Farden, you are not allowed to charge with allies in the way.
quote:
You must have a clear path toward the opponent, and nothing can hinder your movement... if any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can’t charge.
and it's 5 feet too far to make a normal move, and attack BUT...
The result of the charge is much cooler than nullifying your attack, so I'm going to make a one time exception. As it turns out the crit *will* do you some good.
Holly steps up and sheds more light on Kelney's ghostly form. Even so, she still looks wispy and shadowy. Many parts of her body don't appear at all. The parts that do are certainly more colorful and vibrant than they were for the other spirits you've encountered. Something's different here.
Farden weaves his way past Sunna and Holly at nearly a full run, forgoing defense for offensive punch. When he swings, the ghostly form disappears and reappears about 15 feet away. However, his longsword blitz was so lightning quick that it slashed the spirit in the split second before she could blink away. She stops the horrifying wail and lets out a shocked shriek of pain. (Score one for our heroes!)
Her eyes narrow into smoldering red slits of fury.
"You will pay for that with your lives!" she shouts before weaving her hands through the air and incanting a magical phrase.
Six blue fiery auras surround six human skulls that happened to be lying around amongst the slew of dusty odd items littering the cavern. The enchanted skulls float up into the air and fly menacingly toward our heroes. They spew blue fire at Sunna and Holly, who are able to avoid the spectral attacks, but Farden is less lucky. He gets surrounded by 3 of the flying skulls and bathed in blue fire. A cold burn scalds his very soul.
Farden is flanked, hit twice, and takes 6 points of damage. Please make 2 FORT saves DC13 to keep from being set on fire.
Kelney is now in a dimly lit area. All attacks on her (unless one of the light sources moves) will have a 20% miss chance due to concealment. I will make this roll if required. The skull spirits are self illuminated. They will never gain concealment in darkness.
Kelney is clearly incorporeal. You will need to use your spirit weapons, magic, or holy water to harm her. The Skull Spirits you're less sure about. The skulls seem real enough.
Dousing yourself in holy water (standard action) would give you 3 rounds in which any touch attack by the unholy would yield the equivalent of splash damage (1 point). Inventive, but not very effective.
Init
----
Holly 15
Farden 14
Sunna 12
Kelney 9
Skull Spirits 9
Glumr 8
I need Glumr's round 1 action and round 2 actions for everyone else.
http://zachery.path.med.umich....efang/Kelney_map.jpg
This message was last edited by the GM at 20:54, Mon 10 Nov 2014.