Creeping Death

Iolar Eitilt's page

258 posts. Alias of therealthom.


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Female Elf Init +5 \\ HP 54/61 \\ AC 19,14,16 \\ F 6, R 5, W 10 \\ Percept 11

Iolar stands and watches the others and the freed prisoners. As a bubble of the past, this place is interesting but the drow are dead, the elves rescued. That is enough for now.

Perhaps she will return to speak with Eloquan and explore the city, but the real world calls.

Lothan Robgard wrote:

HA! The gem is the portal key, that's funny. I was guessing it was the signet ring.

Interesting that it had a drow rune scribed on it. The gate was elven.

I imagine Zoltan wants to know more about the drow's plans.


Female Elf Init +5 \\ HP 54/61 \\ AC 19,14,16 \\ F 6, R 5, W 10 \\ Percept 11

"A powerful arcanist and still a fool. Who knows what he sought amongst these shades." Iolar contemplates their fallen foe for a moment before continuing.

"Take the staff, Zoltan. You have earned it. Lothan, the headband would help you most, but Vendric will employ it to greater use. Perhaps the rings would suit you best."


Female Elf Init +5 \\ HP 54/61 \\ AC 19,14,16 \\ F 6, R 5, W 10 \\ Percept 11

"Conjuration makes sense for a gate key. Lothan unhand the gem so I can study its aura unimpeded by yours."

Stay on the detect magic to try to suss out the gem. If that doesn't pan out then try the bracers, silver ring,

Spellcraft, gem: 1d20 + 7 ⇒ (9) + 7 = 16 (caster level 1 -- that won't work)

Spellcraft, bracers: 1d20 + 7 ⇒ (16) + 7 = 23 CL 8

Spellcraft, silver ring: 1d20 + 7 ⇒ (18) + 7 = 25 CL 10


Female Elf Init +5 \\ HP 54/61 \\ AC 19,14,16 \\ F 6, R 5, W 10 \\ Percept 11

It's a -- portal -- key -- Lothan. It may not look like a normal key."

If the sky is clear, Iolar will focus detect magic on the dead drow.


Female Elf Init +5 \\ HP 54/61 \\ AC 19,14,16 \\ F 6, R 5, W 10 \\ Percept 11

"Make sure he's dead, Lothan. It could be a trick."

Iolar scans the sky looking for magic auras.

Detect magic out there. And keep the eagles on CAP.


Female Elf Init +5 \\ HP 54/61 \\ AC 19,14,16 \\ F 6, R 5, W 10 \\ Percept 11

Iolar keens and the birds peel away. Lightning flashes down from the sky at the drow.

Eagle 5 actually manages a 5' step away.

SR penetration: 1d20 + 8 ⇒ (9) + 8 = 17

Call lightning damage: 3d6 ⇒ (5, 1, 4) = 10 DC 17 Refl save for half. 7 bolts and about 6 minutes left on the spell.


Female Elf Init +5 \\ HP 54/61 \\ AC 19,14,16 \\ F 6, R 5, W 10 \\ Percept 11

The eagles converge on the drow. Sharp talons, striking beaks and beating wings surround and harry him.

Eagle 1:
Attack, Talon: 1d20 + 3 ⇒ (9) + 3 = 12 .... damage: 1d4 + 2 ⇒ (3) + 2 = 5
Eagle 2:
Attack, Talon: 1d20 + 3 ⇒ (15) + 3 = 18 .... damage: 1d4 + 2 ⇒ (1) + 2 = 3
Eagle 3:
Attack, Talon: 1d20 + 3 ⇒ (1) + 3 = 4 .... damage: 1d4 + 2 ⇒ (1) + 2 = 3
Eagle 4:
Attack, Talon: 1d20 + 3 ⇒ (1) + 3 = 4 .... damage: 1d4 + 2 ⇒ (4) + 2 = 6
Eagle 5:
Attack, Talon: 1d20 + 3 ⇒ (18) + 3 = 21 .... damage: 1d4 + 2 ⇒ (1) + 2 = 3
Attack, Talon: 1d20 + 3 ⇒ (14) + 3 = 17 .... damage: 1d4 + 2 ⇒ (2) + 2 = 4
Attack, Bite: 1d20 + 3 ⇒ (11) + 3 = 14 .... damage: 1d4 + 2 ⇒ (3) + 2 = 5


Female Elf Init +5 \\ HP 54/61 \\ AC 19,14,16 \\ F 6, R 5, W 10 \\ Percept 11

Iolar watches keenly as the eagles circle. One of them seems
to stumble midflight and cries sharply. It drops awkwardly a few feet before recovering. The druid immediately shapes Gozreh's power and send it winging toward the eagle and unseen drow.

