Dark Tower

Game Master brvheart

Roll20

Watch Order:
1st: Jhenn, Fralk
2nd: Ciri, Faffnyr
3rd: Thoron, Slim

Order of March:
single:
Thoron, Fralk, Slim, Ciri, Jhenn, Faffnyr
double:
Thoron and Fralk, Slim and Ciri, Jhenn and Faffnyr with bringing up the rear.


Something seemed odd about this town, Mitra’s Fist. And the tavern they were in, The Overlord’s Inn, was certainly
a bit strange as well. [Everyone in the town seemed to stare at them as they walked through, and he had heard more
than one comment about how they didn’t get any visitors here anymore. He began to wonder if they had made a
mistake coming here, but what choice did they have after their guide had died from a scorpion’s bite and a sandstorm
had driven them into this mysterious mountain pass?


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Female Half Eldar Elf Arcanist (Black Blade Adept) 9; Atk +8/+10; Percpn +17; AC 21 (-2 enemy atk), T15, FF18; hp 79; Init +4; Fort +11 Ref +10 Will +10
Ciri Princess of Cintra wrote:
Fralk ibn Sabbah wrote:

My AC good. But, if there is anything left over... happy to be able to contribute (be bolder/crazier) more so.

:)

You also have that spellstealing greater transformative weapon which can change into a adamantine iron cobra or viper construct and a +2 cobra gauntlet with +2 cobra buckler defense. In that form, it looses the blade but grans DR 3/-

And spellstealing is quite handy

Think witch blade

Keen and adamantine


Human Swashbuckler 9 | HP 57 / 78 AC 26 T17 FF21 | Panache 3/4 | CMB +9 CMD 28 | F +9 R +12 W +8(11*) init +7 | Resource Tracker
Skills:
Acrobatics +14 Diplomacy +15 Escape Artist +9 Intimidate +15 Kn: Local +1 Perception +13 Ride +9

I'd forgotten Jim has medium load (only by a couple of lbs) which limits him to +3 dex bonus. Anyway with a +2 chain shirt and a +1 necklace he ends up at AC 26 which I think is what he'll go for.

With the +3 bracers he'd end up at AC 25 albeit with light load so his acrobatics would go up by 3.


Male Goblin Ftr 2 Rog (Scout) 5 Wiz (Transmuter) 2 | HP 71/75 | AC28/T20/F21 | Saves F+7/R+10/W+5 | Perc +20/Hidden +24/Traps +26 | Init +6
Ciri Princess of Cintra wrote:
Ciri Princess of Cintra wrote:
Fralk ibn Sabbah wrote:

My AC good. But, if there is anything left over... happy to be able to contribute (be bolder/crazier) more so.

:)

You also have that spellstealing greater transformative weapon which can change into a adamantine iron cobra or viper construct and a +2 cobra gauntlet with +2 cobra buckler defense. In that form, it looses the blade but grans DR 3/-

And spellstealing is quite handy

Think witch blade

Keen and adamantine

You are too good to this lowly goblin.


M Half-Orc Inquisitor(Sanctified Slayer) 9 HP: 63/63||AC 28, Touch 15, FF 26 | Init: +5 | F: +10, R: +7, W: +11, +1 vs Set| CMB: +11, CMD: 23| Speed 30ft| Perc: +15, SM: + 19 | Active conditions: none

Sorry I haven't been posting, took a trip to the ER... I have a kidney stone; oh Joy!


M Half-Orc Inquisitor(Sanctified Slayer) 9 HP: 63/63||AC 28, Touch 15, FF 26 | Init: +5 | F: +10, R: +7, W: +11, +1 vs Set| CMB: +11, CMD: 23| Speed 30ft| Perc: +15, SM: + 19 | Active conditions: none
"Slim" Jim wrote:

I'd forgotten Jim has medium load (only by a couple of lbs) which limits him to +3 dex bonus. Anyway with a +2 chain shirt and a +1 necklace he ends up at AC 26 which I think is what he'll go for.

With the +3 bracers he'd end up at AC 25 albeit with light load so his acrobatics would go up by 3.

You want me to carry some stuff? I'm a pack mule (20 str)... and I have a handy haversack (never leave home without it).


Female Half Eldar Elf Arcanist (Black Blade Adept) 9; Atk +8/+10; Percpn +17; AC 21 (-2 enemy atk), T15, FF18; hp 79; Init +4; Fort +11 Ref +10 Will +10
Terodius Mitrakin wrote:
Sorry I haven't been posting, took a trip to the ER... I have a kidney stone; oh Joy!

