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Rakle

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Story - Day13 (Sweetmoon W3D7)

Ulrica's first arrow strikes the lead dragon. Vergren first wave of bullets miss but his next two shots hit (not crit). Then Kero unleashes another stone into the lead drake. It looks very bloodied.

Splat. Malciar's tangle foot bag explodes on the ground. Halgana's arrows go sailing by the drakes. Either due to the range or their immunity to sleep, Ilyrana's slumber hex fails to do anything to a drake.

The trailing drake breathes another blast of fire at the group of successful attackers. Vergren feels another wing pop, but he is undamaged. The others swoop down and try to bite Ulrica, Vergren, and Halgana. Only Halgana feels the teeth tear into her. The drake's bite is fiery hot but her enchantment protects her from the heat.

 

image.png.50432b0da1af48f61e28849ad6d408a6.png

 

 

Ooc

@dhemon @Starhawk @Steel Warrior @paladinred @farothel   @Kistler  Go!

Ulrica & Kero will need to make one reflex save.

Drakes that are 15' off the ground are within reach weapon range.

 

Init.

Party

Them

Notes:

Drakes 4 is 30' up in the air, others are 15'.

 

Party Status

Ulrica60/88 hp; hero: 2

Ilyrana: 44/64 hp; hero 3

Malciar  44/56 hp; hero 2; dv90

Vergren: 82/82 hp; hero 3; dv60

Kero: 80/80 hp; hero 3

Halgana: 83/104 hp; hero 3; dv60

 

 

 

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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 30ft | 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 7/8 | Sacred Weapon 8/8

Conditions | Consumables | Spells | Bonuses | Skills


"Heh heh heh!" Vergren laughs as he bursts through another fireball. He dodges the biting jaws of a swooping dragon, then enhances his armor again, just in case.

Then he steps toward the closest flying beastie and unleashes another salvo of bullets with a whoop of battle-joy.


OOC/Actions

Other: Gain Fire Resistance 30 for the rest of this round

Free: 5' Step toward enemy

Swift: Enhance Armor with Fortifying

Full Round: Full round attack

Assume yes Point Blank Shot (otherwise subtract +1/+1)

Rapid Shot, Manyshot, Deadly Aim: Dex +4 BAB +6 DF +3 DA -2 RS -2 +1 Weapon +1 Focus = +12/+12/+7

Damage: 1d8 +2 Weapon Spec, +4 Deadly Aim, +3 DF, +1 Weapon Enhancement = +11

 

Crit for 57 damage. Assume the other two miss. Math did not work like I thought on the rolls and the roll itself wasn't multiplied. Should I just do 4d8+44 in the future for a Manyshot crit?

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
Attacks 1, 2, 3
32; 21; 21
1d20+12;1d20+12;1d20+7 [20]; [20,9]; [20,9,14]
Crit confirm
30
1d20+13 17
Shot 1 damage
35; 18
1d8+11*3;1d8+11 [2]; [2,7]
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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 turns to follow the nearest drake and throws another stone at it as it's passing by 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 , 3rd: Improvisational Focus , 5th Shikigami Mimicry , 6th: Close-Quarters Thrower (class), 7th: Shikigami Manipulation
Class Abilities: 1st: Finesse training, sneak attack +4d6, trapfinding (+4 DD/Perception) 2nd: Chemical Weapons (Ex) , Talent: Bomber (Su) 4d4+3 3/day 3rd: Danger Sense (Ex) +2 4th: Debilitating Injury (Ex) , Precise Splash Weapons (Ex) , Scout's Charge (Ex) 5th: Rogues Edge (Ex) Stealth 6th: Rogue Talent: Feat (close quarter's thrower), 8th: Skirmisher (Ex) , Rogue Talent: Bomber's Discovery (Demolition Charge )

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
Reflex
21
1d20+11 10
Stone Throw Skirmish
17
1d20+13 4
Stone Damage
3; 11
1d4;4d6 [3]; [3,1,2,4,4]
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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

 

Ilyrana glares at the dragon so it looks like you were immune to the hex, try this one she thinks to herself as she tries again with a different hex.

