RedRajah Posted January 20 Clone Share Posted January 20 Another quick dash back to where she previously stood, another arrow fired by Urd towards whichever wolf was still standing now. Gods willing, the ogre would still be frozen by the time his pets were finished off... Actions 10 ft move to activate skirmish (made move again on Roll20) Firing at whichever wolf is still alive... 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 xDiceName xDiceResult xDiceString xDiceRolls Attack (shortbow), dmg, skirmish 7; 4; 3 1d20+6;1d6+1;1d6 [1]; [1,3]; [1,3,3] Link to comment Share on other sites More sharing options...
Chaz Hoosier Posted January 22 Author Clone Share Posted January 22 (edited) Urd's arrow falls far short of the enemy. Sugrin blasts the wolves with flame, though one of them avoids the worst of the damage. Christo stands ready with an attack. Round 2 @Terran Is up. 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 -8 Puppy 2 -2 Map--->HERE Edited January 22 by Chaz Hoosier (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Puppy 1 Reflex Save 14 1d20+5 9 Puppy 2 Reflex Save 7 1d20+5 2 Link to comment Share on other sites More sharing options...
Lazeram Posted January 22 Clone Share Posted January 22 Gerbimble nods to their proposed tactic and targets a wolf this time. There was no knowing when the ogre would come to, but right now the fangs in front of them were the largest threat. His right hands starts cackling again with Eldritch Energy and he points his index finger at the badly wounded canine as he launches the bolt at it. He then takes a step back to allow for his allies in front to do the same, if they so wished. Mechanics Immediate action=Using Protection devotion for +2 sacred bonus to AC for all allies Move action=5 ft step back 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 xDiceName xDiceResult xDiceString xDiceRolls Knowledge (nature) vs wolves 15 1d20+1 14 Eldritch Blast (ranged touch attack) vs Wolf 1 10; 3 1d20+3;1d6+2 [7]; [7,1] Link to comment Share on other sites More sharing options...
Chaz Hoosier Posted January 22 Author Clone Share Posted January 22 (edited) Gerbimble's blast misses the wolf and bounces harmlessly against the floor. The wolves lunge hungrily for their prey, which gives Christo a chance to slash at the first wolf (who is a tough old veteran that still has more strength for this fight). The wolves snap at their enemy, though both of them miss. The ogre, finally coming to, snarls at his attackers and stomps forward to swings his greataxe at Sugrin. He just barely misses because of the gods' protection--the hairs razored cleanly off his arm showing just how close Sugrin came to receiving a terrible blow. Round 3 @Terran@snugglepooh@RedRajah@Lazeram are up. 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 FASCINATED Puppy 1 -13 FASCINATED Puppy 2 -2 Map--->HERE Edited January 22 by Chaz Hoosier (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Puppy 1 Bite Christo 11 1d20+3 8 Puppy 2 Bite Sugrin 5 1d20+3 2 Ogre Attacks Sugrin 15 1d20+8 7 Link to comment Share on other sites More sharing options...
snugglepooh Posted January 22 Clone Share Posted January 22 (edited) Sugrin Velicent, Illusionist Extraordinaire Male Gnome Illusionist 3 Init 1 | HP 14/14 | AC 12, Touch 12, FF 11 | Fort 4, Ref 2, Will 4 Sugrin steps nimbly out of the way of the great axe coming at him, managing to avoid the wolf on his side who takes a swipe at him as well. He steps back in sync with his cousin and in accordance with their plan, girding himself for a spell, while watching out for that great axe which is still long enough to reach him. Watch where you're swingin' that thing, ya big ugly, he calls to the ogre and begins casting his spell. Maybe you'll like this one better. He releases the magic and a cloud of color coalesces around their assailants. Show Mechanics Actions Free Action: Speak Swift Action: Move Action: Move in front of Gerbimble Standard Action: Cast Hypnotic PatternHypnotic Pattern (Player's Handbook v.3.5, p. 242) Illusion (Pattern) [Mind-Affecting] Level: Bard 2, Sorcerer 2, Wizard 2, Vigilante 2, Beguiler 2, Wu Jen 2, Sha'ir 2, Jester 2, Components: V, S, M, See text Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Colorful lights in a 10-ft.-radius spread Duration: Concentration + 2 rounds Saving Throw: Will negates (DC 16) Spell Resistance: Yes A twisting pattern of subtle, shifting colors weaves through the air, fascinating creatures within it. Roll 2d4 and add your caster level (maximum 10) to determine the total number of Hit Dice of creatures affected. Creatures with the fewest HD are affected first; and, among creatures with equal HD, those who are closest to the spell's point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted. Affected creatures become fascinated by the pattern of colors. Sightless creatures are not affected. A wizard or sorcerer need not utter a sound to cast this spell, but a bard must sing, play music, or recite a rhyme as a verbal component. Material Component: A glowing stick of incense or a crystal rod filled with phosphorescent material. defensively Skill Checks Continuing Effects: Inspire Courage: +1 to attacks and +1 to Fear Saves Protection Devotion: +2 AC [sacred] Edited January 22 by snugglepooh (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Concentration 21 1d20+9 12 Link to comment Share on other sites More sharing options...
