CG vs. LE: Chaotic Good is Victorious!


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Evilhalfling[sblock]The spell goes through round 206. Do you want to attack once and fly away, or fly away in round 207 as a withdrawal action or after attacking once?[/sblock]For PJSlavner's use[sblock]hd 12d8+60 (114), int +3, spd 40 or 90 (good)
AC 26 (-1sz, +3 dx, +14 NAC) Bab/grapple +12/+23
Huge +1 holy spiked chain +19/14/9 (2d6+11+ 2d6 holy) or +18/+13/+8 (2d6 +10 & lightshard)
space reach 10/10(20' with chain) ; SA; Lightshard strike, Spell like abilities. SQ: alternate form, Protective Aura, DR 10/cold iron or evil, 10/cold or acid, immune to electric, petrification, Eladin sub-type. SR 30
sv +13 (+17 vs posion), ref +11, Will +11,
Str 24, dx 16, cn 20, int 16 ws 16 chr 22
Skills Concentraion +20, kn local +10, the planes+18, religion +11, spot +18 listen +18 sense motive +28
Fts: CE, Combat Reflexes, Consecrate spell like Ability, exotic weapon (spike chain) improved trip

Spell-Like Abilities: At will - aid, bless, bless weapon, detect poison, detect undead, greater dispel magic, divine favor, remove curse (DC 19), remove fear (DC 17), remove paralysis (DC 18).
3/day - break enchantment, holy smite (DC 20), restoration (DC 20)
1/day - cloak of chaos (DC 24), heal (DC 22)
Caster Level 12th - +10 sacred bonus on CL checks to dispel enchantments with greater dispel magic or break enchantment.

The following spell-like abilities are always active: blessed sight (120 ft range detect evil - no concentration required and immediately know location and strength), discern lies (DC 20), and see invisibility. Caster Level 14th.

Alternate Form (Su): Can shift between humanoid and cloud of light forms as a SA. Humanoid form: No slam attack, but can fly, use weapons, and use SLA's.
Cloud of Light form: Can fly, use slam attack, use SLA's, but no weapons.

Lightshard Strike (Su): Cloud of light form can slam for 2d6+10 damage. This slam is treated as ghost touch attack vs. incorporeal. It also acts as a greater dispel magic on the slammed opponent. Caster Level 12th

Enchantment Awareness (Su): Automatically aware of enchantments affecting creatures within 20 feet.

Protective Aura (Su): Free action, can surround itself with a 20 foot radius light. Double-strength magic circle vs. evil and a (normal) lesser globe of invulnerability. Caster Level 12th[/sblock]No AoO for Doc Connors because Pakin stayed put. What does Doc do?
 




Round 206

Doc Connors misses with all four sword swings (best roll 32), but bites Pakin (natural 20, 27 for failed crit) for no damage.

Pakin smacks Doc Connors in his second heart (natural 20, 36+1+1+3-5=36 to confirm crit) for 42 points of damage. Doc Connors has 44 HP remaining.

Doc Connors slices Pakin (rolled 38) as he flies to 20N100E55Z for 17-10=7 points of damage. Pakin has 48 HP remaining.
 


Pakin drops his glowing shield, then if the doc is still sitting ...
[sblock]aid, divine favor, raise shields & move & attack full CE. [/sblock]
 


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