Witch

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198 posts. Alias of Zagig.


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Liberty's Edge

Azothath wrote:

you might read Polymorphamory which is pretty interesting and Good Forms not in Polymorphamory thread.

In my home game as a control I've always required a bit of the creature (1cc) that the caster will assume as an expendable material component (usually dried as we don't want stinky or putrefying components). This limits the crazy forms and lends some value to rare material components for higher level casting.

Thank you for that. If I play or have a player playing a polymorpher, that would definitely be a valuable resource. Kudos to you for taking the time to develop that.

Unfortunately, it doesn't really apply to the NPC villains whom I am trying to develop or their evil plot that I have already hinted at in my campaign.

Liberty's Edge

Diego Rossi wrote:

No. Being unconscious doesn't remove the saving throw. It makes you "willing" for spells that work only if the target is "willing", like Teleport and Dimension Door.

There's a saving throw no matter which polymorph spell they use. Being unconscious just allows the kidnappers to use the lower level Polymorph spell instead of the higher level Polymorph Any Object.

Liberty's Edge

Matthew Downie wrote:

I wouldn't worry about the 'type' limitation. There is no specific rule saying that 'rhino horn' must come from a creature of the Animal type. If you're the shape of a rhino and have the natural attacks of a rhino, then it's entirely possible that your nutritional and magical-component properties are that of a rhino. It's only an issue for spells that say they can only target creatures of the Animal type, etc.

Basically, you want to invent a custom spell based on things like Baleful Polymorph and Polymorph Any Object that works the way you want it to work - affects unwilling targets (save negates), can transform them into a creature of (whatever type the story needs), does not wear off if the subject dies, etc. If it's going to be possible for the PCs to learn this spell, you need to make sure it's not overpowered as a combat buff, disguise, or combat debuff (a long casting time should fix this last one).

Note that Polymorph Any Object would allow you to transform a stray dog or pigeon into the target creature, which sounds a lot easier than kidnapping adventurers. I'd suggest making this a spell that only affects creatures of the Humanoid type.

Thank you for the clarification on Type.

This is getting complicated.

In the section on targets, it says "Unconscious creatures are automatically considered willing..." So, since the kidnappers make their victims unconscious when they kidnap them, this overcomes the willing issue meaning they could use Polymorph for this

However, Polymorph only lasts 1 minute per level, even if the kidnappers kill the victim immediately after polymorphing them. But Permanency is also a 5th level spell. So, the kidnappers cast Polymorph then Permanency on their unconscious victims, then kill them and sell the body parts.

Liberty's Edge

Thank you Diego Rossi and Scott Wilhelm. I think I understand now. While you can look and act like whatever creature you have polymorphed into, you are just a human in elf clothing.

As for dispelling the polymorph, that won't happen as the kidnapped person would be killed as soon as they were polymorphed.

I have a question about allowing PoA to change type but, as has been pointed out, that is a house rule question for another forum.

Liberty's Edge

Azothath wrote:

oh my....

It will be FAR EASIER and SENSIBLE to just use PF1.0 for the rules and mechanics. Port/transfer the 'theme' and flavor of Greyhawk hail iuz! over. You will have to get creative as the magic in Greyhawk is more varied and can be higher powered. Magic of Faerûn is something you should be familiar with.

I apologize for not being clear enough. We are playing PF 1.0 in the Greyhawk setting. I am attempting to convert some of the material from 2e AD&D Greyhawk rules over to PF 1.0 rules because it's a really cool idea and makes for a great plot in the campaign.

Liberty's Edge

Diego Rossi wrote:
The normal polymorph spells will not work, as, in Pathfinder, they don't change the type of the creature, while 2nd ed. AD&D polymorph changed you to the actual creature.

Does it matter if the type isn't changed? What does it actually mean if the type isn't changed?

Liberty's Edge

Okay, this is going to go a bit long. My apologies.

