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The Big House


Starhawk

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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 [16] HP: 33/36 Fort: 6 Ref: 8[6] 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 [15], Con 14, Int 10, Wis 14, Cha 8
Condition (-3 Dex)


"Blasted, rusty piece of....!!!"

Ed jams his prybar between the bars and wrenches again on the window.

OOC

Standard = Pry window

1


Edited by Eborne1 (see edit history)
Name
STR Check
17
d20+3 14
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_28df7068-b62f-4180-bf91-271603c67a4d.jpeg.3e99c019217305eae354e52a07e24185.jpegCyl Wradom

AC 26, HP 33/33, Fort 4, Ref 3, Will 3, Init 2, Perception 10

 

 

Male LN Half-Elf Fighter,

Level 3 Init 2 HP 33/33 Speed 20'
AC 26 Touch 12 FF 24 CMD 23 Fort 4, Ref 3 Will 3 (Enchantments 7)/(Fear 8) CMB +7 BAB 3

Fauchard +8 (1d10+6, 18-20/x2)  
MW Silversheen, Reach, Trip, Weaponcorded
Cestus +7 (1d4+4, 19-20/x2)
Javelin (1) +5 (1d6+4, x3)

Masterwork Full Plate, Darkwood Full Shield (+11 Armor, +3 Shield, +2 Dex)

Str 18 Dex 14 Con 12 Int 14 Wis 14 Cha 8

Condition None 

Following his swing, Cyl stepped forward and over the body of the ghoul. He caught the horrid eyes of the remaining ghoul in the doorway and the song he heard filled him with anger. He thrusted his polearm out at a low angle before raising it again in an upwards slash.

2

Actions & Intents

Move Action: 5ft move diagonally NE, right back to where he was

Standard Action: Attack the Ghoul in doorway ( I don't see it on Roll20, so if I have to take another step forward to hit it, I will Move closer)

Active Effects: Song of Rage, Holding Breath (Round Remaining 12/24)

Potential Actions

AOOs/Trips x3

 

Held & Worn

Right Hand: Fauchard, masterwork, Silversheen
Left Hand: Shield, Darkwood, 
Worn: Full-Plate +1, Masterwork 

Edited by Alterangel (see edit history)
Name
Attack
23
1d20+9 14
Damage
14
1d10+7 7
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headdesertwoman2.jpg.2879d6283f0f91d63dfab8f83814e0a6.jpg

Heva

AC17, HP24/28, F+4, R+5, W+4, Init +6, Song 2/10. 1st:0/4.  Dex Dmg 3 (-1 to modifer); sickened 5 minutes

 

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 turns the corner, and she gets behind Ed and Vosh. Then she nocks an arrow and gets ready to shoot any undead the appear.


Action

Move & Ready action. I will roll an attack if it becomes necessary.

Inspire Rage Song (1st round of lingering): Anyone accepting receives +2 to strength, +2 bonus to trip, reposition and crit confirms.

Song Penalty: Cannot use concentration abilities like cast a spell

 

5

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spacer.pngEdwin Arcadia

AC13 HP 27/27 Fort 4 Ref 4 Will 4 Init +6 Perception +2(alertness,familiar +13)

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(used), mage armor,web bolt, ears of the city(used), (hydraulic push)(used)

lvl 2: create pitx2(used) (fog cloud)

wand of enlarge other charges: 49/50

School power uses: 7/8

 

Thrush familiar(figment archetype)
AC 18, touch 16, flat-footed 16 (+2 Dex, +4 size +2 natural armor)
hp 6 (1/4 of edwin hp)
Fort +0, Ref +4, Will +2

Speed 10 ft., fly 40 ft. (average)
Melee bite –1 (1d2–5)
Space 1 ft.; Reach 0 ft.

STATISTICS

Str 1, Dex 15, Con 6, Int 2, Wis 15, Cha 6
Base Atk +0; CMB –2; CMD 3
Feats Skill Focus (Perception)
Skills Fly +12, Perception +13*

*eidolon evolution: skilled (+8 racial bonus to perception)

Edwin continue waiting for a literal opening

action

Edwin:

Ready action: trigger: Vosh&Co break open the window ->move outside the house, through the window and go west to leave space for others

Familiar: will follow Edwin

4

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spacer.pngTheodmer Naejor
Spell Slots | Spells Prepared | AR : 1/9 | Active Effects

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


Still doing his best to aid in getting the window open, Theo had little attention to pay to the rest of the happenings in the building. Fortunately for the elf though, things were developing in a surprisingly positive manner, with Cyl hacking down one of the ghouls, and seeming landing a heavy blow on the next one.

