Argith

Friar Feres's page

896 posts. Alias of Max Hellspont.


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I'm good with Valgrim taking the Manual.

Now to figure out how to spend my loot!


Anyone want the Rod of Extend Metamagic? If not, I'd be happy to take it.

Do we want to keep the two 5,000 gp diamonds just in case we need them for Raise Dead spells?

Also, if Valgrim takes the Cloak of Resistance +5, can I have his Cloak of Resistance +2? We could then sell my Cloak of Resistance +1.


Valgrim Twin-Axe wrote:
Black Tom wrote:

Welcome to level 14 all.

Since the next adventure features a great banquet with lots of NPCs and role-playing opportunities, which as you know by now isn't really my strong suit, I thought that I'd take the opportunity to invite some of the characters from earlier games to make a cameo appearances. Ainvar and Mark will know some of them. ;)

Since it's primarily a role-playing scene it won't affect the flow or outcome of the adventure much, but I'd like to do a small homage to great games past from the same campaign world. That is, if it's OK with you guys.

Totally cool with it.

Sounds great to me.


14th level - Cleric, of course!
HP: 1d8 ⇒ 8
+1 BAB
+1 Fort and Will
+1 6th level and +1 7th level spells
Skill point allocations TBD


Bublaka wrote:
I can't say enough how happy I was to see Valgrim make his save!

Amen to that!

"Well done, everyone!" Feres exclaims, the blinding panic fading from his mind after Valgrim dispatches the lich. "And thank you for the healing, Bubba. I have a few healing spells left as well, if anyone needs them," the stout priest offers.

Good call on saving the Channel Energies until we get out of here, Bubba!


On it!

Feres' spiritual scimitar slashes at the spellweaver and its mirror image.

Spiritual Weapon (scimitar) Attack #1: 1d20 + 9 + 6 + 3 + 1 + 2 ⇒ (8) + 9 + 6 + 3 + 1 + 2 = 29 (inspire, haste, good hope)
Spiritual Weapon (force) Damage #1: 1d8 + 4 + 3 ⇒ (3) + 4 + 3 = 10

One remaining image + original, 1 hits the original: 1d2 ⇒ 1

Spiritual Weapon (scimitar) Attack #2: 1d20 + 4 + 6 + 3 + 1 + 2 ⇒ (8) + 4 + 6 + 3 + 1 + 2 = 24 (inspire, haste, good hope)
Spiritual Weapon (force) Damage #2: 1d8 + 4 + 3 ⇒ (2) + 4 + 3 = 9

One remaining image + original, 1 hits the original: 1d2 ⇒ 2


DC 26 Will Save: 1d20 + 17 + 4 ⇒ (3) + 17 + 4 = 24 (morale bonus from Heroes' Feast)

Feres is panicked.

Feres' spiritual scimitar continues to attack the spellweaver.

Spiritual Weapon (scimitar) Attack #1: 1d20 + 9 + 6 + 3 + 1 + 2 ⇒ (18) + 9 + 6 + 3 + 1 + 2 = 39 (inspire, haste, good hope)
Spiritual Weapon (force) Damage #1: 1d8 + 4 + 3 ⇒ (8) + 4 + 3 = 15

Five remaining images + original, 1 hits the original: 1d6 ⇒ 4

Spiritual Weapon (scimitar) Attack #1: 1d20 + 4 + 6 + 3 + 1 + 2 ⇒ (8) + 4 + 6 + 3 + 1 + 2 = 24 (inspire, haste, good hope)
Spiritual Weapon (force) Damage #2: 1d8 + 4 + 3 ⇒ (4) + 4 + 3 = 11

Four remaining images + original, 1 hits the original: 1d5 ⇒ 2


Agreed! Way to go Bubba!


Finally back from our whirlwind two-week holiday tour of seven states. Hope everyone had a great holiday season. Happy New Year!


DC 25 Reflex save: 1d20 + 7 ⇒ (13) + 7 = 20 - fail

Feres' HP: 70/110

Feres reels from the acidic burns inflicted by the spellweaver as his spiritual scimitar continues to attack the undead creature.

Spiritual Weapon (scimitar) Attack #1: 1d20 + 9 + 6 + 3 + 1 + 2 ⇒ (10) + 9 + 6 + 3 + 1 + 2 = 31 (inspire, haste, good hope)
Spiritual Weapon (force) Damage #1: 1d8 + 4 + 3 ⇒ (8) + 4 + 3 = 15

Six remaining images + original, 1 hits the original: 1d7 ⇒ 3

Spiritual Weapon (scimitar) Attack #2: 1d20 + 4 + 6 + 3 + 1 + 2 ⇒ (5) + 4 + 6 + 3 + 1 + 2 = 21 (inspire, haste, good hope)
Spiritual Weapon (force) Damage #2: 1d8 + 4 + 3 ⇒ (4) + 4 + 3 = 11

Doubt that hits, but just in case - 5 remaining images + original, 1 hits the original: 1d6 ⇒ 6

As Bubba bluffs the spellweaver regarding the Age of Worms, Feres moves toward another island in the sea of worms and casts a spell to remove the displacement effect cloaking the undead spellcaster.

