M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex Halmier is horrified to see his friend drop right as he had run into the fray. He takes a step back from the rearing mount, and directs his lightning balls once again to the rider. Dam 1: 3d6 ⇒ (2, 2, 1) = 5
"Danika, take my scrolls and run back!" Halmier indicates the rolls hanging out of his pack. Hopefully something is useful. "I will block him as long as I can!" With those words, Halmier holds up his channeling symbol, a simple wooden rod, topped with a ring and feathers, and braces himself for the Cold Rider's onslaught. Channel Positive Energy: 4d6 ⇒ (1, 5, 1, 1) = 8 A quick glance to Wreck through his Deathwatch, and Halmier knows that he was too late...
M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex Seeing Wreck get hit again, Halmier moves around the storm as fast as he can to close the gap. No standard action, but the lightning balls are still going. Dam 1: 3d6 ⇒ (3, 3, 6) = 12
M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex Halmier slowly makes his way out of the edge of the storm. Then he uses his Ball Lightning scroll to plant two balls over the Cold Rider. SR: 1d20 + 7 ⇒ (17) + 7 = 24
Damage 1: 3d6 ⇒ (4, 5, 3) = 12
Reflex DC 19 to negate each one. -4 penalty on save if he is wearing metal armor. These are 5 ft. spheres too, so maybe they would affect his mount? I'm aiming for the Cold Rider though, preferably.
M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex Alright, I'll take a roll for a random scroll. They're all decent and hopefully useful to Daphne. You can make the roll if you like to ensure I don't shuffle around the order. I have these scrolls unused still:
M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex Halmier kneels down in the middle of the group. "This is going to be a tough storm to weather. Boo, I will not have time to use these. Bring the Fireball scroll to Daphne." Boo the weasel, quiet for some time now, digs the mentioned scroll out of Halmier's bag and shoots off into the storm for Daphne. Let me know if that's not possible or if I need to make a check. Sorry Danika, it's divine. In the meanwhile, Halmier starts to to channel positive energy. Positive energy: 4d6 ⇒ (3, 4, 5, 5) = 17 Though not his intention, Will 17 if it affects the Cold Rider.
M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex Oops, I messed up the dice. It's supposed to be 2d8 + 3 (CL of wand) per charge, I think. I just did 1d8 + 3. I'm sure there's still more than enough charge for the battle, if I use it at all. Knowledge Nature: 1d20 + 3 ⇒ (11) + 3 = 14
M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex Hamlier heals Daphne and Wreck. I only quickly added up the damage/healing, but I got Wreck at -33 and Daphne at -23. Let me know if that's off. Daphne:
Wreck:
Hamlier looks down at his wand. "This is losing its power. We better find the Cold Rider soon."
M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex "Sorry Daphne!" Halmier wraps the druid and her pursuer in entangled growth. He hopes she can pick her way through the plants more easily than the invisible foe. Reflex 16 or entangled. My main motivation is to watch the plants move around the invisible fellow. Halmier gazes intently, planning to point out a location as soon as he can find it.
M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex If I cast Entangle will we be able to pick out it's location from the moving growth?
M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex Not able to make out a target, but seeing his friends get hit, Halmier channels energy to heal them. Channel Positive Energy: 4d6 ⇒ (2, 2, 4, 5) = 13
M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex Am I able to make a targeted spell after using detect magic, or should I wait for footprints?
M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex I guess that's why I said if. I'm guessing the perception check wasn't high enough. (Would having Deathwatch help?) Anyway, in that case... Halmier also casts Detect Magic to find the target.
M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex Perception: 1d20 + 9 ⇒ (15) + 9 = 24 If he can determine the location well enough, Halmier casts Dispel Magic in an attempt to reveal the invisible foe. Caster Level Check: 1d20 + 7 ⇒ (20) + 7 = 27
M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex Posting from phone, so sorry for brevity. I still have a fireball scroll and spontaneous cast if Wreck can get out of the way. Feel free to roll for me if that's the case. Otherwise, I'll ward Wreck for now.
M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex Halmier casts Aid on Wreck before Wreck wades into the fray. +1 on attacks and fear saves plus temp HP: HP: 1d8 + 7 ⇒ (8) + 7 = 15 Halmier then follows Wreck a little closer to the gnomes, but doesn't enter the melee immediately.