I've had a stomach flu this week too.

I've handy haversack and portable hole


Male Halfing Cleric 9 | HP 76/76 |AC 30/T15/FF28 | F+9/R+6/W+13 | CMB +4/CMD 18 | Init + 2 |

Can someone let Korbin know about the artifacts available in-character? He won't know to ask about them and at this point with just one battle together, he is unlikely to ask for anything out of the party treasury.

That said, if the magic +2 shield is sized for a small character (or will resize as such due to its magic nature when used by a small character--some DM's have this as a house rule), it would help Korbin protect himself as we descend into the dungeon.


Human Swashbuckler 9 | HP 57 / 78 AC 26 T17 FF21 | Panache 3/4 | CMB +9 CMD 28 | F +9 R +12 W +8(11*) init +7 | Resource Tracker
Skills:
Acrobatics +14 Diplomacy +15 Escape Artist +9 Intimidate +15 Kn: Local +1 Perception +13 Ride +9

Thanks for the offers, Jim also has a handy haversack. His armour + weapons & buckler are enough to bump him to medium encumbrance. What I really should have done was to put his lvl 8 stat point into strength which would have resolved this.

Ah well, maybe at some point we'll find a str/dex belt.


M Half-Orc Inquisitor(Sanctified Slayer) 9 HP: 63/63||AC 28, Touch 15, FF 26 | Init: +5 | F: +10, R: +7, W: +11, +1 vs Set| CMB: +11, CMD: 23| Speed 30ft| Perc: +15, SM: + 19 | Active conditions: none
"Slim" Jim wrote:

...

Ah well, maybe at some point we'll find a str/dex belt.

Yes, but all of the melee types will want it...


Male Human Paladin 9 | HP 72/99 |AC 27/T12/FF26 | F+11/R+9/W+12 | CMB +13/CMD 24 | init + 2 | Perc + 9 | Diplomacy + 15 | LoH 9/9 | Smite 3/3 | Divine Bond 9/9 min. 2/2 per day
Terodius Mitrakin wrote:
"Slim" Jim wrote:

...

Ah well, maybe at some point we'll find a str/dex belt.
Yes, but all of the melee types will want it...

Nope, not Ratel, he's very satisfied with his belt, I still can't believe someone hadn't claimed it when he 'returned' :)


Male Goblin Ftr 2 Rog (Scout) 5 Wiz (Transmuter) 2 | HP 71/75 | AC28/T20/F21 | Saves F+7/R+10/W+5 | Perc +20/Hidden +24/Traps +26 | Init +6

Can't be sure but, Happy Mother's Day Madame!


Male Human Rogue6/Clr1 Current Map

Happy Mother's Day to the mothers here!

Jim is about the best melee type here.


Male Human Paladin 9 | HP 72/99 |AC 27/T12/FF26 | F+11/R+9/W+12 | CMB +13/CMD 24 | init + 2 | Perc + 9 | Diplomacy + 15 | LoH 9/9 | Smite 3/3 | Divine Bond 9/9 min. 2/2 per day
brvheart wrote:
Jim is about the best melee type here.

WOW, way to make a Paladin feel unloved....


Male Goblin Ftr 2 Rog (Scout) 5 Wiz (Transmuter) 2 | HP 71/75 | AC28/T20/F21 | Saves F+7/R+10/W+5 | Perc +20/Hidden +24/Traps +26 | Init +6
Ratel Dier wrote:
brvheart wrote:
Jim is about the best melee type here.
WOW, way to make a Paladin feel unloved....

I think he means for a non-tank, unlike us. Obviously, no comparison. Eh-em.


Female Half Eldar Elf Arcanist (Black Blade Adept) 9; Atk +8/+10; Percpn +17; AC 21 (-2 enemy atk), T15, FF18; hp 79; Init +4; Fort +11 Ref +10 Will +10
Fralk ibn Sabbah wrote:
Can't be sure but, Happy Mother's Day Madame!

Thank you dears


Female Half Eldar Elf Arcanist (Black Blade Adept) 9; Atk +8/+10; Percpn +17; AC 21 (-2 enemy atk), T15, FF18; hp 79; Init +4; Fort +11 Ref +10 Will +10
Ratel Dier wrote:
brvheart wrote:
Jim is about the best melee type here.
WOW, way to make a Paladin feel unloved....

Your less flashy, more bashy, we love the contrast.

Think of this way, your faith is so strong that you exceed most straight fighters, Jim has a lot pizzazz but is all pointed like the tip of the spear, you are the spear.

