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  1. Stoyan Barakovsen "So, not used at the moment then?" Stoyan takes a peak, "Where is this damned wizard?" Show Stats STRENGTH 14 +1 to hit and damage INTELLIGENCE 9 WISDOM 11 DEXTERITY 7 -1 AC, and range attacks CONSTITUTION 13 +1 hit point CHARISMA 12 Hit Points: 7/7 Armour Class: 3 (Plate Mail (3), Shield (Bonus of 1), DEX (Penalty of 1)) THAC0: 1d20+1 Battle Axe11; 5 1d8+1, 1d20-1 Crossbow16; 6 1d6 Actions
  2. , wayang ninja 8 AC 23, hp: 72/74, Init +10, Fort +4, Ref +12, Will +1, Spd: 20 ft, Ki 8/8 Kuluil gives the woman a cheerful look from behing his mask, "Kuluil wants to know if you has da stew. Vegable stew, fishy stew, animal stew, chikkin, bebbie sheeps, cow, ducks, Kuluil does not mind as long as it haz da thick bread ta mop up da juicy stock. Kuluil's favourite iz da black bread." "Also, do you haz pints? Kuluil would like a pinta ale." "Wut does you guyz wants?" Zinnelis Laediril, Elf Ranger 8 AC: 21/16/16, CMD: 26/21, HP: 75/82 NL: 0 "Stew in fine," Zinnelis replies, "and water for me." Actions Move action: Standard action: Full round action: Swift action: Free action: Confirm crit: Show Stat Block STR 8/14 Level 8 AC: 21/16/16 CMD: 26/21 Arrows Available: 63; Cold Iron 60; Silver blanch 13 Hunter’s Bond (move action, 3r) Point Blank Shot: +1 within 30’ Precise Shot: No penalty firing into melee. Deadly Aim: -2/+4 Rapid Shot: -2/Extra full bonus attack (full round attack) Many-Shot: 2 arrow damage on first attack (full round attack) Gravity Bow: 2d6 damage from arrows shot Weapon In Hand: Longbow Spells Prepared Level 1: Gravity Bow, Resist Energy Level 2: Cat’s Grace, Protection from Energy Wand Cure Light Wounds x50 Scroll Cure Light Wounds Scroll Cure Moderate Wounds Silver Blanche x3 Thunderstone x3 Maps: +2 Survival in the mapped caves to find a way. Game Notes: Bought: 10 days of rations (5 gp/5 lb); 10 days feed (5 sp/100 lb); hireling 1 sp/day NPCS Used: 2 rations, Scroll of Cure Moderate Wounds, Scroll of Cure Light Wounds, Wand of Cure Light Wounds x17 Mael Loic - male human, man who hired us. Found: 12 rations of mushrooms Party: Evander, Kuluil, Rua’thil Show Maps
  3. If you could have a 20th level character, what would it be? Then work backwards.
  4. So the Aid action actually comes before the action. You provide some narrative as to how you're helping and make an Aid roll. Then the PC taking the action rolls their check. PbP makes that a bit impractical so feel free to Aid after a roll.
