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[Adventure] Serpent's Skull: Souls for Smuggler's Shiv (DM: Mewness; Judge: THB)
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<blockquote data-quote="Mewness" data-source="post: 5643728" data-attributes="member: 14889"><p>Ishirou runs lightly over the undergrowth to engage one of the zombie-plants, hoping to be of some help to Noriaki.</p><p></p><p>One of the twig blights is nearly burned to a crisp by Kane’s fireball, but moves rapidly away, blending in with the foliage so completely that he can barely see it even though it ends up right next to him. The other moves to flank the unfortunate Ishirou and pierces him deeply with a poisonous branch.</p><p></p><p>As it is burned by the fireball, the unpleasant flowering plant lets out a scream that echoes painfully in everyone’s minds. It lashes out psychically at the adventurers, causing Kane to grab his head as his mind explodes in pain. The other plants, “hearing” the scream, attack even more vigorously, but the one next to Kane misses him despite his distracted state.</p><p></p><p>One of the large thorny plants pierces Noriaki with an appendage and drags him toward its master. The other does the same with Dartmoor. The plant zombies attack clumsily, one scraping uselessly at Castile’s shield and the other unable to make much of an impression on Benjamin’s warty skin.</p><p></p><p>[sblock=actions and rolls]I’ll roll <a href="http://dice.brainclouds.net/Result.aspx?ID=3MNVH3AR" target="_blank">Dartmoor save vs ongoing necrotic</a></p><p><a href="http://dice.brainclouds.net/Result.aspx?ID=3MNVH3AR" target="_blank">15(1d20) = 15</a> since he forgot. Success.</p><p></p><p>Ishirou uses steel wind movement technique to move to L12.</p><p></p><p>I'll roll the <a href="http://dice.brainclouds.net/Result.aspx?ID=77LMNEF4" target="_blank">flaming sphere damage</a></p><p><a href="http://dice.brainclouds.net/Result.aspx?ID=77LMNEF4" target="_blank">4(1d4) +4 = 8</a>.</p><p></p><p><strong>Twig blight 1</strong> takes 8 + 5 (fire vulnerability) = 13 damage, which doesn’t quite kill it. Standard action: turn invisible until start of next turn. Moves to P11.</p><p></p><p><strong>Twig blight 2</strong> becomes visible and moves to L13. Standard: <a href="http://dice.brainclouds.net/Result.aspx?ID=W4WQ2R9D" target="_blank">twig 2 blighted claw vs AC (+2 CA), Ishirou; damage</a></p><p><a href="http://dice.brainclouds.net/Result.aspx?ID=W4WQ2R9D" target="_blank">11(1d20) +6 +2 = 19; 7(2d6) +6 = 13</a>. Ishirou takes 13 damage and is weakened until the end of next turn.</p><p></p><p>The <strong>Caller</strong> takes 8 + 10 (fire vulnerability) = 18 damage. It reacts with <strong>tortured cry</strong>--all its allies gain 10 temporary hit points and +1 to attack rolls until EONT. It would like to move away from the sphere, but its speed is zero. Standard: <a href="http://dice.brainclouds.net/Result.aspx?ID=GMP9J4RJ" target="_blank">caller psychic lance vs Will, Castile; Kane; damage</a></p><p><a href="http://dice.brainclouds.net/Result.aspx?ID=GMP9J4RJ" target="_blank">4(1d20) +6 = 10; 12(1d20) +6 = 18; 6(1d6) +4 = 10</a> misses Castile, hits Kane for 10 psychic and he is <strong>dazed</strong> until the end of his next turn.