Male Human Sorcerer-8
Swift Wind wrote:
It looks like I wasn't standing far enough away. Drezi draws a spiral on his heart "That sounds like a fantastic idea Swift! and thank you so much for the healing. I might need more magic on this thing later" He wiggles the stick between two fingers before putting it away then stands in thought for a moment before smiling huge as if stumbling across a cosmic epiphany. Drezi takes his place, this time directly next to Jokhas. Looks to the masked priest, smiles, and draws two spirals and two butterflies over his heart. Then after staring at Jokhas for a few seconds, smiles even bigger and draws a semblence of a mask there as well. "Thank you for the quick thought and the blessing. While the lady gods want me to stay far from the group, I believe yours wants me nearby. I will be near you from now on lest my distance bring doom to us all!"
Male Human Sorcerer-8
Round 4
Male Human Sorcerer-8
Round 3
Male Human Sorcerer-8
Hopefully it isn't too late to post this but I would like Drezi to have started the day's with casting Mage Armor, if it is too late, I am doing it during this current prep time
Male Human Sorcerer-8
Round 6
Male Human Sorcerer-8
Drezi smiles as he quickly moves to the back of the party mustering up the most cowardly disposition he can. As hee steps out the 10 feet distance he thinks, "If I hadn't have thought so already I would say that this just became interesting. Talking trees! I don't think I would have believed it until seeing a drunk one." "And me as well! Lead the way Vinroot. I will be back here watching out for any danger from the rear!" Bluff: 1d20 + 17 ⇒ (2) + 17 = 19 Sense Motive 19: The bluff here is not to appear brave, it is actually to convey the cowardice since Drezi's cowardice isn't real cowardice, it is part of his superstition. By putting on a show of cowardice and staying 10' back he wards off danger.
Male Human Sorcerer-8
Knowledge arcana 1d20 + 4 ⇒ (16) + 4 = 20
Male Human Sorcerer-8
Drezi continues to wait but squirms from the tension
Male Human Sorcerer-8
Round 1
Move action to move forward, and a move action to direct the orb through L13 and j11 to settle in J12:K13. Unless someone moves into this path before his action, then the path will be the simplest path that passes through as many spriggans as possible stopping in a location that doesn't contain allies.
Male Human Sorcerer-8
Knowledge arcana:1d20 + 4 ⇒ (11) + 4 = 15
Aqueous orb: Sorcerer 3 Aqueous Orb
School: Conjuration / Water Elemental (Creation) [Water] Components: V, S, M (a drop of water and a glass bead) Casting Time: 1 action Range: Medium Effect : 10-ft.-diameter sphere Duration: 1 round/level Save: DC 21 Reflex negates Resistance: No You create a rolling sphere of churning water that can engulf those it strikes. The aqueous orb can move up to 30 feet per round, rolling over barriers less than 10 feet tall. It automatically quenches any nonmagical fires and functions as dispel magic against magical fires as long as those fires are size Large or less. Any creature in the path of the aqueous orb takes 2d6 points of nonlethal damage. A successful Reflex save negates this damage, but a Medium or smaller creature that fails its save must make a second save or be engulfed by the aqueous orb and carried along with it. Engulfed creatures are immersed in water and must hold their breath unless capable of breathing water. They gain cover against attacks from outside the aqueous orb but are considered entangled by its churning currents, takes 2d6 points of nonlethal damage at the beginning of their turn each round they remain trapped. Creatures within the orb may attempt a new Reflex save each round to escape into a random square adjacent to the aqueous orb. The orb may hold one Large creature, 4 Medium, or 16 Small or smaller creatures within it. The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and churns in place. An aqueous orb stops if it moves outside the spell's range. Appears In: Advanced Player's Guide
Male Human Sorcerer-8
"As I have no problem with blessings of questionable intent, I am happy to accept the blessing of Razmir Jokhas" Drezi draws a spiral on his heart before and after the blessing. Shut up, it can't be as bad as Devil's blood, the opportunity wouldn't be presented if you weren't destined for it.
Male Human Sorcerer-8
haha! That is my favorite place in the marching order Drezi needs no special arrangements for Watch, he'll take whatever watch decided for him as long as he get's enough rest to renew his spells. As far as camping, if no one has a tent to share he'll use shelter created by the woodsmen. What's the temperature like in the mist?
