Seltyiel

Ayerth Terramielle's page

271 posts. Alias of Darren Ehlers.


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Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

of course. lets get the group crackin again!


Good luck everyone.


I would like to submit an Elven Wizard Universalist. He has breadth of experience making him a huge knowledge and profession resource. I also took feats to give him Social Skills and Perception. He is a part of the Elven Enclave and this partially explains the build choices since they are scholars and diplomats.

He is/was an instructor at the Anomanexus College, which unlike
the Acadamae teaches non-specialized wizards.

please let me know if you have questions or would like modifications to the build.

The Crunchy Bits:
elf wizard
Male elf wizard 4
NG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +10
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 26 (4d6+8)
Fort +3, Ref +5, Will +6; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +2 (1d4/19-20) or
. . longsword +2 (1d8/19-20) or
. . quarterstaff +2 (1d6)
Ranged composite longbow +5 (1d8/×3)
Special Attacks hand of the apprentice (6/day)
Wizard Spells Prepared (CL 4th; concentration +9)
. . 2nd—acid arrow, mirror image, web (DC 15)
. . 1st—enlarge person (DC 14), mage armor, magic missile, vanish[APG] (DC 14)
. . 0 (at will)—dancing lights, detect magic, mage hand, message
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 16, Wis 12, Cha 10
Base Atk +2; CMB +2; CMD 15
Feats Breadth Of Experience[APG], Cosmopolitan[APG], Scribe Scroll
Traits dilettante artist, focused mind
Skills Appraise +7, Diplomacy +7, Fly +7, Knowledge (arcana) +9, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (geography) +5, Knowledge (history) +9, Knowledge (local) +5, Knowledge (nature) +9, Knowledge (nobility) +5, Knowledge (planes) +9, Knowledge (religion) +5, Perception +10, Profession (architect) +3, Profession (astronomer) +3, Profession (baker) +3, Profession (barkeep) +3, Profession (barmaid) +3, Profession (barrister) +3, Profession (brewer) +3, Profession (butcher) +3, Profession (clerk) +3, Profession (cook) +3, Profession (courtesan) +3, Profession (driver) +3, Profession (engineer) +3, Profession (farmer) +3, Profession (fisherman) +3, Profession (fortune-teller) +3, Profession (gambler) +3, Profession (gardener) +3, Profession (gladiator) +3, Profession (herbalist) +3, Profession (innkeeper) +3, Profession (librarian) +3, Profession (medium) +3, Profession (merchant) +3, Profession (midwife) +3, Profession (miller) +3, Profession (miner) +3, Profession (porter) +3, Profession (sailor) +3, Profession (scribe) +3, Profession (shepherd) +3, Profession (siege engineer) +3, Profession (soldier) +3, Profession (soothsayer) +3, Profession (stable master) +3, Profession (tanner) +3, Profession (teacher) +7, Profession (torturer) +3, Profession (trapper) +3, Profession (woodcutter) +3, Sense Motive +6, Spellcraft +10 (+12 to identify magic item properties); Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Celestial, Common, Draconic, Elven, Shoanti, Sylvan, Varisian
SQ arcane bond (arcane familiar, hawk), elven magic
Other Gear composite longbow, dagger, longsword, quarterstaff, cloak of resistance +1, handy haversack, ring of sustenance, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 364 gp
--------------------
Special Abilities
--------------------
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to sight-based Perception checks in bright light You gain the Alertness feat while your familiar is within arm's reach.
Hand of the Apprentice (6/day) (Su) As a standard action, throw melee weapon (use Int instead of Dex) and instantly returns.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.

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Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

I am here


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

An incomplete loot list. Sebastian what else are we missing?

One potion of cure moderate wounds (looted from Markham)
-One potion of barkskin (+2) (looted from Markham)
One Cloak of Elvenkind (looted from Markham)
One pair of boots of Elvenkind (looted from Markham)

(The bandit's stash)
4x potions of cure light wounds
6x doses of black adder venom
4x doses of drow poison
60x crossbow bolts, in bundles of ten
1x net
1x set of masterwork thieves' tools
1x disguise kit
1x healer's kit
2x bags of flayleaf
3x bottles of wine
1x portable alchemist's lab
4x sunrods
1x wood and iron lockbox (locked) with "NB" inscribed upon its surface


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

Please add the appropriate last upbringing feat.

I took cosmopolitan to give me the bluff and intimidate, because those are not normally paladin skills, but seem important to the racial choice.


