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Sylph shaman 13/slayer 13 Init +12, Percep +28 HP 90/90 [AC 24/26 v Range] [FF 19] [T17/21 v Spells] Fort +12 Ref +17 Wil +16 Stealth +35
![]() To resolve the octopus breathing thing. A druid is a humanoid while using beast shape. A druid does not gain the aquatic sub-type or any sub-type for that matter while using a polymorph spell such as beast shape. here is the official ruling ![]()
Sylph shaman 13/slayer 13 Init +12, Percep +28 HP 90/90 [AC 24/26 v Range] [FF 19] [T17/21 v Spells] Fort +12 Ref +17 Wil +16 Stealth +35
![]() he said demon so i think he ment the barded devil?
also can you bot MI'al's attack before we start the new round please ![]()
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Sylph shaman 13/slayer 13 Init +12, Percep +28 HP 90/90 [AC 24/26 v Range] [FF 19] [T17/21 v Spells] Fort +12 Ref +17 Wil +16 Stealth +35
![]() Gale will stealth stealth: 1d20 + 39 ⇒ (2) + 39 = 41 Gale will then 5ft step into the hallway swift action to make the undead monster her studied target will cast fortune on MI'al then cackle to extend fortune for 1 round - Rogard(3rounds), Aramus(2 rounds) and Mi'al(3 rounds) fortune: The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours. ![]()
Sylph shaman 13/slayer 13 Init +12, Percep +28 HP 90/90 [AC 24/26 v Range] [FF 19] [T17/21 v Spells] Fort +12 Ref +17 Wil +16 Stealth +35
![]() Aramus dont forget you have 2 rounds of fortune so you can roll 2 d20's when you attack and take the better result. Rogard you have 1 round of fortune as well. Im on my phone atm ill have my combat actions up later today. ![]()
Sylph shaman 13/slayer 13 Init +12, Percep +28 HP 90/90 [AC 24/26 v Range] [FF 19] [T17/21 v Spells] Fort +12 Ref +17 Wil +16 Stealth +35
![]() cackle is a move action, also action economy is only a thing in combat. but if you want to go down that road then I will fortune, Rogard and Aramus. then cackle so rogard will have 1 round and aramus will have 2. ![]()
Sylph shaman 13/slayer 13 Init +12, Percep +28 HP 90/90 [AC 24/26 v Range] [FF 19] [T17/21 v Spells] Fort +12 Ref +17 Wil +16 Stealth +35
![]() Gale prepares for the battle by casting beast of ill omen on her familiar then casting fortune on all the party members. Beast of ill omen will bane the first creature within 60ft that see's it.(dc 21 will) Fortune lets everyone roll 2 d20's and take the highest. you can do this for 2 rounds and gale can "Cackle" to extend it for 1 round. So basically that will be the last thing she does before we kick in the door. ![]()
Sylph shaman 13/slayer 13 Init +12, Percep +28 HP 90/90 [AC 24/26 v Range] [FF 19] [T17/21 v Spells] Fort +12 Ref +17 Wil +16 Stealth +35
![]() Gale will check on the group to make sure everyone is ok that was tough, we have done well to vanquich that foul beast Gale will join Rogard, mainly to keep an eye one him Stealth: 1d20 + 39 ⇒ (16) + 39 = 55 she will quickly go in, take note of the situation then come back to the group. ![]()
Sylph shaman 13/slayer 13 Init +12, Percep +28 HP 90/90 [AC 24/26 v Range] [FF 19] [T17/21 v Spells] Fort +12 Ref +17 Wil +16 Stealth +35
![]() Gale will take another free shot after Aramus strikes the devil! opportunity: 1d20 + 25 ⇒ (1) + 25 = 261d8 + 11 + 1d6 + 2d6 + 4d6 + 8 ⇒ (1) + 11 + (5) + (2, 3) + (3, 5, 1, 2) + 8 = 41 Gale will unleash another volley of arrows at the squid lady, feeling inspired by Irra attack1: 1d20 + 25 ⇒ (13) + 25 = 381d8 + 14 + 1d6 + 2d6 + 4d6 + 8 ⇒ (7) + 14 + (5) + (5, 5) + (6, 2, 6, 3) + 8 = 61
