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


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Leif

Adventurer
OOC: Well, heck, DeWar, you STILL didn't say what spell it is and didn't edit your previous post, either! Tell me now, or Capizzio loses his action this round.
 

KerlanRayne

Explorer
Kerlan, a little more shaken by the sudden appearance, is the last to act. Hoping to assist Cap in disrupting the spell, which would most certainly make things worse, he uses a magical attack as well. A red hot shard shoots forth towards the drow as the crystal on Kerlan's neck begins to glow. As the crystal gets brighter, the flaming shard grows that much more intense.

OOC: 27 Fire damage, DC 17 Reflex save for half. (Empowered by spell shard)
Kelgore's Fire Bolt (5d6=18)
 

Leif

Adventurer
The Vault of Larin Karr

Capizzio, your magic missiles seem to be tracking true toward the foe, but they dissipate before striking him. Kerlan, your kelgore's fire bolt also draws near to its target, but then it sizzles and goes out before it makes contact, however the stone at the heart of the bolt sails onward and impacts the wizard for 1 hp of damage, startling him and spoiling his spell. The Drow Wizard curses as his summoning fades and the pillar of foul smoke between him and you dissipates. Within the smoke, as it fades, you see an eerily beautiful form, vaguely humanoid in general form, but with horrible wings sprouting from its back, a great flaming bow in its hands, and a long rope-like coil hanging at its waist. You clearly see this creature for just a moment, and then she/it, too fades from view and is gone as the spell fails.
 
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Leif

Adventurer
The Vault of Larin Karr

OOC: Post1404 edited! Capizzio recognizes the creature that faded from view as an Erinyes Devil!
 
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Leif

Adventurer
The Vault of Larin Karr

OOC: Posts 1404 and 1406 both edited heavily!


Even as the stone hurled by Kerlan's spell strikes the Drow wizard and spoils his spell, you see that two creatures already flank the Drow: One is a seething monstosity that deftly wields a vicious, saw-toothed glaive while below its toothy maw writhes a hideous, twitching beard. It has a pelt of fur from its belly to its ankles, and a pair of great horns jut upward from its head at a 45 degree angle to the rear for 2-3 feet. The other creature is an emaciated figure that looks like a horned human skeleton smothered within a bone-tight hide of slimy leather. Both creatures are approximately 6 feet tall, not counting horns. The Drow says, "Curse the villanous thieves and vile intruders! Let them see no gain from their larcenous escapades! Smite them my minions! Eat their livers before their still-living eyes and swallow their souls down to your homes! (Hell or the abyss, it really matters not to me one whit.)"

[Pics are not to scale, but are for general reference only]


drow wizard Larin Karr.jpg
bearded devil.jpgBabau2demon.jpg
 
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Scotley

Hero
"Well, this can't be good. If we are going face foes from below we need help from above." Tylara begins a summoning using the most powerful spell she knows.

OOC: [sblock]Casting Summon Monster 3 to call up a lantern archon with augmented summoning on the defensive.
[sblock=Archon stats]
Lantern Archon CR 2

XP --
LG Small outsider (archon, extraplanar, good, lawful)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +4 Aura aura of menace (DC 13)

DEFENSE

AC 15, touch 11, flat-footed 15 (+4 natural, +1 size; +2 deflect vs. evil)
hp 13 [17] (2d10+2) [2d10+6]
Fort +4 [+6], Ref +3, Will +0; +4 vs. poison, +2 resistance vs. evil
DR 10/evil; Immune electricity, petrification

OFFENSE

Speed fly 60 ft. (perfect)
Ranged 2 light rays +3 ranged touch (1d6)
Spell-Like Abilities (CL 3rd):

At Will—aid, continual flame, detect evil, greater teleport (self plus 50 lbs. of objects only)

STATISTICS

Str 1 [5], Dex 11, Con 12 [16], Int 6, Wis 11, Cha 10
Base Atk +2; CMB -4 [-2]; CMD 6 [8]
Feats Improved Initiative
Skills Diplomacy +5, Fly +14, Knowledge (planes) +3, Perception +4, Sense Motive +5
Languages Celestial, Draconic, Infernal; truespeech

SPECIAL ABILITIES

Gestalt (Su)

Nine lantern archons can fuse together as a full-round action, becoming a single Large entity that is more powerful than the individual archons that make up its parts. Looking like a whirlwind of dancing firefly lights, the gestalt has all the powers and abilities of a Large air elemental plus the following: archon, good, and lawful subtypes; archon traits (aura of menace DC 16); 2 light rays (2d6); DR 5/evil and magic. The archons can remain in this form for 2d4 rounds. When the gestalt separates back into individual lantern archons, its remaining hit points are divided evenly among them; if it had less than 9 hit points, some of the component archons die when the gestalt ends.

Aura of Menace (Su)

Any hostile creature within a 20-foot radius of an archon must succeed on a Will save (DC 13) to resist its effects. The save DC is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.

Light Ray (Ex)

A lantern archon can fire beams of light to damage foes. These light rays have a maximum range of 30 feet. This attack overcomes damage reduction of any type.

Augment Summoning: Items in brackets [] represent the spell being cast by a character with the Augment Summoning feat.[/sblock]
Concentration check to cast defensively (1d20+9=18)[/sblock]
 



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