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VennDygrem

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  1. Is the Ring of Invisibility a one-use per day thing? The description doesn't really say.
  2. Krott | HP 20/30 | AC 18 | Fort +7 | Ref +5 | Will +4 | Speed: 25 | Perception: +4 Hero Points: 0/3 | AlchemyBestial Mutagen (Lesser) - 3/3 Bravo's Brew (Lesser) - 2/2 Drakeheart Mutagen (Lesser) - 3/3 Eagle Eye Elixir (Lesser) - 2/2 Numbing Tonic( Minor) - 2/2 Soothing Tonic (Lesser) - 2/2 | Conditions: N/A | Effects: Bestial Mutagen - 1 minute Letting out a performative sigh, Krott falls slack as he hands the stake off to Razvan. "There you are, one well-earned liberation. I trust the check's in the mail, as it were?" He half-heartedly grins, perhaps the most emotion he's shown since awakening from his dirt nap. "Only jest, of course. Though I am hoping Ekul and his friends have a bit more recompense in mind. With Tallon's threat ended, I suppose we ought to give this tower a once-over. We had been told there may be more information on Tallon's connections, and I don't believe we've found all we were seeking. Leaving this place sounds like an equally lovely idea, however." OOC & Actions N/A
  3. That's good to know! I'm putting together a defender, so my HP should be higher, though by how much is certainly a different matter. And because decision paralysis is a whole thing, I changed my character pretty completely from when I said I locked down a concept. I'm assuming Goliaths mainly live in the mountains to the north?
  4. Farah - | AC: 16 | HP: 27/27 | PP: 14 | Psionic Energy 4/4| Conditions: poisoned (somewhat less than 1 hour) The Tabaxi hops atop her tortoise and waits for the signal, patting the creature's shell and whispering soft encouragements in Goblin. "Are you ready? I've got plenty of food for you, just a bit further! The faster we go, the faster we get to your meal!" When Adan gives the signal, Farah grins and prompts the tortoise with a simple "Go!" As the tortoise begins moving, however, the slow, jerky motions send her stomach to tossing and turning. OOC/Actions Wisdom (Animal Handling) check below. Presumably we're starting this within the hour of being Poisoned from the last game, so I'll roll the disadvantage. If the condition is somehow not still active, then ignore the disadvantage.
  5. Thanks! It's usually assumed, but I believe they weren't introduced until a little ways into the game so it's not a default part of the original rules (until PHB2, at least). Are there any you know of that are off limits? Auspicious Birth/Born Under a Bad Sign are notably strong options that, while a good RP prompt, have a strong mechanical effect and are sometimes banned as a result.
  6. One thing I didn't see in the Character Creation, and because it's been a minute since I've done character creation for 4E proper, but do we also pick a mechanical Background option by default? The ones that give a bonus to skills or other small benefits, that is. I saw some applications include this while others do not seem to. Just trying to make sure my last-minute tinkering is complete and accurate to the rules. :)
  7. Aquila | HP 20/20 | AC 17Studded Leather armor +2 item bonus, +2 dex, +3 trained proficiency Raise Shield: +2 circumstance to AC | Fort +9 | Ref +7 | Will +3 | Speed: 25 | Perception: +3 Hero Points: 2/3 | Kinetic Gate: Open| Conditions: None | Effects: Aquila nods at her companions as they receive her healing and offer acknowledgement. "While it seems a bit gruesome... they attacked us. This isn't the time or place to feel sorry for them. If they can help prevent us from being devilfish-food, let them serve that purpose in our place." She grimaces, but there's not much to be done for it. With Valerica offering her time to bandage up Carthen, Aquila channels her healing waters once more for both Carthen and Lira. "It's no cleric's holy mending, but hopefully it helps soothe those wounds. As for Caltrix... I can help with the muck as well." OOC & Actions Aquila spends a couple rounds, as Val finishes bandaging Carthen she heals Lira again, then Carthen right after the Treat Wounds is over to maximize our time. Then, assuming there's an empty bucket, Aquila can use Base Kinesis to generate pure, fresh water.
