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[LPF] Mopping Up

DalkonCledwin

First Post
Tonris sends a distraught mental emotion to Rex intoning the compunction to stay put. Meanwhile Tonris himself enters the room and proceeds to to within range to launch one of his more dangerous spells at the Dwarf. This he hopes is not a fatal mistake. However once within range he takes a defensive posture and proceeds to cast a fan of destructive fire energy at the Dwarf.

[sblock=Actions]Hasted Move to Square AC-8.
Standard Action: Defensively cast Burning Hands on the Dwarf.[/sblock]
[sblock=Tonris, Mini Stats]Initiative: +9
Perception: -1 (it is +1 if within arm’s reach of Familiar)
Armor Class: 13 (Flat-Footed: 12 // Touch: 12)
Mage Armor Class: 17 (Flat-Footed: 15 // Touch: 12)
Hit Points: 30 Current // 30 Total
BAB: +2 CMB: +3 CMD: 14
Fort: +3 Ref: +2 Will: +4
Special Resistances: +2 Trait Bonus to Saving Throws against Divination Effects, and a +1 Trait Bonus to Saving Throws against Divine Spells.
Concentration Check: 1d20 +8 (plus an additional 4 if casting defensively)
Caster Level Check: 1d20 +4

Primary Weapon: M.W. Quarterstaff (Attack Bonus: +4 // Damage: 1d6+1 // Critical: 20/x2 // Double Weapon // Masterwork)
Secondary Natural Weapon: Prehensile Hair (Attack Bonus: +1 // Damage: 1d3+2 // Critical: 20/x2 // 10 foot reach)
Wands: Wand of Mage Armor (40 Charges remaining)

Class Abilities & Spells
Hexes:
Evil Eye:
can be used on any one target within 30 feet whom Tonris can see. This ability gives a -2 penalty to one of the following: AC, Ability Checks, Attack Rolls, Saving Throws, or Skill Checks for 7 rounds. Will save DC 16 reduces effect to just 1 round.
Flight: grants a +4 racial bonus on swim checks, allows the use of feather fall at will, and allows Tonris to cast Levitate once per day (0 / 1 per day).
Prehensile Hair: Grants Tonris the ability to manipulate his hair for a total of 4 minutes per day. These minutes need not be consecutive, but they must be spent in 1 minute intervals (1 / 4 minutes per day).

Prepared Spells
Cantrips (DC – 14): Guidance; Resistance; Detect Magic; Stabilize
First Level (DC – 15): Cure Light Wounds; Burning Hands; Ear Piercing Scream; Ray of Enfeeblement
Second Level (DC – 16): Cure Moderate Wounds; Touch of Idiocy, Enthrall[/sblock]
[sblock=Rex, Mini Stats]
Dinosaur, Compsognathus

Neutral, Tiny Animal

Init: +6; Senses: Lowlight Vision, Scent; Perception +4
AC: 17, Touch 14, Flat-Footed 15 (+2 Dex, +3 Nat, +2 Size)
Mage Armor AC 21, Touch 14, Flat-Footed 19 (+2 Dex, +3 Nat, +4 Mage Armor, +2 Size)
HP: 13 (1d8+2 treated as if it had 4d8+2)
Saves: Fort +4; Ref +4; Will +4
Speed: 40 ft, Swim 20 ft.
Melee: Bite +3, (1d3-1 + poison)
Space: 2.5 feet // Reach: 0 feet
Ability Scores: STR 8, DEX 15, CON 14, INT 6, WIS 11, CHA 5
Base Attack: +2; CMB +2; CMD 11
Feats: Improved Initiative
Skills: Perception +4, Swim +7, plus all skills that Tonris has ranks in
Poison (Bite - Injury) Save Fort DC 12: Frequency 1/round for 4 rounds; 1d2 STR; Cure = 1 save.
Special Abilities Alertness, Empathic Link, Improved Evasion, Share Spells, Store Spells, Deliver Touch Spells[/sblock]
 

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sunshadow21

Explorer
Both Heinrich's and Tonris's cone spells fail to have the full impact they would prefer, but they aren't completely without effect, although the dretch seems to yawn at the sheer lack of danger it's in. Tonris finds himself in complete darkness, and effectively blind. The air elemental once more stirs up a lot of dust and debris as it piles through the oddly shaped room, knocking stray bits off the ceiling and walls, smoothing them over in the sections it touches. It is unable to catch the sorceress in it's wind, but it does do some damage.

