Sorcerer

Elkin Stormborn's page

351 posts. Alias of Zin Z'arin.


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Male NG Kellid Witch 5/Sorcerer* | HP: 27/30 | AC: 16 12 (12 Tch, 14 10 Fl) | CMB: +1, CMD: 13 (11 Fl) | F: +3, R: +4, W: +5 | Init: +2 | Perc: +11, SM +2 | Speed 30ft | Active conditions: mage armor

FYI, at this point, I'm going to stop reading the gameplay thread. I'll start again when my new character is introduced, without knowledge of what has happened in the meantime.


Male NG Kellid Witch 5/Sorcerer* | HP: 27/30 | AC: 16 12 (12 Tch, 14 10 Fl) | CMB: +1, CMD: 13 (11 Fl) | F: +3, R: +4, W: +5 | Init: +2 | Perc: +11, SM +2 | Speed 30ft | Active conditions: mage armor

This is already a 7 player party, right? There shouldn't be any issues with you guys continuing without Elkin. That gives me time to try out some builds on paper to decide what direction I want to go, without holding you up in the meantime.


Male NG Kellid Witch 5/Sorcerer* | HP: 27/30 | AC: 16 12 (12 Tch, 14 10 Fl) | CMB: +1, CMD: 13 (11 Fl) | F: +3, R: +4, W: +5 | Init: +2 | Perc: +11, SM +2 | Speed 30ft | Active conditions: mage armor

I have a tentative build of an Android Rogue with the Numerian Scrapper and Underground Chemist archetypes. He would focus on dealing sneak attack damage with splash weapons.

I may explore what that would look like as an alchemist, as well, just to see the options.


Male NG Kellid Witch 5/Sorcerer* | HP: 27/30 | AC: 16 12 (12 Tch, 14 10 Fl) | CMB: +1, CMD: 13 (11 Fl) | F: +3, R: +4, W: +5 | Init: +2 | Perc: +11, SM +2 | Speed 30ft | Active conditions: mage armor

Hahaha I will have to think on the goblin! We've only got two dwarves in the party and no elves; it should be a smashing success!

I really like Elkin, but I also don't think my vision for him has come to fruition, and we don't seem to be moving in that direction either. (Basically, a master debuffer allowing us to drop save-or-suck spells/effects.)

Let me see what I can come up within the next day or so as far as a character concept to build for. Feel free to suggest any holes that you think could be filled in our party makeup.

@GM, do you have any thoughts about building a new PC for this game? Any guidelines you'd want me to follow?


Male NG Kellid Witch 5/Sorcerer* | HP: 27/30 | AC: 16 12 (12 Tch, 14 10 Fl) | CMB: +1, CMD: 13 (11 Fl) | F: +3, R: +4, W: +5 | Init: +2 | Perc: +11, SM +2 | Speed 30ft | Active conditions: mage armor

So Elkin is well and truly dead; his negative hit points far exceed his constitution.

The cheapest way to get Elkin back into the swing of things is via raise dead and two castings of restoration; this would cost a total of 8,010 gp.

We could also explore the idea of replacing him with a brand new PC.

Thoughts?


Male NG Kellid Witch 5/Sorcerer* | HP: 27/30 | AC: 16 12 (12 Tch, 14 10 Fl) | CMB: +1, CMD: 13 (11 Fl) | F: +3, R: +4, W: +5 | Init: +2 | Perc: +11, SM +2 | Speed 30ft | Active conditions: mage armor

PM sent


Male NG Kellid Witch 5/Sorcerer* | HP: 27/30 | AC: 16 12 (12 Tch, 14 10 Fl) | CMB: +1, CMD: 13 (11 Fl) | F: +3, R: +4, W: +5 | Init: +2 | Perc: +11, SM +2 | Speed 30ft | Active conditions: mage armor

Note: Mage armor is properly noted in Elkin's status line, but the actual change to AC hasn't been incorporated. His statline for AC with mage armor is 16/12/14

Elkin takes another step forward into the room, and shifts his attention to this newcomer. Reaching his will out to the fates, he ask them to harry the half-orc with ill luck as he continues his chaotic laughter.

