Xerxes

Pele Ento'Yoshi's page

93 posts. Alias of psionichamster.


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Here is Pele, interplanetary traveler, all around good guy, and deadly evoker/summoner. He was in a short lived 15th lvl game, bumped up to 18th and re-geared for the submission.

Spoiler:
Pele Ento’Yoshi
Male Elf Evoker 18
CG Medium humanoid (elf)
Init: +6; Senses: Perception +29; Low-Light Vision, Darkvision 120’
Speed: 30, Languages: Common, Elven, Abyssal, Aklo, Aquan, Auran, Celestial, Draconic, Dwarven, Giant, Gnoll, Gnome, Goblin, Halfling, Ignan, Infernal, Necril, Orc, Protean, Sylvan, Terran, Undercommon, Boggard, Treant, Drow Sign Language

Defense
AC 29 (Dex +6, Deflection +5, Armor +8) Touch 21 FF 23
HP 180 (18d6+80)
Fort +16 Ref +18 Will +18 (+2 vs enchantment)
Immune: Magical Sleep, suffocation, starvation, thirst

Offense
Melee: quarterstaff +11/+6 (1d6+3) or longsword +11/+6 (1d8+3 19-20/x2)
Ranged: composite longbow +16/+13 (1d8+2 20/x3) Range 110 Ammo: 40
BAB 9 CMB +11 CMD 27

Statistics
Abilities: Str 14 Dex 22 Con 18 Int 30 Wis 12 Cha 10
SQ: Favored Class (Wizard; HP), Keen Senses, Elven Magic, Arcane Bond (Ring), Intense Spells (+9 damage on evocation spells)
SA: Force Missile (3+int/day, 1d4+9 force damage, range 250’), Energy Wall (18 rds/day, as wall of fire but can choose energy type)
Feats: Scribe ScrollB, Spell Focus (Evocation), Greater Spell Focus (Evocation), Spell Penetration, Extend Spell5, Greater Spell Penetration, Eschew Materials, Empower Spell10, Spell Focus (Conjuration), Augment Summoning, Combat Casting, Spell Mastery15, Superior Summoning
Traits: Bastard (+1 sense motive, class skill), Observant (+1 perception, class skill)
Skills: appraise 18+10+3, fly 18+6+3, knowledge (arcana) 18+10+3, knowledge (dungeoneering) 18+10+3, knowledge (history) 18+10+3, knowledge (nature) 18+10+3, knowledge (planes) 18+10+3, knowledge (religion) 18+10+3, linguistics 18+10+3, perception 18+1+3+1+2+4, sense motive 18+1+3+1, spellcraft 18+10+3(+2 to id items), stealth 18+6, survival 0+1+4 (to track underground)
Combat Gear:
Equipment: headband of intellect +6 (perception, sense motive, knowledge(religion), belt of physical perfection +6, cloak of resistance +5, ring of protection +5 (bonded item), ring of invisibility, handy haversack, bracers of armor +8, boots of levitation, clear spindle ioun stone, iridiscent spindle ioun stone, orange prism ioun stone, robe of stars, darksight goggles, stone of good luck, longsword, quarterstaff, dagger, composite longbow (+2), 40 arrows, 50’ silk rope, bedroll, spellbook, pen & ink, belt pouch, chalk, charcoal stick, mage’s sword focus (miniature platinum sword), resplendent mansion focus (gemstone cornerstone)everburning torch
Coin 19,175 gp
Carried Weight: 17 lbs

Spells Prepared: (CL 19, Concentration +31 (+35 cast defensively), DC Spell Level +10, Evocation +12, Conjuration +11 / Prohibited Schools: Necromancy, Illusion)

[b]Cantrips: dancing lights, detect magic, message, prestidigitation

1st: burning hands, charm person, feather fall, grease, identify, mount, protection from evil, floating disk

2nd: see invisibility, web, extended feather fall, protection from energy, extended shield (2), extended mage armor, scorching ray

3rd: extended see invisibility, extended flaming sphere, empowered magic missile, tiny hut, haste, fly, fireball

