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Edlin the Foreseer's page

35 posts. Alias of psionichamster.


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Perception +26, Init +13 (always act in surprise round) Fort +8 Ref +10 Will +13 HP 67/67 AC 19 T 15 FF 16 Images: 7

Happy to hear it!

Eager to get back into Hell and slay some giants


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Perception +26, Init +13 (always act in surprise round) Fort +8 Ref +10 Will +13 HP 67/67 AC 19 T 15 FF 16 Images: 7

I predict a return to Hell is forthcoming.

And I am a Diviner, so you know...I'm probably right.


Perception +26, Init +13 (always act in surprise round) Fort +8 Ref +10 Will +13 HP 67/67 AC 19 T 15 FF 16 Images: 7

I am willing to resume on or around 5/1.

I like the high level play


Perception +26, Init +13 (always act in surprise round) Fort +8 Ref +10 Will +13 HP 67/67 AC 19 T 15 FF 16 Images: 7

Glad you're feeling better.

Eager to get back to wizardry and giant killing


Perception +26, Init +13 (always act in surprise round) Fort +8 Ref +10 Will +13 HP 67/67 AC 19 T 15 FF 16 Images: 7

"Allow me, if you will. There seems to be little value in endangering you while I have magic to assist in scouting ahead."

Edlin casts another transmutation, applying some small drops to his eyelids as the runes of his spell settle over his face.

"I can now see in the dark like a drow, for most of the day. And if we wish to wait about 10 minutes, I can form a floating arcane sensor to look ahead for quite a while. Or we can press on and I will retain that magic for now. The choice is yours.

Casting Greater Darkvision (120' Darkvision) for 13 hrs. Can also cast arcane eye, which will give us 13 minutes of 300'/minute scouting of the area.


Perception +26, Init +13 (always act in surprise round) Fort +8 Ref +10 Will +13 HP 67/67 AC 19 T 15 FF 16 Images: 7

Edlin taps himself with the wand a few times, his arrow injury fading and finally vanishing entirely.

CLW: 1d8 + 5 ⇒ (4) + 5 = 9
CLW: 1d8 + 5 ⇒ (8) + 5 = 13
CLW: 1d8 + 5 ⇒ (4) + 5 = 9

Once healed, he flies over and scans the fallen giants for magical equipment or consumables.

"That was quite the brutal skirmish. The giants hit quite hard, but I'm glad you all hit back just as mightily. Once everyone is patched up, we should keep moving, keep our momentum up. There's no telling what kind of alarm or warning systems these giants have in place."

Wand CLW - 47/50 charges remaining. Wand Scorching Ray - 48/50 charges remaining. Currently Edlin has 7 images in addition to his Mage Armor, Overland Flight, and Hero's Feast spells going (Temp HP depleted).


Perception +26, Init +13 (always act in surprise round) Fort +8 Ref +10 Will +13 HP 67/67 AC 19 T 15 FF 16 Images: 7

"It's turned invisible and is near the cave entrance. If I had to guess, it'll take cover and launch some more arrows, or just fall back into the caverns."


Perception +26, Init +13 (always act in surprise round) Fort +8 Ref +10 Will +13 HP 67/67 AC 19 T 15 FF 16 Images: 7

Edlin draws forth a new wand, this one of white wood with silver wire inlaid around the tip. He gestures and chants for a moment, finishing the spell with a circular movement around his face.

"You can't get away that easy, giant."

Casting see invisibility, drawing wand of CLW


Perception +26, Init +13 (always act in surprise round) Fort +8 Ref +10 Will +13 HP 67/67 AC 19 T 15 FF 16 Images: 7

Kn(local): 1d20 + 24 ⇒ (6) + 24 = 30 to id this giant

"Quite. As you are not a fire giant it seems like ice magic would be unneeded. A more defensive postures is called for, however."

Edlin moves down towards the warrior line, casting a protective illusion as he does.

Mirror Image: 1d4 + 4 ⇒ (3) + 4 = 7 images appear


Perception +26, Init +13 (always act in surprise round) Fort +8 Ref +10 Will +13 HP 67/67 AC 19 T 15 FF 16 Images: 7

Edlin stows the metallic scorching ray wand and casts another spell. His gestures end with a strong upward jabbing motion, causing large icicle stalagmites to erupt from beneath the giants.

Each giant must make a DC 20 reflex save or be knocked prone. They also take Cold: 2d6 ⇒ (1, 6) = 7 and piercing: 2d6 ⇒ (2, 6) = 8 damage (Ref for half) CMB: 1d20 + 20 ⇒ (16) + 20 = 36 to trip if Ref is failed.

Blue gets affected twice, let me know if you want me to roll all 3 spears separately.

