Kestoglyr Mantiel

Narg Crowbait's page

97 posts. Alias of TawnyKnight.


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HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

Best of luck, hope its nothing too serious :)


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

If we did want to gain a few more level how about having us face a randomly rolled monster of our CR in a duel? We could each run a monster maybe? Seems like we could use a few more levels under our belt if we are to be up against something with the power to control this arena.


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

Sure Narg is, shame we could not push it a little further, but I really do not see what more you could have done as GM its just one of those things sadly.


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

Yes its a fullround action, that does no provoke, I'm afraid Terra. Which was news to me, glad to see it has not been nerfed as hard as I thought.

Hold Person wrote:
The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. This is a full-round action that does not provoke attacks of opportunity.


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

Ditto :) And please take Narg's crustiness with a pinch of salt he is a NE git with a hatred for human's and Suli are probably close enough to get some of that :)


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

Just to point out Narg is medium, and 6 foot 8 inches tall, although he usually walks with a hunch. Essentially he looks like an ugly black skinned, as in the colour black not the human ethnicity, human with black feathered wings. He really is not little, though he is rather gaunt.


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

Ouch I suspect this will end it, or at least put us in a just write up a finish him position.

The blow lands hard stunning the tall Strix and ending the last real hope he had in his spell arsenal.

Congrats Grog, write up a cool finish him post I that clearly finishes it.

Fort: 1d20 + 2 ⇒ (9) + 2 = 11


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

Grog it does not actually go off until my next turn so you have a chance to attack and possibly disrupt the spell - sleep is a full spell.


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

Agreed that definitely works.

Narg steps back and begins casting a spell figuring it will be his last real gambit with Grog seemingly able to cast his splintered spears aside.

ASF Sleep: 1d100 ⇒ 86


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

Fair does, this is gonna be tricky!

But the bats have a move of 80ft, so the range to get you is effectively 115ft. Narg never summoned the bats on you just further than 20ft. from him so he was outside the range of their blindsight leaving you their only target, since he was invisible. So really 95ft. Invisibility specifically lists talking or in battle as 20 not 15 so that is a DC of 29. The rules also only allow it within 30ft. so its literally impossible for more than 30ft.

PFSRD:
A creature can generally notice the presence of an active invisible creature within 30 feet with a DC 20 Perception check. The observer gains a hunch that “something's there” but can't see it or target it accurately with an attack. It's practically impossible (+20 DC) to pinpoint an invisible creature's location with a Perception check. Even once a character has pinpointed the square that contains an invisible creature, the creature still benefits from total concealment (50% miss chance). There are a number of modifiers that can be applied to this DC if the invisible creature is moving or engaged in a noisy activity.

Invisible creature is... Perception
DC Modifier
In combat or speaking –20

Spluttering Narg now visible darts out of the cloud to the north a wooden spear forming in his hand which he hurls forth with astonishing accuracy before fleeing and keeping the temple between them.

Fort: 1d20 + 2 ⇒ (17) + 2 = 19
Splintered Spear: 1d20 + 7 + 20 - 4 ⇒ (17) + 7 + 20 - 4 = 40 Damage: 1d6 + 5 ⇒ (4) + 5 = 9 +1 ongoing Bleed


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

30ft. range normally means it appears 30ft. away, stinking cloud is a 20ft. radius burst so it should be outside of the temple it seems?

Krute, no worries, I believe both casting of Summon Swarm have met all of those criteria. Cast one round and then the swarm appears at the beginning of the next. Casting a spell almost always has a verbal component so unless silenced I generally don't feel the need to specify. It is possible to locate someone like that but very difficult and I don't thin Grog could have succeeded in either instance.


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

GM moved inside the Temple :o

"And I would fight you not your Potion seller, but life is not fair," Narg calls back caustically, using his scroll and then moving into the temple and attempting to conceal himself before his invisibility expires.

ASF: 1d100 ⇒ 14
Stealth: 1d20 + 6 ⇒ (13) + 6 = 19 Plus distance mods, etc. Note that he spoke at his previous location.


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

Fort save for Nauseated please Grog you might not be able to double move - though you probably will.

"Who was running away coward?" Narg calls chuckling evilly.

The swarm bites and tears at Nips who curls into a ball and looses consciousness bleeding out before vanishing into nothingness along with the swarm.

