| Valegrim |
Aahz dances out of the way of the falling hammers that fly toward the mage; one bouncing off some invisible shield, but the other penetrates the shield and smacks him on the shoulder; wards flash and another of the fast moving small stones encircling the mage crumbles to dust.
| Valegrim |
Ok; the BIG GAME hehe Ruckles.
As the Crow/Kolana Avatar nods in that particular way that birds do to signal the two players that the game is ready and all is ready to proceed; the same choice occurs; the players choose and begin play. An anticipitory hush befals both sides of the water; so still that sometimes the words between Kenembi and the Lady can almost be heard more than a murmur.
Both players are locked in the game; furiously moving pieces and bringing abilities and powers into play; the pieces seem alive building; digging, marching forth. Suddenly; on the 81st move; all collapses for Prince Llvenoc. His constructions undermined; his advances countered, a great wave washed over his main position collapsing the center of his strength in undrmined chasm thus leaving it barren and empty until the brilliance of the Lord Marshals play in unveiled as he moves troops to hold the middle; thus Prince Llvenoc is his positions somewhat like a donut as he is surrounded on all sides and has lost the center. It was a brilliant game; the Lord Marshal showed why he is the Lord Marshal; his play was flawless. Nineteen moves left to play; this is where the soul of a player is exposed; what will you do Llvenoc; will you conceed; fight on; if you fight on; do you go offensive and try to take as much with you; do you go defensive and try to preserve as much as you can or some other tack. Will the Lord Marshal pursue and try to take all he can; destroy and decimate his enemies in their weakened position?
The Prince and the Lord Marshal look each other in the eye; the Lord Marshal nods his head graciously, and whispers "Three"; thus a mark of respect payed to the Prince who knows this to be from the grandmaster for the initiate to improve his play; Three being the poor or mistaken moves that the Lord Marshal found and exploited to his gain, the honorific is given that the initiate may review the game and find the setbacks and consider other options.
| Fox of Silver |
remove the penalty for shooting into melee; the shaman in not currently in melee. Also; attacking the shaman requires a will save to overcome his protective ward <as long as he doesnt attack though he can cast heals and defensive magic and dispels and such>.
Fox of Silver wrote:Initiative 18
Ranged Touch Attack against the shaman 1d20 + 8 includes penalty for shooting into melee and bonus from Point Blank Shot and bonus from Blessing of Horus)
If the Orb of Cold appeared to injure the shaman, she will use Ray of Frost for cold damage. Otherwise, she will use Acid Splash for acid damage.
Damage 1d3 + 4 including bonus from PBS and Warmage Edge
MindlinkDurr, to me. How grave are your injuries?
MindlinkCan anyone grab one of the stones floating around the 'casters' heads?
+1 healing from Blessing of Horus
Well then, the attack roll would have been 14 on the touch attack.
Will Save to attack shaman 1d20 + 11 ⇒ (2) + 11 = 13 Figures - that's a roll I thought I could make...
| Fox of Silver |
nothing wounded but my pride mistress; tis but a bit er scratch. Diz armors does keeps me guts in place; no worries.
<you may roll sense motive if you wish; +4 as you know him>
Sense Motive 1d20 + 6 ⇒ (6) + 6 = 12 including familiarity bonus
Her eyes narrow, not sure whether to believe him or not, but in the mindlink, she says, "You had best not die this day, my friend, or I shall never speak to you again." A bit of humor comes through in her tone, along with a definite tone of worry.
| Caerwyn Dom |
+100 gm bonus exps for Caerwyn and Astinos for coordinating teamwork. Caerwyn; the mage is quite distracted by Astinos' charge; you may have a +2 circumstance bonus to anything you do this round.
OK, I then will act as noted in my previous post, which is to attack. My question is, can I still flank after my sidestep? That will affect my total bonus and whether I can inflict sneak damage.
| Llvenoc |
I nod respectfully back to the Lord Marshal. Taking the time necessary to review the game board trying to find the three moves that led to the collapse of my game. To learn, and grow from my mistakes.
I also take an equal measure in time studying the situation I am in now. Conceding is not an option. You never learn by quitting. Lashing out grabbing what I can is pointless, and immature. While holding up in a defensive position is equally pointless. It is fatalistic, and for the timid. To become a real player one has to learn to play with his back up against the wall.
I will look for a final combination of moves that will allow me to make a pin pointed attack. Not to win, but to draw. Where both sides can quit the battle equally.
| Valegrim |
Ok; this is a faith on faith battle; perform it just as you would a turn undead; takes one of your turn undead uses. I try to bring out Priests as leaders of their faith in my game and bring a little more to the game on priest on priest contests.
Valegrim wrote:Nebibit; did you see my earlier post; are you going to go priest on priest and try to overcome the shamans protective aura?Uh sure give that a try
| Valegrim |
well; that will save will fail; but as your inits in behind Nebebit; she may bring down the Shammys aura and it may work; we shall wait and see.
