Tech Thread

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Michael Briggs

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Apr 18, 2011, 11:14:49 AM4/18/11
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Instructions:

Place technical information of post in this area using the following format:

Spell: *Spell Name*
Mana: *Mana Remaining*
Effect: *Outcome if spell succeeds

Attack: *Attack Type*
Attack Roll: Dice rolls (n if not a crit where n = total after roll; n*+attack bonuses when critical threat)
Damage: Dice Rolls for Damage added up per hit (n if not critical where n = total damage; n/n* where n = damage is no crit and n* = damage is crit confirms)

Active Spells: *List Active Spells and rounds remaining (This should be easy as each round after a spell is cast the spell ticks down one.  Copy and paste from previous post.)

Notes: Any additional information

Michael New

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Apr 18, 2011, 11:27:17 AM4/18/11
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Back to round one, as you requested....

Attack: third (from haste) arrow into biggest hell hound. (deadly aim)
Attack Roll: 27
Damage: 17

Notes: Hasted (+1 to hit, AC, extra attack on full attack, double move speed)

Don Alley

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Apr 18, 2011, 11:28:56 AM4/18/11
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Quentin Donovan

Move action:
Quentin runs towards the hell hound that just got Tempus. He jumps over it (Acrobatics +20) to avoid Attacks of Opportunity (and to show off a bit) landing behind it. He draws his rapier as a free action during the move action. To explicitly state it, Quentin is moving to a position to flank one of the hell hounds on Tempus.


Standard Action:
Attacking twice with the rapier of speed (melee range 1). Unless Tempus is unconscious or unarmed, he still threatens squares, so I should have the hell hound in flank.
Attack 1:  (To hit +14, Damage 1d6+2  + 4d6 sneak attack, Crit 18-20 x2)
Attack 2:  (To hit +14, Damage 1d6+2  + 4d6 sneak attack, Crit 18-20 x2)

Free action: Assess roughly how many hell hounds are left?

Free action: (Speak) To Synoxyl  "I am a 'front line' combatant!", he says with a smirk that quickly turned to a sympathetic wince as he sees the burned shoulder. "You got to move, man!"

Free action: The hell hound I am attacking is my Dodge target. My AC is 24 against it.


Active Spells:

Haste:
  • 8 rounds remaining
  • When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)
  • A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
  • All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed. (Current speed = 12)

Notes:
Improved Uncanny Dodge- I cannot be flatfooted or flanked
Evasion: Saves vs AoE effects do no damage

Don Alley

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Apr 18, 2011, 2:17:34 PM4/18/11
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On Mon, Apr 18, 2011 at 1:54 PM, Don Alley <dja...@gmail.com> wrote:
Quentin stifles a smirk as one of the hounds falls limp. Seeing Tempus doing a good job imitating an Infernal Chew Toy, Quentin repositions himself slightly to bring another of the hounds into flank. Furiously stabbing with his rapier, he makes the fell beasts pay for their aggression dearly.

In the background he saw a concerted effort to move the dead alpha dog off Shyam, who looked oddly still. He hoped she could be revived, but the enemy was the more pressing concern.


[Tech for this post]

Move action:
None

Miscellaneous Action (Free action):

5-foot step- This brings another hell hound that's feasting on Purina Tempus Chow into flank.

Full Round Action:
Attacking thrice with the rapier of speed (melee range 1). Unless Tempus is unconscious or unarmed, he still threatens squares, so I should have the hell hound in flank. (+13, +13, +8 to hit base,   +1 haste, +2 flank)
Attack 1:  (To hit +16, Damage 1d6+2  + 4d6 sneak attack, Crit 18-20 x2)
Attack 2:  (To hit +16, Damage 1d6+2  + 4d6 sneak attack, Crit 18-20 x2)
Attack 3:  (To hit +11, Damage 1d6+2  + 4d6 sneak attack, Crit 18-20 x2)
Should the main target be dispatched, I will attack another enemy in range with any remaining attacks.


