namo Posted April 13 Clone Share Posted April 13 (edited) Vilrun Grímsdóttir Vilrun's first thought, characteristically, is I should have seen it coming. The bane of seers: though it is not given to humans to see everything - perhaps not even to Wotan - she'll still blame herself for it. She grabs one of her pieces of bark, painstakingly engraved by her hand with the runes for air, water & earth, and she breaks it. Then, guiding those spirits, she twists the strands of fate: perhaps a mass of air carrying spoiled smells is meant to be passing this way, and it so happens to engulf the raiders at a serendipitous time. Actions Std: Stinking Cloud, as indicated on the map, catching 4 enemies. Fort save DC 19 or nauseated. It also creates two-way 20% concealment - sorry about the extra rolls! Potentially first occasion for Sven to use Misfortune, also. ;) Edited April 13 by namo (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Ace Bronson Posted April 13 Author Clone Share Posted April 13 (edited) As the cloud envelops the sea reavers they begin to cough and gag. The leader quickly covers his mouth and nose with his arm and seems to weather the worst of it. The three men surrounding him do not fair so well, They immediately begin retching and heaving uncontrollably. Edited April 13 by Ace Bronson (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Higvarr the Snake Fort Save 21 1d20+7 14 Red Reaver Fort Save 8 1d20+6 2 Purple Reaver Fort Save 7 1d20+6 1 Green Reaver Fort Save 12 1d20+6 6 Link to comment Share on other sites More sharing options...
Terran Posted April 13 Clone Share Posted April 13 (edited) Ulfgrim Ironhide, Warrior from the North ULFGRIM IRONHIDE - Northern Barbarian QUICK STATS: AC=20+2, Touch=13+2, FF=18+2 / HP=55/55 / Init=4 / Saves: Fort=9, Reflex=5, Will=6 _________________________________________________________________________ Uflgrim Ironhide was born in the northern mountains, and he certainly was no sailor, however this was the second ocean voyage the warrior had made in as many weeks which allowed the barbarian to better cope with the recent storm and pitching of the ship than some. Nonetheless, Ulfgrim was wore out from fighting to keep the boat afloat through the recent night's storm and was catching his second wind near the front of the ship when suddenly the Shield Maiden lurched in the darkness as a ship full of Reavers initiates an unexpected boarding attack in the early dawn hours. Having already armed himself with an ancient family heirloom at the initial impact between the vessels, Ulfgrim calls out in a booming deep voice when the raiders begin to board the Shield Maiden yelling, "TO ARMS! WE"RE BEING BOARDED! TO ARMS!" Even as his companions are forming amidships, Ulfgrim takes a single step forward and swings his massive well-made Axe at the enemy directly to his left, positioning himself both for the attack and also to slow this pair of foes from swarming the formation, as well as block them from moving toward their leader. Mechanics Free Action: Speak Move Action: Swift Action: Move: 5 foot-step as shown on map Standard Action: Attack Raider with Butchering Axe using Power Attack, Furious Focus Feat, Combat Expertise and Threatening Defender Trait Feats and Traits POWER ATTACK - You can make exceptionally deadly melee attacks by sacrificing accuracy for strength. Prerequisites: Str 13, base attack bonus +1. Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. FURIOUS FOCUS FEAT - Even in the midst of fierce and furious blows, you can find focus in the carnage and your seemingly wild blows strike home. Prerequisites: Str 13, Power Attack, base attack bonus +1. Benefit: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity. COMBAT EXPERTISE - You can increase your defense at the expense of your accuracy. Prerequisite: Int 13. Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn. THREATENING DEFENDER TRAIT - Benefit: When you use Combat Expertise, reduce the number you subtract from your melee attack rolls by 1 Continuing Effects: (Combat Expertise +2 AC for 1 round) Edited April 13 by Terran (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Attack Foe with Butchering Axe 16 1d20+12-1 5 Slashing Damage 24 3d6+11 6,1,6 Link to comment Share on other sites More sharing options...
Ace Bronson Posted April 14 Author Clone Share Posted April 14 Those pirates that were unaffected by the billowing stench shout their battle cries and press in for the attack on all sides, brandishing boarding axes and round shields with the image of a serpent painted on them. They are a ragged lot, though fierce and competent fighters. They coordinate with each other, shouting orders and maneuvering. Three of them continue to retch and the scramble out of the noxious cloud, doubled over but still warding off attacks with their shields. The leader of the raid steps confidently out of the cloud, brandishing his twin axes. He grins viciously and maneuvers next to Hjarlof, attempting to cut him down. Name xDiceName xDiceResult xDiceString xDiceRolls Yellow attacks Ulfgrim with flanking 18 1d20+9 9 Brown attacks Sven 12 1d20+7 5 Higvarr attacks Hjarlof 10 1d20+9 1 Link to comment Share on other sites More sharing options...
Xssisha Posted April 14 Clone Share Posted April 14 (edited) Hjarlof Hornblower Skald of Clan Hvítabiôrning The Raider captain misses cleanly with his axe, and nor Hjarlof was in full swing, his song echoing out across the dawn waters above the din of battle. He kept his shield up as he brought his own battle-axe swinging out in a wide arc at the man in front of him, sparing him no words or breath for a battlecry. (Haste) There is a beautiful voice that intermingles with his own song and suddenly the world seems to slow around him, as if a dream. Not one to look a gift horse in the mouth, Hjarlof brings his axe arching back towards the leader of the pirates. Combat Actions Free: maintain song Swift: Move: Standard: Full Round: Attack Higvarr with axe, and once again for Haste OOC: Each round allies can choose to accept this bonus or not: Inspired Rage +2 (STR/CON +2, Will Saves +2, AC-1) haste Attack should be 15... Forgot bless and haste bonus Edited April 14 by Xssisha (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Axe Attack & Damage 11; 10 1d20+7;1d8+4 [4]; [4,6] Haste Attack 13 1d20+7 6 Haste Damage 9 1d8+4 5 Link to comment Share on other sites More sharing options...
