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Chapter 2(c)


TheFred

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"Be forewarned, my main offensive magic is a line of electricity or a cone of frigid air." Eustice comments on the tactical nature of his combat capabilities as they advance into the deep.

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Posted (edited)

Despite their fervour and haste, it takes a moment to organise the villagers according to Kassandra's plan. Some seem ready to charge in by themselves, but after the carnage that the wolfweres wrought they see the wisdom in letting their heroes take point.

Inside, the mine is dark and clearly long since abandoned. The main tunnel stretches ahead, into the gloom, and it's hard to see where it goes. All along, side tunnels open like inky black wells, hiding who knows what?

 

Edited by TheFred (see edit history)
Name
Rolls
7; 12
1d20;1d20 [7]; [7,12]
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Clem

stylizedraven2.png.56a911485d353f33894d99fd8e7fa765.png.68c16d3b0e8e46ceeaee6b2fb78585f4.png

 

Clem circles the cavern, taking in the ritual.

She's a thief, not a fighter, and so she had been hoping to find non-aggressive ways to disrupt the ritual, to give time for her allies to join in the battle.

But the shockingly powerful pulse shows that they are running out of time. She doesn't know much about Malar specifically, but she is wary of any and all gods, and he doesn't seem like an especially nice one.

Vanishing the ritual props may not be enough at this stage, so instead she attacks the ritual casters.

A wall of flame springs into being around the 5 central figures, enclosing them in burning heat.

< The ritual seems far along > she sends, somewhat frantically, back to the group (except Jezira, who is out of range) through her psicrystal.

< Hurry! I'm not sure how much I'll be able to slow them down. >

 

OOC

Manifest Energy Wall (5 PP) as a ring, with the emanations facing inward. She does so while flying, thanks to FLy-By Attack

Element is Fire

Damage 11 (I forgot to add +2 on the roll, from the Fire bonus), Ref save DC 18 for half

Statblock

Clem
HP: 24/24
Init: +6, Listen +6 / Spot +14
AC: 28, TAC: 24, FFAC: 22
Fort: +4, Ref: +10, Will: +8
Speed: fly 75ft (average)

DR 2/adamantine or magic
Resist cold 11, fire 5
SR 10
Fast Healing 1
Shadow Blending
Immune to Blind

Speak with Birds
Hide +22, Move Silently +15; Darkstalker

PP 35/47

Effects: Inertial Armor (5h)

Bless (5 min)

PSICRYSTAL
HP 12/12
Senses Sighted 40 ft.
Hardness 8

Telepathic Link with Clem - 1 mile
Telepathic Speech with anyone - 30ft

Edited by namo (see edit history)
Name
Fire damage
9
2d6 3,6
Hide
31
1d20+22 9
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Jezira

 AC: 19 (TAC: 15/ Then FF: 14)| HP: 48/48  |Saves: Fort 8, Ref 10, Will 7 | Init: +9|Jezira

Jezira.jpg.d744d85ff28de26464ffeb7c22945992.jpg

By the gods, she had made a mess of this. She had hoped to deal with this with the stealth and guile of the djinn, but it seemed the wrath of the efreet would be required. Hopefully the noise would bring the others and they could sweep through these two and get on to stopping the ritual. That or Clem managed to delay it somehow. Either way, it was time to get serious.

<<You would have done well to heed me mortals, now face the wrath of the elements>> The mental words were the only preamble as she swooped, focusing on the second form she mastered from the efreet scroll. Her scimitar was imbued with a spark of her fiery essence and as the steel lashed out, it threatened to pass from her to her target.

 

 

 

Actions/ Mechanics

Maneuvers: Burning Blade | Death Mark

SLAs

Invisibility: 2/3

Enlarge/Reduce: 2/2

Speak with Animals: 2/2

Create food and water: 1/day

 

Move: close with nearest wolfwere

Invisible scimitar attack (Includes +2 from Invisibility

Scimitar damageDeathmark fire damage Reflex 15 for half in a 20ft spread

 

Name
Invisible scimitar attack
32
1d20+13 19
Scimitar damage
7
1d6+4 3
Deathmark fire damage
21
6d6 4,4,5,1,2,5
Scimitar crit confirm and possible damage
14; 10
1d20+13;1d6+4 [1]; [1,6]
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Kassandra, Arcanis Phisitian, Humanoid Outside, Wizard/Saint

spacer.pngQUICK STATS:  AC=27, Touch=19, FF=25 / HP=29/29 / Init=2 / Saves: Fort=9, Reflex=7, Will = 12 __________________________________________________________________________

Kassandra clearly understands the mental communication from Clem and replies We're coming, but yet displays no outward signs of her internal emotions, simply saying, "Clem is reporting that the evil summoning ritual seems nearly done. Her and Jerzira have just engaged the enemy to slow them down."

"We need to press the attack and take out the two guards as quickly as possible so we can help our companions who are right now fighting the evil summoner and his minions before they can summon their evil god upon these lands," the saintly arcanist adds.

"The battle is afoot. Our strategy is sound. Stay in formation. Attack when you can. The front vanguard will press the assault," the wizard adds mostly to again reinforce the strategy for the lesser experienced villagers.

Reaching into a hidden pocket inside of her cloak, Kassandra withdraws a burning feather that is never consumed yet gives off as much light as a common torch, which she hands to the youngest of all the villagers saying, "Use this 'Light of Apollo' to illuminate the way for you and your companions. Stay with them. Protect it and yourself and return it to me when the battle is over."

"Follow me," she says to the group of locals and their leader, which is followed by an encouraging smile for the youth, before Kassandra grids her face with a serious look and strides forth into the maw of the cavern's mouth, following directly behind the elite vanguard that the entire group was counting on to quickly get through the outer defenses to prevent a divine catastrophe!

Show Mechanics

Free Action:   Speak and Mentally Communicate

Move:  Move 30 feet into cavern staying just behind the front vanguard

Swift Action:   

Move Action:   Draw Continual Flame Feather and allow villager to take

Standard Action:  Readied Action to Attack with Light Crossbow

Continuing Effects:  Bless on all Allies (+1 morale bonus on Attacks and Fear Saves for 5 minutes), Guidance on Clem (+1 competence bonus on one attack, save or skill check for 4/10 rounds); Guidance on Self (+1 competence bonus on one attack, save or skill check for 5/10 rounds); Guidance on Kassítira (+1 competence bonus on one attack, save or skill check for 6/10 rounds); Guidance on Eustice (+1 competence bonus on one attack, save or skill check for 7/10 rounds)

Edited by Terran (see edit history)
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Kassítira

e166d24b1eee08fcd8345787734580d1.png.10b17ddf2e2aa9fe01d5544fa6ee21b4.pngKassítira HP: 56/56 Saves: Fort 7, Ref 4, Will 2  AC: 16, 10 (touch), 16 (flat-footed) DR 3/Adamantine, SR: 11
Initiative: 0, Speed: 30 | Swim 30', Concentration: +19, Search: +2, Spot: +0, Listen: +0, Hide: -1, MS: -1, Swim +16


As the urgency to stop the ritual becomes greater, Kassítira agrees with her companions that it's now or never. She had trained to fight a wide variety of foes in her early years, but now it was time to put that to work.
Staying in the lead side by side with Kassandra allowing the light to guide her way. Trident in hand, ready to strike once a foe is within reach. "Lets do this."


