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The Doom of Glenn Hollow - IC


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PerringorBurrfoot.jpeg.ed91de324700f707760c4e61ad31622d.jpegWith their focus on others Pip more vigorously tries to wiggle his way out of his bonds. If he does happen to work himself loose from the bonds he will stick to the shadows and try to find his weapons and perhaps reacquire them.

Edited by darlis moonbeam (see edit history)
Name
Initiative
8
1d20+7 1
Spot
23
1d20+9 14
Escape Artist
22
1d20+4 18
Hide
22
1d20+8 14
Move silently
16
1d20+13 3
Listen
21
1d20+7 14
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Daitan

 

image.png.02406634e9aa1600512b42e6fd7d68d2.pngDaitan uses the commotion to Shapeshift into a pangolin...

...and the first thing he does is use his massive foreclaws to slice off the gags around his snout.

With a shake of his head, the gag and ropes fall to his armored paws, and he takes stock of his surrounding.

image.png.3b694bf10706a3285fe85c0288425955.png

 


Level 3Woodling Feral Deep Gnome / Swordsage 2 Ardent 1
-----------------------------------------------------------------------

:::Deep Gnome:::
Blindness / Deafness 1/day
Blur 1/day
Disguise Self 1/day
---------
+2 Hide when underground
+1 racial bonus on attack rolls against kobolds and goblinoids.
+1 to the Difficulty Class for all saving throws against illusion spells cast by Booth.


:::Woodling:::
Entangle 1/day
Summon nature's ally II 1/day
---------
+4 bonus on Hide checks and Move Silently checks in aboveground natural environments.


:::Vow of Poverty:::
Fey creatures regard you as though you are fey.
+1 bonus on all saving throws against spells and spell-like abilities.


:::Swordsage:::
Maneuvers Known: Wind Stride, Sudden Leap, Sapphire Nightmare Blade, Moment of Perfect Mind
Readied: Mighty Throw, Crusader's Strike, Shadow Blade Technique, Clinging Shadow Strike
Stances: Hunter's Sense, Child of Shadow, Martial Spirit


:::Ardent:::
Life Mantle: Touch of Health
Mental Power Mantle: Mind Thrust
| Init -4 | AC 27 Flat 25 | HP 36/36 | Walk 30ft Burrow 15ft | Darkvision Low-light Vision | DR 10/adamantine | FORT 7 REF 3 WILL 6 | Shapeshift You can shapeshift at will into powerful animal or nature-oriented forms. Each time you use this ability, you can choose the exact look that your shapeshifted form takes. Druids pick animals from the terrain and climate they're most familiar with. For example, a druid from a jungle might adopt the form of a black panther when in predator form, while one from the taiga might shapeshift into a white wolf. The two forms look different, but functionally they're identical. This is a supernatural ability.

It requires only a swift action to shapeshift. If you are capable of taking more than one form, you can shapeshift directly between two forms without returning to your normal form. There's no limit to the number of times per day you can change forms, nor to the amount of time you can spend in a shapeshifted form.

You retain your normal Hit Dice, hit points, base attack bonus, base saving throw bonuses, and skill ranks regardless of your form. You also retain your normal ability scores, though each form grants a bonus to your Strength score.

You keep all extraordinary, supernatural, and spell-like special attacks and qualities of your normal form, except for those requiring a body part your new form does not have.

All your held, carried, or worn gear melds into your new form and becomes nonfunctional until you return to your normal form. You cannot speak in shapeshifted form, and your limbs lack the precision required to wield a weapon or perform tasks requiring fine manipulation. You can't cast spells or activate magic items while in shapeshifted form, even if you have the Natural Spell feat or other ability that would allow you to cast spells while wild shaped.

Unless otherwise noted in the descriptions below, you retain your size and space when you adopt a new form. You always retain your type and subtypes, regardless of the nature of the form assumed. You don't gain any special attacks or qualities while shapeshifted except as described below.

When you shapeshift into a form other than your own, you gain natural weapons (and reach with those weapons) as described below. These natural weapons gain an enhancement bonus on attack rolls and damage rolls equal to 1/4 your druid level, and at 4th level and higher they are treated as magic weapons for the purpose of overcoming damage reduction. The damage dice given are for Medium druids; smaller or larger druids should adjust those values according to the Table: Increased Damage By Size.

If knocked unconscious or slain in shapeshifted form, you revert to your original form.

Predator Form: This form, traditionally that of a wolf, panther, or other predatory mammal, is the first one a shapeshifting druid learns.

While in predator form, you gain a primary bite attack that deals 1d6 points of damage. You have the reach of a long creature of your size (5 feet for Small or Medium). You gain a +4 enhancement bonus to Strength, and your natural armor bonus improves by 4. Your base land speed becomes 50 feet.

At 4th level, you gain Mobility as a bonus feat whenever you are in predator form (even if you don't meet the prerequisites).

Aerial Form: At 5th level, you can shapeshift into a flying creature. Traditionally resembling an eagle, vulture, or bat, the aerial form enables fast travel and the ability to soar out of harm's way.

