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
1st level
2nd Lvl
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
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
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
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
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
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
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
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
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
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
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
Caleb lands next to the chimney as Sighere looks at the tracks around the gate
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
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 |