In the City of Greyhawk box set for AD&D 2e, there is a group detailed called the Shape hangers. They kidnap adventurers and newcomers and then polymorph them into other types of creatures, primarily elves, then butcher them. The reason they do this is for money. There is an alchemist at the Wizards Guild willing to pay for the special ingredients needed to make certain potions without asking questions. Remember this is AD&D 2e, where making any magical item usually involved a quest for special ingredients. Potions of giant strength required giant body parts. Potions of longevity required elf blood and body parts.

I really like the idea but I can't figure out how to get it to work under Pathfinder rules.

Potions of longevity aren't in the rules but I can add them in as an ultra rare item. I could also say that Polymorph Any Object can be cast on unwilling targets as well as willing. Or they have a magic item that allows them to cast personal target spells on other targets and they use it for Alter Self.

BUT

I know the rules are only guidelines but I do prefer to stay within the rules if possible. Is there a way to make this work within the rules without resorting to house rules and home brew magic items?

Liberty's Edge

Robert Hetherington wrote:

2-SP The Onyx Assault (Grand Convocation 4712) is pretty major to the story, but not available to play for credit.

Storywise it comes before the Blakros Matrimony (Involves selection of the groom) and based on the title is shockingly enough attacked by the Onyx alliance.

Is it allowed for you to tell me any information about the Onyx Alliance from that Special?

Liberty's Edge

Temperans wrote:
Okay so he is doing a Sword & Shield build, which is one of the hardest and most feat intensive builds in the game. You need both Two Weapon Fighting and Shield feats, and overall it's a late mid to very late game build.

Unfortunately, with only a 13 Dex, he doesn't qualify for Two Weapon Fighting. We did the 4d6 stat generation method so, other than his 18 Con, his best stat is 14 Strength.

Quote:
Some of the feats he has do sound dubious, but ask him what his goals are, and help him build towards it. Dont just tell him to switch his play style to 2-handed Fighter.

He told me that he's trying to be the tank. He has Improved Shield Bash simply because he found a +1 Shield of Bashing on a previous adventure.

Since he can't have Two Weapon Fighting, I'm suggesting adding the Shielded Fighter as a retcon, then maybe the Dodge feat for Level 6.

Liberty's Edge

EldonGuyre wrote:

It's definitely the fighter that needs the help. I take it (s)he sees

him(her)self as the party tank?

I don't think he knows what he sees himself as. With the Combat Expertise and Improved Shield Bash feats, as well as Shield of Bashing, I'm wondering if I should get him to swap Vital Strike for something like Shield Focus. However, the cleric has better stats and the Dodge feat to give himself a better AC with virtually the same armor. The other option is to go with combat maneuver feats, he has Combat Expertise and Deft Maneuvers, although his 14 Strength and 13 Dexterity (his best stat is his 18 Con) make that a possibly poor choice.

Liberty's Edge

Correction: With Power Attack and Vital Strike active, the fighter does 2D8 + 8 damage with his +1 longsword.

I think this is a situation where the kineticist is optimized for maximum damage and fills that role. The cleric is optimized for healing and fills that role. The Alchemist is actually optimized for what the player wants, but he seems to be going for a mix of bomb damage and mutagen abilities. Admittedly, the fighter is not optimized, primarily because the player has ended up going in three different directions with his feats (Combat Expertise, Power Attack, and Shield Bash).

Liberty's Edge

Why would moving deny him his Empower ability that round?

Liberty's Edge

GMs familiar with the kineticist, I need your help please!!!

I am running a campaign of non-official Pathfinder Society scenarios mixed with my own content and any other material that works. The party, elf alchemist, dwarf fighter, human cleric, human aether kineticist, is Level 6.

I'm trying to figure out if I'm doing something wrong, like not giving out enough magic. The kineticist does (3d6+13)x1.5 damage without spending any burn, so he can do this all day, or more damage by spending some burn (he has 69 hit points to burn). The cleric, with his vicious mace, does 1d8+2d6+2 damage (taking 1d6 damage himself). The alchemist does 3d6+6 per bomb but is limited to 10 a day. The fighter does only 1d8+4 with his +1 longsword but can add +4 to damage with Power Attack.

As you can see, the kineticist does almost as much damage as the rest of the party combined.

