| Thogg Smashes-What-He-Hates |
Round 3 Initiative 28
"I have an idea. Don't die while I'm gone."
Thogg ducks out the door, returning with the struggling count. "Call that thing off or so help me I will throw you into it."
Intimidate: 1d20 + 17 ⇒ (19) + 17 = 36
If doing all that takes two rounds I understand and will do it over rounds 3 and 4.
Halistria D'Harvash
|
Grievously injured, (down 60 out of 79 hp)Hali takes a 5' step back and casts cure serious wounds on herself. 3d8 + 9 ⇒ (1, 5, 6) + 9 = 21
Great smiting of that symbol, Thogg! One more round of that and I'd have been gone.
I didn't see the creatures saves to my and Kaz's round 2 spells. It was minimal damage to be sure, but still its nice to know we're chipping away.
| Watcher Uatu |
Round 3 Initiative 28
"I have an idea. Don't die while I'm gone."
Thogg ducks out the door, returning with the struggling count. "Call that thing off or so help me I will throw you into it."
[dice=Intimidate]d20+17
If doing all that takes two rounds I understand and will do it over rounds 3 and 4.
”Saleno clearly does not want to face the creature. His skin turns pale. [b]”Tesh help. They are going to give me to that thing. Please please, don't let them kill me. “, he says, his voice quivering so much it is hard to understand him.
Within seconds the creature dissipates.
Drispeera D'Lith
|
I'm ready to move forward when the group is. If my disagreement with Keffle had something to do with this.... I'm sorry.
Does anyone else think its strange that the Count is able to communicate with Tesh from here? And that Tesh was able to dismiss the horrid mist so easily?
Halistria D'Harvash
|
After Lotus' channel, I just need to give myself one more cure light to be at full.
So, Count, it seems you've turned leadership of this town over to a necromancer of some sort. What more can you tell us about him, and what we'll find in the next room? I'm asking nicely, so you can answer me fully and truthfully, or you can wait for him -indicates Thogg- to ask not-so-nicely.
Diplomacy: 1d20 + 13 ⇒ (6) + 13 = 19
| Thogg Smashes-What-He-Hates |
"He is not taking care of your dragon problem, he is creating an undead problem. Now quickly, before I tear your arms off and beat you with them, where in this place would Tesh be?"
Intimidate: 1d20 + 17 ⇒ (12) + 17 = 29
Thogg is awesome.
Happy to bring the senseless violence of a barbarian to your campaign.
Halistria D'Harvash
|
Waiting to hear the response to the inimitable Thogg's question. But also asking TikTik:
::What do you think of us doing a quick scout of the other side of that wall? I can go invisible and gaseous for a short time, to take a quick peek. How about you?::
Before we actually all go thru Hali would like to sing a song of courage (unless Thogg prefers the dance?) It would grant +2 to saves, attacks, and damage for 3 rounds.
And if Lotus has any protection buffs or added HP buffs that would be lovely.
| Tik-Tik |
::I don't have a recipe for invisibility, but give me a couple minutes and I can brew the other one. I'm not sure that taking the time for that is the best idea, given the circumstances.::
I'd save the Song of Courage until actual combat, we don't know if we'll fight something before the 3 rounds are up.
| Watcher Uatu |
"He is not taking care of your dragon problem, he is creating an undead problem. Now quickly, before I tear your arms off and beat you with them, where in this place would Tesh be?"
[dice=Intimidate]d20+17
Watcher Uatu wrote:Happy to bring the senseless violence of a barbarian to your campaign.
Thogg is awesome.
"The main part of the church is behind those doors and it seems to be where the chanting was coming from. Like I said I gave him free access to the church, but I never came to see him."
| Thogg Smashes-What-He-Hates |
Thogg holds up the count by his lapels and gives him a good shake. "Come with me but stay out the way. If you try to run, I will hunt you, I will find you, and you will beg me to do nothing more than tear your arms off and beat you with them. It won't help but you'll beg just the same. You have made the disaster of a dragon attack into an even worse nightmare for the people of this town and you will see this through."
Thogg grunts, not used to such a long speech about anything but his own exploits. Without further delay, he strides to the indicated door and smashes it open with his enormous hammer.
