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[LPF] Darkness Rising

perrinmiller

Adventurer
Tyrien, Half-elven Archeress

LieraAvatar2.jpg

Tyrien channels some arcane energy into her arrows and lets fly the first one, it appears to be on target. And, she follows it with a second shot, also not her best and zips on past the creature.

"Is that thing your dog-sized dragon? It has grown a bit, don't you think."

The archeress steps back, intending to get closer to some cover.


[Sblock=Actions]Initiative (1d20+7=26) - Ha, no need for a Force Point for that roll. :p
Swift Action: Arcane Strike Active
Full Attack: 1st Arrow (Deadly Aim/Rapid Shot/Arcane Strike) (1d20+11=18, 1d8+10=11) & 2nd Arrow (Deadly Aim/Rapid Shot/Arcane Strike) (1d20+11=13, 1d8+10=15)
Free Action: Talking & 5ft step N26 (1sq SW)
[/sblock][sblock=Mini Stats]Tyrien e'Adrianne
Initiative: +7 Perception: +12 (low-light vision)
AC: 23 (18 flat-footed, 16 Touch)
HP: 48 Current: 48
CMB: +7 CMD: 22(17ff) Fort: +5 Reflex: +9 Will: +4
+2 Will vs. Enchantments
Special: Immune to Magical Sleep
Current Conditions in Effect: PBS, Precise Shot, Arcane Strike (+1 Dmg), Resistance, Ioun Stone illumination (in darkness), Deadly Aim (-2Att/+4dmg)
Current Weapon in Hand: Longbow
Chakrams: 8/8 Remaining

Bardic Performance:
5/5 Rounds Remaining
Spells Remaining: Cantrips: (Message, Resistance, Mending, Prestidigitation)
1st Level 2/2 (Cure Light Wounds, Timely Inspiration)[/sblock]
 

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DalkonCledwin

First Post
Tonris will say "Did I actually say it was a dog sized dragon? I believe I said it was a small sized dragon, but dog sized, no I believe that was Agno..."

[sblock=OOC]Though my Familiar has the ability to roll a separate initiative, I am working on the assumption that my Familiar will take his actions during the same initiative round as Tonris.[/sblock]
[sblock=Tonris, Mini Stats]Initiative: +9
Perception: -1 (it is +1 if within arm’s reach of Familiar)
Armor Class: 13 (Flat-Footed: 12 // Touch: 12)
Mage Armor Class: 16 (Flat-Footed: 15 // Touch: 12)
Hit Points: 36 Current // 36 Total
BAB: +2 CMB: +3 CMD: 14
Fort: +3 Ref: +2 Will: +4
Special Resistances: +2 Trait Bonus to Saving Throws against Divination Effects, and a +1 Trait Bonus to Saving Throws against Divine Spells.
Concentration Check: 1d20 +9 (plus an additional 4 if casting defensively)
Caster Level Check: 1d20 +5
Base Land Speed: 30 feet // Flying Speed: 60 feet

Primary Weapon: M.W. Quarterstaff (Attack Bonus: +4 || Damage: 1d6+1 / 1d6+1 || Critical: 20/x2 || Double Weapon || Masterwork)
Secondary Natural Weapon: Prehensile Hair (Attack Bonus: +1 || Damage: 1d3+2 || Critical: 20/x2 || 10 foot reach)
Wands: Wand of Mage Armor (39 Charges remaining), Wand of Neutralize Poison (5 charges remaining), Wand of Daylight (10 charges remaining)

Class Abilities & Spells
Hexes:
Evil Eye:
can be used on any one target within 30 feet whom Tonris can see. This ability gives a -2 penalty to one of the following: AC, Ability Checks, Attack Rolls, Saving Throws, or Skill Checks for 7 rounds. Will save DC 16 reduces effect to just 1 round.
Flight: grants a +4 racial bonus on swim checks, allows the use of feather fall at will, and allows Tonris to cast Levitate once per day (0 / 1 per day). Tonris can fly for a number of minutes per day equal to his level (0 / 5 minutes per day)
Prehensile Hair: Grants Tonris the ability to manipulate his hair for a total of 4 minutes per day. These minutes need not be consecutive, but they must be spent in 1 minute intervals (0 / 4 minutes per day).

