Adaptation, Unshakeable Resolve, Ring o' Blinking, GREATER Ring o' Inner Fortitude; Regen. (1hp/10 min)
Duhwoo's Initiative roll:1d20 + 2 ⇒ (10) + 2 = 12
"Did ya'll say 'food'? That'd be a mighty kind offer, but Ah don't reckon Ah got any kinda hankerin' fo' any o' th' food yer likely ta bring ta this picnic!"
When Duhwoo's initiatitve comes along, he'll use his standard action starting up a Bardic Performance of CounterSong, just in case they try something sound-based that he might counteract -- plus he can interrupt the performance to cast Saving Finale, if need be...
"Punch them demons in the eye! Punch 'em hard and make 'em cry! Don't wanna hear what demons say! Just wanna make 'em go away!"
Lithuan have dancing lights. Since we have not been trying for stealth I would have been running that spell to illuminate the area in front of us, had I known that it was dark. This specific situation is why I take that spell. If not Lithuan, Vuvu has been previously running dancing lights before.
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31
Heck, even Duhwoo can cast Dancing Lights whenever he wants to!
Note the description of the room posted on April 30th sez: "Votive lights are embedded in the honeycombed walls, casting faint illumination on a pair of tall arched doorways in the eastern and western walls."
Previous room descriptions noted intrinsic lighting as well. I didn't know it was completely dark in the halls...
Adaptation, Unshakeable Resolve, Ring o' Blinking, GREATER Ring o' Inner Fortitude; Regen. (1hp/10 min)
another Hadjii post! dang it!
well then, you can bet Duhwoo is casting his cantrip a lot: since he typically walks in the back of the party, and frequently looks behind to make sure nothing is coming up behind, if the halls are dark he would have to cast Dancing Lights 30'-40' away -- approximately every other time he does a "check six" -- in order to see behind him...
I'd say there's about a 50% chance he has one up now!
Adaptation, Unshakeable Resolve, Ring o' Blinking, GREATER Ring o' Inner Fortitude; Regen. (1hp/10 min)
on Duhwoo's next turn, he'll maintain his Countersong (free action), move 30' towards Vars -- keeping his back to the wall as he moves -- and ready an action to strike any foe that moves adjacent...
Female CN Elf Wizard (Transmutation) 20.0 HP 182/182(+5) | AC 43 | T 23 | FF 38 | CMD 33(FoM) | Fort +19 | Ref +20 | Will +21(+2 vs Ench) | Init +12 | Perc +24 | Images
Not to be a killjoy, but magic missiles bypass images.. They autohit except for the shield spell/brooch of shielding etc.. On an otherwise note did the module really have the vampires memorizing 4 sets of magic missiles?
Female CN Elf Wizard (Transmutation) 20.0 HP 182/182(+5) | AC 43 | T 23 | FF 38 | CMD 33(FoM) | Fort +19 | Ref +20 | Will +21(+2 vs Ench) | Init +12 | Perc +24 | Images
She can move and see them yes? I assume so since they have no other place to go.. The 60' cone would cover the entire hallway and the room beyond, hitting everything..
She casts Prismatic Spray at them..
SR:1d20 + 21 ⇒ (12) + 21 = 33
Vamp 1:1d8 ⇒ 5 DC 27 Fort or Flesh to Stone
Vamp 2:1d8 ⇒ 7 DC 27 Will or Sent to Another Plane
Vamp 3:1d8 ⇒ 7 DC 27 Will or Sent to Another Plane
Vamp 4:1d8 ⇒ 8 DC 27 Reflex or 40 Acid/DC 27 Will or go Insane
Vamp 5:1d8 ⇒ 3 DC 27 Reflex or 80 Elec
Vamp 6:1d8 ⇒ 2 DC 27 Reflex or 40 Acid
Vamp 7:1d8 ⇒ 8 DC 27 Fort or Flesh to Stone/27 Will or go Insane
Vamp 8:1d8 ⇒ 1 DC 27 Reflex or 20 Fire
Succubus:1d8 ⇒ 7 DC 27 Will or Sent to Another Plane
You moved 60'. Do you have Haste up? I don't see it in your Active list. If haste is up, you see the last 2 turning the corner at the far end and can cast your spell. If not, then you can see them, but not cast.
Female CN Elf Wizard (Transmutation) 20.0 HP 182/182(+5) | AC 43 | T 23 | FF 38 | CMD 33(FoM) | Fort +19 | Ref +20 | Will +21(+2 vs Ench) | Init +12 | Perc +24 | Images
I still don't understand how they all moved out, undetected, in the presence of a daylight spell and blasted Vuvu down.. Then turned and ran away before i could move and see them.. Is there even enough room for them to all get LoS on Vuvu, I dunno.. Regardless you can't move, cast, and then move again.. So either they're still standing where they cast their spells or they have some means to bend to rules outside of what im aware of..
