OOC:
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Okay not sure if this is going to work on the Demon in the room, but its worth trying just in case. There is also the issue of whether or not it will work with the lot of you trying to kill these guys, and the fact that Tonris is deafened...
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Tonris begins shouting out to those around him, explaining that they are simply here to discover the origins of this mighty temple to the Dark Gods and that they mean the inhabitants no ill will. He continues speaking about this stuff for as long as is necessary to convince them of the truth of his words, and yet longer still. All the while he is weaving a spell, with the hope that it works.
[sblock=Actions]
Cast Enthrall on all the intelligent enemies in the room with the hope that it will sway them in our favor.
DC 16 Will Save to negate. If their race or religion is unfriendly to mine they automatically get a +4 bonus on their saving throw. This effect will turn them to the friendly category if they fail their saving throw. Creatures with 4 or more hit dice or a wisdom score of 16 or higher will instead become indifferent.
If some of the creatures are unfriendly toward Tonris they can attempt to end the effect by making a collective Charisma Check. For this effect use the Charisma bonus of the person with the highest Charisma Score in the group. Others may make Charisma Checks to assist. This ends the spell if it beats my own Charisma check (which I will include below).
If anyone attacks those who are enthralled or performs an overtly hostile act towards them, the spell immediately ends and those who were enthralled immediately become unfriendly toward Tonris. Those with 4 or more HD or a Wisdom Score of 16 or higher immediately become Hostile toward Tonris under such circumstances.
Okay well crap, appears the spell failed XD unfortunately that also means I can take no other actions for this round as the spell requires talking for at least one full round.[/sblock]
[sblock=Tonris, Mini Stats]
Initiative: +9
Perception: -1 (it is +1 if within arm’s reach of Familiar)
Armor Class: 13 (Flat-Footed: 12 // Touch: 12)
Mage Armor Class: 17 (Flat-Footed: 15 // Touch: 12)
Hit Points: 30 Current // 30 Total
BAB: +2
CMB: +3
CMD: 14
Fort: +3
Ref: +2
Will: +4
Special Resistances: +2 Trait Bonus to Saving Throws against Divination Effects, and a +1 Trait Bonus to Saving Throws against Divine Spells.
Concentration Check: 1d20 +8 (plus an additional 4 if casting defensively)
Caster Level Check: 1d20 +4
Primary Weapon: M.W. Quarterstaff (Attack Bonus: +4 // Damage: 1d6+1 // Critical: 20/x2 // Double Weapon // Masterwork)
Secondary Natural Weapon: Prehensile Hair (Attack Bonus: +1 // Damage: 1d3+2 // Critical: 20/x2 // 10 foot reach)
Wands: Wand of Mage Armor (42 Charges remaining)
Class Abilities & Spells
Hexes:
Evil Eye: can be used on any one target within 30 feet whom Tonris can see. This ability gives a -2 penalty to one of the following: AC, Ability Checks, Attack Rolls, Saving Throws, or Skill Checks for 7 rounds. Will save DC 16 reduces effect to just 1 round.
Flight: grants a +4 racial bonus on swim checks, allows the use of feather fall at will, and allows Tonris to cast Levitate once per day
(0 / 1 per day).
Prehensile Hair: Grants Tonris the ability to manipulate his hair for a total of 4 minutes per day. These minutes need not be consecutive, but they must be spent in 1 minute intervals
(0 / 4 minutes per day).
Prepared Spells
Cantrips (DC – 14): Guidance; Resistance; Detect Magic; Stabilize
First Level (DC – 15): Cure Light Wounds; Burning Hands; Ear Piercing Scream; Ray of Enfeeblement
Second Level (DC – 16): Cure Moderate Wounds; Touch of Idiocy,
Enthrall[/sblock]
[sblock=Rex, Mini Stats]
Dinosaur, Compsognathus
Neutral, Tiny Animal
Init: +6;
Senses: Lowlight Vision, Scent; Perception +4
AC: 17,
Touch 14,
Flat-Footed 15 (+2 Dex, +3 Nat, +2 Size)
HP: 13 (1d8+2 treated as if it had 4d8+2)
Saves: Fort +4; Ref +4; Will +4
Speed: 40 ft, Swim 20 ft.
Melee: Bite +3, (1d3-1 + poison)
Space: 2.5 feet //
Reach: 0 feet
Ability Scores: STR 8, DEX 15, CON 14, INT 6, WIS 11, CHA 5
Base Attack: +2;
CMB +2;
CMD 11
Feats: Improved Initiative
Skills: Perception +4, Swim +7, plus all skills that Tonris has ranks in
Poison (Bite - Injury) Save Fort DC 12: Frequency 1/round for 4 rounds; 1d2 STR; Cure = 1 save.
Special Abilities Alertness, Empathic Link, Improved Evasion, Share Spells, Store Spells, Deliver Touch Spells[/sblock]