4-23 Rivalry’s End
GM Zephyre
Grandmaster Torch
Guaril Karela
Used buffs likely to come back
Flagbearer from Draklor ---within 30ft
+1 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects.
Inspire Courage from Draklor --Percieve
receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls
Of note The Attack and weapon damage rolls stack, as they are different types, but the saving throw bonuses do not as they are both morale (I have a character with the same schtick actually the one this chronicle will go to)
Construct Traits (Ex)
Constructs are immune to death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Constructs are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Constructs are not at risk of death from massive damage.
Nauseated
Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.
Current Known info about AOE Effect
Anyone in the effect’s area when the spell is cast must make a Reflex save. If this save succeeds, the creature is inside the web but is otherwise unaffected. If the save fails, the creature gains the grappled condition, but can break free by making a combat maneuver check or Escape Artist check as a standard action against the DC of this spell. The entire area of the web is considered difficult terrain. Anyone moving through the webs must make a combat maneuver check or Escape Artist check as part of their move action, with a DC equal to the spell’s DC. Creatures that fail lose their movement and become grappled in the first square of webbing that they enter.
Flagbearer from Draklor ---within 30ft
+1 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects.
Out of Combat
Creeping Doom
School conjuration (summoning); Level druid 7, shaman 7, summoner 5, unchained summoner 6; Domain [subdomain] Jungle 7, Scalykind 7
Casting Time 1 standard action
Components V, ST
Range close (25 ft. + 5 ft./2 levels)/100 ft.; see text
Effect four swarms of insects
Duration 1 round/level
Saving Throw Fortitude partial, see text; Spell Resistance no
This spell summons four massive swarms of biting and stinging insects. These swarms appear adjacent to one another, but can be directed to move independently. Treat these swarms as centipede swarms with the following adjustments. The swarms have 60 hit points each and deal 4d6 points of damage with their swarm attack. The save to resist their poison and distraction effects is equal to the save DC of this spell. Creatures caught in multiple swarms only take damage and make saves once.
You may summon the swarms so that they share the area of other creatures. As a standard action, you can command any number of the swarms to move toward any target within 100 feet of you. You cannot command any swarm to move more than 100 feet away from you, and if you move more than 100 feet from any swarm, that swarm remains stationary, attacking any creatures in its area (but can be commanded again if you move within 100 feet).
Web
School conjuration (creation); Level magus 2, sorcerer/wizard 2, witch 2; Elemental School wood 2
CASTING
Casting Time 1 standard action
Components V, S, M (spider web)
EFFECT
Range medium (100 ft. + 10 ft./level)
Effect webs in a 20-ft.-radius spread
Duration 10 min./level (D)
Saving Throw Reflex negates; see text; Spell Resistance no
Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spiderwebs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears. Creatures caught within a web become grappled by the sticky fibers. Attacking a creature in a web doesn’t cause you to become grappled.
Anyone in the effect’s area when the spell is cast must make a Reflex save. If this save succeeds, the creature is inside the web but is otherwise unaffected. If the save fails, the creature gains the grappled condition, but can break free by making a combat maneuver check or Escape Artist check as a standard action against the DC of this spell. The entire area of the web is considered difficult terrain. Anyone moving through the webs must make a combat maneuver check or Escape Artist check as part of their move action, with a DC equal to the spell’s DC. Creatures that fail lose their movement and become grappled in the first square of webbing that they enter.
If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover.
The strands of a web spell are flammable. A flaming weapon can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away one 5-foot square in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames.
Web can be made permanent with a permanency spell. A permanent web that is damaged (but not destroyed) regrows in 10 minutes.
Flagbearer from Draklor ---within 30ft
+1 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects.��Song of the Fiery Gaze from Draklor ----within 30ft see through fire, fog, and smoke without penalty as long as the light is sufficient to allow him to see normally, Song of the fiery gaze relies on audible components.
Haste from Draklor---all except himself and Spot
+1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves; one extra attack when making a full attack action; modes of movement increase by 30 feet (enhancement bonus) to a maximum of twice the subject’s normal speed
Flagbearer from Draklor ---within 30ft
+1 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects.��Song of the Fiery Gaze from Draklor ----within 30ft see through fire, fog, and smoke without penalty as long as the light is sufficient to allow him to see normally, Song of the fiery gaze relies on audible components.
Haste from Draklor---Cuethric, Ijo, Malaz, Remmy
+1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves; one extra attack when making a full attack action; modes of movement increase by 30 feet (enhancement bonus) to a maximum of twice the subject’s normal speed
Out of Combat