ArcaneDesperado Posted January 23 Clone Share Posted January 23 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 would quickly make a few specifics on additional troops, but otherwise let Dabliss use his personal experience to make some decisions himself. The man was more familiar with mercenaries in the town than he was. It also would hopefully go to show some trust towards the man. The trust hopefully would provide some other bonds beyond just coin in the long run of their mutual partnership. Doallyn pulled his sword as the revelation of the other group by a fire was shown as the door opened. He eyed the group as he could from his position. Doallyn recognized the familiar bone motif from his first experience down here. The wizard muttered to himself. I hate Necromancers... Name xDiceName xDiceResult xDiceString xDiceRolls Init 14 1d20+1 13 Link to comment Share on other sites More sharing options...
KerlanRayne Posted January 23 Clone Share Posted January 23 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 doors open, revealing the source of what Ruven had already heard. "I was afraid of this" he says, while preparing for battle. OOC: Nothing to see here. Move along. Initiative Name xDiceName xDiceResult xDiceString xDiceRolls Initiative 17 1d20+3 14 Link to comment Share on other sites More sharing options...
Amoren Posted January 23 Clone Share Posted January 23 Character Sheet Kaldakaczil Male Lawful Good Gold Dragon 2, Level 2, Init 1, HP 23/23, Speed 30ft, Swim 30ft AC 17, Touch 11, Flat-footed 16, Fort 5, Ref 4, Will 2, Base Attack Bonus 2 Bite +4 (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 Scoundrels, vagabonds, scallywags, and black marketeers were a nebulous gray area that the dragon hadn't quite yet been taught to deal with appropriately by his mentor. But a demon cultist necromancer? As soon as the dragon's eyes spot the familiar robes, his body starts to prepare to charge and prepare for combat. Name xDiceName xDiceResult xDiceString xDiceRolls Initiative 16 1d20+1 15 Link to comment Share on other sites More sharing options...
bloodsprite Posted January 24 Clone Share Posted January 24 Saai Vees, upon witnessing the group of individuals inside, tightens her grip on her weapons. Her eyes narrow, and a focused, determined expression takes over her face. She takes a step forward, placing herself in a active stance, ready for whatever may unfold. The mention of "harvest time" raises her suspicion, and her mind races to assess the situation. She remains silent, observing the newcomers closely, trying to gauge their intentions and capabilities. The combination of orcs and a man with a nasty knife doesn't bode well, and the connection to the garb seen in the tomb raises even more questions. Saai Vees prepares herself for potential conflict, her instincts urging her to be cautious in the face of this unexpected encounter. Name xDiceName xDiceResult xDiceString xDiceRolls Init 15 1d20+1 14 Link to comment Share on other sites More sharing options...
Ruess Posted January 25 Author Clone Share Posted January 25 Blades In Darkness "Hold them!" declares the man in black, and follows it with a long chortle that twists his face to a skeletal rictus grin. As he does this, he also brings to bear some manner of a wand with a skull affixed to its tip. Wand in hand and now in motion, the man begins an incantation in a dark voice that echoes in your ears, and makes shadows move around him. You have heard similar incantations before. It was in Old Watcher's tomb. Ruven! Kaldakaczil! Saai! Hurry! Initiatives And Events Black Adept 17 Ruven 17 Kaldakaczil 16 Saai 15 Hostile Orcs 14 Guttersnipe 14 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...
KerlanRayne Posted January 25 Clone Share Posted January 25 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 quickly assesses the situation and sees the necromancer about to cast a spell. Recognizing the spell, he calls out to the others. "He's calling in some undead allies, but I don't think I can stop him in time." Instead he moves forward a bit and casts a spell, targeting the 2 orcs in the front. OOC: Grease spell targetting the 2 orcs and the fire. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Ruess Posted January 25 Author Clone Share Posted January 25 Resolution Ruven's spell comes to a completion without issue, and the grease splatters into existence with a satisfying noise of viscous grease covering a wide area. In the span of nary a breath the grease comes upon the campire, and there is a rush of light as that very same fire takes to flame. The modest light iof the campire leaps up momentarily, bringing about much more heat and light, as well as thicker smoke and a burning smell. The orcs both shout in alarm but are rapid enough to avoid falilng over for now. Similarly, the guttersnipe dances rapidly in the grease to remain standing. The grease is taking to the fire rapidly. It's going to keep spreading the longer the grease remains in existence. Initiatives And Events Black Adept: Casting a spell Ruven: Moves and casts Grease Campfire makes a save against Catching On Fire Hostile Orcs make a Reflex save against Grease Guttersnipe makes a Reflex save against Grease Kaldakaczil 16 Saai 15 Hostile Orcs 14 Guttersnipe 14 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...
