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Book 1, Chapter 2: The Forgotten Dungeon


Green Eyed Liar

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Taking advantage of the distraction provided by Rok running next to the morlock, Mic stabs his rapier through the mutant's thigh. Janos staff smashes into the face of the morlock closest to him, splitting his cheek open and making it squeal in pain. Zum then trundles past both Rok and Mic, catching up to the morlock leader just as it is starting to pass through a doorway to the north. With a heavy swing, he buries his flaming greataxe in the back of the spellcaster's skull, killing the morlock's leader instantly.

 

Seeing their leader fall in battle clearly demoralizes the two launcher equipped morlocks. Expressions of sheer horror plain on their faces, the two shriek and flee to the north, then follow the corridor west, opening a door and doing everything they can to put distance between them and those invading their home.

 

Now that the threat is not immediate, first Zum, and then the rest of the party, notices that the door at the north end of the corridor is outlined by green light.

 

The table is yours!

 

The two morlock engineers are Fleeing and currently Frightened 2. If you want, you can continue the combat by pursuing the two engineers, or you can call it a fight. I leave the option open to you.

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spacer.png Zum of Clan Torq Dwarven Barbarian 2 Chaotic Good | Application | Sheet
 

checked-shield.svgAC: 19 | 18 health-normal.svg HP: 33/40 +5Temp | awareness.svg Perception: +8 |fort.png Fort: +9 |reflex.png Ref: +6 |will.png Will: +8
Hero Points: 1 | Conditions: 
Avernal Fever -1 on all STR based rolls (incl attack and damage), Rage (5 temp HP, -1 AC, +4 rage fire dam)
Wounds Treated (within last hr): me, Rok | Battle Medicined (today): Rok, Me, Mic, Janos
Extra: GM should roll to notice unusual stonework anytime it is seen (at -2).
Used:


Zum sees the morlocks fleeing past him and he doesn't want to let them go, so he chases, hot on their heels (Stride spacer.png). He gives no quarter as he slashes at the first one he reaches (Two attacksspacer.pngspacer.png).

Attack ( Included -1 for Fever)

Damage (Included -1 for Fever. 4 is ragefire)

 Attack ( Included -1 for Fever)

Damage (Included -1 for Fever. 4 is ragefire)

If the first one drops after the first attack, he'll keep chasing the other one, though he listens for his friends' behind him.

Name
Attack
16
1d20+8 8
Damage
14
1d12+7 7
Attack
10
1d20+3 7
Damage
9
1d12+7 2
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vkfohry.png

Rok Dwarven Champion 2 Lawful Good | Sheet

 

checked-shield.svgAC: 18 (+2 with shield raised) | health-normal.svg HP: 16/36 | sprint.svg Perception: +6 | awareness.svg Fort: +9 | Ref: +4 | Will: +8
Hero Points:: 1/1 | Conditions: Wounded 1

 


 

Rok strides after Zum, rounding the corner and stopping there, his shield raised. He cannot see the last Morlock from his position, but assumes Zum has got a sense of where they have run off to.

 

Show ooc

Stride, Stride, Raise Shield.

 

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Mic.png  
  Mic Humblebrow Elemental Heart Dwarf Thief Rogue 2 Chaotic Good | Application | Sheet
checked-shield.svgAC: 19| health-normal.svg HP: 25 / 30 |
sprint.svg Perception: +9 | awareness.svg Fort: +6 | Ref: +10 | Will: +9  Hero Points:: 1/1 | Movement: 20'  -  Conditions:    
  "Way to move that axe you magnificent savage."
Mic commends the raging flame axe wielding beast of a man on a killing spree. He hustles to just beside him and can just barely see the last of their foe ... as he continues his hustle to the corner as close to it as he can manage, with at least some cover from what it's wielding.
 

"Actions - Out of Character, link to Sheet"


https://www.myth-weavers.com/sheet.html#id=2601808

Stride x3 long for Fleet Feet / Feat...


