Starhawk Posted October 13, 2023 Clone Share Posted October 13, 2023 (edited) Gin Sling Sal AC 19 HP 3/15 Gin Sling Sal Str 10 (+0) Dex 18 (+4) Con 12 (+1) Int 18 (+4) Wis 12 Cha 10 (+0) HP 15/15 Perception +5 • Trained 4 • Wis 1 • Item 0 • Senses Darkvision Speed 30' Class DC 18 • Trained 4 • Base 10 • Int 4 • Item 0 AC 19 • Trained 4 • Base 10 • Dex 4 • Mage Armor Spell 1 • Item 0 Fort +5 • Reflex +8 • Will +7 (+1 vs disease/poison) Dagger +8 • Trained 4 • Dex 4 • Item 0 • Damage 1d4 • Notes Skills Acrobatics +8 • Arcana +8 • Athletics +4 • Crafting +0 • Deception +0 • Diplomacy +4 • Intimidation +0 • Lore: Undead +8 • Medicine +1 • Nature +5 • Occultism +8 • Performance +0 • Religion +1 • Society +8 • Stealth +8 • Survival +1 • Thievery +4 • Languages: Common, Elven, Necril, Varisian, Skald, Orcish, Goblin Abilities Consume Flesh (manipulate) • While adjacent to a small (or larger) corpse that died in the last hour, you eat a corpse chunk and are satiated for 1 hour. Feats Fleet • Familiar • Widen Spell (1 action) • Arcane Bond • Arcane School = Universalist • Arcane Thesis =Improved familiar attunement • Drain bonded item (1 action) Necril • Undead Vision • Negative Healing • Negative Survival • Immunity to Death Effects • Disease and Poison Protection • Undead Hunger • Spells & Powers Spell Attack +7 • Untrained 3 • Int 4 Spell DC 17 • Trained 3 • Base 10 • Int 4 Focus Points 0/0 Spells/Day: 0: 5 • 1st: 3 Prepared Spells Spell 0 Electric Arc, Shield, Detect Magic, Message, Protect Companion Spell 1 Spell 1st Color Spray, Magic Weapon, Mage Armor Innate Spell 0 — • Disrupt Undead Owl Familiar "Deathclaw" "DeeCee" Abilities Flier • Fast Movement • • Darkvision • Speech • Independent Skills Acrobatics+8 Stealth +12 Perception +8 (Darkvision)vMove 40' Flight AC 17 • Trained 3 • Base 10 • Dex 4 • Item 0 • Trained: Unarmored (no shield)vHP 10/10 • Fortitude +5 • Trained 4 • Con 1 • Item 0 • Reflex +8 • Trained 4 • Dex 4 • Item 0 • Will +6 • Expert 6 • Wis 0 • Item 0 Inventory Money: 15 GP 9 SP left Bulk 0/0 • Enc 0 (5 + Str 0) • Max 10 (10 + Str 0) Adventurer's Pack • Bulk 2 • Backpack, bedroll, belt pouch (2), chalk (10), flint and steel, rope (50 ft.), rations (14), soap, torches (5), waterskin 1g 4sp Clothing (Winter) Bulk L • Notes 4sp Writing Set • Bulk 0 • Notes 1gp Spellbook (Blank) • Bulk 0 • Notes 1gp Mirror • Bulk 0 • Notes 1gp Oil (5) • Bulk 0 • Notes 5cp 1d6 Fire Potion of Expeditious Retreat • Bulk 0 • The stopper for a potion of expeditious retreat is crafted to easily snap open in dire circumstances. When you drink this potion, you become fleeing for 1 minute, and you gain a +40-foot status bonus to all your Speeds for the duration as long as you are fleeing. You immediately Stride. Activate Interact 3gp Alchemist's Fire (2) • Bulk L- • The bomb deals 1d8 fire damage, 1 persisten fire damage and 1 fire splash damage. Notes 6gp cp Flint and Steel • Bulk - • Notes 5cp Arms and Armor Dagger • Bulk 0 • Notes 2sp Magic Eye Slash Tattoo: You can see four times farther than normal. If you have darkvision, you can see blood in color. Sal, finding herself in mortal danger after having wiped out the guard on Razvan, leaving him facing a blinded Trobblin, decides that, having more than done her part that discretion is indeed the better part of valour. Coming to this conclusion, she decides to carefully withdraw behind the Cyntheria Krott and Loreli. She then gathers her alchemist fire from a pouch on the offchance that it will be needed. Sal uses the careful withdraw action [2 actions = step, step, stride to L10 then Manipulate 1 action to ready alchemist fire Edited October 13, 2023 by Starhawk (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
VennDygrem Posted October 13, 2023 Clone Share Posted October 13, 2023 (edited) Krott | HP 30/30 | AC 18 | Fort +7 | Ref +5 | Will +4 | Speed: 25 | Perception: +4 Hero Points: 1/3 | AlchemyBestial Mutagen (Lesser) - 3/3 Bravo's Brew (Lesser) - 2/2 Drakeheart Mutagen (Lesser) - 3/3 Eagle Eye Elixir (Lesser) - 2/2 Numbing Tonic( Minor) - 2/2 Soothing Tonic (Lesser) - 2/2 | Conditions: None | Effects: Numbing (2 THP/round), Bestial Mutagen Krott's more-bestial appearance takes root, and he turns toward the nearest foe, lumbering forth before lashing out with sharpened, elongated tusks and thick, pointed claws, though he finds the creature to be swifter than expected. As Sal retreats, he growls out with a harsher, more gutteral voice than before, "I'll try to hold them off." OOC & Actions Action 1: Move to G10. Action 2: Attack Tombstone Troll 2 (F10) with jaws. Action 3: Attack Tombstone Troll 2 (F10) with claws (agile) [Guidance] Edited October 13, 2023 by VennDygrem (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Attack (jaws) 14 1d20+9 5 Damage (jaws) 6 1d8+4 2 Attack (claws) 9 1d20+6 3 Link to comment Share on other sites More sharing options...
