Tik-Tik |
Drinks a barkskin and a shield elixir, while he let's down his magical resistance for Hali's and Lotus's spells. Voluntarily lowering SR for their spells. Add current Armor Class and Saves with buffs into my profile.
Watcher Uatu |
I have to get the stats for the Erinyes set up. As soon as I do that I will we can start the battle. If you want you can open the door and roll init, unless you plan to try diplomacy first.
1d3 + 2 ⇒ (1) + 2 = 3
You get 3 Erinyes.
LE Medium outsider (devil, evil, extraplanar, lawful)
Init +6; Senses darkvision 60 ft., see in darkness, true seeing; Perception +16
DEFENSE
AC 23, touch 17, fat-footed 16 (+6 Dex,+1 dodge, +6 natural) +2 dodge BoF, +4 deflection if within 20 feet.
hp 130 (9d10+63)
Fort +13, Ref +12, Will +9 DR 5/good; Immune fire, poison; Resist acid 10, cold 10; SR 19
OFFENSE
Speed 30 ft., fly 50 ft. (good)
Melee +1 longsword +17/+17/+17+12 (1d8+13/19–20) or 19/19/12
Ranged +1 flaming composite longbow +16/+16/+16/+11 (1d8+8/×3 plus 1d6 fire) or rope +15 touch (entangle)
Spell-Like Abilities (CL 12th) Constant—true seeing At will—fear (single target, DC 19), greater teleport (self plus 50 lbs. of objects only), minor image (DC 17), unholy blight (DC 19) 1/day— summon (level 3, 2 bearded devils, 50%)
STATISTICS
Str 24, Dex 23, Con 25, Int 14, Wis 18, Cha 21
Base Atk +9; CMB +16; CMD 33
Feats Combat Reflexes, DodgeB, MobilityB, Point-Blank Shot, Precise Shot, Rapid Shot, Shot on the Run
Skills Acrobatics +18, Bluff +17, Diplomacy +14, Escape Artist +12, Fly +19, Intimidate +17,
Knowledge (planes) +8, Knowledge (religion) +8, Perception +16, Sense Motive +10, Stealth +15
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
SPECIAL ABILITIES
Entangle (Su) Each erinyes carries a 50-foot-long rope that entangles opponents of any size as an
animate rope spell. (CL 16th, DC 20). An erinyes can hurl its rope 30ft. with no range penalty. An
erinyes’s rope functions only for the erinyes who made it and no other. Then save DC is Dexteritybased.
Keffle is +4 to CL for the purpose of this spell.
Just before all of the buffing starts Keffle brings in 3 lovely ladies to help the party.
Watcher Uatu |
1d20 +2
Casting Holy Aura on you all** spoiler omitted **
Just to be clear this is an aura affect. Whenever you get more than 20 feet away from Lotus you lose the benefit of these Holy Aura.
I would also like for everyone to state which benefit of Blessing of Fervor they are using.
The spell does allow you to change the benefit from round to round so if you change your benefit then post that also.
With the addition of the Erinyes I am thinking this fight won't be as difficult as I thought it would be.
Watcher Uatu |
Well I guess that answers that diplomacy question. :)
Thogg kicks the door in, and only Tesh is visible, and flying. He also seems to be in two places at once though.
Init so far
Tesh:1d20 + 7 ⇒ (4) + 7 = 11
Scythe People:1d20 + 7 ⇒ (13) + 7 = 20
Erinyes:1d20 + 6 ⇒ (4) + 6 = 10
Halistria D'Harvash |
Hali rolled initiative at the top of the page... 27. I think Lotus and Thogg have posted theirs too. Is Kaz still around?
I'll take the following from Blessing of Fervor (Thanks Lotus!)
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Knowledge Arcana 1d20 + 12 ⇒ (14) + 12 = 26
Watcher Uatu |
Init Round 1:
Kaz 1d20 + 14 ⇒ (16) + 14 = 30
Thogg 28
Hali 27
Tik tik 24
Scythe People:1d20 + 7 ⇒ (13) + 7 = 20
Lotus 20
Tesh:1d20 + 7 ⇒ (4) + 7 = 11
Erinyes:1d20 + 6 ⇒ (4) + 6 = 10
The door opens, almost coming off the hinges due to Thogg's blow.
The green area is all pews.
The yellow and green area is where sermons are normally made from. The yellow squares are difficult terrain due to how they slope up.
The blue area is the floor. The "x's" in the pews are people.
