Samaritha Beldusk

Anga Runedaughter's page

1,015 posts. Alias of chillblame.


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Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

Anyone interested for against the giants

against the giants


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

Sounds like fun


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

You know, I have been thinking of running the old giant series from time to time. Actually started converting it to pathfinder. I might run it, maybe. Could be fun.


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

Very true. Especially if you played it from the village of hommlet, through the slavers modules, the giants, the drowned dungeons finishing with the demonweb and one on one with Loth.
Hell of a campaign. Took us two years of play. Ah, memories. I had a 23rd level paladin by the end.


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

did I miss something? The campaign is finishing? But if things are to end, it is a good high note. Very much enjoyed the game. If you want another player, give a yell. And thanks to all the players, it's a good group.


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

did you catch Anga's magic missile? It wasn't in the round up

Anga magic missiles the same one she hit last round

magic missile: 5d4 + 10 ⇒ (2, 1, 4, 1, 1) + 10 = 19


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

Anga casts magic missile at the closest non 8ce enclosed creature.

magic missile: 5d4 + 10 ⇒ (2, 3, 1, 2, 2) + 10 = 20

the one I entrapped will escape shortly


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

Anga, having frozen the beastie for a time, pulls out a scroll, and casts shield

Current AC 26


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

oops my bad.


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

ulfgard, that one is immobilized by a shell of ice. Attacking it won't hurt it much, and will free it. Then it will eviscerate you with six attacks with your AC down two points from charging


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

Simplest method to see how long the ice prison lasts would be to do the heat damage to the ice, which has 30hp. And 10 points of cold damage per would.


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

Haskyll, help Leira, she's barely standing


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

wow, this fight is seriously ripping us up

Anga steps back 5 feet and hit target four with an icy prison spell

Reflex DC21
30hp ice shell
DC25 strength check to burst

You trap the target in solid ice 1 inch thick per caster level. If the creature fails its save, it is helpless, but can still breathe (the ice blocks line of effect to the target). If the target makes its save, it gains the entangled condition but can otherwise act normally. Whether or not the target saves, it takes 1 point of cold damage per caster level each round it is helpless or entangled in the ice. The ice has hardness 0 and 3 hit points per inch of thickness; if broken, the creature is freed. A creature can break the ice as a full-round action with a successful Strength check (DC 15 + your caster level).


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

ok mazra thanks for your consideration

defensive cast dimension door: 1d20 + 16 ⇒ (14) + 16 = 30


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

I don't think Anga needs to make a concentration check for the shield. The spell is not a full round cast and by the time the beasties act, it's cast. (Anga is on 13, slag monsters on 7 in initiative) Generally, the only time a concentration check for damage happens is if the opponent has readied an action to disrupt the spell, The cast is a full-round action, the opponent has specific feats to do AOO in that circumstance, the caster is in combat range and does not cast defensively (which Anga would have with auto success), or the caster is grappled or taking continuous damage.

concentration check if needed: 1d20 + 16 ⇒ (9) + 16 = 25

whether the shield spell fails or not, dimension door

current HP 43 or 27 depending
AC 18 or 22 if shield up


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

Anga casts shield and back pedals

This is a first. The forge hammers back


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

Anga smiles. That I, we, can do. Clear near it. Kaos, breath at the same moment. Leira, if you have a firespell, use it

She Starts to cast, words of igan rippling across the room as her hands move, heat radiating out.

Breath now, laddie. This is hard to hold. When he breathes fire, and hopefully leira casts, she unleashes the fireball

empowered fireball: 10d6 + 5 ⇒ (4, 3, 4, 1, 3, 4, 3, 5, 2, 6) + 5 = 40 x1.5=60 pts of fire


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

good. Killed a giant bug.
Anga looks at the body
something you want to tell us. And clean that blade properly


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

Anga looks at her ring, with the symbol of her house, and the focus of her power, and draws forth another teleport. With that, she teleports back, with the others, and with the clay.


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

Anga quickly pulls out a small bottle, pops the cork and holds it out to Ulfgard.
Drink this. It'll help with the poison
antitoxin, +4 to poison saves for an hour
Yes it'll taste bad


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

Anga drops a empowered magic missile on the creature

empowered magic missile: 5d4 + 10 ⇒ (2, 2, 2, 4, 2) + 10 = 22 x1.5=33 damage

yes torag's twinkily toes would have been more appropriate. Got the name wrong. As to how she knows that, that's a matter of faith. Or a really good guess
:D


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

anga spells up are mage armour and prestidigitation

So as I was saying...Gorum's tinkily toes!!!

