Male Gnome Wizard (Spellslinger) 2 | AC 12 T 12 FF 11 | HP -4/11 | F +1 R +1 W +4 | Init +1 | Perc +3
Medghar takes a quick look at the medallion's wreckage, but quickly turns back to face Asar. <For once I would love to see burning weapons in my own size.> Spellcraft: 1d20 + 7 ⇒ (3) + 7 = 10
Moving up, he quickly channels the energies prepared for his final spell of the day into his weapon, the weapon's barrel seeming to catch fire itself. "Kassen, I give me a bit of luck here, will you?" Moving 20 feet as my move action, sacrificing Flare Burst to apply Flaming Burst to the weapon as a swift action, and attacking with the gun as a standard... hope I get lucky on the roll. Ranged: 1d20 + 3 + 1 ⇒ (20) + 3 + 1 = 24 ... so this guy was just a hero, right? Not a minor deity? Damgage: 4d6 ⇒ (5, 3, 1, 1) = 10 Regular Bludgeoning + Flaming Burst: 1d6 + 3d10 ⇒ (6) + (3, 3, 1) = 13 Fire Damage for a total of 23 damage. Praise Kassen?
Male Gnome Wizard (Spellslinger) 2 | AC 12 T 12 FF 11 | HP -4/11 | F +1 R +1 W +4 | Init +1 | Perc +3
Just looked over Erald's prepped spells, didn't have the healing prepped either. So the only person capable of magically healing you was, ironically, you. Sorry, with any luck we will be able to drag you to the fountain. Trust me, know the feeling, my character in Erald's game (which seems to be on hold for the moment) has been out cold for a while. Going to write my actions, but if you do change your mind on doing the AoO roll I might change them. Medghar, feeling the intense magic of the flame they have been sent to retrieve, abandons caution and rushes for it. Double move to get to the flame.
Male Gnome Wizard (Spellslinger) 2 | AC 12 T 12 FF 11 | HP -4/11 | F +1 R +1 W +4 | Init +1 | Perc +3
Medghar can't heal, never got the spell... William couldn't either... can't tell if Hem could or not, doesn't seem to have a prepped spell list and can't remember if he had one readied (though to be fair he *is* in combat with the other skelly in close range), and Erald is being GMed... the grease in theory could have aided you, so not sure if that decision tree would have been any different if done by the real Erald or not.
Male Gnome Wizard (Spellslinger) 2 | AC 12 T 12 FF 11 | HP -4/11 | F +1 R +1 W +4 | Init +1 | Perc +3
burning hands: 1d4 + 1d4 + 1d4 ⇒ (3) + (3) + (2) = 8 "And for my follow up gift, have a taste of some delicious fire... prepared fresh this morning, guaranteed to lighten your mood..." Medghar quips merrily as he unleashes his remaining use of burning hands from the still smoking barrel of his gun. <How obliging of them all to line up like that...>
Male Gnome Wizard (Spellslinger) 2 | AC 12 T 12 FF 11 | HP -4/11 | F +1 R +1 W +4 | Init +1 | Perc +3
Medghar moves up into position so that he can better take aim at the mad skelleton lord. "Sorry, bones and bite, my service is otherwise spoken for. Come a bit closer though... my bat burninator four thousand would like a few words with you." Medghar tauntingly becons with the barrel of his new pistol. Move to about where I am standing now, prepared action of shooting any enemy that gets within its 20 ft range.
Male Gnome Wizard (Spellslinger) 2 | AC 12 T 12 FF 11 | HP -4/11 | F +1 R +1 W +4 | Init +1 | Perc +3
Aid Another: 1d20 ⇒ 4 Well, that didn't go as planned... but then, having a gnome aid you wasn't probably the best idea... I could try building a catapult out of some of the random debris we have found along the way...
Male Gnome Wizard (Spellslinger) 2 | AC 12 T 12 FF 11 | HP -4/11 | F +1 R +1 W +4 | Init +1 | Perc +3
<Come now, I learned the spell just fine... just ask poor old Bez if you don't believe me.> Giving a wink to the poor resurrected, hopefully undeath-free goat, Medghar channels his blast through his arcane gun, the flames blossoming outward toward the oncoming bats. Burning Hands Damage: 1d4 + 1d4 + 1d4 ⇒ (2) + (1) + (2) = 5 <Although some days the fires burn hotter than others. Next up to the line!> Taking a quick step out of the way, Medghar clears the spot for whomever is up next.
