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[LPF] Mopping Up

"Wait, someting down das hall. I check."

for just a flash of a moment Heinrich's pendant glows a pale blue, then the glow transfers to the whites of his eyes. The blue deepens to indigo and then a violet do dark to almost be black

[action: cast through pendant (bonded object) see invisible.]

he casts his gaze about to see what is not seen.
 

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Ni sees Tonris making his way over to Lu to help the creature. Given the nature of the situation, Ni decides that it's best to send the eidolon back to its home plan; he waves his wand, and Lu shimmers, and then disappears, before Tonris can get to its side. "Don't worry about Lu," the gnome says. "He'll be alright and comfortable as long as he's on his home plane."

Looking about the cavern nervously, the gnome says, "Now then, that creature struck me as some sort of sentry-type guard-type, meaning that he has masters, who are likely around here somewhere. So let's keep on guard."

[sblock=OOC]Did the elemental sustain further damage/suffer from quills?[/sblock]

nimientioquijuil-smaller-e1336011034261.png
lumoies-e1336011022912.png
[sblock=Stats]Nimientioquijuil
HP: 30/30
AC: 18 (Touch: 14, Flat-footed: 15)
CMB: 0 CMD: 12 Fort: +3, Ref: +5, Will: +5 (+7 vs Illusions)
Perception: +2
Initiative: +2

Current Weapon in Hand: None

Summon Monster I: 10/11
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 - 0/4 minutes
- Haste - on Ni, Lu, Earth Elemental, Arianna - 1/4 rounds

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
HP: 11/17
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]
 

Arianna knows there was something else and she intently searches for the critter but finds nothing.
[sblock=actions]Cast Guidance, Active perception search, So much for that idea!!![/sblock]
 



Heinrich continues to look about.

"Vhere ist it?" He casts his gaze all about using his augmented vision.

[sblock= see invisible for refrence only]
School divination; Level bard 3, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (talc and powdered silver)
Range personal
Target you
Duration 10 min./level (D)
You can see any objects or beings that are invisible within
your range of vision, as well as any that are ethereal, as if
they were normally visible. Such creatures are visible to you
as translucent shapes, allowing you easily to discern the
difference between visible, invisible, and ethereal creatures.
The spell does not reveal the method used to obtain
invisibility. It does not reveal illusions or enable you to see
through opaque objects. It does not reveal creatures who are
simply hiding, concealed, or otherwise hard to see.
[/sblock]
 
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just as Tonris arrives at the side of Lu, the Eidolon vanishes... Tonris turns to see what the cause of this sudden disappearance was only to see Ni finishing up the dismissal spell for the Eidolon. Tonris grimaces and says "Well, I guess that is better than having to heal him in the midst of battle. Though I wish I could have healed him instead of having to let him sit in another plane of existence and suffer while we conclude our mission here." With that said Tonris turns and follows Heinrich down the tunnel to wherever they may be led. with Rex close on his heals.

OOC: I just realized that I think I Forgot to roll Rex's save vs. Fear... should I do that now or do we just assume he rolled a successful save?


[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]
 

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