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The Stone Tooth


Chaz Hoosier

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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 turns back to the door and smiles and nods at Urd whenever she's done examining the door. When you're ready, he whispers.

 

 

 

 

 

Show Mechanics

 

Actions

Free Action: Speak

Swift Action: 

Move Action: Using Earth Sense

Standard Action: Ready to cast Color SprayColor Spray
(Player's Handbook v.3.5, p. 210)

Illusion (Pattern) [Mind-Affecting]
Level: Sorcerer 1, Wizard 1, Beguiler 1, Duskblade 1, Sha'ir 1, Jester 1,
Components: V, S, M,
Casting Time: 1 standard action
Range: 15 ft.
Area: Cone-shaped burst
Duration: Instantaneous; see text
Saving Throw: Will negates (DC 15)
Spell Resistance: Yes

A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious.
Each creature within the cone is affected according to its Hit Dice.
2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round.
(Only living creatures are knocked unconscious).
3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.
5 or more HD: The creature is stunned for 1 round.
Sightless creatures are not affected by color spray.
if multiple enemies are within range.

Skill Checks

 


Continuing Effects: None

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GreatUlfe.png.906ec7adb3af237621d776db9f93c8d6.pngThe iron doors turn out to be incredibly heavy. Sugrin has to heave them open with all his might, the hinges creaking mightily all the way. Beyond the door lies a small chamber covered in poorly cured animal hides and illuminated by smoking torches in bronze sconces. The smell is indescribable! A monstrous creature of about 10 feet in height with warty, brown skin and greasy hair steps forward, a massive axe in one hand. Two huge wolves strain at chains held closely in the other hand. When the creature perceives that these are not orc underlings bringing him breakfast, he roars in common "You think to challenge the Great Ulfe? Vak! Trag! At them!" The humanoid drops the chains, the wolves spring forward, and the being charges at you with a roar of rage!

 

OOC

ROLL INITIATIVE!

Please wait until initiative order is established before declaring actions.

DC 14 Knowledge: Nature roll to identify the creature.

The MAP is updated.

 

Edited by Chaz Hoosier (see edit history)
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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  ________________________________________________________________________

Brother Vanleaf stood ready for action with his loaded long bow in hand when the door to the next chamber is opened at the request of Sugrin revealing the presence of some huge monster and its two pet wolves on chains!

Let's hope the little guy has a good plan up his sleeve because this looks like it's going to get rough rather quickly, the Elven Domain Priest silently thinks to himself while mouthing a silent prayer for all.

While awaiting the action for unfold, Christo scans his memory for any information about their larege and hairy foe who just released a pair of pet wolves loose to attack the party.

Show Mechanics

Free Action:   

Move:  

Swift Action:   

Move Action:   

Standard Action:  

Continuing Effects: None

Edited by Terran (see edit history)
Name
Initiative
21
1d20+2 19
General Knowledge Check
17
1d20 17
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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



The door swings open and something much larger than Sugrin growls a threat at him. Uh oh, he gulps. He was not expecting something so large, and the two snarling wolves charging at him doesn’t reassure him a whole lot either.

 

 

 

 

 

Show Mechanics

 

Actions

Free Action:

Swift Action: 

Move Action:

Standard Action:

Skill Checks

 


Continuing Effects: None

Name
Initiative
SyntaxError: Unexpected termination of expression
!1d20+1
Knowledge (nature) untrained
7
1d20+2 5
Initiative
20
1d20+1 19
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That sounds bigger that your typical orc...Was Urd's opinion as she readied her bow. Should have had Astra open the damn door. About as useful as tits on a bull right now. Whatever Sugrin had planned, she hoped he had the chance to pull it off -- and get away -- before the enemy struck.

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
Initiative
5
1d20+3 2
Know (Nature)
18
1d20+5 13
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Fortunately, it seems you've caught him rather off guard and have plenty of time to respond before he sets his wolves on you! Urd and Christo recognize the creature as an ogre.

Round 1

@Terran@snugglepooh@RedRajah May go.

Initiative Order
Christo
Sugrin
Gerbimble
Urd
Great Ulfe
Puppy 1
Puppy 2

Map--->HERE

 

Edited by Chaz Hoosier (see edit history)
Name
roll
0
1d20-1 1
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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 tries to remain calm in the face of such monsters. Hearing the ogre threatening them helps to restore some semblance of humor as he calls out in response, I don’t know if I’d call you a challenge, you humorless goat. Here, maybe this will brighten your day.

Knowing Christo has his back, and hoping his cousin and the dwarf do as well, the small wizard recites his spell before a wave of color washes over the three charging baddies.

Good dogs, he then says nervously, seeing the wolves still advancing, then speaks a quick word of magic and with a flick of his wrist two more Sugrins appear and charge at the two wolves while the gnome himself retreats back around the corner.

 

Show Mechanics

 

Actions

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).

Move Action: Move out of sight around the corner

Standard Action: Cast Color SprayColor Spray

(Player's Handbook v.3.5, p. 210)

Illusion (Pattern) [Mind-Affecting]
Level: Sorcerer 1, Wizard 1, Beguiler 1, Duskblade 1, Sha'ir 1, Jester 1,
Components: V, S, M,
Casting Time: 1 standard action
Range: 15 ft.
Area: Cone-shaped burst
Duration: Instantaneous; see text
Saving Throw: Will negates (DC 15)
Spell Resistance: Yes

A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious.
Each creature within the cone is affected according to its Hit Dice.
2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round.
(Only living creatures are knocked unconscious).
3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.
5 or more HD: The creature is stunned for 1 round.
Sightless creatures are not affected by color spray.
Material Component: A pinch each of powder or sand that is colored red, yellow, and blue.

