Harighal

Kyron the Evoker's page

122 posts. Organized Play character for Mike...R.


RSS

1 to 50 of 122 << first < prev | 1 | 2 | 3 | next > last >>
The Concordance

2 people marked this as a favorite.
Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF | Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions: freedom of movement (constant)

Kyron will cast Heightened Continual Flame for everyone who wants one (it will be cast as a 7th level spell, caster level 14).

The Concordance

Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF | Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions: freedom of movement (constant)

As mentioned at the start of the mission, Kyron is able to cast Heightened Continual Flame if anyone wants it casting on one of their items before we all go our separate ways (Heightened Continual Flame is one of the few spells which you can have cast during a scenario which can be kept between scenarios and the Heightened version will counter spells like Deeper Darkness)? Casting it just needs 50g worth of ruby dust.

The Concordance

Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF | Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions: freedom of movement (constant)

The chronicle sheet looks good from my perspective.

Thanks again for running, it was fun!

One thing I did spot is it looks like the game has been reported twice on the Paizo site (Once in November under Gameday XI and one on Wednesday under GM PFS).

The Concordance

Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF | Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions: freedom of movement (constant)

Thanks everyone! And thanks for running! I'd been looking for an opportunity to play this scenario for ages. It also puts Kyron up to level 15.

The Concordance

Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF | Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions: freedom of movement (constant)

As Isah excuses himself, Kyron turns to the efreeti and nods. "Thankyou Isah, your help was invaluable."

----

Once Ranginori fully manifests Kyron gives a polite bow in the direction of the elemental lord. "...and I am Kyron. A tinkerer in the arcane arts..."

"Likewise, I am glad we could be of help."

"...How are you feeling? You were imprisoned for quite some time. Do you know much of what has happened since your imprisonment?"

The Concordance

Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF | Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions: freedom of movement (constant)

Assuming the axiomite is still active by the time it gets to each of Kyron's turns (he'll stop targeting it if it's been incapacitated):

First turn:
Kyron fires a stream of magic missiles at the dazed axiomite.
magic missile damage (+7 due to Intense Spells ability): 5d4 + 5 + 7 ⇒ (3, 2, 4, 4, 4) + 5 + 7 = 29

caster level check vs SR: 1d20 + 14 + 2 + 2 + 2 + 4 ⇒ (19) + 14 + 2 + 2 + 2 + 4 = 43
(Check include: Spell Penetration, Greater Spell Penetration, Elven Magic, Elemental Might)

Second turn:
Kyron targets the dazed axiomite with another set of heighted dazing cluster-bomb acidballs (DC 26 vs reflex), if nessessary using the Selective metamagic rod to avoid any nearby allies.
acidball #1: 2d6 + 7 ⇒ (2, 3) + 7 = 12,acidball #2: 2d6 ⇒ (6, 4) = 10,acidball #3: 2d6 ⇒ (5, 5) = 10,acidball #4: 2d6 ⇒ (2, 1) = 3,acidball #5: 2d6 ⇒ (5, 5) = 10,acidball #6: 2d6 ⇒ (6, 5) = 11,acidball #7: 2d6 ⇒ (3, 4) = 7 (= 63 damage total)

caster level check vs SR: 1d20 + 14 + 2 + 2 + 2 + 4 ⇒ (4) + 14 + 2 + 2 + 2 + 4 = 28
(Check include: Spell Penetration, Greater Spell Penetration, Elven Magic, Elemental Might)

The Concordance

Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF | Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions: freedom of movement (constant)

With the parties remaining foes now a little too spread out to catch both of them with his fireball based spells, Kyron decides a slight change of tactics may be in order. Reajusting his position a little (5 foot step) he retrieves his Selective metemagic rod, through which he unleashes a cone of caustic energy in the direction of the forge.

Kyron casts Cone of Cold through the Selective metamagic rod (DC 27 reflex to take only half damage) changing the energy type to acid. He aims it to catch both of the parties opponents and use the metamagic to selectively exclued any allies in the path of the cone (along with the remains of Vector).

caustic cone acid damage: 14d6 + 7 ⇒ (2, 5, 4, 6, 5, 6, 4, 1, 4, 5, 4, 1, 6, 2) + 7 = 62

caster level check vs SR (Orance): 1d20 + 14 + 2 + 2 + 2 + 4 ⇒ (7) + 14 + 2 + 2 + 2 + 4 = 31
caster level check vs SR (Red): 1d20 + 14 + 2 + 2 + 2 + 4 ⇒ (19) + 14 + 2 + 2 + 2 + 4 = 43
(Check include: Spell Penetration, Greater Spell Penetration, Elven Magic, Elemental Might)

The Concordance

Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF | Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions: freedom of movement (constant)

"Yes, definitely. It it certainly handy for getting spells to stick."

