Starhawk Posted April 18 Clone Share Posted April 18 (edited) Tanith Camarilla, Elven Wizard Tanith Profile Female Lawful Neutral Elf Wizard (Conjuration - Teleportation) Level 1 Init 5 HP 8/8 Speed 30' AC 13 Touch 13 FF 10 CMD 12 Fort 1 Ref 3 Will 3 CMB -1 BAB 0 Dagger -1 (1d4-1, 19-20/x2) Light Crossbow +3 (1d8, 19-20/x2) (+3 Dex) Str 8 Dex 16 Con 12 Int 18 Wis 12 Cha 10 Cantrips: Acid Orb, Dancing Lights, Mage Hand 1st level Mage Armor, Grease, Colour Spray Power: Shift 6/7 (Swift Action does not provoke) 5' dimension door Wand of Infernal Healing 50/50 Condition None Familiar 'Imp' Profile Familiar (Elemental Familiar [Air]) Thrush "Imp" N Diminutive (+6 to fly +8 to stealth) animal Init +2 Senses low-light vision Perception +9 (1 rank (1)+ Wis (2) + Skill Focus (3) +Class (3) = +9 AC 17 Touch 16 FF 15 (+2 Dex, +4 size + 1 Natural) HP 4 Fort +0 Ref +4 Will [+4] Speed 10 ft Fly 50 ft (good) Melee bite –1 (1d2–5) Space 1 ft.; Reach 0 ft. Str 1 Dex 15 Con 6 Int 6 Wis 15 Cha 6 BAB +0 CMB –2 CMD 13 Race Feats Skill Focus (Perception) Skills Fly (Good) +16, Perception +9, Stealth +14 Familiar Feats Alertness, Elemental Manifestation, share spells, empathic link. Tanith casts acid orb and hurls it at the zombie. She misses. Edited April 18 by Starhawk (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Ranged Attack on Zombie's touch AC 7 1d20+3 4 Knowledge Religion Zombie 25 1d20+10 15 Knowledge Religion Festrog 24 1d20+10 14 Link to comment Share on other sites More sharing options...
Mindcrime Posted April 18 Clone Share Posted April 18 Khan Khan Male, Half-orc Class: Ranger | Level: 1 Str: 14 | Dex: 16 | Con: 14 | Int: 12 | Wis: 13 | Cha: 10 HP: 12/12 | Speed: 30 | Init: +3 AC: 15 | Touch: 13 | Flat-footed: 12 CMD: 16 | FCMD: 13 Fort: 4 | Ref: 5 | Will: 1 Weapons Longbow: +4Dexterity Modifier: +3 Base Attack Bonus: +1 (1d8, x3) [100 ft range] Scimitar (cold-iron): +3Strength Modifier: +2 Base Attack Bonus: +1 (1d6+2, 18-20/x2) Dagger: +3Strength Modifier: +2 Base Attack Bonus: +1 (melee)/+4Dexterity Modifier: +3 Base Attack Bonus: +1 (missile) (1d4+2, 19-20/x2) [10 ft range] Situational Modifiers Favored EnemyCLASS (RANGER) FEATURE At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher. 1st: Monstrous Humanoids (+2) | Freedom FighterFACTION Your family has long waged war against tyranny, and you learned a great deal about guerilla warfare in your youth. You gain a +1 trait bonus on Stealth checks and a +1 trait bonus on attack rolls during surprise rounds. | Orc BloodRACIAL TRAIT Half-orcs count as both humans and orcs for any effect related to race. | Orc FerocityRACIAL TRAIT Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying. | Point-Blank ShotFEAT You are especially accurate when making ranged attacks against close targets. Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. | TrackCLASS (RANGER) FEATURE A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks. Bonus Types The important aspect of bonus types is that two bonuses of the same type don’t generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus of a given type works. Bonuses without a type always stack, unless they are from the same source. Alchemical:An alchemical bonus is granted by the use of a non-magical, alchemical substance such as antitoxin. --- | Armor:An armor bonus applies to armor class and is granted by armor or by a spell or magical effect that mimics armor. Armor bonuses stack with all other bonuses to armor class (even with natural armor bonuses) except other armor bonuses. An armor bonus doesn’t apply against touch attacks, except for armor bonuses granted by force effects (such as the mage armor spell) which apply against incorporeal touch attacks, such as that of a shadow. +2Leather Armor | BAB:This number is a modifier added to your attack rolls. A higher number means you’re better at combat. +1 | Circumstance:A circumstance bonus (or penalty) arises from specific conditional factors impacting the success of the task at hand. Circumstance bonuses stack with all other bonuses, including other circumstance bonuses, unless they arise from essentially the same source. --- | Competence:A competence bonus (or penalty) affects a character’s performance of a particular task, as in the case of the bardic ability to inspire competence. Multiple competence bonuses don’t stack; only the highest bonus applies. --- Deflection:A deflection bonus affects armor class and is granted by a spell or magic effect that makes attacks veer off harmlessly. Deflection bonuses stack with all other bonuses to AC except other deflection bonuses. A deflection bonus applies against touch attacks. --- | Dodge:A dodge bonus improves armor class (and sometimes Reflex saves) resulting from physical skill at avoiding