Pathfinder 1E Leif's Whirtlestaff's Wizards' Academy, Reprise [Pfdr] [IC 04]

Scotley

Hero
"Ha, and you thought only Clerics could raise the dead, but it appears I have done it!" Tylara slips her bow into its quiver and begins the incantation to call up a lightning bolt.
 

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Leif

Adventurer
The Vault of Larin Karr

Specify the coordinates covered by all area spells, please my little wizards.
 

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Scotley

Hero
OOC: BI40 to BI50 from just in front of Tylara through three zombies and into the wall beyond. Unless the spell is powerful enough to blast through the wall I believe it just stops rather than rebounding in Pathfinder. Reflex save dc17 for half damage.
 



Lou

Explorer
Francheska Walova

Francheska throws a ball of fire at the nearest zombie as they sudently come to life. As her target is enveloped in flame, she gets a strange look on her face, "Do these things burn?" she asks?

OOC: Fiery Burst (5') touch attack (30' range) +6 3d6

[sblock=Today's Spells]
Francheska's memorised spells for the day:

Spells per Day
0: 4: Detect Magic; Light; Read Magic; Mending
1: 4 +1 + 1 (E): Forcewave (E); Identify; Magic Missile (E); Magic Missile (E); Magic Missile (E); Protection from Evil
2: 4 +1 +1 + 1 (E): Aganazzar's Scorcher (fire E); Fireburst (fire E); Flaming Sphere (Evoc fire) ; Scorching Ray (fire E); Scorching Ray (fire E); See Invisibility; Whirling Blade
3: 3 + 1 + 1 (E): Greater Mage Armor; Scintillating Sphere (E); Fireball (fire E); Fireball (Fire E); Elemental Aura (E, fire, elec, etc)
[/sblock]
 
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Leif

Adventurer
The Vault of Larin Karr

OOC: We have at least two initiative rolls for the wizards. We'll use Cappy's roll of 20. Any wizards who wish to delay to see what the spell effects are so far before acting will be delaying until after the zombies act as well. We have Kerlan, Manny, and Cappy. Tylara has fired her lightning bolt down the eastern row of zombies. Frannie has shot fire at the zombie at the northern end of that row, z1. That creature is again motionless as it lies sizzling in a puddle of foulness on the floor. The other undead creatures draw longswords and move to attack, z2 attacking Francheska, z3 attacking Manny, z4 attacking Tylara, z5 attacking Kerlan, and z6 attacking Capizzio. [z2 and z3 are the ones that were injured by Tylara's lightning bolt and so are -19 hp.]

Francheska is missed. Manny is exactly hit and takes maximum damage of 11 hp, and Tylara is, likewise, thumped for maximum damage of 11 hp. Kerlan is missed, but Capizzio is struck by a longsword for 8 hp of damage.
 

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Maidhc O Casain

Na Bith Mo Riocht Tá!
[sblock=OOC]Manny's AC is actually 22 as he's w/in reach of Relós, but as there was no note of that in his stat block I'll happily chalk that up as my bad (note added to block).

More importantly, I can't see any way for Z3 to have gotten into his position without drawing attacks of opportunity from Manny and Relós. I'll roll those just in case . . .

Finally, it didn't matter in this case 'cause the rolls were both ones, but the ENWorld dice roller doesn't do d3. To save confusion (since he also does d6 damage) I rolled d12s for Relós' claw attacks - just divide by 3.[/sblock]

Brownie and friend stab and bite at one of the zombies as it passes near them, sinking spear and tooth deep into the decomposing body. As the foul creature settles in place - putting itself neatly into a vise between the Summoner/Eidolon and the fiery haired Wizard - they slip into their well-rehearsed attack mode. Spear, claw and tooth work effortlessly together to rend rotting flesh!

Relós hacks and gags, sounding for all the world like he's trying to retch up a hairball as the taste of the zombie sinks in.

