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BelGareth
2013-08-06, 09:17 PM
Counterweight [IC;calibration]

You walk up to the abandoned hut in the snow, to find several feral, mean looking undead skeletons and their evil masters opposing you across the wall.


https://lh6.googleusercontent.com/-paxkb_fDNvM/UgGsTo_9ZtI/AAAAAAAAEJI/OPgdZEMg96g/w300-h360-no/winterwight.jpg

https://lh6.googleusercontent.com/-RUIj7bASN2o/UgGsT6qUsxI/AAAAAAAAEJQ/KCeStwHYVjs/w371-h553-no/leShay.jpg

Fight!

{table=head]Character
The Cap'n
Ahu
LeShay
Winterwights
Sindil
Aurin
[/table]

Map(s)

Close up

https://lh4.googleusercontent.com/-8xzQyVWbC60/UgGsVpRK6WI/AAAAAAAAEJY/h5pdOtELrss/w1027-h553-no/Close+up.jpg

Large Map

https://lh6.googleusercontent.com/-M6o8D7S0xOk/UgGsXcqjoiI/AAAAAAAAEJg/2kjt470-02k/w718-h553-no/Round+1.jpg



Notes (please read)

I will only be keeping track of HP's with the map tool, (and you'll be telling me what it is) this is going to be relying heavily on the honor system. I will roll attacks and let you know what ever info about them.
You will then apply whatever passive defenses you have, roll miss chances or counter attacks or whatever, I'm not going to do it, if you forget to, oh well.
It's mostly going to be on you.


Roll init!

Zarthrax
2013-08-06, 09:31 PM
Aurin's Initiative -[roll0]

greenpotato
2013-08-06, 09:31 PM
[roll0] Initiative.

[roll1] k religion on the undead things, to see what she can determine mainly trying to figure out weaknesses and/or immunities
[roll2] k (any, arcana has+3) on the "masters", same as above.

THEChanger
2013-08-06, 11:23 PM
Unless any of our opponents have a Divine Rank of 6, Captain O'Bryan goes first. If they do, here is an initiative roll: [roll0]

Query. The Captain's First Mate is ready. Will he also be in this combat, or would you prefer just the Cap'n?

First Mate's initiative, just in case-[roll1]

Re'ozul
2013-08-07, 07:41 AM
Initiative: [roll0]

greenpotato
2013-08-08, 11:27 PM
Ahu moves 50ft north and casts time stop [roll0]

1st round: Immediate: Cast Greater Mirror Image Standard: Shapechange (Mithril golem with the extra action of a thoon brain)

2nd round: Standard: Greater Arcane Fusion (Greater Blink + Ruin delvers fortune(fort)) Standard: Greater Arcane Fusion (ruin delvers fortune+ ruin delvers fortune)

3rd round: Standard: Cast greater shadow evocation: Empowered, Maximized, Twinned, Corrput Delayed blast fireball. targetting top right corner of JJ and triggering on the end of my time stop. DC 65 will DC 65 reflex, if you pass the first but not the second it's 426, if you pass the second but not the first it's 355 . pass both: 213 fail both: 711. (remembering that it's twinned so you'll have to roll twice and can potentially take up to 1422 damage)

Standard: Cast greater shadow evocation: Empowered, Maximized, Twinned, Corrput Delayed blast fireball. Targeting top right corner of nn and triggering on the end of my time stop DC 65 will DC 65 reflex, if you pass the first but not the second it's 426, if you pass the second but not the first it's 355 . pass both: 213 fail both: 711. (remembering that it's twinned so you'll have to roll twice and can potentially take up to 1422 damage)

4th round: Standard: Cast Irongaurd

And an initiative roll for my familiar [roll1]

Edit: Speaking of my familiar, I forgot to add his buffs to my fireballs. Edited in now :smallredface:

Current Stats:
Current Stats:
AC: 104 Touch: 39
HP: 197/197 (!)
Str 71, Dex 43, Con-
Size: Huge
Appearance: http://www.wizards.com/dnd/images/EPIC_Gallery/Gallery5a/44170_C5_mithralgolem.jpg


Party Buffs (that means allies get these)
If you speak infernal and are withing 50ft of Ahu:
+16 Circumstance bonus to spell DCs,
+16 circumstance bonus to arcane caster level,
+80ft untyped to land, swin and fly movement speeds
+24 Circumstance to melee attack rolls,
+24 Circumstance to Initiative, dex ability and skill checks and reflex saving throws
+22 Morale bonus to Overcome SR,
+22 morale bonus to saves vs enchantment school, telepathy discipline mind effecting powers and fear spells / effects

THEChanger
2013-08-11, 12:48 AM
Captain O'Bryan uses a Swift-Action Dimension Door to port to KK7. Anyone within arms reach of him who wishes to come with may, maintaining similar positioning to our current location. The Captain's Shadow will catch a ride, appearing in the space directly above O'Bryan. Dimension Door's range is 2400 feet, which I think KK7 is well within. Standard action is also a Time Stop for buffing purposes. [roll0]

Round 1: Swift Action to change Aura of Chaos to Black Fire Stance. Standard Action to cast Greater Blink.
Round 2: Standard Action to cast True Seeing.
Round 3: Standard Action to cast Greater Arcane Sight.
Round 4: Standard Action Mirror Image, which produces 8 images of moi.
Round 5: Standard Action Haste.

