Grand Necromancer

Nic.'s page

297 posts. Alias of Eben al'Jol.


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HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

Nic grins uncomfortably at the merriment, nodding his head at mentions of food and fun. "Yes. Yes. Drinks on me. Expensive ones."

He cocks his head to the side, "Does that mean I get to choose the drinks?"

GG, folks.


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

Hey, congrats, everyone. Jobs well-done all around.


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

And just to review, we're supposed to toss the tears in the volcano, correct? IF so (and since it's in Nic's pack), I'm happy to do it. I just want to make sure I'm not dooming us all before I do it. :)


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

Nic looks around for a few seconds, then shrugs and goes to open the door. (Using the key if necessary.)


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

Nic points at the key and the door, "Farther down the rabbit hole?"

He takes a few steps back, giving the tougher group members the opportunity to be the door-breachers... but not before he bathes the door in Detect magic.

If the door presents as magical.
Spellcraft: 1d20 + 8 ⇒ (3) + 8 = 11 (-4 if Know: Arcana is more appropriate, I always get those confused)


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

I guess I assumed the Large size of the items would be prohibitive to pretty much everyone... though I guess Nightsong (as the only large party-member) could wear it. I'm fine either way.

And I'm ready to push on, as well... I mean, assuming Lacsar can survive that hangnail.


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

Sound off for healing, folks, cause we're moving on as quickly as possible.

Wrap the gear in the cloak (unless someone wants the ring) and tie it to Nightsong?


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

Agreed.

When Allemara looks fully patched up, Nic looks down at his smoking wand. "Huh... all burned out."

He slips it into his backpack as he looks for other injured teammates.

Who else has a Wand of CLW? Tick can also put it to good use, and I'm guessing we don't want to dawdle.


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

Nic watches the downed fire-woman warily as he floats over to Big Al, drawing out the wand and putting it to good use.

Take as many ClW charges as you need to get back to full. Everyone should do it before we move on, actually.


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

Dorian's right (link). Awesome! It's Resist Fire 20 because of Nic's caster level. :D
Sorry for the confusion, everyone. My bad. My bad.

Also, I didn't realize that con attack was against Nic.
Fort save DC 20: 1d20 + 7 ⇒ (15) + 7 = 22


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

Nic should be before Big Al, so let's have this happen before her charge, if possible.

Nic catches Big Al's look, nodding as he calls forth the inky maggots, who slip instantaneously thorughthe intervening space and attach themselves to the halfling's bleeding form. They slip and slither under her armor, feeding on her wounds... both physical and emotional. Their hunger, gibbering, alien voices pierce her mind, leaving her body feeling better but her mind feeling filthy and intruded.

He begins a tight circular airborne patrol.

Cast Mythic Cure Seriosu Wounds on Big Al . (-1 MP)
HP Healing: 6d8 + 14 ⇒ (4, 8, 2, 8, 2, 4) + 14 = 42
Additionaly, it cures 3 points of Con damage, if you've taken any.
Then move action up, left, and left to maintain altitude (ending just northwest of Lacsar and still 30 feet up)


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

Resist Energy is 10 under Nic's casting. Does that change your status, Lacsar? And Big Al, id you make your save versus the con damage? Are you still in the saddle?
.
Let me know so I can make good use of my actions.


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13
motteditor wrote:
Epicly sad! I

Well, that all depends on which end of the arrow you're on. :)


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

Let us know if invisibility purge worked, Mott... both our damage dealers are waiting on that information to act. :)


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

Hmmm… tricky. Spell Resistance or Mythic abiity/spell?
I think I agree with Dorian, though, either way.

Nic rises into the air on suddenly-sprouted inky wings as his mouth twists in a mischievous smile. He calls out to the room in his dark tongue before barking out a few dark syllables and making a slowly-expanding gesture with two outward-facing palms. Everyone feels a tingle run across their skin as a nearly-trasparent membrane of dark energy ripples outward throughout the room.

Abyssal:
”Hiding is the darkness’s trick, b!tch. Fire can't hide in the dark!”

Use Inspired Spell (1MP) to cast Invisibility Purge (45’ radius sphere that stays centered on Nic — 9 minutes)
Then swift for Wings of Darkness. Then fly up to a 30 feet elevation. This should put nearly all of the room within the radius of the Invisibility Purge.


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

Love to know if Glitterdust works before I take my actions.


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

That puts the big bad up, no?

We gots to get to the business of roasting this marshmallow!


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

Eesh. 87 damage?! That's why we pay you the big bucks, Big Al.


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

Your call, Dorian. It'd be a shame for one of us to miss the fight over something like this. I realize it's a hot-button issue for you, though, so you make the call.

I've reached out to Lacsar's player. I'm playing in a game he's GM'ing, and he put up a post in that game's discussion thread indicating things were crazy for him right now. I'll see if he's going to be able to post soon-ish for this fight.


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

Lol. Per mott's last post, yes she does. ;P


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

Everyone feels the now-familiar rush of Nic’s emotional push on their minds. Nic’s shouts fill the chamber as he moves to Lacsar’s right.

