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Terran

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Everything posted by Terran

  1. Don't forget to update the roll20 map! Thanks! Post up!
  2. Father Wilwick Bramblemane, Halfling Cleric QUICK STATS: AC=18, Touch=12, FF=18 / HP= 8/13 / Init=0 / Saves: Fort=6, Reflex=2, Will = 7 ________________________________________________________________________ Wilwick frowns when even more zombies appear on the scene as the diminutive holy man knows full well that he only empowered to destroy undead with his turning powers one more time until sunrise tomorrow. Nonetheless, the hoard was a clear threat to the entire party and their mission, plus the foul undead were assembled in a line making the use of the divine power logical and reasonable under the circumstances. Whispering to his colleagues, "This will be the last time I can destroy undead until sunrise, but I'm going to unleash the holy power now if no one speaks up the contrary." Assuming no one in the group attempts to stop him, then Father Bramblemane again proclaims, "In the name of all that is holy, I release thee unto the light," causing additional flames to erupt from the bodies of the zombies as the creatures continue to self-combust when they are again bombarded with the second wave of divine energy. After channeling the raw power of the gods through his tiny body, Wilwick slightly shudders before he slowly regains his composure and draws his sling and a tiny river stone from a hidden pocket inside of his cloak as the small Priest prepares to join into the fray with his mundane skills from the second rank of the formation. Mechanics Destroy Undead VARIANT TURNING RULES: DESTRUCTION OF THE UNDEAD (Complete Divine p. 87) Instead of making undead run and cower, expending one of the cleric's daily turn attempts will deal positive energy damage to all undead within 30 feet of the cleric. Turning undead is a standard action that deals 1d6 damage/cleric level to all undead within 30' of the cleric . The affected undead get a Will save (DC 10 + cleric level + Charisma modifier) for half-damage. Undead with turn resistance may subtract that number from the damage that they take from each turn attempt. For example, a vampire with turn resistance 4 takes 4 fewer hit points of damage each time he takes turning damage. When using this ability against incorporeal creatures, you do not have to roll a 50% miss chance; turning hits automatically. Swift Action: Free Action: Standard Action: Destroy Undead with Turn - Will Save DC 12 for half damage Contingent Move Action: Draw Sling and Bullet Contingent Move: Full Round Action: Continuing Effects: None
  3. Ok. My last round actions are contingent upon the actions in Slayer's post.
  4. There was no post for Gwen last round. We called for her to take the front line and switch places with Wilwick. WIlwick's movement away from the front line is contingent on Gwen's movement to replace Wilwick. Was this move made by Gwen and the map has not been updated? If not, then Wilwick is still in the frontline of the battle at the start of the current turn instead of Gwen.
  5. Sister Elektra. Healer & Elementalist QUICK STATS: AC=18, Touch=12, FF=16 / HP=15/15 / Init=2 / Saves: Fort=4, Reflex=2, Will = 6 _________________________________________________________________________ Sister Elektra momentarily winces when the holy woman perceives the extent of the dark shadow that is presently overhanging everyone and every aspect of House McClare. It's painfully obvious to the Elementalist that alarm, fear and worry rule the day here affecting all from the lowest servant to the highest noble lord of the manor in one manner or another. Furthermore, both Lord McClaren and Lady Enhasa are clearly injured even though they were likely treated by some of the best healers in the City, which bears evidence to the original extent of their horrific injuries. Their respective injuries indicate that these nobles were not only injured but also chastised as evidenced by the nature, location and severity of the wounds which indicates extremely evil, powerful foes are likely responsible. To the experienced healer, it appears that an effort was made to take or destroy Lord McClaren's manhood featuring injuries clearly designed to terrorize as the victim bleeds out over time. The fact that he can even walk is a testament to the healers here as well as Lord McClaren's own pain tolerance, the Dwarven Priestess thinks to herself. On the other hand, the fact that Lady Enhasa was still alive was close to a miracle. Her injury was the opposite of her husband, featuring a savage bite inflicted by a creature with four large fangs which were sunk deep into the soft flesh of her throat in a death grip common to large predators that is designed to crush the windpipe and result in a horrific bloody choking and painful death. However, Sister Elektra also realized that these wounds were far beyond her healing abilities and likely were treated by some of the most powerful clerics and healers in the entire region just given the fact that both intended victims were still among the living and that there was little that she could do to help other than offer prayers up for them later today. Nonetheless, all of these shocking observations and distracting thoughts were timely interrupted by the input of Shade, who had some notable observations of his own, including the bread and salt others seem to be partaking of in common ceremony. When Doallyn reveals that the missing Myrddin from their house has received 'sendings' indicating that "The Eye is the Gate," Sister Elektra mulls the meaning of the phrase over and over in her mind as she attempts to discern its meaning. Sister Elektra gauges the reaction of those in the room when Sarai speaks forwardly about the Evening Glory and unfolding events in the household, partaking of the salt and bread when such is appropriate and proper given local customs. Show Mechanics Free Action: Move: Swift Action: Move Action: Standard Action: Continuing Effects: None