Anyone with an initiative above 20 can go ahead and act.
Kaz did say he would be joining us soon so I rolled init for him.
Kazimier Tumaz |
Kaz walks into the temple in awe of it's grandiose coloring and design, reminding himself this is the way of this god. He pulls out a wand and casts Stoneskin on himself knowing full well there will be more trouble.
StoneSkin DR/10Adamantine and 70 HP(minimum caster Level)
School abjuration; Level druid 5, sorcerer/wizard 4
Casting Time 1 standard action
Components V, S, M (granite and diamond dust worth 250 gp)
Range touch
Target creature touched
Duration 10 min./level or until discharged
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains DR 10/adamantine. It ignores the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon bypasses the reduction. Once the spell has prevented a total of 10 points of damage per caster level (maximum 150 points), it is discharged.
Thogg Smashes-What-He-Hates |
Round 1 Initiative 28
Blessing of Fervor choice: +2 bonus to hit, AC, Reflex saves
Thogg activates his magical boots, howls with rage and charges heedlessly forward moving forward at a superhuman speed thanks to his Boots of Speed.
He crashes into Tesh swinging his massive hammer which sparks with captured electricity.
Raging, Power Attack, Dazing Assault 1: 1d20 + 24 ⇒ (14) + 24 = 382d6 + 1d6 + 1d6 + 31 ⇒ (4, 5) + (1) + (2) + 31 = 43
Raging, Power Attack, Dazing Assault Haste: 1d20 + 24 ⇒ (13) + 24 = 372d6 + 1d6 + 1d6 + 31 ⇒ (6, 3) + (1) + (6) + 31 = 47
Raging, Power Attack, Dazing Assault 2: 1d20 + 19 ⇒ (11) + 19 = 302d6 + 1d6 + 1d6 + 31 ⇒ (6, 2) + (2) + (3) + 31 = 44
Raging, Power Attack, Dazing Assault 3: 1d20 + 14 ⇒ (10) + 14 = 242d6 + 1d6 + 1d6 + 31 ⇒ (6, 4) + (6) + (6) + 31 = 53
Fort DC for Dazing Assault is 25 for 1 and hasted attacks, 20 for 2, and 15 for 3. First 2d6 is weapon, d6 after that is acid, last d6 is elecricity.
Is Tesh flatfooted or is he too prepared for that?
20 rnds of rage remain, 9 rounds of Boots of Haste
Current AC 35
Halistria D'Harvash |
Thogg gets an additional +2 to hit and +2 to damage from Hali's song (if it matters with those rolls)
Hali will attempt a target Dispel Magic at Tesh. 1d20 + 8 ⇒ (7) + 8 = 15
Let's see who's so high and mighty now! then after spell goes "Meh!" she adds, You. I guess its still you.
As a free action she'll activate Wings of Air
Watcher Uatu |
He is flat-footed but he has concealment. 50% miss chance.
Above 50 means you miss, low rolls mean you hit, assuming you hit the AC of course.
miss chance 1 :1d100 ⇒ 40
miss chance 2 :1d100 ⇒ 69
miss chance 3 :1d100 ⇒ 97
miss chance 4 :1d100 ⇒ 88
The first attack slams into Tesh, but the others miss.
Fort save to avoid daze:1d20 + 13 ⇒ (14) + 13 = 27
Tesh seems surprised by the force of the blow.
Watcher Uatu |
Thogg gets an additional +2 to hit and +2 to damage from Hali's song (if it matters with those rolls)
Hali will attempt a target Dispel Magic at Tesh. 1d20+8
** spoiler omitted **Let's see who's so high and mighty now! then after spell goes "Meh!" she adds, You. I guess its still you.
As a free action she'll activate Wings of Air
You were not able to overcome anything he has one him.
Tik-Tik |
Flying through the air quickly(J-9), Tik-Tik stabs at Tesh with his longspear.
+3 Lonspear, Charge:1d20 + 18 + 2 ⇒ (14) + 18 + 2 = 34
Damage:1d4 + 5 ⇒ (3) + 5 = 8
Miss Chance(50 and below hits:1d100 ⇒ 80
Watcher Uatu |
Tesh does a "mock yawn" as Tik-tik's attack fails.
