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Overview

About This Game

The Realm Folded Tavern sits, as the name suggests, in a wrinkle in the Universe. Between planes, of the planes but not part of the planes. From here the Barkeep runs a tidy house where adventurers of all shapes, sizes, skills, and experience can rest, socialise, and (most importantly) find work.

Game System

D&D 3.5e

Advertising

12/31/2024

Detailed Description

The doors of the Realm Folded Tavern are always open to those adventurers who seek it out!


The RFT is a D&D 3.5E community where participants take part in, and hopefully also run their own, missions and adventures of all lengths and concepts. It is not an 'anything goes' game, but we are pretty liberal in our character building limitations. There is no PVP in the Tavern itself, and it is frowned upon in missions; but if you want to test your skills we have an Arena too.

 

The OGMW RFT ran for over 8 years, with hundreds of players and characters over its life, and we have now moved everything to the new RFT here on the new MW site.

 

Read the character guidelines, submit something for approval, maybe even offer to run a mission or two.
 

Fun and adventure awaits you at the Realm Folded Tavern!

  1. What's new in this game
  2. Xixok focuses on blending in with the musicians as best he can. Statblock [URL=/sheets/?id=2901979][B][SIZE=+1]Xixok[/SIZE][/B][/URL] - Neutral Doppelganger Wu Jen | Doppelganger, [B]Level[/B] 3, [B]Init[/B] 1, [B]HP[/B] 27/27, [B]Speed[/B] 30' [B]AC[/B] 15, [B]Touch[/B] 12, [B]Flat-footed[/B] 14, [B]Fort[/B] 2, [B]Ref[/B] 4, [B]Will[/B] 5, [B]Base Attack Bonus[/B] +3 [B]Natural Form Only Slam (-) [/B] +3 (1d6, x2) [B] Club (-) [/B] +1 (1d6, x2) [B] Sling (20) [/B] +2 (1d4, x2) (+1 Dex, +1 Deflect, +3 Natural) [B]Abilities[/B] Str 10, Dex 12, Con 12, Int 20, Wis 15, Cha 15 [B]Condition[/B] None Immunity to sleep effects +2 Disguise bonus when being observed and trying to act in character (Bluff synergy) +2 UMD involving scrolls (Spellcraft synergy) - Neutral Doppelganger Wu Jen | Doppelganger, Level 3, Init 1, HP 27/27, Speed 30' AC 15, Touch 12, Flat-footed 14, Fort 2, Ref 4, Will 5, Base Attack Bonus +3 Natural Form Only Slam (-) +3 (1d6, x2) Club (-) +1 (1d6, x2) Sling (20) +2 (1d4, x2) (+1 Dex, +1 Deflect, +3 Natural) Abilities Str 10, Dex 12, Con 12, Int 20, Wis 15, Cha 15 Condition None Immunity to sleep effects +2 Disguise bonus when being observed and trying to act in character (Bluff synergy) +2 UMD involving scrolls (Spellcraft synergy)
  3. Focusing on the hob in front of him so that his attention can be focused on the ore dangerous bugbears, Orin launches another attack. Badger, wounded once more, again lapses into a berserk fury, clawing and biting at the hobgoblin. Active Auras Motivate Dexterity +3 to Dexterity-based checks, 60' radius Motivate Attack +1 to melee attack rolls, 60' radius Toughness DR 1/magic, 30' radius %5BCenter%5D%5BSpoiler%3DStatblock%5D%5BURL%3Dhttp%3A%2F%2Fwww.myth-weavers.com%2Fsheet.html%23id%3D2893768%5D%5BB%5D%5BSIZE%3D%2B1%5DOrin%20Dalmar%5B%2FSIZE%5D%5B%2FB%5D%5B%2FURL%5D%0AMale%20Chaotic%20Good%20Human%20(Dragonblooded)%20Totemist%20%7C%20Marshal%2C%20%5BB%5DLevel%5B%2FB%5D%203%2C%20%5BB%5DInit%5B%2FB%5D%200%2C%20%5BB%5DHP%5B%2FB%5D%2013%2F34%2C%20%5BB%5DSpeed%5B%2FB%5D%2030'%0A%5BB%5DAC%5B%2FB%5D%2014%2C%20%5BB%5DTouch%5B%2FB%5D%2010%2C%20%5BB%5DFlat-footed%5B%2FB%5D%2014%2C%20%5BB%5DFort%5B%2FB%5D%206%2C%20%5BB%5DRef%5B%2FB%5D%203%2C%20%5BB%5DWill%5B%2FB%5D%203%2C%20%5BB%5DBase%20Attack%20Bonus%5B%2FB%5D%202%20%20%20%0A%5BB%5DMasterwork%2C%20Trip%20Scythe%20(-)%20%5B%2FB%5D%20%2B4%20(2d4%2B1%2C%20x4)%0A%5BB%5DMithral%20Chain%20Shirt%5B%2FB%5D%20(%2B4%20Armor)%0A%5BB%5DAbilities%5B%2FB%5D%20Str%2012%2C%20Dex%2010%2C%20Con%2016%2C%20Int%2012%2C%20Wis%2010%2C%20Cha%2016%0A%5BB%5DCondition%5B%2FB%5D%20None%0A%2B1%20to%20Save%20vs%20Paralysis%20and%20Sleep%20effects%0A%2B4%20to%20Save%20vs%20Magical%20Beast%20supernatural%20abilities%0A%2B4%20to%20Wild%20Empathy%20checks%20to%20influence%20Magical%20Beasts%20of%20the%20same%20kind%20as%20soulmeld%20bound%20to%20Totem%20chakra%0A%2B2%20Disguise%20bonus%20when%20being%20observed%20and%20trying%20to%20act%20in%20character%20(Bluff%20synergy)%0A%2B2%20to%20Wild%20Empathy%20checks%20(Handle%20Animal%20Synergy)%5B%2FSpoiler%5D%5BSpoiler%3DActive%20Effects%5DSoulbinds%0A%5Bb%5DBlink%20Shirt%5B%2Fb%5D%0ALocation%3A%20Heart%3B%20Bind%3A%20-%3B%20Essentia%3A%200%0A%5Bb%5DBasilisk%20Mask%5B%2Fb%5D%0ALocation%3A%20Brow%3B%20Bind%3A%20Totem%3B%20Essentia%3A%202%0A%5Bb%5DLammasu%20Mantle%5B%2Fb%5D%0ALocation%3A%20Shoulders%3B%20Bind%3A%20-%3B%20Essentia%3A%200%0A%5B%2FSpoiler%5D%5BSpoiler%3DBadger%20Statblock%5D%0A%5BURL%3Dhttp%3A%2F%2Fwww.myth-weavers.com%2Fsheet.html%23id%3D2893856%5D%5BB%5D%5BSIZE%3D%2B1%5D%20%5B%2FSIZE%5D%5B%2FB%5D%5B%2FURL%5D%0A%20%20Badger%20Badger%20Badger%20(Warbeast)%2C%20%5BB%5DLevel%5B%2FB%5D%203%20HD%2C%20%5BB%5DInit%5B%2FB%5D%203%2C%20%5BB%5DHP%5B%2FB%5D%2011%2F36%2C%20%5BB%5DSpeed%5B%2FB%5D%2030'%20(Burrow%2010')%0A%5BB%5DAC%5B%2FB%5D%2019%2C%20%5BB%5DTouch%5B%2FB%5D%2014%2C%20%5BB%5DFlat-footed%5B%2FB%5D%2016%2C%20%5BB%5DFort%5B%2FB%5D%207%2C%20%5BB%5DRef%5B%2FB%5D%206%2C%20%5BB%5DWill%5B%2FB%5D%203%2C%20%5BB%5DBase%20Attack%20Bonus%5B%2FB%5D%202%20%20%20%0A%5BB%5D%20%20Claw%20%5B%2FB%5D%20%2B6%20(1d2%2C%20%20)%0A%5BB%5D%20%20Claw%20%5B%2FB%5D%20%2B6%20(1d2%2C%20%20)%0A%5BB%5D%20%20Bite%20%5B%2FB%5D%20%2B1%20(1d4%2C%20%20)%0A%5BB%5DMasterwork%20Studded%20Leather%5B%2FB%5D%20(%2B3%20Armor%2C%20%2B3%20Dex%2C%20%2B1%20Size%2C%20%2B2%20Natural)%0A%5BB%5DAbilities%5B%2FB%5D%20Str%2011%2C%20Dex%2017%2C%20Con%2018%2C%20Int%202%2C%20Wis%2014%2C%20Cha%206%0A%5BB%5DCondition%5B%2FB%5D%20None%20%5B%2FSpoiler%5D%0A%5B%2FCenter%5D