TheRaconteur Posted December 28, 2023 Clone Share Posted December 28, 2023 (edited) Sorena Ortho - Traitor to Cheliax 21 | HP: 44/44 | Fortitude: +11 | Reflex: +8 | Will: +7 | Perception: +5 Conditions: RepellentThis specialized cream serves as a repellent to stave off insects. The repellent also binds with a number of common insect venoms, dulling the potency and giving the wearer's immune system a boost to resist venoms. Once applied to your skin, the repellent grants you an item bonus to Fortitude saving throws against poisons for 4 hours. In addition, any arthropods (insects, spiders, scorpions, crabs, and similar invertebrate animals) must attempt a Will save when attempting to attack you with a melee Strike, or with a swarm attack such as the spider swarm's swarming bites. The arthropod then becomes temporarily immune for 1 minute. Critical Success The creature can act normally. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is frightened 2 and fleeing. Her companions charged into the room, leaving Sorena gaping in the doorway. By the time the fight was joined, she'd be well away from the front lines where she belonged. She could move shockingly fast for someone encased head to toe in piecemeal armor, but that just meant she was about as fast as someone unburdened with iron might be. A technique she'd picked up from her old forgemaster, learning to wear heavy plates of steel in such a way that it didn't slow her down. Exceedingly useful, but only if she had her wits about her. Surveying the field, she gave up on trying to get in front. Instead, she focused on the shield in front of her, the three jagged pieces of forge iron that she'd conjured from nothing. With an effort of her will, she separated them into their component parts, hovering before her. With a shout she hurled them at the three foes. The metal streaked across the room as if shot from a ballista and slammed into each, jagged shards puncturing and pummeling. The Stone Ghost was hardly scratched, the forgeiron shattering upon his flesh more than it broke his. The Jinkins were not so lucky, the first taking a deep would in its chest and the second almost decapitated by the strength of her magic. OOC Conditions: Metal CarapaceImpulse, Kineticist, Metal, Primal Sheets of bent and rusted metal cover you in an armored shell. The carapace is medium armor but uses your highest armor proficiency. The carapace's statistics are: AC bonus +3, Dex Cap +2, Check Penalty -2, Speed Penalty -5 feet, Strength 14, Bulk 2, Group plate, Armor Traits noisy. An bonuses, runes, and magical abilities of your actual armor are suppressed, but any that could apply to the metal carapace are replicated onto it. When you use this impulse, you can create a rusty steel shield in a free hand, which uses the statistics of a regular steel shield. You can Shield Block with this shield even if you don't have that feat. The hand wielding this shield counts as a dree hand for using impulses. The shield crumbles to flakes of rust if it becomes broken or leaves your grasp. Hardness 5; HP (BT) 20 (10) The impulse lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends. The metal is rusted and fragile. If you take damage from a critical hit, the metal shatters and the impulse ends. Level (+3) The shield's Hardness increases by 1, its HPP by 4, and its BT by 2. Action 1-3: Magnetic PinionsImpulse, Kineticist, Metal, Overflow, Primal Small pieces of metal fly from you, propelled with magnetism at great velocity. Make ranged impulse attack rolls against up to three creatures within 60 feet of you; you gain a +1 circumstance bonus to your attack roll against any target wearing metal armor or made of metal. All three attacks count towards your multiple attack penalty, but it doesn't increase until after all the attacks. The metal pieces deal 1d4 bludgeoning damage and 1d4 piercing damage on a hit (or double damage on a critical hit). Level (+2) Each type of damage increases by 1d4 on all three Hit Stone Ghost on a 26 for 7 bludgeoning + 5 piercing (total of 2 damage after damage reduction) Hit Jinkin #1 on a 17 for 5 bludgeoning + 4 piercing Crit Jinkin #2 on a 27 for 8 bludgeoning + 10 piercing Edited December 28, 2023 by TheRaconteur (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Attack on Stone Ghost - Bludgeoning + Piercing 26; 7; 5 1d20+9;2d4;2d4 [17]; [17,3,4]; [17,3,4,1,4] Attack on Jinkin #1 - Bludgeoning + Piercing 17; 5; 4 1d20+9;2d4;2d4 [8]; [8,2,3]; [8,2,3,3,1] Attack on Jinkin #2 - Bludgeoning + Piercing 27; 4; 5 1d20+9;2d4;2d4 [18]; [18,3,1]; [18,3,1,1,4] Link to comment Share on other sites More sharing options...
Eagleheart Posted December 29, 2023 Clone Share Posted December 29, 2023 (edited) Thura (Sanctuary) HP: 35/35 AC: 18Shield cantrip Perception +9 Fort +7 Ref +7 Will +11 Thura moves in, still protected by her magic, and casts her guidance cantrip on Sweet Tooth this time. Actions Stride cast Shield cast Guidance on Sweet Tooth @omegoku Edited December 29, 2023 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
LDDragon Posted January 3 Author Clone Share Posted January 3 (edited) Mac holds his position and raises his shield, spinning up his weapon to attack whatever dares approach him first. "You are outnumbered, you better yield!" Omolara takes up a position between the far wall and a table that gives her an excellent view of the room along with modest cover. She takes a moment to assess the young man facing Mac, then unleashes two arrows. Banana quickly runs into the room, glaring at the two gremlins as he raises his hand. "Revenge on the school by killing those who weren't involved, for the consequences of your own actions? Dark Mother definitely touched you in your head, because you're talking like somebody who has the braineater shakes." He then glares at the gremlins, striking his staff against the ground and gnashing his teeth, sending a bit of spittle flying in a moment of theatricality. "And if you two interfere, I'm going to lock you in cages surrounded with silver bells and tie those to mules heading into the jungle!" The two gremlins flinch away from Banana. Meanwhile, Sorena focuses on the shield in front of her, the three jagged pieces of forge iron that she'd conjured from nothing. With an effort of her will, she separated them into their component parts, hovering before her. With a shout she hurled them at the three