Eagleheart Posted January 10 Clone Share Posted January 10 (edited) Proceeding through the secret door, you enter a wide, empty stone hallway which is oppressively dark. The hall ends to the east with three separate open doorways, while six additional corridors branch off to the north and south. Upon lighting a torch (or casting Light, or whatever) you see two strikingly-colorful birds, which immediately start squawking loudly, and you hear someone shouting in Draconic, <Kill the intruders!> Round 1 Party turn, the birds rolled horribly. @crazncanuck @BobtheWizard @Bearlord @foltor @TheRaconteur Map Edited January 10 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Initiative (Perception +1) for Arionne 15 1d20+5 10 Initiative (Perception +1) for Matilde 29 1d20+9 20 Initiative (Perception +1) for Ketu 22 1d20+5 17 Initiative (Stealth +1) for Syhlas 28 1d20+9 19 Initiative (Stealth +1) for Corwyn 14 1d20+7 7 Initiative (Stealth +1) for Calmont 23 1d20+9 14 Initiative (Perception) for the birds 10 1d20+8 2 Don't worry about it ;) 2 1d4 2 Link to comment Share on other sites More sharing options...
BobtheWizard Posted January 10 Clone Share Posted January 10 Corwyn - Elf Sylph Kineticist 2 Application Sheet AC: 18 | HP: 30/30 | Fortitude: +10 | Reflex: +8 | Will: +6 | Perception: +4 | R1 Cold | Conditions: Corwyn moves along with the others, keeping quiet and in the back. When the birds start to squawk, he waves his hand and the swirling mists around him shoot forward, a blast of icy water hitting the first bird while a mountain of snow falls upon both of them. "We need to shut them up. Where did the draconic voice come from?" Mechanics Main Hand: Empty Off Hand: Empty Action 1: Elemental Blast at first bird Action 2-3: Winters Clutch centered on north wall halfway between the birds. ACTIONS IMPULSES - DC18, +8 Channel Elements raise aura, can combine with 1 action stance or 1 action elemental blast Base Kinesis 30' light bulk, generate, move or suppress Elemental Blasts Air 60' 1d6 slashing or electricity, or Water 30' 1d8 bludgeoning or cold. For 2 actions add CON to damage Winter's Clutch 60' 10' burst 2d4 cold and DT until fire damage Four Winds 4 creatures can stride or fly 1/2 speed Oceans Balm touch heal 1d8 HP, 10 minute immunity Tidal Hands OVERFLOW 1d8 bludgeoning 30' cone or 2 15' cones. Basic Reflex, push 5' on crit. Notes Voz and Calmont - bookstore Tarinlara - mom Bumblebrashers - goblins at Citadel Altaerein, led by Helba Warbal - goblin in Breachill Leeko - goblin in bugbear room Name xDiceName xDiceResult xDiceString xDiceRolls Cold Blast 17; 4 1d20+8;1d8 [9]; [9,4] Winters Sleet, Cold, DC18 Basic Reflex 6 2d4 2,4 Link to comment Share on other sites More sharing options...
TheRaconteur Posted January 10 Clone Share Posted January 10 (edited) Arionne Amata - Itinerant Scholar AC: 19 | HP: 32/32 | Fortitude: +10 | Reflex: +7 | Will: +5 | Perception: +4 | Arionne surged forward, scales glinting in the torchlight as the strange stone chain formed in her hands. She appeared to wrap it around her arms and shoulders, then in a burst of speed extended her limbs to shoot it through the air like a . It was mesmerizing to watch, but sadly she couldn't get the range right, and missed her foe twice. OOC Conditions: Channel ElementsAura Kineticist Primal Requirements Your kinetic gate isn't active. You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action Elemental Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your kinetic elements, if you can channel more than one) flow around you. The kinetic aura can't damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements. Your kinetic aura automatically deactivates if you're knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates., previously cast Armor in EarthEarth Impulse Kineticist Primal Stone encases you like armor. The stone armor is medium armor but uses your highest armor proficiency. The stone armor's statistics are: AC Bonus +4; Dex Cap +1; Check Penalty –2; Speed Penalty –10 feet; Strength 16; Bulk 1; Group plate. You gain its armor specialization effect. Any bonuses, runes, and magical abilities of your actual armor are suppressed, but any runes that could apply to the stone armor are replicated onto it. The stone armor lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends. Level (3rd) The armor becomes heavy armor. Its AC Bonus becomes +5, and it gains the bulwark armor trait. Action 1: Stride to the middle of the hallway next to the first Bird Action 2: Agile melee Elemental Blast via Weapon Infusion Action 3: Agile melee Elemental Blast via Weapon Infusion Edited January 10 by TheRaconteur (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Bludgeoning 10; 6 1d20+8;1d8+3 [2]; [2,3] Bludgeoning 11; 8 1d20+4;1d8+3 [7]; [7,5] Link to comment Share on other sites More sharing options...
