| Darius Redgrave |
Darius backs up in a crouch with his sword before him when suddenly another ethereal glowing longsword materializes and lunges at the other robed figure.
Concentration: 1d20 + 13 ⇒ (14) + 13 = 27
CASTING
Casting Time 1 standard action
Components V, S, DF
EFFECT
Range medium (100 ft. + 10 ft./level)
Effect magic weapon of force
Duration 1 round/level (D)
Saving Throw none; Spell Resistance yes
DESCRIPTION
A weapon made of force appears and attacks foes at a distance, as you direct it, dealing 1d8 force damage per hit, + 1 point per three caster levels (maximum +5 at 15th level). The weapon takes the shape of a weapon favored by your deity or a weapon with some spiritual significance or symbolism to you (see below) and has the same threat range and critical multipliers as a real weapon of its form. It strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn. It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its attack bonus. It strikes as a spell, not as a weapon, so for example, it can damage creatures that have damage reduction. As a force effect, it can strike incorporeal creatures without the reduction in damage associated with incorporeality. The weapon always strikes from your direction. It does not get a flanking bonus or help a combatant get one. Your feats or combat actions do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers.
Each round after the first, you can use a move action to redirect the weapon to a new target. If you do not, the weapon continues to attack the previous round’s target. On any round that the weapon switches targets, it gets one attack. Subsequent rounds of attacking that target allow the weapon to make multiple attacks if your base attack bonus would allow it to. Even if the spiritual weapon is a ranged weapon, use the spell’s range, not the weapon’s normal range increment, and switching targets still is a move action.
A spiritual weapon cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A spiritual weapon‘s AC against touch attacks is 12 (10 + size bonus for Tiny object).
If an attacked creature has Spell Resistance, you make a caster level check (1d20 + caster level) against that Spell Resistance the first time the spiritual weapon strikes it. If the weapon is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell.
Spiritual Longsword Attack: 1d20 + 10 ⇒ (12) + 10 = 22
Damage: 1d8 + 2 ⇒ (6) + 2 = 8
"I do not fight alone. Surrender and face justice for your crimes or meet Pharasma in the afterlife."
| Stam Truthfinder |
On the way down Stam switches wands, "I must get rid of this charm wand, no one falls for it."
Point a wand of Burning Disarm at the closest Cultist Stam unleashes the magic.
DC 12 Reflex save or: 1d4 ⇒ 2
HP 51/51
AR 10/10
(5/5) 1st- Magic Missile, Mage Armor, Obscuring Mist, Thunder Stomp, Enlarge Person
(4/5) 2nd- Telekinetic Volley, Glitter Dust, Summon Monster II
(5/5) 3rd - Haste, Stinking Cloud
(3/3) 4th - Black Tentacles
Wand of Spider Climb 30/50
Scroll of Identify x 2
Scroll of Bulls Strength
Silver Arrows 8/10
Arrows 10/10
Blunt Arrows 10/10
Silver Blunt Arrows 10/10
Smoke Pellet x 2
Smoke Stick x 2
wand of burning disarm 13/50
wand of charm person 19/50
wand of grease 5/50
Staff of the Swarm 10/10
| Brother Grergof Varsk |
Grergof fires another arrow at the curate not engaged with Darius as he continues to move forward.
Longbow: 1d20 + 10 ⇒ (3) + 10 = 13
Damage: 1d8 + 4 ⇒ (8) + 4 = 12
Move forward so now 60’ feet away.
| Foxy Quickpaw |
Darius is so happy about escaping another one of the evil spells that he forgets to act. Delay behind the curate. So you all act together alternating with both the curates.
The other curate throws a spell at Grergof.
Fort DC 16
Curate, Curate
Darius, Stam, Spugnoir, Grergof <--
| Darius Redgrave |
I didn't act cos I was waiting to see if there were any effects that took hold before my action. Sigh.
Darius's spiritual sword swings around to flank the curate that Darius faces and he and his summoned sword mirror each other and slash across her in unison.