Vedast Posted October 13, 2023 Clone Share Posted October 13, 2023 (edited) Razvan Umbra Vampiric Fetchling Fighter (2) HP: 20/32 | 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 Fetchling couldn't quite be certain whether the guard was destroyed by his arrow or the follow-on blast of arcing electricity from Sal's spell: in any case, the ghoulish guard was ended. The vampire's exultation was short lived, however, as the sniffing, shuffling 'trolblin' seemed unaffected by the electrical energy and managed to locate him via a secondary sense and bite his arm. There was no one to hear his muttered imprecations regarding not being equipped for this sort of stand-up fighting. He was running out of space to maneuver, however, so he decided to cast aside the bow and switch to a melee weapon for close-in combat. See OOC: OOC Razvan had a moment of wishful thinking that the trolblin might smell and be attracted to the cooked flesh of the guard. ACTIONS Free Action: Release bow Action 1: Interact to draw short sword. Action 2: Strike (short sword; +10; 1d6+2) Action 3: Strike (short sword; +6 (agile); 1d6+2). Character Sheet Razvan Umbra Vampiric Fetchling • Martial Disciple • Fighter 2 Medium • CN • Speed 25 • Darkvision Primary Role: ranged combat & stealth Secondary Roles: melee combat; intimidation & thievery. Abilities Strength 14 (+2) • Dexterity 18 (+4) • Constitution 14 (+2) • Intelligence 10 (+0) • Wisdom 12 (+1) • Charisma 12 (+1) Boosts • Ancestry: +DEX +STR • Background: +DEX +CON • Class: +DEX • Free:+STR; +DEX; +CON; +CHA • LVL 2: +WIS Adventuring & Combat HP 32/32 Perception +7 • Expert+6 • Wis +1 • Item 0 • Senses: Darkvision (Ancestry Feature) Link Speed 25' Class DC 18 • Trained +4 • Base 10 • DEX +4 • Item 0 Armor and Shields AC 21/19 • Trained +4 • Base 10 • Dex +4 • If shield raised Leather armor (+1) Saving Throws • Fortitude +8 • Expert +6 • Con +2 • Item 0 • Reflex +10 • Expert +6 • Dex +4 • Item 0 • Will +5 • Trained +4 • Wis +1 • Item 0 Disease and Poison Protection: You gain a +1 circumstance bonus to saving throws (or any other defense) against disease and poison. Weapon Proficiencies • Expert in simple weapons; unarmed attacks; martial weapons. • Trained in advanced weapons • Trained in Unarmored Defense and all armors Weapon +0 • Untrained 0 • Str 0 • Item 0 • Damage 1d0 • Notes Unarmed: Fist +10/+6/+2 • Expert +6 • Dex +4 • Item 0 • Damage 1d4+2 B • Agile; Finesse; Nonlethal; Unarmed Fangs +8/+3/-2 • Expert +6 • Str +2 • Item 0 • Damage 1d6+2 P • Brawling; Grapple; Unarmed Melee: Dagger +10/+6/+2 • Expert +6 • Item 0 • Damage 1d4+2 P • Agile; Finesse; Thown (10'); Versatile S Light mace +10/+6/+2 • Expert +6 • Damage 1d4+2 B • agile; finesse; shove Short sword +10/+6/+2 • Expert +6 • Item 0 • Damage 1d6+2 P • Agile; Finesse; Versatile S Ranged: Composite shortbow +10/+5/+0 • Expert +6 • 1d6+1 (1d6+3 w/in 60' PBS feat) • Deadly d10, propulsive (+ STR/2 damage), 60' range. 20 arrows (0.20; 2x L) Background: Martial Disciple (Acrobatics) Trained in Acrobatics and Warfare Lore Cat Fall skill feat (see below) Skills ♦ Acrobatics +8 • Trained +4 • Dex +4 • Item 0 (Martial Disciple Background Skill) Arcana +0 • Untrained 0 • Int +0 • Item 0 ♦ Athletics +6 • Trained +4 • Str +2 • Item 0 • Armor -0 (Class Feat) Crafting +0 • Untrained 0 • Int +0 • Item 0 ♦ Deception +5 • Trained +4 • Cha +1 • Item 0 (Shrouded Mein Ancestry Feat) Diplomacy +1 • Untrained 0 • Cha +1 • Item 0 ♦ Intimidation +5 • Trained +4 • Cha +1 • Item 0 (Class Free Skill) ♦ Lore: Warfare +4 • Trained +4 • Int +0 • Item 0 (Martial Disciple Background Skill) Medicine +1 • Untrained 0 • Wis +1 • Item 0 Nature +1 • Untrained 0 • Wis +1 • Item 0 Occultism +0 • Unrained +0 • Int +0 • Item 0 Performance +1 • Untrained 0 • Cha +1 • Item 0 Religion +1 • Untrained 0 • Wis +1 • Item 0 Society +0 • Untrained 0 • Int +0 • Item 0 ♦ Stealth +8 • Trained +4 • Dex +4 • Item 0 • Armor -0 (Class Free Skill) Survival +1 • Untrained 0 • Wis +1 • Item 0 ♦ Thievery +8 • Trained +4 • Dex +4 • Item 0 (Class Free Skill) Languages: Common; Necril; Shadowtongue Abilities Ability • Type 0 • Notes Fetchling (Liminal) Features: Fetchling Shadowtongue Link Darkvision Link Liminal Heritage Link You gain a +1 circumstance bonus to locate undetected creatures within 60 feet when using the Seek action. Your flat check to target concealed creatures is DC 3 instead of DC 5, and your flat check to target undetected creatures is DC 9 instead of DC 11. Vampire Features: Vampire Dedication Fangs Unarmed Attack Revulsion to garlic or holy symbol of a Good Deity Weakness to Sunlight slowed 1 => Drink Blood Action Basic Undead Benefits (below) Basic Undead Benefits : Link Necril: You know the Necril language. Undead Vision: You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. Negative Healing: You are damaged by positive damage and aren't healed by positive healing effects. You don't take negative damage and are healed by negative effects that heal undead. Negative Survival: Unlike normal undead, you aren't destroyed when reduced to 0 Hit Points. Instead, powerful negative energy attempts to keep you from being destroyed even in dire straits. You are knocked out and begin dying when reduced to 0 Hit Points. Because you're undead, many methods of bringing someone back from dying, such as stabilize, don't benefit you. When you would die, you're destroyed rather than dead, just like other undead. Immunity to Death Effects: You're immune to death effects. This keeps you from being automatically killed or from having your dying value automatically increase, but it doesn't make you immune to other parts of the spell or effect. For example, you can still take mental damage and become frightened by a phantasmal killer, you just don't instantly die from it. Disease and Poison Protection: You gain a +1 circumstance bonus to saving throws (or any other defense) against disease and poison. Feats Ancestry Feats Shrouded Mien Link => Lengthy Diversion Skill Feats Lengthy Diversion (<= Shrouded Mien Ancestry feat) Link Cat Fall (background) Link Intimidating Glare (2nd level skill feat) Link Class Feats Attack of Opportunity (Class Feature) Link Shield Block (Class Feature) Link Point-Blank Shot (1st) Link Double Slice (2nd) Link (changed from Assisting Shot to provide a sans shield melee option) Spells & Powers Spell Attack Bonus +0 • Untrained +0 • Spell DC N/A Focus Points N/A Spells/Day: Inventory Money: 1.37 (see purse below) Bulk 0/0 • Enc 7 (5 + Str 2) • Max 12 (10 + Str 2) Armor & Shield: Leather Armor (2.00; 1) +1/+4 (AC Bonus/ Dex Cap) Weapons: Daggers x2 (0.40; L) agile; finesse; thrown 10'; versatile S (paid double for semi-matched pair; no game mechanical effect, just fluff) Light mace (0.40; 1) agile; finesse; shove Shortsword (0.90; L) agile; finesse; versatile S. Composite shortbow (14.0; 1) Deadly d10, propulsive 1d6P 60' range 20 arrows (0.20; 2x L) in quiver Adventurer's Pack (0.70; 1 (bulk errata'd 2 => 1)): Backpack (from Adventurer's Pack): Bedroll Flint & Steel Rope (50') Torch (x5) Waterskin (x1) Chalk (x10) Sacks x5 (empty; 0.01; L) Folding shovel/short tool* (0.40; L) *might need to dig a resting place after all! Crowbar (0.50; L) *also for potential use in securing a resting place in addition to accessing other creaky places. Beltpouch #1 Purse (1.37 gp: g/s/c = -/13/7) mirror (1.00; -) signal whistle (0.08; -) tindertwigs (x10; 0.20; -) Beltpouch #2 writing kit (1.00; L) Bandolier (0.10; -) carry up to x8 L items Smokestick-Lesser (3.00; L) Caltrops (0.30; L) Thieves Tools (3.00; L) Total Carried: 12L = 1.2 bulk; + 4 bulk items = 5.2 bulk. Encumbrance: 7 Status: Unencumbered Appearance As a Vampiric (undead) Fetchling: Height: 6'1" (186 cm) Weight: 151# (68.5 kg) Eyes: pupilless, a blue grey color that is brightest in the center and darkens gradually towards the edges, but now have a sort of seething incandescent quality as lighter, brighter spots continually rise to the surface and dim. Fangs (brawling, grapple). Nails hard and sharp, but with no game mechanical feature. Hair: color unchanged, but now has a sense of weak luminescence about it. Complexion: pale marble-like white. Lips have a shade similar to eyes except after blood feeding, when a more purple luster is observed. Shadow: as a vampire, none; nor does Razvan cast a reflection in a mirror. Edited October 13, 2023 by Vedast (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Strike #1 20 1d20+10 10 Strike #1 Damage 5 1d6+2 3 Strike #2 10 1d20+6 4 Strike #2 Damage (probably not needed) 8 1d6+2 6 Link to comment Share on other sites More sharing options...
