Raistlin

Ezren, Hellknight Signafier's page

218 posts. Organized Play character for Skorn.


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Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

Would have been more epic if my ability to block teleports would have worked. And it has never worked once to date. lol. But I had a great time as well.

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

Ezren dabbles in alchemy and makes a few coin.

Craft (alchemy): 1d20 + 21 ⇒ (10) + 21 = 31

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

I had a great time on this run.

If I can choose a boon I would be happy with the Boon 1.

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

D20: 1d20 ⇒ 18

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

Yep, good at spellcraft

Spellcraft: 1d20 + 40 ⇒ (11) + 40 = 51
Spellcraft: 1d20 + 40 ⇒ (7) + 40 = 47
Spellcraft: 1d20 + 40 ⇒ (13) + 40 = 53
Spellcraft: 1d20 + 40 ⇒ (10) + 40 = 50

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

Fort Save: 1d20 + 17 + 2 ⇒ (10) + 17 + 2 = 29

Baal Fort Save: 1d20 + 5 ⇒ (14) + 5 = 19

Elder Air Elemental Fort Save: 1d20 + 16 ⇒ (19) + 16 = 35

Elder Air Elementalwith Augment summoning:

Ezren avoids the blinding light but his companion does not and clings to the wizard. The elder air elemental seems to not notice the light at all. Ezren takes note of the giants and dragon and watches closely as he casts detect magic and scans the remains of the ruin lord.

N Huge outsider (air, elemental, extraplanar)
Init +15; Senses darkvision 60 ft.;Perception +19

DEFENSE

AC 28, touch 20, flat-footed 16 (+11 Dex, +1 dodge, +8 natural, –2 size)
hp 184 (16d10+64)
Fort +16, Ref +21, Will +7
Defensive Abilities air mastery; DR 10/—; Immune elemental traits

OFFENSE

Speed fly 100 ft. (perfect)
Melee 2 slams +27 (2d8+11)
Space 15 ft.; Reach 15 ft.
Special Attacks whirlwind (DC 27, 10-60 ft.)

STATISTICS

Str 32, Dex 33, Con 22, Int 10, Wis 11, Cha 11
Base Atk +16; CMB +29; CMD 51
Feats Blind-Fight, Cleave, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Iron Will, Mobility, Power Attack, Weapon Finesse
Skills Acrobatics +30, Escape Artist +30, Fly +34, Knowledge (planes) +19, Perception +19, Stealth +22
Languages Auran

SPECIAL ABILITIES
Air Mastery (Ex)

Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

Interesting that the rune lord had a contingency to dispel a dimensional anchor. He must hate the idea of being locked down. Perhaps it was to dispel any spell on him. Still, I am glad my spell used up his contingency.

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

At the beginning of Ezren's turn an elder air elemental appears 65 feet away from him and moves to flank the rune lord.

slam: 1d20 + 27 + 2 + 2 - 5 ⇒ (19) + 27 + 2 + 2 - 5 = 452d8 + 11 + 2 + 10 ⇒ (8, 7) + 11 + 2 + 10 = 38

Ezren moves his hellfire spheres towards the location the storm giant was mazed, swift action teleports 25' closer to the rune lord for a clearer shot, and fires a dimensional anchor spell at the enemy.

Ray, range touch: 1d20 + 17 + 2 ⇒ (10) + 17 + 2 = 29

SR: 1d20 + 23 ⇒ (19) + 23 = 42

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

Roger that. Will wait until turn 9 to do that. Ideally Griff and Sharton would post first.

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

By the way, the hellfire balls have been sitting on and cooking the giant you keep noting as unconscious. Can we call him dead? I'd like to move those weapons over to where the mazed giant will eventually be rejoining us.

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

Just gonna park this here.