Narg uses his scroll gaining a magical shield he hopes will insulate him from harm and draws forth another scroll as he side steps again.

Swarm Damage to Nips: 1d6 ⇒ 2
ASF Shield: 1d100 ⇒ 6


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

I vanished and then moved again, you moved to a position I moved to after having vanished which you had no way of knowing.

Krute good point I had thought it did - that is actually pretty useful to me thanks for pointing it out :)

Narg summons a swarm of bat that swoops down atop Grog and Nips, biting and opening bleeding wounds in both. Nips is distracted by the swarm and takes no action.

Narg meanwhile uses his scroll of infernal healing and begins recovering from his wounds, slowly, stepping to the side and pulling another scroll free.

Swarm Damage: 1d6 ⇒ 3 3 Damage and 1 ongoing Bleed damage DC 11 Fort or Nauseated.
Nips Fort: 1d20 + 2 ⇒ (9) + 2 = 11
ASF: 1d100 ⇒ 10


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

Used flyby attack if you read my last post so casting took place just past Grog's reach.

I would call that rich when I am fighting potions more than foe, Narg thinks sourly, but reminding himself he is supposed to be intelligent he keeps simply begins to cast a spell again from somewhere roughly in the vicinity of the flaming sphere.

Nips attempts to move up to strike Grog again, but leaves an opening as he approaches.

Nips provokes an aoo attempting to enter Grog's space and if he survives misses with his sting. AC 20 HP 7 - herolab does not have the Figment archetype so his HP is 1/4 Nargs.

ASF: 1d100 ⇒ 94
Acrobatics Nips: 1d20 + 10 ⇒ (8) + 10 = 18
Nips Attack: 1d20 + 7 ⇒ (11) + 7 = 18


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

Narrowing his eyes in pain as the flaming fist of his foe strikes home Narg swoops nimbly past without leaving an opening, stops just out of his reach casts a spell and vanishes.

As he passes a scorpion scuttles from his robes hurling itself at the Suli without allowing him an opening. His sting just manages to pierce Grog's flesh.

Acrobatics: 1d20 + 10 ⇒ (12) + 10 = 22
Acrobatics Nips: 1d20 + 10 ⇒ (15) + 10 = 25
Nips Sting: 1d20 + 7 ⇒ (14) + 7 = 21 Take 1 damage and make a DC 10 Fort Save; freq 1/rd for 6 rds; effect sicken for 1 rd; cure 1 save.
ASF Vanish: 1d100 ⇒ 53


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

Its essentially 20ft in every direction from a central point. So Grog is probably in it, but does not have 20ft. between him and Narg so can see where he goes. I would say call it 10ft. up and 10ft. to the closest side is probably about right - not that it makes much difference with a 60ft. fly speed.


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

It is the temple and what appears to be a large stone, the key word is points not surfaces so it only needs to have two diametrically opposed points which it does. How do you read a point as not a point but an entire surface, I think that is pretty clearly just ignoring the rules not interpreting them.

So really it should be a bit more diagonal, but it does not seem to make much practical difference here since either way Grog will fly out of it if he succeeds in the two required checks in a single move.

Seriously just google spider webs and look at them, its point because it literally requires a single strand of web to serve as an anchor.


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

Correct, but its move cast move, after the spell is cast there is 20ft of web between us meaning you cannot see Narg or where he moves.


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

Sure minus 5 since I used over half movement, but I should have 2 separate forms of total concealment.

Stealth Hide: 1d20 + 6 - 5 ⇒ (10) + 6 - 5 = 11


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

Narg flies out of hiding and launches a web spell attempting to ensnare his opponent in the sticky strands. Then he continues flying moving towards the back of the palisade just long enough to be hidden behind it.

Using flyby attack feat to move standard move, it does work with standard actions despite the name.

DC 17 Reflex or Grappled by the web. Please note even if save is successful moving requires you to make a DC 17 combat maneuver or escape artist check or become grappled. It is also difficult terrain so half movement, etc., and provides total cover for this round at least since there is 20ft. of web between Narg and Grog.

Web Grapple Text:
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.

ASF Web: 1d100 ⇒ 97


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

Glowering up at the irksome, but not unexpected voice of their bizarre gamesmaster Narg casts a spell creating a flaming sphere directly atop Grog before darting back into the trees behind the rock and concealing himself again.

