Theldrat

Aerik Wynn's page

305 posts. Alias of dbauers.


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(hp 11/35, AC 18, T 13, FF 15, Initiative +3, Perception +9)

Aerik runs forward to pick up his mother protectively, seemingly oblivious to the newest stanza.


(hp 11/35, AC 18, T 13, FF 15, Initiative +3, Perception +9)

any way I can get some supplies (aka $) to make a few scrolls? might come in handy. ;) Also might not be a bad idea to rest for a day to visit / check on townsfolk and get rid of our horror points


(hp 11/35, AC 18, T 13, FF 15, Initiative +3, Perception +9)

Aerik hacks at the wolf, trying to put it down for good

Sickle Attack (i.c.): 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8

dmg: 1d6 + 2 + 1 ⇒ (3) + 2 + 1 = 6

5ft to AC-14


(hp 11/35, AC 18, T 13, FF 15, Initiative +3, Perception +9)

Aerik tries to patch up Zeke's wounds, keeping a wary eye on the encroaching wolves...

Cast Defensively DC 17: 1d20 + 6 ⇒ (11) + 6 = 17

CLW on Zeke: 1d8 + 3 ⇒ (4) + 3 = 7

whew!


(hp 11/35, AC 18, T 13, FF 15, Initiative +3, Perception +9)

Aerik winces in pain, grits his teeth, and tries to put down the injured foe to the south of him.

Sickle Attack (insp courage): 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20

Dmg: 1d6 + 3 ⇒ (2) + 3 = 5

Then he 5fts to AD-13, trying to form a wall with Zeke and the wagon


(hp 11/35, AC 18, T 13, FF 15, Initiative +3, Perception +9)

Aerik and his summoned friend both strike at the foe they flank

Doggie Attack (flank/ic): 1d20 + 2 + 2 + 1 ⇒ (12) + 2 + 2 + 1 = 17

Doggie Dmg (ic): 1d4 + 2 ⇒ (2) + 2 = 4

Aerik Attack (flank/ic): 1d20 + 4 + 2 + 1 ⇒ (2) + 4 + 2 + 1 = 9

Aerik Dmg (ic): 1d4 + 3 ⇒ (1) + 3 = 4

Whether or not those attacks drop the enemy, Aerik will 5-ft to AE-14 and take a move action to draw his sickle.

Summon:
2/3 rounds remaining


(hp 11/35, AC 18, T 13, FF 15, Initiative +3, Perception +9)

Nice! Maybe next time the mutt will actually hit! :P


(hp 11/35, AC 18, T 13, FF 15, Initiative +3, Perception +9)

figured it couldn't hurt to ask. ;)

Fort Save: 1d20 + 6 ⇒ (12) + 6 = 18

Aerik completes the spell at the beginning of his turn, summoning a dog into flanking at AF13. The dog tries to sink its jaws into AF14.

Can the dog benefit from insp courage or does it have to speak the language? I'm doing the rolls assuming no insp courage for the dog

Dog Attack Roll: 1d20 + 2 ⇒ (4) + 2 = 6

Dmg: 1d4 + 1 ⇒ (2) + 1 = 3

Then Aerik will 5 ft move to AF15 and shield bash the flanked foe.

Does my magic shield count as +1 weapon when attacking, or just for defense? I'm assuming just defense and not adding it to my roll.

Shield Bash (insp courage/flank): 1d20 + 4 + 1 + 2 ⇒ (18) + 4 + 1 + 2 = 25

Damage: 1d4 + 3 ⇒ (2) + 3 = 5

Summon:
3/3 rounds remaining


(hp 11/35, AC 18, T 13, FF 15, Initiative +3, Perception +9)

Assuming the "non cure" effect is hitting all of us right now, would it be possible to burn a hero point to allow healing to go through, if say i tried to heal Lyrica (or anyone else)? Those HPs arent gonna do us any good if we are all dead. ;)


(hp 11/35, AC 18, T 13, FF 15, Initiative +3, Perception +9)

Ruh roh. I'm getting the feeling exposure to that damn device made us unable to be healed. Just incase I'm wrong, I'll hang onto my CLW for now, and instead...

Aerik backs up (5-ft step to AE16), and tries to bring another ally into the fight.

Full Round Action: Dump Faerie Fire to Spontaneously Cast Summon Nature's Ally I to Summon a Dog. It will appear at the beginning of my next turn.


(hp 11/35, AC 18, T 13, FF 15, Initiative +3, Perception +9)

Aerik will try to buy his allies (and himself) more time.

