Jump to content

The Stone Tooth


Chaz Hoosier

Recommended Posts

Brother Christo Vanleaf, Grey Elf Bard-Cleric

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

Christo adds, "Plus, if this thing got loose while our group was separated it would disastrous. I guess if they are locked up prisoners, they ain't going anywhere soon and, actually the commotion they are raising might draw attention to them and away from our coming battle with the Ogre."

"Unless something changes or new information presents itself, then it might be better to proceed with the plan, and then investigate the source of the noise," the Elven holy man adds as he digs two "Y-shaped" heavy sticks and a short piece of rope out of his pack.

Next, Christo gets help to drag the pair of dead wolves into the hallway, lying end to end and tail to tail across the passage like a big speed bump. Next, the padre takes the rope and ties one end of the heavy cord around each wolf's neck.

With the cord now stretching across the hallway, but lying on the ground, Brother Vanleaf takes each of the "Y-shaped" sticks and angles them to hold up the rope taunt and about knee-high on the Ogre. Turning to his colleagues after the quick rig, Christo says, "The wolves should act like a speedbump and coupled with that rope, they should slow the beast down."

"Also, if it tries to use brute force just to push on through, then the pull on the rope will drag each of the dead wolves along almost like a crude bola weapon, plus the extra weight should also help slow the Ogre down as well, or at least thwart its attempts charge," he adds hoping for the best.

Once the provisions are made and the make-shift obstacle is created, then Christo says, "Just before Sugrin releases the Ogre, we all need to get into position and then I'll use my bard's song to bolster our battle prowess. Right after that, Sugrin will release the Ogre and then we all take our readied attacks."

Show Mechanics

Free Action:   Speak

Standard Action:  

Move:  

Swift Action:   

Move Action:   

 

Continuing Effects: Bardic Music - Protection Devotion from Gerbimble ( +2 sacred bonus to AC)

Link to comment
Share on other sites

Brother Christo Vanleaf, Grey Elf Bard-Cleric

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

Brother Vanleaf moves the pair of dead wolves into the hallway where they will act as a makeshift obstacle, and then he takes a piece of hemp rope and ties a noose around the neck and head of each of the two lupines and uses rawhide cords to tie the hind legs of each carcass together as well.

Pointing the head of each wolf toward the walls and hind ends together, the Elven holy man places the two 'Y-shaped' sticks under the rope to hold it up at Ogre-knee level with the wolves acting as dead weights to keep each end taunt.

Next, the padre attaches a couple of fishhooks suspended by short leather thongs from the rope, each one about one-third of the way across in the hope that it might snag the Ogre if he comes through not to harm the creature but to hold the rope in place and drag the wolves under its feet with each step, if it works at all.

Thereafter, the oil is added to crude impromptu defensive construction coating the hallway with a greasy pool that is both slick and, if necessary, flammable as well. The final touch to the trap is to have his colleagues light a torch while he works so it can be positioned in the outer passageway just in case we need to invite Mr. Ogre to a neighborhood cook-out!

When the hallway is prepared, Christo will back out into the hallway, draw his long bow and nock an arrow and says, "Let me know when everyone is ready. Then I'll sing a bard song to inspire us in the battle, and after my song takes effect, we can all attack as one which will release the Ogre from Sugrin's spell. If things go bad, we can set the oil slick on fire."

Show Mechanics

DM: Please note that the picture below is a crude attempt and not 3-D. The rope will be above the back edge of the wolf carcasses, but I could not draw it that way. Did my best! :)

Free Action:   Speak

Standard Action:  

Move:  

Swift Action:   

Move Action:   

spacer.png

Continuing Effects: Bardic Music - Protection Devotion from Gerbimble ( +2 sacred bonus to AC)

Edited by Terran (see edit history)
Link to comment
Share on other sites

Finally!

The call to action given through the bard's song was all that Urd needed. She skittered past Brother Christo and let her arrow loose...

Actions

Moving 10ft to activate skirmish (made move on Roll20).