Free action:
The next nearest hell-hound (not the one in flank) is my Dodge target. Against it, I am AC24. (I'm counting on the one in flank not living long enough to attack me!)


Free action:
Trying to keep updated on the combat around Quentin, including the Shyam situation.



Active Spells:

Haste:
  • 7 rounds remaining
  • When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)
  • A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
  • All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed. (Current speed = 12)

    Notes:
    Improved Uncanny Dodge- Quentin cannot be flatfooted or flanked

    Michael New

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    Apr 18, 2011, 3:13:05 PM4/18/11
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    In PF, you don't need a 'dodge target'.  Your improved AC is good against everyone.  

    :-)
    --
    ----------------------_/ /\/\ /\/ -----------------------

    Don Alley

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    Apr 18, 2011, 3:16:20 PM4/18/11
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    Shitchyea....

    Leslie

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    Apr 18, 2011, 6:08:04 PM4/18/11
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    FYI, Shyam's mirror image is solid per the description.

    Sent from my iPhone

    Michael Briggs

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    Apr 18, 2011, 6:11:21 PM4/18/11
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    Yes, but Keryth notices it isn't real because his keen elven eyes are awesome!

    Leslie

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    Apr 18, 2011, 6:32:19 PM4/18/11
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    This was in reply to Erek's post that he puts his foot through the image :)

    Sent from my iPhone

    Andrew Airmet

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    Apr 19, 2011, 12:18:24 PM4/19/11
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    Tempus Tech:

    Standing up (provokes AoO)
    AC (while prone) 18 =  23 (base) (-4 prone) (-2 raging) (+1 haste)
    AC (while standing) 20 = 23 (base) (-2 raging) (+1 haste) (-2 great cleave)
    (Tempus currently doesn't have his shield out...I don't think I readied it, otherwise add 2 to the numbers above).

    Current DR: 5/- (4/- from class feature, 1/- from rage power)

    Using a power attack and great cleave (while standing):
    To - hit: +15  = +14 + (+1 due to haste) + 2 (due to rage) - 2 (from power attack)
    Damage: 1d6+12  = (+6 base) (+2 rage) (+4 power attack)

    If he hits the first creature, he can continue his attack to the second, and so on and so forth until he misses or there's nothing else adjacent to the target to hit.  Tempus will start with the first dog on one end of the line, so as to hopefully hit all three.

    Current effects:
    Raging (+4 Str, +4 Con, -2 AC, +2 will saves, +1 Dr/-) (20 rounds remaining)
    Haste (+1 to AC, +1 to reflex, +1 attack rolls) (8 rounds remaining?)
    Fire resistance (10 resistance vs fire) (I think?)

    Leslie Lock

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    Apr 19, 2011, 1:37:40 PM4/19/11
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    Shyam's taking what time is needed to put out the fire if she can.
    Still not clear if she was included in the haste, if she was and has
    an action still, she'll use the wand to heal herself of some of her
    injuries.

    Michael New

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    Apr 19, 2011, 3:07:44 PM4/19/11
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    Smithy's attacks:

    Attack: Bastard sword, power attack, on the dogs in front of him (the ones attacking Tempus).
    Attack Roll: 24
    Damage:       18 (+6 fire?)
    Attack Roll: 22
    Damage:       22 (+1 fire?)
    Attack Roll: 14
    Damage:       16 (+1 fire?)

    Notes: Hasted, AC 37, HP 100?

    rpgamer

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    Apr 19, 2011, 3:41:41 PM4/19/11
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    Angel [Tech]

    Free action: curse and yell

    Move action: fly over to Tempus and his puppies

    Spell: Channel (negative) Energy (Su) - attack 3 hounds mauling Tempus
    on the ground
    Mana: na (36/36)
    Effect: 4d6 dmg, Will saves vs DC 18 for half damage, 3/4 attempts per
    day remain
    Channel energy damage, roll #1 (4d6): 1, 2, 4, 4 = 11
    Channel energy damage, roll #2 (4d6): 4, 1, 1, 6 = 12
    Channel energy damage, roll #3 (4d6): 4, 6, 4, 6 = 20
    >> affects all living creatures within 30' radius of Angel, less Angel and his bat

