dice: 7d10+21 (59 hp) Initiative: +2 Speed: 30 ft. (6 squares), fly 80 ft. (average) Armor Class: 17 (–1 size, +2 Dex, +6 natural), touch 11, flat-footed 15 Base Attack/Grapple: +7/+15 Attack: Bite +11 melee (2d6+4) Full Attack: Bite +11 melee (2d6+4) and 2 claws +8 melee (1d4+2) Space/Reach: 10 ft./5 ft. Special Attacks: Pounce, rake 1d6+2 Special Qualities: Darkvision 60 ft., low-light vision, scent Saves: Fort +8, Ref +7, Will +5 Abilities: Str 18, Dex 15, Con 16, Int 5, Wis 13, Cha 8 Skills: Jump +8, Listen +6, Spot +10 Feats: Iron Will, Multiattack, Weapon Focus (bite) Tricks: Combat Riding Package x [U]Equipment: Masterwork Chain Shirt Barding [50 lbs] [550 gp] Exotic Military Saddle [40 lbs] [60 gp] Weight Carried: 226.6 lbs, light encumbrance [0-300 (Light), 301-600 (Medium), 601-900 (Heavy)] Use domination and make the opponent drop all of his gear. Then base and grapple, pin for blood drain. If opponent has a high grapple modifier, base and use slam attacks. When he was still alive, Jonathon was a half-elf. He was despised in his youth of his half-breed heritage. His innocent heart turned black and he became a dark warrior, who found strange divine powers in the shadows. He did not know where he drew the magic from, but the feeling of power was overwhelming. The real source of his powers was Kanchelsis, the ancient Vampire God, who had charmed Jonathon as his servant. Jonathon failed his true master and proved not worth his lord. He was drawn into a crumbled castle near Gladius, where the Vampire God took a stronger grip on Jonathon, turning him into a vampire spawn - a blessing and a curse on the same time. Jonathon's powers grew into a whole new level, but he was eternally cursed into a filthy creature that were despised even by the true vampires. Time Between Fights: 3 hrs Prebuffs/Ongoing Effects: none Items Used: potion of mage armor Spells or Powerpoints Used: none x/day Abilities Used: none Free Activity: none Time Between Fights: 6 hrs Prebuffs/Ongoing Effects: none Items Used: tattoo of force screen, potion of mage armor, powerstone of energy adaptation specified, 1 charge of dorje of vigor Spells or Powerpoints Used: none x/day Abilities Used: 1 use of Skin of the Duergar Free Activity: none Time Between Fights: ? hrs Prebuffs/Ongoing Effects: xxxxx (time remaining), xxxxx (time remaining) Items Used: xxxxx, xxxxx Spells or Powerpoints Used: xxxxx x/day Abilities Used: xxxxx Free Activity: xxxxx |
| TheMagister02-24-07, 06:33 PM | Midnight on the Prime. The City of Gladius, never truly asleep, nevertheless dozes through the winter night. The clouds race pell-mell across the night sky propelled by a strong wind and their bustling shadows alternately conceal and reveal the various buildings and streets of the slumbering metropolis. From the second floor Guildmaster's chamber of the Habari Trade Company, it all looks like a perfect night for the consummation of blood to Jonathan Raven. He turns back to the conversation at hand, pushing down his thirst with an iron act of will. "...opportunity to further tie Illent and his Assassins to our designs." Jonathan focuses his mind and is able to recall what was said by Asran while his mind wandered through rivers of warm crimson refreshment. "So you want us to go to these merchants -" (Jonathan twists the word with scorn) " - and force them to accept commissions from the East Habari Trade Company and no-one else?" The Archdevil's eyes flare at the over-simplification. "I want you to do it before the Shadow Stars can do such a thing for themselves, Gravebound. Our operatives have already intercepted the group's leading probes as they search for the Twins. If they are important enough to warrant the interest of Illent, then they must be useful. If the services of the Twins can be harnessed by US, then the Shadow Stars will have to use the Trade Company as an intermediary. This will further tie them to us and fill our coffers at the same time. Nevertheless, if the Twins remain stubborn and refuse to join with us, kill them. I