Paracount Julistar

Luther Lightblade's page

866 posts. Alias of Chainmail.


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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

Thanks for trying!!


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.
"If it is one thing we learned, don't fight the same thing over and over. Is it dead?"

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
archon 2 range touch vs dragon ignore DR: 1d20 + 3 ⇒ (9) + 3 = 121d6 ⇒ 2
archon 3 range touch vs dragon ignore DR: 1d20 + 3 ⇒ (1) + 3 = 41d6 ⇒ 2

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 channels healing to his allies as the elementals are dissipated.

heal: 3d6 ⇒ (5, 3, 2) = 10

"Watch the bunching, the breath may come 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

God bless us every one!


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

Seasons greetings all


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
elemental 2 flank: 1d20 + 8 ⇒ (3) + 8 = 111d4 + 3 ⇒ (3) + 3 = 6
elemental 3 no flank: 1d20 + 6 ⇒ (10) + 6 = 161d4 + 3 ⇒ (1) + 3 = 4

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
Air Mastery (Ex)
Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.

Image of Reaper Miniatures' 02778: Air Elemental
Concept art by: by Tim "Talin" Collier
See this Model at the Reaper Store

ECOLOGY
Environment Plane of Air
Organization solitary, pair, or gang (3–8)
Treasure none
Air elementals are fast, flying creatures made of living air. Primitive and territorial, they resent being summoned or doing the bidding of mortals, and much prefer to spend their time on the Plane of Air, swooping and racing through the endless skies.
Although all air elementals of a similar size have identical statistics, the exact appearance of an air elemental can vary wildly between individuals. One might be an animated vortex of wind and smoke, while another might be a smoky bird-like creature with glowing eyes and wind for wings.
An air elemental prefers to attack flying or otherwise airbone targets, not only because its mastery over flight gives it a slight advantage, but also because it detests the thought of having to touch the ground. An air elemental can move underwater, and although it is an elemental and thus runs no risk of drowning, it has no ranks in Swim and loses much of its speed and mobility when underwater.
A small air elemental is 4 feet long and weighs 1 pound.


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 to summon more friends to help.

summoning 3


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

Congrats!!

Your life will never be the same, and, in most ways, for the better ;-)


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 to see if his summoning completed before the surprise.


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 summons some friends to help.


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.
Feast for Eldar extra attack at full bab: 1d20 + 11 ⇒ (4) + 11 = 151d10 + 11 ⇒ (3) + 11 = 14

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
small elemental left crit?: 1d20 + 11 ⇒ (10) + 11 = 211d6 + 7 ⇒ (6) + 7 = 13


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).
Luther's summoned elementals appear and attack with fervor at their foe.
att1: 1d20 + 11 ⇒ (16) + 11 = 271d6 + 7 ⇒ (5) + 7 = 12
att2: 1d20 + 11 ⇒ (8) + 11 = 191d6 + 7 ⇒ (1) + 7 = 8
att1: 1d20 + 11 ⇒ (8) + 11 = 191d6 + 7 ⇒ (1) + 7 = 8
att2: 1d20 + 11 ⇒ (17) + 11 = 281d6 + 7 ⇒ (4) + 7 = 11
The remaining one helps out Eldar. This elemental finds himself outside the effect of the massive Blessing from Abadar.
att1: 1d20 + 11 ⇒ (16) + 11 = 271d6 + 7 ⇒ (4) + 7 = 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 steps back, keeping his shield raised.
1d3 + 1 ⇒ (2) + 1 = 3 small elementals appear to aid the holy man.

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
With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).
Increase its speed by 30 feet.
Stand up as a swift action without provoking an attack of opportunity.
Make one extra attack as part of a full attack action, using its highest base attack bonus.
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round. Blessing of fervor does not stack with haste.

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 summons allies.


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 as Symon gets them past the danger.

"We can get them on the way back."


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 begins summoning allies.


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

"I think magic will do the trick. I would like to be present."

I think we are in speak with dead territory here.


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.

"We can accomplish part of our job."


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

"And, I will make someone stronger if needed."

if bull's strength is over, I can do another


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 are called Chaid?"


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 affirms
"We help you!"


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 speaks to the creature "Help, you need help?"


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 realizes the creatures are too high to attack.
He heals all allies.
channel: 4d6 ⇒ (4, 5, 3, 4) = 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 swings twice.

1: 1d20 + 10 ⇒ (14) + 10 = 241d8 + 3 ⇒ (5) + 3 = 8
2: 1d20 + 5 ⇒ (9) + 5 = 141d8 + 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 attacks with the thunder mace at the creature on Galahad.

att1: 1d20 + 10 ⇒ (17) + 10 = 271d8 + 3 ⇒ (8) + 3 = 11
att2: 1d20 + 5 ⇒ (8) + 5 = 131d8 + 3 ⇒ (7) + 3 = 10


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

Barkskin yes, bull's strength on Eldar too


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 avoids poison.

He gives his blessing to his allies.

[+1]


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

REF/FORT: 1d20 + 6 ⇒ (3) + 6 = 91d20 + 10 ⇒ (19) + 10 = 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

"I guess we are a more cautious group. Eldar, you can fly for a bit now."

Luther moves across.


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

"I will see how this indirect approach works."

The elementals disappear.


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.
"Well, magical aids expire after time as well as my extraplanar servants. As you scouts can determine their value, I will let you decide how we proceed. I will clank along in my plated armor."


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

"We rush in with what little surprise we have. Attacking prepared opponents hasn't worked for us."

Luther casts and Eldar can fly.


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

The floating eye thing they will attack.


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. The elementals move to attack the aggressor.


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.
Summoning 3
1d3 + 1 ⇒ (2) + 1 = 3 small earth elementals move 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.
"We have been challenged at every turn, barely able to survive the last few fights. If not for Abadar's healing, we would have died long ago. Anyway, we have suffered in up front power. Brent and Armitron kept getting knocked down all the time."


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 nods to the departing paladin, giving him a salute.

"Ours paths are chosen by others!!"


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.
healing: 8d6 ⇒ (6, 3, 4, 6, 4, 4, 3, 1) = 31

"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.
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 17 (2d10+2)
Fort +6, Ref –1, Will +3
Immune elemental traits

OFFENSE

Speed 20 ft., burrow 20 ft., earth glide
Melee slam +8 (1d6+6)
Special Attacks earth mastery

STATISTICS

Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +6; CMD 13
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.)

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

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

Well, guess we need two frontliners.

Best wishes to both of you.


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 channels, and his friends heal.

+ve energy to allies only: 4d6 ⇒ (4, 6, 4, 2) = 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

Missed the last attack on wolverine.

Hopefully resave will help Brent.


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
Components V, S, M/DF

EFFECT

Range touch
Target creature touched
Duration 1 min./level (D)
Saving Throw Will negates (harmless); Spell Resistance no; see text

FAQ
Does protection from evil (good/law/etc.) work against all charm and compulsion effects? Or does it just work against charm and compulsion effects where the caster is able to exercise control over the target, such as charm person, command, and dominate person (and thus not effects like sleep or confusion, as the caster does not have ongoing influence or puppet-like control of the target)?

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
Target creatures touched

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
wolverine claw: 1d20 + 8 ⇒ (8) + 8 = 161d6 + 6 ⇒ (5) + 6 = 11
wolverine bite: 1d20 + 8 ⇒ (10) + 8 = 181d4 + 6 ⇒ (1) + 6 = 7

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