Amoren Posted January 25 Clone Share Posted January 25 (edited) Character Sheet Kaldakaczil Male Lawful Good Gold Dragon 2, Level 2, Init 1, HP 23/23, Speed 30ft, Swim 30ft AC 17, Touch 11, Flat-footed 16, Fort 5, Ref 4, Will 2, Base Attack Bonus 2 Bite +4 (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 Charge AC Penalty (-2) The dragon's gilded gaze focused squarely upon the magister of the great cackle of the abyss himself, paying little heed to the orcs and the crook to his left as he surged forward, trusting in his new chainmail barding to protect him as he launched himself at the spell muttering cultist! The dragon's chest heaved as he took in breath, unable to roast the fools with fire currently, but that didn't stop the draconic squire from bellowing out in the language of the heavens as he did his best to smite the diabolist! "Foul worshiper of darkness and chaos, may you suffer Xymor's judgement before you turn your Master's vile powers towards any more innocents of these lands!" Leaping over the edge of Ruven's circle of grease, the dragon pounces directly upon the casting mage and crashes upon him to knock him onto his back, and from there, swiftly follow up with the same practiced strike he had mastered from his time spent living as a wolf within the forests of his parent's domain -- sinking his fangs as deep as he could past the vile man's black ropes, hoping to at least disrupt his spell, if not his life, with the blow. Edited January 25 by Amoren (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Trip Touch Attack (+2 from Charge) 16 1d20+7 9 Trip Opposed Strength Roll 15 1d20+7 8 DRAGON CHOMP (attack against prone) 12 1d20+7 5 DRAGON CHOMP (damage) 5 1d8+4 1 Link to comment Share on other sites More sharing options...
bloodsprite Posted January 26 Clone Share Posted January 26 Saai Vees, hearing Ruven's warning about the impending necromantic spell, doesn't hesitate. With a swift and determined motion, she runs forward around the corner with her bastard sword and short sword. Her focus is on the closest orc. Closing the distance rapidly, Saai Vees executes an agile dance of maneuvers, her blades flashing in the flickering light of the chamber. The closest orc in the igniting grease becomes the target of her initial assault. Name xDiceName xDiceResult xDiceString xDiceRolls Perform (dance) [For roleplay] 16 1d20+4 12 Bastard Sword Attack +4, +2 (Flanking); damage 12; 8 1d20+4+2;1d10+3 [6]; [6,5] Link to comment Share on other sites More sharing options...
Ruess Posted January 26 Author Clone Share Posted January 26 Resolution Kal and Saai charge in without hesitation, drawing alarm from both the necromancer's troops. "Boss! Drow!" "Wats, look out!" "Wowh!" "Ow! Burn!" And as such none of them manage so much as a peep before Kaldakazil has their master down on the ground and shouting in pain. Draconic might clamps down through a great mass of bone armor and crunches upon something with a satisfying noise that is accompanied by an explosion of magic going awry. Unfortunately, i all this dancing Saai's sword glances off of something, and her poised strike fals short the smallest distance. Both orcs and the man easily dance across the flames, avoiding tripping and re-shuffling their positions with much shouting. It is not an exact strategy, but the neromancer's voice rings the loudest: "The draogn! NOW!" Kaldakazil is rapidly surrounded by three enemies: harm swings his way with focused intent to harm. A sword pierces him somewhere truly painful, enough to give even a dragon pause. An axe slices in that same spot! And by the mercy of gods alone, it doesn't find that same opening! At the same time, Saai faces an angry orc who brandishes a large battleaxe at her, snarling something obscene sounding as he swings at her. It is a failed strike, however, thanks to her elven agility. Doallyn! Mahdi! Initiatives And Events Black Adept: 17 Ruven: 17 Kaldakaczil 16 Saai 15 Hostile Orcs 14 Guttersnipe 14 Doallyn 14 Mahdi 13 Kaldakaczil is surrounded by enemies on all sides and suffers a total of 16 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 26 Clone Share Posted January 26 (edited) Mahdi Dawud المهدي دَاوُوْد HP: 13/13 AC: 17 Character Sheet--->Here Mahdi moves up and fires, missing miserably. OOC Rolls incoming. Edited January 26 by Chaz Hoosier (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Fire at Orc East of Fire 5 1d20+3 2 Link to comment Share on other sites More sharing options...
