Mephit

Octaris's page

66 posts. Alias of Lawrence Moy.


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Hydrokineticist 4 (7 HD) | HP: 64*/71 | Init +10 | AC 24, Touch 17, FF 18, DR 5/magic | CMD 22 | Fort +10, Ref +15, Will +5

Well, that's unfortunate!


Hydrokineticist 4 (7 HD) | HP: 64*/71 | Init +10 | AC 24, Touch 17, FF 18, DR 5/magic | CMD 22 | Fort +10, Ref +15, Will +5

"Huh. I wonder what happened so that such a good leader got himself exiled, eh?" Octaris wonders aloud.

As the group is dismissed, Octaris thanks Ashasar and the rest of the party. "It was a pleasure working with you all! Perhaps we'll get to work again, though with fewer protean beasties involved. If you ever need me, leave a message with my cousin Aurathius! He's my main mephit. Uh, along with Dupralia of course."

And with a sly wink, he's off!


Hydrokineticist 4 (7 HD) | HP: 64*/71 | Init +10 | AC 24, Touch 17, FF 18, DR 5/magic | CMD 22 | Fort +10, Ref +15, Will +5

"Hmmmmmm." Octaris ponderous loudly. Is there more to be found? Octaris pokes around in case, though his ability to help is fairly limited.

Perception: 1d20 + 5 ⇒ (20) + 5 = 25
Knowledge (planes): 1d20 + 3 ⇒ (9) + 3 = 12

Oh, NOW I roll a 20. I couldn't roll any yesterday!


Hydrokineticist 4 (7 HD) | HP: 64*/71 | Init +10 | AC 24, Touch 17, FF 18, DR 5/magic | CMD 22 | Fort +10, Ref +15, Will +5

Octaris summons his octopus familiar, Octoparis, who pats him on the back for his success with the portal. Octaris preens glisteningly.

Octaris is willing to help others if they ask him. (Friend? Friend!) However, as a warning, his perception is atrocious.


Hydrokineticist 4 (7 HD) | HP: 64*/71 | Init +10 | AC 24, Touch 17, FF 18, DR 5/magic | CMD 22 | Fort +10, Ref +15, Will +5

"Hmm." Octaris prods at the portal more. "M-maybe I could get some help? N-not that I'd need it. I know everything!" Octaris looks unsure if he should ask for help as he repeats the prodding process.
Use Magic Device: 1d20 + 16 ⇒ (18) + 16 = 34

My handout actually suggests that I should be "a pompous jerk." It warns that perhaps I "[b]est not overdo it though." Seriously.

@Jamila: Thank you for reminding me that the chaos was defending me! Phewwwww.


Hydrokineticist 4 (7 HD) | HP: 64*/71 | Init +10 | AC 24, Touch 17, FF 18, DR 5/magic | CMD 22 | Fort +10, Ref +15, Will +5

"Here, let me take a look. I know all the things!" Octaris bluffs and blusters briefly. He thinks back to his previous knowledge first,
Knowledge (planes): 1d20 + 3 ⇒ (11) + 3 = 14
before prodding the portal ponderously, using his experience fangling new fangled things.
Use Magical Device: 1d20 + 16 ⇒ (13) + 16 = 29


Hydrokineticist 4 (7 HD) | HP: 64*/71 | Init +10 | AC 24, Touch 17, FF 18, DR 5/magic | CMD 22 | Fort +10, Ref +15, Will +5

"Because it's not a spell I regularly prepare, duhhh." Octaris rolls his eyes under the water.

Bluff: 1d20 + 13 ⇒ (18) + 13 = 31
SO CLOSE. Why did the inquisitor have to roll a 17? T.T


Hydrokineticist 4 (7 HD) | HP: 64*/71 | Init +10 | AC 24, Touch 17, FF 18, DR 5/magic | CMD 22 | Fort +10, Ref +15, Will +5

"Let me know if anyone else needs healing! I've got these scrolls of infernal healing in my bag," Octaris bubbles forth from beneath the healing waters.

Under his breath, he says, "Totally a wizard spell, right? ... Totally." His brow furrows slightly as he tries to remember which spells are and which aren't.


Hydrokineticist 4 (7 HD) | HP: 64*/71 | Init +10 | AC 24, Touch 17, FF 18, DR 5/magic | CMD 22 | Fort +10, Ref +15, Will +5

Octaris thanks Zephyr swimmingly!