OOC: Stonefoot Stance

Statblock

[URL=/sheets/?id=2845229][B][SIZE=+1]Kassítira[/SIZE][/B][/URL] Female LN Human (Atlantean) Warblade, [B]Level[/B] 6, [B]Init[/B] 0, [B]HP[/B] 56/56, [B]Speed[/B] 30 [B]AC[/B] 16, [B]Touch[/B] 10, [B]Flat-footed[/B] 16, [B]Fort[/B] 7, [B]Ref[/B] 4, [B]Will[/B] 2, [B]Base Attack Bonus[/B] +6/+1 [B]+1 Returning Trident [/B] +11/+6 (1d8+7, x2) [B] Mithral Breastplate[/B], [B] Buckler[/B] (+5 Armor, +1 Shield) [B]Abilities[/B] Str 16, Dex 10, Con 14, Int 14, Wis 10, Cha 14 [B]Condition[/B] . [B]Skills:[/B] Climb 7, Concentration 19, Diplomacy 11, Intimidate 11, Jump 7, Swim 16, Martial Lore 6 [B]Languages:[/B] Common, Aquan [B]Traits:[/B] [ooc="Focused"][B]Benefit:[/B] You gain a +1 bonus on Concentration checks. [B]Drawback: [/B]You take a -1 penalty on Spot checks and Listen checks. [/ooc] [B]Flaws:[/B] [ooc="Code of Arms"][B]Effect:[/B] You suffer a -4 penalty on attack rolls made against an enemy not armed with a melee weapon. If the enemy uses a natural attack against you, you may then attack it without penalty. [B]Added:[/B] If you knowingly attack a defenseless enemy, you also suffer a -2 morale penalty to attack rolls for 24 hours.[/ooc], [ooc="Pride of Arms"][B]Effect:[/B] You suffer a -4 penalty on all attack rolls made with any exotic, martial, simple weapons, unarmed attacks, and touch attacks that you do not have proficiency with. For Atlanteans, Spears and Lances Weapon Group + Harpoons & Nets would specific to an aquatic people and fishermen. Weapon Group (Spears and Lances), Harpoons, & Nets [B]Benefit:[/B] You make attack rolls with the following weapons normally: javelin, lance, longspear, shortspear, and trident. [B]Bonus:[/B] Harpoons & Nets[/ooc] [B]Feats: 1st:[/B] Discipline, Weapon Focus (Trident), Skill Focus (Concentration) (Flaw), Sudden Recovery (flaw) [B]3rd:[/B] Brutal Throw [B]5th:[/B] Blade Meditation (Concentration) [B]6th:[/B] Weapon Spec: Trident [B]Class Abilities[/B]: [ooc="Battle Clarity (Ex)"]You can enter a state of almost mystical awareness of the battlefield around you. As long as you are not flat-footed, you gain an insight bonus equal to your Intelligence bonus (maximum equals your warblade level) on your Reflex saves.[/ooc], [ooc="Weapon Aptitude (Ex)"]Your training with a wide range of weaponry and tactics gives you great skill with particular weapons. You qualify for feats that usually require a minimum number of fighter levels (such as Weapon Specialization) as if you had a fighter level equal to your warblade level -2. For example, as a 6th-level warblade, you could take Weapon Specialization, since you're treated as being a 4th-level fighter for this purpose. These effective fighter levels stack with any actual fighter levels you have. Thus, a fighter 2/warblade 4 would also qualify for Weapon Specialization. You also have the flexibility to adjust your weapon training. Each morning, you can spend 1 hour in weapon practice to change the designated weapon for any feat you have that applies only to a single weapon (such as Weapon Focus). You must have the newly designated weapon available during your practice session to make this change. For example, if you wish to change the designated weapon for your Weapon Focus feat from greatsword to longsword, you must have a longsword available to practice with during your practice session. You can adjust any number of your feats in this way, and you don't have to adjust them all in the same way. However, you can't change the weapon choices in such a way that you no longer meet the prerequisite for some other feat you possess. For instance, if you have both Weapon Focus (longsword) and Weapon Specialization (longsword), you can't change the designated weapon for Weapon Focus unless you also change the weapon for Weapon Specialization in the same way.[/ooc], Improved Uncanny Dodge (Ex), [ooc="Battle Ardor (Ex)"]The sheer love of battle lends uncanny strength to your blows. Starting at 3rd level, you gain an insight bonus equal to your Intelligence bonus on rolls made to confirm critical hits.[/ooc] [spoiler=Blade Magic][B]Disciplines:[/B] Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, and White Raven [B]Manuevers Known:[/B] [B]1st:[/B] [ooc="Moment of Perfect Mind"]Diamond Mind (Counter) Level: Warblade 1, Initiation Action: 1 immediate action Range: Personal, Target: You Your mental focus and martial study have rendered your will into an unbreakable iron wall. When someone targets you with a spell that seeks to erode your willpower, you steel yourself against the attack. Between your devoted study, iron will, and supreme focus, you have learned to resist attempts to subvert your willpower. When you feel such an effect try to cloud your mind, you can draw on untapped reserves of energy to counter the attempt. You can use this maneuver any time you would be required to make a Will save. Make a Concentration check instead of the Will save and use the result of that check to determine the save’s success. You must use this maneuver before you attempt the Will save. A result of a natural 1 on your Concentration check is not an automatic failure.[/ooc], [ooc="Sapphire Nightmare Blade"]Diamond Mind (Strike) Level: Warblade 1, Initiation Action: 1 standard action Range: Melee attack, Target: One creature Your study your enemy for a brief moment, watching his defensive maneuvers and making a strike timed to take advantage of a lull in his vigilance. The sapphire nightmare blade is one of the most basic, but important, maneuvers that a Diamond Mind adept studies. It illustrates that a keen mind can pierce even the toughest defenses. You attempt a Concentration check as part of this maneuver, using the target creature’s AC as the DC of the check. You then make a single melee attack against your target. The attack is also part of this maneuver. If your Concentration check succeeds, the target is flat-footed against your attack, and you deal an extra 1d6 points of damage. If your check fails, your attack is made with a –2 penalty and deals normal damage.[/ooc], [ooc="Steel Wind"]Iron Heart (Strike) Level: Warblade 1, Initiation Action: 1 standard action Range: Melee attack, Target: Two creatures You swing your weapon in a broad, deadly arc, striking two foes with a single, mighty blow. Through a combination of sheer power and unmatched talent, you make an attack that injures multiple opponents. As you initiate this strike, you make two melee attacks, each against a different foe that you threaten. Resolve each attack separately.[/ooc], [ooc="Stone Bones"]Stone Dragon (Strike) Level: Warblade 1, Initiation Action: 1 standard action Range: Personal, Target: You, Duration: 1 round You focus your energy to enhance your defenses, drawing on the power of your weapon’s impact with a foe to toughen yourself against a counterattack. The Stone Dragon tradition teaches its disciples to shrug off attacks through a combination of mental focus, pure toughness, and resilience. When you make a successful melee attack, you attune your mind and body to such an incredible extent that only the sharpest weapons can injure you. Lesser armaments cause mere bruises and minor cuts. When you use this maneuver, you make a single melee attack. If this attack hits, you gain damage reduction 5/adamantine for 1 round.[/ooc] [B]2nd:[/B] [ooc="Mountain Hammer"]Stone Dragon (Strike) Level: Warblade 2m Initiation Action: 1 standard action Range: Melee attack, Target: One creature or unattended object Like a falling avalanche, you strike with the weight and fury of the mountain. As part of this maneuver, you make a single melee attack. This attack deals an extra 2d6 points of damage and automatically overcomes damage reduction and hardness.[/ooc], [ooc="Battle Leader's Charge"]White Raven (Strike) Level: Warblade 2, Prerequisite: One White Raven maneuver Initiation Action: 1 full-round action, Range: Melee attack, Target: One creature You lead from the front, charging your enemies so that your allies can follow in your wake. The White Raven discipline teaches that he who seizes the initiative also seizes victory. You have learned to lead an attack with a mighty charge, the better to disrupt the enemy and inspire your allies in battle. As part of this maneuver, you charge an opponent. You do not provoke attacks of opportunity for moving as part of this charge. If your charge attack hits, it deals an extra 10 points of damage.[/ooc] [B]3rd:[/B] [ooc="Insightful Strike"]Diamond Mind (Strike), Level: Warblade 3 Initiation Action: 1 standard action, Range: Melee attack, Target: One creature You study your opponent and spot a weak point in her armor. With a quick, decisive strike, you take advantage of this weakness with a devastating attack. Your mind rather than your physical power allows you to deal grievous injuries to your foes. When you attack, your training and mental focus allow you to score a telling blow. As part of this maneuver, make a melee attack. If this attack hits, you do not deal normal damage. Instead, you make a Concentration check and deal damage equal to the check result. Your Strength modifier, your weapon’s magical properties (if any), and any other extra damage you normally deal do not modify this check (including extra damage from class abilities, feats, or spells).[/ooc] [B]Stances Known:[/B] 1st: [ooc="Stonefoot Stance"]Stone Dragon (Stance), Level: Warblade 1 Initiation Action: 1 swift action, Range: Personal Target: You, Duration: Stance You crouch and set your feet flat on the ground, drawing the resilience of the earth into your body. The students of the Stone Dragon discipline model their defenses after the earth itself. The wind might batter the mountain, the river might cut through the plains, but in the end the stone and rock shrug off such assaults. While you are in this stance, you gain a +2 bonus on Strength checks and a +2 bonus to AC against creatures of a size category larger than yours. This stance immediately ends if you move more than 5 feet for any reason, such as from a bull rush attack, a telekinesis spell, and so forth.[/ooc], 4th: [ooc="Hunter's Sense"]Tiger Claw (Stance), Level: Warblade 1 Prerequisite: One Tiger Claw maneuver, Initiation Action: 1 swift action Range: Personal, Target: You, Duration: Stance You sniff at the air like a hunting animal. After you focus your mind, an array of scents that normally eludes your awareness become clear to you. Your mastery of the Tiger Claw discipline allows you to become attuned to the feral side of your personality. On a fundamental level, you begin to think more like a wild beast and less like a civilized creature. Your enemies are prey to be hunted down and slain. Your allies are packmates. This shift in view spreads to your physical senses. As long as you are in this stance, you gain the scent special ability (MM 314).[/ooc] [B]Readied:[/B] Insightful Strike, Mountain Hammer, Battle Leader's Charge, Stone Bones[/spoiler] [spoiler=Divine Domain]Blackwater Domain Granted Powers: You are immune to pressure damage from descending into even the greatest oceanic depths. 1st - Cause Fear 2nd - Pressure Sphere 3rd - Evard's Black Tentacles 4th - Transformation of the Deeps 5th: - Blackwater Tentacle 6th - Blackwater Taint 7th - Dark Tide 8th - Maelstrom 9th - Doom of the Seas[/spoiler] [spoiler=Inventory] Atlantean Mithral Breastplate 4350 Gp +1 [ooc="Pearl Trident"]This +1 returning pearlsteel trident has a shaft decorated with coral and mother-of-pearl. In addition, the wielder of the trident gains the Aquatic Shot feat for any ranged attacks he makes with the trident, allowing him to throw the trident at underwater targets without penalty (range increment 5 feet). If he already knows Aquatic Shot or Far Shot, the pearl trident’s range increment underwater is 10 feet instead of 5 feet.[/ooc] 12,815 Gp Alchemical Silver Trident 105 gp Backpack (2 GP) 2lbs Everlasting Rations (350 gp) Replenishing Skin (1,000 Gp) Angel Radiance (20 GP) {BoED}: Torchlight in a vial, worn as necklace 10 Pieces of Chalk (0.1GP) Piton x5 (0.5 GP) 2.5lbs Bell (1 GP) Map/Scrollcase (1 GP) Flint and Steel (1 GP) Fishing Tackle (20 GP) {AEG} 5lbs: Fishing gear, +1 Fishing Inkpens x8 (0.8 GP) Ink (8 GP) Silk Rope 50' (10 GP) 5lb Sealing Wax (1 GP) 1lb Grappling hook (1 GP) 4lbs Balance: 396 Gp, 1sp[/spoiler]
Kassítira
Female LN Human (Atlantean) Warblade, Level 6, Init 0, HP 56/56, Speed 30
AC 16, Touch 10, Flat-footed 16, Fort 7, Ref 4, Will 2, Base Attack Bonus +6/+1
+1 Returning Trident +11/+6 (1d8+7, x2)
Mithral Breastplate , Buckler (+5 Armor, +1 Shield)
Abilities Str 16, Dex 10, Con 14, Int 14, Wis 10, Cha 14
Condition .
Skills: Climb 7, Concentration 19, Diplomacy 11, Intimidate 11, Jump 7, Swim 16, Martial Lore 6
Languages: Common, Aquan
Traits: Focused
Flaws: Code of Arms , Pride of Arms
Feats: 1st: Discipline, Weapon Focus (Trident), Skill Focus (Concentration) (Flaw), Sudden Recovery (flaw) 3rd: Brutal Throw 5th: Blade Meditation (Concentration) 6th: Weapon Spec: Trident
Class Abilities : Battle Clarity (Ex) , Weapon Aptitude (Ex) , Improved Uncanny Dodge (Ex), Battle Ardor (Ex)

