[LPF] Into the Wilds Part 1

GlassEye

Adventurer
Kepli Stormborn


Kepli waited where she could watch Maenor and Brog cross the bridge. She was ready to call the spirits of the air to aid them if the goblins noticed her companions. She muttered prayers to the ancestors as she waited her turn.

[sblock=MiniStats]
[size=+1]Kepli[/size]
Aasimar Shaman 2
Initiative: +1 Perception: +11 (+13 w/ Alertness); Darkvision 60 ft.
AC: 13 (11 touch; 12 flat-footed)
HP: 20 Current: 20
CMB: +2 CMD: 13
Fort:
+1 Ref: +1 Will: +6

In Hand: shortspear
Conditions: None yet
Spells Prepared:
  • 1st level (DC 14): Cure Light Wounds, Cure Light Wounds, Sleep
  • Orisons: Daze, Detect Magic, Guidance, Virtue


Special:

Concentration +7
Spirit Magic: Charm Animal 0/1
Stormburst: 6/6 (target treats foes as if they have concealment, 20% miss, for 1 round)
Fury Hex: 1/target (+2 morale to attack, +2 resistance to save vs fear; 3 rounds)
--Used:
Alchemist's Fire 2/2
sling (9/10 bullets)

[size=+1]Scuttle[/size] Seagull Spirit Animal
Initiative: +2 Perception: +10
AC: 15 (14 touch; 13 flat-footed)
HP: 10 Current: 10
CMB: +1 CMD: 7
Fort: +1 Ref: +4 Will: +5

In Beak: Nothing
Conditions: None yet
Special:
Speed: 10 ft; fly 40 ft
Melee: Bite +5 (1d3-4); 0 ft reach
Improved Evasion

[/sblock]
 

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Sezarious

Explorer
image.jpeg

Regar nodded at Snorri and giggles.... "Errr yeah I probably, er overcomplicate my plans sometimes", he states as he rubs the back of his head with a smile. "Well, I guess it's time to kick some goblin tushie then!" He says with a flourish of his hands.


[sblock=Regar Ministats]
Regar Lilothian - Level 1 Elven Wizard (Conjurer)
Alignment: NG
Languages: Common (Venzan), Elven, Gnoll, Goblin, Orc, Sylvan, Draconic (Class), Terran (Linguistics), Deltan (Free (Campaign related))
HP: 7 = [1d6 + CON (0) + FC (1)] (Wizard 1)
AC: 14 = [10 + DEX (4) + Armor (0) + Shield (0) + Natural (0) + Size (0) + Misc (0)]
Touch: 14
Flatfooted: 10
INIT: +8 = [DEX (4) + Misc (+4 Familiar)]
CMB: -1 = [BAB (0) + STR (-1) + Misc (0)]
CMD: 13 = [10 + BAB (0) + STR (-1) + DEX (4) + Misc (0)]
Fortitude: +0 = [Wizard 1 (0) + CON (0) + Misc (0)]
Reflex: +4 = [Wizard 1 (0) + DEX (4) + Misc (0)]
Will: +0 = [Wizard 1 (2) + WIS (-2) + Misc (0)]
Speed: 30'


• Acid Splash +4 (1d3+1 (Acid Flask as focus))
Attack: +4 = [BAB (0) + Ability (4), 25ft Crit: 20/x2, Special: Acid damage
• Acid Dart +4 (1d6)
Attack: +4 = [BAB (0) + Ability (4), 30ft Crit: 20/x2, Special: Acid damage
• Quarterstaff -1 (1d6-1)
Attack: -1 = [BAB (0) + Ability (-1), Crit 20/x2, Bludgeoning


Weapon Proficiencies: Longbow, longsword, rapier, short bow, club, dagger, heavy crossbow, light crossbow, and quarterstaff


[sblock=Familiar: Greensting scorpion (Spike)]


