RPG Addicts | We Know You're Hooked

Not a member yet? Why not Sign up today
Create an account   Login to account




  • 3 Vote(s) - 2.67 Average
  • 1
  • 2
  • 3
  • 4
  • 5


[IC] New Crobuzon & the World Beyond
Initiatives:
  • 21.2 Tomeal
  • 20.4 Ning/Nang
  • 20.3 Simon
  • 20.1 Creatures (Medium)
  • 14.6 Kubo
  • 12.1 Selina
  • 12.0 Dog
  • 9.4 Betimi
  • 7.1 Crozar
  • 4.2 Creatures (small)

Kubo attempts to sneak away...  [I'm going to assume you're holding your breath and doing a total withdrawal which will let you avoid the AoO when you leave your first square.  So that means instead of 4 AoO, you receive only 2 AoO.] 

Kubo watches his back as he steps away from the two creatures to the north, avoiding their Attacks of Opportunity.  Then while he tries to sneak past the Smaller creatures (I-7 & K-7) the first one takes a swing for him but its attack isn't even close!  The second creature lunges for Kubo.  The attack was a head shot but the invisibility foiled its attack! 

Small Monster (I-7) AoO: [1d20+4] = 1+4 = 5, Miss: [1d100] = 59, Damage: [1d6-1] = 4-1 = 3; MISS!
Small Monster (K-7) AoO: [1d20+4] = 20+4 = 24, Miss: [1d100] = 17, Damage: [1d6-1] = 1-1 = 0; Possible Crit but Invisibility foils the attack!; Holy Horseshoes Batman!

[Selina: You can place the Spiritual weapon within 160' of yourself which takes you right off the map.  So where do you want to place your SW?  And what is Blade of Darkness? ]

Selina casts her Spiritual weapon and the spell was granted.  She sends it after one of the creatures but it misses.  She then moves 20'.  Dog follows her.

Betimi aims but Selina steps in front of her shot.  So she moves to H-15 and fires but misses the creature.

Crozar succeeds in his summoning [But now he must make a Torque CL check.  DC16.  You gain +6 onto your level from the Circle vs Chaos and the Goldilocks bonus of +2]

[Image: JZpaGgTm.png]
Quote this message in a reply
(01-22-2021, 06:26 PM)GM Marvel Wrote:
(01-22-2021, 02:58 AM)Crozar the Sunspot Wrote: Crozar moves forward {to I11}, drawing the long, scourge like whip on its belt. Dramatically, with a soft creaking from it's wooden joints and a stern look of deep concentration on its face, it spun the gnoscourge in a large circle over it's head and snapped it through the air, attempting to rip open a portal.  

{OOC: Summoning Concentration Check: [1d20+5] = 11+5 = 16, I can't actually find anything that defines what my DC would be for this.  The Elementarii description says that it is dependent on the type of the elemental.  I would be pulling a Luceate (Sun) elemental, hopefully is a flash of Sunshad's blessed glare.}

[OoC: The Sun Elemental (Luceate) states they act as fire elementals with the changes outlined below.  As for the Caster level checks and even the range of summoning, I haven't found anything.  For the range, for now (unless you spotted something I missed which is entirely possible) I suggest the same range as other summonings (25'+5' per 2 levels).  For CL checks,  Huh Ummm... lets go with 5+hit dice.  If it seems too easy then we will bump it up to 10+hit dice.  So for a medium Luceat you'd need CL8 unless you augmented its hit dice.  

And I checked the class and unfortunately summoning an elemental is a Spell-like ability.  So that would require a Torque CL check too.   Sad  Remember, failing a Torque check doesn't mean the spell or Spell-like ability fails. It just means something 'interesting' might happen.

