Weird but ok then, Ive edited the post for the extra damage Small-star does.
In that case is Kuzans bless active now as well, if it is then Karsh hits the zombie!
Dude imagine the ignomity of being taken out by 2 animal companions when youre a big bad zombie monster type thing.... Hey Yalenus perhaps you should set Old Marilenas kitty on em as well?
Also I take it you cant wear 2 cloaks of resistance at once?
"I had a dream, which was not all a dream.
The bright sun was extinguish'd, and the stars
Did wander darkling in the eternal space..."
There's a story a friend of mine, from my friday evening rp-group, likes to tell. In this story, he was part of a party that was fighting a huge fiend. They'd knocked it down to negative hp already, when the party Druid decides to send in his owl animal companion. He figured it couldn't hurt. The fiend had DR and an insanely high armor class, but it was knocked out cold anyway.
The owl rolled a critical. And confirmed it.
Later, in the bowels of the underworld, a fiendish overlord is assembling a mighty army to attack the mortal realms. The fiend previously defeated by the party wants to join up, and the overlord asks for his resumé.
"Feasted on the innocent, good. Burned down temples, excellent. Lots of experience fighting adventurers, good, good. Last battle ... Hey, I know those guys! I hate them! Looking good ... Killed by ... an owl." The overlord looks at the fiend. "Killed by an owl. Hey, you know, I'm thinking maybe my horde isn't the right place for you, and we're filling the ranks pretty quickly already ..."
Welcome to my webcomic, Sarcantasy.
You can read it here:
Basically, the big mass of camels that aren't being ridden are considered Neutral towards you, so you can move through them. Due to crowding and such, it takes 2 squares of movement per square.
Camels that are being ridden are considered friendly and can be moved through without penalty, as are camels that are normally ridden.
Basically, the Expedition cut costs and got sort of cheap camels for the baggage train, so they aren't as well trained as the riding camels, which are mostly war-trained.
Ravenloft GM: Eye of Anubis, Shattered City, and Prof. Lupescu's Traveling Ghost Show Lead Writer & Editor: VRS Files: Doppelgangers; Contributor: QtR #20, #21, #22, #23, #24 Freelance Writer for Paizo Publishing
The ones that were wounded before are goners no matter what. The other three zombies have to make a save, but it's about a 25 chance of success.
Ravenloft GM: Eye of Anubis, Shattered City, and Prof. Lupescu's Traveling Ghost Show Lead Writer & Editor: VRS Files: Doppelgangers; Contributor: QtR #20, #21, #22, #23, #24 Freelance Writer for Paizo Publishing
So much for the camel stampede. Andre's spell just put that problem down, unless something really major overwhelms it.
Ravenloft GM: Eye of Anubis, Shattered City, and Prof. Lupescu's Traveling Ghost Show Lead Writer & Editor: VRS Files: Doppelgangers; Contributor: QtR #20, #21, #22, #23, #24 Freelance Writer for Paizo Publishing
Hey Rock, I kow we all ask for it every combat, but any chance of a little ole haste? Considering the number of foes theyre facing Khalil and Im sure Jervis wouldnt mind an extra attack...
"I had a dream, which was not all a dream.
The bright sun was extinguish'd, and the stars
Did wander darkling in the eternal space..."
Unfortunately, I wasn't counting on anything of this scale, and neglected to study Haste for the day. Believe me, I would have cast it before now if I'd had the spell ready. -.-;
Okay, before I do a single thing, I need to know where I'm best deployed. The way I figure it, I can:
1) Launch a Fireball long-distance at those zombies chowing down from Ch to CL, but I'm going to want coordinates for where to target it.
2) Head on up to Khalil's position and unleash a Halt Undead to improve his chances of survival there.
3) Fly to the BG position and use Arc of Lightning or Shout on the group of zombies approaching from that point.
4) Use Scorching Ray on zombies closer to my position. Please advise which ones are the most urgent targets.
5) Hold position and wait for something better to turn up.
6) You guys tell me where the cannon needs to be pointed at.
Last edited by Rock of the Fraternity on Thu Sep 04, 2008 10:30 am, edited 1 time in total.
Welcome to my webcomic, Sarcantasy.
You can read it here:
In addition to the magic items service Kuzan provides, there is one more thing I can offer, albeit a little sparingly.
Looking through my spell list, I discovered the Stalwart Pact spell. It is a little costly, but it's handy. Here's what it does.
It takes 10 minutes to cast, with a range of Touch on any willing living creature. It lasts indefinitely until triggered.
It triggers when you are reduced to 1/2 or less of your full normal hp total. Once you have taken this much damage, you immediately gain 5 temporary hp per 2 caster levels (so currently 20, soon to be 25). You also gain damage reduction 5/magic and a +2 luck bonus on all saving throws.
These benefits last for 1 round/level -- so 9 rounds right now. All of the benefits, including remaining temporary hp, disappear at the end of the spell's duration.
The spell only works once, but I can recast it on you when you need it again. You can only be under the effect of one stalwart pact at a time.
The spell requires 250gp worth of material components. Kuzan is willing to cast the spell at cost (meaning no profit for him) but you have to fork over the 250gp component cost.
As I gain levels, I may be able to create different pacts, depending on where we are in the campaign. Higher level pacts do cost more, but offer interesting bonuses.
If you are interested, feel free to let me know and we can arrange it. Perhaps an RP discussing why it's good to have faith in the gods or something.