Greensting Scorpion CR 1/4
XP 100
N Tiny vermin
Init +3; Senses darkvision 60 ft.; Perception +4
Defense
AC 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size)
hp 4 (1d8)
Fort +2, Ref +3, Will +0
Immune mind-affecting effects
Offense
Speed 30 ft.
Melee sting +5 (1d2–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison
Statistics
Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Weapon FinesseB
Skills Climb +7, Perception +4, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Ecology
Environment warm or temperate deserts, forests, plains, or underground
Organization solitary or colony (3–6)
Treasure none
Special Abilities
Poison (Ex) Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.
Greensting scorpions normally live in forests, but can be found almost anywhere. Their pincers are too small to be dangerous to anything but other insects, but they have a poisonous sting that sickens even larger creatures.
[/sblock]


[sblock=Class and Racial Features, Feats and Traits]
Low-Light Vision: Can see twice as far in dim-light conditions
Elven Immunities
Elven Magic


Arcane school: Conjuration - Summoner's charm - Whenever you cast a conjuration (Summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (Minimum 1)
Acid dart: Standard action - any foe within 30ft ranged touch attack - 1d6 8/day


Spell focus: Conjuration (Class feature): +1 to Conjuration spell DC
Spell Specialization:Summon monster I (1st Level): Treat the spell as if cast 2 levels higher (Effectively gives 2 extra rounds to the duration of the spell)
Alertness (Familiar): +2 to sense motive and perception with your familiar on you


Capable (Skill): Become proficient in 1 skill and get +1 (Escape Artist)
Two world magic (Magic):Learn one extra cantrip from any list
[/sblock]


[sblock=Skills]
Escape Artist 9
Knowledge (Arcana) 9
Knowledge (Nature) 9
Knowledge (Planes) 9
Knowledge (Religion) 9
Linguistics 9
Spellcraft 9
[/sblock]


[sblock=Spells]
Spells Known:
0 Level: All wizard cantrips plus purify food/drink, minus restricted schools
1st Level: Colour spray, Feather fall, Grease, Mage armor, Mount, Obscuring mist, Protection from evil, Summon monster I
Learnt from scrolls: -Summon Minor Monster, break, burning hands


Spells Prepared (Ready):
0 Level: Read Magic, Detect magic, Acid splash
1st Level: Summon Monster I (Favored school), Mage Armor, Summon Monster I


Spells Expended:
1st level: Feather Fall.
[/sblock]
[/sblock]
 


Deuce Traveler

Adventurer
Maenor and Brog are able to slip quietly up to the end of the bridge before the sentries see them. The three goblins finally notice them as they creep up past the bridge entrance, but it is too late.

OOC: Maenor and Brog, roll for initiative. You prevented the goblins from being alerted and cutting the bridge ropes. Everyone else is still behind you and will not be able to attack for two rounds, unless they do so with bows firing into melee.
 


sunshadow21

Explorer
Brog Strongheart

Initiative: 1D20+1 = [8]+1 = 9

[sblock=ministats]AC: 15 (Touch 11, Flatfooted 14)
*+4 vs Giants
HP: 8/14 Initiative: +1
Perception : +7 Sense Motive: +8
CMB: +3 CMD: 14
*+4 vs bull-rush, trip when on ground
Fort: +5 Reflex: +3 Will: +4
*+2 vs poison, spells, spell-like abilities
Current Weapon in Hand: dwarven waraxe (+3, 1d10+2) and shield
Current Conditions in Place:[/sblock]
 


Deuce Traveler

Adventurer
Two of the goblins attack Maenor with spears jabbing, shouting out loud warning in goblin.

GoblinA vs Maenor
[roll0]
Damage
[roll1]

GoblinB vs Maenor
[roll2]
Damage
[roll3]

Meanwhile a third goblin attacks Brog with a rusting short sword in hand and a swinging, hacking attack.

GoblinC vs Brog
[roll4]
Damage
[roll5]

Maenor and Brog may now also attack, as well as anyone who can strike at range. Everyone else is rushing forward on the rope bridge.


Party HPs:
12/12 Snorri
7/7 Regar
7/14 Brog (hit by GoblinC for 1hp)
5/11 Caius
10/10 Maenor
20/20 Kepli
?/? Lizard
 


Sezarious

Explorer
image.jpeg

Regar was slower off the mark than he usually is. Something to do with the heights most probably. He slowly made his way across as the battle began, muttering about having no more featherfall casting as he went.

OOC:

Regar initiative

_: 1D20+8 = [4]+8 = 12


Regar crossing the bridge this turn and next turn.