Celestial:
”Let’s light her up!”

Cast Good Hope on everyone on the team, then move to the square to he right of Lacsar on the map.


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

Nic cocks his head as he listens, "And that's you?"

Knowledge: Planes: 1d20 + 10 ⇒ (3) + 10 = 13
I'd like to identify what she is, and—if possible—learn what her combat strengths and weaknesses are.


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

I can spend 1 MP to get Resist Energy up on all of us for 10 minutes. I hate to be too free with my MP's when we don't know what we face, but would people prefer I cast it now (preemptively)?
.
Then again, we may be able to make a good deal of head-way in 10 minutes.


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

Yah! Congrats, man.


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

An Enlarged, Ant Hauled Lacsar has the following loads: Light 456; Medium 918; Heavy 1380.
.
(Generously) assuming Dorian and Nic are 200lbs each, and that Big Al and Tick are under 75 lbs each, Lacsar can easily carry all of them at a light or medium load. Nightsong likely weighs 1,000 - 1,300 lbs (roughly the weight of a number of breeds of horses), she’s a problem.
.
So with 4 MP’s, Dorian could hit Lacsar with Enlarge, Ant Haul, and Fly; then hit Nightsong with Fly.

Alternately, (and I can’t believe i’m only now thinking of this), Dorian could spend 2 MP’s to his Nightsong with Ant Haul and Fly. We all tie on and let her fly us all up through the ash… all of us dangling like choking rag-dolls as we try to hold our breaths long enough.

Nic quickly throws out a seemingly-laughable plan involving a few of the magical tricks he's heard of mages using. he only slips into Celestial twice in the entire quick plan explanation, already pulling out a length of rope from his backpack.

"I say we have our girl Nightsong fly us up there." He smiles a crooked smile, apparently excited with the prospect of being towed by a flying horse-sized wolf.


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

Since we need to get something going... could "Aunt Haul + Enlarge Person + Fly + tying us all on like baggage" on our strongest team member create a troop transport for us all? That's 3 MP from Dorian (unless he's got one or more of those prepped) and we might get us all through the ash fog in one held breath.


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

I can't come up with anything that'll get us all through. Sorry. I was looking at the wind spells, but they don't look like they'll be all that much help, and they're not available to Nic.

Can anyone think of a way to create pockets of protection? Then we could tie everyone together, then have the lead person go from pocket to pocket, with all of us holding our breaths until we reach the next pocket.
.
... best I got.


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

So sorry for the sudden drop-off in posting. Holidays came harder/faster than I expected.

Happy Holidays, everyone!


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

13 Saves:
1d20 + 7 ⇒ (11) + 7 = 18; success
1d20 + 7 ⇒ (14) + 7 = 21; success
1d20 + 7 + 1d6 ⇒ (4) + 7 + (3) = 14; fail (surge): 6d6 ⇒ (5, 4, 5, 2, 2, 3) = 21
1d20 + 7 ⇒ (9) + 7 = 16; success
1d20 + 7 ⇒ (9) + 7 = 16; success
1d20 + 7 ⇒ (18) + 7 = 25; success
1d20 + 7 + 1d6 ⇒ (5) + 7 + (5) = 17; success (surge)
1d20 + 7 ⇒ (9) + 7 = 16; success
1d20 + 7 + 1d6 ⇒ (3) + 7 + (5) = 15; success (surge)
1d20 + 7 ⇒ (14) + 7 = 21; success
1d20 + 7 ⇒ (3) + 7 = 10; fail: 6d6 ⇒ (3, 6, 1, 5, 5, 5) = 25
1d20 + 7 ⇒ (14) + 7 = 21; success
1d20 + 7 ⇒ (11) + 7 = 18; success

Total Damage = 46; 3 surges used.

Nic reaches the top bruised and cut to ribbons, but he reaches the top. He immediately tries to decide if there's time to patch up before they head further up-mountain.

If we have time...
Wand of CLW x5 charges: 24 + 5d8 + 5 ⇒ 24 + (3, 5, 8, 8, 7) + 5 = 60
Otherwise, he's at 24 hp.


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

1d20 + 7 ⇒ (9) + 7 = 16

Nic sidesteps, gives a Whoop of excitement, then trudges on.


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

I think Mott is suggesting we stand on our mounts to save ourselves. :D


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

My apologies once again for slow or lack of posting. It’s not intentional; just busy these days.
.
Here’s my (late) reflex save:
Reflex DC 13: 1d20 + 7 ⇒ (17) + 7 = 24; success.

Nic had become progressively quieter on the return voyage… or maybe overly distracted. And it continued as they moved towards the volcano and began thier ascent. (just flavoring my absence, nothing big)

The on-rushing wave of ash snaps him out of it quickly enough, though, and he squats low in a long-legged, prepared stance. It’s like looking at a daddy long-legged bending down.

”I don’t have any tricks like that.” he shrugs as he watches the onrushing wall, ”I have my usual tricks. That’s about it.”

