Starhawk Posted April 27 Clone Share Posted April 27 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, her crossbow on her back.. she wanted to defend herself and not shoot over long distances, raises a hand to direct an acid orb at the small flying creature. Name xDiceName xDiceResult xDiceString xDiceRolls Acid Orb vs Touch AC 19 1d20+3 16 Damage 4 1d3+1 3 Link to comment Share on other sites More sharing options...
Rakle Posted April 27 Clone Share Posted April 27 Vesal advances and readies to slash at dangerous plants that come within reach. 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 Move west and ready attack 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 Name xDiceName xDiceResult xDiceString xDiceRolls ready action atk; slash damage 17; 10 1d20+4;1d6+4 [13]; [13,6] Link to comment Share on other sites More sharing options...
kanatafun Posted April 27 Clone Share Posted April 27 (OOC I am not sure if I am part of the all players since I initiated, so I will roll as if I am and if not just ignore and move me back to starting square) Not prepared adequately for the leaf beast, Sorgath moves beside his teammate and readies an attack. "Stay near so it is forced to come near my blade!" 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 +3 (1d4+4+3, x2) Str 18 Dex 14 Con 12 Int 12 Wis 7 Cha 14 Condition None Name xDiceName xDiceResult xDiceString xDiceRolls ready 9 1d20+5 4 confirm 24 1d20+5 19 aoo1 15 1d20+5 10 confirm 19 1d20+5 14 damage ready-double if crit 16 1d10+9 7 damage confirm same 15 1d10+9 6 spirit die- if aoo misses, can roll afterknowing 2 1d8 2 Link to comment Share on other sites More sharing options...
Dax Thura Posted April 28 Author Clone Share Posted April 28 (edited) C1. Sorgoth cautiously moves forward to inspect the body. His caution proves warranted as a small, leafy creature flitters down from the canopy and attacks him. Though he was prepared, his defensive swings all miss. Round 1 * Leaf creature flies past Sogath and tries to scratch him with it's stinger. Sorgath responds, but, also, misses. It lands a distance away in the low foliage. * Khan's snap shot misses the creature. * Tanith gets a little closer and hits it with Acid Splash. I moved you to be in range to target Blue. * Vesal moves up and readies to hit it if it comes close. * Sorgath also prepares to swing at Blue if it makes another pass. You are part of All PCs. If someone is not included, I'll list which PCs may act. STATS Perception: Normal Terrain: Jungle Cover: Normal Sorgath- 10/10 HP; Tanith- 8/8 HP; Vesal- 9/9 HP; Khan- 12/12 HP; Blue Leaf -4 hp; 10' high *** MAPS AND HANDOUTS *** Mentions @Mindcrime @Rakle @Starhawk @kanatafun Edited April 28 by Dax Thura (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Dax Thura Posted April 28 Author Clone Share Posted April 28 (edited) Vesal and Sorgath are ready for it to make it's next pass and cut it down mid flight. *** COMBAT OVER *** Further checking the grove out confirms that there is some useful items among all of the skeletons that litter the area. There is a suit of +1 studded leather armor, a masterwork scimitar, and two potions of cure light wounds. In addition, several of the plants growing here are key components in expensive medicines, and the PCs can harvest sundry alchemical and medicinal reagents worth 100 gp. C2 A deep ravine divides the valley here, bridged only by an ancient and crumbling span of stone reinforced by haphazard wooden reinforcements. A pair of ancient dwarven statues flanks either side of the bridge, each in considerable disrepair. An ancient stone building partly consumed by the jungle is visible across the ravine. STATS Perception: Normal Terrain: Jungle Cover: Normal Sorgath- 10/10 HP; Tanith- 8/8 HP; Vesal- 9/9 HP; Khan- 12/12 HP; Blue Leaf 10' high *** MAPS AND HANDOUTS *** Mentions @Mindcrime @Rakle @Starhawk @kanatafun Edited April 28 by Dax Thura (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Blue Stinger v Vesal; Piercing 5; 4 1d20+3;1d4+1 [2]; [2,3] Link to comment Share on other sites More sharing options...
