Drow Priest

Helakuu's page

66 posts. Alias of Pete H..


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NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

Busy with new baby, bot Soranna this round with same attack as last. Helakuu takes a withdraw action double move 160 ft. Haste may also be near the end of its duration but I’m not sure.


NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

The invisible Helakuu flies up and slightly towards the beast, both to get into range of his spell and to get out of the path of a breath attack. While none of this is visible, he still makes the 'wax off' motion and utters a few arcane words while casting 'Dispel Magic'. He is attempting to remove the 'Shield' protecting the creature.

50 ft fly upwards and angling towards the dragon, Standard to cast Dispel Magic vs. the Shield spell on the dragon.

Caster Level Check vs. Caster Level of the spell targeted: 1d20 + 9 ⇒ (18) + 9 = 27

Soranna stands her ground and unleashes a flurry of arrows at the beast. "GET SOME!!!"

Crunch:
Full attack with Deadly Aim and Rapid Shot.

Longbow - Deadly Aim - Rapid Shot - Range: 1d20 + 14 - 2 - 2 - 2 ⇒ (7) + 14 - 2 - 2 - 2 = 15 for Piercing/Magic + Deadly Aim: 1d8 + 5 + 4 ⇒ (8) + 5 + 4 = 17

Iterative Shot - Deadly Aim - Rapid Shot - Range: 1d20 + 9 - 2 - 2 - 2 ⇒ (11) + 9 - 2 - 2 - 2 = 14 for Piercing/Magic + Deadly Aim: 1d8 + 5 + 4 ⇒ (3) + 5 + 4 = 12

Haste Shot - Deadly Aim - Rapid Shot - Range: 1d20 + 14 - 2 - 2 - 2 ⇒ (7) + 14 - 2 - 2 - 2 = 15 for Piercing/Magic + Deadly Aim: 1d8 + 5 + 4 ⇒ (4) + 5 + 4 = 13

Soranna 200 ft from dragon, AC 22. Helakuu 190 ft from dragon, AC 19 and no longer invisible.


NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

Not sure what the dragon will do next, but expecting it to be back Helakuu casts a quick spell and vanishes from sight. Soranna flies up next to where he was last located and his voice emanates from the air, "excellent, we shall both be ready if that beast comes back."

"Shield" negates Magic Missile. Helakuu casts Invisibility. Soranna Flies.

Soranna 545 ft from dragon, AC 23. Helakuu 545 ft from dragon, AC 19.


NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

Soranna moves up and fires a single arrow, pulling the bowstring as far back as possible.

Fly 50, Shoot at dragon with deadly aim.

Longbow-Deadly Aim: 1d20 + 14 - 2 ⇒ (1) + 14 - 2 = 13 for Piercing/Magic + Deadly Aim: 1d8 + 5 + 4 ⇒ (3) + 5 + 4 = 12

Helakuu will pull his wand of Magic Missile and activate it, targeting the dragon.

5 ft step/fly, Move to draw wand, Standard to activate.

Force Damage: 3d4 + 3 ⇒ (2, 1, 4) + 3 = 10

Soranna 100 ft from dragon, AC 22. Helakuu 145 ft from dragon, AC 19.


NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

How far is dragon from us and who is up to act?


NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

Ooops, I guess Soranna can take a shot with the dragon near and no need for her to be casting anything.

Watching her allies take shots, she pulls the bowstring taut and looses a single arrow at the dragon's belly... it does not come close.

Longbow: 1d20 + 12 ⇒ (1) + 12 = 13 for Piercing/Magic: 1d8 + 5 ⇒ (1) + 5 = 6


NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

Next round (4) Helakuu will be casting Haste on those close enough to benefit from it. From my recollection that would pretty much just hit himself, Soranna, Ambrose and Harek... everyone has to be withing 30 ft of each other at the time of casting. :(

Haste:
School transmutation; Level bard 3, sorcerer/wizard 3

Casting Time 1 standard action

Components V, S, M (a shaving of licorice root)

Range close (25 ft. + 5 ft./2 levels)

Targets one creature/level, no two of which can be more than 30 ft. apart

Duration 1 round/level

Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)

The transmuted creatures move and act more quickly than normal. This extra speed has several effects.

When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)

A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow.

GM, does the speed boost (30ft) from Haste effect the flight speed from Fly? If so, Harek and Soranna would then be boosted to 70 per move and Ambrose and Helakuu up to 90 per move.


NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

Helakuu gets Ambrose flying (round 3).

Fly:
Range touch
Target creature touched

Duration 1 min./level (9 minutes)

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears. The subject gains a bonus on Fly skill checks equal to 1/2 your caster level. +4 bonus to Fly

Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends safely in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.


NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

Helakuu will go ahead and cast "Fly" this turn (2) on Harek while waiting for Ambrose's orders from his set of questions.

Fly:
Range touch

Target creature touched

Duration 1 min./level (9 minutes)

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears. The subject gains a bonus on Fly skill checks equal to 1/2 your caster level. +4 bonus to Fly

Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends safely in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.


NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

Helakuu's forehead crinkles a bit as he thinks. Looking at Ambrose he adds, "well I guess I could do something else. It wouldn't be as fast as the eagles, Leonar, and probably the dragon, but I could get a couple people flying. Maybe you and Harek?"


NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

Seems to make sense. Buildings blocking and all that. I would assume it applies both ways as a bonus for the reflex saves vs the breath. Would it also negate both ways if the ground troops climbed onto roofs?


NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

Helakuu meets up with the group (sans Leonar).

Making an odd gesture, he then intones, "counter the flame, resist the burn" and briefly touches himself, Soranna and a number of other willing people (up to 7).

He explains that his spell should totally make everyone completely immune to all forms of fire... but he's not 100% on that.

Casting Communal Resist Fire. Each Person/Creature who accepts (up to 7) gains +20 fire resistance for 10 minutes, which essentially negates the first 20 points of fire damage from each source.

He looks at Ambrose, "I can speed up the reflexes and actions of about the same number of people, but it will take a few seconds to prepare. Do you wish to wait or just have me do it for a group of our archer friends that are probably going to stay at range."


NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

If able to speak not on his turn.

Helakuu will yell, "FORM UP! I CAN HELP PROTECT US!"

He also tries to identify specifics about the dragon.

K: Arcana: 1d20 + 8 ⇒ (20) + 8 = 28

If successful on the knowledge check he wants to know what sort of elemental damage the dragon does and any sort of special defenses (in that order).


NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

DC 12 Perception: 1d20 + 1 ⇒ (14) + 1 = 15

Helakuu yells out quickly and starts dropping back towards the group. "RED DRAGON!!! SOUTH GATE!!!


NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

Helakuu shouts before he gets too high, "I'll see what I can see and let you know, but do we have a specific destination or battle plan?"


NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

Upon the awaited command, Helakuu hollers to Soranna, ”stay low, back to the walls. I’ll meet you there.” With that he angles up and back towards the city, using his faster flight to gain altitude while his archer friend moves straight back towards the walls. His goal is to get a wide view of the city as they come into town.


NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

Helakuu, still invisible, zips forward and up a short bit, stopping briefly to concentrate on a spell. He mutters the words, "sparkle in the night, glitter in your eye!" He appears to pull a pinch of something out of a pocket and then flips it in the air towards the giant. A little above and behind the giant is a large explosion of sparkling glitter, which falls to the earth, coating everything.

Glitterdust cast, DC 18 Will save or Blinded.

Glitterdust:
School conjuration (creation); Level bard 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (ground mica)
Range medium (100 ft. + 10 ft./level)
Area creatures and objects within 10-ft.-radius spread
Duration 1 round/level
Save Will negates (blinding only); SR no
A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Each round at the end of their turn blinded creatures may attempt new saving throws to end the blindness effect.

Any creature covered by the dust takes a –40 penalty on Stealth checks.

Helakuu, now visible, chuckles at the sight of the sparkly giant.

Helakuu Status: AC 18, HP 59/59, 100 ft from the Giant about 40 ft above the ground.

Soranna moves up, now a little more confident in her range to target, and looses an arrow at the remaining giant.

Longbow - 2nd Range Increment: 1d20 + 12 - 2 ⇒ (19) + 12 - 2 = 29 for Piercing/Magic: 1d8 + 5 ⇒ (3) + 5 = 8

Soranna Status: AC 21, HP 42/42, 220 ft from Giants, zipping along about 10-20 ft above the ground.


NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

I just noticed that Soranna only has 20 arrows and is carrying a heavy shield. Would it be possible that Helakuu had bought her a MW buckler and at least 80 more arrows while they were preparing for this fight?


NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

Helakuu continues zipping forward, though it is doubtful anyone sees him. His allies may notice a whooshing sound as he flies by, though he is still a decent distance from the giants. Soranna, tired of moving so slowly, knocks an arrow and releases it at long range at the one that has been slightly bloodied. She hopes for a lucky hit.

Actions/Rolls:
Double move Helakuu. Single Move Soranna and Standard to shoot her bow at the Injured Giant.

