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Escort to Phandelin


Delia2531

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Yasei

"It seems there isn't much to look at in here... This Wizard.. Are we even sure that they're here? These supplies.. seem like a lot for the few we saw. The pack should be larger if not what is the point of so many extra weapons? I have no means to check for hidden stuff but... I could see if there's something hidden with magical means?"

Clasping her hands together for a brief moment and infusing power into them both, she then waives them infront of her to unleash a blast of power within the room. Looking around to see if anything appears if not Yasei will make her way back to the entrance of the hideaway.

Standard: Cast Invisibility Purge in the room.

 

Statblock

[URL=/sheets/?id=2836334][B][SIZE=+1]Yasei Shizen[/SIZE][/B][/URL] Female Neutral Evil Half-Troll Shifter Barbarian, [B]Level[/B] 3, [B]Init[/B] 5, [B]HP[/B] 54/54, [B]Speed[/B] 30 [B]AC[/B] 21, [B]Touch[/B] 13, [B]Flat-footed[/B] 18, [B]Fort[/B] 8, [B]Ref[/B] 4, [B]Will[/B] -2, [B]Base Attack Bonus[/B] 3 [B]Rend 2d4+7 (If two claws hit) Claw x2 [/B] +8 (1d4+5, x2) [B] Bite [/B] +8 (1d6+5, x2) [B] Unarmed strike [/B] +9 (1d4+5, x2) [B] Mithral Chain Shirt[/B] (+4 Armor, +3 Dex, +4 Natural) [B]Abilities[/B] Str 20, Dex 16, Con 20, Int 14, Wis 10, Cha 10 [B]Condition[/B] Shifting 1/day 4+CON, Rage 1/day 3+CON Uncanny Dodge, Trap Sense +1, Illiterate, Pounce, Fast Healing 5, Scent, Dark Vision 60, Low-Light Vision, +2 on Saves Against Fire Spells/Effects, Purge Invisibility at Will
Yasei Shizen
Female Neutral Evil Half-Troll Shifter Barbarian, Level 3, Init 5, HP 54/54, Speed 30
AC 21, Touch 13, Flat-footed 18, Fort 8, Ref 4, Will -2, Base Attack Bonus 3
Rend 2d4+7 (If two claws hit) Claw x2 +8 (1d4+5, x2)
Bite +8 (1d6+5, x2)
Unarmed strike +9 (1d4+5, x2)
Mithral Chain Shirt (+4 Armor, +3 Dex, +4 Natural)
Abilities Str 20, Dex 16, Con 20, Int 14, Wis 10, Cha 10
Condition Shifting 1/day 4+CON, Rage 1/day 3+CON

Uncanny Dodge, Trap Sense +1, Illiterate, Pounce, Fast Healing 5, Scent, Dark Vision 60, Low-Light Vision, +2 on Saves Against Fire Spells/Effects, Purge Invisibility at Will

 

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Faith the Fallen

b65ffc2d4e74fb09c6f773665bdc5bcd.jpg.2d864ed9190d83aa34f0e5231ced82c7.jpgFaith  HP: 36/36 Saves: Fort 5, Ref 6, Will 8  AC: 21, 15 (touch), 20 (flat-footed) Initiative: -1, Speed: 30
Concentration: +8, Arcana: +6, Religion: +6, The Planes +6, Spellcraft +6, UMD +8


Faith begins to search the room over, looking for anything hidden. She may have missed something, if that is the case then she might have to go back over the rooms, one by one.

Name
Search
3
1d20+2 1
Search
18
1d20+2 16
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What's this?

Yasei uses her magic to sense the room but finds nothing that has been hidden by magic.

Meanwhile Faith feels her way around the walls of the room and adjacent corridor looking for signs of hidden openings and such. There is a small gap in the stone work that, with a little work turns out to be a panel of wall that swings forward in to the corridor revealing a space behind.

IMG_7558.jpeg.c465e1df7398352c4d777c64b3151c78.jpeg
 

Is this a room or a cave?

This area is the north end of a large natural cavern, but it has been finished with dressed stone block walls and a flagstone floor. Several barrels are stored against the walls here, along with a number of empty crates, straw for packing, hammers, pry bars, and nails.

 


IMG_7558.jpeg.6dd111dddc9068a3f4ba8a6fa3cfb879.jpeg

 

Definitely a cave!

The cavern continues for some distance to the south. You can make out several passages that open up off the larger cavern, and what looks like a deep pit or crevasse in the floor.

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Yasei

"Nothing hidden magically from sight anyways.. What about the rest of you?"

