Demon Slayer

Zed the Unbroken BOT's page

45 posts. Alias of Chris Marsh.


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Character Sheet

Seeing the danger the party is in, Zed casts Haste upon the party!


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Zed wiggles his fingers as a myriad motes of glittering dust descend upon the land shark's eyes. Glitterdust DC 18


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Knowledge (Local): 1d20 + 13 ⇒ (13) + 13 = 26


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Zed hurls a trio of missiles at the wounded one to the southeastMM v. Yellow: 3d4 + 3 ⇒ (2, 2, 2) + 3 = 9


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Zed hurls a trio of magic missiles towards the mudman nearest Bytor! MM: 3d4 + 3 ⇒ (2, 4, 2) + 3 = 11


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Zed tries to protect the rear, striking at the northwestern one with a spell of Magic Missile. MM: 3d4 + 3 ⇒ (3, 1, 3) + 3 = 10


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Special attacks, resistances


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Zed stares eruditely. Knowledge (Planes): 1d20 + 15 ⇒ (7) + 15 = 22 He'll hail in the closest language out of: Elven, Ignan, Taldane, Sylvan, Draconic, Ancient Thassilonian, Abyssal, Celestial, Infernal, Terran, Giantish.... If it's a fail and he has to pick, he'll assume mud = Terran.


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Wand of Burning Hands: 1d100 ⇒ 18 Zed easily finds one!


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Within a moment, the whirlwind gathers strength and pulls the surrounding air close in to itself, as a man caught in a storm might gather his cloak around his shoulders. The whirlwind quickly becomes more substantial, until it can no longer be mistaken for anything other than the essence of Air itself, an elemental! This cloud-like creature has dark hollows reminiscent of eyes and a mouth, and a howling wind whips it into ominous shapes.

Slam!: 1d20 + 6 ⇒ (4) + 6 = 10 for 1d4 + 1 ⇒ (4) + 1 = 5 damage.

Link to Stats

Paizo wrote:


Small Air Elemental
Alignment & Size: N Small (4 ft. long, 1 lb.)
Init +7; Senses darkvision 60 ft., Perception +4

DEFENSE
AC 17, touch 14, flat-footed 14
hp 15
Fort +6, Ref +6, Will +0
Defensive Abilities air mastery; Immune elemental traits:
[list]

  • Immunity to bleed, paralysis, poison, sleep effects, and stunning.
  • Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
  • Proficient with natural weapons only, unless generally humanoid in form, in which case proficient with all simple weapons and any weapons mentioned in its entry.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Elementals not indicated as wearing armor are not proficient with armor. Elementals are proficient with shields if they are proficient with any form of armor.
  • Elementals do not breathe, eat, or sleep.

    OFFENSE
    Speed fly 100 ft. (perfect)
    Melee slam +8 (1d4+3)
    Special Attacks whirlwind (DC 12, 10-20 ft.)

    STATISTICS
    Str 16, Dex 17, Con 16, Int 4, Wis 11, Cha 11
    Base Atk +2; CMB +2; CMD 15
    Feats Flyby Attack, Improved Initiative, Weapon Finesse
    Skills Acrobatics +7, Escape Artist +7, Fly +17, Knowledge (planes) +1, Perception +4, Stealth +11
    Languages Auran

    SPECIAL ABILITIES
    FlyBy Attack Make an attack before and after moving
    Whirlwind (su): 1 round, (5 ft. wide at the base, 10-20 feet high) Creatures one or more size categories smaller than the whirlwind take 1d4 + 1 ⇒ (1) + 1 = 2 damage (DC12 Reflex negates) when caught in the whirlwind and may be lifted into the air and held suspended in the powerful winds (DC12 Reflex saves). Creatures trapped in the whirlwind go where the whirlwind carries them, but can otherwise act normally. Must make a concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The whirlwind can have only as many creatures trapped inside at one time as will fit inside the whirlwind’s volume. The whirlwind can eject any carried creatures whenever it wishes as a free action, depositing them in its space.


  • Character Sheet

    Zed, ill prepared for this eventuality, begins to summon some back up.


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    REF: 1d20 + 4 ⇒ (16) + 4 = 20
    FORT: 1d20 + 3 ⇒ (13) + 3 = 16

    Zed moves FAR away!


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    Zed opts for something simple to test it out. He casts a simple spell of Acid Dart and tries to sizzle a few birds Touch: 1d20 + 3 ⇒ (20) + 3 = 23 for Acid: 1d6 + 3 ⇒ (6) + 3 = 9


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    FORT: 1d20 + 3 ⇒ (6) + 3 = 9 Zed succumbs to the rats, moving out to try and regain his composure.

    FORT: 1d20 + 3 ⇒ (15) + 3 = 18


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    FORT: 1d20 + 3 ⇒ (6) + 3 = 9

    Zed wretches, and leaves the swarm area.


