World of Low'verok

Draxiksus male Lizardfolk Ranger lvl2

Nodding to Elexia, Drax begins to scout forward past the dieing flames and into the room, weapons still at the ready. He pears into all corners, and checks the floor and ceiling as he goes.
 

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Pottofer nods, "Whatevah you say, White Muther..." He draws Th' Holyghost and moves into the room, being careful not to step into any rat-goo...
 

Gaoi Gustwig : Air Genasi Wizard 3

Gaoi nods as several enter the room. "Be careful!" He watches and then after a bit follows the others into the room.
 

Brigitte smiled grimly as she watched the rats scurry off. She nods slightly at Elexia's words and stepped into the room after Drax, the glow of her longsword casting an eerie light as she moved.
 

*Entering into the throne room, Drax notices a few more scurrying rats, but they are all headed for the hole in the wall. Ducking down to go into it, the rats scurry right by you, seemingly ignoring you. The torches gleam on the slime-covered walls, and the squeaks echo, reverberating on your ears.*

*When you reach the end of the tunnel, a terrible sight greets your eyes, luridly lit from the torches. The mother of all sewer rats crouches in a pool of filth, huge yellowed fangs bared at you. She is huge, at least as big as Drax, with a naked, scum-covered tail. Thin, straggly fur barely covers her body, which is covered with huge, bulging sores that pulsate and writhe. Bones protrude from her legs, sharpened to wicked points. She chitters at you menacingly, her children crouched at her feet.*
 

Elexia stops, stunned by the horror. Fear and lothing wash over her but she forces herself to not think of that. She reachs into her hanging scroll case and takes out a scroll of Magic Circle against Evil and casts it on herself.
 

Gaoi Gustwig : Air Genasi Wizard 3

The young genasi reacts to the gruesome sight with a spell. He intones the arcane words to bring forth a burst of light before the huge rat's eyes. Then he grabs the wand of acid from his pack. [Casting Flare to try and dazzle the giant rat. Fort save DC 15 to negate.]
 

"Sweet Muther o' Peace...", Pottofer mumbles, eyes wide. He immediately gets to his knees and begins praying...

"Eldath, I knowed you don't like it when I gits in fights, but I's got a problem here - a big, ugly, puss-drippin' problem. If'n it be yer will that I mop the floor with this horribal critter wots been causin' all sorts o' problems, please gimme somethin' to wallop it wit. Thank ye, Amen."

OOC casting spiritual weapon - see the spoiler below DM.
[sblock]
NOTE: If it appears, it would be cool if it were an aspergillum, but of course, it is your call... ;)

Spiritual Weapon
Evocation [Force]
Level: Clr 2, War 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Magic weapon of force
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
A weapon made of pure force springs into existence and attacks opponents at a distance, as you direct it, dealing 1d8 force damage per hit, +1 point per three caster levels (maximum +5 at 15th level). The weapon takes the shape of a weapon favored by your deity or a weapon with some spiritual significance or symbolism to you (see below) and has the same threat range and critical multipliers as a real weapon of its form. It strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn. It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its attack bonus. It strikes as a spell, not as a weapon, so, for example, it can damage creatures that have damage reduction. As a force effect, it can strike incorporeal creatures without the normal miss chance associated with incorporeality. The weapon always strikes from your direction. It does not get a flanking bonus or help a combatant get one. Your feats or combat actions do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers.
Each round after the first, you can use a move action to redirect the weapon to a new target. If you do not, the weapon continues to attack the previous round’s target. On any round that the weapon switches targets, it gets one attack. Subsequent rounds of attacking that target allow the weapon to make multiple attacks if your base attack bonus would allow it to. Even if the spiritual weapon is a ranged weapon, use the spell’s range, not the weapon’s normal range increment, and switching targets still is a move action.
A spiritual weapon cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A spiritual weapon’s AC against touch attacks is 12 (10 + size bonus for Tiny object).
If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the spiritual weapon strikes it. If the weapon is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell.
The weapon that you get is often a force replica of your deity’s own personal weapon. A cleric without a deity gets a weapon based on his alignment. A neutral cleric without a deity can create a spiritual weapon of any alignment, provided he is acting at least generally in accord with that alignment at the time. The weapons associated with each alignment are as follows.
Chaos: Battleaxe
Evil: Light flail
Good: Warhammer
Law: Longsword
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Draxiksus male Lizardfolk Ranger lvl2

As his companions begin their magic, Drax steps into combat with the creature, stabbing and slashing with his chosen weapons.
 

Brigitte could feel the bile rising her her throat, and swallowed hard to keep from being sick. Without a thought, she too closed the distance with the creature and attacked it with both of her swords.
 

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