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Chapter 1:01. The Dawning


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Chapter 1:01. The Dawning

Ardis, Ardeal, Ustalev

Stripping the guard down to his undershirt reveals nothing hidden. The 'Necromancer's Oil' is lesser oil of unlife, a way of repairing undead flesh or even ectoplasm. Simply rub it on a wound or tip it over the ghostly form, and the negative energy inside will repair the dead flesh.

 


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)
Out of combat


 

Show Bookkeeping

COMBAT/CONDITIONS TRACKER

INITIATIVE CONDITIONS

 

MECHANICS DESCRIPTIONS

Not in Use!!

 

Default Marching Order

 

CHARACTER STATUS

Loreli Certes Gin Sling Sal

4 damage: 4 troblin bite

12 damage: Troll bites

Krot Razvan Umbra

3 damage: +2 temporary hp; 7 damage bite, 5 damage claw, 4 damage claw, -11 healing

9 damage: 6 from guard, 6 from troll, dropped to 0 by troll, -14 healing, -7 Soothe

Cyntheria Mr Mud

Protect Companion +1 AC

 

NON-PLAYER CHARACTER STATUS

. .

 

. .

 

. .

 

 

EXPERIENCE TRACKER

 

Show Active Map

image.png.f02d4441f18e5a67d91ece5601e97195.png

 

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spacer.pngKrott | HP 27/30 | AC 19 | Fort +7 Ref +7 Will +4 | Speed: 25 | Perception: +4
Hero Points: 0/3 | Alchemy
| Conditions: None | Effects: 


"I recognize this substance, barely... though the label makes it quite obvious. This oil will repair undead flesh or substance as readily as a healing potion aids the living. I believe I have something else which may help, now that I think of it, but these will undoubtedly be of aid. I think you and Sal should ultimately take one each, unless there is an objection."

Krott holds the two flasks out to his companions.

OOC & Actions

I might have given both to Sal given her low HP, but both need more healing for sure.

I also have 2 lesser Soothing Tonics, which I've read should work on undead as they are not magical, positive healing effects, but the undead healing rules are messy (thanks, hastily-written rules on undead player ancestries!). If they work, they'll provide fast healing 1 for a minute, allowing us to heal up to 10 hp over a minute.

 

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spacer.pngGin Sling Sal

AC 19 HP 22/22 

Gin Sling Sal

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

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

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


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

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


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


Feats

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

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

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

Spell 1  Spell 1st Color Spray, 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 action_single.png?v=dm-1 Interact 3gp
Alchemist's Fire (2) • Bulk L- • The bomb deals 1d8 fire damage, 1 persisten fire damage and 1 fire splash damage. Notes 6gp cp

Flint and Steel • Bulk - • Notes 5cp

Arms and Armor
Dagger • Bulk 0 • Notes 2sp

Magic

Eye Slash Tattoo: You can see four times farther than normal. If you have darkvision, you can see blood in color. 

 

Sal accepts the bottle from Krott gratefully. Has no mind to ask for both, since she's not the fighter. She quaffs the contents of the proferred bottle and waits to see what happens. She looks surprised and gratified and awed in equal measure as her pallid flesh knits together. "What did you say these were called again?", she asks.

Edited by Starhawk (see edit history)
Name
Oil of Unlife
7
1d8 7
And the other 1d8+5
6
1d8+5 1
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spacer.pngKrott | HP 27/30 | AC 19 | Fort +7 Ref +7 Will +4 | Speed: 25 | Perception: +5 (+6 vs. secret doors and traps)
Hero Points: 0/3 | Alchemy
| Conditions: None | Effects: Eagle-eye elixir (lesser) 1 hourFor the next hour, you gain an item bonus to Perception checks that is greater when attempting to find secret doors and traps.

The bonus is +1, or +2 to find secret doors and traps.


Krott huffs out a mild, scoffing chuckle. "In most circles I'm familiar with, it's referred to as 'oil of unlife' which I find quite banal, though not surprising coming from the majority of necromancers with whom I've become familiarized. Our mutual acquaintance and benefactor notwithstanding, of course. That said, at least it has the mildest whiff of flair compared to the mundane 'potion of healing!'"

He looks over his companions for further injury.

"As I mentioned, I also have another concoction which I've tinkered with, one which I haven't had to opportunity to test in healing the undead. In theory, it should also slowly stitch our deadened flesh back together. This is a fairly weak version of the formula, which I should be able to improve over time. However, it should do the trick for now, though I only have two. I can brew more tomorrow, should we survive the night."

The alchemist pulls the two vials out of his pack, offering them if they are needed, otherwise he stashes them again. Slag then hands him a vial filled with a differently-colored liquid, which Krott accepts. He swallows the liquid down quickly once the group is ready to venture into the tower once again.

OOC & Actions

As mentioned, also have the 2 lesser soothing tonics, and will gladly hand them out should anyone need it, or otherwise save them for later when we're inevitably hurt.

Otherwise, I think we're good to move on. Krott isn't amazing at stealth but he is trained, so he'll aim to move carefully and quietly as much as possible.

