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Posted: Sun Aug 10, 2008 12:42 am
I propose a simple 120 by 120 arena, that should allow a run action to get from one side to the other. We each start at opposing corners.
UserName: DragonicSeige Name: Gijin the Theurge Level: 20 Class: Mystic Theurge (4sor/3cler/10theurge/3archmage) Race: Human (Lich) Alignment: True Neutral Age: 23 Gender: Male Height: 6'0" Weight: 150 Appearance: Gijin has black hair, gold eyes, and strikingly handsome features. His body is clad in darkly colored explorers' equipment of very high quality. On his back is a large crossbow of mundane manufacture but in his hand is a long quarterstaff, slightly warped and gnarled but as smooth as glass, made of a gray wood. The end of the staff crackles alight with a heat-less, torch-like flame. A True Seeing spell reveals that his appearance has long since shriveled and died, leaving nothing but a finely dressed walking corpse.
STR: 8 DEX: 22 CON: --- INT: 26 WIS: 32 CHA: 33
HEALTH: 142 (20d12) AC: 42 (10+6(Dex)+12(Wis, Monks' Belt)+5(Natural)+5(Robe of the Archmage)+4(Shield)) -Touch 32 -Flat Footed 36 Spell Resistance: 21 Turn Resistance: +6 Special Attacks: Fear Aura, Paralyzing Touch Special Qualities: Damage reduction 15/Bludgeoning and Magic, Darkvision 60 ft., immunity to cold, electricity, polymorph, and mind affecting effects, undead traits
INIT: +6 FORT: 14 REF: 19 WILL: 31
LANGUAGES: Common Celestial Draconic Giant Abyssal Infernal Goblin
ATK: +10 WEP: Quarterstaff (Continual Flame); Heavy Crossbow ARM: -Grey Robe of the Archmage -Monks' Belt -Cloak of Charisma (+6) -Periapt of Wisdom (+6) -Gloves of Dexterity (+6) -Headband of Intellect (+6) -Ring of Wizardry III -Wand of Magic Missile (12 Charges)
SKILLS: 86 points (10 used in language) -SpellCraft: 23 +7 Int (30) -Knowledge (Arcana): 22 +7 Int (29) -Concentration: 15 +11 Cha (26) -Diplomacy 10 +11 Cha (21) -Knowledge (Religion): 6 +7 Int (13) -Ride: 1 +6 Dex (7) -Hide: 0+8 Racial +6 Dex (14) -Listen: 0+8 Racial +10 Wis (18 ) -Move Silently: 0+8 Racial +6 Dex (14) -Search: 0+8 Racial +10 Wis (18 ) -Sense Motive: 0+8 Racial +10 Wis (18 ) -Spot: 0+8 Racial +10 Wis (18 )
FEATS: Practiced Spellcaster (Sorcerer) Craft Wonderous Item Combat Casting Improved CounterSpell Skill Focus (SpellCraft) Spell Focus (Evocation) Practiced Spellcaster (Cleric) Spell Focus (Necromancy)
SPELLS PER DAY: (Arcane) 0- 6 1- 9 2- 8 3- 16 (Ring of Wizardry III) 4- 8 5- 8 6- 6 7- 5 8- 5
SPELLS KNOWN: (Arcane) 0- Resistance, Detect Magic, Read Magic, Flare, Message, Prestidigitation, Ghost Sound, Ray of Frost, Dancing Lights 1- Shield, Disguise Self, Comprehend Languages, Magic Missile, Charm Person 2- Arcane Lock, Dispel Magic, Detect Thoughts, See Invisibility, Blindness/Deafness 3- FireBall, Haste, Fly, Vampiric Touch 4- Dimension Door, Wall of Fire, Greater Invisibility, Evard's Black Tentacles 5- Teleport, Dominate Person, Cone of Cold, Wall of Force 6- Disintegrate, Antimagic Field, Mass Suggestion 7- Insanity, Finger of Death, Spell Turning 8- Bigby's Clenched Fist, Horrid Wilting
HIGH ARCANA: (Archmage) Mastery of Counterspelling Arcane Reach Mastery of Shaping
SPELLS PER DAY: (Spellstitching) 1- 4 2- 4 3- 2 4- 2 5- 2 6- 1