Blade Magic

Disciplines: Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, and White Raven
Manuevers Known: 1st: Moment of Perfect Mind , Sapphire Nightmare Blade , Steel Wind , Stone Bones 2nd: Mountain Hammer , Battle Leader's Charge 3rd: Insightful Strike
Stances Known: 1st: Stonefoot Stance , 4th: Hunter's Sense
Readied: Insightful Strike, Mountain Hammer, Battle Leader's Charge, Stone Bones

Divine Domain

Blackwater Domain
Granted Powers: You are immune to pressure damage from descending into even the greatest oceanic depths.
1st - Cause Fear
2nd - Pressure Sphere
3rd - Evard's Black Tentacles
4th - Transformation of the Deeps
5th: - Blackwater Tentacle
6th - Blackwater Taint
7th - Dark Tide
8th - Maelstrom
9th - Doom of the Seas

Inventory


Atlantean Mithral Breastplate 4350 Gp
+1 Pearl Trident 12,815 Gp
Alchemical Silver Trident 105 gp

Backpack (2 GP) 2lbs
Everlasting Rations (350 gp)
Replenishing Skin (1,000 Gp)
Angel Radiance (20 GP) {BoED}: Torchlight in a vial, worn as necklace
10 Pieces of Chalk (0.1GP)
Piton x5 (0.5 GP) 2.5lbs
Bell (1 GP)
Map/Scrollcase (1 GP)
Flint and Steel (1 GP)
Fishing Tackle (20 GP) {AEG} 5lbs: Fishing gear, +1 Fishing
Inkpens x8 (0.8 GP)
Ink (8 GP)
Silk Rope 50' (10 GP) 5lb
Sealing Wax (1 GP) 1lb
Grappling hook (1 GP) 4lbs

Balance: 396 Gp, 1sp

 

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  • 4 weeks later...
Posted (edited)

Those outside the mines hurry in. The mines stretch onwards, deeper into the darkness, with many side passages looming link inky pools, not quite illuminated by Kassandra's light. The main passage runs straight ahead, sloping gently downwards. As you rush closer, you hear the sounds of fighting!

 

Edited by TheFred (see edit history)
Name
Some rolls
5; 13; 23; 5
1d20+4; 1d20+4; 1d20+4; 1d20+4 [1]; [1,9]; [1,9,19]; [1,9,19,1]
Some more rolls
14; 11
1d20+6; 1d20+6 [8]; [8,5]
Claw
26; 8
1d20+11; 1d6+7 [15]; [15,1]
Claw
14; 10
1d20+11; 1d6+7 [3]; [3,3]
Bite
18; 10
1d20+6; 1d8+3 [12]; [12,7]
Bite
12; 15
1d20+11; 1d8+7 [1]; [1,8]
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Kassandra, Arcanis Phisitian, Humanoid Outside, Wizard/Saint

spacer.pngQUICK STATS:  AC=27, Touch=19, FF=25 / HP=29/29 / Init=2 / Saves: Fort=9, Reflex=7, Will = 12 __________________________________________________________________________

Once the sounds of a nearby battle easily reach her ears, Kassandra mentally communicates with Clem thinking through the psi-link, We're very close to ongoing battle site. We are continuing to push forward.

Calling out to the armed contingent, Kassandra says, "You can hear the skirmish with the man-wolves ahead! Our friends fight nearby! They urgently need our help so we can stop the evil ceremony! Everyone, push on to battle!!"

Armed with her loaded light crossbow, the saintly arcanist doubles her efforts to reach the battle up ahead and into position where she can safely and effectively use her ranged weapons, saintly powers and possible a smidgeon of magic here and there to allow the party to push beyond these two guards and confront the unholy caster.

Show Mechanics

Magic Circle Against Evil & Globe of Invulnerability, Lessor

MAGIC CIRCLE AGAINST EVIL - Abjuration [Good]
Level:  Clr 3, Good 3, Pal 3, Sor/Wiz 3 
Components:  V, S, M/DF 
Casting Time:  1 standard action 
Range:  Touch 
Area:  10-ft.-radius emanation from touched creature 
Duration:  10 min./level 
Saving Throw:  Will negates (harmless) 
Spell Resistance:  No; see text 

All creatures within the area gain the effects of a protection from evil spell, and no nongood summoned creatures can enter the area either. You must overcome a creature’s spell resistance in order to keep it at bay (as in the third function of protection from evil), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies’ spell resistance. 

This spell has an alternative version that you may choose when casting it. A magic circle against evil can be focused inward rather than outward. When focused inward, the spell binds a nongood called creature (such as those called by the lesser planar binding, planar binding, and greater planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle. The creature cannot cross the circle’s boundaries. If a creature too large to fit into the spell’s area is the subject of the spell, the spell acts as a normal protection from evil spell for that creature only. 

A magic circle leaves much to be desired as a trap. If the circle of powdered silver laid down in the process of spellcasting is broken, the effect immediately ends. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. If the called creature has spell resistance, it can test the trap once a day. If you fail to overcome its spell resistance, the creature breaks free, destroying the circle. A creature capable of any form of dimensional travel (astral projection, blink, dimension door, etherealness, gate, plane shift, shadow walk, teleport, and similar abilities) can simply leave the circle through that means. You can prevent the creature’s extradimensional escape by casting a dimensional anchor spell on it, but you must cast the spell before the creature acts. If you are successful, the anchor effect lasts as long as the magic circle does. The creature cannot reach across the magic circle, but its ranged attacks (ranged weapons, spells, magical abilities, and the like) can. The creature can attack any target it can reach with its ranged attacks except for the circle itself. 