</p><p></p><p>Minor: <strong>twisted nature</strong> to grant an attack to twig blight 1. <a href="http://dice.brainclouds.net/Result.aspx?ID=JRNQAKU4" target="_blank">twig 1 melee basic vs AC (+2 twisted nature, +1 tortured cry), Kane; damage</a></p><p><a href="http://dice.brainclouds.net/Result.aspx?ID=JRNQAKU4" target="_blank">7(1d20) +2 +1 = 10; 8(1d8) +4 = 12</a> Would have been helpful if I’d included its +6 attack bonus in there, as well as +2 for CA because Kane is dazed. But an 18 is still not good enough.</p><p></p><p><strong>Bloodthorn 1</strong> attacks Noriaki. <a href="http://dice.brainclouds.net/Result.aspx?ID=GUMVCGBH" target="_blank">bloodthorn 1 impaling thorn vs Fort, Noriaki; damage</a></p><p><a href="http://dice.brainclouds.net/Result.aspx?ID=GUMVCGBH" target="_blank">17(1d20) +9 = 26; 2(1d8) +4 = 6</a> hits Noriaki for 6 and he is <strong>grabbed</strong>. Minor: pulling thorns--bloodthorn 1 shifts to I10-J11 and pulls Noriaki to K9. Minor: pulling thorns--bloodthorn 1 shifts to I11-J12 and pulls Noriaki to J10.</p><p></p><p><strong>Bloodthorn 2</strong> takes 8 damage from the sphere. It moves to L15-M16 and attacks Dartmoor. <a href="http://dice.brainclouds.net/Result.aspx?ID=49J2AY3K" target="_blank">bloodthorn 2 impaling thorn vs Fort, Dartmoor; damage</a></p><p><a href="http://dice.brainclouds.net/Result.aspx?ID=49J2AY3K" target="_blank">18(1d20) +9 = 27; 4(1d8) +4 = 8</a> hits Dartmoor for 8 and he is <strong>grabbed</strong>. Minor: pulling thorns--Dartmoor is pulled to L14.</p><p></p><p><strong>Zombie 1</strong> attacks Castile. <a href="http://dice.brainclouds.net/Result.aspx?ID=6PR4P32E" target="_blank">zombie 1 fungal slam vs AC, Castile; damage</a></p><p><a href="http://dice.brainclouds.net/Result.aspx?ID=6PR4P32E" target="_blank">8(1d20) +9 = 17; 5(2d6) +5 = 10</a> misses.</p><p></p><p><strong>Zombie 2</strong> attacks Benjamin the toad. <a href="http://dice.brainclouds.net/Result.aspx?ID=WEGGVMB6" target="_blank">zombie 2 fungal slam vs AC, giant toad</a></p><p><a href="http://dice.brainclouds.net/Result.aspx?ID=WEGGVMB6" target="_blank">2(1d20) +9 = 11; 8(2d6) +5 = 13</a>[/sblock]</p><p></p><p>[sblock=Dartmoor: twig blights]These things are very like the caller in structure. You think they may have started off as part of the caller and branched off as independent beings. Unlike the caller, they are essentially mindless, and cannot do very much without its “guidance.”</p><p></p><p>They are level 1 lurkers. They have two special standard actions: a nasty weakening attack (blighted claw) and the ability to turn invisible until the start of their next turn. Each of these powers is recovered when the other is used. They are resistant to poison and vulnerable to fire.</p><p></p><p>Also, I didn’t put actual stats in the info I gave you on the caller and the blights, but you can look at their stat blocks at any time if you wish.[/sblock]</p><p></p><p>[GM][MENTION=1642]BenBrown[/MENTION]: Candidates for the free slide this round: Castile, Kane, and Benjamin the Toad <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />[/GM]</p><p></p><p><span style="font-size: 12px"><strong>Nasty Biting Plants: Round 3</strong></span></p><p></p><p>[sblock=Terrain Rules, etc.]<strong>Perception Checks</strong></p><p>If your passive Perception is high enough, you can examine appropriate spoiler blocks to locate hidden enemies. If your passive Perception is not high enough, you may make a Perception roll as a minor action, once per round, to attempt to locate them.