blows and other ill effects. Dodge bonuses are never 1 usually not granted by spells or magic items. Any situation or effect (except wearing armor) that negates a character’s Dexterity bonus also negates any dodge bonuses the character may have. Dodge bonuses stack with all other bonuses to AC, even other dodge bonuses. Dodge bonuses apply against touch attacks. --- | Enhancement:An enhancement bonus represents an increase in the sturdiness and/or effectiveness of armor or natural armor, or the effectiveness of a weapon, or a general bonus to an ability score. Multiple enhancement bonuses on the same object (in the case of armor and weapons), creature (in the case of natural armor), or ability score do not stack. Only the highest enhancement bonus applies. Since enhancement bonuses to armor or natural armor effectively increase the armor or natural armor’s bonus to AC, they don’t apply against touch attacks. --- | Inherent:Content... --- | Insight:An insight bonus improves performance of a given activity by granting the character an almost precognitive knowledge of what might occur. Multiple insight bonuses on the same character or object do not stack. Only the highest insight bonus applies. --- Luck:A luck bonus represents good (or bad) fortune. Multiple luck bonuses on the same character or object do not stack. Only the highest luck bonus applies. --- | Morale:A morale bonus represents the effects of greater hope, courage, and determination (or hopelessness, cowardice, and despair in the case of a morale penalty). Multiple morale bonuses on the same character do not stack. Only the highest morale bonus applies. Non-intelligent creatures (creatures with an Intelligence of 0 or no Intelligence at all) cannot benefit from morale bonuses. --- | Natural Armor:A natural armor bonus improves armor class resulting from a creature’s naturally tough hide. Natural armor bonuses stack with all other bonuses to armor class (even with armor bonuses) except other natural armor bonuses. Some magical effects (such as the barkskin spell) grant an enhancement bonus to the creature’s existing natural armor bonus, which has the effect of increasing the natural armor’s overall bonus to armor class. A natural armor bonus doesn’t apply against touch attacks. --- | Profane:A profane bonus (or penalty) stems from the power of evil. Multiple profane bonuses on the same character or object do not stack. Only the highest profane bonus applies. --- | Racial:A racial bonus comes from the culture a particular creature was brought up in or because of innate characteristics of that type of creature. If a creature’s race changes (for instance, if it dies and is reincarnated), it loses all racial bonuses it had in its previous form. VariousSee Situational Modifiers Resistance:A resistance bonus affects saving throws, providing extra protection against harm. Multiple resistance bonuses on the same character or object do not stack. Only the highest resistance bonus applies. --- | Sacred:A sacred bonus (or penalty) stems from the power of good. Multiple sacred bonuses on the same character or object do not stack. Only the highest sacred bonus applies. --- | Shield:A shield bonus improves armor class and is granted by a shield or by a spell or magic effect that mimics a shield. Shield bonuses stack with all other bonuses to AC except other shield bonuses. A magic shield typically grants an enhancement bonus to the shield’s shield bonus, which has the effect of increasing the shield’s overall bonus to AC. A shield bonus granted by a spell or magic item typically takes the form of an invisible, tangible field of force that protects the recipient. A shield bonus doesn’t apply against touch attacks. --- | Size:A size bonus or penalty is derived from a creature’s size category. Size modifiers of different kinds apply to armor class, attack rolls, Stealth checks, combat maneuver checks, and various other checks. --- | Trait:A trait bonus is a bonus granted via a character trait. Character traits are an optional additional character defining feature like feats but less powerful (typically about half as strong as a feat.) As with other named bonuses, trait bonuses do not “stack” with other trait bonuses. VariousSee Situational Modifiers Condition(s): None Post Khan, with arrow readied, brings his bow up, takes aim at the zombie and fires. OOC & Mechanics Attack zombie Damage Features | Prepared Spells Wild Empathy:A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check. (+1) Spells Prepared (CL: 1) 1st Level [DC: 12] 2nd Level [DC: 13] 3rd Level [DC: 14] 4th Level [DC: 15] X X X X Name xDiceName xDiceResult xDiceString xDiceRolls Attack zombie 11 1d20+4 7 Damage 1 1d8 1 Link to comment Share on other sites More sharing options...
