Allustan

Viscount Abel Mercer's page

86 posts. Organized Play character for eddv.


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Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

Yeah that's fine,

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

Thanks for running - really felt like we were on the knife's edge there at the end

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

Flaming Sphere Damage: 3d6 ⇒ (4, 2, 1) = 7

The Viscount from the floor looks over at Kaz and winks.

Concentration DC 25: 1d20 + 9 + 16 ⇒ (8) + 9 + 16 = 33

Kaz is lifted from the ground and brought into melee with the priestess into a flank with the hopefully still standing Chun.

Another Telekinetic Charge

The Viscount then directs the other Flaming Sphere at the oni.

Dazing Persistent DC 25: 3d6 ⇒ (1, 5, 6) = 12

The other of course continues to burn.

Dazing Persistent DC 25: 3d6 ⇒ (2, 1, 1) = 4

Then from the floor once more quickly blasts the priestess.

Magic Missile: 5d4 + 5 ⇒ (2, 2, 4, 1, 3) + 5 = 17

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

I had actually intended to target Chun when I targetted the orb

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

Concentration DC 27 on a 6th level spell: 1d20 + 16 + 9 ⇒ (2) + 16 + 9 = 27

The Viscount Focuses hard.

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

I believe, in spite of everything, I am still invisible and so probably don't provoke when I try to cast unless she has true seeing.

From the ground, the Viscount begins to weave some magic. He has what initially seems to be a hard choice to make, made easier by Chun Hei arriving and immediately getting stuck in the bubble.

He casts a repellent spell Magic be gone he mutters.

Greater Dispel Magic, area: 1d20 + 16 ⇒ (11) + 16 = 27

Targetted in such a way that it gets the orb, the woman, the blade barrier and the oni.

It will peel off the most powerful effect on each creature in range of it of caster level 16 or lower as well as ongoing effects of the same description, which depending on the orange ioun stone rule when Lenny cast the Aqueous orb may or may not pop it.

Abel then directs one of his dazing, persistent flaming spheres at the giant to try and lock him down some more and also Quicken casts Magic Missile at the woman basically just because.

Magic Missile: 5d4 + 5 ⇒ (4, 3, 3, 3, 3) + 5 = 21.

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

The Viscount falls over

Stablize? DC 12: 1d20 + 3 ⇒ (9) + 3 = 12

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

The Viscount flies around to get a clean shot on the Wall Witch and takes aim at her, swinging for the fences

disintegrate, DC 25: 1d20 + 9 + 3 ⇒ (9) + 9 + 3 = 2132d6 ⇒ (3, 3, 5, 6, 2, 2, 6, 6, 2, 6, 4, 5, 3, 1, 2, 3, 2, 1, 5, 2, 3, 3, 6, 4, 2, 1, 5, 4, 6, 1, 5, 4) = 113

on a made save: 5d6 ⇒ (2, 5, 5, 1, 3) = 16

The Viscount will then quickly disappear from view.

Quickened Vanish

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

Just waiting to see if the Giant dropped

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

Am i meant to read your comment from my last act to imply the wallwoman has Fire Resistance or is she incorporeal or something?

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

I want to wait and see what happens yo the Giant between Lenny and Kazs attacks before i decide what to do

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

The viscount is a little disappointed, but now moves away from the spiritual weapon and drops a Quickened Mirror image on himself as he begins to formulate a plan.

Mirror Image, Max 8: 1d4 + 5 ⇒ (4) + 5 = 9

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

This whole time I just thought that was a print error on the map

The Viscount once more weaves many magics.

First thing he does is to drop a dazing, metamagic adepted controlled fireball on the wall, excluding the space that Valrar takes up.

Reflex DC 27 or take damage and be stunned for 4 rounds: 10d6 ⇒ (5, 1, 6, 5, 5, 2, 6, 5, 6, 3) = 44

Will Save + Knowing its an illusion?: 1d20 + 15 + 4 ⇒ (8) + 15 + 4 = 27

I think I need to see the results of these saves before we move on

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

Do we have any idea WHICH wall?

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

I am really confused about the wall caster or what i would even have to do to be able to target it.

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

Hmmm...well I feel like from context you might be telling me the resistance is greater than 10 but I'm not sure about metagaming it but...whatever.

I guess I will just switch it to another persistent Dazing Flaming Sphere, polishing off my rod for the day.