</p><p></p><p><strong>Terrain Rules</strong></p><p>The dark green terrain is <strong>heavy undergrowth</strong>. It is <strong>difficult terrain</strong>. A small creature, or one who is prone, gains <em>concealment</em> while in heavy undergrowth if there is at least one square of heavy undergrowth intervening between it and an observer. If there are at least two squares of heavy undergrowth intervening, the creature gains <strong>total concealment</strong>.</p><p></p><p>The light brown areas are relatively clear and count as <strong>normal terrain</strong>.</p><p></p><p>The dark brown circles are trees; they are blocking terrain.[/sblock]</p><p></p><p>[sblock=Controlling Ishirou]<strong>Companion NPCs in Combat</strong></p><p></p><p>Any PC can take a standard, move, or minor action to have an NPC perform an action of the same (or a lesser) type. E.g., if you want Ishirou to use his Eagle Claw Strike attack, you spend a standard action. If you want him to move, you spend a move action. An NPC is limited to the usual number of actions each round (but those actions need not all be granted by the same PC). An NPC who has an immediate action can likewise only use it if a PC has an immediate action available to use on his/her behalf.</p><p></p><p>NPCs can take free actions and opportunity actions normally, without the direction of PCs. They are always considered to have their weapons in hand and don’t need to spend actions unsheathing them.</p><p></p><p>If all of the PCs act in a given round without giving any actions to a particular NPC, I will have that NPC take <strong>one</strong> non-offensive action. This will most likely be Second Wind if it is needed and available, and movement or Total Defense if it is not. (It won’t be necessary for PCs to spend their own standard actions to have NPCs use second wind.)[/sblock]</p><p></p><p>[sblock=Ishirou’s powers and stats]<span style="color: darkolivegreen"><strong>Ishirou</strong></span></p><p>HP 11/24, Bloodied 12, Surge value 6; Surges 7/7</p><p>AC 16, Fort 14, Reflex 16, Will 12</p><p><strong>Skills:</strong> Acrobatics +9, Athletics +8, Perception +6</p><p><strong>Striker:</strong> 1/round, Ishirou can deal 1d6 extra damage when he hits an enemy he has CA against.</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> katana +8 vs. AC, 1d10+3 damage</p><p><span style="color: green"><strong>Steel Wind (Attack)</strong></span> (standard; full discipline, implement, psionic; close blast 2, each enemy Ishirou can see in blast)</p><p>Attack: +5 vs. Reflex</p><p>Hit: 1d8+4 damage.</p><p><span style="color: green"><strong>Steel Wind (Movement)</strong></span> (move; full discipline, psionic; personal)</p><p>Effect: Ishirou is no longer marked. He moves his speed (6)+2.</p><p><span style="color: red">[o] <strong>Eagle Claw Strike (Attack)</strong></span> (standard; full discipline, implement, psionic; melee touch, one creature or unattended object)</p><p>Attack: +5 vs. Fortitude</p><p>Hit: 2d8+4 damage, and the target takes a -3 penalty to AC until the end of Ishirou’s next turn. Against an unattended object, this attack deals 2d8 extra damage.</p><p><span style="color: red">[o] <strong>Eagle Claw Strike (Movement)</strong></span> (move; full discipline, psionic; personal)</p><p>Effect: Ishirou flies his speed (6). If he doesn’t land at the end of this movement, he falls.</p><p><span style="color: red">[o] <strong>Heroic Effort</strong></span> (no action; personal)</p><p>Trigger: Ishirou misses with an attack or fails a save</p><p>Effect: Ishirou gains a +4 racial bonus to the attack roll or saving throw.