Male Fighter 5, Mag 10, HP: 143, AC: 36 Tch: 16, FF: 34 F: +18, R: +13, W: +13, Init: +14, Per: +16
Kazimier walks through the shelves of the library looking for the books he thinks he will need. after he has an armful he goes to a table and begins his research. Knowledge (Arcana) 1d20 + 16 ⇒ (2) + 16 = 18
Male Fighter 5, Mag 10, HP: 143, AC: 36 Tch: 16, FF: 34 F: +18, R: +13, W: +13, Init: +14, Per: +16
"Lotus or Hali do you have any magics that might help defend us against the Dragon's Offensive abilities." looking at the 2 ladies "My magic is a bit up close and personal attacking and my own defense."
Male Fighter 5, Mag 10, HP: 143, AC: 36 Tch: 16, FF: 34 F: +18, R: +13, W: +13, Init: +14, Per: +16
"I agree with Thogg I would rather not hand anyone ove to the Dragon." he sighs "weren't we trying to help these people, giving 20 of an already dwindle town to it seems more like damning them. he gestures to the town.
Male Fighter 5, Mag 10, HP: 143, AC: 36 Tch: 16, FF: 34 F: +18, R: +13, W: +13, Init: +14, Per: +16
Quote:
Force energy is just another energy type it have no special effect, but it is like magic missile it usually bypasses most Energy resistances because it is uncommon
Male Fighter 5, Mag 10, HP: 143, AC: 36 Tch: 16, FF: 34 F: +18, R: +13, W: +13, Init: +14, Per: +16
Kaz walks forward toward Tesh drawing Keeper as he goes. Using his arcane power to charge his blade with Force energy. (2 Arcane points from my pool) He smiles at Tesh and striking quickly. AC 36
Strike 1: 1d20 + 20 ⇒ (7) + 20 = 27
Strike 2: 1d20 + 15 ⇒ (4) + 15 = 19
Strike 3: 1d20 + 10 ⇒ (2) + 10 = 12
Black Blade: Black Blade: Energy Attunement (Su) Replace weapon dam with fire/cold/elec for 1 point, or sonic/force for 2 points.
Male Fighter 5, Mag 10, HP: 143, AC: 36 Tch: 16, FF: 34 F: +18, R: +13, W: +13, Init: +14, Per: +16
Kaz walks into the temple in awe of it's grandiose coloring and design, reminding himself this is the way of this god. He pulls out a wand and casts Stoneskin on himself knowing full well there will be more trouble. StoneSkin DR/10Adamantine and 70 HP(minimum caster Level) Stoneskin: School abjuration; Level druid 5, sorcerer/wizard 4 Casting Time 1 standard action Components V, S, M (granite and diamond dust worth 250 gp) Range touch Target creature touched Duration 10 min./level or until discharged Saving Throw Will negates (harmless); Spell Resistance yes (harmless) The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains DR 10/adamantine. It ignores the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon bypasses the reduction. Once the spell has prevented a total of 10 points of damage per caster level (maximum 150 points), it is discharged.
Male Fighter 5, Mag 10, HP: 143, AC: 36 Tch: 16, FF: 34 F: +18, R: +13, W: +13, Init: +14, Per: +16
Kaz reaches into his spell pouch feeling around for the small pepper hoping he wouldn't have to put it in his mouth it always kills his sense of taste for days, Kaz sighs and pops it in. Kaz moves in front of Tik-Tik unleashing a god awful belch that is accompanied by a cone of Fire. I am making the cone hit both of the swarms Damage 4d6 ⇒ (4, 1, 1, 4) = 10 Fire Breath: School evocation [fire]; Level alchemist 2, sorcerer/wizard 2 Casting Time 1 standard action Components V, S, M (a chili pepper) Range 15 ft. Area cone-shaped burst Duration 1 round/level or until discharged; see text Saving Throw Reflex half; see text; Spell Resistance yes Up to thrice during this spell's duration, you can belch forth a cone of fire as a standard action. The first cone deals 4d6 points of fire damage to every creature in the area. The second cone of flame deals 2d6 points of fire damage to every creature in the area. The third cone of flame deals 1d6 points of fire damage to every creature in the area. A successful Reflex save halves this damage. After the third cone of flame, the spell ends.
