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Adventure 2: A Legacy of Hate


Kylia Quilor

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(summon quantity)

Pym ran forward near the place had summoned the previous elk, and once again used his silent metamagic rod to create a minor image of four new elk identical to the celestial elk he had previously created. He concentrated and sent his new elk running around the cages to the left and toward the two drow facing Alfren. He used the sound benefit of minor image to add hoofbeats to his charging animals.

 

Title

It was hard for me to decide what to do this round. Everyone is too far apart for haste to really provide a benefit to more than a couple of us. I am still not sure of Demaire's loyalty so I don't want him to have the benefit of haste in case he turns on us when this is over. I also wanted Pym to maintain invisiblity, so I'm staying with indirect spells for now.

My intent with the fake elk is for the drow to determine that the celestial elk are illusions. Next round if/when Pym summon more elk or when the other summoned elk is released from the forest on the right. I would love for the drow to attempt to disbelieve those elk instead of trying to engage them. Maybe it will let the summoned elk get a couple shots in.

And it is weird that we've got two summoned elk going at once now, but since we're doing it, I figure just lean into it. The Battle of Golden Elk Glade has begun.

 

 

 

Edited by Fiery Gift (see edit history)
Name
(summon quantity)
4
(1d4+1) 3
Disbelieve Rolls (Spiders)
20; 22; 17
1d20+4; 1d20+4; 1d20+4 [16]; [16,18]; [16,18,13]
Disbelieve Rolls (Guards)
20; 9
1d20+4; 1d20+4 [16]; [16,5]
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"Oh for the love of - they're all illusions!" One of the two closer guards shouted, but the other one shook their head, trying to insist they were real.

"The spiders wouldn't chase after illusions! They've got to feel the vibrations!?!"

Demaire flourished his rapier in a dramatic gesture, gleefully blaspheming against Loth some more, including suggesting she missed her ex-husband Corellon's... marital bed. He moved closer to the guards, though still not quite in range to stab them with his blade.

image.png.636ea894351a84dc207a9a51c3544be3.png

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    T'rissae Torana

With the camp now on full alert, T'rissae briefly considered her options before moving closer to Alfren and their provisional ally. While Demaire may be playing us, it would be unimaginable that even an ally could insult to Lolth without immediate punishment by a Lolthite. He's in it for this fight, she thought. At least he heard them discuss our quarry, further evidence that she's playing both sides.

When she was close enough to them, she cast a spell that encompassed the three of them. While it would be preferable for more to be together to receive the spell's effects, the spread of allies and enemies had her decide that speed would be of the essence. She, Alfren, and Demaire feel a transformational effect allowing them to move and act more quickly than normal.

Actions

Move Action: Move 35' north, putting her within 30' of both Alfren and Demaire.

Standard Action: Cast haste on Alfren and Demaire (9 rounds | extra attack on full attack action; +1 attack, AC, Reflex; +30 movement)

Take 10 Stat Block

Potentially relevant take 10 results (when not in immediate danger or distracted):

Social: Bluff = 23, Diplomacy = 25, Intimidate = 33, Perception = 24, Sense Motive = 20

Adventuring Knowledges: Arcana, Dungeoneering, Local, Nature, Planes = 17, Religion = 21

Background Knowledges: Geography, History, Nobility = 17; Lore (Eilistraee) = 21

Physical: Acrobatics = 28, Climb = 16, Escape Artist = 20, Stealth = 35, Swim = 16

Other: Spellcraft = 17, Use Magic Device = 26

Other Background: Artistry (choreography) = 21, Craft (alchemy) = 17, Craft (weapons) = 20, Perform (dance) = 28, Perform (sing) = 22, Profession (cook) = 16

Name
Guard Perception
29
1d20+9 20
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The Guards continue to make the effort to pull back to gather with their allies further north, but this time Alfren is able to get a strike across the backs of both retreating guards, though neither make a cry of pain - probably just discipline rather than it not hurting them, Alfren could tell from the force of it he'd landed solid blows each time.

But once the two Guards - joined by a third were in a better position - they all fired their crossbows again, two at Alfren, one at Demaire

Mechanics

Fort Save if either of the crossbows hit Alfren. DC 13 or he's affected by Drow Knockout Poison

The last one starts to move towards the fight as well, though her view of what was going on was obstructed by Pym's ice wall, but as she passed by Elva and Shizune, she paused, eyes wide, catching not Elvangara, but Shizune behind her.

