Male Ratfolk Wizard 5, HP 34, Saves 4/8/7, AC 17/16/12, Init +5, Perception +4, Cold blast 8/8
since we don't have a tactical map, I am making some assumptions here... If the Queen Zombie is within 35 feet Afli will target her, if not, if a ghost is within 35 feet target the ghost, otherwise target a zombie.
Male Ratfolk Wizard 5, HP 34, Saves 4/8/7, AC 17/16/12, Init +5, Perception +4, Cold blast 8/8
"Once we're within 120 feet, I can cast fog cloud on them, to prevent them targeting us. Other than that, unless someone wants to be able to swim to their ship or become enlarged, there's not much I can do until we are engaged in combat."
Male Ratfolk Wizard 5, HP 34, Saves 4/8/7, AC 17/16/12, Init +5, Perception +4, Cold blast 8/8
"Protect me, O Phantom," Afli commands. Then Afli will cast create pitunderneath the two hell hounds. DC 17 reflex save or they fall 20 feet into the pit. DC 25 to climb at half speed to get out. I suggest, friends, that we don't stand too near the pit. We might just fall in."
Male Ratfolk Wizard 5, HP 34, Saves 4/8/7, AC 17/16/12, Init +5, Perception +4, Cold blast 8/8
Winning die rolls:
Perception: 1d20 + 4 ⇒ (17) + 4 = 21
Knowledge Local: 1d20 + 10 ⇒ (6) + 10 = 16 Survival: 1d20 + 2 ⇒ (16) + 2 = 18 "Hey, folks, there are a couple of wild boars on the hill. They look like they'll attack as soon as we get off the ship. Can we take them out with ranged weapons? Also, the buccaneers may look hostile, but I bet we can reason with them, even though they are unfriendly. Oh, and the cave, it goes for about half a mile, and the buccaneers are probably deep in the cave."
Male Ratfolk Wizard 5, HP 34, Saves 4/8/7, AC 17/16/12, Init +5, Perception +4, Cold blast 8/8
Afli will Cold Blast the two blinded sahuagin again, and then move so they will be unlikely to target him again. Cold blast damage to both sahuagin, DC 17 Reflex save for half damage and not being staggered: 1d6 + 2 ⇒ (3) + 2 = 5
Male Ratfolk Wizard 5, HP 34, Saves 4/8/7, AC 17/16/12, Init +5, Perception +4, Cold blast 8/8
"I think we should talk with this creature, but, I'm likely just to make it more upset. If I translate into its native language, can someone else come up with the words?" Both my bluff and diplomacy are at a negative one. Even I know that I shouldn't be the one talking to strangers.
Male Ratfolk Wizard 5, HP 34, Saves 4/8/7, AC 17/16/12, Init +5, Perception +4, Cold blast 8/8
Ira kroll wrote:
Thanks! Got it!
Male Ratfolk Wizard 5, HP 34, Saves 4/8/7, AC 17/16/12, Init +5, Perception +4, Cold blast 8/8
sense motive: 1d20 + 2 ⇒ (17) + 2 = 19 knowledge dungeoneering: 1d20 + 10 ⇒ (4) + 10 = 14 "Help it? Yes, I think we should help it. I know it is a naga, but I don't recall much more about it. I think I will address it in Aquan. Perhaps it will respond to its native tongue." After the ship begins to come closer, Afli will shout in Aquan, "Hello! Can we help you? Are you injured? Are you stuck?"
Male Ratfolk Wizard 5, HP 34, Saves 4/8/7, AC 17/16/12, Init +5, Perception +4, Cold blast 8/8
DoubleGold wrote:
Would you do me a favor and send an email to me at k012957 at yahoo dot com saying that we got 3 XP, 4 PP, for event 57725 on 22 Feb 2015 with your name and GM number. I will attach a copy of that email to my chronicle sheet.
Male Ratfolk Wizard 5, HP 34, Saves 4/8/7, AC 17/16/12, Init +5, Perception +4, Cold blast 8/8
you can find a copy of just the single sheet at my google drive
Male Ratfolk Wizard 5, HP 34, Saves 4/8/7, AC 17/16/12, Init +5, Perception +4, Cold blast 8/8
I'm having trouble visualizing this. Normally, I'd have Afli cast color spray if there were several targets in a fifteen foot cone area. But, since I can't visualize what is happening tactically, Afli will just shoot a ray. Ray of frost, ranged touch attack against healthy Scourge and damage: 1d20 + 6 ⇒ (14) + 6 = 201d3 ⇒ 2
Male Ratfolk Wizard 5, HP 34, Saves 4/8/7, AC 17/16/12, Init +5, Perception +4, Cold blast 8/8
Afli will step over to Annie, and cast touch of the sea on her. "Here, this should help you go get them." Lasts for three minutes. You cause webs to grow between the target's fingers and its feet to transform into flippers, granting a swim speed of 30 feet along with the standard +8 bonus on Swim checks and the ability to take 10 even if distracted or endangered. You can also use the run action while swimming, provided you swim in a straight line. This transformation causes any boots or gloves the target is wearing to meld into its form (although magic items with a continuous effect continue to function). This spell does not grant the target any ability to breathe water.
Male Ratfolk Wizard 5, HP 34, Saves 4/8/7, AC 17/16/12, Init +5, Perception +4, Cold blast 8/8
Afli will move back and cast ear-piercing scream The red arrow is pointing to the grindylow targeted. NOTE: If that one dies before Afli's turn, Afli will target a different grindylow. DC 16 Fort save for half damage, or dazed for one round and full damage: 1d6 ⇒ 1
Male Ratfolk Wizard 5, HP 34, Saves 4/8/7, AC 17/16/12, Init +5, Perception +4, Cold blast 8/8
I don't understand the last DM comment in "Gameplay". I thought there were two ghouls right in front of Afli and two more to the side. Gh Gh GH
Af Your comment was one is dead "the other make a save". If there was only a single ghoul 'alive', then Afli would not have used color spray (since it is terrific crowd control). As it is, failure is (assuming 2 HD) blinded and stunned for 2d4 rounds (Stunned: A stunned creature drops everything held, can't take actions, takes a –2 penalty to AC, and loses its Dexterity bonus to AC (if any).) Then blinded and stunned for 1d4 rounds. Then stunned for 1 round.
Male Ratfolk Wizard 5, HP 34, Saves 4/8/7, AC 17/16/12, Init +5, Perception +4, Cold blast 8/8
Moving closer to four of the ghouls, Afli casts color spray in such a way red outlined triangle to catch four of the ghouls in the 15-foot cone. DC 17 Will save each or blinded and stunned for: 2d4 ⇒ (3, 1) = 4 rounds
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