    Active Spells:
    Haste (7 rounds remaining), Angel and his bat

    Notes:
    Angel’s bat has taken -4 fire damage

    rpgamer

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    Apr 19, 2011, 4:42:15 PM4/19/11
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    Angel [Tech] Updated

    Free action: curse and yell

    Move action: fly over to Tempus and his puppies

    Spell: Channel (negative) Energy (Su) - attack 3 hounds mauling Tempus
    using Selective Channeling feat to shield the barbarian on the ground
    Mana: na (36/36)
    Effect: 4d6 dmg, Will saves vs DC 18 for half damage, 3/4 attempts per
    day remain
    Channel energy damage, roll #1 (4d6): 1, 2, 4, 4 = 11
    Channel energy damage, roll #2 (4d6): 4, 1, 1, 6 = 12
    Channel energy damage, roll #3 (4d6): 4, 6, 4, 6 = 20

    >> affects all living creatures within 30' radius of Angel, less Angel, his bat, and Tempus

    Loki Mischief

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    Apr 20, 2011, 10:52:56 AM4/20/11
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    Synxol

    Spell: Summon Monster IV (augmented)
    Mana: 19/36
    Effect: Another glorious Todd comes over for dinner!

    Active Spells:
    - Haste on Tempus, Cal'shir, Keryth, Smithy, Quentin, Kethtril, Ghost
    and Scar. 4 rounds remaining.
    - Resist Energy (20) on Tempus. 80 minutes remaining.
    - Summon Monster IV: rhinoceros (augment summoning +4 STR/CON). 6
    rounds remaining.
    - Summon Monster IV: rhinoceros (augment summoning +4 STR/CON). 7
    rounds remaining.

    Notes:
    - Casting on defensive (1D20 = 4+14 = 18 vs DC 24). Spell lost.

    Russ

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    Apr 20, 2011, 2:37:46 PM4/20/11
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    Spell: Call Lightning (20damage)
    Summoned creatures continue their assault
    Ghost and Scar do not attack
    Karchok visual checks the battle field for Shyam

    rpgamer

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    May 9, 2011, 2:24:39 PM5/9/11
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    Angel

    Spell: Dispell Magic

    Mana: 40/43

    Effect: Range medium (100 ft. + 10 ft./level)
    Target or Area one spellcaster, creature, or object
    Duration instantaneous
    Saving Throw none; Spell Resistance no

    You can also use a targeted dispel to specifically end one spell
    affecting the target or one spell affecting an area (such as a wall of
    fire). You must name the specific spell effect to be targeted in this
    way. If your caster level check is equal to or higher than the DC of
    that spell, it ends. No other spells or effects on the target are
    dispelled if your check is not high enough to end the targeted effect.

    caster level check: 1d20 + 8 (caster level)

    Active Spells:
    na

    Leslie Lock

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    May 9, 2011, 7:10:52 PM5/9/11
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    Ranged touch attack: +8(base)+1(point blank)-4(into melee)= +5 for
    4d6 damage.

    Attacking into a grapple the defender loses AC bonuses.

    Leslie Lock

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    May 10, 2011, 5:50:46 PM5/10/11
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    Another Eldrich Blast at the demon, hopefully this one will hit.

    Ranged touch attack:  +8(base)+1(point blank if within 30)= +9  for
    4d6 damage.

    While I understand talking is considered a free action, Shyam isn't
    about to spend time describing the location of things in the mist of a
    battle when she can just aim and shoot where it's at.

    Bob G.

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    May 10, 2011, 6:27:43 PM5/10/11
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    It's not like Cal'Shir can make a sneak attack at this point, so he
    isn't going to be able to steal any spells or spell effects. IIRC it
    only works on a successful sneak attack.


    Bob G.

