Expedition to the Ruins of Castle Greyhawk [3.5 D&D]

Game Master Stiehle

3.5 Edition D&D campaign set in the environs of the City of Greyhawk.


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Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

I don't think anyone picked up the Pelorite, but you're probably in good shape with all the healing devices your party has. Keep your character build as you'd like to play him, Vegeir.


M Whisper Gnome Beguiler 9 Ruathar 1 Shadowcraft Mage 1 | HP:68/68 | AC:21/T:13 /FF:19 | Init:+2 BAB:+4 | W:+13,R:+10,F:+8 | Spellslots:6/6-8/8-8/8-7/7-7/7-5/5 | Spot +21 Listen +16
Vegeir "Gear" Carlsen wrote:

...

Fash, do you mind if Kelviernan was a friend to Gear's family? As long as GM West doesn't mind I'm just going to write his family like the Harpell wizards from Forgotten Realms and say Longsaddle is a small town in the Principality of Ulek. Maybe Fash and Kelviernan had to retreat there once or twice during the war when they couldn't get back to Celene?

No problem with Kelviernan being a friend to Gear's family. Although if you're an adventuring friend of Kelviernan, you should probably have an answer for what you were doing during the Greyhawk wars, if you weren't in his warband...


M Human Duskblade 7/Abjurant Champion 4 | HP: 84/84 | Add 1 for Haste ** AC:20/T:13 /FF:16 | Init:+1, MAB:+14/+9/+4 Power Attack | W:+8,R:+4,F:+8 | Spellslots:6/6-9/9-8/8-4/5 | Arcane Attunement: 5/5 | Quick Cast:1 | Arcane Boost | Skills: Climb+16,Jump+12,Spellcraft+16,Swim+10 | Corner Perch/Leaping Climber/Speedy Ascent/Quick Swimmer

Speaking of healing devices, could the party have the healing wands that were on Verdan's body? Not much use during combat, but to recover after without burning spells.... Can't have too many of those!


M Suloise Ftr 1/Cleric 10 (HP 106/119 | AC:22/24 vs evil | T:10/12 | FF:22/24 | Fort:+13/15 | Ref:+6/8 | Will:+10/12 | Init:+0 | Speed 20)
Fash Daergal wrote:
No problem with Kelviernan being a friend to Gear's family. Although if you're an adventuring friend of Kelviernan, you should probably have an answer for what you were doing during the Greyhawk wars, if you weren't in his warband...

Thanks! Gear's only 25 so during the fighting in the Principality he would've been between 12 and 14, I think. Fash would probably remember him, if at all, as a lanky human kid with no magic skills who listened while the adults talked and helped out around the manor. He looks pretty different now.


M Suloise Ftr 1/Cleric 10 (HP 106/119 | AC:22/24 vs evil | T:10/12 | FF:22/24 | Fort:+13/15 | Ref:+6/8 | Will:+10/12 | Init:+0 | Speed 20)
Morrow, Tue wrote:
Speaking of healing devices, could the party have the healing wands that were on Verdan's body? Not much use during combat, but to recover after without burning spells.... Can't have too many of those!

3.5 and subsequently Gear has the awesome Cure Minor Wounds cantrip, so out of combat healing is no problem as long as the group has a few minutes to spare. But wands are always good, too.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Yes, you can loot Verdan's body. :) I'll get a list up of his equipment that you can take or sell.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

OK, here is what Verdan had on his body. His holy symbol went with his body to be buried with him and the few coins he had on him covered the burial costs.

Magical Full Plate Armor +1 [50.0 lb.]
Magical Darkwood Heavy Shield +1 [5.5 lb.]
Magical Cloak of Resistance +1 [1.0 lb.]
Magical Ring of Feather Falling [0.0 lb.]
Magical Ring of Minor Energy [Electricity] Resistance [0.0 lb.]
Magical Wand of Lessor Vigor (37 charges; CL 1; Fast Healing 1 for 11 rounds; Spell Trigger Activation) [0.0 lb.]
Magical Wand of Cure Light Wounds (50 charges; CL 1; 1d8+1 HP; Spell Trigger Activation) [0.0 lb.]
Magical Wand of Cure Light Wounds (50 charges; CL 1; 1d8+1 HP; Spell Trigger Activation) [0.0 lb.]

Belt Pouch [0.5 lb.] holds:
Magical Potion of Cure Moderate (2d8+3 HP) Wounds [0.0 lb.]
Flint and steel [0.0 lb.]
Whetstone [1.0 lb.]
Tanglefoot Bag [4.0 lb.]

Belt Pouch [0.5 lb.] holds:
4 Magical Potions of Cure Light Wounds [0.0 lb.]
2 Vials of Antitoxin [0.0 lb.]
2 Flasks of Holy Water [2.0 lb.]
Empty Flask [0.0 lb.]
Tanglefoot Bag [4.0 lb.]

Masterwork Backpack [4.0 lb.] holds:
Bedroll [5.0 lb.]
6 Days of trail rations [6.0 lb.]
2 Waterskins [8.0 lb.]
Extra Traveler's Outfit [5.0 lb.]
50’ Silk Rope [5.0 lb.] (+2 circumstance bonus on Use Rope checks)
Grappling Hook [4.0 lb.]
Climber's Kit [1.0 lb.] (+2 circumstance bonus on Climb checks)
Magical Everburning Torch [1.0 lb.]


Male halfling Swashbuckler 4/Warlock 7 Init: +3 | AC: 20 / FF: 17 / Touch 14 [+4 vs giants] | Fort: +8 / Ref: +10 / Will: +9 [+2 vs fear] | Speed: 30' | DR 2/cold iron | Attacks: +2 rapier +15/+10 to hit (1d4+3 damage); Eldritch Blast +14 to hit ranged touch (4d6+2 damage, range 250', x2)

Reonnyn would claim the Cloak of Resistance, plus all of the healing potions here. The rest of the gear doesn't interest him.


Skills:
Gather Information +12, Knowledge (Arcana) +5, Listen +13, Spellcraft +4, Survival +16
Attacks:
[dice=Falchion Attack]d20+16[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Glaive Attack]d20+15[/dice][dice=Glaive Damage]d10+10[/dice]
M Human (Baklunish) Barb 1/DS 10; Init +3; HP 132/132 ; AC 23, T 14, FF 20; Fort +13 (15), Ref +7, Will +6 (8); Rage 3/3 (12 rounds); Current Aura= Energy Shield[6 Fire damage each time an enemy hits a friendly character within 30 ft.]

I would be interested in the Ring of Electricity Resistance.