Once we're ready to move on, Krott drinks an Eagle-eye elixir (lesser), which lasts 1 hour.

Also, I have lesser drakeheart mutagens if they would be useful to anyone. Only last 1 minute and likely not useful to anyone already wearing armor or with a high dex, but it can still often be useful regardless.

 

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Razvan Umbra Vampiric Fetchling Fighter (2) spacer.png


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

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

| 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.
 |


I think I might prefer the Soothing Tonic, Krott, if you don't mind. A minute's restoration from it should bring me near to full health and no risk of either too weak a result, or too good a result and 'wasting' effect.

Those stairs look dubious, he observed to the others, but I'm willing to take the lead unless ...

Razvan takes a few moments to rehearse, as best he can, the sound of the guard's voice in his mind. He'd heard only a few utterances, one taunting, the other regretful, but the precaution might come in handy, he thought to himself.

OOC

So 1-min (or 10 rounds) of fast healing (1) => 10 hps restored.

I didn't think a cavity search on the guard was needed; just wanted to be explicit in searching for keys.

If I read the drakeheart mutagen (lesser) correctly, one gains a net sort of +6 to AC between the AC bonus and DEX cap imposed (assuming one has a DEX .GTE. 14). Razvan has a net +5 currently (+1 for Armor; +4 for DEX). Just putting this here for the purpose of illustration.

If we make it to level 4, I plan to take the Quiet Allies Skill Feat, but for the moment ...

 

ACTIONS

imbibes the Soothing Tonic and allows it to run its course.

 


Character Sheet

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

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


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

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

• LVL 2: +WIS


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


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


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

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


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

 Trained in advanced weapons

• Trained in Unarmored Defense and all armors

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

Unarmed:

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

Melee:

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

Ranged:

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

Background: Martial Disciple (Acrobatics)

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

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

Languages: Common; Necril; Shadowtongue


Abilities
Ability • Type 0 • Notes

Fetchling (Liminal) Features: Fetchling

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

Vampire Features: Vampire Dedication

  • Fangs Unarmed Attack
  • Revulsion to garlic or holy symbol of a Good Deity
  • Weakness to Sunlight slowed 1 =>
  • Drink Blood Action image.png.b0e0fa74d22549d8fb8d0d7bdae53f67.png
  • Basic Undead Benefits (below)

Basic Undead Benefits : Link

  • Necril: You know the Necril language.
  • Undead Vision: You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision.
  • Negative Healing: You are damaged by positive damage and aren't healed by positive healing effects. You don't take negative damage and are healed by negative effects that heal undead.
  • Negative Survival: Unlike normal undead, you aren't destroyed when reduced to 0 Hit Points. Instead, powerful negative energy attempts to keep you from being destroyed even in dire straits. You are knocked out and begin dying when reduced to 0 Hit Points. Because you're undead, many methods of bringing someone back from dying, such as stabilize, don't benefit you. When you would die, you're destroyed rather than dead, just like other undead.
  • Immunity to Death Effects: You're immune to death effects. This keeps you from being automatically killed or from having your dying value automatically increase, but it doesn't make you immune to other parts of the spell or effect. For example, you can still take mental damage and become frightened by a phantasmal killer, you just don't instantly die from it.
  • Disease and Poison Protection: You gain a +1 circumstance bonus to saving throws (or any other defense) against disease and poison.image.png.379efc2aac589998b31e328018376cd2.png

 


Feats

Ancestry Feats

  • Shrouded Mien Link  => Lengthy Diversion

Skill Feats

  • Lengthy Diversion (<= Shrouded Mien Ancestry feat) Link
  • Cat Fall (background) Link
  • Intimidating Glare (2nd level skill feat) Link

Class Feats

  • Attack of Opportunity (Class Feature) image.png.379efc2aac589998b31e328018376cd2.png Link
  • Shield Block (Class Feature) image.png.379efc2aac589998b31e328018376cd2.png Link
  • Point-Blank Shot (1st) image.png.b0e0fa74d22549d8fb8d0d7bdae53f67.png Link
  • Double Slice (2nd) image.png.a446c2a0c3a4006b86f579933d863d35.png Link (changed from Assisting Shot to provide a sans shield melee option)

 


Spells & Powers
Spell Attack Bonus +0 • Untrained +0 •
Spell DC  N/A
Focus Points  N/A
Spells/Day: 

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


Inventory 
Money: 1.37 (see purse below)
Bulk 0/0 • Enc 7 (5 + Str 2) • Max 12 (10 + Str 2)

Armor & Shield:

  • Leather Armor (2.00; 1) +1/+4 (AC Bonus/ Dex Cap)

Weapons:

  • Daggers x2 (0.40; L) agile; finesse; thrown 10'; versatile S (paid double for semi-matched pair; no game mechanical effect, just fluff)
  • Light mace (0.40; 1) agile; finesse; shove
  • Shortsword (0.90; L) agile; finesse; versatile S.
  • Composite shortbow (14.0; 1) Deadly d10, propulsive 1d6P 60' range
  • 18/20 arrows (0.20; 2x L) in quiver

Adventurer's Pack (0.70; 1 (bulk errata'd 2 => 1)):

Backpack (from Adventurer's Pack):

  • Bedroll
  • Flint & Steel
  • Rope (50')
  • Torch (x5)
  • Waterskin (x1)
  • Chalk (x10)
  • Sacks x5 (empty; 0.01; L)
  • Folding shovel/short tool* (0.40; L) *might need to dig a resting place after all!
  • Crowbar (0.50; L) *also for potential use in securing a resting place in addition to accessing other creaky places.

