Treant

Spirit of the Wild's page

36 posts. Alias of Death_Keeper.


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HP: 32/32 BAB: 3 Fort:5 Ref:1 WIll:6 AC:27 Flatfooted: 27 Touch:11 Treeling Druid 4 Sorcerer 4

The spear snakes forward as the door opens,

1d20 + 5 ⇒ (4) + 5 = 9

but the backwards step makes the spear fall far short of its mark. The spirit cackles and hops over the railing

1d20 + 4 ⇒ (6) + 4 = 10no damage


HP: 32/32 BAB: 3 Fort:5 Ref:1 WIll:6 AC:27 Flatfooted: 27 Touch:11 Treeling Druid 4 Sorcerer 4

Spirit heads up... reaching the top of the stairs... ready to open the door.

The primal animal burrows into the stone foundation


HP: 32/32 BAB: 3 Fort:5 Ref:1 WIll:6 AC:27 Flatfooted: 27 Touch:11 Treeling Druid 4 Sorcerer 4

The spirit laughs as your puny arrows bounce off its armor... and it darts over to a building, going inside to climb the stairs..

the badger burrows towards the building Cliff is perched upon


HP: 32/32 BAB: 3 Fort:5 Ref:1 WIll:6 AC:27 Flatfooted: 27 Touch:11 Treeling Druid 4 Sorcerer 4

I don't know Annie is dead! I was going to pop up under her! Christ![/ooc]

Spirit explodes out of the ground, and then looks about in confusion.


HP: 32/32 BAB: 3 Fort:5 Ref:1 WIll:6 AC:27 Flatfooted: 27 Touch:11 Treeling Druid 4 Sorcerer 4

The burrowed Spirit moves to the location Annie had been floating above


HP: 32/32 BAB: 3 Fort:5 Ref:1 WIll:6 AC:27 Flatfooted: 27 Touch:11 Treeling Druid 4 Sorcerer 4

(Into the air? Walls?dirt?)

The treeling keeps moving


HP: 32/32 BAB: 3 Fort:5 Ref:1 WIll:6 AC:27 Flatfooted: 27 Touch:11 Treeling Druid 4 Sorcerer 4

but you don't know I'm burrowed... :)

I deliberately hid behind the building from you and then burrowed, you have no clue about me or my badger.


HP: 32/32 BAB: 3 Fort:5 Ref:1 WIll:6 AC:27 Flatfooted: 27 Touch:11 Treeling Druid 4 Sorcerer 4

All thats left is me and the archer....


HP: 32/32 BAB: 3 Fort:5 Ref:1 WIll:6 AC:27 Flatfooted: 27 Touch:11 Treeling Druid 4 Sorcerer 4

Spirit &Co move closer to Annie's last location


HP: 32/32 BAB: 3 Fort:5 Ref:1 WIll:6 AC:27 Flatfooted: 27 Touch:11 Treeling Druid 4 Sorcerer 4

1d20 + 1 ⇒ (19) + 1 = 20

7 damage total (unless I forgot something)

the spirit glares up at annie, then sinks into the ground.

that makes both Spirit & the Badger burrowed, 65 feet away, behind a building (out of line of sight of Archer boy) Annie is 15 feet in the air.

Undetectable actions:
The spirit channels life energy into the badger.1d8 + 4 ⇒ (7) + 4 = 11 Healing him of all damage


HP: 32/32 BAB: 3 Fort:5 Ref:1 WIll:6 AC:27 Flatfooted: 27 Touch:11 Treeling Druid 4 Sorcerer 4

I need a caster level check.

The badger screams in pain and rage,

1d20 + 9 ⇒ (11) + 9 = 20 save
1d20 + 9 ⇒ (10) + 9 = 19 attack
Killing the elemental, and burrows into the ground

10+1d4 damage total.


