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On the Road Again


Rakle

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Halgana Kragminerimage.jpeg.aa786f9590e7f358cc58d347f44ab2d1.jpeg

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
attack comp shortbow
21
1d20+6 15
damage
5
1d6+3 2
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spacer.png"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 Slots | 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
Magic Missile Damage
2; 2
1d4+1;1d4+1 [1]; [1,1]
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Dragon Breath

1st Malciar & Ulrica

2nd: Ulrica & Vergren

3rd: Vergren & Halgana

4th Halgana & Ilyrana

 

DC18 Reflex for half damage

Edited by Rakle (see edit history)
Name
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
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spacer.pngUlrica 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 by Starhawk (see edit history)
Name
Reflex DC18 save
30
1d20+12 18
Reflex DC18 save
12
+12
Reflex save
17
1d20+12 5
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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.

 

 

image.png.50432b0da1af48f61e28849ad6d408a6.png

 

 

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

Ulrica88/88 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

 

 

 

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spacer.pngUlrica 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 by Starhawk (see edit history)
Name
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
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Halgana Kragminerimage.jpeg.aa786f9590e7f358cc58d347f44ab2d1.jpeg

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 by farothel (see edit history)
Name
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
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uc?export=download&id=1dRpitT3CcasYF2DNUtVf9NtjWbs0fRXE

Vergren Holybrew - Dwarven Warpriest 8


HP: 82/82 | AC: 24+6/15+1/20+6 | Speed: Fly 40ft | Hero: 3/3 | Spells: P1 P1 1 1 1 1 1 2 2 2 2 2 3 3 3

Initiative: +4 | Perception: +12+2 | Fort: +9+1 | Ref: +7+1 | Will: +11+1 

Fervor Pool: 4/8 | Blessings: 8/9 | Sacred Armor 8/8 | Sacred Weapon 8/8

Conditions | Consumables | Spells | Bonuses | Skills


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

-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 Clover

-Garlic

-Magnet

-2x Pearls of Power 1

-String

-3982.87gp

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 Gozreh

-Mug of Dwarven Stout

-Silk Rope

-Wind Chimes

-Silver weapon Blanch

 

 

Edited by Kistler (see edit history)
Name
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]
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spacer.png

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 Slots | 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 by dhemon (see edit history)
Name
Reflex Save
17
1d20+6 11
Ranged Touch - Tanglefoot Bag
7
1d20+5 2
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Kero Swiftfoot

cPY1jYX.jpg.943a3203de222317d487cfe1c6ae0e01.jpgKero 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
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
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fHoXoT0.jpg
 
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.

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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
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
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spacer.pngUlrica 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 by Starhawk (see edit history)
Name
Reflex DC18 save
32
1d20+12 20
Cure Moderate Wounds
8
2d8+3 2,3
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