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

Its not really about the damage but the additional 4 save or be dazed rolls

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

The Viscount, no longer having his ears ring annoyingly, feels more confident about his sideline casting ability and decides, to hell with mirror image and tries to simply dispel the spiritual weapon as a sideline.

Quickened Dispel Magic

Caster Level Check: 1d20 + 16 ⇒ (17) + 16 = 33

He follows that up by directing the ball of fire at the giant.

Spell Penetration: 1d20 + 17 + 2 + 2 ⇒ (1) + 17 + 2 + 2 = 22

Burning reroll

Spell Penetration: 1d20 + 17 + 2 + 2 + 5 ⇒ (3) + 17 + 2 + 2 + 5 = 29

Flaming Sphere, DC 25 Reflex (roll twice and take lower) or be dazed 2 rounds: 3d6 ⇒ (2, 3, 5) = 10

The Viscount then weaves some more magic, the last of his most powerful spell and sends Dazing Ball Lightning at the Giant sending all 4 balls at the Giant.

Spell Penetration: 1d20 + 17 + 2 + 2 ⇒ (17) + 17 + 2 + 2 = 38

Reflex Save DC 27 or take electricity Damage and be dazed 4 rounds: 3d6 ⇒ (5, 4, 6) = 15

Reflex Save DC 27 or take electricity Damage and be dazed 4 rounds: 3d6 ⇒ (5, 3, 5) = 13

Reflex Save DC 27 or take electricity Damage and be dazed 4 rounds: 3d6 ⇒ (5, 1, 1) = 7

Reflex Save DC 27 or take electricity Damage and be dazed 4 rounds: 3d6 ⇒ (2, 1, 1) = 4

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

He is still dazed for one more round regardless. He also needs to make me a second saving throw because the ball is still Persistent too

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

If it becomes necessary I would like to blow my reroll on that second spell pen attempt. Spell Pen: 1d20 + 17 + 2 + 2 + 5 ⇒ (7) + 17 + 2 + 2 + 5 = 33

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

The Viscount then quickly attempts to get some defenses up.

Fail on 1-20: 1d100 ⇒ 5

Am I still deafened? Quickened Mirror Image again for Max 8: 1d4 + 5 ⇒ (4) + 5 = 9 clones

The Viscount then calls on one of his most
Powerful spells: Chain Lightning directly onto the Samurai to try and save Kaz.

Fail on 1-20: 1d100 ⇒ 50

Chain Lightning, DC 29 Reflex for Samurai, 27 for Giant: 17d6 ⇒ (1, 1, 1, 4, 4, 6, 4, 6, 1, 3, 2, 2, 5, 5, 3, 2, 3) = 53

Spell Pen: 1d20 + 17 + 2 + 2 ⇒ (19) + 17 + 2 + 2 = 40

If the Samurai is still alive, he directs the flaming sphere at him.

If not he directs it at the giant

Spell Pen: 1d20 + 17 + 2 + 2 ⇒ (2) + 17 + 2 + 2 = 23

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

Fort Save: 1d20 + 11 ⇒ (11) + 11 = 22

The viscount gets hit.

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

+1 from Bloatmage Initiate (which is admittedly in need of an FAQ since it says it adds +1 CL but that it also calls out that it stacks with Spell Focus which effects DCs and not CLs and is in general a big ball of ???. I have been playing the entire time that it means DC and not CL since that was the consensus at the time I took the feat but is the subject of some debate), and +2 from Arcane Bloodlines 15th level ability, which allows me to add 2 to the DCs of a given schools spells (I chose evocation).

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

The good Viscounts turn begins with the wandering star mote moving over to the giant.

, its still persistent so a pair of DC 23 will saves

He moves quickly to defend himself from the spiritual weapon.

Quickened Mirror Image

Images, Max 8: 1d4 + 5 ⇒ (2) + 5 = 7

Deafened Failure Chance Fail on 1-20: 1d100 ⇒ 7

The good Viscount then keeps the rod in hand and conjures a fireball which he places directly under the samurai while working in some more of his magical skill.

using Persistent Rod and my natural Dazing MM feat with my Metamagic adept on a Flaming Sphere spell. Thats going to be a pair of DC 26 Reflex Saves or be dazed and take Flaming Sphere: 3d6 ⇒ (4, 3, 3) = 10 fire damage

Deafened Failure Chance Fail on 1-20: 1d100 ⇒ 61

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

Noticing his friends having some trouble, the Viscount drops a glitterdust over in the area surrounding Valrar's previous position.

