Arcadian Tribesman

Hallf the Scaled's page

151 posts. Alias of Byden.


RSS

1 to 50 of 151 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Just a heads up I'm doing brutal hours at work and may struggle to get posts in for this week, should be sorted by next week.


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Finally able to act again Hallf studies the Cacti his comrades are assaulting, and his furious mind forces powers through the illusion even as it races considering how best to assail the monster. Summons would be thwarted by the illusion, I'll have to do this myself.

He roars and weaves his tiny hands increasing his strength ready to attack the creature.

Hallf Will vs Illusion: 1d20 + 12 ⇒ (19) + 12 = 31
Ankylosaurus Will: 1d20 + 4 ⇒ (1) + 4 = 5


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

The ankylosaurus sniffs about still searching for a foe, while Hallf's motionless torture continues.


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Knowing that there is an enemy present the ankylosaurus's nostrils flare and its head turns back and forth for a moment before...

Using the scent ability to detect direction, if it can smell something and will then move in that direction.


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Unsure of what is wished of it, with a vague sense of enemies still near, but nothing to direct its fury against the ankylosaurus delays waiting for something its unsubtle mind can understand need whacking on the head.


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

The magic circle sadly does not free Hallf and once again he is forced to rely upon his summon to act for him.

The ankylosaurus slams its tail at the Vrock again, but the demon manages to avoid being dazed again, though the bone connects with a mighty thwack again.

Ankylosaurus PA: 1d20 + 15 ⇒ (14) + 15 = 29 Damage: 2d6 + 18 ⇒ (2, 2) + 18 = 22 12 after DR.
Vrock DC 23 Fort or Dazed: 1d20 + 13 ⇒ (10) + 13 = 23

young Ankylosaurus:

N Large animal
Init +2; Senses low-light vision, scent; Perception +14
DEFENSE

AC 23, touch 11, flat-footed 21 (+12 natural, –1 size, +2 dex)
hp 75 + 7 temp hp (10d8+30)
Fort +12, Ref +9, Will +4
OFFENSE

Speed 30 ft.
Melee tail +15 (2d6+12 plus stun)
Space 10 ft.; Reach 10 ft.
STATISTICS

Str 27, Dex 14, Con 17, Int 2, Wis 13, Cha 8
Base Atk +7; CMB +16; CMD 29 (33 vs. trip)
Feats Great Fortitude, Improved Bull Rush, Improved Overrun, Power Attack, Weapon Focus (tail)
Skills Perception +14
SPECIAL ABILITIES
Stun (Ex)

The ankylosaurus's tail can deliver a powerful, stunning blow. A creature struck by this attack must make a DC 23 Fortitude save or be dazed for 1 round. If the strike is a critical hit and the target fails its save, it is instead stunned for 1d4 rounds. The save DC is Strength-based.


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

I believe one died and I dazed the other, OOC they are summoned not illusions.


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Round 2
Form: Tyrannosaur
AC: 14
HP: 75/75
Conditions: Stunned for 5 rounds, -2 Dex

Spells:

0th: Create Water, Detect Magic, Ghost Sound, Light
1st: Calm Animals*, Faerie Fire, Faerie Fire, Endure Elements, Endure Elements, Cure Light Wounds
2nd: Feather Fall*, Bull's Strength, Bull's Strength, Barkskin, Reduce Animal, Reduce Animal
3rd: Fly*, Delay Poison, Greater Magic Fang, Daylight, Open Slot
4th: *Summon Nature's Ally IV*, *Freedom of Movement, Neutralize Poison, *Open Slot

Hallf's will batters fruitlessly against the prison of his mind and body again, but at least he has an agent in play in the form of his summoned dinosaur - though without direction it is little more than a dumb beast targeted at his foes. He recalls vaguely having heard of a ring that can be used to counter a certain spell and wonders if he should seek out such a thing...

The ankylosaurus bellows as it swings its bone club of a tail at its bizarre foe again, striking home, but failing to daze the Vrock which has apparently readied itself and avoids being putout of action this time.

