Kirth Gersen |
(Complete Adventurer)
Divination
Level: Ranger 1, Cleric 2, Druid 2,
Components: V, S, M,
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
A caster with 5 or more ranks in Heal can, when casting a conjuration (healing) spell, choose to remove any one of the following conditions affecting the target of the spell, in addition to the spell's normal effects: dazed, dazzled, or fatigued.
A caster with 10 or more ranks in Heal can choose from the following conditions in addition to those above: exhausted, nauseated, or sickened.
Also, when determining the amount of damage healed by your conjuration (healing) spells, you can substitute your total ranks in Heal for your caster level.
You don't have 5+ ranks in Heal, and your number of ranks is equal to your caster level, so unfortunately it will do exactly nothing. You'd be better off making a Spellcraft check to Heighten a cure light wounds into a cure moderate wounds spell, and then cast that on Jaegr with that 2nd level spell slot.
Kirth Gersen |
Caspian's cure would put me at 3hps or 5 hps depending on how empower works, I could use another cure light
You're at 5 hp (I empower the whole CLW spell, because otherwise it's usually sort of pointless). Cricket's spell on top of that puts you up to 12 hp (I'm assuming you'll be fighting and Caspian will hang back and inspire, so that you need the cure spells more).
Cricket (if you're still here): Wolvie can act before the zombies do.
If not: As a heads-up, I'll be without internet access this coming week from Sunday through Saturday, so I won't be able to post during that time. You guys can take that week to discuss tactics, because this fight will be, if I'm guessing correctly, the hardest one you've faced yet. Kaylissa, in case you haven't noticed, is one bad b&!&+.
Kelgan Cragbelly |
I will keep the zombies off Caspian and Cricket. I have a reach (10' and adjacent squares w/ short grip) tripping weapon and will keep knocking down any that try to move past me. Caspian, while you're within my reach, you get +1 AC and Saves, and you only take half damage from all attacks (I take the rest). I can spend an attack of opportunity to take all damage from a single attack. With reach, I can provide good flanking opportunities for Jaegr, Wyvern, and Wolvie. There are a few more high-octane incendiaries in my pack as well. Being on fire might make it hard for her fight back.
Caspian Barefoot |
Caspian sees the friendly dwarf with the long weapon and the zombies clustered around the female, with a wall of friends in front of him he can not help but from his range away put a grease spellunder those unsteady zombies and their female master.
Caspian had been beneath that one before and lubrication was generally not needed, but this time.
Assuming far enough back to be out of the dark energy and out of combat range....
More healing for Jaegr in next action. Bluff1d20 + 4 ⇒ (6) + 4 = 10 that I am casting another CLW on Jaegr this round.
"Let me heal you some more J, those zombies look tough!"
Jaegr "Knock Knock" |
Jaegr will yell out after he sees that woman again, "Beware when she takes out obsidian, she has some foul magic that drains the life right out of everyone in the room!"
Kirth Gersen |
The zombies use their turn to cover the distance to where they can step up and strike next round -- they seem to be too slow and clumsy to both move and attack. Kaylissa moves forward cautiously; she fires a crossbow at Kelgan as she advances, then drops it.
1d20 + 5 ⇒ (13) + 5 = 181d8 + 5 ⇒ (2) + 5 = 7
Kirth Gersen |
Assuming far enough back to be out of the dark energy and out of combat range....
Looking at the situation, Caspian realizes that this won't be a 1-spell victory. With the movement just taken, Kaylissa is about 30 ft. away from the party (her zombie tags along and takes his position back up, too); the other zombies are 5 ft. - 10 ft. away. The range on your grease spell is 30 ft. So everyone can get everyone (you know from prior experience the baleful energy reaches about 30 ft.) unless you take a step back, which would put Kaylissa out of grease range.
The zombies advanced in a line to stay out of each other's way, so they're stung out along 20 ft. or so of floor space. Unfortunately, grease affects a single 10-ft. square.