  8. Krott | HP 20/30 | AC 18 | Fort +7 | Ref +5 | Will +4 | Speed: 25 | Perception: +4 Hero Points: 0/3 | AlchemyBestial Mutagen (Lesser) - 3/3 Bravo's Brew (Lesser) - 2/2 Drakeheart Mutagen (Lesser) - 3/3 Eagle Eye Elixir (Lesser) - 2/2 Numbing Tonic( Minor) - 2/2 Soothing Tonic (Lesser) - 2/2 | Conditions: N/A | Effects: Bestial Mutagen - 1 minute Krott makes another attempt to deal damage to the stuck vampire, frantically looking for an opening in his defenses. Then, he switches tactics and looks for a moment to aid an ally's strike. OOC & Actions Not sure if I manage to snatch the stake or not. I'll focus on attacks, first with jaws, then claws. Finally, I'll use my third action to Aid. If I succeed, that's +1 to an attack. Action Strike Tallon with jaws attack Action Strike Tallon with claws attack (-4 MAP for agile weapon) Action attack (standard DC is 15 for remaster, 20 for original, or whatever the GM decides is appropriate) Cyntheria and Mr Mud HP: 23/32 | (C) AC: 21 F: 10 R: 6 W: 7 (8 vs. Fear) | (M) AC: 17 F: 8 R: 7 W: 7 Effects: Drakeheart Mutagen, LesserYou gain the listed bonus to AC, a Dexterity cap of +2 (as usual, use your lowest Dexterity cap if you have more than one), and an item bonus to Perception checks. If you're wearing armor, you still calculate your proficiency bonus to AC based on your proficiency in the armor you're wearing, even if the drakeheart mutagen has a higher item bonus. You also gain the Final Surge action. +4 Item bonus, +2 Dex cap, +1 Perception, -1 Reflex & Will saves, -1 Recall Knowledge checks (C), Bravo's Brew, LesserFor the next hour after drinking this elixir, you gain an item bonus to Will saves, which is greater when attempting Will saves against fear. +1 Will saves, +2 vs. Fear (C), Boost Eidolon Your eidolon gains a +2 status bonus to damage rolls with its unarmed attacks. If your eidolon's Strikes deal more than one weapon damage die, the status bonus increases to 2 per weapon damage die, to a maximum of +8 with four weapon damage dice.(C) | Conditions: N/A Character Sheet N, Small, Poppet, Wishborn Poppet, Humanoid Perception +5; Darkvision Languages None selected Skills Acrobatics +7, Athletics +0, Deception +8, Diplomacy +8, Intimidation +8, Medicine +5, Occultism +4, Stealth +7 Str +0, Dex +3, Con +2, Int +0, Wis +1, Cha +4 Items Unarmored AC 17; Fort +8, Ref +7, Will +7 HP 32; Resistances fire -1 Dutiful Retaliation Speed 25 feet Bon Mot Manifest Eidolon Act Together Share Senses Occult Known Spells DC 18, attack +8; 1st Fear, Magic Missile, Soothe (2 slots); Cantrips Prestidigitation, Protect Companion, Shield, Guidance, Telekinetic Projectile Focus Spells (1 points) Boost Eidolon Range 100 feet; Targets your eidolon Duration 1 round You focus deeply on the link between you and your eidolon and boost the power of your eidolon's attacks. Your eidolon gains a +2 status bonus to damage rolls with its unarmed attacks. If your eidolon's Strikes deal more than one weapon damage die, the status bonus increases to 2 per weapon damage die, to a maximum of +8 with four weapon damage dice. Evolution Surge Range 100 feet; Targets your eidolon Duration 1 minute You flood your eidolon with power, creating a temporary evolution in your eidolon's capabilities. Choose one of the following effects:Your eidolon gains low-light vision and darkvision.; Your eidolon gains scent as an imprecise sense up to 30 feet. .; Your eidolon can breathe underwater and gains a swim Speed equal to its land Speed or 30 feet, whichever is less. Alternatively, if your eidolon is normally aquatic, it can breathe air and gains a land Speed equal to its swim Speed or 30 feet, whichever is less. Either way, it gains the amphibious trait. .; Your eidolon gains a +20-foot status bonus to its Speed. .; Heightened (3rd) Add the following options to the list of effects you can choose:Your eidolon becomes Large, instead of its previous size. This increases your eidolon's reach to 10 feet but doesn't change any other statistics for your eidolon. Because of the special link you share, you can ride your eidolon without getting in each other's way. If another creature tries to ride your eidolon, both you and the riding creature each regain only 2 actions at the start of your turns each round, as normal. .; Your eidolon gains a climb Speed equal to its land Speed. .; Heightened (5th) Add the options from the 3rd-level version and the following options to the list of effects you can choose:Your eidolon becomes Huge, instead of its previous size. This has the same effects as the 3rd-level option to become Large, except your eidolon's reach increases to 15 feet. ; Your eidolon gains a fly Speed equal to its Speed. Reinforce Eidolon Range 100 feet; Targets your eidolon Duration 1 round You focus deeply on the link between you and your eidolon and reinforce your eidolon's defenses. Your eidolon gains a +1 status bonus to AC and saving throws, plus resistance to all damage equal to half the spell's level. Your eidolon can benefit from either boost eidolon or reinforce eidolon, but not both; if you cast one of these spells during the other's duration, the newer spell replaces the older one. Additional Feats Energy Heart, Harmless Doll, Mummy Dedication, Reinforce Eidolon, Toughness, Wishborn Poppet Additional Specials Constructed, Disease and Poison Protection, Eidolon (Devotion Phantom Eidolon), Energy Heart (sonic), Evolution Feat, Flammable, Immunity to Death Effects, Link Spells, Negative Healing, Negative Survival, Undead Hunger Cyntheria - Stalwart Guardian2 Medium, Eidolon, Stalwart Guardian, Eidolon Perception +4; Darkvision Languages None selected Skills Acrobatics +6, Athletics +4, Deception +4, Diplomacy +4, Intimidation +4, Medicine +4, Occultism +4, Stealth +6 Str +4, Dex +2, Con +3, Int +0, Wis +0, Cha +0 Items Unarmored AC 18; Fort +9, Ref +6, Will +6 HP 32 Dutiful Retaliation Trigger An enemy within 15 feet of you hits you with a Strike and deals damage to you. Requirements Your eidolon is within 15 feet of you. Your eidolon instinctively flashes with ectoplasmic energy, allowing them to strike back against an enemy who dares to harm you. Your eidolon makes a melee unarmed Strike against the triggering enemy, even if that enemy isn't within your eidolon's reach. Speed 25 feet Melee Primary Attack +8 (Shove), Damage 1d8+4 B Melee Secondary Attack +8 (Agile, Finesse), Damage 1d6+4 Sonic Cyntheria and Mr. Mud continue their strategy. Mud boosts his companion while the girl continues her sonic strikes, before OOC C&M Actions Action Act Together: Mud casts Boost Eidolon on Cyntheria, and Cyntheria makes a Strikevs. Tallon with her secondary unarmed strike, dealing sonic damage on a hit. Action Cyntheria strikes again with the sonic attack. Action Mud casts Reinforce Eidolon, granting Cyntheria +1 status bonus to AC and saves for 1 round. Per OOC chat in the Discord, I'm taking momentary control of Cyntheria and Mud so we can move on to the next round without waiting for allefgib to respond.
