paladinred Posted March 27 Clone Share Posted March 27 @Starhawk Have you included the Ward from Ilyrana? at level 8 it is +3. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
dhemon Posted March 27 Clone Share Posted March 27 | AC : 14 | Spell Slots1 : 6/7 2 : 6/7 3 : 6/6 4 : 4/4 | HP : 56/56 | Sheet | Crafting Spreadsheet | Active EffectsQuarterstaff of Entwined Serpents - Glamered (non-magic cane) Undeath Sense : 80 Minutes Deciding once again that the better part of valor not being dead as an unarmored spellcaster is not standing around in close range with a bunch of angry undead, Malciar retreats through the open gate. Now that he had some actual range - and hopefully wouldn't be followed - the sorcerer prepared to start lobbing spells. Actions Undeath Sense Full Round : Withdraw : 10' E, 5' SE, 15' E Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Steel Warrior Posted March 27 Clone Share Posted March 27 (edited) 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, wanting to use his acrobatics to grant him movement in such a tight space, uses his footwork to briefly run ten feet along the side of the passage and circle clockwise to toss another bomb. Orderly #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• 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 Edited March 27 by Steel Warrior (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Acrobatics 23 1d20+21 2 Bomb Toss 18 1d20+13 5 Bomb/SA Damage 14; 18 4d6+3;4d6 [2,5,3,1]; [2,5,3,1,5,6,3,4] Link to comment Share on other sites More sharing options...
farothel Posted March 27 Clone Share Posted March 27 (edited) Halgana Kragminer HP: 71/104; 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) "Withdraw," Halgana shouted as she gritted her teeth against the pain of the attacks, mostly to Ilyrana. She kept chopping at the guys and trying to protect the sorcerer, before putting a step back towards the door. Gritting through the pain she racked her brain to get as much information as she could about this specific type of undead. OOC attack: attack #1 (if he's undead, add 2 to attack and damage rolls) use power attack and furious focus move: recall knowledge use 1 Attack of Opportunity to give Ilyrana a +2AC (bodyguard feat) Edited March 27 by farothel (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls will save 25 1d20+10 15 fortitude save 13 1d20+12 1 heropoint reroll fortitude save 22 1d20+12 10 attack, damage 28; 22 1d20+15;1d12+14 [13]; [13,8] knowledge (religion) incl. favoured enemy bonus 26 1d20+6 20 Link to comment Share on other sites More sharing options...
Rakle Posted March 28 Author Clone Share Posted March 28 @paladinred you are up Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
paladinred Posted March 29 Clone Share Posted March 29 (edited) 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 0/8 CLW Wand Charges 34/50 Health 64/64 Active Effects: Death Ward Ilyrana steps into the recess next to Kero, she then casts a spell on herself to guard against the vampire's nasty powers. The witch already had felt the sapping of life energy, there was no way she was going to become food for the damned undead. Action: Cast Death ward on herself Move: Take a 5' step back next to Kero Edited March 29 by paladinred (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Rakle Posted March 29 Author Clone Share Posted March 29 dice rolls Name xDiceName xDiceResult xDiceString xDiceRolls ilyrana will save 28 1d20+8 20 #1 & #3 reflex 24; 15 1d20+11;1d20+11 [13]; [13,4] #3 vs Ilyrana bite,claw, claw 33; 28; 33 1d20+15;1d20+15;1d20+15 [18]; [18,13]; [18,13,18] dmg 30 1d8+2d6+18 3,5,4 #2 vs Ilyrana than Halgana, bite, claw, claw 32; 34; 25 1d20+15;1d20+15;1d20+15 [17]; [17,19]; [17,19,10] bite, claw, claw damage SyntaxError: Unexpected token , 1d8+6,1d6+6,1d6+6 bite, claw, claw dmg 8; 12; 9 1d8+6;1d6+6;1d6+6 [2]; [2,6]; [2,6,3] #1 attack vs Halgana bite, claw, claw 23; 23; 23 1d20+15;1d20+15;1d20+15 [8]; [8,8]; [8,8,8] dmg vs halgana 33 1d8+2d6+18 6,5,4 Cha drain, I,I, H SyntaxError: Unexpected token , 1d4,1d4,1d4 CHA drain i,i,h 1; 1; 1 1d4;1d4;1d4 [1]; [1,1]; [1,1,1] con dmg 4 1d6 4 con damage hal 2 1d6 2 Link to comment Share on other sites More sharing options...
