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The Stone Tooth


Chaz Hoosier

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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  ________________________________________________________________________

As soon as the door is opened by Urd and it's obvious that the chamber beyond the portal is occupied by one or more folks who do not sound so happy to see us appear on their doorstep, Brother Vanleaf immediately jumps into action and implements his part of the plan.

Beginning a light harmonious ancient song of glory, the bard brings a sense of courage and calm to his colleagues which allows them the mental freedom to function to the top of their combat abilities in the coming fray as they are uplifted by the inspiring tune.

Show Mechanics

Free Action:   

Move:  

Swift Action:   

Move Action:   

Standard Action:  Bardic Music = Inspire Courage

Continuing Effects:  ALL PARTY MEMBERS (+1 Saves vs. Fear/Charm Effects, +1 all Attacks, and +1 Weapon Damage)

Edited by Terran (see edit history)
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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


 

Oh dear!

Seeing Urd disappear through the door, Sugrin's image of a nice, neat line of orcs filing out of the chamber getting caught in his spell rapidly dissipates.

Well, I guess there's nothing for it, now. He climbs the last few steps to the doorway to cast his spell at the orcs directly, trying to catch the two near the door without getting Urd as well.

 

 

 

Show Mechanics

 

Actions

Free Action: 5' step to the top of the stairs

Swift Action: If the orcs are unaffected or otherwise charge him, Sugrin will cast Instant Diversion and have his illusory doubles draw them away while he retreats

Move Action: 

Standard Action: Cast Color Spray at the closest orc, trying to catch the second closest orc also, if possible.

Skill Checks

 


Continuing Effects: +1 save vs fear/charm, +1 attack and weapon damage

Edited by snugglepooh (see edit history)
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Urd rushes into the room and cracks an arrow in one of the orc's neck before he even has a chance to look up. It collapses as it gurgles and spurts blood. Sugrin steps into the door frame and lets the nearest orc have it with a color spray, which is blasted unconscious by the force of the spell. THe other orc on the south side catches some residual blast, but manages to shake off its effects. Sugrin suddenly spins around in a circle, and two more Sugrins rush toward the other orcs. Christo starts seeing a stirring song to inspire his allies in battle. One of the orcs is ready to attack, and he leaps into the fray with Urd, though his great axe finds only air when he swings. Gerbimble throws his invocation into the room blind, and the bats nibble on the unconscious Orc.

OOC

Effects: Inspire Courage (+1 Saves vs. Fear/Charm Effects, +1 all Attacks, and +1 Weapon Damage)

@RedRajah@snugglepooh@Terran are up.

Initiative Order
Urd
Sugrin
Christo
Old Yarrack
Orc 1 UNCONSCIOUS -2
Orc 2
Orc 3 DYING
Orc 4
Gerbimble

ScreenShot2023-11-03at7_47_44PM.png.f28af531d4b866ee9821c819f0e19792.png

Edited by Chaz Hoosier (see edit history)
Name
Will Save
11
1d20-1 12
Great Axed!
11
1d20+3 8
Other will save
16
1d20-1 17
Swarm Damage
2
1d6 2
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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  ________________________________________________________________________

Continuing his song of courage, Brother Vanleaf smiles as the tactical positioning favors the formation that he and his dear, much shorter, comrade have used many times over their long years of friendship.

Taking a five-foot step forward to stand directly behind Sugrin, the taller Elven holy man carefully aims at the orc in the far corner of the room knowing full well that there is no way the Gnome illusionist charged directly into combat.

As his arrow slams into the Orc, Christo smiles as he stands in position to allow his colleague to move past him as the Elf quickly reloads his old but very sound long bow with another wicked looking razor-sharp metal-tipped arrow.

Show Mechanics

CORRECTION: To Hit is 22 and Damage is 6 

Free Action:   Continue Bardic Music = Inspire Courage

Move:  5 ft. step forward

Swift Action:   

Move Action:   

Standard Action:  Attack Orc in far SE corner of the room (furthest one away from PC) using Point Blank Shot Feat - To Hit is 22 and Damage is 6 (even I forgot the bard music bonus)

Continuing Effects:  ALL PARTY MEMBERS (+1 Saves vs. Fear/Charm Effects, +1 all Attacks, and +1 Weapon Damage)

Edited by Terran (see edit history)
Name
Attack Orc with Long Bow
21
1d20+5 16
Piercing Damage
5
1d8+1 4
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Urd allowed herself a faint smile as her arrow struck true and the orc's lifeblood spilled out of him onto the stone floor. With one foe now lain dying and Christo firing towards the other backside orc -- though she had to do a doubletake at Sugrin now suddenly in front of said orc.

