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Morgen Keep IC


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Gwain| AC (18) 14 | Ini: 4 | BAB +2 | Hit Points: 30/30 | Size: Medium | Speed: 30 ft |
Touch: +14| FF: +10 Fort: +5 | Ref: +5 | Will: +5 | PP: 6/7

 


https://i.pinimg.com/736x/51/13/4a/51134a1118bf20623f6a4fdb743e6798.jpg

Druid immediately turns the arrow into the place leaving it only to draw and realize at the first sign of danger but feigning ignorance approaches the rogue. And whispering under his breath "Wait, Fang smelled something unnatural. It would be useful to have some more info before we barge into anything. Can you discreetly point to the window where you saw the movement so I can keep an eye on it, in case they decide to more than observe? Let's wait for Hoot to return to Winter, maybe from air visibility is greater."


 

Fang

Wolf

Name: Fang

https://i.pinimg.com/564x/18/93/27/18932707c7a01fd158098998b9d8ddf4.jpg

Medium Animal
Hit Dice: 4d8+4 (36 hp) (I went with the same max health rule as for PC)
Initiative: +3
Speed: 50 ft. (10 squares)
Armor Class: 17 (+2 Dex, +4 natural), touch 13, flat-footed 12
Base Attack/Grapple: +2/+2
Attack: Bite +4 melee (1d6+2)
Full Attack: Bite +4 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*
Feats: Track, Weapon Focus (bite), Evasion (bonus), Improved Natural Armor (lvl 1), Dirty Fighting (lvl 3)
Level: 3

Special: Link, Share Spells, Evasion
Tricks: Fighting Package (Attack, Down and Stay)

Trip (Ex): A wolf that hits with a bite attack can attempt to trip
the opponent (+1 check modifier) as a free action without making
a touch attack or provoking an attack of opportunity. If the
attempt fails, the opponent cannot react to trip the wolf.
Skills: *Wolves have a +4 racial bonus on Survival checks when
tracking by scent.

 

Tools of the Trade

Weapon:

 

Longbow+1: 1d20+6, 1d8/1d8+5 (if target within 30 ft), x3)

Scimitar: 1d20+1, 1d8-1, (18–20/×2)

Dagger: 1d20+1, 1d4-1 (19/20x2)

 

Armor:

None (Inertial Armor Psionic Power lasting 3h)

Actions/OOC

Free:

Swift:

Move:

Standard:

Immediate:

Powers: [7]=Max Number Of Psi Points, [6]= Current Number Of Psi Points

Level 1:

Inertial Armor

Deflection Field

Extended Range

Precognition, Offensive

 

Spells:

Level 0 (4 Slot, DC 12):

- Light - Purify Food and Drink - Read Magic - Heat Water

Level 1 (3 Slot, DC 13):

- Cure Light Wounds - Entangle - Goodberry

Level 2 (2 Slot, DC 1):

- Barkskin - Kelpstrand

 

 

OOC:


 

 

 

 


 

Edited by Grudge (see edit history)
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 Ryzia Redswan

kyoung-hwan-kim-chg-f02cropface.jpg.dd5a259bafbc374227eaccc373b1a903.jpg

Ryzia matches Gwain's tone. "Oh, the owl? Yes. Did I say 'in'? I meant 'on'. I couldn't make out a form exactly. Only some movement. But in any case..." Ryzia first steps backward to angle her head and flick her eyes toward the tower where she saw movement, and then point.

Statblock

[URL=/sheets/?id=2891137][B][SIZE=+1]Ryzia Redswain[/SIZE][/B][/URL] Female CG Human Rogue 3, Bloodline 1, Fighter 2, [B]Level[/B] 3, [B]Init[/B] 6, [B]HP[/B] 32/32, [B]Speed[/B] 20 [B]AC[/B] 17, [B]Touch[/B] 11, [B]Flat-footed[/B] 16, [B]Fort[/B] 4, [B]Ref[/B] 5, [B]Will[/B] 2, [B]Base Attack Bonus[/B] 2 [B]Magical Bastard Sword +1 [/B] 6 (1d10+3, 19-20 x2) [B] Morningstar [/B] 4 (1d8+2, x2) [B] Shortbow (20) [/B] 4 (1d6, x3) [B] Banded Mail and Gauntlets[/B] (+6 Armor, +1 Dex) [B]Abilities[/B] Str 15, Dex 14, Con 14, Int 14, Wis 12, Cha 12 [B]Condition[/B] None
Ryzia Redswain
Female CG Human Rogue 3, Bloodline 1, Fighter 2, Level 3, Init 6, HP 32/32, Speed 20
AC 17, Touch 11, Flat-footed 16, Fort 4, Ref 5, Will 2, Base Attack Bonus 2
Magical Bastard Sword +1 6 (1d10+3, 19-20 x2)
Morningstar 4 (1d8+2, x2)
Shortbow (20) 4 (1d6, x3)
Banded Mail and Gauntlets (+6 Armor, +1 Dex)
Abilities Str 15, Dex 14, Con 14, Int 14, Wis 12, Cha 12
Condition None

OOC: If a roll is required for this, let me know, because the eye tell is me attempting to dodge it.

