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Karsielle smiles at Flag, touching him on the shoulder as he leaves she whispers, "Calistra grant you a lucky disguise." Touch of Luck for Flag
Touch of Luck:
Luck Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result.
"Either Torch goes first under disguise to talk our way out, or I can use some of my attributes to encourage the servants to let us leave without being accosted?" says Karsielle as she adjusts her robe, it's front parts offering teasing glimpses of soft rounded naked skin and cleavage.
Karsielle, her annoyance growing lets Calistra's power suffuse her whips tip, as it pulses alternate black and yellow as it flies at the scorpion. Whip touch attack 1d20 + 2 ⇒ (16) + 2 = 18
Dazing Touch:
Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. You can use this ability 5 times per day equal to 3 + your Wisdom modifier (2).
Karsielle her body strong in the faith of Calistria, feels her holy patron's presence which is enough to fight back against the poison that entered her body. The distraction of the bite, and her movement away (5ft step) is enough to put her off her aim with the whip, and it cracks loudly on the empty floor by one of the scorpions. Fort Save 1 1d20 + 3 ⇒ (16) + 3 = 19
Will Save 1d20 + 6 ⇒ (17) + 6 = 23 add +2 if vs charms and enchantments(elf) Karsielle makes a grab at BF, hoping to pull him out of the conflict as she speaks to him, "Come now, away from this thing." and she moves him and herself away from the combat area. If she succeeds in this, she calls out, "Come out now retreat!" If BF is still acting as an enemy it will provoke an attack of opportunity.
Seeing the creature like this for the first time, Karsille tries to recall from her studies whether she has seen such a one before. Karsielle retreats casting as she goes, calling upon Calistra to make this area holy in her sight. Knowledge (Religion) 1d20 + 6 ⇒ (11) + 6 = 17
Consecrate:
School evocation [good]; Level cleric 2 Casting Time 1 standard action Components V, S, M (a vial of holy water and 25 gp worth of silver dust), DF Range close (25 ft. + 5 ft./2 levels) Area 20-ft.-radius emanation Duration 2 hours/level Saving Throw none; Spell Resistance no This spell blesses an area with positive energy. The DC to resist positive channeled energy within this area gains a +3 sacred bonus. Every undead creature entering a consecrated area suffers minor disruption, suffering a –1 penalty on attack rolls, damage rolls, and saves. Undead cannot be created within or summoned into a consecrated area. If the consecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity, pantheon, or aligned higher power, the modifiers given above are doubled (+6 sacred bonus to positive channeled energy DCs, –2 penalties for undead in the area). You cannot consecrate an area with a similar fixture of a deity other than your own patron. Instead, the consecrate spell curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above. Consecrate counters and dispels desecrate.
"Let us take them for justice at the Temple, (of Calistra) our Lady would introduce them to the pleasure of her vengeance." says Kariselle without emotion. "Let us free them from their cold nights rest and seek the embrace of the Savored Sting. Let us have rope ready to bind their freezing hands." she smiles.
"You know those cultists we trapped in that cold storage area, do we leave them there? Their cruel following of that beast, deserves their deaths. I think we should remove the rest of the cultists down here before we leave. Sunny can still fight, if she stays towards the back and shoots arrows or something. We can always use this exit if needs be!" Did the cultists I saw escape down the passage BF ands Silas went down, or did they continue down a passage we haven't explored yet? Just wanted to clarify that.
Karsielle places a spot of the potion on her finger, before delicately tasting it with her tongue, "Hmm not totally unpleasant.." Perception 1d20 + 4 ⇒ (9) + 4 = 13 "..but as to what it is or does I am just as lost" says Karsielle, disappointedly. "Anyone else like to try?"
As Silas and Flag investigate Karsielle takes a look at the potions. A cloud of confusion fogs her mind as the evil of the place seems to grip her. "We'll need Torch of someone to identify this, it might be helpful to Suny, we just don't know." Spellcraft to identify 1d20 + 6 ⇒ (1) + 6 = 7 not the time I wanted to roll a one ... bbah!!!
Karsielle shakes her head when she see the damage done to Suny, "I can't do anything now to help you. The wounds are so deep and cold, the evil has ripped the life force from your body." that is Suny is on 1 Con, and max 1HP. "The limited power I had to heal you was used to save Mishael from certain death." Her eyes glaze as tears slowly slip down her cheek as she embraces Suny in a sobbing hug. "It would take our lady at the Temple of Calistra to restore you to complete health, be careful and follow us, don't get yourself too close to being hit." I guess we haven't found any Lesser Restoration scrolls or potions? Suny took 10 Con damage, so thats 5HPs per level, original HP21 max less 20 gives the 1HP max.
We should thank you DM Sinvel, for putting together a really good game. Hope you get through your current work load and look forward to you getting time to join in Mishael's game as a player. It's been real fun. Good luck and Thanks. As they say ... The DM is dead, long live the DM. Thanks to Mishael for taking us through to the end, looking forward to it.
Karsielle steps back behind Bloody, allowing Silas access to fight the cultist, if the cultist still stands after Mishael's ferocious attack. She looks down the passageway to see what dangers approach as she takes out her whip ready to defend herself, now with a whip and dagger ready. Round 8
Round 7 Karsielle taking out a dagger, moves into a position to strike at the cultist and tries to dazzle him. Move to G6 or G7
Dazing Touch:
Charm Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. You can use this ability 5 times per day equal to 3 + your Wisdom modifier (2).
Seeing the severely injured woman ahead, Karsielle moves up and with her holy symbols calls for Calistra's powers of healing to strengthen her. Cast Cure Moderate 2d8 + 4 ⇒ (6, 8) + 4 = 18 HPs returned to Mishael, spell in place of Lesser Restoration. P.S., couldn't see the map, maybe a problem with google? so assume there is enough movement to get to Mishael.
Karsielle, seeing Silas babbling incoherently, calls on Calistra to protect him from the evil that posses him. Cast Protection from Evil on Silas, duration 4 minutes, should include an immediate save throw with +2 bonus.
PoE details:
This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects. First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person. This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion. Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.
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