Attacks: +26/+21/+16 2d6+12 Always On Spells: HP 131/131 DR:10/adam:3/- | AC 45 | T 19 | FF 41 | CMD 34 | Fort +17 | Ref +13 | Will +20 | Init +3 | Perc +21
Status, Deathwatch, Endure Elements. Sorry, I double checked and quick channel is a move action, not a fast action like I thought. So I'll blow the useless destruction spell next round.
Attacks: +26/+21/+16 2d6+12 Always On Spells: HP 131/131 DR:10/adam:3/- | AC 45 | T 19 | FF 41 | CMD 34 | Fort +17 | Ref +13 | Will +20 | Init +3 | Perc +21
Status, Deathwatch, Endure Elements. Darvik casts his last destruction: 1d20 + 20 ⇒ (9) + 20 = 29 on the creature for 0 damage And quick channels excluding the Shoggoth.
Attacks: +26/+21/+16 2d6+12 Always On Spells: HP 131/131 DR:10/adam:3/- | AC 45 | T 19 | FF 41 | CMD 34 | Fort +17 | Ref +13 | Will +20 | Init +3 | Perc +21
Status, Deathwatch, Endure Elements. "If you'll stay away from it long enough, I could stick a blade barrier in front of it. It won't work, of course, but it's something I could try. Meanwhile I'm getting out of the room. Lithuan if you need me to be behind you instead of in front of you let me know."
Attacks: +26/+21/+16 2d6+12 Always On Spells: HP 131/131 DR:10/adam:3/- | AC 45 | T 19 | FF 41 | CMD 34 | Fort +17 | Ref +13 | Will +20 | Init +3 | Perc +21
Status, Deathwatch, Endure Elements. "Spells aren't doing crap...I think I'm going to have to go mining. Just burrow through this thing like the rock back home."
Attacks: +26/+21/+16 2d6+12 Always On Spells: HP 131/131 DR:10/adam:3/- | AC 45 | T 19 | FF 41 | CMD 34 | Fort +17 | Ref +13 | Will +20 | Init +3 | Perc +21
Status, Deathwatch, Endure Elements. Darvik casts Destruction for 160 hit points, or if the monster makes it's fort save of 22, it takes 96 hit points. spell penetration: 1d20 + 25 ⇒ (4) + 25 = 29 And not I'm out of Dweomer's Essence.
Attacks: +26/+21/+16 2d6+12 Always On Spells: HP 131/131 DR:10/adam:3/- | AC 45 | T 19 | FF 41 | CMD 34 | Fort +17 | Ref +13 | Will +20 | Init +3 | Perc +21
Status, Deathwatch, Endure Elements. I didn't buff that one, that's just with spell penetration and greater spell penetration. But yeah...not so useful. But I only missed my reflex save by 20...so...I've got that going for me.
Attacks: +26/+21/+16 2d6+12 Always On Spells: HP 131/131 DR:10/adam:3/- | AC 45 | T 19 | FF 41 | CMD 34 | Fort +17 | Ref +13 | Will +20 | Init +3 | Perc +21
Status, Deathwatch, Endure Elements. Actually, the SR earlier was for Holy Aura.
Just for the amusement factor Reflex save: 1d20 + 13 ⇒ (3) + 13 = 16
Attacks: +26/+21/+16 2d6+12 Always On Spells: HP 131/131 DR:10/adam:3/- | AC 45 | T 19 | FF 41 | CMD 34 | Fort +17 | Ref +13 | Will +20 | Init +3 | Perc +21
Status, Deathwatch, Endure Elements. I can cure blindness. I can also make the spell not work by saying I don't allow you to damage me, but I"m not going to bother doing that.
Attacks: +26/+21/+16 2d6+12 Always On Spells: HP 131/131 DR:10/adam:3/- | AC 45 | T 19 | FF 41 | CMD 34 | Fort +17 | Ref +13 | Will +20 | Init +3 | Perc +21
Status, Deathwatch, Endure Elements. will save: 1d20 + 20 ⇒ (3) + 20 = 23 +2 vs. magic or poison, etc. Darvik throws Fire Storm for 96 points of damage. DC 23 reflex save or catch on fire. Spell Penetration: 1d20 + 25 ⇒ (20) + 25 = 45
Attacks: +26/+21/+16 2d6+12 Always On Spells: HP 131/131 DR:10/adam:3/- | AC 45 | T 19 | FF 41 | CMD 34 | Fort +17 | Ref +13 | Will +20 | Init +3 | Perc +21
Status, Deathwatch, Endure Elements. No, I made the mistake of posting what I wanted to do THEN checking the map, only to find out that Duhwoo and Vars were not where I thought. Blade barrier isn't going to work in this situation, so I switched to antilife shell.