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Gwain| AC (18) 14 | Ini: 4 | BAB +2 | Hit Points: 30/30 | Size: Medium | Speed: 30 ft |
Touch: +14| FF: +10 Fort: +5 | Ref: +5 | Will: +5 | PP: 6/7

 


https://i.pinimg.com/736x/51/13/4a/51134a1118bf20623f6a4fdb743e6798.jpg

There is a hint of sarcasm in Gwain's voice "On? Great, I just love arced shots. You look around like you're checking for traps and stuff." There is a brief pause "You know what? Don't pretend, the last thing we need now is a rusty dart in the ankle or something, just take your time so our friends don't get suspicious that we're onto them."

He in a natural way releases a bow for a second and lowers his hand to his tight. For further observers, it would seem just like he scratched an itch before grabbing a bow again. Instead, he tapped twice with his finger making Fang close distance to him, not exactly staying in attention but moving within 5 feet of his Human companion. Gwain for his turn looks up and around feigning he's looking for the owl with the hand above his eyes turning his head around and even exclaiming aloud "Where is that bird?" but glancing at the top of the structure Ryzia indicated.


 

Fang

Wolf

Name: Fang

https://i.pinimg.com/564x/18/93/27/18932707c7a01fd158098998b9d8ddf4.jpg

Medium Animal
Hit Dice: 4d8+4 (36 hp) (I went with the same max health rule as for PC)
Initiative: +3
Speed: 50 ft. (10 squares)
Armor Class: 17 (+2 Dex, +4 natural), touch 13, flat-footed 12
Base Attack/Grapple: +2/+2
Attack: Bite +4 melee (1d6+2)
Full Attack: Bite +4 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*
Feats: Track, Weapon Focus (bite), Evasion (bonus), Improved Natural Armor (lvl 1), Dirty Fighting (lvl 3)
Level: 3

Special: Link, Share Spells, Evasion
Tricks: Fighting Package (Attack, Down and Stay)

Trip (Ex): A wolf that hits with a bite attack can attempt to trip
the opponent (+1 check modifier) as a free action without making
a touch attack or provoking an attack of opportunity. If the
attempt fails, the opponent cannot react to trip the wolf.
Skills: *Wolves have a +4 racial bonus on Survival checks when
tracking by scent.

 

Tools of the Trade

Weapon:

 

Longbow+1: 1d20+6, 1d8/1d8+5 (if target within 30 ft), x3)

Scimitar: 1d20+1, 1d8-1, (18–20/×2)

Dagger: 1d20+1, 1d4-1 (19/20x2)

 

Armor:

None (Inertial Armor Psionic Power lasting 3h)

Actions/OOC

Free:

Swift:

Move:

Standard:

Immediate:

Powers: [7]=Max Number Of Psi Points, [6]= Current Number Of Psi Points

Level 1:

Inertial Armor

Deflection Field

Extended Range

Precognition, Offensive

 

Spells:

Level 0 (4 Slot, DC 12):

- Light - Purify Food and Drink - Read Magic - Heat Water

Level 1 (3 Slot, DC 13):

- Cure Light Wounds - Entangle - Goodberry

Level 2 (2 Slot, DC 1):

- Barkskin - Kelpstrand

 

 

OOC:


 

 

 

 


 

Edited by Grudge (see edit history)
Name
Gwain Spot (targeted on the place Ryzia indicated)
9
1d20+4 5
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 Ryzia Redswan

kyoung-hwan-kim-chg-f02cropface.jpg.dd5a259bafbc374227eaccc373b1a903.jpg

"Careful, everyone."

Ryzia does her part. She looks at the feet of the rusty gate before pushing in. She begins with the right-hand side of the courtyard, then around to the top of the stairs - where, aside from the gate gap, she does believe there could be a tripwire - and to the left-hand side to the back, to opposite side of what she assumes for now are barrels for supplies which are no doubt rotted - that, or the barrels are empty.

