[LPF] Borric, Nathan, Sylvain, & Zelena

perrinmiller

Adventurer
Borric Hawkins, Male Human Fighter

Swash1.jpg


Surprised to find the gnome lass nearly landing on him, Borric is even more surprised to find that she is going to help him fly.

"Lass, you truly are a wonder."

"Syl, put that bitch spirit to sleep if you can!"


He wraps his flail arm around the small woman from underneath her armpits and leaps into the air to carry her out of the pit. Reaching the top, he let's her loose at the edge of the big hole.

[sblock=Actions]Grab Zelena to carry her out of Pit.
Fly up to I4: Fly Checks (Fortune) (1d20+7=14, 1d20+7=21) - Thank you Syl. :)
Drop Zelena in I5[/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]
 

log in or register to remove this ad

GlassEye

Adventurer
Sylvain's dispel is unable to break the magics of the ghost and the pit remains in the center of the island with Iserd cowering at the bottom. Borric deposits Zelena safely on the ground though the edge of the pit is sloped and provides unstable footing. Though stable enough now Zelena feels that if she remains at the edge of the pit it would take very little to tip her back into it and this time under less control than the last time.

The ghost swoops down and around to Zelena's side unprotected by Borric and undergoes a transformation. Her flesh and neck appears to stretch and become scaly and fangs grow in her shrieking mouth. With a quick, darting strike the ghost lashes forward and sinks fangs into Zelena's shoulder bypassing her armor. Despite the insubstantial nature of the ghost Zelena feels its energy surging through her like spiritual poison. Though she can feel her body trying to fight off the damage she isn't quite strong enough to do so and yellowed bruises bloom on that shoulder and along her upper arm and neck.

From the muddy water on the side of the island clear of swamp grass and trees surges a bloated creature. Nails and hair are long and drip water though its clothing has rotted entirely away. The body is bloated and blue, obviously an undead creature of some kind, and its skin is wrinkled and peeling away from the corpse. At first glance one might think it a zombie but the force of personality burning in its eyes puts that notion to rest quickly. It stands and assesses the battlefield a brief moment.

OOC: Round Three. Everyone is up.


[sblock=Combat Information]
Initiative:
Party
Undead pair

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


Party:
Borric 77/83 hp
Sylvain 66/66 hp
Zelena 48/66 hp - Corrupting touch for 18 dmg.

Conditions in Effect: Blessing of Fervor (6/8 rounds); Pit, DC 25 to climb out (3/5 rounds)

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


Iserd, witch of Gist
 

Songdragon

Explorer
"Ahhhhggg..." the gnome lets out at the ghost's touch. Zelena still almost shivers at the touch but turns and focuses her thoughts. She takes a step back and concentrates for a moment... and after the weaving of her hands and calling upon her divine powers yells out, "I call upon a weapon of Annaya to strike this creature most foul!"

The small sun about her neck glows again and a morningstar bursts forth, the head of the weapon briefly as bright as a miniature sun. It fades to a light glow and strikes out at the ghost scoring a very strong hit across the things insubstantial torso.

((5-foot step to J-4, Cast Spiritual Weapon. Spiritual Weapon Attacks the Ghost 1d20+10=30 (threat) Confirmation roll to Hit 1d20+10=13 (no critical hit) for 10 damage (force effect, damages incorporeal creatures fully) ))

[sblock=Zelena's Stats]Zelena Andu Gnome Cleric (Annaya) 8
Initiative: +6 Perception: +18
Conditions: Blessing of Fervor( 5 rounds remaining), spiritual weapon 8 rounds)
AC: 23 (13 touch; 21 flat-footed)
HP: 46 of 66 (and 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:

Gerald007

First Post
Syl almost jumps with surprise when he sees the substantial undead heading in his direction. "I think this one is more our style, Waltor. Let's burn it and see how it reacts to that!"

The witch turns visible as a fiery explosion occurs around the undead creature that had just presented itself.

Damage 8d6=30

OOC: Move-Cackle on Morric, Standard--Cast Fireball (Ref DC 19 for half) on the other undead, Free--Speak.


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--Some Flight used, Cackle on Borric
[/sblock]
 

perrinmiller

Adventurer
Borric Hawkins, Male Human Fighter

Swash1.jpg


Borric steps forward to fill the gap left by the gnome being between him and the spirit. With another strange undead creature appearing, things are becoming more than they expected quickly. He snarls, "You should have flown away, ghost. Now we will see how you fair from my full fury!"