Beltpouch #1

  • Purse (1.37 gp: g/s/c = -/13/7)
  • mirror (1.00; -)
  • signal whistle (0.08; -)
  • tindertwigs (x10; 0.20; -)

Beltpouch #2

  • writing kit (1.00; L)

Bandolier (0.10; -) carry up to x8 L items

  • Smokestick-Lesser (3.00; L)
  • Caltrops (0.30; L)
  • Thieves Tools (3.00; L)

Total Carried: 12L = 1.2 bulk; + 4 bulk items = 5.2 bulk. Encumbrance: 7

Status: Unencumbered


Appearance

As a Vampiric (undead) Fetchling:

Height: 6'1" (186 cm)

Weight: 151# (68.5 kg)

Eyes: pupilless, a blue grey color that is brightest in the center and darkens gradually towards the edges, but now have a sort of seething incandescent quality as lighter, brighter spots continually rise to the surface and dim.

Fangs (brawling, grapple). Nails hard and sharp, but with no game mechanical feature.

Hair: color unchanged, but now has a sense of weak luminescence about it.

Complexion: pale marble-like white. Lips have a shade similar to eyes except after blood feeding, when a more purple luster is observed.

Shadow: as a vampire, none; nor does Razvan cast a reflection in a mirror.

 

 

Edited by Vedast
eliminate game-terms in narrative (see edit history)
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image.png.6f5b87c4e7cf20991e4338a119d9a488.png

Chapter 1:01. The Dawning

Ardis, Ardeal, Ustalev

Having repaired your dead flesh you are ready to move on. The night isn't getting any younger.

spacer.pngLoreli drifts over to the main door and check it and then to the back door where you entered, "One of us should stay here and keep guard. I find the prospect of someone returning while we're all upstairs concerning."

"We may be out of the way here but surely one guard and some scavengers is not all they have to secure the child," she adds.

"I am small and I can hide here and alert you if I see anyone coming."


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)
Out of combat


 

Show Bookkeeping

COMBAT/CONDITIONS TRACKER

INITIATIVE CONDITIONS

 

MECHANICS DESCRIPTIONS

Not in Use!!

 

Default Marching Order

 

CHARACTER STATUS

Loreli Certes Gin Sling Sal

4 damage: 4 troblin bite

 

Krot Razvan Umbra

3 damage: +2 temporary hp; 7 damage bite, 5 damage claw, 4 damage claw, -11 healing

 

Cyntheria Mr Mud

Protect Companion +1 AC

 

NON-PLAYER CHARACTER STATUS

. .

 

. .

 

. .

 

 

EXPERIENCE TRACKER

 

Show Active Map

 

 

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spacer.pngGin Sling Sal

AC 19 HP 22/22 

Gin Sling Sal

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

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

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


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

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


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


Feats

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

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

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

Spell 1  Spell 1st Color Spray, 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 action_single.png?v=dm-1 Interact 3gp
Alchemist's Fire (2) • Bulk L- • The bomb deals 1d8 fire damage, 1 persisten fire damage and 1 fire splash damage. Notes 6gp cp

Flint and Steel • Bulk - • Notes 5cp

Arms and Armor
Dagger • Bulk 0 • Notes 2sp

Magic

Eye Slash Tattoo: You can see four times farther than normal. If you have darkvision, you can see blood in color. 

 

Sal glances in Lorelei's direction.. mutters.. "Fine, you do that." and sidles over to the bottom of the stairs leading up. Trying to stay in cover as much as possible as she peeks up.

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Razvan Umbra Vampiric Fetchling Fighter (2) spacer.png


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

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

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

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

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

Melee:

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

Ranged:

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


As no one expressed interest in the longsword, Razvan secured it to his pack. He'd thought through the relative merits of using it, but until and unless his strength increased in this new vampiric state, he thought that he'd be better off using weapons that could take advantage of his quickness: not that it did much good in the most recent combat, he thought morosely. For that matter, his particular skills with a bow were not exactly condign to combat within the tight confines of this tower. Redemption was not going to be easy. He held his short sword in one hand, leaving the other free.

He took the lead figuring that he could likely move more stealthily than the big mummified orc - though Krott did move with a grace that belied his bulk.

He moved carefully, not trusting the construction of the stairs: his senses strained to detect anything untoward by sight; sound; or smell.