Rapier +9. Others +8
Spell attacks +7. Spell DCs 17

Str 10, Dex 18, Con 14, Wis 16, Int 14, Cha 8
Trapfinder.  Darkvision.  Perception +9.  Languages: Common, Dwarven, Aklo, Undercommon
Trained Skills
Acrobatics +8, Arcana +6, Athletics +6, dumb ol' Diplomacy +3, Intimidation +3, Lore: "Circus" +6,
Medicine +7, Nature +7, Occultism +6, Religion +7, Society +6, Stealth +8, Survival +7, Thievery +8

Melee Clan Dagger +4 (Agile, Parry (+1), Uncommon, Versatile B), Damage 1d4 (P)
Melee +1 Rapier +9 (Finesse, Disarm, Deadly d8), Damage 1d6+4 (P)
Melee Shortsword +8 (Agile, Finesse, Versatile S), Damage 1d6+4 (P)
Melee Light Mace +8 (Agile, Finesse, Shove), Damage 1d4+4 (B)
Melee Throwing Knife +8 (Agile, Finesse, Thrown 20 ft.), Damage 1d4+4 (P)
Ranged Throwing Knife +8 (Agile, Finesse, Thrown 20 ft.), Damage 1d4 (P)
Shortbow (Arrows 5)  +8 (60') Damage 1d6 (P) deadly d10

Coins:  18g. 4s. 6c

Silver key from Tangletop's study (10gp
*Wayfinder* Activate  command; Effect The wayfinder is targeted by a 1st-level light spell.
Cantrips:  Druid Archetype (Leaf Order)
Electric Arc  30'
Disrupt Undead 30'
Detect Magic (Arcane Sense)

Elemental Heart Dwarf: Energy Emanation (Evocation, Primal) Frequency once per day Energy bursts forth from your body. You deal 1d6 damage of your chosen type (Electric) to all adjacent creatures (basic Reflex save using your class DC (17) or spell DC, whichever is higher). At 3rd level, and every 2 levels thereafter, this damage increases by 1d6.

Dwarven Doughtiness End of turn reduce Frightened by 2 instead of 1

Quick Draw

Precision Damage Sneak Attack 1d6
Additional Feats Cat Fall, Elemental Heart Dwarf, Rock Runner, Steady Balance, Trap Finder
Additional Specials Rogue's Racket (Thief Racket), Sneak Attack, Surprise Attack

Gear: Leather Armor, Wayfinder, Thieves' Tools, Climbing Kit, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (1 week),
 

                                       

"Feats and Abilities and Spells and Special Items"


Trapfinder.  Darkvision. dark = black and white
Cantrips:  Druid Archetype (Leaf Order)
Electric Arc  30'
Disrupt Undead 30'
Detect Magic (Arcane Sense)

Elemental Heart Dwarf
Energy Emanation (Evocation, Primal) Frequency once per day Energy bursts forth from your body. You deal
1d6 damage of your chosen type (Electric) to all adjacent creatures (basic Reflex save using your class DC (17) or spell DC, whichever is higher). At 3rd level, and every 2 levels thereafter, this damage increases by 1d6. 

*Bonus Ancestry Feat* 
Dwarven Doughtiness End of turn reduce Frightened by 2 instead of by 1.

Precision Damage Sneak Attack 1d6
Additional Specials Rogue's Racket (Thief Racket), 
Sneak Attack, if foe Flat-Footed

Surprise Attack 1st Round, if roll Stealth or Dec for Init.  not acted = FF to me

Additional Feats 

Quick Draw

Cat Fall
falls Tr=-10', Exp=-25', Mstr= -50', Leg=no dmg

Rock Runner  ignore difficult terrain from rubble / uneven from rock / ground
when use Acro to Balance on narrow / uneven of stone / earth not FF

Steady Balance  Sucess w Balance action = crit success  
Not FF to Balance on narrow / uneven, can use Acro check not Ref to Grab an Edge