"There!" She points to the air above the eagle.

Eagle 5:
Attack, Talon: 1d20 + 3 ⇒ (1) + 3 = 4 .... damage: 1d4 + 2 ⇒ (3) + 2 = 5

Iolar casts faerie fire.

Faerie Fire:

School evocation [light]; Level druid 1

Casting Time 1 standard action

Components V, S, DF

Range long (400 ft. + 40 ft./level)

Area creatures and objects within a 5-ft.-radius burst

Duration 1 min./level (D)

Saving Throw none; Spell Resistance yes

A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Creatures outlined by faerie fire take a –20 penalty on all Stealth checks. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. The faerie fire can be blue, green, or violet, according to your choice at the time of casting. The faerie fire does not cause any harm to the objects or creatures thus outlined.

SR check: 1d20 + 8 ⇒ (14) + 8 = 22 (We are 8th level right?)

Iolar would have scattered the eagles to cover more area. The other 4 move toward the drow.


Female Elf Init +5 \\ HP 54/61 \\ AC 19,14,16 \\ F 6, R 5, W 10 \\ Percept 11

Darklands Archivist:
Cool. but do I or my eagles have any actions left this round?


Female Elf Init +5 \\ HP 54/61 \\ AC 19,14,16 \\ F 6, R 5, W 10 \\ Percept 11

Her cover blown away and no enemy in sight, Iolar dashes to the outer wall and scans the sky for the drow.

Keening and wailing, she directs her eagles to circle and overfly the tower, looking for the drow.

Perception, totemXform: 1d20 + 11 + 4 ⇒ (2) + 11 + 4 = 17

Eagle, Percpetion: 1d20 + 10 ⇒ (3) + 10 = 13
Eagle, Percpetion: 1d20 + 10 ⇒ (3) + 10 = 13
Eagle, Percpetion: 1d20 + 10 ⇒ (9) + 10 = 19
Eagle, Percpetion: 1d20 + 10 ⇒ (4) + 10 = 14
Eagle, Percpetion: 1d20 + 10 ⇒ (20) + 10 = 30

Obviously the dice roller also knows that I am not Javell.

Totemic transformation for +4 to perception and speak with birds

Sugar! I forgot I had faerie fire prepped. I should have led with that when I knew where he was. I am so sorry guys. StuPID! Find me a square to hit. Although breaking through SR is not Iolar's thing so there's a good chance it will fail.


Female Elf Init +5 \\ HP 54/61 \\ AC 19,14,16 \\ F 6, R 5, W 10 \\ Percept 11

Refl save, BoF: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25
Iolar is already moving into the shadow of the orrery and it partially shields her as the fireball explodes.

She quickly looks for a target.

Is he visible now?

We should have BoF until round 4 or 5

23 of 61 hp remaining without BoF


Female Elf Init +5 \\ HP 54/61 \\ AC 19,14,16 \\ F 6, R 5, W 10 \\ Percept 11

But there's a clear rim around the outside. The mist can guard our backs. He can only come at us from the clear air without blinding himself. So we can concentrate our perception rolls outward.

Although he could attack with area spells or summons.


Female Elf Init +5 \\ HP 54/61 \\ AC 19,14,16 \\ F 6, R 5, W 10 \\ Percept 11

"Drow, your followers are bones and rotting meat. My eagles will feast on their flesh and savor their eyes."

Maybe if we link up, we can cruise the perimeter of the tower roof in a pack and aid each other on the perception rolls.


Female Elf Init +5 \\ HP 54/61 \\ AC 19,14,16 \\ F 6, R 5, W 10 \\ Percept 11

As the drow disappears, Iolar also frowns. Then she shrugs and strides to the orrey. Calling upon Gozreh, she draws a dense mist from the clear air.

Cast obscuring mist.

Obscuring Mist:

School conjuration (creation); Level cleric 1, druid 1, sorcerer/wizard 1

Casting Time 1 standard action

Components V, S

Range 20 ft.

Effect cloud spreads in 20-ft. radius from you, 20 ft. high

Duration 1 min./level (D)

Saving Throw none; Spell Resistance no

A misty vapor arises around you. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).

A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage.

This spell does not function underwater.


Female Elf Init +5 \\ HP 54/61 \\ AC 19,14,16 \\ F 6, R 5, W 10 \\ Percept 11

Iolar smiles at the drow's illusion.

Burn wind wall to summon 1d4 + 1 ⇒ (4) + 1 = 5 eagles. Direct the eagles to each attack a separate image.

