VennDygrem Posted November 6, 2023 Clone Share Posted November 6, 2023 Krott | 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 | 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: 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 knows a schemer when he crosses one. Given his bulk, he knows it's no use trying to stay out of sight despite being further down the stairs. The guard clearly can detect the others, so he must be aware of them all. "So, you're a talker, hmm? What would you like to talk about?" The next step would rely on how the schemer responds. OOC & Actions Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Vedast Posted November 6, 2023 Clone Share Posted November 6, 2023 (edited) Razvan Umbra Vampiric Fetchling Fighter (2) 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. | Had Razvan been breathing, he would have sighed in frustration. Had anything gone well with this escapade? True, they were still ... alive ... in a manner of speaking, but their ploy to divert the trolblins had failed; they hadn't been able to get inside the tower before a melee ensued; and he'd come within a hair's breadth of being destroyed. And, now, even though anticipating this rogue's (as Razvan thought of him) ploy, he'd walked right into it. He about jumped out of his skin when, from behind him "So, you're a talker, hmm? What would you like to talk about?" Krott's voice filled the deadly silence of the room. Razvan carefully measured the distance to their interlocutor, keeping his eyes locked on his ... opponent's. Create a Diversion? He had some ability along these lines, but he was more a fighter than a rogue and had already failed once to Sneak; a skill at which he was much better. Why hadn't this fellow joined the combat - surely allowing the party time to heal was ... not optimal. The lecherous comment was perhaps baiting, but to what end ... an attempt to intimidate? Again, why? The question was whether he might be convinced to stand aside and find employment elsewhere ... or could he be bribed? Or was the idea for the Party to be bribed? OOC ACTIONS 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 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 November 6, 2023 by Vedast (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
allefgib Posted November 6, 2023 Clone Share Posted November 6, 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's button eyes strained on the thread that held them in place as they lifted off his face pulling with a malevolence towards the lecherous... vampire? It was usually Cyntheria that was emotionally protective of the doll, but there were things that set Mr Mud's blood to boil. Were he to actually have any. "Patience..." the doll whispered to... himself mostly. Cyntheria's face was upturned in a naive smile. She had always liked being called pretty. OOC Action 1: Ready an action to cast protect companion on Cyntheria should violence ensue Action 2: Ready an action to cast protect companion on Cyntheria should violence ensue Action 3: Seek/insight to study creature and its motives/likely actions Edited November 6, 2023 by allefgib (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Perception to study the creature looking for hidden threats / insight into its likely actions 23 1d20+5 18 Link to comment Share on other sites More sharing options...
Starhawk Posted November 6, 2023 Clone Share Posted November 6, 2023 Gin 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 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. It seemed to Sal that Krott had a point. This did seem like a parley, though a white flag would have been a better tool for that than the pissy little hand crossbow. She calls her familiar back, watches as it wafts on silent wings down the stairs and waits to hear what the one with the pissy little crossbow had to say. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
hoverfrog Posted November 8, 2023 Author Clone Share Posted November 8, 2023 Chapter 1:01. The Dawning Ardis, Ardeal, Ustalev "Take a seat, my pale friend," the vampire, as you have identified him, says with a smile. He steps back to give you room to enter. "I don't mind a visit from a couple of pale goddesses but a vampire spawn and an orc are a different matter. How do you feel, orc? Well? Not tired at all?" "On the table is a vial of bloodbrew. Drink it and it will free you from your master's control for an hour, spawn. I'd've have drunk it but my master is upstairs with the boy so it wouldn't do much good." There is a small glass vial on the table filled with a red liquid. "Then you can tell me who you are and why you're here." Sal can see from his defensive stance and the way he keeps the crossbow level that he's not quite as confident as his bluster would have you believe. His eyes also keep flitting to the vial though she's not sure why. OOC A Lore (Alchemy), Lore (Vampires), or a Crafting check will tell you more about Bloodbrew Elixirs. 