Ironfang Grenadier

Ozzie Eighteen's page

110 posts. Organized Play character for loganic.


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Dark Archive

Conscript//Scholar//Witch(sphere) 11 | HP 132/132 Temp HP 156 minus 79 | AC 27 Tch 26 FF 14 | Fort 17 Ref 17 Will 18 *Best of 2 | Init +9 | Perc +21 | SR 21, ER 30 (A, C, E, F, S), Spell Disruption 50%, Concealment 50%

"Regroup, Divide, Conquer"
Ozzie flipped a canister of his soap bomb, give it a quick shake and tossed it behind Nephre. Rapidly expanding warm foam erupted once more and filled the area.

It didn't seem like the statue was going to succumb that easily, and the poison wasn't going to last long "Lehk You still fighting that thing? If you got a free hand, make a line towards us, pretty please"

Actions/tracking:
Move action draw
Standard throw Instant Foam
Zero stasis 1
Poisoned arrows 22
Oil of Sneezing Powder 9 rounds

Ozzie chooses to fail his save, and stays in place. People in stasis don't get a save. Lehk doesn't have anywhere to be pushed to. Guessing the shield protects the gold statue. Only the construct is then affected

Construct gets a DC 22 Reflex check to be moved the 5' outside the foam area. If it fails or chooses to fail, it says in place

Foam Info:
The foam squared are consider solid squares. A creature may attempt to move through the foam during their turn, requiring a successful break attempt (DC 24 Strength) for every 5 feet they pass through. On a failed break attempt they can no longer move through the foam and their movement ends. Each 5’ cube has 30hp, Dissipates after 5 minutes. Solid squares block LOS and LOE.

Nephre 8
Round 4
Koro 43
Unknown 29
Golden Defender 28
Lehkazeran 22
Dymer 20.18
Priest 20.11
Ozzie 13

Dark Archive

Conscript//Scholar//Witch(sphere) 11 | HP 132/132 Temp HP 156 minus 79 | AC 27 Tch 26 FF 14 | Fort 17 Ref 17 Will 18 *Best of 2 | Init +9 | Perc +21 | SR 21, ER 30 (A, C, E, F, S), Spell Disruption 50%, Concealment 50%

Will Save vs Glitterdust: 2d20 + 18 - 10 ⇒ (19, 10) + 18 - 10 = 37

Dark Archive

Conscript//Scholar//Witch(sphere) 11 | HP 132/132 Temp HP 156 minus 79 | AC 27 Tch 26 FF 14 | Fort 17 Ref 17 Will 18 *Best of 2 | Init +9 | Perc +21 | SR 21, ER 30 (A, C, E, F, S), Spell Disruption 50%, Concealment 50%

Zero's Will Save: 1d20 + 9 ⇒ (13) + 9 = 22 1
Zero's Will Save: 1d20 + 11 ⇒ (19) + 11 = 30 2
Zero's Will Save: 1d20 + 13 ⇒ (19) + 13 = 32 3
Zero is useless for two more turns. Zero is my shadow cat.

Standard Action Barrage
Move Action, hide in plain sight

Attack:
Attack vs Golden Statue, poison arrow: 1d20 + 26 - 2 - 2 + 1 ⇒ (4) + 26 - 2 - 2 + 1 = 27 -2 barrage, -2 not invis, +1 within 30'
Damage: 4d6 ⇒ (6, 5, 2, 5) = 18 (B)
Flashbang Damage: 1d8 ⇒ 4 (B,S,P)
VS touch
DC 30 Fort poison, on fail -2 penalty on attack rolls, saving throws, skill checks, and ability checks until washed off. Does not stack with itself.
DC 24 Fort Poison, on fail sickened for 1 minute (–2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.) Nerve Venom, if target fails another save while already poisoned with this poison, target is nauseated instead.

Attack vs Golden Statue, poison arrow: 1d20 + 26 - 2 - 2 + 1 ⇒ (4) + 26 - 2 - 2 + 1 = 27
Damage: 4d6 ⇒ (1, 3, 6, 1) = 11 (B)

VS touch
DC 30 Fort poison, on fail -2 penalty on attack rolls, saving throws, skill checks, and ability checks until washed off. Does not stack with itself.
DC 24 Fort Poison, on fail 10% spell failure. This spell failure applies to all spells, spell-like, supernatural, and spherecasting abilities that the creature possesses. Witchbane, if target fails another save while already poisoned with this poison, spell failure increases to 20%, 50%

All poisons crafted bypasses the normal poison immunity/resistances and Fort immunity by constructs, undead, and TBD.
Assuming it is a construct and shares construct immunities, Otherwise this also applies. DC 24 Fort vs blind+deafened 1d4+1 rounds

Tracker:
Zero stasis 2
Poisoned arrows 24
Oil of Sneezing Powder 10 rounds

Assuming that's probably a hit
Ozzie fired a couple of oddly shaped arrows, at the golden statue in the middle. They exploded with flash and pizzazz, leaving gooey gel, and small neon puff in their wake, crackling.
Stepping to the side, the goblin's tiny figure and chameleon skin seem to disappear into the background.

