Vorrea Talminari

Aurora metalgazer's page

74 posts. Alias of dutchbirdy.


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Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

"Lets check the doors at at the black slime before we descend down.
If any monster opens this door, we will hear it and we will be ready for it"


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

The sight of the green slime makes Aurora twitch and she backs down from the door. No no... not again, I aint going near that stuff again

Could aurora disable the alarm if she got close?


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

Aurora carefully checks the door, and opens it slowly, letting shadow defend her if anything storms through the door


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

"I agree, lets see where the other doors lead to."


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

Take care Verdan, hope to see you back.

Concerning the coins, Aurora also has a haversack, so she can carry coins in it too


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

Aurora was shocked how quick her companions got rid of the half-ogre's and the gauth.

When examining the wand: "Oh you are so precious, you are so beautifull, I will call you....Prima"


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

Aurora loads her crossbow, and fires at the gauth. Then does it again feeling hasted.

Perception: 1d20 + 9 + 4 ⇒ (13) + 9 + 4 = 26 damage: 1d8 + 1 + 4 + 2d6 ⇒ (3) + 1 + 4 + (2, 1) = 11
Perception: 1d20 + 9 + 4 ⇒ (8) + 9 + 4 = 21 damage: 1d8 + 1 + 4 + 2d6 ⇒ (8) + 1 + 4 + (6, 6) = 25

Okay, I really need to know more about monsters in these dungeons, I should hit the books after we survive.


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

A freaking gauth .... A FREAKING GAUTH. This is bad...very very bad...
She grabs her bolts and quickly start infusion them with the only thing that could work against such a creature... a bane bolt.

After she is done, she will spread them to anyone who wants them.

She infuses the bolts so they will become +2 bane (beholder). The will effectivly be a +4 vs beholders, doing an extra 2d6 damage.
So 1d8+4+2d6 damage / bolt


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

Okay, lets first see what my char knows about this creature, then I will post accordingly

Know Dungeoneering(untrained): 1d20 + 5 ⇒ (14) + 5 = 19

This is the spell I was casting. It can give an item a spell bonus of up to +3 or up to 70,000 gp, such as speed.


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

A freaking gauth .... A FREAKING GAUTH. This is bad...very very bad...
She grabs her bolts and quickly start infusion them with the only thing that could work against such a creature... a slaying arrow.

After she is done, she will spread them to anyone who wants them.

Casting Weapon Augmentation, infusing them with slaying arrow (greater) vs gauth.
slaying arrow (greater)
This +1 arrow is keyed to a particular type or subtype
of creature. If it strikes such a creature, the target must make a
DC 23 Fortitude save or die

Spells used: 1:5, 2:3. 3:2. 4:0+1, fast infusions: 1+1


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

If possible Aurora shoots a crossbow bolt at an half-ogre, if not keeps an eye open to something that might attack us from the rear


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

Having seen what their combat skills are, Aurora doesn't want to be within reach of their glaives. She moves back into the corridor, pressing herself against the wall to the let the others move paste her.
"There be three of them half-ogres in there, foul and smelly. After you gentleman" She says to her companions.

[ooc] Does the door opens inside the room or inside the corridor?


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

Why would they have killed their boss and leave the corpse rotting here? And who is the new boss? She doesn't want to meet him

Aurora slowly opens the door to the north, as far as she can tell its north. And advances slowly checking for traps with Shadow on her side.

Search traps: 1d20 + 18 ⇒ (7) + 18 = 25


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

Aurora decides to leave the corpse be, fearing it may rise and attack them
She does give the rubble a good poke and search.

Search: 1d20 + 18 ⇒ (2) + 18 = 20

Afterwards she checks the door for traps

Search traps: 1d20 + 18 ⇒ (10) + 18 = 28


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

Aurora leaves the corpse alone, fearing it may rise and attack them. She does give the rubble a good look over

Search: 1d20 + 18 ⇒ (3) + 18 = 21

Afterwards she checks the door for any traps
Search traps: 1d20 + 18 ⇒ (1) + 18 = 19


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

Hmm, who would set these half-ogre's guard this place, and what are they guarding? The boss that ordered them here should be fearsome, as they would never take orders from a weak individual

"So, this door, or the path to the right?" Aurora asks the others.


