Raistlin

Jordan Andosano's page

354 posts. Alias of Chainmail.


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Elf [hp = 27/27; AC14/T12/ff12; F +0; R+2; W+3 CMD 12] Wizard 5 (Sin Mage/sloth)

Can you link me any applicable chronicle sheets?


Elf [hp = 27/27; AC14/T12/ff12; F +0; R+2; W+3 CMD 12] Wizard 5 (Sin Mage/sloth)

Thank you.
It was a great adventure.


Elf [hp = 27/27; AC14/T12/ff12; F +0; R+2; W+3 CMD 12] Wizard 5 (Sin Mage/sloth)

Aye, ready.


Elf [hp = 27/27; AC14/T12/ff12; F +0; R+2; W+3 CMD 12] Wizard 5 (Sin Mage/sloth)

Thanks Telka ---

Now that you have the Charisma shard I feel much better about having mine. Since you have done a great job managing our resources, I wanted to add the horn of fog as a useful defensive item for Jordan. Possibly a +2 cloak of resistance if funds allow. These two require 3Kgp.

If we need to sell the Bracers to get the 2000 gp I am fine with that. As a wizard I try to use my AC as little as possible.

So the new plan is win initiative and cast haste for me. When we decide the five targets, it will not be me.


Elf [hp = 27/27; AC14/T12/ff12; F +0; R+2; W+3 CMD 12] Wizard 5 (Sin Mage/sloth)

"Our power continues to grow, and now I have the crank to study this construct of power. While I create items of magical power we can confer about how we will approach this next challenge."

Jordan considers the latest gift and nods in appreciation.

"We have come along way. Too bad I do not have and apprentice besides my faithless dog and dire rats. Well, if we are to found a magic academy, we can indeed increase our resources and allies."


Elf [hp = 27/27; AC14/T12/ff12; F +0; R+2; W+3 CMD 12] Wizard 5 (Sin Mage/sloth)

Ok, so I plan to do mondo crafting and may need some friends to cast some spells to help--
Belt of Giant strength has me add giant strength to spellbook (190g) and spend 2K
Cloak of resistance endure elements to book (35gp) then 2K for +2
Amulet of natural armor, someone to cast barkskin, then 1K for +1 -- I can make +2 natural armor amulets for 4K next level - we may want to wait till then
Horn of fog for Jordan, obscuring mist (35) and 1K (gives him protection versus ranged attacks)
Boots of Mire pass without trace??(not me-druid ranger 1 - UMD from scroll???), resistance (got that covered), water walk(cleric 3=Zeltyeili) and endure elements then spend 1.75K

And with 30# carrying capacity, maybe I can carry the bag of holding.


Elf [hp = 27/27; AC14/T12/ff12; F +0; R+2; W+3 CMD 12] Wizard 5 (Sin Mage/sloth)

Given my belief in wondrous items with continuous benefits, I took the Craft Wondrous Item Feat.


Elf [hp = 27/27; AC14/T12/ff12; F +0; R+2; W+3 CMD 12] Wizard 5 (Sin Mage/sloth)

Fascinated by the crank and the automaton, Jordan studies his texts, and amasses the knowledge to craft wondrous items. Fresh in his knowledge of crafting, he researches the techniques needed to make items of power like the shard he has studied.

I decided to add Craft Wondrous item as level 5 wizard bonus feat. With a two week hiatus, Jordan was hoping to craft some wondrous items for the group. Thinking alluring charisma for Telka +2 and belt of giant strength for Ramenhotep, and possibly wisdom item for our cleric. Everyone would probably like a +2 cloak of resistance. Given the 25%-50% rule of thumb, I will await GM approval to see how much crafting I can do.

item creation rules to keep this from getting out of hand from ogc:
As a guideline, allowing a crafting PC to exceed the Character Wealth by Level guidelines by about 25% is fair, or even up to 50% if the PC has multiple crafting feats.

If you are creating items for other characters in the party, the increased wealth for the other characters should come out of your increased allotment. Not only does this prevent you from skewing the wealth by level for everyone in the party, but it encourages other characters to learn item creation feats.