Actions:

5' step
Standard: Misfortune vs. Kulgara (Will DC 17)
Move: Cackle


Male NG Kellid Witch 5/Sorcerer* | HP: 27/30 | AC: 16 12 (12 Tch, 14 10 Fl) | CMB: +1, CMD: 13 (11 Fl) | F: +3, R: +4, W: +5 | Init: +2 | Perc: +11, SM +2 | Speed 30ft | Active conditions: mage armor

Elkin steps fully into the room and immediately targets the remaining acolyte with his Evil Eye. He cackles as he moves, delighted at the colorful display.

Actions:

5' step
Standard: Evil Eye (-2 AC) vs orange, 7 rounds or Will DC 17 for 1 round
Move: Cackle


Male NG Kellid Witch 5/Sorcerer* | HP: 27/30 | AC: 16 12 (12 Tch, 14 10 Fl) | CMB: +1, CMD: 13 (11 Fl) | F: +3, R: +4, W: +5 | Init: +2 | Perc: +11, SM +2 | Speed 30ft | Active conditions: mage armor

Elkin moves up to the door, and is immediately dazzled by the arrays of blinking lights and the multitudes of displays.

They'd all been immersed in this technological world for so long that he'd almost become numb to it, but periodically the brilliant and colorful displays would still surprise Elkin--a lifetime of gathering spare parts had never prepared him for this kind of setting--and he had to pause and wonder at all.

Nelen, so often secreted away within the folds of Elkin's cloak, even pops out onto the witch's shoulder to look around, basking in the radiated electronic glow. The petromin's own luminescence seems to pulse along with the blinking lights and displays in this room.

Suddenly catching himself lost in reverie, Elkin quickly charges a bit of arcane energy to pass along a small burst of guidance to Uronzeer, standing in front of him.

Actions:

Move: 25'
Standard: cast guidance on Uronzeer

Guidance (Uronzeer): 1 minute or until used


Male NG Kellid Witch 5/Sorcerer* | HP: 27/30 | AC: 16 12 (12 Tch, 14 10 Fl) | CMB: +1, CMD: 13 (11 Fl) | F: +3, R: +4, W: +5 | Init: +2 | Perc: +11, SM +2 | Speed 30ft | Active conditions: mage armor

I don't understand how the stairs that we're on (or hall that we're in) connects to the area with the pool; there appear to be walls between us; am I wrong somehow?

Elkin takes a moment to draw out his wand and apply mage armor to himself.

Elkin took 3 points of damage when Xandar was confused.


Male NG Kellid Witch 5/Sorcerer* | HP: 27/30 | AC: 16 12 (12 Tch, 14 10 Fl) | CMB: +1, CMD: 13 (11 Fl) | F: +3, R: +4, W: +5 | Init: +2 | Perc: +11, SM +2 | Speed 30ft | Active conditions: mage armor

Will DC 15: 1d20 + 5 ⇒ (18) + 5 = 23

When Elkin realizes that Vedia has succumbed to Hellion's confusion, he turns sharply and looks at her. He wracks his brain for some way to free her from the effect, but can't come up with anything.

Not willing to risk her further harming herself... or anyone else in the party, he decides that an unorthodox approach is best. He fixes his mind on turning fate against Vedia just as he's been doing to the constructs.

The thought of targetting his own party causes his ongoing cackle to take on an almost frantic tone, both his amusement and his concern rippling through the peals of laughter.

Actions:

Standard: Misfortune on Vedia (Will DC 17)
Move: Cackle

Misfortune (blue): 1/2 rounds + cackle = 2 rounds remaining
Misfortune (Vedia): 1 round + cackle = 2 rounds (if failed save)


Male NG Kellid Witch 5/Sorcerer* | HP: 27/30 | AC: 16 12 (12 Tch, 14 10 Fl) | CMB: +1, CMD: 13 (11 Fl) | F: +3, R: +4, W: +5 | Init: +2 | Perc: +11, SM +2 | Speed 30ft | Active conditions: mage armor

Elkin steps to the door to have a view into the room, and tries to twist the forces of fate to work against one of the robots.

Actions:

5' step
Standard: Misfortune vs blue (Will DC 17)
Move: cackle

Misfortune wrote:

The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Misfortune (blue): 2 rounds (including cackle) if failed save


Male NG Kellid Witch 5/Sorcerer* | HP: 27/30 | AC: 16 12 (12 Tch, 14 10 Fl) | CMB: +1, CMD: 13 (11 Fl) | F: +3, R: +4, W: +5 | Init: +2 | Perc: +11, SM +2 | Speed 30ft | Active conditions: mage armor

Elkin moves over to the double-doors in the central area and listens at them to try to determine what he's hearing on the other side.