Eagles:
Eagle Small animal

Init +2; Senses low-light vision; Perception +10

Defense: AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size) hp 14 (1d8+1 +2 +7)

Fort +3 +2 , Ref +4, Will +2

Offense: Speed 10 ft., fly 80 ft. (average)

Melee 2 talons +3 (1d4+2), bite +3 (1d4+2)

Statistics

Str 10 +4 , Dex 15, Con 12 +4, Int 2, Wis 15, Cha 7

Base Atk +0; CMB +1; CMD 13
Feats: Weapon Finesse

Skills Fly +8, Perception +10; Racial Modifiers +8 Perception

Eagles generally weigh between 8 and 15 pounds, with a wingspan of up to 7 feet, depending on the species.

Eagle 1:
Attack, Talon: 1d20 + 3 ⇒ (4) + 3 = 7 .... damage: 1d4 + 2 ⇒ (2) + 2 = 4
Attack, Talon: 1d20 + 3 ⇒ (5) + 3 = 8 .... damage: 1d4 + 2 ⇒ (1) + 2 = 3
Attack, Bite: 1d20 + 3 ⇒ (15) + 3 = 18 .... damage: 1d4 + 2 ⇒ (2) + 2 = 4

Eagle 2:
Attack, Talon: 1d20 + 3 ⇒ (2) + 3 = 5 .... damage: 1d4 + 2 ⇒ (1) + 2 = 3
Attack, Talon: 1d20 + 3 ⇒ (16) + 3 = 19 .... damage: 1d4 + 2 ⇒ (1) + 2 = 3
Attack, Bite: 1d20 + 3 ⇒ (17) + 3 = 20 .... damage: 1d4 + 2 ⇒ (4) + 2 = 6

Eagle 3:
Attack, Talon: 1d20 + 3 ⇒ (9) + 3 = 12 .... damage: 1d4 + 2 ⇒ (1) + 2 = 3
Attack, Talon: 1d20 + 3 ⇒ (17) + 3 = 20 .... damage: 1d4 + 2 ⇒ (1) + 2 = 3
Attack, Bite: 1d20 + 3 ⇒ (10) + 3 = 13 .... damage: 1d4 + 2 ⇒ (2) + 2 = 4

Eagle 4:
Attack, Talon: 1d20 + 3 ⇒ (14) + 3 = 17 .... damage: 1d4 + 2 ⇒ (1) + 2 = 3
Attack, Talon: 1d20 + 3 ⇒ (10) + 3 = 13 .... damage: 1d4 + 2 ⇒ (1) + 2 = 3
Attack, Bite: 1d20 + 3 ⇒ (16) + 3 = 19 .... damage: 1d4 + 2 ⇒ (4) + 2 = 6

Eagle 5:
Attack, Talon: 1d20 + 3 ⇒ (4) + 3 = 7 .... damage: 1d4 + 2 ⇒ (2) + 2 = 4
Attack, Talon: 1d20 + 3 ⇒ (4) + 3 = 7 .... damage: 1d4 + 2 ⇒ (3) + 2 = 5
Attack, Bite: 1d20 + 3 ⇒ (12) + 3 = 15 .... damage: 1d4 + 2 ⇒ (2) + 2 = 4

Iolar herself limbers her bow and advances to the rooftop.


Female Elf Init +5 \\ HP 54/61 \\ AC 19,14,16 \\ F 6, R 5, W 10 \\ Percept 11

Iolar rises from behind the balustrade, ready to rain furious lightning on the drow, but they already lie dead. She smiles tightly at the others and then continues onward.

Nowhere to go but up. Hey do either of these two look familiar?


Female Elf Init +5 \\ HP 54/61 \\ AC 19,14,16 \\ F 6, R 5, W 10 \\ Percept 11

+2 to attack, AC and Ref saves


Female Elf Init +5 \\ HP 54/61 \\ AC 19,14,16 \\ F 6, R 5, W 10 \\ Percept 11

Iolar ducks behind the bannister and begins casting call lightning

That's a full round casting time. Hopefully next round she can do some damage.

Adequate rolls their Javell. :-)


Female Elf Init +5 \\ HP 54/61 \\ AC 19,14,16 \\ F 6, R 5, W 10 \\ Percept 11

Know (Arcana): 1d20 + 1 ⇒ (9) + 1 = 10
Know(geography): 1d20 + 4 ⇒ (7) + 4 = 11
Know (nature): 1d20 + 9 ⇒ (11) + 9 = 20

Is it see-through? How does the view change as we climb the stairs?

Her mind and senses focused on the hunt, Iolar ignores the star-field. The druid quickly follows Lothan up the stairs.


