[LPF] Dwarven Crusade: Khuldun

jkason

First Post
OOC:
By my understanding, you are using the magics of the Fervor to Enlarge/Extend/etc. a 2nd level or lower spell. You would not have to count one of your higher level spell slots to cast it. Otherwise Zelena would not be able to cast such spell as she has to memorize her spells. It would be like using a metamagic rod, using it's properties to gain the Enlarged effect.

Good point! I'll update Nathan's stat block to account for that. Thanks much!


[sblock=mini-stats]Nathan Tchanlach Human Sorcerer 7
Initiative: +4 Perception: +0

In Hand: None
Conditions: Extended Mage Armor (14 hours), Message (70 minutes), Dancing Lights (refreshed as needed), Magic Circle against evil (70 minutes), Blessing of Fervor (6 rounds, cast spell as Enlarged this round), Summoned Archon (6/7 rounds remaining), Aura of Menace (24 hrs or until overcome), Oppressive Boredom 7/7 rounds remaining.

Current AC w/ circle: 21, Saves with circle: Fort +6, Ref +7, Will +8

AC: 15 (19) 20
touch: 14 (18) 19 ; flat-footed: 12 (16)
(value in parenthesis w/ mage armor, in bold with Haste)
HP: 44/44
CMB: +3 CMD: 17 Fort: +4* Ref: +5* Will: +6*
* Additional +1 trait bonus vs. divine spells
Resistances: Resist 5 Acid and Cold.

Spells: Cantrips (DC 15): Dancing Lights, Detect Magic, Drench, Ghost Sound, Mending, Message, Prestidigitation, Spark
1st (DC 16): Bless, Charm Person, Grease (DC 17), Mage Armor, Magic Missile, Silent Image, Summon Minor Monster, Vanish. Remaining: 8/8
2nd (DC 17): Create Pit (DC 18), Flaming Sphere, Glitterdust (DC 18), Invisibility, Oppressive Boredom, Resist Energy Remaining: 5/7
3rd (DC 18): Haste, Magic Circle Against Evil, Summon Monster III Remaining: 3/5

Heavenly Fire: 8/8 remaining[/sblock]
 

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GlassEye

Adventurer
Zelena's spiritual weapon flails at the elemental before it. Sylvain, cackling like a madman, strengthens Borric with his hex but the ball of fire that he summons in seems to do little damage to the elemental.

The light attack from the archon summoned by Nathan blasts away the black energy animating the elemental in front of Borric and the creature crumbles into a pile of rocks. The other ray of light leaves a small pock-mark on the surface of the other elemental.

The stone creature bringing up the rear shakes off the boredom imposed by Nathan and steps forward. It claps its stony hands over the archon and rips at the light of its being until the archon fades into nothingness.

The third elemental closes with Borric and swings its massive rock fist at him. There is a flare as the circle of protection deflects the attack and Borric is certain that without Nathan's protective magic he would have sorely felt that stone fist.

OOC: Combat Round Three. Everyone is up.

[sblock=Combat Information]
Initiative:
You all
Earth Elementals

Map:

Party:
Borric: 62/73 hit points remaining
Nathan: 44/44 hit points remaining
Sylvain: 58/58 hit points remaining
Zelena: 58/58 hit points remaining

Spells/Abilities Used: Nathan: Magic Circle Against Evil; Sylvain: Enlarge Person; Zelena: Bull’s Strength

Conditions in Effect:
- Magic Circle Against Evil (10 ft. radius, centered on Borric): +2 deflection to AC; +2 resistance to saves
- Battle Fervor (Everyone)
- Summon Monster III
- Enlarge Person (Borric)
- Bull’s Strength (Borric)

Enemy Status:
Elemental 1 (AC 19/ T 10/ FF 18); 80/80 hp
Elemental 2 (AC 18/ T 8/ FF 18); -1/68 hp
Elemental 3 (AC 18/ T 8/ FF 18); 67/68 hp
[/sblock]
 

Songdragon

Explorer
Zelena first directs the spiritual weapon at the new jumbles of rock. The glowing mace attacks the new foe.

At seeing the effectiveness of the Nathan's summoned celestial she makes the motions within the air and calls out in celestial for her goddess' divine light. "Annaya, let your holy light burn away these evil beings!"

A burst of orange and white energies flow down into a column until it hits the ground and then bursts outward encompassing both dark elementals.

