Jump to content

Chapter 2.1


Penchant

Recommended Posts

The short time at the Barony was rejuvenating. The High Priest of Sarenrae eases your wounds and restores your life energy and you are fed and clothed. Letters of gratitude are delivered, though well wishers are kept at a distance in deference to the needs of the heroes trying to recover their strength.

 

All the while troubling reports come in. Cities under siege, villages massacred, holy sites desecrated. Things were not going well for humankind.

 

The wizard gathers you, ready with his most powerful spell to instantly travel long distances. You all are gathered with fresh gear and supplies. The circle is made and the spell is cast. There is a swirling darkness with motes of light rushing past you as you are flung into a void. The perception is strong even though it only lasts a fraction of a second. You appear with an audible popping sound and are immediately assaulted by sounds and smells both alien and horrific. You find your footing on stonework and discover you are on a rampart overlooking a great field. Around you there are bowmen and siege weapons firing furiously and there are cries of death and pain.

 

The court wizard looks faint and collapses to his knees from the effort of casting the most powerful spell. A man standing nearby in colorful garb and bearing a banner cries out among the din, "I am the Herald Marcus! Greetings Holy Ones! I am here with information for you, intelligence gathered over the course of the day. Most important is --- Huurk!" His eyes roll back into his head and a demonic looking arrow sprouts from his chest. He is instantly dead. A second arrow simultaneously skewers the old wizard and pins him to the ground. A mad cackling laughter wafts its way across the battlefield.

 


 

You are on the ramparts overlooking the battlefield. You are 50 feet up. There are stairs on either side going down but they would have to open a gate to let you out that way.

There is open warfare going on to the north and south of you but will not be involved in the scenario. The narrow lane from the city gates to the portal has been cleared of men and minor demons. All that are left are those guarding the portal.

The old wizard and the herald are deceased. Quel tragique

 

The party has initiative. Round 1 begin

 

Knowledge reveals that there are: Shadow Demons, Babau and Erinyes arrayed against you. Teamwork is strongly suggested.

 

 

Edited by Penchant (see edit history)
Link to comment
Share on other sites

Denrag.jpg.cbbb3c8d02834f081146d4b5c5cb4645.jpg AC: 28(30 vs Fiends) | HP: 136/136 NL Damage: 40| Burn: 5|Denrag Sheet | Elemental Overflow: 2/+4 (+2 Con|+2 Dex)

Body thrumming with Sabrael's Haste spell and coursing with elemental might, Denrag felt the urge to surge forward. Still, the number and nature of the enemy promoted caution. "I'll descend and try and weaken their back line!" He called to the others as he stepped off of the ramparts and floated lower, stopping some 10ft above the ground. The winds around him churned as pushed he took aim at one of the Erinyes. They seemed likely to be the canniest of their foes and such creatures polluting his skies was a personal affront. With a grunt of effort he loosed a concentrated burst of air laced with disruptive energies which would hopefully both seriously wound the creature and prevent some of its devilish tricks.

 

Actions/ Mechanics

Pre battle buff: Starting the day with 3 Burn in Enveloping Winds

Active Effects: Haste (Round 8/8) |Enveloping Winds 40% miss chance vs ranged attacks

Defiant Armor (DR 2/- vs Evil Outsiders)

Elemental Overflow: 25% chance to negate criticals/sneak attack

Move: Move to H12 at 10 ft above the ground

Standard: take 2 Burn fire an Empowered Disrupting Extended range Air blast at Erinyes 1 (includes +1 from Haste, +2 from overflow)

Bludgeoning damage * 1.5 = 49

 

 

Total damage: 49 Bludgeoning damage

(Burn calculation: 1 (Extended) + 1 (Empower) + 1 (Disrupting) -1 (Infusion specialization) = 2 Burn taken

If hit the Erinyes must pass a DC 23 + Spell level concentration check for SLAs or Spells for 1 round.

 

 

 

 

 

 

 

 

 

 

 

 

 

Name
Air blast
30
1d20+14 16
Bludgeoning damage
33
4d6+17 6,3,6,1
Link to comment
Share on other sites

“Thank you Sabrael your gift of speed will be essential”.