While in aerial form, you gain a primary talon attack that deals 1d6 points of damage. You have the reach of a long creature of your size (5 feet for Small or Medium). You gain a +2 enhancement bonus to Strength and a +2 enhancement bonus on Reflex saves, and your natural armor bonus improves by 2. You gain a fly speed of 40 feet (good maneuverability).

At 7th level, you gain Flyby Attack as a bonus feat whenever you are in aerial form.

Ferocious Slayer Form: At 8th level, you can shapeshift into a large and fierce predatory form, such as a tiger, brown bear, or dire wolf.

While in ferocious slayer form, you gain a primary bite attack that deals 1d8 points of damage and two secondary claw attacks that each deal 1d6 points of damage. Your size increases by one category (to a maximum of Colossal), and you have the reach of a long creature of your size (5 feet for Medium or Large). You gain a +8 enhancement bonus to Strength and a +4 enhancement bonus on Fortitude saves, and your natural armor bonus improves by 8. Your base land speed changes to 40 feet.

At 10th level, you gain Improved Critical (bite) and Improved Critical (claw) as bonus feats whenever you are in ferocious slayer form.

Forest Avenger Form: At 12th level, you can take the form of a massive plantlike creature, similar to a shambling mound or a treant. (Druids not native to forest terrains typically rename this form to fit their environment.)

While in forest avenger form, you gain a pair of primary slam attacks that deal 1d8 points of damage each. Your size increases by one category (to a maximum of Colossal) and you have the reach of a tall creature of your size (5 feet for Medium, 10 feet for Large). You gain a +12 enhancement bonus to Strength and a +4 enhancement bonus on Fortitude and Will saves, and your natural armor bonus improves by 12. Your base land speed becomes 20 feet.

You gain damage reduction 5/slashing while in forest avenger form.

At 14th level, you gain Improved Overrun as a bonus feat while in forest avenger form (even if you don't meet the normal prerequisites).

Elemental Fury Form: At 16th level, you can shapeshift into a giant form of air, earth, fire, or water (your choice each time you shapeshift).

While in elemental fury form, you gain a pair of primary slam attacks that deal 2d6 points of damage each. Your size increases by two categories (to a maximum of Colossal), and you have the reach of a tall creature of your size (10 feet for Large, 15 feet for Huge). You gain a +16 enhancement bonus to Strength and a +4 enhancement bonus on Fortitude, Reflex, and Will saves, and your natural armor bonus improves by 16. You do not gain any new modes of movement in elemental fury form, nor does your base land speed change.

You gain immunity to extra damage from critical hits while in elemental form. You also gain immunity to an energy type related to the element chosen (air = electricity, earth = acid, fire = fire, water = cold). You don't need to breathe while in elemental fury form.

At 18th level, you gain Great Cleave as a bonus feat while in elemental fury form (even if you don't meet the normal prerequisites).
, Voice of the CityThrough a combination of body language, tone, and expression, the voice of the city can make herself understood by those who do not speak her language, and she can interpret their meaning the same way. Simple concepts that can be conveyed in a few words (such as "Help!" or "Drop your weapon!") can be conveyed automatically. More complex concepts require her to make a roll: d20 + her class level + either her Wisdom modifier (if trying to understand someone else) or Charisma modifier (if trying to make someone else understand her). Roll each only once per conversation. If she fails, she cannot try to communicate with that specific individual via this ability until she has gained a level. (Thus, it is possible, if she succeeds in one roll but fails in the other, to hold a conversation where she can understand the other speaker but he cannot understand you, or vice-versa.)

The DC of the roll depends on creature type and how closely the individual's language is related to any of her own. The ability works most effectively with other humanoids. In this case, if the individual's language uses the same alphabet as any language she knows, the DC is 20. If it does not, the DC is 30. (See Speak Language, PH 82, for this information.)

The above DCs increase by 5 if the speaker is a fey, giant, or monstrous humanoid; they increase by 10 if the speaker is an elemental. If the other individual is of any other creature type, she cannot communicate via this ability.

If the speaker is deliberately trying to make himself understood, the voice of the city gains a +2 circumstance bonus on this roll. If she is attempting to interpret his speech from outside normal conversational distance (such as eavesdropping), she takes a -4 penalty on this roll.

In addition, she gains Speak Language as a class skill.
, Murky-EyedYour vision is obscured: In combat, every time you attack an opponent that has concealment, roll your miss chance twice. If either or both results indicate that you miss, your attack fails.
|Spontaneous Healer| Sheet |

 

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Riksha

Riksha.png.f3241de41b0b5f3278dd77fa0c3f519a.pngRiksha uses his surprise on the thug to make a slash at his opponent's neck. He seems to fall backwards, but is, in reality falling into a roll, as his body continues to move back out of sight into the bushes.