Pleasantly to find, Yasei was a excited that Faith had managed to find a hidden passage of sorts. Walking up to the sudden opening, Yasei turns her head to look down the path and sniff at the cold air. "It seems there is still more to see. Perhaps our Wizard lies hidden in the ground like those skeletons we fought. The containers don't look to contain anything important... No food or grand weapons. Let's find this Wizard."

Moving into the new area, Yasei will walk from A-1 and continue along down to D-7 and then look across the first rope bridge.

 

Statblock

[URL=/sheets/?id=2836334][B][SIZE=+1]Yasei Shizen[/SIZE][/B][/URL] Female Neutral Evil Half-Troll Shifter Barbarian, [B]Level[/B] 3, [B]Init[/B] 5, [B]HP[/B] 54/54, [B]Speed[/B] 30 [B]AC[/B] 21, [B]Touch[/B] 13, [B]Flat-footed[/B] 18, [B]Fort[/B] 8, [B]Ref[/B] 4, [B]Will[/B] -2, [B]Base Attack Bonus[/B] 3 [B]Rend 2d4+7 (If two claws hit) Claw x2 [/B] +8 (1d4+5, x2) [B] Bite [/B] +8 (1d6+5, x2) [B] Unarmed strike [/B] +9 (1d4+5, x2) [B] Mithral Chain Shirt[/B] (+4 Armor, +3 Dex, +4 Natural) [B]Abilities[/B] Str 20, Dex 16, Con 20, Int 14, Wis 10, Cha 10 [B]Condition[/B] Shifting 1/day 4+CON, Rage 1/day 3+CON Uncanny Dodge, Trap Sense +1, Illiterate, Pounce, Fast Healing 5, Scent, Dark Vision 60, Low-Light Vision, +2 on Saves Against Fire Spells/Effects, Purge Invisibility at Will
Yasei Shizen
Female Neutral Evil Half-Troll Shifter Barbarian, Level 3, Init 5, HP 54/54, Speed 30
AC 21, Touch 13, Flat-footed 18, Fort 8, Ref 4, Will -2, Base Attack Bonus 3
Rend 2d4+7 (If two claws hit) Claw x2 +8 (1d4+5, x2)
Bite +8 (1d6+5, x2)
Unarmed strike +9 (1d4+5, x2)
Mithral Chain Shirt (+4 Armor, +3 Dex, +4 Natural)
Abilities Str 20, Dex 16, Con 20, Int 14, Wis 10, Cha 10
Condition Shifting 1/day 4+CON, Rage 1/day 3+CON

Uncanny Dodge, Trap Sense +1, Illiterate, Pounce, Fast Healing 5, Scent, Dark Vision 60, Low-Light Vision, +2 on Saves Against Fire Spells/Effects, Purge Invisibility at Will

 

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Tham'mak| AC 16 | Ini: 5 | BAB +3 | Hit Points: 45/45 | Size: Medium | Speed: 30 ft |
Touch: +11| FF: +10 Fort: +7 | Ref: +5 | Will: +4 | Maneuvers Readied: 3/3

 


https://i.pinimg.com/564x/a7/a1/8e/a7a18ee56d15af0ee33da58bdbb09be3.jpg

Goliath's growl is despondent "Ugh! So far areas were at least modestly sized, on the larger size of small even, but now back to crawling through crevasses. I swear by Kavaki's beard I have more scars from crawling through such places than fighting."

Maneuvers and Stances Readied.

[If the stance is active there will be O next to it, if Maneuver is used there will be X]

Stances: Punishing StanceIron Heart

Level: Warblade 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You chop down violently with your weapon, lending extra force to your blows. These attacks come at a cost, as your enemies slash at your undefended legs and flanks.

You hold your weapon overhead, allowing you to chop down with superior force. However, this fighting stance leaves you vulnerable to an opponent's attacks. Only an initiate of the Iron Heart tradition can manage the perilous balance between trading attack power for defense. A lesser warrior would leave himself nearly helpless to resist an opponent’s attacks. While you are in this stance, you deal an extra 1d6 points of damage with all melee attacks. You also take a -2 penalty to AC, because this fighting stance emphasizes power over a defensive posture.

Maneuvers:

1. Charging MinotaurStone Dragon

Level: Crusader 1 , Swordsage 1 , Warblade 1
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature

You charge at your foe, blasting him with such power that he stumbles back.

As you roar across the battlefield, your position yourself to deliver a devastating charge attack. When you slam into an opponent, you crush him with concussive force and send him stumbling backward.

As part of this maneuver, charge, but replace the attack at the end of the charge with a Bull Rush attempt. Resolve the bull rush attempt normally. If your Strength check exceeds the opponent's result, you deal bludgeoning damage equal to 2d6 + your Str modifier in addition to pushing the target back as normal. Assuming your Strength check is high enough, you can push your target back more than 5 feet (as normal for a bull rush, but without having to follow).

