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Terith v. Kelthas

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Anketh
Crew

PostPosted: Fri Apr 11, 2008 5:25 pm


Quote:

Astral Plane

..... . . . . . . . . 1 1 1
....1 2 3 4 5 6 7 8 9 0 1 2
a) |K| | | | | | | | | | | |
b) | |T| | | | | | | | | | |
c) | | | | | | | | | | | | |
d) | | | | | | | | | | | | |
e) | | | | | | | | | | | | |
f) | | | | | | | | | | | | |
g) | | | | | | | | | | | | |
h) | | | | | | | | | | | | |
i) | | | | | | | | | | | | |
j) | | | | | | | | | | | | |
k) | | | | | | | | | | | | |
l) | | | | | | | | | | | |@|

@=starting locations
T=Terith (0' altitude)
K=Kelthas (0' altitude)


Notes on Map
-The map extends 60' above and 60' below the starting level of play.
-Creatures lose all their natural forms of movement, instead gaining a fly speed (perfect) of 10'x their intelligence. Creatures with no intelligence cannot move.
-Illumination is equal to that of a bright sunny day at around noontime.

(this map based off the map by BaleFire77 of the SRD)


Here is our map; I will be updating it after each movement by a player.
PostPosted: Fri Apr 11, 2008 5:27 pm


Here is your charecter, for purposes of reference. I'll try and edit in an updated version of him when you finish making all of your updates.

Quote:
Kelthas the Wizard
Male Elf Wizard 5
True Neutral
Representing Blade_Cast
Strength 14 (+2)
Dexterity 17 (+3)
Constitution 13 (+1)
Intelligence 16 (+3)
Wisdom 16 (+3)
Charisma 13 (+1)

Size: Medium
Height: 5' 2"
Weight: 120 lb
Skin: Pale
Eyes: Dark Brown
Hair: Silver; Wavy; Beardless

Total Hit Points: 17

Speed: 30 feet

Armor Class: 15 = 10 +3 [dexterity] +1 [natural armor amulet] +1 [Ring of Protection]

Touch AC: 13
Flat-footed: 10

Initiative modifier: +3 = +3 [dexterity]
Fortitude save: +2 = 1 [base] +1 [constitution]
Reflex save: +4 = 1 [base] +3 [dexterity]
Will save: +7 = 4 [base] +3 [wisdom]
Attack (handheld): +4 = 2 [base] +2 [strength]
Attack (unarmed): +4 = 2 [base] +2 [strength]
Attack (missile): +5 = 2 [base] +3 [dexterity]
Grapple check: +4 = 2 [base] +2 [strength]

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
58 lb. or less
59-116 lb.
117-175 lb.
175 lb.
350 lb.
875 lb.

Languages: Common Draconic Elven Orc Sylvan

Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]

Raven familiar

Feats:

Combat Casting
Improved Counterspell
Scribe Scroll [free to wizard]
Empower Spell

Traits:

Skill Name KeyAbility SkillModifier AbilityModifier Ranks Misc.Modifier
Appraise Int 5 = +3+2 [raven]
Balance Dex* 3 = +3
Bluff Cha 1 = +1
Climb Str* 2 = +2
Concentration Con 9 = +1+8
Craft_1 Int 3 = +3
Craft_2 Int 3 = +3
Craft_3 Int 3 = +3
Diplomacy Cha 1 = +1
Disguise Cha 1 = +1
Escape Artist Dex* 3 = +3
Forgery Int 3 = +3
Gather Information Cha 1 = +1
Heal Wis 3 = +3
Hide Dex* 5 = +3+2
Intimidate Cha 1 = +1
Jump Str* 2 = +2
Knowledge (arcana) Int 11 = +3+8
Listen Wis 7 = +3+2 +2 [elf]
Move Silently Dex* 3 = +3
Perform_1 Cha 1 = +1
Perform_2 Cha 1 = +1
Perform_3 Cha 1 = +1
Perform_4 Cha 1 = +1
Perform_5 Cha 1 = +1
Ride Dex 3 = +3
Search Int 5 = +3+2 [elf]
Sense Motive Wis 3 = +3
Spellcraft Int 13 = +3+8 +2 [Knowledge, arcane]
Spot Wis 7 = +3+2 +2 [elf]
Survival Wis 3 = +3
Swim Str** 2 = +2
Use Magic Device Cha 3 = +1 +2
Use Rope Dex 3 = +3


* = check penalty for wearing armor

Spellcraft >=5 ranks gives +2 on use magic device checks on scrolls.
If the familiar is within reach, +2 on spot and listen ("alertness").

