Ryfte Posted August 24, 2023 Clone Share Posted August 24, 2023 (edited) DESCRIPTION She wears simple clothing that an innkeeper or server in such a place might but in a more layered fashion. Her padded armor actually gives her more mass beneath her clothing and makes her appear to have actual flesh on her bones despite that simply not being true. Functional and with numerous small concealed folds that serve as hidden pockets her priority is more about not standing out in the crowd. She does keep her body wrapped and within her armor to conceal her skeletal self hidden and then wears her clothing over those, always keeping her porcelain mask in place and hood pulled up in settlements.| APPLICATION | SHEETLoreli Certes Female, Neutral Evil, Skeleton (Compact - Goblin), Kineticist 2 AC: 18 HP: 30/30 S/D/C/I/W/C: 0/+3/+4/+1/+2/+0 F/R/W: +10/+9/+6 | Move: 25' | Senses: Low-Light Vision, Perception +6 Trained: Acrobatics +7, Athletics +4, Deception +4, Diplomacy +4, Lore: Politics +5, Nature +6, Society +5, Stealth +7, Thievery +7 Untrained: Arcana +1, Crafting +1, Intimidation +0, Medicine +2, Occultism +1, Performance +0, Religion +2, Survival +2 The trip had been uneventful, to say the least. So much so that it seemed almost as dull as the Boneyard had been. There was little in the way of conversation as most of them seemed more focused on their own inner thoughts and this recent shift in their state; including Loreli herself. She sat without moving as the carriage rocked gently, swaying those within. Her eyes shifted over one after another of their group, considering each in turn but remaining silent, focused on the task ahead. There had been little in her locker as she'd expected. She'd never been much of a "collector" of things even in life and she certainly wouldn't be considered that now! The only items there for her were a small, slim, pack, generic for the most part, along with a locket and a few more masks of different styles that she checked before slipping them into the pack as well. Her pack was quiet, even when she moved it about, and if one were to examine it they'd see that it didn't have any metal pieces to it and had a thick padded lining inside as well. The pouches and openings were all simple leather ties, avoiding the possibility of metal scraping or other jingling sounds that might reveal her presence if she was attempting to be stealthy. Once the carriage had stopped she filed out with the others quietly. There in the sparse scattered trees she gazed off towards the tower in the distance, no more than a half mile away or so. She noted the owl's journey until it quickly vanished in the distance, "A useful scout indeed... perhaps I should consider a small fragment of air for the same purpose..." Her dull, almost monotone words fell flat in the evening air, increasing the muted sense of everything. OoC Summary: --- Reaction: --- Action 1: --- Action 2: --- Action 3: --- Impulse (Attack +8 / DC 18): Elemental Blast (Air) (+8; 1d6; 60', electricity or slashing) Weapon of X (Weapon Infusion: Melee Weapon) +8 • Damage 1d6 bludgeoning, piercing, or slashing • One of: agile, backswing, forceful, reach, or sweep Bow of the Zephyr Winds (Weapon Infusion: Short Bow) +8 • Damage 1d6 piercing • 50' range increment, propulsive Bow of the Mountain Gale (Weapon Infusion: Long Bow) +8 • Damage 1d6 piercing • 100' range increment, volley Edited September 20, 2023 by Ryfte (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Starhawk Posted September 1, 2023 Clone Share Posted September 1, 2023 (edited) Gin Sling Sal Character Sheet Gin Sling Sal Str 10 (+0) Dex 18 (+4) Con 12 (+1) Int 18 (+4) Wis 12 Cha 10 (+0) HP 15/15 Perception +5 • Trained 4 • Wis 1 • Item 0 • Senses Darkvision Speed 30' Class DC 18 • Trained 4 • Base 10 • Int 4 • Item 0 AC 19 • Trained 4 • Base 10 • Dex 4 • Mage Armor Spell 1 • Item 0 Fort +5 • Reflex +8 • Will +7 (+1 vs disease/poison) Dagger +8 • Trained 4 • Dex 4 • Item 0 • Damage 1d4 • Notes Skills Acrobatics +8 • Arcana +8 • Athletics +4 • Crafting +0 • Deception +0 • Diplomacy +4 • Intimidation +0 • Lore: Undead +8 • Medicine +1 • Nature +5 • Occultism +8 • Performance +0 • Religion +1 • Society +8 • Stealth +8 • Survival +1 • Thievery +4 • Languages: Common, Elven, Necril, Varisian, Skald, Orcish, Goblin Abilities Consume Flesh (manipulate) • While adjacent to a small (or larger) corpse that died in the last hour, you eat a corpse chunk and are satiated for 1 hour. Feats Fleet • Familiar • Widen Spell (1 action) • Arcane Bond • Arcane School = Universalist • Arcane Thesis =Improved familiar attunement • Drain bonded item (1 action) Necril • Undead Vision • Negative Healing • Negative Survival • Immunity to Death Effects • Disease and Poison Protection • Undead Hunger • Spells & Powers Spell Attack +7 • Untrained 3 • Int 4 Spell DC 17 • Trained 3 • Base 10 • Int 4 Focus Points 0/0 Spells/Day: 0: 5 • 1st: 3 Prepared Spells Spell 0 Electric Arc, Shield, Detect Magic, Message, Protect Companion Spell 1 Spell 1st Color Spray, Magic Weapon, Mage Armor Innate Spell 0 — • Disrupt Undead Owl Familiar "Deathclaw" "DeeCee" Abilities Flier • Fast Movement • • Darkvision • Speech • Independent Skills Acrobatics+8 Stealth +12 Perception +8 (Darkvision)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 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 nods at Loreli's words.. forewarned is forearmed, forearmed is a good ambush. "Doubling up on eyes in the sky, never hurts. A victory obtained without loss is twice itself.", she murmurs, hoping her familiar comes back with actionable intelligence, of a kind that translates into a battle won before it's even started. Edited September 1, 2023 by Starhawk (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Perception 15 1d20+8 7 Link to comment Share on other sites More sharing options...