As far as I can tell, the party shouldn't typically have +2 weapons yet so I can't see anything I should have been giving out but missed.

The kineticist's player has optimized his character but the alchemist kind of has as well. The cleric is optimized for healing. The fighter is a new player so is not optimized at all.

Is the kineticist just that much more powerful than other classes? Does it balance well only if I was running an Occult campaign? If it doesn't balance well, I may have to ask the player to retire the character, which may cause him to quit.

Liberty's Edge

Male Half-Elf Wizard (Evoker) 7 | HP 35/40 | AC 16; T 13; FF 13; CMD 17 | F+3 R+5 W+4 | Init +3 Percep +1 Low-light | Force Missile 0/9 | Arcane Bond 0/1 |Wand: Lightning Bolt (6), Magic Missile (50)| Current Effects : electricity resistance 10, Str 6/12

Knowledge Arcana: 1d20 + 16 ⇒ (10) + 16 = 26

Liberty's Edge

Male Half-Elf Wizard (Evoker) 7 | HP 35/40 | AC 16; T 13; FF 13; CMD 17 | F+3 R+5 W+4 | Init +3 Percep +1 Low-light | Force Missile 0/9 | Arcane Bond 0/1 |Wand: Lightning Bolt (6), Magic Missile (50)| Current Effects : electricity resistance 10, Str 6/12

Knowledge check to see if I know what this is? Arcana perhaps?

Know: arcana: 1d20 + 16 ⇒ (11) + 16 = 27

Liberty's Edge

Male Half-Elf Wizard (Evoker) 7 | HP 35/40 | AC 16; T 13; FF 13; CMD 17 | F+3 R+5 W+4 | Init +3 Percep +1 Low-light | Force Missile 0/9 | Arcane Bond 0/1 |Wand: Lightning Bolt (6), Magic Missile (50)| Current Effects : electricity resistance 10, Str 6/12

"I wouldn't be surprised but I think we should try anyway. Perhaps they are genuine prisoners here. However, only one of us should be talking and the others stay out of sight."

Liberty's Edge

Male Half-Elf Wizard (Evoker) 7 | HP 35/40 | AC 16; T 13; FF 13; CMD 17 | F+3 R+5 W+4 | Init +3 Percep +1 Low-light | Force Missile 0/9 | Arcane Bond 0/1 |Wand: Lightning Bolt (6), Magic Missile (50)| Current Effects : electricity resistance 10, Str 6/12

Fort: 1d20 + 3 ⇒ (20) + 3 = 23

Oh yeah!!!

Liberty's Edge

Male Half-Elf Wizard (Evoker) 7 | HP 35/40 | AC 16; T 13; FF 13; CMD 17 | F+3 R+5 W+4 | Init +3 Percep +1 Low-light | Force Missile 0/9 | Arcane Bond 0/1 |Wand: Lightning Bolt (6), Magic Missile (50)| Current Effects : electricity resistance 10, Str 6/12

Knowledge Local: 1d20 + 16 ⇒ (12) + 16 = 28

I should know something about sweettalkers.

Liberty's Edge

Male Half-Elf Wizard (Evoker) 7 | HP 35/40 | AC 16; T 13; FF 13; CMD 17 | F+3 R+5 W+4 | Init +3 Percep +1 Low-light | Force Missile 0/9 | Arcane Bond 0/1 |Wand: Lightning Bolt (6), Magic Missile (50)| Current Effects : electricity resistance 10, Str 6/12

Level 7 Wizard (Evoker)

hp +2 (40)

New Skill: Fly +5

New Feat: Spell Penetration

New 4th level spells: Fire Shield, Fire Wall

Liberty's Edge

Male Half-Elf Wizard (Evoker) 7 | HP 35/40 | AC 16; T 13; FF 13; CMD 17 | F+3 R+5 W+4 | Init +3 Percep +1 Low-light | Force Missile 0/9 | Arcane Bond 0/1 |Wand: Lightning Bolt (6), Magic Missile (50)| Current Effects : electricity resistance 10, Str 6/12