In a surprise move, the dretch fall back to near the altar. Arianna is able to time her attack just right as she jabs the one that Heinrich had been harassing as it passes between the pillars, doing a fair bit of damage to it as it falls back. Meanwhile, from the cloud of dust surrounding the back of the altar, Arianna sees 2 flashes of energy, and Ni would have received words of pain from the elemental except that the cleric was simultaneously casting silence on the doorway, cutting off the wizard and the summoner from any and all sounds within the chamber itself.


[sblock=round 3]
SanctuaryRound3.jpg

Black square = The room has had Protection from Law, Protection from Good, and Darkness cast on it and they feel pretty permanent, functioning in a manner similar to desecrate; these spells affect everyone in the room.
Red outline = Silence spell (4 rounds)
Grey Outline = Dusty Cloud of Debris (Partial concealment 5' away; complete concealment farther away) = 1 round

Arianna 33(16)/33(29); enlarged 37 rounds
Compy 15/15
Heinrich 22/22
Ni 30/30
Tonris 30/30; effectively blind without a light source

Tiefling Half Demon Sorcereress
Dwarven Cleric; 7 damage; enlarged 28 rounds; divine favor 8 rounds
Magenta Dretch
Red Dretch seriously hurt[/sblock]

OOC: The party is up.

 
Last edited:

Satin Knights

First Post
To cut the number of opponents, Arianna focuses on the magenta dretch in an attempt to take it out. Stabbing it twice, she has severely wounded it, but it still stands. "The cleric is in the same place. Fire again! The others disappeared into the whirlwind dust."
[sblock=actions]free talk, swift Arcane Strike, std attack, hasted attack[/sblock][sblock=mini-stats]Arianna Mermaid ~ Perception +6, Sense Motive +6, Stealth +1, Low Light Vision
Base HP 37/0, AC 15, 13 T, 13 FF, Init +2
Current HP: 37
, Current AC: 19
CMB +2, CMD 14, Fort +5, Reflex +4, Will +8 . . Move 15', 25'
MW Long Spear +2, d8 with 10' reach
MW DW Spear Gun +4, d8
Dagger +1, d4 or thrown +3, d4
Active Enhancements: -
In hand: none


Consumables: 33 spear gun bolts, 20 cold iron bolts, 4 days rations,
. . .... . . . . . . . 1 potions of Cure Light Wounds, (in scarf)
. . . . .... . . . . . 1 potion of Lesser Rejuvenate Eidolon (crutch)
. . .... . . . . . . . 1 potion of Cure Light Wounds (crutch)
.......................1 wand of Lesser Rejuvenate Eidolon (47 charges)
.......................1 wand of Cure Light Wounds (49 charges)
Loot chosen: Ring of Protection +1

Summon Monster I: 7/day, 0 used
.Cantrips: unlimited Detect Magic, Mage Hand, Drench, Jolt, Guidance, Breeze
. Orisons: unlimited Stabilize, Detect Poison, Purify Food/Drink
1st Level: 4/day, 2 used Mage Armor, Lesser Rejuvenate Eidolon, Shield, Enlarge Person
1st Level: Memorized Bless, Divine Favor, Longstrider(d)
Lesser Rod of Extend: 3 charges/day, 2 used
Channel Positive Energy:
7/day, 0 used 1d6 healing
Interrupt Abilities: Move HP from Arianna (real) to Teq (temp) to keep above zero

