Conchobhar Shortstone

Zoren Cladius's page

27 posts. Alias of DMRaven.


RSS


Male Human Wiz5/Nin1/Asn1/AT5
Spoiler:
HP 82/82+18, AC: 15/11/14; Saves: +9/+13/+11; Init +11; Per +17
Buffs:
Telepathic Bond, Overland Flight 40', Resist Cold 30
baron arem heshvaun wrote:

I definitely miss Jax.

Didn't he pull a little bit of lovely cheese and take Leadership for a magic item Henchman, God Bless you sir.

Objection! I was more than a henchman! I was a valued and treasured member of Mr. Naismith's business and represented him with many opportunities.

...by making him magic items...


Male Human Wiz5/Nin1/Asn1/AT5
Spoiler:
HP 82/82+18, AC: 15/11/14; Saves: +9/+13/+11; Init +11; Per +17
Buffs:
Telepathic Bond, Overland Flight 40', Resist Cold 30

"...do I get a larger share of your gold if I do?"

Upon receiving Jax's stern glare, the wizard sulks and shrugs. "..Eh."


Male Human Wiz5/Nin1/Asn1/AT5
Spoiler:
HP 82/82+18, AC: 15/11/14; Saves: +9/+13/+11; Init +11; Per +17
Buffs:
Telepathic Bond, Overland Flight 40', Resist Cold 30

The former shop owner is standing outside the room, staring around with wide eyes silently. At Jax's question, he snaps around to stare at the tiefling. "G-gold..so much gold..uh-uhm..I don't know, barely anything..maybe three hundred pounds?"

Zoren can carry his maximum load [80 lbs] plus another 300 lbs of items in wagons he can touch or, alternatively 3 people carrying their maximum load. This is using a Teleport spell.


Male Human Wiz5/Nin1/Asn1/AT5
Spoiler:
HP 82/82+18, AC: 15/11/14; Saves: +9/+13/+11; Init +11; Per +17
Buffs:
Telepathic Bond, Overland Flight 40', Resist Cold 30

Zoren sits up near the ceiling, having avoided the last few fights and simply staying (somewhat) nearby if needed. Upon seeing the acid blast melt through rock and stone, he decides this is a good time to continue avoiding combat.
Initiative: 1d20 + 9 ⇒ (14) + 9 = 23
The wizard blinks out of existence, turning invisible.
Greater Invisibility

He's just going to cast invisibility again and sit outside the room, using Telepathic Bond to stay in contact with Jax. If Jax goes unconscious, he'll use teleport and escape. Otherwise, he just waits around as Jax's transporter and refuses to participate in fighting no matter how badly the fight goes.


Male Human Wiz5/Nin1/Asn1/AT5
Spoiler:
HP 82/82+18, AC: 15/11/14; Saves: +9/+13/+11; Init +11; Per +17
Buffs:
Telepathic Bond, Overland Flight 40', Resist Cold 30

"You should have warned me there would be ghosts! I don't like ghosts!" Zoren uses Vanish.


Male Human Wiz5/Nin1/Asn1/AT5
Spoiler:
HP 82/82+18, AC: 15/11/14; Saves: +9/+13/+11; Init +11; Per +17
Buffs:
Telepathic Bond, Overland Flight 40', Resist Cold 30

Round 1
Zoren is a bit hesitant to engage and will cast vanish on himself before following Jax into the room.
Round 2
Zoren moves into the room and will unleash a scorching ray from his wand, breaking his invisibility.
1d20 + 9 ⇒ (18) + 9 = 27 v Touch AC for 4d6 ⇒ (6, 5, 5, 5) = 21 fire damage and 4d6 ⇒ (6, 5, 6, 1) = 18 sneak attack damage. He goes after Jax, targeting the one Jax goes after if it doesn't die. Otherwise, he attacks the one Edmin strikes.


Male Human Wiz5/Nin1/Asn1/AT5
Spoiler:
HP 82/82+18, AC: 15/11/14; Saves: +9/+13/+11; Init +11; Per +17
Buffs:
Telepathic Bond, Overland Flight 40', Resist Cold 30

Initiative: 1d20 + 11 ⇒ (11) + 11 = 22
"..A-are...these things immune to surprise attacks?" Zoren asks in the telepathic bond, hoping someone with Knowledge (Religion) will roll well.


Male Human Wiz5/Nin1/Asn1/AT5
Spoiler:
HP 82/82+18, AC: 15/11/14; Saves: +9/+13/+11; Init +11; Per +17
Buffs:
Telepathic Bond, Overland Flight 40', Resist Cold 30
Edmin Al'Roth wrote:
Edmin frowns at Jax and his lacky. "Remain alert."