Prepared Spells
Cantrips (DC – 14): Guidance; Resistance; Detect Magic; Stabilize
First Level (DC – 15): Cure Light Wounds; Burning Hands; Ear Piercing Scream; Ray of Enfeeblement
Second Level (DC – 16): Cure Moderate Wounds; Touch of Idiocy, Enthrall
Third Level Spells (DC - 17): Summon Monster III; Spit Venom[/sblock]
[sblock=Rex, Mini Stats]
Dinosaur, Compsognathus

Neutral, Tiny Animal

Init: +6; Senses: Lowlight Vision, Scent; Perception +4
AC: 18, Touch 14, Flat-Footed 16 (+2 Dex, +4 Nat, +2 Size)
Mage Armor AC 21, Touch 14, Flat-Footed 19 (+2 Dex, +3 Nat, +4 Mage Armor, +2 Size)
HP: 18 (1d8+2 treated as if it had 5d8+2)
Saves: Fort +4; Ref +4; Will +4
Speed: 40 ft, Swim 20 ft.
Melee: – Bite +3, (1d3-1 + poison, 5 foot reach)
Space: 2.5 feet // Reach: 0 feet
Ability Scores: STR 8, DEX 15, CON 14, INT 8, WIS 11, CHA 5
Base Attack: +2; CMB +2; CMD 11
Feats: Improved Initiative
Skills: Perception +4, Swim +7, plus all skills that Tonris has ranks in
Poison (Bite - Injury) Save Fort DC 12: Frequency 1/round for 4 rounds; 1d2 STR; Cure = 1 save.
Eidolon Evolutions: Reach (Bite) (1)
Special Abilities Alertness, Empathic Link, Improved Evasion, Share Spells, Store Spells, Deliver Touch Spells, Speak with Master[/sblock]
 

HolyMan

Thy wounds are healed!
After one of Tyrien's arrows lanced through the drake's wing the creature turns it's attention on her. It flaps it's wings taking slightly to the air and moving towards the group.

It takes in a deep breath and then spits out a greenish ball of acid that hits between Larissa and the archer. It explodes into a cloud of acidic gas that fills the air making it painful to breathe. <Reflex DC 14 for half dmg>

[sblock=OOC]
GE - go ahead and roll your ready attack shouldn't change the drake's actions.

DC - you should roll for Rex during INIT - he will either delay and go when Tonris goes, or if he rolls lower than he will have to delay and wait till the following round to go when Tonris goes.

perrinmiller - I think your attack bonus is off as it reads +15 on your wiki sheet but adds up to +14 ( and I think you should list the bracers as a competence bonus instead of magic) Was checking how you got your awesome dmg when I noticed this.

mflyod3 - nothing yet just adding you in so you don't feel left out

INIT ORDER:
Tyrien - 26
Agno - 19
Drake - 19 (dmg taken = 11)
Larissa 17
Tonris - 11
Rex ??

Need Reflex DC 14 saves for Tyrien and Larissa and the bottom three to go and finish the round.[/sblock]
 

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GlassEye

Adventurer
"Hurrr... that one is much bigger than a dog. It is true. And only two legs. I believe Iago said that type is called 'drake'. No true dragon, but dangerous..."

Once the drake has closed distance Agno lets fire with his bow. His shot has less power than the carefully aimed pair of shots fired by Tyrien and the tengu looks over at the archer with an admiring eye.

[sblock=Actions]Standard: shoot drake: 1d20+9=18, 1d6+2=5 AC 18 for 5 dmg.[/sblock]


• • • • Agno Phoenicus • • • •

[sblock=Mini Stats]Agno Phoenicus
Initiative: +3
AC: 18 (15 flat-footed, 13 Touch)
HP: 36 Current: 36
CMB: +4 CMD: 17 Fort: +7 Reflex: +5 Will: +10 (+12 vs. Charm & compulsion effects)
Speed: 40 ft. (50 ft. with Longstrider)

Current Weapon in Hand: shortbow
Ammo (Arrows): 40/40 remaining
Current Conditions in Effect: Aspect of the Falcon (+3 Perception, +1 to hit (ranged), makes bow crit threat 19-20/x3)

