Mindcrime Posted April 29 Clone Share Posted April 29 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 Khan was surprised to see Vesal pulled up into the air. He was equally surprised when the strange creature revealed itself. Without hesitation, the half-orc raised his bow, took aim at the creature and fired. OOC & Mechanics Attack 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 10 1d20+4 6 Damage 7 1d8 7 Link to comment Share on other sites More sharing options...
Dax Thura Posted April 29 Author Clone Share Posted April 29 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. * Tanith moves forward to cast Grease on Vesal to aid in her escape. * 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...
Starhawk Posted April 30 Clone Share Posted April 30 (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 swears like a sailor for the second time in as many days, as for the second time in so many days, she has wasted one of her three precious spells. "Act slowly.. keep the others waiting if you have to.", she hisses, apparently to herself. Edited April 30 by Starhawk (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Dax Thura Posted April 30 Author Clone Share Posted April 30 (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 - Vesal needs to make a Will 12 or become Frightened. * Tanith moves forward to cast Grease on Vesal to aid in her escape. * Vesal, too focused on cutting herself free, barely notices the cat-thing's skull face. She frees herself and nimbly lands on her feet. * Sorgath's sling shot hits the stone next to the beast. * Khan's aim is off. * It comes forth to bite at Vesal. 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 30 by Dax Thura (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Beast Bite v Vesal; Piercing 6; 2 1d20+2;1d6 [4]; [4,2] Link to comment Share on other sites More sharing options...
Dax Thura Posted April 30 Author Clone Share Posted April 30 C2 Round 1 All 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; Cyan *** 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 30 Clone Share Posted April 30 Sortath picks up his fauchard and advances cautiously across the bridge, taking extra time/movement as needed. 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 Link to comment Share on other sites More sharing options...
Rakle Posted April 30 Clone Share Posted April 30 (edited) Spinning in place, Vesal slashes at the cat-like creature. "Take that" She announces as her blade comes directly at the nasty cat. AC: 18 (19 if adjacent to a single foe) HP 6/9 Bard Song 11/12 1st 2/2 Fire Resistance 5 Fast heal 2 1/1. Treasure: mw scimitar+5, p of clw Actions move action: activate battle dance inspire courage 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 30 by Rakle (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls mw scimitar w/ battle dance atk, dmg 21; 11 1d20+7;1d6+6 [14]; [14,5] Link to comment Share on other sites More sharing options...
Mindcrime Posted April 30 Clone Share Posted April 30 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 Effect(s): Firing Into MeleeIf you shoot or throw a ranged weapon at a target engaged in melee with a friendly character, you take a –4 penalty on your attack roll. Two characters are engaged in melee if they are enemies of each other and either threatens the other. (An unconscious or otherwise immobilized character is not considered engaged unless he is actually being attacked.) If your target (or the part of your target you’re aiming at, if it’s a big target) is at least 10 feet away from the nearest friendly character, you can avoid the –4 penalty, even if the creature you’re aiming at is engaged in melee with a friendly character. If your target is two size categories larger than the friendly characters it is engaged with, this penalty is reduced to –2. There is no penalty for firing at a creature that is three size categories larger than the friendly characters it is engaged with.; 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. Post Khan moved forward as he notched another arrow, stopping right before the crumbling portion of the bridge. He had to get closer because he knew that his shot would require extra care with his companions now engaged with the beast. He pulled back the string and took aim at it then took in a deep breath, releasing the bowstring as he exhaled. OOC & Mechanics Attack Roll Damage Roll 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 Roll 18 1d20+1 17 Damage Roll 6 1d8 6 Link to comment Share on other sites More sharing options...