Trap Finder  always on +1 Perc, AC, Saves of Traps

Additional Specials Rogue's Racket (Thief Racket), Sneak Attack, Surprise Attack
 

"Spells"




Traditions arcane, primal
Electric Arc
Cast  somatic, verbal
Range 30 feet; Targets 1 or 2 creatures
Saving Throw basic Reflex
An arc of lightning leaps from one target to another. You deal electricity damage equal to 1d4 plus your spellcasting ability modifier.
Heightened (+1) The damage increases by 1d4


Disrupt Undead  Cantrip 1   Cantrip Necromancy Positive 
Source Core Rulebook pg. 331 4.0  Traditions divine, primal
Bloodline psychopomp  Cast  somatic, verbal
Range 30 feet; Targets 1 undead creature  Saving Throw Fortitude
You lance the target with energy. You deal 1d6 positive damage plus your spellcasting ability modifier. The target must attempt a basic Fortitude save. If the creature critically fails the save, it is also enfeebled 1 for 1 round.
Heightened (+1) The damage increases by 1d6.
 



 

 

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de9eddf2f8ff291f296bd8c929fd9e35.jpg
Janos Murdoch Human Wizard 2 Neutral Good | Application | Sheet
?u=https%3A%2F%2Fi.pinimg.com%2Foriginals%2Fde%2F9e%2Fdd%2Fde9eddf2f8ff291f296bd8c929fd9e35.jpg&f=1&nofb=1AC: 19 | health-normal.svg HP: 22/22 | sprint.svg Perception: +7 (+9init) | awareness.svg Fort: +5 | Ref: +8 | Will: +7
Hero Points:: 1/1 | Conditions: None
 

Prepared Spells

Cantrips(Detect Magic(innate), Telekinetic Projectile, Prestidigitation, Read Aura, Electric Arc, Produce Flame, Light, Shield)

 

Realizing that he could get left behind by Zum's headlong charge, Janos Hustles to catch up to his dwarven companions. As he does so, he notices the green glow coming out of the seams in the door ahead. "Perhaps we should check this door? A glow that color almost always ends up being important."

 

3x Stride for this round

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Posted (edited)

The morlock stops its panicked flight long enough to turn and squeeze the trigger of its projectile launcher, sending something resembling a rivet ricocheting down the hallway. Eyes bulging even further out of its head, it scrabbles at the door knob and runs across the next room. A ruined table and several destroyed chairs lie in a heap in the middle of this room, along with several large bones.

 

The table is yours!

 

The morlock lost its Fleeing condition, attacked poorly (only missed a critical failure by one), opened a door, and fled across a new room. Its Frightened condition then decreased to Frightened 1.

GM Dice

Morlock Engineer Ranged Projectile Launcher Strike vs Zum AC 18

Projectile Launcher Damage

 

Edited by Green Eyed Liar (see edit history)
Name
Morlock Engineer Ranged Projectile Launcher Strike vs Zum AC 18
10
1d20+8 2
Projectile Launcher Damage
7
1d6+6 1
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vkfohry.png

Rok Dwarven Champion 2 Lawful Good | Sheet

 

checked-shield.svgAC: 18 (+2 with shield raised) | health-normal.svg HP: 16/36 | sprint.svg Perception: +6 | awareness.svg Fort: +9 | Ref: +4 | Will: +8
Hero Points:: 1/1 | Conditions: Wounded 1

 


 

Rok keeps running, moving into the room with the Morlock and offering a flanking position for Zum. "Time to die!" he says to the Morlock, in an ominous voice.

 

Show ooc

Stride, Stride, Stride.

 

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Mic.png  
  Mic Humblebrow Elemental Heart Dwarf Thief Rogue 2 Chaotic Good | Application | Sheet
checked-shield.svgAC: 19| health-normal.svg HP: 25 / 30 |
sprint.svg Perception: +9 | awareness.svg Fort: +6 | Ref: +10 | Will: +9  Hero Points:: 1/1 | Movement: 20'  -  Conditions:    
  "Die to Time!"
Mic ... adds. As he hustles to behind the foe and tries to skewer it. Inspired by the ominousness of Rok and the lethality demonstrated by Zum.
 