 

OOC

I'm assuming that we are still in Encounter rather than Exploration Mode given the 'tight' space constraints. The x2 Sneaks should yield a full Stride of 25' which I'd guess is enough to get us up a floor or even two?

Razvan has an ability that will continue to pop up with this sort of stealthy 'hide and seek' activity. NOTE: this +1 was not included in the Seek roll (result = 20) below. So an effective 21 result to located Undetected creatures (if any).

  • Liminal Fetchling: 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.

 

ACTIONS

Sneak; Sneak; Seek

 


Character Sheet

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

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


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

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

• LVL 2: +WIS


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


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


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

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


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

 Trained in advanced weapons

• Trained in Unarmored Defense and all armors

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

Unarmed:

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

Melee:

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

Ranged:

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

Background: Martial Disciple (Acrobatics)

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

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

Languages: Common; Necril; Shadowtongue


Abilities
Ability • Type 0 • Notes

Fetchling (Liminal) Features: Fetchling

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

Vampire Features: Vampire Dedication

  • Fangs Unarmed Attack
  • Revulsion to garlic or holy symbol of a Good Deity
  • Weakness to Sunlight slowed 1 =>
  • Drink Blood Action image.png.b0e0fa74d22549d8fb8d0d7bdae53f67.png
  • Basic Undead Benefits (below)

Basic Undead Benefits : Link

  • Necril: You know the Necril language.
  • Undead Vision: You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision.
  • Negative Healing: You are damaged by positive damage and aren't healed by positive healing effects. You don't take negative damage and are healed by negative effects that heal undead.
  • Negative Survival: Unlike normal undead, you aren't destroyed when reduced to 0 Hit Points. Instead, powerful negative energy attempts to keep you from being destroyed even in dire straits. You are knocked out and begin dying when reduced to 0 Hit Points. Because you're undead, many methods of bringing someone back from dying, such as stabilize, don't benefit you. When you would die, you're destroyed rather than dead, just like other undead.
  • Immunity to Death Effects: You're immune to death effects. This keeps you from being automatically killed or from having your dying value automatically increase, but it doesn't make you immune to other parts of the spell or effect. For example, you can still take mental damage and become frightened by a phantasmal killer, you just don't instantly die from it.
  • Disease and Poison Protection: You gain a +1 circumstance bonus to saving throws (or any other defense) against disease and poison.image.png.379efc2aac589998b31e328018376cd2.png

 


Feats

Ancestry Feats

  • Shrouded Mien Link  => Lengthy Diversion

Skill Feats

  • Lengthy Diversion (<= Shrouded Mien Ancestry feat) Link
  • Cat Fall (background) Link
  • Intimidating Glare (2nd level skill feat) Link

Class Feats

  • Attack of Opportunity (Class Feature) image.png.379efc2aac589998b31e328018376cd2.png Link
  • Shield Block (Class Feature) image.png.379efc2aac589998b31e328018376cd2.png Link
  • Point-Blank Shot (1st) image.png.b0e0fa74d22549d8fb8d0d7bdae53f67.png Link
  • Double Slice (2nd) image.png.a446c2a0c3a4006b86f579933d863d35.png Link (changed from Assisting Shot to provide a sans shield melee option)

 


Spells & Powers
Spell Attack Bonus +0 • Untrained +0 •
Spell DC  N/A
Focus Points  N/A
Spells/Day: 

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


Inventory 
Money: 1.37 (see purse below)
Bulk 0/0 • Enc 7 (5 + Str 2) • Max 12 (10 + Str 2)

Armor & Shield:

  • Leather Armor (2.00; 1) +1/+4 (AC Bonus/ Dex Cap)

Weapons:

  • Daggers x2 (0.40; L) agile; finesse; thrown 10'; versatile S (paid double for semi-matched pair; no game mechanical effect, just fluff)
  • Light mace (0.40; 1) agile; finesse; shove
  • Shortsword (0.90; L) agile; finesse; versatile S.
  • Composite shortbow (14.0; 1) Deadly d10, propulsive 1d6P 60' range
  • 18/20 arrows (0.20; 2x L) in quiver

Adventurer's Pack (0.70; 1 (bulk errata'd 2 => 1)):

Backpack (from Adventurer's Pack):

  • Bedroll
  • Flint & Steel
  • Rope (50')
  • Torch (x5)
  • Waterskin (x1)
  • Chalk (x10)
  • Sacks x5 (empty; 0.01; L)
  • Folding shovel/short tool* (0.40; L) *might need to dig a resting place after all!
  • Crowbar (0.50; L) *also for potential use in securing a resting place in addition to accessing other creaky places.

Beltpouch #1

  • Purse (1.37 gp: g/s/c = -/13/7)
  • mirror (1.00; -)
  • signal whistle (0.08; -)
  • tindertwigs (x10; 0.20; -)

Beltpouch #2

  • writing kit (1.00; L)

Bandolier (0.10; -) carry up to x8 L items

  • Smokestick-Lesser (3.00; L)
  • Caltrops (0.30; L)
  • Thieves Tools (3.00; L)

Total Carried: 12L = 1.2 bulk; + 4 bulk items = 5.2 bulk. Encumbrance: 7

Status: Unencumbered


Appearance

As a Vampiric (undead) Fetchling:

Height: 6'1" (186 cm)

Weight: 151# (68.5 kg)

Eyes: pupilless, a blue grey color that is brightest in the center and darkens gradually towards the edges, but now have a sort of seething incandescent quality as lighter, brighter spots continually rise to the surface and dim.

