Forgotten Realms- The Chosen Return (Inactive)

Game Master Vuvu


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M Human
Quick Stats:
HP 173 (135 Current, plus 6 NL)//F: +15; R: +20; W: +13//Base AC 33 T 20 FF 27/Init: 11
Char Here
Tarwas, E’Sum Tel Myth Drannor wrote:

Being told that there are unidentified aura, Tarwas also casts Detect Magic and tries to identify them.

Then he tries to hide again and flies down into the room.

x x x x x x x x

x R _ _ _ _ B x
| Y _ _ _ _ _ x
| T _ _ _^_ _ x
x _ _ _ _ _ W x
x x x x x x x x

Barid moves to the corner of the room letter R on the 'ask key' map, keeping an eye on everything that he can.

Perception: 1d20 + 27 + 2 ⇒ (6) + 27 + 2 = 35

New Stealth roll: 1d20 + 24 + 2 ⇒ (4) + 24 + 2 = 30 Barid will use his ninja ability and walk down to the corner via walls and ceiling.


Now inside the room, you're better able to inspect the cauldron. It takes a long moment to confirm the cauldron itself is a figment- hence why you were unable to determine its properties- but it is not the illusion spell that you detected with your magic. A more powerful, still unidentified illusion spell masks the lesser magic that is the figment. But even as you're determining this, the trapdoor transforms with a wooden whine in an instant, solidifying into a seamless ceiling. A simple thick metal barring slides into place from non-existence across the double doors, without a way to remove it. You hear a quick series of jarring crunches around the walls, and the room itself suddenly drops. Those flying are slammed into the ceiling. Whatever the spell was, it apparently transformed parts of your surroundings with a complex trigger as to make the room fall.

49 damage to non-fliers. 33 damage to fliers. DC 15 acrobatics reduces damage by 2 and makes 6 of it nonlethal for both. Feather fall will allow a non-flyer to take damage as though flying.

The room remains intact at the end of the fall, though cracks drive along the walls and floor. A loud splosh sounds from all around, and the doors burst slightly ajar with the barring holding fast. An opening is made, large enough for one person at a time to squeeze through as a full round action, or as a move action with an Escape Artist DC 20. Each of you remain in the position you were when the fall occurred. The opening reveals a jagged cave-like wall about 15 feet from the doors, illuminated by a fiery orange-red glow from below. Hot air begins flowing through the opening in the door. The room tilts, at a 30 degree angle with the doors being on the topside, the opposite wall dipping down. An upward surge follows rapidly, then steadies. The room then feels stationary.

Before you can further assess the situation, the magical lights, cauldron, and magic aura vanish. Everyone is targeted by Dispel Magic, result 31 (if I'm not mistaken, this means everyone's biggest buff is dispelled). You find, mostly submerged into the stone floor beneath where the figment cauldron was, is a real iron cauldron, with only minimal flare and fancy design upon it. It is 2 feet into the stone. 360 damage to the stone will release it. Hardness 8, immune to slashing.

Finally, you hear the sound of wings outside, echoing in the cavern outside the doors.


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

more tomorrow but,mythic invisibility dispelled


RETIRED HP: 105/178; AC 31*; F:+15; R:+22; W:+10; Init +12, Perception +25, Stealth +43* Ninja 15 / Mythic Champion Trickster Tier 5

acrobatics: 1d20 + 26 ⇒ (5) + 26 = 31 how much fall damage did i negate?

Bariel will use a charge from his wand to cast protection from evil on himself. use magic device: 1d20 + 18 ⇒ (15) + 18 = 33 vs DC 20

"That... hurt." Bariel whispers.

had no active buffs on myself, area dispel doesn't affect magic items, so he is good on that front. Just missing a chunk of HP from that fall.


Can't fail the acrobatics.
Dispel Magic should actually only checks Caster level, not spell level.
So if one has casted everything at the same caster level, one random buff is dispelled, not the most powerfull. In my case that is the Barrier (rolled in spoiler).
Immunity to slashing is funny. So a tiny rapier or arrows can destroy it, while a great sword doesn't even scar it.^^

Tarwas shakes his head.
"My, my, is Calimsport as of late situated over an vulcano or what?"
He then begins recasting his lost spells, starting with false life, followed by Ablative Barrier and Shield.
If nothing new comes up until then, he'll begin to chisel the cauldron out of the stone.

