Vedast Posted September 28, 2023 Clone Share Posted September 28, 2023 (edited) Razvan Umbra Vampiric Fetchling Fighter (2) HP: 32/32 | AC: 19 (leather) | Speed: 25' | Darkvision Perception (E): +7 ▪ Initiative: +7 | Fort (E): +8 | Ref (E): +10| Will (T): +5 | SkillsTrained: Acrobatics (+8); Athletics (+6); Deception (+5); Intimidation (+5); Lore/warfare (+4); Stealth (+8); Thievery (+8) Untrained: Acrana (+0); Crafting (+0); Diplomacy (+1); Medicine (+1); Nature (+1); Occultism (+0); Performance (+1); Religion (+1); Society (+0); Survival (+1) | AttributesSTR +2 DEX +4 CON +2 INT +0 WIS +1 CHA +1 | AttacksUnarmed: Fist +10/+6/+2 • Expert +6 • Dex +4 • Item 0 • Damage 1d4+2 B • Agile; Finesse; Nonlethal; Unarmed Fangs +8/+3/-2 • Expert +6 • Str +2 • Item 0 • Damage 1d6+2 P • Brawling; Grapple; Unarmed Melee: Dagger +10/+6/+2 • Expert +6 • Item 0 • Damage 1d4+2 P • Agile; Finesse; Thown (10'); Versatile S Light mace +10/+6/+2 • Expert +6 • Damage 1d4+2 B • agile; finesse; shove Short sword +10/+6/+2 • Expert +6 • Item 0 • Damage 1d6+2 P • Agile; Finesse; Versatile S Ranged: Composite shortbow +10/+5/+0 • Expert +6 • 1d6+1 (1d6+3 w/in 60' PBS feat) • Deadly d10, propulsive (+ STR/2 damage), 60' range. | Razvan gestures with his right hand (left still holding his bow) in a sort of angry dismissal: at the same time, he bares his fangs and hisses. See OOC: OOC This is an RP "action" and not a formal Intimidate (Demoralize) Action. That is, unless this is interpreted as initiating an Encounter Mode engagement in which case I can change/edit this to fit that. At the moment, I'm just imagining this as an RP "bluff." ACTIONS Action 1: Action 2: Action 3: Character Sheet Razvan Umbra Vampiric Fetchling • Martial Disciple • Fighter 2 Medium • CN • Speed 25 • Darkvision Primary Role: ranged combat & stealth Secondary Roles: melee combat; intimidation & thievery. Abilities Strength 14 (+2) • Dexterity 18 (+4) • Constitution 14 (+2) • Intelligence 10 (+0) • Wisdom 12 (+1) • Charisma 12 (+1) Boosts • Ancestry: +DEX +STR • Background: +DEX +CON • Class: +DEX • Free:+STR; +DEX; +CON; +CHA • LVL 2: +WIS Adventuring & Combat HP 32/32 Perception +7 • Expert+6 • Wis +1 • Item 0 • Senses: Darkvision (Ancestry Feature) Link Speed 25' Class DC 18 • Trained +4 • Base 10 • DEX +4 • Item 0 Armor and Shields AC 21/19 • Trained +4 • Base 10 • Dex +4 • If shield raised Leather armor (+1) Saving Throws • Fortitude +8 • Expert +6 • Con +2 • Item 0 • Reflex +10 • Expert +6 • Dex +4 • Item 0 • Will +5 • Trained +4 • Wis +1 • Item 0 Disease and Poison Protection: You gain a +1 circumstance bonus to saving throws (or any other defense) against disease and poison. Weapon Proficiencies • Expert in simple weapons; unarmed attacks; martial weapons. • Trained in advanced weapons • Trained in Unarmored Defense and all armors Weapon +0 • Untrained 0 • Str 0 • Item 0 • Damage 1d0 • Notes Unarmed: Fist +10/+6/+2 • Expert +6 • Dex +4 • Item 0 • Damage 1d4+2 B • Agile; Finesse; Nonlethal; Unarmed Fangs +8/+3/-2 • Expert +6 • Str +2 • Item 0 • Damage 1d6+2 P • Brawling; Grapple; Unarmed Melee: Dagger +10/+6/+2 • Expert +6 • Item 0 • Damage 1d4+2 P • Agile; Finesse; Thown (10'); Versatile S Light mace +10/+6/+2 • Expert +6 • Damage 1d4+2 B • agile; finesse; shove Short sword +10/+6/+2 • Expert +6 • Item 0 • Damage 1d6+2 P • Agile; Finesse; Versatile S Ranged: Composite shortbow +10/+5/+0 • Expert +6 • 1d6+1 (1d6+3 w/in 60' PBS feat) • Deadly d10, propulsive (+ STR/2 damage), 60' range. 20 arrows (0.20; 2x L) Background: Martial Disciple (Acrobatics) Trained in Acrobatics and Warfare Lore Cat Fall skill feat (see below) Skills ♦ Acrobatics +8 • Trained +4 • Dex +4 • Item 0 (Martial Disciple Background Skill) Arcana +0 • Untrained 0 • Int +0 • Item 0 ♦ Athletics +6 • Trained +4 • Str +2 • Item 0 • Armor -0 (Class Feat) Crafting +0 • Untrained 0 • Int +0 • Item 0 ♦ Deception +5 • Trained +4 • Cha +1 • Item 0 (Shrouded Mein Ancestry Feat) Diplomacy +1 • Untrained 0 • Cha +1 • Item 0 ♦ Intimidation +5 • Trained +4 • Cha +1 • Item 0 (Class Free Skill) ♦ Lore: Warfare +4 • Trained +4 • Int +0 • Item 0 (Martial Disciple Background Skill) Medicine +1 • Untrained 0 • Wis +1 • Item 0 Nature +1 • Untrained 0 • Wis +1 • Item 0 Occultism +0 • Unrained +0 • Int +0 • Item 0 Performance +1 • Untrained 0 • Cha +1 • Item 0 Religion +1 • Untrained 0 • Wis +1 • Item 0 Society +0 • Untrained 0 • Int +0 • Item 0 ♦ Stealth +8 • Trained +4 • Dex +4 • Item 0 • Armor -0 (Class Free Skill) Survival +1 • Untrained 0 • Wis +1 • Item 0 ♦ Thievery +8 • Trained +4 • Dex +4 • Item 0 (Class Free Skill) Languages: Common; Necril; Shadowtongue Abilities Ability • Type 0 • Notes Fetchling (Liminal) Features: Fetchling Shadowtongue Link Darkvision Link Liminal Heritage Link You gain a +1 circumstance bonus to locate undetected creatures within 60 feet when using the Seek action. Your flat check to target concealed creatures is DC 3 instead of DC 5, and your flat check to target undetected creatures is DC 9 instead of DC 11. Vampire Features: Vampire Dedication Fangs Unarmed Attack Revulsion to garlic or holy symbol of a Good Deity Weakness to Sunlight slowed 1 => Drink Blood Action Basic Undead Benefits (below) Basic Undead Benefits : Link Necril: You know the Necril language. Undead Vision: You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. Negative Healing: You are damaged by positive damage and aren't healed by positive healing effects. You don't take negative damage and are healed by negative effects that heal undead. Negative Survival: Unlike normal undead, you aren't destroyed when reduced to 0 Hit Points. Instead, powerful negative energy attempts to keep you from being destroyed even in dire straits. You are knocked out and begin dying when reduced to 0 Hit Points. Because you're undead, many methods of bringing someone back from dying, such as stabilize, don't benefit you. When you would die, you're destroyed rather than dead, just like other undead. Immunity to Death Effects: You're immune to death effects. This keeps you from being automatically killed or from having your dying value automatically increase, but it doesn't make you immune to other parts of the spell or effect. For example, you can still take mental damage and become frightened by a phantasmal killer, you just don't instantly die from it. Disease and Poison Protection: You gain a +1 circumstance bonus to saving throws (or any other defense) against disease and poison. Feats Ancestry Feats Shrouded Mien Link => Lengthy Diversion Skill Feats Lengthy Diversion (<= Shrouded Mien Ancestry feat) Link Cat Fall (background) Link Intimidating Glare (2nd level skill feat) Link Class Feats Attack of Opportunity (Class Feature) Link Shield Block (Class Feature) Link Point-Blank Shot (1st) Link Double Slice (2nd) Link (changed from Assisting Shot to provide a sans shield melee option) Spells & Powers Spell Attack Bonus +0 • Untrained +0 • Spell DC N/A Focus Points N/A Spells/Day: Inventory Money: 1.37 (see purse below) Bulk 0/0 • Enc 7 (5 + Str 2) • Max 12 (10 + Str 2) Armor & Shield: Leather Armor (2.00; 1) +1/+4 (AC Bonus/ Dex Cap) Weapons: Daggers x2 (0.40; L) agile; finesse; thrown 10'; versatile S (paid double for semi-matched pair; no game mechanical effect, just fluff) Light mace (0.40; 1) agile; finesse; shove Shortsword (0.90; L) agile; finesse; versatile S. Composite shortbow (14.0; 1) Deadly d10, propulsive 1d6P 60' range 20 arrows (0.20; 2x L) in quiver Adventurer's Pack (0.70; 1 (bulk errata'd 2 => 1)): Backpack (from Adventurer's Pack): Bedroll Flint & Steel Rope (50') Torch (x5) Waterskin (x1) Chalk (x10) Sacks x5 (empty; 0.01; L) Folding shovel/short tool* (0.40; L) *might need to dig a resting place after all! Crowbar (0.50; L) *also for potential use in securing a resting place in addition to accessing other creaky places. Beltpouch #1 Purse (1.37 gp: g/s/c = -/13/7) mirror (1.00; -) signal whistle (0.08; -) tindertwigs (x10; 0.20; -) Beltpouch #2 writing kit (1.00; L) Bandolier (0.10; -) carry up to x8 L items Smokestick-Lesser (3.00; L) Caltrops (0.30; L) Thieves Tools (3.00; L) Total Carried: 12L = 1.2 bulk; + 4 bulk items = 5.2 bulk. Encumbrance: 7 Status: Unencumbered Appearance As a Vampiric (undead) Fetchling: Height: 6'1" (186 cm) Weight: 151# (68.5 kg) Eyes: pupilless, a blue grey color that is brightest in the center and darkens gradually towards the edges, but now have a sort of seething incandescent quality as lighter, brighter spots continually rise to the surface and dim. Fangs (brawling, grapple). Nails hard and sharp, but with no game mechanical feature. Hair: color unchanged, but now has a sense of weak luminescence about it. Complexion: pale marble-like white. Lips have a shade similar to eyes except after blood feeding, when a more purple luster is observed. Shadow: as a vampire, none; nor does Razvan cast a reflection in a mirror. Edited September 28, 2023 by Vedast (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Intimidate 7 1d20+5 2 Link to comment Share on other sites More sharing options...