SPELLS KNOWN (Spellstitching) 1- Tenser's Floating Disk, Grease 2- Web, Gust of Wind 3- Lightning Bolt, Daylight 4- Fire Shield, Solid Fog 5- Bigby's Interposing Hand, Sending 6- Chain Lightning
SPELLS PER DAY: (Divine) 0- 6+1 1- 8+1 2- 7+1 3- 6+1 4- 6+1 5- 5+1 6- 3+1 7- 2+1
SPELLS PREPARED: (Divine) -DOMAINS: Death and Magic 0- Create Water, Purify Food and Drink, Light (2), Detect Poison, Mending 1- DeathWatch, Doom, Entropic Shield, Sanctuary (2), Shield of Faith, Obscuring Mist, Summon Monster I, +Nystul's Magic Aura 2- Bull's Strength (3), Eagle's Splendor, Owl's Wisdom, Desecrate, Hold Person, +Identify 3- Create Food and Water, Invisibility Purge, Magic Vestment (2), Remove Curse, Meld into Stone, +Animate Dead 4- Dimensional Anchor, Divination, Poison (2), Tongues, Freedom of Movement, +Death Ward 5- Spell Resistance, Slay Living, True Seeing, Break Enchantment, Flame Strike, +Spell Resistance 6- Harm (3), +Antimagic Field 7- Greater Restoration, Ethereal Jaunt +Destruction
The Father Cloud Giant Skeleton Huge Undead (Soldier) 17d12 (110hp) Initiative: +6 Speed: 35 ft. AC: 24 (-2 size, +1 Dex, +8 Full Plate, +4 Tower Shield, +3 natural), touch 9, flat footed 23 Base Attack/Grapple: +7/+26 Attack: Gargantuan Warhammer +19/+14 melee (4d6+18 )/x3 Space/Reach: 15 ft. /15 ft. Special Attacks: -- Special Qualities: Damage Reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, oversized weapon, undead traits Saves: Fort +5, Ref+7, Will+10 Abilities: Str 35, Dex 15, Con -, Int -, Wis 10, Cha 1 Feats: Improved Initiative, Combat Reflexes, Weapon Focus (Warhammer)
The Son Cloud Giant Skeleton Huge Undead (Soldier) 17d12 (110hp) Initiative: +4 Speed: 35 ft. AC: 20 (-2 size, +1 Dex, +8 Full Plate, +3 natural), touch 9, flat footed 19 Base Attack/Grapple: +12/+31 Attack: Gargantuan GreatAxe +22/+17/+12 melee (4d10+21)/x3 Space/Reach: 15 ft. /15 ft. Special Attacks: -- Special Qualities: Damage Reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, oversized weapon, undead traits Saves: Fort +5, Ref+7, Will+10 Abilities: Str 40, Dex 13, Con -, Int -, Wis 10, Cha 1 Feats: Improved Initiative, Combat Reflexes, Weapon Focus (Greataxe)
The Holy Spirit Cloud Giant Skeleton Huge Undead (Spellstitched) 17d12 (110hp) Initiative: +6 Speed: 50 ft. AC: 15 (-2 size, +4 Dex, +3 natural), touch 12, flat footed 11 Base Attack/Grapple: +8/+30 Attack: Gargantuan Glaive +17/+12 melee (4d8+15) Space/Reach: 15 ft. /30 ft. Special Attacks: -- Special Qualities: Damage Reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, oversized weapon, undead traits Saves: Fort +7, Ref+9, Will+12 Abilities: Str 30, Dex 18, Con -, Int -, Wis 10, Cha 1 Feats: Improved Initiative Spells Per Day (Arcane) 1- 4 2- 4 3- 2 4- 2 5- 2 Spells Known (Arcane) 1- Tenser's Floating Disk, Grease 2- Web, Gust of Wind 3- Lightning Bolt, Daylight 4- Fire Shield, Solid Fog 5- Bigby's Interposing Hand, Sending
Chariot Red Dragon Zombie Large Undead (Fast) 20d12 (130hp) Initiative: +0 Speed: 70 ft., fly 180 ft. (Clumsy) AC: 26 (-1 size, -1 Dex, +4 Chain Shirt, +12 natural, +2 Dodge), touch 10, flat footed 24 Base Attack/Grapple: +10/+19 Attack: Bite +20 (2d6) Space/Reach: 10 ft. /10 ft. Special Attacks: -- Special Qualities: Damage Reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits, single actions only (may run normally, not limited to single standard action, one attack per round) Saves: Fort +7, Ref+6, Will+12 Abilities: Str 23, Dex 8, Con -, Int -, Wis 10, Cha 1 Feats: Toughness