hoverfrog Posted October 23, 2023 Author Clone Share Posted October 23, 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 Floating forward the skeletal goblin throws more biting wind at the two troblins, floating to the doorway in the process. *Call them away or push past them,* she suggests, even as she rains blows upon the closest troblin. OoC Summary: Air Blast (1 action) as a melee reach slashing strike, Moved to F9 aeriel boomerang (2 actions) SW hitting the two trolls (triggering her air gate) free half stride (10') allowing her to move 10' back East to H9, moving out of the way of the entryway. Reaction: --- Action 1: Aerial Boomerang Ref DC 18 (2d6+4 slashing) Free: Half Stride (10') to F9 Action 2: Electric arc 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 *Note: An elemental blast (or weapon infusion) that takes 2 actions gains a +4 status bonus to the damage roll. It also can trigger your impulse junction which allows you to take a free half Stride or a Step action for free, either before or after the attack. Edited October 23, 2023 by hoverfrog (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Aerial Boomerang 21; 12 1d20+8;2d6+4 [13]; [13,6,2] Electric Arc 24; 8 1d20+8; 2d4+4 [16]; [16,3,1] Link to comment Share on other sites More sharing options...
hoverfrog Posted October 23, 2023 Author Clone Share Posted October 23, 2023 (edited) Chapter 1:01. The Dawning Ardis, Ardeal, Ustalev The troblins are slashed, spiked, and bludgeoned but they seem like sturdy creatures used to abuse and weather the attacks. One now lies burned and dead, unable to move and no longer regenerating. The others are still dazzled or blinded and swing their fists in the hope of striking an enemy. Their concerted efforts leave Krot with a number of scrapes and bruises but otherwise alive. Inside the blind troll sniffs around and flails at the vampire. He manages to clasps his jaws around Razvan's arm and use that to swing a fist into his belly. OOC Scene Notes There is a map in the spoiler below. The goblins are moving to the rear entrance. Please use directions when moving (N, S, E, SE, W, etc) Round 3 Show Bookkeeping COMBAT/CONDITIONS TRACKER INITIATIVE CONDITIONS Tower Guard 21 - Dead Razvan 15 Sal 13 Troblin 11 Loreli 8 Mr Mud 17 Cyntheria 8 Krot 5 MECHANICS DESCRIPTIONS Not in Use!! Default Marching Order CHARACTER STATUS Loreli Certes Gin Sling Sal 12 damage: Troll bites Krot Razvan Umbra 14 damage: +2 temporary hp; 7 damage bite, 5 damage claw, 4 damage claw 34 damage: 6 from guard, 6 from troll, 22 from troll Cyntheria Mr Mud Protect Companion +1 AC NON-PLAYER CHARACTER STATUS Tombstone troll 1 F11 Tombstone troll 2 F10 Dazzled for 1 minute Strike Flat Check miss Strike 16 damage: 12 from Aerial Boomerang, -10 regeneration, 6 from Aerial Boomerang, 8 from Electric Arc Dazzled for 1 minute Stride Flat Check miss Strike 18 damage: 12 from Aerial Boomerang, -5 regeneration, 6 from Krot, -5 regeneration, 6 from Aerial Boomerang, 4 from Electric Arc Tombstone troll 3 G7 Tombstone troll 4 I11 Blinded Seek Strike Strike 0 damage: 5 from sword, -5 regeneration. 28 damage: 33 damage from Cyntheria, -5 regeneration. Dead and burned Guard . Dead, Frightened 1 EXPERIENCE TRACKER Show Active Map Edited October 23, 2023 by hoverfrog (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Troblin 1 F11 Basic Reflex vs Aerial Boomerang 25 1d20+9 16 Troblin 2 F12 Basic Reflex vs Aerial Boomerang 23 1d20+9 14 Troblin 1 F11 Basic Reflex vs Electric Arc 15 1d20+9 6 Troblin 2 F12 Basic Reflex vs Electric Arc 23 1d20+9 14 Dazzled flat check TT1 12 1d20 12 Dazzled Flat check TT2 11 1d20 11 TT1 bite, claw, claw 18; 7; 1; 17; 5; 9; 4; 7 1d20+9; 1d6+3; 1d20; 1d20+5; 1d4+3; 1d20; 1d20+1; 1d4+3 [9]; [9,4]; [9,4,1]; [9,4,1,12]; [9,4,1,12,2]; [9,4,1,12,2,9]; [9,4,1,12,2,9,3]; [9,4,1,12,2,9,3,4] TT2 bite 12; 9; 13; 19; 5; 14; 19; 4 1d20+9; 1d6+3; 1d20; 1d20+5; 1d4+3; 1d20; 1d20+1; 1d4+3 [3]; [3,6]; [3,6,13]; [3,6,13,14]; [3,6,13,14,2]; [3,6,13,14,2,14]; [3,6,13,14,2,14,18]; [3,6,13,14,2,14,18,1] TT3 Perception 21 1d20+3 18 T3 bite, claw 27; 8; 25; 7 1d20+9; 1d6+3; 1d20+5; 1d4+3 [18]; [18,5]; [18,5,20]; [18,5,20,4] Link to comment Share on other sites More sharing options...