I on the other hand let my knowledge of magic 🎩 make up the difference to bring me into focus for a heavy strike but I can't stand toe to toe long, get in, strike and get out. I do it well using my magus arcana.

I can't heal myself and others but you can, we need you man, the cleric can't always reach us on the front line, but you can.


Male Human Rogue6/Clr1 Current Map

No knock meant against Ratel. Just Jim has been consistently a terror with his pointy swords!


Male Human Paladin 9 | HP 72/99 |AC 27/T12/FF26 | F+11/R+9/W+12 | CMB +13/CMD 24 | init + 2 | Perc + 9 | Diplomacy + 15 | LoH 9/9 | Smite 3/3 | Divine Bond 9/9 min. 2/2 per day

None taken, I was just trying to be funny while we waited for everyone to finish sorting out their new toys :)


Male Halfing Cleric 9 | HP 76/76 |AC 30/T15/FF28 | F+9/R+6/W+13 | CMB +4/CMD 18 | Init + 2 |
brvheart wrote:
Korbin_Tealeaf wrote:

”I don’t want to be presumptuous having only just joined the group, but several of those items may be helpful for me to use during our time below. Perhaps I could wear some items that are not being used and return them once we return?” suggests Korbin humbly.

(Shield +2, Amulet +2, Ring+2, Ring and Girding of Mitra to give everyone nearby constant Protection from Evil)

THe mitraic items are prefered to go to characters of LG alignment: Cleric, Paladin and then a fighter.

Fair enough. He will stay with the Belt of Constitution +2 instead of any of the artifacts.


Male Goblin Ftr 2 Rog (Scout) 5 Wiz (Transmuter) 2 | HP 71/75 | AC28/T20/F21 | Saves F+7/R+10/W+5 | Perc +20/Hidden +24/Traps +26 | Init +6

Good to go!


Male Halfing Cleric 9 | HP 76/76 |AC 30/T15/FF28 | F+9/R+6/W+13 | CMB +4/CMD 18 | Init + 2 |

Korbin is good to go as well.


Male Human Paladin 9 | HP 72/99 |AC 27/T12/FF26 | F+11/R+9/W+12 | CMB +13/CMD 24 | init + 2 | Perc + 9 | Diplomacy + 15 | LoH 9/9 | Smite 3/3 | Divine Bond 9/9 min. 2/2 per day

Just in case it isn't apparent, Ratel is good to go as well.


M Half-Orc Inquisitor(Sanctified Slayer) 9 HP: 63/63||AC 28, Touch 15, FF 26 | Init: +5 | F: +10, R: +7, W: +11, +1 vs Set| CMB: +11, CMD: 23| Speed 30ft| Perc: +15, SM: + 19 | Active conditions: none

Ok, yes, we can go on... but

@Brvheart, I'm strongly getting the impression (given we apparently simply can't wake up the fighter... and we've used repeated charges from a wand of CLW) that you don't want me to interrogate prisoners for information. If this is the case, just tell me now, and we can skip a lot of pauses in the future...


Male Human Paladin 9 | HP 72/99 |AC 27/T12/FF26 | F+11/R+9/W+12 | CMB +13/CMD 24 | init + 2 | Perc + 9 | Diplomacy + 15 | LoH 9/9 | Smite 3/3 | Divine Bond 9/9 min. 2/2 per day

I looked at the map and didn't recognized the location. Apparently there was another 'Jail' that was found while I was not in the game.


Human Swashbuckler 9 | HP 57 / 78 AC 26 T17 FF21 | Panache 3/4 | CMB +9 CMD 28 | F +9 R +12 W +8(11*) init +7 | Resource Tracker
Skills:
Acrobatics +14 Diplomacy +15 Escape Artist +9 Intimidate +15 Kn: Local +1 Perception +13 Ride +9

Brv I notice some players have HP damage, did we get healed?

Finally back down to level 3, Jim was glad to be back at it and said, "Let's be careful and check the door for traps."

He then cautiously moved closer to the door and strained to hear if there was anything lurking behind it.
Perception: 1d20 + 13 ⇒ (8) + 13 = 21


Male Halfing Cleric 9 | HP 76/76 |AC 30/T15/FF28 | F+9/R+6/W+13 | CMB +4/CMD 18 | Init + 2 |
Korbin_Tealeaf wrote:

Letting his superfluous silence zone expire, Korbin emits another burst of healing for the group while excluding the unconscious foes.

[dice=Channel Energy to heal, reroll 1’s]5d6
[dice=Rerolls]2d6

(18 points healing to all allies. Who is still damaged?)

