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[LPF] Borric, Nathan, Sylvain, & Zelena

Zelena looks around the woman for a breif moment as she tells Borric of what she saw earlier, "I think I saw an old woman a few moment ago over by the hut, but then she was just gone."

"Cover me," she says and moves the short distance between herself and Iserd. She calls upon her protective magics and touches the witch with her spell as some invisible force or person assaults her. "Let Annaya protect this woman under attack!" Their is a flash of light as a small bubble forms about Iserd for a brief moment before fading from sight.

((Perception: 1d20+18=30, Move to E-4, Cast Protection from Evil (I know it's a long shot, but gotta try.) ))

[sblock=Zelena's Stats]Zelena Andu Gnome Cleric (Annaya) 8
Initiative: +6 Perception: +18
Conditions:
AC: 23 (13 touch; 21 flat-footed)
HP: 66 of 66
CMB: +4 CMD: 16 Fort: +6 Ref: +4 Will: +8
In Hand: Mithral Heavy Mace +1 +7 (1d6+1) and Shield
Spells: Divine
  • (0-level - DC 13) Create Water, Detect Magic, Guidance, Stabilize
  • (1st level - DC 14) Bless, Bless, Comprehend Languages, Protection from Evil, Divine Favor, Expeditious Retreat (d)
  • (2nd level - DC 15) Bull's Strength, Pilfering Hand, spiritual Weapon, Sound burst, Align Weapon (good) (d)
  • (3rd level - DC 16) Dispel Magic, Prayer, Water Walk, Fly (d)
  • (4th level - DC 17) Blessing of Fervor, Summon Monster 4, Holy Smite (d)
Channeling: 7 of 7 attempts remaining; Restorative Touch: 6 of 6 uses Elysium’s Call (Su): 6 of 6 uses remaining. [/sblock]
 

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Zelena's spell has an instant effect and briefly illumines the attack upon Iserd: the swamp-witch scrabbles at ghostly chains wrapped around her neck and held there by a seemingly insubstantial woman of horrifying countenance. Zelena realizes the woman isn't so much old as she is swollen and disfigured by what appears to be seeping puncture wounds on every surface of her body. The protective spell cast upon Iserd seems to fray the substance of the spiritual chains and when the chains snap Iserd falls to the ground gasping and struggling to regain her breath. Iserd's attacker turns to glare at Zelena her face twisting into an even more hideous snarl.

Beyond the spirit attacking Iserd Sylvain sees no other creature nearby.

OOC: Round One (no surprise). Everyone is up.


[sblock=Combat Information]
Initiative:
Party
Ghostly spirit

Map:
Translucent Green squares = heavy undergrowth
Translucent Red squares = shallow bog


Party:
Borric 83/83 hp
Sylvain 66/66 hp
Zelena 66/66 hp

Conditions in Effect:

Enemies:
Spirit (AC x, T x, FF x) x/x hp [incorporeal]
[/sblock]


• Iserd, swamp-witch of Gist •
 

Borric Hawkins, Male Human Fighter

Swash1.jpg


Borric snarls, "What deviltry is this, Zelena? I am ready to smash the blighter, but will mageslayer do any harm?"

He is not scared of the spirit, but knows that he cannot defeat such a thing without support from the two spell casters and their wonderful tricks that make him the larger than life hero.

[sblock=Actions]Delay since I am expecting some help with knowledge skill checks and/or buffing before laying into the evil creature. :p

[/sblock][sblock=Mini Stats]Borric Hawkins
Initiative:
+4 Perception: +9
AC: 28 (25 w/out shield, 26 flat-footed, 13 Touch)
HP: 83 Current: 83
CMB: +13 CMD: 26 (28 vs. Disarm/ 30 vs. Trip) Fort: +10 Reflex: +6 Will: +5 (+7 vs. Fear) Current CMB +13, CMD 26
Conditions in Effect: Ioun Torch (in darkness), Combat Reflexes (3 AoO), Step Up, Greater Trip

Current Weapon in Hand: Shield
Chakram: 2/2 MWK & 6/6 Cold Iron remaining
Light Hammers: 2/2 remaining[/sblock]
 

"What in the heavens is that thing, Waltor?" Syl tries to focus on the ghostly thing and figure out what might be useful to hurt it.

Know. Arc 1d20+17=26
Know. History 1d20+15=30
Know. Nature 1d20+16=35
Know. Planes 1d20+17=35
Know Religion 1d20+14=18

Sylvain statblock [sblock]

Sylvain Marana (Gerald007) - Living Pathfinder RPG Wiki
Human Witch 8
Initiative: +6 Perception: +2
Conditions:
AC: 15 (13 touch; 13 flat-footed)
HP: 66 of 66
CMB: +2 CMD: 15 Fort: +6 Ref: +6 Will: +8
In Hand: Nothing