Example: The Character Wealth by Level table states that an 8th-level character should have about 33,000 gp worth of items. Using the above 25% rule, Patrick's 8th-level wizard with Craft Wondrous Item is allowed an additional 8,250 gp worth of crafted wondrous items. If he uses his feat to craft items for the rest of the party, any excess value the other PCs have because of those items should count toward Patrick's additional 8,250 gp worth of crafted items.


Elf [hp = 27/27; AC14/T12/ff12; F +0; R+2; W+3 CMD 12] Wizard 5 (Sin Mage/sloth)

Jordan studies carefully his new spells. He arches his fingers in delight as he masters more powerful magicks and rituals.

He purchases some acid and alchemical grease to improve his slippery spell. Jordan gladly scribes the scroll of flight, and adds it to his grimoire.

6 acid flask = 60
6 alchemical grease = 30
1 toy shovel = 10
total 100gp

He is not high maintenance


Elf [hp = 27/27; AC14/T12/ff12; F +0; R+2; W+3 CMD 12] Wizard 5 (Sin Mage/sloth)

I have no problem with the tracking of purchases. Since I have everything I need, I really don't need much more for a while. A level 1 pearl of power lets me relearn my most needed spell, but that is a luxury item. And do I really need a metamagic lesser extend spell for my summons? they last 7 rounds as it is, probably more than enough.

I think at some time the bracers of defense I have need to be sold and, with 2000gp, a belt of giant strength purchased. With illusion forbidden, by two favorite defensive spells, invisibility and mirror image are forbidden :-(

I will probably buy some acid and other alchemical supplies to augment my spells. I think an acid flask puts damage on my grease, etc.


Elf [hp = 27/27; AC14/T12/ff12; F +0; R+2; W+3 CMD 12] Wizard 5 (Sin Mage/sloth)

Well, since I am the Int sort, and +2 Int seems only in the cards for the shard of pride, I will carry it for now as it gives me a level 2 spell extra and +1 on all my DCs.

Augmented summons feat -- added create pit, fascinating fog, haste, monster 3 as spells. I need to buy some toy shovels at 10 gp each, as strangely my eschew materials for conjuration still requires purchases of that level. So plan on 10 toy shovels for 100gp total.

Create pit is worth it, believe me. With all my spells, I will let the wand of charm go.


Elf [hp = 27/27; AC14/T12/ff12; F +0; R+2; W+3 CMD 12] Wizard 5 (Sin Mage/sloth)

And, I planned on selling the bracers as a soon as it would allow me to grab the Int item. It gives me +1 to save dcs and 1 Xtra level 2 spell. I guess the shards are freebie items, don't count for distribution purposes as we all eventually get one?


Elf [hp = 27/27; AC14/T12/ff12; F +0; R+2; W+3 CMD 12] Wizard 5 (Sin Mage/sloth)

The wand is probably for Jordan. Sell cost=750×.19=142.5gp I guess the +2 Int item is not possible yet--I was hoping by 5 to have it where it is well under half wbl.

I was going for MS3 and haste, but I can go MS3 and fly if we want to forego haste for spells.


Elf [hp = 27/27; AC14/T12/ff12; F +0; R+2; W+3 CMD 12] Wizard 5 (Sin Mage/sloth)

Are we not allowed to search for the crank for the automaton?

I am usually leery of leaving treasure behind, especially treasure we knew was around.


Elf [hp = 27/27; AC14/T12/ff12; F +0; R+2; W+3 CMD 12] Wizard 5 (Sin Mage/sloth)

gains a +1 insight bonus on attack rolls

One of its best upsides is highly unmagelike. And the Su haste is great for a melee character to invoke when a charge won't get him there and his action is 'free' that turn.


Elf [hp = 27/27; AC14/T12/ff12; F +0; R+2; W+3 CMD 12] Wizard 5 (Sin Mage/sloth)

Don't know if there is any more room in the front. I didn't add +1/+1 to the minions for inspire.