Starhawk Posted September 29, 2023 Clone Share Posted September 29, 2023 Gin Sling Sal Character Sheet Gin Sling Sal Str 10 (+0) Dex 18 (+4) Con 12 (+1) Int 18 (+4) Wis 12 Cha 10 (+0) HP 15/15 Perception +5 • Trained 4 • Wis 1 • Item 0 • Senses Darkvision Speed 30' Class DC 18 • Trained 4 • Base 10 • Int 4 • Item 0 AC 19 • Trained 4 • Base 10 • Dex 4 • Mage Armor Spell 1 • Item 0 Fort +5 • Reflex +8 • Will +7 (+1 vs disease/poison) Dagger +8 • Trained 4 • Dex 4 • Item 0 • Damage 1d4 • Notes Skills Acrobatics +8 • Arcana +8 • Athletics +4 • Crafting +0 • Deception +0 • Diplomacy +4 • Intimidation +0 • Lore: Undead +8 • Medicine +1 • Nature +5 • Occultism +8 • Performance +0 • Religion +1 • Society +8 • Stealth +8 • Survival +1 • Thievery +4 • Languages: Common, Elven, Necril, Varisian, Skald, Orcish, Goblin Abilities Consume Flesh (manipulate) • While adjacent to a small (or larger) corpse that died in the last hour, you eat a corpse chunk and are satiated for 1 hour. Feats Fleet • Familiar • Widen Spell (1 action) • Arcane Bond • Arcane School = Universalist • Arcane Thesis =Improved familiar attunement • Drain bonded item (1 action) Necril • Undead Vision • Negative Healing • Negative Survival • Immunity to Death Effects • Disease and Poison Protection • Undead Hunger • Spells & Powers Spell Attack +7 • Untrained 3 • Int 4 Spell DC 17 • Trained 3 • Base 10 • Int 4 Focus Points 0/0 Spells/Day: 0: 5 • 1st: 3 Prepared Spells Spell 0 Electric Arc, Shield, Detect Magic, Message, Protect Companion Spell 1 Spell 1st Color Spray, Magic Weapon, Mage Armor Innate Spell 0 — • Disrupt Undead Owl Familiar "Deathclaw" "DeeCee" Abilities Flier • Fast Movement • • Darkvision • Speech • Independent Skills Acrobatics+8 Stealth +12 Perception +8 (Darkvision)vMove 40' Flight AC 17 • Trained 3 • Base 10 • Dex 4 • Item 0 • Trained: Unarmored (no shield)vHP 10/10 • Fortitude +5 • Trained 4 • Con 1 • Item 0 • Reflex +8 • Trained 4 • Dex 4 • Item 0 • Will +6 • Expert 6 • Wis 0 • Item 0 Inventory Money: 15 GP 9 SP left Bulk 0/0 • Enc 0 (5 + Str 0) • Max 10 (10 + Str 0) Adventurer's Pack • Bulk 2 • Backpack, bedroll, belt pouch (2), chalk (10), flint and steel, rope (50 ft.), rations (14), soap, torches (5), waterskin 1g 4sp Clothing (Winter) Bulk L • Notes 4sp Writing Set • Bulk 0 • Notes 1gp Spellbook (Blank) • Bulk 0 • Notes 1gp Mirror • Bulk 0 • Notes 1gp Oil (5) • Bulk 0 • Notes 5cp 1d6 Fire Potion of Expeditious Retreat • Bulk 0 • The stopper for a potion of expeditious retreat is crafted to easily snap open in dire circumstances. When you drink this potion, you become fleeing for 1 minute, and you gain a +40-foot status bonus to all your Speeds for the duration as long as you are fleeing. You immediately Stride. Activate Interact 3gp Alchemist's Fire (2) • Bulk L- • The bomb deals 1d8 fire damage, 1 persisten fire damage and 1 fire splash damage. Notes 6gp cp Flint and Steel • Bulk - • Notes 5cp Arms and Armor Dagger • Bulk 0 • Notes 2sp Magic Eye Slash Tattoo: You can see four times farther than normal. If you have darkvision, you can see blood in color. Sal, holding back for the moment but clearly ready for a fight, eyes the reactions of the trobblins. Name xDiceName xDiceResult xDiceString xDiceRolls Perception to sense motive 17 1d20+5 12 Link to comment Share on other sites More sharing options...