That ought to help my rook!

Quickened Glitterdust, DC 21 Will or be blinded

The Viscount draws a rod and smirks as he begins to cast, sending Star Motes after the Samurai You leave my knight alone!

Persistent Wandering Star Motes, DC 23 Will, must roll twice and take the lower with special targetting rules lasts 16 rounds, using Metamagic Adept to avoid using a full round action:
You create sparkling motes of bright light that shoot toward the target and swirl around it in a complex pattern. The pattern clearly outlines the target and radiates light as if it were a sunrod, negating any concealment for the target. The target must make a successful Will save. If the target fails its save, it is dazed for 1 round and must make another save on its next turn or be dazed again for 1 round. The target must continue making Will saves each round. If a target makes its Will save, the wandering star motes jump to the nearest enemy within 30 feet, who must now make Will saves every round or be dazed. Any time a target makes its Will save, the wandering star motes jump to the next nearest enemy within 30 feet.

A given creature can only be affected by the wandering star motes once; once a target has successfully saved against the spell, it cannot be affected again. If there are no new targets within 30 feet of a target that has successfully made its save, the spell immediately ends. The spell only affects enemy creatures; your allies are not affected.

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

Lounging about, the very definition of a modern general on a battlefield.

He very QUICKLY hastens his partys movements

Quickened Haste on all
Satisfied that worked, the Viscount flicks his wrist and throws Kaz at the Bebilith

"Go my knight, kill the devil

Telekinetic charge, Kaz is entitled to an immediate attack and moves to just within his reach of the devil.

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

It is almost as though we are here initiating some kind of Regime change Lenny! The Viscount says with a dry sense of humor.

He decides to show no such humor to the Ogres and Humans and drops a bunch of lightning on them.

[dice=Chain Lightning, red guard will be the "main" target DC 30 for him, 28 for everyone else ] 16d6 [/dice]

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

Yes yes, we won't kill them. We need soldiers when we're suddenly ruling an empire! the Viscount exclaims.

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

The Viscount puffs his chest proudly and points his Paladin at the warriors I think my Warriors are probably up to that, what do you say boys!

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

Diplomacy: 1d20 + 21 ⇒ (5) + 21 = 26

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

The Viscount stands on his carpet and sneers at the instructor. We're the new rulership of this place - Kaz, present them wit hthe proof that we have the blessings of the elders.

We have completed the trials, and are here to claim what is now rightfully ours. Do you plan to get in the way?

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

The Viscount is pleased that he avoided the worst of the scrape and is ready to go on the grand tour of his new palace.

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

The Viscount continues to cheer on the team and sees that his scaly paladn friend needs to close the gap, so he lifts him up and slams him at the golem.

Viscount Telekinetic Charges Chun Hei at the Golem, entitling him to an attack, but opening him up to an AoO

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

Abel grunts in frustration.

I dont have much that bypasses SR, so delay for now

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

The viscount follows Lenny's example and casts false life on himself

False Life: 1d10 + 16 ⇒ (4) + 16 = 20

He slows makes his way to the rest of the group and lets out a mighty yawn. Didn't even get to finish my 2nd pot of coffee he complains sleepily and awaits the mighty Paladin to lead the way.

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

Now that the Viscount is within range of his long range spells he has NO interest in getting any closer and throws down another chain lightning centered on the pastel blue one once more.

Chain Lightning, DC 25 reflex on main, 23 on others : 16d6 ⇒ (1, 6, 4, 5, 3, 3, 3, 3, 5, 4, 2, 1, 5, 2, 5, 2) = 54

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

Slightly confused, but assuming I am within range of my long range spells....

The Viscount cruises forward on his carpet and channels the power of lightning itself against the enemy soldiers, striking all of them, but starting with the pastel blue one on the wall.

Chain Lightning, Reflex half DC 25 or 23: 16d6 ⇒ (5, 6, 2, 4, 5, 4, 1, 4, 6, 3, 5, 2, 2, 2, 5, 5) = 61

Yawwwwn....here comes the artillery. Just delivering some regime change and pish posh

And then for good measure, if any of the soldiers remaining on the wall still live he drops a quickened fireball

FIREBALL, Reflex Half DC 22: 10d6 ⇒ (3, 3, 5, 6, 2, 6, 5, 4, 1, 6) = 41

Next.

