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It could be worse. Yes, it's worse.


Starhawk

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spacer.pngTheodmer Naejor
Spell Slots1 : 5/5 | Spells Prepared0 : Penumbra, Mending, Prestidigitation, Acid Splash, Read Magic
1 : Toppling Magic Missile, Endure Elements, Snapdragon Fireworks
| AR : 5/9

AC 14 HP 21/21 Fort 3 Ref 5 Will 5 Init 3

%5BURL%3Dhttp%3A%2F%2Fwww.myth-weavers.com%2Fsheet.html%23id%3D2868783%5D%5BB%5D%5BSIZE%3D%2B1%5DTheodmer%20Naejor%5B%2FSIZE%5D%5B%2FB%5D%5B%2FURL%5D%0AM%20N%20Elf%20Arcanist%20(Occultist)%2C%20%5BB%5DLevel%5B%2FB%5D%203%2C%20%5BB%5DInit%5B%2FB%5D%203%2C%20%5BB%5DHP%5B%2FB%5D%2021%2F21%2C%20%5BB%5DSpeed%5B%2FB%5D%2030%0A%5BB%5DAC%5B%2FB%5D%2014%2C%20%5BB%5DTouch%5B%2FB%5D%2013%2C%20%5BB%5DFlat-footed%5B%2FB%5D%2011%2C%20%5BB%5DCMD%5B%2Fb%5D%2014%2C%20%5BB%5DFort%5B%2FB%5D%203%2C%20%5BB%5DRef%5B%2FB%5D%205%2C%20%5BB%5DWill%5B%2FB%5D%205%2C%20%5BB%5DCMB%5B%2FB%5D%20%2B1%2C%20%5BB%5DBase%20Attack%20Bonus%5B%2FB%5D%201%20%20%20%0A%5BB%5D%20%20Sickle%20%5B%2FB%5D%20%2B1%20(1d6%2C%20x2)%0A%5BB%5D%20%20Light%20Crossbow%20(30)%20%5B%2FB%5D%20%2B4%20(1d8%2C%2019-20x2)%0A%5BB%5D%20%20Silken%20Ceremonial%20Armor%5B%2FB%5D%20(%2B1%20Armor%2C%20%2B3%20Dex)%0A%5BB%5DAbilities%5B%2FB%5D%20Str%2011%2C%20Dex%2016%2C%20Con%2012%2C%20Int%2018%2C%20Wis%2012%2C%20Cha%2012%0A%5BB%5DCondition%5B%2FB%5D%20None%20
Theodmer Naejor
M N Elf Arcanist (Occultist), Level 3, Init 3, HP 21/21, Speed 30
AC 14, Touch 13, Flat-footed 11, CMD 14, Fort 3, Ref 5, Will 5, CMB +1, Base Attack Bonus 1
Sickle +1 (1d6, x2)
Light Crossbow (30) +4 (1d8, 19-20x2)
Silken Ceremonial Armor (+1 Armor, +3 Dex)
Abilities Str 11, Dex 16, Con 12, Int 18, Wis 12, Cha 12
Condition None

 


Lying faceup on the beach and staring blankly at the sky above, Theodmer had spent his recent time conscious trying to convince himself that this was just a bad dream. He hadn't just watched a town be annihilated, hadn't been through a terrible storm, and definitely wasn't lying on a beach after a shipwreck. Unfortunately for the elf, his attempts at self-hypnosis proved futile as the other survivors started getting up, making noise and... fighting? Were things not bad enough that they felt the need to murder each other? Letting out a sigh as he hauled himself to his feet, Theo took in the stunning vista, the immense beauty of the endless ocean, and the encroaching horde of probably hungry crabs.
"Ah."
Taking a measured step away from the crabs, the elf pointed at the sand between them and made a sharp gesture upward. Moments later, a small, somewhat humanoid creature burst up out of the ground, immediately taking a swipe at a crab.