Young Ankylosaurus PA: 1d20 + 13 ⇒ (10) + 13 = 23 Damage: 2d6 + 18 ⇒ (2, 5) + 18 = 25 15 after DR.
Vrock's DC 23 Will Save or Dazed: 1d20 + 13 ⇒ (20) + 13 = 33


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Round 1
Form: Tyrannosaur
AC: 14
HP: 75/75
Conditions: -2 Dex

Spells:

0th: Create Water, Detect Magic, Ghost Sound, Light
1st: Calm Animals*, Faerie Fire, Faerie Fire, Endure Elements, Endure Elements, Cure Light Wounds
2nd: Feather Fall*, Bull's Strength, Bull's Strength, Barkskin, Reduce Animal, Reduce Animal
3rd: Fly*, Delay Poison, Greater Magic Fang, Daylight, Open Slot
4th: *Summon Nature's Ally IV*, *Freedom of Movement, Neutralize Poison, *Open Slot

Hallf summons a young ankylosaurus which charges the vrock in front of it using the bone club upon the end of its tail to overcome the taller creatures reach. It's tail smashes down upon the side of the Vrock's head causing the creature to stagger dazed by the jarring force of the blow!

The druid then stalks forward himself towards the demon all the while scanning for signs of their true foe who he knows must be near...

"That b&~#+ Demon spoke in my head, she may be near. She thinks to play with us!"

Vrock 1 is dazed for 1 round.

Hallf moves until the top left corner of his space is at R30.

Young Ankylosaurus:
N Large animal
Init +2; Senses low-light vision, scent; Perception +14
DEFENSE

AC 23, touch 11, flat-footed 21 (+12 natural, –1 size, +2 dex)
hp 75 + 7 temp hp (10d8+30)
Fort +12, Ref +9, Will +4
OFFENSE

Speed 30 ft.
Melee tail +15 (2d6+12 plus stun)
Space 10 ft.; Reach 10 ft.
STATISTICS

Str 27, Dex 14, Con 17, Int 2, Wis 13, Cha 8
Base Atk +7; CMB +16; CMD 29 (33 vs. trip)
Feats Great Fortitude, Improved Bull Rush, Improved Overrun, Power Attack, Weapon Focus (tail)
Skills Perception +14
SPECIAL ABILITIES
Stun (Ex)

The ankylosaurus's tail can deliver a powerful, stunning blow. A creature struck by this attack must make a DC 23 Fortitude save or be dazed for 1 round. If the strike is a critical hit and the target fails its save, it is instead stunned for 1d4 rounds. The save DC is Strength-based.

Young Ankylosaurus PA Charge: 1d20 + 15 ⇒ (9) + 15 = 24
Damage: 2d6 + 18 ⇒ (5, 4) + 18 = 27 17 after DR
Vrock's DC 23 Fort or Dazed: 1d20 + 13 ⇒ (7) + 13 = 20


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Hallf studies the creatures before acting trying to discern the nature of the purple dust, but is unable to place the magics going on. Cautious of this demon's trickery he waits to see the results of his comrades actions before making a move.

Waiting to see if the purple aura does anything to attackers and if anyone else actually makes the spellcraft check and cares to share, etc.


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Lol, back of the hook shaped head crest it is then :)


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

"Hallf, called The Scaled. Summon and fight, but must summon a new companion to be at my full strength to take my vengeance."

The dinosaur gives Liette a stiff bow.


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

"You know of this creature Blue One? Nathaniel? And you others, Abbey Gale I have heard but I do not have names for all."

The tyrannosaur rumbles eyes narrowing and tail swishing as its snout twists in a snarl. Nodding at Nathaniel's words Hallf replies,

"I see, then we are one in our desire for vengeance. I wish us to join forces. I would return to Fort Nail and claim it. What of the rest of you?"


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Well I might, but a standard action could potentially be the difference between life and death especially in this game. And being in a flying combat ready form already seems sensible, especially since he can now maintain it for forty hours a day.


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Well that's pretty much what I'm suggesting, but it might strain credulity to hold something with a beak for that long, so hooking behind teeth or the crest thing on the back of it head, which actually seem almost designed for it might be more practical. Sadly I don't rate any of the flying saurian animal companions, and I've already got a set of large magical barding for a trex so I'll probably have to use carry companion if we're to make the most of the ability to fly.