Shooting Ogre hopefully.

Statblock

Hide this

[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
11; 4; 1
1d20+6;1d6+1;1d6 [5]; [5,3]; [5,3,1]
Link to comment
Share on other sites

Brother Christo Vanleaf, Grey Elf Bard-Cleric

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

Having started a song of courage well before the group attacks, once the effects of the bardic music take effect Brother Vanleaf ends the song and then motions with his loaded long bow for the attack to begin calling out, "Now."

Bolstered by the lingering effects of his courage inspiring music, Christo follows the plan and duplicates Urd's actions to attack the Ogre with the rest of the party.

Drawing his bow string taunt, the Elven holy man launches a razor-sharp arrow from his long bow at the massive creature sinking the shaft deep in its flesh and then he reloads the weapon in anticipation of the coming hard-fought battle.

Show Mechanics

DM: Please note that the picture below is a crude attempt and not 3-D. The rope will be above the back edge of the wolf carcasses, but I could not draw it that way. Did my best! :)

Free Action:   Speak

Standard Action:  Attack Ogre with Long Bow using Point Blank Shot Feat

Move:  

Swift Action:   

Move Action:   

spacer.png

Continuing Effects: Bardic Music - Protection Devotion from Gerbimble ( +2 sacred bonus to AC); Bardic Music Inspire Courage (All ALLIES are +1 all Attacks, +1 Weapon Damage, and +1 Fear Saves for 4/5 rounds)

Edited by Terran (see edit history)
Name
Attack Ogre with Long Bow
20
1d20+6 14
Piercing Damage
9
1d8+2 7
Link to comment
Share on other sites

While the elf goes about with his elaborate preparations, Gerbimble spills oil on the ground and produces a tinderwtig from his backpack.
When they are done and ready to confront the ogre, he focuses again to create a divine, protective field around himself and his allies.
Next, he summons a swarm of bats to surround the giant, hoping their wee fangs will not only harm, bit also distract it.
Afterwards, he takes a step back, worried the ogre might forego Christo's trap easily.
 

Mechanics

 

Immediate action=use Protection Devotion for a sacred +2 bonus to AC (figure the effect from the last use has expired)
Standard action=Invocation (SLA) Summon Swarm, bats.
They immediately attack for 1d6 damage. And 1 HP per round thereafter (from Wounding).
DC 11 Fortitude save or be nauseated for 1 round.
Move action=5 ft step left

+4 to AC from racial traits vs giants for a total of 25.
 

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
Bat swarm damage
2
1d6 2
Link to comment
Share on other sites

  

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



Seeing the others mostly ready with their preparations, Sugrin reaches into a pocket and pulls out a magic pearl. We'll have a moment or two before my spell ends, he says, and then speaks a word of magic which causes the pearl to glow briefly.

Stowing the pearl, he would then hoist his wand again, indicating it was time, and let loose another sheet of flame at the ogre before moving to the further end of the hallway outside the door.

 

 

 

 

Show Mechanics

 

Actions

Hypnotic Pattern expires two rounds after Sugrin stops concentrating on it.

Free Action: Speak

Swift Action: 

Move Action: Move to the end of the hallway.

Standard Action: Activate Pearl of Power restoring Instant Diversion. Use Wand of Burning Hands at the ogre (DC11 Reflex for half), being careful not to ignite the oil in the hallway..

Skill Checks

 


Continuing Effects: 

Inspire Courage: +1 to attacks and save vs fear [morale]
Protection Devotion: +2 AC [sacred]

Name
Fire Damage
1
1d4 1
Link to comment
Share on other sites

The trick shot around the corner is a bit too tricky for both Urd and Christo and they both miss. The moment the ogre blinks and comes to himself he is blasted by flames and then a swarm of bats. He growls with rage and smacks a couple bats out of the air as he lumbers toward you. The trip rope is about a subtle as a gunshot in a quiet room, but he ogre is very distracted by bats... Unfortunately he sees the trap a mile off; fortunately it slows him down as he has to stop to step over it, and he stops right on top of the puddle of oil you left for him.