Suddenly the Bloodless(people with Scythes appear) over the pews about 10 feet up. Each one fires a ray of dark energy at Thogg
Touch Attack: 1d20 + 13 ⇒ (20) + 13 = 33
Level Drain: 1d4 ⇒ 1
Touch Attack: 1d20 + 13 ⇒ (16) + 13 = 29
Level Drain: 1d4 ⇒ 3
edit:Level drains are not a type of damage so there is no doubling up when I roll a crit, which is good for Thogg. You only get 4 negative levels.
Lotus, you are up.
Lotus Larina |
Holy Aura gives Thogg a SR 25 v the (if Evil) rays and if its Touch Attack and not range Touch Attack also they are blinded unless they make each a fort save DC23 or DC25 can not work out which.
School abjuration [good]; Level cleric/oracle 8; Domain glory 8, good 8
CASTING
Casting Time 1 standard action
Components V, S, F (a tiny reliquary worth 500 gp)
EFFECT
Range 20 ft.
Targets one creature/level in a 20-ft.-radius burst centered on you
Duration 1 round/level (D)
Saving Throw see text; Spell Resistance yes (harmless)
DESCRIPTION
A brilliant divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by evil creatures, and causing evil creatures to become blinded when they strike the subjects. This abjuration has four effects.
First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from evil, this benefit applies against all attacks, not just against attacks by evil creatures.
Second, each warded creature gains spell resistance 25 against evil spells and spells cast by evil creatures.
Third, the abjuration protects the recipient from possession and mental influence, just as protection from evil does.
Finally, if an evil creature succeeds on a melee attack against a creature warded by a holy aura, the offending attacker is blinded (Fortitude save negates, as blindness/deafness, but against holy aura's save DC).
"Thou art a crafter of abominations, we are here to end thy wickedness"
Dispel Magic, Greater on Tesh, lets see him yawn this off 1d20 + 15 ⇒ (14) + 15 = 29
Lotus Larina |
Two huge golden wings of light shoot up from Lotus Armor as she walks into the room, her Shield and Armor shine with the light of the sun as a beacon of light in this defiled space. Her god is with her and evil shall not stand against them.
"My Goddess, this is why I am her, this is what needs to be done, The light I bring to the darkness, the hope to the lost, I shall heal the world and earth, and in my deeds be true and good, aid me now for evil comes and we would not stand alone to face it"
Should have added Spells running, Remember AC+ from Blessing of Fervor dos not stack with AC+ from Holy Aura, so take another from
Blessing of Fervor as you get +4 not 2 from Holy Aura. + to AC +4HA +4Shield = ALL ACs FF Touch etc +8AC, new AC52
Blessing of Fervor
School transmutation; Level cleric/oracle 4
CASTING
Casting Time 1 standard action
Components V, S, DF
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Targets one creature/level, no two of which can be more than 30 ft. apart
Duration 1 round/level
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)
DESCRIPTION
With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).
Increase its speed by 30 feet.
Stand up as a swift action without provoking an attack of opportunity.
Make one extra attack as part of a full attack action, using its highest base attack bonus.
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round. Blessing of fervor does not stack with haste.
Holy Aura
School abjuration [good]; Level cleric/oracle 8; Domain glory 8, good 8
CASTING
Casting Time 1 standard action
Components V, S, F (a tiny reliquary worth 500 gp)
EFFECT
Range 20 ft.
Targets one creature/level in a 20-ft.-radius burst centered on you
Duration 1 round/level (D)
Saving Throw see text; Spell Resistance yes (harmless)
DESCRIPTION
A brilliant divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by evil creatures, and causing evil creatures to become blinded when they strike the subjects. This abjuration has four effects.
First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from evil, this benefit applies against all attacks, not just against attacks by evil creatures.
Second, each warded creature gains spell resistance 25 against evil spells and spells cast by evil creatures.
Third, the abjuration protects the recipient from possession and mental influence, just as protection from evil does.
Finally, if an evil creature succeeds on a melee attack against a creature warded by a holy aura, the offending attacker is blinded (Fortitude save negates, as blindness/deafness, but against holy aura's save DC).
Death Ward
School necromancy; Level alchemist 4, cleric/oracle 4, druid 5, inquisitor 4, paladin 4, witch 4; Domain death 4, repose 4
CASTING
Casting Time 1 standard action
Components V, S, DF
Range touch
Target living creature touched
Duration 1 min./level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
DESCRIPTION
The subject gains a +4 morale bonus on saves against all death spells and magical death effects. The subject is granted a save to negate such effects even if one is not normally allowed. The subject is immune to energy drain and any negative energy effects, including channeled negative energy.
