dtspurrier Posted January 16 Clone Share Posted January 16 (edited) 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 Felix the horse Felix the animal companion warhorse Level 3 init as Drew HP 27/27 Speed 35 AC 22 Touch 12 Flat-footed 20 CMD 18 Fort 5 Ref 5 Will 2 CMB +6 BAB 2 Attack: +5 bite (1d4+3),+5 2 hooves +5 attack(1d6+3 B); Ability Scores Str 17, Dex 14, Con 15, Int 2, Wis 12, Cha 6; abilities: Special Qualities: low-light vision, scent. Link, share spells, Evasion skills: Acrobatics (Dex) +2, , +8 Climb* (Str), Perception +5 (Wis), Stealth +0 (Dex), Survival +1(Wis), and Swim +3 Drew keeps his sword and then shield bashes the crab with it. He knows his defenses are lowered with the attack. Felix will press the attack on the crab round actions Drew full attack with his shield Horse full attacks with his natural attacks Edited January 17 by dtspurrier (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls shield bash attack with drew 10 1d20+7 3 felix first hoof attack 24 1d20+5 19 hoof damage 6 1d6+3 3 hoof 2nd attack 8 1d20+5 3 bite attack 15 1d20+5 10 bite damage 6 1d4+3 3 Link to comment Share on other sites More sharing options...
Rudra Posted January 16 Clone Share Posted January 16 (edited) Edwin Arcadia AC13 HP 18/27 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 Prepared spell cantrips: acid splash, Prestidigitation, detect magic,dancing light lvl 1: grease, mage armor,web bolt, ears of the city, (hydraulic push) lvl 2: create pitx2 (fog cloud) Draugr, of course, these are zombie pirates, which make them a few orders of magnitude scarier, Edwin is in a desperate situation and try to fight back the nausea, he resist for now but the wizard know he is moments away from becoming the draugr next meal. The aasimar words arent particularly encouraging, Edwin is not the type of man who would face extreme danger to help complete strangers, he is a scribe not a warrior, he value life, his life in particular. fight or flight? the Edwin is tempted to run, the cleric will either win by himself or distract the zombies long enough for him to escape, 100% chance of a good outcome. But he doesnt want to be that kind of man, he is a wizard, reality bend to his will, he cant be branded as a coward so the spellcaster muster the little courage he has, ignore his survival instinct and does lend his aid to the aasimar. He step away from the draugr and roll up his left sleeve, there is a tattoo on his arm, the holy symbol of Erastil, he then point his hand south west "Extra Dimensional Fissure!" A large hole appear on the ground, threatening to shallow one of the zombies and whomever get too close. Actions for the round Move: Shift 5 feet to ending location Standard: cast create pit (with darkwood material component(2gp) mimicked by false focus, this give +1 caster level for the purpose of the effect, in this case it's the deep of the pit) it's a 10ftx10ft pit, 20 ft deep The draugr need to make a reflex save dc 17 Note: ending on the squares adjacent to it also trigger a ref save(with +2 bonus) to not fall inside I've marked it on the map, brown square is the pit, pink square is the risky area(do not end turn here!) Free: Swift Immediate Edited January 16 by Starhawk (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls fort save 22 1d20+4 18 Link to comment Share on other sites More sharing options...
Penchant Posted January 16 Clone Share Posted January 16 (edited) 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 "Yeah! That's right! Eat this, you pung sucking scat hoarders!" Bolstered by success, Torren attacks the crab with gusto. Battle is invigorating and he has no problem reveling in it. Standard action: Power Attack with Great Sword (Forgot about the Raging Song so that's +1 to hit and damage if it makes a difference) Move action: If the target goes down, move SW to engage another crab. Unlikely it hit so he steps in between crab and civilian. Edited January 17 by Penchant (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Power Attack Great Sword 13 1d20+9 4 Damage (unlikely it seems) 14 1d10+10 4 Link to comment Share on other sites More sharing options...