Perception: 1d20 + 11 ⇒ (20) + 11 = 31

"Let's see what we have over here, shall we?" He moves aside so someone else can work on opening the door.


Male NG Kellid Witch 5/Sorcerer* | HP: 27/30 | AC: 16 12 (12 Tch, 14 10 Fl) | CMB: +1, CMD: 13 (11 Fl) | F: +3, R: +4, W: +5 | Init: +2 | Perc: +11, SM +2 | Speed 30ft | Active conditions: mage armor

It doesn't change the outcome in this case, but the cleric should have taken a -2 penalty on that save due to Evil Eye.


Male NG Kellid Witch 5/Sorcerer* | HP: 27/30 | AC: 16 12 (12 Tch, 14 10 Fl) | CMB: +1, CMD: 13 (11 Fl) | F: +3, R: +4, W: +5 | Init: +2 | Perc: +11, SM +2 | Speed 30ft | Active conditions: mage armor

Elkin keeps his attention on the cleric, working his will with the fates against the cleric even as the acolyte tries to protect it. His insane laughter continues, undermining both with its unsettling sounds.

Actions:

Standard: Misfortune (Will DC 17) vs. Nalakai
Move: Cackle (extend Evil Eye and Misfortune by 1 round)


Male NG Kellid Witch 5/Sorcerer* | HP: 27/30 | AC: 16 12 (12 Tch, 14 10 Fl) | CMB: +1, CMD: 13 (11 Fl) | F: +3, R: +4, W: +5 | Init: +2 | Perc: +11, SM +2 | Speed 30ft | Active conditions: mage armor

Elkin begins to go a little wild when another foe enters the combat, turning to face the new cleric. He fixes this one with his evil eye as his cackle grows louder and wilder.

Actions:

Standard: Evil Eye (-2 saves) vs cleric, 7 rounds or Will DC 17 for 1 round
Move: Cackle (extend both Misfortune and Evil Eye hexes by 1 round)
5' step

______________________
Xandar is correct. The only kind of extra action that you get with haste is an extra attack, and that's only if you are able to use the Full Attack action (i.e. a full round attack instead of a standard action attack).


Male NG Kellid Witch 5/Sorcerer* | HP: 27/30 | AC: 16 12 (12 Tch, 14 10 Fl) | CMB: +1, CMD: 13 (11 Fl) | F: +3, R: +4, W: +5 | Init: +2 | Perc: +11, SM +2 | Speed 30ft | Active conditions: mage armor

Elkin abandons his attempt at working his Evil Eye on the acolyte in red, instead bringing his influence over fate to bear on her instead.

Actions:

Standard: Misfortune hex (Will DC 17) vs red
Move: Cackle


Male NG Kellid Witch 5/Sorcerer* | HP: 27/30 | AC: 16 12 (12 Tch, 14 10 Fl) | CMB: +1, CMD: 13 (11 Fl) | F: +3, R: +4, W: +5 | Init: +2 | Perc: +11, SM +2 | Speed 30ft | Active conditions: mage armor

Hi team; got back later than expected yesterday and off to a slower start than planned for today. I will try to catch up on as many games tonight as I can, but won't truly be back to regular posting until Wed. Thanks for your patience!


Male NG Kellid Witch 5/Sorcerer* | HP: 27/30 | AC: 16 12 (12 Tch, 14 10 Fl) | CMB: +1, CMD: 13 (11 Fl) | F: +3, R: +4, W: +5 | Init: +2 | Perc: +11, SM +2 | Speed 30ft | Active conditions: mage armor

Hearing the sounds of an oncoming ambush, Elkin slips his hand into this bag and retrieves a wand, ready to activate it momentarily.

Surprise round move action: retrieve wand of mage armor


Male NG Kellid Witch 5/Sorcerer* | HP: 27/30 | AC: 16 12 (12 Tch, 14 10 Fl) | CMB: +1, CMD: 13 (11 Fl) | F: +3, R: +4, W: +5 | Init: +2 | Perc: +11, SM +2 | Speed 30ft | Active conditions: mage armor

This is an early warning that I'll be away for Memorial Day weekend. I start traveling early Thursday AM and won't return until Monday PM. I will make sure that I have an updated "Bot Me" spoiler in my profile before I leave for the vacation, and I'll post again here Wed PM as a reminder.


