The Invasion of Mori OOC [3.5][planar][PAUSED]

Note to everyone - please state clearly what all numbers you specify mean. For example, "power attack for 20" could logically be read as power attack -20 for +40 damage, or -10 for +20 damage. Obviously, the former is impossible right now, but precise writing is a good habit to develop and will keep things running smoothly.

If you have racial bonus feats, please make some sort of note to that effect in your sheet. The SRD method of putting a "B" right after the feat works well.

Question -
[sblock]The tactical post should answer it. If not, post again.

A few things about your sheet - Where is the base +29 damage coming from? I get +18 str, +2 specialization, and +1 enh, but at a glance I can't see the rest. Also, I suspect that your 3 misc. AC comes from that ring you have listed as "+2 insight/+1 luck." It would be best if you stated what such bonuses were to on the item. Oh, and how is your AC 42 during a charge? I thought you had Mobility or something, but I don't see it. Finally, you have 10 feats listed - I'm guessing one of them is a racial bonus feat, since your sheet states that you should have 4 feats and 5 fighter bonus feats.[/sblock]

NS -
[sblock]
Your sheet needs to be posted sblocked in the RG (just as everyone else's is.) I need to see how you're able to cast mass inflict moderate wounds despite not having 11 levels in cleric. Thanks.[/sblock]

Ringmereth -
[sblock]It seems to me that the most logical mechanical way to handle elven tieflings is to make them tieflings - hence my suggestion that you simply state one of Arxas's ancestors was elven.[/sblock]

Voidrazor -
[sblock]The main problem with having a ton of kaorti around is, as you can see from recent posts, the need for secrecy. Nevertheless, it's your character, so if kaorti you want, kaorti you shall have. I have no particular problem with the balance of having them around, though (I think Leadership in general can get pretty broken, in the right hands. Thus it becomes something of a nonissue as long as you have Leadership.) Go ahead and make an alt sheet.[/sblock]

Dichotomy -
[sblock]I'm not sure why Rose would need to tumble or provoke AOOs once right next to the scorpion. Thus, I'm not sure that karmic strike is going to activate here, as dancing about basically means the scorpion has no opportunity to hit him during his action (and presumably if it hits during its action, Rose is no longer adjacent.)[/sblock]
 
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Well, without seeing an email address for ya, here are the spells I've chosen from the Spell Compendium. If you dislike any of them, just let me know and I'll switch them out for something else. Was just these spells: Chain of Eyes, Dim Door [Greater], Shadow Form, Ghoul Gauntlet, and Probe Thoughts

[Sblock]CHAIN OF EYES
Divination
Level: Cleric 3, druid 4, sorcerer/wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes

You can use another creature’s vision instead of your own. While this spell gives you no control over the subject, each time it comes into physical contact with another living being, you can choose to transfer your sensor to the new creature. During your turn in a round, you can use a free action to switch from seeing through the current creature’s eyes to seeing normally or back again.

Each transfer attempt allows the new target a saving throw and spell resistance. If a target resists, the spell ends.

DIMENSION DOOR, GREATER
Conjuration [Teleportation]
Level: Sorcerer/wizard 5
Range: Touch
Target: You and touched objects or other touched willing creatures
Duration: 1 round/2 levels

This spell functions like dimension door (PH 221), except as noted above and that you can transfer the targets once per round, up to a distance of 25 feet + 5 feet per two levels, as a move action that does not provoke attacks of opportunity.

SHADOW FORM
Illusion (Shadow)
Level: Assassin 4, sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level (D)

While this spell is in effect, you gain a number of benefits. The shadows wrapping your form grant you a +4 competence bonus on Escape Artist, Hide, and Move Silently checks. Your shadowy form also provides you with concealment. This shadowy concealment is not negated by a see invisibility spell, but a true seeing spell counteracts the effect. Standing within the radius of a daylight spell or in bright natural sunlight temporarily suppresses the concealment effect.

In addition, if you have 5 ranks in Escape Artist, you can attempt to slip through a solid object or barrier up to 5 feet thick with a DC 20 Escape Artist check, though doing this ends the spell as soon as the attempt is completed (regardless of success). If you have 10 ranks in Escape Artist, you can attempt to pass through an object or barrier up to 10 feet thick. If you have 15 ranks in Escape Artist, you can attempt to pass through a barrier composed of magical force (or similar magical obstacles).
Material Component: A small piece of black cloth taken from a funeral shroud.

GHOUL GAUNTLET
Necromancy [Death, Evil]
Level: Hunger 5, sorcerer/wizard 6
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One living humanoid creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

The subject takes 3d6 points of damage per round while its body slowly dies and its flesh is transformed into the cold, undying flesh of the undead. When the victim reaches 0 hit points, it becomes a ghoul (MM 118). If the target fails its initial saving throw, remove disease, dispel magic, heal, limited wish, miracle, Mordenkainen’s disjunction, remove curse, wish, or greater restoration negates the gradual change.