SR: 1d20 + 15 ⇒ (7) + 15 = 22


Perception +26, Init +13 (always act in surprise round) Fort +8 Ref +10 Will +13 HP 67/67 AC 19 T 15 FF 16 Images: 7

"Yes, that's what I figured as well. This spell is effective for direct attack, especially against such a large target. I doubt the creatures inside will be very flammable at all."


Perception +26, Init +13 (always act in surprise round) Fort +8 Ref +10 Will +13 HP 67/67 AC 19 T 15 FF 16 Images: 7

"I'm not sure just how much punishment this thing can take, but you're doing great, Wulfric. Keep it up!"

Edlin shouts his encouragement as he flies by again, strafing the worm with another volley of red beams.

Scorching Ray: 1d20 + 9 ⇒ (8) + 9 = 17 vs touch, for Fire: 4d6 ⇒ (4, 2, 1, 4) = 11, SR: 1d20 + 15 ⇒ (6) + 15 = 21

Scorching Ray: 1d20 + 9 ⇒ (19) + 9 = 28 vs touch, for Fire: 4d6 ⇒ (5, 5, 5, 2) = 17, SR: 1d20 + 15 ⇒ (6) + 15 = 21

Scorching Ray: 1d20 + 9 ⇒ (2) + 9 = 11 vs touch, for Fire: 4d6 ⇒ (6, 6, 2, 1) = 15, SR: 1d20 + 15 ⇒ (9) + 15 = 24


Perception +26, Init +13 (always act in surprise round) Fort +8 Ref +10 Will +13 HP 67/67 AC 19 T 15 FF 16 Images: 7

Edlin draws a slim metallic wand as he flies up a bit more 40' elevation and fires off three beams of red-white fire.

Scorching Ray: 1d20 + 9 ⇒ (15) + 9 = 24 to hit, for fire: 4d6 ⇒ (5, 6, 5, 5) = 21 damage (SR: 1d20 + 15 ⇒ (16) + 15 = 31)

Scorching Ray: 1d20 + 9 ⇒ (5) + 9 = 14 to hit, for fire: 4d6 ⇒ (4, 1, 5, 2) = 12 damage (SR: 1d20 + 15 ⇒ (7) + 15 = 22)

Scorching Ray: 1d20 + 9 ⇒ (12) + 9 = 21 to hit, for fire: 4d6 ⇒ (2, 2, 2, 2) = 8 damage (SR: 1d20 + 15 ⇒ (13) + 15 = 28)

"Beware its blood! Its bite and fluids will poison and burn you with caustic acids."


Perception +26, Init +13 (always act in surprise round) Fort +8 Ref +10 Will +13 HP 67/67 AC 19 T 15 FF 16 Images: 7

As the monster breaks out of the ground, Edlin raises up into the air, wind fluttering and blowing around his clothing.

Fly 20' up, call out whatever that monster ID check yields to my mind.


Perception +26, Init +13 (always act in surprise round) Fort +8 Ref +10 Will +13 HP 67/67 AC 19 T 15 FF 16 Images: 7

Knowledge: 1d20 + 24 ⇒ (8) + 24 = 32 (planes, dungeoneering, or acana, they are all the same bonus) to ID the monster


Perception +26, Init +13 (always act in surprise round) Fort +8 Ref +10 Will +13 HP 67/67 AC 19 T 15 FF 16 Images: 7

If the worm gets a surprise round, Edlin can act regardless of Perception checks.


Perception +26, Init +13 (always act in surprise round) Fort +8 Ref +10 Will +13 HP 67/67 AC 19 T 15 FF 16 Images: 7

"There is almost certainly a creature or trap hidden among those bones. I can transport us across the moat with a spell, but I only have the one dimension door prepared. Should we brave the monster i can likely extract us from combat if the need arises."

Edlin casts shield on himself (13 min. +4 shield bonus and immunity to magic missile), then hangs back and evaluates the situation.

Perception (low-light): 1d20 + 26 ⇒ (5) + 26 = 31


Perception +26, Init +13 (always act in surprise round) Fort +8 Ref +10 Will +13 HP 67/67 AC 19 T 15 FF 16 Images: 7

"Be ready to move, this should distract them and get them moving. I hope."

Edlin draws a brief pattern in the air, mixing gestures between his fingers and the tip of his staff. As he completes the incantation, a glowing circular portal opens about 200 feet away, on the other side of the devils. After a moment, a glowing humanoid figure with white feathered wings and a flaming sword in their hands begins descending, in complete silence.

"Ok, let's go." the wizard whispers as he concentrates on the illusion.

Casting Silent Image, max range is 230 ft, putting it on the opposite side of the spider devils from us.


Perception +26, Init +13 (always act in surprise round) Fort +8 Ref +10 Will +13 HP 67/67 AC 19 T 15 FF 16 Images: 7

"An attack is likely to slow us down, and possibly injure or kill one of us. Can we bypass them? I have some illusion spells that may create a distraction, what say you all?"


