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The Big House


Starhawk

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Edwin's familiar flies over to the opposite wall, readying to turn south towards the barricade. "It's dropped back through the door out of sight, but others are there.", it announces.

Theo moves closer in. His elemental meanwhile, closer to the door, the door the familiar referred to, doesn't attack.

Torren, benefitting from Cyl's ioun torch, moves closer. He still has his defences visibly up, but cannot see the enemy. Drew and Cyl, close by, cannot see any enemies either.

Raziel casts Comprehend Languages from where he is. He manages to inform Theo and Edwin about what he is doing, but no-one else, knows anything about it.

Billings, his previous arrows having embedded themselves in the barricade, moves in somewhat, but cannot see anything to loose an arrow at now.

Heva moves forward somewhat, still singing, but like Billings can't see anything to shoot at.

 


Enemy Turn

No visible actions.


Player Turn

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

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

AC 23 (AC 21 Greatsword) HP 39/39, 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 methodically trudges forward looking for the ghouls. At least a couple have to be behind the barricade but he doesn't leap forward in case these things are as bad as the others say. To Billings he says, "Gotcha. I'll guard the front and you guys shoot past me."

 

Move Action: 20'ft forward.

Standard Action: Total Defense +4 dodge bonus to AC

 

Current AC 27

 

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spacer.pngFather Raziel de' Fatale

AC16 HP 23/27 Fort 4 Ref 2 Will 7 Init 0 Perception 6

Level 3 Init 0 HP 23/27 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) 1/1, 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 (41/50 Charges) 1d8+1

When one of the Ghouls yells out to its foul companions in their abominable language, Father de' Fatale smiles when it becomes clear that he can understand what the enemy is saying, which he confirms to those nearest to him simply by tapping his right ear and nodding his head affirmatively.

Since it was obvious that everyone heard the loud caterwauling of the Ghoul, Raziel felt no need to call out the fact that there was obviously more than one enemy present or what was said and instead the holy man moves quickly forward into the front of the ranks before he whispers to those nearest him about what he had learned in an effort to try and keep this tactical advantage secret.  

Thereafter, the holy silently prays to the gods for protection as he stands ready with his loaded bow while watching and listening for the sight or sound of movement or anything unusual in the immediate surroundings as he waits on his colleagues to act next. 

Actions for the round

Swift:

Double Move: Move up to 60 feet forward as shown on map

Free:  Whisper to those within 10 feet of his location

Move Action:

Standard:

Immediate:

CONTINUING EFFECTS: Comprehend Languages (10 minutes)

Edited by Terran (see edit history)
Name
Perception
16
1d20+6 10
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Heva

AC17, HP28/28, F+4, R+5, W+4, Init +6, Song 5/10. 1st:0/4.  Dex Dmg 3 (-1 to modifer)

 

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 moves to the corner of the room next window. She quickly examines the window to see how easy it would be to open it from the inside. If she has enough time, she will open it.


Action

 

Ready action: Shoot any undead enters her view.

ready action attack(1d20+6 15 21)

damage(1d8+1 6 7)

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

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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: 29/36 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)


Falling more fully into his old soldierly paces, Ed instinctually moves when Heva moves, both cueing on her actions and keeping a sharp eye on the darkened room ahead.

"Mind the door behind ya there Miss," Ed whispers to Heva, nodding to the door in the NE corner of the room.

OOC

Maintain Readied Action Attack (w/ deadly aim) Roll = (26 to Hit) (11 DMG)

@Starhawk I'm assuming (hoping) that since "maintain readied action" is a legitimate character action, I can maintain the same readied action dice roll.


ACTIONS 

Free:

Swift:

Move: Move

Standard: Maintain Readied Action fire arrow (any enemy threat)

Full Round:

Edited by Eborne1 (see edit history)
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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)

Javelins, traps, barricades...these ghouls have prepared their defenses, but why? they are carrion eaters who come after a battle to collect corpses, why settle? The wizard feel like he is missing half the pieces of the puzzle.

He take a breath and try to calm down, he doesnt have to find all the answers.

Moving forward the wizard enter in the house, the ghouls are likely waiting for them, ready to attack whatever unfortunate soul enter their overwatch.

