OOC: Tholestia: also XP and GP tracking etc.

Bad: In PbP form only

Why is this bad?

And take stop feeling left out. You will get cool stuff too. Remember that our stats are way higher than theirs and furthermore... IT IS JUST NUMBERS. So stop complaining about loot, tattoos and other :):):):) YOU don't have but THEY have. You are sounding like a little child annoyed that their candy is bigger than yours (no pun intended)...

Sjeez
 

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Tell me something I don't know....

Please READ my post before you say something...

Only Rav was to answer... Pretty pathetic that you just HAD to make that post... Shame on you!!
 


PbP Tholestia only is fine by me.. I already saw this coming

let's just consider Take's post as a personal message that he wouldn't want anyone to read, but just had to write and post (next time take a black font color)
 
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Kill... ask questions later!

;)

edit: let's put something usefull in here as well

To Ron:

1. is the 'Initial Barrier' still in effect (btw. is this visible or otherwise noticable in any way?
2. is the 'Bull's Strength' still in effect? (casper is a multiclass wizard so duration shouldn't be that long)
3. is the 'Ale' still in effect? (con 18 can be a bitch sometimes... ;))
4. is there a clear line between Kheldev and a wulf i.e. can Kheldev make a partial charge?
5. are the wulves approaching us in a threatening way (a way which leads no room for doubt, as Kheldev has the impression that one should ask a stranger first before smacking it over the head) although I do think it is pretty obvious that these wulves WILL attack.
 
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Confusion:
Enchantment (Compulsion)
[Mind-Affecting]
Level: Brd 3, Sor/Wiz 4, Trickery 4
Components: V, S, M/DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Targets: All creatures in a 15-ft. radius
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
Creatures affected by this spell behave randomly, as indicated on the following table: 1d10 Behavior
1 Wander away for 1 minute (unless prevented)
2–6 Do nothing for 1 round
7–9 Attack nearest creature for 1 round
10 Act normally for 1 round
Except on a result of 1, roll again each round to see what the subject does that round. Wandering creatures leave the scene as if disinterested. Attackers are not at any special advantage when attacking them. Behavior is checked at the beginning of each creature’s turn. Any confused creature who is attacked automatically attacks its attackers on its next turn.

Inspire Courage:
A bard with 3 or more ranks in Perform can to inspire courage in his or her allies. To be affected, an ally
must hear the bard sing for a full round. The effect lasts as long as the bard sings and for 5 rounds after the bard stops singing
(or 5 rounds after the ally can no longer hear the bard). While singing, the bard can fight but cannot cast spells, activate magic
items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Affected allies receive a
+2 morale bonus to saving throws against charm and fear effects and a +1 morale bonus to attack and weapon damage rolls.
Inspire courage is a supernatural, mind-affecting ability.

Slow:
Transmutation
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which can be more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
Affected creatures move and attack at a drastically slowed rate. Slowed creatures can take only a partial action each turn.
Additionally, they suffer –2 penalties to AC, melee attack rolls, melee damage rolls, and Reflex saves. Slowed creatures jump
half as far as normal.
 

Ilan, you have to use the roller. If you wonder why, figure out what the average die roll was for the previous encounter, and ask yourself if you'd ever be at least tempted to reroll a one on a crucial roll. I know I would be. you'll just have to figure out how it works. Hint: Most of the time you only want to "roll" one die, and "repeat" the roll several times.

The semi transparent wolves of darkness are ready to pounce alright. No doubt about it.

Take, the confusion works as activating a magical item, so no singing just yet - playing the lute of Dark Disharmony is too taxing on your concentration - you wouldn't want to botch it up now do you?

All the spell effects are still active: you have only been walking for a few minutes.

The inertial barrier is somewhat visible... a very slight sheen surrounds those who are protected by it.
 

Tha large wolf (Note that it is spelled with an "o"), Wolf 3 and 9 are all in a direct line from Kheldev (how could you even doubt about the Large Wolf :confused:? )

The ale is not in your system anymore I would think. So no bonusses against fear :)

Anyway, I'll be at Gencon all Saturday and sunday.
 
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