Hydrokineticist 4 (7 HD) | HP: 64*/71 | Init +10 | AC 24, Touch 17, FF 18, DR 5/magic | CMD 22 | Fort +10, Ref +15, Will +5

Someone might recall that Octaris bought two scrolls of infernal healing before setting out. If someone uses one on him, he will thank him/her upon regaining consciousness.

Afterwards, he will look to see if there is a hole in the ground somewhere. If so, he will fill it with water using his basic hydrokinesis--er, using create water, which is totally a wizard spell--and immerse himself in it. As he does so, his wounds begin to heal, as his body reabsorbs the water around him (fast healing 2 while immersed in water). He blurbles in the water for a few minutes.

Once healed, Octaris will grab one of the anarchic short swords "for study."
(Just to be clear: are these actual liquid blades that are +1 and anarchic, but with the fragile quality?)


Hydrokineticist 4 (7 HD) | HP: 64*/71 | Init +10 | AC 24, Touch 17, FF 18, DR 5/magic | CMD 22 | Fort +10, Ref +15, Will +5

Octaris is unconscious but not leaking vital mephit fluids. (He's not bleeding out.)


Hydrokineticist 4 (7 HD) | HP: 64*/71 | Init +10 | AC 24, Touch 17, FF 18, DR 5/magic | CMD 22 | Fort +10, Ref +15, Will +5

Octaris mumbles something about stuffy wizards but remains unconscious.


Hydrokineticist 4 (7 HD) | HP: 64*/71 | Init +10 | AC 24, Touch 17, FF 18, DR 5/magic | CMD 22 | Fort +10, Ref +15, Will +5

Correction: Octaris falls over limply once he's constricted. (I miscounted the damage taken.) Does the protean let go?

Octaris seems to be leaking water, but his vital mephit fluids seem to be staying within him.

Question: non-lethal damage & bleeding out:
1) I assume that if you take lethal damage greater than your hit points, you start to bleed out, regardless of the amount of non-lethal damage, right? (As long as you don't go around twice?)

2) And then you don't bleed out if you take lethal damage less than your hit points, even if your non-lethal damage takes you below zero? Right now Octaris is at 0/71 HP with 7 pts of non-lethal damage, and I'm treating him as if he's not bleeding out.

I guess that Octaris is pretty much like a wizard in combat, huh. I'd hoped that his DR and his decent AC would help, but it won't protect him vs. crits!


Hydrokineticist 4 (7 HD) | HP: 64*/71 | Init +10 | AC 24, Touch 17, FF 18, DR 5/magic | CMD 22 | Fort +10, Ref +15, Will +5

Ummmm. Does the grab and constrict happen if Octaris falls over after the first 21 damage from the tail slap? 'Cause if so, he's super, super dead.

I forgot that the acid damage procs now. I think it already did on Krakos since it's supposed to activate on my round, so I'll only count it on the protean.

Caster level check: 1d20 + 3 ⇒ (14) + 3 = 17 vs. SR
Damage: 2d6 ⇒ (1, 4) = 5 and the protean is sickened for this round and next round, and takes 1 pt of acid damage at the start of next round
DC 14 Reflex save halves the damage and prevents additional effects

Octaris falls over limply. The aura of acid continues to fizzle around his body.

@GM: Can you stop rolling in the top 33% on all the dice vs. Octaris? Your rolls are so good! T.T


Hydrokineticist 4 (7 HD) | HP: 64*/71 | Init +10 | AC 24, Touch 17, FF 18, DR 5/magic | CMD 22 | Fort +10, Ref +15, Will +5

Octaris stands very still, pretending to be contemplating his next wise move.

Octaris delays! Shhhh, be very very quiet.


Hydrokineticist 4 (7 HD) | HP: 64*/71 | Init +10 | AC 24, Touch 17, FF 18, DR 5/magic | CMD 22 | Fort +10, Ref +15, Will +5

When a mephit cries in exasperation, it is salty. =/

Can you cast from a scroll defensively? I'm looking at you, lonely scroll of dimension door.


Hydrokineticist 4 (7 HD) | HP: 64*/71 | Init +10 | AC 24, Touch 17, FF 18, DR 5/magic | CMD 22 | Fort +10, Ref +15, Will +5

Is there a way to withdraw without provoking? Otherwise I'll have to think of something else. Being let go by a creature previously grappling you is pretty awkward too, especially when it's large.