Spiritual Weapon Attack: 1d20 + 10 ⇒ (6) + 10 = 16
Damage: 1d8 + 2 ⇒ (2) + 2 = 4
Attack: 1d20 + 8 ⇒ (16) + 8 = 24
Damage: 1d8 + 4 ⇒ (1) + 4 = 5
| Spugnoir2 |
HP 61/61
AC 16/12/14 (20/14/16 with mutagen)
Saves F8/R8/W4(6 fear) (+6 vs. Poison)
Weapon in hand:
Special effects: Targeted Bomb admixture(6/8)
Bombs:10/13
Spugnoir decides to go full auto and tosses a frost bomb at each curate
Frost Bomb#1,Touch,PS,PBS: 1d20 + 11 ⇒ (18) + 11 = 294d6 + 10 ⇒ (5, 1, 2, 2) + 10 = 20
Frost Bomb#1,Touch,PS,PBS: 1d20 + 7 ⇒ (1) + 7 = 84d6 + 10 ⇒ (2, 2, 3, 5) + 10 = 22
Frost Bomb:When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save. DC 19
| Foxy Quickpaw |
Fort: 1d20 + 6 ⇒ (19) + 6 = 25
Darius adds another cut, but the spiritual weapon doesn't manage to get through.
Grergof's arrow goes wide, as goes one of Spugnoir's bombs. The other one hits, but has no effect beyond the primary damage. But with the splash damage of the bombs is too much for one of them.
Reflex Save: 1d20 + 1 ⇒ (16) + 1 = 17
Reflex Save: 1d20 + 1 ⇒ (1) + 1 = 2
Curate(14), Curate(+)[ooc]
[ooc]Darius, Spugnoir,
Stam, Grergof <--
| Stam Truthfinder |
Stam Thrusts his left hand at the remaining enemy unleashing bolts of force.
Magic Missile: 4d4 + 4 ⇒ (3, 3, 2, 2) + 4 = 14
The Earth Elemental takes this time to attack again as well.
Slam: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 101d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8
"Maybe we should have purchased some holy water?"
| Brother Grergof Varsk |
Fort: 1d20 + 12 ⇒ (2) + 12 = 14
Well bound to happen at some point
| Darius Redgrave |
Darius presses onward, not letting up on his opponent, he comes in with and overhead swing to cleave her in twain.
Attack: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 1d8 + 4 ⇒ (7) + 4 = 11
Confirm crit: 1d20 + 8 ⇒ (14) + 8 = 22
Damage: 1d8 + 4 ⇒ (3) + 4 = 7
Just as his Spiritual sword swings horizontally at her back.
Spiritual Weapon attack: 1d20 + 10 ⇒ (15) + 10 = 25
damage: 1d20 + 2 ⇒ (2) + 2 = 4
Not sure if Darius and the Spiritual sword attacking can give each other flanking bonuses. If so then please add them if they apply.
| Darius Redgrave |
As soon as the curate drops, Darius turns towards the howling and sets about empowering himself with more magic.
CASTING
Casting Time 1 standard action
Components V, S, DF
EFFECT
Range personal
Target you
Duration 1 minute
DESCRIPTION
Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn’t apply to spell damage.
"Everyone move to me!"
If everyone gets to darius he will touch everyone and cast Protection from Evil, Communal on everyone. Then Darius will take up his crossbow with silver bolts.
Target creatures touched
This spell functions like protection from evil, except you divide the duration in 1-minute intervals among the creatures touched.
School abjuration [good]; Level cleric 1, paladin 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M/DF
Range touch
Target creature touched
Duration 1 min./level (D)
Saving Throw Will negates (harmless); Spell Resistance no; see text
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
| Brother Grergof Varsk |
Ugg board ate my post last night
As the world goes dark Grergof stumbles to a stop.
An evil spell has cloaked the world in Shadow... How fitting
So he calmly puts his bow away. Then he carefully feels his way forward as he pulls out his silver flail.