 

 

 

 

 


Actions:
Std: Attack (with Sudden Strike) Thug with short sword

Move: Move North 10' back into concealment, using Tumble skill to avoid AoO

 

Stance: Child of Shadows

Name
Attack
17
1d20+9 8
Damage
10
3d6+1 1,6,2
Tumble
28
1d20+9 19
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Niko| AC 18 | Ini: 4 | BAB +3 | Hit Points: 39/39 | Size: Medium | Speed: 20/30 ft |
Touch: +10| Fort: +6 | Ref: +3 | Will: +5 | FF: +18

 


https://i.pinimg.com/564x/a7/1f/da/a71fda84f6e4eeafb19b72b11bd26714.jpg

Same as Pip Niko, still bleeding, starts to free himself. Apparently looks to stay away from battle giving dirty eyes to those who dragged him up. But behind his back, he retrieved the rock and started cutting into the rope. Starting to get annoyed for not seeing his weapon. And thinking about tackling one of the jailers when he is freed.

 

 

 

 


Tools of the Trade

Weapon:

 

Mwk Greatsword: 1d20+8, 2d6+3, (19/20x2)

Warhammer: 1d20+6, 1d8+3 (x3)

Dagger: 1d20+6, 1d4+3 (19/20x2)

 

Armor:

Mwk Full Plate

Actions/OOC

Free:

Swift: I

Move:

Standard: Cutting rope

Immediate:

Powers: [8]=Max Number Of Psi Points, [8]= Current Number Of Psi Points

Level 1:

Expansion

Force Screen

Precognition, Offensive

Prevenom Weapon

OOC:


 

 

 

 

 

 

 

Edited by Grudge (see edit history)
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Music: Lead Your Fights - Baldur's Gate 3

The Road to Glenn Hollow

image.jpeg.4f5ddab37cbc733200ac790a3f8dd748.jpeg ambush.PNG.ec70508ca1a0befc54368d2c23baab70.PNG

The skeletons bear down on Zeff, the target of their master's ire. Surrounding him, they all proceed to slash at him with their rusty weapons. Two of them, however, remain with the prisoners, as they are unable to move forward with the thugs and cultist clogging up the pass.

Niko takes his hidden rock and cuts himself free, slipping his gag out of his mouth in the process. While weaponless, he does now have a chance to turn the tide in his favor.

Riksha's blade found purchase in the thug's neck. While the hood spared him from being killed outright, the thug was definitely bleeding heavily now, bracing one hand on his wound while his shocked expression whipped around to hunt down his attack.

Zeff slashed his axe across the next skeleton's torso. While he could tell his axe's blade was not the most efficient at dealing damage to these creatures, his giant strength is enough to shatter it into pieces.

"Ambush! Defensive positions, now!" the captain bellowed. Chanting in an unfamiliar tongue, she began to radiate a dark, terrifying aura, her hands humming with divine power. Likewise, the cultists cast wards about themselves, their robes taking on a dark hue akin to obsidian or scorched mithral. The cultist nearest to the captain, seeing the prisoners begin to free themselves, commanded, "Do not let the prisoners escape!"

Pip's thin wrists allowed him to successfully squirm his way out of the bonds, freeing himself and removing his gag.

Damien did not yet find a way. The most obvious solution are the skeletons next to him, who both bear swords. If he could get his hands on one, he could cut himself free!

Mechanics & OOC

Journey Roles

  • Guide - Dolly
  • Scout - Riksha
  • Hunter - ?
  • Look-out - Zeff

OOC: The four skeletons surround Zeff and attack him, but they all clink harmlessly off his thick armor.

Niko spends his whole turn cutting his binds and removing his gag.

Riksha deals 10 piercing damage to the thug, just shy of what's needed to kill him outright, before retreating into the foliage.

Zeff deals 14 slashing damage to another skeleton, destroying it.

The captain and the cultists all cast spells on themselves before readying their weapons. The captain, however, adopts a fighting stance (Martial Lore check to identify), and also permeates an aura to all PCs within 10 feet of her (Knowledge (religion) check to identify).

Pip successfully escapes from the bonds!

Party Effects: (Amira, Dolly) Bestow Curse: -4 penalty to attack rolls, saving throws, ability checks, and skill checks


To Post: Damian, Dolly

Initiative

23 - Skeletons

23 - Niko

19 - Riksha / Zeff

18 - Captain

14 - Cultists

11 - Damien

8 - Pip / Dolly

7 - Daitan

6 - Thugs


Map of the Area

glennhollowmap.PNG.f30b1e1741faa0b932c55bf8af062be0.PNG legend.PNG.dc90229e897b5902477e737590668a7a.PNG


@nexiss @Rudolf @paladinred @Ensou @darlis moonbeam @Grudge @Dnd4life

Edited by rogueblade0729 (see edit history)
Name
Skeleton Scimitar vs Zeff
14,11,9,13; 8,9,8,4
repeat(1d20+3,4);repeat(1d6+3,4) [11,8,6,10]; [11,8,6,10,5,6,5,1]
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image.png.f7ba7c73f9311e392762f70f34d11f83.png

