Leruu

Ciri Princess of Cintra's page

850 posts. Alias of GYPSY ROSE.


RSS

1 to 50 of 850 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

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

fireball cl10, dc17: 10d6 + 2 ⇒ (2, 5, 5, 2, 6, 2, 1, 5, 4, 3) + 2 = 37


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

Ok


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

Drop a fire ball in there for the hell of it.

fireball dc 17: 9d6 + 2 ⇒ (4, 6, 4, 5, 3, 5, 1, 1, 3) + 2 = 34


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

Jim is frightened. Korbin can tell spells are going off, but not the source especially in one round. No one else would necessarily notice anything yet.

What are Jim and Korbin going to do

No mi has greater arcane sight from his weapon, he should see any magic auras.


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

After the fighter’s

Casting detect magic

Spellcraft: 1d20 + 20 ⇒ (10) + 20 = 30


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

I have the amulet, it grants a continuous prayer affect centered on me.

There's a belt with circle of protection from evil extended radius.

Ring w/protection from evil.

Each has a lion of Mitra to aide in our quest, George has been with us a lot,he's attached to the ring. He's a paladin also. They do more combined, like a antimagic shell, but it's a lot of trouble too.

Their is a rumor of a mace that we haven't found yet.


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

So we need to finish cleaning up the wizard down here, he's got hellish eyes and jumps around to different bodies, so hes not going to be easy to catch, over to the northeast on this level. I suggest protection from evil for everyone!!


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

casting detect magic I sense magic on the wall of fire and the amulet.

Spellcraft: 1d20 + 20 ⇒ (4) + 20 = 24

Casting dispell magic on the wall of fire

castet level check: 1d20 + 12 ⇒ (15) + 12 = 27


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

Still should have arcane sight running, look at the muck

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

Nothing here, let's move on

Going west


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

I guess I will throw a magic missile at one of them.

magicmissile: 5d4 + 5 ⇒ (2, 1, 3, 1, 2) + 5 = 14


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

Casting haste on all allies


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

casting defensively fireball in the center of hyenadons, power point to dc +1, dc 18; & damage: 1d20 + 15 ⇒ (16) + 15 = 319d6 + 4 ⇒ (3, 1, 1, 3, 1, 6, 6, 6, 6) + 4 = 37


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

initiative: 1d20 + 4 ⇒ (5) + 4 = 9


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

initiative: 1d20 + 4 ⇒ (15) + 4 = 19


Female Half Eldar Elf Arcanist (Black Blade Adept) 9; Atk +8/+10; Percpn +17; AC 21 (-2 enemy atk), T15, FF18; hp 79; Init +4; Fort +11 Ref +10 Will +10
Terodius Mitrakin wrote:
Did we decide what we were doing with the soul-gem thing?

I'm doing nothing, it's true neutral, nothing is free

Plus my sword zireael would insist on getting rid of it or destroyed if I touched it


Female Half Eldar Elf Arcanist (Black Blade Adept) 9; Atk +8/+10; Percpn +17; AC 21 (-2 enemy atk), T15, FF18; hp 79; Init +4; Fort +11 Ref +10 Will +10
Korbin_Tealeaf wrote:
”Is there nothing we can do about the soul gem? It was well-guarded in a place dedicated to Set…If we are blessed perhaps it contains a righteous imprisoned soul. I would hate to leave it here for the enemy to reclaim at their leisure,” says Korbin.

No imprison soul, DROP THE ISSUE PLEASE, I DISLIKE TRUE NEUTRAL ALIGNMENT, EVERYTHING IT DOES FOR YOU IT EXPECTS PAYMENT, ITS A GOD CREATED MIND.


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

I start searching by following the hall to the end opposite of the stairs, what do I see??


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

Taking the stairs to level 4

into the depths of this wretched place we shall decend, everyone please come along now!!!!


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

I have my sword, Zireael, it's my partner, my familiar and my protector but he's part of me. To anybody else he doesn't function because of my bond, this thing will do the same, bond with its host to supplement your personality. Likely was created by a druid soul, voluntarily, or artificially created through magical infusion, donating life experience, not a entire life; just a piece to create new life. It also is a artifact and cannot be destroyed by anyone except a God and its unknown how exactly the 3 gems were created....