"Vith!" She swore, "There's more in the trees here!" She called back towards the camp, and pulled out her crossbow, firing it at Shizune - and opening herself wide to an attack from Elva by her spear.

Mechanics

@ccanaryElva gets an AOO on Guard 4. If the crossbow attack hits Shizune, DC 13 Fort Save or affected by the Drow Knockout Poison

Starlight can see the remaining guards armed and moving south, the priestesses and the Wizard taking a somewhat slower pace, stopping to cast spells on themselves along the way.

Name
Guard 1 vs Alfren (-2 for Range, -1 for Dazzled)
28; 5
1d20+8; 1d4+1 [20]; [20,4]
Guard 2 vs Demaire (-2 for Range, -1 for Dazzled)
14; 5
1d20+8; 1d4+1 [6]; [6,4]
Guard 3 vs Alfren (-2 for Range, -1 for Dazzled)
28; 2
1d20+8; 1d4+1 [20]; [20,1]
Guard 4 vs Shizune (-2 for Range, -1 for Dazzled)
23; 2
1d20+8; 1d4+1 [15]; [15,1]
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Shizune Devir

Shizune easily swatted away the offending crossbow bolt with her shield, smiling proudly at the guard in front of her, bolstered by Elva's presence in the brush.

Knowing their cover is likely blown, Shizune pivoted to her backup plan for when things went south. She slipped into the song of the goddess, pointing at an open spot in a clearing, and drawing a small line from that point. She let the magic of the spell take over and a wall of silver mist--about a foot thick--rose up from the ground about ten feet, splitting the area of the battle, and hopefully walling off her companions from the casters who will inevitably up.

She turned to the guard as she slowly backed away from Elva, giving her room to fight, and briefly addressing the guard in Drow Elven. "You have one chance to turn your life away from these oppressive priestesses and into the mercy and grace of the Dark Maiden; please see reason and take that chance."

 

Celestial Elk Stats

Summoned Celestial Elk
Level 2, Init 3, HP 15/15, Speed 50 ft[B]Base Attack Bonus[/B] 1   
 Gore: +3 (1d6+2, x2)
2 hooves -2 (1d3+1, x2)
 
Str 14, Dex 17, Con 16, Int 2, Wis 15, Cha 7

Spell Resistance 6
Resist acid, cold, electricity 5
Perception +7, darkvision 60 ft

Actions

Standard Action: Cast a BarrierA wordspell with this target word creates a visible barrier that is 10 feet long per caster level and 10 feet high. Creatures touching or passing through the barrier are subject to the spell’s effect. The barrier does not hindercreatures passing through it unless noted in the spell effect. Creatures occupying the space of the barrier when it forms are subject to the spell’s effect. The wall is 1 foot wide and must be anchored on a solid surface. The wall must be straight when formed. Fog BankThis effect word creates a thick fog in its area of effect. It obscures all sight, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, whereas creatures farther away have total concealment. A moderate wind or fire effect removes the fog in the affected area. The fog is stationary. into the battlefield. Pretty much to block line of sight from the casters to the others, doesn't otherwise hinder movement, and obscures vision within 5'. See picture below where on the map I would like to place it. It will last for 9 minutes (barring concentration issues).

Move: 30" straight south (also pictured).

Free: Talk to the drow guard. (Diplomacy is attached, if needed)

image.png.c0634826525c49a0b0550b3388598d72.png.f1c6a9e391e11544221f42ea7b545f01.png

 

 

 

Edited by Blanket_Thunder (see edit history)
Name
Diplomacy
35
1d20+18 17
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Elvangara Collosz

spacer.pngElvangara Collosz — Half Elf (Drow) Investigator 9
AC/T/FF 25/15/22 | HP 81/81 | Init +7 | Speed 30ft | Fort/Ref/Will 10/12/12 | Darkvision
Inspiration 8/8 (1d6+2)| Martial Flexibility 4/4

Active Conditions (not included in stats above):

  • heightened awareness (?? minutes remaining)
  • heroism (200 minutes remaining)
  • barkskin +4 natural AC (90 minutes remaining)
  • mutagen +4 str -2 int +2 natural AC (90 minutes remaining)
  • elixir of stealth +10 stealth (60 minutes remaining)
  • channel vigor gain the benefits of haste (8 rounds remaining)

 

Extracts

1st: cure light wounds, heightened awareness, shield x2, open x12

2nd: alchemical allocation x24, barkskin, open x2

3rd: channel vigor, displacement, fly, open
 

The Llothite Ambush

Elva lunged forward, taking a shot at the guard as he shot at Shizune. Then another.

