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<blockquote data-quote="sunshadow21" data-source="post: 5947304" data-attributes="member: 6667193"><p><span style="color: DarkOrange">The party struggles to turn the fight around, and manage to make some progress. Arianna makes progress toward ungluing herself, Heinrich manages to catch one of the wolves on fire, and finds out that while fire in and of itself does not worry them, catching on fire is another matter entirely. The effected wolf tries to run away after a desperate and failed strike at the fire mage, but is pummeled by the second earth elemental as he does. The other wolf in back manages to bite and even trip Heinrich before it too takes off, not wanting to stick around and get burnt itself. The wolf on Ni continues to bite at the prone gnome, despite taking a heavy hit from the elemental, and lands a decent blow. The quasit lashes out at all three casters, but only is able to land a blow on the prone gnome, doing minimal physical damage, but introducing some poison into the gnome's blood at the same time. Up front, the fleshy humanoid seems to hold while the cultists do the entangle/alchemist's fire on the earth elemental, and once more, the tanglefoot bag hits home, but the alchemist's fire lands well short of it's goal.</span></p><p></p><p>[sblock=round 3]</p><p><img src="http://i1102.photobucket.com/albums/g454/sunshadow21/Mopping%20Up/CommonRoomRound3.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>Arianna 33(29)/33(29); entangled (3 rounds), glued to floor (2 hp remaining)</p><p> Compy 15/15; deafened</p><p>Heinrich 17/22; prone, deafened</p><p> Ni 23/30; prone, deafened</p><p>Tonris 30/30; deafened</p><p>earth elemental a 11/17; entangled (3 rounds)</p><p>earth elemental b 17/17</p><p></p><p>quasit</p><p>fleshy humanoid </p><p>cultist 1</p><p>cultist 2</p><p>wolf 12 damage (seriously hurt)[/sblock]</p><p></p><p>[sblock=deafened]A deafened character cannot hear. He takes a –4 penalty on <a href="http://www.d20pfsrd.com/gamemastering/combat#TOC-Initiative" target="_blank">initiative</a> checks, automatically fails <a href="http://www.d20pfsrd.com/skills/perception" target="_blank">Perception</a> checks based on sound, takes a –4 penalty on opposed <a href="http://www.d20pfsrd.com/skills/perception" target="_blank">Perception</a> checks, and has a 20% chance of spell failure when casting spells with verbal <a href="http://www.d20pfsrd.com/magic#TOC-Components" target="_blank">components</a>.[/sblock]</p><p></p><p>[sblock=tanglefoot bag]When you throw a tanglefoot bag at a creature (as a ranged <a href="http://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks" target="_blank">touch attack</a> with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An <a href="http://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangled" target="_blank">entangled</a> creature takes a –2 penalty on <a href="http://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll" target="_blank">attack rolls</a> and a –4 penalty to <a href="http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-" target="_blank">Dexterity</a> and must make a DC 15 <a href="http://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex" target="_blank">Reflex</a> save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 <a href="http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-" target="_blank">Strength</a> check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an <a href="http://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll" target="_blank">attack roll</a>; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the <a href="http://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangled" target="_blank">entangled</a> creature attempts to cast a spell, it must make <a href="http://www.d20pfsrd.com/magic#TOC-Concentration" target="_blank">concentration</a> check with a DC of 15 + the spell's level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of <a href="http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/universal-solvent" target="_blank">universal solvent</a> to a stuck creature dissolves the alchemical goo immediately.[/sblock]</p><p></p><p>[ooc]The party is up. The original earth elemental needs a DC 15 reflex save to avoid being glued to the floor. Ni needs to make a DC 11 fort save or take one point of dex damage.[/ooc]</p></blockquote><p></p>
[QUOTE="sunshadow21, post: 5947304, member: 6667193"] [COLOR=DarkOrange]The party struggles to turn the fight around, and manage to make some progress. Arianna makes progress toward ungluing herself, Heinrich manages to catch one of the wolves on fire, and finds out that while fire in and of itself does not worry them, catching on fire is another matter entirely. The effected wolf tries to run away after a desperate and failed strike at the fire mage, but is pummeled by the second earth elemental as he does. The other wolf in back manages to bite and even trip Heinrich before it too takes off, not wanting to stick around and get burnt itself. The wolf on Ni continues to bite at the prone gnome, despite taking a heavy hit from the elemental, and lands a decent blow. The quasit lashes out at all three casters, but only is able to land a blow on the prone gnome, doing minimal physical damage, but introducing some poison into the gnome's blood at the same time. Up front, the fleshy humanoid seems to hold while the cultists do the entangle/alchemist's fire on the earth elemental, and once more, the tanglefoot bag hits home, but the alchemist's fire lands well short of it's goal.[/COLOR] [sblock=round 3] [IMG]http://i1102.photobucket.com/albums/g454/sunshadow21/Mopping%20Up/CommonRoomRound3.jpg[/IMG] Arianna 33(29)/33(29); entangled (3 rounds), glued to floor (2 hp remaining) Compy 15/15; deafened Heinrich 17/22; prone, deafened Ni 23/30; prone, deafened Tonris 30/30; deafened earth elemental a 11/17; entangled (3 rounds) earth elemental b 17/17 quasit fleshy humanoid cultist 1 cultist 2 wolf 12 damage (seriously hurt)[/sblock] [sblock=deafened]A deafened character cannot hear. He takes a –4 penalty on [URL="http://www.d20pfsrd.com/gamemastering/combat#TOC-Initiative"]initiative[/URL] checks, automatically fails [URL="http://www.d20pfsrd.com/skills/perception"]Perception[/URL] checks based on sound, takes a –4 penalty on opposed [URL="http://www.d20pfsrd.com/skills/perception"]Perception[/URL] checks, and has a 20% chance of spell failure when casting spells with verbal [URL="http://www.d20pfsrd.com/magic#TOC-Components"]components[/URL].[/sblock] [sblock=tanglefoot bag]When you throw a tanglefoot bag at a creature (as a ranged [URL="http://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks"]touch attack[/URL] with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An [URL="http://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangled"]entangled[/URL] creature takes a –2 penalty on [URL="http://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll"]attack rolls[/URL] and a –4 penalty to [URL="http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-"]Dexterity[/URL] and must make a DC 15 [URL="http://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex"]Reflex[/URL] save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 [URL="http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-"]Strength[/URL] check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an [URL="http://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll"]attack roll[/URL]; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the [URL="http://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangled"]entangled[/URL] creature attempts to cast a spell, it must make [URL="http://www.d20pfsrd.com/magic#TOC-Concentration"]concentration[/URL] check with a DC of 15 + the spell's level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of [URL="http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/universal-solvent"]universal solvent[/URL] to a stuck creature dissolves the alchemical goo immediately.[/sblock] [ooc]The party is up. The original earth elemental needs a DC 15 reflex save to avoid being glued to the floor. Ni needs to make a DC 11 fort save or take one point of dex damage.[/ooc] [/QUOTE]
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