Longbow - Range x3: 1d20 + 12 - 6 ⇒ (13) + 12 - 6 = 19

Helakuu Status: AC 18, HP 59/59, Invisible and 140 ft from Giants zipping along about 10-20 ft above the ground. Now finally in medium spell range...

Soranna Status: AC 21 (no shield w/ bow out), HP 42/42, 260 ft from Giants, zipping along about 10-20 ft above the ground.


NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

Soranna double moved, she will start taking potshots next round.


NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

With a quick motion and a few words not heard over the din of the battle, Helakuu winks out of existence. Soranna keeps up her flight, drawing her bow as she starts to get into range.

Standard to Cast Greater Invisibility on Self and then Fly 60 feet. Soranna Double Fly 80 feet and draw bow while moving.

Helakuu Status: AC 18, HP 59/59, Invisible and 260 ft from Giants zipping along about 10-20 ft above the ground.
Soranna Status: AC 23, HP 42/42, 300 ft from Giants, zipping along about 10-20 ft above the ground.


NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

Yes, they can. But sadly the spell I'm using to fly specifically forbids the run action. :(

Fly:
School transmutation; Level sorcerer/wizard 3

Casting Time 1 standard action

Components V, S, F (a wing feather)

Range touch

Target creature touched

Duration 1 min./level

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears. The subject gains a bonus on Fly skill checks equal to 1/2 your caster level.

Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends safely in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.

But no worries, he will be there in time and if not then the enemies will all be dead, which is even better!


NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

Helakuu and Soranna push the limits of the spell, at least knowing that it is quite a bit faster than any other viable method.

Helakuu Status: AC 18, HP 59/59, 180 ft from Gate zipping along about 10-20 ft above the ground.

Soranna Status: AC 23, HP 42/42, 120 ft from Gate, zipping along about 10-20 ft above the ground.


NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

Ambrose will have a large lead on us. Helakuu can move at 60 ft flying, doubling that to 120. Soranna can go 40, doubling that to 80. It'll be a few turns before either is in range for much. By virtue of the spell we are not allowed to 'run'. :(


NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

Helakuu channels powerful arcane might into a spell and transfers it into Ambrose’s Armor, where it starts glowing painfully bright. He then takes to the air with his guard in tow, following Leonar.

Daylight on Ambrose, remainder of the turn flying next to Leonar.

daylight:
Target object touched
Duration 10 min./level (D)
Saving Throw none; Spell Resistance no
You touch an object when you cast this spell, causing the object to shed bright light in a 60-foot radius. This illumination increases the light level for an additional 60 feet by one step (darkness becomes dim light, dim light becomes normal light, and normal light becomes bright light). Creatures that take penalties in bright light take them while within the 60-foot radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by such light.

If daylight is cast on a small object that is then placed inside or under a light-proof covering, the spell's effects are blocked until the covering is removed.

Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

Daylight counters or dispels any darkness spell of equal or lower level, such as darkness.


NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

Initiative: 1d20 + 7 ⇒ (3) + 7 = 10


NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

Helakuu looks at the battlefield and then his allies. ”If one of you wants to make themselves a target and help the ranged people out, I can make you glow really really brightly. It might even hurt some of the enemies a tiny bit.”

He is offering to cast daylight on something.


NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

I’ll stick with the spell for this area for myself and Soranna. I’d say use owls for any who haven’t posted who need them and support staff.


NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

Thanks for the stats for my assistant! I copied them to my character block and updated with her current spell modifier.


NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

Helaku prepares for a night attack, saving his second cast of mage armor for the actual start of the fight and getting a short nap in the late afternoon. When the boulders slam into the walls, he casts his armor spell and prepares for orders.

As Ambrose barks directions, he pulls out a small feather, makes a quick motion and speaks the following, "lighter than air, make us an eye in the sky." With that he channels his arcane power into a spell for himself and Soranna Anitah.

Fly, 9 minute duration, +4 to Fly skill, see spoiler for more details.

He zips into the air above the group, trying to get a better vantage point on the battle. He motions for Soranna to stick close.

Fly:
The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears. The subject gains a bonus on Fly skill checks equal to 1/2 your caster level.

Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends safely in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.


NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

Helakuu will browse the magical wares for a while, then finally decide on a nice brown cloak (4000g, Resistance +2) and a well crafted cold iron morningstar (316g, MW).

Most of the time he merely follows the group and pays close attention to everything except the following two things. He will constantly keep the spell 'message' up among his teammates and suggest the practice using it periodically. He also often sends his bird friend to fly high and keep an eye on the comings and goings outside the wall and in the countryside. Hoping to gain a few extra hours notice before an attack.