Meanwhile, Daurant hears the sound of battle recommence somewhere to the north.

Round 5

@Terran@Lazeram@snugglepooh@RedRajah@Sorithar Everyone may go!

The lavender circles on the map are bats--I've tried to arrange them for maximum effect but let me know if you had something else in mind.

Effects:
Inspire Courage - ALL ALLIES are +1 to attacks, damage and Fear Saves
Protection Devotion from Gerbimble ( +2 sacred bonus to AC)

Initiative Order
Daurant
Christo
Sugrin
Gerbimble
Urd
Great Ulfe -8

Map--->HERE

 

Edited by Chaz Hoosier (see edit history)
Name
roll
18
1d20+4 14
Link to comment
Share on other sites

  

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 waits for the others to get their shots in before he winds up with his wand. Things are really heating up now, he chuckles. Aiming low, he tries to set the oil on fire with a short blast of flame.

He then says a quick word of magic and again two Sugrin clones rush at their enemy while the real Sugrin rushes further up the corridor.

 

 

 

Show Mechanics

 

Actions

Hold action until after Urd's turn

Free Action: Speak

Swift Action: Cast Instant DiversionInstant Diversion
(Races of the Dragon)

Illusion (Figment)
Level: Bard 1, Sorcerer 1, Wizard 1,
Components: V, S,
Casting Time: 1 swift action
Range: Personal; see text
Target: You
Duration: 1 round

As you spin around, you produce residual images of yourself, each of which splits off from your body and moves away.
One or more illusory doubles of you appear, spinning off from your original location as you turn in a circle.
You create one double plus one for every four caster levels you have (minimum one, maximum five).
You are then free to go elsewhere while your doublesmove away in a manner of your choosing.
The doubles move at your speed and can emit minor sounds such as footsteps or metal clanking, but they can only be made to move, withdraw, or run.
Any successful attack against an illusory double destroys it.
A double's Armor Class is equal to 10 + your size modifier + your Dex modifier.
Figments seem to react normally to area spells (such as looking as though they are burned or dead after being hit by a fireball).
 having the clones try to block the ogre

Move Action: Move further up the corridor.

Standard Action: Activate Wand of Burning Hands

Skill Checks

 


Continuing Effects: 

Inspire Courage: +1 to attacks and save vs fear [morale]
Protection Devotion: +2 AC [sacred]

Name
Fire Damage
2
1d4 2
Link to comment
Share on other sites

  



image.jpeg.20b6e759626b7ffc84d6cc51e1d96b3e.jpegDaurant, Holy Warrior of Moradin


Barreling forward not unlike a rolling metal keg of ale, Daurant finds himself in a long, narrow hallway occupied by four strangers, none of whom seem to be tuskers or of this place. A wide grin lights up his visored face as he claps his two waraxes in a warrior's salute.

The dwarf warrior you see, for he is surely a dwarf and a warrior by the looks of him, is almost indiscernible from an ornate metal bucket clad as he is from head to shins in battle scared plate armor and sporting a rather large and sharpened waraxe in each hand. The visored helm upon his head coupled with the voluminous braided hair of his beard and moustache make it difficult to discern the grey eyes sunk behind the visor. A silver chain with a symbol, of a deity most likely, dangles at his chest, clanging against the metal breastplate as he moves.

He seems to shout at someone unseen.

"Ah! Come, we join the fray! Stay close!"

He then looks to the nearest of you, Sugrin.

"If you be here to lay low the tuskers who defile these halls, speak so, and tell this Hammer of Moradin how he might serve your cause!"


Show Mechanics

 

Actions

Free Action: Speak

Swift Action: 

Move Action: Run north (move x3 due to armor) towards the sounds of battle.

Standard Action:

Skill Checks

 

Stat Block

[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)
Link to comment
Share on other sites

Daurant runs around to corner to find a strange sight: Gnome triplets along with a few others fighting something around the corner that he can't see.