"And that was it," she called, then turned back to Shizune cringing a little, "Sorry. I guess I could have given him a little longer to consider it?"

Mechanics

Swift: study guard

Move: if she can kill him with just the AoO and standard attack, she'll move 60' north to casters.

Standard: hits AC 32 for 27

Full (if needed): hits AC 40 for 31 then AC 25 for 30
Free:

AoO if needed: hits AC 38 for 23

 

 

Edited by ccanary (see edit history)
Name
AoO piercing damage
SyntaxError: Unexpected token ,
1d20+20, 1d8+16
studied power attack 1
SyntaxError: Unexpected token ,
1d20+22, 1d8+26
if necessary studied power attack hasted
SyntaxError: Unexpected token ,
1d20+22, 1d8+26
and iterative
SyntaxError: Unexpected token ,
1d20+17, 1d8+26
AoO piercing damage, come on Baldr!
38; 23
1d20+20; 1d8+16 [18]; [18,7]
studied power attack 1
SyntaxError: Unexpected token ,
1d20+22, 1d8+26
studied power attack 1:
32; 27
1d20+22; 1d8+26 [10]; [10,1]
if necessary studied power attack hasted
SyntaxError: Unexpected token ,
1d20+22, 1d8+26
if necessary, studied power attack hasted
40; 31
1d20+22; 1d8+26 [18]; [18,5]
and iterative, stop using commas girl!
25; 30
1d20+17; 1d8+26 [8]; [8,4]
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Posted (edited)

image.png.8ee04a26cf9d154f86d817726e9af877.png

Elva is able to spear through the guard once, and then pull her spear back out and get her again, this time in the gut. The guard wasn't quite dead, but she fell to her knees, hands on her stomach, desperately trying to hold back the blood from her injury, as if that was really possible - her lower torso was quickly covering in red as she tried to stay alive.

"...I..." she ground out weakly, "I suppose dying for Lolth isn't quite such an appealing thought now that I'm facing the prospect." Her words came out between gasps, blood coming up out of her mouth a little. She had a chance to maybe survive - the mortal body could withstand surprising punishment sometimes - but only if she didn't move and got some kind of healing magic soon enough. And even then, it was slim odds.

OOC

Basically, yeah, she's surrendering. Come back and heal her after the fight - unless it stretches on for waaaaay too long, and you have someone who might be amenable to talking.

Shizune's magical fog rose up across the battlefield - the clerics, the wizard and the guards with them immediately slowed down, hesitant to just charge into a fight when they couldn't see what was happening.

Alfren moves north and lashes out with his whip at (G2), trying to get around the leg of his target. He succeeds in pulling her to the ground.

Edited by Kylia Quilor (see edit history)
Name
Whip Attack; Damage
31; 7
1d20+20; 2d6 [11]; [11,3,4]
Trip
33
1d20+17 16
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Pym focused and sent the illusionary elk toward the three recently arrived guards. The imaginary deer could at least provide a visual obstruction between Alfren and the enemy while Alfren advanced.

Name
Demaire Rapier vs G2
18; 4
1d20+15; 1d6+3 [3]; [3,1]
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Demaire moved forward, past Alfren, standing by the Guard Alfren had tripped, stabbing down at her throat, while Pym's batch of illusory Elk run around the cages to position themselves near Alfren and the guards.

"Just lay there and bleed to death!" Demaire snarled in the Dark Elven language as he stabbed. The guard tried to roll away from the blade, so it at least wouldn't get her in the throat. In the end, all he does is get a small cut in on her shoulder.

image.png.6a9da5eb94221ccd82b2fa341ed368a1.png

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    T'rissae Torana

With heightened speed brought about by her magic, T'rissae ran around behind the illusory elk. In the process, she drew her silver bastard sword from behind her back. She appeared on the other side of the elk, dropping her bow before engaging the nearby guard. Her blade darts forward, an unusual movement for such a large sword and impales the guard with a deep strike.

