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Chapter 1:01. The Dawning


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Razvan Umbra Vampiric Fetchling Fighter (2) spacer.png


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

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

| SkillsTrained:
Acrobatics (+8); Athletics (+6); Deception (+5); Intimidation (+5); Lore/warfare (+4); Stealth (+8); Thievery (+8)

Untrained:
Acrana (+0); Crafting (+0); Diplomacy (+1); Medicine (+1); Nature (+1); Occultism (+0); Performance (+1); Religion (+1); Society (+0); Survival (+1)
 | AttributesSTR +2
DEX +4
CON +2
INT +0
WIS +1
CHA +1
 | AttacksUnarmed:

Fist +10/+6/+2 • Expert +6 • Dex +4 • Item 0 • Damage 1d4+2 B • Agile; Finesse; Nonlethal; Unarmed
Fangs +8/+3/-2 • Expert +6 • Str +2 • Item 0 • Damage 1d6+2 P • Brawling; Grapple; Unarmed

Melee:

Dagger +10/+6/+2 • Expert +6 • Item 0 • Damage 1d4+2 P • Agile; Finesse; Thown (10'); Versatile S
Light mace +10/+6/+2 • Expert +6 • Damage 1d4+2 B • agile; finesse; shove
Short sword +10/+6/+2 • Expert +6 • Item 0 • Damage 1d6+2 P • Agile; Finesse; Versatile S

Ranged:

Composite shortbow +10/+5/+0 • Expert +6 • 1d6+1 (1d6+3 w/in 60' PBS feat) • Deadly d10, propulsive (+ STR/2 damage), 60' range.
 |


 

For the moment, Razvan's attention was still focused on Aliester.

You and I appear to be ... of a kind. If I am to be of any use to you in this rescue of your son, to Ekul, and to these others, I must know more about my own strengths and weaknesses beyond the mix of rumor and lore one has heard. Have you any wisdom of age to impart?

For instance, what time is it? Are we near sunset or sunrise? Perhaps unfortunately ... he paused, looking at the others, I alone appear to restricted to movement by night. We might be able to leverage this at times, but for the immediate future, how long is it to sunrise?

After a pause, he added: I am no magician or sorcerer such as Ekul. I fight, fought, with the bow and the blade and ... by cunning and stealth. Now ... he held out his hands and bared his fangs ... are theseRazvan is just reflecting IC on what I gather would be our current lack of 'equipment.' to be my weapons?

 

See OOC panel for question/comment as a reminder on the previous 'Recall Knowledge' check:

OOC

Will attempt a Recall Knowledge check on this name based on his background having (to some degree) infiltrated the Whispering Way as an agent of the Lady Sanguina Lavabo. Razvan is untrained in Society, but perhaps this RK check could be based on Deception or other skill given his particular background? I'll just roll a bare d20 and ask GM to apply any modifier he deems appropriate (if any). d20 result = 13 (above)

 

ACTIONS

Action 1: Recall Knowledge

Action 2:

Action 3:

 


Character Sheet

Razvan Umbra
Vampiric Fetchling • Martial Disciple • Fighter 2
Medium • CN • Speed 25 • Darkvision

Primary Role: ranged combat & stealth Secondary Roles: melee combat; intimidation & thievery.


Abilities
Strength 14 (+2) • Dexterity 18 (+4) • Constitution 14 (+2) • Intelligence 10 (+0) • Wisdom 12 (+1) • Charisma 12 (+1)

Boosts
• Ancestry: +DEX +STR
• Background: +DEX +CON
• Class: +DEX
• Free:+STR; +DEX; +CON; +CHA

• LVL 2: +WIS


Adventuring & Combat
HP 32/32
Perception +7 • Expert+6 • Wis +1 • Item 0 • Senses: Darkvision (Ancestry Feature) Link
Speed 25'
Class DC 18 • Trained +4 • Base 10 • DEX +4 • Item 0


Armor and Shields
AC 21/19  Trained +4 • Base 10 • Dex +4 • If shield raised
Leather armor (+1)


Saving Throws 
 Fortitude +8 • Expert +6 • Con +2 • Item 0
 Reflex +10 • Expert +6 • Dex +4 • Item 0
 Will +5 • Trained +4 • Wis +1 • Item 0

Disease and Poison Protection: You gain a +1 circumstance bonus to saving throws (or any other defense) against disease and poison.


Weapon Proficiencies
 Expert in simple weapons; unarmed attacks; martial weapons.

 Trained in advanced weapons

• Trained in Unarmored Defense and all armors

Weapon +0 • Untrained 0 • Str 0 • Item 0 • Damage 1d0 • Notes

Unarmed:

  • Fist +10/+6/+2 • Expert +6 • Dex +4 • Item 0 • Damage 1d4+2 B • Agile; Finesse; Nonlethal; Unarmed
  • Fangs +8/+3/-2 • Expert +6 • Str +2 • Item 0 • Damage 1d6+2 P • Brawling; Grapple; Unarmed

Melee:

  • Dagger +10/+6/+2 • Expert +6 • Item 0 • Damage 1d4+2 P • Agile; Finesse; Thown (10'); Versatile S
  • Light mace +10/+6/+2 • Expert +6 • Damage 1d4+2 B • agile; finesse; shove
  • Short sword +10/+6/+2 • Expert +6 • Item 0 • Damage 1d6+2 P • Agile; Finesse; Versatile S

Ranged:

  • Composite shortbow +10/+5/+0 • Expert +6 • 1d6+1 (1d6+3 w/in 60' PBS feat) • Deadly d10, propulsive (+ STR/2 damage), 60' range.
  • 20 arrows (0.20; 2x L)

Background: Martial Disciple (Acrobatics)

  • Trained in Acrobatics and Warfare Lore
  • Cat Fall skill feat (see below)

Skills
♦ Acrobatics +8 • Trained +4 • Dex +4 • Item 0 (Martial Disciple Background Skill)
Arcana +0 • Untrained 0 • Int +0 • Item 0
♦ Athletics +6 • Trained +4 • Str +2 • Item 0 • Armor -0 (Class Feat)
Crafting +0 • Untrained 0 • Int +0 • Item 0
♦ Deception +5 • Trained +4 • Cha +1 • Item 0 (Shrouded Mein Ancestry Feat)
Diplomacy +1 • Untrained 0 • Cha +1 • Item 0
♦ Intimidation +5 • Trained +4 • Cha +1 • Item 0 (Class Free Skill)
♦ Lore: Warfare +4  Trained +4 • Int +0 • Item 0 (Martial Disciple Background Skill)
Medicine +1 • Untrained 0 • Wis +1 • Item 0
Nature +1 • Untrained 0 • Wis +1 • Item 0
Occultism +0 • Unrained +0 • Int +0 • Item 0
Performance +1 • Untrained 0 • Cha +1 • Item 0
Religion +1 • Untrained 0 • Wis +1 • Item 0
Society +0 • Untrained 0 • Int +0 • Item 0
♦ Stealth +8  Trained +4 • Dex +4 • Item 0 • Armor -0 (Class Free Skill)
Survival +1 • Untrained 0 • Wis +1 • Item 0
♦ Thievery +8 • Trained +4 • Dex +4 • Item 0 (Class Free Skill)

Languages: Common; Necril; Shadowtongue


Abilities
Ability • Type 0 • Notes

Fetchling (Liminal) Features: Fetchling

  • Shadowtongue Link
  • Darkvision Link
  • Liminal Heritage Link You gain a +1 circumstance bonus to locate undetected creatures within 60 feet when using the Seek action. Your flat check to target concealed creatures is DC 3 instead of DC 5, and your flat check to target undetected creatures is DC 9 instead of DC 11.

Vampire Features: Vampire Dedication

  • Fangs Unarmed Attack
  • Revulsion to garlic or holy symbol of a Good Deity
  • Weakness to Sunlight slowed 1 =>
  • Drink Blood Action 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
  • 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)
  • 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

  • x2 Smokestick-Lesser (3.00; L)
  • Caltrops (0.30; 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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Chapter 1:01. The Dawning

Ardis, Ardeal, Ustalev

image.png.4b14e69ccb6e216f9923e3420e2730e3.pngLa Maison à Minuit or The House of Midnight is not well known to anyone but what you heard years ago is that a group of vampires came together and gave themselves a pretentious name with the hope of appearing more important and ancient than they actually were. Perhaps they reasoned that after a few centuries few would recall their origins and simply grant them the respect that they craved. Rumour has it that older, more established vampire clans look upon these pompous upstarts with some pity and amusement. They do not, as far as Razvan knows, have any connection to The Midnight Lord. Sal recalls a single name among the original founders of this clan, Faine, apparently a young noblewoman before she was turned and then nothing more than a vampire spawn for about fifty years until her creator was slain by adventurers.

"Forgive me, but I think you should take a coach," Ekul says after the suggestion that you walk and talk, "If you are seen walking the streets in your current condition, it may...excite the populace."