Calvon casts shocking grasp through his spectral hand

Melee Touch attack plus spectral hand bonus plus metal weapon bonus: 1d20 + 4 + 2 + 3 ⇒ (6) + 4 + 2 + 3 = 15

SR: 1d20 + 6 ⇒ (7) + 6 = 13

damge: 6d6 ⇒ (6, 3, 2, 2, 3, 3) = 19

Liberty's Edge

Male Half-Elf Wizard (Evoker) 7 | HP 35/40 | AC 16; T 13; FF 13; CMD 17 | F+3 R+5 W+4 | Init +3 Percep +1 Low-light | Force Missile 0/9 | Arcane Bond 0/1 |Wand: Lightning Bolt (6), Magic Missile (50)| Current Effects : electricity resistance 10, Str 6/12

Again, Calvon casts force punch on the seugathi that he hit last time.

Melee Touch Attack: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16

SR: 1d20 + 6 ⇒ (13) + 6 = 19

Damage: 6d4 ⇒ (4, 4, 2, 3, 4, 1) = 18

Liberty's Edge

Male Half-Elf Wizard (Evoker) 7 | HP 35/40 | AC 16; T 13; FF 13; CMD 17 | F+3 R+5 W+4 | Init +3 Percep +1 Low-light | Force Missile 0/9 | Arcane Bond 0/1 |Wand: Lightning Bolt (6), Magic Missile (50)| Current Effects : electricity resistance 10, Str 6/12

Best wishes Memnosyne!!!

Liberty's Edge

Male Half-Elf Wizard (Evoker) 7 | HP 35/40 | AC 16; T 13; FF 13; CMD 17 | F+3 R+5 W+4 | Init +3 Percep +1 Low-light | Force Missile 0/9 | Arcane Bond 0/1 |Wand: Lightning Bolt (6), Magic Missile (50)| Current Effects : electricity resistance 10, Str 6/12

I forgot to roll hit points for the spectral hand.

hit points: 1d4 ⇒ 2

Calvon casts force punch on the seugathi most damaged by Tatsuo's spell.

Melee Touch Attack: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16

SR: 1d20 + 6 ⇒ (18) + 6 = 24

Damage: 6d4 ⇒ (4, 4, 1, 4, 2, 1) = 16

Liberty's Edge

Male Half-Elf Wizard (Evoker) 7 | HP 35/40 | AC 16; T 13; FF 13; CMD 17 | F+3 R+5 W+4 | Init +3 Percep +1 Low-light | Force Missile 0/9 | Arcane Bond 0/1 |Wand: Lightning Bolt (6), Magic Missile (50)| Current Effects : electricity resistance 10, Str 6/12

I was casting spectral hand.

Know:Dungeoneering: 1d20 + 15 ⇒ (3) + 15 = 18

Liberty's Edge

Male Half-Elf Wizard (Evoker) 7 | HP 35/40 | AC 16; T 13; FF 13; CMD 17 | F+3 R+5 W+4 | Init +3 Percep +1 Low-light | Force Missile 0/9 | Arcane Bond 0/1 |Wand: Lightning Bolt (6), Magic Missile (50)| Current Effects : electricity resistance 10, Str 6/12

I am also 40 feet away.

Is there a Knowledge check that I can make for these creatures?

Calvon casts spectral hand.

Liberty's Edge

Male Half-Elf Wizard (Evoker) 7 | HP 35/40 | AC 16; T 13; FF 13; CMD 17 | F+3 R+5 W+4 | Init +3 Percep +1 Low-light | Force Missile 0/9 | Arcane Bond 0/1 |Wand: Lightning Bolt (6), Magic Missile (50)| Current Effects : electricity resistance 10, Str 6/12

Perception: 1d20 + 1 - 4 ⇒ (2) + 1 - 4 = -1

I can pretty much guarantee that I am not on deck, plus with a roll like that, I am not going to hear ANYTHING!!!

