HM's Carrion Crown AP - CT


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Maidhc O Casain

Na Bith Mo Riocht Tá!
Right - same for Halal's 87. Also, these 5th level builds have optimal equipment for their levels; there's no guarantee that we'll be that well equipped by 5th level in the actual game.

That said, Halal's damage is all from MW weapons - no magic - and Gregori's is from his natural weapons . . .
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
Thugs at the Funeral

Initiative (1d20+4=12)

[sblock=Mini Stats]
Halál Árnyéka
Initiative: +4
AC: 15 (12 Flat-Footed, 13 Touch)
HP: 12/12
CMB: +1 CMD: 13
Fort: +2 Reflex: +4 Will: +4

Senses: Low Light Vision
Perception: +8 (+9 vs. Traps), Sense Motive: +7

Current Weapon in Hand: Longbow, Cestus

Special Abilities: Bleeding Touch (5/5), Judgements (1/1)

Prayers Available Cantrips (At-Will), 1st (2/2)
Orisons: Disrupt Undead, Guidance, Sift, Stabilize
1st Level: Cure Light Wounds, Shield of Faith
[/sblock]
 

Satin Knights

First Post
Thugs at the Funeral

[sblock=mini stats]
Marshan ~ Perception: +4; Stealth: +2; Initiative: +2; Low Light vision
AC: 14/12 (12 Touch, 12 Flat-footed) (2 Dex, 2 armor) AC: 14
HP: 13 Current HP: 13
CMB: 2 CMD: 14 Fort: +3 Reflex: +2 Will: +3; +2 vs. Enchantment

Current Weapons in Hand: none
Sheathed dagger +2, d4+2

Skills: +4 Perception, +1 Sense Motive, +2 Stealth; Combat Reflexes
Cantrips: Acid Splash, Mage Hand, Message, Open/Close
.Orisons: Create Water, Light, Stabilize
Summoner 1st Level Spells: 2/2 remaining; Mage Armor, Grease
Cleric 1st Level Spells: 3; Enlarge Self*, Divine Favor, Protection from Evil
Domain Power: 4/4 remaining; Enlarge self as a swift action for 1 round
Summoner Monster I: 4/4 remaining; std action SLA summon, (1 min), Celestial dog, celestial eagle
Channel Energy: 4/4 remaining; 1d6 in a 30' burst, 4/day, DC 11, Not Selective; Does not provoke AoO

Toddy ~
Perception: +4; Stealth: +6; Initiative: +2; Darkvision 60 ft; Size: medium
AC: 14/18 (12 Touch, 12 flat-footed) (2 Dex, 2 NA, usually 4 Mage Armor) Current AC: 14
HP: 6 Current HP: 6
CMB: 3 CMD: 15 Fort: +2 Reflex: +4 Will: +0
Natural Weapons: Bite +3, d6+2 @10' reach; Claw +3, d4+2; Claw +3, d4+2
Skills: +14 Acrobatics, +4 Perception, +0 Sense Motive, +6 Stealth
Feats/Evolutions: Combat Reflexes
, Skilled[Acrobatics](1),Claws(legs)(1), Reach(bite)(1)[/sblock]
 

GlassEye

Adventurer
[sblock=OOC]Gregori's true curse is to never roll above 2 for initiative.[/sblock][sblock=Mini Stats]Gregori Ostov (full sheet)
Initiative: +1
AC: 18 (17 flat-footed, 11 Touch) (+2 w/ mutagen)
HP: 14 Current: 14
CMB: +5 CMD: 16 Fort: +3 Reflex: +3 Will: +0

In Hand: none
-- longsword +5 (1d8+4 19-20/x2); Power Attack: longsword +4 (1d8+6 19-20/x2)
-- [Str Mutagen] longsword +7 (1d8+6); PA: longsword +6 (1d8+8)
-- cestus
-- Bomb +3 (1d6+1) Range: 20 feet; Splash: 2
-- [Str Mutagen] Bomb +3 (1d6); Splash 1

Bombs 2/2 remaining
Extracts Prepared Cure Light Wounds, Enlarge
Mutagen Prepared Strength[/sblock]
 

perrinmiller

Adventurer
Firvinianna Laali, Half Drow Elven Sorceress

Firvinianna's eyes narrow at the prospect of battle.

Initiative (1d20+5=16)

[sblock=Mini Stats]Initiative: +5
AC: 13 (10 flat-footed, 13 Touch, 17 w/Mage Armor)
HP: 11 Current: 11
CMB: -1 CMD: 12 Fort: +0 Reflex: +5 Will: +3 (+5 vs. Enchantments)
+1 for all with Resistance; Immune to Magical Sleep

Current Weapon in Hand: None

Bardic Performance: 6/6 rounds remaining (lingering +2 rounds); Inspire Courage +1, Fascinate, Countersong, Distraction
Elemental Ray:
5/5 Remaining (Turn any elemental spell into Electricity)
Cantrips:Acid Splash, Ray of Frost, Detect Magic, Disrupt Undead, Ghost Sound, Message, Light, Prestidigitation
Sorcerer 1st Level Spells: 4/4 remaining; Mage Armor, Magic Missile
Bard 1st Level Spells: 2/2 remaining; Cure Light Wounds, Grease[/sblock]___________________________________________

Firvinianna1-1.jpg
Firvinianna Laali
 

HolyMan

Thy wounds are healed!
Updating...

[sblock=Combat]
Code:
[U]Character      AC  HP  InHand/Condition[/U]
Firvinianna    13  11  coffin/none
Thugs(3)       10   4  farmtool/none
Halal          15  12  coffin&cestus/none
Toddy          14   6  none/none
Marshan        14  13  coffin/none
Thugs(3)       10   4  farmtool/none
Gergori        16  14  coffin&cestus/none
[/sblock]

[sblock=Actions]
Round 1:
Firvin -
Thugs(3) -
Halal -
Toddy -
Marshan -
Thugs(3) -
Gergori -
[/sblock]
 

Attachments

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HolyMan

Thy wounds are healed!
[sblock=OOC] Ok a few rules to help you decide what you wish to do during this combat. The module states that putting down the coffin is a full round action. So I assume that means everyone taking the round to take it off their shoulder and set it down together at the end of the round.

You all have already started to set down the coffin. So it is probably at waist lvl right now. I will allow everyone to set it down together as a standard action but you will have to wait on the lowest INIT. Everyone before the last person will need to delay and when the last person is to go you all can set down the coffin changing your INIT and having a move action left over.

With the coffin in one hand you will be at -2 on all checks and can not move unless you delay and move as a group.

Note: thugs are armed with farm implements: pitchfork, hammer, rakes, hoes, etc.

OK Firvin is up.[/sblock]
 



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