Actions

Move Action: Move 65' (30' NW then 35' N), putting her SW of G3. Draw bastard sword during movement.

Free action: Drop bow near illusion (1 space behind her).

Standard Action: Attack G3

Combat Stat Block

Active effects: haste (8/9)

Defense
AC 2710
+4 armor (mithral shirt)
+2 enhancement
+6 dex
+1 deflection
+4 dodge (+1 from Haste +2 from Defensive Stance)
, touch 2110
+6 dex
+1 deflection
+4 dodge (1 haste, 2 defensive stance)
, flat-footed 1710
+4 armor (mithral shirt)
+2 enhancement
+1 deflection
; +2 dodge vs AoO
HP 66/68Swashbuckler d10
Bard d8
Con +2

10+8*5+9*2
Fort +5Swashbuckler +1/3
Bard +2-2/3
Con +2
, Ref +13Swashbuckler +1/2
Bard +4
Good Save +2
Dex +6
Haste +1
, Will +8Swashbuckler +1/3
Bard +4
Good Save +2
WIs +2
; +2 vs. enchantment, underground traps/hazards
Defensive abilities defensive stanceYou can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, the penalty increases by -1 and the dodge bonus increases by +1.

You must choose to use Defensive Stance before making an attack roll and its effects last until your next turn.
-1/+2, spinning spellcasterA sword dancer gains a +4 bonus on concentration checks to cast spells defensively.
Immune sleep
Offense
Speed 65Base 30
Swift Target (Ex) +5 (as long as she has at least 1 panache point)
Haste 30
ft.
Melee +2 keen mithril bastard sword +14/+14/+9BAB +7
Dex +6
Weapon Focus +1
Enhancement +2
Haste +1
Defensive Stance -1
Risky Strike -2
(1d10+12+6 dex
+2 enhancement
+4 risky strike
/17-20)
Ranged darkwood composite longbow +14/+14/+9BAB +7
Dex +6
Enhancement +1
(1d8+2/x3)

Special Attacks bardic performance 24 rounds/day [battle dance (courageA bard can use her battle dance to inspire courage in herself, bolstering against fear and improving her combat abilities. The bard receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +2, to a maximum of +8 at 17th level. Inspire courage is a mind-affecting ability. +4), countersongA bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong she makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard herself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components., distractionA bard can use her performance to counter magic effects that depend on sight. Each round of the distraction, she makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard herself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components., fascinateA bard can use her performance to cause one or more creatures to become fascinated with her. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to her. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
(3 targets, DC 2010
+1/2 bard level (8)
+6 cha
), inspire competenceA bard can use her performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components. +3, suggestionA bard can use her performance to make a suggestion (as per the spell) to a creature she has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance.

Making a suggestion does not count against a bard's daily use of bardic performance. A Will saving throw (DC 10 + 1/2 the bard's level + the bard's Cha modifier) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components.
(
DC 2010
+1/2 bard level (8)
+6 cha
), minuet of the midnight ivyYour winding, twisting dance is helpful in dodging obstacles and climbing.

Prerequisite: Perform (dance) 4 ranks.

Cost: Feat or 2nd-level bard spell known.

Effect: As ivy climbs walls and spills across even the rockiest and most uneven of terrain, so too does your dance propel you across broken stone and up walls. As long as you maintain the performance, whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain; this allows you to take a 5-foot step into difficult terrain. As long as you move laterally at least 10 feet, you may climb as if you had a climb speed equal to your base speed. You may spend the first round of this performance demonstrating the dance to up to one creature per two bard levels; if these students succeed at a DC 15 Perform (dance) check, they also gain the benefits of this masterpiece as long as you maintain the performance.

Use: 1 bardic performance round per round.

Action: 1 full round.
], deeds (derring-doA swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1)., dodging panacheWhen an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modif ier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load. +6), panacheMore than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.

Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache.

Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache.
(6), risky strikePrerequisite: Base attack bonus +1.

