Ezren

Ezren IV's page

47 posts. Alias of davidvs.


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Sorry, I'm done checking in and contributing. Participating in this adventure became a chore a long time ago.


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Heh. Ezren has been the most useless wizard ever.


Magic? Ezren is curious. He casts Detect Magic and tries to peer over Ravagwen's shoulder at the item(s).

Spellcraft 1d20 + 11 ⇒ (2) + 11 = 13


Ezren follows Dalligar's lead. Corpses are not his specialty.


Ezren hears movement by Dalligar and Halycon's call. He steps south (to E13) and uses Burning Hands to release a cone of flame that fits south of him and below Halycon.

Damage is 4d4 ⇒ (2, 4, 3, 4) = 13 with a DC 16 Reflex Save for half damage. This uses his daily ability to cast any available spell.

The black map makes it difficult for me to see map squares. Ezren is aiming conservatively. If Halycon's voice is not enough to ensure accuracy, he aims the cone a bit south to make sure he does not burn his ally.


Ezren calls out, "How many are left? Where are they? Anyone need healing? Why won't my light spell work?"

He moves up behind (west of) Halycon, and uses his Hand of the Apprentice to attack with his cane into the map square ten feet east of Halcyon.

(I have no reason to suspect a foe is there, but it seems his most useful standard action at the moment. The cane is +9 to hit, d6 damage, in case there actually is a foe and he passes the miss chance.)


Ezren targets the sleep spell wherever it was that "cursing comes from the back of the cave" (somewhere in column 18 so Halcyon will not be hit).

Perception to target the right square 1d20 + 1 ⇒ (19) + 1 = 20 with unknown modifiers

Then he tries to step up to behind Halcyon (C14) since he was told to stick together.

I'll pick a standard action once I hear how well the spell works, and if he falls while walking in the dark.


Ezren Casts Defensively at +14, so no problem. 1d20 + 14 ⇒ (15) + 14 = 29

Ezren has AC 13. He had taken 1 non-lethal damage and 17 normal damage, and has 14 hit points left.


Ezren has AC 13. He had taken 1 non-lethal damage and 16 normal damage, and has 15 hit points left.

At last the foes are noisy enough to target an area-of-effect spell! Ezren growls a random Minkain insult (those are all he knows of Minkain) and uses his Arcane Bond to cast Sleep where he hears the foes.


Yes, it would be helpful if Halcyon shouted something more helpful about our foe's positions.


"If you say so. I suppose we are doing well enough."

Assuming that Dalligar is in C12, Ezren moves to D12. If he bumps any foe, he uses his Wand of Magic Missile again.

Ezren has AC 13. Before the recent two attacks from C and D, Ezren had taken 1 non-lethal damage and 14 normal damage, and had 17 hit points left. Did he just get hit three more times, for three more normal damage?


Here it goes... Acrobatics 1d20 + 2 ⇒ (4) + 2 = 6

Oof! He moves halfway, falls, and if no foe is adjacent stands back up. Assuming that works then next turn he hopes to move the other half and cast his spell.


Ezren has taken 1 non-lethal damage and 14 normal damage. He has 17 hit points left. No longer grappled, his armor class is back at 13.

Ezren hollers, "Confound these darts! Enough with the bitty poking!"

He moves as far into the cave as he can (to E18) and casts Obscuring Mist.

Casting defensively check if needed: 1d20 + 14 ⇒ (11) + 14 = 25

He hopes that will block all sight in all of columns 14 to 19.


(Are not Dalligar and Sin on the west side of the creature, allowing Ezren to target the creature and the map squares to the east of it? I thought the Glitterdust was targeting C13, C14, D13, and D14.)


Ezren is grappled. He has taken 1 non-lethal damage and 12 normal damage. He has 19 hit points left. His armor class is currently 11.

From the die rolls above it appears the grappling creature has a CMB of 5. If so, this means that Ezren can cast a second-level spell while grappled with a Concentration Check DC of 17.

Concentration Check 1d20 + 14 ⇒ (20) + 14 = 34

If successful, Glitterdust in an appropriate 10-foot radius (trying to hit the grappler and any enemies next to it), causing a DC 16 Will saving throw.

Ezren hollers and attempts to cast a spell with his free hand. "Foolish creature! This is why I studied combat casting!"


I was not imagining Ezren could hold the charge...just use a physical touch to identify the target. You choice about being generous with the rules...

Ezren steps towards Dalligar, reaching forward with one hand while mumbling the words to a spell. "Prepare for my version of a slam attack!" he grumbles.

Touch attack 1d20 + 2 ⇒ (16) + 2 = 18. The +2 is his BAB. Erzen has zero Strength modifier. Not sure what the penalties are for being directed in the dark by Dalligar.


How about Ezren steps toward Dalligar, asking which side of the Half-Elf to attack? If I understand the rules correctly, a concentration check for casting defensively would allow him to safely cast Magic Missile as a "touch attack". (Not that 4 damage will do much, but at this point Ezren does not know he rolled poorly for damage.)


Sounds like a plan.

Ezren turns towards the noise of Dalligar's attack.

Cast Defensively (DC 15+2=17), in case it matters. 1d20 + 14 ⇒ (19) + 14 = 33. Casting Magic Missile to shoot two missiles at whatever attacked Dalligar. Assuming they hit, damage is 1d4 + 1 ⇒ (1) + 1 = 2 and 1d4 + 1 ⇒ (1) + 1 = 2.


Hm. Any advice from the other players? I am tempted to simply have Ezren bolt to the far northwest, hoping to escape the area of magical darkness. Or lead a retreat from the room for ten minutes, hoping the darkness magic will have its duration expire and it is not an at-will ability from one of these creatures.


Hm. I'm not much use when blind.