Move action to square J,41. Standard action to cast Dispel Magic targeted to dispel the Displacement spell on the spellweaver.

Dispel Check vs. DC = 11 + the Displacement spell's caster level: 1d20 + 13 ⇒ (15) + 13 = 28 - fingers crossed that will be enough!

Buffs in Effect:
Heroes’ Feast (entire party): 13 temporary hit points; +1 morale bonus on attack rolls and Will saves and +4 morale bonus on saving throws against poison and fear effects; duration 12 hours.
Wind Walk (entire party): Alter the substance of your body to a cloudlike vapor (as the gaseous form spell) and move through the air at up to 600 feet per round (60 mph). A wind walker can regain its physical form as desired and later resume the cloud form; duration 13 hours.
Air Walk, Communal (Vug, Feres, Valgrim, Bubba): Can tread on air as if walking on solid ground; duration 30 minutes.
Barkskin (Feres, from Vug's extract): +5 natural armor bonus to AC; duration 130 minutes.
Life Bubble (other party members): Subjects breathe freely, even underwater or in a vacuum, and are immune to harmful gases and vapors, including inhaled diseases and poisons and spells like cloudkill and stinking cloud. Subjects are protected from extremes of temperature (per endure elements) as well as extremes of pressure. Duration 6.5 hours each.
Darkvision, Communal (Feres and Vulcan, from Vug's extract)
Death Ward (Feres, Valgrim, Vulcan): +4 morale bonus on saves against all death spells and magical death effects. Can save to negate such effects even if save is not normally allowed. Immune to energy drain and any negative energy effects, including channeled negative energy; duration 13 minutes.
Shield of Faith (Valgrim, Feres): Aura grants +4 deflection bonus to AC; duration 13 minutes.
Bull's Strength (Valgrim): +4 enhancement bonus to Strength; duration 12 minutes.
Haste (entire party): Extra attack when making full attack; +1 bonus to attack and +1 dodge bonus to AC and Reflex saves; +30 enhancement bonus to movement; duration 13 rounds.
Inspire Courage (entire party): +3 competence bonus to attack and damage; +3 morale bonus to saves vs. charm and fear effects.
Good Hope (entire party): +2 morale bonus on attack rolls, damage rolls, saves, and checks.

Number of Channels used today: 2/8

Feres' AC: 32; touch 15; flat-footed 31
Feres' HP: 70/110


Thanks everyone. My wife and I appreciate it.

Thanks for taking care of Feres. I'm ready to jump back in when my turn comes back around.


I'm sorry everyone. We had a death in my wife's family early last week, and I've been out of town and away from the computer for the past week. I'm working to catch up now, but it may be another day or two before I'm fully back in the game.


Sorry for the absence!

Feres grimaces at Valgrim's tale. "Sounds like Kyuss got what he deserved, to use his followers so. But it can't be good if a dragon such as Dragotha took the spire imprisoning Kyuss. We need to finish up here and then track down that spire. Valgrim, could you do some more scouting ahead using another of Vug's potion like you did yesterday?"

Before we move forward, does anyone else need healing? I'm at 91/110 hp. I could use a Channel Energy to heal the group if needed.


Round One:

DC 21 Reflex save vs. Flame Strike: 1d20 + 7 + 1 ⇒ (2) + 7 + 1 = 10. Feres takes the fire damage (16 points; 13 of which are offset by the temporary hit points from Heroes' Feast) but does not take the unholy (negative energy) damage due to Death Ward.

Feres steps in front of Bubba and intones a prayer to the Dawnflower. A glowing scimitar appears in the air next to one of the wormcallers and slashes at the undead abomination.

Move action 10 ft. to square M,34. Standard action to cast Spiritual Weapon (strikes as a spell, so ignores DR) to attack the wormcaller in square J,45.

Spiritual Weapon (scimitar) Attack: 1d20 + 9 + 6 + 3 + 1 + 1 ⇒ (16) + 9 + 6 + 3 + 1 + 1 = 36 (inspire courage, haste, heroes' feast)
Spiritual Weapon (force) Damage: 1d8 + 4 + 3 ⇒ (2) + 4 + 3 = 9