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 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Vedast Posted November 8, 2023 Clone Share Posted November 8, 2023 (edited) Razvan Umbra Vampiric Fetchling Fighter (2) 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 moves slowly ... just enough to allow the party to make their way up behind him as their interlocuter steps to the SW. He remains standing and silent, deciding that this tableau seems more along Krott's line of expertise. And what did the fellow mean by 'Vampire Spawn?' He will take a moment to try to assess any similarities and differences between himself and this fellow (see OOC fieldset for clarification): that is, are there any qualitative differences that might suggest that they are vampires in a different sense (or that he is a more powerful/older being)? He does eye carefully the space between him and 'the rogue,' noting that he could Step through the gap between them and be within melee reach: he might not open himself to an Opportunity Attack doing so, but it would all come down to initiative and the luck of the gods: and, so far, that luck had all seemed ill. He waited, poised to move and strike, though hoping that Krott might be able to negotiate this situation. OOC This isn't really "Recall Knowledge" or Vampire Lore since I'm not trying to dig up a memory nor "Sense Motive" per se ... maybe just a general Perception check? Probably should be secret, regardless. Razvan's Perception bonus is +7. Also, just to note, Razvan does have his short sword in hand (c.f. Thursday at 09:02 PM). ACTIONS A perception check trying to weigh the vampire nature of the rogue vs. himself. 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 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 November 8, 2023 by Vedast (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
VennDygrem Posted November 8, 2023 Clone Share Posted November 8, 2023 (edited) Krott | 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 | 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: 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 decides to take this interaction cautiously. Their opponent is certainly confident, but he clearly isn't in charge, especially with mention of his 'master' just now. Before responding, he takes a moment to recall what he knows of the mentioned bloodbrew, if anything. Besides, Krott isn't the talkative sort, himself. OOC & Actions Will roll Alchemy Lore and Crafting in case of different information is to be gleaned. --edit-- *sigh* Yet again, rolling two dice in the roller results in a pair of the same roll, and that die result is incredibly low. Edited November 8, 2023 by VennDygrem (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Alchemical Lore 12 1d20+8 4 Knowledge: Crafting (Alchemical Items) 13 1d20+9 4 Link to comment Share on other sites More sharing options...
allefgib Posted November 8, 2023 Clone Share Posted November 8, 2023 Cyntheria and Mr Mud Character Sheet Cyntheria and Mr Mud - Summoner 2 N, Small, Poppet, Wishborn Poppet, Humanoid Perception +5; Darkvision Languages None selected Skills Acrobatics +7, Athletics +0, Deception +8, Diplomacy +8, Intimidation +8, Medicine +5, Occultism +4, Stealth +7 Str +0, Dex +3, Con +2, Int +0, Wis +1, Cha +4 Items Unarmored AC 17; Fort +8, Ref +7, Will +7 HP 32; Resistances fire -1 Dutiful Retaliation Speed 25 feet Bon Mot Manifest Eidolon Act Together Share Senses Occult Known Spells DC 18, attack +8; 1st Fear, Magic Missile, Soothe (2 slots); Cantrips Prestidigitation, Protect Companion, Shield, Guidance, Telekinetic Projectile Focus Spells (1 points) Boost Eidolon Range 100 feet; Targets your eidolon Duration 1 round You focus deeply on the link between you and your eidolon and boost the power of your eidolon's attacks. Your eidolon gains a +2 status bonus to damage rolls with its unarmed attacks. If your eidolon's Strikes deal more than one weapon damage die, the status bonus increases to 2 per weapon damage die, to a maximum of +8 with four weapon damage dice. Evolution Surge Range 100 feet; Targets your eidolon Duration 1 minute You flood your eidolon with power, creating a temporary evolution in your eidolon's capabilities. Choose one of the