The Concordance

Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF | Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions: freedom of movement (constant)

Kyron flies back in through the blast hole in the wall and gives Vector a puzzled look "Are you suggesting that the empirical evidence does not back up your theory? Surely if your theory regarding your effectiveness in this encounter can be so wrong, then how can you be so sure that your theory regarding the release of Ranginori is any more credible? Don't waste you lives in a needless confrontation based on flawed logic, go back to Axis..."

Casting an eye over the situation he realises that the axiomites are not quite close enough to Vector to catch all of them in one spell so he opts to repeat his previous tactics and target the axiomites again with heightened dazing cluster-bomb acidballs (DC26 reflex to avoid the daze and half damage).

acidball #1: 2d6 + 7 ⇒ (1, 6) + 7 = 14,acidball #2: 2d6 ⇒ (5, 1) = 6,acidball #3: 2d6 ⇒ (3, 5) = 8,acidball #4: 2d6 ⇒ (1, 5) = 6,acidball #5: 2d6 ⇒ (3, 1) = 4,acidball #6: 2d6 ⇒ (3, 3) = 6,acidball #7: 2d6 ⇒ (2, 3) = 5 (= 49 damage total)

caster level check vs SR (Orange): 1d20 + 14 + 2 + 2 + 2 + 4 ⇒ (8) + 14 + 2 + 2 + 2 + 4 = 32
caster level check vs SR (Red): 1d20 + 14 + 2 + 2 + 2 + 4 ⇒ (4) + 14 + 2 + 2 + 2 + 4 = 28
(Check include: Spell Penetration, Greater Spell Penetration, Elven Magic, Elemental Might)

Kyron will continue to take the AC and Reflex save etc… from BoF.

The Concordance

Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF | Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions: freedom of movement (constant)

Did Caduceus‘ SR rolls include the +4 for Elemental Might?

The Concordance

Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF | Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions: freedom of movement (constant)

I just spotted that it looks like Kyron's current temporary hit points total may be wrong. I believe the only damage he's taken during this fight is the 14 hit points he took when Vector hit him (reduced to 4 by the stoneskin).

The Concordance

Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF | Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions: freedom of movement (constant)

will save vs DC23: 1d20 + 15 + 2 + 4 + 2 + 2 + 1 ⇒ (5) + 15 + 2 + 4 + 2 + 2 + 1 = 31
will save vs DC23: 1d20 + 15 + 2 + 4 + 2 + 2 + 1 ⇒ (20) + 15 + 2 + 4 + 2 + 2 + 1 = 46

(Saves include: Elven Immunities, Elemental Might, Good Hope, Owl's Wisdom, Prayer.)

I'm loving how determined the axiomites are to 'redact' Kyron!

The Concordance

Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF | Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions: freedom of movement (constant)

Seeing the axiomites continue to avoid the worst effects of his spells Kyron scowls and flies further away hoping to get out of range of his opponents ability to teleport.

Kyron will continue to take the AC and Reflex save etc… from BoF.

It looks like these opponents have considerably more luck than the previous set. The axiomites have roughly a 1 in 3 chance of failing each save vs my spell and so far they have passed all 10 of the save's I've made them do (and Vector has only failed one out of 5 despite the better than 50% chance of him failing)!

The Concordance

Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF | Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions: freedom of movement (constant)

What Kyron does with his move action this turn will depend on whether or not both axiomites get dazed by his spell, so I’ll wait for them to do their saves before posting Kyron’s move action (If they are both not dazed he will definitely not want to be flying next to them on their turn!).

The Concordance

Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF | Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions: freedom of movement (constant)
Kyron the Evoker wrote:
This time the acidballs are heightened dazing cluster-bomb acidballs (Reflex DC29...

Oops... Just realised I'd calculated the DC wrong, it should be DC26 not DC29.

The Concordance

Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF | Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions: freedom of movement (constant)

My understanding of it was that all of the individual 10 foot radius balls that make up the spell must be fully contained within an area where by the furthest edge of one ball can't be more than 30 feet from the furthest edge of any other ball which makes up the spell. However, I'm not entirely convinced that my interpretation of the language is correct (although it would definitely be the most pessimistic interpretation).