Liberty's Edge

Male Half-Elf Wizard (Evoker) 7 | HP 35/40 | AC 16; T 13; FF 13; CMD 17 | F+3 R+5 W+4 | Init +3 Percep +1 Low-light | Force Missile 0/9 | Arcane Bond 0/1 |Wand: Lightning Bolt (6), Magic Missile (50)| Current Effects : electricity resistance 10, Str 6/12

Crafting Wands

@Memnosyne: Well, I don't really have any buff spells, being an evoker. I want to make a wand of magic missile but I don't have enough money to afford any wands with 2nd level spells so I will only be spending 750 gp on a wand. That will leave me with 3,500 gp. Personally, I would pick CLW, bless, and protection from evil if you have those spells. I would skip shield of faith as it overlaps with protection from evil and only applies to one person. The other spells are 4,500 gp to create a wand so I don't know if we have that much gold and obviously we likely can only create one.

CLW, Bless, Protection From Evil 750 gp each
Aid, Bull's Strength, CMW, Remove Paralysis, Resist Energy 4,500 gp each

Liberty's Edge

Male Half-Elf Wizard (Evoker) 7 | HP 35/40 | AC 16; T 13; FF 13; CMD 17 | F+3 R+5 W+4 | Init +3 Percep +1 Low-light | Force Missile 0/9 | Arcane Bond 0/1 |Wand: Lightning Bolt (6), Magic Missile (50)| Current Effects : electricity resistance 10, Str 6/12

Figuring that he wouldn't be much help until something happens, Calvon stays in his bunk, working on his crafting.

Liberty's Edge

Male Half-Elf Wizard (Evoker) 7 | HP 35/40 | AC 16; T 13; FF 13; CMD 17 | F+3 R+5 W+4 | Init +3 Percep +1 Low-light | Force Missile 0/9 | Arcane Bond 0/1 |Wand: Lightning Bolt (6), Magic Missile (50)| Current Effects : electricity resistance 10, Str 6/12
Memnosyne wrote:
Calvon, perhaps you could help us craft a few useful scrolls or wands? I believe I can work with you crafting to open up any cleric spells lvl 0-3

I'm not sure how long the trip back from the Lady's Light was but I'm guessing at least a day or two. I need to read the tome for 8 hours a day in order to gain its benefits so I have, probably 4 days of reading left. Leaving me 10 days to craft wands and scrolls!!

Which divine spells were you thinking would be good to turn into scrolls and wands?

Does anyone have any suggestions for good arcane spells to craft into wands or scribe into scrolls?

Liberty's Edge

Male Half-Elf Wizard (Evoker) 7 | HP 35/40 | AC 16; T 13; FF 13; CMD 17 | F+3 R+5 W+4 | Init +3 Percep +1 Low-light | Force Missile 0/9 | Arcane Bond 0/1 |Wand: Lightning Bolt (6), Magic Missile (50)| Current Effects : electricity resistance 10, Str 6/12

"I'm not much of a sailor but a river boat would allow me the 8 hours each day I need to study the tome."

"Venture-Captain, is there any place in Kaer Maga that you know of that Eando Kline was fond of? An inn where he stayed, perhaps. Or a place where he had friends or informants."

Liberty's Edge

Male Half-Elf Wizard (Evoker) 7 | HP 35/40 | AC 16; T 13; FF 13; CMD 17 | F+3 R+5 W+4 | Init +3 Percep +1 Low-light | Force Missile 0/9 | Arcane Bond 0/1 |Wand: Lightning Bolt (6), Magic Missile (50)| Current Effects : electricity resistance 10, Str 6/12

Works for me. We are keeping evverything except the guisarme?

Liberty's Edge

Male Half-Elf Wizard (Evoker) 7 | HP 35/40 | AC 16; T 13; FF 13; CMD 17 | F+3 R+5 W+4 | Init +3 Percep +1 Low-light | Force Missile 0/9 | Arcane Bond 0/1 |Wand: Lightning Bolt (6), Magic Missile (50)| Current Effects : electricity resistance 10, Str 6/12

"I'm fine with any mode of travel that takes us a week or longer to make the journey. I need a few more days to study the magical tome anyway.

