Hooded Man

Wesley Furfoot's page

225 posts. Alias of Chainmail.


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Actually, I am good for submitting a ranger, paladin for this recruitment alone. Should be fun.


Count me in.
I plan on submitting an Aasimar that appears as a dwarf = Celestial and dwarf.

One level of trapper ranger followed by the rest paladin. Torag follower and eventual tank.

I would reflavor Wesley, but a dwarf motif is indicated here.


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

Thanks for trying, please make inactive.

Success rates of PbPs <<<success rates of marriages, and that says a lot.


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

Thanks for trying, please make inactive


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

Wesley mounts up and prepares to ride.

"Let us continue on. I do not want to backtrack and we have to hope Bob made it out if he went back. We still have someone to rescue!!"


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

I can post


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

We wait for spells to be ready and move out.


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

"Eva, Bob is gone. I gotta learn my spells. You can take my dog and stay close while I study."


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

Wesley also rests.
Assume I used three of my four reduce person spells. I will be subtracting 75gp cost from party treasure to replace them.

"With limited people to haste, I will be switching to the fireball. We will have to drop enemies quicker and rest more now that we are three."


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

Wesley produces 4 scrolls of reduce person when Eva inquires.


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

"Let's search and rest in this lair."


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

Wesley also fires a blast of fiery flames at the ogre.
DC 18 REF for half: 5d4 + 5 ⇒ (4, 4, 2, 1, 1) + 5 = 17


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

Wesley fires three force bolts.
magic missile damage: 3d4 + 3 ⇒ (3, 4, 3) + 3 = 13
They unerringly hit the ogre.
I did cast protection from evil on Eva


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

Let's continue w/ 3. I just need to deemphasize haste now.


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

I have really like this. Count me as wanting to continue.

PbPs with staying power are rare indeed.


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

Wesley withdraws to let Eva face them again.

A big hit from the ogre made him give up facing them directly.

Withdraw 20' to our healer


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

If Eva brings the ogre down, stepping up and using the cover of the wall, the hobbit sprays fire over the webs and the next ogre.
damage REF 16: 5d4 + 5 ⇒ (2, 1, 3, 1, 3) + 5 = 15

Web fire damage: 2d4 ⇒ (3, 2) = 5


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

Wesley waits for his opening.
As soon as Eva fells the ogre, Wesley waits to rush in and set the webs afire with burning hands.

delay until he can rush in with 5d4+5 burning hands and hit ogre without provoking.


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

Wesley reads a scroll.
An aura of protection from evil surrounds Eva.


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

Web is centered on BY47 20' radius Wesley moves to BV21 to cast and blinks back to BV40 after casting

Web:

School conjuration (creation); Level magus 2, sorcerer/wizard 2, witch 2

CASTING

Casting Time 1 standard action
Components V, S, M (spider web)

EFFECT

Range medium (100 ft. + 10 ft./level)
Effect webs in a 20-ft.-radius spread
Duration 10 min./level (D)
Saving Throw Reflex negates; see text; Spell Resistance no

DESCRIPTION

Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spiderwebs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears. Creatures caught within a web become grappled by the sticky fibers. Attacking a creature in a web doesn't cause you to become grappled.

Anyone in the effect's area when the spell is cast must make a Reflex save. If this save succeeds, the creature is inside the web but is otherwise unaffected. If the save fails, the creature gains the grappled condition, but can break free by making a combat maneuver check or Escape Artist check as a standard action against the DC of this spell. The entire area of the web is considered difficult terrain. Anyone moving through the webs must make a combat maneuver check or Escape Artist check as part of their move action, with a DC equal to the spell's DC. Creatures that fail lose their movement and become grappled in the first square of webbing that they enter.

If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover.

The strands of a web spell are flammable. A flaming weapon can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away one 5-foot square in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

Wesley gestures and sticky webs fill the room. Some spill out to catch the ogre in the hall.
5' step back and Web dc 17 Reflex or grappled. 20 ' radius chosen to have no pcs in aoe


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

Wesley fires a scorching ray before stepping back.
range touch/damage fire: 1d20 + 6 ⇒ (10) + 6 = 164d6 + 4 ⇒ (4, 5, 6, 4) + 4 = 23
The second ray hits another.
1d20 + 6 ⇒ (19) + 6 = 254d6 + 4 ⇒ (2, 2, 5, 3) + 4 = 16


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

Wesley loads his magic hole with the carpentry shop.
He encourages them to continue.


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

Wesley touches his nose.