Anga is dumbfounded at the huge creature.

when she finally acts, she casts haste on the three of them/


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

Fair enough. See yee tomorrow

Assuming agreement, Anga cast teleport on herself and the other dwarves.

teleport roll: 1d100 ⇒ 45


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

I like inquisitors. They are very effective in combat, with their teamwork feats and ability to use them by themselves, and the bane ability at 5th level. The judgements definitely give a lot of flexibility, and the skill base is good. Lots of good abilities. Tracks as good as a ranger


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

I have one teleport memorized, and I can use arcane focus for another. Or we could stay the night in the city, and then I could memorize teleport again. If we are buying stuff, maybe the 2nd option would be best.


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

An inquisitor is even better. They can detect good, evil, chaos and law


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

Anga has had teleport for some time.


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

Yes, it's a good group. It can be hard to find those


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

Anga shrugs
it's not likely he'll do much harm with it. Ah can teleport a few of us back to the city, but we would have to wait a day tah return.


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

Anga moves over, cast detect magic and examines the items

Id club: 1d20 + 19 ⇒ (4) + 19 = 23

Id cloak: 1d20 + 19 ⇒ (20) + 19 = 39

Id bracers: 1d20 + 19 ⇒ (11) + 19 = 30

Id amulet: 1d20 + 19 ⇒ (7) + 19 = 26

Id harp: 1d20 + 19 ⇒ (16) + 19 = 35


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Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

Anga stares. Damn contradictory giants.
Throwing her hands up she says to the Dragon disciple fine. You look after him and stalks off to her chariot, muttering and waving her hands.


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

kaos, laddie, ye don't be taking hill giants prisoner Anga says exasperatedly.
it's not as if we can imprison them, killing them now be distasteful and releasing them damn foolish. And nothing these clod brains will know is of great value.


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

Anga moves forward and casts fireball on the two giants (target on map)

fireball: 10d6 + 5 ⇒ (1, 4, 6, 2, 5, 2, 2, 6, 6, 3) + 5 = 42 DC 20 reflex for half


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

Anga moves around the chariot, hoping to close the distance

Too spread out for haste, too far for a scorching ray, no point to a fireball. Back to the old stand by

empowered magic missile: 5d4 + 10 ⇒ (1, 3, 3, 4, 2) + 10 = 23x1.5=34 damage at the giant Kaos is fighting.

five force darts slam into the giant, stitching up his chest

current AC 26, +4 vs giants


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

I have been finding the posting spotty myself. I have been saving my posts and trying several times sometimes before they work


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

Anga strikes the same target as kaos.

fireball: 10d6 + 5 ⇒ (3, 5, 6, 4, 3, 1, 5, 3, 5, 6) + 5 = 46 dc20 reflex for half damage


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

Yes, the AC bonus vs rocks is appropriate, as giants do use them a lot


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

Anga gets off the chariot, and casts shield


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

yes


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

So, mules are large? I would have thought medium, perhaps using the pony stats since I haven't found any similar. They are smaller than horses.
Not arguing with GM decision here. That stands. Just interested.


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

so I don't think I can teleport the mule. It is too big


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

I cannot teleport everyone in one go, and the chariot spell, while not instant, does last a long time.
She opens her spellbook, and thinks.

all up ah can teleport six people, plus myself. That includes a return trip for just me. That also includes the spell not going awray. That's all of us, ah guess.

She looks at the mule uncertainly. tha beastie included

I'm assuming that the mule is medium-sized

But it will have to wait till morning as ah have to memorize the spells


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

time for a rest, ah think. Walking through a forest at night is not a good idea.

forest are a problem now, but come 12th level, they can airwalk


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

if the phantom chariots are still ticking, then I say travel on. I still have a fair part of my spells. If not, then a rest to regain them is good


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

Aye. No giants ta kill down there


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

Anga looks at the horn, detect magic cast, but cannot determine its function. Perhaps it being a long day.
I cannot work it out. Except that it is a horn, and magical, but we already know that. She shakes her head.
I think a rest and a rethink on it overnight is needed. Tomorrow I have another look
Looking at the other gear she says That's a nice war pick. I'll have that, if no one is objectionable

just put my actions in narrative. Little bored at the moment. :)


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

I would like the MW pick, if no one objects


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

spellcraft horn: 1d20 + 19 ⇒ (3) + 19 = 22

Damn dice


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

duergar make. Shadow kin. Odd that these would be here. And worrying. Still, they are very old, so we are unlikely to encounter any


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

damn system ate my post!
feeling better already

linguistics: 1d20 + 13 ⇒ (18) + 13 = 31

the runes on the battle axe are old. They read, demon slayer

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