Female Elf Init +5 \\ HP 54/61 \\ AC 19,14,16 \\ F 6, R 5, W 10 \\ Percept 11

"They are real ZOltan. There is nothing magic about them. Now let's stop wasting time."


Female Elf Init +5 \\ HP 54/61 \\ AC 19,14,16 \\ F 6, R 5, W 10 \\ Percept 11

Iolar's head snaps up, turns, and lowers as if she were watching a bird fly over head and then land in the middle of the discussion.

She glares at the prisoners.

Actually that's just concentration from the detect magic she's working on.


Female Elf Init +5 \\ HP 54/61 \\ AC 19,14,16 \\ F 6, R 5, W 10 \\ Percept 11

Iolar is already two paces to the double doors, when Lothan gets the two elves talking. She stops and her head whips around so that she can watch and listen over her shoulder.

While Lothan returns the captives' gear, the shaman eases forward and presses one ear against the double doors.

First detect magic on the doors. If clear, listen
Perception: 1d20 + 11 ⇒ (2) + 11 = 13


Female Elf Init +5 \\ HP 54/61 \\ AC 19,14,16 \\ F 6, R 5, W 10 \\ Percept 11

After lowering Shalelu to the ground, Iolar stares at the double doors to the north.

" The elves can rest here. The drow must have fled that way. Let us hunt them. "


Female Elf Init +5 \\ HP 54/61 \\ AC 19,14,16 \\ F 6, R 5, W 10 \\ Percept 11

Iolar will lend a hand with Shalelu.


Female Elf Init +5 \\ HP 54/61 \\ AC 19,14,16 \\ F 6, R 5, W 10 \\ Percept 11

"Zoltan's right this time. Let's drag them out of this fug. Then we can look them over without our eyes watering."


Female Elf Init +5 \\ HP 54/61 \\ AC 19,14,16 \\ F 6, R 5, W 10 \\ Percept 11

The elemental tries a downward smash, crosscut combination and then dissolves into a dozen small whirlwinds which scatter across the room/

Slam: 1d20 + 14 ⇒ (15) + 14 = 29.... damage: 1d8 + 4 ⇒ (3) + 4 = 7 Slam: 1d20 + 14 ⇒ (7) + 14 = 21.... damage: 1d8 + 4 ⇒ (8) + 4 = 12

Iolar closes with the trog , raining blows on it with her staff.

Staff, shillelagh, sickened: 1d20 + 9 + 1 - 2 ⇒ (8) + 9 + 1 - 2 = 16 .... damage: 2d6 + 2 + 1 - 2 ⇒ (3, 1) + 2 + 1 - 2 = 5
Staff, shillelagh, sickened: 1d20 + 4 + 1 - 2 ⇒ (11) + 4 + 1 - 2 = 14 .... damage: 2d6 + 2 + 1 - 2 ⇒ (3, 5) + 2 + 1 - 2 = 9

Forgot sickened condition last round. From your description I assume she missed anyway. And the miss-fest continues for Iolar. At least the elemental finished strong.


Female Elf Init +5 \\ HP 54/61 \\ AC 19,14,16 \\ F 6, R 5, W 10 \\ Percept 11

We intentionally moved fast after the dragon. You must have plenty of time left on gravity bow. On the other hand, we've got to be nearing the end of the elemental's run. DM Ludomancer?

The elemental drops the trog at the room's center and rains hammer-like blows at it.

Slam: 1d20 + 14 ⇒ (1) + 14 = 15 .... damage: 1d8 + 4 ⇒ (4) + 4 = 8
Slam: 1d20 + 14 ⇒ (19) + 14 = 33 .... damage: 1d8 + 4 ⇒ (8) + 4 = 12

and if haste is still active one more attack and +1 on all to hit rolls
Slam: 1d20 + 14 ⇒ (5) + 14 = 19 .... damage: 1d8 + 4 ⇒ (8) + 4 = 12

Iolar darts into the room , trying to spear the trog with her staff.

Staff, shillelagh: 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15 .... damage: 2d6 + 2 + 1 ⇒ (5, 1) + 2 + 1 = 9

+1 more to hit if still hasted


Female Elf Init +5 \\ HP 54/61 \\ AC 19,14,16 \\ F 6, R 5, W 10 \\ Percept 11

Fort saves:

Iolar: 1d20 + 6 ⇒ (10) + 6 = 16
Elemental: 1d20 + 9 ⇒ (14) + 9 = 23 Can elementals be sickened anyway?
Eagle: 1d20 + 7 ⇒ (18) + 7 = 25

Is haste still up?

