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[LPF] Mopping Up


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[sblock=OOC]A creature can't stealth check while attacking, so yes, Tonris can see the quasit.[/sblock]

[sblock=OOC]Okay good then, that makes quite a difference to my actions then XD[/sblock]

Tonris immediately enlarges his hair to such a length that it can easily grab hold of and restrain the Quasit without harming Tonris himself. Hopefully this will give the rest of his team mates a much better fighting chance when it comes to dealing with the Quasit and allow Ni to stand up without fear of retribution.

Meanwhile Rex runs up and attempts to bite the Quasit assuming that the Quasit is close enough to the ground to allow Rex to be able to reach the Quasit!

OOC: Actions: going to use my prehensile hair hex to allow me to grapple the Quasit with my hair instead of my body. My hope is that in this way I can avoid taking the dex damage that is implied by the Quasit's natural attacks since I am not actually touching the Quasit with my main body.


[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 (42 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 (0 / 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)
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]
 

[sblock=OOC]Just wanted to ask, if Tonris does succeed in his grapple, would you allow Ni to stand up this round? He still has a move action to expend. Understandable if not but I thought I'd check.[/sblock]
 



The quasit is caught completely off guard by the attacks of the witch and his familiar. A look of shock comes over his face as he is both grappled and poisoned with apparent complete ease. This was definitely not how he had planned it, and he disappears from sight, although the hair still shows that he is very much thoroughly stuck. On the other side of the fray, the two cultists start to nervously discuss amongst themselves in a rather nasty sounding tongue, while glancing at the door behind one of them (MN-1), which elicits a sharp response from the space where the quasit is known to be in the same harsh tongue, but it gets no response from the cultists, who seem to be content to hold their position for now.

[sblock=round 3]
CommonRoomRound4.jpg


Arianna 33(29)/33(29); entangled (2 rounds), glued to floor (2 hp remaining)
Compy 15/15; deafened
Heinrich 17/22; deafened
Ni 23/30; prone, deafened, poisoned (1 dex damage)
Tonris 30/30; deafened, grappling
earth elemental a 11/17; entangled (2 rounds)
earth elemental b 17/17

quasit 4 damage; grappled, poisoned (2 strength damage), invisible (50% miss chance)
fleshy humanoid
cultist 1
cultist 2[/sblock]

[sblock=deafened]A deafened character cannot hear. He takes a –4 penalty on initiative checks, automatically fails Perception checks based on sound, takes a –4 penalty on opposed Perception checks, and has a 20% chance of spell failure when casting spells with verbal components.[/sblock]

[sblock=tanglefoot bag]When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 15 + the spell's level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.[/sblock]

OOC: The party is up. Ni needs to make a DC 11 fort save or another point of dex damage.
 
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Arianna finishes clawing her way out of the sticky tanglefoot bag goo and pulls a vial from her pocketed scarf for Ni. "Anti poison"
[sblock=actions]std: auto hit glue, min damage 5 vs 2 left, move action: draw vial of antitoxin from pocketed scarf and holds it out. (+5 to fort saves for 1 hour) Free: talk[/sblock]
 

From his back, Ni smiles at the absence of an immediate threat. Finally, I can work in peace.

With a flip of his wrist, the ground behind one of the cultists rises up, coalescing into a now-familiar form. The creature attacks the cultist nearby.

The original elemental throws itself at the barrier for a fourth time, and once again, it does not budge. The second elemental steps up and swings at the invisible quasit, missing.

Ni takes the vial from Arianna's outstretched hand and stands up.

[sblock=Actions]Ni summons an earth elemental at N7, grasps antitoxin vial, and stands up. Not sure if he can do all three; if not, he will summon and stand, and not take the vial.

I appreciate the antitoxin, SK, but we need to get some offense going. Also, while it doesn't come into play now, shouldn't the penalty for attacking the invisible quasit be lessened? Given that it's wrapped in hair, it should be easy enough to localize.

Ni Fort: 1d20+3=22
Elemental A Str check: 1d20+5=8
Elemental B moves to F6 and attacks quasit: 1d20+6=9
Elemental C attacks Cultist: 1d20+9=12
[/sblock]

nimientioquijuil-smaller-e1336011034261.png
lumoies-e1336011022912.png
[sblock=Stats]Nimientioquijuil
HP: 23/30
AC: 17 (Current: 16)(Touch: 13 (Current: 12), Flat-footed: 15)
CMB: 0 CMD: 12 Fort: +3, Ref: +5 (Current: +4), Will: +5 (+7 vs Illusions)
Perception: +2
Initiative: +2

Current Weapon in Hand: None

Summon Monster I: 6/11
Spells:
- 0: DC 16; Infinite
- 1: DC 17; 4/5
- 2: DC 18; 2/3

Active Magic:
- Mage Armor (on Lu) - 0/4 hours
- Summon Monster II - Small Earth Elemental A - 0/4 minutes
- Summon Monster II - Small Earth Elemental B - 0/4 minutes
- Summon Monster II - Small Earth Elemental C - 0/4 minutes
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 Earth Elemental Stats]Small Earth Elemental A's HP: 11/17
Small Earth Elemental B's HP: 17/17
Small Earth Elemental C's HP: 17/17

AC: 18 (Touch: 11; 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]
 

OOC: The mischance will be reduced, but I'm still trying to figure out precisely how much. I'm thinking no mischance for the hair, and 30% for all other attacks.
 

[sblock=ooc]Whatever you want to do is fine, but wouldn't partial concealment (20%) make sense? Just a friendly suggestion; you're the boss.[/sblock]
 

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