Stealth: 1d20 + 46 ⇒ (19) + 46 = 65 -20 if we're bright light. Creatures using unusual forms of sensory perception such as blindsight, greensight, or tremorsense still must make a Perception check as normal to detect Ozzie.

Nephre 8
Koro 43
Golden Defender 28
Lehkazeran 22
Dymer 20
Ozzie 13

Dark Archive

Conscript//Scholar//Witch(sphere) 11 | HP 132/132 Temp HP 156 minus 79 | AC 27 Tch 26 FF 14 | Fort 17 Ref 17 Will 18 *Best of 2 | Init +9 | Perc +21 | SR 21, ER 30 (A, C, E, F, S), Spell Disruption 50%, Concealment 50%

Will Save vs mental block type effect and status, take 2: 2d20 + 18 - 13 ⇒ (13, 17) + 18 - 13 = 35
Another 30 damage
Apparently being the sole target of attention wasn't always fun. Mental energy attacked his mind and drained some of his energy. It could have been worse ...

Dark Archive

Conscript//Scholar//Witch(sphere) 11 | HP 132/132 Temp HP 156 minus 79 | AC 27 Tch 26 FF 14 | Fort 17 Ref 17 Will 18 *Best of 2 | Init +9 | Perc +21 | SR 21, ER 30 (A, C, E, F, S), Spell Disruption 50%, Concealment 50%

Will: 2d20 + 18 - 10 ⇒ (16, 10) + 18 - 10 = 34
The dispelling wave revealed the invisible goblin. He almost seemed surprised by it, not looking up fast enough to duck out of the way of the negative energy. Against, his prepared defenses defenses, helped keep his resolve from wavering. Pretending to dust off any shade they threw, he grinned at the newcomer.

Another 17 damage

Lehkazeran 22
Dymer 20
Ozzie 13
Nephre 8
Koro 43
Golden Defender 28

Dark Archive

Conscript//Scholar//Witch(sphere) 11 | HP 132/132 Temp HP 156 minus 79 | AC 27 Tch 26 FF 14 | Fort 17 Ref 17 Will 18 *Best of 2 | Init +9 | Perc +21 | SR 21, ER 30 (A, C, E, F, S), Spell Disruption 50%, Concealment 50%

Will vs Damage: 2d20 + 18 - 10 ⇒ (12, 10) + 18 - 10 = 30
Will vs Status: 2d20 + 18 - 2 ⇒ (2, 20) + 18 - 2 = 38
32 damage taken, and fatigued 1
Waves of energy crash into the small invisible goblin. His fortified mind and body drop the effect considerably, but still leave him breathing hard.

Dark Archive

Conscript//Scholar//Witch(sphere) 11 | HP 132/132 Temp HP 156 minus 79 | AC 27 Tch 26 FF 14 | Fort 17 Ref 17 Will 18 *Best of 2 | Init +9 | Perc +21 | SR 21, ER 30 (A, C, E, F, S), Spell Disruption 50%, Concealment 50%

Save for Ozzie's shadow
Will: 1d20 + 7 ⇒ (4) + 7 = 11

Dark Archive

Conscript//Scholar//Witch(sphere) 11 | HP 132/132 Temp HP 156 minus 79 | AC 27 Tch 26 FF 14 | Fort 17 Ref 17 Will 18 *Best of 2 | Init +9 | Perc +21 | SR 21, ER 30 (A, C, E, F, S), Spell Disruption 50%, Concealment 50%

Will: 1d20 + 18 ⇒ (19) + 18 = 37

Dark Archive

Conscript//Scholar//Witch(sphere) 11 | HP 132/132 Temp HP 156 minus 79 | AC 27 Tch 26 FF 14 | Fort 17 Ref 17 Will 18 *Best of 2 | Init +9 | Perc +21 | SR 21, ER 30 (A, C, E, F, S), Spell Disruption 50%, Concealment 50%

Initiative: 1d20 + 9 ⇒ (4) + 9 = 13
"I'm guess you're banned from the nice things store Nephre?
By banned, I really mean, they pack up and go running."

Dark Archive

Conscript//Scholar//Witch(sphere) 11 | HP 132/132 Temp HP 156 minus 79 | AC 27 Tch 26 FF 14 | Fort 17 Ref 17 Will 18 *Best of 2 | Init +9 | Perc +21 | SR 21, ER 30 (A, C, E, F, S), Spell Disruption 50%, Concealment 50%

Ozzie sighs and applies some poisons to his bowstring, and arrows. "So much for renovations ..."

Dark Archive

Conscript//Scholar//Witch(sphere) 11 | HP 132/132 Temp HP 156 minus 79 | AC 27 Tch 26 FF 14 | Fort 17 Ref 17 Will 18 *Best of 2 | Init +9 | Perc +21 | SR 21, ER 30 (A, C, E, F, S), Spell Disruption 50%, Concealment 50%

Knowledge Engineering: 1d20 + 33 ⇒ (20) + 33 = 53 guessing to what commands might be associated with an automated curator

Dark Archive

Conscript//Scholar//Witch(sphere) 11 | HP 132/132 Temp HP 156 minus 79 | AC 27 Tch 26 FF 14 | Fort 17 Ref 17 Will 18 *Best of 2 | Init +9 | Perc +21 | SR 21, ER 30 (A, C, E, F, S), Spell Disruption 50%, Concealment 50%

The group seemed to shuffle in carefully. Ozzie discretely dropped the invisibility and stepped out from behind Koro.