Male NG Kellid Witch 5/Sorcerer* | HP: 27/30 | AC: 16 12 (12 Tch, 14 10 Fl) | CMB: +1, CMD: 13 (11 Fl) | F: +3, R: +4, W: +5 | Init: +2 | Perc: +11, SM +2 | Speed 30ft | Active conditions: mage armor

Elkin studies the area of his storm; it was a new spell for the witch, and he was curious to see its impact in person. Satisfied, he moves with the others towards the entrance to Hellion's... lair? temple?

He pays no attention to the crowd, even though some are now cheering the group's effort.


Male NG Kellid Witch 5/Sorcerer* | HP: 27/30 | AC: 16 12 (12 Tch, 14 10 Fl) | CMB: +1, CMD: 13 (11 Fl) | F: +3, R: +4, W: +5 | Init: +2 | Perc: +11, SM +2 | Speed 30ft | Active conditions: mage armor

Looking at the dripping warriors, Elkin speaks with a light smile in his voice. "Well, I wasn't really intending that you would charge into the storm...."


Male NG Kellid Witch 5/Sorcerer* | HP: 27/30 | AC: 16 12 (12 Tch, 14 10 Fl) | CMB: +1, CMD: 13 (11 Fl) | F: +3, R: +4, W: +5 | Init: +2 | Perc: +11, SM +2 | Speed 30ft | Active conditions: mage armor

Elkin smiles at all the attention he's drawn from Hellion. "How can you be a true god if all it takes is a little witch to throw your plans awry?"

He turns once more to James, touching the gunslinger on the arm passing on a bit of calm to help center the gunslinger for when he makes his shot.

Actions:

Standard: cast guidance on James

Hermean potential (James): 5 minutes or until used (one use remaining)
Thunderstaff (James): 1 round remaining
Guidance (James): 1 minute or until used


Male NG Kellid Witch 5/Sorcerer* | HP: 27/30 | AC: 16 12 (12 Tch, 14 10 Fl) | CMB: +1, CMD: 13 (11 Fl) | F: +3, R: +4, W: +5 | Init: +2 | Perc: +11, SM +2 | Speed 30ft | Active conditions: mage armor

Congrats!


Male NG Kellid Witch 5/Sorcerer* | HP: 27/30 | AC: 16 12 (12 Tch, 14 10 Fl) | CMB: +1, CMD: 13 (11 Fl) | F: +3, R: +4, W: +5 | Init: +2 | Perc: +11, SM +2 | Speed 30ft | Active conditions: mage armor

Elkin waits alongside James for the storm to disperse so that he can target the troll with his magic. While he waits, he reaches out and taps James' gun, giving the gunslinger a knowing nod and a grin.

Actions:

Move: 10'
Standard: grant Thunderstaff to James' gun

Thunderstaff wrote:

At 1st level, you can touch a weapon as a standard action, giving it the shock property for a number of rounds equal to 1/2 your sorcerer level (minimum 1). At 9th level, you can confer the shocking burst property instead, but the duration of the power is halved. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Hermean potential (James): 5 minutes or until used once twice
Thunderstaff (James): 2 rounds
(If James' readied shot doesn't go off until next round when the sleet disappears, it should gain this shock damage granted by Thunderstaff)


Male NG Kellid Witch 5/Sorcerer* | HP: 27/30 | AC: 16 12 (12 Tch, 14 10 Fl) | CMB: +1, CMD: 13 (11 Fl) | F: +3, R: +4, W: +5 | Init: +2 | Perc: +11, SM +2 | Speed 30ft | Active conditions: mage armor
Ivar Stonewrought wrote:
Ivar Stonewrought wrote:
Craps, I always forget about Inspire Courage. Thanks for the reminder.
...and I've just realized that I forgot to account for it on my last turn. *grumble grumble*

Something that I've seen done--and that I intend to do when I start GMing--is to include a status summary with each round.

