Winter Oracle

Kellen Spirittalker's page

184 posts. Alias of Torilgrey.


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Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

Blast... Back to the kitchen, I might have an idea... Kellen offers.


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

I'm good with the kitchen entry...


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

Okay Frost Spirit it is and biting cold hex added, at least it is a Fortitude save.


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

So I can meditate for 10 minutes and pick up another Spirit Hex, any advice on which one? I was thinking a direct damage since I'm pretty spent on spellcasting.


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

Kellen withdraws his healing wand, using it to mend Day's wounds.

CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (1) + 1 = 2


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

Are you all good? We should try and get back on him quickly before he can use whatever he's got in reserve. Kellen says


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

Hi all,

I'm leaving on a cruise for the next 11 days. Happy to rally with the troops and reassault the spellcaster with my spear! Feel free to bot along as needed and I'll catch up when I'm back.


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

Agreed. FYI all I'm traveling for work to a conference this weekend so my posting will be slow if at all.


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

I believe the plan is to regroup and reassault?


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

Kellen's spiritual weapon makes one last gasp attack against Vardak, and the shaman ducks further down the hall, beginning to look for Bas and Levn.... Come on, let's get out of here...

Spiritual Weapon: 1d20 + 9 ⇒ (10) + 9 = 19
Damage: 1d8 + 2 ⇒ (2) + 2 = 4


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

I’ve got a sleet storm in memory and can let that fly which would effectively blind him while allowing the spiritual weapon to maybe keep some dps on him. I feel badly that i let Alfric die, but it all seemed appropriate given the situation.


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

Reflex: 1d20 + 5 ⇒ (12) + 5 = 17

The shaman endures the brunt of the fireball, eyeing the cackling sorcerer suspiciously, he backs away to the corner, feeling confident he was out of range of the crazed Vardak, he pulses with divine energy, healing himself and Daymar.

Channel: 3d6 ⇒ (3, 1, 3) = 7

Meanwhile the ghostly spear continues to assault the prone? spellcaster, trying to undue him.

Spritual Weapon: 1d20 + 10 ⇒ (4) + 10 = 14
Damage: 1d8 + 2 ⇒ (4) + 2 = 6

Day, I'm out of spells that can damage him...

After the healing and the damage Kellen is at 19 hp


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

I can get Alfric back up next round if Vardak doesn’t chase me.


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

Kellen lashes out at Vardak as the spellcaster gains his feet,

AoO: 1d20 + 4 ⇒ (5) + 4 = 9
the spiked gauntlet missing wildly over the spellcaster's head. Seeing the effect that Vardak enacted, Kellen cautiously steps back from the caster. Withdraw

Spellcraft?: 1d20 + 12 ⇒ (17) + 12 = 29

Meanwhile the spiritual spear lashes out again at Vardak, hoping to affix the would-be lord of the vale.

Spiritual Weapon: 1d20 + 9 ⇒ (9) + 9 = 18
Damage: 1d8 + 2 ⇒ (1) + 2 = 3


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

Reflex: 1d20 + 3 ⇒ (19) + 3 = 22
Kellen drops immediately to the ground as the fireball goes off in the room, only slightly singeing the shaman's cloak, popping back to his feet he incants his own spell, and readies his spiked gauntlet in case Vardak is able to rise, and a ghostly spear comes into existence opposite Kellen, stabbing down at Vardak.

Spiritual Weapon, attack: 1d20 + 9 ⇒ (11) + 9 = 20
Damage: 1d8 + 2 ⇒ (6) + 2 = 8

AoO if Vardak stands: 1d20 + 2 ⇒ (1) + 2 = 3
Damage?: 1d4 - 1 ⇒ (3) - 1 = 2


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

Kellen loops around the perimeter of the room, closing on the grappled Vardak, intoning a spell of incompetence and touching the spellcaster on the ground.