Rakle Posted March 29 Author Clone Share Posted March 29 10:41 am (Lover's Moon W1D7) Seeing all hell breaking loose, Vergren hurries to the front door. Malciar and Ulrica withdrawn down the corridor. Kero smashes a bomb into the middle creature. It is hurt but still standing. The other two take some damage from the bomb. Helgana announces that these creatures are shapechanging undead called Totenmaskes. Helgana slashes the creature near her. Ilyrana steps back and casts a spell. Eliza yells " Halgana, Get out of there". The orderlies continue to flee from the battle with the undead. The two of the creatures step forward and attack Ilyrana. She drops to the ground from the onslaught (-4 hp). One of them turns and catches Halgana with a claw. The remaining creature claws and bite halgana. Ooc @Starhawk @dhemon @Steel Warrior @paladinred @Kistler @farothel Everyone can act. Knowledge detail: Heavy duty resistance (not immunity) to cold. Bites can CHA drain. If both claws hit the same target, then the fort save vs con damage Saving throws: Ilyrana needs to make a DC21 Fort save: Fail is 4 pts of CON Damage Ilyrana needs to make a Two DC23 Will saves: Each fail is 1 pt of CHA drain Halgana needs to make a DC23 Will save: Fail is 1 pt of CHA drain Halgana needs to make a DC21 Fort save: Fail is 2 pts of CON Damage . Party Status Ulrica: 54/88 hp; hero: 1 (3 CHA drain,6 con dmg) Ilyrana: -4/64 hp; hero 3 (3cha drain) Malciar 56/56 hp; hero 2; dv90 Vergren: 82/82 hp; hero 2; dv60 Kero: 80/80 hp; hero 3 Halgana: 29/104 hp; hero 3; dv60 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Starhawk Posted March 29 Clone Share Posted March 29 (edited) Ulrica Wiesbaden, Grey Maiden and Templar of Arqueros AC 32 (33) HP 54/88 Init 3 Fort 11 Ref 9 Will 10 Perception 15 Female Lawful Good Half Elf Fighter 6 - Brawler 1 - Warpriest 1 Lvl 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 Hero Pts 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 (5) Condition None Ulrica looks on in anguish and astonishment as Ilyrana elects not to simply flee from enemies which were cutting a massively armored fighter to ribbons. She is not surprised when the things paint the wall with her blood and she drops. Time to grieve later should they survive. She remains silent. Being an unknown obstacle presents her allies with a better chance of escaping than giving away her position. She is the only one capable of standing up to these things toe to toe for any length of time. Knowing this she reconciles herself to the reality that she faces a 'hold the bridge' moment. Ulrica is on AC36/CMD 29 Move: Dedicated Adversary Favored Enemy Undead/ Standard -Activate Blessing +1 Dodge to from Protection Blessing AC 31, +1 from Protection of Evil, +1 from Blessing War, +1 from Blessing Protection +2 Dodge from Defensive Fighting Edited March 29 by Starhawk (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls AOO Trip on 1st opportunity 22 1d20+17 5 AOO Trip on 2nd opportunity 28 1d20+17 11 AOO Trip on 3rd opportunity 31 1d20+17 14 Slash as Standard on prone preferably (no power attack) 19 1d20+15 4 Slash as Second attack on prone preferably 17 1d20+15 2 Damage Slash 1 21 1d10+11 10 Damage Slash 2 12 1d10+11 1 Link to comment Share on other sites More sharing options...
Kistler Posted March 29 Clone Share Posted March 29 Vergren Holybrew - Dwarven Warpriest of Gozreh 8 HP: 82/82 | AC: 24/16/18AC: 24/16/18 10 + 5 (dex) + 1 (Haste) + 2 (Buckler) + 5 (Ironskin) + 1 (Ring of P) +1 | Speed: 20+20ft | Hero: 1/3 | Spells: P1Pearl of Power 1 Unused P1Pearl of Power 1 Unused 1Divine Favor Personal 1 min Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn't apply to spell damage. CL 8: Bonus is 2+1 for Fate's Favored 1Ears of the City Range: Touch Target: 1 Creature Duration: 1rnd/lvl (8 rounds) For each round of the spell the target may make a Diplomacy or Perception check as though they had spent 1d4 hours gathering information. ***Unprepared*** Tears to Wine Convert 4 cubic feet of liquid to wine/mead that spoils at the natural rate for such liquids. When consumed grants a +2 to all WSI and INT skill checks. ***Unprepared*** Shadow Trap Casting Time: 1 standard action Range: close 45' Target: one creature Duration: 8 rnds Saving Throw: Will negates; Spell Resistance yes Description You pin the target’s shadow to its current location, causing the target to become entangled and preventing it from moving farther than 5 feet from its original position, as if its shadow were anchored to the terrain. Each round on its turn, the target can attempt a new saving throw to end the effect as a full-round action. A flying creature can only hover in place or fall while entangled in this manner. This spell automatically fails when cast on a creature that doesn’t throw a shadow, and it ends if the creature is entirely in an area with no illumination. ***Unprepared*** Divine Favor Personal 1 min Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn't apply to spell damage. CL 8: Bonus is 2+1 for Fate's Favored 1Deathwatch: Range: Self/30ft Cone Duration: 80 min Using the powers of necromancy, you can determine the condition of creatures near death within the spell's range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), healthy, undead, or neither alive nor dead (such as a construct). Deathwatch sees through any spell or ability that allows creatures to feign death. ***Not currently prepared*** Bless 50' 1 min/lvl = 8 min Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. 