Starhawk Posted April 28 Clone Share Posted April 28 (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, clearly saddened by the death of whomever it was that was still breathing until a short time before, collects all the items found and the reagents gathered. "I wonder who they were and what they were doing here?", she remarks, sounding like she is thinking out loud. Having a wand that heals, she leaves the potions for whomever might need them. She also leaves the nice scimitar for Vesal, and the armor for whomever can use it. Tanith eyes the bridge with some consternation. It wasn't just that it looked like it might fall down by itself, it was the possibility that enemies in the building across the way could help it along while they were on it. Tanith grimaces and eyes the others.. "Well that looks safe.", she murmurs sarcastically. While pondering how to get across she dispatches her thrush familiar to scout the building on the other side. Imp takes off and taking a rather circuitous route to stay out of sight of the building, has a look inside. OOC: Imp Stealth (take 10) for 24. Imp Perception (take 10) for 19. Sorry just had enough of this dice roller. Edited April 28 by Starhawk (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Tanith Perception 20 1d20+7 13 Link to comment Share on other sites More sharing options...
Rakle Posted April 28 Clone Share Posted April 28 Vesal picks up the scimitar, and potion. Then she hands the other potion to Sorgoth. She looks at the rickety bridge. "I'm going to jump it rather than walk across. Vesal announces. 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. Treasure: mw scimitar+5, p of clw Actions She will carry the masterwork scimitar. She will give the potions to herself and Sorgoth since they are the melee builds. 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 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Dax Thura Posted April 28 Author Clone Share Posted April 28 Vesal and Sorgath are ready for it to make it's next pass and cut it down mid flight. *** COMBAT OVER *** Further checking the grove out confirms that there is some useful items among all of the skeletons that litter the area. There is a suit of +1 studded leather armor, a masterwork scimitar, and two potions of cure light wounds. In addition, several of the plants growing here are key components in expensive medicines, and the PCs can harvest sundry alchemical and medicinal reagents worth 100 gp. C2 A deep ravine divides the valley here, bridged only by an ancient and crumbling span of stone reinforced by haphazard wooden reinforcements. A pair of ancient dwarven statues flanks either side of the bridge, each in considerable disrepair. An ancient stone building partly consumed by the jungle is visible across the ravine. Everyone please take a Move action or whatever Vesal is doing. STATS Perception: Normal Terrain: Jungle Cover: Normal Sorgath- 10/10 HP; Tanith- 8/8 HP; Vesal- 9/9 HP; Khan- 12/12 HP; Blue Leaf 10' high *** MAPS AND HANDOUTS *** Mentions @Mindcrime @Rakle @Starhawk @kanatafun Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
kanatafun Posted April 28 Clone Share Posted April 28 (edited) "How about I make a loop on the end of my rope and your familiar could drop it over the head of a statue on the other side? Or I could spend a few minutes trying to hook it with my grap hook. After we secure the other end tie myself off and attempt the jump over. Once I am across I can help secure the rope and we can repeat until everyone is over. Khan if you could watch and shoot anything that tries to take advantage of our vulnerability as we cross." "If I fall it should be a short fall, leaving myself 10 feet running space on the rope. I will climb back up easily. Wish me luck!" 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 +3 (1d4+4+3, x2) Str 18 Dex 14 Con 12 Int 12 Wis 7 Cha 14 Condition None Edited April 28 by kanatafun (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls acrobatics if needed 5 1d20+2 3 Link to comment Share on other sites More sharing options...
Mindcrime Posted April 28 Clone Share Posted April 28 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: 17 | Touch: 13 | Flat-footed: 14 CMD: 16 | FCMD: 13 Fort: 4 | Ref: 5 | Will: 1 Weapons Longbow: +4+3 Dexterity Modifier +1 Base Attack Bonus (1d8, x3) [100 ft range] Scimitar (cold-iron): +3+2 Strength Modifier +1 Base Attack Bonus (1d6+2+2 Strength Modifier, 18-20/x2) Dagger: +3+2 Strength Modifier +1 Base Attack Bonus (melee)/+4+3 Dexterity Modifier +1 Base Attack Bonus (missile) (1d4+2+2 Strength Modifier, 19-20/x2) [10 ft range] Frequently Used Skills Climb: +6+3 Class Skill +2 Str Modifier +1 Rank | Heal: +5+3 Class Skill +1 Wis Modifier +1 Rank | Knowledge (Nature): +5+3 Class Skill +1 Int Modifier +1 Rank | Perception: +6+3 Class Skill +2 Wis Modifier +1 Rank +1 Seeker Trait | Stealth: +8+3 Class Skill +3 Dex Modifier +1 Rank +1 Freedom Fighter [Faction] Survival: +5+3 Class Skill +1 Wis Modifier +1 Rank 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. +3Studded Leather Armor +1 | 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. +1Studded Leather Armor +1 | 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 "I will take this" Khan said as he picked up the studded leather armor and looked it over, brushing it off to clean off any apparent debris. The half-orc then removed his own leather armor and donned the studded leather armor. The leather armor, the leaned upon the nearest dwarven statue. He notched an arrow and nodded to the request of him watch the area as the others tried to get across the rickety bridge. OOC & Mechanics Claiming the studded leather +1 (unless, of course, someone else wants it). Perception Check 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 Perception Check 25 1d20+6 19 Link to comment Share on other sites More sharing options...