</p><p><span style="color: red">[o] <strong>Second Wind</strong></span></p><p></p><p><strong>Conditions:</strong> bloodied, weakened[/sblock]</p><p></p><p>[sblock=status]<strong>PCs</strong></p><p>Castile (K10) HP 26+4/39; surges 12/13, AP used, second wind used, ongoing 5 necrotic (save ends)</p><p>Dartmoor (L14) HP 5/33; surges 9/10, not-beast form, grabbed by bloodthorn 2, bloodied</p><p>Hú Lí (O10) HP 29/29; surges 8/8, AP used</p><p>Kane (P10) HP 18/28; surges 10/10, AP used, flaming sphere (J16), dazed (end of turn)</p><p>Noriaki (J10) HP 13/33; surges 7/9, second wind used, bloodied, grabbed by bloodthorn 1</p><p>Takahaan (N10) HP 14/29; surges 7/8, second wind used, bloodied</p><p>Ishirou (L12) HP 11/24; surges 7/7, bloodied, weakened</p><p>Giant Toad (R17) HP 16/16</p><p></p><p><strong>Bad Guys</strong></p><p>Twig Blight 1 (P11) 21 damage, +10 temp HP, invisibility used, invisible</p><p>Twig Blight 2 (L13) +10 temp HP, blighted claw used</p><p>Blighted Caller (H17-I18) threatening reach 3, 18 damage</p><p>Fungal Bloodthorn 1 (I11-J12) 12 damage, +10 temp HP</p><p>Fungal Bloodthorn 2 (J17-K18) 8 damage, +2 temp HP</p><p>Blighted Zombie 1 (L11) 27 damage, +10 temp HP, marked by Castile, rotting burst used, stirring shout</p><p>Blighted Zombie 2 (Q16) 27 damage, +10 temp HP</p><p>[/sblock]</p><p></p><p>[sblock=Enemy Stats]Please read the appropriate block(s) only when necessary to resolve attacks or OAs.</p><p></p><p>[sblock=Blighted Caller]Blighted Caller</p><p>AC 16, Fort 15, Ref 14, Will 16; HP 76, bloodied 38</p><p>Immune to blinded, gaze, sleep; Vulnerable 10 fire</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> Grasping Roots (reach 3) +6 vs. Reflex, 1d8+5 damage and the target is grabbed. The caller can have up to two creatures grabbed at one time.</p><p>Note: the caller has threatening reach 3.[/sblock]</p><p>[sblock=Fungal Bloodthorn]Fungal Bloodthorn</p><p>AC 18, Fort 15, Ref 12, Will 14; HP 41, bloodied 20</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> striking vine +9 vs. AC, 1d8+5 damage[/sblock]</p><p>[sblock=Blighted Zombie]Blighted Zombie</p><p>AC 16, Fort 17, Ref 15, Will 15; HP 68, bloodied 34</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> Fungal Slam +9 vs. AC, 2d6+5 damage and ongoing 5 poison damage (save ends)</p><p>Roots of the Colony: If you hit a blighted zombie, and the other zombie is within 5 squares of it, then the zombie you hit takes only half damage, but the other zombie takes the same amount.[/sblock]</p><p>[sblock=Twig Blight]Twig Blight</p><p>AC 15, Fort 11, Ref 15, Will 13; HP 22, bloodied 11</p><p>Resist 5 poison; Vulnerable 5 fire</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> Bite +6 vs. AC, 1d8+4 poison damage</p><p>Note: The twig blights are small and gain concealment while in heavy undergrowth if there is at least one square of heavy undergrowth between the twig blight and an observer.[/sblock][/sblock]</p></blockquote><p></p>
