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Planar game

ferretguy

First Post
Aarsith 3/8 monk/ranger

AC:29 ( +6 inertial armor, +2 deflection, +7 Dex, +3wis, +1 dodge)
Hits: 87

Saves:
Fort: +11
Will: +16
Ref: +8

Preparing himself for the Lords games, as he steps through the doors, Aarsith mentally summons his protective armor about his person. Nodding to his companions entering through other doorways, he notes the creature standing awaiting to test their abilities...

Initiative:10

Raising his Bow he fires to test the creatures strength...
Rolling
if hitting (magic arrows): 30 and 27
Damage 13 and 8 respectively....

(ooc: did get rolls on rolling thing...but can't figure out how to link them...)
 
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Patlin

Explorer
ferretguy said:
AC:27 ( +4 inertial armor, +2 deflection, +7 Dex, +3wis, +1 dodge)

ooc: Ferretguy -- You were using psionics rules, right? Your manifester level for psi like abilities is 5 (1/2 HD rounded down.) You therefore get to use your psi like abilities as if you had spent 5 pp on them each time. Base cost of inertial armor = 1 point. Augment: +1 addition AC each two points. Your inertial armor gives an AC bonus of +6, not +4. The downside is it will last for 5 hours per use, rather than all the time.
 

ferretguy

First Post
Thanks Patlin...didn't realize that was the case...5hrs/time is ok since I can use it 3/day anyway...I'll modify the AC now...
 

matthewbajda

First Post
Name and levels: Gurlak The Hobgoblin
rogue/3 Ranger 2/ specialist something 6
AC:27/touch 15/flat footed 17
HP:66

Saves:
Fort:+8
Ref:+12
Will:+5

Active abilities currently in effect:darkvision if applicable.

+22 on the initiative. rolled a 17. i personally like it when the DM rolls.
 

matthewbajda

First Post
gurlak steps into the arena studying all that are within. sizing up both "friend" and "foe" alike. feeling the best action is to place himself where he will be of more use, gurlak casts obscuring mist off to the side of the arena so that only half of the cloud sticks out. he then makes is way into the cloud.

OOC:
i guess i can make a knowledge nature check to see if it is of the "natural world".

result of the roll:+11

will you let me know where we are in respect to the creature? are we coming into the area surrounding it or are we all on one side and it's on the other. from the description i am guessing demonic;
 

Legolizard

First Post
Ok, Grulack goes before it does and everyone else goes after it in respective order.

After Gurlack goes, if he does anything, the giant aura of souls start to shreeck loudly.

Every one make a will save.
Toramir: http://invisiblecastle.com/find.py?id=43850
Tol Caspian: http://invisiblecastle.com/find.py?id=43851
Aarsith: http://invisiblecastle.com/find.py?id=43852
Gurlack: http://invisiblecastle.com/find.py?id=43854

Unless your character is immune to fear, sonic or mind effecting things, everyone but Toramir run away down the entrance they came in, the crowds around you start to run and planeshift away in fear, Tormair is shaken and the owners of the arena are curseing because of the business they have lost.
 
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Patlin

Explorer
Toramir the Elan Cerebramancer

Great, there goes my backup. Thinks Toramir. Maybe I can stall for time, and hope they come to their senses.

He manifests the entangling ectoplasm power on the creature, with a ranged touch attack of 24 (Edit: -2 for Shaken, so 22) (which ought to hit about anything.) This inflicts the following condition for 5 rounds (No save or SR):

srd said:
Entangled: The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a Concentration check (DC 15 + the spell’s level) or lose the spell.

BTW -- What's the creatures size category? Effects the power point cost.

2nd Edit: Range = 55', if I'm further off than that I adjust accordingly.
 
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Legolizard

First Post
Huge, and it hits.

the rest of the party runs for about 20 feet down the hall until they stop hearing the screams and are shaken for 24 hours.
(you may go back, but you must make another save)




Wow, I thought the battle would be over after this
 



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