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  1. - Top - End - #421
    Ogre in the Playground
     
    zagan's Avatar

    Join Date
    Jul 2007

    Default Re: (IC) Aaaahhh!!!! The Slaves Got Magic!!! (IC)

    Xilef get back to the camp after hunting for food once again, much calmer than before afert his day alone in the forest. She put the food she found in their reserve. And then she goes to relax with her cat still trying to teach him to obey her order. It was slow going but it should bear fruit soon.

    OOC: I think we've reach the 7 days mark for teaching a trick to my cat so I'll roll now the DC is 15 for the stay trick.

    (1d20+13)[14]

    Effect:
    Greater Magic Fang: 7 hours starting at the begining of the day
    Longstrider: 7 hours starting at the begining of the day
    Heart of earth: 7 hours starting at the begining of the day or until discharged then 7 round
    Heart of air: 7 hours starting at the begining of the day or until discharged then 7 round
    Contingent energy resitance: 7 hours starting at the begining of the day or until discharged then 70 minutes

    Stat:
    Spoiler
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    CN Medium Humanoid (Shapechanger)
    Condition:
    GMF: +1 to att and dmg rolls with natural weapon
    Longstrider: +10ft speed
    Heart of Earth: +8 bonus against bull-rush, overrun and trip, +14 temp hp, as a swift action stoneskin for 7 rounds
    Heart of air: +10 on jump check, +10 to fly speed (useless), feather fall once
    With air and earth: light fortification
    Contingent Energy Resistance: automatic energy resistance 10 (acid, cold, electricity, fire or sonic)
    HP: 97/97 + 14/14 temp hp (7HD) AC: 19 Touch: 19 Flat: 16 (+3 dex, +6 defense bonus)
    Reserver Point: 86 Massive Dmg Threshold 39
    Speed: 40ft (50ft with longstrider)
    Fort: +10 Ref: +9 Will: +7
    BaB: +6/+1 Grapple: +9 (+12 shifting and whirling)
    Resistance: Imp Uncanny dodge (dex to ac even if flat-footed or invisible attacker, cannot be flanked unless rogue 9+), Trap sense +1 (Ref save and AC against trap), Woodland Stride (move normal through natural undergrowth), Trackless Step (leave no trail), Reckless nature (+2 to Init and Ref save, -2 to Will save), Shifter ferocity (act normally while under 0hp), Shifter Healing (at end of shifting heal 6hp), Shifter Multiattack
    Init: +5
    Melee: Standard attack, Unarmed Strike +9 (1d3+3)
    Melee: Shifting Standard attack, Claw +10 (1d6+5)
    Melee: Shifting Standard attack, Bite +10 (1d6+5)
    Melee: Whirling Frenzy Standard attack, Unarmed Strike +11 (1d3+5)
    Melee: Whirling Frenzy and Shifting Standard attack, Bite or Claw +12 (1d6+7)
    Melee: Full attack, Unarmed Strike +9/+4 (1d3+3)
    Melee: Full attack, TWF Unarmed Strike +7/+7/+2 (1d3+3)
    Melee: Shifting Full attack, Unarmed Strike +10/+5 (1d3+4) plus 2 Claws +8/+8 (1d6+3) plus Bite +8 (1d6+3)
    Melee: Shifting Full attack, TWF Unarmed Strike +8/+8/+3 (1d3+4) plus 2 Claws +8/+8 (1d6+3) plus Bite +8 (1d6+3)
    Melee: Whirling Frenzy Full attack, Unarmed Strike +11/+6 (1d3+5)
    Melee: Whirling Frenzy Full attack (with bonus attack), Unarmed Strike +9/+9/+4 (1d3+5)
    Melee: Whirling Frenzy Full attack (with bonus attack), TWF Unarmed Strike +7/+7/+7/+2 (1d3+5)
    Melee: Whirling Frenzy and Shifting Full attack, Unarmed Strike +12/+7 (1d3+6) plus 2 Claws +10/+10 (1d6+4) plus Bite +10 (1d6+4)
    Melee: Whirling Frenzy and Shifting Full attack (with bonus attack), Unarmed Strike +10/+10/+5 (1d3+6) plus 2 Claws +8/+8 (1d6+4) plus Bite +8 (1d6+4)
    Melee: Whirling Frenzy and Shifting Full attack (with bonus attack), TWF Unarmed Strike +8/+8/+8/+3 (1d3+6) plus 2 Claws +8/+8 (1d6+4) plus Bite +8 (1d6+4)
    Ability Score:
    Str 16(+3) (24(+8)), Dex 16 (+3) (20(+5)), Con 16(+3) (20(+5)), Int 8(-1), Wis 19(+4), Cha 6(-2)
    Skill: Survival +18, Handle Animal +13, Jump +14, K (nature) +8, Listen +6, Spot +6, Balance +5, Climb +5, Ride +5
    Special ability: Shifting: 6/6, 13 rounds, +2 Str, 2 claw, bite, low-ligh vision, Whirling Frenzy; 2/2, 6 rounds, +4 Str, +2 AC, +2 Ref, +1 att/round, Beast Spirit: Various + Reroll failed will save next round, move action to transfer spirit to summoned creature grant +4 Str, Dex or Con, Wild Empathy +12, Spellcasting

    Spell (not yet) prepared:
    0: Guidance*2, Resistance*2, Flare*1, Light*1
    1:Lesser Vigor*2, Longstrider*0, Wood wose*0, Updartf*1
    2: Heart of air*0, Bite of the wererat*1, Wood shape*0
    3: GMF*0, Bite of the werewolf*1, Plant growth*0
    4: Heart of earth*0, Contingent Energy Resistance*0
    Latest homebrew: The Avatars of Magic, powerful monster each dedicated to ne school of magic.

    My homebrewer's Extended Signature
    My character :
    Spoiler
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    Mirar, Bizarre human Focused Conjurer/Master specialist (summoning specialist)
    Xilef, shifter Druid 8//Barbarian 5/Weretouched master 3
    Other Character.

  2. - Top - End - #422
    Ogre in the Playground
     
    Beschoren's Avatar

    Join Date
    May 2008
    Location
    Porto Alegre, Brazil
    Gender
    Male

    Default Re: (IC) Aaaahhh!!!! The Slaves Got Magic!!! (IC)

    You manage to have some few pacefull days for a change, constantly training, crafting and foraging. Aparently the rpedators of this area has been already been dealt with. Kanros confirms that as he keeps scouting the nearby region and finds some kind of "lair" smeling just like the dusk giants - and there's no giants left anymore.

    (make forage and crafting rolls for days 9, 10, and 11)

    When returning from his daily scout at the end of day 11, kanros reports something, quite preocupied...
    "deeper into the forest, straight west from our camp, there is some kind of forgotten tower. All I risked to see alone is that is has very ruined walls and some open trapdoor on the ground. Inside it, a stone staircase under an opened trapdoor leads down a level, but I did not venture on my own. The whole tower was taken by overgrowth but the smell of feces suggests some creature was living in there..."

    Spoiler
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    a forgotten tower in the middle of the forest...




    it takes 4 hours to arrive at the tower and another 4 to come back. Will you investigate it in the next day or leave it for the moment, focusing on the training and the slavers?
    Playing:
    Shoe, the make-belive gun dealer
    Akira, the psichyc warrior

    Avatar handcrafted by Dudu

  3. - Top - End - #423
    Ogre in the Playground
     
    Beschoren's Avatar

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    May 2008
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    Porto Alegre, Brazil
    Gender
    Male

    Default Re: (IC) Aaaahhh!!!! The Slaves Got Magic!!! (IC)

    The dreamers agree on finishing the training of the followers before heading into the tower.

    you spend two more peacefull days foraging, crafting, training, and scouting

    (Xilef rolls for survival for 2 more days)
    (Uidon already made the craft checks up to day 16)
    (Korin and Seanon roll for special training checks)

    (special traning checks)
    Spoiler
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    To turn his Communer level into a Warrior level, the Communer must train for 8 hours/day for 7 days, guided by a PC. At the end of this 7 day time (it might be interrupted) he must succed on a level check DC 15. If he fails, he does not change class. The training PC might grant several bonus on this check.

    By the end of this 7 day period, the PC might make a DC 10 level check. If he succeds on the check, he gives a +2 bonus to the Communer class-turn check. Each 5 points he exceeds the check, he gives another +2 bonus. This represents the PC's overall quality at traning others.

    By the end of this 7 day period, the PC might make a DC 10 charisma check. If he succeds on the check, he gives a +1 bonus to the Communer class-turn check. Each 5 points he exceeds the check, he gives another +1 bonus. This represents the PC's incentive and leadership at traning.

    By the end of this 7 day period, the PC might make a DC 10 wisdom check. If he succeds on the check, he gives a +1 bonus to the Communer class-turn check. Each 5 points he exceeds the check, he gives another +1 bonus. This represents the PC's awareness at sharpening up weak spots of the Communers at the traning.

    By the end of this 7 day period, the PC might make a DC 10 inteligence check. If he succeds on the check, he gives a +1 bonus to the Communer class-turn check. Each 5 points he exceeds the check, he gives another +1 bonus. This represents the PC's organization at giving a logical sequence to the training and a buildup of knowledge.

    Each PC may train up to 20 people per 10-day. several PCs might train the save group (bonus stacks). The PC might make all the bonus checks to enhance the Communer's training, not just one or two.
    ---------------
    seanon rolls

    level check: (1d20+7)[16] (DC 10)
    charisma check: (1d20+4)[15] (DC 10)
    wisdom check: (1d20+4)[20] (DC 10)
    inteligence check: (1d20-1)[13] (DC 10)
    current total bonus for the communer level check: +10 (waiting for Korin's rolls)
    Last edited by Beschoren; 2012-04-19 at 04:19 PM.
    Playing:
    Shoe, the make-belive gun dealer
    Akira, the psichyc warrior

    Avatar handcrafted by Dudu

  4. - Top - End - #424
    Ogre in the Playground
     
    Beschoren's Avatar

    Join Date
    May 2008
    Location
    Porto Alegre, Brazil
    Gender
    Male

    Default Re: (IC) Aaaahhh!!!! The Slaves Got Magic!!! (IC)

    By the end of day 13, Korin and Seanon make the final tests for the followers. The followers took all lessons to the heart, obviously greatly inspired by your leadership, and overcome the final trials whit aparent ease (autosucess on level check DC 15 as modifier is +18!). these man developed their skills and now are ready to fight. More training and experience will allow them to become even better warriors, but that only comes with time.