If you have the Pounce ability or another ability that lets you make multiple attacks on a charge, those abilities do not apply to this maneuver.

2. Steel WindIron Heart

Level: Warblade 1
Initiation Action: 1 standard action
Range: Melee attack
Target: Two creatures

You swing your weapon in a broad, deadly arc, striking two foes with a single, mighty blow.

Through a combination of sheer power and unmatched talent, you make an attack that injures multiple opponents. As you initiate this strike, you make two melee attacks, each against a different foe that you threaten. Resolve each attack separately.

3. Battle Leader's ChargeWhite Raven

Level: Crusader 2 , Warblade 2
Prerequisite: 1 White Raven maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature

You lead from the front, charging your enemies so that your allies can follow in your wake. The White Raven discipline teaches that he who seizes the initiative also seizes victory. You have learned to lead an attack with a mighty charge, the better to disrupt the enemy and inspire your allies in battle.

As part of this maneuver, you charge an opponent. You do not provoke attacks of opportunity for moving as part of this charge. If your charge attack hits, it deals an extra 10 points of damage.

 

 


Tools of the Trade

Weapon:

 

Mwk Greataxe (Large): 1d20+10, 3d6+5 (x3)

Warhammer (Large): 1d20+8, 2d6+5, (×3)

Dagger(Large): 1d20+8, 1d6+5 (19/20x2)

 

Armor: Mithral Chain Shirt

None:

Actions/OOC

Free:

Swift:

Move:

Standard:

Immediate:

Stances:

Level 1: Punishing StanceIron Heart

Level: Warblade 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You chop down violently with your weapon, lending extra force to your blows. These attacks come at a cost, as your enemies slash at your undefended legs and flanks.

You hold your weapon overhead, allowing you to chop down with superior force. However, this fighting stance leaves you vulnerable to an opponent's attacks. Only an initiate of the Iron Heart tradition can manage the perilous balance between trading attack power for defense. A lesser warrior would leave himself nearly helpless to resist an opponent’s attacks. While you are in this stance, you deal an extra 1d6 points of damage with all melee attacks. You also take a -2 penalty to AC, because this fighting stance emphasizes power over a defensive posture.

Maneuvers:

Level 1: Charging MinotaurStone Dragon

Level: Crusader 1 , Swordsage 1 , Warblade 1
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature

You charge at your foe, blasting him with such power that he stumbles back.

As you roar across the battlefield, your position yourself to deliver a devastating charge attack. When you slam into an opponent, you crush him with concussive force and send him stumbling backward.

As part of this maneuver, charge, but replace the attack at the end of the charge with a Bull Rush attempt. Resolve the bull rush attempt normally. If your Strength check exceeds the opponent's result, you deal bludgeoning damage equal to 2d6 + your Str modifier in addition to pushing the target back as normal. Assuming your Strength check is high enough, you can push your target back more than 5 feet (as normal for a bull rush, but without having to follow).

If you have the Pounce ability or another ability that lets you make multiple attacks on a charge, those abilities do not apply to this maneuver.
Steely StrikeIron Heart

Level: Warblade 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round; see text

You focus yourself for a single, accurate attack, shrugging off your opponent’s blows and ignoring the need for defense as you make your assault.

The Iron Heart discipline teaches focus, allowing you to engage and defeat one opponent at a time. Your other enemies mean nothing to you as you press your attack.

You make a single melee attack as part of this strike. You gain a +4 bonus on the attack roll. All opponents other than the one you attacked gain a +4 bonus on attack rolls against you for 1 round.
Steel WindIron Heart

Level: Warblade 1
Initiation Action: 1 standard action
Range: Melee attack
Target: Two creatures

You swing your weapon in a broad, deadly arc, striking two foes with a single, mighty blow.

Through a combination of sheer power and unmatched talent, you make an attack that injures multiple opponents. As you initiate this strike, you make two melee attacks, each against a different foe that you threaten. Resolve each attack separately.
Leading the AttackWhite Raven

Level: Crusader 1 , Warblade 1
Initiation Action: 1 standard action
Range: Melee attack; 60 ft
Target: One creature
Duration: 1 round

You boldly strike at your enemy. As you attack, you shout a war cry to demonstrate that victory is at hand. This attack inspires nearby allies to join the fray with renewed vigor.

When you make an attack, your allies take heart in your example and fight with renewed purpose. By stoking the fire of battle in your allies' hearts, you inspire them to greater heroics.

As part of this maneuver, you make a single melee attack. If your attack is successful, your allies gain a +4 morale bonus on attack rolls for 1 round against the creature you hit.