Vedast Posted October 23, 2023 Clone Share Posted October 23, 2023 (edited) Razvan Umbra Vampiric Fetchling Fighter (2) HP: 0/32 DYING 1 | 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's plan to move into two-weapon fighting mode came to an abrupt halt: the troll's jaw fastened onto the sinews of his free arm even as it reached for his mace. Yanked off balance, the follow up claw strike blasted into his chest. All went dark ... true darkness. OOC This post is a sort of wrap around to the top of the initiative order, but as no one else is inside, I didn't think it would interfere with any other Actions. Takes a critical leading to Dying 2. Roll flat check vs. DC = 12. Result = 18 (is the dice roller stuck?). => Dying value reduced by 1 => Dying 1. ACTIONS Roll flat check Recovery vs. DC 12 Character Sheet Razvan Umbra Vampiric Fetchling • Martial Disciple • Fighter 2 Medium • CN • Speed 25 • Darkvision Primary Role: ranged combat & stealth Secondary Roles: melee combat; intimidation & thievery. Abilities Strength 14 (+2) • Dexterity 18 (+4) • Constitution 14 (+2) • Intelligence 10 (+0) • Wisdom 12 (+1) • Charisma 12 (+1) Boosts • Ancestry: +DEX +STR • Background: +DEX +CON • Class: +DEX • Free:+STR; +DEX; +CON; +CHA • LVL 2: +WIS Adventuring & Combat HP 32/32 Perception +7 • Expert+6 • Wis +1 • Item 0 • Senses: Darkvision (Ancestry Feature) Link Speed 25' Class DC 18 • Trained +4 • Base 10 • DEX +4 • Item 0 Armor and Shields AC 21/19 • Trained +4 • Base 10 • Dex +4 • If shield raised Leather armor (+1) Saving Throws • Fortitude +8 • Expert +6 • Con +2 • Item 0 • Reflex +10 • Expert +6 • Dex +4 • Item 0 • Will +5 • Trained +4 • Wis +1 • Item 0 Disease and Poison Protection: You gain a +1 circumstance bonus to saving throws (or any other defense) against disease and poison. Weapon Proficiencies • Expert in simple weapons; unarmed attacks; martial weapons. • Trained in advanced weapons • Trained in Unarmored Defense and all armors Weapon +0 • Untrained 0 • Str 0 • Item 0 • Damage 1d0 • Notes Unarmed: Fist +10/+6/+2 • Expert +6 • Dex +4 • Item 0 • Damage 1d4+2 B • Agile; Finesse; Nonlethal; Unarmed Fangs +8/+3/-2 • Expert +6 • Str +2 • Item 0 • Damage 1d6+2 P • Brawling; Grapple; Unarmed Melee: Dagger +10/+6/+2 • Expert +6 • Item 0 • Damage 1d4+2 P • Agile; Finesse; Thown (10'); Versatile S Light mace +10/+6/+2 • Expert +6 • Damage 1d4+2 B • agile; finesse; shove Short sword +10/+6/+2 • Expert +6 • Item 0 • Damage 1d6+2 P • Agile; Finesse; Versatile S Ranged: Composite shortbow +10/+5/+0 • Expert +6 • 1d6+1 (1d6+3 w/in 60' PBS feat) • Deadly d10, propulsive (+ STR/2 damage), 60' range. 20 arrows (0.20; 2x L) Background: Martial Disciple (Acrobatics) Trained in Acrobatics and Warfare Lore Cat Fall skill feat (see below) Skills ♦ Acrobatics +8 • Trained +4 • Dex +4 • Item 0 (Martial Disciple Background Skill) Arcana +0 • Untrained 0 • Int +0 • Item 0 ♦ Athletics +6 • Trained +4 • Str +2 • Item 0 • Armor -0 (Class Feat) Crafting +0 • Untrained 0 • Int +0 • Item 0 ♦ Deception +5 • Trained +4 • Cha +1 • Item 0 (Shrouded Mein Ancestry Feat) Diplomacy +1 • Untrained 0 • Cha +1 • Item 0 ♦ Intimidation +5 • Trained +4 • Cha +1 • Item 0 (Class Free Skill) ♦ Lore: Warfare +4 • Trained +4 • Int +0 • Item 0 (Martial Disciple Background Skill) Medicine +1 • Untrained 0 • Wis +1 • Item 0 Nature +1 • Untrained 0 • Wis +1 • Item 0 Occultism +0 • Unrained +0 • Int +0 • Item 0 Performance +1 • Untrained 0 • Cha +1 • Item 0 Religion +1 • Untrained 0 • Wis +1 • Item 0 Society +0 • Untrained 0 • Int +0 • Item 0 ♦ Stealth +8 • Trained +4 • Dex +4 • Item 0 • Armor -0 (Class Free Skill) Survival +1 • Untrained 0 • Wis +1 • Item 0 ♦ Thievery +8 • Trained +4 • Dex +4 • Item 0 (Class Free Skill) Languages: Common; Necril; Shadowtongue Abilities Ability • Type 0 • Notes Fetchling (Liminal) Features: Fetchling Shadowtongue Link Darkvision Link Liminal Heritage Link You gain a +1 circumstance bonus to locate undetected creatures within 60 feet when using the Seek action. Your flat check to target concealed creatures is DC 3 instead of DC 5, and your flat check to target undetected creatures is DC 9 instead of DC 11. Vampire Features: Vampire Dedication Fangs Unarmed Attack Revulsion to garlic or holy symbol of a Good Deity Weakness to Sunlight slowed 1 => Drink Blood Action Basic Undead Benefits (below) Basic Undead Benefits : Link Necril: You know the Necril language. Undead Vision: You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. Negative Healing: You are damaged by positive damage and aren't healed by positive healing effects. You don't take negative damage and are healed by negative effects that heal undead. Negative Survival: Unlike normal undead, you aren't destroyed when reduced to 0 Hit Points. Instead, powerful negative energy attempts to keep you from being destroyed even in dire straits. You are knocked out and begin dying when reduced to 0 Hit Points. Because you're undead, many methods of bringing someone back from dying, such as stabilize, don't benefit you. When you would die, you're destroyed rather than dead, just like other undead. Immunity to Death Effects: You're immune to death effects. This keeps you from being automatically killed or from having your dying value automatically increase, but it doesn't make you immune to other parts of the spell or effect. For example, you can still take mental damage and become frightened by a phantasmal killer, you just don't instantly die from it. Disease and Poison Protection: You gain a +1 circumstance bonus to saving throws (or any other defense) against disease and poison. Feats Ancestry Feats Shrouded Mien Link => Lengthy Diversion Skill Feats Lengthy Diversion (<= Shrouded Mien Ancestry feat) Link Cat Fall (background) Link Intimidating Glare (2nd level skill feat) Link Class Feats Attack of Opportunity (Class Feature) Link Shield Block (Class Feature) Link Point-Blank Shot (1st) Link Double Slice (2nd) Link (changed from Assisting Shot to provide a sans shield melee option) Spells & Powers Spell Attack Bonus +0 • Untrained +0 • Spell DC N/A Focus Points N/A Spells/Day: Inventory Money: 1.37 (see purse below) Bulk 0/0 • Enc 7 (5 + Str 2) • Max 12 (10 + Str 2) Armor & Shield: Leather Armor (2.00; 1) +1/+4 (AC Bonus/ Dex Cap) Weapons: Daggers x2 (0.40; L) agile; finesse; thrown 10'; versatile S (paid double for semi-matched pair; no game mechanical effect, just fluff) Light mace (0.40; 1) agile; finesse; shove Shortsword (0.90; L) agile; finesse; versatile S. Composite shortbow (14.0; 1) Deadly d10, propulsive 1d6P 60' range 20 arrows (0.20; 2x L) in quiver Adventurer's Pack (0.70; 1 (bulk errata'd 2 => 1)): Backpack (from Adventurer's Pack): Bedroll Flint & Steel Rope (50') Torch (x5) Waterskin (x1) Chalk (x10) Sacks x5 (empty; 0.01; L) Folding shovel/short tool* (0.40; L) *might need to dig a resting place after all! Crowbar (0.50; L) *also for potential use in securing a resting place in addition to accessing other creaky places. Beltpouch #1 Purse (1.37 gp: g/s/c = -/13/7) mirror (1.00; -) signal whistle (0.08; -) tindertwigs (x10; 0.20; -) Beltpouch #2 writing kit (1.00; L) Bandolier (0.10; -) carry up to x8 L items Smokestick-Lesser (3.00; L) Caltrops (0.30; L) Thieves Tools (3.00; L) Total Carried: 12L = 1.2 bulk; + 4 bulk items = 5.2 bulk. Encumbrance: 7 Status: Unencumbered Appearance As a Vampiric (undead) Fetchling: Height: 6'1" (186 cm) Weight: 151# (68.5 kg) Eyes: pupilless, a blue grey color that is brightest in the center and darkens gradually towards the edges, but now have a sort of seething incandescent quality as lighter, brighter spots continually rise to the surface and dim. Fangs (brawling, grapple). Nails hard and sharp, but with no game mechanical feature. Hair: color unchanged, but now has a sense of weak luminescence about it. Complexion: pale marble-like white. Lips have a shade similar to eyes except after blood feeding, when a more purple luster is observed. Shadow: as a vampire, none; nor does Razvan cast a reflection in a mirror. Edited October 23, 2023 by Vedast (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Recovery flat check vs. DC = 12 18 1d20 18 Link to comment Share on other sites More sharing options...