[OOC: That range makes sense to me, I couldn't find anything anywhere either.  I have the enhancements to apply, so will be bringing them in with Damage, Armor, and more Health.  That will push the Concenctration check to 10, adding 2 hit die, +2 AC, and 1 die to it's Smash damage, and I would like to summon it roughly half way between myself and the horde of fungal dead]

[OOC: I'm assuming the Torque CL check is just a D20 + my level + 6 from Ning's wand?  if so: Torque Check: [1d20+1] = 12+1 = 13 +6= 19]
Quote this message in a reply
(01-22-2021, 07:10 PM)GM Marvel Wrote: [Selina: You can place the Spiritual weapon within 160' of yourself which takes you right off the map.  So where do you want to place your SW?  And what is Blade of Darkness? ]

[[I think my post specified placing it at L7.  Blade of Darkness was just my attempt at humor  Angel ]]
Quote this message in a reply
(01-22-2021, 07:40 PM)Aurelia Apollonia Wrote:
(01-22-2021, 07:10 PM)GM Marvel Wrote: [Selina: You can place the Spiritual weapon within 160' of yourself which takes you right off the map.  So where do you want to place your SW?  And what is Blade of Darkness? ]

[[I think my post specified placing it at L7.  Blade of Darkness was just my attempt at humor  Angel ]]

[OoC: Sorry.  You wrote:

Moonblade at L6!  Attack L7 with Blade of Darkness!

I read that as Moonblade at Level 6.  Attack Level 7 with Blade of darkness. Blush ]
Quote this message in a reply
(01-22-2021, 07:13 PM)Crozar the Sunspot Wrote:
(01-22-2021, 06:26 PM)GM Marvel Wrote:
(01-22-2021, 02:58 AM)Crozar the Sunspot Wrote: Crozar moves forward {to I11}, drawing the long, scourge like whip on its belt. Dramatically, with a soft creaking from it's wooden joints and a stern look of deep concentration on its face, it spun the gnoscourge in a large circle over it's head and snapped it through the air, attempting to rip open a portal.  

{OOC: Summoning Concentration Check: [1d20+5] = 11+5 = 16, I can't actually find anything that defines what my DC would be for this.  The Elementarii description says that it is dependent on the type of the elemental.  I would be pulling a Luceate (Sun) elemental, hopefully is a flash of Sunshad's blessed glare.}

[OoC: The Sun Elemental (Luceate) states they act as fire elementals with the changes outlined below.  As for the Caster level checks and even the range of summoning, I haven't found anything.  For the range, for now (unless you spotted something I missed which is entirely possible) I suggest the same range as other summonings (25'+5' per 2 levels).  For CL checks,  Huh Ummm... lets go with 5+hit dice.  If it seems too easy then we will bump it up to 10+hit dice.  So for a medium Luceat you'd need CL8 unless you augmented its hit dice.  

And I checked the class and unfortunately summoning an elemental is a Spell-like ability.  So that would require a Torque CL check too.   Sad  Remember, failing a Torque check doesn't mean the spell or Spell-like ability fails. It just means something 'interesting' might happen.

[OOC: That range makes sense to me, I couldn't find anything anywhere either.  I have the enhancements to apply, so will be bringing them in with Damage, Armor, and more Health.  That will push the Concenctration check to 10, adding 2 hit die, +2 AC, and 1 die to it's Smash damage, and I would like to summon it roughly half way between myself and the horde of fungal dead]

[OOC: I'm assuming the Torque CL check is just a D20 + my level + 6 from Ning's wand?  if so: Torque Check: [1d20+1] = 12+1 = 13 +6= 19]

[Remember, you only have 6 modification points per day.  You gain +1 for each creature it kills.  So if you use up all your points on this creature then that's it until tomorrow.  

The way I calculated the level of the effect for the Elemental was to divide its hit dice by 2 (round down).  A Medium elemental has 3 hit dice so that would be a 1st level effect.  A huge elemental with 14 hit dice would be a 7th level effect.  If you were to boost it's hit dice by 2 so it had 5 hd the Level of the effect would be 2 or DC16 for your Torque check. 

So I need a list of exactly what mods (and what they do) you're putting on your elemental and the number of points you're using.  So if you want armor, please tell me that increases the AC +2 and it costs 1 point, so I don't need to go hunting for it.  

Also, your current range is 25'.  so the furthest you can send the Elemental is either D-12 or G-14. ]
Quote this message in a reply
(01-22-2021, 07:46 PM)GM Marvel Wrote: [OoC: Sorry.  You wrote:

Moonblade at L6!  Attack L7 with Blade of Darkness!