Elf [hp = 27/27; AC14/T12/ff12; F +0; R+2; W+3 CMD 12] Wizard 5 (Sin Mage/sloth)

Jordan completes his summons, and a celestial eagle appears to join the other eagle in combat. Jordan runs into the room and takes out his tanglefoot bag, for a moment he has a clear line to the target and throws it into the melee.
touch attack tanglefoot bag: 1d20 + 3 - 4 ⇒ (8) + 3 - 4 = 7
He misses hopelessly and his celestial eagle moves to join the fight.
fire elemental: 1d20 + 4 ⇒ (18) + 4 = 221d6 + 2 ⇒ (5) + 2 = 7
If hit, burn if fail REF DC 11 for d4 fire for d4 rounds
eagle 1: 1d20 + 3 ⇒ (14) + 3 = 171d4 + 2 ⇒ (2) + 2 = 4
eagle 1: 1d20 + 3 ⇒ (17) + 3 = 201d4 + 2 ⇒ (2) + 2 = 4
eagle 1: 1d20 + 3 ⇒ (7) + 3 = 101d4 + 2 ⇒ (4) + 2 = 6
eagle 2: 1d20 + 3 ⇒ (14) + 3 = 171d4 + 2 ⇒ (1) + 2 = 3
eagle 2: 1d20 + 3 ⇒ (16) + 3 = 191d4 + 2 ⇒ (3) + 2 = 5
eagle 2: 1d20 + 3 ⇒ (12) + 3 = 151d4 + 2 ⇒ (4) + 2 = 6

One round left on elemental, two on eagle 1, three on eagle 2, eagle two is just to the right of eagle 1. 3 tanglefoot bags left


Elf [hp = 27/27; AC14/T12/ff12; F +0; R+2; W+3 CMD 12] Wizard 5 (Sin Mage/sloth)

Jordan's summoning completes as he begins a new one. A celestial eagle appearing in the spot vacated by Ramen.

The fire elemental resumes his attack.
att/damage: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 151d4 + 2 ⇒ (1) + 2 = 3
Ref DC 11 burn d4 rounds for d4

The eagle attacks the wounded one if it is still up--smiting the creature with holy power.
bite: 1d20 + 3 ⇒ (1) + 3 = 41d4 + 2 ⇒ (4) + 2 = 6
claw: 1d20 + 3 ⇒ (17) + 3 = 201d4 + 2 ⇒ (4) + 2 = 6
claw: 1d20 + 3 ⇒ (20) + 3 = 231d4 + 2 ⇒ (3) + 2 = 5
crit?: 1d20 + 3 ⇒ (10) + 3 = 131d4 + 2 ⇒ (4) + 2 = 6

Summons update: elemental 2 rnds left, eagle 3, dog to appear. oops double post, may want to slide d20 rolls down


Elf [hp = 27/27; AC14/T12/ff12; F +0; R+2; W+3 CMD 12] Wizard 5 (Sin Mage/sloth)

Jordan's summoning completes as he begins a new one. A celestial eagle appearing in the spot vacated by Ramen.

The fire elemental resumes his attack.
att/damage: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 211d4 + 2 ⇒ (4) + 2 = 6


Elf [hp = 27/27; AC14/T12/ff12; F +0; R+2; W+3 CMD 12] Wizard 5 (Sin Mage/sloth)

For me -- Sidney Moncrief 44914-2

Good to have a cleric, even better one who ignores the hate for in combat healing, it is definitely called for here.

Five on two with summons, the heals are keeping characters functioning.


Elf [hp = 27/27; AC14/T12/ff12; F +0; R+2; W+3 CMD 12] Wizard 5 (Sin Mage/sloth)

fire elemental:

Small Fire Elemental
CR 1

XP 400
N Small outsider (elemental, extraplanar, fire)
Init +5; Senses darkvision 60 ft.; Perception +4

DEFENSE

AC 16, touch 13, flat-footed 14 (+1 Dex, +1 dodge, +3 natural, +1 size)
hp 15 (2d10)
Fort +5, Ref +4, Will +0
Immune elemental traits, fire
Weaknesses vulnerability to cold

OFFENSE

Speed 50 ft.
Melee slam +4 (1d4+2 plus burn)
Special Attacks burn (1d4, DC 11)

STATISTICS

Str 14, Dex 13, Con 14, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +1; CMD 13
Feats Dodge, Improved InitiativeB, Weapon FinesseB
Skills Acrobatics +5, Climb +4, Escape Artist +5, Intimidate +4, Knowledge (planes) +1, Perception +4
Languages Ignan

SPECIAL ABILITIES

Burn (Ex)

A fire elemental deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire. See Burn for more details.
ECOLOGY

Environment any (Plane of Fire)
Organization solitary, pair, or gang (3–8)
Treasure none

Fire elementals are quick, cruel creatures of living flame. They enjoy frightening beings weaker than themselves, and terrorizing any creature they can set on fire.