Spoiler:

Lets say 1 Overland Flight, 2 Ablative Barrier, False Life sadly run out already.
1d2 ⇒ 2=> Barrier

false life1d10 + 10 ⇒ (1) + 10 = 11


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

Since we are not in initiative, Belsiard plays for four rounds and heals everyone

3d8 + 15 ⇒ (8, 2, 6) + 15 = 31

Besliard then readies his whip and then casts Major Image, just as he releases his healing burst. Standing in front of the door way ready to move out is an image of Belsiard, in the images hands is a loaded crossbow that crackles with magic. [ooc] When we are ready to go I will send it out first.


M Human
Quick Stats:
HP 173 (135 Current, plus 6 NL)//F: +15; R: +20; W: +13//Base AC 33 T 20 FF 27/Init: 11
Char Here
GM Nightskies wrote:

Now inside the room, you're better able to inspect the cauldron. It takes a long moment to confirm the cauldron itself is a figment- hence why you were unable to determine its properties- but it is not the illusion spell that you detected with your magic. A more powerful, still unidentified illusion spell masks the lesser magic that is the figment. But even as you're determining this, the trapdoor transforms with a wooden whine in an instant, solidifying into a seamless ceiling. A simple thick metal barring slides into place from non-existence across the double doors, without a way to remove it. You hear a quick series of jarring crunches around the walls, and the room itself suddenly drops. Those flying are slammed into the ceiling. Whatever the spell was, it apparently transformed parts of your surroundings with a complex trigger as to make the room fall.

49 damage to non-fliers. 33 damage to fliers. DC 15 acrobatics reduces damage by 2 and makes 6 of it nonlethal for both. Feather fall will allow a non-flyer to take damage as though flying.

The room remains intact at the end of the fall, though cracks drive along the walls and floor. A loud splosh sounds from all around, and the doors burst slightly ajar with the barring holding fast. An opening is made, large enough for one person at a time to squeeze through as a full round action, or as a move action with an Escape Artist DC 20. Each of you remain in the position you were when the fall occurred. The opening reveals a jagged cave-like wall about 15 feet from the doors, illuminated by a fiery orange-red glow from below. Hot air begins flowing through the opening in the door. The room tilts, at a 30 degree angle with the doors being on the topside, the opposite wall dipping down. An upward surge follows rapidly, then steadies. The room then feels stationary.

Before you can further assess the situation, the magical lights, cauldron, and magic aura vanish. Everyone is targeted by Dispel Magic, result 31 (if I'm not mistaken,...

I have a quick question, as I was walking on the walls, ceiling, was I able to prevent myself from taking damage? I know it's a moot point, now that Belsaird has healed us (mostly), but I was wondering before I note any damage that I might have taken.


STATS:
Init. +10; AC 33, T 20, FF 27; F+13, R+16, W+18 HP 31/107; Spell Effects: Detect Scrying, Endure Elements, Fly, Nondetection, Mindblank, Magic Aura, Planar Adaption, Arcane Sight, Blur, Haste

how long were we falling? no opportunity for action while falling? Would an immovable rod have stopped/slowed the action?

Someone was waiting to trigger that. Ynaeve takes a look around the cavern after squeezing through. She will wait for one of the more combat oriented to get through first.

Dispel, counting active spells and items spelled, ignoring items in haversack; Ring of Sustenance and Wizardry II no longer shows as mundane 1d15 ⇒ 10

Acrobatics 1d20 + 5 ⇒ (3) + 5 = 8
Escape Artist 1d20 + 5 ⇒ (10) + 5 = 15
Perception 1d20 + 20 ⇒ (6) + 20 = 26


Teller of Tales wrote:
Immunity to slashing is funny. So a tiny rapier or arrows can destroy it, while a great sword doesn't even scar it.[/ooc]

Good point- so we'll count any weapon actually meant to be able to thrust as counting as piercing for this purpose- or if it has at least 8 lb weight, can count as bludgeoning. So the scimitar will not work, but the rapier will work. Normally, most weapons aren't supposed to have much effect on stone, but... loose ruling. The magic on our weapons should reinforce them enough to allow them to do the job. These are rapiers, not fencing foils. On that point, some things... say, unarmed attack or a sap... will not work against the stone. Right you are about the caster level, I had a misunderstanding about the relation between the spell level and caster level regarding this spell.