Here's the full text:

Cluster Bomb wrote:
You are able to throw multiple small explosions with a single spell instead of the normal effect. For every 2 caster levels, you toss a miniature fireball with a 10-foot radius that deals 2d6 points of fire damage. The grid intersection of all blasts must be within 30 feet of each other. If a creature is in the area of multiple blasts, it attempts a single Reflex save against the combined damage.

If I could also hit Vector, Vector would be targeted with the last of the 7 balls.

The Concordance

Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF | Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions: freedom of movement (constant)

"Look, I appreciate all of the attention, I really do... But you are trying my patience and you can't say I didn't try and warn you..." sighs Kyron to the axiomites, before unleashing yet more acidballs at them.

This time the acidballs are heightened dazing cluster-bomb acidballs (Reflex DC29 to take half damage and avoid the 3 round daze). As 'The grid intersection of all blasts must be within 30 feet of each other' for cluster-bomb fireballs, I beleve I wouldn't be able to target Vector with any of them (as I think that means all of the balls need to be contained within 30 foot of each other). So on that basis they will all have to target the axiomites.

acidball #1: 2d6 + 7 ⇒ (4, 1) + 7 = 12, acidball #2: 2d6 ⇒ (4, 2) = 6, acidball #3: 2d6 ⇒ (1, 4) = 5, acidball #4: 2d6 ⇒ (6, 4) = 10, acidball #5: 2d6 ⇒ (5, 6) = 11, acidball #6: 2d6 ⇒ (6, 6) = 12, acidball #7: 2d6 ⇒ (6, 2) = 8 (= 64 damage total)

caster level check vs SR (Orange): 1d20 + 14 + 2 + 2 + 2 + 4 ⇒ (7) + 14 + 2 + 2 + 2 + 4 = 31
caster level check vs SR (Red): 1d20 + 14 + 2 + 2 + 2 + 4 ⇒ (9) + 14 + 2 + 2 + 2 + 4 = 33
(Check include: Spell Penetration, Greater Spell Penetration, Elven Magic, Elemental Might)

I'll decide what to do with my move action depending on how the axiomites saves go. Unless they are both dazed I will most likely move to get away from them.

The Concordance

Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF | Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions: freedom of movement (constant)

I wonder if its worth us all putting something on the slide which indicates how high up our characters are, just so the information is all in one place and easy to find (maybe a simple list of character and height). Just to help with the complexity of us all flying around at different heights.

The Concordance

Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF | Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions: freedom of movement (constant)

Kyron was 20 foot up when Vector attacked him from the wall, if that helps place Vector’s height? I’m not sure if that affects where Vector is able to move to without teleporting or provoking.

The Concordance

Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF | Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions: freedom of movement (constant)
Caduceus Via wrote:
Daathiel and Fendahl both heal 5, putting Caduceus at -15

If I understand correctly, I think all of the damage we’ve taken so far has been against the 40 temporary hit points we got from Elemental Might.

The Concordance

Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF | Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions: freedom of movement (constant)

I’m going to be travelling over the next couple of days, so may be a bit slower posting than usual during that time.

Fendahl Silvermane wrote:
Ok thanks on aura. No plans to teleport. Awaiting wish any Giant Form Ii then charge :) Hope

I think as we are essentially botting Isah you can just say that he has granted the wish as part of your post.

The Concordance

Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF | Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions: freedom of movement (constant)
GM Nowruz wrote:
You can use Isah as you see fit.

In that case I think we definitely want him to grant the wish to Fendahl as soon as he is asked and before he his teleported.

The Concordance

Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF | Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions: freedom of movement (constant)

Thinking about it I suspect Isah may be of most use (once he grants the last wish) blasting Vector from range with his fire spells. In melee he’s going to be dealing with the problem of Vectors DR which will really hurt his damage output, plus in comparison to the rest of us his defences are quite week due to being lower level. So it may be worth him backing off (in a way that avoids AoOs) once he’s done his attack from the Telekinetic Charge.

@GM:
Would it be fair to assume that Isah would grant the last wish to Fendahl as soon as he asked for it (as Isah was waiting to be asked to do something)?

Also I had a couple of questions about the axiomites, specifically: Has all of their movement so far been via teleportation, and is Kyron able to tell what ability they tried to use on him when they popped the last two images this round?

The Concordance

Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF | Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions: freedom of movement (constant)

His Scorching Ray + Quickened Scorching Ray combo could be useful against Vector now that Vector doesn’t have Fire Resistance. Although I assume his action this round would be to grant Fendahl the final wish for Giant Form II.

