Ansha Saeralyan PFS
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Ansha masks a divination behind a long soliloquy on why the Pathfinders are misunderstood here, then steps out of the fog and looks for the creature hiding in the foliage. See invisibility.
In order to notice Ansha cast a spell, onlookers must beat both her Sleight of Hand and Bluff rolls. This applies to both Enchantments and Divinations.
Bluff: 1d20 + 25 ⇒ (10) + 25 = 35
Sleight of Hand: 1d20 + 9 ⇒ (7) + 9 = 16
GM Greenclaw
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To her surprise, Ansha is sure she sees no figure lurking or hiding in the foliage. Curious! If indeed there is something there affecting Lin Fen Hai it doesn't appear to be anywhere in sight.
Eager to protect his High Priest, the red guard blinks out of existence for a moment, just as his yellow garbed comrade just did. He then immediately blinks back into sight directly in front of Carrina, and quickly slashes at the fortune teller, carving into the unsuspecting woman with his impressive double-bladed sword.
Red Guard v. Carrina: 1d20 + 13 ⇒ (4) + 13 = 17 Damage: 1d8 + 6 ⇒ (8) + 6 = 14
INIT
Lin Fen Hai
Spackle
Ansha
Red Guard
Serres
Dryden
Yellow Guard
Carrina
Malusha
Blue Guard
NOTES
-The surface of the stream is 10 feet below its banks
-The swiftly flowing stream counts as rough water (Swim DC 15)
-The branches that cross the water have been carefully anchored in place, and they serve as sturdy bridges
-All squares with foliage in them count as difficult terrain.
-All squares in web count as difficult terrain
-Bless in effect for the group
Serres, Dryden are up!
Dryden Nightember
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"Although I am reluctant to suggest this but we could just use the cover Spackle has provided for us and retreat from the town until whatever is controlling Lin Fen Wai stops. These controlling magics can't go on forever."
Perception: 1d20 + 11 ⇒ (4) + 11 = 15 Looking for whatever it is that Lin and all the others are looking or trying to see. If I don't see anything then I...
Not seeing anything reveal itself (of course it must be high level magics to deceive the keen eyes of the elf) Dryden sets himself up in a position that can better the chances of the company to live through this debacle.
Swift action spell dance class feature use the haste boost to run into position next to Carrina taking a circumvented route. Then he slaps the flat of his blade to distract and annoy the guard.
"You are slow and walk like a turtle on two legs. Turn so that I can see you. I cannot see you with that ridiculous helmet on your head."
Blade blade attack with flank and nonlethal: 1d20 + 12 + 2 - 4 ⇒ (7) + 12 + 2 - 4 = 171d6 + 12 ⇒ (3) + 12 = 15
At 1st level, a spell dancer gains the ability to expend 1 point from his arcane pool as a swift action to gain a +10 enhancement bonus to his movement rate and a +2 dodge bonus to Armor Class against attacks of opportunity provoked by moving through threatened spaces for 1 minute. For every four levels beyond 1st, the spell dancer gains another +10 enhancement bonus to movement and +2 to AC against attacks of opportunity provoked from movement. At 5th level, once per spell dance as a swift action, the spell dancer may use one of the following on himself as a swift action: blur, fly, or haste. These abilities last for 1 round. At 9th level, the spell dancer may instead take a swift action to use dimension door as a spell-like ability once during a spelldance. At 13th level, the spell dancer may instead choose to take a swift action to gain freedom of movement for 1d4 rounds.
This ability replaces the magus’s ability to expend points from his arcane pool as a swift action to grant any weapon he is holding magic bonuses for 1 minute.
Serres "Fade" Vahl
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"Oh for cryin' out loud...I'm just gonna to knock her out!" Fade growls as he steps to the side and gathers the priestess' sword up in a sizable mass of aether. With both arms outstretched, he sends the blade hurtling back toward the holy woman. He does his best to pull his attack back a bit at the last moment so as not to do lethal damage to the priestess, despite his visible frustration at the woman's words.
Empowered TK Blast+PBS+bless-non-lethal: 1d20 + 16 + 1 - 4 ⇒ (20) + 16 + 1 - 4 = 33
Magic Blunt non-lethal damage: 5d6 + 19 ⇒ (2, 4, 6, 4, 3) + 19 = 38 empower x1.5 = 57 non-lethal
Crit Confirm: 1d20 + 16 + 1 - 4 ⇒ (19) + 16 + 1 - 4 = 32
Critical Bonus non-lethal damage: 5d6 + 19 ⇒ (5, 3, 4, 5, 6) + 19 = 42 empower x1.5 = 63 non-lethal
"That might have landed a bit harder than I meant it to..." Fade says to no one in particular, nodding his head with concern. Glad I didn't empower and maximize that one. he thinks to himself.