(Please make sure you have applied your healing and spoken up if still injured)


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Human Swashbuckler 9 | HP 57 / 78 AC 26 T17 FF21 | Panache 3/4 | CMB +9 CMD 28 | F +9 R +12 W +8(11*) init +7 | Resource Tracker
Skills:
Acrobatics +14 Diplomacy +15 Escape Artist +9 Intimidate +15 Kn: Local +1 Perception +13 Ride +9

Oops I posted in the wrong thread! Will fix later.


Male Halfing Cleric 9 | HP 76/76 |AC 30/T15/FF28 | F+9/R+6/W+13 | CMB +4/CMD 18 | Init + 2 |
Korbin_Tealeaf wrote:
Korbin_Tealeaf wrote:

Letting his superfluous silence zone expire, Korbin emits another burst of healing for the group while excluding the unconscious foes.

[dice=Channel Energy to heal, reroll 1’s]5d6
[dice=Rerolls]2d6

(18 points healing to all allies. Who is still damaged?)

(Please make sure you have applied your healing and spoken up if still injured)

There was also another channeled healing right after the chain lightning.


Male Human Rogue6/Clr1 Current Map
Terodius Mitrakin wrote:

Ok, yes, we can go on... but

@Brvheart, I'm strongly getting the impression (given we apparently simply can't wake up the fighter... and we've used repeated charges from a wand of CLW) that you don't want me to interrogate prisoners for information. If this is the case, just tell me now, and we can skip a lot of pauses in the future...

The fighter was in the worst shape of the three and it took multiple clw spells to get him consious. Beyond that he was just not really wanting to talk.


Male Goblin Ftr 2 Rog (Scout) 5 Wiz (Transmuter) 2 | HP 71/75 | AC28/T20/F21 | Saves F+7/R+10/W+5 | Perc +20/Hidden +24/Traps +26 | Init +6
brvheart wrote:
Leave it to No mi name to bypass its DR!

I almost didn't attack and double moved instead, but thought...

Dammit, I've got adamantine... I'd better use it!

Frontliner, Baby!


Male Halfing Cleric 9 | HP 76/76 |AC 30/T15/FF28 | F+9/R+6/W+13 | CMB +4/CMD 18 | Init + 2 |

Just a reminder for your friendly neighborhood healer—please keep your hp updated in your tagline or RP your injury state so Korbin knows how best to keep you upright and fighting.


Male Human Paladin 9 | HP 72/99 |AC 27/T12/FF26 | F+11/R+9/W+12 | CMB +13/CMD 24 | init + 2 | Perc + 9 | Diplomacy + 15 | LoH 9/9 | Smite 3/3 | Divine Bond 9/9 min. 2/2 per day

Sorry Brv, since Ratel goes last, I've been waiting for others to go so I don't impede their actions. But the goings been slow, I was hoping when I jumped back in that I could help you move the game along, but it's been tough. Life had gotten busy and I'm on my computer much less.

Anyway, once at least a couple folks have gone, I'll have Ratel attack in golem shape...


Male Human Rogue6/Clr1 Current Map

Sorry Ratel, in the last two weeks our cat died and our central air. I have been trying to keep up but it has been slower than usual for me.


Male Goblin Ftr 2 Rog (Scout) 5 Wiz (Transmuter) 2 | HP 71/75 | AC28/T20/F21 | Saves F+7/R+10/W+5 | Perc +20/Hidden +24/Traps +26 | Init +6

I think everyone needs to exercise more self-compassion. Be kind to yourselves (and others).


Male Human Rogue6/Clr1 Current Map

Thanks Fralk:)


Male Human Paladin 9 | HP 72/99 |AC 27/T12/FF26 | F+11/R+9/W+12 | CMB +13/CMD 24 | init + 2 | Perc + 9 | Diplomacy + 15 | LoH 9/9 | Smite 3/3 | Divine Bond 9/9 min. 2/2 per day
brvheart wrote:
Sorry Ratel, in the last two weeks our cat died and our central air. I have been trying to keep up but it has been slower than usual for me.

Dude, It's cool, I know things have been going on. I was just talking about his location in initiative and wanting to let folks move first, that's all.


Female Half Eldar Elf Arcanist (Black Blade Adept) 9; Atk +8/+10; Percpn +17; AC 21 (-2 enemy atk), T15, FF18; hp 79; Init +4; Fort +11 Ref +10 Will +10
Korbin_Tealeaf wrote:
Just a reminder for your friendly neighborhood healer—please keep your hp updated in your tagline or RP your injury state so Korbin knows how best to keep you upright and fighting.