The elemental pushes forward and swirls into its whirlwind form.

DC 18 reflex save to avoid being picked up. Separate DC 18 reflex save to avoid 1d8 + 4 ⇒ (1) + 4 = 5 points of damage.

If successful it carries the trog back into the room. If it makes its save, the elemental still moves into the room's center.

Any windows?

Sickened:
Sickened: The character takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

Iolar grips her staff and waits to follow the elemental. Delay actions


Female Elf Init +5 \\ HP 54/61 \\ AC 19,14,16 \\ F 6, R 5, W 10 \\ Percept 11

"Nothing there. No way through."

Does anyone have an answer for a locked door?


Female Elf Init +5 \\ HP 54/61 \\ AC 19,14,16 \\ F 6, R 5, W 10 \\ Percept 11

Iolar directs the elemental to force the door.

strength check to force open the door: 1d20 + 6 ⇒ (14) + 6 = 20


Female Elf Init +5 \\ HP 54/61 \\ AC 19,14,16 \\ F 6, R 5, W 10 \\ Percept 11

Off to try the SW door then.

Iolar strides quickly through the dragon room enroute to the other door.

"Lothan, stop fooling around and come on."


Female Elf Init +5 \\ HP 54/61 \\ AC 19,14,16 \\ F 6, R 5, W 10 \\ Percept 11

Iolar agrees with Vendric. Ignoring Lothan, she moves to the southwest door and opens it, allowing the elemental to proceed her through.


Female Elf Init +5 \\ HP 54/61 \\ AC 19,14,16 \\ F 6, R 5, W 10 \\ Percept 11

Haste! Elemental gets a third attack.

Slam: 1d20 + 14 ⇒ (1) + 14 = 15 .... damage: 1d8 + 4 ⇒ (4) + 4 = 8

Dripping corrosive slime Iolar channels her rage into magic and draws into the air a veritable king of eagles. The golden-winged bird is nearly as large as the dragon itself and slams into its far side with raking talons and tearing beak.

Burn Freedom of Movement to Summon 4, Giant eagle as standard action

The summoned eagle:
Giant Eagle, Large magical beast

Init +3; Senses low-light vision; Perception +15

Defense: AC 15, touch 12, flat-footed 12 (+3 Dex, +3 natural, –1 size)hp 41 (4d10+4 +8 +7)

Fort +5+2, Ref +7, Will +3 Defensive Abilities evasion

Offense: Speed 10 ft., fly 80 ft. (average)

Melee 2 claws +9 (1d8+6), bite +9 (1d6+6)

Space 10 ft.; Reach 5 ft.

Statistics

Str 18+4, Dex 17, Con 12+4, Int 10, Wis 15, Cha 11

Base Atk +4; CMB +11; CMD 24

Feats Alertness, Flyby Attack

Skills Fly +8, Perception +15, Sense Motive +4; Racial Modifiers +4 Perception

Languages Auran (cannot speak)

A typical giant eagle stands about 15 feet tall, has a wingspan of up to 30 feet, and resembles its smaller cousins in nearly every way except size. It weighs 500 pounds.

Claw: 1d20 + 9 ⇒ (9) + 9 = 18 .... damage: 1d8 + 6 ⇒ (3) + 6 = 9
Claw: 1d20 + 9 ⇒ (7) + 9 = 16 .... damage: 1d8 + 6 ⇒ (7) + 6 = 13
Bite: 1d20 + 9 ⇒ (10) + 9 = 19 .... damage: 1d6 + 6 ⇒ (4) + 6 = 10

Eagle appears in M8-N9. Iolar moves to L10.


Female Elf Init +5 \\ HP 54/61 \\ AC 19,14,16 \\ F 6, R 5, W 10 \\ Percept 11

Ref: 1d20 + 5 ⇒ (9) + 5 = 14

Distracted while delivering her retort to Lothan, the druid doesn't notice the dragon's breath until it billows around her. She draws an unhealthy lungful and coughs bitterly.

29 hp remain. I still have to figure out her action.


Female Elf Init +5 \\ HP 54/61 \\ AC 19,14,16 \\ F 6, R 5, W 10 \\ Percept 11
Lothan Robgard wrote:
"But if we do fight, we're dead anyway!!!" Shaking his head in unbelief, "Well, I'd say it was nice knowing you but ....

I almost missed that!

"If you're going to die, get on with it. But I'd rather you started shooting."

And really, when did Lothan ever take 2 rounds to buff! :-D And I've been doing this wrong. The elemental gets 2 slams!

The elemental roils around the dragon, grabbing and twisting limbs and buffeting wings.

