farothel Posted September 13 Clone Share Posted September 13 Halgana Kragminer HP: 104/104; AC: 20; Fort: +9, Ref: +9, Wil: +7 (+9); Greataxe +2: +15/+10, 1d12+8 Composite Shortbow (+3Str, MC): +10/+5, 1d6+3 Dagger (silver, cold iron): +14/+9, 1d4+4 Breastplate +2 (Mithral) Halgana moves to stand at the same level as Ulrica, but further apart. She's surprised when Vergren sprouts wings, but quickly recovers and fires one shot at the first fire drake. More to test the range than she feels she has any chance of hitting at this distance OOC moved on map, I've calculated that the drakes are 186 feet from me (using the range on the map and then triangulate with 150ft in the air). So I'll use that, which is in the 3rd range increment of my bow, therefore I'm at -4 to hit Name xDiceName xDiceResult xDiceString xDiceRolls attack comp shortbow 21 1d20+6 15 damage 5 1d6+3 2 Link to comment Share on other sites More sharing options...
Rakle Posted September 14 Author Clone Share Posted September 14 @paladinred Go Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
dhemon Posted September 15 Clone Share Posted September 15 "That's a good bit less than ideal." Tone calm despite the grimace on his face, Malciar dug in his bag for a moment before pulling out his quarterstaff. Holding the staff loosely as he waited for the drakes to come into range, the half-orc looked over to Ulrica. "Might need to push back your gloves a day or so, if you don't mind. I've put off dealing with my over reliance on fire, and it seems past time to rectify that." | AC : 14 | Spell Slots1 : 7/7 2 : 7/7 3 : 6/6 4 : 4/4 | HP : 56/56 | Sheet | Actions Move : Draw Quarterstaff of Entwined Serpents Standard : Ready Action to cast Magic Missile from the staff at a drake that comes in range (130' feet) Name xDiceName xDiceResult xDiceString xDiceRolls Magic Missile Damage 2; 2 1d4+1;1d4+1 [1]; [1,1] Link to comment Share on other sites More sharing options...
Rakle Posted September 17 Author Clone Share Posted September 17 (edited) Dragon Breath 1st Malciar & Ulrica 2nd: Ulrica & Vergren 3rd: Vergren & Halgana 4th Halgana & Ilyrana DC18 Reflex for half damage Edited September 17 by Rakle (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls 1st M& U Fire damage 22 5d6 5,2,3,6,6 2nd U & V Fire damage 17 5d6 5,1,5,4,2 3rd V & H Fire damage 17 5d6 5,5,1,4,2 4th H & I Fire damage 20 5d6 4,2,6,2,6 Link to comment Share on other sites More sharing options...
Starhawk Posted September 17 Clone Share Posted September 17 (edited) Ulrica Wiesbaden, Grey Maiden and Templar of Arqueros. AC 32 (currently 29) HP 88/88 Init 3 Fort 11 (13)(14) Ref 9 (11)(12) Will 10 (12)(13) Female Lawful Good Half Elf Fighter 6 - Brawler 1 - Warpriest 1 Level 8 Init 3 HP 88/88 Speed 30' (Sash of the War Champion) AC 31, Touch 14 Flat-footed 28 Fort 11 Ref 9 Will 10 (+2 vs Enchantments) (+3 vs Fear) CMD 26 CMB +12 BAB 7 Action Points 2 +1 Magic Silversheen Keen Fauchard Strike [+15/+10] Power Attack [+13/+8] CMB [+15 (Trip +17)] Damage 1d10+12 (+14AOO), [Crit 15-20/x2] *Greater Trip +19 Reach/Cleave/Reroll Concealment/Improved Trip Cestus/Improved (Unarmed Strike) Strike +12/+8 Power Attack +10/+5 Power Attack (1d8)+7 (+8AOO), [Crit 19-20/x2] Cold Iron/Silver Chakrams (5) +11/+6 (1d8+5, x2) Magic +2 Full Plate Magic +1 Darkwood Full Shield +11 Armor, +4 Shield, +3 Dex, +1 Dodge, +1 Natural, +1 Deflect, +1 Misc Str 20 Dex 14 Con 12 Int 12 Wis 14 Cha 8 Condition None Ulrica manages to get under the first blast from the dragon but takes the second blast centre torso. Martial Flexibility, dedicated adversary for favored enemy (dragon), protection from evil, war blessing +2 to hit, +2 damage -4 AC then +1 AC and +2 Saves +1 Luck to Saves (this can change with each action) Edited September 17 by Starhawk (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Reflex DC18 save 30 1d20+12 18 Reflex DC18 save 12 +12 Reflex save 17 1d20+12 5 Link to comment Share on other sites More sharing options...
