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Once upon a time... ...There was a band of brave adventurers, who embarked on a great adventure to save a faraway land from destruction. Their story began like this... Opening Crawl posted:The afternoon sun beats down on you; The air is hot and still. The sparsely settled lands of the Elsir Vale are starting to grow monotonous, with a seemingly endless line of dusty flyspecks of towns. The town of Drellin's Ferry lies a few miles ahead of you. It's a settlement hard on the borders of the Witchwood, and the best place from which to begin exploring the nearby forest. --- ...There was a beat of war ...But that is not the story we are here for. This is the story of another, much greater group of heroes, whose story resonated across the planes. A group of heroes who went all the way. Drellin's Ferry, Village Lost To Turmoil Drellin's Ferry was burning. They had come in the night, under cloak of darkness, their steps muffled by the blessing of some dark god. People had woken up in their final moments to see horrible scaled faces and glistening swords. The hobgoblins had planned their attack perfectly, sneaking into houses, killing the people in their restful sleep and setting fire to the buildings to aid in their attempts at creating confusion and terror. They'd made but one mistake: Underestimating the tenacity and bravery of the people of the Elsir Vale. "Hold them back, men!" Captain Soranna Atinah bellowed, as she cut another invader down. They seemed absolutely endless...her arms had already tired of swinging her blade, but still more work remained to be done. This was no small tribal patrol, that was certain. What had possessed an entire warband to strike so suddenly? The last reports on the state of the hobgoblin clans were ancient, but they spoke of maimed tribes, crippled by infighting, not a trained fighting force. At great cost, the protectors of Drellin's Ferry had managed to save its people and secured them within the safest buildings, but the battle was turning against them. For every foe they slew, another stepped up to take its place. Worse, they were not simply dealing with mere warriors. Horrifying creatures from beyond the bounds of the planes had thrown their lot in with the warband, and not one of the defenders could stand as a match to them. As she rallied her men, Atinah's heart was seized by fear. She would fight to the last and lay down her life for her beloved village, but if things continued as they had up until this point, their fate was all but sealed. Atinah needn't have worried. Though she didn't know it, the tide was about to turn, thanks to six brave heroes. But who were they, and how did they first make their mark upon the Elsir Vale? And we're off! As is usual for every game, please post your character sheets with your first post. To start off, give me a description of how you're entering the fray, and what badass stunts you perform. Don't be afraid to get crazy. This is a Tome of Awesome game, and badassery is what we're here for! Particularly amazing (and funny) entrances will gain a +5 Shock And Awe bonus to the first round of combat, including initiative rolls, so do your best. And don't bother rolling dice, yet - the guys you're taking on are jabronis, they're so bad you can clown on them without a single roll. Just go wild, and let the words and heroism flow!
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# ? Jul 6, 2014 04:55 |
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# ? Apr 17, 2024 19:49 |
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Red A shadow passes over the amassing horde of hobgoblins, or it would had this attack taken place during the day. Instead the hobgoblins have no real warning, except when those toward the front all of a sudden see their own shadows dancing in front of them, and a terrifying light coming from behind. Then they feel the heat and hear the screams, and above it all is a tremendous roar. The defenders however can see a bit more, they see a shadow blot out the stars, a flickering of flame followed by rather more of a torrent of flame erupting from the jaws of the mighty red dragon Red. The flames flash through the sky and rake the back lines of the hobgoblin force, the light from his flames revealing his red scales to the defenders. Normally such a sight would be one to inspire terror, but there were stories about the heroic Red, and the dragon is blasting only the advancing hobgoblins. Even as the fires spread the dragon dives, and as it lands its form shifts, taking on the look of a young man of great build and shocking red hair, red eyes, and red scales here and there. And then the figure advances upon the hobgoblins, cutting them down with his bare claws. Starting by flying over the back lines of the hobgoblins, then unleashing my 40' cone of fire breath upon as many of them as I can, then land and transform into a halfdragon-human form. Then start ripping into any nearby hobgoblins. Dragon Breath Reflex DC 18 for half 6d6 18 Fire damage. pre:Name: Red Race: Red True Dragon 6 Age: 195 Height: 6’ Weight: 1500 lbs Hair: N/A or Red Eyes: Red Background: Apprenticed Strength 31 (+10) 18 [+4 Race][+8 Size][+1 level] Dexterity 14 (+2) 16 [-2 Size] Constitution 20 (+5) 16 [+4 Size] Intelligence 18 (+4) 14 [+4 Class] Wisdom 17 (+3) 13 [+4 Class] Charisma 16 (+3) 12 [+4 Class] HP: 12+(6*9)+(7*5)=101 Speed: 30’, 130 Fly (Poor) Armor Class: 29 = 10 +10 [natural armor] +2 [dexterity] -1 [size] +1 [deflection] +1 [insight] +6 [armor] Touch AC: 19 Flat-footed: 27 Resistances: Immunities: Paralysis, Sleep, non natural aging, and Fire Initiative modifier: +2 = 2 [dexterity] Fortitude save: +10 = 5 [base] +5 [constitution] Reflex save: +7 = 5 [base] +2 [dexterity] Will save: +8 = 5 [base] +3 [wisdom] Attack (handheld): +15 = 7 [base] +10 [strength] Attack (unarmed): +15 = 7 [base] +10 [strength] Attack (missile): +10 = 7 [base] +2 [dexterity] Grapple check: +29 = 7 [base] +10 [strength] +8 [size] +4 [Heavyweight] Languages: Draconic. Abyssal, Celestial, Common, Dwarven, Elven, Giant, Gnome, Goblin, Gnoll, Halfling, Orc, Sylvan, Undercommon. Attacks: Bite +19 10’ reach, 2d6+14(+2d6 vs. evil)(+1d6 fire) Claws (2) +17 1d8+9(+2d6 vs. evil)(+1d6 fire) Wings (2) +17 1d6+9(+2d6 vs. evil)(+1d6 fire) Tail +17 1d8+9(+2d6 vs. evil)(+1d6 fire) Slam +17 2d6+9(+2d6 vs. evil)(+1d6 fire) Breath Weapon (Standard Action) 40’ Cone of Fire, 7d8 Fire damage, Reflex DC 18 for Half. Feats: Lvl 1: Blitz 0) While charging, may opt to lose Dex bonus to AC for one round, but inflicting an extra d6 of damage if I hit. 1) May go all out when attacking, adding BAB to my damage, but provoking an Attack of Opportunity. 6) Bonus attacks are made at -2 penalty instead of -5. Lvl 2: Combat School (natural attacks) 0) Style is named Carnage Dragon Style. When using this style gain +2 bonus to attack rolls with natural weapons. 1) Gain a +2 to damage rolls in melee combat with natural weapons. 6) When hit an opponent in melee with a natural weapon they must make a Fort save (DC 10+½ my level+Str bonus) 23, or become dazed for one round. If they succeed on the save they are immune to further attempts by me until the start of my next turn. Lvl 3: Weapon of Righteous Destruction 0) Whatever weapon I am wielding, or natural/unarmed attacks, is considered Magical (+1/3 bonus/level) in addition to any other properties that it has. 1) The above, plus Flaming 6) The above, plus Holy Lvl 4: Acquirer’s Eye 0) Gain +3 to my Appraise checks 4) Automatically know if something is ordinary, masterwork, or magic when looking at it 9) Can discover the properties of a magic item, including how to activate it, and how many charges it has left, with a successful Appraise check (DC item’s caster level +10) and 10 minutes work. Lvl 5: Resilience 0) You resist attacks that are size dependent as if you were one size category larger. This does not stack with similar features from other sources. 1) You gain the Mettle class feature. If you succeed at a Fortitude Partial or Will Partial saving throw, there is no effect as if you had immunity. 6) You gain Fast Healing 1. If you already possess Fast Healing, it instead increases by 1. Lvl 6: Natural Heavyweight, Tome 0) You gain a +4 bonus on all strength-based checks. Your carrying capacity doubles. 1) You gain a slam attack dealing damage based on your size (1d8 for Medium). Your carrying capacity is now tripled. 6) You count as one size bigger for the purpose of everything beneficial to you (you do not gain ability score changes or reach). It stacks with similar effects. Your carrying capacity is now quadrupled. Lvl 7: Skin Like Armour 4) Your skin is so tough that you receive a +4 armour bonus to AC. This receives a +1 enhancement bonus when you have 6 ranks in Endurance, and an additional +1 for every 3 ranks in Endurance over 6 that you have. You also become proficient with unarmed strikes, and your unarmed strikes are considered magic weapons for all purposes. If you are already proficient with your unarmed strikes, they deal damage as if they were one size category larger. 9) Your skin's armour bonus to AC applies to touch AC as well. Your unarmed strikes receive a +1 enhancement bonus, and an additional +1 for every 3 ranks in Endurance over 9 that you have. Skills 6+int mod (+4) Appraise Int 17 = +4 +10 +3 Balance Dex 02 = +2 +0 Bluff Cha 03 = +3 +0 Climb Str 20 = +10 +10 Craft Int 04 = +4 +0 Concentration Con 05 = +5 +0 Decipher Script Int 04 = +4 +0 Diplomacy Cha 03 = +3 +0 Disable Device Int 04 = +4 +0 Disguise Cha 03 = +3 +0 Endurance Con 15 = +5 +10 Escape Artist Dex 02 = +2 +0 Forgery Int 04 = +4 +0 Gather Information Cha 03 = +3 +0 Handle Animal Cha 03 = +3 +0 Heal Wis 03 = +3 +0 Hide Dex -2 = +2 +0 -4 Intimidate Cha 13 = +3 +10 Jump Str 10 = +10 +0 Knowledge (dungeon.) Int 14 = +4 +10 Listen Wis 13 = +3 +10 Move Silently Dex 02 = +2 +0 Open Lock Dex 02 = +2 +0 Perform Cha 03 = +3 +0 Profession - 00 = +0 +0 Ride Dex 02 = +2 +0 Search Int 04 = +4 +0 Sense Motive Wis 13 = +3 +10 Sleight of Hand Dex 02 = +2 +0 Speak Language +9 Spellcraft Int 04 = +4 +0 Spot Wis 13 = +3 +10 Survival Wis 04 = +3 +1 Swim Str 10 = +10 +0 Tumble Dex 02 = +2 +0 Use Magic Device Cha 13 = +3 +10 Use Rope Dex 02 = +2 +0 True Dragon * Medium Quadruped * 30’ movement. * Fly Speed of 60’ (Average, -1 maneuverability category per natural size increase (min:clumsy)) * Darkvision 120’ * Lowlight vision (x4) * +4 Dex * Immunities (Ex): Immune to Paralysis, Sleep, non natural aging, and Fire. * Breath Weapon (Su): May be used as a standard action once every 1d4 rounds, deals 1d6/level Fire damage. Anything caught in the breath weapon’s area may make a 10+1/2HD+Con reflex save for half damage. 30’ Cone of Fire. Fire Subtype * Red Dragon * Vulnerability to Cold * Dragon Fire (Su): My Breath Weapon ignores fire resistance, Fire Immunity instead halves damage. True Dragon * d12 Hit Die * Skills: 6+Int. Every skill is a class skill, however must max out Sense Motive and Appraise before putting points into any other skills. * Weapon and Armor Proficiency: Proficient with his natural weapons gained from class abilities including Alternate Form. Not proficient with armor of shields of any kind. * Age: Advances not only based on accumulated experience but age as well. * Natural Armor (Ex): Gain an unnamed natural armor bonus equal to class level. * Fast Flier (Ex): Starting at 1st level my fly speed increases 10’ for every class level. * Mental Ability Boost (Ex): At first, fifth, ninth, thirteenth, and seventeenth level I get a +2 unnamed bonus to Intelligence, Wisdom, and Charisma. * Spell Resistance (Su): At second level gain SR equal to 10+character level (16). * Alternate Form (Su): At third level gain the supernatural ability to alter my form into any Animal or Humanoid once per day per class level for an indefinite duration. * Know no Fear (Ex): At third level I become immune to any Fear effect or condition. * Sphere (Sp): Gain Basic access to a Fiendish Sphere. Fire: Gain Fire Subtype except already have it, the class feature increases my breath weapon in that situation 1) Fireball 2) Scorching Ray 3) Fire Trap 4) Wall of Fire * Growing Pains (Ex): Base size increases to large at fifth level. Increases again to huge at ninth, gargantuan at thirteenth, and colossal at seventeenth level. Gain all the bonuses and penalties from the monster manual for increasing in size. +8 Str, -2 Dex, +4 Con, +2 NA, -1 attack/AC * Tail Slap (Ex): At fifth level gain a natural Tail Slap attack of a dragon. * Deep Breath (Su): At sixth, tenth, fourteenth, and eighteenth level the area of my breath weapon increases; 20’ longer for a line, 10’ longer for a cone. * Damage Reduction(Su): Your hide is so tough, it ignores nonmagical weapons. At level seven, you gain DR 5/magic, which increases to DR 10/magic at level eleven, DR 15/magic at level fifteen, and becomes DR 20/epic at level nineteen. Equipment: Money: 13,000 gp Ring of Protection 2000 Amulet of Natural Armor +1 2000 Dragon Spirit Cincture 2000 Dusty Rose Ioun Stone 5000 2000 gp remaining Ryuujin fucked around with this message at 01:26 on Sep 11, 2014 |