Valegrim wrote:remove the penalty for shooting into melee; the shaman in not currently in melee. Also; attacking the shaman requires a will save to overcome his protective ward <as long as he doesnt attack though he can cast heals and defensive magic and dispels and such>.
Fox of Silver wrote:Initiative 18
Ranged Touch Attack against the shaman 1d20 + 8 includes penalty for shooting into melee and bonus from Point Blank Shot and bonus from Blessing of Horus)
If the Orb of Cold appeared to injure the shaman, she will use Ray of Frost for cold damage. Otherwise, she will use Acid Splash for acid damage.
Damage 1d3 + 4 including bonus from PBS and Warmage Edge
MindlinkDurr, to me. How grave are your injuries?
MindlinkCan anyone grab one of the stones floating around the 'casters' heads?
+1 healing from Blessing of Horus
Well then, the attack roll would have been 14 on the touch attack.
Will Save to attack shaman 1d20 + 11 Figures - that's a roll I thought I could make...
| Durr |
<guess all that armor keeps you from really seeing his eyes and body; plus he got set back on his keeyster>
Stands back up and takes stock of the situation guarding Fox
"aye, bad place; bad place to die this place, these dead no quiet, he chuckles"
as he stands you can see he; like Kosan and Astinos; is covered with blood and it is still seeping out of his armor which has vicious looking claw marks on it and is quiet dented; that Abominiation must have been incredibly strong...
Durr wrote:nothing wounded but my pride mistress; tis but a bit er scratch. Diz armors does keeps me guts in place; no worries.
<you may roll sense motive if you wish; +4 as you know him>
Sense Motive 1d20 + 6 including familiarity bonus
Her eyes narrow, not sure whether to believe him or not, but in the mindlink, she says, "You had best not die this day, my friend, or I shall never speak to you again." A bit of humor comes through in her tone, along with a definite tone of worry.
| Valegrim |
absolutely, the mage has his attention and presumably his defensed all directed at Astinos who very much appears to be a much bigger threat with that holy sword he has that is glowing and you think; hey is it hmming a church tune or something, sounds very martial.
Valegrim wrote:+100 gm bonus exps for Caerwyn and Astinos for coordinating teamwork. Caerwyn; the mage is quite distracted by Astinos' charge; you may have a +2 circumstance bonus to anything you do this round.OK, I then will act as noted in my previous post, which is to attack. My question is, can I still flank after my sidestep? That will affect my total bonus and whether I can inflict sneak damage.
| Valegrim |
The best you are able to come up with is to sacrifice about a third of your forces with and most of your magic and faith options in the game which will hold up his forces so others can escape and live on in defiance; it would be a bold move; not everyone has the will to sacrifice and many blunder and kill off to much or save the wrong pieces; This requires a precise, surgical type move and leaves you with a loss but with a better position and defiant force. It is a gamble, but is the best you can do.
make a ruckles roll to pull it off.
I nod respectfully back to the Lord Marshal. Taking the time necessary to review the game board trying to find the three moves that led to the collapse of my game. To learn, and grow from my mistakes.
I also take an equal measure in time studying the situation I am in now. Conceding is not an option. You never learn by quitting. Lashing out grabbing what I can is pointless, and immature. While holding up in a defensive position is equally pointless. It is fatalistic, and for the timid. To become a real player one has to learn to play with his back up against the wall.
I will look for a final combination of moves that will allow me to make a pin pointed attack. Not to win, but to draw. Where both sides can quit the battle equally.
| Valegrim |
As Astinos charges forward his aura and the Snake Shamans aura interact angrily; flashes and sparks can be seen in the air.
Nebebit steps forward and presents her Holy Symbol calling upon her faith and her god to defend the party. The Shaman responds with a vile his of evil incarnate; holds up his blood soaked, abomination of a holy symbol and light and darkness meet in a vile war of faith that will blind any non faith magic class who watches. This is the battle of faith that is the realm of priests; paladins and blackgaurds of all types. The ground shakes and tremble; dirt and dust falls from the cieling and each of the priests dieties manifest their power in this struggle to aid their chosen.
with a spot roll, dc 16 (13 for Astinos or Nebibit) you will notice Aahz stands still and is watching with burning intensity.
| Llvenoc |
The best you are able to come up with is to sacrifice about a third of your forces with and most of your magic and faith options in the game which will hold up his forces so others can escape and live on in defiance; it would be a bold move; not everyone has the will to sacrifice and many blunder and kill off to much or save the wrong pieces; This requires a precise, surgical type move and leaves you with a loss but with a better position and defiant force. It is a gamble, but is the best you can do.
make a ruckles roll to pull it off.
