• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

[LPF] Mopping Up

Herr Heinrich Schreibersen-Wizard 5

looking about Heinrich is suddenly beset upon by the dretch demon!
in defense he moves to a more advantageous spot! However, the pain of the demon's bite is more then what he is expecting and the spell fizzles harmlessly away!!

move: 5 foot to L,-5
Standard: cast elementally altered burning hands [acid/fire]

concentration check
10 + 7 (dam) + 1 (spell level) = dc 18
vs
d20 + 5 (caster level) + 4 (ability mod)


[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]
 
Last edited:

log in or register to remove this ad


Having evened the summoner count, Arianna returns to make sure her summoner stays standing. She skewers and pops the fiendish eagle that was hassling Ni, freeing him up to cast freely.
Draws an AoO from the Dretch
[sblock=actions]move to O-3, Swift: Arcane Strike, std longspear attack fiendish eagle at N-1 with Flank[/sblock][sblock=AoOs]Arianna draws one from Dretch B as she moved by.
If Dretch A moves to engage, he draws one from Arianna with Bless and Arcane Strike damage added, +9, d8+7 which pops him if it hits.[/sblock][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: 33/10, 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.(8 rds), Arcane Strike, Flank[/sblock]
 
Last edited:

Despite his grievous wounds, Ni manages to shoot a brief smile to Arianna. "My thanks, mademoiselle!" He then turns his attention to the battlefield at large. A brief moment of intense concentration, a flourishing gesture, and a current of (much more amiable) energy races through the space. Arianna and the elementals feel it course through their bodies.

Both elementals continue to attack the summoner and his animations.

[sblock=Actions]Ni casts Haste. From my count, he should be able to reach Arianna and the two elementals from where he's currently standing. Boy is it nice to not have to roll a concentration check. ;)

Elemental B 5' to T -1, full attack: 1d20+10=19, 1d6+7=11, 1d20+10=15, 1d6+7=10

Elemental C Fort Save: 1d20+6=17
Elemental C full attacks the Mud elemental at T -2: 1d20+10=18, 1d6+7=9, 1d20+10=12, 1d6+7=8
If that mud elemental somehow gets killed, the elemental will 5' due south to hedge in the halfling, but it looks unlikely. [/sblock]

nimientioquijuil-smaller-e1336011034261.png
lumoies-e1336011022912.png
[sblock=Stats]Nimientioquijuil
HP: 7/30
AC: 17 (Touch: 13, 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; 1/3

Active Magic:
- Mage Armor (on Lu) - 0/4 hours
- Summon Monster II - Small Earth Elemental B - 19 rounds remaining
- Summon Monster II - Small Earth Elemental C - 40 rounds remaining
- Haste - on Arianna, Elementals B & C, Ni - 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 B's HP: 9/17
Small Earth Elemental C's HP: 8/17

AC: 19 (Touch: 12; FF: 17)
CMB: +6 CMD: 15 Fort: +6 Ref: +3 Will: +0
Perception: +5
Initiative: -1

Melee: Slam +9 (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]​
 

The chaos starts to settle down as the elementals continue to duke it out with mixed results. A concentrated effort by the serpent, the archer, and the dretch manage to drop one earth elemental, while the mud elementals are able to further wound, but not kill, the other earth elemental. The horse creature also takes one desperate failed attack on the compy before it and the serpent suddenly go poof. The healthy dretch assaults Arianna, landing both claws, as the one remaining fiendish eagle moves five feet and unsuccessfully assails the witch. Despite getting hit, the halfling still stands, though he appears to be slowing down a bit as he steps back and pulls out a wand. After a quick wave, a pit appears in the area between him and the party. Finally, the ever present magic bolts manage to finish off one of the dretches and bring Arianna's skin to a near breaking point.

[sblock=round 3]
SummoningRoomRound4.jpg

Green square is a 10' deep pit.

Arianna 33(1)/33(29)
Compy 15/15
Heinrich 14/22
Ni 7/30; 1 dex damage
Tonris 19/30
earth elemental c 5/17; 38 rounds remaining

dretch b 22/22
halfling summoner severely hurt
humanoid
mud elemental a; 4 rounds remaining
mud elemental b; 29 rounds remaining
fiendish eagle a 3/7; 28 rounds 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.
 

Continuing to ignore his wounds, Ni grins, sensing the tide of the battle turning. Cupping his hands, he blows mightily: this initially-normal gust grows and thickens, coalescing into a swirling form of living air. Ni yells to the creature, but it is already moving to act. The air creature spins mightily, focusing its fury on the halfling summoner.

[sblock=Actions]Earth Elemental C Fort Save: 1d20+6=18
Earth Elemental full attacks Mud Elemental at U -2: 1d20+10=11, 1d6+7=10, 1d20+10=17, 1d6+7=9

Ni summons an air elemental at S -3. The elemental enters its whirlwind form.