Dragon Shaman
HP: 1d10 ⇒ 9

+1 BAB
+1 Fort
+1 Will

Breath Weapon Increases to 5d6
Draconic Aura's increase to +3

+1 Knowledge Arcane
Synergy Bonus to Spellcraft
+1 Listen
+1 Survival

I should be ready to go.


M Human Duskblade 7/Abjurant Champion 4 | HP: 84/84 | Add 1 for Haste ** AC:20/T:13 /FF:16 | Init:+1, MAB:+14/+9/+4 Power Attack | W:+8,R:+4,F:+8 | Spellslots:6/6-9/9-8/8-4/5 | Arcane Attunement: 5/5 | Quick Cast:1 | Arcane Boost | Skills: Climb+16,Jump+12,Spellcraft+16,Swim+10 | Corner Perch/Leaping Climber/Speedy Ascent/Quick Swimmer

The healing wands are party treasure and should be split between the people that can use them.


M Whisper Gnome Beguiler 9 Ruathar 1 Shadowcraft Mage 1 | HP:68/68 | AC:21/T:13 /FF:19 | Init:+2 BAB:+4 | W:+13,R:+10,F:+8 | Spellslots:6/6-8/8-8/8-7/7-7/7-5/5 | Spot +21 Listen +16

I guess i will speak for the ring of feather falling...


M Suloise Ftr 1/Cleric 10 (HP 106/119 | AC:22/24 vs evil | T:10/12 | FF:22/24 | Fort:+13/15 | Ref:+6/8 | Will:+10/12 | Init:+0 | Speed 20)

I know I'm just the FNG but any of the melee PCs could benefit from taking that +1 shield and keeping it until we can get it enchanted into an Animated Shield for 3k.

Selling the armor and cloak could split the proceeds between the existing PCs.

Can any of the existing PCs use the healing wands? If not, Gear can take them.

If it's all just up for grabs Gear can carry anything a current PC doesn't take in case we need it. Antitoxin and rope is always good.


M Whisper Gnome Beguiler 9 Ruathar 1 Shadowcraft Mage 1 | HP:68/68 | AC:21/T:13 /FF:19 | Init:+2 BAB:+4 | W:+13,R:+10,F:+8 | Spellslots:6/6-8/8-8/8-7/7-7/7-5/5 | Spot +21 Listen +16

I'm sure that there's someone here with a better grasp of 3.5 alchemical items than I have.

Is there a 3.5 version of PF1's Scent Blocker? The hounds were a unfortunate surprise last time, and I want an answer for scent hunters...


M Suloise Ftr 1/Cleric 10 (HP 106/119 | AC:22/24 vs evil | T:10/12 | FF:22/24 | Fort:+13/15 | Ref:+6/8 | Will:+10/12 | Init:+0 | Speed 20)

Scentbreaker is in Tome and Blood but it's something that messes up a creature's ability to use Scent to track instead of masking the user's own scent.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

I'd allow the scentbreaker to be a viable alchemical item easily found in Greyhawk. I bet the Thieves' Guild members use it all the time...


Skills:
Gather Information +12, Knowledge (Arcana) +5, Listen +13, Spellcraft +4, Survival +16
Attacks:
[dice=Falchion Attack]d20+16[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Glaive Attack]d20+15[/dice][dice=Glaive Damage]d10+10[/dice]
M Human (Baklunish) Barb 1/DS 10; Init +3; HP 132/132 ; AC 23, T 14, FF 20; Fort +13 (15), Ref +7, Will +6 (8); Rage 3/3 (12 rounds); Current Aura= Energy Shield[6 Fire damage each time an enemy hits a friendly character within 30 ft.]

Since no one seems to be vying for the Ring of Minor Energy Resistance I am going to put it on my sheet.


M Suloise Ftr 1/Cleric 10 (HP 106/119 | AC:22/24 vs evil | T:10/12 | FF:22/24 | Fort:+13/15 | Ref:+6/8 | Will:+10/12 | Init:+0 | Speed 20)

I'm not going to claim anything over an existing PC.

If nobody else can use the wands, Gear will hold them along with any of the unclaimed mundane equipment.

And if no one wants the shield I'll take that with the intention of getting it enchanted into an Animated Shield once Gear has enough gold saved up.

I'd suggest selling the armor and cloak between the existing PCs but I'll leave that to you guys.


M Human Duskblade 7/Abjurant Champion 4 | HP: 84/84 | Add 1 for Haste ** AC:20/T:13 /FF:16 | Init:+1, MAB:+14/+9/+4 Power Attack | W:+8,R:+4,F:+8 | Spellslots:6/6-9/9-8/8-4/5 | Arcane Attunement: 5/5 | Quick Cast:1 | Arcane Boost | Skills: Climb+16,Jump+12,Spellcraft+16,Swim+10 | Corner Perch/Leaping Climber/Speedy Ascent/Quick Swimmer

Reonnyn wanted the cloak


Male halfling Swashbuckler 4/Warlock 7 Init: +3 | AC: 20 / FF: 17 / Touch 14 [+4 vs giants] | Fort: +8 / Ref: +10 / Will: +9 [+2 vs fear] | Speed: 30' | DR 2/cold iron | Attacks: +2 rapier +15/+10 to hit (1d4+3 damage); Eldritch Blast +14 to hit ranged touch (4d6+2 damage, range 250', x2)

That is correct. Reonnyn already claimed the cloak for himself.


M Whisper Gnome Beguiler 9 Ruathar 1 Shadowcraft Mage 1 | HP:68/68 | AC:21/T:13 /FF:19 | Init:+2 BAB:+4 | W:+13,R:+10,F:+8 | Spellslots:6/6-8/8-8/8-7/7-7/7-5/5 | Spot +21 Listen +16

Ok, I owe a full lvl 11 Fash, and will get to it soon (I hope), but the plan is +1 level of Shadowcraft Mage PRC.

WRT to our tactical planning, I think we are agreed on the succubus first.

I figure we go in there disguised (I can do this with Seeming. We should also pre-buff. Especially some flying magic for fighter types.), and let Gear and Cora do the talking (so the succubus can't recognize someone's mannerisms or somesuch), the succubus will try to run the elven princess con again. That should let us get close to her before kicking things off... Cora initiates by putting a wall across the room to give her no room to fly. Everybody else then jumps her. It's a pretty simple plan, but I figure it will work pretty well.


M Suloise Ftr 1/Cleric 10 (HP 106/119 | AC:22/24 vs evil | T:10/12 | FF:22/24 | Fort:+13/15 | Ref:+6/8 | Will:+10/12 | Init:+0 | Speed 20)

Sounds good. I didn't read back over the last fight- does the cleric come out of her room at some point to back up the demons or do we only have to worry about the succubus and arrow demons?