You can choose to take a –1 penalty on all attack rolls and combat maneuver checks to gain a +2 bonus on all damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use Risky Strike before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
-2/+4

Spell-Like Abilities (CL 9; concentration +4)
1/dayblindness* (DC 1810
+2 spell level
+6 cha
), faerie fire*
6/daybeguiling touchYou can charm a living creature by touching it. Creatures with more Hit Dice than your wizard level are unaffected, as are creatures in combat and those with an attitude of hostile toward you. Creatures receive a Will saving throw to negate the effect. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. Creatures that fail their save are affected by charm monster for a number of rounds equal to 1/2 your wizard level (minimum 1). This is a mind-affecting effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. (DC 1710
+1/2 character level (9)
+3 int
, 4 rounds)
* during bardic performance
Statistics
 Str 15, Dex 2318
+2 race
+1 level
+2 enhancement
, Con 1517-2 race, Int 16, Wis 15, Cha 2217
+2 race
+1 level
+2 enhancement
Base Atk +7; CMB +13BAB +7
Dex +6
; CMD 2710
+7 BAB
+2 str
+6 dex
+1 deflection
+1 dodge
(+2 vs. AoO, bull rush, grapple, reposition, trip)
Feats Agile CombatantFrom Swashbuckler Finesse replacing Weapon Finesse.

You’ve learned to use your quickness in place of brute
force when performing combat maneuvers.

Benefit: You add your Dexterity bonus to your base
attack bonus and size bonus when determining your
Combat Maneuver Bonus (see Combat) instead of your
Strength bonus.
, Combat ReflexesYou can make additional attacks of opportunity.

Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
, DodgeFrom Swashbuckler (courser)

Your training and reflexes allow you to react swiftly to avoid an opponents’ attacks.

Prerequisite: Dex 13.

Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
, Improved FamiliarThis feat allows you to acquire a powerful familiar, but only when you could normally acquire a new familiar.

Prerequisites: Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below).

Benefit: When choosing a familiar, the creatures listed here are also available to you. You may choose a familiar with an alignment up to one step away on each alignment axis (lawful through chaotic, good through evil).

Improved familiars otherwise use the rules for regular familiars, with two exceptions: if the creature’s type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate).
, Nimble MovesYou can move across a single obstacle with ease.

Prerequisites: Dex 13.

Benefit: Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain
, Swift and SilentThe shadows are your friends, and your footfalls are whispers of death.

Region: elf (Cormanthor Drow)

Benefit: You can move up to your normal speed while using the Stealth skill at no penalty.

Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

Normal: A character who moves faster than one-half her normal speed takes a -5 penalty on Stealth checks.
, Sword DanceYou have learned to turn your speed into power, even with a heavier blade.

Prerequisites: Dexterity 13, Perform (dance) 2 ranks, proficient with bastard sword.

Benefit: When wielding a bastard sword with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the bastard sword as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The bastard sword must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand.
, Weapon FocusChoose one weapon group listed under the fighter’s
Weapon Training class feature.
Prerequisites: Proficiency with at least one weapon
from the selected weapon group, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you
make using any weapon from the selected group.
(large blades),
Adventuring Skills Acrobatics +189 ranks
+3 class
+6 dex
, Bluff +131 rank
+3 class
+6 cha
+3 enhancement
, Climb +61 rank
+3 class
+2 str
, Diplomacy +153 ranks
+3 class
+6 cha
+3 enhancement
, Escape Artist +101 ranks
+3 class
+6 dex
, Intimidate +239 ranks
+3 class
+6 cha
+2 race
+3 enhancement
, Knowledge (arcana) +71 rank
+3 class
+3 int
, Knowledge (dungeoneering) +71 rank
+3 class
+3 int
, Knowledge (local) +71 rank
+3 class
+3 int
, Knowledge (nature) +71 rank
+3 class
+3 int
, Knowledge (planes) +71 rank
+3 class
+3 int
, Knowledge (religion) +115 ranks
+3 class
+3 int
, Perception +149 ranks
+3 class
+2 wis
, Sense Motive +105 ranks
+3 class
+2 wis
, Spellcraft +71 rank
+3 class
+3 int
, Stealth +259 ranks
+3 class
+6 dex
+2 race
+5 enhancement
, Swim +61 rank
+3 class
+2 str
, Use Magic Device +167 ranks
+3 class
+6 cha
Background Skills Artistry (choreography) +115 ranks
+3 class
+3 int
, Craft (alchemy) +71 rank
+3 class
+3 int
, Craft (weapons) +104 ranks
+3 class
+3 int
, Knowledge (geography) +71 rank
+3 class
+3 int
, Knowledge (history) +71 rank
+3 class
+3 int
, Knowledge (nobility) +71 rank
+3 class
+3 int
, Lore (Eilistraee) +115 ranks
+3 class
+3 int
, Perform (dance) +189 ranks
+3 class
+6 cha
, Perform (sing) +123 ranks
+3 class
+6 cha
, Profession (cook) +61 rank
+3 class
+2 wis
Languages Common, Abyssal, Chondathan, Drow Sign Language, Elven, Undercommon
SQ darklands guideThose who brave the lightless tunnels below Golarion’s surface learn to identify the dangerous phenomena that characterize the Darklands. Characters with this trait gain a +2 bonus on initiative checks, and on saves against traps and hazards when underground (from a lifetime of dodging accursed pools, cave-ins, and green slime).