Kistler Posted April 14 Clone Share Posted April 14 (edited) ᛋᚢᛖᚾ One-Eye - Oracle of the Stormrjotnrung 5 HP: 41+5/41+5 | AC: 24/14/21 - 1With Shield: 24/14/21 Without Shield: 22/14/19 10 + 2 (Dex) + 6 (Breastplate) + 2 (Shield) + 1 (Dodge) + 1 (Attunement) + 1 (Deflection) + 1 (Natural) | CMD: 22/19+4 v. Bull Rush +6 v. Trip | Speed: 30/20ft | Hero: 1/3 Initiative: +4+2 (Dex) + 2 (Reactionary trait) | Perception: +8Darkvision, blind beyond 60' | Fort: +5+1 | Ref: +5 | Will: +6+2 Surprising Charge: 1/1Once per day, as an immediate action, whenever you fail a saving throw that causes you to become blind, deaf, frightened, panicked, paralyzed, shaken, or stunned, you may attempt that saving throw again, with a +4 insight bonus on the roll. You must take the second result, even if it is worse. At 7th and 15th level, you can use this ability one additional time per day. | Spells Slots: 1Divine Favor Personal 1 min Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn't apply to spell damage. CL 8: Bonus is 2+1 for Fate's Favored 1Ears of the City Range: Touch Target: 1 Creature Duration: 1rnd/lvl (8 rounds) For each round of the spell the target may make a Diplomacy or Perception check as though they had spent 1d4 hours gathering information. ***Unprepared*** Tears to Wine Convert 4 cubic feet of liquid to wine/mead that spoils at the natural rate for such liquids. When consumed grants a +2 to all WSI and INT skill checks. ***Unprepared*** Shadow Trap Casting Time: 1 standard action Range: close 45' Target: one creature Duration: 8 rnds Saving Throw: Will negates; Spell Resistance yes Description You pin the target’s shadow to its current location, causing the target to become entangled and preventing it from moving farther than 5 feet from its original position, as if its shadow were anchored to the terrain. Each round on its turn, the target can attempt a new saving throw to end the effect as a full-round action. A flying creature can only hover in place or fall while entangled in this manner. This spell automatically fails when cast on a creature that doesn’t throw a shadow, and it ends if the creature is entirely in an area with no illumination. ***Unprepared*** Divine Favor Personal 1 min Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn't apply to spell damage. CL 8: Bonus is 2+1 for Fate's Favored 1Deathwatch: Range: Self/30ft Cone Duration: 80 min Using the powers of necromancy, you can determine the condition of creatures near death within the spell's range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), healthy, undead, or neither alive nor dead (such as a construct). Deathwatch sees through any spell or ability that allows creatures to feign death. ***Not currently prepared*** Bless 50' 1 min/lvl = 8 min Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. 1Obscuring Mist Effect cloud spreads in 20-ft. radius from you, 20 ft. high Duration 1 min./level (D) The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage. 1Protection from Evil Creature Touched 1 min/lvl = 8 min. +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. Immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature with +2 bonus Immune to any new attempts to possess or exercise mental control Natural weapon attacks of evil summoned creatures fail. 1Protection from Evil Creature Touched 1 min/lvl = 8 min. +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. Immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature with +2 bonus Immune to any new attempts to possess or exercise mental control Natural weapon attacks of evil summoned creatures fail. 1Protection from Evil Creature Touched 1 min/lvl = 8 min. +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. Immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature with +2 bonus Immune to any new attempts to possess or exercise mental control Natural weapon attacks of evil summoned creatures fail. 2Burst of Radiance Range: 400+40/lvl = 720' Area: 10' radius Burst Creatures in the area are blinded for 1d4 rounds, or dazzled for 1d4 rounds if they succeed at a Reflex save. Evil creatures in the area of the burst take 1d4 points of damage per caster level (max 5d4), whether they succeed at the Reflex save or not. 2Undeath Sense Range: Touch/60' Emanation Duration: 80 min You grant the target the ability to pick up on the subtle scents and disturbances to the natural order that are specific to the living dead, granting the target the ability to sense the presence of undead creatures. The target is constantly aware of whether there are any undead auras within 60 feet of her in any direction. If at least one undead aura is present, the target can concentrate on the spell’s effects in order to gain more information on the auras present. This functions similarly to detect undead, except the number of rounds of concentration needed to learn about the undead auras is reduced by 1 (1 round to learn the number of auras, and 2 rounds to learn the strength and location of each aura). *** Not Prepared Currently*** Burst of Radiance Range: 400+40/lvl = 720' Area: 10' radius Burst Creatures in the area are blinded for 1d4 rounds, or dazzled for 1d4 rounds if they succeed at a Reflex save. Evil creatures in the area of the burst take 1d4 points of damage per caster level (max 5d4), whether they succeed at the Reflex save or not. *** Not Prepared Currently*** Communal Protection from Evil This spell functions like protection from evil, except you divide the duration in 1-minute intervals among the creatures touched. 2Cleromancy Duration: 1rnd/CL = 8 Rnds Range: Personal Roll 8d4, group by like results and choose a group. Apply luck bonus equal to the chosen die group, up to as many times as there are dice in teh group. +1 to each die with Fate's Favored. 2Ironskin Range: Personal Duration: 1min/lvl = 8min. Gain a +4 enhancement bonus to your existing natural armor bonus (if you do not have a natural armor bonus, you are considered to have an effective natural armor bonus of +0). This enhancement bonus increases by 1 for every 4 caster levels above 4th, to a maximum of +7 at 15th level. CL 8 = +5AC bonus While you're under the effects of this spell, if an opponent confirms a critical hit or sneak attack against you with a physical weapon (not a spell or magical effect), you can dismiss this spell to negate the critical hit or sneak attack and treat it is as a normal hit. Dismissing the spell in this way is not an action, but you must be conscious and aware of the attack to do so. 2Ironskin Range: Personal Duration: 1min/lvl = 8min. Gain a +4 enhancement bonus to your existing natural armor bonus (if you do not have a natural armor bonus, you are considered to have an effective natural armor bonus of +0). This enhancement bonus increases by 1 for every 4 caster levels above 4th, to a