Yeah, that's not happening.
"Stop!" Nicoleta shouts, raising a threatening starknife.
I would have attempted to say that as soon as it started moving. If I could, then if the ulat-kini doesn't stop withdrawing, Nicoleta will follow it and attack, using agile feet if need be to ignore terrain penalties.
Potential starknife attack: 1d20 + 7 ⇒ (4) + 7 = 11, damage 1d4 + 4 ⇒ (2) + 4 = 6.
If the Skum continues to retreat Ojore will drop an entangle on it, but center it so that the center is 25' beyond him, making it much more difficult for him to continue in the direction he is heading, and easier for him to head back. DC is 13 to avoid entangle, but terrain is difficult even if he makes the save. Area is 40' Radius, but in the jungle I am not sure friend or foe will easily tell where the boundaries are.
You don't want it coming back with 50 of its best friends Nicoleta? :)
Nesipho stands to full height and utters an incantation.
Cast dancing lights some 20' beyond the skums current position.
Four orbs of light appear beyond the creature, hovering in the air and casting shadows from the nearby foliage.
Skum's initiative: 1d20 + 2 ⇒ (13) + 2 = 15
Ojore's tiebreaker roll: 1d20 + 2 ⇒ (4) + 2 = 6
Skum's tiebreaker roll: 1d20 + 2 ⇒ (1) + 2 = 3
Shange's initiative: 1d20 + 4 ⇒ (10) + 4 = 14
Nesipho @ 17
Elsir @ 16
Ojore @ 15+
Skum @ 15-
Shange @ 14
Kargath @ 13
Nicoleta @ 10
After a tense beat of stillness, everyone springs into action, including the ulat-kini, who seems intent on fleeing.
Nesipho reacts first. Are we still casting dancing lights?
A reminder from the SRD:
Areas of dim light include outside at night with a moon in the sky, bright starlight, and the area between 20 and 40 feet from a torch.
Unless you've got darkvision, you're looking at dealing with concealment.
Seeing the potential for the Skum scout to escape Elsir wiggles his fingers and conjures a blob of grease to fly from his fingers coating the ground around the Skum with a dark oily sheen.
Grease on the ground around Skum DC15
Sorry, I totally forgot to mention that I updated the map.
Nesipho, you can actually place your spell effects on the map, within the range of the spell.
Ojore has readied an entangle spell if it chooses to run.
Elsir, you can actually place your grease spell on the map, too.
Skum's Reflex save vs. grease: 1d20 ⇒ 15 (modifier withheld)
The skum does not fall prone.
Map link is still at the top of the page.
The skum will be acting before Nicoleta, which means it may get a chance to run and/or hide (although there's entangle and grease to deal with, and the skum may not have the terrain-ignoring advantages that Nicoleta and Ojore have).
Added 'dl' to the map for each of the four locations of one of the orbs from the spell.
That should put the skum at the edge of the normal light level cast by the spell, and 20'-40' out is raised by one light level, so dim to normal?
The ulat-kini makes a break for it, as he seemed ready to do.
Ojore, your readied action goes off. Place your entangle spell on the map, if you would. After it's been placed, I'll attempt the Reflex save.
Apologies for my unplanned absence on Friday.
Ojore already went immediately before the ulat-kini, so the initiative order is unchanged.
Ojore drops his spell where he can see the area well due to the dancing lights. He then 5' steps to AC24.
Done. I think I have the 40' radius correct. The capital Es are the spell's center.
Spell save is DC 14 Reflex, partial (Still difficult terrain if you make the save)
Wow, that's an impressive-looking spell effect laid out like that.
Skum's Reflex saving throw: 1d20 ⇒ 10 (modifier withheld)
The skum saves against the effect, but still has to deal with the difficult terrain. It takes him two move actions to get to AI25.
Dodging the worst of the grasping vines and roots that erupt from the jungle floor at Ojore's command, the ulat-kini is nonetheless hampered by the overgrowth. As he breaks from cover, you can see that this "skum" wears heavy-looking metal armor. Scale, from the look of it. Encumbered by armor and slowed by Ojore's spell, the creature becomes quickly and plainly frustrated as it attempts to break away from the affected area.
Seeming to struggle with the common tongue, the creature blurts out:
N... no! Stop! Stopp...ing?!
