KerlanRayne Posted March 8 Clone Share Posted March 8 Ruven Kair Age 20 | Height 6'2" | Weight 180 lbs. | Hair Bleach Blonde | Eyes Blue | Complexion Pale | "My Speech" | 'My thoughts' | My actions. Male, Neutral Good, Lesser Air Genasi Wizard 2, Level 2, Init +3, HP 9/9, Speed 40ft AC 13, Touch 13, Flat-footed 10, Fort +2, Ref +3, Will +3, BAB +1 Abilities Str 10, Dex 16, Con 14, Int 18, Wis 10, Cha 10 Conditions None Memorized Spells SPELL SLOTS (Cantrip, DC 14) 3+3 | (1st, DC 15) 1+3+1 | (2nd) 0 | (3rd) 0 Detect Magic, Detect Magic, Mage Hand, (Caltrops*), (Caltrops*), (Caltrops*) Color SprayColor Spray Illusion (Pattern) [Mind-Affecting] Level: Sorcerer/Wizard 1, Beguiler 1, Law Inviolate 1 Components: V, S, M Casting Time: 1 standard action Range: 15 ft. Area: Cone-shaped burst Duration: Instantaneous; see text Saving Throw: Will negates Spell Resistance: Yes A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its Hit Dice. 2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.) 3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round. 5 or more HD: The creature is stunned for 1 round. Sightless creatures are not affected by color spray. Material Component: A pinch each of powder or sand that is colored red, yellow, and blue. Source: Player's Handbook (PH), GreaseGrease Conjuration (Creation) Level: Bard 1, Sorcerer/Wizard 1, Magewright 1, Ooze 1, Slime 1 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target or Area: One object or a 10-ft. square Duration: 1 round/level (D) Saving Throw: See text Spell Resistance: No A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of ,i>grease at half normal speed with a DC 10 Balances check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details). The DM should adjust saving throws by circumstance. For example, a creature charging down an incline that is suddenly greased has little chance to avoid the effect, but its ability to exit the affected area is almost assured (whether it wants to or not). The spell can also be used to create a greasy coating on an item-a rope, ladder rungs, or a weapon handle, for instance. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin. Material Component: A bit of pork rind or butter. Source: Player's Handbook (PH)*, (Grease*), (Lesser Orb of AcidOrb of Acid, Lesser Conjuration (Creation) [Acid] Level: Sorcerer/Wizard 1, Warmage 1 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: One orb of acid Duration: Instantaneous Saving Throw: None Spell Resistance: No Your quick, precise movements culminate in your open palm facing your target. An orb of dark green acid flies from your hand. An orb of acid about 2 inches across shoots from your palm at its target, dealing 1d8 points of acid damage. You must succeed on a ranged touch attack to hit your target. For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher. Source: Spell Compendium 3.5 (SpC)*), (Resinous TarResinous Tar Conjuration (Creation) Level: Bard 1, Sorcerer/Wizard 1 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target or Area: One object or 10-ft. square Duration: 1 round/level (D) Saving Throw: See text Spell Resistance: No A sticky layer of black liquid coats your target. The resinous tar spell makes a solid surface sticky. Movement costs across the area are doubled. Any prone creature in the area must succeed on a DC 10 Strength (G,A) check to stand up. The spell can also be used to create a sticky coating on an item. Items not in use or in a creature's possession are always affected by this spell. An object wielded or held by a creature receives a Reflex saving throw to avoid the effect. A creature holding an affected item must use a full-round action to let go of the item, drop it, put it away, pick it up from the ground, or ready it for use. A creature wielding an affected item gains a +5 circumstance bonus on opposed checks to avoid being disarmed. A creature wearing armor or clothing affected by this spell takes a –5 penalty on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin. Resinous tar counters and dispels grease (and vice versa). Material Component: A drop of honey, molasses, or pine resin. Source: Complete Mage (CM)*) Feats / Abilities