Fangs (brawling, grapple). Nails hard and sharp, but with no game mechanical feature.

Hair: color unchanged, but now has a sense of weak luminescence about it.

Complexion: pale marble-like white. Lips have a shade similar to eyes except after blood feeding, when a more purple luster is observed.

Shadow: as a vampire, none; nor does Razvan cast a reflection in a mirror.

 

 

Edited by Vedast
clarify weapon & free hand (see edit history)
Name
Sneak (1st half-stride)
19
1d20+8 11
Sneak (2nd half-stride)
12
1d20+8 4
Seek (Perception)
20
1d20+7 13
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spacer.pngKrott | HP 27/30 | AC 19 | Fort +7 Ref +7 Will +4 | Speed: 25 | Perception: +5 (+6 vs. secret doors and traps)
Hero Points: 0/3 | Alchemy
| Conditions: None | Effects: Eagle-eye elixir (lesser) 1 hour


Krott carries on as he previously set out, downing the elixir and following Razvan. He nods at Loreli as they pass, entrusting her to the role of lookout.

The orcish alchemist is used to skulking about and avoiding notice, and he does his best to call upon those old talents, though he finds his reanimated joints less forgiving and his massive frame less a friend to the shadows.

OOC & Actions

Stealth below to avoid notice.

 

Edited by VennDygrem (see edit history)
Name
Stealth (Avoid Notice)
14
1d20+5 9
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spacer.pngGin Sling Sal

AC 19 HP 22/22 

Gin Sling Sal

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

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

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


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

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


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


Feats

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

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

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

Spell 1  Spell 1st Color Spray, 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 action_single.png?v=dm-1 Interact 3gp
Alchemist's Fire (2) • Bulk L- • The bomb deals 1d8 fire damage, 1 persisten fire damage and 1 fire splash damage. Notes 6gp cp

Flint and Steel • Bulk - • Notes 5cp

Arms and Armor
Dagger • Bulk 0 • Notes 2sp

Magic

Eye Slash Tattoo: You can see four times farther than normal. If you have darkvision, you can see blood in color. 

 

Sal, possibly cowed by her experience getting mauled by the door, waits for the burlier types to take the lead and, third in line, moves as quietly as she can.

Name
Stealth to avoid notice
12
1d20+8 4
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image.png.6f5b87c4e7cf20991e4338a119d9a488.png

Chapter 1:01. The Dawning

Ardis, Ardeal, Ustalev

spacer.pngLoreli takes up a defensive position while you begin to explore upstairs. The stairs are very creaky but you do your best to climb them unnoticed. The room upstairs is lit by candles from a table overlooking the stairs and from a sconce on the opposite side of the room. This is a guard room or a living room with associated bedroom. There's a small kitchen area nearby for the preparation of food.

A human man is sitting in one of the chairs around the table, head back and snoring loudly. He's thin with a pointed nose and he's wearing leather armour and has daggers at his belt. A loaded hand crossbow sits on the table, an inch from the man's hand.


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)
Out of combat


 

Show Bookkeeping

COMBAT/CONDITIONS TRACKER

INITIATIVE CONDITIONS

 

MECHANICS DESCRIPTIONS

Not in Use!!

 

Default Marching Order

 

CHARACTER STATUS

Loreli Certes Gin Sling Sal

4 damage: 4 troblin bite

 

Krot Razvan Umbra

3 damage: +2 temporary hp; 7 damage bite, 5 damage claw, 4 damage claw, -11 healing

 

Cyntheria Mr Mud

Protect Companion +1 AC

 

NON-PLAYER CHARACTER STATUS

. .

 

. .

 

. .

 

 

EXPERIENCE TRACKER

 

Show Active Map

image.png.ec2ffbef63843915a7ed0b6835a48546.png

 

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Razvan Umbra Vampiric Fetchling Fighter (2) spacer.png


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

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

| 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 froze as he neared the top of the stairs as he took in the space. both seeing and hearing the 'human' guard as he snored.

Odd, thought Razvan. He recalled being told by Aliestor that the tower was 'tainted by necromancy' and that mortals could not survive here. Yet, do undead snore? Razvan had little experience of his new state so he was somewhat nonplussed. Was this an act, a ploy on the guard's part? And, if so, would a rush or stealth be the better choice? In any case, Razvan took this individual to be a rogue of some sorts, perhaps a bounty-hunter of a kind ... and maybe the one who carried out the kidnapping of Danior? All speculation.

He turned back to Krott, the alchemist a few steps below with the rest of the group, Sal and Cyntheria carrying Mr. Mud farther down. He made a sign to indicate '1' and an exaggerated facial expression to convey someone asleep.