ASF Flaming Sphere: 1d100 ⇒ 14
Stealth: 1d20 + 6 ⇒ (9) + 6 = 15

Flaming Sphere Fire Damage: 3d6 ⇒ (1, 5, 3) = 9 DC 17 Reflex negates, otherwise 4 damage after you fire resistance - which Narg sadly does not know about otherwise he would not be using a flaming sphere :p


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

Ah, under his stats header it is still listed as +3 hence my confusion.


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

Distance modifiers are applied on top Grog. So if you are in the center you simply cannot make the DC. +1 for every 10 feet. Please also remember you have no idea he is no longer invisible.

Also how is your Perception mod +7. 3 +2 from Owl's Wisdom = +5


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

They do indeed, sorry I was still editing, should have previewed until I was done.


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

The bats vanish back to whence they came leaving the battlefield suddenly silent absent their chittering.

Narg remains hidden, but carefully withdraws a scroll, content to see if his opponent will bleed out.

Unless the big voice in the sky does something, or Grog can find him, Narg is probably just going to try to wait out that fly. Kinda assuming the former will happen though...


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

Whoops messed up as I entirely forgot I cast sleep. So Narg just spends the round hiding he cannot concentrate after casting another spell :) And that works for me. But can you roll the Fort save.

The bats surge around Grog again nipping and biting and opening more slowly draining wounds.

Narg remains hidden.

Swarm Damage: 1d6 ⇒ 4 4 damage and 1 ongoing bleed damage and a DC 11 Fort Save vs Distraction.


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

Sure you knew this, but JIC you also took 1 bleed damage at the beginning of your turn, the potion then stopping it.

How are you pulling out a potion, drinking it and moving? There are traits and abilities that allow this, but you do not seem to have them?

The bats flock after Grog again, this time their assault is not as painful, but they do open up Grog's wounds causing him to bleed again.

Still concentrating on the swarm Narg moves into the trees and conceals himself flawlessly between them just before his invisibility fades.

Damage: 1d6 ⇒ 1 1 damage 1 ongoing Bleed damage and DC 11 Fort vs Distraction.

Stealth to Hide: 1d20 + 6 ⇒ (20) + 6 = 26


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

You cannot move 60ft straight up with fly, you can only ascend at half speed and not straight up without making fly checks. Fly gives you a +4 to your fly check for good maneuverability and +2 for caster level so yours should be +7. See the fly skill for rules.

Grog fails to hit any of the agile bats, which spiral upwards flocking to attack him again. Narg begins casting a spell.

Swarm Damage: 1d6 ⇒ 4 4 damage and DC 11 Fort vs Distraction or Nauseated for 1 round

Sorry I forgot to mention there is also a DC 11 Fort save vs distraction or nauseated for 1 round.

Fly Hover: 1d20 + 12 ⇒ (8) + 12 = 20
ASF Summon Swarm: 1d100 ⇒ 48
ASF Sleep: 1d100 ⇒ 72


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

A swarm of bats appears in the air and casting about for prey spies only Grog. In a whirling screeching vortex of wings the descend upon the suli biting at him with hundred of tiny fangs! The dozens of tiny wounds the create will not stop bleeding continuing to sap at Grog's vitality as his blood slowly drains.

Still invisible Narg flies forward beginning to circle around the shrine while maintaining concentration upon his summoned swarm.

Swarm Damage: 1d6 ⇒ 6 6 damage and 1 ongoing bleed damage.


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

Hovering in place Narg begins casting another spell.

Spell:
Summon Swarm

Fly Check Hover DC 15: 1d20 + 12 ⇒ (10) + 12 = 22


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

Narg casts a spell and vanishes from sight. Invisible he flies back over the wooden palisade reaching a height of twenty five feet.


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

LOL, well this could turn into an aerial battle since I believe Grog has a potion of fly. Trouble is Mary's damage and HP are both so low.

Could I ask for a ruling on whether ongoing bleed damage would wake someone under the effect of a Sleep spell? I would argue the wound is already inflicted and thus should not, but its debatable.