Statblock

[URL=/sheets/?id=2891137][B][SIZE=+1]Ryzia Redswain[/SIZE][/B][/URL] Female CG Human Rogue 3, Bloodline 1, Fighter 2, [B]Level[/B] 3, [B]Init[/B] 6, [B]HP[/B] 32/32, [B]Speed[/B] 20 [B]AC[/B] 17, [B]Touch[/B] 11, [B]Flat-footed[/B] 16, [B]Fort[/B] 4, [B]Ref[/B] 5, [B]Will[/B] 2, [B]Base Attack Bonus[/B] 2 [B]Magical Bastard Sword +1 [/B] 6 (1d10+3, 19-20 x2) [B] Morningstar [/B] 4 (1d8+2, x2) [B] Shortbow (20) [/B] 4 (1d6, x3) [B] Banded Mail and Gauntlets[/B] (+6 Armor, +1 Dex) [B]Abilities[/B] Str 15, Dex 14, Con 14, Int 14, Wis 12, Cha 12 [B]Condition[/B] None
Ryzia Redswain
Female CG Human Rogue 3, Bloodline 1, Fighter 2, Level 3, Init 6, HP 32/32, Speed 20
AC 17, Touch 11, Flat-footed 16, Fort 4, Ref 5, Will 2, Base Attack Bonus 2
Magical Bastard Sword +1 6 (1d10+3, 19-20 x2)
Morningstar 4 (1d8+2, x2)
Shortbow (20) 4 (1d6, x3)
Banded Mail and Gauntlets (+6 Armor, +1 Dex)
Abilities Str 15, Dex 14, Con 14, Int 14, Wis 12, Cha 12
Condition None

OOC: Around I go, Searching. Gate-->right-side-->left-side-->back. Then I start pretending to search back to the front, if more time is required. This is all busywork for appearances, so Bluff for all. I am assuming that the stairs lead down from the front, and not the back.

The party are invited to follow to the foot of the stairs, provided I find nothing up to that point.

Search
Bluff

Edited by rorytheromulan (see edit history)
Name
Search
16
1d20+7 9
Bluff
25
1d20+10 15
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image.png.859561823817a2f174cb7ee24d5ae1f8.png

Winter

Nymph
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG198.jpg
HD:d6
Level   BAB   Fort   Ref   Will   Feature

1   +0   +0   +0   +2   Nature's Child, Cha+1
2   +1   +0   +0   +3   Fey Body, Wild Empathy, Dex+1
3   +1   +1   +1   +3   Unearthly Grace, Cha+1
4   +2   +1   +1   +4   Stunning Glance, Dex+1
5   +2   +1   +1   +4   Unnatural Beauty, Cha+1
6   +3   +2   +2   +5   Dimension Door, Dex +1
7   +3   +2   +2   +5   Blinding Beauty, Cha +1


Skills:6+Int modifier per level, quadruple at first level. Class skills are Concentration, Diplomacy, Escape Artist, Handle Animal, Heal, Hide, Listen, Move Silently, Spot, Swim.

Proficiencies: Nymph is proficient with club, dagger, dart, quarterstaff, sickle, short spear, and sling.

Features:

Nature Child: The Nymph loses all other racial bonuses and gains fey traits (basically Low-light vision). She's a fey with a base speed of 30 feet and a swim speed of 20.

The nymph casts spells like a druid of the same Nymph level. Suppose she multiclass's as a druid Nymph levels and druid levels stack for determining her spellcasting ability. She can choose to use her Charisma as a primary stat for her spellcasting, and if she multi-classed with the druid, the Nymph can use Cha instead of Wis for casting.

Ability increase: Nymph gains Cha + 1 at levels 1, 3, 5 and 7, and Dex +1 at levels 2, 4, 6 and 7.

Fey Body: At second level, the Nymph gains DR/cold iron equal to half her HD.

Wild Empathy: At level 2 Nymph gains Wild Empathy as a druid, with a +6 bonus on check. If you have Wild Empathy from some other source your Nymph levels stack with that class for Wild Empathy (you still get a +6 bonus).

Unearthly Grace: At the third level, a Nymph adds her Charisma modifier as a bonus on all her saving throws.

Stunning Glance: As a standard action, a Nymph can stun a creature within 30 feet with a look. The target creature must succeed on a Fortitude save with DC equal to 10+1/2HD+Cha modifier or be stunned for 2d4 rounds. Nymph can use this ability Hd x Cha modifier times per day.

Unnatural Beauty: The Nymph gains a deflection bonus to AC equal to her Cha modifier.

Dimension Door: Dimension Door 1/day as a SLA for each 2HD she has.

Blinding Beauty: This ability affects all creatures within 10 feet per 2 HD of a nymph. Those who look directly at a nymph must succeed on a Fortitude save with a DC equal to 10+1/2HD+Cha or be blinded permanently as though by the Blindness spell. A Nymph can suppress or resume this ability as a free action, but it can't affect the same target more than once in a single day. This ability can be active for HD+Cha mod rounds per day.

Sheet: Winter/Icicle :: Dungeons & Dragons 3.5e :: Myth-Weavers Online Character Sheets

Name: Winter or Icicle

Classes: Nymph 3//Sorcerer 3

 

Winter waited until Hoot returned and then related to the others what Hood had seen, she explained that he could not yet talk to her but will be able to sometime in the near future.

 

OoC - Hoot would have circumvented the keep, if there was anything that worried him I would know as his general state of mind would have been that something was moving but not an animal. (unless it was lol).