"Oy curator. Your, uh downstairs systems seem too damaged to be able to register us. You got a way of putting us down as temporary guests, and explaining the rules and amenities? At the very least, you got any contingencies for catastrophic damage?"

Dark Archive

Conscript//Scholar//Witch(sphere) 11 | HP 132/132 Temp HP 156 minus 79 | AC 27 Tch 26 FF 14 | Fort 17 Ref 17 Will 18 *Best of 2 | Init +9 | Perc +21 | SR 21, ER 30 (A, C, E, F, S), Spell Disruption 50%, Concealment 50%

"When I get some more magic juice, I'll see if I can think of something. Before we get out of here, I'll have to make another one of my Bubble Bath Bombs."

Dark Archive

Conscript//Scholar//Witch(sphere) 11 | HP 132/132 Temp HP 156 minus 79 | AC 27 Tch 26 FF 14 | Fort 17 Ref 17 Will 18 *Best of 2 | Init +9 | Perc +21 | SR 21, ER 30 (A, C, E, F, S), Spell Disruption 50%, Concealment 50%

"Would you like to clue us in, whether we should keep a few candies or pieces of jerky to spare. Maybe Koro can sing a lullaby?"

Dark Archive

Conscript//Scholar//Witch(sphere) 11 | HP 132/132 Temp HP 156 minus 79 | AC 27 Tch 26 FF 14 | Fort 17 Ref 17 Will 18 *Best of 2 | Init +9 | Perc +21 | SR 21, ER 30 (A, C, E, F, S), Spell Disruption 50%, Concealment 50%

"Guess we're not gonna talk about it? Fine"
Ozzie head up with the group, giving Nephre a wide berth.

Dark Archive

Conscript//Scholar//Witch(sphere) 11 | HP 132/132 Temp HP 156 minus 79 | AC 27 Tch 26 FF 14 | Fort 17 Ref 17 Will 18 *Best of 2 | Init +9 | Perc +21 | SR 21, ER 30 (A, C, E, F, S), Spell Disruption 50%, Concealment 50%

"One of you going to risk flipping a switch with her in the way?"

Dark Archive

Conscript//Scholar//Witch(sphere) 11 | HP 132/132 Temp HP 156 minus 79 | AC 27 Tch 26 FF 14 | Fort 17 Ref 17 Will 18 *Best of 2 | Init +9 | Perc +21 | SR 21, ER 30 (A, C, E, F, S), Spell Disruption 50%, Concealment 50%

Ozzie peeked back into the room, still unclear whether the danger was truly over.
"Someone mind explaining what happened?"

Dark Archive

Conscript//Scholar//Witch(sphere) 11 | HP 132/132 Temp HP 156 minus 79 | AC 27 Tch 26 FF 14 | Fort 17 Ref 17 Will 18 *Best of 2 | Init +9 | Perc +21 | SR 21, ER 30 (A, C, E, F, S), Spell Disruption 50%, Concealment 50%

Ozzie follows closely behind Lehk, along the wall

Double move/stealth
Stealth: 1d20 + 26 + 20 + 20 - 5 ⇒ (6) + 26 + 20 + 20 - 5 = 67

Dark Archive

Conscript//Scholar//Witch(sphere) 11 | HP 132/132 Temp HP 156 minus 79 | AC 27 Tch 26 FF 14 | Fort 17 Ref 17 Will 18 *Best of 2 | Init +9 | Perc +21 | SR 21, ER 30 (A, C, E, F, S), Spell Disruption 50%, Concealment 50%

Init:
Koro 37
Dymer 21
Lehk 18
Ozzie 13
Nephre 7

Dark Archive

Conscript//Scholar//Witch(sphere) 11 | HP 132/132 Temp HP 156 minus 79 | AC 27 Tch 26 FF 14 | Fort 17 Ref 17 Will 18 *Best of 2 | Init +9 | Perc +21 | SR 21, ER 30 (A, C, E, F, S), Spell Disruption 50%, Concealment 50%

Happy to hear Dymer's mental activity he poisoned a couple more arrows.
Ready an attack if I see a hostile creature

"If you giver her less targets, you she might implode without an opponent. Try circling around the edges. Come back towards the entrance."

Dark Archive

Conscript//Scholar//Witch(sphere) 11 | HP 132/132 Temp HP 156 minus 79 | AC 27 Tch 26 FF 14 | Fort 17 Ref 17 Will 18 *Best of 2 | Init +9 | Perc +21 | SR 21, ER 30 (A, C, E, F, S), Spell Disruption 50%, Concealment 50%

Ozzie shrugged as he pulled his bath bomb. He'd given them fair warning.
Pulling out a pair of rods he pointed them and thought of his brother.
Comfortable with the answer, he pulled out another canister, shook it and tossed it next to Nephre.