Buffs in Effect:
Heroes’ Feast (entire party): 13 temporary hit points; +1 morale bonus on attack rolls and Will saves and +4 morale bonus on saving throws against poison and fear effects; duration 12 hoiurs.
Wind Walk (entire party): Alter the substance of your body to a cloudlike vapor (as the gaseous form spell) and move through the air at up to 600 feet per round (60 mph). A wind walker can regain its physical form as desired and later resume the cloud form; duration 13 hours.
Air Walk, Communal (Vug, Feres, Valgrim, Bubba): Can tread on air as if walking on solid ground; duration 30 minutes.
Barkskin (Feres, from Vug's extract): +5 natural armor bonus to AC; duration 130 minutes.
Life Bubble (other party members): Subjects breathe freely, even underwater or in a vacuum, and are immune to harmful gases and vapors, including inhaled diseases and poisons and spells like cloudkill and stinking cloud. Subjects are protected from extremes of temperature (per endure elements) as well as extremes of pressure. Duration 6.5 hours each.
Darkvision, Communal (Feres and Vulcan, from Vug's extract)
Death Ward (Feres, Valgrim, Vulcan): +4 morale bonus on saves against all death spells and magical death effects. Can save to negate such effects even if save is not normally allowed. Immune to energy drain and any negative energy effects, including channeled negative energy; duration 13 minutes.
Shield of Faith (Valgrim, Feres): Aura grants +4 deflection bonus to AC; duration 13 minutes.
Bull's Strength (Valgrim): +4 enhancement bonus to Strength; duration 12 minutes.
Haste (entire party): Extra attack when making full attack; +1 bonus to attack and +1 dodge bonus to AC and Reflex saves; +30 enhancement bonus to movement; duration 13 rounds.
Inspire Courage (entire party): +3 competence bonus to attack and damage; +3 morale bonus to saves vs. charm and fear effects.

Number of Channels used today: 0/8

Feres' AC: 32; touch 15; flat-footed 31
Feres' HP: 107/110


Initiative: 1d20 ⇒ 17


Are we still getting Communal Air Walk from Vug?


Before the party breaks camp, Feres casts a spell to conjure a magnificent feast for everyone to enjoy.

Cast Heroes' Feast, bringing forth a great feast, including a magnificent table, chairs, service, and food and drink. The feast takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. Every creature partaking of the feast is cured of all sickness and nausea, receives the benefits of both neutralize poison and remove disease, and gains 1d8 + 6 ⇒ (7) + 6 = 13 temporary hit points after imbibing the nectar-like beverage that is part of the feast. The ambrosial food grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 12 hours.

Before going over the obsidian wall, Feres casts a spell on his companions to protect them from poisonous gases and to allow them to breathe underwater if necessary, another spell to allow his friends and himself to transform into cloud-like vapor and travel at great speed, and another spell to render his companions and himself invisible to undead creatures. Cast Life Bubble on Bubba, Valgrim, Vug, and Vulcan (duration 6.5 hours each); cast Wind Walk on party (duration 13 hours); cast Hide from Undead on party (duration 130 minutes).


Mine is updated as well.


Why don't I go ahead and cast Wind Walk on us anyway, in case we need a quick way to retreat?


Valgrim Twin-Axe wrote:
The nagas in the ziggurat have a Feeblemind gaze attack! Anybody think of any strategies/defenses other than avoiding gaze?

The nagas were in the shaft descending to the lower level, correct? I could cast Wind Walk on the party to allow us to descend and possibly escape their notice. The spell lasts for 13 hours, and would grant us a quick means of ascent as well.


Rolling for hit points: 1d8 ⇒ 2

Well, that could've gone better...


I could cast Shield Other on Valgrim, that way any HP damage he takes will be split between the two of us.


Okay, I'll take Valgrim's suggestion and spend 5 Hero Points to re-roll the 1 from my Breath of Life spell: 1d8 ⇒ 8 - SWEET!

So that makes the total amount healed by Breath of Life 43 hp, which brings Valgrim to -7 hp and unconscious but stabilized.

Then I'll use the other 5 Hero Points as posted above to get an extra standard action to cast Heal on Valgrim and heal an additional 120 hp - that should bring him up to 113 hp and conscious.

"You're not getting out of this that easily," Feres says with a grin as he brings Valgrim back to consciousness. "Now kill this thing!"


During this round I would also like to use 5 Hero Points to gain an extra standard action and cast Heal on Valgrim after the Breath of Life spell, healing him an additional 120 hp.


The lantern archons keep their same distance as they again fire their light rays at the fiendish creature.

Lantern Archon 1, Light Ray 1 Attack (ranged touch): 1d20 + 3 + 3 ⇒ (12) + 3 + 3 = 18
Lantern Archon 1, Light Ray 1 Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Lantern Archon 1, Light Ray 2 Attack (ranged touch): 1d20 + 3 + 3 ⇒ (19) + 3 + 3 = 25
Lantern Archon 1, Light Ray 2 Damage: 1d6 + 3 ⇒ (1) + 3 = 4

Lantern Archon 2, Light Ray 1 Attack (ranged touch): 1d20 + 3 + 3 ⇒ (5) + 3 + 3 = 11
Lantern Archon 2, Light Ray 1 Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Lantern Archon 2, Light Ray 2 Attack (ranged touch): 1d20 + 3 + 3 ⇒ (5) + 3 + 3 = 11
Lantern Archon 2, Light Ray 2 Damage: 1d6 + 3 ⇒ (1) + 3 = 4