following effects:Your eidolon gains low-light vision and darkvision.; Your eidolon gains scent as an imprecise sense up to 30 feet. .; Your eidolon can breathe underwater and gains a swim Speed equal to its land Speed or 30 feet, whichever is less. Alternatively, if your eidolon is normally aquatic, it can breathe air and gains a land Speed equal to its swim Speed or 30 feet, whichever is less. Either way, it gains the amphibious trait. .; Your eidolon gains a +20-foot status bonus to its Speed. .; Heightened (3rd) Add the following options to the list of effects you can choose:Your eidolon becomes Large, instead of its previous size. This increases your eidolon's reach to 10 feet but doesn't change any other statistics for your eidolon. Because of the special link you share, you can ride your eidolon without getting in each other's way. If another creature tries to ride your eidolon, both you and the riding creature each regain only 2 actions at the start of your turns each round, as normal. .; Your eidolon gains a climb Speed equal to its land Speed. .; Heightened (5th) Add the options from the 3rd-level version and the following options to the list of effects you can choose:Your eidolon becomes Huge, instead of its previous size. This has the same effects as the 3rd-level option to become Large, except your eidolon's reach increases to 15 feet. ; Your eidolon gains a fly Speed equal to its Speed. Reinforce Eidolon Range 100 feet; Targets your eidolon Duration 1 round You focus deeply on the link between you and your eidolon and reinforce your eidolon's defenses. Your eidolon gains a +1 status bonus to AC and saving throws, plus resistance to all damage equal to half the spell's level. Your eidolon can benefit from either boost eidolon or reinforce eidolon, but not both; if you cast one of these spells during the other's duration, the newer spell replaces the older one. Additional Feats Energy Heart, Harmless Doll, Mummy Dedication, Reinforce Eidolon, Toughness, Wishborn Poppet Additional Specials Constructed, Disease and Poison Protection, Eidolon (Devotion Phantom Eidolon), Energy Heart (sonic), Evolution Feat, Flammable, Immunity to Death Effects, Link Spells, Negative Healing, Negative Survival, Undead Hunger Cyntheria - Stalwart Guardian2 Medium, Eidolon, Stalwart Guardian, Eidolon Perception +4; Darkvision Languages None selected Skills Acrobatics +6, Athletics +4, Deception +4, Diplomacy +4, Intimidation +4, Medicine +4, Occultism +4, Stealth +6 Str +4, Dex +2, Con +3, Int +0, Wis +0, Cha +0 Items Unarmored AC 18; Fort +9, Ref +6, Will +6 HP 32 Dutiful Retaliation Trigger An enemy within 15 feet of you hits you with a Strike and deals damage to you. Requirements Your eidolon is within 15 feet of you. Your eidolon instinctively flashes with ectoplasmic energy, allowing them to strike back against an enemy who dares to harm you. Your eidolon makes a melee unarmed Strike against the triggering enemy, even if that enemy isn't within your eidolon's reach. Speed 25 feet Melee Primary Attack +8 (Shove), Damage 1d8+4 B Melee Secondary Attack +8 (Agile, Finesse), Damage 1d6+4 Sonic Mr Mud paused to wait for a few moments. When it appeared none of his companions were keen to talk, the little doll moved forward. Cyntheira followed and at a gesture from the doll popped him up on the table. "They aren't the only thing difference among us," Mr Mud said drily as he met the creatures gaze and gestured back at his companions. "My name is Mud. The young lady there is Cyntheria and my temper would appreciate it greatly were you to talk of her more respectfully. And for the record, her temper is worse than mine." Cyntheria hovered behind the doll an exaggerated scowl on her face. The effect was slightly spoiled by how much she seemed to be enjoying the act. "Just so you know, my companions and I have all commited acts just as vile as no doubt you have. Should this not end pleasantly I fear it would be you who suffers most. However, it doesn't have to be that way." The doll looked at the blood brew sceptically, "I can't consume that - if you could be more specific with its purpose, and why its not useful for you, we'll be able to provide you with better feedback. You also mentioned a boy. What boy is that? As for our purpose - we seek someone." OOC Diplomacy to make an impression and then a request to know who the boy is Action 1: Action 2: Action 3: Name xDiceName xDiceResult xDiceString xDiceRolls Diplomacy to make an impression 19 1d20+8 11 Diplomacy to request details about the boy 11 1d20+8 3 Link to comment Share on other sites More sharing options...