Of course, "without further delay" is just a bit of narrative fluffery. We can certainly wait for anyone to scout, buff or ask another question. Or Thogg can go smash.
Halistria D'Harvash
|
Alright. First Hali goes to the next door and checks for traps.
Perception: 1d20 + 22 ⇒ (20) + 22 = 42
Wow! My first 20 in like forever! So I'm gonna wait for a response for that, before going invisible and gaseous and sliding under the door.
I'd ask for buffs, but I don't think they hold when I'm gaseous. We'll do our buffs when/if I get back!
::Stay in touch you little scoundrel!::
| Lotus Larina |
Casting Death Ward, 15mins, Magic Vestment + 3AC 15 hours on self,
then just before we go in Blessing of Fervor, take you pick of the buff guys
School transmutation; Level cleric/oracle 4
CASTING
Casting Time 1 standard action
Components V, S, DF
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Targets one creature/level, no two of which can be more than 30 ft. apart
Duration 1 round/level
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)
DESCRIPTION
With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).
Increase its speed by 30 feet.
Stand up as a swift action without provoking an attack of opportunity.
Make one extra attack as part of a full attack action, using its highest base attack bonus.
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round. Blessing of fervor does not stack with haste
| Watcher Uatu |
BoF is pretty nice.
Hali as you enter the other room you notice that 23 people are sitting in the pews as if they are in church awaiting a sermon. You see one human who is most likely Tesh. He seems to be surrounded by a shadowy wisp. In front of Tesh is a sacrificial alter with one person lying down. You can not tell if the person is dead or alive. Off to the left and right are two of the people with scythes. Shortly after you enter the room Tesh begins to look around.
Halistria D'Harvash
|
Hmm, can't use detection spells in this form. The 23 people... do they look like enthralled townspeople? or more like evil acolytes in robes and such? And Knowledge Arcana on the wispy thing: 1d20 + 22 ⇒ (9) + 22 = 31
Can't stay too long. It looks like Tesh senses me. Gotta go get backup.
Hali slides back under the door and rematerializes. Then shares what she saw with the group.
Lotus, do you have about 50 of your friends hanging around? I think we're gonna need some tasty firepower of goodness in there. And I vote Thogg gives our friend here a good thunk to the noggin. Don't want him aiding and abbetting.
| Thogg Smashes-What-He-Hates |
"He comes with us. He should see what cleaing up a mess really looks like." Thogg eyes the count critically. "Besides, I think I would probably kill him. I am Thogg Smashes-What-He-Hates, not Thogg Shows-Great-Restraint."
Buffs and scouting accounted for so I think it's hammer time. Unless they're behind a pretty remarkable door, I think we can consider it smashed. =)
Halistria D'Harvash
|
I would do my buff (song of courage) right before thogg smashes the door (he apparently hates). It lasts 3 rounds. I would hope lotus would hold off until we are all about to enter too, to get maximum duration. And... are you botting Keffle? I think we'll need the manpower/summoned creature power. If you are, could he have summoned them, already?
| Watcher Uatu |
The spell(planar ally) is 10 minutes to cast, and they do know you are outside since the count yelled for Tesh to call the monster off. Also, solars are 22 HD, not 18, so they are beyond the scope of this spell. Some form of payment is also required just to cast the spell*, and that is before bargaining with the creature comes into play. To answer Tik-tik's question the caster is the one that has to talk to the creature that is called forth. I will have to check to see what Saraenae would send though. I won't send anything too weak to be useful.
Planar Ally is more likely to get you a creature that will cooperate, but you don't get to choose it.
Planar Binding give you a choice, but the creature is less likely to cooperate, and even if it does you have to pay more.
*Just a heads up in case you are short on cash. Specifically it is 500 GP just to cast the spell.
Trumpet Archons are 14 HD, and cast spells as 14th level clerics. they definitely not slouches in combat either. They are also lawful good and likely to not give you too much trouble with the agreement process.
| Lotus Larina |
Planar Ally, Greater
School conjuration (calling) [see text for lesser planar ally]; Level cleric/oracle 8; Domain tactics 8
CASTING
Components V, S, M (offerings worth 2,500 gp plus payment), DF
@GM- it dos not specifically give a time for casting, but says below
This spell functions like lesser planar ally which dos in deed take 10 mins to cast, but its still a bit unclear and that is where I missed it.