Dax Thura Posted April 18 Author Clone Share Posted April 18 (edited) As you inch closer, just behind a large box, there is a figure hunched over a corpse. It's devouring the bloated remains. It notices you and rises to attack. At the same time, from behind a tent comes a second, shambling figure. Round 1 Sorgath May Act. - Vesal needs to make a Fort 11 check. * Vesal moves up to the festrog and cuts into it. * Tanith's blob of acid misses the zombie. She calls out that they are, indeed, undead with the normal immunities. The zombie is resistant to most forms of physical harm, though slashing damage gets through. The festrog doesn't just bite you, but actually tries to eat you. Also, as Vesal has discovered, has diseased boils that rupture when attacked in close combat. * Khan's aim is just barely off. * STATS Perception: Normal Terrain: Jungle Cover: Normal Sorgath- 10/10 HP; Tanith- 8/8 HP; Vesal- 9/9 HP; Khan- 12/12 HP; Festrog -6 hp Zombie *** MAPS AND HANDOUTS *** Mentions @Mindcrime @Rakle @Starhawk @kanatafun Edited April 18 by Dax Thura (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Rakle Posted April 18 Clone Share Posted April 18 @Dax Thura Is the zombie resistant to slashing? Or does slashing bypass DR? Name xDiceName xDiceResult xDiceString xDiceRolls vesal fort save 12 1d20+1 11 Link to comment Share on other sites More sharing options...
kanatafun Posted April 18 Clone Share Posted April 18 I move and ready to attack the first opponent who enters my reach (10'). Then if it exits my threatened area an AOO if it is still alive. ( I need help figuring out how to roll the attack rolls) Name xDiceName xDiceResult xDiceString xDiceRolls ready attack 7; 18 1d20+5;1d20+5 [2]; [2,13] damage 16 1d10+9 7 Link to comment Share on other sites More sharing options...
Dax Thura Posted April 19 Author Clone Share Posted April 19 (edited) As you inch closer, just behind a large box, there is a figure hunched over a corpse. It's devouring the bloated remains. It notices you and rises to attack. At the same time, from behind a tent comes a second, shambling figure. Round 1 Sorgath May Act. - Vesal needs to make a Fort 11 check. * Vesal moves up to the festrog and cuts into it. * Tanith's blob of acid misses the zombie. She calls out that they are, indeed, undead with the normal immunities. The zombie is resistant to most forms of physical harm, though slashing damage gets through. The festrog doesn't just bite you, but actually tries to eat you. Also, as Vesal has discovered, has diseased boils that rupture when attacked in close combat. * Khan's aim is just barely off. * Sorgath moves up to take advantage of his weapon. When the zombie comes within reach, he swings and misses. * The zombie closes with Sorgath. * The festrog punishes Vesal for getting all up in it's grill. Some of the damage it took goes away. STATS Perception: Normal Terrain: Jungle Cover: Normal Sorgath- 10/10 HP; Tanith- 8/8 HP; Vesal- 7/9 HP; Khan- 12/12 HP; Festrog -6 hp Zombie *** MAPS AND HANDOUTS *** Mentions @Mindcrime @Rakle @Starhawk @kanatafun Edited April 19 by Dax Thura (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Festrog Bite v Vesal; Slashing 23; 7 1d20+4;1d6+3 [19]; [19,4] Festrog Claw v Vesal; Piercing 8; 4 1d20+5;1d4+3 [3]; [3,1] Festrog Claw v Vesal; Piercing 11; 5 1d20+5;1d4+3 [6]; [6,2] Link to comment Share on other sites More sharing options...
