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Chapter 1:01. The Dawning


hoverfrog

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spacer.pngKrott | HP 24/30 (2 THP) | AC 18 | Fort +7 Ref +5 Will +4 | Speed: 25 | Perception: +5 (+6 vs. secret doors and traps)
Hero Points: 0/3 | Alchemy
| Conditions: Controlled | Effects: Eagle-eye elixir (lesser) 1 hour, Numbing Tonic (minor), Bestial Mutagen (lesser)


"Yes... your will be done..."

Krott hands the boy over, then turns to his allies with a completely blank look in his eyes. He lashes out at the nearest target, Demetrius, baring his bestial fangs, moving to attempt two swift bites against the vampire spawn.

Internally, Krott's mind screams, unable to stop himself from obeying the vampire's commands, at least for now.

OOC & Actions

Action 1: As described above, hand the boy to the vampire.
Action 2: Bite attack (strongest attack)
Action 3: Another bite attack (still the strongest attack. Vampire master never asked for most advantageous attacks, just most powerful, so no agile claws here)

Followed by a will save to throw off the domination.

 

Edited by VennDygrem (see edit history)
Name
Bite attack 1
26
1d20+9 17
Bite attack 2
7
1d20+4 3
Will save
15
1d20+4 11
Bite damage
8
1d6+4 4
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Razvan Umbra Vampiric Fetchling Fighter (2) spacer.png


HP: 31/32 AC: 19 (leather) | Speed: 25' | Darkvision

Perception (E): +7  Initiative: +7 | Fort (E): +8 | Ref (E): +10| Will (T): +5 | Hero Pts: 0

| Skills | Attributes | Attacks |

 

Razvan notes the Master drawing what seems to be a ceremonial dagger: given the circumstances, undoubtedly one intended, - maybe empowered - for sacrifice.

A grave resolution forms in what little might be said to remain of Razvan's heart. A clean death would be better, surely, than to fall victim to this mad Undead's schemes. But, could he, in conscience, make that choice for another?

The former Fetchling Strides across the difficult flooring and roots (OOC: GM's relating via Discord that the entire floor is Difficult Terrain) to square G5, adjacent both to Danior and the Master (OOC: not sure why they are in separate squares if the Master is "holding" the child, see below). As Razvan does so, he yells out:

"I'll kill the boy myself before I allow you to sacrifice him to your scheming!"

And, with this, he prepares his magicked sword to Strike ...

Somewhere ... in the depths of his memory ... an ancient, even primordial story; a story from perhaps another world ... shimmers just out of touch. The Sacrifice of Isaac.

 

OOC

@hoverfrog  I'm not sure how this Readied Action might work in conjunction with an Attack of Opportunity. If the Master were, on his turn, to leave his current square (and he is still holding Danior c.f. the vampire, now holding the child) would this set off both the Readied Action (a Strike) as well as an Attack of Opportunity as a independent reaction?

I assume that if the Master does release Danior and leave the square, I could still take the AoO as a separate thing?

This Ready Action should also allow Razvan to see what Demetrius does ... i.e. does he ignore Krott and close with and attack the Master before the Master's next turn.

ACTIONS

1. Stride from E3 => G5 (10' per square in Difficult Terrain).

2. Ready Action (:TwoActions:)  A Strike Trigger: The Master does anything other than release Danior

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 image.png.b0e0fa74d22549d8fb8d0d7bdae53f67.png
  • 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.image.png.379efc2aac589998b31e328018376cd2.png

 


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) image.png.379efc2aac589998b31e328018376cd2.png Link
  • Shield Block (Class Feature) image.png.379efc2aac589998b31e328018376cd2.png Link
  • Point-Blank Shot (1st) image.png.b0e0fa74d22549d8fb8d0d7bdae53f67.png Link
  • Double Slice (2nd) image.png.a446c2a0c3a4006b86f579933d863d35.png 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: 

 image.png.379efc2aac589998b31e328018376cd2.png image.png.b0e0fa74d22549d8fb8d0d7bdae53f67.png image.png.a446c2a0c3a4006b86f579933d863d35.png image.png.35681396d13597992e50b9603b1fcfe7.png


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.