PFSRD Sleep wrote:
Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

Cool arena BTW :)


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

Initiative: 1d20 + 10 ⇒ (15) + 10 = 25

Narg casts a spell and then flies out beginning to ascend, but remaining below the height of the temple.

Spell:
Mage Armor

ASF: 1d100 ⇒ 21


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

Narg is levelled and heading over :)


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

Not at all Terra, I certainly did not sign up not to be challenged :) I think its half the fun, and frankly Narg is probably much more likely to be irritating that Terra. It was a fun battle and I was going for compliment rather than complaint :)


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

Snap, Terra was Avery tough for for Narg and in the end scored a comprehensive victory :)


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

Close though you hit his AC dead on since you were too far out for point blank shot. There goes my perfect record! Good luck in the next round :)


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

LOL, but not enough in the end. Well fought! That DR really was a worst case scenario for Narg!

Peeking out from behind his brazier Narg's last sight is a torrent of stone before the darkness claims him.


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

Thanks :) Web is now totally burned away I believe.

Getting desperate ss thre negative enrgy saps at him and his resources dwindle while the human still looks to be in better shape than him Narg tries his flyby trick again, and is once again astonished by his good fortune. Another magically created spear thumps home opening Terra's wounds with countless splinters again.

"Thank Nethys."

Splintered Spear: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24 Damage: 1d6 + 4 ⇒ (3) + 4 = 7 4 damage and bleed again.


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

As the negative energy eats away at him again Narg attempts another flyby spearing this time moving to his right and retreating behind the eastern brazier. To his surprise he manages to hit home without any magical assistance, but the blow only just penetrates the whirling rock around Terra only a few splinters reaching her flesh, but it does start her bleeding again.

Splintered Spear: 1d20 + 5 + 1 - 2 ⇒ (19) + 5 + 1 - 2 = 23 Damage: 1d6 + 4 ⇒ (1) + 4 = 5 2 damage after DR.

Cannot move fig on map as on tablet, but behind the other brazier.


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

It does not stack with your current bleed so the only effect is its a higher heal dc to stop.

Splintered Spear full text:
Must be too long for herolab to show all when I paste. "As a standard action, you can create a wooden shortspear appropriate to your size, which hurls itself as a ranged attack against one target within 100 feet (range penalties apply), using your Intelligence modifier as an attack bonus instead of your Strength or Dexterity modifier. The spear deals normal damage according to its size, plus your Intelligence modifier, then breaks into countless splinters; the target takes 1 point of bleed damage each round on its turn." Higher level info omitted.


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

The webs are still burning, but effectively they are gone once the damage is done in them, does that make sense? I'm not explaining very well I know :p

Terra annihilates the rats, making Narg doubly sure he does not want to confront the hated human out in the open.

Narg flies out past the web until he can see Terra extends his hand and flings a suddenly coalescing wooden short spear with uncanny accuracy! It thumps home into her fracturing into dozens of painful splinters, which while no worse than the bat bite will clearly be harder to heal. Having struck he turns and flies back behind the brazier.

Flyby Attack

Splintered Spear: 1d20 + 5 + 1 + 20 ⇒ (13) + 5 + 1 + 20 = 39 Damage: 1d6 + 4 ⇒ (5) + 4 = 9 So 6 damage after DR. Bleed damage does not stack, but the heal DC is now higher as you take the worst of the two.
Fly Turn 180 DC 20: 1d20 + 12 ⇒ (10) + 12 = 22


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

I am all done for this round just to be clear :)


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

You are quite right my bad :)


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

Being next to a gravestone you should be taking 1d6 damage from negative energy I believe?

As Narg finishes his spell and a swarm of rats appears around Terra's feet surging furry bodies nipping at the woman and managing to pierce through her shield of stone. Narg bites back the pain and casts another spell and attempts to conceal himself behind the brazier again.

Spell:
True Strike

Negative Energy Damage for Terra and Rats: 1d6 ⇒ 3
Swarm Damage: 1d6 ⇒ 5 DC 12 Fort for distraction, no point rolling for disease as it would come in after the duel.
Negative Energy Damage for Rats: 1d6 ⇒ 3
Hide: 1d20 + 6 + 3 ⇒ (11) + 6 + 3 = 20


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

Narg begins chanting a spell after the foulness saps his vitality again.