Terran Posted January 22 Clone Share Posted January 22 (edited) Brother Christo Vanleaf, Grey Elf Bard-Cleric QUICK STATS: AC=19+2, Touch=14, FF=17+2 / HP=19/19 / Init=2 / Saves: Fort=4, Reflex=5, Will = 6 _____________________________________________________________________________ Brother Vanleaf slightly smiles at Sugrin's ability to duck and dodge, as the gnome wiggles his tiny frame out of the way of every attack thrown his way before admonishing the enemy and then launching a swirling pattern of colors at them! If either of the wolves has succumbed to Sugrin's illusion, then Christo will attack the other one, however if neither or both have been affected by the magic, then the Elf will focus his attack on the injured lupine which the holy man sliced open moments ago! Waiting for the most opportune moment during the evolving skirmish, suddenly Christo moves his shield slightly left followed by a big swing of his long sword at the wounded wolf but unfortunately the padre is out of his element in hand-to-hand combat and misses wide. In well-practiced choreography, as Sugrin takes a step back toward the rear flanks, then Brother Vanleaf fluidly flows left into the spot just vacated by his long-time arcanist friend blocking the healthiest wolf from reaching the gnome illusionist and allowing the party to control the movements on the battlefield instead of the enemy. Show Mechanics Free Action: Standard Action: Attack wolf with Long Sword Move: 5 foot-step left as shown on map Swift Action: Move Action: Continuing Effects: Bardic Music - Inspire Courage - (ALL ALLIES are +1 to attacks and +1 to Fear Saves for 4/5 rounds), Protection Devotion from Gerbimble ( +2 sacred bonus to AC) Edited January 22 by Terran (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Attack Wolf with Long Sword 7 1d20+3 4 Link to comment Share on other sites More sharing options...
Chaz Hoosier Posted January 22 Author Clone Share Posted January 22 (edited) Sugrin pulls a spell down into reality. The more injured wolf and the ogre become fascinated with the swirling patterns before their eyes. Edited January 22 by Chaz Hoosier (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls roll 8 2d4+3 1,4 Puppy 1 Will Save 14 1d20+1 13 Puppy 2 Will Save 19 1d20+1 18 Ogre will save 7 1d20+3 4 Link to comment Share on other sites More sharing options...
snugglepooh Posted January 22 Clone Share Posted January 22 Sugrin Velicent, Illusionist Extraordinaire Male Gnome Illusionist 3 Init 1 | HP 14/14 | AC 12, Touch 12, FF 11 | Fort 4, Ref 2, Will 4 As the ogre and one of his pets succumb to Sugrin's spell, and the wizard notices his long time friend swinging wildly at the unaffected wolf, he calls out to his allies, that's it, hit the one still fighting us. I can hold the others as long as we don't attack them. Show Mechanics Actions Free Action: Speak Swift Action: Move Action: Standard Action: Skill Checks Continuing Effects: Inspire Courage: +1 to attacks and +1 to Fear Saves Protection Devotion: +2 AC [sacred] Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
RedRajah Posted January 22 Clone Share Posted January 22 Gods, a little luck please! Urd's jaw clenched in anger as her shot missed. Then the ogre appeared to shake off Sugrin's spell and-- --and was frozen in place by some dancing colours quickly called up by the plucky gnome. The more wounded wolf too appeared to be transfixed, leaving behind the more healthy one to keep fighting on. The dwarven scout drew another arrow and let it fly towards the unaffected canine as she dashed back down the hall... Actions 10 ft move to activate skirmish (made move again on Roll20) Firing at the unaffected wolf. 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 xDiceName xDiceResult xDiceString xDiceRolls Attack (shortbow), dmg, skirmish 25; 3; 4 1d20+6;1d6+1;1d6 [19]; [19,2]; [19,2,4] Confirming crit 21 1d20+6 15 Link to comment Share on other sites More sharing options...