# ? Jul 6, 2014 06:33 |
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Prince Rama Silvekra The forces of evil were strong today. The town was on fire, there were fiends rending and tearing the world apart, and the brave were met with great adversity. Throats were slit, homes were burned, and now the gates and barricades were buckling under the might of the oncoming siege. In the middle of the battlefield was a demon, a being with skin of scarlet and blue hair like a lion's mane. The soldiers routed in an attempt to escape its long arms, trying to keep from being torn to shreds by its horrifying jaws. No matter how much the soldiers attacked it, it seemed almost invincible. It tore through the ranks like a sword through paper. Hope was dimming. That was until the thunderclap of galloping hooves came from down the way. A torrent of hair and hooves and muscle and flashing steel ran down the street as a horse fit for giants bellowed for war. Nostrils flared and practically breathing fire, the horse carried its rider directly into the fray. The direction was clear; it was heading straight for the ogre. Those who cried out as the bolt of red lightning passed them were right, the monster was a wrecking ball. The monster was a bloodthirsty cannibal, a creature with a taste for human flesh that drove it mad with infernal desire. The long-haired man with the giant spear simply stood up in the saddle and charged straight for it. It was true, this creature was a bastard child of the hellish and the creatures of earthly rage, unknown in its capacity for evil. It was true that it was a creature of such fury and stature that four men combined could not even come close to a tenth of its strength. And that's why Prince Rama Silvekra picked that poor bastard to die first. The seven foot tall giant leaped onto its back and planted his knee into the creature's spine. He quickly choked the beads around the demonic ogre's neck and tightened them like reins. In a bolt of lightning the consecrated spearhead slips into the creature's neck, black ichor spilling from the resulting hole. The ichor bubbles and burns under the holy light of Rama's spear. With a single kick, Rama dives off to the side, driving the demon creature off balance and pulling him down with him. The instant Rama set foot on the earth, he pulled the beads to the side, and suddenly the ogre was in orbit. Rama twisted his heel and waist and suddenly he turned into a terrifying whirlwind, a giant sling armed with a half-ton hammer cradled inside. And that hammer was screaming like a pathetic baby seal. Rama was practically laughing at this point as the ogre's body smacked against a horde of unsuspecting hobgoblin soldiers, before with a slice he opens up the ogre's neck and lets go of the beads. The creature soon becomes a projectile, bowling over the unfortunate hobgoblin soldiers whose last living sight was a smelly, hellish ogre quickly blotting out their vision before being hit with the force of ten stampeding horses. "BWA HA HA! FOOLS! You thought you could start the party without me?! No evil shall escape my sight unhindered! NOW WHICH ONE OF YOU UGLY COWARDS IS NEXT?!" quote:Human Sohei 7 AlanWhats fucked around with this message at 05:34 on Sep 12, 2014 |
# ? Jul 6, 2014 07:43 |
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Ulagan Token From the east road came a rumbling drumbeat and a fearsome droning wail. For a moment the defenders sagged with despair, fearing that this presaged hobgoblin reinforcements attacking their rear. Then an arrow appeared, quivering in the leg of a startled hobgoblin two ranks back from those attacking Captain Soranna. The two attackers between her and the arrow-stricken individual slowly slumped in surprise, a neat hole through the first's neck and the second's guts. More arrows followed, relieving the pressure first on Captain Soranna, then the other good-looking women, then the not-so-good-looking women, which had the welcome side effect of relieving some of the pressure on the male defenders of Drellin's Ferry. As the rumbling drumbeat grew closer it resolved into the hoofbeats and the fearsome droning wail resolved into an unpleasant droning wail that somehow included a high and low pitch despite clearly coming from a single man. That man leapt nimbly from the horse's bare back to land beside Captain Soranna while the horse smashed unslowing into the hobgoblin lines. Ulagan smoothed his mustache, smiled winningly at the Captain, and bowed low. "Never being fearing for the days, beautiful warrior ladies! I am being Ulagan and owning three horses, one of who is being Gegune the greatest horse in all the worlds so she is really counting for fifty horses!" He points towards the horse stomping and rearing in the midst of a group of increasingly hesitant looking hobgoblin spearmen. He casually shoots an arrow at one of the hobgoblins that looks as if it might venture a stab at the horse's back. The arrow flickers strangely across the distance, taking the hobgoblin in the eye, then vanishing to reappear on Ulagan's bow. "Oh, also there is being a dragon skulking in the skies, but he is not being safe from the reaches of the Spirit-Blessed Bow, forged from dragons bone and -- what are you being saying? oh yes -- stomachs, guided by the spirits of the air and skies!" Ulagan's description of the bow is delivered more fluidly than the rest of his speech, minor issues of vocabulary aside, as if it is well rehearsed. "And maybe some other hero types for being helping," he adds in an afterthought. "We are being riding past such types over theres." He waves vaguely back the way he came as Gegune sends a hobgoblin flying to land at his feet. In his native tongue he calls to the horse, "You're doing great! Keep it up and I'm set for the night!", then grins proudly at the Captain. pre:Druid 7 (Deadly Hunter, Heat Endurance, Halfling Druid 1&5 Racial Substitution Level, special daghuci background [lose Druidic, gain full BAB, get Perform, Sense Motive as class skills]) Deity: Ehlonna Attributes Name Bonus Total Start Level Item Strength +2 14 14 Dexterity +1 12 12 Constitution +3 16 16 Intelligence +3 16 16 Wisdom +4 19 18 +1 Charisma +1 13 13 Combat Armor Class: 18 = 10 base + 1 dex + 5 monk +2 natural HP: 84 Temp. HP: 14 Saving Throws: Fortitude +8 Reflex +3 Willpower +9 BAB: +7 Initiative: +6 = +1 dex + 5 competence Move: 50 = 30 base + 20 monk Weapons Name Attack Damage Crit Range Inc. Misc Bow +13/+7 d8+4 force+d6 acid x3 195' +3 to hit <= 60', +7 to damage <= 195', ignores miss chance if targeting proper square Typical Active Effects *=applies to Gegune too *Primal Instinct - +5 competence to initiative and Survival *Primal Hunter - +5 competence Climb, Jump, Swim. Uncanny Dodge *Heart of Water - Swim speed as land speed. Breathe underwater. +5 enhancement Escape Artist *Heart of Air - +10 enhancement Jump. Light fortification. *Heart of Earth - 14 temp HP. +8 to resist bull rush, overrun, or trip *Raptor's Sight - +5 competence Spot. Halve range penalties. *Endure Elements - Comfortable from -50 to 140 degrees Fahrenheit Feats Human: Zen Archery You may use your Wisdom Modier in place of your Dexterity Modier on ranged attack rolls. Any opponent you can hear is considered an oppo- nent you can see for purposes of targeting them with ranged attacks. If you cast a Touch Spell, you can deliver it with a ranged weapon (though you must hit with a normal attack to deliver the spell). 1: Hunter Shot on the Run - you may take a standard action to attack with a ranged weapon in the middle of a move action, taking some of your movement before and some of your movement after your attack. That still counts as your standard and move action for the round. You suffer no penalties for firing from unstable ground, a running steed, or any of that. Bonus: Track Bonus: Heat Endurance +2 save vs. fire. Exist comfortably in temperatures up to 120° F. Level 1 protection against heat. 2: Tough Guy HD increased by 1 step. You also gain +1 hp per level. You can enchant your body as though it were armor. Gain +1/3HD natural armor while not wearing armor. 3: Ulagan is a daghuci of the northern horse nomads. The daghuci move from band to band, carrying news, keeping an eye out for trouble on the plains, and chanting the daghun to entertain and educate the people. Ulagan learned bits and pieces of the trading tongue from a merchant who came north of the Giantshield to trade metal goods for bows and horses. He was intrigued by descriptions of life in the warm, tree-covered lands to the south. When a bit of trouble arose over a married woman, Ulagan decided it would be an excellent time to expand his horizons and see the south for himself. (Someone should have told him she was married!) He sent word to his family and set off. The ruins of Rhest were only moderately intriguing and appeared dangerous, so Ulagan continued on and found himself in Brindol. An unusual sight in the land of farmers and merchants, Ulagan was escorted by the guard to Lord Jarmaath. After a few conversational difficulties, Ulagan convinced the noble he meant no harm. Ulagan stayed a while in Brindol, vastly improving his command of the local language and attempting to earn some coin as an entertainer. Unfortunately, few in Brindol seemed to appreciate the droning daghun and Ulagan's funds disappeared rapidly. A stable master (to whom Ulagan owed quite a bit of money) suggested Ulagan might try his hand as a caravan guard. This seemed like an excellent idea, so he signed on immediately. After a few mostly uneventful circuits of the Vale, Ulagan had earned enough to pay off his debts in Brindol. Returning from the Hammerfist Holds to Brindol alone, he came across a group of goblins attacking the coach of the lord of Dauth. Ulagan's arrival was enough to turn the tide in favor of the lord's guards. The lord of Duath was grateful for this assistance and gave Ulagan both a small reward and a letter to carry to Lord Jarmaath, discussing the growing goblin menace and commending Ulagan's bravery. Ulagan reached Brindol with no further incident and has just delivered the letter to Lord Jarmaath's majordomo. Words to Live By "Bah, you are being foolishnesses, I am not being druids, I am being daghuci. A druid is being speaking to spirits and living in forests and hiding behind trees and fighting with bears like cowards and singing like stupid little birds. A daghuci is being speaking to spirits and living in plains and not hiding behind anythings and fighting with bows like real mans and singing like roaring winds." Bouquet fucked around with this message at 00:45 on Oct 4, 2014 |
# ? Jul 6, 2014 08:21 |
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It had been a relatively uneventful journey for Talia. As she made her way south along the Western Sea, and then east, around the southern end of the Wyrmsmoke Mountains, she encountered little more than an uneasy quietude about the land. When the tell-tale glow of fire in the night rose up over the last, scraggly peaks at the range's eastern terminus, the land's silence began to make more and more sense. War was upon the Vale - and Drellin's Ferry, the very town her brother died trying to save, was to be its first casualty. Spurring her horse on, she raced towards the glow of battle, the wails of the on-rushing horde's victims deepening her dread with each pause of her steed's thundering hooves. As the battlefield came into view, however, the true madness of what was transpiring began to dawn on her - her brother's motives suddenly drawn more clearly than she had ever expected: no mere goblinoid alliance, this army enlisted the very offal of hell, a grim menagerie of fell beasts few living eyes dared see. Had he known what he was fighting? Had he died at the hands of such beasts? Whatever the answer, her own path was now clear - against such an army, no quarter could be given. Riding on past a band of fleeing townsfolk, she entered the town proper and guided her horse into one of the many abandoned barns yet untouched by the battle along the river, knowing that, in all likelihood, it would not survive the night. As a sudden gout of flame rose high across the river, and the strange wailing of beasts echoed amid the din, she couldn't help but think that, indeed, few would. Though she herself ought to simply have ran, some strange force told her that, if she did not fight here, few places would remain safe for long. Taking flight, she rose high into the sky over the town, taking in at last the full scope of the battlefield. When she did so, the insanity of it all only intensified in her mind, filling her belly with a giddy rage that crackled like an electric arc. Spying the massive dragon swoop down over the battlefield, she readied her magics against it. When it, inexplicably, turned against the horde, she could not help but emit a laugh. What gods had lost their minds this day, when dragons defend men, and the armies of hell marshal themselves against dingy hamlets? Her thoughts soon abandoned her as she spied a small platoon of archers attempting desperately to hold the eastern riverbank, unaware seemingly that they were about to be flanked from the north. With a flick of her wrist, two glimmering shards of light streaked toward the skulking flankers, exploding in a tumult of electricity and acid fumes. Swooping down into the befuddled archers' midst, she shouts only "LOOSE!" as more arcane energy pours from her arms, wreathing the platoon's bows in shimmering force. The archers, seeing no reason to refuse, rally to her command, sending forth a torrent of magical projectiles towards the mob sloshing through the river, leaving the goblinoids to wonder if some horrid elemental storm had opened up over their heads as they die amid acid flame and electric frost. "Who's in charge here?!" She bellows at a nearby archer, eyes aglow, as yet more explosions burst from her hands to annihilate several surviving orcs. When the understandably frightened archer points only to the west, she takes flight once more. So just going on what I remember here, but Talia will begin making her way to the Captain by air. Using a free extend on the Fly, for 20 minutes duration. Dropping however many other spells in need to in order to pull off some carpet bombing/arrow enchanting/rageblasting. pre:Talia Endmyre CG Feytouched (Sirine) Warmage 7 Deity: Labelas Enoreth Attributes Name Bonus Total Start Race Level Item Strength +1 13 13 Dexterity +5 20 16 +2 +2 Constitution +2 14 16 -2 Intelligence +5 21 18 +1 +2 Wisdom +2 14 14 Charisma +2 14 12 +2 Combat Armor Class: 20 = 10 base + 5 dex + 5 Darkleaf Armor Touch AC: 15 Flat-Footed: 15 HP: 47 = 8 + 6 + 7 + 6 + 7 + 6 + 7 Saving Throws: F R W Base: 2 5 5 Ability: 2 5 2 Item: 1 1 1 Totals: 5 11 8 BAB: +3 Weapons Name Attack Damage Range Misc +2 Defending Longsword +6 1d8+3(19-20/x2) na Mwk Longsword +2 Defending Comp Lbow +10 1d8+3(20/x3) 110 Mwk Composite Longbow [+1] +3 to hit/+BAB dmg if <30 ft. Special Delivery +7[v.SR] 4d6+4(Any) 1600 Enlarged Exchanged Expansive Flaring Magic Missile - L. 2 Spell Weapon and Armor Prociency: Warmages are proficient with all simple and martial weapons. Warmages are proficient with light armor and medium armor but not with shields of any kind. Spellcasting: The Warmage automatically knows every spell on their class list that they are a high enough level to cast. They cast spells spontaneously, without preparation. The ability score that determines their spellcasting is Intelligence. Unless stated otherwise, any Warmage class features that affect her spells will only affect those gained from Warmage levels, not other classes. Armored Casting: A Warmage casts arcane spells, but she is not affected by the arcane spell failure of any armor or shield she is proficient with. This ability only applies to her Warmage spells, if she is able to cast any other arcane spells, they are affected by arcane spell failure normally. Elemental Exchange: If a spell deals a specific type of energy damage (Acid, Cold, Electricity, Fire, Sonic, Force, Negative, Dessication), the Warmage can elect to swap it to Fire or Cold damage - later, more energy types become available. This is not an action and does not aect the spell in any other way, unless the spell has an energy descriptor, in which case it changes to match the new one (so you won't have a Cold Fireball being a [Fire] spell). This applies to any spells the Warmage can cast, not just her Warmage ones. Create Water (Sp): The Warmage can Create Water as a Spell-like ability at will. The Caster Level is equal to her class level. Create Food (Sp): The Warmage can Create Food as a Spell-like ability at will. This creates one pound of nutritious, if bland, non-descript food per class level and uses a Standard Action. Consider it the equivalent of a military MRE designed to keep for long times. Yeah, I can see you salivating already. Purify Food and Drink (Sp): The Warmage can purify food and drink as a Spell-like ability at will. Energy Effect: When casting spells that deal energy damage, a special effect occurs, based on the energy type: Energy: Effect: Acid the target becomes Sickened for 1d4 rounds Cold the target becomes numb, dropping whatever they are holding Electricity the target is momentarily shocked, becoming Staggered for 1 round Fire the target catches fire Sonic the target is Deafened for 1 minute DC at this level: 17 The effects only occur if the target is damaged. If a spell causes multiple damage types, only one eect can be chosen per target. Targets are entitled to a Fortitude save to negate this eect (DC 10 + half the Warmage's HD + her Int modier). If the original spell allows a saving throw, then passing that save negates the effect instead of making someone roll two saves. Swift Cast: Once per day per five class levels, the Warmage can cast a spell as a Swift Action. This only applies to spells that can be cast as a full round or less, however it does not change the spell level or any other aspect. It DOES change the casting time, in the exact manner that I just stated. Limitless Spell Force: If a spell has effects that increase with caster level (one ray per 4 levels beyond 3rd, 1d6 per level, 2 targets per level etc.) and usually has a limit on this increase, ignore the limit: the effects increase with the Warmage's caster level indefinitely. Explosive Spell: When casting a damaging spell with an area of eect, the Warmage may elect to make it an Explosive spell. All targets who take damage must succeed on a Fortitude save or be sent ying. The DC is 10 + half the Warmage's HD + her Int modier. They are hurled in the direction the spell struck them from, moving to the outer edge, and half the distance travelled again (so if they would need to move 10' to leave the area of eect they would be moved 10+5 = 15'. If they had to move 100' they would end up being knocked 150'), then land prone. If a solid barrier prevents their movement, they take 1d6 Bludgeoning damage for every 10' of movement denied. Yes, the Warmage may pinball people with a bouncing Lightning Bolt. Fey Type 30 foot movement rate Low-Light Vision +2 Dexterity, +2 Charisma, -2 Constitution. Immunity to [Compulsion] Effects Magic Afinity: Shock and Awe 1/day as SLA, and the save DC is Charisma-based. Favored Class: Bard Feytouched speak Common and Sylvan. Bonus Languages may be selected from the following list: Aquan, Fasdar fucked around with this message at 19:56 on Oct 4, 2014 |
# ? Jul 6, 2014 22:52 |
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Kallow At first, there was nothing. The silence of hobgoblin scouts moving in a quiet formation, ready to ambush a scattered, panicked platoon of guards, cut off from the core of their group by burning wreckage and pitch-strewn fields. Their companions, a group of archers, closed in from a flank, ready to turn the brave defenders into pincushions. At first, there was an eerie hum to the air, like the entire area was blanketed with electricity that made one's hair stand on end. Then the laugh. Slow at first, then louder and faster until it was uproarious. There was a loud bamfing sound, and he appeared, out of a cloud of blue smoke, soulforged accoutrements glinting in the night. The dead man walking, the Hellborne hero, Kallow. Laughing, he dashed his shaggy black hair out of his eyes, the grey pallor of his skin offset by the blue glow of his magically-created gear. The dead man throws his hands out to his sides, and with the sound of a thousand panes of glass breaking, massive blue chains appear in both of them, blazing with a blue flame that looks like a window into Heaven itself. "Well, here I thought Azzar-Kul would send his best! Instead," he says, beginning to rush forward, rotating so the chains begin to build up momentum, "I get the cowards! Come, then - I'll drag you to Hell all the same!" Dashing forth at lightning speed, he begins to spin as he does so, soul-chains lashing into and through hobgoblin after hobgoblin, severing limb from limb, leaving cauterized stumps and searing flesh as the scout troop slumped to the floor, now just a pile of broken and burnt bodies. A quick "bamf" later, and Kallow had teleported into the midst of the guards. "Shields up, boys, there are archers nocking on your position. I'll deal with them, you just get back to the main group, your commander needs you." Flashing a smile at them, he dashes off again, ground rising in his lightning-quick wake as his chains drag in the dirt. As the archers let loose their salvo, Kallow jumps into the air to follow the projectiles, chains whirling to knock the arrows out of the air, turning them into merely a shower of blue embers, harmless to anyone. Still aloft, he does a forward somersault, lashing his chains into the ground and cutting a swath right through the archers' formation. Two quick lashes of his chains finished the archers off, still-burning bows and arrows littering the ground as he continued on, leaving turned-up earth and rushing air in his path. Closing in on the guard captain and her now-reforming troops, as well as the strange man with the ululating voice and freakishly powerful horse, Kallow heard a cry from a nearby building. Someone wounded, and definitely afraid for their life. And that just wouldn't do. Burning the ground, he leaps through a building's window, seeing a young man pinned under a collapsed beam, a chimeric monstrosity from some Lower Plane or other rapidly closing in, mandibles slavering at the thought of tasting human flesh. Today would not be that day, though - grabbing the boy's arms, he chuckled with a quip of "Hang on tight, and try not to get too nauseous when we land." A flash, and Kallow had teleported to a safe distance with the boy, leaving him at the feet of some experienced soldiers. "Get him to a healer," the dead man said. "I'll take care of the fiend in that building." And Kallow dashed. He built up speed, chains whirling in front of him. The door of the building crashed open, flying off its hinges and slamming into the fiend, who shrugged it off without anything more than a snarled oath. It did not, however, shrug off Kallow's chains, which wrapped about its waist and burned its flesh, filling the air with acrid blue-black smoke. Slamming through the back wall of the building, Kallow spun again, building up momentum and willing his chains to lengthen before leaping as high as he could, disappearing and reappearing a hundred feet or more in the air, gleaming like a blue star in the night sky as he continued to flip, building up enough speed to make every movement a blur. And he came down with a thunderclap, cratering the ground beneath him and splattering the fiend into charred and cauterized pieces, flipping away from the nova of soul-fire to stand proudly by the guards' captain. "Hello, honored Captain," he said. "Kallow, at your service," as he bowed with a flourish, hoping his roguish grin wasn't TOO manic. And that his powerful artifacts weren't TOO blinding, either. Declaring that Kallow's active Soulmelds are the Azure Vengeful Boots, Midnight Rising Sleeves, and Sapphire Wicked Gauntlets.These grant him 2 Dexterity, Super Speed (5' move distance per Soulborn level), 2 Strength, Soul Lash (soulblades have reach), 2 CHA, and Startling Power (on hit, may force a target to make a Fort save at DC 9+half level+CHA mod or be dazed for a turn) pre:Kallow, Revenant Soulborn Alignment: Neutral Good HP: 72/72 HD: 6 (d12) Soulmelds Known: 7 Chakras: 3 AC: 24/26 (10 + 6 Armor + 1 Deflection + 2 Deflection [Soulmeld, must be active] + 3 Dexterity + 2 Dodge + 2 Shield) Reflex: +13 (+2 class, +3 Dex, +5 Cha, +3 Elusive Target) Will: +11 (+5 Class, +1 Wis, +5 Cha) Fortitude: NOT APPLICABLE Movespeed: 30' (60' with Super-Speed) Melee BAB: +13/+7 x2 (4 attacks per round, two main-hand and two off-hand, +5 CHA, +2 Enhancement) Ranged BAB: +9/+3 (2 attacks per round, +3 DEX) Initiative Mod: +3 Attacks of Opportunity: 7 (2 main hand + 2 off hand + 3 Dex [Horde Breaker]) Other: Displacement (20% concealment, meld must be active) STR 16 (+3) DEX 16 (+3) INT 12 (+1) WIS 13 (+1) CHA 19 (+4) Languages: Common, Infernal Racial Features: Type: Undead (Augmented Human) Racial Features: Darkvision 60' Immunity to critical hits/ability drain/energy drain/nonlethal damage Immune to poison/paralysis/sleep/death/stun/disease Immune to damage to STR/DEX/CON, as well as fatigue/exhaustion Immune to all effects that require a Fortitude save (unless they affect objects or are harmless) Healed by negative energy Not affected by Raise Dead/Reincarnation Resurrection/True Resurrection return character to fully-alive state Does not breathe, eat, or sleep Subtype: Dark Minded Dark Minded: Not immune to mind effects Immune to morale and fear effects Heals normally -10 to attempts to use Bluff, Diplomacy, or Intimidate against the character Advances in age categories, gains bonuses to INT/WIS, does not take penalties to attributes No maximum age Subtype: Archon Darkvision 60' Low-Light Vision Aura Of Menace: 20' radius, all hostile creatures must make a Will save to resist, CHA-based, +2 racial bonus, varies by type of archon. Failure results in a -2 penalty to AC, saves, and attack rolls for 24 hours or until they successfully hit the archon. A creature that has resisted or broken the aura cannot be affected by the same archon's aura for 24 hours. Immunity to electricity/petrification +4 racial bonus on poison saves Magic Circle Against Evil: Benefits from magic circle against evil always, caster level based on Hit Dice Teleport: At-Will Greater Teleport (self + 50 lbs) as standard action. Tongues: As cast by 14th level, always on. Hit Die: d12 (permanent), BAB/Saves/Skills as normal Ability Scores: No Constitution score. Special Qualities: Cannot be turned, CAN be rebuked Heals completely at sunset, including being brought back from the dead, UNLESS in a Tomb or hallowed area, in which case he cannot be brought back from the dead by any means. Favored Class: Any SKILLS (4 + Int Mod +1 [Human], 4 extra points at 1st level [Human]) : CLASS SKILLS Balance (DEX) 5 Bluff (CHA) 5 Intimidate (CHA) 4 Jump (STR) 5 Knowledge [Religion] 1 Knowledge [Dungeoneering] 1 Knowledge [The Planes] 1 Tumble (DEX) 9 Use Magic Device (CHA) 9 BACKGROUND: The Long Hard Road Out Of Hell Effect: +2 to Knowledge (The Planes) and (Religion), but you're always going to look like you've seen some serious poo poo, the kind that nobody believes really happens. FEATS (1/level +1 for being Human) Elusive Target [Combat +6] - +2 Dodge bonus to AC - Opponents cannot flank/use high ground - Opponents don't do extra Power Attack damage Horde Breaker [Combat +6] - Extra AoOs equal to Dex bonus - When you kill an opponent, use an AoO for a Cleave - Make a 5' step every time you can Cleave (before or after) Two-Weapon Fighting [Combat +6] - No penalty for off-hand, get extra attacks with off-hand - Extra AoOs as BAB, must be made with off-hand - +2 Shield bonus to AC when dual-wielding and not flat-footed Martial Study (Desert Wind) - Tumble as class skill Product of Celestial Dalliance [1st Level Feat] - Gain [Archon] Subtype - Resist 5 Acid/Cold/Electricity - Smite Evil at-will, deals +1 extra damage Verbose Assault [Combat +6] - Add CHA mod instead of STR mod on attack rolls - When you hit an enemy, all allies gain a Morale bonus to AC vs. that enemy equal to your CHA mod until the beginning of your next turn. - Add CHA mod instead of STR mod on damage rolls Whirlwind [Combat +6] - As a full-round action, make an attack against every opponent you can reach. Roll once, compare to all ACs. - +3 bonus to Balance checks - As a full-round action, move and attack every enemy you can reach at any point in the move. Roll once, compare to all ACs. PROFICIENCIES: All Simple and Martial Weapons Light, Medium, Heavy Armor Shields CLASS FEATURES: Soulblade Soulmelds Resilient Soul Soul Smite Arcane Sight Pressing Assault Soulfire Burst Better Soulmelds Endless Smiting SOULMELDS: Cerulean Dimming Amulet: Spell Resistance (14) + Counterspelling Electric Depressive Claws: Enhanced Intimidate (8) + Crushing Despair Azure Vengeful Boots: Enhanced Dexterity (2) + Super Speed Sky Crushing Horns: Spell Resistance (14) + Enlargement Sapphire Wicked Gauntlets: Enhanced Charisma (2) + Startling Power Midnight Rising Sleeves: Enhanced Strength (2) + Soul Lash Indigo Awesome Mantle: Deflection Bonus to AC (2) + Displacement EQUIPMENT (13000 Starting GP): Amulet of Tears [2300GP] Acrobat Boots [900GP] Greatreach Bracers [2000GP] Ring of Protection +1 [2000GP] Masterwork Gloryborn Mithril Suit (+6 AC, +5 Max Dex, ACP -1, ASP 0, Tumble 8) [5150GP] - Armor Check Penalty not applied to skill checks - You allow no miss chance when averting your eyes from an opponent - +1 AC while Charging 500 spare GP to be spent at some later point Tempus Rimeblood fucked around with this message at 02:02 on Jul 7, 2014 |
