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wrathgon

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Posts posted by wrathgon

  1. 32 minutes ago, Drunva said:

    How would you like us to do the miss chance associated with Mirror Images? I'm not sure if we can roll 1d9 (8 images + 1 real) or we could do a d100 with 1-11 being a hit on the real golem. Also does activating the magical properties of the magitech require anything from techno folk or is it sufficiently blended to be roughly analogous to activating technological capabilities?

    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.

  2. 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.

  3. 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

  4. 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

    (Spell Compendium, p. 13)

    Abjuration
    Level: Sorcerer 3, Wizard 3,
    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.

  5. 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.

  6. On 4/18/2024 at 11:58 AM, Sohala said:

    I actually said it would miss every shot or never hit the same target twice (negating the damage due to regeneration/healing) And if we are discussing its ability to get past DR, it does have a few covered while in her hands. -As the kill count is zero, one has to figure how their character was completely ineffective, after first calculating their effectiveness.

    As I said, I assume there is a number somewhere for it. The mass combat rules "exist", have fun with them. Attribute what your like for abilities/equipment/etc, makes no difference to me. Mechanics are whatever you make them. Don't know them, don't think I need to know them.

    Reviewing the battle log, as suggested, I am not sure how the infected kept their full strength/bonus going into the duel engagement, after dividing their forces up. Contradictory fluff or quick short hand, just looks weird.

    The army has bbf taken from static stats like leadership and training equipment then when spilt the bonuses change some are gain and lost then the combat environment is added. The bbf is same if army is whole or split.

     

    On 4/18/2024 at 11:58 AM, Sohala said:

    But yes, I had/have noted the higher value, along with what appeared to be a higher number of troops. 'More stuff beats less stuff', as the old adage goes. Shame the brilliant elven force couldn't merge with the human one. We could have even more stuff then.

    I think it is fact you appear to holding the infected's mechanical defense as the reason the living can't do anything/are ineffective in your covering fluff. Then I am asking "why" and giving easy to reach mechanics as counterpoints.

    As stated above army has a power from constant factors regardless of size.

    On 4/18/2024 at 11:58 AM, Sohala said:

    Musings

    How the infected have remained on the island is a logical mystery in and of itself. Two primary alliances have control of the island and a third one comes in. The third faction would have had to steal their position from someone. Immediate counter attacks should have followed, either crushing the, ineffectively led, infected. Or establishing them as a very real threat. -Even if the original alliance ignored them, the opposing one should have seen it as an opportunity to take the hex.

    I have a hard time seeing how they have been ignored and allowed to build up. Their existence threatens the established balance of control. And they are sitting on hexes filled with magical potential.

    But this is for you to worry about and my lowly self to only prattle/chatter on about.


    That happen when army was infected in secret then went "join" the other armies by the time it was found out 5 hexes had been taken. They dung in and built defense structures that would have punished any force trying to push them out. No one wanted to lose the men to push through and add to their numbers. Till now were happy to stay in their area in defense.

    I just notice this now

  7. The spell does not reveal anything about the rune, you only thoughts are is it must be magical writings which your spell does not reveal. A read magic spell may work better.

     

    Another request to join a mental net knocks on the mind of Prax.

     

    Ozen points at Prax and the Golem then readies his actions on his turn.

  8. Your Foe

    Magic Golem

    Size/Type: Large Construct

    Hit Dice: 15d10+40

    Initiative: -1

    Speed: 30 ft. (can't run)

    Armor Class: 20 (-1 size, -1 Dex, +12 natural), touch 8, flat-footed 20

    Base Attack/Grapple: +12/+17

    Attack: Slam +18 melee (2d8+7)

    Full Attack: 2 slams +18 melee (2d8+7)

    Space/Reach: 10 ft./10 ft.

    Special Attacks: Spellcasting

    Special Qualities: Construct traits, damage reduction 10/adamantine, darkvision 60 ft., low-light vision, spell resistance 16

    Saves: Fort +3, Ref +2, Will +3

    Abilities: Str 24, Dex 8, Con —, Int 14, Wis 11, Cha 1

    Skills: Concentration +10, Knowledge (Arcana) +14, Spellcraft +14

    Feats: Improved Initiative, Power Attack, Toughness, Iron Will

    Environment: Any

    Organization: Solitary

    Challenge Rating: 8

    Treasure: None

    Alignment: Usually neutral

    Advancement: 11-20 HD (Large); 21-30 HD (Huge)

    Spellcasting: The Magic Golem has the ability to cast spells as a 7th-level sorcerer. Its spellcasting ability is Intelligence (spell save DC 14 + spell level). It knows the following spells:

    1st level (6/day): Magic Missile, Shield, Mage Armor

    2nd level (5/day): Mirror Image, Invisibility, Resist Energy

    3rd level (4/day): Fireball, Haste, Lightning Bolt

    Construct Traits: Immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Cannot heal damage on its own, but can be repaired.

