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The Stone Tooth


Chaz Hoosier

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Posted (edited)

In the instant after Sugrin blasts the orcs with his color spray spell, Christo steps forward and casts another spell. The orc seems stunned for a moment! The trio is suddenly engulfed by a swarm of rats that nibble their flesh. Daurant deals the robed orc a grievous wound. "How DARE you strike me!" The orc shifts away and begins to cast a spell on Daurant. His blood runs cold and the hairs on his neck stand up at her fury! The standing orc swings his weapon at Daurant, though he's shaking like a leaf in terror and he misses!

Round 1

@Sorithar Daurant is SHAKEN for one round ( –2 penalty on attack rolls, saving throws, skill checks, and ability checks)
@RedRajah Round 1 actions please.
@snugglepooh@Lazeram@Sorithar@Terran May take their Round 2 Actions

Initiative Order

Sugrin
Christo
Gerbimble
Daurant (SHAKEN for 1/1 rounds)
Burdug
Orc Warrior Red
Orc Warrior Blue UNCONSCIOUS DYING
Urd

 

Edited by Chaz Hoosier (see edit history)
Name
Orc Will Save
19
1d20-1 20
Burdug Fort Save
23
1d20+3 20
Red fort save
19
1d20+2 17
Orc Attack Daurant
15
1d20+1 14
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An enemy spellcaster. Urd's eyes narrowed in a steely gaze as she entered into the chamber and let an arrow fly towards the so-called "shaman". She hoped Daurant could endure whatever evil she had in store (not to mention those rats) while the rest of them finished her and her bodyguards off.

Dumathoin, guide my arrow!

Actions

Moved 10ft to activate Skirmish (made move on Roll20). Is not near the rats. ;)

Shooting the shaman w/shortbow (Favored Enemy: Arcanists is in play)

Statblock

[URL=/sheets/?id=2730594][B][SIZE=+1]Urd Dóttir til Manngi [/SIZE][/B][/URL] F N Deep Dwarf Scout2/Ranger1, [B]Level[/B] 3, [B]Init[/B] 3, [B]HP[/B] 19/19, [B]Speed[/B] 30 [B]AC[/B] 18, [B]Touch[/B] 14, [B]Flat-footed[/B] 16, [B]Fort[/B] 5, [B]Ref[/B] 7, [B]Will[/B] 1, [B]Base Attack Bonus[/B] 2 [B] MW Shortbow (40) [/B] +5 (1d6, x3) [B] MW Dwarven Waraxe [/B] +5 (1d10+2, x3) [B] Mithril shirt[/B] (+4 Armor, +2 Dex, +2 Misc) [B]Abilities[/B] Str 14, Dex 15, Con 14, Int 10, Wis 13, Cha 6 [B]Condition[/B] Darkvision 100ft +3 racial bonus on saving throws against poison +3 racial bonus on saving throws against spells and spell-like effects +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears). +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants). +2 Sacred bonus to AC Inspire Courage: +1 Saves vs. Fear/Charm Effects, +1 all Attacks, and +1 Weapon Damage Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll. Track: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow, such as when other tracks cross them or when the tracks backtrack and diverge. You move at half your normal speed (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on the table below:. Surface Survival DC Very soft ground 5 Soft ground 10 Firm ground 15 Hard ground 20 Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints. Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints. Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints. Hard Ground: Any surface that doesn't hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles). Several modifiers may apply to the Survival check, as given on the table below. Condition Survival DC Modifier Every three creatures in the group being tracked -1. Condition Survival DC Modifier Every three creatures in the group being tracked ?1 Size of creature or creatures being tracked 1: Fine +8 Diminutive +4 Tiny +2 Small +1 Medium +0 Large ?1 Huge ?2 Gargantuan ?4 Colossal ?8 Every 24 hours since the trail was made +1 Every hour of rain since the trail was made +1 Fresh snow cover since the trail was made +10 Poor visibility 2: Overcast or moonless night +6 Moonlight +3 Fog or precipitation +3 Tracked party hides trail (and moves at half speed) +5 1 For a group of mixed sizes, apply only the modifier for the largest size category. 2 Apply only the largest modifier from this category. If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching Special A ranger automatically has Track as a bonus feat. He need not select it. This feat does not allow you to find or follow the tracks made by a subject of a pass without trace spell. Travel Devotion: Once per day as a swift action, you can activate this ability to move up to your speed as a swift action each round. Thus, you can move your speed and then take a full-round action, or move and take two other actions (two move actions or one move action and one standard action). This effect lasts for 1 minute. You cannot take a 5-foot step in the same round that you use this feat to move as a swift action. You can select this feat multiple times, gaining one additional daily use each time you take it.
Urd Dóttir til Manngi
F N Deep Dwarf Scout2/Ranger1, Level 3, Init 3, HP 19/19, Speed 30
AC 18, Touch 14, Flat-footed 16, Fort 5, Ref 7, Will 1, Base Attack Bonus 2
MW Shortbow (40) +5 (1d6, x3)
MW Dwarven Waraxe +5 (1d10+2, x3)
Mithril shirt (+4 Armor, +2 Dex, +2 Misc)
Abilities Str 14, Dex 15, Con 14, Int 10, Wis 13, Cha 6
Condition Darkvision 100ft
+3 racial bonus on saving throws against poison
+3 racial bonus on saving throws against spells and spell-like effects
+1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears).
+4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).