Rakle Posted September 17 Author Clone Share Posted September 17 Story - Day13 (Sweetmoon W3D7) Halgana fires an arrow that goes sailing past the lead drake. Vergren takes to the air and advances towards the drakes. Ilyrana and Ulrica wait for the approaching the drakes. Once again, the drakes come flapping in hard. Malciar blasts two bolts of force into the lead drake. Then the drakes spit out little globs of fire that suddenly explode into 40' diameter balls of fire. They target the puny people that dare challenge them. Ooc @dhemon @Starhawk @Steel Warrior @paladinred @farothel @Kistler Go! Malciar & Ilyrana will need to make one reflex save. Ulrica, Vergren, Halgana will need to make two reflex saves. See the dragon breath post for damage and DC's Init. Party Them Notes: Drakes are 30' up in the air, Party Status Ulrica: 88/88 hp; hero: 2 Ilyrana: 64/64 hp; hero 3 Malciar 56/56 hp; hero 2; dv90 Vergren: 82/82 hp; hero 3; dv60 Kero: 80/80 hp; hero 3 Halgana: 104/104 hp; hero 3; dv60 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Starhawk Posted September 17 Clone Share Posted September 17 (edited) Ulrica Wiesbaden, Grey Maiden and Templar of Arqueros. AC 32 (currently 29) HP 69/88 Init 3 Fort 11 (13)(14) Ref 9 (11)(12) Will 10 (12)(13) Female Lawful Good Half Elf Fighter 6 - Brawler 1 - Warpriest 1 Level 8 Init 3 HP 88/88 Speed 30' (Sash of the War Champion) AC 31, Touch 14 Flat-footed 28 Fort 11 Ref 9 Will 10 (+2 vs Enchantments) (+3 vs Fear) CMD 26 CMB +12 BAB 7 Action Points 2 +1 Magic Silversheen Keen Fauchard Strike [+15/+10] Power Attack [+13/+8] CMB [+15 (Trip +17)] Damage 1d10+12 (+14AOO), [Crit 15-20/x2] *Greater Trip +19 Reach/Cleave/Reroll Concealment/Improved Trip Cestus/Improved (Unarmed Strike) Strike +12/+8 Power Attack +10/+5 Power Attack (1d8)+7 (+8AOO), [Crit 19-20/x2] Cold Iron/Silver Chakrams (5) +11/+6 (1d8+5, x2) Magic +2 Full Plate Magic +1 Darkwood Full Shield +11 Armor, +4 Shield, +3 Dex, +1 Dodge, +1 Natural, +1 Deflect, +1 Misc Str 20 Dex 14 Con 12 Int 12 Wis 14 Cha 8 Condition None Ulrica looses two arrows at the lead dragon, but only hits the lead dragon with the first arrow. Martial Flexibility, dedicated adversary for favored enemy (dragon), protection from evil, war blessing +2 to hit, +2 damage -4 AC then +1 AC and +2 Saves +1 Luck to Saves (this can change with each action) Edited September 17 by Starhawk (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls 1st shot against lead dragon 28 1d20+13 15 Damage 5 +5 roll 5 +5 Damage Roll 13 1d20+6 7 2nd shot against lead dragon 11 1d20+8 3 Final attempt at a damage roll 8 1d8+6 2 Link to comment Share on other sites More sharing options...
farothel Posted September 17 Clone Share Posted September 17 (edited) Halgana Kragminer HP: 97/104; AC: 20; Fort: +9, Ref: +9, Wil: +7 (+9); Greataxe +2: +15/+10, 1d12+8 Composite Shortbow (+3Str, MC): +10/+5, 1d6+3 Dagger (silver, cold iron): +14/+9, 1d4+4 Breastplate +2 (Mithral) Halgana tried to jump out of the way of most of the fire that came down on them. She managed to avoid the worst of the fire, thanks to her resistance spell. Then she tried to shoot again at the lead dragon, now a lot closer to them, but the movement out of the way threw off her aim. OOC 2 shots at the lead dragon. With my resist spell and my saves, I take 7 fire damage in total (17 from the first, 10 resistance, 10 out of 20 from the second, all resisted by the spell). Edited September 17 by farothel (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls reflex save 1 14 1d20+9 5 reflex save 2 29 1d20+9 20 attack 1 14 1d20+10 4 damage 1 7 1d6+3 4 attack 2 18 1d20+5 13 damage 2 7 1d6+3 4 Link to comment Share on other sites More sharing options...
Kistler Posted September 17 Clone Share Posted September 17 (edited) Vergren Holybrew - Dwarven Warpriest 8 HP: 82/82 | AC: 24+6/15+1/20+6 | Speed: Fly 40ft | Hero: 3/3 | Spells: P1Pearl of Power 1 Divine Favor P1Pearl of Power 1 Divine Favor 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 1Shadow 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 1Entropic Shield Range: personal Duration: 1 min./level (D) Each ranged attack directed at you for which the attacker must make an attack roll has a 20% miss chance (similar to the effects of concealment). 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. 1Unwelcome Halo ***Unprepared***Protection from Evil Creature Touched 1 min/lvl +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. 2Silence Casting Time: 1 round Range: long 720' Area: 20-ft.-radius emanation centered on a creature, object, or point in space Duration 1 round/level (D) Saving Throw Will negates complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, *** 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. 2Water Walk, Communal Not Prepared: Ironskin 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. ***Spell not prepared*** Weapon of Awe Personal 1min/lvl = 8min. Your weapon gains a +2 sacred bonus on damage rolls, and if the weapon scores a critical hit, the target of that critical hit becomes shaken for 1 round with no saving throw. This is a mind-affecting fear effect. A ranged weapon affected by this spell applies these effects to its ammunition. 