Liberty's Edge

Male Half-Elf Wizard (Evoker) 7 | HP 35/40 | AC 16; T 13; FF 13; CMD 17 | F+3 R+5 W+4 | Init +3 Percep +1 Low-light | Force Missile 0/9 | Arcane Bond 0/1 |Wand: Lightning Bolt (6), Magic Missile (50)| Current Effects : electricity resistance 10, Str 6/12

"Kaer Maga is a big place. How are we supposed to find this building? Was there anything distinctive about it?"

Liberty's Edge

Male Half-Elf Wizard (Evoker) 7 | HP 35/40 | AC 16; T 13; FF 13; CMD 17 | F+3 R+5 W+4 | Init +3 Percep +1 Low-light | Force Missile 0/9 | Arcane Bond 0/1 |Wand: Lightning Bolt (6), Magic Missile (50)| Current Effects : electricity resistance 10, Str 6/12

The powers of the Shard of Lust are not really that impressive to Calvon so he happily hands it over.

During the return trip to Magnimar, I have begun to read the tome of clear thought. I need 48 hours over at least 6 days in order to read the whole thing. Hopefully, we can stay in Magnimar long enough for me to finish.

Liberty's Edge

Male Half-Elf Wizard (Evoker) 7 | HP 35/40 | AC 16; T 13; FF 13; CMD 17 | F+3 R+5 W+4 | Init +3 Percep +1 Low-light | Force Missile 0/9 | Arcane Bond 0/1 |Wand: Lightning Bolt (6), Magic Missile (50)| Current Effects : electricity resistance 10, Str 6/12

So, the wand of dimension door seems more suited for Tatsuo. I'm not much for sneaking behind enemies for any reason, even moving Oster into a sneak attack.

I am willing to take the coin. It seems like it might be slightly useful.

The goggles or the ring would be handy but not necessary.

I would like to take one of the potions, just in case I need it at some point.

I don't think I'd use the orb or any of the dust as much or as well as someone else might.

Are we splitting the 6,600 in gems and gold right now?

Liberty's Edge

Male Half-Elf Wizard (Evoker) 7 | HP 35/40 | AC 16; T 13; FF 13; CMD 17 | F+3 R+5 W+4 | Init +3 Percep +1 Low-light | Force Missile 0/9 | Arcane Bond 0/1 |Wand: Lightning Bolt (6), Magic Missile (50)| Current Effects : electricity resistance 10, Str 6/12
Daniel Penfold 357 wrote:
[i]Other than the items already described...

Sorry if I seem stupid but are you referring to the items that Ashimantallu had on her?

Liberty's Edge

Male Half-Elf Wizard (Evoker) 7 | HP 35/40 | AC 16; T 13; FF 13; CMD 17 | F+3 R+5 W+4 | Init +3 Percep +1 Low-light | Force Missile 0/9 | Arcane Bond 0/1 |Wand: Lightning Bolt (6), Magic Missile (50)| Current Effects : electricity resistance 10, Str 6/12

Calvon, more concerned with what's in this chamber than the discussion about the incubus, is casting detect magic and checking out all the other interesting objects in the chamber. After that...well, we will see what happens with the objects first.

Liberty's Edge

Male Half-Elf Wizard (Evoker) 7 | HP 35/40 | AC 16; T 13; FF 13; CMD 17 | F+3 R+5 W+4 | Init +3 Percep +1 Low-light | Force Missile 0/9 | Arcane Bond 0/1 |Wand: Lightning Bolt (6), Magic Missile (50)| Current Effects : electricity resistance 10, Str 6/12

Calvon pockets the shard for now.

"Don't get ahead of me here. There's got to some kind of Thassilonian magic around here. Let's have a look around first."

Liberty's Edge

Male Half-Elf Wizard (Evoker) 7 | HP 35/40 | AC 16; T 13; FF 13; CMD 17 | F+3 R+5 W+4 | Init +3 Percep +1 Low-light | Force Missile 0/9 | Arcane Bond 0/1 |Wand: Lightning Bolt (6), Magic Missile (50)| Current Effects : electricity resistance 10, Str 6/12

I really want to pick up the shard just to see what everyone is so worried about. However, I don't think Calvon is that impetuous.