hoverfrog Posted November 8, 2023 Author Clone Share Posted November 8, 2023 Chapter 1:01. The Dawning Ardis, Ardeal, Ustalev "What are you, little thing?" the vampire's grin widens, "Some sort of miniature golem?" "Look, it's simple enough. The vampire there was created, recently too by the look of him. Whoever made him can see through his eyes, hear with his ears, and control him with a little concentration. Drink the bloodbrew and that control is broken for a while. Then we can talk." As far as Krott can remember what he says is true, though it isn't the whole story. Razvan senses no deception but there is something he recalls, common vampires are created when one vampire shares their blood with a drained victim or slays a person. After their death they rise as a vampire spawn, mystically beholden to their creator. They are free only when released or after the death of their master or mistress. There are other ways and other breeds of vampire that use different methods though the fetchling does not know the details. While Razvan ponders such things the vampire unclips the bolt from from his hand crossbow and puts both away, "I just want to talk, man to man. No tricks, no masters interfering. Let your doll speak for you if you wish. If we reach agreement, I'll tell you of the boy." 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 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Vedast Posted November 9, 2023 Clone Share Posted November 9, 2023 (edited) Razvan Umbra Vampiric Fetchling Fighter (2) 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 slowly lowers his sword to a less threatening posture, though he remains alert and ready to Act. He tries to swallow his frustrationThe character, not the player! : it had been his habit to control information to manipulate others in the little court about the Lady Sanguina. Not having the information he needed, when he needed it was not a position he relished. I was not created in a way that one hears of in myth, folktale, and legend, he offered as a temporizing reply, hoping perhaps to get the roguejust my sobriquet for him.. to say more. Perhaps, then, the other things you mention are likewise not the same as such stories portray? Then, Razvan defers to the others to continue the negotiation. OOC GM: As an aside, some of us tested the constraint placed on us by Ekul (e.g. Razvan thought of trying to take Ekul's blood, but couldn't will it; Sal did something similar IIRC). But did he get the sense of control from Ekul that would be similar to common legend between a master vampire and a slave (not that Razvan has any actual knowledge of how that works!)? From the IC interaction earlier, I think Razvan would believe himself more of a free agent: I thought to ask so that I can write from the perspective that the character might actually have (whether he decides to be truthful or deceptive about it). ACTIONS 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 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 November 9, 2023 by Vedast (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
allefgib Posted November 10, 2023 Clone Share Posted November 10, 2023 Cyntheria and Mr Mud Character Sheet Cyntheria and Mr Mud - Summoner 2 N, Small, Poppet, Wishborn Poppet, Humanoid Perception +5; Darkvision Languages None selected Skills Acrobatics +7, Athletics +0, Deception +8, Diplomacy +8, Intimidation +8, Medicine +5, Occultism +4, Stealth +7 Str +0, Dex +3, Con +2, Int +0, Wis +1, Cha +4 Items Unarmored AC 17; Fort +8, Ref +7, Will +7 HP 32; Resistances fire -1 Dutiful Retaliation Speed 25 feet Bon Mot Manifest Eidolon Act Together Share Senses Occult Known Spells DC 18, attack +8; 1st Fear, Magic Missile, Soothe (2 slots); Cantrips Prestidigitation, Protect Companion, Shield, Guidance, Telekinetic Projectile Focus Spells (1 points) Boost Eidolon Range 100 feet; Targets your eidolon Duration 1 round You focus deeply on the link between you and your eidolon and boost the power of your eidolon's attacks. Your eidolon gains a +2 status bonus to damage rolls with its unarmed attacks. If your eidolon's Strikes deal more than one weapon damage die, the status bonus increases to 2 per weapon damage die, to a maximum of +8 with four weapon damage dice. Evolution Surge Range 100 feet; Targets your eidolon Duration 1 minute