His crackling flail's head whirls and spins with the fighter's arm swing as he tries to finish the first incorporeal creature. With Zelena's summoned Morningstar, there is a chance this can be ended soon with it going down and the other creature disappearing as a result.

[sblock=Actions]5ft Step to I5
Use Fervor for Extra Attack, Assuming Syl will cackle to extend Fortune
Full Attack:
1st Attack (1d20+17=26, 1d8+9+1d6=15) - 2 Electrical
2nd Attack(Blessing of Fervor) (1d20+17=23, 1d8+9+1d6=19)- 2 Electrical
3rd Attack(Fortune) (1d20+12=32, 1d20+12=15, 1d8+9+1d6=21) - 5 Electrical
3rd Attack(Crit Confirm) (1d20+12=21, 1d8+9+1d6=18) - 1 Electrical[/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]
 

GlassEye

Adventurer
Zelena's spiritual morningstar pounds into the incorporeal creature and wisps of greenish energy trail and fade from the ghost after the attack. Borric steps up and pounds into the ghost. Despite lessened damage dealt due to the ghost's insubstantial nature Borric's attack rip through it until nothing remains but shreds of energy that writhe like injured snakes before fading to nothingness.

The creature from the river takes the full force of Sylvain's fireball and steam sizzles out from the water-logged flesh as it burns. It turns its glare on the witch and rushes forward with an unnatural speed swiping with two heavily-clawed hands. The claws slash Sylvain severely and snag on his flesh allowing the creature to pull Sylvain to her in a disgusting embrace. As the creature squeezes tightly Sylvain can feel his ribs creak and begin to crack.

OOC: Round Four. Everyone is up.


[sblock=Combat Information]
Initiative:
Party
Undead pair

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


Party:
Borric 77/83 hp
Sylvain 29/66 hp grappled
Zelena 48/66 hp

Conditions in Effect: Blessing of Fervor (5/8 rounds); Pit, DC 25 to climb out (2/5 rounds)

Enemies:
Spirit (AC 18, T 18, FF 16) -8/44 hp [incorporeal] dissipated
Corpse (AC 19, T13, FF 16) 48/78 hp grappled
[/sblock]


Iserd, witch of Gist
 


Songdragon

Explorer
Zelena first calls upon her Goddess' powers displaying her holy symbol, "Let Annaya's light burn you!" The small sun bursts forth and a wave of holy energies rolls over most of the small island.

She then has her summoned weapon move to strike at the undead attacking Syl striking the creature, but doing little damage.

[sblock=Actions]5-foot step to j-9.
Move Action: Quick Channel Channeling Damage vs Undead 4D6 = [4, 2, 6, 6] = 18 (DC 16 Will Save to half damage)
Move Action: Move Spiritual Weapon to Attack Undead (who now has no dex bonus! to outside attacks) 1D20+10 = [13]+10 = 23 (hit!) for 1D8+2 = [1]+2 = 3 damage[/sblock]

OOC: It would see Invisibile Castle is down. I am using http://www.coyotecode.net/roll/ an alternate for now.


[sblock=Zelena's Stats]Zelena Andu Gnome Cleric (Annaya) 8
Initiative: +6 Perception: +18
Conditions: Blessing of Fervor(7 rounds remaining), spiritual weapon 8 rounds)
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: 6 of 8 attempts remaining; Restorative Touch: 6 of 6 uses Elysium’s Call (Su): 6 of 6 uses remaining. [/sblock]
 

perrinmiller

Adventurer
Borric Hawkins, Male Human Fighter

Swash1.jpg


Borric calls out, "I am coming Syl! Hang on!"

"Let go of him ya fookin' wretch!"


His crackling flail's head whirls and spins while he twirls it around on moving past the pit to get to the other side of the creature. He slams the spiked ball into the creature.

[sblock=Actions]Move to D6
Use Fervor Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Attack: Shock Flail: 1D20+19=30; 1D8+9+1D6=16[/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]
 

Gerald007

First Post
OOC: This is going to be bad.


Cursing himself for being so sloppy and allowing himself to get caught by undead, Syl could only try to break the cold the monster had on him. He took a deep breath and tried to power loose of the grapple.

Break Grapple Attempt Break Grapple Effort: 1D20+3 = [1]+3 = 4



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--Some Flight used, Cackle on Borric
[/sblock][/QUOTE]
 

Remove ads

Top