confirming crit on attack3 crit: 1d20 + 20 ⇒ (19) + 20 = 39 i hope that confirms if so then add an additional crit dmg: 2d8 + 28 + 2d6 + 4d6 ⇒ (1, 6) + 28 + (3, 1) + (2, 2, 1, 6) = 50 spells in play: ![]()
Sylph shaman 13/slayer 13 Init +12, Percep +28 HP 90/90 [AC 24/26 v Range] [FF 19] [T17/21 v Spells] Fort +12 Ref +17 Wil +16 Stealth +35
![]() Gale 5 ft steps into the room, still stealthed, she lines up for a full round attack on the squid lady unleashing a barrage of arrows attack1: 1d20 + 23 ⇒ (12) + 23 = 351d8 + 11 + 1d6 + 4d6 + 2d6 + 8 ⇒ (6) + 11 + (3) + (1, 1, 3, 3) + (6, 3) + 8 = 45
Gale will use clustered shots to total all damage(if any) before applying any DR the creature might have. Also if one of Rogards or Aramus' attacks hit Gale will use her opportunist talent to take a free shot opportunity: 1d20 + 23 ⇒ (16) + 23 = 391d8 + 11 + 1d6 + 4d6 + 2d6 + 8 ⇒ (8) + 11 + (2) + (4, 5, 5, 2) + (1, 1) + 8 = 47 spells in play: ![]()
Sylph shaman 13/slayer 13 Init +12, Percep +28 HP 90/90 [AC 24/26 v Range] [FF 19] [T17/21 v Spells] Fort +12 Ref +17 Wil +16 Stealth +35
![]() well either way Gale will cast dispel magic on Aramus Dispel check: 1d20 + 13 ⇒ (20) + 13 = 33 vs DC 11+the spell casters level Stop fooling around Aramus and go end her please ![]()
Sylph shaman 13/slayer 13 Init +12, Percep +28 HP 90/90 [AC 24/26 v Range] [FF 19] [T17/21 v Spells] Fort +12 Ref +17 Wil +16 Stealth +35
![]() yeah your right gm... sorry i got a bit excited :P However if she does need to make a concentration check within the next minute then the DC is increased by 5..... meh its something :) ![]()
Sylph shaman 13/slayer 13 Init +12, Percep +28 HP 90/90 [AC 24/26 v Range] [FF 19] [T17/21 v Spells] Fort +12 Ref +17 Wil +16 Stealth +35
![]() so i'm going to sniper her, my last stealth check was a 55 -10 for sniping. My Init for the surprise round is 32 :) as the door swings open Gale quickly recognizes the described octopus lady and that she is in the middle of casting a spell and with lighting reflexes she snaps of a shot with her bow. to bad im practically invisible so none of you are likey to even see how cool i am lol! I make her my studied target;
also if she is mythic she will take an extra 2d6 from my mythic bane special ability extra mythic dmg: 2d6 ⇒ (1, 1) = 2 firstly sorry gm :P but if i hit her (if i missed i think we are screwed :S) she would need to make a concentration check of DC 10 + min 41 points of damage taken + the level of the spell + 5 from the distracting arrow to cast what ever spell she just used.... potentially spells in play: ![]()
Sylph shaman 13/slayer 13 Init +12, Percep +28 HP 90/90 [AC 24/26 v Range] [FF 19] [T17/21 v Spells] Fort +12 Ref +17 Wil +16 Stealth +35
![]() Init: 1d20 + 12 ⇒ (8) + 12 = 20 also did she just act in a surprise round cause my snap shot ability would kick in? will: 1d20 + 16 ⇒ (3) + 16 = 19 also would true seeing have an effect on the multiple images that gale would see? spells in play: ![]()
Sylph shaman 13/slayer 13 Init +12, Percep +28 HP 90/90 [AC 24/26 v Range] [FF 19] [T17/21 v Spells] Fort +12 Ref +17 Wil +16 Stealth +35
![]() I just wanted to point out that i'm really enjoying my character (and the campaign!) thus far and i'm trying to flesh out her personality a bit more. Being a sylph and a wind shaman the air is a large part of who she is so i'm trying to make her a bit flippant and nonchalant, she doesn't like to stay still for to long and likes to keep moving like the breeze. I'm not trying to lead the party or be the face but i'm just trying to give Gale a bit more of a personality as sometimes being neutral can be a bit bland. also i'm open to criticism and feedback as well ![]()