Foam quickly erupted from it, in incredible volumes, rising to the cieling, washing people away.

DC 22 Reflex check Nephre. If you succeed, you've successfully managed to ride the wave and get pushed as far as you can be from the center (blue) square)

Dymer:
You auto succeed. You also get healed for 153 Hp. Any overheal counts as temporary HP for 10h

The foam squared are consider solid squares. A creature may attempt to move through the foam during their turn, requiring a successful break attempt (DC 24 Strength) for every 5 feet they pass through. Each 5’ cube has 30hp, Dissipates after 5 minutes,

Dark Archive

Conscript//Scholar//Witch(sphere) 11 | HP 132/132 Temp HP 156 minus 79 | AC 27 Tch 26 FF 14 | Fort 17 Ref 17 Will 18 *Best of 2 | Init +9 | Perc +21 | SR 21, ER 30 (A, C, E, F, S), Spell Disruption 50%, Concealment 50%

"Give me some room. Head back. I'll cover our rears."

Koro 37
Dymer 21
Lehk 18
Ozzie 13
Nephre 7

Dark Archive

Conscript//Scholar//Witch(sphere) 11 | HP 132/132 Temp HP 156 minus 79 | AC 27 Tch 26 FF 14 | Fort 17 Ref 17 Will 18 *Best of 2 | Init +9 | Perc +21 | SR 21, ER 30 (A, C, E, F, S), Spell Disruption 50%, Concealment 50%

The gel clearly was never meant to stop a creature this big. When it clearly wasn't working, a second bag came flying *Smush*

Take 2:
Attack 2 vs Nephre: 1d20 + 25 ⇒ (19) + 25 = 44 vs touch and denied dex unless you can see invisible
Cold Damage: 2d8 ⇒ (6, 2) = 8
Another DC 24 Fort save vs the same as before
Action Summary:
Standard Action 1 +2 (Bonus): tossing ammonium Nitrate
Move: Stealth: 1d20 + 66 ⇒ (9) + 66 = 75

Dark Archive

Conscript//Scholar//Witch(sphere) 11 | HP 132/132 Temp HP 156 minus 79 | AC 27 Tch 26 FF 14 | Fort 17 Ref 17 Will 18 *Best of 2 | Init +9 | Perc +21 | SR 21, ER 30 (A, C, E, F, S), Spell Disruption 50%, Concealment 50%

A small burlap pouch went sailing out of nowhere, splashing violently against Nephre's side. It instantly started to spread rime over her skin.

Attack vs Nephre:
Attack vs Nephre: 1d20 + 25 ⇒ (18) + 25 = 43 vs touch and denied dex unless you can see invisible
Cold Damage: 2d8 ⇒ (2, 8) = 10
Nephre needs to make DC 24 Fort save else become trapped in ice and paralyzed
Not finished w/o my turn, but my next move depends on whether this succeeds

Dark Archive

Conscript//Scholar//Witch(sphere) 11 | HP 132/132 Temp HP 156 minus 79 | AC 27 Tch 26 FF 14 | Fort 17 Ref 17 Will 18 *Best of 2 | Init +9 | Perc +21 | SR 21, ER 30 (A, C, E, F, S), Spell Disruption 50%, Concealment 50%

Retconning that I poison an arrow instead of attacking Dymer, because I couldn't have actually saw him

Init:
Koro 37
Dymer 21
Lehk 18
Ozzie 13
Nephre 7

Dark Archive

Conscript//Scholar//Witch(sphere) 11 | HP 132/132 Temp HP 156 minus 79 | AC 27 Tch 26 FF 14 | Fort 17 Ref 17 Will 18 *Best of 2 | Init +9 | Perc +21 | SR 21, ER 30 (A, C, E, F, S), Spell Disruption 50%, Concealment 50%

Ozzie reluctantly shifted his bow away from Koro. It didn't seem likely for Dymer to spout random nonsense. Just to be same, he vanished out of sight nonethless and let out couple arrows fly a few moments later. A binding glue ensnared both, causing an intense itching. A second thump hit Nephre, immediately causing the glue to harden and chill.

Actions:
Free action: No one is considered friendly to see me.
Standard action: Deadly Shot vs Nephre w/Vial Arrow, Itching Powder, + flashbang, Glacial Percussion
Standard action (bonus action): Deadly shot vs Dymer w/Vial Arrow, Itching Powder
Move Action: Hide