Bearlord Posted January 10 Clone Share Posted January 10 (edited) Syhlas Yaeder (Character sheet) Chaotic Good Human Rogue 2 HP: 27/27 | AC: 19 | Perc +6 | Fort +8 | Ref +10 | Will +10 | Speed: 25 ft. Active Conditions: Syhlas follows Arionne down the hallway with the rapier in his right hand. He strikes out at the first bird hoping to catch it off-guard, then he makes a sound trying to mimic the squawking the birds just did to try to confuse it. OOC Action 1: Stride 15 ft straight down the corridor to end next to the first bird Action 2: Strike the bird vs. flat-footed (Surprise Attack) Action 3: Feint the bird. If successful the bird is flat-footed until end of my next turn and has -2 to Perception checks and Reflex saves. Edited January 10 by Bearlord (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Strike with rapier vs. flat-footed 11; 8 1d20+8; 2d6+2 [3]; [3,5,1] Feint vs. Perception DC 21 1d20+10 11 Link to comment Share on other sites More sharing options...
foltor Posted January 11 Clone Share Posted January 11 (edited) Ketu the Ghost Ghost analyzes the scene, closes his eyes, presses a finger to his temple, and then opens his eyes and glares down the hall with a stunning ferocity. A field of space around each of the birds seems to twist and ripple, and they squawk in pain, as though the unsteady light and shadow were tearing at them. "Birds underground? That's odd..." Mechanics Ketu the Ghost Character Sheet Perception +3, low-light vision Defense AC 15, Fortitude +4, Reflex +5, Will +5, hp 15/15 Conditions Offense class DC 17 dagger +5, 1d4p (agile, finesse, thrown, versatile S) crossbow +5, 1d8p (20 bolts) Focus Points 1/2 Actions 1, 2 telekinetic rend on both birds, DC 17 slashing damage, basic Fort save 3 recall knowledge - what are they? nature OOC n/a Edited January 11 by foltor (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls slashing damage, basic Fort save 4 1d6 4 nature 13 1d20+3 10 Link to comment Share on other sites More sharing options...
Eagleheart Posted January 13 Author Clone Share Posted January 13 (edited) The bird is distracted by Syhlas' feint, which allows it to be hit by Corwyn's elemental blast. Ketu has never seen birds like these before, and neither has Calmont. He attempts to shoot one, but his shot goes wide. Round 1 cont'd. Calmont Recall Knowledge Hand Crossbow Strike - Surprise AttackYou spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you., target is off-guard Reload @crazncanuck Map Edited January 13 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Reflex saves vs Winter's Clutch 15,19 repeat(1d20+9,2) 6,10 Fort saves vs Telekinetic Rend 24,8 repeat(1d20+6,2) 18,2 Recall Knowledge 13 1d20+5 8 Hand Crossbow Strike + Sneak Attack 10; 6 1d20+8;2d6 [2]; [2,5,1] Link to comment Share on other sites More sharing options...