Zero-level Wizard spells: 4 per day
Acid Splash
Acid Splash
Ray of Frost
Ray of frost
First-level Wizard spells: 4 (3+1) per day
Summon Monster I
Magic Missile
Magic Missile
Magic Missile
Second-level Wizard spells: 3 (2+1) per day
Melfs acid arrow
Summon Monster II
Blur
Third-level Wizard spells: 2 (1+1) per day
Summon monster III
Fireball

Elf:

* +2 dexterity / -2 constitution (already included)

* Immune to magical sleep

* +2 racial bonus to saves vs. enchantments

* Low-light vision

* Proficient with longsword, rapier, longbow && shortbow

* +2 racial bonus on listen, search, and spot checks

* Notice secret doors

# WizardFamiliar / Alertness, etc.

# Bonus Feats (already included)

# High intelligence gains bonus spells daily

Class HP rolled
Level 1: Wizard 4
Level 2: Wizard 2
Level 3: Wizard 1
Level 4: Wizard 2 +1 to wisdom
Level 5: Wizard 3

Kelthas's Equipment:

Cloth robe
Wand of magic missile (9th)
Ring of protection +1
amulet of natural armor +1

Spellbook x1

Raven familiar: Str 1 Dex 15 Con 10 Int 8 Wis 14 Chr 6; Hit points: 8; Initiative +2 (dex); Speed 10 ft., fly 40 ft. (average); AC: 17 (+2 size, +2 dex, +3 level); Claws +4 melee 1d2-5 Fort +2, Ref +4, Will +6, Listen +6, Spot +6; speaks one character language Alertness feat when in arm's reach; improved evasion; share spells; empathic link; deliver touch spells; speak with master;

Anketh
Crew


Anketh
Crew

PostPosted: Fri Apr 11, 2008 5:29 pm


Here is my charecter, for purposes of reference. He is complete and ready for battle; his sheet may change during battle due to modifiers such as rage, but I will make no changes to him until the battle has ceased.

Quote:
Terith
Male Viletooth Lizardfolk Racial/2 Dragonfire Adept/1 Barbarian/1
LE

Str 24 -- +2 gauntlets +4 rage
Dex 14 -- +1 class -2 rage
Con 21 -- +2 racial +4 rage
Int 11 --
Wis 14 --
Cha 10 --

Hit Points 36/47 (1d8 (8 ) + 2d8 (10) + 1d12 (8 ) + 20 con + 1 feat)
AC 22 (+5 Mithril Chain Shirt, +5 natural armor, +2 dex, +1 deflection, -1 vulnerable), Touch 12, Flat 19
Init +3
BAB +3, Grap +12 (7 str + 3 bab + 4 feat)
Speed 40 (base 30 + 10 barbarian, load ??/??, light armor)
Fort +7 (4 base + 3 con), Ref +5 (2 base + 3 dex), Will +6 (2 base + 2 wis +2 rage)

+10 Melee, Bite, 1d4+1d6+2d6+7, 20/x2
+10 Melee, claw, 1d4+7, 20/x2


Medium, 6'8" tall, 276 wt, 32 yrs old
No real hair, black eyes, black scales/skin

Speaks common, draconic, and aquan

+6 Move Silently (3 cc ranks + 3 dex)
+32 Jump (7 ranks + 7 str + 4 racial + 4 speed +10 racial (wings))
+8 Listen (5 ranks + 2 wis + 1 feat)

Feats
-Weapon Focus: Bite (1)
-Improved Grapple (flaw)
-Dragon Wings (flaw) (+10 racial bonus on jump checks, glide 20’ for every 5’ of downward movement, no falling damage, 1d6 falling damage if unconscious)
-Furious Inhalation (3) (as a free action when raging, use a use of your breath weapon to add 2d6 elemental damage to your bite attack for duration of rage.)