The Captain's Shadow first moves thirty feet skyward, and then positions himself directly above the leShay at SS7. He then uses a swift action to project a Motivate Ardor Aura for a +2 to damage for any allies in 60 feet(every little bit counts), and a standard action to fire an Eldritch Chain Utterdark Blast. Chain jumps from the leShay at SS7 to OO4, then to LL1. Each leShay takes [roll1]+[roll2] negative energy damage, and must make a DC 40 Fort Save or take 2 Negative Levels.

Re'ozul
2013-08-11, 04:40 PM
Sindil

Seeing someone else already throw around fire and feeling somewhat miffed about that, Sindil decides to go for something a bit more funny.

She flies close and suddenly strands of Kelp thicker than she is erupt from around her, greatly inconveniencing the creatures.

----------------------------------------------------
Move to Y20 and Kelpstrand. (SR:No, and no save due to ranged touch attack)

Ranged touch and opposed grapple: (leshay first, then wights, last three rolls on any I might have missed the first time)
Targets become grappled (but I don't). Can free themselves by grapple check or escape artist against the initial grapple check.
My rolls for grapple gain +4 if the water on the map is in fact an ocean.
Touch 1 [roll0] and grapple [roll1]
Touch 2 [roll2] and grapple [roll3]
Touch 3 [roll4] and grapple [roll5]
Touch 4 [roll6] and grapple [roll7]
Touch 5 [roll8] and grapple [roll9]
Touch 6 [roll10] and grapple [roll11]
Touch 7 [roll12] and grapple [roll13]
Touch 8 [roll14] and grapple [roll15]
Touch 9 [roll16] and grapple [roll17]
Touch 10 [roll18] and grapple [roll19]
Touch 11 [roll20] and grapple [roll21]
Touch 12 [roll22] and grapple [roll23]
Touch 13 [roll24] and grapple [roll25]
Touch 14 [roll26] and grapple [roll27]
Touch 15 [roll28] and grapple [roll29]
Touch 16 [roll30] and grapple [roll31]

Zarthrax
2013-08-11, 09:04 PM
OOC: All mysteries are cast as extraordinary abilities, unless specified otherwise.

Aurin smiles slightly as the others spring into action. He was much more....subtle than the others so far. He pondered his options slowly, not rushing, before finally deciding what to do.

He blinks out of existance and reappears in a position north of where he had been. (Position: 4B), taking shelter behind the skeletal tree found there. Aurin's everpresent aura of black flows across the landscape with him, the lead edge rushing like water while the trailing edge acts like molasses, as though the blackness itself was eager to take the land beneath his feet and loath to relinquish it back to the light.

Shadow Strides to position 4B, behind the tree. Takes into account Lothar's speed bonus. Should still keep me within 50 feet for buff purposes.

Once in his chosen location, Aurin twitches slightly, and a curious effect takes hold. Four images of him come into being, like a chain of eyeless children. With yet another twitch, the images zoom off across the snow...

Swift Action: Activates his Ubiquity of Shadow, generating 4 Projected Images placed at 9I, 4V (atop the wall), 1FF, and 15TT

Then the Chosen of the Dark snaps his fingers once, causing the light to dim even more as his second skin of shadows mostly evaporates but for a few wisps. With that single snap, everything stops, birds hanging motionless in midair, even the small drips of water off the winterwights freezing in time before they can become frost.

Standard Action: Using nine levels of his Well of Shadows, casts Shadow Time, which is a three round time stop. Well of Shadow remaining: 1 (Anyone casting a non-shadow descriptor spell regenerates it by the spell level cast.)

'Seeing' his plan start to unfold, the children smile in discomfiting grins, the ruined eyes still leaking blood that refuses to clot or slow in neverending bloody tears. They all look at the same spot, concentrating, and the ground covers in shadow, a ghostly marsh springing into existence, rife with the sounding of insane children giggling.....


Here's where the interesting starts...lol

Shadow Time Round 1:
Swift Action: Moves Image at 4V to 5NN
Uses a daily use of Unearthly Marsh. (3 left.)
Unearthly Marsh
Initiate, Nightmarish Domain
Level/School: 6th/Transmutation
Range: 100 feet/level (4000 feet)
Effect: Supernatural marsh spreads in 100 foot/level radius from you
Duration: 10 minutes/level (400 minutes)
Saving Throw See text
Spell Resistance: No

The ground around you dissolves into liquid as vapors rise up from the newly formed marsh.

The area within the range of this spell becomes an supernatural marsh of shadows. First of all, the ground is covered with a thin layer of acid, dealing 1d6 acid damage each round, 2d6 acid damage on a round in which a creature moves at their full land speed, or 5d6 acid damage on a round in which a creature runs or charges.
In addition, hallucinogenic fumes rise up from the marsh. When any creature moves at least their land speed in one round, they trigger these fumes to rise up, forcing them and all adjacent creatures to make fortitude saves (DC equal’s mystery’s DC) or take 2d4 Wisdom damage. Any creature who fails on such a fortitude save must make another one at the same DC 1 minute later or take an additional 2d4 wisdom damage. In addition, anyone who has taken wisdom damage from the marsh’s fumes takes a –2 penalty on saving throws made against your other mysteries so long as they remain in the marsh. Creatures immune to poison or who don’t need to breathe are immune to these fumes.
Lastly, you can manifest latent shadow energy in the marsh in order to manifest illusions. You may manifest one illusion each round and can maintain concentration on up to one illusion/4 caster levels. No single illusion may take up more than a single 10-foot cube and illusions created in this way may not leave the area of this mystery. The illusions creates visuals and sounds (including intelligible speech) but not smell, texture, or temperature. Each illusion lasts for as long as it is concentrated on + 1 round or until the duration of this mystery expires, whichever occurs first. As with all mysteries, these ones may be disbelieved with a successful will save if interacted with.
Using Abyssym's Eldritch Splice, all damage is now sonic damage. Unless an additional Fort save is passed, they take half the damage they receive at the beginning of their next turn.
Using Abyssym's Greater Eldritch Splice (38 uses remaining) , also manifests Chilling Tentacles centered on 4LL.
Grapple Checks:
Chilling Tentacles gets the LeShay at 1LL and 4OO, as well as the Winterwight at 5KK.