hoverfrog Posted September 1, 2023 Author Clone Share Posted September 1, 2023 Chapter 1:01. The Dawning Ardis, Ardeal, Ustalev Deathclaw takes off, gliding silently towards the tower, in the darkness you quickly lose sight of the bird. As for other wildlife, the area seems very sparse. There are certainly no deer or rabbits and the traditional hunters of these prey animal are absent too. Perhaps you are too close to the city for them or perhaps there is something about the tower that keeps them at bay. The thought of fresh flesh and blood is starting to play on some of your minds. DC returns after about a quarter hour. The familiar is gifted with speech but either chooses to remain silent or is simply reserved around the others in the group. He lands on Sal's shoulder, a rather painful landing given how strong his grip is, and leans close to her ear, "Windows up high. Gate at ground level. Door on other side." "There are...goblins?" DC doesn't sound too sure on that, not being an expert on the many different kinds of humanoids that exist, "Goblins, in the dirt round the back. They were the only living things I saw." 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. Show Bookkeeping COMBAT/CONDITIONS TRACKER INITIATIVE CONDITIONS MECHANICS DESCRIPTIONS Not in Use!! Default Marching Order CHARACTER STATUS Loreli Certes Gin Sling Sal Krot Razvan Umbra Cyntheria Mr Mud NON-PLAYER CHARACTER STATUS EXPERIENCE TRACKER Show Active Map Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Vedast Posted September 1, 2023 Clone Share Posted September 1, 2023 (edited) Razvan Umbra Vampiric Fetchling Fighter (2) HP: 32/32 | AC: 19 (leather) | Speed: 25' | Darkvision Perception (E): +7 ▪ Initiative: +7 | Fort (E): +8 | Ref (E): +10| Will (T): +5 | SkillsTrained: Acrobatics (+8); Athletics (+6); Deception (+5); Intimidation (+5); Lore/warfare (+4); Stealth (+8); Thievery (+8) Untrained: Acrana (+0); Crafting (+0); Diplomacy (+1); Medicine (+1); Nature (+1); Occultism (+0); Performance (+1); Religion (+1); Society (+0); Survival (+1) | AttributesSTR +2 DEX +4 CON +2 INT +0 WIS +1 CHA +1 | AttacksUnarmed: Fist +10/+6/+2 • Expert +6 • Dex +4 • Item 0 • Damage 1d4+2 B • Agile; Finesse; Nonlethal; Unarmed Fangs +8/+3/-2 • Expert +6 • Str +2 • Item 0 • Damage 1d6+2 P • Brawling; Grapple; Unarmed Melee: Dagger +10/+6/+2 • Expert +6 • Item 0 • Damage 1d4+2 P • Agile; Finesse; Thown (10'); Versatile S Light mace +10/+6/+2 • Expert +6 • Damage 1d4+2 B • agile; finesse; shove Short sword +10/+6/+2 • Expert +6 • Item 0 • Damage 1d6+2 P • Agile; Finesse; Versatile S Ranged: Composite shortbow +10/+5/+0 • Expert +6 • 1d6+1 (1d6+3 w/in 60' PBS feat) • Deadly d10, propulsive (+ STR/2 damage), 60' range. | Razvan acclimated to his surroundings and, rather disappointed, realized that there was little to no activity amongst the creatures-of-the-night upon which he might feed. Hearing the report from the wizard's familiar gave him something else to think about, other than the need for blood. Addressing the wizard, Sal, he asked quietly: do you take it that the "gate" is an opening through a fence or wall of sorts onto the grounds with the door to the tower opposite to that or does ... ah ... Deathclaw mean a sort of gated entrance to the structure itself with a more traditional door to the rear? Turning more generally to the group, he continued, in any case, I suggest that we try to move in such a way as to minimize exposure from the windows to reach a point where we can ascertain whether there are any other options for entrance other than via a single door. And avoiding the ... goblins ... if they can remain unmolested, the more secure any inhabitants might believe themselves to be. Towers generally have a foundation down to the bedrock level and often include cellars, vaults, or crypts. There may be a service access to such spaces, he concluded. If not, though ... he trailed off uncertainly. OOC ACTIONS Action 1: Action 2: Action 3: Character Sheet Razvan Umbra Vampiric Fetchling • Martial Disciple • Fighter 2 Medium • CN • Speed 25 • Darkvision Primary Role: ranged combat & stealth Secondary Roles: melee combat; intimidation & thievery. Abilities Strength 14 (+2) • Dexterity 18 (+4) • Constitution 14 (+2) • Intelligence 10 (+0) • Wisdom 12 (+1) • Charisma 12 (+1) Boosts • Ancestry: +DEX +STR • Background: +DEX +CON • Class: +DEX • Free:+STR; +DEX; +CON; +CHA • LVL 2: +WIS Adventuring & Combat HP 32/32 Perception +7 • Expert+6 • Wis +1 • Item 0 • Senses: Darkvision (Ancestry Feature) Link Speed 25' Class DC 18 • Trained +4 • Base 10 • DEX +4 • Item 0 Armor and Shields AC 21/19 • Trained +4 • Base 10 • Dex +4 • If shield raised Leather armor (+1) Saving Throws • Fortitude +8 • Expert +6 • Con +2 • Item 0 • Reflex +10 • Expert +6 • Dex +4 • Item 0 • Will +5 • Trained +4 • Wis +1 • Item 0 Disease and Poison Protection: You gain a +1 circumstance bonus to saving throws (or any other defense) against disease and poison. Weapon Proficiencies • Expert in simple weapons; unarmed attacks; martial weapons. • Trained in advanced weapons • Trained in Unarmored Defense and all armors Weapon +0 • Untrained 0 • Str 0 • Item 0 • Damage 1d0 • Notes Unarmed: Fist +10/+6/+2 • Expert +6 • Dex +4 • Item 0 • Damage 1d4+2 B • Agile; Finesse; Nonlethal; Unarmed Fangs +8/+3/-2 • Expert +6 • Str +2 • Item 0 • Damage 1d6+2 P • Brawling; Grapple; Unarmed Melee: Dagger +10/+6/+2 • Expert +6 • Item 0 • Damage 1d4+2 P • Agile; Finesse; Thown (10'); Versatile S Light mace +10/+6/+2 • Expert +6 • Damage 1d4+2 B • agile; finesse; shove Short sword +10/+6/+2 • Expert +6 • Item 0 • Damage 1d6+2 P • Agile; Finesse; Versatile S Ranged: Composite shortbow +10/+5/+0 • Expert +6 • 1d6+1 (1d6+3 w/in 60' PBS feat) • Deadly d10, propulsive (+ STR/2 damage), 60' range. 20 arrows (0.20; 2x L) Background: Martial Disciple (Acrobatics) Trained in Acrobatics and Warfare Lore Cat Fall skill feat (see below) Skills ♦ Acrobatics +8 • Trained +4 • Dex +4 • Item 0 (Martial Disciple Background Skill) Arcana +0 • Untrained 0 • Int +0 • Item 0 ♦ Athletics +6 • Trained +4 • Str +2 • Item 0 • Armor -0 (Class Feat) Crafting +0 • Untrained 0 • Int +0 • Item 0 ♦ Deception +5 • Trained +4 • Cha +1 • Item 0 (Shrouded Mein Ancestry Feat) Diplomacy +1 • Untrained 0 • Cha +1 • Item 0 ♦ Intimidation +5 • Trained +4 • Cha +1 • Item 0 (Class Free Skill) ♦ Lore: Warfare +4 • Trained +4 • Int +0 • Item 0 (Martial Disciple Background Skill) Medicine +1 • Untrained 0 • Wis +1 • Item 0 Nature +1 • Untrained 0 • Wis +1 • Item 0 Occultism +0 • Unrained +0 • Int +0 • Item 0 Performance +1 • Untrained 0 • Cha +1 • Item 0 Religion +1 • Untrained 0 • Wis +1 • Item 0 Society +0 • Untrained 0 • Int +0 • Item 0 ♦ Stealth +8 • Trained +4 • Dex +4 • Item 0 • Armor -0 (Class Free Skill) Survival +1 • Untrained 0 • Wis +1 • Item 0 ♦ Thievery +8 • Trained +4 • Dex +4 • Item 0 (Class Free Skill) Languages: Common; Necril; Shadowtongue Abilities Ability • Type 0 • Notes Fetchling (Liminal) Features: Fetchling Shadowtongue Link Darkvision Link Liminal Heritage Link You gain a +1 circumstance bonus to locate undetected creatures within 60 feet when using the Seek action. Your flat check to target concealed creatures is DC 3 instead of DC 5, and your flat check to target