4th: arcane eye, wall of ice, extended greater magic weapon, extended tiny hut, empowered scorching ray, extended magic circle against evil, lesser globe of invulnerability

5th: teleport, wall of force, extended resilient sphere, extended wall of ice, empowered fireball, cone of cold, summon monster VII

6th: extended wall of force, chain lightning (2), disintegrate (2), summon monster VI

7th: control weather, greater teleport, summon monster VII, mage’s sword, delayed blast fireball

8th: clenched fist, summon monster VIII, empowered disintegrate, telekinetic sphere, mind blank

9th: mass icy prison, gate, summon monster IX, resplendent mansion[/b]

Spellbook:
0th: All except Necromancy
1st: [i]burning hands, charm person, enlarge person, feather fall, floating disk, grease, identify, mage armorM, magic missile, mount, protection from evil, shield

2nd: flaming sphere, scorching rayM, see invisibility, web
3rd: hasteM, fireballM, flyM, greater magic weapon, tiny hut
4th: arcane eye, globe of invulnerability, lesser, resilient sphere, stone shape, wall of ice
5th: cone of cold, teleportM, overland flightM, wall of force
6th: chain lightningM, contingency, disintegrateM, summon monster VI
7th: greater teleport, mage’s swordM, delayed blast fireball, control weather
8th clenched fist, summon monster VIII, telekinetic sphere, mind blank
9th: crushing hand, mass icy prison, gate, resplendent mansion

Summoning Spellbook
1st: summon monster I
2nd: summon monster II
3rd: summon monster III, magic circle against evil, magic circle against good
4th: summon monster IV
5th: summon monster v
6th: planar binding
7th: summon monster VII
8th: greater planar binding,
9th: summon monster IX,

Description: Pele stands 6’ tall, weighing 130 lbs. He has the typical reedy frame of most elves, with pale skin and light blue eyes. Unlike most elves, he wears his hair closely cropped to his head, with a narrow leather headband around his brow, bearing a single blue gem directly between his eyes. He wears dark red and black robes, with a heavy hooded cloak over all. A longsword, longbow, and dagger sit in sheathes on his person, while he carries a stout carved quarterstaff in hand. Several gemstones cut into intricate designs rotate around his head.

Personality: Pele learned very early in life that nothing comes without a cost. Through years and years of dedicated study, he mastered the elemental powers of magic, favoring fire and the pure destructive energies therein. His father, a potent wizard and sage himself, beat any idea of the use of necromancy out of the young elf, to the point that he will target undead creatures and the wielders of necromantic magic almost above all others in combat. He also learned how to master the difficult art of casting while under duress and dangerous situations. He now travels the lands far and wide, seeking out new knowledge and ferreting out the forces of undeath to burn where he can.

Background: Pele grew up hard, for an elf. The bastard son of a high counselor, he was made to know his place early and often. He spent his early decades cataloguing scrolls, shelving books, and working essentially as a slave/apprentice to his father. While not quite a social outcast, Pele took to the studies hard, in an (ultimately futile) attempt to garner true acceptance from his father. Luckily, he possessed the drive and natural ability to really master the arcane arts, and pulled himself out of that social standing through that work. Having mastered his magic, he now travels as if a forlorn elf, seeking adventure, companionship, knowledge and the chance to do some real good in the world.

Questions 5:

What would you rather play: A slightly modified high level module like WarWitch legacy or the Moonscar, a modified end of an Adventure path such as Rise of the Runelords, or a short original adventure written by a guy that you have no idea if he is any good at that sort of thing or not?

I am down for whichever the GM is more interested in. Fun interplay and a switched on GM is crucial for high level play, I've found

Your character walks into a bar. What is the first thing they do?

Assuming no threats present themselves right away, head to the bar and order a bottle of wine. If delicious, consider buying a case (or barrel) for the road.

Your character learns that an evil wizard is gathering power to try and invade the country that is the enemy of your native homeland. No one else seems to notice or care. What do you do?

