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The Doom of Glenn Hollow - IC


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Damien Oathsworn

HP: 24/33

Seeing as how he was currently being tested by his God, perhaps beseeching them for assistance was not what they expected Damien to do. Seeing a show Pip had managed to snag the bag of holding and empty the contents on the ground, Damien moved to retrieve his greatsword. Reaching to grab it and standing back up, Damien quickly looks around to see who would be his closest targets.. Two Skeletons or one of the thugs.. Well, he knew that his weapon wouldn't deal as much damage against the corpses, so he swung his blade directed at the Thug closest to him.

 

Move Action: Pick up Greatsword
Standard: Attack South Eastern Thug from his current position. (Inspire Courage included)

 

 

[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,

 

Name
Attack - Greatsword
13; 8
1d20+7;2d6+4 [6]; [6,1,3]
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Posted (edited)

Music: Lead Your Fights - Baldur's Gate 3

The Road to Glenn Hollow

image.jpeg.4f5ddab37cbc733200ac790a3f8dd748.jpegambush.PNG.eb4d890e97c4f8d67ec1759b714b81d0.PNG

With the prisoners armed, they begin to retaliate against their captors! Spells are slung, blows are traded, but neither side is giving an inch. The Captain remains firm in her mission, and the others follow her dutifully... but perhaps, if the tide is turned sufficiently against them, they may be forced to cut their losses and retreat.

Mechanics & OOC

Journey Roles

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

OOC: Pip successfully escapes the wrath of the captain, depositing everyone's weapons on the ground for them to retrieve.

Damien cracks down on the thug with his sword, but he uses his shield to very narrowly manages to avoid the full impact.

Dolly carefully traverses the rocky landscape to approach Riksha, heading to the north of the ambush site.

Daitan causes the very stones to shift, threatening to topple the Captain and the adjacent thug (DC 14 Reflex). Surprisingly, both of them remain on their feet... barely.

The thugs each retaliate, one against Niko, one against Zeff, and one at Daitan. But they all completely whiff.

The skeletons continue to mindlessly attack their foes: two go north to confront Riksha and Pip (drawing an opportunity attack from Damien), while one remains and attacks Damian. The southernmost skeleton, obviously, continues swinging after Zeff, not mindful enough to try flanking. Riksha takes 5 nonmagical slashing damage, and Zeff takes 7 nonmagical slashing damage, but Pip avoids his blow.

Party Effects: (Amira, Dolly) Bestow Curse (description); Inspire Courage +1

Enemy Effects:

  • (Captain) Aura of Despair; Divine Favor; Iron Guard's Glare (Daitan and Niko); Impeding Stones
  • (Cultists) Shield of Faith (both); Bull's Strength (north only)
  • (Thug) Impeding Stones (vs Daitan)
  • (Skeletons) Desecrate

To Post: Damien (opportunity attack vs skeleton), 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
Captain DC 14 Reflex
14
1d20+5 9
Thug DC 14 Reflex
17
1d20+1 16
Thug vs Niko
4; 6
1d20+3;1d8+2 [1]; [1,4]
Thug vs Daitan
3; 8
1d20+1;1d8+2 [2]; [2,6]
Thug vs Zeff
8; 4
1d20+3;1d8+2 [5]; [5,2]
Skeleton vs Pip
17; 4
1d20+3;1d6+3 [14]; [14,1]
Skeleton vs Riksha
20; 5
1d20+3;1d6+3 [17]; [17,2]
Skeleton vs Zeff
20
1d20+4 16
Damage (Zeff)
7
1d6+4 3
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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 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 healed Pip by casting a curative spell, she had to stop singing to do this.

 

Action: Cast CLW

 

Name
CLW
5
1d8+3 2
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Damien Oathsworn

HP: 24/33

With sword in hand, Damien takes a swing at the Skeleton which seeks to injure those on his side. Hopefully this will deal at least a minor amount of damage and slow the undead down.

 

 

[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,

 

Name
Attack - Greatsword
12; 11
1d20+7;2d6+4 [5]; [5,2,5]
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Niko| AC 18 | Ini: 4 | BAB +3 | Hit Points: 21/39 | 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

With his sword back in his hands Niko finally feels whole again, although the wound on his back still throbs. He in half circle swings at the closest enemy in front of him.