5' step to the side, then Gather Power as a move action to reduce burn, then empower the blast, adding point blank shot.
GM Greenclaw
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Dryden makes his way around to strike at the red armoured guard with the flat of his blade, winding the man with a strike to the ribs. The guard obliges, turning to face him. "Turtle, you say? Have you seen a turtle with a sting like this?" He maneuvers his double bladed sword around ready to strike back at the magus.
Serres brings the High Priest's sword flying over the ground and into her back. It strikes her in the back of her head, with a sickening crunch. Her limp body slumps over onto the ground, lying precariously on the edge of the stream as it is about to roll down into the river.
"You will pay for that!" roars the guard in yellow as he continues on his way over the bridge, to strike at Serres once he spots him through the thick fog, slicing a wound down his arm.
Yellow v. Serres: 1d20 + 13 ⇒ (17) + 13 = 30 Miss 1-20: 1d100 ⇒ 63
Damage: 1d8 + 6 ⇒ (3) + 6 = 9
INIT
Lin Fen Hai -120hp non-lethal *Unconscious*
Spackle
Ansha
Red Guard -15hp non-lethal
Serres -9hp
Dryden
Yellow Guard
Carrina
Malusha
Blue Guard
NOTES
-The surface of the stream is 10 feet below its banks
-The swiftly flowing stream counts as rough water (Swim DC 15)
-The branches that cross the water have been carefully anchored in place, and they serve as sturdy bridges
-All squares with foliage in them count as difficult terrain.
-All squares in web count as difficult terrain
-Bless in effect for the group
Carrina, Malusha are up!
Malusha
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Malusha steps away from the guard approaching him then begins making a few gestures in the air. He swiftly pulls a piece of mica out of his spell component pouch to complete the spell. A loud snap echos, seeming to come from the guard's weapon.
Cast shatter on the yellow guard's weapon. I believe it is a will save to negate, otherwise the weapon breaks. DC 16.
Carina Villasani
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Carina chokes back a scream as she's struck with the blade. The urge to flat out try to murder the high priestess rises with the blow, only to dissipate when Fade strikes her with her own weapon and she falls. Turning to the guard that Dryden has now claimed the attention, she darkly smirks before weaving a little as she casts another spell.
"No no no. You shouldn't be concerned about us. You should be concerned about that," She exclaims, as she points to a seemingly random direction, only for the awful shadow beast she fought with the last time she was in the tapestry to suddenly appear from the mists.
Casting Oneric Horror on Red, DC 20
Casting Defensively, DC 21: 1d20 + 12 ⇒ (13) + 12 = 25
GM Greenclaw
|
Yellow WILL: 1d20 + 4 ⇒ (8) + 4 = 12
Red WILL: 1d20 + 4 ⇒ (8) + 4 = 12
The Pathfinders continue to pull out every trick in the book to keep the guards at bay without spilling unnecessary blood. Malusha's spell causes the yellow guard's impressive weapon to shatter into pieces, the bits of the sword splashing down into the river like a shower of pebbles. The man grunts in frustration as he looks down at his now empty hands.
The guard in red suddenly recoils in pure horror as it spins in the direction that Carrina just pointed. His eyes widen and he lets out a blood-curdling scream, as he grips his sword tight in a defensive gesture.
The blue guard steps into the mist, seeing the shape of one of the High Priest's attackers in front of him. He swings first with one end of his double-bladed sword, then brings up the other in a double strike.
Double Bladed Sword 1: 1d20 + 13 + 4 ⇒ (9) + 13 + 4 = 26
Miss 1-20: 1d100 ⇒ 75 Damage: 1d8 + 6 ⇒ (4) + 6 = 10
Double Bladed Sword 2: 1d20 + 8 + 4 ⇒ (18) + 8 + 4 = 30
Miss 1-20: 1d100 ⇒ 27 Damage: 1d8 + 6 ⇒ (4) + 6 = 10
With his first strike he manages to inflict a thin wound onto the half-elf's other arm, to match the one he received from the other guard, and with his second he inflicts a stinging wound across Serres's chest.