M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex Yeah, actually none of it looks that useful for me either. After everyone splits up the nails and other things to return to Harb after hopefully a resurrection, Halmier solemnly leads the group to the ice carving contest.
M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex "Can any of this stuff help us before we get Harb back?" Halmier slowly picks through his possessions. "We can't do him any good if we get trapped here as well." Halmier gathers Harb's magic ring and belt, and starts sizing up the dwarf's magnificent armor. Sorry, busy week. Should we start claiming things? Since he's also a melee fighter, Wreck might benefit the most from these items.
M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex "I brought him to his doom!" Halmier mourned. With a cry of rage, Halmier casts Burning Hands on the beast. Spell Resist: 1d20 + 7 ⇒ (13) + 7 = 20
Reflex 16 for half Halmier then takes up Harb's spot flanking the minotaur with his flimsy mace, trying to keep it distracted from Wreck.
M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex I think we're all sensing doom... In a desperate attempt to keep Harb from falling, Halmier readies the following actions. These are for after Harb attacks, but before the minotaur can, if that's okay with you. Halimer casts Hydraulic Push to push the minotaur away from Harb, then if it works, he places himself between Harb and the minotaur. CMB: 1d20 + 12 ⇒ (7) + 12 = 19
M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex Halmier Diera wrote: Seeing the devastating hit, Hamlier casts Cure Critical Wounds Sorry, on Harb.
M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex Seeing the devastating hit, Hamlier casts Cure Critical Wounds CCW: 4d8 + 7 ⇒ (1, 8, 8, 6) + 7 = 30 "This thing hits harder than anything I've seen before."
M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex Halmier describes the two scenes to his companions, and holds out his scroll and charcoal stick. "Someone else write these down, I can't really see while I focus on the spell. To get to the middle of the maze, it's:" Halmier lets out a stream of left, right, and straight with some descriptions of unusual geometry, then does the same for a path to the end of the maze and between the middle and the end. "Hopefully this spell will save us some time, but no matter which way we choose, people will die in the meanwhile..." As the spell fades, Halmier continues to stare at the ground, still not over the shock of the sheer violence towards this reasonably innocent village. "Though it's likely the frozen are already dead. It's probably better to stop the minotaur sooner."
M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex I'm reading this from the Core Rulebook: "Clairaudience/clairvoyance creates an invisible magical sensor at
... If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10-foot radius around the center of the spell’s effect." Is it pitch black? If you're okay with me using it with my own vision, I would place it up to 680 ft. away, which I would use to place it high above the maze, somewhere in the center-ish region. If it's dark or you don't want me to use it that way, then I won't use it.
M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex Did you mean me? If it's okay with Pox. "Cover me." Halmier pulls out his scroll and casts Clairaudience/clairvoyance. He then flips the spent scroll over and starts scribbling.
M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex "Since we ended up not using it on the Modern Wonders tent, I can use my Clairaudience/clairvoyance scroll here to get an overhead view of this labyrinth. It might be easier to navigate then."
M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex "The nymph said something about breaking an ice crystal, right? I wonder if there will be anything there..."
M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex Uh oh, then this probably isn't great timing. I also have to apologize. I'm traveling tomorrow, and I probably won't have internet until this weekend. (I'm stopping by my parents' house. They have bad cell service and are very old fashioned.) I'll post if I can, but my hopes aren't high. After that, I'll be back in Europe. I think the time difference didn't cause me too much trouble.
M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex Halmier looks on at the surviving people. He tries to remember what it was like when he felt he could save every injured soul he met. "So much death, and for what purpose? How the town lasted for so long next to such hatred, I may never know..." With a sigh, Halmier sets his jaw and focuses on the rest of the scene in front of him. "I don't like these trees." I would say Halmier is also suspicious enough to walk around with Detect Magic. I don't think my Deathwatch can see through invisibility though. Halmier drags his arms through the air in front of himself, and murmurs to himself. Perception: 1d20 + 9 ⇒ (13) + 9 = 22
M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex Halmier steps over to Harb and Wreck and applies his wand. Cure Moderate Wounds 2d8 + 3 ⇒ (6, 1) + 3 = 10
Cured Wreck 2d8 + 3 ⇒ (6, 5) + 3 = 14
Cured Harb Halmier turns and looks toward the blazing tent. "That might catch the Cold Rider's attention. Should we stick around to see what's left of the inside, or keep looking for him?"