Rruckles Skill Roll d20=20+13=33.
| Caerwyn Dom |
absolutely, the mage has his attention and presumably his defensed all directed at Astinos who very much appears to be a much bigger threat with that holy sword he has that is glowing and you think; hey is it hmming a church tune or something, sounds very martial.
OK, then my actions stand as per my previous post, with flanking bonus included:
Initiative 15
I move 5 feet to avoid Astinos' charge. I try to sidestep to a spot where I am still flanking with the kid, or Astinos after he charges. I attack the mage with both blades.I will post sneak damage separately in case I am able to sneak attack through flanking. Also, my attack rolls will have the +2 from flanking, so please subtract that amount if I do not manage to flank after moving out of the way
Attack 1: 1d20 + 12 ⇒ (12) + 12 = 24; Damage 1d6 + 3 ⇒ (5) + 3 = 8; Sneak damage 3d6 ⇒ (3, 3, 5) = 11
Attack 2: 1d20 + 12 ⇒ (2) + 12 = 14; Damage 1d6 + 2 ⇒ (3) + 2 = 5; Sneak damage 3d6 ⇒ (6, 4, 3) = 13
Also, here is my spot check: 1d20 + 6 ⇒ (13) + 6 = 19
| Fox of Silver |
Valegrim wrote:perform it just as you would a turn undeadHow does turn undead work in 3.5 again? (Grown use to the pathfinder one)
From the RSRD:
Good clerics and paladins and some neutral clerics can channel positive energy, which can halt, drive off (rout), or destroy undead.
Evil clerics and some neutral clerics can channel negative energy, which can halt, awe (rebuke), control (command), or bolster undead.
Regardless of the effect, the general term for the activity is “turning.” When attempting to exercise their divine control over these creatures, characters make turning checks.
Turning Checks
Turning undead is a supernatural ability that a character can perform as a standard action. It does not provoke attacks of opportunity.
You must present your holy symbol to turn undead. Turning is considered an attack.
Times per Day: You may attempt to turn undead a number of times per day equal to 3 + your Charisma modifier. You can increase this number by taking the Extra Turning feat.
Range: You turn the closest turnable undead first, and you can’t turn undead that are more than 60 feet away or that have total cover relative to you. You don’t need line of sight to a target, but you do need line of effect.
Turning Check: The first thing you do is roll a turning check to see how powerful an undead creature you can turn. This is a Charisma check (1d20 + your Charisma modifier). Table: Turning Undead gives you the Hit Dice of the most powerful undead you can affect, relative to your level. On a given turning attempt, you can turn no undead creature whose Hit Dice exceed the result on this table.
Turning Damage: If your roll on Table: Turning Undead is high enough to let you turn at least some of the undead within 60 feet, roll 2d6 + your cleric level + your Charisma modifier for turning damage. That’s how many total Hit Dice of undead you can turn.
If your Charisma score is average or low, it’s possible to roll fewer Hit Dice of undead turned than indicated on Table: Turning Undead.
You may skip over already turned undead that are still within range, so that you do not waste your turning capacity on them.
Effect and Duration of Turning: Turned undead flee from you by the best and fastest means available to them. They flee for 10 rounds (1 minute). If they cannot flee, they cower (giving any attack rolls against them a +2 bonus). If you approach within 10 feet of them, however, they overcome being turned and act normally. (You can stand within 10 feet without breaking the turning effect—you just can’t approach them.) You can attack them with ranged attacks (from at least 10 feet away), and others can attack them in any fashion, without breaking the turning effect.
Destroying Undead: If you have twice as many levels (or more) as the undead have Hit Dice, you destroy any that you would normally turn.
Table: Turning Undead
Turning Check Result----------Most Powerful Undead Affected (Maximum Hit Dice)
0 or lower____________________Cleric’s level – 4
1–3___________________________Cleric’s level – 3
4–6___________________________Cleric’s level – 2
7–9___________________________Cleric’s level – 1
10–12_________________________Cleric’s level
13–15_________________________Cleric’s level + 1
16–18_________________________Cleric’s level + 2
19–21_________________________Cleric’s level + 3
22 or higher__________________Cleric’s level + 4
Evil Clerics and Undead
Evil clerics channel negative energy to rebuke (awe) or command (control) undead rather than channeling positive energy to turn or destroy them. An evil cleric makes the equivalent of a turning check. Undead that would be turned are rebuked instead, and those that would be destroyed are commanded.
Rebuked: A rebuked undead creature cowers as if in awe (attack rolls against the creature get a +2 bonus). The effect lasts 10 rounds.
Commanded: A commanded undead creature is under the mental control of the evil cleric. The cleric must take a standard action to give mental orders to a commanded undead. At any one time, the cleric may command any number of undead whose total Hit Dice do not exceed his level. He may voluntarily relinquish command on any commanded undead creature or creatures in order to command new ones.