Travel to known allies of the more martial/divine variety and offer to sponsor a campaign against the baddy. If all else fails, contact evil wizard and try to negotiate a pre-emptive peace, offering spellcasting & research help if needed.

Your ally is on the ground unconscious and bleeding out. Standing 5 ft behind their body is a Gargantuan Great Wyrm Black Dragon. You are 35 ft away, and it is your turn. What do you do (with rolls please!)

Move to stand over ally, cast telekinetic sphere, then teleport or gate out of there to healer allies.

You are given 30,000G. However with it you can only buy 1 non magical thing from Ultimate Equipment. You simply get 30,000G worth of that thing. What do you choose?

15 Mastodons. Then recruit a whole bunch of Ulfen or Irriseni to go a dragon-hunting in the Land of the Linnorm Kings, to go on the lookout for a crown.


HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5

Bump? Are we dead in the water?


HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5

Pele raises his hand and a wall of acid energy once again spring up through the bandersnatch's rear legs.

1d20 + 21 ⇒ (9) + 21 = 30 vs SR

2d6 + 22 ⇒ (4, 5) + 22 = 31 acid damage, if SR passes, no save.


HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5

I'll swap things around a bit...

Seeing the monk land such a solid blow on the creature, Pele flicks a small glowing bolt of energy to strike it on the nose.

Force Missile: 1d4 + 7 ⇒ (1) + 7 = 8 force damage, SR: 1d20 + 21 ⇒ (20) + 21 = 41


HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5

1d20 + 28 ⇒ (7) + 28 = 35 kn (arcana)

Pele remains invisible with his ring and casts wall of force across the room, about 5' in front of the beast and stretching from the western wall to the small stalagmite, floor to ceiling.

"I've placed a wall in front of it. Take this time to bolster your defenses!"

He then flies up and east, towards the roof (30' high, just east of his current spot)


HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5

"We are too far away to see clearly, even my eyes only see a dark cave opening. It could be anything, in this case."

Thinking back to the druids' statements, Pele speaks up again, quietly.

"They called it a Nightmare, which is the proper Taldan name for a type of evil horse-like outsider. I personally doubt that is what they speak of, but anything is possible. They did call for its death, in their speech, so discussion or diplomacy is likely a waste of effort."

Overland flight, extended mage armor, extended magic circle vs evil are still up and running.


HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5

Ready to continue. Pele has fly still prepared, and with Rothgar's wand we might be able to cover a certain amount of distance. Of course, I can still use my arcane bond spell to greater teleport if needed.


HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5

I am sad to see Gideon go, I would like to see another player, preferably of the cleric variety.

"Well, we have dealt with several rather potent challenges. Perhaps we set up a camp for a bit, and proceed after? Of course, if you would like to proceed, I am still capable in combat and general purpose magics."


HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5

"Perhaps it might be useful, but hardly something to spend our time on right now, I'd say."

Pele casts detect magic and looks at the fallen bulette.


HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5

"Well, I was hardly expecting that to go so smoothly. I can see why you hold the position you do, at your monastery. Well done, indeed."


HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5

No need to use boots - Pele cast haste on first round before flying up in the air


HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5

Pele casts mage's sword, attacking the bulette with the floating blade.

1d20 + 28 ⇒ (19) + 28 = 47 to hit; for 4d6 + 3 + 7 ⇒ (6, 4, 3, 3) + 3 + 7 = 26 force damage

Confirmation: 1d20 + 28 ⇒ (5) + 28 = 33 to hit; for 4d6 + 3 + 7 ⇒ (2, 1, 2, 3) + 3 + 7 = 18 force damage


HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5

Pele casts haste and flies up 30'.

"I'd guess it's a form of bulette or similar creature. Powerful physical specimen, but they don't typically fly. Use extreme caution in close combat."


HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5

Ok, Goku...

"That is one challenge overcome. Perhaps we head to the next? I might suggest we stick closer together next time, no sense in Rothgar getting pummeled in like fashion again."


HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5

Pele looks over the area with detect magic.

