[LPF] Mopping Up

Qik

First Post
Ni attempts to summon some further help, but the damage begins to take its toll, and another spell fizzles into nothingness. His new elemental attacks the remaining wolf, and his older one manages to avoid the worst of the tanglefoot bag before throwing itself once again at the barrier. It remains in place.

[sblock=Actions/OOC]Ni casts defensively, fails his concentration check. Elemental A makes his save, fails Str check to remove barrier. Elemental B attacks once more.

Ni Fort: 1d20+3=8
Ni Concentration: 1d20+10=16

Elemental Str Check: 1d20+5=14
Elemental Ref: 1d20+2=15

Elemental B Attack: 1d20+11=17
Damage: 1d6+7=10[/sblock]

nimientioquijuil-smaller-e1336011034261.png
lumoies-e1336011022912.png
[sblock=Stats]Nimientioquijuil
HP: 23/30
AC: 17 (Current: 16)(Touch: 13 (Current: 12), Flat-footed: 15)
CMB: 0 CMD: 12 Fort: +3, Ref: +5 (Current: +4), Will: +5 (+7 vs Illusions)
Perception: +2
Initiative: +2

Current Weapon in Hand: None

Summon Monster I: 7/11
Spells:
- 0: DC 16; Infinite
- 1: DC 17; 4/5
- 2: DC 18; 2/3

Active Magic:
- Mage Armor (on Lu) - 0/4 hours
- Summon Monster II - Small Earth Elemental A - 0/4 minutes
- Summon Monster II - Small Earth Elemental B - 0/4 minutes

Eidolon: Unsummoned
HP: 20/20
Eidolon AC: 21 (Touch: 13; FF: 18)
CMB: +5 CMD: 17 Fort: +4 Ref: +5 Will: +0
Perception: +8
Initiative: +3

Natural Weapons:
- Bite:
+5, 1d6+3
- 2 Claws: +5, 1d4+3[/sblock][sblock=Small Earth Elemental Stats]Small Earth Elemental A's HP: 11/17
Small Earth Elemental B's HP: 17/17

AC: 18 (Touch: 11; FF: 17)
CMB: +6 CMD: 15 Fort: +6 Ref: +2 Will: +0
Perception: +5
Initiative: -1

Melee: Slam +8 (1d6+6)
Special Attacks: earth mastery (+1 attack/damage if both it and foe are on ground, -4 if opponent is airborne or waterborne.)[/sblock]
 

log in or register to remove this ad


Satin Knights

First Post
Arianna ignores the rest of the glue for the moment and tries to catch the little flying demon... but was quite unsuccessful.
[sblock=mini-stats]Arianna Mermaid ~ Perception +6, Sense Motive +6, Stealth +1, Low Light Vision
Base HP 37/0, AC 14, 12 T, 12 FF, Init +2
Current HP: 37
, Current AC: 18
CMB +2, CMD 14, Fort +5, Reflex +4, Will +8 . . Move 10', 20'
MW Long Spear +2, d8 with 10' reach
MW DW Spear Gun +4, d8
Dagger +1, d4 or thrown +3, d4
Active Enhancements: -
In hand: none


Consumables: 33 spear gun bolts, 20 cold iron bolts, 4 days rations,
. . .... . . . . . . . 1 potions of Cure Light Wounds, (in scarf)
. . . . .... . . . . . 1 potion of Lesser Rejuvenate Eidolon (crutch)
. . .... . . . . . . . 1 potion of Cure Light Wounds (crutch)
.......................1 wand of Lesser Rejuvenate Eidolon (48 charges)
.......................1 wand of Cure Light Wounds (50 charges)
Loot chosen:

Summon Monster I: 7/day, 0 used
.Cantrips: unlimited Detect Magic, Mage Hand, Drench, Jolt, Guidance, Breeze
. Orisons: unlimited Stabilize, Detect Poison, Purify Food/Drink
1st Level: 3/day, 1 used Mage Armor, Lesser Rejuvenate Eidolon, Shield, Enlarge Person
1st Level: Memorized Bless, Divine Favor, Longstrider(d)
Lesser Rod of Extend: 3 charges/day, 2 used
Channel Positive Energy:
7/day, 0 used 1d6 healing
Interrupt Abilities: Move HP from Arianna (real) to Teq (temp) to keep above zero

Beast (Teq Oola) ~ Perception +14, Sense Motive +6, Stealth +1, 60' Darkvision and Low Light Vision
Base HP 33/29, AC 17, 11 T, 16/20 FF, Init +1
Current HP: 33/29, Current AC: 21
CMB +7, CMD 18, Fort +5, Reflex +3, Will +8 . . Move 70'
Claw/Claw +7, d4+4+1 Arcane Strike
MW Longspear +8, d8+6+1 Arcane Strike with 10' reach
MW Darkwood Speargun +5, d8+1 Arcane Strike
Dagger +7, d4+4 or thrown +4, d4+4+1 Arcane Strike
Jolt +4, d3, RTA spell

Active Enhancements: Evasion, Mage Armor (8 hours), Longstrider (2 hours)
In hand: nothing
Conditions: Entangled, Effective AC 17[/sblock]
 

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
OOC: will post l8r 2 nite - have something to attend - last night was bad storm and had to shut down.
 



sunshadow21

Explorer
[sblock=ooc]I'll allow it this time, just because the quasit is tiny to begin with, and is currently trying to occupy the corner of three different squares. That will be all of your actions for the round though.[/sblock]
 

sunshadow21

Explorer
Qik's elemental easily finishes off the last wolf, providing hope to the others who seem to be largely ineffective in making progress, though Heinrich is able to get away from the quasit, who seems more worried about the gnome than a fire mage.