Dispelling Turning: An evil cleric may channel negative energy to dispel a good cleric’s turning effect. The evil cleric makes a turning check as if attempting to rebuke the undead. If the turning check result is equal to or greater than the turning check result that the good cleric scored when turning the undead, then the undead are no longer turned. The evil cleric rolls turning damage of 2d6 + cleric level + Charisma modifier to see how many Hit Dice worth of undead he can affect in this way (as if he were rebuking them).
Bolstering Undead: An evil cleric may also bolster undead creatures against turning in advance. He makes a turning check as if attempting to rebuke the undead, but the Hit Dice result on Table: Turning Undead becomes the undead creatures’ effective Hit Dice as far as turning is concerned (provided the result is higher than the creatures’ actual Hit Dice). The bolstering lasts 10 rounds. An evil undead cleric can bolster himself in this manner.
| Kemnebi 'Djal Ibenbast' |
From before the last match started
Kemnebi gulps inwardly at Llivenoc's thought message.
'Thanks. I think.' He replies mentally with the mental equivalent of a wry smirk.
June: in direct telepathy
"Kemnebi, I know Sidhe, if you want this girl then do as I say; look her right in the eyes; never waver; dont blink; ignore all things but looking directly into her eyes to see the spirit inside; thus she will be yours as is her nature; if you wish to be rid of her then look at her body; your surrounding but dont look upon her face; though at this point that could put your in jeopardy. See how she talks to you to talk about yourself; this is a game; play equal share with her and you will gain respect in her eyes; force her to talk about herself and memorize what she says for it will be the truth; but you must scrutinize it to find what she is not saying.
Thus I keep my word to you to aid you on your quest for power"
June can almost feel Kemnebi's pulse quicken from across the bridge.
'Yes. Yes! Of course! Unlike Ruckles, this is a game I am at least familiar with! Thank you June!,... My Lady.' Kemnebi replies mentally to June, the warmth of his feelings an almost embarrassing glow. He turns his attention back to his 'hostess', even as he is bothered by something in the back of his mind.
Surely June's last words were not tinged with,... regret? He must have imagined it. With a smile at the fair fae, he tucks his worry aside for later consideration. Like the Dark Prince and the Lady June, he must concentrate fully upon his own game right now.
He gives the lady fae a small, not completely unnervous smile, and takes a deep breath as he takes in the vista around him. He gives her a brief, colorful account of his upbringing, (short on details, but not on anecdotes) and shrugs his shoulders as his eyes move slowly towards her face. His actions seem to indicate he is nervous. Or shy. Or both.
"Why am I doing this? Why does anyone mortal do anything Lady? I can justify my actions in a thousand ways. Excitement, adventure, knowledge, power. 'It sounded like a good idea at the time'?" He grins, his eyes now on her lips.
"But honestly, I came upon this quest by fortune of being in the right place at the right time. The goddess being held is wrong. The purpose she is being held for is wrong, and I am in a position to do something about it. I do not believe that I could live with myself if I did not try. The fact that there are things to see, experience, do, simply make the trip all the more enjoyable." He says, as if embarrassed to be speaking about himself.
His eyes seem to take forever to get there, but when they finally reach the Fae's eyes, they latch on like a drowning man to a raft. There is no sign of shyness or uncertainty hiding in his eyes.
"But Lady, please, my meager life is as desert sand compared to the rich forest of your life. You must tell me of yourself! For it is plain even to my limited experience that you are,... special. Come! I answered your questions my Lady, surely you would not begrudge me questions in return?" He asks with a mischievous grin, his eyes never leaving hers.
"Not only am I curious to know why you rescued me from that, dreary conversation I was having with the centaur," He says drolly. "but in our brief time together I have completely neglected to request how to address you! May I ask how you are called, so that I may express my thanks properly?" He asks, gazing into her her eyes so deeply that he fears he may fall in. But he never wavers, and never blinks.
He hinges upon her every word, his agile mind remembering not only what she says, but HOW she says it,...
| Valegrim |
Ok; the last few moves of the Ruckles match concludes as Llvenoc attempts to pin various movements and move toward a draw; but the attack is overwhelming and he is wiped from the board loosing all.
Kalona-Crow Avatar speaks; winner of this round; the Lord Marshal of Summer. The contest stands at one win apiece; let there be a break until such time as the pieces can be set for the next and final match of this game. In this next round Prince, you will play the Pieces of Light; Lord Marshal, you will play the pieces of Dark. <when he says light and dark; the word you hear is much more; good; evil; upper and lower realms all of that.>
The break is very short; just a few seconds; you hardly have time to leave the bridge and only a few seconds to converse before:
Kalona-Crow Avatar: the Contest is set; players take your places and begin.
