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  1. Stoyan Barakovsen "Teamwork," Stoyan states simply. It was instinctive for dwarves to act together against a common enemy. It was good to see others working well too. Show Stats STRENGTH 14 +1 to hit and damage INTELLIGENCE 9 WISDOM 11 DEXTERITY 7 -1 AC, and range attacks CONSTITUTION 13 +1 hit point CHARISMA 12 Hit Points: 7/7 Armour Class: 3 (Plate Mail (3), Shield (Bonus of 1), DEX (Penalty of 1)) THAC0: 1d20+1 Battle Axe11; 5 1d8+1, 1d20-1 Crossbow16; 6 1d6 Actions
  2. , wayang ninja 8 AC 23, hp: 72/74, Init +10, Fort +4, Ref +12, Will +1, Spd: 20 ft, Ki 8/8 "Kuluil will do da middle night," he says, stretching, "'Cos Kuluil has da good eyes in da dark."
  3. Cleric 3/Celestial (Empyreal) Sorcerer 1 HP: 36/36, AC: 17, tAC: 9, ffAC: 17, CMD: 13, Init +0, Perception +4 "Yes, but after we eat," Ragyar's belly rumbles and he gives it a resounding slap. "Eat, drink, then shop and ask around. We can't work on an empty stomach." Actions Free: Move: Standard: Full Round: Show Spells and Abilities ~Abilities~ ~Cleric Spells~ ~Sorcerer Spells~ Touch of Law (Sp)You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 0 of 7 Acid Dart (Sp)As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 0 of 7 Heavenly Fire (Sp)Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier. 0 of 7 Channel EnergyChanneling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability. 2d6, 0 of 3 ~Orisons~ Mending Virtue Create Water Guidance ~First Level~ Protection from Chaos Bless Burning Disarm Command Magic Stone Pearl of Power (1st) ~Second Level~ Defending Bone Spiritual Weapon Soften Earth and Stone ~Cantrips~ Flare Light Spark Message ~First Level~ 0 of 4 Mage Armour True Strike Mount (from Page of Spell Knowledge)
  4. THE MISTS OF THE MOURNLAND Chapter 1 Part 4: The Mists of the Mournland You stow the Earth Sled in the barn, find yourself some beer though it is flat and lifeless, and settle down for the night. Unfortunately the cellar, along with the entire contents of the inn that had any value and could easily be transported, have been looted already. You set a watch but the night is eerily still and quiet. Nothing approaches, indeed nothing stirs at all. Level up You have levelled up and should now be level 5 OOC Scene Notes There is no active map at the moment Please use directions when moving (N, S, E, SE, W, etc) We are not in initiative so your movement or actions per post is not limited to round actions. Zor 9th Rhaan 998 YK, evening Show Bookkeeping COMBAT/CONDITIONS TRACKER INITIATIVE CONDITIONS MECHANICS DESCRIPTIONS Watch Order Remi & Bonesetter Nox, Terry, & Bonesetter Roderick & Bonesetter To'Nari & Bonesetter Antonio & Bonesetter CHARACTER STATUS 4 damage: 23 from Lightning Rail, 11 healing, 8 goodberry wine ENEMY STATUS Show Active Map
  5. RISE OF THE RUNELORDS Chapter 2-01: Sandpoint Sandpoint Sanatorium, Sandpoint Gortus and Gurnak agree to hold Habe in one of the cells until the sheriff arrives. They both seem surprised that anything so sinister was happening here but it is obvious that they must have known something. Having discovered valuable information and earned some treasure you head back to Sandpoint to celebrate. Level up You are now fifth level. Please adjust your sheets. I'll update with the events of the following day next week. In the meantime feel free to roleplay your drinking and frolicking or whatever you do during downtime. Show Bookkeeping COMBAT/CONDITIONS TRACKER INITIATIVE CONDITIONS MECHANICS DESCRIPTIONS Not in Use!! Default Marching Order CHARACTER STATUS AC: 15 | HP: 28/45 | Spd: 30 feet AC: 15 | HP: 12/23 | Spd: 30 feet AC: 16 | HP: 14/27 | Spd: 40 feet AC: 16 | HP: 30/30 | Spd: 30 feet AC: 18 | HP: 15/15 | Spd: 40 feet AC: 20 | HP: 38/38 | Spd: 30 feet ENEMY STATUS . Show Active Map