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

Hayden
Changeling wyrm gm paladin 3
LG Medium humanoid
Init +2; Senses darkvision 60 ft.; Perception +7 sense motive +8
Aura courage (10 ft.)
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+7 armor, +2 Dex)
hp 36 (3d10+6)
Fort +7, Ref +6, Will +8; +2 vs. enchantments
Defensive Abilities immunities; Immune disease, fear, sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee cestus +5 (1d4+2/19-20) or
kris blade +5 (1d6+2/19-20) or
mwk flambard +6 (1d10+3/19-20) or
urumi +5 (1d8+2/18-20)
Ranged composite longbow +5 (1d8+2/×3)
Special Attacks smite evil 1/day (+3 attack and AC, +3 damage)
Paladin Spell-Like Abilities (CL 3rd; concentration +6)
At will—detect evil
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 12, Int 13, Wis 14, Cha 16
Base Atk +3; CMB +5; CMD 17
Feats Combat Expertise, Cosmopolitan[APG], Power Attack, Quick Draw
Traits armor expert, eyes and ears of the city, sacred touch
Skills Acrobatics -1 (-5 to jump), Bluff +9, Craft (mapmaking) +3, Diplomacy +7, Heal +6, Intimidate +9, Knowledge (nature) +5, Knowledge (nobility) +5, Knowledge (religion) +5, Perception +7, Profession (scribe) +6, Ride +3, Sense Motive +8, Spellcraft +5
Languages Common
SQ change shape, lesser, lay on hands 4/day (1d6), mercy (sickened)
Combat Gear potion of cure light wounds (2); Other Gear armored kilt, mwk agile breastplate with armored skirt[APG], cestus[APG], composite longbow (+2 Str), kris blade[UC], mwk flambard, urumi[UC], bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text[UE], ink (2), inkpen (2), journal[UE] (2), masterwork backpack[APG], measuring cord (10 ft.) (2), mess kit[UE], paper (10), pot, powder[APG] (2), scroll case, soap, torch (10), trail rations (5), waterskin, wooden holy symbol, 31 gp
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Change Shape, Lesser (Su) Assume form of specific small/medium humanoid.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Elven Immunities (Ex) +2 save bonus vs. Enchantments.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Magic Sleep You are immune to magic sleep effects.
Lay on Hands (1d6 hit points, 4/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer
Smite Evil (1/day) (Su) +3 to hit, +3 to damage, +3 deflection bonus to AC when used.

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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

Did you mean wave blade or curve blade? Or did you mean wavy bladed like a flambard or kris blade?


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

dang sloth instructors ;)


Okay great, I wasn't reading the gameplay thread.


You have to look at Paizo, they are under family traits.


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

Please mark this thread as inactive.


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

I could never understand the lack of energy in this thread. I enjoyed playing it. I think Ayerth was about to try and assume command because the Baron was missing in action.

So sorry this one went south on us maybe it was the number of players I don't know.

I also think players would disappear on us right when it was critical for them to complete an action.

Best wishes to everyone!

Ayerth


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

Me


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

"Yes. Some godlike dryad claims these lands and gave us a warning. When we upset the balance between the Sootscales and the Mites, she slew both parties. It also leads me to believe we are dealing with some kind of shape changing fey creature. I believe we may have found the actual Yoshiri's body. A changeling perhaps?"


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

Ayerth lowers the ladder.

"The killer is now outside the walls and the owlbear will be on you soon. Climb up, both of you!"


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

"Yes, we have found some new allies amongst the Staglords men."

Darkblade the undead looking character was that Erick or was that someone else that was climbing the walls? Also the sobbing is coming from where the river men were tied up correct?

"Do any of these catapults actually work? And who here can man them?!"


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

Ayerth gives the undead looking human on last stick before wiling and sheathing his blade.

"Stupid dwarf! Hope he has some spells left at least. Go heal him Silas."

"Baron, did you get the older caster?"


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

[b]"What are you doing!? Don't heal him, he's not on our side!"[/dice]

Trying to get a flank on him.

Ayerth draws his curved Elven Longsord and tries to end the threat of the enemy caster.

1d20 + 2 + 2 ⇒ (14) + 2 + 2 = 18
1d8 ⇒ 5


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

If possible for cinematic coolness

Tassidar tries to kick the allied bandit aside as he unleashes a vibrant torrent of color which sprays forth from his finger tips and at his two foes.

"Sorry! I didn't want to catch you with this!"


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

If Ayerth used color spray, how many good guys and how many bad guys could he hit?