Statblock Male Chaotic Good Human (Dragonblooded) Totemist | Marshal, Level 3, Init 0, HP 13/34, Speed 30' AC 14, Touch 10, Flat-footed 14, Fort 6, Ref 3, Will 3, Base Attack Bonus 2 Masterwork, Trip Scythe (-) +4 (2d4+1, x4) Mithral Chain Shirt (+4 Armor) Abilities Str 12, Dex 10, Con 16, Int 12, Wis 10, Cha 16 Condition None +1 to Save vs Paralysis and Sleep effects +4 to Save vs Magical Beast supernatural abilities +4 to Wild Empathy checks to influence Magical Beasts of the same kind as soulmeld bound to Totem chakra +2 Disguise bonus when being observed and trying to act in character (Bluff synergy) +2 to Wild Empathy checks (Handle Animal Synergy) Active Effects Soulbinds Blink Shirt Location: Heart; Bind: -; Essentia: 0 Basilisk Mask Location: Brow; Bind: Totem; Essentia: 2 Lammasu Mantle Location: Shoulders; Bind: -; Essentia: 0 Badger Statblock Badger Badger Badger (Warbeast), Level 3 HD, Init 3, HP 11/36, Speed 30' (Burrow 10') AC 19, Touch 14, Flat-footed 16, Fort 7, Ref 6, Will 3, Base Attack Bonus 2 Claw +6 (1d2, ) Claw +6 (1d2, ) Bite +1 (1d4, ) Masterwork Studded Leather (+3 Armor, +3 Dex, +1 Size, +2 Natural) Abilities Str 11, Dex 17, Con 18, Int 2, Wis 14, Cha 6 Condition None
  4. Jorenis Moonstone Statblock [URL=/sheets/?id=2880518][B][SIZE=+1]Jorenis Moonstone[/SIZE][/B][/URL] Male Lawful Good Grey Elf Monk 4//Ranger3/Fighter 1, [B]Level[/B] 4, [B]Init[/B] 8, [B]HP[/B] 38/38, [B]Speed[/B] 40 [B]AC[/B] 17, [B]Touch[/B] 16, [B]Flat-footed[/B] 13, [B]Fort[/B] 7, [B]Ref[/B] 8, [B]Will[/B] 4, [B]Base Attack Bonus[/B] 4 [B]Masterworked/Weapon Focus Drow Long Knife (-) [/B] +7 (+9) (1d6+2, 19-20×2) [B]Masterworked/Weapon Focus Drow Long Knife (-) [/B] +7 (+9) (1d6+2, 19-20×2) [B]Masterworked Elven Courtblade [/B] +8 (1d10+2, 18-20×2) [B]Unarmed Strike [/b] +5 (1d8+2, 19-20×2) [B] Bracers of Armor +1[/B] (+1 Armor, +4 Dex, +2 Misc) [B]Abilities[/B] Str 14, Dex 18, Con 12, Int 14, Wis 10, Cha 10 [B]Condition[/B] None [B]Languages:[/b] Common, Elven, Goblin, and Sylvan Healing Belt: 1 charge: Heals 2d8 points of damage. 2 charges: Heals 3d8 points of damage. 3 charges: Heals 4d8 points of damage. Male Lawful Good Grey Elf Monk 4//Ranger3/Fighter 1, Level 4, Init 8, HP 38/38, Speed 40 AC 17, Touch 16, Flat-footed 13, Fort 7, Ref 8, Will 4, Base Attack Bonus 4 Masterworked/Weapon Focus Drow Long Knife (-) +7 (+9) (1d6+2, 19-20×2) Masterworked/Weapon Focus Drow Long Knife (-) +7 (+9) (1d6+2, 19-20×2) Masterworked Elven Courtblade +8 (1d10+2, 18-20×2) Unarmed Strike +5 (1d8+2, 19-20×2) Bracers of Armor +1 (+1 Armor, +4 Dex, +2 Misc) Abilities Str 14, Dex 18, Con 12, Int 14, Wis 10, Cha 10 Condition None Languages: Common, Elven, Goblin, and Sylvan Healing Belt: 1 charge: Heals 2d8 points of damage. 2 charges: Heals 3d8 points of damage. 3 charges: Heals 4d8 points of damage. Skills Skill Name Modifier Appraise 2 Balance 9 Bluff 0 Climb 2 Concentration 1 Craft 0 Decipher Script 2 Diplomacy 7 Disable Device 2 Disguise 0 Escape Artist 4 Forgery 2 Gather Information 0 Handle Animal 0 Heal 0 Hide 5 Intimidate 5 Jump 2 Knowledge(Geography) 2 Knowledge(History) 2 Knowledge(Local) 2 Knowledge(Nature) 2 Knowledge Listen 7 Move Silently 8 Open Lock 4 Perform 0 Profession(Cook) 4 Ride 4 Search 8 Sense Motive 5 Sleight of Hand 4 Spellcraft 2 Spot 7 Survival 5 Swim 2 Tumble 10 Use Magic Device 0 Use Rope 4 Feats and Abilities Feats: ,Weapon Finesse (Monk Bonus) Weapon Focus( Drow Long Knife) (lvl 1), Kung-fuGenius (Fighter bonus ), Improved Initiative (Monk Bonus) Constant Guardian (Drow of Undedark pg 47)( lvl3), Track (Ranger bonus) Two Weapon Fighting (Combat Style) Racial Abilities: +2 Dexterity, -2 Constitution +2 Intelligence, - Strength Medium: As Medium creatures, elves have no special bonuses or penalties due to their size. Elf base land speed is 30 feet. Immunity to magic effects, and a +2 racial bonus against enchantment spells or effects. : An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. Weapon Proficiency: Elves receive the feats for the longsword, , longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. +2 racial bonus on , , and checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a check to notice it as if she were actively looking for it. Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. Favored Class: . A multiclass elf’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing. Monk Abilities: Flurry of Blows, Unarmed Attack, Evasion, 2x Bonus Feats, Still Mind, Ki Strike, Slow Fall +20 ft Fighter Abilities: Bonus Feat Ranger Abilities: First Favored Enemy(Goblinoid), Track, Wild Empathy, Combat Style(Two-Weapon Fighter), Endurance Equipment Equipment: Bracers of Armor +1 (1000GP) Dungeon Masters Guide MW Drow Long Knife(315GP) Races of Ebberon MW Drow Long Knife(315GP) Races of Ebberon MW Elven Courtblade (450GP) Races of The Wild Healing Belt (750GP) Magic Item Compendium Pg 110 Backpack (2GP) Players Handbook Bedroll (1SP) Players Handbook Blanket, Winter (5SP) Players Handbook Fishhook (1SP) Players Handbook Flint & Steel (1GP) Players Handbook Small Steel Mirror (10GP) Players Handbook Iron Pot (5SP) Players Handbook Belt Pouch (1GP) Players Handbook 5x Bread, 5x Cheese, 5x Meat(3GP) Players Handbook Silk Rope 50 Ft (10GP) Players Handbook Sewing Needle (5SP) Players Handbook Shovel (2GP) Players Handbook Soap (5SP) Players Handbook Tent (10GP) Players Handbook Waterskin (1GP) Players Handbook Whetstone (2CP) Players Handbook Sunrod x2 (4GP) Players Handbook Explorers Outfit (10GP) Players Handbook Spices (Pepper, Salt, Garlic, Cumin, Basil, Rosemary, Onion) (31GP 1 SP, and 5 CP) Arms and Equipment Guide Pg 31 Wheat Flour (3 GP) Arms and Equipment Guide Pg 31 Olive Oil (5GP) Arms and Equipment Guide Pg 31 Honey (1SP) Arms and Equipment Guide Pg 31 Funds Left over 74GP, 5 SP, and 3 CP Joren moves forward to engage the closest enemy moving in a zig zag pattern so as not make his movements be predictable and to attempt to avoid getting hit. OOC His unarmed attacks are now considered magic weapons through ki strike. With distances I am not sure if he could attack or not this round or if it would be the next one. I assume at the least it would be only one attack instead of three for a full rounds actions. Will add an attack roll if needed.
