Narayan Singh |
Narayan caroms into the stony creature near Bo, hoping to free the archer up to rain down destruction on the rest of them!
Magic Lawful Good Cold Iron Silver Bludgeoning* + Holy + Acid: 2d8 + 13 + 2d6 + 1d6 ⇒ (3, 7) + 13 + (4, 5) + (5) = 37
Elbow Smash: 1d20 + 15 ⇒ (17) + 15 = 32 This attack is only made if the previous one hits
Nonlethal MLGCISB* + Holy: 2d8 + 10 + 2d6 ⇒ (1, 6) + 10 + (3, 1) = 21
Intimidate: 1d20 + 21 ⇒ (1) + 21 = 22 Shaken for DAMAGE rounds on success
Scaly Palm Strike: 1d20 + 20 ⇒ (3) + 20 = 23
MLGCISB* + Holy + Acid: 2d8 + 10 + 2d6 + 1d6 ⇒ (2, 5) + 10 + (1, 1) + (5) = 24 Shatters Defenses when he hits a shaken target, rendering them flat-footed
Wrathful Jab: 1d20 + 19 ⇒ (7) + 19 = 26 Medusa's Wrath attacks only happen vs. a flat-footed target, but will happen before other attacks
MLGCISB + Holy + Acid: 2d8 + 9 + 2d6 + 1d6 ⇒ (2, 3) + 9 + (4, 5) + (2) = 25
Wrathful Cross: 1d20 + 19 + 1 ⇒ (5) + 19 + 1 = 25 Medusa's Wrath attacks only happen vs. a flat-footed target, but will happen before other attacks
MLGCISB + Holy + Acid: 2d8 + 9 + 2d6 + 1d6 ⇒ (1, 2) + 9 + (6, 4) + (5) = 27
Shuffling Hook: 1d20 + 19 ⇒ (9) + 19 = 28
MLGCISB* + Holy + Acid: 2d8 + 9 + 2d6 + 1d6 ⇒ (5, 4) + 9 + (3, 3) + (6) = 30
Hasty Backfist: 1d20 + 19 ⇒ (17) + 19 = 36
MLGCISB* + Holy + Acid: 2d8 + 9 + 2d6 + 1d6 ⇒ (3, 2) + 9 + (4, 3) + (3) = 24
Finishing Hammerblow: 1d20 + 14 ⇒ (10) + 14 = 24
MLGCISB* + Holy + Acid: 2d8 + 9 + 2d6 + 1d6 ⇒ (5, 2) + 9 + (1, 2) + (5) = 24
Retreating Cuff: 1d20 + 9 ⇒ (3) + 9 = 12
MLGCISB* + Holy + Acid: 2d8 + 9 + 2d6 + 1d6 ⇒ (4, 4) + 9 + (6, 5) + (2) = 30
Grandmaster TOZ |
I believe Narayan was still in the 60ft shaft.
Unless someone else is looking to fly down first...
Grandmaster TOZ |
AoO on Bo: 1d20 + 7 + 1 ⇒ (2) + 7 + 1 = 10
Bo snaps a shot off into the nearest creature before Narayan's descent snaps its neck with one punch!
Non-lethal Falling Damage: 1d6 ⇒ 6
30 Bo Goh
25 Narayan (Damage: 6NL)
20 Vendalfek
14 Not-Trixie
14 Red
13 Harbinger
9 Selter
7 Yellow
7 BlueBolded are up!
Narayan Singh |
Selter'd described following Narayan so I thought that was the assumption and missed your later note on that. Luckily, easily remedied :-p
Not-Trixie |
Still invisible, Not-Trixie decides discretion is the better part of valor. A soft snap can be heard echoing off the rocky walls, followed by the scent of licorice as Bo, Narayan, and Selter feel the wizard's familiar magic bolster them.
Casting haste, affecting Not-Trixie, Bo, Narayan, and Selter.
Grandmaster TOZ |
Claw on Bo: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15
Arcing arounf, the next flyer closes with Bo and takes a swipe with its claws, but the archer easily dodges aside.
