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VennDygrem

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  1. Rezzik | HP 19/28 | AC 19Base AC: 19 | Fort +7 | Ref +8 | Will +6 | Speed: 20 | Perception: +6 Hero Points: 0/3 | Exploit Vulnerability: N/A | TalismansDaily: 2 1) Potency Crystal: Affixed to Gun 2) Wolf Fang: Unaffixed Conditions: , Effects: Addiction Suppressed; +1 to saves against fear (10 minutes) Not yet ready to breathe a sigh of relief, Rezzik nods to Talus. "Yeah, but we ain't outta the woods yet... nor into 'em, I s'pose. Gotta get these folk over the bridge, and make sure them gobbos can't follow close behind. Seems our friends have got that part covered, so let's help beat back them hobgobs 'n make a bit more time." Using the trees near the bridge for cover, the dwarf readies his gun for the approaching hobgoblins. Action 1: Exploit Vulnerability on approaching hobgoblin; Likely one of the rangers, unless they won't be in range of an attack due to being too far back. Action 2 & 3: Ready - Attack target of exploit vulnerability with clan pistol.
  2. Zalven Tainos - Illusionist of the Second Order, Adherent of the Gleaming Eye HP: 10/10 | AC: 8 | SV: 16 | Class AbilitiesAlchemy Can identify potions by taste alone. Greater abilities at levels 7 and 11. Coloured Globe Once per day per level, evoke a 6-in glowing globe (10-ft radius of light); Lasts 6 turns/1 hr. Extraordinary +8% chance to perform extraordinary feats of dexterity (already included). Perceive Illusion +2 bonus to saving throws versus illusions and phantasms, or level difference if opposing illusion is 3+ levels lower. Read Magic Decipher magical inscriptions or symbols. Scroll Use Decipher & invoke non-ecclesiastical scrolls of spells on the Illusionist spell list. Scroll Writing Scribe known spells onto scrolls (cost: 500+100/spell level gp). Sorcery Cast illusionist spells and keep a spell book containing your spells (see: Sorcery). Spells may be learnt outside of level training. Vizard Use a simple illusion to alter all facial features for up to 1 turn (10 minutes). Takes one round (10 seconds) to take effect. Usable once per day from 1st to 6th level, twice per day from 7th to 12th level. | GearMoney: 4 gp Weapons: Silver dagger, quarterstaff, sling, bullets ×20 Other: backpack, bandages, winter blanket, chalk (piece), ink and quill, hooded lantern, silver mirror, lamp oil ×2, parchment ×3, soft leather pouch, iron rations (1 week), silk rope (50-ft.), small sack, tinderbox, wineskin (full), writing stick, spell book | SorcerySpell Castings: 3 Level 1 Level 1: Colour Spray, Decipher Languages, Mirror Image | Zalven translates the inscription for his companions, then chuckles out loud. "Well, then! It seems I should have had this spell prepared and cast in the first place. As it turns out, my action just now may well have been the key. I'm not sure how to test its veracity other than to, well... open the door. Do we follow through? If so, I suggest we each drop a bit of blood in the hand to ensure we are each allowed to pass." Attributes & Stats Attributes & Stats Strength (ST) 10 Att. Mod (Melee): +0 Dmg Adj: +0 Test of ST: 2:6 Ex Feat of ST: 4% Dexterity (DX) 16 Att. Mod (missile): +1 Defence Adj: +1 Test of DX: 3:6 Ex Feat of DX: 24% Constitution (CN) 13 HP Adj: +1 Poison/Rad. Adj: 0 Trauma Survival: 80% Test of CN: 3:6 Ex Feat of CN: 8% Intelligence (IN) 17 Languages: +2 Bonus Spells: Lv. 3 Learn New Spell: 85% Wisdom (WS) 12 Willpower Adj: 0 Bonus Spells: N/A Learn New Spell: N/A Charisma (CH) 12 Reaction/Loyalty Adj: 0 Max. Henchmen: 4 Undead Turning Adj: 0