 

OOC: Forgot about attack penalty (it's been a while), so the attack is 15

 

 

 

 


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
Attack
19
1d20+8 11
Damage
10
2d6+3 2,5
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  • 2 weeks later...

Music: Lead Your Fights - Baldur's Gate 3

The Road to Glenn Hollow

image.jpeg.4f5ddab37cbc733200ac790a3f8dd748.jpeg ambush.PNG.0e2ae422c9146f006153b2dea899bc4d.PNG

The party continues to fight on, but the battle seems no nearer to victory. Yet as Zeff flees, the Captain spots the opening in the flanks and barks, "Close ranks! The day can still be won!" In response to her orders, the cultists moved into the fray, striking at Daitan and Riksha. Meanwhile, the Captain herself took an uneven step forward out of the crackling ground, briefly exposing herself to a blow from Daitan, as she then attempted to strike down the crustacean druid.

Mechanics & OOC

Journey Roles

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

OOC: Damien's blow harmlessly deflects off the skeleton's shield.

Niko strikes at the wounded skeleton, destroying it.

Riksha attacks the skeleton next to him and Pip, but he misses horribly.

Zeff, affected by the fearful spell of the cultist, runs in terror down the path.

The Captain moves forward, drawing an opportunity attack from Daitan, before retaliating with one of her own, dealing 13 slashing damage after DR.

The cultists move in, one stepping into the skeleton's old spot to attack Damien, while the other advances to attack the ninja. Both of them miss.

Party Effects: (Amira, Dolly) Bestow Curse (description); Inspire Courage +1

Enemy Effects:

  • (Captain) Aura of Despair; Divine Favor; Iron Guard's Glare (Daitan and Niko); Impeding Stones
  • (Cultists) Shield of Faith (both); Bull's Strength (north only)
  • (Thug) Impeding Stones (vs Daitan)
  • (Skeletons) Desecrate

To Post: Damien, Pip, Dolly, Daitan (turn + opportunity attack)

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
Riksha vs Skeleton
10; 2
1d20+9;1d6+1 [1]; [1,1]
Captain vs Daitan
30; 23
1d20+15;2d8+8 [15]; [15,8,7]
North Cultist vs Riksha
12; 6
1d20+7;1d8+4 [5]; [5,2]
South Cultist vs Damien
12; 3
1d20+5;1d8+1 [7]; [7,2]
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Daitan

  

image.png.02406634e9aa1600512b42e6fd7d68d2.pngDaitan shakes his head, trying to stay conscious as the blade cleaves through his vitals.

His steps back5 ft step to cast spell safely, holding in his innards, blood coughing out of his lips.

'Okeanos, hear me!'

He curls into himself, an instinctive Crucian reflex to withdrawn into one's shell from danger. In response, mineral crystals around his joints seem to grow and coat over his body with a soft healing glowCure Moderate Wounds on self.

With renewed vigor, Daitan grips his returned wooden club to strike back at the captain.

 

 

 


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
Cure Moderate Wounds
11
2d8+3 7,1
Opportunity Attack on Captain
12
1d20+4 8
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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 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 draws her wand and steps into fight the skeleton next to Pip and Rishka.

 

Action: Cast CLW from the wand on the skeleton, Wand charges 49/50

 

Edited by paladinred (see edit history)
Name
Touch attack on Skellybob
SyntaxError: Unexpected token nan
1d20nan
Touch Attack on Skellybob -4
18
1d20+1 17
Damage
9
1d8+1 8
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Damien Oathsworn

HP: 24/33

Frustrated that he had yet to actually do much during the brief time that he'd gotten a hold of his weapon, Damien raises his sword and strikes at the Captain. Aware that perhaps his efforts would prove more useful as the Captain was inhibiting his abilities striking at the other foes.

 


Standard: Attack Captain of the Cultist. (Inspire Courage included)

 

 

[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,

 

Name
Attack - Greatsword
23; 7
1d20+7;2d6+4 [16]; [16,2,1]
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PerringorBurrfoot.jpeg.ed91de324700f707760c4e61ad31622d.jpegPip tucks the bag of holding under his belt as he gathers his weapons. His bow now at the ready he let's fly an arrow at the skeleton near by.