OK, I will try to add pomp and circumstance


Male Human Paladin 9 | HP 72/99 |AC 27/T12/FF26 | F+11/R+9/W+12 | CMB +13/CMD 24 | init + 2 | Perc + 9 | Diplomacy + 15 | LoH 9/9 | Smite 3/3 | Divine Bond 9/9 min. 2/2 per day
Ciri Princess of Cintra wrote:
Just a note: if you look at the cover of the book, this encounter I think is portrayed

There's a book cover?

Wow, the thread blew up, working on a post now. A quick question, since Ratel activated the 'belt' and has Immunity to electricity, Immunity to poison, Immunity to magic (as a iron golem; subject to iron golem spell effects), Does he still need to make either of the saves?

Edit: Oh, also earlier he used the paladins ability to detect evil, (A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil,) did the statue 'ding' evil?


Female Half Eldar Elf Arcanist (Black Blade Adept) 9; Atk +8/+10; Percpn +17; AC 21 (-2 enemy atk), T15, FF18; hp 79; Init +4; Fort +11 Ref +10 Will +10

dark tower cover, my design

The picture on left shows the statue and braziers

And citadel is next

citadel:
Citadel of Fire" is a classic Dungeons & Dragons adventure module, originally published by Judges Guild in 1980, and updated to the 3.5 edition by Goodman Games in 2007.
Here's a breakdown of what "Citadel of Fire" 3.5 is all about:
1. Core Concept:
Open-ended Dungeon Crawl: It's designed as a location-based adventure, emphasizing exploration, combat, and discovery within a complex dungeon environment.
The Wizard's Lair: The adventure revolves around the stronghold of the evil wizard Yrammag, consisting of a six-level tower and a sprawling five-level dungeon beneath it.
High-Level Challenge: It is intended for very advanced characters, meaning it's quite challenging and requires skilled and well-equipped adventurers.
2. Setting and Lore:
Aztlan: The adventure is situated near the town of Aztlan, a place of intrigue and danger, with an evil temple connected to the Citadel.
Yrammag's Citadel: The Citadel itself is a place of evil and destruction, with a history of terror connected to the wizard and his descendants.
Randomness and Flexibility: The module features a random table to determine Yrammag's location and activities, ensuring a degree of surprise and replayability.
3. Dungeon Design and Encounters:
Varied Locations: The dungeon contains a wide variety of areas, from goblin-infested caves to an arena, temples, tombs, and the wizard's treasure vault.
Diverse Enemies: Expect to encounter a wide array of foes, including giant rats, goblins, ogres, demons, and even the wizard himself and his apprentices.
Unpredictability: The adventure is known for its chaotic and sometimes illogical elements, requiring the Dungeon Master to adapt and improvise.
4. Key Features:
Detailed Descriptions: The module provides detailed descriptions of each room, encounter, and important features.
Challenging Combat: The adventure focuses heavily on combat encounters, designed to be challenging for high-level characters.
Treasure and Magic Items: Expect to find valuable treasure, magic items, and potentially powerful artifacts throughout the dungeon.
In short, "Citadel of Fire" 3.5 is a classic dungeon crawl adventure designed for high-level D&D characters, featuring a complex and challenging dungeon filled with a wide variety of enemies and treasures. Its chaotic nature and open-ended design offer opportunities for both exploration and improvisation.


Male Human Paladin 9 | HP 72/99 |AC 27/T12/FF26 | F+11/R+9/W+12 | CMB +13/CMD 24 | init + 2 | Perc + 9 | Diplomacy + 15 | LoH 9/9 | Smite 3/3 | Divine Bond 9/9 min. 2/2 per day

Sweet cover Ciri!


Female Half Eldar Elf Arcanist (Black Blade Adept) 9; Atk +8/+10; Percpn +17; AC 21 (-2 enemy atk), T15, FF18; hp 79; Init +4; Fort +11 Ref +10 Will +10

Citadel cover,
my magnus opus

The dentist office with madame fabrisha and Audrey is hilarious.

Dentist really are self torture after all


Human Swashbuckler 9 | HP 57 / 78 AC 26 T17 FF21 | Panache 3/4 | CMB +9 CMD 28 | F +9 R +12 W +8(11*) init +7 | Resource Tracker
Skills:
Acrobatics +14 Diplomacy +15 Escape Artist +9 Intimidate +15 Kn: Local +1 Perception +13 Ride +9

I do like that cover Ciri!