[sblock=Regar Ministats]
Regar Lilothian - Level 1 Elven Wizard (Conjurer)
Alignment: NG
Languages: Common (Venzan), Elven, Gnoll, Goblin, Orc, Sylvan, Draconic (Class), Terran (Linguistics), Deltan (Free (Campaign related))
HP: 7 = [1d6 + CON (0) + FC (1)] (Wizard 1)
AC: 14 = [10 + DEX (4) + Armor (0) + Shield (0) + Natural (0) + Size (0) + Misc (0)]
Touch: 14
Flatfooted: 10
INIT: +8 = [DEX (4) + Misc (+4 Familiar)]
CMB: -1 = [BAB (0) + STR (-1) + Misc (0)]
CMD: 13 = [10 + BAB (0) + STR (-1) + DEX (4) + Misc (0)]
Fortitude: +0 = [Wizard 1 (0) + CON (0) + Misc (0)]
Reflex: +4 = [Wizard 1 (0) + DEX (4) + Misc (0)]
Will: +0 = [Wizard 1 (2) + WIS (-2) + Misc (0)]
Speed: 30'


• Acid Splash +4 (1d3+1 (Acid Flask as focus))
Attack: +4 = [BAB (0) + Ability (4), 25ft Crit: 20/x2, Special: Acid damage
• Acid Dart +4 (1d6)
Attack: +4 = [BAB (0) + Ability (4), 30ft Crit: 20/x2, Special: Acid damage
• Quarterstaff -1 (1d6-1)
Attack: -1 = [BAB (0) + Ability (-1), Crit 20/x2, Bludgeoning


Weapon Proficiencies: Longbow, longsword, rapier, short bow, club, dagger, heavy crossbow, light crossbow, and quarterstaff


[sblock=Familiar: Greensting scorpion (Spike)]


Greensting Scorpion CR 1/4
XP 100
N Tiny vermin
Init +3; Senses darkvision 60 ft.; Perception +4
Defense
AC 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size)
hp 4 (1d8)
Fort +2, Ref +3, Will +0
Immune mind-affecting effects
Offense
Speed 30 ft.
Melee sting +5 (1d2–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison
Statistics
Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Weapon FinesseB
Skills Climb +7, Perception +4, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Ecology
Environment warm or temperate deserts, forests, plains, or underground
Organization solitary or colony (3–6)
Treasure none
Special Abilities
Poison (Ex) Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.
Greensting scorpions normally live in forests, but can be found almost anywhere. Their pincers are too small to be dangerous to anything but other insects, but they have a poisonous sting that sickens even larger creatures.
[/sblock]


[sblock=Class and Racial Features, Feats and Traits]
Low-Light Vision: Can see twice as far in dim-light conditions
Elven Immunities
Elven Magic


Arcane school: Conjuration - Summoner's charm - Whenever you cast a conjuration (Summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (Minimum 1)
Acid dart: Standard action - any foe within 30ft ranged touch attack - 1d6 8/day


Spell focus: Conjuration (Class feature): +1 to Conjuration spell DC
Spell Specialization:Summon monster I (1st Level): Treat the spell as if cast 2 levels higher (Effectively gives 2 extra rounds to the duration of the spell)
Alertness (Familiar): +2 to sense motive and perception with your familiar on you


Capable (Skill): Become proficient in 1 skill and get +1 (Escape Artist)
Two world magic (Magic):Learn one extra cantrip from any list
[/sblock]


[sblock=Skills]
Escape Artist 9
Knowledge (Arcana) 9
Knowledge (Nature) 9
Knowledge (Planes) 9
Knowledge (Religion) 9
Linguistics 9
Spellcraft 9
[/sblock]


[sblock=Spells]
Spells Known:
0 Level: All wizard cantrips plus purify food/drink, minus restricted schools
1st Level: Colour spray, Feather fall, Grease, Mage armor, Mount, Obscuring mist, Protection from evil, Summon monster I
Learnt from scrolls: -Summon Minor Monster, break, burning hands


Spells Prepared (Ready):
0 Level: Read Magic, Detect magic, Acid splash
1st Level: Summon Monster I (Favored school), Mage Armor, Summon Monster I


Spells Expended:
1st level: Feather Fall.
[/sblock]
[/sblock]
 

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