VennDygrem Posted April 24 Clone Share Posted April 24 (edited) Krott | HP 20/30 | AC 18 | Fort +7 | Ref +5 | Will +4 | Speed: 25 | Perception: +4 Hero Points: 0/3 | 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: N/A | Effects: Bestial Mutagen - 1 minute Krott nods to the others, their plans having been carried out and preparations made as well as possible with the limited time they had available. Loreli was watching Danior safely in the carriage by this point, and unless this was a decoy, Tallon had to be inside. The question remains: in what condition would they find him? Their resources had run dry, and the vampire is stronger than any of them despite his weakened state. All they can do now is try their damnedest to end this once and for all. They had been given a shot at redemption, and whether they were ready for that or not, running away isn't what 'good' people do. Is it? Krott buries that thought and realigns his grip on the crowbar, ready to lever open the sarcophagus as another member of the group is ready with a stake. Meanwhile, Krott mentally commands Slag to pass him elixirs as necessary once the lid is open. OOC & Actions Prior to opening the lid, Krott will take another Bestial Mutagen. Cyntheria will take the Drakeheart Mutagen and Bravo's Brew ("These taste yucky, Mr. Mud!" "They're good for you, girl! Like medicine." "I hate medicine!" etc. etc.) Slag is commanded to pass items into my hand via the Valet ability. Krott will open the sarcophagus. Someone in the party, either Sal or Demtrius I'm guessing (but not certain), should be ready to stake Tallon if he's still unconscious, or as soon as he is. Maybe even Cyntheria. Mr. Mud will stand back, away from the party members who are grouped up near the sarcophagus (whoever that may be). Mr. Mud will cast Boost Eidolon on Cyntheria on the first round, to improve her damage. Edited April 24 by VennDygrem (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
hoverfrog Posted April 30 Author Clone Share Posted April 30 (edited) Chapter 1:01. The Dawning Ardis, Ardeal, Ustalev Demetrius relishes the opportunity to slay his former master. He raises a wooden stake, hastily crafted from a table leg, but, just as he is about to bring it down, he freezes, "No! Kill you!" Some force seems to have locked his limbs in place. He's unable to move. The stone coffin is cracked open and the body of the vampire, Tallon, lies within, partly exposed. OOC Scene Notes There is a map in the spoiler below. Please use directions when moving (N, S, E, SE, W, etc) or grid locations Out of combat Show Bookkeeping COMBAT/CONDITIONS TRACKER INITIATIVE CONDITIONS MECHANICS DESCRIPTIONS Not in Use!! Default Marching Order CHARACTER STATUS Loreli Certes Gin Sling Sal 4 damage: 4 troblin bite Krott Razvan Umbra 19 damage 1 damage: 1 fire splash damage Cyntheria Mr Mud 9 damage: 1 fire splash damage, 8 damage from Krot 9 damage: 1 fire splash damage, 8 damage from Krot NON-PLAYER CHARACTER STATUS Demetrius . 26 damage: 26 from Master's dagger Fast healing 5 Vampire . . . EXPERIENCE TRACKER Show Active Map Edited 8 hours ago by hoverfrog (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Vedast Posted 5 hours ago Clone Share Posted 5 hours ago (edited) Razvan Umbra Vampiric Fetchling Fighter (2) HP: 30/32 | AC: 19 (leather) | Speed: 25' | Darkvision Perception (E): +7 ▪ Initiative: +7 | Fort (E): +8 | Ref (E): +10| Will (T): +5 | Hero Pts: 0 | 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. | As per previous, Razvan will strike with the "Master's Dagger" specifically trying to sever the head. OOC Now under effect of Bravo's Brew (+1 to Will Saves) Assuming dagger is +1 silver (potency, but not striking) I'm still not certain as to what is happening vis-a-vis initiative, but I shall roll as per previous post declared actions. Is Tallon considered "Prone?" ACTIONS Avert Gaze to avoid meeting Tallon's gaze (+2 circumstance bonus vs. visual effects) Strike with dagger preferably at the neck. Strike with dagger " " " 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 18/20 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 5 hours ago by Vedast (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Strike #1 (MAP = 0) 14 1d20+11 3 Strike #2 (MAP = -5) 10 1d20+6 4 Link to comment Share on other sites More sharing options...