foes. The metal streaked across the room as if shot from a ballista and slammed into each, jagged shards puncturing and pummeling. The Stone Ghost was hardly scratched, the forgeiron shattering upon his flesh more than it broke his. The Jinkins were not so lucky, the first taking a deep would in its chest and the second almost decapitated by the strength of her magic. Thura moves in, still protected by her magic, and casts her guidance cantrip on Sweet Tooth this time. Stone ghost makes his way over to Mac, who stands ready, spinning his weapon, he strikes the young man. The rocky hide absorbs most of the blow, but some does make it through. Snarling, he attempts to grab Mac on the shoulder and force him down into the earth, extending his intangability to his foe. Mac, however, is able to avoid the attempt. The first Jinkin moves onto the bed, jumping down to the bearskin rug, then across to flank Mac. He attempts to stab Mac in the back with his shortsword. The second jinkin, put off by both the threat Banana made and the devastating attack by Sorena, crawls under the bed again. Combat Everyone may act. 22 Stone ghost. AC 20. Max HP 40. AC 21 temporarily due to shield spell. Total damage 7. due to resistance 5 except force or ghost touch, and double resistance vs non magical, stone, or effects with the earth trait. Omolara deals 5 damage with one shot, after resistance 9+1-5. Sorena 2 forgeiron damage. Mac 1 damage readied attack. 22 Jinkin 1. AC 17. Max HP 19. Total damage 9. Sorena 9 damage. 22 Jinkin 2. AC 17. Max HP 19. Total damage 18. Sorena 18 damage. Jinkin JINKIN CREATURE1 CETINYFEY, GREMLIN Perception 7 darkvision Languages Undercommon Skills Acrobatics 7 Crafting 5 +7 Traps Deception 5 Nature 5 Stealth 7 Thievery 7 Str -2, Dex 4, Con 0, Int 2, Wis 2, Cha 2 Items Shortsword y Modify+Add Interaction Abilities Tinkercurse, primal, transmutation A group of six jinkins can work together for an hour to imbue an item with a curse at a range of 60 feet. While this process is lengthy, it’s also unobtrusive and can be performed while Hiding. Jinkins prefer to use this ability on magic items. The curse makes the item unreliable (DC 5 flat check or waste any action to Interact with or Activate the item), adds a bizarre requirement to use the item, or imparts some other curse of a similar caliber. y Modify+Add AC 17 Fort 6, Ref 10, Will 7 HP 19 ; Current Weaknesses cold iron 2 Automatic And Reactive Abilities Modify+Add Speed 30 Melee Strikes Shortsword 9agile, finesse, magical, versatile S #2 #3damage 1d6 -2 Piercing y Modify+Add Ranged Strikes Modify+Add Offensive Or Proactive Abilities Sneak Attack The jinkin deals [[1d6]] (1d6) extra precision damage to flat-footed creatures. y Primal Innate Spells DC 17; Cantrips (1st) prestidigitation y Modify+Add Stone ghost STONE GHOST CREATURE5 NEMEDIUMUNIQUE, HUMAN, HUMANOID, OREAD Male human oread stone spirit Perception 13 Languages Common, Gnoll, Terran Skills Arcana 12 Athletics 12 Intimidation 12 Magaambya Lore 12 Nature 13 Stealth 11 Str 3, Dex 0, Con 4, Int 3, Wis 4, Cha 1 Items Leather Armor y +1 Morningstar y Sling10 bullets y Modify+Add Interaction Abilities Stone Spirit Stone Ghost can pass through objects made of stone or soil, including walls. When inside an object, Stone Ghost can’t perceive, attack, or interact with anything outside the object, and if he starts his turn inside an object, he is slowed 1. y Modify+Add AC 20 Fort 11, Ref 9, Will 15 HP 40 ; Current Resistances all damage 5 (except force or ghost touch; double resistance vs. non-magical, stone, or effects with the earth trait) Automatic And Reactive Abilities Modify+Add Speed 25 Melee Strikes Morningstar 15 magical, versatile P #2 #3damage 1d6+ 7 Bludgeoning y Modify+Add Ranged Strikes Sling 11 propulsive, range increment 50 feet, reload 1 #2 #3damage 1d6+ 5 Bludgeoning 50 feet y Modify+Add Offensive Or Proactive Abilities Entombing Grasp earth, manipulate Requirements: A foe within Stone Ghost’s reach is standing on stone or soil; Effect: Stone Ghost briefly extends his intangibility to a foe and drags or pounds them into the earth. He makes an Athletics check against the target’s Fortitude DC. On a success, the foe is planted waist-deep in the ground and is immobilized and flat-footed until it Escapes (DC 22). On a critical success, the foe is completely buried and must hold its breath until it is free or else start suffocating. A successful Escape returns the foe to its original square on the surface, or the closest unoccupied square. Actions 2 y Primal Prepared Spells DC 22, attack +14; 3rd earthbind, summon elemental (earth only); 2nd darkvision, glitterdust, shatter; 1st command (animals only), grease, pass without trace; Cantrips (3rd) acid splash, dancing lights, know direction, shield, tanglefoot Rooms OOC C14. Gruesome Trophies Three masks and three cloaks are affixed to the south wall of this claustrophobic cave, as though in mockery of people, with arms extended to the sides. All look colorful, but dirty and bloodstained. One of the masks depicts a stern antelope, another a kindly hare, and the last a smiling warthog. One of the outfits—the hare mask and a bloodstained cloak in yellow and white has been affixed to a secret door, which is slightly askew on its hinges, leading southwards. DC 13 Perception check to notice it. Anyone looking over the cloaks can attempt a DC 15 Nature or Survival check. On a success, dirt and dust on the lower half of the cloaks indicates that each wearer was somehow pulled partially into the ground before being killed. C7d DC 15 Perception will spot a secret door to the west. C15 This well-appointed bedroom and study almost makes one forget that it’s hidden deep underground. The space is neatly furnished with mismatched items, including a bearskin rug and extraordinarily comfortable-looking chair. A heavy professor’s desk sits off to one side, along with a massive, gently scuffed four-poster bed. Rugs and curtains hang in an inadequate attempt to make the space seem less like a cave, but craggy wall peeks through the gaps. New map Edited January 3 by LDDragon (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Stone ghost Athletics vs Mac fort save DC of 17 14 1d20+12 2 Jinkin 1 shortsword vs flatfooted Mac 14 1d20+9 5 Jinkin 1 shortsword 2nd attack vs flatfooted Mac 5 1d20+4 1 Link to comment Share on other sites More sharing options...
