Current form: Huge Air Elemental; +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects Male Human (Desert) Druid 15 HP 160/160 + 1d8+7 temp hp | AC 23 , T 13, FF 20 | F: +13, R: +9, W: +18 | CMD 21 | Perc. +23 | Init. +0 | Stealth +4
Resources:
Heat Shimmer 10/10 | Wild Shape 6/7 |Rod x2 6/6
If you need a 'volunteer' to run the bard then I will take on that role.
Current form: Huge Air Elemental; +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects Male Human (Desert) Druid 15 HP 160/160 + 1d8+7 temp hp | AC 23 , T 13, FF 20 | F: +13, R: +9, W: +18 | CMD 21 | Perc. +23 | Init. +0 | Stealth +4
Resources:
Heat Shimmer 10/10 | Wild Shape 6/7 |Rod x2 6/6
GM Foxy: So just to confirm, we can use the stats that I posted earlier for Shazathared?
If so then Hazreem can voice the second wish for the companion to join the party.
Male Human Keleshite Inquisitor of Sarenrae 15 | GMW 12h, MV 12h
Heshan?
If we cannot teleport directly to the mountain, I propose to do it the closest place possible. The House of the Beast for example was nearby, isn't it?
Current form: Huge Air Elemental; +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects Male Human (Desert) Druid 15 HP 160/160 + 1d8+7 temp hp | AC 23 , T 13, FF 20 | F: +13, R: +9, W: +18 | CMD 21 | Perc. +23 | Init. +0 | Stealth +4
Resources:
Heat Shimmer 10/10 | Wild Shape 6/7 |Rod x2 6/6
I am struggling with the wording for the second Wish here, to have Shazathared join the party as a cohort (?). It sounds like Hazreem would be granted the Leadership feat here gamewise but I have never been good with Wish spells.
You take the stats, but you don't take Shazathared. You simply wish for a versatile, competent support to fill in for the weaknesses of the current party. And then a random bard pops up who has by chance the same stats as Shazathared.
You're not wishing from an evil genie. If you want that, you have to ask for a wish from Jhavhul.
Ok, I have to apologize guys, I have really not been carrying my side of things here. I will try to do better.
I need to get up a updated stat block post-shopping. We also need to figure out what to do with 180000 gp... Perhaps some of it should go towards keeping our new bard alive and healthy. If we are using Shazathared's stats, the gift (armor) I purchased can go to good use. Could also inevitably use a cloak of resistance.
Current form: Huge Air Elemental; +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects Male Human (Desert) Druid 15 HP 160/160 + 1d8+7 temp hp | AC 23 , T 13, FF 20 | F: +13, R: +9, W: +18 | CMD 21 | Perc. +23 | Init. +0 | Stealth +4
Resources:
Heat Shimmer 10/10 | Wild Shape 6/7 |Rod x2 6/6
Yeah giving the bard some decent armor, a ring of protection along with the cloak, a magical instrument and also a means of flight (ring of flying, winged boots, etc.) would be a good plan. Don't forget a ranged weapon that packs a punch too.
Fire Resistance can be handled with spells. Resist Energy (Communal) is 3d level and thus extendable with a cheap rod.
Not sure why you'd want to give that bard a magical instrument? Her performance skills are dance and oratory...
A cloak of resistance +2 is 4K
I bought the Armor (+1 mithral chain shirt, size large) already, and that puts her AC to 30, which is better than mine, so I wouldn't worry about the ring of protection...
Flight is an issue. Cheapest option is Broom of Flying (17K), but weight may be an issue ("The broom can carry 200 pounds and fly at a speed of 40 feet, or up to 400 pounds at a speed at 30 feet."); she's large... Although she could mitigate the issue with her built in shape-changing abilities (and in fact, could just get herself a fly speed in the process).
WRT to a ranged weapon, she's more of a melee type (no feats at range, but power attack, spring attack and whirlwind attack for melee), and has her water jet (which isn't actually bad; DC 22 blindness is not a joke).
Current form: Huge Air Elemental; +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects Male Human (Desert) Druid 15 HP 160/160 + 1d8+7 temp hp | AC 23 , T 13, FF 20 | F: +13, R: +9, W: +18 | CMD 21 | Perc. +23 | Init. +0 | Stealth +4
Resources:
Heat Shimmer 10/10 | Wild Shape 6/7 |Rod x2 6/6
Just to confirm here our bard companion is a Noble Marid?
Maybe just buy some Fly potions here, or perhaps a Wand of Fly?
It's that time of year again, Merry Christmas and a Happy New Year to all! I will be off on my Christmas trip home until the 3ed of Jan. Posting should continue, but may be spotty (so bot me if need be).
Current form: Huge Air Elemental; +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects Male Human (Desert) Druid 15 HP 160/160 + 1d8+7 temp hp | AC 23 , T 13, FF 20 | F: +13, R: +9, W: +18 | CMD 21 | Perc. +23 | Init. +0 | Stealth +4
Resources:
Heat Shimmer 10/10 | Wild Shape 6/7 |Rod x2 6/6
I nominate Serilye as the name for our boon companion.
Male Human Keleshite Inquisitor of Sarenrae 15 | GMW 12h, MV 12h
The spell ends at the beginning of your turn after the last round the magic is active. So you should fall down then, prone, and have to stand up as first action. My 2 cents.
Ok, I got the rules on how to handle wind walk wrong, so we may have some issues to sort out.
Wind Walk wrote:
You alter the substance of your body to a cloudlike vapor (as the gaseous form spell) and move through the air, possibly at great speed. You can take other creatures with you, each of which acts independently.