  5. Sheet: Name: Queen Mhiryaana III Race: Pixie Classes: Pixie 5//Ardent 5 The Queen Queen Mhiryaana fires a sleep arrow at the enemy the badger is fighting, the construct attacks from a flanking position on the same enemy. The hob needs a DC 16 Will save or fall asleep. Astral Construct Astral Construct 3rd Level Med HD 3d10+20 = 36 Speed 40' AC 20 (+2 Dex, +8 Nat) , Touch 12, FF 18 BAB/Grapple +4/+7 Attack: Slam +7 1d6+7` Space/Reach 5/5 SQ - One From A (Power Attack), DV, LLV Saves 1/3/1 Abilities: Str 21, Dex 15, Con -, Int -, Wis 11, Cha 10
  6. Hoograwr can see that there have been footprints of small creatures along with some of the bigger creatures heading in both directions, there is a deep crevice just ahead of her position. There is some sort of structure opposite the crevice, the passage continues south as well with possible features that could be investigated.
  7. Posting Format Sheet: Name: Paladin Red Race: Ghaele Eladrin Classes: Race 3// Paladin 3 Dailies: 1-Color spray and dancing lights 1/day per HD = 3/day 3-Detect thoughts and Disguise self 1/day per HD = 3/day 5-Tongues, permanent effect 6-See invisibility, chain lighting 1/day per 2 HD 8-Greater invisibility(self only) and major image 1/day per 4 HD. 10-Teleport and hold monster 1/day per 5 HD. 12-Wall of force and Prismatic spray 1/day per 6 HD. Red Paladin Red continued her assault, making sure her sword was not Idle Blurb OoC: Using Power Attack -3 to the attack and +6 damage
  8. Winter Nymph HD:d6 Level BAB Fort Ref Will Feature 1 +0 +0 +0 +2 Nature's Child, Cha+1 2 +1 +0 +0 +3 Fey Body, Wild Empathy, Dex+1 3 +1 +1 +1 +3 Unearthly Grace, Cha+1 4 +2 +1 +1 +4 Stunning Glance, Dex+1 5 +2 +1 +1 +4 Unnatural Beauty, Cha+1 6 +3 +2 +2 +5 Dimension Door, Dex +1 7 +3 +2 +2 +5 Blinding Beauty, Cha +1 Skills:6+Int modifier per level, quadruple at first level. Class skills are Concentration, Diplomacy, Escape Artist, Handle Animal, Heal, Hide, Listen, Move Silently, Spot, Swim. Proficiencies: Nymph is proficient with club, dagger, dart, quarterstaff, sickle, short spear, and sling. Features: Nature Child: The Nymph loses all other racial bonuses and gains fey traits (basically Low-light vision). She's a fey with a base speed of 30 feet and a swim speed of 20. The nymph casts spells like a druid of the same Nymph level. Suppose she multiclass's as a druid Nymph levels and druid levels stack for determining her spellcasting ability. She can choose to use her Charisma as a primary stat for her spellcasting, and if she multi-classed with the druid, the Nymph can use Cha instead of Wis for casting. Ability increase: Nymph gains Cha + 1 at levels 1, 3, 5 and 7, and Dex +1 at levels 2, 4, 6 and 7. Fey Body: At the second level, the Nymph gains DR/cold iron equal to half her HD. Wild Empathy: At level 2 Nymph gains Wild Empathy as a druid, with a +6 bonus on check. If you have Wild Empathy from some other source your Nymph levels stack with that class for Wild Empathy (you still get a +6 bonus). Unearthly Grace: At the third level, a Nymph adds her Charisma modifier as a bonus on all her saving throws. Stunning Glance: As a standard action, a Nymph can stun a creature within 30 feet with a look. The target creature must succeed on a Fortitude save with DC equal to 10+1/2HD+Cha modifier or be stunned for 2d4 rounds. Nymph can use this ability Hd x Cha modifier times per day. Unnatural Beauty: The Nymph gains a deflection bonus to AC equal to her Cha modifier. Dimension Door: Dimension Door 1/day as a SLA for each 2HD she has. Blinding Beauty: This ability affects all creatures within 10 feet per 2 HD of a nymph. Those who look directly at a nymph must succeed on a Fortitude save with a DC equal to 10+1/2HD+Cha or be blinded permanently as though by the Blindness spell. A Nymph can suppress or resume this ability as a free action, but it can't affect the same target more than once in a single day. This ability can be active for HD+Cha mod rounds per day. Sheet: Name: Winter or Icicle Classes: Nymph 4//Sorcerer 4 Hp: 37/40 Winter enters the room and fires off her sling at the advancing enemy. OoC - Actions: Standard: Fire off her sling Move: To M13
  9. Ithrinnwen After some time spent examining the tracks, Ithrinnwen stands again and dusts herself off. "These cart tracks do match the one we're looking for, but they're a bit old. No recent tracks suggest our missing person made it to the city. Nonetheless, we should check in with whoever may have been expecting her on this end. See if they have any new information or suggestions for us." Statblocks [URL=/sheets/?id=1752735][B][SIZE=+1]Ithrinnwen Wernardal[/SIZE][/B][/URL] Female NG Moon Elf Fighter 6/Swordsage 1||Ranger, [B]Level[/B] 7, [B]Init[/B] 4, [B]HP[/B] 68/68, [B]Speed[/B] 40 ft. [B]AC[/B] 17, [B]Touch[/B] 13, [B]Flat-footed[/B] 14, [B]Fort[/B] 8, [B]Ref[/B] 12, [B]Will[/B] 7, [B]Base Attack Bonus[/B] 7/2 [B] Dragonsplit +1 [/B] +9/+4 (1d6+4, 19-20/x2) [B] Dragonsplit +1 [/B] +9/+4 (1d6+2, 19-20/x2) [B] Leafweave Studded Leather Armor +1[/B] (+4 Armor, +3 Dex) [B]Abilities[/B] Str 16, Dex 16, Con 12, Int 13, Wis 12, Cha 14 [B]Condition[/B] None Female NG Moon Elf Fighter 6/Swordsage 1||Ranger, Level 7, Init 