"Not all of you can pass for human."

"I'll have it brought round to the rear and drop you off about thirty minutes walk from the tower. Some of you may be a bit...light sensitive or feel hunger that you didn't have during your previous lives. Avoid bright light and, if you must sate that hunger, do so on the kidnappers. Night falls within the hour and it will be fully dark when you arrive at the tower."

"Rescue Danior Randragoe and find what information you can about those who took him. Knowing who they are is one thing but knowing what they want is quite another. Is there anything else you need to know?"

Assuming your questions are done he directs you down a winding tunnel and to a carriage parked in the deep shadow of the building you emerge from. The carriage windows are blacked out with heavy curtains and the driver is clad head to toe in thick cloth, topped with a wide brimmed hat. You can't even tell what species he belongs to or even if it is a "he". The more unusual thing is the horse that is hitched to the carriage. It seems to be part fleshwarp creation and part mechanical contrivance, like someone has tried to grow a horse in a vat over a skeleton of metal and not quite succeeded. Patches of flesh are missing to reveal iron bones, clockwork mechanisms, and strange, sparking valves. Quite how anyone would expect such an abomination to go unnoticed anywhere in Ustalev is anyone's guess.

As for advice from an older, wiser vampire, Aliester offers none as he silently leaves you to your journey.

"Ombur will take you where you need to go. There is some basic gear in a trunk under the seat that you may make free use of." Ombur is apparently the coachman.


OOC Scene Notes

I know I'm jumping a bit ahead so if you have further questions we'll treat them as a flashback.
There is currently no map

Please use directions when moving (N, S, E, SE, W, etc)
We are not in initiative so your movement or actions per post is not limited to round actions.


 

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COMBAT/CONDITIONS TRACKER

INITIATIVE CONDITIONS

 

MECHANICS DESCRIPTIONS

Not in Use!!

 

Default Marching Order

 

CHARACTER STATUS

Loreli Certes Gin Sling Sal

 

 

Krot Razvan Umbra

 

 

Cyntheria Mr Mud

 

 

NON-PLAYER CHARACTER STATUS

   

 

 

   

 

 

   

 

 

EXPERIENCE TRACKER

 

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Razvan Umbra Vampiric Fetchling Fighter (2) spacer.png


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

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

| SkillsTrained:
Acrobatics (+8); Athletics (+6); Deception (+5); Intimidation (+5); Lore/warfare (+4); Stealth (+8); Thievery (+8)

Untrained:
Acrana (+0); Crafting (+0); Diplomacy (+1); Medicine (+1); Nature (+1); Occultism (+0); Performance (+1); Religion (+1); Society (+0); Survival (+1)
 | AttributesSTR +2
DEX +4
CON +2
INT +0
WIS +1
CHA +1
 | AttacksUnarmed:

Fist +10/+6/+2 • Expert +6 • Dex +4 • Item 0 • Damage 1d4+2 B • Agile; Finesse; Nonlethal; Unarmed
Fangs +8/+3/-2 • Expert +6 • Str +2 • Item 0 • Damage 1d6+2 P • Brawling; Grapple; Unarmed

Melee:

Dagger +10/+6/+2 • Expert +6 • Item 0 • Damage 1d4+2 P • Agile; Finesse; Thown (10'); Versatile S
Light mace +10/+6/+2 • Expert +6 • Damage 1d4+2 B • agile; finesse; shove
Short sword +10/+6/+2 • Expert +6 • Item 0 • Damage 1d6+2 P • Agile; Finesse; Versatile S

Ranged:

Composite shortbow +10/+5/+0 • Expert +6 • 1d6+1 (1d6+3 w/in 60' PBS feat) • Deadly d10, propulsive (+ STR/2 damage), 60' range.
 |


 

Intriguing, thought Razvan, once his few memories regarding La Maison à Minuit coalesced. Perhaps a group of aspiring pretenders at one point in the past, but Aliester suspects them of political machinations amongst the factions involved with this Council of his. He didn't drop that name by accident. Perhaps in the here and now, they have become much more ... influential?

He grinned wryly to himself at Ekul's observation that they - at least he and the ghoul, he wasn't at all certain as to what the needs of mummies, skeletons and ectoplasmic beings might involve - feed from the kidnappers. A subtle shift, perhaps, from the earlier admonition "killing may be necessary, but not a requirement." At least no bury your opponents with honor. Well ... baby steps on the path to redemption.

He held his own counsel for the moment, which was speculative to be sure. Razvan spoke seldom: in life, he had found that others often tried to fill the void when silence became uncomfortable, often to their disadvantage. Perhaps this lesson could still be consistent with a more ... redemptive ... path? When he did speak, as he had done at this audience, others heard a slight resonant echo, as if the vowels and consonants were marginally out of phase: as though uttered from one still partially in the Shadowlands.

OOC

Do we wish to have a discussion on Encounter Mode issues and, if so, here IC or on OOC? Party order and such? We don't have a rogue or ranger, but Razvan is Trained in Stealth (though I suppose most are, but I haven't confirmed - everyone is Trained in Stealth) and he is a martial class.

 

ACTIONS

Action 1:

Action 2:

Action 3:

 


Character Sheet

Razvan Umbra
Vampiric Fetchling • Martial Disciple • Fighter 2
Medium • CN • Speed 25 • Darkvision

Primary Role: ranged combat & stealth Secondary Roles: melee combat; intimidation & thievery.


Abilities
Strength 14 (+2) • Dexterity 18 (+4) • Constitution 14 (+2) • Intelligence 10 (+0) • Wisdom 12 (+1) • Charisma 12 (+1)

Boosts
• Ancestry: +DEX +STR
• Background: +DEX +CON
• Class: +DEX
• Free:+STR; +DEX; +CON; +CHA

• LVL 2: +WIS


Adventuring & Combat
HP 32/32
Perception +7 • Expert+6 • Wis +1 • Item 0 • Senses: Darkvision (Ancestry Feature) Link
Speed 25'
Class DC 18 • Trained +4 • Base 10 • DEX +4 • Item 0


Armor and Shields
AC 21/19  Trained +4 • Base 10 • Dex +4 • If shield raised
Leather armor (+1)


Saving Throws 
 Fortitude +8 • Expert +6 • Con +2 • Item 0
 Reflex +10 • Expert +6 • Dex +4 • Item 0
 Will +5 • Trained +4 • Wis +1 • Item 0

Disease and Poison Protection: You gain a +1 circumstance bonus to saving throws (or any other defense) against disease and poison.


Weapon Proficiencies
 Expert in simple weapons; unarmed attacks; martial weapons.

 Trained in advanced weapons

• Trained in Unarmored Defense and all armors

Weapon +0 • Untrained 0 • Str 0 • Item 0 • Damage 1d0 • Notes

Unarmed:

  • Fist +10/+6/+2 • Expert +6 • Dex +4 • Item 0 • Damage 1d4+2 B • Agile; Finesse; Nonlethal; Unarmed
  • Fangs +8/+3/-2 • Expert +6 • Str +2 • Item 0 • Damage 1d6+2 P • Brawling; Grapple; Unarmed

Melee:

  • Dagger +10/+6/+2 • Expert +6 • Item 0 • Damage 1d4+2 P • Agile; Finesse; Thown (10'); Versatile S
  • Light mace +10/+6/+2 • Expert +6 • Damage 1d4+2 B • agile; finesse; shove
  • Short sword +10/+6/+2 • Expert +6 • Item 0 • Damage 1d6+2 P • Agile; Finesse; Versatile S

Ranged:

  • Composite shortbow +10/+5/+0 • Expert +6 • 1d6+1 (1d6+3 w/in 60' PBS feat) • Deadly d10, propulsive (+ STR/2 damage), 60' range.
  • 20 arrows (0.20; 2x L)

Background: Martial Disciple (Acrobatics)

  • Trained in Acrobatics and Warfare Lore
  • Cat Fall skill feat (see below)

Skills
♦ Acrobatics +8 • Trained +4 • Dex +4 • Item 0 (Martial Disciple Background Skill)
Arcana +0 • Untrained 0 • Int +0 • Item 0
♦ Athletics +6 • Trained +4 • Str +2 • Item 0 • Armor -0 (Class Feat)
Crafting +0 • Untrained 0 • Int +0 • Item 0
♦ Deception +5 • Trained +4 • Cha +1 • Item 0 (Shrouded Mein Ancestry Feat)
Diplomacy +1 • Untrained 0 • Cha +1 • Item 0
♦ Intimidation +5 • Trained +4 • Cha +1 • Item 0 (Class Free Skill)
♦ Lore: Warfare +4  Trained +4 • Int +0 • Item 0 (Martial Disciple Background Skill)
Medicine +1 • Untrained 0 • Wis +1 • Item 0
Nature +1 • Untrained 0 • Wis +1 • Item 0
Occultism +0 • Unrained +0 • Int +0 • Item 0
Performance +1 • Untrained 0 • Cha +1 • Item 0
Religion +1 • Untrained 0 • Wis +1 • Item 0
Society +0 • Untrained 0 • Int +0 • Item 0
♦ Stealth +8  Trained +4 • Dex +4 • Item 0 • Armor -0 (Class Free Skill)
Survival +1 • Untrained 0 • Wis +1 • Item 0
♦ Thievery +8 • Trained +4 • Dex +4 • Item 0 (Class Free Skill)

Languages: Common; Necril; Shadowtongue


Abilities
Ability • Type 0 • Notes

Fetchling (Liminal) Features: Fetchling

  • Shadowtongue Link
  • Darkvision Link
  • Liminal Heritage Link You gain a +1 circumstance bonus to locate undetected creatures within 60 feet when using the Seek action. Your flat check to target concealed creatures is DC 3 instead of DC 5, and your flat check to target undetected creatures is DC 9 instead of DC 11.