You flood your eidolon with power, creating a temporary evolution in your eidolon's capabilities. Choose one of the following effects:Your eidolon gains low-light vision and darkvision.; Your eidolon gains scent as an imprecise sense up to 30 feet. .; Your eidolon can breathe underwater and gains a swim Speed equal to its land Speed or 30 feet, whichever is less. Alternatively, if your eidolon is normally aquatic, it can breathe air and gains a land Speed equal to its swim Speed or 30 feet, whichever is less. Either way, it gains the amphibious trait. .; Your eidolon gains a +20-foot status bonus to its Speed. .; Heightened (3rd) Add the following options to the list of effects you can choose:Your eidolon becomes Large, instead of its previous size. This increases your eidolon's reach to 10 feet but doesn't change any other statistics for your eidolon. Because of the special link you share, you can ride your eidolon without getting in each other's way. If another creature tries to ride your eidolon, both you and the riding creature each regain only 2 actions at the start of your turns each round, as normal. .; Your eidolon gains a climb Speed equal to its land Speed. .; Heightened (5th) Add the options from the 3rd-level version and the following options to the list of effects you can choose:Your eidolon becomes Huge, instead of its previous size. This has the same effects as the 3rd-level option to become Large, except your eidolon's reach increases to 15 feet. ; Your eidolon gains a fly Speed equal to its Speed. Reinforce Eidolon Range 100 feet; Targets your eidolon Duration 1 round You focus deeply on the link between you and your eidolon and reinforce your eidolon's defenses. Your eidolon gains a +1 status bonus to AC and saving throws, plus resistance to all damage equal to half the spell's level. Your eidolon can benefit from either boost eidolon or reinforce eidolon, but not both; if you cast one of these spells during the other's duration, the newer spell replaces the older one. Additional Feats Energy Heart, Harmless Doll, Mummy Dedication, Reinforce Eidolon, Toughness, Wishborn Poppet Additional Specials Constructed, Disease and Poison Protection, Eidolon (Devotion Phantom Eidolon), Energy Heart (sonic), Evolution Feat, Flammable, Immunity to Death Effects, Link Spells, Negative Healing, Negative Survival, Undead Hunger Cyntheria - Stalwart Guardian2 Medium, Eidolon, Stalwart Guardian, Eidolon Perception +4; Darkvision Languages None selected Skills Acrobatics +6, Athletics +4, Deception +4, Diplomacy +4, Intimidation +4, Medicine +4, Occultism +4, Stealth +6 Str +4, Dex +2, Con +3, Int +0, Wis +0, Cha +0 Items Unarmored AC 18; Fort +9, Ref +6, Will +6 HP 32 Dutiful Retaliation Trigger An enemy within 15 feet of you hits you with a Strike and deals damage to you. Requirements Your eidolon is within 15 feet of you. Your eidolon instinctively flashes with ectoplasmic energy, allowing them to strike back against an enemy who dares to harm you. Your eidolon makes a melee unarmed Strike against the triggering enemy, even if that enemy isn't within your eidolon's reach. Speed 25 feet Melee Primary Attack +8 (Shove), Damage 1d8+4 B Melee Secondary Attack +8 (Agile, Finesse), Damage 1d6+4 Sonic Mr Mud nodded as the vampire did as he said he would and talked. Nothing more. "Are you referring to my undead state, or more perhaps that I appear to be a living doll? Both perplexing I am sure. I have little to hide, should you behave yourself, so I shall offer you both. I happen to be a mummified poppet if that helps?" "Mr Mud is my friend! You better not hurt him!" interjected the young girl. Mr Mud made a placating gesture to Cyntheria then looked over his shoulder at Razan, "Perhaps you could wait back downstairs - within earshot should this scoundrel misbave, but far enough away to give him confidence you are not spying." The doll turned back to look at the vampire opposite to him, "How does that sound? Its not like we should be trusting you and drinking anything you put in front of us. The alternative of course I am sure we would prefer to both avoid." OOC Action 1: make a request for the compromise Action 2: Action 3: Name xDiceName xDiceResult xDiceString xDiceRolls diplomacy to make a request 23 1d20+8 15 Link to comment Share on other sites More sharing options...
