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| Kirche |
| Female Halfling Sorcerer 1 |
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1d20 + 13 ⇒ (11) + 13 = 24
1d20 + 13 ⇒ (11) + 13 = 24
Phew.
Looking a bit scorched from the blazing inferno, Kirche stands her ground and mumbles some arcane words as she fixes an intense gaze at her opponent.
Casts Feeblemind, DC 28. You have a -4 penalty on your save.
status - HP:51/70
| Mr. Swagger |
| 10 Board Lurker/10 Nice Guy/ |
|
I will look at them later and get back to you. Had I minmaxed I could have gotten my DC up by more than what I did. I just did not count on any two people rolling that well against me that many times. I might do one of these with martial types instead. They tend to last longer.
| Mr. Swagger |
| 10 Board Lurker/10 Nice Guy/ |
|
I have other options. :)
Move action: Pull out a bag
Standard action: Becomes invisible.
It is dust of disappearance. Since I am not supposed to know when it will end I will roll the dice at the beginning of my turn. If the number rolled matches the round that just ended then effect ends before the beginning of my next turn.
2d6 ⇒ (1, 3) = 4
If that number had been a 12 my turn would have ended just before my next go.
At the end of my next round I will roll 2d5+1, then 2d5....
| Mr. Swagger |
| 10 Board Lurker/10 Nice Guy/ |
|
You can't counterspell an invisible opponent because you must be able to see them. You also can target them with target based spells. Example are spells like magic missile and charm person that require you to select a target. Spell that require an attack roll have a 50% miss chance if you can aim for the correct square. AoE's also hit if the person is in the area.
| Kirche |
| Female Halfling Sorcerer 1 |
|
The air gets suddenly very cold just before great hailstones fall from the sky followed by sleet and heavy snow.
3d6 ⇒ (3, 5, 3) = 11 - bludgeoning damage
2d6 ⇒ (4, 5) = 9 - cold damage
Map link for convenience
blue area is heavy snow and sleet. -4 on perception, area is considered difficult terrain. I believe the concentration DC is 5+spell level.
| Mr. Swagger |
| 10 Board Lurker/10 Nice Guy/ |
|
The spell does continuous damage so the DC is "10 + 1/2 damage dealt + spell level".
I never thought of using Ice storm that way though. Forcing casters to try their luck with concentration check or exit an area before they cast. Nice way to control the battlefield.
My concentration check is high, but the dice gods have not been kind to me lately.
OOC knowledge: I am not going to test my luck.
My next spell has been cast
Please don't be an 11: 2d5 + 1 ⇒ (3, 4) + 1 = 8
| Mr. Swagger |
| 10 Board Lurker/10 Nice Guy/ |
|
My assumption is that you take ongoing damage for staying inside the storm. The rules don't say what happens when you leave the area. I will post the a concentration check. That is a good rules question however.
concentration DC goal 33: 1d20 + 21 ⇒ (2) + 21 = 23
edit:actually that should have been a +17 since combat casting does not
apply in this situation which would have made it more difficult.
edit2:This result will stand so we can keep things moving, but I am going to open the question up to the board so I can know what to do in an actual game.
Count Buggula
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Ah, so it was as I initially thought, just a concentration DC of 5 + spell level being cast, due to the ongoing weather effects, which you made easily.
Just out of curiosity though, how did you intend to leave the area AND cast a spell in the same round while avoiding the check? From the way I see it, the only way you could have gotten out (due to the difficult terrain) was by double moving. Quicken spell?
| Mr. Swagger |
| 10 Board Lurker/10 Nice Guy/ |
|
Reflex: 1d20 + 12 ⇒ (15) + 12 = 27
Finally a good roll.
edit:your turn, and I forgot to roll for the invis effect
Please don't give me a 10 dice gods: 2d5 ⇒ (4, 2) = 6
edit 2:
If you have some way to see invis it does not work in the Dust of Disappearance
A creature or object touched by it becomes invisible (as greater invisibility). Normal vision can't see dusted creatures or objects, nor can they be detected by magical means, including see invisibility or invisibility purge.
| Kirche |
| Female Halfling Sorcerer 1 |
|
Yeah, I was aware of that particularly annoying feature of the dust, which is why I haven't attempted to do anything about it. Pretty much the only thing I could do would be to cast fairy fire on you or something - but I'd have to already know where you are and I don't have the spell anyways.
| Kirche |
| Female Halfling Sorcerer 1 |
|
Having lost her opponent and lacking in recourses to find him, Kirche tries to make herself as difficult to spot as possible.
