N Gnome Wizard 10 / Sorcerer 1
Milo Flamecursed wrote:
Bah, rechecked, and I'm on the season 6 Faction Card (not season 7) ... so the above was all moot, as it didn't exist in season 6... (anyone feel like changing factions? =))
N Gnome Wizard 10 / Sorcerer 1
OK, so something for Milo's chronicle: From this earlier post, Milo will be copying some spells from Enora's spellbook! Level 1: ear-piercing scream, liberating command (10 gp x 2 = 20 gp)
So 4 spells from spellbook, for a total scribing cost of 100 gp Then would like to scribe the spells from the scrolls we found as well. Those being:
(can succeed on a take 10 Spellcraft on all) So 3 spells from scrolls, for a total scribing cost of 1100 gp
N Gnome Wizard 10 / Sorcerer 1
oh.. wow... I never actually entered by PC info! Oh... wait, it was over in the recruitment side. Boon?: 1d20 ⇒ 4, 1d3 ⇒ 2 Day Job: Craft (alchemy): 1d20 + 20 + 5 + 2 + 2 ⇒ (15) + 20 + 5 + 2 + 2 = 44 I don't suppose this injured lady counts as a 'high ranking figure in the Society'.. or if not that returning the doppelganger whatchamahoozits to help the deevolved venture captain, Kyalla, might? (For a faction card item from season 7)
N Gnome Wizard 10 / Sorcerer 1
"Probably right icing her goolies off." Milo observes, as he flies up behind the others and notices the condition she is in. "Straight glim as like to knacker the twist, but a touch a the glow might flush." He says with a scowl. He chants a few arcane words and casts a spell on her. Will cast resist energy (cold) on her (for cold resist 20). Keep her from freezing any further at least.
N Gnome Wizard 10 / Sorcerer 1
From the darkness ahead, you hear Milo throwing out a long string of invectives (in orcish), so foul, you're amazed the entire cavern hasn't started to melt under the heat of just his words. As the shadow disappears into the wall once more, the gnome seems to lose it. He starts beating on the wall where the creature disappeared as if he can batter his way to it. Every time his small balled fist hits the icy surface, bits of ice melt, and small puffs of steam rise up. Each swing seems to cause fiery pulses down his arms, and his fists to glow brighter and brighter, until they almost seem to be on fire themselves. With a shout of pure rage, it all is suddenly released, in a gout of flame that lights up the entire section of the cavern. He seems intent on burning the undead shadow out of its hiding place, even if he has to melt the entire mountain to do it! intensified burning hands: 10d4 + 24 ⇒ (4, 1, 2, 3, 4, 2, 3, 4, 4, 3) + 24 = 54 fire damage. DC 20 reflex for half Not moving, nor casting defensively. Readied action to cast an intensified burning hands with just an inclining of where it is.
With 54 damage, I might be able to do just that.
N Gnome Wizard 10 / Sorcerer 1
GM, could you check speed and distance there. Flyby only allows it to do a single move, and a standard along the way. Typical greater shadow has a move of 40'... which seems like it would put him short of getting back into the wall from his prior position.
N Gnome Wizard 10 / Sorcerer 1
Oh ya, I need to do something too! umm... Milo spits and mutters a few insults as the hag falls to the ground, before turning to ponder the more shadowy threats. Knowing that if he targets one of those nearby, his protections will no longer work, he decides to go as big as possible. He flies back the way they came, getting as far as he can away and still see those ahead. Then, rod in hand, he stands, slowly starting to glow as if heating up from the inside. OK, single flying move, then readying an action to cast an intensified fireball at either orange or yellow if and when they show their shadowy faces. he will use his rod again to select out all pathfinders and the unconscious lady (his final use for the day)... and if he can, he will totally include the unconscious hag as well or any other shadows that might be still visible. intensified fireball!: 13d6 + 30 ⇒ (4, 5, 5, 5, 5, 4, 4, 1, 3, 3, 4, 6, 2) + 30 = 81 fire damage, DC 22 reflex for half So want to toss the empowered ones... but my selective rod doesn't cover 4th level spells 8( Clearly I need to upgrade!
N Gnome Wizard 10 / Sorcerer 1
Hit and run shadows are the worst!
Guys, don't forget you get AoO's every time these shadows pass by...
The rest of us aren't really in a position to be doing much damage in melee =) Oh and Tess is now one bad die roll from being a shadow, maybe Enora can protection from evil her this round?
N Gnome Wizard 10 / Sorcerer 1
booo to fire immune! Milo growls angrily, as the shadows continue their hit and hide strategy... annoyance further compounded when he realizes the hag's immunities. He ponders for a second, then attempts to blow up two annoying birds with one explosive stone. Readying an action for the red shadow to reappear, then casting an intensified fireball to get both it, and the hag. Will use his rod of selective spell to exclude all allies and the unconscious lady on the floor. SR: 1d20 + 12 ⇒ (16) + 12 = 28 The fireball, he will convert to electrical damage, using his Versatile Evocation ability
N Gnome Wizard 10 / Sorcerer 1
Hmm... didn't want to smack me? Must be pure gnomish charm!