3Channel Vigor Range: Personal 1 rnd/lvl = 8 rnds Choose One: Limbs: You gain the benefits of a haste spell. Mind: You gain a +4 competence bonus on Knowledge and Perception skill checks and on ranged attack rolls. Spirit: You gain a +6 competence bonus on Will saving throws and Bluff and Intimidate checks. Torso: You gain a +6 competence bonus on Fortitude saving throws and concentration checks. Haste: -When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. -Gain a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves -Increase speed to 40' 3Stunning Barrier, Greater Casting Time: 1 standard action Range: personal Target: you Duration: 1 round/level or until discharged Saving Throw: none and Will negates (see text); Spell Resistance no and yes (see text) Description This spell functions as stunning barrier, except as noted above, and it provides a +2 bonus to AC and on saving throws. It is not discharged until it has stunned a number of creatures equal to your caster level. ***Unprepared*** Prayer All allies and foes within 40' radius of caster 1 rnd/level = 8 rnds You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls. +1 with Fate's Favored 3Shield of Wings Range: Personal Durations: 1min/lvl = 8min. You gain five burning wings that grant a fly speed equal to the number of wings × 10 (average maneuverability) for an initial fly speed of 50 feet. The first time in a round where you would take fire damage, a wing vanishes (reducing the fly speed granted) and you gain fire resistance 30 for the remainder of the round. When you are down to one wing (and a fly speed of 10 feet), your maneuverability drops to poor. When you lose your final wing, you become immune to fire damage for 1 additional minute, after which the effects of this spell end. Initiative: +4 | Perception: +12+2 | Fort: +9+1 | Ref: +7+1 | Will: +11+1 Fervor Pool: 4/81 use: swift cast spell on self (does not provoke, no free hand needed) 1 use: heal (or harm undead) 3d6. Standard action, does provoke (unless used on self as a swift action). No save when used to harm. 2 uses: channel positive energy 3d6, must present Holy Symbol or weapon, does not provoke. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the warpriest. DC18 Will Save. | Blessings: 8/9Air Domain Zephyr's Gift: 1 minute, any attacks made with the weapon take no penalties due to range. In addition, making a ranged attack with this weapon doesn’t provoke an attack of opportunity. Soaring Assault: You can touch an ally and give her the gift of flight for 1 minute (as fly). The ally gains a fly speed of 60 feet with average maneuverability. She gains a bonus on Fly skill checks equal to your level. Whenever the ally succeeds at a charge attack while flying, that attack deals an amount of additional electricity damage equal to your level. Weather Domain Storm Strike: For 1 minute, this weapon glows with blue or yellow sparks and deals an additional 1d4 points of electricity damage with each hit. Wind Barrier: You can create a barrier of fast winds around yourself for 1 minute. This acts as a wind wall on all sides of your square, protects you with feather fall, and doesn’t interfere with your ranged attacks. | Sacred Armor 8/8Sacred Armor +1 (8 minutes/day) (Su) Swift action. +1 enhancement bonus. +1/3 levels after 7 1-minute increments Stack enhancement up to +5. Or add: -glamered +1 -energy resistance (normal +2, improved +4, greater +5) -fortification (light +1, moderate +3, heavy +5) -spell resistance (13 +2, 15 +3, 17 +4, and 19 +5) Armor must have at least a +1 enhancement bonus before any other special abilities can be added.. When the warpriest uses this ability, he can also use his sacred weapon ability as a free action by expending one use of his fervor. | Sacred Weapon 8/8Sacred Weapon +2 (8 rounds/day) (Su) Swift action +1 enhancement bonus +1/4 lvl over 4th Stack enhancement up to +5 Or add special abilities: -brilliant energy +4 -defending +1 -disruption +2 -flaming +1 -frost +1 -keen +1 -shock +1 True neutral alignment: -spell storing +1 -thundering +1 This ability can be ended as a free action at the start of the warpriest’s turn (that round does not count against the total duration, unless the ability is resumed during the same round). Conditions-Tears to Wine: 39:42 -Ironskin: 7:42 -Obscuring Mist: 7:48 -Shield of Wings: 7:48, 4 wings remaining, Fire Resistance 30 -Stunning Barrier, Greater: 7rnds -Divine Favor: 1:00 -Zephyr's Gift: 0:54 | ConsumablesAmmunition: -149x Cold Iron Bullets -93x Cryptstone Bullets -200 Shatterstone Bullets -6x +1 Animal Bane Arrows -2x +1 Human Bane Arrows -3x +1 Undead Bane Arrows Potions/Alchemical: -4x CLW -2x Reduce Person -2x Tanglefoot Bags -2x Silver weapon blanch -2x Holy weapon balm Scrolls/Wands: - Use/day items: -Four Leaf Clover: 3/3 | SpellsCantrips: -Create Water -Enhanced Diplomacy -Guidance -Purify Food and Drink -Light Level 1: -2 PoP -5 Slots Level 2: -5 Slots Level 3: -3 Slots | Bonuses+1 to Luck bonuses +1 to Confirm Crits Hardy + Steel Soul: +4 to Spells/Poison/SLAs +4 AC v. giants +1 Att v. Orcs/Goblins +4 CMD v. Trip or Bull Rush +2 Perception v. Stonework | SkillsSkill: Rank/Modifier Acrobatics: 0/+4 Bluff: 0/-2 Climb: 1/+5 Craft (Stonework): 4/+7 Diplomacy: 0/-2 Disable Device: 0/0 Disguise: 0/-2 Escape Artist: 0/+3 Fly: 1/+4 Heal: 1/+8 Intimidate: 0/-2 Knowledge (Religion): 7/+10 Knowledge (engineering): 2/+5 Perception: 8/+12 Profession (brewer): 3/+10 Ride: 1/+7 Sense Motive: 1/+8 Spellcraft: 0/0 Stealth: 0/+3 Survival: 3/+9 Swim: 1/+4 Use Magic Device: 0/0 Purely on instinct Vergren tries to dodge the oncoming rush of flames, though it doesn't matter. He flies through them unperturbed, though he moves a little slower, and one of the handful of fiery wings behind him winks out. He drops to the ground and takes careful aim, blessing his weapon before reeling off a salvo of cold iron bullets. The blessing of the winds carries his bullets straight and true, though the first shot may be a little errant. The other two are dead-on target. One may even pierce the heart of a beast, though it's hard to say at this range. OOC/Actions Other: Gain Fire Resistance 30 for the rest of this round, Also take no range penalties from using Zephyr's Gift Free: 5' Step to land Swift: Fervor Cast Divine Favor Full Round: Full round attack Assume no Point Blank Shot (otherwise add +1/+1) Rapid Shot, Manyshot, Deadly Aim: Dex +4 BAB +6 DF +3 DA -2 RS -2 +1 Weapon +1 Focus = +11/+11/+6 Damage: 1d8 +2 Weapon Spec, +4 Deadly Aim, +3 DF, +1 Weapon Enhancement = +10 Forgot to add anatomist +1 to those crit confirms, so that's 13 and 18. 20 to hit for 33 damage 30 to hit, 13 to confirm crit, for likely 11 damage 26 to hit, 18 to confirm, for likely 16 damage, or possibly 48 damage Bucket Is my mule. -Bedroll -Winter Blanket -MW Chain Shirt -Fishing Net -Mess Kit -Soap -Waterskin -Gallon of Ale -10x Dwarven Trail Rations -21x Rations -1 Bottle Oldlaw Whiskey -5lb Powdered Silver -Bit and Bridle -31x Feed -Military Saddle -Saddlebags Gear Worn -+1 Mithril Agile Breastplate -Neck Guard+1 AC versus Vampure BItes or similar neck attacks -Belt of Incredible Dex +2 -+1 Buckler -Cleric's Vestments -Cloak of Resistance +1 -Ring of Prot. +1 -Holy Symbol, Flask Weapons -MW Cold Iron Trident -MW Dagger -Throwing Axe -+1 Darkwood Dwarven Light Pelletbow -MW Composite Longbow Containers Bandolier 1 -Potion of CLW x4 -Potion of Reduce x2 -Tanglefoot Bag x2 Bandolier 2 -25 Cold Iron Sling Bullets -15 Cryptstone Sling Bullets -2x Holy Weapon Balm -2x Silver Weapon Blanch Belt Pouch -Flint and Steel Four Leaf CloverA creature with a four-leaf clover in her possession can call upon an extra boost of luck before attempting a single ability check, saving throw, or skill check. She gains a +2 luck bonus on that check. This ability functions three times per day, and requires a free action that the owner can perform even when it’s not her turn. +1 from Fate's Favored -Garlic -Magnet -2x Pearls of Power 1 -String -3982.87gpProbably not all carried here... Handy Haversack -124 Cold Iron Sling Bullets -78 Crypstone Sling Bullets -200 Sharpstones -6x +1 Animal Bane Arrows -2x +1 Human Bane arrows -3x +1 Undead Bane arrows -Holy Symbol, Pipes -Holy Book of GozrehHymns of the Wind -Mug of Dwarven Stout -Silk Rope -Wind Chimes -Silver weapon Blanch Edited September 18 by Kistler (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Reflex Save 1, 2 21; 28 1d20+8;1d20+8 [13]; [13,20] Attack 1, 2, 3 20; 30; 26 1d20+11;1d20+11;1d20+6 [9]; [9,19]; [9,19,20] Crit confirm on 2 and 3 12; 17 1d20+11;1d20+6 [1]; [1,11] Damage 1, 2, 3 33; 11; 16 2d8+20;1d8+10;1d8+10 [5,8]; [5,8,1]; [5,8,1,6] Link to comment Share on other sites More sharing options...
dhemon Posted September 18 Clone Share Posted September 18 (edited) Perhaps somewhat distracted by his thoughts, perhaps simply not the most athletic of half-orcs, Malciar barely failed to duck away from the blast of flame, though he did come out the other side somewhat less burned than might have been expected. Grumbling to himself for a moment, the sorcerer moved forward, drawing a small sack from his bag. As he came to a stop near Ulrica, he lobbed the bag at the closest drake, hoping to both to hit, and for its wings to be bound by the glue. Sadly, it seemed that poor athleticism was the order of the day, and the bag went wide. | AC : 14 | Spell Slots1 : 7/7 2 : 7/7 3 : 6/6 4 : 4/4 | HP : 44/56 | Sheet | Actions 22 -> 12 damage (Resist Fire 10) Move : 25' N & Draw Tanglefoot Bag Standard : Throw Tanglefoot Bag at Drake 3 - if hit, Entangled & DC 16 Reflex or be unable to fly Edited September 18 by dhemon (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Reflex Save 17 1d20+6 11 Ranged Touch - Tanglefoot Bag 7 1d20+5 2 Link to comment Share on other sites More sharing options...