EFFECT
Effect up to three called outsiders, totaling no more than 18 HD, no two of which can be more than 30 ft. apart when they appear.
DESCRIPTION
This spell functions like lesser planar ally, By casting this spell, you request your deity to send you an outsider (of 6 HD or less) of the deity's choice. except that you may call a single creature of 18 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 18. The creatures agree to help you and request your return payment together.
You may ask the creature to perform one task in exchange for a payment from you. Tasks might range from the simple to the complex. You must be able to communicate with the creature called in order to bargain for its services.
The creature called requires a payment for its services. This payment can take a variety of forms, from donating gold or magic items to an allied temple, to a gift given directly to the creature, to some other action on your part that matches the creature's alignment and goals.
Regardless, this payment must be made before the creature agrees to perform any services. The bargaining takes at least 1 round, so any actions by the creature begin in the round after it arrives.
A task taking up to 1 minute per caster level requires a payment of 100 gp per HD of the creature called. For a task taking up to 1 hour per caster level, the creature requires a payment of 500 gp per HD. A long-term task, one requiring up to 1 day per caster level, requires a payment of 1,000 gp per HD.
A nonhazardous task requires only half the indicated payment, while an especially hazardous task might require a greater gift. Few if any creatures will accept a task that seems suicidal (remember, a called creature actually dies when it is killed, unlike a summoned creature).
However, if the task is strongly aligned with the creature's ethos, it may halve or even waive the payment.
@GM - I was sent by my god NG to come back and sort this mess out asking for some help would be I feel the thing she would do, and it would seem odd if her god sent some one to help and then the Demon Mammon ruled the say by means of the sin of greed.
At the end of its task, or when the duration bargained for expires, the creature returns to its home plane (after reporting back to you, if appropriate and possible).
Note: When you use a calling spell that calls an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.
@GM- its the time to cast that kills this action 10 mins and he could be long gone. Which is a shame because this is the one time this spell may have been of use. O will Ill do some other thing.
What I would have asked for would have been not a solor but an (you are right LG but a
@GM - Taking 15HD as the limit then I could call an
Angel, Astral Deva
This tall, human-like creature has long, feathery wings and a gentle inner radiance that makes it difficult to look directly at.
Astral Deva
CR 14
XP 38,400
NG Medium outsider (angel, extraplanar, good)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +26
Aura protective aura
DEFENSE
AC 29, touch 14, flat-footed 25 (+4 Dex, +15 natural; +4 deflection vs. evil)
hp 172 (15d10+90)
Fort +16, Ref +13, Will +11; +4 vs. poison, +4 resistance vs. evil
Defensive Abilities uncanny dodge; DR 10/evil; Immune acid, cold, petrification; Resist electricity 10, fire 10; SR 25
OFFENSE
Speed 50 ft., fly 100 ft. (good)
Melee +2 disrupting warhammer +26/+21/+16 (1d8+14/×3 plus stun) or slam +23 (1d8+12)
Spell-Like Abilities (CL 13th)
At Will—aid, continual flame, detect evil, discern lies (DC 20), dispel evil (DC 21), dispel magic, holy aura (DC 24), holy smite (DC 20), holy word (DC 23), invisibility (self only), plane shift (DC 23), remove curse, remove disease, remove fear
7/day—cure light wounds, see invisibility
1/day—blade barrier (DC 22), heal
STATISTICS
Str 26, Dex 19, Con 21, Int 18, Wis 18, Cha 23
Base Atk +15; CMB +23; CMD 37
Feats Alertness, Cleave, Great Fortitude, Improved Initiative, Iron Will, Power Attack, Toughness, Weapon Focus (warhammer)
Skills Acrobatics +22, Craft (any one) +22, Diplomacy +24, Fly +26, Intimidate +24, Knowledge (planes) +22, Knowledge (religion) +19, Perception +26, Sense Motive +26, Stealth +22
Languages Celestial, Draconic, Infernal; truespeech
SQ change shape (alter self)
SPECIAL ABILITIES
Stun (Su)
If an astral deva strikes an opponent twice in one round with its warhammer, that creature must succeed on a DC 25 Fortitude save or be stunned for 1d6 rounds. The save DC is Strength-based.
