Male Human Taldan evoker 7 NG Init +3; Senses Perception +10 Defense AC 18, touch 12, flat-footed 17 hp 58 Fort +5, Ref +4, Will +7
Well my good fellows, that went extremely well. Well it is fortunate I grabbed this little potion although my boots seem to always protect me.
Male Human Taldan evoker 7 NG Init +3; Senses Perception +10 Defense AC 18, touch 12, flat-footed 17 hp 58 Fort +5, Ref +4, Will +7
I look at the mount and I point with my hand and send out scorching rays at it, guiding the team beams to the target. Scorching Ray Ranged Touch: 1d20 + 2 + 4 ⇒ (10) + 2 + 4 = 16
Scorching Ray Damage two rays: 4d6 + 4d6 + 3 ⇒ (4, 6, 4, 6) + (5, 3, 6, 4) + 3 = 41
Male Human Taldan evoker 7 NG Init +3; Senses Perception +10 Defense AC 18, touch 12, flat-footed 17 hp 58 Fort +5, Ref +4, Will +7
Ahh, radius. SIlly me. GM please take a look at the adjust spell radius, will this work? It should keep Uldar free. If this does not work, I will fire off Magic Missile as a plan B, MM Damage: 4d4 + 4 + 3 ⇒ (2, 1, 2, 4) + 4 + 3 = 16
Male Human Taldan evoker 7 NG Init +3; Senses Perception +10 Defense AC 18, touch 12, flat-footed 17 hp 58 Fort +5, Ref +4, Will +7
I make a face as I see the Dark Rider steam roll over the Magus, I react and work to buy her time and myself for that matter. I call forth a spell that shoots up slither black octopus like like tentacles in a 20 foot radius designed to grappled and hurt the rider and it's mount. I will keep same buffs and same blessing of fervor bonus the spell:
Black Tentacles,School conjuration (creation); Level sorcerer/wizard 4
Casting Time 1 standard action Components V, S, M (octopus or squid tentacle) Range medium (100 ft. + 10 ft./level) Area 20-ft.-radius spread Duration 1 round/level (D) Saving Throw: none; Spell Resistance: no This spell causes a field of rubbery black tentacles to appear, burrowing up from the floor and reaching for any creature in the area. Every creature within the area of the spell is the target of a combat maneuver check made to grapple each round at the beginning of your turn, including the round that black tentacles is cast. Creatures that enter the area of effect are also automatically attacked. The tentacles do not provoke attacks of opportunity. When determining the tentacles’ CMB, the tentacles use your caster level as their base attack bonus and receive a +4 bonus due to their Strength and a +1 size bonus. Roll only once for the entire spell effect each round and apply the result to all creatures in the area of effect. If the tentacles succeed in grappling a foe, that foe takes 1d6+4 points of damage and gains the grappled condition. Grappled opponents cannot move without first breaking the grapple. All other movement is prohibited unless the creature breaks the grapple first. The black tentacles spell receives a +5 bonus on grapple checks made against opponents it is already grappling, but cannot move foes or pin foes. Each round that black tentacles succeeds on a grapple check, it deals an additional 1d6+4 points of damage. The CMD of black tentacles, for the purposes of escaping the grapple, is equal to 10 + its CMB. The tentacles created by this spell cannot be damaged, but they can be dispelled as normal. The entire area of effect is considered difficult terrain while the tentacles last. Spell radius is in lime green box Spell ROll: CMB: 1d20 + 12 ⇒ (11) + 12 = 23 tentacle damage: 1d6 + 4 ⇒ (1) + 4 = 5 CMD of tentacles is 22
Male Human Taldan evoker 7 NG Init +3; Senses Perception +10 Defense AC 18, touch 12, flat-footed 17 hp 58 Fort +5, Ref +4, Will +7
BUFFS:Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves from Blessing of Fervor, Stone Skin, Mage Armor, 6 Mirror Images. Temp AC is 21 I feel a rush of extra combat skills flow in me, I cast the spell Mirror Image to replicate myself and I prepare my next move, wondering if spells of Ice might work a bit better here. Mirror Images: 1d4 + 2 ⇒ (4) + 2 = 6
Male Human Taldan evoker 7 NG Init +3; Senses Perception +10 Defense AC 18, touch 12, flat-footed 17 hp 58 Fort +5, Ref +4, Will +7
Well either way seems like a high chance of death and a great way to be remembered in history! Make a decision my friends and I shall support it as am the newcomer here.