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DragonicSeige rolled 1 20-sided dice:
18
Total: 18 (1-20)
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Posted: Sun Aug 10, 2008 1:05 am
Rolling initiative
number above +6
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Jolly Game Master rolled 1 20-sided dice:
14
Total: 14 (1-20)
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Posted: Sun Aug 10, 2008 1:22 am
Galfious D'cannith CN Living construct Human Artificer 7/ Renegade Mastermaker 10/ Cannith Wand Adept 3
Str 20+6 Dex 18+4 Con 24+4 Int 22+4 Wis 17+4 Cha 18+4
Hit Points 259 (20d6+140-20+4+40+15) AC 38 (13 Armor, +6 Dex, -1 flaw, +4 deflection,+5 Natural+1 dodge) Init +6 BAB +20 Speed 60ft, Fly 90ft Fort +24 (10 base + 9 Con +5), Ref + 17(6 Base + 6 Dex +5), Will + 25(15 Base + 5 Wis+5)
+ 37 Melee, Battle Fist 1d6,+1d6 Fire + 1d6, Electricity +10/x2
Medium, Purple glowing Dragon mark on forehead, Metalic Skin, Red Eyes
Speaks Common,Draconic, dwarven, Elven, giant, gnomish
Feats Least Dragon Mark of Making:+2 to crafts, Repair light damage 1/day Extend Spell(Racial) Scribe Scroll(Class) Persistent Spell(Flaw) Legendary Artisan(Flaw) Brew Potion(Class) Craft Wondrous Item(Class) Energy Substitution(Electricity) Extraordinary Artisan(Class) Craft Magic Arms and Armor(Class) Item familiar(Battle Fist) Craft Wand(Class) Wand Mastery Lesser Dragon Mark of Making(Class) Energy Admixture(Electricity) Quicken Spell Twin Spell Adamantine body(Class)
Flaws -Vulnerable (-1 on ac) -Solitary Paragon(-4 to foe attacked while flanked, no flanking bonus) Traits -Quick
Artificer Abilities: Craft Reserve: -Artificer Knowledge, DC 15 to determine magical properies -Infuse Self:+1 caster level to infusion cast on himself -Artisan Bonus:+2 on Use Magic Device checks with witch has the proper creation feat. -Disable Trap: find and disable Traps with DC higher then 20 -Item Creation:Use Magic Device to immulate spells for Item creation -Tools of War:Infusion heals construct, living construct or item equal to cha bonus, Each point of XP =2 for constructs, living constructs, or items -Retain Essence:Burn magic propertie from Item to add XP to craft pool -Metamagic Spell trigger:Apply metamagic feat to spell trigger item, burning up charges
Renegade Mastermaker Abilities: -Battle Fist +3 (free) -Craft Master: Add 10 to all Craft checks -Self-repair:Full round action to heal 1d6/per spell/ infusion level sacrificed -Supporting construction:Heal from repair spells, Damage from Damage spells -DR 2/Adamantine -Embed Component Construct Examplar:Living Construct, apply for war-forged feats,One free feat
Cannith Wand Addept Abilities: -Wand Focus:Add Class Level to caster level and spell DC of any wand you use, plus +1 on attacks with all wands. -Identify Wand:1 minute DC 30+spell level with spell craft to determine wand. -Wand Quick Draw:Can draw wand a free action -Dual Wand Weild: Use two wands at once,spending 1d4 charges from each wand per use. -Lesser dragon mark:Gains lesser dragon mark feat. -Siphon Spell Use:Spend 1d6 charges to immulate action point.
