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Artemis Entreri

Vethran Tallomane's page

718 posts. Alias of Fatespinner.


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Since I doubt Illes' action could possibly have any ramifications on my action...

Vethran (on his turn) casts see invisibility on himself before moving to the edge of the tower (B7 is as far as I can get) to look down and indicates the creature's location (assuming he can see it).


Elisile Starbrow wrote:
Nor Elisile. Veth’s got it prepared, but I don’t think its active.

It sure as hell will be once my turn comes around!


"Don't fight on the stairs! Lure them down!"
Put me on the stairs at G6.


Init 15 + 2 = 17


Hudak wrote:
"What do you think, stairmaster?"

"They're rickety, but they'll hold us. It's safe to continue on."


Kn Arch&Engi: Nat 20! + 12 = 32. Dammit, I know everything about those stairs. :)


"Elisile, I've seen you manage short bursts of flight in the past. Any chance you could scout up there?"


Elisile Starbrow wrote:
“You supposed this creature to be intelligent Vethran,” she muses, looking up at the evoker. “I have not heard of such a thing; but if true, it could indicate that this Xanesha is a very powerful spell-caster to have such a guardian.”

"Either that, or the intelligence was an unintended side-effect of a binding ritual gone awry. There's really no way to be certain at this point, but I would err on the side of caution. Be watchful for signs of her magics in the future. We don't know what she's capable of."

Casting mage armor on myself.


Another Fiery Burst. Keep the slow effect going. I'll use a partial defense action for my move action, so +2 AC. Not much else to do...


Vethran cautiously advances to put himself in range of the monstrosity and contributes in the only way he can, conjuring a burst of fire to immolate the creature.

Move to F12. Using Fiery Burst centered on the middle of the golem (hitting all 4 squares it occupies and nothing else). It's immune to the damage, but it is fire, so I keep the slow effect rolling.


"Oh s%@~..."


Starting in F18.

Vethran, seeing the creature chasing his companions, quickly intones a spell to slow the behemoth and possibly put a dent in it's hide.

Casting kelgore's fire bolt. It deals fire damage, which should slow the creature, but the fire portion won't actually deal damage due to the immunity to magic. However, the spell deals 2d6 impact damage even to creatures with SR or immunity, so... 4 + 5 = 9. He can make a DC 16 Reflex save for half, not that it matters. I really just wanted the slow effect. :D


Vethran mutters a slight curse, lowering his hands. "Magic's not going to work against this thing, either, and I think we'll find it especially resilient to our weapons. We might be able to charm it, though, or trick it's mind..." he looked towards his cousin with a shrug.


Vethran simply stares in horror at the freakish creature, his mind racing for some kind of explaination.

Know: Arcana - 15 + 12 = 27.
Init: 17 + 2 = 19.


Elisile Starbrow wrote:
Thanks. Elisile will loan Vethran her pearl of power, so that he may regain the spell he just cast for her.

Well, it's a 2nd-level spell, not a first, but thanks anyway. :) Besides, I was casting it the day that we acquired it and have since rested. It's all good.


Aubrey the Demented/Malformed wrote:
Bear in the mind that area effect spells like fireball and lightning bolt are not eligible because they don't target individuals.

Ah, right. I was thinking ring of spell storing. Well... looks like blindness/deafness is it, then! Now, does the spell use MY save DC since I'm the caster? Or would it be based on Elisile's INT? I should think it's based off the caster (me). In which case, the person Elisile unleashes it on will be up against a DC 16 Fort save to avoid blindness or deafness (Elisile's choosing).


Elisile Starbrow wrote:
Blindness, interesting...

Before resting and refreshing his spells that night, Vethran will offer to cast blindness/deafness, lightning bolt, fireball, or fireburst into the sword. Those were all the useful spells I had prepared at the end of our adventure. I have since updated my list for the new day.


Elisile Starbrow wrote:

Is that all? ;-)

That should put everyone somewhere around the 11,600 mark, if I have been keeping track properly. Does that sound right to everyone else?

Yup, I've got 11,610. I'm assuming that I've got the time for it since I haven't heard otherwise, so I'll scratch 100gp for the inks and add identify to my book.


If the day is going to be spent shopping and gathering intel, Vethran will take the opportunity to scribe that identify scroll into his book.


Vethran's Decipher Script is only 2 higher than Elisile's and Vethran doesn't speak Elven (though he does speak Draconic). So, really, it's effectively the same. Nice roll, Mothman!

Vethran has a scroll of identify ready, but I wanted to scribe it into my book so that we can identify stuff on the fly in the future. If nothing else, once it's in my book, I can scribe my own scrolls from it.


Vethran finally shrugs off the dead bulk of the ape-demon and turns to regard his cousin's target. With a flick of his wrist, the Varisian launches a trio of deadly missiles at his foe.

Magic missile on the last Ironbriar. 8 damage total (crappy roll). Partial defensive (+2 AC) as a move action, staying in my square.


The mage struggles pathetically in the creature's grip.

Attempt to escape. Rolled a 5 on the grapple check. I suppose the thing could roll a 1, otherwise, I'm stuck.


Grapple check: 5 + 3 = 8. Nope. Definitely a wizard. :)

Vethran struggles against the creature's grasp and cries out to Illes and Dravite who stand nearby.


Aubrey:

Spoiler:
Knowledge: Planes - 7 + 8 = 15. Does this tell me about any immunities/resistances that the creature that just showed up has? Does it give me any idea of what it can do (besides teleport and turn invisible, obviously)?


Aubrey the Demented/Malformed wrote:
Vethran Tallomane wrote:
I'll take I4.
Is that on the stair or on the walkway - I3 is more on the walkway on my map whereas I4 is at the top of the stairs?

