Amoren Posted January 27 Clone Share Posted January 27 (edited) Character Sheet Kaldakaczil Male Lawful Good Gold Dragon 2, Level 2, Init 1, HP 7/23, 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 rumbled with satisfaction as the necromancer beneath his fangs stopped moving, even if he wasn't sure if it was the elemental or his own savage assault that finished the foul cultist off. So much so that he didn't even release his fangs from the man's bony armor, lifting his body up much like a cat would with a rodent it had just felled to take back to its companions for praise. Except, when he did, the gold dragon's eyes spotted the fact that the man's head was, well, missing. And in its place a pretty irate, spite fueled flaming skull was busily gnawing its unholy jawbone ineffectually at his fire-blessed scales. However much his strength had diminished, his elemental nature certainly had not. "Flaming skull behind me, no threat to me at least," the dragon called out after spitting out his felled quarry. His attention turned to the other targets still alive for the moment, the vagabond who was still upright, and the two orcs who were less adept at remaining on their feet. As much as he would want to keep the guttersnipe from fleeing as his frantic gaze attested, the lizard decided instead to take advantage of the fallen brute's vulnerability and went in for a quick snap of his jaws at his new target... Whilst hist yellow eyes kept their main focus on the man, waiting for him to try and move away from the fiery inferno the dragon was quite at home within. Edited January 27 by Amoren (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Attack! 18 1d20+5 13 Damage! 5 1d8+4 1 Link to comment Share on other sites More sharing options...
Ruess Posted January 27 Author Clone Share Posted January 27 Resolution Kaldakazil bites. An orc stills. Saai dances. Another orc stills. A moment later, as both lie still in the flames, their amulets surge with a bolt of miasmic light. There is an unhealthy sound... And their heads detach. Now, wreathed in fire the color of a hateful scarlet, both free flying skulls lunge with a scream. The guttersnipe shrieks with a most undignified as both of them fly at him. The pendant by his necklace surges. There is a terrible noise. And then there are three skulls cackling and howling in the air. The newest member of free-floaters opts to come at Kaldakazil with a shriek and crunching jaws. The dragon's barding forces those bony jaws away, however. Initiatives And Events Black Adept: Evil Skulls 17 Ruven: 17 Kaldakaczil 16 Saai 15 Hostile Orcs Guttersnipe Doallyn 14 Mahdi 13 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 9:13 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
bloodsprite Posted January 27 Clone Share Posted January 27 (edited) Saai Vees, waiting for the flames to die down so she can step forward to reach a skull or for a Skull to move near her, She is prepared for the moment in her dance where she can swing her swords at a Skull. Edited January 27 by bloodsprite (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Perform (dance) [For roleplay] 18 1d20+4 14 Bastard Sword Attack +4, -2 (two weapon); damage 13; 13 1d20+4-2;1d10+3 [11]; [11,10] Short Sword Attack +4, -2 (Two-Weapon); damage 15; 5 1d20+4-2;1d6+3 [13]; [13,2] Knowledge (religion) 12 1d20+1 11 Link to comment Share on other sites More sharing options...
ArcaneDesperado Posted January 27 Clone Share Posted January 27 (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 The dark cloud of his conjuration slowly faded out of existence, and the fire elemental playfully crackled happily with the inferno it has left behind, the spell fading and sending it back to his home on the Plane of Fire. However the roaring inferno left Doallyn a bit limited on his options at the moment. Waiting for the grease to subside he held his sword ready. Watching the skulls. Edited January 27 by ArcaneDesperado (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Chaz Hoosier Posted January 28 Clone Share Posted January 28 Mahdi Dawud المهدي دَاوُوْد HP: 13/13 AC: 17 Character Sheet--->Here Mahdi steps up, quirking an eyebrow at the horrific scene before him. He shrugs and fires another shot at the skill closest to him, which doesn't seem to be engaged in combat. OOC Rolls incoming. Name xDiceName xDiceResult xDiceString xDiceRolls Shoot skull on bottom left 21 1d20+7 14 Damage 2 1d6+1 1 Link to comment Share on other sites More sharing options...