Actions

Move : Stand from Prone

5' Step NE

Standard : Spend 2 AR for Conjurer's Focus, summoning an Earth Elemental Small, 3 minute duration (brown circle on Roll20)

 

Elemental Actions :

Standard : Attack Crab to the NW - Bonuses : Earth Mastery (+1 Atk, +1 Dmg), Rage Song (+2 Str = +1 Atk, +1 Dmg)

Elemental : AC 17 HP 13/13 Fort +4 Ref -1 Will +3 : Duration 30/30

AC 17, touch 10, flat-footed 17 (–1 Dex, +7 natural, +1 size)
hp 13 (2d10+2)
Fort +4, Ref –1, Will +3
Immune elemental traits

 

OFFENSE

Speed 20 ft., burrow 20 ft., earth glide
Melee slam +6 (1d6+4)
Special Attacks earth mastery

STATISTICS

Str 16, Dex 8, Con 13, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +4; CMD 13
Feats Improved Bull RushB, Power Attack
Skills Appraise +1, Climb +7, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7
Languages Terran

Earth Glide (Ex)

A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Earth Mastery (Ex)

An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)

 

Edited by dhemon (see edit history)
Name
Earth Elemental Attack, Damage
23; 10
1d20+8;1d6+6 [15]; [15,4]
Crab Attack on elemental
13
1d20+6 7
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Events unfold rapidly..

 

Theo gets to his feet, backs off from the encroaching crabs with alacrity, all the while gesturing and speaking words of power. A being, seemingly made from sand, rises out of the sand. Vaguely humanoid in shape it punches a crab, the shell of which cracks under the impact.

Torren already on his feet, steps towards a crab and lashes out with greatsword, the vaguely blue blood of crabs is immediately visible on its hard carapace.

Heva backs well away from the shoreline and begins doing what skalds do, which is helping sellswords to do their worst.

Drew gets to his feet, steps towards a crab and hits the crab a telling blow with his sword.

----

Enemy turn.

 

Crab 1 is attacked by Theo's elemental responds in kind, grabbing the elemental with a claw. The elemental is grappled.

Crab 2 moves towards a breathing body on the beach, grabbing the prostrate form of a young man. The young man wakes screaming, but there is little he can do to avoid getting pulled into the sea.

Crab 3, it's carapace gaping from Torren's sword blow seeks to escape. Torren gets an AOO as it flees.

Crab 4, struck by Drew, menaces Drew with its claws and though one comes close, Drew remains inviolate for the moment.

Crabs 5, 6 and 7 moves towards a meal, grabbing the leg of a young survivor, each of whom screams as a claw pincers a limb. The crabs begin pulling these survivors into the ocean doubtless to devour their drowned prizes at their leisure.

 

@Penchant

Torren gets a free AOO on the escaping crab 3. Please resolve if first.

 

@Penchant @dhemon @Rakle @dtspurrier

Party is up.

Edited by Starhawk (see edit history)
Name
Crab Attack on Elemental
14
1d20+4 10
Crab Attack on Elemental with flank
19
1d20+6 13
Damage
4
1d4+2 2
Free Grab
24
1d20+6 18
Crab 4 on Drew
14
1d20+4 10
Crab 4 on Drew
20
1d20+4 16
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image.png.80d33398ad17a614fd921b1e4cce69e0.png

 

 

 

 

Drew Samuels, Cavalier Order of the Shield

AC 22 HP 39/39 Fort 6 Ref 2 Will 2  Init +1  Perception +1 

Male NG Human Cavalier Order of the Shield

Level 3 Init 1 HP 39/39 Speed 20
AC 22 Touch 11 Flat-footed 21 CMD 18 Fort 6 Ref 2 Will 2 CMB +7 BAB 3   
MW longsword +9 (1d8+4, 19-20x2)
Double damage when charging MW Lance +8 (1d6+4, x3)
 (+9 Armor, +2 Shield, +1 Dex) Heavy shield bash +7 (1d4+4, x2)
Str 18 Dex 12 Con 16 Int 10 Wis 12 Cha 11

Condition None 

 

Drew realizing things are grave concentrates and removes the anger song and focus in on his training. Drew then attacks the crab creature and tells Felix to move and attack the crab next to it

 Actions for round

Move action end the rage bonus

Drew attacks the crab he is fighting

Felix 5 foot steps and full attacks the crab with his hoofs and bite

 