dhemon Posted January 17 Clone Share Posted January 17 Theodmer Naejor Spell Slots1 : 4/5 | 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 Bison : Senses low-light vision, scent; Perception +8 Defense AC 17, touch 9, flat-footed 17 (+8 natural, –1 size) hp 42 (5d8+20) Fort +8, Ref +4, Will +1 Offense Speed 40 ft. Melee gore +10 (2d6+12) Space 10 ft., Reach 5 ft. Special Attacks stampede (see aurochs), trample (2d6+12, DC 20) Statistics Str 27, Dex 10, Con 19, Int 2, Wis 11, Cha 4 Base Atk +3; CMB +12; CMD 22 (26 vs. trip) Feats Endurance, Improved Bull Rush, Power Attack Skills Perception +8 Quite visibly blanching as the crab took his elemental to pieces almost instantaneously, Theo decided that discretion was the better part of staying alive. Stepping carefully, he pulled away from the crab, retreating to end up next to the archer. Unfortunately, so concentrated on evading the crab's claws was he that he left his beast of burden behind, though he was reasonably confident in the bison's ability to obliterate the crab if if the crustacean tried to bother it. Despite the alacrity with which he had beat feet, the elf seemed surprisingly unperturbed as he nodded genially at the singer, apparently reassured by the distance he'd taken and the knights-apparent that were currently more-or-less between him and the remaining crabs. "Quite the welcoming party, isn't it. Don't suppose you know where we are?" Actions Free : Refuse Raging Song Effects Full Round : Withdraw - 15' E, 15 (25') SE Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Eborne1 Posted January 17 Clone Share Posted January 17 (edited) Ed Billings - Some Ranger Fella and his Trusty Hound Dog AC: 18 HP: 36/36 Fort: 6 Ref: 8 Will: 6 Init: 4 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 Disoriented and completely confused, Ed Billings stares at the anarchy. He looks down at Bugler for some measure of reason, but his dog just stares back at him with equal incredulity. "Bugles.... Just stay put and let me know if someone's coming from behind me, OK? If those things start coming this way, you hightail it into the trees, ya hear?" (Handle Animal = 7) HEY!! Where the hell'r you goin..., I said watch my back," Ed yells after Bugler who wants no part of being there at all. GOTTSDAMMIT!! Ed tosses his sword, point down, into the sand at his feet so the handle sticks up and is easy to grab if necessary. He manages to quickly untangle his longbow from his quiver and from his arm and from around his neck and gives a silent thanks for the fact that it's not snapped in two. A calm comes over Ed, the moment the hefty yew bow sits, perfectly balanced, in his hand. Everything becomes clear. Ed draws a heavy-grain, wooden arrow from his quiver and nocks it, the waxed and woven string sliding easily through the crown of the arrow. He relaxes his shoulder and the white goose fletching is both soft and crisp between his fingers. He takes a breath and draws the arrow in a familiar rhythmic dance. For the briefest moment, the back of his draw hand grazes his anchor point high on his cheek, just beneath and to the side of his missing. He leans ever so slightly into his shot. At the very bottom of his breath as the last bit of air escapes his lips, there is a fleeting emptiness, a stillness, and then an effortless "THRUM" as the arrow slips forth from his fingers. Ed blows water out of his nose and shakes the last bit of delirium from his mind as his arrow flies wide of its target. "BLASTED SAND AND SALTWATER ALL IN MA DAMNED NOSE N' EYES!!" He prepares to fire again. OOC: Ed Fires at the Draugr, due west of his position, near the water. ACTIONS Free: Talk/Drop Sword Swift: Move: Draw Bow Standard: Draw arrow and shoot bow Full Round: Edited January 17 by Eborne1 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls To Hit w/ Arrow 12 d20+9 3 Damage 8 d8+2 6 Handle Animal 7 d20+5 2 Link to comment Share on other sites More sharing options...
Starhawk Posted January 17 Author Clone Share Posted January 17 (edited) Trayvan 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 DM posting for the player a second time. The monk, obviously so, having achieved nothing with a flurry of blows moments before, settles into stance and lashes out with a roundhouse kick. The heel connects with the thing's face, pulverising rotten bone, tearing flesh away. The things head reels back on its shoulders. Single Power Punch Hide this Edited January 17 by Starhawk (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Punch no flurry for a better chance to hit 19 1d20+5 14 Damage 6 1d6+2 4 Link to comment Share on other sites More sharing options...