maximum of +7 at 15th level. CL 8 = +5AC bonus While you're under the effects of this spell, if an opponent confirms a critical hit or sneak attack against you with a physical weapon (not a spell or magical effect), you can dismiss this spell to negate the critical hit or sneak attack and treat it is as a normal hit. Dismissing the spell in this way is not an action, but you must be conscious and aware of the attack to do so. Active EffectsBuffs: -Bless 0:54 -Rage +2 Strength/Con/Will Afflictions: - Constant Effects: -CMD 25 v. Bull Rush, 27 v. Trip -Misfortune on first enemy roll over 15 each round -+4 AC v. AoO from movement -No AoO triggered by standing from prone -+2 to Aid attempt for other Stormrjotnrung -+2 to Climb and Acrobatics, ignore slippery conditions | ConsumablesUse/Day Items: -Stagger-Proof Boots (1/1) - move as a immediate action -Claw of the Ice Bear (3/3) - Spider Climb for 1 rnd Potions/Alchemical: -5x Alchemists' Fire -6x Potions of Remove Fear -6x Stillgut Scrolls/Wands: -2x Scrolls of Ashen Path Mundane items: -4x Oil -Mead, 1 gallon -Trail Rations -Animal Feed | SpellsCantrips: -Detect Magic -Enhanced Diplomacy -Guidance -Light -Mending -Spark Level 1: -Bless, 50', 4 min. -Cure Light Wounds, 1d8+4 -Divine Favor, +2/+2, 1 min. -Ill Omen: Force enemy to roll twice and take worse on next two d20 rolls. No Save. -Liberating Command: immediate escape with +10 -Obscuring Mist: 20' radius emanation, 5min. -Touch of Blindness, 4 rnds, 4 targets DC14 Fort -Unbreakable Heart, +4 morale v. negative mental effects. Suppress ongoing conditions. Level 2: -Ironskin: +4 AC 1 min/lvl -Lesser Restoration -Cure Moderate Wounds, 2d8+4 -Oracle's Burden: Give enemy your curse, DC15 Will, 1min/lvl | AbilitiesFate's Favored: +1 to Luck bonuses Heart of the Snows: +2 Fort against cold climate, slips, and trips CMD, +2 to Climb/Acrobatics when slippery. Tribalistic: +2 to aid other members of the Stormrjotnrung Mobility: +4AC v. AoO from movement Power Attack: -1/+2 or +3 dmg Deadly Aim: -1/+2dmg Cleave: Gain extra attacks on successful power attack Combat Reflexes: 3 AoO/rnd Combat Expertise: -1/+1AC Clouded Vision: Darkvision to 60', blindness beyond Revelations: Misfortune: Force re-roll on creature 1/day Surprising Charge: 1/day move as immediate action Weapon Mastery (polearms) Items: Stagger-proof boots: Stand from prone without triggering AoO Claws of the Ice Bear: +2 Competence to climb and acrobatics, ignore the normal penalties on those skills for slippery or icy surfaces. | SkillsSkill: Rank/Modifier Acrobatics: 1/+3 Bluff: 0/+3 Climb: 1/+6 Diplomacy: 4/+10 Disable Device: 0/+0 Disguise: 0/+3 Escape Artist: 0/+2 Fly: 0/+2 Handle Animal: 1/+4 Heal: 0/+0 Intimidate: 5/+11 Knowledge (Religion): 1/+4 Knowledge (Planes): 0/+0 Knowledge (History): 2/+5 Perception: 5/+8 Perform (Wind): 2/+5 Profession (Soldier): 5/+8 Ride: 1/+3 Sense Motive: 1/+4 Spellcraft: 0/0 Stealth: 0/+2 Survival: 0/+0 Swim: 1/+6 Use Magic Device: 0/0 | CursesClouded Vision: You cannot see anything beyond 30 feet, but you can see as if you had darkvision. Darkvision 60' (5th level, Ex): At 5th level, the distance you can see with darkvision only increases to 60 feet. Blindsense 30' (10th level, Ex): At 10th level, you gain blindsense out to a range of 30 feet. Blindsight 15' (15th level, Ex): At 15th level, you gain blindsight out to a range of 15 feet. God-Meddled: Once per round, when a creature casts a divine spell including you as a target, roll 1d20 and consult the table below. The effect resulting from this roll begins at the end of that enemy’s turn. d20 Effect 1 - You provoke an attack of opportunity from one enemy adjacent to you. If no enemy is adjacent, the closest enemy can move its full movement speed in your direction as a free action. If multiple enemies qualify, the GM determines which creature attacks or moves. This movement does not trigger attacks of opportunity. 2–3 - Your movement speed is halved for 1 round. 4–5 - You are deafened for 1 round. 6–7 - You are knocked prone. 8–10 - You shrink by one size category for 1 round, as reduce person. 11–13 - You grow by one size category for 1 round, as enlarge person. 14–15 - Your caster level is treated as 1 higher for the purpose of spell durations for 1 round. 16–17 - Creatures in squares adjacent to you are pushed 10 feet away from the space you occupy. 18–19 - You are able to understand all languages for 1 round. 20 - You gain the benefits of haste for 1 round. Sven hears the battle song and embraces it. For some time he's been treated differently, like some good-luck charm. Like something between a seer and wait, but not quite a soldier anymore. But the song moves him and he swings his sword with purpose, curses and blessings of gods be damned. He's joined in joyous battle once more. OOC/Actions Other: accept the rage! Swift: Move: Standard: strike, power attack Free: change weapon attunement to sword Full Round: Hands: Sword + Shield Misfortune: On any enemy attack that rolls a 16 or higher. On any ally that roll 4 or less. Brynhildr - 130lb Brynhildr (130.5/228lb): -Bedroll -Blanket x2 -Fishing Kit -Furs -Mess Kit -Oil x4 -Soap -Alchemists' Fire x3 -Feed x5 -Fishing Net -Mead, 1 gallon -Bit and Bridle -Saddle -Saddlebags -Tent (small) -Tent Cover -Longspear Gear - 86.5lb Worn -+1 Agile Breastplate -Cold Weather Outfit -Eye Patch -ValknutA symbol of divine power worn around the neck, made of cold iron. -Týr's SpearA Cold Iron spear rune of Týr on a leather thong. (Iron holy symbol) -Hip Flask -Boots of MeiliStagger-proof boots, marked with runes of the Æsir god of travel. -Signal Horn Weapons -Cold Iron Hammer+10, 1d12+8 P/S, 20x2, 10' Reach -PA: +9, 1d12+10 -Silver SwordOne Hand: +9, 1d10+4 P/S, 19-20x2 -PA: +8, 1d10+6 -Dagger+8, 1d4+5, 19-20x2 -Raven ShieldHeavy Darkwood Shield Marked with two ravens in silver on a black field. Huginn and Muninn. -Ice Bear ClawsAs Spiked Gauntlet +8, 1d4+5, 20x2 PA +7, 1d4+7, 20x2 +2 to Climb and Acrobatics checks Ignore penalties for slipper surfaces 3/day Spider Climb for 1 round See: Claws of the Ice Bear Containers Sash -2x Alchemists' Fire -2x Potions CLW -2x Scrolls -Bravery BrewPotion of Remove Fear -Heiðrún's MeadA small flask of mead said to be brewed from the milk of the goat Heiðrún. As stillgut. Belt Pouch -Flint and Steel -MagnetOr Lodestone, if more appropriate -Sewing Needle -Twine -Whetstone -Dice -Thread -548.05gpSplit as 115gp, 47sp, 50cp MW Backpack -Freyr's Rod-A rod of good iron that subtly shifts in form as a hoe, a shovel, a prying bar... -Climber's Kit -2x Sacks -Silk Rope -5x Trail Rations -Waterproof bag -Waterskin Edited April 14 by Kistler (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Illegitimate child sword, damage 12; 12 1d20+10;1d10+8 [2]; [2,4] Link to comment Share on other sites More sharing options...