  3. Zalven Tainos - Illusionist of the Second Order, Adherent of the Gleaming Eye HP: 10/10 | AC: 8 | SV: 16 | Class AbilitiesAlchemy Can identify potions by taste alone. Greater abilities at levels 7 and 11. Coloured Globe Once per day per level, evoke a 6-in glowing globe (10-ft radius of light); Lasts 6 turns/1 hr. Extraordinary +8% chance to perform extraordinary feats of dexterity (already included). Perceive Illusion +2 bonus to saving throws versus illusions and phantasms, or level difference if opposing illusion is 3+ levels lower. Read Magic Decipher magical inscriptions or symbols. Scroll Use Decipher & invoke non-ecclesiastical scrolls of spells on the Illusionist spell list. Scroll Writing Scribe known spells onto scrolls (cost: 500+100/spell level gp). Sorcery Cast illusionist spells and keep a spell book containing your spells (see: Sorcery). Spells may be learnt outside of level training. Vizard Use a simple illusion to alter all facial features for up to 1 turn (10 minutes). Takes one round (10 seconds) to take effect. Usable once per day from 1st to 6th level, twice per day from 7th to 12th level. | GearMoney: 4 gp Weapons: Silver dagger, quarterstaff, sling, bullets ×20 Other: backpack, bandages, winter blanket, chalk (piece), ink and quill, hooded lantern, silver mirror, lamp oil ×2, parchment ×3, soft leather pouch, iron rations (1 week), silk rope (50-ft.), small sack, tinderbox, wineskin (full), writing stick, spell book | SorcerySpell Castings: 3 Level 1 Level 1: Colour Spray, Decipher Languages, Mirror Image | Zalven nods at Zenobios's question. "Not innately, but thanks to our last venture, I've learned a method to do so through mystical means." He stands before the inscription and casts a spell, allowing him the ability to decipher languages. Attributes & Stats Attributes & Stats Strength (ST) 10 Att. Mod (Melee): +0 Dmg Adj: +0 Test of ST: 2:6 Ex Feat of ST: 4% Dexterity (DX) 16 Att. Mod (missile): +1 Defence Adj: +1 Test of DX: 3:6 Ex Feat of DX: 24% Constitution (CN) 13 HP Adj: +1 Poison/Rad. Adj: 0 Trauma Survival: 80% Test of CN: 3:6 Ex Feat of CN: 8% Intelligence (IN) 17 Languages: +2 Bonus Spells: Lv. 3 Learn New Spell: 85% Wisdom (WS) 12 Willpower Adj: 0 Bonus Spells: N/A Learn New Spell: N/A Charisma (CH) 12 Reaction/Loyalty Adj: 0 Max. Henchmen: 4 Undead Turning Adj: 0
  4. Zalven Tainos - Illusionist of the Second Order, Adherent of the Gleaming Eye HP: 10/10 | AC: 8 | SV: 16 | Class AbilitiesAlchemy Can identify potions by taste alone. Greater abilities at levels 7 and 11. Coloured Globe Once per day per level, evoke a 6-in glowing globe (10-ft radius of light); Lasts 6 turns/1 hr. Extraordinary +8% chance to perform extraordinary feats of dexterity (already included). Perceive Illusion +2 bonus to saving throws versus illusions and phantasms, or level difference if opposing illusion is 3+ levels lower. Read Magic Decipher magical inscriptions or symbols. Scroll Use Decipher & invoke non-ecclesiastical scrolls of spells on the Illusionist spell list. Scroll Writing Scribe known spells onto scrolls (cost: 500+100/spell level gp). Sorcery Cast illusionist spells and keep a spell book containing your spells (see: Sorcery). Spells may be learnt outside of level training. Vizard Use a simple illusion to alter all facial features for up to 1 turn (10 minutes). Takes one round (10 seconds) to take effect. Usable once per day from 