TheRaconteur Posted January 3 Clone Share Posted January 3 (edited) Sorena Ortho - Traitor to Cheliax 19 | HP: 44/44 | Fortitude: +11 | Reflex: +8 | Will: +7 | Perception: +5 Conditions: RepellentThis specialized cream serves as a repellent to stave off insects. The repellent also binds with a number of common insect venoms, dulling the potency and giving the wearer's immune system a boost to resist venoms. Once applied to your skin, the repellent grants you an item bonus to Fortitude saving throws against poisons for 4 hours. In addition, any arthropods (insects, spiders, scorpions, crabs, and similar invertebrate animals) must attempt a Will save when attempting to attack you with a melee Strike, or with a swarm attack such as the spider swarm's swarming bites. The arthropod then becomes temporarily immune for 1 minute. Critical Success The creature can act normally. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is frightened 2 and fleeing. She charged the Jinkin that was still standing, forgeiron reforming in her grip even as she brought the jagged blade out in a low slash. Swift as lightning, she formed a dagger of the same shifting metal in her other hand, and slashed at its throat. "You should have run when... y..!" She started to shout, though the threat died on her tongue as she watched the creature fall. OOC Conditions: Metal CarapaceImpulse, Kineticist, Metal, Primal Sheets of bent and rusted metal cover you in an armored shell. The carapace is medium armor but uses your highest armor proficiency. The carapace's statistics are: AC bonus +3, Dex Cap +2, Check Penalty -2, Speed Penalty -5 feet, Strength 14, Bulk 2, Group plate, Armor Traits noisy. An bonuses, runes, and magical abilities of your actual armor are suppressed, but any that could apply to the metal carapace are replicated onto it. When you use this impulse, you can create a rusty steel shield in a free hand, which uses the statistics of a regular steel shield. You can Shield Block with this shield even if you don't have that feat. The hand wielding this shield counts as a dree hand for using impulses. The shield crumbles to flakes of rust if it becomes broken or leaves your grasp. Hardness 5; HP (BT) 20 (10) The impulse lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends. The metal is rusted and fragile. If you take damage from a critical hit, the metal shatters and the impulse ends. Level (+3) The shield's Hardness increases by 1, its HPP by 4, and its BT by 2. Action 1: Stride to Jinkin #1 Action 2: Channel ElementsAura, Kineticist, Primal Requirements: You kinetic gate isn't active You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, yo can use a 1-action Elemental Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces if your kinetic element (or all your kinetic elements, if you can channel more than one) flow around you. The kinetic aura can't damage anything or affect the the environment around you unless another ability allows you to. Channel Elements has the traits of all your kinetic elements. , making a melee flanking Elemental BlastAttack, Impulse, Kineticist, Primal With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gains a status bonus equal to the damage roll equal to your Constitution modifier. The element determines the damage die, damage type, and range (for a ranged blast). A damage type other than a physical damage type adds its traits to the blast. Metal - 1d8 piercing or slashing, 30 feet. Fire - 1d6 fire, range 60 feet, agile via Weapon InfusionInfusion, Kineticist With a signature flair, you shape blasts of elemental power into the form of a weapon, such as a sword made of whirling wind or a bow that shoots flames. If your next action is an Elemental Blast, chose a weapon shape for it to take. You can choose to change the blast's damage type to bludgeoning, piercing, or slashing - whichever suits the weapon shape - and you can choose other alterations depending on if you ame a melee or ranged blast Melee - Add one of the following traits of your choice: agile, backswing, forceful, reach, sweep Ranged - Chose one of three options: range increment 100 feet and volley 30 feet trait, range increment 50 feet and the propulsive trait, range increment 20 feet and the thrown trait. Action 3: Make a melee flanking Elemental BlastAttack, Impulse, Kineticist, Primal With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gains a status bonus equal to the damage roll equal to your Constitution modifier. The element determines the damage die, damage type, and range (for a ranged blast). A damage type other than a physical damage type adds its traits to the blast. Metal - 1d8 piercing or slashing, 30 feet. Fire - 1d6 fire, range 60 feet, agile via Weapon InfusionInfusion, Kineticist With a signature flair, you shape blasts of elemental power into the form of a weapon, such as a sword made of whirling wind or a bow that shoots flames. If your next action is an Elemental Blast, chose a weapon shape for it to take. You can choose to change the blast's damage type to bludgeoning, piercing, or slashing - whichever suits the weapon shape - and you can choose other alterations depending on if you ame a melee or ranged blast Melee - Add one of the following traits of your choice: agile, backswing, forceful, reach, sweep Ranged - Chose one of three options: range increment 100 feet and volley 30 feet trait, range increment 50 feet and the propulsive trait, range increment 20 feet and the thrown trait. Edited January 3 by TheRaconteur (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Slashing Impulse + Flat Footed 21; 11 1d20+11;1d8+4 [10]; [10,7] Slashing Impulse + Flat Footed 19; 11 1d20+7;1d8+4 [12]; [12,7] Link to comment Share on other sites More sharing options...
Lycar Posted January 3 Clone Share Posted January 3 %5Btable%3D2%2C1%5D%20%5Br%3D1%2C1%5D%5BIMG2%3D150%5Dhttps%3A%2F%2Fog.myth-weavers.com%2Fattachment.php%3Fattachmentid%3D101183%26d%3D1629905609%5B%2FIMG2%5D%0A%5Br%3D2%2C1%5D%5Bfieldset%3DMac%20T%C3%ADre%5D%5BB%5D%5BURL%3D%22https%3A%2F%2Fwww.myth-weavers.com%2Fsheet.html%23id%3D2505803%22%5DMac%20T%C3%ADre%5B%2FURL%5D%5B%2FB%5D%20%0A%5Bb%5DHP%3A%5B%2Fb%5D37%2F38%20-%5Bb%5D%20AC%3A%20%5B%2Fb%5D20%20%2B2%0A%5Bb%5DConditions%3A%5B%2Fb%5D%20Vermin%20repellent%20(4%20hours%2C%20%2B1%20Item%20vs.%20poison%2C%20DC%2017)%20%0A%5Bb%5DHero%20Points%3A%203%5B%2Fb%5D%20%20%20%0A%5Bb%5DSpells%20prepared%3A%5B%2Fb%5D%20Electric%20Arc%2C%20Stabilise%0A%5B%2Ffieldset%5D%5B%2Ftable%5D Mac Tíre Mac Tíre HP: 37/38 - AC: 20 +2 Conditions: Vermin repellent (4 hours, +1 Item vs. poison, DC 17) Hero Points: 3 Spells prepared: Electric Arc, Stabilise Following his instincts, Mac moves around the murderer to force him to split his attention between him and his cohort, keeping his shield ready to ward off any attack. Seeing that his reactive attack all but bounced off his foes stony hide, Mac just tries to hit harder this time. Name xDiceName xDiceResult xDiceString xDiceRolls Swing again 24; 4 1d20+10;1d6+2 [14]; [14,2] Link to comment Share on other sites More sharing options...