Infusion List:4/4/3/3/3/2 DC
Living construct Traits: -Immune to poison, sleep effects, disease, nausea, fatigue, exhaustion, effects that cause sickened condition, and energy drain -Stabalizes aotumatically at 0 or below -can be raised and resurected -does not need to eat sleep or breath
Skills: -Appraise(int) +16 (10 Ranks + 6int) Balance(dex) Bluff(cha) Climb(str) -Concentration(con) +28 (23 Ranks + 5 con) -Craft(Armor smithing)(int) +41 (23 Ranks + 6 int + 2 + 10) Decipher Script(int) Diplomacy(cha) -Disable Device(int) +26 (20 Ranks +6 int) Disguise(cha) Escape Artist(dex) Forgery(int) Gather Information(cha) Handle Animal(cha) Heal(wis) Hide(dex) Intimidate(cha) Jump(str) -Knowledge(arcana)(int) +18(12 Ranks + 6 int) -Knowledge(architecture and engineering)(int) +17 (11 Ranks + 6 int) Knowledge(dungeoneering)(int) Knowledge(geography)(int) Knowledge(history)(int) Knowledge(local)(int) Knowledge(nature)(int) Knowledge(nobility and royalty)(int) Knowledge(religion)(int) -Knowledge(the planes)(int) +17 (11 Ranks + 6 int) Listen(wis) Move Silently(dex) -Open Lock(dex) +26 (20 Ranks + 6 int) Perform(cha) -Profession(wis) Ride(dex) -Search(int) + 26 (20 Ranks + 6 int) Sense Motive(wis) Sleight of Hand(dex) -Spellcraft(int) +29 (23 Ranks + 6 int) Spot(wis) Survival(wis) Swim(str) Tumble(dex) -Use Magic Device(cha) + 29(23 Ranks + 4 cha + 2) Use Rope(dex)
Equipment: 65,091 in spell components +5 Battle fist of Mage Bane, Flaming, Shocking, Morphing Disc of Major energy Resistance Fire,Cold,Acid, and electricity +5 Enchanted compsite plating of Heavy fortification Wand Bracers Greater Essence of the Gaurd Blindfold of true Darkness Wand on Charm Person 50 charges DC 34, duration 22 hours, 80ft range Wand of Bear's Endurance 50 Charges, Duration 22 minutes Wand of Bull's Strength 50 Charges, Duration 22 minutes Wand of Cats Grace 50 charges, Duration 22 minutes Wand of Eagle's Splendor 50 Charges, Duration 22 minutes Wand of Fox's Cunning 50 Charges, Duration 22 minutes Wand of Owl's Wisdom 50 Charges, Duration 22 minutes Wand of Expeditious Retreat 50 Charges, Duration 21 minutes Wand of Divine Favor 50 Charges, duration 21 minutes Wand o Shield of Faith 50 Charges, Duration 21 minutes Wand of Shield 50 Charges, Duration 21 mintues Wand of Wraith Strike 50 Charges, Duration 1 round Wand of Blast of Force 50 Charges Fort save DC 35 or prone 5d6 force, 350ft range 2 Wands of Scorching Ray 50 charges, 3 rays 4d6 fire, no save 85ft range Wand of Dragon Skin 50 charges, Duration 250 minutes Wand of Dispel Magic 50 Charges Wand of Haste 50 charges, duration 27 rounds Wand of Fly 50 charges, duration duration 27 minutes Wand of Lightning Bolt 50 charges, DC 36 10d6 120ft line 2 Wands of Fireball 50 charges DC 36 20 ft spread, 1480ft range Dimensional Anchor 50 charges 390ft ray* Wand of Restoration 50 charges Wand of Divine power, duration 29 rounds Wand of Phantasmal Killer 50 charges DC 38 will, then fort 390ft range 2 wands of Repair Critical Damage 50 charges, cure 4d8+20 Wand of Orb of Cold 50 charges, DC38 fort or blinded for 1 round plus 15d6 cold, 105ft range Vest of Resistance +5 Ring of Freedom of movement Ring of three wishes Boots of Teleportaion 2 Casting Gloves Bag of holding type IV
Tower, Galfious D'cannith's shield Guardian Huge Construct hit Dice: 20d10+40(145 hp) Speed:60ft Armor Class: 32(-2 Size,+2 dex,+4 def +18 Natural) Base Attack/Grapple:+15/+35 Attack:+29 melee Slam 2d6+12 Full Attack:3 slams at +29 Space/Reach:15ft/15ft Special Qualities:Construction Traits, Darkvision 60ft, Fast healing 5, Find master, Guard, low-light vision, shield other, spell storing. Saves:Fort Ref Will Abilities:Str 30,Dex 10, Con-,Int-,Wis 10,Cha 1
Galfious enters the arena with these spell made persistant on himself: Bear's endurance, Cats Grace, Eagles Splendor, Owls wisdon, Fox's cunning, Divine Favor, Shield of faith, Dragon Skin, Haste, Fly, and divine power Adjustments added