1d20 + 22 ⇒ (17) + 22 = 39 perception


HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5

"I am sure the food father does, but I would suggest we take up the services of my summon before she leaves. I had thought she would aid you in battle, but that tree proved too draining for her spirit to overcome."

Assuming either the trees death or magic circle frees her from the daze, the lillend will use its magic to cure Rothgar.

CSW: 3d8 + 7 ⇒ (1, 6, 4) + 7 = 18
CSW: 3d8 + 7 ⇒ (7, 3, 7) + 7 = 24

CLW: 1d8 + 5 ⇒ (3) + 5 = 8
CLW: 1d8 + 5 ⇒ (7) + 5 = 12
CLW: 1d8 + 5 ⇒ (7) + 5 = 12
CLW: 1d8 + 5 ⇒ (2) + 5 = 7
CLW: 1d8 + 5 ⇒ (2) + 5 = 7
CLW: 1d8 + 5 ⇒ (4) + 5 = 9
CLW: 1d8 + 5 ⇒ (3) + 5 = 8
CLW: 1d8 + 5 ⇒ (5) + 5 = 10
CLW: 1d8 + 5 ⇒ (4) + 5 = 9

114 hp healed over 11 rounds, if I did my math correctly.


HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5

1d20 + 14 ⇒ (15) + 14 = 29 will save (+2 if enchantment, +2 morale if protection from evil counts)


HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5

Pele keeps his energy wall up, staying close by to Gideon and keeping the cleric in his protective spell's aura for the moment.

"You've almost felled the beast! Keep up the strikes, you two."

2d6 + 15 + 7 ⇒ (6, 3) + 15 + 7 = 31 acid damage.


HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5

Sure, plenty of reason for Gideon to continue, you just aren't the damage-dealer of the group. Your healing and restoration abilities are going to be crucial IMO. You do have your own circle of protection prepared, so that will give you some additional mobility, if you'd like to separate from Pele.


HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5

On round 6 Pele's summon takes effect, with a Lilend Azata coming into being nearby Rothgar.

Lillend Azata:
Lillend CR 7

XP 3,200

CG Large outsider (azata, chaotic, extraplanar, good)

Init +3; Senses low-light vision, darkvision 60 ft.; Perception +13

Defense

AC 20, touch 12, flat-footed 17 (+3 Dex, +8 natural, –1 size)

hp 73 (7d10+35)

Fort +7, Ref +10, Will +10

Immune electricity, petrification, poison; Resist cold 10, fire 10

Offense

Speed 30 ft., fly 70 ft. (average)

Melee +1 longsword +12/+7 (2d6+8/19–20), tail slap +6 (2d6+2 plus grab)

Space 10 ft.; Reach 10 ft.

Special Attacks bardic performance (20 rounds/day), constrict (2d6+5)

Spell-Like Abilities (CL 7th)

3/day—darkness, hallucinatory terrain (DC 18), knock, light

1/day—charm person (DC 15), speak with animals, speak with plants

Spells Known (CL 7th)

3rd (2/day)—charm monster (DC 17), cure serious wounds

2nd (4/day)—hold person (DC 16), invisibility, sound burst (DC 16), suggestion (DC 16)

1st (5/day)—charm person (DC 15), cure light wounds, identify, sleep (DC 15)

0 (at will)—dancing lights, daze (DC 14), detect magic, lullaby (DC 14), mage hand, read magic

Statistics

Str 20, Dex 17, Con 21, Int 14, Wis 16, Cha 19

Base Atk +7; CMB +13; CMD 26 (can't be tripped)

Feats Combat Casting, Hover, Iron Will, Lightning Reflexes

Skills Bluff +14, Diplomacy +14, Fly +11, Knowledge (nature) +9, Perception +13, Perform (stringed instruments) +16, Sense Motive +13, Survival +14; Racial Modifiers +4 Survival

Languages Celestial, Draconic, Infernal; truespeech

Ecology

Environment any (Elysium)

Organization solitary, pair, or choir (3–6)

Treasure standard (+1 longsword, masterwork harp)

Special Abilities

Bardic Performance A lillend has the bardic performance ability of a 7th-level bard, granting her access to that ability's countersong, fascinate, inspire courage, inspire competence, and suggestion aspects.