Male Human Taldan evoker 7 NG Init +3; Senses Perception +10 Defense AC 18, touch 12, flat-footed 17 hp 58 Fort +5, Ref +4, Will +7
Hello my good fellows, my name is Arklore but most just call me Ark. I am so glad that I was able to catch up with you all on the endeavor. I am gonna buff up a bit before we move on if you do not mind. Taking in the calm before the storm I then cast Stoneskin on myself and Mage Armor There, I feel a bit more comfy now! AC goes up to 19 and for the next 70 minutes Stone Skin is operational For a DR of 10 per blow, up to 70 HPs with exception adamantine weapons
Male Human Taldan evoker 7 NG Init +3; Senses Perception +10 Defense AC 18, touch 12, flat-footed 17 hp 58 Fort +5, Ref +4, Will +7
I make a quick study of the situation, staying on the balls of my feet as I plan my next set of actions while attempting to anticipate what the foul creature might do. waiting for my turn to come up
Male Human Taldan evoker 7 NG Init +3; Senses Perception +10 Defense AC 18, touch 12, flat-footed 17 hp 58 Fort +5, Ref +4, Will +7
Having caught up, I can feel the magical energies that further bolster me. My eyes narrow on the potential threats and I unleash a barrage of Magic-Missiles on what looks like a wraith like creature a mere 15 feet to my immediate front. MM spell damage on what I think at least is a wraith: 4d4 + 4 + 3 ⇒ (1, 3, 4, 1) + 4 + 3 = 16 I then ready my defenses with my very keen blade raised in an interlocking grip, prepared to strike as i seem to talk to the sapphire colored breastplate that covers me and might seem to actually move a bit. Hello my good fellows....sorry no time for introductions at the moment but be rest assured I am no friend of what ever plagues you at the moment.
Male Human Taldan evoker 7 NG Init +3; Senses Perception +10 Defense AC 18, touch 12, flat-footed 17 hp 58 Fort +5, Ref +4, Will +7
Watching the rolling having raced to catch up to the group, I cannot help but sense true foreboding. Not quite sure of the predicament I cast Protection from Evil on myself with my blade at the ready and taking comfort in the protection offered by my sapphire guardian.
Male Human Taldan evoker 7 NG Init +3; Senses Perception +10 Defense AC 18, touch 12, flat-footed 17 hp 58 Fort +5, Ref +4, Will +7
Well they say Aroden was as good with a sword as he was with spells...guess its time to see if I can live up to my Lord's reputation! I don't cast the spell and instead I move forward to the last golem standing and lash out at it with my keen long sword. LS attack: 1d20 + 5 ⇒ (16) + 5 = 21 Feeling pretty good I am gong to make contact at least. LS Damage: 1d8 + 2 ⇒ (5) + 2 = 7
Male Human Taldan evoker 7 NG Init +3; Senses Perception +10 Defense AC 18, touch 12, flat-footed 17 hp 58 Fort +5, Ref +4, Will +7
minus 950 HPs....what is Pooka packing that I dont know about?? Seeing that the caster is down and clearly would have murdered us....I hold off my and attempt to blast the glass creature with the magic missiles instead, hoping that the piercing spell shatters them.
Male Human Taldan evoker 7 NG Init +3; Senses Perception +10 Defense AC 18, touch 12, flat-footed 17 hp 58 Fort +5, Ref +4, Will +7
Surprised that the caster is up, to seen all lit up in that magical dust I point and let loose a slavo of magic missiles.... Azerath Mentrion..Zinthos!! Magic Missile Damage: 4d4 + 7 ⇒ (4, 2, 4, 4) + 7 = 21
Male Human Taldan evoker 7 NG Init +3; Senses Perception +10 Defense AC 18, touch 12, flat-footed 17 hp 58 Fort +5, Ref +4, Will +7
With a burst of speed, I move into the room....not totally sure waht could be hurting Pooka but knowing these creatures mean serious business, I assume some risk and cast the spell "SHOUT" at the galls creature in front of me....wondering if the sonic blast with shatter it like a glass. Shout:
Casting Casting Time 1 standard action Components V Effect Range 30 ft. Area cone-shaped burst Duration instantaneous Saving Throw Fortitude partial or Reflex negates (object); see text; Spell Resistance yes (object) Description You emit an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area is deafened for 2d6 rounds and takes 5d6 points of sonic damage. A successful save negates the deafness and reduces the damage by half. Any exposed brittle or crystalline object or crystalline creature takes 1d6 points of sonic damage per caster level (maximum 15d6). An affected creature is allowed a Fortitude save to reduce the damage by half, and a creature holding fragile objects can negate damage to them with a successful Reflex save. A shout spell cannot penetrate a silence spell. Shout Damage DC 19 Fort Save: 5d6 + 3 ⇒ (5, 6, 6, 4, 4) + 3 = 28
Male Human Taldan evoker 7 NG Init +3; Senses Perception +10 Defense AC 18, touch 12, flat-footed 17 hp 58 Fort +5, Ref +4, Will +7
I make a quick dash forward and then I aid the Party by casting "HASTE" again. Now as I say again...SPEED is the ESSENCE of WAR HASTE:
Source PRPG Core Rulebook pg. 293
School transmutation; Level alchemist 3, arcanist 3, bard 3, bloodrager 3, investigator 3, magus 3, medium 2, occultist 3, psychic 3, redmantisassassin 3, skald 3, sorcerer 3, spiritualist 3, summoner 2, summoner (unchained) 3, wizard 3 Casting Casting Time 1 standard action Components V, S, M (a shaving of licorice root) Effect Range close (25 ft. + 5 ft./2 levels) Targets one creature/level, no two of which can be more than 30 ft. apart Duration 1 round/level Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless) Description The transmuted creatures move and act more quickly than normal. This extra speed has several effects. When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.) A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow. Pooka, I am pretty sure you are not in range of the spell and I think I can cover everyone else with the range and a total of 7 people counting myself in that number. GM Brew if I am off, please correct as needed.