undetected creatures is DC 9 instead of DC 11. Vampire Features: Vampire Dedication Fangs Unarmed Attack Revulsion to garlic or holy symbol of a Good Deity Weakness to Sunlight slowed 1 => Drink Blood Action Basic Undead Benefits (below) Basic Undead Benefits : Link Necril: You know the Necril language. Undead Vision: You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. Negative Healing: You are damaged by positive damage and aren't healed by positive healing effects. You don't take negative damage and are healed by negative effects that heal undead. Negative Survival: Unlike normal undead, you aren't destroyed when reduced to 0 Hit Points. Instead, powerful negative energy attempts to keep you from being destroyed even in dire straits. You are knocked out and begin dying when reduced to 0 Hit Points. Because you're undead, many methods of bringing someone back from dying, such as stabilize, don't benefit you. When you would die, you're destroyed rather than dead, just like other undead. Immunity to Death Effects: You're immune to death effects. This keeps you from being automatically killed or from having your dying value automatically increase, but it doesn't make you immune to other parts of the spell or effect. For example, you can still take mental damage and become frightened by a phantasmal killer, you just don't instantly die from it. Disease and Poison Protection: You gain a +1 circumstance bonus to saving throws (or any other defense) against disease and poison. Feats Ancestry Feats Shrouded Mien Link => Lengthy Diversion Skill Feats Lengthy Diversion (<= Shrouded Mien Ancestry feat) Link Cat Fall (background) Link Intimidating Glare (2nd level skill feat) Link Class Feats Attack of Opportunity (Class Feature) Link Shield Block (Class Feature) Link Point-Blank Shot (1st) Link Double Slice (2nd) Link (changed from Assisting Shot to provide a sans shield melee option) Spells & Powers Spell Attack Bonus +0 • Untrained +0 • Spell DC N/A Focus Points N/A Spells/Day: Inventory Money: 1.37 (see purse below) Bulk 0/0 • Enc 7 (5 + Str 2) • Max 12 (10 + Str 2) Armor & Shield: Leather Armor (2.00; 1) +1/+4 (AC Bonus/ Dex Cap) Weapons: Daggers x2 (0.40; L) agile; finesse; thrown 10'; versatile S (paid double for semi-matched pair; no game mechanical effect, just fluff) Light mace (0.40; 1) agile; finesse; shove Shortsword (0.90; L) agile; finesse; versatile S. Composite shortbow (14.0; 1) Deadly d10, propulsive 1d6P 60' range 20 arrows (0.20; 2x L) in quiver Adventurer's Pack (0.70; 1 (bulk errata'd 2 => 1)): Backpack (from Adventurer's Pack): Bedroll Flint & Steel Rope (50') Torch (x5) Waterskin (x1) Chalk (x10) Sacks x5 (empty; 0.01; L) Folding shovel/short tool* (0.40; L) *might need to dig a resting place after all! Crowbar (0.50; L) *also for potential use in securing a resting place in addition to accessing other creaky places. Beltpouch #1 Purse (1.37 gp: g/s/c = -/13/7) mirror (1.00; -) signal whistle (0.08; -) tindertwigs (x10; 0.20; -) Beltpouch #2 writing kit (1.00; L) Bandolier (0.10; -) carry up to x8 L items Smokestick-Lesser (3.00; L) Caltrops (0.30; L) Thieves Tools (3.00; L) Total Carried: 12L = 1.2 bulk; + 4 bulk items = 5.2 bulk. Encumbrance: 7 Status: Unencumbered Appearance As a Vampiric (undead) Fetchling: Height: 6'1" (186 cm) Weight: 151# (68.5 kg) Eyes: pupilless, a blue grey color that is brightest in the center and darkens gradually towards the edges, but now have a sort of seething incandescent quality as lighter, brighter spots continually rise to the surface and dim. Fangs (brawling, grapple). Nails hard and sharp, but with no game mechanical feature. Hair: color unchanged, but now has a sense of weak luminescence about it. Complexion: pale marble-like white. Lips have a shade similar to eyes except after blood feeding, when a more purple luster is observed. Shadow: as a vampire, none; nor does Razvan cast a reflection in a mirror. Edited September 2, 2023 by Vedast (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Starhawk Posted September 2, 2023 Clone Share Posted September 2, 2023 Gin Sling Sal Character Sheet Gin Sling Sal Str 10 (+0) Dex 18 (+4) Con 12 (+1) Int 18 (+4) Wis 12 Cha 10 (+0) HP 15/15 Perception +5 • Trained 4 • Wis 1 • Item 0 • Senses Darkvision Speed 30' Class DC 18 • Trained 4 • Base 10 • Int 4 • Item 0 AC 19 • Trained 4 • Base 10 • Dex 4 • Mage Armor Spell 1 • Item 0 Fort +5 • Reflex +8 • Will +7 (+1 vs disease/poison) Dagger +8 • Trained 4 • Dex 4 • Item 0 • Damage 1d4 • Notes Skills Acrobatics +8 • Arcana +8 • Athletics +4 • Crafting +0 • Deception +0 • Diplomacy +4 • Intimidation +0 • Lore: Undead +8 • Medicine +1 • Nature +5 • Occultism +8 • Performance +0 • Religion +1 • Society +8 • Stealth +8 • Survival +1 • Thievery +4 • Languages: Common, Elven, Necril, Varisian, Skald, Orcish, Goblin Abilities Consume Flesh (manipulate) • While adjacent to a small (or larger) corpse that died in the last hour, you eat a corpse chunk and are satiated for 1 hour. Feats Fleet • Familiar • Widen Spell (1 action) • Arcane Bond • Arcane School = Universalist • Arcane Thesis =Improved familiar attunement • Drain bonded item (1 action) Necril • Undead Vision • Negative Healing • Negative Survival • Immunity to Death Effects • Disease and Poison Protection • Undead Hunger • Spells & Powers Spell Attack +7 • Untrained 3 • Int 4 Spell DC 17 • Trained 3 • Base 10 • Int 4 Focus Points 0/0 Spells/Day: 0: 5 • 1st: 3 Prepared Spells Spell 0 Electric Arc, Shield, Detect Magic, Message, Protect Companion Spell 1 Spell 1st Color Spray, Magic Weapon, Mage Armor Innate Spell 0 — • Disrupt Undead Owl Familiar "Deathclaw" "DeeCee" Abilities Flier • Fast Movement • • Darkvision • Speech • Independent Skills Acrobatics+8 Stealth +12 Perception +8 (Darkvision)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 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. "Minimize exposure, indeed.", nods Sal, aware that she and Razvan were monopolizing the group's conversation simply by being more active, and hoping this wouldn't be an issue. "'Nothing on the ground, windows up high' means we have to stay under full tree cover", she adds in her rather operatic low, low contralto. " 'Goblins around the back' would perhaps have another way into the tower besides what is going to be a well guarded gate. We're just after the kid, perhaps the goblins, often unjustly considered vermin, would like scavenging rights, for anything we can't crowbar up before we leave. Of course we have to make sure they're goblins.. from tracks and the like.", she adds after a moment. "We have enough information now to make an approach to a point where can see for ourselves. Deathclaw, how he likes to think rats call him, will lead the way and warn us of anything waiting for us along our path. Anyone who's perhaps good at scouting can then lead us." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Vedast Posted September 3, 2023 Clone Share Posted September 3, 2023 (edited) Razvan Umbra Vampiric Fetchling Fighter (2) HP: 32/32 | AC: 19 (leather) | Speed: 25' | Darkvision Perception (E): +7 ▪ Initiative: +7 | Fort (E): +8 | Ref (E): +10| Will (T): +5 | SkillsTrained: Acrobatics (+8); Athletics (+6); Deception (+5); Intimidation (+5); Lore/warfare (+4); Stealth (+8); Thievery (+8) Untrained: Acrana (+0); Crafting (+0); Diplomacy (+1); Medicine (+1); Nature (+1); Occultism (+0); Performance (+1); Religion (+1); Society (+0); Survival (+1) | AttributesSTR +2 DEX +4 CON +2 INT +0 WIS +1 CHA +1 | AttacksUnarmed: Fist +10/+6/+2 • Expert +6 • Dex +4 • Item 0 • Damage 1d4+2 B • Agile; Finesse; Nonlethal; Unarmed Fangs +8/+3/-2 • Expert +6 • Str +2 • Item 0 • Damage 1d6+2 P • Brawling; Grapple; Unarmed Melee: Dagger +10/+6/+2 • Expert +6 • Item 0 • Damage 1d4+2 P • Agile; Finesse; Thown (10'); Versatile S Light mace +10/+6/+2 • Expert +6 • Damage 1d4+2 B • agile; finesse; shove Short sword +10/+6/+2 • Expert +6 • Item 0 • Damage 1d6+2 P • Agile; Finesse; Versatile S Ranged: Composite shortbow +10/+5/+0 • Expert +6 • 1d6+1 (1d6+3 w/in 60' PBS feat) • Deadly d10, propulsive (+ STR/2 damage), 60' range. | Deciding quickly that they had little time for discussion over particulars, Razvan decided to lead off. He might have preferred to provide supporting bow fire from the rear, but the group didn't have the luxury of working out the specifics of their deployment. Perhaps the group's individual abilities and talents would make such things clear, over time, regarding who should lead: if they would have the time, he thought wryly. He kept his hands free for the moment, his weapons ready to hand. He headed off in hopes of finding some spot where they could surveil the tower themselves and observe the "goblins." He reminded himself that their opponents likely could all see nearly as well as he could in the dark - unlike the advantage he held in life as a Fetchling amongst humans. So he made every effort to move steadily, but quietly ... trying to keep his eyes moving ahead, but also upwards lest they be visible from the heights of the tower. Perhaps the others would take it upon themselves to pick a direction to monitor, he hoped. OOC If we are formally in Exploration Mode, Razvan will use the Avoid Notice activity. Note that Razvan is only Trained in Stealth, so Follow the Expert is not viable (yet). I shall roll a Stealth Check in case we need it in lieu of Avoid Notice. PS Razvan is Trained in Warfare Lore, so he probably can reasonably articulate tactical considerations in-game. PSS Added a Perception Check (noting that others had done below). GM question: I've rolled standard Perception (+7) but perhaps could roll Stealth in lieu of it (+8)? Not sure really what conditions trigger that shift, but thought to mention it. ACTIONS Action 1: Action 2: Action 3: Character Sheet Razvan Umbra Vampiric Fetchling • Martial Disciple • Fighter 2 Medium • CN • Speed 25 • Darkvision Primary Role: ranged combat & stealth Secondary Roles: melee combat; intimidation & thievery. Abilities Strength 14 (+2) • Dexterity 18 (+4) • Constitution 14 (+2) • Intelligence 10 (+0) • Wisdom 12 (+1) • Charisma 12 (+1) Boosts • Ancestry: +DEX +STR • Background: +DEX +CON • Class: +DEX • Free:+STR; +DEX; +CON; +CHA • LVL 2: +WIS Adventuring & Combat HP 32/32 Perception +7 • Expert+6 • Wis +1 • Item 0 • Senses: Darkvision (Ancestry Feature) Link Speed 25' Class DC 18 • Trained +4 • Base 10 • DEX +4 • Item 0 Armor and Shields AC 21/19 • Trained +4 • Base 10 • Dex +4 • If shield raised Leather armor (+1) Saving Throws • Fortitude +8 • Expert +6 • Con +2 • Item 0 • Reflex +10 • Expert +6 • Dex +4 • Item 0 • Will +5 • Trained +4 • Wis +1 • Item 0 Disease and Poison Protection: You gain a +1 circumstance bonus to saving throws (or any other defense) against disease and poison. Weapon Proficiencies • Expert in simple weapons; unarmed attacks; martial weapons. • Trained in advanced weapons • Trained in Unarmored Defense and all armors Weapon +0 • Untrained 0 • Str 0 • Item 0 • Damage 1d0 • Notes Unarmed: Fist +10/+6/+2 • Expert +6 • Dex +4 • Item 0 • Damage 1d4+2 B • Agile; Finesse; Nonlethal; Unarmed Fangs +8/+3/-2 • Expert +6 • Str +2 • Item 0 • Damage 1d6+2 P • Brawling; Grapple; Unarmed Melee: Dagger +10/+6/+2 • Expert +6 • Item 0 • Damage 1d4+2 P • Agile; Finesse; Thown (10'); Versatile S Light mace +10/+6/+2 • Expert +6 • Damage 1d4+2 B • agile; finesse; shove Short sword +10/+6/+2 • Expert +6 • Item 0 • Damage 1d6+2 P • Agile; Finesse; Versatile S Ranged: Composite shortbow +10/+5/+0 • Expert +6 • 1d6+1 (1d6+3 w/in 60' PBS feat) • Deadly d10, propulsive (+ STR/2 damage), 60' range. 20 arrows (0.20; 2x L) Background: Martial Disciple (Acrobatics) Trained in Acrobatics and Warfare Lore Cat Fall skill feat (see below) Skills ♦ Acrobatics +8 • Trained +4 • Dex +4 • Item 0 (Martial Disciple Background Skill) Arcana +0 • Untrained 0 • Int +0 • Item 0 ♦ Athletics +6 • Trained +4 • Str +2 • Item 0 • Armor -0 (Class Feat) Crafting +0 • Untrained 0 • Int +0 • Item 0 ♦ Deception +5 • Trained +4 • Cha +1 • Item 0 (Shrouded Mein Ancestry Feat) Diplomacy +1 • Untrained 0 • Cha +1 • Item 0 ♦ Intimidation +5 • Trained +4 • Cha +1 • Item 0 (Class Free Skill) ♦ Lore: Warfare +4 • Trained +4 • Int +0 • Item 0 (Martial Disciple Background Skill) Medicine +1 • Untrained 0 • Wis +1 • Item 0 Nature +1 • Untrained 0 • Wis +1 • Item 0 Occultism +0 • Unrained +0 • Int +0 • Item 0 Performance +1 • Untrained 0 • Cha +1 • Item 0 Religion +1 • Untrained 0 • Wis +1 • Item 0 Society +0 • Untrained 0 • Int +0 • Item 0 ♦ Stealth +8 • Trained +4 • Dex +4 • Item 0 • Armor -0 (Class Free Skill) Survival +1 • Untrained 0 • Wis +1 • Item 0 ♦ Thievery +8 • Trained +4 • Dex +4 • Item 0 (Class Free Skill) Languages: Common; Necril; Shadowtongue Abilities Ability • Type 0 • Notes Fetchling (Liminal) Features: Fetchling Shadowtongue Link Darkvision Link Liminal Heritage Link You gain a +1 circumstance bonus to locate undetected creatures within 60 feet when using the Seek action. Your flat check to target concealed creatures is DC 3 instead of DC 5, and your flat check to target undetected creatures is DC 9 instead of DC 11. Vampire Features: Vampire Dedication Fangs Unarmed Attack Revulsion to garlic or holy symbol of a Good Deity Weakness to Sunlight slowed 1 => Drink Blood Action Basic Undead Benefits (below) Basic Undead Benefits : Link Necril: You know the Necril language. Undead Vision: You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. Negative Healing: You are damaged by positive damage and aren't healed by positive healing effects. You don't take negative damage and are healed by negative effects that heal undead. Negative Survival: Unlike normal undead, you aren't destroyed when reduced to 0 Hit Points. Instead, powerful negative energy attempts to keep you from being destroyed even in dire straits. You are knocked out and begin dying when reduced to 0 Hit Points. Because you're undead, many methods of bringing someone back from dying, such as stabilize, don't benefit you. When you would die, you're destroyed rather than dead, just like other undead. Immunity to Death Effects: You're immune to death effects. This keeps you from being automatically killed or from having your dying value automatically increase, but it doesn't make you immune to other parts of the spell or effect. For example, you can still take mental damage and become frightened by a phantasmal killer, you just don't instantly die from it. Disease and Poison Protection: You gain a +1 circumstance bonus to saving