    Description: The Magic Golem is a large construct imbued with arcane energies. It is created to serve as a guardian or to carry out specific magical tasks. Its body is made of a combination of metal, stone, and enchanted materials. The golem's eyes emit a faint glow, and intricate magical symbols are etched onto its surface.

     

    1. Arcane Blast: The Magic Golem can unleash a focused burst of arcane energy as a ranged touch attack, dealing damage based on its Hit Dice.

    2. Dispel Magic: The Magic Golem can cast Dispel Magic as an innate ability a certain number of times per day. This allows it to counter or suppress magical effects in its vicinity.

    3. Spell Absorption: The Magic Golem has the ability to absorb and store spells cast upon it. It can release these spells at a later time as a free action or use the stored energy to power its own spellcasting.

    4. Dimension Door: The Magic Golem can teleport itself and a small number of creatures within its reach to a nearby location as a defensive or tactical maneuver.

    5. Spell Reflection: The Magic Golem can reflect a targeted spell back at its caster, potentially negating its effects. This ability can be used a limited number of times per day.

    6. Spell Resistance Boost: The Magic Golem can temporarily increase its spell resistance, providing it with additional protection against hostile spells and magical effects.

    7. Magic Immunity: The Magic Golem gains immunity to specific types of magic or spells, such as illusions or enchantments, making it highly resistant to manipulation or trickery.

    8. Spell Mimicry: The Magic Golem can mimic a spell it has previously witnessed, casting it with the same effects and parameters. This ability allows the golem to adapt and respond creatively to various situations.

    9. Mystic Aura: The Magic Golem can emit a field of magical energy, granting nearby allies a bonus to their spellcasting abilities, such as increased spell damage or improved spell resistance.

    10. Spell Augmentation: The Magic Golem can enhance the potency or duration of spells cast by allies within a certain radius, bolstering their magical abilities and granting them additional benefits.

     

  9. 1 hour ago, Drunva said:

     

    Farhvan.jpg.9e42a5d6cd2208109482a6f84ff41a25.jpg.0b1d54b38bb30c907b6880386afd5049.jpgAs soon as they got the go ahead, a biotic aura flared around Farhvan and he sighed audibly. "That takes at least some of the edge off of not having my usual gear." He bounced from foot to foot as if testing the weight. "Still, not exactly ideal though." The biotic aura around him was less refined than normal, but did a decent enough job replicating the shields his armor usually granted, albeit with much less potency. In any case, Farhvan moved with more confidence and his steps seemed to be muted somewhat as well.

     

     

     

     

     

     

     

     

    Oven gives thumbs up to Prax and gets ready to push the rune. He steps back and gathers energy to push it from 20 feet back with his psionic. If Ross is watching you have noted that Oven seems to have multiple different ways to access his powers. You dont understand why, some time he just does them, some times he takes time to draw power, and sometimes he strain to get them started. It almost like he got 3 different ways to use his psionic energy.

    As he draws in biocurrent dances all over him and he falls to 1 knee. Those watching looks like a phantom fist punch him in the gut. He slowly pulls back up. "Sorry lets try that again...." he says quietly.

    He starts again then time the effect works and the rune is pushed. Immediately a golem appears 5 feet from rune ready to defend. What was not told was the towers come to life and two phantom guns target the party.

    Ozen, Samuel, Jake, Prax, Enoch, Zora, Ross Init add your init modifiers to below rolls.

    5,4,19,3,17,11

     

    Golem roll 16

    Guns 16

     

    Jake and Enoch your up first before anyone @evedgebah @darlis moonbeam

  10. Ozen shrugs if she doesnt fight we will do without her, since already she been told we have to take out a golem he wonders what she expects to find in a city full of infected and magic golems.

     

    You travel for about 30 min against the outer wall under you reach double tower. At the base for those that can see magic a rune shines brightly. Ozen stops infront of it.

     

     

    Samuel now in his own armour just nods.

     

    There is silent but Ozen points at the rune that Prax may be able to see.

     

    OOC: Will wait for Jake and Enoch to post their gear setup.

  11. So Prax hears nothing of the conversions between the crew as she declines to join the mindnet. It is silent for her as the crew is updated on what the plan is.

     

    Please everyone exclude Sohala from any mind net text.

     

    "I would hope so being you are a caster and i am not. So you are not here to help in combat just as an observer then, so i know where to put you in the orders i give out. " Already he sees another problem crewmember and its a blessing that she is not in the net with rest of the crew.

     

     

  12. The group spilt into 4 teams, Prax was assigned to Ozen team as they were going in a back way where they may have to deal with magic seals. Once the split from the group Ozen links everyone with his mindnet, (I dont know does Prax not join?)

    Ozen voice echos in your head.

    "

     

    Ozen addresses Prax, "How's your magical theory? Appears we are going to be dealing with test to do with the 8 schools of magic."

     

    OCC:I wait for rest post their stats before moving on. @Drunva Drunva Can you add exactly what you took in your private tags.

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