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Post by (George) 3.5./ ZEM ( 4.0) on Apr 7, 2015 4:59:57 GMT -5
( ill post next section of the temple here once party is past the door that leads to this section.)
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Post by at on Apr 22, 2015 4:24:11 GMT -5
Still buoyed up by her earlier protective magic Callo withstands this new trap and quickly casts Freedom of Movement before following Nokomis and Jaran
UqiR7Qisp_1-20+24 reflex 1-20
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Post by (George) 3.5./ ZEM ( 4.0) on Apr 22, 2015 5:39:45 GMT -5
ok so far 3 of the party is in next hallway. 2 are not moving due to making save. we do have two yet to make rolls
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Post by kawaylon1 on Apr 22, 2015 7:53:51 GMT -5
I look where my god told me too.
Btw I made reply to my god in other post.
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Post by (George) 3.5./ ZEM ( 4.0) on Apr 22, 2015 8:01:55 GMT -5
( ya just saw ty for doing so, and he is happy with your reply. All he wanted was for you to be sure in your action.
Great rping but lets post in here from now on do to the other thread getting bit to long.
I try to add new threads every 25 pages or so some run for about 30ish some have gone longer.
Yet when they get too long its better at times to see a good segway into another thread shuch as this. So far your God is very pleased with you. )
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Post by (George) 3.5./ ZEM ( 4.0) on Apr 23, 2015 8:56:24 GMT -5
here is Koravel's roll KJC8DkrFp_1-20+9= 15 fail
V's p_1-20+13= 28 pass
Along with his some of friends, Koravel is sucked into the next hall.
Jaran and Nokomis see down at end off the hall jagged peaces of ice jetting out from the walls.
Lots of bones are still impaled on them.
The even more worst news, was that the wind is blowing the party right at the ice.
Meanwhile: The last 3 are holding on to the weapons racks that have been bolted down and are not moving. Tho half the party got sucked in or jumped in after.
no Int needed
tag all for what they want to do next 1-20�1-20
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Post by harknail on Apr 24, 2015 0:26:01 GMT -5
Nokomis activates her second mode of flying. The blue cloak that normally hides under her white cloak unfurls into a pair of large blue wings. It's not enough to stop her from being blown down the hall, but now she can at least maneuver. She tries catching the others being blown down the hall, and then tries to guide everyone to a wall of floor, anywhere there is something to hold on to.
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Post by kawaylon1 on Apr 24, 2015 2:37:45 GMT -5
I point my god weapon at the spikeS and grab a hold of what was to my right as my god advised me . I am thinking of how to shoot fire at the spikes.
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Post by at on Apr 24, 2015 3:25:07 GMT -5
Callo rushes past the others, her protective magic keeping her safe for now but little of what she had prepared would be useful here. Drawing upon the power of the artefact she had earlier recovered she tries to shatter the ice spikes, but instead a blast of fire shoots out and engulfs them. A lingering effect of the fire stone perhaps, but Callo made a note not to trust the artefact in critical situations... Convert empty slot into shatter spell using hat of many spells - activation roll 35sikl4Dp_1-100 Failed, rod of wonder effect: p_1-100 Fireball! p_1-6p_1-6p_1-6p_1-6p_1-6p_1-6 =27
1-100�1-100�1-6�1-6�1-6�1-6�1-6�1-6
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Post by (George) 3.5./ ZEM ( 4.0) on Apr 24, 2015 3:37:44 GMT -5
( Jaran you do have fireball and other fire spells that you have prepared being a cleric. You can cast any of your spells as your action. You can also do a move action and aim yourself at the open doors.
jaran you have two options in what your aiming at : to aim and grab for two open doors down the hall and to the Right or casting at the ice.
So to aim is an Int roll or Wisdom roll depending cause to aim is bit of both.
if you do well in aiming you get +2 to any action to take getting to/through the doors. or in casting at the ice but you can only aim your eyes at one goal so at open doors or ice.
next cast your spell at ice.
next is acrobatics skill or reflex save your pick. you can get +2 if you do well in aiming roll.
do keep in mind when you cast or try to strike with your blade it grants its bounes to hit and on when casting any fire spell you have. It also gives +3 fire/Good damage.
It is chaneling your fire spells and enhancing your abilty to hit and damage.
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Post by (George) 3.5./ ZEM ( 4.0) on Apr 24, 2015 3:52:12 GMT -5
Nokomis: if she tries to hold onto jaran then he takes -2 for each person he tries to take with him, callo has freedom of movement so does not incure the -2.
This is only if he heads to the door while being held onto, given she is not currently going towards the open doors and he is, that is why its -2
she is bit disorented being bounced around and has not seen open doors yet.
right now she using her wings not to be pushed back towards the spikes.
to grab/ hold is a grapel check: but only if Jaran or callo wishes to resist her holding onto the party members.
she does need to make a fly skill roll, or atheltics or accrobatics roll.
all are -2 per person she is holding do to her not use to flying under all the weight of two grown persons. tho if she passes she can get them to part of wall they can hold on to.
so lets resolve these action first if we can i know there is a lot going on all at once.
