Jump to content

LDDragon

Members
  • Posts

    737
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Draxie got a nat twenty so did critically hit, my bad. I have edited my post to reflect that.
  2. If it didn't hurt so much, Armenga would roll her eyes at getting eviscerated by yet another monster. This was becoming a habit, and certainly not one good for her health. She takes another swing, but against can't connect, then casts one of her few spells to pound the statue with rocks. Although it does no take the full brunt of the spell, managing to dodge some of the rocks, though that do hit make a definite impact, with tiny parts of its shoulder crumbling off. "Nice spell, even with the silly words. Now while it's distracted, pour it on, hit and run." The best way to take advantage of a slowed foe? Make it keep coming to you. Zyrel repeats his spell again, his rain of rocks joining Armenga's as he fires yet another arrow. Having had some practice, the statue moves impossibly fast, dodging out of the way of the falling rocks Zyrel calls down. It bats the arrow away with its shield. " Take this again! And this for you ouchies." Wugo narrows his eyes in concentration to maintain his spell. Then magically sends a mace again at the foe. Quickly following with a wash of healing energy for his ally (Armenga) next to him. He would very much like to Hit and Run. But would feel shame shame to leave a wounded friend alone against this giant sword swinging giant construct The statue dodges the mace. Armenga feels her wounds close up and immediately feels better as Wugo sends healing energy her way. Turning the corner it was clear that she'd stepped into a conflict that needed resolving and she spoke to all of them immediately. "Well met to you all and let my words aid your efforts..." and broke into a chanting, upbeat cadence, her clear voice filling the air, echoing around them all. She grinned as she took in the situation before her, life was always interesting. Kiki didn't know any of the group well but had seen a few of them around a number of times and at least one or two of them at some of her performances of course. * Nothing like getting to jump right in... * Her bow was gripped firmly in her left hand and with her right she began to form symbols in the air, small traces of energy that hummed along with her voice. Within a few moments a small flying fey appeared in the air above the statue, quite out of reach but close by. "Shoot the statue!" She called out, her brief supporting chant having been completed. The flying fey shows up and shoots fairly well, but the statue is incredibly defensively, managing to block and evade the first attack. However, the flying fey shoots it in the neck with the second shot. Vulnerable to mind-effecting spells for some reason. If I disarm it, is it intelligent enough to pick its weapons back up? Joseph inscribes magical runes into the air. A large phantom raven appears, hovering before the arcanist. With a final gesture, he thrusts his hand towards the construct and shouts "DISARM!" The magical raven image animates and swoops down on the pottery, but passes harmlessly through it... "Well, that didn't work... Eh? And who are you?" Mischief wings over to the newcomer, gravely worried that she might erroneously think that the dumb fey that just appeared are prettier than he is. The statue appears to resist the command. Firea didn't look in the best of shape but she continued to lay on the magic. "...lets see how you like this." One of Firea's tails whips about and snaps out towards the Terracotta sending an arc of blue fire from her tail towards it. Then promptly uses more of her innate magic by throwing Daze at the Terracotta, the move making all her tails shimmer. "Ooo...I like it when you do that!" Auriflamma sounds happy to see Firea using her innate abilities. Firea rolled her eyes at Auriflamma. "Just, keep firebolting him." Firea does not manage to get through the defences, but Auriflamma firebolts the creature in the chest. Goss, the anadi further away from the statue, flings three bolts of force towards it, while the other anadi begins giving advice on weak points to focus on, to disrupt the energy of the statue. The statue focuses on Armenga, raising its shield and attacking her twice with its longsword. Heed Anadi advice Heroes my use the following action Heed Anadi Advice [one-action] Auditory, Concentrate, Linguistic You interpret the anadis’ suggestions on how to best assail the terra-cotta soldier’s animating magic. Attempt a DC 19 Arcana or Occultism check, or a DC 24 Perception check. Critical