# ? Jul 7, 2014 01:00 |
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Lil The inn was a sturdy building of thick, stout wood, and it was there that many of the women and children of Drellin's Ferry took shelter against the invasion. But the relative safety was little comfort, for even through the thick walls, the screams of husbands, fathers and sons could be heard. And unfortunately, those inside could be heard by the enemy as well. So while those inside huddled, prayed, and hoped, they were being surrounded. The walls were coated with oil and the door was barricaded from the outside. The families of Drellin's Ferry were to be burned alive. Their task finished, the oil-lugging goblins scattered while a massive hobgoblin approached, burning torch in hand. But before he could touch the flame to kindling, the massive doors flew off their hinges with a thundering crash, striking the torch-bearer square in the chest. What was outlined in the doorway by the light from within was tall, female, green, and very, very angry. As the hobgoblin struggled under the weight of the door, she approached, calmly drinking from a huge, pewter stein decorated in dwarven ruins. Calmly, the half-ork dropped to one knee next to the pinned creature's head, reached down to where the torch still burned on the ground, and extinguished it with her bare hands. "How many times do I have to tell you morons?" Lil spat. "You never. Ever. gently caress. With my bar." The last thing the hobgoblin saw was the tankard slamming into his face with a sickening crunch. pre:Lil, Half-Orc Monk Alignment: Neutral HP: 56 HD: 6 (d8) Fighting Styles Known: 3 STR 18 (+4) DEX 14 (+2) CON 16 (+3) INT 13 (+1) WIS 18 (+4) CHA 12 (+1) Initiative Mod: +2 Movespeed: 30' AC: 21 (Base 10 + 4 Wis [Willow Step] + 7 [Armored in Life]) Spell Resistance: 11 (Diamond Soul, Base 5 + Char Lvl 6) SAVES: Reflex: +5 (+5 class, +4 Wis [Willow Step], +1 Cloak) Will: +10 (+5 class, +4 Wis, +1 Cloak) Fortitude: +9 (+5 class, +3 Con, +1 Cloak) ATTACKS: Melee BAB: +12/+7 (Base +6/+1, +4 Str, +2 Feat) Ranged BAB: +10/+5 (Base +6/+1, +2 Dex) Slam Attack: +12/+7, 1d8+8, Crit 20/x2 Languages: Orc, Common, Goblin RACIAL FEATURES: Size: Medium Movement: 30'/60' (Fighting Style, must be active) Type: Humanoid (Orc and Human Subtype) Ability Scores: +2 STR Skills: +2 to Intimidate, Gather Information, Survival Special Qualities: Darkvision Automatic Languages, Orc, Common Bonus Languages: Any Favored Class: Assassin, Barbarian SKILLS (4 + Int Mod) : Ranks + Mod + Other = Total Balance (DEX) 6 + 2 + 5 = 13 Escape Artist (DEX) 8 + 2 = 10 Gather Information (CHA) 0 + 1 + 2 = 3 Intimidate (CHA) 0 + 1 + 2 = 3 Jump (STR) 9 + 4 + 2 = 15 Listen (WIS) 6 + 4 = 10 Spot (WIS) 7 + 4 = 11 Survival (WIS) 0 + 4 + 2 = 6 Tumble (DEX) 9 + 2 + 2 = 13 +5 bonus to skills with rank 0 1/day (Third Eye of Improvisation) FEATS: Bloodletting Blade 1 HD - As part of a melee attack, you can lose 2 hitpoints to deal an additional 1d6 damage on the attack. Ability can be used 1/round. 5 HD - You can lose 4 HP to deal an additional 2d6 damage instead. Ghost Hunter +0 - Attacks have a 50% chance of striking incorporeal opponents even if they are not magical. +1 - You can hear incorporeal and etherial creatures as if they lacked those traits. +6 - You can see invisible and ethereal creatures as if they lacked those traits. Great Fortitude +0 - +3 bonus to Fortitude saves. +1 - Die at -20 instead of -10. +6 - Gain 1 hp/level. Touch Me if You Can (Acrobatics) 4 ranks: Gain a +3 dodge bonus to AC 9 ranks: Gain a 20% miss chance against all attacks. This is a (Su) glamer effect that can be countered as if it were a normal illusion. Weapon of Righteous Destruction +0 - Attacks considered Magical (+1/3 per level) +1 - As above plus Flaming +6 - As above, Holy instead of Flaming Whirlwind +0 - Make a single attack against each opponent within reach as a full round action. Roll 1 attack and compare to each opponent's AC individually. +1 - Gain +3 to Balance checks. +6 - As a full round action, take a regular move and make a single attack against each opponent within reacy at any point during the movement. Roll 1 attack and compare to each opponent's AC individually. PROFICIENCIES: Simple Weapons, Special Monk Weapons CLASS FEATURES: Abundant Leap (Su) - Ability to jump is no longer bounded by her height, and jump check DCs are divided by 2. Armored in Life (Su) - Whenever not using armor or shields that she is not proficiant in, She gains +7 AC (Base 4 +1 each even-numbered level) against Touch Attacks and Incorporial Touch Attacks. Diamond Soul (Su) - Gain Spell Resistance equal to 5 + character level. Fighting Styles (Su) - Swift Action to activate, lasts 1 round, usable at will. Fatal Strike (Su) - Natural weapon slam attack. If using no weapons, add STR x 1.5 to damage. If used with other weaponry, it becomes a secondary natural attack, takes a -5 penalty to hit and adds only 1/2 STR modifier to damage. Base 1d8 damage. Rain of Flowers - Can choose to inflict lethal instead of non-lethal damage or vice versa. Walk of a Thousand Steps - Once per day, can activate a Fighting Style and extend its duration to 1 round/level. Other fighting styles can be activated while this is active, these last 1 round as normal. Willow Step (Su) - Add Wis modifier instead of Dex modifier to AC and Reflex saves. FIGHTING STYLES: Frenzied Manticore Strike - Any opponent struck by slam attack must make a Fortitude Save at DC 17 (10 + 1/2 level + Wis modifier) or become stunned for 1 round. Ignores hardness and DR. Elusive Displacer Beast Stance - +4 Dodge bonus to AC and Saving Throws. Swift Megapede Technique - +30' Insight bonus to movement rate, can move through occupied spaces as if they were unoccupied and provokes no attacks of opportunity for movement. EQUIPMENT: Bag of Holding (Type I) 2,500 Bracers of Armor +2 4,000 Cloak of Resistance +1 1,000 Everfull Mug 200 Everlasting Rations 350 Healing Belt 750 Ring of Feather Falling 2,200 Third Eye of Improvisation 1,000 1000gp Izzy fucked around with this message at 04:58 on Jul 10, 2014 |
# ? Jul 8, 2014 02:00 |
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If Captain Atinah was surprised, she didn't let it show. Instead, she raised her shield to block an incoming arrow, then turned her attention to the two men and the woman who'd recently arrived. "New allies, are you? At this point, I'd cut a deal with a devil if it meant I could save this town...if these monsters hadn't gotten to it first already, anyway." She spat out her distaste and barked a command to one of her nearby men. "If you can lend us your aid in repelling this attack, it will be greatly appreciated, mark my words." She said, her eyes lingering on Kallow, Talya, and especially Ulagan. Before she could say more, a darklit flash coming from behind caught everyone's attention. A pair of hobgoblins had appeared next to the village's central fountain, and soon, several more of their kin and a pair of savage, foaming warbeasts followed. One of the first two goblinoids, a tall, musclebound giant covered from head to toe in steel barked commands and began organizing his men, in a manner reminiscent of the Captain and her force, while the other, who was horrifically scarred and covered in dried wounds, sank his hands into the fountain and began to chant. Immediately, the water turned bright red began rising up his arm, before shooting towards the assembled goblinoids and their infernal pets. Slow, steady pulses of red light began coursing through it from them towards him, surrounding the warchanter with a dangerous, throbbing red light. "Teleportation? Blast it! I didn't know the filthy beasts could perform tricks like these! Whatever it is they're doing, we can't let them continue. If you truly are on our side, take those hobs out and stop that ritual of theirs!" Upon hearing the Captain's words, the larger hobgoblin smiled. With a sound of metal scraping metal, he drew an enormous serrated blade from its hilt, producing a shower of sparks. Assuming a battle stance next to the chanter, he spoke with a growling, booming voice. "Yes. Come here, manlings. I think it's time for you to die." And with that, the battle for Drellin's Ferry was joined. Drellin's Ferry, Fire-Shrouded Battle You know what time it is? Fight time! Very nice set of entrances, everyone. Ulagan and Kallow get a +5 bonus to their first round actions (and init!), Prince Rama and Talya get +4, and Lil and Red get +2. Which is good, because you'll need it. The first battle starts now! Go ahead and roll initiative, and place yourselves in this map, wherever you think you fit best. I've already rolled initiatives for your enemies. Currently the turn order is this: 24: Hound 2 21: Hound 1 16: Hobgoblin Commander 14: Hobgoblin Warchanter 13: Hobgoblin Warriors 1 to 3 10: Hobgoblin Warriors 4 to 6 This is it, gentlemen - your first battle, and it's gonna be a doozy. Good luck!
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# ? Jul 8, 2014 04:52 |
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Initiative 1d20+2+2 10 welp Red will be a bit delayed it seems.
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# ? Jul 8, 2014 05:42 |
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Ulagan Ulagan gives a low whistle at the appearance of the new threat, not in surprise, but in conversation. Gegune immediately breaks off from her attack and trots back to the horseman. She doesn't slow as Ulagan leaps to her back, sending two flickering translucent arrows into the chanting hobgoblin near the fountain. Gegune lets her momentum carry her into the closest hobgoblin soldier, where she tears into him with both front hooves and a nasty bite. "Killing thems!" shouts the daghuci helpfully at the newly arrived heroes and the town's original defenders both, waving vaguely in the direction of the fountain. Got 24 for Initiative. Setting up mounted in O-P/14-15. Ulagan Full round action: Full attack vs. Warchanter. Shot 1 - 40 to hit, 23 to confirm crit, x3 if crit. 20 force, 5 acid damage. Shot 2 - 22 to hit, 18 force, 4 acid damage (Subtract 4 damage if it is not actually a Humanoid (Goblinoid)) Gegune Full round action: Full attack vs. H6. Hoof 1 - 25 to hit, 7 damage. Hoof 2 - 32 to hit, 6 damage. Bite 21 to hit, 4 damage. pre:Ulagan Init: +6 AC: 18 Fort: +8 Refl: +3 Will: +9 HP: 72/72 Temp HP: 0/0 Special Defenses: Light Fortification, Uncanny Dodge Skills: Know (Nature) +16, Listen +13, Ride +16, Spot +18, Survival +20 Miscellaneous and Ongoing Effects *=applies to Gegune too Favored Enemies: Humanoid (Goblinoid) +4, Magical Beast +2 - Bonus on Bluff, Listen, Sense Motive, Spot, Survival, damage *Trackless Step - Leave no trail in natural surroundings and cannot be tracked, unless desired. Heat Endurance - +2 save vs. fire. Level 1 protection against heat. *Primal Instinct - +5 competence to initiative and Survival *Primal Hunter - +5 competence Climb, Jump, Swim. Uncanny Dodge *Heart of Water - Swim speed as land speed. Breathe underwater. +5 enhancement Escape Artist *Heart of Air - +10 enhancement Jump. Light fortification. *Raptor's Sight - +5 competence Spot. Halve range penalties. *Endure Elements - Comfortable from -50 to 140 degrees Fahrenheit pre:Gegune Init: +4 AC: 23 Fort: +8 Refl: +9 Will: +4 HP: 86/86 Temp HP: 0/0 Special Defenses: Light Fortification, Uncanny Dodge Skills: Jump +54, Listen +12, Spot +17 Miscellaneous and Ongoing Effects Low-light Vision Scent Immune to fatigue, and anything that would cause you to become exhausted makes you fatigued instead. You don't take falling damage, though you can still take damage if something falls on you. You ignore the effects of difficult terrain on your movement speed, skill checks, and ability to charge. Evasion - If subjected to attack that allows Reflex for half damage, take no damage on successful save. Bouquet fucked around with this message at 07:15 on Jul 8, 2014 |
# ? Jul 8, 2014 05:56 |
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Talia Endmyre "Gah!" As the hobs popped into being in front of her, she jolted upwards, almost reflexively. Quickly sizing up who was in charge, she began to stave off the sortie as quickly as possible through surgical electrical bombardment. When her blasts strike true, she shouts at the strange, leather clad man. "Get them while they're stunned!" Got a 27 for initiative. Was coming from the rear, so I will start at G10 (or at L17 if I was reading things wrong), 15 ft. in the air, if that's alright. Gonna cast a sculpted Empowered Taserball (Electric Fireball) in the shape of four 10' cubes, whose top right corners are at N12, K13, I12, and I15. 6d8 = 26 x 1.5 for 39 Electricity Damage, Ref Save DC 16 Half; if damaged, Fort Save DC 17 or Staggered for 1 round. I rolled a 22 on my Spellcraft vs. 10+CR check to know Energy Resistance, Immunity, and Vulnerability traits, as well as any energy types that bypass its Regeneration, if any, of all damaged creatures. pre:Talia HP 40/40 (Fast Healing 1) AC 20; Touch 15; FF 15 Saves 5/11/8 Spells Remaining: 6/7/4/2 Free Empower: 6/7 Free Double: 2/3 Free Swift: 1/1 Free Extend: 3/4 Effects: Fly, 19 min remain Fasdar fucked around with this message at 06:00 on Jul 10, 2014 |