  6. It is fairly obvious now so getting there isn't an issue. What skills you'll need once inside though....
  7. , human oracle 2 AC: 19 | HP: 17/18 | Spd: 20 feet | Init: +1 Ernelianus has his eye on the breastplate, which seems lighter and better made than his own. "Wealth is ours. Who do we target next? If it is this profitable we may well make an impact." Show Spells and Abilities Spells ~Orisons~ Detect Magic Guidance Resistance Mending Virtue Light Create Water ~First Level~ 5 of 5 used Obscuring Mist Barbed Chains Burning Hands Cure Light Wounds ~Revelations~ Gaze of Flames (Su): Gaze of Flames (Su): You can see through fire, fog, and smoke without penalty as long as the light is sufficient to allow you to see normally. At 7th level, you can gaze through any source of flame within 10 feet per oracle level, as if using clairvoyance. You can use this ability for a number of rounds per day equal to your oracle level, but these rounds do not need to be consecutive. Molten Skin (Ex): You gain resist fire 5. This resistance increases to 10 at 5th level and 20 at 11th level. At 17th level, you gain immunity to fire.
  8. , level 1 half orc sorcerer Serpentine Bloodline HP: 6/6, AC: 11, tAC: 11, ffAC: 10, CMD: 10, Init +6, Perception +0 Abilities: Serpent’s Fang (Ex)At 1st level, you can grow fangs as a free action. These fangs are treated as a natural weapon inflicting 1d4 points of damage plus your Strength modifier (1d3 if you are Small) plus poison (Bite—injury; save Fort DC 10 + 1/2 your sorcerer level + your Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con damage; cure 1 save). At 5th level, these fangs are considered magical for the purpose of overcoming DR and the poison damage increases to 1d2 Con. At 7th level, your poison requires 2 successful saves to cure. At 11th level, your poison damage increases to 1d4 Con. You can use your fangs for a number of rounds per day equal to 3 + your Charisma modifier., Darkvision 60', Orc BloodHalf-orcs count as both humans and orcs for any effect related to race., Overlooked MastermindSome half-orcs use half-orcs’ brutish stereotypes to their advantage, causing others to underestimate their intelligence and scheming. Such half-orcs gain a +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks. This bonus increases to +4 against other humanoids. They also receive a +2 racial bonus on Bluff checks to feign ignorance and Sense Motive checks to intercept secret messages, and this stacks with the above bonus. This racial trait replaces intimidating, orc ferocity, and weapon familiarity. , Conditions: None Rawanne tries sneaking in too, somewhat pleased that she probably won't be the worst at it. That is until she kicks the broom that Bella knocked over, causing it to bounce and skitter across the ground. She cringes and whispers, "Sorry!" through the Message cantrip. Actions Move action: Standard action: Sneak in after Bella Full round action: Show Spells ~Cantrips~ Acid Splash Daze Mage Hand Message ~First Level~ 0 of 4 Charm Person
  9. Rawanne was on 2 of 6 hp. So one channel should be plenty. First level characters don't have a lot of hp to play with.
