[indent]Free/Full Activities
- Guard home[Free]: +5 bonus to opposed checks against Burglary
- Hide trail[Free]: difficulty to track you increases by 5
- [post=6466576]Intimidate[/post][Free]: +6 Intimidate vs opponents ally CV (Ally CR + Ally Wisdom modifier + any bonuses to saving throws vs. fear)
- Move cautiously[Free]: you can take 20 to search for a trap instead of taking 10.
- Perform (dance)[Free]: Earn (skill+10)xECL=228gp[/indent][indent]Attack/Defend
- ...[/indent]
Experience: 73816/78000 XP
Age: -
Height: 5'1"
Weight: 0lbs
[u]Saves[/u]
Fort +3 [+1 undead, +0 rogue, +2 psychic warrior, +0 shadowdancer, +0 con]
Refl +14 [+1 undead, +3 rogue, +0 psychic warrior, +3 shadowdancer, +7 dex] [Evasion]
Will +6 [+4 undead, +0 rogue, +0 psychic warrior, +0 shadowdancer, +2 wis] [Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless)]
[Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects]
[Immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects)]
[u]Combat modifiers[/u]
• Incorporeal: Immune to all nonmagical attack forms. Damage from a corporeal source has a 50% miss chance (except for positive energy, negative energy, force effects, or ghost touch weapons).
• Undead: Immune to critical hits, nonlethal damage, ability drain, energy drain, damage to physical ability scores and to fatigue and exhaustion effects.
• Deep crystal ([Blade of the night]): spend 2pp for +2d6 damage
• Suppression ([Blade of the night]): Targetted dispel; dispel check 1d20+5+ML vs DC 11+ML
• Adamantine ([Blade of entropy]): ignore hardness less than 20
• Sundering ([Blade of entropy]): gain feat 'Improved sunder'; don't provoke AoO, sunder attempt: +attack +4(improved sunder) +4(two-handed weapon)
Description: Steeped in shadow-laden magical energies, this blade has acquired a dark sentience of its own and delights in dispelling and negating magical or psionic effects, absorbing such energy within itself. It has an inherent knowledge of magic and can easily detect and quantify magical auras. In addition it can channel shadow energy to its wielder, providing a renewal of dark energies.
Being formed of Shadow magics has affected the dark intelligence such that it is uncomfortable in the grip of any creature that is not in tune with shadow energies itself.
Base item: Deep crystal dagger +1, ghost touch, suppression Alignment: Chaotic Evil Abilities: Int 17, Wis 17, Cha 10 Ego: 17 (+1 enhancement, +3 special abilities, +3 lesser powers, +2 greater powers, +1 telepathic, +1 read languages, +3 Intelligence, +3 Wisdom) Senses: 120 ft. darkvision and hearing Skills: Listen +3, Spellcraft +13, Spot +3 Languages: [Speech, Telepathy] Common, Abyssal, Draconic, Infernal Capabilities (3 lesser powers, 1 greater power)
[Lesser power] Item can use detect magic at will
[Lesser power] Item has 10 ranks in Spellcraft
[Lesser power] Item can use inflict moderate wounds (2d8+3) on wielder 3/day
[Greater power] Item can use lesser globe of invulnerability 1/day
The crowd roars in anger of the lack of bloodletting and soul consuming. 'Boo's arise from the crowd wondering what the gladiators are thinking. This could get ugly ... if it doesn't get ugly.
I was hoping to get some input from Stormwind on this but it appears he is unavailable. Anyway - here's Kraegin for now:
Kraegin's opening rounds:
Silence on Shadowsmoke, Shadowsmoke moves out 30ft from Kraegin, waits for Varjo.
Kraegin recalls Silence with a pearl.
Silence on Varjo's dagger.
Spell resistance on Kraegin.
Varjo will probably buff with Mage armor and Resist energy - given what she did in the first run of the fight.
#42ErithmuFeb 14, 2009 13:31:42
Even from the SE corner ... it doesn't reach ... it is a radius effect
#43TelinArthoFeb 14, 2009 13:35:29
Kraegin's in rough shape in a grapple - but at least the spawn won't be attacking anyone else for a bit.
Kraegin will be casting SW in the grapple (DC22 vs Concentration 1d20+17).
Dire Wolf should attack 3.
If 3 is tripped and still around, Shadowsmoke will full attack it. If at some point - it goes down, 5ft step next to Kraegin and attack. If it is not tripped, Shadowsmoke will make a trip attack (improved trip, no AoO, +13 on touch, +20 on opposed roll) until it is tripped and follow up.
A good fight against hard opponents with a few tricks up their sleeves. Nice one!
Edit: It was a great fight in spite of it being ECL16 ... that being said I wouldn't object to running it with the correct monsters, but only if Erithmu is happy with that =)
#83ErithmuFeb 18, 2009 10:39:16
It doesn't matter to me ... these next two weeks are no good for something this detailed. I know high levels are up this week, so do you want me to get rewards up for vs an ECL 14 and a loss or... ???
#84TelinArthoFeb 18, 2009 10:54:28
I think we might as well just write it off. I'm satisfied knowing that we probably would've been fine versus just two of them - I don't need to run the fight to confirm it.
If Stormwind is fine with taking the loss, then that is good enough for me.