((Spiritual Weapon attacks #3: 1d20+8=12 (missing)
Zelena casts Smite Evil on D-3 (20ft burst should get both elementals) for 3d8=18 damage (half that damage if not evil and neutral) and DC 17 Will save for half damage and avoid blinding for 1 round if evil (nothing if not evil). {take +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves. from Fervor) ))


[sblock=Zelena's Stats]Zelena Andu Gnome Cleric 7
Initiative: +2 Perception: +16
Conditions: Blessing of Fervor (6 rounds remining), Spiritual weapon (14 rounds remaining), Circle of Protection from evil
AC: 23 (13 touch; 21 flat-footed)
HP: 58 of 58
CMB: +4 CMD: 16 Fort: +6 Ref: +4 Will: +8
In Hand: Mithral Heavy Mace +1 +7 (1d6+1) and Shield
Spells: Divine
  • (0-level - DC 13) Create Water, Detect Magic, Guidance, Stabilize
  • (1st level - DC 14) Bless, Bless, Comprehend Languages, Protection from Evil, Divine Favor, Expeditious Retreat (d)
  • (2nd level - DC 15) Bull's Strength, Pilfering Hand, Spiritual Weapon, Ghostbane Dirge, Align Weapon (good) (d)
  • (3rd level - DC 16) Dispel Magic, Prayer, Searing Light, Continual Flame, Fly (d)
  • (4th level - DC 17) Blessing of Fervor, Holy Smite (d)
Channeling: 7 of 7 attempts remaining; Inspiring Command : At Will; Elysium’s Call (Su): 6 of 6 attempts remaining. [/sblock]
 

jkason

First Post
Nathan Tchanlach, human sorcerer

Nathan cringes as the elemental shrugs off his enchantment and the Archon is quickly snuffed and forced to return to its home plane.

"Okay, fine. You don't like talking, and you're not a fan of celestial music. I see that," Nathan says. "So maybe some more dancing like Syl's given you?"

The sorcerer makes a tossing motion with his hand, from which materializes a small, coal-black mote, which expands and changes color until it ignites and joins Sylvain's flaming sphere in harrying the far elemental.

[sblock=ooc]Flaming Sphere in C1. DC 17 Reflex save to avoid 15 fire damage:

Fire damage. (3d6=15)[/sblock]

[sblock=mini-stats]Nathan Tchanlach Human Sorcerer 7
Initiative: +4 Perception: +0

In Hand: None
Conditions: Extended Mage Armor (14 hours), Message (70 minutes), Dancing Lights (refreshed as needed), Magic Circle against evil (70 minutes), Blessing of Fervor (5 rounds, AC and Save bonus this round), Flaming Sphere 6/7 rounds remaining

Current AC w/ circle & fervor: 23, Saves with circle& fervor: Fort +6, Ref +9, Will +8

AC: 15 (19) 20
touch: 14 (18) 19 ; flat-footed: 12 (16)
(value in parenthesis w/ mage armor, in bold with Haste)
HP: 44/44
CMB: +3 CMD: 17 Fort: +4* Ref: +5* Will: +6*
* Additional +1 trait bonus vs. divine spells
Resistances: Resist 5 Acid and Cold.

Spells: Cantrips (DC 15): Dancing Lights, Detect Magic, Drench, Ghost Sound, Mending, Message, Prestidigitation, Spark
1st (DC 16): Bless, Charm Person, Grease (DC 17), Mage Armor, Magic Missile, Silent Image, Summon Minor Monster, Vanish. Remaining: 8/8
2nd (DC 17): Create Pit (DC 18), Flaming Sphere, Glitterdust (DC 18), Invisibility, Oppressive Boredom, Resist Energy Remaining: 4/7
3rd (DC 18): Haste, Magic Circle Against Evil, Summon Monster III Remaining: 3/5

Heavenly Fire: 8/8 remaining[/sblock]
 

perrinmiller

Adventurer
Borric Hawkins, Male Human Fighter

Swash1.jpg


Borric keeps pounding away on the walking rock pile with his large flail a blur, stone bits being knocked off in chunks.

"Keep it up, I think we got this!"

[sblock=Actions]Take Extra attack from Ferver for this round
Full Attack on #3: Flail 1st Attack (1d20+17=28, 2d6+11+1d6=23), Flail 2nd Attack (Fervor) (1d20+17=33, 2d6+11+1d6=15), Flail 3rd Attack (1d20+12=21, 2d6+11+1d6=25)
[/sblock][sblock=Mini Stats]Borric Hawkins
Initiative:
+4
AC: 26 (23 w/out shield, 24 flat-footed, 13 Touch) Current 24, maybe 26
HP: 73 Current: 73
CMB: +11 CMD: 24 (26 vs. Disarm/ 28 vs. Trip) Fort: +8 Reflex: +5 Will: +4 (+6 vs. Fear) Current CMB +14, CMD 26+Size
Conditions in Effect: Ioun Torch (in darkness), Combat Reflexes (3 AoO), Bull's Strength (+4 Str=+2 Att/Dmg), Enlarged (-2AC, +1 Att/Dmg, +5ft reach, increased weapon size), Prot vs. Evil (+2AC/SVs), +1 Att from higher elevation?