Attacks: +26/+21/+16 2d6+12 Always On Spells: HP 131/131 DR:10/adam:3/- | AC 45 | T 19 | FF 41 | CMD 34 | Fort +17 | Ref +13 | Will +20 | Init +3 | Perc +21
Status, Deathwatch, Endure Elements. Ah, didn't see that Duhwoo was up and attacking it. So if there is no space for the blade barrier as seems likely, then Darvik throws antilife shell.
Attacks: +26/+21/+16 2d6+12 Always On Spells: HP 131/131 DR:10/adam:3/- | AC 45 | T 19 | FF 41 | CMD 34 | Fort +17 | Ref +13 | Will +20 | Init +3 | Perc +21
Status, Deathwatch, Endure Elements. Darvik throws blade barrier between the party and the creature.
Attacks: +26/+21/+16 2d6+12 Always On Spells: HP 131/131 DR:10/adam:3/- | AC 45 | T 19 | FF 41 | CMD 34 | Fort +17 | Ref +13 | Will +20 | Init +3 | Perc +21
Status, Deathwatch, Endure Elements. Yeah, I was just reference that the last time I rolled spell resistance I also rolled a 1. Regardless of my bonuses that won't help. I'm sure I'll waste my last two charges of dweomer's essence by rolling ones again.
Attacks: +26/+21/+16 2d6+12 Always On Spells: HP 131/131 DR:10/adam:3/- | AC 45 | T 19 | FF 41 | CMD 34 | Fort +17 | Ref +13 | Will +20 | Init +3 | Perc +21
Status, Deathwatch, Endure Elements. To a significant degree, I guess it doesn't really matter since I can't roll higher than a 1 on my spell penetration, and all my attack spells are stopped by spell resistance.
Attacks: +26/+21/+16 2d6+12 Always On Spells: HP 131/131 DR:10/adam:3/- | AC 45 | T 19 | FF 41 | CMD 34 | Fort +17 | Ref +13 | Will +20 | Init +3 | Perc +21
Status, Deathwatch, Endure Elements. I said before that I would use incense of meditation if we rested, however it appears I didn't explicitly state that I'd used it when we rested. Before the spells start getting flung around in this fight, please let me know which way you're going to rule on whether Darvik used it. Thanks!
Attacks: +26/+21/+16 2d6+12 Always On Spells: HP 131/131 DR:10/adam:3/- | AC 45 | T 19 | FF 41 | CMD 34 | Fort +17 | Ref +13 | Will +20 | Init +3 | Perc +21
Status, Deathwatch, Endure Elements. I used up the last two Darvik Fighting scrolls, so I won't be getting into combat again. Summon Monster VII is lame. I should have taken Planar Ally.
Attacks: +26/+21/+16 2d6+12 Always On Spells: HP 131/131 DR:10/adam:3/- | AC 45 | T 19 | FF 41 | CMD 34 | Fort +17 | Ref +13 | Will +20 | Init +3 | Perc +21
Status, Deathwatch, Endure Elements. Darvik casts freedom of movement on Lithuan while he's got the scroll out. "I believe Torag allows me enough lee-way with my spells that I can make the Magic Circle vs. Evil a glob, but it'll be pretty difficult to tell."
Attacks: +26/+21/+16 2d6+12 Always On Spells: HP 131/131 DR:10/adam:3/- | AC 45 | T 19 | FF 41 | CMD 34 | Fort +17 | Ref +13 | Will +20 | Init +3 | Perc +21
Status, Deathwatch, Endure Elements. Spell Penetration: 1d20 + 20 ⇒ (1) + 20 = 21 is what I assume you mean.
None of my spells are mind affecting that affect the bad guy.