Vampire Features: Vampire Dedication

  • Fangs Unarmed Attack
  • Revulsion to garlic or holy symbol of a Good Deity
  • Weakness to Sunlight slowed 1 =>
  • Drink Blood Action 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
  • 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)
  • 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

  • x2 Smokestick-Lesser (3.00; L)
  • Caltrops (0.30; 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
confirmed Stealth proficiencies (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
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
Melee Secondary Attack +8 (Agile, Finesse), Damage 1d6+4 Sonic

 

The eerie girl spoke softly, her feet shifting with clear discomfit.

"My name is Cyntheria, and this..."

The girl thrust forward the doll in her arms. Its head fell limp and lifeless to the side. It was wrapped mostly in bandages, clumsy but sufficient like only a child could do. Did it seem the head was upright longer than a lifeless object should hold its own weight? Perhaps.

"Is Mr Mud! He tells me his name is Oswald but that sounds too old!"

The girl looked around at the others.

"Old like yo...:

The young girl grimaced and bit her lip, not finishing the potentially offensive sentence.

She followed along behind the others, sometimes conspiratorily whispering to her doll.
 

 

 

 

Edited by allefgib (see edit history)
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spacer.pngGin Sling Sal

Character Sheet

Gin Sling Sal


Human (Versatile) • Scion of Slayers • Wizard 2
Medium • Neutral (now) • Traits


Abilities
Strength 10 (+0) • Dexterity 18 (+4) • Constitution 12 (+1) • Intelligence 18 (+4) • Wisdom 12 (+1) • Charisma 10 (+0)

Adventuring & Combat
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

Armor and Shields
AC 19 • Trained 4 • Base 10 • Dex 4 • Mage Armor Spell 1 • Item 0
• Trained: Unarmoured Shield • No shield


Saving Throws 
Fortitude +5 • Trained 4 • Con 1 • Item 0 Reflex +8 • Trained 4 • Dex 4 • Item 0 Will +7 • Expert 6 • Wis 1 • Item 0

Weapon Proficiencies
Dagger +8 • Trained 4 • Dex 4 • Item 0 • Damage 1d4 • Notes


Skills
Acrobatics +8 • Trained +4 • Dex 4 • Item 0
Arcana +8 • Trained +4 • Int 4 • Item 0
Athletics +4 • Trained +4 • Str 0 • Item 0 • Armor -0
Crafting +0 • Untrained 0 • Int 4 • Item 0
Deception +0 • Untrained 0 • Cha 0 • Item 0
Diplomacy +4 • Trained +4 • Cha 0 • Item 0
Intimidation +0 • Untrained 0 • Cha 0 • Item 0
Lore: Undead +8 • Trained +4 • Int 4 • Item 0
Medicine +1 • Untrained 0 • Wis 1 • Item 0
Nature +5 • Trained +4 • Wis 1 • Item 0
Occultism +8 • Trained +4 • Int 4 • Item 0
Performance +0 • Untrained 0 • Cha 0 • Item 0
Religion +1 • Untrained 0 • Wis 1 • Item 0
Society +8 • Trained +4 • Int 4 • Item 0
Stealth +8 • Trained +4 • Dex 4 • Item 0 • Armor -0
Survival +1 • Untrained 0 • Wis 1 • Item 0
Thievery +4 • Untrained 0 • Dex 4 • Item 0

Languages: Common, Elven, Necril, Varisian, Skald, Orcish, Goblin

Abilities
Consume Flesh (manipulate)  Requirements • You are adjacent to the corpse of a Small or larger creature that died in the last hour Effect • You devour a chunk of the corpse. You become satiated for 1 hour.

Feats
 

General Feats

Half Elf Heritage Feat • General Feat • Fleet

Wizard Feats

Wizard Feat • Familiar • Wizard Feat • Widen Spell (1 action) Wizard Feat • Arcane Bond Wizard Feat • Arcane School • Universalist Wizard Feat •  Arcane Thesis • Improved Familiar Attunement Wizard Feat • Drain Bonded Item 1 Action Wizard Feat • Spellbook

 
Ghoul Feats
 
Necril  You know the Necril language. Undead Vision   You gain darkvision. 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 HP. Instead, powerful negative energy tries to keep you from being destroyed. You are knocked out and begin dying when reduced to 0 HP. As 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.
Undead Hunger  While you don't eat or drink the same food as humanoids do. You have a ghoul's hunger for humanoid flesh. While you don't sleep, you enter a state of quiescence for at least 4 hours a day to recuperate, which lets your undead flesh reknit and recover naturally.
 

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 1st Color Spray, Magic Weapon, Mage Armor

Innate Spells

Spell 0 • Disrupt Undead

Owl Familiar "Deathclaw" "DeeCee"

Abilities Flier • Fast Movement • • Darkvision • Speech • Independent  Skills Acrobatics+8 Stealth +12 Perception +8 (Darkvision) Move 40' Flight AC 17 • Trained 3 • Base 10 • Dex 4 • Item 0 • Trained: Unarmored HP 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
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

Clothing (Winter) Bulk L • Notes

Writing Set • Bulk 0 • Notes

Spellbook (Blank) • Bulk 0 • Notes

Mirror • Bulk 0 • Notes

Oil (5) • Bulk 0 • Notes

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
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.

Flint and Steel • Bulk - • Notes 
 

Arms and Armor
Dagger • Bulk 0 • Notes

Magic

Eye Slash Tattoo: Small scars or marks around your eye improve your distant vision. These scars are especially common among orc scouts, who favor scars shaped like eagle talons. You can see four times farther than normal. If you have darkvision, you can see blood in color. Higher-level versions of an eye slash are larger and more elaborate scars or marks, radiating out around the eye.

Thankfully, the more things change the more they remain the same. So it was with a prodigious leavening of relief atop the misery of my new existence, that I was reunited with my familiar, Death Claw, outside. He swooped down, out of the falling darkness, silent as a ghost, dropping onto my raised wrist with a delicacy one would expect from a falling spider web, or perhaps it was just the loss of sensation that made it seem so. Silently, I wonder if the girl, Cyntheria, is trying to get a rise out of me, and everyone else for that matter, as I myself had tried to get a rise out of Razvan. Would it matter if she was? Death Claw, Dee Cee for short, regarded me with his large unblinking owl eyes, that seemed to look right through one. Another thing unchanged under my feet to help me recover my stride. I get into the coach, and smooch on over to the other door. It's always good to be near the exit in anything that moves.

Edited by Starhawk (see edit history)
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Razvan Umbra Vampiric Fetchling Fighter (2) spacer.png


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

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

| SkillsTrained:
Acrobatics (+8); Athletics (+6); Deception (+5); Intimidation (+5); Lore/warfare (+4); Stealth (+8); Thievery (+8)

Untrained:
Acrana (+0); Crafting (+0); Diplomacy (+1); Medicine (+1); Nature (+1); Occultism (+0); Performance (+1); Religion (+1); Society (+0); Survival (+1)
 | AttributesSTR +2
DEX +4
CON +2
INT +0
WIS +1
CHA +1
 | AttacksUnarmed:

Fist +10/+6/+2 • Expert +6 • Dex +4 • Item 0 • Damage 1d4+2 B • Agile; Finesse; Nonlethal; Unarmed
Fangs +8/+3/-2 • Expert +6 • Str +2 • Item 0 • Damage 1d6+2 P • Brawling; Grapple; Unarmed

Melee:

Dagger +10/+6/+2 • Expert +6 • Item 0 • Damage 1d4+2 P • Agile; Finesse; Thown (10'); Versatile S
Light mace +10/+6/+2 • Expert +6 • Damage 1d4+2 B • agile; finesse; shove
Short sword +10/+6/+2 • Expert +6 • Item 0 • Damage 1d6+2 P • Agile; Finesse; Versatile S

Ranged:

Composite shortbow +10/+5/+0 • Expert +6 • 1d6+1 (1d6+3 w/in 60' PBS feat) • Deadly d10, propulsive (+ STR/2 damage), 60' range.
 |


 

Razvan was inclined to take a seat atop the coach - as was the norm for travel amongst those of lesser means. Of course, it also happened that from such a perch he might have been able to gain a sense of the lay of the city. He and the others were very vulnerable in their current state of ignorance.