 

Edited by dtspurrier (see edit history)
Name
attack with drew sword
9
1d20-9 18
roll damage
12
1d8+4 8
felix first hoof attack
21
1d20+5 16
hoof damage
8
1d6+3 5
hoof 2nd attack
12
1d20+5 7
bite attack
9
1d20+5 4
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spacer.pngEdwin Arcadia

AC13 HP 27/27 Fort 4 Ref 4 Will 4 Init +6 Perception 0

Edwin Arcadia
M   human wizard, Level 3, Init 6, HP 27/27, Speed 30
AC 13, Touch 12, Flat-footed 11, CMD 12, Fort 4, Ref 4, Will 4, CMB 0, Base Attack Bonus 1   
include alchemical reagent bonus Acid splash +3 (1d3+1, 20/x2)
masterwork Haramaki (+1 Armor, +2 Dex)
Abilities Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 10
Condition: +2 trait bonus to will saves vs charm and compulsion
+2 racial bonus to survival checks to avoid getting lost 

A very, very confused Edwin wake up on the beach, what happened? where am i? the wizard try to recall his recent memories with no success.

He shift to a sitting posture,looking around, there is a beach, the sea, some other people, some dead people, a stray dog and some...undeads?

"Zombies?!"

Panic.

Edwin scramble to his feet while trying to identify the foe, he then flee behind the Aasimar, who's very obviously a cleric, slaying undeads is their job "keep them aways from me, so i can cast a spell!" which spell, he has no idea, a wizard caught by surprise is often a dead wizard, Edwin is too scared to think clearly.

 

Actions for the round

Move: stand up

Standard: move 30ft to ending position

Free: a monster lore check on the undeads

Swift

Immediate

 

Edited by Rudra (see edit history)
Name
Monster lore(Religion)
24
1d20+9 15
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Screenshot_20240115-091914.png.5932cf21a5dcfc501fd9e2bd3fd48260.pngScreenshot_20240115-091914.png.5932cf21a5dcfc501fd9e2bd3fd48260.pngEd Billings - Some Ranger Fella and his Trusty Hound Dog

AC: 18 HP: 36/36 Fort: 6 Ref: 8 Will: 6 Init: Perception: 8

Zebediah Edvard Billings IV
Male NG Human Ranger Level 3, Init 4, HP 36/36, Speed 30
AC 18, Touch 14, Flat-footed 14, CMD 19, Fort 6, Ref 8, Will 6, CMB +5, Base Attack Bonus 3
MW Composite Longbow (+2) 600gp (40x Arrows / 20x Incendiary Arrows) +9 (1d8+2, x3)
MW Longsword 315gp 8 (1d8+2, (19-20)x2)
Light Mace 5gp 8 (1d6+2, x2)
MW Chain Shirt (250gp) (+4 Armor, +4 Dex)
Abilities Str 15, Dex 18, Con 14, Int 10, Wis 14, Cha 8
Condition None


A wave smacks Ed in the face and he coughs up half a belly full of seawater, mixed with phlegm and pale blood. Still half unconscious, the bedraggled ranger pushes Bugler's anxious, whining snout away from his face as the dog desperately tries to wake him.

"ALRIGHT!!! I'm gettin up!! Quit yer naggin'!," Ed yells, as he rolls over in the surf, his chainmail clanging against his other tangled gear.  "What in all the hells is thi--," he utters as he climbs to his knees and drags a long strand of kelp away from his face and mouth. He spits and wipes sand and stinging saltwater away from his good eye just in time to see a growling, moaning figure stumble towards him in a less than friendly sort of way.

Still quite disoriented and with barely the wherewithal to defend himself, Ed staggers to his feet and starts backpedaling away from his apparent attacker as he attempts to right himself.

"Now just take it easy there fella," Ed says, still bleary eyed, drawing his sword.