30 Bo Goh
25 Narayan (Damage: 6NL)
20 Vendalfek
14 Not-Trixie
14 Red
13 Harbinger
9 Selter
7 Yellow
7 Blue
Taking a moment to see how Harbinger is getting down. He can have been climbing down behind the rest of the party, just not sure if his Climb modifier is good enough without Taking 10.
Grandmaster TOZ |
Taking a moment to focus, the Harbinger descends rapidly with magical flight!
Having Harbinger activate his fly focus ability from Mind Over Gravity. Selter may take actions.
Selter Sago de'Morcaine PFS |
Buffs:
Shield Other - dur 4 hours
Longstrider - dur 4 hours
Since the creature is right in front of him, Selter draws his blade, slashes at it, then steps back.
+1 adamantine scimitar att: 1d20 + 13 ⇒ (4) + 13 = 17, if hits, scimitar dam: 1d6 + 7 ⇒ (5) + 7 = 12
knowledge nature to figure out about them: 1d20 + 14 ⇒ (10) + 14 = 24
Grandmaster TOZ |
Selter easily recognizes a pack of gargoyles, earthen-type humanoids that blend into terrain as ambush hunters. His scimitar cuts through the stony flesh with no trouble thanks to its enchantment, their main defense being against physical attacks. DR/magic.
Claw on Narayan: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
Claw on Selter: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23
Claw on Selter: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16
Bite on Selter: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11
Gore on Selter: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25
Claw Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Gore Damage: 1d4 + 2 ⇒ (4) + 2 = 6
The remaining gargoyle swoops in to claw at Narayan with no effect while Selter's foe hovers closer, unleashing a flurry of claws and horns, but only catching the druid with one of each.
30 Bo Goh
25 Narayan (Damage: 6NL)
20 Vendalfek
14 Not-Trixie
14 Red
13 Harbinger
9 Selter (Damage: 9)
7 Yellow
7 Blue (Damage: 12)
Top of the round!
Narayan Singh |
Grateful that the gargoyles have to swoop lower than was wise, Narayan wastes no time in smashing them back to earth!
Magic Lawful Good Cold Iron Silver Bludgeoning* + Holy + Acid: 2d8 + 13 + 2d6 + 1d6 ⇒ (8, 7) + 13 + (4, 5) + (4) = 41
Elbow Smash: 1d20 + 15 + 1 ⇒ (4) + 15 + 1 = 20 This attack is only made if the previous one hits
Nonlethal MLGCISB* + Holy: 2d8 + 10 + 2d6 ⇒ (7, 2) + 10 + (5, 4) = 28
Intimidate: 1d20 + 21 ⇒ (5) + 21 = 26 Shaken for 28 rounds on success
Scaly Palm Strike: 1d20 + 20 + 1 ⇒ (13) + 20 + 1 = 34
MLGCISB* + Holy + Acid: 2d8 + 10 + 2d6 + 1d6 ⇒ (2, 2) + 10 + (1, 4) + (4) = 23 Shatters Defenses when he hits a shaken target, rendering them flat-footed
Wrathful Jab: 1d20 + 19 + 1 ⇒ (19) + 19 + 1 = 39 Medusa's Wrath attacks only happen vs. a flat-footed target, but will happen before other attacks
MLGCISB + Holy + Acid: 2d8 + 9 + 2d6 + 1d6 ⇒ (5, 8) + 9 + (5, 4) + (5) = 36
Confirm?: 1d20 + 19 + 1 ⇒ (17) + 19 + 1 = 37
Extra Damage: 2d8 + 9 ⇒ (3, 1) + 9 = 13