Milo has no weapon in hand, so no AoO's from him. Will use one of my two daily uses of the Explorer faction boon, to add 4 to the roll
N Gnome Wizard 10 / Sorcerer 1
"Lavender prigs is buttons for some sharp." Milo mutters, when he notices the shadows seem to be trying to draw them to the west. "Tryin' to tool us." "On the fly, saddle, or go tail down?" He asks, clearing wanting to give chase, despite the possibility of a trap. He pulls a small metal rod from his belt.
N Gnome Wizard 10 / Sorcerer 1
Hrmmm... always had it in my head that a incorporeal creature couldn't move through more than 5' of solid... but in actuality, it can, as long as its adjacent to the exterior. So it could circle around a room, inside the wall, but not move out of the room, to another, due to wall thickness. Bah, just slows them down a little, not nearly as fun. 8( OK, will just ready an action to magic missile the first shadow that shows its spooky face. Magic Missile: 5d4 + 5 + 4 + 5 ⇒ (3, 3, 2, 1, 2) + 5 + 4 + 5 = 25
N Gnome Wizard 10 / Sorcerer 1
Milo scowls as the shadows move into and out of the walls, then reaches into a pouch, as he flies forward for a better angle. He reaches into a pouch at his waste, as he starts to chant arcane phrases. I'd like to cast a wall of force to block them into a wall. I have 10 10x10 squares to use, but am unsure on the ceiling height here. They won't be able to move through the wall, and can't move more then 5' inside a wall to go around... so seems like it should be viable. Put a little blue line on the map, as to roughly what I had in mind
N Gnome Wizard 10 / Sorcerer 1
Milo will cast Protection from Evil on himself, and take a lesson from Enora, and throw up a Mirror Image as well (rarely ever cast that!) # of images: 1d4 + 3 ⇒ (1) + 3 = 4 "Cold gruel." Milo mutters, as he floats up above the ground, for a better view. Will be 15' up, assuming the ceiling cooperates "These pidges been crapped for truth." He says. "But what beared 'em up?" He mutters a few arcane words, with a dissatisfied frown, and his eyes start to glow slightly, as he looks around. Cast Detect Magic, and glance about for suspicious objects or activity! If needed:
N Gnome Wizard 10 / Sorcerer 1
Do our various fly spells have enough duration left to wait for four minutes of fast healing 1 on Rallas? We have another vent to go up. Milo, still cursing angrily, lands on the ground, using a small wand as he goes, and marches towards the sleeping Morlock caster. As he approaches, a flame once again forms in his hand, and when he reaches the creature, before some even realize what he is doing, he sticks that same hand in the things flace, and does his best to incinerate it. Use wand of recharge innate magic... recast Produce Flame... coup de grace the thing... will take 3 rounds to the finale close ranged touch!: 1d20 + 7 ⇒ (20) + 7 = 27
Hmm... a crit on an automatic crit attack... what a waste! =)
N Gnome Wizard 10 / Sorcerer 1
Rallas, you again forgot the Fortune hex, and that you get to roll twice! Milo's anger is obvious... even if not audible. But despite his obvious rage, the gnomes mind still has some say. He concentrates for a moment, summoning up a small amount of residual magic left over from one of his trips to the Hao Jin tapestry, and tries to use what he can draw up, to overload the morlock's spell. OK, activating the Tanbaru's Respect boon from chronicle 6.21, for a single use spell-like ability to cast dispel magic on himself, and attempt to remove the silence!
He will then move, though where depends on the results of said dispel attempt. (If failure, then somewhere where the morlock casters are silenced too, if success, then over by Tess). Either way, flying upwards out of reach)
N Gnome Wizard 10 / Sorcerer 1
That's fine. Just one of those things people often overlook, so thought I'd mention it. =) Will Save: 1d20 + 8 ⇒ (7) + 8 = 15 (So close! Well, this will suck for me) Milo suddenly finds himself silenced... and doesn't react well.
N Gnome Wizard 10 / Sorcerer 1
Knowledge (dungeon): 1d20 + 12 ⇒ (6) + 12 = 18 (Dangit, hate when I miss the check for resistances/immunities) Milo has no idea what the thing is... but it certainly looked like some sort of ooze... and one that thrived in the cold environment. Before the others can get close enough to make the shot harder, he starts to chant arcane phrases in draconic, his eyes closed... slowly rising higher off the ground as he does so. When he finally opens them, they appear to be lit by fire, and small flames are flickering along his arms. With a final yell, he fans his hands out in front of him, and three scorching hot rays of fire burst from them, all aimed at the oozy creature. Single move upwards to have a clear shot, then casting Scorching Ray, CL11, so 3 rays
Scorching Ray#1 ranged touch: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15, 4d6 + 12 ⇒ (6, 2, 1, 3) + 12 = 24 fire damage.