Shange doesn't take orders from ulat-kini, unfortunately.
Shange is up.
Yes, 40' radius is, well, large. Nice of the critter to move to the edge of the entangle.
Ojore calls a command to the cat and points at the Skum. Shange, Guard The cat lopes to AH26 and smells at the Skum cautiously, ready to strike but not attacking the creature.
@ Nicoleta: Yes; the reason is that we rolled initiative and you're up last. Your intention to move (and Ojore's and Nesipho's intentions to cast) are what triggered initiative. You're up, though!
@ Ojore: Since you didn't, I've moved Shange.
@ Kargath: Go ahead and move your "mini." Shange is in the spot I would've moved you to, and I'm not sure where you want to be exactly. I assume you're not cool with provoking.
@ Shisumo: Then let's assume for the sake of simplicity that you anticipated Ojore's spell. I've moved you to the edge of the entangle radius.
The ulat-kini moves out of the twisting entangle spell, (into space AI26).
That provokes from Shange - go ahead and take the attack Ojore, and then I'll continue with the ulat-kini's turn.
"Ere now, don'tcha be runnin' off! I ain't got t' pummel ye yet!" The dwarf took off on stubby legs, trying to chase down the fishman. Fortunately, the ulat-kin was slowed by the undergrowth, and the dwarf managed to catch up.
Double move to catch up.
If an AoO is provoked
improved grapple 1d20 + 8 ⇒ (3) + 8 = 11 ---> Urk!
Assuming my action now unless something else pops out of the bushes.
With a mere thought and wave of the hand Nesipho directs the dancing lights to close in on the skum. Move lights to AD28
This one seems to know a little common at least. He then moves up to the edge of the light, commanding in multiple languages.
First in common, "Stop where you are."
Polyglot: "Ukuma kuphi wena."
Dwarven: "Nerede durur."
Sylcan: "Berhenti di mana Anda berada."
Orcish: "Sustabdyti, kur esate."
Elvish: "Rhoi'r gorau i ble rydych chi."
Celestial: "σταματήσετε όπου και αν βρίσκεστε."
@GT, not sure how many languages you want to allow me to speak out in in a single round, but assume the order I've listed them here in if it makes any difference.
Muttering under his breath something about a lack of forsight Elsir moves to get a better view of the fleeing ulat-kini Move action: will update google docs with Elsir moving to get a clear line of sight. Sighting the fleeing creature though the underbrush Elsir weaves his hands in an arcane gesture while calling out words of power. Standard Action: cast Create Pit DC:16 You must create the pit on a horizontal surface of sufficient size. Since it extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material. You can create the pit in the deck of a ship as easily as in a dungeon floor or the ground of a forest. Any creature standing in the area where you first conjured the pit must make a Reflex saving throw to avoid falling into it. In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a Reflex saving throw with a +2 bonus to avoid falling into it. Creatures subjected to an effect intended to push them into the pit (such as bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect. Creatures who fall into the pit take falling damage as normal. The pit's coarse stone walls have a Climb DC of 25. When the duration of the spell ends, creatures within the hole rise up with the bottom of the pit until they are standing on the surface over the course of a single round.
Sorcerer/Wizard 2, Summoner 2
V, S, F (miniature shovel costing 10 gp)
1 standard action
medium (100 ft. + 10 ft./level)
10-ft.-by-10-ft. hole, 10 ft. deep/2 levels
1 round + 1 round/level
You create a 10-foot-by-10-foot extradimensional hole with adepth of 10 feet per two caster levels (maximum 30 feet).
You must create the pit on a horizontal surface of sufficient size. Since it extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material. You can create the pit in the deck of a ship as easily as in a dungeon floor or the ground of a forest.
Any creature standing in the area where you first conjured the pit must make a Reflex saving throw to avoid falling into it.
In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a Reflex saving throw with a +2 bonus to avoid falling into it.
Creatures subjected to an effect intended to push them into the pit (such as bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect.
Creatures who fall into the pit take falling damage as normal.
The pit's coarse stone walls have a Climb DC of 25. When the duration of the spell ends, creatures within the hole rise up with the bottom of the pit until they are standing on the surface over the course of a single round.