Kulan: Knightfall's Heroes of Carnell Game [IC]

Quinn has a chance to get an extra shot in from his bow before the zombies move forward.

OOC: Roll another single bow attack for the Surprise Round. (I'll save your other attacks for Round One.)
Att/dam for surprise round:
the big battle!: 1D20+14 = [13]+14 = 27; 1D8+1 = [7]+1 = 8

Hasted: +1 att, AC, ref saves +20 mvmt; +1 full bab att with full round att action
+3 moral bonus to all saves per post 1,486
+1att/dam; +1 on saves vs fear and charm effects [included after roll, this time](see "conviction" below)
conviction from Maur +3 moral bonus to saving throws
 
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Maurs conviction only gives bonus to saves, this is nto a recitation, that one is one level stronger and lasts only rounds per level, but gives bonuses for everything :D

OOC: Right, I meant only for the saves for mass conviction and meant to write the morale bonus from the Bard's inspire courage doesn't stack with the morale bonus from bless... I think.
 

Att/dam for surprise round:
the big battle!: 1D20+14 = [13]+14 = 27; 1D8+1 = [7]+1 = 8

Hasted: +1 att, AC, ref saves +20 mvmt; +1 full bab att with full round att action
+3 moral bonus to all saves per post 1,486
+1att/dam; +1 on saves vs fear and charm effects [included after roll, this time](see "conviction" below)
conviction from Maur +3 moral bonus to saving throws
OOC: That's a hit. BTW, to make things go faster, the zombies' AC are 11, so unless someone rolls a 1, I'm fairly certain you guys are going to hit them every round. Note that these acolyte zombies are wielding heavy maces.
 

Caerth grins, despite himself, at all the big words being shouted to inspire everyone. He is grateful for the helping magics, of course, but the words don't mean much to him.

Instead, he whispers a few magical words and touches his owl friend Screech, who hoots softly in return. Then the bird of prey flies off into the darkness of the cave, ready to fly to the druid's side in combat when the time is ready.

Then, Caerth traces runes of ancient power on the pebbles he collected from the forest with his finger, chanting sylvan hymns to imbue the stones with the power and might of the giants themselves. He peeks over the pallisade to see how far away the zombies are, then ducks behind it again.

OOC: Cast before combat:
Snare (one magical snare; placed before the pallisades, further down the cave)
Spike Growth (9x 20ft squares of spikes dealing 1d4 piercing damage per 5ft of movement, AND half speed if failing on a Reflex save; placed before and up to the pallisades)

Snare:
Level:Rgr 2, Drd 3
Components:V, S, DF
Casting Time:3 rounds
Range:Touch
Target:Touched nonmagical circle of vine, rope, or thong with a 2 ft. diameter + 2 ft./level
Duration:Until triggered or broken
Saving Throw:None
Spell Resistance:No
This spell enables you to make a snare that functions as a magic trap. The snare can be made from any supple vine, a thong, or a rope. When you cast snare upon it, the cordlike object blends with its surroundings (Search DC 23 for a character with the trapfinding ability to locate). One end of the snare is tied in a loop that contracts around one or more of the limbs of any creature stepping inside the circle.
If a strong and supple tree is nearby, the snare can be fastened to it. The spell causes the tree to bend and then straighten when the loop is triggered, dealing 1d6 points of damage to the creature trapped and lifting it off the ground by the trapped limb or limbs. If no such tree is available, the cordlike object tightens around the creature, dealing no damage but causing it to be entangled.
The snare is magical. To escape, a trapped creature must make a DC 23 Escape Artist check or a DC 23 Strength check that is a full-round action. The snare has AC 7 and 5 hit points. A successful escape from the snare breaks the loop and ends the spell.

(Note from JustinCase: It seems the snare spell does not specify a maximum size of a creature caught in it, so it can potentially take out that troll for a round or two. :) )

Spike Growth:
Level:Drd 3, Rgr 2
Components:V, S, DF
Casting Time:1 standard action
Range:Medium (100 ft. + 10 ft./level)
Area:One 20-ft. square/level
Duration:1 hour/level (D)
Saving Throw:Reflex partial
Spell Resistance:Yes
Any ground-covering vegetation in the spell’s area becomes very hard and sharply pointed without changing its appearance.
In areas of bare earth, roots and rootlets act in the same way. Typically, spike growth can be cast in any outdoor setting except open water, ice, heavy snow, sandy desert, or bare stone. Any creature moving on foot into or through the spell’s area takes 1d4 points of piercing damage for each 5 feet of movement through the spiked area.
Any creature that takes damage from this spell must also succeed on a Reflex save or suffer injuries to its feet and legs that slow its land speed by one-half. This speed penalty lasts for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spell’s save DC.
Spike growth can’t be disabled with the Disable Device skill.
Note: Magic traps such as spike growth are hard to detect. A rogue (only) can use the Search skill to find a spike growth. The DC is 25 + spell level, or DC 28 for spike growth (or DC 27 for spike growth cast by a ranger).

(Note from JustinCase: This spell severy reduces the speed of many opponents, especially the zombies. That helps a lot in spreading the wave of attackers to a more manageable flow.)

Surprise round: Cast Magic Fang on Screech.

Round 1: Cast Giant's Wrath, then hide behind the pallisade (+4 AC).