Calvon freezes, with his hand just about to close over the shard. Whatever is going on, it sounds serious. He keeps his hand where it is, just in case pulling it back activates some trap that he didn't see or something like that.

"Why? What do you see? Is it trapped?"

Liberty's Edge

Male Half-Elf Wizard (Evoker) 7 | HP 35/40 | AC 16; T 13; FF 13; CMD 17 | F+3 R+5 W+4 | Init +3 Percep +1 Low-light | Force Missile 0/9 | Arcane Bond 0/1 |Wand: Lightning Bolt (6), Magic Missile (50)| Current Effects : electricity resistance 10, Str 6/12

Calvon's eyes rest briefly on the shard. He hesitates for a second, thinking that perhaps he should let the others, who have experience with shards already, take the thing. Unfortunately, wisdom has never been one of his virtues and he has got in trouble before by acting without thinking. Hopefully, this isn't one of those times.

Calvon takes the shard.

I hope nothing bad happens, but I have tried to consistently play Calvon's low Wisdom score whenever something of interest to him is available.

Liberty's Edge

Male Half-Elf Wizard (Evoker) 7 | HP 35/40 | AC 16; T 13; FF 13; CMD 17 | F+3 R+5 W+4 | Init +3 Percep +1 Low-light | Force Missile 0/9 | Arcane Bond 0/1 |Wand: Lightning Bolt (6), Magic Missile (50)| Current Effects : electricity resistance 10, Str 6/12

Calvon relays this to the group.

"I had forgotten about the shard that you say is supposed to be here somewhere. Odd that she wouldn't have it with her and use it against us. Well, who wants to see if it's in the top chamber?"

No matter who goes, I'm teleporting to the top chamber.

Liberty's Edge

Male Half-Elf Wizard (Evoker) 7 | HP 35/40 | AC 16; T 13; FF 13; CMD 17 | F+3 R+5 W+4 | Init +3 Percep +1 Low-light | Force Missile 0/9 | Arcane Bond 0/1 |Wand: Lightning Bolt (6), Magic Missile (50)| Current Effects : electricity resistance 10, Str 6/12

While Memnosyne and Oriana have this moment of drama and emotion, Calvon is busy searching everywhere in the room for any item that is either magical or about magic.

"Surely, there has to be some Thassilonian magic or knowledge here somewhere!"

When Memnosyne mentions the teleportation device, Calvon immediately, and enthusiastically, turns his attention to that. He also casts detect magic and tries to determine how the device is activated (unless Memnosyne does that first, of course).

Spellcraft: 1d20 + 20 ⇒ (14) + 20 = 34

Liberty's Edge

Male Half-Elf Wizard (Evoker) 7 | HP 35/40 | AC 16; T 13; FF 13; CMD 17 | F+3 R+5 W+4 | Init +3 Percep +1 Low-light | Force Missile 0/9 | Arcane Bond 0/1 |Wand: Lightning Bolt (6), Magic Missile (50)| Current Effects : electricity resistance 10, Str 6/12

Will, protection from evil, prayer: 1d20 + 3 + 2 + 1 ⇒ (5) + 3 + 2 + 1 = 11 AAHH!!

Blinded
The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength– and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.

So, if I'm reading this right, I have to make a concealment check to hit her with the spell. I hope this works!

Concealment, above 50% hits: 1d100 ⇒ 97

OMG, you have no idea how much my heart was beating waiting for that to come up!!

Liberty's Edge

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Male Half-Elf Wizard (Evoker) 7 | HP 35/40 | AC 16; T 13; FF 13; CMD 17 | F+3 R+5 W+4 | Init +3 Percep +1 Low-light | Force Missile 0/9 | Arcane Bond 0/1 |Wand: Lightning Bolt (6), Magic Missile (50)| Current Effects : electricity resistance 10, Str 6/12

Calvon casts touch of idiocy through the spectral hand.

