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Elisile Starbrow's page

1,378 posts. Alias of Mothman.

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Elisile dashes into the clearing ... And fails to spot the pit trap at it's centre. As she feels the earth begin to collapse beneath her feet, she calls on her arcane training, and immediately membraneous wings erupt from her back, holding her aloft.

Use Sudden Shift as an immediate action to gain a fly speed and fly away. Hovering just above the pit at this stage, if she's still able to take her shot she will.


Perception: 1d20 + 15 ⇒ (6) + 15 = 21


Elisile, in her goblin form, scampers down to H30, and after a quick glance up the trail behind her, spins and shoots one of the goblins harrying Camlo.

Bow on G4 (precise shot so no penalty for shooting into combat, using deadly aim): 1d20 + 11 ⇒ (11) + 11 = 22 Damage: 1d6 + 7 ⇒ (2) + 7 = 9 plus 1d6 ⇒ 1 electrical.


Elisile, still in goblin form, squeezes past Hudak and fires off an arrow at the first goblin she sees.

Move to I26 and fire at either G5 or G6, whichever one of them has a sling. Roll from before, hits AC 27, 10 points of damage.
I realise this position blocks Hudak from charging, but I don’t think he can charge along these paths anyway.


Elisile moves to H25. If she can catch even the barest glimpse of any enemies through the trees, she fires her bow – her true strike spell allows the shot to ignore any concealment: 1d20 + 32 ⇒ (15) + 32 = 47 Damage: 1d6 + 6 + 1d6 ⇒ (2) + 6 + (2) = 10.


Are any goblins apart from the sleeping one visible to Elisile? Even partly made out through the trees? Perception: 1d20 + 15 ⇒ (4) + 15 = 19 if required, looking in the direction that the fleeing goblin went and where the whispers are coming from.


Well it was an Aubrey initiative order, so points for that.

Hudak really hates goblins.


Someone favourited initiative order?


perception: 1d20 + 15 ⇒ (2) + 15 = 17


Goblin-Elisile scurries past her companions [ooc](to H20, in goblin form her speed is still 30) and looks to see if her spell succeeded in putting the goblin in the clearing to sleep.

if it didn’t:
Elisile shoots the goblin with her bow: 1d20 + 14 ⇒ (7) + 14 = 21 Damage: 1d6 + 3 + 1d6 ⇒ (5) + 3 + (2) = 10

if it did:
Elisile casts true strike on herself.


Elisile concludes her sleep spell (will save DC16) centered on G H 25 26 in case there are any further goblins about. This rounds action depends on result of spell.


Aubrey the Demented/Malformed wrote:
Elisile?

Sorry ‘bout that, should be all back on track now. Thanks for taking my turn Ith, good choice assuming they are normal low hit dice goblins (which is what the hope was when I prepared that spell).


Elisile whispers a few words of magic, plucking a goblin finger that she collected from the dead at the campsite from her beltpouch as she does so. Her form twists and shrinks, until she resembles a goblin herself, although her long dark hair and gear are still recognisable.

Her spell cast, she sneaks a little further up the path, easily avoiding the low branches, and peers into the clearing ahead.

Cast alter self, sneak 1d20 + 21 ⇒ (11) + 21 = 32 to I14 and try to see what the goblins are doing (Perception: 1d20 + 15 ⇒ (7) + 15 = 22 if required).


PRD wrote:
When you cast a polymorph spell that changes you into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type, all of your gear melds into your body. Items that provide constant bonuses and do not need to be activated continue to function while melded in this way (with the exception of armor and shield bonuses, which cease to function). Items that require activation cannot be used while you maintain that form. While in such a form, you cannot cast any spells that require material components (unless you have the Eschew Materials or Natural Spell feat), and can only cast spells with somatic or verbal components if the form you choose has the capability to make such movements or speak, such as a dragon. Other polymorph spells might be subject to this restriction as well, if they change you into a form that is unlike your original form (subject to GM discretion). If your new form does not cause your equipment to meld into your form, the equipment resizes to match your new size.

Emphasis mine. Yes it does. Good to know that the way I've been playing it is actually right!


Excellent question ...


As Elisile’s initiative is low I don’t think we’re waiting for her as such, but her plan in the first round is to cast alter self to take on goblin form (in full view of the others so they know not to attack the female goblin with the long dark hair and the bow), then either sneak around the other direction from Camlo or run into the clearing and try to sow confusion amongst the goblins depending on their actions.


Sorry Aubs, not sick, just had some things come up unexpectedly at work that meant Friday, Monday and Tuesday were pretty hectic. Busy at home with Christmas lead up and my computer is basically dead and really, really slow, and having issues with the wireless router as well. Anyway, back now.


Nevynxxx wrote:
Camlo, signals to the elf to stay put, and moves to get around the goblins before the others turn up.

Elisile is so stealthy that Camlo can't see where she is to signal to her ...

Kidding. Elisile stays put for now. She tries to stand somewhere where she will be obscured / hidden from the direction of the goblin voices but visible to the party coming up behind, where she signals them to halt.