am not so fond of the Assassins that I wish them to become stronger than we. I must hold the reins in this relationship if I am to use them to advantage against my father." "What do these merchants deal in?" asks Anixx. "It is not every common street hawker that attracts the attention of a devil such as Illent." "Senorda has no knowledge of them, and her vision of the situation is clouded. Her only clue is a symbol, that of a golden hammer. Such a symbol could mean anything – a guild of miners, perhaps. Construction or smithing. Bellfounders, for all we know. I care not what they trade in, only that Illent wants their services. Find them. Turn them or kill them. That is all." Now's the time for questions, though the information I'm able to give you will be sketchy at best. Oh. Because we're starting so late, I'm gonna pull an Erithmu! I don't care which one of you posts the actions for which character, just so long as we agree up front that you each agree to abide by your partner's decisions. Deal? |
| Iced02-24-07, 08:31 PM | "Any idea where we should start?" |
| TheMagister02-24-07, 11:13 PM | "Start with the symbol, since it's the only clue you have. This might take days; the Assassins have been searching for a long while now." With an impatient growl, Anixx catches Jonathan up in his wake as they leave the EHTC grounds. For several nights they go from district to district in vain, using threats and intimidation to gain sketchy information. Finally, several leads seem to point to the Gladius Foundry in Lower Merx as a place where such a symbol has been seen. It is a blustery night when the two adventurers steal into the darkened foundry. There is a hellish red glow that pervades the area; the fires have been stoked for the night, and provide the only light. They agree to split up and search, and Jonathan cries out a half-hour later from the central oven. When Anixx joins him soon after, Jonathan points to what he has seen: a tiny hammer embossed onto the foundation stone of the gigantic oven. With a shrug, Jonathan touches the sigil and is instantly gone. With a start, Anixx recognizes it as some sort of teleportation key and hurriedly touches the hammer as well. In an instant, all is fire. Well, not exactly. The two find themselves in a spacious smithy built according to an Azer's dream design. Numerous huge forges and several small ones glow with heat, and the anvils and tools appear to be set directly inside the various kilns. The immediate area that Anixx and Jonathan occupy is habitable, but the air fairly dances with heat waves closer to the great ovens; even the stones around them are scorched black with long exposure to heat. There appear to be no inhabitants, but a voice from the far right corner of the room calls out in perfect Common: "Tell your dark masters to leave us be, Shadow Star! We will abide no one telling us what we can make and for who! Now go the same way you came!" Another voice, this one from the left corner, "Before we burn you out! We'd be smelting the base metal out of the pure, eh Brother?" Siblant laughter follows the mis-aimed insult. http://i6.photobucket.com/albums/y226/Arkazzan/VolcanicHQ.jpg Spacing is kinda odd, but the map fits so well! Use the white border to figure your location out. The X axis we'll letter from A-U from right to left, leaving the corner square blank. The Y axis we'll number from 1-18 bottom to top, again leaving the corner square blank. Example: the double doors (where you both currently stand) are on the south border of J1 and K1 squares. Let's say that Anixx occupies J1 and Jonathan occupies K1. |
| Abyssal Stalker02-25-07, 08:26 AM | Thanks for getting this up! Jonathon will move to P1 and use a powerstone of energy adaptation fire. He will then use a potion of protection from evil and then try to slam the creatures. If they are invisible, he'll use the dorje of vigor for 10 extra hp. I'm OK with we posting eachother's actions, but I'd still like to let Iced pick his strategy. I suggest we focus our attacks on the same creature. BTW, Misery should be with me. I'd like to have her heel (I hope that's OK to count as a prebuff, otherwise I would be riding her.). Is there enough space to fly? |