Drow can take this trait in place of keen senses.
, daylight adaptationSome drow with a hint of other racial heritages spend significant time on the surface and maintain their darkvision, but no longer have the light blindness trait. This racial trait replaces spell resistance., devout spell knowledgeAt 2nd level, a faith singer can select one domain from among those belonging to her deity. Once per day as a spell-like ability using her bard level as her caster level, she can cast the 1st-level domain spell while giving a bardic performance. At 6th level, and every 4 bard levels thereafter, he can similarly cast the next-higher domain spell as a spell-like ability (to a maximum of the 5th-level domain spell at bard level 18th). He can use each spell-like ability only once per day. (moonSpells:
1st—faerie fire
2nd—blindness
), enchanting smileYou gain a +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level. +3, poison useDrow are skilled in the use of poisons and never risk accidentally poisoning themselves., swashbuckler finesseA swashbuckler gains the benefits of the Agile Combatant feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Agile Combatant feat for purposes of meeting feat prerequisites., darklands stalkerThe lands outside of drow cities, from rough-hewn tunnels to rocky caverns, are treacherous to navigate. Drow with this racial trait may move through difficult terrain without penalty while underground. In addition, drow with a Dexterity of 13 or higher gain Nimble Moves as a bonus feat.

This racial trait replaces the spell-like abilities racial trait.
, voice in the darknessPrerequisite: Charisma 13+. Characters who practice coercion and intimidation in the Darklands or on the Shadow Plane learn to do so in dim light or no light at all. As long as they are in dim light or darker conditions, characters with this trait gain a +2 bonus on Intimidate and Stealth checks.

Drow and elves can take this trait in place of weapon familiarity.
Traits magical knackYou were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks.

Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.
(bard), threatening defenderYou know how to avoid a blow while still maintaining your offensive posture.

Benefit: When you use defensive stance, reduce the number you subtract from your melee attack rolls by 1.

 

Edited by DarkNetwerk (see edit history)
Name
Attack with bastard sword
33; 14
1d20+14;1d10+12 [19]; [19,2]
Critical
24; 19
1d20+14;1d10+12 [10]; [10,7]
Fort save from G3's attack
13
1d20+5 8
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Moving nearly fast enough to blur, T'rissae ran into reach of the guards and she lashes out with her blade, scoring a cut across the face and side of her target, cutting a line across forehead, cheek, shoulder and arm, forcing her foe stagger back a pace under the pain, blood nearly getting into her eye. But the woman was still alive, even if not in great shape.

"Heretic whore!" The guard snarled in Drow at T'rissae, one hand clapping to her injuries on her face, dropping her crossbow and drawing a short-sword. "You'll feel Lolth's sting!"

Another one interposes herself between Alfren and the prone guard, taking the chance to stab at Demaire, spitting several foul words at him for his earlier blasphemies as she tries to add to his scars by cutting at his face with her own shortsword.

The prone guard struggles to her feet, leaving herself open to Alfren and Demaire.

Still moving at a slower pace, the clerics, wizard and guards to the north keep moving south, the clerics and wizard pausing to cast spells on themselves at one point.

image.png.1a76bce78db8e5233ff35176ff8915c8.png

Mechanics

Alfren gets an AoO against G2, who does get partial cover thanks to G1, but that's still not enough to stop Alfren from getting that AoO. Demaire also gets one, of course.

