Lantern Bearer

Caliban Tre'Athkar's page

789 posts. Alias of Torilgrey.


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Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Hi all,

I'm leaving on a cruise for the next 11 days, so feel free to bot as needed, and I'll catch up when I'm back :D


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Copy that, I'm rules rusty with Pathfinder apparently! Changing course of action.

Caliban, seeing he's surrounded and potentially on fire, thinks for a split second, and pulls a trick from Selann's playbook. Eyes flashing with magical energy, he disappears!

Spend 1 Mythic Point: Cast Vanish
Cast Defensively DC 17: 1d20 + 13 ⇒ (15) + 13 = 28

And flies out over the gorge, reappearing a second later!


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Sorry forgot to update my tagline with all buffs running, AC is 26 with haste and shield up, 27 with Prot Evil.

Ref 1: 1d20 + 12 ⇒ (20) + 12 = 32
Ref 2: 1d20 + 12 ⇒ (13) + 12 = 25
Ref 3: 1d20 + 12 ⇒ (15) + 12 = 27

Caliban, being severely wounded by the bombs and minotaur sees Benedic get his strike in, and immediately pulls back from the combat for a moment to gather himself....

Withdraw


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Preshow party! Cast Alter Self:bigger elf, cast shield, activate fly hex, empower blade blade

Caliban takes a larger form of himself, and listening to Benedic's instructions on the Minotaurs, he takes flight, looping to the right over the bridge, and coming to settle in front of the second minotaur in line. The elf alights, swinging his blade with a pair of massive cuts at the monster.

Attack: 1d20 + 16 ⇒ (11) + 16 = 27
Damage: 1d8 + 18 ⇒ (1) + 18 = 19
Hasted attack: 1d20 + 16 ⇒ (3) + 16 = 19
Damage: 1d8 + 18 ⇒ (3) + 18 = 21


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Hi everyone, its been slow, but if it picks up this weekend I'm traveling for work, so I'll check in if time allows.


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Caliban looks over the maps, scanning the cultist-held city skyline. I would say that taking Paradise Hill would give us a defensible point should they sally and attempt to encounter us, of course, that does mean we need to attack uphill a few times, but we continue to prove that our magical and holy might does well in these encounters.


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Caliban joins a group of paladins as they crash from building to building, seeing the cultists begin throwing spells at the armored figures around him, the elf begins battling their foul magics, sending spellcasters to slumber, and counterspelling the magic attempting to overcome his allies. There, I shall neutralize the spellcaster, as they go down - charge the formation! he orders the troops... And they gloriously charge the formation, now bereft of magical support.

Spell Clash against the Cultists: 1d20 + 13 ⇒ (16) + 13 = 29


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Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Oops darn it. I didn't see him move away in the description, and didn't check the map - My bad! Would that have provoked an AoO from me?

REVISED ACTION

Okay, I *think* this is all legal by the way I understand the hex rules, and the mythic rules....

Caliban blinks his eyes, and quickly closes the gap between himself and the demonic entity hovering in space and chanting. Caliban's hair ripples as the elf takes flight himself, closing the gap between the two. Standard action - activate Flight Hex, Move action - move, Swift action Wild Arcana! Spellstrike. Spend 1 Mythic Power for Frigid Touch

A surge of energy pours through the elf, infusing his hand and then his blade with cold energy, and the sword snaps out cleaving into the Brimorak's hide.

Frigid Touch, Spellstrike, power attack: 1d20 + 8 ⇒ (13) + 8 = 21
Cold Iron Damage: 1d8 + 11 ⇒ (2) + 11 = 13
Frigid Touch Cold Damage: 4d6 ⇒ (2, 6, 1, 1) = 10
I'm unsure if the target would be staggered if it resisted all the cold damage or not? Spell text: Your melee touch attack deals 4d6 points of cold damage and causes the target to be staggered for 1 round.
Cornugon Smash: 1d20 + 10 ⇒ (17) + 10 = 27


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

+14 Spellcraft, can't fail
It is trying to summon reinforcements, and airwalk away from us, companions, now is the moment! Caliban swings his black blade again at the demonic leader, and then focuses a second, channeling ice again through himself and snapping the blade at the creature a second time.