Starhawk Posted November 10, 2023 Clone Share Posted November 10, 2023 Gin 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 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. You let the enemy talk, since they were likely to let information slip, but it seemed to her that the chatting time was coming to an end and with it, crossbow boy's existence. She would hold fire until this one uttered his next words.. likely his last words. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
hoverfrog Posted November 10, 2023 Author Clone Share Posted November 10, 2023 Chapter 1:01. The Dawning Ardis, Ardeal, Ustalev "Well then, mummified poppet," the vampire shrugs, "My name is Demetrius Davorin. My master calls himself Tallon." He nods his head up the stairs, "He's been feeding on the child and going on about him being essential to the plan. He hasn't told me what plan though. Why would he? I'm just the vampire spawn he controls." "The only reason I'm not trying to kill you now if that he's too busy with his ritual and his research. Why do you think I didn't help Zaod?" 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 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
allefgib Posted November 10, 2023 Clone Share Posted November 10, 2023 Cyntheria and Mr Mud Character Sheet Cyntheria and Mr Mud - Summoner 2 N, Small, Poppet, Wishborn Poppet, Humanoid Perception +5; Darkvision Languages None selected Skills Acrobatics +7, Athletics +0, Deception +8, Diplomacy +8, Intimidation +8, Medicine +5, Occultism +4, Stealth +7 Str +0, Dex +3, Con +2, Int +0, Wis +1, Cha +4 Items Unarmored AC 17; Fort +8, Ref +7, Will +7 HP 32; Resistances fire -1 Dutiful Retaliation Speed 25 feet Bon Mot Manifest Eidolon Act Together Share Senses Occult Known Spells DC 18, attack +8; 1st Fear, Magic Missile, Soothe (2 slots); Cantrips Prestidigitation, Protect Companion, Shield, Guidance, Telekinetic Projectile Focus Spells (1 points) Boost Eidolon Range 100 feet; Targets your eidolon Duration 1 round You focus deeply on the link between you and your eidolon and boost the power of your eidolon's attacks. Your eidolon gains a +2 status bonus to damage rolls with its unarmed attacks. If your eidolon's Strikes deal more than one weapon damage die, the status bonus increases to 2 per weapon damage die, to a maximum of +8 with four weapon damage dice. Evolution Surge Range 100 feet; Targets your eidolon Duration 1 minute You flood your eidolon with power, creating a temporary evolution in your eidolon's capabilities. Choose one of the following effects:Your eidolon gains low-light vision and darkvision.; Your eidolon gains scent as an imprecise sense up to 30 feet. .; Your eidolon can breathe underwater and gains a swim Speed equal to its land Speed or 30 feet, whichever is less. Alternatively, if your eidolon is normally aquatic, it can breathe air and gains a land Speed equal to its swim Speed or 30 feet, whichever is less. Either way, it gains the amphibious trait. .; Your eidolon gains a +20-foot status bonus to its Speed. .; Heightened (3rd) Add the following options to the list of effects you can choose:Your eidolon becomes Large, instead of its previous size. This increases your eidolon's reach to 10 feet but doesn't change any other statistics for your eidolon. Because of the special link you share, you can ride your eidolon without getting in each other's way. If another creature tries to ride your eidolon, both you and the riding creature each regain only 2 actions at the start of your turns each round, as normal. .; Your eidolon gains a climb Speed equal to its land Speed. .; Heightened (5th) Add the options from the 3rd-level version and the following options to the list of effects you can choose:Your eidolon becomes