Quake surveys the scene deciding to flank right hopefully to get a good view of the gate and surprise on the Erinyes(1)

“I will flank right as a bird and get in position to surprise pounce the Erinyes there and maybe destroy the gate if it seems sensible. Sunna, can I leave the second Erinyes to you or do you have other plans”

Once the plans are finished the Tigre leaps off to the right and once hidden by the buildings morphs into a crow. Flying a full speed keeping the buildings as cover Quake rises to about 30 feet in the air once past the last building and takes in the battlefield again and in particular the gate.

 

ACTIONS:

Recieve Haste [+30 base spped]

Swift: Sprinting Form*:  base speed 20 feet. [1min duration for 2 x use]

Free action shift to crow

=>Crow [60feet+30+20] 110 feet x 3 for move only

**Note that I was already flying and I can easilly get to same spot at 300feet [lion spped] with slightly straighter lines

Stealth

Perception

Note including +4 favoured enemy

Knowledge with favoured enemy

Knowledge

crow

ST 20 DEX 18CON 14 INT 18 WIS 22 CHA 9

HP: 103 | AC 43 Touch 24 FF 39  |   Initiative 5

Saves Fort 11, Ref 13, Will 10| DR 5/Evil SR 12

Bite +21D, 1d3+10

Claw x 2: +21/+21 for 1d3+10

Sting : +21D ; 1d3+10

Full: +21B+16B/+19C/+19C/+19S

Special: Low light

Speed 60 [80 shifter],110 haste], darkvision 60

Resistance 10 : Cold, Acid, and Electricity

Spells:  Sky Hunter Form |HASTE

Skills: Acrobatics +14, Fly+13, Intimidate+6, Perception+14 , Sense motive+9, Stealth+14, Survival+14 (17track)

 

image.jpeg.c1c924bd31e118fc76cdedacd062ede4.jpeg

Edited by Grand Poobah (see edit history)
Name
Stealth
33
1d20+14 19
Perception
27
1d20+14 13
Knowledge
16
1d20+13 3
Link to comment
Share on other sites

For Sunna:

Babau
Immune electricity,poison / Resists acid, cold, fire / Spell Resistance
Protective Slime, see invisibility, darkness, dispel magic
Sneak attackers that work in darkness or in teams

Shadow
Immune electricity,poison / Resists acid, fire / Spell Resistance / Incorporeal
Deeper Darkness, Fear, Telekinesis
Operate in shadow and possess mortals. Weak against sunlight

Erinyes
Immune fire, poison / resists acid, cold / Spell Resistance
True seeing, Fear, Unholy blight
Stay at a distance and snipe targets

Link to comment
Share on other sites

Sabrael Gandhari - Human Sorceress 8 (Character sheet)

AC: 30 | HP: 72/72 | Speed: 30' | Initiative: +12 | Damage Reduction: 5 acid, cold, fire, electricity | Fast Healing 1 | Condition: Normal


spacer.pngSabrael had taken the precaution to cast a Mage Armor spell on herself for the day.

Now that combat was inevitable, she had also cast Protection from Evil, Communal on all party members, giving each 2 minutes of Protection from Evil.

When her turn came, she quickly cast yet another spell on the entire party.

Cast: Haste on the entire party.

That, after all, was her favorite opening move.

She then waited for Sunna to teleport her to the battlefield downstairs.

"Let us stay close to one another." she says. "If we charge individually as we did last time, we will get separated and surrounded by those devils."

 

 


 

 

 

 

 



OOC

N/A

 
Edited by Leonidas1789 (see edit history)
Link to comment
Share on other sites

 

Sunna Halvesen——————————Round 1
O8ngRC7.png

Before teleporting into the battle, Sunna activated her newly acquired ring of the savage beast. She could immediately feel the power it gave her. Her muscles grew and her skin became thick and rough. At the same time, she could feel her mind getting a bit foggier. It was a strange sensation, but she was ready for battle nonetheless.

Upon arriving into the battle, she quickly scanned the battlefield for their enemies. Thanks to the many years of training by Ravit and her own studies she was able to recognize the invaders immediately. As before she barked out instructions to her team, "I count five Babau, three Shadow demons and two Erinyes. Choose your attacks carefully, all are immune to poison, resist acid attacks, and have spell resistance. The Babau and Shadows resist fire and the Erinyes are completely immune to it. The Babau and Shadows are immune to electricity and the Babau resist cold."

"Can anyone cast daylight? The Shadows are weak against sunlight and can possess us. Importantly they are incorporeal, leave them to me unless you have some way to hit them. A warning to you, Sabrael, the Babau and Erinyes can see you if you're invisible. I suspect they will try to cloak themselves in darkness, be warned. Look out for the Babau, don't let them flank you. The Erinyes will try to snipe us from a distance, but don't rush in or the Babau will encircle you. Sabrael's right, we should stay together."