Attack! Spellcombat, power atatck: 1d20 + 8 ⇒ (9) + 8 = 17
cold iron Damage: 1d8 + 11 ⇒ (4) + 11 = 15
Spellstrike, Frigid touch, power attack: 1d20 + 8 ⇒ (19) + 8 = 27
Cold damage: 4d6 ⇒ (5, 3, 6, 1) = 15
Cold iron damage: 1d8 + 11 ⇒ (3) + 11 = 14
Crit confirm?: 1d20 + 8 ⇒ (6) + 8 = 14
Crit Damage: 1d8 + 11 ⇒ (5) + 11 = 16
Cornugon Smash, free intimidate: 1d20 + 10 ⇒ (7) + 10 = 17
if Frigid Touch hits, target is staggered for 1 round, if critical confirms staggered 1 minute instead


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Caliban focuses his will, and a magical force springs into life around him, shielding him from the attacks of others, before he closes with the Brimorak, cold iron blade threatening the demonic being...

Cast shield, move. AC now 26


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Caliban focuses for a moment, and his hand wreathes itself in ice, he then snaps the glowing blade at the giant's midsection and again at the giant's knee.

Concentration: 1d20 + 13 ⇒ (11) + 13 = 24
spellstrike, frigid touch, spell combat: 1d20 + 10 - 2 ⇒ (5) + 10 - 2 = 13
Damage, Frigid Touch: 4d6 + 1d8 + 9 ⇒ (3, 1, 6, 6) + (5) + 9 = 30
Spell combat: 1d20 + 10 - 2 ⇒ (4) + 10 - 2 = 12
Damage: 1d8 + 9 ⇒ (4) + 9 = 13

missed all around I'm guessing.... Should Frigid Touch hit, the target is staggered for 1 round....

But his attacks seem for naught...again.


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Caliban, still an awe of the communal dream from the Inheritor that they experienced, surges forward, letting Junior's song infuse his body as he surges forward, closing with the righthand giant, and laying a massive two-handed strike into its flank. His blade flickers with energy, empowering itself in the conflict.
Spend 1 arcana for +2

power attack, rage, mythic power surge: 1d20 + 11 + 1d6 ⇒ (3) + 11 + (3) = 17
Damage: 1d8 + 16 ⇒ (5) + 16 = 21
If it hits:
cornugon smash, Intimidate: 1d20 + 10 ⇒ (13) + 10 = 23


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Caliban rests, preparing his mind and spells for the coming assault on the fortifications...


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

We could attempt to dispel the effect in this place? I am uncertain of how effective that would be, but I am prepared to attempt it now.... Caliban inhales deeply, focusing his energy at undoing the berbalang's unholy energy in the room...

1 Mythic power to activate a spell on my list, Cast Dispel Magic. 1 Mythic Power for surge on the roll

Dispel Check: 1d20 + 7 + 1d6 ⇒ (11) + 7 + (6) = 24
Attempt #2 From Eldrich Breach: 1d20 + 7 ⇒ (6) + 7 = 13


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Its been a real pleasure playing in this campaign with you, I hope you can return, but please take care of yourself.


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Caliban moves into the second chamber, positioning himself in the room, and ready to act.

Double move 50'


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Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Yeah it’s a good mix which gives agency to the characters as well as the narrative story


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Caliban, still without a way forward, loops around the back of the group, raising his hand, and sending a gout of water into the leadmost ghoul next to Junior (white). The stream of water drives the ghoul back deeper into the chamber.

Hydraulic Push!
Bull Rush: 1d20 + 11 ⇒ (16) + 11 = 27


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Caliban, not seeing a clear path forward to the enemy points his blade at the blue ghoul, and his eyes flare with magic, attempting to hamper the creature's ability to attack the surprised Greta.

Evil Eye: -2 attack rolls for 7 rounds, DC 17 will save lowers this penalty to 1 round.


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Caliban, breathing hard, cautiously lowers his sword, and scans the chamber for additional threats hiding in the corners of the place.


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Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Spellcraft: 1d20 + 18 ⇒ (11) + 18 = 29

Foul magics at work here, an Unhallow spell is tied to this crypt - also to the magical darkness within it! Caliban cries out.

Unlikely to have much time to post until 8/14. Feel free to bot


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Hi I'm leaving for Pennsic in 2 days and won't be able to really have internet access. Cya when I'm back! :D


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Caliban nods at the suggestions of Amelia, before invoking his larger elf form and drawing his blade.

Cast: Alter Self


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

We should go this way! Caliban shouts, pointing to a clear path between the trenches for the paladin's charge....

Intelligence: 1d20 + 4 ⇒ (19) + 4 = 23


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Caliban weighs the odds, looking at a map and considering Anevia's scouting information. It would seem tactically sound to remove the threat of a flanking force. They cannot abandon the bridge to assault us, but the undead could fall upon our flanks as we assault forward. It makes sense to me to neutralize the left before taking the center....