Lightning Arc: 7/7 Remaining
Channel Energy: 4/4 remaining
Agile Feet: 7/7 remaining
Hawkeye: 7/7 remaining

Cleric Spells:
Spells Prepared:
1st level: bless, divine favor, longstrider (D)
0-level: guidance, light, stabilize

Druid Spells:
Spells Prepared:
2nd level: cat's grace, chill metal, lesser restoration, eagle's splendor (D)
1st level: cure light wounds, entangle, faerie fire, shillelagh, aspect of the falcon (D)
0-level: detect magic, detect poison, flare, resistance[/sblock]
 

mfloyd3

Explorer
Larissa coughs the fumes of the drake's poison breath, then rushes forward.

[sblock=ooc]
Run to N17
[/sblock]



[sblock=Larissa stat block]
Larissa
Initiative: +2
AC: 21 (21 flat-footed, 10 Touch)
HP: 53 Current: 53
CMB: +7 CMD: 17
Fort: +9 Reflex: +2 Will: +7
PER Roll: +2
Current Weapon in Hand: Greatsword

Weapons:
+1 Greatsword Attack: +9 = [BAB(4) + STR(3) + WF(1) + Magic(1)]
Damage: 2d6+4, Crit: 19-20/x2,
Special: pommel is hollow, contains scripture
Pow Att w/+1 Greatsword Attack: +7 = [BAB(4) + STR(3) + WF(1) + Magic(1)]
Damage: 2d6+10, Crit: 19-20/x2,

Pilum: Attack: +4 = [BAB(4) + DEX(0) + Misc(0) + Magic(0)]
Damage: 1d8+3, Crit: 20/x2, 20' Range incr.
Special: successful strike fouls a shield

Spells prepared:
0 Level (4) Level 01 (4+1) Level 02 (3+1)
* Detect Magic * Bless * Bull's Strength
* Read Magic * Protection from Evil * Bull's Strength
* Light * Detect Evil * Protection from Evil, Communal
* Guidance * Divine Favor * D: Bless Weapon
* D: Shield of Faith

Channeling at current level: Channel 2d6,
DC 16 =(10 + 1/2 Cleric lvl + CHA +2 for Glory) for
Undead to Save. 5x/day, Selective (skip up to 2 targets)


Weapons:
+1 Greatsword Attack: +9 = [BAB(4) + STR(3) + WF(1) + Magic(1)]
Damage: 2d6+4, Crit: 19-20/x2,
Special: pommel is hollow, contains scripture
Pow Att w/+1 Greatsword Attack: +7 = [BAB(4) + STR(3) + WF(1) + Magic(1)]
Damage: 2d6+10, Crit: 19-20/x2,

Pilum: Attack: +4 = [BAB(4) + DEX(0) + Misc(0) + Magic(0)]
Damage: 1d8+3, Crit: 20/x2, 20' Range incr.
Special: successful strike fouls a shield

[/sblock]
 

perrinmiller

Adventurer
Tyrien, Half-elven Archeress

LieraAvatar2.jpg

Tyrien dodging the worst of the drake's breath, the half-elven girl is still burned slightly. The smell still assaults her nose.

"Ugg! A drake, you say? Not a dragon."

"
It has dog-breath or worse, at any rate. Yick."


[Sblock=Actions]Reflex (1d20+9=23)

Free Action: Talking

OOC: Fixed her sheet. Don't know how SK had it wrong. :p[/sblock][sblock=Mini Stats]Tyrien e'Adrianne
Initiative: +7 Perception: +12 (low-light vision)
AC: 23 (18 flat-footed, 16 Touch)
HP: 48 Current: 43
CMB: +7 CMD: 22(17ff) Fort: +5 Reflex: +9 Will: +4
+2 Will vs. Enchantments
Special: Immune to Magical Sleep
Current Conditions in Effect: PBS, Precise Shot, Arcane Strike (+1 Dmg), Resistance, Ioun Stone illumination (in darkness), Deadly Aim (-2Att/+4dmg)
Current Weapon in Hand: Longbow
Chakrams: 8/8 Remaining

Bardic Performance:
5/5 Rounds Remaining
Spells Remaining: Cantrips: (Message, Resistance, Mending, Prestidigitation)
1st Level 2/2 (Cure Light Wounds, Timely Inspiration)[/sblock]
 

DalkonCledwin

First Post
Now that both Rex and Tonris had the benefit of the Magical defense, Tonris promptly takes to the air. sending a mental message to Rex "Stay out of the Fight" Once in the air Tonris moves to a location from where he thinks he can manage to cast his spells most effectively.