And another Sugrin engaging with another orc.

No time to worry or question about such a strange situation as with a third orc breathing down her neck trying to chop her in twain with a greataxe, Urd had to move and fast. The dwarven scout immediately sprinted for the opposite wall, then let another arrow fly towards the orc that wanted to do her harm...

OOCMoving 3 squares down (15ft) to activate skirmish again at shooting the orc with the axe .

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.

 

 

Edited by RedRajah (see edit history)
Name
Attack: Shortbow
23
1d20+8 15
Dmg (if hit -- PBS & Bard buff added)
5
1d6+2 3
Skirmish dmg
3
1d6 3
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The orc swings at Urd as she moves away from him, giving her a grievous wound! (12 DMG) Urd repays him by putting an arrow right in his eye, and he instantly collapses.

OOC

Effects: Inspire Courage (+1 Saves vs. Fear/Charm Effects, +1 all Attacks, and +1 Weapon Damage)

@snugglepooh Is up.

Initiative Order
Urd
Sugrin
Christo
Old Yarrack
Orc 1 UNCONSCIOUS -2
Orc 2 DYING
Orc 3 DYING
Orc 4
Gerbimble

 

Edited by Chaz Hoosier (see edit history)
Name
Orc Attack of Opportunity
19
1d20+3 16
Damage
12
1d12+3 9
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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 lets out a little chuckle, obviously pleased with the result of his spells. Take them down, my friends, he calls to the figments he set loose on the other orcs, as if they were real, live gnomes.

He quickly begins casting a spell, and just as quickly vanishes upon completion of the incantation. After a moment, Urd might hear Sugrin's voice speaking quietly from very close, I've got your back, Urd.

 

 

 

Show Mechanics

 

Actions

Free Action: 

Swift Action: 

Move Action: Move 25' to stand next to Urd, moving around the swarm

Standard Action: Cast InvisibilityInvisibility
(Player's Handbook v.3.5, p. 245)

Illusion (Glamer)
Level: 2
Components: V, S, M, DF,
Casting Time: 1 standard action
Range: Personal or touch
Target: You or a creature or object weighing no more than 100 lb./level
Duration: 1 min./level (D) (4 mins)
Saving Throw: Will negates (harmless) or Will negates (harmless, object)
Spell Resistance: Yes (harmless) or Yes (harmless, object)

The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible, such as a trailing rope.

Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible character's perceptions). Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area. See Table 8-5: Attack Roll Modifiers and Table 8-6: Armor Class Modifiers, page 151, for the effects of invisibility on combat.
on himself first

Skill Checks

 


Continuing Effects: +1 save vs fear/charm, +1 attack and weapon damage

Edited by snugglepooh (see edit history)
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All the various Sugrins in the room suddenly vanish! Christo lines up a very tricky shot across the room, his arrow thwipping right past multiple obstacles to strike the orc on the opposite side of the room! The surviving orcs counterattack. The first one rushes past his friend being devoured by bats and down the steps to attack Christo, but misses. The other orc rushes at Urd and attacks, but misses!

OOC

Effects: Inspire Courage (+1 Saves vs. Fear/Charm Effects, +1 all Attacks, and +1 Weapon Damage)

@Lazeram @snugglepooh@RedRajah@Terran Everyone can go.

Initiative Order
Urd
Sugrin
Christo
Old Yarrack -5
Orc 1 UNCONSCIOUS -2
Orc 2 DYING
Orc 3 DYING
Orc 4
Gerbimble

ScreenShot2023-11-08at9_52_07PM.png.48602bf22971b917deb3c2374a10d31b.png

Edited by Chaz Hoosier (see edit history)
Name
Concealment Miss Chance
45
1d100 45
Attack Christo
16
1d20+3 13
Attach Urd
11
1d20+5 6
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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  ________________________________________________________________________

Continuing his song of courage, Brother Vanleaf is shocked when Sugrin disappears allowing an orc maniac to charge and attack the Elven holy man.

Fortunately, by the fate of the gods alone, the foul creature's onslaught attack misses the cleric which allows Christo to change his offensive strategy.

Immediately dropping his long bow, the Domain Priest draws a razor-sharp long sword which he uses to slash at the attacking orc as the musical minister attempts to dispatch the foe before any real harm is done.