-----------
GM; is any pc other than Llvenoc looking at this game board?
| Valegrim |
the Shaman powerfully presents his Unholy symbol; Astinos and Nebibit; you both feel your aura fade and withdraw from the flood of evil coming from the Shaman; surely, he is in the eye of some diety most foul and alien.
Start of new round
in this round; the Good auras of Nebibit and Astinos give no benefit. You can both join together this round if you like to combat the shaman by again doing a battle of faith; but one of you must be the leader and the other to support. Both of you may attempt an open wisdom roll to attempt to gain some insight here.
ok; currently evil prevades this place; all those who are good, meaning you have good in your alignment axis, are -2 to all actions; those who are nuetral are at -1; there are other effects but they are not that apparent other than the fast heal one blessing will not work this round either and of course, if anyone is doing a evil action; that will get a bonus.
ok; top of the round.
| Valegrim |
yes; failing the will save means you cannot target the shamman for any offensive action directly. you may attempt a new will save each round.
The orb of cold was last round; but as Nebibit failed to remove the protective aura of the shamman; on your init with your failed will save; you could not cast it; you do not loose the spell; you may choose another action and we will apply it to last round.
Think if this as being much like the priest first level Santuary spell, but a bit higher level.
Val:
** spoiler omitted **
| Fox of Silver |
yes; failing the will save means you cannot target the shamman for any offensive action directly. you may attempt a new will save each round.
The orb of cold was last round; but as Nebibit failed to remove the protective aura of the shamman; on your init with your failed will save; you could not cast it; you do not loose the spell; you may choose another action and we will apply it to last round.
Think if this as being much like the priest first level Santuary spell, but a bit higher level.
I see. I thought I'd lost the entire action. I will redirect the Ray of Frost to the mage, then. Copying the attack stats from above:
Ranged Touch attack: 14
Cold Damage: 7
| Llvenoc |
Ok; the last few moves of the Ruckles match concludes as Llvenoc attempts to pin various movements and move toward a draw; but the attack is overwhelming and he is wiped from the board loosing all.
Kalona-Crow Avatar speaks; winner of this round; the Lord Marshal of Summer. The contest stands at one win apiece; let there be a break until such time as the pieces can be set for the next and final match of this game. In this next round Prince, you will play the Pieces of Light; Lord Marshal, you will play the pieces of Dark. <when he says light and dark; the word you hear is much more; good; evil; upper and lower realms all of that.>
The break is very short; just a few seconds; you hardly have time to leave the bridge and only a few seconds to converse before:
Kalona-Crow Avatar: the Contest is set; players take your places and begin.
-----------
GM; is any pc other than Llvenoc looking at this game board?
At first I am stunned by Lord Marshal's overwhelming attack slaughtering all my pieces. Wondering what I did wrong in my final moves. Surely what I did was well executed? I am not ashamed of my loss. He is the Grand Marshal after all. I could spend the rest of my life trying to master the moves he used against me this day.
I nod respectfully to the Lord Marshal for a game well played on his part, and it hits me when he does not return the mark of respect. He is annoyed, and getting impatient. This move was a quick show of force. Something has changed around me in the greater game.
As I walk off the bridge for the brief break I try to get a quick look at what is different in my surrounding. I walk up to June, and touch her shoulder looking her in the eye. Sparing only a few quick words before I return to the final match.
"June regardless what happens...I wanted to thank you for all you have done. I couldn't have asked for anyone better to speak for me."
I turn from her and return to the bridge for the final match. Everything rides on this one.
| Valegrim |
ok; applied the damage.
Valegrim wrote:yes; failing the will save means you cannot target the shamman for any offensive action directly. you may attempt a new will save each round.
The orb of cold was last round; but as Nebibit failed to remove the protective aura of the shamman; on your init with your failed will save; you could not cast it; you do not loose the spell; you may choose another action and we will apply it to last round.
Think if this as being much like the priest first level Santuary spell, but a bit higher level.
I see. I thought I'd lost the entire action. I will redirect the Ray of Frost to the mage, then. Copying the attack stats from above:
Ranged Touch attack: 14
Cold Damage: 7
| Valegrim |
the Sidhe High Mistress speaks to Kemnebi in a soft voice of sheer joy and passion:
"My young feline friend, on the course of your life you have quested for knowledge; truth perhaps, but you have not looked into the powerful places where truth resides. So, you are with me now; bound in me thus I am bound to help you" <she reached down to the river near the shore; and pulls up some black much and some river foam; she gently <and very sexily I might add> blows on it and from it comes a hard black rock; she kisses it with her lips and lends it power; the rock shatters and from it crawls a long black and bronze centipede. It circles around her arm. "For what you seek; you must look into the Heart of Darkness, you must stand in the Citadel of Light, and you must find the Emperor Lost in the Closet; for only then will you know the source of magic and true power of creation. There are other ways; so many other ways; but for you this is the safest path of least outright peril"
she hold her hand up to you and the centipede swirls on her arm to regard you, it has seeming vast intelligence.