You are your own ally.

Level 2: Battle Leader's ChargeWhite Raven

Level: Crusader 2 , Warblade 2
Prerequisite: 1 White Raven maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature

You lead from the front, charging your enemies so that your allies can follow in your wake. The White Raven discipline teaches that he who seizes the initiative also seizes victory. You have learned to lead an attack with a mighty charge, the better to disrupt the enemy and inspire your allies in battle.

As part of this maneuver, you charge an opponent. You do not provoke attacks of opportunity for moving as part of this charge. If your charge attack hits, it deals an extra 10 points of damage.

 

OOC:


 

 

 

 

 

 

 

Edited by Grudge (see edit history)
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Faith the Fallen

b65ffc2d4e74fb09c6f773665bdc5bcd.jpg.2d864ed9190d83aa34f0e5231ced82c7.jpgFaith  HP: 36/36 Saves: Fort 5, Ref 6, Will 8  AC: 21, 15 (touch), 20 (flat-footed) Initiative: -1, Speed: 30
Concentration: +8, Arcana: +6, Religion: +6, The Planes +6, Spellcraft +6, UMD +8


Faith could not help but grin as she worked out that there was a hidden panel that showed a large cavern, stepping into the cavern she looked all around for signs of movement.

Name
Spot
2
1d20-1 3
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88f1df173a5396bca923eba1500c91d4.jpg.39f009e2081faecf1e85a460519bb2ad.jpgValèn Arabelle Leclair Female Lawful Evil Human, Lvl: 3, Init +1, HP 26/30, Spd: 20ft AC: 21, Touch: 11, Flat-Foot: 20

Fort: 6, Ref: 5, Will: 6, BaB: +3, Str 16, Dex 12, Con 14, Int 12, Wis 15, Cha 8 Conditions: None, Spot/Listen: -3


Valen had been silent up until now, seemingly investigating the ceiling for no particular reason. Snapping out of her train of thought she decided it would be best if she remained close to the rest of the group; progressing toward the nearby cave entrance post-haste.

"Don't worry big man, if you stay ahead of me I will give you a push if you get stuck"

Effect

 

Edited by IWantBapo (see edit history)
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In to the Cave(rn?)

A cold breeze fills this large natural cavern, carrying with it the faint scent of decaying flesh. A crevasse divides the cavern and is flanked by two rough stone columns that support the twenty-foot-high ceiling. Two arched wooden bridges span the chasm. Yasei moves to the nearer end of the closer bridge to take a look. These bridges are made of wooden planks and have no rails; a solid kick would dislodge them in to the chasm below, if one was so inclined.

IMG_7990.jpeg.fe12b0e3b96fd4b819529125c6bdb4eb.jpeg

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Faith the Fallen

b65ffc2d4e74fb09c6f773665bdc5bcd.jpg.2d864ed9190d83aa34f0e5231ced82c7.jpgFaith  HP: 36/36 Saves: Fort 5, Ref 6, Will 8  AC: 21, 15 (touch), 20 (flat-footed) Initiative: -1, Speed: 30
Concentration: +8, Arcana: +6, Religion: +6, The Planes +6, Spellcraft +6, UMD +8


Faith walked into the cavern and scanned the expanse for movement, she was not the most attentive to detail though and thus could miss the more obvious details.

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Tham'mak| AC 16 | Ini: 5 | BAB +3 | Hit Points: 45/45 | Size: Medium | Speed: 30 ft |
Touch: +11| FF: +10 Fort: +7 | Ref: +5 | Will: +4 | Maneuvers Readied: 3/3

 


https://i.pinimg.com/564x/a7/a1/8e/a7a18ee56d15af0ee33da58bdbb09be3.jpg

Tham tried to juggle the spears he decided to use as throwing weapons while maneuvering through the passage "I squeezed through Kranak's chimney without help I'll manage this too." When he passed he looks at the bridge, "This dingy crap is not holding my weight and my nose is telling ,me we're close to something unpleasant"

Maneuvers and Stances Readied.

[If the stance is active there will be O next to it, if Maneuver is used there will be X]

Stances: Punishing StanceIron Heart

Level: Warblade 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You chop down violently with your weapon, lending extra force to your blows. These attacks come at a cost, as your enemies slash at your undefended legs and flanks.

You hold your weapon overhead, allowing you to chop down with superior force. However, this fighting stance leaves you vulnerable to an opponent's attacks. Only an initiate of the Iron Heart tradition can manage the perilous balance between trading attack power for defense. A lesser warrior would leave himself nearly helpless to resist an opponent’s attacks. While you are in this stance, you deal an extra 1d6 points of damage with all melee attacks. You also take a -2 penalty to AC, because this fighting stance emphasizes power over a defensive posture.