Steel Warrior Posted September 18 Clone Share Posted September 18 Kero Swiftfoot Kero Swiftfoot HP: 80/80 Saves: Fort 3, Ref 11, Will 4 AC: 24, 17(touch), 18 (flat-footed) Initiative: 5, Speed: 30 Perception: +15 Kero seeing the flaming balls of fire strike his companions, charges forward with a stone in hand and launches it at dragon before him. OOC: Drake 1 Statblock [URL=/sheets/?id=2812605][B][SIZE=+1]Kero Swiftfoot[/SIZE][/B][/URL] Male Neutral Good Halfling Rogue, [B]Level[/B] 8, [B]Init[/B] 5, [B]HP[/B] 80/80, [B]Speed[/B] 30 [B]AC[/B] 24, [B]Touch[/B] 17, [B]Flat-footed[/B] 18, [B]CMD[/b] 19, [B]Fort[/B] 4, [B]Ref[/B] 12, [B]Will[/B] 5, [B]CMB[/B] +4/-1, [B]Base Attack Bonus[/B] +6/+1 [B] +1 Rapier [/B] +13/+8 (1d4+5, 19-20/x2) [B] Bombs [/B] +13 (4d8+3, x2) [B] Combat Scabard [/B] +12 (1d4, x2) [B] Mithral Shirt +1[/B], [B] +1 Buckler[/B] (+5 Armor, +2 Shield, +5 Dex, +1 Size) [B]Abilities[/B] Str 8, Dex 20, Con 12, Int null, Wis 14, Cha 10 [B]Condition[/B] . [B]Languages:[/B] Common, Abyssal, Celestial, Draconic, Dwarven, Elven, Gnomish, Goblin, Halfling, Infernal, Necril, Orcish, Terran [B]Skills: [/B] Acrobatics 21, Appraise 10, Bluff 10, Climb 6, Craft Alchemy 20, Disable Device 18, Escape Artist 11, Arcana 4, Dugeoneering 7, Engineering 4, History 4, Local 7, Nature 4, Nobility 4, Religion 4, Linguistics 14, Perception 15, Sense Motive 9, Sleight of Hand 16, Spellcraft 4, Stealth 25, Swim 7, UMD 10 [B]Traits:[/B] Blood of Dragons (low-light vision), Social: Wanderlust [B]Feats: 1st:[/B] Dodge (Bonus), [ooc="Shikigami Style"]• [B]Prerequisite(s):[/B] Catch Off-Guard or Throw Anything. • [B]Benefit(s):[/B] While in this style, you deal damage with improvised weapons as if they were one size category larger. For every style feat you have that lists Shikigami Style as a prerequisite, treat the improvised weapon as an additional size category larger, to a maximum of three sizes larger than its actual size.[/ooc], [B]3rd:[/B] [ooc="Improvisational Focus"]• [B]Prerequisite(s):[/B] Catch Off-Guard or Throw Anything, base attack bonus +1. • [B]Benefit(s):[/B] You gain a +1 bonus on attack rolls you make using an improvised weapon. You are considered proficient with the improvised weapon and are considered to have Weapon Focus with improvised weapons for the purpose of meeting the prerequisites of feats that specifically select a weapon, such as Weapon Specialization. • [B]Special:[/B] Thrown splash weapons are not considered improvised weapons for the purposes of this feat.[/ooc], [B]5th[/B] [ooc="Shikigami Mimicry"]• [B]Prerequisite(s):[/B] Catch Off-Guard or Throw Anything, Shikigami Style. • [B]Benefit(s):[/B] While in Shikigami Style, you can take a –2 penalty on attack rolls to treat an improvised weapon as if it had one of the following weapon special qualities until the start of your next turn: blocking, brace, disarm, distracting, nonlethal, performance, or trip. If the weapon has the fragile special quality or broken condition, you can treat it as if it had the jagged special quality.[/ooc], [B]6th:[/B] [ooc="Close-Quarters Thrower"]• [B]Prerequisites:[/B] Dex 13, Dodge, Weapon Focus with selected thrown weapon. • [B]Benefit:[/B] Choose a type of thrown weapon. You do not provoke attacks of opportunity for making ranged attacks using the selected weapon. If you are an alchemist, and you select this feat and choose alchemist bombs, you do not provoke attacks of opportunity for the process of drawing components of, creating, and throwing a bomb. Normal: Making a ranged attack provokes attacks of opportunity.[/ooc] (class), [B]7th:[/B] [ooc="Shikigami Manipulation"]• [B]Prerequisite(s):[/B] Catch Off-Guard or Throw Anything, Shikigami Mimicry, Shikigami Style, Use Magic Device 5 ranks. • [B]Benefit(s):[/B] While using Shikigami Style, you can treat any magical item you’re using as an improvised weapon as if it granted an enhancement bonus on attack and damage rolls equal to the item’s caster level divided by 4 (minimum +1), to a maximum bonus of +5. • [B]Special:[/B] A character with this feat and Equipment Trick who uses magical equipment to perform a trick can add a bonus equal to the item’s caster level divided by 4 (minimum +1) on skill or combat maneuver checks attempted as part of the trick.[/ooc] [B]Class Abilities: 1st:[/B] Finesse training, sneak attack +4d6, trapfinding (+4 DD/Perception) [B]2nd:[/B] [ooc="Chemical Weapons (Ex)"]At 2nd level, an underground chemist is able to retrieve an alchemical item as if drawing a weapon. She adds her Intelligence modifier to damage dealt with splash weapons, including any splash damage. She adds 1/2 her level to Craft (alchemy) checks. This ability replaces evasion.[/ooc], Talent: [ooc="Bomber (Su)"]Benefit: A rogue with this talent can make a number of bombs per day equal to her Intelligence modifier (minimum 1). These bombs act as alchemist’s bombs, except they deal damage equal to the damage dealt by the rogue’s sneak attack (the rogue doesn’t add her Intelligence modifier to this damage).[/ooc] 4d4+3 3/day [B]3rd:[/B] [ooc="Danger Sense (Ex)"]At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).[/ooc] +2 [B]4th:[/B] [ooc="Debilitating Injury (Ex)"]At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt. * [B]Bewildered:[/B] The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8). * [B]Disoriented:[/B] The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8). * [B]Hampered:[/B] All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step. * These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.