[LPF] From Whence None Return

jkason

First Post
Weel Naxel, aasimar oracle

Weel frowns at the clanking sound, and the voices around him seem to take on a much tenser tone.

"What? Well, no, I wouldn't be upset at all if you took a few more precautions," he says to the air around him. The air around the north islander shimmers slightly in response. Then he squints.

"I still can't see what's making the angry noises," Weel says.
"Sir Catt... er, Jungle Warrior?" the broad-shouldered man asks, leaning forward a bit to Maui. "I'm not sure whatever's making that sound is friendly, and the more distance between us and it, probably the better. Maybe I can talk your little glowing friend into taking a little stroll closer, so we can see further down without stumbling?" As Weel points to the sunrod, Maui feels the slightest tug against it in his hand.

"We should probably watch out for the grates, too. They might be prickly like this one," Weel says, pointing back to the spikes.

[sblock=ooc]Weel casts Shield of Faith. +3 deflection to AC. Lasts 9 minutes with his last level up.

Weel's offering to use Mage Hand to float the sunrod further down the hall and shed light thataway to see what the clanking is without anyone having to move just yet. He should be able to keep it at its normal light radius away, possibly a bit further (I think he has a 45' range on the spell at present). We'd have to move slightly slower (the spell only allows propulsion at a 15' move), but with all the traps, it's probably better to move slower to spot those, anyway. :) [/sblock]

[sblock=mini-stats]Weel Naxel

Initiative: +1
AC: 21 (23 w/ Magic Vestment) Current: 26
HP:85 Current: 64
Senses: Perception 6, Sense Motive 2
CMB: +11 CMD: 22 Fort: +7
Reflex: +6
Will: +8
Spell Resistance: 14 vs. evil descriptor / evil outsiders


Conditions:
* Magic Vestment (8 hours)
* Iron Weapon (8 minutes)
* Lead Blades (8 minutes), damage bump to 3d6 on Greatsword
* Shield of Faith (9 minutes), +3 deflection to AC.

In Hand: Iron Weapon (Greatsword)


Common Attacks:

(Cold) Iron Weapon Options Attack: +12/+07 = [BAB (06/01) + STR (05) + Enhance (01)]
Damage (Greatsword): 2d6+8, Crit: 19-20/x2, S
Damage (Halberd): 1d10+8, Crit: x3, P or S, brace, trip
Damage (Earthbreaker): 2d6+8, Crit: x3, B
Damage (Lucerne Hammer): 1d12+8, Crit: x2, B or P, brace, reach

Conditional: -2/+4 (+6 2H) Power Attack
Furious Focus negates 1st attack penalty for 2H
+1 attack if moving at least 10' during turn

Iron Weapon (9 minutes, +1 cold iron): 5/6 Remaining
Bracer auto take 10: 1/1 remaining
Spells: Orisons (DC 13): Create Water, Detect Magic, Detect Poison, Ghost Sound, Mage Hand, Mending, Purify Food and Drink, Read Magic, Spark, Stabilize
1st (4/7 remaining)(DC 14): Cure Light Wounds, Obscuring Mist, Lead Blades, Liberating Command, Protection from Evil, Shield of Faith, Sun Metal
2nd (7/7 remaining)(DC 15): Align Weapon, Cure Moderate Wounds, Grace, Groundswell, Heat Metal, Levitate, Make Whole, Minor Image, Shatter, Silence
3rd (4/7 remaining)(DC 16): Cure Serious Wounds, Dispel Magic, Keen Edge, Locate Object, Magic Vestment, Stone Shape
4th (4/4 remaining)(DC 17): Blessing of Fervor, Cure Critical Wounds, Freedom of Movement, Versatile Weapon
[/sblock]
 

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Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
"Wow, tight fit here. Those spikes are a nasty bit of . . What's that sound? why is it getting loud . . .Oh, something wicked this way comes?" Vincenzo draws his rapier and moves forward to defend all of the others.
 


jbear

First Post
Maui, feeling the tug at the sunrod lets go and watches wide eyed as it floats down the passage. "Oh, very nice Door Whisperer" he mouths as he quickly finds his wand and begins furiously tapping Taniwha on the head with it causing the feline's wounds to lessen. If there is enough time he heals himself as well before putting it away and turning to face whatever it is that approaches.

[sblock=Actions] Use wand of CLW to heal as much as possible before encounter begins.