1st to 6th level, twice per day from 7th to 12th level. | GearMoney: 4 gp Weapons: Silver dagger, quarterstaff, sling, bullets ×20 Other: backpack, bandages, winter blanket, chalk (piece), ink and quill, hooded lantern, silver mirror, lamp oil ×2, parchment ×3, soft leather pouch, iron rations (1 week), silk rope (50-ft.), small sack, tinderbox, wineskin (full), writing stick, spell book | SorcerySpell Castings: 3 Level 1 Level 1: Colour Spray, Decipher Languages, Mirror Image | Zalven holds his breath for a beat waiting to see if anything happens... then exhales. "To be perfectly honest... I have no idea what I expected to happen. Nor do I know how to test if that had any effect at all... besides trying the door again. And, again please forgive my words, but... I do not particularly wish to be slain for conjecturing incorrectly." Attributes & Stats Attributes & Stats Strength (ST) 10 Att. Mod (Melee): +0 Dmg Adj: +0 Test of ST: 2:6 Ex Feat of ST: 4% Dexterity (DX) 16 Att. Mod (missile): +1 Defence Adj: +1 Test of DX: 3:6 Ex Feat of DX: 24% Constitution (CN) 13 HP Adj: +1 Poison/Rad. Adj: 0 Trauma Survival: 80% Test of CN: 3:6 Ex Feat of CN: 8% Intelligence (IN) 17 Languages: +2 Bonus Spells: Lv. 3 Learn New Spell: 85% Wisdom (WS) 12 Willpower Adj: 0 Bonus Spells: N/A Learn New Spell: N/A Charisma (CH) 12 Reaction/Loyalty Adj: 0 Max. Henchmen: 4 Undead Turning Adj: 0
  5. Baldric | HP 36/38 | AC 20 | Fort +7 | Ref +11 | Will +10+11 base +1 Item bonus (Bravo's Brew); +2 vs. Fear -2 Status penalty +1 status bonus vs. Fear (Courageous Anthem/Marshal's Aura) | Speed: 30 | Perception: +7 Hero Points: 0/1 | Focus Points: 1/2 | Spellcasting: CantripsDaze Figment Read the Air Shield Telekinetic Hand Usable At-Will | Rank 1Command Fear (Muse bonus) Gravitational Pull Soothe {S} Spell Slots: 3/3 | Rank 2Dispel Magic {S} Invisibility Spell Slots: 1/2 | Spell DC: 19 Conditions: N/A | Effects: Marshal's Aura (10 ft.)[Emotion] [Mental] [Visual] You and all allies in the aura gain a +1 status bonus on saves against fear., Courageous Anthem (60 ft.)[Uncommon] [Bard] [Cantrip] [Composition] [Concentrate] [Emotion] [Mental] You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects. 1 round, 1 hour, Bon Mot crit failure With the boss's arrival, Baldric sees that the action is moving toward the chokepoint of the cavern passageway. Potentially advantageous, or potentially deadly for the team. Not one to shy away from the excitement, he dashes up between the orc and the cave wall with the charau-ka leader barely in sight. "Dahak's wrath, you say? If you represent 'Dahak's wrath' then I dare say they must be a push-over! My childhood kitten was more ferocious than you! Of course, in Cheliax, the kittens carry the taint of the infernal realms upon them, but that's beside the point. Er.. what was my point again?" Along with his atrocious quip, Baldric looses a single arrow. The shot is tight, but worth showing that they're not afraid of the crazed cultist. Action 1: Move NE->NE->E->E (25 ft.) - 1 square due south of Vharag Action 2: Bon Mot vs. Malarunk (Diplomacy vs. Will DC) - Critical Failure, meaning I take a -2 status penalty on Perception and Will saves until I issue a successful bon mot or 1 minute, whichever is sooner. Action 3: Ranged attack (I'm guessing he has cover, though)