Eagleheart Posted January 3 Clone Share Posted January 3 (edited) Thura (Sanctuary) HP: 35/35 AC: 17 Perception +9 Fort +7 Ref +7 Will +11 WIP Actions Stride to Omolara Magic Weapon - Omolara's weapon becomes a +1 striking weapon Edited January 4 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
omegoku Posted January 3 Clone Share Posted January 3 Sweet Tooth - Catfolk Thaumaturge 3 HP: 35/35 | AC: 18 | Speed: 25ft | Hero: 2/3 Perception: +7 Low Light Vision | Fort: +8 | Ref: +9 | Will: +7 StatisticsStr +0 Dex +2 Con +1 Int +3 Wis +0 Cha +3 Languages: Ammuran, Common, Draconic, Elven, Sylvan Attacks: -Wand Reflex DC18 Damage: 1d4+2 Electrical • Concentration, Evocation, Magical, Manipulate, Thaumaturge, Range 60ft -Star Knife +8/+4/+0 Damage: 1d4+2 Piercing • Agile, Deadly 1d6, Finesse, Thrown 20ft, Versatile S -Unarmed Strike +8/+4/+0 Damage: 1d4 Bludgeon • Agile, Finesse, Non-lethal, Unarmed Cantrips: Gouging Claw, Shield | Equipment Consumables: -Jade Cat -Potency Crystal *1 Adventurer's Pack: -Bedroll -10x Chalk, Flint &Steel, Soap, Waterskin -Rope (50ft) -5x Torch -Spellbook Armour: -Leather armour Coins : 8gp 9sp | AbilitiesClass: -Fling Magic -Exploit Vulnerability -Scroll Thaumaturgy -Talisman Esoterica -Esoteric Lore -Implement's Empowerment Ancestry: -Cat's Luck -Land on your Feet -Liminal Catfolk Skill: -Schooled in Secrets -Intimidating Glare -Dubious Knowledge -Terrifying Resistance Other: -Wizard Dedication -Attack Potency +1 -Skill Potency (Estoric Lore) | SkillsAcrobatics: +7 (T) Arcana: +8 (T) Athletics: +5 (T) Crafting: +3 Deception: +8 (T) Diplomacy: +8 (T) Lore (Academia): +8 (T) Lore (Esoteric): +11 (E) Intimidate: +10 (E) Medicine: +0 Nature: +5 (T) Occultism: +8 (T) Performance: +3 Religion: +5 (T) Society: +8 (T) Stealth: +7 (T) Survival: +0 Thievery: +7 (T) Conditions : Vermin Repellent Sweet Tooth moved to flank the stoney guy and drew her starknife. Wrapping the ghostly rag about the blade, she attempted to dig the blade into the ghost. Action 1: Move 25ft to flank Action 2: Draw Starknife Action 3: Attack Stone Ghost with starknife (he has weakness 3 vs Sweet Tooth's attacks and -2 AC due to flanking) Name xDiceName xDiceResult xDiceString xDiceRolls Attack 14 1d20+8 6 Damage (Piercing) 6 1d4+2 4 Link to comment Share on other sites More sharing options...
Ulysses Dare Posted January 3 Clone Share Posted January 3 (edited) Omolara Ancestry: Human | Heritage: Half-elf | Class: Ranger | Background: Sponsored By A Stranger Primary branch: Rain-Scribe (lvl 1) | Secondary branch: Uzunjati (lvl 1) | Application | Character sheet HP: 44/44 | Hero Points: 2 | Focus Points: 1/1 | Cantrip(s): Stabilize Condition(s): Vermin repellent(4 hours), Magic Weapon Flinging arrows at a foe who seemed as much stone as man felt a bit foolish. But Omolara had neglected to bring a pickax, so she continued. Tabletop Action 1: Hunted Shot at Stone Ghost Action 2: Third shot at Stone Ghost Action 3: Fourth shot at Stone Ghost Edited January 3 by Ulysses Dare (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Hunted shot 1 17 1d20+10 7 Damage 1 10 2d6 4,6 Hunted shot 2 20 1d20+10 10 Damage 2 6 2d6 1,5 Third shot 18 1d20+8 10 Damage 3 3 2d6 1,2 Fourth shot 19 1d20 19 Damage 4 6 2d6 3,3 Precision on first hit 4 1d8 4 Link to comment Share on other sites More sharing options...
LDDragon Posted January 10 Author Clone Share Posted January 10 (edited) Sorena charges the Jinkin that was still standing, forgeiron reforming in her grip even as she brought the jagged blade out in a low slash. Swift as lightning, she formed a dagger of the same shifting metal in her other hand, and slashed at its throat. "You should have run when... y..!" She starts to shout, though the threat dies on her tongue as she watches the creature fall. Following his instincts, Mac moves around the murderer to force him to split his attention between him and his cohort, keeping his shield ready to ward off any attack. Seeing that his reactive attack all but bounced off his foes stony hide, Mac just tries to hit harder this time. He accurately targets the stony creature, but is unable to get through the rocky hide. Thura strides to Omolara, enchanting her weapon to be better. Sweet Tooth moves to flank the stoney guy and drew her starknife. Wrapping the ghostly rag about the blade, she attempts to dig the blade into the ghost. He swiftly moves out of the way of the blade, eyes darting around in calculated measure. Flinging arrows at a foe who seemed as much stone as man felt a bit foolish. But Omolara had neglected to bring a pickax, so she continued. Four arrows shoot out towards Stone Ghost, the second and fourth being both forceful and accurate enough to get through his defences, injuring him in the torso and left hand. Less concerned about Mac and Sweet Tooth, the Stone Ghost moves over to Sorena, assessing her as the biggest threat, swinging his morningstar at her twice. The second Jinkin, having been threatened by Banana and seen its compatriot get killed, cowers under the bed. Combat Everyone may act. Stone ghost went from 1 west of Mac, to 1 south Mac, then 1 southeast of Mac. I remember Mac being a fighter so if that provokes an attack of opportunity then Mac can take it. Sorena is hit for 8 then 20, for a total of 28 magical bludgeoning damage from Stone Ghost swinging his morningstar at her. 22 Stone ghost. AC 20. Max HP 40. Total damage 14. due to resistance 5 except force or ghost touch, and double resistance vs non magical, stone, or effects with the earth trait. Omolara deals 5 damage with one shot, after resistance 9+1-5. Sorena 2 forgeiron damage. Mac 1 damage readied attack. Omolara 5 damage + 1 damage as 2nd and 4th shot hit. 22 Jinkin 1. AC 17. Max HP 19. Total damage 31. DEAD. Sorena 9 damage. Sorena 22 damage. 