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| 301 to 350 of 523 |
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| Watcher Uatu |
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Well, I can't come up with anything, so here goes nothing.
Boleridin whips out his rod of wonder, pointing it at LE 2, and speaks the command word.
Percentile for the rod: 1d100
Roll is "Deludes wielder for 1 round into believing the rod functions as indicated by a second die roll (no save)." XD
Second roll: 1d100
Okay, so Boleridin thinks the leukodaemon is surrounded by faerie fire, but he isn't. Nothing more to my turn.
On an aside, I probably should have made a better character for this. Oh well. :P
I am guessing you have the rod of wonder.
If you guys lose I will probably allow adjustments to your current characters.
| Shakros |
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It's not incorporeal
Once per day, an eidolon can become incorporeal for 1 round per summoner level. While in this form, the eidolon gains the incorporeal subtype and incorporeal quality. It only takes half damage from corporeal sources as long as they are magic (it takes no damage from nonmagical weapons and objects). Likewise, its spells or spell-like abilities deal only half damage to corporeal creatures. Spells and other effects that do not deal damage function normally. The summoner must be at least 15th level before selecting this evolution.
| Watcher Uatu |
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While in this form, the eidolon gains the incorporeal subtype and incorporeal quality.
Just like the incorporeal condition(there is not incorporeal quality) in the CRB this entry only list somethings incorporeal creatures get. The entire list is in the bestiary
An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature's Charisma score does not normally provide a bonus).
An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object's exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see beyond the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.
An incorporeal creature's attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.
An incorporeal creature moves silently and cannot be heard with Perception checks if it doesn't wish to be. It has no Strength score, so its Dexterity modifier applies to its melee attacks, ranged attacks, and CMB. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.
What they have done is listed certain things as reminder like they did in the CRB. What they should have done is have the complete incorporeal entry in the CRB also, instead of having a long and short version.
| Boleridin Swaggle |
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One rules question I have is concerning metamagic-ing a swift action spell. The CRB says that the time spent casting is increased when a spontaneous caster applies metamagics, and it gives rules for standard action or full-round action spells, but it doesn't state what type of action a swift action would become. That'd determine how many ectoplasmic cold ice strikes are going toward the banshee. I'll just roll one for now. It gets Reflex DC 25 to half damage.
Ectoplasmic cold ice strike: 13d6 ⇒ (1, 1, 4, 4, 4, 1, 4, 5, 3, 6, 1, 1, 1) = 36
| Mlungisi |
| Male Human Oracle 15, HP 141, Init +1 |
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One rules question I have is concerning metamagic-ing a swift action spell. The CRB says that the time spent casting is increased when a spontaneous caster applies metamagics, and it gives rules for standard action or full-round action spells, but it doesn't state what type of action a swift action would become. That'd determine how many ectoplasmic cold ice strikes are going toward the banshee. I'll just roll one for now. It gets Reflex DC 25 to half damage.
That rules doesn't apply to quick spell metamagic. From the rules
"Sorcerers and bards choose spells as they cast them. They can choose when they cast their spells whether to apply their metamagic feats to improve them. As with other spellcasters, the improved spell uses up a higher-level spell slot. Because the sorcerer or bard has not prepared the spell in a metamagic form in advance, he must apply the metamagic feat on the spot. Therefore, such a character must also take more time to cast a metamagic spell (one enhanced by a metamagic feat) than he does to cast a regular spell. If the spell's normal casting time is a standard action, casting a metamagic version is a full-round action for a sorcerer or bard. (This isn't the same as a 1-round casting time.) The only exception is for spells modified by the Quicken Spell metamagic feat, which can be cast as normal using the feat."
| Watcher Uatu |
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Charge the banshee
[dice=Attack]1d20+21
[dice=Damage]3d6+30
The Banshee is still 10 feet up. Her altitude is noted in N12. I made sure to not mess it up this time. :)
Edit:I did not know you were enlarged. You missed her AC so my lapse in attention was spared by the dice gods.
Bolderidin: Good question. I never noticed that they called out standard action spells specifically before. I will open up a thread in the rules forum so that future guys might get an official answer, but for now I will say it increases to a move action.
| Shakros |
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Shakros attacks the shadow in front of him, until it is no more. He then Force hook charges the Banshee, ready to tear it a new one in the next round.