5-ft move to AF 16

Std Action to cast Entangle (Ref DC 14, 3 min duration) to the SE, to where the edge of the spell radius hits the enemies in AH 15/16. Not sure there is a way to do it to hit all 3 without also hitting Zeke. Hopefully you can bomb the garbage out of the other one, Zeke. :)


(hp 11/35, AC 18, T 13, FF 15, Initiative +3, Perception +9)

I swear I prepared my spell list before looking at the thread where Jak told us to use bludgeoning. Stone Call is just too cool not to use. ;)

"Accursed mist! I'll lay you to rest, brothers."

Aerik grasps the wooden symbol around his neck and points at the lead wolf and his minions. A rain of stone and dirt cascades upon them.

Aerik casts Stone Call centered at N-11, hitting all 4 foes, no save.

Stone Call Damage: 2d6 ⇒ (4, 5) = 9

Difficult terrain in 40-ft radius: 3 rounds

"There, that should slow them down a bit."

He backs up Zeke, moving to AG 15, his now magic shield out in front of him.


(hp 11/35, AC 18, T 13, FF 15, Initiative +3, Perception +9)

Just finished leveling Aerik. Level 2 spells, what up???

+11 hp (4 rolled + 4 hit die + 3 con)
+1 BA (and thus to CMB/CMD/attacks)
+1 BR

+1 to AC from shield becoming +1

+1 rd / day freedom of movement
+1 min / day totem transformation

Feat: Spell Focus (Conjuration)

9 skill ranks (4 class + 2 house rule + 2 int + 1 favored class)

1 rank: handle animal (now +6)
2 ranks: sense motive (now +10)
1 rank: k. dungeoneering (now +8)
1 rank: k. geography (now +8)
1 rank: perception (now +9)
1 rank: spellcraft (now +8)
1 rank: stealth (now +10)
1 rank: survival (now +12)

+3 2nd level spells

My turn is incoming


(hp 11/35, AC 18, T 13, FF 15, Initiative +3, Perception +9)

Aerik stares in stunned silence as the remaining deal makers are dragged to the Abyss.

I almost tried to make a deal with him.... To help us free those in the stones...

The druid snaps out of his contemplation when Jak runs, and he takes off after him.

"The creature! We have to make sure it's gone!"


(hp 11/35, AC 18, T 13, FF 15, Initiative +3, Perception +9)

Yeah, that was pretty effing awesome. Frustrating to be a "hero" and have to stomach it, but the way the prophecy was worded I was kind of expecting s*~+ to go down that way. :/

Level 3 hp: 1d4 + 4 ⇒ (4) + 4 = 8


(hp 11/35, AC 18, T 13, FF 15, Initiative +3, Perception +9)

Zeke, here is in my opinion the BEST case scenario that would happen if we attacked Black.

Lyrica wins initiative. Lyrica smites Black and cuts thru his DR. Crit hit! Does max damage! He is pretty hurt!

Then any other heroes who beat his init are irrelevant cause we cant punch thru his DR / Resistances/ Immunities.

Then he plane shifts Lyrica to a plane without air. Then he comes back and wipes us out. Lol.


(hp 11/35, AC 18, T 13, FF 15, Initiative +3, Perception +9)

Will Save: 1d20 + 6 ⇒ (2) + 6 = 8


(hp 11/35, AC 18, T 13, FF 15, Initiative +3, Perception +9)

"I thank you for your concern, Lyrica. And I would hear his response just the same. You all don't seem to understand that he thinks of us as cattle. Suppose he decides your left arm is fair payment for the doll if we don't decide to offer something else up instead? As I said, I would hear what he has to say of the creature's worth."


(hp 11/35, AC 18, T 13, FF 15, Initiative +3, Perception +9)

I'll dig

"What exactly do you think we owe in exchange for the doll? Can you give us some idea? I know what a goat is worth. I know what a shovel is worth. Don't know what a demon soul doll is worth."


(hp 11/35, AC 18, T 13, FF 15, Initiative +3, Perception +9)

"Why are we still talking? Let's get the device and be done with this!"


(hp 11/35, AC 18, T 13, FF 15, Initiative +3, Perception +9)

The druid's voice booms upon hearing the argument from inside the church.

"Do NOT let them in! No matter what you hear!"

Then he eyes Black, and tries to hide his contempt, realizing he and his comrades are outmatched.

"Tell me what it looks like, and I'll get the trinket. I wouldn't trust them not to run."

Fort: 1d1d20 + 6 ⇒ (1) + 6 = 7


(hp 11/35, AC 18, T 13, FF 15, Initiative +3, Perception +9)

Aerik concurs


(hp 11/35, AC 18, T 13, FF 15, Initiative +3, Perception +9)

I think we should sleep in the same area as the innocent locals, just incase Jak is right about the family members being targets. At least we can protect them if we are there. I don't mind taking a watch to make sure the "guiltys" dont run, but I am much more effective after I rest and restore my spells.