Dax Thura Posted April 19 Author Clone Share Posted April 19 Round 2 All PCs May Act. - Vesal needs to make a Fort 11 check. * STATS Perception: Normal Terrain: Jungle Cover: Normal Sorgath- 10/10 HP; Tanith- 8/8 HP; Vesal- 7/9 HP; Khan- 12/12 HP; Festrog -1 hp Zombie *** MAPS AND HANDOUTS *** Mentions @Mindcrime @Rakle @Starhawk @kanatafun Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Starhawk Posted April 19 Clone Share Posted April 19 Tanith Camarilla, Elven Wizard Tanith Profile Female Lawful Neutral Elf Wizard (Conjuration - Teleportation) Level 1 Init 5 HP 8/8 Speed 30' AC 13 Touch 13 FF 10 CMD 12 Fort 1 Ref 3 Will 3 CMB -1 BAB 0 Dagger -1 (1d4-1, 19-20/x2) Light Crossbow +3 (1d8, 19-20/x2) (+3 Dex) Str 8 Dex 16 Con 12 Int 18 Wis 12 Cha 10 Cantrips: Acid Orb, Dancing Lights, Mage Hand 1st level Mage Armor, Grease, Colour Spray Power: Shift 6/7 (Swift Action does not provoke) 5' dimension door Wand of Infernal Healing 50/50 Condition None Familiar 'Imp' Profile Familiar (Elemental Familiar [Air]) Thrush "Imp" N Diminutive (+6 to fly +8 to stealth) animal Init +2 Senses low-light vision Perception +9 (1 rank (1)+ Wis (2) + Skill Focus (3) +Class (3) = +9 AC 17 Touch 16 FF 15 (+2 Dex, +4 size + 1 Natural) HP 4 Fort +0 Ref +4 Will [+4] Speed 10 ft Fly 50 ft (good) Melee bite –1 (1d2–5) Space 1 ft.; Reach 0 ft. Str 1 Dex 15 Con 6 Int 6 Wis 15 Cha 6 BAB +0 CMB –2 CMD 13 Race Feats Skill Focus (Perception) Skills Fly (Good) +16, Perception +9, Stealth +14 Familiar Feats Alertness, Elemental Manifestation, share spells, empathic link. Tanith casts Grease... dropping the NW corner of the 10' square of slippery goo on the zombie in front of Sorgath. The grease is on the zombie, the campfire and the two squares south of those. The zombie fighting Sorgath finds its feet sliding out from under it. Tanith smiles thinking the mindless zombies won't understand what to do to move through grease and so are likely to fall, try to get up and fall again, right in front of Sorgath's long polearm. She then starts dispensing tactical advice taking into account the stupidity, movement limitations and arrow resistance of zombies, where the grease spell is, how Sorgath's reach weapon can control the greased area and the gap Vesal's festrog will have to move through.. "Vesal move back this side of the tables, draw it in. Sorgath step back to support Vesal. Khan get somewhere high and just loose arrows at the festrogs.. your arrows won't affect zombies much, if at all. I'll support with acid spray." Grease: A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful DC16 Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 acrobatics check. Failure means it can’t move that round (and must then make a DC16 Reflex save or fall), while an acrobatics failure by 5 or more means it falls. Creatures that do not move on their turn do not need to make this check and are not considered flatfooted. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
kanatafun Posted April 19 Clone Share Posted April 19 (ooc the creature moved through my threatened area after my ready attack missed, did my AOO not hit it and damage it?) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Mindcrime Posted April 19 Clone Share Posted April 19 Khan Khan Male, Half-orc Class: Ranger | Level: 1 Str: 14 | Dex: 16 | Con: 14 | Int: 12 | Wis: 13 | Cha: 10 HP: 12/12 | Speed: 30 | Init: +3 AC: 15 | Touch: 13 | Flat-footed: 12 CMD: 16 | FCMD: 13 Fort: 4 | Ref: 5 | Will: 1 Weapons Longbow: +4Dexterity Modifier: +3 Base Attack Bonus: +1 (1d8, x3) [100 ft range] Scimitar (cold-iron): +3Strength Modifier: +2 Base Attack Bonus: +1 (1d6+2, 18-20/x2) Dagger: +3Strength Modifier: +2 Base Attack Bonus: +1 (melee)/+4Dexterity Modifier: +3 Base Attack Bonus: +1 (missile) (1d4+2, 19-20/x2) [10 ft range] Situational Modifiers Favored EnemyCLASS (RANGER) FEATURE At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher. 1st: Monstrous Humanoids (+2) | Freedom FighterFACTION Your family has long waged war against tyranny, and you learned a great deal about guerilla warfare in your youth. You gain a +1 trait bonus on Stealth checks and a +1 trait bonus on attack rolls during surprise rounds. | Orc BloodRACIAL TRAIT Half-orcs count as both humans and orcs for any effect related to race. | Orc FerocityRACIAL TRAIT Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying. | Point-Blank ShotFEAT You are especially accurate when making ranged attacks against close targets. Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. | TrackCLASS (RANGER) FEATURE A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks. Bonus Types The important aspect of bonus types is that two bonuses of the same type don’t generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus of a given type works. Bonuses without a type always stack, unless they are from the same source. Alchemical:An alchemical bonus is granted by the use of a non-magical, alchemical substance such as antitoxin. --- | Armor:An armor bonus applies to armor class and is granted by armor or by a spell or magical effect that mimics armor. Armor bonuses stack with all other bonuses to armor class (even with natural armor bonuses) except other armor bonuses. An armor bonus doesn’t apply against touch attacks, except for armor bonuses granted by force effects (such as the mage armor spell) which apply against incorporeal touch attacks, such as that of a shadow. +2Leather Armor | BAB:This number is a modifier added to your attack rolls. A higher number means you’re better at combat. +1 | Circumstance:A circumstance bonus (or penalty) arises from specific conditional factors impacting the success of the task at hand. Circumstance bonuses stack with all other bonuses, including other circumstance bonuses, unless they arise from essentially the same source. --- | Competence:A competence bonus (or penalty) affects a character’s performance of a particular task, as in the case of the bardic ability to inspire competence. Multiple competence bonuses don’t stack; only the highest bonus applies. --- Deflection:A deflection bonus affects armor class and is granted by a spell or magic effect that makes attacks veer off harmlessly. Deflection bonuses stack with all other bonuses to AC except other deflection bonuses. A deflection bonus applies against touch attacks. --- | Dodge:A dodge bonus improves armor class (and sometimes Reflex saves) resulting from physical skill at avoiding blows and other ill effects. Dodge bonuses are never 1 usually not granted by spells or magic items. Any situation or effect (except wearing armor) that negates a character’s Dexterity bonus also negates any dodge bonuses the character may have. Dodge bonuses stack with all other bonuses to AC, even other dodge bonuses. Dodge bonuses apply against touch attacks. --- | Enhancement:An enhancement bonus represents an increase in the sturdiness and/or effectiveness of armor or natural armor, or the effectiveness of a weapon, or a general bonus to an ability score. Multiple enhancement bonuses on the same object (in the case of armor and weapons), creature (in the case of natural armor), or ability score do not stack. Only the highest enhancement bonus applies. Since enhancement bonuses to armor or natural armor effectively increase the armor or natural armor’s bonus to AC, they don’t apply against touch attacks. --- | Inherent:Content... --- | Insight:An insight bonus improves performance of a given activity by granting the character an almost precognitive knowledge of what might occur. Multiple insight bonuses on the same character or object do not stack. Only the highest insight bonus applies. --- Luck:A luck bonus represents good (or bad) fortune. Multiple luck bonuses on the same character or object do not stack. Only the highest luck bonus applies. --- | Morale:A morale bonus represents the effects of greater hope, courage, and determination (or hopelessness, cowardice, and despair in the case of a morale penalty). Multiple morale bonuses on the same character do not stack. Only the highest morale bonus applies. Non-intelligent creatures (creatures with an Intelligence of 0 or no Intelligence at all) cannot benefit from morale bonuses. --- | Natural Armor:A natural armor bonus improves armor class resulting from a creature’s naturally tough hide. Natural armor bonuses stack with all other bonuses to armor class (even with armor bonuses) except other natural armor bonuses. Some magical effects (such as the barkskin spell) grant an enhancement bonus to the creature’s existing natural armor bonus, which has the effect of increasing the natural armor’s overall bonus to armor class. A natural armor bonus doesn’t apply against touch attacks. --- | Profane:A profane bonus (or penalty) stems from the power of evil. Multiple profane bonuses on the same character or object