Stepping through the red box since no one said not to, move 30' cast Bestow Curse.

touch attack: 1d20 + 2 ⇒ (6) + 2 = 8
Bestow curse -4 to all saves, checks, etc. Will save DC 18 to negate


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

Sorry works been super busy, I’ll try and post tomorrow.


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

Kellen closes with Sir Alfric, chanting and channeling a spell into the big knight, and some of Alfric's wounds close...

Cure Moderate Wounds: 2d8 + 6 ⇒ (2, 6) + 6 = 14

Did the Bargest save against the evil eye? because it would have had a -2 to all attack rolls for 8 rounds if not, might mitigate some of that damage, but not the crit.


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

Let's try it?


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

Will save: 1d20 + 12 ⇒ (11) + 12 = 23 Kellen shakes his head, clearing the fear, but still feeling unsettled. He spins his gaze to the Bargest, turning the fury of the Frost Fox onto it.

Evil Eye -2 attack rolls for 8 rounds DC 18 Will save makes it 1 round. Did Vardak make his save last round?


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

Kellen works his way forward, into the back of the chamber and unleashes the might of the Frost Fox clan onto Vardak.

Evil Eye, -2 saves for 8 rounds Will DC 18 to drop to 1 round.


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

Hi I'm leaving for Pennsic in 2 days and won't be able to really have internet access. Cya when I'm back! :D


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

Crap, here Bas, get heroic... Kellen says, quickly casting Heroism on the kobold!

+2 morale bonus on attack rolls, saves, and skill checks


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

Sorry my computer died over the weekend, working on getting back online now.


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

How descriptive, I suppose we should see what's around the next bend in this strange place... Kellen grumbles, more to himself than Daymar, but Daymar was definitely included in the 'we'. The shaman advances to the corner, spear held in hand, waiting to see what strange creature they would find next here...


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

A magical secret door! That's a first for me. Do we expect this to be where they keep the coin? Kellen muses as Day prepares to open the way.


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

Perception: 1d20 + 6 ⇒ (2) + 6 = 8

Kellen seems enthralled by the realistic paintings, gazing with wonder into the accuracy of the landscapes.... I suppose they could be frozen like that, so lifelike and all...


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

Oddly specific paintings yes? Would this be a parlor or drawing room do you suppose, or a gallery? And I wonder if that statue is our gracious host - what do we think the staff signifies, Daymar? Kellen asks as he heads into the parlor room, admiring the artwork.


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

Kellen nods at Lopo, making a dismissive gesture to the goblin and turning back to his companions, Okay the goblin says there's another one of those Barghest things around here, the mate of the other one. Its apparently bound or summoned by Vardak, the human master. So there we are! One human, probably magical, and another barghest thing.


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

Goblin:

Oh Lorghulo won't be bothering you any more, Igreili the same as Lorghulo?

Keeping an eye on the goblin's response, he says to the other group, So one of the great demons was that Barghast, I'm asking if the other one is the same kind of critter or not. And this Vardak is human according to Lopo here. If we can find out about this Igreili I think we can let the goblin free? he asks.


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

Kellen speaks to the others, He says there's a chief Vardak, a powerful Shaman, who commands dragons and demons. There are two great servants Lorghulo and Igreili. He's asking for me to let him go free, but let's get some additional infomation before we proceed.

turning back to Lopo in goblin,

Goblin:
Vardak, is he a goblin? Or is he a longshanks? What about Lorghulo and Igreili? Are they goblins too? My friends may let you go, depending on how you answer us!


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

Kellen rolls his eyes at Lopo's lack of facility with Taldan, and instead switches to goblin, gibbering at Lopo in his native language.

Goblin:
Lopo, I am Kellen, these are friends. We want to help? Who is chieftain here? Why you scared? Who else in big stone house? he asks, indicating the building around them... and he waits for the goblin to speak back.


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

Leaning into what Bas advertised, Kellen stops a beat, holding his talisman and making his eyes glow briefly as he casts Guidance on himself. The Kobold speaks the truth, tell us, and you'll depart for another morning for yourself.

