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From her place by the boat Lyrysa manages to fire at one elemental still standing. This takes so much of her concentration that she slips and fails to get back on the boat further more she feels something at her feet. The small elemental in front of Drogan that felt Lyrysa's wrath manages to weave away from the fangs.
End of round 2, Round 3 begin, Drogan has posted his action.
I have only skimmed over the hexes you name Nadine. Stricly speaking Cauldron is giving you the brew potion feat and that only allows you to use spells you know, as I understand it. I am leaning towards not allowing you to share spells with others none witches in regards to this hex.
I am not sure what you would like me to think about in regards to the Poison steep hex.
Cook people, go nuts, you are evil for once.
Drogan's ball of fire hurls through the air alas a bit to high flying over the water elemental. Erodin is more precise with his blade and as his blade passes through water in front of him it bursts as a bubble. A graceful blow significantly reduces the elemental before him.
2 Water elementals, 1 more reforming
What little water there is left crashes against Randu failing to move him. While the elemental in front of Erodin begins to reform the last one rushes at Drogan trying to push him but fails.
Bullrush,Randu: 1d20 + 3 - 4 ⇒ (9) + 3 - 4 = 8
Lyrysa is up and your AoO Randu and Drogan
Please pick one trait below or feel free to suggest your own and we'll work on that.
“Asmodeus is with you.” Adrastus Thorn indoctrinate you into the deeper mysteries of worshipping the Prince of Hell. Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.
“Deception is a tool. Master it.” Adrastus Thorn teaches you the subtle arts of deception and how to sense when they are being used against you. You gain a +1 trait bonus to Bluff and Sense Motive.
“Discover what is real and what is illusion.” Adrastus has taught you to see through deceptions and to never lie to yourself. You gain a +2 trait bonus on saving throws against illusions.
“Fear nothing save our dread lord.” Adrastus Thorn has shown you fear and taught you to master it within yourself. You gain a +2 trait bonus on saving throws against fear effects.
“Focus strengthens your will.” Adrastus Thorn drills you on ways to avoid magic that seek to take control of your mind and divert you from your mission. You gain a +2 trait bonus on saving throws against charm and compulsion effects.
“Let us perfect your favorite spell” Adrastus Thorn drills you again and again in the use of one particular spell. Pick one spell. This spell’s effects manifest at +1 caster level.
“Quiet as death” The Cardinal trained in the arts of being silent and stealthy. You gain a +2 trait bonus to Stealth checks.
“Strike first, strike ruthlessly and thus be victorious” Cardinal Thorn has taught you never to shirk or hesitate in a combat. You gain a +2 trait bonus on Initiative checks.
“Wear your armor like a second skin.” You have drilled extensively in wearing armor in combat. When you wear armor of any sort, reduce that suit’s armor check penalty by 1 to a minimum check penalty of 0.
“You shall be my angel slayer.” Adrastus thorn spends exhausting amounts of time teaching you about good celestials, their strengths and weaknesses. You gain a +2 trait bonus on Knowledge (planes) checks about good-aligned celestials and receive a +1 trait bonus to any damage roll you make against them.
The training will be written out as a montage, feel free to suggest elements you would like to have included.
Adrastus sits in his study seeming almost as he has moved not an inch from where he gave you your orders at dusk yesterday. “You’ve returned.”
The high priest holds the trinket and pauses as if in deep contemplation. He watches the holy symbol glitter in the light. “A pretty enough thing, eh?” he muses. “This is a holy symbol of Mitra in particular the sort favoured by the Knights of the Alerion. Perhaps you already knew that."
“Remember this symbol. This is the mark of those who destroyed our faith and sought to banish all trace of the worship of our Father from these shores. These, my friends, are your enemies.”
He tosses the holy symbol to whomever gave it to him.
“Keep it. It may aid you in disguising yourself.”
He smiles. “You have done well. Escaping from Branderscar, slaughtering Sir Balin … yes, you are worthy. Now, let us complete your training…”
I think we are going to stop counting xp then. You have now reached level 3 and head to the discussion thread and pick a trait from the list or write me if you have an idea for a unique one.
I'll add more later, when I know what you have chosen.
You can keep it as a swim check or roll another and keep it as a climb, you decide.
With surprisingly ease Lyrysa keeps herself a float and quickly reach the ship. Using her legs to keep above water she trace the new patterns she has learned and arcane fire gushes forth evaporating what was left of the elemental before Erodin.
This has been a though choice and both the players and I were impressed with the submissions. Going over everything I end up with Lizzie finishing marginally ahead of the rest. So in conclusion thanks for the work and the interest. Lizzie please head to the discussion thread I will find some way to work you in, but it wont be until the current encounter is done.