Dolly the Deva: Dolly :: Dungeons & Dragons 3.5e :: Myth-Weavers Online Character Sheets

Deva 3// Bard 3

SLA

1 - Aid, Detect Evil, each 2/day for every HD she has
2- Bless Weapon, Remove Fear, each 1/day for every HD she has
3- Consecrate, Continual flame*, Cure Serious Wounds, each 1/day for every 3 HD she has

SR14

Diva

HD: d8

Level Bab Fort Ref Will Feature
1 +1 +0 +2 +0 Movanic Body, Heavenly Soul, +1 Dex
2 +2 +0 +3 +0 Deva, +1 Cha
3 +3 +1 +3 +1 Soothing Presence of Nature, +1 Dex
4 +4 +1 +4 +1 Wings, +1 Cha
5 +5 +1 +4 +1 Lesser Protective Aura, +1 Dex
6 +6 +2 +5 +2 Heavenly Deflection, +1 Cha
7 +7 +2 +5 +2 Divine Equilibrium, +1 Dex
8 +8 +2 +6 +2 Greater Protective Aura, +1 Cha
9 +9 +3 +6 +3 Cleansing Weapon, +1 Dex, +1 Cha

Skills: 2+int modifier, quadruple at 1st level. Class skills are  Concentration, Diplomacy, Disguise, Heal, Intimidate, Knowledge (Any), Listen, Perform, Sense Motive, Spellcraft, Spot, Survival.

Proficiencies: Movanic Deva is proficient with simple weapons, two martial weapons of their choice and no armour.

Features
Movanic Body: At 1st level, a Movanic Deva loses all racial bonuses it had and gains outsider traits (basically darkvision 60 foot). It is a medium outsider with a base speed 40ft and a Nat Armour bonus equal to her Con modifier.

Heavenly Soul: At each Movanic Deva level she becomes able to use soma SLAs a certain number of times per day, according to the following list. Save DCs are 10+1/2HD+Cha Mod.

1-Aid, Detect Evil, each 2/day for every HD she has
2- Bless Weapon, Remove Fear, each 1/day for every HD she has
3-Consecrate, Continual flame*, Cure Serious Wounds, each 1/day for every 3 HD she has
4- Protection from Arrows, Daylight, each 1/day for every 2 HD she has
5-Create food and Water, Prayer, Discern Lies,  each 1/day for every 3 HD she has, plus Tongues permanent effect on self.
6- Remove curse, remove disease, Neutralize poison each 1/day for each 4 HD she has
7-Death Ward,  Divination, Holy Smite, each 1/day for every 5 HD she has
8-Polymorph,  Hallow, each 1/day for every 7 HD she has
9- Atonement, Raise Dead, Commune, Ethereal Jaunt, each  1/day for every 9 HD she has.

*Note: unless she pays the material component, a Movanic Deva's Continual Flame only last 1 minute per HD.

A Movanic Deva who multiclass's for a divine casting class can count her Movanic Deva levels as levels of that class for purposes of CL and for the purposes of learning new spells and getting new spell slots. So for example, a  Movanic Deva  2 who took 1 level of cleric could choose to have CL 3 and get 2 2nd level spell slots (1 normal and 1 domain). She wouldn't get the spell knowns and spell slots of a cleric 2 however, neither would her Movanic Deva levels count towards turn undead and domain abilities.

In addition, a Movanic Deva may always use Charisma as her key ability score in any class she takes, instead of the normal one (like wisdom for normal clerics).

Ability Increase: the Movanic Deva gains +1 Dex at levels 1, 3, 5, 7, 9 and +1 Cha at levels 2, 4, 6, 8, 9, for a total of +5 Dex and +5 Cha at level 9.

Deva: At 2nd level, gains a bonus on saves against petrification and resistance to Acid, Cold and Electricity equal to her HD, and a bonus on saves against poison and resistance to Fire equal to half her HD.

Soothing Presence of Nature:  At 3rd level, unless magically compelled to do so, no animal or plant will attack a Movanic Deva.

In addition, she gains SR equal to 11+HD and DR/magic equal to ½ her HD. She may lower or raise back her SR as a free action at any time even if it isn't her turn.

Wings: At 4th level, the Movanic Deva grows beautiful feathery wings that allow her to fly at a speed of  10' per HD with good manoeuvrability.

Lesser Protective Aura: At the 5th level, as a free action, a Movanic Deva can surround herself with a nimbus of light that acts as a circle of protection against evil with a radius of 20 feet, with CL equal to her HD. The circle can be dispelled as normal but the Movanic Deva can create a new one as a free action at the start of her next turn.

Heavenly Deflection: As an immediate action, as long as she's holding a melee weapon, a Movanic Deva can deflect any ranged attack targeted against her, as well as spell and supernatural abilities, as long as they have the Movanic Deva as a specific target. This includes rays, orbs and spells with a single target that don't have attack rolls.