# ? Jul 8, 2014 07:15 |
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Kallow The dead man smirks, hints of a predatory grin still playing across his face. "Hmm. Teleporting. How unoriginal," he muses, lashing his chains out once more as he begins another deadly dash through the enemy forces. He runs in a circuit quick as lightning, chains lashing out at every enemy he can reach, their burning blue flames searing and tearing at his foes with a fury unmatched. Initiative: 1d20+9 19 (+4 Initiative Mod due to Enhanced Dexterity, +5 Shock and Awe) Kallow is going to declare a full-round action using Whirlwind to move and make an attack at every target within attack range at any point during the move. As he does so, his Aura of Menace procs, forcing all enemies within 20' of him to make a CHA-based will save with a +2 racial bonus, varying based on type of archon. This roll, if failed, gives the enemies -2 to AC/saves/attack rolls for 24 hours or until they hit Kallow. His attack range is 10' due to Soul Lash, movespeed is 60' (Super-Speed) and his move goes from his starting point of K17 to K16, J15, I14, J14, K14, L14, M14, M15, and finishing in M16, giving him an attack against every hostile target on the map! Whirlwind Attack + Shock And Awe: 1d20+18 29 against all enemies in range of Kallow's running whirlwind, as well as applying the effects of Startling Power on all successful hits. Whirlwind Damage: 1d10+7 12 Force damage on all targets successfully hit by the attack. If any enemies are hit, all allies gain a morale boost to AC equal to Kallow's CHA mod (+5) vs. that enemy until Kallow's next turn. And, finally, if any of them die, Kallow gets a free 5' step (which he will use to move 5' closer to the Commander and Warchanter for every 5' step), and a free Cleave attack due to Horde Breaker (which he will take, prioritizing the Commander and Warchanter for attacks, the Hounds if those two are dead, then the Hobgoblins last), per kill he makes. Cleave rolls are as follows (5 with main hand, 2 with off-hand due to Two-Weapon Fighting, all at full BAB): 7 rolls at full BAB: 22, 24, 32, 32, 35, 20, 27 Damage rolls on Cleaves: 13, 16, 8, 16, 12, 12, 14 pre:Kallow Init: +4 AC: 24 Fort: IMMUNE Refl: +13 Will: +11 HP: 72/72 Temp HP: 0/0 Special Defenses: A lot, I'll edit this ASAP Soulmelds: Azure Vengeful Boots: 2 DEX, Super Speed (5' movespeed/Soulborn level) Midnight Rising Sleeves: 2 STR, Soul Lash (Soulblades have reach) Sapphire Wicked Gauntlets: 2 CHA, Startling Power (on-hit Will Save DC 17 or dazed for a turn)
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# ? Jul 9, 2014 03:01 |
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Lil Lil looks up from the poor bastard who interrupted her drink, and grins. "And here I thought I was gonna get bored hangin' around here!" she crows, and charges straight for the one in charge of this lot. "OUTTA MY WAY!" she shouts, but the ones between her and her target are already dead. Waste of time anyway. She roars and raises her fist at the shaman, but finds him, too, suddenly dead, an arrow sprouting from his head. "Oi!" she yells, pausing in her charge to turn to the human with the bow. "Leave a few for me, willya?" But the captain, at least, manages to stay up. Good. She comes at him swinging, a manic grin on her face. "C'mon, ugly, let me see what you're made of," she taunts. Initiative: 1d20+4 11 Placing Lil at U13. Activating Swift Megapede technique with a Swift Action and using Whirlwind as a Full Round Action. Whirlwind Attack: 1d20+14 17 Whirlwind Damage: 1d8+2d6+8 21 pre:Lil Init: +2 AC: 24 Fort: +12 Refl: +5 Will: +10 HP: 56/56 Temp HP: 0/0 Special Defenses: SR 11, 20% miss chance vs. attacks. Skills: Balance 13, Escape Artist 10, Jump 15, Listen 10, Spot 11, Tumble 13 Fighting Styles *=Currently active Frenzied Manticore Strike - Any opponent struck by slam attack must make a Fortitude Save at DC 17 (10 + 1/2 level + Wis modifier) or become stunned for 1 round. Ignores hardness and DR. Elusive Displacer Beast Stance - +4 Dodge bonus to AC and Saving Throws. *Swift Megapede Technique - +30' Insight bonus to movement rate, can move through occupied spaces as if they were unoccupied and provoke no attacks of opportunity for movement. Miscellaneous and Ongoing Effects Bloodletting Blade As part of a melee attack, you can lose 2 HP to deal an additional 1d6 damage on the attack, or 4 HP to deal an additional 2d6. Ability can be used 1/round. Ghost Hunter 50% chance of striking incorporeal opponents, can see and hear incorporeal, invisible and ethereal creatures as if they lacked those traits. Great Fortitude Die at -20 instead of -10. Weapon of Righteous Destruction Attacks are magical (+2) and Holy (+2d6 damage vs. evil) Whirlwind Make a single attack against each opponent within reach as a full round action. Roll 1 attack and compare to each opponent's AC individually, OR As a full round action, take a regular move and make a single attack against each opponent within reach at any point during the movement. Roll 1 attack and compare to each opponent's AC individually. Izzy fucked around with this message at 05:37 on Jul 12, 2014 |
# ? Jul 10, 2014 04:53 |
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Prince Rama Silvekra Rama grinned savagely as he saw the new enemy forces teleport in. Oh they were foolish indeed, to get within range of his wrath. And they were so conveniently lined up too... He quickly rolled along to the side, looking down to find the commander, warmage, and some poor hobgoblin soldier bastard all lined up like hunting fowl on a fence. Suddenly, he stood up, and the great giant spear in his hand started to glow and crackle with lightning. "HEY!" He roars out. "CATCH THIS!" With that, he tossed the spear with great strength, and suddenly the spear flew like a lightning bolt, a pillar of heavenly electricity flying from his hands in a great line. Almost at once, the spear seemed to come back to his hand, striking back to its master's hand just as it was sent flying true. Move down to Q13 and ZAP SOME MUTHAFUCKAS! 120' line of LIGHTNING to the left. Initiative: 1d20+7 19 Damage: 6d6 20 DC 16 Reflex for half, those that fail get same DC Fortitude or be dazed for 1 round
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# ? Jul 10, 2014 05:36 |
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Battle of Drellin's Ferry, Round 1, Second Half The battle was short, swift, and extremely brutal. Talia's rapid reactions had a devastating effect, as all the hobgobling subalterns and one of the hounds were reduced to twitching corpses in the ground after a massive electrical discharge. The warchanter managed to dodge most of it, but a shock of lightning still upset his balance and brought him to his knee...putting his head right in the way of Ulagan's arrow. He fell to the ground instantly, decerebrated. The warrior captain was a different story. In spite of being a magnet for the electrical storm, he maneuvered deftly left and right, avoiding bolts with entirely too much speed for his size, before raising his blade to block a shot from Ulagan. He looked at his fallen allies and made a disgusted sound. "Weaklings. Unfit for the glory that awaits us." Prince Rama's lightning bolt came from behind, swift and certain...and that made the captain's reaction all the more shocking. He didn't try to run or roll, but simply leaped, and the bolt streaked harmlessly part him towards the inn, dissipating in a web of light. "You are pathetic, little creatures. Let me show you how a true warrior fights." As Kallow slew the remaining hellhound and approached, the captain assumed a ready stance. No sooner had the dead man taken one more step towards him that he reached out, his jagged blade cutting through the air towards him. He was too far away, and the attack should have been a harmless feint, and yet, Kallow felt the sword's teeth sink deep into his flesh. Before he could even take in the wound, the captain struck again, but this time, he was ready, and his chains cut a line through the hobgoblin's scaly face that instantly cauterized. That made him smile. "You. You have some skill, boy. I'll kill you last." There was a note of respect in his voice that was genuine. Even on opposite sides, even in a battle to the death, a true warrior could respect another's prowess. Indolently, the captain glanced at the body of the cleric that had brought him to the fight. The malevolent aura surrounding it had not only failed to abate, but intensified. Putting his blade's tip against the ground, he stretched a foot out and lifted the corpse into the air with a kick. "You were worthless in life, Rashak. Make your death useful." Raising his blade with a lightning quick motion, he cut the body in half, sending both pieces into the fountain, a small red jewel visible in mid-air for a moment before the two halves fell in with a muffled sound. And then, the water changed. It bubbled and fizzed like a cauldron's broth, before lurching into the air and splitting into five blobs that landed on the ground with a wet sound. They rose in unison, reforming into watery beings vaguely shaped like a humanoid whose chests pulsed with an angry redness, and though they had no eyes, the braves who had come to Drellin's Ferry's aid could feel their gaze set upon them. "Our mission is accomplished. The gate has been opened. Your town will fall, and you with it." The captain taunted. "Come here, weaklings. Come and taste the edge of this goblin steel." As if to make his point, his blade lazily slithered over Kallow's chest, and then he took a step back. Raising a mailed hand, he beckoned, daring him to attack. Well, now this is a dramatic turnaround. Talia's attack wastes everybody except for the two important hobs and a hellhound, Ulagan kills one of the hobs and misses the other, and Kallow slays the hound and gets first blood on the last hob...who aces literally every save thrown at him like it ain't no thang, god drat. Evasion means it all doesn't hurt him on a save, too, which sucks. Not only that, he gets two OAs when Kallow steps within 20 feet of him, and while one misses, the other hits. On his turn, he signals the second battle wave to arrive, and then for his turn hits Kallow some more. His attacks are 27, 19, 27 again, and deal 15 and 14 damage for the hits before any DR. Lil and Red can now take their turns. Izzy, can you hop into #redhandofdoom on synIRC? I need to know if you want to change your turn in any way since the battle's changed dramatically, and if so, how, and it's easier if I can respond to changes in the moment rather than days later. That aside, the elementals roll init and join the battle (Map has been updated, you can check their starting positions in it). They'll take turns next round if they're still alive by then: 27: Talia 24: Ulagan 19: Kallow 19: Prince Rama 17: Northwest Elemental 16: Hobgoblin Commander (12/?? HP damage) 16: Southwest Elemental 13: Center Elemental 11: Lil 10: Red 6: Northeast Elemental 3: Southeast Elemental Transient People fucked around with this message at 07:25 on Jul 12, 2014 |
# ? Jul 12, 2014 01:43 |
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Lil Her attack misses the captain, but she doesn't seem fazed. "An' that's just a warning for ya. Now watch this!" she brings her hands together in a thunderous clap, sending a shockwave through the elementals all around her. She snorts as they begin to lose their cohesiveness. "Ha! Pathetic. Next time, make 'em outta whiskey. Then at least I'll get a drink out of 'em!" Initiative: 1d20+4 11 Extention of above action: Whirlwind attack on the elementals. Whirlwind Attack: 1d20+14 17 Whirlwind Damage: 1d8+2d6+8 21 Izzy fucked around with this message at 07:21 on Jul 12, 2014 |
# ? Jul 12, 2014 06:58 |
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Red The red haired, red eyed, figure grins and then strides forward confidently. But he does not draw a weapon, or strike with his fist, instead he lunges and attempts to bite the nearest water elemental. It seems as if he was expecting a bit more reach, or a different angle, and his bite passes quite far from the elemental he was trying to eat. Or whatever it was he was trying to do. Human Half Dragon form Bite vs Water Elemental 1d20+17 18 well that is annoying. Would have been for 1d6+12 16 damage plus 2d6 10 against evil and plus 1d6 5 fire damage. Human Half Dragon form Fort Save vs Daze 1d20+8 9 seriously? another natural 1? Ryuujin fucked around with this message at 05:43 on Jul 15, 2014 |
# ? Jul 12, 2014 07:07 |
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Battle of Drellin's Ferry, Round 2 Eyes sharp and wary, the hobgoblin commander never let an opportunity slip. Lil was too fast to attack, but Red was not so lucky. His blade pierced the air and stopped his advance cold. The swing lacked power, but it more than made up for it with finesse, as pain wracked the dragon-man terribly. Grinning, the commander raised his eyes up to Talia. "Still cowering out of reach, little elf? Go ahead and unleash your thunder. Let me see just how good your magics really are." Heard that noise? That was Lil WRECKING those elementals. They're all utterly smashed thanks to her efforts. Red wasn't so lucky though, as he provoked an OA from the commander and rolled a 1 on his save, which means he ends up Dazed as a result and skips his next turn. With that, Round 1 ends, and Round 2 begins. The Adventuring Aces are doing pretty well so far...but there's just no stopping that commander, is there? With the end of the first round, the Shock and Awe bonus to rolls no longer applies. Your init stays the same though! 27: Talia <- We are here! 24: Ulagan 19: Kallow 19: Prince Rama 17: Northwest Elemental (21/??) 16: Hobgoblin Commander (12/?? HP damage) 16: Southwest Elemental (21/??) 13: Center Elemental (21/??) 11: Lil 10: Red 6: Northeast Elemental (21/??) 3: Southeast Elemental (21/??)