Hydrokineticist 4 (7 HD) | HP: 64*/71 | Init +10 | AC 24, Touch 17, FF 18, DR 5/magic | CMD 22 | Fort +10, Ref +15, Will +5

Octaris feels all fluidy again and tries to slip from the monster's grasp.
Escape Artist: 1d20 + 6 + 10 ⇒ (10) + 6 + 10 = 26 vs. CMD to escape grapple as immediate action

Assuming this fails, he will try to damage the monster directly, using his water magic from point blank range! Ignore the fact that he doesn't need to concentrate to do so.
Attack: 1d20 + 15 - 4 ⇒ (1) + 15 - 4 = 12 vs. AC to hit the giant thing grabbing him
Damage: 3d6 + 8 ⇒ (6, 3, 6) + 8 = 23 bludgeoning damage
Apparently distracted by being grabbed, he utterly fails to hit the tail grappling him.

Additionally, the aura of acid around him gathers again, burning at the beast.
Damage: 2d6 ⇒ (1, 3) = 4acid damage and the protean is sickened for this round and next round, and takes 1 pt of acid damage at the start of next round
DC 14 Reflex save halves the damage and prevents additional effects


Hydrokineticist 4 (7 HD) | HP: 64*/71 | Init +10 | AC 24, Touch 17, FF 18, DR 5/magic | CMD 22 | Fort +10, Ref +15, Will +5

Either this protean is a really, really big rogue, or is totally cheating. =(


Hydrokineticist 4 (7 HD) | HP: 64*/71 | Init +10 | AC 24, Touch 17, FF 18, DR 5/magic | CMD 22 | Fort +10, Ref +15, Will +5

Ah, sorry, just read the additional text after my turn. If the sickened status applies, then -2 attack and -2 damage. Otherwise, ow ow ow.

Octaris looks hopeful once the beast releases him, but he becomes grim again once it starts to attack Rhyol. As the beast grabs Octaris again, Octaris sighs and rolls his eyes. He looks like another good squeeze might knock him out.


Hydrokineticist 4 (7 HD) | HP: 64*/71 | Init +10 | AC 24, Touch 17, FF 18, DR 5/magic | CMD 22 | Fort +10, Ref +15, Will +5

Oh! I'm sorry. I didn't realize you were waiting for me--I've been refreshing every day, thinking we were still in the first round! It is not reassuring that you pointed out that one can use a wand while swallowed whole though....

"Get off me!" Octaris squirms, wondering whether he can break free. The protean seems to have a pretty strong grip. Looking at its form, he wonders just how much damage a point blank blast of water could do.

But wait! Magic might be a solution too! With his free hand, he grabs for his wand from before. With great gusto, he attempts to use it!
Use Magic Device: 1d20 + 16 ⇒ (8) + 16 = 24 vs. DC 20 to use wand of elemental aura

"Aha! Take that!" Octaris shouts, as the mists around him darken into a fog of acid. "Let me go, you beast!"

Damage: 2d6 ⇒ (5, 1) = 6 and the protean is sickened for this round and next round, and takes 1 pt of acid damage at the start of next round
DC 14 Reflex save halves the damage and prevents additional effects

The kinetic blast probably will do more damage now that Octaris won't provoke, but where's the fun in that?


Hydrokineticist 4 (7 HD) | HP: 64*/71 | Init +10 | AC 24, Touch 17, FF 18, DR 5/magic | CMD 22 | Fort +10, Ref +15, Will +5

Foxit Reader is available online for free, and works just fine!


Hydrokineticist 4 (7 HD) | HP: 64*/71 | Init +10 | AC 24, Touch 17, FF 18, DR 5/magic | CMD 22 | Fort +10, Ref +15, Will +5
Sarma wrote:
In theory, but theories are treacherous things, liable to turn on you at a moment's notice, then fall apart on you the next. :)

Psh. Theories are for academics and wizards. Octaris is a wizard, right? ^-~


Hydrokineticist 4 (7 HD) | HP: 64*/71 | Init +10 | AC 24, Touch 17, FF 18, DR 5/magic | CMD 22 | Fort +10, Ref +15, Will +5
GMParty wrote:
Octaris is grappled. His AC is 24.

Being grappled is dumb. =( Also fire wysps are dumb.

In theory, Octaris should still be able to do stuff like pull out a wand and use it with one hand, right?


Hydrokineticist 4 (7 HD) | HP: 64*/71 | Init +10 | AC 24, Touch 17, FF 18, DR 5/magic | CMD 22 | Fort +10, Ref +15, Will +5

Was the fire wysp's attack a touch attack? If not, a 24 does not hit Octaris with his 26 AC. His touch AC is only 17 though. I guess I could update the stats to reflect the +2 shield bonus from the shroud of water?