Male Human Taldan evoker 7 NG Init +3; Senses Perception +10 Defense AC 18, touch 12, flat-footed 17 hp 58 Fort +5, Ref +4, Will +7
I continue casting the spell and recite a bit more of the ancient philosophy. The art of war teaches us to rely not on the likelihood of the enemy not coming,
Male Human Taldan evoker 7 NG Init +3; Senses Perception +10 Defense AC 18, touch 12, flat-footed 17 hp 58 Fort +5, Ref +4, Will +7
Hmmm, I bet this is gonna get violent. Did I ever mention that a famous Tian philosopher once said that SPEED is the essence of War? As I I say this, I cast the Spell Haste, buffing all that I can within our party. Haste: Source PRPG Core Rulebook pg. 293
School transmutation; Level alchemist 3, arcanist 3, bard 3, bloodrager 3, investigator 3, magus 3, medium 2, occultist 3, psychic 3, redmantisassassin 3, skald 3, sorcerer 3, spiritualist 3, summoner 2, summoner (unchained) 3, wizard 3 Casting Casting Time 1 standard action Components V, S, M (a shaving of licorice root) Effect Range close (25 ft. + 5 ft./2 levels) Targets one creature/level, no two of which can be more than 30 ft. apart Duration 1 round/level Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless) Description The transmuted creatures move and act more quickly than normal. This extra speed has several effects. When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.) A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow.
Male Human Taldan evoker 7 NG Init +3; Senses Perception +10 Defense AC 18, touch 12, flat-footed 17 hp 58 Fort +5, Ref +4, Will +7
I shake my head at what I think is apparent madness, but I say energized and ready to act and glad I have the protective shell of stone skin on me. Moving forward to where I think I am at a position of advantage.
Male Human Taldan evoker 7 NG Init +3; Senses Perception +10 Defense AC 18, touch 12, flat-footed 17 hp 58 Fort +5, Ref +4, Will +7
Hmmmm how odd. I am not sure what a plant garbage monster would want, let alone why we should deal with it at all. Perhaps we should look around to the other doors perhaps?
Male Human Taldan evoker 7 NG Init +3; Senses Perception +10 Defense AC 18, touch 12, flat-footed 17 hp 58 Fort +5, Ref +4, Will +7
Well that was mightily impressive and thankfully my undergarments are still intact and clean! with a chuckle at my own sense of humor, I look around the room to see if there is anything we might have missed before looking ready to head on to end this quest.
Male Human Taldan evoker 7 NG Init +3; Senses Perception +10 Defense AC 18, touch 12, flat-footed 17 hp 58 Fort +5, Ref +4, Will +7
I reach out and launch a spell dropping the fire ball right in between the two ancient reptiles and joust out of the surface danger area for my friends. Shot OUT!!! The fire ball hurtles to the creatures Fireball damage 20ft radius, Reflex Save DC 18 for half: 7d6 + 4 ⇒ (6, 3, 2, 1, 6, 6, 5) + 4 = 33
Male Human Taldan evoker 7 NG Init +3; Senses Perception +10 Defense AC 18, touch 12, flat-footed 17 hp 58 Fort +5, Ref +4, Will +7
Knowing that this might now end well for any of us, I walk into the room and then move to my right to hopefully stand clear of any arcane evocations that might accelerate aggressive negotiations, glad for my Sapphire OOze protecting me and wondering in the name of old Azlant and Aroden what arcane destruction I might have to unleash on this woman should she become a active threat.
Male Human Taldan evoker 7 NG Init +3; Senses Perception +10 Defense AC 18, touch 12, flat-footed 17 hp 58 Fort +5, Ref +4, Will +7
I move up jut to the right of the door, longsword loosened in the scabbard and ready, while I consider my arcane casting options should I need to call forth an artillery strike of my own making.
