Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6
Luther looks around.
Luther's archons look for an evil creature to fight and quickly scout the area.
Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6
Five beams of light shoot from 5 celestials. range touch @+3: 5d20 ⇒ (11, 14, 4, 13, 14) = 56 Four are accurate and hit the dragon. vs touch ac 14 bypassing dr: 4d6 ⇒ (6, 3, 6, 1) = 16
Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6
Luther directs his celestial beings, and they shine a divine light at the dragon, the divine light cares little for the tough hide of the dragon. archon 1 range touch vs dragon ignore DR: 1d20 + 3 ⇒ (4) + 3 = 71d6 ⇒ 3
The beams of light seem to have problems striking the dragon. Luther grabs his holy symbol, and chants. The portal opens for 1d3 + 1 ⇒ (1) + 1 = 2 more lantern archons. Monster Summon IV for more lantern archons, trio from previous summons have 6/7 rounds left
Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6
Luther grabs his holy symbol and creates a gateway to the celestial plane. 1d3 + 1 ⇒ (2) + 1 = 3 lantern archons appear to help the besieged holy warrior. Summon monster 4 full round action Summoned Creature: Lantern Archon: Brackets apply as Luther has improved summoning Lantern Archon CR 2 XP -- LG Small outsider (archon, extraplanar, good, lawful) Init +4; Senses darkvision 60 ft., low-light vision; Perception +4 Aura aura of menace (DC 13) DEFENSE AC 15, touch 11, flat-footed 15 (+4 natural, +1 size; +2 deflect vs. evil) hp 13 [17] (2d10+2) [2d10+6] Fort +4 [+6], Ref +3, Will +0; +4 vs. poison, +2 resistance vs. evil DR 10/evil; Immune electricity, petrification OFFENSE Speed fly 60 ft. (perfect) Ranged 2 light rays +3 ranged touch (1d6) Spell-Like Abilities (CL 3rd): At Will—aid, continual flame, detect evil, greater teleport (self plus 50 lbs. of objects only) STATISTICS Str 1 [5], Dex 11, Con 12 [16], Int 6, Wis 11, Cha 10 Base Atk +2; CMB -4 [-2]; CMD 6 [8] Feats Improved Initiative Skills Diplomacy +5, Fly +14, Knowledge (planes) +3, Perception +4, Sense Motive +5 Languages Celestial, Draconic, Infernal; truespeech SPECIAL ABILITIES Gestalt (Su) Nine lantern archons can fuse together as a full-round action, becoming a single Large entity that is more powerful than the individual archons that make up its parts. Looking like a whirlwind of dancing firefly lights, the gestalt has all the powers and abilities of a Large air elemental plus the following: archon, good, and lawful subtypes; archon traits (aura of menace DC 16); 2 light rays (2d6); DR 5/evil and magic. The archons can remain in this form for 2d4 rounds. When the gestalt separates back into individual lantern archons, its remaining hit points are divided evenly among them; if it had less than 9 hit points, some of the component archons die when the gestalt ends. Aura of Menace (Su) Any hostile creature within a 20-foot radius of an archon must succeed on a Will save (DC 13) to resist its effects. The save DC is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours. Light Ray (Ex) A lantern archon can fire beams of light to damage foes. These light rays have a maximum range of 30 feet. This attack overcomes damage reduction of any type. Augment Summoning: Items in brackets [] represent the spell being cast by a character with the Augment Summoning feat.
Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6
Luther directs his 1d3 + 1 ⇒ (2) + 1 = 3 small air elementals to attack. elemental 1 flank: 1d20 + 8 ⇒ (19) + 8 = 271d4 + 3 ⇒ (4) + 3 = 7
Small Air Elemental: +4 to CON AND STR of below stats +2 to FORT CR 1 XP 400 N Small outsider (air, elemental, extraplanar Init +7; Senses darkvision 60 ft.; Perception +4 DEFENSE AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size) hp 17 (2d10+6) Fort +4, Ref +6, Will +0 Defensive Abilities air mastery; Immune elemental traits OFFENSE Speed fly 100 ft. (perfect) Melee slam +6 (1d4+1) Special Attacks whirlwind (DC 12, 10-20 ft.) STATISTICS Str 12, Dex 17, Con 12, Int 4, Wis 11, Cha 11 Base Atk +2; CMB +2; CMD 15 Feats Flyby Attack, Improved InitiativeB, Weapon FinesseB Skills Acrobatics +7, Escape Artist +7, Fly +17, Knowledge (planes) +1, Perception +4, Stealth +11 Languages Auran SPECIAL ABILITIES
Image of Reaper Miniatures' 02778: Air Elemental
ECOLOGY
Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6
Luther channels, and a healing aura infuses everyone. HP healed for all allies: 4d6 ⇒ (5, 3, 4, 4) = 16 Only Symon is left with a few scratches after it is over. Luther's magic infuses Eldar with another attack.
The solitary elemental closes with the creature on Eldar, passing through stone if needed to engage. small elemental left: 1d20 + 11 ⇒ (20) + 11 = 311d6 + 7 ⇒ (2) + 7 = 9
Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6
Small Earth Elemental:
CR 1 XP 400 N Small outsider (earth, elemental, extraplanar) Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4 DEFENSE AC 17, touch 10, flat-footed 17 (–1 Dex, +7 natural, +1 size) hp 13+4=17 (2d10+2) Fort +4, Ref –1, Will +3 Immune elemental traits OFFENSE Speed 20 ft., burrow 20 ft., earth glide Melee slam +6+2 (1d6+4+2) Special Attacks earth mastery STATISTICS Str 16+4, Dex 8, Con 13+4, Int 4, Wis 11, Cha 11 Base Atk +2; CMB +6; CMD 15 Feats Improved Bull RushB, Power Attack Skills Appraise +1, Climb +7, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7 Languages Terran SPECIAL ABILITIES Earth Glide (Ex) A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save. Earth Mastery (Ex) An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.) Small elementals added to map. Full attack two earth elementals on Luther's foe (using blessing of fervor).
Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6
Luther steps back, keeping his shield raised.
The cover of the wall and his newly summoned earth elementals, he hopes, allows him to cast to help his friends. Blessing of Fervor on five party members and two elementals in range on Luther's foe:
School transmutation; Level cleric/oracle 4 CASTING Casting Time 1 standard action Components V, S, DF EFFECT 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) DESCRIPTION
Do not know if Dru can use this for a +2, it applies to attack rolls. Gives Symon an extra attack if he full attacked. If I am under cover, I do not think I provoke. 3 augmented earth elementals 7 rounds remaining (+4 STR and +4 CON over standard stats). I would suggest Eldar use the extra attack on a full attack. Luther's earth elementals appear in a pair to flank the one creature on him, and another appears behind Eldar's foe to confer a tactical advantage.
Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6
Luther politely declines the offer. "The Spire is too dangerous, and we can't keep Aoz safe. We would like to hear any questioning of the spirits of the lost ones. After that, we will return to the Spire."
Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6
Luther attacks with the thunder mace at the creature on Galahad. att1: 1d20 + 10 ⇒ (17) + 10 = 271d8 + 3 ⇒ (8) + 3 = 11
Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6
Luther waits.
Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6
Luther casts, and a protective skin of bark appears on both of their new companions. He gestures again, and Eldar gets considerably stronger. Luther casts an Abadar blessing. "I do not know if we have the right magic to ward against the excessive heat. This will have to be an exploratory mission. We can return with a better magic arsenal when I ask Abadar for protection from heat." Barkskin on Eldar and Galahad (+3 to natural armor) for 80 minutes, Bulls Strength on Eldar (+4 Str) 80 rounds Bless on everyone for 80 rounds, +1 to hit and saves vs fear Luther also mentions: "I try my best to keep you guys from getting knocked down. Hope we have better luck here." Luther then summons some earth elementals to explore ahead.
Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6
Luther welcomes the newcomers.
Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6
Luther nods in response to the Lady Commander and waits to speak until she is done. "We will do our best my Lady!! Our adversaries have been well equipped and organized."
Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6
Luther channels to heal twice.
"We gonna boost up Symon so he can get that gem??" Luther directs his earth minions to try and detach the gem setting from all that is stone in the statue. If the statue is stone, the elementals will try to earth glide through it to get to the setting
Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6
Luther finishes his summons, a portal to the underdark opens and number: 1d3 + 1 ⇒ (2) + 1 = 3 small earth elementals step out. Luther directs them to hunt down the invisible sorceress. Earth Elemental, Small:
This hulking, roughly humanoid creature of dirt and stone explodes up from the earth, faceless save for two glowing gemstone eyes.
DEFENSE AC 17, touch 10, flat-footed 17 (–1 Dex, +7 natural, +1 size)
OFFENSE Speed 20 ft., burrow 20 ft., earth glide
STATISTICS Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11
SPECIAL ABILITIES Earth Glide (Ex) A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save. Earth Mastery (Ex) An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.) Environment any (Plane of Earth)
Earth elementals are plodding, stubborn creatures made of living stone or earth. When utterly still, they resemble a heap of stone or a small hill. When an earth elemental lumbers into action, its actual appearance can vary, although its statistics remain identical to other elementals of its size. Most earth elementals look like terrestrial animals made out of rock, earth, or even crystal, with glowing gemstones for eyes. Larger earth elementals often have a stony humanoid appearance. Bits of vegetation frequently grow in the soil that makes up parts of an earth elemental's body. A small earth elemental is 4 feet long and weighs 80 pounds Sensitive any vibrations in the earth, they do not need sight to go after their foes. Luther begins to summon again. Watching Brent go down, he realizes he won't be able to track down the sorceress. If he wanted to get the sorceress, he would have to do it himself. Luther casts Summon 3 again -- If the three elementals can locate the sorceress with tremorsense 60', they will try to get her. Hopefully Armitron can detect evil. "Armitron, with your evil sense, you were the only one that could find the sorceress. If we don't find her now, this will be a hollow victory."
Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6
"You know where the invisible creature is. Get it." Luther begins to summon help after ducking behind the cover of the statue. Summon 3-full round -- don't let her get away or we fight her again
Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6
"Finish off the leader Armitron! !" Luther heals Brent. He hope Brent will contribute at some time. convert summ Mon 3 to cure serious: 3d8 + 7 ⇒ (8, 8, 6) + 7 = 29
Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6
Luther swaps with Armitron, and casts a spell as he touches his friends. Protection from evil influences surround Luther, Armitron, and Brent. Protection from evil communal - 2 minutes Luther, 2 minutes Brent, 3 minutes Armitron Protection from evil:
School abjuration [good]; Level cleric/oracle 1, inquisitor 1, paladin 1, shaman 1, sorcerer/wizard 1, summoner/unchained summoner 1; Domain good 1; Subdomain purity 1 CASTING Casting Time 1 standard action
EFFECT Range touch
FAQ
The latter interpretation is correct: protection from evil only works on charm and compulsion effects where the caster is able to exercise control over the target, such as command, charm person, and dominate person; it doesn't work on sleep or confusion. DESCRIPTION This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects. First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion. Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell Resistance can allow a creature to overcome this protection and touch the warded creature. Protection from Evil, Communal Level cleric/oracle 2, inquisitor 2, paladin 2, sorcerer/wizard 2, summoner/unchained summoner 2
DESCRIPTION This spell functions like protection from evil, except you divide the duration in 1-minute intervals among the creatures touched. Sense Motive: 1d20 + 9 ⇒ (2) + 9 = 11 The surviving wolverine goes into a rage, attacking the serpentfolk. 15 hp left and enraged (+4 str +4 CON) wolverine claw: 1d20 + 8 ⇒ (16) + 8 = 241d6 + 6 ⇒ (5) + 6 = 11
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