Tower enters with persistant, Bulls strength, cats grace, haste, fly, divine favor, shield of faith Galfious has his 2 wand of repair crit damage in his wand bracers and his two wands of scorching ray in his casting gloves (Init roll plus 6)
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Posted: Sun Aug 10, 2008 1:23 am
Positioning as such- North West Corner
G~~FFF ~DDFFF ~DDFFF HHHSSS HHHSSS HHHSSS
G=Gijin D=Chariot F=The Father S=The Son H=The Holy Spirit
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Posted: Sun Aug 10, 2008 1:23 am
(Drat beet me by four, please take your move)
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Posted: Sun Aug 10, 2008 1:29 am
Potions in South-East Corner
TTT~ TTT~ TTT~ ~~~D
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Posted: Sun Aug 10, 2008 1:31 am
I win for initiative.
"Kill them..." His voice a haunting whisper, Gijin utters an incantation and leaps on to the back of his zombified dragon, which opens it's mouth soundlessly, mute vocals trying to roar with might. It flaps it's wings twice in anticipation and backs up to the corner. The three skeletons cackle maniacally and dash forward with shocking speed for their size and armaments.
EDITED FOR POSITION: My first round will consist of all three skeletons running at full speed across the arena. The Son will stop once D'cannith is 15 feet away and the others will stand on flanking sides, still 15 feet away. Gijin cast's eagle's splendor on himself and Chariot takes full defense.
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Posted: Sun Aug 10, 2008 1:45 am
((Oh my God... brain fart. Save DC for a spell= 1/2 caster level +ability score modifier +spell level, right?))
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Jolly Game Master rolled 1 20-sided dice:
19
Total: 19 (1-20)
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Posted: Sun Aug 10, 2008 1:45 am
I believe that would put The son into Towers threat range provoaking and ATO. If so he attacks with a slam +29.
Galfious Chuckles to himself in a mechanical tone and pulls out a wand of Blast of force and pointing his empty hand at the three charging Skeletons."Do you really think that your rotting pawns can stand against my mighty magic!" He shouts out and and activates his wand of scorching ray stored in his casting glove,adding the quickened, twin spell, and engergy addmixture to it, equaling 12 rays, 4 shot at each skeleton.
(Roll in next post)
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Jolly Game Master rolled 12 20-sided dice:
4, 5, 17, 19, 4, 16, 5, 14, 15, 20, 4, 19
Total: 142 (12-240)
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Posted: Sun Aug 10, 2008 1:47 am
(No no no no no, 10+spell level+ ability modifier+ spell focus feets)
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Posted: Sun Aug 10, 2008 1:48 am
((I edited their positions... and also, doesn't wand use provoke attacks of opportunity?))
((And oh, dummy me.))
(Gah, quickened.)
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Jolly Game Master rolled 2 6-sided dice:
4, 2
Total: 6 (2-12)
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Posted: Sun Aug 10, 2008 1:48 am
Towers attack slams into The Son, Chipping away some of its bone.
Damage Roll. 2d6+12
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Posted: Sun Aug 10, 2008 1:50 am
(Actually no, using a spell trigger item does not provoke, Its the spell completion that you provoke.)
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Jolly Game Master rolled 16 6-sided dice:
1, 5, 1, 4, 5, 1, 5, 1, 1, 1, 2, 5, 6, 1, 4, 4
Total: 47 (16-96)
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Posted: Sun Aug 10, 2008 1:54 am
Every Firery rays slams into each of the skeletons, charing their bones and sending waves of electricity through their bodies.
(Ohh this is going to be alot. 4d6fire and 4d6 electricity from each ray, 32d6 to each) First damage role, fire. to the sone
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