throws (or any other defense) against disease and poison. Feats Ancestry Feats Shrouded Mien Link => Lengthy Diversion Skill Feats Lengthy Diversion (<= Shrouded Mien Ancestry feat) Link Cat Fall (background) Link Intimidating Glare (2nd level skill feat) Link Class Feats Attack of Opportunity (Class Feature) Link Shield Block (Class Feature) Link Point-Blank Shot (1st) Link Double Slice (2nd) Link (changed from Assisting Shot to provide a sans shield melee option) Spells & Powers Spell Attack Bonus +0 • Untrained +0 • Spell DC N/A Focus Points N/A Spells/Day: Inventory Money: 1.37 (see purse below) Bulk 0/0 • Enc 7 (5 + Str 2) • Max 12 (10 + Str 2) Armor & Shield: Leather Armor (2.00; 1) +1/+4 (AC Bonus/ Dex Cap) Weapons: Daggers x2 (0.40; L) agile; finesse; thrown 10'; versatile S (paid double for semi-matched pair; no game mechanical effect, just fluff) Light mace (0.40; 1) agile; finesse; shove Shortsword (0.90; L) agile; finesse; versatile S. Composite shortbow (14.0; 1) Deadly d10, propulsive 1d6P 60' range 20 arrows (0.20; 2x L) in quiver Adventurer's Pack (0.70; 1 (bulk errata'd 2 => 1)): Backpack (from Adventurer's Pack): Bedroll Flint & Steel Rope (50') Torch (x5) Waterskin (x1) Chalk (x10) Sacks x5 (empty; 0.01; L) Folding shovel/short tool* (0.40; L) *might need to dig a resting place after all! Crowbar (0.50; L) *also for potential use in securing a resting place in addition to accessing other creaky places. Beltpouch #1 Purse (1.37 gp: g/s/c = -/13/7) mirror (1.00; -) signal whistle (0.08; -) tindertwigs (x10; 0.20; -) Beltpouch #2 writing kit (1.00; L) Bandolier (0.10; -) carry up to x8 L items Smokestick-Lesser (3.00; L) Caltrops (0.30; L) Thieves Tools (3.00; L) Total Carried: 12L = 1.2 bulk; + 4 bulk items = 5.2 bulk. Encumbrance: 7 Status: Unencumbered Appearance As a Vampiric (undead) Fetchling: Height: 6'1" (186 cm) Weight: 151# (68.5 kg) Eyes: pupilless, a blue grey color that is brightest in the center and darkens gradually towards the edges, but now have a sort of seething incandescent quality as lighter, brighter spots continually rise to the surface and dim. Fangs (brawling, grapple). Nails hard and sharp, but with no game mechanical feature. Hair: color unchanged, but now has a sense of weak luminescence about it. Complexion: pale marble-like white. Lips have a shade similar to eyes except after blood feeding, when a more purple luster is observed. Shadow: as a vampire, none; nor does Razvan cast a reflection in a mirror. Edited September 4, 2023 by Vedast Add Perception Check (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Avoid Notice Stealth Check 18 1d20+8 10 Razvan Perception 26 1d20+7 19 Link to comment Share on other sites More sharing options...
allefgib Posted September 4, 2023 Clone Share Posted September 4, 2023 Cyntheria 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 Speed 25 feet Bon Mot Manifest Eidolon Act Together Share Senses Occult Known Spells DC 18, attack +8; 1st Fear, Magic Missile, Soothe (2 slots); Cantrips Prestidigitation, Protect Companion, Shield, Guidance, Telekinetic Projectile Focus Spells (1 points) Boost Eidolon Range 100 feet; Targets your eidolon Duration 1 round You focus deeply on the link between you and your eidolon and boost the power of your eidolon's attacks. Your eidolon gains a +2 status bonus to damage rolls with its unarmed attacks. If your eidolon's Strikes deal more than one weapon damage die, the status bonus increases to 2 per weapon damage die, to a maximum of +8 with four weapon damage dice. Evolution Surge Range 100 feet; Targets your eidolon Duration 1 minute You flood your eidolon with power, creating a temporary evolution in your eidolon's capabilities. Choose one of the following effects:Your eidolon gains low-light vision and darkvision.; Your eidolon gains scent as an imprecise sense up to 30 feet. .; Your eidolon can breathe underwater and gains a swim Speed equal to its land Speed or 30 feet, whichever is less. Alternatively, if your eidolon is normally aquatic, it can breathe air and gains a land Speed equal to its swim Speed or 30 feet, whichever is less. Either way, it gains the amphibious trait. .; Your eidolon gains a +20-foot status bonus to its Speed. .; Heightened (3rd) Add the following options to the list of effects you can choose:Your eidolon becomes Large, instead of its previous size. This increases your eidolon's reach to 10 feet but doesn't change any other statistics for your eidolon. Because of the special link you share, you can ride your eidolon without getting in each other's way. If another creature tries to ride your eidolon, both you and the riding creature each regain only 2 actions at the start of your turns each round, as normal. .; Your eidolon gains a climb Speed equal to its land Speed. .; Heightened (5th) Add the options from the 3rd-level version and the following options to the list of effects you can choose:Your eidolon becomes Huge, instead of its previous size. This has the same effects as the 3rd-level option to become Large, except your eidolon's reach increases to 15 feet. ; Your eidolon gains a fly Speed equal to its Speed. Reinforce Eidolon Range 100 feet; Targets your eidolon Duration 1 round You focus deeply on the link between you and your eidolon and reinforce your eidolon's defenses. Your eidolon gains a +1 status bonus to AC and saving throws, plus resistance to all damage equal to half the spell's level. Your eidolon can benefit from either boost eidolon or reinforce eidolon, but not both; if you cast one of these spells during the other's duration, the newer spell replaces the older one. Additional Feats Energy Heart, Harmless Doll, Mummy Dedication, Reinforce Eidolon, Toughness, Wishborn Poppet Additional Specials Constructed, Disease and Poison Protection, Eidolon (Devotion Phantom Eidolon), Energy Heart (sonic), Evolution Feat, Flammable, Immunity to Death Effects, Link Spells, Negative Healing, Negative Survival, Undead Hunger Cyntheria - Stalwart Guardian2 Medium, Eidolon, Stalwart Guardian, Eidolon Perception +4; Darkvision Languages None selected Skills Acrobatics +6, Athletics +4, Deception +4, Diplomacy +4, Intimidation +4, Medicine +4, Occultism +4, Stealth +6 Str +4, Dex +2, Con +3, Int +0, Wis +0, Cha +0 Items Unarmored AC 18; Fort +9, Ref +6, Will +6 HP 32 Dutiful Retaliation Trigger An enemy within 15 feet of you hits you with a Strike and deals damage to you. Requirements Your eidolon is within 15 feet of you. Your eidolon instinctively flashes with ectoplasmic energy, allowing them to strike back against an enemy who dares to harm you. Your eidolon makes a melee unarmed Strike against the triggering enemy, even if that enemy isn't within your eidolon's reach. Speed 25 feet Melee Primary Attack +8 (Shove), Damage 1d8+4 B Melee Secondary Attack +8 (Agile, Finesse), Damage 1d6+4 Sonic Cyntheria followed Razvan from a safe distance behind. "Now shhh Mr Mud. We don't want the goblins to know we are coming. You know how they tug at your button eyes so!" If anyone looked they thought they saw a slight grimace crease the dolls face. Name xDiceName xDiceResult xDiceString xDiceRolls Cyntheria stealth 25 1d20+6 19 Mr Mud stealth 9 1d20+7 2 Link to comment Share on other sites More sharing options...