You can add a special diagram (a two-dimensional bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the magic circle more secure. Drawing the diagram by hand takes 10 minutes and requires a DC 20 Spellcraft check. You do not know the result of this check. If the check fails, the diagram is ineffective. You can take 10 when drawing the diagram if you are under no particular time pressure to complete the task. This task also takes 10 full minutes. If time is no factor at all, and you devote 3 hours and 20 minutes to the task, you can take 20. 

A successful diagram allows you to cast a dimensional anchor spell on the magic circle during the round before casting any summoning spell. The anchor holds any called creatures in the magic circle for 24 hours per caster level. A creature cannot use its spell resistance against a magic circle prepared with a diagram, and none of its abilities or attacks can cross the diagram. If the creature tries a Charisma check to break free of the trap (see the lesser planar binding spell), the DC increases by 5. The creature is immediately released if anything disturbs the diagram—even a straw laid across it. However, the creature itself cannot disturb the diagram either directly or indirectly, as noted above. 

This spell is not cumulative with protection from evil and vice versa.   Arcane Material Component:  A little powdered silver with which you trace a 3-foot diameter circle on the floor (or ground) around the creature to be warded. 

 

GLOBE OF INVULNERABILITY, LESSER - Abjuration
Level:  Sor/Wiz 4 
Components:  V, S, M 
Casting Time:  1 standard action 
Range:  10 ft. 
Area:  10-ft.-radius spherical emanation, centered on you 
Duration:  1 round/level (D) 
Saving Throw:  None 
Spell Resistance: No 

An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 3rd level or lower. The area or effect of any such spells does not include the area of the lesser globe of invulnerability. Such spells fail to affect any target located within the globe. Excluded effects include spell-like abilities and spells or spell-like effects from items. However, any type of spell can be cast through or out of the magical globe. Spells of 4th level and higher are not affected by the globe, nor are spells already in effect when the globe is cast. The globe can be brought down by a targeted dispel magic spell, but not by an area dispel magic. You can leave and return to the globe without penalty. 

Note that spell effects are not disrupted unless their effects enter the globe, and even then they are merely suppressed, not dispelled.  If a given spell has more than one level depending on which character class is casting it, use the level appropriate to the caster to determine whether lesser globe of invulnerability stops it.  Material Component:  A glass or crystal bead that shatters at the expiration of the spell. 

Free Action:   Speak, Mentally Communicate

Double Move:  Move 60 feet into cavern staying just behind the front vanguard

Swift Action:   

Move Action:   

Standard Action:  

Continuing Effects:  Bless on all Allies (+1 morale bonus on Attacks and Fear Saves for 5 minutes), Guidance on Clem (+1 competence bonus on one attack, save or skill check for 3/10 rounds); Guidance on Self (+1 competence bonus on one attack, save or skill check for 4/10 rounds); Guidance on Kassítira (+1 competence bonus on one attack, save or skill check for 5/10 rounds); Guidance on Eustice (+1 competence bonus on one attack, save or skill check for 6/10 rounds); Protective Aura all Allies within 20 feet - (Nimbus of Light 20 ft. radius, double-strength Magic Circle Against Evil, Lessor Globe of Invulnerability cast as 7th level cleric until dismissed)

Edited by Terran (see edit history)
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Kassítira

e166d24b1eee08fcd8345787734580d1.png.10b17ddf2e2aa9fe01d5544fa6ee21b4.pngKassítira HP: 56/56 Saves: Fort 7, Ref 4, Will 2  AC: 16, 10 (touch), 16 (flat-footed) DR 3/Adamantine, SR: 11
Initiative: 0, Speed: 30 | Swim 30', Concentration: +19, Search: +2, Spot: +0, Listen: +0, Hide: -1, MS: -1, Swim +16


Kassítira follows the command and begins to advance at half speed to ensure that everyone keeps up, but ready to hold firm and brace for attack should a wolf-were decide to make an attack on her group, she makes sure she is in the lead position.

"Stay in formation, make sure none can escape our line." she adds.