Ynaeve wrote:

It was a brief fall- only immediate actions could be taken, and the immovable rod would have been smashed by the ceiling as it would take the same damage.

Barid wrote:

Fair question about clinging to the wall. How about a DC 35 climb check to take 33 damage as though a flyer?

Belsiard immediately begins healing everyone. Molten bubbling is heard, and at a snail's pace, the cracks in the floor fill with lava only a moment before it solidifies. The floor warms quickly. You hear voices in the cavern- spellcasting. You have limited visibility through the opening, and do not see the source.

Everyone will need the ability to climb, fly, or hold on to someone who can. Or teleport, etc.


RETIRED HP: 105/178; AC 31*; F:+15; R:+22; W:+10; Init +12, Perception +25, Stealth +43* Ninja 15 / Mythic Champion Trickster Tier 5

did Bariel take less damage due to beating the DC of the acrobatics by 16? just wondering. I know 3.5 used to do that but it appears that pathfinder doesnt follow the "DC 15 per 10ft fallen" aspect of old acrobatics :(


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

Belsiard is hovering still.

Once the others are ready to go,Belsiard will first send the image through the door, hopefully to take the first blast of whatever, then Belsiard will cast improved invisibility on himself, just before he squeezes through the door. When he does he will start his greater spellsteal BP.


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

Escape artist when it is time, 1d20 + 10 ⇒ (11) + 10 = 21


M Human
Quick Stats:
HP 173 (135 Current, plus 6 NL)//F: +15; R: +20; W: +13//Base AC 33 T 20 FF 27/Init: 11
Char Here
GM Nightskies wrote:


49 damage to non-fliers. 33 damage to fliers. DC 15 acrobatics reduces damage by 2 and makes 6 of it nonlethal for both. Feather fall will allow a non-flyer to take damage as though flying.

Fair question about clinging to the wall. How about a DC 35 climb check to take 33 damage as though a flyer?...

Take 10 on acrobatics (automatically make it anyway, Acro=24 pts total)

Climb, DC 35: 1d20 + 11 + 2 ⇒ (16) + 11 + 2 = 29 Impossible roll for me.
Healed 31 by Belsaird
New HP reflected in QuickStats


M Human
Quick Stats:
HP 173 (135 Current, plus 6 NL)//F: +15; R: +20; W: +13//Base AC 33 T 20 FF 27/Init: 11
Char Here
GM Nightskies wrote:


Belsiard immediately begins healing everyone. Molten bubbling is heard, and at a snail's pace, the cracks in the floor fill with lava only a moment before it solidifies. The floor warms quickly. You hear voices in the cavern- spellcasting. You have limited visibility through the opening, and do not see the source.

Everyone will need the ability to climb, fly, or hold on to someone who can. Or teleport, etc.

Activating my armor's flight ability, as well as my staff's invisibility power, should last for 15 minutes each, until dispelled.


Unnamed

Belsiard's image "squeezes" through the door, and steps out. Suddenly there is an explosion of, what the magic users recognize, as fireballs, and a couple of lightning bolts that slam into the image

For ease, I am putting us straight into initiative, I am counting the blasts as redied actions, meaning that all of you can now act

Rd 1

Belsiard activates his Greater Spellsteal performance as a swift action, then casts Greater Invisibility, then moves through the door.


Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will

Tarwas activates the magic on his sword before casting a spell and shrinking to half his size and width.
He then flies out...

The rest of my actions (where to stop flying, if I attack someone) depend on what I see once outside...

Spoiler:

Spellcombat casting reduce person + first half of my moves
I assume small characters should be able to just move through it, at most counting as difficult terrain.


Unnamed

Difficult terrain to get through the door way.

Anyone outside the door:

Outside is a 20 ft wide hallway that extends at least 100 feet down. There are runes lighting the way every 20 ft. About 80 feet down the hall are 3 men and 2 women dressed in robes. judging by the door and the collapsed body of Belsiard, or is that only a major image?, the 5 of them let loose a barrage of magical energy at the first person through the door. It appears to have been quite formidable.

They are staggered so that the only way to attack more then 1 at a time you must have a 15 foot reach.


Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will

Perception: 1d20 + 24 ⇒ (5) + 24 = 29
Spellcraft: 1d20 + 26 ⇒ (11) + 26 = 37
Do the runes look like traps/spell symbols or just like light sources?
No demons, that sucks.. Means I used the wrong bane.
The following actions only happens if Tarwas doesn't think those runes are traps. Otherwise the actions depend on what he thinks.
Also assuming they all look kinda alike, if one is clearly a leader etc he will target him.

Seeing his enemies, Tarwas clacks the heels of his boots together and flies to the nearest caster, trying to open a few holes in his body.

Spoiler:

My current touch AC is 34.

1 round Haste.
Assuming they are evil humans. If the are actually Evil outsiders, add 2 to hit, 2+2d6 damage. If they are not evil, reduce damage by 2d6. The 1d6 are cold damage.
1d20 + 32 ⇒ (8) + 32 = 40
1d4 + 32 + 1d6 + 2d6 ⇒ (1) + 32 + (3) + (1, 2) = 39

1d20 + 32 ⇒ (12) + 32 = 44
1d4 + 32 + 1d6 + 2d6 ⇒ (1) + 32 + (6) + (5, 4) = 48

1d20 + 32 ⇒ (3) + 32 = 35
1d4 + 32 + 1d6 + 2d6 ⇒ (2) + 32 + (5) + (6, 6) = 51

1d20 + 27 ⇒ (8) + 27 = 35
1d4 + 32 + 1d6 + 2d6 ⇒ (2) + 32 + (1) + (3, 5) = 43


Unnamed

how are you getting to one of them? you used a standard and a move to get through the door, by shrinking? Also how would you move and get 4 attacks?


M Human
Quick Stats:
HP 173 (135 Current, plus 6 NL)//F: +15; R: +20; W: +13//Base AC 33 T 20 FF 27/Init: 11
Char Here

Perception, looking for traps: 1d20 + 27 + 2 ⇒ (19) + 27 + 2 = 48

Stealth, modified for being invisible atm: 1d20 + 24 + 20 + 2 ⇒ (12) + 24 + 20 + 2 = 58

I'm not going to attack this round, but instead to get my bearings first as I move into the hallway. I move up to the ceiling and stay there for the moment.

2 Questions for Mini::
How high is the ceiling? Also, you mention the runes every 20'; are they just on the middle of each wall?


RETIRED HP: 105/178; AC 31*; F:+15; R:+22; W:+10; Init +12, Perception +25, Stealth +43* Ninja 15 / Mythic Champion Trickster Tier 5

Bariel will use his improved invisibility ability and head outside. Not attacking this turn, but will get out there and stay away from the runes until someone else figures out what they are.


Unnamed

middle of the wall and you need an escape artist check to get through the door. Dc 20, if you fail it takes triple movemnt

ceiling is 30 feet up


RETIRED HP: 105/178; AC 31*; F:+15; R:+22; W:+10; Init +12, Perception +25, Stealth +43* Ninja 15 / Mythic Champion Trickster Tier 5

auto-succeed on the escape artist (+26 modifier)

stealth with imp inv: 1d20 + 63 ⇒ (10) + 63 = 73


Unnamed

Anyone with a spellcraft of +10 recognizes them as a simple light spell


M Human
Quick Stats:
HP 173 (135 Current, plus 6 NL)//F: +15; R: +20; W: +13//Base AC 33 T 20 FF 27/Init: 11
Char Here
MiniGM wrote:

middle of the wall and you need an escape artist check to get through the door. Dc 20, if you fail it takes triple movemnt

ceiling is 30 feet up

Escape Artist: 1d20 + 19 + 2 ⇒ (6) + 19 + 2 = 27

Since I was looking for traps, do I figure out the 'symbols' are just lights?


Unnamed

nope you figure out that they are not traps


M Human
Quick Stats:
HP 173 (135 Current, plus 6 NL)//F: +15; R: +20; W: +13//Base AC 33 T 20 FF 27/Init: 11
Char Here

OK In that case, I've done my actions for Round 1. Although I did have a question...Can I make out from where I am the location of the last person (i.e. the farthest back) flinging snot at us?