To succeed the Movanic Deva must succeed on a Reflex Save with DC 20+Enanchment of the weapon (in the case of a ranged attack)/Level of the spell(in the case of spell or SLA)/ half the HD of the attacker (if it isn't a spell, SLA or weapon). If the Deva succeeds the attack is deflected and completely nullified.

The Movanic Deva must be aware of an attack to try to deflect it.

Divine Equilibrium Movanic Devas are immune to the harmful effects of Positive-dominant or Negative-dominant planar energy traits.

Greater Protective Aura: The Movanic Deva's aura now replicates a minor globe of invulnerability with 20-foot radius, CL equal to her HD, in addition to the magic circle against evil,  and blocks spells up to (Half HD)-3 level.

Cleansing Weapon: At will, as a swift action, the Movanic Deva may grant any weapon she wields the flaming property for 1 round. If the weapon already had the flaming property, it's upgraded to Flaming Burst and ignores resistance to fire equal to the Monavic Deva's HD and has a 50% chance of ignoring immunity to critical and fire. If the weapon already had the flaming burst property, double the extra fire damage and it now has a 75% chance of ignoring immunity to critical and fire. At 20 HD this ability is always active.
 

 

Dolly began to sing to her allies, including the prisoners, inspiring them to better deeds.

 

Action: Inspire Courage +1

 

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Damien Oathsworn

It seems their would-be allies had now made their move. The sudden chaos and confusion within the traveling group of cultists and prisoners quickly broke out into small skirmishes. Seeing a few fighting against the skeletons, another against a cultist, and the leader of the cultist releasing some strange aura around them Damien sought to figure out what it was.

Unfortunately with his hands still bound and mouth gagged, he could not yet aid those who were trying to save him. Eye some of the close skeletons and their swords as a means to free himself, Damien raises his arms in an attempt to charge against a skeleton, potentially dislodging their sword to take for himself.

In a poor attempt and likely more winded than he originally though, Damien misses charging at the skeleton to his south.

 

 

[URL=/sheets/?id=2842257][B][SIZE=+1]Damien Oathsworn[/SIZE][/B][/URL] Male Chaotic Good Lesser Aasimar Cleric / Paladin, [B]Level[/B] 3, [B]Init[/B] 0, [B]HP[/B] 33/33, [B]Speed[/B] 40 [B]AC[/B] 14, [B]Touch[/B] 10, [B]Flat-footed[/B] 14, [B]Fort[/B] 8, [B]Ref[/B] 5, [B]Will[/B] 11, [B]Base Attack Bonus[/B] +3 [B]Masterwork Greatsword [/B] +6 (2d6+3, 19-20 / x2) [B]Masterwork Composite Longbow (Arrows) [/B] +4 (1d8+2, x3) [B] Chain Shirt[/B] (+4 Armor) [B]Abilities[/B] Str 14, Dex 10, Con 12, Int 14, Wis 18, Cha 14 [B]Condition[/B] Dark Vision 60, Aura of Good (3), Smith Evil 1/day, Lay of Hands 12/12, Aura of Resolve (Compulsion) +4 to allies, Immune to Diseases, Detect Undead, Travel & Chaos & Knowledge Devotion, Destroy Undead Attempts 9/9,
Damien Oathsworn
Male Chaotic Good Lesser Aasimar Cleric / Paladin, Level 3, Init 0, HP 33/33, Speed 40
AC 14, Touch 10, Flat-footed 14, Fort 8, Ref 5, Will 11, Base Attack Bonus +3
Masterwork Greatsword +6 (2d6+3, 19-20 / x2)
Masterwork Composite Longbow (Arrows) +4 (1d8+2, x3)
Chain Shirt (+4 Armor)
Abilities Str 14, Dex 10, Con 12, Int 14, Wis 18, Cha 14
Condition Dark Vision 60, Aura of Good (3), Smith Evil 1/day, Lay of Hands 12/12, Aura of Resolve (Compulsion) +4 to allies, Immune to Diseases, Detect Undead, Travel & Chaos & Knowledge Devotion,
Destroy Undead Attempts 9/9,

 

Edited by Dnd4life (see edit history)
Name
Body Charge?
7
1d20+5 2
Damage
5.5
1d6/2+3 5
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Music: Lead Your Fights - Baldur's Gate 3

The Road to Glenn Hollow

image.jpeg.4f5ddab37cbc733200ac790a3f8dd748.jpeg ambush.PNG.7e15e4f30545bbe7196bbca5b74f5b5a.PNG

The angelic voice of Dolly rings out from the cliffs above, bringing hope to the captives and boldness to the righteous. The cultists, however, cringe upon hearing the heavenly song, as if to them it is as sour as gooseberries.

Damien tucked his shoulder and attempted to bash one of the nearby skeletons, seeking for its weapon. Unfortunately, he struck nothing but air, and in exchange felt the skeletons' scimitar crack down on his back, leaving a nasty cut.