She adjusts her tactics for the battle, deciding to keep a hand free to deflect any incoming arrows and imbues her blade with some power to cut down intangible enemies. She then concentrates her newfound gift from the heavens and instantly transports herself and Sabrael down to the ground and says a quick prayer to Matravash asking to keep her pure and safe during this battle.

 

 

 

 

OOC and Actions

Sunna Halvesen-------------------------
HP: 101 (101 base)
AC: 33 (10 base, +7 armor, +4 Dexterity, +3 dodge, +2 deflection, +6 natural armor, +1 haste) - DR 2/- vs Evil Outsiders
Hands: Waveblade


===== Reactions =====

===== Actions =====

Swift: Purity judgment (+1 sacred on all saves)
Move: Martial Flexibility: Add Deflect Arrows and Ghost Slayer feats
Standard: Dimension Door Sabrael & Sunna to the ground
 

Ongoing Effects and Daily Use Things

Ongoing Effects:
Haste (+1 attack, +1 AC, +20 ft move, +1 extra attack): 8 rounds remaining
Ring of the Savage Beast (+4 STR, -2 INT, +2 natural armor): 100 rounds remaining
Protection vs. Evil (+2 deflection AC, can't be possessed, hard for evil summons to touch me: 20 rounds remaining
Purity judgment (+1 sacred on all saves: Till end of combat
Deflect Arrows feat (can deflect one ranged attack per round): 10 rounds remaining
Ghost Slayer feat (as swift can give ghost touch property to weapon for 1 round): 10 rounds remaining


Remaining Resources:
Martial Flexibility Remaining: 6/7
Dimension Door distance: 100 ft/160 ft
Knockout: 1/1
Judgment: 0/1
Belt of Superior Maneuvers: 3/3
1st level spells: 2/2
Arrows: 40/40


 
Edited by OzzyKP (see edit history)
Link to comment
Share on other sites

 

Quake is spotted by the Erinyes and they seemingly all recognize his appearance even though they do not speak to each other. The two fliers try to unleash foul blasphemies at him but only one succeeds. He must overcome the effect.

One of the Shadows flies like a bat out of hell at Quake but it's ethereal embrace is avoided by Quake's deft maneuvers.

Several babau work to unravel some of the magic the party has enacted and are successful.

The battlefield erupts into two immense globes of darkness that covers the demons and obscures them.


Sabrael casts Haste
Denrag flies and blasts Erinyes 1 (AC 30 for 33 damage and DC23+lvl to cast SLA)
Quake flies and hides (DC 33 to spot)
Sunna activates abilities and DDoors down with Sabrael


Erinyes 1 Unholy Blights at quake but fails

Erinyes 2 Unholy Blights at quake (Make DC 19 will save to halve damage and avoid being sickened)

Shadow Demon 1 moves to attack quake but nothing hits

Shadow Demon 2 Casts Deeper Darkness and disappears (60' radius bubble)

Shadow Demon 3 Casts Deeper Darkness and disappears (60' radius bubble)

Babau 1 moves and tries to dispel haste (Fails)

Babau 2 moves and tries to dispel Protection from Evil Communal (Succeeds, Protection from Evil is gone)

Babau 3 moves and tries to dispel haste (Succeeds, Haste is gone)

Babau 4 does stuff in the darkness

Babau 5 does stuff in the darkness

 

Quake does not recognize the magic of the gateway (with a 16)

 


The party has initiative!

Edited by Penchant (see edit history)
Name
Erinyes 1 concentration check
21
1d20+17 4
Erinyes 2 damage
27
5d8 8,3,6,4,6
Shadow 1 Claw 1
16; 6; 5
1d20+11;1d6;1d6 [5]; [5,6]; [5,6,5]
Shadow 1 Claw 2
2; 5
1d6;1d6 [2]; [2,5]
Shadow 1 Claw 2 to hit
18
1d20+11 7
Shadow 1 Bite
14; 1; 3
1d20+11;1d6;1d6 [3]; [3,1]; [3,1,3]
Babau 1 dispel
18
1d20+7 11
Babau 2 dispel
23
1d20+7 16
Babau 3 dispel
19
1d20+7 12
Pentrate SR on Quake
14
1d20+12 2
Link to comment
Share on other sites

Quake moves forward towards the Erinyes careful to guide his side facing the shadow demon. His form shifts to a huge Allosaurus with a wickedly sharp horn and massive feathered wings.

