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[LPF] Darkness Rising
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<blockquote data-quote="DalkonCledwin" data-source="post: 6075558" data-attributes="member: 6680145"><p>Tonris glances at the Stalker near to Tyrien and says <span style="color: RoyalBlue">"codladh"</span> to the Stalker, which causes the Stalker to begin getting abnormally drowsy. Rex for his part moves towards Larisa where he would be better situated to assist her.</p><p></p><p>[sblock=Actions]Slumber Hex on the Stalker in square F-2, that Stalker receives a will save (DC 16) to negate the effect, if it fails the save it immediately falls asleep as per the effect of the sleep spell for 6 rounds or until attacked by one of our characters, or roused by one of it's allies. If it succeeds I can activate the sleep hex again next round on it as per my Accursed Hex feat, but that would be the last time I can activate it on this target.</p><p></p><p>Rex Moves to G-6 for now. He also readies an attack action for if the Stalker Larisa is grappling breaks free of the grapple.[/sblock]</p><p>[sblock=Tonris, Mini Stats]<p style="text-align: center"><strong><a href="http://livingpf.wikia.com/wiki/Tonris_the_Vengeful_%28DalkonCledwin%29" target="_blank">Tonris the Vengeful (DalkonCledwin)</a></strong></p><p><span style="color: RoyalBlue"><strong>Initiative:</strong></span> +9</p><p><span style="color: RoyalBlue"><strong>Perception:</strong></span> -1 (it is +1 if within arm’s reach of Familiar)</p><p><span style="color: RoyalBlue"><strong>Armor Class:</strong></span> 13 (Flat-Footed: 12 // Touch: 12)</p><p><span style="color: RoyalBlue"><strong>Mage Armor Class:</strong></span> 16 (Flat-Footed: 15 // Touch: 12)</p><p><span style="color: RoyalBlue"><strong>Hit Points:</strong></span> 42 Current // 42 Total</p><p><span style="color: RoyalBlue"><strong>BAB:</strong></span> +3 <span style="color: RoyalBlue"><strong>CMB:</strong></span> +4 <span style="color: RoyalBlue"><strong>CMD:</strong></span> 15</p><p><span style="color: RoyalBlue"><strong>Fort:</strong></span> +4 <span style="color: RoyalBlue"><strong>Ref:</strong></span> +3 <span style="color: RoyalBlue"><strong>Will:</strong></span> +5</p><p><span style="color: RoyalBlue"><strong>Special Resistances:</strong></span> a +1 Trait Bonus to Saving Throws against Divine Spells.</p><p><span style="color: RoyalBlue"><strong>Concentration Check:</strong></span> 1d20 +10 (plus an additional 4 if casting defensively)</p><p><span style="color: RoyalBlue"><strong>Caster Level Check:</strong></span> 1d20 +6</p><p><span style="color: RoyalBlue"><strong>Movement</strong></span><strong>Base Land Speed:</strong> 30 feet // <strong>Flying Speed:</strong> 60 feet</p><p> </p><p><span style="color: RoyalBlue"><strong>Primary Weapon:</strong></span> M.W. Quarterstaff (Attack Bonus: +5 || Damage: 1d6+1 / 1d6+1 || Critical: 20/x2 || Double Weapon || Masterwork)</p><p><span style="color: RoyalBlue"><strong>Secondary Natural Weapon:</strong></span> Prehensile Hair (Attack Bonus: +2 || Damage: 1d3+2 || Critical: 20/x2 || 10 foot reach)</p><p><span style="color: RoyalBlue"><strong>Wands:</strong></span> Wand of Mage Armor (39 Charges remaining), Wand of Neutralize Poison (5 charges remaining), Wand of Daylight (10 charges remaining)</p><p> </p><p style="text-align: center"><span style="color: RoyalBlue"><strong><u>Class Abilities & Spells</u></strong></span></p><p><span style="color: RoyalBlue"><strong>Hexes:</strong></span> <strong></strong></p><p><strong>Evil Eye:</strong> 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.</p><p><strong>Flight:</strong> 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 <strong>(0 / 1 per day)</strong>. Tonris can fly for a number of minutes per day equal to his level <strong>(1 / 5 minutes per day)</strong></p><p><strong>Prehensile Hair:</strong> 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 <strong>(0 / 4 minutes per day)</strong>.