F Human Witch/6 HP 39/39 AC16/T 12/FF 14 Fort +4/Ref +4/ Will +5 Init +4 Perc +2|Sense Motive +0|Active conditions: none
Humming angrily, the lantern archon attacks the qlippoth! Remember that these attacks are vs. touch AC. Light ray #1, RTA, including shooting into melee and aid: 1d20 + 3 - 4 + 1 ⇒ (6) + 3 - 4 + 1 = 6
Phooey. Meanwhile, Ilarien calls forth a blessing of fortune on Branthis and cackles to maintain it, tittering disturbingly. Branthis, for one d20 roll per round you can roll it twice and take the higher result.
F Human Witch/6 HP 39/39 AC16/T 12/FF 14 Fort +4/Ref +4/ Will +5 Init +4 Perc +2|Sense Motive +0|Active conditions: none
Ilarien once again focuses her will, this time calling forth a curse of ill luck on the qlippoth. Misfortune hex; DC 18 Will save or roll twice for any d20 roll and take the lower value. If the qlippoth fails its save, Ilarien will cackle to maintain the hex. Meanwhile, the conjured archon boosts its chances of hitting. Casting aid on itself; adding 1d8 + 3 ⇒ (8) + 3 = 11 temporary HP and a +1 morale bonus to hit.
F Human Witch/6 HP 39/39 AC16/T 12/FF 14 Fort +4/Ref +4/ Will +5 Init +4 Perc +2|Sense Motive +0|Active conditions: none
Ilarien concludes her spell, her skill with such magic bolstering the creature summoned and holding it on the Prime Material Plane for longer than would normally be the case. A sound like light wind chimes fills the air, heralding the appearance of a ball of light behind Shenendril. It's a lantern archon with 17 HP because of Ilarien's Augment Summoning feat. Spell duration is 8 rounds instead of 6 because of her Mistress of Pentacles trait. The witch smiles grimly and points at the qlippoth. "That one. You are summoned to destroy it." Twin lances of light streak across the cavern at the thognorok. Ranged attack vs. touch AC, including penalty for firing into melee: 1d20 + 3 - 4 ⇒ (12) + 3 - 4 = 11
Then Ilarien strides closer to the action and focuses her will on the human enemy, bidding him sleep. Slumber hex; DC 18 Will save or fall asleep.
F Human Witch/6 HP 39/39 AC16/T 12/FF 14 Fort +4/Ref +4/ Will +5 Init +4 Perc +2|Sense Motive +0|Active conditions: none
Ilarien steps up and casts a spell on Zeta, bolstering her combat effectiveness. "I should have prepared two of these...my apologies, Branthis. Next time." Casting heroism on Zeta; +2 to attack rolls, saves, and skill checks.
F Human Witch/6 HP 39/39 AC16/T 12/FF 14 Fort +4/Ref +4/ Will +5 Init +4 Perc +2|Sense Motive +0|Active conditions: none
"Search them." Ilarien murmurs a cantrip and looks for magical auras on the bodies. Her scorpion emerges from somewhere under her neckline and clacks its pincers together in a way that sounds mocking. "Is anyone hurt?"
F Human Witch/6 HP 39/39 AC16/T 12/FF 14 Fort +4/Ref +4/ Will +5 Init +4 Perc +2|Sense Motive +0|Active conditions: none
Ilarien pushes her way forward until she can see the enemies, and on realizing that they've bunched up changes her plan. With a fluid gesture and a murmured incantation, she calls up a burst of gleaming particles around the four cultists. It clings to them, lighting them up like beacons. Casting glitterdust; DC 18 Will save or blinded.
F Human Witch/6 HP 39/39 AC16/T 12/FF 14 Fort +4/Ref +4/ Will +5 Init +4 Perc +2|Sense Motive +0|Active conditions: none
Ilarien doesn't show a visible reaction at the racket, but those near her are left with the impression that under other circumstances she would have. She keeps to the middle of the party, not quite as far back as Shen. "When they come in sight, I'll try to use a web spell to immobilize some of them so we can--what's that term? Defeat them in detail."