@GM, it would look something like this:

Bold may act
Round 3
Status: Inspire Courage +2, haste
Helskarg {-11hp}, Pink {-17hp | Shaken 1/2}, Blue {-11hp | {Shaken 1/2}
James, Vedia {2/2 Mirror Image}, Ivar {-12hp}, Elkin, Xander {4/4 Mirror Image}, Augar, Uronzeer


Male NG Kellid Witch 5/Sorcerer* | HP: 27/30 | AC: 16 12 (12 Tch, 14 10 Fl) | CMB: +1, CMD: 13 (11 Fl) | F: +3, R: +4, W: +5 | Init: +2 | Perc: +11, SM +2 | Speed 30ft | Active conditions: mage armor

Elkin, waiting for both allies and foes to emerge from the storm, moves over to James and helps prepare the gunslinger for the remaining battle with a granting of arcane luck.

Actions:

Move: 30'
Standard: cast hermean potential on James

Hermean Potential wrote:

You gift the target with the ability to perfect its actions via mental clarity. On the next attack roll, saving throw, ability check, or skill check the target attempts, it rolls twice and takes the more favorable result. For every 5 caster levels you have, the target can roll twice on an additional attack roll, saving throw, ability check, or skill check (to a maximum of 5 rolls at 20th level).

Hermean potential (James): 5 minutes or until used twice


Male NG Kellid Witch 5/Sorcerer* | HP: 27/30 | AC: 16 12 (12 Tch, 14 10 Fl) | CMB: +1, CMD: 13 (11 Fl) | F: +3, R: +4, W: +5 | Init: +2 | Perc: +11, SM +2 | Speed 30ft | Active conditions: mage armor
GM Red Box wrote:
Kind of feels un-intuitive that the lighting shot could be lined up so well since you could not see where they were. I am justifying it as they are still close enough to where you last saw them that you took a guess.

Fair point. That actually gets to the heart of why I've always struggled with the obscuring mist class of spells. Widely considered to be some of the most powerful spells, they always seem troublesome to me because they ultimately hamper your own party in the same way that they hurt your foes.


Male NG Kellid Witch 5/Sorcerer* | HP: 27/30 | AC: 16 12 (12 Tch, 14 10 Fl) | CMB: +1, CMD: 13 (11 Fl) | F: +3, R: +4, W: +5 | Init: +2 | Perc: +11, SM +2 | Speed 30ft | Active conditions: mage armor

Elkin uses the speed provided by Vedia's spell to quickly reposition himself around the storm, trying to find a line through which he can make a devastating attack.

Deciding he's found it, he summons more of the storm-like energy to him, launching a powerful arc of electricity right into the heart of the sleet storm.

Actions:

Move: 60'
Standard: cast lightning bolt

Damage, electricity: 5d6 ⇒ (4, 5, 2, 6, 5) = 22 (Reflex DC 19 half)

Lightning Bolt wrote:

You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips.

The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell's range permits; otherwise, it stops at the barrier just as any other spell effect does.

Sleet Storm: 4 round


Male NG Kellid Witch 5/Sorcerer* | HP: 27/30 | AC: 16 12 (12 Tch, 14 10 Fl) | CMB: +1, CMD: 13 (11 Fl) | F: +3, R: +4, W: +5 | Init: +2 | Perc: +11, SM +2 | Speed 30ft | Active conditions: mage armor

Elkin throws his arcane powers out into the surrounding environment, drawing all of the storm energy that he can muster. A very powerful but localized storm appears, blinding the oncoming foes with driving sleet and icing the surface on which they ride.

Actions:

Standard: cast sleet storm

Sleet Storm wrote:
Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Acrobatics check. Failure means it can't move in that round, while failure by 5 or more means it falls (see the Acrobatics skill for details).

Sleet storm: 5 rounds


Male NG Kellid Witch 5/Sorcerer* | HP: 27/30 | AC: 16 12 (12 Tch, 14 10 Fl) | CMB: +1, CMD: 13 (11 Fl) | F: +3, R: +4, W: +5 | Init: +2 | Perc: +11, SM +2 | Speed 30ft | Active conditions: mage armor

"I wouldn't be surprised if the goal of this arena battle is to eliminate the annoying upstarts in town." Elkin looks around and grins. "Not that we shouldn't do it, of course... we have more capability than they might expect."