Flaws
-vulnerable (-1 on ac)
-shaky (-2 on ranged attack rolls)

Viletooth Lizardfolk Traits
-2d8 racial hit dice
-+5 natural armor bonus
-+2 constitution
-Water Breathing (ex)
-Dragonblood Subtype
-+1 level adjustment


Dragonfire Adept Abilities
-1d6 fire breath weapon (usable unlimited number of times, in a way similair to a warlocks eldritch ray)
-Dragontouched bonus feat
-Least Invocations (unlimited uses/day)
a) create darkness as the spell


Mithril Chain Shirt +1 (worn, 12.5wt) 2200gp
Monk's Outfit (worn, -wt)

Gauntlets of Ogre Strength (worn, 2wt) 4000gp
Ring of Protection +1 (worn, -wt) 2000gp
Potion of Enlarge Person (CL 1) (x10) (belt pouches) 500gp


Backpack (center back, 2wt) 2gp
Bedroll (below backpack, 5wt) 2sp
Belt Pouches x10 (worn, 5 wt) 10gp

Cloak (worn, -wt) free

Waterskin- water (backpack, 4wt) 1gp
Flint & Steel (backpack, -wt) 1gp

Coins- (9000gp to spend; 8704.2 gold spent is 285.8 gold left)
Other pouch contents (pouch, ??wt)
PostPosted: Fri Apr 11, 2008 5:32 pm


Initiative=13

Ready when you are.

Anketh
Crew

Blade Cast rolled 1 20-sided dice: 10 Total: 10 (1-20)

Blade Cast
Vice Captain

Dangerous Bloodsucker

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PostPosted: Sat Apr 12, 2008 5:18 am


Ok im ready, i updated my character so your going to have to change your post with my sheet, I marked all changes in blue. hope your alright with them.

My initiative roll

[edit] 10 + 3 = 13... well thats just grand[/edit]
PostPosted: Sat Apr 12, 2008 7:21 am


Well, my old RPGA dungeon master used to have a system for breaking ties that I thought rather good. Firstly, the combatents compare initiatives, and the one with the highest initiative bonus went first. However, we both have a bonus of +3. Then, we move to the next step: the person with the highest intelligence wins. Kelthas far outranks my Terith in intelligence, so although I am loathe to do so, I surrender initiative to you.

Also, your changes to your charecter are just fine with me. I chuckled when I noticed that you needed to add a robe for your charecter...that could have been very embarrasing.

Anketh
Crew


Blade Cast
Vice Captain

Dangerous Bloodsucker

4,650 Points
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PostPosted: Sat Apr 12, 2008 2:18 pm


Thats a decent way to break ties. i wonder if I would get any surprise bonuses for fighting naked... Well i'll get started.

Kelthas drops in altitude 30 ft

I will end this quickly for your sake lizard folk...

Then he cast fireball at Terith


You'll have to bear with me because i haven't done this in awhile.
PostPosted: Sun Apr 13, 2008 7:25 am


Reflex Save=Natural 1

Terith screams against the pain of the rolling tongues of flame; it sounds like a very long, loud, and angry hiss. The flames subside, and Terith is acutely aware of the tenderness of his burnt flesh. Nevertheless, he cannot show himself to be weak in front of any combatent, let alone a pasty-faced wizard!

So that means you'll die quickly then!? That'll take all the fun out of it.

The strange astral battlefield that he's been thrust into is unfamiliar to Terith, but he knows that he needs to master it quickly or risk another ungainly fireball. Focusing with his mind, Terith urges his body towards the cheeky spellcaster at as fast a speed as his mind can race.

Thoughts carry very well indeed, for with a single bound, Terith has traversed the 60' difference and managed, with only a little difficulty, to lower himself so that he appears right next to the mage.

Let's see how you fare when fighting face to face!

Terith, already angry at the cowardly spell attack, allows reason to give way to hot anger; it burns inside of him. The rage fuels his dragon's breath, and Terith can barely hold back the flame, which dances between his teeth. Terith throws himself at Kelthas, his rage giving his muscles a savage strength.


Ok, Terith flys across the stage and lowers his altitude by 30' using a 45 degree angle, which is easily within his flight range for this turn. Then, Terith goes into a rage as a free action, granting +4 str, +4 con, -2 dex, and +2 will save. Additionally, Terith activates his "Furious Inhalation" feat to add 2d6 fire damage to his bite attack until the rage ends as a free action.

He then attempts a melee touch attack to initiate a grapple; because Terith has Improved Grapple, Kelthas is not entitled to an AoO:

Melee Touch Attack=18

An 18 beats out your touch AC of 14, so a grapple has been established. Now, we must roll opposing grapple checks. Here's mine:

Grapple=17

Ugh, that's a terrible roll. If you win, you are not grappled, but if I win, we are grappled and you take unarmed strike damage for the round in the amount of:

Unarmed Strike Damage=8

Nonlethal Damage. Also, you need to roll your damage for the fireball; it's 5d6.

