NG vs. NE: Neutral Evil is Victorious!

OOC: After having looked through the planetar's abilities (re: LG), I've noticed that the planetar's summon monster IX spell is a domain spell. Thus, St. George cannot summon an elder earth elemental because that does not make it a [Good] spell. St. George must summon one of: couatl, leonal, or celestial roc.
 

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Infiniti2000 said:
OOC: After having looked through the planetar's abilities (re: LG), I've noticed that the planetar's summon monster IX spell is a domain spell. Thus, St. George cannot summon an elder earth elemental because that does not make it a [Good] spell. St. George must summon one of: couatl, leonal, or celestial roc.
It was a good elemental? :heh:

This is one of my bigger oops. One option is to go back to round 174, when St. George started summoning the elemental.

This looks like it will be Gansk's problem. I am officially signing out for nineteen days. Have fun, everyone.
 

Considering the earlier disagreement/concern about tactics, I'd be up to go back to where Homey enters the arena and encourage him to make the strategically smarter (if less "fair") move straight down (assuming he doesn't get blown away etc). And if we do get a draw, we can consider the next combatants using the proposed new arena layout.
 

I'd personally rather not go back because it sucks to get the draw. I hate to lose something like a planetar to a draw, even if you do drop 4 blade barriers down. :)
 



OOC: No need to apologize, things will be slower anyway without PJSlavner to save the day.

Homey will teleport into the arena to start round 174. St George is flying at 60N45E45Z.

The wind and blade barrier are still in effect, along with any possible buffs on St. George.
 

A huge styx dragon, black, wingless, and sinewy teleports to 85n50e. Homey glares up at St. George and breathes a line of acid. His scaled face registers disbelief when the planetar ignores the clinging acid.
[sblock] might as well use PJSlavner's previous roll, so breath weapon usable in round 176

Dragon abilities:
You have 6 ranks in Diplomacy and Knowledge (geography); 9 ranks in Knowledge (religion); and maximum ranks in Concentration, Knowledge (dungeoneering), Listen, Search, Spellcraft, and Spot.

You have the feats Great Fortitude, Improved Bull Rush, Improved Natural Armor x 2, Power Attack, Snatch, and Weapon Focus (bite). [/sblock]

Attached File is my Excel representation of the arena.
 

Attachments



St. George stares down at the wyrm. With all his centuries of fighting evil coming to mind, it is so familiar it's like he's been here before. He concentrates and begins spellcasting.

Meta: yup, it's a summon monster IX coming down the pike, which isn't so Meta if Homey has enough spellcasting knowledge to know that few things require so much windup. St. George had placed a Death Ward on himself prior to the previous opponent leaving. Aura of Protection is up.
 

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