Sylph

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72 posts. Alias of N N 959.


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4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

Yes, totally saved the party by stepping in. Speaking of which, I hope our original GM is okay in RL. Has anyone heard?


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

A-frickin-men. I was already trying to figure out how much the Stone to Flesh was going to cost :)


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

Nice effing rolls!


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)
Luke_Parry wrote:
FWIW, even if I did 'retcon' in line with your request, it would not make any difference - the damage swing would not have been enough to stop Rhyol dying, or Ember turning to stone; Octaris just wouldn't have taken that last full-attack (which didn't cause any permanent harm, in any case).

I didn't actually go back and do any math, just something that occurred as I was rereading the opening information about the wysps, but it's good to know that it would not have changed anything, either way.

Given the OOC dynamics of people quitting, the holidays, characters dying, and the confusing nature of the combat, I've had to reread posts several times to try and figure out what's going on.


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

So strictly as an academic discussion and in no way asking for any retcon....

Certainly he has to attack to get the benefits to an attack roll, but it doesn't require that that a person has to attack to get the benefit for the damage bonus. Rhyol is doing damage and technically that's a damage roll. It says the wysp is strengthening the power of its "element" i.e. Rhyol's fire damage, as opposed to something like sneak attack or precision damage, which I could see requiring an attack. Though it is odd that it's a "competence" bonus.

Moving on....

@Octaris...

yeah....I don't know if it makes sense for Zephyr to stick around and twiddle his thumbs for four rounds while risking getting turned into Stone. This Pregen is completely worthless for this part of the task.


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)
Luke_Parry wrote:
@Zephyr: No, because *Rhyol* wasn't making damage rolls.

Hunh. I wasn't aware there is a distinction of who actually rolls the damage given Rhyol was causing the damage.

In any event, it appears that Zephyr has no skill that can succeed at any of those tasks. Is there any alternate options, like using the scroll of Dispel Magic.

Also, It appears that Octaris only has UMD that can succeed, can he use the same skill four times?

Finally, if we can't close the rift, are we dead? Can we leave the rift without closing it?


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

@GM - You know, is there any chance the fire wysp would have added +2 to Rhysol's damage rolls when he was grappled?


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)
Tarondor's Ember the Chronicler wrote:
In retrospect, I wish I had gotten Inspire Courage up immediately before chatting up a wysp for two rounds.

I actually think you did the right thing in getting to the wysps first. Those things were healing the protean for 20 points a pop, so you saved us 40 hit points.


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

With seemingly no way to help anyone, Zephyr keeps blasting.

Lightning: 3d6 ⇒ (3, 1, 1) = 5


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

Is there a way to leave the plane entirely?


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

Okay team...I hav a scroll of Dispel Magic....will that work on Flesh to Stone? The other option is I keep blasting with Call Lightning and hope I can kill it. But I'm afraid that it will hit me with one of those waves spells and if Ember is still down, that could be it.

@ GM, a couple of questions

1. What happens if i fall off the rock I'm on, where do I go?

2. If I change my elevation can I avoid that chaotic wave thing that the protean is doing?


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

Octaris, any chance you have a Folio reroll? If you can get close on a reroll and Ember makes his save, he could use Gallent Inspiration on you to reroll.


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

Will call lightning hit Octaris?


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

Storm calls another lightning fire strike.

Lightning: 3d6 ⇒ (6, 4, 1) = 11

@Ember - I just noticed you have Gallant Inspiration and can add +2d4 to any attack roll retroactively...if Octaris misses again, might want to try it?

Storm draws his spear


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

Will Inspire Courage have any effect on the Kinetic blasts or Call Lightning?


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

Well, the Genie and the Inquisitor might have fixed two wysps, the Genie has +12 Diplo, so maybe that's a wash. Nothing we can do about it now.

Question: Do I need to be able to fly to move off the rock we are on?


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

If the wysps are worth only 12 hit points each, I'd definitely vote for the extra teammates. Especially since one of them is a melee and that would have definitely soaked up more hits.