FEATS FLAW: Improved LevitationImproved Levitation [General] You have learned to use part of your levitate spell-like ability at a time, allowing multiple uses with a shorter duration. Prerequisite:> Naturally able to levitate as a spell-like ability. Benefit: You may use your levitate spell-like ability in 10- minute increments instead of all at once. The number of times per day you may now use the ability at this shorter duration is equal to your caster level. For example, if you are an air genasi, you normally have the ability to levitate once per day as a spell-like ability as if cast by a 5th-level sorcerer, allowing you to levitate once per day for up to 50 minutes. With this feat, you can now levitate five times per day, each time for up to 10 minutes. If you could levitate more than once per day, multiply your caster level by the number of times per day to get the total number of shorter uses of levitate that you have. For example, a creature that could use levitate two times per day as a spell-like ability as if cast by a 5th-level sorcerer would be able to levitate 10 (2x5) times per day, each time for up to 10 minutes. Source: Underdark Wizard: Scribe ScrollScribe Scroll 1st: Cloudy ConjurationCloudy Conjuration [GENERAL] Your conjured creations and summoned beings appear in a puff of sickening black smoke, and you vanish in a cloud of the same when you teleport. Prerequisites: Spell Focus (conjuration) or conjurer level 1st Benefit: When you cast a conjuration spell, you can choose to have a 5-foot-radius cloud of sickening smoke manifest. The cloud can appear in your space, adjacent to you, or in the space of or adjacent to your target (if any). The cloud lasts for 1 round. Any living creature is sickened while inside it (but not after exiting). The cloud in all other ways acts like a small area of the fog cloud spell. Creatures immune to poison (S,G) are immune to the sickening effect. The cloud appears in conjunction with the spell taking effect (not before or after). Any creature you call or summon with the spell is immune to the sickening effect of the cloud. Special: A conjurer can select this feat as a wizard bonus feat. Source: Complete Mage (CM) 3rd: BlankBlank ABILITIES Improved Levitation As an air genasi, you have the ability to levitate (as the spell) five times per day, each time for up to 10 minutes. 4/5 Abrupt Jaunt You teleport up to 10 feet. You can't bring along any other creatures. Activating this ability is an immediate action, and you can use this spell-like ability a number of times per day equal to your Intelligence bonus (minimum 1). 4/4 Ruven is startled by the sudden attack, but readies for action. OOC: Nothing to see here Name xDiceName xDiceResult xDiceString xDiceRolls Initiative 5 1d20+3 2 Link to comment Share on other sites More sharing options...
Amoren Posted March 9 Clone Share Posted March 9 Character Sheet Kaldakaczil Male Lawful Good Gold Dragon 2, Level 2, Init 1, HP 19/23, Speed 30ft, Swim 30ft AC 17, Touch 11, Flat-footed 16, Fort 5, Ref 4, Will 2, Base Attack Bonus 2 Bite +5 (1d8+4, x2) Chainmail Barding (+5 Armor, +1 Dex, +1 Natural Armor) Abilities Str 16, Dex 12, Con 14, Int 14, Wis 8, Cha 16 Senses Keen Senses (half distance penalties for perception), Keen Low-Light Vision (multiply effective illumination distances for the dragon by 4), Darkvision 120ft. Conditions None Kaldakaczil turns his head towards the surprised sound, his scaled form flexing as he prepared to come to the rogue's assistance! Name xDiceName xDiceResult xDiceString xDiceRolls Initiative 12 1d20+1 11 Link to comment Share on other sites More sharing options...
ArcaneDesperado Posted March 9 Clone Share Posted March 9 Doallyn McClare Character Sheet Male - Neutral Good - Human Wizard (High Conjurer) / Duskblade Initiative: +1 Hit Points: 13/13 Speed: 30 Armour Class: 14 Touch: 11 / Flat-footed: 13, Fort +3 / Ref +1 / Will +5 Base Attack Bonus: +1 Abilities: Str 10, Dex 12, Con 12, Int 17, Wis 12, Cha 14 Doallyn draws his blade, as he readies for a possible conflict. Name xDiceName xDiceResult xDiceString xDiceRolls Initiative 11 1d20+1 10 Link to comment Share on other sites More sharing options...
