Balancer |
If you'll allow me to set the scene.
It's midday, not a cloud in the sky as the sun looks down on the brilliant arena, marble and gold as far the eye can see. The Colosseum is 200ft by 200ft with an open air roof, a height ceiling of 200ft being mandated. The floor is hard packed earth over the pits and cages beneath the Colosseum (Any attempts to burrow will be ground for DQ since you'll be leaving the arena), the roar of the crowd fills the air as they pack into their seats, thousands of them all eager to see the fight. Both contestants emerge from concealed platforms in the ground, seeing each other for the first time. A large horn sounds, signaling the fight.
Roll Initiative!!
Jadis, Queen of Charn |
Jadis, ancient and dreadful Queen of long forgotten Charn surveys the cheering crowd with a cynical eye. For 10,000 years she lay dormant in suspended animation, until a pair of incautious young adventurers woke her. Now she has returned and is determined to place her mark on the world once more.
She inclines her head ever so slightly to the crowd, her gold and green robes rippling in the slight breeze. On her shoulder, her tiny owl familiar shifts impatiently.
Ever the most magnanimous, some might say arrogant, conceited and overconfident, of magicians, Jadis graciously cedes the first move to her opponent.
Jadis chooses to allow her opponent to go first
Jadis, Queen of Charn |
The intro says we are 200' apart but I had thought the arena was 200' radius which would put us 390' apart.
Also, can I get a description of your fighter please, amour, weapons, any unusual items of note? Jadis looks like a stately woman in her early 60's, she wears flowing robes, belted at the waist and carries a long staff of ice blue crystal.
Theodwin Gilric the Fighter |
The fighter is wearing leather armor, a buckler, and holding a greatsword. There is a quiver on his back. Otherwise he is decked out in a full set of gear as you would expect for this level. Should I be putting my actions in spoilers like this or omitting them? Haven't done pbp here before.
The fighter looks toward Jadis and fades into an incorporeal shape before flying suddenly towards the wizard ending his movement in the square adjacent to the wizard.
GM:
Swift action:Belt
Full-round action: Run adjacent to the wizard
Jadis, Queen of Charn |
Jadis regards the swift approach of this enemy with utter disinterest, as if he is quite irrelevant to her. On her shoulder the tiny owl familiar hoots and hops up and down. It then, surprisingly, casts a spell although it makes no sound or gesture to do so. It is apparent as a spell however as the air manifests with a distinct chill and snowflakes swirl around it. Both then promptly vanish.
Theodwin Gilric the Fighter |
Jadis, Queen of Charn |
Cloaked in invisibility Jadis casts a spell. The world slows, the crowd gradually freezing into immobility. It is a pitiful spell compared to the powers she wielded on her home world ten thousand years ago but the magic of this place is a thin and feeble thing. Still it should be enough to deal with this challenger.
Round 1:
Standard: Greater Arcane Sight
Swift: Quickened Haste
Move: Unknown
Round 2:
Standard: True Seeing
Swift: Quickened Paragon Surge (taking Ectoplasmic Spell)
Move: Unknown
Round 3:
Full round: Persistent Dazing Wall of Fire
Swift: Quickened Ectoplasmic Wall of Fire
Round 4:
Full round: Persistent Dazing Wall of Fire
Swift: Quickened Ectoplasmic Wall of Fire
Round 5:
Standard: Greater Heroism
Swift: Quickened Ectoplasmic Wall of Fire
Move: Remove then drop buckler
Round 6:
Standard: Fickle Winds
Swift: Quickened Resist Energy (Fire)
Round 7:
Full round: Persistent Dazing Wall of Fire
Swift: Quickened Ectoplasmic Wall of Fire
Round 8:
Swift: Quickened Ectoplasmic Wall of Fire
Standard: Shapechange (into a form notified to the GM)
Each wall of fire cuts across the entire width of the arena. Each shoots straight through her opponent at a slightly different angle and each radiates heat towards the centre of the arena.
As time reasserts itself the crowd sees our warrior engulfed in a mass of screaming spectral flames. They cut across the entire width of the arena threatening to engulf the crowd! Our fighter's blindsense will pick up a figure still in front of him.
5 ectoplasmic walls of fire do the following damage. It is not halved due to the Ectoplasmic Metamagic feat:
Ectoplasmic Wall of Fire 1: 2d6 + 20 ⇒ (6, 1) + 20 = 27
Ectoplasmic Wall of Fire 2: 2d6 + 20 ⇒ (3, 4) + 20 = 27
Ectoplasmic Wall of Fire 3: 2d6 + 20 ⇒ (4, 2) + 20 = 26
Ectoplasmic Wall of Fire 4: 2d6 + 20 ⇒ (4, 4) + 20 = 28
Ectoplasmic Wall of Fire 5: 2d6 + 20 ⇒ (4, 5) + 20 = 29
The Dazing Walls of Fire do half damage but each forces a DC32 Will save to avoid being dazed for 4 rounds. If you pass then you have to roll the save again.
Persistent Dazing Wall of Fire 1: 1d6 + 10 ⇒ (5) + 10 = 15
Persistent Dazing Wall of Fire 1: 1d6 + 10 ⇒ (6) + 10 = 16
Persistent Dazing Wall of Fire 1: 1d6 + 10 ⇒ (2) + 10 = 12
For a total of 180 fire damage unless you have any resistance.
Level 5: 6
Level 6: 6
Level 7: 3
Level 8: 1
Level 9: 2
Jadis, Queen of Charn |
Time stop only lasts for 1d4+1 rounds, I don't know how you got 8 rounds of casting. You also (well the caster character) doesn't know how many rounds you get after casting.