  6. Zalven Tainos - Illusionist of the Second Order, Adherent of the Gleaming Eye HP: 10/10 | AC: 8 | SV: 16 | Class AbilitiesAlchemy Can identify potions by taste alone. Greater abilities at levels 7 and 11. Coloured Globe Once per day per level, evoke a 6-in glowing globe (10-ft radius of light); Lasts 6 turns/1 hr. Extraordinary +8% chance to perform extraordinary feats of dexterity (already included). Perceive Illusion +2 bonus to saving throws versus illusions and phantasms, or level difference if opposing illusion is 3+ levels lower. Read Magic Decipher magical inscriptions or symbols. Scroll Use Decipher & invoke non-ecclesiastical scrolls of spells on the Illusionist spell list. Scroll Writing Scribe known spells onto scrolls (cost: 500+100/spell level gp). Sorcery Cast illusionist spells and keep a spell book containing your spells (see: Sorcery). Spells may be learnt outside of level training. Vizard Use a simple illusion to alter all facial features for up to 1 turn (10 minutes). Takes one round (10 seconds) to take effect. Usable once per day from 1st to 6th level, twice per day from 7th to 12th level. | GearMoney: 4 gp Weapons: Silver dagger, quarterstaff, sling, bullets ×20 Other: backpack, bandages, winter blanket, chalk (piece), ink and quill, hooded lantern, silver mirror, lamp oil ×2, parchment ×3, soft leather pouch, iron rations (1 week), silk rope (50-ft.), small sack, tinderbox, wineskin (full), writing stick, spell book | SorcerySpell Castings: 3 Level 1 Level 1: Colour Spray, Decipher Languages, Mirror Image | Zalven observes the scene, taking in the details. "Let us consider the facts. The statue is clearly a guardian. It did not begin moving until... until Iodás opened the far door. That may be a trigger... And consider the statue's outstretched hand. It had relatively fresh blood upon it when we arrived, no older than a few days. If indeed the statue calls for a blood offering, then... Forgive my brashness, Luciana, and prepare for the worst." He approaches the statue's hand as he draws out his silver dagger. He pricks his hand with the blade, and drops dots of his blood upon the automaton's open palm. Attributes & Stats Attributes & Stats Strength (ST) 10 Att. Mod (Melee): +0 Dmg Adj: +0 Test of ST: 2:6 Ex Feat of ST: 4% Dexterity (DX) 16 Att. Mod (missile): +1 Defence Adj: +1 Test of DX: 3:6 Ex Feat of DX: 24% Constitution (CN) 13 HP Adj: +1 Poison/Rad. Adj: 0 Trauma Survival: 80% Test of CN: 3:6 Ex Feat of CN: 8% Intelligence (IN) 17 Languages: +2 Bonus Spells: Lv. 3 Learn New Spell: 85% Wisdom (WS) 12 Willpower Adj: 0 Bonus Spells: N/A Learn New Spell: N/A Charisma (CH) 12 Reaction/Loyalty Adj: 0 Max. Henchmen: 4 Undead Turning Adj: 0
  7. I think we need to verify the state of the room, and approaching the same way isn't a bad idea, per se. We can always retreat.
  8. Aquila | HP 20/20 | AC 17Studded Leather armor +2 item bonus, +2 dex, +3 trained proficiency Raise Shield: +2 circumstance to AC | Fort +9 | Ref +7 | Will +3 | Speed: 25 | Perception: +3 Hero Points: 1/3 | Kinetic Gate: Open| Conditions: None | Effects: Aquila breezes through the opening left by the downed scoundrel, weaving around the bodies toward the inner wall of the Fishery entrance. Her whole body crackles with electricity as her hair darkens, as if it were itself a storm cloud, and she pulls the same energy she used to drop Grakk into her open hand and sends the electrified bolt of energy flying at Tarth. "You chose the wrong line of work, big guy." OOC & Actions Action 1: Stride SE>E>NE>NE (25 ft.) Action 2 & 3: Elemental Blast vs. Tarth - 1d6+4 electricity damage on hit. Attack roll +1 if Ihrin renews Inspire Courage, but no change to damage. Critical Hit!