Success As success, but the status bonus is +2. Success You gain a +1 status bonus to your attack rolls against the terra-cotta soldier until the end of your turn. Critical Failure You can’t understand the students’ advice, and the attention you’re paying them causes you to become flat-footed until the start of your next turn. Combat Everyone may now act! Armenga healed 25 by Wugo, then hit for 21, then possibly crit, if attack of 31 crit for 15 damage, or double that if crit. I had previously missed that fact that the flying fey had rolled a nat twenty, thus critting on the second hit. I have amended my post to reflect this. Statue has shield raised so AC 26 currently. Statue frightened 1, decreased by 1 so zero, wears off. Statue no reactions due to hideous laughter. Armenga affected by Guidance from Joseph and Mischief. Armenga has blessed the group! It can make attacks of opportunity. BlessSpell 1 Source Traditions , Cast [two-actions] Area 15-foot emanation Duration 1 minute Blessings from beyond help your companions strike true. You and your allies gain a +1 status bonus to attack rolls while within the emanation. Once per round on subsequent turns, you can Sustain the spell to increase the emanation's radius by 10 feet. Bless can counteract . 27 Armenga. Importantly, Armenga recalls that this terra cotta warrior quite tough, strong in defense, but importantly, is significantly weak to bludgeoning damage. ie weakness ten bludgeoning. 21 Zyrel 19 Statue 18 Joseph 18 Firea 17 Wugo Statue, crumbly, the equivalent of bloodied. At half health or below. Very wounded now. Total damage 103. 3 from Zyrel scatter scree + weak to bludgeoning 10. 8 bludgeoning cane from Joseph + weak to bludgeoning 10 + 2 mental damage. 10 from Firea + weak to bludgeoning 10. 5 from Armenga scatter scree + weak to bludgeoning 10. 16 from critical hit by the flying fey, Draxie. Auriflamma 9 fire damage. 10 magic missiles from Goss. Terracotta soldier TERRA-COTTA SOLDIER CREATURE6 NMEDIUMCONSTRUCT Level 6 creature therefore DC 22 for exploit weakness, I believe. Perception 14 LanguagesCommon (can't speak any language) Skills Athletics 15 Intimidation 15 Str 5, Dex 4, Con 5, Int 1, Wis 2, Cha 3 Items Composite Longbow10 arrows y Longsword y Steel ShieldHardness 5, HP 20, BT 10 y Modify+Add Interaction Abilities y Name Traits Description Modify+Add AC 24 26 with shield raised Fort 17, Ref 14, Will 10 HP 120 ; Current Immunities death effects, diseased, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Weaknesses bludgeoning 10 Automatic And Reactive Abilities Attack Of Opportunity Reaction Trigger A creature within the monster’s reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using. Effect: The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn’t count toward the monster’s multiple attack penalty, and its multiple attack penalty doesn’t apply to this Strike. y Shield Block Reaction Trigger The monster has its shield raised and takes damage from a physical attack. Effect: The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield’s Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield y Modify+Add Speed 25 Melee Strikes Longsword 17versatile P #2 #3damage 2d8+ 8 Slashing y Modify+Add Ranged Strikes Composite Longbow 16deadly d10, propulsive, range increment 100 feet, volley 30 feet #2 #3damage 2d8+ 6 Piercing 100 y Modify+Add Offensive Or Proactive Abilities
  3. Her life had flashed before her eyes yet again, and with it her death. How many times was she to be spared? She who had abandoned everything that she was supposed to stand for? Death had come for her a second time, but the healing magic of her companions had saved her. Sorena turned to Thura, she was pretty sure it was Thura who had worked the healing magic, and bowed her head. "You saved me." She said bluntly, and then awkwardly left the words hanging. Thura just shrugs at Sorena and says "You have been helpful to us, so I shall be helpful to you." "...now, why was that statue attacking us..." she frowns. Was that one of the Magaambya's defenses run amok, or something else? But, with no answer for that, she turns her attention to aiding any others who are wounded. Sweet Tooth put her blade away and approached the fallen statue. She looks over her shoulder at the spider trio. "Well done friends, those magic missiles turned the tide!" Then she stooped down over the broken remains of the statue and tried to see if there was any clues as to why it might have attacked. Banana gets up from where the statue knocked him to the ground, shaking out his mane. "I suppose I should learn a few spells that