A fire elemental cannot enter water or any other nonflammable liquid. A body of water is an impassible barrier unless the fire elemental can step or jump over it or the water is covered with a flammable material (such as a layer of oil).

Fire elementals vary in appearance—they usually manifest as coiling serpentine forms made of smoke and flame, but some fire elementals take on shapes more akin to humans, demons, or other monsters in order to increase the terror of their sudden appearance. Features on a fire elemental's body are made by darker bits of flame or patches of semi-stable smoke, ash, and cinders.
A small fire elemental is 4 feet long and weighs 2 pounds

The fire elemental attacks flanking with Telka--missing the elemental sets the web on fire.
slam: 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 91d4 + 2 ⇒ (2) + 2 = 4
web on fire damage: 2d4 ⇒ (1, 4) = 5

If the wounded spider was down, the fire elemental would have tried to get the other spider.

Jordan begins summoning again (Monster Summoning I)
3 rounds of elemental left -- summoners charm


Elf [hp = 27/27; AC14/T12/ff12; F +0; R+2; W+3 CMD 12] Wizard 5 (Sin Mage/sloth)

Jordan begins to summon--a gate to the elemental plane of fire appears.
full round ms2
"The front lines can't take that for long."


Elf [hp = 27/27; AC14/T12/ff12; F +0; R+2; W+3 CMD 12] Wizard 5 (Sin Mage/sloth)

Thanks for doing such a great job GM Lithrac.

Tactically, the web seems best as we may not have the time to wait for a full round summons. Hopefully it slows the spiders down a bit. I don't have fiery follow up, but our magus might.


Elf [hp = 27/27; AC14/T12/ff12; F +0; R+2; W+3 CMD 12] Wizard 5 (Sin Mage/sloth)

Jordan's spell had gained his allies a momentary respite, and feeling the desperation as the spider shakes it off, he lauches webbing of his own centering the mass on the bottom of the door at the top of the steps. The entire room is engulfed in sticky webs anchored from floor to ceiling and wall to wall.
I put it far enough back that it just reaches to the ancient spiders, but no farther -- I think targeting the grid intersection at the very top of the steps does that.

Web DC 17 Reflex:

School conjuration (creation); Level magus 2, sorcerer/wizard 2, witch 2

CASTING

Casting Time 1 standard action
Components V, S, M (spider web)

EFFECT

Range medium (100 ft. + 10 ft./level)
Effect webs in a 20-ft.-radius spread
Duration 10 min./level (D)
Saving Throw Reflex negates; see text; Spell Resistance no

DESCRIPTION

Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spiderwebs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears. Creatures caught within a web become grappled by the sticky fibers. Attacking a creature in a web doesn't cause you to become grappled.

Anyone in the effect's area when the spell is cast must make a Reflex save. If this save succeeds, the creature is inside the web but is otherwise unaffected. If the save fails, the creature gains the grappled condition, but can break free by making a combat maneuver check or Escape Artist check as a standard action against the DC of this spell. The entire area of the web is considered difficult terrain. Anyone moving through the webs must make a combat maneuver check or Escape Artist check as part of their move action, with a DC equal to the spell's DC. Creatures that fail lose their movement and become grappled in the first square of webbing that they enter.

If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover.

The strands of a web spell are flammable. A flaming weapon can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away one 5-foot square in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames.

Web can be made permanent with a permanency spell. A permanent web that is damaged (but not destroyed) regrows in 10 minutes.

Jordan urges his dog into the fight, trying to get his hound to attack large ancient spiders. But, the dog is having none of it, waiting behind the two-legged creatures to see if they can beat the six-legged ones.
Handle animal: 1d20 + 6 ⇒ (7) + 6 = 13


Elf [hp = 27/27; AC14/T12/ff12; F +0; R+2; W+3 CMD 12] Wizard 5 (Sin Mage/sloth)

The intent was to make the elemental the first to enter the room, conjuring him at the very bottom of the steps to ease the burden on the front liners, but it appears they are doing fine.