[/ooc], [ooc="Precise Splash Weapons (Ex)"]At 4th level, an underground chemist can deal sneak attack damage with splash weapons. The attack must be her first attack that round, qualify for dealing sneak attack damage (such as against a flat-footed target), and be directed at a creature rather than a square. This ability replaces the rogue talent gained at 4th level.[/ooc], [ooc="Scout's Charge (Ex)"]At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability. This ability replaces uncanny dodge.[/ooc] [B]5th:[/B] [ooc="Rogues Edge (Ex)"]At 5th level, a rogue has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well. * [B]Stealth:[/B] [B]5 Ranks:[/B] Reduce the Stealth penalty from sniping by 10. [B]10 Ranks:[/B] Stealth check penalties for moving quickly are halved, including the ability unlocked at 5 ranks, moving full speed, and reaching concealment after creating a distraction. [B]15 Ranks: [/B]If you attack after successfully using Stealth, your target is denied its Dexterity bonus against all attacks that you make before the end of your turn. [B]20 Ranks:[/B] If you attack after successfully using Stealth, your target is denied its Dexterity bonus against all attacks that you make before the beginning of your next turn.[/ooc] Stealth 6th: Rogue Talent: Feat (close quarter's thrower), 8th: [ooc="Skirmisher (Ex)"]At 8th level, whenever a scout moves more than 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat-footed. If the scout makes more than one attack this turn, this ability only applies to the first attack. Foes with uncanny dodge are immune to this ability. This ability replaces improved uncanny dodge.[/ooc], Rogue Talent: Bomber's Discovery ([ooc="Demolition Charge"]Benefit: When the alchemist creates a bomb, he can choose to have it deal damage to an object as if by a sunder combat maneuver. If the item is worn or held by an opponent, the item is considered the direct target, and the wearer/holder takes splash damage from the blast. If the object is unattended, a demolition charge deals an additional 2d6 points of damage on a direct hit. This bonus doesn’t affect the bomb’s splash damage.[/ooc]) [spoiler=Inventory]+2 Mithral Shirt 5100 Gp +2 Buckler 4,155 Gp +1 Rapier 2,320 gp MW Silver Dagger 322 gp Wooden Stake x4 Combat scabbard 1 gp Handy Haversack 2,000 gp heavyload Belt of Incredible Dexterity +2 7,000 Gp Gloves of Improvised Might 4,000 Gp (Returning) Cloak of Elven Kind + Muleback Chords 4,000 gp Boots of Elven Kind 2,500 gp Ioun Torch 75 Gp Traveler’s Any-Tool x2 500 Gp Thieves Tools 100 gp Kit, alchemist’s 40 Gp Kit, alchemy crafting 25 gp Wooden Stake (x5) Bedroll Belt pouch Caltrops Candles (5) Chalk (5 pieces) Flint and steel Glass cutter Mess kit Sack x2 Candle Wick (1 GP) {AEG}: 150' total Fishing Tackle (20 GP) {AEG} 5lbs: Fishing gear, +1 Fishing 11' Expandable Pole {AEG} (5 GP) 1lb Silk rope (50 ft.) Grappling Hook trail rations (5 days) Waterskin potatoes carrots salt .5lb pepper .5lb Mule 8 gp Saddle 10 gp Saddlebags 4 gp Feed 4 days 2 sp 32,164 Gp[/spoiler] Kero Swiftfoot Male Neutral Good Halfling Rogue, Level 8, Init 5, HP 80/80, Speed 30 AC 24, Touch 17, Flat-footed 18, CMD 19, Fort 4, Ref 12, Will 5, CMB +4/-1, Base Attack Bonus +6/+1 +1 Rapier +13/+8 (1d4+5, 19-20/x2) Bombs +13 (4d8+3, x2) Combat Scabard +12 (1d4, x2) Mithral Shirt +1 , +1 Buckler (+5 Armor, +2 Shield, +5 Dex, +1 Size) Abilities Str 8, Dex 20, Con 12, Int null, Wis 14, Cha 10 Condition . Languages: Common, Abyssal, Celestial, Draconic, Dwarven, Elven, Gnomish, Goblin, Halfling, Infernal, Necril, Orcish, Terran Skills: Acrobatics 21, Appraise 10, Bluff 10, Climb 6, Craft Alchemy 20, Disable Device 18, Escape Artist 11, Arcana 4, Dugeoneering 7, Engineering 4, History 4, Local 7, Nature 4, Nobility 4, Religion 4, Linguistics 14, Perception 15, Sense Motive 9, Sleight of Hand 16, Spellcraft 4, Stealth 25, Swim 7, UMD 10 Traits: Blood of Dragons (low-light vision), Social: Wanderlust Feats: 1st: Dodge (Bonus), Shikigami Style• Prerequisite(s): Catch Off-Guard or Throw Anything. • Benefit(s): While in this style, you deal damage with improvised weapons as if they were one size category larger. For every style feat you have that lists Shikigami Style as a prerequisite, treat the improvised weapon as an additional size category larger, to a maximum of three sizes larger than its actual size. , 3rd: Improvisational Focus• Prerequisite(s): Catch Off-Guard or Throw Anything, base attack bonus +1. • Benefit(s): You gain a +1 bonus on attack rolls you make using an improvised weapon. You are considered proficient with the improvised weapon and are considered to have Weapon Focus with improvised weapons for the purpose of meeting the prerequisites of feats that specifically select a weapon, such as Weapon Specialization. • Special: Thrown splash weapons are not considered improvised weapons for the purposes of this feat. , 5th Shikigami Mimicry• Prerequisite(s): Catch Off-Guard or Throw Anything, Shikigami Style. • Benefit(s): While in Shikigami Style, you can take a –2 penalty on attack rolls to treat an improvised weapon as if it had one of the following weapon special qualities until the start of your next turn: blocking, brace, disarm, distracting, nonlethal, performance, or trip. If the weapon has the fragile special quality or broken condition, you can treat it as if it