OOC

 


ACTIONS 

Free: Talk

Swift:

Move: Stand

Standard: Move Backward/Draw sword

Full Round:

 

Edited by Eborne1 (see edit history)
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image.jpeg.faa1b270ec71d19f7a22cc402f8ad4ec.jpeg

Heva the Skald

AC18, HP28/28, F+4, R+5, W+4, Init +6, Song 9/10

 

AC 18, Touch 14, Flat-footed 14, CMD 17, Fort 4, Ref 5, Will 4, CMB +3, Base Attack Bonus 2

mw longbow comp. (+1 str) +7 (d8+1, x3)

cestus +6 (1d4+1, 19-20x2) mithral chainshirt (+4 Armor, +4 Dex)

Abilities Str 12, Dex 18, Con 12, Int 12, Wis 12, Cha 17 Condition None

Skills: +11 disable device;+10 sing(sense motive, bluff),diplo; +8: acro,escape,UMD, Ride; +7animal;+5appraise,climb,swim, perc, know(D,E,L,N)Ling

 


Heva let's her tune resonate with everyone. Pulling an arrow from her quiver she fires at the crab just south of the elven magi.

 


Controlled Rage SongThe controlled inspired rage grants no bonus on Will saves, imposes no penalties to AC, and does not prevent affected allies from using Intelligence-, Dexterity-, or Charisma-based skills.: Inspire rage (lingering performance rd 1): +2 morale bonus to strength stat; +2 bonus (untyped) to reposition, trip and crit confirm rolls

Name
attack;piercing damage
17; 6
1d20+7;1d8+1 [10]; [10,5]
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image.jpeg.d2a8e07a33a39020c39594fe43fa14dc.jpeg Torren Grimstad

AC 23, HP 39/39, Fort +5, Ref +2, Will +1, Init +1

[URL=http://www.myth-weavers.com/sheet.html#id=2868444][B][SIZE=+1]Torren Grimstad[/SIZE][/B][/URL]
Male NG Human Fighter, [B]Level[/B] 3, [B]Init[/B] 1, [B]HP[/B] 39/39, [B]Speed[/B] 20
[B]AC[/B] 23, [B]Touch[/B] 12, [B]Flat-footed[/B] 21, [B]CMD[/b] 20, [B]Fort[/B] 5, [B]Ref[/B] 2, [B]Will[/B] 1, [B]CMB[/B] +8, [B]Base Attack Bonus[/B] 3   
[B]  Great sword, Masterwork [/B] 10 (1d10+7, 19-20/x2)
[B]  Longsword [/B] 9 (1d8+5, 19-20/x2)
[B]20 Str Composite Long bow [/B] 4 (1d8+5, 20/x3)
[B]  Full Plate[/B], [B]  Heavy Steel Shield[/B] (+9 Armor, +2 Shield, +1 Dex)
[B]Abilities[/B] Str 20, Dex 13, Con 14, Int 12, Wis 10, Cha 8
[B]Condition[/B] None 

 

As the crab starts to reverse course Torren shouts triumphantly, "Oh no you don't you crusty bastard! Get back here!" He jabs the sword at the crab hoping to skewer it through the crack he made.

 

AoO

 

 

 

Name
AoO still with Power Attack
18
1d20+9 9
Damage
14
1d10+10 4
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spacer.pngTheodmer Naejor
Spell Slots | Spells Prepared | AR : 5/9