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# ? Jul 12, 2014 07:22 |
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Ulagan "We are being getting them the runs, mens! <ululating war cry>!" exclaims Ulagan. Gegune closes on an elemental, kicking and biting without much effect, while Ulagan fires another pair of nearly invisible arrows, one of which manages to hit the surprisingly elusive hobgoblin. -Gegune 5' steps west -Gegune full attacks elemental, misses all -Ulagan shoots at captain twice, hits once for 18 force, 5 acid pre:Ulagan Init: +6 AC: 18 Fort: +8 Refl: +3 Will: +9 HP: 72/72 Temp HP: 0/0 Special Defenses: Light Fortification, Uncanny Dodge Skills: Know (Nature) +16, Listen +13, Ride +16, Spot +18, Survival +20 Miscellaneous and Ongoing Effects *=applies to Gegune too Favored Enemies: Humanoid (Goblinoid) +4, Magical Beast +2 - Bonus on Bluff, Listen, Sense Motive, Spot, Survival, damage *Trackless Step - Leave no trail in natural surroundings and cannot be tracked, unless desired. Heat Endurance - +2 save vs. fire. Level 1 protection against heat. *Primal Instinct - +5 competence to initiative and Survival *Primal Hunter - +5 competence Climb, Jump, Swim. Uncanny Dodge *Heart of Water - Swim speed as land speed. Breathe underwater. +5 enhancement Escape Artist *Heart of Air - +10 enhancement Jump. Light fortification. *Raptor's Sight - +5 competence Spot. Halve range penalties. *Endure Elements - Comfortable from -50 to 140 degrees Fahrenheit pre:Gegune Init: +4 AC: 23 Fort: +8 Refl: +9 Will: +4 HP: 86/86 Temp HP: 0/0 Special Defenses: Light Fortification, Uncanny Dodge Skills: Jump +54, Listen +12, Spot +17 Miscellaneous and Ongoing Effects Low-light Vision Scent Immune to fatigue, and anything that would cause you to become exhausted makes you fatigued instead. You don't take falling damage, though you can still take damage if something falls on you. You ignore the effects of difficult terrain on your movement speed, skill checks, and ability to charge. Evasion - If subjected to attack that allows Reflex for half damage, take no damage on successful save.
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# ? Jul 12, 2014 08:01 |
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Talia Endmyre Talia grins at the hobgoblin's provocation as she shakes her head, the look on her face more than a little patronizing. She nods as she shoots the commander a quick thumbs up, and begins to fly skyward. She takes a moment to size up the on-going battle as she rises. When she is almost beyond the reach of the burning city's glow, however, she stops, and looks downwards - her grin now a bit ghastly as she stares at the combatants below. Suddenly, four glimmering shards shoot downward out of her out-stretched hand, exploding in a writhing wall of electricity that engulfs the raiding party. Not a moment later, three more crackling orbs speed their way to the earth, slamming into the hobgoblin just as one of Ulagan's arrows strikes true. She looks down at the commander, her voice almost unnaturally loud: "Do you want anymore or will that do?" Rising 30 ft. just to be an rear end in a top hat and to scope out the larger battlefield. Current altitude 45 ft. Casting a sculpted empowered electroball at the group (doing 36 damage and killing all of the elementals), and three electric empowered magic missiles at the chief (doing 21 damage and not killing him). Since you all left convenient 10 ft. cubes of space, I can cram it in and get all of them without killing the party. If you come at the queen, you best not miss. TP says don't post until he does, for those who are next in the init!! pre:Talia HP 40/40 (Fast Healing 1) AC 20; Touch 15; FF 15 Saves 5/11/8 Spells Remaining: 5/7/3/2 Free Empower: 4/7 Free Double: 1/3 Free Swift: 1/1 Free Extend: 3/4 Effects: Fly, 19.8 min remain
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# ? Jul 12, 2014 09:19 |
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Battle for Drellin's Ferry, Round 2, Interruption! The elementals collapsed into quivering puddles on the ground as Talia unleashed the thunder upon them. Immediately afterward, the hobgoblin commander was brought low as well by a stray arrow. As he heard Talia's mocking challenge, he raised his head up to the air...and smiled. "Foolish girl..." He said, coughing up blood, his voice still vital and defiant. "This battle...was nothing more than...a setup. *Cough, cough*. We came here to secure a blood sacrifice...for this...gate of power. And whether it's yours...or mine...makes no difference either way." Standing up, the captain raised a hand in the air, and drew a symbol upon it with a long nail. "Heed the fivefold pact. Adhuris isc Trawa!" With a bright flash of red light, the five elemental puddles leapt into the air, coalescing into one amorphous blob. As it turned in circles, a water jet shot forward, hitting the captain in the chest and knocking him backwards, only for it to wrap around his torso and hold him up. With a gurgling sound, the water slipped into the wounds left by Ulagan's arrows, breaking the arrow shaft and eliciting a scream of pain...a scream that was quickly silenced by a second water jet that poured down the captain's throat. More and more watery tendrils split from the rapidly shrinking water ball until nothing was left, and the captain was hidden from view by hundreds of streams that splashed wildly, forcing everybody back with lashing strikes strong enough to crack the earth. Then, suddenly, they collapsed against his skin, forming a second layer of muscle and compact armor, enveloping the blade he still clutched in his hand and melding it with his arm's tissue. As the water finally receded, it left a massive watery fiend behind. With a grin, the creature that had once led the strike force raised a watery, oily blue hand. "Hah! So it is true. Such power...I could tear the world apart with this strength." His deep basso profundo reverberated with undulating, unearthly tones as he surveyed his form. Behind him, a fat, curving tail snapped like a whip, tearing a massive hole in the fountain's base through which water began streaming. "But...I think I will start with you. Witness our might and perish, fools." BOSS: The Warrior Who Became A Monster Well, poo poo. Killing all those elementals and then finishing off the captain triggered the third, and last, wave of this battle: An enormous water devil. The map has been updated, and it will join the battle this round, taking action after Kallow and Rama have gone. Get ready, folks. We've played the first combat of the module pretty straight so far (except for a few small tweaks), but this one's a true challenge for the Aces, and it's gonna be trouble. 27: Talia 24: Ulagan 19: Kallow <- We are here! 19: Prince Rama 14: Water Devil 11: Lil 10: Red (Dazed, skips this round) Transient People fucked around with this message at 02:13 on Jul 13, 2014 |
# ? Jul 13, 2014 02:07 |
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Prince Rama Silvekra "HEY!" Rama cried out to the terrifying creature in response, along with throwing a rock at the base of the thing's head. "I BELIEVE YOU FORGOT A FEW THINGS!!! Namely, the fact that I've killed things that claimed to be far more powerful than you ever would be! And that were jewels of nature's beauty in comparison to you as well!" Suddenly, Rama pounded his chest, and the ground around his feet began to shift. With steps that seemed to bound like a rabbit, Rama almost slid across the battlefield and towards the creature before him, like a knight on a chess board being moved from one space to the other. With spear in hand, he positions himself beside the watery creature. His spear glows once more, and Rama bears shining teeth in an exhilarated smile. "TAKE THIS, INFERNAL ABOMINATION! THE POWER OF THE BLOOD OF GIANTS!" With that, Rama thrusts the spear, his hands moving so fast that it appears as though several arms had grown from his shoulder. Shining spearheads fly towards the creature's flesh with a piercing sheen and a forceful roar. "ATATATATATATATA!" Invoking Divine Go Stone Placement of Perfection as an Immediate Action, everybody gets a free move action now! Movin' up to M12 with mine. ROLLING THREE ATTACKS AND gently caress krysmbot. <AlanWhats> !r 1d20+12 <Krysmbot> AlanWhats, 1+12 = 13 <AlanWhats> !r 1d20+12 <Krysmbot> AlanWhats, 5+12 = 17 <AlanWhats> !r 1d20+12 <Krysmbot> AlanWhats, 12+12 = 24 ...welp. Guess I get a tension for getting slapped upside the face.
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# ? Jul 13, 2014 03:09 |
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Kallow Blades rent his dead flesh, and he laughed. His wounds did not bleed, he did not recoil in fright or fear. He had died before. He would die again. And it would never, ever stop him rising again to slay Azzar-Kul and see Elisa again. Steeling himself, he straightens up, as another one of his new comrades begins to speak. This shouting warrior had bought him some time. Good. With a laugh, he rushes to the opposite side of the beast, lashing out at it with his chains. "Come then, monster, let's see you show us your might when I've dragged you to the Hell you had the misfortune to crawl out of!" Kallow moves to I13 with Rama's Divine Go Stone Placement, using his turn to make a Full Round Attack! (4 attacks, 2 main hand and 2 off-hand) code:
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pre:Init: +4 AC: 24 Fort: IMMUNE Refl: +13 Will: +11 HP: 41/72 Temp HP: 0/0 AoO: 7/round, +13 to hit, 10' reach, d10+7 dmg Special Abilities Darkvision 60', Low-light vision Can't be flanked, enemies gain no benefit for higher ground or power attack. Immune to critical hits/ability drain/energy drain/nonlethal damage Immune to poison/paralysis/sleep/death/stun/disease/electricity/petrification Immune to damage to STR/DEX/CON, fatigue/exhaustion, morale and fear effects Does not breathe, eat, or sleep -10 to attempts to use Bluff, Diplomacy, or Intimidate against the character Magic Circle Against Evil-10' radius, nongood summons can't enter, allies within radius gain +2 deflection to AC and a +2 resist on saves versus evil creatures, allies within radius immune to mental influence Resist 5 Acid/Cold Soulmelds: +2 Dex/Str/Cha, +30' move, soulblades have reach, daze on hit Conditionals Enemy within 20': DC 19 Will or –2 to attacks, AC, saves for 24 hours or until hit Kallow On hit: Allies gain +4 morale to AC vs. hit enemy until beginning of next turn On hit: DC 17 Will or dazed for turn On kill: May use AoO for attack and take 5' step Threatened enemies: Provoke AoO with 5' step
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# ? Jul 15, 2014 04:39 |
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Battle for Drellin's Ferry, Round 2, Second Half As attack after attack connected harmlessly against the fiend's watery skin, it yawned. It was at the same time a very human and alien action, showcasing utter disregard for its opponents. "Hmm. Is that all? I suppose it is my turn, then." With blinding speed, the fiend's tail whipped Kallow across the chest, then slammed into Rama and settled down, wrapped around him. The titanic fiend raised its blade, preparing for a killing stroke...but Kallow's attack caught it offguard. The soul energy of his whip-blades shocked him, leaving him off-balance for a moment, and giving the warriors precious time to recover. "Grr...holy energy? Is thist what you have brought against me, little man? Fine! So be it! I will give you a headstart, weaklings. Do your best!" Then, the devil laughed. It was a terrible, horrifying sound that embedded itself into the heroes' heads. For as long as they lived, they would not forget it, but overcoming dreadful memories would come later. In its arrogance, the devil had given them an opening. They would not - *could not* - waste it. It's the Devil's turn and it's a doozy...except Kallow saves EVERYBODY's day by Dazing the devil thanks to an unlikely low roll. You guys just got a *huge* break as it skips its turn, minus a special ability that forces a DC19 save vs Fortitude to all within 30 feet of it or be deafened for 2 hours. Kallow and Rama still take 14 damage from Opportunity Attacks, however. This is your chance, guys. Don't waste it! 27: Talia 24: Ulagan 19: Kallow 19: Prince Rama 14: Water Devil (9/??, -2 to Attacks, AC, Saves until Kallow is hit again, skips Round 2 turn) 11: Lil <- We are here! 10: Red (Dazed, skips this round) Transient People fucked around with this message at 05:31 on Jul 15, 2014 |
# ? Jul 15, 2014 05:26 |
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Red's half-dragon human form Fort Save vs Deafness 1d20+8 20
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# ? Jul 15, 2014 05:46 |
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Lil She flinched, covering her ears as the laughter swept over them. It sent her ears ringing and her head throbbing, and that did her hangover no favors. "Oh you are gonna pay for that," she hissed under her breath. "Weakling? Oh I'll show you weak, you ugly bastard. FRENZIED MANTICORE STRIKE!" And with a shout she leaped straight up into the air and kicked out at its abdomen. It appeared to have no effect, but it wasn't meant to. She used the brief contact to leap even higher, and delivered a vicious headbutt right between its eyes. She landed with a crouch, blood dripping from her face but baring her teeth in a nasty smile. "Who's laughing now?" Activating Frenzied Manticore stance and burning 4HP to activate Bloodletting Blade. Also activating Walk of a Thousand Steps, so FMS will last for the next 6 rounds. pre:<Izzy> !r 1d20+12 <Krysmbot> Izzy, 7+12 = 19 <Izzy> !r 1d20+12 <Krysmbot> Izzy, 19+12 = 31 <Izzy> !r 1d20+7 <Krysmbot> Izzy, 15+7 = 22 <Izzy> !r 1d8+4d6+8 <Krysmbot> Izzy, 5+16+8 = 29 pre:Lil Init: +2 AC: 24 Fort: +12 Refl: +5 Will: +10 HP: 52/56 Temp HP: 0/0 Special Defenses: SR 11, 20% miss chance vs. attacks. Skills: Balance 13, Escape Artist 10, Jump 15, Listen 10, Spot 11, Tumble 13 Fighting Styles *=Currently active *Frenzied Manticore Strike - Any opponent struck by slam attack must make a Fortitude Save at DC 17 (10 + 1/2 level + Wis modifier) or become stunned for 1 round. Ignores hardness and DR. Elusive Displacer Beast Stance - +4 Dodge bonus to AC and Saving Throws. Swift Megapede Technique - +30' Insight bonus to movement rate, can move through occupied spaces as if they were unoccupied and provoke no attacks of opportunity for movement. Miscellaneous and Ongoing Effects Bloodletting Blade As part of a melee attack, you can lose 2 HP to deal an additional 1d6 damage on the attack, or 4 HP to deal an additional 2d6. Ability can be used 1/round. Ghost Hunter 50% chance of striking incorporeal opponents, can see and hear incorporeal, invisible and ethereal creatures as if they lacked those traits. Great Fortitude Die at -20 instead of -10. Weapon of Righteous Destruction Attacks are magical (+2) and Holy (+2d6 damage vs. evil) Whirlwind Make a single attack against each opponent within reach as a full round action. Roll 1 attack and compare to each opponent's AC individually, OR As a full round action, take a regular move and make a single attack against each opponent within reach at any point during the movement. Roll 1 attack and compare to each opponent's AC individually. Izzy fucked around with this message at 05:59 on Jul 15, 2014 |
# ? Jul 15, 2014 05:56 |
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Ulagan Ears ringing, Ulagan merely lets loose a wordless howl of defiance and fires point blank into the devil's side. With his knees he guides Gegune away from the devil and across the square, the mare giving the monster a good solid kick as she turns away. -Gegune makes save, Ulagan fails -Full round: Ulagan full attack. Hits once for 11 force 1 acid damage -Standard: Gegune kicks once. 26 to hit, 7 damage -Move: Gegune to further away (see map) pre:Ulagan Init: +6 AC: 18 Fort: +8 Refl: +3 Will: +9 HP: 72/72 Temp HP: 0/0 Special Defenses: Light Fortification, Uncanny Dodge Skills: Know (Nature) +16, Listen +13, Ride +16, Spot +18, Survival +20 Miscellaneous and Ongoing Effects *=applies to Gegune too Favored Enemies: Humanoid (Goblinoid) +4, Magical Beast +2 - Bonus on Bluff, Listen, Sense Motive, Spot, Survival, damage *Trackless Step - Leave no trail in natural surroundings and cannot be tracked, unless desired. Heat Endurance - +2 save vs. fire. Level 1 protection against heat. *Primal Instinct - +5 competence to initiative and Survival *Primal Hunter - +5 competence Climb, Jump, Swim. Uncanny Dodge *Heart of Water - Swim speed as land speed. Breathe underwater. +5 enhancement Escape Artist *Heart of Air - +10 enhancement Jump. Light fortification. *Raptor's Sight - +5 competence Spot. Halve range penalties. *Endure Elements - Comfortable from -50 to 140 degrees Fahrenheit Deafened - A -4 penalty on initiative checks, fail Listen checks, 20% chance of spell failure when casting with verbal components. pre:Gegune Init: +4 AC: 23 Fort: +8 Refl: +9 Will: +4 HP: 86/86 Temp HP: 0/0 Special Defenses: Light Fortification, Uncanny Dodge Skills: Jump +54, Listen +12, Spot +17 Miscellaneous and Ongoing Effects Low-light Vision Scent Immune to fatigue, and anything that would cause you to become exhausted makes you fatigued instead. You don't take falling damage, though you can still take damage if something falls on you. You ignore the effects of difficult terrain on your movement speed, skill checks, and ability to charge. Evasion - If subjected to attack that allows Reflex for half damage, take no damage on successful save.