Vedast Posted October 23, 2023 Clone Share Posted October 23, 2023 (edited) Cyntheria, spoke the doll, pass me the torch and move to attack. Putting actions to words, the pair: Act Together:(2+1) Action 1a: Cyntheria Interacts to pass the torch to Mr. Mud. Action 1b: Mr. Mud Interacts to take the torch. Action 2: Cyntheria Steps 5' west to G11 Action 3: Cyntheria Strikes TT in F10 (in hopes of freeing Loreli to move into the Tower with no risk of an AoO). OOC Sad. I won't even pretend to roll damage. Edited October 23, 2023 by Vedast (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Cyntheria Strike TT in F10 9 1d20+8 1 Link to comment Share on other sites More sharing options...
VennDygrem Posted October 23, 2023 Clone Share Posted October 23, 2023 Krott | HP 16/30 | AC 18 | Fort +7 | Ref +5 | Will +4 | Speed: 25 | Perception: +4 Hero Points: 1/3 | AlchemyBestial Mutagen (Lesser) - 3/3 Bravo's Brew (Lesser) - 2/2 Drakeheart Mutagen (Lesser) - 3/3 Eagle Eye Elixir (Lesser) - 2/2 Numbing Tonic( Minor) - 2/2 Soothing Tonic (Lesser) - 2/2 | Conditions: None | Effects: Numbing (2 THP/round), Bestial Mutagen Krott takes the blows while bestial fury continues flowing through his body. He lashes back out at the vicious little creatures since they seem to be poised to block the path should he retreat into the tower; besides that, Sal hasn't gotten in yet either, so he tries to keep his word and hold off the disgusting foes. OOC & Actions Action 1: Attack Tombstone Troll 2 (F10) with jaws. Action 2: Attack Tombstone Troll 2 (F10) with claws (agile: -4 att.) Action 3: Attack Tombstone Troll 2 (F10) with claws (agile: -8 att.) If somehow TT2 goes down, redirect further attacks to TT1 (F11) Name xDiceName xDiceResult xDiceString xDiceRolls Attack TT2: Jaws 24 1d20+9 15 Jaws Damage 5 1d6+4 1 Attack: Claws (-4) 7 1d20+5 2 Attack: Claws (-8) 14 1d20+1 13 Claws Damage 5 1d4+4 1 Link to comment Share on other sites More sharing options...
Starhawk Posted October 23, 2023 Clone Share Posted October 23, 2023 (edited) Gin Sling Sal AC 19 HP 3/15 Gin Sling Sal Str 10 (+0) Dex 18 (+4) Con 12 (+1) Int 18 (+4) Wis 12 Cha 10 (+0) HP 15/15 Perception +5 • Trained 4 • Wis 1 • Item 0 • Senses Darkvision Speed 30' Class DC 18 • Trained 4 • Base 10 • Int 4 • Item 0 AC 19 • Trained 4 • Base 10 • Dex 4 • Mage Armor Spell 1 • Item 0 Fort +5 • Reflex +8 • Will +7 (+1 vs disease/poison) Dagger +8 • Trained 4 • Dex 4 • Item 0 • Damage 1d4 • Notes Skills Acrobatics +8 • Arcana +8 • Athletics +4 • Crafting +0 • Deception +0 • Diplomacy +4 • Intimidation +0 • Lore: Undead +8 • Medicine +1 • Nature +5 • Occultism +8 • Performance +0 • Religion +1 • Society +8 • Stealth +8 • Survival +1 • Thievery +4 • Languages: Common, Elven, Necril, Varisian, Skald, Orcish, Goblin Abilities Consume Flesh (manipulate) • While adjacent to a small (or larger) corpse that died in the last hour, you eat a corpse chunk and are satiated for 1 hour. Feats Fleet • Familiar • Widen Spell (1 action) • Arcane Bond • Arcane School = Universalist • Arcane Thesis =Improved familiar attunement • Drain bonded item (1 action) Necril • Undead Vision • Negative Healing • Negative Survival • Immunity to Death Effects • Disease and Poison Protection • Undead Hunger • Spells & Powers Spell Attack +7 • Untrained 3 • Int 4 Spell DC 17 • Trained 3 • Base 10 • Int 4 Focus Points 0/0 Spells/Day: 0: 5 • 1st: 3 Prepared Spells Spell 0 Electric Arc, Shield, Detect Magic, Message, Protect Companion Spell 1 Spell 1st Color Spray, Magic Weapon, Mage Armor Innate Spell 0 — • Disrupt Undead Owl Familiar "Deathclaw" "DeeCee" Abilities Flier • Fast Movement • • Darkvision • Speech • Independent Skills Acrobatics+8 Stealth +12 Perception +8 (Darkvision)vMove 40' Flight AC 17 • Trained 3 • Base 10 • Dex 4 • Item 0 • Trained: Unarmored (no shield)vHP 10/10 • Fortitude +5 • Trained 4 • Con 1 • Item 0 • Reflex +8 • Trained 4 • Dex 4 • Item 0 • Will +6 • Expert 6 • Wis 0 • Item 0 Inventory Money: 15 GP 9 SP left Bulk 0/0 • Enc 0 (5 + Str 0) • Max 10 (10 + Str 0) Adventurer's Pack • Bulk 2 • Backpack, bedroll, belt pouch (2), chalk (10), flint and steel, rope (50 ft.), rations (14), soap, torches (5), waterskin 1g 4sp Clothing (Winter) Bulk L • Notes 4sp Writing Set • Bulk 0 • Notes 1gp Spellbook (Blank) • Bulk 0 • Notes 1gp Mirror • Bulk 0 • Notes 1gp Oil (5) • Bulk 0 • Notes 5cp 1d6 Fire Potion of Expeditious Retreat • Bulk 0 • The stopper for a potion of expeditious retreat is crafted to easily snap open in dire circumstances. When you drink this potion, you become fleeing for 1 minute, and you gain a +40-foot status bonus to all your Speeds for the duration as long as you are fleeing. You immediately Stride. Activate Interact 3gp Alchemist's Fire (2) • Bulk L- • The bomb deals 1d8 fire damage, 1 persisten fire damage and 1 fire splash damage. Notes 6gp cp Flint and Steel • Bulk - • Notes 5cp Arms and Armor Dagger • Bulk 0 • Notes 2sp Magic Eye Slash Tattoo: You can see four times farther than normal. If you have darkvision, you can see blood in color. Sal, clearly in a bad way, moves forward tentatively and casts a spell.. electricity arcs between the two monsters in her field of vision. Stride to J10, Cast Electric Arc on Trobblins in F10 and F11 Edited October 23, 2023 by Starhawk (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Electric Arc on both trobblins in front of the door DC17 Reflex 5 1d4+4 1 Link to comment Share on other sites More sharing options...