Current Weapon in Hand: Shield & Shock Flail (+16/+11; 2d6+11+1d6)
Chakram: 2/2 MWK & 6/6 Cold Iron remaining
Light Hammers: 2/2 remaining[/sblock]
 

Gerald007

First Post
Syl continues to cackle, so that Borric's chances on crushing the pile of rocks would increase. He also focuses on the small ball of fire he had conjured, trying again to roast the enemy that had yet to join the battle. "Keep it up, big guy! One down, two more to go!"

OOC: Move action-Cackle Fortune Hex on Borric. Move action-Control Flaming Sphere. DC 17 Reflex for no damage. Free action--talk. Also, does anyone know how to edit your post so you can insert a dice roll now? Damage is 3d6, DM.


Syl [sblock]
Sylvain Marana (Gerald007) - Living Pathfinder RPG Wiki
Human Witch 7
Initiative: +6 Perception: +2
Conditions:
AC: 15 (13 touch; 13 flat-footed)
HP: 58 of 58
CMB: +2 CMD: 15 Fort: +5 Ref: +5 Will: +6
In Hand: Nothing


Spells: Arcane
  • (0-level - DC 15) Daze (DC 16), Detect Magic, Message, Stabilize;
  • (1st level - DC 16) Burning Hands (DC 16), Charm Person (DC 17), Enlarge Person^, Enlarge Person, Ray of Enfeeblement, Shocking Grasp;
  • (2nd level - DC 17) Cure Mod. Wounds, Flaming Sphere (DC 17)^, Vomit Swarm, Web
  • (3rd level - DC 18) Dispel Magic, Lightning Bolt (DC 18), Stinking Cloud (DC 18)
  • (4th level - DC 19) Confusion (DC 20), Neutralize Poison
Hexes DC 18
  • Cackle, Flight, Fortune, Healing, Misfortune, Slumber--One minute of Flight hex used, Fortune hex used on Borric.
[/sblock]
 

GlassEye

Adventurer
Battle in Khuldun

Zelena’s spiritual hammer misses the near elemental but the summoned light of Annaya washes over the creature causing the dark energy animating it to shrivel at the light’s touch and moreso than the cleric expected. The far creature, however, shrugs off the effects of the light seemingly unaffected at all.

Nathan is beginning to suspect the far elemental is somehow resistant to magic as he watches the creature shrug off the effects of Zelena’s smite and then avoid his mote of fire. But then he sees the stony flesh of the creature burn in Sylvain’s sphere of fire…

Borric goes to work on the elemental with his flail and by the time he finishes with his attacks the elemental is a pile of rubble on the floor of the hallway.

The last remaining elemental rumbles forward leaving Nathan and Sylvain’s fires behind until it is within reach of Borric. Clasping its stony hands together it makes a wild swing that doesn’t even come close to striking the warrior.

OOC: Combat Round Four. Everyone is up.

[sblock=Combat Information]
Initiative:
You all
Earth Elementals

Map:

Party:
Borric: 62/73 hit points remaining
Nathan: 44/44 hit points remaining
Sylvain: 58/58 hit points remaining
Zelena: 58/58 hit points remaining

Spells/Abilities Used: Nathan: Magic Circle Against Evil; Sylvain: Enlarge Person; Zelena: Bull’s Strength

Conditions in Effect:
- Magic Circle Against Evil (10 ft. radius, centered on Borric): +2 deflection to AC; +2 resistance to saves
- Battle Fervor (Everyone)
- Summon Monster III
- Enlarge Person (Borric)
- Bull’s Strength (Borric)

Enemy Status:
Elemental 1 (AC 19/ T 10/ FF 18); 70/80 hp
Elemental 2 (AC 18/ T 8/ FF 18); -1/68 hp
Elemental 3 (AC 18/ T 8/ FF 18); -1/68 hp
[/sblock]
 

jkason

First Post
Nathan Tchanlach, human sorcerer

Nathan swears as he begins to suspect the protections the final creature has in place, but then shakes it off as Sylvain's burning sphere manages to cause damage.

"No protections are perfect," he says with a rejuvenated grin. "Plus, he's more than outnumbered now. And it's about to get more crowded," Nathan adds, flinging both hands forward. "Sic 'im, folks."

