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[LPF] Mopping Up

Heinrich moves within 35 feet pulling out a flask of alchemical fire as he does so, and points his finger at a different cultist and a ray of fire more potent then ever jets from him. The flask disappears in the process.
power component:
(Scorching Ray (M): Any target damaged by a scorching ray catches on fire as if it has been struck by alchemist's fire.)

[sblock=Scorching Ray]
School evocation [fire]; Level sorcerer/wizard 2
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect one or more rays
Duration instantaneous
Saving Throw none; Spell Resistance yes

You blast your enemies with a searing beam of fire. You may
fire one ray, plus one additional ray for every four levels
beyond 3rd (to a maximum of three rays at 11th level). Each
ray requires a ranged touch attack to hit and deals 4d6 points
of fire damage. The rays may be fired at the same or different
targets, but all rays must be aimed at targets within 30 feet of
each other and fired simultaneously.
[/sblock]

[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][/QUOTE]
 
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[sblock=OOC]Is there any reason we're completely ignoring the idea of sending elementals in first? I would have appreciated some discussion about that, folks, rather than just being disregarded.[/sblock]
 


[sblock=ooc]At least the elementals got to inform us there was a ritual being started. They are still available for clobbering bad guys.[/sblock] The blaster casters seem too excited and rush in. Not sure as to what the enemy is, Arianna turns to basic preparations. Moving ahead of them, "Tanager, strengthen us with your power!"

[sblock=actions]swift: Arcane Strike, Move (up to 50') ahead of the others to protect our blaster casters but still be within 50' of all party members on our side, Std: Cast Bless

Attempting to be in front of Tonris and Heinrich to take the most of the retaliation. [/sblock]
OOC: Cast Bless: +1 attacks and saves vs. Fear
[sblock=mini-stats]Arianna Mermaid ~ Perception +6, Sense Motive +6, Stealth +1, Low Light Vision
Base HP 37/0, AC 15, 13 T, 13 FF, Init +2
Current HP: 37
, Current AC: 19
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, 2 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 18, 12 T, 17/21 FF, Init +1
Current HP: 33/29, Current AC: 22
CMB +7, CMD 18, Fort +5, Reflex +3, Will +8 . . Move 50'
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: long spear
Conditions: +1 attacks and saves vs fear.(10 rds)[/sblock]
 

Ni is midway through suggesting the possibility of sending in an advance troupe of earth elementals when Tonris and Heinrich take off into the chamber. The easy-going gnome is completely flummoxed by their actions, though he recovers quickly enough. "Friends, head in! I'll meet you on the other side!" he calls to the elementals, who nod stoically and disappear into the rock wall. Ni follows the others into the chamber.

[sblock=Actions]Each elemental will move through the rock, come out the side walls, and attack one of the cultists each, avoiding those attacked by Tonris and Heinrich if possible. I'll roll attacks for them, assuming that they didn't get Blessed (add 1 to their attack if they did).

Elemental A: 1d20+9=16, 1d6+7=12
Elemental B: 1d20+9=15, 1d6+7=9

Ni'll move into the chamber, staying ~10 ft behind the others. I'm going to hold his standard for this round until the others' actions get resolved and we get a map up.[/sblock]

nimientioquijuil-smaller-e1336011034261.png
lumoies-e1336011022912.png
[sblock=Stats]Nimientioquijuil
HP: 27/30
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: 6/11
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 - 2/4 minutes
- Summon Monster II - Small Earth Elemental B - 2/4 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: 15/17
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]
 


As Tonris pushes open the second set of doors, things go crazy quickly. Two of the robed cultists, already shaky from the earlier blast, lose their concentration and turn themselves into conduits for the energy from the orbs to flow into, killing them both instantly. This causes minor explosions of energy at the other two orbs, which the robed figures take with mixed results, although both stay standing. Targeting the closest one, Tonris unleashes an ear splitting scream that, while annoying, doesn't seem to faze the halfling much. Heinrich targets the other robed figure with his scrorching ray, lighting him on fire, only to realize a bit too late that he was going up against a tiefling, who is still hurt, but not nearly as much as someone else would have been, and who definitely is not all that concerned about being on fire. Ni's earth elementals move through the walls to attack the cultists, but are intercepted. One meets a dretch as it steps out of the wall, and lands a solid blow; the other doesn't even get out of the wall before it meets a mud elemental that absorbs the punch with it's muddy skin. The orbs and the 5' columns they are resting on are literally humming with arcane energy, and seem likely to discharge it again at some point. The obsidian black platform is about 1 foot off the ground, and seems to have a variety of runes and symbols carved into in with the same blood red ink from the first door.

[sblock=round 1]
SummoningRoomRound1.jpg


Arianna 33(29)/33(29)
Compy 15/15
Heinrich 21/22
Ni 27/30; 1 dex damage
Tonris 30/30
earth elemental a 15/17; 5 rounds remaining
earth elemental b 17/17; 20 rounds remaining

dretch 10/22
halfling summoner 4+earlier damage (notably hurt)
eidolon hiding
mud elemental; 8 rounds remaining
tiefling summoner 16 damage (notably hurt)
eidolon hiding
eidolon hiding[/sblock]

OOC: Waiting on Ni's standard action.
 
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Ni takes the chaos that their entrance invokes in stride. He contemplates his move for a seemingly-eternal split second, then makes his decision. Nodding, his expression one of intense focus, he begets two celestial eagles out of the air itself. The pair ferociously attack the tiefling cultist.

[sblock=Actions]Ni casts SMII, summoning 1d3+1=2 celestial eagles, at T -7 and R -9. They full attack the cultist using smite evil (+1 damage).

Eagle A: 1d20+5=15, 1d4+2=4, 1d20+5=16, 1d4+2=6, 1d20+5=14, 1d4+2=5 -> forgot +1 from smite, no worries if you don't include it

Eagle B: 1d20+5=25, 1d4+3=5, 1d20+5=24, 1d4+3=4, 1d20+5=24, 1d4+3=6
Crit Confirm: 1d20+5=11, 1d4+3=7

Also, Ni is up to 27 HP with Arianna's channeling. If the injured earth elemental caught that, too, he's up to 15 HP.
[/sblock]

nimientioquijuil-smaller-e1336011034261.png
lumoies-e1336011022912.png
[sblock=Stats]Nimientioquijuil
HP: 27/30
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: 5/11
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 - 5 rounds remaining
- Summon Monster II - Small Earth Elemental B - 20 rounds remaining
- Summon Monster II - Celestial Eagles A & 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: 15/17
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][sblock=Celestial Eagles]Celestial Eagles

Eagle A: 7/7 HP
Eagle B: 7/7 HP

AC 14, Touch 13
Fort +5 Ref +4 Will +2[/sblock]
 

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