</p><p><strong>Slumber:</strong> causes the target to fall asleep as per the sleep spell. Range 30 feet. The target is granted a will save to negate the effect. If the save fails the target falls asleep for a number of rounds equal to Tonris’ level. This hex can affect a target of any hit dice level. The target will not wake due to noise or light, but it can be roused by a comrade. This hex ends immediately if the target takes damage. Due to Accursed Hex the target can be targeted again if it succeeds on its save the first time. Otherwise it cannot be targeted again with this hex for a full day.</p><p></p><p><span style="color: RoyalBlue"><strong>Prepared Spells</strong></span></p><p><strong>Cantrips (DC – 14):</strong> Guidance; Resistance; Detect Magic; Stabilize</p><p><strong>First Level (DC – 15):</strong> Cure Light Wounds; Burning Hands; Ear Piercing Scream; Ray of Enfeeblement</p><p><strong>Second Level (DC – 16):</strong> Cure Moderate Wounds; Touch of Idiocy; Enthrall; not set</p><p><strong>Third Level Spells (DC - 17):</strong> Summon Monster III; Spit Venom; not set[/sblock]</p><p>[sblock=Rex, Mini Stats]</p><p><u><strong>Dinosaur, Compsognathus</strong></u></p><p><em></em></p><p><em>Neutral, Tiny Animal</em></p><p><strong>Init:</strong> +6; <strong>Senses:</strong> Lowlight Vision, Scent; Perception +4</p><p><strong>AC:</strong> 18, <em>Touch</em> 14, <em>Flat-Footed</em> 16 (+2 Dex, +4 Nat, +2 Size)</p><p><strong>Mage Armor AC</strong> 21, <em>Touch</em> 14, <em>Flat-Footed</em> 19 (+2 Dex, +3 Nat, +4 Mage Armor, +2 Size)</p><p><strong>HP:</strong> 18 (1d8+2 treated as if it had 5d8+2)</p><p><strong>Saves:</strong> Fort +4; Ref +4; Will +4</p><p><strong>Speed:</strong> 40 ft, Swim 20 ft.</p><p><strong>Melee:</strong> – Bite +3, (1d3-1 + poison, 5 foot reach)</p><p><strong>Space:</strong> 2.5 feet // <strong>Reach:</strong> 0 feet</p><p><strong>Ability Scores:</strong> STR 8, DEX 15, CON 14, INT 8, WIS 11, CHA 5</p><p><strong>Base Attack:</strong> +2; <strong>CMB</strong> +2; <strong>CMD</strong> 11</p><p><strong>Feats:</strong> Improved Initiative</p><p><strong>Skills:</strong> Perception +4, Swim +7, plus all skills that Tonris has ranks in</p><p><strong>Poison (Bite - Injury)</strong> Save Fort DC 12: Frequency 1/round for 4 rounds; 1d2 STR; Cure = 1 save.</p><p><strong>Eidolon Evolutions:</strong> Reach (Bite) (1)</p><p><strong>Special Abilities</strong> Alertness, Empathic Link, Improved Evasion, Share Spells, Store Spells, Deliver Touch Spells, Speak with Master[/sblock]</p></blockquote><p></p>
[QUOTE="DalkonCledwin, post: 6075558, member: 6680145"] Tonris glances at the Stalker near to Tyrien and says [COLOR="RoyalBlue"]"codladh"[/COLOR] to the Stalker, which causes the Stalker to begin getting abnormally drowsy. Rex for his part moves towards Larisa where he would be better situated to assist her. [sblock=Actions]Slumber Hex on the Stalker in square F-2, that Stalker receives a will save (DC 16) to negate the effect, if it fails the save it immediately falls asleep as per the effect of the sleep spell for 6 rounds or until attacked by one of our characters, or roused by one of it's allies. If it succeeds I can activate the sleep hex again next round on it as per my Accursed Hex feat, but that would be the last time I can activate it on this target. Rex Moves to G-6 for now. He also readies an attack action for if the Stalker Larisa is grappling breaks free of the grapple.