• 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

OOC: I am merely guessing we all can attempt the spellcraft check. I will wait for any opposition before reading the spoiler block
 
Last edited:

log in or register to remove this ad

"Oh brother..." mumbles Ni. "I'm not sure if I want to help this lady with any of her chores."

[sblock=OOC]Lu is not currently summoned.

Ni had been casting Light on himself since we first entered, so he would have continued to do so. Also, Ni cast Enlarge Person on Arianna right before we entered, so she should be matching our big friend at the other side of the room.

I had a few questions before I acted. One, Elementals would not be affected by the Protection from Law/Good, yes? I can roll a knowledge roll for this if you want to determine if Ni knows this IC, because it's the first time he's faced this situation.

Also, if I end up wanting to summon a grig, would that be okay? Might not, but it's an option.

Did the earth elemental exhaust his time?

Ni doesn't not think it's a good idea to enter the room. I tend to agree with him.

Actions pending.[/sblock]

nimientioquijuil-smaller-e1336011034261.png
lumoies-e1336011022912.png
[sblock=Stats]Nimientioquijuil
HP: 30/30
AC: 17 (Touch: 13, 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; 5/5
- 2: DC 18; 3/3

Active Magic:
Summon Monster II - Small Earth Elemental - 40/40 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]HP: 17/17

AC: 17 (Touch: 10; 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]​
 

"Haste might be helpful..." Her muscled legs are ready to charge in to the darkness, but she pauses for a split second for one of the buffers to drop their spell before she runs out of range. "Dretch to the left! Casters at the end of the room are mine." she warns for those without night vision.
[sblock=action]delay until Ni or Heinrich casts something, possibly haste[/sblock]
 
Last edited:

[sblock=OOC]
"Haste might be helpful..."
When do you know your magic-user has entered into his own?

When everyone starts asking for buffs! :p

Just teasing: that's why I picked it, after all. I just think it's funny. It's like Ni became a "cool kid" all the sudden.
[/sblock]
 

Tonris enters the room, looks around, and immediately feels the effects of the Protection from Good Spell affecting the surrounding area. However he ignores it as he doesn't actually have any summoned creatures nor is he himself summoned. Hoping ot spot the spellcasters in the room, he looks around as quickly as he can. He then tries to determine the types of spells that are in the room, with the added help of a Detect Magic spell of his own. He then attempts to determine the nature of any arcane creatures or extra planar creatures that he can see in the room.

OOC: God my dice suck today.


[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)
Mage Armor AC 21, Touch 14, Flat-Footed 19 (+2 Dex, +3 Nat, +4 Mage Armor, +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]
 
Last edited:

[sblock=OOC]Lu is not currently summoned.

Ni had been casting Light on himself since we first entered, so he would have continued to do so. Also, Ni cast Enlarge Person on Arianna right before we entered, so she should be matching our big friend at the other side of the room.

I had a few questions before I acted. One, Elementals would not be affected by the Protection from Law/Good, yes? I can roll a knowledge roll for this if you want to determine if Ni knows this IC, because it's the first time he's faced this situation.

Also, if I end up wanting to summon a grig, would that be okay? Might not, but it's an option.

Did the earth elemental exhaust his time?

Ni doesn't not think it's a good idea to enter the room. I tend to agree with him.

Actions pending.[/sblock]

[sblock=ooc]If you don't apply celestial to the summoned creature, it follows it's natural alignment, so elementals would be unaffected, but you still have be able to give accurate orders, which is not impossible, but is not automatic either, as the elemental first has to get into a position that allows them to give proper intel to you, and you have to be able to speak their language.

Ni would be able to make a reasonable guess at the above due to presence or absence of the celestial template. As long as he would have good reason to know the creature's natural alignment, as he would with the grig, he would be fine.

The earth elemental actually popped while you preparing to open the door. The sleeping quarters section wasn't huge, but it definitely took almost all of the available time it had.[/sblock]

The creature close to you appears to be another dretch.
 

"Go get 'em..." Ni murmurs to Arianna with a wave of his hand. Her and her companions feel suddenly quickened.

[sblock=Actions]Thanks for the clarifications, ss.

Ni casts Haste on the gang (Tonris' familiar excluded). Ni then moves to S8.[/sblock]

nimientioquijuil-smaller-e1336011034261.png
lumoies-e1336011022912.png
[sblock=Stats]Nimientioquijuil
HP: 30/30
AC: 17 (Current: 18) (Touch: 13 (Current: 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; 5/5
- 2: DC 18; 2/3

Active Magic:
Haste: on Ni, Tonris, Heinrich, 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]​
 

Herr Heinrich Schreibersen-Wizard 5-hasted

Actions:
cast shield

[sblock=special info]
round 2
move 15 feet south, 5 feet west to arrive at W,7
std action cast burn hnds o acid
move [haste] back to start at T,8

Effects active:
Haste from ni
+1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves.
All of the hasted creature's modes of movement (including land movement,
burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice
the subject's normal speed using that form of movement.
rounds: 00000[/s]
shield from self
Shield creates an invisible shield of force that hovers in front
of you. It negates magic missile attacks directed at you. The
disk also provides a +4 shield bonus to AC. This bonus
applies against incorporeal touch attacks, since it is a force
effect. The shield has no armor check penalty or arcane spell
failure chance.
rounds 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000[/s]
[/sblock]
[sblock=stat block]
fire jett [su] damage: 1d6+2 DC 16 Unused: 00000 00 Used:
-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: 22/22
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
* Dancing Lights
* acid splash

Level 01
* Burning Hands(ev,E,*)
* Burning Hands(ev,E,*)
* magic missile
* -shield-

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

LEVEL 3
* Fire ball (**,ev,E)
* 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:
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

[/sblock]
 

After Ni does the honors, Arianna charges in and tries to strike the cleric. The spear clangs off of the pillar on its way to its destination, missing wildly.
[sblock=actions]Arianna: Neutral, Aura chaotic; Swift: Arcane Strike; Charge to AA8-AB9, longspear 20' reach attack large cleric
Have one AoO if Dretches or Cleric moves 10', Sorc has cover, negating AoO[/sblock][sblock=ooc]I think Haste doesn't allow a mage to move, cast, move. Need Shot on the Run or Spring Attack equivalent

Grr: Nat 1!![/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 15', 25'
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 (47 charges)
.......................1 wand of Cure Light Wounds (49 charges)
Loot chosen: Ring of Protection +1

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: 4/day, 2 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, 0 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+4shield-2enlarge+1haste = 25
CMB +7, CMD 18, Fort +5, Reflex +3, Will +8 . . Move 50', 80' with Haste
Claw/Claw +7, d4+4+1 Arcane Strike
MW Longspear +8, d8+6+1 Arcane Strike with 10' reach
MW Longspear +8, 2d6+7+1 Arcane Strike with 20' 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), Shield (39 rounds), Enlarge Person (39 rounds)
In hand: Longspear
Conditions: Haste, Charge +11 to hit, (AC 23), Arcane Strike
[/sblock]
 
Last edited:


Into the Woods

Remove ads

Top