22 Jinkin 2. AC 17. Max HP 19. Total damage 18. HIDING UNDER BED. Sorena 18 damage. Jinkin JINKIN CREATURE1 CETINYFEY, GREMLIN Perception 7 darkvision Languages Undercommon Skills Acrobatics 7 Crafting 5 +7 Traps Deception 5 Nature 5 Stealth 7 Thievery 7 Str -2, Dex 4, Con 0, Int 2, Wis 2, Cha 2 Items Shortsword y Modify+Add Interaction Abilities Tinkercurse, primal, transmutation A group of six jinkins can work together for an hour to imbue an item with a curse at a range of 60 feet. While this process is lengthy, it’s also unobtrusive and can be performed while Hiding. Jinkins prefer to use this ability on magic items. The curse makes the item unreliable (DC 5 flat check or waste any action to Interact with or Activate the item), adds a bizarre requirement to use the item, or imparts some other curse of a similar caliber. y Modify+Add AC 17 Fort 6, Ref 10, Will 7 HP 19 ; Current Weaknesses cold iron 2 Automatic And Reactive Abilities Modify+Add Speed 30 Melee Strikes Shortsword 9agile, finesse, magical, versatile S #2 #3damage 1d6 -2 Piercing y Modify+Add Ranged Strikes Modify+Add Offensive Or Proactive Abilities Sneak Attack The jinkin deals [[1d6]] (1d6) extra precision damage to flat-footed creatures. y Primal Innate Spells DC 17; Cantrips (1st) prestidigitation y Modify+Add Stone ghost STONE GHOST CREATURE5 NEMEDIUMUNIQUE, HUMAN, HUMANOID, OREAD Male human oread stone spirit Perception 13 Languages Common, Gnoll, Terran Skills Arcana 12 Athletics 12 Intimidation 12 Magaambya Lore 12 Nature 13 Stealth 11 Str 3, Dex 0, Con 4, Int 3, Wis 4, Cha 1 Items Leather Armor y +1 Morningstar y Sling10 bullets y Modify+Add Interaction Abilities Stone Spirit Stone Ghost can pass through objects made of stone or soil, including walls. When inside an object, Stone Ghost can’t perceive, attack, or interact with anything outside the object, and if he starts his turn inside an object, he is slowed 1. y Modify+Add AC 20 Fort 11, Ref 9, Will 15 HP 40 ; Current Resistances all damage 5 (except force or ghost touch; double resistance vs. non-magical, stone, or effects with the earth trait) Automatic And Reactive Abilities Modify+Add Speed 25 Melee Strikes Morningstar 15 magical, versatile P #2 #3damage 1d6+ 7 Bludgeoning y Modify+Add Ranged Strikes Sling 11 propulsive, range increment 50 feet, reload 1 #2 #3damage 1d6+ 5 Bludgeoning 50 feet y Modify+Add Offensive Or Proactive Abilities Entombing Grasp earth, manipulate Requirements: A foe within Stone Ghost’s reach is standing on stone or soil; Effect: Stone Ghost briefly extends his intangibility to a foe and drags or pounds them into the earth. He makes an Athletics check against the target’s Fortitude DC. On a success, the foe is planted waist-deep in the ground and is immobilized and flat-footed until it Escapes (DC 22). On a critical success, the foe is completely buried and must hold its breath until it is free or else start suffocating. A successful Escape returns the foe to its original square on the surface, or the closest unoccupied square. Actions 2 y Primal Prepared Spells DC 22, attack +14; 3rd earthbind, summon elemental (earth only); 2nd darkvision, glitterdust, shatter; 1st command (animals only), grease, pass without trace; Cantrips (3rd) acid splash, dancing lights, know direction, shield, tanglefoot Rooms OOC C14. Gruesome Trophies Three masks and three cloaks are affixed to the south wall of this claustrophobic cave, as though in mockery of people, with arms extended to the sides. All look colorful, but dirty and bloodstained. One of the masks depicts a stern antelope, another a kindly hare, and the last a smiling warthog. One of the outfits—the hare mask and a bloodstained cloak in yellow and white has been affixed to a secret door, which is slightly askew on its hinges, leading southwards. DC 13 Perception check to notice it. Anyone looking over the cloaks can attempt a DC 15 Nature or Survival check. On a success, dirt and dust on the lower half of the cloaks indicates that each wearer was somehow pulled partially into the ground before being killed. C7d DC 15 Perception will spot a secret door to the west. C15 This well-appointed bedroom and study almost makes one forget that it’s hidden deep underground. The space is neatly furnished with mismatched items, including a bearskin rug and extraordinarily comfortable-looking chair. A heavy professor’s desk sits off to one side, along with a massive, gently scuffed four-poster bed. Rugs and curtains hang in an inadequate attempt to make the space seem less like a cave, but craggy wall peeks through the gaps. New map Edited January 10 by LDDragon (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Morningstar 1st attack on Sorena 28 1d20+15 13 Morningstar damage vs Sorena 8 1d6+7 1 Morningstar 2nd attack on Sorena 30 1d20+10 20 Critical damage on Sorena, double this... 10 1d6+7 3 Link to comment Share on other sites More sharing options...