(hp 11/35, AC 18, T 13, FF 15, Initiative +3, Perception +9)

The druid's eyes wander until the meaning hits him. He begins talking almost to himself.

"Rabbits. Rabbits is a better way to look at them. The mother will put its young in a hole, and never go home. Only very early in the morning to bring food. So predators can't follow her to her young. These rabbits, they are already dead. Nothing can be done for them. But they are frightened and hiding with their young. Leading the predators right to them. Fletcher was the only one who figured it out..."


(hp 11/35, AC 18, T 13, FF 15, Initiative +3, Perception +9)

"We might be able to find him, but it sounds like he's already made his decision..."

Survival to Track: 1d20 + 11 ⇒ (20) + 11 = 31


(hp 11/35, AC 18, T 13, FF 15, Initiative +3, Perception +9)

agreed


(hp 11/35, AC 18, T 13, FF 15, Initiative +3, Perception +9)

"The 'greater good' portion of the prophecy seems to hint that we should kill the remaining victims before the devil's next agent kills others by happenstance. I'm not sure I'm comfortable with that. If this devil can be killed, I'd rather put an end to him so no one else makes deals with him in the future. I don't claim to know much about devils or the like, but maybe our weapons from the fountain will work?"


(hp 11/35, AC 18, T 13, FF 15, Initiative +3, Perception +9)

Im back!

"Why don't we call him and ambush him? I'd much rather be the predator than the prey. I don't much like sitting around waitin' to see who will be the next to be attacked..."


(hp 11/35, AC 18, T 13, FF 15, Initiative +3, Perception +9)

"Let's go before someone else gets attacked."


(hp 11/35, AC 18, T 13, FF 15, Initiative +3, Perception +9)

I'm back everyone! Just finished up my first quarter of grad school. Between that, my kids, and having a new job, things have been a bit nuts. Anyhoo...

The druid, having quietly taken in the discussion, finally decides to weigh in.

"I know there are some natural magics that can bump a yield. But there's nothing natural about that doll. Someone 'round here is practicing dark magics. And they would need materials and tools, for makin the dolls and for their foul rites. Now I know I'm not much for reading, or talking to folk, but seems to me we could figure this out real quick."

The exhausted druid, covered in dried blood, is an odd sight indeed, pensively stroking his mustache. As his talk transitions to that of wolves, he becomes animated, and seems somehow less tired.

"You all know that a wolfpack will prey on the weakest of a herd. And partly they can see injuries or fatigue. But they can also smell fear. The weakest KNOW that they are weak, and that someone will be coming for them, and that gives em away. If we gather up the whole town somewhere, don't tell em nothin' cept we wanna talk about the town's safety. And then when they are all together, tell em that everyone is going door to door to search houses and find evidence of this dark magic. Like as not we won't even have to go through with it. Just look for who isn't keen on the idea."

As abruptly as he began speaking, Aerik stops, looking for agreement or rebuttal.


(hp 11/35, AC 18, T 13, FF 15, Initiative +3, Perception +9)

Im out of CLW, but I have Virtue. I'll keep casting it on him to give him 1 temp hp each round until he shakes this thing. Zeke, got any juice left?


(hp 11/35, AC 18, T 13, FF 15, Initiative +3, Perception +9)

im still too far too do anything. ill double move closer. finish this f*@@er off, jak. :)


(hp 11/35, AC 18, T 13, FF 15, Initiative +3, Perception +9)

man, I am way the heck back. just keep double moving me toward the action until im 60 or less feet away, please. I hate holding things up. :)


(hp 11/35, AC 18, T 13, FF 15, Initiative +3, Perception +9)

Aerik hurries to help his allies.

Double move to AL-32. I believe my dog disappears at this point as well.


(hp 11/35, AC 18, T 13, FF 15, Initiative +3, Perception +9)

I'm not terribly well-versed in summoning rules, but if the dolls initial attack dropped my dog to negatives, doesn't it disappear instead of going unconscious? Just in case, here is his AoO:

Attack: 1d20 + 2 ⇒ (13) + 2 = 15

Dmg: 1d4 + 1 ⇒ (3) + 1 = 4


(hp 11/35, AC 18, T 13, FF 15, Initiative +3, Perception +9)

sorry, long weekend and Monday is a long day for me as well.

The doggie goes for the crit:

1d20 + 2 ⇒ (13) + 2 = 15

1d4 + 1 ⇒ (4) + 1 = 5

Aerik moves up 30 ft, (drawing sling) and fires at this little bugger:

1d20 + 4 ⇒ (16) + 4 = 20

1d4 + 2 ⇒ (4) + 2 = 6


(hp 11/35, AC 18, T 13, FF 15, Initiative +3, Perception +9)

Aerik completes the spell, and a dog appears in AM-29, savagely biting at the doll...