 

 

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spacer.pngGin Sling Sal

AC 19 HP 22/22 

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 (used), Magic Weapon, Mage Armor (used)

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 action_single.png?v=dm-1 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 moves to get closer to the action. Arriving down at the 4th floor completely unaware that Krott's been dominated.

Stride, Stride and Stride Movement described.. ends at Krott

30'

6th floor I3 to I8

5th floor I8 to H7

30'

5th floor H7 to C2

4th floor C2 to C2

30'

Then he runs into Krott, not knowing about the domination.

 

 

 

Edited by Starhawk (see edit history)
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image.png.010786697dc9130637034f21c25d6d1c.pngCyntheria and Mr Mud

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 action_reaction.png

Speed 25 feet
Bon Mot action_single.png
Manifest Eidolon action_triple.png
Act Together action_range.png
Share Senses action_single.png
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 action_single.pngRange 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 action_double.pngRange 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 action_single.pngRange 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 +1 to all (Reinforce Eidolon)
HP 32
Dutiful Retaliation action_reaction_black.pngTrigger 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 +2 Boost Eidolon
Melee Secondary Attack +8 (Agile, Finesse), Damage 1d6+4 Sonic

Mud and Cyntheria are characteristically quiet, but follow their continuing intentions to race after Danior and the vampire. Seeing the chaos below, they wordlessly realign how they approach their shared goal.

 

OOC

Action 1: Act Together: Mud 1 action cast 'Reinforce Eidolon' on Cyntheria; Cyntheria free action drops (ideally to D3), trying to catch an edge to land on her feet (reaction), 1 action Trip on Krott since he's being mean.

Action 2: Mud strides to a place around the ladder hatch where he can see Demetrius.

Action 3: Mud casts Guidance on Demetrius.


I believe we said the climb DC is 10, easy, so that's what Cyntheria's reflex needs to be to land upright and take no damage from the 10-ft drop.

 

 

 


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 by VennDygrem (see edit history)
Name
Reflex
16
1d20+7 9
Athletics (Trip vs. Krott's Reflex DC: 15)
11
1d20+4 7
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Posted (edited)

image.png.6f5b87c4e7cf20991e4338a119d9a488.png

Chapter 1:01. The Dawning

Ardis, Ardeal, Ustalev

image.png.82e0d9f15b08d561b748161efdbfd6a9.pngimage.png.60f83f57749fa80a9c08b412998533cb.png"Fine," the vampire drops the boy down the ladder behind him, "He'll survive. He's proven quite resilient so far." There is a dull thud from below.


"You cold hearted bastard," Demetrius rushes forward to attack his master.


With everyone now here on the same floor there is an exchange of blows. Only the vampire strikes true, a dagger thrust into Demetrius' belly. As he pulls the dagger out he laughs, "That looks like it hurts. You won't be healing from that either. Did you think I wasn't aware of your treachury? Your usefulness is at an end."


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

Krot has to obey the Dominate and kill all of his allies. Afterwards he gets another saving throw.
Round 7

Everyone to act


 

Show Bookkeeping

COMBAT/CONDITIONS TRACKER

INITIATIVE CONDITIONS

Demetrius 26
Sal 21
Krot 19
Vampire 18
Mr Mud 18
Cyntheria 11
Razvan 9

MECHANICS DESCRIPTIONS

Not in Use!!

 

Default Marching Order

 

CHARACTER STATUS

Loreli Certes Gin Sling Sal

4 damage: 4 troblin bite

 

Krot Razvan Umbra

9 damage: +2 temporary hp; 7 damage bite, 5 damage claw, 4 damage claw, -11 healing, 2 from rat swarm, 4 from falling.