Male NG Kellid Witch 5/Sorcerer* | HP: 27/30 | AC: 16 12 (12 Tch, 14 10 Fl) | CMB: +1, CMD: 13 (11 Fl) | F: +3, R: +4, W: +5 | Init: +2 | Perc: +11, SM +2 | Speed 30ft | Active conditions: mage armor

Does anyone mind if Elkin purchases a cackling hag's blouse out of the group funds? It will improve his action economy, giving him a swift-action Cackle twice a day, allowing him to extend Misfortune and Evil Eye without using the normal move action.


Male NG Kellid Witch 5/Sorcerer* | HP: 27/30 | AC: 16 12 (12 Tch, 14 10 Fl) | CMB: +1, CMD: 13 (11 Fl) | F: +3, R: +4, W: +5 | Init: +2 | Perc: +11, SM +2 | Speed 30ft | Active conditions: mage armor

We should make sure to keep the wand of cure moderate and the +1 human-bane arrows.

If nobody else wants it, Elkin wouldn't mind the extra AC from the belt, but he also has no real class features that depend on Dex, so it should probably go to someone who makes more use of Dex, if possible.


Male NG Kellid Witch 5/Sorcerer* | HP: 27/30 | AC: 16 12 (12 Tch, 14 10 Fl) | CMB: +1, CMD: 13 (11 Fl) | F: +3, R: +4, W: +5 | Init: +2 | Perc: +11, SM +2 | Speed 30ft | Active conditions: mage armor

Elkin wanders the market, finding the whole experience to be quite interesting. He wonders if he'd even seen the Drift once or twice out on the plains, when his tribe was traveling and doing their own exchanging of goods.

He assists in selling some of the sundry items that they'd collected in these past weeks. While he didn't think the bank would build high enough for the blouse he had his eye on, he still wanted to see how much of a shortfall he would have.


Male NG Kellid Witch 5/Sorcerer* | HP: 27/30 | AC: 16 12 (12 Tch, 14 10 Fl) | CMB: +1, CMD: 13 (11 Fl) | F: +3, R: +4, W: +5 | Init: +2 | Perc: +11, SM +2 | Speed 30ft | Active conditions: mage armor

Elkin currently wears a cloak +1 himself. If someone doesn't claim this one, we should sell it.

If nobody else wants the ring of the ram, I think Elkin can make use of it.

We should sell off all the loot that is otherwise unclaimed. Elkin currently has 2600 gp, and is trying to save up 6000 for a cackling hag's blouse.


Male NG Kellid Witch 5/Sorcerer* | HP: 27/30 | AC: 16 12 (12 Tch, 14 10 Fl) | CMB: +1, CMD: 13 (11 Fl) | F: +3, R: +4, W: +5 | Init: +2 | Perc: +11, SM +2 | Speed 30ft | Active conditions: mage armor

"Whoa! 'Zeer; that's uncalled for. Let's save the rage for combat, when it counts, eh?" Elkin tries to catch up with the guard to apologize.

"Hey, sorry about that. 'Zeer's short fuse is good for us in combat, but when it bleeds over into real life like this it can get a little scary. We're grateful for your help. We've found another spot to move into; we just need to get it cleared out. We're going to rest here tonight, then you all will be able to take this spot back over again. Sound good?"

I forget the name of this group's leader, and don't have time to read back to find it.

He claps the guard on the back before sending him off. "If it's not too much trouble, have XXX stop by tonight for a quick chat, eh?"

Diplomacy: 1d20 + 1 ⇒ (13) + 1 = 14


Male NG Kellid Witch 5/Sorcerer* | HP: 27/30 | AC: 16 12 (12 Tch, 14 10 Fl) | CMB: +1, CMD: 13 (11 Fl) | F: +3, R: +4, W: +5 | Init: +2 | Perc: +11, SM +2 | Speed 30ft | Active conditions: mage armor

Elkin nods. "It's been a big day; we've done much in Scrapwall already. I agree; let's rest up and see what tomorrow brings. We can spend the rest of the evening organizing our takings from all these places, so we're ready to meet this trader tomorrow."


Male NG Kellid Witch 5/Sorcerer* | HP: 27/30 | AC: 16 12 (12 Tch, 14 10 Fl) | CMB: +1, CMD: 13 (11 Fl) | F: +3, R: +4, W: +5 | Init: +2 | Perc: +11, SM +2 | Speed 30ft | Active conditions: mage armor

Elkin abandons his evil eye attack, instead calling out to the fates to hamper the manticore. "This could have been a parlay, you little snot. We were just here to talk. Now you're going to have to die." he says, all under his voice, a soliloquy that drifts off into pained and uncomfortable laughter, interspersed with harsh coughs.