Kelgan Cragbelly |
Absorbing the shock of the bolt's impact with his shield, Kelgan gives her a grin. "You'll have to do better than that. Honestly, how conceited of you to think you were capable of troubling his Grace."
Will attack a zombie within reach if possible without moving. If not, will move forward and attack. In that case, will warn Caspian to retreat and use preemptive action to assume Shield Other when Jaegr approaches.
Glaive 1d20 + 6 ⇒ (1) + 6 = 7 1d10 + 3 ⇒ (3) + 3 = 6
Kirth Gersen |
Kelgan -- the zombies are within reach of your glaive, but unfortunately your complex tactical calculations seem to have thrown off your aim; the blow whistles through the air, missing them all by a wide margin, and you're afraid for a second you'll lose your grip on the glaive!
Wolvie attacks a zombie: 1d20 + 2 ⇒ (14) + 2 = 161d6 + 1 ⇒ (6) + 1 = 7
Snarling, the wolf leaps at the zombie furthest to the left, knocking it to the floor and savaging it with his fangs! One zombie prone and injured; 3 up and a threat in the front row:
X....O....O....O
w
Cr...J....K....W
........Ca
Where X's and O's are zombies, w = Wolvie; Cr = Cricket; K = Kelgan; J = Jaegr; K = Kelgan; W = Wyvurn; Ca = Caspian. This layout explains how both Cricket and Caspian were able to touch Jaegr to heal him, and allows Kelgan to shift his stance to guard Caspian, Jaegr, or Wyvurn, as needed.
Kirth Gersen |
Damn concentration. Luckily with a reach weapon and shorten grip, I can Shield Other in adjacent and 10' squares, so there's a lot of flexibility.
Yup. Synergizing Exotic Weapon Proficiencies and fighter talents was supposed to open a lot of doors; I'm glad people are trying them out! You guys have hopefully noticed by now that I'm generally sticking to PF/3.5-standard tactics (casters and monsters as bad guys), with a few exceptions; once you guys all get comfortable with what your martials can really do now, I'll start mixing and matching, and/or pulling out some of the stops.
Kirth Gersen |
Unless I've lost track of the order already, up next:
(1) Caspian, then (2) Wyvurn, then (3) Cricket's step and spell.
(3a) Wolvie will continue chewing on the zombie that's down, using his newly-enhanced teeth.
(4) If they're still up, the zombies will counterattack, and Kaylissa will do something nastier than shooting a crossbow!
(5) Jaegr will no doubt destroy anything within reach of him.
(6) Kelgan then starts the next round.
Wyvurn |
Wyvurn will move diagonally across to end next to wolvie in front of Jaegr. I am going to assume its less than half his move so he is going to cut down the zombie directly in front of Jaegr with an intent of breaking their line and getting behind them.
Accelerated Acrobatics to get by zomibe without AO's : 1d20 + 7 ⇒ (13) + 7 = 20
Attacks on zombie: 1d20 + 5 ⇒ (6) + 5 = 111d6 + 3 ⇒ (1) + 3 = 41d20 + 5 ⇒ (7) + 5 = 121d6 + 3 ⇒ (5) + 3 = 8
Kirth Gersen |
Back row of zombies and including the incoming doorway behind them.
OK, I'm assuming you mean the two zombies in the middle -- the back row is 20 ft. long, as noted above and as shown on the map. Also, the zombies spent their turn moving away from the door, so you can't also get that in the area of effect.
Reflex saves for greased zombies:
1d20 + 0 ⇒ (19) + 0 = 19
1d20 + 0 ⇒ (4) + 0 = 4
Kirth Gersen |
Nice positioning, Wyvern: you now protect Jaegr from the only immediate melee threat to him. Your acrobatics let you avoid AoO, and one of your slashes connects with the zombie in front of you, opening its torso. Unfortunately, the thing still seems to keep on coming.
Cricket steps back and touches Jaegr, healing him 7 more hp.
Wolvie attacks the prone zombie: 1d20 + 3 ⇒ (18) + 3 = 211d6 + 2 ⇒ (2) + 2 = 4
New Map:
X....O....X....O
w....W..........