Dax Thura Posted May 1 Author Clone Share Posted May 1 (edited) With focused and fatal intensity, you bring the beast down. The rest of the team takes care in making their way across the rickety bridge. Two of the weapons in the hands of the statues at the bridge are actual weapons. One holds a masterwork long spear and the other a masterwork light hammer bearing a cut onyx on its pommel. After you cross the bridge, you can see more and more of the kobolds' influence and presence, from the repurposed art to sprung traps to occasional glimpses of patrols far off through the trees. While the kobolds have done their best to deface the ruins, you can still find many carvings and inscriptions that match the style of the one in Venture-Captain Sharrowsmith’s office. What remains of the ruins’s heart may have once been a shrine. Demolished walls encircle an ancient dais, atop which a shattered anvil-shaped altar lies defaced with dried blood, chalk markings, and other detritus. The bones of dozens of humanoid creatures are scattered about the building, along with the larger skeletal remains of what may be wyverns or drakes that are marred with deep claw marks. Behind the altar, a large stairwell stained with the blood of countless creatures descends into some dark vault below. Knowledge (religion) 12 The defaced alter was once dedicated to Torag. Perception 15 You notice that most of the skeletal remains littering the ruin were slain by a creature with powerful claws, for marks from its savage attacks are etched deep into the bones. Heal 20 You can date the wyvern bones as being centuries old, whereas the humanoid skeletons are much more recent. Several kobolds are in the temple proper, painting the remaining five captive miners (two are already dead) with red and white patterns with a single yellow wing upon each human’s forehead. Others are nearby, singing and chanting Draconic paeans to their golden god. The captives are in and around the stairwell with their wrists bound. Knowledge (religion) 12 or Sense Motive 15 The captives are being prepared for sacrifice, but there’s no recognizable deity associated with this particular ritual. The religious focus and fervor allows you to make it close to the temple. If you intend to move onto the map without notice, a Stealth check is required. STATS Perception: Normal Terrain: Jungle Cover: Normal Sorgath- 10/10 HP; Tanith- 8/8 HP; Vesal- 9/9 HP; Khan- 12/12 HP; Cyan *** MAPS AND HANDOUTS *** Mentions @Mindcrime @Rakle @Starhawk @kanatafun Edited May 2 by Dax Thura (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Dax Thura Posted May 2 Author Clone Share Posted May 2 Work became very hectic and I did a double shift followed by another double shift. We are now resuming our normal activities. Please post. Mentions @Mindcrime @Rakle @Starhawk @kanatafun Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Mindcrime Posted May 2 Clone Share Posted May 2 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 Effect(s): None Post Khan took a moment to take in the scenario before him. "Something big and powerful killed all of those people. We can catch them off guard if we attack now." he said quietly as he notched an arrow. OOC & Mechanics Perception Check Heal 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 24 1d20+6 18 Heal Check 7 1d20+5 2 Link to comment Share on other sites More sharing options...
Starhawk Posted May 2 Clone Share Posted May 2 (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 surveys the area before her, informs the others about everything save the corpse, then waits for the military types to act. Edited May 2 by Starhawk (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Knowledge Religion DC12 28 1d20+10 18 Perception 17 1d20+9 8 Heal DC20 14 1d20+1 13 2nd knowledge Religion 25 1d20+10 15 Stealth 14 1d20+7 7 Link to comment Share on other sites More sharing options...
kanatafun Posted May 2 Clone Share Posted May 2 "Since the small ones are still alive, I am guessing we are safe for the moment from the large beast that had the claws. Perhaps the ritual summons the beast and it drags the sacrifice down those stairs as the blood seems to indicate. Let us act while they are distracted." (OOC if this is a surprise round, partial charge in to attack the one on the top. If it is not, move and attack the one on the top) 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 attack 18 1d20+5 13 confirm 19 1d20+5 14 damage 13 1d10+9 4 crit damage 14 1d10+9 5 AOO1 6 1d20+5 1 confirm 12 1d20+5 7 damage, x2 if crit 11 1d10+9 2 AOO2 17 1d20+5 12 damage, x2 if crit SyntaxError: Unexpected termination of expression 1d10++ damage 2, x2 if crit 16 1d10+9 7 stealth if sneaking 20 1d20+2 18 Link to comment Share on other sites More sharing options...
Rakle Posted May 2 Clone Share Posted May 2 "Looks like we are boldly entering" She comments as the Sorgath strides into the room. She follows him into the room. She stops and readies to attack. AC: 18 (19 if adjacent to a single foe) HP 9/9 Bard Song 11/12 1st 2/2 Fire Resistance 5 Fast heal 2 1/1. Treasure: mw scimitar+5, p of clw Actions move : 30' standard: ready an attack against any enemy that moves adjacent to her. 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 sense motive 11 1d20 11 perception 15 1d20+4 11 ready action atk; dmg 24; 9 1d20+4;1d6+4 [20]; [20,5] crit confirm atk, slash dmg, fire dmg 5; 10; 2 1d20+4;1d6+4;2 [1]; [1,6]; [1,6] stealth 9 1d20+3 6 Link to comment Share on other sites More sharing options...
Dax Thura Posted May 2 Author Clone Share Posted May 2 (edited) What remains of the ruins’s heart may have once been a shrine. Demolished walls encircle an ancient dais, atop which a shattered anvil-shaped altar lies defaced with dried blood, chalk markings, and other detritus. The bones of dozens of humanoid creatures are scattered about the building, along with the larger skeletal remains of what may be wyverns or drakes that are marred with deep claw marks. Behind the altar, a large stairwell stained with the blood of countless creatures descends into some dark vault below. I may have been unclear. Before combat begins, will you sneak onto the map and possibly gain a surprise round or just enter and begin round 1? STATS Perception: Normal Terrain: Jungle Cover: Normal Sorgath- 10/10 HP; Tanith- 8/8 HP; Vesal- 9/9 HP; Khan- 12/12 HP; Cyan *** MAPS AND HANDOUTS *** Mentions @Mindcrime @Rakle @Starhawk @kanatafun Edited May 2 by Dax Thura (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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