Vahnyu Posted March 19, 2016 Posted March 19, 2016 (edited) Continuation from this thread Sense Motive vs Intimidate: 1d20+15 29 The Magician was distracted, so they both hit! Tou save vs DC31: 1d20+10 26 That's a Daze + Bruise! Ref Save vs Snare DC21: 1d20+10 28 Tsk. At least he's Dazed! Edited March 19, 2016 by Vahnyu
Vahnyu Posted March 19, 2016 Author Posted March 19, 2016 (edited) Initiative Order Magician: 30 (NPC, Bruise x1, Daze) Pitch: 8 (6 HP, -1 Will[5 minutes], Rage 5) Humans: 2 (NPCs) x2 No action for the Dazed this round. Pitch is up. Hailstorm Weather Spoiler -All Fire Effects suffer a -2 penalty on their DC -All Water and Ice Effects gain a +2 Bonus on their DC -All Electricity Effects gain a +2 Bonus on their Attack Roll and a +2 Bonus on their Area Reflex DC The effects apply while outdoors in the hailstorm. The insides of buildings and caves provide cover from the weather and its effects. Pitch Traits: Spoiler Tarot Occultism: +5 circumstantial Bonus to all Knowledge and Sense Motive skills in regards to Tarot Cards, anyone, and anything closely associated with them. Edited March 19, 2016 by Vahnyu
Supercape Posted March 19, 2016 Posted March 19, 2016 (edited) Snare attack Pitch Snares Wizard: 1d20+10 20 Intimidate (as move action) Pitch intimidates wizard: 1d20+7 19 Sorry being slow and rubbish - out of practice! Edited March 19, 2016 by Supercape
Vahnyu Posted March 20, 2016 Author Posted March 20, 2016 The snare just barely connects! Ref Save vs Snare DC21: 1d20+10 27 However, the Magician is once again able to shake it off . As for the intimidate... Sense Motive vs Intimidate: 1d20+15 30 The Magician probably won't be getting cowed any time soon!
Vahnyu Posted March 20, 2016 Author Posted March 20, 2016 (edited) Initiative Order Magician: 30 (NPC, Bruise x1) Pitch: 8 (6 HP, -1 Will[5 minutes], Rage 5) Humans: 2 (NPCs) x2 The Magician will use Challice of Apathy on Pitch once again (Perception Range). DC22 Drain Will vs Will Save. The Magician is Distracted. Pitch is up. Hailstorm Weather Spoiler -All Fire Effects suffer a -2 penalty on their DC -All Water and Ice Effects gain a +2 Bonus on their DC -All Electricity Effects gain a +2 Bonus on their Attack Roll and a +2 Bonus on their Area Reflex DC The effects apply while outdoors in the hailstorm. The insides of buildings and caves provide cover from the weather and its effects. Pitch Traits: Spoiler Tarot Occultism: +5 circumstantial Bonus to all Knowledge and Sense Motive skills in regards to Tarot Cards, anyone, and anything closely associated with them. Edited March 20, 2016 by Vahnyu
Supercape Posted March 20, 2016 Posted March 20, 2016 Save vs Sorcery Will Drain: 1d20+11 29 I think resists. Snare wizard again: 1d20+10 18 to snare again. I suspect that misses, so Ill burn an HP to reroll (As I have plenty) HP reroll to snare: 1d10+21 27
Vahnyu Posted March 20, 2016 Author Posted March 20, 2016 Ref Save vs Snare DC21: 1d20+10 11 The Magician gets Bound and Helpless.
Vahnyu Posted March 21, 2016 Author Posted March 21, 2016 Initiative Order Magician: 30 (NPC, Bruise x1) Pitch: 8 (6 HP, -1 Will[5 minutes], Rage 4) Humans: 2 (NPCs) x2 The Magician will attempt to use Disk of Destruction to break out of the snare.Tou save vs DC26: 1d20+11 21 Barely succeeds. The Magician is no longer Bound. Pitch is up. Hailstorm Weather Hide contents -All Fire Effects suffer a -2 penalty on their DC -All Water and Ice Effects gain a +2 Bonus on their DC -All Electricity Effects gain a +2 Bonus on their Attack Roll and a +2 Bonus on their Area Reflex DC The effects apply while outdoors in the hailstorm. The insides of buildings and caves provide cover from the weather and its effects. Pitch Traits: Hide contents Tarot Occultism: +5 circumstantial Bonus to all Knowledge and Sense Motive skills in regards to Tarot Cards, anyone, and anything closely associated with them.
Supercape Posted March 21, 2016 Posted March 21, 2016 Ok, if this is ok, Ill throw the humans a chain to grab on to, and then summon the elements - smoke and heat as per her hot smoke power. I imagine thats a full round (move action to throw a "rope", plus standard action to activate power)? Incidentally the rage lasts 10 rounds?