From the depths of the building's shadows, however, it appeared that conditions the astronomers called 'twilight' persisted. Razvan was quite uncertain as to his tolerance for indirect and partial light and thought that experimentation would have to wait, though he did try to assess for any feelings of weakness.

It seemed that the coach was commodious, but the enforced proximity would be awkward to him: it would have been so amongst new acquaintance in any case, but Razvan felt strongly that he was mostly a stranger, still, in his own body.

The equipage was fitted with what appeared to be partitioned bins or lockers. Ah, thought Razvan, what have we here? Oh yes.

"There is some basic gear in a trunk under the seat that you may make free use of."

 

OOC

GM out of curiosity, does Razvan feel any ... discomfort from the degree of light to which he is exposed? And do we presume that we have all the equipment with which we outfitted our characters at creation? Oh, and for VennDygrem ... we have not yet seen Slag I take it, so no RP references as yet?

 

ACTIONS

Action 1:

Action 2:

Action 3:

 


Character Sheet

Razvan Umbra
Vampiric Fetchling • Martial Disciple • Fighter 2
Medium • CN • Speed 25 • Darkvision

Primary Role: ranged combat & stealth Secondary Roles: melee combat; intimidation & thievery.


Abilities
Strength 14 (+2) • Dexterity 18 (+4) • Constitution 14 (+2) • Intelligence 10 (+0) • Wisdom 12 (+1) • Charisma 12 (+1)

Boosts
• Ancestry: +DEX +STR
• Background: +DEX +CON
• Class: +DEX
• Free:+STR; +DEX; +CON; +CHA

• LVL 2: +WIS


Adventuring & Combat
HP 32/32
Perception +7 • Expert+6 • Wis +1 • Item 0 • Senses: Darkvision (Ancestry Feature) Link
Speed 25'
Class DC 18 • Trained +4 • Base 10 • DEX +4 • Item 0


Armor and Shields
AC 21/19  Trained +4 • Base 10 • Dex +4 • If shield raised
Leather armor (+1)


Saving Throws 
 Fortitude +8 • Expert +6 • Con +2 • Item 0
 Reflex +10 • Expert +6 • Dex +4 • Item 0
 Will +5 • Trained +4 • Wis +1 • Item 0

Disease and Poison Protection: You gain a +1 circumstance bonus to saving throws (or any other defense) against disease and poison.


Weapon Proficiencies
 Expert in simple weapons; unarmed attacks; martial weapons.

 Trained in advanced weapons

• Trained in Unarmored Defense and all armors

Weapon +0 • Untrained 0 • Str 0 • Item 0 • Damage 1d0 • Notes

Unarmed:

  • Fist +10/+6/+2 • Expert +6 • Dex +4 • Item 0 • Damage 1d4+2 B • Agile; Finesse; Nonlethal; Unarmed
  • Fangs +8/+3/-2 • Expert +6 • Str +2 • Item 0 • Damage 1d6+2 P • Brawling; Grapple; Unarmed

Melee:

  • Dagger +10/+6/+2 • Expert +6 • Item 0 • Damage 1d4+2 P • Agile; Finesse; Thown (10'); Versatile S
  • Light mace +10/+6/+2 • Expert +6 • Damage 1d4+2 B • agile; finesse; shove
  • Short sword +10/+6/+2 • Expert +6 • Item 0 • Damage 1d6+2 P • Agile; Finesse; Versatile S

Ranged:

  • Composite shortbow +10/+5/+0 • Expert +6 • 1d6+1 (1d6+3 w/in 60' PBS feat) • Deadly d10, propulsive (+ STR/2 damage), 60' range.
  • 20 arrows (0.20; 2x L)

Background: Martial Disciple (Acrobatics)

  • Trained in Acrobatics and Warfare Lore
  • Cat Fall skill feat (see below)

Skills
♦ Acrobatics +8 • Trained +4 • Dex +4 • Item 0 (Martial Disciple Background Skill)
Arcana +0 • Untrained 0 • Int +0 • Item 0
♦ Athletics +6 • Trained +4 • Str +2 • Item 0 • Armor -0 (Class Feat)
Crafting +0 • Untrained 0 • Int +0 • Item 0
♦ Deception +5 • Trained +4 • Cha +1 • Item 0 (Shrouded Mein Ancestry Feat)
Diplomacy +1 • Untrained 0 • Cha +1 • Item 0
♦ Intimidation +5 • Trained +4 • Cha +1 • Item 0 (Class Free Skill)
♦ Lore: Warfare +4  Trained +4 • Int +0 • Item 0 (Martial Disciple Background Skill)
Medicine +1 • Untrained 0 • Wis +1 • Item 0
Nature +1 • Untrained 0 • Wis +1 • Item 0
Occultism +0 • Unrained +0 • Int +0 • Item 0
Performance +1 • Untrained 0 • Cha +1 • Item 0
Religion +1 • Untrained 0 • Wis +1 • Item 0
Society +0 • Untrained 0 • Int +0 • Item 0
♦ Stealth +8  Trained +4 • Dex +4 • Item 0 • Armor -0 (Class Free Skill)
Survival +1 • Untrained 0 • Wis +1 • Item 0
♦ Thievery +8 • Trained +4 • Dex +4 • Item 0 (Class Free Skill)

Languages: Common; Necril; Shadowtongue


Abilities
Ability • Type 0 • Notes

Fetchling (Liminal) Features: Fetchling

  • Shadowtongue Link
  • Darkvision Link
  • Liminal Heritage Link You gain a +1 circumstance bonus to locate undetected creatures within 60 feet when using the Seek action. Your flat check to target concealed creatures is DC 3 instead of DC 5, and your flat check to target undetected creatures is DC 9 instead of DC 11.

Vampire Features: Vampire Dedication

  • Fangs Unarmed Attack
  • Revulsion to garlic or holy symbol of a Good Deity
  • Weakness to Sunlight slowed 1 =>
  • Drink Blood Action 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
  • 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)
  • 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

  • x2 Smokestick-Lesser (3.00; L)
  • Caltrops (0.30; 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
continuity 'fix' with next post & equipment (see edit history)
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spacer.pngKrott | HP 30/30 | AC 19 | Fort +7 Ref +7 Will +4 | Speed: 25 | Perception: +4
Hero Points: 1/3 | Alchemy
| Conditions: None | Effects: N/A


Krott does his best while loading into the carriage not to take up as much space as he otherwise could. His bearing while seated remains much as it was earlier, much more civilized and genteel than the average orc, and he takes care not to take up the full space his frame commands.

As he seats himself, from under his cloak crawls a tiny creature which seems to be hitching a ride in Krott's concealed pockets. It is unlike most nature creatures, though it passes a vague resemblance to some sort of monkey or gremlin.

The alchemist notes the others peering at the creature darting in and out of his cloak.

"Ah, you've noticed my familiar. This is Slag, a homunculus I created in my former life. He serves me as a sort of assistant in my alchemical practices. He's not dextrous enough for activities requiring fine motor control, but it's still helpful to have another set of hands."

OOC & Actions

There we go. :)

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spacer.pngGin Sling Sal

Character Sheet

Gin Sling Sal

Human (Versatile) • Scion of Slayers • Wizard 2
Medium • Neutral (now) • Traits


Abilities
Strength 10 (+0) • Dexterity 18 (+4) • Constitution 12 (+1) • Intelligence 18 (+4) • Wisdom 12 (+1) • Charisma 10 (+0)

Boosts
• Ancestry: Human Dexterity +2 Intelligence +2
• Background: Scion of Slayers Intelligence +2 Dexterity +2
• Class: Intelligence +2
• Free: Intelligence +2 Dexterity +2 Constitution +2 Wisdom +2 [2nd level] Dexterity +2


Adventuring & Combat
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


Armor and Shields
AC 19 • Trained 4 • Base 10 • Dex 4 • Mage Armor Spell 1 • Item 0
• Trained: Unarmoured
Shield • No shield


Saving Throws 
 Fortitude +5 • Trained 4 • Con 1 • Item 0
 Reflex +8 • Trained 4 • Dex 4 • Item 0
 Will +7 • Expert 6 • Wis 1 • Item 0

Weapon Proficiencies
• Trained:

Dagger +8 • Trained 4 • Dex 4 • Item 0 • Damage 1d4 • Notes


Skills
Acrobatics +8 • Trained +4 • Dex 4 • Item 0
Arcana +8 • Trained +4 • Int 4 • Item 0
Athletics +4 • Trained +4 • Str 0 • Item 0 • Armor -0
Crafting +0 • Untrained 0 • Int 4 • Item 0
Deception +0 • Untrained 0 • Cha 0 • Item 0
Diplomacy +4 • Trained +4 • Cha 0 • Item 0
Intimidation +0 • Untrained 0 • Cha 0 • Item 0
Lore: Undead +8 • Trained +4 • Int 4 • Item 0
Medicine +1 • Untrained 0 • Wis 1 • Item 0
Nature +5 • Trained +4 • Wis 1 • Item 0
Occultism +8 • Trained +4 • Int 4 • Item 0
Performance +0 • Untrained 0 • Cha 0 • Item 0
Religion +1 • Untrained 0 • Wis 1 • Item 0
Society +8 • Trained +4 • Int 4 • Item 0
Stealth +8 • Trained +4 • Dex 4 • Item 0 • Armor -0
Survival +1 • Untrained 0 • Wis 1 • Item 0
Thievery +4 • Untrained 0 • Dex 4 • Item 0

Languages: Common, Elven, Necril, Varisian, Skald, Orcish, Goblin


Abilities
Ability • Type 0 • Notes

Consume Flesh (manipulate)  Requirements • You are adjacent to the corpse of a Small or larger creature that died in the last hour Effect • You devour a chunk of the corpse. You become satiated for 1 hour.


Feats
 

General Feats

Half Elf Heritage Feat • General Feat • Fleet

Wizard Feats

Wizard Feat • Familiar •

Wizard Feat • Widen Spell (1 action)

Wizard Feat • Arcane Bond
 
Wizard Feat • Arcane School • Universalist
 
Wizard Feat   Arcane Thesis  Improved Familiar Attunement
 
Wizard Feat  Drain Bonded Item 1 Action
 
Wizard Feat  Spellbook
 
Ghoul Feats
 
Necril  You know the Necril language.
Undead Vision   You gain darkvision.
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 HP. Instead, powerful negative energy tries to keep you from being destroyed. You are knocked out and begin dying when reduced to 0 HP. As 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.
Undead Hunger  While you don't eat or drink the same food as humanoids do. You have a ghoul's hunger for humanoid flesh. While you don't sleep, you enter a state of quiescence for at least 4 hours a day to recuperate, which lets your undead flesh reknit and recover naturally. Many undead choose to rest when the sun is at its highest.
 

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 1st Color Spray, Magic Weapon, Mage Armor

Innate Spells

Spell 0 
• Disrupt Undead

Owl Familiar "Deathclaw" "DeeCee"

Abilities Flier • Fast Movement • • Darkvision • Speech • Independent

Skills Acrobatics+8 Stealth +12 Perception +8 (Darkvision)

Move 40' Flight AC 17 • Trained 3 • Base 10 • Dex 4 • Item 0 • Trained: Unarmored (no shield)

HP 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

14.1gp

Magic

Eye Slash Tattoo: Small scars or marks around your eye improve your distant vision. These scars are especially common among orc scouts, who favor scars shaped like eagle talons. You can see four times farther than normal. If you have darkvision, you can see blood in color. Higher-level versions of an eye slash are larger and more elaborate scars or marks, radiating out around the eye.

"Nice", murmurs Sal on seeing the humonculus. "So Slag, can you climb? DeeCee can fly, but you might be too heavy for him to carry.", she continues, thinking that it was a tower they were going to.

Edited by Starhawk (see edit history)
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Razvan Umbra Vampiric Fetchling Fighter (2) spacer.png


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

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

| SkillsTrained:
Acrobatics (+8); Athletics (+6); Deception (+5); Intimidation (+5); Lore/warfare (+4); Stealth (+8); Thievery (+8)

Untrained:
Acrana (+0); Crafting (+0); Diplomacy (+1); Medicine (+1); Nature (+1); Occultism (+0); Performance (+1); Religion (+1); Society (+0); Survival (+1)
 | AttributesSTR +2
DEX +4
CON +2
INT +0
WIS +1
CHA +1
 | AttacksUnarmed:

Fist +10/+6/+2 • Expert +6 • Dex +4 • Item 0 • Damage 1d4+2 B • Agile; Finesse; Nonlethal; Unarmed
Fangs +8/+3/-2 • Expert +6 • Str +2 • Item 0 • Damage 1d6+2 P • Brawling; Grapple; Unarmed

Melee:

Dagger +10/+6/+2 • Expert +6 • Item 0 • Damage 1d4+2 P • Agile; Finesse; Thown (10'); Versatile S
Light mace +10/+6/+2 • Expert +6 • Damage 1d4+2 B • agile; finesse; shove
Short sword +10/+6/+2 • Expert +6 • Item 0 • Damage 1d6+2 P • Agile; Finesse; Versatile S

Ranged:

Composite shortbow +10/+5/+0 • Expert +6 • 1d6+1 (1d6+3 w/in 60' PBS feat) • Deadly d10, propulsive (+ STR/2 damage), 60' range.
 |


"There is some basic gear in a trunk under the seat that you may make free use of."

Razvan wasn't expecting much when he opened the trunk indicated by the well-concealed coachman, 'Ombur.' Perhaps a few rusted swords, daggers, maybe a worm-eaten gambeson.

What he saw gave him pause. Are these the very things ... or did Ekul's magic recreate them somehow? He suspected he would never learn the answer, but there was his charcoal-dyed leather armor; short sword; composite short bow & arrows in a quiver; light mace ... the fine matching pair of daggers given him by the Lady! His pack ... everything ... right down to a whistle, writing kit, caltrops, crowbar and smokesticks.

Even a mirror! Surreptitiously, he confirmed that he cast no reflection ... even via this dim light which his sight readily pierced1.

There were some changes: food was missing ... of course, it would seem that he had no need of dried rations ... but a waterskin - what need of ... ah, extinguishing fires ... but he found a folding shovel. How practical for a vampire. Ekul thought of everything ... everything but ...

Ombur? he said interrogativelyIntonation as in a question. I've had folks misinterpret this word as implying an aggressive tone (as in interrogation, I suppose) so I wanted to clarify here.. There wouldn't happen to be a kit of ... tools2 ... available? The sort that facilitate entering places otherwise closed, he elaborated, though it was likely unnecessary.

As he waited for a reply, he discretely observed the others as they found and examined the contents of their own lockers.

After a few moments, Razvan looked again to double-check that he hadn't missed anything. A fortunate look indeed: what was that leather roll-case there, hidden beneath the bandolier? Ah, he allowed himself. Just so. Perhaps Ekul hadn't changed quite so much and still enjoyed his little games? The fetchling ... vampire ... opened the case carefully: yes, a fine set of tools.

GM Superscripts in OOC:

 

OOC

1. As a Fetchling from the Shadow Plane, Razvan had darkvision even prior to the Basic Undead Benefits as a vampire. Though there seems to be no game-mechanical advantage to this, with your concurrence I'll RP Razvan's night or darkvision as particularly keen and nuanced (perhaps with a hint of color or a finer degree of resolution?), though with no mechanical benefit.

2. It seems that I forgot to make allowance to equip a set of thieves tools when I switched Razvan from a sorcerer to a fighter (with some ancillary stealth/thievery abilities). They are 3.0 gp of value and the character had about 1.4 gp remaining so ... should I re-configure my equipment? Or ... ?  PS to keep things simple, I exchanged 1 smokestick for the thieves tools: same price (3.0 gp).

 

ACTIONS

Action 1:

Action 2:

Action 3:

 


Character Sheet

Razvan Umbra
Vampiric Fetchling • Martial Disciple • Fighter 2
Medium • CN • Speed 25 • Darkvision

Primary Role: ranged combat & stealth Secondary Roles: melee combat; intimidation & thievery.


Abilities
Strength 14 (+2) • Dexterity 18 (+4) • Constitution 14 (+2) • Intelligence 10 (+0) • Wisdom 12 (+1) • Charisma 12 (+1)

Boosts
• Ancestry: +DEX +STR
• Background: +DEX +CON
• Class: +DEX
• Free:+STR; +DEX; +CON; +CHA

• LVL 2: +WIS


Adventuring & Combat
HP 32/32
Perception +7 • Expert+6 • Wis +1 • Item 0 • Senses: Darkvision (Ancestry Feature) Link
Speed 25'
Class DC 18 • Trained +4 • Base 10 • DEX +4 • Item 0


Armor and Shields
AC 21/19  Trained +4 • Base 10 • Dex +4 • If shield raised
Leather armor (+1)


Saving Throws 
 Fortitude +8 • Expert +6 • Con +2 • Item 0
 Reflex +10 • Expert +6 • Dex +4 • Item 0
 Will +5 • Trained +4 • Wis +1 • Item 0

Disease and Poison Protection: You gain a +1 circumstance bonus to saving throws (or any other defense) against disease and poison.