Gear has a bunch of mass buff spells. Mass Aid, Mass Lesser Vigor, Mass Resist Energy (do we need the Resist Energy?).

Question: he has an open 5th level spell slot right now- he could take Dimensional Anchor to lock down an arrow demon or Righteous Wrath of the Faithful (rd per lvl, like a divine Haste, everybody gets 1 extra attack per round and +3 to atk/dmg) for the group. Which would be better?


M Whisper Gnome Beguiler 9 Ruathar 1 Shadowcraft Mage 1 | HP:68/68 | AC:21/T:13 /FF:19 | Init:+2 BAB:+4 | W:+13,R:+10,F:+8 | Spellslots:6/6-8/8-8/8-7/7-7/7-5/5 | Spot +21 Listen +16

It's 2 separate fights

1) Succubus (who is a boss type monster with class levels; cleric or warlock, I think).

2) Cleric + Arrow demons (and shadow hounds and maybe other called outsiders).
The real issue with this fight has been the Arrow demons; they're absolute combat monsters with their damage output... And they have some sort of specials which let them use their bows in melee without problems (AoO's).
The other thing about this fight is that I would really like to take the cleric alive for an interrogation (if possible). I really don't want to have to go into whatever she's protecting blind... I suspect it's really nasty.


M Suloise Ftr 1/Cleric 10 (HP 106/119 | AC:22/24 vs evil | T:10/12 | FF:22/24 | Fort:+13/15 | Ref:+6/8 | Will:+10/12 | Init:+0 | Speed 20)

I mean, negative HP is still alive as long as we stabilize her. We don't necessarily have to try to non-lethal her to 0hp.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Note that I consider NPCs 'dead' at 0 HP. That said, prior to death you can always switch over to non-lethal damage, which will be tallied separately. But let's say you do 25 non-lethal damage and the NPC is at 30 HP (5 HP away from unconscious) and you get a lucky (unlucky) crit for 40 damage. That'd kill the NPC, as the HP count is now 0 and the 25 non-lethal is now moot.


Female High Elf Wizard (Conjuress) 3 / Master Specialist 3 / Malconvoker 5 | HP: 35/35 | AC: 18/T:14/FF:14 | DR: 3/- for 30 HPs| F:4 R:8 W:12 | Skills: Bluff +24, K Arcana +12 (+17 Monsters), K Religion +11 (+16 Monsters), K planes +15 (+20 Monsters), Spellcraft +19 (+21 Conjuration) | Search +11, Spot +1, Listen +2

None of the items interests Cora, however, if there is enough coin for her to learn Wall of Stone, that is a better wall spell for the situation we are going into.

Cora has no problem doing the talking and lying through her teeth. She lies to evil creatures all the time.

West, does Cora know if the demon's dimension door ability can be used while grappled?


M Human Duskblade 7/Abjurant Champion 4 | HP: 84/84 | Add 1 for Haste ** AC:20/T:13 /FF:16 | Init:+1, MAB:+14/+9/+4 Power Attack | W:+8,R:+4,F:+8 | Spellslots:6/6-9/9-8/8-4/5 | Arcane Attunement: 5/5 | Quick Cast:1 | Arcane Boost | Skills: Climb+16,Jump+12,Spellcraft+16,Swim+10 | Corner Perch/Leaping Climber/Speedy Ascent/Quick Swimmer

Keep in mind that a wall of stone has to be merged with existing stone. It cannot be created free from support to collapse on enemies like a wall of iron....


Female High Elf Wizard (Conjuress) 3 / Master Specialist 3 / Malconvoker 5 | HP: 35/35 | AC: 18/T:14/FF:14 | DR: 3/- for 30 HPs| F:4 R:8 W:12 | Skills: Bluff +24, K Arcana +12 (+17 Monsters), K Religion +11 (+16 Monsters), K planes +15 (+20 Monsters), Spellcraft +19 (+21 Conjuration) | Search +11, Spot +1, Listen +2

The dome version of wall of stone will keep the succubus more contained than the wall of force. Also, if the room is too big, Wall of Force will not cover the whole roof.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Cora, you believe that the demon can in fact use its dimension door ability while grappled. I don't believe Fash ever witnessed this for himself after casting Black Tentacles, but he knows that the demon got free somehow.


Female High Elf Wizard (Conjuress) 3 / Master Specialist 3 / Malconvoker 5 | HP: 35/35 | AC: 18/T:14/FF:14 | DR: 3/- for 30 HPs| F:4 R:8 W:12 | Skills: Bluff +24, K Arcana +12 (+17 Monsters), K Religion +11 (+16 Monsters), K planes +15 (+20 Monsters), Spellcraft +19 (+21 Conjuration) | Search +11, Spot +1, Listen +2

If grappling will not contain them, I can summon a pair of tigers and go for massive damage instead. The tigers can then get a new pounce when they dimension door, increasing their damage.


M Whisper Gnome Beguiler 9 Ruathar 1 Shadowcraft Mage 1 | HP:68/68 | AC:21/T:13 /FF:19 | Init:+2 BAB:+4 | W:+13,R:+10,F:+8 | Spellslots:6/6-8/8-8/8-7/7-7/7-5/5 | Spot +21 Listen +16

An 11th level update for Fash

GM West’s version:

Character Name: Fash Daergal
Character Race: Whisper Gnome
Character Class/Level (if multi-class): Beguiler 9 / Ruathar 1 / Shadowcraft Mage 1
Alignment: Chaotic Good
Diety: None
Gender: Male
Age: 83
Height: 3’8”
Weight: 36 lb.
Eyes: Watery blue eyes
Hair: Light grey skin, dark brown hair cut very short with a horseshoe mustache
Known Languages: Gnome, Common, Elvish, Dwarvish, Draconic
-------------------------------------------------------
Strength: 8 (-1)
Dexterity: 14 (+2)
Constitution: 14 (+2)
Intelligence: 22* (+6)
Wisdom: 10 (+0)
Charisma: 10 (+0)
* With Headband of Intellect +4
-------------------------------------------------------
Hit Points: 68
-------------------------------------------------------
Armor Class: 21 [BASE (10) + ARMOR (6) + SHIELD (2) + DEX (2) + SIZE (1)]
Flatfooted AC: 19
Touch AC: 13
AC Penalty: -2
Maximum DEX Bonus: +4
Armor Type/Weight: Magical 'Easy Travel' Elven Darkleaf Breastplate +1 [15.0 lb.]; Magical Feycraft Darkwood Light Wooden Shield +1 [1.0 lb.]
Special Armor Class Notes: +4 dodge bonus against giants (Racial ability); can carry a Medium Load as though it were Light, able to walk 10 hours/day before making CON checks to avoid taking nonlethal damage ('Easy Travel' Armor ability), 20% Miss Chance (Cloak of Shadows)
-------------------------------------------------------
Total Encumbrance: Medium Load
Overall AC Penalty: -2 (Armor ability)
Overall Maximum DEX bonus: +4 (Armor ability)
Base Movement: 30’/round (Racial ability)
Encumbered Move: 30’/round (Armor ability)
-------------------------------------------------------
Save vs. Fortitude: +8 [BASE (3) + CON (2) + RESIST (3)]
Save vs. Reflex: +10 [BASE (5) + DEX (2) + RESIST (3)]
Save vs. Will: +13 [BASE (10) + WIS (0) + RESIST (3)]
Special Saving Throw Notes: None
-------------------------------------------------------
Initiative Modifier: +2 [DEX (2)]
Melee Attack Bonus: +4 [BAB (4) + STR (-1) + SIZE (1)]
Ranged Attack Bonus: +7 [BAB (4) + DEX (2) + SIZE (1)]
Special Combat Notes: +1 bonus to attack rolls against kobolds and goblinoids (Racial ability).
-------------------------------------------------------
Attacks:
Rapier (S) / +4 melee attack / 1d4 -1 damage / 18-20 [x2] critical / piercing damage
Longbow (S) / +7 ranged attack / 1d6 damage / 80’ range / [x3] critical / piercing damage
20 standard arrows
Dagger (S) / +4 melee attack / +7 ranged attack / 1d3 -1 damage / 10’ range / 19-20 [x2] critical / piercing damage
2 standard daggers, one concealed in boot
Total Weapon Weight: 5.0 lb.
-------------------------------------------------------
Skills:
Total Skill Points Earned = 126 [120 spent on skill ranks, 6 spent on skill tricks]
Skill Name - Skill Total, number of Ranks and/or Racial Modifier
Appraise: = +6 (INT) Untrained
Balance: = +2* (DEX) Untrained
Bluff: = +8 (CHA) 8 ranks
Climb: = -1* (STR) Untrained
Concentration: = +16 (CON) 14 Ranks
Diplomacy: = +0 (CHA) Untrained
Disable Device: = +20 (INT) 14 Ranks
Disguise: = +0 (CHA) Untrained
Escape Artist: = +2* (DEX) Untrained
Forgery: = +6 (INT) Untrained
Gather Information: = +8 (CHA) 8 Ranks
Heal: = +0 (WIS) Untrained
Hide/Move Silently: = +29* (DEX) 9 Ranks + 4 [Racial] +4 [Small] +10 [Cloak/Boots of Elvenkind]
Intimidate: = +0 (CHA) Untrained
Jump: = -1* (STR) Untrained
Listen: = +16 (WIS) 14 Ranks + 2 [Racial]
Ride: = +2 (DEX) Untrained
Search: = +20 (INT) 14 Ranks
Sense Motive: = +0 (WIS) Untrained
Sleight of Hand: = +7 (DEX) 5 Ranks
Spellcraft: = +12 (INT) 6 Ranks
Spot: = +21 (WIS) 14 Ranks + 2 [Racial] + 5 [Eyes of the Eagle]
Survival: = +0 (WIS) Untrained
Swim: = -1** (STR) Untrained
Use Magic Device: = +14 (CHA) 14 Ranks
Use Rope: = +2 (DEX) Untrained
* Armor Check Penalty Applies
** Double Armor Check Penalty Applies
-------------------------------------------------------
Skill Tricks
Conceal Spellcasting: You can cast a spell without revealing that you are doing so. Make a Sleight of Hand check as part of the action used to cast the spell, opposed by the Spot checks of onlookers. If you are successful, an observer can't tell that you're casting a spell. That observer cannot make an attack of opportunity against you for casting, nor can it attempt to counter your spell.
Swift Concentration: You can maintain concentration on a spell or similar effect as a swift action.
Clarity of Vision: As a swift action, you can attempt a DC 20 Spot check. If successful, you focus your vision so clearly that you can pinpoint the location of invisible creatures within 30 feet. This clarity lasts until the end of your turn.
-------------------------------------------------------
Feats:
Feats = 4 (+2 Bonus Feats)
Feat Name & Description:
Penumbra Bloodline: You are descended from a planar traveler who frequented the Ethereal Plane or Plane of Shadow. The energies of these planes altered and augmented your ancestor, infusing your bloodline with a trace of shadow or ether. You are touched by the planes, and they grant you arcane powers that continue to shape your life. Penumbra-blooded creatures tend toward extremes in coloration, with either unusually dark or fair skin, black or stark white hair, and silver or black irises. Most are very thin, but not to the point of unhealthiness. They generally wear plain clothing in subdued hues of gray or white. Creatures with shadowy or ethereal ancestry tend toward neutrality and often have quiet, secretive personalities. Many penumbra-blooded creatures prefer dark places and avoid direct sunlight as much as possible. Your ancestry gives you a bonus spell known at each spell level, starting at 1st, from the following list: 1st - Obscuring Mist; 2nd - Darkness; 3rd - Nondetection; 4th - Evard's Black Tentacles; 5th - Shadow Evocation; 6th - Shadow Walk; 7th - Plane Shift; 8th - Greater Shadow Evocation; 9th - Etherealness.
Spell Focus (Illusion): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Silent Spell: A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell's actual level. (Beguiler Bonus feat)
Darkstalker: When you hide, creatures with blindsense, blindsight, scent, or tremorsense must make a Listen check or a Spot check (whichever DC is higher) to notice you, just as sighted creatures would make Spot checks to detect you. You cannot hide in plain sight unless you have that ability as a class feature. In addition, you can flank creatures that have the all-around vision special quality.
Martial Weapon Proficiency (Longbow): Choose a type of martial weapon, such as longbow. You understand how to use that type of martial weapon in combat. Use this feat to expand the list of weapons you are proficient with beyond the basic list in the class description. (Ruathar Bonus feat)
Song of the Dead: A mind-affecting spell modified by this feat works normally against intelligent undead creatures. Mindless undead (those without Intelligence scores) are still immune to its effect, and the altered spell has no effect against living creatures or constructs. A song of the dead spell takes up a spell slot one level higher than the spell's actual level. Note that the use of this feat does not make mind-affecting spells affect undead if the spell's description specifies that the target must be living or of a particular creature type (other than undead).
-------------------------------------------------------
Racial and Class Skills & Abilities:
Small: As a Small creature, a whisper gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
Whisper Gnome Traits: Base land speed is 30 feet despite their small size; +4 racial bonus on Hide and Move Silently checks; +2 racial bonus on Listen and Spot checks; +1 racial bonus to attack rolls against kobolds and goblinoids (including goblins, hobgoblins, and bugbears.) +4 dodge bonus to Armor Class against monsters of the giant type (such as ogres, trolls, and hill giants). Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it's caught flat-footed, it loses its dodge bonus, too.
Darkvision: Whisper gnomes can see in the dark out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and whisper gnomes can function just fine with no light at all.
Low-Light Vision: A whisper gnome can see twice as far as a human in starlight, moonlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
Spell-Like Abilities (1/day): Silence (must be centered on whisper gnome's body); Ghost Sound; Mage Hand; Message. Caster level 1st; save DC 10 + whisper gnome's CHA modifier + spell level.
Automatic Languages: Common and Gnome; bonus languages for high Intelligence often include Terran, which they can use as a semisecret code when in the company of other races.
Favored Class: [Rogue] A multiclass wisper gnome's rogue class does not count when determining whether she takes an experience point penalty for multiclassing.
Weapon Familiarity Whisper gnomes may treat gnome hooked hammers as martial weapons, rather than exotic weapons.
Spells: A beguiler casts arcane spells, which are drawn from the beguiler spell list. When you gain access to a new level of spells, you automatically know all the spells for that level on the beguiler's spell list. You can cast any spell you know without preparing it ahead of time. Essentially, your spell list is the same as your spells known list. You also have the option of adding to your existing spell list through your advanced learning class feature (see below) as you increase in level. To cast a beguiler spell, you must have an Intelligence score of 10 + the spell's level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a beguiler's spell is 10 + the spell's level + the beguiler's Int modifier. Like other spellcasters, a beguiler can cast only a certain number of spells of each spell level per day. The base daily spell allotment is given on Table: The Beguiler. In addition, you receive bonus spells for a high Intelligence score. A beguiler need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level. A beguiler's caster level is equivalent to his class level.
Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause your spells to fail if those spells have a somatic component. A beguiler's limited focus and specialized training, however, allow you to avoid any chance of arcane spell failure as long as you restrict yourself to light armor. This training does not extend to any other form of armor, nor does this ability apply to spells gained from other spellcasting classes.
Trapfinding: Beguilers can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Beguilers can use the Disable Device skill to disarm magic traps. A magic trap typically has a DC of 25 + the level of the spell used to create it. A beguiler who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his allies) without disarming it.
Cloaked Casting (Ex): Starting at 2nd level, a beguiler's spells become more effective when cast against an unwary foe. You gain a +1 bonus to the spell's save DC when you cast a spell that targets any foe who would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not).
At 8th level, you gain a +2 bonus on rolls made to overcome the spell resistance of any affected target.
At 14th level, the bonus to your spell's save DC increases to +2.
At 20th level, you become able to automatically overcome the spell resistance of any affected target.
Surprise Casting (Ex): Starting at 2nd level, when you successfully use the Bluff skill to feint in combat, your target is denied its Dexterity bonus (if it has one) to AC for the next melee attack you make against it or the next spell you cast. You must remain in melee with the target, and the attack must be made or the spell cast on or before your next turn. The target is not considered flat-footed and therefore can make attacks of opportunity against you if you do not cast defensively.
At 6th level, you gain the ability to feint in combat as a move action instead of a standard action. If you have the Improved Feint feat, you can now feint in combat as a swift action.
Advanced Learning (Ex): At 3rd level [Shock and Awe], you can add a new spell to your list, representing the result of personal study and experimentation. The spell must be a sorcerer/wizard spell of the enchantment or illusion school and of a level no higher than that of the highest-level spell you already know. Once a new spell is selected, it is forever added to your spell list and can be cast just like any other spell on your list.
You gain another new spell at 7th [Shadow Conjuration], 11th, 15th, and 19th level.
Spellcasting: At each level of ruathar, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other class feature a character of that class would have gained. If you had more than one spellcasting class before becoming a ruathar, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Word of Friendship (Sp): You learn a short magical phrase that identifies you as a ruathar. While anyone can learn to mouth the words of the phrase, only ruathars are taught the magical key that makes the phrase more than just a few words in Elven. This is a sonic, language-dependent effect and is equivalent to a 1st-level spell. The word of friendship does not influence the hearer's mind in any way, but all elves know that only ruathars are taught it. Elves addressed in such a fashion generally begin with an attitude of friendly or helpful toward you, unless you are obviously engaged in an evil act.
Gift of the Elves (Boots of Elvenkind): During the ruathar ceremony, you are traditionally presented with a gift of elven magic to aid you in your travels. This gift takes the form of any one of the following items: boots of elvenkind, cloak of elvenkind, elven chain, a +1 rapier, a +1 longsword, or a +1 composite longbow (Strength bonus up to +4, as appropriate for you). The elves provide whatever gift they deem most useful to you. If the gift is lost or destroyed, you do not receive another one. While you are free to give away or sell the gift, good manners dictate that the gift of the elves should be kept and treasured.
Cloak of Shadow (Su): A shadowcraft mage can cloak her form in shifting shadows. This ability provides her with a variable amount of concealment depending on her level. While her cloak of shadow is active, attacks against a shadowcraft mage have a miss chance equal to 15% + 5% per class level (to a maximum of 40% at 5th level). Darkvision and low-light vision offer no help in piercing the cloak of shadow, although any creature that can see in magical darkness can ignore the miss chance, as can a creature with true seeing. A shadowcraft mage can dismiss or resume this effect as a free action. While her cloak of shadow is active, a shadow craft mage can make Hide checks as if she had concealment. Cloak of shadow doesn't function in daylight, and it is the equivalent of a 3rd-level darkness effect for the purpose of interacting with light spells.
Proficiencies: Proficient with all simple weapons plus the hand crossbow, rapier, shortbow and short sword. Beguilers are proficient with light armor, but not with shields.