Invisible vs everyone atm
Attack vs Nephre:
Attack vs Nephre: 1d20 + 25 ⇒ (15) + 25 = 40 vs touch and denied dex unless you can see invisible
Flashbang Damage: 1d8 ⇒ 6 B/P/S
Cold Damage: 5d6 ⇒ (6, 4, 5, 5, 1) = 21
Nephre needs to make
=DC 30 Fort save= vs
-2 penalty on attack rolls, saving throws, skill checks, and ability checks until washed off.
=DC 24 Fort save= vs being blinded and deafened 1d4 + 1 ⇒ (3) + 1 = 4 rounds and staggered: 1d4 ⇒ 2 rounds
Also you are automatically grappled. You can get free by destroying it hardness 5, hit points 1
Strength break DC 13 (standard action)
Escape Artist or CMB vs CMD 23 (move action)
Attack vs Dymer:
Attack vs Dymer: 1d20 + 25 ⇒ (19) + 25 = 44 vs touch and denied dex unless you can see invisible
Miss chance: 2d100 - 1 ⇒ (1, 68) - 1 = 68 Reroll ftw, I hit
No Damage
Dymer needs to make
=DC 30 Fort save= vs
-2 penalty on attack rolls, saving throws, skill checks, and ability checks until washed off.
Also you are automatically grappled. You can get free by destroying it hardness 5, hit points 1
Strength break DC 13 (standard action)
Escape Artist or CMB vs CMD 23 (move action)

Hide: 1d20 + 66 ⇒ (15) + 66 = 81

Dark Archive

Conscript//Scholar//Witch(sphere) 11 | HP 132/132 Temp HP 156 minus 79 | AC 27 Tch 26 FF 14 | Fort 17 Ref 17 Will 18 *Best of 2 | Init +9 | Perc +21 | SR 21, ER 30 (A, C, E, F, S), Spell Disruption 50%, Concealment 50%

Init: 1d20 + 9 ⇒ (4) + 9 = 13 Surprised!

Dark Archive

Conscript//Scholar//Witch(sphere) 11 | HP 132/132 Temp HP 156 minus 79 | AC 27 Tch 26 FF 14 | Fort 17 Ref 17 Will 18 *Best of 2 | Init +9 | Perc +21 | SR 21, ER 30 (A, C, E, F, S), Spell Disruption 50%, Concealment 50%

Will save: 2d20 - 11 + 18 ⇒ (11, 20) - 11 + 18 = 38
38 Adjusting for a reroll

Dark Archive

Conscript//Scholar//Witch(sphere) 11 | HP 132/132 Temp HP 156 minus 79 | AC 27 Tch 26 FF 14 | Fort 17 Ref 17 Will 18 *Best of 2 | Init +9 | Perc +21 | SR 21, ER 30 (A, C, E, F, S), Spell Disruption 50%, Concealment 50%

"This place is called a museum. I've been wondering what the point of a place like this would be." Ozzie kicked the stone, watching some of it flake while he talked.

"I'm pretty sure this is just the creator's way of showing how amazing he thought he was. It's a sales pitch, from beyond the grave. Ooh I have fireballing floating sneaking creatures that would be perfect for your army," mockingly parroted.

"He just wants someone strong to appreciate and use the weapons to immortalize his name further. Like anything, meat tastes better when you hunt it. Goods are prized more if they cost a fortune. If this ends in some of his designs, at least we know they're not total junk."

Dark Archive

Conscript//Scholar//Witch(sphere) 11 | HP 132/132 Temp HP 156 minus 79 | AC 27 Tch 26 FF 14 | Fort 17 Ref 17 Will 18 *Best of 2 | Init +9 | Perc +21 | SR 21, ER 30 (A, C, E, F, S), Spell Disruption 50%, Concealment 50%

"Your loss about the antidotes. D, want to see what you can see in the next one? Give the black paint a shot before you go"

Ozzie pulled a small glob of blue goo and dabbed a couple line on his own ever so tiny arms and legs.

If anyone retro-es accepting it I'll toss one of these oils in to one person. Consider it a first customer gift.

Additional toys for Dymer:
Black warpaint: for Dymer, +7 competence bonus to Stealth. Lasts 20h

1 dose of Oil of Improved Sneezing Powder, Can be applied to ranged, melee, and thrown weapons. Lasts 11 rounds. Move action to apply. Does not stack with poison applied to weapon.

On hit, 1/round, target must make DC 30 Fort Save or be staggered. Lasts 1d4+1 rounds or until saves. Bypasses Fort immunity, and poison immunity for constructs, and undead.

Dark Archive

Conscript//Scholar//Witch(sphere) 11 | HP 132/132 Temp HP 156 minus 79 | AC 27 Tch 26 FF 14 | Fort 17 Ref 17 Will 18 *Best of 2 | Init +9 | Perc +21 | SR 21, ER 30 (A, C, E, F, S), Spell Disruption 50%, Concealment 50%

One gob-nap later, (like a cat-nap but far better), Ozzie stretched sleepily, beneath a furry blanket made of seeming shadow. It had appeared between soft snores and seemed as substantial as the earlier mist. It dropped and melded into the floor, before seeming to give a soft single purr.

Pulling out a foldable bench, Ozzie got to work using a variation of his earlier alchemical formulae. At one point, he called Dymer over. They conferred a bit, pulling out some of the earlier pieces. At one point Dymer seemed to vanish a moment, and reappear, then So did Ozzie. A few things exchanged hands, before all seemed ready and ripe to continue.

Finally pulling up his back sack on his still tiny frame, Ozzie dropped a little firecracker at his feet. It exploded, clearing any residue of his work, but it seemed it barely touched the goblin's skin.