VennDygrem Posted 3 hours ago Clone Share Posted 3 hours ago (edited) Krott | HP 20/30 | AC 18 | Fort +7 | Ref +5 | Will +4 | Speed: 25 | Perception: +4 Hero Points: 0/3 | 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: N/A | Effects: Bestial Mutagen - 1 minute Krott's heart would be pounding were he still alive. Even still, the logical processes in his mind translate to cold dread at the party reveals Tallon in his stone coffin. Then, Demetrius becomes frozen in place. It seems all it takes to set things from bad to worse is facing their recuperating foe yet again, and he hasn't even lifted a finger yet. He quickly tries to scan the master vampire to determine what state he's in, other than 'dangerous.' Krott drops the crowbar, no longer needing it to open the lid, and make his own strike, as feeble a gesture as it may be. OOC & Actions We knew from discussion with Demetrius and general knowledge checks, I believe, that we had a specific period of time before Tallon would regenerate, and we know that we exceeded that time (though by what amount, I don't know). Even without that, we also know that clearly he must be able to control Demetrius, since he's currently frozen, so he must be conscious or else he couldn't control his spawn as such. So, that tells Krott enough to know that they need to try and take Tallon out again. So, he attacks, after rolling a Recall Knowledge using Medicine (hopefully) to determine what state Tallon is in, to a general degree. Obviously I don't expect an exact HP total, but I'm looking for a reasonable approximation of how healed he seems - ie: His wounds seem nearly all healed, or he still seems weak, etc. Then, attack. Finally, I'd like to try and grab the stake from Demetrius, since he clearly can't use it currently. Is that an action, and if so, is it Athletics to grab/grapple, disarm, etc.? A simple interact action? Action Recall Knowledge (Medicine) Action Strike Tallon with jaws attack Action Interact or Athletics if needed Cyntheria and Mr Mud HP: 23/32 | (C) AC: 21 F: 10 R: 6 W: 7 (8 vs. Fear) | (M) AC: 17 F: 8 R: 7 W: 7 Effects: Drakeheart Mutagen, LesserYou gain the listed bonus to AC, a Dexterity cap of +2 (as usual, use your lowest Dexterity cap if you have more than one), and an item bonus to Perception checks. If you're wearing armor, you still calculate your proficiency bonus to AC based on your proficiency in the armor you're wearing, even if the drakeheart mutagen has a higher item bonus. You also gain the Final Surge action. +4 Item bonus, +2 Dex cap, +1 Perception, -1 Reflex & Will saves, -1 Recall Knowledge checks (C), Bravo's Brew, LesserFor the next hour after drinking this elixir, you gain an item bonus to Will saves, which is greater when attempting Will saves against fear. +1 Will saves, +2 vs. Fear (C), Boost Eidolon Your eidolon gains a +2 status bonus to damage rolls with its unarmed attacks. If your eidolon's Strikes deal more than one weapon damage die, the status bonus increases to 2 per weapon damage die, to a maximum of +8 with four weapon damage dice.(C) | Conditions: N/A Character Sheet Cyntheria and Mr Mud - Summoner 2 N, Small, Poppet, Wishborn Poppet, Humanoid Perception +5; Darkvision Languages None selected Skills Acrobatics +7, Athletics +0, Deception +8, Diplomacy +8, Intimidation +8, Medicine +5, Occultism +4, Stealth +7 Str +0, Dex +3, Con +2, Int +0, Wis +1, Cha +4 Items Unarmored AC 17; Fort +8, Ref +7, Will +7 HP 32; Resistances fire -1 Dutiful Retaliation Speed 25 feet Bon Mot Manifest Eidolon Act Together Share Senses Occult Known Spells DC 18, attack +8; 1st Fear, Magic Missile, Soothe (2 slots); Cantrips Prestidigitation, Protect Companion, Shield, Guidance, Telekinetic Projectile Focus Spells (1 points) Boost Eidolon Range 100 feet; Targets your eidolon Duration 1 round You focus deeply on the link between you and your eidolon and boost the power of your eidolon's attacks. Your eidolon gains a +2 status bonus to damage rolls with its unarmed attacks. If your eidolon's Strikes deal more than one weapon damage die, the status bonus increases to 2 per weapon damage die, to a maximum of +8 with four weapon damage dice. Evolution Surge Range 100 feet; Targets your eidolon Duration 1 minute You flood your eidolon with power, creating a temporary evolution in your eidolon's capabilities. Choose one of the following effects:Your eidolon gains low-light vision and darkvision.; Your eidolon gains scent as an imprecise sense up to 30 feet. .; Your