| Iced02-25-07, 02:08 PM | Anixx is already drawing a scroll before the creatures in the room end their laugh. He grimly intones a spell as the parchment crumbles, feeling the heat of the forges lessen against his skin. Readying himself, he prepares to call an ally from the nine hells. Anixx uses scroll of resist energy. Next round use a SMIV for a fiendish Dire Wolf (remember my augment summoning feat) and wade into combat with Famine's Fang on the same opponent Jonathon chooses to fight. |
| TheMagister02-25-07, 07:09 PM | You've got problems, brother. Jonathon doesn't automatically activate those powerstones and that dorje. Jonathon has no levels in any psionic class, and only a +7 skill total in Use Psionic Device. Thank goodness it's +7; he can address the power level 2 powerstones, at least (DC 25+PL). However, he still has to roll to activate them, and the DC for that is 20+ML, or 23 in the case of Energy Resistance, Specified. He's gonna need a 16 or better on a d20 to successfully activate that powerstone. Not good odds in a firefight, bucko. As I said before, Jonathon has no ML. That means that to activate a powerstone, he has to emulate a class feature to see what his ML is. His effective ML will be his Emulate Class Feature check minus 20. If he doesn't beat a 20, he has no ML and can't activate the powerstone. I'm getting all this from the XPH pg. 168 and pg. 38. Okay, to you other questions: 1) the forge is built to ogre-like dimensions, and with a vaulted ceiling to boot. There is a 40' seperation between floor and ceiling. 2) Yes, you can have Misery (you have it prebuffed, after all). I don't care whether you're mounted or not. What do you want me to do with Jonathon? Okay, got some clarification. Just gotta hit the DC 23 UPD check. Fewer worries. I'll stick with Abyssal's original plan. |
| TheMagister02-25-07, 08:49 PM | Please check the above edited post, Abyssal! MonsterA Listen +13 - 7 (70') - 5 (circumstance) vs. Spellcasting DC 0 (resist energy): Auto success. Pinpointed! Monster B Listen: Autosuccess. Narrowed within 5'. Listen vs. Spellcasting (summon monster): Auto success. "Spellcasters, now?! You aren't with the Shadow Stars..." "Do we burn 'em, Brother?" "Oh, yes. Rude and uninvited guests always burn." Initiative Order: Anixx Jonathon MonsterA MonsterB Round 1 Anixx draws a scroll of Resist Energy and casts it on himself, selecting the fire element {Move}{Stan} . Jonathon commands Misery to Heel {Free} and moves to the west 25' and tries to activate a powerstone of energy adaptation, but he can't get his mind around it {Move}{Stan}. Jonathon UPD +7 vs. DC 23 (DC 20+ML3): r14+7=21. Fail. MonsterA issues a command in a growling, grinding tongue and a spiked shield flies off of its bracket on the wall and disappears from view behind the forge at O10. He also does something else {Stan}{Move} . MonsterB does pretty much the same thing, except his shield flies to the forge at H12 {Stan}{Move} . Anixx, 67/67 hp, AC 22; resist energy (fire) 10 (ends 31) Jonathon, 32/32 hp, AC 22 Misery, 59/59 hp, AC 17; heeling MonsterA, xx/xx hp, AC xx MonsterB, xx/xx hp, AC xx Round 2 Anixx begins summoning a fiendish dire wolf from memory {Full} . Jonathon tries to enact the power from the stone again {Stan} . Jonathon UPD +7 vs. DC 23 (DC 20+ML3): r10+7=17. Fail. MonsterA moves out from behind the forge, stopping at J14 when he sees Anixx casting his spell. He laughs maniacally and pulls back his hand, conjuring a tiny bead of fire from thin air. He slings it at Anixx {Move}{Stan} . Anixx Reflex +4 vs. DC 15 (fireball): r10+4=14. Fail. Dmg: 34-10 (resist energy) = 24. Anixx Concentration +15 vs. DC 10+24 (damage taken): r7+15=22. Fail. Anixx loses his SMIV spell. MonsterB moves around the eastern side of his forge, ending at B13. He can't see what his brother is laughing about, but he can see Jonathon