Lantern Archon 3, Light Ray 1 Attack (ranged touch): 1d20 + 3 + 3 ⇒ (4) + 3 + 3 = 10
Lantern Archon 3, Light Ray 1 Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Lantern Archon 3, Light Ray 2 Attack (ranged touch): 1d20 + 3 + 3 ⇒ (13) + 3 + 3 = 19
Lantern Archon 3, Light Ray 2 Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Lantern Archon 4, Light Ray 1 Attack (ranged touch): 1d20 + 3 + 3 ⇒ (4) + 3 + 3 = 10
Lantern Archon 4, Light Ray 1 Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Lantern Archon 4, Light Ray 2 Attack (ranged touch): 1d20 + 3 + 3 ⇒ (8) + 3 + 3 = 14
Lantern Archon 4, Light Ray 2 Damage: 1d6 + 3 ⇒ (4) + 3 = 7

Feres calls upon the blessings of the Healing Flame again and imbues Valgrim's fallen form with healing energies in an effort to restore the dwarf to life.

Standard action to cast Breath of Life on Valgrim.

Breath of Life (Valgrim): 5d8 + 12 ⇒ (5, 7, 3, 1, 8) + 12 = 36


Feres completes his spell and 1d4 + 1 ⇒ (3) + 1 = 4 orbs of light wink into existence 30 ft away from the fiendish creature. The lantern archons are spaced out so that there is one north, one south, one east, and one west of the creature.

Bolstered by Bubba's inspiring speech, the four lantern archons each fire two beams of light at the fiendish creature. The lantern archon Light Ray attack is an Exceptional ability (not subject to SR) and overcomes damage reduction of any type.

Lantern Archon 1, Light Ray 1 Attack (ranged touch): 1d20 + 3 + 3 ⇒ (4) + 3 + 3 = 10
Lantern Archon 1, Light Ray 1 Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Lantern Archon 1, Light Ray 2 Attack (ranged touch): 1d20 + 3 + 3 ⇒ (4) + 3 + 3 = 10
Lantern Archon 1, Light Ray 2 Damage: 1d6 + 3 ⇒ (4) + 3 = 7

Lantern Archon 2, Light Ray 1 Attack (ranged touch): 1d20 + 3 + 3 ⇒ (4) + 3 + 3 = 10
Lantern Archon 2, Light Ray 1 Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Lantern Archon 2, Light Ray 2 Attack (ranged touch): 1d20 + 3 + 3 ⇒ (11) + 3 + 3 = 17
Lantern Archon 2, Light Ray 2 Damage: 1d6 + 3 ⇒ (1) + 3 = 4

Lantern Archon 3, Light Ray 1 Attack (ranged touch): 1d20 + 3 + 3 ⇒ (15) + 3 + 3 = 21
Lantern Archon 3, Light Ray 1 Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Lantern Archon 3, Light Ray 2 Attack (ranged touch): 1d20 + 3 + 3 ⇒ (11) + 3 + 3 = 17
Lantern Archon 3, Light Ray 2 Damage: 1d6 + 3 ⇒ (5) + 3 = 8

Lantern Archon 4, Light Ray 1 Attack (ranged touch): 1d20 + 3 + 3 ⇒ (13) + 3 + 3 = 19
Lantern Archon 4, Light Ray 1 Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Lantern Archon 1, Light Ray 2 Attack (ranged touch): 1d20 + 3 + 3 ⇒ (12) + 3 + 3 = 18
Lantern Archon 4, Light Ray 2 Damage: 1d6 + 3 ⇒ (6) + 3 = 9

As his celestial allies attack the fiend, Feres steps up behind Valgrim. The stout priest touches the dwarf's shoulder as he offers a prayer to the Healing Flame to mend his friend's wounds.

Move action to step up 15 ft to a position behind Valgrim; standard action to burn Remove Disease spell to spontaneously cast Cure Serious Wounds on Valgrim.

Cure Serious Wounds (Valgrim): 3d8 + 12 ⇒ (6, 1, 7) + 12 = 26


Feres takes no damage from the Acid Fog thanks to his Necklace of Adaptation.

Unharmed by the caustic fog, Feres begins a prayer to the Dawnflower to summon divine aid.

Full round action to cast Summon Monster VI.


Initiative for Round Two: 1d20 ⇒ 20

Note: Feres also sleeps in his armor.


Yes, we currently are at 233,730 xp. We hit 13th level at 210,000 xp (Fast-Track Advancement), and we'll hit 14th level at 295,000 xp.


During our rest Feres will provide long-term care to Bubba to help him recover his 2 pts of Int damage. DC 15 Heal check: 1d20 + 11 ⇒ (18) + 11 = 29 - success.


Let's try to find a safe camping spot outside the obsidian ring surrounding the ziggurat.


Feres channels another burst of divine radiance to smite the remaining undead warrior.

Standard action to channel energy.