In regards to Lyrysa's action, please see what I wrote in the discussion thread.
Lyrysa quickly recognises the water elementals for what they are. She is however puzzled by the reforming as that is not a known feature of them.
The AoO's from last turn:
I was a bit unsure how to handle getting back in the boat. I studied the climbing skill and found the result a bit lacking for my taste. I want to include a climb check, but a simple moves action seems to little and to easy. I am currently considering adding a swim check first or requiring a full round action. Let me hear what you think.
I am leaning towards a swim check(move action) and a climb check (move action).
It is a cloak of resistance +1, no other magic items.
As soon as you finish the incantation you feel Robbie's excitement. It is almost as if he is tucking at the cloak on you shoulders. Feeling the fabric yourself you recognise the strains of magic weaved in between the cloth fibres. Roobie is uninterested in any and all of the remaining equipment.
An acceptable way to describe your spell? Let me know how we should handle it.
Once again Vank's swing is true and graces the unprotected head of Sir Balin. Blood gushes forth from the wound and the knight seems dizzy. Seeing his blade is on the ground the knight draws his dagger trying to stab Vank, even though his is partially blinded by blood he finds his mark and burries the dagger in Vank's left thigh. With his back to Thomas the rogue's options are open and a quick stab to the right kidney causes the good knight to tremble and fall to his knees unable to carry the weight of his armour. "Mitra cursh you," are the last words to leave his lips before he goes to meet his maker.
Dagger: 1d20 + 9 ⇒ (13) + 9 = 22
A quick search of the room reveals nothing besides food, water and dirty bed cloths. The real treasure is the knight. Assessing his equipment you find a masterworked full plate. A dark blue cape of fine quality, a little to well kept compaired to the rest of the clothes. A longsword, a dagger, a heavy steel shield and on his neck is a silver chain holding an eight pointed blue sapphire star set in silver.
Even though Randu is roused from his sleep his blade findes the fluent form of one of the elementals and much water splashes on the deck diminishing the form. Erodin is not as lucky and his blade doesn't reduce the forms. Seeing his chance Drogan finishes what Randu started and the rest of the elemental evaporates.
The remaining four charges everyone of you trying to push you into the water and while the three of you stand fast against these small floods, Lyrysa is not as steadfast and she is washed over the side of the boat. Charging and bull rushing everyone of you. Lyrysa is pushed 10 ft the rest of you are not pushed at all. They provoke an AoO each
Bullrush, Drogan: 1d20 + 3 - 4 + 2 ⇒ (16) + 3 - 4 + 2 = 17
Bullrush, Erodin: 1d20 + 3 - 4 + 2 ⇒ (5) + 3 - 4 + 2 = 6
Bullrush, Randu: 1d20 + 3 - 4 + 2 ⇒ (5) + 3 - 4 + 2 = 6
Bullrush, Lyrysa: 1d20 + 3 - 4 + 2 ⇒ (18) + 3 - 4 + 2 = 19
Yes I did :D
Yet again no one answers your questions, however the air on the boat begins to condense and the moist increases, at first like a fog, but quickly the fog gathers into water and 5 small water elementals raises.
I need someone to bot Lyrysa.
Initiative,Drogan: 1d20 + 1 ⇒ (7) + 1 = 8
Initiative,Erodin: 1d20 + 7 ⇒ (7) + 7 = 14
Initiative,Randu: 1d20 + 2 ⇒ (18) + 2 = 20
Initiative,Lyrysa: 1d20 + 3 ⇒ (2) + 3 = 5
Initiative,Enemies: 1d20 ⇒ 6
Initiative, Odenkirk and the sailors: 1d20 ⇒ 4
Wouldn't that depend on where the sword lands? Can you decide that as a player performing the disarm or do I roll random. My initiate thought would be that I roll random, leaving 8 or 9 possibilities depending on how much Vank fills in his square. Can you pick a weapon up that isn't in your square? Wouldn't it require reach, not form a weapon?
I know a combat map would improve things, but I do not have the skills or time to make that.
I have a question in additional to the one I posted to Robert in the discussion.
Saving against Evil Eye: 1d20 + 6 ⇒ (18) + 6 = 24
Once I get my doubts cleared up I'll post for next round. BTW Stanislav you disarm him.
@Robert. I am lost by your posts and are not sure they are done correctly. In the post from Sat the 5th you cast Burning Hands as your surprise action doing 6 damages + an additional 2 damage in the next round i.e. round 1. In your post from Wednesday you cast burnings hands as your round 1 action doing 4 damage and 3 burn. In addition you roll another burn damage for 5, where do they come from. I have seen your link to alchemical fire, but I have not seen you throwing it, only drawing.