Ruess Posted March 10 Author Clone Share Posted March 10 Lights In The Dark Combat Order Mahdi 23 Saai 12 Kaldakaczil 12 Doallyn 11 Grey 10 Ruven 5 Mahdi! Saai! Kaldakazil! Doallyn! A grey humanoid thing has Mahdi in a chokehold! Hurry! AdrielFifth weekday, 32th49 days to a month, except Mesha is a day short of MeshaFirst month of the year, out of eight in total. Morning 9:57 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
KerlanRayne Posted March 11 Clone Share Posted March 11 Ruven Kair Age 20 | Height 6'2" | Weight 180 lbs. | Hair Bleach Blonde | Eyes Blue | Complexion Pale | "My Speech" | 'My thoughts' | My actions. Male, Neutral Good, Lesser Air Genasi Wizard 2, Level 2, Init +3, HP 9/9, Speed 40ft AC 13, Touch 13, Flat-footed 10, Fort +2, Ref +3, Will +3, BAB +1 Abilities Str 10, Dex 16, Con 14, Int 18, Wis 10, Cha 10 Conditions None Memorized Spells SPELL SLOTS (Cantrip, DC 14) 3+3 | (1st, DC 15) 1+3+1 | (2nd) 0 | (3rd) 0 Detect Magic, Detect Magic, Mage Hand, (Caltrops*), (Caltrops*), (Caltrops*) Color SprayColor Spray Illusion (Pattern) [Mind-Affecting] Level: Sorcerer/Wizard 1, Beguiler 1, Law Inviolate 1 Components: V, S, M Casting Time: 1 standard action Range: 15 ft. Area: Cone-shaped burst Duration: Instantaneous; see text Saving Throw: Will negates Spell Resistance: Yes A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its Hit Dice. 2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.) 3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round. 5 or more HD: The creature is stunned for 1 round. Sightless creatures are not affected by color spray. Material Component: A pinch each of powder or sand that is colored red, yellow, and blue. Source: Player's Handbook (PH), GreaseGrease Conjuration (Creation) Level: Bard 1, Sorcerer/Wizard 1, Magewright 1, Ooze 1, Slime 1 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target or Area: One object or a 10-ft. square Duration: 1 round/level (D) Saving Throw: See text Spell Resistance: No A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of ,i>grease at half normal speed with a DC 10 Balances check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details). The DM should adjust saving throws by circumstance. For example, a creature charging down an incline that is suddenly greased has little chance to avoid the effect, but its ability to exit the affected area is almost assured (whether it wants to or not). The spell can also be used to create a greasy coating on an item-a rope, ladder rungs, or a weapon handle, for instance. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin. Material Component: A bit of pork rind or butter. Source: Player's Handbook (PH)*, (Grease*), (Lesser Orb of AcidOrb of Acid, Lesser Conjuration (Creation) [Acid] Level: Sorcerer/Wizard 1, Warmage 1 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: One orb of acid Duration: Instantaneous Saving Throw: None Spell Resistance: No Your quick, precise movements culminate in your open palm facing your target. An orb of dark green acid flies from your hand. An orb of acid about 2 inches across shoots from your palm at its target, dealing 1d8 points of acid damage. You must succeed on a ranged touch attack to hit your target. For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher. Source: Spell Compendium 3.5 (SpC)*), (Resinous TarResinous Tar Conjuration (Creation) Level: Bard 1, Sorcerer/Wizard 1 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target or Area: One object or 10-ft. square Duration: 1 round/level (D) Saving Throw: See text Spell Resistance: No A sticky layer of black liquid coats your target. The resinous tar spell makes a solid surface sticky. Movement costs across the area are doubled. Any prone creature in the area must succeed on a DC 10 Strength (G,A) check to stand up. The spell can also be used to create a sticky coating on an item. Items not in use or in a creature's possession are always affected by this spell. An object wielded or held by a creature receives a Reflex saving throw to avoid the effect. A