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Adventure 2: A Legacy of Hate


Kylia Quilor

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Alfren Ker

"Can't see a damned thing in all this," Alfren said as the guard fell.

But he knew it wasn't over and losing their momentum could be fatal. So he charged straight through the fog and sliding to a stop when he spotted more guards, flashing them a wild grin as he uncoiled his whip once more.

"Stand down if you know what's good for you..."

Actions

Straight dbl move 40 ft ahead until he sees the two guards through the fog, then will stay in position to make AOOs to disarm or trip at +20.

 

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In a brutal display of violence, between her strike on the exposed (G8) and then her followup attacks on first (G7) and then (G8), Elvangara is able to break both enemies, stabs to their stomachs to leave them wide open, and followups to their hearts, her spear bursting through chests - armor, flesh and bone as paper under the force of the strike. Both guards are dead, collapsing to the ground, knees first, and then falling face down. There isn't even a question of them having time to bleed out. They're just dead.

As Alfren directs the other guards to stand down, they shake their heads.

"And be rewarded as a traitor to Lolth deserves? There's nothing you can say that can shake our faith!"

They might mean it, or they might be unwilling to stand down, despite the deaths of so many of their fellows, in the face of the priestesses not all that far away. Fear of the clergy is deeply ingrained, after all.

image.png.1c59341ff14a2f9dc3479b366561ce8f.png

 

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From high above, Pym mentally directed his illusionary elk through the cloud of mist and toward the guards battling Alfren. He made a beeline north, trying to get to the wizard and clerics as quickly as possible. Pym would only elevate enough to get over the fog cloud. He doesn't want to make his form visible by flying through the fog.

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Pym is able to get pretty close to the approaching Clerics and Wizard, not even needing to go over the cloud, able to skirt it as he made his straight line right past the edge of the fog and nearly eliminating the distance between him and the leadership of these Drow, giving him an excellent line of sight on them for future spellcasting. The elk elicited annoyed sounds from the guards, but they didn't think of them as immediate threats, their attention Alfren - and then quickly, Demaire, who made his way through the fog, standing before the guards.

"I'd listen to Alfren here if I were you."Demaire said with a display of charm and affability on his features. "Your b*tch goddess isn't going to be saving you, or her own priestesses, and he," he gestured at Alfren, "Is as lethal as he is handsome."

"To the Abyss with you, heretic!" One guard growled, "The Matron Mother will make sure you know your place, the place all males belong." She spat that last word out like it was toxic.

"The only place I belong is pissing on the corpse of your precious Matron Mother." Demaire snarled back, all faux-charm gone from his demeanor

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Name
Demaire Rapier vs G5
30; 6; 14; 9
1d20+15; 1d6+3; 1d20+10; 1d6+3 [15]; [15,3]; [15,3,4]; [15,3,4,6]
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    T'rissae Torana

With the opponents on this side of the fog dispatched and her companions having made their way through to the other side, rather than follow them directly, she casts a spell and disappears from sight. Under cover of her magical veil of invisibility, she makes her way around the wall, avoiding contact with it so as not to alert the foes on the other side. All the while she continues to whirl and spin, knowing the Goddess, at least, can see her perform.

Actions

Free Action: maintain Battle Dance

Standard Action: cast vanish.

Move Action: Move 65' around the fog (SW 2, W 3, N 7)

Combat Stat Block

Active effects: haste (5/9), 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) (22/24), vanish (5/5)

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 +18/+18/+13BAB +7
Dex +6
Weapon Focus +1
Enhancement +2
Haste +1
Defensive Stance -1
Risky Strike -2
Battle Dance (courage) +4
(1d10+16+6 dex
+2 enhancement
+4 risky strike
+4 battle dance (courage)
/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.
(5/6), 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.
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T'Rissae is able to maneuver around the fog without difficulty, poised to launch her own attack on partially unsuspecting foes.

One guard (G6) moves to attack Alfren, slashing out at him with her blade. The other (G5) stabs at Demaire, aiming for the gut. Neither have anything to say, grim purpose in their eyes - whether they are resigned to their fate, fanatical, or believe that there's a chance of victory still, it's hard to say.