"How come you always have to be such a bore, Edmin? One can remain alert and jest at the same time.."

Jax, wisely, chooses to let Zoren dig his own grave there and remains silent.


Male Human Wiz5/Nin1/Asn1/AT5
Spoiler:
HP 82/82+18, AC: 15/11/14; Saves: +9/+13/+11; Init +11; Per +17
Buffs:
Telepathic Bond, Overland Flight 40', Resist Cold 30

"Three hundred gold that they demean him too much and his pride causes him to say something stupid."


Male Human Wiz5/Nin1/Asn1/AT5
Spoiler:
HP 82/82+18, AC: 15/11/14; Saves: +9/+13/+11; Init +11; Per +17
Buffs:
Telepathic Bond, Overland Flight 40', Resist Cold 30

"Can't...Can't we just sneak past them? They sound like..uhm..they might be distracted by singing and not be a problem. We might d--er..lose resources on them we don't need to use." Zoren's voice quivers a little.


Male Human Wiz5/Nin1/Asn1/AT5
Spoiler:
HP 82/82+18, AC: 15/11/14; Saves: +9/+13/+11; Init +11; Per +17
Buffs:
Telepathic Bond, Overland Flight 40', Resist Cold 30

"Don't jest! Your friends may get ideas!" Zoren flies up to the ceiling and pulls out his scroll of teleport, keeping his eyes on Dren and Tohram.


Male Human Wiz5/Nin1/Asn1/AT5
Spoiler:
HP 82/82+18, AC: 15/11/14; Saves: +9/+13/+11; Init +11; Per +17
Buffs:
Telepathic Bond, Overland Flight 40', Resist Cold 30

Zoren takes his turn to cast Vanish.


Male Human Wiz5/Nin1/Asn1/AT5
Spoiler:
HP 82/82+18, AC: 15/11/14; Saves: +9/+13/+11; Init +11; Per +17
Buffs:
Telepathic Bond, Overland Flight 40', Resist Cold 30

Initiative: 1d20 + 9 ⇒ (4) + 9 = 13

"Ech! What are those things?"
Scorching Ray: 1d20 + 11 ⇒ (1) + 11 = 12 v touch AC for 4d6 ⇒ (2, 6, 4, 4) = 16 fire damage
Scorching Ray: 1d20 + 11 ⇒ (1) + 11 = 12 v touch AC for 4d6 ⇒ (5, 4, 2, 1) = 12 fire damage
Each ray will target an enemy already damaged who is still standing.

Edit: Okay. No. What is going on with the dice roller? There is something seriously wrong about that.


Male Human Wiz5/Nin1/Asn1/AT5
Spoiler:
HP 82/82+18, AC: 15/11/14; Saves: +9/+13/+11; Init +11; Per +17
Buffs:
Telepathic Bond, Overland Flight 40', Resist Cold 30

"...This place is more like a graveyard than a fortress."


Male Human Wiz5/Nin1/Asn1/AT5
Spoiler:
HP 82/82+18, AC: 15/11/14; Saves: +9/+13/+11; Init +11; Per +17
Buffs:
Telepathic Bond, Overland Flight 40', Resist Cold 30

Initiative: 1d20 + 11 ⇒ (17) + 11 = 28
"...I don't like oozes."
Zoren uses his surprise action to retreat out of the room and hide.


Male Human Wiz5/Nin1/Asn1/AT5
Spoiler:
HP 82/82+18, AC: 15/11/14; Saves: +9/+13/+11; Init +11; Per +17
Buffs:
Telepathic Bond, Overland Flight 40', Resist Cold 30

The wizard is covered in thick wool and black clothing. If Jax was uncomfortable, he was loathing the weather. He steps close to Ulp and starts chanting, holding a rod in one hand. Extended Telepathic Bond He includes Jax and Edmin in the effect.

Telepathic Bond:
Each creature in the link can communicate telepathically over any distance. Lasts for 200 minutes, or three hours and 20 minutes

He then continues to cast a few more spells. Selfish bastard, Jax thinks with a grin as Zoren casts on himself first.

Heroism, Extended:

Zoren casts an extended Heroism on himself and then Jax. In a non-evil game, He'd buff Edmin first...but he's a spoiled bastard who prefers to stay alive (+2 save bonus) than to do anything to help the group. Lasts for 3 hours and 20 minutes.

Zoren also casts False Life on himself, lasting 10 hours for 1d10 + 10 ⇒ (8) + 10 = 18 temporary hit points.