  9. Baldric | HP 48/48 | AC 22 | Fort +9 | Ref +13 | Will +14+12 base +1 Item bonus (Bravo's Brew); +2 vs. Fear +1 status bonus (Rallying Anthem) | Speed: 30 | Perception: +7 Hero Points: 0/1 | Focus Points: 1/2 | Spellcasting: CantripsDaze Figment Read the Air Shield Telekinetic Hand Usable At-Will | Rank 1Command Fear (Muse bonus) Gravitational Pull Soothe {S} Spell Slots: 3/3 | Rank 2Dispel Magic {S} Invisibility Illusory Creature Spell Slots: 2/3 | Spell/Class DC: 20 Conditions: N/A | Effects: Marshal's aura (10 ft): +1 status bonus on fear saves Baldric offers an ostentatious, yet appreciative bow to the councilmembers. "Yes, thank you! It is a pleasure to have been of service, and to be met by such an arresting council of women such as yourselves. You have a lovely town here, and I'd hate to think what might have happened had Ms. Lirayne had her way." He nods at Vharag's suggestions, seemingly in agreement. "I've known many an Orc in my day, though I can't recall any of your tribe. If they are half as competent and level-headed as you, my friend, then this Citadel should be in good hands. I'm sure their allied aid would prove most fortuitous." To Syhlas, he grins before responding. "Ah, that's Baron-in-Exile, mind you! I much prefer taking life by the reins and charging forward than sitting idle on fattened-bottom. I'm sure you understand; There are far too many lives to save and lovers to be sated to lead such a lethargic lifestyle."
  10. Will attempt Aid checks on Learn a Spell to assist Vharag's studies with insights from an alternate perspective and methodology (Arcana for Acid Grip and why not also Gecko Grip in case of a Critical Success; Occultism for Mirror Image). Results: Critical Success to Aid on Arcana for Vharag to Learn a Spell: Acid Grip (+2 to check) Successful Aid on Occultism for Vharag to Learn a Spell: Mirror Image (+1 to check)
  11. Zalven Tainos - Illusionist of the Second Order, Adherent of the Gleaming Eye HP: 10/10 | AC: 8 | SV: 16 | Class AbilitiesAlchemy Can identify potions by taste alone. Greater abilities at levels 7 and 11. Coloured Globe Once per day per level, evoke a 6-in glowing globe (10-ft radius of light); Lasts 6 turns/1 hr. Extraordinary +8% chance to perform extraordinary feats of dexterity (already included). Perceive Illusion +2 bonus to saving throws versus illusions and phantasms, or level difference if opposing illusion is 3+ levels lower. Read Magic Decipher magical inscriptions or symbols. Scroll Use Decipher & invoke non-ecclesiastical scrolls of spells on the Illusionist spell list. Scroll Writing Scribe known spells onto scrolls (cost: 500+100/spell level gp). Sorcery Cast illusionist spells and keep a spell book containing your spells (see: Sorcery). Spells may be learnt outside of level training. Vizard Use a simple illusion to alter all facial features for up to 1 turn (10 minutes). Takes one round (10 seconds) to take effect. Usable once per day from 1st to 6th level, twice per day from 7th to 12th level. | GearMoney: 4 gp Weapons: Silver dagger, quarterstaff, sling, bullets ×20 Other: backpack, bandages, winter blanket, chalk (piece), ink and quill, hooded lantern, silver mirror, lamp oil ×2, parchment ×3, soft leather pouch, iron rations (1 week), silk rope (50-ft.), small sack, tinderbox, wineskin (full), writing stick, spell book | SorcerySpell Castings: 3 Level 1 Level 1: Colour Spray, Decipher Languages, Mirror Image | Zalven considers for a moment how best to handle the clutch of centipedes. 'My contributions are mainly academic,' he thinks to himself, 'and not so much athletic.' He decides this may be the best time to unleash a bit of magic, because he's certainly not likely to succeed with weapon strikes. He shudders remembering the follies of the last underground ruins. While invisible, the magician waves his hands and lets loose a spray of scintillating colors, hoping to overpower the vermin's senses. Attributes & Stats Attributes & Stats Strength (ST) 10 Att. Mod (Melee): +0 Dmg Adj: +0 Test of ST: 2:6 Ex Feat of ST: 4% Dexterity (DX) 16 Att. Mod (missile): +1 Defence Adj: +1 Test of DX: 3:6 Ex Feat of DX: 24% Constitution (CN) 13 HP Adj: +1 Poison/Rad. Adj: 0 Trauma Survival: 80% Test of CN: 3:6 Ex Feat of CN: 8% Intelligence (IN) 17 Languages: +2 Bonus Spells: Lv. 3 Learn New Spell: 85% Wisdom (WS) 12 Willpower Adj: 0 Bonus Spells: N/A Learn New Spell: N/A Charisma (CH) 12 Reaction/Loyalty Adj: 0 Max. Henchmen: 4 Undead Turning Adj: 0 OOC Zalven will defend himself. He doesn't want to cast colour spray unless he needs to, since he has so few spells to cast. Zalven will cast colour spray after all. 1d6 enemies in a 20-ft cone get a sorcery save vs. the spell. If they're up to 5 HD, they're unconscious for 2d4 rounds, 6 or more HD merely blinded for 1d4 rounds. --edit-- Dang... low rolls yet again. Should let the Ref roll everything from now on, I might actually be more effective that way. D:
  12. Baldric | HP 48/48 | AC 21 | Fort +8 | Ref +12 | Will +13+12 base +1 Item bonus (Bravo's Brew); +2 vs. Fear | Speed: 30 | Perception: +7 Hero Points: 0/1 | Focus Points: 1/2 | Spellcasting: CantripsDaze Figment Read the Air Shield Telekinetic Hand Usable At-Will | Rank 1Command Fear (Muse bonus) Gravitational Pull Soothe {S} Spell Slots: 3/3 | Rank 2Dispel Magic {S} Invisibility Illusory Creature Spell Slots: 2/3 | Spell/Class DC: 20 Conditions: N/A | Effects: Marshal's aura (10 ft); Bravo's Brew (bit less than an hour) Baldric maintains his smile; with the undead wyrmling defeated and Voz restrained, the party seems to have succeeded in the day's goals. "Yes, well done everyone! I must say, I came a good way to study these gates, but if the threat," he glances over at Voz, "is contained for now, I suppose a brief detour back to town is a good idea. You all deserve some rest, that is for certain! I'm sure we can come back and comb through this chamber for anything more of note, though I'm not above some more in-depth searching of the premises if we wish to do so now." Despite his words, he still takes a moment to marvel over the stone gateways. Looking back to Renali, he addresses her directly. "Renali, what will you do now? You're quite far from home, and we know these cultists pose a greater threat. You mentioned wishing to return home, but with the gate indisposed, will you be traveling by more conventional means?" N/A
  13. I think I've settled on a concept, so I'll try to get that up ASAP. I'm planning on going with a Genasi, which kind of falls into tiefling territory where they're humanoid but clearly, visibly not "human." Do Genasi occupy the world, or should I consider the Genasi manifestation to be some side effect of the various curses they're living with?
  14. Working on ideas as we speak! Partly trying not to step on any toes. Noticing a lot of strikers, lots of Charisma focus, so trying to determine what ideas I'm working on fit the greater needs of a balanced party.
  15. Do you think Dathan will try to squeeze back out the way we came, or try to fight the bugs himself? I'm trying to decide if I need to spend my colour spray spell to try and give us a better chance of retreat.
  16. Zalven Tainos - Illusionist of the Second Order, Adherent of the Gleaming Eye HP: 10/10 | AC: 8 | SV: 16 | Class AbilitiesAlchemy Can identify potions by taste alone. Greater abilities at levels 7 and 11. Coloured Globe Once per day per level, evoke a 6-in glowing globe (10-ft radius of light); Lasts 6 turns/1 hr. Extraordinary +8% chance to perform extraordinary feats of dexterity (already included). Perceive Illusion +2 bonus to saving throws versus illusions and phantasms, or level difference if opposing illusion is 3+ levels lower. Read Magic Decipher magical inscriptions or symbols. Scroll Use Decipher & invoke non-ecclesiastical scrolls of spells on the Illusionist spell list. Scroll Writing Scribe known spells onto scrolls (cost: 500+100/spell level gp). Sorcery Cast illusionist spells and keep a spell book containing your spells (see: Sorcery). Spells may be learnt outside of level training. Vizard Use a simple illusion to alter all facial features for up to 1 turn (10 minutes). Takes one round (10 seconds) to take effect. Usable once per day from 1st to 6th level, twice per day from 7th to 12th level. | GearMoney: 4 gp Weapons: Silver dagger, quarterstaff, sling, bullets ×20 Other: backpack, bandages, winter blanket, chalk (piece), ink and quill, hooded lantern, silver mirror, lamp oil ×2, parchment ×3, soft leather pouch, iron rations (1 week), silk rope (50-ft.), small sack, tinderbox, wineskin (full), writing stick, spell book | SorcerySpell Castings: 3 Level 1 Level 1: Colour Spray, Decipher Languages, Mirror Image | "Well now, this place is full of surprises. I just wish they were more of the pleasant variety. I may just use that ring, just in case..." Zalven focuses on the ring of invisibility to activate its power, then slides his way back into the crack in the wall Attributes & Stats Attributes & Stats Strength (ST) 10 Att. Mod (Melee): +0 Dmg Adj: +0 Test of ST: 2:6 Ex Feat of ST: 4% Dexterity (DX) 16 Att. Mod (missile): +1 Defence Adj: +1 Test of DX: 3:6 Ex Feat of DX: 24% Constitution (CN) 13 HP Adj: +1 Poison/Rad. Adj: 0 Trauma Survival: 80% Test of CN: 3:6 Ex Feat of CN: 8% Intelligence (IN) 17 Languages: +2 Bonus Spells: Lv. 3 Learn New Spell: 85% Wisdom (WS) 12 Willpower Adj: 0 Bonus Spells: N/A Learn New Spell: N/A Charisma (CH) 12 Reaction/Loyalty Adj: 0 Max. Henchmen: 4 Undead Turning Adj: 0