He charges forward and then lashes out at the Erinyes that was previously injured

 

QUAKE AS ALLOSAURUS

ST 28 DEX 10 CON 14 INT 12 WIS 22 CHA 9

HP: 103 | AC 41Touch 17 FF 38 |   Initiative 2

Saves Fort 11(13), Ref 10(12), Will 10(12)[+18 1rd] | DR 5/Evil SR 13

Bite +20 demon +grab for 2d6+15 demon

Claw x 2 +20/+20 for 1d8+10

Rake x 2 : +20/+20 for 1d8+10

Special: scent, grab, pounce, rake

Speed [70][70f ], darkvision 60

Resistance 10 : Cold, Acid, and Electricity

Spells: Haste (included in stats) Sprinting Form+20 feet base  Sky Hunter Form* 100 feet average (LASTING)

Skills: Acrobatics +12, Fly+12, Intimidate+6, Perception+16 , Sense motive+14, Stealth+11, Survival+16 (20/24track)

Special: scent, grab, pounce, rake

Space 15 ft.; Reach 15 ft.

Speed 50 [50f ], darkvision 60

Resistance 10 : Cold, Acid, and Electricity

Spells: Haste (included in stats) Sprinting Form+20 feet base  Sky Hunter Form* 100 feet average (LASTING)

Skills: Acrobatics +12, Fly+12, Intimidate+6, Perception+16 , Sense motive+14, Stealth+11, Survival+16 (20/24track)

image.png.a9e2a3c3c8a07df80a7e5d26ed89568c.png

------

NOTE: There is an additional +2 to attack from charge and all damage should be at +1

 Will save +18 +10, +2 demonslayer, Adaptive Defense: +6 [1 round duration]

Save on DC 19 will

 

Edited by Grand Poobah (see edit history)
Name
Save on DC 19 will
23
1d20+18 5
Bite1 on Erinyes1
36
1d20+20 16
Bite 1 Damage on Erinyes1
22
2d6+14 2,6
Claw1 on Erinyes1
20
1d20+18 2
Claw1 damage Erinyes1
12
1d8+9 3
Claw2 on Erinyes1
26
1d20+18 8
Claw2 damage Erinyes1
15
1d8+9 6
Gore 1 on Erinyes1
23
1d20+18 5
Gore 1 Damage on Erinyes1
16
2d6+9 3,4
Bite2 on Erinyes2
16
1d20+15 1
Bite 2 Damage on Erinyes2
20
2d6+14 5,1
Grab on Erinyes2
47
1d20+28 19
Link to comment
Share on other sites

Denrag.jpg.cbbb3c8d02834f081146d4b5c5cb4645.jpg AC: 28(30 vs Fiends) | HP: 136/136 NL Damage: 40| Burn: 5|Denrag Sheet | Elemental Overflow: 2/+4 (+2 Con|+2 Dex)

Denrag loosed a foul curse in Auran as the dome of magical darkness cut off his view of the demons before them. Worse he wasn't sure what had befell Quake. His instinct was to fly higher to check, but he was loathe to further separate. Instead he landed on the nearest roof. "Either of you have something to help us deal with the darkness?" He asked Sabrael and Sunna. "I could try flying over it or extending my senses into it." As he made his short inquiry he kept his focus on the darkness, ready to fire off another disruptive burst of magic at the first fiend to make itself visible.

 

Actions/ Mechanics

Pre battle buff: Starting the day with 3 Burn in Enveloping Winds

Active Effects: Haste (Round 8/8) |Enveloping Winds 40% miss chance vs ranged attacks

Defiant Armor (DR 2/- vs Evil Outsiders)

Elemental Overflow: 25% chance to negate criticals/sneak attack

Move: Move to K10 and land on roof

Standard: Ready action to blast any fiend leaving the darkness with an Extended Disruptive blast

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Link to comment
Share on other sites

 

Sunna Halvesen——————————Round 2
O8ngRC7.png

Sunna scowls when she felt Sabrael's magic leave her. "Uhh, I forgot to mention," she added, "the Babau's can dispel magic. They also have protective slime and can create darkness. The Shadows can create deeper darkness, fear and have telekinesis. The Erinyes can also create fear and unholy blight."