4, HP 68/68, Speed 40 ft. AC 17, Touch 13, Flat-footed 14, Fort 8, Ref 12, Will 7, Base Attack Bonus 7/2 Dragonsplit +1 +9/+4 (1d6+4, 19-20/x2) Dragonsplit +1 +9/+4 (1d6+2, 19-20/x2) Leafweave Studded Leather Armor +1 (+4 Armor, +3 Dex) Abilities Str 16, Dex 16, Con 12, Int 13, Wis 12, Cha 14 Condition None [URL=/sheets/?id=1753094][B][SIZE=+1]Tha'ali[/SIZE][/B][/URL] Male TN Cooshee (Elven Hound) Magical Beast, [B]Level[/B] 6, [B]Init[/B] 4, [B]HP[/B] 66/66, [B]Speed[/B] 50 ft. [B]AC[/B] 22, [B]Touch[/B] 14, [B]Flat-footed[/B] 18, [B]Fort[/B] 6, [B]Ref[/B] 9, [B]Will[/B] 3, [B]Base Attack Bonus[/B] 4 [B] Bite [/B] +8 (1d8+6, x2) [B] Natural Armor[/B] (+4 Dex, +8 Natural) [B]Abilities[/B] Str 19, Dex 19, Con 13, Int 3, Wis 12, Cha 8 [B]Condition[/B] None Male TN Cooshee (Elven Hound) Magical Beast, Level 6, Init 4, HP 66/66, Speed 50 ft. AC 22, Touch 14, Flat-footed 18, Fort 6, Ref 9, Will 3, Base Attack Bonus 4 Bite +8 (1d8+6, x2) Natural Armor (+4 Dex, +8 Natural) Abilities Str 19, Dex 19, Con 13, Int 3, Wis 12, Cha 8 Condition None Current Condition Ithrinnwen: 46/68 HP; Tha'ali: 66/66 HP Elf Favored Enemy (Ex): An elf ranger’s favored enemy ability grants him a +2 bonus on Hide, Listen, Move Silently, Spot, and Survival checks used against creatures of the chosen type, and a +2 bonus on weapon damage rolls against such creatures. If the elf ranger chooses humanoid (orc), undead, or “servants of Lolth” as her favored enemy, these bonuses rise to +3. “Servants of Lolth” includes drow, monstrous spiders of all sizes, and driders; this is an addition to the normal list of options for a ranger’s favored enemy. (Ithrinnwen's Favored Enemies are "Servants of Lolth" at +6 and Humanoid (Orc) at +3.) Elven Hound Companion (Ex): A 4th-level elf ranger can select an Elven HoundPage 189 of Races of the Wild. as her animal companion, even though the creature is a magical beast. For the purpose of any of the ranger’s spells that affect animals, as well as his use of Handle Animal or wild empathy on the companion, the elven hound is treated as an animal. Hatred: Ithrinnwen suffers a -4 penalty to AC and on attack rolls/skill checks whenever she is not engaged in melee combat with a favored enemy and is close enough that she could engage it. Foe Specialist: Ithrinnwen suffers a -1 penalty on attack rolls, Bluff, Sense Motive, Spot and Survival checks made against creatures of any kind that isn’t one of her favored enemies.
  10. The tracks head to the gates you can see, that you do not know where the missing female is at this time. You could head to Southpyke to see if she made it there, also there are no tracks that are fresh enough to lead you to think that she made it to the city.
  11. Williorn Barrett, Abjurer "A labyrinth of tricks and traps, false walls and such, I suspect. Stay close everyone, and call out if you find yourself caught in anything or losing sight of us," the wizard counseled the party, proceeding onward with the rest of them. Mechanics & OOC Statblock Male LG Human Wizard 3/Master Specialist 4 || Archivist 7, Level 7, Init 1, HP 56/56, Speed 30ft AC 12, Touch 11, Flat-footed 11, Fort 8, Ref 4, Will 7, Base Attack Bonus +3 Light Crossbow (x20 Bolts) +4 (1d8, 19-20/x2) +1 Bracers of Armor (+1 Armor, +1 Dex) Abilities Str 8, Dex 13, Con 14, Int 20, Wis 12, Cha 10 Condition None Wizard Summon Familiar (Raven)A wizard can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant. The wizard chooses the kind of familiar he gets. As the wizard advances in level, his familiar also increases in power. If the familiar dies or is dismissed by the wizard, the wizard must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per wizard level; success reduces the loss to one-half that amount. However, a wizard's experience point total can never go below 0 as the result of a familiar's demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs. A character with more than one class that grants a familiar may have only one familiar at a time. Raven: +3 bonus on Appraise checks Scribe ScrollSCRIBE SCROLL [ITEM CREATION] Prerequisite: Caster level 1st. Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes one day for each 1,000 gp in its base price. The base price of a scroll is its spell level x its caster level x 25 gp. To scribe a scroll, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll. School Specialization (Abjuration)SCHOOL SPECIALIZATION A school is one of eight groupings of spells, each defined by a common theme. If desired, a wizard may specialize in one school of magic (see below). Specialization allows a wizard to cast extra spells from her chosen school, but she then never learns to cast spells from some other schools. A specialist wizard can prepare one additional spell of her specialty school per spell level each day. She also gains a +2 bonus on Spellcraft checks to learn the spells of her chosen school. The wizard must choose whether to specialize and, if she does so, choose her specialty at 1st level. At this time, she must also give up two other schools of magic (unless she chooses to specialize in divination; see below), which become her prohibited schools. A wizard can never give up divination to fulfill this requirement. Spells of the prohibited school or schools are not available to the wizard, and she can't even cast such spells from scrolls or fire them from wands. She may not change either her specialization or her prohibited schools later. The eight schools of arcane magic are abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation. Spells that do not fall into any of these schools are called universal spells. Abjuration: Spells that protect, block, or banish. An abjuration specialist is called an abjurer. Forbidden Schools (Evocation, Necromancy) Archivist Dark Knowledge (Tactics, Puissance)Three times per day, an archivist can draw upon his expansive knowledge. An archivist unlocks new dark knowledge abilities as his level increases and can also call upon his dark knowledge more often, gaining one additional daily use for every three archivist levels (4/day at 3rd level, 5/day at 6th level, and so forth). Using dark knowledge requires a Knowledge check of a type appropriate to the creature faced. A Knowledge (arcana) check reveals secrets of magical beasts, Knowledge (dungeoneering) pertains to aberrations, Knowledge (religion) covers undead, and Knowledge (the planes) applies to outsiders and elementals. The DC of the check is 15. Most of the archivist's dark knowledge abilities increase in effectiveness if he succeeds on his Knowledge check by 10 or more. Dark knowledge can only be used once against any given creature. The archivist's dark knowledge can affect a single creature or all creatures of the same race, depending on the effect used. A target creature must be within 60 feet, and the archivist must be aware of the creature's presence, although he need not have a line of sight to it. The effects of dark knowledge last for 1 minute, unless stated otherwise. Tactics: The archivist knows the general combat behaviors of creatures of that race, granting his allies a +1 bonus to attack rolls made against them. For example, an archivist confronted by corruption eaters* who succeeded on his Knowledge (dungeoneering) check would grant his allies the attack bonus against all the corruption eaters they fought in that encounter. If the archivist succeeds on his Knowledge check by 10 or more, then this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, then this bonus increases to +3. *New monster described on page 144. Puissance: Starting at 5th level, the archivist can use his dark knowledge to help his allies fight off the corrupting influence of other creatures. Allies within 60 feet of the archivist gain a +1 bonus on saving throws against the affected creature's abilities. If the archivist succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, this bonus increases to +3. Foe: Starting at 8th level, an archivist can direct his allies to attack vital spots of his enemies. On a successful Knowledge check, he grants them a bonus to weapon damage rolls made against the target creatures equal to 1d6 points of damage. If the archivist succeeds on his Knowledge check by 10 or more, then this bonus increases to 2d6. If the archivist succeeds on his Knowledge check by 20 or more, then this bonus increases to 3d6. Dread Secret: By speaking aloud a dread secret of the target creature, an archivist of 11th level or higher can dazzle a target creature for 1 round. Unlike other dark knowledge, this ability can be used only against a single creature. If the archivist succeeds on his Knowledge check by 10 or more, then the target is dazed for 1 round. If the archivist succeeds on his Knowledge check by 20 or more, then the target is stunned for 1 round (if the target is immune to being stunned but not immune to being dazed, such as most undead, then the archivist can choose to daze the target instead of stunning it). Foreknowledge: Starting at 14th level, an archivist can better prepare his allies for the attacks of the affected creature, making it harder for the creature to land blows and successfully deal damage. Allies within 30 feet of the archivist gain a +1 insight bonus to Armor Class that applies to attacks by the affected creature only. If the archivist succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, this bonus increases to +3. (5/5)x/day Lore Mastery (Arcana)Lore Mastery: Upon reaching 2nd level, an archivist gains a +2 bonus to all Decipher Script checks and to all checks of any one Knowledge skill of his choice. Once this choice is made, it cannot be changed. At 7th, 13th, and 17th level, the archivist can choose an additional Knowledge skill on which to gain the +2 bonus. Still Mind (Ex)Starting at 4th level, an archivist gains a +2 bonus on saving throws against spells and effects from the school of enchantment, due to his rigorous focus and intense mental discipline. Master Specialist Skill Focus (Spellcraft) Expanded SpellbookWhen you reach 2nd level, you can add one wizard spell of your chosen school to your spellbook. The spell can be of any level that you can cast, and it is in addition to the normal spells gained when increasing your level. You can add another spell of your chosen school to your spellbook at 5th and at 8th level. Greater Spell Focus (Abjuration) Minor School Esoterica (Ex)At 4th level, your unflagging focus on your chosen school opens your mind to new possibilities and grants you the first taste of the unique skills of a master specialist. You gain an ability from those below based on your chosen school. Abjuration: You gain a competence bonus on dispel checks equal to 1/2 your master specialist level. Feats Collegiate WizardCollegiate Wizard (Complete Arcane, p. 181) [General] You have undergone extensive training in a formal school for wizards. Prerequisite INT 13, Wizard level 1, arcane caster level 1st Benefit You begin play with knowledge of six 1st-level spells plus 1 per point of Intelligence modifier. Each time you gain a wizard level, you may add four spells to your spellbook without additional research. In addition, you gain a +2 bonus on all Knowledge (arcana) checks. Special You can take this feat only as a 1st-level character. Normal 1st-level wizards begin play with knowledge of three 1st level spells, and can add two spells per level to their spellbooks. Extend SpellExtend Spell [Metamagic] Benefit An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell’s