  17. Krott | HP 20/30 | AC 18 | Fort +7 | Ref +5 | Will +4 | Speed: 25 | Perception: +4 Hero Points: 0/3 | AlchemyBestial Mutagen (Lesser) - 3/3 Bravo's Brew (Lesser) - 2/2 Drakeheart Mutagen (Lesser) - 3/3 Eagle Eye Elixir (Lesser) - 2/2 Numbing Tonic( Minor) - 2/2 Soothing Tonic (Lesser) - 2/2 | Conditions: N/A | Effects: Bestial Mutagen - 1 minute Krott's heart would be pounding were he still alive. Even still, the logical processes in his mind translate to cold dread at the party reveals Tallon in his stone coffin. Then, Demetrius becomes frozen in place. It seems all it takes to set things from bad to worse is facing their recuperating foe yet again, and he hasn't even lifted a finger yet. He quickly tries to scan the master vampire to determine what state he's in, other than 'dangerous.' Krott drops the crowbar, no longer needing it to open the lid, and make his own strike, as feeble a gesture as it may be. OOC & Actions We knew from discussion with Demetrius and general knowledge checks, I believe, that we had a specific period of time before Tallon would regenerate, and we know that we exceeded that time (though by what amount, I don't know). Even without that, we also know that clearly he must be able to control Demetrius, since he's currently frozen, so he must be conscious or else he couldn't control his spawn as such. So, that tells Krott enough to know that they need to try and take Tallon out again. So, he attacks, after rolling a Recall Knowledge using Medicine (hopefully) to determine what state Tallon is in, to a general degree. Obviously I don't expect an exact HP total, but I'm looking for a reasonable approximation of how healed he seems - ie: His wounds seem nearly all healed, or he still seems weak, etc. Then, attack. Finally, I'd like to try and grab the stake from Demetrius, since he clearly can't use it currently. Is that an action, and if so, is it Athletics to grab/grapple, disarm, etc.? A simple interact action? Action Recall Knowledge (Medicine) Action Strike Tallon with jaws attack Action Interact or Athletics if needed Cyntheria and Mr Mud HP: 23/32 | (C) AC: 21 F: 10 R: 6 W: 7 (8 vs. Fear) | (M) AC: 17 F: 8 R: 7 W: 7 Effects: Drakeheart Mutagen, LesserYou gain the listed bonus to AC, a Dexterity cap of +2 (as usual, use your lowest Dexterity cap if you have more than one), and an item bonus to Perception checks. If you're wearing armor, you still calculate your proficiency bonus to AC based on your proficiency in the armor you're wearing, even if the drakeheart mutagen has a higher item bonus. You also gain the Final Surge action. +4 Item bonus, +2 Dex cap, +1 Perception, -1 Reflex & Will saves, -1 Recall Knowledge checks (C), Bravo's Brew, LesserFor the next hour after drinking this elixir, you gain an item bonus to Will saves, which is greater when attempting Will saves against fear. +1 Will saves, +2 vs. Fear (C), Boost Eidolon Your eidolon gains a +2 status bonus to damage rolls with its unarmed attacks. If your eidolon's Strikes deal more than one weapon damage die, the status bonus increases to 2 per weapon damage die, to a maximum of +8 with four weapon damage dice.(C) | Conditions: N/A Character Sheet N, Small, Poppet, Wishborn Poppet, Humanoid Perception +5; Darkvision Languages None selected Skills Acrobatics +7, Athletics +0, Deception +8, Diplomacy +8, Intimidation +8, Medicine +5, Occultism +4, Stealth +7 Str +0, Dex +3, Con +2, Int +0, Wis +1, Cha +4 Items Unarmored AC 17; Fort +8, Ref +7, Will +7 HP 32; Resistances fire -1 Dutiful Retaliation Speed 25 feet Bon Mot Manifest Eidolon Act Together Share Senses Occult Known Spells DC 18, attack +8; 1st Fear, Magic Missile, Soothe (2 slots); Cantrips Prestidigitation, Protect Companion, Shield, Guidance, Telekinetic Projectile Focus Spells (1 points) Boost Eidolon Range 100 feet; Targets your eidolon Duration 1 round You focus deeply on the link between you and your eidolon and boost the power of your eidolon's attacks. Your eidolon gains a +2 status bonus to damage rolls with its unarmed