Amoren Posted March 15 Clone Share Posted March 15 (edited) Character Sheet Kaldakaczil Male Lawful Good Gold Dragon 2, Level 2, Init 1, HP 17/23, 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 The dragon rolls, risking trying to come to a stand now that this 'creature' was likewise on the ground, before trying to take another snaping bite at the creature's flank. "Lets see if you're as resilient against flames as I am as well!" Edited March 15 by Amoren (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Attack! (-4 AC for being prone) 15; 6 1d20+5;1d8+4 [10]; [10,2] Link to comment Share on other sites More sharing options...
bloodsprite Posted March 15 Clone Share Posted March 15 (edited) As Mahdi stumbles from the creature's vicious tail whip, Saai Vees springs into action, her mind racing with tactics to turn the tide of battle. She quickly assesses the situation and realizes that flanking the creature could provide a strategic advantage. Determined to support her companions, she swiftly takes the long way around Kaldakazil to position herself for a possible flank with Mahdi. Saai deftly maneuvers through the chaos of the battlefield, her movements calculated and precise. She navigates around Kaldakazil's floundering form, weaving around allies and out of adversaries' reach with agility and grace. Despite the looming threat of the creature's relentless attacks, Saai remains focused on her objective, her determination unwavering. With each step, Saai closes the distance between herself and the creature, her senses sharp and her muscles poised for action. As she reaches her desired position, she readies her weapons, anticipation coursing through her veins. With a nod of determination to Mahdi, Saai indicates her plan for him to step over and flank it, her eyes locked on the creature between them. She waits for the perfect moment to launch her attack, poised to unleash their combined strength upon their formidable foe while it is the most distracted. Edited March 15 by bloodsprite (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Delayed Bastard Sword Attack (+2 flank);damage 9; 13 d20+6+2;1d10+3 [1]; [1,10] Link to comment Share on other sites More sharing options...
Chaz Hoosier Posted March 18 Clone Share Posted March 18 (edited) Mahdi Dawud المهدي دَاوُوْد HP: 11/13 AC: 17 Character Sheet--->Here As Saai distracts the creature with her attack, Mahdi attempts to roll away from tit, hope to avoid getting whacked in the process. Just barely dodging away from the creature, he springs to his feet behind Kal. OOC Roll Incoming Move at half speed away after Saai makes her attack. Edited March 18 by Chaz Hoosier (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Tumble 15 1d20+13 2 Link to comment Share on other sites More sharing options...
Ruess Posted March 18 Author Clone Share Posted March 18 (edited) Lights In The Dark Mahdi stumbles and somersaults enough that his shuffle into cover behind Kaldakazil isn't a total disaster. It may or may not play a role in why Saai's attempt at flanking attack is a total and utter flailure, but it could also be just her stumbling in general, or possibly the rain of cinders all around you What matter far more is that the creature bites Kaldakazil when the dragon leaps on onto his paws. The mirror twin also lunges up in complete imitation of Kaldakazil, and follows with a violent trashing of its tail in a large, wider arc all around itself, ululating as it does, but not before Kaldakazil exacts a payment from it in the form of a large bite right in the thing's viscous hide. Kaldakazil is injured! 6 points of damage! Kaldakazil succeeds in biting the creature during his Attack of Opportunity! Kaldakazil and Saai may commit an Attack of Opportunity on the enemy. The creature is making a trip attempt against Kaldakazil and Saai! DC to avoid being tripped is 15. Behind Doallyn, the flame crerature finished preparing its posture, and finalizes drawing into full focus. Combat Order Mahdi 23 Saai 12 Kaldakaczil 12 Doallyn 11 Grey 10 Ruven 5 Ruven! You're up! Doallyn! Summoned Flame at the ready! 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 18 by Ruess (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