TheRaconteur Posted January 10 Clone Share Posted January 10 (edited) Sorena Ortho - Traitor to Cheliax AC: 19 | HP: 16/44 | Fortitude: +11 | Reflex: +8 | Will: +7 | Perception: +5 Conditions: RepellentThis specialized cream serves as a repellent to stave off insects. The repellent also binds with a number of common insect venoms, dulling the potency and giving the wearer's immune system a boost to resist venoms. Once applied to your skin, the repellent grants you an item bonus to Fortitude saving throws against poisons for 4 hours. In addition, any arthropods (insects, spiders, scorpions, crabs, and similar invertebrate animals) must attempt a Will save when attempting to attack you with a melee Strike, or with a swarm attack such as the spider swarm's swarming bites. The arthropod then becomes temporarily immune for 1 minute. Critical Success The creature can act normally. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is frightened 2 and fleeing. The first heavy blow smashed through her guard, striking her high on the shoulder and forcing her down onto one knee before the Stone Ghost. Fragments of metal shattered into slag as the heavy morningstar struck, and then rose, and then struck down again. With a great crack, her right pauldron snapped off, the curaiss beneath fragmenting and falling away. Beneath, the woman seemed so much smaller, though she was still a giant among her ancestry. Clad in a simple brown arming jacket, she glared up at the foe as her mail fell away from her. She raised a hand, and it wasn't a gauntleted fist, but a plain grey glove. The only thing that didn't fall away was her mask. Yet even as her armor shattered to pieces around her, she found her focus through the pain. With a scream that came from both her lungs and the metal she called to, fire flared around her, searing forgeiron glowing red hot. In an instant, the three glowing plates of her shield reformed, sizzling as they cooled. She rose shakily to her feet, wincing at her dislocated shoulder, but the platemail that was her right reforming even as she rose. It didn't even matter that her own counter attack failed to break the Stone Ghost's skin. What mattered was that she stood, and the armor she summoned still obeyed her will. OOC Conditions: Metal CarapaceImpulse, Kineticist, Metal, Primal Sheets of bent and rusted metal cover you in an armored shell. The carapace is medium armor but uses your highest armor proficiency. The carapace's statistics are: AC bonus +3, Dex Cap +2, Check Penalty -2, Speed Penalty -5 feet, Strength 14, Bulk 2, Group plate, Armor Traits noisy. An bonuses, runes, and magical abilities of your actual armor are suppressed, but any that could apply to the metal carapace are replicated onto it. When you use this impulse, you can create a rusty steel shield in a free hand, which uses the statistics of a regular steel shield. You can Shield Block with this shield even if you don't have that feat. The hand wielding this shield counts as a dree hand for using impulses. The shield crumbles to flakes of rust if it becomes broken or leaves your grasp. Hardness 5; HP (BT) 20 (10) The impulse lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends. The metal is rusted and fragile. If you take damage from a critical hit, the metal shatters and the impulse ends. Level (+3) The shield's Hardness increases by 1, its HPP by 4, and its BT by 2. lost due to the crit Action 1: Reapply Metal CarapaceImpulse, Kineticist, Metal, Primal Sheets of bent and rusted metal cover you in an armored shell. The carapace is medium armor but uses your highest armor proficiency. The carapace's statistics are: AC bonus +3, Dex Cap +2, Check Penalty -2, Speed Penalty -5 feet, Strength 14, Bulk 2, Group plate, Armor Traits noisy. An bonuses, runes, and magical abilities of your actual armor are suppressed, but any that could apply to the metal carapace are replicated onto it. When you use this impulse, you can create a rusty steel shield in a free hand, which uses the statistics of a regular steel shield. You can Shield Block with this shield even if you don't have that feat. The hand wielding this shield counts as a dree hand for using impulses. The shield crumbles to flakes of rust if it becomes broken or leaves your grasp. Hardness 5; HP (BT) 20 (10) The impulse lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends. The metal is rusted and fragile. If you take damage from a critical hit, the metal shatters and the impulse ends. Level (+3) The shield's Hardness increases by 1, its HPP by 4, and its BT by 2. Action 2: Raise Shield Action 3: Make a melee flanking Elemental BlastAttack, Impulse, Kineticist, Primal With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gains a status bonus equal to the damage roll equal to your Constitution modifier. The element determines the damage die, damage type, and range (for a ranged blast). A damage type other than a physical damage type adds its traits to the blast. Metal - 1d8 piercing or slashing, 30 feet. Fire - 1d6 fire, range 60 feet, agile via Weapon InfusionInfusion, Kineticist With a signature flair, you shape blasts of elemental power into the form of a weapon, such as a sword made of whirling wind or a bow that shoots flames. If your next action is an Elemental Blast, chose a weapon shape for it to take. You can choose to change the blast's damage type to bludgeoning, piercing, or slashing - whichever suits the weapon shape - and you can choose other alterations depending on if you ame a melee or ranged blast Melee - Add one of the following traits of your choice: agile, backswing, forceful, reach, sweep Ranged - Chose one of three options: range increment 100 feet and volley 30 feet trait, range increment 50 feet and the propulsive trait, range increment 20 feet and the thrown trait. Edited January 10 by TheRaconteur (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Elemental Blast - Slashing 17; 11 1d20+9;1d8+3 [8]; [8,8] Link to comment Share on other sites More sharing options...
omegoku Posted January 10 Clone Share Posted January 10 Sweet Tooth - Catfolk Thaumaturge 3 HP: 35/35 | AC: 18 | Speed: 25ft | Hero: 2/3 Perception: +7 Low Light Vision | Fort: +8 | Ref: +9 | Will: +7 StatisticsStr +0 Dex +2 Con +1 Int +3 Wis +0 Cha +3 Languages: Ammuran, Common, Draconic, Elven, Sylvan Attacks: -Wand Reflex DC18 Damage: 1d4+2 Electrical • Concentration, Evocation, Magical, Manipulate, Thaumaturge, Range 60ft -Star Knife +8/+4/+0 Damage: 1d4+2 Piercing • Agile, Deadly 1d6, Finesse, Thrown 20ft, Versatile S -Unarmed Strike +8/+4/+0 Damage: 1d4 Bludgeon • Agile, Finesse, Non-lethal, Unarmed Cantrips: Gouging Claw, Shield | Equipment Consumables: -Jade Cat -Potency Crystal *1 Adventurer's Pack: -Bedroll -10x Chalk, Flint &Steel, Soap, Waterskin -Rope (50ft) -5x Torch -Spellbook Armour: -Leather armour Coins : 8gp 9sp | AbilitiesClass: -Fling Magic -Exploit Vulnerability -Scroll Thaumaturgy -Talisman Esoterica -Esoteric Lore -Implement's Empowerment Ancestry: -Cat's Luck -Land on your Feet -Liminal Catfolk Skill: -Schooled in Secrets -Intimidating Glare -Dubious Knowledge -Terrifying Resistance Other: -Wizard Dedication -Attack Potency +1 -Skill Potency (Estoric Lore) | SkillsAcrobatics: +7 (T) Arcana: +8 (T) Athletics: +5 (T) Crafting: +3 Deception: +8 (T) Diplomacy: +8 (T) Lore (Academia): +8 (T) Lore (Esoteric): +11 (E) Intimidate: +10 (E) Medicine: +0 Nature: +5 (T) Occultism: +8 (T) Performance: +3 Religion: +5 (T) Society: +8 (T) Stealth: +7 (T) Survival: +0 Thievery: +7 (T) Conditions : Vermin Repellent Sweet Tooth hissed as this stone ghost dodged her attack! How rude! She gave chase, flanking with Sorena and again trying to drive her short blade into her enemy. Action 1: Move 15ft to flank Action 2: Attack Stone Ghost with starknife (he has weakness 3 vs Sweet Tooth's attacks and -2 AC due to flanking) Action 3: Cast Shield (+1 AC) Name xDiceName xDiceResult xDiceString xDiceRolls Attack 24 1d20+8 16 Damage 3 1d4+2 1 Link to comment Share on other sites More sharing options...