"If you ladies don't mind, I think I'm all finished. I'm using some live cultures in this batch. I've also got some antidotes, if anyone throws a plat. I don't care.

Appraise: 10 + 34 = 44

Conditional Invis on Dymer and Ozzie:
Assuming consent, Permanent invisibility condition on us. As a free action, 1/round, Ozzie can choose creatures who become immune to this effect, until next changed.
Illusion on Ozzie:
Permanent Blur effect on Ozzi, that also causes Spell Disruption. 50% miss chance for attacks that target me. 50% chance for spells, SLA, SU, and sphere casting that include me as a target or in the target area, have a chance of failing outright. Only applies to initial casting. Countered by True Seeing.
As a free action, 1/round, Ozzie can choose creatures who become immune to this effect, until next changed.
Additional notes:

Shadow Blanket is actually a familiar/companion combo, shadow large cat name Zero. While it hides in my shadow is undetectable, and attached to it. Can be effected by area effects.
Ozzie crafts multiple Alchemical items, using take 10, as noted.

Dark Archive

Conscript//Scholar//Witch(sphere) 11 | HP 132/132 Temp HP 156 minus 79 | AC 27 Tch 26 FF 14 | Fort 17 Ref 17 Will 18 *Best of 2 | Init +9 | Perc +21 | SR 21, ER 30 (A, C, E, F, S), Spell Disruption 50%, Concealment 50%

After Koro picked out the few pieces and declared the all clear. The room continued to stay silent, although the entire complex seemed to carry a faint hum.

Wasting no time, Ozzie pulled out an eye mask and propped up his pack as a makeshift pillow. Coming back over towards Dymer, he gave one more look around "I'm grabbing some shut eye. After I clear my head a bit, let's look at those together."

Returning and giving his gear a finally fluffing, the goblin conked out within a few heartbeats.

Dark Archive

Conscript//Scholar//Witch(sphere) 11 | HP 132/132 Temp HP 156 minus 79 | AC 27 Tch 26 FF 14 | Fort 17 Ref 17 Will 18 *Best of 2 | Init +9 | Perc +21 | SR 21, ER 30 (A, C, E, F, S), Spell Disruption 50%, Concealment 50%

Perception: 1d20 + 16 ⇒ (12) + 16 = 28

Dark Archive

Conscript//Scholar//Witch(sphere) 11 | HP 132/132 Temp HP 156 minus 79 | AC 27 Tch 26 FF 14 | Fort 17 Ref 17 Will 18 *Best of 2 | Init +9 | Perc +21 | SR 21, ER 30 (A, C, E, F, S), Spell Disruption 50%, Concealment 50%

Dymer had seemed to relax. Nothing else immediate emerged from the shadows. Ozzie coughed, grumbled
"The bonkers owner is two cogs short of a gnomish blender, and not the fun kind. The shells on these automatons is thicker than me. Front to back. I'm half tempted to spend a few hours brewing something would fizzle some of their circuits.

How're you all faring? "

Dark Archive

Conscript//Scholar//Witch(sphere) 11 | HP 132/132 Temp HP 156 minus 79 | AC 27 Tch 26 FF 14 | Fort 17 Ref 17 Will 18 *Best of 2 | Init +9 | Perc +21 | SR 21, ER 30 (A, C, E, F, S), Spell Disruption 50%, Concealment 50%

"You see any others Koro?"

Dark Archive

Conscript//Scholar//Witch(sphere) 11 | HP 132/132 Temp HP 156 minus 79 | AC 27 Tch 26 FF 14 | Fort 17 Ref 17 Will 18 *Best of 2 | Init +9 | Perc +21 | SR 21, ER 30 (A, C, E, F, S), Spell Disruption 50%, Concealment 50%

(happens after Koro's turn.
The invisibility was getting annoying. Following Koro's directions to their location. Ozzie conjured a small explosion of sparkles between them.

Cast Glitterdust between the two remaining efreeti. It effectively nulls their invis, and they need to make DC 20 Will vs blind, assuming it matters

Dark Archive

Conscript//Scholar//Witch(sphere) 11 | HP 132/132 Temp HP 156 minus 79 | AC 27 Tch 26 FF 14 | Fort 17 Ref 17 Will 18 *Best of 2 | Init +9 | Perc +21 | SR 21, ER 30 (A, C, E, F, S), Spell Disruption 50%, Concealment 50%

Ozzie, hiding behind corner, sipped the bottle he was holding, swished it around and spat it back. Stowing it, he took aim with his bolt.

Actions:
Move Action: Drink Potion of Protection from Energy
Free action:spit
Move action: Stow it

Dark Archive

Conscript//Scholar//Witch(sphere) 11 | HP 132/132 Temp HP 156 minus 79 | AC 27 Tch 26 FF 14 | Fort 17 Ref 17 Will 18 *Best of 2 | Init +9 | Perc +21 | SR 21, ER 30 (A, C, E, F, S), Spell Disruption 50%, Concealment 50%

Miscalculated damage and missed a Reflex save 60+14+99
Reflex: 1d20 + 20 ⇒ (12) + 20 = 32

Those last few rays of burning fire finally pierce Ozzie's protections and leave some scorches. The flashe of pain still sends the little goblin to hide behind cover.