-------------------------------------------------------
Spells:
Known Spells
0 Level: Dancing Lights, Daze, Detect Magic, Ghost Sound, Message, Open/Close, Read Magic
1st Level: Charm Person, Color Spray, Comprehend Languages, Detect Secret Doors, Disguise Self, Expeditious Retreat, Hypnotism, Mage Armor, Obscuring Mist, Rouse, Silent Image, Sleep, Undetectable Alignment, Whelm, Shock and Awe
2nd Level: Blinding Color Surge, Blur, Darkness, Daze Monster, Detect Thoughts, Fog Cloud, Glitterdust, Hypnotic Pattern, Invisibility, Knock, Minor Image, Mirror Image, Misdirection, See Invisibility, Silence, Spider Climb, Stay the Hand, Touch of Idiocy, Vertigo, Whelming Blast
3rd Level: Arcane Sight, Clairaudience/Clairvoyance, Crown of Veils, Deep Slumber, Dispel Magic, Displacement, Glibness, Halt, Haste, Hesitate, Hold Person, Inevitable Defeat, Invisibility Sphere, Legion of Sentinels, Major Image, Nondetection, Slow, Suggestion, Vertigo Field, Zone of Silence
4th Level: Charm Monster, Confusion, Crushing Despair, Evards Black Tentacles, Freedom of Movement, Greater Invisibility, Greater Mirror Image, Locate Creature, Mass Whelm, Phantom Battle, Rainbow Pattern, Solid Fog, Shadow Conjuration
5th Level: Break Enchantment, Dominate Person, Feeblemind, Friend to Foe, Hold Monster, Incite Riot, Mind Fog, Rary's Telepathic Bond, Seeming, Sending, Shadow Evocation, Swift Etherealness
Spell Save DC
0 Level Spells: DC = 16 [17 vs. Illusion]
1st Level Spells: DC = 17 [18 vs. Illusion]
2nd Level Spells: DC = 18 [19 vs. Illusion]
3rd Level Spells: DC = 19 [20 vs. Illusion]
4th Level Spells: DC = 20 [21 vs. Illusion]
5th Level Spells: DC = 21 [22 vs. Illusion]
Spells per day
0 Level Spells: 6x per day
1st Level Spells: 6x per day + 2 bonus spells (INT)
2nd Level Spells: 6x per day + 2 bonus spells (INT)
3rd Level Spells: 6x per day + 1 bonus spell (INT)
4th Level Spells: 6x per day + 1 bonus spell (INT)
5th Level Spells: 4x per day + 1 bonus spell (INT)
-------------------------------------------------------
Equipment & Gear:
Explorer’s Outfit (with wide-brim hat) [0.0 lb.]
Magical Runestaff (This is a custom runestaff made by the elf mage Kelviernan - Lesser Orb of Acid 3/day; Scorching Ray 3/day; Manyjaws 3/day) [2.5 lb.]
Magical Vest of Resistance +3 [1.0 lb.]
Magical Headband of Intellect +4 [0.0 lb.]
Magical Boots of Elvenkind [1.0 lb.]
Magical Cloak of Elvenkind [1.0 lb.]
Magical Eyes of the Eagle [0.0 lb.]
Magical Healing Belt [1.0 lb.]
Magical Quall's Feather Token (Tree) [0.0 lb.]
Magical Ring of the Darkhidden [0.0 lb]
Magical Ring of Featherfall [0.0 lb]
Spell Component Pouch [2.0 lb.]
Belt Pouch [0.5 lb.] holds:
Chalk [0.0 lb.]
String (50') [0.0 lb.]
Flint and steel [0.0 lb.]
Antitoxin [0.0 lb.]
2 Magical Blessed Bandage [0.0 lb.]
Magical Heward’s Handy Haversack [5.0 lb.] Everything in pack is weightless - requires a move action to retrieve any stored item, but does not provoke an AoO
Main Pouch [80 pound capacity]
Bedroll [1.25 lb.]
Blanket [0.75 lb.]
Hammock [0.5 lb.]
Silk rope (50') [5.0 lb.]
10 Days of trail rations [2.5 lb.]
Waterskin [1.0 lb.]
Mess kit [1.0 lb.]
5 Sunrods [5.0 lb.]
Spell Component Pouch (Extra) [2.0 lb.]
8 Vials of Holy Water
Tanglefoot Bag
Side Pouch #1 [20 pound capacity]
Lockslick [10 doses] (+2 alchemical bonus to Disable Device or Open Lock checks - if mechanism has metal parts - after substance applied as a standard action) [0.5 lb.]
Longspoon Masterwork Thieves' Tools (+2 bonus to Disable Device and Open Lock checks from five feet away, but it takes twice as long to make the effort) [3.0 lb.]
Listening Cone (+2 circumstance bonus on Listen checks made through a door or other relatively thin, solid obstacle - has a mesh ear-worm screen) [1.0 lb.]
Side Pouch #2 [20 pound capacity]
Scrollcase (holds rice notepaper) [1.0 lb.]
Ink pen [0.0 lb.]
Vial of black ink [0.0 lb.]
Auran Mask (+5 circumstance bonus to saves against inhaled toxins for one hour OR 10 minutes of water breathing) [0.0 lb.]
Coins [3.0 lb.]
Scroll of Antimagic Field
Scroll of Telekinesis