Weapon Proficiencies
 Expert in simple weapons; unarmed attacks; martial weapons.

 Trained in advanced weapons

• Trained in Unarmored Defense and all armors

Weapon +0 • Untrained 0 • Str 0 • Item 0 • Damage 1d0 • Notes

Unarmed:

  • Fist +10/+6/+2 • Expert +6 • Dex +4 • Item 0 • Damage 1d4+2 B • Agile; Finesse; Nonlethal; Unarmed
  • Fangs +8/+3/-2 • Expert +6 • Str +2 • Item 0 • Damage 1d6+2 P • Brawling; Grapple; Unarmed

Melee:

  • Dagger +10/+6/+2 • Expert +6 • Item 0 • Damage 1d4+2 P • Agile; Finesse; Thown (10'); Versatile S
  • Light mace +10/+6/+2 • Expert +6 • Damage 1d4+2 B • agile; finesse; shove
  • Short sword +10/+6/+2 • Expert +6 • Item 0 • Damage 1d6+2 P • Agile; Finesse; Versatile S

Ranged:

  • Composite shortbow +10/+5/+0 • Expert +6 • 1d6+1 (1d6+3 w/in 60' PBS feat) • Deadly d10, propulsive (+ STR/2 damage), 60' range.
  • 20 arrows (0.20; 2x L)

Background: Martial Disciple (Acrobatics)

  • Trained in Acrobatics and Warfare Lore
  • Cat Fall skill feat (see below)

Skills
♦ Acrobatics +8 • Trained +4 • Dex +4 • Item 0 (Martial Disciple Background Skill)
Arcana +0 • Untrained 0 • Int +0 • Item 0
♦ Athletics +6 • Trained +4 • Str +2 • Item 0 • Armor -0 (Class Feat)
Crafting +0 • Untrained 0 • Int +0 • Item 0
♦ Deception +5 • Trained +4 • Cha +1 • Item 0 (Shrouded Mein Ancestry Feat)
Diplomacy +1 • Untrained 0 • Cha +1 • Item 0
♦ Intimidation +5 • Trained +4 • Cha +1 • Item 0 (Class Free Skill)
♦ Lore: Warfare +4  Trained +4 • Int +0 • Item 0 (Martial Disciple Background Skill)
Medicine +1 • Untrained 0 • Wis +1 • Item 0
Nature +1 • Untrained 0 • Wis +1 • Item 0
Occultism +0 • Unrained +0 • Int +0 • Item 0
Performance +1 • Untrained 0 • Cha +1 • Item 0
Religion +1 • Untrained 0 • Wis +1 • Item 0
Society +0 • Untrained 0 • Int +0 • Item 0
♦ Stealth +8  Trained +4 • Dex +4 • Item 0 • Armor -0 (Class Free Skill)
Survival +1 • Untrained 0 • Wis +1 • Item 0
♦ Thievery +8 • Trained +4 • Dex +4 • Item 0 (Class Free Skill)

Languages: Common; Necril; Shadowtongue


Abilities
Ability • Type 0 • Notes

Fetchling (Liminal) Features: Fetchling

  • Shadowtongue Link
  • Darkvision Link
  • Liminal Heritage Link You gain a +1 circumstance bonus to locate undetected creatures within 60 feet when using the Seek action. Your flat check to target concealed creatures is DC 3 instead of DC 5, and your flat check to target undetected creatures is DC 9 instead of DC 11.

Vampire Features: Vampire Dedication

  • Fangs Unarmed Attack
  • Revulsion to garlic or holy symbol of a Good Deity
  • Weakness to Sunlight slowed 1 =>
  • Drink Blood Action 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
  • 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)
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spacer.pngGin Sling Sal

Character Sheet

Gin Sling Sal

Human (Versatile) • Scion of Slayers • Wizard 2
Medium • Neutral (now) • Traits


Abilities
Strength 10 (+0) • Dexterity 18 (+4) • Constitution 12 (+1) • Intelligence 18 (+4) • Wisdom 12 (+1) • Charisma 10 (+0)

Boosts
• Ancestry: Human Dexterity +2 Intelligence +2
• Background: Scion of Slayers Intelligence +2 Dexterity +2
• Class: Intelligence +2
• Free: Intelligence +2 Dexterity +2 Constitution +2 Wisdom +2 [2nd level] Dexterity +2


Adventuring & Combat
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


Armor and Shields
AC 19 • Trained 4 • Base 10 • Dex 4 • Mage Armor Spell 1 • Item 0
• Trained: Unarmoured
Shield • No shield


Saving Throws 
 Fortitude +5 • Trained 4 • Con 1 • Item 0
 Reflex +8 • Trained 4 • Dex 4 • Item 0
 Will +7 • Expert 6 • Wis 1 • Item 0

Weapon Proficiencies
• Trained:

Dagger +8 • Trained 4 • Dex 4 • Item 0 • Damage 1d4 • Notes


Skills
Acrobatics +8 • Trained +4 • Dex 4 • Item 0
Arcana +8 • Trained +4 • Int 4 • Item 0
Athletics +4 • Trained +4 • Str 0 • Item 0 • Armor -0
Crafting +0 • Untrained 0 • Int 4 • Item 0
Deception +0 • Untrained 0 • Cha 0 • Item 0
Diplomacy +4 • Trained +4 • Cha 0 • Item 0
Intimidation +0 • Untrained 0 • Cha 0 • Item 0
Lore: Undead +8 • Trained +4 • Int 4 • Item 0
Medicine +1 • Untrained 0 • Wis 1 • Item 0
Nature +5 • Trained +4 • Wis 1 • Item 0
Occultism +8 • Trained +4 • Int 4 • Item 0
Performance +0 • Untrained 0 • Cha 0 • Item 0
Religion +1 • Untrained 0 • Wis 1 • Item 0
Society +8 • Trained +4 • Int 4 • Item 0
Stealth +8 • Trained +4 • Dex 4 • Item 0 • Armor -0
Survival +1 • Untrained 0 • Wis 1 • Item 0
Thievery +4 • Untrained 0 • Dex 4 • Item 0

Languages: Common, Elven, Necril, Varisian, Skald, Orcish, Goblin


Abilities
Ability • Type 0 • Notes

Consume Flesh (manipulate)  Requirements • You are adjacent to the corpse of a Small or larger creature that died in the last hour Effect • You devour a chunk of the corpse. You become satiated for 1 hour.


Feats
 

General Feats

Half Elf Heritage Feat • General Feat • Fleet

Wizard Feats

Wizard Feat • Familiar •

Wizard Feat • Widen Spell (1 action)

Wizard Feat • Arcane Bond
 
Wizard Feat • Arcane School • Universalist
 
Wizard Feat   Arcane Thesis  Improved Familiar Attunement
 
Wizard Feat  Drain Bonded Item 1 Action
 
Wizard Feat  Spellbook
 
Ghoul Feats
 
Necril  You know the Necril language.
Undead Vision   You gain darkvision.
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 HP. Instead, powerful negative energy tries to keep you from being destroyed. You are knocked out and begin dying when reduced to 0 HP. As 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.
Undead Hunger  While you don't eat or drink the same food as humanoids do. You have a ghoul's hunger for humanoid flesh. While you don't sleep, you enter a state of quiescence for at least 4 hours a day to recuperate, which lets your undead flesh reknit and recover naturally. Many undead choose to rest when the sun is at its highest.
 

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 1st Color Spray, Magic Weapon, Mage Armor

Innate Spells

Spell 0 
• Disrupt Undead

Owl Familiar "Deathclaw" "DeeCee"

Abilities Flier • Fast Movement • • Darkvision • Speech • Independent

Skills Acrobatics+8 Stealth +12 Perception +8 (Darkvision)

Move 40' Flight AC 17 • Trained 3 • Base 10 • Dex 4 • Item 0 • Trained: Unarmored (no shield)

HP 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

14.1gp

Magic

Eye Slash Tattoo: Small scars or marks around your eye improve your distant vision. These scars are especially common among orc scouts, who favor scars shaped like eagle talons. You can see four times farther than normal. If you have darkvision, you can see blood in color. Higher-level versions of an eye slash are larger and more elaborate scars or marks, radiating out around the eye.

Sal, content to leave Krott to ponder her question to him, smiles gruesomely on seeing her gear, which she quickly places in appropriate locations. "Can we see the tower from here?", she asks, wanting to send her familiar on a scouting mission to save time.  

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Chapter 1:01. The Dawning

Ardis, Ardeal, Ustalev

image.png.c3e1049f3eb17b3af81326282ce40da1.pngOmbur, the coachman, shrugs when asked about different gear or when asked about where the tower is. He waits until you enter the coach before walking round and making sure all the fastenings are tight.

Inside the small box is enough seating for everyone plus a little extra room. Even Krott's broad, orc shoulders have plenty of space. The trunks under the seats, which are clearly labelled, contain your gear and you have the time to dress and equip yourselves long before the carriage arrives.