    Spoiler
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    you can now make the sheets for your followers
    they are lv 2 human Warriors with 25 point buy and max hp/hd

    you can add them one flaw from the SRD, one homebrew bellow, or might sugest another homebrew
    Spoiler
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    Flaw: Leadership dependecy

    This subject has his hopes tied to a group of individuals that leads him. While this allows him to make extraordinay achivements guided by his leaders, it also crushes his spirit should their leaders become powerless.

    drawback: If one of the leaders is uncontious, the subject takes a -2 penality on attacks, saves, skill checks and ability checks. this penality lasts until the leader is contious again and stacks if there are several leaders incapacitaded
    benefit: bonus feat
    ------------------------------------
    Flaw: ex-slave

    This subject got free from a terrible life of imprisioment and pain. Altought now he is free and able to fight back, the phsycological scars are very deep.

    drawback: If the subject is unable to move, tied, or pinned he is also Shaken, as it reminds him too much of the slave life. If he is taken prisioner and interrogeted, he fails all intimidate, bluff and sense motive checks, as his spirit is broken.
    benefit: bonus feat


    ----------------------------
    you wake up at the start of day 14, chosing the appropriate spell list and with the warrior squad ready to help you search the abandoned tower.
    Playing:
    Shoe, the make-belive gun dealer
    Akira, the psichyc warrior

    Avatar handcrafted by Dudu

  5. - Top - End - #425
    Ogre in the Playground
     
    Beschoren's Avatar

    Join Date
    May 2008
    Location
    Porto Alegre, Brazil
    Gender
    Male

    Default Re: (IC) Aaaahhh!!!! The Slaves Got Magic!!! (IC)

    You arm your followers properly and all head out for the forgotten tower. Nothing treathens you on your jorney, altought for a second you almost belive Kanros is completely lost.

    After 4 hours of march you finally see the forgotten tower. It is obviously abandoned for a long time, but dosen't radiate any kind of evil ressonance or magical overflow. it seems to be a completely ordinary ruin... except it is several miles away from any town or city.

    (You're in front of the tower with all your followers. what do you do?)
    Playing:
    Shoe, the make-belive gun dealer
    Akira, the psichyc warrior

    Avatar handcrafted by Dudu

  6. - Top - End - #426
    Bugbear in the Playground
     
    Zombie

    Join Date
    Sep 2010

    Default Re: (IC) Aaaahhh!!!! The Slaves Got Magic!!! (IC)

    Uidon pushes another frond aside before spotting the ruined tower. All the while he scratched his arm. "It feels different." He had complained lightly as the Dreamers moved into the jungle. "Like wood."

    Uidon waves the men to fan out slightly around the tower entrance. He turns to Kanros, "So, traps?"
    I am currently looking to join one more game. Mage, D&D 3.5, Patherfinder and D&D 4th are all acceptable.

    Character Sheet Links:

  7. - Top - End - #427
    Ogre in the Playground
     
    zagan's Avatar

    Join Date
    Jul 2007

    Default Re: (IC) Aaaahhh!!!! The Slaves Got Magic!!! (IC)

    Xilef look at the ruined tower with curiosity and mefiance. Having ask for some magic usuful in this situation she cast her first spell and then say. "Stay close to me, the magic will give the eyes of a predator."
    That done she use another spell to detect trap in the area and concentrate to see if she perceive anything at the entrance.

    OOC: I cast Linked perceptionPHBII p117 any allies within 20ft of me gain a +2 bonus on spot and listen check for every othe allies within the radius. Second I cast
    detect snare and pit. Concentrating as long as possible on it. Unless I need to make a double move or an encounter begin you can assume that I'm spending a standard action to concentrate on it.

    Effect: (3 hours left for all)
    Greater Magic Fang: 7 hours starting at the begining of the day
    Longstrider: 7 hours starting at the begining of the day
    Heart of earth: 7 hours starting at the begining of the day or until discharged then 7 round
    Heart of air: 7 hours starting at the begining of the day or until discharged then 7 round
    Contingent energy resitance: 7 hours starting at the begining of the day or until discharged then 70 minutes
    Linked Perception: 6 minutes and 9 rounds
    Detect trap and pit: Concentration or 70 mins max

    Stat:
    Spoiler
    Show

    CN Medium Humanoid (Shapechanger)
    Condition:
    GMF: +1 to att and dmg rolls with natural weapon
    Longstrider: +10ft speed
    Heart of Earth: +8 bonus against bull-rush, overrun and trip, +14 temp hp, as a swift action stoneskin for 7 rounds
    Heart of air: +10 on jump check, +10 to fly speed (useless), feather fall once
    With air and earth: light fortification
    Contingent Energy Resistance: automatic energy resistance 10 (acid, cold, electricity, fire or sonic)
    Linked Perception: +2 spot and listen per allies within 20ft
    HP: 97/97 + 14/14 temp hp (7HD) AC: 19 Touch: 19 Flat: 16 (+3 dex, +6 defense bonus)
    Reserver Point: 86 Massive Dmg Threshold 39
    Speed: 40ft (50ft with longstrider)
    Fort: +10 Ref: +9 Will: +7
    BaB: +6/+1 Grapple: +9 (+12 shifting and whirling)
    Resistance: Imp Uncanny dodge (dex to ac even if flat-footed or invisible attacker, cannot be flanked unless rogue 9+), Trap sense +1 (Ref save and AC against trap), Woodland Stride (move normal through natural undergrowth), Trackless Step (leave no trail), Reckless nature (+2 to Init and Ref save, -2 to Will save), Shifter ferocity (act normally while under 0hp), Shifter Healing (at end of shifting heal 6hp), Shifter Multiattack
    Init: +5
    Melee: Standard attack, Unarmed Strike +9 (1d3+3)
    Melee: Shifting Standard attack, Claw +10 (1d6+5)
    Melee: Shifting Standard attack, Bite +10 (1d6+5)
    Melee: Whirling Frenzy Standard attack, Unarmed Strike +11 (1d3+5)
    Melee: Whirling Frenzy and Shifting Standard attack, Bite or Claw +12 (1d6+7)
    Melee: Full attack, Unarmed Strike +9/+4 (1d3+3)
    Melee: Full attack, TWF Unarmed Strike +7/+7/+2 (1d3+3)
    Melee: Shifting Full attack, Unarmed Strike +10/+5 (1d3+4) plus 2 Claws +8/+8 (1d6+3) plus Bite +8 (1d6+3)
    Melee: Shifting Full attack, TWF Unarmed Strike +8/+8/+3 (1d3+4) plus 2 Claws +8/+8 (1d6+3) plus Bite +8 (1d6+3)
    Melee: Whirling Frenzy Full attack, Unarmed Strike +11/+6 (1d3+5)
    Melee: Whirling Frenzy Full attack (with bonus attack), Unarmed Strike +9/+9/+4 (1d3+5)
    Melee: Whirling Frenzy Full attack (with bonus attack), TWF Unarmed Strike +7/+7/+7/+2 (1d3+5)
    Melee: Whirling Frenzy and Shifting Full attack, Unarmed Strike +12/+7 (1d3+6) plus 2 Claws +10/+10 (1d6+4) plus Bite +10 (1d6+4)
    Melee: Whirling Frenzy and Shifting Full attack (with bonus attack), Unarmed Strike +10/+10/+5 (1d3+6) plus 2 Claws +8/+8 (1d6+4) plus Bite +8 (1d6+4)
    Melee: Whirling Frenzy and Shifting Full attack (with bonus attack), TWF Unarmed Strike +8/+8/+8/+3 (1d3+6) plus 2 Claws +8/+8 (1d6+4) plus Bite +8 (1d6+4)
    Ability Score:
    Str 16(+3) (24(+8)), Dex 16 (+3) (20(+5)), Con 16(+3) (20(+5)), Int 8(-1), Wis 19(+4), Cha 6(-2)
    Skill: Survival +18, Handle Animal +13, Jump +14, K (nature) +8, Listen +6, Spot +6, Balance +5, Climb +5, Ride +5
    Special ability: Shifting: 6/6, 13 rounds, +2 Str, 2 claw, bite, low-ligh vision, Whirling Frenzy; 2/2, 6 rounds, +4 Str, +2 AC, +2 Ref, +1 att/round, Beast Spirit: Various + Reroll failed will save next round, move action to transfer spirit to summoned creature grant +4 Str, Dex or Con, Wild Empathy +12, Spellcasting

    Spell (not yet) prepared:
    0: Guidance*2, Resistance*2, Flare*1, Light*1
    1:Lesser Vigor*2, Longstrider*0, Detect Snare and Pit*0, Updartf*1
    2: Heart of air*0, Bite of the wererat*1, Blood Frenzy*1, Linked Perception*1
    3: GMF*0, Bite of the werewolf*1, Enhance Shifting*1
    4: Heart of earth*0, Contingent Energy Resistance*0
    Latest homebrew: The Avatars of Magic, powerful monster each dedicated to ne school of magic.

    My homebrewer's Extended Signature
    My character :
    Spoiler
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    Mirar, Bizarre human Focused Conjurer/Master specialist (summoning specialist)
    Xilef, shifter Druid 8//Barbarian 5/Weretouched master 3
    Other Character.