+2 Sacred bonus to AC
Inspire Courage: +1 Saves vs. Fear/Charm Effects, +1 all Attacks, and +1 Weapon Damage


Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.

Track: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow, such as when other tracks cross them or when the tracks backtrack and diverge. You move at half your normal speed (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on the table below:.
Surface Survival DC
Very soft ground 5
Soft ground 10
Firm ground 15
Hard ground 20

Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.
Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints.
Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints.
Hard Ground: Any surface that doesn't hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles).
Several modifiers may apply to the Survival check, as given on the table below. Condition Survival DC Modifier Every three creatures in the group being tracked -1.
Condition Survival DC Modifier
Every three creatures in the group being tracked ?1
Size of creature or creatures being tracked 1:
Fine +8
Diminutive +4
Tiny +2
Small +1
Medium +0
Large ?1
Huge ?2
Gargantuan ?4
Colossal ?8
Every 24 hours since the trail was made +1
Every hour of rain since the trail was made +1
Fresh snow cover since the trail was made +10
Poor visibility 2:
Overcast or moonless night +6
Moonlight +3
Fog or precipitation +3
Tracked party hides trail (and moves at half speed) +5

1 For a group of mixed sizes, apply only the modifier for the largest size category.
2 Apply only the largest modifier from this category. If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching
Special

A ranger automatically has Track as a bonus feat. He need not select it. This feat does not allow you to find or follow the tracks made by a subject of a pass without trace spell.

Travel Devotion: Once per day as a swift action, you can activate this ability to move up to your speed as a swift action each round. Thus, you can move your speed and then take a full-round action, or move and take two other actions (two move actions or one move action and one standard action). This effect lasts for 1 minute.

You cannot take a 5-foot step in the same round that you use this feat to move as a swift action.

You can select this feat multiple times, gaining one additional daily use each time you take it.

 

 

Name
Attack (shortbow), dmg, skirmish
14; 7; 5
1d20+6;1d6+3;1d6 [8]; [8,4]; [8,4,5]
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Brother Christo Vanleaf, Grey Elf Bard-Cleric

spacer.pngQUICK STATS:  AC=19, Touch=14, FF=17 / HP=19/19 / Init=2 / Saves: Fort=4, Reflex=5, Will = 6  _____________________________________________________________________________

After casting his only helpful spell moments ago ableit with only limited success, Brother Vanleaf moves forward into the room toward the Orcs with his bow already in hand.

Drawing his bow string taunt, the Elven holy man launches a razor-sharp arrow at the Orc Witch from point blank range in an effort to interrupt her machinations.

Show Mechanics

Move:   25 ft. as shown on map

Standard Action:   Attach Shaman with Bow using Point Blank Shot Feat

Free Action: 

Swift Action:   

Move Action:   

 

Continuing Effects: None

Name
Attack Shaman with Long Bow
13
1d20+5 8
Piercing Damage
4
1d8+1 3
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The evil shaman's enrage screeching is cut short when Urd plants a bolt right between her eyes. She's dead before she even hits the ground! Christo's arrow misses the lone standing orc.

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Daurant, Holy Warrior of Moradin

image.jpeg.20b6e759626b7ffc84d6cc51e1d96b3e.jpegShaking off the rather sickening scent and sight of the filthy rats but still somewhat shaken, Daurant ignores the now fallen witch and turns on the orc beside him, laying into him with righteous fury, even if somewhat diminished, with both his axes even as he stand tall upon his fellow orc's dying body.

"Ere, ave a slice, or two!"