Starhawk Posted January 17 Author Clone Share Posted January 17 (edited) Southern Combat Party Turn The man in the monk's robes still facing off against a draugr, lashes out with a roundhouse kick. His feel pulverises rotten bone and tears flesh off. He then steps in between the priest and the Draugr advancing on him, smiling serenely. The man with the dog drops drawn sword and, after some faffing around, looses an arrow at the draugr just to the west of him. The arrow flies past the thing and lands in the ocean. The priest channels energy once more. The draugr, still reeling from the monk's kick, falls over.. destroyed. Every other Draugr within range gets scorched some more. The man in wizard's attire waves his hand and chants. A pit appears close by and the draugr in the epicentre falls into it, disappearing from view. ____________________ Enemy Turn Draugr 1, having butchered a person on the ground, moves to the archer with the dog and swings his axe. The swing is off and the archer simply ducks out of the way. Draugr 2 on the verge of moving to finish the priest, finds a monk in front of him, and swings at him instead. The slash with the greataxe doesn't get close, the monk jumping over the blow to his knees. Draugr 3 advances on the wizard. He hacks with his axe and the blow strikes home, spraying the sand with his blood. The wizard reels from the blow, clearly not up to enduring another. Draugr 5 has fallen down a hole. Draugr 6 skirted the hole then slid down into just as it reached the priest and was preparing to swing. * Both Draugr 5 and Draugr 6 are visible to Raziel so long as he is adjacent to the purple line. Draugr 7, having butchered a person on the ground, moves towards the combat, intelligent enough to avoid the sloped terrain surrounding the pit. __________________________ Party's turn @Eborne1 @Terran @Rudra @DashtheMad Edited January 17 by Starhawk (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Draugr 2 save 17 1d20+3 14 Draugr 3 save 17 1d20+3 14 Draugr 5 save 6 1d20+3 3 Draugr 6 save 20 1d20+3 17 Draugr 6 Reflex save 4 1d20+1 3 Draugr 5 Reflex Save 5 1d20+2 3 #1 swings at Billings 11 1d20+5 6 #2 swings at Trayvan 8 1d20+5 3 #3 swings at Edwin 21 1d20+5 16 Damage 13 1d12+4 9 Draugr 5 fall damage 3 2d6 1,2 Draugr 6 fall damage 2 2d6 1,1 Link to comment Share on other sites More sharing options...
Starhawk Posted January 17 Author Clone Share Posted January 17 (edited) Northern Combat Party's Turn Torren swings big and misses big. He then steps to defend the civilians. "Gods bless you!" yells one as both run for the grass. Theo makes a run for it and gets to Heva. Heva looses another arrow and misses. Drew attacks with his shield but misses again. Drew's warhorse defends its master, stomping down on the crab with a hoof once more badly cracking its carapace. _________________________________ Enemy's Turn Crab 1 attempts to move after tender meat, but gets gored to death by Theo's bison as it attempts this. Crab 2 continues trying to grab Torren's face with its claws. One claw gets close, but the other misses by a country mile. Crab 4 continues to spar with Drew, getting really close to maiming the knight on account of Drew lowering his defences. Still, he lucks out for the moment. Crab 5 badly beaten up by Drew's warhorse continues sparring the warhorse but to no avail. Crab 6 scuttles over to the warhorse and manages to slash the warhorse with one claw, however, the warhorse is too big to grab with its claws and so the warhorse only recieves minor injuries. Crab 7 discovers its distraction is over and latches a claw onto the prone human next to it, who promptly wakes up and begins yelling in panic. _____________________________ @dtspurrier @Penchant @dhemon @Rakle You're up! Edited January 17 by Starhawk (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Bison AOO Gore 26 1d20+10 16 Gore Damage 21 2d6+12 5,4 Crab 2 on Torren 20 1d20+4 16 2nd claw 11 1d20+4 7 Crab 4 on Drew vs AC20 17 1d20+4 13 2nd claw 19 1d20+4 15 Crab 5 13 1d20+4 9 2nd claw 7 1d20+4 3 Crab 6 Fekix like Crab 5 8 1d20+4 4 2nd dice 23 1d20+4 19 Damage 6 1d4+2 4 Link to comment Share on other sites More sharing options...
Penchant Posted January 17 Clone Share Posted January 17 (edited) 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 Torren swears under his breath at not being able to crack this one's shell. "Bloody hell. Time to sleep!" He winds up and tries to wallop it with all he's got. Standard Action: Power Attack with Great Sword (includes rage song bonus) Edited January 17 by Penchant (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls POwer Attack Great Sword 14 1d20+10 4 Damage Great Sword 21 1d10+11 10 Link to comment Share on other sites More sharing options...
