Island Empire, Part IV To face the Lich

Leif

Adventurer
OOC: Sure, note that this item has errata to take out the cleric spells since it is an arcane item. You can let the Searing Light stand since you've already rolled it.

Page 177—Runestaff of Undead Slayer
[Revision]
Substitute deathward with 4th level forceward
(SC 98), disrupting weapon with 6th level
incorporeal nova (SC 121), and
searing light with 3rd level halt undead.

Undeath to death is 6th level Undeath to Death :: d20srd.org
Detect Undead is 1st level Detect Undead :: d20srd.org
Halt Undead is 3rd Level Halt Undead :: d20srd.org
Actually, I think I'd rather go ahead and substitute Halt Undead on the lichy-poo. ;) [Previous post edited accordingly.]
 

log in or register to remove this ad

Scotley

Hero
Initiative Order:

Radoon 19
H'Roosh 14
Serleon 10
Armanites 10
Zurrik 9
Gnurl 3
Lich 2

Geoffrey?

OOC: Still need initiative for Geoffrey. Radoon and H'Roosh are up first.
 



Maidhc O Casain

Na Bith Mo Riocht Tá!
[sblock=Protection from Evil]This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects. First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.

Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion.

Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.[/sblock]
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
"Split off so they can't hit us all at once!" H'Roosh breaks right, moving quickly to the east side of the room in order to draw some of the fire off that way.

[sblock=Actions]Move: to S10
Standard: Total Defense[/sblock]

[sblock=Stat Block]
Code:
   HP: 64/72      AC: 24   AC(T): 24   AC(FF): 20
 Init: +04     ST(F):+02   ST(R):+06    ST(W):+02

  BAB: 07    Grapple:+13

                Total  Base   Mod  Misc   Special
Fort:            13     5     +4    +4    +2 vs. Water/Enchantment
Ref:             13     8     +1    +4
Will:            13     5     +4    +4


Weapon            Attack      Damage  Critical    Special
Unarmed Attack    +12/+12/+7  2d6+5   20/x2       +1 Magic Enhancement
  (As 12th Level)                                 Flurry of Blows
                                                  Stunning Fist (7/Day)
                                                  +4 Disarm/Grapple/Trip
                                                  +1d4 Damage (7/Day)
                                                  Reflect Ranged Damage 1/Rnd
                                                  Deflect Ranged Attack 1/Rnd
                                                  Trade Attack Bonus for AC
[/sblock]
 
Last edited:

mleibrock

First Post
[sblock=Protection from Evil]This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects. First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.

Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion.

Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.[/sblock]

Thanks Mike.

So can we assume, the barrier is centered around Geoffry? Guess it doesn't do much for us if it is only a 1 ft radius.
 

mleibrock

First Post
Radoon

Radoon breaks to the west, ending his move on H11 and throws his +2 shocking returning dagger (+1d6 electrical) w/ Truedeath crystal (greater) in hilt at the Lich.

currently at 55/62 HP. AC 17
 
Last edited:


Scotley

Hero
After an epic battle on the roof top of the Lich's tower the party is victorious. Zurric stuck the final blow on the Lich with Featherwind the Owl ripped out the Homunculus familiar's eye slaying and preventing it from escaping with the Phylactery. An elder Earth Elemental, Two Armanites and a Fire mephit Rogue were also slain.

10,000 exp. were awarded.
 

Remove ads

Top