  9. Krott | HP 20/30 | AC 18 | Fort +7 | Ref +5 | Will +4 | Speed: 25 | Perception: +4 Hero Points: 0/3 | AlchemyBestial Mutagen (Lesser) - 3/3 Bravo's Brew (Lesser) - 2/2 Drakeheart Mutagen (Lesser) - 3/3 Eagle Eye Elixir (Lesser) - 2/2 Numbing Tonic( Minor) - 2/2 Soothing Tonic (Lesser) - 2/2 | Conditions: N/A | Effects: Bestial Mutagen - 1 minute Krott nods to the others, their plans having been carried out and preparations made as well as possible with the limited time they had available. Loreli was watching Danior safely in the carriage by this point, and unless this was a decoy, Tallon had to be inside. The question remains: in what condition would they find him? Their resources had run dry, and the vampire is stronger than any of them despite his weakened state. All they can do now is try their damnedest to end this once and for all. They had been given a shot at redemption, and whether they were ready for that or not, running away isn't what 'good' people do. Is it? Krott buries that thought and realigns his grip on the crowbar, ready to lever open the sarcophagus as another member of the group is ready with a stake. Meanwhile, Krott mentally commands Slag to pass him elixirs as necessary once the lid is open. OOC & Actions Prior to opening the lid, Krott will take another . Cyntheria will take the Drakeheart Mutagen and Bravo's Brew ("These taste yucky, Mr. Mud!" "They're good for you, girl! Like medicine." "I hate medicine!" etc. etc.) Slag is commanded to pass items into my hand via the Valet ability. Krott will open the sarcophagus. Someone in the party, either Sal or Demtrius I'm guessing (but not certain), should be ready to stake Tallon if he's still unconscious, or as soon as he is. Maybe even Cyntheria. Mr. Mud will stand back, away from the party members who are grouped up near the sarcophagus (whoever that may be). Mr. Mud will cast Boost Eidolon on Cyntheria on the first round, to improve her damage.
  10. Baldric | HP 36/38 | AC 20 | Fort +7 | Ref +11 | Will +12+11 base +1 Item bonus (Bravo's Brew); +2 vs. Fear +1 status bonus vs. Fear (Courageous Anthem/Marshal's Aura) | Speed: 30 | Perception: +7 Hero Points: 0/1 | Focus Points: 1/2 | Spellcasting: CantripsDaze Figment Read the Air Shield Telekinetic Hand Usable At-Will | Rank 1Command Fear (Muse bonus) Gravitational Pull Soothe {S} Spell Slots: 3/3 | Rank 2Dispel Magic {S} Invisibility Spell Slots: 1/2 | Spell DC: 19 Conditions: N/A | Effects: Marshal's Aura (10 ft.)[Emotion] [Mental] [Visual] You and all allies in the aura gain a +1 status bonus on saves against fear., Courageous Anthem (60 ft.)[Uncommon] [Bard] [Cantrip] [Composition] [Concentrate] [Emotion] [Mental] You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects. 2 rounds, 1 hour Baldric breathes out a sigh - not wholly relieved, but not yet fully exasperated. Steeling himself for the unknown, Baldric takes a position toward the back of the cavern, with a view to the passage the ugly little monstrosity flew down, with his bow at the ready. "Much appreciated. Now, we prepare for the unexpected! We already know the little one can become invisible and has a nasty bite. We know not what his 'boss' can do." Resolute to face this threat with is new allies, Baldric pulls out an elixir and quickly downs it, dropping the vial in which is was contained and readying himself to strike with his bow yet again. Action 1: Move NW->NW->NW (20 ft.) Action 2: Retrieve Bravo's Brew, Lesser Action 3: Drink Bravo's Brew, Lesser - Duration 1 hour
  11. Rezzik | HP 19/28 | AC 19Base AC: 19 | Fort +7 | Ref +8 | Will +6 | Speed: 20 | Perception: +6 Hero Points: 0/3 | Exploit Vulnerability: N/A | TalismansDaily: 2 1) Potency Crystal: Affixed to Gun 2) Wolf Fang: Unaffixed Conditions: , Effects: Addiction Suppressed; +1 to saves against fear (10 minutes) Rezzik freezes for a moment upon noticing the massive wolf, then gets his bearings. He taps Talus's arm, then points to the shrubs and bushes before moving as quietly as possible to use them as cover and remain unseen. Stealth time. 🥷
  12. Farah - | AC: 16 | HP: 27/27 | PP: 14 | Psionic Energy 4/4| Conditions: sickened (1 hour) Farah smiles, despite still feeling quite queasy. "Nice to... nice to meet you all. Nami's right, we're here to show these contests who's got the chops... and that's us! Even if... urgh... even if that means sometimes... maybe... eating one too many pies." She grins, though she definitely appears a little "green around the gills" as it were. "Anyway, I know how much Namira wanted to see the turtles. It's your call, Nami. I picked the last one, now's your choice! I'm happy to go for either contest." OOC/Actions N/A
  13. Rezzik | HP 19/28 | AC 19Base AC: 19 | Fort +7 | Ref +8 | Will +6 | Speed: 20 | Perception: +6 Hero Points: 0/3 | Exploit Vulnerability: N/A | TalismansDaily: 2 1) Potency Crystal: Affixed to Gun 2) Wolf Fang: Unaffixed Conditions: , Effects: Addiction Suppressed; +1 to saves against fear (10 minutes) Rezzik wipes his face in frustration before shaking it off, then begins trying to figure out where people might hide the spare key. He sure wasn't going to be forcing the thing open anytime soon, and he was no good otherwise with locks. Society check time. 😰