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

You guys I am still into this game. My workplace was flooded in a storm and is currently considered 90% unusable. I work at a school and the kids start Monday. We have been trying to get ourselves ready. We literally ordered a circus tent to conduct all of the classes in it. We are punting and I work until late tonight and all day tomorrow. Please give me some slack until Sunday.


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

You guys I am still into this game. My workplace was flooded in a storm and is currently considered 90% unusable. I work at a school and the kids start Monday. We have been trying to get ourselves ready. We literally ordered a circus tent to conduct all of the classes in it. We are punting and I work until late tonight and all day tomorrow. Please give me some slack until Sunday.

I will try to post if I can before then.


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

I had Ayerth shoot because I believe the DM was making it clear I was not able to hear all the ins and outs of what was being said behind me.


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

I am assuming Ayerth is too far away to hear the conversation

Ayerth looses another arrow at those closing in on Orin.

1d20 + 5 - 4 ⇒ (10) + 5 - 4 = 11
1d8 ⇒ 3

"Blasted dwarf, why am I always faced with your rescue!? Where is the Queen of the Fey when we need her now!?"


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

"For the love of---I am a wizard not an archerer! Damn dwarf anyway."

Ayerth moves as needed to make a clear shot on the man overlooking Orin.

"Okay dad! You were right, a young elf needs to learn how to use his bow regardless if he plans to be a wizard or not. Ketepthys toss me a bone here."

1d20 + 5 - 4 ⇒ (15) + 5 - 4 = 16Threat

1d20 + 5 - 4 ⇒ (15) + 5 - 4 = 16

3d8 ⇒ (5, 6, 1) = 12

"Wow . . . If you are still listening--- I am soo soo sorry for cursing you during my lessons."

what the hell!? It showed twin natural 20's before I did the edit! Okay so it is 20 total if I don't need to take the -4 because Orin is prone and not in melee, 16 if I do and 5 damage. I must have let the hour expire when I was cutting and pasting, lol.


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

Okay, is Orin the brown way to the lower left corner? A lot of the dots look brown. And the three I could hit are the ones they are talking to right?


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

i am having trouble seeing what is maroon on the map. I can't tell if I am over by the big group or not. If I am close to this big group of baddies I will use my color spray, otherwise I will shoot or use my hand of the apprentice if they are close in. I am not trying to be difficult, this battle has just been theater of the mind for me since I am working off my iPhone.


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

DM Darkblade:
I have mage armor active, but you got everything else correct.

"Yes! For the love of the Gods, that is what we are trying to do. Stop the Staglord!"


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

what are you a candidate for?


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

Ayeth casts mirror image.

1d4 + 1 ⇒ (2) + 1 = 3


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

"General, if you have any words of tactical Wisdom, now would be the time."


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

Throw some Ray of Frost if nothing else.


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

Amos, is your character a Hell Knight?


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

We can't win with PCs skipping turns. If Ser Brampton Pratt has some friends that want to jump in or something? Or open up the recruitment thread if you want to continue on. I am still in if you want to continue.


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

Ayerth fires his bow at the most opportune target. I can't get the map on my iPhone.

1d20 + 5 ⇒ (12) + 5 = 17
1d8 ⇒ 6

"What are you people doing! You can't vapor lock! We are storming the castle! And who speaks of the Blessed Lady yet serves an unholy lord and pals around with arsonists and child molestors!? Are you daft sir? Or do you mock our attempt to bring honor and justice to these lands!?"


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

Dang cool your dice! :)


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

DM Darkblade:
I am going camping. I don't think I am going to have a phone signal for a week. So I am posting here to keep things moving along.

"Eradicate!"

The elemental's fingers of lightning play across the madman like a harp.

1d20 + 5 + 3 ⇒ (10) + 5 + 3 = 18
1d4 + 1d3 ⇒ (1) + (2) = 3

Ayerth targets the hunchback with magic missile.

If that is out of line of sight please choos appropriate target.

1d4 + 1 ⇒ (3) + 1 = 4


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

Summoned creature:

XP 400
N Small outsider (air, elemental, extraplanar)
Init +6; Senses darkvision 60 ft.; Perception +5

DEFENSE
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 11 (2d10)
Fort +3, Ref +5, Will +0
Immune electricity, elemental traits

OFFENSE
Speed fly 100 ft. (perfect)
Melee slam +5 (1d4 plus 1d3 electricity)
Special Attacks metal mastery, spark leap

STATISTICS
Str 10, Dex 15, Con 10, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +1; CMD 13
Feats Improved Initiative, Weapon FinesseB
Skills Acrobatics +7, Escape Artist +6, Fly +12, Knowledge (planes) +1, Perception +5
Language Auran

SPECIAL ABILITIES
Metal Mastery (Ex)

A lightning elemental gains a +3 bonus on attack rolls if its opponent is wearing metal armor, is wielding a metal weapon, or is made of metal (such as an iron golem).