Eborne1 Posted April 14 Clone Share Posted April 14 (edited) Grey-Feather 🪶Hunter and Spirit Guide 🪶 Stats Male NG Human (Shaman 2/ Slayer 3) Level 5, Init 5, HP 38/38, Speed 30, AC 20, Touch 15, Flat-footed 16, CMD 21, Fort 5, Ref 9, Will 7, CMB +6, Base Attack Bonus 4 +1 Composite Longbow +11 (1d8+2, x3) Tomahawk (Throwing Axe) 9(1d6+2, x2) Long Spear 9(1d8+2, x3) +1 Mistmail (Chain Shirt) ( +5 Armor, +4 Dex) Abilities Str 15, Dex 20, Con 12, Int 12, Wis 14, Cha 14 Conditions: 20% Concealment for 3min. Raging Song: +2 STR/+2 CON/ +1 Will Bless: +1 to hit/ +1 vs fear "Fly high and swiftly, Nixtli." A smoky phantom of a great grey owl, bursts forth, from the stern of the ship, trailing mist behind it. It soars out and away, abaft and disappears in the low clouds that hang in the morning air. At the same time, a roiling fog billows up and out from beneath the tarps of the cargo hold and then stops, afloat above one of the barrels. There is a pause... Suddenly, a grey-fletched arrow streaks out from the small cloud and cuts cleanly through the air, toward the heart of the nearest enemy raider. OOC Activated 1/day Mistmail ability... mostly for dramatic effect. ☁️ Stealth Check = 20 Forgot to add Bless and Rage = 14 to hit/12 dmg If Stealth Successful = +4 Dmg for Sneak Attack and Studied Target bonus Nixtli and Spirit Magic Nixtli Stats "Ashes" OWL (Adjusted) (Master gains +3 Perception in Dim light and Darkness) Tiny animal Init +3; Senses low-light vision; Perception +10 DEFENSE AC 16, touch 15, flat-footed 12 (+3 Dex, +2 size, NA +1) HP 19 Fort +2, Ref +5, Will +2 OFFENSE Speed 10 ft., fly 60 ft. (average) Melee 2 talons +5 (1d4–2) Space 2-1/2 ft.; Reach 0 ft. STATISTICS Str 6, Dex 17, Con 11, Int 6, Wis 15, Cha 6 Base Atk +0; CMB +1; CMD 9 Feats Weapon Finesse Skills Fly +7, Perception +11, Stealth +15; Racial Mods +4 Perception, +4 Stealth Familiar Class Skills: Acrobatics, Climb, Fly, Perception, Stealth, and Swim Familiar Feats: Alertness (master), Improved Evasion, Share Spells, Empathic Link Current Spirit Magic Smoke: Constant 20% Concealment (Grey Feather can change his Spirit and Wandering Hex daily. It will be listed here) SPIRIT Smoke WANDERING HEX Smoke Friend: See through smoke, fog and mist. PREPARED SPELLS Cheetah's Sprint Dancing Darkness Monkey Fish SPIRIT MAGIC Obscuring Mist Combat Actions Free: Talk and activate Mistmail Swift: Move: Move out from under tarp. On barrel. Standard: Attack w/ bow Full Round: Edited April 14 by Eborne1 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Stealth 20 1d20+12 8 Ranged Attack w/ Deadly Aim 13; 11 1d20+10;d8+4 [3]; [3,7] Possible sneak attack 3 1d6 3 Link to comment Share on other sites More sharing options...
Ace Bronson Posted April 14 Author Clone Share Posted April 14 (edited) Ranulf the Rooster Human Raider Ranulf takes in the chaos for a moment and then sees a risky opening to engage. He slips past Sven, avoiding the roiling cloud of stench, but the quarters are just too tight and he leaves himself vulnerable to the reaver engaged with Sven. The man swings his axe at Ranulf as he tries to wriggle into position. Ranulf is battered but holds his ground and gives back in kind with his own boarding axe, thwarted by the man's shield. Stats Ranulf TN Human (URogue 5) Init 5 Speed 30 HP 43/43 AC 22 Touch 15 Flat-footed 13 CMD 22 Fort 3 Ref 9 Will 2 Base Attack Bonus 3 Primary Weapon: Mwk Boarding Axe (2) (at will) +10(1d6+5/7) Armor: Studded Leather Armour - Light Armor - (+3AC) (+5Dex) (+2 Shield when Weapons drawn) (+1 Combat Expertise, Threatening Defender) Abilities: Str 10, Dex 21, Con 14, Int 14, Wis 10, Cha 12 Conditions: None Special Abilities Sneak Attack +3d6 Debilitating Injury (Ex) Minor Magic (Read Magic) Arcane Strike (Sp) Combat Actions Free: Swift: Move: Standard: Edited April 14 by Ace Bronson (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Brown Reaver AoO on Ranulf 21; 7 1d20+7;1d6+4 [14]; [14,3] Ranulf attack on Brown Reaver 16; 11 1d20+11;1d6+6 [5]; [5,5] Link to comment Share on other sites More sharing options...
namo Posted April 14 Clone Share Posted April 14 (edited) Vilrun Grímsdóttir As a raider approaches, Vilrun draws herself up and, with more confidence than she feels, attempts to deflect him with words: "Fool man, stay your blade! It is death to lay a hand on a Völva." Not waiting to see if her words reach their target, she takes a step back and works the wyrd again. This time she connects to the threads of nearby allies and, much like a skald sings for the heart, she sings to strengthen their fate, making them more than men for a few precious moments. They feel their motions become faster. Actions Std: Haste on Hjarlof, Sven, Ranulf and herself (the others are too far away) - duration 5 rounds Statblock %5BURL%3Dhttp%3A%2F%2Fwww.myth-weavers.com%2Fsheet.html%23id%3D2894029%5D%5BB%5D%5BSIZE%3D%2B1%5DVilrun%20Gr%C3%ADmsd%C3%B3ttir%5B%2FSIZE%5D%5B%2FB%5D%5B%2FURL%5D%0AF%20NG%20Human%20Shaman%2C%20%5BB%5DLevel%5B%2FB%5D%205%2C%20%5BB%5DInit%5B%2FB%5D%204%2C%20%5BB%5DHP%5B%2FB%5D%2033%2F33%2C%20%5BB%5DSpeed%5B%2FB%5D%2020ft%0A%5BB%5DAC%5B%2FB%5D%2023%2C%20%5BB%5DTouch%5B%2FB%5D%2014%2C%20%5BB%5DFlat-footed%5B%2FB%5D%2021%2C%20%5BB%5DCMD%5B%2Fb%5D%2016%2C%20%5BB%5DFort%5B%2FB%5D%204%2C%20%5BB%5DRef%5B%2FB%5D%206%2C%20%5BB%5DWill%5B%2FB%5D%2012%2C%20%5BB%5DCMB%5B%2FB%5D%20%2B2%2C%20%5BB%5DBase%20Attack%20Bonus%5B%2FB%5D%203%2C%20%20%20%5BB%5DAction%20Points%5B%2FB%5D%203%0A%5BB%5D%20%20MW%20Agile%20Breastplate%20%2B1%5B%2FB%5D%2C%20%5BB%5D%20%20Masterwork%20Buckler%5B%2FB%5D%20(%2B7%20Armor%2C%20%2B1%20Shield%2C%20%2B2%20Dex%2C%20%2B1%20Natural%2C%20%2B1%20Deflect%2C%20%2B1%20Misc)%0A%5BB%5DAbilities%5B%2FB%5D%20Str%20null%2C%20Dex%2014%2C%20Con%2012%2C%20Int%2014%2C%20Wis%20null%2C%20Cha%2014%0A%5BB%5DCondition%5B%2FB%5D%20Haste%20(1%2F5r)%0A%0ASpells%20prepared%20typically%3A%0A0%20Arcane%20Mark%2C%20Create%20Water%2C%20Detect%20Magic%2C%20Light%0A1%20%0A%5B%20%5D%20Entangle%0A%5B%20%5D%20Expeditious%20Retreat%0A%5B%20%5D%20Heightened%20Awareness%0A%5B%20%5D%20Monkey%20Fish%0A%5B%20%5D%20Shadow%20Trap%0A%5B%20%5D%20Identify%0A2%0A%5B%20%5D%20Burst%20of%20Radiance%0A%5B%20%5D%20Commune%20with%20Birds%0A%5B%20%5D%20Flame%20Blade%20(refluffed)%0A%5B%20%5D%20Winter's%20Grasp%0A%5B%20%5D%20Tongues%0A3%0A%5B%20%5D%20Haste%0A%5BX%5D%20Stinking%20Cloud%0A%5B%20%5D%20Locate%20Object Vilrun Grímsdóttir F NG Human Shaman, Level 5, Init 4, HP 33/33, Speed 20ft AC 23, Touch 14, Flat-footed 21, CMD 16, Fort 4, Ref 6, Will 12, CMB +2, Base Attack Bonus 3, Action Points 3 MW Agile Breastplate +1, Masterwork Buckler (+7 Armor, +1 Shield, +2 Dex, +1 Natural, +1 Deflect, +1 Misc) Abilities Str null, Dex 14, Con 12, Int 14, Wis null, Cha 14 Condition Haste (1/5r) Spells prepared typically: 0 Arcane Mark, Create Water, Detect Magic, Light 1 Entangle Expeditious Retreat Heightened Awareness Monkey Fish Shadow Trap Identify 2 Burst of Radiance Commune with Birds Flame Blade (refluffed) Winter's Grasp Tongues 3 Haste [X] Stinking Cloud Locate Object +1 to attack / Reflex / AC and 1 extra attack for Hjarlof, Sven, Ranulf (1/5 rounds) Edited April 14 by namo (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Terran Posted April 14 Clone Share Posted April 14 (edited) Ulfgrim Ironhide, Warrior from the North ULFGRIM IRONHIDE - Northern Barbarian QUICK STATS: AC=20+2, Touch=13+2, FF=18+2 / HP=55/55 / Init=4 / Saves: Fort=9, Reflex=5, Will=6 _________________________________________________________________________ Uflgrim Ironhide scowls when he swings his Axe like a whelpling and misses every foe around him in a wild sweep of the massive blade as it cuts through nothing but thin air. Drawing a deep breath as a song of battle rings out across the deck, Uflfgrim ignores the tune and instead suddenly spins and steps towards the midships chopping at greyish reaver that was behind him moments ago in a surprisingly rapid and unexpected attack. Completing the vicious swing, the barbarian uses his exceptional strength to bring the ancient blade quickly under control, raising the Axe into a defensive position as he waits for the foes to step into his wheelhouse of razor-sharp steel. Mechanics Free Action: Move Action: Swift Action: Move: 5 foot-step as shown on map Standard Action: Attack Grey Raider with Butchering Axe sharpened with Whetstone while utilizing Power Attack, Furious Focus Feat, Combat Expertise and Threatening Defender Trait Feats and Traits POWER ATTACK - You can make exceptionally deadly melee attacks by sacrificing accuracy for strength. Prerequisites: Str 13, base attack bonus +1. Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. FURIOUS FOCUS FEAT - Even in the midst of fierce and furious blows, you can find focus in the carnage and your seemingly wild blows strike home. Prerequisites: Str 13, Power Attack, base attack bonus +1. Benefit: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity. COMBAT EXPERTISE - You can increase your defense at the expense of your accuracy. Prerequisite: Int 13. Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn. THREATENING DEFENDER TRAIT - Benefit: When you use Combat Expertise, reduce the number you subtract from your melee attack rolls by 1 Continuing Effects: (Combat Expertise +2 AC for 1 round) Edited April 14 by Terran (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Attack Grey Reaver with Butchering Axe 20 1d20+12-1 9 Slashing Damage 22 3d6+12 3,4,3 Link to comment Share on other sites More sharing options...
Ace Bronson Posted April 14 Author Clone Share Posted April 14 (edited) The battle rages on. Ulfgrim deals a grievous blow to one of the retching pirates, nearly laying him low but he manages to keep his feet for now though he and his other sickened companions are still unable to fight. Their leader looks on them with contempt and shouts "Pull yourselves together, maggots! The lot of you smell worse than this most of the time. Fight damn you!" He then lays back into Hjarlof, searching for an opening. The other reavers glance nervously at their angry captain and redouble their efforts, still fearing him more than their adversaries. OOC Hjarlof takes 10 from the leader Ulfgrim takes 10 from yellow PC's are free to act Edited April 14 by Ace Bronson (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Higvarr the Snake Attacks Hjarlof 27; 10 1d20+9;1d6+7 [18]; [18,3] Higvarr the Snake Attacks Hjarlof 10; 10 1d20+9;1d6+5 [1]; [1,5] Yellow attacks Ulfgrim (Flanked) 29; 10 1d20+9;1d6+4 [20]; [20,6] Crit Confirm for yellow 10; 5; 7 1d20+9;1d6+4;1d6+4 [1]; [1,1]; [1,1,3] Brown attacks Ranulf (flanked) 20; 8 1d20+9;1d6+4 [11]; [11,4] Blue attacks Vilrun 14; 7 1d20+7;1d6+4 [7]; [7,3] Misfortune reroll for Higvarr 29 1d20+9 20 crit confirm for Higvarr 10 1d20+9 1 Link to comment Share on other sites More sharing options...
