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The Doom of Glenn Hollow - IC


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Daitan

  

image.png.02406634e9aa1600512b42e6fd7d68d2.pngDaitan gestures at his crocodile to follow him, as they navigateSurvival check the terrain to cut off the Captain's escape path.

 

Taking cues from his fourt-legged brethren, Daitan scales up and across the craggy hills. With his practised eyes of a druid tuned to subtle changes of the lay of the land, Daitan clambers with his hands grabbing rocky handholds to vault-heave-surge upwards with his stout pumping legs, fully intent to overtake and block the Captain's passage while she carries a full-grown armored warrior on her shoulder. The druid looks like a large primate gliding gracefully and powerfully through the rough terrain, at home among the stones and minerals.

 

 

 

 

 


Level 3 | Init -4 | AC 27 Flat 25 | HP 17/36 | Walk 30ft Burrow 15ft | Darkvision Low-light Vision | DR 10/adamantine | FORT 7 REF 3 WILL 6 | Shapeshift, Voice of the City, Murky-Eyed |Spontaneous Healer| Sheet |

 

Edited by Ensou (see edit history)
Name
Survival
26
1d20+11 15
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Music: Lead Your Fights - Baldur's Gate 3

The Road to Glenn Hollow

image.jpeg.4f5ddab37cbc733200ac790a3f8dd748.jpeg

Niko's tackle doesn't immediately take down the charging goliath, but he does cause her to trip up her footing and hit the rocky terrain hard. But before he knows it, she's back up and running again, albeit much closer to the party.

Despite being a hill giant, Zeff is perhaps a bit too hasty to scale these cliffs. It takes him longer than expected to climb up a steep wall of rock. You know what they say: short cuts make for long delays!

Pip, seeing Niko's "go for the legs" strategy at work, attempts to follow suit. Unfortunately, his smaller size makes it harder for him to catch up to the goliath, and when he finally does, she is only mildly inconvenienced by his body smacking into her shin guards.

Dolly's shot flies true, scoring a solid hit in the gap between the Captain's plate armor along her legs. Gritting her teeth, she snaps the arrow and keeps moving, though with a very noticeable limp.

The jostling and chaos of being carried like a sack of potatoes is enough to shake Damien out of his stupor.

Daitan's appearance may at first glance appear to be a detriment to his mobility, but his keen eye and the aid of his summoned crocodile allows him to find the least tumultuous path through the boulders as they ascend the hill. He makes great time in catching up to the Captain.

The chase is nearly done, though in the distance, the wooden stockade of the Captain's fortress begins to emerge over the hilltop. They need to end this, now.

Mechanics & OOC

Journey Roles

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

OOC: 4 Success point, 2 Failure points. Only one more successful DC 15 skill check is needed!


To Post: Everyone


Map of the Area

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


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

 

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Niko| AC 18 | Ini: 4 | BAB +3 | Hit Points: 15/39 | 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

Mercenary spit a string of juicy swears he heard around a campfire on campaigns, some of them don't even know what they mean or the language they use. Still, he grits his teeth and wills himself to rush after the the Captain forcing himself to forget about anything but the chase, pain, dirt, and even upcoming palisades started to fade into the background just that huge back with a man on the shoulder. Absolute tunnel vision, with the last of his strength, both physical and mental. This time he doesn't bother with finesse hurling himself bodily between Captain's legs like a boulder that tried to grab her ankles.

 

 

 

 


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:

Move: None

Standard: Attack

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
Autohypnosis (willpower)
11
1d20+9 2
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Daitan

  

image.png.02406634e9aa1600512b42e6fd7d68d2.pngDaitan sees the Captain with the final leg to escape. A primal rage wells up in him, against such an unpleasant sentient being.

'Okeanos, guide me!'

His thighs grow and expand subtly in response to the prayer, the energies from the minerals on them glowing from divine assistance.

His arms tighten with coiled energy for that final vault to pull his shelled form with an impossible closing of distance.

The crucian acts on instinctSurvival check, and SURGES upward with a mighty roar, rushing past Niko and using the sliver of delay in the Captain as she readjusts from the mercenary's tackle.

He hammers into the injured leg from Dolly's shot with his entire body mass, like an orca slamming into a weakened shark. The roaring of waves come unbidden to his ears, and his companions nearby might just hear that maelstrom of weather in the middle of this landlocked place. but everyone would have sworn Daitan's roar reverberated through the landscape.