had the jagged special quality. , 6th: Close-Quarters Thrower• Prerequisites: Dex 13, Dodge, Weapon Focus with selected thrown weapon. • Benefit: Choose a type of thrown weapon. You do not provoke attacks of opportunity for making ranged attacks using the selected weapon. If you are an alchemist, and you select this feat and choose alchemist bombs, you do not provoke attacks of opportunity for the process of drawing components of, creating, and throwing a bomb. Normal: Making a ranged attack provokes attacks of opportunity. (class), 7th: Shikigami Manipulation• Prerequisite(s): Catch Off-Guard or Throw Anything, Shikigami Mimicry, Shikigami Style, Use Magic Device 5 ranks. • Benefit(s): While using Shikigami Style, you can treat any magical item you’re using as an improvised weapon as if it granted an enhancement bonus on attack and damage rolls equal to the item’s caster level divided by 4 (minimum +1), to a maximum bonus of +5. • Special: A character with this feat and Equipment Trick who uses magical equipment to perform a trick can add a bonus equal to the item’s caster level divided by 4 (minimum +1) on skill or combat maneuver checks attempted as part of the trick. Class Abilities: 1st: Finesse training, sneak attack +4d6, trapfinding (+4 DD/Perception) 2nd: Chemical Weapons (Ex)At 2nd level, an underground chemist is able to retrieve an alchemical item as if drawing a weapon. She adds her Intelligence modifier to damage dealt with splash weapons, including any splash damage. She adds 1/2 her level to Craft (alchemy) checks. This ability replaces evasion. , Talent: Bomber (Su)Benefit: A rogue with this talent can make a number of bombs per day equal to her Intelligence modifier (minimum 1). These bombs act as alchemist’s bombs, except they deal damage equal to the damage dealt by the rogue’s sneak attack (the rogue doesn’t add her Intelligence modifier to this damage). 4d4+3 3/day 3rd: Danger Sense (Ex)At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class). +2 4th: Debilitating Injury (Ex)At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt. * Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8). * Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8). * Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step. * These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty. , Precise Splash Weapons (Ex)At 4th level, an underground chemist can deal sneak attack damage with splash weapons. The attack must be her first attack that round, qualify for dealing sneak attack damage (such as against a flat-footed target), and be directed at a creature rather than a square. This ability replaces the rogue talent gained at 4th level. , Scout's Charge (Ex)At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability. This ability replaces uncanny dodge. 5th: Rogues Edge (Ex)At 5th level, a rogue has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well. * Stealth: 5 Ranks: Reduce the Stealth penalty from sniping by 10. 10 Ranks: Stealth check penalties for moving quickly are halved, including the ability unlocked at 5 ranks, moving full speed, and reaching concealment after creating a distraction. 15 Ranks: If you attack after successfully using Stealth, your target is denied its Dexterity bonus against all attacks that you make before the end of your turn. 20 Ranks: If you attack after successfully using Stealth, your target is denied its Dexterity bonus against all attacks that you make before the beginning of your next turn. Stealth 6th: Rogue Talent: Feat (close quarter's thrower), 8th: Skirmisher (Ex)At 8th level, whenever a scout moves more than 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat-footed. If the scout makes more than one attack this turn, this ability only applies to the first attack. Foes with uncanny dodge are immune to this ability. This ability replaces improved uncanny dodge. , Rogue Talent: Bomber's Discovery (Demolition ChargeBenefit: When the alchemist creates a bomb, he can choose to have it deal damage to an object as if by a sunder combat maneuver. If the item is worn or held by an opponent, the item is considered the direct target, and the wearer/holder takes splash damage from the blast. If the object is unattended, a demolition charge deals an additional 2d6 points of damage on a direct hit. This bonus doesn’t affect the bomb’s splash damage. ) Inventory +2 Mithral Shirt 5100 Gp +2 Buckler 4,155 Gp +1 Rapier 2,320 gp MW Silver Dagger 322 gp Wooden Stake x4 Combat scabbard 1 gp Handy Haversack 2,000 gp heavyload Belt of Incredible Dexterity +2 7,000 Gp Gloves of Improvised Might 4,000 Gp (Returning) Cloak of Elven Kind + Muleback Chords 4,000 gp Boots of Elven Kind 2,500 gp Ioun Torch 75 Gp Traveler’s Any-Tool x2 500 Gp Thieves Tools 100 gp Kit, alchemist’s 40 Gp Kit, alchemy crafting 25 gp Wooden Stake (x5) Bedroll Belt pouch Caltrops Candles (5) Chalk (5 pieces) Flint and steel Glass cutter Mess kit Sack x2 Candle Wick (1 GP) {AEG}: 150' total Fishing Tackle (20 GP) {AEG} 5lbs: Fishing gear, +1 Fishing 11' Expandable Pole {AEG} (5 GP) 1lb Silk rope (50 ft.) Grappling Hook trail rations (5 days) Waterskin potatoes carrots salt .5lb pepper .5lb Mule 8 gp Saddle 10 gp Saddlebags 4 gp Feed 4 days 2 sp 32,164 Gp Name xDiceName xDiceResult xDiceString xDiceRolls Skirmish Stone Throw 23; 4 1d20+9;1d6 [14]; [14,4] Skirmish SA Damage 18 4d6 4,5,6,3 Correct Damage 3 1d4 3 Link to comment Share on other sites More sharing options...