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Works for me, we can also trade books Selann and I've got dispel magic in mine already.


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Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Caliban, recieving Tristan's 'inspiration' laughs and hops upon a rock, channeling lightning through his blade, he directs the magical assault upon the gates before flying into the air to draw fire away from his comrades. Forward! For the Crusade and the heroes of Kenabres! Greta, get to those giants! he exults in the chaos of the battle, and that a lone elf, long from his home, can make a difference here at the gates of Drezen....

Direct Magical Artillery DC 17: 1d20 + 13 ⇒ (15) + 13 = 28


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

copy that, in light of the change, Haste instead of slow...


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

okay dropped Haste since Selann is picking it up and grabbed slow instead


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Selann, are you taking haste then? I won't at the moment so we're not doubling up. We can trade spells later so we both have it. Also have Dispel Magic in my spellbook from earlier if you need to copy it.


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

3rd level spells: Haste, Vampiric Touch unless someone else wants to grab haste?

Feat: Cornugon Smash :D


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Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

I'm good with the proposal, I think it is a more interesting way to approach mass combat than other writeups I've seen out there.

I'd vote for splitting the 40 points evenly, with a spare going into discipline (they are Paladins after all)


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Caliban nods gravely at his comrades valor and selflessness in the face of terrible death, Agreed. We will see you on the other side of this gentlemen. he says, following Greta from the caverns with a concerned look in his eye.


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Sorry my computer died over the weekend. Working on getting back online.


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Caliban wracks his brain quickly, Benedic, do it - this will give us the time to figure out how to bring down the roof upon this rift.


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Caliban, assessing the situation, quickly loops around the swarms, closing with the queen, Junior's song washes over him momentarily, and he drives a massive swing into the queen with his blade, flashing in the cavern's darkness.

Power attack, Inspired Rage: 1d20 + 8 + 1d6 ⇒ (9) + 8 + (6) = 23
Damage, Good, Cold Iron: 1d8 + 16 + 1d6 ⇒ (1) + 16 + (5) = 22

Mythic surge to hit 2/5


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Caliban surges forward with Junior's inspiration, channeling his newfound energy into a spell unknown to him, but he points his blade at the two swarms between the group and their queen, and a massive force of wind appears, attempting to blow them away and clear a path forward.

Will Save: 1d20 + 5 + 2 + 2 ⇒ (16) + 5 + 2 + 2 = 25

SR Orange: 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23
Eldrich Breach: 1d20 + 10 ⇒ (9) + 10 = 19

SR Yellow: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29
Eldrich Breach: 1d20 + 10 ⇒ (20) + 10 = 30

Expend 1 Mythic Power for Gust of Wind, line directly north of Caliban's new position.

Gust of wind:
:This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path. All flying creatures in this area take a -4 penalty on Fly skill checks. Tiny or smaller flying creatures must make a DC 25 Fly skill check or be blown back 2d6 x 10 feet and take 2d6 points of damage. Small or smaller flying creatures must make a DC 20 Fly skill check to move against the force of the wind.

A Tiny or smaller creature on the ground is knocked down and rolled 1d4 x 10 feet, taking 1d4 points of nonlethal damage per 10 feet.

This spell can’t move a creature beyond the limit of it’s range.

Any creature, regardless of size, takes a -4 penalty on ranged attacks and Perception checks in the area of a gust of wind.

The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those in lanterns, to dance wildly and has a 50% chance to extinguish those lights.

In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.

Up to you if they are flying or grounded I'll spoiler it below

Flying? DC 25 check:
Swarms must make a DC 25 fly check or be blown back:
feet: 2d6 ⇒ (3, 2) = 5x10
Damage: 2d6 ⇒ (6, 2) = 8

Grounded?:
knocked down? and rolled:
feet: 1d4 ⇒ 1x10 for
Nonlethal: 1d4 ⇒ 3


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Knowledge, Planes Queen: 1d20 + 13 ⇒ (5) + 13 = 18
Knowledge, Planes Swarm: 1d20 + 13 ⇒ (9) + 13 = 22

Caliban shares what he knows about the swarm.... take a look!


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Caliban, seeing the chasm open ahead of him, gulps and quickly flys across, securing the rope on the other side for his companions, so they can quickly make their way across the chasm toward the queen.