Equipment Weight: 14.0 lb.
Total Weight Carried / Encumbrance Load: 35.0 lb. / Medium Load [Max = 39.5 lb.]
-------------------------------------------------------
Money: 320gp, 45sp, 50cp


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Looks great, thanks Fash! Remember everyone, be sure to update your Profiles to reflect your new character sheets as well.


M Suloise Ftr 1/Cleric 10 (HP 106/119 | AC:22/24 vs evil | T:10/12 | FF:22/24 | Fort:+13/15 | Ref:+6/8 | Will:+10/12 | Init:+0 | Speed 20)

OK I'm going to put the shield, wands, and non-magical gear from Verdan in Gear's pack.

GM, my plan is to get the shield enchanted into an Animated Shield once Gear has the 3000gp to spare. Is that cool?


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Sounds good, Gear.


Skills:
Gather Information +12, Knowledge (Arcana) +5, Listen +13, Spellcraft +4, Survival +16
Attacks:
[dice=Falchion Attack]d20+16[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Glaive Attack]d20+15[/dice][dice=Glaive Damage]d10+10[/dice]
M Human (Baklunish) Barb 1/DS 10; Init +3; HP 132/132 ; AC 23, T 14, FF 20; Fort +13 (15), Ref +7, Will +6 (8); Rage 3/3 (12 rounds); Current Aura= Energy Shield[6 Fire damage each time an enemy hits a friendly character within 30 ft.]

@GM West, My profile should be correct. Do you want me to update what you posted as well?


Female High Elf Wizard (Conjuress) 3 / Master Specialist 3 / Malconvoker 5 | HP: 35/35 | AC: 18/T:14/FF:14 | DR: 3/- for 30 HPs| F:4 R:8 W:12 | Skills: Bluff +24, K Arcana +12 (+17 Monsters), K Religion +11 (+16 Monsters), K planes +15 (+20 Monsters), Spellcraft +19 (+21 Conjuration) | Search +11, Spot +1, Listen +2

Air elementals I can summon will only affect small or smaller creatures with wirlwind.

Also the succubus has damage resistance that my summons will have a hard time dealing with.