Normally, a wind walker flies at a speed of 10 feet with perfect maneuverability. If desired by the subject, a magical wind wafts a wind walker along at up to 600 feet per round (60 mph) with poor maneuverability. Wind walkers are not invisible but rather appear misty and translucent. If fully clothed in white, they are 80% likely to be mistaken for clouds, fog, vapors, or the like.
A wind walker can regain its physical form as desired and later resume the cloud form. Each change to and from vaporous form takes 5 rounds, which counts toward the duration of the spell (as does any time spent in physical form). As noted above, you can dismiss the spell, and you can even dismiss it for individual wind walkers and not others.
For the last minute of the spell's duration, a wind walker in cloud form automatically descends 60 feet per round (for a total of 600 feet), though it may descend faster if it wishes. This descent serves as a warning that the spell is about to end.
and
Gaseous Form wrote:
The subject and all its gear become insubstantial, misty, and translucent. Its material armor (including natural armor) becomes worthless, though its size, Dexterity, deflection bonuses, and armor bonuses from force effects still apply. The subject gains DR 10/magic and becomes immune to poison, sneak attacks, and critical hits. It can't attack or cast spells with verbal, somatic, material, or focus components while in gaseous form. This does not rule out the use of certain spells that the subject may have prepared using the feats Silent Spell, Still Spell, and Eschew Materials. The subject also loses supernatural abilities while in gaseous form. If it has a touch spell ready to use, that spell is discharged harmlessly when the gaseous form spell takes effect.
A gaseous creature can't run, but it can fly at a speed of 10 feet and automatically succeeds on all Fly skill checks. It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The creature is subject to the effects of wind, and it can't enter water or other liquid. It also can't manipulate objects or activate items, even those carried along with its gaseous form. Continuously active items remain active, though in some cases their effects may be moot.
So you can't actually cast anything unless it has no components, and you can't use supernatural abilities - like bardic performance. So maybe we need to reconsider how we handled this encounter from the start?
Current form: Huge Air Elemental; +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects Male Human (Desert) Druid 15 HP 160/160 + 1d8+7 temp hp | AC 23 , T 13, FF 20 | F: +13, R: +9, W: +18 | CMD 21 | Perc. +23 | Init. +0 | Stealth +4
Resources:
Heat Shimmer 10/10 | Wild Shape 6/7 |Rod x2 6/6
Since Hazreem cast the spell couldn't he just dismiss it once the giants discovered them? Also Serilye can cast Gaseous Form on her own so no need to cast Wind Walk on her.
So you can't actually cast anything unless it has no components, and you can't use supernatural abilities - like bardic performance. So maybe we need to reconsider how we handled this encounter from the start?
I checked on Shazathared's Clone abilities as no one stated how she gets in, and she has gaseous form on her spell like abilities list, so I assumed she used that and can end that instantly, other than the wind walk.
On the other hand she can do that five times per day, and we could say all but one can get in on that ticket, which would make the situation much easier.
Current form: Huge Air Elemental; +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects Male Human (Desert) Druid 15 HP 160/160 + 1d8+7 temp hp | AC 23 , T 13, FF 20 | F: +13, R: +9, W: +18 | CMD 21 | Perc. +23 | Init. +0 | Stealth +4
Resources:
Heat Shimmer 10/10 | Wild Shape 6/7 |Rod x2 6/6
Foxy Quickpaw wrote:
I checked on Shazathared's Clone abilities as no one stated how she gets in, and she has gaseous form on her spell like abilities list, so I assumed she used that and can end that instantly, other than the wind walk.
On the other hand she can do that five times per day, and we could say all but one can get in on that ticket, which would make the situation much easier.
I am assuming that Serilye would do that but personally she would save the rest of the Gaseous Form uses for emergencies.
Well, I am quite confident that with 2 giants fascinated, if she can use her abilities (hint: Change shape >>> Giant Form >>> Rock Troll; regen that's not stopped by fire), she can hold off the remaining giant while we solidify ourselves...
Hey, we already did these levels on the second book. We are supposed to go deep find the new levels. We were told to cross the Terran portal.
Yep, we cleared them the first time round. But now Javhul's moved in, and the fire giants are pretty clear proof he's renovated... Thus, there is likely quite a bit more around here.
I'm wondering what level you are @Omari. The line that comes with your posts tells 12, the mechanics in the profile tell 13 and I think it should be 14.
Anyway - for all up to level 15 please. Wouldn't want to do that level up for only a single boss fight.
I'm wondering what level you are @Omari. The line that comes with your posts tells 12, the mechanics in the profile tell 13 and I think it should be 14.
Anyway - for all up to level 15 please. Wouldn't want to do that level up for only a single boss fight.
I have been lazy about updating the profile, but Omari is lvl 14, the update was HERE
Male Human Keleshite Inquisitor of Sarenrae 15 | GMW 12h, MV 12h
It's all magical slashing damage, except for the frost and acid one. I try to tag the bonuses in the order I add them up, but I can understand it gets confusing :)
In this case 4, 4 is the frost, acid damage, and 5, 6, 5, 4 are the extra bane damage which is just normal weapon damage.
Male Human Keleshite Inquisitor of Sarenrae 15 | GMW 12h, MV 12h
Foxy Quickpaw wrote:
Anyway - for all up to level 15 please. Wouldn't want to do that level up for only a single boss fight.
Oh, yeah, Foxy called us by end of January, but I actually needed to reach to holidays to find the time to go through the decision process of finding feats and spells for a 15th level character xD
I'm wondering what level you are @Omari. The line that comes with your posts tells 12, the mechanics in the profile tell 13 and I think it should be 14.
Anyway - for all up to level 15 please. Wouldn't want to do that level up for only a single boss fight.