Maneuvers:

1. Charging MinotaurStone Dragon

Level: Crusader 1 , Swordsage 1 , Warblade 1
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature

You charge at your foe, blasting him with such power that he stumbles back.

As you roar across the battlefield, your position yourself to deliver a devastating charge attack. When you slam into an opponent, you crush him with concussive force and send him stumbling backward.

As part of this maneuver, charge, but replace the attack at the end of the charge with a Bull Rush attempt. Resolve the bull rush attempt normally. If your Strength check exceeds the opponent's result, you deal bludgeoning damage equal to 2d6 + your Str modifier in addition to pushing the target back as normal. Assuming your Strength check is high enough, you can push your target back more than 5 feet (as normal for a bull rush, but without having to follow).

If you have the Pounce ability or another ability that lets you make multiple attacks on a charge, those abilities do not apply to this maneuver.

2. Steel WindIron Heart

Level: Warblade 1
Initiation Action: 1 standard action
Range: Melee attack
Target: Two creatures

You swing your weapon in a broad, deadly arc, striking two foes with a single, mighty blow.

Through a combination of sheer power and unmatched talent, you make an attack that injures multiple opponents. As you initiate this strike, you make two melee attacks, each against a different foe that you threaten. Resolve each attack separately.

3. Battle Leader's ChargeWhite Raven

Level: Crusader 2 , Warblade 2
Prerequisite: 1 White Raven maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature

You lead from the front, charging your enemies so that your allies can follow in your wake. The White Raven discipline teaches that he who seizes the initiative also seizes victory. You have learned to lead an attack with a mighty charge, the better to disrupt the enemy and inspire your allies in battle.

As part of this maneuver, you charge an opponent. You do not provoke attacks of opportunity for moving as part of this charge. If your charge attack hits, it deals an extra 10 points of damage.

 

 


Tools of the Trade

Weapon:

 

Mwk Greataxe (Large): 1d20+10, 3d6+5 (x3)

Warhammer (Large): 1d20+8, 2d6+5, (×3)

Spear x 6: 1d20+8/+1 (thrown), 1d8+5 (x3)

Dagger(Large): 1d20+8, 1d6+5 (19/20x2)

 

Armor: Mithral Chain Shirt

None:

Actions/OOC

Free:

Swift:

Move: Move to D6

Standard:

Immediate:

Stances:

Level 1: Punishing StanceIron Heart

Level: Warblade 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You chop down violently with your weapon, lending extra force to your blows. These attacks come at a cost, as your enemies slash at your undefended legs and flanks.

You hold your weapon overhead, allowing you to chop down with superior force. However, this fighting stance leaves you vulnerable to an opponent's attacks. Only an initiate of the Iron Heart tradition can manage the perilous balance between trading attack power for defense. A lesser warrior would leave himself nearly helpless to resist an opponent’s attacks. While you are in this stance, you deal an extra 1d6 points of damage with all melee attacks. You also take a -2 penalty to AC, because this fighting stance emphasizes power over a defensive posture.

Maneuvers:

Level 1: Charging MinotaurStone Dragon

Level: Crusader 1 , Swordsage 1 , Warblade 1
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature

You charge at your foe, blasting him with such power that he stumbles back.

As you roar across the battlefield, your position yourself to deliver a devastating charge attack. When you slam into an opponent, you crush him with concussive force and send him stumbling backward.

As part of this maneuver, charge, but replace the attack at the end of the charge with a Bull Rush attempt. Resolve the bull rush attempt normally. If your Strength check exceeds the opponent's result, you deal bludgeoning damage equal to 2d6 + your Str modifier in addition to pushing the target back as normal. Assuming your Strength check is high enough, you can push your target back more than 5 feet (as normal for a bull rush, but without having to follow).

If you have the Pounce ability or another ability that lets you make multiple attacks on a charge, those abilities do not apply to this maneuver.
Steely StrikeIron Heart

Level: Warblade 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round; see text

You focus yourself for a single, accurate attack, shrugging off your opponent’s blows and ignoring the need for defense as you make your assault.

The Iron Heart discipline teaches focus, allowing you to engage and defeat one opponent at a time. Your other enemies mean nothing to you as you press your attack.

You make a single melee attack as part of this strike. You gain a +4 bonus on the attack roll. All opponents other than the one you attacked gain a +4 bonus on attack rolls against you for 1 round.
Steel WindIron Heart

Level: Warblade 1
Initiation Action: 1 standard action
Range: Melee attack
Target: Two creatures

You swing your weapon in a broad, deadly arc, striking two foes with a single, mighty blow.