In Addition I can't see how you are able use a 15 ft. cone after Vank has moved in and Stanislav are 5 ft away.
Let me know if we need to change your action.
Erodin quietly moves to the starboard side and just peak above it, alas it there is to little light to make out anything on the water. Drogan soon follows him almost as discrete. Looking closer his enhanced vision identifies a small group of silhouettes on the water a rough 25 ft. away. He sees one of the raising its arm pointing them out.
Lots of dices:
Perception: 1d20 + 7 ⇒ (9) + 7 = 16
Perception: 1d20 + 7 ⇒ (10) + 7 = 17
Perception: 1d20 + 7 ⇒ (7) + 7 = 14
Perception: 1d20 + 7 ⇒ (19) + 7 = 26
Stealth, Drogan: 1d20 + 1 ⇒ (18) + 1 = 19
With this magnificent display of power you leave the Talingarde waters. The nature isn't much different north of the wall. You still cling the rocked coast as captain Odenkirk surely brings you closer to your destination.
One night when you man the first watch Erodin you hear a low chanting to the starboard side of the boat.
Who's one watch: 1d3 ⇒ 1
Nice Vank, can you find some way to get and additional +1? His flat-footed AC is 21.
Robert why are you rolling for burn damage (1d6-> 5) when you rolled in the last post?
Vank's blade buries itself deeply between the knight shoulders blades piericing armour and flesh alike. Once again the poor man howls in pain. Slightly confused by the many enemies, he takes a quick decision spins around and strikes at Vank. The dark magic of Nadine does nothing to prevent the damage and the blade lacerates Vank's left arm.
Attacking Vank: 1d20 + 11 ⇒ (7) + 11 = 18
First of all a fine writing sample. I don't have any comments atm for the background. Perhaps you could give a few pointers to how you see Lizzie before her community was murdered? How as her stand on the Mitran church, the community's? Basically I am looking to for what dogma she was raised under?
Technicalitites like traits are something I'll go through with the one who is chosen but expect to be able to choose between 2 or 3 with the usual restriction of no more than 1 per. group.
Perhaps I should have stressed that crunch is not important at this point if you have done it fine, if not then you'll do it when chosen.
Interesting concept. A few questions comments though. Has she ever been caught, not necessarily by the authorities? What were some of her prior jobs? I my opinion her for knowledge of the cardinal is rather limited as he a man who keeps his secrets close, but we'll work on that if you are chosen.
I haven't been through the crunch, I'll go through your background and writing sample once you submit it.
You are aware that choosing an aasimar significantly lowers your chances of getting pick as per my post from Saturday. Have you submitted a background/ writing sample?
A solid submission, no comments at this point.
I seem to have forgotten you.
Taken completely by surprise Sir Balin stand flat on his feet as the alchemical brew shatters on his armour and burning fluied finds it way through the metal plates. He howls in plain but keeps enough of his wits about him to parry of Stanislavs attempt to disarm him. The sound of his anger changes as he recognises the party for what it is and Nadine's foul magic.
Ref save: 1d20 + 3 ⇒ (5) + 3 = 8
Damage dealt 6+2
Robert You are up Round 1 begin
Initiative, Sir Balin: 1d20 + 1 ⇒ (20) + 1 = 21
Initiative, Nadine: 1d20 + 1 ⇒ (3) + 1 = 4
Initiative, Stanislav: 1d20 + 2 ⇒ (13) + 2 = 15
Initiative, Vank: 1d20 + 2 ⇒ (19) + 2 = 21
Initiative, Robert: 1d20 + 3 ⇒ (16) + 3 = 19
Initiative, Thomas: 1d20 + 4 ⇒ (10) + 4 = 14
Once again I find my self in need of a replacement.
I need an arcane caster. Level 3.
Fluff wise you should be able to sign a contract with the cardinal. You have not been imprisoned in Branderscar.
Please include a background and a writing sample, the two may be combined if you wish so.
I have a preference for humans first, half-elfs second and dwarf a distant third for this adventure.
Robert I seem to have missed your post, I'll reply to it and Nadine's below.
"No footman, there is no redemption for the Undead save release from their unnatural toil." Taking the bait that Robert offers and swallowing hook, line and sinker, he lowers his blade but does sheath it. "Who has sent you? I must see your credentials?" he demands. Nadine's demand fares far worse. "I will not," he denies and counters: "If you truely come in peace, lower yours." When Vank moves into the room he takes a step back raising shield and weapon again. "What is this?" he asks.
Sense Motive: 1d20 + 2 ⇒ (5) + 2 = 7
I am away from stable internet until Tuesday and won't be able to post regularly."