Starhawk Posted September 4, 2023 Clone Share Posted September 4, 2023 (edited) Gin Sling Sal Character Sheet Gin Sling Sal Str 10 (+0) Dex 18 (+4) Con 12 (+1) Int 18 (+4) Wis 12 Cha 10 (+0) HP 15/15 Perception +5 • Trained 4 • Wis 1 • Item 0 • Senses Darkvision Speed 30' Class DC 18 • Trained 4 • Base 10 • Int 4 • Item 0 AC 19 • Trained 4 • Base 10 • Dex 4 • Mage Armor Spell 1 • Item 0 Fort +5 • Reflex +8 • Will +7 (+1 vs disease/poison) Dagger +8 • Trained 4 • Dex 4 • Item 0 • Damage 1d4 • Notes Skills Acrobatics +8 • Arcana +8 • Athletics +4 • Crafting +0 • Deception +0 • Diplomacy +4 • Intimidation +0 • Lore: Undead +8 • Medicine +1 • Nature +5 • Occultism +8 • Performance +0 • Religion +1 • Society +8 • Stealth +8 • Survival +1 • Thievery +4 • Languages: Common, Elven, Necril, Varisian, Skald, Orcish, Goblin Abilities Consume Flesh (manipulate) • While adjacent to a small (or larger) corpse that died in the last hour, you eat a corpse chunk and are satiated for 1 hour. Feats Fleet • Familiar • Widen Spell (1 action) • Arcane Bond • Arcane School = Universalist • Arcane Thesis =Improved familiar attunement • Drain bonded item (1 action) Necril • Undead Vision • Negative Healing • Negative Survival • Immunity to Death Effects • Disease and Poison Protection • Undead Hunger • Spells & Powers Spell Attack +7 • Untrained 3 • Int 4 Spell DC 17 • Trained 3 • Base 10 • Int 4 Focus Points 0/0 Spells/Day: 0: 5 • 1st: 3 Prepared Spells Spell 0 Electric Arc, Shield, Detect Magic, Message, Protect Companion Spell 1 Spell 1st Color Spray, Magic Weapon, Mage Armor Innate Spell 0 — • Disrupt Undead Owl Familiar "Deathclaw" "DeeCee" Abilities Flier • Fast Movement • • Darkvision • Speech • Independent Skills Acrobatics+8 Stealth +12 Perception +8 (Darkvision)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 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. DC the owl, spreads wings and flies up and forwards, silently circling around their scout, Razvan, looking and listening for anything untoward in the path of their advance. Sal, longing for a bite of something to eat, follows Cyntheria, hoping that unseen opponents find her as unsettling as she herself does. ooc: Sorry, please switch Sal's stealth and perception rolls. Also, DC's rolls are nothing new. Edited September 4, 2023 by Starhawk (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls DC stealth 14 1d20+12 2 DC Perception 9 1d20+8 1 Sal Perception 19 1d20+8 11 Sal Stealth 13 1d20+5 8 Link to comment Share on other sites More sharing options...
VennDygrem Posted September 4, 2023 Clone Share Posted September 4, 2023 Krott | HP 30/30 | AC 19 | Fort +7 | Ref +7 | Will +4 | Speed: 25 | Perception: +4 Hero Points: 1/3 | AlchemyBestial Mutagen (Lesser) - 3/3 Bravo's Brew (Lesser) - 2/2 Drakeheart Mutagen (Lesser) - 3/3 Eagle Eye Elixir (Lesser) - 2/2 Numbing Tonic( Minor) - 2/2 Soothing Tonic (Lesser) - 2/2 | Conditions: None | Effects: N/A "Stealth is the best approach, certainly." The Orc assumes a posture better suited to sneaking and conserving body space, though his large frame doesn't accommodate his intention as well as he would like. It almost seems like he is out of place in his own body. Nonetheless, he follows the others. OOC & Actions Stealth and perception rolls below. Name xDiceName xDiceResult xDiceString xDiceRolls Stealth 8 1d20+5 3 Perception 13 1d20+4 9 Link to comment Share on other sites More sharing options...
hoverfrog Posted September 4, 2023 Author Clone Share Posted September 4, 2023 (edited) Chapter 1:01. The Dawning Ardis, Ardeal, Ustalev As you sneak closer you get a better look at the goblins. Small, green skinned, and bloated creatures, you see four of them crawling around a pile of earth, digging into it, and pulling up chunks of meat to eat. They don't seem to be aware of you but you've not got very close yet. As far as you can tell they are content to snuffle around in the dirt. DC circles round overhead, returning to Sal with news of what's been seen. OOC A Recall Knowledge check using Society DC17, Unspecific Lore DC 15, or Specific Lore DC 12 will tell you more about these goblins. OOC Scene Notes There is a map in the spoiler below. The goblins are south of the tower by about 20 feet at the rear entrance. Please use directions when moving (N, S, E, SE, W, etc) We are not in initiative so your movement or actions per post is not limited to round actions. Show Bookkeeping COMBAT/CONDITIONS TRACKER INITIATIVE CONDITIONS MECHANICS DESCRIPTIONS Not in Use!! Default Marching Order CHARACTER STATUS Loreli Certes Gin Sling Sal Krot Razvan Umbra Cyntheria Mr Mud NON-PLAYER CHARACTER STATUS EXPERIENCE TRACKER Show Active Map Edited September 5, 2023 by hoverfrog (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
VennDygrem Posted September 4, 2023 Clone Share Posted September 4, 2023 Krott | HP 30/30 | AC 19 | Fort +7 | Ref +7 | Will +4 | Speed: 25 | Perception: +4 Hero Points: 1/3 | AlchemyBestial Mutagen (Lesser) - 3/3 Bravo's Brew (Lesser) - 2/2 Drakeheart Mutagen (Lesser) - 3/3 Eagle Eye Elixir (Lesser) - 2/2 Numbing Tonic( Minor) - 2/2 Soothing Tonic (Lesser) - 2/2 | Conditions: None | Effects: N/A Krott quietly true to identify the creatures and recall anything that may be useful. OOC & Actions No relevant Lore, so Society below. Name xDiceName xDiceResult xDiceString xDiceRolls Knowledge: Society 15 1d20+8 7 Link to comment Share on other sites More sharing options...