1d20 + 9 ⇒ (3) + 9 = 12 - stealth. I'm sure I'll take a huge penalty for this but running out of options. Add +1 if my spell is successful.
| Mr. Swagger |
| 10 Board Lurker/10 Nice Guy/ |
|
Ice Storm does not provide cover or concealment as written.
pull out the rod of persistent metamagic.
cast black tentacles spellcraft DC 19
grapple check:1d20 + 15 ⇒ (10) + 15 = 25
Concentration check to cast while grappled: 10 + 15 + spell level
invis roll, no 8's please 2d4 ⇒ (1, 1) = 2
edit:The black tentacles area has the blue center with the rest in red.
| Kirche |
| Female Halfling Sorcerer 1 |
|
The spell grapples me, which means I take 1d6+4 damage
1d6 + 4 ⇒ (1) + 4 = 5
Kirche struggles against the tentacles to cast a spell
1d20 + 19 ⇒ (17) + 19 = 36 - concentration
| Mr. Swagger |
| 10 Board Lurker/10 Nice Guy/ |
|
spellcraft check: 1d20 + 11 ⇒ (15) + 11 = 26
Standard action: Dazing persistent fireball in the same area as my opposing caster.
DC 23
Roll 2 saves and pass both or be dazed for 3 rounds.
Damage:10d6 ⇒ (4, 3, 3, 2, 4, 5, 1, 5, 3, 5) = 35
Move action:
invis roll no 7's" 2d3 + 1 ⇒ (3, 2) + 1 = 6
| Kirche |
| Female Halfling Sorcerer 1 |
|
1d20 + 15 ⇒ (16) + 15 = 31 - reflex 1
1d20 + 15 ⇒ (8) + 15 = 23 - reflex 2
Lucky!
The black tentacles wither away just in time for Kirche to be struck by a fireball seemingly out of nowhere. Luckily, she manages to avoid the worst of the blast and shrugs off the other effects.
| Mr. Swagger |
| 10 Board Lurker/10 Nice Guy/ |
|
spellcraft:1d20 + 11 ⇒ (1) + 11 = 12
Standard action: Dazing persistent fireball in the same area as my opposing caster.
DC 23
Roll 2 saves and pass both or be dazed for 3 rounds.
10d6 ⇒ (3, 5, 3, 6, 4, 2, 4, 1, 3, 3) = 34
non invis roll, avoid the 6: 2d3 ⇒ (1, 1) = 2
move action:
| Mr. Swagger |
| 10 Board Lurker/10 Nice Guy/ |
|
Next 3 rounds:
Cloudkill Fort Save DC 22:1d4 ⇒ 3
invis dice no 5:1d4 + 1 ⇒ (1) + 1 = 2
----------------------------------
Cloudkill Fort Save DC 22:1d4 ⇒ 3
Fireball DC 22(lower since I am not using metamagic)10d6 ⇒ (6, 4, 6, 5, 6, 1, 1, 1, 5, 3) = 38
invis dice no 4:1d4 ⇒ 3
------------------------------------------
Cloudkill Fort Save DC 22:1d4 ⇒ 3
Fireball DC 22(lower since I am not using metamagic)10d6 ⇒ (6, 1, 4, 5, 5, 3, 1, 2, 6, 4) = 37
invis dice no 3:1d3 ⇒ 1
| Kirche |
| Female Halfling Sorcerer 1 |
|
1d20 + 11 ⇒ (11) + 11 = 22 Fort Save 1
1d20 + 11 ⇒ (1) + 11 = 12 Fort Save 2
1d20 + 11 ⇒ (17) + 11 = 28 Fort Save 3
1d4 ⇒ 2
1d4 ⇒ 3
1d4 ⇒ 2
1d20 + 16 ⇒ (10) + 16 = 26 Reflex save 1
1d20 + 16 ⇒ (17) + 16 = 33 Reflex save 2
Round 1: 1pt con damage.
Round 2: 3pts con damage. HP loss plus fireball damage does me in. GG!
In retrospect, going invisible wasn't a good choice for me since you had the dust. That stuff's crazy! I gotta say, even though I lost this was much more fun than the previous battles. Go again?
| 51 to 100 of 119 |
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