Rakle Posted April 28 Clone Share Posted April 28 After the group has grabbed all of the gear and medicinal plants . Vesal takes a running start and jumps over the fifteen foot section of bridge that is held up by the wooden supports. After she is across, she can tie off a support rope or guard the other side. Whatever the party needs her to do. 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. Treasure: mw scimitar+5, p of clw Actions Take 10 on acrobatics for a 17 which is enough to clear 15 feet. 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 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Dax Thura Posted April 29 Author Clone Share Posted April 29 (edited) C2 A deep ravine divides the valley here, bridged only by an ancient and crumbling span of stone reinforced by haphazard wooden reinforcements. A pair of ancient dwarven statues flanks either side of the bridge, each in considerable disrepair. An ancient stone building partly consumed by the jungle is visible across the ravine. Just as Vesal lands, she feels a rope tighten around her legs. Then, she is lifted feet first 10' into the air. Vesal can either break free of the grapple (CMD 20) or cut herself free as a standard action with a light or one-handed slashing weapon. Either of these will drop you 10 feet and you will take falling damage as appropriate. Another PC may attempt a Disable Device check to disarm the sprung trap and lower the grappled you to the ground safely; this Disable Device action takes 2d4 rounds. As she hangs there, Vesal sees an earless, panther-like beast snarls as the skin of its face twitches, then peels back to reveal the bone and flesh beneath. Round 1 All PCs May act. - Vesal needs to make a Will 12 or become Frightened. * STATS Perception: Normal Terrain: Jungle Cover: Normal Sorgath- 10/10 HP; Tanith- 8/8 HP; Vesal- 9/9 HP; Khan- 12/12 HP; Blue Leaf 10' high *** MAPS AND HANDOUTS *** Mentions @Mindcrime @Rakle @Starhawk @kanatafun Edited April 29 by Dax Thura (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Noose Trap CMB v Vesal 18 1d20+10 8 Link to comment Share on other sites More sharing options...
Starhawk Posted April 29 Clone Share Posted April 29 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 murmurs.. "We're cursed.." seeing her precautions once more do nothing to alter outcomes. She then gestures and chants words of magic. Vesal finds herself covered in grease that should make escaping from the trap child's play. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Rakle Posted April 29 Clone Share Posted April 29 (edited) "Trapppp!" Vesal yelps as she snaps up into the air. A couple of unlady like words escape her mouth. Too busy planning her escape, she ignores the pulled back face. Vesal prepares to attempt a back flip as she cuts the rope with her scimitar. Then she cuts it. . . Pulling off her backflip and landing on her feet, she screams at the creature "I am your curse. Wicked beast prepare for judgement " 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. Treasure: mw scimitar+5, p of clw Actions standard action: cut the rope Attempt to reduce the fall by 10' with a DC 15 acrobatics check . . .success so fall is reduce to 0' for damage. 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 29 by Rakle (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls will save 19 1d20+2 17 DC 15 acrobatics 20 1d20+7 13 Link to comment Share on other sites More sharing options...
kanatafun Posted April 29 Clone Share Posted April 29 I move back a 5 feet, drop my fauchard, draw my sling as a move and fire a bullet at the beast 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 +3 (1d4+4+3, x2) Str 18 Dex 14 Con 12 Int 12 Wis 7 Cha 14 Condition None Name xDiceName xDiceResult xDiceString xDiceRolls sling 14 1d20+3 11 damage 10 1d4+7 3 Link to comment Share on other sites More sharing options...
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