HP: 32/32 BAB: 3 Fort:5 Ref:1 WIll:6 AC:27 Flatfooted: 27 Touch:11 Treeling Druid 4 Sorcerer 4
The Roughnecks wrote:

ok did not know it was animal companion so I am corrected thank you.

that is my bad so apologies then...

never even thought about height advantage honestly.

question is the badger next to Lala or under Lala?

next to, the badger came up adjacent to Spirit, they are side by side

using Num pad because WSA R20 isn't up

Lala is 5
Badger is 3
Spirit is 2


HP: 32/32 BAB: 3 Fort:5 Ref:1 WIll:6 AC:27 Flatfooted: 27 Touch:11 Treeling Druid 4 Sorcerer 4

1d20 + 6 ⇒ (19) + 6 = 25
The Treeling drives its spear at the molten rock, and grins as the spear point drives deeply into the mass
1d6 + 5 ⇒ (2) + 5 = 7

K. Planes: 1d20 + 2 + 4 + 3 + 3 ⇒ (5) + 2 + 4 + 3 + 3 = 17

He also knows its capabilities as a Magma Elemental


HP: 32/32 BAB: 3 Fort:5 Ref:1 WIll:6 AC:27 Flatfooted: 27 Touch:11 Treeling Druid 4 Sorcerer 4

1d20 + 9 ⇒ (3) + 9 = 12

The badger becomes enraged after taking damage, its anger driving its attacks on with new fury

Ferocity, +2 to hit and +2 to damage on every attack after taking damage. that means attack 2 became 16 TH, 8 Damage. Attack 3 became 8TH, 9 Damage


HP: 32/32 BAB: 3 Fort:5 Ref:1 WIll:6 AC:27 Flatfooted: 27 Touch:11 Treeling Druid 4 Sorcerer 4

An enormous badger erupts from the dirt, smacking the living rock and flame, its spadelike claws capable of burrowing through stone tearing through the elemental's hide and its teeth drive into it...

1d20 + 7 ⇒ (12) + 7 = 19 claw
1d20 + 7 ⇒ (7) + 7 = 14 claw
1d20 + 2 ⇒ (4) + 2 = 6 bite

1d4 + 2 ⇒ (3) + 2 = 5
1d4 + 2 ⇒ (4) + 2 = 6
1d8 + 4 ⇒ (5) + 4 = 9

AC and any damage from attack?


HP: 32/32 BAB: 3 Fort:5 Ref:1 WIll:6 AC:27 Flatfooted: 27 Touch:11 Treeling Druid 4 Sorcerer 4

The Treeling watches you heal your own wounds with a slightly fascinated expression...

It makes a bestial noise, (the first animal noise you have heard it make) like the call of an obscenely angry animal... and the ground beside it starts to churn and roll....

The plant-creature looks at Annie with it's nut-brown eyes, and adopts a stance to dodge any attack you may use while up on your perch...

AC: 31


HP: 32/32 BAB: 3 Fort:5 Ref:1 WIll:6 AC:27 Flatfooted: 27 Touch:11 Treeling Druid 4 Sorcerer 4
Voice of Awesomeness wrote:
Where were you in relation to Taci? I thought you were all kinda right next to each other, more or less

Annie was 25 feet from me, I took a single (40ft) move


HP: 32/32 BAB: 3 Fort:5 Ref:1 WIll:6 AC:27 Flatfooted: 27 Touch:11 Treeling Druid 4 Sorcerer 4

VoA: I can make it to cover behind the building right? I only took 1 move


HP: 32/32 BAB: 3 Fort:5 Ref:1 WIll:6 AC:27 Flatfooted: 27 Touch:11 Treeling Druid 4 Sorcerer 4

The wind fails to blow you off course; The spirit laughs feylike


HP: 32/32 BAB: 3 Fort:5 Ref:1 WIll:6 AC:27 Flatfooted: 27 Touch:11 Treeling Druid 4 Sorcerer 4

[New Round 2 actions]

The Spirit looks at the archer, perched precariously on the edge of a building... and waves his partner over to a building close-by, out of the line of fire of the archer... Then blasts the small flying gnome with a Gust of Wind

DC 20 Fly check please with a -4 penalty


HP: 32/32 BAB: 3 Fort:5 Ref:1 WIll:6 AC:27 Flatfooted: 27 Touch:11 Treeling Druid 4 Sorcerer 4
Tacita Venator wrote:

OK.

So.
I'm gonna need some hand holding here.
How much HP do I have and what is the field like now?
Kitty is very confused...