crazncanuck Posted January 14 Clone Share Posted January 14 Matilde Canossa (Sheet) Human Cleric 2 HP: 28/28 | AC: 19 | Perception: +8 | Fort: +10 | Ref: +8 | Will: +6 | Speed: 25 ft. Active Conditions: Matilde briefly lowers her shield, which the priestess had spent some of the brief interlude on the walk apparently blessing and dedicating to Iomedae, as she catches sight of the strange birds before her. She was only briefly distracted by their plumage before the hostile orders that seemed to echo through the chamber urged her into action. Admittedly, Draconic had always sounded like a pretty hostile tongue, even after she'd actually learned to understand it, but levelling her shield, she then charged with her blade, looking to finally wet her blade. >Raise Shield >Stride Right 3 >Strike Name xDiceName xDiceResult xDiceString xDiceRolls Strike 24 1d20+8 16 Slashing 7 1d8+4 3 Link to comment Share on other sites More sharing options...
Eagleheart Posted January 14 Author Clone Share Posted January 14 (edited) The first bird does a little airborne dance, flapping its iridescent wings in an attempt to confound its attackers. It also tries to wound Matilde with its beak, but it can't punch through her armor. The second bird flies toward the exit, only to find that Calmont is in its way. It attempts to strike him with its long, blade-like tail, which Calmont manages to avoid. You hear a door opening and footsteps coming from the north, along with more shouting in Draconic. More enemies are on their way. Round 1 cont'd. Bird 1 Dazzling Display - each creature within 15 feet must attempt a DC 19 Will save. On a critical success, you are unaffected. On a success, you are dazzled for 1 round. On a failure, you are dazzled for 1d4 rounds. On a critical failure, you are confused for 1d4 rounds. Beak Strike vs Matilde Bird 2 Fly x2 Tail Strike vs Calmont Round 2 @crazncanuck @Bearlord and @foltor are up. Map Edited January 14 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Initiative (Perception) for Toad Man 10 1d20+8 2 Initiative (Perception) for Mandrill Men 19 1d20+6 13 Beak Strike vs Matilde 16; 5 1d20+11;1d10+2 [5]; [5,3] Tail Strike vs Calmont 18; 10 1d20+11;1d8+3 [7]; [7,7] Bird 2 Will save 24 1d20+7 17 Bird 2 concealment check 17 1d20 17 Link to comment Share on other sites More sharing options...
Bearlord Posted January 14 Clone Share Posted January 14 (edited) Syhlas Yaeder (Character sheet) Chaotic Good Human Rogue 2 HP: 27/27 | AC: 19 | Perc +6 | Fort +8 | Ref +10 | Will +10 | Speed: 25 ft. Active Conditions: Dazzled (4 rds) Syhlas is impressed by the bird's dance and flapping of wings. It's so colorful. "Wow that is amazing! Nevertheless I must kill you!" He tries to strike at the bird with his rapier but bird's strange movements do affect the rogue somewhat. Then Syhlas draws his shortsword to slash at the bird a second time. "What are those voices? No one friendly I presume!" OOC Action 1: Strike with rapier at Bird 1 vs. flat-footed (Feint) Action 2: Draw shortsword Action 3: Strike with shortsword at Bird 1 vs. flat-footed (Feint) Reaction: Nimble Dodge; first attack aimed at Syhlas and he can see the attacker. +2 to AC. Edited January 14 by Bearlord (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Will save 13 1d20+10 3 Dazzled (rounds) 4 1d4 4 Rapier strike vs. Bird 1 (flat-footed) 17; 10 1d20+8;2d6+2 [9]; [9,4,4] DC 5 flat check (Dazzled) 19 1d20 19 Shortsword strike vs. Bird 1 (flat-footed) 14; 6 1d20+4; 2d6+2 [10]; [10,1,3] DC 5 flat check (Dazzled) 9 1d20 9 Link to comment Share on other sites More sharing options...