As things moved along, the elemental continued pursuing the command it'd been given - to track down and eliminate the undead in the building. If no ghouls were left in the area after Cyl's blow, it sailed majestically - and invisibly - through the air, moving back toward the congregation of ghouls attacking Torren. Either way, it continued launching shards of debris at whatever enemies it deemed it had the clearest shot at.

Actions

Theo : Standard : Aid Vosh/Ed in opening window Flat d20
Theo : Free : Hold Breath

Elemental is the green square on Roll20
Elemental : If no ghouls left in the SW area, 15' S, 35' E (to green dot on map) - up to 10' further if necessary to get a clear view.
Elemental : Standard : Telekinetic Throw debris at a Ghoul.
AttackDamage

If elemental doesn't move, +10 to perception DC. If it moves less than 30', -5 to Perception DC. If it moves more than 30', -10 to Perception DC : Perception DC

Aether Elemental - AC 14 - HP 13/13 - Invisible - Blindsense 60' - 21/30 Round Duration 

Small Aether Elemental CR 1

XP 400
N Small outsider (aether, elemental, extraplanar)
Init +6; Senses blindsense 60 ft., darkvision 60 ft.; Perception +5

DEFENSE

AC 14, touch 14, flat-footed 12 (+1 deflection, +2 Dex, +1 size)
hp 13 (2d10+2)
Fort +4, Ref +5, Will +0
Defensive Abilities telekinetic deflection; Immune elemental traits, force

OFFENSE

Speed fly 60 ft. (good)
Melee slam +4 (1d4+1)
Ranged telekinetic throw +5 (1d8+2)
Special Attacks telekinetic maneuver, telekinetic throw (DC 12)

STATISTICS

Str 12, Dex 15, Con 12, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +2; CMD 15
Feats Improved Initiative B, Point-Blank Shot
Skills Acrobatics +6, Fly +12, Perception +5, Stealth +11
SQ telekinetic invisibility
Languages Aquan, Auran, Ignan, Terran

5

Name
Flat d20
11
1d20 11
Attack
8
1d20+7 1
Damage
9
1d8+2 7
Perception DC
34
1d20+21 13
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image.jpeg.d2a8e07a33a39020c39594fe43fa14dc.jpeg Torren Grimstad

AC 23 (AC 21 Greatsword) HP 26/39, Fort +5, Ref +2, Will +1, Init +1

Male NG Human Fighter

Level 3 Init 1 HP 39/39 Speed 20
AC 23 (21 Greatsword) Touch 12 Flat-footed 21 (19 Greatsword) CMD 20 Fort 5 Ref 2 Will 1 CMB +8 Base Attack Bonus 3   
Great sword, Masterwork 10 (1d10+7, 19-20/x2)
Longsword 9 (1d8+5, 19-20/x2)
20 Str Composite Long bow 4 (1d8+5, 20/x3)
F. Plate/Hvy Steel Shield +9 Armor +2 Shield +1 Dex +1 Dodge

Str 20 Dex 13 Con 14 Int 12 Wis 10 Cha 8

Condition None 

Torren continues to hold the doorway

Status: Sickened

Standard Action: Total Defense! Current AC 27

 

 

6

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Posted (edited)

 

Billings finds the 'window' is incorporated into the wall with metal bars. However Vosh cuts through the material with astonishing ease. Thanks to their combined efforts, the 'window' drops to the ground at their feet. The exit is created, such that Theo and Edwin finding themselves staring at Billings and Vosk's eterrnally scowling face, the light stunning for a moment.

Cyl steps forward and cuts down the last of the lure ghouls. It had clearly been hoping he would miss so he could step inside the reach and with, luck granted by some foul God, nail Cyl with a grapple or some such. Alas it was not to be and so another ghoul litters the floor in several parts.

Heva arrow nocked, waits for something to shoot at.

Edwin, waiting for something to change, is rewarded with a way out.

Theo, waiting for something to change, is likewise rewarded with a way out. An object flies towards the ghouls but finds no mark.