Huge, instead of its previous size. This has the same effects as the 3rd-level option to become Large, except your eidolon's reach increases to 15 feet. ; Your eidolon gains a fly Speed equal to its Speed. Reinforce Eidolon Range 100 feet; Targets your eidolon Duration 1 round You focus deeply on the link between you and your eidolon and reinforce your eidolon's defenses. Your eidolon gains a +1 status bonus to AC and saving throws, plus resistance to all damage equal to half the spell's level. Your eidolon can benefit from either boost eidolon or reinforce eidolon, but not both; if you cast one of these spells during the other's duration, the newer spell replaces the older one. Additional Feats Energy Heart, Harmless Doll, Mummy Dedication, Reinforce Eidolon, Toughness, Wishborn Poppet Additional Specials Constructed, Disease and Poison Protection, Eidolon (Devotion Phantom Eidolon), Energy Heart (sonic), Evolution Feat, Flammable, Immunity to Death Effects, Link Spells, Negative Healing, Negative Survival, Undead Hunger Cyntheria - Stalwart Guardian2 Medium, Eidolon, Stalwart Guardian, Eidolon Perception +4; Darkvision Languages None selected Skills Acrobatics +6, Athletics +4, Deception +4, Diplomacy +4, Intimidation +4, Medicine +4, Occultism +4, Stealth +6 Str +4, Dex +2, Con +3, Int +0, Wis +0, Cha +0 Items Unarmored AC 18; Fort +9, Ref +6, Will +6 HP 32 Dutiful Retaliation Trigger An enemy within 15 feet of you hits you with a Strike and deals damage to you. Requirements Your eidolon is within 15 feet of you. Your eidolon instinctively flashes with ectoplasmic energy, allowing them to strike back against an enemy who dares to harm you. Your eidolon makes a melee unarmed Strike against the triggering enemy, even if that enemy isn't within your eidolon's reach. Speed 25 feet Melee Primary Attack +8 (Shove), Damage 1d8+4 B Melee Secondary Attack +8 (Agile, Finesse), Damage 1d6+4 Sonic Mr Mud considered the vampire carefully. He personally knew what it was to be a selfish being. In the most part he still was. It was a point of view the naive often found hard to empathise with. But not Mud. Clearly this Demetrius wasn't specifically loyal, nor perhaps had goals aligned with his maker. Well, not clearly - but the possibility existed for that truth. Mud spared a quick glance for Cyntheria and his companions. On the whole they seemed ready to destroy the creature. Cyntheria in particular looked confused, which made her frustrated. Which meant a tantrum may not be far away. Mud suppressed a sigh. Who could blame a young girl whose real life had ended to struggle with accepting her new reality and not yet processing her emotions maturely. The doll didn't understand his own feelings yet, but he knew he cared for the girl. As no doubt someone did for this boy. That created an awkward itch in the back of the dolls mind. He suppresed that too, he needed to think more selfishly to navigate this conversation. He smiled reassuringly at Cyntheria and turned back to the vampire. "Well met Demetrius. Why don't you tell us why you didn't help Zoad and are not acting in your master's interest right now. Its clear you want us to know. Its also clear this conversation only ends to our mutual benefit - or to someone's destruction. So please, what is it that we both may want?" Mr Mud shrugged and added, "Someone's destruction probably isn't as confronting for all of us, yourself included, as it might be for a mortal. However, I'd prefer to keep my 'life'. Such as it is. I assume you do to?" OOC Action 1: insight check to study his response to assess its honesty Action 2: Action 3: Name xDiceName xDiceResult xDiceString xDiceRolls perception for insight 22 1d20+5 17 Link to comment Share on other sites More sharing options...