Slam: 1d20 + 14 ⇒ (3) + 14 = 17 .... damage: 1d8 + 4 ⇒ (8) + 4 = 12
Slam: 1d20 + 14 ⇒ (7) + 14 = 21 .... damage: 1d8 + 4 ⇒ (6) + 4 = 10


Female Elf Init +5 \\ HP 54/61 \\ AC 19,14,16 \\ F 6, R 5, W 10 \\ Percept 11

"If we don't fight, Zoltan will have killed himself."

Iolar unleashes another of her lightning bolts. Then she steps forward into the room.

Lightning Lord, last bolt, Ref DC17 for half damage: 3d6 ⇒ (1, 3, 1) = 5

Move to M2. Shillelagh still active.

The elemental swirls upward to batter the dragon.

Slam: 1d20 + 14 ⇒ (8) + 14 = 22 .... damage: 1d8 + 4 ⇒ (1) + 4 = 5

Move to O5-P6

What excellent damage rolls.


Female Elf Init +5 \\ HP 54/61 \\ AC 19,14,16 \\ F 6, R 5, W 10 \\ Percept 11

"OOoohhhhh!"

Iolar suddenly feels as sickly as the dragon's breath.

Really!? A dragon. That's all we need.


Female Elf Init +5 \\ HP 54/61 \\ AC 19,14,16 \\ F 6, R 5, W 10 \\ Percept 11

Seeing the elemental vanish, Iolar stops and looks around, expecting some trick. She quickly tumbles to the answer.

"The drow mage summoned those demons. We should pursue quickly while our elemental still has time."

She races toward the southern door and opens it to usher the elemental through.


Female Elf Init +5 \\ HP 54/61 \\ AC 19,14,16 \\ F 6, R 5, W 10 \\ Percept 11

Iolar gestures for the elemental to follow and heads for the door outside.

Double move with elemental and trapped demon. If we get outside elemental climbs at maximum rate with remaining movement. Although I think all movement is pretty much used up to get outside.

Whirlwind damage to demon: 1d8 + 4 ⇒ (1) + 4 = 5


Female Elf Init +5 \\ HP 54/61 \\ AC 19,14,16 \\ F 6, R 5, W 10 \\ Percept 11

Iolar approaches elemental and its captive.

"My elemental will return to its plane shortly. Dare we another combat? Dare we leave it behind us?"

Delay, a bit for a quick confab.

Could have the elemental drag it away, but it would only be 6 rounds of movement. If I did that we'd have to worry about it popping up at our backs at any time. What if we take it outside and just let the elemental start climbing? Drop it. We pummel it and then engulf and fly up it again. Repeat til its dead or the elemental expires in 6 or 7 rounds. ?


Female Elf Init +5 \\ HP 54/61 \\ AC 19,14,16 \\ F 6, R 5, W 10 \\ Percept 11

The elemental continues to circle near the south wall with the entrapped demon.

Whirlwind, slam damage: 1d8 + 4 ⇒ (4) + 4 = 8


Female Elf Init +5 \\ HP 54/61 \\ AC 19,14,16 \\ F 6, R 5, W 10 \\ Percept 11

Iolar closes with the northern demon and drives her staff at it in spearlike thrusts.

Quarterstaff v E3, haste, shillelagh: 1d20 + 9 + 1 + 1 ⇒ (11) + 9 + 1 + 1 = 22 ... damage: 2d6 + 2 + 1 ⇒ (1, 1) + 2 + 1 = 5

Quarterstaff v E3, haste, shillelagh: 1d20 + 9 + 1 + 1 ⇒ (19) + 9 + 1 + 1 = 30 ... damage: 2d6 + 2 + 1 ⇒ (4, 5) + 2 + 1 = 12

Quarterstaff v E3, haste, shillelagh: 1d20 + 4 + 1 + 1 ⇒ (11) + 4 + 1 + 1 = 17 ... damage: 2d6 + 2 + 1 ⇒ (6, 4) + 2 + 1 = 13

Current AC 20. Reflex rolls, if needed

Reflex, haste: 1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 14
Reflex, haste: 1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 10
Reflex, haste: 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22

I doubt she hurt it at all.

haste effects:
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.


Female Elf Init +5 \\ HP 54/61 \\ AC 19,14,16 \\ F 6, R 5, W 10 \\ Percept 11

Iolar casts shillelagh on her staff and moves into the room.

Move to G1.


Female Elf Init +5 \\ HP 54/61 \\ AC 19,14,16 \\ F 6, R 5, W 10 \\ Percept 11

The elemental spins into a miniature cyclone. It swirls around the southern demon trying to lift it and dash it against the wall.