1/6 minutes Fly. 1/6 Challenges down! Would the spell Levitate counter the climb check on the second one above? If so, Caliban will Levitate to the top. Caliban has a +13 to Knowledge, Planes should we attempt that one? Happy to help with other checks as needed, but skills aren't his thing. We could probably have Selann cast invisibility to get through the stealth challenge pretty easily!


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

aye aye!


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

backs can be tricky things, hope it does better for you!


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Dang, take care of yourself - I hope the recovery process goes well for you!


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Hadn't Nurah disappeared?

Caliban thinks for a time, listening to the information about the Veskavors, and weighing the options presented here to the leadership cabal. Can we outfit the Pied Piper team with some holy water, while the rest of us assault the queen directly? I dislike hiding and reducing our supplies, and the willing sacrifice of a few virtuous paladins and mounts is not something in the interest of our lords or those whom these men and women serve. In my estimation at least. the elf exhales, I think that the best option is the first, although I'm uncertain of who should accompany each group. he says, putting down his spellbook.


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

The elf shakes his head in the negative, Not something I have practiced well. Do you have an idea Dame Greta? And you are correct, we should return to the troops now that we've at least partially recovered. Dallying too long could tip our hand to the enemy.


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

It appears this chapel has long been held by the enemy, and they did much damage, but our ministrations have aided in recovering it. I would expect little opportunity to find safe haven the deeper we press toward Drezen, excepting that which we carve ourselves. the elf exhales, I suspect we will find the demon Nulkineth was working for before too long. The acolytes of evil will call upon their hideous allies in attempting to prevent us from our goals - but we must be strong, and our faith unshakeable in ourselves and our Patrons above.

What else do we know of Drezen and the forces arrayed there before us? Does anyone recall what may be in opposition? Certainly we seem to have cleared the gargoyle threat here, but there may be more as we advance. Obviously the ravenous dead are present here, and may be elsewhere. I wonder if we can recover documents in Drezen which outlined their infiltration of Kenabres, and how they were able to slip their vile cultists into the ranks of the Crusade. Caliban ponders aloud.


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

ugh Paizo ate my RP post yesterday... I'll try and reconstruct it after lunch this afternoon...


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Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Caliban blinks his eyes open, calmly cleaning his blade off on the demonic Nabasau. He scans the chamber for additional threats before checking on the companions, I believe we should rest and clean this temple, many of us will require the ministrations of a priest to recover, and these things can take time. Truly this monster was a threat to us all, but today we have delivered our friends from sacrifice, and struck a blow for the Crusade.


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Will save: 1d20 + 7 ⇒ (17) + 7 = 24

Caliban's elven mental fortitude pushes through the binding spell, shaking himself loose of the magical restraints, he stills himself, taking in the battle around him and refocusing on where the demonic figure is in relation to him and his comrades....

spellcraft: 1d20 + 13 ⇒ (19) + 13 = 32

That was a mass hold person spell, we should expect more magical tricks from this one.


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Caliban closes his eyes in the face of the monster, his exaggerated elven form coursing with electricity, and his blade begins to glow and hum with its own power, flickering and becoming insubstantial in the moment, as he begins to incant a spell, lashing at the monster before him. As he strikes twice at it....

Swift Action, Blade Blade - Force 2 Arcane points 0/2 remaining for the sword. Weapon strikes from this blade deal force damage instead of normal damage until the next turn.

Power attack, IC, spell combat: 1d20 + 9 ⇒ (5) + 9 = 14
Force Damage, Power attack: 1d8 + 17 ⇒ (8) + 17 = 25

Switching to a single handed grip on the force blade, he intones a quick spell, lashing out with the sword, making the stinging bees of Calistra upon his target...
Cast defenisvely DC 15: 1d20 + 12 ⇒ (2) + 12 = 14
Spellstrike, arcane mark, power attack, IC: 1d20 + 9 ⇒ (13) + 9 = 22
Force Damage, power attack, IC: 1d8 + 13 ⇒ (4) + 13 = 17
Fortitude save: 1d20 + 8 ⇒ (11) + 8 = 19

Mythic point cast defensively: 1d6 ⇒ 5
3/5 mythic points

Edit: Forgot I had blind fight, closing eyes, so ignore the last fort save. Here are the miss % chances with rerolls as needed

Miss, high bad: 1d100 ⇒ 86
Miss, High bad: 1d100 ⇒ 45
Reroll Blindfight, high still bad: 1d100 ⇒ 13


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Caliban looks up from where he was trying to straighten up, Something large has arrived outside, it is speaking in Abyssal demanding sacrifices. Perhaps we should deal with this immediately. he says, sprinting for the front doors.

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