Elder Air Elemental with Augment summoning:

N Huge outsider (air, elemental, extraplanar)
Init +15; Senses darkvision 60 ft.;Perception +19

DEFENSE

AC 28, touch 20, flat-footed 16 (+11 Dex, +1 dodge, +8 natural, –2 size)
hp 184 (16d10+64)
Fort +16, Ref +21, Will +7
Defensive Abilities air mastery; DR 10/—; Immune elemental traits

OFFENSE

Speed fly 100 ft. (perfect)
Melee 2 slams +27 (2d8+11)
Space 15 ft.; Reach 15 ft.
Special Attacks whirlwind (DC 27, 10-60 ft.)

STATISTICS

Str 32, Dex 33, Con 22, Int 10, Wis 11, Cha 11
Base Atk +16; CMB +29; CMD 51
Feats Blind-Fight, Cleave, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Iron Will, Mobility, Power Attack, Weapon Finesse
Skills Acrobatics +30, Escape Artist +30, Fly +34, Knowledge (planes) +19, Perception +19, Stealth +22
Languages Auran

SPECIAL ABILITIES
Air Mastery (Ex)

Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

Was planning an elder air elemental, but could be swayed to go for 1=3 bone devils as they can cast dimensional anchor at will.

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

Perhaps I can draw him out. Ezren sends as he begins to summon Full Round action

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

OK. I am back home and will work my normal shift tomorrow. My mother is stable and may get to come off the ventilator tomorrow. Both her heart and lungs are weak. They called what she had a heart attack initially but I am not sure it actually was. More like vitals got so poor that they med flighted her to a specialty hospital to help her. Now the issue seems to be the meds that help her heart and BP hurt her lungs and breathing. And vice versa.

Thanks for botting me. That is a cool ability and it would have been great had it worked once in his career but at least he got to try it.

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

Family emergency. Mom in ICU. Posting from phone and can’t get dice roller to work. Grr. Please bot me as needed. Not sure when I’ll be back. Maybe not til Monday.

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

But wait! Ezren has Steward of the Great Beyond (1/day). He can block teleports within 30'. Going with the next roll already made he gets an 18 and a check of 35 to counter the extra dimensional travel.

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

Assuming that the wall is still up...

Ezren will move closer and cast his own Dispel Magic at the last color of the wall, hoping to bring it down. Using the first roll from his previous attempt, if that is ok.

Dispel: 16 + 17 = 33

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

Gonna wait on Grognar. It does not pay to get too far ahead. :)

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

It might be nice if you let the Int 32 wizard know that. I had never heard of source severance before this encounter. Perhaps he readied his spell?

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

If Ezren can see the rune lord he will cast Greater Dispel Magic on the enemy caster. [ooc]Can dispel up to 4 spells.

Dispel caster levels: 1d20 + 17 ⇒ (16) + 17 = 33

Dispel caster levels: 1d20 + 17 ⇒ (18) + 17 = 35

Dispel caster levels: 1d20 + 17 ⇒ (5) + 17 = 22

Dispel caster levels: 1d20 + 17 ⇒ (20) + 17 = 37

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

Group call? I am ok using it. Could bring that wall down a round earlier...

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

Ezren has not acted, unless his action is to cast the limited wish.

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

so, who is casting the Daylight?

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

And I have a limited wish I could do it with too. Makes more sense to use my 7th level slot than your 9th level slot, if the choice is between those two. If no one else can cast it AND we indeed do need Magic Missile and then daylight (I have lost track), then consider this round that Baal casts the Magic Missile and Ezren will do the daylight with Limited Wish.

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

assuming Magic Missile is the next spell needed...
Ezren will cast have his imp cast Magic Missiles at the wall while he readies a spell should a threat show itself. I do not have Daylight memorized. he informs.

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

Wow, those are some big numbers. >:) I think Jebediah needs to decide who to attack IF the storm giant is mazed.

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

Before Jebediah can act Ezren casts Maze on the storm giant, removing him from the board for some time. His hellfire balls move towards the location the giant last occupied and Ezren dimensionally shifts back to some safer distance.