The wizard casts a spell and a ray of black... stuff flies from his hand and moves towards Alfren. Calling it darkness feels insufficient - the blackness seems to be a light all it's own radiating an absolute cold, deadly chill and tinging the color of the air around it as it sails towards it's target.

But Alfren clearly is the target of choice, for a third spell is cast at him, the priestess chanting a prayer to Lolth in the Drow tongue, something about filling 'him' with Lolth's wrath, while gesturing at Alfren - a miasma of darkness quickly forms around Alfren and he feels a dozen small bites all over his body, as if spiders are crawling across him and biting, his armor irrelevant.

The other cleric calls upon Lolth as well, and a pillar of flame appears, capturing Demaire in the blast, as well as several of the illusionary elk.


(Several attacks on Alfren, sorry. If the sword hits, Fort Save vs Poison (DC 14). If the touch attack ray hits Alfren, he'll take the attendant Negative levels, and finally, we need a Will save vs the spell that the priestess hit him with - DC 19. If he succeeds on the save, he'll take half damage. If he fails, he takes full damage and is sickenedThe character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. for the attendant number of rounds)

Name
G6 vs Alfren
22; 7; 19; 6
1d20+10; 1d6+3;1d20+5; 1d6+3 [12]; [12,4]; [12,4,14]; [12,4,14,3]
G5 vs Demaire
15; 8; 10; 4
1d20+10; 1d6+3;1d20+5; 1d6+3 [5]; [5,5]; [5,5,5]; [5,5,5,1]
Wizard Ray Touch Attack vs Alfren
23
1d20+8 15
Touch Attack Negative Levels
4
1d4 4
Miasma Damage vs Alfren
20
5d8 4,4,2,5,5
Flame Strike Damage
36
9d8 5,5,3,2,2,3,7,7,2
Demaire Reflex
17
1d20+11 6
Sickened Rounds
3
1d4 3
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Alfren Ker

Despite being barraged by sudden magic and gut churning waves of sickness, Alfren forced himself to keep moving taking a slow step forward and lashing out with his whip at the offending cleric.

Actions

5 ft step forward, trip on cleric. 1 combat stam to add +1 to hit

Trip v Cleric

Dmg

 

Name
Trip v Cleric
17
1d20+15 2
Dmg
3
2d6 1,2
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Shizune DeVir

Shizune was giggling at Demaire's & Alfren's exchange with the priestesses and guards, until she saw the pillar of fire and the cloud of black miasma roiling over her fog wall and Pym's ice wall.

After all of that, though, she became silent and serious, worried about her new companions. Instead of rushing to heal on the front lines, though, she took a sharp turn and peeked out from the fog wall to face the two priestesses and wizard who, up to this point, she had not seen. With a finger extended a point just southwest of the wizard, she sang from the song of creation, and brought into being a cloud of roiling green mist, hopefully sickening the priestesses and wizard, and cutting off her allies from being targeted by the foul wizard at least for a little while.

She then yelled over the din of combat, "Wizard! I know you value power above all else; take up arms against the priestesses with us and you will know power, beyond your imagining."

 

Actions

Start of Turn: If Alfren took damage, he heals 5 and Shizune loses 5.

Move: 3 squares northwest, 3 squares north, straddling fog wall.

Standard: Cast BurstClose Range, 10' radius Penetrating WrackSaving Throw: DC 19 Fortitude
Spell Resistance: Yes

Effect: The targets of a wordspell with this effect word are sickened for 9 rounds

Penetrating Wrack: Roll twice for spell resistance and take highest result.
Boosted Fog BankDuration 9 rounds
Saving Throw none; Spell Resistance no
Target Restrictions barrier, burst (emanation)

DESCRIPTION

This 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.