attacks. If your eidolon's Strikes deal more than one weapon damage die, the status bonus increases to 2 per weapon damage die, to a maximum of +8 with four weapon damage dice. Evolution Surge Range 100 feet; Targets your eidolon Duration 1 minute You flood your eidolon with power, creating a temporary evolution in your eidolon's capabilities. Choose one of the following effects:Your eidolon gains low-light vision and darkvision.; Your eidolon gains scent as an imprecise sense up to 30 feet. .; Your eidolon can breathe underwater and gains a swim Speed equal to its land Speed or 30 feet, whichever is less. Alternatively, if your eidolon is normally aquatic, it can breathe air and gains a land Speed equal to its swim Speed or 30 feet, whichever is less. Either way, it gains the amphibious trait. .; Your eidolon gains a +20-foot status bonus to its Speed. .; Heightened (3rd) Add the following options to the list of effects you can choose:Your eidolon becomes Large, instead of its previous size. This increases your eidolon's reach to 10 feet but doesn't change any other statistics for your eidolon. Because of the special link you share, you can ride your eidolon without getting in each other's way. If another creature tries to ride your eidolon, both you and the riding creature each regain only 2 actions at the start of your turns each round, as normal. .; Your eidolon gains a climb Speed equal to its land Speed. .; Heightened (5th) Add the options from the 3rd-level version and the following options to the list of effects you can choose:Your eidolon becomes Huge, instead of its previous size. This has the same effects as the 3rd-level option to become Large, except your eidolon's reach increases to 15 feet. ; Your eidolon gains a fly Speed equal to its Speed. Reinforce Eidolon Range 100 feet; Targets your eidolon Duration 1 round You focus deeply on the link between you and your eidolon and reinforce your eidolon's defenses. Your eidolon gains a +1 status bonus to AC and saving throws, plus resistance to all damage equal to half the spell's level. Your eidolon can benefit from either boost eidolon or reinforce eidolon, but not both; if you cast one of these spells during the other's duration, the newer spell replaces the older one. Additional Feats Energy Heart, Harmless Doll, Mummy Dedication, Reinforce Eidolon, Toughness, Wishborn Poppet Additional Specials Constructed, Disease and Poison Protection, Eidolon (Devotion Phantom Eidolon), Energy Heart (sonic), Evolution Feat, Flammable, Immunity to Death Effects, Link Spells, Negative Healing, Negative Survival, Undead Hunger Cyntheria - Stalwart Guardian2 Medium, Eidolon, Stalwart Guardian, Eidolon Perception +4; Darkvision Languages None selected Skills Acrobatics +6, Athletics +4, Deception +4, Diplomacy +4, Intimidation +4, Medicine +4, Occultism +4, Stealth +6 Str +4, Dex +2, Con +3, Int +0, Wis +0, Cha +0 Items Unarmored AC 18; Fort +9, Ref +6, Will +6 HP 32 Dutiful Retaliation Trigger An enemy within 15 feet of you hits you with a Strike and deals damage to you. Requirements Your eidolon is within 15 feet of you. Your eidolon instinctively flashes with ectoplasmic energy, allowing them to strike back against an enemy who dares to harm you. Your eidolon makes a melee unarmed Strike against the triggering enemy, even if that enemy isn't within your eidolon's reach. Speed 25 feet Melee Primary Attack +8 (Shove), Damage 1d8+4 B Melee Secondary Attack +8 (Agile, Finesse), Damage 1d6+4 Sonic Acting as they were told, Mr. Mud continues channeling power into Cyntheria, whom he directs to focus attacks on Tallon. While Mr. Mud remains at the edge of the room, he casts his spell while the ghostly girl thrums with vibrational energy. She shouts out, and sonic waves pulse through her, causing her softly-floating hair to whip out like a buffeting wing along with the sound waves. However, her wails are unfocused, and it's hard to land a solid blow on even an unmoving target if you're attacking strictly through the power of primal emotion. OOC C&M Actions Action Act Together: Mud casts Boost Eidolon on Cyntheria, and Cyntheria makes a Strikevs. Tallon with her secondary unarmed strike, dealing sonic damage on a hit. Action Cyntheria strikes again with the sonic attack. Action Mud casts Reinforce Eidolon, granting Cyntheria +1 status bonus to AC and saves for 1 round. Per OOC chat in the Discord, I'm taking momentary control of Cyntheria and Mud so we can move on to the next round without waiting for allefgib to respond.