[/sblock] [sblock=Tonris, Mini Stats][CENTER][B][URL="http://livingpf.wikia.com/wiki/Tonris_the_Vengeful_%28DalkonCledwin%29"]Tonris the Vengeful (DalkonCledwin)[/URL][/B][/CENTER] [COLOR=RoyalBlue][B]Initiative:[/B][/COLOR] +9 [COLOR=RoyalBlue][B]Perception:[/B][/COLOR] -1 (it is +1 if within arm’s reach of Familiar) [COLOR=RoyalBlue][B]Armor Class:[/B][/COLOR] 13 (Flat-Footed: 12 // Touch: 12) [COLOR=RoyalBlue][B]Mage Armor Class:[/B][/COLOR] 16 (Flat-Footed: 15 // Touch: 12) [COLOR=RoyalBlue][B]Hit Points:[/B][/COLOR] 42 Current // 42 Total [COLOR=RoyalBlue][B]BAB:[/B][/COLOR] +3 [COLOR=RoyalBlue][B]CMB:[/B][/COLOR] +4 [COLOR=RoyalBlue][B]CMD:[/B][/COLOR] 15 [COLOR=RoyalBlue][B]Fort:[/B][/COLOR] +4 [COLOR=RoyalBlue][B]Ref:[/B][/COLOR] +3 [COLOR=RoyalBlue][B]Will:[/B][/COLOR] +5 [COLOR=RoyalBlue][B]Special Resistances:[/B][/COLOR] a +1 Trait Bonus to Saving Throws against Divine Spells. [COLOR=RoyalBlue][B]Concentration Check:[/B][/COLOR] 1d20 +10 (plus an additional 4 if casting defensively) [COLOR=RoyalBlue][B]Caster Level Check:[/B][/COLOR] 1d20 +6 [COLOR=RoyalBlue][B]Movement[/B][/COLOR][B]Base Land Speed:[/B] 30 feet // [B]Flying Speed:[/B] 60 feet [COLOR=RoyalBlue][B]Primary Weapon:[/B][/COLOR] M.W. Quarterstaff (Attack Bonus: +5 || Damage: 1d6+1 / 1d6+1 || Critical: 20/x2 || Double Weapon || Masterwork) [COLOR=RoyalBlue][B]Secondary Natural Weapon:[/B][/COLOR] Prehensile Hair (Attack Bonus: +2 || Damage: 1d3+2 || Critical: 20/x2 || 10 foot reach) [COLOR=RoyalBlue][B]Wands:[/B][/COLOR] Wand of Mage Armor (39 Charges remaining), Wand of Neutralize Poison (5 charges remaining), Wand of Daylight (10 charges remaining) [CENTER][COLOR=RoyalBlue][B][U]Class Abilities & Spells[/U][/B][/COLOR][/CENTER] [COLOR=RoyalBlue][B]Hexes:[/B][/COLOR] [B] Evil Eye:[/B] 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. [B]Flight:[/B] 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 [B](0 / 1 per day)[/B]. Tonris can fly for a number of minutes per day equal to his level [B](1 / 5 minutes per day)[/B] [B]Prehensile Hair:[/B] 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 [B](0 / 4 minutes per day)[/B]. [B]Slumber:[/B] causes the target to fall asleep as per the sleep spell. Range 30 feet. The target is granted a will save to negate the effect. If the save fails the target falls asleep for a number of rounds equal to Tonris’ level. This hex can affect a target of any hit dice level. The target will not wake due to noise or light, but it can be roused by a comrade. This hex ends immediately if the target takes damage. Due to Accursed Hex the target can be targeted again if it succeeds on its save the first time. Otherwise it cannot be targeted again with this hex for a full day. [COLOR=RoyalBlue][B]Prepared Spells[/B][/COLOR] [B]Cantrips (DC – 14):[/B] Guidance; Resistance; Detect Magic; Stabilize [B]First Level (DC – 15):[/B] Cure Light Wounds; Burning Hands; Ear Piercing Scream; Ray of Enfeeblement [B]Second Level (DC – 16):[/B] Cure Moderate Wounds; Touch of Idiocy; Enthrall; not set [B]Third Level Spells (DC - 17):[/B] Summon Monster III; Spit Venom; not set[/sblock] [sblock=Rex, Mini Stats] [U][B]Dinosaur, Compsognathus[/B][/U] [I] Neutral, Tiny Animal[/I] [B]Init:[/B] +6; [B]Senses:[/B] Lowlight Vision, Scent; Perception +4 [B]AC:[/B] 18, [I]Touch[/I] 14, [I]Flat-Footed[/I] 16 (+2 Dex, +4 Nat, +2 Size) [B]Mage Armor AC[/B] 21, [I]Touch[/I] 14, [I]Flat-Footed[/I] 19 (+2 Dex, +3 Nat, +4 Mage Armor, +2 Size) [B]HP:[/B] 18 (1d8+2 treated as if it had 5d8+2) [B]Saves:[/B] Fort +4; Ref +4; Will +4 [B]Speed:[/B] 40 ft, Swim 20 ft. [B]Melee:[/B] – Bite +3, (1d3-1 + poison, 5 foot reach) [B]Space:[/B] 2.5 feet // [B]Reach:[/B] 0 feet [B]Ability Scores:[/B] STR 8, DEX 15, CON 14, INT 8, WIS 11, CHA 5 [B]Base Attack:[/B] +2; [B]CMB[/B] +2; [B]CMD[/B] 11 [B]Feats:[/B] Improved Initiative [B]Skills:[/B] Perception +4, Swim +7, plus all skills that Tonris has ranks in [B]Poison (Bite - Injury)[/B] Save Fort DC 12: Frequency 1/round for 4 rounds; 1d2 STR; Cure = 1 save. [B]Eidolon Evolutions:[/B] Reach (Bite) (1) [B]Special Abilities[/B] Alertness, Empathic Link, Improved Evasion, Share Spells, Store Spells, Deliver Touch Spells, Speak with Master[/sblock] [/QUOTE]
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