Wrathful Cross: 1d20 + 19 + 1 ⇒ (1) + 19 + 1 = 21 Medusa's Wrath attacks only happen vs. a flat-footed target, but will happen before other attacks
MLGCISB + Holy + Acid: 2d8 + 9 + 2d6 + 1d6 ⇒ (1, 7) + 9 + (3, 2) + (6) = 28
Shuffling Hook: 1d20 + 19 + 1 ⇒ (16) + 19 + 1 = 36
MLGCISB* + Holy + Acid: 2d8 + 9 + 2d6 + 1d6 ⇒ (2, 6) + 9 + (5, 5) + (5) = 32
Hasty Backfist: 1d20 + 19 + 1 ⇒ (4) + 19 + 1 = 24
MLGCISB* + Holy + Acid: 2d8 + 9 + 2d6 + 1d6 ⇒ (6, 6) + 9 + (2, 1) + (3) = 27
Finishing Hammerblow: 1d20 + 14 + 1 ⇒ (3) + 14 + 1 = 18
MLGCISB* + Holy + Acid: 2d8 + 9 + 2d6 + 1d6 ⇒ (2, 8) + 9 + (1, 6) + (4) = 30
Retreating Cuff: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20
MLGCISB* + Holy + Acid: 2d8 + 9 + 2d6 + 1d6 ⇒ (5, 8) + 9 + (1, 5) + (1) = 29
Spend a ki if either one's still standing
Atemi Strike!: 1d20 + 19 + 1 ⇒ (6) + 19 + 1 = 26
MLGCISB* + Holy + Acid: 2d8 + 9 + 2d6 + 1d6 ⇒ (2, 4) + 9 + (3, 3) + (5) = 26
If Yellow drops then Narayan's next attack against Blue will be nonlethal and intimidating
Possible Second Intimidate: 1d20 + 21 ⇒ (4) + 21 = 25
Bo Goh Twang |
Bo steps to the side and begins to fire arrows at the stony flyer.
{BANE, DA, Coordinated Shot, Weapon Focus & Specialization, PBS}
Flurry vs RED: 1d20 + 15 ⇒ (4) + 15 = 19
Damage: 2d6 + 12 + 2d6 ⇒ (5, 5) + 12 + (5, 3) = 30
Flurry vs RED: 1d20 + 15 ⇒ (3) + 15 = 18
Damage: 2d6 + 12 + 2d6 ⇒ (1, 6) + 12 + (5, 3) = 27
Flurry vs RED: 1d20 + 10 ⇒ (19) + 10 = 29
Damage: 2d6 + 12 + 2d6 ⇒ (1, 2) + 12 + (3, 2) = 20
Sense Motive: 1d20 + 31 ⇒ (1) + 31 = 32
Grandmaster TOZ |
Bo Goh puts his arrows into his foes eyes, causing the gargoyle to collapse in a heap before piercing the next gargoyle with his last shot. Narayan backhands the gargoyle to the ground, following up with an elbow before realizing he has already pulped its skull. Rounding on the other, a flurry of blows crushes its chest.
Stealth: 1d20 ⇒ 4
From across the cavern, another gargoyle wings out of the darkness. Raising a wicked axe, it swipes at Bo, managing to get a lucky strike in! The wound burns from dark ichor, spreading the pain up Bo's veins.
Double Axe on Bo: 1d20 ⇒ 20
Confirm on Bo: 1d20 ⇒ 13
Damage on Bo: 1d8 + 5 ⇒ (3) + 5 = 8
30 Bo Goh (Damage: 8) Fort save needed.
25 Narayan (Damage: 6NL)
20 Vendalfek
17 Black
14 Not-Trixie
13 Harbinger
9 Selter (Damage: 9)
Bold are up!
Not-Trixie |
Not-Trixie almost conjures another spiked orb of force, but decides against it given the firepower of her companions and flies into the darkness in search of more hidden combatants.
Stealth, Invisible: 1d20 + 16 + 20 ⇒ (10) + 16 + 20 = 46
Perception: 1d20 + 23 ⇒ (10) + 23 = 33
With darkvision and see invisibility, hopefully she’ll spot something before it spots her.
Grandmaster TOZ |
Botting Harbinger for a moment.
Bo resists the poison flowing through as the burn subsides, as Not-Trixie moves to continue overwatch. The Harbinger floats to just above Bo to cover his next movement, striking at the clearly tougher gargoyle.