"Actions - Out of Character, link to Sheet"


https://www.myth-weavers.com/sheet.html#id=2601808

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Strike


Rapier +9. Others +8
Spell attacks +7. Spell DCs 17

Str 10, Dex 18, Con 14, Wis 16, Int 14, Cha 8
Trapfinder.  Darkvision.  Perception +9.  Languages: Common, Dwarven, Aklo, Undercommon
Trained Skills
Acrobatics +8, Arcana +6, Athletics +6, dumb ol' Diplomacy +3, Intimidation +3, Lore: "Circus" +6,
Medicine +7, Nature +7, Occultism +6, Religion +7, Society +6, Stealth +8, Survival +7, Thievery +8

Melee Clan Dagger +4 (Agile, Parry (+1), Uncommon, Versatile B), Damage 1d4 (P)
Melee +1 Rapier +9 (Finesse, Disarm, Deadly d8), Damage 1d6+4 (P)
Melee Shortsword +8 (Agile, Finesse, Versatile S), Damage 1d6+4 (P)
Melee Light Mace +8 (Agile, Finesse, Shove), Damage 1d4+4 (B)
Melee Throwing Knife +8 (Agile, Finesse, Thrown 20 ft.), Damage 1d4+4 (P)
Ranged Throwing Knife +8 (Agile, Finesse, Thrown 20 ft.), Damage 1d4 (P)
Shortbow (Arrows 5)  +8 (60') Damage 1d6 (P) deadly d10

Coins:  18g. 4s. 6c

Silver key from Tangletop's study (10gp
*Wayfinder* Activate  command; Effect The wayfinder is targeted by a 1st-level light spell.
Cantrips:  Druid Archetype (Leaf Order)
Electric Arc  30'
Disrupt Undead 30'
Detect Magic (Arcane Sense)

Elemental Heart Dwarf: Energy Emanation (Evocation, Primal) Frequency once per day Energy bursts forth from your body. You deal 1d6 damage of your chosen type (Electric) to all adjacent creatures (basic Reflex save using your class DC (17) or spell DC, whichever is higher). At 3rd level, and every 2 levels thereafter, this damage increases by 1d6.

Dwarven Doughtiness End of turn reduce Frightened by 2 instead of 1

Quick Draw

Precision Damage Sneak Attack 1d6
Additional Feats Cat Fall, Elemental Heart Dwarf, Rock Runner, Steady Balance, Trap Finder
Additional Specials Rogue's Racket (Thief Racket), Sneak Attack, Surprise Attack

Gear: Leather Armor, Wayfinder, Thieves' Tools, Climbing Kit, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (1 week),
 

                                       

"Feats and Abilities and Spells and Special Items"


Trapfinder.  Darkvision. dark = black and white
Cantrips:  Druid Archetype (Leaf Order)
Electric Arc  30'
Disrupt Undead 30'
Detect Magic (Arcane Sense)

Elemental Heart Dwarf
Energy Emanation (Evocation, Primal) Frequency once per day Energy bursts forth from your body. You deal
1d6 damage of your chosen type (Electric) to all adjacent creatures (basic Reflex save using your class DC (17) or spell DC, whichever is higher). At 3rd level, and every 2 levels thereafter, this damage increases by 1d6. 

*Bonus Ancestry Feat* 
Dwarven Doughtiness End of turn reduce Frightened by 2 instead of by 1.