Attack with Flank: 1d20 + 4 ⇒ (19) + 4 = 23

Dmg: 1d4 + 1 ⇒ (4) + 1 = 5

He then concentrates to dismiss the entangling roots, freeing everyone in the area (Std. Action).

"Get away from the doll! NOW!!"

The normally quiet druid roars at the townsfolk as he closes the distance between himself and the foe. (Move Action to AN-14)

Dang! So close to the crit the dog needed to actually penetrate his DR! :(


(hp 11/35, AC 18, T 13, FF 15, Initiative +3, Perception +9)

"I'll slow it down as best I can!"

Aerik burns Faerie Fire to spontaneously cast Summon Nature's Ally I. On my next turn a dog will appear next to the hell-doll. I believe I'm also afforded a 5 ft step, and if so, I will take it to move 5 ft closer.


(hp 11/35, AC 18, T 13, FF 15, Initiative +3, Perception +9)

Doh! I always forget to include that! My bad. Ref DC 14


(hp 11/35, AC 18, T 13, FF 15, Initiative +3, Perception +9)

"This foul creature will not escape to harm anyone else..."

Aerik's voice trails off as he murmurs an incantation. The grass elongates and lashes out at the doll, attempting to hold him fast.

Cast Entangle centered 20 ft past the doll. This should let us approach within 20 ft without risking getting stuck.


(hp 11/35, AC 18, T 13, FF 15, Initiative +3, Perception +9)

I feel like we should keep a tight formation and get the heck out of here. Is everyone else in agreement?


(hp 11/35, AC 18, T 13, FF 15, Initiative +3, Perception +9)

My bad yall, thought we were still on hiatus. Hope you had a good trip, SR.

Aerik will use a withdraw action to retreat into the hallway, hopefully opening up a clear shot for Zeke.


(hp 11/35, AC 18, T 13, FF 15, Initiative +3, Perception +9)

I agree. I was just trying to hang in there until we could get the kid out of there. Time for a tactical retreat / bombardment. The DR is too much. If lyrica shows up, she can smite thru its DR too


(hp 11/35, AC 18, T 13, FF 15, Initiative +3, Perception +9)

The quiet druid chokes out a quick gurgle of thanks to Jak as his vicious throat wound closes up. Hiding behind his shield, he further patches himself up.

"Zeke... get the girl out of here. We'll hold it off..."

Has this thing been attacking with enough reach for a tiny little guy to threaten us? Or entering our spaces to attack? If he threatens Aerik, Aerik will cast CLW defensively on himself, hoping that Jak will do the same for Marcus. If it doesn't threaten, I'll cast normal.

Conc Check (if needed): 1d20 + 5 ⇒ (15) + 5 = 20

CLW: 1d8 + 2 ⇒ (8) + 2 = 10

Sure would be nice if we had our pally helping out. :(


(hp 11/35, AC 18, T 13, FF 15, Initiative +3, Perception +9)

apologies. crazy busy weekend. i thought i had already posted.

can i pull the girl out from under the bed? even if it provokes an AoO, ill still do it.

Not sure what the roll would be: 1d20 ⇒ 9

Looks like i will likely fail whether it is an attack roll or a grapple....


(hp 11/35, AC 18, T 13, FF 15, Initiative +3, Perception +9)

Init: 1d20 + 3 ⇒ (20) + 3 = 23


(hp 11/35, AC 18, T 13, FF 15, Initiative +3, Perception +9)

Aerik sniffs and retches.

"No. I fear the children are dead too. I can smell the corruption..."

Then he says in a soft voice, as much to himself as to the others:

"The other scent, dirty dishes? It ends here. How could the killer have escaped so quickly?"


(hp 11/35, AC 18, T 13, FF 15, Initiative +3, Perception +9)

Aerik looks upon the body with disgust.

This would take some strength. A bear could do it, but the door was closed and there was no feeding. Could a man do this?

He whispers to his companion:

"Just give me a moment, and I will find whoever or whatever did this"

Aerik takes a std action to activate Totem Transformation (Senses)

This grants low-light vision, scent, and +4 survival to tracking by scent for 20 rounds

Move action: track the killer

Survival: 1d20 + 15 ⇒ (19) + 15 = 34

The druid crouches down as his nose and mouth elongate into a wolf-like snout. His nostrils twitch as he sniffs at the body, searching for the scent of whatever unnatural creature perpetrated this horrible crime.


(hp 11/35, AC 18, T 13, FF 15, Initiative +3, Perception +9)

were there any other entrances / exits? if there is a back door, me and marcus might wanna sneak around. just a thought.


(hp 11/35, AC 18, T 13, FF 15, Initiative +3, Perception +9)

Assuming I can see the body as well

"Everyone stay together and take care. The killer is still around here somewhere..."

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