Perception +26, Init +13 (always act in surprise round) Fort +8 Ref +10 Will +13 HP 67/67 AC 19 T 15 FF 16 Images: 7

"Seems reasonable. When we get closer, I have a spellnthat should make people pay us no mind. Its not quite invisibility, but similar. They just won't care that we're there, like nobles ignoring servants or rich patrons ignoring the wait staff at a restaurant."

Edlin floats just above the ground, keeping in close proximity to the rest of the team.


Perception +26, Init +13 (always act in surprise round) Fort +8 Ref +10 Will +13 HP 67/67 AC 19 T 15 FF 16 Images: 7

Edlon takes out the tuning fork as provided, then directs everyone to stand in a circle.

"Okay, hold hands, and remain calm. Once the spell completes, we will be in a completely different plane of existence. Urania, if you're ready with that planar spell, Wulfric and Grymm, I would suggest being armed and ready to go. No telling just what awaits us on the other side."

Once everyone is ready, Edlin casts plane shift and sends the party to Hell.


Perception +26, Init +13 (always act in surprise round) Fort +8 Ref +10 Will +13 HP 67/67 AC 19 T 15 FF 16 Images: 7

Ideally, we'll have planar adaptation cast, but I can't speak for Uraisa there.

If not, I will be casting resist energy fire as my first action once we get there.


Perception +26, Init +13 (always act in surprise round) Fort +8 Ref +10 Will +13 HP 67/67 AC 19 T 15 FF 16 Images: 7

"If you are all ready, I can bring us into Hell. Unless Uraisa would prefer? Either way is fine by me."

A shimmering field of force makes Edlin's outline appear just slightly off, like the heat waves coming off a mirage in the desert. A breeze also wafts under his robe and cloak, blowing the hems and fluttering the edge of his wide-brimmed hat.


Perception +26, Init +13 (always act in surprise round) Fort +8 Ref +10 Will +13 HP 67/67 AC 19 T 15 FF 16 Images: 7

Spells Prepared (Caster Level 13 // Concentration +20 // Ranged Touch +9), Save DC = 17 + Spell Level
Specialist School: Divination, Prohibited Schools: Necromancy
0th: Mage Hand, Message, Detect Magic, Light, Prestidigitation, Acid Splash, Read Magic
1st: Blend, Ant Haul, Grease, Enlarge Person, Mage Armor, Silent Image, Snowball, True Strike
2nd: Acid Arrow, Resist Energy, Web, Mirror Image, Hidden Presence, Invisibility, See Invisibility
3rd: Dispel Magic, Ice Spears, Protection from Energy, Heroism, Fly, Haste, Arcane Sight
4th: Acid Pit, Dimension Door, Greater Invisibility, Greater Darkvision (2), Stone Shape, Arcane Eyes
5th: Overland Flight, Wall of Force, Teleport, Wall of Stone, Prying Eyes
6th: Plane Shift, Disintegrate, Greater Dispel Magic, Telepathy
7th: Mage's Sword, Magnificent Mansion, Greater Scrying

Cast at beginning of adventure day:

Mage Armor (13 hours)
Overland Flight (13 hours)

Everything else is gonna have to wait until we're already there.


Perception +26, Init +13 (always act in surprise round) Fort +8 Ref +10 Will +13 HP 67/67 AC 19 T 15 FF 16 Images: 7

"If you will excuse me, I have some work to do. I shall be resdy for exploring Hell in the morning."

Edlin takes the plane shift scroll and heads to his quarters, where he spends the next eight hours bent over a desk decoding and then scribing the spell.


Perception +26, Init +13 (always act in surprise round) Fort +8 Ref +10 Will +13 HP 67/67 AC 19 T 15 FF 16 Images: 7

"Excellent, excellent. If we would like to sacrifice one of these plane shift scrolls and one of the make whole scrolls, I can scribe them and have them prepared going forward. That way, we could have a spare exit spell, and both Uraisa and I could have a planar travel spell prepared."

Edlin looks over the scrolls and at the prince before turning to his fellow adventurers. He nods, his smile briefly leaving his face for a more somber expression.

"If you have family or other entanglements, I would suggest making your arrangements. This is going to be a very dangerous expedition."


Perception +26, Init +13 (always act in surprise round) Fort +8 Ref +10 Will +13 HP 67/67 AC 19 T 15 FF 16 Images: 7

"I can teleport around fairly easily, and certainly have a spell to create comfortable lodgings behind enemy lines. I do not, unfortunately, have planar shifting magic in my grimoire. I imagine our goodly priestess could pray for such a spell, though. As for resistance to the elements and protections from physical harm, yes, yes I have such spells. It would mean we set out tomorrow a the earliest, since I will need to prepare a new array of magic to handle the specific needs."


