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The Stone Tooth


Chaz Hoosier

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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
Attack (shortbow), dmg, skirmish
7; 4; 3
1d20+6;1d6+1;1d6 [1]; [1,3]; [1,3,3]
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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 by Chaz Hoosier (see edit history)
Name
Puppy 1 Reflex Save
14
1d20+5 9
Puppy 2 Reflex Save
7
1d20+5 2
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spacer.pngGerbimble 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
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]
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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 by Chaz Hoosier (see edit history)
Name
Puppy 1 Bite Christo
11
1d20+3 8
Puppy 2 Bite Sugrin
5
1d20+3 2
Ogre Attacks Sugrin
15
1d20+8 7
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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 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 by snugglepooh (see edit history)
Name
Concentration
21
1d20+9 12
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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 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 by Terran (see edit history)
Name
Attack Wolf with Long Sword
7
1d20+3 4
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Sugrin pulls a spell down into reality. The more injured wolf and the ogre become fascinated with the swirling patterns before their eyes.

Edited by Chaz Hoosier (see edit history)
Name
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
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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



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]

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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
Attack (shortbow), dmg, skirmish
25; 3; 4
1d20+6;1d6+1;1d6 [19]; [19,2]; [19,2,4]
Confirming crit
21
1d20+6 15
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spacer.png"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
Eldritch Blast (ranged touch attack) vs Puppy 2
13; 6
1d20+8;1d6+2 [5]; [5,4]
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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

 

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spacer.png"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
Eldritch Blast (ranged touch attack) vs Wolf 1
24; 6
1d20+8;1d6+2 [16]; [16,4]
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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 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 by Terran (see edit history)
Name
Attack Wolf with Long Sword
8
1d20+3 5
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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....

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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 by Chaz Hoosier (see edit history)
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