Vahnyu Posted March 21, 2016 Author Posted March 21, 2016 (edited) The rage lasts 10 rounds, yeah. It's been going on for some time, now (Currently has 4 rounds left). Full Round Action for throwing the rope and using Hot Smoke sounds fine. Edited March 21, 2016 by Vahnyu
Vahnyu Posted March 22, 2016 Author Posted March 22, 2016 Initiative Order Magician: 30 (NPC, Bruise x1) Pitch: 8 (7 HP, -1 Will[5 minutes], Rage 3) Humans: 2 (NPCs) x2 The Magician will use Disk of Destruction on Pitch, using a Water descriptor this time. DC28 Toughness Save. Pitch is up (And gains +1 HP, in compensation for the last round's SNAFU). Hailstorm Weather Hide contents -All Fire Effects suffer a -2 penalty on their DC -All Water and Ice Effects gain a +2 Bonus on their DC -All Electricity Effects gain a +2 Bonus on their Attack Roll and a +2 Bonus on their Area Reflex DC The effects apply while outdoors in the hailstorm. The insides of buildings and caves provide cover from the weather and its effects. Pitch Traits: Hide contents Tarot Occultism: +5 circumstantial Bonus to all Knowledge and Sense Motive skills in regards to Tarot Cards, anyone, and anything closely associated with them.
Supercape Posted March 22, 2016 Posted March 22, 2016 Save Toughness vs Disc: 1d20+11 26 and I shall live with that. Next action will be simply moving to [full] cover in the watch tower!
Vahnyu Posted March 22, 2016 Author Posted March 22, 2016 Initiative Order Magician: 30 (NPC, Bruise x1) Pitch: 8 (7 HP, -1 Will[5 minutes], Rage 2, Bruise x1) Humans: 2 (NPCs) x2 The Magician will Fly towards Pitch and the other humans, as a move action. Pitch is up. Hailstorm Weather Hide contents -All Fire Effects suffer a -2 penalty on their DC -All Water and Ice Effects gain a +2 Bonus on their DC -All Electricity Effects gain a +2 Bonus on their Attack Roll and a +2 Bonus on their Area Reflex DC The effects apply while outdoors in the hailstorm. The insides of buildings and caves provide cover from the weather and its effects. Pitch Traits: Hide contents Tarot Occultism: +5 circumstantial Bonus to all Knowledge and Sense Motive skills in regards to Tarot Cards, anyone, and anything closely associated with them.
Supercape Posted March 22, 2016 Posted March 22, 2016 GO for a charge then, +2 Att / -2 Defence, and Ill compound that with a -2 Attack/+2 Damage Shift: Rolling to hit: Charges Sorcerer: 1d20+11 31 A crit! So DC with full rage and with her stick is 26, Plus shift is 28, plus crit is 33!
Vahnyu Posted March 22, 2016 Author Posted March 22, 2016 (edited) Tou save vs DC33: 1d20+10 16 Failed by 17... yep, he's OUT! Edited March 23, 2016 by Vahnyu corrected, for posterity
Supercape Posted March 23, 2016 Posted March 23, 2016 Knowledge roll on tablet: 1d20+5 13 for Knowledge: Arcane. If it pertains to Infernal I suppose Favoured Enemy feat gives +2 to that.
Vahnyu Posted March 24, 2016 Author Posted March 24, 2016 Knowledge [Arcane Lore] DC5: There is a significant amount of mystical energy emanating from the stone tablet, but you are certain that it is not demonic in any way whatsoever. The tablet portrays a robed individual with four items around him, a sword, a chalice, a disk, and a scepter. It also has a word underneath it, followed by the character "I" of the basic latin alphabet. The word is "קוֹסֵם" which appears to be some sort of arabian/middle-eastern/afro-asiatic word. On the back, the tablet has a single circular peg, protruding no more than the width of a finger. You can feel that the energy emanating from the tablet appears to be "magnetized", pointing towards a general direction, as if attracted to it. DC10: In fact, the tablet portrays a depiction of the Magician, one of the Major Arcana in Tarot cards. The items, you remember, symbolize the four Minor Arcana of the Tarot Deck, the Sword, the Cup, the Diamond, and the Club. You can educate a guess that the "I" is the roman numeral for 1, and the word probably translates to "Magician". You are aware that the energies of the tablet are similar to the energies emanating from the Magician you fought, and given your knowledge in the arcane arts, you recognize that the tablet was probably used as the medium to channel the Magician into being. Given that whoever summoned him went to great lengths to include a creature related to Tarot-logy, you can't help but wonder if there are more similar creatures running around in the island, representing other Tarot cards. Given the peg on its back, it's very possible that the tablet also doubles as a key of some sort. You wonder if the magic within the table points towards its intended keyhole, or... DC15: You further realize that the afro-asiatic word "קוֹסֵם" bears a close familiarity to hebrew script. Combined with its method of summoning and function, you hazzard a guess that the Magician was basically a Golem, which would explain why you didn't feel any infernal powers from within it. While the name inscribed didn't follow the typical pattern of Golem creation of being a Name of God, you are aware that some Golems had other words inscribed to them to act as the "shem", in this case, it's Tarot name in hebrew. The end result is the same.
Supercape Posted March 24, 2016 Posted March 24, 2016 Going to take a few minutes breather at the hut, providing of course it isn't stuffed full of bats and imps and whatnot.
Vahnyu Posted March 30, 2016 Author Posted March 30, 2016 (edited) Next thread is up! Grab the link here, and don't forget to subscribe! Also, the ooc thread is up! Edited March 30, 2016 by Vahnyu
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