Oh well...let's hope for the best.


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

I see the other problem is we are down two characters for the party? Does this scenario scale down the BBEG based on a 4 person party?


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

Wow...amazing reflex for a large creature. You gotta love the way this game works


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)
Luke_Parry wrote:

Well, to be fair, Rhyol rushed up to the thing, and took two full attacks to the face...

You still have a fairly decent chance to beat this thing - it has taken a chunk of damage, and no longer has kamikaze wysps to heal it (or boost its attacks), and Octaris (its current target) has a better AC than Rhyol did.

You're completely right. Rhyol charged the thing without attacking it, subsequently letting it get two full round attacks and that was the ball game right there. Had she made it move to attack her, it would have only gotten one attack the first round


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

Wow...Rhyol killed in two rounds and we have no way to mitigate it?

I think we are trying to avoid a TPK now? I'm hoping the bard can casts some spells?


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

Umm...can anyone heal Rhyol?

Zephyr will wit for Rhyol to make a stabilize check, if he fails, Zephyr moves forward and casts stabilize on Rhyol. I believe i have a 40 range.

Lightning rains down on the creature...only it burns like fire.
Lightning Strike: 3d6 ⇒ (2, 5, 2) = 9

If Zephyr does not have to stabilize, he calls another lightning bolt.

2nd lightning strike if no Stabilize spell: 3d6 ⇒ (2, 3, 2) = 7


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

If there is no air wysp and Cloak of Winds does not qualify for boosting Call Lightning Zephyr sees Rhyol's firey skin burns the protean and starts casting Call Ligthtning and targets the creature, using his lesser rod to transform the spell into one of fire.

If there is an air wysp...Zephyr casts fly on himself.

If CoW counts for CL Zephyr casts cloak of winds

EDIT: Wait...do we need to be able to fly to move around? If not, then skip the fly spell and start casting the Call Lightning. If we do, then I'll cast the spell and move within 30 ft of the air wysp.


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

Call Lightning says a whirlwind from an air elemental counts, so it clearly doesn't have to be an actual storm. Cloak of Winds says, "You shroud a creature in a whirling screen of strong, howling wind." I guess I'm wondering how a whirlwind from a small elemental would qualify but not the howling winds from Cloak of Winds?

Is there an Air wysp?


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

@GM

Okay, let me know how/if this works

1. Does Cloak of Winds qualify as a storm which would boost Call Lightning to 3d10?

Cloak of Winds & relevant text from Call Lightning:
Cloak of Winds Zephyr shrouds a creature within 35 feet with a protective cloak of winds for 6 minutes. The target can move freely through winds of windstorm or lesser strength, and ranged attacks against the target take a –4 penalty. Tiny or smaller creatures struggle to attack the target.

Text from Call Lightning
"If you are outdoors and in a stormy area—a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size)—each bolt deals 3d10 points of electricity damage instead of 3d6.

This spell functions indoors or underground but not underwater."

2. Using Zerphyr's metamagic rod to convert his damage spells to fire, does he then gain the fire boost from the fire Wysp?

Lesser Rod of Stewart:
Lesser Fire Elemental Metamagic Rod Zephyr can cast up to three spells per day that deal fire damage instead of the spell’s normal damage type, or half fire damage and half the spell’s normal damage type


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

Having at least identified the creature by name and type, Zephyr shares the basic info, "This creature is a chaotic outsider, shapechanger, and protean, be warned."

"Ember, those wisps are not in the right frame of mind. Perhaps someone can reason with them..."

Protean subtype:

Protean Subtype: Proteans are serpentine outsiders of pure chaos. They have the following traits.