Spell Penetration: 1d20 + 6 ⇒ (20) + 6 = 26

Melee Touch Attack: 1d20 + 8 ⇒ (19) + 8 = 27

Damage to Intelligence, Widsom and Charisma: 1d6 ⇒ 3

This spell’s effect may make it impossible for the target to cast some or all of its spells, if the requisite ability score drops below the minimum required to cast spells of that level.

Wow! I wish I could roll like that with real dice!!

Liberty's Edge

Male Half-Elf Wizard (Evoker) 7 | HP 35/40 | AC 16; T 13; FF 13; CMD 17 | F+3 R+5 W+4 | Init +3 Percep +1 Low-light | Force Missile 0/9 | Arcane Bond 0/1 |Wand: Lightning Bolt (6), Magic Missile (50)| Current Effects : electricity resistance 10, Str 6/12

Planes is not one of my knowledge skills :-/

Next spell is spectral hand.

Liberty's Edge

Male Half-Elf Wizard (Evoker) 7 | HP 35/40 | AC 16; T 13; FF 13; CMD 17 | F+3 R+5 W+4 | Init +3 Percep +1 Low-light | Force Missile 0/9 | Arcane Bond 0/1 |Wand: Lightning Bolt (6), Magic Missile (50)| Current Effects : electricity resistance 10, Str 6/12

Now I wish I had cast vanish before coming in here. I thought that there might be a couple rounds of back and forth talking.

Calvon casts haste.

When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation.
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement.

Liberty's Edge

Male Half-Elf Wizard (Evoker) 7 | HP 35/40 | AC 16; T 13; FF 13; CMD 17 | F+3 R+5 W+4 | Init +3 Percep +1 Low-light | Force Missile 0/9 | Arcane Bond 0/1 |Wand: Lightning Bolt (6), Magic Missile (50)| Current Effects : electricity resistance 10, Str 6/12

Can I check to see if I remember anything about sinspawn? Knowledge arcana, dungeoneering, or history maybe?

Knowledge: 1d20 + 15 ⇒ (14) + 15 = 29

Liberty's Edge

Male Half-Elf Wizard (Evoker) 7 | HP 35/40 | AC 16; T 13; FF 13; CMD 17 | F+3 R+5 W+4 | Init +3 Percep +1 Low-light | Force Missile 0/9 | Arcane Bond 0/1 |Wand: Lightning Bolt (6), Magic Missile (50)| Current Effects : electricity resistance 10, Str 6/12

"I am sad to hear about the way you have been treated Oriana. Thank you for this information. Are there any other rooms that we can access by moving the dragons heads that might provide us some assistance in stopping this imposter?"

Liberty's Edge

Male Half-Elf Wizard (Evoker) 7 | HP 35/40 | AC 16; T 13; FF 13; CMD 17 | F+3 R+5 W+4 | Init +3 Percep +1 Low-light | Force Missile 0/9 | Arcane Bond 0/1 |Wand: Lightning Bolt (6), Magic Missile (50)| Current Effects : electricity resistance 10, Str 6/12

Tatsuo, I apologize for stepping on your question. I didn't give her a chance to answer you.

"Tatsuo has a good point. How did you manage to break from whatever charm or enchantment she may have laid on you?"

Liberty's Edge

Male Half-Elf Wizard (Evoker) 7 | HP 35/40 | AC 16; T 13; FF 13; CMD 17 | F+3 R+5 W+4 | Init +3 Percep +1 Low-light | Force Missile 0/9 | Arcane Bond 0/1 |Wand: Lightning Bolt (6), Magic Missile (50)| Current Effects : electricity resistance 10, Str 6/12

Calvon steps forward, completely forgetting that Oriana could still attack them and that he's now put himself in harm's way if she does. He excitedly relates their findings to Oriana, hoping that this will show that they are all friendly and that maybe Oriana has some new information.

"We've discovered through an inscription on a throne that Ashimantallu was a servant of Sorshen's from 10,000 years ago. Another inscription in a room with black fog all over the ceiling indicated that Ashimantallu is likely still present in the Lady's Light. She seems to be posing as Sorshen!

Then Calvon's tone then drops, indicating his puzzlement and disappointment.
Although we haven't quite figured out why yet.

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