When Soranna Anitah is introduced as Helakuu's personal guard he bows to her and thanks her. He spends time learning her skill set and explaining his own. He then casts fly on her so she can practice fighting in the air as he will likely be up there at some point.

Message Spell:
You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn't transcend language barriers. To speak a message, you must mouth the words and whisper.

Range 190 feet. Limited to 9 plus Helakuu.


NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

If we get over 24k from that sale a 6 way split gives ~4k to each.


NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

Helaku's top upgrade would be Headband of Alluring Charisma +4 (up from +2) which from the looks of it is 12,000g (appears to be out of the range of our party funds). After that there are several affordable options he would enjoy. A big questions is how much each of us has to spend.

Cloak of Resistance +1 (1000) or +2 (4000)
Adding "Deathless" to his Bracer's of Armor (3000)
Tunic of Careful Casting (5000)
Boots of the Cat (1000)
Buffering Cap (2000) or Jingasa of the Fortunate Soldier (5000)
Aegis of Recovery (1500)
Ring of Counterspells (4000)

Since it appears we have a finite amount of cash, I would only expect to be able to afford 1-2 of these items, depending on market cost and availability. He would also sell his basic quarterstaff and get something a little more 1-handed like a Masterwork Cold Iron Morningstar (316g).


NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

Did my attempt to negotiate with the Lady Merchant have any outcome? I would also like to talk to her about opportunities to disperse some of our 'haul' into the coffers of local merchants and ask whom we should go see. I'm sure we need/want upgrades to gear. I can post dialogue if needed.


NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

Looks like 2 more votes to decide which way we go, but I'll get my aid another and supporting argument out of the way.

Diplomacy Aid DC 10: 1d20 + 16 ⇒ (3) + 16 = 19

I agree with Ulverth, not only in helping keep the troops going physically, but mentally as well. If I have a cleric or support at my back I feel much more confident against an enemy.

The other argument if needed:
I agree with Lord Jarmaath, we should have a strong fallback position and plan for the worst eventuality. If our clerics are kept safe then they will be most effective at healing the soldiers as they retreat.


NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

Helakuu thinks the decision should be left up to the clerics themselves but thinks for moral and usefulness they should be out among the troops. Plus, if there are undead enemies they are the best defense against that.


NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

Helakuu nods in agreement at the excellent tactics laid out by Harek then adds, "as we rode in it looks like the town is laid out on a hill. This gives us a huge advantage if we can safely pull our ranged attackers back to higher points of attack. Force the gobbo's to fight uphill into a hail of arrows."

Looking at the map again and pointing out the center at the highest elevation, "have a final fallback point somewhere here for everyone. I'm not sure what the best defensible position would be, but stock it well to give a final safepoint if we get overrun. I would also suggest allowing any who wish to stay to do so, but they must be willing to fight. Anyone else should be encouraged to evacuate."


NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

Helakuu steps back up to look at the map again and speaks, "well I'm no tactician as I have already explained to my allies, but I know we don't have the most up to date information on enemy movements. Do we know where they are camped, where they might plan to attack and most importantly where current safe evacuation routes might be located?"


NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

Helakuu adds, "in my experience, people also protect their homes with a lot more fervor than when they are dragged off to war. We will need every advantage in this fight."

Diplomacy Aid DC 10: 1d20 + 16 ⇒ (6) + 16 = 22

After the meeting, Helakuu will whisper to Lady Verrasa Kaal, "could I have a moment in private my Lady? I would like to have a business discussion."

Private Conversation with Lady Kaal:

Helakuu gets to the point, "Lady Kaal, thank you for this meeting. I'll not waste your time and get to the point. I'm a simple traveler, but I've seen been around enough to see situations like this before. Power struggles happen and usually don't lead to much harm. However, two things."

He continues, "first, without the assistance of your forces the horde may very well overrun the town. And no matter how secure you think your Manor is protected, it won't last against them. They will not negotiate, especially when they can just kill everyone and take what they want.

He pauses after that point then moves on, "secondly, if the town manages to fight off the enemy but you did not support the cause, I expect that you would lose a lot of support from the townsfolk and your political opponents would likely use these events to harm your reputation and businesses.


NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

I'll likely be able to post my aid attempt and plea to the Merchent Lady tomorrow morning. I also could be interested in some purchases if that is an option prior to further battle.


NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

K: Local: 1d20 + 8 ⇒ (15) + 8 = 23

Helakuu requests a moment from the table for his allies to confer in private before coming to a decision.