Hydrokineticist 4 (7 HD) | HP: 64*/71 | Init +10 | AC 24, Touch 17, FF 18, DR 5/magic | CMD 22 | Fort +10, Ref +15, Will +5

Octaris sputters quietly at Krakos's deliberation, as he remains in the protean's grasp.

I don't mind OOC. Hooray for hitpoints!


Hydrokineticist 4 (7 HD) | HP: 64*/71 | Init +10 | AC 24, Touch 17, FF 18, DR 5/magic | CMD 22 | Fort +10, Ref +15, Will +5

"I--wait, what?" Octaris looks slightly baffled as Ember's magic makes his skin look even more liquid than normal. He wriggles and tries to slip free of the protean's tail...!

Escape Artist: 1d20 + 6 + 10 ⇒ (3) + 6 + 10 = 19 vs. CMD to escape grapple

Octaris's attempts produce an undignified squelch as he fails to escape.


Hydrokineticist 4 (7 HD) | HP: 64*/71 | Init +10 | AC 24, Touch 17, FF 18, DR 5/magic | CMD 22 | Fort +10, Ref +15, Will +5

"Ow, ow, ow!" Octaris shouts as he is unhappily squeezed.

@GM: Does his DR 5/magic apply to being squished by the protean?

HP: 40/64* if no DR is applied; 45/64* if DR applies


Hydrokineticist 4 (7 HD) | HP: 64*/71 | Init +10 | AC 24, Touch 17, FF 18, DR 5/magic | CMD 22 | Fort +10, Ref +15, Will +5

Zephyr:
@Zephyr: You should take it! You're the windy one, right? Though Octaris wouldn't mind being invisible.... It's a wizard thing, you know?

Linguistics: 1d20 + 0 ⇒ (18) + 0 = 18 vs. DC 20
Knowledge (planes): 1d20 + 3 ⇒ (1) + 3 = 4 vs. DC 17 for Ws
Knowledge (planes): 1d20 + 3 ⇒ (18) + 3 = 21 vs. DC 18 for RS

"Gah! What is this--!" Octaris is startled by the electricity, before spotting the buzzing elementals. "Fire!" He begins to aim for the fire being, before finally spotting the giant reptilian beast. "A protean!" he shouts, surprised--both that it is here and that he recognizes it.

Octaris briefly considers being a hero and attacking the protean, but he recalls that they are pretty tough to hurt without lawfulness. "Are any of you lawful types? You might be able to take on the beast!"

"In the meantime, I'm going to put out the fire!" He daringly flies over the chasm to the central platform, and with a flick of the wrist, throws a ball of water at the fire being!

Attack: 1d20 + 15 ⇒ (17) + 15 = 32 vs. AC
Damage: 3d6 + 9 ⇒ (2, 2, 3) + 9 = 16 bludgeoning damage
Stats include Point-Blank Shot feat.

OOC:

@Party: I didn't read the full text on the wysps, so I hope I'm doing the right thing!

@Everyone: If Octaris gets charged, he deserves it. His AC is 26 with mage armor and shroud of water (shield). His touch is still 17.

@GM: I assume that we all begin with "down" as the basic direction of gravity? Also, does "resistant" mean that we can't damage the protean without lawful attacks, or that it's just really, really hard?


Hydrokineticist 4 (7 HD) | HP: 64*/71 | Init +10 | AC 24, Touch 17, FF 18, DR 5/magic | CMD 22 | Fort +10, Ref +15, Will +5

@Zephyr: What gloves...?


Hydrokineticist 4 (7 HD) | HP: 64*/71 | Init +10 | AC 24, Touch 17, FF 18, DR 5/magic | CMD 22 | Fort +10, Ref +15, Will +5

Was it possible to sense anything more than just smells in the tube-room? Or are they just... really long tubes with smells and stuff at the bottom?


Hydrokineticist 4 (7 HD) | HP: 64*/71 | Init +10 | AC 24, Touch 17, FF 18, DR 5/magic | CMD 22 | Fort +10, Ref +15, Will +5

"Onward, then!" Octaris blusters. He uses a wand on himself "just in case."

UMD: 1d20 + 16 ⇒ (17) + 16 = 33 vs. DC 20 to use wand of elemental aura (fire)

The watery shield around Octaris seems to burst into flames. Even Octaris seems a little surprised.

This was my action at the end of round 1. Are we temporarily out of initiative?