Female CN Elf Wizard (Transmutation) 20.0 HP 182/182(+5) | AC 43 | T 23 | FF 38 | CMD 33(FoM) | Fort +19 | Ref +20 | Will +21(+2 vs Ench) | Init +12 | Perc +24 | Images
Avoreal would have just recast False Life and held the corner by Vuvu.. She readies a spell if the vampires come back around the corner.. With darkvision and true seeing at least the welps wont get by her..
She yells "Vuvu is down! Hurry up and finish that Marilith!"
Adaptation, Unshakeable Resolve, Ring o' Blinking, GREATER Ring o' Inner Fortitude; Regen. (1hp/10 min)
Duhwoo maintains his Countersong performance as a free action. Hearing Avoreal's admonition about hurrying up with the Marilith, Duhwoo will haul ass at a dead run until he sees Vars. Then it takes him a bit to slow down and stop -- thus he goes the full 120' in a straight line (full-round action, loses his DX bonus) before he can finally stop!
Ahh, wasn't sure where the damage had been going. Then yes, it is stone cold dead assuming it took around 64+ from the rest of you, and if Lithuan shot it, that is assured.
BP 36/46 Spells 1 8/8 2 6/8 3 7/7 4 6/7 5 4/7 6 6/6 heroism, Triple Time, Darkvision
Vital:
HP 143/155; resist cold 5 AC 33(-)/15/24(-); R 19 F 15 W 16 (+4 sonic, Bardic, Lang); CMD 28; Init +4
dm still waiting confirmation that they did beat daylight and echolocation, as had I known they were around I would have moved elsewhere. I am alright if they did, but I don't want to be dead because of that if I didn't have to be.
They were using Invisibility and Stealth to get in to position. They started outside 40', so the Echolocation wouldn't have helped. Daylight only helps with them getting near you in that case, so they cast magic missiles, and then ran. Since I had already committed to their actions, and Avoreal pointed out that I did the attack wrong. I was hoping to just eliminate the images. If can ret-con the attack and figure something else out, but that may take a bit. I was playing them the way I always play magic wielders, as hit-and-run troops. They are smart enough to know the party can roll over them if you made it this far in to the lair.
Female CN Elf Wizard (Transmutation) 20.0 HP 182/182(+5) | AC 43 | T 23 | FF 38 | CMD 33(FoM) | Fort +19 | Ref +20 | Will +21(+2 vs Ench) | Init +12 | Perc +24 | Images
I agree.. I love the robes, but what can you do.. Imma try and find out why it was banned.. Should we survive the 147 Hezrou demon attack ill be able to buy the arch magi robes.. Which arent as good imo..
Personally I think casters will probably manage to muddle through without any extra help. I certainly hope you are not suggesting they are underpowered without that robe.
Female CN Elf Wizard (Transmutation) 20.0 HP 182/182(+5) | AC 43 | T 23 | FF 38 | CMD 33(FoM) | Fort +19 | Ref +20 | Will +21(+2 vs Ench) | Init +12 | Perc +24 | Images
I dont see it there Mini.. I just see it on the UE one and there its listed as banned.. Apparently it was legal when Jade Regent came active, but was banned afterwards at some point.. Bummer..
Female CN Elf Wizard (Transmutation) 20.0 HP 182/182(+5) | AC 43 | T 23 | FF 38 | CMD 33(FoM) | Fort +19 | Ref +20 | Will +21(+2 vs Ench) | Init +12 | Perc +24 | Images
Now thinking about it i dunno if i will buy the archmagi ones.. The only reason i would want them is for the +2 to beat SR.. Maybe just buy an orange ioun stone and a greater piercing metarod and save myself 25k..
Let's see, we're fighting Hezrou. They have SR 22. With penetration and greater penetration, you need to not roll a one (without the robe).
Say we have to take on a Marilith, that's SR 28. You need to roll an 8. That's only a 35% chance of failure.
Say we pick a CR 19 demon (level +3 so about as bad as you're likely to see). A Gallu demon has SR 30. You still peg that on a 10, so 55% chance of making it.
For SR to even be meaningful, there has to be more chance of failure than didly.
Now granted the fact that spells often give a save and SR can make it ugly, but that's why you pick the spells that don't grant both (it's what I do when playing a high level caster). Magic really is world breaking and vastly more powerful than poor pathetic martials. One thing I noted while running Iron Medusa is how little impact Vars would have had were he playing.
Female CN Elf Wizard (Transmutation) 20.0 HP 182/182(+5) | AC 43 | T 23 | FF 38 | CMD 33(FoM) | Fort +19 | Ref +20 | Will +21(+2 vs Ench) | Init +12 | Perc +24 | Images
Thinking about it im sure thats why the robe were banned.. A +4 to beat SR, +6 if maze is in effect is pretty dam powerful.. Next level with an Orange ioun stone ill have +23 to spell pen and ill pick a greater piercing rod for the boss baddies.. 3/day gives me a +5 to beat SR..