Grapple Check vs. 1LL[roll0]
Grapple Check vs. 4OO[roll1]
Grapple Check vs.5KK[roll2]
Since the damage done is negligible +2d6 cold, I'm not gonna roll it. It's just to immobilize them anyway.


The images smile as the swamp erupts with thick rubbery tentacles, then turn and face all of the Leshay and frown....

Shadow Time Round 2:
Free Action: Well of Shadows regenerates one ebb, for a total of 2. (See class feature for the other benefits of it. It's from Master of Shadows from Librim Eternia.)
Free Action: Target all three LeShay with 8 uses of the following World of Darkness apiece.

"Target creature within 100 feet has the final destination of any movement made (even a 5-foot step or involuntary movement such as a bull rush) altered by 5 feet in any direction that can support that creature. The target’s path doesn’t change but the target doesn’t end up where they should."

So if any of them attempt to move, the end point is altered by 40 feet. This will be maintained upon them until further notice.

Standard Action: Uses his Independant Shadows class feature to cast Darkness twice, centered on points 4LL and 7QQ, dropping all the LeShay into darkness


Swift Action: Activate Black Labyrinth Aura from Aurin, covers entire battlefield.

Black Labyrinth
Master, Shadowscape
Level/School: 9th/Conjuration (Creation)
Range: Long (400 ft. + 40 ft./level)
Area: One-mile-radius spread, centered on a point in space
Duration: 24 hours/2 levels (D)
Saving Throw: Will partial; see text
Spell Resistance: No

The air blackens, the shadows of the alleys lengthen, and the wind shrieks as the Shadow and Material Planes collide.

Black labyrinth causes substantial disorientation within the area it affects. Direction and distance become impossible to determine, as the world itself bends and twists.

All attacks have a 50% miss chance.

Area effects with a source or target within the black labyrinth have a 20% chance of improper placement. If this occurs, the spell is centered 1d4 x 5 feet in a random direction from where the caster intended. To determine direction, use the rules for a missed splash weapon (PH 158).

All Search and Spot checks take a -10 penalty.

Any movement, from a 5-foot step to a full run and everything between, occurs in a random direction. (Again, use the rules for a missed splash weapon to determine direction.) Reroll any result that places the creature in an "illegal" space (in another creature's area, within a wall, and so on). A random roll that results in a fall off a ledge (or a similar mishap) is allowable. A successful Will save negates this particular effect, but that save must be repeated for each round of movement.

Any teleportation effects with a destination inside the black labyrinth deposit their passengers 1d% x 5 feet from the intended destination. If this would put them inside a solid object, treat as a mishap as described in the teleport spell. If this would send them outside the mystery's area, roll again. A teleport effect cast within the black labyrinth and intended to transport the subject to a point outside the affected area requires a successful Will save; failure indicates that the subject instead teleports to a random point within the blacklabyrinth.
When within your own black labyrinth, you are immune to the last two effects (movement and teleportation), but not the others. You may attempt to guide your companions through the labyrinth; this does not allow them to find their way automatically, but it does grant them a +4 bonus on Will saves to resist those two effects.

Finally, the images frown at the assembled Winterwights. One lifts its arm and a ray of ebon leaps out to strike a ice covered corpse, even as the image's shadow's arms twist and twine....


Shadow Time: Final Round
Free Action: Well of Shadows regenerates one ebb, for a total of 3.
Standard Action: Uses Discorporating Blow on the Winterwight at 9NN, causing it to become a 30 foot cloud of Darkness for 2 rounds.
Miss Chance Roll: [roll0] -51 or higher hits

Independant Shadows kicks in, causing my shadow to activate Grave Anticipation upon myself.

Grave Anticipation
Greater; 6th
When activated, this invocation functions as a greater anticipate teleportation spell targeting yourself for 24 hours (see Spell Compendium, pg 13). Further, if you detect creatures teleporting within range, you can choose to make their re-entry particularly difficult, forcing them to make a Fortitude saving throw or be nauseated for 1d4 rounds after they appear. You may also sense creatures using teleportation powers to leave your area, as if you had manifested the detect teleportation psionic power.



Finally, after the flurry of changes to the landscape, time resumes....

BelGareth
2013-09-26, 05:11 PM
You appear on another battlefield, snow is coming down heavily towards you, but through the limited vision, you see a single LeShay, something however, is different.