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Perception +26, Init +13 (always act in surprise round) Fort +8 Ref +10 Will +13 HP 67/67 AC 19 T 15 FF 16 Images: 7

Only one I can think of is Planar Adaptation and Mass. 4th and 6th lvl, respectively. Grants energu resistance 20 to the most common type that plane deals, as well as immunity to toxins, disease, etc that come from.just being in that plane. Lasts for hours, too.


Perception +26, Init +13 (always act in surprise round) Fort +8 Ref +10 Will +13 HP 67/67 AC 19 T 15 FF 16 Images: 7

"I can see in dim light like most elves, probably with better clarity and sharpness than most, to be honest. I also have a spell that will give me the darklands sight of a drow, but only for a couple of hours per casting. I do have the one prepared, but that would limit my time effective in the dark. Simple lights and dancing lights are easy enough to conjure, of course."

Kn(local): 1d20 + 24 ⇒ (8) + 24 = 32 to know about fire giants (or King Tytarian specifically?)

Kn(planes): 1d20 + 24 ⇒ (10) + 24 = 34 to know about Hell.

Kn(planes): 1d20 + 24 ⇒ (17) + 24 = 41 to know about fiendish creatures.


Perception +26, Init +13 (always act in surprise round) Fort +8 Ref +10 Will +13 HP 67/67 AC 19 T 15 FF 16 Images: 7

"Well, that certainly puts things into perspective. Thanks for letting us know, I guess I've grown a bit soft in my ways, been too long out of the field. Do we know if there is a planar gate to this Ashpeak somewhere, or will it require a plane shift to get there, brute force style?"

Edlin stows his mirror and attentively listens to the mages, memorizing the pertinent details as he hears them.


Perception +26, Init +13 (always act in surprise round) Fort +8 Ref +10 Will +13 HP 67/67 AC 19 T 15 FF 16 Images: 7

"Tytarian Branderik, huh? I don't immediately recognize that name, but that's not so surprising. Let's see if I can't shed some more light on the subject."

Edlin takes a beautiful silver mirror from his robes, setting it down on the table. He clears some more space around it and breathes in slowly. As he exhales, whispered words of arcane power in elvish seem to break up into sparkles of light, forming mists on the perfect surface of the mirror.

The mists quickly swirl away as the wizard peers down at his scrying focus.

Casting Greater Scrying, King Tytarian gets a DC 24 will save to negate the spell.


Perception +26, Init +13 (always act in surprise round) Fort +8 Ref +10 Will +13 HP 67/67 AC 19 T 15 FF 16 Images: 7

Edlin enjoys his food and drink, toasting to the various warriors he knows and cracking jokes in dwarven.

He turns his attention to his erstwhile companion, Grymm, and raises his tankard.

"So, Grymm, its obvious there is some serious trouble afoot. If it were as simple as smacking it with an axe, I'm sure you could have worked your dwarven magic solo. Or perhaps some of these doughy warriors could have assisted. So, what sort of world-shattering evil is around to pull all of us together once more."


Perception +26, Init +13 (always act in surprise round) Fort +8 Ref +10 Will +13 HP 67/67 AC 19 T 15 FF 16 Images: 7

Got my spells finalized. Just gotta decide if I need lore low level wands or a lesser extend rod.

For the record, here are my purchased and scribed spells. Edlin cannot fail the Spellcraft check for any of them, including the 7th level ones.

23485gp total

7th lvl 2565gp
Mages sword
Greater Teleport

6th 2010gp
Acid fog
Wall of iron
Greater heroism

5th 1375gp
Dominate person
Cone of cold
Wall of force
Overland flight

4th 860gp
Stoneskin
Acid pit
Dimension door
Telekinetic charge
Greater invisibility
Greater darkvision

3rd 465gp
Dispel magic
Protection from energy
Ice spears
Phantom steed
Heroism

2nd 190gp
Spider Climb
Resist Energy
Acid Arrow
Glitterdust
Web
Hidden Presence

1st 35gp
Grease
Shocking Grasp
Vanish
Ant Haul
Feather Fall
Reduce Person


Perception +26, Init +13 (always act in surprise round) Fort +8 Ref +10 Will +13 HP 67/67 AC 19 T 15 FF 16 Images: 7

Edlin has only Necromancy as an opposed school, and staff like wand.

I also have some 25k gp left to spend.

Other than haste, fly, heroism, etc, are there any buffs that would particularly synergies with your tactics?

As for intros, being an established group with a contact through Grymm makes a lot of sense to me.


Perception +26, Init +13 (always act in surprise round) Fort +8 Ref +10 Will +13 HP 67/67 AC 19 T 15 FF 16 Images: 7

Greetinga.