Rakle Posted September 18 Author Clone Share Posted September 18 @paladinred Go Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
paladinred Posted September 18 Clone Share Posted September 18 Ilyrana Shazowyn and Drogo Basic Statblock Sheet: https://www.myth-weavers.com/sheet.html#id=2051255 Name/Race: Ilyrana Shazorwyn/Elf Class: Witch 8 Relevant Effects: Fey Sighted (has Detect Magic in constant use) Deathwatch Eyes Constant deathwatch as the spell out to 30' Flight used 0/5 Wand Charges 34/50 Health 55/55 As the dragons head towards the party the witch tries to judge their distance so that she can use her hexes, once one is within 30' she will attempt to put it to sleep by using her slumber hex. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Rakle Posted September 19 Author Clone Share Posted September 19 Dragon Breath Drake # 4 breathes on Ulrica, Vergren & Kero DC18 Reflex for half damage Flyby attacks #3 vs Ulrica # 1 vs Vergren # 2 vs Halgana Name xDiceName xDiceResult xDiceString xDiceRolls fire breath 21 5d6 6,6,2,5,2 Bite vs ulrica. Atk, dmg, fire dmg 17; 14; 2 1d20+12;2d6+7;1d6 [5]; [5,1,6]; [5,1,6,2] bite vs vergren Atk, dmg, fire dmg 18; 10; 4 1d20+12;2d6+7;1d6 [6]; [6,1,2]; [6,1,2,4] bite vs halgana Atk, dmg, fire dmg 29; 14; 2 1d20+12;2d6+7;1d6 [17]; [17,5,2]; [17,5,2,2] ilyrana reflex save 10 1d20+6 4 Link to comment Share on other sites More sharing options...
Starhawk Posted September 19 Clone Share Posted September 19 (edited) Ulrica Wiesbaden, Grey Maiden and Templar of Arqueros. AC 32 (currently 33) HP 70/88 Init 3 Fort 11 (13)(14) Ref 9 (11)(12) Will 10 (12)(13) Female Lawful Good Half Elf Fighter 6 - Brawler 1 - Warpriest 1 Level 8 Init 3 HP 88/88 Speed 30' (Sash of the War Champion) AC 31, Touch 14 Flat-footed 28 Fort 11 Ref 9 Will 10 (+2 vs Enchantments) (+3 vs Fear) CMD 26 CMB +12 BAB 7 Action Points 2 +1 Magic Silversheen Keen Fauchard Strike [+15/+10] Power Attack [+13/+8] CMB [+15 (Trip +17)] Damage 1d10+12 (+14AOO), [Crit 15-20/x2] *Greater Trip +19 Reach/Cleave/Reroll Concealment/Improved Trip Cestus/Improved (Unarmed Strike) Strike +12/+8 Power Attack +10/+5 Power Attack (1d8)+7 (+8AOO), [Crit 19-20/x2] Cold Iron/Silver Chakrams (5) +11/+6 (1d8+5, x2) Magic +2 Full Plate Magic +1 Darkwood Full Shield +11 Armor, +4 Shield, +3 Dex, +1 Dodge, +1 Natural, +1 Deflect, +1 Misc Str 20 Dex 14 Con 12 Int 12 Wis 14 Cha 8 Condition None Ulrica manages to get out of the way of the first blast for the most part, but not entirely. She shrugs off wing and claw with her usual aplomb. She moves to switch back to her polearm, which is weapon corded, and her shield, while knocking back a potion of cure moderate wounds. "Ilyrana, did you try to sleep a creature which we were told can't be slept?", she asks conversationally, in her usual laid back but 'loud enough to be heard on a battlefield' voice (providing the earlier identification was vocalised). Martial Flexibility, dedicated adversary for favored enemy (dragon), protection from evil, war blessing +2 to hit, +2 damage -4 AC then +1 AC and +2 Saves +1 Luck to Saves (this can change with each action) Edited September 19 by Starhawk (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Reflex DC18 save 32 1d20+12 20 Cure Moderate Wounds 8 2d8+3 2,3 Link to comment Share on other sites More sharing options...
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