Harbinger Attack: 1d20 ⇒ 12
Damage: 1d8 + 9 ⇒ (7) + 9 = 16
As Harbinger carves a bloody furrow in the gargoyles stonelike skin, the earth itself rises up next to Selter. A salt-white form raises fists to slam down on the druid!
Slam on Selter: 1d20 + 17 ⇒ (7) + 17 = 24
Slam on Selter: 1d20 + 17 ⇒ (1) + 17 = 18
Slam Damage: 2d10 + 18 ⇒ (7, 9) + 18 = 34
30 Bo Goh (Damage: 8)
25 Narayan (Damage: 6NL)
20 Vendalfek
17 Black (Damage: 16)
14 Not-Trixie
13 Harbinger
9 Selter (Damage: 43)
[ooc]Bold are up!
Narayan Singh |
Narayan hurls himself at the salt elemental, scaly fists rising and falling against the gritty crystals!
Nonlethal Magic Lawful Good Cold Iron Silver Bludgeoning* + Holy+ Acid: 2d8 + 13 + 2d6 ⇒ (5, 5) + 13 + (3, 1) = 27
Intimidate: 1d20 + 21 ⇒ (18) + 21 = 39 Shaken for DAMAGE rounds on success
Scaly Palm Strike: 1d20 + 20 + 1 ⇒ (13) + 20 + 1 = 34
MLGCISB* + Holy + Acid: 2d8 + 10 + 2d6 + 1d6 ⇒ (2, 2) + 10 + (1, 3) + (3) = 21 Shatters Defenses when he hits a shaken target, rendering them flat-footed
Wrathful Jab: 1d20 + 19 + 1 ⇒ (3) + 19 + 1 = 23 Medusa's Wrath attacks only happen vs. a flat-footed target, but will happen before other attacks
MLGCISB + Holy + Acid: 2d8 + 9 + 2d6 + 1d6 ⇒ (7, 6) + 9 + (3, 5) + (3) = 33
Wrathful Cross: 1d20 + 19 + 1 ⇒ (2) + 19 + 1 = 22 Medusa's Wrath attacks only happen vs. a flat-footed target, but will happen before other attacks
MLGCISB + Holy + Acid: 2d8 + 9 + 2d6 + 1d6 ⇒ (5, 7) + 9 + (6, 1) + (1) = 29
Shuffling Hook: 1d20 + 19 + 1 ⇒ (10) + 19 + 1 = 30
MLGCISB* + Holy + Acid: 2d8 + 9 + 2d6 + 1d6 ⇒ (1, 4) + 9 + (1, 2) + (5) = 22
Hasty Backfist: 1d20 + 19 + 1 ⇒ (4) + 19 + 1 = 24
MLGCISB* + Holy + Acid: 2d8 + 9 + 2d6 + 1d6 ⇒ (3, 7) + 9 + (5, 5) + (6) = 35
Finishing Hammerblow: 1d20 + 14 + 1 ⇒ (13) + 14 + 1 = 28
MLGCISB* + Holy + Acid: 2d8 + 9 + 2d6 + 1d6 ⇒ (4, 1) + 9 + (1, 1) + (1) = 17
Retreating Cuff: 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16
MLGCISB* + Holy + Acid: 2d8 + 9 + 2d6 + 1d6 ⇒ (5, 2) + 9 + (1, 6) + (6) = 29
Ki Strike!: 1d20 + 19 + 1 ⇒ (12) + 19 + 1 = 32
MLGCISB + Holy + Acid: 2d8 + 9 + 2d6 + 1d6 ⇒ (2, 8) + 9 + (3, 6) + (1) = 29
Bo Goh Twang |
Bo calls over to Harbinger, "I have this one. Help the others!" The monk holds his ground and continues to fire.