Through a combination of sheer power and unmatched talent, you make an attack that injures multiple opponents. As you initiate this strike, you make two melee attacks, each against a different foe that you threaten. Resolve each attack separately.
Leading the AttackWhite Raven

Level: Crusader 1 , Warblade 1
Initiation Action: 1 standard action
Range: Melee attack; 60 ft
Target: One creature
Duration: 1 round

You boldly strike at your enemy. As you attack, you shout a war cry to demonstrate that victory is at hand. This attack inspires nearby allies to join the fray with renewed vigor.

When you make an attack, your allies take heart in your example and fight with renewed purpose. By stoking the fire of battle in your allies' hearts, you inspire them to greater heroics.

As part of this maneuver, you make a single melee attack. If your attack is successful, your allies gain a +4 morale bonus on attack rolls for 1 round against the creature you hit.

You are your own ally.

Level 2: Battle Leader's ChargeWhite Raven

Level: Crusader 2 , Warblade 2
Prerequisite: 1 White Raven maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature

You lead from the front, charging your enemies so that your allies can follow in your wake. The White Raven discipline teaches that he who seizes the initiative also seizes victory. You have learned to lead an attack with a mighty charge, the better to disrupt the enemy and inspire your allies in battle.

As part of this maneuver, you charge an opponent. You do not provoke attacks of opportunity for moving as part of this charge. If your charge attack hits, it deals an extra 10 points of damage.

 

OOC:


 

 

 

 

 

 

 

Edited by Grudge (see edit history)
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image.jpeg.073bebf457b4d7698f415e6c0af0dc14.jpeg

Yasei

"Perhaps we are close... Caves like these tend to have scents that linger longer than normal. Perhaps this Wizard is in fact something more akin to a Shaman or similar? With the scent of rotted meat and undead skeletons we may need to be ready for other such things. Just make sure not to fall down.. I don't know how far it goes down and I am not inclined to find out."

Looking down the chasm for a moment and frowning at the prospect of how long the fall down could be Yasei stepped away from the highly suspicious bridge. Spotting a small crevice that she noticed along the wall, Yasei stands just beside the ledge before leaping across it with ease. Landing on the other side she makes her way to investigate it.

 

Standing jump DC for 20-feet is DC:20 (Take 10+13(skill)
Moves to investigate G-6

Statblock

[URL=/sheets/?id=2836334][B][SIZE=+1]Yasei Shizen[/SIZE][/B][/URL] Female Neutral Evil Half-Troll Shifter Barbarian, [B]Level[/B] 3, [B]Init[/B] 5, [B]HP[/B] 54/54, [B]Speed[/B] 30 [B]AC[/B] 21, [B]Touch[/B] 13, [B]Flat-footed[/B] 18, [B]Fort[/B] 8, [B]Ref[/B] 4, [B]Will[/B] -2, [B]Base Attack Bonus[/B] 3 [B]Rend 2d4+7 (If two claws hit) Claw x2 [/B] +8 (1d4+5, x2) [B] Bite [/B] +8 (1d6+5, x2) [B] Unarmed strike [/B] +9 (1d4+5, x2) [B] Mithral Chain Shirt[/B] (+4 Armor, +3 Dex, +4 Natural) [B]Abilities[/B] Str 20, Dex 16, Con 20, Int 14, Wis 10, Cha 10 [B]Condition[/B] Shifting 1/day 4+CON, Rage 1/day 3+CON Uncanny Dodge, Trap Sense +1, Illiterate, Pounce, Fast Healing 5, Scent, Dark Vision 60, Low-Light Vision, +2 on Saves Against Fire Spells/Effects, Purge Invisibility at Will
Yasei Shizen
Female Neutral Evil Half-Troll Shifter Barbarian, Level 3, Init 5, HP 54/54, Speed 30
AC 21, Touch 13, Flat-footed 18, Fort 8, Ref 4, Will -2, Base Attack Bonus 3
Rend 2d4+7 (If two claws hit) Claw x2 +8 (1d4+5, x2)
Bite +8 (1d6+5, x2)
Unarmed strike +9 (1d4+5, x2)
Mithral Chain Shirt (+4 Armor, +3 Dex, +4 Natural)
Abilities Str 20, Dex 16, Con 20, Int 14, Wis 10, Cha 10
Condition Shifting 1/day 4+CON, Rage 1/day 3+CON

Uncanny Dodge, Trap Sense +1, Illiterate, Pounce, Fast Healing 5, Scent, Dark Vision 60, Low-Light Vision, +2 on Saves Against Fire Spells/Effects, Purge Invisibility at Will

 

Name
Listen Check
11
1d20+7 4
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88f1df173a5396bca923eba1500c91d4.jpg.39f009e2081faecf1e85a460519bb2ad.jpgValèn Arabelle Leclair Female Lawful Evil Human, Lvl: 3, Init +1, HP 26/30, Spd: 20ft AC: 21, Touch: 11, Flat-Foot: 20

Fort: 6, Ref: 5, Will: 6, BaB: +3, Str 16, Dex 12, Con 14, Int 12, Wis 15, Cha 8 Conditions: None, Spot/Listen: -3


Walking down toward the first bridge Valen looked about the cave cautiously. Undead were often not much of an issue for someone such as herself; mention of foul smelling meat made her believe there would be a carcass of some kind.

