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[LPF] Borric, Nathan, Sylvain, & Zelena

OOC: Does the lantern archon's ray of light attack effect incorporeal undead? If so, Syl will start the summoning process. If not, Syl will try and use his damaging spells to see what sort of effect they will have.
[/ooc]


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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OOC: 1) Light Ray is an extraordinary ability, considered nonmagical by type, and so will not affect incorporeal.
2) Incorporeal creatures take half damage from weapons but there is no cover or concealment unless the undead is within an object (not the case here at this time).
 

OOC: Thanks, DM.


Sylvain begin moving toward the others. "You know the drill, Borric. Fortune favors the brave.". Syl, despite the invisibility, speaks to the warrior, so he knows what to expect in the next round.

OOC: Move Action--get within 30' of Borric. Standard--fortune hex. Free--speech.



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--used some of Flight hex.
[/sblock]
 

Borric Hawkins, Male Human Fighter

Swash1.jpg


Bolstered by some feeling of good fortune, Borric snarls at the creature, "I am coming for ya!"

He moves around Zelena, quickly drawing mageslayer. He approaches the spirit from the other side and attempts to trip the creature and bash it with the shock flail.

[sblock=Actions]Move to H4
Using +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves, this round. Touch AC increases to 15.
Attack creature: Greater Trip with Flail (Fervor) (1d20+21=25)
Hmm, going to assume that got it.
AoO with Flail (Fortune) (1d20+19=21, 1d8+9+1d6=12)
Reroll with Flail (Fortune) (1d20+19=35)
OOC: Heh, no 50% chance to miss in PF. Crap, sorry to wait so long for posting.
[/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 & Shock Flail
Chakram: 2/2 MWK & 6/6 Cold Iron remaining
Light Hammers: 2/2 remaining[/sblock]
 

Zelena casts her spell and Annaya's blessing settles upon the group while Sylvain charges Borric with good fortune. Borric moves around the fire to approach the ghost but when he goes to entangle the ghost's legs and trip it the weapon passes through insubstantial legs to no effect.

The ghost shrieks angrily casting her glare between Zelena who has robbed her of her intended victim and Borric who has the temerity to assault her. The ghost floats back away from her attackers at an angle and rises to a height of 20 ft. Her feet dangle twined together hanging longer than a normal humans and look more than a little like the twisting tail of a snake. Borric takes the opportunity as the ghost moves away to slash at it with Mageslayer; this time as the weapon passes through the ghost ectoplasmic matter wisps from it though the damage isn't nearly as much as one might hope.

The ghost chants words of arcane power and a pit opens up beneath Borric. The fighter scrambles to avoid falling into the pit. His efforts are unsuccessful and Borric falls twenty feet to the bottom taking a minor amount of damage. Iserd, caught at the edge of the magically created pit, claws at the dirt to keep from falling but tumbles in to land next to Borric.

The muddy water at the western edge of the island begins to roil and bubble.

OOC: Round Two. Everyone is up.


[sblock=Combat Information]New fact: ghosts (and all incorporeal) are immune to trip.
Initiative:
Party
Ghostly spirit

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


Party:
Borric 77/83 hp
Sylvain 66/66 hp
Zelena 66/66 hp

Conditions in Effect: Blessing of Fervor (7/8 rounds); Pit, DC 25 to climb out (4/5 rounds)

Enemies:
Spirit (AC 18, T 18, FF 16) 38/44 hp [incorporeal] 20 ft elevation
[/sblock]


Iserd, witch of Gist
 

Borric Hawkins, Male Human Fighter

Swash1.jpg


Stuck in the pit, Borric calls up, "Fookin' spirit! I need a little help down here... I think."

His pride is hurt more than his arse from the fall. Tripping a spirit turned out to not be such a great plan. Blasted gods or Fate has a cruse sense of humor for the brash fighter.

[sblock=Actions]Delaying.
OOC: Borric has Climb +10 and could probably use the Cackle to keep the Fortune Hex to help him beat the DC25 sooner. ;)
[/sblock][sblock=Mini Stats]Borric Hawkins
Initiative:
+4 Perception: +9
AC: 28 (25 w/out shield, 26 flat-footed, 13 Touch)
HP: 77 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 & Shock Flail
Chakram: 2/2 MWK & 6/6 Cold Iron remaining
Light Hammers: 2/2 remaining[/sblock]
 

Syl sees the spell effects on Borric, and immediately attempts to counter it. Syl attempts to Dispel the spell effect, and get the big guy out of his hole. He continues the Fortune hex on his friend as well.

Caster level check 1d20+8=14

OOC: Move Action--Cackle. Standard--Cast Dispel Magic targeted on the Create Pit spell. Free--None.



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--used some of Flight hex.
[/sblock]
 

Zelena frowns not sure how best to help Borric from his predicament and looks up at the spirit and comments with a wink to Syl, "Be right back with our friend." She then just literally jumps into the pit and lands next to Borric. "I thought I would just drop in." she says flashing a muddy smile.

She grabs on to the warriors leg and calls out, ""By Annaya's will I give the gift of flight!" The small sun that is the gnome's holy symbol glows a brief moment and Borric can feel that he is lighter, perhaps can even move out of the pit! "Take us both out, if you can... that thing is up to something. just drop us by the top of the pit"

[sblock=Actions]I know Acrobatics is a trained skill, but was not sure if anyone can use it for a fall... rolled anyhow and let GE decide how best to apply, if at all. Acrobatics to soften landing 1d20-1=0 (won't matter any ways!)

Damage... first 10 feet/1d6 is nonlethal damage as per falling rules for deliberately jumping. 2d6=10
6 nonlethal and 4 lethal damage
Zelena moves to H-5 grabs onto Borric and casts Fly on him (Duration 8 minutes). (Borric has 40 ft fly movement)
[/sblock][sblock=Zelena's Stats]Zelena Andu Gnome Cleric (Annaya) 8
Initiative: +6 Perception: +18
Conditions: Blessing of Fervor(7 rounds remaining)
AC: 23 (13 touch; 21 flat-footed)
HP: 62 of 66 (6 nonlethal damage)
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]
 
Last edited:

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