do not stack. Only the highest profane bonus applies. --- | Racial:A racial bonus comes from the culture a particular creature was brought up in or because of innate characteristics of that type of creature. If a creature’s race changes (for instance, if it dies and is reincarnated), it loses all racial bonuses it had in its previous form. VariousSee Situational Modifiers Resistance:A resistance bonus affects saving throws, providing extra protection against harm. Multiple resistance bonuses on the same character or object do not stack. Only the highest resistance bonus applies. --- | Sacred:A sacred bonus (or penalty) stems from the power of good. Multiple sacred bonuses on the same character or object do not stack. Only the highest sacred bonus applies. --- | Shield:A shield bonus improves armor class and is granted by a shield or by a spell or magic effect that mimics a shield. Shield bonuses stack with all other bonuses to AC except other shield bonuses. A magic shield typically grants an enhancement bonus to the shield’s shield bonus, which has the effect of increasing the shield’s overall bonus to AC. A shield bonus granted by a spell or magic item typically takes the form of an invisible, tangible field of force that protects the recipient. A shield bonus doesn’t apply against touch attacks. --- | Size:A size bonus or penalty is derived from a creature’s size category. Size modifiers of different kinds apply to armor class, attack rolls, Stealth checks, combat maneuver checks, and various other checks. --- | Trait:A trait bonus is a bonus granted via a character trait. Character traits are an optional additional character defining feature like feats but less powerful (typically about half as strong as a feat.) As with other named bonuses, trait bonuses do not “stack” with other trait bonuses. VariousSee Situational Modifiers Condition(s): None Post Khan looked around for a higher vantage point and moved there as he notched another arrow. Taking aim at the festrog, the half-orc focused more on his aim as not to hit Vesal with his arrow. Then fired. OOC & Mechanics Attack festrog Features | Prepared Spells Wild Empathy:A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check. (+1) Spells Prepared (CL: 1) 1st Level [DC: 12] 2nd Level [DC: 13] 3rd Level [DC: 14] 4th Level [DC: 15] X X X X Name xDiceName xDiceResult xDiceString xDiceRolls Attack festrog 3 1d20+1 2 Link to comment Share on other sites More sharing options...
Rakle Posted April 19 Clone Share Posted April 19 (edited) "Aaaaaa" Vesal screams as the undead creature takes a huge bite out of her. She steps backs. Out of her sleeve appears a wand. She taps herself and feels a little better. AC: 18 (19 if adjacent to a single foe) HP 6/9 Bard Song 12/12 1st 2/2 Fire Resistance 5 Fast heal 2 1/1 Actions 5' step. Swift action to retrieve wand of CLW from her spring loaded wrist sheath. Cast CLW from wand. @Dax Thura After the CLW, Vesal will be at 6hp. Also the FORT Save was rolled yesterday, just after your morning post. Stat Block Vesal M N Ifrit (native, outsider) Bard (Dawnflower Dervish), Level 1, Init 4, HP 9/9, Speed 30 AC 18, Touch 14, Flat-footed 14, CMD 15, Fort 1, Ref 6, Will 2, CMB +1, Base Attack Bonus 0, Action Points n/a scimitar +4 (1d6+4, 18+; x2 +2fire) darts +4 (1d4+1, x2) hide shirt (+3 Armor, +4 Dex) wand of clw 50 charges Abilities Str 13, Dex 18, Con 12, Int 10, Wis 10, Cha 15 Condition None Edited April 19 by Rakle (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls CLW 4 1d8+1 3 Link to comment Share on other sites More sharing options...
kanatafun Posted April 19 Clone Share Posted April 19 (edited) Seeing the flurry of attacks the Festrog did on Vesal, Sorgath focuses his attention on it and attacks! and 5' adjusts Sorgath Male CN Half-Orc Medium Level 1 Init 2 HP 10/10 Speed 30' AC 17 Touch 12 FF 15 CMD 16 Fort 5 Ref 4 Will 2 CMB +4 BAB 0 Fauchard, Cold Iron +5 (1d10+6+3, 18-20/x2) Fauchard, Cold Iron, Large +5 (2d8+7+3, 18-20/x2) Sling +2 (1d4+4, x2) Str 18 Dex 14 Con 12 Int 12 Wis 7 Cha 14 Condition None Edited April 19 by kanatafun (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls attack 13 1d20+5 8 damage 12 1d10+9 3 AOO1 23 1d20+5 18 damage AOO1 10 1d10+9 1 AOO2 23 1d20+5 18 damage AOO2 14 1d10+9 5 crit threat 1 18-20 16 1d20+5 11 crit threat 2 18-20 6 1d20+5 1 aoo crit damage1 13 1d10+9 4 Link to comment Share on other sites More sharing options...