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

Aurora wishes she was not able not to smell the stank of latrine. Why would they have so many barrels of water?

She then continues her work and checks for traps on the door on the north

Search traps: 1d20 + 18 ⇒ (11) + 18 = 29


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

Slowly Aurora opens the door, ready to run if there is someone waiting behind it.

Spellcraft: 1d20 + 16 ⇒ (13) + 16 = 29


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

Talking to the pearl: "Okay you little beauty, your secret will be learned later." She wanted to give the pearl a little kiss, but it could have some unknown, bad magic. So she just picks all the coins and put it in one sack into her haversack.
When she gets back to the rest, she tells them what she found and then she start examining the door and the path to it for traps.

search traps: 1d20 + 18 ⇒ (3) + 18 = 21.

Aurora has spellcraft ranks, I would think she would be able to see which magic aura it gives ( divine, necro ), or does she only see its magic?


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

Aurora examines the small pearl with renewed interest... Why did I miss that in the first place?

Artificer knowledge: 1d20 + 15 ⇒ (8) + 15 = 23

Aurora has Artificer knowledge feat, though not to sure what the base
number ( parhaps knowledge arcana ). I excluded it out of the roll for now
Artificer knowledge ( An artificer can make a special artificer knowledge check with a bonus equal to his artificer level + his Int modifier to detect whether a specific item has a magical aura. The artificer must hold and examine the object for 1 minute. A successful check against DC 15 determines that the object has magical qualities, but does not reveal the specific powers of the item. )


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

As a burgler, always have backup tools, never relay on plan a alone

That darned lock was challenging her, provoking her, a mere half-giant lock mocking her. She would not have it... NEVER

She then focusses all her attention at that damned padlock

open lock: 1d20 + 18 - 2 ⇒ (18) + 18 - 2 = 34
open lock: 1d20 + 18 - 2 ⇒ (11) + 18 - 2 = 27
open lock: 1d20 + 18 - 2 ⇒ (16) + 18 - 2 = 32
open lock: 1d20 + 18 - 2 ⇒ (17) + 18 - 2 = 33
open lock: 1d20 + 18 - 2 ⇒ (20) + 18 - 2 = 36


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

Open lock : 1d20 + 18 ⇒ (3) + 18 = 21
Open the @#^@& lock : 1d20 + 18 ⇒ (1) + 18 = 19 Oops


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

Oh, what have we gots here...."

Search room: 1d20 + 18 ⇒ (14) + 18 = 32
Search trap on box : 1d20 + 18 ⇒ (11) + 18 = 29
Open lock on box: 1d20 + 14 ⇒ (6) + 14 = 20


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

Under the beds, so see if anybody is hiding there, and near the wall, for secret doors


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

Aurora borrows Verdan's torch to searchthe big room together with Shadow. Looking for stuff thats out of the ordinary.
Then she will focus her attention of the doors in F2, being extra carefull near and on the doors as those are places most likely to be boobytrapped.


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

After having healed her spider Aurora accomponies Reonnyn and Ebuzaradan into searching the large room. She lets her spider move ahead using her 'eyes' to scan the room.

The spider has darkvision and lowlight vision, and it can share its sight with the owner
Sorry, I am out of level 1 spells, but I think I can burn a level 2 to cast a level 1 light spell?


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

Aurora sighs with relieve as the battle is over and everyone is still alive. The courage or lets say the foolishness of the cleric has stunned her a bit. He almost got killed!

But her main concern is getting Shadow all fixed before any step in these dark caves are to be taken.

casting repair light: 1d8 + 5 ⇒ (1) + 5 = 6
casting repair light: 1d8 + 5 ⇒ (4) + 5 = 9
casting repair light: 1d8 + 5 ⇒ (8) + 5 = 13
casting repair light: 1d8 + 5 ⇒ (7) + 5 = 12

"We have many doors to check, but lets take a breath before we continue. Suggest to either check or secure the doors near the blob first, we don't want to be attacked in the back"

Spells used: 1:5, 2:3. 3:2. 4:0, fast infusions: 1


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

I think I made a mistake, my "heat metal round 5 shouldn't be because this is the haste round.