Whirlwind attack v southern demon. DC 18 reflex save to avoid being picked up. Separate DC 18 reflex save to avoid 1d8 + 4 ⇒ (6) + 4 = 10 points of damage. Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to escape the whirlwind. Trapped creatures can otherwise act normally, but must succeed on a concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The whirlwind can have only as many creatures trapped inside at one time as will fit inside the whirlwind's volume. The whirlwind can eject any carried creatures whenever it wishes as a free action, depositing them in its space.

If the attack succeeds, drag the demon to K4. If it doesn't succeed, move to E3 to engulf that demon.


Female Elf Init +5 \\ HP 54/61 \\ AC 19,14,16 \\ F 6, R 5, W 10 \\ Percept 11

Iolar watches in mute fury as her eagle is disassembled into its component parts. She reaches inside and draws the power of the storm down on the demons.

Then she moves forward, staff in hand.

Lightning Lord, 2 bolts:3d6 ⇒ (2, 6, 4) = 12 Refl DC 17 for half

Map
one lightning lord bolt left.

Move to F5.


Female Elf Init +5 \\ HP 54/61 \\ AC 19,14,16 \\ F 6, R 5, W 10 \\ Percept 11

Well that saves me rolling saving throws for the eagle.

The elemental wades into the fight. It zips over Vendric and drops behind his foe.

Slam : 1d20 + 14 + 2 ⇒ (5) + 14 + 2 = 21 ... damage: 1d8 + 4 ⇒ (6) + 4 = 10

Slam : 1d20 + 14 + 2 ⇒ (10) + 14 + 2 = 26 ... damage: 1d8 + 4 ⇒ (3) + 4 = 7

Oh. Better roll Ref saves.
Ref Save : 1d20 + 13 ⇒ (8) + 13 = 21
Ref Save : 1d20 + 13 ⇒ (18) + 13 = 31

More reference:
Whirlwind (Su) Some creatures can transform themselves into whirlwinds and remain in that form for up to 1 round for every 2 HD they have. If the creature has a fly speed, it can continue to fly at that same speed while in whirlwind form, otherwise it gains a fly speed equal to its base land speed (average maneuverability) while in whirlwind form.

The whirlwind is always 5 feet wide at its base, but its height and width at the top vary from creature to creature (minimum 10 feet high). A whirlwind's width at its peak is always equal to half of its height. The creature controls the exact height, but it must be at least 10 feet high.

The whirlwind form does not provoke attacks of opportunity, even if the creature enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the whirlwind moves into or through a creature's space. A creature in whirlwind form cannot make its normal attacks and does not threaten the area around it.

Creatures one or more size categories smaller than the whirlwind might take damage when caught in the whirlwind (generally damage equal to the monster's slam attack for a creature of its size) and may be lifted into the air. An affected creature must succeed on a Reflex save (DC 10 + half monster's HD + the monster's Strength modifier) when it comes into contact with the whirlwind or take damage as if it were hit by the whirlwind creature's slam attack. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful.

Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to escape the whirlwind. Trapped creatures can otherwise act normally, but must succeed on a concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The whirlwind can have only as many creatures trapped inside at one time as will fit inside the whirlwind's volume. The whirlwind can eject any carried creatures whenever it wishes as a free action, depositing them in its space.

If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the creature and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud of debris must succeed on a concentration check (DC 15 + spell level) to cast a spell.

Format: whirlwind (3/day, 10–30 ft. high, 1d6+6 damage, DC 15); Location: Special Attacks.


Female Elf Init +5 \\ HP 54/61 \\ AC 19,14,16 \\ F 6, R 5, W 10 \\ Percept 11

Merde!

Hey wait, will that work in a pocket dimension?

"They're gating in more! Kill them before they finish the spell!"

Iolar screeches for the eagle to continue its attacks while she digs in her belt pouch for a large faceted gem. She pulls it forth and holds the clear diamond-like stone high before dashing it to the ground where it shatters.

Use elemental gem. To summon one large air elemental. While it's a standard action to break the stone, the description doesn't say if the elemental appears immediately or next round. Let me know your ruling.

The eagle screeches back and swoops around to attack the southern demon again.

talon: 1d20 + 3 ⇒ (6) + 3 = 9.... damage: 1d4 + 2 ⇒ (4) + 2 = 6
talon: 1d20 + 3 ⇒ (12) + 3 = 15.... damage: 1d4 + 2 ⇒ (2) + 2 = 4
bite: 1d20 + 3 ⇒ (19) + 3 = 22.... damage: 1d4 + 2 ⇒ (4) + 2 = 6


Female Elf Init +5 \\ HP 54/61 \\ AC 19,14,16 \\ F 6, R 5, W 10 \\ Percept 11

Grrr! Lost last night's post just as I finished it. Then had to run.