"Well if there are more undead about we should be able to deal with them properly.. as for this wizard, I think it is reasonable to assume one scared woman and her child may not fully grasp the difference between divine and knowledge based magics. We should certainly look for clues to identify what we are truly dealing with"

(Move to C7)

Effect

 

Edited by IWantBapo (see edit history)
Name
Prehemptive Knowledge Religion on Lich
9
1d20+7 2
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Tham'mak| AC 16 | Ini: 5 | BAB +3 | Hit Points: 45/45 | Size: Medium | Speed: 30 ft |
Touch: +11| FF: +10 Fort: +7 | Ref: +5 | Will: +4 | Maneuvers Readied: 3/3

 


https://i.pinimg.com/564x/a7/a1/8e/a7a18ee56d15af0ee33da58bdbb09be3.jpg

"Yeah, unless we're lucky ones and "wizard" means "lich" that we're screwed looking for his little crystal thingie." Tham decides against the bridge and flingsGoliath's can do Long Jump from standing position himself over the crevasse

OOC: Lol forgot I could've taken 10, bless large mods. Since they kinda jumped close to each other, they should land close. Tham is on the edge of H6. One block behind his furry friend.

Maneuvers and Stances Readied.

[If the stance is active there will be O next to it, if Maneuver is used there will be X]

Stances: Punishing StanceIron Heart

Level: Warblade 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You chop down violently with your weapon, lending extra force to your blows. These attacks come at a cost, as your enemies slash at your undefended legs and flanks.

You hold your weapon overhead, allowing you to chop down with superior force. However, this fighting stance leaves you vulnerable to an opponent's attacks. Only an initiate of the Iron Heart tradition can manage the perilous balance between trading attack power for defense. A lesser warrior would leave himself nearly helpless to resist an opponent’s attacks. While you are in this stance, you deal an extra 1d6 points of damage with all melee attacks. You also take a -2 penalty to AC, because this fighting stance emphasizes power over a defensive posture.

Maneuvers:

1. Charging MinotaurStone Dragon

Level: Crusader 1 , Swordsage 1 , Warblade 1
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature

You charge at your foe, blasting him with such power that he stumbles back.

As you roar across the battlefield, your position yourself to deliver a devastating charge attack. When you slam into an opponent, you crush him with concussive force and send him stumbling backward.

As part of this maneuver, charge, but replace the attack at the end of the charge with a Bull Rush attempt. Resolve the bull rush attempt normally. If your Strength check exceeds the opponent's result, you deal bludgeoning damage equal to 2d6 + your Str modifier in addition to pushing the target back as normal. Assuming your Strength check is high enough, you can push your target back more than 5 feet (as normal for a bull rush, but without having to follow).

If you have the Pounce ability or another ability that lets you make multiple attacks on a charge, those abilities do not apply to this maneuver.

2. Steel WindIron Heart

Level: Warblade 1
Initiation Action: 1 standard action
Range: Melee attack
Target: Two creatures

You swing your weapon in a broad, deadly arc, striking two foes with a single, mighty blow.

Through a combination of sheer power and unmatched talent, you make an attack that injures multiple opponents. As you initiate this strike, you make two melee attacks, each against a different foe that you threaten. Resolve each attack separately.

3. Battle Leader's ChargeWhite Raven

Level: Crusader 2 , Warblade 2
Prerequisite: 1 White Raven maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature

You lead from the front, charging your enemies so that your allies can follow in your wake. The White Raven discipline teaches that he who seizes the initiative also seizes victory. You have learned to lead an attack with a mighty charge, the better to disrupt the enemy and inspire your allies in battle.

As part of this maneuver, you charge an opponent. You do not provoke attacks of opportunity for moving as part of this charge. If your charge attack hits, it deals an extra 10 points of damage.