INIT
Lin Fen Hai -120hp non-lethal *Unconscious*
Spackle
Ansha
Red Guard -15hp non-lethal, *oneric horrified*
Serres -29hp
Dryden
Yellow Guard *shattered weapon*
Carrina
Malusha
Blue Guard
NOTES
-The surface of the stream is 10 feet below its banks
-The swiftly flowing stream counts as rough water (Swim DC 15)
-The branches that cross the water have been carefully anchored in place, and they serve as sturdy bridges
-All squares with foliage in them count as difficult terrain.
-All squares in web count as difficult terrain
-Bless in effect for the group
Spackle, Ansha are up!
Spackle McGapfiller
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Suren this has gone south 'n more'n a few ways. Let's see what Princess Fey kin do.
Spackle will wait to see what Ansha pulls out of her bag of tricks.
Ansha Saeralyan PFS
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The enchantress turns and catches the eye of the double blade-wielding guard. Tears welling up in her eyes, she says to him, "Stop this senseless violence! There is no need for bloodshed!" Behind her words, a powerful enchantment begins to take hold of the guard's mind, compelling him to terrible remorse (DC 22) over his aggressions against the enchantress and her companions.
Bluff: 1d20 + 25 ⇒ (15) + 25 = 40
Sleight of Hand: 1d20 + 9 ⇒ (7) + 9 = 16
In order to notice she even cast a spell, onlookers must beat both her Sleight of Hand and Bluff rolls. If the guard succeeds on his save, he still has a 50% chance not to notice he made a save thanks to Ansha's Subtle Enchantments feat.
Spackle McGapfiller
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Oy but ain't she a tricky one. Can't even see 'er usin' 'er magic. Hmm..now Ah'm wonderin' ifin she used sumthin' like that back at the lodge. We wuz all fallin' over each other in a hurry ta make 'rselves look like fools we were. Aye Princess, yer one ta keep an eye on.
Waiting on the saving throw.
GM Greenclaw
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Blue WILL: 1d20 + 4 ⇒ (3) + 4 = 7
The blue armored guard suddenly looks consumed with grief, tears welling up in his eyes. "NOOO! What have I done? I've brought dishonour to myself, my family, and the whole village!" It looks like he is so consumed with remorse that he's more likely to do himself harm than he is the group of Pathfinders.
Spackle is up
Spackle McGapfiller
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Taking advantage of the fact that the gold armored guard has no intact weapon in hand, the bard scampers past him and across the log.
Oh this is a dangerous game Ah'm 'bout ta be tryin'.
He call back through the clouds "Hey Sunshine, Ah got yer boss here, 'n a real sharp knife to 'er throat. Ifin ya don't stop, suren she's ta be forfittin' 'er life. Call off yer boys 'n let's talk."
Double move
Bluff: 1d20 + 15 ⇒ (12) + 15 = 27
Fort save vs DC 18: 1d20 + 2 ⇒ (9) + 2 = 11
GM Reroll Fort vs DC 18: 1d20 + 2 + 1 ⇒ (20) + 2 + 1 = 23
GM Greenclaw
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Yellow: 1d20 + 1 ⇒ (10) + 1 = 11
Red: 1d20 + 1 ⇒ (3) + 1 = 4
Blue: 1d20 + 1 ⇒ (10) + 1 = 11
With the battle going against them, leaving one disarmed, one terrified and the other consumed with remorse, Spackle's threat to kill Lin Fen Hai if they refuse to surrender, proves quite compelling.
"OK, we surrender! Let's talk, let's talk...please, just don't kill the High Priest!" The yellow armoured guard puts his empty hands out to show his goodwill and calls back into the fog to his fellow guardsman. "Men, hold your weapons! They have Lin Fen Hai but they want to talk!"
Meanwhile, the red guard strikes out at thin air with his sword, too consumed with fear to attack the Pathfinders or to pay much attention to the apparent agreement between Spackle and his colleague.
Red WILL: 1d20 + 4 ⇒ (17) + 4 = 21
His panic seems to die down a little, however, as if he could suddenly no longer see what it was he so afraid of. He is left panting and sweating from the terrible fright. "Are you sure Mengyao? Will she be safe?"
