[LPF] Rodents of Unusual Size, pt 3

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Jonas gives his flail a whirl as he steps forward, bringing the massive head around and down on the chair in front of him.

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Combat Map

[sblock=Actions/Rolls]
 

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cruendithas.jpg
Crue stops as the chairs seemingly come to life blocking the group from advancing. Confident his companions can handle the grounded adversaries he recites the tales that bring magic to his words coalescing to form a air elemental toward the rooms ceiling about 28 feet above him on level with the Homunclulus. When he completes his recitation the air elemental flys forward to slam into the enemy above. Crue smiles as the elemental takes shape and moves to attack the Homunclulus.


[sblock]
cast summon monster II - air elemental
air elemental attack Homunclulus 1D20+6 = [20]+6 = 26 and damage =1D4+1 = [1]+1 = 2
confirm crit 1D20+6 = [8]+6 = 14

ooc:"I don't know how to upload a pic for the air elemental and add to ditzie"
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[sblock=mini stats]
Cruendithas
Initiative +1
AC: 17 (with shield/ Flat:16, Touch: 12)
HP: 42 current: 42
CMB: +2 / CMD: 13 Fort: +2 / Ref: +5 / Will: +5
Resistence: 0
Current Weapon in Hand: Buckler in off hand, wand MM in main hand

Spell Like Abilities: Dancing Lights3/4, Ghost Sound1/1, Prestidigitation1/1, Speak with Animals1/1
Arcane Strike +1/Magic Missile 2/2

0 Lvl Spells:
Acid Splash, Detect Magic, Read Magic, Mage Hand, Message, Light

1st Lvl Spells: 3/5 per day
Cure Light Wounds, Grease, Expeditious Retreat, Identify
2nd Lvl Spells: 2/3 per day
Tongues, Pilfering Hand, Summon Monster II

Archaeologist's Luck (+2) rounds/day: 3/7

Wand CLW 8/10
Wand MM 21/25



Small Air Elemental
AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size)
hp 13/13
Speed fly 100 ft. (perfect)
Melee slam +6 (1d4+1)
Special Attacks whirlwind (DC 12, 10-20 ft.)
rounds 4/5
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Midround update: Round one

With a powerful swing, Jonas smashes into the closest moving chair, causing parts of it to splinter off. However, as satisfying a strike as it was, he immediately notices it retains much of it's functionality and seems a response to his swing seems imminent.

Meanwhile, Cruendithas' summoned swirling air creature appears not too far from the screaming homunculus. Immediately spotting the enemy and moving in to attack, it lashes out and batters the little monster for some minor damage.

[sblock=Left to Act and Stuff]Wahyu, Hawk and Dunkel may still act. Mystie will follow, then the bad guys.

As Jonas has noticed, the animated furniture has hardness 5, but I'll be reducing the damage appropriately. However, continue to report your FULL damage so you don't get double-dipped.

At the end of the round, when I move my bad guys, I'll do something about placing a token for the summoned creature. It is entirely a function of my ditzie account so it pretty much falls on me.[/sblock]
 

Wahyu hrrmed to himself as he surveyed the scene. He drew his dagger close to his lips and muttered another prayer. It seemed that Crue had the right of it: The warriors among them could no doubt handle the living chairs, but he himself had never been fond of smashing. Meanwhile, that puppet bothered the oracle. The sacred spark could only ever be forged by the gods. If the man at the end of the room had indeed created it, then its mere existence was perversion, mockery and defiance towards them.

He finished his prayer, and again his shadow left his feet, this time bearing a dagger as well. Dashing to the far side of the room, it plunged its blade into the shade of the homunculus, opening a visible wound in its caretaker's hide.

[sblock=OOC]Wahyu casts Spiritual Weapon and attacks the Homunculus with it.
Spirit Weapon Attack (1d20+7=26)
Crit Confirmation (1d20+7=8) No crit
Damage (1d8+2=3)[/sblock]
[sblock= Wahyu's Mini Stats]Wahyu
AC: 18* (16* flat-footed, 15* touch)
HP: 30/30
CMB: 2 CMD: 14
Fort: +3 Reflex: +4 Will: +6
Perception: +6, Darkvision 60 ft
Initiative: +6
Current Weapon in Hand: Dagger (+4, 1d3+0, 19-20/x2)
Current Conditions in Effect: Shielf of Daith (+2)*
Spells Remaining (1st): 5/8
Spells Remaining (2nd): 3/5

Used Items:
Bolts (2/20)
Abilities Used:
Voice of the Grave (3/4 questions asked)[/sblock]
 


[sblock=OOC]Soooo. We broke down about halfway to our destination, at 12:30 this morning. After several adventures with hotels, towing services and mechanics last night and this AM, I'm at the shop with the car and crossed fingers that it's a hose and not the radiator. Will post more when I can get a few higher priority items squared away ;).[/sblock]
 

[sblock=ooc]That stinks. No fun breaking down especially half way there. I hope you are able to get back on the road with minimal interuption and not too much cost.
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[sblock=Left to Act and Real World issues]Looks like both Mowgli and Tailspinner are having real world issues that are slowing them down. If it gets too bad, I can issue reasonable moves for slow players to keep things active, but would prefer to avoid doing so. This means a bit more time for Tailspinner and Deuce Traveler to get actions in.
Hawk and Dunkel are left to act.[/sblock]
 


Seeing that combat is inevitable, Dunkel stops his rush towards the door and instead casts Bless centered upon himself.

OOC: Everyone should now enjoy a +1 to hit rolls and +1 to saves vs fear effects.

Mini-Stats
[sblock]
HP: 33/34
AC: 18, AC Touch: 11, AC Flatfooted: 17
INIT: +3 = [DEX (1) + Trait (2)]
BAB: +3, CMB: +5, CMD: 16
Fortitude: +7, Reflex: +3, Will: +8
Speed: 20 ft
Masterwork Battleaxe: Attack: +5, Damage: 1d8+2, Crit: 20/x3, Special: S
Sling: Attack: +3, Damage: 1d4+2, Crit: 20/x2, Range: 50 ft
Channel Positive Energy: 3/4
Spells Prepared:
Level 0 (4) Detect Magic, Guidance, Light, Purify Food and Drink
Level 1 (4+1) Protection from Evil, Bless, Magic Weapon, Remove Fear
Level 2 (3+1) Bull's Strength, Remove Paralysis

- Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. (6/6 times)

- Strength Surge (Sp): As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to 1/2 your cleric level (+2) to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks. You can use this ability a number of times per day equal to 3 + your Wisdom modifier (6/6 times).

Spells Used
Level 1 (4+1) Enlarge Person
Level 2 (3+1) Remove Paralysis, Shatter
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