Male Gnome Wizard (Spellslinger) 2 | AC 12 T 12 FF 11 | HP -4/11 | F +1 R +1 W +4 | Init +1 | Perc +3
hm... I wonder if we can take the freshly roasted bats back with us and sell them to the townsfolk as snacks? "Get your bat on a stick here! Bat on a stick! Two for a silver piece, five for two silver! Bat on a stick, magically roasted for premium crispiness!" :)
Male Gnome Wizard (Spellslinger) 2 | AC 12 T 12 FF 11 | HP -4/11 | F +1 R +1 W +4 | Init +1 | Perc +3
<Remember, the usual max range of the spell is about fifteen feet or so. Wait until the get close enough.> Medghar reminds his companions as he prepares once more to channel the spell down the barrel of his fire arm. Prepared action: cast burning hands once bats are within range. Reminder that my damage will be 3d4 vice the standard 2d4, thanks to my racial affinity toward fire.
Male Gnome Wizard (Spellslinger) 2 | AC 12 T 12 FF 11 | HP -4/11 | F +1 R +1 W +4 | Init +1 | Perc +3
Medghar thinks a moment. "I have prepared a more reliable version of that blinding light I used when we were escaping. If you want I can open with that, see about stunning them for a bit. Alternatively, I can keep it in reserve in case we need to withdraw again."
Male Gnome Wizard (Spellslinger) 2 | AC 12 T 12 FF 11 | HP -4/11 | F +1 R +1 W +4 | Init +1 | Perc +3
Medghar teaches you guys burning hands: Fire training
Male Gnome Wizard (Spellslinger) 2 | AC 12 T 12 FF 11 | HP -4/11 | F +1 R +1 W +4 | Init +1 | Perc +3
"Trust me, for the optimal ratio of fire to volume you need to have the sounds and words at the right intervals, otherwise you can either get your fire too weak where it sputters and dies, or to strong to where it burns you in the process of its creation. Fire is much like your rodent familiar there in that it has a life and mind of its own. Once you realize that you are asking the flame to do what you will, not telling it, you will find it to be a true companion to you in much the same way." Medghar smiles, warmly. "Now, let us practice on those infernal bats." In addition to preparing his three burning hands and use of flare burst, he will spend some time replenishing his ammo stockpiles with his kit so that he can have a few extra rounds prepared.
Male Gnome Wizard (Spellslinger) 2 | AC 12 T 12 FF 11 | HP -4/11 | F +1 R +1 W +4 | Init +1 | Perc +3
Medghar opens up his spell book to the opening page. "Here, this should be useful to any of you who don't know it already. It is the preparations and principles behind that cone of fire magic that I used on those zombies." Medghar inadvertently looks at Bez, and adds, "Yes, and you too... my apologies, I really was trying to shoot the flames over you to keep them from having goat for a snack." Turning back to the others, he continues. "You probably won't be able to get the fires quite as hot as I can, as there is just something in my blood that resonates with fire based magic to bring out a bit more of it's potential. Still, as long as you have some of the rudimentary knowledge of evocation magic it shouldn't be too difficult to learn." So burning hands is available for your copying pleasure, Medghar will be preparing three and a flare burst for the upcoming rematch. Think those are the only two AoE style blasts I have, as Snapdragon only affects a 5 ft square.
Male Gnome Wizard (Spellslinger) 2 | AC 12 T 12 FF 11 | HP -4/11 | F +1 R +1 W +4 | Init +1 | Perc +3
"I hate to be a downer, but unless one of you are better prepared to deal with those... things... I will need some time to actually rest in order to be of any further use." Medghar pants, grateful to be safely behind the door.
Male Gnome Wizard (Spellslinger) 2 | AC 12 T 12 FF 11 | HP -4/11 | F +1 R +1 W +4 | Init +1 | Perc +3
Medghar, having managed to get some space between the horde and him after unleashing the light show, runs like mad for the door. <If they catch up with me before I make it, close the door. No sense in all of us dying on my account.> So does double move from current location at a ground speed of 20 make it to the door?