Show Mechanics

Free Action:   Drop bow and continue Bardic Music = Inspire Courage

Move:  Draw Long Sword

Swift Action:   

Move Action:   

Standard Action:  Attack Orc standing in front of him

Continuing Effects:  ALL PARTY MEMBERS (+1 Saves vs. Fear/Charm Effects, +1 all Attacks, and +1 Weapon Damage)

Edited by Terran (see edit history)
Name
Attack Orc with Long Sword
14
1d20+3 11
Slashing Damage
3
1d8+1 2
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spacer.png
Seeing his bats are now just gnawing on the poor downed orc, Gerbimble ceases to focus on maintaining the invocation, and the swarm whisks away into thin air.
With Christo in the way, the gnome decides not to risk shooting the priest in the back, and instead backs up and readies a blast of crackling energy, should the orc try to make a run for it.

OOC: Remember +2 sacred bonus to AC for all allies

Mechanics

5 ft step away from room.
Ready action to shoot an eldritch blast at any orc within line of effect. (For example if it passes Christo)

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)
26; 5
1d20+7;1d6+2 [19]; [19,3]
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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 reaches into a hidden pocket and activates the pearl of power resting there to restore some of his magic, backing away a short distance from the marauding orc fighting Urd.

Take 'im down, Urd, he calls out, hoping to confuse Urd's assailant with his disembodied voice.

 

 

 

Show Mechanics

 

Actions

Free Action: Speak, 5' step back

Swift Action: 

Move Action: Take his pearl of power from its hidden pocket

Standard Action: Restore Instant Diversion with the pearl

Skill Checks

 


Continuing Effects: +1 save vs fear/charm, +1 attack and weapon damage

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If Urd hadn't managed to tumble out of the way in time, she was sure the wicked looking blade of that axe would have embedded itself deep into her chest.

Though she heard Sugrin's voice, this time she saw no sign of the gnome illusionist. Part of her wished she could share his enthusiasm, but right now she was an obvious target. If she could finish this orc off, then they could all gang up on that last one.

Urd took a step back to the left and fired...

OOC5ft step to the left

 

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.

 

 

Edited by RedRajah (see edit history)
Name
Tumble (DC15)
20
1d20+2 18
Attack (shortbow)
21
1d20+8 13
Dmg (PBS & Bard buff added)
6
1d6+2 4
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Perhaps everyone swore they saw the orc cleave into Urd, but in fact she jumped out of the way right in time, here slashed cloak a testament to just how close she came to meeting her end. She steps away and puts another arrow in him--this orc is however a tough old codger who fights on. Sugrin takes a moment to recharge his magical repertoire. Christo takes his attacker down with a single attack. The grizzled orc glowers at Urd and steps toward her with an attack, growling with frustration as she sidesteps another attack.

OOC

Effects: Inspire Courage (+1 Saves vs. Fear/Charm Effects, +1 all Attacks, and +1 Weapon Damage)

@Terran@RedRajah@snugglepooh@Lazeram are up.

Initiative Order
Urd
Sugrin
Christo
Old Yarrack -11
Orc 1 UNCONSCIOUS -2
Orc 2 DYING
Orc 3 DYING
Orc 4 DYING
Gerbimble

ScreenShot2023-11-12at7_54_40PM.png.1d5d846ec98385c5b3e94c22b98b793e.png

Edited by Chaz Hoosier (see edit history)
Name
Attack Urd
16
1d20+3 13
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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 steps back away from the marauding orc leader, casting a spell to hopefully mislead the brigand, then casting another spell quickly after reappearing on the other side of the room, and before you know it, one Sugrin becomes three, with his two clones charging at the orc.

Here I am, dum dum, says one of the clones.

Raaaargh! says the other, as it charges in, dagger in hand.

 

 

 

Show Mechanics

 

Actions

Free Action: Speak

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

Illusion (Figment)
Level: 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 (2 doubles).

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).
after canceling invisibility.

Move Action: Move to the north side of the room, giving his clones space to charge.

Standard Action: Cast VentriloquismVentriloquism
Illusion (Figment)
Level: Brd 1, Sor/Wiz 1
Components: V, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels) (35')
Effect: Intelligible sound, usually speech
Duration: 1 min./level (D) (4 mins)
Saving Throw: Will disbelief (if interacted with) (DC 14)
Spell Resistance: No

You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else. You can speak in any language you know. With respect to such voices and sounds, anyone who hears the sound and rolls a successful save recognizes it as illusory (but still hears it).

Skill Checks

 


Continuing Effects: +1 save vs fear/charm, +1 attack and weapon damage

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