Perception: 1d20 + 15 ⇒ (20) + 15 = 35
Stealth: 1d20 + 21 ⇒ (18) + 21 = 39


I'm happy for Elisile (and Camlo if he wants) to continue scouting ahead in a somewhat stealthy manner, although the bigger and noisier party members will probably be noticed soon enough anyway.


Vethran Tallomane wrote:

Did I miss the fact that we had rested at some point since the dragon encounter? If so, I'd like to change out my spell prep for goblin hunting/dragon slaying rather than "civil urban skullduggery."

Yup, it's the next day.


"Watch out," murmurs Elisile to those following. "There is a pit filled with sharpened stakes in the path."


Perception: 1d20 + 15 ⇒ (14) + 15 = 29


Although he didn't specify which spells or how many channels he used, Alwyn said he healed everyone up in the evening. Did he have enough juice to up Hudak's hit points by 50?


Elisile (who has cast mage armour on herself) leads the way, attempting to find the best path through the tangled woods, while keeping eyes and ears open for any sign of goblins or other threats.

Survival: 1d20 + 11 ⇒ (20) + 11 = 31 with additional +1 for following tracks. Perception: 1d20 + 15 ⇒ (11) + 15 = 26


I'm a gish!


I think so.


Vethran Tallomane wrote:

"Returning to Sandpoint to reacquire the weapon will not be difficult. Given a chance to rest, I can easily teleport back there to retrieve the item and then return to our present location in the morning. Unless we think that leaving it hidden there is the best course of action? I can, of course, return at any time to retrieve it so long as we don't stray too far from Sandpoint."

"I am not certain whether we should leave it or not. It is too cumbersome to carry about easily, but my concern is that when the Hellknights reach Sandpoint - as they almost certainly will in their search for us - they will find your home and the weapon hidden whithin."


If Elisile doesn't know, we'll ask around the caravan as to if anyone knows where the Nose Slitters hang out.


“It is a pity that everyone was so quick to kill those goblins,” Elisile answers Illes. “They may have provided useful information on the dragon’s lair. As it is, your friend the caravan master seemed to recognise the tribe.” Know local to know about the Nose Slitters and where their lair is: 1d20 + 12 ⇒ (5) + 12 = 17. “Someone may know where their lair is, and they may lead us to the dragon. I agree that simply charging in against it is not smart, but Vethran’s spells were able to hurt it, and had I more time to prepare I may have been able to as well. Alwyn was able to wound it quite badly. Alwyn, does your deity provide you spells that will protect yourself and Hudak from acid, so that you can get close enough to hit the beast?”


Elisile thinks. She doesn’t know too much of the specifics of Hellknight orders or how they operate, but she can connect the dots.

“If Camlo killed one of their own – however justified his actions might have been – it explains why the Hellknights are so intent on catching him. One thing that may prove beneficial to us is that this will be personal for them – they may choose not to involve the local governments or law enforcement, choosing to deal with this one their own. Of course, this may not be entirely the case - we have seen that the Hellknights operate openly and with the authority of the government in Magnimar, and from what Camlo says they enjoy similar privilege in Korvosa. Given that those two cities, as I understand, control most of southern Varisia, we will have difficulty avoiding them in these lands, particularly if they do choose to appraise local authorities of their hunt. This includes in places like Sandpoint and probably even Fort Rannik.”

She looks thoughtful again. “I shall scribe the spell of non-detection as soon as possible, but it may prove less than entirely useful should we show ourselves in cities, towns or villages. The Hellknights will consider that we will travel to or pass through Sandpoint, and it will not take them long to reach the town from Magnimar.

“We have two other concerns apart from Hellknights. One is this dragon. It may seek revenge for its defeat, either on us personally or on Sandpoint if it recognised the origin of the caravan. My preference would be to make a pre-emptive strike against it if possible.

“The second issue is the polearm. As Illes said, we have so far been unable to sell it, at least for its true worth. It is currently at Sandpoint, and the Hellknights may discover it there. I agree with Illes that Kaer Maga may be a good second option for trying to sell it, but we need to re-secure the weapon first and then get there.”


Untrained knowledge check for DC 10 spoiler: 1d20 + 5 ⇒ (2) + 5 = 7


"They told us you had murdered someone," adds Elisile.


Elisile nods. “Yes. They are looking for our three companions,” she indicates Alwyn, Hudak and Camlo, “and us no doubt as well. They know that the three were headed north, but not their exact route or destination.”


“Vethran’s teleportation magic afforded us our timely escape from Magnimar,” Elisile replies, limping into the conversation, blood oozing from the dragon bite on her torso. “We arrived in Sandpoint seconds later, and soon learnt that you had left along the north road but this morning. We purchased horses and rode hard to meet you, wanting to warn you that the Hellknights are likely on your trail ... helping you fight a dragon was simply ... an unexpected bonus.”

She sits with a wince. “It is a pity we could not capture any of the goblins, they may have been able to lead us to their master’s lair. I miscalculated the dragon’s speed, the lantern archons I summoned will not be able to follow it back to its lair unless it is very close by.” She gazes across the sky at the twinkling lights of the two tiny archons and sighs. “Had my eyes not deceived me on how far away the dragon already was I should have summoned a faster moving air elemental, cast a spell of light upon it, and Vethran might have had a target for a fireball spell.”