ArcaneDesperado Posted March 18 Clone Share Posted March 18 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 staggered a bit keeping his balance almost falling to a knee. His eyes narrowed at the clone creature. Hopefully whatever abilities it had, didnt include copying its resistances, and most of the copy was superficial. Otherwise this might have all been a waste. You...all might want to move.... He lifted his hand with the lighter a bit more and pointed his index finger out towards the creature. The Wizard's voice moving back to Ignan again as he mentally pushed for the elemental to attack. <I> Ashes to Ashes... <I> Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Amoren Posted March 18 Clone Share Posted March 18 (edited) Character Sheet Kaldakaczil Male Lawful Good Gold Dragon 2, Level 2, Init 1, HP 13/23, 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 The young dragon grit his teeth as he felt the mimicking creature punish him for coming to a stand, before pushing past the pain with bared fangs. He had been far more injured during the earlier assault against the necromancer and his minions, and even beyond that, the current ache in his body was nothing compared to how he had felt waking up in that farmer's house. But, while the beast went for a bite when the wyrmling took to his feet, the dragon took advantage of his foes scrambling attempts to reorient itself by trying to once again rip its balance out from underneath its legs, trying to keep it on the ground where he and the others would have an advantage. When it came for the creature's attempt to throw him back down to the ground, though, the dragon had much more certain footing without a grease spell beneath him, if not the advantage of position, to stay standing on all fours. Which finally left the dragon in the primed position he had been trying to wrangle this peculiar beastie into since the start, his yellow eyes staring down at the figure writhing on its back, before delivering a swift, tearing chomp against the creature's metallic and lichen flavored goop. He wasn't certain if Doallyn meant for him to leave as well... But considering it was a large flaming elemental doing the threatening, and he was safely enured against such hazards, he decided to stay where he was to try and keep this doppelganger-like beast stuck on top of the flammable grease! Edited March 18 by Amoren (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls AoO Trip Touch; Opposed Strength Test for Trip 15; 17 1d20+5;1d20+7 [10]; [10,10] Free Attack if Trip Succeeds; Damage 8; 10 1d20+5;1d8+4 [3]; [3,6] Resist Foe's Trip 19 1d20+7 12 On Turn Attack Action, Roll;Damage 16; 6 1d20+5;1d8+4 [11]; [11,2] Link to comment Share on other sites More sharing options...
bloodsprite Posted March 19 Clone Share Posted March 19 (edited) For Saai Vees, the chaotic battlefield and Mahdi's tumble make her attempt at a coordinated attack challenging. However, she remains undeterred, her determination driving her forward. As the creature lunges at Kaldakazil and unleashes a violent thrashing of its tail, Saai seizes the opportunity to strike. And Jumping the tail trip. --Added Description for follow-up -- With lightning speed, Saai whirls into action, her bastard sword flashing as she spins gracefully. With a dancer's precision, she slashes at the creature with her first blade, aiming for its vulnerable spots with calculated accuracy. The blade sings through the air, seeking to pierce the creature's hide and deliver a decisive blow. As her bastard sword arcs through the air, Saai seamlessly transitions, drawing her short sword in a fluid motion. With a swift follow-up strike, she aims to exploit any opening created by her initial attack and inflict maximum damage on the creature. Her movements are precise and calculated, each slash delivered with lethal intent. Despite the chaos of battle and the creature's frantic movements, Saai remains focused and composed, her skill with the blades evident in every fluid motion. With determination burning in her eyes, she presses the attack relentlessly, determined to turn the tide of battle in her favor. As her blades slice through the air, Saai's mind is sharp and focused, her instincts guiding her strikes with deadly accuracy. With each strike, she inches closer to victory, her resolve unyielding in the face of danger. Edited March 19 by bloodsprite Added Description for follow-up (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Aoo /w Bastard Sword; damage 14; 11 d20+6;1d10+3 [8]; [8,8] Avoid DC15 Trip 15 d20+3 12 Perform Dance (Roleplay) 12 d20+4 8 Attack Bastard Sword; damage 13; 4 d20+6;1d10+3 [7]; [7,1] Attack Short Sword; damage 9; 9 d20+6; 1d6+3 [3]; [3,6] Link to comment Share on other sites More sharing options...