  8. - Top - End - #428
    Bugbear in the Playground
     
    Crafty Cultist's Avatar

    Join Date
    Jun 2009
    Location
    In the shadows Waiting...
    Gender
    Male

    Default Re: (IC) Aaaahhh!!!! The Slaves Got Magic!!! (IC)

    Korin Draws on his magic to strengthen him, while advising their followers to stay behind the dreamers.
    Avatar By Elagune

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    Quote Originally Posted by Ms.Malbolge View Post
    Listen to the Crafy one. He speaks the truth, except when he doesn't which may still be the truth hidden behind a veil of crafty craftiness.

    Or something.

  9. - Top - End - #429
    Bugbear in the Playground
     
    Zombie

    Join Date
    Sep 2010

    Default Re: (IC) Aaaahhh!!!! The Slaves Got Magic!!! (IC)

    Uidon looks between the Dreamers with new senses. "Amazing." As the group prepares Uidon once again runs his hands down his sword blade and chain shirt. His left arm and scalp leak red eldritch energy into the air. Neither items looks the same. He offers to enhance the other Dreamers weapons or armor as well.

    After making sure the party was equipped Uidon approached the enterance to the tower, wary for pitfalls and traps.



    Spoiler
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    2x Personal Weapon Augmentation on Longsword: +1 Keen, +1 Shocking
    1x Armor Enhancement, Greater on Chain Shirt (+5): +1 Blurring, +1 Fire Resistance, +1 Engergy Defense (Fire), +2 Spell Resistance (13)


    I have a few more casts today for Item Buffs, 70 min durations. Anyone want?
    I am currently looking to join one more game. Mage, D&D 3.5, Patherfinder and D&D 4th are all acceptable.

    Character Sheet Links:

  10. - Top - End - #430
    Ogre in the Playground
     
    Beschoren's Avatar

    Join Date
    May 2008
    Location
    Porto Alegre, Brazil
    Gender
    Male

    Default Re: (IC) Aaaahhh!!!! The Slaves Got Magic!!! (IC)

    The group redies itself and gets inside the tower. kanros is 20 feet in front at all times.

    this tower someday might have had 2 floors, but only parts of the walls are still standing. Nevertheless the walls are thick and the tower dosen't seem unstable. there's no furniture or signals of habitation just inside the tower.

    You follow down the stone stairs and find a small, empty basement. This entire tower would seem empty and unintrsting... if not by the large hole in one of the walls in the basement, leading further underground... a strong and foul smell exalates from the hole.

    Spoiler
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    (Sorry for the quick post I'm a bit busy. propper dungeon posting by sunday)
    Last edited by Beschoren; 2012-04-26 at 07:55 PM.
    Playing:
    Shoe, the make-belive gun dealer
    Akira, the psichyc warrior

    Avatar handcrafted by Dudu

  11. - Top - End - #431
    Bugbear in the Playground
     
    Crafty Cultist's Avatar

    Join Date
    Jun 2009
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    In the shadows Waiting...
    Gender
    Male

    Default Re: (IC) Aaaahhh!!!! The Slaves Got Magic!!! (IC)

    Korin looks to Xilef "Can you think of anything that might burrow like this?"
    Avatar By Elagune

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    Quote Originally Posted by Ms.Malbolge View Post
    Listen to the Crafy one. He speaks the truth, except when he doesn't which may still be the truth hidden behind a veil of crafty craftiness.

    Or something.

  12. - Top - End - #432
    Ogre in the Playground
     
    zagan's Avatar

    Join Date
    Jul 2007

    Default Re: (IC) Aaaahhh!!!! The Slaves Got Magic!!! (IC)

    Xilef look closely at the hole and try to think about what sort of creature coul do that.

    Know (nature): (1d20+8)[24]

    OOC: Stil concentrating on detect snare and pit

    Effect: (3 hours left for all)
    Greater Magic Fang: 7 hours starting at the begining of the day
    Longstrider: 7 hours starting at the begining of the day
    Heart of earth: 7 hours starting at the begining of the day or until discharged then 7 round
    Heart of air: 7 hours starting at the begining of the day or until discharged then 7 round
    Contingent energy resitance: 7 hours starting at the begining of the day or until discharged then 70 minutes
    Linked Perception: 6 minutes and 9 rounds
    Detect trap and pit: Concentration or 70 mins max

    Stat:
    Spoiler
    Show

    CN Medium Humanoid (Shapechanger)
    Condition:
    GMF: +1 to att and dmg rolls with natural weapon
    Longstrider: +10ft speed
    Heart of Earth: +8 bonus against bull-rush, overrun and trip, +14 temp hp, as a swift action stoneskin for 7 rounds
    Heart of air: +10 on jump check, +10 to fly speed (useless), feather fall once
    With air and earth: light fortification
    Contingent Energy Resistance: automatic energy resistance 10 (acid, cold, electricity, fire or sonic)
    Linked Perception: +2 spot and listen per allies within 20ft
    HP: 97/97 + 14/14 temp hp (7HD) AC: 19 Touch: 19 Flat: 16 (+3 dex, +6 defense bonus)
    Reserver Point: 86 Massive Dmg Threshold 39
    Speed: 40ft (50ft with longstrider)
    Fort: +10 Ref: +9 Will: +7
    BaB: +6/+1 Grapple: +9 (+12 shifting and whirling)
    Resistance: Imp Uncanny dodge (dex to ac even if flat-footed or invisible attacker, cannot be flanked unless rogue 9+), Trap sense +1 (Ref save and AC against trap), Woodland Stride (move normal through natural undergrowth), Trackless Step (leave no trail), Reckless nature (+2 to Init and Ref save, -2 to Will save), Shifter ferocity (act normally while under 0hp), Shifter Healing (at end of shifting heal 6hp), Shifter Multiattack
    Init: +5
    Melee: Standard attack, Unarmed Strike +9 (1d3+3)
    Melee: Shifting Standard attack, Claw +10 (1d6+5)
    Melee: Shifting Standard attack, Bite +10 (1d6+5)
    Melee: Whirling Frenzy Standard attack, Unarmed Strike +11 (1d3+5)
    Melee: Whirling Frenzy and Shifting Standard attack, Bite or Claw +12 (1d6+7)
    Melee: Full attack, Unarmed Strike +9/+4 (1d3+3)
    Melee: Full attack, TWF Unarmed Strike +7/+7/+2 (1d3+3)
    Melee: Shifting Full attack, Unarmed Strike +10/+5 (1d3+4) plus 2 Claws +8/+8 (1d6+3) plus Bite +8 (1d6+3)
    Melee: Shifting Full attack, TWF Unarmed Strike +8/+8/+3 (1d3+4) plus 2 Claws +8/+8 (1d6+3) plus Bite +8 (1d6+3)
    Melee: Whirling Frenzy Full attack, Unarmed Strike +11/+6 (1d3+5)
    Melee: Whirling Frenzy Full attack (with bonus attack), Unarmed Strike +9/+9/+4 (1d3+5)
    Melee: Whirling Frenzy Full attack (with bonus attack), TWF Unarmed Strike +7/+7/+7/+2 (1d3+5)
    Melee: Whirling Frenzy and Shifting Full attack, Unarmed Strike +12/+7 (1d3+6) plus 2 Claws +10/+10 (1d6+4) plus Bite +10 (1d6+4)
    Melee: Whirling Frenzy and Shifting Full attack (with bonus attack), Unarmed Strike +10/+10/+5 (1d3+6) plus 2 Claws +8/+8 (1d6+4) plus Bite +8 (1d6+4)
    Melee: Whirling Frenzy and Shifting Full attack (with bonus attack), TWF Unarmed Strike +8/+8/+8/+3 (1d3+6) plus 2 Claws +8/+8 (1d6+4) plus Bite +8 (1d6+4)
    Ability Score:
    Str 16(+3) (24(+8)), Dex 16 (+3) (20(+5)), Con 16(+3) (20(+5)), Int 8(-1), Wis 19(+4), Cha 6(-2)
    Skill: Survival +18, Handle Animal +13, Jump +14, K (nature) +8, Listen +6, Spot +6, Balance +5, Climb +5, Ride +5
    Special ability: Shifting: 6/6, 13 rounds, +2 Str, 2 claw, bite, low-ligh vision, Whirling Frenzy; 2/2, 6 rounds, +4 Str, +2 AC, +2 Ref, +1 att/round, Beast Spirit: Various + Reroll failed will save next round, move action to transfer spirit to summoned creature grant +4 Str, Dex or Con, Wild Empathy +12, Spellcasting

    Spell (not yet) prepared:
    0: Guidance*2, Resistance*2, Flare*1, Light*1
    1:Lesser Vigor*2, Longstrider*0, Detect Snare and Pit*0, Updartf*1
    2: Heart of air*0, Bite of the wererat*1, Blood Frenzy*1, Linked Perception*1
    3: GMF*0, Bite of the werewolf*1, Enhance Shifting*1
    4: Heart of earth*0, Contingent Energy Resistance*0
    Latest homebrew: The Avatars of Magic, powerful monster each dedicated to ne school of magic.

    My homebrewer's Extended Signature
    My character :
    Spoiler
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    Mirar, Bizarre human Focused Conjurer/Master specialist (summoning specialist)
    Xilef, shifter Druid 8//Barbarian 5/Weretouched master 3
    Other Character.

  13. - Top - End - #433
    Ogre in the Playground
     
    Beschoren's Avatar

    Join Date
    May 2008
    Location
    Porto Alegre, Brazil
    Gender
    Male

    Default Re: (IC) Aaaahhh!!!! The Slaves Got Magic!!! (IC)

    Xilef aproches the hole and soon realizes there's another room to the other side. Perhaps this once was some secret entrance that a large creature found and partly destroyed. The smell she recognizes as dejects - a sign that something is living in there.

    Seanon casts light on Xilef, Korin, Uidon, and himself. your 9 followers are right behind you. He cast a few more spells too...