bloodsprite Posted January 26 Clone Share Posted January 26 Saai Vees, dances through the chaotic battlefield, a whirlwind of blades aimed at the orc before her. The flames cast flickering shadows on the walls as she deftly dances to confuse her foe, her bastard sword and short sword moving precisely. As the battle rages on, Saai Vees maintains her focus, ready to continue her deadly dance against the foes surrounding her. The flames and chaos of combat cast a fierce light on her determined expression as she strives to protect her companions and thwart the dark forces converging in the chamber. Name xDiceName xDiceResult xDiceString xDiceRolls Perform (dance) [For roleplay] 20 1d20+4 16 Bastard Sword Attack +4, -2 (Two-Weapon) +2 (Smite); damage +1 (smite) 20; 6 1d20+4-2+2;1d10+3+1 [16]; [16,2] Short Sword Attack +4, -2 (Two-Weapon); damage 14; 4 1d20+4-2;1d6+3 [12]; [12,1] Link to comment Share on other sites More sharing options...
ArcaneDesperado Posted January 26 Clone Share Posted January 26 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 would move up closer to the fray. Looking to keep the Necromancer neutralized as much as possible he was unhappy to waste a second summons so early into the trip. He had little options however. It was unlikely the grease would reach it but he figured keep the possibility of fire on the evil spellcaster was priority. He focused and summoned the fire elemental directly behind the bone armored clad man. The dark cloud tied with the conjuration focused on the man himself. Hoping the sickening cloud would be enough to hinder any spellcasting for a bit. Meanwhile the fire elemental would slam its blazing form against the necromancer in an attempt to light him on fire and further distract him. Name xDiceName xDiceResult xDiceString xDiceRolls 1d20+4 SyntaxError: Unknown identifier attack attack 1d2 SyntaxError: Unknown identifier damage damage 1d2 SyntaxError: Unexpected token damage burn damage Link to comment Share on other sites More sharing options...
Ruess Posted January 27 Author Clone Share Posted January 27 Resolution Mahdi's arrow flies...somewhere. Definitely not where he aimed. The fire elemental on the other hand is delighted to rush over to where a large flammable mass of bone and cloth is lying prone on the ground. It leaves a trail of flame within the grease just because it can, and rampages with unrestrained glee. The necromancer, proudand menacing but a moment ago, collapses to the ground as golden flames cover his entire form. And he doesn't get up after that. "Boss!" yelps the man- and follows it with paniced shouting that both orcs join into: the burning grease has become a conflagration. It is blinding and its heat overwhelming. You are spared the sight of both orcs catching on fire but not the shrieks they let loose. Somewhere in the flames, you hear a voice. a new voice. And it doesn't sound too happy...In fact it make a noise about what you imagine claws tearing at sheet of metal make. Right at the same time, a very bright light begins to shine from one of the pendants each of your opponents is wearing. Initiatives And Events Black Adept: 17 Ruven: 17 Kaldakaczil 16 Saai 15 Hostile Orcs 14 Guttersnipe 14 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...
KerlanRayne Posted January 27 Clone Share Posted January 27 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 as the fire bellows up into a conflaguration. With all the smoke and confusion he's not sure how quickly all this will pan out. 'This might be almost over, but I should be ready just in case.' He cautiously moves forward, towards the flames, and readies himself for possible action. OOC: Move up and delay to see how things go. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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