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The Wayfinders - The Wreck of the Archon
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<blockquote data-quote="jkason" data-source="post: 6232584" data-attributes="member: 2710"><p><strong>Midian Rightson, human druid</strong></p><p></p><p>Midian shivers once Doral points out the motion in the 'cables.' He glances over the room, considering.</p><p></p><p><span style="color: sandybrown">"I have a few natural favors that might help. I can either let us walk across the water's surface without disturbing it, or--if we think the motions still might attract the tendrils--I have a way to let us move across the walls and ceiling for a shorter amount of time. The climbing might come in handier later, though. Either way, I think it better we avoid actually entering that liquid."</span></p><p></p><p>[sblock=ooc]Midian has both Water Walk (can affect 8 for 80 minutes) and Spider Climb (communal) (can still affect 8, but splits the time so it would only be 10 minutes per level). The first spell is probably the better one to use, at least insofar as it's not likely to be necessary in a lot of other situations, while the climbing might still come in handy down the line[/sblock]</p><p></p><p>[sblock=mini-stats][code][b]HP:[/b] 66/66 </p><p>[b]AC:[/b] 21 [b]AC(T):[/b] 14 [b]AC(FF):[/b] 18 </p><p>Wildshape base AC: 15</p><p>Medium/Huge Animal AC: 17</p><p>Medium Magical Beast AC: 19</p><p>Medium Air Elemental AC: 20, Reflex save: +8</p><p></p><p>Conditions: Full Party: Negate Aroma & Pass Without Trace (both 8 hours)</p><p></p><p>[b]Init:[/b] +02</p><p>[b]BAB:[/b] +6/+1 [b]CMB/CMD:[/b] +8/22 [b]ACP:[/b] -3 </p><p>[b]Perception:[/b] +17</p><p></p><p>Saving Throw Base Mod Misc* Total</p><p>Fort: 06 1 +2 +9 </p><p>Ref: 02 2 +2 +6 </p><p>Will: 06 6 +2 +14</p><p></p><p>* Cloak +2</p><p>Conditional: +4 vs. spell-like fey & plant effects (Resist Nature's Lure)</p><p>Resist Cold 10</p><p> </p><p>[b]Weapon Attack Damage Critical[/b]</p><p>Shortspear................+8.....1d6+2.........x2</p><p>Shortspear, full attack...+8/+3..1d6+2/1d6+2...x2</p><p>Shortspear, thrown........+8.....1d6+1.........x2, range 20'</p><p>Sling.....................+8.....1d4+2.........x2, range 50'</p><p>Sling, full attack........+8/+3..1d4+2/1d4+2...x2, range 50'</p><p></p><p>[b]Surge:[/b] 9/9 remaining (CMB +14)</p><p></p><p>Magical Feats: Spell Focus (Conj), Augment Summoning, Natural Spell</p><p></p><p>[b]Spells:[/b]</p><p>0st Level / DC16/17 6 Day : Create Water, Detect Magic, Detect Poison, Mending, Stabilize, Spark</p><p>1st Level / DC17/18 4+2+D Day : Detect Aberration, Liberating Command, [s]Negate Aroma[/s], [s]Pass Without Trace[/s], Ray of Sickening, Ant Haul, Obscuring Mist (D)</p><p>2nd Level / DC18/19 3+2+D Day : Delay Poison, Soften Earth and Stone, Stone Call, **Frigid Touch, Resist Energy, Slipstream (D)</p><p>3rd Level / DC19/20 3+1+D Day : Hide Campsite, Aqueous Orb, Spider Climb (Communal), **Call Lightning*, Water Walk (D)</p><p>4th Level / DC20/21 2+1+D Day : Freedom of Movement, Dispel Magic, **Ball Lightning, Control Water (D)</p><p></p><p>* attuned to empowered spell shard</p><p>** Eberron shard can recall evocation spells up to 4th level: 2/2 remaining</p><p></p><p>[b]Wand charges:[/b] 27/28 remaining.</p><p>[b]Wild Shape:[/b] 3/3 remaining[/code][/sblock]</p></blockquote><p></p>
[QUOTE="jkason, post: 6232584, member: 2710"] [b]Midian Rightson, human druid[/b] Midian shivers once Doral points out the motion in the 'cables.' He glances over the room, considering. [color=sandybrown]"I have a few natural favors that might help. I can either let us walk across the water's surface without disturbing it, or--if we think the motions still might attract the tendrils--I have a way to let us move across the walls and ceiling for a shorter amount of time. The climbing might come in handier later, though. Either way, I think it better we avoid actually entering that liquid."[/color] [sblock=ooc]Midian has both Water Walk (can affect 8 for 80 minutes) and Spider Climb (communal) (can still affect 8, but splits the time so it would only be 10 minutes per level). The first spell is probably the better one to use, at least insofar as it's not likely to be necessary in a lot of other situations, while the climbing might still come in handy down the line[/sblock] [sblock=mini-stats][code][b]HP:[/b] 66/66 [b]AC:[/b] 21 [b]AC(T):[/b] 14 [b]AC(FF):[/b] 18 Wildshape base AC: 15 Medium/Huge Animal AC: 17 Medium Magical Beast AC: 19 Medium Air Elemental AC: 20, Reflex save: +8 Conditions: Full Party: Negate Aroma & Pass Without Trace (both 8 hours) [b]Init:[/b] +02 [b]BAB:[/b] +6/+1 [b]CMB/CMD:[/b] +8/22 [b]ACP:[/b] -3 [b]Perception:[/b] +17 Saving Throw Base Mod Misc* Total Fort: 06 1 +2 +9 Ref: 02 2 +2 +6 Will: 06 6 +2 +14 * Cloak +2 Conditional: +4 vs. spell-like fey & plant effects (Resist Nature's Lure) Resist Cold 10 [b]Weapon Attack Damage Critical[/b] Shortspear................+8.....1d6+2.........x2 Shortspear, full attack...+8/+3..1d6+2/1d6+2...x2 Shortspear, thrown........+8.....1d6+1.........x2, range 20' Sling.....................+8.....1d4+2.........x2, range 50' Sling, full attack........+8/+3..1d4+2/1d4+2...x2, range 50' [b]Surge:[/b] 9/9 remaining (CMB +14) Magical Feats: Spell Focus (Conj), Augment Summoning, Natural Spell [b]Spells:[/b] 0st Level / DC16/17 6 Day : Create Water, Detect Magic, Detect Poison, Mending, Stabilize, Spark 1st Level / DC17/18 4+2+D Day : Detect Aberration, Liberating Command, [s]Negate Aroma[/s], [s]Pass Without Trace[/s], Ray of Sickening, Ant Haul, Obscuring Mist (D) 2nd Level / DC18/19 3+2+D Day : Delay Poison, Soften Earth and Stone, Stone Call, **Frigid Touch, Resist Energy, Slipstream (D) 3rd Level / DC19/20 3+1+D Day : Hide Campsite, Aqueous Orb, Spider Climb (Communal), **Call Lightning*, Water Walk (D) 4th Level / DC20/21 2+1+D Day : Freedom of Movement, Dispel Magic, **Ball Lightning, Control Water (D) * attuned to empowered spell shard ** Eberron shard can recall evocation spells up to 4th level: 2/2 remaining [b]Wand charges:[/b] 27/28 remaining. [b]Wild Shape:[/b] 3/3 remaining[/code][/sblock] [/QUOTE]
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