OOC: Stonefoot Stance

Statblock

[URL=/sheets/?id=2845229][B][SIZE=+1]Kassítira[/SIZE][/B][/URL] Female LN Human (Atlantean) Warblade, [B]Level[/B] 6, [B]Init[/B] 0, [B]HP[/B] 56/56, [B]Speed[/B] 30 [B]AC[/B] 16, [B]Touch[/B] 10, [B]Flat-footed[/B] 16, [B]Fort[/B] 7, [B]Ref[/B] 4, [B]Will[/B] 2, [B]Base Attack Bonus[/B] +6/+1 [B]+1 Returning Trident [/B] +11/+6 (1d8+7, x2) [B] Mithral Breastplate[/B], [B] Buckler[/B] (+5 Armor, +1 Shield) [B]Abilities[/B] Str 16, Dex 10, Con 14, Int 14, Wis 10, Cha 14 [B]Condition[/B] . [B]Skills:[/B] Climb 7, Concentration 19, Diplomacy 11, Intimidate 11, Jump 7, Swim 16, Martial Lore 6 [B]Languages:[/B] Common, Aquan [B]Traits:[/B] [ooc="Focused"][B]Benefit:[/B] You gain a +1 bonus on Concentration checks. [B]Drawback: [/B]You take a -1 penalty on Spot checks and Listen checks. [/ooc] [B]Flaws:[/B] [ooc="Code of Arms"][B]Effect:[/B] You suffer a -4 penalty on attack rolls made against an enemy not armed with a melee weapon. If the enemy uses a natural attack against you, you may then attack it without penalty. [B]Added:[/B] If you knowingly attack a defenseless enemy, you also suffer a -2 morale penalty to attack rolls for 24 hours.[/ooc], [ooc="Pride of Arms"][B]Effect:[/B] You suffer a -4 penalty on all attack rolls made with any exotic, martial, simple weapons, unarmed attacks, and touch attacks that you do not have proficiency with. For Atlanteans, Spears and Lances Weapon Group + Harpoons & Nets would specific to an aquatic people and fishermen. Weapon Group (Spears and Lances), Harpoons, & Nets [B]Benefit:[/B] You make attack rolls with the following weapons normally: javelin, lance, longspear, shortspear, and trident. [B]Bonus:[/B] Harpoons & Nets[/ooc] [B]Feats: 1st:[/B] Discipline, Weapon Focus (Trident), Skill Focus (Concentration) (Flaw), Sudden Recovery (flaw) [B]3rd:[/B] Brutal Throw [B]5th:[/B] Blade Meditation (Concentration) [B]6th:[/B] Weapon Spec: Trident [B]Class Abilities[/B]: [ooc="Battle Clarity (Ex)"]You can enter a state of almost mystical awareness of the battlefield around you. As long as you are not flat-footed, you gain an insight bonus equal to your Intelligence bonus (maximum equals your warblade level) on your Reflex saves.[/ooc], [ooc="Weapon Aptitude (Ex)"]Your training with a wide range of weaponry and tactics gives you great skill with particular weapons. You qualify for feats that usually require a minimum number of fighter levels (such as Weapon Specialization) as if you had a fighter level equal to your warblade level -2. For example, as a 6th-level warblade, you could take Weapon Specialization, since you're treated as being a 4th-level fighter for this purpose. These effective fighter levels stack with any actual fighter levels you have. Thus, a fighter 2/warblade 4 would also qualify for Weapon Specialization. You also have the flexibility to adjust your weapon training. Each morning, you can spend 1 hour in weapon practice to change the designated weapon for any feat you have that applies only to a single weapon (such as Weapon Focus). You must have the newly designated weapon available during your practice session to make this change. For example, if you wish to change the designated weapon for your Weapon Focus feat from greatsword to longsword, you must have a longsword available to practice with during your practice session. You can adjust any number of your feats in this way, and you don't have to adjust them all in the same way. However, you can't change the weapon choices in such a way that you no longer meet the prerequisite for some other feat you possess. For instance, if you have both Weapon Focus (longsword) and Weapon Specialization (longsword), you can't change the designated weapon for Weapon Focus unless you also change the weapon for Weapon Specialization in the same way.[/ooc], Improved Uncanny Dodge (Ex), [ooc="Battle Ardor (Ex)"]The sheer love of battle lends uncanny strength to your blows. Starting at 3rd level, you gain an insight bonus equal to your Intelligence bonus on rolls made to confirm critical hits.[/ooc] [spoiler=Blade Magic][B]Disciplines:[/B] Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, and White Raven [B]Manuevers Known:[/B] [B]1st:[/B] [ooc="Moment of Perfect Mind"]Diamond Mind (Counter) Level: Warblade 1, Initiation Action: 1 immediate action Range: Personal, Target: You Your mental focus and martial study have rendered your will into an unbreakable iron wall. When someone targets you with a spell that seeks to erode your willpower, you steel yourself against the attack. Between your devoted study, iron will, and supreme focus, you have learned to resist attempts to subvert your willpower. When you feel such an effect try to cloud your mind, you can draw on untapped reserves of energy to counter the attempt. You can use this maneuver any time you would be required to make a Will save. Make a Concentration check instead of the Will save and use the result of that check to determine the save’s success. You must use this maneuver before you attempt the Will save. A result of a natural 1 on your Concentration check is not an automatic failure.[/ooc], [ooc="Sapphire Nightmare Blade"]Diamond Mind (Strike) Level: Warblade 1, Initiation Action: 1 standard action Range: Melee attack, Target: One creature Your study your enemy for a brief moment, watching his defensive maneuvers and making a strike timed to take advantage of a lull in his vigilance. The sapphire nightmare blade is one of the most basic, but important, maneuvers that a Diamond Mind adept studies. It illustrates that a keen mind can pierce even the toughest defenses. You attempt a Concentration check as part of this maneuver, using the target creature’s AC as the DC of the check. You then make a single melee attack against your target. The attack is also part of this maneuver. If your Concentration check succeeds, the target is flat-footed against your attack, and you deal an extra 1d6 points of damage. If your check fails, your attack is made with a –2 penalty and deals normal damage.[/ooc], [ooc="Steel Wind"]Iron Heart (Strike) Level: Warblade 1, Initiation Action: 1 standard action Range: Melee attack, Target: Two creatures You swing your weapon in a broad, deadly arc, striking two foes with a single, mighty blow. Through a combination of sheer power and unmatched talent, you make an attack that injures multiple opponents. As you initiate this strike, you make two melee attacks, each against a different foe that you threaten. Resolve each attack separately.