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Posted (edited)

Hoot determines that there are some scary individuals hanging out in the towers. One in each. There are also some scary-looking flying critters hanging about in the nearby woods. Overall very scary experience. 6/10, would not like to repeat. As Hoot circled the ruined keep, they saw another group of scary individuals within.

Edited by Faeryl_ (see edit history)
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Jorenis Moonstone

joscelin_by_jankalateckova_db11j93-fullview.jpg.81441a563d32671105d1983f1f8854b9.jpg

Statblock

[URL=/sheets/?id=2880518][B][SIZE=+1]Jorenis Moonstone[/SIZE][/B][/URL] Male Lawful Good Grey Elf Monk 3//Range2/Fighter 1, [B]Level[/B] 3, [B]Init[/B] 7, [B]HP[/B] 29/29, [B]Speed[/B] 40 [B]AC[/B] 16, [B]Touch[/B] 15, [B]Flat-footed[/B] 13, [B]Fort[/B] 4, [B]Ref[/B] 8, [B]Will[/B] 5, [B]Base Attack Bonus[/B] 3 [B]Masterworked/Weapon Focus Drow Long Knife (-) [/B] +6 (+8) (1d6+2, 19-20×2) [B]Masterworked/Weapon Focus Drow Long Knife (-) [/B] +6 (+8) (1d6+2, 19-20×2) [B]Masterworked Elven Courtblade [/B] +7 (1d10+2, 18-20×2) [B] Bracers of Armor +1[/B] (+1 Armor, +3 Dex, +2 Misc) [B]Abilities[/B] Str 14, Dex 17, Con 12, Int 14, Wis 10, Cha 10 [B]Condition[/B] None
Jorenis Moonstone
Male Lawful Good Grey Elf Monk 3//Range2/Fighter 1, Level 3, Init 7, HP 29/29, Speed 40
AC 16, Touch 15, Flat-footed 13, Fort 4, Ref 8, Will 5, Base Attack Bonus 3
Masterworked/Weapon Focus Drow Long Knife (-) +6 (+8) (1d6+2, 19-20×2)
Masterworked/Weapon Focus Drow Long Knife (-) +6 (+8) (1d6+2, 19-20×2)
Masterworked Elven Courtblade +7 (1d10+2, 18-20×2)
Bracers of Armor +1 (+1 Armor, +3 Dex, +2 Misc)
Abilities Str 14, Dex 17, Con 12, Int 14, Wis 10, Cha 10
Condition None

 

Skills

Skill Name Modifier
Appraise 2
Balance 6
Bluff 0
Climb 2
Concentration 1
Craft 0
Decipher Script 2
Diplomacy 5
Disable Device 2
Disguise 0
Escape Artist 3
Forgery 2
Gather Information 0
Handle Animal 0
Heal 0
Hide 4
Intimidate 5
Jump 2
Knowledge(Geography) 2
Knowledge(History) 2
Knowledge(Local) 2
Knowledge(Nature) 2
Knowledge  
Listen 7
Move Silently 5
Open Lock 3
Perform 0
Profession(Cook) 4
Ride 3
Search 8
Sense Motive 5
Sleight of Hand 3
Spellcraft 2
Spot 7
Survival 5
Swim 2
Tumble 7
Use Magic Device 0
Use Rope 3
   
   

Feats and Abilities 

Feats: ,Weapon Finesse (Monk Bonus) Weapon Focus( Drow Long Knife) (lvl 1), Kung-fuGenius (Fighter bonus ), Improved Initiative (Monk Bonus) Constant Guardian (Drow of Undedark pg 47)( lvl3), Track (Ranger bonus) Two Weapon Fighting (Combat Style)

Racial Abilities:

  • +2 Dexterity, -2 Constitution +2 Intelligence, - Strength
  • Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
  • Elf base land speed is 30 feet.
  • Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
  • Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
  • Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
  • +2 racial bonus on ListenSearch, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
  • Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
  • Favored Class: Wizard. A multiclass elf’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing.

Monk Abilities: Flurry of Blows, Unarmed Attack, Evasion, 2x Bonus Feats, Still Mind

Fighter Abilities: Bonus Feat

Ranger Abilities: First Favored Enemy(Goblinoid), Track, Wild Empathy, Combat Style(Two-Weapon Fighter)

 

Equipment 

Equipment:

Bracers of Armor +1 (1000GP) Dungeon Masters Guide

MW Drow Long Knife(315GP) Races of Ebberon

MW Drow Long Knife(315GP) Races of Ebberon

MW Elven Courtblade (450GP) Races of The Wild

Healing Belt (750GP) Magic Item Compendium Pg 110

Backpack (2GP) Players Handbook

Bedroll (1SP) Players Handbook

Blanket, Winter (5SP) Players Handbook

Fishhook (1SP) Players Handbook

Flint & Steel (1GP) Players Handbook

Small Steel Mirror (10GP) Players Handbook

Iron Pot (5SP) Players Handbook

Belt Pouch (1GP) Players Handbook

5x Bread, 5x Cheese, 5x Meat(3GP) Players Handbook

Silk Rope 50 Ft (10GP) Players Handbook

Sewing Needle (5SP) Players Handbook

Shovel (2GP) Players Handbook

Soap (5SP) Players Handbook

Tent (10GP) Players Handbook

Waterskin (1GP) Players Handbook

Whetstone (2CP) Players Handbook

Sunrod x2 (4GP) Players Handbook

Explorers Outfit (10GP) Players Handbook

Spices (Pepper, Salt, Garlic, Cumin, Basil, Rosemary, Onion) (31GP 1 SP, and 5 CP) Arms and Equipment Guide Pg 31

Wheat Flour (3 GP) Arms and Equipment Guide Pg 31

Olive Oil (5GP) Arms and Equipment Guide Pg 31

Honey (1SP) Arms and Equipment Guide Pg 31

Funds Left over 74GP, 5 SP, and 3 CP

 

 

 

With them huddling Joren speaks up. "There are some kind of flying creatures off the road to the right. Not sure exactly what they are, I just saw the movement. They might be nothing but we will need to be vigilant in case they are a danger." he has his arms loose ready to draw his two knives if and when it was needed. He continues to listen and look around himself to make sure nothing surprises them.

Name
Listen
25
1d20+7 18
Spot
27
1d20+7 20
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Gwain| AC (18) 14 | Ini: 4 | BAB +2 | Hit Points: 30/30 | Size: Medium | Speed: 30 ft |
Touch: +14| FF: +10 Fort: +5 | Ref: +5 | Will: +5 | PP: 6/7

 


https://i.pinimg.com/736x/51/13/4a/51134a1118bf20623f6a4fdb743e6798.jpg

Gwain doesn't speak but irritated huff says it all. "We're boxed in. Ryzia is it safe to enter the keep? I'd like to secure at least a room we can use as a strongpoint if things go South. Then we can discuss cleaning the tower. Like this, we are like on the platter for everything in the forest, air, and tower. This way we'd at least have some cover before we decide what to do."

Fang, feeling his Humans growing unease slightly lowers his head and stops waving his tail around. Then almost stalks in front of the Gwain, his back turned toward him, amber eyes better in the low light than Human darting left and right. While not yet snarling and growling, parts of his formidable upper namesake canines become slightly visible on dark fur, and noise like low buzzing can be heard in short bursts.


 

Fang

Wolf

Name: Fang

https://i.pinimg.com/564x/18/93/27/18932707c7a01fd158098998b9d8ddf4.jpg

Medium Animal
Hit Dice: 4d8+4 (36 hp) (I went with the same max health rule as for PC)
Initiative: +3
Speed: 50 ft. (10 squares)
Armor Class: 17 (+2 Dex, +4 natural), touch 13, flat-footed 12
Base Attack/Grapple: +2/+2
Attack: Bite +4 melee (1d6+2)
Full Attack: Bite +4 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*
Feats: Track, Weapon Focus (bite), Evasion (bonus), Improved Natural Armor (lvl 1), Dirty Fighting (lvl 3)
Level: 3

Special: Link, Share Spells, Evasion
Tricks: Fighting Package (Attack, Down and Stay)

Trip (Ex): A wolf that hits with a bite attack can attempt to trip
the opponent (+1 check modifier) as a free action without making
a touch attack or provoking an attack of opportunity. If the
attempt fails, the opponent cannot react to trip the wolf.
Skills: *Wolves have a +4 racial bonus on Survival checks when
tracking by scent.

 

Tools of the Trade

Weapon:

 

Longbow+1: 1d20+6, 1d8/1d8+5 (if target within 30 ft), x3)

Scimitar: 1d20+1, 1d8-1, (18–20/×2)

Dagger: 1d20+1, 1d4-1 (19/20x2)

 

Armor:

None (Inertial Armor Psionic Power lasting 3h)

Actions/OOC

Free:

Swift:

Move:

Standard:

Immediate:

Powers: [7]=Max Number Of Psi Points, [6]= Current Number Of Psi Points

Level 1:

Inertial Armor

Deflection Field

Extended Range

Precognition, Offensive

 

Spells:

Level 0 (4 Slot, DC 12):

- Light - Purify Food and Drink - Read Magic - Heat Water

Level 1 (3 Slot, DC 13):

- Cure Light Wounds - Entangle - Goodberry

Level 2 (2 Slot, DC 1):

- Barkskin - Kelpstrand

 

 

OOC:


 

 

 

 


 

Edited by Grudge (see edit history)
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 Ryzia Redswan

kyoung-hwan-kim-chg-f02cropface.jpg.dd5a259bafbc374227eaccc373b1a903.jpg

"No traps. 'Safe'? Be on guard, we are about to find out. Let's head inside."