{BANE, DA, Coordinated Shot, Weapon Focus & Specialization, PBS}
Flurry vs BLACK: 1d20 + 15 ⇒ (12) + 15 = 27
Damage: 2d6 + 12 + 2d6 ⇒ (5, 5) + 12 + (3, 1) = 26
Flurry vs BLACK: 1d20 + 15 ⇒ (4) + 15 = 19
Damage: 2d6 + 12 + 2d6 ⇒ (1, 5) + 12 + (6, 2) = 26
Flurry vs BLACK: 1d20 + 10 ⇒ (5) + 10 = 15
Damage: 2d6 + 12 + 2d6 ⇒ (2, 4) + 12 + (6, 4) = 28
Sense Motive: 1d20 + 31 ⇒ (20) + 31 = 51
Selter Sago de'Morcaine PFS |
Buffs:
Shield Other - dur 4 hours
Longstrider - dur 4 hours
AC = 24 and HP = 32 of 75
Hsss! Ssself does not like sssalt thing. Selter takes a step back and Schrazt! and fades from view.
casting Greater Invisibility I will roll a cast defensively check in case I am still within its reach.
concentration check: 1d20 + 16 ⇒ (18) + 16 = 34 DC is only 23
Not-Trixie |
Not seeing any more foes hiding in the cave, Not-Trixie turns around and tries to remember something useful about the strange salt creature. Burrowing? she wonders to herself, tracking the now-invisible Selter. Or just assembling itself out of the salt?
Knowledge (planes): 1d20 + 12 ⇒ (11) + 12 = 23
Grandmaster TOZ |
AoO on Narayan: 1d20 + 17 - 4 ⇒ (5) + 17 - 4 = 18
Not-Trixie recognizes a powerful earth elemental taking on the coloration of the cavern, having used its earth glide to approach unseen. While not quite strong enough to be called an elder elemental, it is obviously a brute of a foe. As Selter moves away, the head-like part of the form seems to follow his steps as he moves away, obvious indications of its tremorsenses.
Bo Goh launches arrows at his foe, finding them less accurate than expected as the bane fails to effect it. Even so, the combined wounds are enough to send it tumbling to the floor.
As Narayan leaps into the fray one massive column-like limb swipes at him from 15 feet away but does not connect. His strikes shatter fragments off of the elemental but each blow is blunted by the incredibly toughness of its form. It remains standing as Narayan completes his forms.
Narayan Damage: 5 + 5 + 13 - 10 + 2 + 2 + 10 + 3 - 10 + 7 + 6 + 9 + 3 - 10 + 5 + 7 + 9 + 1 - 10 + 1 + 4 + 9 + 5 - 10 + 3 + 7 + 9 + 6 - 10 + 4 + 1 + 9 + 1 - 10 + 2 + 8 + 9 + 1 - 10 = 86
30 Bo Goh (Damage: 8)
25 Narayan (Damage: 6NL)
20 Vendalfek
14 Not-Trixie
13 Harbinger
11 White (Damage: 86, Shaken, Flat-footed)
9 Selter (Damage: 43)
Bold are up!
Not-Trixie |
Not-Trixie watches silently, not wanting to negate her invisibility just for some miniscule damage compared with Narayan’s powerful fists. Vendalfek, could you relay a message for me?
Delay.
Grandmaster TOZ |
Taking advantage of Narayan's setting the elemental off balance, Harbinger moves in to strike!
Harbinger Attack: 1d20 ⇒ 11
Damage: 1d8 + 9 ⇒ (8) + 9 = 17
As the blade cuts a gash in the stony form, it pauses a moment, then melds into the wall, departing as silently as it arrived.
[Party Status]Bo Goh (Damage: 8)
Narayan (Damage: 6NL)
Vendalfek
Not-Trixie
Harbinger
Selter (Damage: 43)
Combat over!
Selter Sago de'Morcaine PFS |
Buffs:
Shield Other - dur 4 hours
Longstrider - dur 4 hours
Greater invisibility - dur 3 rnds
AC = 24 and HP = 32 of 75
A hissing voice from the air says, Ssself sssaysss to be careful! Sssalt thing could come back.
Then he begins invisibly tapping himself with his wand.
wand clw chg 1: 1d8 + 1 ⇒ (8) + 1 = 9
wand clw chg 2: 1d8 + 1 ⇒ (8) + 1 = 9
wand clw chg 3: 1d8 + 1 ⇒ (3) + 1 = 4
wand clw chg 4: 1d8 + 1 ⇒ (7) + 1 = 8
wand clw chg 5: 1d8 + 1 ⇒ (8) + 1 = 9
wand clw chg 6: 1d8 + 1 ⇒ (7) + 1 = 8
While heading over to look at the south end of the cavern.