Level 3 | Init -4 | AC 27 Flat 25 | HP 17/36 | Walk 30ft Burrow 15ft | Darkvision Low-light Vision | DR 10/adamantine | FORT 7 REF 3 WILL 6 | Shapeshift, Voice of the City, Murky-Eyed |Spontaneous Healer| Sheet |

 

Edited by Ensou (see edit history)
Name
Survival
27
1d20+11 16
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Posted (edited)

Music: Lead Your Fights - Baldur's Gate 3

The Road to Glenn Hollow

image.jpeg.4f5ddab37cbc733200ac790a3f8dd748.jpeg

With Daitan's Mario-turtle-shell tactic, the Captain fell one more time. Though she was swift to get back up again, she finally lost her grip on the now very-much awake Damien. However, by that point the rest of the companions have caught up, turning the odds strongly against her. Hand on her blade, she sneered at the adventurers.

"You show great strength, travelers. Certainly put up more of a fight now than you did this morning. But my orders are clear, and my men will be here soon. You three-" she gestures with her blade to Zeff, Dolly, and Riksha, "- may keep your lives. You have earned my respect. Save your hides and leave these prisoners to me. Their fate need not be yours."

Mechanics & OOC

Journey Roles

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

OOC: -


To Post: Everyone


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)
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image.jpeg.54c3dcb4ab05a65181edfbbf909fd729.jpeg

Damien Oathsworn

HP: 24/33

As he was jostled about, Damien eventually wakes up to find himself awake just in time before he's tossed away and rolls on the ground. Getting up to his feet while brushing off the dust, he looks towards the Captain as she claims to allow only some of them to live. "And I assume this over was never present to many others? You obviously come from very questionable linage. Perhaps your mother a wort and your father a goblin's excrement? Do not act as if you are one in power here for you've lost all. Surrender and perhaps YOUR fate not need to meet those of your allies."

 

Edited.

 

 

[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
Grapple Attempt
15
1d20+5 10
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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 to learn new spells and get 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 a 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 aims her bow at the damned captain and fired a shot at her, this shot was aimed so that she could avoid hitting Damien.

 

Action:

 

Name
PBS
13
1d20+8 5
Just in case
6
1d8 6
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Niko| AC 18 | Ini: 4 | BAB +3 | Hit Points: 15/39 | 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

Niko lay for a second where he landed in a vain attempt to stop the Captain, well, he succeeded last time you don't win them all. He gets up adrenaline fading from his system. And for the first time actually checked the wound a large woman gave him. At the moment it felt like she sliced him in half, but he knew his armor was good. She might be strong and that was quite a weapon, but he reckoned most of it was sheer blunt force trauma, blood was seeping from elsewhere. It didn't take long as soon as his arm touched his back he touched the cleaved chain gorget. The wound was deep, and it would ache for a while even with magic help, but he was lucky. Just a thumb higher or slightly in the other angle could've nicked his carotid artery, not outright sliced it but the nick would be bad enough. He pushed his foot under his sword and flipped it up to his hand.

While he did glance toward the towering Captain with cold malice, that indicated a will to see her sliced to pieces, he didn't speak to her. Not knowing the names of half of the group seeing how he was one of a bunch of Johnny-come-latellies he spoke softly and informally like they were at the friendly gathering. "We should retreat, she's not just trying to split us up but buy time. Their camp is too close, grab all of our men and go reconsolidate somewhere...I assume we all come from the same...tavern." He glances toward the enemy but now with more disdain in general "What she can do to stop those that did not earn her respect? Tell on us to her daddy? She failed and now is scared to return empty-handed."

 

 

 

 


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:

Move: Get up

Standard: Pick up sword

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)
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HillGiant.png.072b7ec4287731ec93840f2406263797.pngZeff looks the arrogant goliath in the eye.

“Give up your slaving ways, and you may yet prosper. If not, then hope you do not see me again, Captain.”

Zeff grudging accepts that the newly-freed are in rough shape, and stays near to keep them safe. If they were also giants, we would crush them all…

 

Link to sheet:

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

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Niko| AC (17)18 | Ini: (3)4 | BAB +3 | Hit Points: 15/39 | Size: (Large)Medium | Speed: 20/30 ft |
Touch: +(9)10| Fort: +6 | Ref: +(2)3 | Will: +5 | FF: + (17)18

 


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

Telling his piece and waiting on the group's decision Niko finds a suitable amount of place and whispers something under his breath, in a few seconds both, he and his equipment grow until he is a more suitable match for the Captain. Able to watch her eye-to-eye, malicious hunger creeps into his eyes the next time he looks at her while his gauntleted finger goes over his sword blade, now more than a match for hers. Still, the retreat was his suggestion and it would look dumb if he charged her just because now he felt big, the wound on his neck was still there and he was still bleeding, and the enemy camp was still a stone's throw away. That hasn't changed.