  5. Once you have ranks in it, you're skilled in it. What you don't get is the bonus for it being a class skill.
  6. , a 10th level Cleric (Roaming Exorcist) of Shelyn/3rd Tier Hierophant 21 ff: 20 t: 13, CMD: 20 ffCMD: 19, : 134/134, Init +4, Perception +19 +18 | +10 +6 +15 | : 30ft Conditions: None "Creatures of the elements, stop this attack!" Sequoyah calls out. Show Spells and Abilities ~Orisons~ Detect Magic Guidance 1 minute Light Resistance 1 minute ~1st Level~ Bless 1 minute/level Burning Disarm Hedging Weapons 1 minute/level Sanctuary 1 round/level Shield of Faith 1 minute/level Weapons against Evil 1 round/level Domain: Protection from Evil 1 minute/level Pearl of Power (1st) ~2nd Level~ Weapon of Awe 1 minute/level Spear of Purity instantaneous Protection from Evil, Communal 1 minute/level Spiritual Weapon, 1 round/level (Mythic Spell Lore) Eagle's Splendour, 1 minute/level Visualization of The Body, 24 hours Domain: Align Weapon (Good only) 1 minute/level ~3rd Level~ Prayer 1 round/level Protection from Energy 10 minutes/level Dispel Magic instantaneous Summon Monster III Summon Monster III Domain: Magic Circle Against Evil 10 minutes/level ~4th Level~ Dimensional Anchor, instantaneous Protection from Energy, Communal Blessings of Fervour 1 round/level Summon Monster IV Holy Smite Domain: Holy Smite instantaneous ~5th Level~ Break Enchantment (Mythic Spell Lore) Breath of Life Flame Strike Domain: Dispel Evil ~Domain Powers~ Touch of Good (Sp): +1 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round. 0 of 10 Adoration (Su) 0 of 10. DC22 Dispossession (Su) Charming Smile (Sp) 0 of 9 Holy Lance (Su) 0 of 1 Protection from Evil 0 of 3 Charm Person 0 of 3 ~Abilities~ Daylight 0 of 1 True Strike 0 of 1 Channel Energy 5d6 Positive energy 30-foot radius 0 of 8 used DC19 Mythic Power 0 of 9 used Inspired Spell (Su) Faith’s Reach (Su) Recuperation Path Ability - Eldritch Breach Amazing Initiative ~Magic Items~ Wand of Spiritual Weapon (16) Wand of Cure Light Wounds (50) Cold Iron Ring of Counterspell (Dispel Magic) Potion of Lesser Restoration Scroll of Cause Fear Scroll of Comprehend Languages Scroll of Resist Energy Scroll of Protection from Evil, Caster lvl 5 Scroll of Shield of Faith, Caster lvl 5 Scroll of Hold Person, Caster lvl 5 Scroll of Dispel Magic, Caster lvl 5 Scroll of Dispel Magic, Caster lvl 5 Resistance Scale of Terendelev - Resist Energy 10 (Electricity or Cold) 0 of 3 Holy Water x12 Wardstone Shard 0 of 1 Righteous Medal of Clarity 0 of 1 Righteous Medal of Vigor 0 of 1 Leriel's Glaive Legendary Power 0 of 2 Legendary Surge Upgradable Intelligent (Int 10, Wis 14, Cha 12) Intelligent (Spellcasting) Bless 1 minute/level 1/day Bull’s Strength 1 minute/level 1/day Archon's Aura 1 minute/level 1/day ~Active Spells and Conditions~ Show Actions AC: 21 (+6 Chain shirt +2, +2 Natural, +1 Dexterity, +2 Deflection) To Hit: +10/+5 (BAB +7/+2, +2 Glaive, +1 Str) Damage: 1d10+3 (+2 Glaive, +1 Str) Move action: Standard action: Full round action: Haste action: Immediate action: Attack of opportunity: Swift action: Free action: Use Adoration to resist the first attack against me. DC22
  7. Nurah-- what do we do with that slippery bard? Let her stew in jail for a bit longer. Jhoran Vhane-- is he still alive? Did he wind up getting some sleep? What do we do with him? I think he's basically under house arrest or at least close guard and is helping in the forge. Frost Giants Out of Time-- How can we support / exploit them? Honestly, I hope they leave for the distant north but as long as they're around tree felling and building work seems ideal for them and they make a formidable defence. Arles Jhestander-- did he die? He stayed behind at the temple on the way to Drezen. Then later showed up briefly after we liberated the city (possibly a continuity error). Maybe he came to get supplies and then headed back to the temple to repair\defend it. Aron-- let's keep that fella busy. Idle hands are the devil's demons' plaything! Quite right too. Chaleb-- How's our redeemed Cavalier doing? I thought he was trainung new cavaliers now. Leriel Marden-- did her spirit dissipate into the Ether or something? She's in the glaive, ready to serve.
  8. Chapter 1:01. The Dawning Ardis, Ardeal, Ustalev Demetrius relishes the opportunity to slay his former master. He raises a wooden stake, hastily crafted from a table leg, but, just as he is about to bring it down, he freezes, "No! Kill you!" OOC Scene Notes There is a map in the spoiler below. Please use directions when moving (N, S, E, SE, W, etc) or grid locations Out of combat Show Bookkeeping COMBAT/CONDITIONS TRACKER INITIATIVE CONDITIONS MECHANICS DESCRIPTIONS Not in Use!! Default Marching Order CHARACTER STATUS 4 damage: 4 troblin bite 19 damage 1 damage: 1 fire splash damage 9 damage: 1 fire splash damage, 8 damage from Krot 9 damage: 1 fire splash damage, 8 damage from Krot NON-PLAYER CHARACTER STATUS Demetrius . 26 damage: 26 from Master's dagger Fast healing 5 Vampire . . . EXPERIENCE TRACKER Show Active Map
  9. , wayang ninja 8 AC 23, hp: 72/74, Init +10, Fort +4, Ref +12, Will +1, Spd: 20 ft, Ki 8/8 Kuluil walks through the door, "Kuluil hab da hunger." He let's Mr Dragon follow. If no stable hand is going to come out then it seemed the only option.