"In any event," she says as she moves forward, "these are bad MFers. Quake, you will be ripped apart if you try to go it alone. Stick close to us and we'll take them down together."

Staying true to her instructions, she moves forward cautiously. She stays near her allies and gets ready to attack anything that approaches.

 

 

 

 

OOC and Actions

Sunna Halvesen-------------------------
HP: 101 (101 base)
AC: 30 (10 base, +7 armor, +4 Dexterity, +3 dodge, +6 natural armor) - DR 2/- vs Evil Outsiders
Hands: Waveblade


===== Reactions =====

===== Actions =====

Swift: Activate Ghost Slayer
Move: 30 ft forward
Standard: Ready action to attack any enemy that comes in range
 

Ongoing Effects and Daily Use Things

Ongoing Effects:
Ring of the Savage Beast (+4 STR, -2 INT, +2 natural armor): 99 rounds remaining
Purity judgment (+1 sacred on all saves: Till end of combat
Deflect Arrows feat (can deflect one ranged attack per round): 9 rounds remaining
Ghost Slayer feat (as swift can give ghost touch property to weapon for 1 round): 9 rounds remaining


Remaining Resources:
Martial Flexibility Remaining: 6/7
Dimension Door distance: 100 ft/160 ft
Knockout: 1/1
Judgment: 0/1
Belt of Superior Maneuvers: 3/3
1st level spells: 2/2
Arrows: 40/40


 
Edited by OzzyKP (see edit history)
Link to comment
Share on other sites

Sabrael Gandhari - Human Sorceress 8 (Character sheet)

AC: 30 | HP: 72/72 | Speed: 30' | Initiative: +12 | Damage Reduction: 5 acid, cold, fire, electricity | Fast Healing 1 | Condition: Normal


spacer.png

Sabrael agrees with Sunna.

She takes a few steps forward, staying behind her ally, and begins to cast a spell.

The spell summons a Hound Archon.

Cast: Summon Monster IV (Hound Archon).

 

 


 

 

 

 

 

 

 

 



OOC

N/A

 
Edited by Leonidas1789 (see edit history)
Link to comment
Share on other sites

 

 

Quake shifts and pounces hitting Erinyes 1 three times and missing Erinyes 2 entirely. (22, 15, 16)
Denrag readies an action
Sunna readies an action
Sabrael starts casting Summon Monster 4

 

Babau do things in the darkness but none come within range of vision

Shadow Demons 2 and 3 maintain

Shadow demon 1 casts Magic Jar at Quake, but the spell deflects harmlessly off of his spell resistance.

Erinyes 1 and 2 both fly out of Quakes reach (5's steps) and unload on him with arrows. No hits.

 

The party's turn

Edited by Penchant (see edit history)
Name
Shadow Demon 1 concentration
32
1d20+14 18
SD1 spell penetration
12
1d20+10 2
Erinyes 1 attack 1
25
1d20+14 11
Erinyes 1 attack 2
SyntaxError: Unexpected token nan
1d20nan
Erinyes 1 attack 2
32
1d20+14 18
Erinyes 1 attack 3
25
1d20+9 16
Erinyes 2 attack 1
22
1d20+14 8
Erinyes 2 attack 2
33
1d20+14 19
Erinyes 2 attack 3
15
1d20+9 6
Link to comment
Share on other sites

 AC: 28(30 vs Fiends) | HP: 136/136 NL Damage: 48| Burn: 6|Denrag Sheet | Elemental Overflow: 2/+4 (+2 Con|+2 Dex)
Denrag.jpg.cbbb3c8d02834f081146d4b5c5cb4645.jpg

Though he was somewhat relieved that nothing immediately attacked him or his companions, not knowing what the enemy was up to was maddening. Worse, Quake was too far to communicate with effectively, or Denrag assumed he was with the darkness cutting into his vision. Still, the combination of his air mastery and the strange celestial powers he'd been granted might offer a possible solution. "I'm moving a bit closer, I should be able get a sense of what these fiends are up to" His rudimentary plan explained, Denrag floated closer. He was gratified to see one of the Babau come into view. With a triumphant grin, he launched a burst of air at the fiend. This wind lacked his signature silver or cold iron, but it did carry his senses forth on the powerful wind gusting in it's wake. Even after the blast made it's flight a strong tunnel of wind allowed Denrag to perceive the scene as if he stood in his original position and some 50ft in the direction of the blast. His body was beginning to protest the constant pushing of his powers, but he readied to call out anything of note his glimpse might have granted. "At least a pair of Babau are skulking around one of the buildings!" We should be safe to advance at least to where I'm standing," He called back to Sabrael and Sunna.