Dominated

1 damage: 1 fire splash damage

Cyntheria Mr Mud

1 damage: 1 fire splash damage

1 damage: 1 fire splash damage

NON-PLAYER CHARACTER STATUS

Demetrius Rats

28 damage: 7 from Krot, 26 from Master's dagger

Fast healing 5, Guidance

  1. Stride
  2. Strike
  3. Strike

 

Vampire Bats

10 damage

Fast Healing 7, Immunities: death effects, disease, paralyze, poison, sleep; Resistances physical 7 (except magical silver); Weaknesses: vampire weaknesses

  1. Manipulate an object to shift Danior and drop him.
  2. Strike
  3. Strike

 

. .

 

 

EXPERIENCE TRACKER

 

Show Active Map

Fourth Floor

image.png.b2b17cd4779d36ac907c8c81829adf5f.png

 

Edited by hoverfrog (see edit history)
Name
Demetrius with Guidance
18; 8
1d20+15; 1d8+6 [3]; [3,2]
Demetrius 2nd Strike
12; 13
1d20+10; 1d8+6 [2]; [2,7]
Vampire Dagger
34; 13
1d20+16; 1d4+10 [18]; [18,3]
Vampire 2nd Strike
17; 14
1d20+12; 1d4+10 [5]; [5,4]
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Razvan Umbra Vampiric Fetchling Fighter (2) spacer.png


HP: 31/32 AC: 19 (leather) | Speed: 25' | Darkvision

Perception (E): +7  Initiative: +7 | Fort (E): +8 | Ref (E): +10| Will (T): +5 | Hero Pts: 0

| Skills | Attributes | Attacks |

 

Even during his worst depravities in the Court of the Lady Sanguina, Razvan would not have countenanced this (or so he wanted to believe in this moment).

He made a stab at the foul creature's neck (just for flavor) even as the undead flung the inert boy through the opening in the floor.

 

OOC

+1 for the magic weapon buff.

I'm assuming that isn't a Critical unless the Master had, perhaps, turned his back when dropping poor Danior.

ACTIONS

Attack of Opportunity Reaction to the Master's Release Action with the Manipulate Trait

 


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 image.png.b0e0fa74d22549d8fb8d0d7bdae53f67.png
  • 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.image.png.379efc2aac589998b31e328018376cd2.png

 


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) image.png.379efc2aac589998b31e328018376cd2.png Link
  • Shield Block (Class Feature) image.png.379efc2aac589998b31e328018376cd2.png Link
  • Point-Blank Shot (1st) image.png.b0e0fa74d22549d8fb8d0d7bdae53f67.png Link
  • Double Slice (2nd) image.png.a446c2a0c3a4006b86f579933d863d35.png 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: 

 image.png.379efc2aac589998b31e328018376cd2.png image.png.b0e0fa74d22549d8fb8d0d7bdae53f67.png image.png.a446c2a0c3a4006b86f579933d863d35.png image.png.35681396d13597992e50b9603b1fcfe7.png


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 by Vedast (see edit history)
Name
AoO (vs. Release Action)
30
1d20+11 19
Damage Short Sword plus Mgk Wpn
8
2d6+2 3,3
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spacer.pngKrott | HP 24/30 (2 THP) | AC 18 | Fort +7 Ref +5 Will +4 | Speed: 25 | Perception: +5 (+6 vs. secret doors and traps)
Hero Points: 0/3 | Alchemy
| Conditions: Controlled | Effects: Eagle-eye elixir (lesser) 1 hour, Numbing Tonic (minor), Bestial Mutagen (lesser)


"Kill... allies..."

Krott remains under the vampire's bewitchment, speaking in a slurred, trope-defining fashion. As Cyntheria lands beside him and fails to send him to the floor, he swipes at her, then attempts a bite. As Sal descends the ladder, he also tries biting her as well.

OOC & Actions

Action 1: Claws vs. Cyntheria
Action 2: Bite attack vs Cyntheria
Action 3: Another bite attack vs. Sal

Followed by a will save to throw off the domination.