Beast (Teq Oola) ~ Perception +14, Sense Motive +6, Stealth +1, 60' Darkvision and Low Light Vision
Base HP 33/29, AC 18, 12 T, 17/21 FF, Init +1
Current HP: 33/16, Current AC: 22+4shield-2enlarge+1haste = 25
CMB +7, CMD 18, Fort +5, Reflex +3, Will +8 . . Move 50', 80' with Haste
Claw/Claw +7, d4+4+1 Arcane Strike
MW Longspear +9, d8+6+1 Arcane Strike with 10' reach
MW Longspear +9, 2d6+6+1 Arcane Strike with 20' reach

MW Darkwood Speargun +5, d8+1 Arcane Strike
Dagger +7, d4+4 or thrown +4, d4+4+1 Arcane Strike
Jolt +4, d3, RTA spell

Active Enhancements: Evasion, Mage Armor (8 hours), Longstrider (2- hours), Shield (37 rounds), Enlarge Person (37 rounds)
In hand: Longspear
Conditions: Haste, Arcane Strike, partially enfeebled, STR 19 (balanced against enlarge), AC 25 [/sblock]
 
Last edited:

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
Heinrich notices the sound having been dampened, moves into the room looking for targets and a place to cast. he finds both with luck!

move to Z,11 = 35 feet [south 15, south east 20] [haste augmented]
cast magic missile at magenta drech

[sblock=special info]

Effects active:
Haste from ni
+1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves.
All of the hasted creature's modes of movement (including land movement,
burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice
the subject's normal speed using that form of movement.
rounds: 00000
shield from self
Shield creates an invisible shield of force that hovers in front
of you. It negates magic missile attacks directed at you. The
disk also provides a +4 shield bonus to AC. This bonus
applies against incorporeal touch attacks, since it is a force
effect. The shield has no armor check penalty or arcane spell
failure chance.
rounds 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000
[/sblock]
[sblock=stat block]
fire jett [su] damage: 1d6+2 DC 16 Unused: 00000 00 Used:
-Special: Reflex save for 1/2 dmg or catch fire and take additional 1d6(fire) dmg
-Range: 20' line

Crossbow, Light(+1) : Att +5 Dam 1d8, Crit 19-20/x2, range 80 feet, type P
Dagger, Melee: Att +02 Dam 1d4, Crit 19-20/x2, range 10 feet, type P/S
Dagger, Thrown: Att +04 Dam 1d4, Crit 19-20/x2 range 10 feet, type P/S
Ranged touch attack +6

HP: 22/22
AC [WITH SHIELD & HASTE] 19; TOUCH 17 FF 12

[SBLOCK]
AC [NORM] 14; TOUCH 12; FF 12
AC [W/ SHIELD & CAT'S GRACE] 20; TOUCH 20; FF 12

ATTACKS [RANGED] WITH CAT'S GRACE
Crossbow, Light(+1) : Att +7 Dam 1d8, Crit 19-20/x2, range 80 feet, type P
Dagger, Thrown: Att +6 Dam 1d4, Crit 19-20/x2 range 10 feet, type P/S
Ranged touch attack +6
[/SBLOCK]

SPELLS

Save DC:
General: 14 + SL
Evocation: 16 + SL
Elemental (Fire): 15 + SL
Evoc + (Fire): 17 + SL

0 Level
* prestidigitation
* Detect Magic
* Dancing Lights
* acid splash

Level 01
* Burning Hands(ev,E,*)
* Burning Hands(ev,E,*)
* -magic missile-
* -shield-

Level 02
* -Burning hands of acid- (A,ev,E,*)
* scorching ray (ev,E)
* scorching ray (ev,E)
* Cat's grace