Hydrokineticist 4 (7 HD) | HP: 64*/71 | Init +10 | AC 24, Touch 17, FF 18, DR 5/magic | CMD 22 | Fort +10, Ref +15, Will +5

Can we reach the cyclone from where we are? If so... at the end of this round, Octaris might totally fly up to it and cast elemental aura while next to it. Hooray for wands not provoking! Double hooray for barbarian allies taking attacks of opportunity for you!


Hydrokineticist 4 (7 HD) | HP: 64*/71 | Init +10 | AC 24, Touch 17, FF 18, DR 5/magic | CMD 22 | Fort +10, Ref +15, Will +5
GMParty wrote:
Octaris wrote:
Octaris also has acid arrow though that only does some d4 of damage. However, acid damage was not on the list of things that might damage the haunt.
Good point.

I want to use the wand of elemental aura so badly, but I don't think that Octoparis would be happy about it.


Hydrokineticist 4 (7 HD) | HP: 64*/71 | Init +10 | AC 24, Touch 17, FF 18, DR 5/magic | CMD 22 | Fort +10, Ref +15, Will +5

Octaris also has acid arrow though that only does some d4 of damage. However, acid damage was not on the list of things that might damage the haunt.


Hydrokineticist 4 (7 HD) | HP: 64*/71 | Init +10 | AC 24, Touch 17, FF 18, DR 5/magic | CMD 22 | Fort +10, Ref +15, Will +5

"The cyclone? Where?!" Octaris frantically looks around to see if he can lob a ball of water at it. He hopes that his "magic" will be sufficient....

Does the water kinetic blast still count as if a water spell, even if it only does physical damage?


Hydrokineticist 4 (7 HD) | HP: 64*/71 | Init +10 | AC 24, Touch 17, FF 18, DR 5/magic | CMD 22 | Fort +10, Ref +15, Will +5

If Octaris's perception check is high enough to hear what's going on in Ember's room, he will fly over during the surprise round.

Hearing the commotion in the other room, Octaris pulls his head out of the most recently uncovered tube. He flies over to the door, and upon seeing the dragon statuettes, shouts, "Crimey tsunamey! I think we've got a problem!"

Location updated in Roll20. Thanks for the feedback, TOZ!


Hydrokineticist 4 (7 HD) | HP: 64*/71 | Init +10 | AC 24, Touch 17, FF 18, DR 5/magic | CMD 22 | Fort +10, Ref +15, Will +5

"Gah! Watch out!" Octaris quickly recoils as sparks reach out for the hand he had been using to probe the crystal in his room.

He is a bit confused, but if he hears a commotion in the other room and the crystal here does not seem to be doing any obvious damage, he will move towards the statuettes. He seems not to understand what is going on.
Knowledge (planes): 1d20 + 3 ⇒ (4) + 3 = 7

Sorry, a little confused:
1) Are the crystals in each of the other rooms attacking, or are they just sparking while Ember is under attack?
2) Do I get a full turn, or just a surprise round before acting? I have no idea why I get to act twice--I have neither the highest perception nor the highest initiative!


Hydrokineticist 4 (7 HD) | HP: 64*/71 | Init +10 | AC 24, Touch 17, FF 18, DR 5/magic | CMD 22 | Fort +10, Ref +15, Will +5

If nothing else catches his eye and he sees nothing in the rainwater tube, he will "convince" Jamila to help him open some other tubes until he smells something exciting.

If there's nothing exciting to smell, he might turn to the non-magic blue crystal, hoping that it might be made magical after all.


Hydrokineticist 4 (7 HD) | HP: 64*/71 | Init +10 | AC 24, Touch 17, FF 18, DR 5/magic | CMD 22 | Fort +10, Ref +15, Will +5

Sorry, forgot to mention this part:

"Ah! Fresh water! That is always a good sign, especially for a hydromancer." (Spelt "hydromansir" if you ask him, of course.)

Octaris curiously follows the scent of fresh rainwater. He looks for the pipe with the scent and looks down into it. If there is a pool of water, he might summon his familiar, Octoparis, to swim down there and explore.


Hydrokineticist 4 (7 HD) | HP: 64*/71 | Init +10 | AC 24, Touch 17, FF 18, DR 5/magic | CMD 22 | Fort +10, Ref +15, Will +5

Sorry, my internet died for a bit. I should have mentioned that upon entering this place, Octaris puts on his mage armor and wizard hat. He then switches his Shroud of Water to shield him. (+2 to AC and FF)

"Why thank you!" Octaris nods at Jamila, embarrassed but appreciative. "It is good to have someone else so powerful with us today!"