[sblock=Actions]Move: travel to D-20
Standard: Activate the Flight Hex to allow me to fly at a rate of 60 feet per round for up to 5 minutes.[/sblock]
[sblock=Tonris, Mini Stats]Initiative: +9
Perception: -1 (it is +1 if within arm’s reach of Familiar)
Armor Class: 13 (Flat-Footed: 12 // Touch: 12)
Mage Armor Class: 16 (Flat-Footed: 15 // Touch: 12)
Hit Points: 36 Current // 36 Total
BAB: +2 CMB: +3 CMD: 14
Fort: +3 Ref: +2 Will: +4
Special Resistances: +2 Trait Bonus to Saving Throws against Divination Effects, and a +1 Trait Bonus to Saving Throws against Divine Spells.
Concentration Check: 1d20 +9 (plus an additional 4 if casting defensively)
Caster Level Check: 1d20 +5
Movement Base Land Speed: 30 feet // Flying Speed: 60 feet

Primary Weapon: M.W. Quarterstaff (Attack Bonus: +4 || Damage: 1d6+1 / 1d6+1 || Critical: 20/x2 || Double Weapon || Masterwork)
Secondary Natural Weapon: Prehensile Hair (Attack Bonus: +1 || Damage: 1d3+2 || Critical: 20/x2 || 10 foot reach)
Wands: Wand of Mage Armor (39 Charges remaining), Wand of Neutralize Poison (5 charges remaining), Wand of Daylight (10 charges remaining)

Class Abilities & Spells
Hexes:
Evil Eye:
can be used on any one target within 30 feet whom Tonris can see. This ability gives a -2 penalty to one of the following: AC, Ability Checks, Attack Rolls, Saving Throws, or Skill Checks for 7 rounds. Will save DC 16 reduces effect to just 1 round.
Flight: grants a +4 racial bonus on swim checks, allows the use of feather fall at will, and allows Tonris to cast Levitate once per day (0 / 1 per day). Tonris can fly for a number of minutes per day equal to his level (0 / 5 minutes per day)
Prehensile Hair: Grants Tonris the ability to manipulate his hair for a total of 4 minutes per day. These minutes need not be consecutive, but they must be spent in 1 minute intervals (0 / 4 minutes per day).

Prepared Spells
Cantrips (DC – 14): Guidance; Resistance; Detect Magic; Stabilize
First Level (DC – 15): Cure Light Wounds; Burning Hands; Ear Piercing Scream; Ray of Enfeeblement
Second Level (DC – 16): Cure Moderate Wounds; Touch of Idiocy, Enthrall
Third Level Spells (DC - 17): Summon Monster III; Spit Venom[/sblock]
[sblock=Rex, Mini Stats]
Dinosaur, Compsognathus

Neutral, Tiny Animal

Init: +6; Senses: Lowlight Vision, Scent; Perception +4
AC: 18, Touch 14, Flat-Footed 16 (+2 Dex, +4 Nat, +2 Size)
Mage Armor AC 21, Touch 14, Flat-Footed 19 (+2 Dex, +3 Nat, +4 Mage Armor, +2 Size)
HP: 18 (1d8+2 treated as if it had 5d8+2)
Saves: Fort +4; Ref +4; Will +4
Speed: 40 ft, Swim 20 ft.
Melee: – Bite +3, (1d3-1 + poison, 5 foot reach)
Space: 2.5 feet // Reach: 0 feet
Ability Scores: STR 8, DEX 15, CON 14, INT 8, WIS 11, CHA 5
Base Attack: +2; CMB +2; CMD 11
Feats: Improved Initiative
Skills: Perception +4, Swim +7, plus all skills that Tonris has ranks in
Poison (Bite - Injury) Save Fort DC 12: Frequency 1/round for 4 rounds; 1d2 STR; Cure = 1 save.
Eidolon Evolutions: Reach (Bite) (1)
Special Abilities Alertness, Empathic Link, Improved Evasion, Share Spells, Store Spells, Deliver Touch Spells, Speak with Master[/sblock]
 
Last edited:

HolyMan

Thy wounds are healed!
As the group takes on the drake, the two mysterious fey disappear into the woods. The foliage hides them from sight and their quiet footfalls can't be heard over the sounds of combat.