"here, this will help you during times when you ponder; it will give advice and perhaps spy for you if you are nice to it. Hold out your hand, and help you when you have to choose your path"
gm: Do you?
| Caerwyn Dom |
Initiative 15
I will once again attack the snake mage twice, using my flanking position to inflict sneak damage:
Attack 1: 1d20 + 12 ⇒ (15) + 12 = 27, Damage 1d6 + 3 ⇒ (4) + 3 = 7, Sneak damage 3d6 ⇒ (6, 4, 6) = 16
Attack 2: 1d20 + 12 ⇒ (9) + 12 = 21, Damage 1d6 + 2 ⇒ (4) + 2 = 6, Sneak damage 3d6 ⇒ (5, 4, 6) = 15
| Valegrim |
Another stone swirling about his head crumbles to dust; you get the idea that the wounds he is taking are not proportionate to the amount of effort your putting into it; feels like chopping wood rather than flesh and blood.
Initiative 15
I will once again attack the snake mage twice, using my flanking position to inflict sneak damage:
Attack 1: 1d20+12, Damage 1d6+3, Sneak damage 3d6
Attack 2: 1d20+12, Damage 1d6+2, Sneak damage 3d6
| Valegrim |
Definately!
Astinos insight from Athena:
This shaman has the favor and eye of his diety; this area is consecrated to evil and he is evil and channeling his evil dieties power making him and his allies more powerful than they aught be. Only by direct challenge of this power by a divine channeler can cleanse this area of evil; if this shaman is killed, his soul will be bound to this area and keep this place actively evil. The power he is channeling must be cut off before he is killed. Tactically, Good has the advantage of friends; evil people have no freinds; it is only good allied peoples who serve different dieties that can add their divine power together to overcome <turn> diefic power; thus you could add the bonus of your roll to Nebibits as she combats the evil channeling of the Shamman and thus the power of both of you can combat his lone evil; diefic agent against diefic agent.
If that fails; perhaps your holy sword can kill him and cleanse the area; but no mundane or even magical weapon not good aligned has a prayer of doing so
Wisdom check 1d20 Hell Yeah!
Did my charge hit the wizard?
| Valegrim |
The kitten jumps from Kemnebi and grabs hold of the tail of the twitching very large centipede. The Sidhe hold her hand open and the two twirl about on her hand.
Kemnebi; though you are shocked at first; you notice they are both playing; very frolicsome; wierd in species so vastly different much like you and.....
| Valegrim |
Argh; damn post monster!
ok; you just post that your aiding Nebibit and make a concentration roll to focus your holy aura on overcoming the Shamans evil aura. If you do this; you may fight defensively, and Nebibit will get your charisma bonus; which is very good; to add to her roll for her next attempt and an additional +1 circumstance bonus from Athena for the great insight of knowledge you just attained.
| Astinos |
Concentration to focus aiding Nebebit1d20 + 2 ⇒ (16) + 2 = 18
adding his power to battle shaman, if possible will also grant her his unused +3 from Hermes
In mind linkNebbit, try again, I'm lending you Athena's power as well! Onlye the combined power of our gods can break his hold!
Astinos takes on a look of intense focus, his concentration split as he battles the wizard.
Fighting defensively1d20 + 14 ⇒ (14) + 14 = 28 1d8 + 10 ⇒ (7) + 10 = 17
1d20 + 9 ⇒ (13) + 9 = 22 1d8 + 10 ⇒ (2) + 10 = 12
[/ooc]
Nebebit's next turning check should have an additional +7 to it
| Kosan Silveraxe |
Round 6:
My initiative was 26.
My Garden Snake is dead. Mage is engaged and Cleric is being fought through Faith with Nebibit/Levonic while others are abit weary of him.
I Pickup my Axe/Hammer (have quick action feat if it applies). I twist the handle of my Axe/Hammer and from a secret spring loaded area in the hilt out pops a potion I break over the Axe portion of my weapon (+5 Greater magic potion - so as I read the PH my +2 weapon is now a +5 for X hours).
Out loud I say: Dumathion heal me and help me kill this Clerical abomination (use Faith Heal ability and get back 13 HPs). If needed (too far from Cleric) I use my birthright feat (Born Under the 1/2 Moon) and use my Expeditious Retreat ability (+30 speed, so now have speed of 50).
I Charge at the Cleric and Hit him (I hope):
Will Save (if needed): 10 (1d20) + 3 (Adj) - 1 (Area Evil and I am Neutral) = 12, Use resurgance ability to reroll = 18 (1d20) + 3 (Adj) - 1 (Area Evil and I am Neutral) = 20.