[/ooc], [ooc="Stone Bones"]Stone Dragon (Strike) Level: Warblade 1, Initiation Action: 1 standard action Range: Personal, Target: You, Duration: 1 round You focus your energy to enhance your defenses, drawing on the power of your weapon’s impact with a foe to toughen yourself against a counterattack. The Stone Dragon tradition teaches its disciples to shrug off attacks through a combination of mental focus, pure toughness, and resilience. When you make a successful melee attack, you attune your mind and body to such an incredible extent that only the sharpest weapons can injure you. Lesser armaments cause mere bruises and minor cuts. When you use this maneuver, you make a single melee attack. If this attack hits, you gain damage reduction 5/adamantine for 1 round.[/ooc] [B]2nd:[/B] [ooc="Mountain Hammer"]Stone Dragon (Strike) Level: Warblade 2m Initiation Action: 1 standard action Range: Melee attack, Target: One creature or unattended object Like a falling avalanche, you strike with the weight and fury of the mountain. As part of this maneuver, you make a single melee attack. This attack deals an extra 2d6 points of damage and automatically overcomes damage reduction and hardness.[/ooc], [ooc="Battle Leader's Charge"]White Raven (Strike) Level: Warblade 2, Prerequisite: One White Raven maneuver Initiation Action: 1 full-round action, Range: Melee attack, Target: One creature You lead from the front, charging your enemies so that your allies can follow in your wake. The White Raven discipline teaches that he who seizes the initiative also seizes victory. You have learned to lead an attack with a mighty charge, the better to disrupt the enemy and inspire your allies in battle. As part of this maneuver, you charge an opponent. You do not provoke attacks of opportunity for moving as part of this charge. If your charge attack hits, it deals an extra 10 points of damage.[/ooc] [B]3rd:[/B] [ooc="Insightful Strike"]Diamond Mind (Strike), Level: Warblade 3 Initiation Action: 1 standard action, Range: Melee attack, Target: One creature You study your opponent and spot a weak point in her armor. With a quick, decisive strike, you take advantage of this weakness with a devastating attack. Your mind rather than your physical power allows you to deal grievous injuries to your foes. When you attack, your training and mental focus allow you to score a telling blow. As part of this maneuver, make a melee attack. If this attack hits, you do not deal normal damage. Instead, you make a Concentration check and deal damage equal to the check result. Your Strength modifier, your weapon’s magical properties (if any), and any other extra damage you normally deal do not modify this check (including extra damage from class abilities, feats, or spells).[/ooc] [B]Stances Known:[/B] 1st: [ooc="Stonefoot Stance"]Stone Dragon (Stance), Level: Warblade 1 Initiation Action: 1 swift action, Range: Personal Target: You, Duration: Stance You crouch and set your feet flat on the ground, drawing the resilience of the earth into your body. The students of the Stone Dragon discipline model their defenses after the earth itself. The wind might batter the mountain, the river might cut through the plains, but in the end the stone and rock shrug off such assaults. While you are in this stance, you gain a +2 bonus on Strength checks and a +2 bonus to AC against creatures of a size category larger than yours. This stance immediately ends if you move more than 5 feet for any reason, such as from a bull rush attack, a telekinesis spell, and so forth.[/ooc], 4th: [ooc="Hunter's Sense"]Tiger Claw (Stance), Level: Warblade 1 Prerequisite: One Tiger Claw maneuver, Initiation Action: 1 swift action Range: Personal, Target: You, Duration: Stance You sniff at the air like a hunting animal. After you focus your mind, an array of scents that normally eludes your awareness become clear to you. Your mastery of the Tiger Claw discipline allows you to become attuned to the feral side of your personality. On a fundamental level, you begin to think more like a wild beast and less like a civilized creature. Your enemies are prey to be hunted down and slain. Your allies are packmates. This shift in view spreads to your physical senses. As long as you are in this stance, you gain the scent special ability (MM 314).[/ooc] [B]Readied:[/B] Insightful Strike, Mountain Hammer, Battle Leader's Charge, Stone Bones[/spoiler] [spoiler=Divine Domain]Blackwater Domain Granted Powers: You are immune to pressure damage from descending into even the greatest oceanic depths. 1st - Cause Fear 2nd - Pressure Sphere 3rd - Evard's Black Tentacles 4th - Transformation of the Deeps 5th: - Blackwater Tentacle 6th - Blackwater Taint 7th - Dark Tide 8th - Maelstrom 9th - Doom of the Seas[/spoiler] [spoiler=Inventory] Atlantean Mithral Breastplate 4350 Gp +1 [ooc="Pearl Trident"]This +1 returning pearlsteel trident has a shaft decorated with coral and mother-of-pearl. In addition, the wielder of the trident gains the Aquatic Shot feat for any ranged attacks he makes with the trident, allowing him to throw the trident at underwater targets without penalty (range increment 5 feet). If he already knows Aquatic Shot or Far Shot, the pearl trident’s range increment underwater is 10 feet instead of 5 feet.[/ooc] 12,815 Gp Alchemical Silver Trident 105 gp Backpack (2 GP) 2lbs Everlasting Rations (350 gp) Replenishing Skin (1,000 Gp) Angel Radiance (20 GP) {BoED}: Torchlight in a vial, worn as necklace 10 Pieces of Chalk (0.1GP) Piton x5 (0.5 GP) 2.5lbs Bell (1 GP) Map/Scrollcase (1 GP) Flint and Steel (1 GP) Fishing Tackle (20 GP) {AEG} 5lbs: Fishing gear, +1 Fishing Inkpens x8 (0.8 GP) Ink (8 GP) Silk Rope 50' (10 GP) 5lb Sealing Wax (1 GP) 1lb Grappling hook (1 GP) 4lbs Balance: 396 Gp, 1sp[/spoiler]
Kassítira
Female LN Human (Atlantean) Warblade, Level 6, Init 0, HP 56/56, Speed 30
AC 16, Touch 10, Flat-footed 16, Fort 7, Ref 4, Will 2, Base Attack Bonus +6/+1
+1 Returning Trident +11/+6 (1d8+7, x2)
Mithral Breastplate , Buckler (+5 Armor, +1 Shield)
Abilities Str 16, Dex 10, Con 14, Int 14, Wis 10, Cha 14
Condition .
Skills: Climb 7, Concentration 19, Diplomacy 11, Intimidate 11, Jump 7, Swim 16, Martial Lore 6
Languages: Common, Aquan
Traits: Focused
Flaws: Code of Arms , Pride of Arms
Feats: 1st: Discipline, Weapon Focus (Trident), Skill Focus (Concentration) (Flaw), Sudden Recovery (flaw) 3rd: Brutal Throw 5th: Blade Meditation (Concentration) 6th: Weapon Spec: Trident
Class Abilities : Battle Clarity (Ex) , Weapon Aptitude (Ex) , Improved Uncanny Dodge (Ex), Battle Ardor (Ex)