I read that as Moonblade at Level 6.  Attack Level 7 with Blade of darkness. Blush ]

[[LOL! L6 on the map, attacking L7.]]
Quote this message in a reply
(01-22-2021, 08:17 PM)GM Marvel Wrote:
(01-22-2021, 07:13 PM)Crozar the Sunspot Wrote:
(01-22-2021, 06:26 PM)GM Marvel Wrote:
(01-22-2021, 02:58 AM)Crozar the Sunspot Wrote: Crozar moves forward {to I11}, drawing the long, scourge like whip on its belt. Dramatically, with a soft creaking from it's wooden joints and a stern look of deep concentration on its face, it spun the gnoscourge in a large circle over it's head and snapped it through the air, attempting to rip open a portal.  

{OOC: Summoning Concentration Check: [1d20+5] = 11+5 = 16, I can't actually find anything that defines what my DC would be for this.  The Elementarii description says that it is dependent on the type of the elemental.  I would be pulling a Luceate (Sun) elemental, hopefully is a flash of Sunshad's blessed glare.}

[OoC: The Sun Elemental (Luceate) states they act as fire elementals with the changes outlined below.  As for the Caster level checks and even the range of summoning, I haven't found anything.  For the range, for now (unless you spotted something I missed which is entirely possible) I suggest the same range as other summonings (25'+5' per 2 levels).  For CL checks,  Huh Ummm... lets go with 5+hit dice.  If it seems too easy then we will bump it up to 10+hit dice.  So for a medium Luceat you'd need CL8 unless you augmented its hit dice.  

And I checked the class and unfortunately summoning an elemental is a Spell-like ability.  So that would require a Torque CL check too.   Sad  Remember, failing a Torque check doesn't mean the spell or Spell-like ability fails. It just means something 'interesting' might happen.

[OOC: That range makes sense to me, I couldn't find anything anywhere either.  I have the enhancements to apply, so will be bringing them in with Damage, Armor, and more Health.  That will push the Concenctration check to 10, adding 2 hit die, +2 AC, and 1 die to it's Smash damage, and I would like to summon it roughly half way between myself and the horde of fungal dead]

[OOC: I'm assuming the Torque CL check is just a D20 + my level + 6 from Ning's wand?  if so: Torque Check: [1d20+1] = 12+1 = 13 +6= 19]

[Remember, you only have 6 modification points per day.  You gain +1 for each creature it kills.  So if you use up all your points on this creature then that's it until tomorrow.  

The way I calculated the level of the effect for the Elemental was to divide its hit dice by 2 (round down).  A Medium elemental has 3 hit dice so that would be a 1st level effect.  A huge elemental with 14 hit dice would be a 7th level effect.  If you were to boost it's hit dice by 2 so it had 5 hd the Level of the effect would be 2 or DC16 for your Torque check. 

So I need a list of exactly what mods (and what they do) you're putting on your elemental and the number of points you're using.  So if you want armor, please tell me that increases the AC +2 and it costs 1 point, so I don't need to go hunting for it.  

Also, your current range is 25'.  so the furthest you can send the Elemental is either D-12 or G-14. ]
[OOC:  I am using 3 modification points. I realize that is half of my allotment unless it kills something. Hopefully it will, but I believe I only have three summons total daily anyway.  I am using Damage, Armor and Health (the three 1st level mods I have access too). Damage adds one die to it's Smash attack damage.  Armor boosts it's AC by 2.  Health gives it 2 more hit dice.  It should also be noted that increasing the HD does not necessarily increase the size of the elemental per the description of summoning Large and Huge elementals at higher levels.  I also took the Placid Elemental feat so I only do maintenance concentration steps every four rounds instead of every 3, jfyi.]
Quote this message in a reply
{bump}
Quote this message in a reply
[OoC: Sorry for the delay.  A staff took a Leave of Absence so I've been picking up extra shifts.  They've now temporarily filled that position so I should have a little extra time to post.  And shockingly, the client who's been screaming nonstop has suddenly, for the most part, chilled out.  This could change at any time but for now, I hope I can get some uncomplicated - meaning posts that don't require maps etc because the work computers suck - posting done at work tonight.  ]