Ruess Posted January 28 Author Clone Share Posted January 28 Resolution Mahdi's arrow clanks right on its target and sends the skull it landed on spiraling for a moment. It responds by twisting to snarl at the man, and lunging at Mahdi with a hateful shriek that is echoed by its unsightly fellows, who follows its cue of attacking. Incoming! To be continued... Initiatives And Events Black Adept: Evil Skulls 17 Ruven: 17 Kaldakaczil 16 Saai 15 Hostile Orcs Guttersnipe Doallyn 14 Mahdi 13 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 9:13 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
ArcaneDesperado Posted January 28 Clone Share Posted January 28 (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 The skulls had shifted their attention. Fan-bloody-tastic. It wasnt on him, but it was closer than he'd care for. With Mahdi and Saai as buffers he managed to catch a safe opening. Twisting the sword, he swung it upwards looking to split it across the nearest skull's undead face. Saai... Perhaps some of those divine skills could come in handy now rather than the blade? He growled lightly as the skull dodged his blade in the air. Edited January 28 by ArcaneDesperado (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Attack on Nearest Skull 7 1d20+1 6 Link to comment Share on other sites More sharing options...
KerlanRayne Posted January 28 Clone Share Posted January 28 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 watches at the creatures' skulls burst from their bodies and start attacking. 'Dear gods, what is happening? Did they agree to be used in this way or were they duped into it? I can't imagine agreeing to something like that.' This was not something his magic was prepared for, as most of his spells are useless in this situation. Thus he moves to his last resort. Taking aim with his sling, he fires at the skull he deems safest to target. OOC: If there is a skull I can target without penalty I will choose that one. 1d20+4 1d4 Name xDiceName xDiceResult xDiceString xDiceRolls 1d20+4 SyntaxError: Unexpected token attack sling attack 1d4 SyntaxError: Unexpected token damage sling damage 1d20+4 SyntaxError: Unknown identifier attack attack 1d4 SyntaxError: Unknown identifier damage damage Sling Attack 15 1d20+4 11 Sling Damage 3 1d4 3 Link to comment Share on other sites More sharing options...
Ruess Posted January 29 Author Clone Share Posted January 29 Resolution Three raging, shrieking, screaming skulls wreathed in fire come at you: one at Mahdi for daring to plink at it with a bow, one at Doallyn for swishing a sword at it, and one at Saai for her alluring dance. The one lunging at Mahdi forces an injury through his armor - but the armor holds back the worst of it. Doallyn evades the clumsy attack that seems almost more aimed at his sword hand than him, proper- And Saai continues her dance, swaying with grace out of the way of danger. Kaldakaczil! Saai! Mahdi! You're up! After them, Ruven and Doallyn. Initiatives And Events Initiative Has BEen Altered Black Adept Ruven and Doallyn : 18 Evil Skulls 17 Kaldakaczil 16 Saai 15 Hostile Orcs Guttersnipe Mahdi 13 Mahdi is injured for 2 points of lethal 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 9:13 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Chaz Hoosier Posted January 29 Clone Share Posted January 29 (edited) Mahdi Dawud المهدي دَاوُوْد HP: 11/13 AC: 17 Character Sheet--->Here Mahdi yanks his sword out of its sheath and whacks the injured skull with the flat of its blade. He suddenly removes himself from danger with a standing backflip away from the skulls, sticking a perfect landing next to Ruven. OOC Rolls incoming. Edited January 29 by Chaz Hoosier (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Tumble 33 1d20+13 20 Tumble 2 20 1d20+13 7 Attack Injured Skill 21 1d20+4 17 Damage with flat of balde 4 1d4+1 3 Link to comment Share on other sites More sharing options...