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Post by at on Apr 24, 2015 4:34:53 GMT -5
Nokomis: if she tries to hold onto jaran then he takes -2 for each person he tries to take with him, callo has freedom of movement so does not incure the -2. Is Callo actually impeded by the wind with Freedom of Movement active? I think Nomokis can focus on Jaran.
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Post by (George) 3.5./ ZEM ( 4.0) on Apr 24, 2015 7:14:12 GMT -5
( interesting question: with how the freedom of movement is worded and it currently on : i would say your not impeeded at all otherwise without it you move half speed when you fight the wind,
yet double while going with.
Downside it is way harder to controll your direction and not hit the spikes. It will/can try to knock you back into the spikes as it will do so for everyone in the party. Callo can move freely with no negitive at all, there for Nokomis does not need to catch you.
tho because she is so disorented she does not know callo has that spell on Nokomis is currently thinking how to help others to safe location.)
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Post by kawaylon1 on Apr 24, 2015 7:15:00 GMT -5
( Jaran you do have fireball and other fire spells that you have prepared being a cleric. You can cast any of your spells as your action. You can also do a move action and aim yourself at the open doors.
jaran you have two options in what your aiming at : to aim and grab for two open doors down the hall and to the Right or casting at the ice.
So to aim is an Int roll or Wisdom roll depending cause to aim is bit of both.
if you do well in aiming you get +2 to any action to take getting to/through the doors. or in casting at the ice but you can only aim your eyes at one goal so at open doors or ice.
next cast your spell at ice.
next is acrobatics skill or reflex save your pick. you can get +2 if you do well in aiming roll.
do keep in mind when you cast or try to strike with your blade it grants its bounes to hit and on when casting any fire spell you have. It also gives +3 fire/Good damage.
It is chaneling your fire spells and enhancing your abilty to hit and damage.
cZRK5i4j1-201-20  wisdom intelligence 2rolls +2 1-20�1-20
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Post by (George) 3.5./ ZEM ( 4.0) on Apr 24, 2015 7:27:54 GMT -5
( ok you crit your wisdom so sometimes when that happends I give a high/low 11-20 is high : 10-1 is low: This can only be in your/parties favior so even if you call wrong it can only help you out.)
You also get +4 bounes ether to getting to safty or blasting the Ice your choice.
you cant put that +4 to both safty and casting you must pick where you want that bounes to go.
So far they have taken some damage from the first fireball but not a lot. )
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Post by harknail on Apr 24, 2015 11:42:50 GMT -5
OOC: I wasn't sure how many had gotten blown in, which is why I was vague in my description.
Nokomis can see that Callo moving normally while Jaren is being blown around, so she tries to save herself and Jaren. Not seeing anywhere to hold on (and missing that there are openings), She intercepts Jaran, and brings him to the ground, prone and their heads pointing up wind, then covers them with her wings. The idea is to increase traction (full body contact with ground) while reducing the grip of the wind (small area presented to the wind, with wings directing wind over and around us).
We'll still need to do something else to get out of the trap, but hopefully this will buy us enough time to think and plan. Even if the wind is still blowing us towards the spikes, I think we'd be moving much slower sliding along the ground.
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Post by kawaylon1 on Apr 24, 2015 12:27:00 GMT -5
I'll try for the door and after I get my winged friend to safety I'll send another great ball of fire at the spikes.
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Post by (George) 3.5./ ZEM ( 4.0) on Apr 24, 2015 17:57:21 GMT -5
( I love discriptions but rolls are still needed :
i need a fly skill and also a roll of reflex or athletics for Nokomis -2 each for holding onto jaran but ill off set them being close to the ground.
Jaran you have yet to tell me what you want the bounes +4 to. you can get +4 to get to safty or +4 damage with fireball, yet i do need to know what your using bounes on.
You normaly need to roll to hit with fireball but objects cant move so roll fireball damage please.
Also i need to roll athiletics or reflex for jaran at +2 for being close to the ground.
callo needs accrobatics or reflex not to get pushed back.
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Post by harknail on Apr 24, 2015 18:04:08 GMT -5
Nokomis Fly: buqgcPIpp_1-20+3=15
Doesn't look like Athletics exists in Pathfinder, too bad that might have had a better bonus.
Reflex Save: p_1-20+14=171-20�1-20
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Post by at on Apr 24, 2015 18:41:48 GMT -5
Protected by her magic Callo has more time to look around than the others for a way out but she keeps here eye on Nokomis' progress least the situation worsen, pulling her adamantine blade from its scabbard and changing it to the form of a spear to use as an anchor point if needed.
6JDLwgpvp_1-20+24 Reflex1-20
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