  10. Cleric 3/Celestial (Empyreal) Sorcerer 1 HP: 36/36, AC: 17, tAC: 9, ffAC: 17, CMD: 13, Init +0, Perception +4 "They are like Oni", Ragyar speaks up between mouthfuls, "At least that's what I've heard." Actions Free: Move: Standard: Full Round: Show Spells and Abilities ~Abilities~ ~Cleric Spells~ ~Sorcerer Spells~ Touch of Law (Sp)You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 0 of 7 Acid Dart (Sp)As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 0 of 7 Heavenly Fire (Sp)Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier. 0 of 7 Channel EnergyChanneling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability. 2d6, 0 of 3 ~Orisons~ Mending Virtue Create Water Guidance ~First Level~ Protection from Chaos Bless Burning Disarm Command Magic Stone Pearl of Power (1st) ~Second Level~ Defending Bone Spiritual Weapon Soften Earth and Stone ~Cantrips~ Flare Light Spark Message ~First Level~ 0 of 4 Mage Armour True Strike Mount (from Page of Spell Knowledge)
  11. , level 1 half orc sorcerer Serpentine Bloodline HP: 6/6, AC: 11, tAC: 11, ffAC: 10, CMD: 10, Init +6, Perception +0 Abilities: Serpent’s Fang (Ex)At 1st level, you can grow fangs as a free action. These fangs are treated as a natural weapon inflicting 1d4 points of damage plus your Strength modifier (1d3 if you are Small) plus poison (Bite—injury; save Fort DC 10 + 1/2 your sorcerer level + your Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con damage; cure 1 save). At 5th level, these fangs are considered magical for the purpose of overcoming DR and the poison damage increases to 1d2 Con. At 7th level, your poison requires 2 successful saves to cure. At 11th level, your poison damage increases to 1d4 Con. You can use your fangs for a number of rounds per day equal to 3 + your Charisma modifier., Darkvision 60', Orc BloodHalf-orcs count as both humans and orcs for any effect related to race., Overlooked MastermindSome half-orcs use half-orcs’ brutish stereotypes to their advantage, causing others to underestimate their intelligence and scheming. Such half-orcs gain a +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks. This bonus increases to +4 against other humanoids. They also receive a +2 racial bonus on Bluff checks to feign ignorance and Sense Motive checks to intercept secret messages, and this stacks with the above bonus. This racial trait replaces intimidating, orc ferocity, and weapon familiarity. , Conditions: None Rawanne, flush with her success, let's off another bolt at the same target, "Watch out!" Actions Move action: After shooting reload Standard action: Shoot (I forgot the penalty for shooting into combat) Full round action: Show Spells ~Cantrips~ Acid Splash Daze Mage Hand Message ~First Level~ 0 of 4 Charm Person
  12. : Binder 6 | Rogue 1/Warlock 5. AC15, hp 65/65, Init +4 (+2 Dex, +2 Pact Augmentation) "Is that everyone?" Madison asks. If any of the undead are still fighting she throws an eldritch bolt at it and then moves to attack. Show Buer BUER, GRANDMOTHER HUNTRESS Vestige Level: 4th Binding DC: 20 Special Requirement: Yes Buer grants binders superior healing as well as powers against poisons and diseases. Legend: Buer tells many different stories about how she came to be a vestige, so her true origins remain obscure. In various popular versions of the tales, she is a beautiful elf maiden who fell to evil satyrs, a virtuous human ranger killed by a chimera, or a green hag slain by a lammasu. It's likely that Buer herself cannot remember who she was in life or what brought her to her current state, and the stories she tells are cobbled together from the shreds of her memory that remain. Regardless of what her true form once was, most binders believe that she possessed great skill as a hunter and healer in life. Special Requirement: Buer requires that her seal be drawn outdoors. Manifestation: Buer's form is that of a five-branched star, or wheel, composed of satyr legs. She has two faces, one positioned on each side of her wheel-shaped body at the center point where the five legs meet. One face is that of a green hag, and the other is a raging, leonine visage with an unruly mane and beard. Buer constantly moves within her seal, rolling from foot to foot as she traverses its circumference. She always keeps her raging face outward, but she speaks from her green hag face in a friendly manner with a gentle voice. When her body rolls in such a way that her hag face cannot see her summoner, Buer grows frustrated and begins yelling curses at her body. Sign: Your