 

Name
Claw Attack vs. Cyntheria
25
1d20+9 16
Claw damage
8
1d4+4 4
Bite attack (MAP -5) vs. Cyntheria
12
1d20+4 8
Bite attack (MAP -10) vs. Sal
11
1d20-1 12
Will save vs. DC 20
16
1d20+4 12
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Razvan Umbra Vampiric Fetchling Fighter (2) spacer.png


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

| Skills | Attributes | Attacks |

 

Keenly aware that he needed to give Demetrius another chance - and hoping that the Master's dagger had not brought him low quite yet - Razvan brooked no delay to see what harm, if any, he'd managed with his quick jab (the AoO).

Poor Danior ... no one could come to his immediate succor.

Swiftly moving to a position to distract the Master from Demetrius (i.e. Stride to G7), he brought his short sword and dagger to bear in a combined attack (i.e. Double Strike).

 

OOC

+1 for the magic weapon buff on the short sword.

PLEASE NOTE: Target AC - 2 for both Razvan and Demetrius due to flanking.

ACTIONS

1. Stride to G7 (as per discussion in Discord)

2. & 3. Double Slice Attack with short sword and 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 image.png.b0e0fa74d22549d8fb8d0d7bdae53f67.png
  • 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.image.png.379efc2aac589998b31e328018376cd2.png

 


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) image.png.379efc2aac589998b31e328018376cd2.png Link
  • Shield Block (Class Feature) image.png.379efc2aac589998b31e328018376cd2.png Link
  • Point-Blank Shot (1st) image.png.b0e0fa74d22549d8fb8d0d7bdae53f67.png Link
  • Double Slice (2nd) image.png.a446c2a0c3a4006b86f579933d863d35.png 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: 

 image.png.379efc2aac589998b31e328018376cd2.png image.png.b0e0fa74d22549d8fb8d0d7bdae53f67.png image.png.a446c2a0c3a4006b86f579933d863d35.png image.png.35681396d13597992e50b9603b1fcfe7.png


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 by Vedast (see edit history)
Name
Short Sword Atk 
14
1d20+11 3
Dagger Atk
22
1d20+10 12
Dagger Dmg
6
1d4+2 4
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spacer.pngGin Sling Sal

AC 19 HP 22/22 

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 (used), Magic Weapon, Mage Armor (used)

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 action_single.png?v=dm-1 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 dispatches Dee Cee, her owl familiar to get the ritual book and take it to the carriage. She then hurls another spell at the vampire.

Dispatch Familiar and Disrupt Undead DC17 Fort on Vamp

 

 

 

Edited by Starhawk (see edit history)
Name
Disrupt Undead Damage
9
1d6+4 5
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image.png.010786697dc9130637034f21c25d6d1c.pngCyntheria and Mr Mud

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 action_reaction.png

Speed 25 feet
Bon Mot action_single.png
Manifest Eidolon action_triple.png
Act Together action_range.png
Share Senses action_single.png
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 action_single.pngRange 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 action_double.pngRange 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 action_single.pngRange 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 +1 to all (Reinforce Eidolon)
HP 32
Dutiful Retaliation action_reaction_black.pngTrigger 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 +2 Boost Eidolon
Melee Secondary Attack +8 (Agile, Finesse), Damage 1d6+4 Sonic

Mud and Cyntheria continue trying to subdue Krott long enough for the domination to wear off. The poppet tries to interfere with the mental effect with a pointed taunt, while the girl keeps trying to sweep Krott's legs.

 

OOC

Action 1: Act Together: Mud tries to Demoralize Krott (Intimidate vs. Will DC 14); Cyntheria attempts to trip Krott again (Athletics vs Reflex DC 17).

Action 2: Mud casts 'Reinforce Eidolon' on Cyntheria. +1 AC/Saves to Cyntheria for 1 round.

Action 3: Mud casts Guidance on Razvan (or Sal if he's already targeted Razvan recently).

 

 

 


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.