actual level. Academic PriestAcademic Priest [General] (Legends of the Twins) Scourge: Dragonlance Campaign Feats Your path to faith is more scholarly than those of other clerics. Prerequisites: Intelligence 13+ Benefit: For the purpose of determining bonus divine spells per day and maximum divine spell level, your primary spellcasting ability is Intelligence. If you have more than one divine spellcasting class, the bonus applies to only one of those classes. Your spell save DCs are not affected by this change. Special: You may only take this feat as a 1st-level character. If you take this feat more than once, it applies to a different divine spellcasting class each time. You may take this feat even if you have no divine spellcasting classes yet. Spell Focus (Abjuration, Enchantment)Spell Focus (Player's Handbook v.3.5, p. 100) [General] Choose a school of magic, such as illusion. Your spells of that school are more potent than normal. Benefit Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. Special You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic. Spells Wizard Level 0: 4/4 + 1/1 [S] Level 1: 4/4 + 1/1 [S] + 1/2 (Bonus) Level 2: 3/3 + 1/1 [S] + 0/1 (Bonus) Level 3: 2/2 + 1/1 [S] + 0/1 (Bonus) Level 4: 1/1 + 1/1 [S] + 1/1 (Bonus) Archivist Level 0: 4/4 Level 1: 5/5 + 1/2 (Bonus) Level 2: 3/4 + 0/1 (Bonus) Level 3: 3/3 + 1/1 (Bonus) Level 4: 2/2 + 1/1 (Bonus) The Network of Arcane Lore Academies Affiliation Score: 14 +2 to one Knowledge skill (arcana) +2 to any one other guild-associated skill of your choice (Spellcraft) Mission completion vouchers are good for 2 free spells Active Effects: Mage Armor [14 hours]; Darkvision [14 hours]; Tyche's Touch [24 hours] OOC: Williorn maintains detect magic as we move forward.
  12. Hey everyone, thanks for your patience! I apologize for going radio-silent there for a week, I was moving across the country for work. I'm all settled into my new place now, so I'll get posts for you all in the coming days. I'd say it does. This man seems pretty squeamish, more craven than bold. It explains his role as scout, and why he didn't try to fight alongside his fellows in the ambush. While he is armed with a handaxe, the lack of wear on the blade and the handle indicates he's not needed to use it very often.
  13. As one of those mods; I’d suggest that the Revivifier was horribly damaged in the battle. Tragic really, it’s now worthless. Be happy with the generous amount you do have, over 2000 gp each. That’s a lot, and it could be less…
  14. Ogryn, the Ogre Mercenary Ogyrn takes a step back at the unveiling of the disguised goblins, confused for a second before deciding that the little demons being goblins didn't change the situation much and thus he doesn't give it much thought. He continues to attempt to follow the conversation until Malger says it is time to leave. Ogryn follows at first before pausing for a moment and turning around. Pointing a finger at the goblins and stamping the butt of his polearm into the ground he simply says "Behave." before smiling to himself and turning around to continue escorting his companion. Whether he meant to or not, having an ogre scold them might give quite a fright to the small goblins. Intimidate
  15. OOC: Setup for the Parade Okay, so Malger and Ogryn will set up at the Market Corner at first. Kronin is set up Downtown. Xixok is in the band. Oscar is currently at the Market Corner, but has gotten a tip to head Downtown. I'm going to let y'all do one more quick thing before we move on to the parade start. Something you can resolve with a quick skill check. For example, Malger and Ogryn can make a quick inspection of one parade entrant or float, but you won't have time for a full conversation with anyone. I'm going to count Kronin's continued surveillance as his one thing (I'll get to that in a moment). So, in your next posts, please give a quick shout to what last bit of evidence you want to look for, last lead you want to follow up on, thing you want to investigate, etc. IC: Kronin There are a couple places that Kronin will want to keep his eyes on. From his current position, he can see six sewer grates (yellow stars), most of these look like they'd require some acrobatics for a Medium creature to navigate, and some dormer windows (red stars) that would be good places for a shooter to perch. The two nearest dormers seem to be looking into the loft apartments above a chandlery and an apothecary. When looking at the sewer drain between the Academy Emporium and the chandlery/apothecary building, Kronin thinks he might have seen some movement there. That would be a pretty good place from which to make attacks with some kind of pyrotechnics or alchemical incendiaries. Kronin is also able to pick out a couple of the town guardsmen who've been stationed among the crowd. They don't seem to be particularly observant or in-the-know on anything: just some 9-to-5-ers punching their cards, maybe. Map
  16. No problem! We can wait until you get back for anymore updates. Hope you have a good time!
  17. To confirm, do the cart tracks we're looking at head for the city gates ahead or somewhere else? Also, was the missing person confirmed to arrive at their original destination and disappeared on the way back or something else?
  18. Statblock Female Chaotic Neutral Titan // Warlock Level 3, Init 1, HP 32/36, DR 1/Lawful, 1/Cold Iron, Speed 40ft AC 18, Touch 11, Flat-footed 17, Fort 7, Ref 1, Will 4, Base Attack Bonus 3 Comet +9 (2d6 + 9, x3) Hideous Blow +9 (2d6 + 2d6 + 9, x3) Slam +9 (1d4 + 6, x2) Eldritch Blast +4 (2d6, x2) Chain Shirt (+4 Armor, +1 Dex, +3 Natural) Abilities Str 22, Dex 12, Con 18, Int 12, Wis 8, Cha 18 Condition None Deianara grits her teeth and furrows her brows as the mad mage reveals herself. With a tight grip on her hammer, Deianara prepares herself to take on whatever Mezzina's group has in store for her and her companions. OOC: Deianara also has darkvision and can see invisible creatures from her Warlock class.