Hit #1: 15 (1d20) + 8 (Base Atk) + 11 (Mod 8 + 3 (Potion)) + 5 (Bless from Horus) - 1 (Area Evil and I am Neutral) + 2 (Both of us are on the ground) = 40.
Damage: 08 (1d10) + 11 (Mod 8 + 3 (Potion)) - 1 (Area Evil and I am Neutral) + 2 (Both of us are on the ground) = 20 + 10 (2d6 if he is Ch Evil) = 30.
Note: I DO NOT heal my 1 point from Osirus' heal benefit.
In the mind Link: Nebit/Astinios shatter his faith and I will break his body.
Out loud: For DUMATHION...
| Kemnebi 'Djal Ibenbast' |
The kitten jumps from Kemnebi and grabs hold of the tail of the twitching very large centipede. The Sidhe hold her hand open and the two twirl about on her hand.
Kemnebi; though you are shocked at first; you notice they are both playing; very frolicsome; wierd in species so vastly different much like you and.....
Kemnebi pauses. (And realizes he has been doing a lot of that lately!)
'Some great adventurer-magus I'm turning out to be!' He thinks wryly. While the lady works with the mud, He cannot help but glance at Hathor, perched silently on his shoulder. But the familiar seems unusually reserved, and offers no visible encouragement one way or the other.
Kemnebi holds his gaze steady, never leaving the Sidhe's eyes while they are turned towards him. Even as he observes the kitten and centipede playing, he is already going over the fae's words in his mind, looking for the key to unlock the obvious riddle.
The kitten's antics cause Kemnebi to swiftly replace his instinctive revulsion with amusement, and then curiosity. One thing he has learned with this group, one should never take anything at face value! And also that luck seems to favor the bold, not the contemplative. Kemnebi is good at making swift decisions, for good or ill,...
The feline mage feels his smile growing broader, almost before he has formed the choice in his mind.
"My lady,... you are far too gracious. I can only promise to strive to be worthy of your gifts. For it is true that I have, and still do, search for knowledge, and power. But a teacher that I respect greatly once told me that truth is the greatest power of all. I can only hope that I have the courage to face the truth and find out for myself." He says with genuine gratitude.
He holds out both hands, his right, (the shoulder Hathor is perched on), for the kitten, and his left, palm up, for the centipede.
Hathor stiffens, but not at the fae or her gift. The cat turns her head sideways, as if seeing something in the air. She reaches out a paw to touch Kemnebi's neck gently. Kemnebi doesn't flinch, his eyes remain locked with the Fae's.
'Yes Hathor, I feel it too.' Kemnebi replies through their empathic link. There is a 'fuzz' at the edge of his perceptions, (although it could simply be the highly mystic/primal surroundings, or a feeling he gets through his link with Hathor,) 'Something has, changed,...?' he adds curiously, as he holds out his hands,...
| Valegrim |
WEll done; bonus 250 exps for teamwork for you and nebibit if she chooses to do it as well. And, yes you may add your +3 from Hermes as he is the diety of Trade and Arbitration; hehe.
Concentration to focus aiding Nebebit1d20+2
adding his power to battle shaman, if possible will also grant her his unused +3 from HermesIn mind linkNebbit, try again, I'm lending you Athena's power as well! Onlye the combined power of our gods can break his hold!
Astinos takes on a look of intense focus, his concentration split as he battles the wizard.
Fighting defensively1d20+14 1d8+10
1d20+9 1d8+10
[/ooc]Nebebit's next turning check should have an additional +7 to it
| Valegrim |
OH NO; not X hours! hehe
all that and you STILL have to make a Will save or you cannot target the Shaman. lol. Due to Dumathion's alliance with the Earth Diety you are trying to save; you get a circumstance bonus +5 hps healed with your Faith Heal; so 18 points.
so; 20 will save does not overcome the DC of the shamans ward of protection; ie like santuary. you may change targets if you like or take another action.
Round 6:
My initiative was 26.My Garden Snake is dead. Mage is engaged and Cleric is being fought through Faith with Nebibit/Levonic while others are abit weary of him.
I Pickup my Axe/Hammer (have quick action feat if it applies). I twist the handle of my Axe/Hammer and from a secret spring loaded area in the hilt out pops a potion I break over the Axe portion of my weapon (+5 Greater magic potion - so as I read the PH my +2 weapon is now a +5 for X hours).
Out loud I say: Dumathion heal me and help me kill this Clerical abomination (use Faith Heal ability and get back 13 HPs). If needed (too far from Cleric) I use my birthright feat (Born Under the 1/2 Moon) and use my Expeditious Retreat ability (+30 speed, so now have speed of 50).
I Charge at the Cleric and Hit him (I hope):
Will Save (if needed): 10 (1d20) + 3 (Adj) - 1 (Area Evil and I am Neutral) = 12, Use resurgance ability to reroll = 18 (1d20) + 3 (Adj) - 1 (Area Evil and I am Neutral) = 20.