creature holding an affected item must use a full-round action to let go of the item, drop it, put it away, pick it up from the ground, or ready it for use. A creature wielding an affected item gains a +5 circumstance bonus on opposed checks to avoid being disarmed. A creature wearing armor or clothing affected by this spell takes a –5 penalty on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin. Resinous tar counters and dispels grease (and vice versa). Material Component: A drop of honey, molasses, or pine resin. Source: Complete Mage (CM)*) Feats / Abilities FEATS FLAW: Improved LevitationImproved Levitation [General] You have learned to use part of your levitate spell-like ability at a time, allowing multiple uses with a shorter duration. Prerequisite:> Naturally able to levitate as a spell-like ability. Benefit: You may use your levitate spell-like ability in 10- minute increments instead of all at once. The number of times per day you may now use the ability at this shorter duration is equal to your caster level. For example, if you are an air genasi, you normally have the ability to levitate once per day as a spell-like ability as if cast by a 5th-level sorcerer, allowing you to levitate once per day for up to 50 minutes. With this feat, you can now levitate five times per day, each time for up to 10 minutes. If you could levitate more than once per day, multiply your caster level by the number of times per day to get the total number of shorter uses of levitate that you have. For example, a creature that could use levitate two times per day as a spell-like ability as if cast by a 5th-level sorcerer would be able to levitate 10 (2x5) times per day, each time for up to 10 minutes. Source: Underdark Wizard: Scribe ScrollScribe Scroll 1st: Cloudy ConjurationCloudy Conjuration [GENERAL] Your conjured creations and summoned beings appear in a puff of sickening black smoke, and you vanish in a cloud of the same when you teleport. Prerequisites: Spell Focus (conjuration) or conjurer level 1st Benefit: When you cast a conjuration spell, you can choose to have a 5-foot-radius cloud of sickening smoke manifest. The cloud can appear in your space, adjacent to you, or in the space of or adjacent to your target (if any). The cloud lasts for 1 round. Any living creature is sickened while inside it (but not after exiting). The cloud in all other ways acts like a small area of the fog cloud spell. Creatures immune to poison (S,G) are immune to the sickening effect. The cloud appears in conjunction with the spell taking effect (not before or after). Any creature you call or summon with the spell is immune to the sickening effect of the cloud. Special: A conjurer can select this feat as a wizard bonus feat. Source: Complete Mage (CM) 3rd: BlankBlank ABILITIES Improved Levitation As an air genasi, you have the ability to levitate (as the spell) five times per day, each time for up to 10 minutes. 4/5 Abrupt Jaunt You teleport up to 10 feet. You can't bring along any other creatures. Activating this ability is an immediate action, and you can use this spell-like ability a number of times per day equal to your Intelligence bonus (minimum 1). 4/4 Ruven was more startled by the attack than he thought, taken aback, confused about what he should do. Something isn't right. He calls out to his companion, "Are you all right? Can you still breathe?" OOC: Nothing to see here Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
bloodsprite Posted March 12 Clone Share Posted March 12 Saai Vees reacts when the grey humanoid lunges from within the stone. Without hesitation, she charges forward with her bastard sword raised, determined to free Mahdi from this mysterious assailant's grasp. With a dance of deadly grace, she strikes to free Mahdi from its grip, following her charge forward. Name xDiceName xDiceResult xDiceString xDiceRolls Dance forward in a charge (roll play) 10 d20+4 6 Attack (+2 from charge); damage 16; 4 d20+6+2;d10+3 [8]; [8,1] Link to comment Share on other sites More sharing options...