Male Human Rogue6/Clr1 Current Map

Since I was working as writer doing all the conversions to 3.5 from 1st edition, she worked as editor on this one. Some of the monsters were a joint effort between the two of us. The dentist office she is refering to is in Citadel of Fire. We decided to go with Little Shop of Horrors theme!


Female Half Eldar Elf Arcanist (Black Blade Adept) 9; Atk +8/+10; Percpn +17; AC 21 (-2 enemy atk), T15, FF18; hp 79; Init +4; Fort +11 Ref +10 Will +10

Treasure:

+2 Keen Athame of Venom adamantine dagger (see Appendix), MW chain shirt armor, +1 rapier. cup carved of malachite and embellished with silver and three diamonds, valued at 5100 GP.

Spell Thief item conversion:

(Based on)
Sword of the Spellthief
Aura: strong divination; CL: 13th
Price: 75,815 gp; Weight: 4 lbs.
CONSTRUCTION REQUIREMENTS

DESCRIPTION

This curved blade of adamantine, a +1 keen heartseeking spellstealing weapon, is the bane of spellcasters. Inscribed with flowing magical script that purports to reveal the inner secrets of magic.

The sword of the spellthief grants the wielder a +2 bonus on Spellcraft and Use Magic Device checks. The sword also reveals magical auras by touch; this functions as detect magic but affects only a single object or creature at a time, which must be touched with the blade while the wielder concentrates on detection, and the magical auras revealed are clearly visible to all.

Cost: 37,815 gp; Requirements: Craft Magic Arms and Armor, death knell, greater arcane sight, keen edge, limited wish;

New Pathfinder

+2 Keen Venomous Adamantine Blade of the Spellthief (Transformative)

CONSTRUCTION REQUIREMENTS
Aura: strong varied; CL: 18;
Price: 90,302 gp; Weight: 2 lbs.

DESCRIPTION

This +2 adamantine curved blade with a serrated edge is a +2 keen venomous spellstealing weapon (1d4 + 2 15 - 20 x2 default), is the bane of spellcasters. Inscribed with flowing magical runes that purports to reveal the inner secrets of magic.

The Venomous Blade of the Spellthief, allows its wielder to use the poison effect (3/day; as the spell poison, Fort DC16). The power is usable on any successful attack.

The wielder can decide to use the power after he has struck. Doing so is a free action, but the poison effect must be invoked in the same round that the dagger strikes.

The Venomous Blade of the Spellthief grants the wielder a +2 bonus on Spellcraft and Use Magic Device checks. The weapon also reveals magical auras at will; this functions as greater arcane sight continuously & detect magic at will to identify objects but affects only a single object or creature at a time, which must be touched with the weapon while the wielder concentrates on detection, even while attacking, making auras visible to the wielder.

A spellstealing weapon allows its wielder to siphon protective magic from a target and transfer it to herself. When the wielder rolls a critical threat against a target, she can forgo confirming the critical hit and instead automatically learn which spells or magical effects are active upon the target. The wielder may then make a caster level check to steal her choice of one of those effects, using the spellstealing weapon's caster level plus its enhancement bonus, against a DC of 11 + the caster level of the effect, (a use magic device check can be substituted to emulate). If the check succeeds, the target immediately loses the benefits of that effect and the wielder gains the effect for 1 minute (or until the effect expires, whichever comes first). If the spellstealing weapon has a critical multiplier greater than ×2, the wielder may attempt to steal one additional spell effect per additional multiple beyond ×2 (two effects for ×3, and so on).

Transformative (Greater, Limited 9 minutes a day CL 18): Weapon becomes any other 1 handed medium weapon of similar type the wielder desires when a command word is spoken. The weapon cannot become ammunition, but can freely change between simple, martial, exotic, light, one-handed, two handed, melee, and ranged. The weapon retains all of its enhancement bonuses and weapon special abilities.

However, abilities prohibited by its current shape do not function. For example, a keen greater transformative weapon functions normally in the form of a piercing or slashing weapon, but cannot use the keen special ability when in the shape of a bludgeoning weapon. A double weapon that loses the double quality cannot use the abilities on one of its ends (wielder’s choice), whereas a non-double weapon that gains the double quality applies all its abilities to only one end. When unattended for 1 minute, the weapon reverts to its true shape.