The party and pets have exhausted their scouting abilities, now comes the time to advance. Ryzia leads the group in the same order as before, to enter the keep.

Statblock

[URL=/sheets/?id=2891137][B][SIZE=+1]Ryzia Redswain[/SIZE][/B][/URL] Female CG Human Rogue 3, Bloodline 1, Fighter 2, [B]Level[/B] 3, [B]Init[/B] 6, [B]HP[/B] 32/32, [B]Speed[/B] 20 [B]AC[/B] 17, [B]Touch[/B] 11, [B]Flat-footed[/B] 16, [B]Fort[/B] 4, [B]Ref[/B] 5, [B]Will[/B] 2, [B]Base Attack Bonus[/B] 2 [B]Magical Bastard Sword +1 [/B] 6 (1d10+3, 19-20 x2) [B] Morningstar [/B] 4 (1d8+2, x2) [B] Shortbow (20) [/B] 4 (1d6, x3) [B] Banded Mail and Gauntlets[/B] (+6 Armor, +1 Dex) [B]Abilities[/B] Str 15, Dex 14, Con 14, Int 14, Wis 12, Cha 12 [B]Condition[/B] None
Ryzia Redswain
Female CG Human Rogue 3, Bloodline 1, Fighter 2, Level 3, Init 6, HP 32/32, Speed 20
AC 17, Touch 11, Flat-footed 16, Fort 4, Ref 5, Will 2, Base Attack Bonus 2
Magical Bastard Sword +1 6 (1d10+3, 19-20 x2)
Morningstar 4 (1d8+2, x2)
Shortbow (20) 4 (1d6, x3)
Banded Mail and Gauntlets (+6 Armor, +1 Dex)
Abilities Str 15, Dex 14, Con 14, Int 14, Wis 12, Cha 12
Condition None

OOC: the order, front to back: Ryzia, Jorenis, Winter, Gwain. We try to enter the keep.

Initiative

Edited by rorytheromulan (see edit history)
Name
Initiative
8
1d20+6 2
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Gwain| AC (18) 14 | Ini: 4 | BAB +2 | Hit Points: 30/30 | Size: Medium | Speed: 30 ft |
Touch: +14| FF: +10 Fort: +5 | Ref: +5 | Will: +5 | PP: 6/7

 


https://i.pinimg.com/736x/51/13/4a/51134a1118bf20623f6a4fdb743e6798.jpg

Gwain grunts, a mixture of humor and irritation in just one undefined syllable. He stopped acting for their unseen hosts and raised the bow in ready position scanning around for any movement. "Yeah, it would appear if we wanted safe, we chose the wrong job. When we secure one room we'll at least have the benefit of the stone walls to stop projectiles and have to defend fewer ingress points. We'll think about the rest later."


 

Fang

Wolf

Name: Fang

https://i.pinimg.com/564x/18/93/27/18932707c7a01fd158098998b9d8ddf4.jpg

Medium Animal
Hit Dice: 4d8+4 (36 hp) (I went with the same max health rule as for PC)
Initiative: +3
Speed: 50 ft. (10 squares)
Armor Class: 17 (+2 Dex, +4 natural), touch 13, flat-footed 12
Base Attack/Grapple: +2/+2
Attack: Bite +4 melee (1d6+2)
Full Attack: Bite +4 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*
Feats: Track, Weapon Focus (bite), Evasion (bonus), Improved Natural Armor (lvl 1), Dirty Fighting (lvl 3)
Level: 3

Special: Link, Share Spells, Evasion
Tricks: Fighting Package (Attack, Down and Stay)

Trip (Ex): A wolf that hits with a bite attack can attempt to trip
the opponent (+1 check modifier) as a free action without making
a touch attack or provoking an attack of opportunity. If the
attempt fails, the opponent cannot react to trip the wolf.
Skills: *Wolves have a +4 racial bonus on Survival checks when
tracking by scent.

 

Tools of the Trade

Weapon:

 

Longbow+1: 1d20+6, 1d8/1d8+5 (if target within 30 ft), x3)

Scimitar: 1d20+1, 1d8-1, (18–20/×2)

Dagger: 1d20+1, 1d4-1 (19/20x2)

 

Armor:

None (Inertial Armor Psionic Power lasting 3h)

Actions/OOC

Free:

Swift:

Move:

Standard:

Immediate:

Powers: [7]=Max Number Of Psi Points, [6]= Current Number Of Psi Points

Level 1:

Inertial Armor

Deflection Field

Extended Range

Precognition, Offensive

 

Spells:

Level 0 (4 Slot, DC 12):

- Light - Purify Food and Drink - Read Magic - Heat Water

Level 1 (3 Slot, DC 13):

- Cure Light Wounds - Entangle - Goodberry

Level 2 (2 Slot, DC 1):

- Barkskin - Kelpstrand

 

 

OOC:


 

 

 

 


 

