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[IC] - TIDERULER OF MARAN
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<blockquote data-quote="KahlessNestor" data-source="post: 7153238" data-attributes="member: 6801311"><p>Near Maran</p><p>Night</p><p>Round 3</p><p></p><p>Morgrym spun the flaming sphere in a deadly burning arc around Marius as he fought the commander and the new monster on the field, a snake-headed woman with four arms. Then the dwarf noticed the nearly invisible movement toward his position by the footprints in the sand.</p><p></p><p>“Three incoming,” he growled to Arvana.</p><p></p><p>Morgrym’s hands and lips wove another spell, casting it at the incoming cloaked creatures.</p><p></p><p>[OOC]Flaming Sphere will start just rolling circles around Marius, trying to catch the commander and the 4-armed snake woman and anyone else in its path.[/OOC]</p><p></p><p>[OOC]So here’s a question. I prepped Entangle for the day, but didn’t read it closely enough. It seems to indicate it needs plants already in the area to work. We’re in a desert. Seems reasonable a druid would realize that and not prep it. So would you allow it to create the plants to entangle, or can I swap it out and cast Faerie Fire instead?</p><p></p><p>If he casts Entangle, he is centering it so that he and Arvana are right at the edge of it, so the invisible guys have to crawl their way through it. They need to make Dex save DC 15 now, and at the end of every turn they remain in it. Fail and they are entangled. Save and they can move normally, but it’s difficult terrain. Move action to try and break free with a DC 15 Strength or Escape Artist check.</p><p></p><p>If Faerie Fire, he will center the burst right in the middle of them to get them all. SR applies, but no saves. It just happens and they are outlined and lose their concealment.</p><p>[/OOC]</p><p></p><p>[sblock=Actions and Rolls]</p><p>Move: Flaming Sphere DC 16 Dex negates</p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=168968" target="_blank">Flaming sphere damage: 3D6 = [5, 1, 3] = 9</a></p><p>Action: Cast Entangle (or Faerie Fire)</p><p>[/sblock]</p><p></p><p>[sblock=Ministats]</p><p>HP: 39/39 NL: 0</p><p>AC: 17 FF: 11 T: 16 (+4 vs Giants)</p><p>CMD: 15 (+2 vs bull rush, trip)</p><p>Fort: 7 Ref: 2 Will: 7 (+2 vs poisons, spells, SLA)</p><p>Armed: MW Cold Iron Battleaxe</p><p>Ammunition: 10/10 bullets</p><p>Storm Burst 6/7/day</p><p></p><p>Conditions: Barkskin: +2 AC (297/300r); Flaming Sphere (1/3r); Entangle (30/30r)</p><p></p><p>Spells Prepared</p><p>0: Create Water, Detect Magic, Light, Stabilize</p><p>1. Obscuring Mist (Domain), Cure Light Wounds, Produce Flame, Entangle*, [Summon Nature’s Ally 1 (Spontaneous)]</p><p>2: Fog Cloud (Domain), Barkskin*, Flaming Sphere*, [Summon Nature’s Ally II (Spontaneous)]</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="KahlessNestor, post: 7153238, member: 6801311"] Near Maran Night Round 3 Morgrym spun the flaming sphere in a deadly burning arc around Marius as he fought the commander and the new monster on the field, a snake-headed woman with four arms. Then the dwarf noticed the nearly invisible movement toward his position by the footprints in the sand. “Three incoming,” he growled to Arvana. Morgrym’s hands and lips wove another spell, casting it at the incoming cloaked creatures. [OOC]Flaming Sphere will start just rolling circles around Marius, trying to catch the commander and the 4-armed snake woman and anyone else in its path.[/OOC] [OOC]So here’s a question. I prepped Entangle for the day, but didn’t read it closely enough. It seems to indicate it needs plants already in the area to work. We’re in a desert. Seems reasonable a druid would realize that and not prep it. So would you allow it to create the plants to entangle, or can I swap it out and cast Faerie Fire instead? If he casts Entangle, he is centering it so that he and Arvana are right at the edge of it, so the invisible guys have to crawl their way through it. They need to make Dex save DC 15 now, and at the end of every turn they remain in it. Fail and they are entangled. Save and they can move normally, but it’s difficult terrain. Move action to try and break free with a DC 15 Strength or Escape Artist check. If Faerie Fire, he will center the burst right in the middle of them to get them all. SR applies, but no saves. It just happens and they are outlined and lose their concealment. [/OOC] [sblock=Actions and Rolls] Move: Flaming Sphere DC 16 Dex negates [url=http://roll.coyotecode.net/lookup.php?rollid=168968]Flaming sphere damage: 3D6 = [5, 1, 3] = 9[/url] Action: Cast Entangle (or Faerie Fire) [/sblock] [sblock=Ministats] HP: 39/39 NL: 0 AC: 17 FF: 11 T: 16 (+4 vs Giants) CMD: 15 (+2 vs bull rush, trip) Fort: 7 Ref: 2 Will: 7 (+2 vs poisons, spells, SLA) Armed: MW Cold Iron Battleaxe Ammunition: 10/10 bullets Storm Burst 6/7/day Conditions: Barkskin: +2 AC (297/300r); Flaming Sphere (1/3r); Entangle (30/30r) Spells Prepared 0: Create Water, Detect Magic, Light, Stabilize 1. Obscuring Mist (Domain), Cure Light Wounds, Produce Flame, Entangle*, [Summon Nature’s Ally 1 (Spontaneous)] 2: Fog Cloud (Domain), Barkskin*, Flaming Sphere*, [Summon Nature’s Ally II (Spontaneous)] [/sblock] [/QUOTE]
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