[QUOTE="Mewness, post: 5643728, member: 14889"] Ishirou runs lightly over the undergrowth to engage one of the zombie-plants, hoping to be of some help to Noriaki. One of the twig blights is nearly burned to a crisp by Kane’s fireball, but moves rapidly away, blending in with the foliage so completely that he can barely see it even though it ends up right next to him. The other moves to flank the unfortunate Ishirou and pierces him deeply with a poisonous branch. As it is burned by the fireball, the unpleasant flowering plant lets out a scream that echoes painfully in everyone’s minds. It lashes out psychically at the adventurers, causing Kane to grab his head as his mind explodes in pain. The other plants, “hearing” the scream, attack even more vigorously, but the one next to Kane misses him despite his distracted state. One of the large thorny plants pierces Noriaki with an appendage and drags him toward its master. The other does the same with Dartmoor. The plant zombies attack clumsily, one scraping uselessly at Castile’s shield and the other unable to make much of an impression on Benjamin’s warty skin. [sblock=actions and rolls]I’ll roll [URL=http://dice.brainclouds.net/Result.aspx?ID=3MNVH3AR]Dartmoor save vs ongoing necrotic 15(1d20) = 15[/URL] since he forgot. Success. Ishirou uses steel wind movement technique to move to L12. I'll roll the [URL=http://dice.brainclouds.net/Result.aspx?ID=77LMNEF4]flaming sphere damage 4(1d4) +4 = 8[/URL]. [B]Twig blight 1[/B] takes 8 + 5 (fire vulnerability) = 13 damage, which doesn’t quite kill it. Standard action: turn invisible until start of next turn. Moves to P11. [B]Twig blight 2[/B] becomes visible and moves to L13. Standard: [URL=http://dice.brainclouds.net/Result.aspx?ID=W4WQ2R9D]twig 2 blighted claw vs AC (+2 CA), Ishirou; damage 11(1d20) +6 +2 = 19; 7(2d6) +6 = 13[/URL]. Ishirou takes 13 damage and is weakened until the end of next turn. The [B]Caller[/B] takes 8 + 10 (fire vulnerability) = 18 damage. It reacts with [B]tortured cry[/B]--all its allies gain 10 temporary hit points and +1 to attack rolls until EONT. It would like to move away from the sphere, but its speed is zero. Standard: [URL=http://dice.brainclouds.net/Result.aspx?ID=GMP9J4RJ]caller psychic lance vs Will, Castile; Kane; damage 4(1d20) +6 = 10; 12(1d20) +6 = 18; 6(1d6) +4 = 10[/URL] misses Castile, hits Kane for 10 psychic and he is [B]dazed[/B] until the end of his next turn. Minor: [B]twisted nature[/B] to grant an attack to twig blight 1. [URL=http://dice.brainclouds.net/Result.aspx?ID=JRNQAKU4]twig 1 melee basic vs AC (+2 twisted nature, +1 tortured cry), Kane; damage 7(1d20) +2 +1 = 10; 8(1d8) +4 = 12[/URL] Would have been helpful if I’d included its +6 attack bonus in there, as well as +2 for CA because Kane is dazed. But an 18 is still not good enough. [B]Bloodthorn 1[/B] attacks Noriaki. [URL=http://dice.brainclouds.net/Result.aspx?ID=GUMVCGBH]bloodthorn 1 impaling thorn vs Fort, Noriaki; damage 17(1d20) +9 = 26; 2(1d8) +4 = 6[/URL] hits Noriaki for 6 and he is [B]grabbed[/B]. Minor: pulling thorns--bloodthorn 1 shifts to I10-J11 and pulls Noriaki to K9. Minor: pulling thorns--bloodthorn 1 shifts to I11-J12 and pulls Noriaki to J10. [B]Bloodthorn 2[/B] takes 8 damage from the sphere. It moves to L15-M16 and attacks Dartmoor. [URL=http://dice.brainclouds.net/Result.aspx?ID=49J2AY3K]bloodthorn 2 impaling thorn vs Fort, Dartmoor; damage 18(1d20) +9 = 27; 4(1d8) +4 = 8[/URL] hits Dartmoor for 8 and he is [B]grabbed[/B]. Minor: pulling thorns--Dartmoor is pulled to L14. [B]Zombie 1[/B] attacks Castile. [URL=http://dice.brainclouds.net/Result.aspx?ID=6PR4P32E]zombie 1 fungal slam vs AC, Castile; damage 8(1d20) +9 = 17; 5(2d6) +5 = 10[/URL] misses. [B]Zombie 2[/B] attacks Benjamin the toad. [URL=http://dice.brainclouds.net/Result.aspx?ID=WEGGVMB6]zombie 2 fungal slam vs AC, giant toad 2(1d20) +9 = 11; 8(2d6) +5 = 13[/URL][/sblock] [sblock=Dartmoor: twig blights]These things