Male Gnome Wizard (Spellslinger) 2 | AC 12 T 12 FF 11 | HP -4/11 | F +1 R +1 W +4 | Init +1 | Perc +3
Produce flame, from description, would seemingly only really work if I had something flammable to throw it at. It is just a small ball of fire, mostly useful for situations where you forgot your torch, or need to get your campfire started. I was able to burn up those initial skeletons with it only because of Will's previous attempt with the oil bomb. I would think that flare would have a decent chance to stun and allow me to retreat, given bats are pretty light sensitive IRL. He only intends to fight it out if it becomes apparent that retreat isn't an option. That said, he knows that he is the slowest person in the group, and wants to give the others a chance to get a bit of space between them and the horde. (shrug) If he can both use flash and move he will (in that order) but I was under the impression that it was a full round cast.
Male Gnome Wizard (Spellslinger) 2 | AC 12 T 12 FF 11 | HP -4/11 | F +1 R +1 W +4 | Init +1 | Perc +3
Eh, he will either think of something or at least distract them long enough for you guys to get to safety. Assuming he is standing next round he will cast his racial dancing lights and send them into the horde. With luck that will distract them while he withdraws. Failing luck he will detonate his powder horn the round after, trying to seal the doorway.
Male Gnome Wizard (Spellslinger) 2 | AC 12 T 12 FF 11 | HP -4/11 | F +1 R +1 W +4 | Init +1 | Perc +3
Knowing that he cannot keep up with his retreating companions, Medghar turns toward the advancing hordes of bats. "Say, I wonder how you guys are affected by bright lights." Channeling the magics familiar to his blood, Medghar releases a bright flash of light at the oncoming swarms. Casting racial Flare. <Keep going, don't wait for me. If I don't make it in time, set that illusion casting fool's tower ablaze for me.>
Male Gnome Wizard (Spellslinger) 2 | AC 12 T 12 FF 11 | HP -4/11 | F +1 R +1 W +4 | Init +1 | Perc +3
So on the topic of the current game, Medghar has no further prepared spells for today. This means that his gun can only be used as a gun (no magical endowments) and after ammo is exhausted he will only have his dagger or the +1 dagger that isn't quite fitted to his hands. Translation, Medghar will probably be fighting defensively most of this encounter. Hopefully some of my cantrip wielding friends will have something more useful. ;)
Male Gnome Wizard (Spellslinger) 2 | AC 12 T 12 FF 11 | HP -4/11 | F +1 R +1 W +4 | Init +1 | Perc +3
Medghar is likely to be useless here, if memory serves swarms get hefty resistances to projectiles. "You guys had to wake them up." Medghar sighs, pulling out his loaded gun. "Normally I would say this is a great time for some fire but I am all out."
Male Gnome Wizard (Spellslinger) 2 | AC 12 T 12 FF 11 | HP -4/11 | F +1 R +1 W +4 | Init +1 | Perc +3
"We must be getting closer to the flame of awesomeness by now! I can almost taste its light, see its glorification, smell its aroma!" Medghar's eyes are shining with a fire of their own at the prospect of finally finding the elusive flame they have been sent to retrieve.