Statblock

[URL=/sheets/?id=2834800][B][SIZE=+1]Pippendor Burrfoot[/SIZE][/B][/URL] Male Neutral Good Kender Scout 3/Rogue 3, [B]Level[/B] 3, [B]Init[/B] 7, [B]HP[/B] 27/27, [B]Speed[/B] 30 [B]AC[/B] 20, [B]Touch[/B] 16, [B]Flat-footed[/B] 16, [B]Fort[/B] 6, [B]Ref[/B] 8, [B]Will[/B] 5, [B]Base Attack Bonus[/B] 2 [B] MW Composite Shortbow [/B] +8 (1d4, x3) [B] MW Short Sword [/B] +4 (1d4, 19-20x2) [B] Throwing Axe [/B] +7 (1d4, x2) [B] Mithril Chain Shirt[/B] (+4 Armor, +4 Dex, +1 Size, +1 Misc) [B]Abilities[/B] Str 10, Dex 18, Con 12, Int 14, Wis 12, Cha 10 [B]Condition[/B] None
Pippendor Burrfoot
Male Neutral Good Kender Scout 3/Rogue 3, Level 3, Init 7, HP 27/27, Speed 30
AC 20, Touch 16, Flat-footed 16, Fort 6, Ref 8, Will 5, Base Attack Bonus 2
MW Composite Shortbow +8 (1d4, x3)
MW Short Sword +4 (1d4, 19-20x2)
Throwing Axe +7 (1d4, x2)
Mithril Chain Shirt (+4 Armor, +4 Dex, +1 Size, +1 Misc)
Abilities Str 10, Dex 18, Con 12, Int 14, Wis 12, Cha 10
Condition None

 

 

Name
Bow attack
18
1d20+8 10
Bow damage
2
1d4 2
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Music: Lead Your Fights - Baldur's Gate 3

The Road to Glenn Hollow

image.jpeg.4f5ddab37cbc733200ac790a3f8dd748.jpeg ambush.PNG.0749cd21a1efe5fe4e8c1903d92876d1.PNG

Another skeleton falls, while the skirmish in the ambush zone grows brutal. The Captain receives a blow from Damien, causing her to sneer in his direction, and simultaneously drawing the surprised looks from the thugs. It seems they never expected her to actually have blood drawn...

Mechanics & OOC

Journey Roles

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

OOC: Damien cleaves into the Captain, wounding her.

Pip's arrow aims true against the skeleton, but it harmlessly bounces around its ribcage before clattering to the ground.

Dolly's healing spell obliterates a skeleton, turning it into a fine powder.

Daitan withdraws up the steep cliff face, healing himself.

The thugs, still desperate for victory, try to attack Niko. Niko receives 6 nonmagical bludgeoning damage. One of them spends his turn standing up and moving out of the shifting ground, closing the gap on the heroes! The southernmost follows the Captain's orders, remaining on guard for Zeff to return.

The northern skeleton attacks Riksha, whiffing the attack, while the southern one mindlessly runs after Zeff!

Party Effects: (Amira, Dolly) Bestow Curse (description); Inspire Courage +1

Enemy Effects:

  • (Captain) Aura of Despair; Divine Favor; Iron Guard's Glare (Daitan and Niko)
  • (Cultists) Shield of Faith (both); Bull's Strength (north only)
  • (Thugs) None
  • (Skeletons) Desecrate

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
Thug vs Niko
23; 6
1d20+5;1d8+2 [18]; [18,4]
Skeleton vs Riksha
15; 6
1d20+3;1d6+3 [12]; [12,3]
Thug DC 14 Reflex
10
1d20+1 9
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HillGiant.png.072b7ec4287731ec93840f2406263797.pngZeff skids to a halt amid the rocks. “Hey! Nobody tells ME what to do! That breaks the rules!”

The giant turns around, and begins accelerating once again, and this time, he was -mad-.

As he got closer to the skeleton, he didn’t even try to change course. He charged…through.

 

 

Link to sheet:

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

 

Edit: Math is off, should be +2 higher for feat.

Name
Bull Rush attempt (have the feat)
15
1d20+12 3
Damage if the skeleton hits an object
10
3d6+4 1,4,1
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