Channel Energy (Harm Undead): 6d6 + 12 ⇒ (6, 1, 5, 5, 4, 3) + 12 = 36 Positive Energy damage to undead; Will DC 23 for half damage, undead to not add channel resistance to saves due to Feres' Sun Blessing domain power.

Buffs in Effect:
Endure Elements (entire party): Exist comfortably in hot or cold regions; duration 24 hours.
Air Walk, Communal (Vug, Feres, Valgrim, Bubba): Can tread on air as if walking on solid ground; duration 30 minutes.
Barkskin (Feres, from Vug's extract): +5 natural armor bonus to AC; duration 120 minutes.
Life Bubble (other party members): Subjects breathe freely, even underwater or in a vacuum, and are immune to harmful gases and vapors, including inhaled diseases and poisons and spells like cloudkill and stinking cloud. Subjects are protected from extremes of temperature (per endure elements) as well as extremes of pressure. Duration 6 hours each.
Darkvision, Communal (Feres and Vulcan, from Vug's extract)
Death Ward (Feres, Valgrim, Vulcan): +4 morale bonus on saves against all death spells and magical death effects. Can save to negate such effects even if save is not normally allowed. Immune to energy drain and any negative energy effects, including channeled negative energy; duration 12 minutes.
Shield of Faith (Valgrim, Feres): Aura grants +4 deflection bonus to AC; duration 12 minutes.
Resist Energy - Fire (Feres): Ignores 30 points of fire damage/attack; duration 120 minutes.
Communal Protection from Energy - Cold (entire party, from Vulcan's spell): Temporary immunity to cold energy until 120 points of cold damage absorbed.
Fickle Winds (entire party, from Vulcan's spell): Mobile cylinder of wind encompasses party and protects them as wind wall, but does not interfere with them in any way. For example, arrows and bolts fired at the targets are deflected upward and miss, but the targets’ own arrows or bolts pass through the wall as if it were not there.
Communal Resist Energy - Electricity (entire party): Ignores 30 points of electricity damage/attack; duration 24 minutes.
Bear's Endurance (Valgrim): +4 enhancement bonus to Constitution; duration 12 minutes.
Bull's Strength (Valgrim): +4 enhancement bonus to Strength; duration 12 minutes.
Divine Favor (Feres): +4 luck bonus to attack and damage rolls; duration 10 rounds.
Haste (entire party): Extra attack when making full attack; +1 bonus to attack and +1 dodge bonus to AC and Reflex saves; +30 enhancement bonus to movement; duration 12 rounds.
Inspire Courage (entire party): +3 competence bonus to attack and damage; +3 morale bonus to saves vs. charm and fear effects.

Number of Channels used today: 3/8

Feres' AC: 32; touch 15; flat-footed 31
Feres' HP: 97/105


Feres steps into the chamber and calls upon the blessings of the Dawnflower, channeling a burst of warm divine radiance to smite the undead abominations.

Move action 20 ft to square G,41. Standard action to Channel Energy (Harm Undead), 30-ft radius burst should catch all undead.

Channel Energy (Harm Undead): 6d6 + 12 ⇒ (5, 1, 2, 6, 1, 5) + 12 = 32 Positive Energy damage to undead; Will DC 23 for half damage, undead to not add channel resistance to saves due to Feres' Sun Blessing domain power.

Buffs in Effect:
Endure Elements (entire party): Exist comfortably in hot or cold regions; duration 24 hours.
Air Walk, Communal (Vug, Feres, Valgrim, Bubba): Can tread on air as if walking on solid ground; duration 30 minutes.
Barkskin (Feres, from Vug's extract): +5 natural armor bonus to AC; duration 120 minutes.
Life Bubble (other party members): Subjects breathe freely, even underwater or in a vacuum, and are immune to harmful gases and vapors, including inhaled diseases and poisons and spells like cloudkill and stinking cloud. Subjects are protected from extremes of temperature (per endure elements) as well as extremes of pressure. Duration 6 hours each.
Darkvision, Communal (Feres and Vulcan, from Vug's extract)
Death Ward (Feres, Valgrim, Vulcan): +4 morale bonus on saves against all death spells and magical death effects. Can save to negate such effects even if save is not normally allowed. Immune to energy drain and any negative energy effects, including channeled negative energy; duration 12 minutes.
Shield of Faith (Valgrim, Feres): Aura grants +4 deflection bonus to AC; duration 12 minutes.
Resist Energy - Fire (Feres): Ignores 30 points of fire damage/attack; duration 120 minutes.
Communal Protection from Energy - Cold (entire party, from Vulcan's spell): Temporary immunity to cold energy until 120 points of cold damage absorbed.
Fickle Winds (entire party, from Vulcan's spell): Mobile cylinder of wind encompasses party and protects them as wind wall, but does not interfere with them in any way. For example, arrows and bolts fired at the targets are deflected upward and miss, but the targets’ own arrows or bolts pass through the wall as if it were not there.
Communal Resist Energy - Electricity (entire party): Ignores 30 points of electricity damage/attack; duration 24 minutes.
Bear's Endurance (Valgrim): +4 enhancement bonus to Constitution; duration 12 minutes.
Bull's Strength (Valgrim): +4 enhancement bonus to Strength; duration 12 minutes.
Divine Favor (Feres): +4 luck bonus to attack and damage rolls; duration 10 rounds.
Haste (entire party): Extra attack when making full attack; +1 bonus to attack and +1 dodge bonus to AC and Reflex saves; +30 enhancement bonus to movement; duration 12 rounds.
Inspire Courage (entire party): +3 competence bonus to attack and damage; +3 morale bonus to saves vs. charm and fear effects.