Spells A lillend casts spells as a 7th-level bard. They favor enchantment and healing spells.

As a move action, she begins to sing a song of unearthly beauty, extoling the virtues of righteous combat against evil and death. She then lays a hand alongside Rothgar, healing the dwarf with a cure spell.

Bardic Performance, Inspire Courage +2 to hit, +2 damage, +2 Will save VS fear; 19/20 rounds remain. CSW: 3d8 + 7 ⇒ (4, 2, 7) + 7 = 20 HP healed.

As a standard action, Pele raises his hand and a wall springs up along the back of the creature. While it glows and wavers like greenish fire, the energy radiating from it is acid in nature.

"Perhaps this will do a bit better against the tree."

1d20 + 21 ⇒ (19) + 21 = 40 SR
2d6 + 15 + 7 ⇒ (4, 2) + 15 + 7 = 28 Acid damage if applicable.

[ooc]Evoker's Energy Wall Remaining: 14/15 rounds


HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5

"Okay, it seems this being has much greater resistance to magic than I expected. Although being from such a horrid plane, it really should come as no surprise. I suppose the blows of physical beings shall have to suffice here."

Pele begins to cast Summon Monster VI


HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5

From range, Pele unleashes a barrage of small white missile, which strike the tree with unerring accuracy.

5d4 + 5 + 6 ⇒ (4, 4, 2, 3, 3) + 5 + 6 = 27 empowered magic missile. Total Damage 35

1d20 + 15 + 2 + 2 + 2 ⇒ (13) + 15 + 2 + 2 + 2 = 34 vs SR

"Stay with it, Master Rothgar! We are coming to aid you soon as we can!"


HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5

Run action, Sir Flizzibus?

"I suggest we move as quickly as possible, Gideon. Our dwarven friend is tough, but I don't know just how powerful that tree creature is as of yet."

Pele runs towards the fight 160' (overland flight 40' × 4)


HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5

"Gideon, stay close and I will grant you flight for a bit of time."

Pele prepares to cast fly on Gideon if he comes within reach, then move along with the cleric 40' closer to the tree.


HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5

"Silence would stop physical singing, as well as my spellcasting abilities. There is no guarantee this sound is not a mental phenomenon, however. It sounds differently to each of us, which suggests a mental delivery, rather than a physical one."

Before approaching closer, Pele casts an extended magic circle against evil, centered on himself.

Active Spells: overland flight, extended mage armor, extended see invisibility, extended magic circle vs. evil


HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5

Jeez, sorry to hear that Gideon. My condolences, truly.


HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5

We can continue, but without a 4th member, especially a cleric, the game is going to be significantly more difficult. Pele stands ready to move forward either way.


HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5

"I don't know if these tasks need to be completed in order, but the forest sounds as good a place to start as any. After you, my stalwart compatriots."

Pele flys behind the group, invisible as usual, racking his memory for any other clues or tidbits which met help their quest.


HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5

"Sounds as good a place to start as any. I can't really recall anything about such stories or legends in my readings, though."


HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5

Pele looks to the more charismatic members of the crew, whispering under his breath.

"Be very careful. I imagine they are elemental guardians, likely tied to this plane and quite powerful. Hopefully, they will allow us to pass in search for our targets."


HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5

"I would hazard a guess this is a portal or teleporter of some design. Where it leads, and who built it I cannot say. If you would like to press forward, this seems our path. I cannot teleporter but once more today, but I have plenty of offensive magic remaining to continue."


HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5

"Whoa, that was not a wise decision, Rothgar! Quick, try the blue remnants, perhaps we can finesse the solution where the key was missing!"


HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5

"...Actually, I cannot. It has been quite a long time since I have encountered a language I did not comprehend, but this one escapes my knowledge. Fascinating."

Pele checks out the disc with its runes and inscriptions, using detect magic to see if anything is enchanted or whatnot.

"As to the blue crystals, we will need a spell of make whole, stone shape, or the like to restore them from crumbles to functional pieces. What that function is still eludes me, but I am sure we will ascertain that soon enough."


HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5

"Cheers, pirate orcs. We hopefully will return to bring you away, once we have completed our task today." Pele says to the orc in their language before floating towards the maze once more.

"I would suggest we keep a closer watch for invisible or hidden creatures, going forward."

Pele turns invisible again then moves with the group.


HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5

"Well then, chums, once more unto the breach? It would hardly stand to leave such a maze unsolved, after all."

Once everyone has their materials sorted and ready, Pele gathers them in a circle.

"Perhaps a bit of flight for all of us, then? I do not fancy fishing Gideon or Sir Flizzibuss out of the drink again."

Once ready, he casts greater teleport to return to the island.


HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5

Okay, purchashing the following scrolls:

Rope Trick: -150gp
Shrink Item: -375 gp
Slow: -375 gp
Flesh to Stone: -1650 gp
60 days rations: -30gp
2 cases of rum: -120 gp
Total spent: -4350gp

Scribing materials for spells: -940gp

3587.5 gp to go towards diamond dust or other materials as needed by Gideon.


HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5

Not sure why we stalled out, but Pele is mainly interested in scrolls of:

Rope Trick
Mnemonic Enhancer
Shrink Item
Stone Shape
Fabricate
Slow
Prying Eyes
Greater Prying Eyes
Form of the Dragon III
Mage's Lucubration
Flesh to Stone
Stone to Flesh

And will take any remaining gold coming his way as materials with which to scribe scrolls/spellbooks.

Obviously, not all of those spells will necessarily be available, nor have I looked at the costs, but that's what he would ask after before teleporting back.

He would also pick up about 30 days worth of rations and a case or two of cheap rum, for the orcs.


HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5

"Oh, I did not mean to give that impresaion. The primary lack would be my arcane eye, the sensor giving us the bird's eye view of the area. My personal defense magic and flight are still fully functional, for quite some time, as is my detection spell for invisible creatures. I have several more summon spells prepared, as well as some more destructive, is slower spells. In short, I'm ready to proceed, so long as we know I can't do this round trip again today."

On the mention of scrolls, Pele thinks for a moment.

"We do have a bit of treasure to trade, if we knew anyone in this place who has s rolls or wands for sale, that would be a useful detour."


HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5

I do have another greater teleport prepared. Whether the party wishes to return is another matter. With all that travel, my arcane eye spell has expired. Overland flight, mage armor, greater magic weapon, and see invisibility should still be active.

"Welcome back, Father Gideon. I apologize most deeply for my lack of attention, leading to your demise. I will do my utmost best to prevent that from happening again, under my watch."

Pele looks to the priests at the temple and bows deeply to them.

"I am in your debt, Followers of the Dawnbringer. After our current task has been remedied, please do not hesitate to seek me out for any arcane needs. I will be most glad to offer my services."

Turning back to the rest of the team, Pele continues.

"Well? I assume Rothgar and Flizzibus can be healed easily enough here, which leaves the question: do we venture back today and continue through that maze? I will be able to use one more teleport spell after we go back, but that will be the end of my long range transportation magic for the day."


HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5

Treasure so far:

Assassin bird:
Belt of Dexterity +4 - 8,000 gp sell price
Boots of Speed - Rothgar
Ring of protection +2 - 4,000 gp sell price
Amulet of Natural Armor +1 - 1,000 gp sell price
Cloak of resistance +2 - 2,000 gp sell price
Sniper's Goggles - 10,000 gp sell price
Improved shadow leather armor +3 12,060 gp sell price
Short sword +2 - 4,157 gp sell price
Ring of Ki Mastery - Rothgar?
Large scorpion venom (10 doses) - toss in the water?
Wand of cure light wounds (47 charges) - Flizzibus?
Wand of darkvision (17 charges) - Anyone?