Krott respondedVennDygrem: hope this aligns with the OOC exchange. with a sort of hushing movement of his hand.

The fighter took this as a suggestion to attempt a stealthy approach. He made a quick survey of the few steps ahead of him and the floor and table (hopefully, his previous Perception check - net 20 - would encompass this activity) checking for any tripwires, false floorboards, that sort of thing.

He momentarily wished that Sal's familiar might be able to swoop in and grab that crossbow ... but he guessed that it would take too long to convey the idea and, for that matter, he wasn't sure whether the owl was even inside.

With that, he moved carefully, attempting to glide quietly whilst side-stepping so that he could keep the man's hand and that crossbow in sight, prepared to evade and close the range at the first hint of a change in his breathing or movement of his hand, but with the firm intention of getting into the room to allow his companions to make their way up behind him. If he alerted, perhaps overturning the table might fling the crossbow out of immediate reach?

 

Sigh. The party's good rolling continues ... meh.

OOC

Thin and pointed nose? Don't tell me this is Silk from the Belgariad!!??

Razvan has an ability that will continue to pop up with this sort of stealthy 'hide and seek' activity. NOTE: this +1 was not included in the Seek roll (result = 20) below. So an effective 21 result to located Undetected creatures (if any).

  • Liminal Fetchling: 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.

 

ACTIONS

1. Sneak btw, @VennDygrem reminded me that this is a 'Secret' check so @hoverfrog ? Stealth bonus is +8 for Razvan.

2. If #1 successful, Interact to knock the crossbow away.

3. If #1 and #2 successful, Grapple vs. target's Fort DC. Athletics check at +6 (unless any circumstance bonuses apply).

 


Character Sheet

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

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


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

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

• LVL 2: +WIS


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


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


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

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


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

 Trained in advanced weapons

• Trained in Unarmored Defense and all armors

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

Unarmed:

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

Melee:

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

Ranged:

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

Background: Martial Disciple (Acrobatics)

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

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

Languages: Common; Necril; Shadowtongue


Abilities
Ability • Type 0 • Notes

Fetchling (Liminal) Features: Fetchling

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

Vampire Features: Vampire Dedication

  • Fangs Unarmed Attack
  • Revulsion to garlic or holy symbol of a Good Deity
  • Weakness to Sunlight slowed 1 =>
  • Drink Blood Action image.png.b0e0fa74d22549d8fb8d0d7bdae53f67.png
  • Basic Undead Benefits (below)

Basic Undead Benefits : Link

  • Necril: You know the Necril language.
  • Undead Vision: You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision.
  • Negative Healing: You are damaged by positive damage and aren't healed by positive healing effects. You don't take negative damage and are healed by negative effects that heal undead.
  • Negative Survival: Unlike normal undead, you aren't destroyed when reduced to 0 Hit Points. Instead, powerful negative energy attempts to keep you from being destroyed even in dire straits. You are knocked out and begin dying when reduced to 0 Hit Points. Because you're undead, many methods of bringing someone back from dying, such as stabilize, don't benefit you. When you would die, you're destroyed rather than dead, just like other undead.
  • Immunity to Death Effects: You're immune to death effects. This keeps you from being automatically killed or from having your dying value automatically increase, but it doesn't make you immune to other parts of the spell or effect. For example, you can still take mental damage and become frightened by a phantasmal killer, you just don't instantly die from it.
  • Disease and Poison Protection: You gain a +1 circumstance bonus to saving throws (or any other defense) against disease and poison.image.png.379efc2aac589998b31e328018376cd2.png

 


Feats

Ancestry Feats

  • Shrouded Mien Link  => Lengthy Diversion

Skill Feats

  • Lengthy Diversion (<= Shrouded Mien Ancestry feat) Link
  • Cat Fall (background) Link
  • Intimidating Glare (2nd level skill feat) Link

Class Feats

  • Attack of Opportunity (Class Feature) image.png.379efc2aac589998b31e328018376cd2.png Link
  • Shield Block (Class Feature) image.png.379efc2aac589998b31e328018376cd2.png Link
  • Point-Blank Shot (1st) image.png.b0e0fa74d22549d8fb8d0d7bdae53f67.png Link
  • Double Slice (2nd) image.png.a446c2a0c3a4006b86f579933d863d35.png Link (changed from Assisting Shot to provide a sans shield melee option)

 


Spells & Powers
Spell Attack Bonus +0 • Untrained +0 •
Spell DC  N/A
Focus Points  N/A
Spells/Day: 

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


Inventory 
Money: 1.37 (see purse below)
Bulk 0/0 • Enc 7 (5 + Str 2) • Max 12 (10 + Str 2)

Armor & Shield:

  • Leather Armor (2.00; 1) +1/+4 (AC Bonus/ Dex Cap)

Weapons:

  • Daggers x2 (0.40; L) agile; finesse; thrown 10'; versatile S (paid double for semi-matched pair; no game mechanical effect, just fluff)
  • Light mace (0.40; 1) agile; finesse; shove
  • Shortsword (0.90; L) agile; finesse; versatile S.
  • Composite shortbow (14.0; 1) Deadly d10, propulsive 1d6P 60' range
  • 18/20 arrows (0.20; 2x L) in quiver

Adventurer's Pack (0.70; 1 (bulk errata'd 2 => 1)):

Backpack (from Adventurer's Pack):

  • Bedroll
  • Flint & Steel
  • Rope (50')
  • Torch (x5)
  • Waterskin (x1)
  • Chalk (x10)
  • Sacks x5 (empty; 0.01; L)
  • Folding shovel/short tool* (0.40; L) *might need to dig a resting place after all!
  • Crowbar (0.50; L) *also for potential use in securing a resting place in addition to accessing other creaky places.

Beltpouch #1

  • Purse (1.37 gp: g/s/c = -/13/7)
  • mirror (1.00; -)
  • signal whistle (0.08; -)
  • tindertwigs (x10; 0.20; -)

Beltpouch #2

  • writing kit (1.00; L)

Bandolier (0.10; -) carry up to x8 L items

  • Smokestick-Lesser (3.00; L)
  • Caltrops (0.30; L)
  • Thieves Tools (3.00; L)

Total Carried: 12L = 1.2 bulk; + 4 bulk items = 5.2 bulk. Encumbrance: 7

Status: Unencumbered


Appearance

As a Vampiric (undead) Fetchling:

Height: 6'1" (186 cm)

Weight: 151# (68.5 kg)

Eyes: pupilless, a blue grey color that is brightest in the center and darkens gradually towards the edges, but now have a sort of seething incandescent quality as lighter, brighter spots continually rise to the surface and dim.

Fangs (brawling, grapple). Nails hard and sharp, but with no game mechanical feature.

Hair: color unchanged, but now has a sense of weak luminescence about it.

Complexion: pale marble-like white. Lips have a shade similar to eyes except after blood feeding, when a more purple luster is observed.

Shadow: as a vampire, none; nor does Razvan cast a reflection in a mirror.

 

 

Edited by Vedast (see edit history)
Name
Grapple (if needed based on circumstances)
12
1d20+6 6
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spacer.pngGin Sling Sal

AC 19 HP 22/22 

Gin Sling Sal

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

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

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


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

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


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


Feats

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

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

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

Spell 1  Spell 1st Color Spray, 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 action_single.png?v=dm-1 Interact 3gp
Alchemist's Fire (2) • Bulk L- • The bomb deals 1d8 fire damage, 1 persisten fire damage and 1 fire splash damage. Notes 6gp cp

Flint and Steel • Bulk - • Notes 5cp

Arms and Armor
Dagger • Bulk 0 • Notes 2sp

Magic

Eye Slash Tattoo: You can see four times farther than normal. If you have darkvision, you can see blood in color. 

 

Sal, loosed her owl, to try and grab the handcrossbow, even as Rastvan made his move.

Owl Stealth +12

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image.png.010786697dc9130637034f21c25d6d1c.pngCyntheria and Mr Mud

Character Sheet

 

Cyntheria and Mr Mud - Summoner 2


N, Small, Poppet, Wishborn Poppet, Humanoid
Perception +5; Darkvision
Languages None selected
Skills Acrobatics +7, Athletics +0, Deception +8, Diplomacy +8, Intimidation +8, Medicine +5, Occultism +4, Stealth +7
Str +0, Dex +3, Con +2, Int +0, Wis +1, Cha +4
Items Unarmored

AC 17; Fort +8, Ref +7, Will +7
HP 32; Resistances fire -1
Dutiful Retaliation action_reaction.png