Extended Timestop lasts for 2d4+2 rounds. I agree with you on the duration issue, I raised it with the GM, he disagreed. It might have changed the order of certain actions but probably wouldn't have made a difference to the result.
Theodwin Gilric the Fighter |
Match 2: Resetting to the start of the fight for match 2.
This time, the fighter immidiately steps forward 5', bringing the total to 195' between them. He again fades into incorporeality, and begins to draw and fire arrows. The greatsword shimmers turning into a longbow as the first arrow is knocked.
Not sure how to do die rolls here, but I'll try.
Attack 1: 1d20 + 40 ⇒ (8) + 40 = 48
Attack 2: 1d20 + 40 ⇒ (12) + 40 = 52
Attack 3: 1d20 + 40 ⇒ (10) + 40 = 50
Attack 4: 1d20 + 35 ⇒ (1) + 35 = 36
Attack 5: 1d20 + 30 ⇒ (14) + 30 = 44
Attack 6: 1d20 + 25 ⇒ (4) + 25 = 29
Damage 1: 1d8 + 16 ⇒ (5) + 16 = 21
Damage 2: 1d8 + 16 ⇒ (4) + 16 = 20
Damage 3: 1d8 + 16 ⇒ (1) + 16 = 17
Damage 4: 1d8 + 16 ⇒ (7) + 16 = 23
Damage 5: 1d8 + 16 ⇒ (2) + 16 = 18
Damage 6: 1d8 + 16 ⇒ (7) + 16 = 23
Claxon |
Claxon wrote:Time stop only lasts for 1d4+1 rounds, I don't know how you got 8 rounds of casting. You also (well the caster character) doesn't know how many rounds you get after casting.Extended Timestop lasts for 2d4+2 rounds. I agree with you on the duration issue, I raised it with the GM, he disagreed. It might have changed the order of certain actions but probably wouldn't have made a difference to the result.
Sorry, I missed that you used extend. I'm assuming you used a Greater Rod of Extend, correct?
The GM still shouldn't have told you how many rounds you got, but it is mostly moot. I agree that you will win, but its more a question of how much will the fighter get to do before he dies.
Honestly the martial characters lost when they had to specify you couldn't summon, bind or gate things in.
Wiz Bang the Wizard |
Wiz Bang wakes up from his nap and walks into the arena. He looks a bit disheveled and mutters something about his familiar messing with his scroll case and dumping fine wine all over it.
Initiative check of 44, using the foresight diviner ability forewarned to get a nat 20 on the roll.
Can Theodwin be seen across the map?
Wiz Bang the Wizard |
Wiz Bang uses his presence ability to roll a d20 to save for latter free action d20: 1d20 ⇒ 9
He firsts drops his fist full of diamonds free action
He then casts Maze with the reach metamagic feat. spell pen if needed: 1d20 + 21 + 2 + 2 + 2 ⇒ (20) + 21 + 2 + 2 + 2 = 47
He then uses his move action to walk 20 feet forward.
Theodwin Gilric the Fighter |
Theo looks toward the manifestations of the spell coming towards him and raises his buckler, which looks polished to a mirror finish. Reflecting, so it comes back to you.
Spell Turning percentage in case you also have it: 1d100 ⇒ 28
I agree on maze not being a loss, since it has a duration, and was done by the opponent, its not running from the fight.
MichaelCullen |
Used the "Transport travelers. A wish can lift one creature per caster level from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies." option from wish.
Wiz Bang the Wizard |
Using his quicken rod, Wiz Bang will cast Wall of Suppression but voluntarily lowers his caster level by one, giving the spell caster level 20 for all effects vice his normal 21. He makes the wall, which is shapable, into a block of cubes 4 high and 2 long and 2 wide. The wall is centered on where the fighter is.
After this is cast Wiz Bang will cast Heightened (+2) Persisted possession.
Looks like hero lab forgot to take into account the heightened effect when it calculated the DC, perhaps an odd interaction with spell perfection, anyways the DC should be 32. 10 Base +11 int + 2 from spell focus (normally one but it is doubled with spell perfection) +2 from greater spell focus (again from spell perfection) then 7 from the spell level (after being heightened to 7th level). With persisted Theodwin must roll twice.
Unless Theodwin has something else up his sleeves he needs to make these save without the benefit of any magical items or spells. Additionally any supernatural abilities that are always on would be suppressed as well.
If for some unforeseen reason spell pen is still needed for the possession. spell pen: 1d20 + 21 + 2 + 4 + 4 + 2 ⇒ (6) + 21 + 2 + 4 + 4 + 2 = 39
Tarantula |
Well, we can always believe in the dice right? Come on double 20's!
Wisdom check, no magic: 1d20 + 10 ⇒ (15) + 10 = 25
Fail, reroll with Improved Iron Will
Wisdom check #1, reroll, no magic: 1d20 + 10 ⇒ (18) + 10 = 28
Fail again, Theo has been possessed. Now what are you going to do with his very non-magical self?
Theo drops the 5 feet as the wall of suppression appears. He seems to stare off into the distance for a moment as he is visibly effected by a spell.
Wiz Bang the Wizard |
At that point Wiz Bang would declare victory as he could just keep on hitting himself till the body dies, but sees no need to waste valuable diamond dust.
Do you want to keep on playing but say that wall of suppression only suppresses if you move. I.E as long as you stay where you are it does not suppress your items or abilities?