He looks over the edge of the lid. "Hm, what's in here?" Octaris squints into the darkness looking for movement or contrast (with his 60 ft darkvision).


Hydrokineticist 4 (7 HD) | HP: 64*/71 | Init +10 | AC 24, Touch 17, FF 18, DR 5/magic | CMD 22 | Fort +10, Ref +15, Will +5

Is the pipe with that smells of rain uncovered?

"Why not be daring and check what these things are for ourselves?" Octaris looks excited, but gathers himself. "It's, uh, science! Or something." He hastily grasps at one of the lids with his claws and tries to heave it up to no avail.

Strength: 1d20 + 1 ⇒ (2) + 1 = 3

"Someone help me with this. I'm only a wizard!"


Hydrokineticist 4 (7 HD) | HP: 64*/71 | Init +10 | AC 24, Touch 17, FF 18, DR 5/magic | CMD 22 | Fort +10, Ref +15, Will +5

If Octaris finds no significant hiding spots above, he will look in some of the rooms around him. Going clockwise, he passes B2 and spots little of interest. He stops at B7, seeing something in the room within.

"Hm. I hope it's not a puzzle...!" he murmurs to himself.


Hydrokineticist 4 (7 HD) | HP: 64*/71 | Init +10 | AC 24, Touch 17, FF 18, DR 5/magic | CMD 22 | Fort +10, Ref +15, Will +5
GMParty wrote:
Octaris wrote:
I only see blackness on the Roll20 map.
Try again, somehow you lost control of your token.

Sorry! That's one reason why I was so quiet these last few days.


Hydrokineticist 4 (7 HD) | HP: 64*/71 | Init +10 | AC 24, Touch 17, FF 18, DR 5/magic | CMD 22 | Fort +10, Ref +15, Will +5

I only see blackness on the Roll20 map.


Hydrokineticist 4 (7 HD) | HP: 64*/71 | Init +10 | AC 24, Touch 17, FF 18, DR 5/magic | CMD 22 | Fort +10, Ref +15, Will +5

Sorry. I TOTALLY missed this message until now. Does VTT mean still forum-based or live?

I am around on/after Saturday for text-based stuff, if we decide a time. If it's going to be live, Tuesday or Wednesday (the days before Thanksgiving) are best.


Hydrokineticist 4 (7 HD) | HP: 64*/71 | Init +10 | AC 24, Touch 17, FF 18, DR 5/magic | CMD 22 | Fort +10, Ref +15, Will +5

Octaris squints and looks around, searching for nooks and crannies he might be able to explore.

Perception: 1d20 + 5 ⇒ (7) + 5 = 12

Are there areas that one could reach via flight nearby? (There's no map, right?)


Hydrokineticist 4 (7 HD) | HP: 64*/71 | Init +10 | AC 24, Touch 17, FF 18, DR 5/magic | CMD 22 | Fort +10, Ref +15, Will +5

Once it's clear that there is no threat to the ship or crew, Octaris will help gather the items and put out any fires (literally). He looks a little disappointed that he didn't get to use his magic to save the day.

"Did you learn anything from the wyrds, Zephyr? Did they give you anything more than just emotions?"


Hydrokineticist 4 (7 HD) | HP: 64*/71 | Init +10 | AC 24, Touch 17, FF 18, DR 5/magic | CMD 22 | Fort +10, Ref +15, Will +5

Octaris ceases preparing a water blast. Instead, he pulls out his wand of tongues and attempts to cast it on himself.

UMD: 1d20 + 16 ⇒ (8) + 16 = 24 vs. DC 20 to use wand

He is unsure if tongues will help communicate with these creatures (as it won't if they don't speak at all, but he doesn't want to ask), but he hopes the spell will. "Just in case!" he mutters reassuringly to himself in Ignan--just to make sure the spell works.

But something within stirs restlessly, urging him to act....

Rhyol:
Sorry, but the _wand of feather fall_ Octaris has only reaches 25 ft!


Hydrokineticist 4 (7 HD) | HP: 64*/71 | Init +10 | AC 24, Touch 17, FF 18, DR 5/magic | CMD 22 | Fort +10, Ref +15, Will +5

@GM: Are we still falling if we're flying?

Rhyol:
The Plane of Air is the place where the sky is actually falling. (Unlike where the sky is figuratively falling, i.e. America.)

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