  14. Looks like no such luck. Rolled a 4... Lousy dice rolling returns!
  15. Zalven Tainos - Illusionist of the Second Order, Adherent of the Gleaming Eye HP: 10/10 | AC: 8 | SV: 16 | Class AbilitiesAlchemy Can identify potions by taste alone. Greater abilities at levels 7 and 11. Coloured Globe Once per day per level, evoke a 6-in glowing globe (10-ft radius of light); Lasts 6 turns/1 hr. Extraordinary +8% chance to perform extraordinary feats of dexterity (already included). Perceive Illusion +2 bonus to saving throws versus illusions and phantasms, or level difference if opposing illusion is 3+ levels lower. Read Magic Decipher magical inscriptions or symbols. Scroll Use Decipher & invoke non-ecclesiastical scrolls of spells on the Illusionist spell list. Scroll Writing Scribe known spells onto scrolls (cost: 500+100/spell level gp). Sorcery Cast illusionist spells and keep a spell book containing your spells (see: Sorcery). Spells may be learnt outside of level training. Vizard Use a simple illusion to alter all facial features for up to 1 turn (10 minutes). Takes one round (10 seconds) to take effect. Usable once per day from 1st to 6th level, twice per day from 7th to 12th level. | GearMoney: 4 gp Weapons: Silver dagger, quarterstaff, sling, bullets ×20 Other: backpack, bandages, winter blanket, chalk (piece), ink and quill, hooded lantern, silver mirror, lamp oil ×2, parchment ×3, soft leather pouch, iron rations (1 week), silk rope (50-ft.), small sack, tinderbox, wineskin (full), writing stick, spell book | SorcerySpell Castings: 3 Level 1 Level 1: Colour Spray, Decipher Languages, Mirror Image | Zalven nods to Zenobios. "No wonder there was so much blood, given that mechanical monstrosity... though I feel you may be right. A blood offering, perhaps? It seems barbaric, but I've heard of worse in my studies. I recall some topics, but not about savage statues that move like that..." He speaks as he follows the others, lighting a torch to light the way. Attributes & Stats Attributes & Stats Strength (ST) 10 Att. Mod (Melee): +0 Dmg Adj: +0 Test of ST: 2:6 Ex Feat of ST: 4% Dexterity (DX) 16 Att. Mod (missile): +1 Defence Adj: +1 Test of DX: 3:6 Ex Feat of DX: 24% Constitution (CN) 13 HP Adj: +1 Poison/Rad. Adj: 0 Trauma Survival: 80% Test of CN: 3:6 Ex Feat of CN: 8% Intelligence (IN) 17 Languages: +2 Bonus Spells: Lv. 3 Learn New Spell: 85% Wisdom (WS) 12 Willpower Adj: 0 Bonus Spells: N/A Learn New Spell: N/A Charisma (CH) 12 Reaction/Loyalty Adj: 0 Max. Henchmen: 4 Undead Turning Adj: 0
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