The flaming, oversized mote rolls forward in an attempt to put its flames to damaging use. Even as it arrives, Nathan's enjoinder calls a quartet of smaller motes to join their oversized elemental kin, each zooming forward in an attempt to batter the final rock creature into submission.

[sblock=ooc]Move Direct flaming sphere to G1, trying to burn the creature. Reflex DC 17, damage roll:

Flaming Sphere damage (3d6=8)

Standard Cast Magic Missile. Damage rolls:

Magic Missile Damage (1d4+1=5, 1d4+1=4, 1d4+1=4, 1d4+1=3)

GE, wasn't sure if you were telling us the creature had literal SR or not, but threw in a few rolls just in case to try to save time (though, ugh, not so great rolls there):

SR check Flaming Sphere; Magic Missile (1d20+7=9, 1d20+7=10)[/sblock]

[sblock=mini-stats]Nathan Tchanlach Human Sorcerer 7
Initiative: +4 Perception: +0

In Hand: None
Conditions: Extended Mage Armor (14 hours), Message (70 minutes), Dancing Lights (refreshed as needed), Magic Circle against evil (70 minutes), Blessing of Fervor (4 rounds, AC and Save bonus this round), Flaming Sphere 5/7 rounds remaining

Current AC w/ circle & fervor: 23, Saves with circle& fervor: Fort +6, Ref +9, Will +8

AC: 15 (19) 20
touch: 14 (18) 19 ; flat-footed: 12 (16)
(value in parenthesis w/ mage armor, in bold with Haste)
HP: 44/44
CMB: +3 CMD: 17 Fort: +4* Ref: +5* Will: +6*
* Additional +1 trait bonus vs. divine spells
Resistances: Resist 5 Acid and Cold.

Spells: Cantrips (DC 15): Dancing Lights, Detect Magic, Drench, Ghost Sound, Mending, Message, Prestidigitation, Spark
1st (DC 16): Bless, Charm Person, Grease (DC 17), Mage Armor, Magic Missile, Silent Image, Summon Minor Monster, Vanish. Remaining: 7/8
2nd (DC 17): Create Pit (DC 18), Flaming Sphere, Glitterdust (DC 18), Invisibility, Oppressive Boredom, Resist Energy Remaining: 4/7
3rd (DC 18): Haste, Magic Circle Against Evil, Summon Monster III Remaining: 3/5

Heavenly Fire: 8/8 remaining[/sblock]
 

GlassEye

Adventurer
[sblock=OOC]jkason, SR (15) is it exactly. So all you spellcasters including a caster level check when directing a spell at the last elemental would be very helpful.[/sblock]

Nathan's suspicions are confirmed as his motes shatter against the final elemental without causing any damage.
 

Gerald007

First Post
"Keep crunching them, Borric! This is great fun. You can be the "Rock Crusher" as well! The spellcaster again held his ground, continuing his magical efforts in the battle, and rolling his small ball of fire to the lone remaining foe.

"Just concentrate a little harder, Nate...your motes can blast their way through after all. That rocky hide is tough, but not invulnerable."

"Just give up, Big Rock, and we will let you get out of here with your pebbles intact,"
Syl teases with a laugh, hoping the elemental would be distracted and easier to hit.l

OOC[sblock]Move action-Cackle Fortune Hex on Borric. Move action-Control Flaming Sphere. DC 17 Reflex for no damage. Free action--talk.[/sblock]

Flaming Sphere Damage [sblock]3d6=9[/sblock]

Caster Level Check [sblock]1d20+9=22[/sblock]


Syl [sblock]
Sylvain Marana (Gerald007) - Living Pathfinder RPG Wiki
Human Witch 7
Initiative: +6 Perception: +2
Conditions:
AC: 15 (13 touch; 13 flat-footed)
HP: 58 of 58
CMB: +2 CMD: 15 Fort: +5 Ref: +5 Will: +6
In Hand: Nothing


Spells: Arcane
  • (0-level - DC 15) Daze (DC 16), Detect Magic, Message, Stabilize;
  • (1st level - DC 16) Burning Hands (DC 16), Charm Person (DC 17), Enlarge Person^, Enlarge Person, Ray of Enfeeblement, Shocking Grasp;
  • (2nd level - DC 17) Cure Mod. Wounds, Flaming Sphere (DC 17)^, Vomit Swarm, Web
  • (3rd level - DC 18) Dispel Magic, Lightning Bolt (DC 18), Stinking Cloud (DC 18)
  • (4th level - DC 19) Confusion (DC 20), Neutralize Poison
Hexes DC 18
  • Cackle, Flight, Fortune, Healing, Misfortune, Slumber--One minute of Flight hex used, Fortune hex used on Borric.
[/sblock]
 
Last edited:

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