I hope you have something more useful to do Jebediah.

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

Fort Save: 1d20 + 17 ⇒ (20) + 17 = 37

Nice time to roll a nat 20. I figured all along that spell would kill Ezren.I was thinking that a wail" would have to emanate from the caster, but that is wrong. I believe Baal is not in the radius as he could npot advance. Will get my post up tomorrow. I had planned to maze the storm giant but it looks like the druid is shredding it. Hmm. I do act before Jeb...

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

Sigh... I hppe that earned me some karma...

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

Ezren's move action is to keep moving the hellfire spheres to burn the northern giant.

Hellfire Ball: 3d6 ⇒ (6, 2, 3) = 11 DC 25 Reflex for no damage but -4 to save if wearing metal.

Hellfire Ball: 3d6 ⇒ (3, 4, 2) = 9 DC 25 Reflex for no damage but -4 to save if wearing metal.

Hellfire Ball: 3d6 ⇒ (6, 4, 1) = 11 DC 25 Reflex for no damage but -4 to save if wearing metal.

Hellfire Ball: 3d6 ⇒ (4, 5, 1) = 10 DC 25 Reflex for no damage but -4 to save if wearing metal.

If the giant stands Baal follows up with even more magic missiles. These target the southern giant if the northern one goes down.

MM: 4d4 + 4 ⇒ (2, 3, 3, 4) + 4 = 16

Ezrens uses his bonded item to recall his Banishment spell and recasts it on the devil. Great one, I assure you, this is all beneath you.

SR: 1d20 + 25 ⇒ (17) + 25 = 42

DC 28 will save or go home, where I hope he still would rather be. :) DC increases by 2 for each item presented that the pit fiend hates, fears, or opposes. And since its not on the map I hope that gate has closed after the pit fiend stepped through.

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

I second this. At this level of play I too expect questions from both side of the screen. What seems different in this case is that there is no table talk to try to resolve issues before they are elevated. I feel somewhat discounted in that no one is asking me if I think something is a problem or giving me a chance to help with the issue before its elevated. At a face to face game this would not happen.

I am having a great time and while I expect everyone, including the GM to follow the rules I recognize there is plenty of room for interpretation and do not expect every ruling to go in my favor. An example is the ruling on Dimension door versus that repulsion. Ezren made his save and is not effected. And dimensional travel is not in any direction on this plane. But the ruling was that he could not take anyone with him who failed the will save to be closer to the rune lord. I don't think that rule is clear at all but the GM made the call and we moved on. Its interesting to think that this might mean even involuntary movement is blocked. Could an unconscious person be carried closer? what if the teleport was resisted and the person failed?

The point is that there are many things that can be viewed differently in this complex rule set. I do not feel that this is a game of GM vs player and believe out GM is working hard to make sure we have a good time and are challenged.

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

Well drat. Wish I could arrange a reroll for him. He may be as tough as the rune lord if he actually fights us. And sure I'll roll the image roll.

8 Images, a 1 hits me: 1d9 ⇒ 5 So down to 7 images

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

You seem to not have dealt with my Banishment :( And Ezren has mirror images.

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

Maybe disarm him instead? Or just hit him. I was not aware that Freedom of Movement prevented trips.

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

The balls continue to burn the norther giant as Ezren swiftly casts another glitterdust on the southern giant. DC25 will or be blind. And 1 or more concentration check to maintain the casting of call lightning based on the damage dealt.[/ooc]

Hellfire Ball: 3d6 ⇒ (6, 5, 3) = 14 DC 25 Reflex for no damage but -4 to save if wearing metal.[/ooc]

Hellfire Ball: 3d6 ⇒ (6, 3, 3) = 12 DC 25 Reflex for no damage but -4 to save if wearing metal.[/ooc]

Hellfire Ball: 3d6 ⇒ (6, 6, 5) = 17 DC 25 Reflex for no damage but -4 to save if wearing metal.[/ooc]

Hellfire Ball: 3d6 ⇒ (5, 6, 6) = 17 DC 25 Reflex for no damage but -4 to save if wearing metal.[/ooc]

If the giant stands Baal follows up with more magic missiles.