Precision Damage Sneak Attack 1d6
Additional Specials Rogue's Racket (Thief Racket), 
Sneak Attack, if foe Flat-Footed

Surprise Attack 1st Round, if roll Stealth or Dec for Init.  not acted = FF to me

Additional Feats 

Quick Draw

Cat Fall
falls Tr=-10', Exp=-25', Mstr= -50', Leg=no dmg

Rock Runner  ignore difficult terrain from rubble / uneven from rock / ground
when use Acro to Balance on narrow / uneven of stone / earth not FF

Steady Balance  Sucess w Balance action = crit success  
Not FF to Balance on narrow / uneven, can use Acro check not Ref to Grab an Edge

Trap Finder  always on +1 Perc, AC, Saves of Traps

Additional Specials Rogue's Racket (Thief Racket), Sneak Attack, Surprise Attack
 

"Spells"




Traditions arcane, primal
Electric Arc
Cast  somatic, verbal
Range 30 feet; Targets 1 or 2 creatures
Saving Throw basic Reflex
An arc of lightning leaps from one target to another. You deal electricity damage equal to 1d4 plus your spellcasting ability modifier.
Heightened (+1) The damage increases by 1d4


Disrupt Undead  Cantrip 1   Cantrip Necromancy Positive 
Source Core Rulebook pg. 331 4.0  Traditions divine, primal
Bloodline psychopomp  Cast  somatic, verbal
Range 30 feet; Targets 1 undead creature  Saving Throw Fortitude
You lance the target with energy. You deal 1d6 positive damage plus your spellcasting ability modifier. The target must attempt a basic Fortitude save. If the creature critically fails the save, it is also enfeebled 1 for 1 round.
Heightened (+1) The damage increases by 1d6.
 



 

 

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Name
attack!
21
1d20+9 12
dmg!
5
1d6+4 1
sneak dmg
5
1d6 5
deadly add if crit
8
1d8 8
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spacer.png Zum of Clan Torq Dwarven Barbarian 2 Chaotic Good | Application | Sheet
 

checked-shield.svgAC: 19 | 18 health-normal.svg HP: 33/40 +5Temp | awareness.svg Perception: +8 |fort.png Fort: +9 |reflex.png Ref: +6 |will.png Will: +8
Hero Points: 1 | Conditions: 
Avernal Fever -1 on all STR based rolls (incl attack and damage), Rage (5 temp HP, -1 AC, +4 rage fire dam)
Wounds Treated (within last hr): me, Rok | Battle Medicined (today): Rok, Me, Mic, Janos
Extra: GM should roll to notice unusual stonework anytime it is seen (at -2).
Used:


Zum chases the last morlock into a room with a table and bones, along with his companions. He chops at it with Dragon (Sudden Chargespacer.pngspacer.png). And again chops at it if it still stands (Attackspacer.png).

Attack ( Included -1 for Fever)

Damage (Included -1 for Fever. 4 is ragefire)

Attack (Included -1 for Fever)

Damage (Included -1 for Fever. 4 is ragefire)

 

Critical on 1st attack! Damage is doubled (so, add another 9)

Correction: 2nd attack at -5, so a 14 to hit.

 

Edited by noozoo (see edit history)
Name
Attack
28
1d20+8 20
Damage
9
1d12+7 2
Attack
19
1d20+8 11
Damage
17
1d12+7 10
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Zum's first attack slices deep into the morlock's chest, sheering bone and flesh. The dwarf yanks his greataxe free and brings it down again, splitting the mutant's skull in two.

 

Before the morlock hits the ground, the large bones scattered about the room start to quiver, then start sliding together.

 

The table is yours.

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Mic.png  
  Mic Humblebrow Elemental Heart Dwarf Thief Rogue 2 Chaotic Good | Application | Sheet
checked-shield.svgAC: 19| health-normal.svg HP: 25 / 30 |
sprint.svg Perception: +9 | awareness.svg Fort: +6 | Ref: +10 | Will: +9  Hero Points:: 1/1 | Movement: 20'  -  Conditions:    
  "Rok, you might help yourself about your wound there while...
Janos - you able to summon a behemoth dog?
Zum, I would hate to nitpick - but perhaps next time hew more on the less loud side when in a bone room. Or throne room. Or... hmmm..."