  19. Brody Silvertongue Statblock [URL=/sheets/?id=2876398][B][SIZE=+1]Brody Silvertongue[/SIZE][/B][/URL] Male Neutral Good Elf Bard 4//Sorcerer 1/Ranger 3, [B]Level[/B] 4, [B]Init[/B] 3, [B]HP[/B] 30/30, [B]Speed[/B] 30 [B]AC[/B] 17, [B]Touch[/B] 13, [B]Flat-footed[/B] 14, [B]Fort[/B] 7, [B]Ref[/B] 13, [B]Will[/B] 9, [B]Base Attack Bonus[/B] 4 [B]Weapon Finesse MW Elven Court Blade (-) [/B] +8 (1d10, 18-20×2) [B]- MW Composite Longbow (X20) [/B] +8 (1d8, X3) [B]- 2x Thowing Axes (-) [/B] +4 (1d6, X2) [B] Mithril Chain Shirt[/B] (+4 Armor, +3 Dex) [B]Abilities[/B] Str 10, Dex 16, Con 10, Int 14, Wis 12, Cha 17 [B]Condition[/B] None [B]Languages[/b] Common, Elven, Draconic, Goblin Healing Belt: 1 charge: Heals 2d8 points of damage. 2 charges: Heals 3d8 points of damage. 3 charges: Heals 4d8 points of damage. Male Neutral Good Elf Bard 4//Sorcerer 1/Ranger 3, Level 4, Init 3, HP 30/30, Speed 30 AC 17, Touch 13, Flat-footed 14, Fort 7, Ref 13, Will 9, Base Attack Bonus 4 Weapon Finesse MW Elven Court Blade (-) +8 (1d10, 18-20×2) - MW Composite Longbow (X20) +8 (1d8, X3) - 2x Thowing Axes (-) +4 (1d6, X2) Mithril Chain Shirt (+4 Armor, +3 Dex) Abilities Str 10, Dex 16, Con 10, Int 14, Wis 12, Cha 17 Condition None Languages Common, Elven, Draconic, Goblin Healing Belt: 1 charge: Heals 2d8 points of damage. 2 charges: Heals 3d8 points of damage. 3 charges: Heals 4d8 points of damage. Skills Skill Name Modifier Appraise 2 Balance 3 Bluff 3 Climb 0 Concentration 0 Craft 0 Decipher Script 4 Diplomacy 7 Disable Device 2 Disguise 3 Escape Artist 3 Forgery 2 Gather Information 6 Handle Animal 3 Heal 1 Hide 6 Intimidate 6 Jump 0 Knowledge(Dungeoneering) 5 Knowledge(Geography) 4 Knowledge(Nature) 4 Knowledge(Local) 4 Knowledge(History) 5 Listen 6 Move Silently 7 Open Lock 3 Perform 8 Profession 4 Ride 5 Search 6 Sense Motive 4 Sleight of Hand 3 Spellcraft 4 Spot 5 Survival 3 Swim 0 Tumble 5 Use Magic Device 3 Use Rope 3 Feats and Abilities Feats: Improved Weapon Familiarity lvl 1, Weapon Finesse (Elven Courtblade) lvl 3, Track (Ranger bonus) Rapid Shot(Combat Style) Racial Abilities: +2 Dexterity, -2 Constitution. Medium: As Medium creatures, elves have no special bonuses or penalties due to their size. Elf base land speed is 30 feet. Immunity to magic effects, and a +2 racial bonus against enchantment spells or effects. : An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. Weapon Proficiency: Elves receive the feats for the longsword, , longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. +2 racial bonus on , , and checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a check to notice it as if she were actively looking for it. Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. Favored Class: . A multiclass elf’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing. Bard Abilities: Bardic Music, Bardic Knowledge, Countersong, Fascinate, Inspire Courage +1, Inspire Competence Sorcerer Abilities: Summon Familar Ranger Abilities: First Favored Enemy(Goblin), Track, Wild Empathy, Combat Style(Archer) Spell Spell Saves per level: Lvl 0 DC 13 Lvl 1 DC 14 Spells Known: Bard: Lvl 0: 6 Lvl 1: 3 Lvl 2: 2 Sorcerer: Lvl 0: 5 Lvl 1: 3 Spells per Day: Bard: Lvl 0: 3 Lvl 1: 2 Lvl 2: 1 Sorcerer: Lvl 0: 4 Lvl 1: 2 Bard Spells: Lvl 0: Detect Magic Dancing Lights Lullaby Mage Hand Open/Close Prestidigitation Lvl 1: Alarm Identify Sleep Lvl 2: Cure Moderate Wounds Detect Thoughts Sorcerer Spells: Lvl 0: Read Magic Disrupt Undead Detect Poison Lvl 1: Mage Armor Magic Weapon Equipment Equipment: Mithril Chainshirt (1100GP) Dungeon Masters Guide MW Composite Longbow w/20 Arrows(401GP) Players Handbook MW Elven Courtblade (450GP) Races of The Wild 2x Throwing Axes (16GP) Players Handbook Healing Belt (750GP) Magic Item Compendium Pg 110 Signet Ring (5GP) Players Handbook Backpack (2GP) Players Handbook Bedroll (1SP) Players Handbook Blanket, Winter (5SP) Players Handbook Fishhook (1SP) Players Handbook Flint & Steel (1GP) Players Handbook Small Steel Mirror (10GP) Players Handbook Iron Pot (5SP) Players Handbook Belt Pouch (1GP) Players Handbook 5x Bread, 5x Cheese, 5x Meat(3GP) Players Handbook Silk Rope 50 Ft (10GP) Players Handbook Sewing Needle (5SP) Players Handbook Shovel (2GP) Players Handbook Soap (5SP) Players Handbook Tent (10GP) Players Handbook Waterskin (1GP) Players Handbook Whetstone (2CP) Players Handbook Sunrod x2 (4GP) Players Handbook Mandolin(5GP) Players Handbook Explorers Outfit (10GP) Players Handbook Light Warhorse (150GP) Players Handbook Bit & Bridle (2GP) Players Handbook Military Saddle (20GP) Players Handbook Saddlebag (4GP) Players Handbook Feed x7(3SP5CP) Players Handbook Spices (Pepper, Salt, Garlic, Cumin, Basil, Rosemary, Onion) (31GP 1 SP, and 5 CP) Arms and Equipment Guide Pg 31 Wheat Flour (3 GP) Arms and Equipment Guide Pg 31 Olive Oil (5GP) Arms and Equipment Guide Pg 31 Honey (1SP) Arms and Equipment Guide Pg 31 Least Truedeath weapons crystal( 1000 GP)Magic Item Compendium pg 66 Least Fiendslayer weapons crystal( 1000 GP) Magic Item Compendium pg 65 Funds Left over 500GP, 11 SP, and 18 CP Brody did not relent and kept up his attacks with the bow. At the same time he continued to lift his voice in song and the allies who heard him continue to feel inspired to fight harder. OOC Inspire Courage () A bard with 3 or more ranks in a skill can use song or poetics to inspire courage in his allies (including himself), bolstering them against and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 on against and effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.