 

Actions/ Mechanics

Pre battle buff: Starting the day with 3 Burn in Enveloping Winds

Active Effects: Enveloping Winds 40% miss chance vs ranged attacks

Defiant Armor (DR 2/- vs Evil Outsiders)

Elemental Overflow: 30% chance to negate criticals/sneak attack

Move: Move to S12, remaining at roof height

Standard: Gusting Air blast vs Babau 1

Bludgeoning damage

(Attack includes Overflow bonuses)

Burn Cost: Gusting (1) + Continuous Gust of wind (2) - Infusion specialization (2) = 1 Burn accepted

 

Small circle indicates 'second' position for vision/hearing.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Name
Air blast
23
1d20+12 11
Bludgeoning damage
23
4d6+16 1,3,1,2
Perception
31
1d20+12 19
Link to comment
Share on other sites

QUAKE : Huge Winged & Horned Warcat

 

HP: 103 | AC 39 Touch 15 FF 39 [charge = -2AC] Initiative 1 | DR 5/Evil SR 13

Speed [70][70f ], darkvision 60 Space 15 ft.; Reach 15 ft.

image.jpeg.0f39aa1555038fe60637d7e51f0ea78f.jpeg

Quake lurches 10 foot forward in two rapid movements of his wings. The large white sweaps concealing momentarily his shift to a huge warcat. The beast turns its attention to the Erinye that has been weakened by their efforts, his vicious bite tearing the demon apart

He then turns on the shadow demon ripping into it with a gore and his claws before rending the shadow demon in a destial rage.

 

 

 

Other Character Info

Saves Fort 13, Ref 12, Will 12 Resistance 10 : Cold, Acid, and Electricity

ST 28 DEX 10 CON 14 INT 12 WIS 22 CHA 9

[power attack at -5/+10]

[Charge +2 att/+1 damage/-2AC]

Melee bite +17/+12 (2d6+25 plus grab), 2 claw +15 (1d8+17/ plus rend) Space 15 ft.; Reach 15 ft.
Special Attacks 
pouncerend (2 claws, 1d8+29), trample (2d8+18, DC 21)

Spells: Sprinting Form  Sky Hunter Form

Skills: Acrobatics +12, Fly+12, Intimidate+6, Perception+16 , Sense motive+14, Stealth+11, Survival+16 (20/24track)

Special: scent, grab, pounce, rake

Spells: Sprinting Form  Sky Hunter Form

Skills: Acrobatics +12, Fly+12, Intimidate+6, Perception+16 , Sense motive+14, Stealth+11, Survival+16 (20/24track)

 

Rolls

Fly

Edited by Grand Poobah (see edit history)
Name
Fly
29
1d20+12 17
Bite1 on Erinyes1
34
1d20+17 17
Bite 1 Damage on Erinyes1
30
2d6+24 4,2
Bite2 on Erinyes1
21
1d20+12 9
Bite 2 Damage on Erinyes1
30
2d6+24 2,4
Grab on bite1
45
1d20+25 20
Grab on bite 2
26
1d20+25 1
Gore 1 on Erinyes1
29
1d20+15 14
Gore 1 Damage on Erinyes1
28
2d6+19 5,4
Claw 1 on Shadow
32
1d20+15 17
Claw 1 Damage
25
1d8+17 8
Claw 2
19
1d20+15 4
Claw 2 Damager
23
1d8+17 6
Rend
31
1d20+15 16
Rend Damage
31
1d8+29 2
Link to comment
Share on other sites

Sabrael Gandhari - Human Sorceress 8 (Character sheet)

AC: 30 | HP: 72/72 | Speed: 30' | Initiative: +12 | Damage Reduction: 5 acid, cold, fire, electricity | Fast Healing 1 | Condition: Normal


spacer.png

Sabrael finishes casting her spell; the first Hound Archon appears just south of Sunna.

She then takes a few more steps forward, and begins casting the exact same spell again, to summon yet another Hound Archon.

 

Cast: Summon Monster IV (Hound Archon).

 

 


 

 

 

 

 

 

 



OOC

N/A

 
Edited by Leonidas1789 (see edit history)
Link to comment
Share on other sites

×
×
  • Create New...