KerlanRayne Posted March 21 Clone Share Posted March 21 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 The struggle continues, but Ruven hopes to hasten the end of the fight. He moves up a bit closer, drawing a scroll out as he does so. 'I hope this works.' He then reads from the scroll and shoots an array of briliant colors at the creature in an attempt to stun it. OOC: Ruven casts Color Spray (DC15) at the creature without getting anyone else in the effect. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Ruess Posted March 21 Author Clone Share Posted March 21 Lights In The Dark Elven grace is beautiful but Saai's swords are refused by the beastly scales time and time again, all in vain it seems like, and without a reaction from the thing. Kaldakazil wants to say that at least one attack got through - it certainly felt like it did! But there is nothing visible on this thing's form. It looks as pristine and unharmed as before all your effort. The creature poises to attack once more- But that is when the flaming pillar lunges into action, about right when Ruven has finished clambering into the ruined garden display from which Ruven's spray of colors comes at it. The thing, this other dragon, freezes mid-stride place and has no chance to evade. A rush of heat and flame brushes past Doallyn, past Mahdi, past Kaldakazil, leaving a trail of cinders and fire as it goes. And you are forced to observe it: you are looking at a mass of fire in motion that reaches ceiling height at easily ten feet and more, and which bright enough to sear the eye even when you don't look at it! It's shedding enough heat to turn your skin into blisters at this disstance, and there is a constant swarm of cinders around it! Oh, and it is engulfing the entire display that is buried under rocks, right where the other dragon stood! From the thing you hear a hideous, gargling squeal, barely audible under the sheer presence of the fire right close by. The air in your lungs is searing hot. Cinders fill the air that you are trying to breathe. Combat Situation Evolves + Combat Order Say herllo to Tinkhe. Tinkhe's presence is turning the air into fire. If you are not immune to oxygen deprivation and are within twenty feet of the fire mass, I want a Constitution check save against oxygen deprivation. Failure causes 1d4 points of nonlethal damage. And the save is made at the start of your character's turn. Any person within ten feet of Tinkhe that remains there for their round is at risk of catching fire and will begin making fortitude saves against extreme heat conditions, as per the SRD. Mahdi 23 Saai 12 Kaldakaczil 12 Doallyn +Tinkhe 11 Grey 10 Ruven 5 Mahdi! You're up! Then Saai, Kaldakaczil and doallyn! 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...
bloodsprite Posted March 21 Clone Share Posted March 21 Saai Vees's heart races as she watches the flaming pillar, a deadly inferno, engulf the area where the other dragon stands. The intense heat radiates outwards, filling the air with searing temperatures and choking cinders. With a surge of panic, Saai realizes the immediate danger of remaining too close to the inferno. Ignoring the burning sensation in her lungs and the oppressive heat bearing down upon her, Saai makes a split-second decision. With a swift movement, she turns on her heel and sprints, her feet pounding against the scorched ground as she flees from the towering, blazing pillar that has turned the once chilly room into a charred wasteland of fire. The air around her crackles with heat, and cinders swirl as she races away from the engulfing flames. The acrid smell of burning wood and the taste of smoke fill her nostrils and mouth, adding to the sense of urgency. Every fiber of her being screams at her to escape the inferno, to find safety before it's too late. With each step, Saai pushes herself harder, her breath coming in ragged gasps as she fights to put as much distance as possible between herself and the blazing conflagration. The searing heat threatens to overwhelm her; her muscles ache, but she grits her teeth and presses on, driven by the instinct for survival. Finally, after what feels like an eternity, Saai emerges from the fiery maelstrom, her lungs burning and her body drenched in sweat. She bends over, gasping for air as she takes refuge from the raging inferno. As she catches her breath there, shaken but alive, Saai's mind races with thoughts of her companions still trapped within the flames. With fierce determination, she squints towards the fire, resolute to find a way to aid her allies. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