Honesty, a flying, 11 headed hydra(fly and polymorph) will probably be the best chance against her. Even with DR10, the 11 attacks at 1d10+6 will wear her down. I can also summon a Griffon or a bunch of dire bats to help with the fight along with archery and ranged attacks.

Perhaps, I'm overthinking it, Summon monstrous spiders and simply web the succubus onto the ground and in melee range. Web is an Extraordinary ability and will bypass SR.


M Suloise Ftr 1/Cleric 10 (HP 106/119 | AC:22/24 vs evil | T:10/12 | FF:22/24 | Fort:+13/15 | Ref:+6/8 | Will:+10/12 | Init:+0 | Speed 20)

We might want to think about conserving resources. A single succubus should be an easy fight for us if Morrow, Sobok, and Gear can all Fly or Air Walk. 3 heavy melee-ers against 1 succubus should be a 1 round encounter. Unless she was doing anything really out of the ordinary for a succubus?

4 arrow demons and a cleric sounds like the encounter that needs serious planning, mainly dealing with the demons dimension door and their ability to still shoot even in melee while watching out for a potential full caster to enter the fight. Flying melee types are going to have a hard time keeping up with teleporting enemies, especially if they port then shoot and we have to chase them all over the place.

Or am I missing something?


M Human Duskblade 7/Abjurant Champion 4 | HP: 84/84 | Add 1 for Haste ** AC:20/T:13 /FF:16 | Init:+1, MAB:+14/+9/+4 Power Attack | W:+8,R:+4,F:+8 | Spellslots:6/6-9/9-8/8-4/5 | Arcane Attunement: 5/5 | Quick Cast:1 | Arcane Boost | Skills: Climb+16,Jump+12,Spellcraft+16,Swim+10 | Corner Perch/Leaping Climber/Speedy Ascent/Quick Swimmer

Agreed, the sucubus should be a relatively minor combat, if we can reach her. The ceiling is only 30 or 40 feet high. Anything that could grab her and pull her down should do it and then she's toast. I like the spider idea!

She did have some spell casting so I'm concerned with fly or air walk spells. She might have dispel magic....


M Human Duskblade 7/Abjurant Champion 4 | HP: 84/84 | Add 1 for Haste ** AC:20/T:13 /FF:16 | Init:+1, MAB:+14/+9/+4 Power Attack | W:+8,R:+4,F:+8 | Spellslots:6/6-9/9-8/8-4/5 | Arcane Attunement: 5/5 | Quick Cast:1 | Arcane Boost | Skills: Climb+16,Jump+12,Spellcraft+16,Swim+10 | Corner Perch/Leaping Climber/Speedy Ascent/Quick Swimmer

As for the arrow demons. We need some way to diminish their damage capability. Obscuring mist so they can't see us? Prayer to increase our to hit and damage and reduce theirs? Blur so they have a miss chance? Others? They take 4 shots with pretty high amounts of damage, just about one-shotting me each time.


Female High Elf Wizard (Conjuress) 3 / Master Specialist 3 / Malconvoker 5 | HP: 35/35 | AC: 18/T:14/FF:14 | DR: 3/- for 30 HPs| F:4 R:8 W:12 | Skills: Bluff +24, K Arcana +12 (+17 Monsters), K Religion +11 (+16 Monsters), K planes +15 (+20 Monsters), Spellcraft +19 (+21 Conjuration) | Search +11, Spot +1, Listen +2

So for the Succubus, a few Giant Spiders to web her sounds like the plan.

Arrow demon battle:

I have Wall of Smoke and Sleet Storm to limit vision.

Wall of Force will allow me to summon through it and prevent their arrows unless to DD behind it and into melee range.

Haste will allow for more melee damage form our fighting folks.

I can also summon mephits to get Stinking cloud or Wind Wall. Wind wall will force the archers in close because it deflects all missiles. They can be summoned just before we enter the room.

My spells will bypass demonic SR with Assay Spell Resistance gives me +10 on spell penetration. It is a wonderful spell especially as it is a Swift Action.


M Whisper Gnome Beguiler 9 Ruathar 1 Shadowcraft Mage 1 | HP:68/68 | AC:21/T:13 /FF:19 | Init:+2 BAB:+4 | W:+13,R:+10,F:+8 | Spellslots:6/6-8/8-8/8-7/7-7/7-5/5 | Spot +21 Listen +16

I wouldn't actually bet on the succubus being easy in melee. Monsters with class levels tend to be on the tough side. Still with 3 serious melee types, she should go down if we can actually get to melee...

As a battle plan for the succubus, flight and a lack of ability to counter it broke us last time.
Go in there pre-prepped with flight effects up on Morrow, Gear and Sobok. I'll use a seeming to make us appear a different party. She will likely try to run her con again (please rescue me, I'm an elven princess). ralk enough to get into melee range and jump her...

The cleric and demons though, I think we need to run a recon again. Last time, the lost arrow demon had been replace with shadow mastiffs. I suspect that was an intelligent decision to make life much more difficult for the invisibility effects we used to get Fash and Reonnyn out in the first battle. With 2 more arrow demons down, I suspect there will be more reinforcements, but the question is what tactical capabilities will they be chosen for?

So take the succubus and then rest. Go into the cleric + demons fight at full capability.


M Suloise Ftr 1/Cleric 10 (HP 106/119 | AC:22/24 vs evil | T:10/12 | FF:22/24 | Fort:+13/15 | Ref:+6/8 | Will:+10/12 | Init:+0 | Speed 20)
Morrow, Tue wrote:
As for the arrow demons. We need some way to diminish their damage capability. Obscuring mist so they can't see us? Prayer to increase our to hit and damage and reduce theirs? Blur so they have a miss chance? Others? They take 4 shots with pretty high amounts of damage, just about one-shotting me each time.

Whoa they hit that hard? That's tough! How about potions of Blur to give us a miss chance? Scrolls of Shield might help, too, though the miss chance is probably more useful than +4 AC. Gear has ~150gp left over so he could buy a few Shield scrolls but doesn't have enough for a Blur potion.

I assume their bows are magic, or else Protection from Arrows might help.

I was thinking the melee fighters could take them 1v1 so they couldn't concentrate fire on a single PC but if they hit that hard maybe we should gang up on them 3v1 to take them out faster individually.


M Suloise Ftr 1/Cleric 10 (HP 106/119 | AC:22/24 vs evil | T:10/12 | FF:22/24 | Fort:+13/15 | Ref:+6/8 | Will:+10/12 | Init:+0 | Speed 20)

Oh Wind Wall is a great idea, Cora! That's a great way to shut down archers. Probably only half of them, though, since we'll need to get to melee with them to take them down so I'd assume the placement will be across half the room to allow us to hit them?