hoverfrog Posted October 24, 2023 Author Clone Share Posted October 24, 2023 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 Loreli floats back out of the way of the blind troblin, sending another blast of air in the process, *They can't see, push through. Oh, and Razvan is down.* OoC Summary: Moved to E7 aeriel boomerang (2 actions) SW hitting the two trolls (triggering her air gate) free half stride (10') Reaction: --- Action 1: Aerial Boomerang Ref DC 18 (2d6+4 slashing) Free: Half Stride (10') to E7 Action 2: Electric arc 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 *Note: An elemental blast (or weapon infusion) that takes 2 actions gains a +4 status bonus to the damage roll. It also can trigger your impulse junction which allows you to take a free half Stride or a Step action for free, either before or after the attack. Name xDiceName xDiceResult xDiceString xDiceRolls Aerial Boomerang 23; 9 1d20+8;2d6+4 [15]; [15,3,2] Electric Arc 23; 6 1d20+8; 1d4+4 [15]; [15,2] Link to comment Share on other sites More sharing options...
hoverfrog Posted October 24, 2023 Author Clone Share Posted October 24, 2023 (edited) Chapter 1:01. The Dawning Ardis, Ardeal, Ustalev A combination of brutal assault and spells brings down two of the troblins. The blinded one stumbles to the aerial wizard, sniffing and listening to her move. He finds her, biting her but she pulls free before much damage can be inflicted. OOC Scene Notes There is a map in the spoiler below. The goblins are moving to the rear entrance. Please use directions when moving (N, S, E, SE, W, etc) Round 4 Show Bookkeeping COMBAT/CONDITIONS TRACKER INITIATIVE CONDITIONS Tower Guard 21 - Dead Razvan 15 Sal 13 Troblin 11 Loreli 8 Mr Mud 17 Cyntheria 8 Krot 5 MECHANICS DESCRIPTIONS Not in Use!! Default Marching Order CHARACTER STATUS Loreli Certes Gin Sling Sal 4 damage: 4 troblin bite 12 damage: Troll bites Krot Razvan Umbra 14 damage: +2 temporary hp; 7 damage bite, 5 damage claw, 4 damage claw 34 damage: 6 from guard, 6 from troll, 22 from troll Cyntheria Mr Mud Protect Companion +1 AC NON-PLAYER CHARACTER STATUS Tombstone troll 1 F11 Tombstone troll 2 F10 Dazzled for 1 minute DEAD 31 damage: 12 from Aerial Boomerang, -10 regeneration, 6 from Aerial Boomerang, 8 from Electric Arc, 2 from Electric Arc, 6 from Electric Arc, 9 from Aerial Boomerang Dazzled for 1 minute DEAD 45 damage: 12 from Aerial Boomerang, -5 regeneration, 6 from Krot, -5 regeneration, 6 from Aerial Boomerang, 4 from Electric Arc, 15 from Krot, -5 regeneration, 2 from Electric Arc, 6 from Electric Arc, 9 from Aerial Boomerang Tombstone troll 3 G7 Tombstone troll 4 I11 Blinded Seek Stride Strike 0 damage: 28 damage: 33 damage from Cyntheria, -5 regeneration. Dead and burned Guard . Dead, Frightened 1 EXPERIENCE TRACKER Show Active Map Edited October 24, 2023 by hoverfrog (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls TT1 Elec Arc save 22 1d20+9 13 TT1 Aerial Boomerang Save 23 1d20+9 14 TT1 Elec Arc save 24 1d20+9 15 TT2 Elec Arc save 24 1d20+9 15 TT2 Aerial Boomerang Save 15 1d20+9 6 TT2 Elec Arc save 17 1d20+9 8 TT3 Seek 22 1d20+7 15 Bite; Claw; DC11 Flat check 24; 4; 13; 15; 4; 2 1d20+9; 1d6+3; 1d20; 1d20+5; 1d4+3; 1d20 [15]; [15,1]; [15,1,13]; [15,1,13,10]; [15,1,13,10,1]; [15,1,13,10,1,2] Link to comment Share on other sites More sharing options...