AC 14 HP 21/21 Fort 3 Ref 5 Will 5 Init 3

%5BURL%3Dhttp%3A%2F%2Fwww.myth-weavers.com%2Fsheet.html%23id%3D2868783%5D%5BB%5D%5BSIZE%3D%2B1%5DTheodmer%20Naejor%5B%2FSIZE%5D%5B%2FB%5D%5B%2FURL%5D%0AM%20N%20Elf%20Arcanist%20(Occultist)%2C%20%5BB%5DLevel%5B%2FB%5D%203%2C%20%5BB%5DInit%5B%2FB%5D%203%2C%20%5BB%5DHP%5B%2FB%5D%2021%2F21%2C%20%5BB%5DSpeed%5B%2FB%5D%2030%0A%5BB%5DAC%5B%2FB%5D%2014%2C%20%5BB%5DTouch%5B%2FB%5D%2013%2C%20%5BB%5DFlat-footed%5B%2FB%5D%2011%2C%20%5BB%5DCMD%5B%2Fb%5D%2014%2C%20%5BB%5DFort%5B%2FB%5D%203%2C%20%5BB%5DRef%5B%2FB%5D%205%2C%20%5BB%5DWill%5B%2FB%5D%205%2C%20%5BB%5DCMB%5B%2FB%5D%20%2B1%2C%20%5BB%5DBase%20Attack%20Bonus%5B%2FB%5D%201%20%20%20%0A%5BB%5D%20%20Sickle%20%5B%2FB%5D%20%2B1%20(1d6%2C%20x2)%0A%5BB%5D%20%20Light%20Crossbow%20(30)%20%5B%2FB%5D%20%2B4%20(1d8%2C%2019-20x2)%0A%5BB%5D%20%20Silken%20Ceremonial%20Armor%5B%2FB%5D%20(%2B1%20Armor%2C%20%2B3%20Dex)%0A%5BB%5DAbilities%5B%2FB%5D%20Str%2011%2C%20Dex%2016%2C%20Con%2012%2C%20Int%2018%2C%20Wis%2012%2C%20Cha%2012%0A%5BB%5DCondition%5B%2FB%5D%20None%20
Theodmer Naejor
M N Elf Arcanist (Occultist), Level 3, Init 3, HP 21/21, Speed 30
AC 14, Touch 13, Flat-footed 11, CMD 14, Fort 3, Ref 5, Will 5, CMB +1, Base Attack Bonus 1
Sickle +1 (1d6, x2)
Light Crossbow (30) +4 (1d8, 19-20x2)
Silken Ceremonial Armor (+1 Armor, +3 Dex)
Abilities Str 11, Dex 16, Con 12, Int 18, Wis 12, Cha 12
Condition None

 


Wincing visibly in response to the screams as several of the unfortunate survivors were grabbed and started being dragged away, Theo continued carefully stepping away from the combat, calling out to the archer down the beach if their arrow managed to damage the nearby crab.
"Nice shot friend."
Turning his attention even further down the beach, the arcanist chanted and gestured, sending out a pair of arcane missiles that smashed into the two crabs that were furthest away, seeking to slow them down long enough for someone better armored to help out the unfortunate soon-to-be meals.

Lacking any instructions, the summoned earth elemental continued attempting to bludgeon the crab that held it fast.

Actions

Free : Refuse Raging Song Effects

5' Step NE

Standard : Cast Toppling Magic Missile at Crabs 6 & 7

 

Elemental Actions :

Standard : Attack Crab to the NW - Bonuses : Earth Mastery (+1 Atk, +1 Dmg), Rage Song (+2 Str = +1 Atk, +1 Dmg), Grappled (-2 Atk)

Elemental : AC 17 HP 9/13 Fort +4 Ref -1 Will +3 : Duration 29/30

AC 17, touch 10, flat-footed 17 (–1 Dex, +7 natural, +1 size)
hp 13 (2d10+2)
Fort +4, Ref –1, Will +3
Immune elemental traits

 

OFFENSE

Speed 20 ft., burrow 20 ft., earth glide
Melee slam +6 (1d6+4)
Special Attacks earth mastery

STATISTICS

Str 16, Dex 8, Con 13, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +4; CMD 13
Feats Improved Bull RushB, Power Attack
Skills Appraise +1, Climb +7, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7
Languages Terran

Earth Glide (Ex)

A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Earth Mastery (Ex)

An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)

 

Edited by dhemon (see edit history)
Name
Earth Elemental Attack, Damage
12; 11
1d20+6;1d6+6 [6]; [6,5]
Magic Missile Damage Crab 6; Crab 7
4; 2
1d4+1;1d4+1 [3]; [3,1]
Trip Crab 6
19
1d20+7 12
Trip Crab 7
12
1d20+7 5
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image.jpeg.d2a8e07a33a39020c39594fe43fa14dc.jpeg Torren Grimstad