1Obscuring Mist Effect cloud spreads in 20-ft. radius from you, 20 ft. high Duration 1 min./level (D) The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage. 1Protection from Evil Creature Touched 1 min/lvl = 8 min. +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. Immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature with +2 bonus Immune to any new attempts to possess or exercise mental control Natural weapon attacks of evil summoned creatures fail. 2Burst of Radiance Range: 400+40/lvl = 720' Area: 10' radius Burst Creatures in the area are blinded for 1d4 rounds, or dazzled for 1d4 rounds if they succeed at a Reflex save. Evil creatures in the area of the burst take 1d4 points of damage per caster level (max 5d4), whether they succeed at the Reflex save or not. 2Undeath Sense Range: Touch/60' Emanation Duration: 80 min You grant the target the ability to pick up on the subtle scents and disturbances to the natural order that are specific to the living dead, granting the target the ability to sense the presence of undead creatures. The target is constantly aware of whether there are any undead auras within 60 feet of her in any direction. If at least one undead aura is present, the target can concentrate on the spell’s effects in order to gain more information on the auras present. This functions similarly to detect undead, except the number of rounds of concentration needed to learn about the undead auras is reduced by 1 (1 round to learn the number of auras, and 2 rounds to learn the strength and location of each aura). *** Not Prepared Currently*** Burst of Radiance Range: 400+40/lvl = 720' Area: 10' radius Burst Creatures in the area are blinded for 1d4 rounds, or dazzled for 1d4 rounds if they succeed at a Reflex save. Evil creatures in the area of the burst take 1d4 points of damage per caster level (max 5d4), whether they succeed at the Reflex save or not. *** Not Prepared Currently*** Communal Protection from Evil This spell functions like protection from evil, except you divide the duration in 1-minute intervals among the creatures touched. 2Cleromancy Duration: 1rnd/CL = 8 Rnds Range: Personal Roll 8d4, group by like results and choose a group. Apply luck bonus equal to the chosen die group, up to as many times as there are dice in teh group. +1 to each die with Fate's Favored. 2Ironskin Range: Personal Duration: 1min/lvl = 8min. Gain a +4 enhancement bonus to your existing natural armor bonus (if you do not have a natural armor bonus, you are considered to have an effective natural armor bonus of +0). This enhancement bonus increases by 1 for every 4 caster levels above 4th, to a maximum of +7 at 15th level. CL 8 = +5AC bonus While you're under the effects of this spell, if an opponent confirms a critical hit or sneak attack against you with a physical weapon (not a spell or magical effect), you can dismiss this spell to negate the critical hit or sneak attack and treat it is as a normal hit. Dismissing the spell in this way is not an action, but you must be conscious and aware of the attack to do so. 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*** 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' 3Invisibility Purge Casting Time: 1 standard action Range: Personal Target: You Duration: 1 minute/level = 8 min. Description: TA sphere 5'/CL (40') radius that negates all forms of invisibility. ***Unprepared*** Stunning 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. 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 Duration: 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 | Ref: +7 | Will: +11 | +4 v. Magic Fervor Pool: 6/81 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: 9/9Air 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, 10 gallons remaining -Undeath Sense, 29:00 - Haste 7 Rounds -Ironskin +5, 8:00 | ConsumablesAmmunition: -197x Cold Iron Bullets -93x Cryptstone Bullets -200 Sharpstone 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 -6x Silver weapon blanch -1x Adamantine weapon blanch -2x Holy weapon balm Scrolls/Wands: - Use/day items: -Four Leaf Clover: 3/3 -Sling Pouch of Keen Edges: 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 Vergren huffs and puffs and he runs along. Luckily this dwarf was built for speed. At least, with enough magical enhancement. He curses the ill luck that turned this simple day of scouting and information gathering into a battle, and him without his armor on. But he quickly hardens his skin as he runs, drawing his buckler and bow and getting ready to join in. He shoves of an orderly coming out the front door, sending the man sprawling, dashes around the desk, barking his hip painfully, and almost