Finally coming to their senses, the thugs gripped their weapons and began hunting down the nearest threats. The two thugs in the middle turned on the prisoners, attempting to beat them back into submission. The first's morningstar clashed harmlessly off the shell of Daitan's pangolin scales, while the second whiffed entirely as Niko just stood there, completely distracted with cutting his bonds. The two up north, meanwhile, ganged up on Riksha with greater success. Lastly, the south-most thug attempted to take on Zeff in a spur of religious zeal. Oh, how could that possibly end poorly for him? By doing little more than stick in the dirt at Zeff's feet, of course.

The skeletons, still mindlessly following orders, focused in on Zeff. Their effort is still quite pathetic, as Zeff is fairly certain hill giant children would strike him better than these minions are.

One of the cultists had the sense to say, "Stop the prisoners!" The three skeletons in the middle, their heads immediately snapping away from the giant, wheeled their scimitars around onto the nearest prisoners: Daiten, Damien, and Pip respectively. Despite Damien taking a nasty blow from one of them earlier, that seemed to be more sheer luck than anything, based on how horribly all three miss despite the prisoners literally having their backs up against a wall.

Mechanics & OOC

Journey Roles

  • Guide - Dolly
  • Scout - Riksha
  • Hunter - ?
  • Look-out - Zeff

OOC: Damien's unarmed attack cost him, as the skeleton's AoO dealt him 9 slashing damage.

The two thugs ganging up on Riksha in the north both hit with their morningstars, dealing 12 bludgeoning and piercing damage.

The two thugs in the middle attack Daitan and Niko, both missing.

The last thug in the south attacks Zeff and misses.

Every skeleton missed their target.

Party Effects: (Amira, Dolly) Bestow Curse (description-4 penalty to attack rolls, saving throws, ability checks, and skill checks); Inspire CourageA bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability. +1


To Post: Niko, Riksha, Zeff

Initiative

23 - Skeletons

23 - Niko

19 - Riksha / Zeff

18 - Captain

14 - Cultists

11 - Damien

8 - Pip / Dolly

7 - Daitan

6 - Thugs


Map of the Area

glennhollowmap.PNG.f30b1e1741faa0b932c55bf8af062be0.PNG legend.PNG.dc90229e897b5902477e737590668a7a.PNG


@nexiss @Rudolf @paladinred @Ensou @darlis moonbeam @Grudge @Dnd4life

Edited by rogueblade0729 (see edit history)
Name
Skeleton AoO vs Damien
17; 9
1d20+3;1d6+3 [14]; [14,6]
Thugs vs Riksha
21,20; 6,6
repeat(1d20+3,2);repeat(1d8+2,2) [18,17]; [18,17,4,4]
Concealment (miss on 20 or lower)
54,62
repeat(1d100,2) 54,62
Thug vs Daitan (as pangolin)
18; 6
1d20+5;1d8+2 [13]; [13,4]
Thug vs Niko
4; 4
1d20+3;1d8+2 [1]; [1,2]
Thug Charge vs Zeff
8; 7
1d20+5;1d8+2 [3]; [3,5]
Skeletons vs Zeff
16,8; 8,8; 6; 8
repeat(1d20+3,2);repeat(1d6+3,2);1d20+5;1d6+3 [13,5]; [13,5,5,5]; [13,5,5,5,1]; [13,5,5,5,1,5]
Skeletons vs Daitan, Damien, and Pip
12,8,4; 6,4,7
repeat(1d20+3,3);repeat(1d6+3,3) [9,5,1]; [9,5,1,3,1,4]
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armored giant with axeZeff snarls at the walking bones surrounding him. “This time you better stay dead. That goes for you too, slaver. I’m saving you for last.”

 


Link to sheet:

https://www.myth-weavers.com/sheets/?id=2825737

Name
Axe attack
15
1d20+8 7
roll
15
3d6+7 1,2,5
Cleave (should skeleton fall)
18
1d20+8 10
Damage
17
3d6+7 5,3,2
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Daitan

image.png.02406634e9aa1600512b42e6fd7d68d2.pngDaitan pads over to Damien and uses his massive foreclaws to slice off the binds around warrior's wrists.

Several enemies swing their weapons on his body, their metal clanging off the natural defenses.

image.png.3b694bf10706a3285fe85c0288425955.png

With a shake of his head, the crucian melds back into his normal form, and stands to his crouched height, his shell glinting under the sunlight.

He points at the captain goliath, hoping his allies can hear him amidst the clanging chaos. 'Everyone's gear is in that pouch on the lead warrior's waist, my comrades. For Okeanos, we shall prevail!' He roars.


Level 3Woodling Feral Deep Gnome / Swordsage 2 Ardent 1
-----------------------------------------------------------------------

:::Deep Gnome:::
Blindness / Deafness 1/day
Blur 1/day
Disguise Self 1/day
---------
+2 Hide when underground
+1 racial bonus on attack rolls against kobolds and goblinoids.
+1 to the Difficulty Class for all saving throws against illusion spells cast by Booth.


:::Woodling:::
Entangle 1/day
Summon nature's ally II 1/day
---------
+4 bonus on Hide checks and Move Silently checks in aboveground natural environments.