hoverfrog Posted September 29, 2023 Author Clone Share Posted September 29, 2023 Chapter 1:01. The Dawning Ardis, Ardeal, Ustalev The troblins don't seem particularly intimidated by Razvan's glare. The one at the front puffs out his chest and barks something at him. Whatever he said is wasted on the vampire who does not understand a word of it. Sal can interpret from their body language that they are demanding something from you though what that is can't be expressed in the way they stand. Suddenly, the leader, if such a ragtag group can be said to have a leader, lets out an enormous, foul smelling belch. Apparently satisfied he then slaps his bloated belly, "Kvatch!" From inside the tower you hear a chair scrape and heavy footsteps move towards the door. A voice begins complaining in time with the steps, "I fed you feckin' things a couple of hours ago. I swears, you ain't worth keepin' around, the amount you eat." There's another sound of a crate being opened, "Go back to your bloody hole, I'm on me way." OOC Scene Notes There is a map in the spoiler below. The goblins are moving to the rear entrance. Please use directions when moving (N, S, E, SE, W, etc) We are not in initiative so your movement or actions per post is not limited to round actions. Show Bookkeeping COMBAT/CONDITIONS TRACKER INITIATIVE CONDITIONS MECHANICS DESCRIPTIONS Not in Use!! Default Marching Order CHARACTER STATUS Loreli Certes Gin Sling Sal Krot Razvan Umbra Cyntheria Mr Mud NON-PLAYER CHARACTER STATUS EXPERIENCE TRACKER Show Active Map Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Starhawk Posted September 29, 2023 Clone Share Posted September 29, 2023 Gin Sling Sal Character Sheet Gin Sling Sal Str 10 (+0) Dex 18 (+4) Con 12 (+1) Int 18 (+4) Wis 12 Cha 10 (+0) HP 15/15 Perception +5 • Trained 4 • Wis 1 • Item 0 • Senses Darkvision Speed 30' Class DC 18 • Trained 4 • Base 10 • Int 4 • Item 0 AC 19 • Trained 4 • Base 10 • Dex 4 • Mage Armor Spell 1 • Item 0 Fort +5 • Reflex +8 • Will +7 (+1 vs disease/poison) Dagger +8 • Trained 4 • Dex 4 • Item 0 • Damage 1d4 • Notes Skills Acrobatics +8 • Arcana +8 • Athletics +4 • Crafting +0 • Deception +0 • Diplomacy +4 • Intimidation +0 • Lore: Undead +8 • Medicine +1 • Nature +5 • Occultism +8 • Performance +0 • Religion +1 • Society +8 • Stealth +8 • Survival +1 • Thievery +4 • Languages: Common, Elven, Necril, Varisian, Skald, Orcish, Goblin Abilities Consume Flesh (manipulate) • While adjacent to a small (or larger) corpse that died in the last hour, you eat a corpse chunk and are satiated for 1 hour. Feats Fleet • Familiar • Widen Spell (1 action) • Arcane Bond • Arcane School = Universalist • Arcane Thesis =Improved familiar attunement • Drain bonded item (1 action) Necril • Undead Vision • Negative Healing • Negative Survival • Immunity to Death Effects • Disease and Poison Protection • Undead Hunger • Spells & Powers Spell Attack +7 • Untrained 3 • Int 4 Spell DC 17 • Trained 3 • Base 10 • Int 4 Focus Points 0/0 Spells/Day: 0: 5 • 1st: 3 Prepared Spells Spell 0 Electric Arc, Shield, Detect Magic, Message, Protect Companion Spell 1 Spell 1st Color Spray, Magic Weapon, Mage Armor Innate Spell 0 — • Disrupt Undead Owl Familiar "Deathclaw" "DeeCee" Abilities Flier • Fast Movement • • Darkvision • Speech • Independent Skills Acrobatics+8 Stealth +12 Perception +8 (Darkvision)vMove 40' Flight AC 17 • Trained 3 • Base 10 • Dex 4 • Item 0 • Trained: Unarmored (no shield)vHP 10/10 • Fortitude +5 • Trained 4 • Con 1 • Item 0 • Reflex +8 • Trained 4 • Dex 4 • Item 0 • Will +6 • Expert 6 • Wis 0 • Item 0 Inventory Money: 15 GP 9 SP left Bulk 0/0 • Enc 0 (5 + Str 0) • Max 10 (10 + Str 0) Adventurer's Pack • Bulk 2 • Backpack, bedroll, belt pouch (2), chalk (10), flint and steel, rope (50 ft.), rations (14), soap, torches (5), waterskin 1g 4sp Clothing (Winter) Bulk L • Notes 4sp Writing Set • Bulk 0 • Notes 1gp Spellbook (Blank) • Bulk 0 • Notes 1gp Mirror • Bulk 0 • Notes 1gp Oil (5) • Bulk 0 • Notes 5cp 1d6 Fire Potion of Expeditious Retreat • Bulk 0 • The stopper for a potion of expeditious retreat is crafted to easily snap open in dire circumstances. When you drink this potion, you become fleeing for 1 minute, and you gain a +40-foot status bonus to all your Speeds for the duration as long as you are fleeing. You immediately Stride. Activate Interact 3gp Alchemist's Fire (2) • Bulk L- • The bomb deals 1d8 fire damage, 1 persisten fire damage and 1 fire splash damage. Notes 6gp cp Flint and Steel • Bulk - • Notes 5cp Arms and Armor Dagger • Bulk 0 • Notes 2sp Magic Eye Slash Tattoo: You can see four times farther than normal. If you have darkvision, you can see blood in color. The reaction of the gate guard.. Kvartch? behind the door changed the tactical situation, the focus changing from a fight outside to getting inside the tower and closing the door. Timing it carefully, based on what she could hear, she moved past Razvan, raised her hands blanketed the first three in brilliant lights just as the door was opening, trusting her comrades to gain entry into the building, while she was, hopefully, blinding three of the four trobblins. Color Spray DC17 Will Save Cast [two-actions] somatic, verbal Area 15-foot cone Saving Throw Will; Duration 1 or more rounds (see below) Swirling colors affect viewers based on their Will saves. Critical Success The creature is unaffected. Success The creature is dazzled for 1 round. Failure The creature is stunned 1, blinded for 1 round, and dazzled for 1 minute. Critical Failure The creature is stunned for 1 round and blinded for 1 minute. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
hoverfrog Posted September 29, 2023 Author Clone Share Posted September 29, 2023 (edited) Chapter 1:01. The Dawning Ardis, Ardeal, Ustalev The three troblins caught in the spray of bright colours recoil with only one bringing his meaty paw up to protect his eyes in time. The guard inside the tower shouts something incoherent and you hear the clatter of whatever he was carrying being dropped. Footsteps recede and you hear a sword being drawn before more steps bring him to somewhere near the door again, "Stupid, bastard tombstone trolls. Get about yer business and protect the tower. That's what yer here for." Initiative Mr Mud and Razvan can act followed by the Tombstone trolls and then the rest of the party. OOC Scene Notes There is a map in the spoiler below. The goblins are moving to the rear entrance. Please use directions when moving (N, S, E, SE, W, etc) We are not in initiative so your movement or actions per post is not limited to round actions. Show Bookkeeping COMBAT/CONDITIONS TRACKER INITIATIVE CONDITIONS Tower Guard 21 Mr Mud 17 Razvan 15 Sal 13 Troblin 11 Loreli 8 Cyntheria 8 Krot 5 MECHANICS DESCRIPTIONS Not in Use!! Default Marching Order CHARACTER STATUS Loreli Certes Gin Sling Sal Krot Razvan Umbra Cyntheria Mr Mud NON-PLAYER CHARACTER STATUS Tombstone troll 1 Tombstone troll 2 stunned 1, blinded for 1 round, and dazzled for 1 minute stunned 1, blinded for 1 round, and dazzled for 1 minute Tombstone troll 3 Tombstone troll 4 dazzled for 1 round Guard . Action 1: stride to table. Action 2: Manipulate an object (his sword). Action 3: Stride to door. EXPERIENCE TRACKER Show Active Map Edited September 29, 2023 by hoverfrog (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Troblin initiative 11 1d20+7 4 Sal Initiative 13 1d20+5 8 Lorelei Initiative 8 1d20+6 2 Krot Initiative 5 1d20+4 1 Razvan Initiative 15 1d20+7 8 Mr Mud Initiative 17 1d20+5 12 Cyntheria Initiative 8 1d20+4 4 Tower Guard 21 1d20+7 14 Troblin 1 Will Save 13 1d20+5 8 Troblin 2 Will Save 21 1d20+5 16 Troblin 3 Will Save 9 1d20+5 4 Link to comment Share on other sites More sharing options...