ArcaneDesperado Posted March 21 Clone Share Posted March 21 (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 tried to use his sleeve to shield is mouth a bit as he coughed. The ultra heated air burning his lungs a bit. It was a familiar pain to how this whole situation started from the first time visiting the tavern. It has been engulfed in flames as well. He was a little more planned for it this time, but his physical limitations were still only human. Plus he still had a ways to get his magic up to where he'd be able to go hand-holding with a fire elemental. He knew he'd given the creature a bit of a long leash. It was probably why he was able to even call in in the first place. However it was enjoying its free reign a bit more than he'd have liked. At least he still have some sense of directing it. For now anyways. For now he shifted his weight back and moved back a bit weaving through the cinders on the tiles. The padding on his boots felt like it was partly melting on the floor and it felt sticky with his movements. Stopping at around twenty five feet roughly, he felt himself safe enough distance once again. Doallyn wanted to make sure that he still keep some sense of command if needed...if possible. However if he passed out from the lack of oxygen in the air, or burst into flame there wouldn't be any chance of control at all. Despite all the potential means of dying caused from the raging fire elemental there was a certain satisfied smile on the Summoner's face as the squeal echoed from within the flames. Edited March 21 by ArcaneDesperado (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Amoren Posted March 21 Clone Share Posted March 21 (edited) Character Sheet Kaldakaczil Male Lawful Good Gold Dragon 2, Level 2, Init 1, HP 13/23, 1 Nonlethal 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 The dragon had no fear of fire, although he perhaps should have considered the rather vigorous flames snuffing out the air nearby when he did so. But, whilst the drumming of his temples as his lungs struggled to find any oxygen to breathe, the dragon's attention remained focused upon the abomination before him - refusing to budge from his spot just yet as he stood guard over the prone creature, intending to stand vigilance until the beast was thoroughly cooked by Doallyn's elemental, or slain upon his fangs at last! Edited March 21 by Amoren (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Con check vs. Suffocation 7 1d20+2 5 1d4 SyntaxError: Unexpected token suffocation nonlethal suffocation Nonlethal Suffocation 1 1d4 1 Bite Attack;Damage 23; 7 1d20+5;1d8+4 [18]; [18,3] Link to comment Share on other sites More sharing options...
Chaz Hoosier Posted March 24 Clone Share Posted March 24 (edited) Mahdi Dawud المهدي دَاوُوْد HP: 11/13 AC: 17 Character Sheet--->Here Mahdi cuts a retreat as fire consumes their enemy. OOC Move 30 ft south Total Defense CON Roll incoming Edited March 24 by Chaz Hoosier (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls roll 11 1d20+1 10 Link to comment Share on other sites More sharing options...
Ruess Posted March 24 Author Clone Share Posted March 24 Lights In The Dark Mahdi runs - through fire, through heat, through cinders that cling and through air that chokes. An angry claw of fire lashes out at him mid-strdie and misses by a hair's breadth. "Nooooo!" Saai runs, following in the literal wake Mahdi leaves in his run. "Youuuuuu!" They reach Doallyn where the man retrerated and observes. Your dragon friend Kaldakazil wades deeper into the fire, vanishing there. You hear a violent sound of something tearing, and a screech cutting short. Following that, there is one more eruption of heat as the pillar of fire... swallows something, in a rippling shudder that illuminates the corridor to its far ends before fading, and leaving behind it a complete silence. It does not last long, perhaps a breath or two. before you hear a voice: it is female and lovely but heard as though across a great distance. The language is alien to you, but each of you can say it is a language rather than a gibberish. It is accompanied by the fire itself giving a deep bow in your direction. And then? Then it holds still, filling the corridor with its heat and light but proceeding no further. You have limited time to finish up here. Air is being eaten up by the fires, both the summoned fire and the display that is swallowed by flames. ? 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...
ArcaneDesperado Posted March 24 Clone Share Posted March 24 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 cracked a light smile again hearing the voice. It didnt last long though as the lack of air and smoke caused a bit of coughing again. It was time to return to that tactical retreat idea once again. However he needed to risk but a few more moments. His voice was rough in Ignan as he shouted back against the roar of the super heated flames. <I>Thank you, my Lady Tinkhe. My beautiful mistress of Flame and Burning Embers. I am glad you are pleased, as am I for your favor. Sadly I must withdraw, for my mortal coil is not worthy enough to linger in your presence. Perhaps we may meet yet again when I have more strength to be worthy of this boon. <I> There was a noble bow as he cut the spells connection. Not that he felt at this point it was really more than a polite show of acknowledgement from the creature. The elemental could have done whatever she damned well pleased despite any protest he might have voiced. The fact alone it allowed the tether to exist at all gave him a moment of satisfaction. A sense that his goals might actually have fruition in the future. He slowly moved backwards, not turning his back on Tinkhe until she either exited herself or he made it to the end of the hallway. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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