    Spoiler
    Show

    Mage armor on self
    Shield on self
    Crown of might on Korin
    Crown of might on Uidon
    Mass conviction on all party

    Korin, Uidon and Xilef gain 3 temporary hp for about 3 minutes


    Kanros takes a quick look inside first and calls the others later. You find yourself in ancient stone walls covered by dust and a lot of dirt. You get that feeling you're not alone...



    Should Kanros keep scouting ahead? in which direction?

    Edit: changed some sprites. Uidon got a cape and a shield, Kanros some ninja-like looks, and seanon looks badass. followers right behind you.
    Last edited by Beschoren; 2012-04-27 at 11:15 PM.
    Playing:
    Shoe, the make-belive gun dealer
    Akira, the psichyc warrior

    Avatar handcrafted by Dudu

  14. - Top - End - #434
    Bugbear in the Playground
     
    Zombie

    Join Date
    Sep 2010

    Default Re: (IC) Aaaahhh!!!! The Slaves Got Magic!!! (IC)

    Uidon lets his shield lose and starts to head down the right hallway warily watching his step. "Everyone, keep watch."
    Last edited by Duncfoo; 2012-04-30 at 03:47 PM.
    I am currently looking to join one more game. Mage, D&D 3.5, Patherfinder and D&D 4th are all acceptable.

    Character Sheet Links:

  15. - Top - End - #435
    Ogre in the Playground
     
    zagan's Avatar

    Join Date
    Jul 2007

    Default Re: (IC) Aaaahhh!!!! The Slaves Got Magic!!! (IC)

    Xilef look carefully around for any trap that her spell could show her. And then she said"Both direction seem equivalent, let's go right first we'll see what we find."

    OOC: I mean right for the character so toward ABC

    Effect: (3 hours left for all)
    Greater Magic Fang: 7 hours starting at the begining of the day
    Longstrider: 7 hours starting at the begining of the day
    Heart of earth: 7 hours starting at the begining of the day or until discharged then 7 round
    Heart of air: 7 hours starting at the begining of the day or until discharged then 7 round
    Contingent energy resitance: 7 hours starting at the begining of the day or until discharged then 70 minutes
    Linked Perception: 6 minutes and 8 rounds
    Detect trap and pit: Concentration or 70 mins max

    Stat:
    Spoiler
    Show

    CN Medium Humanoid (Shapechanger)
    Condition:
    GMF: +1 to att and dmg rolls with natural weapon
    Longstrider: +10ft speed
    Heart of Earth: +8 bonus against bull-rush, overrun and trip, +14 temp hp, as a swift action stoneskin for 7 rounds
    Heart of air: +10 on jump check, +10 to fly speed (useless), feather fall once
    With air and earth: light fortification
    Contingent Energy Resistance: automatic energy resistance 10 (acid, cold, electricity, fire or sonic)
    Linked Perception: +2 spot and listen per allies within 20ft
    HP: 97/97 + 14/14 temp hp (7HD) AC: 19 Touch: 19 Flat: 16 (+3 dex, +6 defense bonus)
    Reserver Point: 86 Massive Dmg Threshold 39
    Speed: 40ft (50ft with longstrider)
    Fort: +10 Ref: +9 Will: +7
    BaB: +6/+1 Grapple: +9 (+12 shifting and whirling)
    Resistance: Imp Uncanny dodge (dex to ac even if flat-footed or invisible attacker, cannot be flanked unless rogue 9+), Trap sense +1 (Ref save and AC against trap), Woodland Stride (move normal through natural undergrowth), Trackless Step (leave no trail), Reckless nature (+2 to Init and Ref save, -2 to Will save), Shifter ferocity (act normally while under 0hp), Shifter Healing (at end of shifting heal 6hp), Shifter Multiattack
    Init: +5
    Melee: Standard attack, Unarmed Strike +9 (1d3+3)
    Melee: Shifting Standard attack, Claw +10 (1d6+5)
    Melee: Shifting Standard attack, Bite +10 (1d6+5)
    Melee: Whirling Frenzy Standard attack, Unarmed Strike +11 (1d3+5)
    Melee: Whirling Frenzy and Shifting Standard attack, Bite or Claw +12 (1d6+7)
    Melee: Full attack, Unarmed Strike +9/+4 (1d3+3)
    Melee: Full attack, TWF Unarmed Strike +7/+7/+2 (1d3+3)
    Melee: Shifting Full attack, Unarmed Strike +10/+5 (1d3+4) plus 2 Claws +8/+8 (1d6+3) plus Bite +8 (1d6+3)
    Melee: Shifting Full attack, TWF Unarmed Strike +8/+8/+3 (1d3+4) plus 2 Claws +8/+8 (1d6+3) plus Bite +8 (1d6+3)
    Melee: Whirling Frenzy Full attack, Unarmed Strike +11/+6 (1d3+5)
    Melee: Whirling Frenzy Full attack (with bonus attack), Unarmed Strike +9/+9/+4 (1d3+5)
    Melee: Whirling Frenzy Full attack (with bonus attack), TWF Unarmed Strike +7/+7/+7/+2 (1d3+5)
    Melee: Whirling Frenzy and Shifting Full attack, Unarmed Strike +12/+7 (1d3+6) plus 2 Claws +10/+10 (1d6+4) plus Bite +10 (1d6+4)
    Melee: Whirling Frenzy and Shifting Full attack (with bonus attack), Unarmed Strike +10/+10/+5 (1d3+6) plus 2 Claws +8/+8 (1d6+4) plus Bite +8 (1d6+4)
    Melee: Whirling Frenzy and Shifting Full attack (with bonus attack), TWF Unarmed Strike +8/+8/+8/+3 (1d3+6) plus 2 Claws +8/+8 (1d6+4) plus Bite +8 (1d6+4)
    Ability Score:
    Str 16(+3) (24(+8)), Dex 16 (+3) (20(+5)), Con 16(+3) (20(+5)), Int 8(-1), Wis 19(+4), Cha 6(-2)
    Skill: Survival +18, Handle Animal +13, Jump +14, K (nature) +8, Listen +6, Spot +6, Balance +5, Climb +5, Ride +5
    Special ability: Shifting: 6/6, 13 rounds, +2 Str, 2 claw, bite, low-ligh vision, Whirling Frenzy; 2/2, 6 rounds, +4 Str, +2 AC, +2 Ref, +1 att/round, Beast Spirit: Various + Reroll failed will save next round, move action to transfer spirit to summoned creature grant +4 Str, Dex or Con, Wild Empathy +12, Spellcasting

    Spell (not yet) prepared:
    0: Guidance*2, Resistance*2, Flare*1, Light*1
    1:Lesser Vigor*2, Longstrider*0, Detect Snare and Pit*0, Updartf*1
    2: Heart of air*0, Bite of the wererat*1, Blood Frenzy*1, Linked Perception*1
    3: GMF*0, Bite of the werewolf*1, Enhance Shifting*1
    4: Heart of earth*0, Contingent Energy Resistance*0
    Latest homebrew: The Avatars of Magic, powerful monster each dedicated to ne school of magic.

    My homebrewer's Extended Signature
    My character :
    Spoiler
    Show

    Mirar, Bizarre human Focused Conjurer/Master specialist (summoning specialist)
    Xilef, shifter Druid 8//Barbarian 5/Weretouched master 3
    Other Character.

  16. - Top - End - #436
    Ogre in the Playground
     
    Beschoren's Avatar

    Join Date
    May 2008
    Location
    Porto Alegre, Brazil
    Gender
    Male

    Default Re: (IC) Aaaahhh!!!! The Slaves Got Magic!!! (IC)

    You move carefully trought the passage. it is a short corridor that leads to a hall, and all the walls are made of worked stone. You group can't help but awkwardly break the silece of the still air in the dungeon.

    It really feels you should not be there... a bit futher in the hall you see a dead fireplace, with a few embers shining in the dark. more to the sides there are some pillars and small entrances in the walls, problebly leading to some rooms...

    a very dim light comes out of those rooms, but when you're about to react to that you can hear and acute and ragged voice.

    "Wharak?"
    "Ghaah!"

    (anyone speaks undercomon?)

    OOC: you may post up to 1 round worth of actions. blurry grey is low-light. red thing aread is a dead fireplace. to the sides, rooms emanating some lights

    Playing:
    Shoe, the make-belive gun dealer
    Akira, the psichyc warrior

    Avatar handcrafted by Dudu

  17. - Top - End - #437
    Ogre in the Playground
     
    zagan's Avatar

    Join Date
    Jul 2007

    Default Re: (IC) Aaaahhh!!!! The Slaves Got Magic!!! (IC)

    Xilef carrefully moved betwen the two pillar on her left staying on her guard.

    OOC: Moving in d6 and taking total defense action.