Vedast Posted September 30, 2023 Clone Share Posted September 30, 2023 Razvan Umbra Vampiric Fetchling Fighter (2) HP: 32/32 | AC: 19 (leather) | Speed: 25' | Darkvision Perception (E): +7 ▪ Initiative: +7 | Fort (E): +8 | Ref (E): +10| Will (T): +5 | SkillsTrained: Acrobatics (+8); Athletics (+6); Deception (+5); Intimidation (+5); Lore/warfare (+4); Stealth (+8); Thievery (+8) Untrained: Acrana (+0); Crafting (+0); Diplomacy (+1); Medicine (+1); Nature (+1); Occultism (+0); Performance (+1); Religion (+1); Society (+0); Survival (+1) | AttributesSTR +2 DEX +4 CON +2 INT +0 WIS +1 CHA +1 | AttacksUnarmed: Fist +10/+6/+2 • Expert +6 • Dex +4 • Item 0 • Damage 1d4+2 B • Agile; Finesse; Nonlethal; Unarmed Fangs +8/+3/-2 • Expert +6 • Str +2 • Item 0 • Damage 1d6+2 P • Brawling; Grapple; Unarmed Melee: Dagger +10/+6/+2 • Expert +6 • Item 0 • Damage 1d4+2 P • Agile; Finesse; Thown (10'); Versatile S Light mace +10/+6/+2 • Expert +6 • Damage 1d4+2 B • agile; finesse; shove Short sword +10/+6/+2 • Expert +6 • Item 0 • Damage 1d6+2 P • Agile; Finesse; Versatile S Ranged: Composite shortbow +10/+5/+0 • Expert +6 • 1d6+1 (1d6+3 w/in 60' PBS feat) • Deadly d10, propulsive (+ STR/2 damage), 60' range. | Realizing after a moment that the door into the Tower was ajar, he sprang forward. He took the door with his shoulder; skipped to one side to clear the way for anyone following to complete his move; focused his mind even as an arrow was brought to notch; and took a shot at any target that offered See OOC: OOC ACTIONS Action 1: Stride: NW+W+NW (through the door)+E (or W) as practicable depending on room furnishings and location of the guard. This would be 5+5+10+5 = 25'. Action 2: Point Blank Shot (Stance) Action 3: Strike (short bow; +10; 1d6+3) Character Sheet Razvan Umbra Vampiric Fetchling • Martial Disciple • Fighter 2 Medium • CN • Speed 25 • Darkvision Primary Role: ranged combat & stealth Secondary Roles: melee combat; intimidation & thievery. Abilities Strength 14 (+2) • Dexterity 18 (+4) • Constitution 14 (+2) • Intelligence 10 (+0) • Wisdom 12 (+1) • Charisma 12 (+1) Boosts • Ancestry: +DEX +STR • Background: +DEX +CON • Class: +DEX • Free:+STR; +DEX; +CON; +CHA • LVL 2: +WIS Adventuring & Combat HP 32/32 Perception +7 • Expert+6 • Wis +1 • Item 0 • Senses: Darkvision (Ancestry Feature) Link Speed 25' Class DC 18 • Trained +4 • Base 10 • DEX +4 • Item 0 Armor and Shields AC 21/19 • Trained +4 • Base 10 • Dex +4 • If shield raised Leather armor (+1) Saving Throws • Fortitude +8 • Expert +6 • Con +2 • Item 0 • Reflex +10 • Expert +6 • Dex +4 • Item 0 • Will +5 • Trained +4 • Wis +1 • Item 0 Disease and Poison Protection: You gain a +1 circumstance bonus to saving throws (or any other defense) against disease and poison. Weapon Proficiencies • Expert in simple weapons; unarmed attacks; martial weapons. • Trained in advanced weapons • Trained in Unarmored Defense and all armors Weapon +0 • Untrained 0 • Str 0 • Item 0 • Damage 1d0 • Notes Unarmed: Fist +10/+6/+2 • Expert +6 • Dex +4 • Item 0 • Damage 1d4+2 B • Agile; Finesse; Nonlethal; Unarmed Fangs +8/+3/-2 • Expert +6 • Str +2 • Item 0 • Damage 1d6+2 P • Brawling; Grapple; Unarmed Melee: Dagger +10/+6/+2 • Expert +6 • Item 0 • Damage 1d4+2 P • Agile; Finesse; Thown (10'); Versatile S Light mace +10/+6/+2 • Expert +6 • Damage 1d4+2 B • agile; finesse; shove Short sword +10/+6/+2 • Expert +6 • Item 0 • Damage 1d6+2 P • Agile; Finesse; Versatile S Ranged: Composite shortbow +10/+5/+0 • Expert +6 • 1d6+1 (1d6+3 w/in 60' PBS feat) • Deadly d10, propulsive (+ STR/2 damage), 60' range. 20 arrows (0.20; 2x L) Background: Martial Disciple (Acrobatics) Trained in Acrobatics and Warfare Lore Cat Fall skill feat (see below) Skills ♦ Acrobatics +8 • Trained +4 • Dex +4 • Item 0 (Martial Disciple Background Skill) Arcana +0 • Untrained 0 • Int +0 • Item 0 ♦ Athletics +6 • Trained +4 • Str +2 • Item 0 • Armor -0 (Class Feat) Crafting +0 • Untrained 0 • Int +0 • Item 0 ♦ Deception +5 • Trained +4 • Cha +1 • Item 0 (Shrouded Mein Ancestry Feat) Diplomacy +1 • Untrained 0 • Cha +1 • Item 0 ♦ Intimidation +5 • Trained +4 • Cha +1 • Item 0 (Class Free Skill) ♦ Lore: Warfare +4 • Trained +4 • Int +0 • Item 0 (Martial Disciple Background Skill) Medicine +1 • Untrained 0 • Wis +1 • Item 0 Nature +1 • Untrained 0 • Wis +1 • Item 0 Occultism +0 • Unrained +0 • Int +0 • Item 0 Performance +1 • Untrained 0 • Cha +1 • Item 0 Religion +1 • Untrained 0 • Wis +1 • Item 0 Society +0 • Untrained 0 • Int +0 • Item 0 ♦ Stealth +8 • Trained +4 • Dex +4 • Item 0 • Armor -0 (Class Free Skill) Survival +1 • Untrained 0 • Wis +1 • Item 0 ♦ Thievery +8 • Trained +4 • Dex +4 • Item 0 (Class Free Skill) Languages: Common; Necril; Shadowtongue Abilities Ability • Type 0 • Notes Fetchling (Liminal) Features: Fetchling Shadowtongue Link Darkvision Link Liminal Heritage Link You gain a +1 circumstance bonus to locate undetected creatures within 60 feet when using the Seek action. Your flat check to target concealed creatures is DC 3 instead of DC 5, and your flat check to target undetected creatures is DC 9 instead of DC 11. Vampire Features: Vampire Dedication Fangs Unarmed Attack Revulsion to garlic or holy symbol of a Good Deity Weakness to Sunlight slowed 1 => Drink Blood Action Basic Undead Benefits (below) Basic Undead Benefits : Link Necril: You know the Necril language. Undead Vision: You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. Negative Healing: You are damaged by positive damage and aren't healed by positive healing effects. You don't take negative damage and are healed by negative effects that heal undead. Negative Survival: Unlike normal undead, you aren't destroyed when reduced to 0 Hit Points. Instead, powerful negative energy attempts to keep you from being destroyed even in dire straits. You are knocked out and begin dying when reduced to 0 Hit Points. Because you're undead, many methods of bringing someone back from dying, such as stabilize, don't benefit you. When you would die, you're destroyed rather than dead, just like other undead. Immunity to Death Effects: You're immune to death effects. This keeps you from being automatically killed or from having your dying value automatically increase, but it doesn't make you immune to other parts of the spell or effect. For example, you can still take mental damage and become frightened by a phantasmal killer, you just don't instantly die from it. Disease and Poison Protection: You gain a +1 circumstance bonus to saving throws (or any other defense) against disease and poison. Feats Ancestry Feats Shrouded Mien Link => Lengthy Diversion Skill Feats Lengthy Diversion (<= Shrouded Mien Ancestry feat) Link Cat Fall (background) Link Intimidating Glare (2nd level skill feat) Link Class Feats Attack of Opportunity (Class Feature) Link Shield Block (Class Feature) Link Point-Blank Shot (1st) Link Double Slice (2nd) Link (changed from Assisting Shot to provide a sans shield melee option) Spells & Powers Spell Attack Bonus +0 • Untrained +0 • Spell DC N/A Focus Points N/A Spells/Day: Inventory Money: 1.37 (see purse below) Bulk 0/0 • Enc 7 (5 + Str 2) • Max 12 (10 + Str 2) Armor & Shield: Leather Armor (2.00; 1) +1/+4 (AC Bonus/ Dex Cap) Weapons: Daggers x2 (0.40; L) agile; finesse; thrown 10'; versatile S (paid double for semi-matched pair; no game mechanical effect, just fluff) Light mace (0.40; 1) agile; finesse; shove Shortsword (0.90; L) agile; finesse; versatile S. Composite shortbow (14.0; 1) Deadly d10, propulsive 1d6P 60' range 20 arrows (0.20; 2x L) in quiver Adventurer's Pack (0.70; 1 (bulk errata'd 2 => 1)): Backpack (from Adventurer's Pack): Bedroll Flint & Steel Rope (50') Torch (x5) Waterskin (x1) Chalk (x10) Sacks x5 (empty; 0.01; L) Folding shovel/short tool* (0.40; L) *might need to dig a resting place after all! Crowbar (0.50; L) *also for potential use in securing a resting place in addition to accessing other creaky places. Beltpouch #1 Purse (1.37 gp: g/s/c = -/13/7) mirror (1.00; -) signal whistle (0.08; -) tindertwigs (x10; 0.20; -) Beltpouch #2 writing kit (1.00; L) Bandolier (0.10; -) carry up to x8 L items Smokestick-Lesser (3.00; L) Caltrops (0.30; L) Thieves Tools (3.00; L) Total Carried: 12L = 1.2 bulk; + 4 bulk items = 5.2 bulk. Encumbrance: 7 Status: Unencumbered Appearance As a Vampiric (undead) Fetchling: Height: 6'1" (186 cm) Weight: 151# (68.5 kg) Eyes: pupilless, a blue grey color that is brightest in the center and darkens gradually towards the edges, but now have a sort of seething incandescent quality as lighter, brighter spots continually rise to the surface and dim. Fangs (brawling, grapple). Nails hard and sharp, but with no game mechanical feature. Hair: color unchanged, but now has a sense of weak luminescence about it. Complexion: pale marble-like white. Lips have a shade similar to eyes except after blood feeding, when a more purple luster is observed. Shadow: as a vampire, none; nor does Razvan cast a reflection in a mirror. Name xDiceName xDiceResult xDiceString xDiceRolls Strike Attack Roll (short bow) 18 1d20+10 8 Damage (PBS) 5 1d6+3 2 Link to comment Share on other sites More sharing options...
