![]()
![]()
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 : Force missiles per day 9/9
mage armour +4, shield ![]() 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 : Force missiles per day 9/9
mage armour +4, shield ![]() 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.
![]()
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 : Force missiles per day 9/9
mage armour +4, shield ![]() 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 : Force missiles per day 9/9
mage armour +4, shield ![]() 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 : Force missiles per day 9/9
mage armour +4, shield ![]() 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 : Force missiles per day 9/9
mage armour +4, shield ![]() 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 : Force missiles per day 9/9
mage armour +4, shield ![]() 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 : Force missiles per day 9/9
mage armour +4, shield ![]() 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 : Force missiles per day 9/9
mage armour +4, shield ![]() wow, this fight is seriously ripping us up Anga steps back 5 feet and hit target four with an icy prison spell Reflex DC21
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 : Force missiles per day 9/9
mage armour +4, shield ![]() 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 : Force missiles per day 9/9
mage armour +4, shield ![]() 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
![]()
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 : Force missiles per day 9/9
mage armour +4, shield ![]() 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 : Force missiles per day 9/9
mage armour +4, shield ![]() 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 : Force missiles per day 9/9
mage armour +4, shield ![]() good. Killed a giant bug.
![]()
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 : Force missiles per day 9/9
mage armour +4, shield ![]() 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 : Force missiles per day 9/9
mage armour +4, shield ![]() Anga quickly pulls out a small bottle, pops the cork and holds it out to Ulfgard.
![]()
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 : Force missiles per day 9/9
mage armour +4, shield ![]() 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
![]()
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 : Force missiles per day 9/9
mage armour +4, shield ![]() 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 : Force missiles per day 9/9
mage armour +4, shield ![]() 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 : Force missiles per day 9/9
mage armour +4, shield ![]() 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 : Force missiles per day 9/9
mage armour +4, shield ![]() 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 : Force missiles per day 9/9
mage armour +4, shield ![]() 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 : Force missiles per day 9/9
mage armour +4, shield ![]() Anga shrugs
![]()
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 : Force missiles per day 9/9
mage armour +4, shield ![]() 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 ![]()
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 : Force missiles per day 9/9
mage armour +4, shield ![]() Anga stares. Damn contradictory 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 : Force missiles per day 9/9
mage armour +4, shield ![]() kaos, laddie, ye don't be taking hill giants prisoner Anga says exasperatedly.
![]()
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 : Force missiles per day 9/9
mage armour +4, shield ![]() 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 : Force missiles per day 9/9
mage armour +4, shield ![]() 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 : Force missiles per day 9/9
mage armour +4, shield ![]() 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 : Force missiles per day 9/9
mage armour +4, shield ![]() 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 : Force missiles per day 9/9
mage armour +4, shield ![]() 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 : Force missiles per day 9/9
mage armour +4, shield ![]() 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.
![]()
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 : Force missiles per day 9/9
mage armour +4, shield ![]() I cannot teleport everyone in one go, and the chariot spell, while not instant, does last a long time.
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 : Force missiles per day 9/9
mage armour +4, shield ![]() 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 : Force missiles per day 9/9
mage armour +4, shield ![]() 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 : Force missiles per day 9/9
mage armour +4, shield ![]() Anga looks at the horn, detect magic cast, but cannot determine its function. Perhaps it being a long day.
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 : Force missiles per day 9/9
mage armour +4, shield ![]() 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 : Force missiles per day 9/9
mage armour +4, shield ![]() damn system ate my post!
linguistics: 1d20 + 13 ⇒ (18) + 13 = 31 the runes on the battle axe are old. They read, demon slayer
|