Hit #1: 15 (1d20) + 8 (Base Atk) + 11 (Mod 8 + 3 (Potion)) + 5 (Bless from Horus) - 1 (Area Evil and I am Neutral) + 2 (Both of us are on the ground) = 40.
Damage: 08 (1d10) + 11 (Mod 8 + 3 (Potion)) - 1 (Area Evil and I am Neutral) + 2 (Both of us are on the ground) = 20 + 10 (2d6 if he is Ch Evil) = 30.
Note: I DO NOT heal my 1 point from Osirus' heal benefit.
In the mind Link: Nebit/Astinios shatter his faith and I will break his body.
Out loud: For DUMATHION...
| Valegrim |
Kemnebi pauses.
hehe maybe it is because you got four paws :>
Anyway; Hathor is bored; thinks all this is beneath him; which sitting on your shoulder; it is, feeling his thoughts; he thinks them all mindless little children and he is the big haughty adult; alpha leader Hathor hehe. He has way to much dignity to roll around and play.
So the centipede goes right up inside your sleeve and crawls around under your robes; good thing you have fur or he would be leaving little red marks with each of his hundred feet. The kitten; being ever playful; chases the wiggle under your clothes as the centipede explores; wow bet that tickles. But kittens; as kittens are; tend to leap before they look; hmm is there a lesson here; the kitten ends up hanging off your belt by one distended claw; "meow" ie; help.
The centiped travels on; until he gets close to where Hathor is perched; then Hathor gives the centipede a warning peck to respect his space and dominance; the centipede rears up for a look ;then goes the other way; finally ends up circling your throat; can go all the way around like a ...choker...style necklace with his head and tail coming together in the front. If he doesnt move; no one would know it is not alive.
You feel the tendrils of psychic preasure as the centipede very very gently probes your surface thoughts.
| Valegrim |
the Sidhe smiles; it floods your body with warmth and passion; "Very Good; beware of to much Truth at once, young mage; some illusions are to protect the fragile minds of mortals and immortals alike. The Truth of the Corrupters would shatter your mind and very soul, much like they have shattered this world and the Cosmos.
"now Embrace me like you mean it, and so much better for you if you do" she says.
Do you?
| Kemnebi 'Djal Ibenbast' |
So the centipede goes right up inside your sleeve and crawls around under your robes; good thing you have fur or he would be leaving little red marks with each of his hundred feet. The kitten; being ever playful; chases the wiggle under your clothes as the centipede explores; wow bet that tickles. But kittens; as kittens are; tend to leap before they look; hmm is there a lesson here; the kitten ends up hanging off your belt by one distended claw; "meow" ie; help.
The centiped travels on; until he gets close to where Hathor is perched; then Hathor gives the centipede a warning peck to respect his space and dominance; the centipede rears up for a look ;then goes the other way; finally ends up circling your throat; can go all the way around like a ...choker...style necklace with his head and tail coming together in the front. If he doesnt move; no one would know it is not alive.
You feel the tendrils of psychic preasure as the centipede very very gently probes your surface thoughts.
Kemnebi laughs as the kitten chases the centipede under his robe, being careful not to accidentally annoy the insect while it is under there,... He gives Hathor a warning glance, but the familiar merely bats at the centipede's advances, making it clear that there is a boundary to be respected. Kemnebi mentally sighs in relief as the centipede seems to accept this, and then curls around his neck, snugly but not uncomfortably. He twists his neck experimentally, 'checking the fit' as it were, and grins as he rescues the kitten from his belt. He pets the kitten fondly and deposits it upon his left shoulder.
'Greetings little one. Welcome.' He thinks 'aloud' in response to the centipede's gentle probings.
| Kemnebi 'Djal Ibenbast' |
the Sidhe smiles; it floods your body with warmth and passion; "Very Good; beware of to much Truth at once, young mage; some illusions are to protect the fragile minds of mortals and immortals alike. The Truth of the Corrupters would shatter your mind and very soul, much like they have shattered this world and the Cosmos.
"now Embrace me like you mean it, and so much better for you if you do" she says.
Do you?
Kemnebi files away her words in his memory, even as his body reacts to the mere smile of the fae. It takes but a single heartbeat for Kemnebi's mind to race through it's usual bookwormish checklist,...
'Fae? Check.
'Offer? Or command? She's obviously used to commanding. Either way, it's not food or drink, and she's not asking for anything else,...'
Again, for good or ill, Kemnebi is used to making snap decisions. And truth be told, he's not used to even having to think about such an offer! And he has to admit, with the feelings that her mere voice produces in him, he is quite interested to discover what a hug feels like!
The magus bows his head with a smile and says, "My lady." He steps forward, arms open wide to embrace the queenly figure, trying not to look too eager,...