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

The tyrannosaur growls and weaves its tiny forearms before saying,

"Illusion cloaked as woman, told us was Crusader so we would open the door of the church outside Fort Nail for it. We were wary but it simply attacked, stunned me, used reverse gravity and savaged us. I think Sigmund see it true. Sigmund?""

DC 15 Spellcraft:
He's using Ghost Sound to communicate.


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

I'll note that Hallf is now wearing Yarra's Evil Outsider Bane Amulet of Mighty Fists.

DM Jelani with regard to the airship, would you have any objection to Hallf in Quetzalcoatlus form - a huge Pterosaur - holding onto some sort of strap attached to the "Airship" and gliding behind, essentially being pulled at its greater speed? I figure this would give him the advantage of already being in that form and a Quetzalcoatlus is basically a big glider anyway. Ideally I would want to be able to release the strap, probably held in its beak as a free or swift action. Maybe it could essentially be wrapped around two teeth and be released by a proper opening of the mouth or some such?

According to wikipedia, modern estimates place its weight at about 500lbs - 440lbs to 550lbs - so its very light for a huge creature.

Quetzalcoatlus image.


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Hallf casts Create Water and steps into the shower soaking himself and collecting water in his mouth and cupped palms, repeating the process several times before looking to the new comers and warning,

"I change now," then after awkwardly gathering up all of Yarra's gear, grim faced he transforms taking on the huge form of a tyrannosaur and giving a mournful roar for his lost companion.


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

The elemental a should have released everyone long since FYI Liette.

Hallf gives Liette a small nod of greeting clearly still wary. Feeling the sun beating down he casts an extended protection from elements upon himself and upon Sigmund with his rod,

"Barrun dakk irr?" He mutters to himself.

Hallit:
"Why do we live?"


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Hallf watches Nathaniel go, his suspicions slightly alleviated by his comrades seeming knowledge of the strange being,

"Sigmund can you heal us? We should get ready in case this is trick. Any of you think why we live, and why we have our gear?"

As he puts on his gear he scans the others with detect magic, searching for some lingering trick of the fiends.

"We need to think what to do with cursed mace to."


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Hallf's face twists with fury, as he gestures at a severed hand clasping a mace nearby,

"I do not know, but not all of us live. I cannot see why we live, this fears me, but I will make it regret leaving me alive. I am Hallf the Scaled, Druid and avenger of Sarkoris, I let my comrades say better rest they have more silver in this tongue."


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Hallf who after freeing his comrades has pulled on as much of his equipment as he can shouts back in heavily accented common,

"I am not demon, but have been long passed out after defeat by deceiving demon. These have image of friends and seem so, but lies are strong here. You claim to be Crusaders? Then tell me the prices you have gained for your trophies, and we shall do the same. I am find trust too small, but I think few demons know this."


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Yes Mage armor in particular would be much appreciated, our late lamented wizard did not have it, which was a first for me! I'm sure we can exchange some buffs :) I'm kinda aware of the airship, lol, can I ask what speed it travels at? Wondering if Hallf can keep up in pterosaur form.


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Remaining in the form of a tiny serpents Hallf summons three small air elementals and orders them to free his friends as he resumes human form and scrabbles around in the pile of items at the base of his cross before slipping a pair of crystal lenses into his eyes and peering at the approaching creatures.

"This is bad. Can you hide us? Maybe I change and carry you away?"

The elementals will spend the two full rounds to free each of his comrades.

1d3 ⇒ 3
Perception: 1d20 + 24 ⇒ (11) + 24 = 35


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Hey everyone, looking forward to getting to play together and carve up some demons. Particularly that cursed Glabrezu, who just killed Hallf's beloved animal companion...

Hallf's a high perception toting pretty tough customer, but his AC is pretty abysmal at the moment - waiting on being able to afford some wild fullplate.


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Hallf awakens silently, the pain kindling to a core of quiet fury as he surveys his sorry situation,

"Gaharatt angarr delat horg anun genthrak ragan!" He rasps, unable to shout his vow with his throat parched and dry as old leather.

Hallit:
I will make you suffer a thousand times the pain you have caused me, and then I shall begin."[/b]

Tears stream down his cheeks cutting trails in the dust as he weeps for Yarra and for his fallen comrades, but in truth mostly for the tyrannosaur who he had raised from a babe, but he turns to Kenan as best he can unashamed,

"I try change," he says beginning to shirt...