Skill Checks

 


Continuing Effects: None

Edited by snugglepooh (see edit history)
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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 had his bow at the ready expecting a trio of orcs behind door number One, however when the portal was opened to reveal a huge ogre and his two pet wolves the holy man knew right then that the strategy of the coming fray had just dramatically changed to a much more up-close, personal type of combat.

After pausing to allow his friend Sugrin to cast his magic first according to the plan, once the Gnone has weaved his illusion the Elven holy man drops his long bow next to the wall at his back. Next, the musical minister begins to sing an inspiring song of courage that lifts the spirits and bolsters the fighting prowess of himself and all of his allies around him in preparation for the coming skirmish.

Finally, Brother Christo quickly draws a razor-sharp long sword from the scabbard at his waist as he dons his fancy wooden shield in anticipation of engaging in hand-to-hand battle with the pair of powerful lupines who will likely be charging forward at any moment to attack the party.

Show Mechanics

Free Action:   Delay Action to go in initiative order right after Sugrin and Drop Bow

Move:  

Swift Action:   

Move Action:   Draw Sword

Standard Action:  Bardic Music - Inspire Courage

Continuing Effects: Bardic Music - Inspire Courage - (ALL ALLIES are +1 to attacks and +1 to Fear Saves for as long as the bard sings plus 5/5 rounds thereafter), Protection Devotion from Gerbimble ( +2 sacred bonus to AC)

Edited by Terran (see edit history)
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spacer.pngGerbimble recognizes the big, hairy humanoid as an ogre and involuntarily lets out a wee whelp.
Channeling his divine powers, he creates an invisible, protective shield around himself and his allies.
He then takew a few steps forward as he launches an eldritch blast at the stunned Ulfe.

Mechanics

 

Immediate action=Using Protection devotion for +2 sacred bonus to AC for all allies
Move action=move to be within 30 ft of Ogre for point blank shot bonuses.
Standard action=Use Eldritch Blast.
(bonuses from PBS and Knowledgde devotion feat)

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)
16; 5
1d20+7;1d6+2 [9]; [9,3]
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The good news was that the ogre had been affected by Sugrin's spell.

 

The bad news was that his wolves weren't. And Urd figured it was best to winnow away the ogre's bloodthirsty pets before they could harry their casters. She shifted her position to stand behind Gerbimble and fired at the one of the wolves...

 

Actions

Moving 10ft to activate Skirmish (made the move already on roll20)

Firing at the wolf on the left (where we see it, it'd be on Urd's right the way she's facing)

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)
14
1d20+6 8
Dmg (if hit)
5; 2
1d6+1;1d6 [4]; [4,2]
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Sugrin responds first, blasting them all with a spell before retreating around the corner under cover of his illusions. Christo girds himself for battle as he sings a rousing battle hymn. Gerbimble blasts the stunned ogre, while Urd grievously wounds one of the wolves. Meanwhile, the ogre blinks stupidly from the spell, while the wolves snap at Sugrin's doubles, none the wiser that they pose no threat. As Sugrin readies to act, his illusory double vanish.

Round 2

@Terran@snugglepooh@RedRajah @Lazeram May go.

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

Initiative Order
Christo
Sugrin
Gerbimble
Urd
Great Ulfe -5 STUNNED
Puppy 1 -7
Puppy 2

Map--->HERE

 

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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 peaks back around the corner, as if this were some sort of game of hide and seek. Seeing the wolves engaged with his clones, he grins his characteristic grin of mischief at Christo, wiggling his eyebrows and pulling a wand out of his cloak as he moves up next to his cousin.

Let's see what this can do, he says, and activates the wand, bathing the two wolves in a sheet of flame.

 

 

 

 

Show Mechanics

 

Actions

Free Action: Speak

Swift Action: 

Move Action: Move in front of Gerbimble

Standard Action: Use Wand of Burning Hands on the wolves

Skill Checks

 


Continuing Effects: 

Inspire Courage: +1 to attacks and +1 to Fear Saves
Protection Devotion: +2 AC [sacred]

Name
Wand of Burning Hands
2
1d4 2
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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  ________________________________________________________________________

After Sugrin's fire attack on the enemy, Brother Vanleaf knows that he is not presently armed to make a ranged attack and that the pair of wolves are not within striking distance either.

That's when the padre makes the riskier decision to place himself into harm's way in order to protect his small gnome friend, while tactically delaying his planned attack until after the instinct of the lupines drives them forward.

"The smaller passageway will limit their fighting prowess and speed, plus it will allow us to concentrate our meager combat resources on them in tight quarters," he adds with gusto!

Calling out to his brethren as he moves forward to stand next to Gerbimble, the Elven holy man says, "Instead of rushing into the Ogre's room to attack the wolves, let them come to us in the hallway!"

"I'll move ahead to protect Sugrin until the wolves attack, then I'll fall back right beside of you Gerbimble! Sugrin, make sure you get out of there. I'm falling back," he calls out so there are no surprises!

Once the wolves move forward into the hallway, Father Vanleaf will immediately attack the one in front of Sugrin with his long sword driving the blade deep into its flesh before raising his fancy darkwood shield to protect himself from their anticipated aggression.

Show Mechanics

Free Action:   Speak

Move:  10 feet as shown on map

Swift Action:   Move Action:   

Standard Action:  Readied action to attack closest wolf with Long Sword as soon as they move within range

Continuing Effects: Bardic Music - Inspire Courage - (ALL ALLIES are +1 to attacks and +1 to Fear Saves for 5/5 rounds), Protection Devotion from Gerbimble ( +2 sacred bonus to AC)

Edited by Terran (see edit history)
Name
Readied Action to Attack Wolf with Long Sword
21
1d20+3 18
Slashing Damage
5
1d8+1 4
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