A Clash of Earth and Sea (El Jefe Judging) [See Part II]

Charlarn of Phyrah: male human cleric 3/ranger 2

Round 3:
Charlarn can't figure out what the chanting is Spellcraft check (1d20+3=13), but it sounds familiar to him. He grasps his silvered falcon and begins praying (casts summon monster I to summon a celestial porpoise). "Lady Phyrah, I ask you to send a servant to aid us in our journey."

Cleric Spells Prepared (4/3+1/2+1: save DC 13 + level):
0-detect magic, light (2), mending;
1-bless, sanctuary*, shield of faith, summon monster I;
2-shield other*, silence, spiritual weapon.
*Domain spell.

Celestial porpoise: Medium Magical Beast; HD 2d8+4; hp 2d8+2=16; Init +3; Spd swim 80 ft.; AC 15, touch 13, flat-footed 12; Base Atk +1; Grp +1; Atk +4 melee (2d4, slam); Full Atk +4 melee (2d4, slam); SA smite evil; SQ blindsight 120 ft., hold breath, low-light vision, darkvision 60 ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 8; AL NG; SV Fort +4, Ref +6, Will +1; Str 11, Dex 17, Con 13, Int 3, Wis 12, Cha 6.

Skills and Feats: Listen +8*, Spot +7*, Swim +8. *A porpoise has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated.
SA-Smite Evil (Su): Once per day a celestial porpoise can make a normal melee attack to deal 2 extra damage against an evil foe.
SQ-Blindsight (Ex): Porpoises can “see” by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the porpoise to rely on its vision, which is approximately as good as a human’s.
SQ-Hold Breath (Ex): A porpoise can hold its breath for a number of rounds equal to 6 x its Constitution score before it risks drowning.

AC: 17
HP: 32/32
inspire courage in effect
 

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Round 3 begins
Iggy's magic sends his words to the Merfolk leader.

Changing his orders at the last moment, Genji shouts out new orders.

"Squad 2, rise! Squad 1 draw back!"

20 Mermen swim toward the surface, while the remains of Squad one withdraw. The bard swims to remain outside the active battle area. To those of a tactical mindset, it appears the merfolk are attempting an enveloping maneuver of some kind, though Iggy notices the maneuver also frees up half the mermen to act as he requested, unless the Merrow react to prevent it.

[Zack goes next]
 


If Iggy is not threatened in round 4, he'll plan on casting clairvoyance to find the spellcasters, then proceed to target them with his magic missiles.
 

Round 3 Concludes
Zack slogs forward along the bottom, nearing the Merfolk but about 20 feet below the lowest of them.

Another sickly green ray strikes a Merman, dealing 3 damage.

Sara flails about, trying to get to the Merrow.

Ducane trudges forward beside Zack.

The merrow turn their attention to the adventurers, letting the merfolk retreat. Their longspears allow them to attack from a safe distance. Sara is hit twice, for 8 damage each Zack is hit once for 13 damage.

Charlarn begins casting a lengthy spell.

An evil looking shark suddenly appears just below the merrow as the chanting ends. It quickly picks out a target, rushing at Zack and biting him for 3 damage. Zack is unbothered by the evil aura surrounding the attack.

[If either Zack or Ducane is currently wielding a reach weapon, they may take an attack of opportunity on the summoned fiendish shark.]

[The party members are currently unable to observe whatever action the spellcaster is taking next.]
 

Initiative
Iggy
Merfolk Soldiers
Mermaid Bard
Zack [13 damage]
Far away shape A
Sara [16 damage]
Ducane
Ogres
Charlarn
Far away shape B
 

Ducane tries to swim towards a Merrow, but fails (4) yet again.

He goes for Total Defense if he can't hit anybody.

If he can, he'll hit the shark twice (19, 21) with his trident for total of 27 damage (13 and 14).

OOC: Damn those swim checks... AC 22 with Total Defense, 18 without. Ducane uses Dodge agains one of the merrow that tried to hit him last time.
 
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Iggy will cast clairvoyance towards the dim shape he thinks is casting spells.

OOC: If he can do this, it would mean he could cast his magic missiles at this figure wouldn't it, as he would have line of sight & be w/in spell range? If not, and he would know this (spellcraft +14), then he'll just shoot a magic missile at a merrow.
 

Charlarn of Phyrah: male human cleric 3/ranger 2

Round 4:
Charlarn finishes his prayer and a silver-skinned porpoise appears in the water adjacent to one of the merrow threatening Sara. The celestial being rams (1d20+5=20) the nearest merrow, dealing 5 points of damage. The cleric makes his way toward any fallen mermen. Reaching one, he draws a horn of cure light wounds from his belt pouch.

AC: 18
HP: 32/32
inspire courage in effect
haste in effect.

celestial porpoise
AC: 15
HP: 16
inspire courage in effect
 

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