He also has reach, so we probably want him one square back from Vector.

The Concordance

Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF | Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions: freedom of movement (constant)

The nice thing with the Giant Form spells is unlike the Beast Shape spells you get to keep your equipment, weapons and armour and it changes size with you. The only slight complication is with missile weapons which will change back to their original size when they leave your possession. The other important thing to remember is that Giant Form is a polymorph spell so you can’t have any other polymorph spells active at the same time (although it’s fine to have other non-polymorph transmutations active along side Giant Form).

The Concordance

Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF | Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions: freedom of movement (constant)

Just to follow up on Daathiel's comment around the option of using Giant From II, I had a check on my goliath druid to look at the options available from the spell and assuming we'd want a huge giant form it looks like the options are: Athach, Great Cyclops, Giant (Cloud, Jungle, Moon, Ocean, Plague, Slag, Storm, Sun and Taiga), Saltwater Merrow, Papinijuwari, Jotund Troll.

In terms of notable special abilities: The troll gets - bite and claw attacks, can throw rocks and has regeneration 5 (acid or fire) with a 30 foot move speed; The sun giant gets immunity to fire, a slam attack and 50 foot move speed; The storm giant gets immunity to electricity, a swim speed, a slam attack and 50 foot move speed; The cyclops gets a gore attack, throws rocks and a 60 foot move speed; while the Athach gets a bite attack, throws rocks, has dark vision and a 50 foot move speed.

The troll would certainly be a solid option as it gives an extra bite attack on top of attacks from any weapon being wielded plus regeneration with the downside being it would be the slowest option (although as we are flying that is much less of a consideration). If we are expecting a lot of fire or electricity damage the storm or sun giants could be options as they each have immunity to one of those damage types, but I don't think we've seen anything so far to indicate either of those damage types could be a major factor (although storm giants also get extra points for fitting in better with the overall Ranginori theme).

The Concordance

Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF | Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions: freedom of movement (constant)

Vector and friends are rolling spectacularly well on their saves at the moment. I hope they can't keep it up!

The Concordance

Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF | Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions: freedom of movement (constant)

...and one last question: Do we know what the dashed circle in area D2 is?

The Concordance

Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF | Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions: freedom of movement (constant)

Would Vector take damage on their go due to no longer having resistance to fire?

Also what Isah is up to?

I'm also loving that all of the bad guys clearly fear Kyron's formidable melee abilities which is obviously why they are needing to teleport to get inside of his reach and avoid the terrifying AoO which would be coming their way otherwise!

The Concordance

Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF | Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions: freedom of movement (constant)

Kyron rolls his eyes "Please don't insult my intelligence. Take your flawed logic and leave this place. I have no desire to destroy you, however if you persist with this foolishness, I'm sorry, but we will have no choice..."

His demeanour then changes somewhat as he glances about himself "...That said, you are making me feel really quite popular at the moment and I was always told it's good to give gifts to new friends... Hang on a moment..." the elf says as he moves away from the crowd of enemies and rummages in a pouch behind him. "Here...catch this..." seven beads of caustic energy fly to from his hand and rush towards his 'new friends'...

Kyron moves and casts another Persistent Dazing Cluster-bomb Acidball at the enemies who were surrounding him (DC 25 vs reflex for half, roll twice and take the worst, 55 acid damage and dazed 3 rounds on a fail):

acidball #1: 2d6 + 7 ⇒ (5, 1) + 7 = 13, acidball #2: 2d6 ⇒ (6, 2) = 8, acidball #3: 2d6 ⇒ (5, 2) = 7, acidball #4: 2d6 ⇒ (6, 6) = 12, acidball #5: 2d6 ⇒ (1, 6) = 7, acidball #6: 2d6 ⇒ (1, 4) = 5, acidball #7: 2d6 ⇒ (1, 2) = 3

caster level check vs SR (Vector): 1d20 + 14 + 2 + 2 + 2 + 4 + 4 ⇒ (10) + 14 + 2 + 2 + 2 + 4 + 4 = 38
(Check include: Spell Penetration, Greater Spell Penetration, Elven Magic, Grand Destiny, Elemental Might)
caster level check vs SR (Orange): 1d20 + 14 + 2 + 2 + 2 + 4 ⇒ (4) + 14 + 2 + 2 + 2 + 4 = 28
caster level check vs SR (Red): 1d20 + 14 + 2 + 2 + 2 + 4 ⇒ (6) + 14 + 2 + 2 + 2 + 4 = 30
(Check include: Spell Penetration, Greater Spell Penetration, Elven Magic, Elemental Might)

I assume only Vector will get an AoO when Kyron moves as the two axiomites can't attack while incorporeal?