Unnamed

yes you can


Unnamed

Botting Ynaeve. Ynaeve moves through the door, taking her time with the door, then Casts Haste


RETIRED HP: 105/178; AC 31*; F:+15; R:+22; W:+10; Init +12, Perception +25, Stealth +43* Ninja 15 / Mythic Champion Trickster Tier 5

anyone else get some of that sweet, sweet haste?


Unnamed

Three of the humans send lightning bolts flying. The first strikes the invisible Belsiard and Tarwas. A second hits both Barid and Ynaeve, and the third strikes Tarwas and Belsiard again.

1st 10d6 + 6 ⇒ (3, 2, 1, 4, 3, 5, 2, 5, 5, 5) + 6 = 41 DC 21 Ref

2nd 10d6 + 6 ⇒ (6, 4, 3, 5, 4, 3, 6, 1, 5, 4) + 6 = 47 DC 21 Ref

3rd 10d6 + 6 ⇒ (6, 2, 2, 5, 1, 6, 3, 3, 2, 3) + 6 = 39 DC 21 Ref

The furthest human casts a spell against Tarwas

Spellcraft DC23:
Phantasamal Killer

Tarwas make a DC 20 Will save. If you fail that make a DC 20 Fort save. If you fail that you die. If you make that then take 3d6 ⇒ (5, 1, 4) = 10 damage. This is a fear effect.

In front of Ynaeve and Barid a wall of crackling electricity appears, though it does not harm them it does prevent them from moving.

Rd 2
1d20 + 15 ⇒ (6) + 15 = 21 1d20 + 15 ⇒ (5) + 15 = 20 Belsiard manages to twist out of the way of a lot of the energy. Then he moves forward and

1d20 + 13 ⇒ (8) + 13 = 21 touches the nearest sorcerer, using his spell steal ability on him

1d20 ⇒ 13 the caster fails his save and Belsiard steals the spell Phantasmal killer from him.

Go Heroes


Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will

Are they mythic? I ask because of Mythic Saves. Managed all saves.

Tarwas now tries to finally make his way to one of the lightningbolt shooting caster to silence him.

Spoiler:

1d20 + 22 ⇒ (9) + 22 = 31
1d20 + 22 ⇒ (10) + 22 = 32
1d20 + 20 ⇒ (4) + 20 = 24

Overall (assuming a 43 hits) 276 damage.

1d20 + 30 ⇒ (17) + 30 = 47
1d4 + 16 + 1d6 + 2d6 + 42 ⇒ (3) + 16 + (2) + (4, 3) + 42 = 70
=>with crit 139 Damage

1d20 + 30 ⇒ (1) + 30 = 31 = miss
1d4 + 16 + 1d6 + 2d6 ⇒ (2) + 16 + (1) + (2, 2) = 23

1d20 + 30 ⇒ (20) + 30 = 50
1d4 + 16 + 1d6 + 2d6 ⇒ (4) + 16 + (2) + (4, 1) = 27
=>with crit 52 damage

1d20 + 30 ⇒ (13) + 30 = 43
1d4 + 16 + 1d6 + 2d6 ⇒ (2) + 16 + (3) + (2, 6) = 29

1d20 + 25 ⇒ (20) + 25 = 45
1d4 + 16 + 1d6 + 2d6 ⇒ (1) + 16 + (1) + (5, 3) = 26
=>with crit 56 damage

Crit confirmation
1d20 + 37 ⇒ (18) + 37 = 55
1d20 + 37 ⇒ (16) + 37 = 53
1d20 + 32 ⇒ (13) + 32 = 45

1d4 + 16 + 1d6 + 2d6 + 42 ⇒ (1) + 16 + (4) + (3, 3) + 42 = 69
1d4 + 16 + 1d6 + 2d6 ⇒ (2) + 16 + (6) + (2, 3) = 29
1d4 + 16 + 1d6 + 2d6 ⇒ (4) + 16 + (2) + (4, 4) = 30


RETIRED HP: 105/178; AC 31*; F:+15; R:+22; W:+10; Init +12, Perception +25, Stealth +43* Ninja 15 / Mythic Champion Trickster Tier 5

haste affects a number of targets based on caster level, did Ynaeve haste anyone besides herself?


Unnamed

yes all are hasted. Not mythic.