Current combat stats:
AC 19 (or 23 behind cover)
HP 58/58
Speed 40 (Haste + medium armor)
Base attack: +6/+1
Melee attack: +13/+8 spear +1 (twohanded, damage 1d8+8, crit x3)
Melee attack: +13/+8 Kang (magical dagger, damage 1d4+6, crit 19-20/x2, thrown 10ft)
Ranged attack: +12 composite longbow +1 (+4 str bonus) (damage 1d8+6, crit x3)
Note: Extra 2d6 damage on charge attacks (wild rhino hide); power attack means up to BAB penalty to attack and same amount bonus on damage; Haste means extra attack when using Full Attack action

Level 0 (6): create water, create water, detect magic, detect poison, purify food and drink, read magic
Level 1 (5): cure light wounds, entangle, magic fang, obscuring mist, speak with animals
Level 2 (5): flaming sphere, lesser restoration, mass snake’s swiftness, master air, summon swarm
Level 3 (4): giant’s wrath, snare, spike growth, spirit jaws
Level 4 (2): dispel magic, ice storm
Level 5 (1): baleful polymorph

Wild Shapes 3/3
HP: 32/32
AC 24
Speed: 10 feet, fly 40 feet (average)
Base attack: +5
Melee attack: +12/+10 talons (multiattack, 1d4-1, distracting attack)
Special attacks: Flyby Attack, multiattack
Special qualities: low-light vision, link, share spells, evasion, devotion, multiattack
Skills: Listen +15, Move silently +20, Spot +8 (in shadows +16) (not sure if these numbers are correct... haven't adjusted for level-up)
Feats: Weapon Finesse, Toughness (racial sub level 1), Flyby Attack, Distracting Attack
Tricks known (max 10): Attack (all creatures, counts as 2 tricks), Come, Down, Fetch, Seek, Stay, Work, Defend, Heel
 


Spike Growth (9x 20ft squares of spikes dealing 1d4 piercing damage per 5ft of movement, AND half speed if failing on a Reflex save; placed before and up to the palisades)[/ooc]
OOC: Yeah, that spell specifically says it in any outdoor setting except open water, ice, heavy snow, sandy desert, or bare stone. So, that doesn't work on the stone floor of the cave. Sorry. ;)
 


OOC: Probably anybody you can reach. Deflection bonus, resistance to mind control...lady Pandour probably should be high priority target. Sir Ghal also, just in case they get charmed/dominated and we have to contend with conflicting orders
OOC: I'm giving him a bit leeway, as noted on the OOC thread. But, yes, extra protections for Sir Ghal and Lady Pendour would be good. After that, all the protections that could be cast have been cast before the horde arrives.
 

"Hooold! Make them come to us and watch for the stealthy approach! And watch your backs!"

OOC: updated stats with shield of law, let's hope we don't get hit with million high level dispels first :)

BASE:
AC: 10 + 9(plate +1) +4 (heavy shield +2) +0 (DEX) +1 (deflection)
Total / Touch / Flat Footed
AC: 22/ 13 / 22
(on hit, chaotic creature needs to make will save or be slowed)
Initiative: 12

HP 81/81
Saves: (SR 25 vs chaotic spells and spells cast by chaotic creatures)

+3 vs poisons, spells and spell-likes
+1 vs evil creatures (vestments))
Fortitude: +8+3+4(resistance)+3(conviction) = 18
Reflex
: +2+0+4(resistance)+1 (haste) +3 (conviction) = 10
Will
: +8+4+4(resistance) +3 (conviction) = 19

Current AC: 30/17/30 while immobile (+ haste)
When moving: 28/17/28 (haste, shield of law)

+2 alchemical silvered warhammer of disruption with heroism

Attack: +16/+11 (undead Will DC 14 on hit or be destroyed)
with haste, it is +17/+17/+11
Damage: 1d8+8+4
Critical: 20/x3

Active spells:
14 hours Consecrate gives -1 penalty on attack rolls, damage rolls, and saves to undead
the area covers front barricades and 30' beyond (20' radius burst cast just beyond barricades)
Consecrate gives +3 to turning check

70 minutes Mass Conviction gives EVERYONE +3 MORALE bonus on saving throws
(cast while speeches were given so everyone should be inside the radius except maybe for the scouts)

7 days Celestial brilliance 35' emanation for damage with light reaching 70'
Undead creatures take 1d6 points of damage each round they are within the bright light.
Evil outsiders, as well as undead creatures that are specifically harmed by sunlight, take 2d6 points of damage each round in the bright light.

Shield of Law

Turn undead
Check: 1d20+1 (cha) +2 (religion bonus)
HD turned 2d6+9 (level)+1 (cha) +1 (ephod od authority)

Smite: +1 (cha) to hit / +10 (effective turning level)

Spells
6/6 Amanuensis, Create Water, Detect Magic x3, Purify Food
4/5 Bless x2, Foundation of Stone, Hide from Undead, Lesser Holy Transformation, Animate Rope (D)
2/3 Consecrate, Ghosttouch armor, Remove Paralysis, Spiritual Weapon (D)
2/3 Holy Storm, Mass Conviction (+3), Downdraft, Stone shape (D)
1/2 Celestial Brilliance, Recitation, Spike Stones(D)
 

His castings from the staff complete, Phar readies his trusty bow and starts lofting shafts down range into the approacthing Zombie hoard with greater speed than he's ever displayed before. His natual skill with the bow has improved during the recent adventures and now he's backed by hastening magic as well. The whistle of his arrows echos off the walls as the shafts go at the Zombies. Alas, great speed doesn't always mean greater accuracy.

OOC: New AC 26(10+5 armor, +3 dex, +4 Shield, +4 deflection) haste, shield of faith, shield, +3 bonus to all saves
surprise round shotattack and damage : 1D20+11 = [2]+11 = 13
1D8+1 = [7]+1 = 8

full attack with rapid shot
attack and damage x2: 1D20+9 = [1]+9 = 10
1D8+1 = [6]+1 = 7
1D20+9 = [8]+9 = 17
1D8+1 = [8]+1 = 9

extra attack from haste
_: 1D20+9 = [13]+9 = 22
1D8+1 = [5]+1 = 6
 

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