Sanvil Trett

Sighere's page

264 posts. Alias of Gonzo7807.


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Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

Note, so I'll swap that out for Produce Flame.

I've also added a suggestion for my entangle to the map. could be a good opener.


Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

while intelligent I had thought the Wargs were still considered beasts by the game mechanics so will still be effect by the spell. If not I shall reassign that spot. The thinking was if we needed to sneak in that would remove one of the larger obstacles.


Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

apologies, work is a little chaotic right and we all know how well I deal with disorganization.....

Sighere's Prep: Spells

Cantrips
Daze
Guidance
Resistance (+1 to saves for a min)
Stabilize (just in case)

1st level
Bless or Bane (thoughts?)
Hide from Animals
Entangle
Protection from Evil

2nd Lvl
CMW
Spiritual Weapon
Summon Swarm

Once we finalize our strategy I'll assign my life links and ward

I'm thinking hide from animals those who will initiate, then a swarm or entangle to kick things off


Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

I vote for Peaches!

And the potion of cure moderate should go to one of the 3 meleers (that's a word right?)

The smokesticks also could be useful with the camp fight (1 min of fog cloud effect per stick, don't think we've seen these before)


Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

Once the hobgoblins are dispatched Sighere will gather everyone wounded and cast his Channel Divinity

Channel divinity healing: 2d6 ⇒ (1, 4) = 5


Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

Sighere motions to the yellow Hobgoblin and the wind erupts around it, localized rain begins to swirl around the creature obscuring it's view. Sighere then darts out of line of site from it.

woohoo, new toy time, I have Nature as my default wandering spirit and using the special attack Storm Burst: As a standard action, the shaman causes a small storm of swirling wind and rain to form around one creature within 30 feet. This storm causes the target to treat all foes as if they had concealment, suffering a 20% miss chance for 1 round plus 1 round for every 4 shaman levels she possesses (so 2 rounds). And then I'll hide next to Zdena


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Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

Sighere motions to Caleb quickly and then begins chanting. The owl flys out and briefly alights on Malgrim's shoulder. when it's talons touch down there is a flash of energy and Malgrim's wound close.

using Caleb as my "touch" and casting Cure Light Wounds on Malgrim

CWL: 1d8 + 4 ⇒ (4) + 4 = 8


Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

Sighere slides along the edge of the house, steps out and quickly chants. Golden light emanates out.

Casting Bless, yellow circle for the 50' radius AOE


Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

I can cast hid from animals on 4 of us rendering undetectable by the dogs for a while, we could draw them into a deeper trap.

Animals cannot sense the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Animals simply act as though the warded creatures are not there. If a warded character touches an animal or attacks any creature, even with a spell, the spell ends for all recipients.


Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

I do have animal messenger so we can spare Pharus traveling alone and keep him with us. Also if needed I can charm the horses for 4 hours to at least get us moving


Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

for you it's simple, at the start of my turn you heal 5 hp automatically. For me, I take the 5 hp damage, and will worry about that (I can have up to 4 links active at once). It ends either when I drop, or I decide to end it. So you can play a little reckless knowing you have an automatic 5 hp healing each round.


Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

well since green is there now
Sighere focuses his gaze on the now closer Green one. The spiritual weapon simultaneously slashes out and the new opponent.

using my move action to set spiritual weapon to the new target, Green will also need to save against my burning gaze

spiritual weapon + banner: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5
damage: 1d8 + 4 ⇒ (5) + 4 = 9

Ok, it's pretty clear by now Sighere has no clue how to wield a weapon.... stupid dice


Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

Zdena let me know if that hit you. If so on my turn you heal up to 5 points, however the ward does drop

Sighere mutters arcane words and fire wreathes his eyes. He focuses his gaze on the hobgolin in melee with the spiritual weapon and the creature begins to smolder

casting Burning Gaze and focusing on blue this round. Dc16 fort save to avoid 1d6 fire damage, if they take damage then it's a dc 16 ref save to avoid being caught on fire (1d6 fire damage each round till put out)

and the spiritual weapon keeps wacking away at blue
attack: 1d20 + 3 ⇒ (1) + 3 = 4
damage: 1d8 + 3 ⇒ (4) + 3 = 7


Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

Going to cast spiritual weapon (yellow and red donut) and take a swing at the one on the wagon.

attack: 1d20 + 3 ⇒ (3) + 3 = 6
damage: 1d8 + 4 ⇒ (1) + 4 = 5


Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

sorry, totally spaced yesterday. Do me a favor, someone send me a reminder if I'm holding things up, have to get used to checking it this regularly again.


Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

oh yeah, And it sounds like I should be able to take the banner


Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

Going to start with my Ward and Lifelink on Zdena. Then I'd like to see if I can get myself out of sight of the ambush site over "here" (see map), but where a standard move would get me back in sight. So when I think I can't see the encounter spot, I want to go another 10'

Take 10 on stealth is an 11 but I'm hoping I moved far enough away.


Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

sorry for the delay, had a colonoscopy on Thursday and a long day yesterday catching up from missing 2 day of work. Ill get caught up this morning.

Sean correct me if I'm wrong but I need at least one hand free for castings?


Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

I'm hoping this fall won't be as bad as last spring, so I'd be down.


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Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

haha. I saw this a bit back. I believe Andie is watching it for both of us.


Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

I would do moral good to strike back, but I'll leave it to those more tactically minded to decide if it's a good idea. Those supplies also would do us good, especially if they are supplying those that may find us. Thank you Tobias for brining this to us, we are indebted to you.


Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

Sighere looks over at Caleb You're not that "little bird" are you? and raises his eyebrow.

should we invite him in for a hot meal and possibly a safe bed for the night? If he's here with information, would be a good idea cultivate the friendship.


Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

We should probably at least hear what he has to say.


Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

I'm good with the list. Getting the stabby folks some magic is not a bad idea.


Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

Sorry for the last minute heads up. Going to off the grid for a bit, camping through mon, then fly to DC for work Tues.


Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

For lesser it's 100gp.


Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

I need diamond dust specifically for restoration spells, but other than that right now, not really


Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

I had the same thought but thought the price vs funds wasn't worth it right now. The pearl of power goes a long way right now.


Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

I'm fine with all that being "liquidated". Only thing that comes to mind for Sig is some healing items (potions, scrolls). Next hex taken was Lifelink, so I'll be soaking some damage. One or two Cure serious wounds level heals would be handy, but not needed.


Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

I'd second Taidel, agree on the siblings, no strong opinions on the second one.


Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

hit die: 1d8 + 2 ⇒ (8) + 2 = 10

I think I'll keep that


Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

I also get SNA as part of my repertoire if we need summons


Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

Going to use my last 2nd level for the day, send an Animal messenger to the camp. Simple message. "We have removed the Trog threat, the caves look like they will be a good refuge. Start preparing to move, we will be heading back tomorrow, will take us 2 days."

spellcraft + guidance (DC 16): 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12

Not sure what this wand is either


Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

If we are going to stay, and this does look like it would be a good shelter and defensible, I can send a message back to the camp to begin preparations.


Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

Caleb lands next to the chimney as Sighere looks at the tracks around the gate
survival + guidance: 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19

what do think friend, take a little stroll?

Caleb body changes quickly into the strange bipedal form and he ducks into the crack not too far now

just want him to go in a short way 100' or so, and relay a general sense of the tunnel, easy or rough passage.

It does seem to be a good spot and well sheltered. there is water above that is flowing so it should provide a fairly clean source to use . Just needs a good cleaning.


Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

A stroke of luck. I got to the village too late, I'm sorry. We found a messenger on his way here. There are much bigger plots in motion here that we don't fully understand yet. Let's get you back to the camp and fed. We can give you the full story then


Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

Sighere looks up at Ryll's question, the trepidation clear on his face. You can tell he wants to know the answer but was afraid to ask.


Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

Sighere makes quick introductions to the rest of the party And then some "Uncle" He responds to Aagye.


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Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

Sighere runs in and begins greeting and examining the few survivors

just want to make sure they are healthy enough to travel and there is nothing obviously wrong with any of them

heal check: 1d20 + 10 ⇒ (11) + 10 = 21


Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

Sighere looks at it for a bit Sorry, I just don't follow


Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

spellcraft + guidance DC 27 (feather 1): 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13

spellcraft + guidance DC 27 (feather 2): 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22

spellcraft + guidance DC 22 (bracers): 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22

spellcraft + guidance DC 18 (two Potions): 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10

Not really sure about this stuff either. The bracers however I recognize, they have a simple protection enchantment places on them

+1 AC


Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

can't daze again, so just going to hang back and ready a heal incase


Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

end of round, no one needs healing so Daze on Yellow


Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

reflex save: 1d20 + 1 ⇒ (18) + 1 = 19

easily navigating the slick surface Sighere moves off to the side

going to hold my action till end of the round


Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

Sighere steps up a little to survey the room and the effect of Premek's spell. Noticing the green one is unaffected he targets them and starts to cast.

casting Daze on Green


Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

just making sure the Ward is still up on Zdena, don't think they got hit last fight. If it's not, it is now


Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

if there is not a spare CLW potion I'll burn a charge of the wand, we are in pretty good shape there


Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

there you go Ryll, that should help with the stench, if anyone needs it, I also have not used my anti-toxin but will be immune for another couple hours so I probably won't need it


Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

If the Pearl of Power is able to be used, giong to get my gentle breeze back and cast it on Ryll {+2 to saves vs vapors for 1 hr)


Male Human Shaman 4 34hp AC 15/14/13; Fort 3 Ref2 WIll8; init 5, perc 13

perception: 1d20 + 10 ⇒ (17) + 10 = 27