[sblock=OOC]
INIT ORDER:
Tyrien - 26 (dmg taken = 5)
Rex - 20
Agno - 19
Drake - 19 (dmg taken = 16)
Larissa 17 (dmg taken = 5)
Tonris - 11
[/sblock]

OOC: Top of Round 4
 

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perrinmiller

Adventurer
Tyrien, Half-elven Archeress

LieraAvatar2.jpg

Tyrien doesn't hesitate, continuing to nock arrows and releasing them, one after another. The first zips in and just misses a vital point, yet buried itself into the creature's neck. The second takes it in the torso.

"Careful there, Larissa! Just hold its attention, and protect yourself."

"Agno and I will turn it into a pincushion."


[Sblock=Actions]Free Action: 5ft step to O25 & Talking
Full Attack: 1st Arrow (Deadly Aim/Rapid Shot/Arcane Strike) (1d20+10=30, 1d8+10=15)
1st Arrow Crit Confirm(Deadly Aim/Rapid Shot/Arcane Strike) (1d20+10=11, 2d8+20=32) - Of course
2nd Arrow(Deadly Aim/Rapid Shot/Arcane Strike) (1d20+10=18, 1d8+10=13)
[/sblock][sblock=Mini Stats]Tyrien e'Adrianne
Initiative: +7 Perception: +12 (low-light vision)
AC: 23 (18 flat-footed, 16 Touch)
HP: 48 Current: 43
CMB: +7 CMD: 22(17ff) Fort: +5 Reflex: +9 Will: +4
+2 Will vs. Enchantments
Special: Immune to Magical Sleep
Current Conditions in Effect: PBS, Precise Shot, Arcane Strike (+1 Dmg), Resistance, Ioun Stone illumination (in darkness), Deadly Aim (-2Att/+4dmg)
Current Weapon in Hand: Longbow
Chakrams: 8/8 Remaining

Bardic Performance:
5/5 Rounds Remaining
Spells Remaining: Cantrips: (Message, Resistance, Mending, Prestidigitation)
1st Level 2/2 (Cure Light Wounds, Timely Inspiration)[/sblock]
 

GlassEye

Adventurer
"Hurrr... Pincushion! Yes, Tyrien, that is what we shall do! With pleasure."

Again Agno watches in admiration as Tyrien fires two arrows to his one. In his distraction his aim isn't what it could be though the arrow still solidly strikes the drake.

[sblock=Actions]Standard: shoot drake: 1d20+9=21 for 1d6+2=4 damage.
No move action.[/sblock]


• • • • Agno Phoenicus • • • •

[sblock=Mini Stats]Agno Phoenicus
Initiative: +3
AC: 18 (15 flat-footed, 13 Touch)
HP: 36 Current: 36
CMB: +4 CMD: 17 Fort: +7 Reflex: +5 Will: +10 (+12 vs. Charm & compulsion effects)
Speed: 40 ft. (50 ft. with Longstrider)

Current Weapon in Hand: shortbow
Ammo (Arrows): 38/40 remaining
Current Conditions in Effect: Aspect of the Falcon (+3 Perception, +1 to hit (ranged), makes bow crit threat 19-20/x3)

Lightning Arc: 7/7 Remaining
Channel Energy: 4/4 remaining
Agile Feet: 7/7 remaining
Hawkeye: 7/7 remaining

Cleric Spells:
Spells Prepared:
1st level: bless, divine favor, longstrider (D)
0-level: guidance, light, stabilize

Druid Spells:
Spells Prepared:
2nd level: cat's grace, chill metal, lesser restoration, eagle's splendor (D)
1st level: cure light wounds, entangle, faerie fire, shillelagh, aspect of the falcon (D)
0-level: detect magic, detect poison, flare, resistance[/sblock]
 

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