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[LPF] Mopping Up

The halfling grins as Ni summons the celestial eagles. "Oh, I can do that, too. Here, let me show you." And suddenly three fiendish eagles appear around Ni, and proceed to nip and slash at everyone around them. Arianna takes 4 points of damage as one bites her, and Ni takes a total of 10 points as two talons slash into his flesh. Another one of the fleshy creatures, which Ni is finally able to identify as a dretch, successfully summons backup, and earth elemental a takes a decent blow. The mud elemental is able to slam it's muddy fist into earth elemental b, and mud starts to slowly ooze around the earth elemental. The tiefling ignores both the fire and the eagles, casting a spell before taking a step back. Meanwhile the celestial eagles come under attack. The eagle that successfully hit the tiefling, which is now on fire after getting that close to the blaze of the tiefling's robes, is struck from behind as a serpent's neck lashes out and bites it hard. The other one gets an crossbow bolt stuck up it's rear, although the source is not immediately clear. A horselike eidolon comes charging out toward Tonris, but this creature is unable to connect, and Tonris remains unharmed. Both the serpent and horse creature make Lu look extremely well defined, as aside from their general shape and the the definite sharpness of their attacks, their bodies are closer to that of the mud elemental than anything else. As if this wasn't enough, the orbs start to discharge energy, sending off random bolts of magic in all directions. Most of them end up smashing into the wall, but Ni and a couple of the fiendish eagles take solid hits.

[sblock=round 2]
SummoningRoomRound2.jpg


Arianna 33(25)/33(29)
Compy 15/15
Heinrich 21/22
Ni 12/30; 1 dex damage
Tonris 30/30
earth elemental a 10/17; 4 rounds remaining
earth elemental b 9/17; 19 rounds remaining
celestial eagle a 2/7; on fire, possibly entrapped; 39 rounds remaining
celestial eagle b 1/7; 39 rounds remaining

dretch a 10/22
dretch b (Q,-1) 22/22; it is there, I just forgot to make it visible before exporting the map
halfling summoner 4+earlier damage (notably hurt)
humanoid hiding; DC 14 Perception check to notice
mud elemental; 7 rounds remaining
fiendish eagle a 3/7; 29 rounds remaining
fiendish eagle b 4/7; 29 rounds remaining
fiendish eagle c 7/7; 29 rounds remaining
tiefling summoner 31 damage (notably significantly hurt)
quadraped
serpent
wild magic orbs 4 remaining[/sblock]

[sblock=Spellcraft DC 17]The tiefling cast Infernal Healing.[/sblock]

[sblock=entrapped]The creature has an ability that restricts another creature’s movement, usually with a physical attack such as ice, mud, lava, or webs. The target of an entrap attack must make a Fortitude save or become entangled for the listed duration. If a target is already entangled by this ability, a second entrap attack means the target must make a Fortitude save or become helpless for the listed duration. The save DCs are Constitution-based. A target made helpless by this ability is conscious but can take no physical actions (except attempting to break free) until the entrapping material is removed. The target can use spells with only verbal components or spell-like abilities if it can make a DC 20 concentration check. An entangled creature can make a Strength check (at the same DC as the entrap saving throw DC) as a full-round action to break free; the DC for a helpless creature is +5 Greater than the saving throw DC. Destroying the entrapping material frees the creature. In this case, it has hardness 5, hp 5.[/sblock]

OOC: The party is up. Earth elemental B needs a DC 14 Fort save to avoid being entrapped. Wow, that took a while to get through all the rolls and write up.
 
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Heinrich looks around and says, "This place, it is crowded it is getting.yeesh!" He raises his hand and points at the Tiefling. 3 darts of light and force shoot out and strike unerringly.

magic missile!


[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
* acid splash

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

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

LEVEL 3
* Dispel magic
* -Fire ball- (**,ev,E)
* Haste

( - ) 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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Arianna goes after the most wounded summoner, drawing up some extra arcane energy into her spear, rounding the bend a striking a strong blow as the spear pierces the tiefling.
[sblock=actions]Provoke AoOs leaving, Swift: Arcane Strike, Single Move: By way of N-8, move to R-8, longspear attack with reach T-9 if that is the tiefling summoner.[/sblock]Everyone: +1 Attack from Bless active 9 rounds [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: 33/25, 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.(9 rds), Arcane Strike[/sblock]
 
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[sblock=OOC]Sorry, couldn't update tonight because of a power outage. Don't have time to due so now. Should get one in tomorrow morning. Apologies for the delay.[/sblock]
 

Tonris screams in frustration as the enemies seem to be overwhelming him and his new friends. However he has an idea of how he can turn the tides of this fight.

Tonris gives an evil glare towards the Tiefling, hoping that this glare will in someway debilitate the Tieflings ability to fight him and his allies!

[sblock=Actions]Using the Evil Eye Hex on the Tiefling. This will require the Tiefling to make a will saving throw against a DC of 16 or else suffer a -2 penalty on all further saving throws for the next 7 rounds. If successful on his saving throw the penalty lasts for the next 1 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 (1 / 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]
 

A lot flashes through Ni's mind amid the claws, beaks, and energetic bursts. Thoughts about his death. Thoughts about his hope to stop the potential unleashing of evil. Thoughts about Tonris' stupidity. In the midst of chaos, each of these thoughts races crystal clear through his mind, but still, he manages to remain focused.