M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex Halmier places an Evil Eye hex on the Treant. -2 to attack rolls for 8 rounds, unless it passes Will DC 18. Then it's only 1 round.
M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex Halmier walks up to Harb and waves his wand. Cure Moderate Wounds: 2d8 + 3 ⇒ (4, 8) + 3 = 15
M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex Spellcraft: 1d20 + 9 ⇒ (18) + 9 = 27
Halmier uses his Ice Storm scroll to slow down their advance. Bludgeoning: 3d6 ⇒ (2, 4, 3) = 9
The region around them is treated as difficult terrain for the next 7 turns.
M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex Assuming there are fey left standing, Halmier casts Wall of Fire to surround the brownies and set the tent ablaze. Wall of Fire: 2d4 ⇒ (4, 1) = 5
M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex Know Nature: 1d20 + 3 ⇒ (10) + 3 = 13 Though after looking at the map... "We probably want to focus surprise spells on the Brownies first, so that they don't pepper us with spells while fighting the big guy. Daphne, if you want to set a fire ball off at the back, it will hit the brownies and not the innocents. I can then surround them with a wall of fire to further separate them. Between those, the tent should catch on fire too. What do you think?" Halmier calls upon the wandering flame spirit and prepares to cast his spell.
M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex "Okay, so there's no reason to look inside before torching the place, I think." Is there a Knowledge check we can make for the skeletal thing? I have an ice scroll I'd like to use up as long as Halmier doesn't know it's immune to ice or magic.
M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex "Of course Harb. I'm amazed as always that you were able to hang in there." Yep, I used up the charges to get everyone back to max HP. "Of all the places we've seen, I think the Modern Wonders would be the most efficient in slaughtering innocents. I agree we should get quickly."
M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex Halmier catches up with the group and unloads his Cure Moderate Wounds wand. Average per heal will be 12 points (4.5x2 + 3). If I assume that, I can heal everyone using 17 charges. (Boo heals on his own with fast healing.) How does that sound, Pox? "I'm not sure we can handle many more foes like that... If this is a subordinate of the Cold Rider, we better hope that the vials the nymph have some protective qualities that I haven't detected yet."
M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex Seeing no one drop immediately, and too far to channel energy, Halmier gets up and walks towards the fray, casting Ball Lightning to hover over the pig-man if he's still standing. 1st ball: 3d6 ⇒ (1, 2, 3) = 6
Reflex 19 to save from each. -4 penalty if wearing metal armor.
M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex Spellcraft: 1d20 + 9 ⇒ (13) + 9 = 22 Hamlier recognizes a high level spell and shouts out. "This is an unusually strong spellcaster. Spread out!" Reflex: 1d20 + 7 ⇒ (1) + 7 = 8
When trying to duck out of the way, Halmier slips in a patch of mud and falls prone to the ground. From the ground, he grasps his carved symbol of the Life Spirit and channels positive energy to those around him. Channel Energy: 4d6 ⇒ (1, 3, 6, 1) = 11
M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex I'll also throw in a Knowledge Nature check. Knowledge Nature: 1d20 + 3 ⇒ (15) + 3 = 18
M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex Halmier turns his Deathwatch gaze to the pie-eaters. Is there anything he can see immediately? Perc: 1d20 + 9 ⇒ (11) + 9 = 20
M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex Once we get to the tent, if we get there uninterrupted, Halmier casts Clairaudience/clairvoyance from the outside. He tries to place the sensor high in the center of the tent to get an overhead view of the entire tent.
M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex "What about the people inside? We can always take a peek first, if we're hesitant to go charging in. I can use this from the outside once we're reasonably close." Halmier pulls out his scroll of Clairaudience/clairvoyance. "I would much rather try to sneak out any innocents or cast some shielding on them if we can before setting the place ablaze."
M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex "Ah, I think I have just the thing for this." Halmier casts Remove Curse. Caster Level Check: 1d20 + 7 ⇒ (12) + 7 = 19
M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex "I can set up an obscuring mist to hide the lack of children. If the fey looks like he'll enter the mist, you can clear it with a fireball, Danika." Halmier casts Obscuring Mist where the children used to be and takes his place behind a nearby building.
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