  6. Raze Nae' Aire, Unchained Tiefling Rogue QUICK STATS: AC=22, Touch=14, FF=18 / HP=26/31 / Init=4 / Saves: Fort=4, Reflex=10, Will=4 _______________________________________________________________________ Raze continues to frown and scowl even though the fake battle had ended somewhat successfully, however certain 'deficiencies' in personnel, strategy, equipment and even raw emotions had been revealed before, during and after the tedious event which the burglar did not expect. Truth be told, 'pretend killing' was not high on the Raisin's list of things to do, nor was it the Tiefling's style to say much about the foolishness of the matter. Her lack of enthusiasm made that clear. Nonetheless, the so-called dress rehearsal was over, and it was nearly time for opening night which suited the rogue just fine! However, no sooner was the fool's skirmish over than a verbal battle broke out primarily between Madame Zelda and the cocky Priest named Rakt who's plan is to release a massive hoard of indiscriminate killer beasts upon the city, which titter-tat was non-productive to say the least. Seeing no purpose in adding fuel to a fool's fire, Raze choses to keep her mouth shut; however, if needed then her razor-sharp blades would open a second broad smile under certain folks' chins should it become necessary or desired! Mechanics Standard Action: Swift Action: Move: Move Action: Free Action: Continuing Effects: Blessing of the Watch: (+1 morale bonus on attack rolls and on saving throws against fear effects)
  7. Brother Christo Vanleaf, Grey Elf Bard-Cleric QUICK STATS: AC=19+2, Touch=14, FF=17+2 / HP=19/19 / Init=2 / Saves: Fort=4, Reflex=5, Will = 6 _____________________________________________________________________________ Brother Vanleaf is not surprised by the presence of foes behind the door, after all Sugrin called it beforehand and the Elf had not known his companion to be oft wrong. Show Mechanics Move: Standard Action: Readied action to attack any foe that presents itself within line of sight Free Action: Swift Action: Move Action: DaurantContinuing Effects: None
  8. Did any of our skill checks reveal any information, especially about their health and whether Sister Elektra can help them medically?
  9. WHat is the range of the party that was outside and is now closing in on the man-wolves? I haven't seen a DM post indicating any more than hearing them ahead.
  10. Sister Elektra. Healer & Elementalist QUICK STATS: AC=18, Touch=12, FF=16 / HP=15/15 / Init=2 / Saves: Fort=4, Reflex=2, Will = 6 _________________________________________________________________________ Sister Elektra has only been around nobility a few times, but more than enough to know to usually keep her mouth shut and that things tended to work out better when she also keeps her thoughts to herself as well. As such, this was the strategy which the Dwarven holy woman took this day, watching, listening and mentally analyzing the setting, the people, their body language as well as the spoken word while she contemplates various details, as well as their motives. It is only after a pair of obviously injured members of the noble house arrive and formally introduce herself that Elektra finally speaks, simply saying as she slightly bows, "Sister Elektra, Priestess of the Stoneshoulder Clan." After which, the Elementalist says no more, neither smiling nor frowning as she intentionally displays a neutral position while making a mental healing check on the pair only inside of Elektra's head, without touching or openly displaying her activities to anyone else, in an attempt to secretly determine if she might be of possible help. Show Mechanics Free Action: Move: Swift Action: Move Action: Standard Action: Continuing Effects: None
  11. Ulfgrim Ironhide, Warrior from the North - Northern Barbarian QUICK STATS: AC=20, Touch=13, FF=18 / HP=52/55 / Init=4 / Saves: Fort=9, Reflex=5, Will=6 _________________________________________________________________________ Ulfgrim smiles and nods affirmatively at the wise words of his colleagues when discussions of what may come are bantered about the group, paying special attention to the words of Vilrun and her ability to portend future events. Speaking one more time only to explain his thoughts, a skill he had not yet mastered, the barbarian says in a lowered voice, "When I suggested the possibility of landing the Maiden and anchoring the second vessel in the harbor just offshore, I was thinking it might help to conceal our numbers at first." "If we land both vessels and disembark, then the other side will know that we only have two skeleton crews with barely enough men to even sail a pair of ships," the warrior explains. "However, if the second ship does not land immediately until we can determine their intent, then the limitation of numbers in our contingent will be concealed until we wish it revealed," Ulfgrim proffers. "Nonetheless, It was only a suggestion for discussion, but I wanted to clarify my thinking. Either way we do it, I also agree talk first." Mechanics Free Action: Speak Move Action: Swift Action: Move: Standard Action: Continuing Effects: None