I really think we should try to take some alive.


I’m going to assume that flying creatures can use the run action. The PF rules are silent on this issue (although the fly spell specifically states that creatures under its effect cannot run, this doesn’t tell us anything about creatures with a natural fly speed). In 3.5 flying (and swimming) creatures could ‘run’. If not ... well this plan won’t work nearly as well if at all ...

Elisile changes the cadence of her casting to a steady, almost military beat before concluding the spell. Immediately 1d3 ⇒ 2 glowing spheres of light appear in the air about fifty feet south-west of her position assuming the map is oriented with north up the page.

The elf winces as the inherently lawful creatures appear, while the lantern archons bob and wobble in agitation.

“An evil black dragon has just flown away in that direction,” Elisile shouts at her summoned archons, pointing to where she can see the dragon’s bulk dimly illuminated in the wan starlight and the last glow of the setting sun on the western horizon. “Glow as brightly as you can and follow it.”

The archons bob again, flare into bright light and zoom through the air after the dragon.

Elisile finishes casting her spell, summoning lantern archons fifty feet away from her in the direction of the dragon. They then use the run action to chase the dragon, moving 240 feet, meaning they should get relatively close to it this round. They have darkvision and low light vision. By default they glow as a torch (normal light in 20 foot radius, dim light in 20 foot radius beyond that). They can moderate their light out-put, but I’m not sure if they can actually glow brighter than their default of torchlight. Hopefully they can get close enough to partially illuminate the dragon this round, or at least give Veth a good idea of where it is. If not, they may at least be able to keep it in sight for a round or two, and give us an idea of which direction it heads in. They probably won’t get quite close enough for their aura of menace to play a role.

Note also that Elisile’s position is wrong on the map, she dimensioned doored to AQ 7.
After completing her spell she double moves to AE 8.


Flying creatures can use the Run action (for x4 movement), right?


“Wait!” calls Elisile weakly, unseen in the darkness (and thanks to her invisibility spell). “Don’t kill all the goblins! If they are the dragon’s slaves they may know where it’s lair is.”


Nice.


From her hidden position behind the tent, Elisile begins intoning a spell.

Casting Summon Monster 4, 1 round casting time.


Between the dragon fear and the pain of the bite, Elisile is near panic, and can think only of escape – to have any chance of hurting this creature she needs more time to prepare! Trying to focus through the pain, she takes a step away, grabs for her bow, hisses out a word of power, and vanishes.

5 foot step to H25, ready bow as move action, cast Dimension Door to appear (still invisible) at AQ 7.


Ouch.
I was rather hoping Elisile would be out of range of its blindsense, given its distance and altitude from her at the start of its turn. I guess not.

This may be almost entirely irrelevant at this point, but casting a Summon Monster spell wouldn’t be considered an attack as far as ending an Invisibility spell, would it?


Aubrey the Demented/Malformed wrote:

Just noticed Elisile's truly epic Stealth score of 47.

Well, it does include the +20 to stealth rolls for being invisible. It’s not all me ... but still not too scruffy for a wizard.


Elisile is going to attempt a fast dismount into F26; DC 20 ride check to dismount as a free action: 1d20 + 4 ⇒ (20) + 4 = 24
Ok, that worked.
Once off the horse she casts invisibility on herself, then moves, using stealth 1d20 + 21 + 20 ⇒ (6) + 21 + 20 = 47 to I25.

Elisile feints a kick at one of the goblins, using the motion to swing her leg across the horses back and leap out of the saddle. She lands, cat-like, and quickly casts a spell to render herself invisible, then edges away from the goblins and the horse (hoping the beast will have the sense to flee) to plan her next move.


Not in the face!

Yeah ... we’re in trouble.


Yeah, unfortunately Elisile doesn’t have a melee weapon in hand either, so no AoO from me. Elisile’s horse is definitely a riding horse, not combat trained.

Elisile manages to kick away the goblins trying to drag her from her horse whilst doing her best to control the panicked beast (although the kicking, white eyed horse probably deters the goblins as much as anything).


Hudak is down, Alwyn missed with a roll of 16, and the newcomers are about to be caught flat footed by goblins. We could be in trouble here lads.

A question, did the goblins use their actions this round to arrive at their current positions on the map, or will they still act this round? If they’ve been that close all along, would Elisile’s perception check of 20 have been enough to detect any of them? Not that it would probably make much difference ...


Elisile is slow to react, both encumbered by dragon fear and indecision about which spell to cast.

“I can make us all invisible,” she suggests to her two companions in Varisian, choosing a language she knows the other two understand, but that the dragon and goblins probably don’t. “It will buy us a moment to prepare, but you’ll both need to stay very close to me.”


As with Veth, Knowledge Arcana check to identify the type of dragon and know immunities etc: 1d20 + 16 ⇒ (18) + 16 = 34. Perception check if required to see the colour: 1d20 + 15 ⇒ (5) + 15 = 20

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