Now, I've never used whirlwind before, so I'm unfamiliar with it, and may require input from others. However, from how I read it, once the elemental changes form, it can move without provoking AoOs, and every creature it touches has to make a Reflex save or suffer slam damage (in this case, 1d4+3). Ni'll tell the elemental to focus on the halfling, so I would have the elemental move back and forth in and out of the halfling's square until it is dead, then move onto the mud elementals. It takes 10 ft of a flying creature's speed to turn 180 degrees: from my count, that means the elemental can pass through the halfling's space four separate times. Damage for each of these: 1d4+3=4, 1d4+3=6, 1d4+3=5, 1d4+3=6

Just in case the halfling survives this, the air elemental will end its turn in his square, still whirlwinding, so as to force him to make a concentration check. If the halfling dies somewhere along this process, the air elemental will turn to the mud elementals, focusing on the injured one first.

I think all this is kosher, but let me know if I've missed/misread something.[/sblock]
nimientioquijuil-smaller-e1336011034261.png
lumoies-e1336011022912.png
[sblock=Stats]Nimientioquijuil
HP: 7/30
AC: 17 (Touch: 13, 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: 3/11
Spells:
- 0: DC 16; Infinite
- 1: DC 17; 4/5
- 2: DC 18; 1/3

Active Magic:
- Mage Armor (on Lu) - 0/4 hours
- Summon Monster II - Small Earth Elemental C - 38 rounds remaining
- Haste - on Arianna, Elementals B & C, Ni - 2/4 rounds
- Summon Monster II - Small Air Elemental A - 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 B's HP: 9/17
Small Earth Elemental C's HP: 8/17

AC: 19 (Touch: 12; FF: 17)
CMB: +6 CMD: 15 Fort: +6 Ref: +3 Will: +0
Perception: +5
Initiative: -1

Melee: Slam +9 (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=Small Air Elemental]Small Air Elemental (w/Augment Summoning)

17/17 HP
AC 17, Touch 14
Fort +6 Ref +6 Will +0[/sblock]​
 
Last edited:

[sblock=whirlwind]With the tight quarters of that particular nook and the square that the halfling is in being just outside of your close range so it can't start in that square, I'm going to say it's only able to effectively get three 3 passes and the halfling gets a circumstance modifier to his reflex save because the wind can't really get fully around him due to the wall being right there.[/sblock]

The air elemental struggles to get a proper attack vector as the halfling manages to wedge himself solidly into a small fissure in the wall, but is finally able to do some damage on it's final pass, though not quite enough to kill the summoner, who is left staggered but still barely conscious. In it's efforts, however, it does manage to batter one of the mud elementals (the one in U,-4) enough to make it disappear, so it's not a complete waste. Meanwhile the debris cloud being thrown up makes its impossible for anyone else to see into that nook (U,-3 and U,-4 are effectively obscured by total concealment for the entire round due the frantic actions of the air elemental).
 
Last edited:

[sblock=OOC]Obviously, you're the boss.

I counted out the steps, and the elemental could get 4 occupations of that square in from a starting point of S -3. If you'd like, I can walk through the numbers here.

As far as the Ref save - again, you're the boss, but I think a circumstantial bonus doesn't make any sense. The elemental is completely surrounding the halfling by occupying the entirety of its space. No matter how pressed the halfling is against the wall, the elemental is able to completely surround it from all sides, not just around it, but above and below it. The text says nothing about circumstantial modifiers which would enable the victim to resist the attack. And I'm not even sure if a full envelopment is necessary to deal the damage. So I would respectfully disagree.

Let me know what you think.[/sblock]
 

[sblock=OOC]Obviously, you're the boss.

I counted out the steps, and the elemental could get 4 occupations of that square in from a starting point of S -3. If you'd like, I can walk through the numbers here.

As far as the Ref save - again, you're the boss, but I think a circumstantial bonus doesn't make any sense. The elemental is completely surrounding the halfling by occupying the entirety of its space. No matter how pressed the halfling is against the wall, the elemental is able to completely surround it from all sides, not just around it, but above and below it. The text says nothing about circumstantial modifiers which would enable the victim to resist the attack. And I'm not even sure if a full envelopment is necessary to deal the damage. So I would respectfully disagree.

Let me know what you think.[/sblock]

[sblock=ooc]If it was a smooth wall and an even ceiling, I would agree with you entirely, but you have to remember this is an old mine, so neither wall nor ceiling are precisely even, and the halfling is small enough he can take advantage of some of the smaller cracks that a medium creature would not be able to benefit from. Given that and the fact that the minimum height of the whirlwind is 10 feet, along with the fact that the square he's currently in is already a bit of a squeeze for the halfling by himself, even before you put a 10 foot tall whirlwind in there, I just have a hard time believing that the air elemental would be operating at an optimum strength.[/sblock]
 

Arianna backsteps from the dretch and then lands two solid blows with the longspear, leaving it bloody but not incapacitated.
[sblock=actions]5' step to P-3, swift Arcane Strike, std Longspear attack, Haste Longspear attack[/sblock][sblock=ooc]I will go with SS on this one. Even in a tornado, a 1' ditch can make the difference.
We will get that halfling soon enough.[/sblock][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: 33/1, Current AC: 23 Haste
CMB +7, CMD 18, Fort +5, Reflex +3, Will +8 . . Move 80'
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.(7 rds), Arcane Strike, Flank, Haste
Immediate Action: If the eidolon goes to zero, transfer life force from Arianna to Teq for the amount of damage dealt, leaving Arianna at least 2 HP. So, the suit stays in the fight.[/sblock]
 
Last edited:

Into the Woods

Remove ads

Top