Eagleheart Posted January 10 Clone Share Posted January 10 (edited) Thura (Sanctuary) HP: 35/35 AC: 17 Perception +9 Fort +7 Ref +7 Will +11 WIP Actions +cast Heal and Guidance on Solena @TheRaconteur Edited January 10 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Healing 22 2d10+16 4,2 Link to comment Share on other sites More sharing options...
Lycar Posted January 10 Clone Share Posted January 10 %5Btable%3D2%2C1%5D%20%5Br%3D1%2C1%5D%5BIMG2%3D150%5Dhttps%3A%2F%2Fog.myth-weavers.com%2Fattachment.php%3Fattachmentid%3D101183%26d%3D1629905609%5B%2FIMG2%5D%0A%5Br%3D2%2C1%5D%5Bfieldset%3DMac%20T%C3%ADre%5D%5BB%5D%5BURL%3D%22https%3A%2F%2Fwww.myth-weavers.com%2Fsheet.html%23id%3D2505803%22%5DMac%20T%C3%ADre%5B%2FURL%5D%5B%2FB%5D%20%0A%5Bb%5DHP%3A%5B%2Fb%5D37%2F38%20-%5Bb%5D%20AC%3A%20%5B%2Fb%5D20%20%2B2%0A%5Bb%5DConditions%3A%5B%2Fb%5D%20Vermin%20repellent%20(4%20hours%2C%20%2B1%20Item%20vs.%20poison%2C%20DC%2017)%20%0A%5Bb%5DHero%20Points%3A%203%5B%2Fb%5D%20%20%20%0A%5Bb%5DSpells%20prepared%3A%5B%2Fb%5D%20Electric%20Arc%2C%20Stabilise%0A%5B%2Ffieldset%5D%5B%2Ftable%5D Mac Tíre Mac Tíre HP: 37/38 - AC: 20 +2 Conditions: Vermin repellent (4 hours, +1 Item vs. poison, DC 17) Hero Points: 3 Spells prepared: Electric Arc, Stabilise Seeing that his flailing against the stone-hided murderer is mostly ineffective, Mac drops his weapon with a frustrated snarl and just makes a grab for hies foe's arm, attempting to twist it and force the killer on his knees. His shield still ready to defend against an attack. Name xDiceName xDiceResult xDiceString xDiceRolls Grapple 10 1d20+8 2 Trip (-4 MAP for Agile unarmed attack?) 17 1d20+4 13 Link to comment Share on other sites More sharing options...
Ulysses Dare Posted January 10 Clone Share Posted January 10 Omolara Ancestry: Human | Heritage: Half-elf | Class: Ranger | Background: Sponsored By A Stranger Primary branch: Rain-Scribe (lvl 1) | Secondary branch: Uzunjati (lvl 1) | Application | Character sheet HP: 44/44 | Hero Points: 2 | Focus Points: 1/1 | Cantrip(s): Stabilize Condition(s): Vermin repellent(4 hours), Magic Weapon (1 minute) With their primary foe now in the center of the room, Omolara decided the time was ripe to send in Amosgarn. Pointing to the stony figure, she cried out, in Elvish, "peck!" The loyal fish eagle swooped across the room and began to harry the man by pecking at his eyes. Which she followed up with another volley of arrows. Tabletop Omolara Action 1: Command an animal Action 2: Hunted Shot at Stone Ghost Action 3: Third shot at Stone Ghost Amosgarn Action 1: Fly 30 feet Action 2: SupportUntil the start of your next turn, your Strikes that damage a creature that your bird threatens also deal 1d4 persistent bleed damage, and the target is dazzled until it removes the bleed damage. Name xDiceName xDiceResult xDiceString xDiceRolls Hunted shot 1 26 1d20+10 16 Damage 1 9 2d6 4,5 Hunted shot 2 22 1d20+10 12 Damage 2 9 2d6 3,6 Third shot 21 1d20+5 16 Damage 3 8 2d6 6,2 Precision on first hit 3 1d8 3 Bleed damage from support 1,4,1 repeat(1d4,3) 1,4,1 Link to comment Share on other sites More sharing options...