Iolar watches the demons with surprise as they don't attack immediately, but the surprise turns to fearful and intense scrutiny when she realizes what they're doing and tries to discern their intent.

Spellcraft: 1d20 + 7 ⇒ (13) + 7 = 20 Should be good enough to ID level 5 effects

The eagle whirls in a tight arc and tries to rake the demon with talons andbeak while it is distracted.

I think it gets just one attack on the AoO, ...
talon: 1d20 + 3 ⇒ (16) + 3 = 19.... damage: 1d4 + 2 ⇒ (3) + 2 = 5....

... but I'll roll the other two just in case it gets them all.
talon: 1d20 + 3 ⇒ (9) + 3 = 12.... damage: 1d4 + 2 ⇒ (3) + 2 = 5....
bite: 1d20 + 3 ⇒ (18) + 3 = 21.... damage: 1d4 + 2 ⇒ (1) + 2 = 3....

Hmm. might have been happier if I'd rolled the bite first.

I'd like to know what the demons are casting before proceeding, if I may.

Reference on 1 option:
Elemental Gem

Aura moderate conjuration; CL 11th

Slot none; Price 2,250 gp; Weight —

Description

An elemental gem comes in one of four different varieties. Each contains a conjuration spell attuned to a specific elemental plane (Air, Earth, Fire, or Water).

When the gem is crushed, smashed, or broken (a standard action), a Large elemental appears as if summoned by a summon nature's ally spell. The elemental is under the control of the creature that broke the gem.

The coloration of the gem varies with the type of elemental it summons. Air elemental gems are transparent, earth elemental gems are light brown, fire elemental gems are reddish orange, and water elemental gems are blue-green.

Construction

Requirements Craft Wondrous Item, summon monster V or summon nature's ally V; Cost 1,125 gp

So 11 rounds

Large Air Elemental CR 5

XP 1,600

N Large outsider (air, elemental, extraplanar)

Init +11; Senses darkvision 60 ft.; Perception +11

Defense

AC 21, touch 17, flat-footed 13 (+7 Dex, +1 dodge, +4 natural, –1 size)

hp 68 (8d10+24)

Fort +9, Ref +13, Will +2

Defensive Abilities air mastery; DR 5/—; Immune elemental traits

Offense

Speed fly 100 ft. (perfect)

Melee 2 slams +14 (1d8+4)

Space 10 ft.; Reach 10 ft.

Special Attacks whirlwind (DC 18)

Statistics

Str 18, Dex 25, Con 16, Int 6, Wis 11, Cha 11

Base Atk +8, CMB +13; CMD 31

Feats Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Mobility, Weapon FinesseB

Skills Acrobatics +15, Escape Artist +15, Fly +21, Knowledge (planes) +5, Perception +11, Stealth +11


Female Elf Init +5 \\ HP 54/61 \\ AC 19,14,16 \\ F 6, R 5, W 10 \\ Percept 11

That's the million dollar question.


Female Elf Init +5 \\ HP 54/61 \\ AC 19,14,16 \\ F 6, R 5, W 10 \\ Percept 11

Iolar quickly summons an eagle to fly against the demons. The bird darts forward to strike at the southern demon.

talon: 1d20 + 3 ⇒ (15) + 3 = 18 .... damage: 1d4 + 2 ⇒ (4) + 2 = 6
talon: 1d20 + 3 ⇒ (14) + 3 = 17 .... damage: 1d4 + 2 ⇒ (3) + 2 = 5
bite: 1d20 + 3 ⇒ (10) + 3 = 13 .... damage: 1d4 + 2 ⇒ (3) + 2 = 5

Eagle:
Small animal

Init +2; Senses low-light vision; Perception +10

Defense: AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size) hp 14 (1d8+1 +2 +7)

Fort +3 +2 , Ref +4, Will +2

Offense: Speed 10 ft., fly 80 ft. (average)

Melee 2 talons +3 (1d4+2), bite +3 (1d4+2)

Statistics

Str 10 +4 , Dex 15, Con 12 +4, Int 2, Wis 15, Cha 7

Base Atk +0; CMB +1; CMD 13
Feats: Weapon Finesse

Skills Fly +8, Perception +10; Racial Modifiers +8 Perception

Eagles generally weigh between 8 and 15 pounds, with a wingspan of up to 7 feet, depending on the species.

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