Amoren Posted January 29 Clone Share Posted January 29 Character Sheet Kaldakaczil Male Lawful Good Gold Dragon 2, Level 2, Init 1, HP 7/23, 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 'Oh good, the only concerning one left is gone,' was the thought that ran through Kaldakaczil's mind as the flames and skulls descended upon the guttersnipe, leaving only the floating skull enemies that seemed to be no threat to the dragon. He can't say he was particularly tickled at that unsettling sensation of unholiness to the flames, but fire was fire and his scales proved quite impenetrable to such attempts. It seemed like the skulls were aware of that too, perhaps retaining some sense of intelligence, or directed by something lurking nearby to observe, as the boneheads began to book it towards the rest of his party - leaving Kal to snap his jaws at the one that used to the cultist's head. Bones and flames proved no match for the dragon's strong jaw, as a sharp crunch rang out from behind the shallow flames and smoke of the grease fire, and the disassembled cranium fell upon the floor in several pieces. Well, with the gnat behind him dealt with, the dragon turned his attention towards the three remaining that had spawned from the minions. They really were like flies, multiple, buzzing, and seemingly not too much of a threat, but his wings and claws weren't quite yet up to the ask of skull smashing, so he was left with only being able to take down one of the swarming creatures. Stepping over the embers of the fading fire, the dragon came up behind the group and snapped forward, trying to take out whatever looked to be the least damaged of the three. Name xDiceName xDiceResult xDiceString xDiceRolls Nom Nom Attack with Flanking! 14 1d20+7 7 Nom Nom Damage 5 1d8+4 1 Link to comment Share on other sites More sharing options...
Ruess Posted January 29 Author Clone Share Posted January 29 (edited) Resolution Mahdi's blade flips in his hand and there is a resounding clank. The skull, already weariing a crack from Ruven's sling bullet, breaks apart with a pathetic squeak. At the same time Kaldakaczil pounces up from behind and, though he fails to break part yet another skull, it is a very close call. EDIT: DM Autoresolve Saai dances further - right until three blazing skulls dash past her and sear her eyes. The abrupt lights in her vision cause her to flinch at the wrong moment, and her swords cut through aught but air. New Combat Round Begins! Ruven and Doallyn Initiatives And Events Initiative Has BEen Altered Black Adept Ruven and Doallyn : 18 Evil Skulls 17 Kaldakaczil 16 Saai 15 Hostile Orcs Guttersnipe Mahdi 13 Saai attacked. Both attacks miss. 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 9:13 Edited January 30 by Ruess (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
ArcaneDesperado Posted January 31 Clone Share Posted January 31 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 With the dragon now assisting to flank the skulls, Doallyn felt a bit more confident about the situation. He brought the sword up again and attempted to strike one of the skulls and shatter the ghastly floating visage. Name xDiceName xDiceResult xDiceString xDiceRolls Flanking Attack on Skull 12 1d20+3 9 Longsword 4 1d8 4 Link to comment Share on other sites More sharing options...
KerlanRayne Posted January 31 Clone Share Posted January 31 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 watches as his attack strikes true and clearly damages the skull. Another skull is also destroyed. Emboldened by his success, he loads the sling up again and attacks once more, confident in his abilities. OOC: If there is a skull I can target without penalty I will choose that one. Sling Attack Damange Name xDiceName xDiceResult xDiceString xDiceRolls Sling Attack 16 1d20+4 12 Damange 4 1d4 4 Link to comment Share on other sites More sharing options...
Ruess Posted February 1 Author Clone Share Posted February 1 Resolution Ruven's bullet strikes true, same as Doallyn's sharp sword. There is a resounding crackle from the skull that barely holds together after their attacks. Its surface glows with fractures by now. It answers with a new, far more broken screech. Two skulls now remain and both of them lunge at Doallyn, though neither of them manage more than a brush. Kaldakaczil! Saai! Mahdi! Initiatives And Events Initiative Has BEen Altered Black Adept Ruven and Doallyn : 18 Evil Skulls 17 Kaldakaczil 16 Saai 15 Hostile Orcs Guttersnipe Mahdi 13 Saai attacked. Both attacks miss. 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 9:13 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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