Rakle Posted January 17 Clone Share Posted January 17 Heva the Skald AC18, HP28/28, F+4, R+5, W+4, Init +6, Song 8/10 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 "Don't know where we are." she tells the elf. "Western Garund . . . the inland is usually worse than the beach." Seeing her prior song beginning to fade, Heva belts out some new lyrics Hear the screams of anguish, as the crab's defenses shatter, The taste of vengeance upon our tongues, with every blow we scatter. She nods south. I'm moving down the beach. Then she trots closer to the man and his horse. 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.:(new round): +2 morale bonus to strength stat; +2 bonus (untyped) to reposition, trip and crit confirm rolls Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Starhawk Posted January 17 Author Clone Share Posted January 17 (edited) Trayvan 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 DM posting for the player a third time. The monk, having previously avoided the Draugr's swinging axe with ease, returns the hostility with a kick to the chin which lifts the Draugr clean off the ground, the head detaching from the body. He then steps over to the Draugr next to Edwin. "Withdraw.." he says with an air of monkish serenity, figuring if the Draugr changed target to him, he was uninjured.. if not he'd get a chance to kick the thing in the back of the head while it gives chase, or trip it up. Single Power Punch Hide this Edited January 17 by Starhawk (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Single Kick 25 1d20+5 20 Crit check 19 1d20+5 14 damage 10 2d6+4 5,1 Link to comment Share on other sites More sharing options...
Rudra Posted January 17 Clone Share Posted January 17 (edited) Edwin Arcadia AC13 HP 5/27 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 Prepared spell cantrips: acid splash, Prestidigitation, detect magic,dancing light lvl 1: grease, mage armor,web bolt, ears of the city, (hydraulic push) lvl 2: create pitx2 (fog cloud) Seeing his imminent death "in my time of dying, want nobody to mourn all i want for you to do is take my book home" The wizard has suffered one too many blows and is raving, like an hero out of a bard tale Trayvan appear right next to the villainous zombie, the tiny powerhouse will chew the monstrosity, with renewed hope "oh, thank you, keep it busy for a little longer" The wizard withdraw, he need to create some distance to fire his spells unthreatened Actions for the round Full round: withdraw to ending position Free: Swift Immediate Edited January 17 by Rudra (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls fort save vs nausea 20 1d20+4 16 Link to comment Share on other sites More sharing options...
dtspurrier Posted January 17 Clone Share Posted January 17 (edited) 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 Felix the horse Felix the animal companion warhorse Level 3 init as Drew HP 27/27 Speed 35 AC 22 Touch 12 Flat-footed 20 CMD 18 Fort 5 Ref 5 Will 2 CMB +6 BAB 2 Attack: +5 bite (1d4+3),+5 2 hooves +5 attack(1d6+3 B); Ability Scores Str 17, Dex 14, Con 15, Int 2, Wis 12, Cha 6; abilities: Special Qualities: low-light vision, scent. Link, share spells, Evasion skills: Acrobatics (Dex) +2, , +8 Climb* (Str), Perception +5 (Wis), Stealth +0 (Dex), Survival +1(Wis), and Swim +3 Drew tells, " felix I will be right there. Protect yourself and take out the crab you have been attacking. I will get you patched up." actions Drew shield bashes his opponent and takes a 5 ft step towards Felix Felix full attacks his crab he has been attacking unless crab dies then he will continue his other attack or attacks on the new crab Edited January 17 by dtspurrier (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls drew shield bash attack 10 1d20+7 3 felix 1st hoof attack 23 1d20+5 18 hoof damage 5 1d6+3 2 felix 2nd hoof 25 1d20+5 20 roll hoof crit confirm 15 1d20+5 10 roll regular damage 6 1d6+3 3 roll bite 13 1d20+5 8 Link to comment Share on other sites More sharing options...