DM Jelani, how would this work with wildshape, could I wildshape into a tiny snake and be automatically free? Or if not that then into a large form and make a str check?

Non-lethal for 13 Failed Saves: 13d4 ⇒ (4, 4, 3, 2, 1, 2, 2, 1, 1, 3, 4, 4, 4) = 35


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Yeah tell me about it, Hallf is going to be gunning for this f@*%er you can bet. He really needs to hit 9th level so he can smite.


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

I was kinda hoping Yarra was not going to get killed given this comment below. Its not a huge deal, but I think since she is off outside it would need to take a round to get over to her, then a round to kill her then a round to get back to Hallf which might well buy him enough time to escape, etc.

DM Jelani wrote:
Hallf stands there, unable to move, mouth slightly agape. Yarra looks to her master unsure what to do. If you want to I can have her attack, but there's a decent chance she'll get killed. Up to you. Remember this is the "you can't really win killing off the people who left the game encounter." Not saying you won't have a chance for revenge later, just keep that in mind.


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Hallf utterly appauled by his own inability to act struggles furiously against the cage of his own mind, but to no avail!


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Hallf still in his nimble dinosaur form can do nothing as events unfold about him, and rage as he might inside his own head he can do nothing!

Outside Yarra blinks at the woman by the Church, but goes back to sniffing around, the small ones often make odd sounds and Hallf would surely call if he had need of her...


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

It's in the falling rules, anytime you fall and take damage you are prone. Happy to avoid it, but fair's fair.


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Sorry to point it out Kenan, but this is just coming up in another game where I'm also stuck in Reverse Gravity, you should probably be prone on the ceiling and thus unable to fire your bow without taking a move action to stand.


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Fair warning Hallf is going to take maximum precautions even if he finds the story convincing, because he is confident demons are far better liars than he is a spotter of lies, etc.

Sense Motive: 1d20 + 4 ⇒ (2) + 4 = 6


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

"Cannot turn away, but ready to strike and split up so any devilment can only take one of us. We detect magic, detect evil, smell for truth and maybe make gargle of holy water?" Hallf whispers, placing his ghost sound by each of his comrades ears in turn.


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

"Who wants to enter? We ready for deceit of demons..." Hallf replies, frustrated by his inability with this common tongue.


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

A bit gruesome for me personally, but I'm sure Hallf can incorporate something of Sirhan into one of his fetish magic items. Maybe into Yarra's demonbane amulet, that seems appropriate.


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Great playing with you guys, sad it was not for longer, good luck and happy gaming :)

I certainly understand the impulse though DM Jelani, I tend to feel the same way its encouraging to have regular posts and it helps me to keep up my enthusiasm and pace as a DM.


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Checking in, hopefully everyone can continue, but it certainly would be nice to move at a brisker pace either way.


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Cool with me, gives me an advantage though for this round.

Round 1, Init 10+ Hallf
AC 18, Touch AC 12
Conditions: Greater Magic Fang on Yarra (7 hours), Extended Reduce Animal Yarra (14 hours), Bull's Strength on Yarra (6 minutes), Barkskin on Yarra, +4 nat. armor (70 minutes), Fly on Hallf, fly speed 60' perfect maneuverability (6 minutes)

Spells:

0th: Create Water, Detect Magic, Ghost Sound, Light
1st: Calm Animals*, *Faerie Fire, Faerie Fire, *Endure Elements, *Endure Elements, Cure Light Wounds
2nd: Feather Fall*, *Bull's Strength, Bull's Strength, *Barkskin, *Reduce Animal, Reduce Animal
3rd: *Fly*, Delay Poison, *Greater Magic Fang, Daylight
4th: *Summon Nature's Ally IV*, *Freedom of Movement, Neutralize Poison

A goat legged man with horns appears and Hallf orders,

"Demon, suggest it stop fighting for time, since it kill us anyway, and stay still to tell us about the other things in this place."

The Satyr nods and readies himself setting its pipes to its lips and as soon as the Shadow Demon emerges again it plays and suggests,

"Since you are bound to kill us anyway demon, I suggest you stop attacking for a while stay put and tell us of the other inhabitiants of this place we shall never see."

Wracking his brians for something else he can do against this vaporous shadow monster Hallf decides to try wreathing it in faerie fire and twisting green flames envelop the shadow thing.