AC 23, HP 39/39, Fort +5, Ref +2, Will +1, Init +1

[URL=http://www.myth-weavers.com/sheet.html#id=2868444][B][SIZE=+1]Torren Grimstad[/SIZE][/B][/URL]
Male NG Human Fighter, [B]Level[/B] 3, [B]Init[/B] 1, [B]HP[/B] 39/39, [B]Speed[/B] 20
[B]AC[/B] 23, [B]Touch[/B] 12, [B]Flat-footed[/B] 21, [B]CMD[/b] 20, [B]Fort[/B] 5, [B]Ref[/B] 2, [B]Will[/B] 1, [B]CMB[/B] +8, [B]Base Attack Bonus[/B] 3   
[B]  Great sword, Masterwork [/B] 10 (1d10+7, 19-20/x2)
[B]  Longsword [/B] 9 (1d8+5, 19-20/x2)
[B]20 Str Composite Long bow [/B] 4 (1d8+5, 20/x3)
[B]  Full Plate[/B], [B]  Heavy Steel Shield[/B] (+9 Armor, +2 Shield, +1 Dex)
[B]Abilities[/B] Str 20, Dex 13, Con 14, Int 12, Wis 10, Cha 8
[B]Condition[/B] None 

 

Nodding without taking his eyes off the threats, he says "Uh, thank you! Do you have that one?" Torren can't take the time to see if the crab is finished or not. There's others actively preying upon the half drowned survivors. He moves forward and slashes at the next one. "The only food here is you, you bloody monster!"

 

Move action: Move up 10 feet to the next crab

Standard action: Power Attack

Edited by Penchant (see edit history)
Name
Power attack Great Sword
26
1d20+9 17
Damage
13
1d10+10 3
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Raziel channels the power of Erastil. All but one of the encroaching undead blister their skin looking flayed, some more than others. Virtually as one, they turn from approaching the unconscious but still living bodies on the beach and howl at Raziel, fixing him with empty malevolent eye sockets.

Edwin backing off examines the creatures. He identifies them as Draugr, corpses of those who have died at sea, returning to unlife from the trauma of drowning or perhaps their misdeeds during life. Importantly, he recalls that they are not mindless undead, but instead fully intelligent.. at least as intelligent as a ghoul. He also recalls that any struck by draugr are often overcome with nausea.

Billings rises to his feet and backs away from the oncoming 'zombies' drawing his sword.

Trayvan moves to keep a zombie off the channeling priest. He swings once and then again. Sadly, luck is not with him and neither swing lands.

_____________________________

The zombies respond..

Zombies 1, 5, 6, 7 move to the nearest breathing but unconscious body on the beach and coup de grace them in a frenzy of blood.

Zombie 2 moves to attack Raziel with a two handed axe. The blade hits and draws a gout of blood. Raziel needs to make a DC12 Fort Save, on account of the foulness of the blade, or be nauseated for 1 rnd.

Zombie 3 manages to get to Edwin and swings at him with a two handed axe as well. Once more a blade strikes home. Edwin needs to make a DC12 Fort Save, on account of the foulness of the blade, or be nauseated for 1 rnd.

Zombie 4, bound for Raziel but intercepted by Trayvan, swings at the agile monk only for Trayvan to step out of the path of the swing.

_____

 

@Rudra make a fort save, @Eborne1@Terran make a fort save, @DashtheMad try to post.

Your turn!

Edited by Starhawk (see edit history)
Name
Zombie 1
9
1d20+3 6
Zombie 2
6
1d20+3 3
Zombie 3
16
1d20+3 13
Zombie 4
5
1d20+3 2
Zombie 5
22
1d20+3 19
Zombie 6
17
1d20+3 14
Zombie 2 attack on Raziel
24
1d20+5 19
Damage
12
1d12+4 8
Zombie 3 attack on Edwin
17
1d20+5 12
Damage
9
1d12+4 5
Zombie 4 on Trayvan
15
1d20+5 10
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Torren hacks at the retreating crab, cutting the shelled monstrosity in half. It collapses in two pieces into the surf, bobbing in the tide. He then turns to the crab beginning to drag the screaming survivor into the ocean. Once more shell flies and blue blood gushes onto the sand. The crab drops the survivor, who begins to crawl away.. "Thank you.", she says.