Male Fighter 5, Mag 10, HP: 143, AC: 36 Tch: 16, FF: 34 F: +18, R: +13, W: +13, Init: +14, Per: +16
Kaz tempted to follow Thogg and see what trouble he is going to get in, he decides better and thinks he should visit this place when all of this dragon business is over and follows Adreris to give him more back up.
Male Fighter 5, Mag 10, HP: 143, AC: 36 Tch: 16, FF: 34 F: +18, R: +13, W: +13, Init: +14, Per: +16
Tik-Tik wrote: Nah, I'll just let it go. Kaz got in the way, so it's technically his fault. ;) I am not sure what I did was called getting in the way, it was called strategic placement so you had a better place to aim.
Male Fighter 5, Mag 10, HP: 143, AC: 36 Tch: 16, FF: 34 F: +18, R: +13, W: +13, Init: +14, Per: +16
Hit Point: 106, AC: 34 Kaz looks at the creature saying "Yes it could have. Standard Attacks
Keeper Damage: 1d8 + 20 ⇒ (4) + 20 = 24 Keeper Attack: 1d20 + 15 ⇒ (4) + 15 = 19 Keeper Damage: 1d8 + 20 ⇒ (6) + 20 = 26 Keeper Attack: 1d20 + 10 ⇒ (10) + 10 = 20 Keeper Damage: 1d8 + 20 ⇒ (1) + 20 = 21 Haste Attack
Keeper Damage: 1d8 + 20 ⇒ (4) + 20 = 24 Keeper Attack: 1d20 + 20 ⇒ (3) + 20 = 23confirm or not Keeper Damage: 1d8 + 20 ⇒ (8) + 20 = 28 At Watcher Not sure what hit or not.
Male Fighter 5, Mag 10, HP: 143, AC: 36 Tch: 16, FF: 34 F: +18, R: +13, W: +13, Init: +14, Per: +16
Seeing that his spell was stopped by these abominations he decides to follow Thoggs lead. He charges ahead to stand with his ally and strike at BL 2 Keeper Attack 1d20 + 20 + 2 ⇒ (16) + 20 + 2 = 38+2=40 Keeper Damage 1d8 + 20 ⇒ (6) + 20 = 26+2=28 AC for next Round because of Charge: 34
Male Fighter 5, Mag 10, HP: 143, AC: 36 Tch: 16, FF: 34 F: +18, R: +13, W: +13, Init: +14, Per: +16
Kaz gets in the center of his companions and casts Haste "szybkość i zręczność do moich towarzyszy." Haste: Haste
School transmutation; Level bard 3, sorcerer/wizard 3 Casting Time 1 standard action Components V, S, M (a shaving of licorice root) Range close (25 ft. + 5 ft./2 levels) Targets one creature/level, no two of which can be more than 30 ft. apart Duration 1 round/level Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless) The transmuted creatures move and act more quickly than normal. This extra speed has several effects. 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. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.) 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. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow.
Male Fighter 5, Mag 10, HP: 143, AC: 36 Tch: 16, FF: 34 F: +18, R: +13, W: +13, Init: +14, Per: +16
Wow, at least I might not be the oldest on here, I have never meet Mr. Gygax. But started with DND Red Box and TMNT and Other Strangeness(1st Edition). Played 4th for the 1st year it came out then started Pathfinder and haven't gone back.
Male Fighter 5, Mag 10, HP: 143, AC: 36 Tch: 16, FF: 34 F: +18, R: +13, W: +13, Init: +14, Per: +16
Walking slightly behind the group then jogging to catch up."Afternoon Ladies, are you also here for the Wedding which has become sort of a Dragon hunt." Kaz Chuckles "What can you do about local customs." He looks at the ladies more closely. "Where are my manners?, I am Kazimer Tumaz and this as you put it Halistria, strong specimen of manhood is Thogg." "Lady of Sarenrae, I want to thank you for your help with those abominations against Pharasma."