He seems to be cocky, not like the usual LeShay, creatures of feyish delight, this one seems to exude power and the snow around him is turning black, not melting, just turning an opaque black...like nothingness. He holds his bow, and lifts it shooting off dozens of arrows at you all within a heart beat. The arrows blast forth from the bow turning into orbs or force which blast into you with the very power of the void.


two shots that split into two each (total 4) vs everyone:

[roll0]
[roll1] + 35 untyped

[roll2]
[roll3] + 35 untyped

[roll4]
[roll5] + 35 untyped

[roll6]
[roll7] + 35 untyped

[roll8]
[roll9] + 35 untyped

[roll10]
[roll11] + 35 untyped

[roll12]
[roll13] + 35 untyped

[roll14]
[roll15] + 35 untyped

[roll16]
[roll17] + 35 untyped

[roll18]
[roll19] + 35 untyped

[roll20]
[roll21] + 35 untyped

[roll22]
[roll23] + 35 untyped

[roll24]
[roll25] + 35 untyped

[roll26]
[roll27] + 35 untyped

[roll28]
[roll29] + 35 untyped

[roll30]
[roll31] + 35 untyped



He goes first and has acted, initiative is for action order only.


Map (https://docs.google.com/spreadsheet/ccc?key=0AmXqpmZ4Kwx2dFBKU2FVX25QcklzOHBOeXRfSURqT Wc&usp=sharing)

BelGareth
2013-09-26, 06:02 PM
[roll0]
[roll1] + 35 untyped

[roll2]
[roll3] + 35 untyped

[roll4]
[roll5] + 35 untyped

[roll6]
[roll7] + 35 untyped

greenpotato
2013-09-26, 07:10 PM
Ahu

Ahu takes 193 damage. (and then starmantle happened :P )

Move Action to X18 and
Free action changes form to a Patheon with a thoon brains dual actions.
Standard Action cast a twinned greater arcane fusion to cast a twinned avasculate
Spell penetration [roll0]
[roll1] vs touch. If it hits it halves targets HP.
Spell penetration [roll2]
[roll3] vs touch. If it hits it halves targets HP.
Spell penetration [roll4]
[roll5] vs touch. If it hits it halves targets HP.
Spell penetration [roll6]
[roll7] vs touch. If it hits it halves targets HP.
and a twinned empowered corrupt maximized fireball
Spell penetration [roll8]
360 fire and 360 vile damage with a DC 64 reflex save for half
Spell penetration [roll9]
360 fire and 360 vile damage with a DC 64 reflex save for half
Spell penetration [roll10]
360 fire and 360 vile damage with a DC 64 reflex save for half
Spell penetration [roll11]
360 fire and 360 vile damage with a DC 64 reflex save for half

Standard Action Cast Twinned Arcane Fusion to cast a and a twinned empowered corrupt maximized fireball
Spell penetration [roll12]
360 fire and 360 vile damage with a DC 64 reflex save for half
Spell penetration [roll13]
360 fire and 360 vile damage with a DC 64 reflex save for half
Spell penetration [roll14]
360 fire and 360 vile damage with a DC 64 reflex save for half
Spell penetration [roll15]
360 fire and 360 vile damage with a DC 64 reflex save for half
and a twinned empowered maximized magic missile
Spell penetration [roll16]
266 damage
Spell penetration [roll17]
266 damage
Spell penetration [roll18]
266 damage
Spell penetration [roll19]
266 damage

Fast Healing 25 brings her HP total to 1285/1357


Active Buffs/Debuffs (that means party members get this stuff:)
Debuffs 90ft radius from Ahu:
Enemies take a -17 penalty to Fortitude saves, attack rolls and damage rolls

Buffs 60ft radius from Ahu:
+16 Circumstance bonus to spell DCs, +16 circumstance bonus to arcane caster level, +80ft untyped to land, swin and fly movement speeds
+24 Circumstance to melee attack rolls, +24 Circumstance to Initiative, dex ability and skill checks and reflex saving throws
+22 Morale bonus to Overcome SR, +22 morale bonus to saves vs enchantment school, telepathy discipline mind effecting powers and fear spells / effects

ben-zayb
2013-09-26, 10:13 PM
TRAUMGEIST (http://www.myth-weavers.com/sheetview.php?sheetid=541251)
Level 50 LE Male Fire Elf
Str 28 (+9), Dex 32 (+11), Con 34 (+12), Wis 50 (+20), Int 50 (+20), Cha 28 (+9)
HP 1647/877; DR 40/epic silver; SR 86; AC 86, Touch 49, Flat-footed 75; Saves Fort +48, Ref +47, Will +56
Initiative +69; Speed 60ft. Land, 180ft. Perfect Flight
Skills 53 Ranks All, take 20 Bluff, Disguise, Spellcraft, Sleight of Hand; Skill Tricks All
Immunities Divination, Mind-Affecting, Energy Drain, Ability Damage, Ability Drain, Transmutation, Critical Hits, Fire, Cold, Sonic, Rays, Force, Death, Negative Energy, Poison, Paralysis, Stunning, Fear