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

Seeing the brutal onslaught on Verdan and how even one of those half-oagre could survive a full blast rod, she knowns she cannot hold back.
She grabs her wand again, and empowers it. Aiming all the 5 bolts at the orange half-ogre

Wand: 5d4 + 5 ⇒ (1, 1, 1, 2, 3) + 5 = 13 ( empower feat: 13 * 1.5 = 19 )
heat metal round 5: 2d4 ⇒ (3, 1) = 4

Using empower feat on the wand again, meaning 2 extra charges, but 1.5x more damage

Do we need to include the haste round now, or do you first want to do this normal combat round?


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

They are too close to the flames to make the web spell usefull and Verdan may be cut off.
Those big halbards these creatures are holding are too close for her comfort.
She grabs her rod infused with the blast rod and aims at the purple half-ogre. She gives the command word and discharges it fully while adding a newly learned ogre's curseword "##^#@&# this"

She orders Shadow to move back into the room, away from the halbards reach

ranged touch attack: 1d20 + 8 ⇒ (4) + 8 = 12 vs touch ac
Blast rod on purple: 10d8 ⇒ (6, 1, 3, 5, 8, 3, 3, 6, 3, 6) = 44

heat metal round 4: 2d4 ⇒ (3, 4) = 7

After firing her rod would moving 5 feet back into the chamber cause the purple to have an AOO against Aurora with that halbard? Remember, she is upside down on the ceiling, so she is farther away then just 5 feet
Sorry, forgot to include the attack of the rod.
If the ranged touch is missed, the blast rod is still discharged


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

Take it easy.1 We will be waiting

Barbarian party


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

Okay Aurora, he is going against many opponents, better make sure he gets out without being skewered like a kebab.

Aurora moves closer to the flaming pit, still on the edge, and starts casting a spell on Verdan. While also trying to remember the new curse words for future use that she is hearing from beyond the flames.

heat metal round 3: 2d4 ⇒ (2, 4) = 6

Casting Shield of Faith => +3 deflection bonuc to AC for Verdan for 10 min

Could Aurora move via the ceiling to avoid moving through the flames of the pit, instead of going through it?

Spells used: 1:1, 2:3. 3:2. 4:0, fast infusions: 1


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

I am not infusion the rod with haste, I am infusing it with blast rod.
The haste part was ment that you said I could 5 infusions ( 1/2 my level ) in 1 round instead of 1 turn.

The spell itself:
You store energy within a rod, then unleash it in rays of destructive power. The blast rod can deal a total of 1d8 points of damage per caster level (maximum 10d8), either focused into a single blast or divided up among multiple blasts.

To use the rod, you designate how many dice of damage you wish to release, then make a ranged touch attack as a standard action against any target within 60 feet. Regardless of whether the attack hits or not, the damage dice you specified are subtracted from the total stored in the rod.


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

Should I roll only 1 1d4 for all the halfogres that failed their save or is it 1d4 per ogre? I would presume its the first.

heat metal damage, round 2: 1d4 ⇒ 3 Saving throw for heat meatl is on object


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

But what about the doors? What if they storm through them an attack us in the rear?
Seeing the battleplan suddenly changes, Aurora moves with Shadow north 15 feet up the wall, safe from any melee attack should it burst through the doors, and she begins to infuse a rod.
Instead of examing the door, Aurora is infusing blast rod into her rod, with much haste.
Spells used: 1:0, 2:3. 3:2. 4:0, fast infusions: 1


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

They will be waiting for us beyond those flames, if they just see someone approaching the flames, he will be a human pincussion. And to be honest I would prefer to avoid them. Lets see if these doors go anywhere. Just make sure you guard my back.
With that said Aurora moves to the western door, and check for traps.

traps western door: 1d20 + 18 ⇒ (3) + 18 = 21 This is a dice expression.