Spells: Arcane

  • (0-level - DC 16) Daze (DC 17), Detect Magic, Message, Stabilize;
  • (1st level - DC 17) Burning Hands (DC 17), Charm Person (DC 18), Enlarge Person, Enlarge Person, Ill Omen, Shocking Grasp;
  • (2nd level - DC 18) Cure Mod. Wounds, Flaming Sphere (DC 18), Hold Person (DC 19), Vomit Swarm, Web;
  • (3rd level - DC 19) Dispel Magic, Fireball (DC 19), Heroism, Stinking Cloud (DC 19)
  • (4th level - DC 20) Confusion (DC 21), Summon Monster IV, Wall of Ice

Hexes DC 20

  • Cackle, Evil Eye, Flight, Fortune, Healing, Misfortune, Slumber--None.
[/sblock][/QUOTE]
 
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Zelena scowls at the spirit as she grips her morningstar more tightly. her gazes does not leave the spirits as she calls out to Borric, "A spirit of some sort. Your flail should be able to strike the creature, but it will not be as effective. Your armor will provide little protection form it though."

She then calls to her goddess again displaying her small sun of a holy symbol, "I call upon Annaya's blessings! Protect us and this charge!"

[sblock=Actions](( Knowledge (Religion) to tell about type of undead it is... 1d20+12=22 ))

Cast Blessing of Fervor, include Iserd as an ally

Zelena will use the +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves. this round. Touch AC increases to 15))
[/sblock]
[sblock=Zelena's Stats]Zelena Andu Gnome Cleric (Annaya) 8
Initiative: +6 Perception: +18
Conditions:
AC: 23 (13 touch; 21 flat-footed)
HP: 66 of 66
CMB: +4 CMD: 16 Fort: +6 Ref: +4 Will: +8
In Hand: Mithral Morningstar +1 +7 (1d6+1) and Shield
Spells: Divine
  • (0-level - DC 13) Create Water, Detect Magic, Guidance, Stabilize
  • (1st level - DC 14) Bless, Bless, Comprehend Languages, Protection from Evil, Divine Favor, Expeditious Retreat (d)
  • (2nd level - DC 15) Bull's Strength, Pilfering Hand, Spiritual Weapon, Sound burst, Align Weapon (good) (d)
  • (3rd level - DC 16) Dispel Magic, Prayer, Water Walk, Fly (d)
  • (4th level - DC 17) Blessing of Fervor, Summon Monster 4, Holy Smite (d)
Channeling: 7 of 7 attempts remaining; Restorative Touch: 6 of 6 uses Elysium’s Call (Su): 6 of 6 uses remaining. [/sblock]
 
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[sblock=OOC & Knowledge]pm, sorry, I'll get that position corrected when I update the map next.

[sblock=Sylvain]Sylvain knows the spirit is a ghost though he knows that the circumstances that create ghosts often result in different powers for ghosts. It is commonly held that it is very damaging for a ghost to touch someone, their touch ages a person and causes numerous age-induced injuries. He also knows that it is extremely difficult to destroy a ghost permanently and that a ghost will eventually reform after being destroyed.[/sblock][sblock=Zelena]Zelena instantly recognizes this creature as a ghost. Its spiritual nature makes it difficult to hit or affect physically and makes most armor worn useless against it. Force effects are effective against it, whether as offense or defense. And, while highly resistant to channeling, ghosts are not immune to divine power used in that fashion.[/sblock][/sblock]
 

((Not sure if folks were waiting in information gained... Zelena's action remains the same...))

"It's a ghost... what I said about spirits is the same, this one will just be a little more, annoying." The gnome adds.
 

"I know, Waltor, we don't have much that can harm that thing. One thing is sure, everyone seems to hate that pretty lady, though."

Sylvain statblock [sblock]

Sylvain Marana (Gerald007) - Living Pathfinder RPG Wiki
Human Witch 8
Initiative: +6 Perception: +2
Conditions:
AC: 15 (13 touch; 13 flat-footed)
HP: 66 of 66
CMB: +2 CMD: 15 Fort: +6 Ref: +6 Will: +8
In Hand: Nothing

Spells: Arcane

  • (0-level - DC 16) Daze (DC 17), Detect Magic, Message, Stabilize;
  • (1st level - DC 17) Burning Hands (DC 17), Charm Person (DC 18), Enlarge Person, Enlarge Person, Ill Omen, Shocking Grasp;
  • (2nd level - DC 18) Cure Mod. Wounds, Flaming Sphere (DC 18), Hold Person (DC 19), Vomit Swarm, Web;
  • (3rd level - DC 19) Dispel Magic, Fireball (DC 19), Heroism, Stinking Cloud (DC 19)
  • (4th level - DC 20) Confusion (DC 21), Summon Monster IV, Wall of Ice

Hexes DC 20

  • Cackle, Evil Eye, Flight, Fortune, Healing, Misfortune, Slumber--None.
[/sblock]
 


(( Gerald007, if you are feeling out of sorts, Syl has lots he can do... Evil Eye, Fortune hexes... buff and debuff spells... of his damage spells, they will do damage, albeit reduced damage (half) due to the incorporeal of the ghost. Lots to choose from. :angel:))
 

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