Chaz Hoosier Posted March 13 Clone Share Posted March 13 (edited) Mahdi Dawud المهدي دَاوُوْد HP: 11/13 AC: 17 Character Sheet--->Here "Huuurk! Chyork huuuuurf!" Mahdi attempts to say something sarcastic as kicks his feet and tries to squirm out of the creature's grip. Suddenly going limp, he slips from its grasp and dodges away. "Yeah, I could breathe great, how about killing it?" OOC Roll Incoming Take 5 ft step away if he breaks free. Edited March 13 by Chaz Hoosier (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Escape Artist 18 1d20+4 14 Link to comment Share on other sites More sharing options...
ArcaneDesperado Posted March 14 Clone Share Posted March 14 (edited) Doallyn McClare Character Sheet Male - Neutral Good - Human Wizard (High Conjurer) / Duskblade Initiative: +1 Hit Points: 13/13 Speed: 30 Armour Class: 14 Touch: 11 / Flat-footed: 13, Fort +3 / Ref +1 / Will +5 Base Attack Bonus: +1 Abilities: Str 10, Dex 12, Con 12, Int 17, Wis 12, Cha 14 I'm down to cantrips. So this might be a possible tactical retreat assuming no one else has something up their sleeve. He moved up quickly towards the conflict, though not being able to reach the creature just yet. Edited March 14 by ArcaneDesperado (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Longsword 8 1d20+1 7 Damage 3 1d8 3 Link to comment Share on other sites More sharing options...
Amoren Posted March 14 Clone Share Posted March 14 Character Sheet Kaldakaczil Male Lawful Good Gold Dragon 2, Level 2, Init 1, HP 19/23, Speed 30ft, Swim 30ft AC 17, Touch 11, Flat-footed 16, Fort 5, Ref 4, Will 2, Base Attack Bonus 2 Bite +5 (1d8+4, x2) Chainmail Barding (+5 Armor, +1 Dex, +1 Natural Armor) Abilities Str 16, Dex 12, Con 14, Int 14, Wis 8, Cha 16 Senses Keen Senses (half distance penalties for perception), Keen Low-Light Vision (multiply effective illumination distances for the dragon by 4), Darkvision 120ft. Conditions None Seeing Mahdi in danger, the dragon spins around and lunges for the strange creature, trying to get his claws and fangs upon the unknown entity so that he can wring it off of the rogue! Name xDiceName xDiceResult xDiceString xDiceRolls Grapple Check 21 1d20+5 16 Unarmed Damage (nonlethal) 4 1d3+3 1 Touch Attack 17 1d20+5 12 Grapple Check 11 1d20+7 4 Free Attack w/ Trip 24; 10 1d20+5;1d8+4 [19]; [19,6] Str vs. Trip (+4 for quadruped!) 20 1d20+7 13 Link to comment Share on other sites More sharing options...