and Misery hugging the southern wall. He summons his own bead of fire and slings it their way where it expands into a blossom of hellish pain {Move}{Stan} . Jonathan Reflex +9 vs. DC 15 (fireball): r2+9=11. Fail. Fire Dmg: 36. Jonathon is consumed utterly and destroyed. Misery Reflex +7 vs. DC 15 (fireball): r9+7=16. Success! Fire Dmg: 35/2=17. Anixx, 43/67 hp, AC 22, [J1]; resist energy (fire) 10 (ends 31) Jonathon, 0/32 hp, AC 22, [P1], destroyed Misery, 42/59 hp, AC 17, [O2]; uncommanded MonsterA, xx/xx hp, AC xx, [J14]; fireball 1 use MonsterB, xx/xx hp, AC xx, [B13]; fireball 1 use http://i6.photobucket.com/albums/y226/Arkazzan/VolcanicHQ.jpg Stats on that augmented fiendish dire wolf? Edit: no longer needed |
| Iced02-25-07, 09:26 PM | Augmented Fiendish Dire Wolf Large Magical Beast [extraplanar] Hit Dice: 6d8+30 (57 hp) Initiative: +2 Speed: 50 ft. (10 squares) Armor Class: 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12 Base Attack/Grapple: +4/+17 Attack: Bite +13 melee (1d8+13) Full Attack: Bite +13 melee (1d8+13) Space/Reach: 10 ft./5 ft. Special Attacks: Trip Special Qualities: Low-light vision, scent, Resistance to cold/fire 5, DR5/magic, Darkvision 60', SR11 Saves: Fort +10, Ref +7, Will +6 Abilities: Str 29, Dex 15, Con 21, Int 3, Wis 12, Cha 10 Skills: Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2* Feats: Alertness, Run, TrackB, Weapon Focus (bite) Environment: Temperate forests Organization: Solitary or pack (5–8) Challenge Rating: 3 Treasure: None Alignment: Chaotic Evil Advancement: 7–18 HD (Large) Level Adjustment: — Dire wolves are efficient pack hunters that will kill anything they can catch. Dire wolves are mottled gray or black, about 9 feet long and weighing some 800 pounds. Combat Dire wolves prefer to attack in packs, surrounding and flanking a foe when they can. Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip its opponent (+13 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf. Skills: A dire wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks. *It also has a +4 racial bonus on Survival checks when tracking by scent. |
| TheMagister02-25-07, 10:03 PM | Thanks, Iced. We'll just be waiting to hear from Abyssal. Okay, Jon's tried and failed twice. Do I keep trying, or do something else? |
| Iced02-26-07, 12:47 AM | Casting a summon is a full round action. If i started and completed the spell in round 2 it would appear and act as soon as it appeared - attacking the enemy. There shouldn't be any sort of delay period... |
| TheMagister02-26-07, 01:04 AM | Ah! Common misconception! <snip> A spell that takes 1 round to cast is a full-round action. It comes into effect just before the beginning of your turn in the round after you began casting the spell. YOu then act normally after the spell is completed. <snip> Casting Time: 1 round So Anixx starts casting on (say) Round 2, initiative count 20. He finishes casting on Round 3, initiative count 21. |
| Iced02-26-07, 01:17 AM | ... i'm not so sure about that one. This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. That sounds to me like it's supposed to show up round of and i've always run summoning spells that way. You are the DM and get the final say, but i think you're mistaken on this one. |
| TheMagister02-26-07, 01:24 AM | So go to the tavern and ask! All I can tell you is that what I quoted is what's written. "On your turn" is "On your turn". ... You have a turn every round. Since the Casting Time is 1 round, I would think that the "On your turn" that they're referring to is the beginning of your next turn, just like the section under Casting Time says. Get an Elder to agree with you. I value MWB's opinion, personally. Or even ask Vathelokai or Telin, they've both run Summoners. |
| Abyssal Stalker02-26-07, 02:03 AM | Jonathon tries to use the powerstone 2 more times, if they fail, then we just have to deal without it. I am aware that it is difficult, I still haven't got too much experience with Jon and I have just realized how hard that actually is. If that fails, use a tattoo of Chameleon and have Misery to stick near the doors. She should join the battle when something starts happening. Jonathon will also use a potion of mage armor, a potion of prot from evil and a tattoo of force screen and after that enter combat. |