3 taps heals 21 hps taking him to max
1 tap for Maui heals 5 hps taking him to 57+5=62 hps

If there is time he will use another 2 taps to heal an additional 8 hps so 62+8=70 hps leaving 1 use left of wand.
[/sblock]


[sblock=Lvl 8 Stats]
[http://livingpf.wikia.com/wiki/Maui_(jbear1979) Maui]
Initiative: +2
AC: 21 (Touch 14; FFt 18)
HP: 74 Current: 57+13
CMB: +12 CMD: 25 Fort: +9 Reflex: +8 Will: +11

Conditions: Longstrider (7hrs); Mage Armour (1 hr); Delay Poison (8hrs); Aspect of the Falcon (8 mins; +3 perception)
Poisoned (-1 STR)

In Hand:
Cold Iron MW Scimitar: +13 (+12)/+8(+7); 1d6+6 (+5) (Crit 18-20:x2)
and Heavy Shield

Spells: Orisons: Detect Magic, Guidance, Know Direction, Detect Poison
1st: CLW 0/2; Longstrider: Used, Detect Snares and Pits: Used, Aspect of the Falcon:Used
2nd: Bull's Strength 2/2, Bark Skin, Delay Poison: Used
3rd: Mad Monkeys, Greater Magic Fang, Resinous Skin, Empty Slot
4th: Thorn Body, Empty Slot: Used to Summon Nature's Ally
Wild Shape: 3/4 uses left per day

[sblock=Leopard Shape]
Medium animal; Senses: low-light vision, scent;
AC 16 (20), touch 16 , flat-footed 12 (16)
Speed 30 ft., climb 20 ft.
Melee:Bite +13; 1d8+7; 2 Claws: +13; 1d4 +7 dmg
Special: Trip

[/sblock]

[sblock=Lizard Bird Shape]
Deinonychus
Medium animal; Senses: low-light vision, scent;
AC 16 (20), touch 16 , flat-footed 12 (16)
Speed 60 ft.
Melee:Bite +13; 1d6+7; 2 Talons: +13; 1d8+7 dmg; Foreclaws: +7; 1d4+4
Special: Pounce

[/sblock]

[sblock=Dire Tiger Shape III]
Dire Tiger
Large Animal; Senses: low-light vision, scent;
AC 17 (21) , touch 15 , flat-footed 14 (18)
Speed 40 ft.
Melee:Bite +14; 2d6+8 (+Grab); 2 Claws: +14 ; 2d4+8 dmg (+Grab)
Special: Pounce, Rake
http://s2.hubimg.com/u/6753809_f520.jpg
[/sblock]

Wand of CLW Uses: 7-6/16
Wand of Magic Fang: 45/50
Wand of Speak with Animals: 47/50
Wand of Mage Armor: 46/50
Rod of Lesser Extend: 3/3
Potions: CLW 2/2
Flasks: Holy Water 2/2
Sling Bullets: 19/20

Taniwha
Initiative: +7
AC: 22 (26)
HP: 58 Current: 39+21
CMB: Trip/Disarm +11 CMD: 26 (29 vs Trip) Fort: +7 Reflex: +11 Will: +5 (+9 vs enchant)

Conditions: Mage Armor (1 hr)


Bite: +11 (+12); 1d6+4 (+5) dmg; special: Trip
2x Claws: +11 ; 1d3+4 dmg
[/sblock]
 

Deuce Traveler

Adventurer
"Well I suppose if people were falling into this pit like some kind of halflingoid shish kabob, it would make sense that something else would come along to enjoy the fine dining." The halfling cook moves himself to the front of those still wounded in order to provide protection while they heal up.

Mini-Stats
[sblock]
HP: 38/38
AC: 23, AC Touch: 21, AC Flatfooted: 17
INIT: +7, BAB: +4, CMB: +6, CMD: 22
Fortitude: +6, Reflex:+11, Will: +9
Speed: 40'

Unarmed Strike: Attack: +11 = [BAB (4) + Dex (5) + Size (1) + Weapon Focus (1) + Amulet (0)]
Damage: 1d6+1+1d6 fire, Crit: 20/x2, Special: Stunning Fist Option
Flurry of Blows: Attack: +11/+11/+6 = [Monk(6) + Dex(5) + TWF (-2) +WF(1) +Size(1) + Amulet (0)]
Damage: 1d6+1+1d6 fire/1d6+1+1d6 fire/1d6+1+1d6 fire, Crit: 20/x2, Special: Stunning Fist Option
Ki Pool: 4 points
[/sblock]
 

kinem

Adventurer
"It could be a zombie" Menik admits.