hoverfrog Posted October 2, 2023 Author Clone Share Posted October 2, 2023 (edited) Chapter 1:01. The Dawning Ardis, Ardeal, Ustalev The four troblins grunt among themselves, two of them rubbing their eyes and standing in place, one stumbles through the door in the direction of the guard's voice. The remaining one rushes are Krot, getting right in his face and shouting . He then breathes a foul smelling cloud of putrid gas over all of you. The negative energy infused breath has no effect on any of you as you are undead. The guard seems to be undead himself, emaciated flesh stretches tightly over brittle bones. A helm sits over his head loosely and his armour is pitted with holes from previous wounds. "Who the hell are you?" he shouts as Razvan's arrow thuds into his chest. OOC Scene Notes There is a map in the spoiler below. The goblins are moving to the rear entrance. Please use directions when moving (N, S, E, SE, W, etc) We are not in initiative so your movement or actions per post is not limited to round actions. Show Bookkeeping COMBAT/CONDITIONS TRACKER INITIATIVE CONDITIONS Tower Guard 21 Mr Mud 17 Razvan 15 Sal 13 Troblin 11 Loreli 8 Cyntheria 8 Krot 5 MECHANICS DESCRIPTIONS Not in Use!! Default Marching Order CHARACTER STATUS Loreli Certes Gin Sling Sal Krot Razvan Umbra Cyntheria Mr Mud Delay Action NON-PLAYER CHARACTER STATUS Tombstone troll 1 D10 Tombstone troll 2 E10 Dazzled for 1 minute Dazzled for 1 minute Tombstone troll 3 F8 Tombstone troll 4 I11 Stride (Blind so everything is difficult terrain) Stride Stride Stride Intimidate Krot Grave Breath: The troll breathes a 15-foot cone of putrid, soul-chilling gas. Each living creature in the area takes 2d6 negative damage (DC 14 basic Fortitude save). On a failure, the creature also becomes sickened 1. The troll can't use Grave Breath until it uses Death Feast again. Guard . Action 1: Stride Action 2: Manipulate an object (his sword). Action 3: Stride 5 damage: 5 from Razvan's arrow EXPERIENCE TRACKER Show Active Map Edited October 2, 2023 by hoverfrog (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Troll intimidate 5 1d20-2 7 Grave Breath 7 2d6 6,1 Cyntheria Fort Save 28 1d20+9 19 Link to comment Share on other sites More sharing options...
VennDygrem Posted October 2, 2023 Clone Share Posted October 2, 2023 Krott | HP 30/30 | AC 18 | Fort +7 | Ref +5 | Will +4 | Speed: 25 | Perception: +4 Hero Points: 1/3 | AlchemyBestial Mutagen (Lesser) - 3/3 Bravo's Brew (Lesser) - 2/2 Drakeheart Mutagen (Lesser) - 3/3 Eagle Eye Elixir (Lesser) - 2/2 Numbing Tonic( Minor) - 2/2 Soothing Tonic (Lesser) - 2/2 | Conditions: None | Effects: Numbing (2 THP/round), Bestial Mutagen Krott bears his tusks in an angry scowl. He didn't anticipate the trolls being quite so quick, nor for so immediate a confrontation. He doesn't want to leave the unarmored wizard alone with the foe, so stepping back to gain distance is out of the question, and given how ravenous the creatures are, they may be quick to lash out. It's a risk he'll need to take. "Slag, numbing agent, now!" The tiny creature slips an elixir into Krott's open hand, and Krott takes a quick swig, followed by his already prepared elixir. The orc's features grow heavier and bulkier as tusks and claws alike grow longer and sharper. His deadened flesh seems slightly more resilient, less papery than before. OOC & Actions Action 1: Command slag [auditory, concentration]: Uses Valet to place an alchemical item in my free hand (Minor Numbing Tonic). Action 2: Interact [manipulate]: Drink Minor Numbing Tonic (manipulate provokes AoO if relevant), gain 2 THP now and at the start of each round for 1 minute. Action 3: Interact [manipulate]: Drink Lesser Bestial Mutagen (not worried about a 2nd AoO), gain claws (1d4/agile) & jaws (1d6) unarmed attacks, +1 item bonus to unarmed attacks and Athletics checks, -1 AC, -2 Reflex Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Vedast Posted October 8, 2023 Clone Share Posted October 8, 2023 (edited) EDITED 11OCT (to account for Sal's changed location & learning Summoner Action Economy): Mud & Cyntheria. Melee Turn 1. Since Mr. Mud is a "doll," I'm assuming that Cyntheria carries him in a backpack of sorts. So until further guidance, I'll move the two of them together and assume that they are in the same space. M&C: Action 1: Stride SW 5 SW 15 W 20 NW 25. This should put them in square H12 having triggered no AoO. Action 2 & 3 Act Together (2A) You and your eidolon act as one. Either you or your eidolon takes an action or activity using the same number of actions as Act Together, and the other takes a single action. So x2 Actions for Cyntheria, x1 Action for Mr. Mud Cyntheria: Act Together (2A) Actions 2a & 2b Strike. Fists. +8/+3 1d8+4. NB: I roll "crits" as a reroll of damage rather than "double," that is, 1d8+4 + (1d8+4) rather than 2x(1d8+4). Attack #1 by Cyntheria is a 23 so crits on effective AC of 13 or worse). Attack #2 was certainly a crit. So total damage is either 21 or 33. Mr Mud: Act Together (1A) Mr. Mud casts Protect Companion cantrip (1A) on Cyntheria. Ignore rolls below relating to Telekinetic Projectile. Also ignore 'flanking' in the roll text, but note that the roll values do not reflect any flanking bonus as that would apply to the target's AC, not the attack roll modifier. Edited October 11, 2023 by Vedast (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Cyntheria Atk #1 (flanking) 23 1d20+8 15 Cyntheria Damage #1 5 1d8+4 1 Atk #1 critical contingent 12 1d8+4 8 Cyntheria Atk #2 (flanking) 23 1d20+3 20 Cyntheria Dmg #2 11 1d8+4 7 Atk #2 Critical (natural 20!) 5 1d8+4 1 Mr. Mud Spell Atk Roll (Telekinetic Projectile) 19 1d20+8 11 TP Dmg 6 1d6+4 2 Link to comment Share on other sites More sharing options...