INIT
Lin Fen Hai -120hp non-lethal *Unconscious*
Spackle
Ansha
Red Guard -15hp non-lethal, *fatigued*
Serres -29hp
Dryden
Yellow Guard *shattered weapon*
Carrina
Malusha
Blue Guard *terribly remorsed*
NOTES
-The surface of the stream is 10 feet below its banks
-The swiftly flowing stream counts as rough water (Swim DC 15)
-The branches that cross the water have been carefully anchored in place, and they serve as sturdy bridges
-All squares with foliage in them count as difficult terrain.
-All squares in web count as difficult terrain
-Bless in effect for the group
Serres, Dryden are up if they wish...or Out of Combat?
Serres "Fade" Vahl
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Fade just hangs his head, letting it swing back and forth for a moment, before he unexpectedly starts to chuckle.
"Will she be safe? Will she be safe!?! You sorry lot attacked us, and still we held back from trying to hurt anyone. Trust me, she is safer than she has any right to be. You're welcome."
Realizing he isn't really helping matters, Fade just grumbles, "I'll let cooler heads explain things to you." and he quiets down so the others in his group can try their hand at diplomacy once again. He gently rubs the fresh wound on his chest, thankful his force shield absorbed much of it.
Fade's TK force shield(Temp HP) starts at 21(factored into his stat bar as 141/120). That last attack would put him at 112/120.
Dryden Nightember
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Thinking about it Dryden feels it may be better for someone else to speak for the group this one time. He recalls how some of those he called companions often referred to him as a real horses ass.
GM Greenclaw
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With everyone seemingly staying their attacks for the moment, the yellow garbed guard speaks up once again. "We only attacked in defense of our High Priest. She claimed that you were in league with an evil spirit and we have no reason to disbelieve her. We would die to protect her...and would kill anyone who causes her any further harm!"
Ansha Saeralyan PFS
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The one guard is going to start beating himself up in a sec. Nevertheless...
Diplomacy: 1d20 + 25 ⇒ (6) + 25 = 31
"Are evil spirits out to kill you likely to refrain from using the full force of their attacks or to plead for the violence to stop? I think not," Ansha says. "We are only after answers, and do not wish to inflict violence on any here or in the village."
GM Greenclaw
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Blue self harm: 1d8 + 4 ⇒ (8) + 4 = 12
WILL: 1d20 + 4 ⇒ (6) + 4 = 10
The blue guard starts to cut at itself with its weapon, bemoaning that he has failed his High Priest and the village.
As his companion's sobs ring out through the fog, the yellow guard answers Ansha, his voice strained by the stress of the situation. "Perhaps not, but we do not know you. We only know that we trust our High Priest and she said that you meant to attack or trick her...and what is happening to my comrade in there? It sounds like he's still in pain! If you truly mean us no harm, will you let us take Lin Fen Hai back to the village to be restored back to health?"
Yes, let's deal with the remorsed guard. I don't particularly want to get stuck in strict INIT order here, but how do you want to deal with him? I'll sort out the effects of the spell's duration after that.
Considered the other guards delayed, so anyone may take an action.
Serres "Fade" Vahl
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"Of course you can take her for healing!" Fade blurts out before consulting his team. "We said we only want answers and we meant it!" he says, slightly exasperated.
He turns to his group and adds under his breath, "Damn these boys are thick."
"Here, I'll even help you." he calls out in a slightly nicer tone.
He moves through the fog toward the fallen priest and checks her for signs of life.
heal check: 1d20 + 6 ⇒ (12) + 6 = 18
Ansha Saeralyan PFS
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Since no one can pin the blame on Ansha for the suddenly-remorseful guard, she's quite content to let him self-flagellate. I don't think she can dismiss the effects of the spell anyway.
"You can hear your companion as well as I can. Seems to me like he's seen the light," the enchantress says. "And we still have no quarrel with you, so take your priestess and go. Only tell me," Ansha continues, gesturing toward where the priestess had looked before declaring the Pathfinders to be in league with an evil spirit, "What lies in that direction?"
Diplomacy: 1d20 + 25 ⇒ (14) + 25 = 39
GM Greenclaw
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Their concerns solely to protect their High Priest, the guards eagerly take advantage of the offer to retreat back to the village, one moving forward to take Lin Fen Hai in his arms, the other moving to restrain his remorseful companion.
As they depart, the yellow garbed guard replies to Ansha's parting question. "What lies back there? The sacred flower grows further in the jungle in that direction...it has bloomed early, but it only talks to the High Priest!"
With the guards gone, the group uncover a trail of footsteps leading both into and out of the jungle from where they initially encountered the heirophant and her protectors.