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    May 10, 2011, 6:34:09 PM5/10/11
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    EvilDM.com rolls sent Mike's way. Blind fighting adjustments not taken
    into account...

    rpgamer

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    May 11, 2011, 9:40:55 AM5/11/11
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    Angel

    Move action to entrance of darkened room

    Free action to suggest action to Tempus

    Standard action delayed until others act, but before demon does

    Loki Mischief

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    May 12, 2011, 10:01:54 AM5/12/11
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    Synxol

    Spell: Haste
    Mana: 33/36
    Effect: http://www.d20pfsrd.com/magic/all-spells/h/haste

    Active Spell(s):
    - Haste on Tempus, Cal'shir, Keryth, Smithy, Quentin, Kethtril,
    Rashear and Karchok (8 rounds remaining).

    Erek

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    May 12, 2011, 10:14:19 AM5/12/11
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    Move action to demon, attack with sword. Attack 31 (roll 17 + 14 to
    hit), dmg 10 (roll 4 +1 str, +1 magic, +2d6 holy (roll 4) - assuming
    the demon is evil)

    Erek

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    May 12, 2011, 10:29:59 AM5/12/11
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    Move action to demon, attack with sword.  Attack 32 (roll 17 + 15 to
    hit), dmg 12 (roll 4 +1 str, +1 magic, +2 wpn spec, +2d6 holy (roll 4)
    - assuming
    the demon is evil)

    Had to repost, missed a couple modifiers :)

    Jbizzle

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    May 12, 2011, 2:43:03 PM5/12/11
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    Rashear

    Starts up the next round, lets see if I can hit :)
    Also I don't have the combat map so I don't know if I am flanking with
    anyone.

    Full Attack action
    First attack frost sword 20 to HIT, Damage (If hit) 10 (6 +3 for STR
    and +1 for Magic Damage) ((1 point for frost, which means NOTHING
    AHAHAHA))
    Second Attack with right hand 17 to HIT (Damage = 5 (1 +3 for STR and
    1 for Magic Damage) ((2 points for frost))
    Third Attack with Off Hand 13 I'm guessing no, that attack isn't going
    to cut into it. However if I am flanking with anyone add +2 to attack
    Attack roles.

    rpgamer

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    May 12, 2011, 2:55:54 PM5/12/11
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    You have haste cast on you so check if you get another attack at full
    BAB with modifiers.

    Michael New

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    May 12, 2011, 3:45:40 PM5/12/11
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    Tech for Smithy:

    AC: 37
    Hasted, so +1 on attack and AC, but no extra attack because it's not a full round attack.
    Power attack (-3/+6) with Bastard Sword.

    Attack: 18
    Damage: 17
    fire damage: 4

    (probably a miss)

    rpgamer

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    May 12, 2011, 4:06:32 PM5/12/11
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    Angel

    Knowledge(planes) check on creature: +10
    knowledge(religion) check on ritural: +10

    rpgamer

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    May 13, 2011, 11:13:02 AM5/13/11
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    Angel

    Spell: Protecton from Chaos on Temps

    Mana: 39/43

    Effect:
    Range touch
    Target creature touched = Tempus
    Duration 1 min./level (D) = 8 min remain
    Saving Throw Will negates (harmless); Spell Resistance no; see link
    below, like protection from evil but applied to chaos

    Description
    http://www.d20pfsrd.com/magic/all-spells/p/protection-from-evil

    Active Spells:
    na

    ?Does Angel know any stregths or weaknesses about the demon?

    Andrew Airmet

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    May 13, 2011, 1:17:38 PM5/13/11
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    Tempus tech:

    Move action: To stand.
    Picking up axe and readying shield.  I'm not sure what kind of actions those would be.

    Free action: feel dazed. ;)

    Loki Mischief

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    May 15, 2011, 10:57:03 AM5/15/11
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    Synxol

    Spell: Summon Monster IV
    Mana: 29/36
    Effect: Hound Archon (8 rounds remaining).