If new actions are approved: 17+1d6 damage total. You are next to a greased patch,no summoned creature, you get an AoO and it is my 2nd round


HP: 32/32 BAB: 3 Fort:5 Ref:1 WIll:6 AC:27 Flatfooted: 27 Touch:11 Treeling Druid 4 Sorcerer 4
PFSRD: Concentration Checks and Casting Spells wrote:

To cast a spell, you must concentrate. If something interrupts your concentration while you're casting, you must make a concentration check or lose the spell. When you make a concentration check, you roll d20 and add your caster level and the ability score modifier used to determine bonus spells of the same type. Clerics, druids, and rangers add their Wisdom modifier. Bards, paladins, and sorcerers add their Charisma modifier. Finally, wizards add their Intelligence modifier. The more distracting the interruption and the higher the level of the spell you are trying to cast, the higher the DC (see Table: Concentration Check DCs). If you fail the check, you lose the spell just as if you had cast it to no effect.

Injury

If you take damage while trying to cast a spell, you must make a concentration check with a DC equal to 10 + the damage taken + the level of the spell you're casting. If you fail the check, you lose the spell without effect. The interrupting event strikes during spellcasting if it comes between the time you started and the time you complete a spell (for a spell with a casting time of 1 full round or more) or if it comes in response to your casting the spell (such as an attack of opportunity provoked by the spell or a contingent attack, such as a readied action).

If you are taking continuous damage, such as from an acid arrow or by standing in a lake of lava, half the damage is considered to take place while you are casting a spell. You must make a concentration check with a DC equal to 10 + 1/2 the damage that the continuous source last dealt + the level of the spell you're casting. If the last damage dealt was the last damage that the effect could deal, then the damage is over and does not distract you.

Spell

If you are affected by a spell while attempting to cast a spell of your own, you must make a concentration check or lose the spell you are casting. If the spell affecting you deals damage, the DC is 10 + the damage taken + the level of the spell you're casting.

If the spell interferes with you or distracts you in some other way, the DC is the spell's saving throw DC + the level of the spell you're casting. For a spell with no saving throw, it's the DC that the spell's saving throw would have if a save were allowed (10 + spell level + caster's ability score).

Grappling or Pinned

Casting a spell while you have the grappled or pinned condition is difficult and requires a concentration check (DC 10 + the grappler’s CMB + the level of the spell you’re casting). Pinned creatures can only cast spells that do not have somatic components.

Vigorous Motion

If you are riding on a moving mount, taking a bouncy ride in a wagon, on a small boat in rough water, below-decks in a storm-tossed ship, or simply being jostled in a similar fashion, you must make a concentration check (DC 10 + the level of the spell you're casting) or lose the spell.

Violent Motion

If you are on a galloping horse, taking a very rough ride in a wagon, on a small boat in rapids or in a storm, on deck in a storm-tossed ship, or being pitched roughly about in a similar fashion, you must make a concentration check (DC 15 + the level of the spell you're casting) or lose the spell. If the motion is extremely violent, such as that caused by an earthquake, the DC is equal to 20 + the level of the spell you're casting.

Violent Weather

You must make a concentration check if you try to cast a spell in violent weather. If you are in a high wind carrying blinding rain or sleet, the DC is 5 + the level of the spell you're casting. If you are in wind-driven hail, dust, or debris, the DC is 10 + the level of the spell you're casting. In either case, you lose the spell if you fail the concentration check. If the weather is caused by a spell, use the rules as described in the spell's description.

Casting Defensively

If you want to cast a spell without provoking any attacks of opportunity, you must make a concentration check (DC 15 + double the level of the spell you're casting) to succeed. You lose the spell if you fail.

Entangled

If you want to cast a spell while entangled in a net or by a tanglefoot bag or while you're affected by a spell with similar effects, you must make a concentration check to cast the spell (DC 15 + the level of the spell you're casting). You lose the spell if you fail.

You didn't Cast Defensively, you made no concentration check, you provoke.

You also get to make a DC 14 save because you were affected by my spell

I don't play nice


HP: 32/32 BAB: 3 Fort:5 Ref:1 WIll:6 AC:27 Flatfooted: 27 Touch:11 Treeling Druid 4 Sorcerer 4

Okay, that gives every person 30% concealment if they are 5' from target.

And further than 5' away, total concealment...