are very like the caller in structure. You think they may have started off as part of the caller and branched off as independent beings. Unlike the caller, they are essentially mindless, and cannot do very much without its “guidance.” They are level 1 lurkers. They have two special standard actions: a nasty weakening attack (blighted claw) and the ability to turn invisible until the start of their next turn. Each of these powers is recovered when the other is used. They are resistant to poison and vulnerable to fire. Also, I didn’t put actual stats in the info I gave you on the caller and the blights, but you can look at their stat blocks at any time if you wish.[/sblock] [GM][MENTION=1642]BenBrown[/MENTION]: Candidates for the free slide this round: Castile, Kane, and Benjamin the Toad :D[/GM] [SIZE="3"][B]Nasty Biting Plants: Round 3[/B][/SIZE] [sblock=Terrain Rules, etc.][b]Perception Checks[/b] If your passive Perception is high enough, you can examine appropriate spoiler blocks to locate hidden enemies. If your passive Perception is not high enough, you may make a Perception roll as a minor action, once per round, to attempt to locate them. [b]Terrain Rules[/b] The dark green terrain is [b]heavy undergrowth[/b]. It is [b]difficult terrain[/b]. A small creature, or one who is prone, gains [i]concealment[/i] while in heavy undergrowth if there is at least one square of heavy undergrowth intervening between it and an observer. If there are at least two squares of heavy undergrowth intervening, the creature gains [b]total concealment[/b]. The light brown areas are relatively clear and count as [b]normal terrain[/b]. The dark brown circles are trees; they are blocking terrain.[/sblock] [sblock=Controlling Ishirou][b]Companion NPCs in Combat[/b] Any PC can take a standard, move, or minor action to have an NPC perform an action of the same (or a lesser) type. E.g., if you want Ishirou to use his Eagle Claw Strike attack, you spend a standard action. If you want him to move, you spend a move action. An NPC is limited to the usual number of actions each round (but those actions need not all be granted by the same PC). An NPC who has an immediate action can likewise only use it if a PC has an immediate action available to use on his/her behalf. NPCs can take free actions and opportunity actions normally, without the direction of PCs. They are always considered to have their weapons in hand and don’t need to spend actions unsheathing them. If all of the PCs act in a given round without giving any actions to a particular NPC, I will have that NPC take [b]one[/b] non-offensive action. This will most likely be Second Wind if it is needed and available, and movement or Total Defense if it is not. (It won’t be necessary for PCs to spend their own standard actions to have NPCs use second wind.)[/sblock] [sblock=Ishirou’s powers and stats][color=darkolivegreen][b]Ishirou[/b][/color] HP 11/24, Bloodied 12, Surge value 6; Surges 7/7 AC 16, Fort 14, Reflex 16, Will 12 [b]Skills:[/b] Acrobatics +9, Athletics +8, Perception +6 [b]Striker:[/b] 1/round, Ishirou can deal 1d6 extra damage when he hits an enemy he has CA against. :bmelee: katana +8 vs. AC, 1d10+3 damage [color=green][b]Steel Wind (Attack)[/b][/color] (standard; full discipline, implement, psionic; close blast 2, each enemy Ishirou can see in blast) Attack: +5 vs. Reflex Hit: 1d8+4 damage. [color=green][b]Steel Wind (Movement)[/b][/color] (move; full