Name
(M) Intimidation vs. DC 14
19
1d20+8 11
(C) Athletics vs. DC 17
23
1d20+4 19
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Posted (edited)

image.png.6f5b87c4e7cf20991e4338a119d9a488.png

Chapter 1:01. The Dawning

Ardis, Ardeal, Ustalev

image.png.82e0d9f15b08d561b748161efdbfd6a9.pngimage.png.60f83f57749fa80a9c08b412998533cb.pngKrot is knocked to the ground after punching Cyntheria. She didn't appreciate the blow and rounded on the mummy to both frighten him and leave him sprawled on the ground. Still he has to obey his master.

The vampire shrugs off the blows he receives, his wounds closing faster than you're making them, "Your allies are doomed, boy, just as you are." Indeed Demetrius' wounds aren't closing as they did before. The silver dagger seems to be preventing it.

Nevertheless Demetrius flays his master with vicious claw attacks, shredding skin and exposing bone, "Finish him quickly. That dagger is too much for me."


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

Krot has to obey the Dominate and kill all of his allies. Afterwards he gets another saving throw.
Round 8

Everyone to act


 

Show Bookkeeping

COMBAT/CONDITIONS TRACKER

INITIATIVE CONDITIONS

Demetrius 26
Sal 21
Krot 19
Vampire 18
Mr Mud 18
Cyntheria 11
Razvan 9

MECHANICS DESCRIPTIONS

Not in Use!!

 

Default Marching Order

 

CHARACTER STATUS

Loreli Certes Gin Sling Sal

4 damage: 4 troblin bite

 

Krot Razvan Umbra

9 damage: +2 temporary hp; 7 damage bite, 5 damage claw, 4 damage claw, -11 healing, 2 from rat swarm, 4 from falling.

Dominated, Tripped, Frightened 1

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 Rats

26 damage: 26 from Master's dagger

Fast healing 5, Guidance

  1. Strike
  2. Strike (A crit thanks to flanking)
  3. Strike

 

Vampire Bats

43 damage

Fast Healing 7, Immunities: death effects, disease, paralyze, poison, sleep; Resistances physical 7 (except magical silver); Weaknesses: vampire weaknesses

  1. Strike
  2. Strike
  3. Strike

 

. .

 

 

EXPERIENCE TRACKER

 

Show Active Map

Fourth Floor

image.png.b2b17cd4779d36ac907c8c81829adf5f.png

 

Edited by hoverfrog (see edit history)
Name
Vamp will save
20
1d20+15 5
Demetrius with Guidance
SyntaxError: Unexpected termination of expression
1d20+15; 1d8+6
Demetrius 2nd Strike
30; 7
1d20+10; 1d8+6 [20]; [20,1]
Demetrius 3rd Strike
25; 8
1d20+6; 1d8+6 [19]; [19,2]
Vampire Dagger
20; 14
1d20+16; 1d4+10 [4]; [4,4]
Vampire 2nd Strike
14; 11
1d20+12; 1d4+10 [2]; [2,1]
Vampire 3rd Strike
13; 13
1d20+8; 1d4+10 [5]; [5,3]
Demetrius with Guidance
24; 8
1d20+15; 1d8+6 [9]; [9,2]
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spacer.pngKrott | HP 24/30 (2 THP) | AC 18 | Fort +7 Ref +5 Will +4 | Speed: 25 | Perception: +5 (+6 vs. secret doors and traps)
Hero Points: 0/3 | Alchemy
| Conditions: Controlled, Frightened 1 | Effects: Eagle-eye elixir (lesser) 1 hour, Numbing Tonic (minor), Bestial Mutagen (lesser)


Krott groans angrily, his actions dictated by his foe yet unable to be broken of this control. He rises, then takes two more wild attacks toward Cyntheria, the one who dropped him.

OOC & Actions

Action 1: Stand up
Action 2: Bite attack vs Cyntheria
Action 3: Another bite attack vs. Cyntheria (should be 5 less from MAP, but irrelevant)

Followed by a will save to throw off the domination.