Elf [hp = 27/27; AC14/T12/ff12; F +0; R+2; W+3 CMD 12] Wizard 5 (Sin Mage/sloth)

Jordan gestures, and fires back a spell that engulfs the room in light in a ten foot circle catching both spiders. The light stop just short of Hralyk, barely missing flashing him.

Will DC 17 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.

Std = glitterdust without material components


Elf [hp = 27/27; AC14/T12/ff12; F +0; R+2; W+3 CMD 12] Wizard 5 (Sin Mage/sloth)

Jordan summons a small earth elemental to lead the way at the end of the stairs.


Elf [hp = 27/27; AC14/T12/ff12; F +0; R+2; W+3 CMD 12] Wizard 5 (Sin Mage/sloth)

dung/hist: 1d20 + 8 ⇒ (11) + 8 = 191d20 + 8 ⇒ (12) + 8 = 20

"Shriezyx, last seen in the Magnimar invasion of 4623. They are like spiders. I hope we see one."

Jordan sketches the creature and makes some notes.


Elf [hp = 27/27; AC14/T12/ff12; F +0; R+2; W+3 CMD 12] Wizard 5 (Sin Mage/sloth)

Not easy admitting being wrong when you are an elf with an ego.


Elf [hp = 27/27; AC14/T12/ff12; F +0; R+2; W+3 CMD 12] Wizard 5 (Sin Mage/sloth)

sense motive: 1d20 + 1 ⇒ (13) + 1 = 14
Jordan bows his head and spreads his hands to Telka and nods in agreement.
"I was wrong in this."

Not happy admitting his mistake, Jordan also nods to Hralyk.

"I would not let him go though."

He follows Telka.


Elf [hp = 27/27; AC14/T12/ff12; F +0; R+2; W+3 CMD 12] Wizard 5 (Sin Mage/sloth)

Jordan decides to take the discussion out of earshot of the captive. "Kill him if you must. But letting him run free is a risk I cannot take. He knows enough to be dangerous. I did not expect to be with a party of stone cold killers, but sacrifices must be made."


Elf [hp = 27/27; AC14/T12/ff12; F +0; R+2; W+3 CMD 12] Wizard 5 (Sin Mage/sloth)

Jordan looks surprised: "I do not throw tools away. I guess you will smash the construct as soon as it is put together. I do not judge individuals by invoking prejudices against their race or background, but only by individual merit. It appears I may be alone in that regard. This one has shown intelligence in surrendering and may have knowledge of the area or help if we meet other of its kind."


Elf [hp = 27/27; AC14/T12/ff12; F +0; R+2; W+3 CMD 12] Wizard 5 (Sin Mage/sloth)

"I need an assistant. He can earn his freedom."

Jordan speaks in Undercommon :

undercommon:
"I am a powerful mage. I need an apprentice. If you prove able, I will teach you magic. If you like, you will be freed upon our return to the surface. We are gaining powerful magic the like that has never been seen in ages. You are about to be a part of a legend."


Elf [hp = 27/27; AC14/T12/ff12; F +0; R+2; W+3 CMD 12] Wizard 5 (Sin Mage/sloth)

Jordan speaks in undercommon:

Undercommon:
"You are our prisoner. Do not resist. Where is the magical shard" Jordan describes the shard in detail.


Elf [hp = 27/27; AC14/T12/ff12; F +0; R+2; W+3 CMD 12] Wizard 5 (Sin Mage/sloth)

Watching the eagle knocked to the ground bleeding, Jordan tries to Daze the farther enemy again.
Will dc14

Jordan urges his dog to help out, but he looks at Jordan with curiousity.
handle animal: 1d20 + 8 ⇒ (6) + 8 = 14


Elf [hp = 27/27; AC14/T12/ff12; F +0; R+2; W+3 CMD 12] Wizard 5 (Sin Mage/sloth)

Jordan finishes his summons, and a celestial eagle appears and shifts to flank with Telka.
Celestial eagle appears to the right of Telka's opponent and shifts to below Telka's opponent--flanking Eagle=5'shift swift=smite evil vs Telka's opponent, full attack vs Telka's opponent Eagle has 3/4 rounds left

celestial eagle:

NG Small celestial animal
Init +2; Senses darkvision 60 ft.; Perception +9
--------------
DEFENSE
--------------
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 7 (1d8+1)
Fort +5, Ref +4, Will +2
SR 5, Resist Acid, Cold, and Electricity 5
--------------
OFFENSE
--------------
Speed 10ft., fly 80 ft. (average)
Melee 2 talons +3 (1d4), bite +3 (1d4+2)
Special Attacks Smite evil
--------------
STATISTICS
--------------
Str 14, Dex 15, Con 18, Int 2, Wis 15, Cha 7
Base Atk +0; CMB -1; CMD 11
Feats Weapon Finesse
Skills Fly +8, Perception +10; Racial Modifiers +8 Perception
--------------
SPECIAL ABILITIES
--------------
Smite evil 1/day - As a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+1) against evil foes; smite persists until target is dead or the celestial creature rests).

bite: 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 121d4 + 2 ⇒ (1) + 2 = 3
talon1: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 231d4 + 2 ⇒ (4) + 2 = 6
talon2: 1d20 + 3 + 2 ⇒ (9) + 3 + 2 = 141d4 + 2 ⇒ (1) + 2 = 3

Jordan motions to the creature on Telka, and the mind begins to feel a hazy feeling as Jordan flings a tuft of wool at the creature.
move (advance) and std=Daze vs Telka's opponent Will DC 14

Daze description for DM:

School enchantment (compulsion) [mind-affecting]; Level bard 0, inquisitor 0, magus 0, sorcerer/wizard 0, summoner 0, witch 0

CASTING

Casting Time 1 standard action
Components V, S, M (a pinch of wool or similar substance)

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Target one humanoid creature of 4 HD or less
Duration 1 round
Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.


Elf [hp = 27/27; AC14/T12/ff12; F +0; R+2; W+3 CMD 12] Wizard 5 (Sin Mage/sloth)

local: 1d20 + 8 ⇒ (20) + 8 = 28

"I know these!"

Jordan begins to summon again.
Mon summon 1


Elf [hp = 27/27; AC14/T12/ff12; F +0; R+2; W+3 CMD 12] Wizard 5 (Sin Mage/sloth)

Jordan nods. "We need to have retreat options at all times."


Elf [hp = 27/27; AC14/T12/ff12; F +0; R+2; W+3 CMD 12] Wizard 5 (Sin Mage/sloth)

Jordan is content to follow, his dog he drags behind.


Elf [hp = 27/27; AC14/T12/ff12; F +0; R+2; W+3 CMD 12] Wizard 5 (Sin Mage/sloth)

per/ling: 1d20 + 5 ⇒ (15) + 5 = 201d20 + 9 ⇒ (4) + 9 = 13

"Singing?"


Elf [hp = 27/27; AC14/T12/ff12; F +0; R+2; W+3 CMD 12] Wizard 5 (Sin Mage/sloth)

Jordan brings his eagle into being right by the devil, and with a motion sends the eagle to engage while he summons another.

Summon Monster I again--full round sommons.

The eagle invokes celestial smiting and attacks.
bite/damage: 1d20 + 3 ⇒ (12) + 3 = 151d4 + 2 + 1 ⇒ (4) + 2 + 1 = 7
claw/damage: 1d20 + 3 ⇒ (1) + 3 = 41d4 + 2 + 1 ⇒ (4) + 2 + 1 = 7
claw/damage: 1d20 + 3 ⇒ (11) + 3 = 141d4 + 2 + 1 ⇒ (3) + 2 + 1 = 6

celestial eagle:

N Small celestial/fiendish animal
Init +2; Senses darkvision 60 ft.; Perception +9

DEFENSE
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 5 [7] (1d8+1) [1d8+3]
Fort +3 [+5], Ref +4, Will +2
SR 5
Celestial - Resist Acid, Cold, and Electricity 5

Fiendish - Resist Cold and Fire 5
OFFENSE
Speed 10ft., fly 80 ft. (average)
Melee 2 talons +3 [+3] (1d4) [1d4+2], bite +3 [+3] (1d4) [1d4+2]
Special Attacks Smite evil/good

STATISTICS
Str 10 [14], Dex 15, Con 12 [16], Int 2, Wis 15, Cha 7
Base Atk +0; CMB -1 [+1]; CMD 11 [13]
Feats Weapon Finesse
Skills Fly +8, Perception +10; Racial Modifiers +8 Perception

SPECIAL ABILITIES

Smite evil/good 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+1) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).