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

The Viscount refuses to set foot on the mossy bridge....and flies over it.

He does so while still resting 8 hours to renew his arcane vigor.

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

The Viscount is one step ahead of Grota and seems to have already conked out on his floating rug.

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

The viscount motions for Chun Hei to do the honors. He is a Paladin after all.

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

The Viscount, in a rare show of respect for other human beings, stands up on his carpet and presents the body to the Shigure emperor As you can see we have recovered you body and come now to seek your blessing to take the Jade Throne for ourselves and away from the monster who currently holds it.

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

The Viscount nods his assent We have indeed. Child's play really. Do we have your consent now ?

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

The viscount grunts satisfied We are just going to destroy this entire familys ghosts arent we!

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

The Viscount turns and sees the big group of toadies.

He decides to rear back an unleash a spray of prismatic energy.

eat randomness, toadies!

He shouts as he unleashes the Prismatic Spray.

DC 31 save, 8 HD or less is automatically blinded in addition to the other effects

Spray Power White: 1d8 ⇒ 4 Poison (Frequency 1/rd. for 6 rd.; Init. effect death; Sec. effect 1 Con/rd.; Cure 2 consecutive Fort saves)
Spray Power Pink: 1d8 ⇒ 6 Insane, as the insanity spell, will
Spray Power Yellow: 1d8 ⇒ 8 needs rerolled
Spray Power Orange: 1d8 ⇒ 7 Sent to Another Plane Will
Spray Power Red: 1d8 ⇒ 4 Poison (Frequency 1/rd. for 6 rd.; Init. effect death; Sec. effect 1 Con/rd.; Cure 2 consecutive Fort saves)
Spray Power Purple: 1d8 ⇒ 7 Sent to another plane, will
Spray Power Blue: 1d8 ⇒ 1 20 fire, reflex
Spray Power Green: 1d8 ⇒ 2 40 acid, reflex

Spray Power Yellow redo: 1d8 ⇒ 3 80 electricity Reflex
Spray Power Yellow redo: 1d8 ⇒ 7 Sent to another Plane Will

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

Wow this game moves so fast when I go away for a day or two

Mercer never even bothered getting up from a prone position during this encounter with this particular spirit.

Assuming there are no tokens to collect and examine from the creature he reclines once more and prepares to move on deeper into this expedition in the royal line of this backwater.

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

Abel ponders Well I suppose we better get back down here to help mollify your ancestor then...

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

We were undergoing something of a trial for them and a foul undead creature corrupted his soul

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

The Celestial Empress to heal Lenny at the very least

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

With the shadows taken care of, the magician moves all 4 of his ball lightnings on the drake creature

Ball Lightning, DC 28 Ref Negates: 3d6 ⇒ (6, 3, 3) = 12
Ball Lightning, DC 28 Ref Negates: 3d6 ⇒ (6, 3, 6) = 15
Ball Lightning, DC 28 Ref Negates: 3d6 ⇒ (4, 3, 6) = 13
Ball Lightning, DC 28 Ref Negates: 3d6 ⇒ (6, 4, 4) = 14

He then follows up by casting Telekinetic charge on Chun hei, moving him in a straight line to attack the drake.

Go my allies and tools, end the threat

Grand Lodge

Taldane Human Sorceror 15 (Arcane) HP 26/121 | AC 22 CMD 18| F: +11 R: +10 W: +15| MM: 1/5 | Perception: +24 Init: +12

Reflex: 1d20 + 10 ⇒ (16) + 10 = 26

The fat man has some impressive moves on his flying carpet.

He returns fire by creating balls of lightning and rolling them through the squares he believes the shadows to, two toward valrar and two towards Chun

Ball Lightning Valrar 1 DC 28 ref negates: 3d6 ⇒ (5, 4, 1) = 10
Ball Lightning Valrar 2 DC 28 ref negates: 3d6 ⇒ (4, 3, 1) = 8

Ball Lightning Chun 1 DC 28 ref negates: 3d6 ⇒ (2, 3, 3) = 8
Ball Lightning Chun 2 DC 28 ref negates: 3d6 ⇒ (5, 4, 6) = 15

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