Male Human Wiz5/Nin1/Asn1/AT5
Spoiler:
HP 82/82+18, AC: 15/11/14; Saves: +9/+13/+11; Init +11; Per +17
Buffs:
Telepathic Bond, Overland Flight 40', Resist Cold 30

Soren took a level of assassin instead of 2 more ninja. Dc 20 death attacks :D


Male Human Wiz5/Nin1/Asn1/AT5
Spoiler:
HP 82/82+18, AC: 15/11/14; Saves: +9/+13/+11; Init +11; Per +17
Buffs:
Telepathic Bond, Overland Flight 40', Resist Cold 30
Edmin Al'Roth wrote:

On my phone so web browsing is limited.

Does any one know of an item that would help with Ragnar's Natural attacks?

Also:
+2 Cold Iron morning Star
+2 heavy crossbow
Potion cure mod X 3
Potion fly X 3
Weapon blance (not sure)
Axe will be +4 unholy, keen

Two options: amulet if might fists (wondrous so Soren can make) or potions of greater magic fang. Amulets are super expensive. A wand may work too if you convince judge to cast it with und


Male Human Wiz5/Nin1/Asn1/AT5
Spoiler:
HP 82/82+18, AC: 15/11/14; Saves: +9/+13/+11; Init +11; Per +17
Buffs:
Telepathic Bond, Overland Flight 40', Resist Cold 30

"I..may be able to do that." Knowledge(local): 1d20 + 9 ⇒ (8) + 9 = 17


Male Human Wiz5/Nin1/Asn1/AT5
Spoiler:
HP 82/82+18, AC: 15/11/14; Saves: +9/+13/+11; Init +11; Per +17
Buffs:
Telepathic Bond, Overland Flight 40', Resist Cold 30

I do in fact, have knowledge local.


Male Human Wiz5/Nin1/Asn1/AT5
Spoiler:
HP 82/82+18, AC: 15/11/14; Saves: +9/+13/+11; Init +11; Per +17
Buffs:
Telepathic Bond, Overland Flight 40', Resist Cold 30

DM:

There's a link to it under Jax's Feats spoiler right beside Leadership, but here it is as well!

I want his cohort to have more personality than a craft-monkey and figure the best way to do that is to conspire with him!


Male Human Wiz5/Nin1/Asn1/AT5
Spoiler:
HP 82/82+18, AC: 15/11/14; Saves: +9/+13/+11; Init +11; Per +17
Buffs:
Telepathic Bond, Overland Flight 40', Resist Cold 30

Zoren can, although it will have to wait until we return to Farholde.


Male Human Wiz5/Nin1/Asn1/AT5
Spoiler:
HP 82/82+18, AC: 15/11/14; Saves: +9/+13/+11; Init +11; Per +17
Buffs:
Telepathic Bond, Overland Flight 40', Resist Cold 30

Wands? Of course I can craft wands! And of course potions
Hey, hey, sad kobold, quick make me a potion to sell. *cough* Of course the potions may take awhile. And scrolls and boots and cloaks and hats! At least when I'm not busy at the bar or strung out in a back room somewhere..


Male Human Wiz5/Nin1/Asn1/AT5
Spoiler:
HP 82/82+18, AC: 15/11/14; Saves: +9/+13/+11; Init +11; Per +17
Buffs:
Telepathic Bond, Overland Flight 40', Resist Cold 30

You can only sell them for the same cost it'd take the make them, Ulp.

Alternatively, if we are in town for at least 8 days, we can spend 1/2 cost and get a wand of infernal healing.


Male Human Wiz5/Nin1/Asn1/AT5
Spoiler:
HP 82/82+18, AC: 15/11/14; Saves: +9/+13/+11; Init +11; Per +17
Buffs:
Telepathic Bond, Overland Flight 40', Resist Cold 30

I can make wands! When I'm not drunk or hiding from gambling debts..


Male Human Wiz5/Nin1/Asn1/AT5
Spoiler:
HP 82/82+18, AC: 15/11/14; Saves: +9/+13/+11; Init +11; Per +17
Buffs:
Telepathic Bond, Overland Flight 40', Resist Cold 30

The icon or the name? I've never played Age of Worms..I picked the wizard icon that looked like he might be a drug-dealer in a back alley on weekends.


Male Human Wiz5/Nin1/Asn1/AT5
Spoiler:
HP 82/82+18, AC: 15/11/14; Saves: +9/+13/+11; Init +11; Per +17
Buffs:
Telepathic Bond, Overland Flight 40', Resist Cold 30

And a cohort was born...
Cimu, Zoren has stinking cloud and heroism for 3rd level spells..so don't pick those up this level :)