Female CN Elf Wizard (Transmutation) 20.0 HP 182/182(+5) | AC 43 | T 23 | FF 38 | CMD 33(FoM) | Fort +19 | Ref +20 | Will +21(+2 vs Ench) | Init +12 | Perc +24 | Images
I see what u meant now Vuvu.. If we had did the Empty Throne sanctioned portion of Jade Reagent i could have leagally bought the Kimino.. Technically we still could next level..
Female CN Elf Wizard (Transmutation) 20.0 HP 182/182(+5) | AC 43 | T 23 | FF 38 | CMD 33(FoM) | Fort +19 | Ref +20 | Will +21(+2 vs Ench) | Init +12 | Perc +24 | Images
So what are you gonna spend your 95k on if we make it outa this?
Which btw GM with the sellback i had to do i now have ample cash to scribe spells from those books, so ill be rat holeing for a couple of days towards the end of all this if thats alright with you.. To bad i cant scribe 9th yet..
I will be upgrading my belt to +4 physical perfection. That's a big chunk of the change. Then likely ring and amulet to +3. That will in total get my AC up to 46. If anything is left, likely the ioun stone that gives +1 to saves(competence I think, so it will stack).
Female CN Elf Wizard (Transmutation) 20.0 HP 182/182(+5) | AC 43 | T 23 | FF 38 | CMD 33(FoM) | Fort +19 | Ref +20 | Will +21(+2 vs Ench) | Init +12 | Perc +24 | Images
Added in with my roughly 40k ill have about 135k to spend..
Ill be buying an Orange Ioun stone for 30k
Greater Rod of Piercing for 24.5k
Normal Rod of Extend for 11k
Upgrade my Belt to +4 dex for 12k
Manual of Int +2 for 55k
Spend the rest on scribing/material components and some more dweomers essence..
Female CN Elf Wizard (Transmutation) 20.0 HP 182/182(+5) | AC 43 | T 23 | FF 38 | CMD 33(FoM) | Fort +19 | Ref +20 | Will +21(+2 vs Ench) | Init +12 | Perc +24 | Images
Just as a heads up in a few weeks im gonna be starting a Mummy's Mask campaign and i wanted to offer you guys, along with a few others first dibs at playing in it.. It will be my attempt at running a campaign that doesn't fall apart due to lack of postings after a couple months.. With this in mind ill be requiring a 5/day post rate at a minimum and 1/day on weekends to keep things moving.. If if of you are interested ill keep you posted..
Female CN Elf Wizard (Transmutation) 20.0 HP 182/182(+5) | AC 43 | T 23 | FF 38 | CMD 33(FoM) | Fort +19 | Ref +20 | Will +21(+2 vs Ench) | Init +12 | Perc +24 | Images
Just a little summary of what i posted to the other group i play with..
I would reccomend downloaded the players guide and checking it out.. Being a desert themed campiagn i will be enforcing heat/exhaustion factors, as well as dehydration/starving factors after the campaign turns to searching the desert.. With that in mind might not be the best place to wear fullplate, but then again a 1st level spell can solve to problem so its really up to you as to what u wanna play.. I will say this though, some sorta trap finder/disabler will be needed.. Which shouldnt be to hard considering theres a trait that gives u disable device and lets u disarm magical traps.. A bit op for a trait imo..
Crunch wise im gonna do 25pt builds with 2 traits, 1 must be a campaign.. A decent backstory might net some sorta bonus and should end with explaining why you are in Wati and how you got there..
Adaptation, Unshakeable Resolve, Ring o' Blinking, GREATER Ring o' Inner Fortitude; Regen. (1hp/10 min)
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Duhwoo figures demons have been "a-torturin' and evil-izin'" forever, and will probably always do so: we just happened to tune in on part of a grisly show that we never would have liked anyway -- but we can only do so much about it in the big picture. We might mess with a little part of it here, but elsewhere creeps like this are probably biting the heads off puppies and defiling virgins in grotesque ways -- if we blame ourselves for any of it, we might as well die from the guilt! Even then, Hell will continue...
Poor old dragon, and all the others, wound up in their clutches, and the demons get a thrill out of killing them in such a way as to make us feel responsible -- just part of their evil scheming. If we hadn't showed up, they would all still be getting tormented, instead of put out of their misery. If we couldn't save them (and the demons are doing their utmost to make sure of that), at least we saved them from further torment.
Duhwoo's just here to do what the Venture Captain asked him to do!
Actually Geas is a damned powerful spell. I don't think it gets enough press really for how badass it is. If you can get past SR, the target is completely neutralized (of course subject to them being vulnerable to enchantment/compulsion). Period.
Female CN Elf Wizard (Transmutation) 20.0 HP 182/182(+5) | AC 43 | T 23 | FF 38 | CMD 33(FoM) | Fort +19 | Ref +20 | Will +21(+2 vs Ench) | Init +12 | Perc +24 | Images
For 6th level bard i like..
Waves of Ecstasy, Nice Area and pretty much save or die..
Greater Shout, Not crazy damage but not many resist it..
Irresistible Dance is a save or die..
Hero's Feast is a dam good buff spell..