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

"Wait a second. This is starting to sound a lot like what Haffrung Helleyes was doing, possessing that halfwit so he could bombard us with spells without being actually threatened himself. Could this be the magical tool he was using?"

Korbin_Tealeaf wrote:

...

“Princess Ciri, is there any way of determining if there is a soul inside, and, if so, who it might be?” he asks.
Terodius nods to Korbin, "That's a really important question. I'm guessing Haffrung isn't in there right now, because presumably it would radiate evil at that point...But if there no soul in there, as a magical tool, it would presumably detect as neutral - as it does now. Unless we can figure out how to use it for our own ends, perhaps we should smash it to deny it's use to Haffrung..."

NO, MAGIC JAR IMPRISONS VICTIM TO SWAP SOULS, A SOUL GEM IS INTELLIGENT SWORD PERSONALITY INCORPORATED IN ITS ARTIFACT, ITS PARTNER PER SWORD RULES IN DMG.IT CANT DISPLACE YOU FOR CONTROL BUT CAN REFUSE THE USE OF ITS POWERS DURING A DISAGREEMENT, EGO CHECK APPLIES


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

”If there is a soul inside, presumably it would need a body to inhabit if it is to be set free. If there is not one, it might take the soul of someone who touches it. A barrier of some kind seems good, and avoiding physical contact would be even better,” suggests Korbin.

“Princess Ciri, is there any way of determining if there is a soul inside, and, if so, who it might be?” he asks.

It's a soul gem, like a intelligent weapon or phyllactery for magic jar. Generally it doesn't imprison you in the gem, but does try to share your mind for control over the body, it takes lots of mental strength to keep it doing your will. Instead of the other way around. It may have powers but it will be costly. I think if you get near it, it will try to take you over.


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

Texas


Female Half Eldar Elf Arcanist (Black Blade Adept) 9; Atk +8/+10; Percpn +17; AC 21 (-2 enemy atk), T15, FF18; hp 79; Init +4; Fort +11 Ref +10 Will +10
Daniel Beatty wrote:
Daniel looks back to the more magically inclined and says "Any idea what is going on with that?" as he points to the gem from inside the door. He then checks to see if it is evil.

No good can come from that, it will take you over if you touch it. It's a soul gem.

k arcana arcanesight spell in place: 1d20 + 20 ⇒ (15) + 20 = 35


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

Since knock is a range spell, no one is affected by the trap, casting tiny hut when everyone is ready to cross, its has a 20ft radius and allows people to pass through in any direction


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

Guess the rogue isn't opening doors

seeing the massive amounts of magic in the room, scanning the doors, finding a magic lock and casting knock, the door blows off its hinges explosively!!

I'm sick of waiting around, let's go!!!


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

OK, now that we're all better, let's get going onwards and down. Let's watch for traps, might be some down here.

k. DUNGEONEERING: 1d20 + 10 ⇒ (16) + 10 = 26

k. ARCANA: 1d20 + 18 ⇒ (17) + 18 = 35

Casting Arcane Sight


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

Activating arcane blade
Blackblade strike

scorching ray: 1d20 + 11 ⇒ (1) + 11 = 124d6 + 2 ⇒ (5, 6, 4, 3) + 2 = 20

scorching ray: 1d20 + 11 ⇒ (19) + 11 = 304d6 + 2 ⇒ (6, 5, 5, 4) + 2 = 22


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

Move to the other side of Ratel and cast haste.

I hope this helps speed this process up


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

reflex: 1d20 + 10 ⇒ (7) + 10 = 17


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

scorching ray naga in the back, die please.

scorching ray: 1d20 + 8 ⇒ (13) + 8 = 214d6 ⇒ (2, 5, 3, 1) = 11

scorching ray: 1d20 + 8 ⇒ (13) + 8 = 214d6 ⇒ (2, 3, 5, 2) = 12


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

reflex: 1d20 + 10 ⇒ (20) + 10 = 30

Feeling the heat a little close the first time, I say he'll no and jump out of the way of the second one!!!