Ryfte Posted October 11, 2023 Clone Share Posted October 11, 2023 (edited) DESCRIPTION She wears simple clothing that an innkeeper or server in such a place might but in a more layered fashion. Her padded armor actually gives her more mass beneath her clothing and makes her appear to have actual flesh on her bones despite that simply not being true. Functional and with numerous small concealed folds that serve as hidden pockets her priority is more about not standing out in the crowd. She does keep her body wrapped and within her armor to conceal her skeletal self hidden and then wears her clothing over those, always keeping her porcelain mask in place and hood pulled up in settlements.| APPLICATION | SHEETLoreli Certes Female, Neutral Evil, Skeleton (Compact - Goblin), Kineticist 2 AC: 18 HP: 30/30 S/D/C/I/W/C: 0/+3/+4/+1/+2/+0 F/R/W: +10/+9/+6 | Move: 25' | Senses: Low-Light Vision, Perception +6 Trained: Acrobatics +7, Athletics +4, Deception +4, Diplomacy +4, Lore: Politics +5, Nature +6, Society +5, Stealth +7, Thievery +7 Untrained: Arcana +1, Crafting +1, Intimidation +0, Medicine +2, Occultism +1, Performance +0, Religion +2, Survival +2 With the odd goblinoid between them and the tower ahead Loreli reconsidered her choices quickly. Her mind whirling through them in an instant before she took action. Moving after Sal she stopped in front of the door, glancing inside for a brief moment. *Ah, a perfect opportunity.* She nodded to herself as she held her hands before her and a whirling blade of wind, spinning like a top, seemed to all but leap from her hands eagerly. Almost three feet across the spinning air blades moved through the pair of trolls nearby and hovered, spinning in the square where the second troll stood. Before the whirling blade had halted she somehow managed to seemingly almost glide through the air, back slightly to the east, away from the doorway once again. OoC Summary: Air Blast (1 action) as a melee reach slashing strike, Moved to F9 aeriel boomerang (2 actions) SW hitting the two trolls (triggering her air gate) free half stride (10') allowing her to move 10' back East to H9, moving out of the way of the entryway. Reaction: --- Action 1: +8 Elemental Blast (Air): Melee, slashing 1d6 reach Move to F9 Action 2: Aerial Boomerang Ref DC 18 (2d6+4 slashing) Action 3: --- Free: Half Stride (10') to H9 Impulse (Attack +8 / DC 18)*: Elemental Blast (Air) (+8; 1d6; 60', electricity or slashing) Weapon of X (Weapon Infusion: Melee Weapon) +8 • Damage 1d6 bludgeoning, piercing, or slashing • One of: agile, backswing, forceful, reach, or sweep Bow of the Zephyr Winds (Weapon Infusion: Short Bow) +8 • Damage 1d6 piercing • 50' range increment, propulsive Bow of the Mountain Gale (Weapon Infusion: Long Bow) +8 • Damage 1d6 piercing • 100' range increment, volley *Note: An elemental blast (or weapon infusion) that takes 2 actions gains a +4 status bonus to the damage roll. It also can trigger your impulse junction which allows you to take a free half Stride or a Step action for free, either before or after the attack. Edited October 11, 2023 by Ryfte (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Elemental Blast: Melee 14; 5 1d20+8;1d6 [6]; [6,5] Aeriel Boomerang Damage 12 2d4+4 4,4 Link to comment Share on other sites More sharing options...
hoverfrog Posted October 12, 2023 Author Clone Share Posted October 12, 2023 (edited) Chapter 1:01. The Dawning Ardis, Ardeal, Ustalev While Krot bolsters himself using his potions, Cyntheria skips past the troll and then slashes him with her claws. The troblin flops into the earth, shredded flesh exposing bone beneath. Mr Mud hangs limply from her belt but the ghostly girl manages to glow with protective magic. Loreli glides into position to attack the remaining two troblins, shredding them with a boomerang made from the biting edges of cold wind. The guard reacts quickly, swinging his sword at Razvan but not before he does that he sneers, revealing broken teeth and rotten flesh beneath his helm, "Gonna make you into one of me, boy. How'dya fancy being a ghoul forever?" Little does he know that Razvan has nothing to fear by being turned into an undead creature. He takes the first sword thrust but sidesteps the second. A little dark blood leaks from the wound inflicted but it is hardly life threatening to the vampire. OOC Scene Notes There is a map in the spoiler below. The goblins are moving to the rear entrance. Please use directions when moving (N, S, E, SE, W, etc) Round 2 Show Bookkeeping COMBAT/CONDITIONS TRACKER INITIATIVE CONDITIONS Tower Guard 21 Razvan 15 Sal 13 Troblin 11 Loreli 8 Mr Mud 17 Cyntheria 8 Krot 5 MECHANICS DESCRIPTIONS Not in Use!! Default Marching Order CHARACTER STATUS Loreli Certes Gin Sling Sal Krot Razvan Umbra +2 temporary hp 6 damage: 6 from guard Cyntheria Mr Mud Protect Companion +1 AC NON-PLAYER CHARACTER STATUS Tombstone troll 1 D10 Tombstone troll 2 E10 Dazzled for 1 minute 12 damage: 12 from Aerial Boomerang Dazzled for 1 minute 12 damage: 12 from Aerial Boomerang Tombstone troll 3 F8 Tombstone troll 4 I11 Stride (Blind so everything is difficult terrain) Stride Stride Stride Intimidate Krot Grave Breath: The troll breathes a 15-foot cone of putrid, soul-chilling gas. Each living creature in the area takes 2d6 negative damage (DC 14 basic Fortitude save). On a failure, the creature also becomes sickened 1. The troll can't use Grave Breath until it uses Death Feast again. 33 damage from Cyntheria. Dead Guard . Action 1: Stride Action 2: Manipulate an object (his sword). Action 3: Stride 5 damage: 5 from Razvan's arrow EXPERIENCE TRACKER Show Active Map Edited October 12, 2023 by hoverfrog (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Reflex save Troll 1 7 1d20+6 1 Reflex Save Troll 2 SyntaxError: Unknown identifier v v Reflex Save Troll 2 12 1d20+6 6 Guard intimidate 10 1d20+2 8 Guard strike 26; 6 1d20+9; 1d8+1 [17]; [17,5] Guard strike 11; 8 1d20+4; 1d8+1 [7]; [7,7] Link to comment Share on other sites More sharing options...
Vedast Posted October 12, 2023 Clone Share Posted October 12, 2023 (edited) Razvan Umbra Vampiric Fetchling Fighter (2) HP: 26/32 | AC: 19 (leather) | Speed: 25' | Darkvision Perception (E): +7 ▪ Initiative: +7 | Fort (E): +8 | Ref (E): +10| Will (T): +5 | SkillsTrained: Acrobatics (+8); Athletics (+6); Deception (+5); Intimidation (+5); Lore/warfare (+4); Stealth (+8); Thievery (+8) Untrained: Acrana (+0); Crafting (+0); Diplomacy (+1); Medicine (+1); Nature (+1); Occultism (+0); Performance (+1); Religion (+1); Society (+0); Survival (+1) | AttributesSTR +2 DEX +4 CON +2 INT +0 WIS +1 CHA +1 | AttacksUnarmed: Fist +10/+6/+2 • Expert +6 • Dex +4 • Item 0 • Damage 1d4+2 B • Agile; Finesse; Nonlethal; Unarmed Fangs +8/+3/-2 • Expert +6 • Str +2 • Item 0 • Damage 1d6+2 P • Brawling; Grapple; Unarmed Melee: Dagger +10/+6/+2 • Expert +6 • Item 0 • Damage 1d4+2 P • Agile; Finesse; Thown (10'); Versatile S Light mace +10/+6/+2 • Expert +6 • Damage 1d4+2 B • agile; finesse; shove Short sword +10/+6/+2 • Expert +6 • Item 0 • Damage 1d6+2 P • Agile; Finesse; Versatile S Ranged: Composite shortbow +10/+5/+0 • Expert +6 • 1d6+1 (1d6+3 w/in 60' PBS feat) • Deadly d10, propulsive (+ STR/2 damage), 60' range. | Razvan realized that he was in for a fight: the guard was, perhaps, not quite his equal, but close enough such that the vicissitudes of combat made the situation dire. And, of course, he found himself in close quarters with bow in hand. Hopefully, however, his charge into the room would be successful in preventing the party from being locked out of the tower and/or assistance being sought from above. Quickly assessing that he still had room to maneuver, he took a careful short step withdrawal to provide a bit of distance; hissed/glared menacingly at his opponent; and quickly followed with a arrow shot, hoping for a good hit. See OOC: OOC Since an 18 hit on previous round, I'll assume a 28 is a critical regardless of whether the Demoralize