    Active Spell(s):
    - Haste on Tempus, Cal'shir, Keryth, Smithy, Quentin, Kethtril,
    Rashear and Karchok (7 rounds remaining).

    rpgamer

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    May 16, 2011, 10:09:17 AM5/16/11
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    Angel

    Spell: Deathwatch

    Mana: 38/43

    School necromancy; Level cleric/oracle 1

    CASTING
    Casting Time 1 standard action
    Components V, S

    EFFECT
    Range 30 ft.
    Area cone-shaped emanation
    Duration 10 min./level
    Saving Throw none; Spell Resistance no

    DESCRIPTION
    Using the powers of necromancy, you can determine the condition of
    creatures near death within the spell's range. You instantly know
    whether each creature within the area is dead, fragile (alive and
    wounded, with 3 or fewer hit points left), fighting off death (alive
    with 4 or more hit points), healthy, undead, or neither alive nor dead
    (such as a construct). Deathwatch sees through any spell or ability
    that allows creatures to feign death.

    Active Spells:

    Deathwatch (80 min)


    rpgamer

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    May 16, 2011, 11:52:18 AM5/16/11
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    Remember Tempus gets Protection from Chaos from Angel too,

    +2 deflection bonus to AC and a +2 resistance bonus on saves. Both
    these bonuses apply against attacks made or effects created by chaotic
    creatures.

    see spell description for additional effects

    lasts 8 minutes

    Bob G.

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    May 16, 2011, 12:32:52 PM5/16/11
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    I'm guessing Cal'Shir isn't far enough away that his movement is
    considered more than a move action, but I could be wrong. Also, if
    Cal'Shir was under a haste spell last round, should there have been one
    more dart he could have thrown?

    Michael Briggs

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    May 16, 2011, 12:39:48 PM5/16/11
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    I believe he has 4 darts.  They return as a swift action.  You moved, and I assume that you are partially on the defensive with you standard action.  This is usually how I read posts.  Everyone is assumed to be on the defensive if they have move actions or attack actions left UNLESS they post otherwise.  Posting obliviousness is one example of posting otherwise.



    Bob G.

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    May 16, 2011, 12:52:35 PM5/16/11
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    I was referring to how many attacks he has while hasted. As for the move, I'm thinking it depends on how far he has to move to do what was stated. There aren't any markers on the map yet... If it is considered a five-foot move (ten-foot move while hasted?), then he still has a standard action should a target present itself, yes?

    Michael New

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    May 16, 2011, 1:31:56 PM5/16/11
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    Haste gives you one more attack if you do a full attack action, and it makes your move faster.  It doesn't give you extra attacks in a standard action, extra standard or move actions, or a longer 5' step.

    When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)

    A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

    All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Hastedispels and counters slow.

    --
    ----------------------_/ /\/\ /\/ -----------------------

    Russ

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    May 17, 2011, 7:23:47 AM5/17/11
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    Karchok tech
    summon nature's ally 4 (medium earth elemental, augmented summoning)

    Erek

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    May 18, 2011, 10:39:37 AM5/18/11
    to Malignant Spirit of MaidenShire
    Move action to Shyam

    Cast Mage armor (+4 armor bonus to AC)

    Haste (7 rds)

    Jbizzle

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    May 18, 2011, 1:14:50 PM5/18/11
    to Malignant Spirit of MaidenShire
    Move action, sheathing sword

    Standard action casting: Scent of the Bloodhound (Gives caster the
    scent ability)

    rpgamer

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    May 19, 2011, 3:11:31 PM5/19/11
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    Angel's action after the demon blast

    Erek

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    May 22, 2011, 3:05:03 PM5/22/11
    to Malignant Spirit of MaidenShire
    Move action to move to entrance of room
    Cast invisibility - lasts for 3 min or until attack.
    Haste - 6 rds left

    Russ

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    May 25, 2011, 9:40:47 AM5/25/11
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    Karchok tech:
    Karchok speaks.
    Ghost and Scar move to outside the entrance the of the temple, standing on either side of the doorway.
    Dispel Magic cast on the darkness, to the right of the altar.