I3 then.


Init: 7. I'll take I4. Failed all the rolls above. :(


Vethran levels up his crossbow, takes aim, and clicks off a bolt towards the cultist being fired on by his cousin.

Attack: 8 + 4 = 12. Damage: 1. Woo.


Vethran winces as the bolt bites into his hip, but intones a spell through clenched teeth to protect himself. Cast mage armor on myself. He then unlimbers his crossbow and moves to the side of the walkway nearest his attackers. Move to N11, drawing crossbow as part of that movement.


Oops. I delayed last round, so I think they go before me (assuming they're sharing init with the undead). Post deleted pending enemy actions.


Grumbling as his shot is fouled, Vethran rushes forward onto the walkway.

"Dravite, archers! We need your bow!"

The Varisian stretches out a finger and unleashes a pair of sizzling bolts at some of the undead harrassing the dwarf.

I'm acting now. Move to H12, casting scorching ray. First target: C13. Touch attack: 14. Damage: 19. Second target: C11. Touch attack: 12. Damage: 16.


For what it's worth, my see invisibility lasts for 50 minutes, so it should still be active on me.


Vethran rolls up his sleeve, the Varisian dragon tattoo beginning to glow menacingly.

Delaying until I get a good grouping.

"Back up! Let them come to us..."

I got a fireball for that ass... Of course, if they're weak enough, Alwyn might be able to dust them with a turn attempt and save me the slot.


Are the walls into which the cell doors are set made of bars, then? Otherwise, how can we see the undead? Or are just the doors made of bars?

Watching the dwarf charge in head-first, Vethran winces. "No! Draw them out into the open! Don't pin them inside the cells!"


Vethran starts in M11. Do I correctly assume that the walls separating the cells consist of bars and therefore do not block line of sight, etc.?


Spellcraft: 4 + 17 = 21.
Spot: 17 + 0 = 17.
Init: 13 + 2 = 15.

Vethran ponders the laughter's origin for a moment before shaking his head. "Amateur," he mutters.

Seeing the humanoid shapes, the Varisian wizard readies himself.


Order sounds good to me. Can I take 10 on the climb check? We're not in combat or anything.


Oh right, the Fort save. 11 + 2 = 13. Not enough.

Vethran suffers a mild bruising at the base of the chute, spending a moment to collect himself. When the healing is being doled out and Vethran hears Dravite's comment, he speaks. "I've cast a spell on myself that permits me to see the invisible. If we make haste, we might still catch him."


Vethran looks to Elisile in response. "The creature was defeated. It vanished and I am certain that it did not merely turn invisible. I suppose it might have teleported, but I think it more likely that it returned to it's home plane."


Aubrey:

Spoiler:
Nat 20! + 6 = 26! Whee!


Topside:

Spoiler:
Vethran stands at the back of the room, leveling his outstretched finger at the demonic entity that Alwyn is engaged with and invokes a word of power, sending a trio of deadly magic bolts at the monster. Cast magic missile. Damage: 3, 3, 1 + 3 = 10.


I'll take my 9 Init, thanks. Assume I'm at the back of the group somewhere. I don't have time to put together my usual Excel battlemap right now to see where everyone is. This office is crazy hectic compared to my old one.

My action, in case my turn comes around sooner than expected:

Spoiler:
Cast see invisibility on myself, looking for Ironbriar.


Vethran is down the street... drinking tea. He's... somewhere far away where he could see the building from and could certainly hear something shouted from there, but not in any position to enter within.


"Well, that was... unpleasant. What were those things? And more importantly, why were they impersonating the Foxgloves?"


Aubrey the Demented/Malformed wrote:
Ah well, thanks for the timely reminder. Roll damage , or something.

This is what I get for trying to remember non-SRD spells without my books handy. Thanks. Damage: 22 (fire). Reflex save (DC 16) for half.


Vethran aims a finger at the one Alwyn has hacked into, conjuring up a blazing meteor and sending it streaking forth at his target.

Kelgore's fire bolt at the one Alwyn just whacked. Touch attack: 4 + 3 - 4(melee) = no way in hell.


I'll take F2.

Vethran waves his fingers, instantly suspicious, and intones a spell to strip the "Foxgloves" of any illusions or enchantments.

Casting an area dispel magic on the "Foxgloves." Caster checks on "Aldern": 7, 24. On the "wife": 21, 24. Let me know if you need more rolls. Incidently, Dravite is affected too (he shares a square with Aldern), but I don't think he has any ongoing magical effects on him currently. If he does: 22. It's probably off him now. :)


Init: 20! + 2 = 22. I'm kind of confused here... is Dravite tackle/rushing the guy even after he's done the whole "Take whatever you want, just don't hurt my wife" thing? Seems a bit unnecessary...


Spent most of my share of the cash on a few more scrolls. They're all SRD spells, so I doubt I'll have much trouble finding them in Magnimar. Aubrey is welcome to veto any of my purchases, though. I picked up vampiric touch and identify. Our days of paying out the ass for identifying items will come to an end as soon as I drop that in the ol' spellbook (whenever we get more downtime).


Sold the wand and used the proceeds (plus some of my own cash) for the scribing. Protection from energy has now been added to my spellbook and the scroll removed from inventory.


If there's no objections, Vethran will take the Sihedron Medallion. +1 to all saves would definitely come in handy for one as death-prone as I, and the false life 1/day saves me a spell slot. Also, will I be able to find 24 hours to scribble my researched scroll of protection from energy into my book? I also need 300gp to do it. Speaking of money, Aubrey, while we're selling stuff... how much can I get for the wand of shocking grasp with 27 charges left in it? It's CL 1, so at this point it's basically not worth getting into melee for.

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