Action "took." So I'll roll the doubled critical damage dice and the "deadly" d10. Sigh. That was pretty poor rolling for the critical damage, but I'll take it. ACTIONS Action 1: Step 5' into a non-threatened, not difficult terrain square. Action 2: Intimidate (Demoralize) +5 vs. Guard's Will DC. N.B. Using the Intimidating Glare Feat so Razvan's "hissing" or baring his fangs is more of a visual, than audible effect (so no penalty). Action 3: Strike (short bow; +10; 1d6+3; Deadly d10). Character Sheet Razvan Umbra Vampiric Fetchling • Martial Disciple • Fighter 2 Medium • CN • Speed 25 • Darkvision Primary Role: ranged combat & stealth Secondary Roles: melee combat; intimidation & thievery. Abilities Strength 14 (+2) • Dexterity 18 (+4) • Constitution 14 (+2) • Intelligence 10 (+0) • Wisdom 12 (+1) • Charisma 12 (+1) Boosts • Ancestry: +DEX +STR • Background: +DEX +CON • Class: +DEX • Free:+STR; +DEX; +CON; +CHA • LVL 2: +WIS Adventuring & Combat HP 32/32 Perception +7 • Expert+6 • Wis +1 • Item 0 • Senses: Darkvision (Ancestry Feature) Link Speed 25' Class DC 18 • Trained +4 • Base 10 • DEX +4 • Item 0 Armor and Shields AC 21/19 • Trained +4 • Base 10 • Dex +4 • If shield raised Leather armor (+1) Saving Throws • Fortitude +8 • Expert +6 • Con +2 • Item 0 • Reflex +10 • Expert +6 • Dex +4 • Item 0 • Will +5 • Trained +4 • Wis +1 • Item 0 Disease and Poison Protection: You gain a +1 circumstance bonus to saving throws (or any other defense) against disease and poison. Weapon Proficiencies • Expert in simple weapons; unarmed attacks; martial weapons. • Trained in advanced weapons • Trained in Unarmored Defense and all armors Weapon +0 • Untrained 0 • Str 0 • Item 0 • Damage 1d0 • Notes Unarmed: Fist +10/+6/+2 • Expert +6 • Dex +4 • Item 0 • Damage 1d4+2 B • Agile; Finesse; Nonlethal; Unarmed Fangs +8/+3/-2 • Expert +6 • Str +2 • Item 0 • Damage 1d6+2 P • Brawling; Grapple; Unarmed Melee: Dagger +10/+6/+2 • Expert +6 • Item 0 • Damage 1d4+2 P • Agile; Finesse; Thown (10'); Versatile S Light mace +10/+6/+2 • Expert +6 • Damage 1d4+2 B • agile; finesse; shove Short sword +10/+6/+2 • Expert +6 • Item 0 • Damage 1d6+2 P • Agile; Finesse; Versatile S Ranged: Composite shortbow +10/+5/+0 • Expert +6 • 1d6+1 (1d6+3 w/in 60' PBS feat) • Deadly d10, propulsive (+ STR/2 damage), 60' range. 20 arrows (0.20; 2x L) Background: Martial Disciple (Acrobatics) Trained in Acrobatics and Warfare Lore Cat Fall skill feat (see below) Skills ♦ Acrobatics +8 • Trained +4 • Dex +4 • Item 0 (Martial Disciple Background Skill) Arcana +0 • Untrained 0 • Int +0 • Item 0 ♦ Athletics +6 • Trained +4 • Str +2 • Item 0 • Armor -0 (Class Feat) Crafting +0 • Untrained 0 • Int +0 • Item 0 ♦ Deception +5 • Trained +4 • Cha +1 • Item 0 (Shrouded Mein Ancestry Feat) Diplomacy +1 • Untrained 0 • Cha +1 • Item 0 ♦ Intimidation +5 • Trained +4 • Cha +1 • Item 0 (Class Free Skill) ♦ Lore: Warfare +4 • Trained +4 • Int +0 • Item 0 (Martial Disciple Background Skill) Medicine +1 • Untrained 0 • Wis +1 • Item 0 Nature +1 • Untrained 0 • Wis +1 • Item 0 Occultism +0 • Unrained +0 • Int +0 • Item 0 Performance +1 • Untrained 0 • Cha +1 • Item 0 Religion +1 • Untrained 0 • Wis +1 • Item 0 Society +0 • Untrained 0 • Int +0 • Item 0 ♦ Stealth +8 • Trained +4 • Dex +4 • Item 0 • Armor -0 (Class Free Skill) Survival +1 • Untrained 0 • Wis +1 • Item 0 ♦ Thievery +8 • Trained +4 • Dex +4 • Item 0 (Class Free Skill) Languages: Common; Necril; Shadowtongue Abilities Ability • Type 0 • Notes Fetchling (Liminal) Features: Fetchling Shadowtongue Link Darkvision Link Liminal Heritage Link You gain a +1 circumstance bonus to locate undetected creatures within 60 feet when using the Seek action. Your flat check to target concealed creatures is DC 3 instead of DC 5, and your flat check to target undetected creatures is DC 9 instead of DC 11. Vampire Features: Vampire Dedication Fangs Unarmed Attack Revulsion to garlic or holy symbol of a Good Deity Weakness to Sunlight slowed 1 => Drink Blood Action Basic Undead Benefits (below) Basic Undead Benefits : Link Necril: You know the Necril language. Undead Vision: You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. Negative Healing: You are damaged by positive damage and aren't healed by positive healing effects. You don't take negative damage and are healed by negative effects that heal undead. Negative Survival: Unlike normal undead, you aren't destroyed when reduced to 0 Hit Points. Instead, powerful negative energy attempts to keep you from being destroyed even in dire straits. You are knocked out and begin dying when reduced to 0 Hit Points. Because you're undead, many methods of bringing someone back from dying, such as stabilize, don't benefit you. When you would die, you're destroyed rather than dead, just like other undead. Immunity to Death Effects: You're immune to death effects. This keeps you from being automatically killed or from having your dying value automatically increase, but it doesn't make you immune to other parts of the spell or effect. For example, you can still take mental damage and become frightened by a phantasmal killer, you just don't instantly die from it. Disease and Poison Protection: You gain a +1 circumstance bonus to saving throws (or any other defense) against disease and poison. Feats Ancestry Feats Shrouded Mien Link => Lengthy Diversion Skill Feats Lengthy Diversion (<= Shrouded Mien Ancestry feat) Link Cat Fall (background) Link Intimidating Glare (2nd level skill feat) Link Class Feats Attack of Opportunity (Class Feature) Link Shield Block (Class Feature) Link Point-Blank Shot (1st) Link Double Slice (2nd) Link (changed from Assisting Shot to provide a sans shield melee option) Spells & Powers Spell Attack Bonus +0 • Untrained +0 • Spell DC N/A Focus Points N/A Spells/Day: Inventory Money: 1.37 (see purse below) Bulk 0/0 • Enc 7 (5 + Str 2) • Max 12 (10 + Str 2) Armor & Shield: Leather Armor (2.00; 1) +1/+4 (AC Bonus/ Dex Cap) Weapons: Daggers x2 (0.40; L) agile; finesse; thrown 10'; versatile S (paid double for semi-matched pair; no game mechanical effect, just fluff) Light mace (0.40; 1) agile; finesse; shove Shortsword (0.90; L) agile; finesse; versatile S. Composite shortbow (14.0; 1) Deadly d10, propulsive 1d6P 60' range 20 arrows (0.20; 2x L) in quiver Adventurer's Pack (0.70; 1 (bulk errata'd 2 => 1)): Backpack (from Adventurer's Pack): Bedroll Flint & Steel Rope (50') Torch (x5) Waterskin (x1) Chalk (x10) Sacks x5 (empty; 0.01; L) Folding shovel/short tool* (0.40; L) *might need to dig a resting place after all! Crowbar (0.50; L) *also for potential use in securing a resting place in addition to accessing other creaky places. Beltpouch #1 Purse (1.37 gp: g/s/c = -/13/7) mirror (1.00; -) signal whistle (0.08; -) tindertwigs (x10; 0.20; -) Beltpouch #2 writing kit (1.00; L) Bandolier (0.10; -) carry up to x8 L items Smokestick-Lesser (3.00; L) Caltrops (0.30; L) Thieves Tools (3.00; L) Total Carried: 12L = 1.2 bulk; + 4 bulk items = 5.2 bulk. Encumbrance: 7 Status: Unencumbered Appearance As a Vampiric (undead) Fetchling: Height: 6'1" (186 cm) Weight: 151# (68.5 kg) Eyes: pupilless, a blue grey color that is brightest in the center and darkens gradually towards the edges, but now have a sort of seething incandescent quality as lighter, brighter spots continually rise to the surface and dim. Fangs (brawling, grapple). Nails hard and sharp, but with no game mechanical feature. Hair: color unchanged, but now has a sense of weak luminescence about it. Complexion: pale marble-like white. Lips have a shade similar to eyes except after blood feeding, when a more purple luster is observed. Shadow: as a vampire, none; nor does Razvan cast a reflection in a mirror. Edited October 13, 2023 by Vedast (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Intimidation 16 1d20+5 11 Short Bow Strike 28 1d20+10 18 Bow critical damage (x2 plus deadly) 13 1d6+3+1d6+3+1d10 3,1,3 Link to comment Share on other sites More sharing options...