[sblock=Damages]All Against Z3

Not sure of the creature's AC, so here are the three damage scenarios:

  1. All Attacks (including AoOs) Valid and Hit: 43
  2. All Attacks (other than AoOs) Hit: 30
  3. AoOs Valid, Two Misses: 25
  4. AoOs not Valid, Two Misses: 20
[/sblock]
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[sblock=Stat Block]
Mánunuksó Maliit
Male Brownie Summoner 5
NG Tiny Fey
Init +7; Senses Bond Senses (5 rounds/day), Low-Light Vision; Perception +15
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Defense
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AC 20, touch 16, flat-footed 16 (+4 armor, +3 Dex, +2 size, +2 dodge) AC is +2 when w/in reach of Relós)
hp 53/64 (5d8+1d6+18)
Fort +5, Ref +7, Will +9
Defensive Abilities Shield Ally (+2 AC/Saves); DR 5/cold iron; Resist Shield Ally (+2 AC/Saves); SR 12
--------------------
Offense
--------------------
Speed 40 ft.
Melee +3 Longspear +7/+7 (1d4+1/x3) and
. . Cestus +9/+9 (1d2-2/19-20/x2)
Ranged Crossbow, Heavy +9/+9 (1d6/19-20/x2)
Space 2.5 ft.; Reach 0 ft.
Spell-Like Abilities Confusion, Lesser (1/day), Dancing Lights (At will), Dimension Door (self only) (1/day), Mending (At will), Mirror Image (1/day), Prestidigitation (At will), Summon Monster III (10/day), Ventriloquism (1/day)
Summoner Spells Known (CL 5, +9 melee touch, +9 ranged touch):
2 (4/day) Haste (DC 19), Summon Swarm, Evolution Surge, Lesser (DC 19)
1 (6/day) Expeditious Retreat, Mage Armor (DC 18), Grease (DC 18), Daze Monster (DC 18), Rejuvenate Eidolon, Lesser, Unfetter (DC 18)
0 (at will) Resistance (DC 17), Acid Splash, Read Magic, Detect Magic, Guidance, Light
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Statistics
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Str 7, Dex 17, Con 16, Int 20, Wis 16, Cha 22/24
Base Atk +3; CMB +4; CMD 14
Feats Dodge, Expanded Arcana (Summoner), Improved Initiative, Precise Strike, Taunt, Weapon Finesse
Traits Focused Mind, Resilient
Skills Acrobatics +10, Bluff +16, Climb +2, Craft ( Weapons) +7, Diplomacy +11, Escape Artist +12, Fly +11, Handle Animal +12, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +9, Knowledge (religion) +9, Knowledge (The Underdark) +11, Linguistics +12, Perception +15, Ride +12, Sense Motive +8, Spellcraft +10, Stealth +15, Swim +2, Use Magic Device +11 Modifiers +4 Stealth in forest, Acrobatics (Jump) +4
Languages Common, Draconic, Drow Sign Language, Dwarven, Elven, Gnome, Halfling, Orc, Sylvan, Terran, Undercommon
SQ Brownie Save Modifiers, Eidolon Link, Life Link, Ring of Feather Falling, Share Spells with Eidolon
Combat Gear +3 Longspear, Bolts, Crossbow (20), Cestus, Crossbow, Heavy; Other Gear Arcanist's Gloves (2/day), Bedroll, Eyes of the Eagle, Flint and steel, Grappling hook, Hammock, Handy Haversack (39 @ 32 lbs), Ink (1 oz. vial, black) (3), Inkpen, Ioun Stone, Pink and Green Sphere, Rations, trail (per day) (10), Ring of Feather Falling, Rope, silk (50 ft.) (2), Scroll of Floating Disk, Shield, Summon Monster I, Comprehend Languages, Endure Elements, Unseen Ser, Smokestick (2), Soap, Bar (50 uses), Tanglefoot bag (2), Thunderstone (2), Tindertwig (10), Waterskin (2)
--------------------
Special Abilities
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+4 Stealth in forest (Ex) You gain a bonus to Stealth Checks under the listed conditions.
Acrobatics (Jump) +4 (Ex) You gain the specified bonus to acrobatics checks made to jump.
Bond Senses (5 rounds/day) (Ex) Share your Eidolon's senses.
Brownie Save Modifiers +2 vs. illusions
Damage Reduction (5/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Eidolon Link (Ex) You have a link with your Eidolon, but share magic item slots.
Focused Mind +2 to Concentration checks
Life Link (Su) Sacrifice HP to prevent that much damage to your Eidolon.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Ring of Feather Falling This ring is crafted with a feather pattern all around its edge. It acts exactly like a feather fall spell, activated immediately if the wearer falls more than 5 feet.