Action: Use Evil Eye on nearest dragon

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Halgana Kragminerimage.jpeg.aa786f9590e7f358cc58d347f44ab2d1.jpeg

HP: 83/104; 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 grunted when the drake's claw bit in her body, but the creatures was out of her reach.

"Come closer you overgrown lizard," she shouted at the critter as she shot two arrows again.

 

OOC

2 shots at the lead dragon again.

Name
attack 1
18
1d20+10 8
damage 1
6
1d6+3 3
attack 2
6
1d20+5 1
damage 2
5
1d6+3 2
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spacer.png

Picking his way around the battlefield as carefully as he could, Malciar lobbed another tanglefoot bag at the less injured of the two nearby that were relatively close to the ground.

 

 

 

| AC : 14 | Spell Slots | HP : 44/56 | Sheet |

 

Actions

Move : 10' S, 5' SW & Draw Tanglefoot Bag

Standard : Throw Tanglefoot Bag at Drake 3 - if hit, Entangled & DC 16 Reflex or be unable to fly

 

Name
Range Touch (-2 for Range Increment applied)
9
1d20+3 6
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Die rolls

 

Name
drake will save
26
1d20+8 18
#4:  bite vs vergren  Atk, dmg, fire dmg:
15; 17; 5
1d20+12;2d6+7;1d6 [3]; [3,5,5]; [3,5,5,5]
#2:  bite vs Ilyrana  Atk, dmg, fire dmg:
16; 14; 3
1d20+12;2d6+7;1d6 [4]; [4,5,2]; [4,5,2,3]
#3:  bite vsMalciar  Atk, dmg, fire dmg:
31; 17; 5
1d20+12;2d6+7;1d6 [19]; [19,5,5]; [19,5,5,5]
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Story - Day13 (Sweetmoon W3D7)

Ulrica pulls out a potion and chugs it. She feels some of her wounds begin to heal. Vergren fires a really nasty bullet into a nearby drake. It is now severly wounded. It tries to snap at Vergren as it flies by, but it misses. Kero, Malciar and Halgana open fire with a variety of missile weapons but none of them are able to connect. Ilyrana tries to give a nearby drake the stink eye. It shrugs off the effect after a few seconds (1 round only).

The previously hurt drake continues flying south. One drakes flies at Ilyrana and fails to bite her. The last drake flies past Malciar and tears a large chunk of flesh out of him. At least he is able to resist the burning portion of the bite.

 

image.png.50432b0da1af48f61e28849ad6d408a6.png

 

 

Ooc

@dhemon @Starhawk @Steel Warrior @paladinred @farothel   @Kistler  Go!

 

Kistler: Unless it is a guaranteed crit confirm just have a separate roll for the crit bonus damage.

Paladinred: What was being targeted (e.g. AC, saves, attack rolls) by the evil eye hex?

 

Init.

Party

Them

Notes:

All remaining drakes are 15' off the ground. Drake #1 is 130' past the edge of the map and flying south.

 

Party Status

Ulrica68/88 hp; hero: 2

Ilyrana: 44/64 hp; hero 3

Malciar  27/56 hp; hero 2; dv90

Vergren: 82/82 hp; hero 3; dv60

Kero: 80/80 hp; hero 3

Halgana: 83/104 hp; hero 3; dv60

 

 

 

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spacer.pngUlrica Wiesbaden, Grey Maiden and Templar of Arqueros.

AC 32 (currently 33 (31 due to charge)) 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, silent as is her way in combat, charges the fire drake closest to her and hacks the beast with her polearm. She hews it good and draconic blood spatters down on her. "Blade versus teeth and claw, I could take you myself.", she remarks almost conversationally to the drake.

 

Martial Flexibility, dedicated adversary for favored enemy (dragon), protection from evil, war blessing

+2 to hit, +2 damage

+1 AC and +2 Saves

+1 to hit

Edited by Starhawk (see edit history)
Name
Slash after charge
28
1d20+18 10
Damage
17
1d10+14 3
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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 30ft | Hero: 2/3 | 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 7/8 | Sacred Weapon 7/8

Conditions | Consumables | Spells | Bonuses | Skills


"Hey! That one's getting away!" Vergren sounds disappointed, but he says another prayer to Gozreh, " Bless my bow with your frozen breath!" He takes aim at the nearest one first again and fires, then switches to the one that's retreating and takes a shot at it too.