 

 


Tools of the Trade

Weapon:

 

Mwk Greataxe (Large): 1d20+10, 3d6+5 (x3)

Warhammer (Large): 1d20+8, 2d6+5, (×3)

Spear x 6: 1d20+8/+1 (thrown), 1d8+5 (x3)

Dagger(Large): 1d20+8, 1d6+5 (19/20x2)

 

Armor: Mithral Chain Shirt

None:

Actions/OOC

Free:

Swift:

Move: Move to D6

Standard:

Immediate:

Stances:

Level 1: Punishing StanceIron Heart

Level: Warblade 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You chop down violently with your weapon, lending extra force to your blows. These attacks come at a cost, as your enemies slash at your undefended legs and flanks.

You hold your weapon overhead, allowing you to chop down with superior force. However, this fighting stance leaves you vulnerable to an opponent's attacks. Only an initiate of the Iron Heart tradition can manage the perilous balance between trading attack power for defense. A lesser warrior would leave himself nearly helpless to resist an opponent’s attacks. While you are in this stance, you deal an extra 1d6 points of damage with all melee attacks. You also take a -2 penalty to AC, because this fighting stance emphasizes power over a defensive posture.

Maneuvers:

Level 1: Charging MinotaurStone Dragon

Level: Crusader 1 , Swordsage 1 , Warblade 1
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature

You charge at your foe, blasting him with such power that he stumbles back.

As you roar across the battlefield, your position yourself to deliver a devastating charge attack. When you slam into an opponent, you crush him with concussive force and send him stumbling backward.

As part of this maneuver, charge, but replace the attack at the end of the charge with a Bull Rush attempt. Resolve the bull rush attempt normally. If your Strength check exceeds the opponent's result, you deal bludgeoning damage equal to 2d6 + your Str modifier in addition to pushing the target back as normal. Assuming your Strength check is high enough, you can push your target back more than 5 feet (as normal for a bull rush, but without having to follow).

If you have the Pounce ability or another ability that lets you make multiple attacks on a charge, those abilities do not apply to this maneuver.
Steely StrikeIron Heart

Level: Warblade 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round; see text

You focus yourself for a single, accurate attack, shrugging off your opponent’s blows and ignoring the need for defense as you make your assault.

The Iron Heart discipline teaches focus, allowing you to engage and defeat one opponent at a time. Your other enemies mean nothing to you as you press your attack.

You make a single melee attack as part of this strike. You gain a +4 bonus on the attack roll. All opponents other than the one you attacked gain a +4 bonus on attack rolls against you for 1 round.
Steel WindIron Heart

Level: Warblade 1
Initiation Action: 1 standard action
Range: Melee attack
Target: Two creatures

You swing your weapon in a broad, deadly arc, striking two foes with a single, mighty blow.

Through a combination of sheer power and unmatched talent, you make an attack that injures multiple opponents. As you initiate this strike, you make two melee attacks, each against a different foe that you threaten. Resolve each attack separately.
Leading the AttackWhite Raven

Level: Crusader 1 , Warblade 1
Initiation Action: 1 standard action
Range: Melee attack; 60 ft
Target: One creature
Duration: 1 round

You boldly strike at your enemy. As you attack, you shout a war cry to demonstrate that victory is at hand. This attack inspires nearby allies to join the fray with renewed vigor.

When you make an attack, your allies take heart in your example and fight with renewed purpose. By stoking the fire of battle in your allies' hearts, you inspire them to greater heroics.

As part of this maneuver, you make a single melee attack. If your attack is successful, your allies gain a +4 morale bonus on attack rolls for 1 round against the creature you hit.

You are your own ally.

Level 2: Battle Leader's ChargeWhite Raven

Level: Crusader 2 , Warblade 2
Prerequisite: 1 White Raven maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature

You lead from the front, charging your enemies so that your allies can follow in your wake. The White Raven discipline teaches that he who seizes the initiative also seizes victory. You have learned to lead an attack with a mighty charge, the better to disrupt the enemy and inspire your allies in battle.

As part of this maneuver, you charge an opponent. You do not provoke attacks of opportunity for moving as part of this charge. If your charge attack hits, it deals an extra 10 points of damage.

 

OOC:


 

 

 

 

 

 

 

Edited by Grudge (see edit history)
Name
Long Jump
13
1d20+12 1
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A little light Spelunlking?

The party make their way quietly and calmly in to the cavern; Yasei makes the leap across the gap look easy, landing smoothly on the far side and stepping towards the tunnel ahead where she can see steps rising a few steps away.

 

All is quiet in the space for a moment, and then a hissing voice can be heard;

These are different ones, I wonder what they want? What brings you to my domain, do you bring offerings to cross my cavern?

 

Within a moment you all realise that you aren't actually hearing the words, but they are appearing directly in your heads without bothering your ears at all. The lack of sound makes it impossible to determine the source of the voice.

IMG_8016.jpeg.054dae82969686267314b8e61adafa94.jpeg

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