Attacks: +26/+21/+16 2d6+12 Always On Spells: HP 131/131 DR:10/adam:3/- | AC 45 | T 19 | FF 41 | CMD 34 | Fort +17 | Ref +13 | Will +20 | Init +3 | Perc +21
Status, Deathwatch, Endure Elements. Darvik casts Barkskin on himself. Magic Circle vs. Evil Death Ward on himself Freedom of Movement on Vars (anybody else need freedom of movement?) Blessings of Fervor on the party Aura of Protection (30ft Energy Resistance 10, +3 deflection to AC) Darvik casts Heart of the Mammoth on Vars "The spell grants a +8 enhancement bonus to Strength and Constitution, immunity to fear, a +4 morale bonus to Will saves, and doubles the critical threat range of all its attacks against creatures of the dragon type (this does not stack with Improved Critical, keen edge, or similar effects)." Holy Aura "+4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from evil, this benefit applies against all attacks, not just against attacks by evil creatures. spell resistance 25 against evil spells and spells cast by evil creatures. Third, the abjuration protects the recipient from possession and mental influence, just as protection from evil does. Finally, if an evil creature succeeds on a melee attack against a creature warded by a holy aura, the offending attacker is blinded (Fortitude save negates, as blindness/deafness, but against holy aura's save DC)."
Attacks: +26/+21/+16 2d6+12 Always On Spells: HP 131/131 DR:10/adam:3/- | AC 45 | T 19 | FF 41 | CMD 34 | Fort +17 | Ref +13 | Will +20 | Init +3 | Perc +21
Status, Deathwatch, Endure Elements. Here's a nice spell I was going to try for this last battle. Who wants it?
Attacks: +26/+21/+16 2d6+12 Always On Spells: HP 131/131 DR:10/adam:3/- | AC 45 | T 19 | FF 41 | CMD 34 | Fort +17 | Ref +13 | Will +20 | Init +3 | Perc +21
Status, Deathwatch, Endure Elements. Breathe of life on Lithuan Healing: 4d8 + 16 ⇒ (4, 1, 7, 3) + 16 = 31 and I'll throw in a quick channel More Healing: 10d6 ⇒ (6, 3, 4, 3, 2, 1, 1, 2, 6, 5) = 33 excluding the dragon. And I'll run over and grab ahold of Lithuan, then stand there protecting Lithuan until I get another action.
Attacks: +26/+21/+16 2d6+12 Always On Spells: HP 131/131 DR:10/adam:3/- | AC 45 | T 19 | FF 41 | CMD 34 | Fort +17 | Ref +13 | Will +20 | Init +3 | Perc +21
Status, Deathwatch, Endure Elements. Also, GM and players, keep in mind that this is what Holy Aura does.
First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from evil, this benefit applies against all attacks, not just against attacks by evil creatures. Second, each warded creature gains spell resistance 25 against evil spells and spells cast by evil creatures. Third, the abjuration protects the recipient from possession and mental influence, just as protection from evil does. Finally, if an evil creature succeeds on a melee attack against a creature warded by a holy aura, the offending attacker is blinded (Fortitude save negates, as blindness/deafness, but against holy aura's save DC)." The DC for that is 25, and if the dragon has SR I'm at +4 to penetrate it. Spell Penetration: 1d20 + 16 + 4 ⇒ (1) + 16 + 4 = 21
Attacks: +26/+21/+16 2d6+12 Always On Spells: HP 131/131 DR:10/adam:3/- | AC 45 | T 19 | FF 41 | CMD 34 | Fort +17 | Ref +13 | Will +20 | Init +3 | Perc +21
Status, Deathwatch, Endure Elements. Vars remember that you have Freedom of Movement for a total of 160 minutes starting the second round of the chain ring setup fight, so you should still have freedom of movement up.
Attacks: +26/+21/+16 2d6+12 Always On Spells: HP 131/131 DR:10/adam:3/- | AC 45 | T 19 | FF 41 | CMD 34 | Fort +17 | Ref +13 | Will +20 | Init +3 | Perc +21
Status, Deathwatch, Endure Elements. I cast Communal Delay Poison on the party just before this fight started, so no poison effects happen to anybody in the party. Everybody within 30' of Darvik right now has an additional 10 points of Resist Cold. Everybody within 30' of Darvik also has SR 25 on top of whatever they had before because of Holy Aura and Protection Aura. The minimum amount of time any of those last is 16 rounds. If Lithuan is still about to die because of the attacks, then Darvik casts reach breathe of life for points of healing: 4d8 + 16 ⇒ (6, 1, 5, 6) + 16 = 34.