Augment Summoning: Items in brackets [] represent the spell being cast by a character with the Augment Summoning feat.


Elf [hp = 27/27; AC14/T12/ff12; F +0; R+2; W+3 CMD 12] Wizard 5 (Sin Mage/sloth)

Jordan begins to cast and a portal opens. He focuses on the Celestial creatures.

Sorry - full round monster summon 1


Elf [hp = 27/27; AC14/T12/ff12; F +0; R+2; W+3 CMD 12] Wizard 5 (Sin Mage/sloth)

Jordan casts the dust that glitters around the evil creature, hoping to keep it visible.

Std action = glitterdust centered on books 3 round duration

Save Will DC17 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.


Elf [hp = 27/27; AC14/T12/ff12; F +0; R+2; W+3 CMD 12] Wizard 5 (Sin Mage/sloth)

Bluff: 1d20 + 1 ⇒ (12) + 1 = 13
Kn arcane: 1d20 + 10 ⇒ (9) + 10 = 19
Kn planes: 1d20 + 9 ⇒ (13) + 9 = 22
linguistics: 1d20 + 9 ⇒ (12) + 9 = 21

Jordan gets ready to set his trap.


Elf [hp = 27/27; AC14/T12/ff12; F +0; R+2; W+3 CMD 12] Wizard 5 (Sin Mage/sloth)

If Jordan has found any sculptures he adds it to the intriguing books he purchased. Putting together a set of devil-bait, he hands it to someone else to carry, as he has found books to be quite heavy.

Their supplies purchased, they are ready to begin baiting their trap.


Elf [hp = 27/27; AC14/T12/ff12; F +0; R+2; W+3 CMD 12] Wizard 5 (Sin Mage/sloth)

Jordan puts his considerable intellect at the problem, and thinks of what these devils and demons would be interested in, and tries to have a local craftsman and bookbinder make him the following if they are available.
Carvings and artwork of a demonic nature, books that look arcane, and a few well built, woodworked craft boxes. He will put tempting labels on the books, 'True names of local demons and devils' , 'How to activate and deactivate rift siphons', and 'Devil and demon wars -- how to win'. He will put labels on the craft boxes like 'talisman to nullify rift syphon' 'demonbane tokens' and 'devilbane powder'.

He is only interested in getting the bait for a trap that will tempt the demon and devil, and will get local craftsmen in on the project.

Jordan is all for creating jobs in the local area :-) If this type of improvisation is frowned upon, we can proceed with a more traditional plan.


Elf [hp = 27/27; AC14/T12/ff12; F +0; R+2; W+3 CMD 12] Wizard 5 (Sin Mage/sloth)

"I consider the glitterdust and powder ample preparation with a few artworks of a diabolic flavor that would entice a devil to bait the trap."

Jordan prices diabolic artwork from a local artist.


Elf [hp = 27/27; AC14/T12/ff12; F +0; R+2; W+3 CMD 12] Wizard 5 (Sin Mage/sloth)

Jordan is ready with the chalk and glitterdust and has an inspiration.

"Can we get some local carvings that would entice a demon. Maybe twisted sculptures that would interest him to use as bait?"


Elf [hp = 27/27; AC14/T12/ff12; F +0; R+2; W+3 CMD 12] Wizard 5 (Sin Mage/sloth)

Let's go with glitterdust and the powder.


Elf [hp = 27/27; AC14/T12/ff12; F +0; R+2; W+3 CMD 12] Wizard 5 (Sin Mage/sloth)

Being an old school player, we used the deployment of flour in copious quantities to find invisible creatures.

In the invisibility description, I guess some of the legacy remains:
...If an invisible character picks up a visible object, the object remains visible. An invisible creature can pick up a small visible item and hide it on his person (tucked in a pocket or behind a cloak) and render it effectively invisible. One could coat an invisible object with flour to at least keep track of its position (until the flour falls off or blows away).....

Anyway, glitterdust would be an excellent spell option--I could have grabbed it but went with web instead.

If I can web the creature, then it will be held still.

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