:::Vow of Poverty:::
Fey creatures regard you as though you are fey.
+1 bonus on all saving throws against spells and spell-like abilities.


:::Swordsage:::
Maneuvers Known: Wind Stride, Sudden Leap, Sapphire Nightmare Blade, Moment of Perfect Mind
Readied: Mighty Throw, Crusader's Strike, Shadow Blade Technique, Clinging Shadow Strike
Stances: Hunter's Sense, Child of Shadow, Martial Spirit


:::Ardent:::
Life Mantle: Touch of Health
Mental Power Mantle: Mind Thrust
| Init -4 | AC 27 Flat 25 | HP 36/36 | Walk 30ft Burrow 15ft | Darkvision Low-light Vision | DR 10/adamantine | FORT 7 REF 3 WILL 6 | Shapeshift You can shapeshift at will into powerful animal or nature-oriented forms. Each time you use this ability, you can choose the exact look that your shapeshifted form takes. Druids pick animals from the terrain and climate they're most familiar with. For example, a druid from a jungle might adopt the form of a black panther when in predator form, while one from the taiga might shapeshift into a white wolf. The two forms look different, but functionally they're identical. This is a supernatural ability.

It requires only a swift action to shapeshift. If you are capable of taking more than one form, you can shapeshift directly between two forms without returning to your normal form. There's no limit to the number of times per day you can change forms, nor to the amount of time you can spend in a shapeshifted form.

You retain your normal Hit Dice, hit points, base attack bonus, base saving throw bonuses, and skill ranks regardless of your form. You also retain your normal ability scores, though each form grants a bonus to your Strength score.

You keep all extraordinary, supernatural, and spell-like special attacks and qualities of your normal form, except for those requiring a body part your new form does not have.

All your held, carried, or worn gear melds into your new form and becomes nonfunctional until you return to your normal form. You cannot speak in shapeshifted form, and your limbs lack the precision required to wield a weapon or perform tasks requiring fine manipulation. You can't cast spells or activate magic items while in shapeshifted form, even if you have the Natural Spell feat or other ability that would allow you to cast spells while wild shaped.

Unless otherwise noted in the descriptions below, you retain your size and space when you adopt a new form. You always retain your type and subtypes, regardless of the nature of the form assumed. You don't gain any special attacks or qualities while shapeshifted except as described below.

When you shapeshift into a form other than your own, you gain natural weapons (and reach with those weapons) as described below. These natural weapons gain an enhancement bonus on attack rolls and damage rolls equal to 1/4 your druid level, and at 4th level and higher they are treated as magic weapons for the purpose of overcoming damage reduction. The damage dice given are for Medium druids; smaller or larger druids should adjust those values according to the Table: Increased Damage By Size.

If knocked unconscious or slain in shapeshifted form, you revert to your original form.

Predator Form: This form, traditionally that of a wolf, panther, or other predatory mammal, is the first one a shapeshifting druid learns.

While in predator form, you gain a primary bite attack that deals 1d6 points of damage. You have the reach of a long creature of your size (5 feet for Small or Medium). You gain a +4 enhancement bonus to Strength, and your natural armor bonus improves by 4. Your base land speed becomes 50 feet.

At 4th level, you gain Mobility as a bonus feat whenever you are in predator form (even if you don't meet the prerequisites).

Aerial Form: At 5th level, you can shapeshift into a flying creature. Traditionally resembling an eagle, vulture, or bat, the aerial form enables fast travel and the ability to soar out of harm's way.

While in aerial form, you gain a primary talon attack that deals 1d6 points of damage. You have the reach of a long creature of your size (5 feet for Small or Medium). You gain a +2 enhancement bonus to Strength and a +2 enhancement bonus on Reflex saves, and your natural armor bonus improves by 2. You gain a fly speed of 40 feet (good maneuverability).

At 7th level, you gain Flyby Attack as a bonus feat whenever you are in aerial form.

Ferocious Slayer Form: At 8th level, you can shapeshift into a large and fierce predatory form, such as a tiger, brown bear, or dire wolf.

While in ferocious slayer form, you gain a primary bite attack that deals 1d8 points of damage and two secondary claw attacks that each deal 1d6 points of damage. Your size increases by one category (to a maximum of Colossal), and you have the reach of a long creature of your size (5 feet for Medium or Large). You gain a +8 enhancement bonus to Strength and a +4 enhancement bonus on Fortitude saves, and your natural armor bonus improves by 8. Your base land speed changes to 40 feet.

At 10th level, you gain Improved Critical (bite) and Improved Critical (claw) as bonus feats whenever you are in ferocious slayer form.

Forest Avenger Form: At 12th level, you can take the form of a massive plantlike creature, similar to a shambling mound or a treant. (Druids not native to forest terrains typically rename this form to fit their environment.)

While in forest avenger form, you gain a pair of primary slam attacks that deal 1d8 points of damage each. Your size increases by one category (to a maximum of Colossal) and you have the reach of a tall creature of your size (5 feet for Medium, 10 feet for Large). You gain a +12 enhancement bonus to Strength and a +4 enhancement bonus on Fortitude and Will saves, and your natural armor bonus improves by 12. Your base land speed becomes 20 feet.