Eagleheart Posted January 14 Author Clone Share Posted January 14 Syhlas' rapier skewers the bird, and it falls limply to the floor. Map Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
crazncanuck Posted January 15 Clone Share Posted January 15 (edited) Matilde Canossa (Sheet) Human Cleric 2 HP: 28/28 | AC: 21* | Perception: +8 | Fort: +10 | Ref: +8 | Will: +6 | Speed: 25 ft. Active Conditions: Dazzled (4) Matilde winces at the display of feathers, struggling to see, and it is a sheer effort of will before she can finally steady herself and discern that more foes were indeed coming. "I assume they have the same orders as the birds...but I cannot quite pinpoint them. I suppose it is best to just let them come to us." With that, she turns about to just fling blades at the birds trying to get around their forward line, before readying her shield to receive an attack. >Raise Shield >>Needle Darts Edited January 15 by crazncanuck (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Will Save 8 1d20+6 2 Hero Point 16 1d20+6 10 Dazzled 4 1d4 4 Concealment Check 18 1d20 18 Needle Darts 12 1d20+8 4 Piercing 9 3d4 3,4,2 Link to comment Share on other sites More sharing options...
foltor Posted January 15 Clone Share Posted January 15 (edited) Ketu the Ghost Ghost's eyes go wide as he's surrounded by motes of light reflected off the bird's wings. His expression becomes manic and eager as he tries to snatch the shimmering reflections. Unbidden, pebbles begin to hover round him, also shooting out at the flickering motes, with no consideration to who he might hit. Mechanics Ketu the Ghost Character Sheet Perception +3, low-light vision Defense AC 15, Fortitude +4, Reflex +5, Will +5, hp 15/15 Conditions Offense class DC 17 dagger +5, 1d4p (agile, finesse, thrown, versatile S) crossbow +5, 1d8p (20 bolts) Focus Points 1/2 Actions Will Save Confused duration Telekinetic projectile target randomly determined by GM OOC n/a Edited January 15 by foltor (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Will Save 8 1d20+6 2 Confused duration 4 1d4 4 Telekinetic projectile 9; 5 1d20+8;1d6 [1]; [1,5] Link to comment Share on other sites More sharing options...
Eagleheart Posted January 15 Author Clone Share Posted January 15 (edited) The bird is laser-focused on Calmont, even as he tries to distract it with a pair of thrown pebbles. Meanwhile, Arionne is hit by a rather sizable rock thrown by what appears to be a mandrill-person. A second mandrill-person attacks Arionne as well, charging and slashing at her with his(?) sickle. Round 2 cont'd. Calmont Create a Diversion try to Create a Diversion again Hand Crossbow Strike Mandrill 1 Stride Demoralize vs Arionne Throw Debris vs Arionne Mandrill 2 Shrieking Frenzy - quickened until end of turn Stride x2 Strike x2 vs Arionne @TheRaconteur and @BobtheWizard are up. Map Edited January 15 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Create a Diversion 14 1d20+9 5 2nd attempt 10 1d20+9 1 Hand Crossbow Strike 21; 1 1d20+8;1d6 [13]; [13,1] Demoralize vs Arionne 4 1d20 4 Throw Debris 22; 5 1d20+8;1d6+3 [14]; [14,2] Sickle Strike 1 21; 4 1d20+8;1d4+3 [13]; [13,1] Sickle Strike 2 24; 6 1d20+4;1d4+3 [20]; [20,3] Link to comment Share on other sites More sharing options...