Serres "Fade" Vahl
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"Oh great!" Fade mumbles grumpily. "A plant that talks. Excuse me, a flower that talks. That's just what we need. And its sacred to these people no less. This just gets better and better!" he says the last with an exaggerated eye roll.
With a grim nods he adds, "Well I suppose we should get this show moving along and check this flower out. Just let's keep our distance from it, you know, so it doesn't start talking to us and then we start seeing things too, like ol' Lin Fen did."
Fade then heads off in the direction of the foot prints, gesturing for the group to follow, all in the hopes of finding a sacred talking flower...
Spackle McGapfiller
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"Ah'm thinkin' Dourcloud 's right. We gots ta get there, but be keepin' 'r distance as well. Everybody keep an eye on ev'ry body else. Gotta be on the look out this bloomin' bulb don't play no mind games with any o' us."
Carina Villasani
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Carina nods in agreement. "I only hope that what has already happened hasn't ruined our chances on learning more about these people. That is main goal."
Ansha Saeralyan PFS
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"We'll deal with that when we get there," Ansha says, moving off in the direction of the flower as well. "It couldn't be helped when the priestess ordered them to attack us without cause, anyway. For now, I have a feeling that this sacred flower may be a key player in events in the village--certainly worth looking into."
GM Greenclaw
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The group follow the footsteps through the jungle. About 600 feet from where they encountered Lin Fen Hai, they approach a clearing. In the middle of the clearing is a large flower. A spot in the grass near the blossom appears to have deep indentations, presumably left from the High Priest's frequent prayers at the flower's side.
For every 5 above the DC, you can ask a question about the plant.
At various places around the plant, shimmering fields of color coalesce into distorted ephemeral shapes and reflections.
These are pscyhementals. As part of the fallout of a major supernatural phenomenon or mentally disturbing event, the collective unconscious of a population of psychic beings can give rise to a self-aware intellect that’s known as a psychemental. These emergent phenomena form on the Astral Plane, where they appear in the form of amorphous fields made up of fluctuating colors, shapes, and even faces that reflect their evolving thoughts and new perceptions as they attempt to come to terms with their new state of being.
For every 5 above the DC, you can ask a question about them.
Spackle McGapfiller
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Planes vs DC 24 {Loremaster 1x/day}: 1d20 + 8 + 10 ⇒ (10) + 8 + 10 = 28
Planes vs DC 18: 1d20 + 8 ⇒ (17) + 8 = 25 Special Attacks
"Oy but ain't this a mess o' things. Might be parta all that tuggin' 'n tearin' we've been a hearin' durin' our walkin' abouts."
Will share the spoilers
And super cool effect on the map by the way. Nicely done!
GM Greenclaw
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While the whole area around the plant seems to be a bit hazy as if everything in its vicinity was a bit blurred, Spackle recognises the plant for what it is...a violet etheroot masquerading as the sacred flower, an extraplanar creature that feeds on emotions. The shimmering lights are psychementals, strange beings arising from the collective consciousness of a population having gone through a traumatic event or a major supernatural phenomenon. They are very dangerous, able to wipe the minds of anything that they touch or pass through, not unlike a mindwipe spell, but upon multiple beings one after another as it moves through them.
As if sensing the thoughts of the group as they approach and realising its disguise has been discovered, the plant's mouthlike appendage and tendrils start to writhe and undulate, as if it is readying to strike out at anyone that may approach it.
Ansha: 1d20 + 4 ⇒ (7) + 4 = 11
Carrina: 1d20 + 2 ⇒ (13) + 2 = 15
Dryden: 1d20 + 8 ⇒ (17) + 8 = 25
Malusha: 1d20 + 4 ⇒ (20) + 4 = 24
Serres: 1d20 + 7 ⇒ (6) + 7 = 13
Spackle: 1d20 + 2 ⇒ (19) + 2 = 21
Plant: 1d20 + 12 ⇒ (11) + 12 = 23
Colors: 1d20 + 8 ⇒ (13) + 8 = 21
INIT
Etheroot
Malusha
Spackle
Psychementals
Serres
Dryden
Ansha
Carrina
NOTES
-Squares with logs or branches in them are difficult terrain, and the ferns provide cover.
-The etheroot is surrounded by an ethereal haze that inflicts a 20% miss chance on all attacks targeting the etheroot or any creature with the extraplanar subtype (the psychementals) within 50 feet of it as if they had concealment. True seeing negates this miss chance.