Self-Buff

Mind Blank: immunity to divination, mind-affecting ability
Freedom of Movement: immunity to movement restriction
True Seeing: immunity to false visual perceptions
Improvisationfeat: activated; +40 (CL/2) luck bonus to check, skill check, or attack
Divine Insightfeat: activated; +81 (CL) insight bonus to skill check
Spell Flower: each limb holds one touch spell
Vigor: 405 (5CL) temp. HP
Masochism: for every 10 damage taken, get +1 luck bonus to saves, skill check, and attacks
Sadism: for every 10 damage dealt, get +1 luck bonus to saves, skill check, and attacks
False Life: 1d10+81 (CL) temp. HP
Aid: 1d8+81 (CL) temp. HP
Vampiric Touchfeat: 32d6 (CL/2) temp. HP
Bladeweave: Will DC85 or 1 round daze to one attacked enemy per round
Death Armor: 1d4+81 (CL) damage to melee attacker, one-time negative level and shaken effect
Mirror Image: 1d4+27 (CL/3) clone illusions
Chain of Eyes: Use other allies' sight
Shadow Mask: +4 saves vs light/Darkness spells, 50% chance to avoid gaze effects
Primal Instinct: +5 competence bonus to initiative/Survival
Spellcaster's Bane: +2 insight bonus to dispel/counter, know CL of spells cast within sight
Forced Dream: return to previous rounds
Sense Danger: bonus immediate standard action on surprise/first round
Primal Senses: +5 competence bonus to Spot/Listen, uncanny dodge
Divine Retaliationvia Emulate Class Feature: force weapon retaliates attacks for +106 attack, 1d6+30 force damage, and a one-time negative level & fear effect per target
Schism: +1 mental standard action/round, ML75 (81-75)
Ray Deflection: ray attack immunities
Acid Sheath: 162 (2CL) acid damage to melee attacker, one-time negative level and shaken effect
Fire Shield: 1d6+81(CL) cold damage to melee attacker, one-time negative level and shaken effect; evasion for Fire attacks
Telepathy Block: 80ft. blocks telepathy
Blink, Greater: half-damage to non-ethereal-affecting area attacks
Dimension Door, Greater: 1/round move action 25ft+200ft (5CL/2) teleportation
Dragonsight: 810ft. (10CL) Darkvision; 405ft. (5CL) Blindsense; half-penalties for Spot checks
Shuffle: 1/round move action 200ft (5CL/2) allies teleportation
Arcane Spellsurge: reduce cast time, full-round->standard->swift
Ethereal Jaunt: be in the ethereal plane
Elemental Body: immunity to poison, stun, paralysis, and extra damage from crit/flank; bull-rush without AoO
Arcane Sight: see magical aura/buffs
Body Outside Body: 52 (4CL/5) Clones
Mysterious Redirection: Will DC97 or 50% chance to deflect attacks to adjacent targets
Undermaster: use many "earth" spells 1/round as SLAs
Foresight: never surprised of flat-footed
Choose Destiny:feat 2d20b1 on attack, skill check, ability check, and saves

Party-Buff
Combat Readiness: +27 (CL/3) insight bonus to initiative
Nerveskitter: +5 bonus to initiative
Blade of Blood: next weapon hit deals +3d6, negative level, and one shaken effect
Mountain Stance: +81 (CL) bonus on checks to resist forced physical movement effects (grapple, trip, bull rush, overrun, etc.)
Create Magic Tattoo: +1 spellcaster level, +1 luck and +2 competence bonus to attack
Forceward: aura of force effect immunity within 15ft. of him
Battle Hymn: 30ft. aura of 1 Will Save reroll/round
Starmantle: DC15 Reflex Save to reduce magical weapon damage by half
Heroism, Greater: +4 morale bonus to attack/saves/skill, +81 (CL) temp. HP, fear immunity
Fires of Purity: +81 (CL) fire damage to attack and melee-range attackers, one-time negative level and shaken effect per target
Telepathic Bond, Interplanar: long-range communication
Invisibility, Superior: invisibility only detected by true seeing (CL check or save to beat?)
Death Ward: immunity to death, negative energy effects, and energy drain1INITIATIVETraumgeist always goes first via Superior Initiative. In case of similar effects, initiative: [roll0]+69
Breakdown: +27 (Combat Readiness spell, insight) +4 (Imp.Init feat,-) +2 (Aggressive trait,-) +5 (Nerveskitter spell,-) +5 (Primal Instinct spell, competence) +2 (Eager ability,-) +24 (PARTY, circumstance)1

Traumgeist finds himself amused at the company before him. The threat seems to be serious enough to warrant the appearance of such names. Even the reclusive witch seems to have made her presence well-known to the leShay. With but father time's blink, Traumgeist instantaneously appeared behind the creature. A swift flurry of precisely calculated annihilation soon follows.Each weapon attack is a touch attack that bypasses all DR, lowers SR by 7 and ER by 5, and deals 1 Con and 1 Str damage

Free Action: activating Impressing Field to prevent any abjuration effects from stopping Traumgeist's movement

Free Action: activating Expert archetype with Factotum, and emulate Class Features: (Jiriku Monk's Empty Mind and Versatile Attack, and Heroic Rogue's Crippling Strike, Weakening Strike, and Sneak Attack +10d6)

Schism Standard Action: manifesting Offensive Precognition for +25 insight bonus to attacks

Free Action: deactivating Impressing Field

Swift Action: Twin Repeat Reach Dimension Hop on himself, going to AQ18, and triggering two Sun School effects
Trigger 1:Attack(staff end 1):[roll1]+95; Damage: [roll2] bludgeoning + [roll3] fire damage (bypasses ER)
On a hit, spell store releases Dispel Magic [roll4]+81.