To hide his expression he swiftly unclasps his helm from the belt and places it on his head. How much leering human skull he had as the faceplate, and whose shadows completely obscured his eyes except the bearest glints in that dark, have done that is debatable. Especially since even the helm was covered in crusted 24-hours-old blood, maybe more than the rest of the armor. He'll really have to clean damn things once they retreat. His arrival at RFT was chaotic and even taking on this job was kinda incidental, he was not sure why they were even fighting. Remembering approaching the job board like in a daze and another of the newcomers asking does he plans to take the job too. It would appear he said yes since his next clear memory is being stuffed in the bag. Not really a conventional way, but being born in a mercenary camp and being one for 10 years he didn't need much cues. For now, he knew who was on his side and who was the enemy. Details, same as cleaning, could wait until they are relatively safe.

 

 

 

 


Tools of the Trade

Weapon:

 

Mwk Greatsword: 1d20+8 (+7 while expansion lasts), 2d6+3 (3d6+4 while expansion lasts), (19/20x2)

Warhammer: 1d20+6 (+5 while expansion lasts), 1d8+3 (2d6+4 while expansion lasts) (x3)

Dagger: 1d20+6 (+5 while expansion lasts), 1d4+3 (1d6+4 while expansion lasts) (19/20x2)

 

Armor:

Mwk Full Plate

Actions/OOC

Free:

Swift:

Move: Finding enough space

Standard: Expansion (using extra 2 points so it lasts 10 min per lvl)

Immediate:

Powers: [8]=Max Number Of Psi Points, [5]= 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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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 to learn new spells and get 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 a 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 heads away from the woman, they will meet again and the next time they will beat her and either turn her in or......

Getting some distance away Dolly wanted to see if any of the party needed healing "Does anyone need any healing"?

 

Action:

 

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Niko| AC (17)18 | Ini: (3)4 | BAB +3 | Hit Points: 15/39 | Size: (Large)Medium | Speed: 20/30 ft |
Touch: +(9)10| Fort: +6 | Ref: +(2)3 | Will: +5 | FF: + (17)18

 


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

An enlarged mercenary raises his hand, his voice still managing to sound relatively soft under the helmet's hollow echo "Desperately so, the large bi..." he stops himself "...the enemy leader almost cut my throat in the beginning when I grappled one of her guys and fell under her feet." He tilts his head so Deva can more easily see both the sliced gorget and the wound below.

 

 

 

 


Tools of the Trade

Weapon:

 

Mwk Greatsword: 1d20+8 (+7 while expansion lasts), 2d6+3 (3d6+4 while expansion lasts), (19/20x2)

Warhammer: 1d20+6 (+5 while expansion lasts), 1d8+3 (2d6+4 while expansion lasts) (x3)

Dagger: 1d20+6 (+5 while expansion lasts), 1d4+3 (1d6+4 while expansion lasts) (19/20x2)

 

Armor:

Mwk Full Plate

Actions/OOC

Free:

Swift:

Move: Finding enough space

Standard: Expansion (using extra 2 points so it lasts 10 min per lvl)

Immediate:

Powers: [8]=Max Number Of Psi Points, [5]= 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: Hero's Journey - BrunuhVille

The Road to Glenn Hollow

1-3929547692.jpg.08e5d0391051e87f6ed994c12721f27d.jpg

Deciding it was better to escape with their lives than to die enacting vengeance, the party took the opportunity to get away from the Captain and her zealous subordinates. Furious, she shouted after them, "Run while you can, whelps! Through my hands, the Shadow Queen will be the death of you all!" Despite her anger, her battle-sense knew this fight was over. Though she hastened to rally her troops, the party was deep into the foothills by the time she began her pursuit.

Later in the day, the party had a general sense that it was finally safe to stop moving. With weary legs, aching feet, empty bellies and parched lips, they settled into a small cluster of boulders to have a rest. From their position atop a large hill, they can see off in the distance, along the horizon, what appeared to be a great forest. Based on their map of the region, the town of Glenn Hollow will be located just before then, nestled somewhere near the mountains. Another day's march should be enough to reach their destination.

For now, the rescuers and the captives have a moment to properly introduce themselves to one another.

Mechanics & OOC

Journey Roles

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

OOC: Alright folks, combat is over! Check the OOC thread for XP rewards.


To Post: RP at will!


Map of the Area

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


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

 

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