If another roll is needed

diplomacy, guidance: 1d20 + 10 + 1 ⇒ (12) + 10 + 1 = 23


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

Kellen looks dubiously at the cower goblin in the corner, You the cook? Good, come on out, we're not here to hurt you. Who lives in this castle? We're just here to protect some folks, and make the mean people stop. he's obviously unused to talking to goblinoids, but he figures treating them like children couldn't hurt.

Diplomacy: 1d20 + 10 ⇒ (14) + 10 = 24


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

That's very very strange.... East it is then? Kellen points back over his shoulder.

Can you see through the illusory wall from this side?


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

Kellen activates a life-link on Alfric, Bas, and Levn before following them a second later through the illusory wall. How did we wind up charging through a fake wall? shaking his head and grinning ruefully.


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

Kellen considers what Day has to say about the illusion, thinking a moment, before nodding, We should just pop through, tell everyone to stop 1 foot beyond the wall? Probably will be safe enough? If Daymar and Levn agree, he'll motion for Bas and Alfric to come over and share the plan.


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

Kellen continues to absorb the damage from Basdemar for a few seconds, tapping himself with a wand to slowly knit his wounds closed. Bas +10 HP, Kellen ends at 43/52 after using the wand of infernal healing.

Should we look to the east?, What's behind you there Levn?


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

Thanks, sure does! Daymar to 38


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

Kellen focuses a minute, the spiritual connections of his ancestors flowing through him and binding himself to the others around him. Very well, let's advance to it... Alfric, Bas, can we finish this?

Ward no longer active on Bas since he failed the will save. Life Link on everyone now... Move into the room


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

Kellen closes with Bas and Sir Alfric, spirits swarming around Bas and protecting him with their auras. Careful now boys, let's see where this thing is waiting for us. the shaman grips his spear in his hands, scanning even though he knows he won't be able to see the barghast.

Ward Hex, +2 deflection to AC and resistance to Saves until hit in combat or fails a saving throw.


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

Crap, its not in the hallway?? Kellen says, fishing out a wand and flicking it in the air, a soft, radiant glow suffesses the party, giving them a good feeling.

Cast Bless from Wand 3/50


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

Kellen advances to Bas Unless Bas swings by Kellen first Bas, come to me! he calls out, channeling the energies of his people into his hands, and healing the kobold.

Cure Serious Wounds: 3d8 + 6 ⇒ (5, 6, 2) + 6 = 19


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

Initiative: 1d20 + 5 ⇒ (10) + 5 = 15

Kellen sees the dog-like thing clamp its jaws on Bas, thinking quickly he dismisses the spiritual link he had to Daymar, and focuses the wrath of his ancestors on the creature, beseeching the spirits to weaken its defense....

Evil Eye, -2 AC Will Save DC 18. Success duration =1 round, failure duration = 8 rounds


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

Kellen shrugs, I'm shocked no one has come to see what that ruckus was, but let's go say hello. Shall we go left? he indicates the left door around the tripwire.


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

Kellen assumes more of the injuries that Day had sustained, and calmly takes out a wand and taps it against his own chest, making a motion to the others to hurry up and finish the poor thing off.

CLW: 1d8 + 1 ⇒ (8) + 1 = 9
Lifelink - 5 dmg to Day +5 damage to Kellen


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

Kellen breaks toward the drake, then seeing Daymar being blasted by the fire, he sprints toward Daymar, focusing on the elf and pushing the spiritual energy around the elf, healing him.

Lifelink Hex, 5 damage to Kellen, +5 HP for Daymar.


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

Initiative: 1d20 + 5 ⇒ (15) + 5 = 20


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

Kellen, thinking he's doing a FANTASTIC job, continues forward toward the keep...


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

Kellen will give Alfric ten feet before stepping off after him, longspear in hand...

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