Drew moves out of Torren's way.

Torren continues to hold the door, parrying and weaving for all he's worth.


Enemy Turn

The luck of the ghouls continues to be as bad as the company's luck is good. Such things happen in war. The aid the ghouls provide to their leader does not even count as mediocre, while the Ghast's attempt to get to grasp with Torren is nothing to write home about either.


Player's Turn

Company is up.

@Rakle @dhemon @Penchant @Terran @Alterangel @Rudra @Eborne1.

Edited by Starhawk (see edit history)
Name
#6 Aid Ghast
8
1d20+5 3
#5 Aid Ghast
21
1d20+5 16
#4 Aid Ghast
9
1d20+5 4
Ghast Drag
12
1d20+8 4
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Heva

AC17, HP24/28, F+4, R+5, W+4, Init +6, Song 2/10. 1st:0/4.  Dex Dmg 3 (-1 to modifer); sickened 5 minutes

 

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

 

 


"GET OUT! The window is open." Heva yells at the window opening. Heva position herself so she has clear shot into the window. Then she readies her bow.


Action

Move & Ready action. I will roll an attack if it becomes necessary.

Inspire Rage Song (2nd round of lingering): Anyone accepting receives +2 to strength, +2 bonus to trip, reposition and crit confirms.

Song Penalty: Cannot use concentration abilities like cast a spell

 

1

Edited by Starhawk (see edit history)
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spacer.pngFather Raziel de' Fatale

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

Level 3 Init 0 HP 27/27 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 (1/7)

DAILY DOMAIN POWERS

Animal Domain (Insect) - Exoskeleton 7 times per day (2/7)

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) 0/1, Cause Fear 1/1, Endure Elements 0/1, Shield of Faith 1/1

2nd LEVEL: Hold Animal (Domain) 1/1, Defending Bone 0/1, Spiritual Weapon 0/1

MAGIC ITEMS

Cure Light Wounds Wand (38/50 Charges) 1d8+1

Immediately after casting his water creation cantrip, Father de' Fatale takes a step back away from the doorway into the muddy mess toward the now open window as the holy man is easily able to function even in the smoke-filled environment.

Immediately thereafter, the holy man stows his wand and instead points his finger at a postion behind the Ghouls as the padre begins casting a complicated spell, the results of which will culminate in the summoning of a Leshy in the coming moments of the skirmish in order to confront the attacking Ghouls and to help cover the parties retreat.

Actions for LAST round

Summon Leeshy - Animal DomainDOMAIN - PLANT

LESHY CALLER (Sp)

You can spontaneously swap out any of your domain spells for a summon nature’s ally spell of the same level or lower, to a maximum of summon nature’s ally VII. If you do, you must use the spell to summon one or more leshys. Add leaf leshy, gourd leshy, fungus leshy, seaweed leshy, and lotus leshy to your summon nature’s ally I, II, II, IV and V lists, respectively. You count as a plant creature for the purpose of creating leshys.

As a standard action, you can grant a single leshy within 30 feet a +4 sacred bonus on its next attack roll before the start of your next turn. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
- DM - Please note that these actions are the end of last round. This round Raziel will attempt to leave the manor house through the now open window, as the Leeshy manifests

 

Swift:

Move: 5 ft. step as shown on map

Move Action: Stow Cure Light Wounds Wand

Free:

Standard: Spontaneously Summon Gourd Leshy - Convert Calm Animals Spell

Immediate:

CONTINUING EFFECTS: Comprehend Languages (10 minutes)

Last Round

Edited by Starhawk (see edit history)
Name
Smoke Fort Save DC11
17
1d20+4 13
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spacer.pngFather Raziel de' Fatale

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

Level 3 Init 0 HP 27/27 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 (1/7)

DAILY DOMAIN POWERS

Animal Domain (Insect) - Exoskeleton 7 times per day (2/7)

Plant Domain (Leshy Caller) - Grant +4 sacred bonus Leshy's next attack 7 times per day (6/7)

DAILY SPELLS

0 LEVEL: Create Water, Guidance, Resistance and Stabilize

1st LEVEL: Calm Animals (Domain) 0/1, Cause Fear 1/1, Endure Elements 0/1, Shield of Faith 1/1

2nd LEVEL: Hold Animal (Domain) 1/1, Defending Bone 0/1, Spiritual Weapon 0/1

MAGIC ITEMS

Cure Light Wounds Wand (38/50 Charges) 1d8+1

As soon as the window is open, Father de' Fatale needs to hear no more when the holy man begins to cough and feel sickened from the toxic fumes while the minister moves quickly to and out through the now open window of the manor house trying to get out of the way so his colleagues an also exit the smoke-filled room.