Kyron will continue to take the AC and Reflex save etc… from BoF.

The Concordance

Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF | Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions: freedom of movement (constant)

Will Save vs DC26 + GH + EM + OW + GD: 1d20 + 15 + 2 + 4 + 2 + 4 ⇒ (3) + 15 + 2 + 4 + 2 + 4 = 30

The Concordance

Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF | Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions: freedom of movement (constant)

I like using the Time Hop / Erase from Time combination with my Time oracle for dealing with annoying spell casters! Time Hop is 10 feet per level per day and Erase for Time is once per day or twice per day once you get to level 11 (Unless you have a FCB which lets you increase uses per day for revelations).

The Concordance

Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF | Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions: freedom of movement (constant)

Fort vs DC 23: 1d20 + 13 + 2 + 4 ⇒ (18) + 13 + 2 + 4 = 37

Kyron frowns at the axiomites "On what authority to you presume to make such statements? It is you who are tampering with the timeline not us! I suggest you cease your interference and return to Axis. I do not see any good reason for this confrontation, however, if you persist in your actions we will be forced to defend ourselves."

The Concordance

Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF | Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions: freedom of movement (constant)
GM Nowruz wrote:

@Kyron: CL checks for SR are done separately for each target. I assume the roll you made is for Vector and will roll for the Axiomites.

[dice=caster level check vs SR orange] 1d20 + 14 + 2 + 2 + 2 + 4
[dice=caster level check vs SR red] 1d20 + 14 + 2 + 2 + 2 + 4

Oops, good point! I also spotted I'd used Grand Destiny on the roll vs Vector and then forgot to add the bonus to the dice roll.

Before I post my fort save, it looks like Vector and the axiomites only made one save each vs my spell, but as it had Persistent meta-magic applied to it they would need to save twice and take the worst result.

I was also wondering about the damage that Kyron seems to have taken (-4 and -10 to the stoneskin), is that a copy and paste error as I didn't think he had been hit by anything other than the thing that the axiomites have just done?

The Concordance

Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF | Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions: freedom of movement (constant)

Acid looks like the best option for elemental damage as the axiomites have resistance to fire and cold and immunity to electricity. Vector on the other hand can now be harmed by all sorts of elemental damage after Daathiel removed his planar adaption.

The Concordance

Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF | Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions: freedom of movement (constant)

One thing to bear in mind if we put people behind them is it wold be good if there is enough space left for me to hit the. bad guys with my 10 foot radius fireballs. I do have other options, but they may not be as effective as the fireballs.

The Concordance

Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF | Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions: freedom of movement (constant)

I’m currently visiting relatives, so my ability to post over the next 5 days could be a little sporadic (hopefully I should still be able to post at least once a day). I’m also having to use my phone to post and forgot my glasses, so apologies for any typos!

The Concordance

Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF | Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions: freedom of movement (constant)

Fort vs exhaustion+GH+EM: 1d20 + 13 + 2 + 4 ⇒ (19) + 13 + 2 + 4 = 38

Kyron looks at Vector and sighs, before flying away from the forge to create a bit of distance between himself and the party’s assailants. Likely to no one’s surprise, he then unleashed a Persistent Dazing Cluster-bomb Fireball at the new arrivals, this one has its energy type changed to acid (DC 25 vs reflex, roll twice and take the worst, also dazed 3 rounds on a fail):

acidball #1: 2d6 + 7 ⇒ (2, 3) + 7 = 12, acidball #2: 2d6 ⇒ (3, 4) = 7 , acidball #3: 2d6 ⇒ (2, 4) = 6, acidball #4: 2d6 ⇒ (6, 4) = 10 , acidball #5: 2d6 ⇒ (1, 4) = 5 , acidball #6: 2d6 ⇒ (6, 6) = 12 , acidball #7: 2d6 ⇒ (3, 3) = 6

I don’t believe I can catch all 3 of them in all of the 10 foot radius explosions, so the first 6 acid balls (52 dmg) will hit one axiomite and Vector, while ball #7 will hit Vector and the remaining aciomite (6 dmg).

caster level check vs SR: 1d20 + 14 + 2 + 2 + 2 + 4 ⇒ (19) + 14 + 2 + 2 + 2 + 4 = 43
(Check include: Spell Penetration, Greater Spell Penetration, Elven Magic, Grand Destiny, Elemental Might)

Kyron will take the AC and Reflex save etc… from BoF)

The Concordance

Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF | Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions: freedom of movement (constant)

Just to double check, is Vector able to reach Kyron (Kyron is flying 20 feet up in the air)?