Starhawk Posted October 24, 2023 Clone Share Posted October 24, 2023 (edited) Gin Sling Sal AC 19 HP 3/15 Gin Sling Sal Str 10 (+0) Dex 18 (+4) Con 12 (+1) Int 18 (+4) Wis 12 Cha 10 (+0) HP 15/15 Perception +5 • Trained 4 • Wis 1 • Item 0 • Senses Darkvision Speed 30' Class DC 18 • Trained 4 • Base 10 • Int 4 • Item 0 AC 19 • Trained 4 • Base 10 • Dex 4 • Mage Armor Spell 1 • Item 0 Fort +5 • Reflex +8 • Will +7 (+1 vs disease/poison) Dagger +8 • Trained 4 • Dex 4 • Item 0 • Damage 1d4 • Notes Skills Acrobatics +8 • Arcana +8 • Athletics +4 • Crafting +0 • Deception +0 • Diplomacy +4 • Intimidation +0 • Lore: Undead +8 • Medicine +1 • Nature +5 • Occultism +8 • Performance +0 • Religion +1 • Society +8 • Stealth +8 • Survival +1 • Thievery +4 • Languages: Common, Elven, Necril, Varisian, Skald, Orcish, Goblin Abilities Consume Flesh (manipulate) • While adjacent to a small (or larger) corpse that died in the last hour, you eat a corpse chunk and are satiated for 1 hour. Feats Fleet • Familiar • Widen Spell (1 action) • Arcane Bond • Arcane School = Universalist • Arcane Thesis =Improved familiar attunement • Drain bonded item (1 action) Necril • Undead Vision • Negative Healing • Negative Survival • Immunity to Death Effects • Disease and Poison Protection • Undead Hunger • Spells & Powers Spell Attack +7 • Untrained 3 • Int 4 Spell DC 17 • Trained 3 • Base 10 • Int 4 Focus Points 0/0 Spells/Day: 0: 5 • 1st: 3 Prepared Spells Spell 0 Electric Arc, Shield, Detect Magic, Message, Protect Companion Spell 1 Spell 1st Color Spray, Magic Weapon, Mage Armor Innate Spell 0 — • Disrupt Undead Owl Familiar "Deathclaw" "DeeCee" Abilities Flier • Fast Movement • • Darkvision • Speech • Independent Skills Acrobatics+8 Stealth +12 Perception +8 (Darkvision)vMove 40' Flight AC 17 • Trained 3 • Base 10 • Dex 4 • Item 0 • Trained: Unarmored (no shield)vHP 10/10 • Fortitude +5 • Trained 4 • Con 1 • Item 0 • Reflex +8 • Trained 4 • Dex 4 • Item 0 • Will +6 • Expert 6 • Wis 0 • Item 0 Inventory Money: 15 GP 9 SP left Bulk 0/0 • Enc 0 (5 + Str 0) • Max 10 (10 + Str 0) Adventurer's Pack • Bulk 2 • Backpack, bedroll, belt pouch (2), chalk (10), flint and steel, rope (50 ft.), rations (14), soap, torches (5), waterskin 1g 4sp Clothing (Winter) Bulk L • Notes 4sp Writing Set • Bulk 0 • Notes 1gp Spellbook (Blank) • Bulk 0 • Notes 1gp Mirror • Bulk 0 • Notes 1gp Oil (5) • Bulk 0 • Notes 5cp 1d6 Fire Potion of Expeditious Retreat • Bulk 0 • The stopper for a potion of expeditious retreat is crafted to easily snap open in dire circumstances. When you drink this potion, you become fleeing for 1 minute, and you gain a +40-foot status bonus to all your Speeds for the duration as long as you are fleeing. You immediately Stride. Activate Interact 3gp Alchemist's Fire (2) • Bulk L- • The bomb deals 1d8 fire damage, 1 persisten fire damage and 1 fire splash damage. Notes 6gp cp Flint and Steel • Bulk - • Notes 5cp Arms and Armor Dagger • Bulk 0 • Notes 2sp Magic Eye Slash Tattoo: You can see four times farther than normal. If you have darkvision, you can see blood in color. Sal, still clearly in a bad way, remains exactly where she is and casts a spell.. electricity bursts over the last remaining creature in her vision. "Don't you dare!", she seems to be referring to her spell, as she gave her spellfingers a dirty look the last time. The spell then turns around and gives her the metaphorical bird once more. OOC: Sal hates this spell. It will have to do better if it wants to be forgiven. Cast Electric Arc on Trobblins DC17 Reflex Save Edited October 24, 2023 by Starhawk (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Electric Arc Damage 5 1d4+4 1 Link to comment Share on other sites More sharing options...
Vedast Posted October 24, 2023 Clone Share Posted October 24, 2023 (edited) Razvan Umbra Vampiric Fetchling Fighter (2) HP: 0/32 DYING 3 | 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. | Pharasma ... ? OOC Since the TT had a turn, I assume we're in a new turn so I'm making another Recovery Flat check. DC = 11 as Dying 1 LOL How many '1's' have been rolled in this combat? So critical fail => now Dying 3. ACTIONS Roll flat check Recovery vs. DC 11 Character Sheet Razvan Umbra Vampiric Fetchling • Martial Disciple • Fighter 2 Medium • CN • Speed 25 • Darkvision Primary Role: ranged combat & stealth Secondary Roles: melee combat; intimidation & thievery. Abilities Strength 14 (+2) • Dexterity 18 (+4) • Constitution 14 (+2) • Intelligence 10 (+0) • Wisdom 12 (+1) • Charisma 12 (+1) Boosts • Ancestry: +DEX +STR • Background: +DEX +CON • Class: +DEX • Free:+STR; +DEX; +CON; +CHA • LVL 2: +WIS Adventuring & Combat HP 32/32 Perception +7 • Expert+6 • Wis +1 • Item 0 • Senses: Darkvision (Ancestry Feature) Link Speed 25' Class DC 18 • Trained +4 • Base 10 • DEX +4 • Item 0 Armor and Shields AC 21/19 • Trained +4 • Base 10 • Dex +4 • If shield raised Leather armor (+1) Saving Throws • Fortitude +8 • Expert +6 • Con +2 • Item 0 • Reflex +10 • Expert +6 • Dex +4 • Item 0 • Will +5 • Trained +4 • Wis +1 • Item 0 Disease and Poison Protection: You gain a +1 circumstance bonus to saving throws (or any other defense) against disease and poison. Weapon Proficiencies • Expert in simple weapons; unarmed attacks; martial weapons. • Trained in advanced weapons • Trained in Unarmored Defense and all armors Weapon +0 • Untrained 0 • Str 0 • Item 0 • Damage 1d0 • Notes Unarmed: Fist +10/+6/+2 • Expert +6 • Dex +4 • Item 0 • Damage 1d4+2 B • Agile; Finesse; Nonlethal; Unarmed Fangs +8/+3/-2 • Expert +6 • Str +2 • Item 0 • Damage 1d6+2 P • Brawling; Grapple; Unarmed Melee: Dagger +10/+6/+2 • Expert +6 • Item 0 • Damage 1d4+2 P • Agile; Finesse; Thown (10'); Versatile S Light mace +10/+6/+2 • Expert +6 • Damage 1d4+2 B • agile; finesse; shove Short sword +10/+6/+2 • Expert +6 • Item 0 • Damage 1d6+2 P • Agile; Finesse; Versatile S Ranged: Composite shortbow +10/+5/+0 • Expert +6 • 1d6+1 (1d6+3 w/in 60' PBS feat) • Deadly d10, propulsive (+ STR/2 damage), 60' range. 