120 fire absorbed, 53 fire damage taken directly.

Dark Archive

Conscript//Scholar//Witch(sphere) 11 | HP 132/132 Temp HP 156 minus 79 | AC 27 Tch 26 FF 14 | Fort 17 Ref 17 Will 18 *Best of 2 | Init +9 | Perc +21 | SR 21, ER 30 (A, C, E, F, S), Spell Disruption 50%, Concealment 50%

I'll slip in my turn to go after Koro

All three scorching rays seem to hit Ozzie square on but his magically enhanced skin is impervious to the flames.

99 fire damage eaten

"Eh, you stupid cogs, that's the worst you can do?"

Actions:
Standard:Drink an Alchemical Allocation
Swift: Pull out a potion of Protection from Elements(fire)
Move action: Move back to the room we came from and hide behind cover
Stealth: 1d20 + 30 - 2 ⇒ (19) + 30 - 2 = 47

Ozzie quickly guzzles one drink, pulls out another and dashes behind a wall.

Dark Archive

Conscript//Scholar//Witch(sphere) 11 | HP 132/132 Temp HP 156 minus 79 | AC 27 Tch 26 FF 14 | Fort 17 Ref 17 Will 18 *Best of 2 | Init +9 | Perc +21 | SR 21, ER 30 (A, C, E, F, S), Spell Disruption 50%, Concealment 50%

Ozzie takes flips down a pair of goggles, and takes aim.

From total concealment, casting stone discus. 2x ranged attacks vs flat footed if they can't see me, at the two nearest ones. Fog gives me no issues.
Attack 1: 1d20 + 20 + 2 ⇒ (17) + 20 + 2 = 39
Damage: 4d6 + 2 + 2 ⇒ (5, 3, 6, 2) + 2 + 2 = 20
Sneak attack: 2d6 ⇒ (6, 6) = 12

Attack 2: 1d20 + 20 + 2 ⇒ (13) + 20 + 2 = 35
Damage: 4d6 + 2 ⇒ (2, 1, 6, 4) + 2 = 15
Sneak attack: 2d6 ⇒ (6, 3) = 9
Counts as bludgeoning, magic, silver, and cold iron. No SR.
Targets take -2 to AC + additional -2 AC vs me for a round.

Stealth: 1d20 + 30 ⇒ (11) + 30 = 41

A couple spinning stone frisbees hurl towards a couple of the efreets

Dark Archive

Conscript//Scholar//Witch(sphere) 11 | HP 132/132 Temp HP 156 minus 79 | AC 27 Tch 26 FF 14 | Fort 17 Ref 17 Will 18 *Best of 2 | Init +9 | Perc +21 | SR 21, ER 30 (A, C, E, F, S), Spell Disruption 50%, Concealment 50%

Reflex: 1d20 + 20 ⇒ (3) + 20 = 23
Reflex: 1d20 + 20 ⇒ (4) + 20 = 24
60 fire damage eats into Ozzie's protection from element(fire).

Ozzie dusts off some of soot as the flames wash over him and vanish.

Dark Archive

Conscript//Scholar//Witch(sphere) 11 | HP 132/132 Temp HP 156 minus 79 | AC 27 Tch 26 FF 14 | Fort 17 Ref 17 Will 18 *Best of 2 | Init +9 | Perc +21 | SR 21, ER 30 (A, C, E, F, S), Spell Disruption 50%, Concealment 50%

"Hmm, Seems kind of odd to find two dead ends. I don't know if the old man was trying to funnel us towards something. Even if you didn't find any traps, there guaranteed to be a surprise in that room or the next. You all feel like a jog?"

Dark Archive

Conscript//Scholar//Witch(sphere) 11 | HP 132/132 Temp HP 156 minus 79 | AC 27 Tch 26 FF 14 | Fort 17 Ref 17 Will 18 *Best of 2 | Init +9 | Perc +21 | SR 21, ER 30 (A, C, E, F, S), Spell Disruption 50%, Concealment 50%

I'll slip in my turn while we wait for Koro.

Ozzie leans against the wall and prepares to cast something.

Actions:
Move action Stealth: 1d20 + 30 ⇒ (3) + 30 = 33
Ready: On attack, cast spell

I'm thinking Obscuring Mist or Black Tentacles, to disrupt their next attack spell or regular attacks.

Dark Archive

Conscript//Scholar//Witch(sphere) 11 | HP 132/132 Temp HP 156 minus 79 | AC 27 Tch 26 FF 14 | Fort 17 Ref 17 Will 18 *Best of 2 | Init +9 | Perc +21 | SR 21, ER 30 (A, C, E, F, S), Spell Disruption 50%, Concealment 50%

Init: 1d20 + 7 ⇒ (13) + 7 = 20 Ozzie was quick to bring up his weapon.