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# ? Jul 15, 2014 06:33 |
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Prince Rama Silvekra The roar was deafening, horrifying, echoing...but it was hardly much compared to Kali when they get into a fight. It was clear that the creature was stunned for a moment, just enough time to take advantage. "GOOD STRIKE! STRIKE IT TRUE!" Rama then proceeded to slam his head down on the tail, his neck like a hammer as he tried to get it to loosen its grip on his body and give him a shot to the creature's back. It only resulted in Rama smacking his head against the tail, wondering why the hell he decided to do that. 1 Tension: Failed a counterattack, failed a divine flurry, succeeded in a fortitude check like i'm ACTUALLY SUPPOSED TO thanks to Ring of Diamond Mind. <Krysmbot> AlanWhats, 2+12 = 14, 7+12 = 19, 3+12 = 15 <Krysmbot> AlanWhats, 18+13 = 31
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# ? Jul 15, 2014 06:36 |
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Kallow The deafening roar rang in Kallow's ears, but held no real effect. The roar of the Hells was infinitely louder, and far more impressive. The blade, however, was a different story - a massive gash rent Kallow's flesh from his bones, but still he stood, arms laid open with visible sinew and bone, suspended by the energy that reanimated him in the first place. "That's your best, then? A bit of shouting and a little scratch? This is just sad." His chains lash out once more, biting into the monster's flesh with a searing hiss. Kallow's going to make another full-round attack! He's immune to the roar, since he's immune to Fort saves in general. code:
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pre:Init: +4 AC: 24 Fort: IMMUNE Refl: +13 Will: +11 HP: 27/72 Temp HP: 0/0 AoO: 7/round, +13 to hit, 10' reach, d10+7 dmg Special Abilities Darkvision 60', Low-light vision Can't be flanked, enemies gain no benefit for higher ground or power attack. Immune to critical hits/ability drain/energy drain/nonlethal damage Immune to poison/paralysis/sleep/death/stun/disease/electricity/petrification Immune to damage to STR/DEX/CON, fatigue/exhaustion, morale and fear effects Does not breathe, eat, or sleep -10 to attempts to use Bluff, Diplomacy, or Intimidate against the character Magic Circle Against Evil-10' radius, nongood summons can't enter, allies within radius gain +2 deflection to AC and a +2 resist on saves versus evil creatures, allies within radius immune to mental influence Resist 5 Acid/Cold Soulmelds: +2 Dex/Str/Cha, +30' move, soulblades have reach, daze on hit Conditionals Enemy within 20': DC 19 Will or –2 to attacks, AC, saves for 24 hours or until hit Kallow On hit: Allies gain +4 morale to AC vs. hit enemy until beginning of next turn On hit: DC 17 Will or dazed for turn On kill: May use AoO for attack and take 5' step Threatened enemies: Provoke AoO with 5' step
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# ? Jul 16, 2014 00:16 |
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Talia Endmyre Feeling the tell-tale pull of the warrior's teleportation, Talia seizes what she thinks to be an opportunity, unleashing a torrent of lightning on the beast below from a new angle. When only a sliver of her magic manages to penetrate it's defenses, however, she realizes she bet too much on one throw. She backs off, rising upwards and hopefully out of its reach, a bit spotty in the head from sending out so much force only to have it rebuffed as if nothing. Using Go Stone Placement to flit to Q9, putting myself 30 ft. away from Waterman on the diagonal. Using mystical expanse to turn Shocking Grasp into a ranged touch attack, empowering it, and casting it as a swift action. Then, rapidly, two empowered electric magic missiles, only one of which penetrates his SR, dealing 22 electricity damage. He makes his save vs. Fort. I also crit fail a spellcraft to learn anything about it, but still manage to realize that it is regenerating, overcome by good, silver, or chaos. Yeesh. Should have taken it one step at a time! Using my move action to back the gently caress up, flying upwards 30 ft. pre:Talia HP 40/40 (Fast Healing 1) AC 20; Touch 15; FF 15 Saves 5/11/8 Spells Remaining: 3/7/3/1 Free Empower: 1/7 Free Double: 0/3 Free Swift: 0/1 Free Extend: 3/4 Effects: Fly, 19.8 min remain Fasdar fucked around with this message at 00:36 on Jul 16, 2014 |
# ? Jul 16, 2014 00:34 |
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Battle for Drellin's Ferry, Round 3, Second Half In its infinite arrogance, the devil did not expect the ferocity of the heroes' assault. There was a wet sound as Lil cracked its nose, a grunt of pain as a few of Talia's projectiles pierced its skin, and a roar of anger as Kallow struck again...but this time, his soul flames seemed to dim. "You've done your best. Now it's time for you to meet your makers. DIE!" It moved so fast they could barely keep track of it. With one hand it slapped Lil across the face, sending her flying. With its tail, it caught her, slammed her into the ground face-first, and then against Rama. And with its fifteen foot-long blade, it stabbed Kallow. It went through his chest cleanly, countering his flames with dark light that extinguished them completely, and its jagged edges tore through his flesh the blade emerging out his back. With a contemptuous flick of its wrist, the devil wrenched the blade free, letting Kallow's body fall to the ground. "A small, pathetic creature, who toyed with forces he could not possibly understand. He was fated to die at the hands of his betters...as are you." With a sudden, violent lunge, it slashed Red, cutting a long gash across his right arm. "Still...you are worthy warriors, for a group of humans and their elfin and orcish pets. I will grant you a grace. Surrender now and I shall spare you." The Devil makes his save against Kallow's stunlock, rolling a 25...and suddenly, things get very grim for our heroes. I'm just gonna quote the rolls because you have to see them to believe them. <Krysmbot> TransientPeople, 20+17 = 37 (Kallow, critted subsequently) <Krysmbot> TransientPeople, 11+9 = 20 (Doubled means he takes 40 damage, instant death. Tempus, roll me a d100 when you can. There's something I got in mind.) Krysmbot> TransientPeople, 17+19 = 36 (First attack against Lil, rolled a 1 afterward, no crit...) Krysmbot> TransientPeople, 18+19 = 37 (...On that attack. The second crit against Lil confirms, sadly.) Krysmbot> TransientPeople, 9+9 = 18 / Krysmbot> TransientPeople, 5+9 = 14 (Second attack's damage is doubled. 46 total damage, oof.) Krysmbot> TransientPeople, 13+19 = 32 (Last attack out of his base routine is against Rama. For once not a crit.) Krysmbot> TransientPeople, 6+9 = 15 Krysmbot> TransientPeople, 4+19 = 23 (Gets a Cleave attack off downing Kallow, uses it against Red.) Krysmbot> TransientPeople, 9+9 = 18 ...Yeah. Not playing around anymore, is it? What a ridiculous assault. From losing more than half its health to pushing the party to the brink, all in the span of a round. This is the darkest hour. If anybody has a plan to turn things around, now is the time to go with it, gents. 27: Talia 24: Ulagan 19: Kallow (Re-Dead?) 19: Prince Rama 14: Water Devil (90/??) 11: Lil <- We are here! 10: Red
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# ? Jul 16, 2014 00:59 |
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Lil There's a sickening crunch of bone as Lil lands, her bravado evaporated as she screams in pain. This isn't supposed to happen! She manages, just, to get herself up to all fours and barks out a command word, splattering blood and teeth on the ground. The shattered bones reknit, enough for her to haul herself upright and retreat. "Yeah, but I still got you," she says defiantly, and bounds nimbly away. Back at the inn, she leans against the stone wall, sliding down until she's seated on the ground. She finds her mug once more and takes a long, swallow. "Still got him," she mutters sullenly. Spending 3 charges on healing belt: pre:<Izzy> !r 4d8 <Krysmbot> Izzy, 22 = 22 pre:Lil Init: +2 AC: 24 Fort: +12 Refl: +5 Will: +10 HP: 28/56 Temp HP: 0/0 Special Defenses: SR 11, 20% miss chance vs. attacks. Skills: Balance 13, Escape Artist 10, Jump 15, Listen 10, Spot 11, Tumble 13 Fighting Styles *=Currently active *Frenzied Manticore Strike - Any opponent struck by slam attack must make a Fortitude Save at DC 17 (10 + 1/2 level + Wis modifier) or become stunned for 1 round. Ignores hardness and DR. Elusive Displacer Beast Stance - +4 Dodge bonus to AC and Saving Throws. Swift Megapede Technique - +30' Insight bonus to movement rate, can move through occupied spaces as if they were unoccupied and provoke no attacks of opportunity for movement. Miscellaneous and Ongoing Effects Bloodletting Blade As part of a melee attack, you can lose 2 HP to deal an additional 1d6 damage on the attack, or 4 HP to deal an additional 2d6. Ability can be used 1/round. Ghost Hunter 50% chance of striking incorporeal opponents, can see and hear incorporeal, invisible and ethereal creatures as if they lacked those traits. Great Fortitude Die at -20 instead of -10. Weapon of Righteous Destruction Attacks are magical (+2) and Holy (+2d6 damage vs. evil) Whirlwind Make a single attack against each opponent within reach as a full round action. Roll 1 attack and compare to each opponent's AC individually, OR As a full round action, take a regular move and make a single attack against each opponent within reach at any point during the movement. Roll 1 attack and compare to each opponent's AC individually.