Evil tree monster:
Scabbard of keen edges - Pele
+2 anarchic longsword - Pele
Druid's vestments - 1,375 gp sell price
Slippers of spider climbing - 2,400 gp sell price
Strand of prayer beads (bead of blessing, karma, and smiting) -Gideon

Subtotal if we sell all but bolded items: 44,992 gp

Resurrection spell for Gideon: 10,000gp + cost of casting

Total treasure if we can find someone to buy the loot:

34,992gp = 8748gp each


HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5

Just wait, we'll get you back in the land of the living ASAP.


HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5

"I would suggest we all retire to civilization, get the priest back from Pharasma's line, and then decide. Depending on the magic used, he may have all, some, or none of his magic remaining to him afterwards."

Pele waves off the thaks, with a stern look on his face.

"I should have been prepared better. That invisible bird should never have snuck up on us. I am only glad it carried such magical equipment to make my apology to Gideon more easily tendered."

Scooping up the loot, and handing the boots over to Rothgar, Pele makes ready to leave.

"I can bring a couple of those orcs, as well, if you suppose they'd be accepted at the temple. I don't want to drop them into a hostile environment off the cuff like that."


HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5

"Ugh, stupid bird. Why would he take that fight on, he had to know it would end in his death."

Pele looks sadly at the fallen Gideon.

"Well, I guess we'll have to head back to civilization for a bit. I trust one of your churches will have the resources to bring our cleric friend back from the dead. This foe's gear should be sufficient to raise him, and then he or you, Sir Flizzibus, can repair any lasting damage."


HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5

"Foolish bird. You have chosen your own death this day!"

Another green beam lances out towards the tengu.

1d20 + 12 + 1 ⇒ (15) + 12 + 1 = 28 vs touch ac

Tengu owes another DC 26 fort save, or takes 30d6 + 7 ⇒ (2, 4, 3, 6, 3, 6, 4, 1, 6, 3, 5, 4, 3, 3, 2, 1, 6, 6, 6, 3, 4, 5, 4, 4, 3, 2, 1, 2, 6, 3) + 7 = 118 damage.

If saved, take 5d6 + 7 ⇒ (1, 6, 4, 3, 6) + 7 = 27 damage.

Casting standard disintegrate against the assassin.


HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5

The dice truly hate us in this game...


HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5

Round 2:

Angry at the cowardly attacks from this tengu, Pele levels his finger and unleashes a green beam towards him.

"He is currently at the end of this beam of light, Rothgar. After the light fades, I make no claims to his position."

Casting empowered disintegrate at the assassin.

1d20 + 12 + 2 + 1 ⇒ (19) + 12 + 2 + 1 = 34 ranged touch, invisible, heroes feast.

Assassin owes a DC 26 fort save if struck, or take 30d6 ⇒ (1, 3, 6, 6, 6, 3, 5, 6, 6, 6, 1, 4, 2, 6, 3, 6, 4, 4, 4, 6, 1, 2, 2, 6, 6, 4, 5, 1, 3, 5) = 123*1.5 +7 damage. 191 HP damage

If he saves, he takes 5d6 ⇒ (5, 1, 6, 1, 5) = 18*1.5+7 damage 34 HP damage


HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5

This bastard bird is gonna be sad he murderized our cleric!


HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5

Pele whispers curses in elven as Gideon falls to a hidden foe.

Casting extended see invisibility, he looks around for the assailant.

1d20 + 22 ⇒ (16) + 22 = 38 perception


HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5

"Naturally. Yes, a mastodon on its own is a naturally powerful creature, when enhanced by the plane of Good and boosted by my magical skills, they become engines of destruction. Especially against evildoers. I am glad we escaped that tree without serious injury."


HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5

"Goodness, no, nothing so vulgar as that. I simply recognize that none of you would enjoy so much as carrying this enchanted blade. To you, Sir Flizzibus, at the least, it would likely feel as if enchanted against your very being."

Pele, finished arming himself and stowing his old melee weapons in his bag, sorts the other magical items located on the floor.

"These slippers will allow you to climb sheer walls, evendors ceilings. This garment is designed for a nature priest or druid, I don't think we'll find it useful. These religious icons are fairly potent, if Father Gideon would cast an orison while holding them, I imagine he will appreciate their power."

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