  18. Aquila | HP 20/20 | AC 17Studded Leather armor +2 item bonus, +2 dex, +3 trained proficiency Raise Shield: +2 circumstance to AC | Fort +9 | Ref +7 | Will +3 | Speed: 25 | Perception: +3 Hero Points: 2/3 | Kinetic Gate: Open| Conditions: None | Effects: Now standing behind Caltrix, having worked her healing as best as possible on the party, Aquila nods in concert with the halfling's acknowledgement. She sees no reason not to let Voss go - in truth, she doesn't know so much as her name. Her profession, however, Aquila could guess, and if she had a problem with every scoundrel willing to work for a sleazebag, she'd have to go after at least a third of the city's population, she gathers. "I don't like the sound of dealing with that devil-fish. We ought to be careful when exploring the space below us." OOC & Actions N/A
  19. Baldric | HP 48/48 | AC 22 | Fort +9 | Ref +13 | Will +14+12 base +1 Item bonus (Bravo's Brew); +2 vs. Fear +1 status bonus (Rallying Anthem) | Speed: 30 | Perception: +7 Hero Points: 0/1 | Focus Points: 1/2 | Spellcasting: CantripsDaze Figment Read the Air Shield Telekinetic Hand Usable At-Will | Rank 1Command Fear (Muse bonus) Gravitational Pull Soothe {S} Spell Slots: 3/3 | Rank 2Dispel Magic {S} Invisibility Illusory Creature Spell Slots: 2/3 | Spell/Class DC: 20 Conditions: N/A | Effects: Marshal's aura (10 ft): +1 status bonus to attacks; +1 status to AC and saves, Resist 2 physical damage (Rallying Anthem - 2 rounds) The grin on the bard's face widens as the party continues putting the pressure on the undead wyrmling. "We've got this ambulatory pile of bones at its limits! Watch out for those strikes, be on guard for another breath, and - Ah! - See that weakened joint there? That's where to strike!" Reminder that Rallying Anthem lasts another 2 rounds, granting +1 AC & Saves and Resist 2 physical damage, and anyone in 10 ft gain the benefits of my Inspiring Marshal Stance (+1 attack, +1 on saves vs. mental effects - doesn't stack with Rallying Anthem, though). Action 1: Retrieve potion (Lesser Healing) Action 2: Drink potion (Lesser Healing) Action 3: Prepare to Aid: AttackCooperative Nature bonus +4 Against my better judgement, I'm Hero Pointing the Aid - Success, +1 circumstance on ally's attack
  20. Zalven Tainos - Illusionist of the Second Order, Adherent of the Gleaming Eye HP: 10/10 | AC: 8 | SV: 16 | Class AbilitiesAlchemy Can identify potions by taste alone. Greater abilities at levels 7 and 11. Coloured Globe Once per day per level, evoke a 6-in glowing globe (10-ft radius of light); Lasts 6 turns/1 hr. Extraordinary +8% chance to perform extraordinary feats of dexterity (already included). Perceive Illusion +2 bonus to saving throws versus illusions and phantasms, or level difference if opposing illusion is 3+ levels lower. Read Magic Decipher magical inscriptions or symbols. Scroll Use Decipher & invoke non-ecclesiastical scrolls of spells on the Illusionist spell list. Scroll Writing Scribe known spells onto scrolls (cost: 500+100/spell level gp). Sorcery Cast illusionist spells and keep a spell book containing your spells (see: Sorcery). Spells may be learnt outside of level training. Vizard Use a simple illusion to alter all facial features for up to 1 turn (10 minutes). Takes one round (10 seconds) to take effect. Usable once per day from 1st to 6th level, twice per day from 7th to 12th level. | GearMoney: 4 gp Weapons: Silver dagger, quarterstaff, sling, bullets ×20 Other: backpack, bandages, winter blanket, chalk (piece), ink and quill, hooded lantern, silver mirror, lamp oil ×2, parchment ×3, soft leather pouch, iron rations (1 week), silk rope (50-ft.), small sack, tinderbox, wineskin (full), writing stick, spell book | SorcerySpell Castings: 3 Level 1 Level 1: Colour Spray, Decipher Languages, Mirror Image | Zalven gulps, knowing how many hazards the group have encountered thus far. He checks out the crack in the wall, looking for any further information he can glean. If it appears relatively safe, he will nod back to the others, then try to squeeze through carefully and cautiously. Attributes & Stats Attributes & Stats Strength (ST) 10 Att. Mod (Melee): +0 Dmg Adj: +0 Test of ST: 2:6 Ex Feat of ST: 4% Dexterity (DX) 16 Att. Mod (missile): +1 Defence Adj: +1 Test of DX: 3:6 Ex Feat of DX: 24% Constitution (CN) 13 HP Adj: +1 Poison/Rad. Adj: 0 Trauma Survival: 80% Test of CN: 3:6 Ex Feat of CN: 8% Intelligence (IN) 17 Languages: +2 Bonus Spells: Lv. 3 Learn New Spell: 85% Wisdom (WS) 12 Willpower Adj: 0 Bonus Spells: N/A Learn New Spell: N/A Charisma (CH) 12 Reaction/Loyalty Adj: 0 Max. Henchmen: 4 Undead Turning Adj: 0