Number of Channels used today: 2/8

Feres' AC: 32; touch 15; flat-footed 31
Feres' HP: 97/105


Feres casts his remaining two Death Ward spells on Valgrim and Vulcan.


Got it! Feres also casts Divine Favor on himself as Valgrim opens the door.

Is it safe to assume that we'll rest after this room, before venturing down the hole?

Buffs in Effect:
Endure Elements (entire party): Exist comfortably in hot or cold regions; duration 24 hours.
Air Walk, Communal (Vug, Feres, Valgrim, Bubba): Can tread on air as if walking on solid ground; duration 30 minutes.
Barkskin (Feres, from Vug's extract): +5 natural armor bonus to AC; duration 120 minutes.
Life Bubble (other party members): Subjects breathe freely, even underwater or in a vacuum, and are immune to harmful gases and vapors, including inhaled diseases and poisons and spells like cloudkill and stinking cloud. Subjects are protected from extremes of temperature (per endure elements) as well as extremes of pressure. Duration 6 hours each.
Darkvision, Communal (Feres and Vulcan, from Vug's extract)
Death Ward (Feres): +4 morale bonus on saves against all death spells and magical death effects. Can save to negate such effects even if save is not normally allowed. Immune to energy drain and any negative energy effects, including channeled negative energy; duration 12 minutes.
Shield of Faith (Valgrim, Feres): Aura grants +4 deflection bonus to AC; duration 12 minutes.
Resist Energy - Fire (Feres): Ignores 30 points of fire damage/attack; duration 120 minutes.
Communal Protection from Energy - Cold (entire party, from Vulcan's spell): Temporary immunity to cold energy until 120 points of cold damage absorbed.
Fickle Winds (entire party, from Vulcan's spell): Mobile cylinder of wind encompasses party and protects them as wind wall, but does not interfere with them in any way. For example, arrows and bolts fired at the targets are deflected upward and miss, but the targets’ own arrows or bolts pass through the wall as if it were not there.
Communal Resist Energy - Electricity (entire party): Ignores 30 points of electricity damage/attack; duration 24 minutes.
Bear's Endurance (Valgrim): +4 enhancement bonus to Constitution; duration 12 minutes.
Bull's Strength (Valgrim): +4 enhancement bonus to Strength; duration 12 minutes.
Divine Favor (Feres): +4 luck bonus to attack and damage rolls; duration 10 rounds.

Number of Channels used today: 1/8

Feres' AC: 31; touch 14; flat-footed 31
Feres' HP: 97/105


By the way, we now have enough XP to advance to 13th level (220,930 xp).


Ugh! Finally feeling human again. I've learned not to take for granted the ability to breathe freely. Ready to jump back into the game now. Thanks for keeping Feres alive, Valgrim!

Feres casts Communal Resist Energy (Electricity) on the entire party; duration 24 minutes. I also have 2 Death Ward spells left - who wants them?

Buffs in Effect:
Endure Elements (entire party): Exist comfortably in hot or cold regions; duration 24 hours.
Air Walk, Communal (Vug, Feres, Valgrim, Bubba): Can tread on air as if walking on solid ground; duration 30 minutes.
Barkskin (Feres, from Vug's extract): +5 natural armor bonus to AC; duration 120 minutes.
Life Bubble (other party members): Subjects breathe freely, even underwater or in a vacuum, and are immune to harmful gases and vapors, including inhaled diseases and poisons and spells like cloudkill and stinking cloud. Subjects are protected from extremes of temperature (per endure elements) as well as extremes of pressure. Duration 6 hours each.
Darkvision, Communal (Feres and Vulcan, from Vug's extract)
Death Ward (Valgrim, Feres): +4 morale bonus on saves against all death spells and magical death effects. Can save to negate such effects even if save is not normally allowed. Immune to energy drain and any negative energy effects, including channeled negative energy; duration 12 minutes.
Shield of Faith (Valgrim, Feres): Aura grants +4 deflection bonus to AC; duration 12 minutes.
Resist Energy - Fire (Feres): Ignores 30 points of fire damage/attack; duration 120 minutes.
Communal Protection from Energy - Cold (entire party, from Vulcan's spell): Temporary immunity to cold energy until 120 points of cold damage absorbed.
Fickle Winds (entire party, from Vulcan's spell): Mobile cylinder of wind encompasses party and protects them as wind wall, but does not interfere with them in any way. For example, arrows and bolts fired at the targets are deflected upward and miss, but the targets’ own arrows or bolts pass through the wall as if it were not there.
Communal Resist Energy - Electricity (entire party): Ignores 30 points of electricity damage/attack; duration 24 minutes.