OOC: Just need Tonris to wrap up the round.

 

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
[sblock=Scott]No, you cannot take a 5' step when prone, which is why being tripped is so brutal.[/sblock]

[sblock=ooc]:( ````````` wanhhhh![/sblock]

[sblock=ooc]I'll allow it this time, just because the quasit is tiny to begin with, and is currently trying to occupy the corner of three different squares. That will be all of your actions for the round though.[/sblock]
OOC: That is all I'd hoped for.


"Quasitkick!" exclaims the the deafened wizard, though it is possible no one else can hear him as they may be deafened as well.

[sblock=stat block]
fire jett [su] damage: 1d6+2 DC 16 Unused: 00000 Used: 00
-Special: Reflex save for 1/2 dmg or catch fire and take additional 1d6(fire) dmg
-Range: 20' line

Crossbow, Light(+1) : Att +5 Dam 1d8, Crit 19-20/x2, range 80 feet, type P
Dagger, Melee: Att +02 Dam 1d4, Crit 19-20/x2, range 10 feet, type P/S
Dagger, Thrown: Att +04 Dam 1d4, Crit 19-20/x2 range 10 feet, type P/S
Ranged touch attack +6

HP: 19/22
AC [NORM] 14; TOUCH 12; FF 12
AC [W/ SHIELD & CAT'S GRACE] 20; TOUCH 20; FF 12

ATTACKS [RANGED] WITH CAT'S GRACE
Crossbow, Light(+1) : Att +7 Dam 1d8, Crit 19-20/x2, range 80 feet, type P
Dagger, Thrown: Att +6 Dam 1d4, Crit 19-20/x2 range 10 feet, type P/S
Ranged touch attack +6

SPELLS

Save DC:
General: 14 + SL
Evocation: 16 + SL
Elemental (Fire): 15 + SL
Evoc + (Fire): 17 + SL

0 Level
* prestidigitation
* Detect Magic
* Light [v]
* acid splash [v]

Level 01
* Burning Hands(ev,E,*) [v]
* -shield - [v]
* Feather fall [v]
* Comp Lang [v]
* magic missile [v]

Level 02
* Burning hands of acid (A,ev,E) [v]
* scorching ray (ev,E) [v]
* -Cat's grace- [v]
* Spectral Hand [v]

LEVEL 3
* Dispel magic [v]
* Fire ball (**,ev,E) [v]
* Haste [v]

( - ) denotes a cast spell
(*) cast at +1 level (trait)
(**) cast at +2 levels (Feat)
(E) elemental: flame school
(ev) evocation
(A) denotes changed to acid
(&) takes 2 spell slots to cast
(#) recalled via pearl of power

spells per level:

cast through bonded item: see invisible
Level 0: 4 =4
Level 1: 3+1(Int)+1(Fire)=4+1 [+4 recallable (pearls of power) 0000]
Level 2: 2+1(Int)+1(Fire)=3+1
Level 3: 1+1(Int)+1(Fire)=2+1
Level 4: 0+1(Int)+1(fire)=0

Dispel Magic
School abjuration; Level bard 3, cleric 3, druid 4, paladin 3,
sorcerer/wizard 3
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Target or Area one spellcaster, creature, or object
Duration instantaneous
Saving Throw none; Spell Resistance no

You can use dispel magic to end one ongoing spell that has
been cast on a creature or object, to temporarily suppress the
magical abilities of a magic item, or to counter another
spellcaster's spell. A dispelled spell ends as if its duration had
expired. Some spells, as detailed in their descriptions, can't
be defeated by dispel magic. Dispel magic can dispel (but not
counter) spell-like effects just as it does spells. The effect of
a spell with an instantaneous duration can't be dispelled,
because the magical effect is already over before the dispel
magic can take effect.
You choose to use dispel magic in one of two ways: a
targeted dispel or a counterspell.

Targeted Dispel: One object, creature, or spell is the target of
the dispel magic spell. You make one dispel check (1d20 +
your caster level) and compare that to the spell with highest
caster level (DC = 11 + the spell's caster level). If successful,
that spell ends. If not, compare the same result to the spell
with the next highest caster level. Repeat this process until
you have dispelled one spell affecting the target, or you have
failed to dispel every spell.


If you target an object or creature that is the effect of an
ongoing spell (such as a monster summoned by summon
monster), you make a dispel check to end the spell that
conjured the object or creature.


[/sblock]
 
Last edited:

DalkonCledwin

First Post
OOC: Before I act, at this point in the adventure can Tonris perceive the presence of the Quasit? Or is that still invisible to him. The Perception requirement you had listed earlier for perceiving the Quasit was well outside the range for Tonris to normally perceive even if he were to take a 20 or roll a natural 20 on his perception check.
 

Remove ads

Top