    Effect: (3 hours left for all)
    Greater Magic Fang: 7 hours starting at the begining of the day
    Longstrider: 7 hours starting at the begining of the day
    Heart of earth: 7 hours starting at the begining of the day or until discharged then 7 round
    Heart of air: 7 hours starting at the begining of the day or until discharged then 7 round
    Contingent energy resitance: 7 hours starting at the begining of the day or until discharged then 70 minutes
    Linked Perception: 6 minutes and 8 rounds
    Detect trap and pit: Concentration or 70 mins max
    mass convinction: 70 min

    Stat:
    Spoiler
    Show

    CN Medium Humanoid (Shapechanger)
    Condition:
    GMF: +1 to att and dmg rolls with natural weapon
    Longstrider: +10ft speed
    Heart of Earth: +8 bonus against bull-rush, overrun and trip, +14 temp hp, as a swift action stoneskin for 7 rounds
    Heart of air: +10 on jump check, +10 to fly speed (useless), feather fall once
    With air and earth: light fortification
    Contingent Energy Resistance: automatic energy resistance 10 (acid, cold, electricity, fire or sonic)
    Linked Perception: +2 spot and listen per allies within 20ft
    Mass convinction: +3 to all saves
    HP: 97/97 + 14/14 temp hp (7HD) AC: 19 Touch: 19 Flat: 16 (+3 dex, +6 defense bonus)
    Reserver Point: 86 Massive Dmg Threshold 39
    Speed: 40ft (50ft with longstrider)
    Fort: +10 Ref: +9 Will: +7
    BaB: +6/+1 Grapple: +9 (+12 shifting and whirling)
    Resistance: Imp Uncanny dodge (dex to ac even if flat-footed or invisible attacker, cannot be flanked unless rogue 9+), Trap sense +1 (Ref save and AC against trap), Woodland Stride (move normal through natural undergrowth), Trackless Step (leave no trail), Reckless nature (+2 to Init and Ref save, -2 to Will save), Shifter ferocity (act normally while under 0hp), Shifter Healing (at end of shifting heal 6hp), Shifter Multiattack
    Init: +5
    Melee: Standard attack, Unarmed Strike +9 (1d3+3)
    Melee: Shifting Standard attack, Claw +10 (1d6+5)
    Melee: Shifting Standard attack, Bite +10 (1d6+5)
    Melee: Whirling Frenzy Standard attack, Unarmed Strike +11 (1d3+5)
    Melee: Whirling Frenzy and Shifting Standard attack, Bite or Claw +12 (1d6+7)
    Melee: Full attack, Unarmed Strike +9/+4 (1d3+3)
    Melee: Full attack, TWF Unarmed Strike +7/+7/+2 (1d3+3)
    Melee: Shifting Full attack, Unarmed Strike +10/+5 (1d3+4) plus 2 Claws +8/+8 (1d6+3) plus Bite +8 (1d6+3)
    Melee: Shifting Full attack, TWF Unarmed Strike +8/+8/+3 (1d3+4) plus 2 Claws +8/+8 (1d6+3) plus Bite +8 (1d6+3)
    Melee: Whirling Frenzy Full attack, Unarmed Strike +11/+6 (1d3+5)
    Melee: Whirling Frenzy Full attack (with bonus attack), Unarmed Strike +9/+9/+4 (1d3+5)
    Melee: Whirling Frenzy Full attack (with bonus attack), TWF Unarmed Strike +7/+7/+7/+2 (1d3+5)
    Melee: Whirling Frenzy and Shifting Full attack, Unarmed Strike +12/+7 (1d3+6) plus 2 Claws +10/+10 (1d6+4) plus Bite +10 (1d6+4)
    Melee: Whirling Frenzy and Shifting Full attack (with bonus attack), Unarmed Strike +10/+10/+5 (1d3+6) plus 2 Claws +8/+8 (1d6+4) plus Bite +8 (1d6+4)
    Melee: Whirling Frenzy and Shifting Full attack (with bonus attack), TWF Unarmed Strike +8/+8/+8/+3 (1d3+6) plus 2 Claws +8/+8 (1d6+4) plus Bite +8 (1d6+4)
    Ability Score:
    Str 16(+3) (24(+8)), Dex 16 (+3) (20(+5)), Con 16(+3) (20(+5)), Int 8(-1), Wis 19(+4), Cha 6(-2)
    Skill: Survival +18, Handle Animal +13, Jump +14, K (nature) +8, Listen +6, Spot +6, Balance +5, Climb +5, Ride +5
    Special ability: Shifting: 6/6, 13 rounds, +2 Str, 2 claw, bite, low-ligh vision, Whirling Frenzy; 2/2, 6 rounds, +4 Str, +2 AC, +2 Ref, +1 att/round, Beast Spirit: Various + Reroll failed will save next round, move action to transfer spirit to summoned creature grant +4 Str, Dex or Con, Wild Empathy +12, Spellcasting

    Spell (not yet) prepared:
    0: Guidance*2, Resistance*2, Flare*1, Light*1
    1:Lesser Vigor*2, Longstrider*0, Detect Snare and Pit*0, Updartf*1
    2: Heart of air*0, Bite of the wererat*1, Blood Frenzy*1, Linked Perception*1
    3: GMF*0, Bite of the werewolf*1, Enhance Shifting*1
    4: Heart of earth*0, Contingent Energy Resistance*0
    Latest homebrew: The Avatars of Magic, powerful monster each dedicated to ne school of magic.

    My homebrewer's Extended Signature
    My character :
    Spoiler
    Show

    Mirar, Bizarre human Focused Conjurer/Master specialist (summoning specialist)
    Xilef, shifter Druid 8//Barbarian 5/Weretouched master 3
    Other Character.

  18. - Top - End - #438
    Ogre in the Playground
     
    Beschoren's Avatar

    Join Date
    May 2008
    Location
    Porto Alegre, Brazil
    Gender
    Male

    Default Re: (IC) Aaaahhh!!!! The Slaves Got Magic!!! (IC)

    You take a few more steps atead and secure some of the terrain as Seanon casts Haste. Then, some small sized, redish and devilish-looking creatures lurk out of the rooms. They are small sized, thin and have small blades and shields. They look at you viciously and shout

    "Ghhhaaagh!"
    "Ieeeai"


    initiatives
    Spoiler
    Show

    monsters: (1d20+4)[12]

    Uidon: (1d20+1)[13]
    Korin: (1d20+1)[10]
    Xilef: (1d20+5)[21]
    Seanon: (1d20+2)[12]
    Kanros: (1d20+3)[16]
    Slaves: (1d20+2)[22]


    You may still attemp a hide check against monsters that you have cover against (hide check DC 15). if you succed they have not see you and will ignore you, attacking other foes.


    ----------------your turn!--------- Uidon and XIlef may act
    Last edited by Beschoren; 2012-05-01 at 01:41 PM.
    Playing:
    Shoe, the make-belive gun dealer
    Akira, the psichyc warrior

    Avatar handcrafted by Dudu

  19. - Top - End - #439
    Bugbear in the Playground
     
    Crafty Cultist's Avatar

    Join Date
    Jun 2009
    Location
    In the shadows Waiting...
    Gender
    Male

    Default Re: (IC) Aaaahhh!!!! The Slaves Got Magic!!! (IC)

    Korin remains in the open, casting a spell as he enters a combative stance

    Spoiler
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    Casting true strike
    Avatar By Elagune

    Spoiler
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    Quote Originally Posted by Ms.Malbolge View Post
    Listen to the Crafy one. He speaks the truth, except when he doesn't which may still be the truth hidden behind a veil of crafty craftiness.

    Or something.

  20. - Top - End - #440
    Ogre in the Playground
     
    zagan's Avatar

    Join Date
    Jul 2007

    Default Re: (IC) Aaaahhh!!!! The Slaves Got Magic!!! (IC)

    OOC: Yes for once I won initiative !

    Seeing the obviously violent creature getting ready to attack, Xilef choose to surprise them by jumping out and striking one of them. While attacking she try to see if she has been gifted with knowledge about those thing by the Great tiger.

    OOC:
    Move action: Moving in C8
    Free action: Raging
    Free action: Shifting
    Standard action: Bite attack against creature in C7
    Free action: Knowledge (nature) check to identify them: (1d20+8)[22]

    Bite:
    Attack: (1d20+13)[16] (+6 Bab, +6 Str (base, shift, frenzy), +1 haste)
    Dmd: (1d6+7)[10] (+6 Str, +1/4Hd)

    Effect: (3 hours left for all)
    Greater Magic Fang: 7 hours starting at the begining of the day
    Longstrider: 7 hours starting at the begining of the day
    Heart of earth: 7 hours starting at the begining of the day or until discharged then 7 round
    Heart of air: 7 hours starting at the begining of the day or until discharged then 7 round
    Contingent energy resitance: 7 hours starting at the begining of the day or until discharged then 70 minutes
    Linked Perception: 6 minutes and 8 rounds
    Detect trap and pit: Concentration or 70 mins max
    Mass convinction: 70 min
    Haste: 7 rounds
    Shifting: 13 rounds
    Frenzy: 6 rounds