This spell does not remove negative levels that the subject has already gained, but it does remove the penalties from negative levels for the duration of its effect.
Death ward does not protect against other sorts of attacks, even if those attacks might be lethal.
School evocation [fire, good, light]; Level bard 4, cleric/oracle 4, magus 4, paladin 4, ranger 4
CASTING
Casting Time 1 standard action
Components V, S, DF
EFFECT
Range personal
Target you
Duration 1 round/level
Saving Throw see text; Spell Resistance no
DESCRIPTION
You create a disk of sunlight on one arm. Any creature that strikes you with a melee attack deals normal damage, but also takes 1d6 points of fire damage + 1 point per caster level (maximum +15). Creatures with reach weapons are not subject to this damage if they attack you. The shield provides illumination as if it were a continual flame spell. You can only have one instance of this spell in effect at a time. It does not stack with similar damaging aura spells such as fire shield.
School abjuration [force]; Level alchemist 1, magus 1, sorcerer/wizard 1, summoner 1; Domain defense 1
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range personal
Target you
Duration 1 min./level (D)
DESCRIPTION
Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance.
If I can use this
Stand up as a swift action without provoking an attack of opportunity.
Make one extra attack as part of a full attack action, using its highest base attack bonus, to cast another spell ill cast.
School evocation [good]; Level cleric/oracle 2, inquisitor 2
CASTING
Casting Time 1 standard action
Components V, S, M (a vial of holy water and 25 gp worth of silver dust), DF
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Area 20-ft.-radius emanation
Duration 2 hours/level
Saving Throw none; Spell Resistance no
DESCRIPTION
This spell blesses an area with positive energy. The DC to resist negative (unofficial errata) channeled energy within this area gains a +3 sacred bonus. Every undead creature entering a consecrated area suffers minor disruption, suffering a -1 penalty on attack rolls, damage rolls, and saves. Undead cannot be created within or summoned into a consecrated area. If the consecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity, pantheon, or aligned higher power, the modifiers given above are doubled (+6 sacred bonus to positive channeled energy DCs, -2 penalties for undead in the area).
You cannot consecrate an area with a similar fixture of a deity other than your own patron. Instead, the consecrate spell curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.
Consecrate counters and dispels desecrate.
Watcher Uatu |
Holy Aura gives Thogg a SR 25 v the (if Evil) rays and if its Touch Attack and not range Touch Attack also they are blinded unless they make each a fort save DC23 or DC25 can not work out which.
** spoiler omitted **
"Thou art a crafter of abominations, we are here to end thy wickedness"
Dispel Magic, Greater on Tesh, lets see him yawn this off 1d20 +15
I see you don't have to stay within the aura.
F1-->Caster level check vs 25:1d20 + 13 ⇒ (11) + 13 = 24
F2-->Caster level check vs 25:1d20 + 13 ⇒ (2) + 13 = 15
It seems Thogg is safe.
Watcher Uatu |
Tesh is suddenly easier to see, and begins to fall.
I will rule that falling provokes. Thogg you get an AoO.
---------------------------------------------
Standing up as a swift action, and getting the extra attack are two different options. You can choose one or the other.
As a swift action he reapplies the displacement.
Casting defensively--1st level spell, can't even fail on a 1.
Next standard action. Drop dispel magic on Lotus--cast defensively, also can't fail on a 1.
1d20 + 15 ⇒ (19) + 15 = 34 vs 26
knowledge (Arcana):1d20 + 14 ⇒ (18) + 14 = 32
PS:The second standard action was not an error. :)
That gets rid of the top 3 spells affecting Lotus.
spell 1: Holy Aura.
spell 2: Shield of the Dawnflower.
spell 3: Blessing of Fervor.
"Kill the cleric.", he says.
Watcher Uatu |
Erinyes 1
attack:1d20 + 16 ⇒ (19) + 16 = 35
damage: 1d8 + 8 ⇒ (7) + 8 = 15 + 1d6 ⇒ 4
Erinyes 2
attack:1d20 + 16 ⇒ (15) + 16 = 31
damage: 1d8 + 8 ⇒ (5) + 8 = 13 + 1d6 ⇒ 4
Erinyes 3
attack:1d20 + 16 ⇒ (11) + 16 = 27
damage: 1d8 + 8 ⇒ (5) + 8 = 13 + 1d6 ⇒ 2
The erinyes step out and take one shot at F2. Two of the 3 shots hit.