Eborne1 Posted April 14 Clone Share Posted April 14 (edited) Grey-Feather 🪶Hunter and Spirit Guide 🪶 Stats Male NG Human (Shaman 2/ Slayer 3) Level 5, Init 5, HP 38/38, Speed 30, AC 20, Touch 15, Flat-footed 16, CMD 21, Fort 5, Ref 9, Will 7, CMB +6, Base Attack Bonus 4 +1 Composite Longbow +11 (1d8+2, x3) Tomahawk (Throwing Axe) 9(1d6+2, x2) Long Spear 9(1d8+2, x3) +1 Mistmail (Chain Shirt) ( +5 Armor, +4 Dex) Abilities Str 15, Dex 20, Con 12, Int 12, Wis 14, Cha 14 Conditions: 20% Concealment for 3min. Raging Song: +2 STR/+2 CON/ +2 Will/-1 AC Bless: +1 to hit/ +1 vs fear Arrows continue to streak out, one after another, from the strange cloud, afloat above the cargo hold at the stern of the ship. OOC Rapid Shot. Same Target... Yellow Nixtli and Spirit Magic Nixtli Stats "Ashes" OWL (Adjusted) (Master gains +3 Perception in Dim light and Darkness) Tiny animal Init +3; Senses low-light vision; Perception +10 DEFENSE AC 16, touch 15, flat-footed 12 (+3 Dex, +2 size, NA +1) HP 19 Fort +2, Ref +5, Will +2 OFFENSE Speed 10 ft., fly 60 ft. (average) Melee 2 talons +5 (1d4–2) Space 2-1/2 ft.; Reach 0 ft. STATISTICS Str 6, Dex 17, Con 11, Int 6, Wis 15, Cha 6 Base Atk +0; CMB +1; CMD 9 Feats Weapon Finesse Skills Fly +7, Perception +11, Stealth +15; Racial Mods +4 Perception, +4 Stealth Familiar Class Skills: Acrobatics, Climb, Fly, Perception, Stealth, and Swim Familiar Feats: Alertness (master), Improved Evasion, Share Spells, Empathic Link Current Spirit Magic Smoke: Constant 20% Concealment (Grey Feather can change his Spirit and Wandering Hex daily. It will be listed here) SPIRIT Smoke WANDERING HEX Smoke Friend: See through smoke, fog and mist. PREPARED SPELLS Cheetah's Sprint Dancing Darkness Monkey Fish SPIRIT MAGIC Obscuring Mist Combat Actions Free: Swift: Move: Standard: Full Round: Rapid Shot Arrows Edited April 15 by Eborne1 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Arrow #1 25; 5 d20+10;d8+3 [15]; [15,2] Arrow #2 18; 4 d20+10;d8+3 [8]; [8,1] Link to comment Share on other sites More sharing options...
Terran Posted April 14 Clone Share Posted April 14 (edited) Ulfgrim Ironhide, Warrior from the North ULFGRIM IRONHIDE - Northern Barbarian QUICK STATS: AC=20+2, Touch=13+2, FF=18+2 / HP=45/55 / Init=4 / Saves: Fort=9, Reflex=5, Will=6 _________________________________________________________________________ Even though Uflgrim Ironhide's surprise attack on the Reaver behind him was hugely successful, unfortunately it was insufficient to permanently disable the sickened enemy as the barbarian had hoped. Furthermore, when another Raider's weapon bites into Ulfgrim's flesh from behind and sends a splatter of the barbarian's blood flying through the nearby air, the Northman slightly 'grunts' as he flinches from the wound but quickly shrugs the pain off. Feeling his anger starting to grow, the warrior focuses on years of martial training to control his rising emotions and continues his original tactics when suddenly a pair of arrows streak by his head sinking deep into the flesh of the foe who bloodied him. Focusing his efforts on the enemy who injured Ulfgrim, assuming the foe survives the arrow barrage, then the barbarian will swing his massive Axe at the wounded Raider ripping the heavy blade through the man's body breaking bone and rendering flesh before again assuming a defensive position! However, if his attacker succumbs to the arrow attack, then Ulfgrim will attack the same wounded foe that he had attacked several moments before, stepping over his bloodied body as the warrior continues to move amidships, step-by-step, once again assuming a defensive posture as he works his way to their leader one body at a time! Mechanics Free Action: Move Action: Swift Action: Standard Action: Attack Yellow Raider with Butchering Axe while utilizing Power Attack, Furious Focus Feat, Combat Expertise and Threatening Defender Trait if Yellow Raider is still standing after the arrow attack. Contingent Standard Action: However, if the yellow Raider is down, then attack Grey Raider instead with Butchering Axe while utilizing Power Attack, Furious Focus Feat, Combat Expertise and Threatening Defender Trait Contingent Move: If both the Yellow Raider and Grey Raider are down, then take a 5 foot-step into space previously occupied by Grey Raider Feats and Traits POWER ATTACK - You can make exceptionally deadly melee attacks by sacrificing accuracy for strength. Prerequisites: Str 13, base attack bonus +1. Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. FURIOUS FOCUS FEAT - Even in the midst of fierce and furious blows, you can find focus in the carnage and your seemingly wild blows strike home. Prerequisites: Str 13, Power Attack, base attack bonus +1. Benefit: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity. COMBAT EXPERTISE - You can increase your defense at the expense of your accuracy. Prerequisite: Int 13. Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn. THREATENING DEFENDER TRAIT - Benefit: When you use Combat Expertise, reduce the number you subtract from your melee attack rolls by 1 Continuing Effects: (Combat Expertise +2 AC for 1 round) Edited April 15 by Terran (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Attack Yellow Raider with Butchering Axe 22 1d20+12-1 11 Slashing Damage 22 3d6+11 6,3,2 Link to comment Share on other sites More sharing options...