eidolon can breathe underwater and gains a swim Speed equal to its land Speed or 30 feet, whichever is less. Alternatively, if your eidolon is normally aquatic, it can breathe air and gains a land Speed equal to its swim Speed or 30 feet, whichever is less. Either way, it gains the amphibious trait. .; Your eidolon gains a +20-foot status bonus to its Speed. .; Heightened (3rd) Add the following options to the list of effects you can choose:Your eidolon becomes Large, instead of its previous size. This increases your eidolon's reach to 10 feet but doesn't change any other statistics for your eidolon. Because of the special link you share, you can ride your eidolon without getting in each other's way. If another creature tries to ride your eidolon, both you and the riding creature each regain only 2 actions at the start of your turns each round, as normal. .; Your eidolon gains a climb Speed equal to its land Speed. .; Heightened (5th) Add the options from the 3rd-level version and the following options to the list of effects you can choose:Your eidolon becomes Huge, instead of its previous size. This has the same effects as the 3rd-level option to become Large, except your eidolon's reach increases to 15 feet. ; Your eidolon gains a fly Speed equal to its Speed. Reinforce Eidolon Range 100 feet; Targets your eidolon Duration 1 round You focus deeply on the link between you and your eidolon and reinforce your eidolon's defenses. Your eidolon gains a +1 status bonus to AC and saving throws, plus resistance to all damage equal to half the spell's level. Your eidolon can benefit from either boost eidolon or reinforce eidolon, but not both; if you cast one of these spells during the other's duration, the newer spell replaces the older one. Additional Feats Energy Heart, Harmless Doll, Mummy Dedication, Reinforce Eidolon, Toughness, Wishborn Poppet Additional Specials Constructed, Disease and Poison Protection, Eidolon (Devotion Phantom Eidolon), Energy Heart (sonic), Evolution Feat, Flammable, Immunity to Death Effects, Link Spells, Negative Healing, Negative Survival, Undead Hunger Cyntheria - Stalwart Guardian2 Medium, Eidolon, Stalwart Guardian, Eidolon Perception +4; Darkvision Languages None selected Skills Acrobatics +6, Athletics +4, Deception +4, Diplomacy +4, Intimidation +4, Medicine +4, Occultism +4, Stealth +6 Str +4, Dex +2, Con +3, Int +0, Wis +0, Cha +0 Items Unarmored AC 18; Fort +9, Ref +6, Will +6 HP 32 Dutiful Retaliation Trigger An enemy within 15 feet of you hits you with a Strike and deals damage to you. Requirements Your eidolon is within 15 feet of you. Your eidolon instinctively flashes with ectoplasmic energy, allowing them to strike back against an enemy who dares to harm you. Your eidolon makes a melee unarmed Strike against the triggering enemy, even if that enemy isn't within your eidolon's reach. Speed 25 feet Melee Primary Attack +8 (Shove), Damage 1d8+4 B Melee Secondary Attack +8 (Agile, Finesse), Damage 1d6+4 Sonic Acting as they were told, Mr. Mud continues channeling power into Cyntheria, whom he directs to focus attacks on Tallon. While Mr. Mud remains at the edge of the room, he casts his spell while the ghostly girl thrums with vibrational energy. She shouts out, and sonic waves pulse through her, causing her softly-floating hair to whip out like a buffeting wing along with the sound waves. However, her wails are unfocused, and it's hard to land a solid blow on even an unmoving target if you're attacking strictly through the power of primal emotion. OOC C&M Actions Action Act Together: Mud casts Boost Eidolon on Cyntheria, and Cyntheria makes a Strikevs. Tallon with her secondary unarmed strike, dealing sonic damage on a hit. Action Cyntheria strikes again with the sonic attack. Action Mud casts Reinforce Eidolon, granting Cyntheria +1 status bonus to AC and saves for 1 round. Per OOC chat in the Discord, I'm taking momentary control of Cyntheria and Mud so we can move on to the next round without waiting for allefgib to respond. Edited 3 hours ago by VennDygrem (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Krott Strike (Jaws) vs. Tallon 20 1d20+9 11 Jaws Damage, if applicable 5 1d6+4 1 Knowledge (Medicine) 23 1d20+4 19 Athletics, if necessary (Else, ignore) 10 1d20+4 6 Cyntheria Strike (Sonic) vs. Tallon 16 1d20+8 8 Cyntheria Strike (Sonic, MAP -4) vs. Tallon 15 1d20+4 11 Link to comment Share on other sites More sharing options...
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