The journey itself is disconcerting. The curtains keep the light of dusk out of the carriage, daylight that could destroy some of you and would certainly be uncomfortable for others. They protect you but they also blind you as you cannot see the landscape or the direction of travel. Whenever you turn a corner you become lost again until the carriage slows to a stop.

You hear the latches outside open one after the other. Has the sun gone down fully? With a sow creak one door opens and Ombur stares in at the occupants. A skinny arm points to the ground. You can see a step box already on the ground and a trees all around you. The horse appears very different from when you first saw it. It's metal skeleton is covered with perfect horse flesh, not the twisted meat that you saw when you got in.

Ombur points at a tower about half a mile away, leaning above the copse of trees that he's parked the carriage in. He steps back and shrugs again, making no sound.


OOC Scene Notes

There is currently no map
Please use directions when moving (N, S, E, SE, W, etc)
We are not in initiative so your movement or actions per post is not limited to round actions.


 

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COMBAT/CONDITIONS TRACKER

INITIATIVE CONDITIONS

 

MECHANICS DESCRIPTIONS

Not in Use!!

 

Default Marching Order

 

CHARACTER STATUS

Loreli Certes Gin Sling Sal

 

 

Krot Razvan Umbra

 

 

Cyntheria Mr Mud

 

 

NON-PLAYER CHARACTER STATUS

   

 

 

   

 

 

   

 

 

EXPERIENCE TRACKER

 

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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
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
Melee Secondary Attack +8 (Agile, Finesse), Damage 1d6+4 Sonic

 

Cyntheria tucked Mr Mud under her arm and approached the now healthy looking horse.

"Oooo look Mr Mud! The horsie is all better!"

The girl raised her hand as if to pat the horse and looking at its shimmering, ectoplasmic appearance a slight grimace briefly marred her smooth face before she turned and looked to where Ombur pointed.

"That's the place?" she asked unnecessarily before holding her doll up to her face and whispering conspiratorially.

"Mr Mud says we should sneak up and that some of you are probably better at it than we are. We'll stay back. I have to keep Mr Mud safe!"


 

 

 

 

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spacer.pngGin Sling Sal

Character Sheet

Gin Sling Sal

Str 10 (+0) Dex 18 (+4) Con 12 (+1)  Int 18 (+4) Wis 12  Cha 10 (+0)
HP 15/15 Perception +5 • Trained 4 • Wis 1 • Item 0 • Senses Darkvision

Speed 30' Class DC 18 • Trained 4 • Base 10 • Int 4 • Item 0  AC 19 • Trained 4 • Base 10 • Dex 4 • Mage Armor Spell 1 • Item 0 Fort +5 • Reflex +8 • Will +7 (+1 vs disease/poison)

Dagger +8 • Trained 4 • Dex 4 • Item 0 • Damage 1d4 • Notes


Skills
Acrobatics +8 • Arcana +8 • Athletics +4 • Crafting +0 • Deception +0 • Diplomacy +4 • Intimidation +0 • Lore: Undead +8 • Medicine +1 •
Nature +5 • Occultism +8 • Performance +0 • Religion +1 • Society +8 • Stealth +8 • Survival +1 • Thievery +4 •

Languages: Common, Elven, Necril, Varisian, Skald, Orcish, Goblin


Abilities
Consume Flesh (manipulate)  While adjacent to a small (or larger) corpse that died in the last hour, you eat a corpse chunk and are satiated for 1 hour.


Feats

Fleet  • Familiar • Widen Spell (1 action) • Arcane Bond • Arcane School = Universalist • Arcane Thesis =Improved familiar attunement • Drain bonded item (1 action) Necril  Undead Vision   Negative Healing  Negative Survival  Immunity to Death Effects  Disease and Poison Protection Undead Hunger  

Spells & Powers
Spell Attack +7 • Untrained 3 • Int 4 Spell DC 17 • Trained 3 • Base 10 • Int 4 Focus Points 0/0 Spells/Day: 0: 5 • 1st: 3
 

Prepared Spells
Spell 0  Electric Arc, Shield, Detect Magic, Message, Protect Companion

Spell 1  Spell 1st Color Spray, Magic Weapon, Mage Armor

Innate Spell 0 • Disrupt Undead

Owl Familiar "Deathclaw" "DeeCee"

Abilities Flier • Fast Movement • • Darkvision • Speech • Independent Skills Acrobatics+8 Stealth +12 Perception +8 (Darkvision)Move 40' Flight AC 17 • Trained 3 • Base 10 • Dex 4 • Item 0 • Trained: Unarmored (no shield)HP 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, now of the opinion that their coachman is unable to speak, enjoys the carriage ride, figuring she would see the building she'd enquired about in due course.

In the carriage, she got reminded of something else from life. Indeed, she'd forgotten, all this time lying in the boneyard with nothing to do.. don't say there's nothing to do in the doldrums.. the excitement of motion, of progress to a destination. The more things change, the more things change.

When the coach stops, she gets out, doubtless a good deal less tentatively than some. Raising her arm again, feeling the lightness of it. Ghouldom is apparently, the secret to staying slim, who knew? Her owl familiar, Death Claw, alights on her upraised arm, having flown above the carriage from 'where they'd come from' to 'where they are now'. Could be I'm alone in having that information.

She ponders their situation. What does a girl have to do to get a bite to eat around here? It seemed clear to her that they were to bring the boy back to the coach. She imagined she could bring the boy back to where they'd come from, but that didn't seem to be the plan. Just don't eat him, or allow others to eat him.

She regards Cyntheria, who had just spoken, a little warily, wondering what she was, wondering more about what her problem was, wondering whether she'd been that way before she died. Pondering her options she replies with a short and simple.. "Fair enough.", thinking it was best to keep things short with so obviously an unknown, and quite possibly unhinged, individual.

"Deathclaw, find us a stealthy approach to the tower that gets us past guards, or anyone else for that matter, un-noticed.", she instructs her familiar, before raising her wrist once more and watching it disappear silently into the night sky.

She then returned her attention to the others.

Edited by Starhawk (see edit history)
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Razvan Umbra Vampiric Fetchling Fighter (2) spacer.png


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

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

| SkillsTrained:
Acrobatics (+8); Athletics (+6); Deception (+5); Intimidation (+5); Lore/warfare (+4); Stealth (+8); Thievery (+8)

Untrained:
Acrana (+0); Crafting (+0); Diplomacy (+1); Medicine (+1); Nature (+1); Occultism (+0); Performance (+1); Religion (+1); Society (+0); Survival (+1)
 | AttributesSTR +2
DEX +4
CON +2
INT +0
WIS +1
CHA +1
 | AttacksUnarmed:

Fist +10/+6/+2 • Expert +6 • Dex +4 • Item 0 • Damage 1d4+2 B • Agile; Finesse; Nonlethal; Unarmed
Fangs +8/+3/-2 • Expert +6 • Str +2 • Item 0 • Damage 1d6+2 P • Brawling; Grapple; Unarmed

Melee:

Dagger +10/+6/+2 • Expert +6 • Item 0 • Damage 1d4+2 P • Agile; Finesse; Thown (10'); Versatile S
Light mace +10/+6/+2 • Expert +6 • Damage 1d4+2 B • agile; finesse; shove
Short sword +10/+6/+2 • Expert +6 • Item 0 • Damage 1d6+2 P • Agile; Finesse; Versatile S

Ranged:

Composite shortbow +10/+5/+0 • Expert +6 • 1d6+1 (1d6+3 w/in 60' PBS feat) • Deadly d10, propulsive (+ STR/2 damage), 60' range.
 |


The group mostly kept their thoughts to themselves during the sensory deprived trip, though Krott busily worked atedited in after the fact to account for Krott's post preparing a number of alchemical decoctions, filtres, and elixers. For his part, Razvan had to exert his will to avoid fidgeting with unease: most unusual for him. Other than in the broadest sense, he didn't know where he was; mostly, he didn't even know what he was -- a vampire, yes, or so it seemed, but what did that entail in his particular case? His companions were strangers to him and, it would seem, to each other. This mission was only vaguely understood. And, not least of which, this altered moral sense within created turmoil and uncertainty at the most fundamental levels of his psyche. Razvan had spent his life taking care to manipulate those around him: now, it seemed, he was the one being manipulated.

Not exactly the back room in the basement of a tavern, poring over a treasure map is it? Had he spoken softly aloud, or only in his mind?

When the equipage stopped, he was content to have the others exit first. The ghoul-wizard, Sal, did so quickly. I'm likely the only one of the group for whom daylight is actually dangerous, deadly even, he thought. From what he could discern, and feel, twilight was far enough established that he could exit safely.