Healing spells can temporarily prolong the process by increasing the victim’s hit points, but the transformation continues unabated. The ghoul that you create remains under your control indefinitely. No matter how many ghouls you generate with this spell, however, you can control only 4 HD worth of undead creatures per caster level (this includes undead from all sources under your control). If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled (you choose which creatures are released). If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.

PROBE THOUGHTS
Divination [Mind-Affecting]
Level: Mind 6, sorcerer/wizard 6
Components: V, S
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Concentration, up to 1 round/level
Saving Throw: Will negates; see text
Spell Resistance: Yes

All of the subject’s memories and knowledge are accessible to you, ranging from memories deep below the surface to those still easily called to mind. You can learn the answer to one question per round, to the best of the subject’s knowledge. You pose the questions telepathically, and the answers to those questions are imparted directly to your mind. You and the subject do not need to speak the same language, though less intelligent creatures might yield up only appropriate visual images in answer to your questions. The subject is not aware that its mind is being probed, unless you wish to make it aware.

If the subject moves beyond the range of the spell, the effect ends.
[/Sblock]
 

Dog Moon -
[sblock]Thanks! Interestingly, all of those except GDD and Ghoul Gauntlet first appeared elsewhere. With regard to GDD, I interpret the text to mean that you must again touch your allies to transfer them again. For Ghoul Gauntlet, it seems that since a remove disease ends the spell, creatures immune to disease (such as paladins) are immune to the spell. That is, the spell is essentially a magical disease.

Let me know if you disagree and why.[/sblock]
 


Actually, the point of the Spell Compendium is that ALL of the spells were located elsewhere, just some are from WOTC'S website, Dragon mags, etc, so they might not all be easily recognizable.

The thing about GDD makes sense. I hadn't interpreted Ghoul Gauntlet to be treated as a disease, but that's fine if it's treated like it. Unless, of course, we encounter lots of people immune to disease. ;)

Hey, NS, what was the spell level modifier of Persistent Spell? [Can't even seem to remember which book that's from...]
 



Yah, Divine metamagic is nice because I can take those +6 right out of my turning attempts. I've seen it get kind of broken with a fearl human before, 4d6 claws, pounce, double charge damage. PvP was allowed, and I made the mistake of attacking him with my warlock. Needless to say, he rather thouroughly knocked me unconcious (He was nice enough to make it subdual).
Edit: To Morethiel, sorry again, hope this will be my last mistake. The sheet is posted in the rogues gallery. He has a wisdom score of 28, giving him some extra spells.
Edit Again: I just saw the map. I haven't seen anyone use Warcraft as a DM assistant, very inventive.
 
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The tactical post should answer it. If not, post again.

A few things about your sheet - Where is the base +29 damage coming from? I get +18 str, +2 specialization, and +1 enh, but at a glance I can't see the rest. Also, I suspect that your 3 misc. AC comes from that ring you have listed as "+2 insight/+1 luck." It would be best if you stated what such bonuses were to on the item. Oh, and how is your AC 42 during a charge? I thought you had Mobility or something, but I don't see it. Finally, you have 10 feats listed - I'm guessing one of them is a racial bonus feat, since your sheet states that you should have 4 feats and 5 fighter bonus feats.

Double str bonus with uncanny blow, i am not making a charge(that was just flavor text, the actual actions are listed OOC), +2 insight/+1 luck is just that.....+2 insight and +1 luck. Alertness is a racial bonus feat, yes. And i said power attack at +20(meaning at +20 attack bonus).
 
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Question said:
Double str bonus with uncanny blow, i am not making a charge(that was just flavor text, the actual actions are listed OOC), +2 insight/+1 luck is just that.....+2 insight and +1 luck. Alertness is a racial bonus feat, yes. And i said power attack at +20(meaning at +20 attack bonus).

I sblocked private individual queries for a reason, but okay. My point is, +2 insight/+1 luck to what? Luck bonuses can be applied to all sorts of things - skills, saves, AC . . . it's not immediately obvious unless you put "to AC" on the item. (I know your DMs don't usually ask you to make your sheets blindingly obvious . . . but your average campaign does not have 10 PC sheets in addition to numerous NPC sheets.) With regard to the other matters, thanks for your clarifications.

NS - Thanks. You're aware that you don't get higher levels of spells than your cleric levels allow, regardless of whether or not you would get bonus spells, right?

Dog Moon - Well, if you do face such enemies, you're probably going to know beforehand, since you are the party diviner. ;)
 

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