Even as the Priest of Erastil is exiting the home, suddenly a strange little plant man standing on legs that look like tangled vines and who has a pumpkin head complete with carved with eyes and a mouth appears in the main room about ten feet behind the second row of Ghouls in the large chamber of the manor house upon whom the holy man blesses with a sacred bonus to attack.

As soon as the Gourd Leshy silently appears, the pumpkin-faced creature will pick one of the seeds from its own body and hurls the pod from the darkness at the Ghoul who is directly in front of Torren in an attempt to ensnare the foul creature and help facilitate the group's escape through the open window on the side of the manor houses.

Actions for the round

Summon Leeshy - Animal DomainDOMAIN - PLANT

LESHY CALLER (Sp)

You can spontaneously swap out any of your domain spells for a summon nature’s ally spell of the same level or lower, to a maximum of summon nature’s ally VII. If you do, you must use the spell to summon one or more leshys. Add leaf leshy, gourd leshy, fungus leshy, seaweed leshy, and lotus leshy to your summon nature’s ally I, II, II, IV and V lists, respectively. You count as a plant creature for the purpose of creating leshys.

As a standard action, you can grant a single leshy within 30 feet a +4 sacred bonus on its next attack roll before the start of your next turn. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
- DM - Please note that these actions are the end of last round. This round Raziel will attempt to leave the manor house through the now open window, as the Leshy manifests

Entangle: The seeds and slam attack of a gourd leshy entangle the target in vines for 2d4 rounds unless the target makes a DC 12 Reflex save. The target can attempt to burst these entangling vines before the duration expires with a DC 12 Strength check as a full-round action. The save and burst DCs are Constitution-based.

Gourd Leshy Quick Stats: AC 13, Touch 13, F-F 11, HP 9, Fort +4, Reflex +2, Will +0, Immune electricity, sonic, plant traits

 

Swift:

Move:

Standard: Grant Leshy a +4 sacred bonus on next attack

Move Action: Climb out through window

Free: Summoned Gourd Leshy's ranged touch sneak attack on Ghoul fighting Torren - possible Entangle if ranged touch attack succeeds - Reflex Save DC12 to avoid (+12 to Hit on ranged touch attack - forgot the sacred bonus which basically offsets the -4 for shooting into combat)

Immediate:

CONTINUING EFFECTS: Comprehend Languages (10 minutes); Summon Gourd Leshy (3/3 rounds); Sickened from Smoke (–2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks)

2

Edited by Terran
Corrected multiple words written when on the post-surgery pain killers (see edit history)
Name
Smoke Save DC11 for casting Summoning spell last round
7
1d20+4 3
Gourd Leshy Seed Pod Sneak Attack on Ghoul fighting Torren
8
1d20+3-4 9
Sneak Attack and Bludgeoning Damage
3
1d6+1 2
Rounds of Entanglement if 12 ranged attack roll hits - Reflex Save to Avoid DC12
6
2d4 3,3
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spacer.pngTheodmer Naejor
Spell Slots | Spells Prepared | AR : 1/9 | Active Effects

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


Clambering out the window, Theo took a deep breath of fresh air as he kept moving, heading toward the corner of the building to free up space for the others to come out.

Still in the house, and without orders to leave, the summoned elemental drifted in the air above the more martially inclined members of the group who still remained indoors. With a clear view of the ghouls in the doorway, the aether elemental lofted another bit of debris, attempting to hit the ghouls not yet in melee combat.