20 arrows (0.20; 2x L) Background: Martial Disciple (Acrobatics) Trained in Acrobatics and Warfare Lore Cat Fall skill feat (see below) Skills ♦ Acrobatics +8 • Trained +4 • Dex +4 • Item 0 (Martial Disciple Background Skill) Arcana +0 • Untrained 0 • Int +0 • Item 0 ♦ Athletics +6 • Trained +4 • Str +2 • Item 0 • Armor -0 (Class Feat) Crafting +0 • Untrained 0 • Int +0 • Item 0 ♦ Deception +5 • Trained +4 • Cha +1 • Item 0 (Shrouded Mein Ancestry Feat) Diplomacy +1 • Untrained 0 • Cha +1 • Item 0 ♦ Intimidation +5 • Trained +4 • Cha +1 • Item 0 (Class Free Skill) ♦ Lore: Warfare +4 • Trained +4 • Int +0 • Item 0 (Martial Disciple Background Skill) Medicine +1 • Untrained 0 • Wis +1 • Item 0 Nature +1 • Untrained 0 • Wis +1 • Item 0 Occultism +0 • Unrained +0 • Int +0 • Item 0 Performance +1 • Untrained 0 • Cha +1 • Item 0 Religion +1 • Untrained 0 • Wis +1 • Item 0 Society +0 • Untrained 0 • Int +0 • Item 0 ♦ Stealth +8 • Trained +4 • Dex +4 • Item 0 • Armor -0 (Class Free Skill) Survival +1 • Untrained 0 • Wis +1 • Item 0 ♦ Thievery +8 • Trained +4 • Dex +4 • Item 0 (Class Free Skill) Languages: Common; Necril; Shadowtongue Abilities Ability • Type 0 • Notes Fetchling (Liminal) Features: Fetchling Shadowtongue Link Darkvision Link Liminal Heritage Link You gain a +1 circumstance bonus to locate undetected creatures within 60 feet when using the Seek action. Your flat check to target concealed creatures is DC 3 instead of DC 5, and your flat check to target undetected creatures is DC 9 instead of DC 11. Vampire Features: Vampire Dedication Fangs Unarmed Attack Revulsion to garlic or holy symbol of a Good Deity Weakness to Sunlight slowed 1 => Drink Blood Action Basic Undead Benefits (below) Basic Undead Benefits : Link Necril: You know the Necril language. Undead Vision: You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. Negative Healing: You are damaged by positive damage and aren't healed by positive healing effects. You don't take negative damage and are healed by negative effects that heal undead. Negative Survival: Unlike normal undead, you aren't destroyed when reduced to 0 Hit Points. Instead, powerful negative energy attempts to keep you from being destroyed even in dire straits. You are knocked out and begin dying when reduced to 0 Hit Points. Because you're undead, many methods of bringing someone back from dying, such as stabilize, don't benefit you. When you would die, you're destroyed rather than dead, just like other undead. Immunity to Death Effects: You're immune to death effects. This keeps you from being automatically killed or from having your dying value automatically increase, but it doesn't make you immune to other parts of the spell or effect. For example, you can still take mental damage and become frightened by a phantasmal killer, you just don't instantly die from it. Disease and Poison Protection: You gain a +1 circumstance bonus to saving throws (or any other defense) against disease and poison. Feats Ancestry Feats Shrouded Mien Link => Lengthy Diversion Skill Feats Lengthy Diversion (<= Shrouded Mien Ancestry feat) Link Cat Fall (background) Link Intimidating Glare (2nd level skill feat) Link Class Feats Attack of Opportunity (Class Feature) Link Shield Block (Class Feature) Link Point-Blank Shot (1st) Link Double Slice (2nd) Link (changed from Assisting Shot to provide a sans shield melee option) Spells & Powers Spell Attack Bonus +0 • Untrained +0 • Spell DC N/A Focus Points N/A Spells/Day: Inventory Money: 1.37 (see purse below) Bulk 0/0 • Enc 7 (5 + Str 2) • Max 12 (10 + Str 2) Armor & Shield: Leather Armor (2.00; 1) +1/+4 (AC Bonus/ Dex Cap) Weapons: Daggers x2 (0.40; L) agile; finesse; thrown 10'; versatile S (paid double for semi-matched pair; no game mechanical effect, just fluff) Light mace (0.40; 1) agile; finesse; shove Shortsword (0.90; L) agile; finesse; versatile S. Composite shortbow (14.0; 1) Deadly d10, propulsive 1d6P 60' range 20 arrows (0.20; 2x L) in quiver Adventurer's Pack (0.70; 1 (bulk errata'd 2 => 1)): Backpack (from Adventurer's Pack): Bedroll Flint & Steel Rope (50') Torch (x5) Waterskin (x1) Chalk (x10) Sacks x5 (empty; 0.01; L) Folding shovel/short tool* (0.40; L) *might need to dig a resting place after all! Crowbar (0.50; L) *also for potential use in securing a resting place in addition to accessing other creaky places. Beltpouch #1 Purse (1.37 gp: g/s/c = -/13/7) mirror (1.00; -) signal whistle (0.08; -) tindertwigs (x10; 0.20; -) Beltpouch #2 writing kit (1.00; L) Bandolier (0.10; -) carry up to x8 L items Smokestick-Lesser (3.00; L) Caltrops (0.30; L) Thieves Tools (3.00; L) Total Carried: 12L = 1.2 bulk; + 4 bulk items = 5.2 bulk. Encumbrance: 7 Status: Unencumbered Appearance As a Vampiric (undead) Fetchling: Height: 6'1" (186 cm) Weight: 151# (68.5 kg) Eyes: pupilless, a blue grey color that is brightest in the center and darkens gradually towards the edges, but now have a sort of seething incandescent quality as lighter, brighter spots continually rise to the surface and dim. Fangs (brawling, grapple). Nails hard and sharp, but with no game mechanical feature. Hair: color unchanged, but now has a sense of weak luminescence about it. Complexion: pale marble-like white. Lips have a shade similar to eyes except after blood feeding, when a more purple luster is observed. Shadow: as a vampire, none; nor does Razvan cast a reflection in a mirror. Edited October 24, 2023 by Vedast (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Recovery DC = 11 1 1d20 1 Link to comment Share on other sites More sharing options...
VennDygrem Posted October 24, 2023 Clone Share Posted October 24, 2023 (edited) Krott | HP 16/30 | AC 18 | Fort +7 | Ref +5 | Will +4 | Speed: 25 | Perception: +4 Hero Points: 1/3 | AlchemyBestial Mutagen (Lesser) - 3/3 Bravo's Brew (Lesser) - 2/2 Drakeheart Mutagen (Lesser) - 3/3 Eagle Eye Elixir (Lesser) - 2/2 Numbing Tonic( Minor) - 2/2 Soothing Tonic (Lesser) - 2/2 | Conditions: None | Effects: Numbing (2 THP/round), Bestial Mutagen Krott growls out, "Hang on in there, Razvan!" He lunges with renewed fury at the last remaining troblin, the only obstacle to his reaching his downed companion. OOC & Actions Action 1: Step to F9. Action 2: Attack Tombstone Troll 3 (F8) with jaws Action 3: Attack Tombstone Troll 3 (F8) with claws (agile: -4 att.) Edited October 24, 2023 by VennDygrem (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Attack TT3: Jaws 28 1d20+9 19 Jaws Crit damage 17 2d6+8 4,5 Attack TT3: Claws 21 1d20+5 16 Claws damage 7 1d4+4 3 Link to comment Share on other sites More sharing options...
allefgib Posted October 25, 2023 Clone Share Posted October 25, 2023 (edited) 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 Mr Mud jumped to the ground, no longer caring if the others realised he was an independent being. He didn't even bother gesturing to Cyntheira. The young girl raced forward (to f9) and attacked the last standing dumping looking goblin. "Leave Mr Mud and our friends ALONE!!!!" she screamed as she flailed at the creature with her fists. The little doll dipped the torth in his hand at the nearby down creature to set it alight and ensure it never rose again. He tried to suppress the thrill of destruction that tickled at his senses. Such feelings were dangerous and something he told himself he wanted to leave behind. To move his mind on the little doll focussed on Krott in front of him speaking words of encouragement to empower his next action with occult magic. OOC Action 1: Cyntheria move forward to F9 Action 2: Act together 2a: Cyntheria attack the creature at F8 2b: Mr Mud set the downed creature on fire Action 3: Cast Guidance on Krott Edited October 25, 2023 by allefgib (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Cyntheria primary attack 14 1d20+8 6 Damage, bludgeoning 8 1d8+4 4 Link to comment Share on other sites More sharing options...
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