| TheMagister02-26-07, 02:06 AM | Done, then. Results forthcoming. |
| TheMagister02-26-07, 02:38 AM | Round 3 Anixx moves northeast to G4, and both salamanders lose sight of him. He begins casing SMV for a bearded devil {Move}{Stan} . MonsterA listen +13-5(circumstance)-5(45') vs. DC 0: Success! Pinpoint w/in 15'. MonsterB listen +13-5(circumstance)-5(50') vs. DC 0: Success! Pinpoint w/in 20'. Misery howls at the destruction of her evil master and goes wild, taking to the air recklessly {Move}{Move}. MonsterA chuckles evilly. "We got him healin' up already, brother! We burned him good! Let's keep 'im there so we can stick him on a spit!" The salamander moves a little closer [and holds out a flame-dripping hand. The drops of flame do not go out when they hit the stone floor; instead the roll and gain in size as they travel to form a line between [H6 upper right-hand corner] and [H1 lower right-hand corner]. The flames reach out hungrily for the nearby Anixx, who ignores the heat completely {Move}{Stan} . Dmg: Wall of Fire (2d4) - 10 (Resist Energy) = 0. MonsterB cackles at his sibling's joke, and likewise summons a wall of fire from [D6 upper right hand corner] to [D1 lower right hand corner], boxing Anixx in with flame {Stan}. He moves south lazily {Move}. Annix is still unaffected, and continues with his casting. Dmg: Wall of Fire (2d4) - 10 (Resist Energy) = 0. Anixx, 43/67 hp, AC 22, [J9]; resist energy (fire) 10 (ends 31), SMIV (disrupted), casting SMV Jonathon, 0/32 hp, AC 22, [P1]; destroyed Misery, 42/59 hp, AC 17, [O2]; uncommanded MonsterA, xx/xx hp, AC xx, [J14]; fireball 1 use, wall of fire 1 use MonsterB, xx/xx hp, AC xx, [B13]; fireball 1 use, wall of fire 1 use |
| TheMagister02-26-07, 02:39 AM | The monster charts made me do it. You guys had absolutely NO chance. I did all I could when I gave you time to buff. I'm so sorry... |
| Abyssal Stalker02-26-07, 04:13 AM | There's a slight problem here. Or not so slight. This should be an CR11 encounter, but 2 CR10 creatures are clearly CR12 (and it's in the EL12 table). That probably means you rolled somewhere around 100 on the %-roll and thus rerolled on the next table. It's just that this shouldn't be done. I don't know why the higher tables are still like that, but I remeber that when the monster tables were discussed, the result was that low and high rolls that resulted in different tables were removed. I think someone should PM Cat about this and ask what to do (because I am thinking of re-running the whole thing with different monsters). The reason to this is probably that nobody has yet done the higher EL tables, because they haven't been needed. Edit: Ah, it's already in the Council. I would still like to see Cat's opinion on this. |
| Iced02-26-07, 03:42 PM | Anixx is EL9... the Salamanders, one of them is EL10. Anixx would have a hard time taking even one of these things. I agree with Abyssal Stalker, someone ask Cat. |
| TheMagister02-26-07, 07:42 PM | I went back and edited the first two rounds to include the monsters' actions with legal equipment. Due to a bad roll (2 on a reflex save), now Jonathon is dead and Anixx is alive. Your chances have improved, but it'll still take some quick-stepping to accomplish anything. As for rolling twice on the EL 9 chart: I asked MindWandererB about this before, and unfortunately he said NOTHING about rolling twice on the EL 9 chart, and (in fact) rather emphasized that I was supposed to roll on the EL 11 chart because it's an EL 11 quest and that's what it's there for. Just because other people bring it up NOW (after seeing what the stupid charts gave me to run against you) and say "Oh, it should be changed!" is no reason to set that bad precedent and go ahead and change it. After the fact changes are always bad when they're made with that flavor. I'm keeping the salamanders. Sorry. Hopefully this'll be the quest that gets those dumb monster charts revamped somehow, or gives some of the authority back to the questlords in choosing their encounters. |