Unless someone knows a trick that I’m not seeing, the best I could do is give myself some flight and give the group Good Hope to try to shrug off whatever effects this thing brings on us.
.
So unless I hear otherwise, Nic will use Good Hope and Wings of Darkness as it gets closer.


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

Nic's disembodied, dark words seem to come from the area north of the group.

Abyssal:
"How smart are these things and what do they eat?"

Delay until I get an answer to my question (or until just before the plants's turn, if no one answers)


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

Concentration DC 24: 1d20 + 21 ⇒ (12) + 21 = 33

Nic responds to Dorian's words the same way he had to all of the mage's recent attempts at friendly conversation... He ignored them.

With a muttered arcane word, Nic slips free of the vines' grasp. With a few more barked words, he disappears, invisibly skirting the threats as he watches how the team fares in their own actions.

Defensively cast Invisibility on himself, then move either 30 feet north or south (whichever direction we're heading), but far enough to clear their reach.


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

If the grab attempt is an indicator of the plant's CMB (+7), it's an auto-pass for Nic's concentration check. (he has a +21 mod)


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

No, I didn't think about us being flat- footed. So I guess we need to disregard that action.

EDIT: it can be used as my first action on Nic's turn. So I'll do that. And I'd still like to know if its successful before picking the rest of my actions.


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

Immediate action triggered when Nic was grabbed:
Liberating Command on himself for a free escape artist check with a +14 bonus; also using Surge for an additional 1d6.
Escape Artist: 1d20 + 19 + 1d6 ⇒ (5) + 19 + (6) = 30

Let me know if that frees Nic.


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

Anyone else? Also, it's evening. We resting or moving on?


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

When Allemara comes to, Nic grins at her. "There it is," he says quietly as he slowly stands up, seemingly unaware of how covered in dino-guts he is. When he reaches his full height, he sways a bit before steadying himself.

"No. No. No," he says to the air in front of his face. "He didn't have anything to do with it. I don't know." He shrugs, whether to the group or to his invisible conversation partner is anyone's guess. "Though that took more than I expected, but I've got some kick left in me today if we need to continue."


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

Also, this may be a dumb question, but does Relentless Healing actually use up the spell/ability used to heal the target? Or is the Mythic cost all that is required? Basically, did Nic just use up a slot for Cure Serious Wounds or not?


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

”HAAAAAAAA!” Nic yells when Lacsar brings the creature down. It’s a roar half of victory and half of desperation. He spins a 180 turn from his intended retreating flight path and dives on the huge lizard… slamming to a stop against its belly and slamming two beams of black fire into its gut, cutting and searing flesh as he burrows to its stomach.

”HOLD ON, ALLEMARA!” he screams as the smell of burnt animal fills the air, guts exploding from the gaping wound and covering the tall Samsaran. At the first sight of anything that could be the halfling, he reaches frantically with his mind into the depths of the small black stone, holding to a desperate hope that the stone can keep his teammate alive.

Fly back to melee. Hit it with a Scorching Ray in the abdomen to expose its stomach, then use Relentless Healing (1 MP) as a free action to hit Big Al with a Mythic Cure Serious Wounds (1 MP). All this is doable in one round.
Mythic Cure Serous Wounds: 6d8 + 14 ⇒ (6, 5, 1, 5, 5, 6) + 14 = 42

Hey! 42 brings her back to 0! BOOYAH, DEATH! WHERE IS YOUR STING?!


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

Big Al, you interested in continuing with us? Mott will let me try to save you if you're up for it. Or are you wanting to let the death stand?


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

I'm assuming we're too late to save Big Al?


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

no problem. We will persevere. Big Al will be avenged!


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

Well, I don't know that I'm wanting to play two characters. Its why I mentioned Nic taking a dirt nap. I don't want to play Nic and a martial. More one or the other, and this group needs another damage dealer.

How about a falcata-wielding tiefling fighter/barb? >:D


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13
Nic. wrote:
Relentless Healing is only available for a round after Bug Al dies.

That's right, i called her Bug Al. Anyone else got any tactical thoughts here?


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

Oof.. certainly not trying to push you out. I'm used to (and generally enjoy more) martial characters. So when i realized that the loss of Big Al created a weakness in our team, I failed my will save and pounced.

Please don't think i meant to edge you out of the group.


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

Can I suggest we adopt a more 'look before we leap' mentality moving forward?

Though down to only Lacsar for damage, our offense just took a big hit.

That offer to bring in a barbarian champion is still on the table. :D


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

Relentless Healing is only available for a round after Bug Al dies. So we'd have to come up with a way to tear through over 100 hit points through DR 10/epic in that time. Given that one of our two damage dealers just got swallowed, I'm not sure how we'd do that.

I could likely take it down by flying and sniping with magic, but that'll take a while... and that won't help Big Al or the rest of you. So, bail, I guess, unless someone has some burst damage they've been holding back on.


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

If Big Al dies inside the t-rex's belly, can Nic use Relentless Healing to hit her with a Mythic Cure Serious Wounds? Or does he need line of sight? I mean, how would he even know if she died if he can't see her?

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