    Russ

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    May 25, 2011, 10:43:14 AM5/25/11
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    Karchok tech continued:
    earth elemental waits for the demon to show up.  It will go after it once it sees the pesky bastard

    Leslie Lock

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    May 25, 2011, 5:10:05 PM5/25/11
    to Malignant Spirit of MaidenShire
    Maybe third time will be the charm

    Ranged touch attack: +8(base)+1(point blank if within 30)= +9 for
    4d6 damage.


    Michael New

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    May 25, 2011, 7:14:35 PM5/25/11
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    Smithy...

    Attack: Sword attack (std action; penalty for invisibility not added)
    Attack Roll: 20* +15 = 35.
    Crit confirm: 21
    Damage: 11 + 3 fire
    Crit damage: 18

    Active Spells: haste

    Russ

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    May 26, 2011, 11:47:49 AM5/26/11
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    Karchok tech:
    Ranged touched attack: 18

    Andrew Airmet

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    May 26, 2011, 11:52:10 AM5/26/11
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    Tossing the torch in the darkness next to Tempus, in the same patch mentioned by Karchok.

    Not even sure what kind of check that is.
    +11 to ranged check attacks.

    Leslie Lock

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    May 26, 2011, 2:05:51 PM5/26/11
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    I believe we are still hasted so she gets two attacks right? Shyams
    taking a full atack this time.

    Ranged touch attack: +8/+3(base)+1(point blank if within 30)= +9/4
    for
    4d6 damage.



    Russ

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    May 27, 2011, 11:35:00 AM5/27/11
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    Karchok:
    Cure Mod Wounds (2d8+8)
      amount healed: 14
    Mana: 23/38

    Jbizzle

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    May 28, 2011, 3:15:30 AM5/28/11
    to Malignant Spirit of MaidenShire
    Rashear
    Cure Light Wounds (1d8+4)
    amount healed: 7
    Mana: ??? (no idea about the Mana rule yet.)

    Michael Briggs

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    May 28, 2011, 9:33:51 AM5/28/11
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    Tech thread is only for battle.

    Best Regards,

    Mike Briggs

    rpgamer

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    Jul 5, 2011, 10:47:39 AM7/5/11
    to Malignant Spirit of MaidenShire
    Angel: Round 1

    Spell: Dispel Magic (target knight)
    Mana: 31/43
    Effect:

    You can use dispel magic to end one ongoing spell that has been cast
    on a creature or object, to temporarily suppress the magical abilities
    of a magic item, or to counter another spellcaster's spell. A
    dispelled spell ends as if its duration had expired. Some spells, as
    detailed in their descriptions, can't be defeated by dispel magic.
    Dispel magic can dispel (but not counter) spell-like effects just as
    it does spells. The effect of a spell with an instantaneous duration
    can't be dispelled, because the magical effect is already over before
    the dispel magic can take effect.

    Targeted Dispel:
    One object, creature, or spell is the target of the dispel magic
    spell. You make one dispel check (1d20 + your caster level) and
    compare that to the spell with highest caster level (DC = 11 + the
    spell's caster level). If successful, that spell ends. If not, compare
    the same result to the spell with the next highest caster level.
    Repeat this process until you have dispelled one spell affecting the
    target, or you have failed to dispel every spell.

    For example, a 7th-level caster casts dispel magic, targeting a
    creature affected by stoneskin (caster level 12th) and fly (caster
    level 6th). The caster level check results in a 19. This check is not
    high enough to end the stoneskin (which would have required a 23 or
    higher), but it is high enough to end the fly (which only required a
    17). Had the dispel check resulted in a 23 or higher, the stoneskin
    would have been dispelled, leaving the fly intact. Had the dispel
    check been a 16 or less, no spells would have been affected.