A(staff end 2):[roll5]+95; D: [roll6] bludgeoning + [roll7] fire damage (bypasses ER)
On a hit, spell store releases Hideous Laughter DC101 Will Save negates

A(unarmed):[roll8]+95; D: [roll9] bludgeoning + [roll10] fire damage (bypasses ER)
On a hit, spell store releases Fell Drain, Twinned, L23-Heightened Scourge of ForceChampions of Ruin CL81. 2 sets of 28 tendrils touch attacks dealing 1d8+40 force damage each.Deals one negative level if damaged by this spell

A:[roll11]+95; D: [roll12]
A:[roll13]+95; D: [roll14]
A:[roll15]+95; D: [roll16]
A:[roll17]+95; D: [roll18]
A:[roll19]+95; D: [roll20]

A:[roll21]+95; D: [roll22]
A:[roll23]+95; D: [roll24]
A:[roll25]+95; D: [roll26]
A:[roll27]+95; D: [roll28]
A:[roll29]+95; D: [roll30]

A:[roll31]+95; D: [roll32]
A:[roll33]+95; D: [roll34]
A:[roll35]+95; D: [roll36]
A:[roll37]+95; D: [roll38]
A:[roll39]+95; D: [roll40]

A:[roll41]+95; D: [roll42]
A:[roll43]+95; D: [roll44]
A:[roll45]+95; D: [roll46]
A:[roll47]+95; D: [roll48]
A:[roll49]+95; D: [roll50]

A:[roll51]+95; D: [roll52]
A:[roll53]+95; D: [roll54]
A:[roll55]+95; D: [roll56]
A:[roll57]+95; D: [roll58]
A:[roll59]+95; D: [roll60]

A:[roll61]+95; D: [roll62]
A:[roll63]+95; D: [roll64]
A:[roll65]+95; D: [roll66]

A(snap kick):[roll67]+95; D: [roll68] bludgeoning + [roll69] fire damage (bypasses ER)
Deals one negative level if damaged by this spell

A:[roll70]+95; D: [roll71]
A:[roll72]+95; D: [roll73]
A:[roll74]+95; D: [roll75]
A:[roll76]+95; D: [roll77]
A:[roll78]+95; D: [roll79]

A:[roll80]+95; D: [roll81]
A:[roll82]+95; D: [roll83]
A:[roll84]+95; D: [roll85]
A:[roll86]+95; D: [roll87]
A:[roll88]+95; D: [roll89]

A:[roll90]+95; D: [roll91]
A:[roll92]+95; D: [roll93]
A:[roll94]+95; D: [roll95]
A:[roll96]+95; D: [roll97]
A:[roll98]+95; D: [roll99]

A:[roll100]+95; D: [roll101]
A:[roll102]+95; D: [roll103]
A:[roll104]+95; D: [roll105]
A:[roll106]+95; D: [roll107]
A:[roll108]+95; D: [roll109]

A:[roll110]+95; D: [roll111]
A:[roll112]+95; D: [roll113]
A:[roll114]+95; D: [roll115]
A:[roll116]+95; D: [roll117]
A:[roll118]+95; D: [roll119]

A:[roll120]+95; D: [roll121]
A:[roll122]+95; D: [roll123]
A:[roll124]+95; D: [roll125]

Attack(unarmed):[roll126]+95; Damage: [roll127] bludgeoning + [roll128] fire damage (bypasses ER)(extra attack by accident)

If the Scourge of Force deals any damage, all weapon attacks now ignore any magical AC bonus, miss chance, etc. (Spellblade Elite)
Trigger 2:A(staff end 1):[roll129]+95; D: [roll130] bludgeoning + [roll131] fire damage (bypasses ER)

A(staff end 2):[roll132]+95; D: [roll133] bludgeoning + [roll134] fire damage (bypasses ER)

A(unarmed):[roll135]+95; D: [roll136] bludgeoning + [roll137] fire damage (bypasses ER)

A(snap kick):[roll138]+95; D: [roll139] bludgeoning + [roll140] fire damage (bypasses ER)
Standard Action via Cunning Surge(1 IP): manifest Synchronicity defensively (autopass), augmented.
Full-Round Action full-attack w/ Blended Combat (Spellblade Elite) to make them all Wracking TouchSpC spells, dealing 1d6+65 damage and triggering Heroic Rogue Sneak Attack (immunes still get half-damage), and an additional Crippling Strike(1 Str damage), and Weakening Strike(1 Con damage)
A:[roll141]+95; D: [roll142] magic + [roll143] sneak attack

A:[roll144]+95; D: [roll145] magic + [roll146] sneak attack

A:[roll147]+95; D: [roll148] magic + [roll149] sneak attack

A:[roll150]+95; D: [roll151] magic + [roll152] sneak attack

A:[roll153]+90; D: [roll154] magic + [roll155] sneak attack

A:[roll156]+85; D: [roll157] magic + [roll158] sneak attack

A:[roll159]+80; D: [roll160] magic + [roll161] sneak attack

At end, if any of the attacks hit, DC91 Will Save or be dazed by Bladeweave

Zarthrax
2013-09-28, 06:01 PM
Even as the arrogant elf prototype looses, Aurin's form seems to blur even to its sharpened eyesight. Hissing in pain as one of the volley manages to hit its mark, Aurin reaches down and breaks the arrow, quickly removing it from his skin before he healed around it.

His ruined eyesight then turns back to the elf forefather as a small smile comes to his lips. A shroud of black drops down around the elf, even if his eyes are unimpaired.

Immediate Action-Instinctive Darkness to cast Darkness on the ground in front of the LeShay, encompassing him in the radius.


"You really should not have done that."