  20. Thotham Thotham shrugs. "I guess we should go to the village first. I was really leaning toward the lighthouse first, but ... people having sneaky meetings at the halfway point is a bit of a clue. At any rate, wake me when it's my watch." With the practice of a trained soldier, he goes back to sleep. Actions/Rolls Active effects: Full standard: Move: Free: Statblock [URL=/sheets/?id=2846215][B][SIZE=+1]Thotham Pricklypear[/SIZE][/B][/URL] M NG Elf (half-giant (SRD) / WoodElf crossbreed 1/Warmage 2//half-giant la/Targeteer fighter 2, [B]Level[/B] 3, [B]Init[/B] 5, [B]HP[/B] 25/25, [B]Speed[/B] 40 [B]AC[/B] 16, [B]Touch[/B] 12, [B]Flat-footed[/B] 13, [B]Fort[/B] 3, [B]Ref[/B] 6, [B]Will[/B] 2, [B]Base Attack Bonus[/B] 2.5 /2 [B](+8 / 2d8+6 within 30') MW elvencraft Dragonbone Composite Greatbow (str+2) (40) [/B] 7 (2d8+5, x3) [B] Dagger [/B] 2 (1d4+2, 19-20/x2) [B](in melee as a double weapon) L Evlencraft dragonbone composite greatbow [/B] -2/-6 (1d8+2/1d8+2, x2) [B] MW Studded Leather[/B], [B] MW Buckler[/B] (+3 Armor, +1 Shield, +3 Dex, -1 Misc) [B]Abilities[/B] Str 14, Dex 16, Con 10, Int 14, Wis 8, Cha 15 [B]Condition[/B] Note: -6 to AC v AoOs M NG Elf (half-giant (SRD) / WoodElf crossbreed 1/Warmage 2//half-giant la/Targeteer fighter 2, Level 3, Init 5, HP 25/25, Speed 40 AC 16, Touch 12, Flat-footed 13, Fort 3, Ref 6, Will 2, Base Attack Bonus 2.5 /2 (+8 / 2d8+6 within 30') MW elvencraft Dragonbone Composite Greatbow (str+2) (40) 7 (2d8+5, x3) Dagger 2 (1d4+2, 19-20/x2) (in melee as a double weapon) L Evlencraft dragonbone composite greatbow -2/-6 (1d8+2/1d8+2, x2) MW Studded Leather, MW Buckler (+3 Armor, +1 Shield, +3 Dex, -1 Misc) Abilities Str 14, Dex 16, Con 10, Int 14, Wis 8, Cha 15 Condition Note: -6 to AC v AoOs
  21. Hoograwr Once recovered, Hoograwr looks up "Thank you Morgo." She glances over at Sarah "I have no objection. I'm not hungry enough to eat goblin myself though." She takes the lead through the tunnel and pauses on the other side to look and smell for tracks. Actions/Rolls Active effects: Full standard: Move: Free: Statblock [URL=/sheets/?id=1794286][B][SIZE=+1]HooGrawr[/SIZE][/B][/URL] F CN/CG Just ... don't ask Owlbear/Barbarian 1 | Nymph, [B]Level[/B] 5, [B]Init[/B] 2, [B]HP[/B] 64/77, [B]DR[/B] 2/cold iron, [B]Speed[/B] 40 (swim 20) [B]AC[/B] 25, [B]Touch[/B] 15, [B]Flat-footed[/B] 23, [B]Fort[/B] 15, [B]Ref[/B] 10, [B]Will[/B] 8, [B]Base Attack Bonus[/B] 5 [B]x2 Claw [/B] 10 (1d6+4, ) [B] Warhammer +1 [/B] 11 (2d6+5, x3) [B] Peck [/B] 5 (1d8+2, ) [B] Studded Leather Armor +1[/B], [B] Darkwood Shield +1[/B] (+4 Armor, +3 Shield, +2 Dex, +1 Size, +4 Deflect, +3 Natural, -2 Misc) [B]Abilities[/B] Str 22, Dex 15, Con 20, Int 12, Wis 10, Cha 19 [B]Condition[/B] As Shown: Deceptively innocent form Natural form: Large size, no armor and -2 to AC and attack (from size change) Raging F CN/CG Just ... don't ask Owlbear/Barbarian 1 | Nymph, Level 5, Init 2, HP 64/77, DR 2/cold iron, Speed 40 (swim 20) AC 25, Touch 15, Flat-footed 23, Fort 15, Ref 10, Will 8, Base Attack Bonus 5 x2 Claw 10 (1d6+4, ) Warhammer +1 11 (2d6+5, x3) Peck 5 (1d8+2, ) Studded Leather Armor +1, Darkwood Shield +1 (+4 Armor, +3 Shield, +2 Dex, +1 Size, +4 Deflect, +3 Natural, -2 Misc) Abilities Str 22, Dex 15, Con 20, Int 12, Wis 10, Cha 19 Condition As Shown: Deceptively innocent form Natural form: Large size, no armor and -2 to AC and attack (from size change) Raging
  22. Alton With an expert flick of his wrist, Alton wraps his sling around his wrist as he unlimbers his throwing axe. "Get 'im girl." Is his only words as he and his mount tear into the hob in front of him. Actions/Rolls Active effects: Full Move: draw handaxe, stow sling (or drop if that is what needs to happen) Free: direct mount to attack standard: Attack nearest hob Mount: Full attack nearest hob. Statblock [URL=/sheets/?id=2910299][B][SIZE=+1]Alton Slingfoot[/SIZE][/B][/URL] M LG Strongheart Halfling Light Calvary Scout || Targeteer Fighter 1 / Ranger (ranged combat)2, [B]Level[/B] 3, [B]Init[/B] 3, [B]HP[/B] 29/29, [B]Speed[/B] 20 (60 mounted) [B]AC[/B] 19, [B]Touch[/B] 14, [B]Flat-footed[/B] 16, [B]Fort[/B] 6, [B]Ref[/B] 8, [B]Will[/B] 3, [B]Base Attack Bonus[/B] 3 [B] Warsling (10 skiprock, 20 bullets (1d4 dmg)) [/B] 7 (1d6+3, x4) [B] throwing axe [/B] 5 (1d4+1, x2) [B] Spear [/B] 5 (1d6, x3) [B]MW, Mithril Chain Shirt[/B], [B]MW Buckler[/B] (+4 Armor, +1 Shield, +3 Dex, +1 Size) [B]Abilities[/B] Str 12, Dex 16, Con 12, Int 10, Wis 14, Cha 12 [B]Condition[/B] None M LG Strongheart Halfling Light Calvary Scout || Targeteer Fighter 1 / Ranger (ranged combat)2, Level 3, Init 3, HP 29/29, Speed 20 (60 mounted) AC 19, Touch 14, Flat-footed 16, Fort 6, Ref 8, Will 3, Base Attack Bonus 3 Warsling (10 skiprock, 20 bullets (1d4 dmg)) 7 (1d6+3, x4) throwing axe 5 (1d4+1, x2) Spear 5 (1d6, x3) MW, Mithril Chain Shirt, MW Buckler (+4 Armor, +1 Shield, +3 Dex, +1 Size) Abilities Str 12, Dex 16, Con 12, Int 10, Wis 14, Cha 12 Condition None Sorry, I don't have his companion added to the game yet I guess. I'll get that done after I post. [URL=http://www.myth-weavers.com/sheet.html#id=2910739][B][SIZE=+1] [/SIZE][/B][/URL] F Warbeast Clawfoot Animal, [B]Level[/B] 3, [B]Init[/B] 3, [B]HP[/B] 36/36, [B]Speed[/B] 50 [B]AC[/B] 18, [B]Touch[/B] 13, [B]Flat-footed[/B] 15, [B]Fort[/B] 7, [B]Ref[/B] 6, [B]Will[/B] 3, [B]Base Attack Bonus[/B] 2.25 [B] Talons (2) [/B] 7 (1d8+5, x2) [B] forclaws (2) [/B] 5 (1d3+2, x2) [B] Bite [/B] 5 (1d6+2, x2) [B] leather barding[/B] (+2 Armor, +3 Dex, +3 Natural) [B]Abilities[/B] Str 20, Dex 17, Con 18, Int 2, Wis 14, Cha 10 [B]Condition[/B] None
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