We know there are wolves around, in the dark better to be prepared... Wait the others are fighting could that darkness only be on me?
He carefully moves forward a bit more
Move 10 feet and draw his flail, so 50' away from the curate as I assume this is all difficult terrain for me now
When he hears Darius yell he shouts back as he carefully picks his way in the direction of his voice.
Mr. Redgrave, I might have a problem with that...
| Foxy Quickpaw |
Burning Disarm
School transmutation [fire]; Level cleric/oracle 1, druid 1, sorcerer/wizard 1
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range Short (25 ft. + 5 ft./2 levels)
Target Held metal item of one creature or 15 lbs. of unattended metal
Duration Instantaneous
Saving Throw Reflex negates (object, see text); Spell Resistance Yes (object)
DESCRIPTION
This spell causes a metal object to instantly become red hot. A creature holding the item may attempt a Reflex save to drop it and take no damage (even if it is not their turn), otherwise the hot metal deals 1d4 points of fire damage per caster level (maximum 5d4). Circumstances that prevent the creature from dropping the item (such as a locked gauntlet) mean the creature gets no saving throw. The heat does not harm the item, and it does not get hot enough or last long enough to ignite flammable objects. The item cools to its previous temperature almost instantly. If cast underwater, burning disarm deals half damage and boils the surrounding water.
The problem is, that a scythe has no metal handle. Therefore the spell doesn't work the way you would like.
| Foxy Quickpaw |
The curate swings her scythe at Darius again, drawing blood.
Scythe: 1d20 + 11 ⇒ (18) + 11 = 292d4 + 4 ⇒ (4, 1) + 4 = 9
Around the corner of a house you see who is coming. It's one more dark cloaked figure accompanied by two large undead abominations that walk like dogs.
They are covered with diseased pustules that causes sickness in everyone smashing them, as they get sprayed with the pus.
Also they feed on the life energy of their victims to bolster their own.
| Darius Redgrave |
Since she's still around
Darius takes a back swing at the annoying curate.
Attack: 1d20 + 10 ⇒ (4) + 10 = 14
Damage: 1d8 + 6 ⇒ (7) + 6 = 13
And so does his Spiritual longword
Spiritual Weapon Attack: 1d20 + 10 ⇒ (16) + 10 = 26
Damage: 1d8 + 2 ⇒ (2) + 2 = 4
Know Religion: 1d20 + 12 ⇒ (16) + 12 = 28
Seeing what rounds the corner, Darius says "These are Menadoran Festrogs. They're diseased. The pus from their sores will sicken you if you hit them and they feed on life energy. It makes them stronger. Take them out before they get to us!"
And while still fighting the curate darius yells. "Grergof follow my voice."
Will restoration bring back Grergof's sight/'
| Brother Grergof Varsk |
Gergof stumbles forward in the direction of Darrius’s voice.
Keep talking, you are going to have to guide me out of this darkness!
Move 20 feet closer, so now 30’ away from the group.
| Darius Redgrave |
Need to drop this curate first. Then move to cover. Done my move already so wanna se what the curate and Stam and Spugs do next.
| Darius Redgrave |
Darius makes a run towards Grergof and pulls him into the ruins into cover, away from the incoming wolves. If I have enough movement to get myself and the paladin away from them as far as possible.
"Stam, Spugs, a little help here!" Darius yells as his glowing spiritual sword follows the two holy men.
| Darius Redgrave |
Trying to hide in a building I think. Not quite sure where we are on the map, but logically the closest one we can get to.
| Brother Grergof Varsk |
Grergof follows where the others lead him.
Religion: 1d20 + 8 ⇒ (6) + 8 = 14
Menadoran Festrogs are Undead.
Sarenray has granted me some minor abilities to resit those.
So I may be able to do something to them, if I know where they are...
Gregrof starts detecting evil in the direction of the sound of them coming.