Anketh
Crew

Blade Cast rolled 5 6-sided dice: 2, 1, 6, 1, 1 Total: 11 (5-30)

Blade Cast
Vice Captain

Dangerous Bloodsucker

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PostPosted: Sun Apr 13, 2008 2:17 pm


Damage on fireball.
Blade Cast rolled 1 20-sided dice: 3 Total: 3 (1-20)
PostPosted: Sun Apr 13, 2008 2:18 pm


Grapple check

[edit] Wow that blows[/edit]

Blade Cast
Vice Captain

Dangerous Bloodsucker

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Anketh
Crew

PostPosted: Sun Apr 13, 2008 5:01 pm


Ok, so you've taken 8 nonlethal damage, and we are now engaged in a grapple. My turn has ended, so its back to you. You can only do a couple of actions right now. For ease of reference, i've provided a link to the srd on grappling

Here

I think under the conditions of casting a spell while grappling, there are no spells on your list that you could cast (you don't have spell components in your hands for any spell besides fireball, and you can't use somatic components for spells).
Blade Cast rolled 1 20-sided dice: 3 Total: 3 (1-20)
PostPosted: Sun Apr 13, 2008 10:46 pm


You're going to regret touching me Terith.

Kelthas grabs for his wand of magic missile.


[edit] SON OF A .... 3 + 4 = 7 [/edit]

Blade Cast
Vice Captain

Dangerous Bloodsucker

4,650 Points
  • Consumer 100
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Anketh
Crew

PostPosted: Tue Apr 15, 2008 2:27 pm


Ack, sorry for not getting around to this post earlier, but I've been unable to; i actually tried to fit it in quickly in the morning, but almost wound up late for an appointment confused Anyways, lets continue shall we:

Kelthas fails on an opposed grapple check to reach for his wand, because Terith's minimum grapple check (15) is higher that Kelthas's roll (7) (there is no auto-success/fail on a natural 1/20 with grapple checks). As such, it is now Terith's turn.

Terith opts to use the "attack with a weapon" option in a grapple, incuring a -4 penalty to hit while doing so:

Bite Attack=18

Damage=19

A roll of 18 breaks Kelthas's AC of 15, so that brings Kelthas's hit point total to -2 and 8 nonlethal, which is an effective total of -10. This means that Kelthas has lost, unless I am missing something drastic.

Terith feels the wizard's hand wriggle towards something on his belt, but grabs hold of the squirming hand and holds it tight with ease.

No, it is you who will regret.

Terith pulls the wizard closer and snakes his head forward, opening a fire-brimmed row of teeth. He locks his jaw onto Kelthas's shoulder and rips off a chunk of flesh. He feels his oppenents resistance give out, and his body slacken. Terith releases the body, which rests unnaturally in the zero-gravity atmosphere of the void. Terith spits out the small chunk of human flesh in his mouth (he doesn't want to offend the delicate palate of his audience), and then stoops to examine his handiwork.

His teeth had sunk deep, but the dragonfire had cauterized that wound quickly enough that the human would not lose too much blood. Further up Kelthas's left arm, though, Terith can see where the acid of his bite followed the bloodstream a short ways before becoming impotent, blackening the skin. Kelthas was breathing slow, shallow breaths, but Terith could see that the mage was not dead, only unconcious from a low pain tolerance. Terith whispers to himself:

They may claim that if he yet lives, then I have not yet won...I need to prove my foe vanquished.

Terith grabs Kelthas by the back of the neck, and pulls him up. He places his jaws around Kelthas's unprotected jugular, teeth not quite breaking the skin; he holds this pose for roughly ten long seconds, and then releases.

Terith's rage subsides, and he feels the customary fatigue of a battle well-fought. He tears a thin strip of cloth from Kelthas's robe, and crudely bandages the wound.

He'll live.

A mass of murky darkness appears behind Terith, and he turns and floats away into it. He makes for the exit of the arena, but his progress can only be marked by the winding trail of supernatural darkness he leaves behind.
PostPosted: Tue Apr 15, 2008 5:17 pm


Damn grapple... Well I lose, ill send you your gold in a minute. Good stratege and match.

Blade Cast
Vice Captain

Dangerous Bloodsucker

4,650 Points
  • Consumer 100
  • Tycoon 200
  • Profitable 100
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