Lore
Characters with ranks in Knowledge (planes) can learn more about astral devas. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.
Knowledge (the Planes)
DC Result
15 Though uncertain exactly what this creature is, you can tell it is not native to this world. This result reveals all outsider traits.
24 This creature is an astral deva, an angel from the Blessed Fields of Elysium or another good-aligned plane. These angels watch over creatures of good alignment, especially planar travellers and those on missions of a good cause. This result reveals all angel traits.
29 Astral devas take fierce joy in wading into combat to battle evil foes, usually relying on their large enchanted maces to smite their foes. Their natural weapons and any weapons wielded are good aligned and they are vulnerable to evil weapons.
34 Astral devas have a large array of powerful spell-like abilities at their disposal and are extremely resilient to magical attacks. They can also stun foes that they hit multiple times in combat with their maces.
Monster Lore from WOTC Community Forums - Monsters and Races - Monster Lore Compendium. Copyright 2007-2008, Author: Evandar_TAybara
ECOLOGY
Environment any good-aligned plane
Organization solitary, pair, or squad (3–6)
Treasure double (+2 disrupting warhammer)
Astral devas are messengers of the gods of good. They watch over planar travelers and sponsor powerful mortals, pushing them to take on good causes . A typical astral deva looks human except for its wings, though some look like other humanoid races and a rare few have even more unusual forms. An astral deva is 7-1/2 feet tall and weighs 250 pounds.
Astral devas are usually created by deities from the souls of good mortals, though some souls spontaneously transform into astral devas without the intervention of a deity. Their skills and abilities make them excellent scouts and elite agents for celestial armies. They often carry long, flowing scrolls upon which are writ messages and judgments from the gods. An astral deva's scrolls frequently contain hints of prophecies and major events yet to come, and as such the devas are fiercely protective of the contents of these scrolls and let none, not even other astral devas, peruse them.
@GM - O well, only a fellow American would write a spell that could have a good PC who fights evil on faith and moral grounds, calling a good outsider who fights evil on faith and moral grounds, from a good god who fights evil on faith and moral grounds, and then have them negotiate payment in cash for doing so, as the innocent die all around. I feel it may be true what they say about us, "we the know the price of everything and the value of nothing".
So seeing as the idea to take such spells was to use them when we needed by asking help from my PCs good god who fights evil on faith and moral ground. This Payment and 10 mins casting time seems to make them useless what I intended to use them, yes if we had time etc but that is like most pathfinder games the tension is often built on rapid events seems to make there use unlikely any time soon. So I'm going to switch them out for spells more useful. Shame really
| Watcher Uatu |
I did not say it would charge you. I am saying that it is likely to do so. With a good diplomacy check and/or RP it might not charge you, but you still have to pay the cost to cast the spell. :)
edit:If you want an astral Deva instead you can get one. Keep in mind that higher HD in PF does not always mean a better creature. I will let you choose which one comes to you.
| Lotus Larina |
1d20 + 2 ⇒ (18) + 2 = 20
Casting Holy Aura on you all
School abjuration [good]; Level cleric/oracle 8; Domain glory 8, good 8
CASTING
Casting Time 1 standard action
Components V, S, F (a tiny reliquary worth 500 gp)
EFFECT
Range 20 ft.
Targets one creature/level in a 20-ft.-radius burst centered on you
Duration 1 round/level (D)
Saving Throw see text; Spell Resistance yes (harmless)
DESCRIPTION
A brilliant divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by evil creatures, and causing evil creatures to become blinded when they strike the subjects. This abjuration has four effects.
First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from evil, this benefit applies against all attacks, not just against attacks by evil creatures.
Second, each warded creature gains spell resistance 25 against evil spells and spells cast by evil creatures.
Third, the abjuration protects the recipient from possession and mental influence, just as protection from evil does.
Finally, if an evil creature succeeds on a melee attack against a creature warded by a holy aura, the offending attacker is blinded (Fortitude save negates, as blindness/deafness, but against holy aura's save DC).