feet turn into satyr's hooves, giving you a curious tip-toeing gait. These hooves prevent you from wearing normal boots or shoes, but magic footwear reshapes to fit you. Influence: Under Buer's influence, you are plagued by momentary memory lapses. For an instant, you might forget even a piece of information as familiar as the name of a friend or family member. Furthermore, since Buer abhors the needless death of living creatures other than animals and vermin, the first melee attack you make against such a foe must be for nonlethal damage. In addition, Buer requires that you not make any coup de grace attacks. Granted Abilities: Buer grants you healing powers, the ability to ignore toxins and ailments, and skills that help you navigate the natural world. Buer's Knowledge: You gain a +4 bonus on Heal, Knowledge (nature), and Survival checks, and you can make Knowledge (nature) checks as if you were trained, even if you have no ranks in that skill. Buer's Purity: You have immunity to disease and poison, and making a pact with Buer removes any existing disease and neutralizes any poison that afflicts you. Delay Diseases and Poisons: Each ally within 30 feet of you gains temporary immunity to poison and disease. Allies within the area make saving throws against disease and poison effects normally, but they do not incur the effects of failure as long as they stay within 30 feet of you. An ally that leaves the area immediately suffers all the effects for any missed saves. Fast Healing: You gain the fast healing 1, and the rate of healing increases with your effective binder level. You gain fast healing 2 at 10th level, fast healing 3 at 13th level, fast healing 4 at 16th level, and fast healing 5 at 19th level. Healing Gift: As a standard action, you can cure 1 point of damage to yourself or another creature. As a full round action, you can cure 1d8 points of damage +1 point per effective binder level (maximum 1d8+10 points). Either version requires that you touch the creature to be cured. If you use the full round cure ability, you cannot use your healing gift again for 5 rounds. The other version is usable at will. Both uses of the ability channel positive energy and deal a corresponding amount of damage to undead. Track: You can track foes as though you possessed the Track feat. Show Pact Augmentation +5 hit points +2 insight bonus on initiative checks
  13. , wayang ninja 8 AC 23, hp: 72/74, Init +10, Fort +4, Ref +12, Will +1, Spd: 20 ft, Ki 8/8 "Mr Dragon says he wants some water for da drinkies," Kuluil indicates the tavern ahead, "An mebbe Kuluil wants da beers. Mr Prince always likes da beers to if dat ain't changed."
  14. , level 1 half orc sorcerer Serpentine Bloodline HP: 6/6, AC: 11, tAC: 11, ffAC: 10, CMD: 10, Init +6, Perception +0 Abilities: Serpent’s Fang (Ex)At 1st level, you can grow fangs as a free action. These fangs are treated as a natural weapon inflicting 1d4 points of damage plus your Strength modifier (1d3 if you are Small) plus poison (Bite—injury; save Fort DC 10 + 1/2 your sorcerer level + your Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con damage; cure 1 save). At 5th level, these fangs are considered magical for the purpose of overcoming DR and the poison damage increases to 1d2 Con. At 7th level, your poison requires 2 successful saves to cure. At 11th level, your poison damage increases to 1d4 Con. You can use your fangs for a number of rounds per day equal to 3 + your Charisma modifier., Darkvision 60', Orc BloodHalf-orcs count as both humans and orcs for any effect related to race., Overlooked MastermindSome half-orcs use half-orcs’ brutish stereotypes to their advantage, causing others to underestimate their intelligence and scheming. Such half-orcs gain a +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks. This bonus increases to +4 against other humanoids. They also receive a +2 racial bonus on Bluff checks to feign ignorance and Sense Motive checks to intercept secret messages, and this stacks with the above bonus. This racial trait replaces intimidating, orc ferocity, and weapon familiarity. , Conditions: None Rawanne is already at short range for her crossbow so she waits for the others to get into position and then looses a bolt at the farthest ghoul (Ghoul 1) Actions Move action: Get into position, ten feet east. After shooting reload Standard action: Shoot Full round action: Show Spells ~Cantrips~ Acid Splash Daze Mage Hand Message ~First Level~ 0 of 4 Charm Person
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