Number of Channels used today: 1/8

Feres' AC: 31; touch 14; flat-footed 31
Feres' HP: 97/105


My apologies, everyone. For the past week I've been battling what's turned out to be a case of pneumonia, and this is the first that I've felt well enough to even sit upright and turn on the computer. Can't guarantee much posting in the next several days - very low energy and meds that may start making me feel even worse in different ways (yuck!) but I'll try to keep up. Feel free to 'bot Feres if need be. Thanks!


DC 25 Perception check: 1d20 + 9 ⇒ (19) + 9 = 28

"I saw it, too! Writhing worms arranged in the shape of an enraged face. What was that? And it looked like a great red dragon stole part of the spire."


"Certainly, Valgrim. I believe this old wand has a couple of charges left in it. Well struck, by the way!" Feres exclaims in response to Valgrim's request as he reaches into his magical haversack to retrieve the specified wand. Speaking the magical word to activate the wand, the stout priest removes the last of the dwarf's wounds.

CLW Wand charge #1: 1d8 + 1 ⇒ (6) + 1 = 7
CLW Wand charge #2: 1d8 + 1 ⇒ (5) + 1 = 6

"I'm afraid that's the last of the magic from that wand," Feres comments as he drops the stick into his haversack. Feres then intones a prayer to reveal magical auras as he looks over at the body of the undead knight - careful not to go anywhere near the green worms infesting its body. Casting Detect Magic.


Round Three:

Feres steps behind Valgrim and intones a prayer to the Healing Flame as he touches the dwarf's shoulder.

5-ft. step to square I,44. Standard action to burn Summon Monster V to spontaneously cast Cure Critical Wounds on Valgrim.

Cure Critical Wounds (Valgrim): 4d8 + 12 ⇒ (8, 6, 2, 5) + 12 = 33

Buffs in Effect:
Endure Elements (entire party): Exist comfortably in hot or cold regions; duration 24 hours.
Air Walk, Communal (Vug, Feres, Valgrim, Bubba): Can tread on air as if walking on solid ground; duration 30 minutes.
Barkskin (Feres, from Vug's extract): +5 natural armor bonus to AC; duration 120 minutes.
Life Bubble (other party members): Subjects breathe freely, even underwater or in a vacuum, and are immune to harmful gases and vapors, including inhaled diseases and poisons and spells like cloudkill and stinking cloud. Subjects are protected from extremes of temperature (per endure elements) as well as extremes of pressure. Duration 6 hours each.

Feres' AC: 27; touch 10; flat-footed 27


Black Tom wrote:
Feres, there is something wrong about Searing Light. It's a ray that caps at 10d6 with no save. Were you thinking of Holy Smite or some domain ability?

Sorry for the confusion - that's what I get for sloppy cutting and pasting. Also missed the 10d6 cap on Searing Light, so the damage roll should drop the last two d6's for a revised total of 33 damage.

Also, Round Two DC 23 Will save: 1d20 + 17 ⇒ (16) + 17 = 33


Round Two:

Feres intones a prayer to the Dawnflower and unleashes a bolt of searing light at the nearest giant undead beetle.

Standard action to cast Searing Light at the beetle in squares H/I-41/42; 40 ft.-radius burst positioned to catch both giant beetles; DC 22 Will save negates.

Searing Light (ranged touch attack): 1d20 + 9 ⇒ (3) + 9 = 12
Searing Light Damage: 12d6 ⇒ (6, 2, 4, 6, 3, 2, 4, 1, 4, 1, 3, 2) = 38

Buffs in Effect:
Endure Elements (entire party): Exist comfortably in hot or cold regions; duration 24 hours.
Air Walk, Communal (Vug, Feres, Valgrim, Bubba): Can tread on air as if walking on solid ground; duration 30 minutes.
Barkskin (Feres, from Vug's extract): +5 natural armor bonus to AC; duration 120 minutes.
Life Bubble (other party members): Subjects breathe freely, even underwater or in a vacuum, and are immune to harmful gases and vapors, including inhaled diseases and poisons and spells like cloudkill and stinking cloud. Subjects are protected from extremes of temperature (per endure elements) as well as extremes of pressure. Duration 6 hours each.

Feres' AC: 27; touch 10; flat-footed 27


Round One:

Suspecting that worm-ridden skeletal figure is not fooled by the spell to hide the living from the undead creatures, Feres offers a quick prayer to Sarenrae to call down a pillar of divine fire upon the abominations.

Standard action to cast Flame Strike centered at the junction of squares U/V-29/30; 10 ft. radius by 40 ft. column of divine flame should catch all three creatures; DC 21 Reflex save halves damage.