crashes into Eliza as he turns the last corner. He sees Malciar, a very wounded Helgana, and someone sprawled on the floor down the hall. Is that Ilyrana? But where is Kero? Ulrica? Are they dead already? OOC/Actions Other: Use Hero point for extra move action Breastplate, Neck Guard, and Trident in haversack Free: Draw weapon during move x2 Swift: Fervor cast Ironskin on self Move: 120', shown on map Standard: Full Round: Hands: Buckler and Bow Bucket and Inn Bucket (187.5lb): -Bedroll -Winter Blanket -MW Chain Shirt -Reversible Cloak -Common hat -Common clothes -Fishing Net -Mess Kit -Soap -Waterskin -Half keg -10x Dwarven Trail Rations -10x Rations -5lb Powdered Silver -Bit and Bridle -6x Feed -Military Saddle -Saddlebags Left at the Inn: -30x Animal feed -210x Cold Iron Bullets -150x Sharpstone Bullets -50x Crypstone Bullets 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 -+1 Darkwood Dwarven Light Pelletbow Containers Bandolier 1 -4x Potion of CLW -2x Potion of Reduce -2x Holy Weapon Balm Bandolier 2 -20x Cold IronCoated in Silver Bullets -20x CryptstoneCoated in Silver Bullets Sling Pouch of KEHolds 50 sling bullets, specifically sharpstones. 3 times per day cast Keen Edge for 3 hours of Keen -50x SharpstonesCoated in Silver 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 -20x Cold Iron Bullets -String -791gpSplit between here and HH Handy Haversack -23x Cryptstone Bullets -3 vials of Ambrosia -1 Cytillesh stun vial -2 Holy weapon balm -2 Bottled sunlight -2 Antiplague -2 Antitoxin -2 Troll styptic -Holy Symbol, Pipes -Holy Book of GozrehHymns of the Wind -Silk Rope -Wind Chimes -2x Silver Blanch -1x Adamantine Blanch Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
paladinred Posted March 30 Clone Share Posted March 30 Con save Will save Will save Name xDiceName xDiceResult xDiceString xDiceRolls Con 19 1d20+4 15 Will 1 24 1d20+8 16 Will 2 24 1d20+8 16 reflex saves in # order 28; 28; 23 1d20+11;1d20+11;1d20+11 [17]; [17,17]; [17,17,12] 3 bite aoos vs kero 31; 29; 17 1d20+15;1d20+15;1d20+15 [16]; [16,14]; [16,14,2] Link to comment Share on other sites More sharing options...
farothel Posted March 30 Clone Share Posted March 30 (edited) 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) With a last slash at the one she had been attacking, Halgana saw that staying would be useless and she withdrew behind Ulrica to recover. She was glad to see Vergren as his healing energy could bring their health up and at the same time damage the undead. She hoped they would follow and they could take them down before Ilyrana died. "Totenmaskes, undead," she shouted to the others so they knew what they were facing. OOC spend 1 hero point to get an extra action attack: attack #1 use power attack and furious focus full round: withdraw use 1 Attack of Opportunity to give Ulrica a +2AC (bodyguard feat) I get CON damage unfortunately. Edited March 30 by farothel (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls will save 28 1d20+10 18 con save 13 1d20+12 1 attack, damage 23; 20 1d20+17;1d12+16 [6]; [6,4] Link to comment Share on other sites More sharing options...
Steel Warrior Posted March 31 Clone Share Posted March 31 (edited) 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 situation feels dire, decides to go on the defensive as he also uses his acrobatics skill to avoid getting hit by the undead blocking his path. Scraping by he tosses another bomb in their direction, aiming at the feet of the nearest one to him. Orderly #2 OOC: Defensively: AC 26, -4 attack 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 Edited March 31 by Steel Warrior (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Acrobatics 24 1d20+21 3 Bomb Toss 12 1d20+9 3 Damage 15 4d6 3,1,6,5 Link to comment Share on other sites More sharing options...
Rakle Posted March 31 Author Clone Share Posted March 31 (edited) bomb bounce bomb miss Edited April 1 by Rakle (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls bomb miss 5 1d8 5 3 bite aoo's vs kero SyntaxError: Unexpected token , 1d20+15,1d20+15,1d20+15 reroll aoos 16; 17; 32 1d20+15;1d20+15;1d20+15 [1]; [1,2]; [1,2,17] dmg 11 1d6+6 5 3 reflexes 28; 26; 31 1d20+11;1d20+11;1d20+11 [17]; [17,15]; [17,15,20] ilyrana reflex 13 1d20-2 15 cha drain 1 1d4 1 Link to comment Share on other sites More sharing options...
Rakle Posted April 1 Author Clone Share Posted April 1 Quick recap: Ilyrana will spend 1 hero pt to retroactively add 4 to her save and succeed against the con dmg. That leaves her with 2 hero pts Kero missed. The bomb splash hit all 3 and Ilyrana. His acrobatics roll wasn't enough to avoid the attacks. he took 1 hit. Halgana missed. Withdrew, and took con damage. Vergren: is hustling back to the group. Ulrica is waiting on the creatures. @dhemon You are up. If you are going to nuke the area with a big AOE, this is the round to do it. Ilyrana has 2 hero points. She can spend them on cheat death which will stabilize her, and prevent her from dying from your attack. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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