Edited by Grudge (see edit history)
Name
Initiative
16
1d20+4 12
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image.png.859561823817a2f174cb7ee24d5ae1f8.png

Winter

Nymph
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG198.jpg
HD:d6
Level   BAB   Fort   Ref   Will   Feature

1   +0   +0   +0   +2   Nature's Child, Cha+1
2   +1   +0   +0   +3   Fey Body, Wild Empathy, Dex+1
3   +1   +1   +1   +3   Unearthly Grace, Cha+1
4   +2   +1   +1   +4   Stunning Glance, Dex+1
5   +2   +1   +1   +4   Unnatural Beauty, Cha+1
6   +3   +2   +2   +5   Dimension Door, Dex +1
7   +3   +2   +2   +5   Blinding Beauty, Cha +1


Skills:6+Int modifier per level, quadruple at first level. Class skills are Concentration, Diplomacy, Escape Artist, Handle Animal, Heal, Hide, Listen, Move Silently, Spot, Swim.

Proficiencies: Nymph is proficient with club, dagger, dart, quarterstaff, sickle, short spear, and sling.

Features:

Nature Child: The Nymph loses all other racial bonuses and gains fey traits (basically Low-light vision). She's a fey with a base speed of 30 feet and a swim speed of 20.

The nymph casts spells like a druid of the same Nymph level. Suppose she multiclass's as a druid Nymph levels and druid levels stack for determining her spellcasting ability. She can choose to use her Charisma as a primary stat for her spellcasting, and if she multi-classed with the druid, the Nymph can use Cha instead of Wis for casting.

Ability increase: Nymph gains Cha + 1 at levels 1, 3, 5 and 7, and Dex +1 at levels 2, 4, 6 and 7.

Fey Body: At second level, the Nymph gains DR/cold iron equal to half her HD.

Wild Empathy: At level 2 Nymph gains Wild Empathy as a druid, with a +6 bonus on check. If you have Wild Empathy from some other source your Nymph levels stack with that class for Wild Empathy (you still get a +6 bonus).

Unearthly Grace: At the third level, a Nymph adds her Charisma modifier as a bonus on all her saving throws.

Stunning Glance: As a standard action, a Nymph can stun a creature within 30 feet with a look. The target creature must succeed on a Fortitude save with DC equal to 10+1/2HD+Cha modifier or be stunned for 2d4 rounds. Nymph can use this ability Hd x Cha modifier times per day.

Unnatural Beauty: The Nymph gains a deflection bonus to AC equal to her Cha modifier.

Dimension Door: Dimension Door 1/day as a SLA for each 2HD she has.

Blinding Beauty: This ability affects all creatures within 10 feet per 2 HD of a nymph. Those who look directly at a nymph must succeed on a Fortitude save with a DC equal to 10+1/2HD+Cha or be blinded permanently as though by the Blindness spell. A Nymph can suppress or resume this ability as a free action, but it can't affect the same target more than once in a single day. This ability can be active for HD+Cha mod rounds per day.

Sheet: Winter/Icicle :: Dungeons & Dragons 3.5e :: Myth-Weavers Online Character Sheets

Name: Winter or Icicle

Classes: Nymph 3//Sorcerer 3

 

Winter crept forward with Gorwenis to the fore and Gwain watching her back, it was times like these that she wondered I hope my spells help defeat whatever evil lurks within this place. Keeping her eyes and ears peeled, Winter pushed on with the others, Hoot sat on her shoulder and he too was looking all around, the scene was creepy.

 

OoC -

Name
\spot
14
1d20+1 13
Listen
14
1d20+4 10
Hoots Spot
25
1d20+6 19
Hoot's Listen
20
1d20+14 6
Initiative
5
1d20+2 3
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Jorenis Moonstone

joscelin_by_jankalateckova_db11j93-fullview.jpg.81441a563d32671105d1983f1f8854b9.jpg

Statblock

[URL=/sheets/?id=2880518][B][SIZE=+1]Jorenis Moonstone[/SIZE][/B][/URL] Male Lawful Good Grey Elf Monk 3//Range2/Fighter 1, [B]Level[/B] 3, [B]Init[/B] 7, [B]HP[/B] 29/29, [B]Speed[/B] 40 [B]AC[/B] 16, [B]Touch[/B] 15, [B]Flat-footed[/B] 13, [B]Fort[/B] 4, [B]Ref[/B] 8, [B]Will[/B] 5, [B]Base Attack Bonus[/B] 3 [B]Masterworked/Weapon Focus Drow Long Knife (-) [/B] +6 (+8) (1d6+2, 19-20×2) [B]Masterworked/Weapon Focus Drow Long Knife (-) [/B] +6 (+8) (1d6+2, 19-20×2) [B]Masterworked Elven Courtblade [/B] +7 (1d10+2, 18-20×2) [B] Bracers of Armor +1[/B] (+1 Armor, +3 Dex, +2 Misc) [B]Abilities[/B] Str 14, Dex 17, Con 12, Int 14, Wis 10, Cha 10 [B]Condition[/B] None
Jorenis Moonstone
Male Lawful Good Grey Elf Monk 3//Range2/Fighter 1, Level 3, Init 7, HP 29/29, Speed 40
AC 16, Touch 15, Flat-footed 13, Fort 4, Ref 8, Will 5, Base Attack Bonus 3
Masterworked/Weapon Focus Drow Long Knife (-) +6 (+8) (1d6+2, 19-20×2)
Masterworked/Weapon Focus Drow Long Knife (-) +6 (+8) (1d6+2, 19-20×2)
Masterworked Elven Courtblade +7 (1d10+2, 18-20×2)
Bracers of Armor +1 (+1 Armor, +3 Dex, +2 Misc)
Abilities Str 14, Dex 17, Con 12, Int 14, Wis 10, Cha 10
Condition None

