Vertielle Siepar |
It's incorporeality may be overcome by magic weapons, but we'll have to locate it first. Normally the powder from my chronicling supplies would suffice, but, in this case, I fear only luck will prevail.
Vertielle begins Naturalist, giving all a +1 on attacks, saves, and AC vs. polyergeists. Wood,it takes three rounds to pinpoint a source of magic... Best get started?
The_Ninja_DM |
@Wood: If the creature is incorporeal you can still affect it with certain magical and force effects; While incorporeal creatures are immune to all nonmagical attack forms and only take take half damage from magic weapons, spells, spell-like effects, and supernatural effects they do take full damage from other incorporeal creatures and effects, as well as all force effects (ie magic missle).
The_Ninja_DM |
@Que: yes and no. The poltergeist is normally invisible. It drops that invisibility to make its fear attack, which it will do on its turn this round. So it's forming into a skeletal apparition now and will attack after Eva goes.
Also, just because you see stuff floating in the air, it doesn't mean the thing is there. It uses telekinesis to hurl stuff.
;)
Gkirkhan |
Okay so are we assuming that Gkirkhan has both the Axe and the Hammer?
"Wouldn't the mace be better?"
Gkirkhan reaches for the mace that the Pharasmin priest gave him. It's obvious he'd rather use the mace and not the axe, or the hammer, well the hammer that isn't his.
Actions Preparing to Charge while drawing Mace. mace is not drawn yet. Gkirkhan will charge the first thing that pops out of nowhere.
Vertielle Siepar |
I admit, I totally forgot we had that... Yepp, use it. When s#!t went down in my first game, though, the fighter pulled out the hammer.
We all died.
Magic Missile is useless against an invisible enemy, it requires a line of sight for the energy to coalesce. Perhaps burning hands, but these concerns are academic!
Who has the holy symbols?
Gkirkhan |
Will: 1d20 - 2 + 1 ⇒ (14) - 2 + 1 = 13 Okay I failed, and What you said has me confused, does gkirkhan get his swing in before turning into a gibbering mess, or does he turn into a gibbering mess before he can even start his charge?
Vertielle Siepar |
I think you get the swing. Nonetheless...
Vertielle ends her torrent of advice and tactical asides with a vehement and powerful call to the hulking fighter in his native tongue.
Stál verður að syngja!
Will for Gkirkhan reroll with 'saving finale' 1d20 - 2 + 1 ⇒ (6) - 2 + 1 = 5
Worth a try.
Gkirkhan |
Okay, You never said whether it was a light mace or a heavy mace, I'll just roll for both and you can let me know.
Attack: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28
Damage Light: 1d6 + 4 ⇒ (6) + 4 = 10 1/2 = 5
--Heavy: 1d8 + 6 ⇒ (2) + 6 = 8 1/2 = 4
-2 AC (Use AC stats above)
Gkirkhan charges the apparition and manages to to hit it, but something seems to come over him. His eyes are wide, and there is something that hasn't been there before.
Fear.
The big fighter takes one step, then another, and before anyone can stop him, he's bolting for the door.
"It wants my soul! IT WANTS TO EAT MY SOUL!"
Vertielle Siepar |
Will: 1d20 + 4 ⇒ (20) + 4 = 24
Oh for the love of...
Vertielle steps forwards, taking the mace in her own thin hand. With the faintly glowing mace in hand, she cracks the skeletal figure in the jaw.
Attack: 1d20 + 2 + 1 ⇒ (15) + 2 + 1 = 18
Heavy: 1d8 ⇒ 3
Light: 1d6 ⇒ 5
Gkirkhan |
Um, Gkirkhan never dropped the mace. He's frightened, not panicked.
Vertielle Siepar |
Then you have to pass me on the way out and I use AoO to disarm, which is pretty funny in my head. For the sake of alliance I'd assume you not resist, but should you for whatever reason,
disarm: 1d20 + 2 ⇒ (13) + 2 = 15
I follow up by picking up the mace on my turn with a move action and five-foot step to swing away.
Edit: found some errors on my character sheet and corrected them.
Wood the Wizard |
Round 1 haunt siphon Melee touch (if range touch add +4) 1d20 - 1 ⇒ (5) - 1 = 43d6 ⇒ (3, 4, 4) = 11
Round 2 cast summon monster I
Round 3 - Summoned dog appears closest to Gkirkan and charges him to do a trip attack to slow him down. Trip roll if applicable: 1d20 + 5 ⇒ (19) + 5 = 24 Wood will chase Gkirkan to try and use his wand of protection from evil to see if it grants him another save and to protect him while he runs helplessly (I won't say like a girl).
Recap: Wood poorly directs the haunt siphon. He then battles his new precious spellbook to open a portal to another dimension. Seeing Gkirkan in trouble he sends a dog to trip Gkirkan and chases him drawing his wand to cast a protection spell on Gkirkan.
XP 400
N Medium Animal
Init +2; Senses low-light vision, scent; Perception +8
Defense
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 17 (2d8+8)
Fort +7, Ref +5, Will +1
Offense
Speed 40 ft.
Melee bite +5 (1d6+5 plus trip)
Statistics
Str 19, Dex 15, Con 19, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +5; CMD 15 (19 vs. trip)
I don't know if I wanted the high roll or the dog! Having Gkirkan run amok can't be good for anybody :-)
Vertielle Siepar |
You can use aid other action to snap him out of it, instead of the wand, if you'd be more apt to save the magic. Vertielle won't suggest this, since magic is obviously the solution to all problems, but it's mechanically viable.