Vedast Posted September 4, 2023 Clone Share Posted September 4, 2023 Razvan Umbra Vampiric Fetchling Fighter (2) HP: 32/32 | AC: 19 (leather) | Speed: 25' | Darkvision Perception (E): +7 ▪ Initiative: +7 | Fort (E): +8 | Ref (E): +10| Will (T): +5 | SkillsTrained: Acrobatics (+8); Athletics (+6); Deception (+5); Intimidation (+5); Lore/warfare (+4); Stealth (+8); Thievery (+8) Untrained: Acrana (+0); Crafting (+0); Diplomacy (+1); Medicine (+1); Nature (+1); Occultism (+0); Performance (+1); Religion (+1); Society (+0); Survival (+1) | AttributesSTR +2 DEX +4 CON +2 INT +0 WIS +1 CHA +1 | AttacksUnarmed: Fist +10/+6/+2 • Expert +6 • Dex +4 • Item 0 • Damage 1d4+2 B • Agile; Finesse; Nonlethal; Unarmed Fangs +8/+3/-2 • Expert +6 • Str +2 • Item 0 • Damage 1d6+2 P • Brawling; Grapple; Unarmed Melee: Dagger +10/+6/+2 • Expert +6 • Item 0 • Damage 1d4+2 P • Agile; Finesse; Thown (10'); Versatile S Light mace +10/+6/+2 • Expert +6 • Damage 1d4+2 B • agile; finesse; shove Short sword +10/+6/+2 • Expert +6 • Item 0 • Damage 1d6+2 P • Agile; Finesse; Versatile S Ranged: Composite shortbow +10/+5/+0 • Expert +6 • 1d6+1 (1d6+3 w/in 60' PBS feat) • Deadly d10, propulsive (+ STR/2 damage), 60' range. | Razvan searches his memory for any recognition of these creatures. No relevant Lore (unless Warfare would somehow incorporate combat knowledge vs. these enemies -- if so, add +4): otherwise, rolling basic Society at +0. He tries to make an assessment of the grounds and tower from this vantage point (see OOC), with a primary goal of gaining clandestine entry to the tower. The "goblins" are looking appetizing, but the fighter makes an effort of will to keep his mind on the goal here, rather than initiating a combat. OOC Some specific questions at this point: are the grounds about the tower fenced or walled: can we tell? how far are these creatures from the tower? any signs as yet of alternative points of entry to the tower? if 'yes,' to the above, would it seem possible to circumvent/avoid the creatures? ACTIONS Action 1: Action 2: Action 3: Character Sheet Razvan Umbra Vampiric Fetchling • Martial Disciple • Fighter 2 Medium • CN • Speed 25 • Darkvision Primary Role: ranged combat & stealth Secondary Roles: melee combat; intimidation & thievery. Abilities Strength 14 (+2) • Dexterity 18 (+4) • Constitution 14 (+2) • Intelligence 10 (+0) • Wisdom 12 (+1) • Charisma 12 (+1) Boosts • Ancestry: +DEX +STR • Background: +DEX +CON • Class: +DEX • Free:+STR; +DEX; +CON; +CHA • LVL 2: +WIS Adventuring & Combat HP 32/32 Perception +7 • Expert+6 • Wis +1 • Item 0 • Senses: Darkvision (Ancestry Feature) Link Speed 25' Class DC 18 • Trained +4 • Base 10 • DEX +4 • Item 0 Armor and Shields AC 21/19 • Trained +4 • Base 10 • Dex +4 • If shield raised Leather armor (+1) Saving Throws • Fortitude +8 • Expert +6 • Con +2 • Item 0 • Reflex +10 • Expert +6 • Dex +4 • Item 0 • Will +5 • Trained +4 • Wis +1 • Item 0 Disease and Poison Protection: You gain a +1 circumstance bonus to saving throws (or any other defense) against disease and poison. Weapon Proficiencies • Expert in simple weapons; unarmed attacks; martial weapons. • Trained in advanced weapons • Trained in Unarmored Defense and all armors Weapon +0 • Untrained 0 • Str 0 • Item 0 • Damage 1d0 • Notes Unarmed: Fist +10/+6/+2 • Expert +6 • Dex +4 • Item 0 • Damage 1d4+2 B • Agile; Finesse; Nonlethal; Unarmed Fangs +8/+3/-2 • Expert +6 • Str +2 • Item 0 • Damage 1d6+2 P • Brawling; Grapple; Unarmed Melee: Dagger +10/+6/+2 • Expert +6 • Item 0 • Damage 1d4+2 P • Agile; Finesse; Thown (10'); Versatile S Light mace +10/+6/+2 • Expert +6 • Damage 1d4+2 B • agile; finesse; shove Short sword +10/+6/+2 • Expert +6 • Item 0 • Damage 1d6+2 P • Agile; Finesse; Versatile S Ranged: Composite shortbow +10/+5/+0 • Expert +6 • 1d6+1 (1d6+3 w/in 60' PBS feat) • Deadly d10, propulsive (+ STR/2 damage), 60' range. 20 arrows (0.20; 2x L) Background: Martial Disciple (Acrobatics) Trained in Acrobatics and Warfare Lore Cat Fall skill feat (see below) Skills ♦ Acrobatics +8 • Trained +4 • Dex +4 • Item 0 (Martial Disciple Background Skill) Arcana +0 • Untrained 0 • Int +0 • Item 0 ♦ Athletics +6 • Trained +4 • Str +2 • Item 0 • Armor -0 (Class Feat) Crafting +0 • Untrained 0 • Int +0 • Item 0 ♦ Deception +5 • Trained +4 • Cha +1 • Item 0 (Shrouded Mein Ancestry Feat) Diplomacy +1 • Untrained 0 • Cha +1 • Item 0 ♦ Intimidation +5 • Trained +4 • Cha +1 • Item 0 (Class Free Skill) ♦ Lore: Warfare +4 • Trained +4 • Int +0 • Item 0 (Martial Disciple Background Skill) Medicine +1 • Untrained 0 • Wis +1 • Item 0 Nature +1 • Untrained 0 • Wis +1 • Item 0 Occultism +0 • Unrained +0 • Int +0 • Item 0 Performance +1 • Untrained 0 • Cha +1 • Item 0 Religion +1 • Untrained 0 • Wis +1 • Item 0 Society +0 • Untrained 0 • Int +0 • Item 0 ♦ Stealth +8 • Trained +4 • Dex +4 • Item 0 • Armor -0 (Class Free Skill) Survival +1 • Untrained 0 • Wis +1 • Item 0 ♦ Thievery +8 • Trained +4 • Dex +4 • Item 0 (Class Free Skill) Languages: Common; Necril; Shadowtongue Abilities Ability • Type 0 • Notes Fetchling (Liminal) Features: Fetchling Shadowtongue Link Darkvision Link Liminal Heritage Link You gain a +1 circumstance bonus to locate undetected creatures within 60 feet when using the Seek action. Your flat check to target concealed creatures is DC 3 instead of DC 5, and your flat check to target undetected creatures is DC 9 instead of DC 11. Vampire Features: Vampire Dedication Fangs Unarmed Attack Revulsion to garlic or holy symbol of a Good Deity Weakness to Sunlight slowed 1 => Drink Blood Action Basic Undead Benefits (below) Basic Undead Benefits : Link Necril: You know the Necril language. Undead Vision: You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. Negative Healing: You are damaged by positive damage and aren't healed by positive healing effects. You don't take negative damage and are healed by negative effects that heal undead. Negative Survival: Unlike normal undead, you aren't destroyed when reduced to 0 Hit Points. Instead, powerful negative energy attempts to keep you from being destroyed even in dire straits. You are knocked out and begin dying when reduced to 0 Hit Points. Because you're undead, many methods of bringing someone back from dying, such as stabilize, don't benefit you. When you would die, you're destroyed rather than dead, just like other undead. Immunity to Death Effects: You're immune to death effects. This keeps you from being automatically killed or from having your dying value automatically increase, but it doesn't make you immune to other parts of the spell or effect. For example, you can still take mental damage and become frightened by a phantasmal killer, you just don't instantly die from it. Disease and Poison Protection: You gain a +1 circumstance bonus to saving throws (or any other defense) against disease and poison. Feats Ancestry Feats Shrouded Mien Link => Lengthy Diversion Skill Feats Lengthy Diversion (<= Shrouded Mien Ancestry feat) Link