Mic suggests, requests, and ... digress. As he sheathes his blade, stows his bow, and draws his Clan dagger. As he'd be surprised if the bones also grew hearts, kidneys, etc for him to stab. He sighs. He always missed attempting to stab a vital organ on a foe. Busting bones seemed so... barbaric. He can't help but glance at Zum at that last part. Magnificent savage. Wondering if the fella has a great club.
 

"Actions - Out of Character, link to Sheet"


https://www.myth-weavers.com/sheet.html#id=2601808

Actions:
1. Sheath Rapier
2. Sheath Bow
3. Draw Clan Dagger


Rapier +9. Others +8
Spell attacks +7. Spell DCs 17

Str 10, Dex 18, Con 14, Wis 16, Int 14, Cha 8
Trapfinder.  Darkvision.  Perception +9.  Languages: Common, Dwarven, Aklo, Undercommon
Trained Skills
Acrobatics +8, Arcana +6, Athletics +6, dumb ol' Diplomacy +3, Intimidation +3, Lore: "Circus" +6,
Medicine +7, Nature +7, Occultism +6, Religion +7, Society +6, Stealth +8, Survival +7, Thievery +8

Melee Clan Dagger +4 (Agile, Parry (+1), Uncommon, Versatile B), Damage 1d4 (P)
Melee +1 Rapier +9 (Finesse, Disarm, Deadly d8), Damage 1d6+4 (P)
Melee Shortsword +8 (Agile, Finesse, Versatile S), Damage 1d6+4 (P)
Melee Light Mace +8 (Agile, Finesse, Shove), Damage 1d4+4 (B)
Melee Throwing Knife +8 (Agile, Finesse, Thrown 20 ft.), Damage 1d4+4 (P)
Ranged Throwing Knife +8 (Agile, Finesse, Thrown 20 ft.), Damage 1d4 (P)
Shortbow (Arrows 5)  +8 (60') Damage 1d6 (P) deadly d10

Coins:  18g. 4s. 6c

Silver key from Tangletop's study (10gp
*Wayfinder* Activate  command; Effect The wayfinder is targeted by a 1st-level light spell.
Cantrips:  Druid Archetype (Leaf Order)
Electric Arc  30'
Disrupt Undead 30'
Detect Magic (Arcane Sense)

Elemental Heart Dwarf: Energy Emanation (Evocation, Primal) Frequency once per day Energy bursts forth from your body. You deal 1d6 damage of your chosen type (Electric) to all adjacent creatures (basic Reflex save using your class DC (17) or spell DC, whichever is higher). At 3rd level, and every 2 levels thereafter, this damage increases by 1d6.

Dwarven Doughtiness End of turn reduce Frightened by 2 instead of 1

Quick Draw

Precision Damage Sneak Attack 1d6
Additional Feats Cat Fall, Elemental Heart Dwarf, Rock Runner, Steady Balance, Trap Finder
Additional Specials Rogue's Racket (Thief Racket), Sneak Attack, Surprise Attack

Gear: Leather Armor, Wayfinder, Thieves' Tools, Climbing Kit, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (1 week),
 

                                       

"Feats and Abilities and Spells and Special Items"


Trapfinder.  Darkvision. dark = black and white
Cantrips:  Druid Archetype (Leaf Order)
Electric Arc  30'
Disrupt Undead 30'
Detect Magic (Arcane Sense)

Elemental Heart Dwarf
Energy Emanation (Evocation, Primal) Frequency once per day Energy bursts forth from your body. You deal
1d6 damage of your chosen type (Electric) to all adjacent creatures (basic Reflex save using your class DC (17) or spell DC, whichever is higher). At 3rd level, and every 2 levels thereafter, this damage increases by 1d6. 

*Bonus Ancestry Feat* 
Dwarven Doughtiness End of turn reduce Frightened by 2 instead of by 1.