RETIRED HP: 105/178; AC 31*; F:+15; R:+22; W:+10; Init +12, Perception +25, Stealth +43* Ninja 15 / Mythic Champion Trickster Tier 5

Bariel will move 120ft forward while under improved invisibility and attempt to place himself in prime position to strike next turn (flanking, if possible)


Unnamed

Tarwas slaughters the first caster.

currently no flanking available since Tarwas killed the other


M Human
Quick Stats:
HP 173 (135 Current, plus 6 NL)//F: +15; R: +20; W: +13//Base AC 33 T 20 FF 27/Init: 11
Char Here

Reflex Save: 1d20 + 19 + 2 ⇒ (18) + 19 + 2 = 39 Quick Stats show my new HP total.

So is this wall of electricity just a wall, or are we boxed in, as if they know where we are standing/floating?


Unnamed

it is between you and the combat, behind is the room that had held the cauldron


M Human
Quick Stats:
HP 173 (135 Current, plus 6 NL)//F: +15; R: +20; W: +13//Base AC 33 T 20 FF 27/Init: 11
Char Here

Was there anything in the room, besides the cauldron?


Unnamed

no


STATS:
Init. +10; AC 33, T 20, FF 27; F+13, R+16, W+18 HP 31/107; Spell Effects: Detect Scrying, Endure Elements, Fly, Nondetection, Mindblank, Magic Aura, Planar Adaption, Arcane Sight, Blur, Haste

heading into work...

I can cast fly at will so I would not have walked out of the cage (I am an Avariel after all)

Ynaeve casts greater invis and then flys up above the lightning wall.


I think we have a ceiling...


Unnamed

I posted a while back how high it is, the wall is the same as a wall of fire


M Human
Quick Stats:
HP 173 (135 Current, plus 6 NL)//F: +15; R: +20; W: +13//Base AC 33 T 20 FF 27/Init: 11
Char Here
MiniGM wrote:
I posted a while back how high it is, the wall is the same as a wall of fire

Well in that case, since I already stated that I was on the ceiling, I'll just fly past, effectively over the wall.

I'll take a full 30' move, still stealthing (and invisible) towards the last guy in the group.

Height of wall=20'


Unnamed

that works. Please clearly state your round actions. I got tarwas and bel and ynaeve right now.


RETIRED HP: 105/178; AC 31*; F:+15; R:+22; W:+10; Init +12, Perception +25, Stealth +43* Ninja 15 / Mythic Champion Trickster Tier 5

Bariel should already be past the electric wall and fairly far along down the tunnel, something like 120ft from last turn's actions will move to the last guy and attack (While under improved invisibility).

atk: 1d20 + 23 + 2 ⇒ (4) + 23 + 2 = 29 (+2 more if he can't see through my invis)
dmg: 1d6 + 4 ⇒ (2) + 4 = 6
snk atk: 8d6 ⇒ (4, 1, 5, 1, 1, 5, 5, 6) = 28 (if he is subject to sneak attack)


Unnamed

bariel weaves his way through the enemies and slashes deeply into the caster who ries out.


STATS:
Init. +10; AC 33, T 20, FF 27; F+13, R+16, W+18 HP 31/107; Spell Effects: Detect Scrying, Endure Elements, Fly, Nondetection, Mindblank, Magic Aura, Planar Adaption, Arcane Sight, Blur, Haste

With greater invisibility cloaking her, Ynaeve will cast see invisible as she realizes several of her companions are no longer visible, she'll also be cautiously moving her position, to the opposite corner of the wall and ceiling, and closing with the enemy casters to within 50'.

And yes, she would have spread the haste around.


M Human
Quick Stats:
HP 173 (135 Current, plus 6 NL)//F: +15; R: +20; W: +13//Base AC 33 T 20 FF 27/Init: 11
Char Here
Ynaeve Amryln wrote:

With greater invisibility cloaking her, Ynaeve will cast see invisible as she realizes several of her companions are no longer visible, she'll also be cautiously moving her position, to the opposite corner of the wall and ceiling, and closing with the enemy casters to within 50'.

And yes, she would have spread the haste around.

Since haste has been confirmed, then Barid will move another 30' in Round 2, and that should put him 30' from the bad guys.


Unnamed

ynaeve how have you cast 3 spells? It is rd 2. I cast haste for you in rd 1 rd 2 is greater invis. It is possible but explain.

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