Will take the 6 healing rounds to slowly and quietly move over there and climb up onto that ledge.
Not-Trixie |
Not-Trixie nods, then realizes she too is invisible. "That's right, Selter," she confirms out loud. "It looked like some kind of large earth elemental - tread lightly if you have to touch the ground." She starts to fly further into the cavern, then turns back around. "Selter, you mentioned a presence in the wall upstairs. Do you think this is the same one?" As the wizard waits for an answer, she flies slowly around the various caverns looking for other dangers.
Perception, Take 10: 10 + 23 = 33
Grandmaster TOZ |
The rest of the cavern seems empty for the most part, save for a pile of gemstones on the thirty foot high ledge. Selter sees that the tunnel past the twenty foot rise continues to the south before turning out of sight.
Bo Goh Twang |
Sensing the immediate danger has passed, the monk heals himself as well before looking around the cavern.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
Perception: 1d20 + 32 ⇒ (7) + 32 = 39
Selter Sago de'Morcaine PFS |
Buffs:
Shield Other - dur 4 hours
Longstrider - dur 4 hours
Airwalk - dur 9 minutes
Greater invisibility - dur 2 rnds
AC = 24 and HP = 32 of 75
No not sssame one. But might be sssame type. Cave continuesss around corner. Let usss be more careful. Let Sself try to hear or sssee sssomthing... Selter casts another spell on himself and moves a bit further forward. airwalk to avoid tremorsense
perception: 1d20 + 17 ⇒ (8) + 17 = 25
Narayan Singh |
Narayan waits for Selter's scouting to pay dividends, the anxious shifting of his own bulk sending minute tremors through the ground for any earthen hunters to detect...
Grandmaster TOZ |
Selter marches through the still air, finding the tunnel narrowing and continuing further to the east. Air currents play over his scales, hinting at greater depths ahead.
Not-Trixie |
Not-Trixie carefully retrieves the gemstones from a safe distance with mage hand before rejoining the other Pathfinders headed south.
Grandmaster TOZ |
As Not=Trixie picks away at the pile, a severed hand is revealed, bearing a ring emblazoned with a maw of teeth. The hand does not respond to her attempts to move it magically.
Selter Sago de'Morcaine PFS |
Buffs:
Shield Other - dur 4 hours
Longstrider - dur 4 hours
Airwalk - dur 8 minutes
AC = 24 and HP = 75 of 75
Looksss go down and long waysss. nothing close. All ready go further? Selter comes back to the group as the invisibility wears off.
Narayan Singh |
Narayan scoops up the grisly trophy. "A maw of teeth sseemss... bad? Is this enchanted or dangerous?"
Not-Trixie |
Not-Trixie collects everything else from the pile before hesitantly flying closer to examine the probably-magical hand.
Spellcraft: 1d20 + 21 ⇒ (20) + 21 = 41
If the hand (and ring) don’t seem inherently dangerous, she scoops them up before hurrying after her companions.
Grandmaster TOZ |
Not-Trixie recognizes the grisly trophy to be a hand of the mage, while the ring is of protection +2. There seems to be nothing fell about either magic.
Selter Sago de'Morcaine PFS |
If none need ring, Ssself can make sssome sssmall ussse of it. Ssself thinksss heading down into cavesss isss time.
I have a +1 deflection bonus, so it would help my AC by 1. I don't have an amulet, so I could wear the hand of the mage. However, I'm not dying for either item if one of you would like either.
Not-Trixie |
Not-Trixie wordlessly hands the maccabe trophy to Selter before continuing onward into the darkness.
Not-Trixie's invisibility will only last for 3 minutes since it came from a wand. @GM, about how much of that duration remains at this point?