    Active Spells:
    (Fly - 39/80 rds)
    (Expeditious Retreat - 79/80 rds)

    CASTING
    Casting Time 1 standard action
    Components V, S

    EFFECT
    Range medium (100 ft. + 10 ft./level)
    Target or Area one spellcaster, creature, or object
    Duration instantaneous

    Andrew Airmet

    unread,
    Jul 5, 2011, 12:43:47 PM7/5/11
    to malignant-spiri...@googlegroups.com
    Tempus: Round 1

    Dismount, Ready weapon, ready shield.  Dismounting is likely a move action, and readying a weapon is a move action too.  Not sure if he can prep his shield or not this round.

    Erek

    unread,
    Jul 6, 2011, 12:14:33 AM7/6/11
    to Malignant Spirit of MaidenShire
    Draw longbow - move action
    Ranged attack - 33 (nat 20 +13), crit confirm 25 (12+13) - range
    increment 100; dmg 10 (8+2 magic) x3 I crit. (attack assuming battle
    ready horse, so no ride check needed)

    Active spells - Mage armor (+4 ac) roughly 1200/1800 rds (2/3 hrs)

    Erek

    unread,
    Jul 7, 2011, 12:27:47 PM7/7/11
    to Malignant Spirit of MaidenShire
    Full attack - Ranged attack - 16 (3+13), 12 (4+8) - range increment
    100 ft

    Russ

    unread,
    Jul 8, 2011, 10:41:41 AM7/8/11
    to malignant-spiri...@googlegroups.com
    Karchok's actions:
    casting: Plant Growth.  150 feet semicircle behind the knight becomes overgrown.  Movement drops to 5 feet
    concentration check: 27
    Mana: 8/38

    Andrew Airmet

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    Jul 11, 2011, 10:31:02 AM7/11/11
    to malignant-spiri...@googlegroups.com
    Tempus actions:
    Charging (move up to 80 ft make an attack +2 to attack rolls/ -2 AC)
    Activate rage (free action)
    Attack with Power attack ( -2 to attack roll, +4 to damage)

    Attack roll +19  = +8 (BAB) + 3 (magic weapon) + 5 (str) + 2 (charge) + 3 (reckless abandon) - 2 (power attack)
    Damage  1d6 + 12  = 1d6 + 3 (magic) + 5 (str) + 4 (power attack)

    AC is at 18 = 25 (base) - 2 (charge) - 2 (rage) - 3 (reckless abandon)
    DR is 5/- vs lethal damage, 10/- vs non lethal damage

    Active abilities:
    Rage - +4 Str/Con, +2 morale bonus to Will saves, -2 AC for 21 rounds
    Reckless Abandon -3 AC, +3 to attack rolls
    Charge +2 attack rolls, -2 AC - until next turn

    Phew.  Hope I did that right.

    Andrew Airmet

    unread,
    Jul 18, 2011, 3:59:32 PM7/18/11
    to malignant-spiri...@googlegroups.com
    Tempus actions:
    Full attack with Power attack ( -2 to attack roll, +4 to damage) BAB +8/+3

    First attack      : +17  = +8 (BAB) + 3 (magic weapon) + 5 (str) + 3 (reckless abandon) - 2 (power attack)
    Second attack:  +12  = +3 (BAB) + 3 (magic weapon) + 5 (str) + 3 (reckless abandon) - 2 (power attack)

    Damage  1d6 + 12  = 1d6 + 3 (magic) + 5 (str) + 4 (power attack)

    AC is at 20 = 25 (base) - 2 (rage) - 3 (reckless abandon)

    DR is 5/- vs lethal damage, 10/- vs non lethal damage

    Active abilities:
    Rage - +4 Str/Con, +2 morale bonus to Will saves, -2 AC for 20 rounds

    Michael New

    unread,
    Jul 20, 2011, 10:33:58 PM7/20/11
    to malignant-spiri...@googlegroups.com
    Tech for Smithy

    Attack: Full round action, flaming, power attack
    Attack Roll 1: 17
    Damage: 20 (including 5 flame)

    Attack Roll 2: 22
    Damage: 23 (including 1 flame)

    (Add +2 to attacks if flanking)


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