F Human Witch/6 HP 39/39 AC16/T 12/FF 14 Fort +4/Ref +4/ Will +5 Init +4 Perc +2|Sense Motive +0|Active conditions: none
"I've got a wand of endure elements, but I shouldn't need it--I have the Ekujae's Blessing for what we did for them in the Mwangi jungles. Who would like a charge (not you, Zeta)?" Ekujae's Blessing Boon wrote: You rescued Ekujae from the forbidden caves of Dehu Inu, and the Ekujae elders granted you a ceremonial blessing. You gain the permanent benefits of endure elements but only in the heat and only to temperatures of 110 degrees F and below; you gain no bonuses in extreme cold. This is a supernatural ability.
F Human Witch/6 HP 39/39 AC16/T 12/FF 14 Fort +4/Ref +4/ Will +5 Init +4 Perc +2|Sense Motive +0|Active conditions: none
Ilarien has +14 Craft (Alchemy) and +14 Knowledge (Nature), so she can't fail that check. The witch wafts some of the fumes towards her face and takes a cautious sniff. "Volcanic steam--hardly surprising. It's mildly acidic, so don't breath it in for too long. It shouldn't block vision." Do any of us speak Osiriani?
F Human Witch/6 HP 39/39 AC16/T 12/FF 14 Fort +4/Ref +4/ Will +5 Init +4 Perc +2|Sense Motive +0|Active conditions: none
I didn't think I was close enough for an AoO; it certainly wasn't my intention to cast from inside her reach. Also, if the map is current Shenendril only has to take a 5' step to close, which shouldn't have drawn an AoO.
F Human Witch/6 HP 39/39 AC16/T 12/FF 14 Fort +4/Ref +4/ Will +5 Init +4 Perc +2|Sense Motive +0|Active conditions: none
With plenty of space around the opponent, Ilarien casts a spell to blind her. Motes of golden light stream from her hand towards the monk, and once her spell is completed the witch retreats. Casting glitterdust; DC 18 Fortitude save or blinded.
F Human Witch/6 HP 39/39 AC16/T 12/FF 14 Fort +4/Ref +4/ Will +5 Init +4 Perc +2|Sense Motive +0|Active conditions: none
Zeta Forli wrote: ** spoiler omitted ** ooc: I remember one of a slightly lower tier, where we had a somewhat tougher time with the oracle and her party because we were playing Core. Our druid lost their tiger, but fortunately some of us had evasion and rolled well.
F Human Witch/6 HP 39/39 AC16/T 12/FF 14 Fort +4/Ref +4/ Will +5 Init +4 Perc +2|Sense Motive +0|Active conditions: none
Ilarien cradles a padded wooden staff in one hand as she invokes a curse of ill luck on the Iroran champion. Using misfortune hex; DC 18 Will save or all d20 rolls are repeated with the target taking the lower one. If the hex takes hold, Ilarien will cackle to maintain it.
F Human Witch/6 HP 39/39 AC16/T 12/FF 14 Fort +4/Ref +4/ Will +5 Init +4 Perc +2|Sense Motive +0|Active conditions: none
Heh. Good thing Ilarien has that permanent feather fall. Climb check: 1d20 - 1 ⇒ (11) - 1 = 10 The witch doesn't even manage the first leg of the climb. For some reason she's not as angry about it as those who know her would have expected, though.
F Human Witch/6 HP 39/39 AC16/T 12/FF 14 Fort +4/Ref +4/ Will +5 Init +4 Perc +2|Sense Motive +0|Active conditions: none
At least the fall won't hurt. Ilarien steps onto a post. Acrobatics check: 1d20 + 2 ⇒ (5) + 2 = 7 In the unlikely event that she's still standing: Will save: 1d20 + 5 ⇒ (7) + 5 = 12 Acrobatics check 2: 1d20 + 2 ⇒ (13) + 2 = 15 Will save 2: 1d20 + 5 ⇒ (3) + 5 = 8 Acrobatics check 3: 1d20 + 2 ⇒ (13) + 2 = 15
F Human Witch/6 HP 39/39 AC16/T 12/FF 14 Fort +4/Ref +4/ Will +5 Init +4 Perc +2|Sense Motive +0|Active conditions: none
Ilarien shrugs. "It will be a learning experience." She steps up and accepts the blindfold, trying to calm her breathing. This is not easy for her, as her normal state of mind seems to be exasperation at the world. Perception check: 1d20 + 2 ⇒ (15) + 2 = 17 DEX check: 1d20 + 2 ⇒ (15) + 2 = 17
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