Spark Leap (Ex)
A lightning elemental gains a +10 bonus on bull rush, disarm, overrun, and trip attacks when it charges a creature against whom its metal mastery ability applies.

ECOLOGY
Environment any (Plane of Air)
Organization solitary, pair, or gang (3–8)
Treasure none

Though most think of the Plane of Air as a vast expanse of clear sky, that plane also holds the power of the storm, including monstrous hurricanes larger than entire worlds and thunderstorms whose peals and claps can shatter stone. Whether lightning elementals are the by-product of common air elementals spending too much time near these electrically charged storms or are merely calved off like forgotten flurries, they are aggressive and almost suicidal in their willingness to leap into battle. They particularly enjoy attacking creatures that are made of metal and creatures that wear metal armor or wield metal weapons.

Many lightning elementals have a roughly humanoid shape, but some prefer animalistic shapes (particularly birds and dragons), and a few appear to be nothing more than large disembodied heads made of dark clouds with flickering lightning tongues. Regardless of the shape a lightning elemental takes, the air around the creature hums and throbs with the promise of electrocution and the tangy stink of ozone.

Section 15: Copyright Notice - Bestiary 2
Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

A vaguely humanoid shape with eyes of lightning and crackling energy suddenly assaults the mad man taunting Ser Branden.

1d20 + 5 + 3 ⇒ (18) + 5 + 3 = 26
1d4 + 1d3 ⇒ (4) + (1) = 5

The slam attack combines a physical blow followed by a coursing stream of ungrounded electricity.

In Auran:
"Power overwhelming! Let us burn!"


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

"Fight you idiots! Don't just stand there as stationary targets!"


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

As soon as we have a chance Ayerth is going to write a manifesto worth of scrolls.


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

From cover Ayerth starts summoning up a fire elemental.


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments
GM Darkblade wrote:
You came through the portcullis, it leads outside to the road and down to the village.

. . . . Well, crap.

Leave the door to the courtyard shut then, leave the three guys tied up and go upstairs to where I could have yelled out my stuff, but keep the trap door open in case we have to escape. Keep my arrow ready to go and fire at opening of hostilities.


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

Well I also have a door so I can GTFO of here if I need to.


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

The threats were not specific and the diplomacy can work ones of two ways. The Rivermen actually try to surrender or escape, or the bad guys think WTF! Our castle is infiltrated, the Rivermen were watching it, can we trust these guys next to us?! Maybe it starts in fighting, maybe not.

Yes I am still downstairs with the bound prisoners. You can see out from here, I am guessing that gives me 90% cover. A good place to shoot and cast from.


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

Since combat had not really begun, Ayerth casts gravity bow.

He then tries to avoid some of the blood shed by speaking to the Rivermen from the heart with what he knew about their culture.

Diplomacy: 1d20 + 7 ⇒ (16) + 7 = 23

"Rivermen, I am the voice of the Green Council. We have your countrymen with us. They are safe within and will be given safe passage as promised. You have been duped into serving ones who do not honor you code. We have no quarrel with you, but we do have justice to exact on the child molesters, arsonists and other despicable criminals serving the Staglord, and the Staglord himself. I ask you to consider leaving this place in peace."

"The Green Council is securing these lands, surely the Staglord's men have whispered to you about his gangs disappearing in the night, that was by our hand. We will be willing to trade with the Riverlands and honor your code in our agreements. If you choose to fight beside these deviants and corrupted individuals, you will die beside them needlessly. Gods help you if you stand against our coalition. Choose quickly, for the magical assault will begin shortly."

At the first sign of aggression, Ayerth will unleash his arrow.

1d20 + 5 ⇒ (19) + 5 = 24
2d6 ⇒ (6, 4) = 10
1d100 ⇒ 77


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

Ayerth addresses the prisoners.

"Do you have any friends among them? We aren't here for the Rivermen. Those who are with you can walk free from here. We want as little killing as possible, but that opportunity is fast evaporating."


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

"Splendid."

Ayerth makes to secure the gatehouse.

"I thought we were supposed to be the ones laying siege to the castle! Now we are in defensive posture."


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

sounds good man. Keep on keepin on.


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

I am watching from cover below trying to avoid a two front war.

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