DC 18 Suggestion no SR as this is an SU ability. Please note that this ability technically effects everyone, but I'm trying to have the Satyr specifically target the demon by making it clear the suggestion is only for it, I hope that seems reasonable. If its not I'm guessing the Satyr would know so he'll just use his spell-like ability instead which is DC 17 instead of 18.

SR in case not reasonable: 1d20 + 8 ⇒ (14) + 8 = 22
Faerie Fire SR: 1d20 + 7 ⇒ (15) + 7 = 22


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

It looks like Hallf is ahead of the creature now in the init count? I think I'm going to assume that it is between Hallf and Yarra as that seems to be how things actually played out and Hallf's action was in response to it. I'll post my round 1 action for Yarra now as I'm about to head off for a long shift.

Round 1, Init 10+ Yarra
AC 32, Touch AC 12
Conditions: Greater Magic Fang on Yarra (7 hours), Extended Reduce Animal Yarra (14 hours), Bull's Strength on Yarra (6 minutes), Barkskin on Yarra (70 minutes)

Spells:

0th: Create Water, Detect Magic, Ghost Sound, Light
1st: Calm Animals*, Faerie Fire, Faerie Fire, *Endure Elements, *Endure Elements, Cure Light Wounds
2nd: Feather Fall*, *Bull's Strength, Bull's Strength, *Barkskin, *Reduce Animal, Reduce Animal
3rd: Fly*, Delay Poison, *Greater Magic Fang, Daylight
4th: *Summon Nature's Ally IV*, *Freedom of Movement, Neutralize Poison

Yarra snaps at the creature, that has just hurt her puzzled and annoyed by the voice in her head.

Bite PA: 1d20 + 13 ⇒ (16) + 13 = 29 Damage: 1d8 + 25 + 2d6 ⇒ (1) + 25 + (2, 5) = 33 Magic Fang and Evil Outsider Bane


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

For the sake of ease...

PFSRD wrote:

Initiative Consequences of Readying

Your initiative result becomes the count on which you took the readied action. If you come to your next action and have not yet performed your readied action, you don't get to take the readied action (though you can ready the same action again). If you take your readied action in the next round, before your regular turn comes up, your initiative count rises to that new point in the order of battle, and you do not get your regular action that round.

Normally you ready to go before the character, but since he waited until after all of Yarra's actions were completed he should be behind her in init and so presumably exposed. Basically you cannot get in two turns without the other guys getting one which I think is only fair - surprise rounds aside.


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

A readied action sets its initiative, so if attacked after Yarra did she should be ahead of it in the order shouldn't she? Meaning it would still be out on her turn. Also if its attacking out of the wall as you describe I believe the rules call for a 50% miss chance, by my read its either in a different 5ft. square or has a 50% miss chance.

Incorporeal creatures and Objects:
An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see beyond the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.

Hallf does not bother attacking the creature which, though he does not recognize it, he believes is almost certainly incorporeal, reasoning his nonmagical attacks will have no effect, instead he begins to summon stepping forward.

On Hallf's turn. He still has a standard, but that will depend upon what happens with Yarra.

A goat legged man with horns appears and Hallf orders,

"Demon in wall, when out suggest it stops fighting for a moment since it kills us anyway might as well tell us about the other things in this place."

The Satyr nods and readies himself setting its pipes to its lips and as soon as the Shadow Demon emerges again it plays and suggests,

"Since you are bound to kill us anyway demon, I suggest you stop attacking for a while and tell us of the other inhabitiants of this place we shall never see."

Suggestion DC 18. SU so not subject to SR.