Attacks: +26/+21/+16 2d6+12 Always On Spells: HP 131/131 DR:10/adam:3/- | AC 45 | T 19 | FF 41 | CMD 34 | Fort +17 | Ref +13 | Will +20 | Init +3 | Perc +21
Status, Deathwatch, Endure Elements. reflex save: 1d20 + 14 ⇒ (19) + 14 = 33 Darvik casts blessing of fervor and tells the earth elemental to drop stalagtites out of the ceiling onto the dragon.
Attacks: +26/+21/+16 2d6+12 Always On Spells: HP 131/131 DR:10/adam:3/- | AC 45 | T 19 | FF 41 | CMD 34 | Fort +17 | Ref +13 | Will +20 | Init +3 | Perc +21
Status, Deathwatch, Endure Elements. Darvik summons a huge earth elemental and has it gather up the treasure and carry it out while darvik stays over by the entrance.
Attacks: +26/+21/+16 2d6+12 Always On Spells: HP 131/131 DR:10/adam:3/- | AC 45 | T 19 | FF 41 | CMD 34 | Fort +17 | Ref +13 | Will +20 | Init +3 | Perc +21
Status, Deathwatch, Endure Elements. "I believe it is an obvious trap. Monster or unavoidable stupidity, or just hundreds of points of damage."
Attacks: +26/+21/+16 2d6+12 Always On Spells: HP 131/131 DR:10/adam:3/- | AC 45 | T 19 | FF 41 | CMD 34 | Fort +17 | Ref +13 | Will +20 | Init +3 | Perc +21
Status, Deathwatch, Endure Elements. Cast air walk on myself and walk over to the edge of the hole and look in, without putting any pressure on the ice.
Attacks: +26/+21/+16 2d6+12 Always On Spells: HP 131/131 DR:10/adam:3/- | AC 45 | T 19 | FF 41 | CMD 34 | Fort +17 | Ref +13 | Will +20 | Init +3 | Perc +21
Status, Deathwatch, Endure Elements. Darvik throws bark skin one round, channel vigor - physical the next, antilife shell the next, delay poison communal on the party the next, invisibility purge the next, shield of faith the next, then true seeing the next. After all that, he throws detect magic. The last round, he gives himself a good long touch of good, then walks carefully up to the treasure and looks around it to see if it is trapped in any way, including that it's removal might cause ice falling, ground falling, structural damage or anything else of the kind. He searches all the way up to the treasure and the 10' around it including floor, ceilings, walls, any other objects in the area. perception: 1d20 + 29 ⇒ (8) + 29 = 37 +2 for stone
Attacks: +26/+21/+16 2d6+12 Always On Spells: HP 131/131 DR:10/adam:3/- | AC 45 | T 19 | FF 41 | CMD 34 | Fort +17 | Ref +13 | Will +20 | Init +3 | Perc +21
Status, Deathwatch, Endure Elements. "It seems clear this area is unstable and large chunks of ice will fall on us if we disturb the room. Do we have any sort of force wall available?"
Attacks: +26/+21/+16 2d6+12 Always On Spells: HP 131/131 DR:10/adam:3/- | AC 45 | T 19 | FF 41 | CMD 34 | Fort +17 | Ref +13 | Will +20 | Init +3 | Perc +21
Status, Deathwatch, Endure Elements. Well, I was intending to just search the whole room, but I think I'll die, so I just stand there instead and do a full scan from the entrance.
Attacks: +26/+21/+16 2d6+12 Always On Spells: HP 131/131 DR:10/adam:3/- | AC 45 | T 19 | FF 41 | CMD 34 | Fort +17 | Ref +13 | Will +20 | Init +3 | Perc +21
Status, Deathwatch, Endure Elements. There's just the slightest chance I should stop showing up in cities I don't know looking for places I've never been when it's night, my eyesight sucks and I haven't slept in 36 hours.
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