  21. Zalven is not a leader, by nature. Curious, but not kick-down-the-door style.
  22. Baldric | HP 27/48 | AC 22 | Fort +9 | Ref +13 | Will +14+12 base +1 Item bonus (Bravo's Brew); +2 vs. Fear +1 status bonus (Rallying Anthem) | Speed: 30 | Perception: +7 Hero Points: 1/1 | Focus Points: 1/2 | Spellcasting: CantripsDaze Figment Read the Air Shield Telekinetic Hand Usable At-Will | Rank 1Command Fear (Muse bonus) Gravitational Pull Soothe {S} Spell Slots: 3/3 | Rank 2Dispel Magic {S} Invisibility Illusory Creature Spell Slots: 2/3 | Spell/Class DC: 20 Conditions: N/A | Effects: Marshal's aura (10 ft): +1 status bonus to attacks; +1 status to AC and saves, Resist 2 physical damage (Rallying Anthem - 3 rounds) Baldric's sly grin returns as he dodges the boney dragon's chaotic outburst, its claws failing to find purchase. He takes the opportunity to follow Vharag out of the cave passageway and into the open chamber, hoping the dragon is too preoccupied to land an opportunistic blow on him. Weaving through the crowd, the half-elf twists his way to the other side of his companions before gracefully loosing an arrow, then holding another shot ready to aid one of the other party members in their strike to take this creature down. "Look closely! Even a magically-animated pile of bonus has weak points! If we can both hit the same spot at once..." Reminder that Rallying Anthem lasts another 3 rounds, granting +1 AC & Saves and Resist 2 physical damage, and anyone in 10 ft gain the benefits of my Inspiring Marshal Stance (+1 attack, +1 on saves vs. mental effects - doesn't stack with Rallying Anthem, though). Action 1: StrideSW-SW (15 ft.) Action 2: Ranged strike vs. Skelly Action 3: Prepare to Aid: AttackLikely Matilde or Syhlas; Cooperative Nature bonus +4 - Possibly a Crit Success for +2 to next attack
  23. Baldric | HP 27/48 | AC 22 | Fort +9 | Ref +13 | Will +14+12 base +1 Item bonus (Bravo's Brew); +2 vs. Fear +1 status bonus (Rallying Anthem) | Speed: 30 | Perception: +7 Hero Points: 1/1 | Focus Points: 2/2 | Spellcasting: CantripsDaze Figment Read the Air Shield Telekinetic Hand Usable At-Will | Rank 1Command Fear (Muse bonus) Gravitational Pull Soothe {S} Spell Slots: 3/3 | Rank 2Dispel Magic {S} Invisibility Illusory Creature Spell Slots: 2/3 | Spell/Class DC: 20 Conditions: N/A | Effects: Marshal's aura (10 ft): +1 status bonus to attacks; +1 status to AC and saves, Resist 2 physical damage (Rallying Anthem - 3 or 4 rounds) Baldric grits his teeth through the pain as the undead dragon's deadly breath weapon blows through the group. It reminds him of the charau-ka's attacks not long ago, but he pushes the thought to the back of his mind. "Excellent blow, Arionne! And inspiring working of the mystic arts, Vharag! Matilde, you're a powerhouse! Syhlas, watch out to your left!" The commander does his best to motivate his companions, but also notify them of incoming slashes, jabs, and snapping jaws. As he does so, he lets loose an arrow, hoping to finally show his own capabilities, before firing another at the opponent. Free Action: Cast Lingering Composition - Duration of Composition cantrip extends based on Performance check results. 3 Rounds Action 1: Cast Rallying Anthem- Allies gain +1 status bonus to AC and to all saves, as well as resistance 2 to all physical damage (All allies within 60 ft) Action 2: Ranged strike vs. VozIf a hit, extend Rallying Anthem by 1 round () Action 3: Ranged strike (MAP -5) vs. VozIf a hit and the last attack was not, extend Rallying Anthem by 1 round (max of once)
  24. Zalven does have a decent chance of success with extraordinary feats of dexterity, so having bonuses around stealth certainly would not go amiss.
  25. Baldric | HP 48/48 | AC 21 | Fort +8 | Ref +12 | Will +13+12 base +1 Item bonus (Bravo's Brew); +2 vs. Fear +1 status bonus vs. Fear (Courageous Anthem/Marshal's Aura) | Speed: 30 | Perception: +7 Hero Points: 1/1 | Focus Points: 2/2 | Spellcasting: CantripsDaze Figment Read the Air Shield Telekinetic Hand Usable At-Will | Rank 1Command Fear (Muse bonus) Gravitational Pull Soothe {S} Spell Slots: 3/3 | Rank 2Dispel Magic {S} Invisibility Illusory Creature Spell Slots: 2/3 | Spell/Class DC: 20 Conditions: N/A | Effects: Marshal's aura (10 ft): +1 status bonus toattacks and saves vs. fear or mental effects As the pale half-elf lobs an explosive orb of flame at the group, Baldric's keen eyes and intuition finally kick in as he deftly ducks and dodges the blast. Whether it's his military training or his elven reflexes, he avoids taking any damage, the fire blazing behind him as a sly grin crosses his face. "Ah, an explosive welcome, but I'd expect no less from you! Why, I can't imagine facing you any other way. You always did have a knack for the unexpected, but it doesn't work so well against someone trained to expect the unexpected! You know, you're a sly one, always have been, and a slippery minx at that. Why, it feels like only yesterday, eh Vez?" Baldric has already said Voz's name correctly several times while they were planning their approach, so it seems unlikely for him to slip up now. But given his eccentricities, and how little they actually know about him, it's hard to say for certain what angle he's going for... or if he's speaking genuinely. "These fine folks are exemplars of their craft, so I wouldn't underestimate them. Solid, stalwart, steady... if I were you, whip-smart and a right firecracker, I'd just go along with them. I think it's better for your long-term goals, don't you, Viz?" Bow in hand, he steps up behind Arionne, ready to support the team and face off against their shared threats. Reflex save vs. Voz's Fireball below, then actions (if applicable). Critical Success Action 1: Activate Inspiring Marshal Stance Allies within my Marshal aura gain a +1 status bonus to attack rolls and saves against mental effects; 10' emanation by default, or 20' with a critical success Action 2: Bon Motvs Voz. - On success, she takes a -2 to Will saves and perception until she uses an action to retort. Action 3: Stride SW>SW (15 ft.) adjacent to Arionne,
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