| Iced02-26-07, 08:11 PM | Anixx dodges forward looking or cover from his foes. He yells to Misery, urging the gravespawn forward to combat while he begins the casting of another, more powerful, summonig spell. Reddish energies begin to for near the enemy as the cleric runs through the final casting. basic strategy - summon alot of creatures to distract them and help me, heal and get fly working. Move into the air with jonathon's bow and arrows and my own crossbow and bolts readying to counter a dispel attempt. Fire all the bolts/arrows from both weapons while waiting for the devil's glaive power to slowly drain away their hit points. They have no ranged weapons besides their spells. If i can survive the fireballs i can come out of this alive (assuming i can stay in the air) BEARDED DEVIL (BARBAZU) Medium Outsider (Evil, Extraplanar, Lawful) Hit Dice: 6d8+30 (57 hp) Initiative: +6 Speed: 40 ft. (8 squares) Armor Class: 19 (+2 Dex, +7 natural) touch 12, flat-footed 17 Base Attack/Grapple: +6/+10 Attack: Glaive +11 melee (1d10+6 plus infernal wound) or claw +10 melee (1d6+4) Full Attack: Glaive +11/+6 melee (1d10+6 plus infernal wound) or 2 claws +10 melee (1d6+4) Space/Reach: 5 ft./5 ft. (10 ft. with glaive) Special Attacks: Infernal wound, beard, battle frenzy, summon devil Special Qualities: Damage reduction 5/silver or good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 17, telepathy 100 ft. Saves: Fort +10, Ref +7, Will +5 Abilities: Str 19, Dex 15, Con 21, Int 6, Wis 10, Cha 10 Skills: Climb +13, Diplomacy +2, Hide +11, Listen +9, Move Silently +9, Sense Motive +9, Spot +9 Feats: Improved Initiative, Power Attack, Weapon Focus (glaive) Environment: A lawful evil-aligned plane Organization: Solitary, pair, team (3–5), or squad (6–10) Challenge Rating: 5 Treasure: Standard Alignment: Always lawful evil Advancement: 7–9 HD (Medium); 10–18 HD (Large) Level Adjustment: +6 Every bearded devil carries a sawtoothed glaive. A bearded devil stands 6 feet tall and weighs about 225 pounds. Combat Bearded devils are aggressive and love to fight. They revel in their battle frenzy, spreading mayhem among their foes. A bearded devil’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. Spell-Like Abilities: Caster level 12th. At will - greater teleport (self plus 50 pounds of objects only). Infernal Wound (Su): The damage a bearded devil deals with its glaive causes a persistent wound. An injured creature loses 2 additional hit points each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 16 Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure spell or a heal spell on a creature damaged by a bearded devil’s glaive must succeed on a DC 16 caster level check, or the spell has no effect on the injured character. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The infernal wound is a supernatural ability of the bearded devil, not of the weapon. The check DC is Constitution-based. Beard (Ex): If a bearded devil hits a single opponent with both claw attacks, it automatically hits with its beard. The affected creature takes 1d8+2 points of damage and must succeed on a DC 16 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d4 days, damage 1d4 Str). Damage is dealt each day until the afflicted creature succeeds on three consecutive Fortitude saves, the disease is cured magically, or the creature dies. The save DC is Constitution-based. Battle Frenzy (Ex): Twice per day, a bearded devil can work itself into a battle frenzy similar to the barbarian’s rage (+4 Strength, +4 Constitution, +2 morale bonus on Will saves, –2 AC penalty). The frenzy lasts for 6 rounds, and the bearded devil suffers no ill effects afterward. Summon Devil (Sp): Once per day a bearded devil can attempt to summon 2d10 lemures with a 50% chance of success, or another bearded devil with a 35% chance of success. This ability is the equivalent of a 3rd-level spell. Misery has int. 5. Does that mean the griffon will still help me? |