kanatafun Posted April 19 Clone Share Posted April 19 "Did anyone notice that Festrog healed? Any idea how to stop that?" Sorgath Male CN Half-Orc Medium Level 1 Init 2 HP 10/10 Speed 30' AC 17 Touch 12 FF 15 CMD 16 Fort 5 Ref 4 Will 2 CMB +4 BAB 0 Fauchard, Cold Iron +5 (1d10+6+3, 18-20/x2) Fauchard, Cold Iron, Large +5 (2d8+7+3, 18-20/x2) Sling +2 (1d4+4, x2) Str 18 Dex 14 Con 12 Int 12 Wis 7 Cha 14 Condition None Edited just now by kanatafun (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Dax Thura Posted April 19 Author Clone Share Posted April 19 (edited) As the zombie closes, Sorgath cuts it down. Missed that you killed this one while editing my last post. Tanith casts Grease under the festrog and it falls down. Vesal backs up and heals herself. Sorgath steps in and finishes off the downed festrog. **COMBAT OVER** You hear a voice call out for help from one of the tents. Then another tell the first one to be quiet. Finally, a third begins wailing that he doesn't want to die. Going to the voices, you discover three miners. They are severely injured and suffer from starvation and dehydration. STATS Perception: Normal Terrain: Jungle Cover: Normal Sorgath- 10/10 HP; Tanith- 8/8 HP; Vesal- 7/9 HP; Khan- 12/12 HP; *** MAPS AND HANDOUTS *** Mentions @Mindcrime @Rakle @Starhawk @kanatafun Edited April 20 by Dax Thura (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Festrog Reflex v Grease 8 1d20+1 7 Link to comment Share on other sites More sharing options...
Starhawk Posted April 20 Clone Share Posted April 20 (edited) Tanith Camarilla, Elven Wizard Tanith Profile Female Lawful Neutral Elf Wizard (Conjuration - Teleportation) Level 1 Init 5 HP 8/8 Speed 30' AC 13 Touch 13 FF 10 CMD 12 Fort 1 Ref 3 Will 3 CMB -1 BAB 0 Dagger -1 (1d4-1, 19-20/x2) Light Crossbow +3 (1d8, 19-20/x2) (+3 Dex) Str 8 Dex 16 Con 12 Int 18 Wis 12 Cha 10 Cantrips: Acid Orb, Dancing Lights, Mage Hand 1st level Mage Armor, Grease, Colour Spray Power: Shift 6/7 (Swift Action does not provoke) 5' dimension door Wand of Infernal Healing 50/50 Condition None Familiar 'Imp' Profile Familiar (Elemental Familiar [Air]) Thrush "Imp" N Diminutive (+6 to fly +8 to stealth) animal Init +2 Senses low-light vision Perception +9 (1 rank (1)+ Wis (2) + Skill Focus (3) +Class (3) = +9 AC 17 Touch 16 FF 15 (+2 Dex, +4 size + 1 Natural) HP 4 Fort +0 Ref +4 Will [+4] Speed 10 ft Fly 50 ft (good) Melee bite –1 (1d2–5) Space 1 ft.; Reach 0 ft. Str 1 Dex 15 Con 6 Int 6 Wis 15 Cha 6 BAB +0 CMB –2 CMD 13 Race Feats Skill Focus (Perception) Skills Fly (Good) +16, Perception +9, Stealth +14 Familiar Feats Alertness, Elemental Manifestation, share spells, empathic link. Tanith eyes a broken cup on the ground and promptly kicks it, clearly frustrated. It flies across the clearing and shatters on a wooden table. She then walks with the rest of the company to where the survivors are. She looks at her companions wondering what they'll do, looking like she doesn't trust her judgement any more. Edited April 20 by Starhawk (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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