Grandmaster TOZ |
Selter finds the tunnel ends at a sudden drop off. A wide shaft opens up in the earth and descends into darkness below. Opposite the entry tunnel are other irregular ledges. The walls of the shaft and ledges are of the same white crystalline substance as the rest of the cave system.
Bo Goh Twang |
Oblivious to his needless insight, the dim monk shares it anyway. "Again, the only clear path seems to take us further down. We should be on the lookout for trouble, as it seems at the bottom of every shaft has been some sort of guardian."
Selter Sago de'Morcaine PFS |
Selter floats to the edge. Looking down and across to the far ledges. Trying to see anything of interest or danger.
perception: 1d20 + 17 ⇒ (15) + 17 = 32
If he sees nothing, Selter asks the others, Folks want self change to go look again?
Grandmaster TOZ |
Selter sees the shaft descends 20 feet below before opening out into empty space. As far as his vision extends, all that can be seen is empty air. Underneath the southeastern ledge, Selter can see a large colony of bats roosting.
Selter Sago de'Morcaine PFS |
Batsss there!
knowledge nature: 1d20 + 14 ⇒ (5) + 14 = 19
Does a swarm count as an 'animal' for wild empathy? I could try Garden of Peril on them or change into an air elemental to whirlwind and batter them to bits.
Grandmaster TOZ |
Narayan Singh |
1 person marked this as a favorite. |
Bat-nado!
Not-Trixie |
”Hmm...” Not-Trixie muses. ”I can conjure a wall of wind to protect us, but it won’t necessarily drive away a swarm of bats - just block them from passing through. Though I suppose I could create the wall in the middle of each group...”
Not sure what that would do, TBH. But if we decide to go with that course of action, Not-Trixie will swap out daylight for wind wall. Otherwise, she’s got some AoE blasts like cone of cold she could Quick Study.
Selter Sago de'Morcaine PFS |
Bat-nado!
Yeah, I think I have to try it. Just because, Why Not!
Buffs:
Shield Other - dur 4 hours
Longstrider - dur 4 hours
Airwalk - dur 8 minutes
Wild Shape - Medium Air Elemental - dur hours
Mage Armor - dur 1 hour
AC = 23 and HP = 75 of 75
Not-Trixie, pleassse to be usssing thisss on Ssself. He holds out a wand for her. mage armor
After a moment, Selter changes into a man sized tornado and goes whirling off toward the bats.
Air elemental has enough movement reach anywhere in the cave and try to pick up all the swarms. For me it is reflex save DC=20 or take d6+9 damage. Then a second reflex save or be picked up by the whirlwind.
whirlwind damage: 1d6 + 9 ⇒ (3) + 9 = 12
Some creatures can transform themselves into whirlwinds and remain in that form for up to 1 round for every 2 HD they have. If the creature has a fly speed, it can continue to fly at that same speed while in whirlwind form; otherwise it gains a fly speed equal to its base land speed (average maneuverability) while in whirlwind form.
The whirlwind is always 5 feet wide at its base, but its height and width at the top vary from creature to creature (minimum 10 feet high). A whirlwind’s width at its peak is always equal to half of its height. The creature controls the exact height, but it must be at least 10 feet high.
The whirlwind form does not provoke attacks of opportunity, even if the creature enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the whirlwind moves into or through the creature’s space. A creature in whirlwind form cannot make its normal attacks and does not threaten the area around it.
Creatures one or more size categories smaller than the whirlwind might take damage when caught in the whirlwind (generally damage equal to the monster’s slam attack for a creature of its size) and may be lifted into the air. An affected creature must succeed on a Reflex save (DC 10 + half monster’s HD + the monster’s Strength modifier) when it comes into contact with the whirlwind or take damage as if it were hit by the whirlwind creature’s slam attack. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful.
Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to escape the whirlwind. Trapped creatures can otherwise act normally, but must succeed on a concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The whirlwind can have only as many creatures trapped inside at one time as will fit inside the whirlwind’s volume. The whirlwind can eject any carried creatures whenever it wishes as a free action, depositing them in its space.
If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the creature and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud of debris must succeed on a concentration check (DC 15 + spell level) to cast a spell.