I am buried but still threatening Annie, AoO when she casts.

Panther girl can't get shot again, but I would reccomend 5 foot step full attack

That's two caster checks then another two when she finishes casting

Also she may not have concealment because of fire shield. . .


HP: 32/32 BAB: 3 Fort:5 Ref:1 WIll:6 AC:27 Flatfooted: 27 Touch:11 Treeling Druid 4 Sorcerer 4

I still need that reflex save....

The spirit rushes forward to right behind the gnome, drifting down the last five feet into the soil....

A small flower pops out of the ground where it disappeared, releasing a huge billowing mass of thick smokelike fog

obscuring mist


HP: 32/32 BAB: 3 Fort:5 Ref:1 WIll:6 AC:27 Flatfooted: 27 Touch:11 Treeling Druid 4 Sorcerer 4

That could get /Wild/

LOL

+I'm a Shapeshifter...

x2 LOL

Good thing I can cast GREASE

x3


HP: 32/32 BAB: 3 Fort:5 Ref:1 WIll:6 AC:27 Flatfooted: 27 Touch:11 Treeling Druid 4 Sorcerer 4

Hmm that makes no sense, but because the rules state that I cast grease and that is it


HP: 32/32 BAB: 3 Fort:5 Ref:1 WIll:6 AC:27 Flatfooted: 27 Touch:11 Treeling Druid 4 Sorcerer 4

The Spirit of the Wild stays in place, its spear at the ready, and mutters an arcane phrase in the language of the trees flings its hand forward and covers the area where Annie is standing in grease

spell is grease DC 13 Reflex save, DM decides if the fire around you lights the grease... Preparing a move action


HP: 32/32 BAB: 3 Fort:5 Ref:1 WIll:6 AC:27 Flatfooted: 27 Touch:11 Treeling Druid 4 Sorcerer 4

Everyone is waiting on Tacita... Would anyone mind if my Preparing was edited slightly? No visible actions, just a single prepared one?


HP: 32/32 BAB: 3 Fort:5 Ref:1 WIll:6 AC:27 Flatfooted: 27 Touch:11 Treeling Druid 4 Sorcerer 4

Grabbing the spirit is as helpful as trying to uproot an oak.

The spirit remains on the ground watching how the enemies act

No preparation from me :)


HP: 32/32 BAB: 3 Fort:5 Ref:1 WIll:6 AC:27 Flatfooted: 27 Touch:11 Treeling Druid 4 Sorcerer 4
Palls Rhetovan wrote:

A gloved hand raised quietly in the back of the room.

"Who shall be the first to step into the ring?" A sonorous voice questioned. Now that he had drawn attention to himself, it was difficult to think such a figure could be overlooked. If he bothered to stand up straight, no doubt he would tower over the rest of the gathered combatants. Apart from the splash of red of a scarf around the lower half of his face, he was dressed entirely in black. His voluminous coat could conceal many things but the keenest observers would notice a lack of obvious weapons.

The plant uproots itself, dons its weapons and armor... then strides to the ring...


HP: 32/32 BAB: 3 Fort:5 Ref:1 WIll:6 AC:27 Flatfooted: 27 Touch:11 Treeling Druid 4 Sorcerer 4

The voice is that of wind through leaves, rustles and creaks...

"ssscussshesssess"

translation:
"no"

It does not budge, rooted into the wood


HP: 32/32 BAB: 3 Fort:5 Ref:1 WIll:6 AC:27 Flatfooted: 27 Touch:11 Treeling Druid 4 Sorcerer 4

A small plantlike creature is rooted to one of the tables, small plants, grasses and mosses are growing next to the being...

a spear and set of armor, all covered in grasses, lay next to the creature,

two bark-like eyes peer out of the moss


the mossy looking humanoid shape is sitting in a small patch of dirt, its spear resting in front of it... it simply sits and waits... needing nothing


I understand common, I can't speak it. :) also, a spell of first or second level can communicate...


I'm going to say I was discovered somewhere in the wilds (Believed to be a monster) dragged back to fight in the arena and has had a wary alliance with some fighters after I was discovered to be sentient...

[I only speak Verdant, no common]


ED! I changed my concept... Meet the Leshy, Support group!