He focus on his familiar "stay high, near the ceiling, move cautiously and explore the place, tell us what you see"

action

Edwin:

move to ending location,

standard: ready action use Mud school power if a ghoul get within range of the ability(3 squares of him )

Familiar

standard action: total defense ( ac is now 22)

Move: to ending location, staying high near the ceiling (i've added a red circle since the icon is partially hidden in the black area, should make it easier to see)

 

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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 

Cyl moves forward with Torren, standing behind the brash man.

"I've got you covered," he speaks to him for the first time, the sound tinny and muffled from behind his shining helm. He raised his shield, made of a deep purple wood, it bore the black and red flag of Sargava.

He took a couple steps further, his magical stone illuminating the room a little further ahead.

Actions & Intents

Standard: Ready Trip Action if anything comes within 10 ft.

Move: Walk 5' behind Torren

Potential Actions

x3 AOO

 

Held & Worn

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

Edited by Alterangel (see edit history)
Name
Ready Action Trip
23
1d20+7 16
AOO Attacks
21; 10; 25
1d20+8; 1d20+8; 1d20+8 [13]; [13,2]; [13,2,17]
AOO Damage
24; 25; 14
1d20+6; 1d20+6; 1d20+6 [18]; [18,19]; [18,19,8]
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Cyl sees a door ahead. He knows the way 'close in combatants' get past a long polearm is to be just around the corner, then slide around into the door to get inside the polearm's reach. It's definitely a case of watch those corners.

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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


Breezing through the building as it maintained an altitude right below the ceiling, the aether elemental drifted into the southern room after the ghoul, still prepared to fling debris at whatever enemy it saw first.

Theo, on the other hand, was still lingering near the doorway, grappling with a sudden strong desire to just close the doors and walk away from this madness. Unfortunately for the elf's sense of self preservation, he found himself entering the building. Giving the ceiling a quick glance to check for any obvious weak spots or holes that the building's inhabitants might drop through, he headed toward the cluster of well armored (or at least, better armored) folks on the side of the building opposite the barricade.

 

Actions

Elemental is the green square on Roll20
Elemental : Move : Further into the building (5' SE, 25' S)
Elemental : Standard : Attack/Readied Attack Undead with Telekinetic Throw, using debris - actual Attack Roll is 15 - forgot the +2 for being invisible

Theo : Double Move : 15' E, 5' NE, 15' E, 10' N, 5' E

Aether Elemental - AC 14 - HP 13/13 - Invisible - 29/30 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

 

Edited by dhemon (see edit history)
Name
Theo Perception
12
1d20+7 5
Telekinetic Throw : Attack; Damage
13
1d20+5 8
Telekinetic Throw, actual damage
9
1d8+2 7
Perception DC to notice the Elemental
15
1d20+11 4
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Torren moves carefully through the gap in the barricade, watching the door before him with clear suspicion his eyes. He is surprised when he clears the barricade to find nothing and no-one behind it. His eyes swivel towards the door. The heavy chair in front of him, nailed to the floor no less, prevents him from charging, should the urge so take him.

Raziel, forced by obstacles to stand on top of a table, looks on as the fighters advance, having communicated what he's heard to them.

Heva, at the window, is presented with a heavy bar holding the window closed. It's not nailed shut but the putrid foul crust of whatever is plastered over everything means it'll take a little time to get it opened (2 rounds) when she turns her hands to the task.

Billings, cautions Heva about possible attack lines, while holding his bow at the ready. However, his line of sight, severely restricted by the barricade, doesn't allow him to see anything to loose an arrow at. Were he adjacent to the wall, the situation might improve.

Edwin moves into the building's vestibule, with the trapped stairway to his right. He sees his familiar fly close to the ceiling, which would be within weapon reach if the ghouls have weapons, but ghouls use claws and teeth, through the gap in the barricade and out of sight.

Drew [please look at Roll 20 before posting) advances with Cyl and Torren, sword tightly gripped in his hand, knees bent to get more of him behind his shield.

Cyl advances with Torren and Drew, his ioun lantern, the sole light in this dark place, provides immense comfort to those around him.

Theo hustles to join the main group, assuming his elemental is somewhere ahead of him.


 

Enemy Turn

Everyone hears a furious screeching from the south east corner of the building.