  10. Cleric 3/Celestial (Empyreal) Sorcerer 1 HP: 36/36, AC: 17, tAC: 9, ffAC: 17, CMD: 13, Init +0, Perception +4 "That's very kind. Travel always makes me hungry," Rzgyar had left his armour off through most of the journey. Instead he'd taken to relying on his magic instead. When traversing the Living Sands he took to riding his summoned steed, alternating with walking while it rested from the heat. Magically summoned water helped to quench his thirst and keep the party hydrated. Actions Free: Move: Standard: Full Round: Show Spells and Abilities ~Abilities~ ~Cleric Spells~ ~Sorcerer Spells~ Touch of Law (Sp)You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 0 of 7 Acid Dart (Sp)As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 0 of 7 Heavenly Fire (Sp)Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier. 0 of 7 Channel EnergyChanneling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability. 2d6, 0 of 3 ~Orisons~ Mending Virtue Create Water Guidance ~First Level~ Protection from Chaos Bless Burning Disarm Command Magic Stone Pearl of Power (1st) ~Second Level~ Defending Bone Spiritual Weapon Soften Earth and Stone ~Cantrips~ Flare Light Spark Message ~First Level~ 0 of 4 Mage Armour True Strike Mount (from Page of Spell Knowledge)
  11. Zinnelis Laediril, Elf Ranger 8 AC: 21/16/16, CMD: 26/21, HP: 75/82 NL: 0 "It seems safe," Zinnelis explains what the tracks mean, "We should still keep watch, of course." Actions Move action: Standard action: Full round action: Swift action: Free action: Confirm crit: Show Stat Block STR 8/14 Level 8 AC: 21/16/16 CMD: 26/21 Arrows Available: 63; Cold Iron 60; Silver blanch 13 Hunter’s Bond (move action, 3r) Point Blank Shot: +1 within 30’ Precise Shot: No penalty firing into melee. Deadly Aim: -2/+4 Rapid Shot: -2/Extra full bonus attack (full round attack) Many-Shot: 2 arrow damage on first attack (full round attack) Gravity Bow: 2d6 damage from arrows shot Weapon In Hand: Longbow Spells Prepared Level 1: Gravity Bow, Resist Energy Level 2: Cat’s Grace, Protection from Energy Wand Cure Light Wounds x50 Scroll Cure Light Wounds Scroll Cure Moderate Wounds Silver Blanche x3 Thunderstone x3 Maps: +2 Survival in the mapped caves to find a way. Game Notes: Bought: 10 days of rations (5 gp/5 lb); 10 days feed (5 sp/100 lb); hireling 1 sp/day NPCS Used: 2 rations, Scroll of Cure Moderate Wounds, Scroll of Cure Light Wounds, Wand of Cure Light Wounds x17 Mael Loic - male human, man who hired us. Found: 12 rations of mushrooms Party: Evander, Kuluil, Rua’thil Show Maps
  12. Chapter 1: Kindled Magic Magaambya Esi stays to answer questions, "Often? Oh no, the campus is very safe. Sometimes there are accidents, of course, magical leaks even, but nothing we can't handle. Nothing you can't handle, anyway." Marica spends more time examining the remains of the spell skeins. Despite the damage she can find many intricate folds in the material but it seems completely inert now, the magical animating force having been broken with the destruction of their bodies. "Well, it is getting late. You have your perquisite in the morning and I need my sleep. If there's nothing else, I'll see you in the morning." OOC Scene Notes There is no map in the spoiler below Please use directions when moving (N, S, E, SE, W, etc) We are not in initiative so your movement or actions per post is not limited to round actions. Show Bookkeeping COMBAT/CONDITIONS TRACKER INITIATIVE CONDITIONS MECHANICS DESCRIPTIONS Not in Use!! Default Marching Order CHARACTER STATUS 3 damage: 2 damage from spell skein, 5 damage from spell skein, 1 healing, 3 healing ENEMY STATUS . . Dead Dead Show Active Map
  13. Chapter 1: Kindled Magic Magaambya "Didn't that happen once before?" Noxolo asks to the general crowd but nobody answers "Well, magic school, magic hazards I guess and no more harm done than a few torn shirts." She seems ready to go to bed again but Esi asks lots of questions, spending as long as you'll allow her to ask about the specific magical auras, the way the material was folded, even as to the expression on the origami faces. There are no further dangers that you can detect and no more magical auras. As for Chirize, he just fell asleep after drinking too much. If you don't wake him, another of his classmates will, and he heads off to bed with a grin. OOC Scene Notes There is no map in the spoiler below Please use directions when moving (N, S, E, SE, W, etc) We are not in initiative so your movement or actions per post is not limited to round actions. Show Bookkeeping COMBAT/CONDITIONS TRACKER INITIATIVE CONDITIONS MECHANICS DESCRIPTIONS Not in Use!! Default Marching Order CHARACTER STATUS 3 damage: 12 damage from spell skein, 9 healing Shield 6 damage: 2 damage from spell skein, 5 damage from spell skein, 1 healing ENEMY STATUS Spell skein 1 Spell Skein 2 Dead Dead Show Active Map
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