 

 

 

 

 

 

 

 


Show Mechanics

 

Actions

Free Action:

Swift Action: 

Move Action:

Standard Action: Attack

Skill Checks

 

Stat Block

Appearance: 4'2", 182 lbs., Daurant has the pale skin tone of his Mountain Dwarf ancestors and a well groomed, waist length beard of silvery hue that would not shame him in any dwarf hall. His eyes are a dark grey reminiscent of the stone that makes up his kin's home. Strands of mithral and gold are braided into his beard, giving it a glittering sheen.

[URL=/sheets/?id=2873079][B][SIZE=+1]Daurant, son of Durl, Blood of Durgeddin, of Glitterhame[/SIZE][/B][/URL] Male LG Mountain Dwarf Fighter/Paladin, [B]Level[/B] 1/2, [B]Init[/B] 1, [B]HP[/B] 28/28, [B]Speed[/B] 20 [B]AC[/B] 19, [B]Touch[/B] 11, [B]Flat-footed[/B] 18, [B]Fort[/B] 6, [B]Ref[/B] 3, [B]Will[/B] 2, [B]Base Attack Bonus[/B] 3 [B]Masterwork Waraxe, Dwarven [/B] +5 (1d10+2, x3) [B]Masterwork Waraxe, Dwarven [/B] +5 (1d10+1, x3) [B] Hammer, throwing (3) [/B] +3 (1d6+2, x2) [B] Full plate[/B] (+8 Armor, +1 Dex) [B]Abilities[/B] Str 14, Dex 13, Con 14, Int 8, Wis 10, Cha 13 [B]Condition[/B] None
Daurant, son of Durl, Blood of Durgeddin, of Glitterhame
Male LG Mountain Dwarf Fighter/Paladin, Level 1/2, Init 1, HP 28/28, Speed 20
AC 19, Touch 11, Flat-footed 18, Fort 6, Ref 3, Will 2, Base Attack Bonus 3
Masterwork Waraxe, Dwarven +5 (1d10+2, x3)
Masterwork Waraxe, Dwarven +5 (1d10+1, x3)
Hammer, throwing (3) +3 (1d6+2, x2)
Full plate (+8 Armor, +1 Dex)
Abilities Str 14, Dex 13, Con 14, Int 8, Wis 10, Cha 13
Condition None

 

 

Edited by Sorithar (see edit history)
Name
Attack
SyntaxError: Unexpected token ,
1d20+3, 1d20+3, 1d10+2, 1d10+1
Attacks
SyntaxError: Expecting ) in a function call "repeat"
repeat(1d20+3; 2); 1d10+2; 1d10+1
Attacks
15,13; 12; 3
repeat(1d20+3, 2); 1d10+2; 1d10+1 [12,10]; [12,10,10]; [12,10,10,2]
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GnomeCleric.webpSeeing as Daurant jumps into the fray, including his summoned rats, Gerbimble dismisses the magic and the swarm disappears as quickly as they emerged. The gnome instead channels eldritch energy and lanuches it at the standing orc.  

 

Mechanics

Move=5 ft
Swarm ceases to exist as long as he doesn't concentrate on maintaining it.
Standard action=Eldritch blast (+1 from point blank shot, +1 from knowledge devotion)(No penalty from shooting into melee)

 

Stat block

[URL=/sheets/?id=2733635][B][SIZE=+1]Gerbimble Rampulart[/SIZE][/B][/URL] Male CN Whisper Gnome Cloistered cleric2/Warlock1, [B]Level[/B] 3, [B]Init[/B] 3, [B]HP[/B] 18/18, [B]Speed[/B] 30 ft. [B]AC[/B] 21, [B]Touch[/B] 14, [B]Flat-footed[/B] 16, [B]Fort[/B] 2, [B]Ref[/B] 5, [B]Will[/B] 5, [B]Base Attack Bonus[/B] 1 [B] Eldritch Blast (ranged touch) [/B] +5 (1d6, x2) [B] Dagger [/B] -2 (1d3, 19-20/x2) [B] Mithral chain shirt[/B], [B] Battle cloak, gnome[/B] (+4 Armor, +1 Shield, +3 Dex, +1 Size) [B]Abilities[/B] Str 6, Dex 16, Con 15, Int 10, Wis 15, Cha 10 [B]Condition[/B] None
Gerbimble Rampulart
Male CN Whisper Gnome Cloistered cleric2/Warlock1, Level 3, Init 3, HP 18/18, Speed 30 ft.
AC 21, Touch 14, Flat-footed 16, Fort 2, Ref 5, Will 5, Base Attack Bonus 1
Eldritch Blast (ranged touch) +5 (1d6, x2)
Dagger -2 (1d3, 19-20/x2)
Mithral chain shirt, Battle cloak, gnome (+4 Armor, +1 Shield, +3 Dex, +1 Size)
Abilities Str 6, Dex 16, Con 15, Int 10, Wis 15, Cha 10
Condition None