The gnome takes a step backward, and, shielding himself from the eagle before him, yet again animates the earth, this time near the halfling caster. From there, he can do little but hope as all his animations beset their foes.

[sblock=Actions]Whew boy. Whole lot goin' on at this point. Think I got it all.

Ni 5' steps to N0, summons an earth elemental at S -2.
Ni concentration check: 1d20+10=25

That new earth elemental ("C") attacks the halfling caster:
1d20+9=18, 1d6+7=9

Elemental B Fort Save: 1d20+6=16
Elemental B attacks the mud elemental: 1d20+11=12, 1d6+7=10

Elemental A 5' steps to Q1, attacks dretch at P0: 1d20+9=22, 1d6+7=8

Eagle at R -9 5' steps to S -9, full attacks: 1d20+3=22, 1d4+2=6, 1d20+3=9, 1d4+2=6, 1d20+3=21, 1d4+2=6

Not sure what to roll for the other eagle, so I'll leave that to you. If it can, it'll 5' to T -8 and full attack the tiefling, shifting its attacks if the tiefling is downed by now.
1d20+3=10, 1d4+2=4, 1d20+3=9, 1d4+2=3, 1d20+3=21, 1d4+2=6
[/sblock]

nimientioquijuil-smaller-e1336011034261.png
lumoies-e1336011022912.png
[sblock=Stats]Nimientioquijuil
HP: 12/30
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: 4/11
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 - 4 rounds remaining
- Summon Monster II - Small Earth Elemental B - 19 rounds remaining
- Summon Monster II - Celestial Eagles A & B - 39 rounds remaining
- Summon Monster II - Small Earth Elemental C - 40 rounds remaining

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: 10/17
Small Earth Elemental B's HP: 9/17
Small Earth Elemental C'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: 2/7 HP
Eagle B: 1/7 HP

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

Chaos reigns as battle breaks out. The tiefling is taken down as he takes concentrated fire, but his eidolons do not immediately disappear for some reason. The dretch is the only other opponent to take damage from Ni's many summons as the halfling just grins as the celestial eagle on fire poofs as the fire engulfs it. Tonris takes minor damage from the horselike creature's bite as Arianna takes a crossbow bolt straight in the back from the eidolon archer (I love two natural 20s). The serpent reaches out to bite the remaining eagle and sends that creature home as well. The mud elemental turns to attack the earth elemental attacking the halfling summoner before sliding out of the flank it found itself in. The original dretch manages to pop the earth elemental as it full attacks and lands a nasty bite on the living rock. The second dretch charges Heinrich and catches the fire mage off guard as he lands his bite. The fiendish eagles continue to plague their targets as Ni and Tonris both suffer full attacks and take several more hits. The last celestial eagle chases after Arianna, missing on it's bite attack. The halfling summoner retreats to a corner and summons another mud elemental in front of him, who promptly attacks the earth elemental out in the open, but missing, as he starts to cackle as if he's gone completely mad. Once more the orbs release energy, taking out one of the fiendish eagles while the rest of the bolts of magical energy are absorbed harmlessly by the walls.

[sblock=round 3]
SummoningRoomRound3.jpg

Arianna 33(10)/33(29)
Compy 15/15
Heinrich 14/22
Ni 7/30; 1 dex damage
Tonris 19/30
earth elemental b 9/17; 18 rounds remaining
earth elemental c 8/17; 39 rounds remaining

dretch a 2/22
dretch b 22/22; charged
halfling summoner 4+earlier damage (notably hurt)
humanoid
mud elemental a; 5 rounds remaining
mud elemental b; 30 rounds remaining
fiendish eagle a 3/7; 29 rounds remaining
fiendish eagle c 7/7; 29 rounds remaining
quadraped; 1 round remaining
serpent 6 damage; 1 round remaining
wild magic orbs 4 remaining[/sblock]

[sblock=entrapped]The creature has an ability that restricts another creature’s movement, usually with a physical attack such as ice, mud, lava, or webs. The target of an entrap attack must make a Fortitude save or become entangled for the listed duration. If a target is already entangled by this ability, a second entrap attack means the target must make a Fortitude save or become helpless for the listed duration. The save DCs are Constitution-based. A target made helpless by this ability is conscious but can take no physical actions (except attempting to break free) until the entrapping material is removed. The target can use spells with only verbal components or spell-like abilities if it can make a DC 20 concentration check. An entangled creature can make a Strength check (at the same DC as the entrap saving throw DC) as a full-round action to break free; the DC for a helpless creature is +5 Greater than the saving throw DC. Destroying the entrapping material frees the creature. In this case, it has hardness 5, hp 5.[/sblock]

OOC: The party is up. Earth elemental C needs a DC 14 Fort save to avoid being entrapped. Wow, that took a while to get through all the rolls and write up.
 
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Tonris takes a step back, and proceeds to cast a healing spell on himself to prevent him from dying. Meanwhile Rex moves to the spot that Tonris has just vacated and proceeds to bite the horse-like Eidolon in the leg.

[sblock=Actions]Tonris will 5-foot step back to position K, -3. Meanwhile his Familiar will take his place in the square Tonris had been occupying. Once positions are traded Tonris will cast Cure Moderate Wounds on himself. Meanwhile Rex will proceed to attack the Horse-Like Eidolon in the leg with his poisonous bite. Not sure how much that will do. But it is an attempt.[/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 (1 / 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]
 
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