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

reflex: 1d20 + 10 ⇒ (3) + 10 = 13


Female Half Eldar Elf Arcanist (Black Blade Adept) 9; Atk +8/+10; Percpn +17; AC 21 (-2 enemy atk), T15, FF18; hp 79; Init +4; Fort +11 Ref +10 Will +10
Ciri Princess of Cintra wrote:
Ratel Dier wrote:
Nodding in acknowledgement, of the Gnomes idea, Ratel readies to open the door back up, looking towards their leader he asks, "Ciri any thoughts?"

How about detect evil and magic

will save: 1d20 + 10 ⇒ (19) + 10 = 29

Casting detect magic. Scanning the room


Female Half Eldar Elf Arcanist (Black Blade Adept) 9; Atk +8/+10; Percpn +17; AC 21 (-2 enemy atk), T15, FF18; hp 79; Init +4; Fort +11 Ref +10 Will +10
Ratel Dier wrote:
Nodding in acknowledgement, of the Gnomes idea, Ratel readies to open the door back up, looking towards their leader he asks, "Ciri any thoughts?"

How about detect evil and magic


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

initiative: 1d20 + 4 ⇒ (15) + 4 = 19

intelligence check to remember the guardian naga we already encountered serving in Mitra’s tomb: 1d20 + 3 ⇒ (17) + 3 = 20

if i see it, k dungeoneering to know if this is the same or a different kind of Naga and if it's dangerous: 1d20 + 10 ⇒ (12) + 10 = 22


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

Treasure:

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

Spell Thief item conversion:

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

DESCRIPTION

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

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

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

New Pathfinder

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

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

DESCRIPTION

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

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

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

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

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

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

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

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

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

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

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

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

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

Iron Cobra Gauntlet

Description

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

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

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


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

Detect magic Spellcraft

Spellcraft on the eyes: 1d20 + 20 ⇒ (3) + 20 = 23


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

knowledge Arcane: 1d20 + 18 ⇒ (10) + 18 = 28

Judging by the colors of the aura, it's Arcane locked.


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

move to the bell

Spider climbing across the mast.

Fiting magic missile

magicmissile: 3d4 + 2 ⇒ (4, 1, 4) + 2 = 11


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

Feeling kinda woozy from the gas and having trouble concentrating, I try to to pull my resolve from within, from that place of strength and power to fuel my will to continue the fight and help my team persevere!!!

will save: 1d20 + 10 ⇒ (15) + 10 = 25


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

Citadel cover,
my magnus opus

The dentist office with madame fabrisha and Audrey is hilarious.

Dentist really are self torture after all


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

dark tower cover, my design

The picture on left shows the statue and braziers

And citadel is next

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


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

OK, I will try to add pomp and circumstance


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

Just a note: if you look at the cover of the book, this encounter I think is portrayed


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

5 ft step north and cast defensive diamond spray, activating arcane blade as my swift.

concentration diamond spray dc 18, point to increase level: 1d20 + 15 ⇒ (14) + 15 = 29

damage: 10d6 ⇒ (2, 3, 4, 2, 1, 6, 3, 6, 2, 3) = 32

Fortitude: 1d20 + 11 ⇒ (10) + 11 = 21

will: 1d20 + 12 ⇒ (1) + 12 = 13

spell:
Range 20 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes

These magical slivers are treated as adamantine and cold iron for the purpose of overcoming damage reduction. In addition, this spell bypasses up to 1 point of an object’s hardness per 2 caster levels (maximum 10).


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

move up, dimensional hop pulling sword,
and cast defensive to touch Nomi and cast enlarge person

concentration: 1d20 + 15 ⇒ (16) + 15 = 31


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

Yes


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

nice hat, looks like a rogues hat, our goblin could look like anyone, so who's taking my amulet +2, my bracers +3, and belt of con +2, or belt of dex or str +2. we also have lots of various magical arms and Armor available in the hold. Im taking the bracers +4, and the belt +4

amulet of natural armor +2, belt of mighty constitution +2, bracers of armor +3

Spellcraft detect magic: 1d20 + 20 ⇒ (18) + 20 = 38


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

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

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

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

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


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

Thank you dears

1 to 50 of 850 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>