Precision Damage Sneak Attack 1d6
Additional Specials Rogue's Racket (Thief Racket), 
Sneak Attack, if foe Flat-Footed

Surprise Attack 1st Round, if roll Stealth or Dec for Init.  not acted = FF to me

Additional Feats 

Quick Draw

Cat Fall
falls Tr=-10', Exp=-25', Mstr= -50', Leg=no dmg

Rock Runner  ignore difficult terrain from rubble / uneven from rock / ground
when use Acro to Balance on narrow / uneven of stone / earth not FF

Steady Balance  Sucess w Balance action = crit success  
Not FF to Balance on narrow / uneven, can use Acro check not Ref to Grab an Edge

Trap Finder  always on +1 Perc, AC, Saves of Traps

Additional Specials Rogue's Racket (Thief Racket), Sneak Attack, Surprise Attack
 

"Spells"




Traditions arcane, primal
Electric Arc
Cast  somatic, verbal
Range 30 feet; Targets 1 or 2 creatures
Saving Throw basic Reflex
An arc of lightning leaps from one target to another. You deal electricity damage equal to 1d4 plus your spellcasting ability modifier.
Heightened (+1) The damage increases by 1d4


Disrupt Undead  Cantrip 1   Cantrip Necromancy Positive 
Source Core Rulebook pg. 331 4.0  Traditions divine, primal
Bloodline psychopomp  Cast  somatic, verbal
Range 30 feet; Targets 1 undead creature  Saving Throw Fortitude
You lance the target with energy. You deal 1d6 positive damage plus your spellcasting ability modifier. The target must attempt a basic Fortitude save. If the creature critically fails the save, it is also enfeebled 1 for 1 round.
Heightened (+1) The damage increases by 1d6.
 



 

 

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Edited by Cleric8092 (see edit history)
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spacer.png Zum of Clan Torq Dwarven Barbarian 2 Chaotic Good | Application | Sheet
 

checked-shield.svgAC: 19 | 18 health-normal.svg HP: 33/40 +5Temp | awareness.svg Perception: +8 |fort.png Fort: +9 |reflex.png Ref: +6 |will.png Will: +8
Hero Points: 1 | Conditions: 
Avernal Fever -1 on all STR based rolls (incl attack and damage), Rage (5 temp HP, -1 AC, +4 rage fire dam)
Wounds Treated (within last hr): me, Rok | Battle Medicined (today): Rok, Me, Mic, Janos
Extra: GM should roll to notice unusual stonework anytime it is seen (at -2).
Used:


Zum looks at the moving bones and his patience has hit his limit. He roars in anger and starts slashing at the animated bones angrily and wantonly. (Three attacksspacer.pngspacer.pngspacer.png).

Attack ( Included -1 for Fever)

Damage (Included -1 for Fever. 4 is ragefire)

Attack (Included -1 for Fever)

Damage (Included -1 for Fever. 4 is ragefire)

Attack (Included -1 for Fever)

Damage (Included -1 for Fever. 4 is ragefire)

 

 

Edited by noozoo (see edit history)
Name
Attack
24
1d20+8 16
Damage
12
1d12+7 5
Attack
20
1d20+3 17
Damage
19
1d12+7 12
Attack
13
1d20-2 15
Damage
15
1d12+7 8
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vkfohry.png

Rok Dwarven Champion 2 Lawful Good | Sheet

 

checked-shield.svgAC: 18 (+2 with shield raised) | health-normal.svg HP: 16/36 | sprint.svg Perception: +6 | awareness.svg Fort: +9 | Ref: +4 | Will: +8
Hero Points:: 1/1 | Conditions: Wounded 1

 


 

The frustration is clear on Rok's face as he sees the bones starting to assemble. "Torag's beard! Can't a dwarf catch a break?!" the champion laments, before joining Zum in bashing the bones as well as he can with his hammer. After a couple solid swings, Rok raises his shield, unsure if he'll be able to get any more strikes in before whatever is going to assemble is upon them.

 

Show ooc

Strike, Strike, Raise Shield.
Attack1

Damage1
Attack2
Attack2

 

Name
Attack1
11
1d20+9 2
Damage1
11
1d8+4 7
Attack2
16
1d20+4 12
Attack2
11
1d8+4 7
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