Starhawk Posted November 11, 2023 Clone Share Posted November 11, 2023 (edited) Gin Sling Sal AC 19 HP 22/22 Gin Sling Sal Str 10 (+0) Dex 18 (+4) Con 12 (+1) Int 18 (+4) Wis 12 Cha 10 (+0) HP 15/15 Perception +5 • Trained 4 • Wis 1 • Item 0 • Senses Darkvision Speed 30' Class DC 18 • Trained 4 • Base 10 • Int 4 • Item 0 AC 19 • Trained 4 • Base 10 • Dex 4 • Mage Armor Spell 1 • Item 0 Fort +5 • Reflex +8 • Will +7 (+1 vs disease/poison) Dagger +8 • Trained 4 • Dex 4 • Item 0 • Damage 1d4 • Notes Skills Acrobatics +8 • Arcana +8 • Athletics +4 • Crafting +0 • Deception +0 • Diplomacy +4 • Intimidation +0 • Lore: Undead +8 • Medicine +1 • Nature +5 • Occultism +8 • Performance +0 • Religion +1 • Society +8 • Stealth +8 • Survival +1 • Thievery +4 • Languages: Common, Elven, Necril, Varisian, Skald, Orcish, Goblin Abilities Consume Flesh (manipulate) • While adjacent to a small (or larger) corpse that died in the last hour, you eat a corpse chunk and are satiated for 1 hour. Feats Fleet • Familiar • Widen Spell (1 action) • Arcane Bond • Arcane School = Universalist • Arcane Thesis =Improved familiar attunement • Drain bonded item (1 action) Necril • Undead Vision • Negative Healing • Negative Survival • Immunity to Death Effects • Disease and Poison Protection • Undead Hunger • Spells & Powers Spell Attack +7 • Untrained 3 • Int 4 Spell DC 17 • Trained 3 • Base 10 • Int 4 Focus Points 0/0 Spells/Day: 0: 5 • 1st: 3 Prepared Spells Spell 0 Electric Arc, Shield, Detect Magic, Message, Protect Companion Spell 1 Spell 1st Color Spray (used), Magic Weapon, Mage Armor (used) Innate Spell 0 — • Disrupt Undead Owl Familiar "Deathclaw" "DeeCee" Abilities Flier • Fast Movement • • Darkvision • Speech • Independent Skills Acrobatics+8 Stealth +12 Perception +8 (Darkvision)vMove 40' Flight AC 17 • Trained 3 • Base 10 • Dex 4 • Item 0 • Trained: Unarmored (no shield)vHP 10/10 • Fortitude +5 • Trained 4 • Con 1 • Item 0 • Reflex +8 • Trained 4 • Dex 4 • Item 0 • Will +6 • Expert 6 • Wis 0 • Item 0 Inventory Money: 15 GP 9 SP left Bulk 0/0 • Enc 0 (5 + Str 0) • Max 10 (10 + Str 0) Adventurer's Pack • Bulk 2 • Backpack, bedroll, belt pouch (2), chalk (10), flint and steel, rope (50 ft.), rations (14), soap, torches (5), waterskin 1g 4sp Clothing (Winter) Bulk L • Notes 4sp Writing Set • Bulk 0 • Notes 1gp Spellbook (Blank) • Bulk 0 • Notes 1gp Mirror • Bulk 0 • Notes 1gp Oil (5) • Bulk 0 • Notes 5cp 1d6 Fire Potion of Expeditious Retreat • Bulk 0 • The stopper for a potion of expeditious retreat is crafted to easily snap open in dire circumstances. When you drink this potion, you become fleeing for 1 minute, and you gain a +40-foot status bonus to all your Speeds for the duration as long as you are fleeing. You immediately Stride. Activate 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. Curiouser and curiouser. thinks Sal, wondering if they could put this one down for a spell to revive him later. She wondered how the domination of this one worked. She imagined it to be something along the lines of let none pass, which would not preclude talking to folk and threatening them. Then there was the matter that if a fully fledged vampire was upstairs, then they would have their work cut out for them. Resources used on this one not be available for the fight upstairs. She wondered, certainly overlate, if any of them carried the weaknesses that vampires had.. silver, holy symbols, stakes etc. Edited November 11, 2023 by Starhawk (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Recommended Posts