Cat Fall (background) Link Intimidating Glare (2nd level skill feat) Link Class Feats Attack of Opportunity (Class Feature) Link Shield Block (Class Feature) Link Point-Blank Shot (1st) Link Double Slice (2nd) Link (changed from Assisting Shot to provide a sans shield melee option) Spells & Powers Spell Attack Bonus +0 • Untrained +0 • Spell DC N/A Focus Points N/A Spells/Day: Inventory Money: 1.37 (see purse below) Bulk 0/0 • Enc 7 (5 + Str 2) • Max 12 (10 + Str 2) Armor & Shield: Leather Armor (2.00; 1) +1/+4 (AC Bonus/ Dex Cap) Weapons: Daggers x2 (0.40; L) agile; finesse; thrown 10'; versatile S (paid double for semi-matched pair; no game mechanical effect, just fluff) Light mace (0.40; 1) agile; finesse; shove Shortsword (0.90; L) agile; finesse; versatile S. Composite shortbow (14.0; 1) Deadly d10, propulsive 1d6P 60' range 20 arrows (0.20; 2x L) in quiver Adventurer's Pack (0.70; 1 (bulk errata'd 2 => 1)): Backpack (from Adventurer's Pack): Bedroll Flint & Steel Rope (50') Torch (x5) Waterskin (x1) Chalk (x10) Sacks x5 (empty; 0.01; L) Folding shovel/short tool* (0.40; L) *might need to dig a resting place after all! Crowbar (0.50; L) *also for potential use in securing a resting place in addition to accessing other creaky places. Beltpouch #1 Purse (1.37 gp: g/s/c = -/13/7) mirror (1.00; -) signal whistle (0.08; -) tindertwigs (x10; 0.20; -) Beltpouch #2 writing kit (1.00; L) Bandolier (0.10; -) carry up to x8 L items Smokestick-Lesser (3.00; L) Caltrops (0.30; L) Thieves Tools (3.00; L) Total Carried: 12L = 1.2 bulk; + 4 bulk items = 5.2 bulk. Encumbrance: 7 Status: Unencumbered Appearance As a Vampiric (undead) Fetchling: Height: 6'1" (186 cm) Weight: 151# (68.5 kg) Eyes: pupilless, a blue grey color that is brightest in the center and darkens gradually towards the edges, but now have a sort of seething incandescent quality as lighter, brighter spots continually rise to the surface and dim. Fangs (brawling, grapple). Nails hard and sharp, but with no game mechanical feature. Hair: color unchanged, but now has a sense of weak luminescence about it. Complexion: pale marble-like white. Lips have a shade similar to eyes except after blood feeding, when a more purple luster is observed. Shadow: as a vampire, none; nor does Razvan cast a reflection in a mirror. Name xDiceName xDiceResult xDiceString xDiceRolls Society vs "goblins" 8 1d20 8 Link to comment Share on other sites More sharing options...
Starhawk Posted September 4, 2023 Clone Share Posted September 4, 2023 (edited) Gin Sling Sal Character Sheet Gin Sling Sal Str 10 (+0) Dex 18 (+4) Con 12 (+1) Int 18 (+4) Wis 12 Cha 10 (+0) HP 15/15 Perception +5 • Trained 4 • Wis 1 • Item 0 • Senses Darkvision Speed 30' Class DC 18 • Trained 4 • Base 10 • Int 4 • Item 0 AC 19 • Trained 4 • Base 10 • Dex 4 • Mage Armor Spell 1 • Item 0 Fort +5 • Reflex +8 • Will +7 (+1 vs disease/poison) Dagger +8 • Trained 4 • Dex 4 • Item 0 • Damage 1d4 • Notes Skills Acrobatics +8 • Arcana +8 • Athletics +4 • Crafting +0 • Deception +0 • Diplomacy +4 • Intimidation +0 • Lore: Undead +8 • Medicine +1 • Nature +5 • Occultism +8 • Performance +0 • Religion +1 • Society +8 • Stealth +8 • Survival +1 • Thievery +4 • Languages: Common, Elven, Necril, Varisian, Skald, Orcish, Goblin Abilities Consume Flesh (manipulate) • While adjacent to a small (or larger) corpse that died in the last hour, you eat a corpse chunk and are satiated for 1 hour. Feats Fleet • Familiar • Widen Spell (1 action) • Arcane Bond • Arcane School = Universalist • Arcane Thesis =Improved familiar attunement • Drain bonded item (1 action) Necril • Undead Vision • Negative Healing • Negative Survival • Immunity to Death Effects • Disease and Poison Protection • Undead Hunger • Spells & Powers Spell Attack +7 • Untrained 3 • Int 4 Spell DC 17 • Trained 3 • Base 10 • Int 4 Focus Points 0/0 Spells/Day: 0: 5 • 1st: 3 Prepared Spells Spell 0 Electric Arc, Shield, Detect Magic, Message, Protect Companion Spell 1 Spell 1st Color Spray, Magic Weapon, Mage Armor Innate Spell 0 — • Disrupt Undead Owl Familiar "Deathclaw" "DeeCee" Abilities Flier • Fast Movement • • Darkvision • Speech • Independent Skills Acrobatics+8 Stealth +12 Perception +8 (Darkvision)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 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 informs her comrades on recieving an update from DeeCee.. "Three goblins digging in the dirt and eating the corpses they find. Ghoul goblins? The recently dead? Lots of things to ponder, not that I'm recalling much about goblins.", she whispers, low, throaty and breathy. "If we can pay them with corpses?" Edited September 4, 2023 by Starhawk (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Society roll vs goblins 12 1d20+8 4 Link to comment Share on other sites More sharing options...
VennDygrem Posted September 12, 2023 Clone Share Posted September 12, 2023 Krott | HP 30/30 | AC 19 | Fort +7 | Ref +7 | Will +4 | Speed: 25 | Perception: +4 Hero Points: 1/3 | AlchemyBestial Mutagen (Lesser) - 3/3 Bravo's Brew (Lesser) - 2/2 Drakeheart Mutagen (Lesser) - 3/3 Eagle Eye Elixir (Lesser) - 2/2 Numbing Tonic( Minor) - 2/2 Soothing Tonic (Lesser) - 2/2 | Conditions: None | Effects: N/A Regardless of what marks these goblins as different, Krott attempts to listen in to see if they are discussing anything of relevance, or if they're just silently trudging about. OOC & Actions In addition to the Society check above, I'm going to roll a Perception to listen for conversation from the goblins. I do speak goblin, if relevant. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
hoverfrog Posted September 12, 2023 Author Clone Share Posted September 12, 2023 (edited) Chapter 1:01. The Dawning Ardis, Ardeal, Ustalev Whatever language the goblins are speaking, it is not the goblin tongue that Krott knows. It sounds like the language that ogres use, Jotun. Though he's not familiar with the words themselves it has that sound. Nobody knows much about this strange breed of goblin, perhaps they aren't goblins at all but some other creature. They lack the wiry build of normal goblins. Really the only thing that they have in common with them are their greenish skin and voracious appetites. They keep rooting around the muck, digging up bones and pieces of meat to eat. OOC Scene Notes There is a map in the spoiler below. The goblins are south of the tower by about 20 feet at the rear entrance. Please use directions when moving (N, S, E, SE, W, etc) We are not in initiative so your movement or actions per post is not limited to round actions. Show Bookkeeping COMBAT/CONDITIONS TRACKER INITIATIVE CONDITIONS MECHANICS DESCRIPTIONS Not in Use!! Default Marching Order CHARACTER STATUS Loreli Certes Gin Sling Sal Krot Razvan Umbra Cyntheria Mr Mud NON-PLAYER CHARACTER STATUS EXPERIENCE TRACKER Show Active Map Edited September 13, 2023 by hoverfrog (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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