Faint transmutation; CL 1st; Forge Ring, feather fall; Price 2,200 gp.
Share Spells with Eidolon (Ex) Personal spells can be cast on your Eidolon instead.
Shield Ally (+2 AC/Saves) (Ex) +2 AC and save when within Eidolon's reach.
Spell Resistance (12) You have Spell Resistance.
Summon Monster III (10/day) (Sp) Use summon monster spells as spell-like abilities, with durations measured in minutes instead of rounds.
Taunt You can demoralize opponents using Bluff rather than Intimidate (see the Intimidate skill description for details) and take no skill check penalty for being smaller than your target.
--------------------
Shortly after the founding of Whirtlestaff's Wizard's Academy, a family of Brownies moved in and took responsibility for keeping the place up. Since that time, they've been quietly going about their assumed duties and makinglife easier for the students and instructors - and newcomers to the Academy are carefully instructed to ignore the Brownies comings and goings in order to keep the fey around. Manny is the youngest child in the (now large) family. He never really fit with the others' notions of proper behavior, being far too outgoing and, well, noticeable. His relatives look on his ability to mix with the big folk with a mixture of pride and embarrassment.

Eventually, Manny decided to move on out and try to make a place for himself in the larger world of the Academy. He petitioned the Deans for admittance to the Academy, and became the famed school's first Brownie pupil. Determined to live up to the great honor done him, the relatively young sprite threw himself into his studies, and excelled in his academics. However, he also has quite a wide mischievious streak, and while his constant stream of practical jokes keeps his fellow students entertained it also backfires frequently and lands him in hot water.

Manny is small even for a Brownie. He dresses simply but well and carries himself with confidence. His blue eyes sparkle with humor, and he tends to see humor and opportunities for merriment in most any situation.


--------------------

Relós
Male Quadruped
NG Small Outsider
Init +4; Senses Darkvision; Perception +7
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Defense
--------------------
AC 27, touch 17, flat-footed 21 (+4 armor, +4 Dex, +1 size, +6 natural, +2 dodge)
hp 44 (+4)
Fort +5, Ref +9, Will +1
Defensive Abilities Evasion
--------------------
Offense
--------------------
Speed 70 ft.
Melee Bite (Bite) +9 (1d4+3/x2) and
. . Claw x2 (Claws) +9 x2 (1d3+3/x2) and
. . Rake x2 (Rake) +9 x2 (1d3+3/x2)
Special Attacks Energy Attacks (Cold)
--------------------
Statistics
--------------------
Str 12/16, Dex 18, Con 13, Int 8, Wis 10, Cha 11
Base Atk +4; CMB +6; CMD 22 (26 vs. Trip)
Feats Dodge, Precise Strike
Skills Acrobatics +8, Bluff +7, Fly +6, Perception +7, Sense Motive +7, Stealth +15
Languages Common
SQ Magic Attacks

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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Attacks (Cold) (Ex) Your natural attacks deal 1d6 additional energy damage.
Evasion (Ex) No damage on successful reflex save.
Magic Attacks (Ex) Your natural attacks are magic.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at Lone Wolf Development
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.[/sblock]
 
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Scotley

Hero
Seeing the close proximity of the foes, Tylara foregos a spell and pulls longsword and buckler (bringing AC up to 18). She tries a cut at the zombie who wounded her.
 

KerlanRayne

Explorer
Kerlan deftly dodges the blow of the swiftly approaching zombie. "These buggers are fast!" He pops out of existence and appears behind his attacker. Taking a step back from the action he quickly casts a spell. Stones rain down on his opponent as well as the one next to him.

OOC: Kerlan uses Abrupt Jaunt to teleport behind his attacker and takes a 5' step back to BJ-42. He then casts Hail of Stone to hit squares BJ-41 & 42 as well as BK-41 & 42.
 

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