Blade Magic

Disciplines: Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, and White Raven
Manuevers Known: 1st: Moment of Perfect Mind , Sapphire Nightmare Blade , Steel Wind , Stone Bones 2nd: Mountain Hammer , Battle Leader's Charge 3rd: Insightful Strike
Stances Known: 1st: Stonefoot Stance , 4th: Hunter's Sense
Readied: Insightful Strike, Mountain Hammer, Battle Leader's Charge, Stone Bones

Divine Domain

Blackwater Domain
Granted Powers: You are immune to pressure damage from descending into even the greatest oceanic depths.
1st - Cause Fear
2nd - Pressure Sphere
3rd - Evard's Black Tentacles
4th - Transformation of the Deeps
5th: - Blackwater Tentacle
6th - Blackwater Taint
7th - Dark Tide
8th - Maelstrom
9th - Doom of the Seas

Inventory


Atlantean Mithral Breastplate 4350 Gp
+1 Pearl Trident 12,815 Gp
Alchemical Silver Trident 105 gp

Backpack (2 GP) 2lbs
Everlasting Rations (350 gp)
Replenishing Skin (1,000 Gp)
Angel Radiance (20 GP) {BoED}: Torchlight in a vial, worn as necklace
10 Pieces of Chalk (0.1GP)
Piton x5 (0.5 GP) 2.5lbs
Bell (1 GP)
Map/Scrollcase (1 GP)
Flint and Steel (1 GP)
Fishing Tackle (20 GP) {AEG} 5lbs: Fishing gear, +1 Fishing
Inkpens x8 (0.8 GP)
Ink (8 GP)
Silk Rope 50' (10 GP) 5lb
Sealing Wax (1 GP) 1lb
Grappling hook (1 GP) 4lbs

Balance: 396 Gp, 1sp

 

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Jezira

Jezira.jpg.d744d85ff28de26464ffeb7c22945992.jpg AC: 19 (TAC: 15/ Then FF: 14)| HP: 40/48  |Saves: Fort 8, Ref 10, Will 7 | Init: +9|Jezira

 

Jezira winced as one of the wolfweres managed to catch her with its claws. While she was a formidable fighter, she didn't like her odds in a straight fight against two of the creatures. Fortunately she didn't intend to do that. Weaving her scimitar in another intricate pattern from the scrolls, she lashed out at the wolfwere she had struck directly the first time. Rather than another explosion, the blade 'merely' coated itself with flames, leaving a blazing trail as it sought flesh.

