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[LPF] Mopping Up

[sblock=ooc]Whatever you want to do is fine, but wouldn't partial concealment (20%) make sense? Just a friendly suggestion; you're the boss.[/sblock]

[sblock=ooc]Except that it has two sources of concealment. One is it's invisibility, and the other is the hair. The hair doesn't obstruct itself, and being wrapped around the creature is able to negate the invisibility as well, although I would not allow any kind of precision attack. Anything else is going to have deal with both to successfully hit unless they want to risk cutting the hair, which Tonris probably would not appreciate. Unlock when someone is being grappled normally, hair is not a single solid object, and will have loose strands.[/sblock]
 

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[sblock=ooc]Except that it has two sources of concealment. One is it's invisibility, and the other is the hair. The hair doesn't obstruct itself, and being wrapped around the creature is able to negate the invisibility as well, although I would not allow any kind of precision attack. Anything else is going to have deal with both to successfully hit unless they want to risk cutting the hair, which Tonris probably would not appreciate. Unlock when someone is being grappled normally, hair is not a single solid object, and will have loose strands.[/sblock]


[sblock=OOC]Keep in mind that so long as my hex does not run out of time for which it is in effect (which it shouldn't for approximately 39 more rounds, counting this one) then the hair is completely capable of maintaining it's grapple on the Quassit so long as I am able to keep making my grapple checks successfully.

Additionally it should be noted that the Prehensile Hair Hex specifically states that my character's hair cannot be sundered or attacked as a separate creature. Thus unless Heinrich or someone else were to go and set fire to my characters hair, I don't think there is much of a problem with having them attack the Quassit while it is entangled. Their attacks should effectively pass right through the hair and hit the Quassit as if the hair were not there at all. In fact the entry for prehensile hair says that any strands that are cut off of the character's head, immediately shrink to nothingness. Further if strands were cut off, I would immediately have new strands grow to replace those that were cut in order to maintain the grapple!

Additionally since we are talking about strands of hair that are grappling in a manner consistent with that of a boa constrictor. Then it makes sense that the Quassit would be quite visible to those around it even if it did engage it's invisibility.

EDIT: Oh and as an aside, the cool thing about having the prehensile hair hex. Is that even if the hair while extended away from the body is cut in such a way as to shorten it significantly... Tonris can effectively stylize his hair back to exactly the shape that he usually wears it after the fight is over.[/sblock]
 

[sblock=ooc]I'll take your word for it. That hex is a lot stronger than I had realized. This is also why I expect players to understand their toys. There is no way I could possibly keep track of everything myself. No mischance than; that should prove helpful to the party.[/sblock]
 

[sblock=OOC]***snip*** Thus unless Heinrich or someone else were to go and set fire to my characters hair, ***snip***[/sblock]

[sblock=ooc] don't worry, I have bigger fish to fry . . . . .[/sblock]

"in the language of the arcane Heinrich calls forth the primal element of fire in its most terrible form!pointing his finger and aiming past every one he speaks,

"Feuerball" H flicks a small ball into the room and then . . . . .KABOOM!

A BALL OF SEARING FIRE EXPLODES IN THE BLOCKADED ROOM!!!!

Standard action: cast fireball at location L,6; DC 20 reflex for half


[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]
 
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[sblock=OOC]No offense Scott, but that fireball is kind of disapointing XD

I am going to assume that taking a standard action with my hands to cast a spell is fair game since the grapple is being maintained by my characters prehensile hair, not his hands or feet. To that end I am going to cast a spell and channel it into the quassit via my familiar's ability to deliver touch spells. The spell in question being Touch of Idiocy which does not allow for a saving throw though the quassit's spell resistance if any does apply which I will roll for below. This spell reduces the Quassit's Intelligence, Charisma, and Wisdom by 1d6 points.[/sblock]

Tonris attempts to maintain his hold on the Quassit with his exceedingly long hair. Meanwhile he channels a spell into Rex and has the small creature deliver said spell into the Quassit in hopes of hindering the creature even more than it already is.

[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]
 

The party is shaken a bit as they feel the blast of the fireball going off in the contained space. While it doesn't quite reach Arianna, she definitely feels the heat coming off of it. As the flash of light and heat clears, you get a secondary explosion of multiple alchemical weapons (3 alchemist's fire, 4 acid flasks, and 2 thunderstones) going off simultaneously from just behind the barrier in the middle room. You can just barely see the flames on the barrier in front of you into the room, and all but one of the back barriers is burning quite well, especially the one in middle. The smell the stench of burning acid and flesh rapidly fills the entire space, and you're pretty sure that nothing in that room still lives, not even the demon. If the initial blast didn't kill them, the secondary one would have.

OOC: Tonris still to go. Very impressive blast, Heinrich. The gods of fire are very pleased with you right now.

 


OOC: That was a quick turnaround.


With Tonris holding a firm grasp on the quasit, the party is able to make short work of the creature as it dies in one final scream of hatred and agony. It takes a minute for the flames and heat to die down enough for the party to enter the room, and when they do, they find a nasty sight. The middle barrier is completely burnt, and all of the barriers on the side are pretty much rendered useless, though there are still some hot ashes that you have to be careful of. There is one body in the middle of the room that is completely gone; the only reason you know it was once a body is the charred remains of the leather armor and slingstaff that remain. There is another body off to the side that is still intact, if heavily burnt, wearing a set of charred, but still mostly intact masterwork studded leather armor, a masterwork buckler, and a masterwork slingstaff, as well as 3 alchemist's fire, 4 acid flasks, and 2 thunderstones. The stone around the epicenter of both blasts is well scorched.

[sblock=rewards]Experience
CR 5 The Welcoming Committee 1600 xp total/400 xp each

Treasure
3 alchemist's fire, 4 acid flasks, 2 thunderstones, mw studded leather, mw buckler, mw halfling slingstaff, wand of summon monster 3 (2 charges), +1 ring of protection[/sblock]
 
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