don't require aiming. That statue was exceptionally stubborn. And I agree. Why would a statue on Magaambaya grounds be hostile towards its students? It doesn't make sense." He goes over to take a closer look at the statue. His expertise is wood, but he might be able to glean something from what he can see and sense as to the nature of this rogue construct. Both Sweet Tooth and Banana sees and scent lingering traces of a magic dissipating... it seems that the statue was imbued with arcane energy within the past day. Sweet Tooth vaguely has the notion that guardian may have been animated long ago, and the recent burst of energy merely reactivated it. Banana notes that Terra-cotta warriors typically guard the tombs of ancient rulers, where they stand vigil, animating only when intruders break in to pilfer riches or defile the tomb itself. Each warrior is meticulously crafted from clay and given unique features. At its creation, a terra-cotta warrior can be engraved with runes, applying these runes to the weapons it wields. Such runes can’t be removed and engraved on items. The soldier here has only a +1 weapon potency rune and a striking rune, but more powerful versions with more powerful potency and property runes have been known to exist. A single terra-cotta warrior stands 6 feet tall. "Even for a school of magic, a golem seems wasted guarding a mere storeroom." Omalara remarked."Yet, since it ignored the anadi, that is clearly what it was doing. It doesn't take a sage to reason there's a connection with whatever is calling them." The anadi nod. "Once more, you have around to help. We very much appreciate that you were nearby to save us. Trouble seems to be following us... first the griffons, and now the statue!" Goss looks troubled, but gestures expansively, then bows slightly in gratitude. Sorena's armor fell to pieces about her as Thura drew close, allowing the Iruxi to tend to her wounds. Unlike the slagged Signifer helm, the rest of her mail was not melted into her flesh. She was a large woman, dressed in a threadbare arming jacket, which now had two large tears around her collarbone where the statue's sword had cut deep into the muscles in her pecks and shoulder. It had cut deep into bone as well, but her magic had mended that. It hadn't mended the jacket, and she'd need to have that seen too. "Lets see what it was guarding." She said once Thura was done, her armor reforging itself instantly with a searing scream. OOC Door is boarded closed from the inside. The door requires a successful DC 17 Athletics check to Force Open, or the heroes can pry open the wood piece by piece given about an hour of work. Once opened A2 Dust and cobwebs coat empty shelves and cabinets. The hard dirt floor is stained with paint and the powder of long-inert reagents.
  4. Crud, forgot the anadi are meant to be giving advice. Anyone who want to may make use of this action. Heed Anadi Advice [one-action] Auditory, Concentrate, Linguistic You interpret the anadis’ suggestions on how to best assail the terra-cotta soldier’s animating magic. Attempt a DC 19 Arcana or Occultism check, or a DC 24 Perception check. Critical Success As success, but the status bonus is +2. Success You gain a +1 status bonus to your attack rolls against the terra-cotta soldier until the end of your turn. Critical Failure You can’t understand the students’ advice, and the attention you’re paying them causes you to become flat-footed until the start of your next turn.
  5. Round updated, everyone may act, in any order.
  6. When Lexandra opens the door the group encounters a group of 4 ghouls. Rina made a squeak of fright "Ghouls!" She exclaimed. She grabbed her staff and charged it with nature magic as she advanced to where Lexandra was then she bared her shield with her fist holy symbol, "by the demand of the angels, be gone from here." She shouted. Three of the dwarf ghouls immediately look alarmed, turning to run, opening a door further along and disappearing into it. The other ghoul stands staunch, then hisses and moves to Rina, attempting to claw her, but is ineffective. Yikes! Ylsa grimaced as the stench of the foul creatures hits her. "Thank you, Menelaus!" Lexandra says in a low voice. The magical light illuminates far more, but she keeps the lit handle in her left hand anyway, as her attention turns to the ghouls snarling at the door. Combat Lexandra has bardic inspiration. Ghouls 1, 3 and 4 are turned for 1 minute or until they take damage. Everyone may act, in any order. Initiative turn order. Anyone who gets 15 or higher may post actions for the first round. Using block initiative. The ghouls get 15 for their initiative. 