M Suloise Ftr 1/Cleric 10 (HP 106/119 | AC:22/24 vs evil | T:10/12 | FF:22/24 | Fort:+13/15 | Ref:+6/8 | Will:+10/12 | Init:+0 | Speed 20)
Fash Daergal wrote:

The cleric and demons though, I think we need to run a recon again. Last time, the lost arrow demon had been replace with shadow mastiffs. I suspect that was an intelligent decision to make life much more difficult for the invisibility effects we used to get Fash and Reonnyn out in the first battle. With 2 more arrow demons down, I suspect there will be more reinforcements, but the question is what tactical capabilities will they be chosen for?

So take the succubus and then rest. Go into the cleric + demons fight at full capability.

Sounds good for the succubus.

Do we know if the arrow demons can see invisible? Also is there a door that has to be opened to get into the room with the demons? I assume Fash is our scout?

Cora's mephits could also scout for us, assuming Cora can speak elemental languages? Arcane Eye is a nice spell but 4th level is too high to spend when we have scouts available.


Female High Elf Wizard (Conjuress) 3 / Master Specialist 3 / Malconvoker 5 | HP: 35/35 | AC: 18/T:14/FF:14 | DR: 3/- for 30 HPs| F:4 R:8 W:12 | Skills: Bluff +24, K Arcana +12 (+17 Monsters), K Religion +11 (+16 Monsters), K planes +15 (+20 Monsters), Spellcraft +19 (+21 Conjuration) | Search +11, Spot +1, Listen +2

I speak 13 languages, including every elemental language.

I can summon small elementals, at will with a 5 round duration, that I typically use for scouting. Earth elementals go through walls, water and air can scout their respective elements.

The problem with the Mephits, is they are usually neutral and my best powers only work with evil summons.

For clarity, my summon monster spells for evil creatures, have double duration, increased stats and I get 1 extra monster. As an example of my options with Summon Monster 5; 1 celestial griffon for 11 rounds OR 2 fiendish tigers with max health (magic ring) and bonus stats (+2 damage and +2 HP/HD) for 11 rounds OR 1d3+1 Fiendish large monstrous spiders with bonus stats (+2 damage and +2 HP/HD) for 22 rounds. Additionally I have feats that affect all summons as well.

I'm always better off summoning evil monsters, but the Mephits have great SLA's. Unless I know of a group of evil Dust Mephits, that I can summon specifically from, I only get 1 normal Mephit.

Wind Wall can protect the casters from the archers and Daylight will limit the abilities of the Shadow Mastiffs.


Skills:
Gather Information +12, Knowledge (Arcana) +5, Listen +13, Spellcraft +4, Survival +16
Attacks:
[dice=Falchion Attack]d20+16[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Glaive Attack]d20+15[/dice][dice=Glaive Damage]d10+10[/dice]
M Human (Baklunish) Barb 1/DS 10; Init +3; HP 132/132 ; AC 23, T 14, FF 20; Fort +13 (15), Ref +7, Will +6 (8); Rage 3/3 (12 rounds); Current Aura= Energy Shield[6 Fire damage each time an enemy hits a friendly character within 30 ft.]

Arcane Eye allows Cora to actually see and make checks and determine where she wants to go and scout.

Mephits only know about so much and then you are trusting your ability to understand what they think is important enough to relay. They are not as reliable as a PC for scouting. The hounds had total concealment. I am not sure the mephit would even realize they were there. Other summons may also be hard for them to identify as threats.


M Human Duskblade 7/Abjurant Champion 4 | HP: 84/84 | Add 1 for Haste ** AC:20/T:13 /FF:16 | Init:+1, MAB:+14/+9/+4 Power Attack | W:+8,R:+4,F:+8 | Spellslots:6/6-9/9-8/8-4/5 | Arcane Attunement: 5/5 | Quick Cast:1 | Arcane Boost | Skills: Climb+16,Jump+12,Spellcraft+16,Swim+10 | Corner Perch/Leaping Climber/Speedy Ascent/Quick Swimmer

For the arrow demons and cleric, they were in a big "open" area with a small building in the center.

Potion of Blur is 300 gold right? I'll buy 3, 1 for Sobok, Gear and me. OK?


M Suloise Ftr 1/Cleric 10 (HP 106/119 | AC:22/24 vs evil | T:10/12 | FF:22/24 | Fort:+13/15 | Ref:+6/8 | Will:+10/12 | Init:+0 | Speed 20)

Yeah, 300 gp. Sounds good, a miss chance is always useful.

I might as well use my gold to get the Shield scrolls too. They'll only be good for 1 minute though (considered cast at lvl 1) so they'll have to be the last buff we throw on before we go in the arrow demon room.


Female High Elf Wizard (Conjuress) 3 / Master Specialist 3 / Malconvoker 5 | HP: 35/35 | AC: 18/T:14/FF:14 | DR: 3/- for 30 HPs| F:4 R:8 W:12 | Skills: Bluff +24, K Arcana +12 (+17 Monsters), K Religion +11 (+16 Monsters), K planes +15 (+20 Monsters), Spellcraft +19 (+21 Conjuration) | Search +11, Spot +1, Listen +2

Seems like we have a plan ready for the succubus and most of a plan for the Arrow Demons.

Polymorph as a 11 headed hydra would output serious damage in the fight with arrow demons.


M Whisper Gnome Beguiler 9 Ruathar 1 Shadowcraft Mage 1 | HP:68/68 | AC:21/T:13 /FF:19 | Init:+2 BAB:+4 | W:+13,R:+10,F:+8 | Spellslots:6/6-8/8-8/8-7/7-7/7-5/5 | Spot +21 Listen +16

Ok, found the trick that I need. There is a spell in the spell compendium called Remove Scent. Assuming they are available, I will buy a couple of cheap potions (it's lvl 1, a potion (CL1) would be 50 gp)...

I think we have a solid-ish plan for dealing with the Succubus, so let's go down there and execute. Then we can worry about whatever wrinkle is going to show up with the Cleric and the demons....


Skills:
Gather Information +12, Knowledge (Arcana) +5, Listen +13, Spellcraft +4, Survival +16
Attacks:
[dice=Falchion Attack]d20+16[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Glaive Attack]d20+15[/dice][dice=Glaive Damage]d10+10[/dice]
M Human (Baklunish) Barb 1/DS 10; Init +3; HP 132/132 ; AC 23, T 14, FF 20; Fort +13 (15), Ref +7, Will +6 (8); Rage 3/3 (12 rounds); Current Aura= Energy Shield[6 Fire damage each time an enemy hits a friendly character within 30 ft.]

Polymorph is a fun thing.

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