    Stat:
    Spoiler
    Show

    CN Medium Humanoid (Shapechanger)
    Condition:
    GMF: +1 to att and dmg rolls with natural weapon
    Longstrider: +10ft speed
    Heart of Earth: +8 bonus against bull-rush, overrun and trip, +14 temp hp, as a swift action stoneskin for 7 rounds
    Heart of air: +10 on jump check, +10 to fly speed (useless), feather fall once
    With air and earth: light fortification
    Contingent Energy Resistance: automatic energy resistance 10 (acid, cold, electricity, fire or sonic)
    Linked Perception: +2 spot and listen per allies within 20ft
    Mass convinction: +3 to all saves
    Haste: +1 att, AC and ref save, +30ft speed, +1 bonus attack
    Shifting: +2 Str, 2 claw, bite
    Frenzy: +4 Str, +2 AC, +2 Ref, +1 att/round
    HP: 97/97 + 14/14 temp hp (7HD) AC: 19 Touch: 19 Flat: 16 (+3 dex, +6 defense bonus)
    Reserver Point: 86 Massive Dmg Threshold 39
    Speed: 40ft (50ft with longstrider)
    Fort: +10 Ref: +9 Will: +7
    BaB: +6/+1 Grapple: +9 (+12 shifting and whirling)
    Resistance: Imp Uncanny dodge (dex to ac even if flat-footed or invisible attacker, cannot be flanked unless rogue 9+), Trap sense +1 (Ref save and AC against trap), Woodland Stride (move normal through natural undergrowth), Trackless Step (leave no trail), Reckless nature (+2 to Init and Ref save, -2 to Will save), Shifter ferocity (act normally while under 0hp), Shifter Healing (at end of shifting heal 6hp), Shifter Multiattack
    Init: +5
    Melee: Standard attack, Unarmed Strike +9 (1d3+3)
    Melee: Shifting Standard attack, Claw +10 (1d6+5)
    Melee: Shifting Standard attack, Bite +10 (1d6+5)
    Melee: Whirling Frenzy Standard attack, Unarmed Strike +11 (1d3+5)
    Melee: Whirling Frenzy and Shifting Standard attack, Bite or Claw +12 (1d6+7)
    Melee: Full attack, Unarmed Strike +9/+4 (1d3+3)
    Melee: Full attack, TWF Unarmed Strike +7/+7/+2 (1d3+3)
    Melee: Shifting Full attack, Unarmed Strike +10/+5 (1d3+4) plus 2 Claws +8/+8 (1d6+3) plus Bite +8 (1d6+3)
    Melee: Shifting Full attack, TWF Unarmed Strike +8/+8/+3 (1d3+4) plus 2 Claws +8/+8 (1d6+3) plus Bite +8 (1d6+3)
    Melee: Whirling Frenzy Full attack, Unarmed Strike +11/+6 (1d3+5)
    Melee: Whirling Frenzy Full attack (with bonus attack), Unarmed Strike +9/+9/+4 (1d3+5)
    Melee: Whirling Frenzy Full attack (with bonus attack), TWF Unarmed Strike +7/+7/+7/+2 (1d3+5)
    Melee: Whirling Frenzy and Shifting Full attack, Unarmed Strike +12/+7 (1d3+6) plus 2 Claws +10/+10 (1d6+4) plus Bite +10 (1d6+4)
    Melee: Whirling Frenzy and Shifting Full attack (with bonus attack), Unarmed Strike +10/+10/+5 (1d3+6) plus 2 Claws +8/+8 (1d6+4) plus Bite +8 (1d6+4)
    Melee: Whirling Frenzy and Shifting Full attack (with bonus attack), TWF Unarmed Strike +8/+8/+8/+3 (1d3+6) plus 2 Claws +8/+8 (1d6+4) plus Bite +8 (1d6+4)
    Ability Score:
    Str 16(+3) (24(+8)), Dex 16 (+3) (20(+5)), Con 16(+3) (20(+5)), Int 8(-1), Wis 19(+4), Cha 6(-2)
    Skill: Survival +18, Handle Animal +13, Jump +14, K (nature) +8, Listen +6, Spot +6, Balance +5, Climb +5, Ride +5
    Special ability: Shifting: 5/6, 13 rounds, +2 Str, 2 claw, bite, low-ligh vision, Whirling Frenzy; 2/2, 6 rounds, +4 Str, +2 AC, +2 Ref, +1 att/round, Beast Spirit: Various + Reroll failed will save next round, move action to transfer spirit to summoned creature grant +4 Str, Dex or Con, Wild Empathy +12, Spellcasting

    Spell (not yet) prepared:
    0: Guidance*2, Resistance*2, Flare*1, Light*1
    1:Lesser Vigor*2, Longstrider*0, Detect Snare and Pit*0, Updartf*1
    2: Heart of air*0, Bite of the wererat*1, Blood Frenzy*1, Linked Perception*1
    3: GMF*0, Bite of the werewolf*1, Enhance Shifting*1
    4: Heart of earth*0, Contingent Energy Resistance*0
    Latest homebrew: The Avatars of Magic, powerful monster each dedicated to ne school of magic.

    My homebrewer's Extended Signature
    My character :
    Spoiler
    Show

    Mirar, Bizarre human Focused Conjurer/Master specialist (summoning specialist)
    Xilef, shifter Druid 8//Barbarian 5/Weretouched master 3
    Other Character.

  21. - Top - End - #441
    Bugbear in the Playground
     
    Zombie

    Join Date
    Sep 2010

    Default Re: (IC) Aaaahhh!!!! The Slaves Got Magic!!! (IC)

    Uidon waits for the creature to come around the corner, listening to its foot steps. As he times the creatures movement of the creature he steps forward and the small creature steps onto Uidon's sword all its own.

    Spoiler
    Show

    Free: Combat Expertise (-2 Attack, +2 AC)
    Move: I,9
    Swift: Activate Blurring (Armor Effect, 20% miss chance)
    Standard: Activate Manuever - Insightful Strike @ Enemy
    Attack: (1d20+11)[31]
    Damage:(1d20+12)[20]

    Stance: Wolf Pack Tactics
    Last edited by Duncfoo; 2012-05-03 at 10:56 AM.
    I am currently looking to join one more game. Mage, D&D 3.5, Patherfinder and D&D 4th are all acceptable.

    Character Sheet Links:

  22. - Top - End - #442
    Ogre in the Playground
     
    Beschoren's Avatar

    Join Date
    May 2008
    Location
    Porto Alegre, Brazil
    Gender
    Male

    Default Re: (IC) Aaaahhh!!!! The Slaves Got Magic!!! (IC)

    you take a new position and prepare yourselves for battle.
    Xilef moves and bites one of the monsters. Xilef is not sure what creature are those, but they at least partly the Fey type. They taste like old wet socks.
    Uidon moves and lands a solid blow, slaying the creature outright.
    Kanros take advange of the situation and lands a deadly blow as you.

    At any rate you notice these creatures ignore some of the impact from your wepons (DR)

    Your followers move in, playing safe, and prepare to attack if the creatures appear in the open (ready action to shoot when foes have no cover bonus)

    The redish creatures close in quite fearlessly. They attack with small, curved and dented swords. their shields have paitings from skulls of a sort and many of them have piercings and earrings on their faces. Other creatures aproch form those rooms and from straight ahead.

    out of one of the rooms one of the cleares, aparently older, holds a little standard with red rags. He gruters something uninteligeble and evocates a blast of fire, heading for Kanros.
    Spoiler
    Show

    followers attacks
    (1d20+5)[16], damage (1d6+2)[6]
    (1d20+5)[19], damage (1d6+2)[4]
    (1d20+5)[25], damage (1d8+3)[5]
    (1d20+5)[19], damage (1d8+2)[5] miss 1-20 (1d100)[27]
    (1d20+5)[21], damage (1d8+2)[8] miss 1-20 (1d100)[100]

    monsters attacks
    vs Xilef (1d20+9)[15], damage (1d4+1)[5]
    vs Xilef (1d20+9)[16], damage (1d4+1)[4]
    vs Uidon (1d20+9)[29], damage (1d4+1)[5]
    vs kanros (1d20+5)[18], damage (1d4+1)[3]
    vs kanros (4d6)[16], ref DC 12 (1d20+8)[17] (evasion)
    vs follower F8 (1d20+9)[27], damage (1d4+1)[5]


    round 2---------- your turn!!
    (Seanon spell already accounted for in the map)
    Last edited by Beschoren; 2012-05-02 at 11:51 PM.
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    Shoe, the make-belive gun dealer
    Akira, the psichyc warrior

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  23. - Top - End - #443
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    Default Re: (IC) Aaaahhh!!!! The Slaves Got Magic!!! (IC)

    Kanros

    After he exploits the advantage of a sneak attack, Kanros sings to bolster your morale

    inspire courage, inpirational boots: +3 morale bonus on all attacks and damage

    ---------------------
    Seanon

    Eager to test one of his new spells, he cast eletric loop on two monsters that were close to the followers, dealing (3d6)[7] damage and stunning them (saves OOC)
    Playing:
    Shoe, the make-belive gun dealer
    Akira, the psichyc warrior

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  24. - Top - End - #444
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    zagan's Avatar

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    Default Re: (IC) Aaaahhh!!!! The Slaves Got Magic!!! (IC)

    OOC to Duncfoo: I think you are using tactic of the wolf (the 3rd level white raven stance) and not wolf pack tactics (the 8th level tiger claw stance)

    Xilef grin savagelly while avoiding the feys attacks, she then unleash her full furry on them. She attack left and right bolstered by Kanros songs.

    OOC:
    Full round action: Full attack with twf and haste bonus attack, I attack in priority the one in G8, then the one in F9 and if somehow I kill both with attack left I 5-foot step in F9 and attack the one in E9. In fact even if I don't have attack left but still kill both I 5-foot step F9. Also just in case remember I bypass DR/magic

    Unarmed strike:

    Attack: (1d20+15)[31] (+6 Bab, +6 Str (base, shift, frenzy), +1 GMF, +1 haste, +3 IC, -2 twf)
    Dmd: (1d3+10)[12] (+6 Str, +1 GMF, +3 IC)

    Twf Unarmed strike:

    Attack: (1d20+15)[33] (+6 Bab, +6 Str (base, shift, frenzy), +1 GMF, +1 haste, +3 IC, -2 twf)
    Dmd: (1d3+10)[11] (+6 Str, +1 GMF, +3 IC)

    Itterative Unarmed strike:

    Attack: (1d20+10)[25] (+6 Bab, +6 Str (base, shift, frenzy), +1 GMF, +1 haste, +3 IC, -2 twf, -5 itterative)
    Dmd: (1d3+10)[12] (+6 Str, +1 GMF, +3 IC)

    Haste unarmed strike:

    Attack: (1d20+15)[28] (+6 Bab, +6 Str (base, shift, frenzy), +1 GMF, +1 haste, +3 IC, -2 twf)
    Dmd: (1d3+10)[13] (+6 Str, +1 GMF, +3 IC)

    Claw1:

    Attack: (1d20+15)[22] (+6 Bab, +6 Str (base, shift, frenzy), +1 GMF, +1 haste, +3 IC, -2 secondary)
    Dmd: (1d6+8)[13] (+3 1/2Str, +1/4hd, +1 GMF, +3 IC)

    Claw2:

    Attack: (1d20+15)[34] (+6 Bab, +6 Str (base, shift, frenzy), +1 GMF, +1 haste, +3 IC, -2 secondary)
    Dmd: (1d6+8)[9] (+3 1/2Str, +1/4hd, +1 GMF, +3 IC)

    Rend if both claws hit the same creature: (1d4+4)[8] (+3 1/2Str, +1/4hd)

    Bite:

    Attack: (1d20+15)[30] (+6 Bab, +6 Str (base, shift, frenzy), +1 GMF, +1 haste, +3 IC, -2 secondary)
    Dmd: (1d6+8)[14] (+3 1/2Str, +1/4hd, +1 GMF, +3 IC)