Ruess Posted March 14 Author Clone Share Posted March 14 (edited) Lights In The Dark Combat Order Mahdi 23 Saai 12 Kaldakaczil 12 Doallyn 11 Grey 10 Ruven 5 Mahdi succeeds in slipping from the grasp of this humanoid thing. It growls and snarls, and right as Mahdi slips away from its now-distinct fingers you hear a voice that sounds just so off to your hears yelling "Nhoohoohoo!" but it lasts only the short time it takes for Kaldakazil to lunge in and with ample force come upon the creature. There is a yelp as Kaldakazil flips the creature off of its two legs and sends it crashing to the ground. Without a warning, the grey thing blurs its entire form - and something else springs right at Kaldakazil! It bears a shining golden hide of scales, and a brilliant crest that is bent in a way no crest ever should be... And it's missing more than a bit where a dragon should have its lower jaw. Its eyes are liquid pools of color that do not blink. Not once. Not ever. It ululates with an echoing voice and then lunges violently at Kaldakazil! It swishes a tail that is longer than its body at the golden dragon and then rotates it in full counterance of how tails should work, threatening the send your entire group to the floor through the sheer force of the tail, and follows the tail swing with a manic lunge of teeth at Kaldakazil, against which the dragon's barding is no use! Kaldakazil is injured! Kaldakazil takes 10 points of damage! AdrielFifth weekday, 32th49 days to a month, except Mesha is a day short of MeshaFirst month of the year, out of eight in total. Morning 9:57 Edited March 15 by Ruess (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
bloodsprite Posted March 14 Clone Share Posted March 14 Saai Vees's worry intensifies as she witnesses Kaldakazil's injury from the vicious attack. Seeing her dragon companion in pain, she quickly assesses the situation and realizes the severity of the threat they face. Without hesitation, she channels her divine energy, focusing on Kaldakazil with a sense of urgency. With a sense of urgency, Saai casts Cure Light Wounds, her hands glowing with a soft, healing light as she reaches out toward Kaldakazil. She pours her energy into the spell, channeling it into the wounded dragon to mend his injuries and ease his pain. Her heart races with concern as she watches the golden light envelop Kaldakazil, hoping that her healing magic will be enough to sustain him through the battle. As the spell takes effect, Saai's worry remains evident in her expression, her eyes darting between Kaldakazil and the menacing creature before them. She stands ready to defend her companions, determined to protect them at any cost. Name xDiceName xDiceResult xDiceString xDiceRolls Cure Light on Kaldakazil 8 1d8+1 7 Link to comment Share on other sites More sharing options...
ArcaneDesperado Posted March 15 Clone Share Posted March 15 (edited) Doallyn McClare Character Sheet Male - Neutral Good - Human Wizard (High Conjurer) / Duskblade Initiative: +1 Hit Points: 13/13 Speed: 30 Armour Class: 14 Touch: 11 / Flat-footed: 13, Fort +3 / Ref +1 / Will +5 Base Attack Bonus: +1 Abilities: Str 10, Dex 12, Con 12, Int 17, Wis 12, Cha 14 Doallyn took a step back. He didnt like where this fight was going. The creepy sing-song was bad enough but the creature had morphed itself into a clone like creature of Kald. His brain raced for a moment. He had a plan, but it would take longer than his normal summonings. In theory it would take the normal length of a summoning for most others. I need someone to cover me... I'm only gonna get one shot at this.... This is gonna hurt like the 9 hells... He pulled out the lighter from the pocket of his military duster. My little friend...I need you to wake up.. The wizard closed his eyes and let all of his arcane energy flow through him. This would take just about everything else he had left. He'd be spent but right now cantrips would not going to do the trick. Detecting magic wouldnt matter if they were dead. For once the fey blood that coursed through his veins might prove to be useful. His eyes opened again, thery were now alight with arcane energy as it all pooled down his arm and towards the lighter. A bit of blood dripped from his nose. The smell of burning skin came from his arm as all the energy was forced out and into the lighter. His voice went low and strained as he spoke the words in Ignan. <I>By the flames that dance in the heart of the inferno, By the heat that scorches and purifies, I call upon the elemental spirits of fire, To heed my summons and manifest before me. From the depths of the blazing furnace, From the essence of flickering flames, Rise, O elemental of fire, Answer my call and be bound to my will. Ignite the passion within, Burn bright with the fury of creation, Serve as my guardian and ally, In this realm and beyond.