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

I would say the easiest assumption, so we do not have to wait for rulings is that you are awakened before your turn by the flame, so do not actually loose any turns. That we we avoid having to figure out whether neg energy damage wakes you. That is how I would rule as GM my logic being the first square the brazier was already aflame.

I will point out that the flame dies out, it keeps spreading, but only burns in any given square once leaving it web free after. Web also provides cover since it is likely to come up...

Web wrote:
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.


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

You are not, they are only at the sides, only seems to be in the discussion thread. You are probably in a 1d6 damage square for being next to the ravine, but I am sure you would not have moved there if the rules had been in this thread, and half the square in front of it is land so I suggest we just play as if it is normal.

Organized Play Characters


Rogue Elf
Grand Lodge Garedon

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]
(468 posts)
Fey Friend
Liberty's Edge Norine Pepfarin Epfafeen

F Gnome Cleric 3 HP 25/27 NL0 | AC20* T12* FF19* | CMB+1 CMD12* (*+1 until hit) | F+5 R+2 W+5 (+2 illusion; +2 fear/dispair)| Init+1 SPD20 | Perc+4 SM+6 LL vis
Other:
Morningstar +3/1d6; LXbow +4/1d6/19-20
(799 posts)
Sorshen
Silver Crusade Naurin Ferrick Phren

F Human (Varisian) Oracle of Life 3 (Dual: Lame/Legalistic) HP24/27 NL0 | AC18* T11* FF17* | CMB+3 CMD14* | F+4* R+3* W+2* (*+2 if evil; +8 v charms & compulsions)| Init+1 SPD35 | Perc-2 SM+2
Other:
Shortspear: +3/1d6+1; LXbow: +4/1d8/19-20
(553 posts)
Valeros
Silver Crusade Knorrin

M Aasimar (Qadiran) Cleric 4 HP 35/35 AC 20 | T 12 | FF 19 | CMD 15 | F+6 R+2 W+7 | Init +1 | Per +3 (+2 "Deathless Spirit" SA)
Other:
Spd 20 | Scimitar +3/1d6/18-20; Shortspear +3/+4/1d6/20ft LXbow +4/1d8/19-20
(276 posts)
Paladin of Iomedae
Silver Crusade Otiophon

M Aasimar (Angel-kin) Pal 2 HP22/22 NL0 AC21* T11* FF20* CMD16* F+9* R+5* W+5* (+6 charm/compul.; +2 Deathless Spirit) Init+1 SPD20 Perc-2 SM+5 DV
Other:
Longsword +6/1d8+4/19-20/x2; Shortbow +2/1d6/20/x3
(235 posts)
Elf
Grand Lodge Merevelyn

F Half-Elf Wizard (Ench./Manipulator) 2 HP 14/14; NL0 AC16/12 T12 FF14/10 CMB-1 CMD11 F+1 R+2 W+4 Init+3 SPD30 Perc+10/12 SM+6/8 LL
Caelum (Thrush):
HP 7/7 | AC17 T16 FF15 | F+0 R+4 W+5 | Init+2 | Perc+10 SM+3 LL
(148 posts)
Aasimar
Grand Lodge Kellean Kalyer

F Aasimar (Qadiran) Cleric 2 HP18/18 NL0 AC17 T10 FF17 CMD11 F+5 R+0 W+6 (+2 Deathless Spirit) Init+0 SPD20 Perc+5 SM+7 DV
Stats:
Scimitar+1/1d6/18-20; LXbow+1/1d8/19-20/x3
(195 posts)
Master Astrologer
Grand Lodge Monroe the Sage
(0 posts)
Tengu
Silver Crusade Koraki

M Tengu Monk (Zen Archer) 1 (0 posts)
Balazar
Liberty's Edge Znorrah
(0 posts)

Aliases


Angel Mask
GM FurtiveZoog
(1,659 posts)
Fey Friend
Liberty's Edge Norna Pheperra Raffereene

F Gnome Cleric 2 HP03/18 NL0 | AC17 T11 FF17 | CMB-1 CMD09 | F+5 R+0 W+6 (+2 v fear/desp.; +2 v illus.)| Init+2 Spd20 | Perc+2 SM+6 Dv. K(Rel)+8
Other:
Shillelagh +1/1d4-1/x2; LXbow +2/1d6/19-20/x2
(241 posts)