| TheMagister02-26-07, 08:26 PM | Your summon will arrive. Where do you want it to appear, and what do you want it and Anixx to do in round 4? Edit: just saw your edited post. Misery is a real griffon! Well, she'll certainly try to fly and dive/pounce one of the bastards. I'll go back and add that in momentarily. |
| Iced02-26-07, 08:35 PM | Have it appear as close as possible to the nearest enemy and base to attack with glaive activating its rage ability. Charge if possible. Anixx will cast silence on the devil who will be a willing subject and forego his save making it so that his opponent cannot cast spells while it's within the range of the spell. Anixx will then cast fly from a scroll, move upward toward the ceiling, draw his wand of CMW, and heal himself a bit. Sit up there and if i have time cast bear's endurance. Ready to re-cast dispel magic into my ring of counterspells as soon as it gets burned by one of their dispel attempts. If i can keep fly i may be able to pull this one off. Use cover to try and make them move around and not get two fireballs off at me at once. Heal as needed with the wand. Hope for the best. The devil will hit both opponents with the glaive if possible to make sure the hp draining effect is active. Misery should attack and try and buy me time with that 5 int... |
| TheMagister02-26-07, 08:40 PM | That I'm rooting for you. The silence tactic would be a good one except for the fact that SLA don't require components. They just happen. (Reference pg 315, Monster Manual - Special Abilities - Spell Like Abilities - First Sentence). That means (among other things) that they can't be COUNTERED either. Pick something else for Anixx to do. |
| Iced02-26-07, 08:44 PM | Bear's endurance, draw the scroll of fly. Cast fly, drop empty scroll, draw wand of CMW. Cast CMW. Cast CMW. Fly up and ready to recharge the ring. Thanks for the heads up, i didn't know that. edit - wait... can't be countered? That means that they're free to dispel my fly :( hmmm... OK, still cast fly, but continue walking around so that they don't know what's up. It can buy me time later. Start casting SMIII for a huge monstrous centipede. Use the time it buys to put up divine favor, resistance, etc. |
| TheMagister02-26-07, 09:41 PM | Round 4 An augmented bearded devil appears on the other side of the curtain of fire, surprising the approaching Salamander and catching him flat-footed. Before the fire-shrouded snake-man can react, the devil rushes in screaming and slashes at him heavily with its guisarme! Augmented Raging Bearded Devil +11+2(rage)+2(charging) melee vs. AC 28+3(Shield of Faith +3): r17+15=32. HIT! Dmg: r2+6+3(rage)=11-15(DR/magic)=0. Anixx can see none of this, but the sound of battle gives him some small measure of confidence. He concentrates and touches his unholy symbol, and his blood roars in his ears as his heart begins pumping energized blood through his veins{Stan}. Feeling a little more secure, he draws a scroll from his belt and unrolls it while he steps to the south 5' {Move}{NoAc}. Misery wheels in the air and dives on MonsterA, her hooves stamping and her wicked undead teeth champing. The salamander is so absorbed with the devil that it is completely unprepared for the assault {Full - diving charge}. Misery Diving Pounce Full Attack [Bite +11+2(charge)+1(higherground) melee] and [2 claws +8+2+1 melee] and 2 rakes +8+2+1 melee] all +2 (flanking): Bite Hits! All other miss. Dmg: 11-15(DR/magic)=0. MonsterA recovers from its surprise and laughs at the feeble attempt at offense. It whips its tail around and slaps at the bearded devil, seeking to entangle it in the flaming coils {Stan} . MonsterA tail slap +18 melee vs. Devil AC 19-2(rage)-2(charge): HIT! Dmg: 19-5(DR/silver or good)=14. Improved Grab: Grapple: 30 vs. Devil: 19 = Devil Grappled! Dmg (Constrict): 10-5(DR/silver or good)=5. MonsterA moves into Devil's