<I> Doallyn clicked the lighter to ignite the flame. Edited March 15 by ArcaneDesperado (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Ruess Posted March 15 Author Clone Share Posted March 15 (edited) Interruption There is an explosion. Behind Doallyn, within the display where you spied clouds and sunlight, something twists-BREAKS and from the mirror erupts a a shower of cinders in a thick, heated swarm that casts the entire world into a hellish hue of burning reds and hateful orange. Fire consumes the metal frames and turns the display into a pyre of dancing flames, pouring out from the mirror with a mad zeal- and then a large mass of it it leaps to the floor, towering high enough to reach the ceiling behind Doallyn. It crackles, it dances, it breathes a rush of heat that sends glass flying in the air and rushes into every crevice of your clothes. It would appear Doallyn has called something from elsewhere into right here. It looms over Doallyn, dancing in place, poising to act. AdrielFifth weekday, 32th49 days to a month, except Mesha is a day short of MeshaFirst month of the year, out of eight in total. Morning 9:57 Edited March 15 by Ruess (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
KerlanRayne Posted March 15 Clone Share Posted March 15 (edited) Ruven Kair Age 20 | Height 6'2" | Weight 180 lbs. | Hair Bleach Blonde | Eyes Blue | Complexion Pale | "My Speech" | 'My thoughts' | My actions. Male, Neutral Good, Lesser Air Genasi Wizard 2, Level 2, Init +3, HP 9/9, Speed 40ft AC 13, Touch 13, Flat-footed 10, Fort +2, Ref +3, Will +3, BAB +1 Abilities Str 10, Dex 16, Con 14, Int 18, Wis 10, Cha 10 Conditions None Memorized Spells SPELL SLOTS (Cantrip, DC 14) 3+3 | (1st, DC 15) 1+3+1 | (2nd) 0 | (3rd) 0 Detect Magic, Detect Magic, Mage Hand, (Caltrops*), (Caltrops*), (Caltrops*) Color SprayColor Spray Illusion (Pattern) [Mind-Affecting] Level: Sorcerer/Wizard 1, Beguiler 1, Law Inviolate 1 Components: V, S, M Casting Time: 1 standard action Range: 15 ft. Area: Cone-shaped burst Duration: Instantaneous; see text Saving Throw: Will negates Spell Resistance: Yes A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its Hit Dice. 2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.) 3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round. 5 or more HD: The creature is stunned for 1 round. Sightless creatures are not affected by color spray. Material Component: A pinch each of powder or sand that is colored red, yellow, and blue. Source: Player's Handbook (PH), GreaseGrease Conjuration (Creation) Level: Bard 1, Sorcerer/Wizard 1, Magewright 1, Ooze 1, Slime 1 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target or Area: One object or a 10-ft. square Duration: 1 round/level (D) Saving Throw: See text Spell Resistance: No A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of ,i>grease at half normal speed with a DC 10 Balances check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details). The DM should adjust saving throws by circumstance. For example, a creature charging down an incline that is suddenly greased has little chance to avoid the effect, but its ability to exit the affected area is almost assured (whether it wants to or not). The spell can also be used to create a greasy coating on an item-a rope, ladder rungs, or a weapon handle, for instance. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin. Material Component: A bit of pork rind or butter. Source: Player's Handbook (PH)*, (Grease*), (Lesser Orb of AcidOrb of Acid, Lesser Conjuration (Creation) [Acid] Level: Sorcerer/Wizard 1, Warmage 1 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: One orb of acid Duration: Instantaneous Saving Throw: None Spell Resistance: No Your quick, precise movements culminate in your open palm facing your target. An orb of dark green acid flies from your hand. An orb of acid about 2 inches across shoots from your palm at its target, dealing 1d8 points of acid damage. You must succeed on a ranged touch attack to hit your target. For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher. Source: Spell Compendium 3.5 (SpC)*), (Resinous TarResinous Tar Conjuration (Creation) Level: Bard 1, Sorcerer/Wizard 1 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target or Area: One object or 10-ft. square Duration: 1 round/level (D) Saving Throw: See text Spell Resistance: No A sticky layer of black liquid coats your target. The resinous tar spell makes a solid surface sticky. Movement costs across the area are doubled. Any prone