He tried to assess his surroundings. A grove or copse, perhaps a park of some sort; their destination, looming over in the distance. Now outside, he could appraise his vision. As a Kayal (or Fetchling in Common), he had enjoyed what humans termed darkvision and shadowy darkness was his natural environment after all. In this vampiric form, he couldn't say that his night vision was 'better,' precisely, but shadings of grey seemed more pronounced; more finely graded and subtle; better differentiated; details noticed that had been elusive. Any movement seem enhanced.

The wizard's words to her familiar brought him out of his reverie. Out of the confines of the carriage, he made adjustments to how his equipment was carried, in particular assuring that his bow was well strung; arrows loose in their quivers; that blades would move silently in their sheathes.

Combat and stealth were his forte. The orc, Krott, an alchemist - and likelyNot trying to 'meta' here: Razvan would guess that everyone in the party likely used their skill set to self-serving ends. And an alchemist would likely have an affinity to poison. Razvan remains ignorant of any specifics, of course. :-) an assassin and master of poison - but Razvan suspected that any orc was well versed in combat. The ghoul -- well wizards were wizards -- had they been a fellow necromancer along with Ekul? The other two (or three) were still somewhat of a mystery. Cyntheria's and Mr. Mud's relationship seemed oddly inverted, but Razvan was certain that there was much yet to be revealed and learned about those two: and he wouldn't underestimate them. The other, Loreli, had lowered her mask momentarily -- and revealed the skeleton beneath -- but this one was also more mystery than a known quality: "wind and air" she had said. A sorcerer, perhaps, he mused.

Well enough, he thought approvingly. My companions have the presence of mind to guard their secrets. He suspected circumstances would soon reveal what were the capabilities and weaknesses of each of them.

That said, he thought it likely that he would lead ... in order that is, though he would not insist upon it. C&MM had already noted that they would prefer to follow; wizard's were not generally scouts, though who knew what magic might allow; Krott? Large need not mean lumbering. Loreli? Perhaps.

He mostly listened to the Night as they awaited for the return of the owl familiar. Unless another spoke.

And the blood hunger had to be endured.

 

OOC

If a deer, coyote, raccoon or possum should happen by, does it appear ... ummm ... tasty? Actually, a serious question: can a vampire's blood hunger be satisfied by an animal, or by "creature" do RAW imply a sentient being? Perhaps the same question might apply to a ghoul's flesh hunger? This might be more pressing a question for Sal since there are ghoul abilities that tie to being satiated.

 

ACTIONS

Action 1:

Action 2:

Action 3:

 


Character Sheet

Razvan Umbra
Vampiric Fetchling • Martial Disciple • Fighter 2
Medium • CN • Speed 25 • Darkvision

Primary Role: ranged combat & stealth Secondary Roles: melee combat; intimidation & thievery.


Abilities
Strength 14 (+2) • Dexterity 18 (+4) • Constitution 14 (+2) • Intelligence 10 (+0) • Wisdom 12 (+1) • Charisma 12 (+1)

Boosts
• Ancestry: +DEX +STR
• Background: +DEX +CON
• Class: +DEX
• Free:+STR; +DEX; +CON; +CHA

• LVL 2: +WIS


Adventuring & Combat
HP 32/32
Perception +7 • Expert+6 • Wis +1 • Item 0 • Senses: Darkvision (Ancestry Feature) Link
Speed 25'
Class DC 18 • Trained +4 • Base 10 • DEX +4 • Item 0


Armor and Shields
AC 21/19  Trained +4 • Base 10 • Dex +4 • If shield raised
Leather armor (+1)


Saving Throws 
 Fortitude +8 • Expert +6 • Con +2 • Item 0
 Reflex +10 • Expert +6 • Dex +4 • Item 0
 Will +5 • Trained +4 • Wis +1 • Item 0

Disease and Poison Protection: You gain a +1 circumstance bonus to saving throws (or any other defense) against disease and poison.


Weapon Proficiencies
 Expert in simple weapons; unarmed attacks; martial weapons.

 Trained in advanced weapons

• Trained in Unarmored Defense and all armors

Weapon +0 • Untrained 0 • Str 0 • Item 0 • Damage 1d0 • Notes

Unarmed:

  • Fist +10/+6/+2 • Expert +6 • Dex +4 • Item 0 • Damage 1d4+2 B • Agile; Finesse; Nonlethal; Unarmed
  • Fangs +8/+3/-2 • Expert +6 • Str +2 • Item 0 • Damage 1d6+2 P • Brawling; Grapple; Unarmed

Melee:

  • Dagger +10/+6/+2 • Expert +6 • Item 0 • Damage 1d4+2 P • Agile; Finesse; Thown (10'); Versatile S
  • Light mace +10/+6/+2 • Expert +6 • Damage 1d4+2 B • agile; finesse; shove
  • Short sword +10/+6/+2 • Expert +6 • Item 0 • Damage 1d6+2 P • Agile; Finesse; Versatile S

Ranged:

  • Composite shortbow +10/+5/+0 • Expert +6 • 1d6+1 (1d6+3 w/in 60' PBS feat) • Deadly d10, propulsive (+ STR/2 damage), 60' range.
  • 20 arrows (0.20; 2x L)

Background: Martial Disciple (Acrobatics)

  • Trained in Acrobatics and Warfare Lore
  • Cat Fall skill feat (see below)

Skills
♦ Acrobatics +8 • Trained +4 • Dex +4 • Item 0 (Martial Disciple Background Skill)
Arcana +0 • Untrained 0 • Int +0 • Item 0
♦ Athletics +6 • Trained +4 • Str +2 • Item 0 • Armor -0 (Class Feat)
Crafting +0 • Untrained 0 • Int +0 • Item 0
♦ Deception +5 • Trained +4 • Cha +1 • Item 0 (Shrouded Mein Ancestry Feat)
Diplomacy +1 • Untrained 0 • Cha +1 • Item 0
♦ Intimidation +5 • Trained +4 • Cha +1 • Item 0 (Class Free Skill)
♦ Lore: Warfare +4  Trained +4 • Int +0 • Item 0 (Martial Disciple Background Skill)
Medicine +1 • Untrained 0 • Wis +1 • Item 0
Nature +1 • Untrained 0 • Wis +1 • Item 0
Occultism +0 • Unrained +0 • Int +0 • Item 0
Performance +1 • Untrained 0 • Cha +1 • Item 0
Religion +1 • Untrained 0 • Wis +1 • Item 0
Society +0 • Untrained 0 • Int +0 • Item 0
♦ Stealth +8  Trained +4 • Dex +4 • Item 0 • Armor -0 (Class Free Skill)
Survival +1 • Untrained 0 • Wis +1 • Item 0
♦ Thievery +8 • Trained +4 • Dex +4 • Item 0 (Class Free Skill)

Languages: Common; Necril; Shadowtongue


Abilities
Ability • Type 0 • Notes

Fetchling (Liminal) Features: Fetchling

  • Shadowtongue Link
  • Darkvision Link
  • Liminal Heritage Link You gain a +1 circumstance bonus to locate undetected creatures within 60 feet when using the Seek action. Your flat check to target concealed creatures is DC 3 instead of DC 5, and your flat check to target undetected creatures is DC 9 instead of DC 11.

Vampire Features: Vampire Dedication

  • Fangs Unarmed Attack
  • Revulsion to garlic or holy symbol of a Good Deity
  • Weakness to Sunlight slowed 1 =>
  • Drink Blood Action 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
  • 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)
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spacer.pngKrott | HP 30/30 | AC 19 | Fort +7 Ref +7 Will +4 | Speed: 25 | Perception: +4
Hero Points: 1/3 | Alchemy
| Conditions: None | Effects: N/A


"So Slag, can you climb? DeeCee can fly, but you might be too heavy for him to carry."

Krott shakes his head at Sal's query.

"Ah, Slag does not speak, nor does he fly or climb... not with any skill, at least. He stays with me and primarily acts as an extra set of hands. Some day perhaps I will build some additional functionality into his form, but for now he serves me dutily enough."

He doesn't make much effort to elaborate. Whether he's being cagey, or simply believes he's explained sufficiently, it's hard to say.

Once it's made clear that equipment has been made available, Krott finds some items of interest. Besides the essentials, he finds a basic alchemy kit and some fundamental reagents. During the remainder of the trip, Krott leafs through a book balanced on one knee and keeps a relatively small cauldron set between his feet. Every so often he drops reagents in different configurations into the cauldron, mashes and mixes them with a liquid, and bottles the resultant concoction.

Looking up at one point, he hurriedly reassures the others, "Oh, worry not, these aren't toxic. Not in these quantities, anyhow. The dose makes the poison, you know."

As the carriage pulls up to its destination, Krott looks satisfied, if not exactly enthusiastic.

"This should do for now. If I only had access to more of my notes, ingredients... I could keep everyone here well-stocked, to say the least."

OOC & Actions

Basically using the trip as 'Daily Preparation' time to make my advanced alchemy prepared formulas.

 

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