Blindsense (distance varies by protean type).
Immunity to acid.
Resistance to electricity 10 and sonic 10.
Constrict and grab as special attacks.
Supernatural flight.
Freedom of Movement (Su) A protean has continuous freedom of movement, as per the spell.
Amorphous Anatomy (Ex) A protean's vital organs shift and change shape and position constantly. This grants it a 50% chance to ignore additional damage caused by critical hits and sneak attacks, and grants it immunity to polymorph effects (unless the protean is a willing target). A protean automatically recovers from physical blindness or deafness after 1 round by growing new sensory organs to replace those that were compromised.
Change Shape (Su) A protean's form is not fixed. Once per day as a standard action, a protean may change shape into any Small, Medium, or Large animal, elemental, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. A protean can resume its true form as a free action, and when it does so, it gains the effects of a heal spell (CL equal to the protean's HD).

Zephyr cast's Bull's Strength on Rhyol. +4 to STR for 6 minute duration


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

K. Planes vs Beast: 1d20 + 1 ⇒ (17) + 1 = 18

K. Planes vs wysps: 1d20 + 1 ⇒ (17) + 1 = 18

Waiting to see what we know before acting.


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

Zephry offers a wry smile, "Then let us be under way."


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

Knowledge Planes: 1d20 + 1 ⇒ (9) + 1 = 10
"Is that where we need to go? If so, should we look around a bit more for anything else that might be useful?"


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

No problem, I can relate.


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

K. Planes: 1d20 + 1 ⇒ (4) + 1 = 5

Not sure why the crystal is reacting, but suspecting Octaris knows something Zephyr does not, Zephyr casts Resist Energy electric on himself.


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

Zephyr takes a moment to study the literature

K. Planes: 1d20 + 1 ⇒ (10) + 1 = 11

Perception: 1d20 + 9 ⇒ (2) + 9 = 11


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

"I have a bad feeling about this, but let us hope I am wrong."


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

Still here.


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

"Before we remove the caps, let's make sure something isn't going to crawl out."

Survival (take 10)=21, looking for any signs of tracks around the pipes or signs of somethign having been alive in side the open pipes.


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

"Perhaps these pipes are some sort of instrument that can activate the warding crystals. Ember, do you see it as such?"


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

Zephyr takes a look Perception (Take 20)=29


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

Zephyr possess only limited knowledge of Planes, but has to ask the obvious, "So how do we activate it?"


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

"Perhaps there is some way to dissipate the cyclone behind one of these doors."


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

Zephry casts barkskin on himself and joins Octaris


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

Zephyr calls to Octaris, "Maybe we can trade it something for the astrolabe. Do you have anything that might work?"


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

Zephyr can only hope the elementals don't speak Rhyol's language :-D


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

Sense motive 1: 1d20 + 5 ⇒ (18) + 5 = 23
Sense motive 2: 1d20 + 5 ⇒ (11) + 5 = 16
Sense motive 3: 1d20 + 5 ⇒ (16) + 5 = 21

Zephyr calls out to the others, "At least two of them do not appear hostile and may be seeking entertainment. Rhyol, perhaps you can try to engage them in a friendly manner?"


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

Zephyr joins up with Octaris

Don't know which elementals I can roll Sense Motives for, so GM please roll for me. Also, can we get a description of the elemental with the astrolab?


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

Zephyr calls to Rhyol, "Use the sail and let us retrieve the astrolab. Can anyone stop that elemental before it reaches the ice storm?" Zephyr moves toward the astrolab.

K Planes on elemental with astroblab: 1d20 + 1 ⇒ (8) + 1 = 9

Sense Motive: 1d20 + 5 ⇒ (1) + 5 = 6


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

Zephyr continues on his path.


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

I'm still heading after the magic sail


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

Reflex: 1d20 + 8 ⇒ (12) + 8 = 20


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

Zephyr does not take falling damage i.e. has natural feather fall, correct?

Zephyr grants himself fly and takes off after the magic sail

Knowledge Planes: 1d20 + 1 ⇒ (11) + 1 = 12


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

Survival: 1d20 + 11 ⇒ (18) + 11 = 29

K. Geo: 1d20 + 9 ⇒ (7) + 9 = 16