Dark Archive

Conscript//Scholar//Witch(sphere) 11 | HP 132/132 Temp HP 156 minus 79 | AC 27 Tch 26 FF 14 | Fort 17 Ref 17 Will 18 *Best of 2 | Init +9 | Perc +21 | SR 21, ER 30 (A, C, E, F, S), Spell Disruption 50%, Concealment 50%

"At least it's not poetry. Can we all agree that if we do a mission that involves trying to solve some noble's poor attempts at rhyming couplet we just burn it all down?"

Dark Archive

Conscript//Scholar//Witch(sphere) 11 | HP 132/132 Temp HP 156 minus 79 | AC 27 Tch 26 FF 14 | Fort 17 Ref 17 Will 18 *Best of 2 | Init +9 | Perc +21 | SR 21, ER 30 (A, C, E, F, S), Spell Disruption 50%, Concealment 50%

"I hate when you bring him up. Completely pisses all over my day." Ozzie waived a hand over at the corpses, "The knife ears over there would probably grovel for a drop of it. At least the megalomaniac who built this place probably didn't plagiarize half his ideas."

Looking around, he switched topics. "I thought this place a bit small, but we already picked up three surprises. If the rest of the place is that busy, it'll be annoying. What do you want to do?

Dark Archive

Conscript//Scholar//Witch(sphere) 11 | HP 132/132 Temp HP 156 minus 79 | AC 27 Tch 26 FF 14 | Fort 17 Ref 17 Will 18 *Best of 2 | Init +9 | Perc +21 | SR 21, ER 30 (A, C, E, F, S), Spell Disruption 50%, Concealment 50%

Sure, everyone is still resting when he gets back, Ozzie will take a closer look at the equipment. You can use the same perception, roll, since that's what that was for anyways

Dark Archive

Conscript//Scholar//Witch(sphere) 11 | HP 132/132 Temp HP 156 minus 79 | AC 27 Tch 26 FF 14 | Fort 17 Ref 17 Will 18 *Best of 2 | Init +9 | Perc +21 | SR 21, ER 30 (A, C, E, F, S), Spell Disruption 50%, Concealment 50%

Snapping his fingers, the barbed tentacles evaporated. Looking over the various apparatus, he contemplated what the goblins were doing with it, or here at all.
"Well, seems like we didn't get here first. Any of you decent at tracking? If there's a second entrance, we might have another round of extermination. I'm going to head back. If anyone pays us a visit, I'll make sure they meet a loud surprise."

After sparing a glance over the equipment, Ozzie scampered back to place a trip mine by entrance.

Knowledge(Engineering): 1d20 + 29 ⇒ (11) + 29 = 40
Stealth: 1d20 + 30 ⇒ (10) + 30 = 40
Perception: 1d20 + 16 ⇒ (18) + 16 = 34

Trip Mine:
DC 29 Perception to detect it. If anyone but my selected allies enter the square, creatures in the mine's square and adjacent squares make a Reflect save. (5d6+11) fire to creatures in the mine's square and 16 fire to creatures in adjacent square. Save for half.

Dark Archive

Conscript//Scholar//Witch(sphere) 11 | HP 132/132 Temp HP 156 minus 79 | AC 27 Tch 26 FF 14 | Fort 17 Ref 17 Will 18 *Best of 2 | Init +9 | Perc +21 | SR 21, ER 30 (A, C, E, F, S), Spell Disruption 50%, Concealment 50%

Posting early again, ahead of Nephre
The goblins were doing well enough. He'd wait a few more seconds to make sure there were no surprises

The orgy of tentacles continued to try to snake over every limb, but instead became entangled within themselves.
Grapple: 1d20 + 20 ⇒ (1) + 20 = 21 Auto-fails. Anyone grappled is let free, as the tentacles confuses each other for targets.

He readies an action against any escapees.
Stealth is still 46

Ready:

Attack: 1d20 + 20 ⇒ (10) + 20 = 30
Fire Damage: 5d6 + 11 ⇒ (2, 4, 5, 3, 6) + 11 = 31
Entangled, DC 24 Ref vs being stuck to the ground,
DC 24 Ref vs being entangled in splash

Nauseated expires
Entangled remaining duration: 2
Black Tentacles remaining duration: 8

Dark Archive

Conscript//Scholar//Witch(sphere) 11 | HP 132/132 Temp HP 156 minus 79 | AC 27 Tch 26 FF 14 | Fort 17 Ref 17 Will 18 *Best of 2 | Init +9 | Perc +21 | SR 21, ER 30 (A, C, E, F, S), Spell Disruption 50%, Concealment 50%

This happens after Nephre's turn. I'm posting early,
Ozzie slips back behind the wall.

The fog dissipates. The Tentacles of Doom attack once more

Grapple: 1d20 + 15 ⇒ (20) + 15 = 35 Auto-Succeed. That should hit most everyone, but Dymer.
Automatic Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Be grappled, and take 5 untyped magic damage. CMD 25 to get loose.

Stealth: 1d20 + 30 ⇒ (16) + 30 = 46

Nauseated remaining duration: 1
Entangled remaining duration: 3
Black Tentacles remaining duration: 9

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