.....J....K.....
Cr.......Ca
The zombie in front of Wyvurn attacks him: 1d20 + 4 ⇒ (17) + 4 = 211d6 + 4 ⇒ (5) + 4 = 9
The prone zombie in front of Kelgan tries to get up without falling down again: 1d20 + 0 ⇒ (12) + 0 = 12
Kaylissa point her finger and incants strongly. However, her line of effect to Jaegr has been interrupted by Wyvurn. Wyvurn, it's your choice: you can move aside just far enough to allow the spell to target Jaegr, or you can stand there and take the effects yourself. A Spellcraft check as an immediate action might let you figure out what the spell is, but if you use your immediate action for that, you can't also use it to make an AoO against the zombie trying to get up.
Kirth Gersen |
Wyvurn reaches out and slashes strongly at the zombie standing up, opening its shoulder to the bone, but not preventing it from rising. However, Caspian's grease is still there, and the zombie falls down again as soon as it regains its feet.
Wyvurn is also struck by the baleful magic of Kaylissa's spell -- Will save
Jaegr "Knock Knock" |
Thanks for the intervention! It is time to reacquaint myself with Kaylissa and explain to her how much I do not appreciate having lost my ancestral pick axe. I'll let my hammer do the talking.
Kirth Gersen |
Kaylissa isn't on the map -- she'd be several rows behind the zombies. She's within 30 ft., though, so you could reach her with a double move -- if you could charge through Wyvurn and one of the zombies.
If Wyvurn had another immediate action, he could step aside to let you past. Note this round he'd ideally have 3 immediate actions, compared to the one he was able to take -- the value of Combat Reflexes begins to become apparent! In later play, when you martial guys will want to selectively move around and/or attack between turns, it'll be invaluable.
You could still try to Overrun both Wyvurn and the zombie. Wyvurn could choose to drop prone (not resist the overrun), and the zombie's CMD probably isn't that high, but you'd provoke an AoO from the zombie.
Jaegr "Knock Knock" |
Due to the grease being where the zombie is, I think, overrun wouldn't be a good idea. I'll keep in mind the combat reflexes thing for later though
Jaegr will attack the Zombie on the ground next to Wyvurn
Power Attack Silver Hammer 1d20 + 8 - 1 ⇒ (18) + 8 - 1 = 25
Damage 1d8 + 8 ⇒ (5) + 8 = 13
Jaegr will tell Wyvurn "Go get in her face and make it hard for her to cast any more spells. I'll be right there!
Wyvurn |
Wyvurn will continue forward getting up into Kaylissa's face. He'll slash the zombie Kelgan jerked to the ground on the way by. If he can down it with one slash, he'll save the other Kukri for Kaylissa, if not, double tap the zombie. All acrobatics checks made with accelerated movement.
Acrobatics to move through grease: 1d20 + 7 ⇒ (16) + 7 = 23
Acrobatics to avoid AoO's: 1d20 + 7 ⇒ (7) + 7 = 14
Attacks with kukris: 1d20 + 6 ⇒ (9) + 6 = 151d6 + 4 ⇒ (2) + 4 = 61d20 + 6 ⇒ (11) + 6 = 171d6 + 4 ⇒ (3) + 4 = 7
Kirth Gersen |
Wyvurn practically glides over the grease, destroying the prone zombie on his way past, and ends up in front of Kaylissa. Another slash at the end of his movement inexplicably misses, shunted aside at the last second by some invisible means of deflection.
Cricket steps forward 5 ft. again, now that the closest zombies are down, and touches Jaegr, enhancing him with bull's strength.
Wolvie mauls the hell out of the zombie he'd been harassing, savaging the remains until it flops around like an oversized Ragggedy Andy doll.
Kaylissa's zombie bodyguard attempts to shove Wyvurn back away:
1d20 + 4 ⇒ (17) + 4 = 21 -- This provokes an attack of opportunity from you.
With Wyvurn out of her face, Kaylissa casts a spell. Wyvurn -- Will save.