Lazeram Posted January 23 Clone Share Posted January 23 "Well done!" Gerbimble commends his kinsman as the fierce ogre and the one wolf are immobilized. At least for the time being. He nods to Sugrin's suggestion while he conjures another jolt of arcane energy and fires it at the wolf still attacking them. Mechanics Move action=5 ft step left 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 xDiceName xDiceResult xDiceString xDiceRolls Eldritch Blast (ranged touch attack) vs Puppy 2 13; 6 1d20+8;1d6+2 [5]; [5,4] Link to comment Share on other sites More sharing options...
Chaz Hoosier Posted January 24 Author Clone Share Posted January 24 One of the wolves is put down from the gang's full assault. The remaining wolf and ogre continue to be entranced by Sugrin's spell. Round 4 @Terran@snugglepooh@RedRajah@Lazeram are up. 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 FASCINATED Puppy 1 -13 FASCINATED Puppy 2 -18 DYING Map--->HERE Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Lazeram Posted January 24 Clone Share Posted January 24 "I'm going for the other wolf," Gerbimble whispers as eldritch energy starts building around his right hand again. Without hesitation, he launches it at the fascinated, and already severely injured canine. He then moves slightly to his right to provide a straight line of fire for Urd. Mechanics Standard action=Use Eldritch Blast. Move action=5 ft step left (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 xDiceName xDiceResult xDiceString xDiceRolls Eldritch Blast (ranged touch attack) vs Wolf 1 24; 6 1d20+8;1d6+2 [16]; [16,4] Link to comment Share on other sites More sharing options...
Terran Posted January 24 Clone Share Posted January 24 (edited) Brother Christo Vanleaf, Grey Elf Bard-Cleric QUICK STATS: AC=19+2, Touch=14, FF=17+2 / HP=19/19 / Init=2 / Saves: Fort=4, Reflex=5, Will = 6 _____________________________________________________________________________ Brother Vanleaf again smiles when Sugrin is able to confound one of the pair of wolves as well as the huge Ogre with his gnomish illusions, a type of magic that had always eluded the Elven holy man his entire long life. Then, when his colleagues manage to kill the severely wounded wolf who had somehow escaped the hypnotic effect the padre feels a slight sense of relief. Nodding when Gerbimble attacks the other wolf instead of the huge brute, Christo agrees saying, "Yes, focus on the wolf while the Ogre is confounded and unable to act. When we attack it we can focus all we have on the beast," the minister adds wishing they could somehow get a rope around the Ogre's ankles while it is held in place. However, the battle was far from over, so the Domain Priest follows the suggested strategy as he maintains his position so that his colleagues have an open line of sight at the lupin. Next, Brother Christo swings his long sword at the wolf knowing that the eldritch blast had likely already brought the sharp-toothed foe out of its illusory magical stupor, but unfortunately the cleric misses wide and high again. Show Mechanics Free Action: Standard Action: Attack wolf with Long Sword Move: Swift Action: Move Action: Continuing Effects: Bardic Music - Inspire Courage - (ALL ALLIES are +1 to attacks and +1 to Fear Saves for 3/5 rounds), Protection Devotion from Gerbimble ( +2 sacred bonus to AC) Edited January 24 by Terran (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Attack Wolf with Long Sword 8 1d20+3 5 Link to comment Share on other sites More sharing options...
RedRajah Posted January 26 Clone Share Posted January 26 Resisting the urge to shoot the ogre, Urd held her shot. Gerbimble's blast looked like it would finish the wolf off, so she heeded the priest's advice. If they could all focus fire on the ogre afterwards, they might just be able to slay the giant-kin with little threat to themselves.... Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Chaz Hoosier Posted January 27 Author Clone Share Posted January 27 (edited) The second wolf falls down, blood leaking profusely from its nose and mouth. The crew takes a moment to position themselves for the onslaught against the entrances ogre. Round 5 @Terran@snugglepooh@RedRajah@Lazeram are up. Go on and take the round to get ready for the ogre. 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 FASCINATED Puppy 1 -19 DYING Puppy 2 -19 DYING Map--->HERE Edited January 27 by Chaz Hoosier (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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