In hobbit circles this means ' not it' or he doesn't have to open the coffin.


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

Wesley shakes his head no.
"Let's move on and find the boy."


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

Wesley advances and sees if he can get a clear shot at the big rats if they get aggessive.
angling for a scorching ray shot -- we can leave them alone


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

Wesley points to the first door:
"Let's not leave threats behind or risk missing the boy."


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

Wesley responds: "Let's find 'im"


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

After thoroughly searching, we take the leftmost unexplored passage.


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

Right, I confused handy with something else - 1200 pounds vs 2500 pounds -- Wesley leveled

Wesley seems to shine as he has made a choice to do good magic and a study some druidic magic. An barely imperceptible shimmering accompanies his aura and he absentmindedly passes a ball of flame back and forth between his hands.

"I have another haste and some scorching rays and burning hands left. No need to rest yet unless someone else needs it. We still have a boy to save. My ability to summon allies is currently exhausted."


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

Thank you DM for a well run game. Level 6!!!!
It is amusing my prestige class delays my Bab progression even more. Level 5 wizard and level 1 collegiate arcanist = BaB +2.

But I want to try out the prestige class. It fits him well.


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

Wesley has the type 1 bag. 5x bigger I think. Bob has one too. We can pack tapestries and sculptures we find in our bags too.

Wesley smiles as they gather up the goods.

Level up = prestige class collegiate arcanist. Wesley adds produce flame to his list of spell and casts it as first level arcane. I thought of entangle, but produce flame is more thematic. Hurling balls of flame up to 120 feet is plain cool.


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

Wesley's friends continue to attack with fiery bodies.
elemental: 1d20 + 4 ⇒ (1) + 4 = 51d4 + 2 ⇒ (4) + 2 = 6
elemental: 1d20 + 4 ⇒ (10) + 4 = 141d4 + 2 ⇒ (3) + 2 = 5
elemental: 1d20 + 4 ⇒ (11) + 4 = 151d4 + 2 ⇒ (2) + 2 = 4
Affected creatures save fort DC 11 or on fire


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

Wesley directs his three fiery elementals to keep attacking the ghouls. The fiery smoke makes them feel right at home.


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

"Don't go in the cloud! I think it stopped them. It shouldn't have finished them."

Haste still active

Wesley readies a scorching ray in case a ghoul comes out of the cloud.


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

Wesley changes his mind, and decides to reach into the elemental plane of fire for 1d3 ⇒ 3 elemental minions. He uses the power of one of his minions to power his powerful pyrotechnics display after his elementals attack. He pops off his dog with a poof and moves behind the others as Dworkin savages the lead ghoul.

Wesley complete full rounds summons and Su pyrotechnics (std) Wesley shifts off dog and moves to CA13 -- Dog hasted = full round attack

pyrotechnics smoke cloud:

Smoke Cloud: A stream of smoke billows out from the fire, forming a choking cloud that spreads 20 feet in all directions and lasts for 1 round per caster level. All sight, even darkvision, is ineffective in or through the cloud. All within the cloud take –4 penalties to Strength and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud. Spell resistance does not apply.

Elemental appears at BU 20 and pyrotechnics affects all five undead DC FORT 18 or -4 to STR and DEX the spell drains 5 hp from the other fire elemental at BW 18/19

Wesley's hasted dog attacks (from BW16 to BV17).
full attack dog: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 211d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26
two bites hit for: 2d6 + 12 ⇒ (4, 6) + 12 = 22
possible trips CM vs trip: 1d20 + 4 ⇒ (9) + 4 = 131d20 + 4 ⇒ (6) + 4 = 10

Wesley's trio of fiery friends go after the ghouls.
Two flank BV19--attacks: 1d20 + 6 ⇒ (2) + 6 = 81d20 + 6 ⇒ (11) + 6 = 17
burn damage: 1d4 + 2 ⇒ (1) + 2 = 3
DC11 FORT or ghoul burns for 1d4 ⇒ 3
Sole vs BW20 attack: 1d20 + 4 ⇒ (5) + 4 = 9

AFTER the attack of the fiery creatures, Wesley pulls some of the essence from one of his minions and a cloud blocks the hallway and obscures vision and weakens those within. Cloud should cover the first row of ghouls and is centered on BU 20 for 20 foot radius.

Hp of elementals = BU20=6/BW18=11/BW19=11 pyrotechnics drained one 5

confirm bite crit on dog/xtra damage: 1d20 + 6 ⇒ (18) + 6 = 241d6 + 6 ⇒ (2) + 6 = 8

Wesley shouts to his dog "Way to go Dworkin!!"