Heva looses an arrow and looks on as it glances off the monster's shell, having narrowly missed an eye.

Drew hacks at the crab with his sword only to see the blade glance off the monster's shelly carapace to no visible effect. Felix the Warhorse fares better, bringing one iron shod hoof down on a nearby crab with an audible crack.

Theo, raising his hands, unleashes two bolts of light at the crabs further down the beach, causing them to release their captives and skitter mindlessly, very much still on their multiple legs. Theo's elemental pounds away at the crab grappling it to no effect.

___________________________

Crab 1 quickly overwhelms the earth elemental, severing one arm with the attached claw, whereupon the second claw lands and grinds down on the elemental's other arm, severing it also. This is too much for the earth elemental which dissipates into sand and blows away in the ocean breeze. The crab, having finished the elemental, looks around for a tasty morsel, its beady little eyes alighting on Theo, whom it advances towards. All this is too much for Theo's mount, which bolts.

Crab 2, having released its captive, turns its attention to its attacker. Its first claw slides past the unarmoured armpit, almost bypassing the plate, but not.. quite. The second claw doesn't even get close.

All the other crabs either miss with their attacks, or skitter mindlessly, mindlessly pondering what just hit them.

@dhemon @Penchant @Rakle @dtspurrier 

Company's turn.

Edited by Starhawk (see edit history)
Name
Crab 1 constrict damage with last hit
5
1d4+2 3
Crab 1 second claw
24
1d20+4 20
Crit Check
7
1d20+4 3
Damage
3
1d4+2 1
Constrict from 1st claw
4
1d4+2 2
Constrict from 2nd claw
6
1d4+2 4
Crab 2 attack
21
1d20+4 17
2nd claw
7
1d20+4 3
Crab 4 attack
5
1d20+4 1
2nd attack
13
1d20+4 9
Crab 5 attack
11
1d20+4 7
2nd attack
12
1d20+4 8
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spacer.pngTrayvan the Monk

AC 17 HP 39/39 Fort 5 Ref 5 Will 6 Init 2 Move 40' Perception 9

Male LN Human Monk

Level 3 Init 2 HP 39/39 Speed 40ft.
AC 17 Touch 17 FF 14 CMD 21 Fort 5 Ref 5 Will 6 CMB +4 BAB 2   
Unarmed +5 (1d6+2, x2)
Flurry +3/+3 (1d6+2, x2)
Stunning Fist +5 (1d6+2, x2)
 (+2 Dex, +1 Natural, +3 Misc)
Str 14 Dex 14 Con 14 Int 12 Wis 17 Cha 11

Condition None 

Trayvan noting the zombie closest to Raziel seems grievously wounded rather than lightly wounded, moves to protect the priest, who surely would be the best to deal with such monsters. Rule number one in a combat situation is to stop the opposition taking down the healer.
 

Move and Flurry

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Edited by Starhawk (see edit history)
Name
Flurry 1
10
1d20+3 7
Flurry 2
6
1d20+3 3
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spacer.pngFather Raziel de' Fatale

AC16 HP 10+2/27 Fort 4 Ref 2 Will 7 Init 0 Perception 6

Level 3 Init 0 HP 10+2 (Temporary)/27 DR - Spd 30 ft.
AC 16/17 (melee/ranged) Touch 10 FF 16/17 CMD 1 Fort Ref 2 Will 7 CMB +4 BAB 2 Power Points 0/0 Action Pts 0
MW Morning Star +5 (1d8+3, x2)
Composite Long Bow +2 (1d8+2, x3)
Sickle +4 (1d6+3, x2)
Mithril Chain Shirt, Darkwood Buckler (+4 Armor, +1 Shield)
Str 14 Dex 10 Con 12 Int 10 Wis 19 Cha 16
Condition Normal

 

CLERIC CHANNEL ENERGY

Channel Energy 7 times per day (5/7)

DAILY DOMAIN POWERS

Animal Domain (Insect) - Exoskeleton 7 times per day (6/7)

Plant Domain (Leshy Caller) - Grant +4 sacred bonus Leshy's next attack 7 times per day (7/7)

DAILY SPELLS

0 LEVEL: Create Water, Guidance, Resistance and Stabilize

1st LEVEL: Calm Animals (Domain) 1/1, Cause Fear 1/1, Endure Elements 1/1, Shield of Faith 1/1

2nd LEVEL: Hold Animal (Domain) 1/1, Defending Bone 1/1, Spiritual Weapon 1/1

Father Raziel de' Fatale knew that his wave of positive energy would draw most of the undead away from the helpless survivors lying unconscious on the beach which was a good part of the plan. However, what the holy man did not expect was the sheer speed of the saltwater zombies as they reacted to his attack.