Malusha, Spackle are up!
Spackle McGapfiller
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"Well o' course that's a thing. Why not? Best ta be on our toes. Playin' with minds be a special kind 'o dangerous. Let's be hittin' hard 'n fast afore it can scramble us up."
Figuring the plants will be unaffected by the mist, the bard unslings his bow as he prepares the others for combat.
Inspire Courage: +2 to attack, damage and saves vs Charm & Fear
Malusha
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Malusha looks nervously at the psychementals and the etheroot. "I, I, uh, I've never encountered anything quite like this." Out of instince Malusha flicks the wand of bless from his wrist sheath and invokes its magic. Keeping a wary eye on the creatures, he pulls the crossbow he keeps strapped to his back into his hands. "I've cast a spell on all of you to bolster you against fear and improve your attacking. I can also give you each an extra measure of protection of any attacks against your mind but it will take a little bit of time for me to get to each of you."
I cast bless on everyone. Does bless stack with Inspire Confidence? I can cast resistance on anyone who wants it in subsequent rounds. It's only +1 to your saves but I am guessing that these creatures are going to require some will saves.
Spackle McGapfiller
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For attack, they do stack. Bless is a MORALE bonus, the Inspire Courage is a COMPETENCE bonus. However, the bonus to Fear & Charm does NOT stack.
That means the team is +3 to hit & +2 to damage & + 2 to saves vs Charm/Fear
Ansha Saeralyan PFS
|
Knowledge (planes): 1d20 + 10 ⇒ (17) + 10 = 27
Knowledge (planes): 1d20 + 10 ⇒ (9) + 10 = 19
Ansha quietly reviews what she knows about the threats in front of the party, and mentally kicks herself for not having studied up on these things more when she was last at her wizard's tower.
Carina Villasani
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Knowledge(Planes): 1d20 + 15 ⇒ (6) + 15 = 21
Knowledge(Planes): 1d20 + 15 ⇒ (1) + 15 = 16
Wow..... those are awful rolls.....
GM Greenclaw
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Spackle and Malusha start to boost the party's defenses, which seems like a good idea in the face of strange and largely unknown possible threats.
The swirling forms of the psychementals start to move, two of them pressing forward as if forming a defensive cordon around the big plant and readying themselves to defend it if needed. As amorphous as they are, they appear to change in front of the eyes of the Pathfinders, fluctuating between various colours, shapes and even the vague outline of faces.
Spackle, as he starts to rouse the troops, feels something attempting to probe into his mind...
You 'hear' or perhaps more accurately feel something whispering inside your mind. It asks just one simple question "Who do you fear the most in this world?". Succeed at a Bluff 27 check or you must answer the telepathic question.
INIT
Etheroot
Malusha
Spackle
Psychementals
Serres
Dryden
Ansha
Carrina
NOTES
-Squares with logs or branches in them are difficult terrain, and the ferns provide cover.
-The etheroot is surrounded by an ethereal haze that inflicts a 20% miss chance on all attacks targeting the etheroot or any creature with the extraplanar subtype (the psychementals) within 50 feet of it as if they had concealment. True seeing negates this miss chance.
-Inspire Courage & Bless: 3 to hit & +2 to damage & + 2 to saves vs Charm/Fear
Serres, Dryden, Ansha, Carrina are up!
Spackle McGapfiller
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Will vs DC 15: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9
Bluff vs DC 27: 1d20 + 15 ⇒ (12) + 15 = 27
The bard looks confused a moment before muttering, "Got's ta say... there's bein' nuthin' worser than 'n empty keg." A close look shows the barest of smiles pass across his lips. Well, that ain't'n too far from the truth now is it? Still, ah'm guessin' that's not what its fishin' fer ah'd imagine.
"Mind yer minds. It's startin' ta do what it be doin'! Asked me 'bout me fears."
Ansha Saeralyan PFS
|
Ansha begins an incantation, her hands weaving in the first spell-casting anyone with her was likely to recognize as spell-casting. Her incantation is quick, fired off in melodic Elven that flows like a fast-moving river current, and it ends with a flick of her wrist. With that flick, a small bead of fire streaks toward a spot just south of one of the psychementals. Hovering in the air for a moment, it then expands into a roaring ball of fire that engulfs all three of the psychementals, as well as the etheroot.