Speed 25 feet
Bon Mot action_single.png
Manifest Eidolon action_triple.png
Act Together action_range.png
Share Senses action_single.png
Occult Known Spells DC 18, attack +8; 1st Fear, Magic Missile, Soothe (2 slots); Cantrips Prestidigitation, Protect Companion, Shield, Guidance, Telekinetic Projectile
Focus Spells (1 points) Boost Eidolon action_single.pngRange 100 feet; Targets your eidolon Duration 1 round You focus deeply on the link between you and your eidolon and boost the power of your eidolon's attacks. Your eidolon gains a +2 status bonus to damage rolls with its unarmed attacks. If your eidolon's Strikes deal more than one weapon damage die, the status bonus increases to 2 per weapon damage die, to a maximum of +8 with four weapon damage dice.
Evolution Surge action_double.pngRange 100 feet; Targets your eidolon Duration 1 minute You flood your eidolon with power, creating a temporary evolution in your eidolon's capabilities. Choose one of the following effects:Your eidolon gains low-light vision and darkvision.; Your eidolon gains scent as an imprecise sense up to 30 feet. .; Your eidolon can breathe underwater and gains a swim Speed equal to its land Speed or 30 feet, whichever is less. Alternatively, if your eidolon is normally aquatic, it can breathe air and gains a land Speed equal to its swim Speed or 30 feet, whichever is less. Either way, it gains the amphibious trait. .; Your eidolon gains a +20-foot status bonus to its Speed. .; Heightened (3rd) Add the following options to the list of effects you can choose:Your eidolon becomes Large, instead of its previous size. This increases your eidolon's reach to 10 feet but doesn't change any other statistics for your eidolon. Because of the special link you share, you can ride your eidolon without getting in each other's way. If another creature tries to ride your eidolon, both you and the riding creature each regain only 2 actions at the start of your turns each round, as normal. .; Your eidolon gains a climb Speed equal to its land Speed. .; Heightened (5th) Add the options from the 3rd-level version and the following options to the list of effects you can choose:Your eidolon becomes Huge, instead of its previous size. This has the same effects as the 3rd-level option to become Large, except your eidolon's reach increases to 15 feet. ; Your eidolon gains a fly Speed equal to its Speed.
Reinforce Eidolon action_single.pngRange 100 feet; Targets your eidolon Duration 1 round You focus deeply on the link between you and your eidolon and reinforce your eidolon's defenses. Your eidolon gains a +1 status bonus to AC and saving throws, plus resistance to all damage equal to half the spell's level. Your eidolon can benefit from either boost eidolon or reinforce eidolon, but not both; if you cast one of these spells during the other's duration, the newer spell replaces the older one.
Additional Feats Energy Heart, Harmless Doll, Mummy Dedication, Reinforce Eidolon, Toughness, Wishborn Poppet
Additional Specials Constructed, Disease and Poison Protection, Eidolon (Devotion Phantom Eidolon), Energy Heart (sonic), Evolution Feat, Flammable, Immunity to Death Effects, Link Spells, Negative Healing, Negative Survival, Undead Hunger

 

Cyntheria - Stalwart Guardian2


Medium, Eidolon, Stalwart Guardian, Eidolon

Perception +4; Darkvision
Languages None selected
Skills Acrobatics +6, Athletics +4, Deception +4, Diplomacy +4, Intimidation +4, Medicine +4, Occultism +4, Stealth +6
Str +4, Dex +2, Con +3, Int +0, Wis +0, Cha +0
Items Unarmored


AC 18; Fort +9, Ref +6, Will +6
HP 32
Dutiful Retaliation action_reaction_black.pngTrigger An enemy within 15 feet of you hits you with a Strike and deals damage to you. Requirements Your eidolon is within 15 feet of you. Your eidolon instinctively flashes with ectoplasmic energy, allowing them to strike back against an enemy who dares to harm you. Your eidolon makes a melee unarmed Strike against the triggering enemy, even if that enemy isn't within your eidolon's reach.


Speed 25 feet
Melee Primary Attack +8 (Shove), Damage 1d8+4 B
Melee Secondary Attack +8 (Agile, Finesse), Damage 1d6+4 Sonic

 

Cyntheria picked up Mr Mud and followed the others up the stairs.

"Shhh" she said softly to the others, clearly enjoying their stealthy advance. And telling her elders the importance of staying quiet.

When they saw the snoring man she set Mr Mud down carefully a frosty and focussed look crossing her face.

The little doll stepped carefully to the side to be out of the way should anyone need to rush through.

OOC

Will wait and see what happens.

Action 1:

Action 2:

Action 3:

 

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image.png.6f5b87c4e7cf20991e4338a119d9a488.png

Chapter 1:01. The Dawning

Ardis, Ardeal, Ustalev

image.png.02c9211cd35a2e7a4bd2b507d31a5419.pngThe instant Razvan takes a step forward the man grabs his crossbow and levels it at him, "Uh, uh, uh. Don't you move, mister." Apparently he'd been waiting for you and pretending to sleep.

He grins, obviously thinking he has the drop on the party. He ducks under the owl, stupid grin fixed on his face, "Now, you should explain who you are and why you're here before I shoot you and then cut down the rest of you." The arrogance of the man to think he could outmatch the whole group of you...although, perhaps it was simply confidence.

"The only reason you're alive is because you brought a pretty lady for me. Two pretty ladies," he corrects himself, glancing between Sal and Cyntheria, "Don't worry, my loves, I like 'em cold." His grin reveals sharp, elongated canines.

"You can talk to me, or you can talk to the boss upstairs. Believe me, you don't want to talk to the boss. Not when he's hungry."

 


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)
Out of combat


 

Show Bookkeeping

COMBAT/CONDITIONS TRACKER

INITIATIVE CONDITIONS

 

MECHANICS DESCRIPTIONS

Not in Use!!

 

Default Marching Order

 

CHARACTER STATUS

Loreli Certes Gin Sling Sal

4 damage: 4 troblin bite

 

Krot Razvan Umbra

3 damage: +2 temporary hp; 7 damage bite, 5 damage claw, 4 damage claw, -11 healing

 

Cyntheria Mr Mud

 

 

NON-PLAYER CHARACTER STATUS

. .

 

. .

 

. .

 

 

EXPERIENCE TRACKER

 

Show Active Map

image.png.1e72a7e210e9f198c258cd63d12c5049.png

 

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