
Tgoodman |
After many beatings of her teacher it was finally realized she cannot be stealthy and relays as much to the party.
I can give the signal! I will cast sleep upon the enemy. I can still be a good distance so as not to be detected. If you all go on up ahead I will go with Tiberiass to sneak up and cast sleep. I have to chant to cast so you will know it time. I will cast on the two by the firecamp. However I may not get both so we should be ready for that. Kay goes into some deep thought before continuing. So if you saw three bandits did you see a woman or feral type being, because by the sound of it, it does not seem to be a werewolf there. We must make sure that we don't turn from the hunter into the hunted
The spell range is 110', I will take my time to move up to possibly get a bonus. If I'm detected I will cast ghost sounds to throw off anyone who notices and possibly have them converge closer and cast sleep on them. If not detected I will aim for the individuals at the firecamp.
Stealth: 1d20 + 1 ⇒ (18) + 1 = 19 Plus bonus for taking time?
Range: 110'
Area: 10' radius
Casting: 1 round
Duration: 1 min
DC: Will 15.
A sleep spell causes a magical slumber to come upon 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.
Range: 25'
Duration: 1 Round
Casting Time: 1 Standard
DC: Will 14 disbelief.
Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound's basic character.