Kistler Posted April 15 Clone Share Posted April 15 (edited) ᛋᚢᛖᚾ One-Eye - Oracle of the Stormrjotnrung 5 HP: 41+5/41+5 | AC: 24/14/21With Shield: 24/14/21 Without Shield: 22/14/19 10 + 2 (Dex) + 6 (Breastplate) + 2 (Shield) + 1 (Dodge) + 1 (Attunement) + 1 (Deflection) + 1 (Natural) -1 Rage +1 Haste | CMD: 22/19+4 v. Bull Rush +6 v. Trip | Speed: 30/20ft | Hero: 1/3 Initiative: +4+2 (Dex) + 2 (Reactionary trait) | Perception: +8Darkvision, blind beyond 60' | Fort: +5+1 | Ref: +5+1 | Will: +6+2 Surprising Charge: 1/1Once per day, you can move up to your speed as an immediate action. You can use this ability one additional time per day at 7th level and 15th level. | MisfortuneUsed against: -Higvarr For enemies: -Use against first roll each round of 17 or higher For allies: -Use against first fort or will save of 7 or below. | Spells Slots: 1Divine Favor Personal 1 min Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn't apply to spell damage. CL 8: Bonus is 2+1 for Fate's Favored 1Ears of the City Range: Touch Target: 1 Creature Duration: 1rnd/lvl (8 rounds) For each round of the spell the target may make a Diplomacy or Perception check as though they had spent 1d4 hours gathering information. ***Unprepared*** Tears to Wine Convert 4 cubic feet of liquid to wine/mead that spoils at the natural rate for such liquids. When consumed grants a +2 to all WSI and INT skill checks. ***Unprepared*** Shadow Trap Casting Time: 1 standard action Range: close 45' Target: one creature Duration: 8 rnds Saving Throw: Will negates; Spell Resistance yes Description You pin the target’s shadow to its current location, causing the target to become entangled and preventing it from moving farther than 5 feet from its original position, as if its shadow were anchored to the terrain. Each round on its turn, the target can attempt a new saving throw to end the effect as a full-round action. A flying creature can only hover in place or fall while entangled in this manner. This spell automatically fails when cast on a creature that doesn’t throw a shadow, and it ends if the creature is entirely in an area with no illumination. ***Unprepared*** Divine Favor Personal 1 min Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn't apply to spell damage. CL 8: Bonus is 2+1 for Fate's Favored 1Deathwatch: Range: Self/30ft Cone Duration: 80 min Using the powers of necromancy, you can determine the condition of creatures near death within the spell's range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), healthy, undead, or neither alive nor dead (such as a construct). Deathwatch sees through any spell or ability that allows creatures to feign death. ***Not currently prepared*** Bless 50' 1 min/lvl = 8 min Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. 1Obscuring Mist Effect cloud spreads in 20-ft. radius from you, 20 ft. high Duration 1 min./level (D) The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage. 1Protection from Evil Creature Touched 1 min/lvl = 8 min. +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. Immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature with +2 bonus Immune to any new attempts to possess or exercise mental control Natural weapon attacks of evil summoned creatures fail. 1Protection from Evil Creature Touched 1 min/lvl = 8 min. +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. Immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature with +2 bonus Immune to any new attempts to possess or exercise mental control Natural weapon attacks of evil summoned creatures fail. 1Protection from Evil Creature Touched 1 min/lvl = 8 min. +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. Immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature with +2 bonus Immune to any new attempts to possess or exercise mental control Natural weapon attacks of evil summoned creatures fail. 2Burst of Radiance Range: 400+40/lvl = 720' Area: 10' radius Burst Creatures in the area are blinded for 1d4 rounds, or dazzled for 1d4 rounds if they succeed at a Reflex save. Evil creatures in the area of the burst take 1d4 points of damage per caster level (max 5d4), whether they succeed at the Reflex save or not. 2Undeath Sense Range: Touch/60' Emanation Duration: 80 min You grant the target the ability to pick up on the subtle scents and disturbances to the natural order that are specific to the living dead, granting the target the ability to sense the presence of undead creatures. The target is constantly aware of whether there are any undead auras within 60 feet of her in any direction. If at least one undead aura is present, the target can concentrate on the spell’s effects in order to gain more information on the auras present. This functions similarly to detect undead, except the number of rounds of concentration needed to learn about the undead auras is reduced by 1 (1 round to learn the number of auras, and 2 rounds to learn the strength and location of each aura). *** Not Prepared Currently*** Burst of Radiance Range: 400+40/lvl = 720' Area: 10' radius Burst Creatures in the area are blinded for 1d4 rounds, or dazzled for 1d4 rounds if they succeed at a Reflex save. Evil creatures in the area of the burst take 1d4 points of damage per caster level (max 5d4), whether they succeed at the Reflex save or not. *** Not Prepared Currently*** Communal Protection from Evil This spell functions like protection from evil, except you divide the duration in 1-minute intervals among the creatures touched. 2Cleromancy Duration: 1rnd/CL = 8 Rnds Range: Personal Roll 8d4, group by like results and choose a group. Apply luck bonus equal to the chosen die group, up to as many times as there are dice in teh group. +1 to each die with Fate's Favored. 2Ironskin Range: Personal Duration: 1min/lvl = 8min. Gain a +4 enhancement bonus to your existing natural armor bonus (if you do not have a natural armor bonus, you are considered to have an effective natural armor bonus of +0). This enhancement bonus increases by 1 for every 4 caster levels above 4th, to a maximum of +7 at 15th level. CL 8 = +5AC bonus While you're under the effects of this spell, if an opponent confirms a critical hit or sneak attack against you with a physical weapon (not a spell or magical effect), you can dismiss this spell to negate the critical hit or sneak attack and treat it is as a normal hit. Dismissing the spell in this way is not an action, but you must be conscious and aware of the attack to do so. 2Ironskin Range: Personal Duration: 1min/lvl = 8min. Gain a +4 enhancement bonus to your existing natural armor bonus (if you do not have a natural armor bonus, you are considered to have an effective natural armor bonus of +0). This enhancement bonus increases by 1 for every 4 caster levels above 4th, to a maximum of +7 at 15th level. CL 8 = +5AC bonus While you're under the effects of this spell, if an opponent confirms a critical hit or sneak attack against you with a physical weapon (not a spell or magical effect), you can dismiss this spell to negate the critical hit or sneak attack and treat it is as a normal hit. Dismissing the spell in this way is not an action, but you must be conscious and aware of the attack to do so. Active EffectsBuffs: -Bless 0:54 -Rage +2 Strength/Con/Will Afflictions: - Constant Effects: -CMD 25 v. Bull Rush, 27 v. Trip -Misfortune on first enemy roll over 15 each round -+4 AC v. AoO from movement -No AoO triggered by standing from prone -+2 to Aid attempt for other Stormrjotnrung -+2 to Climb and Acrobatics, ignore slippery conditions | ConsumablesUse/Day Items: -Stagger-Proof Boots (1/1) - move as a immediate action -Claw of the Ice Bear (3/3) - Spider Climb for 1 rnd Potions/Alchemical: -5x Alchemists' Fire -6x Potions of Remove Fear -6x Stillgut Scrolls/Wands: -2x Scrolls of Ashen Path Mundane items: -4x Oil -Mead, 1 gallon -Trail Rations -Animal Feed | SpellsCantrips: -Detect Magic -Enhanced Diplomacy -Guidance -Light -Mending -Spark Level 1: -Bless, 50', 4 min. -Cure Light Wounds, 1d8+4 -Divine Favor, +2/+2, 1 min. -Ill Omen: Force enemy to roll twice and take worse on next two d20 rolls. No Save. -Liberating Command: immediate escape with +10 -Obscuring Mist: 20' radius emanation, 5min. -Touch of Blindness, 4 rnds, 4 targets DC14 Fort -Unbreakable Heart, +4 morale v. negative mental effects. Suppress ongoing conditions. Level 2: -Ironskin: +4 AC 1 min/lvl -Lesser Restoration -Cure Moderate Wounds, 2d8+4 -Oracle's Burden: Give enemy your curse, DC15 Will, 1min/lvl | AbilitiesFate's Favored: +1 to Luck bonuses Heart of the Snows: +2 Fort against cold climate, slips, and trips CMD, +2 to Climb/Acrobatics when slippery. Tribalistic: +2 to aid other members of the Stormrjotnrung Mobility: +4AC v. AoO from movement Power Attack: -1/+2 or +3 dmg Deadly Aim: -1/+2dmg Cleave: Gain extra attacks on successful power attack Combat Reflexes: 3 AoO/rnd Combat Expertise: -1/+1AC Clouded Vision: Darkvision to 60', blindness beyond Revelations: Misfortune: Force re-roll on creature 1/day Surprising Charge: 1/day move as immediate action Weapon Mastery (polearms) Items: Stagger-proof boots: Stand from prone without triggering AoO Claws of the Ice Bear: +2 Competence to climb and acrobatics, ignore the normal penalties on those skills for slippery or icy surfaces. | SkillsSkill: Rank/Modifier Acrobatics: 1/+3 Bluff: 0/+3 Climb: 1/+6 Diplomacy: 4/+10 Disable Device: 0/+0 Disguise: 0/+3 Escape Artist: 0/+2 Fly: 0/+2 Handle Animal: 1/+4 Heal: 0/+0 Intimidate: 5/+11 Knowledge (Religion): 1/+4 Knowledge (Planes): 0/+0 Knowledge (History): 2/+5 Perception: 5/+8 Perform (Wind): 2/+5 Profession (Soldier): 5/+8 Ride: 1/+3 Sense Motive: 1/+4 Spellcraft: 0/0 Stealth: 0/+2 Survival: 0/+0 Swim: 1/+6 Use Magic Device: 0/0 | CursesClouded Vision: You cannot see anything beyond 30 feet, but you can see as if you had darkvision. Darkvision 60' (5th level, Ex): At 5th level, the distance you can see with darkvision only increases to 60 feet. Blindsense 30' (10th level, Ex): At 10th level, you gain blindsense out to a range of 30 feet. Blindsight 15' (15th level, Ex): At 15th level, you gain blindsight out to a range of 15 feet. God-Meddled: Once per round, when a creature casts a divine spell including you as a target, roll 1d20 and consult the table below. The effect resulting from this roll begins at the end of that enemy’s turn. d20 Effect 1 - You provoke an attack of opportunity from one enemy adjacent to you. If no enemy is adjacent, the closest enemy can move its full movement speed in your direction as a free action. If multiple enemies qualify, the GM determines which creature attacks or moves. This movement does not trigger attacks of opportunity. 2–3 - Your movement speed is halved for 1 round. 4–5 - You are deafened for 1 round. 6–7 - You are knocked prone. 8–10 - You shrink by one size category for 1 round, as reduce person. 11–13 - You grow by one size category for 1 round, as enlarge person. 14–15 - Your caster level is treated as 1 higher for the purpose of spell durations for 1 round. 16–17 - Creatures in squares adjacent to you are pushed 10 feet away from the space you occupy. 18–19 - You are able to understand all languages for 1 round. 20 - You gain the benefits of haste for 1 round. Sven moves with the hastening rhythm of battle, seeing little need for maneuvers and instead focusing on the attack. Ranulf is getting surrounded, and he senses the urðr-one is in danger too. He focuses on the one nearest to hand first, swinging his large sword twice and striking flesh. His limb-slicer does its job well, though not quite enough to fell the man. OOC/Actions Other: Accept the rage! Swift: Move: Standard: Free: Full Round: 2x Power Attack strikes Hands: Sword + Shield Immediate: if Ranulf kills golden, move toward Vilrun 30', otherwise, Misfortune Brynhildr - 130lb Brynhildr (130.5/228lb): -Bedroll -Blanket x2 -Fishing Kit -Furs -Mess Kit -Oil x4 -Soap -Alchemists' Fire x3 -Feed x5 -Fishing Net -Mead, 1 gallon -Bit and Bridle -Saddle -Saddlebags -Tent (small) -Tent Cover -Longspear Gear - 86.5lb Worn -+1 Agile Breastplate -Cold Weather Outfit -Eye Patch -ValknutA symbol of divine power worn around the neck, made of cold iron. -Týr's SpearA Cold Iron spear rune of Týr on a leather thong. (Iron holy symbol) -Hip Flask -Boots of MeiliStagger-proof boots, marked with runes of the Æsir god of travel. -Signal Horn Weapons -GungnirdottirCold Iron Giant-Sticker +10, 2d6+8 P/S, 20x3, 10' Reach, Brace PA: +9, 2d6+11 -Silver SwordOne Hand: +9, 1d10+5 P/S, 19-20x2 -PA: +8, 1d10+7 -Dagger+8, 1d4+5, 19-20x2 -Raven ShieldHeavy Darkwood Shield Marked with two ravens in silver on a black field. Huginn and Muninn. -Ice Bear ClawsAs Spiked Gauntlet +8, 1d4+5, 20x2 PA +7, 1d4+7, 20x2 +2 to Climb and Acrobatics checks Ignore penalties for slipper surfaces 3/day Spider Climb for 1 round See: Claws of the Ice Bear Containers Sash -2x Alchemists' Fire -2x Potions CLW -2x Scrolls -Bravery BrewPotion of Remove Fear -Heiðrún's MeadA small flask of mead said to be brewed from the milk of the goat Heiðrún. As stillgut. Belt Pouch -Flint and Steel -MagnetOr Lodestone, if more appropriate -Sewing Needle -Twine -Whetstone -Dice -Thread -548.05gpSplit as 115gp, 47sp, 50cp MW Backpack -Freyr's Rod-A rod of good iron that subtly shifts in form as a hoe, a shovel, a prying bar... -Climber's Kit -2x Sacks -Silk Rope -5x Trail Rations -Waterproof bag -Waterskin Edited April 15 by Kistler (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Strike 1, 2 21; 18 1d20+11;1d20+11 [10]; [10,7] Damage 1, 2 10; 12 1d10+8;1d10+8 [2]; [2,4] Link to comment Share on other sites More sharing options...
Xssisha Posted April 15 Clone Share Posted April 15 Hjarlof Hornblower Skald of Clan Hvítabiôrning The Raider captains axe swept under Hjarlofs shield connecting cleenly with his ribs... But that is what armor is for. The Skald looked his foe in the eyes as he continued his song. Bringing his own axe out in a pair of strikes, one high and the back swing low. Combat Actions Free: maintain song, Fast Heal 2 Swift: Move: Standard: Full Round: Attack Higvarr with axe twice OOC: Each round allies can choose to accept this bonus or not: Inspired Rage +2 (STR/CON +2, Will Saves +2, AC-1) Name xDiceName xDiceResult xDiceString xDiceRolls Attacks 28; 23 1d20+9;1d20+9 [19]; [19,14] Damage 6; 7 1d8+4;1d8+4 [2]; [2,3] Link to comment Share on other sites More sharing options...
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