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Post by kreamatizer on Mar 12, 2015 1:49:21 GMT
Youngdead prepares the following maneuvers: [] Mountain Hammer [] Boncrusher [] Battle Leaders Charge [] Steel Wind
He sets his weapon to merciful (+1d6 and all damage is nonlethal).
Youngdead takes a look at the wolves, would he be accurate in assuming that these are "magical beasts"? If there is a skill check for this, please let me know.
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Post by kerythmyrddin on Mar 12, 2015 2:02:45 GMT
Following done in order as time permits once in view of the creatures from the top of the wall.
[30] Knowledge - Arcana check, "take 10" plus bonus +5 from collector of stories skill trick
collector of stories skill trick (+5 to identify monster, learn special power, or learn special vulnerability)
Cast the following spells in order, if time permits
Combat readiness, extended - duration ten minutes
Battlemagic perception - duration 50 minutes
10+20mi77oEHg
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Post by Drake Darkstar on Mar 12, 2015 2:31:56 GMT
anyone can clearly tell that they are magical beasts, youve never heard or read of them, but you can clearly tell that they are pretty much embodiments of various elements, they might have a weakness to the oposite element but their pack behaviour doesnt make it likely, and before you ask, yes by "elements" i also include sonic, force, light, darkness and etc etc, im not going to make it -that- easy
oh and keryth, its basically "select an element then press the big red button", but it takes a full round to set up first, basically you have to set it on the ground like... hmm like a camera's tripod, so make sure to be well set up by the time the wolves show up
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Post by kerythmyrddin on Mar 12, 2015 4:04:38 GMT
Is this a one shot item or multiple shots? What sort of range?
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Post by Drake Darkstar on Mar 12, 2015 4:15:00 GMT
it has multiple shots, but it will take 2 full rounds to recharge, you know, its a device that can literally capture anything if well used, dont expect it to be easy to use, as for range... about 30ft (im using ft this time because its easier to see on grid)
it doesnt use ammo, rather it consumes the magic energy (AKA spell slots) of the user, which is why the 3 battle brothers will be coming along rather than just levitating you from safety, but more on that later
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Post by keamazin on Mar 12, 2015 21:10:45 GMT
Gentlemen, a moment of reflection I think.
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Post by kerythmyrddin on Mar 12, 2015 21:22:46 GMT
FN3NboxP1d20+3 Spot check, trying to figure out what Keamea is talking about. And also wondering if the teleport location we entered this realm at is close enough to cast "Clairaudience/Clairvoyance" on that area.
1d20+3
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Post by kreamatizer on Mar 12, 2015 21:30:08 GMT
8N0KGxkr1d20+5 Sense motive,To see the reactions of the natives to this world and also to discern how serious this 'pillar of the world' situation may be. 1d20+5
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Post by kreamatizer on Mar 13, 2015 2:06:20 GMT
Youngdead is good to go for combat, everything he needs to know he knows (I think).
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windstruck
Junior Member
Blossom is approved and ready to party!
Posts: 81
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Post by windstruck on Mar 13, 2015 2:14:12 GMT
Let's so some of those rolls for Blossom!
Spot: Z6WBjizJ1d20+13
Knowledge (nature): 1d20+12 1d20+13·1d20+12
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Post by kerythmyrddin on Mar 13, 2015 2:16:29 GMT
EMmUgIb71d20+6 Knowledge - Nature check1d20+6 Knowledge - Geography check. Get a better idea of how this world looks, at least as far as I can see from here. 1d20+3 Spot CheckSpells cast on myself Combat readiness, extended - duration 12 minutes. I will use one charge from my arcanists gloves so initiative bonus is +2 Gains a +1 insight bonus on initiative checks for every three caster levels you have (minimum +1, maximum +6). In addition, if the target is flanked, its opponents gain no bonus on attack rolls (but still gain any other benefits derived from flanking, such as extra sneak attack damage).
Battlemagic perception - duration 50 minutes
extended spymasters coin Static "waiting" duration 5 hours on a gold coin that I plan on leaving the coin on the ground at the edge of the wall when we depart. Allows clairaudience/clairvoyance centered on the coin. Once I decide to use it, duration is Concentration for up to 10 rounds.
Extended Mage armor is still in effect. Original duration was ten hours.
Offering youngdead a boost to help get a jump on anybody. Combat readiness, extended - duration 12 minutes. I will use one charge from my arcanists gloves so initiative bonus is +2 Gains a +1 insight bonus on initiative checks for every three caster levels you have (minimum +1, maximum +6). In addition, if the target is flanked, its opponents gain no bonus on attack rolls (but still gain any other benefits derived from flanking, such as extra sneak attack damage).
These spells are still prepared. Dispel Magic x 1 Glitterdust x 1 Lesser Orb of Cold x 2 Grease x 2 divination level 0 spell slots available : 3 divination level 1 spell slots available : 3 divination level 2 spell slots available : 0 divination level 3 spell slots available : 2
Wand of Mage Armor for any who need extra help in not getting hit, duration one hour. Just post who wants one so I can account for charges. Including to the flower children if they ask.1d20+6·1d20+6·1d20+3
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Post by keamazin on Mar 13, 2015 8:13:06 GMT
If the armour bonus from the wand is better than +2, I'll have a shot, thanks.
XSX58|0Q1d20+11Spot check 1d20+11
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Post by kerythmyrddin on Mar 13, 2015 13:43:49 GMT
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.
It will last one hour from the wand, you get the first one Keama
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Post by Chemosh on Mar 13, 2015 14:24:36 GMT
I would also like it. I have potions of it but wands are cheaper.
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Post by Chemosh on Mar 13, 2015 14:35:24 GMT
sHxz0td61d20+4 spot roll.1d20+4
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Post by kreamatizer on Mar 13, 2015 21:06:28 GMT
Just to let you guys know, I'll be posting from mobile (if I do get a chance to post) for Youngdead so I won't be doing the proper formatting until I'm back home after the weekend. I'll edit to do the formatting. Enjoy ladies and gents!
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Post by kerythmyrddin on Mar 15, 2015 3:36:59 GMT
regular spymasters coin, given to Blossom. Static "waiting" duration 5 hours on a gold coin that I plan on leaving the coin on the ground at the edge of the wall when we depart. Allows clairaudience/clairvoyance centered on the coin. Once I decide to use it, duration is Concentration for up to 5 rounds.
typo on the first one I cast, static duration for extended coin I'll leave near the wall is ten hours
Revised spells remaining Dispel Magic x 1 Glitterdust x 1 Lesser Orb of Cold x 2 Grease x 2 divination level 0 spell slots available : 3 divination level 1 spell slots available : 2 divination level 2 spell slots available : 0 divination level 3 spell slots available : 2
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Post by Blossom on Mar 15, 2015 3:42:11 GMT
So you want blossom to drop the coin near the wolves? Might wanna tell her that. Or are we just assuming this now?
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Post by kerythmyrddin on Mar 15, 2015 3:43:56 GMT
Not sure of the best place to drop it yet. W'ell have to wait and see what happens next.
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windstruck
Junior Member
Blossom is approved and ready to party!
Posts: 81
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Post by windstruck on Mar 15, 2015 3:44:59 GMT
Uh ok. guess I'll just keep holding it then.
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