Actions:

Standard: Misfortune hex vs manticore, Will DC 17
Move: Cackle

Misfortune wrote:

The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.


Male NG Kellid Witch 5/Sorcerer* | HP: 27/30 | AC: 16 12 (12 Tch, 14 10 Fl) | CMB: +1, CMD: 13 (11 Fl) | F: +3, R: +4, W: +5 | Init: +2 | Perc: +11, SM +2 | Speed 30ft | Active conditions: mage armor

Change it to Evil Eye targeting saves, please. 7 rounds or Will DC 17 for 1 round.


Male NG Kellid Witch 5/Sorcerer* | HP: 27/30 | AC: 16 12 (12 Tch, 14 10 Fl) | CMB: +1, CMD: 13 (11 Fl) | F: +3, R: +4, W: +5 | Init: +2 | Perc: +11, SM +2 | Speed 30ft | Active conditions: mage armor

Great roll! That's awesomely timed.

Elkin goes flying backwards through the air as the manticore's tail spike pierces his shoulder, flipping and falling until he's finally able to arrest his airborne tumble. He quickly drops down to the ground, where he struggles to catch his bearings, the pain in his shoulder having become the only thing he can think of. He casts about for help, wondering why he doesn't carry a simple potion of healing for a case like this. I know the first thing I'm asking that merchant for...

The remainder here is only if Zeer's handle check didn't work. If the manticore seems to be listening to Uronzeer, Elkin simply starts looking for whoever has the healing wand.

But he forces himself to return to the task at hand... the manticore. He'd show that thing a vision... fright or delight... Elkin didn't know what form it would take, but the mystical beast would have no choice but to look on in wonder at the happenings of its own mind. He calls on Nelen, drawing power through the petromin, and throwing it all at the manticore in a psychedelic trance.

Actions:

Move: 30' horizontal and 40' vertical (at double speed for descending) = 50' of flying movement (60' per round)
Standard: cast early judgment Will DC 16 negates

Early Judgment: 1d4 ⇒ 3 rounds

Early Judgement wrote:

You show one creature the effect of its life so far and what it might expect when it passes under Pharasma’s impartial gaze at the end of its life. Depending on the creature’s alignment and its adherence to its ethos, you can provide it a brief glimpse of the reward or punishment that waits for it when it dies by showing it a mental image of its destined plane in the Great Beyond. If the target is good-aligned, it is fascinated for 1d4 rounds on a failed save. If the target is neutral-aligned, it is confused for 1d4 rounds on a failed save. If the target is evil-aligned, it is shaken for 1d4 rounds on a failed save.


Male NG Kellid Witch 5/Sorcerer* | HP: 27/30 | AC: 16 12 (12 Tch, 14 10 Fl) | CMB: +1, CMD: 13 (11 Fl) | F: +3, R: +4, W: +5 | Init: +2 | Perc: +11, SM +2 | Speed 30ft | Active conditions: mage armor

10 rounds of fly 60', half-speed ascent, double-speed descent
1: up 30'
2: up 10' and over 30' to get to current position
3: cast detect magic
4-9: using detect magic, observe as much of the nest as possible
10: over 30' and down 40' to return to starting position

Obvs will return sooner or respond differently if threatened in any way


Male NG Kellid Witch 5/Sorcerer* | HP: 27/30 | AC: 16 12 (12 Tch, 14 10 Fl) | CMB: +1, CMD: 13 (11 Fl) | F: +3, R: +4, W: +5 | Init: +2 | Perc: +11, SM +2 | Speed 30ft | Active conditions: mage armor

I forgot to post this earlier: before taking flight, Elkin refreshes his mage armor.


Male NG Kellid Witch 5/Sorcerer* | HP: 27/30 | AC: 16 12 (12 Tch, 14 10 Fl) | CMB: +1, CMD: 13 (11 Fl) | F: +3, R: +4, W: +5 | Init: +2 | Perc: +11, SM +2 | Speed 30ft | Active conditions: mage armor

Knowledge (nature) DC 19: 1d20 + 10 ⇒ (16) + 10 = 26
Can I get info on any special defenses and/or its saves?