Spell penetration: 1d20 + 9 ⇒ (12) + 9 = 21
Fireball (CL7), DC 19: 7d6 ⇒ (2, 4, 4, 1, 1, 4, 4) = 20
Targeting 10' south of the middle psychemental, which should get all of the enemies in its AoE.
Spackle McGapfiller
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Spackle fires off a spell almost as fast as the elf. "Nice ta see ya finally gettin' into the fight lass. Let's see ifin we can make it count."
Gallant Inspiration for Spell Penetration: 2d4 ⇒ (4, 2) = 6
That makes her total roll a 27
Carina Villasani
|
Carina pauses for a moment before raising her scarf up again with one hand, while she pulls a bit of licorice root from her pouch. With a few words, the root dusts and with a quick exhale, she blows the dust over the party to give it some speed. After doing that, she pops one of her wands out and backs up a little, hoping for more time do decide her next move.
Casting Haste on the whole party.
Swift action - withdraw mage armor wand from spring-loaded wrist sheath.
Move
GM Greenclaw
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Carina attempts to improve the group's chances by boosting their speed, while Ansha takes a more direct approach, lobbing a magical ball of fire into the midst of the strange swirling creatures and the big plant that they're protecting.
Psychemental 1 REFLEX: 1d20 + 11 ⇒ (12) + 11 = 23
Psychemental 2 REFLEX: 1d20 + 11 ⇒ (5) + 11 = 16
Psychemental 3 REFLEX: 1d20 + 11 ⇒ (20) + 11 = 31
Violet Etheroot REFLEX: 1d20 + 13 ⇒ (12) + 13 = 25
INIT
Etheroot -10hp
Malusha
Spackle
Psychementals (Left -5hp, Middle -10hp, Right -5hp)
Serres
Dryden
Ansha
Carina
NOTES
-Squares with logs or branches in them are difficult terrain, and the ferns provide cover.
-The etheroot is surrounded by an ethereal haze that inflicts a 20% miss chance on all attacks targeting the etheroot or any creature with the extraplanar subtype (the psychementals) within 50 feet of it as if they had concealment. True seeing negates this miss chance.
-Inspire Courage & Bless: 3 to hit & +2 to damage & + 2 to saves vs Charm/Fear
-Haste in effect
Serres, Dryden are up!
Dryden Nightember
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Dryden moves himself so that he can have a straight line and casts scorching ray.
ranged touch attack: 1d20 + 15 ⇒ (2) + 15 = 174d6 + 4d6 ⇒ (6, 6, 2, 5) + (3, 2, 5, 5) = 34
GM Greenclaw
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Dryden Caster Level Check vs. SR: 1d20 + 8 ⇒ (4) + 8 = 12
Dryden's searing flames wash over the large plant and for a moment it looks like he has inflicted serious damage on the mind-bending creature, but somehow the etheroot seems to resist the magic and remains completely unscathed.
Delaying Serres for now, but if we don't here from him soon, then we'll bot him before the psychementals move. If anyone has a preference for how you'd like him to help, let me know...or even go ahead and bot him yourself.
Having now been directly attacked, the etheroot goes on the offensive. Slithering along the ground on its roots, the creature approaches Dryden and then lunges forward and snaps at the elf with the mouth-like growth on the tip of the long stalk that protrudes from its centre.
Bite: 1d20 + 14 ⇒ (2) + 14 = 16
Dryden easily avoids the snapping appendage, which retreats back towards the rest of the plant.
INIT
Etheroot -10hp
Serres
Malusha
Spackle
Psychementals (Left -5hp, Middle -10hp, Right -5hp)
Dryden
Ansha
Carina
NOTES
-Squares with logs or branches in them are difficult terrain, and the ferns provide cover.
-The etheroot is surrounded by an ethereal haze that inflicts a 20% miss chance on all attacks targeting the etheroot or any creature with the extraplanar subtype (the psychementals) within 50 feet of it as if they had concealment. True seeing negates this miss chance.
-Inspire Courage & Bless: 3 to hit & +2 to damage & + 2 to saves vs Charm/Fear
-Haste in effect
Serres, Malusha, Spackle are up!
Spackle McGapfiller
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The bard moves forward and launches an arrow from his new bow.
Thundering Orc Hornbow vs GREEN {BlessIC/PBS}: 1d20 + 8 + 1 + 2 + 1 ⇒ (2) + 8 + 1 + 2 + 1 = 141d10 + 1 + 2 + 1 ⇒ (6) + 1 + 2 + 1 = 10
"Aw bullocks!"