I need a Fortitude save if G3's attack hits T'rissae.

 

Name
G3 vs T'rissae
29; 4
1d20+10; 1d6+3 [19]; [19,1]
G1 vs Demaire
20; 8
1d20+10; 1d6+3 [10]; [10,5]
Demaire AoO vs G2
24; 6
1d20+15; 1d6+3 [9]; [9,3]
G3 Crit Check vs T'rissae
19; 8
1d20+10; 1d6+3 [9]; [9,5]
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Shizune DeVir

Shizune smirked as the guard surrendered right after Elva's many jabs. The fear of death often puts people into a more... pensive state. She then quoted an old Drow proverb, as much to Elva as the Guard, "The hand of mercy often holds the rod of correction.'" She turned specifically to the guard and added, smiling warmly, "I am trusting you to stay as you are. I will heal you when this is all over. "

With her words spoken, she turned to the elk, pointed at the Spiders, and said, "Run," hoping that the elk did the same for her as for Pym. At that same instant she felt the familiar warmth of a wound opening up on her chest and the trickle of warm blood, where one of her allies across the battle had received a wound. Hoping beyond hope that they were okay, she summons her innate drow ability to levitate, but chooses to walk forward toward the line of fog, awaiting the incoming priestesses and wizard. If she needed to heal her allies, levitating over the ice wall would help her.

 

Celestial Elk Stats

Summoned Celestial Elk
Level 2, Init 3, HP 15/15, Speed 50 ft[B]Base Attack Bonus[/B] 1   
 Gore: +3 (1d6+2, x2)
2 hooves -2 (1d3+1, x2)
 
Str 14, Dex 17, Con 16, Int 2, Wis 15, Cha 7

Spell Resistance 6
Resist acid, cold, electricity 5
Perception +7, darkvision 60 ft

Actions

Start of Turn: T'rissae heals 5HP, Shizune takes 5HP per Life Link

Free: Converse

Free?: Command Elk

Standard: Levitate spell on self (duration 9 minutes)

Move: Walk 4 squares Northwest, 2 squares west.

 

 

 

 

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Alfren Ker

"I have to say, faithful morons to a goddess that loathes you are about as original as the Zhents when it comes to insults," Alfren stated calmly, snapping his whip out towards the most distant guard to disarm her of her weapon before striking the closer with a flow up swipe.

Actions

Attack

Disarm Dmg

Second Attack

2nd Dmg

 

Name
Attack
35
1d20+20 15
Disarm Dmg
8
2d6 4,4
Second Attack
30
1d20+12 18
2nd Dmg
11
1d4+1d6+7 1,3
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Elvangara Collosz

spacer.pngElvangara Collosz — Half Elf (Drow) Investigator 9
AC/T/FF 25/15/22 | HP 81/81 | Init +7 | Speed 30ft | Fort/Ref/Will 10/12/12 | Darkvision
Inspiration 8/8 (1d6+2)| Martial Flexibility 4/4

Active Conditions (not included in stats above):

  • heightened awareness (?? minutes remaining)
  • heroism (200 minutes remaining)
  • barkskin +4 natural AC (90 minutes remaining)
  • mutagen +4 str -2 int +2 natural AC (90 minutes remaining)
  • elixir of stealth +10 stealth (60 minutes remaining)
  • channel vigor gain the benefits of haste (7 rounds remaining)

 

Extracts

1st: cure light wounds, heightened awareness, shield x2, open x12

2nd: alchemical allocation x24, barkskin, open x2

3rd: channel vigor, displacement, fly, open
 

The Llothite Ambush

Elva left her man and moved to regroup with Shizune

"They are going to be amped all the way up on magical charms and phrases when they get out here," she shook her head, frowning as she moved swiftly past Shizune and prepared. "No way of knowing what without seeing them cast. Just let's get ready."

Mechanics

Swift:

Move: To the WSW, 7 squares W and 2 S, so she's just on the northeast end of the ice wall, I think 10 feet west of Shizune, long spear out and ready.

Standard:

Full (if needed):
Free: hide - only against things that can't see her - she doesn't have hide in plain sight ability. 26 stealth.

AoO if needed:

 

 

Edited by ccanary (see edit history)
Name
stealth with heroism and elixir of hiding
26
1d20+22 4
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