Sylph shaman 13/slayer 13 Init +12, Percep +28 HP 90/90 [AC 24/26 v Range] [FF 19] [T17/21 v Spells] Fort +12 Ref +17 Wil +16 Stealth +35
![]() Did she look like this? lol would there be enough information to make a knowledge check to identify? While i do take pity on the meek i also dont suffer fools that get themselves in over their head, i suggest you leave now dear and Study your craft some more. don't return here again. final perception check of the room to find anything useful perception: 1d20 + 48 ⇒ (3) + 48 = 51 if there is nothing useful then gale will continue to the next room along. Usual thing listen, before entering while stealthing. spells in play: ![]()
Sylph shaman 13/slayer 13 Init +12, Percep +28 HP 90/90 [AC 24/26 v Range] [FF 19] [T17/21 v Spells] Fort +12 Ref +17 Wil +16 Stealth +35
![]() Ilia, as you know we are also contestants in this competition, and we mean to win, we have rescued you so in return please tell us what you can of the octopus lady that imprisoned you. ![]()
Sylph shaman 13/slayer 13 Init +12, Percep +28 HP 90/90 [AC 24/26 v Range] [FF 19] [T17/21 v Spells] Fort +12 Ref +17 Wil +16 Stealth +35
![]() With true seeing i would be able to see the true form of anything in the room, can you tell me please GM if anything is not as its supposed to be please. Assuming everything is what it looks like and there are no monsters pretending to be chains or people ect. Gale will shoot the chains holding the girl using adamantine arrows, while still keeping stealth (-10 to stealth while sniping) 1st shot: 1d20 + 21 ⇒ (15) + 21 = 361d8 + 19 + 1d6 ⇒ (4) + 19 + (3) = 26
spells in play: ![]()
Sylph shaman 13/slayer 13 Init +12, Percep +28 HP 90/90 [AC 24/26 v Range] [FF 19] [T17/21 v Spells] Fort +12 Ref +17 Wil +16 Stealth +35
![]() Hmmmf very well, we shall leave you to your hunt, and we shall continue ours, do yell out if you find it... Gale says with a sly smile she then moves to the next door to the south. Before going in she pulls out a scroll of Chameleon Stride and casts it on her self and then will stealth stealth: 1d20 + 39 ⇒ (16) + 39 = 55 then she will listen at the door, then open it, and draw her bow. spells in play: ![]()
Sylph shaman 13/slayer 13 Init +12, Percep +28 HP 90/90 [AC 24/26 v Range] [FF 19] [T17/21 v Spells] Fort +12 Ref +17 Wil +16 Stealth +35
![]() who told you it was here?, sir i have acute senses, i can tell your book is not here, and i certainly dont have it. If you dont start explaining yourself i'll leave you here so more of those monsters can find you ![]()
Sylph shaman 13/slayer 13 Init +12, Percep +28 HP 90/90 [AC 24/26 v Range] [FF 19] [T17/21 v Spells] Fort +12 Ref +17 Wil +16 Stealth +35
![]() Gale helps look for the book, trying to find it before the wizard, firstly just in case he tries anything and secondly so she can use it to get him to answer some questions. perception: 1d20 + 48 ⇒ (17) + 48 = 65 Spells in Play: ![]()
Sylph shaman 13/slayer 13 Init +12, Percep +28 HP 90/90 [AC 24/26 v Range] [FF 19] [T17/21 v Spells] Fort +12 Ref +17 Wil +16 Stealth +35
![]() 3 down and 3 to go, remember people we are on the clock here, there are others who seek victory and we may not be the first inside, but we must be the first ones out! ![]()
Sylph shaman 13/slayer 13 Init +12, Percep +28 HP 90/90 [AC 24/26 v Range] [FF 19] [T17/21 v Spells] Fort +12 Ref +17 Wil +16 Stealth +35
![]() hmmm.. good point Rogard, however i think its better to use the resources of our surroundings first before we deplete our own abilities Gale will move through the room, still invisible and still in flight, around the table to behind where the fight is taking place. and will cast Banishment I can banish up to 26HD of creatures. the save is a DC 21 Will. Also as this "targets" an enemy it will break invisibility. ![]()
