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wrathgon

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  1. This is a downtime project, so if the main thread allows it, these projects are worked on when downtime is assigned. So this would be open to be used on any new downtime after the SIM is finish. It will require a check Linguistics
  2. Not able to use the mirror images to defend the golem crumbles to dust. The two ghostly form are still active. One in middle of the fire and the other engaged with Samuel at top of tower. Zora fires her own Arcane Blaster at the ghostly form from prone. The weapon rips through the form and it disappears.
  3. At some point between when Ozen fly up to the tower and landing on there a suit of heavy armour materialized around him. Seeing the form manning the guns, he tries to throw it off the tower with his mind. Before he can act though the thing screams at him and a sonic wave washes over him. The armour flashes blue and seems to absorb most of the attack into the metal, which hums like a power line. Ozen then throws it off the tower into the flames below. Seems like it cant fly or likes fire. Not be out done Samuel tries the same thing but just grab the then and throws out off the tower. The thing takes a wipe at Samuel as he grabs him but its more smoke then solid and Samuel vampire strength cant help him push it off the ledge. he does get him off the gun though. The smokey form is still moving in the lake of fire.
  4. Samuel brings this to crew something given to him in the SIM we need to spend time looking into it
  5. so there is nothing that you have that you cant believe working like a tech item. You don't have a stick that will throw fireballs so most magi tech items will be fine as your brain just trusts it works and can be explained away as tech. Its when he does something( like throwing fireballs from a piece of wood) do you have to make checks. So I think the best way is for you in your post to choose an image from 1 to 8 then you roll 1d8 if they match what you hit, if not remove 1 image.
  6. Using this for the first you, you mind is able to analyze subtle changes in the air, the way the other images are just off, you work out like the math of the universe which one it is and identify it for you attack, but right after you share the location all the images move around and the golem moves with them. Combat is not a still picture but a flow like a dance, you cant help the others but you can help yourself. You attacks find the mark like all other have, the weapon almost like it was made to kill these magical constructs.
  7. The shimmering form sees multiple targets take chunks out of it in their opening attacks. Seeing that it needs defense is takes a 5 foot step into the wall only now half showing and using its mirror image getting 8 to confuse which target to hit. The guns open fire with spell effects. The first one hit the ground and in a 400-foot radius( covering everyone in that area) a layer of grease appears on the ground. Everyone needs to make a Ref Save DC 21 or fall prone. The second gun also fires targeting Prax with a fireball, the fire then lights the grease below and the 400 area becomes a flaming pit of fire. Prax ref saves for 1/2 dmg and everyone else takes 1d6 fire damage. no one has noticed but Ozen does not walk on the ground but floats about 1 foot off it and Zora lands on her face, Samuel stays up. Both Smauel and Ozen shot up and onto the top of the tower. They are treated with ghostly forms manning the guns. Ozen does not have an action but Samuel attacks the form but misses horribly. Zora tries to stand up . Prax your go
  8. This is the spell that most mages have up when on battlefield. It makes teleporting very dangerous and such has fallen out use. No sadly the defenders do not have a key against the planar lock, that would require something like a mythal which this city does not have and that effect has never been found or created on this planet. It is effectively an outside source not directly connected to the defenders of the city. I am unsure if this spell would work IF they could DD have to speak with the other DMs to see what their thinking on it but as i understand it anything that has no SR against golem are not immune to. Anticipate Teleportation (, p. 13) Level: , , Components: V, S, AF, Casting Time: 10 minutes Range: One willing creature touched Area: 5-ft./level radius emanation from touched creature Duration: 24 hours Saving Throw: None Spell Resistance: No The arcane words that activate this spell linger in the air for a moment. As they fade from your hearing, you become more aware of both your surroundings and the possibility of intrusion. The subject of the spell is surrounded with an invisible aura that anticipates and delays the teleportation of any creature into the spell's area. Any teleportation spell or effect (including all spells with the teleportation descriptor) can be anticipated, making the spell's recipient instantly aware of the exact location where the teleporting creature will arrive (subject to the restrictions below), the creature's size, and how many other creatures (and their sizes) are arriving with the teleporting creature. The spell also delays the arrival of the teleporting creature by 1 round (so that it arrives on its initiative count immediately before its next turn), generally giving the recipient of the spell and anyone else made aware of the information 1 round to act or ready actions. The teleporting creature does not perceive this delay. Since a teleporting creature doesn't necessarily arrive at the precise location it intends, the spell also functions against a creature that arrives in range even though its intended destination was elsewhere. For a creature that intends to teleport into range but inadvertently arrives outside the spell's area, the spell gives the recipient awareness that a creature has attempted to teleport into range and delays the creature as normal, but doesn't give any awareness as to the actual location of its imminent arrival. The spell has no effect on creatures attempting to teleport away from the spell's area, although if their destination is within the area, the spell will affect their reentry as normal. Focus: A tiny hourglass of platinum and crystal costing at least 500 gp, which must be carried or worn by the spell's recipient while the spell is in effect.
  9. Remember our discussion about anti teleportation Spells they are a standard in the battlefield. That's where DM judication rules come in. For a mass combat.So even if they divide armies into one man army d m wouldn't allow that sort Manipulation. And to get an army that has a 100 point difference is not going to be that easy either you got the % roll u need 200 to get auto win. Just cause bonus stops does mean dm can't assign higher ones. 1 vs 1000 guess what that +1000 they get.
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