TheRaconteur Posted January 15 Clone Share Posted January 15 (edited) Arionne Amata - Itinerant Scholar AC: 19 | HP: 19/32 | Fortitude: +10 | Reflex: +7 | Will: +5 | Perception: +4 | Arionne's eyes widened in surprise as the bird unleashed the dazzling display, but she'd been right in the middle of it, and it left her blinking and rubbing at her eyes. Thus she was perfectly in position to catch the hunk of rock square in the chest, driving her back with a meaty thunk. No sooner had she tried to get her bearings, but another creature was upon her, slashing and cutting and stabbing. Her chain was crumbling to dust in her hands, no longer held together by her will, and she could do nothing but try and fend of the sickle with her hands. Her scales proved insufficient to the challenge, and she was rewarded with a pair of deep slashed along her wrists for her trouble. She screamed in pain as her discipline snapped, and as she did the chunks of rock at her feet rapidly reformed into another bladed chain. This she whipped up in a wide arc, catching her foe across the jaw. As she did, the weapon ignited, rock boiling away into molten lava. She channeled all her pain and fear into it, sending it snaking up the hallway in a torrent of searing heat and molten chain. OOC Conditions: Channel ElementsAura Kineticist Primal Requirements Your kinetic gate isn't active. You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action Elemental Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your kinetic elements, if you can channel more than one) flow around you. The kinetic aura can't damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements. Your kinetic aura automatically deactivates if you're knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates., previously cast Armor in EarthEarth Impulse Kineticist Primal Stone encases you like armor. The stone armor is medium armor but uses your highest armor proficiency. The stone armor's statistics are: AC Bonus +4; Dex Cap +1; Check Penalty –2; Speed Penalty –10 feet; Strength 16; Bulk 1; Group plate. You gain its armor specialization effect. Any bonuses, runes, and magical abilities of your actual armor are suppressed, but any runes that could apply to the stone armor are replicated onto it. The stone armor lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends. Level (3rd) The armor becomes heavy armor. Its AC Bonus becomes +5, and it gains the bulwark armor trait. Dazzled for 3 rounds. Action 1: Strike #2 with an Elemental BlastHit: +8 Attack Impulse Kineticist Primal With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gain a status bonus to the damage roll equal to your Constitution modifier. The element determines the damage die, damage type, and range (for a ranged blast). A damage type other than a physical damage type adds its trait to the blast. • Fire 1d6, 60 feet • Earth 1d8 bludgeoning or piercing, 30 feet Critical Success The target takes double damage. Success The target takes full damage. Level (+4) The damage increases by one die. Action 2-3: Flying FlameFire Impulse Kineticist Primal A Tiny shape of flame appears, taking a form of your choice— such as a bird, an arrow, or a simple sphere. It Flies from you up to 30 feet in a path you choose. Each creature it passes through takes 1d6 fire damage with a basic Reflex save against your class DC. A creature attempts only one save, even if the flame passes through it multiple times. Level (+2) The damage increases by 1d6. up the hall, Basic DC 18 Ref Edited January 16 by TheRaconteur (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Will Save 13 1d20+5 8 Dazzled Duration 3 1d4 3 Flat Check 13 1d20 13 Slashing Impulse 21; 9 1d20+8;1d8+3 [13]; [13,6] Flying Flame 4 1d6 4 Link to comment Share on other sites More sharing options...
BobtheWizard Posted January 15 Clone Share Posted January 15 (edited) Corwyn - Elf Sylph Kineticist 2 Application Sheet AC: 18 | HP: 30/30 | Fortitude: +10 | Reflex: +8 | Will: +6 | Perception: +4 | R1 Cold | Conditions: Corwyn ignores the approaching bird for now. Instead he moves forward past the bird to get a better look down the hall. When he sees the three frog-like men approaching and attacking, he dumps more snow and ice into the hallway catching the back two attackers. "Ah, so that's where the draconic voices came from" Mechanics Main Hand: Empty Off Hand: Empty Action 1: Move 3 east and 2 south Action 2-3: Winters Clutch centered on the SW corner of the square of the last Mandrill in order to cut off their retreat. The whole hallway should be difficult terrain now. ACTIONS IMPULSES - DC18, +8 Channel Elements raise aura, can combine with 1 action stance or 1 action elemental blast Base Kinesis 30' light bulk, generate, move or suppress Elemental Blasts Air 60' 1d6 slashing or electricity, or Water 30' 1d8 bludgeoning or cold. For 2 actions add CON to damage Winter's Clutch 60' 10' burst 2d4 cold and DT until fire damage Four Winds 4 creatures can stride or fly 1/2 speed Oceans Balm touch heal 1d8 HP, 10 minute immunity Tidal Hands OVERFLOW 1d8 bludgeoning 30' cone or 2 15' cones. Basic Reflex, push 5' on crit. Notes Voz and Calmont - bookstore Tarinlara - mom Bumblebrashers - goblins at Citadel Altaerein, led by Helba Warbal - goblin in Breachill Leeko - goblin in bugbear room Edited January 15 by BobtheWizard (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Winters Sleet, Cold, DC18 Basic Reflex 6 2d4 4,2 Link to comment Share on other sites More sharing options...
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