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    Zed casts a spell of Mage Armor and prepares for combat.


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    Appraise: 1d20 + 11 ⇒ (12) + 11 = 23 "The tools scattered over the floor are those of a gemcutter. Ah, while true Marc, it's important that we both get them back, and help them use this stuff to rebuild."


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    Zed's knowledge of engineering is robust. He just throws a plan together: T10 = 20.


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    MEanwhile, Zed looks over the blade Nobility: 1d20 + 11 ⇒ (17) + 11 = 28


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    Zed moves to the base of the ladder, ready to give up his invisibility for the forthcoming final stand.


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    Zed dismisses the web spell, allowing the others to close.


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    Zed invisibly slips by and up the stairs. With his lithe form, he barely touches any teammates. Double move.


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    Zed begins his most potent summoning spell!


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    Invisibly, Zed pulls up the rear, entering the building, but keeping himself hidden. Acro to clear pit?: 1d20 ⇒ 20


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    With Taranis inside the tower, Zed casts his second and final spell of invisibility and moves into position to leap into the keep.


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    Even with the healing, Zed is in no condition to breach a tower. "Bytor, help the others and leave me." He then begins a spell of Summon Monster I


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    Zed grabs a better position, awaiting a cleared path of ingress. He scans the roof of each building for hidden foes: Perception: 1d20 + 14 ⇒ (2) + 14 = 16


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    Zed reads from his scroll, trying to Knock the door open. Caster level: 1d20 + 7 + 10 ⇒ (19) + 7 + 10 = 36


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    Zed hustles forward. Double move


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    Zed rushes forth and takes out a scroll of Knock.


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    Zed looks over the pages, Knowledge (History): 1d20 + 10 ⇒ (20) + 10 = 30


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    Zed's gimlet eyes study the energy: Spellcraft: 1d20 + 16 ⇒ (8) + 16 = 24


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    Zed opts for his second magic missile, hoping the creature is close to death MM: 4d4 + 4 ⇒ (3, 4, 1, 4) + 4 = 16


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    With Toth grappled, Zed dare not use the wand, though he does take it out. He goes with the sure thing Magic Missile: 4d4 + 4 ⇒ (1, 4, 4, 4) + 4 = 17


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    Aiming over the top of the chuul, Zed lets fly a spell of Glitterdust that snares only the aberration. DC is 19


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    Knowledge (Nature): 1d20 + 10 ⇒ (8) + 10 = 18


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    Zed looks over the blade Spellcraft: 1d20 + 18 ⇒ (2) + 18 = 20


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    Zed waxes historic as the others search the tomb with eyes, snoots, and magical detection.

    Knowledge (History): 1d20 + 10 ⇒ (10) + 10 = 20
    Knowledge (Nobility): 1d20 + 11 ⇒ (16) + 11 = 27


    Character Sheet

    Zed launches his prepared Magic Missile! 4d4 + 4 ⇒ (3, 2, 2, 3) + 4 = 14

    The hasted Archon continues to attack!

    Greatsword 1: 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16
    Greatsword 2: 1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 13
    Greatsword H: 1d20 + 9 + 1 ⇒ (3) + 9 + 1 = 13
    Bite: 1d20 + 9 + 1 ⇒ (8) + 9 + 1 = 18
    My dice have been AWFUL


    Character Sheet

    Zed accelerates the party with a Haste spell. There are too many allies, so the red and black wolverines are unaffect.

    With a grin for the grim task at hand, the hound archon gives a belly shaking growl as it works its blade:

    Greatsword 1: 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16 for DMG if hit: 2d6 + 3 ⇒ (2, 1) + 3 = 6
    Greatsword 1: 1d20 + 9 + 1 ⇒ (1) + 9 + 1 = 11 for DMG if hit: 2d6 + 3 ⇒ (6, 6) + 3 = 15
    Greatsword Haste: 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 28 for DMG if hit: 2d6 + 3 ⇒ (2, 1) + 3 = 6
    Bite: 1d20 + 9 + 1 ⇒ (2) + 9 + 1 = 12 for DMG if hit: 2d8 + 2 ⇒ (8, 6) + 2 = 16


    Character Sheet

    Zed moves quickly to hamper the new threat. He levels a spell of Glitterdust DC 19 In the language of the heavens, he asks the Archon to lay waste to this new foe.

    The archon advances with sword on high! Magic Circle Against Evil and Aura of Menace in effect.

    Greatsword: 1d20 + 9 ⇒ (2) + 9 = 11 but the opening swing is off as he's distracted by the swipe the skeleton gave him on the way by.


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    Zed Will: 1d20 + 6 ⇒ (3) + 6 = 9
    Archon Will: 1d20 + 5 ⇒ (14) + 5 = 19 Other bonuses and resistances may apply


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    Spellcraft to ID: 1d20 + 17 ⇒ (11) + 17 = 28


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    Double move


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    FORT: 1d20 ⇒ 20