Flame Strike Damage: 12d6 ⇒ (3, 2, 2, 2, 1, 3, 3, 6, 3, 1, 4, 1) = 31

Buffs in Effect:
Endure Elements (entire party): Exist comfortably in hot or cold regions; duration 24 hours.
Air Walk, Communal (Vug, Feres, Valgrim, Bubba): Can tread on air as if walking on solid ground; duration 30 minutes.
Barkskin (Feres, from Vug's extract): +5 natural armor bonus to AC; duration 120 minutes.
Life Bubble (other party members): Subjects breathe freely, even underwater or in a vacuum, and are immune to harmful gases and vapors, including inhaled diseases and poisons and spells like cloudkill and stinking cloud. Subjects are protected from extremes of temperature (per endure elements) as well as extremes of pressure. Duration 6 hours each.

Feres' AC: 27; touch 10; flat-footed 27


DC 23 Will save: 1d20 + 17 ⇒ (8) + 17 = 25

Initiative: 1d20 ⇒ 18

Buffs in Effect:
Endure Elements (entire party): Exist comfortably in hot or cold regions; duration 24 hours.
Air Walk, Communal (Vug, Feres, Valgrim, Bubba): Can tread on air as if walking on solid ground; duration 30 minutes.
Barkskin (Feres, from Vug's extract): +5 natural armor bonus to AC; duration 120 minutes.
Life Bubble (other party members): Subjects breathe freely, even underwater or in a vacuum, and are immune to harmful gases and vapors, including inhaled diseases and poisons and spells like cloudkill and stinking cloud. Subjects are protected from extremes of temperature (per endure elements) as well as extremes of pressure. Duration 6 hours each.
Hide from Undead (entire party): Undead can't perceive warded subjects; subject to SR, and Will DC 17 negates for intelligent undead only; duration 120 minutes.

Feres' AC: 27; touch 10; flat-footed 27


"Let's keep this a scouting mission for as long as possible," Feres advises. "My spell to make us invisible to undead creatures will be terminated as soon as one of us attacks them."

Hide from Undead: Undead cannot see, hear, or smell creatures warded by this spell. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Non-intelligent undead creatures (such as skeletons or zombies) are automatically affected and act as though the warded creatures are not there. An intelligent undead creature gets a single Will saving throw. If it fails, the subject can't see any of the warded creatures. If it has reason to believe unseen opponents are present, however, it can attempt to find or strike them. If a warded creature attempts to channel positive energy, turn or command undead, touches an undead creature, or attacks any creature (even with a spell), the spell ends for all recipients.


Feres gratefully accepts and drinks Vug's extract. He also drinks the extract of Barkskin that she provided for him.

Following the alchemist's example, the stout priest cast a spell on his companions to protect them from poisonous gases and to allow them to breathe underwater if necessary. Cast Life Bubble on Bubba, Valgrim, Vug, and Vulcan. And yes - I just realized that Life Bubble also duplicates the effects of Endure Elements...

Feres then casts a spell to render his companions and himself invisible to undead creatures. Cast Hide from Undead on party.

Buffs in Effect:
Endure Elements (entire party): Exist comfortably in hot or cold regions; duration 24 hours.
Air Walk, Communal (Vug, Feres, Valgrim, Bubba): Can tread on air as if walking on solid ground; duration 30 minutes.
Barkskin (Feres, from Vug's extract): +5 natural armor bonus to AC; duration 120 minutes.
Life Bubble (other party members): Subjects breathe freely, even underwater or in a vacuum, and are immune to harmful gases and vapors, including inhaled diseases and poisons and spells like cloudkill and stinking cloud. Subjects are protected from extremes of temperature (per endure elements) as well as extremes of pressure. Duration 6 hours each.
Hide from Undead (entire party): Undead can't perceive warded subjects; subject to SR, and Will DC 17 negates for intelligent undead only; duration 120 minutes.

Feres' AC: 27; touch 10; flat-footed 27


Upon arriving in the jungle, Feres follows Valgrim's example and casts spells of Endure Elements on Bubba and Vug, then recalls the spells using his Pearls of Power to cast the same spells on Vulcan and himself.

At the black ring, Feres studies the runes along with his companions. "Should we scout out a safe campling site before we attempt to enter the ziggurat, or forge on ahead?" the stout priest asks his friends. "If we're planning to go over this stone ring now, we should probably cast our protective spells."

Buffs in Effect:
Endure Elements (entire party): Exist comfortably in hot or cold regions; duration 24 hours.


I would prefer to have all slots filled going into a situation like this - unfortunately, I wasn't able to finish last night before I had to go to bed. I believe I just have a 6th level slot left to fill - I was thinking either Blade Barrier, Greater Dispel Magic, another Heal, or Word of Recall (in case something happens to Vulcan and he can't cast the other scroll of Teleport).


Cool! Thanks!

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