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# ? Jul 16, 2014 02:52 |
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Red Red finally shakes off the daze he was in from the attack he had received earlier, just in time to watch as this water devil struck down one of his new companions and ripped into the others, and dared to slash at Red's face. Admittedly it was a temporary face that Red wore, but the audacity remained. And he was not entirely sure but it sounded like the water devil was calling him small. Admittedly his current form was not much bigger than the man the water devil had cut down, but Red felt he was a nice intimidating size. Then again the water devil may have been talking to the one he downed, rather than the group as a whole, at that point. Either way. Transforming as he landed was impressive, and it gave the enemy a better chance at fighting him one on one, but then they called out this water devil and really at that point there was no need to give them a hand up. No it was time to take this seriously. "Small or not, he was a better man than you or I." Red smiles, revealing rather sharp teeth. "Then again you are not a man. And neither am I." His red eyes glow, his red hair stands on end. As he breathes out streams of fire spark between his teeth. His lightly scaled skin grows ever the more crimson, and ever the more scaled, as he seems to swell in size. His hair recedes, his nose extends, his ears fade away. The claws upon his hands grow, as do the ones upon his feet. His clothes seem to fade away, merging with his flesh. In mere moments where once a dragon touched man stood now stands a full blooded red dragon. Albeit still somewhat young and only a bit bigger than a horse. Still a lot more impressive than the man that had stood there. "Tell me devil. Shall we play a game?" pre:Red HP 60/87 AC 22; Touch 13; FF 20 Saves 10/7/8 Speed: 30’, 120 Fly (Poor) Spells Remaining: 1 Enlarge Person, 1 Bull's Strength, 1 Haste Effects: Immunities (Ex): Immune to Paralysis, Sleep, non natural aging, and Fire Vulnerability to Cold
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# ? Jul 16, 2014 04:35 |
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Talia Endmyre As Talia hovered high above the battlefield, time seemed to slow as she watched the fighters below recoil from the devil's onslaught. When one fell, nearly cut in half, she felt her mind go somewhat askew as the full field of battle suddenly filled her mind. The bellows of the town commander, the shouts of her soldiers, the acrid howls of the horde, all of them mingling with sharp clangs of metal and the twang of bowstrings; even the panicked breaths and thrumming hearts of countless warriors galloping towards glory and death seemed to fill her ears. The sense of wholeness struck her with an almost overwhelming force, the forest suddenly emerging from amid the trees. In all her years of training, in all her time on patrol with caravans, she had never really seen the true power of soldiers working in unison - of a true war machine. For a moment, the perpetually disappointed glower of her ancient, crook-nosed Command Tactics instructor flashed horrifyingly before her mind. What had he always said? , she finds herself thinking, struggling for control as she watches the Orcish woman flip backwards, trailing blood, Something about using strategic advantage and not demanding it from men? She ponders this, almost absentmindedly, as the red-haired man suddenly reveals himself as something quite otherwise. The shock of the transformation fails, however, to break her reverie. Ah, yeah: The expert in battle seeks his victory from strategic advantage and does not demand it from his men. That's it. She looks down at the lines below, and at the mounted archer behind her. Perhaps she's been going about things in the wrong way. Keeping her eye on the demon, she plunges, rapidly, to near ground level. Shouting, she beckons the commander. "Have your men fire on this beast when I clear the way!" She shouts, her hands a flurry of arcane energy. When it bursts forth, wrapping every bow nearby in crackling energy, she yells once more. "Fell your foes and aid us, or lose your flank!" Casting Extended Electric Arrows - all projectiles fired within 50 ft of me for this round and the next do an additional 2d8+6 electricity damage, and force a DC 17 fort save or stagger to all struck. Move action to get in position, yelling as a free action, casting as a standard. Next round I will cast a Sculpted Acidball at the horde to free up the defenders for a moment. pre:Talia HP 40/40 (Fast Healing 1) AC 20; Touch 15; FF 15 Saves 5/11/8 Spells Remaining: 3/7/3/0 Free Empower: 1/7 Free Double: 0/3 Free Swift: 0/1 Free Extend: 2/4 Effects: Fly, 19.8 min remain
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# ? Jul 16, 2014 06:14 |
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Ulagan Ulagan waves a somewhat out of place cheerful thanks to Talia for the improvement to his bow and sends two more arrows winging towards the vicious devil. The second flies wide, but the first buries itself deep in the creature's side before vanishing. Gegune, always the more sensible of the two, takes stock of the carnage near the fountain and prepares to take herself and her partner out of harm's way if the devil should take action to stop the pernicious arrows. -Full round: Ulagan full attack. One hit, 16 force 3 acid 8 electricity damage -Standard: Gegune readies a 90' move away from the devil if it attempts to close. pre:Ulagan Init: +6 AC: 18 Fort: +8 Refl: +3 Will: +9 HP: 72/72 Temp HP: 0/0 Special Defenses: Light Fortification, Uncanny Dodge Skills: Know (Nature) +16, Listen +13, Ride +16, Spot +18, Survival +20 Miscellaneous and Ongoing Effects *=applies to Gegune too Favored Enemies: Humanoid (Goblinoid) +4, Magical Beast +2 - Bonus on Bluff, Listen, Sense Motive, Spot, Survival, damage *Trackless Step - Leave no trail in natural surroundings and cannot be tracked, unless desired. Heat Endurance - +2 save vs. fire. Level 1 protection against heat. *Primal Instinct - +5 competence to initiative and Survival *Primal Hunter - +5 competence Climb, Jump, Swim. Uncanny Dodge *Heart of Water - Swim speed as land speed. Breathe underwater. +5 enhancement Escape Artist *Heart of Air - +10 enhancement Jump. Light fortification. *Raptor's Sight - +5 competence Spot. Halve range penalties. *Endure Elements - Comfortable from -50 to 140 degrees Fahrenheit Deafened - A -4 penalty on initiative checks, fail Listen checks, 20% chance of spell failure when casting with verbal components. pre:Gegune Init: +4 AC: 23 Fort: +8 Refl: +9 Will: +4 HP: 86/86 Temp HP: 0/0 Special Defenses: Light Fortification, Uncanny Dodge Skills: Jump +54, Listen +12, Spot +17 Miscellaneous and Ongoing Effects Low-light Vision Scent Immune to fatigue, and anything that would cause you to become exhausted makes you fatigued instead. You don't take falling damage, though you can still take damage if something falls on you. You ignore the effects of difficult terrain on your movement speed, skill checks, and ability to charge. Evasion - If subjected to attack that allows Reflex for half damage, take no damage on successful save.
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# ? Jul 16, 2014 06:42 |
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Prince Rama Silvekra This battle had gone sour quickly. One was dead, the monk had been slammed into a wall, and another turned into a dragon. Rama was bleeding profusely from his face now, his ribs felt crushed underneath the armor plating. Even in spite of this, he took a moment to gawk at the fact that the dude turned into a drat dragon, because that's pretty sweet I mean come on. You gotta admire a dude that can do that when you get the opportunity. Still, now was not the time for gawking, and it wasn't the time for mourning just yet. Now was the time to strike. And would Rama ever strike indeed. He propped himself up, swinging himself upright, grabbing onto the tail as if it were a chain. As such, Rama yanked it back, pulling back on it as hard as he could as though he could bring the creature down just from sheer willpower. If the demon were to look behind him, he would see perhaps the most unsettling grin he'd ever witness in his life. Rama holds the giant spear up high, high above his head and into the sky itself, before pointing it straight at the creature's head as if in a dare. "THIS ENDS NOW!" With that, Rama roars with the might of ten lions, the spear in his hand glowing bright with holy light. With a flash, his arm dashes, slamming his spear into the creature's hide like crossbow bolt shots. Two deep wounds are formed in the creature's back, flesh sizzling from the exposure to consecrated steel. Rama laughs triumphantly, booming around him with the breeze. "GET THEE GONE, FOUL THING! FOR YOU DO NOT BELONG IN THIS WORLD!!!" 2 Tension: YES! <Krysmbot> AlanWhats, 1+12 = 13, 16+12 = 28, 14+12 = 26 YES! <Krysmbot> AlanWhats, 4+5+11 = 20, 8+5+19 = 32 YEEEEEEEEEEEEEEEEEEEEES!!!
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# ? Jul 16, 2014 06:57 |
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Kallow He hit the ground with a sickening crunch, neck snapping as he landed. The blade slipped free from his chest, shattered spine clinging to the vicious weapon for a few inches before finally falling free. The world faded around him, and he felt the afterlife's call - a siren song, perpetually ringing in his ears in the quiet hours, a constant whisper of "You shouldn't be here." And the sun went down, casting darkness over the land. But as the sun falls, other, darker things rise to meet the coming night. And the dead man rises to his feet again as though suspended by invisible puppet strings. His back is bent, head hanging crookedly behind him as his spine slides back into his chest. His wounds knit, new flesh growing to replace the old. Blue flames spring up around him, his magical gear springing to life on his body again, and his spine straightens. His feet lift from the floor a few inches, and his neck cracks back into place with a sickening crunch. His feet hit the floor, chains springing into bloody hands with a flare of azure light, and the dead man begins to laugh. First a chuckle, then escalating into an uproarious laugh that echoes in the dusk. "Yes, playing with things I could not understand. Yes, slain by my betters. Your BETTERS," he says, spitting blood, "couldn't bring me down. I've crawled from the Hells to slay bigger fish than you. You're just an OBSTACLE." He lashes his chains out again, viciously striking at the devil with reckless abandon, his maniacal laugh punctuating every swing like a macabre staccato upbeat to the downbeats of crashing chains. Kallow revives at sundown with full HP! He also uses a Swift Action to call forth all of his active Soulmelds and his Soulblades, making a full-round attack, one of whose hits connects for the max damage of 17! pre:Init: +4 AC: 24 Fort: IMMUNE Refl: +13 Will: +11 HP: 72/72 Temp HP: 0/0 AoO: 7/round, +13 to hit, 10' reach, d10+7 dmg Special Abilities Darkvision 60', Low-light vision Can't be flanked, enemies gain no benefit for higher ground or power attack. Immune to critical hits/ability drain/energy drain/nonlethal damage Immune to poison/paralysis/sleep/death/stun/disease/electricity/petrification Immune to damage to STR/DEX/CON, fatigue/exhaustion, morale and fear effects Does not breathe, eat, or sleep -10 to attempts to use Bluff, Diplomacy, or Intimidate against the character Magic Circle Against Evil-10' radius, nongood summons can't enter, allies within radius gain +2 deflection to AC and a +2 resist on saves versus evil creatures, allies within radius immune to mental influence Resist 5 Acid/Cold Soulmelds: +2 Dex/Str/Cha, +30' move, soulblades have reach, daze on hit Conditionals Enemy within 20': DC 19 Will or –2 to attacks, AC, saves for 24 hours or until hit Kallow On hit: Allies gain +4 morale to AC vs. hit enemy until beginning of next turn On hit: DC 17 Will or dazed for turn On kill: May use AoO for attack and take 5' step Threatened enemies: Provoke AoO with 5' step Tempus Rimeblood fucked around with this message at 07:14 on Jul 16, 2014 |
# ? Jul 16, 2014 07:10 |
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Battle of Drellin's Ferry, Conclusion Talia's timely intervention turned the battle once again. With their newly empowered bolts, the soldiers of Drellin's Ferry culled their hobgoblin foes quickly and easily, and turned their attention to the devil rampaging through their town. Shot after shot embedded itself in its watery hide, and for the first time, its motions seemed to slow down. "More tricks? Foolish creatures! You cannot stop me! I am-" He couldn't finish his boast, as Ulagan's bolts, swift and implacable as the Great Black Mares of the Underworld, pushed him a step back. Rama seized the opportunity and struck, and the holy might that imbued his spear helped his blows achieve what past attacks had not: The devil reeled and howled with pain. Furious, he raised his bladed hand up to attack... ...And then Kallow caught his blade. In his fury, the dead man administered vicious, brutal lashings that tore the devil's hide to shreds. Outraged, the devil knew itself defeated, but even then, its spirit did not break. Each blow made it grow only more angry and defiant, as he fell to one knee and his life began to slip away. "Cowardly child! This is not the last you will see of me! Mark my words now. This is not the last you'll see of Azur'Arak, Lord of the Drowning Pits!" Then, with a thunderous crash, the devil titan fell down, and grew silent, his form dispersing into water and leaving the broken corpse of the hobgoblin captain behind. "TO ARMS, MEN! VICTORY IS OURS!" With a triumphant howl, Soranna Atinah raised her blade to the skies and charged. Encouraged by her example and that of the heroes that had come to their aid, the men and women of Drellin's Ferry joined her assault. Baffled by the fall of the titan they had been tasked with supporting and with their morale shattered, the hobgoblins were soon slaughtered to the last. It was tiring, bloody work, but the result of the battle was no longer in any doubt. Drellin's Ferry, Village Soaked in Blood and Victory Whew, that was close. Actually, no, let me rephrase that: That was REALLY close. Had Kallow not aced an insanely lucky roll to earn that comeback, the devil would have taken down Rama, then Red, then gone after Lil and Ulagan. It would have been horribly messy and probably a TPK, not because of any player mistakes, but because this was a hell of an encounter. You just took down 14 enemies of CR 3, one Tome character of CR 4, and an enormous hellbeast of CR 13. Well done, guys. Very well done! That earns you 5150 XP for everyone, and one free respec of any items, feats and other assorted traits you might wish to switch out, now that you're more familiar with the workings of the Tomes systems. Just be sure to jot down any changes you wish to make so I can know what's different, please. For now, though, enjoy your rest, guys. You earned it! --- "We owe you a great debt. There's no way we could have stopped this attack with our own forces." Atinah addressed the heroes gathered as the battle finally wound down. "If there is anything - anything we can do for you, you only need to name it. Drellin's Ferry will remember your names for ages to come. There was no time for proper introductions before, but there is now. Who are the men and women to whom we our lives, then?" Something about the hardened warrior woman's visage was not right, however. She was clearly grateful beyond belief, of that there was no doubt...but she was also worried. Something seemed to be haunting her, and as she looked at Talia, the worry in her eyes only deepened. What could possibly be causing the captain so much grief in a time of grim celebration? Transient People fucked around with this message at 08:03 on Jul 16, 2014 |
# ? Jul 16, 2014 07:59 |
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Okay switched Half-dragon Form out for Resilience. This means no more half-dragon alternate forms, but also means I get to count as huge for resisting size dependent things, the Mettle class feature, Fast Healing 1, and a construct's immunity to fatigue and exhaustion. Also switched out Hidden Strength for Natural Heavyweight, Tome. This also lessens my alternate form and instead gives me a +4 bonus on all strength-based checks, my carrying capacity is multiplied by 5, I have a slam attack dealing damage based on my size (1d8 for Medium, 2d6? for Large), I count as one size bigger for the purpose of everything beneficial to me (I do not gain ability score changes or reach), it stacks with similar effects, I gain the Rock Throwing ability of any standard Giant with a Strength score equal to or less than my own. Also switched Brutality sphere for Fire since Brutality was nerfed. Ryuujin fucked around with this message at 04:21 on Jul 18, 2014 |
# ? Jul 17, 2014 00:59 |
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# ? Apr 17, 2024 19:49 |
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Ulagan Gathering close to Atinah, Ulagan is clearly still having some trouble hearing things. In his native language, he asks Gegune conversationally, "What did she say, I can't hear her," and is somewhat startled when the others present, including Gegune, make shushing gestures to try to contain his yelling.
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# ? Jul 17, 2014 03:51 |