Even more shocking was how fast these particular zombies were able to close distance with their victims and also attack all in the same moment. Highly unusual, the holy man silently thinks to himself. However, his mental musings are quickly replaced with the feeling of intense pain as one of the foul abominations' fouled axe-blade severely injures the padre, opening up a nasty wound on Raziel's torso that was much worse than he had anticipated!

Being more than half-dead from the single assault but otherwise unaffected, a bloodied Raizel silently prays to Erastil, Please protect me at least long enough to protect these others. Even though the prayers won't protect him from his foes, nonetheless the holy man's faith is uplifted as he resolves to do the right thing before the gods and men; to sacrifice himself, if necessary, in order to save the innocents lying helpless on the beach!

Next, the minister calls out to all those who are standing, especially those who have not engaged the foes yet, saying loudly, "I'll continue to draw them off the unconscious innocents, but everyone please join forces to try them off of me while I hit them with another wave of positive energy from the gods! It's our best chance for everyone to survive, especially the helpless women and children!"

Taking a step back away from his attackers into the middle of the partial defensive circle, Father Fatale draws a deep breath as he mentally concentrates and quickly cloaks himself in an 'insect-like' exoskeletal armor that makes him slightly harder to hit but also artificially bolsters the padre's health in an attempt to stay up on his feet and do his duty to those who are depending on him regardless of his own personal needs.

Taking his chances in an effort to save others, the severely injured Priest of Erastil once again presents his holy symbol with the hope of destroying the foul zombies before they can hurt others as he calls forth the power of his deity proclaiming, "Erastil, I beseech you to send these abominations of nature to their rightful place among the dead and grant them eternal peace," which results in a powerful wave of positive energy being conducted from the gods though Raziel which harms all of the nearby undead!

Actions for the round

Move: 5-foot step

Standard: Channel positive energy to harm undead - DC 14 Will Save to halve damage - Total Damage: 8 points

Free: Speak

Swift: Animal Domain (Insect) - Exoskeleton (+1 Natural Armor and +1d4+1 Temporary Hit Points)

Immediate:

Edited by Terran (see edit history)
Name
Fortitude Save DC 12
13
1d20+4 9
Temporary Hit Points
2
1d4+1 1
Channel Energy DC 14 for half
8
2d6+1 1,6
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image.jpeg.faa1b270ec71d19f7a22cc402f8ad4ec.jpeg

Heva the Skald

AC18, HP28/28, F+4, R+5, W+4, Init +6, Song 9/10

 

AC 18, Touch 14, Flat-footed 14, CMD 17, Fort 4, Ref 5, Will 4, CMB +3, Base Attack Bonus 2

mw longbow comp. (+1 str) +7 (d8+1, x3)

cestus +6 (1d4+1, 19-20x2) mithral chainshirt (+4 Armor, +4 Dex)

Abilities Str 12, Dex 18, Con 12, Int 12, Wis 12, Cha 17 Condition None

Skills: +11 disable device;+10 sing(sense motive, bluff),diplo; +8: acro,escape,UMD, Ride; +7animal;+5appraise,climb,swim, perc, know(D,E,L,N)Ling

 


Heva snarls as the arrow bounced off the shell. Not having any better options, she draws an arrow and fires again.

 


Controlled Rage Song:(lingering performance rd 2): +2 morale bonus to strength stat; +2 bonus (untyped) to reposition, trip and crit confirm rolls

Name
attack vs crab by drew; piercing damage
16; 3
1d20+7;1d8+1 [9]; [9,2]
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