dhemon Posted January 17 Clone Share Posted January 17 (edited) Theodmer Naejor Spell Slots1 : 3/5 | 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 Bison : Senses low-light vision, scent; Perception +8 Defense AC 17, touch 9, flat-footed 17 (+8 natural, –1 size) hp 42 (5d8+20) Fort +8, Ref +4, Will +1 Offense Speed 40 ft. Melee gore +10 (2d6+12) Space 10 ft., Reach 5 ft. Special Attacks stampede (see aurochs), trample (2d6+12, DC 20) Statistics Str 27, Dex 10, Con 19, Int 2, Wis 11, Cha 4 Base Atk +3; CMB +12; CMD 22 (26 vs. trip) Feats Endurance, Improved Bull Rush, Power Attack Skills Perception +8 More to himself than anyone else, the elf quietly remarked as the archer moved away. "Worse than this, huh. Comforting." Shaking off the somewhat overwhelming sense of doom and gloom in interest of staying alive, Theo refocused, turning his attention to the armored man fighting by his irritatingly placid bison. "You good there, friend?" Not waiting for a response, the arcanist launched into another set of arcane phrases and gestures, once again sending out a pair of arcane missiles. Again, both streaked down the beach to hit the one crab still going for the softer meat of the semi-conscious survivors, as he tried to continue distracting the crab in the hopes of keeping as many people alive as possible. Actions Free : Refuse Raging Song Effects Standard : Cast Toppling Magic Missile - targeting the crab latching onto a survivor down the beach Edited January 17 by dhemon (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Toppling Magic Missile 1 - Damage; Trip 3; 23 1d4+1;1d20+7 [2]; [2,16] Toppling Magic Missile 2 - Damage; Trip 4; 20 1d4+1;1d20+7 [3]; [3,13] Link to comment Share on other sites More sharing options...
Terran Posted January 17 Clone Share Posted January 17 (edited) Father 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 (4/7) DAILY DOMAIN POWERS Animal Domain (Insect) - Exoskeleton 7 times per day (5/7) 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 slightly flinches when one of the undead monstrosities rushes his way to attack the holy man, but then the Aasimir slightly smiles as he feels a great sense of relief inside when a very brave unarmed and unarmored monk literally kicks the foe's head off and releases its troubled soul from this world to the next. The Priest of Erastil was also extremely fortunate to have a huge pit in the sand at his back and protecting his rear flank, which was crafted by a very creative and foresighted arcanist who single-handedly took out several of the enemy before they could harm the group fighting the hoard or the innocent men, women and especially children who still lay on the beach unconscious following the shipwreck. Calling out his gratitude, Raziel smiles broadly as he yells, "Thank you my brother," to the bald monk who just saved the minister's 'pulpit,' as it were! Furthermore, when the monastic holy man next suggests a tactical withdraw, Father de' Fatale calls out further, "Agreed! Fall back toward the spell-slinger's position so we can stay together and keep working as one!" So far, the tactical plan was working. Together, they had managed to cause significant harm to most of the undead on the beach, even destroying a few. Additionally, the defense was being mundanely and magically manipulated to control the movements of the undead and limit their direct access to the living, which so far had not only saved their lives, but also the lives of numerous innocents still laying face-down in the sand on the beach. In one last desperate attempt to destroy the most of the Draugr before they can harm the unconscious innocents, and also knowing that the foul abominations will be drawn away from the children and at himself like moths drawn unto the flame, Father de' Fatale again channels another burst of positive energy from the gods through his body which burns the flesh of the zombies even further with its divine power! Then according with the unfolding makeshift plan, Raz partially retreats by moving away from the Draugr and skirting along the edge of the pit toward the spell-slinger while strategically using Edwin's ingenious magical hole on the beach as a tactical obstacle that forces the enemy to go the long way around to reach the holy man instead of being able to move in a straight line directly at him. Even as he moves presumably to a fairly safe relocation, nonetheless, once again Father Raziel de' Fatale mentally concentrates on his animalistic tendencies coating his skin with a nearly invisible light covering of Chitin to temporarily toughen his flesh and raw primal power to artificially bolster his health just in case the cleric comes under the claw or knife before this damnable battle is over. Actions for the round Free: Speak Standard: Channel positive energy to harm undead - DC 14 Will Save to halve damage - Total Damage: points Move: 30 feet to position on map Swift: Animal Domain (Insect) - Exoskeleton (+1 Natural Armor and +1d4+1 Temporary Hit Points) Immediate: Edited January 18 by Terran (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Channel Energy DC 14 for half 10 2d6+1 6,3 Temporary Hit Points 2 1d4+1 1 Link to comment Share on other sites More sharing options...
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