15 Ghouls. Ghoul stats Medium undead, chaotic evil Armor Class 12 Hit Points 22 Speed 30 ft. Str 13 Dex 15 Con 10 Int 7 Wis 10 Cha 6 Damage Immunities poison Condition Immunities charmed, exhaustion, poisoned Senses darkvision 60 ft., passive Perception 10 Languages Common Challenge 1 Actions Melee Weapon Attack:+2, Reach 5 ft., one creature Hit: 9 (2d6 + 2) piercing damage Melee Weapon Attack:+4, Reach 5 ft., one target Hit: 7 (2d4 + 2) slashing damage If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success Map areas General Ceilings. Ceilings throughout are fifteen feet high and flat, unless the text says otherwise. Doors. Regular doors are made of thick, sturdy oak reinforced with iron bands and fitted with iron hinges and handles. Light. The walls are lined with torch sconces, but the torches burned down long ago. Adventurers require darkvision or their own light sources to see inside. Stench. A foul stench lingers in Axeholm A1. Outer Gauntlet Axeholm’s primary entrance and exit is this defensible passage, which is blocked by a sturdy portcullis. Arrow slits are spaced along the walls and murder holes line the ceiling, enabling fortress defenders to shoot ballistas at invaders or pour boiling oil on top of them. The only remaining defenses are the portcullis and the double doors to the south, which are barred shut. A3. Eastern Bulwark This area contains seven ballistas pointed at arrow slits, a winch that raises and lowers the portcullis, and a stone staircase leading up A4. Mustering Hall This great hall has a 40-foot-high ceiling supported by four thick stone pillars. A thick layer of dust covers the flagstone floor. In the middle of each wall past the entrance is a double door. Arrow slits are set high up in the north and south walls, and a small stone balcony protrudes from the wall above the east exit, 20 feet above the floor. A17. East Hall in Ruins An earthquake that hit Axeholm triggered a ceiling collapse that left this hall in ruins. The eastern half of the hall is strewn with debris and is difficult terrain. The stench of death hangs heavy here, becoming stronger to the southeast.
  7. Oops I forgot to update yesterday. One moment...
  8. Chaz sent me a message, is dropping out, due to getting too busy. I am wishing you all the best, Chaz!
  9. Kyle inserts the silver coins into the grid. Experimenting with removing the first one, then putting it back, along with all the others. Once all of them are in and the 15 is showing, he muses "Handy" to himself, then puts the bank cards and everything else away, ready to follow Astrid.
  10. "Yes." Kyle ponders whether these are voice activated, but he will say yes out loud and also touch to select the affirmative option if one can be seen.
  11. Success! Got two healers kits. Now I can actually use the healer feat if needed.
  12. Kelia goes with Panorin and Blueblood, making some purchases 2x healers kit 10 gp Longbow 50 gp 40 arrows 2gp 2 potions of healing 100 gp
  13. Kyle takes out his bank cards to examine them, keeping an eye on Astrid every now and then to ensure he does not lose sight of her.
  14. Race Human Classes Armorist 1, martial armorist archetype. Hedgewitch 2, entropic sage archetype. Character creation Step 0- Create a thread here for your character. Step 1— Determine Ability Scores: 25 Point Buy Step 2—Pick Your Race: You can be any Core, or Other (within reason) race from the SRD, and use Spheres racial traits. But remember: Everyone is (probably) Human. Even the half-orcs, I hear you ask? Especially the half-orcs. In the UVG, Common pan-humanity includes all the close-to-baseline sentient and soulful post-humans. This includes retro-humans, dwarfs, half-elfs, halflings, quarterlings, and half-orcs. Step 3—Pick Your Class: Level 3, Please use Spheres classes or archetypes when designing your character. No standard vancian casting. Max HP all 3 levels, then 1/2 Max +1 thereafter (4 HP d6, 5 HP d8, 6HP d10, 7 HP d12). 3pp spheres content allowed after GM approval. Step 4—Pick Skills and Select Feats: Background skills, 1 feat per level. 2 Traits, or 3 with a drawback. No Oaths/Aristeia. Advanced/Legendary/Exceptional talents allowed. Custom Martial/Casting/Blended traditions allowed with GM approval. Custom Trade Traditions have blanket approval. Step 5—Buy Equipment: Standard WBL for level 3 PCs (3,000 GP) Step 6—Finishing Details: Please include an image/description of your PC, ~ a paragraph about their personality, and ~2-3 paragraphs of backstory. Edited Monday at 05:02 PM by TheGSE
×
×
  • Create New...