MM: 4d4 + 4 ⇒ (4, 2, 3, 2) + 4 = 15

For his round Ezren advances to within 65 feed of the fiend and speaking in a confident voice says Karzoug cannot pay you if he looses great one, do not be fooled. And I belong to your master already. You are better served by our victory than this rune lord with no allegiance to the hells. Allow me to send you home. Ezren presents his "silver" holy symbol of Asmodeus, holy water and liquid ice as part of his casting of Banishment and also points to and includes the already identified Paladin on the field.

DC 28 will save or go home, where I hope he wants to be. :) DC increases by 2 for each item presented that the pit fiend hates, fears, or opposes. And since its not on the map I hope that gate has closed after the pit fiend stepped through.

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

It will block it for those who failed their will save?

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10
GM Irish202 wrote:


His progress forward is blocked regardless of him riding with you, unfortunately.

It is not a big deal and I do not mean to contest this, but I disagree. After reading the spell multiple times Its clear to me that if you fail the save you cannot "move" towards the caster. I am not even sure that you could not dim door closer, but the imp cannot dim door so don't spend time on that. BUT you should consider what happens if someone who did make their save dim doors someone else who did not. I maintain that being moved is different from moving and I am not sure if dimensional travel would count or not. Of course its your call.

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

Baal Will: 1d20 + 9 ⇒ (13) + 9 = 22

I do not know either of us need to move forward to take our described actions. If Baal rides with Ezren can he be carried forward?

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

Will Save: 1d20 + 19 ⇒ (16) + 19 = 35

Knowledge (Arcana) DC 28: 1d20 + 33 ⇒ (15) + 33 = 48

Knowledge (Arcana) DC 26: 1d20 + 33 ⇒ (1) + 33 = 34

note that a 27 fails the reflex save if the storm giant is wearing any metal armor. The DC would be 29.

The balls of fire continue to burn the northern storm giant.

Hellfire Ball: 3d6 ⇒ (5, 5, 6) = 16 DC 25 Reflex for no damage but -4 to save if wearing metal.

Hellfire Ball: 3d6 ⇒ (6, 5, 6) = 17 DC 25 Reflex for no damage but -4 to save if wearing metal.

Hellfire Ball: 3d6 ⇒ (3, 3, 3) = 9 DC 25 Reflex for no damage but -4 to save if wearing metal.

Hellfire Ball: 3d6 ⇒ (1, 4, 6) = 11 DC 25 Reflex for no damage but -4 to save if wearing metal.

Moving if needed to target the storm giants Ezren takes off the kid gloves. He casts Chains of Light on the southern giant before casting a swift Cold Ice Strike on the northern giant.

Chains of Light - DC 29 Reflex or be paralyzed - no SR .

Cold Ice Strike: 15d6 ⇒ (5, 6, 2, 3, 5, 6, 3, 1, 1, 6, 6, 2, 5, 4, 6) = 61 DC 27 Reflex for half

If the northern giant still stands Baal will magic missile him with a wand.

MM: 4d4 + 4 ⇒ (3, 2, 3, 4) + 4 = 16

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

Was sorta hoping with less incoming you might not need to drop links. Totally your call of course.

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10
Griff H. wrote:

[dice=Will Save]1d20+18

[dice=Reflex Save]1d20+14
[dice=Reflex Save]1d20+14
[dice=Reflex Save]1d20+14
[dice=Reflex Save]1d20+14

Griff then takes 5 damage for each ally. (Totaling 104 damage between all of it, plus 52 nonlethal from his curse, totaling 156)

Immediate Action
Griff breaks off all his Life Links.

Standard Action
He casts Mass Heal on everyone but Sharton. (Healing for 190)

Griff stays where he is for now, figuring others will move up.