Male Human Taldan evoker 7 NG Init +3; Senses Perception +10 Defense AC 18, touch 12, flat-footed 17 hp 58 Fort +5, Ref +4, Will +7
I smile, thinking I was the only one with a weird traveling companion, patting my sapphire ooze familiar presently shaped as a segmented breastplate and sharing a private joke with it.
Male Human Taldan evoker 7 NG Init +3; Senses Perception +10 Defense AC 18, touch 12, flat-footed 17 hp 58 Fort +5, Ref +4, Will +7
Caressing my sapphire ooze I cannot help put express wonder in the wax golem, which clearly appears to be sentient by all means of my perception. Well noble quests are good for the soul I think it is said.
Male Human Taldan evoker 7 NG Init +3; Senses Perception +10 Defense AC 18, touch 12, flat-footed 17 hp 58 Fort +5, Ref +4, Will +7
While my companions pursue the Wax Golem talking to the large Ulfen man, I follow along in the conversation but let my eyes wander around to make sure we have not been followed or that some some other foul action might occur against, keeping my hand ready on my keen longsword, thumb on the pommel allowing for a easy revers grip draw. Perception: 1d20 + 10 ⇒ (19) + 10 = 29
Male Human Taldan evoker 7 NG Init +3; Senses Perception +10 Defense AC 18, touch 12, flat-footed 17 hp 58 Fort +5, Ref +4, Will +7
Never wanting to get in the way of a dino and its favorite new chew toy I take a step back, then raising my fingers up and using my gifts as a Focussed Evocation I aim at the fetching that is the dino's chew toy (red highlighted fetching) and Azarath Mentrion, Zinthos! sending for magic missiles at it. Evacation Magic Missile: 4d4 + 4 + 3 ⇒ (4, 4, 2, 2) + 4 + 3 = 19
Male Human Taldan evoker 7 NG Init +3; Senses Perception +10 Defense AC 18, touch 12, flat-footed 17 hp 58 Fort +5, Ref +4, Will +7
We this is certainly provocative....I guess its time to stand our ground and defend ourselves my good men and ladies! I move forward with my keen longsword in hand , while I feel...coldness and then suddenly a a flurry of snowballs closer to ice balls actually, launch from my fingers with incredible velocity. School evocation [cold, water]; Level druid 2, magus 2, sorcerer/wizard 2, witch 2 CASTING Casting Time 1 standard action
EFFECT Range 30 ft.
DESCRIPTION You send a flurry of snowballs hurtling at your foes. Any creature in the area takes 4d6 points of cold damage from being pelted with the icy spheres.
Flurry ofSsnowballs damage: 4d6 ⇒ (5, 3, 3, 3) = 14
Male Human Taldan evoker 7 NG Init +3; Senses Perception +10 Defense AC 18, touch 12, flat-footed 17 hp 58 Fort +5, Ref +4, Will +7
I nod in thanks to the barkeep , placing a piece of gold on the bar before walking away. My guess is we head to the quiets, my guess is it can't be be any harder to find if we were in our own proper place.
Male Human Taldan evoker 7 NG Init +3; Senses Perception +10 Defense AC 18, touch 12, flat-footed 17 hp 58 Fort +5, Ref +4, Will +7
Well while everyone else contemplates on what is good manners or not, I am Arklore Flavii, and if you have an of that fine red Flalarium blend, I would love double pour of it...otherwise my good man a pint of a bourbon barrel stout would just be as amazing!
Male Human Taldan evoker 7 NG Init +3; Senses Perception +10 Defense AC 18, touch 12, flat-footed 17 hp 58 Fort +5, Ref +4, Will +7
So into the Shadows we go, a bit like some Upside Down World I pat my sapphire ooze familiar and share some mental joke with it as I then get ready to go in the plane of the shadow. Oh Sarenrae help us on this!
Male Human Taldan evoker 7 NG Init +3; Senses Perception +10 Defense AC 18, touch 12, flat-footed 17 hp 58 Fort +5, Ref +4, Will +7
Well fabulously interesting for sure my good men and ladies and clearly everything here is more than meets the eye. I do think we should lead up to the ~Report~ aspect of our society and seek the consul of our superiors. However, I do have to say, I am one that is constantly thinking on conspiracy theories . WHat ~IF~ or ~WOULD~ either Nigel or Hamaria have to gain by the events or happenings that have occurred here? Is there something we are not looking at? Knowledge, Local: 1d20 + 8 ⇒ (6) + 8 = 14
Apologies my goodmen and ladies, but having been born in Cheliax and raised in Druma i tend to be a bit of a healthy skeptic at times when it comes to matters of this nature.
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