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

Yep, no memorization. But at 10th level I still only have access to 4th level spells. It makes a artificiar very flexiable, but most spells are support spells. No really big attack spells ( 3th level blast rod is an exception ).
Duration is also an issue for an artificiar, most spells don't last that long.
So it has its advantages, but also its problems


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

West, not all infusions cost a turn to cast. For instance the "Repair Moderate Damage" only takes a standard action. Heat metal is a spell and also takes a standard action to cast. I would assume once casts, the spell effects travels with these half ogre's.

http://dnd.arkalseif.info/spells/players-handbook-v35--6/heat-metal--2824/i ndex.html


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

Aurora also orders her spider to attack anyone would come near.


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

@Morrow, cleaning the cookies worked for me. Or use the incognito window.


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

Verdun, you still have your spiritual weapon you could use


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

Hearing the whistles of the arrows above her, and Neb's shout of pain, Aurora reacts by casting a spell on the shapes behind the fire, then retreats with shadow under the nothern balcony, hopefully safe from the arrows above her.

cast heat metal on their armours, I can affect 5 of them

Spells used: 1:0, 2:3. 3:1. 4:0


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

Fearing that something else might come bursting from the doors, Aurora retreats towards the stairs with Shadow. And begins casting another infusion on her damaged Homunculus.

"I know, I know, the bad ooze is dead... don't worry, I will fix you. Now who is my pretty spider.."

cast moderate repairs: 2d8 + 10 ⇒ (4, 8) + 10 = 22

Spells used: 1:0, 2:2. 3:1. 4:0


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

When the last ooze finally drops dead, Aurora ushers her Homunculus to come to her and she begins to cast a spell to heal Shadow.
cast moderate repair: 2d8 + 10 ⇒ (8, 3) + 10 = 21
Where would be a good place to hold what level spells you would have casted?


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

Spot: 1d20 - 1 ⇒ (6) - 1 = 5


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

Magic missile can only have 5 bolts ever. So the wand mastery is a bit lost on the MM wand.

About Aurora's ability:

Metamagic Spell Trigger (Su): At 7th level, an artificer gains the ability to apply a metamagic feat he knows to a spell trigger item (generally a wand). He must have the appropriate item creation feat for the spell trigger item he is using. Using this ability expends additional charges from the item equal to the number of effective spell levels the metamagic feat would add to a spell.

For example, an artificer can quicken a spell cast from a wand by spending 5 charges (4 additional charges), empower the spell by spending 3 charges, or trigger it silently by spending 2 charges. The Still Spell feat confers no benefit when applied to a spell trigger item.

An artificer cannot use this ability when using a spell trigger item that does not have charges, such as prayer beads.[/ooc]


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

Update:
The anger of parhaps losing her child infuriates Aurora so much that she pushes the wand to its limits in which she has never done before. A small cloud of smoke emerges from the wand as 5 very fiery bursts of energies appear from the wand and strike the ooze.

Using empower feat on the wand, meaning 2 extra charges, but 1.5x more damage, 18*1.5 = 27

Because I have wand mastery feat, the wand of moderate healing should have done 2 extra hitpoints of healing, and I forgot to add the +2 the wand initial should have given me, so please add +4 hitpoints )


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

Unable to reach Shadow without being swallowed again, Aurora only sees one option left, she grasps her wand and fires at the blob shouting in desperation and hoping it will be enough.

LEAVE HER ALONE!

Wand of MM: 5d4 + 5 ⇒ (4, 1, 3, 4, 1) + 5 = 18


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

If armour enchantment is off the table, would Repair Critical Damage ( 4d8 + 10 ) be allowed? Target of that spell is Construct touched


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

This is the spell, one of the enchantments I could cast is ethereal:
http://dnd.arkalseif.info/spells/eberron-campaign-setting--12/armor-enhance ment-greater--4918/index.html

Shadow would become ethereal, thus free from the grip of the blob.

GM West wrote:
But I'm also thinking that infusions require a full minute to create?

Correct, but you said this when I asked about action points and spell length

GM West wrote:


Hmm... yeah, I'm not a fan of action points. Let's revamp to say you can infuse a number of spells equal to half your level in one round (instead of the standard 1 minute.)

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