Elkin holds his arms out, drawing in the power of the winds; they indeed begin to pick up around him, and he begins to lift into the air. He flies up over the manticore's nest, just for a scouting run to get a view of the beast and its position, then he returns to the ground.

Activating Flight hex for 1 minute of flight.


Male NG Kellid Witch 5/Sorcerer* | HP: 27/30 | AC: 16 12 (12 Tch, 14 10 Fl) | CMB: +1, CMD: 13 (11 Fl) | F: +3, R: +4, W: +5 | Init: +2 | Perc: +11, SM +2 | Speed 30ft | Active conditions: mage armor

Sorry, had a migraine yesterday and couldn't post. I'm posting this message in all of my games and circling back around to catch up. Give me up to a couple of hours to catch up; thanks!


Male NG Kellid Witch 5/Sorcerer* | HP: 27/30 | AC: 16 12 (12 Tch, 14 10 Fl) | CMB: +1, CMD: 13 (11 Fl) | F: +3, R: +4, W: +5 | Init: +2 | Perc: +11, SM +2 | Speed 30ft | Active conditions: mage armor

Elkin shares the group's plan. "I think we are intending to take over the Smilers' hideout. We'll obviously need to clean it up to make it habitable... there were some unsavory things going on there."

"Is there any chance we could enlist your assistance in cleaning it out? It seems that we still have things to do here in Scrapwall; we'll be busy. In lieu of the reward you've offered, would you be willing to help?"


Male NG Kellid Witch 5/Sorcerer* | HP: 27/30 | AC: 16 12 (12 Tch, 14 10 Fl) | CMB: +1, CMD: 13 (11 Fl) | F: +3, R: +4, W: +5 | Init: +2 | Perc: +11, SM +2 | Speed 30ft | Active conditions: mage armor

Agreed; I didn't see anything in that loot that Elkin needs.

Edit: we should probably keep the wand of cure moderate wounds. Healing is always useful. It's on Elkin's spell list, so he could carry it as a backup in case Augar goes down.


Male NG Kellid Witch 5/Sorcerer* | HP: 27/30 | AC: 16 12 (12 Tch, 14 10 Fl) | CMB: +1, CMD: 13 (11 Fl) | F: +3, R: +4, W: +5 | Init: +2 | Perc: +11, SM +2 | Speed 30ft | Active conditions: mage armor

"I agree. This is a better base of operations for us, and it's freely available; we won't have to share it."

Elkin doesn't see anything in the loot that piques his interest; he'll just take his share of the proceeds when we sell the stuff we don't need.


Male NG Kellid Witch 5/Sorcerer* | HP: 27/30 | AC: 16 12 (12 Tch, 14 10 Fl) | CMB: +1, CMD: 13 (11 Fl) | F: +3, R: +4, W: +5 | Init: +2 | Perc: +11, SM +2 | Speed 30ft | Active conditions: mage armor

That makes sense; enjoy Disney!


Male NG Kellid Witch 5/Sorcerer* | HP: 27/30 | AC: 16 12 (12 Tch, 14 10 Fl) | CMB: +1, CMD: 13 (11 Fl) | F: +3, R: +4, W: +5 | Init: +2 | Perc: +11, SM +2 | Speed 30ft | Active conditions: mage armor

I'm getting sick of you continually making your saves against my Misfortune hex....


Male NG Kellid Witch 5/Sorcerer* | HP: 27/30 | AC: 16 12 (12 Tch, 14 10 Fl) | CMB: +1, CMD: 13 (11 Fl) | F: +3, R: +4, W: +5 | Init: +2 | Perc: +11, SM +2 | Speed 30ft | Active conditions: mage armor

Augur, you still had one more use of hermean potential for your attack (not optional; it just happens). That would mean that your AoO would use the better of the (13) and (1) that you posted (i.e. the 13); this ends the spell. You should roll again for your main attack.

Elkin again targets the hobgoblin, this time with simple misfortune. He asks the fates to twist harder against her; he continues cackling.

Actions:

Standard: Misfortune vs Marrow, Will DC 17
Move: Cackle

Misfortune wrote:

The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Evil Eye, -2 saves (Marrow): 1 round + cackle
Misfortune (Marrow): Will DC 17 or 1 round + cackle