Luck his not with him this time, and he says an extra prayer, hoping for a stroke of luck to set his aim true.

He shouts to the others, "To me for healing! Before they breathe more fire! Or get to the mist and hide!"


OOC/Actions

Other:

Free: 5' Step toward nearest enemy

Swift: Enhance weapon with another +1 and Frost

Full Round: Full round attack

Point Blank Shot on first shot

Rapid Shot, Manyshot, Deadly Aim: Dex +4 BAB +6 DF +3 DA -2 RS -2 +1 Weapon +2 Focus = +13/+13/+8

Damage: 1d8 +2 Weapon Spec, +4 Deadly Aim, +3 DF, +2 Weapon Enhancement = +12

 

Using a hero point to reroll first attack.

 

27 B damage and 8 Frost 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
Attack 1, 2, 3
17; 14; 13
1d20+13;1d20+12;1d20+7 [4]; [4,2]; [4,2,6]
Hero point reroll attack 1
29
1d20+13 16
Damage
27; 8
2d10+24;2d6 [1,2]; [1,2,3,5]
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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 hopeful that his stones are doing some damage, rushes to the side of Vergren before another stone flies from his hand.

 

OOC: Drake 2

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 , 3rd: Improvisational Focus , 5th Shikigami Mimicry , 6th: Close-Quarters Thrower (class), 7th: Shikigami Manipulation
Class Abilities: 1st: Finesse training, sneak attack +4d6, trapfinding (+4 DD/Perception) 2nd: Chemical Weapons (Ex) , Talent: Bomber (Su) 4d4+3 3/day 3rd: Danger Sense (Ex) +2 4th: Debilitating Injury (Ex) , Precise Splash Weapons (Ex) , Scout's Charge (Ex) 5th: Rogues Edge (Ex) Stealth 6th: Rogue Talent: Feat (close quarter's thrower), 8th: Skirmisher (Ex) , Rogue Talent: Bomber's Discovery (Demolition Charge )

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 throw
30
1d20+11 19
Skirmish Damage
4; 18
1d4;4d6 [4]; [4,4,6,5,3]
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Halgana Kragminerimage.jpeg.aa786f9590e7f358cc58d347f44ab2d1.jpeg

HP: 83/104; 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 shot at one of the drakes before moving a bit closer to Verngren. She could do with some healing, but she kept some distance to avoid a blast where everybody would be in

 

OOC

1 shot at the drake 4, then move (done on map)

Name
attack
26
1d20+10 16
damage
6
1d6+3 3
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Story - Day13 (Sweetmoon W3D7)

Malciar fires two bolt of force into a drake, and then Ulrica runs up and slashes it. Vergren is about to fire, and then realizes he doesn't have the proper lead it. He readjusts and fires into the nearest drake. He is other shots go wide. Kero and Halgana fire into the drake that was just it by Vergren. This drake is now looking really bad.

Realizing that Vergren is calling for the wounded to come to him for healing, Ilyrana heals Halgana.

 

 

image.png.50432b0da1af48f61e28849ad6d408a6.png

 

Now bloodied, the drakes decided to look for easier prey. They turn and start to fly away.

Ooc

@dhemon @Starhawk @Steel Warrior @paladinred @farothel   @Kistler  Go! Or we can end combat

 

 

Init.

Party

Them

Notes:

. Drake #1 is 250' past the edge of the map and flying south.

 

Party Status

Ulrica68/88 hp; hero: 2

Ilyrana: 44/64 hp; hero 3

Malciar  27/56 hp; hero 2; dv90

Vergren: 82/82 hp; hero 2; dv60

Kero: 80/80 hp; hero 3

Halgana: 98/104 hp; hero 3; dv60

 

 

 

Edited by Rakle (see edit history)
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