[OoC2: Crozar, you haven't told me which square you want me to place the elemental other than somewhere in between but you only have a 25' range.  So I'm placing your elemental at G-14. ]

[OoC3: Just like other summoning spells, I assume your elemental can choose to act as soon as it appears.   What did you want it to do?  You can make it delay too. ]

Initiatives:
  • 21.2 Tomeal (Damage 3)
  • 20.4 Ning/Nang
  • 20.3 Simon
  • 20.1 Creatures (Medium)
  • 14.6 Kubo
  • 12.1 Selina (Damage 4)
  • 12.0 Dog
  • 9.4 Betimi
  • 7.1 Crozar
  • 4.2 Creatures (small) [1 Dead]
Both Selina and Betimi shield their eyes from a blinding planar rift that suddenly appears between them.  It lasts for only a split second and is replaced but a blazing sphere of warm, elemental sunlight.

[Image: NP2Mm7Dm.png]

Small Creature 1: It charges 30' at Selina...  Attack: [1d20+4] = 18+4 = 22, Damage: [1d6-1] = 5-1 = 4; HIT!!
and buries its razor sharp claws into into her thigh! [Take 4 damage]  [Make 2 DC11 Fort saves.  One for the claws and one for inhaling its spores.]

Small Creature 2: It charges at Tomeal... Charge attack: [1d20+4] = 10+4 = 14, Damage: [1d6-1] = 3-1 = 2; MISS!!
but his Elvin Chainmail deflects the attack. [Fort Save DC11 (inhale): Fort save: [1d20+11] = 9+11 = 20; Succeeded!! ]

Small Creature 3: It also charges at Tomeal... Charge attack: [1d20+4] = 19+4 = 23, Damage: [1d6-1] = 4-1 = 3; HIT!!
but this time its wicked claws finds flesh and rips open his thigh! [2 Fort Saves DC11 (Inhale and Claws): Fort save: [1d20+11] = 15+11 = 26, Fort save: [1d20+11] = 12+11 = 23; BOTH SUCCEEDED!!]

Small Creature 4: Also charges at Tomeal... Charge attack: [1d20+4] = 11+4 = 15, Damage: [1d6-1] = 2-1 = 1; MISS!!
however once again, his armor deflects the attack. [Fort save DC11 (Inhale): Fort save: [1d20+11] = 3+11 = 14; SUCCEEDED!!!]

NEW ROUND!!

Tomeal's Fortitude remains strong!  With his charge attack foiled, Tomeal will hold his breath and slashes at creature 2 (to foil any further Charge attacks from the Red Medium Creatures). Attack: [1d20+12] = 9+12 = 21, Damage: [1d8+8] = 6+8 = 14; HIT!!
His blade cuts deep, easily ripping through the creatures spongy bones, and knocking it into the ground.  [Dead]

[NING/NANG and SIMON'S TURNS!!  

THEN THE 2 MEDIUM SIZED CREATURES! ]

[Image: anDp5Z7m.png]
Quote this message in a reply
Fort Save1: [1d20+9] = 11+9 = 20; Fort Save2: [1d20+9] = 8+9 = 17

Selina waves a hand before her face, indicating that the creature has quite the foul odor emanating from it's rectum and should likely get that looked at.  She then turns.  "Simon, Ningalu!  Would you be so kind as to blow them up for me?" Then she holds her breath.

[[Pwns the Fort saves.]]
Quote this message in a reply

Digg   Delicious   Reddit   Facebook   Twitter   StumbleUpon  




Users browsing this thread:
43 Guest(s)

Forum software by © MyBB - Custom theme © iAndrew 2014 - All Material and Content © artCain, HJCain, and RPGAddicts 2009 - 2015
     
ABOUT US
A gaming group started in late 2005 when several members (from all over the world) came together on a long-running forum website called Plothook.net (formally known as Highmoon.net). Several games transformed from a by-the-book format to highly modified versions that became new hybrid systems with completely custom rules and abilities. Ten years later, these faithful players wanted to secure their work and their stories, becoming the basis of these forums.