Male Gnome Wizard (Spellslinger) 2 | AC 12 T 12 FF 11 | HP -4/11 | F +1 R +1 W +4 | Init +1 | Perc +3
So the concept for character background that is forming in the twisting nether that is my imagination has finally yielded some points. Crunch is mostly done at home (I pretty much have a notepad template I fill out that I then just paste into my alias sheets once I am ready... makes it easy to quality check and consistency check) and I will post once I get back from work (should be in about 5 to 6 hours, depending on traffic) but for now enjoy some fluffy story ideas. So my magus will be a half elf with strong elven nationalistic leanings (even so far as to play out mechanics wise in first level feat being Elven Spirit, and the alternate racial traits of Ancestral Arms and Arcane Training) imparted from his upbringing. He will have been raised by his elven mother and her "sister" in the elven kingdom of Kyonin for most of his youth and early adolescence. They will move elsewhere about that time (mostly because his human heritage becomes a bit more prominent about this point, but also in part because his mom's sister is not really her sister, and while most of their town have overlooked this for the sake of what was believed to be an elven child without a father, that tolerance evaporates as my character's human side shows more) but they still raise him with the beliefs that elven kind is superior and more cultured than the human civilization they are essentially living in as sojourners. His mother was a warrior, skilled in the use of blades, and his "aunt" was a wizard of some skill. Both taught him their talents, and while he was able to pick up on both (and even blend the two into a seamless whole) he never excelled at either to the extent of his parental figures. He never met his human father, a warrior from the River Kingdom of Sevenarches (noted for its elven architecture and decidedly anti-elven immigration policies), who only asked that his sword be passed to his child when he or she was old enough. This falcata had been in his family for generations, back when members had been better off and had served in the Taldan armies. (Not sure yet if he was passing this blade down because he was dying and had no other descendants or if he had other children that he viewed as unworthy of the legacy.) One of the cool things about the black blade archetype is that the blade itself is a sentient weapon, with its own goals and ego. This one is in some way possessed by the spirit of humanity's greatness... the belief that the future of the world rests in the hands of men. As such, the blade was silent as a tomb in the hands of my character's mom (and all other elves that saw it, touched it, etc.) but has gradually woken up in my character's hands, tuning into the human side of his heritage that he tries his best to pretend isn't there. More to come as it develops, such as why he would group up with the original party members (I suppose that will depend on where we are going) and what his overall goals would be.
Male Gnome Wizard (Spellslinger) 2 | AC 12 T 12 FF 11 | HP -4/11 | F +1 R +1 W +4 | Init +1 | Perc +3
Blackblade, from what I can tell, is a melee variant. Like I said, probably having Medghar go off to learn elsewhere while the new guy arrives to adventure with you (complete with new name, new class, new playstyle, etc., but no group think team feat). (Makes more sense that way, and gives the original characters a way to talk about him without his awareness... but then, he will be literally having conversations with his sword, so it evens out.) Truthfully I don't think having two maguses... magi?... would be a bad thing. Heck, we just did a whole module with nothing but wizard variants. Heck, while I am taking blackblade from UM, there are few more martial varieties in UC that would probably be complimentary to it (Kensai looks fun) assuming you didn't want to go pure magus. And yes, we would be losing our ranged gun nut... but most of you are still wizards, and if we have a GM swap Infinity has his pick of a lot of magical/non magical fun to select from.
Male Gnome Wizard (Spellslinger) 2 | AC 12 T 12 FF 11 | HP -4/11 | F +1 R +1 W +4 | Init +1 | Perc +3
Fort Save?: 1d20 + 1 ⇒ (11) + 1 = 12 Whew... zombie pyro gnome might not be as fun. Medghar calms down a bit. "Sorry about Bez, Erald... hopefully the zombiatus doesn't affect it. Did anyone else get splashed?"
Male Gnome Wizard (Spellslinger) 2 | AC 12 T 12 FF 11 | HP -4/11 | F +1 R +1 W +4 | Init +1 | Perc +3
Heh, if it wasn't for the fact that my time is somewhat erratic (and the fact that I only own RotRL, a massive time synch) I would say it might be my turn to GM. ;) Medghar wouldn't be rebuilt per se, the concept behind him is too tied with his archetype and class. I am in the process of cobbling together a half-elven magus (blackblade) under the 15 point buy rules. A few racial alternates to make him more... flavorful (as we have seen with Medghar, they have benefits beyond that, but I try my best not to pick solely on min/max ability). Oh, and sorry about trying to fry your goat Erald... twice...
Male Gnome Wizard (Spellslinger) 2 | AC 12 T 12 FF 11 | HP -4/11 | F +1 R +1 W +4 | Init +1 | Perc +3
Medghar whistles at the goat's agility, but it is cut off as he sees the pus hit it. "Zombie goat. Zombie GOAT!" Screaming almost incohearantly at the goat and the two zombies, Medghar panics and channels his final blast of burning hands out of the gun, not caring whether the soon to be zombified goat gets flamed or not. Casting burning hands again, final prepared spell for the day. Should hit both zombies and the goat if I am looking at the map correctly, reflex saves for half damage (or none in the case of the goat it seems). Burning Hands: 1d4 + 1d4 + 1d4 ⇒ (1) + (2) + (4) = 7
Male Gnome Wizard (Spellslinger) 2 | AC 12 T 12 FF 11 | HP -4/11 | F +1 R +1 W +4 | Init +1 | Perc +3
Indeed, flames incoming, just wanted Erald to be able to at least see the intent. Seeing William sidestep out of the blast radius, Medghar takes aim. "Sorry in advance, little goat," he whispers to Bez as he unleashes the torrent of flames. Burning Hands: 1d4 + 1d4 + 1d4 ⇒ (4) + (4) + (1) = 9 Flame damage, reflex save reduces to half.