The Concordance

Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF | Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions: freedom of movement (constant)

While I do like the image of Vector, the mighty Mythic creature, being foiled by their failure to account for the possibility fire on the Plane of Fire, it does seem to be an oversight which could have a significant impact on the fight, especially if you factor in the possible impact of the continual damage on the SLAs.

If any of them can cast spells (or have potions/scrolls) which grant fire resistance that would certainly seem to be the neatest way to deal with it (protection from fire could also be an alternative if they are not expecting to be here long).

The Concordance

Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF | Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions: freedom of movement (constant)

Thinking about the regeneration, one thing we probably need to double check is what would count as chaotic damage from the perspective of shutting it down. I'm thinking about things like summoning outsiders with an aligned subtype where it mentions that their damage counts as aligned in order to get past DR/alignment. Align Weapon would give the weapon an alignment (although the text again talks mainly about DR). One spell that specifically mentions regeneration is Cauterizing Weapon.

One other thing I was wondering about is Isah. Did he look like he was planning of fighting along side us? Is he just there waiting to grant us our last wish? What would we prefer him to do and where would he need to be to do that (e.g. if he's just there to grant the last wish, do we want him to be somewhere where he can do that safely without getting in the way?)?

The Concordance

Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF | Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions: freedom of movement (constant)

It also looks like our opponents only have limited natural defenses against fire. Which makes me wonder if they have put up any magical protections against it in order to avoid the fire damage from the Plane of Fire which could be a problem for them if they haven't.

The Concordance

Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF | Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions: freedom of movement (constant)

Vector's weakness mentions that it bypasses their regeneration, but I can't see regeneration mentioned as one of their defenses. Was it missed out or did we not get high enough on the knowledge roll?

The Concordance

Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF | Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions: freedom of movement (constant)

Knowledge (planes) + CE + GH: 1d20 + 27 + 2 + 2 ⇒ (16) + 27 + 2 + 2 = 47
Knowledge (planes) + CE + GH: 1d20 + 27 + 2 + 2 ⇒ (19) + 27 + 2 + 2 = 50
(I'll use Heightened Awareness for intitative so not including that)

Key information Kyron is after (in order of importance): Immunities, Saves, Special Defenses, Resistances, Weaknesses.

The Concordance

Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF | Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions: freedom of movement (constant)

Kyron automatically makes the DC26 knowledge (arcana) and DC33 knowledge (planes) checks with the current bonuses he's getting.

Kyron raises an eyebrow at the appearance of the simulacrum and it's subsequent disappearance.

*** I know of this Vector from my time on Axis, they and the resonance are powerful inevitables. ***

Anticipating trouble the elf floats up into the air. If he has time before anything further happens, he will use his wand of long arm (which he then puts away) and keeps a look out for incoming threats.

Upon Ranginori's release, the elf smiles and bows in the direction of the serpentine form "Welcome back your grace."

The Concordance

Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF | Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions: freedom of movement (constant)

I’m on full hit points (I assume I would have been included in the channel from earlier?) and ready to go.

The Concordance

Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF | Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions: freedom of movement (constant)

I spotted after I'd posted that we'd now got all of the Resist Energies up so ignore my point about that.

The Concordance

Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF | Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions: freedom of movement (constant)

I think I'm good to start.

Just one last question... Am I correct in assuming that we are still under the effects of the Plane of Fire (I had been wondering if it would be worth someone putting up Communal Resist / Protection from Energy of some sort, but the Plane of Fire effect would obviously rule out Protection from Fire)?

The Concordance

Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF | Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions: freedom of movement (constant)

Kyron nods to the efreeti "Thank you Isah... Now we get to work..."

He turns to the rest of the party "Let's apply any other medium term magics we may need in the event of unwanted interruptions, and then finish what we came here to do..."

Once the party are ready to start work on breaking the Opal Kyron will also cast Mirror Image (extended).
Number of images: 1d4 + 4 ⇒ (1) + 4 = 5

The Concordance

Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF | Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions: freedom of movement (constant)

Those sound good to me as well.

1 to 50 of 122 << first < prev | 1 | 2 | 3 | next > last >>