    Effect: (3 hours left for all)
    Greater Magic Fang: 7 hours starting at the begining of the day
    Longstrider: 7 hours starting at the begining of the day
    Heart of earth: 7 hours starting at the begining of the day or until discharged then 7 round
    Heart of air: 7 hours starting at the begining of the day or until discharged then 7 round
    Contingent energy resitance: 7 hours starting at the begining of the day or until discharged then 70 minutes
    Linked Perception: 6 minutes and 7 rounds
    Mass convinction: 70 min
    Haste: 6 rounds
    Shifting: 12 rounds
    Frenzy: 5 rounds

    Stat:
    Spoiler
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    CN Medium Humanoid (Shapechanger)
    Condition:
    GMF: +1 to att and dmg rolls with natural weapon
    Longstrider: +10ft speed
    Heart of Earth: +8 bonus against bull-rush, overrun and trip, +14 temp hp, as a swift action stoneskin for 7 rounds
    Heart of air: +10 on jump check, +10 to fly speed (useless), feather fall once
    With air and earth: light fortification
    Contingent Energy Resistance: automatic energy resistance 10 (acid, cold, electricity, fire or sonic)
    Linked Perception: +2 spot and listen per allies within 20ft
    Mass convinction: +3 to all saves
    Haste: +1 att, AC and ref save, +30ft speed, +1 bonus attack
    Shifting: +2 Str, 2 claw, bite
    Frenzy: +4 Str, +2 AC, +2 Ref, +1 att/round
    HP: 97/97 + 14/14 temp hp (7HD) AC: 19 Touch: 19 Flat: 16 (+3 dex, +6 defense bonus)
    Reserver Point: 86 Massive Dmg Threshold 39
    Speed: 40ft (50ft with longstrider)
    Fort: +10 Ref: +9 Will: +7
    BaB: +6/+1 Grapple: +9 (+12 shifting and whirling)
    Resistance: Imp Uncanny dodge (dex to ac even if flat-footed or invisible attacker, cannot be flanked unless rogue 9+), Trap sense +1 (Ref save and AC against trap), Woodland Stride (move normal through natural undergrowth), Trackless Step (leave no trail), Reckless nature (+2 to Init and Ref save, -2 to Will save), Shifter ferocity (act normally while under 0hp), Shifter Healing (at end of shifting heal 6hp), Shifter Multiattack
    Init: +5
    Melee: Standard attack, Unarmed Strike +9 (1d3+3)
    Melee: Shifting Standard attack, Claw +10 (1d6+5)
    Melee: Shifting Standard attack, Bite +10 (1d6+5)
    Melee: Whirling Frenzy Standard attack, Unarmed Strike +11 (1d3+5)
    Melee: Whirling Frenzy and Shifting Standard attack, Bite or Claw +12 (1d6+7)
    Melee: Full attack, Unarmed Strike +9/+4 (1d3+3)
    Melee: Full attack, TWF Unarmed Strike +7/+7/+2 (1d3+3)
    Melee: Shifting Full attack, Unarmed Strike +10/+5 (1d3+4) plus 2 Claws +8/+8 (1d6+3) plus Bite +8 (1d6+3)
    Melee: Shifting Full attack, TWF Unarmed Strike +8/+8/+3 (1d3+4) plus 2 Claws +8/+8 (1d6+3) plus Bite +8 (1d6+3)
    Melee: Whirling Frenzy Full attack, Unarmed Strike +11/+6 (1d3+5)
    Melee: Whirling Frenzy Full attack (with bonus attack), Unarmed Strike +9/+9/+4 (1d3+5)
    Melee: Whirling Frenzy Full attack (with bonus attack), TWF Unarmed Strike +7/+7/+7/+2 (1d3+5)
    Melee: Whirling Frenzy and Shifting Full attack, Unarmed Strike +12/+7 (1d3+6) plus 2 Claws +10/+10 (1d6+4) plus Bite +10 (1d6+4)
    Melee: Whirling Frenzy and Shifting Full attack (with bonus attack), Unarmed Strike +10/+10/+5 (1d3+6) plus 2 Claws +8/+8 (1d6+4) plus Bite +8 (1d6+4)
    Melee: Whirling Frenzy and Shifting Full attack (with bonus attack), TWF Unarmed Strike +8/+8/+8/+3 (1d3+6) plus 2 Claws +8/+8 (1d6+4) plus Bite +8 (1d6+4)
    Ability Score:
    Str 16(+3) (24(+8)), Dex 16 (+3) (20(+5)), Con 16(+3) (20(+5)), Int 8(-1), Wis 19(+4), Cha 6(-2)
    Skill: Survival +18, Handle Animal +13, Jump +14, K (nature) +8, Listen +6, Spot +6, Balance +5, Climb +5, Ride +5
    Special ability: Shifting: 5/6, 13 rounds, +2 Str, 2 claw, bite, low-ligh vision, Whirling Frenzy; 2/2, 6 rounds, +4 Str, +2 AC, +2 Ref, +1 att/round, Beast Spirit: Various + Reroll failed will save next round, move action to transfer spirit to summoned creature grant +4 Str, Dex or Con, Wild Empathy +12, Spellcasting

    Spell (not yet) prepared:
    0: Guidance*2, Resistance*2, Flare*1, Light*1
    1:Lesser Vigor*2, Longstrider*0, Detect Snare and Pit*0, Updartf*1
    2: Heart of air*0, Bite of the wererat*1, Blood Frenzy*1, Linked Perception*1
    3: GMF*0, Bite of the werewolf*1, Enhance Shifting*1
    4: Heart of earth*0, Contingent Energy Resistance*0
    Latest homebrew: The Avatars of Magic, powerful monster each dedicated to ne school of magic.

    My homebrewer's Extended Signature
    My character :
    Spoiler
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    Mirar, Bizarre human Focused Conjurer/Master specialist (summoning specialist)
    Xilef, shifter Druid 8//Barbarian 5/Weretouched master 3
    Other Character.

  25. - Top - End - #445
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    Crafty Cultist's Avatar

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    Default Re: (IC) Aaaahhh!!!! The Slaves Got Magic!!! (IC)

    Korin dances past his followers, delivering a powerful spinning blow as he comes to a stop, then calling out a challenge to the small creatures

    "Face me if you have the courage!!"

    Spoiler
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    Moving to K8, then attacking the enemy at J8
    Attack(1d20+30)[39]
    Damage(1d12+23)[30]

    The challenge isn't meant to be understood, I'm just trying to provoke them into attacking me
    Avatar By Elagune

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    Quote Originally Posted by Ms.Malbolge View Post
    Listen to the Crafy one. He speaks the truth, except when he doesn't which may still be the truth hidden behind a veil of crafty craftiness.

    Or something.

  26. - Top - End - #446
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    Zombie

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    Default Re: (IC) Aaaahhh!!!! The Slaves Got Magic!!! (IC)

    Uidon steps foward feeling the speed and power of his allies magic fill him. Again without thinking he begins to hum lightly and strike in time with Kanros' voice. Uidon's sword starts to hum as well, making the air smell strange as the Small creatures try to dodge his blows.

    Calling across the battlefield Uidon tries to bolster his allies, "Korin. Crush them. Brothers, volley now!"

    Spoiler
    Show

    Free: Combat Expertise (-2 Attack, +2 AC)
    Full Action: Attack, Longsword (+12/+12/+7, 1d8+8, +1d6 Electricity, Crit 17-20), Slam +7 (1d6+5) @ M,9 (If Killed, 5' to M,9 and attack M,8
    #1: (1d20+12)[14], Damage: (1d8+8)[10] + (1d6)[5]
    #2: (1d20+12)[23], Damage: (1d8+8)[16] + (1d6)[5]
    #3: (1d20+7)[19], Damage: (1d8+8)[12] + (1d6)[2]
    Slam: (1d20+7)[17], Damage: (1d6+5)[6]
    Swift: White Raven Tactics Korin Take a second turn this round.

    Uidon T'trow
    Spoiler
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    Male N Human Warblade // Artificier / Renegade Mastermaker, Level 7 // 6 / 1, Init +1, HP 96/96, DR 2/-, Speed 30
    AC 23, Touch 14, Flat-footed 22, Fort +9, Ref +6, Will +6, Base Attack Bonus 7
    Longsword (-) +11/+2 (1d8+4, 19-20x2)
    Dagger +11 (1d4+4, 19-20x2)
    Battlefist Slam +11(+6 Secondary) (1d6+4 (+2 Secondary, x2)
    (+7 Armor, +2 Shield, +1 Dex, +3 Misc)
    Abilities Str 18, Dex 12, Con 14, Int 16, Wis 8, Cha 14
    Condition Feat: Combat Expertise (+2 AC, -2 Attack), White Raven Defense (+1 AC),
    Stance: Tactics of the Wolf (Flanking w/ Allies = +3 Dmg Self & Allies)
    Crown of Mighter (+2 Strength, End Effect for +8 1 round)
    Mass convinction: 70 min (+3 Morale Saves)
    Haste: +1 Attack / AC / Reflex + Extra Full Attack
    Inspire Courage: +3 Attack / Damage / Save v Fear (Morale)
    Personal Weapon Augmentation on Longsword: +1 Keen, +1 Shocking
    Armor Enhancement, Greater on Chain Shirt (+5): +1 Blurring (2/3 Used, 4/5 Rounds Left, 20% Miss Chance),
    +1 Fire Resistance (10 points), +1 Engergy Defense (3/3 Fire - On hit 1d6+10 to enemy, Immediate Action ),
    +2 Spell Resistance (13)
    Reserve Points: 86/86
    Action Points: 7/7

    Defense Bonus = +7
    Armor as Damage Reduction (Chain Shirt -/2)

    Last edited by Duncfoo; 2012-05-05 at 04:57 PM.
    I am currently looking to join one more game. Mage, D&D 3.5, Patherfinder and D&D 4th are all acceptable.