You gain damage reduction 5/slashing while in forest avenger form.

At 14th level, you gain Improved Overrun as a bonus feat while in forest avenger form (even if you don't meet the normal prerequisites).

Elemental Fury Form: At 16th level, you can shapeshift into a giant form of air, earth, fire, or water (your choice each time you shapeshift).

While in elemental fury form, you gain a pair of primary slam attacks that deal 2d6 points of damage each. Your size increases by two categories (to a maximum of Colossal), and you have the reach of a tall creature of your size (10 feet for Large, 15 feet for Huge). You gain a +16 enhancement bonus to Strength and a +4 enhancement bonus on Fortitude, Reflex, and Will saves, and your natural armor bonus improves by 16. You do not gain any new modes of movement in elemental fury form, nor does your base land speed change.

You gain immunity to extra damage from critical hits while in elemental form. You also gain immunity to an energy type related to the element chosen (air = electricity, earth = acid, fire = fire, water = cold). You don't need to breathe while in elemental fury form.

At 18th level, you gain Great Cleave as a bonus feat while in elemental fury form (even if you don't meet the normal prerequisites).
, Voice of the CityThrough a combination of body language, tone, and expression, the voice of the city can make herself understood by those who do not speak her language, and she can interpret their meaning the same way. Simple concepts that can be conveyed in a few words (such as "Help!" or "Drop your weapon!") can be conveyed automatically. More complex concepts require her to make a roll: d20 + her class level + either her Wisdom modifier (if trying to understand someone else) or Charisma modifier (if trying to make someone else understand her). Roll each only once per conversation. If she fails, she cannot try to communicate with that specific individual via this ability until she has gained a level. (Thus, it is possible, if she succeeds in one roll but fails in the other, to hold a conversation where she can understand the other speaker but he cannot understand you, or vice-versa.)

The DC of the roll depends on creature type and how closely the individual's language is related to any of her own. The ability works most effectively with other humanoids. In this case, if the individual's language uses the same alphabet as any language she knows, the DC is 20. If it does not, the DC is 30. (See Speak Language, PH 82, for this information.)

The above DCs increase by 5 if the speaker is a fey, giant, or monstrous humanoid; they increase by 10 if the speaker is an elemental. If the other individual is of any other creature type, she cannot communicate via this ability.

If the speaker is deliberately trying to make himself understood, the voice of the city gains a +2 circumstance bonus on this roll. If she is attempting to interpret his speech from outside normal conversational distance (such as eavesdropping), she takes a -4 penalty on this roll.

In addition, she gains Speak Language as a class skill.
, Murky-EyedYour vision is obscured: In combat, every time you attack an opponent that has concealment, roll your miss chance twice. If either or both results indicate that you miss, your attack fails.
|Spontaneous Healer| Sheet |

 

Edited by Ensou (see edit history)
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PerringorBurrfoot.jpeg.ed91de324700f707760c4e61ad31622d.jpegOnce free of his bonds and a target in mind Pip quietly makes his way towards the captain trying to stay hidden from their sight and stay quiet so that they can attempt to take the bag their gear was stored in without the captain becoming aware.

Name
Hide
26
1d20+14 12
Move Silently
14
1d20+9 5
Sleight of Hand
26
1d20+7 19
Spot
21
1d20+10 11
Listen
18
1d20+8 10
Tumble
12
1d20+7 5
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Niko| AC 18 | Ini: 4 | BAB +3 | Hit Points: 39/39 | Size: Medium | Speed: 20/30 ft |
Touch: +10| Fort: +6 | Ref: +3 | Will: +5 | FF: +18

 


https://i.pinimg.com/564x/a7/1f/da/a71fda84f6e4eeafb19b72b11bd26714.jpg

As rope gives Niko darts forward toward the thug un from of Pip and tries to avoid attacks from the blades swinging around him. Moving past Pip he tries to grab and grapple Thug in front of him

 

 

 

 


Tools of the Trade

Weapon:

 

Mwk Greatsword: 1d20+8, 2d6+3, (19/20x2)

Warhammer: 1d20+6, 1d8+3 (x3)

Dagger: 1d20+6, 1d4+3 (19/20x2)

 

Armor:

Mwk Full Plate

Actions/OOC

Free: Grapple

Swift:

Move: Forward to the square in front of Thug 10 ft. in front of Pip on the Map

Standard: Touch Attack to initiate Grapple

Immediate:

Powers: [8]=Max Number Of Psi Points, [7]= Current Number Of Psi Points

Level 1:

Expansion

Force Screen

Precognition, Offensive

Prevenom Weapon

OOC:


 

 

 

 

 

 

 

Edited by Grudge (see edit history)
Name
Tumble
7
1d20-5 12
Touch Attack To Initiate Grapple
18
1d20+6 12
Grapple
14
1d20+6 8
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