LEVEL 3
* Fire ball (**,ev,E)
* Fire ball (**,ev,E)
* Haste

( - ) denotes a cast spell
(*) cast at +1 level (trait)
(**) cast at +2 levels (Feat)
(E) elemental: flame school
(ev) evocation
(A) denotes changed to acid
(&) takes 2 spell slots to cast
(#) recalled via pearl of power

spells per level:

cast through bonded item:
Level 0: 4 =4
Level 1: 3+1(Int)+1(Fire)=4+1 [+4 recallable (pearls of power) 0000]
Level 2: 2+1(Int)+1(Fire)=3+1
Level 3: 1+1(Int)+1(Fire)=2+1
Level 4: 0+1(Int)+1(fire)=0

[/sblock]
 

sunshadow21

Explorer
OOC: Ni and Tonris still to go this round. We may have to work with changing coordinates on the current map as I don't know how fresh my backups are mapwise and my desktop appears to have just died on me after a power outage.
 

Qik

First Post
[sblock=OOC]Just flew home from my weekend travels. Will post tomorrow. Thanks for the patience/understanding.[/sblock]
 

DalkonCledwin

First Post
Tonris tentatively steps closer to wear he thinks the Cleric is, after hearing what Arianna shouted. Once in that spot he defensively casts a spell that should render the Cleric far less effective in fighting amongst him and his allies. Though to cast this spell effectively he will need to be able to touch the cleric. So he cautiously places his hand out in the direction he thinks the cleric is hoping to land a soft unnoticed blow on the cleric.

[sblock=Actions]Casting Touch of Idiocy on the defensive after 5 foot stepping to square AD-9. This will require a melee touch attack against the cleric, so I am rolling for that. If I am reading this correctly I have a 50% miss chance, so if I roll a 1-50 I miss.

Touch of Idiocy lasts for 40 minutes, and does not allow for a saving throw. It does however allow for Spell Resistance. So I will include a caster level check vs. that.[/sblock]

[sblock=Tonris, Mini Stats]Initiative: +9
Perception: -1 (it is +1 if within arm’s reach of Familiar)
Armor Class: 13 (Flat-Footed: 12 // Touch: 12)
Mage Armor Class: 17 (Flat-Footed: 15 // Touch: 12)
Hit Points: 30 Current // 30 Total
BAB: +2 CMB: +3 CMD: 14
Fort: +3 Ref: +2 Will: +4
Special Resistances: +2 Trait Bonus to Saving Throws against Divination Effects, and a +1 Trait Bonus to Saving Throws against Divine Spells.
Concentration Check: 1d20 +8 (plus an additional 4 if casting defensively)
Caster Level Check: 1d20 +4

Primary Weapon: M.W. Quarterstaff (Attack Bonus: +4 // Damage: 1d6+1 // Critical: 20/x2 // Double Weapon // Masterwork)
Secondary Natural Weapon: Prehensile Hair (Attack Bonus: +1 // Damage: 1d3+2 // Critical: 20/x2 // 10 foot reach)
Wands: Wand of Mage Armor (40 Charges remaining)

Class Abilities & Spells
Hexes:
Evil Eye:
can be used on any one target within 30 feet whom Tonris can see. This ability gives a -2 penalty to one of the following: AC, Ability Checks, Attack Rolls, Saving Throws, or Skill Checks for 7 rounds. Will save DC 16 reduces effect to just 1 round.
Flight: grants a +4 racial bonus on swim checks, allows the use of feather fall at will, and allows Tonris to cast Levitate once per day (0 / 1 per day).
Prehensile Hair: Grants Tonris the ability to manipulate his hair for a total of 4 minutes per day. These minutes need not be consecutive, but they must be spent in 1 minute intervals (1 / 4 minutes per day).