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

Wesley prepares to send his hasted dog into the fray.


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

Haste gives Eva another attack, a +1 to hit, and +1 AC.
Wesley is chagrined his fiery elemental was destroyed. He rides up closer {BZ14) and begins to summon another creature to help. It appears it is a nasty burrowing creature -- a wolverine!!

Full round monster summoning 3 -- remember to use your haste bonuses!!


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

Elemental in BW8 attacking BX8

If undead fails DC11 Fort it burns for 1d4 ⇒ 2 rounds.


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

haste:

When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)

A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow.

Small Fire Elemental:

CR 1

XP 400
N Small outsider (elemental, extraplanar, fire)
Init +5; Senses darkvision 60 ft.; Perception +4

DEFENSE

AC 16, touch 13, flat-footed 14 (+1 Dex, +1 dodge, +3 natural, +1 size)
hp 11 (2d10)
Fort +3, Ref +4, Will +0
Immune elemental traits, fire
Weaknesses vulnerability to cold

OFFENSE

Speed 50 ft.
Melee slam +4 (1d4 plus burn)
Special Attacks burn (1d4, DC 11)

STATISTICS

Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +1; CMD 13
Feats Dodge, Improved InitiativeB, Weapon FinesseB
Skills Acrobatics +5, Climb +4, Escape Artist +5, Intimidate +4, Knowledge (planes) +1, Perception +4
Languages Ignan

SPECIAL ABILITIES

Burn (Ex)

A fire elemental deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire. See Burn for more details.

The small creature of fire goes after the undead creature in the middle of the room.
att/damage: 1d20 + 6 ⇒ (12) + 6 = 181d4 + 3 ⇒ (2) + 3 = 5


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

Wesley gestures and all but him and the gnome find that time seems to slow down.
Haste on dog elemental Bob Eva tamis (+1AC and attack when full attacking.) -- I miss speeding up zen archer


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

Wesley sends a creature of fire ahead to scout.


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

Plan is to pop a haste for the next battle,

probably leave the little guys out of it


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

Wesley summons a fiery creature from the plane of fire to lead the way.

Summon Monster 2 = fire elemental


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

Wesley gestures and a web fills the hallway barely missing the gnome.

web DC REF 19:

Casting Time 1 standard action

Components V, S, M (spider web)

Range medium (100 ft. + 10 ft./level)

Effect webs in a 20-ft.-radius spread

Duration 10 min./level (D)

Saving Throw Reflex negates; see text; Spell Resistance no

Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spiderwebs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears. Creatures caught within a web become grappled by the sticky fibers. Attacking a creature in a web doesn't cause you to become grappled.

Anyone in the effect's area when the spell is cast must make a Reflex save. If this save succeeds, the creature is inside the web but is otherwise unaffected. If the save fails, the creature gains the grappled condition, but can break free by making a combat maneuver check or Escape Artist check as a standard action against the DC of this spell. The entire area of the web is considered difficult terrain. Anyone moving through the webs must make a combat maneuver check or Escape Artist check as part of their move action, with a DC equal to the spell's DC. Creatures that fail lose their movement and become grappled in the first square of webbing that they enter.

If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover.

The strands of a web spell are flammable. A flaming weapon can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away one 5-foot square in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames.

Web can be made permanent with a permanency spell. A permanent web that is damaged (but not destroyed) regrows in 10 minutes.

Web hits all the ghouls and fills the hallway.

"Set the web on fire with more burning hands, or I can do it."


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

Wesley moves forward and shifts off his dog and fires a forked scorching ray at the two forward ghouls.
ray 1 touch/damage: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 184d6 + 4 ⇒ (4, 5, 5, 3) + 4 = 21
ray 2 touch/damage: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 224d6 + 4 ⇒ (6, 4, 1, 6) + 4 = 21

He smiles as the flames erupt.


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

"Let's go!!"


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

Wesley summons a creature of fire with a quickly summoned word that burns through the rot grubs with ease.

damage: 1d6 + 1 ⇒ (5) + 1 = 6

He sends the creature forward to scout, lighting the way.

If we can do some retcon, I would rather use one round of my Monster Summoning 2 than a burning hands. Damage should be less to our gnome too!


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

"My fire would have burned more. Let us look for more loot and continue."


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

Can we just wait to the side and let it roll by? We are in a large room and it is only so wide.