Boost: If a wordspell with this effect word uses the burst target word, it can be directed to move up to 10 feet each round by the caster as a swift action.
. Technically Lvl 3 spell Center of the spell is 1 square SW of W, and has a burst radius of 10',catching everyone in the fog & initial blast. This spell has two effects: All enemies in the initial burst must Fort save vs. DC 19 or be SickenedThe character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. for 9 rounds (Spell resistance applies to this). The remaining fog stays for 9 rounds, obscures vision in 5' increments (see above), and can be moved as a swift action (Spell resistance does not apply to this). Everyone has total concealment from W (and he is totally concealed), and C1 & C2 are concealed from people within line of sight (and others are concealed as such from them). Spell resistance rolls are below.

Free: Diplomacy & say hey to the wizard.

I apologize for the wall of text.

Active Effects:
Detect Magic (Constant), Levitate, Control Fog Bank (Swift action, move it 10', 9 more rounds)

 

Edited by Blanket_Thunder (see edit history)
Name
Spell Resistance Caster Level Check vs C1
14
keep(2d20,highest,1)+9 1,5
Spell Resistance Caster Level Check vs C2
29
keep(2d20,highest,1)+9 11,20
Spell Resistance Caster Level Check vs W
29
keep(2d20,highest,1)+9 20,2
Diplomacy
31
1d20+18 13
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Pym landed on the ground. As much as he had enjoyed it, his time being invisible was up. He brought his forearms in front of himself as if swirling a globe. An orb of water 10 feet in diameter appeared immediately north of the wizard. Pym swept the water to the south to engulf the wizard and cleric then sharply to the west to catch the remaining spell caster.

Crunch

cast Aqueous Orb - Pym is going to use a 1 pt from his arcane reservoir to raise the DC by 2. He also gets a +1 DC bonus from his racial ability to spells with the water descriptor.

No Spell Resistance, Reflex Save DC 21 to avoid 2d6 nonlethal damage. If they fail the save they need to make another DC 21 Reflex save to avoid being engulfed by the orb.

A 10 foot orb directly north of the wizard. South 3 squares to catch the Wizard and Cleric2 (15 feet movement) then West 3 squares (15 feet movement) to catch Cleric1

 

 

Name
W Fort Save; C2 Fort Save
15; 20
1d20+4; 1d20+9 [11]; [11,11]
W; C2; C1 First Reflex Saves
18; 6; 7
1d20+4; 1d20+5; 1d20+5 [14]; [14,1]; [14,1,2]
Nonlethal Damage
7
2d6 6,1
W;C2;C1 Reflex
13; 18; 19
1d20+4; 1d20+5; 1d20+5 [9]; [9,13]; [9,13,14]
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Maybe it was the sickness roiling his gut - it may have thrown off his aim, because it definitely seemed to be hurting his concentration - or maybe it was just poor luck, but the priestess was able, albeit not without some awkward contortion of her body as she moved her leg out of the way, to avoid his whip and stay on her feet.

Mechanics

So your proposed 10' burst from SW of the Wizard would only actually catch the Wizard. I even double-checked the official rules about how bursts worked and everything to make sure. And I tried as many positionings as I could think of, but nothing could catch all 3 in one burst, so I settled for what I could find. If there's a placement I missed, or you think I did it wrong somehow, lmk, but I did what I could. Since you didn't beat C1's SR, I figured we might as well just leave C1 out then.

Shizune's fog blasts out over the Wizard and one of the priestess - the wizard is rather difficult for outside observers to see, but he does start making retching sounds that can be heard from outside the fog. He doesn't say anything in response to her offer, but he might be too busy being sick. At the very least, he doesn't loudly reject it, which would be the expected outcome from most Lolthite drow to such an offer from an Eilistraeean.

Pym's ball of water coming on the heels of the smoke seems to be more than enough to really screw up the attempts of the clerics - and the wizard - to be intimidating, because each one of them was, in turn, subsumed by the orb of water rolling over them, leaving them all - for now - trapped inside the orb, holding their breath and struggling to escape the water.

Demaire burst out laughing like a madman at the sight. "There are your priestesses! Look at them!" He howled, leveling his blade at (G5). The two guards looked at each other with very, very sour looks, and then, after a moment, threw down their blades. Despite his laughter, his expression of his eyes was clearly one of physical pain - the fire had definitely taken it's toll on him.