After the strike, Jezira sprung backwards, gaining some distance and hopefully limiting her foes' ability to respond.

 

 

 

 

Actions/ Mechanics

Maneuvers: Burning Blade | Death Mark

SLAs

Invisibility: 2/3

Enlarge/Reduce: 2/2

Speak with Animals: 2/2

Create food and water: 1/day

Swift: Use Burning blade

Standard: Scimitar attack

Scimitar damage

Burning blade damage

Move: Moving 15 ft backwards,

Tumble 1

Tumble 2

 

 

Name
Scimitar attack
28
1d20+11 17
Scimitar damage
6
1d6+4 2
Burning blade damage
4
1d6+3 1
Tumble 1
18
1d20+14 4
Tumble 2
18
1d20+14 4
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Eustice moves forward as well, he speaks a fell word "Mԍɑĸԍʁ"

Show this

Power Word Weaker: 2 Strength Damage if target under 75 HP

 

[URL=/sheets/?id=304146][B][SIZE=+1]Eustice[/SIZE][/B][/URL] Male Lawful Good [ooc=Primordial Eneko, Giant]Ugly Human[/ooc] Wizard 7, [B]Level[/B] 7, [B]Init[/B] -2, [B]HP[/B] 2/2, [B]DR[/B] 3/magic, [B]Speed[/B] 30 [B]AC[/B] 18, [B]Touch[/B] 10, [B]Flat-footed[/B] 18, [B]Fort[/B] 4, [B]Ref[/B] 2, [B]Will[/B] 6, [B]Base Attack Bonus[/B] 3 [B] [ooc=Power Word Pain]Attack roll is spell penetration. 1st roll is duration[/ooc] [/B] +7 (4d4 1d6+4, -) [B] Wintry Blast (15' Cone) [/B] Reflex DC 19 Half (4d4+4, -) [B] Storm Bolt (20' Line) [/B] Reflex DC 19 Half (4d6+4, -) [B] Hellforged Mithral Chain Shirt Chahar-Aina & Dastana[/B], [B] Mithril Gauntlet Shield[/B] (+6 Armor, +2 Shield) [B]Abilities[/B] Str 8, Dex 10, Con 14, Int 23, Wis 12, Cha 10 [B]Condition[/B] None [b]Skills of Note[/b] Knowledge (Planes/Religion/Arcana/Nature/Dungeons/Local) +23,always takes 10 when able. Spellcraft +18, takes 10 whenever able to ID any noticed magic [spoiler=SPELLBOOK]0: ALL NOT BANNED 1: Grease, Benign Transposition {SpC}, Feather Fall, Summon Monster I, Endure Elements, Power Word: Pain, Power Word: Fatigue, Instant Locksmith, Instant Search, Find Temple, Identify 2: Levitate, Web, Rope Trick, Glitterdust, Alter Self, Summon Monster II, Shatter, Power Word: Sicken 3: Dispel Magic, Fly, Clairvoyance, Lightning Bolt, Sleet Storm, Summon Monster III, Arcane Sight, Gaseous Form, Power Word: Weaken 4: Energy Spheres, Past-Seeing, Scrying, Stone Shape, Remove Curse[/spoiler] [b]Prepared Spells[/b] [Cast] 0: Prestidigitation, Mage Hand, Mending, Detect Magic, Detect Magic, Detect Magic 1: Grease, Grease, Grease, Benign Transposition, Benign Transposition, Power Word: Pain, Power Word: Pain, Power Word: Fatigue 2: Web, Alter Self, Shatter, [Glitterdust], Power Word: Sicken, Power Word: Sicken, Power Word: Sicken 3: Dispel Magic, Dispel Magic, [Fly], [Sleet Storm], Power Word: Weaken, Power Word: Weaken, Power Word: Weaken 4: Energy Spheres, Stone Shape, Stone Shape, Past-Seeing, Scrying, Past Seeing
Eustice
Male Lawful Good Primordial Eneko, GiantUgly Human Wizard 7, Level 7, Init -2, HP 2/2, DR 3/magic, Speed 30
AC 18, Touch 10, Flat-footed 18, Fort 4, Ref 2, Will 6, Base Attack Bonus 3
Power Word PainAttack roll is spell penetration. 1st roll is duration +7 (4d4 1d6+4, -)
Wintry Blast (15' Cone) Reflex DC 19 Half (4d4+4, -)
Storm Bolt (20' Line) Reflex DC 19 Half (4d6+4, -)
Hellforged Mithral Chain Shirt Chahar-Aina & Dastana, Mithril Gauntlet Shield (+6 Armor, +2 Shield)
Abilities Str 8, Dex 10, Con 14, Int 23, Wis 12, Cha 10
Condition None
Skills of Note
Knowledge (Planes/Religion/Arcana/Nature/Dungeons/Local) +23,always takes 10 when able.
Spellcraft +18, takes 10 whenever able to ID any noticed magic

SPELLBOOK

0: ALL NOT BANNED
1: Grease, Benign Transposition {SpC}, Feather Fall, Summon Monster I, Endure Elements, Power Word: Pain, Power Word: Fatigue, Instant Locksmith, Instant Search, Find Temple, Identify
2: Levitate, Web, Rope Trick, Glitterdust, Alter Self, Summon Monster II, Shatter, Power Word: Sicken
3: Dispel Magic, Fly, Clairvoyance, Lightning Bolt, Sleet Storm, Summon Monster III, Arcane Sight, Gaseous Form, Power Word: Weaken
4: Energy Spheres, Past-Seeing, Scrying, Stone Shape, Remove Curse


Prepared Spells [Cast]
0: Prestidigitation, Mage Hand, Mending, Detect Magic, Detect Magic, Detect Magic
1: Grease, Grease, Grease, Benign Transposition, Benign Transposition, Power Word: Pain, Power Word: Pain, Power Word: Fatigue
2: Web, Alter Self, Shatter, [Glitterdust], Power Word: Sicken, Power Word: Sicken, Power Word: Sicken
3: Dispel Magic, Dispel Magic, [Fly], [Sleet Storm], Power Word: Weaken, Power Word: Weaken, Power Word: Weaken
4: Energy Spheres, Stone Shape, Stone Shape, Past-Seeing, Scrying, Past Seeing

 

 

Edited by evedgebah (see edit history)
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