Male Fighter 5, Mag 10, HP: 143, AC: 36 Tch: 16, FF: 34 F: +18, R: +13, W: +13, Init: +14, Per: +16
Kaz looks at the mess that is the cowering creature feeling he needs to finish it off. He calls forth his full array of attacks striking at the baddie. Attack Keeper: 1d20 + 20 ⇒ (3) + 20 = 23 Damage Keeper: 1d8 + 20 ⇒ (2) + 20 = 22 Concentration Check(DC 17) 1d20 + 10 + 3 ⇒ (10) + 10 + 3 = 23 Shocking Grasp: 1d20 + 14 ⇒ (3) + 14 = 17 Shocking Grasp Damage: 5d6 ⇒ (4, 2, 3, 3, 3) = 15 against touch AC and +3 to hit if he is wearing Metal Armor) Attack Keeper: 1d20 + 15 ⇒ (19) + 15 = 34 Damage Keeper: 1d8 + 20 ⇒ (4) + 20 = 24 Attack Keeper: 1d20 + 10 ⇒ (6) + 10 = 16 Damage Keeper: 1d8 + 20 ⇒ (1) + 20 = 21
Male Fighter 5, Mag 10, HP: 143, AC: 36 Tch: 16, FF: 34 F: +18, R: +13, W: +13, Init: +14, Per: +16
Kaz watches the creatures run he advances on Baddie 1 moving to 5D Using his Greater Spell Combat "Let us see how you like this foul abomination." Attack Keeper: 1d20 + 20 ⇒ (2) + 20 = 22 Damage Keeper: 1d8 + 20 ⇒ (5) + 20 = 25 Concentration Check(DC 17) 1d20 + 10 + 3 ⇒ (2) + 10 + 3 = 15 Shocking Grasp: 1d20 + 14 ⇒ (13) + 14 = 27 Shocking Grasp Damage: 16 + 1d6 + 1d6 + 1d6 + 1d6 ⇒ 16 + (5) + (5) + (6) + (5) = 37
Attack Keeper: 1d20 + 20 ⇒ (7) + 20 = 27 Damage Keeper: 1d8 + 20 ⇒ (2) + 20 = 22 Attack Keeper: 1d20 + 20 ⇒ (6) + 20 = 26 Damage Keeper: 1d8 + 20 ⇒ (5) + 20 = 25 EDIT: +2 to the Concentration Check for Focused mind I forgot to add that in so the Spell goes off. Also the Damage for shocking grasp is not coming out Correctly let's try this 5d6 ⇒ (1, 1, 4, 4, 3) = 13
Male Fighter 5, Mag 10, HP: 143, AC: 36 Tch: 16, FF: 34 F: +18, R: +13, W: +13, Init: +14, Per: +16
Kaz will move into the room from outside Moving into the room drawing black blade and stepping in front of bAddie 2 "you should have listened to my friend, we didn't want it to come to this I am sorry. he then smiles wickedly and strike the man with Keeper Kaz is going for sub dual damage this first round with his attacks hoping to not kill unless absolutely nesecerary if he knocks ou baddie 2 he will shift to baddie 1. Keeper Attack 1 1d20 + 20 ⇒ (18) + 20 = 38 Keeper damage 1 1d8 + 20 ⇒ (6) + 20 = 26 Keeper Attack 1 confirm 1d20 + 20 ⇒ (17) + 20 = 37 Keeper damage 1 confirm 1d8 + 20 ⇒ (6) + 20 = 26 Keeper Attack 2 1d20 + 15 ⇒ (11) + 15 = 26 Keeper damage 2 1d8 + 20 ⇒ (6) + 20 = 26 Keeper Attack 3 1d20 + 10 ⇒ (20) + 10 = 30 Keeper damage 3 1d8 + 20 ⇒ (1) + 20 = 21
Male Fighter 5, Mag 10, HP: 143, AC: 36 Tch: 16, FF: 34 F: +18, R: +13, W: +13, Init: +14, Per: +16
Kaz watches this exchange between the two men I think giving Thogg a chance to be a distraction is not a bad idea , the problem is Adreris these people are to afraid to act because this is where they live we might need to step in on their behalf he looks directly at Adreris losing any sort of humor in his tone The moment they took someone I know they made it personal he gets up from the table to follow Thogg, then looking back at the table with his previous demeanor Plus, this ruined my holiday so I think watching Thogg thump some people might be a little fun.
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