"Lolth will consume your souls when you're damned to her Web for all eternity," one protested, the other making a noise of clear agreement clearly not quite ready to give up their faith, but not ready to die pointlessly against what seemed to be overwhelming odds now.


GM Notes: Technically the fight is not over, as the Wizard and the Cleric haven't been completely beaten/knocked out nor have they surrendered, but admittedly, the clerics and the Wizards don't have high reflex saves so it may be a few rounds before they can escape, and a few rounds you guys can attack them while the water does it's thing. However, it doesn't look like the orb will last long enough for them to suffocate unless I'm misreading the Holding Breath rules.


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    T'rissae Torana

T'rissae blinks in surprise as the Lolthite casters are swept up by Pym's large sphere of water but continues her dance as she speeds around the orb to the other side where she tries to pierce the water to strike one of the priestesses, her brief invisibility disappearing as she drives her blade inward.

Actions

Free Action: maintain Battle Dance

Move Action: Move so she's directly north of C1.

Standard Action: Attack C1: +2 attack due to invisibility; C1 has no dex bonus (invisibility), -4 dex (entangled), +4 ac (cover)

Combat Stat Block

Active effects: haste (4/9), 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) (21/24), vanish (4/5)

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 +18/+18/+13BAB +7
Dex +6
Weapon Focus +1
Enhancement +2
Haste +1
Defensive Stance -1
Risky Strike -2
Battle Dance (courage) +4
(1d10+16+6 dex
+2 enhancement
+4 risky strike
+4 battle dance (courage)
/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.
(5/6), 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.
Name
Bastard Sword Attack vs C1
28; 17
1d20+20;1d10+16 [8]; [8,1]
Reflex Saves from W, C1, C2
20; 6; 23
1d20+4; 1d20+5; 1d20+5 [16]; [16,1]; [16,1,18]
Random Square Next to Orb
10
1d12 10
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Though the orb water does slow the sword and thus make it hit with less force, in essence, there's not much the priestess can do to avoid the attack, and it retains enough force for the blow to do some damage to her mithril chain, the blade sinking into the flesh of her side, a shallow cut, but she's bleeding now - to her credit, perhaps, she's too focused on holding her breath cry out in pain, but blood is now coming out of her wound, into the water of the orb holding her.

Mechanics

The Rules say that victims of the orb are allowed a 'new reflex save every round' to escape (DC 21). They got one when they were engulfed, and it's still that same round, but this is also their turn to act now, so I'm inclined to say they get their chance now, but I could be missing some nuance in the rules.

One of the Clerics is able to force herself free and staggers out of the orb. Scrabbling to stand up straight, the sodden, waterlogged priestess starts chanting, brandishing her symbol of Lolth, chanting a spell calling on Lolth's favor to allow her to 'Smite' the 'fools, heretics and traitors' that surrounded her. As she finishes the spell, for a moment, nothing seems to be happening, and then she starts to grow in size, taller, larger, quickly reaching the height of an ogre, and her armor and weapons grow with her.

image.png.21b5d4dd2efefd344652fd2c87b2944f.png

The two guards that surrendered just now look both terrified and like they bit into a lemon - their leaders were not quite as out for the count as they thought, but they dropped their weapons and can't do anything about that - yet -.

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Alfren Ker

"Don't think that is going to help, 'sister'. You're outnumbered... but have it your way," Alfren said, still moving sluggishly but he still lashing out with his whip in two short cracks against the growing cleric.

 

Actions

Move 15 ft out from the Biggus Clericus and attack

Attack 1

Attack 2

Dmg

Dmg

 

Name
Attack 1
22
1d20+11 11
Attack 2
10
1d20+6 4
Dmg
14
1d4+1d6+7 3,4
Dmg
11
1d4+1d6+7 3,1
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Alfren's whip does hit on the first strike, the cleric now representing a very nice target - the thin leather length, moving at speeds faster than the eye can easily follow strikes across her face, cutting open a line along her cheek, marring the woman's face - an attack and an insult in one, given how important control of one's appearance is for a cleric of Lolth in mainstream drow society.

image.png.46f5ba54e80281e249a5660827e5f616.png

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