My bandit was supposed to make two attacks already, are you taking this into consideration KK? I'm not rolling for him as I don't know his bonuses. Ellaria starts feeling fear as the number of spells she has left is decreasing rapidly and the situation seems difficult. She breaths deeply and focuses the strongest spell she has left on the Staglord. Hideous laughter on the Staglord, roll Will vs. 15 or fall on ground laughing for 3 rounds.
Ellaria's bandit was supposed to move forward and attack the Staglord, not stay next to her. Ellaria continues and casts another spell, gesturing wildly towards the bandit group. Meanwhile, her new charmed friend enters the fight, swinging his sword against his former friends which seem surprised. Summon Rat Swarm on the Staglord's position and the bandit adjacent to him. They should take 1d6 ⇒ 2 damage after the whole round finished (casting time = 1 round)
Ellaria urgently gestures her charmed bandit foward, "Help me against those evil bandits... You must save me!". As the bandit rushes forward to attack, Ellaria picks up a handful of pebbles, slowly dropping them next to her feet while muttering some arcane words. Stone Call on the bandits (without hitting Eadric or Ellaria's bandit), for 2d6 ⇒ (2, 1) = 3 points of damage.
Ellaria moves closer to the bandit, whispering urgently to him: "My friend! Look what these evil men are doing to that harmless elemental. They've attacked him without reason. You must help him - move closer to that fight, and try to hit the people fighting the elemental in the midst of battle, so the others won't notice that. In any case, don't worry - I'll help you!". She then proceeds to cast a spell, causing a large amount of rocks and pebbles to drop down on the bandits fighting the elemental. Cast Stone Call - all the bandits in that area take 2d6 ⇒ (1, 4) = 5 points of damage (no resists).
"That plan could work", Ellaria adds, "but I'm not sure I will pass as a bandit. I don't remember seeing any bandit women, except for that one leader we fought right after we arrived here. Even if there are some, they are probably known among other bandits. I propose another plan - we can try to infiltrate the fort at night, especially if we can get an invisibility scroll or potion".
"For once, Eadric, that sounds like a decent solution. For one, I will not have the blood of unarmed men on my hands. Even more so if they seem to be insane. The best option is to bring them back to Oleg, on condition they repent and vow to never take up arms again as brigands". Turning to the bandits: "You two tried to attack us and rob our possesions, and for that you could have paid with your lives. Have you anything to say about it? Will you denounce your evil ways and repent?"
About NerrisSpoiler:
Name CR Level Race Half Orc Class Alchemist 1 Alignment CG Size Medium Init 3 ; Senses special-senses, magical sense; Perception +5; DEFENSE AC 16, touch 13, flat-footed 13 (+ 3 armor, + 0 deflection, + 3 Dex, + natural, + shield,) hp 17 (0d0 + 0) Fort +3, Ref +6, Will +1; special-save bonuses OFFENSE Speed 30 ft. Melee Dagger weapon -1 to-hit (1d4-2) Ranged Dagger +3 to-hit (1d4-2) Space 5 ft.; Reach 5 ft. (10 ft. with some weapon) Special Attacks Bomb 4 to hit (1d6+3) 4 Splash DC 13 to save for half Spell-Like Abilities (CL ; concentration +) STATISTICS Str 7 , Dex 16 , Con 12 , Int 16 , Wis 12, Cha 10 Base Atk +1; CMB -2 (+ to ); CMD 12 ( vs. ) Feats Brew Potion Throw Anything Point Blank Shot Traits Ease of Faith: +1 to diplomacy and it is a class skill Star Struck: Stera Vestori Skills Know Nature: +8 Profession (Doctoor) 6 Spellcraft 8 Perception 6 Disable Device 8 Craft Alchemy 8 Know Arcana 8 Linguistics 5 Diplomacy 8 UMD 5 Heal 6 Languages Common SQ Combat Gear Studded Leather Armor; Other Gear Kit Healer's 33gp SPECIAL ABILITIES Ability Name (Ex, Sp or Su) Alchemy: See description Faithful: Like a cleric, a sacrament alchemist must worship a deity, and must be within one step of his deity’s alignment. (CG Immonhiel) Sacramental Cognatogen: A sacrament alchemist can anoint himself as his deity’s servant using his own special version of a mutagen called a sacramental cognatogen. This is brewed, imbibed, maintained, and can nauseate non-alchemists in the same way as a mutagen. While a sacramental cognatogen is in effect, the sacrament alchemist takes a –2 penalty to Dexterity. Instead of providing physical benefits, the sacramental cognatogen grants the sacrament alchemist access to the domain powers of one domain or subdomain belonging to his deity as if he were a cleric of his alchemist level. The sacrament alchemist must choose the domain or subdomain when he brews the sacramental cognatogen. A sacrament alchemist can select an alignment domain only if his alignment matches that domain. He treats his alchemist level as his cleric level for purposes of using these domain powers, and treats his Intelligence modifier as his Wisdom modifier for purposes of variable effects. The effects of the sacramental cognatogen last for 10 minutes per alchemist level. A sacrament alchemist doesn’t gain the bonus spells listed for each domain, nor does he gain any bonus spell slots. Levels of classes that normally provide access to domains stack with the sacrament alchemist’s alchemist level for purposes of determining domain powers and abilities, but not for purposes of determining bonus spells. Discoveries, feats, and effects that interact with the mutagen class feature do not affect sacramental cognatogen. A sacrament alchemist cannot take the cognatogen or mutagen discoveries. Healing Infusion
Bomb +1d6
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