Starhawk Posted October 13, 2023 Clone Share Posted October 13, 2023 (edited) Gin Sling Sal Character Sheet Gin Sling Sal Str 10 (+0) Dex 18 (+4) Con 12 (+1) Int 18 (+4) Wis 12 Cha 10 (+0) HP 15/15 Perception +5 • Trained 4 • Wis 1 • Item 0 • Senses Darkvision Speed 30' Class DC 18 • Trained 4 • Base 10 • Int 4 • Item 0 AC 19 • Trained 4 • Base 10 • Dex 4 • Mage Armor Spell 1 • Item 0 Fort +5 • Reflex +8 • Will +7 (+1 vs disease/poison) Dagger +8 • Trained 4 • Dex 4 • Item 0 • Damage 1d4 • Notes Skills Acrobatics +8 • Arcana +8 • Athletics +4 • Crafting +0 • Deception +0 • Diplomacy +4 • Intimidation +0 • Lore: Undead +8 • Medicine +1 • Nature +5 • Occultism +8 • Performance +0 • Religion +1 • Society +8 • Stealth +8 • Survival +1 • Thievery +4 • Languages: Common, Elven, Necril, Varisian, Skald, Orcish, Goblin Abilities Consume Flesh (manipulate) • While adjacent to a small (or larger) corpse that died in the last hour, you eat a corpse chunk and are satiated for 1 hour. Feats Fleet • Familiar • Widen Spell (1 action) • Arcane Bond • Arcane School = Universalist • Arcane Thesis =Improved familiar attunement • Drain bonded item (1 action) Necril • Undead Vision • Negative Healing • Negative Survival • Immunity to Death Effects • Disease and Poison Protection • Undead Hunger • Spells & Powers Spell Attack +7 • Untrained 3 • Int 4 Spell DC 17 • Trained 3 • Base 10 • Int 4 Focus Points 0/0 Spells/Day: 0: 5 • 1st: 3 Prepared Spells Spell 0 Electric Arc, Shield, Detect Magic, Message, Protect Companion Spell 1 Spell 1st Color Spray, Magic Weapon, Mage Armor Innate Spell 0 — • Disrupt Undead Owl Familiar "Deathclaw" "DeeCee" Abilities Flier • Fast Movement • • Darkvision • Speech • Independent Skills Acrobatics+8 Stealth +12 Perception +8 (Darkvision)vMove 40' Flight AC 17 • Trained 3 • Base 10 • Dex 4 • Item 0 • Trained: Unarmored (no shield)vHP 10/10 • Fortitude +5 • Trained 4 • Con 1 • Item 0 • Reflex +8 • Trained 4 • Dex 4 • Item 0 • Will +6 • Expert 6 • Wis 0 • Item 0 Inventory Money: 15 GP 9 SP left Bulk 0/0 • Enc 0 (5 + Str 0) • Max 10 (10 + Str 0) Adventurer's Pack • Bulk 2 • Backpack, bedroll, belt pouch (2), chalk (10), flint and steel, rope (50 ft.), rations (14), soap, torches (5), waterskin 1g 4sp Clothing (Winter) Bulk L • Notes 4sp Writing Set • Bulk 0 • Notes 1gp Spellbook (Blank) • Bulk 0 • Notes 1gp Mirror • Bulk 0 • Notes 1gp Oil (5) • Bulk 0 • Notes 5cp 1d6 Fire Potion of Expeditious Retreat • Bulk 0 • The stopper for a potion of expeditious retreat is crafted to easily snap open in dire circumstances. When you drink this potion, you become fleeing for 1 minute, and you gain a +40-foot status bonus to all your Speeds for the duration as long as you are fleeing. You immediately Stride. Activate Interact 3gp Alchemist's Fire (2) • Bulk L- • The bomb deals 1d8 fire damage, 1 persisten fire damage and 1 fire splash damage. Notes 6gp cp Flint and Steel • Bulk - • Notes 5cp Arms and Armor Dagger • Bulk 0 • Notes 2sp Magic Eye Slash Tattoo: You can see four times farther than normal. If you have darkvision, you can see blood in color. Razvan was getting pressed hard, so considering him to be the priority, she summons electricity onto her gesturing fingers and with a word, releases it to hammer through the trobblin and the mouthy ghoul guard on him. The lightning arcs into the trobblin and from there into the guard. She wonders how the dazzled trobblins feel about the sudden bright light from her lightning spell. Sal steps ( 1 action) to G11, then electric arcs (2 actions) the trobblin and the ghoul next to Razvan Electric ArcCantrip 1 Cantrip Electricity Evocation Source Core Rulebook pg. 335 4.0 Traditions arcane, primal Mystery tempest Cast [two-actions] somatic, verbal Range 30 feet; Targets 1 or 2 creatures Saving Throw basic Reflex An arc of lightning leaps from one target to another. You deal electricity damage equal to 1d4 plus your spellcasting ability modifier. Heightened (+1) The damage increases by 1d4. Edited October 13, 2023 by Starhawk (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Electric Arc DC17 Reflex 10 2d4+4 4,2 Troll reflex save 21 1d20+9 12 Guard reflex save 13 1d20+9 4 Link to comment Share on other sites More sharing options...
hoverfrog Posted October 13, 2023 Author Clone Share Posted October 13, 2023 (edited) Chapter 1:01. The Dawning Ardis, Ardeal, Ustalev Razvan's display of vampiric power cowed the guard. He cowers back and the arrow slides into his chest, "I'm sorry, master!" Those are his last words as a blast of electricity arcs out from Sal's palm and engulfs him. He jerks in place for a moment before his smoking corpse hits the ground. The three remaining troblins, not seeing the guard fall, one not seeing at all. They stumble forward, swinging thick arms, trying to drag their enemies down. Their first attacks are blind, fumbling swings but after that Sal is viciously bitten by both of them. The one inside the tower sniffs around and tries to listen to where Razvan is. The archer made sufficient noise that he staggers in his direction, bumping into him and fixing his jaws onto the vampire's arm. OOC Scene Notes There is a map in the spoiler below. The goblins are moving to the rear entrance. Please use directions when moving (N, S, E, SE, W, etc) Round 2 Show Bookkeeping COMBAT/CONDITIONS TRACKER INITIATIVE CONDITIONS Tower Guard 21 - Dead Razvan 15 Sal 13 Troblin 11 Loreli 8 Mr Mud 17 Cyntheria 8 Krot 5 MECHANICS DESCRIPTIONS Not in Use!! Default Marching Order CHARACTER STATUS Loreli Certes Gin Sling Sal 12 damage: Troll bites Krot Razvan Umbra +2 temporary hp 12 damage: 6 from guard, 6 from troll Cyntheria Mr Mud Protect Companion +1 AC NON-PLAYER CHARACTER STATUS Tombstone troll 1 F11 Tombstone troll 2 F10 Dazzled for 1 minute Stride Flat Check miss Strike 7 damage: 12 from Aerial Boomerang, -5 regeneration Dazzled for 1 minute Stride Flat Check miss Strike 7 damage: 12 from Aerial Boomerang, -5 regeneration Tombstone troll 3 F8 Tombstone troll 4 I11 Blinded Seek Stride Strike 0 damage: 4 from Electric arc, -5 regeneration 28 damage: 33 damage from Cyntheria, -5 regeneration. Dead Guard . Dead, Frightened 1 Action 1: Intimidate Action 2: Strike Action 3: Strike 26 damage: 5 from Razvan's arrow, 13 from Razvan, 8 from Electric arc. EXPERIENCE TRACKER Show Active Map Edited October 13, 2023 by hoverfrog (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Dazzled Flat check TT1 2 1d20 2 Dazzled Flat check TT2 5 1d20 5 Dazzled Flat check TT1:1d20 9 1d20 9 Dazzled Flat check TT2:1d20 12 1d20 12 Jaws TT1 SyntaxError: Unexpected token tt1 jaws tt1 Jaws TT2 19; 8 1d20+9; 1d6+3 [10]; [10,5] Jaws TT1 27; 4 1d20+9; 1d6+3 [18]; [18,1] TT3 Perception 11 1d20+3 8 Jaws TT3 24; 6 1d20+9; 1d6+3 [15]; [15,3] Link to comment Share on other sites More sharing options...
Vedast Posted October 13, 2023 Clone Share Posted October 13, 2023 Cyntheria, spoke the doll, take a torch from my pack and light it: set the flame to this creature lest it rise again! Putting actions to words, the the pair: Action 1: Cyntheria Interacts to draw forth a torch (standard equipment with an Adventurer's Pack). Act Together:(2+1) Action 2: Cyntheria Interacts to light the torch. Action 3: Cyntheria sets the torch to the body (Interacts?) of TT4 Action 4: Mr. Mud casts Guidance upon Krott. Use this enhancement as you will, Krott. OOC Mud will take a quick moment to try to judge whether the TT's regeneration is visually 'active.' Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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