 

 

 

 

Name
Eldritch Blast (ranged touch attack) vs Orc
19; 6
1d20+7;1d6+2 [12]; [12,4]
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Daurant, Holy Warrior of Moradin

image.jpeg.20b6e759626b7ffc84d6cc51e1d96b3e.jpegCalming as he sees the fallen orcs, Daurant cleans off his axe on the orc witch's robes and then looks about the room, noting if there are any other exits or obvious items of interest.

"Better search this place for any clue to what else we might expect and then keep moving ta try and keep surprising the tuskers."

 

 

 

 

 

 

 

 


Show Mechanics

 

Actions

Free Action:

Swift Action: 

Move Action:

Standard Action:

Skill Checks

Take 20 on Search for a result of 20.

Stat Block

Appearance: 4'2", 182 lbs., Daurant has the pale skin tone of his Mountain Dwarf ancestors and a well groomed, waist length beard of silvery hue that would not shame him in any dwarf hall. His eyes are a dark grey reminiscent of the stone that makes up his kin's home. Strands of mithral and gold are braided into his beard, giving it a glittering sheen.

[URL=/sheets/?id=2873079][B][SIZE=+1]Daurant, son of Durl, Blood of Durgeddin, of Glitterhame[/SIZE][/B][/URL] Male LG Mountain Dwarf Fighter/Paladin, [B]Level[/B] 1/2, [B]Init[/B] 1, [B]HP[/B] 28/28, [B]Speed[/B] 20 [B]AC[/B] 19, [B]Touch[/B] 11, [B]Flat-footed[/B] 18, [B]Fort[/B] 6, [B]Ref[/B] 3, [B]Will[/B] 2, [B]Base Attack Bonus[/B] 3 [B]Masterwork Waraxe, Dwarven [/B] +5 (1d10+2, x3) [B]Masterwork Waraxe, Dwarven [/B] +5 (1d10+1, x3) [B] Hammer, throwing (3) [/B] +3 (1d6+2, x2) [B] Full plate[/B] (+8 Armor, +1 Dex) [B]Abilities[/B] Str 14, Dex 13, Con 14, Int 8, Wis 10, Cha 13 [B]Condition[/B] None
Daurant, son of Durl, Blood of Durgeddin, of Glitterhame
Male LG Mountain Dwarf Fighter/Paladin, Level 1/2, Init 1, HP 28/28, Speed 20
AC 19, Touch 11, Flat-footed 18, Fort 6, Ref 3, Will 2, Base Attack Bonus 3
Masterwork Waraxe, Dwarven +5 (1d10+2, x3)
Masterwork Waraxe, Dwarven +5 (1d10+1, x3)
Hammer, throwing (3) +3 (1d6+2, x2)
Full plate (+8 Armor, +1 Dex)
Abilities Str 14, Dex 13, Con 14, Int 8, Wis 10, Cha 13
Condition None

 

 

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Brother Christo Vanleaf, Grey Elf Bard-Cleric

spacer.pngQUICK STATS:  AC=19, Touch=14, FF=17 / HP=19/19 / Init=2 / Saves: Fort=4, Reflex=5, Will = 6  _____________________________________________________________________________

Even though Brother Vanleaf was relieved and grateful to the gods that the battle was both successful and quick, however the Elven holy man had a strange feeling when the massive warriors and presumably a powerful Shaman were dispatched so easily.

Moving to gather his arrow that missed the target, Christo pauses next to Sugrin and whispers, "Seemed kind of almost too easy? I'm not sure that anything is even amiss, but it sure feels 'off' in some way. Are you sensing anything or any nearby earth movements?"

Once the arrow is retrieved and stowed in his quiver, the minister will help to search the room for valuables and secrets, while also keeping one eye and his ears focused on the surrounding area watching and listening for the sight or sound of movement or anything unusual nearby.

Show Mechanics

Move:  

Standard Action:  

Free Action: 

Swift Action:   

Move Action:   

 

Continuing Effects: None

Name
Search
12
1d20+1 11
Spot
14
1d20+3 11
Listen
18
1d20+6 12
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Urd's grimace never wavered. Not even when the shaman crumpled to the floor like a puppet without its strings. "Maybe all these scum were used to was attackin' merchants and farmers. If they allowed themselves to be led by an ogre, strategic thinkin' might not be in their wheelhouse."