N Gnome Wizard 10 / Sorcerer 1
Ya, the 'deal bleed damage' seems the sticky point. If its just the original application, then, according to that wording... the morale bonus would only apply for the round in which you trigger it (and possibly any AoO's that trigger after that)... since something that lasts 1 round ends at the beginning of your next turn. (So if you hit on your first attack, any following attacks get the bonus... if you miss the 1st, but hit the 2nd, then it will apply to any 3rd or or more... if you don't hit til your last attack, it does nothing (except on any AoO's that come up before your next turn), etc.) If 'deal bleed damage' means each round the bleed damage happens... then it would apply forever... So the first interpretation seems more likely. But again, then it would only apply on the turn you 'dealt' it. /shrug
N Gnome Wizard 10 / Sorcerer 1
Oh, and I realize I've been tossing around the big blasts...
Don't want to steal combat fun from everyone, but let me know if you want me to ease back a bit, more than happy too... just figured as the only one actually in tier, I'd improve the odds when I can... just hard to tell if its needed or not.
N Gnome Wizard 10 / Sorcerer 1
Seeing things mostly in hand, and properly torched, Milo floats up a bit higher, so that Tess is not blocking his line, and flings the fire in his hand at the nearer morlock. Produce Flame, cast earlier. Its going to run out soon anyway! Ranged Touch vs purple, into melee: 1d20 + 7 - 4 ⇒ (15) + 7 - 4 = 18, for 1d6 + 11 ⇒ (4) + 11 = 15 fire damage. The flame does not reform. Unsure how high, or low, I need to be to avoid cover penalties from Tess, but that's my goal... whichever way I have to fly
N Gnome Wizard 10 / Sorcerer 1
bleed damage happens on the victims turn, not the attackers. So if you ht it for x damage, and y bleed, it will take the x damage now... and the y bleed damage when its turn comes up. But once y is determined (ie: if its 1d4, after your roll it) it stays at that amount until it ends, is cured, or a larger amount supersedes it. Pretty sure you don't roll each round. That's all I know about bleed.=)
N Gnome Wizard 10 / Sorcerer 1
Gah! Evil module designers! I saw all those high rolls and cringed... then remembered the DC... so not bad I suppose.
As the steam and fire clear, Milo growls "Prigs." As he spits on the ground. A small bit of steam rises where the spittle lands.
N Gnome Wizard 10 / Sorcerer 1
Milo scowls slightly... something seemed 'off'. Things were on fire... and he wasn't involved at all! He was ready to toss the flame still burning in his hand... but it just didn't seem enough anymore. He starts to curse, starting off in common, then shifting into orcish as the words get more obscene as his anger grows. After a moment the orcish curses turn to arcane phrases in draconic, and those near the shaft feel the temperature take a notable shift upwards. Suddenly Milo appears, his invisibility dropping, as a small bead of flame lances out from the fire still burning in his hand, across the cavern, to explode in another massive conflagration. Not quite as intense as the one outside... but still a little unnerving in such an enclosed space. Worse yet, the flames completely engulf Rallas as well! Casting an intensified fireball, using his metamagic rod of selective spell, to exclude Rallas.
A moment later, the flames clear, replaced by steam from melting ice and snow... and Rallas, completely untouched by all of it. intensified fireball: 13d6 + 30 ⇒ (2, 3, 3, 6, 2, 6, 6, 5, 6, 3, 5, 5, 3) + 30 = 85 fire damage. DC 22 reflex for half. They wouldn't put two encounters in a row with enemies with evasion, would they?
N Gnome Wizard 10 / Sorcerer 1
I am confused about where things are.
I know the morlocks can swarm, but one is 5' up, and the other is at ground level... and Rallas is 5' as well? That doesn't track! Can someone clarify where things are there, before I torch the wrong thing? =)
N Gnome Wizard 10 / Sorcerer 1
Reflex: 1d20 + 7 ⇒ (2) + 7 = 9 4 temp hp's gone Milo gets positively livid at the mere suggestion he get 'carried' up the tunnel. After a suitable amount of cussing and inappropriate commentary, he says a few arcane words, and is flying once again, himself. Will use my Arcane Bond to recast Overland Flight on myself. When Ghukar mentions there might be enemy above them, the small gnome frowns, then removes a metal rod from his belt, then casts a quick illusion and disappears from sight. Taking out a metamagic rod (not using it, just want it ready, in case) then casting Vanish, before we move up past the ledge in question... well unless we're bypassing it entirely... though not a big fan of leaving an enemy behind us.
|