Male Human Sorcerer-8
Drezi applauds and with a smile on his face exclaims. "That was absolutely beautiful Jokhas! I could listen to your sermons all day. Between you and Oggie I will learn more than I have ever learned on a mission, I am thankful to the Decemvirate for placing us together! They give us education...and a lovely view." he looks Asharii up and down.
Male Human Sorcerer-8
Drezi casts mage armor shortly after preparation each day. He stays in the back of the long and tries to maintain space between the rest of the group as he is terrified of area attacks. If questioned about it he exclaims that he has no shame in being a coward and his cowardice has kept him and groups alive in the past.
Male Human Sorcerer-8
"It's your loss Val; if you ever need it you know I have it." Drezi gives the wand a final flare in the air and while stowing it in his sack says to Asharii "I have a feeling that if spending any time prodding you I might need use of it for myself." Drezi laughs. Drezi approaches Jokhas and places his hand on his shoulder, "Thank you for the healing touch. I truly appreciate the help in my of need." Drezi gives him a quick pat."Your god saved my life today and I won't forget it. Thanks be to Razmir" Bluff: 1d20 + 17 ⇒ (10) + 17 = 27 The bluff here isn't a deception,. Drezi is truly grateful for the healing, the bluff is there since he really doesn't have any faith in Razmir, he is too wrapped up in his idea of his destiny and his beliefs about Pharasma.
Male Human Sorcerer-8
"Thanks you my friend, that is just the boost I needed. I can handle the rest." Drezi draws a long red wand, says a quick command in infernal then relishes the comforting red glow that embraces him and slowly heals his body over the next minute. Wand of Infernal Healing Drezi waves the red stick between two fingers in front of Valorian. "Valorian, would you like a tap from the healing devil stick? Or are the taste of Chelaxian toys too much for you? How bout Shanks? Do you want the stick?" Drezi smiles.
Male Human Sorcerer-8
Drezi paces madly, speaking more with his hands than with his words switching back and forth between Varisian and Taldan frantically.
"Eu ar fi trebuit să vaporizat că nenorocita de albine, sub formă de pastă de creveţi puţin atunci când am avut o sansa!" Varisian: I should have vaporized that bee $%^&*ing, pasty little shrimp when I had a chance!
Male Human Sorcerer-8
Swift Wind wrote:
Drezi, while keeping pressure on the large wound on his arm, says with a smile, "It overjoys me that to the Shoanti people, a huge gaping wound isn't that bad. I'll keep in mind your fortitude the next time you get wounded in battle." Drezi Laughs, then says with a serious tone. "Nice fighting out there, I wish I could have been more helpful, I owe you for next time." Drezi looks for Jokhas to thank him proper and beg for more healing.Upon hearing Swift Wind's explanation "Pasărea! Sunt atât de prost!" Die Rolls:
Perception 1d20 + 4 ⇒ (20) + 4 = 24 Perform (Comedy) 1d20 + 6 ⇒ (11) + 6 = 17 Varisian: The bird! I am so stupid!