When the weapon activates, the adamantine blade springs into the wielders hand at will as a free action, sensing either magic or fear of danger with its empathic bond, the hilt is covered with red and blue jewels with red snake eye ruby on the pommel. Regardless, it will resize to its owner, using optimal statistics according to the masters abilities. (1d4 15 to 20 x2)

Shapechange:
The Blade of the Spellthief is capable of taking on a myriad of forms. Its dormant form is often the form of a ornate bracelet shaped like coiled snake with a big, red jewel on top of it in the shape of a snake eye with a glowing blue iris, Inscribed with the same flowing magical runes that is on the blade form. It also can take the shape of a adamantine cobra shaped elbow-length scaled metal gauntlet covered with red and blue jewels on the back side of the palm that flares at the wrist like a cobra's hood acting as a + 2 buckler or gauntlet. In either form, greater arcane sight is active. It's an immediate action to change form.

Additionally the item forms a empathic bond with its master. It acts independently as a familiar, taking the form of a tiny adamantine construct viper automaton with DR 5/-, it has intelligence as a familiar. The bond acts in all ways as a arcane bond of your level with all the restrictions & benefits, you may not have any other familiar.

3 times a day, your familiar can take the form of a adamantine cobra, for a hour (see iron cobra). However, it is not mindless and maintains it mental stats. While in cobra form, it does not gain the find person ability, but keeps its greater arcane sight active while it's bite is both keen and poison (as the spell).

Notes: Masters Boons: grants a +3 bonus on Bluff checks and +2 on reflex save. This vipers scales are adamantine & it grants the viper and it's master damage reduction of 3/— .
And don't forget the item bonuses +2 to Spellcraft and UMD

Cost: 45,115 gp; Requirements: Craft Magic Arms and Armor, greater arcane sight, keen edge, limited wish, imbue with spell ability, polymorph any object, spell turning, poison, keen edge.

Iron Cobra Gauntlet

Description

This elbow-length scaled metal gauntlet flares at the wrist like a cobra's hood. Up to three times per day, the wearer way transform the gauntlet into an iron cobra , which crawls from the wearer's wrist and obeys his commands, leaving behind a simple bracelet of linked scales. Whoever wears the bracelet is the iron cobra's master. The iron cobra can remain animated for a total of 1 hour per day.

If the snake is within hearing range of the master and commanded to revert to gauntlet form (a standard action), it travels to its master as fast as possible, crawls onto its master's arm, and as a free action reverts to its inactive shape. If the snake's duration expires before it can reach its master, it reverts to gauntlet form, but automatically melds with the bracelet if the two touch.

If slain in cobra form, the snake reverts to gauntlet form and cannot be used again for 24 hours. If destroyed in gauntlet form, the item is destroyed. The wearer can refill the iron cobra's poison reservoir in snake form or gauntlet form.


Male Human Rogue6/Clr1 Current Map

Keen Athame of Venom
This +2 adamantine dagger with a serrated edge, like it’s
lesser and more commonly available twin allows its wielder
to use the poison effect (3/day; as the spell poison, Fort
DC16). The power is usable on any successful attack. The
wielder can decide to use this power after having struck the
target, but it must be invoked in the same round;doing so is
a free action.
Also upon a critical hit only, the dagger may be used to
imbue spell and all supernatural abilities to the wielder
(similar to a rod of absorption; see below).
Spell Drain/Power Absorbtion: (1/day) On a critical
hit. The wielder has the choice of using this dagger to draw
spells, spell-like and supernatural abilities from the target
into the dagger; Will save (DC 21) to resist. This power is
not useable on creatures immune to critical hits and will fail
if attempted on them. This ability can absorb a maximum
of 18 spell levels per day, starting with the highest level
spells to the lowest level spells and spell-like abilities. Spells
not used that day will fade by the next morning. This ability
is a free action.
This also grants the use of the target’s supernatural
abilities and attacks for 24 hours (example: Alternate
Form). This is in addition to the spell drain ability. Special
Qualities/Attacks and Extraordinary abilities, based on
creatures’ type are only transferred to the wielder if that
ability can also be duplicated by a spell or magic item
(example: Regeneration).Temporary Caster level for
activating a spell from the dagger is equal to the wielders
ECL, saves are Charisma based. Materialcomponents
costing more than 1 gp and XP (if required) for casting a
spell must be provided.
The dagger allows you to sense the level of spells and
school absorbed. A Spellcraft or Use Magic Device will
allowthe wielder to identify the spell name and the
command to activate. This can be done by anyone holding
the weapon. All spells and abilities absorbed are dispelled /
suppressed for the victim for 1 day (example: troll looses
regeneration).
Strong Varied; CL 18; Craft Arms and Armor; antimagic
field, imbue with spell ability, limited wish, spell turning,
poison, and keen edge; Price 98,302 gp + 2500xp; Weight
1 lb.
seeing the scarab must make a Will save DC 20 or be
affected by fear as the spell. When determining if the scarab
can defeat a creature’s SR, use the casters level as 18 with a
+2 bonus for spell penetration included. The scarab of
insanity has 9d4 charges.
Strong Enchantment; CL 18th; Craft Wondrous Item; fear,
Insanity; Price 94,500 gp.