space, provoking an AoO from Misery! Misery Bite +14 melee vs. MonsterA AC 31-1(no dex): Miss. MonsterB laughs uproariously at the mites crawling all over his brother. He continues south after Anixx and emerges through the eastern wall of fire, still chuckling. He easily sees Anixx where he stands adjacent to the western wall of fire, and stabs at him contemptuously with his spear, putting far too much reckless power into the blow {Move}{Stan} . MonsterB melee +23-15(powerattack) vs. Anixx AC 22: r4+8=12. MISS! Anixx, 43/67 hp, AC 22, [J9]; resist energy (fire) 10 (ends 31), SMIV (disrupted), SMV ends 13 Devil, 52+12/57+12 hp; charged, grappled, raging (ends 10) Misery, 42/59 hp, AC 17, [O2]; charged MonsterA, xx/xx hp, AC xx, [J14]; fireball 1 use, wall of fire 1 use, grappling MonsterB, xx/xx hp, AC xx, [B13]; fireball 1 use, wall of fire 1 use |
| TheMagister02-26-07, 09:56 PM | Round 5 Devil to escape: 27. MonsterA to resist: 30. Anixx steps to the south, out of the reach of the burning spear, and begins casting a spell, looking for another ally {Full} . Misery leaps onto the confusion, clawing and biting at the grappling fire-brother {Full} . No hits. MonsterA squeezes the devil with its tail, enjoying the way its bloodshot yellow eyes pop in its head {Full} . MonsterA constrict +25/+20/+15: All succeed. Devil resist +12/+12/+12: All fail. Constrict damage: 13+4+7=24. MonsterB closes the distance and attacks again, a little more seriously this time {NoAc}{Full} . MonsterB melee +23/+18/+13 (-10 powerattack) vs. Anixx AC 22: Hit! Miss. Miss. Dmg: 40. Anixx Concentration: Impossible. Anixx loses his SMIII spell. Anixx, 3+18/67+18 hp, AC 22, [G2]; resist energy (fire) 10 (ends 31), SMIV (disrupted), SMV ends 13, bear's endurance (ends long), SMIII (disrupted) Devil, 28+12/57+12 hp; charged, grappled, raging (ends 10) Misery, 42/59 hp, AC 17, [O2] MonsterA, xx/xx hp, AC 28+3, [J10]; fireball 1 use, wall of fire 1 use, grappling MonsterB, xx/xx hp, AC 28+3, [D6]; fireball 1 use, wall of fire 1 use |
| TheMagister02-26-07, 10:01 PM | All that grappling stuff goes on, and the only thing that really matters is if Monster B hits Anixx with his spear next round. Anixx is cornered (can't go through the wall of fire; 2d6+15-10 might well kill him, and it'll certainly provoke an AoO from MonsterB, which'll DEFINITELY kill him. All he can do is back up and hope.) |
| Iced02-26-07, 10:19 PM | Anixx casts sanctuary in a last ditch effort to keep the salamander off of him. |
| TheMagister02-26-07, 10:25 PM | Deal. MonsterB Will +11 vs. Anixx DC 17 Sanctuary: r15+11=26. Pass. MonsterB melee +23/+18/+13 (-5 PowerAttack): 26. 20! 20! Oh yeah. Forgot Anixx's DR 3. You get back 12 hp. You lose like, 80 or so. Man, this sucks. |
| Iced02-26-07, 10:27 PM | pretty much. If i had all of my spell levels, a couple more scrolls of fly, and some spiritual weapons/summons this may have gone differently but as it is i never really stood much of a chance. Hopefully this encounter will change the monster generation tables. |
| Abyssal Stalker02-27-07, 01:17 AM | I also noticed a minor mistake in Jonathon. He should probably have 38hp instead of 32. 5d12=12+4x6.5=38. I have calculated it as 5d12=5x6.5=32.5, but I guess he should get full from the first dice. No need to edit this in, this encounter sucks anyway, allthough he would've survived the fireball. (I'm not blaming you, I blame the system). Thanks anyway, this started looking nice with all the RP. I'll probably put my efforts to gaining a cohort next. Maybe we can try this again someday. |
| TheMagister02-27-07, 02:25 AM | Yeah, you guys don't know or realize how crappy this made me feel. I always want my questors to have fun, no matter what. I miss the days when I could evaluate a party or a character and pick something that's challenging but not game-breaking. Sorry again. Have I apologized enough? TM |
| Abyssal Stalker02-28-07, 01:31 AM | No problem :) Could you still add our loser rewards? Missions give that, unlike quests. I think. Nevermind about that... |