Satyr:

CN Medium fey
Init +2; Senses low-light vision; Perception +18
DEFENSE

AC 18, touch 13, flat-footed 15 (+2 Dex, +1 dodge, +5 natural)
hp 44 (8d6+16)
Fort +4, Ref +8, Will +8
DR 5/cold iron
OFFENSE

Speed 40 ft.
Melee dagger +8 (1d4+4/19–20), horns +1 (1d6+1)
Ranged short bow +6 (1d6/×3)
Special Attacks pipes

Spell-Like Abilities (CL 8th)

At will—charm person (DC 15), dancing lights, ghost sound (DC 14), sleep (DC 15), suggestion (DC 17)
1/day—fear (DC 18), summon nature's ally III
STATISTICS

Str 18, Dex 15, Con 19, Int 12, Wis 14, Cha 19
Base Atk +4; CMB +6; CMD* 18
Feats Dodge, Mobility, Skill Focus (Perception), Weapon Finesse
Skills Bluff +15, Diplomacy +15, Disguise +9, Intimidate +9, Knowledge (nature) +10, Perception +18, Perform (wind instruments) +19, Stealth +17, Survival +7; Racial Modifiers +4 Perception, +4 Perform, +4 Stealth
Languages Common, Sylvan
SPECIAL ABILITIES
Pipes (Su)

A satyr can focus and empower his magic by playing haunting melodies on his panpipes. When he plays, all creatures within a 60-foot radius must make a DC 18 Will save or be affected by charm person, fear, sleep, or suggestion, depending on what tune the satyr chooses. A creature that successfully saves against any of the pipes' effects cannot be affected by the same set of pipes for 24 hours, but can still be affected by the satyr's other spell-like abilities as normal. The satyr's use of his pipes does not count toward his uses per day of his spell-like abilities, and if separated from them he may continue to use his standard abilities. The pipes themselves are masterwork, and a satyr can craft a replacement with 1 week of labor. The save DC is Charisma-based.


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Pressing up behind against the above Sirhan's head Hallf positions himself to charge, casts barkskin upon Yarra and whispers,

"On three strike. Surprise and kill. Yarra front."

Yarra tears into the zombie while Hallf swoops into it from above slashing and biting with claws and fangs.

All attacks are slashing.

Yarra PA Bite: 1d20 + 11 ⇒ (19) + 11 = 30 Damage: 1d8 + 23 ⇒ (3) + 23 = 26

Hallf Claw PA: 1d20 + 11 ⇒ (1) + 11 = 12 Damage: 1d8 + 10 ⇒ (4) + 10 = 14
Hallf Claw PA: 1d20 + 11 ⇒ (13) + 11 = 24 Damage: 1d8 + 10 ⇒ (2) + 10 = 12
Hallf Bite PA: 1d20 + 11 ⇒ (20) + 11 = 31 Damage: 1d8 + 10 ⇒ (3) + 10 = 13
Hallf Foreclaws PA: 1d20 + 11 ⇒ (5) + 11 = 16 Damage: 1d4 + 7 ⇒ (2) + 7 = 9

I think Sirhan can use his steel scarf to attack with reach and Yarra does more damage with a single attack so hope you don't mind me pushing her up front hopefully we can just destroy this thing in the surprise round.


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Hallf nods and casts a light spell upon Yarra's saddle, before taking up his place behind Sirhan,

"Very well I save daylight."


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Moving back around the corner Hallf casts ghost sound and says,

"Darkness ahead in keep. I will not lead too easy to hit. Can cast daylight made long with rod, on Sirhan perhaps?"


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Flying high enough that he judges nothing can grab him that is upon the stair - if that is possible - Hallf ascends planning to head back and inform the group if the turn is safe or if it is dangerous. Still straining his senses and trying to move stealthily.


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Hallf growls for Yarra to follow on, thinking the zombie can be dealt with later and that they might as well take advantage of Sigmund's hide from undead spells.


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

We need another 2 rounds I believe. I have it as 32630/34000.


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Flying well above the stairs Hallf moves up to the corner straining his ears for signs of movement and then peers around.

Below him the badly wounded ankylosaurus unable to get to the zombie who Hallf is not considering a viable enemy at the moment anyway squeezes its way up the stairs...

Perception: 1d20 + 22 ⇒ (18) + 22 = 40
Stealth: 1d20 + 4 ⇒ (9) + 4 = 13


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Come on guys let's try to up the posting rates a bit here. I keep seeing the other groups thread up near the top, they'll be forging ahead of us at this rate :(

Please note I've gone ahead and leveled Hallf up in his profile, but kept all of his 7th level info in the classes tab. I think this fight ought to be enough to level us, if not the next one will and I'll be working a lot next week so I wanted to get it done ahead of tiem.

1 to 50 of 151 << first < prev | 1 | 2 | 3 | 4 | next > last >>