Male Goblin Ftr 2 Rog (Scout) 5 Wiz (Transmuter) 2 | HP 71/75 | AC28/T20/F21 | Saves F+7/R+10/W+5 | Perc +20/Hidden +24/Traps +26 | Init +6

Yeah, I'm having trouble keeping up with that item. I'm a simple goblin fighter wizard rogue!


M Half-Orc Inquisitor(Sanctified Slayer) 9 HP: 63/63||AC 28, Touch 15, FF 26 | Init: +5 | F: +10, R: +7, W: +11, +1 vs Set| CMB: +11, CMD: 23| Speed 30ft| Perc: +15, SM: + 19 | Active conditions: none
brvheart wrote:
Terodius Mitrakin wrote:

Terodius moves to support Ratel, while considering the description he has given...

[dice=K dungeoneering]1d20+3+3+1+1+3+2+2
3 ranks +3 trained +1 int +1 FCB +3 monster lore to ID +2 competence (heightened Awareness) +2 morale (heroism)

per your FCB FCB to be : 1 hp (lvl 1), 2 * (+1/2 to intimidate and monster lore) (lvl 2 and 3, half-orc racial FCB), +3 lvl 1 spells known (lvl 4,5,&6 human racial FCB), +2 lvl 2 spells known (lvl 7&8, human racial FCB). n/a to the rest or show me. spells cast in rounds are gone

a 1/2 rounds down to 0
Inquisitor Class wrote:


Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Terodius's wisdom bonus is +3.

Heroism and Heightened Awareness were cast Here, Heroism has a duration of 160 minutes (extended with rod), heightened awareness 80 minutes.


Male Human Rogue6/Clr1 Current Map

Heightened Awareness would be expired by now. Time does take longer than you think. You were debating with the prisoners for almost an hour in itself. Besides the fact while I allow classes from the ACG I don't allow spells or feats. And even the classes are limited.
Sources: Core Rules, Advanced Players Guide, Ultimate Combat and Ultimate Magic after 5th level on DM approval on a case by case basis only. Additional Sources: Lost Lands Sourcebook, Freebooter's Guide, A Brace of Pistols, Book of Magic Pirate Spells, 101 Pirate and Privateer Traits,The World of the Lost Lands, Fire As She Bears, Pirates of the Inner Sea, Heart of the Jungle, Inner Sea World Guide, Isle of the Shackles and Dead Man's Chest.


M Half-Orc Inquisitor(Sanctified Slayer) 9 HP: 63/63||AC 28, Touch 15, FF 26 | Init: +5 | F: +10, R: +7, W: +11, +1 vs Set| CMB: +11, CMD: 23| Speed 30ft| Perc: +15, SM: + 19 | Active conditions: none
Korbin_Tealeaf wrote:
"Perhaps a bit on the nose, but a snake-like creature with a human head sounds likely to be a servant of Set," replies Korbin. "That just means we are on the right track--shall we continue?" he asks.
"Slim" Jim wrote:
"What is it with Set and Snakes?..." muttered Jim in agreement, "Anyway yes, onwards."

@Korbin, @Jim: Are those votes to fight this thing or to "spike the door and continue"?


M Half-Orc Inquisitor(Sanctified Slayer) 9 HP: 63/63||AC 28, Touch 15, FF 26 | Init: +5 | F: +10, R: +7, W: +11, +1 vs Set| CMB: +11, CMD: 23| Speed 30ft| Perc: +15, SM: + 19 | Active conditions: none
brvheart wrote:

Heightened Awareness would be expired by now. Time does take longer than you think. You were debating with the prisoners for almost an hour in itself. Besides the fact while I allow classes from the ACG I don't allow spells or feats . And even the classes are limited.

Sources: Core Rules, Advanced Players Guide, Ultimate Combat and Ultimate Magic after 5th level on DM approval on a case by case basis only. Additional Sources: Lost Lands Sourcebook, Freebooter's Guide, A Brace of Pistols, Book of Magic Pirate Spells, 101 Pirate and Privateer Traits,The World of the Lost Lands, Fire As She Bears, Pirates of the Inner Sea, Heart of the Jungle, Inner Sea World Guide, Isle of the Shackles and Dead Man's Chest.

Do you want me to pick a different spell known?

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