Malusha
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"Uh oh." Malusha says as the etheroot moves closer. No one Taking a quick step to the side so that he can see past Spackle, he loads his crossbow then fires at one of the psychementals.
crossbow@yellow,bless,inspire: 1d20 + 7 + 1 + 2 ⇒ (18) + 7 + 1 + 2 = 28
damage,inspire: 1d8 + 2 ⇒ (7) + 2 = 9
GM Greenclaw
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The group seem content to try and take the strange creatures on from range. Spackle's arrow flies wide of its target and then Malusha follows up with a shot from his crossbow.
Unfortunately, although Malusha's shot seems on target, it flies straight through the psychemental's insubstantial form, seemingly causing no damage at all.
Serres lines up a telekinetic blast, flinging a loose rock towards the big plant at dangerous speed.
Inspire Courage, Bless, Haste, PBS
Empowered TK Blast: 1d20 + 16 + 3 + 1 ⇒ (3) + 16 + 3 + 1 = 23 Damage: 5d6 + 18 + 2 + 1 ⇒ (4, 6, 6, 4, 2) + 18 + 2 + 1 = 43 x1.5
Miss 1-20: 1d100 ⇒ 24
It's a solid blow on the plant, which writhes with pain as the rock rips through its pulpy flesh, leaving a gaping wound.
GM Greenclaw
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The psychementals sweep forward, their swirling colours and ephemeral shapes hard for the mind to accept and focus on. Rather than psychically attacking the Pathfinders, they attempt to pass straight through their heads, threatening to wipe fragments of memory and consciousness out of their minds.
The blue psychemental follows the path, passing through Dryden, Serres, Spackle & Malusha. The yellow flies straight forward, passing through Spackle, Ansha & Carina. The red stays close to the etheroot, sweeping through Spackle and Serres before circling back.
As a psychemental passes through you, you have the choice to either:
-take an AoO against it or;
-attempt a REFLEX DC19 check to evade it.
You need to make a choice for each psychemental's attack.
Dryden, Malusha, Ansha, Carina x1
Serres x2
Spackle x3
If you choose not to attempt, or fail the check, then for each attack:
INIT
Etheroot -74hp
Serres
Malusha
Spackle
Psychementals (Left -5hp, Middle -10hp, Right -5hp)
Dryden
Ansha
Carina
NOTES
-Squares with logs or branches in them are difficult terrain, and the ferns provide cover.
-The etheroot is surrounded by an ethereal haze that inflicts a 20% miss chance on all attacks targeting the etheroot or any creature with the extraplanar subtype (the psychementals) within 50 feet of it as if they had concealment. True seeing negates this miss chance.
-Inspire Courage & Bless: 3 to hit & +2 to damage & + 2 to saves vs Charm/Fear
-Haste in effect
Dryden, Ansha, Carina are up!
Spackle McGapfiller
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As the psychementals begin to shift and swirl, "Aw Dregs!" Then they start their eratic charge. "Well, this don' be lookin' ta be any good whatsoever." Who knows what they'll do? Can't be gettin' hit. Gotta get ta steppin'! The bard tumbles and rolls to and fro as he offers a brief prayer. "Next round's on me, next round's on me, next round's on me!" He dodges the first attack, then the next. By now he thinks he has the pattern and ducks under the last assault. He realizes if it weren't for magically enhanced speed, at least one of the 'elementals' would have hit him. "Thank 'ee, thank 'ee, thank 'ee." Cayden, yer fer sure watchin' over me taday! "All three 'o ya? 'Gainst a harmless wee ole me? That don' be seemin' like ya gotta solid grasp o' things. Well, y'ar being led by a plant after all."
Reflex vs RED (DC 19) {HASTE}: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
Reflex vs YELLOW (DC 19) {HASTE}: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23
Reflex vs BLUE (DC 19) {HASTE}: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26
Ansha Saeralyan PFS
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Reflex: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22
The elf ducks aside as the psychemental streaks past. Quite alarmed after Spackle's warning, Ansha hastily fires off another incantation, sending a quartet of force missiles to home in on the creature that targeted her.
Spell penetration: 1d20 + 9 ⇒ (14) + 9 = 23
Magic Missile at yellow, CL7: 4d4 + 4 ⇒ (2, 3, 4, 4) + 4 = 17