Prepared Spells
Cantrips (DC – 14): Guidance; Resistance; Detect Magic; Stabilize
First Level (DC – 15): Cure Light Wounds; Burning Hands; Ear Piercing Scream; Ray of Enfeeblement
Second Level (DC – 16): Cure Moderate Wounds; Touch of Idiocy, Enthrall[/sblock]
[sblock=Rex, Mini Stats]
Dinosaur, Compsognathus

Neutral, Tiny Animal

Init: +6; Senses: Lowlight Vision, Scent; Perception +4
AC: 17, Touch 14, Flat-Footed 15 (+2 Dex, +3 Nat, +2 Size)
Mage Armor AC 21, Touch 14, Flat-Footed 19 (+2 Dex, +3 Nat, +4 Mage Armor, +2 Size)
HP: 13 (1d8+2 treated as if it had 4d8+2)
Saves: Fort +4; Ref +4; Will +4
Speed: 40 ft, Swim 20 ft.
Melee: Bite +3, (1d3-1 + poison)
Space: 2.5 feet // Reach: 0 feet
Ability Scores: STR 8, DEX 15, CON 14, INT 6, WIS 11, CHA 5
Base Attack: +2; CMB +2; CMD 11
Feats: Improved Initiative
Skills: Perception +4, Swim +7, plus all skills that Tonris has ranks in
Poison (Bite - Injury) Save Fort DC 12: Frequency 1/round for 4 rounds; 1d2 STR; Cure = 1 save.
Special Abilities Alertness, Empathic Link, Improved Evasion, Share Spells, Store Spells, Deliver Touch Spells[/sblock]
 
Last edited:

Qik

First Post
"Oh brother..." grumbles Ni as the sounds of battle suddenly go mute. "This has just not been our day or two." The gnome moves across the door, then summons an earth elemental within the chamber. The elemental charges at the nearest available target. Further in, the wind elemental continues to harass the sorceress.

[sblock=Actions]Ni moves to S10, summons an earth elemental at X6.

Air elemental 5' step to AG8, attacks the sorceress: 1d20+6=11, 1d4+3=4

Earth Elemental charges to AD6, attacks Dretch: 1d20+11=14, 1d6+7=13[/sblock][sblock=OOC]Thanks for bearing with my absence.

From your flavor text, it sounds like the Air elemental took some damage; how much?[/sblock]

nimientioquijuil-smaller-e1336011034261.png
lumoies-e1336011022912.png
[sblock=Stats]Nimientioquijuil
HP: 30/30
AC: 17 (Current: 18) (Touch: 13 (Current: 14), Flat-footed: 15)
CMB: 0 CMD: 12 Fort: +3, Ref: +5, Will: +5 (+7 vs Illusions)
Perception: +2
Initiative: +2

Current Weapon in Hand: None

Summon Monster I: 8/11
Spells:
- 0: DC 16; Infinite
- 1: DC 17; 5/5
- 2: DC 18; 2/3

Active Magic:
Haste: on Ni, Tonris, Heinrich, Arianna - 3/4 rounds
Summon Monster II - Air Elemental - 2/40 rounds
Summon Monster II - Earth Elemental - 1/40 rounds

Eidolon: Unsummoned
HP: 20/20
Eidolon AC: 21 (Touch: 13; FF: 18)
CMB: +5 CMD: 17 Fort: +4 Ref: +5 Will: +0
Perception: +8
Initiative: +3

Natural Weapons:
- Bite:
+5, 1d6+3
- 2 Claws: +5, 1d4+3[/sblock][sblock=Small Air Elemental Stats]
Small Air Elemental
HP: 17/17
AC: 17 (Touch: 10; FF: 17)
CMB: +6 CMD: 15 Fort: +6 Ref: +6 Will: +0
Perception: +4
Initiative: +7

Melee: Slam +6 (1d4+3)
Special Attacks: whirlwind (DC 12, 10-20 ft)[/sblock][sblock=Small Earth Elemental Stats]Small Earth Elemental
HP: 17/17
AC: 17 (Touch: 10; FF: 17)
CMB: +6 CMD: 15 Fort: +6 Ref: +2 Will: +0
Perception: +5
Initiative: -1

Melee: Slam +8 (1d6+6)
Special Attacks: earth mastery (+1 attack/damage if both it and foe are on ground, -4 if opponent is airborne or waterborne.)[/sblock]​
 


Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
OOC: I have had a health issue, been moving and dealing with an internet access issue. now moved. issues resolved.
 

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