Simutaneously a dark figure emerges from the floor behind Keffle, that is cloaked in fire.
"For too long you have toyed with things beyond your control and your understanding. You now belong to me Keffle."
The look on Keffle's face shows nothing but fear at first, but then it softens into one of acceptance.
The figure then opens a portal. "You knew this time would come."
Keffle then looks at the party with a look that says "I am sorry", since he knows he could have been of much more help if he had more time. He steps through the portal, and it closes. The figure then commands the Erinyes to stay, and see the fight through. It is then enveloped in fire, and when the fire subsides the creature is gone.
Watcher Uatu |
Dispel magic is one spell not three it just ends one spell sorry, I cast "greater" dispel magic that dos three spells,I lose only spell 1 Holy Aura.
I did cast greater dispel magic. Sorry if I used the wrong name, and you got rid of two of Tesh's spells. The second spell you got rid of was the fly spell. That is why Thogg gets an AoO. That is all he had up.
PS:If Thogg can daze it with his AoO then the dispel never takes place though.
Thogg Smashes-What-He-Hates |
Using the momentary opening as Tesh begins to fall, Thogg lashes out with his hammer.
AoO: 1d20 + 26 ⇒ (1) + 26 = 272d6 + 1d6 + 1d6 + 33 ⇒ (4, 6) + (1) + (6) + 33 = 50
Noooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo!! Quick does anyone have an immediate action spell or ability that would let me reroll?
Lotus, the AC bonuses from Holy Aura and Blessing of Fervor do stack. Fervor adds a dodge bonus. Holy Aura provides a deflection bonus. A deflection bonus which overlaps with my existing +4 deflection bonus from my ring so provides no benefit. But the SR just saved my balls!
Watcher Uatu |
The dice gods giveth, and the dice gods taketh away mighty Thogg. I think I jinxed you though with my last post. Hopefully nobody has an ability to give you a reroll, otherwise this is about to be a lopsided loss for Team Evil.
PS:If a reroll is possible I suggest making it in a new post. Sometimes trying to edit an old post will make the dice roller give you the same number again.
Lotus Larina |
Just thught, he lost flight, fell, tuck damage (if any) then got up swift or not, hes got to make a concentration before he can cast any thing.
To cast a spell, you must concentrate. If something interrupts your concentration while you're casting, you must make a concentration check or lose the spell. When you make a concentration check, you roll d20 and add your caster level and the ability score modifier used to determine bonus spells of the same type. clerics, druids, and rangers add their Wisdom modifier. Bards, paladins, and sorcerers add their Charisma modifier. Finally, wizards add their Intelligence modifier. The more distracting the interruption and the higher the level of the spell you are trying to cast, the higher the DC (see Table: Concentration Check DCs). If you fail the check, you lose the spell just as if you had cast it to no effect.
Injury
If you take damage while trying to cast a spell, you must make a concentration check with a DC equal to 10 + the damage taken + the level of the spell you're casting. If you fail the check, you lose the spell without effect. The interrupting event strikes during spellcasting if it comes between the time you started and the time you complete a spell (for a spell with a casting time of 1 full round or more) or if it comes in response to your casting the spell (such as an attack of opportunity provoked by the spell or a contingent attack, such as a readied action).
If you are taking continuous damage, such as from an acid arrow or by standing in a lake of lava, half the damage is considered to take place while you are casting a spell. You must make a concentration check with a DC equal to 10 + 1/2 the damage that the continuous source last dealt + the level of the spell you're casting. If the last damage dealt was the last damage that the effect could deal, then the damage is over and does not distract you.
Spell
If you are affected by a spell while attempting to cast a spell of your own, you must make a concentration check or lose the spell you are casting. If the spell affecting you deals damage, the DC is 10 + the damage taken + the level of the spell you're casting.
If the spell interferes with you or distracts you in some other way, the DC is the spell's saving throw DC + the level of the spell you're casting. For a spell with no saving throw, it's the DC that the spell's saving throw would have if a save were allowed (10 + spell level + caster's ability score).
Grappling or Pinned
The only spells you can cast while grappling or pinned are those without somatic components and whose material components (if any) you have in hand. Even so, you must make a concentration check (DC 10 + the grappler's CMB + the level of the spell you're casting) or lose the spell.
Vigorous Motion
If you are riding on a moving mount, taking a bouncy ride in a wagon, on a small boat in rough water, below-decks in a storm-tossed ship, or simply being jostled in a similar fashion, you must make a concentration check (DC 10 + the level of the spell you're casting) or lose the spell.