Actions

Theo : Move : 5' S, 20' E

Elemental is the green square on Roll20
Elemental : Move : 5' E
Elemental : Standard : Telekinetic Throw debris at a Ghoul.
Attack  | Damage

If elemental doesn't move, +10 to perception DC. If it moves less than 30', -5 to Perception DC. If it moves more than 30', -10 to Perception DC : Perception DC

Aether Elemental - AC 14 - HP 13/13 - Invisible - Blindsense 60' - 20/30 Round Duration 

Small Aether Elemental CR 1

XP 400
N Small outsider (aether, elemental, extraplanar)
Init +6; Senses blindsense 60 ft., darkvision 60 ft.; Perception +5

DEFENSE

AC 14, touch 14, flat-footed 12 (+1 deflection, +2 Dex, +1 size)
hp 13 (2d10+2)
Fort +4, Ref +5, Will +0
Defensive Abilities telekinetic deflection; Immune elemental traits, force

OFFENSE

Speed fly 60 ft. (good)
Melee slam +4 (1d4+1)
Ranged telekinetic throw +5 (1d8+2)
Special Attacks telekinetic maneuver, telekinetic throw (DC 12)

STATISTICS

Str 12, Dex 15, Con 12, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +2; CMD 15
Feats Improved Initiative B, Point-Blank Shot
Skills Acrobatics +6, Fly +12, Perception +5, Stealth +11
SQ telekinetic invisibility
Languages Aquan, Auran, Ignan, Terran

3

Name
Attack
9
1d20+7 2
Damage
7
1d8+2 5
Perception DC
39
1d20+21 18
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spacer.pngEdwin Arcadia

AC13 HP 27/27 Fort 4 Ref 4 Will 4 Init +6 Perception +2(alertness,familiar +13)

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(used), mage armor,web bolt, ears of the city(used), (hydraulic push)(used)

lvl 2: create pitx2(used) (fog cloud)

wand of enlarge other charges: 49/50

School power uses: 7/8

 

Thrush familiar(figment archetype)
AC 18, touch 16, flat-footed 16 (+2 Dex, +4 size +2 natural armor)
hp 6 (1/4 of edwin hp)
Fort +0, Ref +4, Will +2

Speed 10 ft., fly 40 ft. (average)
Melee bite –1 (1d2–5)
Space 1 ft.; Reach 0 ft.

STATISTICS

Str 1, Dex 15, Con 6, Int 2, Wis 15, Cha 6
Base Atk +0; CMB –2; CMD 3
Feats Skill Focus (Perception)
Skills Fly +12, Perception +13*

*eidolon evolution: skilled (+8 racial bonus to perception)

Finally outside Edwin spare a few seconds to thank Vosh, speaking in goblin "good work, little one" people tend to like to hear their own native language.

He then move around the house, aiming to go back to the main entrance, the wizard direct his familiar to stay ahead of him, but not too far

action

Edwin: move to ending square

Familiar: wmove to ending square

4

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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 [16] HP: 33/36 Fort: 6 Ref: 8[6] 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 [15], Con 14, Int 10, Wis 14, Cha 8
Condition (-3 Dex)


Ed aids those climbing out through the window.

"YOU IN THERE!! COME ON! GET OUTTA THERE!" Ed Yells into the smoke-filled house at the sound of those still fighting within.

"Come on! We'll figure out a better approach! This ain't no way to fight!" Ed calls, covering his nose and mouth against the toxic smoke that billows out of the window and stings his eyes.

OOC

 

ACTI

ONS 

Free:

Swift:

Move: Stow Anytool

Standard: Pick up weapons

Full Round:


5

Edited by Eborne1 (see edit history)
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image.jpeg.d2a8e07a33a39020c39594fe43fa14dc.jpeg Torren Grimstad

AC 23 (AC 21 Greatsword) HP 26/39, Fort +5, Ref +2, Will +1, Init +1

Male NG Human Fighter

Level 3 Init 1 HP 39/39 Speed 20
AC 23 (21 Greatsword) Touch 12 Flat-footed 21 (19 Greatsword) CMD 20 Fort 5 Ref 2 Will 1 CMB +8 Base Attack Bonus 3   
Great sword, Masterwork 10 (1d10+7, 19-20/x2)
Longsword 9 (1d8+5, 19-20/x2)
20 Str Composite Long bow 4 (1d8+5, 20/x3)
F. Plate/Hvy Steel Shield +9 Armor +2 Shield +1 Dex +1 Dodge

Str 20 Dex 13 Con 14 Int 12 Wis 10 Cha 8

Condition None 

Torren takes the opportunity to retreat out the window

Status: Sickened

Full round action: Withdrawal

 

 

6

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