______________________________________________________________________________________

Player's Turn

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

Edited by Starhawk (see edit history)
Name
Ghoul Perception DC15
11
1d20+7 4
Ghoul Perception DC15
27
1d20+7 20
Ghoul Perception DC15
11
1d20+7 4
Ghoul Bite
6
1d20+4 2
Ghoul Claw 1
9
1d20+4 5
Ghoul Claw 2
7
1d20+4 3
Torren Perception
16
1d20 16
Cyl Perception
11
1d20+10 1
Heva Perception
18
1d20+5 13
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image.jpeg.d2a8e07a33a39020c39594fe43fa14dc.jpeg Torren Grimstad

AC 23 (AC 21 Greatsword) HP 39/39, 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 says, "Hey there's a thing in here. It's kindof hard to see but the ghoul is swiping at it." He trundles over the stool and steps up to the ghoul and tries to stab into it. "I got three here!" His foot skids on something on the floor and his stab goes wide, "Oh gods! Augh, I got some of it on me."

 

Move Action: 20'ft forward.

Standard Action: Melee attack

 

Current AC 23

 

Edited by Penchant (see edit history)
Name
Longsword
12
1d20+9 3
damage
6
1d8+5 1
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spacer.pngFather Raziel de' Fatale

AC16 HP 23/27 Fort 4 Ref 2 Will 7 Init 0 Perception 6

Level 3 Init 0 HP 23/27 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) 1/1, 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 (40/50 Charges) 1d8+1

Stepping back down to the floor, Father de' Fatale notices Ed's blood-soaked tunic and realizes that the ranger is silently suffering through his wounds, a situation which the holy man decides to remedy before the warrior of the woods engages these foul undead foes in battle.

Drawing a twisted willow twig from his specialized adventurer's sash, Raziel says in a lowered voice to Ed Billings, "Hold still and let me treat that wound." Assuming there are no objections, the padre reaches out and touches his injured companion with the curative wand causing divine power to flow through his body healing the worst of the man's wounds.

Just as he is about to stow his magic wand of healing, a screeching voice of a Ghoul rings out from the south-east portion of the huge noble's house which the holy man interprets out loud for his colleagues in this room to hear before they move forward, but not loud enough for Cyl to hear since that might reveal the existence of the strategic advantage to the enemy, saying, "I'm not exactly sure what it all means, but the Ghoul just said, 'Invisible! Vol...Hel...pull back!'

"Whomever moves forward, please secretly convey this information to Cyl without alerting the enemy we know what they are saying." Turning to his colleagues, the minister politely asks his nearby companions in the same lowered tone of voice, "Can anyone detect or reveal invisible creatures, if it's needed?"

Actions for the round

Swift:

Move: 5-foot step

Free:  Speak in a lowered voice, but above a whisper

Move Action: Draw Wand of Cure Light Wounds

Standard: Use Wand of Cure Light Wounds on Ed Billings

Immediate:

CONTINUING EFFECTS: Comprehend Languages (10 minutes)

Edited by Terran (see edit history)
Name
Cure Light Wounds Wand on Ed Billings
4
1d10+1 3
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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 his movement, reaching the main group , when Raziel inform of his discovery Edwin massage his chin and then whisper to the cleric(and those near him) "among the other things the spell i've cast before revealed that the ghouls are the last threat in this village, i've never heard about a ghoul able to turn invisible, if i had to bet i'd say it's another entity, not necessarily hostile to us"

About detecting invisible creatures Edwin shake his head "no, and i'd rater follow my gut feelings and dont try to hinder said creature, the enemy of my enemy could be my ally"

action

Edwin:

move double move to ending location

 

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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

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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


"Oh, that's probably mine."
Keeping a wary eye on the northern set of stairs, Theo absentmindedly responded to the people worried about the sudden presence of an invisible creature. Really, the biggest downside to aether elementals was how hard it was to keep track of them. Not entirely willing to believe that the ghouls in the southern room was all there were, the elf kept himself ready to fling a glob of acid at any appearing enemies.

Inside the southern room, there was a faint smear in the air as the elemental drifted away from the ghoul that had attacked it, though the traces soon faded away into nothingness. As it came to a halt, the elemental launched a bit of debris at the ghouls further in the room.

Actions

Elemental is the green square on Roll20
Elemental : Move : 5' SW, 10' W
Elemental : Standard : Attack Ghoul 3 with Telekinetic Throw, using debris

Theo : Standard : Readied Action : Cast Acid Splash at enemy

Aether Elemental - AC 14 - HP 13/13 - Invisible - 28/30 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

 

Name
Perception to locate Elemental
17
1d20+16 1
Telekinetic Throw at Ghoul 3 : Attack; Damage
26; 4
1d20+7;1d8+2 [19]; [19,2]
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