 

Skills

Skill Name Modifier
Appraise 2
Balance 6
Bluff 0
Climb 2
Concentration 1
Craft 0
Decipher Script 2
Diplomacy 5
Disable Device 2
Disguise 0
Escape Artist 3
Forgery 2
Gather Information 0
Handle Animal 0
Heal 0
Hide 4
Intimidate 5
Jump 2
Knowledge(Geography) 2
Knowledge(History) 2
Knowledge(Local) 2
Knowledge(Nature) 2
Knowledge  
Listen 7
Move Silently 5
Open Lock 3
Perform 0
Profession(Cook) 4
Ride 3
Search 8
Sense Motive 5
Sleight of Hand 3
Spellcraft 2
Spot 7
Survival 5
Swim 2
Tumble 7
Use Magic Device 0
Use Rope 3
   
   

Feats and Abilities 

Feats: ,Weapon Finesse (Monk Bonus) Weapon Focus( Drow Long Knife) (lvl 1), Kung-fuGenius (Fighter bonus ), Improved Initiative (Monk Bonus) Constant Guardian (Drow of Undedark pg 47)( lvl3), Track (Ranger bonus) Two Weapon Fighting (Combat Style)

Racial Abilities:

  • +2 Dexterity, -2 Constitution +2 Intelligence, - Strength
  • Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
  • Elf base land speed is 30 feet.
  • Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
  • Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
  • Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
  • +2 racial bonus on ListenSearch, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
  • Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
  • Favored Class: Wizard. A multiclass elf’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing.

Monk Abilities: Flurry of Blows, Unarmed Attack, Evasion, 2x Bonus Feats, Still Mind

Fighter Abilities: Bonus Feat

Ranger Abilities: First Favored Enemy(Goblinoid), Track, Wild Empathy, Combat Style(Two-Weapon Fighter)

 

Equipment 

Equipment:

Bracers of Armor +1 (1000GP) Dungeon Masters Guide

MW Drow Long Knife(315GP) Races of Ebberon

MW Drow Long Knife(315GP) Races of Ebberon

MW Elven Courtblade (450GP) Races of The Wild

Healing Belt (750GP) Magic Item Compendium Pg 110

Backpack (2GP) Players Handbook

Bedroll (1SP) Players Handbook

Blanket, Winter (5SP) Players Handbook

Fishhook (1SP) Players Handbook

Flint & Steel (1GP) Players Handbook

Small Steel Mirror (10GP) Players Handbook

Iron Pot (5SP) Players Handbook

Belt Pouch (1GP) Players Handbook

5x Bread, 5x Cheese, 5x Meat(3GP) Players Handbook

Silk Rope 50 Ft (10GP) Players Handbook

Sewing Needle (5SP) Players Handbook

Shovel (2GP) Players Handbook

Soap (5SP) Players Handbook

Tent (10GP) Players Handbook

Waterskin (1GP) Players Handbook

Whetstone (2CP) Players Handbook

Sunrod x2 (4GP) Players Handbook

Explorers Outfit (10GP) Players Handbook

Spices (Pepper, Salt, Garlic, Cumin, Basil, Rosemary, Onion) (31GP 1 SP, and 5 CP) Arms and Equipment Guide Pg 31

Wheat Flour (3 GP) Arms and Equipment Guide Pg 31

Olive Oil (5GP) Arms and Equipment Guide Pg 31

Honey (1SP) Arms and Equipment Guide Pg 31

Funds Left over 74GP, 5 SP, and 3 CP

 

 

 

With potential enemies above them Joren moves forward in an erratic fashion, hoping that he was not giving some pattern that could be predicted and get shot. "I do not recommend being predictable." .When he gets close to the east tower he will try and Tumble the rest of the way and comes up climbing the ladder that was there drawing his knives once he was at the top, ready to fight the Archer that was there.

Edited by darlis moonbeam (see edit history)
Name
Tumble
10
1d20+7 3
Initiative
27
1d20+7 20
Climb DC 10
18
1d20+2 16
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