Actions for the turn:

Move action: Teleports to V19
Standard Action: Casts Shadow Time, gets 7 rounds (roll in OOC)

Round one of Shadow Time:

Swift Action- Deploy all 4 Shadow Duplicates next to said LeShay. (18AO, 18AQ, 17AP, 19AP)
Free Action- Have one of the duplicates cast Legion of Sentinels centered on itself (we'll say 17AP) Each sentinel has 36 hp and AC 25. (Full description in PhB2)
Free Action- Target LeShay with World of Darkness modifiers as follows:

Target creature within 100 feet suffers from a 5% miss chance on an attack roll, doubled if it and/or the target are in areas of shadowy illumination and darkness. 10 uses = 100% miss chance
Target creature within 100 feet takes a -5 penalty to a Listen or Spot check. 10 uses = -50 on Spot and Listen checks
Target creature within 100 feet has the final destination of any movement made (even a 5-foot step or involuntary movement such as a bull rush) altered by 5 feet in any direction that can support that creature. The target’s path doesn’t change but the target doesn’t end up where they should. 4 uses = +-20 feet, so his new endpoint for moving is anywhere I decide within 20 feet of where he was going to move to.

Standard Action- Greater Eldritch Splice Reflections of Things to Come with Chilling Tentacles, casting both with a standard action.

Personal Buff- I gain Uncanny Dodge, +10 insight to Initiative (and always get to act in surprise rounds), and +4 insight to AC. May discharge spell to either cause a hit to be a miss or reroll a failed save

Chilling Tentacles is centered on 19 AP.

Move Action- Hide in Plain Sight. [roll0] I'm invisible, so according to the Hide skill description, as long as I'm not moving, that gets a +40, and a +20 if I move. Since from here on out, I'll be staying hidden, the +20 is included.

Round two of Shadow Time:

Free Action-Maintain World of Darkness debuffs as previous (won't be changing, but rather than keep reprinting it, I'll insert this line.)

Standard Action- Greater Eldritch Splice Fog of Memory and Enervating Shadows.

Fog of Memory is cast as an Extraordinary ability, so no SR. Still gets a Will save, though. DC 48
Fog of Memory
Initiate, Grim Reminder
Level/School: 5th/Enchantment
Range: 60 feet.
Effect: Cloud spreads in 60-foot radius from you, 20 ft. high
Duration: 1 minute/level
Saving Throw Will Negates
Spell Resistance: Yes

Many memories, when retrieved, return to us as foggy, half-formed thoughts, in which details lay hidden. You reflect this state of mind into the world around you.

You create a thin mist in the area that dulls both will and perceptions. This functions as the mindfog spell. However, just as details lie hidden in memories, so too can creatures use the mist as concealment for the purposes of making hide checks.

Swift Action- Activate Incorporeality

Move Action- Walks to V16, staying hidden

Round three of Shadow Time:

Free Action-Maintain World of Darkness debuffs as previous (won't be changing, but rather than keep reprinting it, I'll insert this line.)
Free Action- Use Abyssym of Cold, causing the next invocation or mystery I cast to gain the cold descriptor and deal cold damage equal to my caster level to anyone in it. (Since it's a mystery, 59 cold damage)
Standard Action- Cast Deadly Shade as extraordinary, choosing the deal damage variant, centered on 19AP, DC 50 Fort save negates

Deadly Shade
Initiate, Darkened Alleys
Level/School: 6th/Necromancy [darkness]
Range: Close (25 ft. + 5 ft./2 levels)
Area: 30-ft.-radius emanation
Duration: 1 round/level (D)
Saving Throw: Fortitude negates; see text
Spell Resistance: Yes

Tendrils of darkness flow from the ground like smoke, filling the area with writhing, shifting darkness. A cold draft washes over your soul even as the tendrils rise.

The area of deadly shade is filled with shadowy illumination, as per darkness (PH 216). In addition, each time you invoke this mystery, decide if you wish the spell to deal or absorb damage.

If you choose to deal damage, anyone within the area who suffers hit point damage from any source must make a Fortitude save. Failure indicates that the subject gains a negative level. Success prevents the negative level, but if the individual is damaged again within the area, he must attempt a new save. These negative levels fade in 1 hour per caster level, and they never cause permanent level loss.

If you choose instead to have the deadly shade absorb damage, all creatures within the area gain DR 4/-- and energy resistance 4 against all energy types. (This stacks with other forms of resistance or other sources that grant DR X/--.)

Move Action- Walks to Y17

Round four of Shadow Time:

Free Action- maintain World of Darkness buffs
Move Action- walk to AB17

Standard Action: Cast Umbral Authority, ignoring the first half of the spell.

Umbral Authority
Apprentice, Umbral Charm
Level/School: 2nd/Enchantment [Fear, Mind-Affecting]
Range: Close (25 ft.+ 5 ft./2 levels)
Targets: up to 1 target/level
Duration: 1d4 rounds and 1 round/level
Saving Throw: Will partial
Spell Resistance: Yes

You force authority into you, making your visage more impressive and frightening.

All targets within range with no more than 1 HD/2 levels must make a saving throw or become frightened for 1d4 rounds.
In addition, you gain a +10 bonus on diplomacy checks for 1 round/level.

Round five of Shadow Time:

Free Action- maintain World of Darkness buffs
Move Action- walk to AB14
Standard Action- Cast Army of Shadow, summoning one elder Shadow elemental at 32AI


Round six of Shadow Time:

Free Action- maintain World of Darkness buffs
Move Action- walk to AB11
Free Action- Use Abyssym of Cold, causing the next invocation or mystery I cast to gain the cold descriptor and deal cold damage equal to my caster level to anyone in it. (Since it's a mystery, 59 cold damage)
Standard Action- Eldritch Splice an Utterdark and Beshadowed Shadow Plague, centered on AN17. (4d6 negative energy damage per round, no SR, DC 50 Fort save vs gaining a negative level, same DC to avoid being blinded for 1 round)
Round seven of Shadow Time:

Free Action- maintain World of Darkness buffs
Move Action- walk to AD11

Standard Action- Use Warp Arcana, sacrificing a fourth level spell slot, to cast Wall of Gloom, stretching from AE and AF 11 down to AE and AF 29.