discipline, psionic; personal) Effect: Ishirou is no longer marked. He moves his speed (6)+2. [color=red][o] [b]Eagle Claw Strike (Attack)[/b][/color] (standard; full discipline, implement, psionic; melee touch, one creature or unattended object) Attack: +5 vs. Fortitude Hit: 2d8+4 damage, and the target takes a -3 penalty to AC until the end of Ishirou’s next turn. Against an unattended object, this attack deals 2d8 extra damage. [color=red][o] [b]Eagle Claw Strike (Movement)[/b][/color] (move; full discipline, psionic; personal) Effect: Ishirou flies his speed (6). If he doesn’t land at the end of this movement, he falls. [color=red][o] [b]Heroic Effort[/b][/color] (no action; personal) Trigger: Ishirou misses with an attack or fails a save Effect: Ishirou gains a +4 racial bonus to the attack roll or saving throw. [color=red][o] [b]Second Wind[/b][/color] [b]Conditions:[/b] bloodied, weakened[/sblock] [sblock=status][b]PCs[/b] Castile (K10) HP 26+4/39; surges 12/13, AP used, second wind used, ongoing 5 necrotic (save ends) Dartmoor (L14) HP 5/33; surges 9/10, not-beast form, grabbed by bloodthorn 2, bloodied Hú Lí (O10) HP 29/29; surges 8/8, AP used Kane (P10) HP 18/28; surges 10/10, AP used, flaming sphere (J16), dazed (end of turn) Noriaki (J10) HP 13/33; surges 7/9, second wind used, bloodied, grabbed by bloodthorn 1 Takahaan (N10) HP 14/29; surges 7/8, second wind used, bloodied Ishirou (L12) HP 11/24; surges 7/7, bloodied, weakened Giant Toad (R17) HP 16/16 [b]Bad Guys[/b] Twig Blight 1 (P11) 21 damage, +10 temp HP, invisibility used, invisible Twig Blight 2 (L13) +10 temp HP, blighted claw used Blighted Caller (H17-I18) threatening reach 3, 18 damage Fungal Bloodthorn 1 (I11-J12) 12 damage, +10 temp HP Fungal Bloodthorn 2 (J17-K18) 8 damage, +2 temp HP Blighted Zombie 1 (L11) 27 damage, +10 temp HP, marked by Castile, rotting burst used, stirring shout Blighted Zombie 2 (Q16) 27 damage, +10 temp HP [/sblock] [sblock=Enemy Stats]Please read the appropriate block(s) only when necessary to resolve attacks or OAs. [sblock=Blighted Caller]Blighted Caller AC 16, Fort 15, Ref 14, Will 16; HP 76, bloodied 38 Immune to blinded, gaze, sleep; Vulnerable 10 fire :bmelee: Grasping Roots (reach 3) +6 vs. Reflex, 1d8+5 damage and the target is grabbed. The caller can have up to two creatures grabbed at one time. Note: the caller has threatening reach 3.[/sblock] [sblock=Fungal Bloodthorn]Fungal Bloodthorn AC 18, Fort 15, Ref 12, Will 14; HP 41, bloodied 20 :bmelee: striking vine +9 vs. AC, 1d8+5 damage[/sblock] [sblock=Blighted Zombie]Blighted Zombie AC 16, Fort 17, Ref 15, Will 15; HP 68, bloodied 34 :bmelee: Fungal Slam +9 vs. AC, 2d6+5 damage and ongoing 5 poison damage (save ends) Roots of the Colony: If you hit a blighted zombie, and the other zombie is within 5 squares of it, then the zombie you hit takes only half damage, but the other zombie takes the same amount.[/sblock] [sblock=Twig Blight]Twig Blight AC 15, Fort 11, Ref 15, Will 13; HP 22, bloodied 11 Resist 5 poison; Vulnerable 5 fire :bmelee: Bite +6 vs. AC, 1d8+4 poison damage Note: The twig blights are small and gain concealment while in heavy undergrowth if there is at least one square of heavy undergrowth between the twig blight and an observer.[/sblock][/sblock] [/QUOTE]
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[Adventure] Serpent's Skull: Souls for Smuggler's Shiv (DM: Mewness; Judge: THB)
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