  12. Father Wilwick Bramblemane, Halfling Cleric QUICK STATS: AC=18, Touch=12, FF=18 / HP= 8/13 / Init=0 / Saves: Fort=6, Reflex=2, Will = 7 ________________________________________________________________________ Wilwick smiles at the quip and helpful information. When Camlann recommends he and Gwen switching places in the ranks the tiny Halfling nods his head in the affirmative and says, "Sounds okay with me. How about it Gwen, do a switch-a-roo?" Assuming Gwen assents to the change in positions, then Father Bramblemane simply smiles and says, "Agreed, follow my lead!" If not, then he will hold his position. Regardless, now the diminutive holy man executes the trap he had planned now that all of the zombies were in range and had no protection from the divine wrath of the gods. Presenting his holy symbol, the Priest proclaims, "In the name of all that is holy, I release thee unto the light," causing flames to erupt from the bodies of the zombies themselves as the creatures begin to self-combust as they are hit with a powerful wave of divine energy. Once his attack has completed, Wilwick will say to Gwen, "Ok, switch now," as he takes a single step to stand behind Calmann stowing his sickle as the padre moves into the second rank of the formation allowing Gwen to take his place up front. Mechanics Destroy Undead VARIANT TURNING RULES: DESTRUCTION OF THE UNDEAD (Complete Divine p. 87) Instead of making undead run and cower, expending one of the cleric's daily turn attempts will deal positive energy damage to all undead within 30 feet of the cleric. Turning undead is a standard action that deals 1d6 damage/cleric level to all undead within 30' of the cleric . The affected undead get a Will save (DC 10 + cleric level + Charisma modifier) for half-damage. Undead with turn resistance may subtract that number from the damage that they take from each turn attempt. For example, a vampire with turn resistance 4 takes 4 fewer hit points of damage each time he takes turning damage. When using this ability against incorporeal creatures, you do not have to roll a 50% miss chance; turning hits automatically. Swift Action: Free Action: Speak Standard Action: Destroy Undead with Turn - Will Save DC 12 for half damage Contingent Move Action: Stow Sickle if Gwen swtiches Contingent Move: 5 ft. step as shown on map only if Gwen swtiches Full Round Action: Continuing Effects: None
  13. It might be helpful to keep one person who speaks Dwarven in the negotiating party and the other in the hidden stealth party, so both group can understand what is being said (assuming they are close enough to hear).
  14. Before the door is opened and the sources of the voices revealed, Brother Christo looks at each of his colleagues to ensure they are no open wounds that require curative magic before proceeding. Health Ooc: If injured, please speak up in ooc and let me know the total down. For example, 24/32
  15. Jessie nods affirmatively at the elves when the acknowledge the Halfling as the pair of newcomers enter the oak tree room to attend to Rodin who nearly died but is at least stable even though the Elf is remains severely injured and comatose. After remaining at the entrance to the room to monitor any potential activity in the outer ruins, once the rogue has determined that everything seems quiet, then Jessie will return and climb back atop the large boulder where the burglar resumes her overwatch to provide perimeter security. As the Halfling watches and listens for the sight or sound of movement or anything unusual, Jessie thinks through the link to communicate with the invisible friend in the oak tree as she sits on active guard duty. When pair of Elves successfully heal and revive Rodin, the pickpocket says a silent prayer of thanks to the gods. However, when Jessie hears that the newcomer bard had the ability to heal Rodin ever since he was injured, she can barely believe her ears. Apparently instead of offering much needed healing, the singer choose to instead silently watch as others risked life and limb to rescue Rodin from drowning in the pool, as the removed his nearly dead body from the fight and withdrew with Rodin remaining severely injured and in comatose state causing Jessie to say, "Morn, next time one of us is on the brink of death or is comatose, I highly encourage to not save your healing, pretty please." Jessie's Mind Jessie thinks again, 'The elves know Rodin and have healed our friend. I am watching for strangers. Let me know if you sense and anyone or anything besides those of us in this room, please. I want to keep everyone safe.' OOC Free Action: Think Swift Action: Move Equivalent Action: Standard Action: Readied Action to Attack Foes with MW Short Bow if any enemy appear and Jessie has a line of sight Move: Full Round Action: Jessie Tosscobble III's AppearanceJessie is small standing at 2 foot 8 inches and weighing a mere 27 pounds. As such, the lass intentionally keeps her brown hair long to cover her halfling features, which allows the rogue to pass herself off as a small humanoid or even young human or half-elven child when convenient or necessary. Dressed dark purple clothing, which is overlaid with attractive black leather accoutrements, Jessie keeps the paraphernalia of her 'profession' secreted upon her person, and especially the authorities, except when in use. Her friendly blue eyes and warm, sincere smile are disarming and allow the lass to paint a picture of a young girl who is completely unintimidating by all appearances, an assumption often made by others which suits her well and which she actively cultivates. To promote this look of youth or innocence, most of Jessie's weapons, alchemical doodads, pack, and other equipment are kept hidden under her clothing and also by her large heavy dark green cloak. CONTINUING EFFECTS: None
  16. Raze Nae' Aire, Unchained Tiefling Rogue QUICK STATS: AC=22, Touch=14, FF=18 / HP=26/31 / Init=4 / Saves: Fort=4, Reflex=10, Will=4 _______________________________________________________________________ Raze's eyes narrow in a scowl when the damnable Esobak tries to suck the soul out of her Tiefling body as the rogue does her best and successfully resists the insidious attack and physically escapes the beast's clutches! Sopping wet with grease, fortunately Raisin is unscathed by the Esobak's minor force damage which is negated by the Tiefling's natural innate ability to absorb low amounts of damage, except for cold iron which strikes her true. Once the burglar is free from the Esobak's clutches, Raisin quickly withdraws directly up the wall and toward Anhotep and Madame Zelda staying high up off the floor as she moves while thinking to herself. By the gods, that's the last time I will risk entering into hand-to-hand combat just for the purpose of flanking, she mentally muses to herself with an equally foul scowl! Mechanics Standard Action: Swift Action: Move: Move Action: Free Action: Full Round Action: Withdraw Continuing Effects: Blessing of the Watch: (+1 morale bonus on attack rolls and on saving throws against fear effects)
  17. Unless the Dwarves were absent for an extended period, it seems doubtful that they would fail to smell the fumes from a rotting corpse so close to their encampment as the dead courier decomposed. And by time, I was referring to the amount of time that has passed between the sending of the message and its delivery which entails a presumption that the sender feels exactly the same as they did when the message was sent out years ago. It was not a reference to longevity of life, just that most things and positions tend to change over time and so might the original basis of the treaty. Not that it can't be presented, just that we can't ensure that it still relevant and accurate.
  18. Father Wilwick Bramblemane, Halfling Cleric QUICK STATS: AC=18, Touch=12, FF=18 / HP= 8/13 / Init=0 / Saves: Fort=6, Reflex=2, Will = 7 ________________________________________________________________________ When Camlann's attack mimics Father Bramblemane's own failed attack, the diminutive Priest looks up at the massively tall fighter and says with a grin, "Something better than that would be my guess!" Nonetheless, neither the pair of front-liners nor the zombies opposing them were any worse for the wear. The gods were with them, at least so far. Mechanics Swift Action: Free Action: Speak Move Action: Move: Standard Action: Full Round Action: Continuing Effects: None
  19. Does anyone even speak Dwarven? Do we know anything about the dagger given the special pommel? Plus, given the amount of time that has expired and the collapse of the tunnel, diplomatic situation might have changed and a treaty moot.
  20. Terran

    Ooc

    Could she use the tail to draw a flask of oil, pour the oil on herself and gain a bonus to escape artist check to escape grapple?
  21. Raze Nae' Aire, Unchained Tiefling Rogue QUICK STATS: AC=22, Touch=14, FF=18 / HP=23/31 / Init=4 / Saves: Fort=4, Reflex=10, Will=4 _______________________________________________________________________ "YES! Helping dispatch this beast quickly and making it a one on four fight was the entire idea!" "That's the only reason I dropped into hand-to-hand combat to flank it." "Thank the gods this is not real combat, or the tactics would allow the beast to suck my soul out of me!" "But, on the positive side of things, at least it would only have been forever," Raze adds while starting to doubt whether they are in fact ready to face the challenge of the Necromancer that lay ahead. Mechanics Standard Action: Swift Action: Move: Move Action: Free Action: Continuing Effects: Blessing of the Watch: (+1 morale bonus on attack rolls and on saving throws against fear effects)
  22. Terran

    Ooc

    You don't know how long her tail is, or having you been looking!!!!! LoL 5+ ft. rule to break sounds reasonable to me! :) Thanks for the heads up on the tail feat as well!
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