Once to the side he will whisper, "I may just be a simple traveling mage, but even I know that it is easier to defend than take ground. Unless Jarmaath has some form of cavalry forces, I don't know how it would be better in the open field. I also suggest that Lieutenant Harrowfield act as spokesperson once our decision is made."

If it comes to a vote among our group I will vote to defend. When the time comes to post I will post a diplomacy aid and attempt to get our 'lovely' Lady Kaal to at least consider sending some of her forces to aid the effort wherever we go.


NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

As he returns the handshake Helakuu remarks, "I wouldn't call myself a master, but I am able to control the energies that seem to have made a home in my body. My abilities are at the service of this fine town."

Dice:

Perception: 1d20 + 1 ⇒ (12) + 1 = 13
K: Local for Lord Jarmaath: 1d20 + 8 ⇒ (16) + 8 = 24
K: Local for Lady Verrasa Kaal: 1d20 + 8 ⇒ (20) + 8 = 28
K: Local for Captain Lars Ulverth: 1d20 + 8 ⇒ (2) + 8 = 10
K: Local for Tredora Goldenbrow: 1d20 + 8 ⇒ (18) + 8 = 26


1) Briefly share any observations made over the last couple days as they traveled here.
2) I don't know anything about the older things, so tis hard to know what to withhold. I would not want to share much or anything about the dealings with the Lich.
3) Nothing, I'm sortove humble about my own contributions.
4) If not impressed, I want them to be very concerned about the danger.
5) I would like to attempt to gain Lady Verrasa Kaal's support and trust. See below.

When he has a moment, Helakuu will thank Lady Verrasa Kaal greatly for her contributions to the defense of the city and attempt to convince her to go above and beyond what she has already put forth. Explaining that even the smallest gesture or action might be what tip the scales in the town's favor.

Diplomacy: 1d20 + 16 ⇒ (9) + 16 = 25


NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

Helakuu responds with a friendly smile, "pleased to meet you as well. Could you give us a quick rundown on what is going on here? Are we expecting an attack today, tonight or farther down the road? What kinds of attacks or enemies can we expect and do you have any idea what direction they would come from?"


NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

Helakuu rides into town with his allies, taking a close look at all the defensive emplacements and trying to figure out where the likeliest attack will come from. He points out various locations and talks in an unknown language to the small bird perched on his shoulder.

Chatting with Abukcheech in private language about the defenses and how they will array themselves to cover them.

As Ambrose welcomes them to his town he comments seriously, "we shall stop them here or perish."

When stopped by the guards he gives a big smile and says, "it is good to find allies in this fight. We look forward to helping where we can."

Diplomacy Aid: 1d20 + 16 ⇒ (12) + 16 = 28


NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

Tis your decision at the end, but I would support it wholeheartedly.


NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

While obviously I haven't been with the group long enough to see specific needs or have contact with NPC's, I do have a suggestion. I'm thinking most useful would be a cohort that can supplement our knowledge skills, provide some out of combat spells/healing and handle the horses.

I would want said cohort out of combat range quickly, yelling at us as he collects our fleeing horses his best guess at what we are fighting. A bard could do this well. A cloistered cleric also would be quite good at it.


NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

Stole your formatting Ambrose, it was nice. Thanks!

HP: 3.5 + 1 Toughness + 1 Con + 1 Favored = 7 (7 on odd levels and 6 on even levels because of rounding)
+0 BAB
+1 Fort/Ref
+3 Skill Ranks (2 base + 1 human)
+1 K: Local
+1 K: Arcana
+1 Use Magic Device
Bloodline Bonus Ability: New Arcana - 1 extra known spell, used to learn spell 3) Daylight
Spells Known Gained: 2) See Invisibility, 3) Communal Resist Energy, 4) Resilient Sphere
Bloodline Bonus Spell: 4) Dimension Door
Level 9 Feat: Spell Penetration (+2 to overcome Spell Resistance)
Updated Spells Per Day on Sheet

Abukcheech (familiar)

HP: 1/2 of mine = 29
+1 HD
+0 BAB
+1 Fort/Ref
+1 to K: Skills (uses my ranks and his mods)
Int = 10 (removes -1 penalty and thus improves K: Skills and Spellcraft by 1)
+1 Natural Armor


NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

It is very exciting. I get some very very useful spells @ 9! Thanks for getting us moving along again!


NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

Sounds like a plan. I check it daily and don't have anything coming up soon that might interrupt.


NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

Helakuu pulls his robe arm back and draws a glowing sigal onto his right forearm. Pointing at each party member in succession, everyone feels a jolt of energy pour into them and the world around appears to slow down.

Standard: Cast Haste

Haste:
When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)

A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed.

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