[sblock=SK]Note that Menik's hp since he leveled up is 51/51.[/sblock]

[sblock=Menik mini stats]
Menik

AC 17 (touch 13, ff 14) w/mage armor, hp 51/51
Init +3, CMB +4, CMD 17, Fort +5, Reflex +6, Will +6; Perception +9 (low-light vision), Stealth +10

attack longsword +4 (1d8+1, 19/x2) or dagger +4 (1d4+1, 19/x2)

force missile (Sp): (1d4+3, as magic missile, 8/day)

Arcane bond: ring; cast any spell in spellbook 1/day except Abj or Div

DC 15 + spell level; (& = evocation, +1 DC, +3 damage, school spell)
(- = abj, * = div: need 2 slots)
(~ = fire, +1 DC)

spells/day: 4 cantrips, 6+1& 1st, 4+1& 2nd, 3+1& 3rd, 2+1& 4th
concentration: +12 (+5 Int, +7 level)
lesser metamagic rod, selective (3/day, up to 3rd level spell, exclude up to 4 creatures from area of effect)

Level 0: message, disrupt undead (40', +6 ranged touch, 1d6), detect magic*

Level 1: mage armor, magic missile& (1d4+4,1d4+1,1d4+1,1d4+1) (x3),
chill touch (7 touches; 1d6 damage + 1 str damage (Fort part DC 16)
or undead panic 1d4+7 rounds (Will neg DC 16)),
ear-piercing scream& (50', 5d6+3, daze 1 rnd, Fort DC 17 1/2 + no daze),
(empty slot)

Level 2: mirror image (1d4+2, 7 min),
flaming sphere&~ (3d6+3, Reflex neg DC 19, 160' range, 7 rounds) (x2),
toppling magic missile& (1d4+4,1d4+1,1d4+1,1d4+1; trip +11) (x2)

Level 3: haste (7 targets, 7 rounds),
halt undead (170', Will DC 18 neg (Int only), up to 3 undead, 7 rounds,
ends if they are attacked or take damage),
fireball&~ (9d6+3, Reflex half DC 20, 20' radius, 680' range) (x2)

Level 4: none prepared

Gear: 4 days' rations, potion of CLW (1d8+1), periscope, pearl of power (1st level)
Party gear: scroll of locate object
[/sblock]
 



Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
"Well, I guess the last zombies I saw were swimming, so I guess they can walk on land with armor."
 

Satin Knights

First Post
It doesn't take long for the thing moving to get through the spiked grates and into some light. It is about to emerge through the closest field of spikes. A skeletal form, this one isn't just bleached bones that is normally seen. A lot of the flesh is still attached to its previously elven body. Shiny armor on it glistens that should have rusted away years ago. The blade it carries has weathered the time well, but not the shield. The shield looks as decrepit as the creature carrying it.

[sblock=Menik]Two things strike you about this creature. It is a bloody skeleton, but a bit stronger than normal. They need to be hit with positive energy, or else they simply regenerate and reform no matter how well you smash the bones. They are immune to cold damage and any weapon other than bludgeoning doesn't work well against them.

Two: He is wearing Kyle's armor and shield.
[/sblock][sblock=Combat Round 1] The creature closed into sight in 2 rounds, so the rest of Maui's healing roles are saved for later if he continues on that path.
57/74.AC 21 M12 ~ Maui ~ MA 368r, LS 3966r, DPaS 470r, Light 4748r, DPoison 4795r ~ just 1 STR drain +5+8 coming
31+8+6/50 AC 26 L12 ~ Taniwha ~ MA 368r ~ +6 coming
77/79 AC 20 O11 ~ Vincenzo ~
64/85 AC 23+3 L11 ~ Weel ~ MVest 4569r, IronWeap 586r, LB 587r, SoF 89 ~
51/51 AC 17 M10 ~ Menik ~ MA 1933r ~ Kn Religion (1d20+15=31)
38/38 AC 23 O12 ~ Lem ~

??/?? AC 20 R12 ~ Mr. Bones ~

The spiked grates are indeed difficult terrain.
The yellow light crystal is overhead.
Red circle=grappled
Blue circle=prone
blue X=unconscious
red X=dead[/sblock][sblock=Map]
map30.png
[/sblock]
 

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