TLDR: Sharton heals 5, Griff takes a bunch but then heals 190, everyone else heals 195

Note that Ezren is not wounded you do not take 5 from him either.

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

Ezren uses his connection to the hells to conjure Ball Hellfire on the storm giant to the north. 4 balls of hellfire burn the creature in an otherworldly fire that normal resistance does not quench.

Hellfire Ball: 3d6 ⇒ (2, 6, 5) = 13 DC 25 Reflex for no damage but -4 to save if wearing metal.

Hellfire Ball: 3d6 ⇒ (5, 5, 5) = 15 DC 25 Reflex for no damage but -4 to save if wearing metal.

Hellfire Ball: 3d6 ⇒ (5, 4, 3) = 12 DC 25 Reflex for no damage but -4 to save if wearing metal.

Hellfire Ball: 3d6 ⇒ (1, 3, 4) = 8 DC 25 Reflex for no damage but -4 to save if wearing metal.

He then casts Quickened Glitterdust onto the Storm Giant to the south. Will Save DC 25

Baal, who seemed to take no mind of the fire pulls a wand and fires it at the norther storm giant.

Ray of Exhaustion, range touch: 1d20 + 20 ⇒ (13) + 20 = 33 DC15 Fort Save to avoid being exhausted and only become fatigued. I know he will likely make the save but fatigued is +2 strength and dex so its a -1 to hit and I think it would be grand if he now could not use his strength bow. :)

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

Note that if you are within 20' of Ezren you are in his protective aura and gain a +4 resistance bonus to saves (if you do not already have it), a +4 deflection bonus to AC (if you do not already have it) and are in a lesser globe of invulnerability and magic circle of protection against evil.

Will Save: 1d20 + 20 ⇒ (2) + 20 = 22

Reflex Saves: 1d20 + 20 ⇒ (18) + 20 = 38

Reflex Saves: 1d20 + 20 ⇒ (17) + 20 = 37

Reflex Saves: 1d20 + 20 ⇒ (14) + 20 = 34

Reflex Saves: 1d20 + 20 ⇒ (20) + 20 = 40

So that is 8+9+11+11-30 or 9 points of fire damage off his temp hp. Still thinking what he will do, Will post soon.

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

GM's call if we are underground. I think we are on a demiplane so I am not sure. If it counts then Ezren acts on init 20. Either way I hope not all the enemy act on the same init of 25.

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

before stepping onto the globe Ezren wanted to cast a single buff - Greater Angelic Aspect. It lasts 17 minutes. any issue with him having done so?

Initiative: 1d20 + 12 ⇒ (6) + 12 = 18

Ezren's buff's cast:

Personal
Mage Armor
Extended Heroism
Overland Flight
Mind Blank
Extended Mirror Image: 1d4 + 4 ⇒ (4) + 4 = 8

Group:
Extended Communal Resist Energy Fire, Cold and Electricity
Communal Stone Skin

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

Are we overthinking all this? I do not want to face a runelord solo. Can we all step over together? Unsure it will work. My companion can cast Commune if we cannot figure this out. I appeal to the GM here as my Int 30 character has experienced this in real time while I can barely remember the last room and do not recaall clues of near by rooms we visited months ago.

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

I think we simply step onto/into the globe. Lets try that anyway.

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

Ezren conjectures The pulsing could be what is causing the damage for those who do not wear the ring. As a conjuration specialist I will note that all extra-dimensional magic is conjuration magic, including Plane Shift and those magics that create and sustain demiplanes. Since that magic seems to concentrate in intensity on the platform that rests directly above the globe I suspect that is the way "in'. Shall we prepare ourselves and then move to the platform together?

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

You are the type of Paladin I like Shump. You do not hesitate to do what must be done. Ezren complements.

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

BUT looking at the stats of a "normal" lamia matriarch the attacks state 5 weapon attacks or one touch attack.

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