Male Gnome Wizard (Spellslinger) 2 | AC 12 T 12 FF 11 | HP -4/11 | F +1 R +1 W +4 | Init +1 | Perc +3
Preparing to cast burning hands at the two ahead of me once Will gets out of the cone. <Will, kindly sidestep a bit unless you want me to dry you out from all that water we have been dealing with. Erald, well... I am sorry in advance about your goat friend, though if memory serves it should come back soon, right?> Meghar begins to channel energies into his gun, lining up a blast of flames to erupt from it like a red dragon's breath.
Male Gnome Wizard (Spellslinger) 2 | AC 12 T 12 FF 11 | HP -4/11 | F +1 R +1 W +4 | Init +1 | Perc +3
As much fun as I have been having with Medghar, I think he might retire after this module. I can see the spellslinger archtype being very powerful at higher levels, but without cantrips the issue becomes getting there. In essence he becomes a gunslinger without the grit and with a small compliment of spells he can use. Occasionally the mechanics can be useful (like when I needed to turn the gun incorporeal for that wraith) but given I have to sacrifice my preciously limited spells (which, theoretically, I could have already used in combats prior) they become at best an unreliable boon at low levels. And unless your GM is feeding you loads of black powder and bullets (or unless you have the resources to craft them yourself, again not as likely at lower levels) you are ultimately limited to having to rest a lot and resupply a lot, slowing everyone down. None of this is to say that I haven't had fun, or even that Medghar is a pain to play... just that I am going to put him in stasis for retrieval when he can come out to play as a level 10 or higher, where he can shine a lot brighter (and not just because of the fires he likes to start). So, I am interested in adventuring on with y'all, but I am likely to bring another character. Likely a blackblade Magus (Infinity and Erald are free to roll their eyes at that one) given I want to try it out and level 3 is where the blackblade actually becomes a sentient intelligent weapon. I am up for whichever direction the party goes, if you are up for me bringing my occasional RL issues along for the ride. :)
Male Gnome Wizard (Spellslinger) 2 | AC 12 T 12 FF 11 | HP -4/11 | F +1 R +1 W +4 | Init +1 | Perc +3
Are we out of water, finally? Previously... Medghar releases the remaining two fireworks at the wheel, detonating them right before they would do damage to it. Whistling a jaunty victory tune he sets off after the others as they journey back. Now, assuming no longer swimming. Medghar draws out his new and improved gun and begins to load it. "Finally, a chance to test this beauty that isn't marred by endless water sports."
Male Gnome Wizard (Spellslinger) 2 | AC 12 T 12 FF 11 | HP -4/11 | F +1 R +1 W +4 | Init +1 | Perc +3
Medghar takes square aim at the orange skeleton. "My my, how convenient. Have a party favor!" The gnome fires off a pyrotechnic in the shape of a miniature undead dragon that connects with the skeleton and explodes in flames. Snapdragon Fireworks: 1d4 ⇒ 4 (Five foot square around orange takes fire damage, and if they aren't immune to being dazzled they will need to make a Reflex save to prevent that effect for a round... I get two more shots with this, as long as I use them this combat.) "Light up my night! Get them, Floppy!" Ordering Summoned creature to attack nearest skel, probably yellow.
Male Gnome Wizard (Spellslinger) 2 | AC 12 T 12 FF 11 | HP -4/11 | F +1 R +1 W +4 | Init +1 | Perc +3
The concentration is visible on Medghar's face as power gathers around him, causing the waters closest to him to steam. Finally he opens his eyes, saying with a strained voice, "Come. Do battle." In the waters before him, a glowing gateway forms. From within a glowing dolphin swims into the shallows. Choosing to have the angelic variant, given I can pick. <Hah, it worked!> "Go forth, my aquatic friend, and show these bones why they are out of their depth by being within yours!" Commanding the creature to aid Herm once she gets an attack... and yes, it is a she, ;) |