But they had also been fighting smart in their own right. Finding that secret passage to the archers' nest had been a godsend. And closing the chimney, drawing another patrol outside from earlier, had been key. For their numbers, these orcs really hadn't been well organized.

Still, Urd kept her senses up on high alert. Vanleaf's concerns were valid. And this was only the first level of the fortress...

Actions

Taking 20 on Search/Spot/Listen +2 to Search for anything odd about the stonework.

 

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Sugrin Velicent, Illusionist Extraordinaire


Sugrin.jpg.5950f0040afdf9f8128a135336bee017.jpgMale   Gnome   Illusionist 3  

Init 1 | HP 14/14 | AC 12, Touch 12, FF 11 | Fort 4, Ref 2, Will 4


Sugrin brandishes his wand with a flourish, but before he so much as speaks the command word, the angry female takes a blast of magic energy that finishes her, while the other orcs lay unconscious, dying. As he relaxes with a gleeful laugh, Christo whispers something to him that compels him to refocus. He slowly works his way around the room while the others conduct a search, using his Earth Sense to detect any potential hidden foes.

 

 

 

 

 

 

Show Mechanics

 

Actions

Free Action:

Swift Action: 

Move Action: Earth Sense

Standard Action:

Skill Checks

 


Continuing Effects: 

Protection Devotion: +2 AC [sacred]

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GnomeCleric.webpGerbimble sighs in relief as they manage to win the skirmish without a scratch. "They must have had some business being back here. Perhaps there are other secret exits from this room?"  

 

 

 

 

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Brother Christo draws his bow, nocks an arrow and stands back while those more qualified investigate the door for tricks and traps while the Elven priest provides them with cover fire, should such become necessary.

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Daurant, Holy Warrior of Moradin

image.jpeg.20b6e759626b7ffc84d6cc51e1d96b3e.jpegTucking away one of the retrieved flasks of alchemist's fire, Daurant moves to the door and as soon as he receives a nod from Urd, the hefts one of his axes and turns the key to open the door. He then looks beyond it and assuming no obvious danger, steps into the space beyond to look around.

 

 

 

 

 

 

 

 

 


Show Mechanics

 

Actions

Free Action:

Swift Action: 

Move Action:

Standard Action:

Skill Checks

 

Stat Block

Appearance: 4'2", 182 lbs., Daurant has the pale skin tone of his Mountain Dwarf ancestors and a well groomed, waist length beard of silvery hue that would not shame him in any dwarf hall. His eyes are a dark grey reminiscent of the stone that makes up his kin's home. Strands of mithral and gold are braided into his beard, giving it a glittering sheen.

[URL=/sheets/?id=2873079][B][SIZE=+1]Daurant, son of Durl, Blood of Durgeddin, of Glitterhame[/SIZE][/B][/URL] Male LG Mountain Dwarf Fighter/Paladin, [B]Level[/B] 1/2, [B]Init[/B] 1, [B]HP[/B] 28/28, [B]Speed[/B] 20 [B]AC[/B] 19, [B]Touch[/B] 11, [B]Flat-footed[/B] 18, [B]Fort[/B] 6, [B]Ref[/B] 3, [B]Will[/B] 2, [B]Base Attack Bonus[/B] 3 [B]Masterwork Waraxe, Dwarven [/B] +5 (1d10+2, x3) [B]Masterwork Waraxe, Dwarven [/B] +5 (1d10+1, x3) [B] Hammer, throwing (3) [/B] +3 (1d6+2, x2) [B] Full plate[/B] (+8 Armor, +1 Dex) [B]Abilities[/B] Str 14, Dex 13, Con 14, Int 8, Wis 10, Cha 13 [B]Condition[/B] None
Daurant, son of Durl, Blood of Durgeddin, of Glitterhame
Male LG Mountain Dwarf Fighter/Paladin, Level 1/2, Init 1, HP 28/28, Speed 20
AC 19, Touch 11, Flat-footed 18, Fort 6, Ref 3, Will 2, Base Attack Bonus 3
Masterwork Waraxe, Dwarven +5 (1d10+2, x3)
Masterwork Waraxe, Dwarven +5 (1d10+1, x3)
Hammer, throwing (3) +3 (1d6+2, x2)
Full plate (+8 Armor, +1 Dex)
Abilities Str 14, Dex 13, Con 14, Int 8, Wis 10, Cha 13
Condition None

 

 

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