LDDragon Posted January 17 Author Clone Share Posted January 17 (edited) The first heavy blow smashed through Sorena's guard, striking her high on the shoulder and forcing her down onto one knee before the Stone Ghost. Fragments of metal shattered into slag as the heavy morningstar struck, and then rose, and then struck down again. With a great crack, her right pauldron snapped off, the curaiss beneath fragmenting and falling away. Beneath, the woman seemed so much smaller, though she was still a giant among her ancestry. Clad in a simple brown arming jacket, she glared up at the foe as her mail fell away from her. She raised a hand, and it wasn't a gauntleted fist, but a plain grey glove. The only thing that didn't fall away was her mask. Yet even as her armor shattered to pieces around her, she found her focus through the pain. With a scream that came from both her lungs and the metal she called to, fire flared around her, searing forgeiron glowing red hot. In an instant, the three glowing plates of her shield reformed, sizzling as they cooled. She rose shakily to her feet, wincing at her dislocated shoulder, but the platemail that was her right reforming even as she rose. It didn't even matter that her own counter attack failed to break the Stone Ghost's skin. What mattered was that she stood, and the armor she summoned still obeyed her will. Sweet Tooth hissed as this stone ghost dodged her attack! How rude! She gave chase, flanking with Sorena and again trying to drive her short blade into her enemy. She manages to find a weak chink in the rocky skin, and deal minor damage to him. Thura casts Heal and Guidance on Sorena, causing her to feel better as her wounds begin to mend. Seeing that his flailing against the stone-hided murderer is mostly ineffective, Mac drops his weapon with a frustrated snarl and just makes a grab for hies foe's arm, attempting to twist it and force the killer on his knees. His shield still ready to defend against an attack. The rocky man avoids the grapple, twisting away, and stands firm against being tripped. With their primary foe now in the center of the room, Omolara decided the time was ripe to send in Amosgarn. Pointing to the stony figure, she cried out, in Elvish, "peck!" The loyal fish eagle swooped across the room and began to harry the man by pecking at his eyes. Which she followed up with another volley of arrows. The arrows hit Stone Ghost is a cluster, driving in one after the other into his neck, while Amosgarn pecks at his eyes. Succumbing to the damage, he falls to the ground and lies still, blood pooling underneath him. The remaining Jinkin cowers under the bed, not really a threat to anyone at this stage. It looks like there is a rhinocerous mask under the bed nearby them. The notes that Stone Ghost was working on are sitting on the desk he was at. Combat OUT OF COMBAT, BATTLE WON! 22 Stone ghost. AC 20. Max HP 40. Total damage 41. due to resistance 5 except force or ghost touch, and double resistance vs non magical, stone, or effects with the earth trait. Omolara deals 5 damage with one shot, after resistance 9+1-5. Sorena 2 forgeiron damage. Mac 1 damage readied attack. Omolara 5 damage + 1 damage as 2nd and 4th shot hit. Sweet Tooth 1 damage from short sword. Omolara hunted shots 9+3 + 9 is 22 minus 5 is 17, + 1 + 4 persistent bleed damage. 8 minus 5 is 3 plus 1 persistent bleed. 22 Jinkin 1. AC 17. Max HP 19. Total damage 31. DEAD. Sorena 9 damage. Sorena 22 damage. 22 Jinkin 2. AC 17. Max HP 19. Total damage 18. HIDING UNDER BED. Sorena 18 damage. Jinkin JINKIN CREATURE1 CETINYFEY, GREMLIN Perception 7 darkvision Languages Undercommon Skills Acrobatics 7 Crafting 5 +7 Traps Deception 5 Nature 5 Stealth 7 Thievery 7 Str -2, Dex 4, Con 0, Int 2, Wis 2, Cha 2 Items Shortsword y Modify+Add Interaction Abilities Tinkercurse, primal, transmutation A group of six jinkins can work together for an hour to imbue an item with a curse at a range of 60 feet. While this process is lengthy, it’s also unobtrusive and can be performed while Hiding. Jinkins prefer to use this ability on magic items. The curse makes the item unreliable (DC 5 flat check or waste any action to Interact with or Activate the item), adds a bizarre requirement to use the item, or imparts some other curse of a similar caliber. y Modify+Add AC 17 Fort 6, Ref 10, Will 7 HP 19 ; Current Weaknesses cold iron 2 Automatic And Reactive Abilities Modify+Add Speed 30 Melee Strikes Shortsword 9agile, finesse, magical, versatile S #2 #3damage 1d6 -2 Piercing y Modify+Add Ranged Strikes Modify+Add Offensive Or Proactive Abilities Sneak Attack The jinkin deals [[1d6]] (1d6) extra precision damage to flat-footed creatures. y Primal Innate Spells DC 17; Cantrips (1st) prestidigitation y Modify+Add Stone ghost STONE GHOST CREATURE5 NEMEDIUMUNIQUE, HUMAN, HUMANOID, OREAD Male human oread stone spirit Perception 13 Languages Common, Gnoll, Terran Skills Arcana 12 Athletics 12 Intimidation 12 Magaambya Lore 12 Nature 13 Stealth 11 Str 3, Dex 0, Con 4, Int 3, Wis 4, Cha 1 Items Leather Armor y +1 Morningstar y Sling10 bullets y Modify+Add Interaction Abilities Stone Spirit Stone Ghost can pass through objects made of stone or soil, including walls. When inside an object, Stone Ghost can’t perceive, attack, or interact with anything outside the object, and if he starts his turn inside an object, he is slowed 1. y Modify+Add AC 20 Fort 11, Ref 9, Will 15 HP 40 ; Current Resistances all damage 5 (except force or ghost touch; double resistance vs. non-magical, stone, or effects with the earth trait) Automatic And Reactive Abilities Modify+Add Speed 25 Melee Strikes Morningstar 15 magical, versatile P #2 #3damage 1d6+ 7 Bludgeoning y Modify+Add Ranged Strikes Sling 11 propulsive, range increment 50 feet, reload 1 #2 #3damage 1d6+ 5 Bludgeoning 50 feet y Modify+Add Offensive Or Proactive Abilities Entombing Grasp earth, manipulate Requirements: A foe within Stone Ghost’s reach is standing on stone or soil; Effect: Stone Ghost briefly extends his intangibility to a foe and drags or pounds them into the earth. He makes an Athletics check against the target’s Fortitude DC. On a success, the foe is planted waist-deep in the ground and is immobilized and flat-footed until it Escapes (DC 22). On a critical success, the foe is completely buried and must hold its breath until it is free or else start suffocating. A successful Escape returns the foe to its original square on the surface, or the closest unoccupied square. Actions 2 y Primal Prepared Spells DC 22, attack +14; 3rd earthbind, summon elemental (earth only); 2nd darkvision, glitterdust, shatter; 1st command (animals only), grease, pass without trace; Cantrips (3rd) acid splash, dancing lights, know direction, shield, tanglefoot Rooms OOC C14. Gruesome Trophies Three masks and three cloaks are affixed to the south wall of this claustrophobic cave, as though in mockery of people, with arms extended to the sides. All look colorful, but dirty and bloodstained. One of the masks depicts a stern antelope, another a kindly hare, and the last a smiling warthog. One of the outfits—the hare mask and a bloodstained cloak in yellow and white has been affixed to a secret door, which is slightly askew on its hinges, leading southwards. DC 13 Perception check to notice it. Anyone looking over the cloaks can attempt a DC 15 Nature or Survival check. On a success, dirt and dust on the lower half of the cloaks indicates that each wearer was somehow pulled partially into the ground before being killed. C7d DC 15 Perception will spot a secret door to the west. C15 This well-appointed bedroom and study almost makes one forget that it’s hidden deep underground. The space is neatly furnished with mismatched items, including a bearskin rug and extraordinarily comfortable-looking chair. A heavy professor’s desk sits off to one side, along with a massive, gently scuffed four-poster bed. Rugs and curtains hang in an inadequate attempt to make the space seem less like a cave, but craggy wall peeks through the gaps. New map Edited January 17 by LDDragon (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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