Sylph shaman 13/slayer 13 Init +12, Percep +28 HP 90/90 [AC 24/26 v Range] [FF 19] [T17/21 v Spells] Fort +12 Ref +17 Wil +16 Stealth +35
![]() Also GM just for future reference, i have the snap shot rouge talent that treats my initiative as a nat 20 for surprise rounds so i would have been at init 32. however i can only take a standard action to attack with a ranged weapon which i didnt want to do anyway. so its no biggie, but i thought i would just bring it up FYI ![]()
Sylph shaman 13/slayer 13 Init +12, Percep +28 HP 90/90 [AC 24/26 v Range] [FF 19] [T17/21 v Spells] Fort +12 Ref +17 Wil +16 Stealth +35
![]() question... i dont think they should be able to see me? I will move towards Rogard, Psst its me, Gale, can i have that scroll of banishment pls that's my move action for the surprise round ![]()
Sylph shaman 13/slayer 13 Init +12, Percep +28 HP 90/90 [AC 24/26 v Range] [FF 19] [T17/21 v Spells] Fort +12 Ref +17 Wil +16 Stealth +35
![]() Init: 1d20 + 12 ⇒ (8) + 12 = 20 resistances/DR and special attacks plz also just a note that i have beast of ill omen on my familiar, so the first enemy with in 60ft needs to make a dc 21 will save or it suffers the effect of bane. edit: Irra i gave you 2 scrolls of see invisibility, just a reminder GM Only: just using a bit of player knowledge here but see how i identified these creatures and i'm an air shaman with an air elemental familiar would i be able to know these are air elementals and therefore know their elemental traits? ![]()
Sylph shaman 13/slayer 13 Init +12, Percep +28 HP 90/90 [AC 24/26 v Range] [FF 19] [T17/21 v Spells] Fort +12 Ref +17 Wil +16 Stealth +35
![]() not sure if im still invisible or if the spell would have run out by now? But either way Gale will cast True Seeing on herself Guys i found someone ![]()
Sylph shaman 13/slayer 13 Init +12, Percep +28 HP 90/90 [AC 24/26 v Range] [FF 19] [T17/21 v Spells] Fort +12 Ref +17 Wil +16 Stealth +35
![]() hovering off the ground i'll move into the room, i'd like to inspect the iron door at the other end of the room take 10 on perception for 58 guys there is another door in here as well as some weird dark liquid and lots of bones.....very creepy! ![]()
Sylph shaman 13/slayer 13 Init +12, Percep +28 HP 90/90 [AC 24/26 v Range] [FF 19] [T17/21 v Spells] Fort +12 Ref +17 Wil +16 Stealth +35
![]() I cast beast of Ill omen on my air elemental familair. I would like to listen at the door to the south of the room we just exited, then i would like to open it. Currently invisible :) Beast of ill omen DC 21 will: beast of Ill-Omen (Su): The witch imbues her familiar with strange magic, putting a minor curse upon the next enemy to see it. The enemy must make a Will save or be affected by bane (caster level equal to the witch's level). The witch can use this hex on her familiar at a range of up to 60 feet. The affected enemy must be no more than 60 feet from the familiar to trigger the effect; seeing the familiar from a greater distance has no effect (though if the enemy and familiar approach to within 60 feet of each other, the hex takes effect). The bane affects the closest creature to the familiar (ties affect the creature with the highest initiative score). Whether or not the target's save is successful, the creature cannot be the target of the bane effect for 1 day (later uses of this hex ignore that creature when determining who is affected).
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