Total Fast Healing: 16

THEChanger
2013-09-28, 10:34 PM
The Captain and His Shadow

Kieran watched as the void arrows struck against Traumgeist's eldritch shield. Silently thankful for his companion's magic, Kieran's Shadow flowed out from beneath him. Taking hold of his first mate's hand, the two simply moved, appearing about 150 feet away from the LeShay. Raising its hands, the Shadow launched three blasts of dark magic at the offending warrior. Crackling through the air, they flew into the darkness Aurin had conjured, the Shadow's sight not obscured by this most pure night. Kieran, by contrast, made no motions. The runes on either hand began to glow with a ghostly pale light, and from under his feet, the shimmering outline of a massive vessel did appear. Lifting one hand and pointing to where he knew the LeShay to be, the Captain of the Unnamed Ship spoke a single word, infused with all the power and authority he commanded by his title.

"Fire."

As the Captain's voice faded away, the ship's cannons roared to life, bursts of light in the pure dark. Spheres of pure power rocketed towards the LeShay, intent on turning the place where it stood to rubble. But more than that, the echoing refrain of the Captain's voice twisted the weave of the world, requesting, nay, commanding, that the enemy cease in their actions against the Captain.


Alright. First off, initiative for me boys.
Kieran-[roll0]
Shadow-[roll1]

Kieran uses a swift action Dimension Door to pop to U26, with Shadow tagging along for the ride.

Shadow takes a Move Action to achieve Psionic Focus, and then uses Eldritch Volley to pop off three Beshadowed(DC 34, Fort, Blindness one round) Hindering(DC 34, Will, Slowed one round) Utterdark(DC 38, Fort, two Negative Levels, negative energy) Blasts shaped as Spears. The first expends the Psionic Focus to activate Greater Psionic Shot.
Blast 1: To Hit-[roll2], Damage-[roll3] [roll4]
Blast 2: To Hit-[roll5], Damage-[roll6]
Blast 3: To Hit-[roll7], Damage-[roll8]

Kieran first uses a Free Action to activate Phantom Ship. Calls the Unnamed Ship into existence for a single round, during which it can undertake any action Kieran could otherwise direct it to do.
Such as fire it's full company of cannons.
This amounts to a total of 48d10s of Force Damage, aimed directly at the LeShay. The ship also uses Kieran's To Hit, and gains the benefits of any positive buffs on him(of which Blade of Blood and Fires of Purity are the ones that matter, though the Rune Gulth converts their damage to Force). So. Lots of rolling to do, best get to it.
Light Bombard 1: To Hit-[roll9] Damage-[roll10] Blade of Blood [roll11]
Light Bombard 2: To Hit-[roll12] Damage-[roll13]
Light Bombard 3: To Hit-[roll14] Damage-[roll15]
Light Bombard 4: To Hit-[roll16] Damage-[roll17]
Light Bombard 5: To Hit-[roll18] Damage-[roll19]
Light Bombard 6: To Hit-[roll20] Damage-[roll21]
Light Bombard 7: To Hit-[roll22] Damage-[roll23]
Light Bombard 8: To Hit-[roll24] Damage-[roll25]
Light Bombard 9: To Hit-[roll26] Damage-[roll27]
Light Bombard 10: To Hit-[roll28] Damage-[roll29]
Light Bombard 11: To Hit-[roll30] Damage-[roll31]
Light Bombard 12: To Hit-[roll32] Damage-[roll33]
Heavy Bombard 1: To Hit-[roll34] Damage-[roll35]
Heavy Bombard 2: To Hit-[roll36] Damage-[roll37]

Finally, Kieran uses a Standard Action to activate Voice of Destiny. DC 53, Will Save, not Mind-Affecting. Failed Save gives the LeShay -10 to any rolls in opposition to Kieran, and a 50% chance that any actions opposing him simply don't work, on top of the 55% chance given by Divine Rank 6. A successful save reduces the penalty to -2, and the non-action chance to 20%. These penalties last a year and a day.

BelGareth
2013-10-02, 02:37 PM
{table=head]Character|Init
Traumgeist|87
Shadow|59
Kieran|58
Zarthrax|?
Ahu|?[/table]

TRAUMGEIST appears behind the LeShay, and blasts him with every single attack, blasting chunks from him, shadows get eviscerated as if a tiny sun had imploded near by, their tails trailing and stretching reality as the essence of the LeShay is put to the test of raw arcane energies. As soon as Traumgeist is done, the LeShay looks very healthy still, but turns to regard his new prey, one that actually hurt him.


All attacks hit, some were reduced by DR (notable the Wracking Touch) while most everything else punished him. He's a toughie though.


The Shadow tries to blast the LeShay, and misses as does the Captain and his ship.


You plain missed.


Ahu releases her barrage of arcane energy at the LeShay, and he laughs as it all errupts around him, he remains unhurt, but now with a gleam in his eye, as if, he wants to hurt you for even having a modicum of a thought about standing up to him.


Combination of energy resistance, evasion, highs saves and AC's.
You are a smidgen off the energy resistances, way off AC's and saves.


Aurin covers the area in darkness, as is his want, and attempts to wrest control and damage to and from the LeShay, he is unable to do any damage to the LeShay


Wow, just wow your actions are...insane