Male Human Sorcerer-8
Jokhas wrote:
With the mask of Jokhas suddenly appearing at his feet, Drezi, in his wounded state instead holds still, waiting for aid. ah, looks like our priest Jokhas is a lot more resourceful than I, don't know how this strange beetle mask will help but I better hold still just in case.actions:
Delay current state: hp: 31/50
Male Human Sorcerer-8
Round 9
Concentration:1d20 + 14 ⇒ (2) + 14 = 16 The spell fails "La dracu '!" Varisian:
%^&*@! current status: hp: 23/50
Male Human Sorcerer-8
This is what he'll do:
The spell fails. uh oh, show's over
Male Human Sorcerer-8
Round 8
If I am walled in
rolls:
Spellcraft 1d20 + 4 ⇒ (2) + 4 = 6 Ouch, stupid thorns, time to put on a show. "OWWWWWW! These thorns wounded me! I'm dying!", Drezi loudly exaggerates and gestures to the ground below his feat opening a pit underneath him extending out under the the thorns (Create Pit in q18:r19). Drezi speaks an arcane syllable (Feather Fall) and descends safely to the ground, 30 feet below. Drezi looks up from the floor of the pit. Now, how am I going to get out of here? "Hey guys, you can feel free to ridicule me later for being stupid but for now, I have no way out for a while. Don't die while I'm down here!" If I am trapped
Male Human Sorcerer-8
Drezi screams in surprise as the creatures approach and lets out a cowardly yell, "AHhhh! I'm in the front line! Someone get in front of me! Someone get in front of me!" Drezi moves quickly behind the nearest bush, R18 raises his arms and casts them down quickly in a digging motion a large pit opens under the rear creature. Spiked Pit in L27:M28 spiked pit: Sorcerer 3 Spiked Pit School: Conjuration / Earth Elemental (Creation) Components: V, S, F (miniature shovel costing 10 gp) Casting Time: 1 action Range: Medium Effect : 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels Duration: 1 round + 1 round/level Save: DC 21 Reflex negates Resistance: No This spell functions as create pit, except that the pit is lined with wickedly sharp spikes along its bottom and walls and has a maximum depth of 50 feet. Creatures who fall into the pit take falling damage as normal, plus 2d6 points of piercing damage from the spikes. Any creature or object coming into contact with the spikes along the walls, such as a creature trying to climb out, or rope or other typical aids to climbing, takes 1d6 points of piercing damage each round they are in contact with the walls. For those willing to accept the damage incurred while climbing, the pit's walls have a Climb DC of 20. Appears In: Advanced Player's Guide
Male Human Sorcerer-8
GM Nani wrote:
In that case and since swift wind is before me, when it get's to my turn I'll use my move to move it to swift wind, and my standard to shake it. "No worries Swift Wind! I have faith that you can free them! It's on its way!"
Male Human Sorcerer-8
round 3
Male Human Sorcerer-8
During Round 2
ooc explanations and die rolls:
Drezi uses his standard action to invoke his Touch of Destiny bloodline power upon himself (+4 on all saves, skill checks, and attacks for one round) then uses a move action to make a deliberate perception check of the area. Perception: 1d20 + 8 ⇒ (20) + 8 = 28. Varisian Translation:
os curte căţea = Boneyard B&!!% He allows the Aqueous orb to stay in the same location, roiling in place
Male Human Sorcerer-8
Perception: 1d20 + 4 ⇒ (3) + 4 = 7
Drezi is thoroughly distracted by Lumi's comments during the ceremony and misses the first moments of action. "You are right Lumi, she does sing like a bir-OW Did I just get stung by a bee?" A bee? Didn't Lumi say that little rahat Tenzekil kept bees?
Varisian Translation:
rahat = shit With a flourish he unleashes a roiling ball of water upon the nearest swarm and rushes with Lumi behind the hedge. After the surprise round, unless events dictate otherwise, Drezi casts Aqueous orb on the 10'by 10' section occupied by the nearest swarm and rushes Lumi behind the hedge, to P29. Actions here are based on past experience with swarms. The spell does nonlethal damage so Drezi is ok with collateral damage. aqueous orb: Aqueous Orb School conjuration (creation) [water]; Level druid 3, sorcerer/wizard 3, summoner 3 Casting Time 1 standard action Components V, S, M (a drop of water and a glass bead) Range medium (100 ft. + 10 ft./level) Effect 10-ft.-diameter sphere Duration 1 round/level Saving Throw Reflex negates; Spell Resistance no You create a rolling sphere of churning water that can engulf those it strikes. The aqueous orb can move up to 30 feet per round, rolling over barriers less than 10 feet tall. It automatically quenches any nonmagical fires and functions as dispel magic against magical fires as long as those fires are size Large or less. Any creature in the path of the aqueous orb takes 2d6 points of nonlethal damage. A successful Reflex save negates this damage, but a large or smaller creature that fails its save must make a second save or be engulfed by the aqueous orb and carried along with it. Engulfed creatures are immersed in water and must hold their breath unless capable of breathing water. They gain cover against attacks from outside the aqueous orb but are considered entangled by its churning currents, takes 2d6 points of nonlethal damage at the beginning of their turn each round they remain trapped. Creatures within the orb may attempt a new Reflex save each round to escape into a random square adjacent to the aqueous orb. The orb may hold one Large creature, 4 Medium, or 16 Small or smaller creatures within it. The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and churns in place. An aqueous orb stops if it moves outside the spell's range.
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