 

Edited by VennDygrem (see edit history)
Name
Attack 1
13
1d20+8 5
Attack 2
14
1d20+8 6
Will Save vs. DC 20
16
1d20+3 13
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Razvan Umbra Vampiric Fetchling Fighter (2) spacer.png


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

| Skills | Attributes | Attacks |

 

Razvan desperately continues to attack. Pharasma, to our aid!

Go DOWN you snaggletoothed nightmare!

OOC
  • +1 for the magic weapon buff on the short sword. +1 for Guidance (Sunday 7:33 PM post).
  • PLEASE NOTE: Target AC - 2 for both Razvan and Demetrius due to flanking.
  • FWIW, forgoing an Intimidate "third action" since bonus is +5 and I'm sure Tallon has an obscene Will save.
ACTIONS

1. Double Strike #1 with short sword (magic weapon buff plus Guidance). +10+1+1 = +12

2. Double Strike #2 with dagger; +10, MAP deferred.

3. Strike with short sword (magic weapon buff; -10 MAP) +10+1-10 = +1

 

Could have been better; could have been worse.


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 image.png.b0e0fa74d22549d8fb8d0d7bdae53f67.png
  • 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.image.png.379efc2aac589998b31e328018376cd2.png

 


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) image.png.379efc2aac589998b31e328018376cd2.png Link
  • Shield Block (Class Feature) image.png.379efc2aac589998b31e328018376cd2.png Link
  • Point-Blank Shot (1st) image.png.b0e0fa74d22549d8fb8d0d7bdae53f67.png Link
  • Double Slice (2nd) image.png.a446c2a0c3a4006b86f579933d863d35.png 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: 

 image.png.379efc2aac589998b31e328018376cd2.png image.png.b0e0fa74d22549d8fb8d0d7bdae53f67.png image.png.a446c2a0c3a4006b86f579933d863d35.png image.png.35681396d13597992e50b9603b1fcfe7.png


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 by Vedast (see edit history)
Name
Short sword (1st Atk of DS)
26
1d20+12 14
Dagger (2nd Atk of DS)
11
1d20+10 1
Short sword (3rd Atk with MAP)
9
1d20+1 8
Damage
12
2d6+2 4,6
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spacer.pngGin Sling Sal

AC 19 HP 22/22 

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 (used), Magic Weapon, Mage Armor (used)

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 action_single.png?v=dm-1 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. 

 

Out of ideas Sal, hurls the same spell as before at the vampire.

Dispatch Familiar and Disrupt Undead DC17 Fort on Vamp

 

 

 

Name
Disrupt Undead and DC17 Fort Save
3; 29
2d6; 1d20+9 [1,2]; [1,2,20]
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image.png.010786697dc9130637034f21c25d6d1c.pngCyntheria and Mr Mud

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 action_reaction.png

Speed 25 feet
Bon Mot action_single.png
Manifest Eidolon action_triple.png
Act Together action_range.png
Share Senses action_single.png
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 action_single.pngRange 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 action_double.pngRange 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 action_single.pngRange 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 +1 to all (Reinforce Eidolon)
HP 32
Dutiful Retaliation action_reaction_black.pngTrigger 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 +2 Boost Eidolon
Melee Secondary Attack +8 (Agile, Finesse), Damage 1d6+4 Sonic

Oswald the poppet appears to all gathered to have had enough of the vampire foe thwarting the group and summons up a surge of power as Cyntheria continues her attempts to keep Krott off his feet. The poppet's spell streams toward Tallon in a barrage of three separate shards of solid force, hurtling past his defenses.

 

OOC

Actions 1, 2, & 3: Act Together: Mr. Mud casts a three-action Magic Missile (Force Barrage in remaster), for 3d4+3 total damage, automatically hitting Tallon the vampire master. Cyntheria tries again to trip Krott.

 

 

 


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.

Name
Force damage
12
3d4+3 4,2,3
(C) Trip vs. Krott's Reflex DC (17)
8
1d20+4 4
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