Erzen moves to F10, and readies Hand of the Apprentice to use once he sees a foe.


First DC 10 Will Save vs. Fear 1d20 + 6 ⇒ (6) + 6 = 12
Second DC 10 Will Save vs. Fear 1d20 + 6 ⇒ (11) + 6 = 17
Not shaken. :-)


Ezren will still cast Burning Hands. He assumes Sin and Halcyon have good reflexes, and is not sure what else to do. Perhaps some furnishing in the room will catch aflame and provide light?

Ezren uses his move action to take out his wand of Magic Missile.


Sure, in F9. Knowledge (Arcana) 1d20 + 11 ⇒ (10) + 11 = 21


I forgot my move action last round. Can Ezren move to F8, in front of Dalligar? And while doing so open his cloak a bit so the Light-enchanted scroll case illuminates the area a bit?

Round two, after Halcyon takes his AoO versus the bug. Ezren moves to F8 either last round or this round. Then...

Ezren rushes to illuminate the combat, and seeing his friends attacked by a swarm of bugs casts his favorite spell.

Burning Hands, in a cone that fits into that corner of the room. Damage is 4d4 ⇒ (2, 2, 3, 1) = 8 with a DC 16 Reflex Save for half damage.


I stopped checking for updates in early January. But apparently we're continuing? Any reason we did not get an "all hands on deck" e-mail to regather?

Ezren casts Mage Armor.


Waiting for F through C, whatever those are, in the initiative order.


I only see Dalligar trying to be stealthy. And he is fourth in line, so not scouting ahead but (I think) instead ready to move and flank. So it seems that big, orcish welcome is imminent. :-)


Ezren walks in the rear and casts his Light cantrip on the scroll case tucked into his belt. He keeps his cloak nearly closed, so just barely enough light escapes for him to make out Dalligar's back.

If the footing is tricky he'll need to let more light shine from within the cloak than otherwise.


"I could make your cloak shine, Dalligar, but doubt that fits your style."


"I would hope Jerome was either tough or wily enough to avoid becoming Fey food, but it is a possibility we must investigate."


Ezren puts away his potion, waiting for the others to finish this conversation.


Thanks. The latter. Those questions are my "generic three" for creature identification. How do we best hit it? How do we best magic it? And how do we best negotiate with it or control it? (Bluff, Diplomacy, Intimidate, Handle Animal, Control Undead, etc.)


GM Odea wrote:
With a 31 you can ask 3 questions about the creature if you care to try and recall any abilities/defenses/other things.

In case we have to fight it, (1) what are its resistances and (2) which is its low saving throw(s)? As a third question, (3) how might it be influenced in a parallel way to how the nymph influenced our Druid's animal companion?


Ezren would not risk speaking when he knows some of his allies are more diplomatic. But he is able to see the dog-creature, correct? So he would perhaps recognize it, even if the time is not yet right to share this information with his allies.

Knowledge Arcana roll 1d20 + 11 ⇒ (20) + 11 = 31


Ezren retrieved a Potion of CLW from his pocket and whispered a casting of Mage Hand while the nymph and dog-fey were being noisy.

When Whelk looks to him, Ezren shrugs and sets the potion in the air at shoulder height, about a foot to his side.

He says softly to Whelk (but perhaps loud enough the strangers can hear), "Inquisitor Keliks, I would pay another potion to see a fey ride a Half-Orc around the trees."


"Sin picks up a scent from Dalligar's bag, then tilts his head and squints slightly, looking almost confused."

Why are we tracking the potion thief when we should be tracking Jerome Keliks? It appears our GM misinterpreted our intentions in post #39.

Ezren tries his best to stand still and wait quietly, letting the stealthier members of the group do their job.


Perception 1d20 + 1 ⇒ (2) + 1 = 3


Sounds like a sensible marching order.


Ezren checks his stuff. "Robbed? Who would steal one potion?"

He yawns, stiffly thanks the others for their turns on watch, then starts pacing back and forth while reading his spellbook.


I am a bit confused. Is GM Odea's four-sided die roll his way of telling us that something happens during the fourth watch? If so, what? We seem to have stalled during the past 24 hours and I am not sure why.


Third watch for me, then. Thank you, Dalligar and Ravagwen. Pleasant dreams.

While settling in his bedroll and blankets Ezren gumbles to himself about being too old for sleeping on rocks and bugs.


Not quiet by reputation, Dalligar. This forest is known for its Gnomes, and Gnomes are not known for being quiet.

What order of watch tonight?


Ezren nods his assent.


Ezren looks at Halcyon. "I confess that divination is not my expertise. Does your Inquisition provide you with any such ability? If not, perhaps we should ask for one or two Augury scrolls as an advance on our payment, in case questions at Wartle only bring us to the Sanos Forest with no other clues?


There is also the matter of payment. Ezren would not mention this. A bit elderly and Spartan, being owed a favor by Grandmaster Torch is probably one of the best options possible for him personally. But someone else might want to do the situation's appropriate haggling for a more monetary reward.


Ezren the Fourth, traveling scholar. No last name: some things my parents never gave me, and the rest they took away. His eyes are old yet still sparkling, sad yet playful. He winks one as he adds, Most they took posthumously.

He looks again to Grandmaster Torch, breaking Dalligar's gaze slightly too soon to be polite since he is more interested in seeing if his employer appreciates his humor. What should we know about Jerome Kelik and his artifact, to locate their trail and identify them once we find them? And do we need also hide from the Aspis Consortium?


Ezren bows in acceptance of the assignment. He glances at the others whom Grandmaster Torch has chosen to be his companions.

A reason to travel from Absalom is welcome. I look forward to visiting Kaer Magna.

If the Sanos Forest is a tinderbox I will prepare Color Spray instead of Burning Hands.