 

Sugrin, Christo, Urd, and Gerbimble see a dwarf trotting up the passage looking ready for battle.

Link to comment
Share on other sites

Brother Christo Vanleaf, Grey Elf Bard-Cleric

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

Brother Vanleaf smiles broadly when the wolf-rope obstacle works to prevent the Ogre from charging the group and attacking as the huge creature is forced to slow down and step across the trap placing the foe directly in the oil slick in the hallway.

When Sugrin hits the Ogre with another blast of fire and then moves east down the hallway, Christo instinctively follows suit as the Elf takes a step back behind Urd and then launches another arrow into the enemy at point blank range.

Unfortunately the shot misses when his attention is caught by an approaching stranger in heavy armor who is headed directly in the direction in which Sugrin retreated, resulting in the priest quickly reloading an arrow and temporarily pointing his bow in that direction until the Dwarf calls out his intention to join the fray against the Ogre.

Calling out to the newcomer and trusting Sugrin to keep an eye on the new fellow, the musical minister yells, "You're in luck then! For we've killed several tuskers and now we battle an angry Ogre who was with them!"

Show Mechanics

Move:  5 foot step as shown on map

Standard Action:  Attack Ogre with Long Bow using Point Blank Shot Feat

Free Action:  Speak

Swift Action:   

Move Action:   

Continuing Effects: Bardic Music - Protection Devotion from Gerbimble ( +2 sacred bonus to AC); Bardic Music Inspire Courage (All ALLIES are +1 all Attacks, +1 Weapon Damage, and +1 Fear Saves for 3/5 rounds)

Edited by Terran (see edit history)
Name
Attack Ogre with Long Bow
7
1d20+6 1
Link to comment
Share on other sites

Urd barely gave the new dwarf coming into the fray a glance. The ogre was the more immediate threat. Making sure to not set off the trap by the statue, Urd backed up a few steps and let another fly towards the enemy...

 

Actions

Moving 10ft to activate skirmish (made move on Roll20).

Shooting ogre (in theory)

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
12; 6; 1
1d20+6;1d6+1;1d6 [6]; [6,5]; [6,5,1]
Link to comment
Share on other sites

 

bilde.png Gerbimble regards the incoming dwarf. Through the commotion, he thinks he hears the stranger say something about Moradin.
Which can't be bad. Especially now, as they are facing a fierce ogre. The gnome decides to treat the newcomer as an ally for now.
Switching tactics, Gerbimble ceases to maintain the conjured bat swarm and instead charges his right hand with eldritch energy which he releases at their foe. Though he takes a step back first, thinking the giant is close enough for comfort.

 

 

Mechanics

 

5 ft step back.
Attack with eldritch blast. +1 from bardic music, +1 from point blank range, +1 from knowledge devotion.
Ranged touch attack.
Ogre takes 1 HP damage from bat bites (wounding property) each consecutive round.
+4 to AC from racial traits vs giants for a total of 25.
 

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 Ogre
23; 6
1d20+8;1d6+3 [15]; [15,3]
Link to comment
Share on other sites

Sugrin singes the ogre with his wand, igniting the oil under his foot, the ogre hops in pain, trying to avoid the flames. Two copies of Sugrin pop into existence and rush at the ogre as he steps away. Urd and Christo cannot get a clean shot at the ogre and miss. Gerbimble blasts the ogre with magical energy. The ogre slashes at one of the Germbimbles, which instantly vanishes.

 

OOC

@Terran@Lazeram@snugglepooh@RedRajah@Sorithar Everyone may go!

Effects:
Inspire Courage - ALL ALLIES are +1 to attacks, damage and Fear Saves
Protection Devotion from Gerbimble ( +2 sacred bonus to AC)

Initiative Order
Daurant
Christo
Sugrin
Gerbimble
Urd
Great Ulfe -18

Map--->HERE

 

Edited by Chaz Hoosier (see edit history)
Name
Oil fire damage
3
1d6 3
Link to comment
Share on other sites

×
×
  • Create New...