creature in the area must succeed on a DC 10 Strength (G,A) check to stand up. The spell can also be used to create a sticky coating on an item. Items not in use or in a creature's possession are always affected by this spell. An object wielded or held by a creature receives a Reflex saving throw to avoid the effect. A creature holding an affected item must use a full-round action to let go of the item, drop it, put it away, pick it up from the ground, or ready it for use. A creature wielding an affected item gains a +5 circumstance bonus on opposed checks to avoid being disarmed. A creature wearing armor or clothing affected by this spell takes a –5 penalty on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin. Resinous tar counters and dispels grease (and vice versa). Material Component: A drop of honey, molasses, or pine resin. Source: Complete Mage (CM)*) Feats / Abilities FEATS FLAW: Improved LevitationImproved Levitation [General] You have learned to use part of your levitate spell-like ability at a time, allowing multiple uses with a shorter duration. Prerequisite:> Naturally able to levitate as a spell-like ability. Benefit: You may use your levitate spell-like ability in 10- minute increments instead of all at once. The number of times per day you may now use the ability at this shorter duration is equal to your caster level. For example, if you are an air genasi, you normally have the ability to levitate once per day as a spell-like ability as if cast by a 5th-level sorcerer, allowing you to levitate once per day for up to 50 minutes. With this feat, you can now levitate five times per day, each time for up to 10 minutes. If you could levitate more than once per day, multiply your caster level by the number of times per day to get the total number of shorter uses of levitate that you have. For example, a creature that could use levitate two times per day as a spell-like ability as if cast by a 5th-level sorcerer would be able to levitate 10 (2x5) times per day, each time for up to 10 minutes. Source: Underdark Wizard: Scribe ScrollScribe Scroll 1st: Cloudy ConjurationCloudy Conjuration [GENERAL] Your conjured creations and summoned beings appear in a puff of sickening black smoke, and you vanish in a cloud of the same when you teleport. Prerequisites: Spell Focus (conjuration) or conjurer level 1st Benefit: When you cast a conjuration spell, you can choose to have a 5-foot-radius cloud of sickening smoke manifest. The cloud can appear in your space, adjacent to you, or in the space of or adjacent to your target (if any). The cloud lasts for 1 round. Any living creature is sickened while inside it (but not after exiting). The cloud in all other ways acts like a small area of the fog cloud spell. Creatures immune to poison (S,G) are immune to the sickening effect. The cloud appears in conjunction with the spell taking effect (not before or after). Any creature you call or summon with the spell is immune to the sickening effect of the cloud. Special: A conjurer can select this feat as a wizard bonus feat. Source: Complete Mage (CM) 3rd: BlankBlank ABILITIES Improved Levitation As an air genasi, you have the ability to levitate (as the spell) five times per day, each time for up to 10 minutes. 4/5 Abrupt Jaunt You teleport up to 10 feet. You can't bring along any other creatures. Activating this ability is an immediate action, and you can use this spell-like ability a number of times per day equal to your Intelligence bonus (minimum 1). 4/4 Ruven's assumptions don't seem to have panned out as he thought. He had assumed that the entity wasn't real, but maybe it's just artificial. "There's more going on here than it seems." Finally recovered enough to act, he moves up and throws a spell at the "creature" to slow it down. OOC: Ruven casts Grease under the creature. This time without a fire to worry about. Edited March 15 by KerlanRayne (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Ruess Posted March 15 Author Clone Share Posted March 15 (edited) Lights In The Dark Mahdi stumbles down from the creature's maid tail whipping, much like Kaldakazil does. It doesn't remain standing for long, though, because Ruven's spell sends it tumbling into the ground with an ululating squeal. Combat Order Mahdi 23 Saai 12 Kaldakaczil 12 Doallyn 11 Grey 10 Ruven 5 New round begins. Mahdi, Saai and Kaldakaczil are up. Doallyn's actions are known already. AdrielFifth weekday, 32th49 days to a month, except Mesha is a day short of MeshaFirst month of the year, out of eight in total. Morning 9:57 Edited March 15 by Ruess (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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