Perception to hear where they are: 1d20 + 8 ⇒ (14) + 8 = 22
| Darius Redgrave |
Once inside the building, Darius hands Grergof to the others and drops to one knee and presses his free hand to the floor and closing his eyes tightly his whispers a prayer to Iomedae to purify this battleground. Suddenly yellow cracks appear in the floor like blowing veins out to a 20ft radius before slowly fading away. Darius stands with his sword before him.
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.
"Get ready here they come. If you can buy me a second I can hit them with more of Iomedae's light." Darius says.
Going to head out now for about 4ish hours so I won't be able to post till I get back. So if the fight can hold out till then that would be swell. Otherwise my next action when the undead get into the consecrated area will be to channel their butts. And the save they have to make against my Channel is DC21
| Stam Truthfinder |
Stam Targets the closest Festrog, "Remember that spell Estovin used on us? I figured it out."
Black tentacle under the Festrogs, using a Reservoir point to double the length of the spell to 16 rounds.
CMB/CMD DC 23: 1d20 + 8 + 4 + 1 ⇒ (20) + 8 + 4 + 1 = 33
dmg: 1d6 + 4 ⇒ (2) + 4 = 6
HP 51/51
AC 18 vs evil
AR 10/10
(3/5) 1st- Magic Missile, Mage Armor, Obscuring Mist, Thunder Stomp, Enlarge Person
(4/5) 2nd- Telekinetic Volley, Glitter Dust, Summon Monster II
(5/5) 3rd - Haste, Stinking Cloud
(2/3) 4th - Black Tentacles
Wand of Spider Climb 30/50
Scroll of Identify x 2
Scroll of Bulls Strength
Silver Arrows 8/10
Arrows 10/10
Blunt Arrows 10/10
Silver Blunt Arrows 10/10
Smoke Pellet x 2
Smoke Stick x 2
wand of burning disarm 13/50
wand of charm person 19/50
wand of grease 5/50
Staff of the Swarm 10/10
| Spugnoir2 |
HP 61/61
AC 16/12/14 (20/14/16 with mutagen) (22/14/16 will Prot Evil Mutagen)
Saves F8/R8/W4(6 fear) (+6 vs. Poison) +2 w/Prot from evil)
Weapon in hand:Mace+1
Special effects: Targeted Bomb admixture(3/8)Protection from Evil(+2 deflection bonus to AC and a +2 resistance bonus on saves.) Heroism (+2 morale bonus on attack rolls, saves, and skill checks.)
Bombs:8/13
Spugnoir tosses two fire bombs at the nasty doggos
Fire bomb #1,PBS,PS: 1d20 + 13 ⇒ (13) + 13 = 264d6 + 10 ⇒ (5, 6, 6, 3) + 10 = 30
Fire bomb #2,PBS,PS: 1d20 + 8 ⇒ (14) + 8 = 224d6 + 10 ⇒ (1, 6, 5, 2) + 10 = 24
| Foxy Quickpaw |
Darius drags Grergof to safety, while Stam and Spugnoir stand their ground. The festrogs are stopped abruptly in their charge by the brutal grip of the black tentacles. Spugnoir throws a bomb at each of the bad dogs badly burning them. They try hard to break free, but only one manages to do so and drags itself out of the area.
The whispering way cultist shoots a magical acid arrow at Stam, corroding his flesh.
Break Grapple: 1d20 + 9 ⇒ (16) + 9 = 25
Break Grapple: 1d20 + 9 ⇒ (3) + 9 = 12
Arrow: 1d20 + 6 ⇒ (15) + 6 = 212d4 ⇒ (2, 2) = 4
| Darius Redgrave |
Are Spugs and Stam within my consecrated area? Are the Festrogs? How far away is the cultist from me and from Spugs and Stam?
| Darius Redgrave |
Darius Waits for Spugnoir and Stam to get into the circle.
"Where are those two? How're you holding up back there?" He says over his shoulder to Grergof.
Darius takes a ready action. As soon as the Festrogs get into the consecrated area.