Violent Motion
If you are on a galloping horse, taking a very rough ride in a wagon, on a small boat in rapids or in a storm, on deck in a storm-tossed ship, or being pitched roughly about in a similar fashion, you must make a concentration check (DC 15 + the level of the spell you're casting) or lose the spell. If the motion is extremely violent, such as that caused by an earthquake, the DC is equal to 20 + the level of the spell you're casting.
Violent Weather
You must make a concentration check if you try to cast a spell in violent weather. If you are in a high wind carrying blinding rain or sleet, the DC is 5 + the level of the spell you're casting. If you are in wind-driven hail, dust, or debris, the DC is 10 + the level of the spell you're casting. In either case, you lose the spell if you fail the concentration check. If the weather is caused by a spell, use the rules as described in the spell's description.
Casting Defensively
If you want to cast a spell without provoking any attacks of opportunity, you must make a concentration check (DC 15 + double the level of the spell you're casting) to succeed. You lose the spell if you fail.
Entangled
If you want to cast a spell while entangled in a net or by a tanglefoot bag or while you're affected by a spell with similar effects, you must make a concentration check to cast the spell (DC 15 + the level of the spell you're casting). You lose the spell if you fail.
Lotus Larina |
"Concentration Check DC for Greater dispel magic on me Cast defensively 15 + double spell level + Any damage he has taken + any thing for the motion of falling = min DC27 up",
also with Make one extra attack as part of a full attack action, using its highest base attack bonus. Do I get a second spell, if so I ill change that spell powering on turn undead.
Kazimier Tumaz |
Kaz walks forward toward Tesh drawing Keeper as he goes. Using his arcane power to charge his blade with Force energy. (2 Arcane points from my pool) He smiles at Tesh and striking quickly.
AC 36
HP 143(+70 from stoneskin = 213)
DR/10 Adamantine from Stoneskin
Arcane Pool Kaz: 4(6)
Arcane Pool Keeper: 3
Strike 1: 1d20 + 20 ⇒ (7) + 20 = 27
Damage 1: 1d8 + 20 ⇒ (6) + 20 = 26
Strike 2: 1d20 + 15 ⇒ (4) + 15 = 19
Damage 2: 1d8 + 20 ⇒ (2) + 20 = 22
Strike 3: 1d20 + 10 ⇒ (2) + 10 = 12
Damage 3: 1d8 + 20 ⇒ (4) + 20 = 24
Watcher Uatu |
Just thught, he lost flight, fell, tuck damage (if any) then got up swift or not, hes got to make a concentration before he can cast any thing.
** spoiler omitted **...
No he does not require a concentration check. When fly is dispelled you don't plummet to the ground, not only that he was only 5 ft up, and you have to fall 10 feet before damage is taken. Even then damage had to be taken during the act of casting, not before he cast which would have happened on the dispel turn, not his turn.
PS:As an aside I would like for any relevant text to be bolded or to only quote the specific text you(not you Lotus, just a general statement) intent to use for the purpose of rules clarification. :)
PS2:I was out of it for a few hours even before I went to work. Now that I am coherent I will respond to the other post. :)
Watcher Uatu |
Kaz walks forward toward Tesh drawing Keeper as he goes. Using his arcane power to charge his blade with Force energy. (2 Arcane points from my pool) He smiles at Tesh and striking quickly.
AC 36
HP 143(+70 from stoneskin = 213)
DR/10 Adamantine from Stoneskin
Arcane Pool Kaz: 4(6)
Arcane Pool Keeper: 3Strike 1: 1d20+20
Damage 1: 1d8+20Strike 2: 1d20+15
Damage 2: 1d8+20Strike 3: 1d20+10
Damage 3: 1d8+20** spoiler omitted **
What does the force energy do?
Kaz swings at Tesh, but fails to connect on any of his attacks.
Tesh looks at Tik-Tik, Kaz, and finally Thogg. "Three attackers, one real threat. Sorry you get to die first."
Watcher Uatu |
"Concentration Check DC for Greater dispel magic on me Cast defensively 15 + double spell level + Any damage he has taken + any thing for the motion of falling = min DC27 up",
also with Make one extra attack as part of a full attack action, using its highest base attack bonus. Do I get a second spell, if so I ill change that spell powering on turn undead.
Thanks for quoting what you were referring to, but none of that took place while he was casting. It all took place on the round before he started to cast.