Haste Attack: 1d20 + 19 ⇒ (2) + 19 = 21
1d6 + 12 + 1d6 + 1d6 ⇒ (5) + 12 + (5) + (4) = 26
1st iterative: 1d20 + 19 ⇒ (18) + 19 = 37
1d6 + 12 + 1d6 + 1d6 ⇒ (2) + 12 + (4) + (3) = 21
That should be enough to destroy it, I think
Force Hook Charge: 1d20 + 18 ⇒ (19) + 18 = 37
13 damage on the FHC
| Watcher Uatu |
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The shadow returns to solid form(Mlungisi).
The Banshee is struck by Shakros.
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The banshee takes a 5 ft step up.
It then begins to wail
Everyone make a DC 23 fort save
Darrt you have a -4 penalty to this save.
If you fail you take 140 points of damage. DR does not apply.
If you make the save you are sickened for 1d6 ⇒ 1 rounds.
Sickened: The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
| Caarl |
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Attack: 1d20 + 20 ⇒ (7) + 20 = 27
Damage: 3d6 + 30 ⇒ (4, 4, 6) + 30 = 44
Attack: 1d20 + 20 ⇒ (12) + 20 = 32
Damage: 3d6 + 30 ⇒ (5, 1, 4) + 30 = 40
Attack: 1d20 + 15 ⇒ (9) + 15 = 24
Damage: 3d6 + 30 ⇒ (2, 5, 4) + 30 = 41
Attack: 1d20 + 10 ⇒ (3) + 10 = 13
Damage: 3d6 + 30 ⇒ (1, 6, 6) + 30 = 43
ok i rolled low, what do you have to hit to die shakros?
| Watcher Uatu |
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The Banshee is dead. It only had 3 hp left.
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LE 1 attack BOLERIDIN (AC 19)
Attack: 1d20 + 21 ⇒ (14) + 21 = 35
Damage: 2d6 + 13 ⇒ (2, 4) + 13 = 19
Attack: 1d20 + 21 ⇒ (9) + 21 = 30
Damage: 2d6 + 13 ⇒ (5, 3) + 13 = 21
Attack: 1d20 + 16 ⇒ (20) + 16 = 36
Damage: 2d6 + 13 ⇒ (5, 5) + 13 = 23
Possible Crit 1d20 + 16 ⇒ (9) + 16 = 25
Damage: 4d6 + 26 ⇒ (6, 5, 3, 2) + 26 = 42
Attack: 1d20 + 11 ⇒ (11) + 11 = 22
Damage: 2d6 + 13 ⇒ (2, 6) + 13 = 21
total damage=126
If you are still alive then make 4 fort saves vs DC 17
If you fail any of the first two:
Bubonic Plague-->1d4 ⇒ 2 con damage and 1 Cha damage and target is fatigued
If you fail any of the 2nd two:
Slimy Doom-->1d4 ⇒ 1 con damage and target must make a second Fort save or 1 point of the damage is drain instead;
The save is made with a -4 penalty.
---------------------------------
LE 2 vs Caarl
Attack: 1d20 + 21 ⇒ (7) + 21 = 28
Damage: 2d6 + 13 ⇒ (6, 1) + 13 = 20
Attack: 1d20 + 21 ⇒ (8) + 21 = 29
Damage: 2d6 + 13 ⇒ (5, 1) + 13 = 19
Attack: 1d20 + 16 ⇒ (15) + 16 = 31
Damage: 2d6 + 13 ⇒ (3, 2) + 13 = 18
Attack: 1d20 + 11 ⇒ (1) + 11 = 12
Damage: 2d6 + 13 ⇒ (2, 4) + 13 = 19
I think you took 1 point of damage
If you did then you get to make 1 fort save vs DC 17
con damage is 1d4 ⇒ 2
The save is made with a -4 penalty.
--------------------------------------------
Shakros is alive until he hits negative 18.
Bolerodin is up if he is still alive.
| Mlungisi |
| Male Human Oracle 15, HP 141, Init +1 |
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Have Caarl drop rage and also use the safe house to clear fatigue? Or just take the fatigue penalty? though that will give him quite a few penalties.
Or start dropping more bodies in the safe house if we are allowed to be brought back from actual death mid fight?
| 301 to 350 of 523 |
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