    Character Sheet Links:

  27. - Top - End - #447
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    Default Re: (IC) Aaaahhh!!!! The Slaves Got Magic!!! (IC)

    Korin steps forward and spins, his axe spinning with him, attacking both the creatures within his reach

    Spoiler
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    5ft step to J7, then performing a whirlwind attack, with 4 points in power attack
    attack on enemy at I8(1d20+12)[16]
    damage(1d12+19)[22]
    attack on enemy at I6(1d20+12)[14]
    damage(1d12+19)[23]

    Performing a cleave attack if I drop one of them but the other survives
    attack(1d20+12)[14]
    damage(1d12+19)[25]
    Avatar By Elagune

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    Quote Originally Posted by Ms.Malbolge View Post
    Listen to the Crafy one. He speaks the truth, except when he doesn't which may still be the truth hidden behind a veil of crafty craftiness.

    Or something.

  28. - Top - End - #448
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    Beschoren's Avatar

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    Default Re: (IC) Aaaahhh!!!! The Slaves Got Magic!!! (IC)

    You start making quick work of the little creatures as they fall to your wepons. Your followers battle prowess is proving to be quite formidable, as they are quite capeble of killing monsters on their own. They show no fear or hesitation during live combat, surely inspired by you way beyond Kanros song.

    A few more creatures come out of the shadows to strike you but that is not what actually worries you, even if some of them sneaked by your rear. The shamans make a wild gesture with their standards and the fallen monsters get up as if you had never touched them. They leave the pools of their own blood and immediately attack you filled with anger, fueled by unknown dark magic...

    Spoiler
    Show

    The shamans raised the fallen monsters at range with a standard action.

    Attacks
    vs Korin: (1d20+9)[24], damage (1d4+1)[3]
    vs Korin: (1d20+9)[15], damage (1d4+1)[3] (unnacounted +2 on attack roll due to flank!)
    vs Korin: (1d20+9)[12], damage (1d4+1)[5]
    vs Korin**: (1d20+9)[12], damage (1d4+1)[5] (unnacounted +2 on attack roll due to flank!)
    vs Xilef: (1d20+9)[18], damage (1d4+1)[2] (unnacounted -4 on attack roll due to cover!)
    vs Xilef*: (1d20+9)[27], damage (1d4+1)[4] (unnacounted +2 on attack roll due to flank!)
    vs Xilef*: (1d20+9)[22], damage (1d4+1)[2] (unnacounted +2 on attack roll due to flank!)
    vs Uidon*: (1d20+9)[21], damage (1d4+1)[2]
    vs Uidon*: (1d20+9)[22], damage (1d4+1)[5]
    vs skirmisher: (1d20+9)[10], damage (1d4+1)[5]
    vs skirmisher: (1d20+9)[20], damage (1d4+1)[5]
    vs archer: (1d20+9)[14], damage (1d4+1)[3]

    *:Generates AoO from standing from prone before attacking! Xilef and Uidon get 2 AoO each, Korin gets 1 AoO! (I rolled NPC AoO at my desk. Kanros and Spearman hit for 7 and 11 damage each)



    --------------your turn!---------

    Last edited by Beschoren; 2012-05-06 at 09:20 PM.
    Playing:
    Shoe, the make-belive gun dealer
    Akira, the psichyc warrior

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  29. - Top - End - #449
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    Default Re: (IC) Aaaahhh!!!! The Slaves Got Magic!!! (IC)

    Korin ducks and dances in between the creatures attacks, suffering only minor scratches. Be begins to dance wildly, his axe striking at everything around him

    Spoiler
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    Performing a whirlwind attack, with four points in power attack
    Attack on the enemy at I6(1d20+12)[20]
    Damage(1d12+19)[30]
    Attack on the enemy at J6(1d20+12)[18]
    Damage(1d12+19)[29]
    Attack on the enemy at K6(1d20+12)[23]
    Damage(1d12+19)[27]
    Attack on the enemy at J9(1d20+12)[22]
    Damage(1d12+19)[21]

    If any of the enemies north of me are dropped, I'll take a 5ft step into their space.
    Last edited by Crafty Cultist; 2012-05-06 at 10:02 PM.
    Avatar By Elagune

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    Quote Originally Posted by Ms.Malbolge View Post
    Listen to the Crafy one. He speaks the truth, except when he doesn't which may still be the truth hidden behind a veil of crafty craftiness.

    Or something.

  30. - Top - End - #450
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    zagan's Avatar

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    Default Re: (IC) Aaaahhh!!!! The Slaves Got Magic!!! (IC)

    Xilef rejoice at seeing all four the little fey falling one after the others. she's far less pleased when the shaman revived three of them. She strike at one when he try tio get back up and when they attack two of them manage to hit her, but her magics protect her. Instantly she retaliate trying to move closer to the shaman.

    OOC:
    No action: Aoo against fey in E9
    Two attacks connected (unless on is klilled by my Aoo) I take 6 damage to my temp hp.
    Full round action: Full attack with twf and haste bonus attack, I attack in priority the one in E9, then the one in G9 and if I kill both with attack left I 5-foot step in E9 and attack the one in E8. In fact even if I don't have attack left but still kill both I 5-foot step E9.

    Aoo: Claw attack

    Attack: (1d20+15)[30] (+6 Bab, +6 Str (base, shift, frenzy), +1 GMF, +1 haste, +3 IC, -2 secondary)
    Dmd: (1d6+8)[11] (+3 1/2Str, +1/4hd, +1 GMF, +3 IC)

    Full attack:

    Unarmed strike:

    Attack: (1d20+15)[29] (+6 Bab, +6 Str (base, shift, frenzy), +1 GMF, +1 haste, +3 IC, -2 twf)
    Dmd: (1d3+10)[12] (+6 Str, +1 GMF, +3 IC)

    Twf Unarmed strike:

    Attack: (1d20+15)[29] (+6 Bab, +6 Str (base, shift, frenzy), +1 GMF, +1 haste, +3 IC, -2 twf)
    Dmd: (1d3+10)[11] (+6 Str, +1 GMF, +3 IC)

    Itterative Unarmed strike:

    Attack: (1d20+10)[18] (+6 Bab, +6 Str (base, shift, frenzy), +1 GMF, +1 haste, +3 IC, -2 twf)
    Dmd: (1d3+10)[13] (+6 Str, +1 GMF, +3 IC)

    Haste unarmed strike:

    Attack: (1d20+15)[34] (+6 Bab, +6 Str (base, shift, frenzy), +1 GMF, +1 haste, +3 IC, -2 twf)
    Dmd: (1d3+10)[12] (+6 Str, +1 GMF, +3 IC)

    Claw1:

    Attack: (1d20+15)[25] (+6 Bab, +6 Str (base, shift, frenzy), +1 GMF, +1 haste, +3 IC, -2 secondary)
    Dmd: (1d6+8)[12] (+3 1/2Str, +1/4hd, +1 GMF, +3 IC)

    Claw2:

    Attack: (1d20+15)[25] (+6 Bab, +6 Str (base, shift, frenzy), +1 GMF, +1 haste, +3 IC, -2 secondary)
    Dmd: (1d6+8)[10] (+3 1/2Str, +1/4hd, +1 GMF, +3 IC)

    Rend if both claws hit the same creature: (1d4+4)[8] (+3 1/2Str, +1/4hd)

    Bite:

    Attack: (1d20+15)[26] (+6 Bab, +6 Str (base, shift, frenzy), +1 GMF, +1 haste, +3 IC, -2 secondary)
    Dmd: (1d6+8)[14] (+3 1/2Str, +1/4hd, +1 GMF, +3 IC)

    Effect: (3 hours left for all)
    Greater Magic Fang: 7 hours starting at the begining of the day
    Longstrider: 7 hours starting at the begining of the day
    Heart of earth: 7 hours starting at the begining of the day or until discharged then 7 round
    Heart of air: 7 hours starting at the begining of the day or until discharged then 7 round
    Contingent energy resitance: 7 hours starting at the begining of the day or until discharged then 70 minutes
    Linked Perception: 6 minutes and 6 rounds
    Mass convinction: 70 min
    Haste: 5 rounds
    Shifting: 11 rounds
    Frenzy: 4 rounds

    Stat:
    Spoiler
    Show

    CN Medium Humanoid (Shapechanger)
    Condition:
    GMF: +1 to att and dmg rolls with natural weapon
    Longstrider: +10ft speed
    Heart of Earth: +8 bonus against bull-rush, overrun and trip, +14 temp hp, as a swift action stoneskin for 7 rounds
    Heart of air: +10 on jump check, +10 to fly speed (useless), feather fall once
    With air and earth: light fortification
    Contingent Energy Resistance: automatic energy resistance 10 (acid, cold, electricity, fire or sonic)
    Linked Perception: +2 spot and listen per allies within 20ft
    Mass convinction: +3 to all saves
    Haste: +1 att, AC and ref save, +30ft speed, +1 bonus attack
    Shifting: +2 Str, 2 claw, bite
    Frenzy: +4 Str, +2 AC, +2 Ref, +1 att/round
    HP: 97/97 + 14/14 temp hp (7HD) AC: 19 Touch: 19 Flat: 16 (+3 dex, +6 defense bonus)
    Reserver Point: 86 Massive Dmg Threshold 39
    Speed: 40ft (50ft with longstrider)
    Fort: +10 Ref: +9 Will: +7
    BaB: +6/+1 Grapple: +9 (+12 shifting and whirling)
    Resistance: Imp Uncanny dodge (dex to ac even if flat-footed or invisible attacker, cannot be flanked unless rogue 9+), Trap sense +1 (Ref save and AC against trap), Woodland Stride (move normal through natural undergrowth), Trackless Step (leave no trail), Reckless nature (+2 to Init and Ref save, -2 to Will save), Shifter ferocity (act normally while under 0hp), Shifter Healing (at end of shifting heal 6hp), Shifter Multiattack
    Init: +5
    Melee: Standard attack, Unarmed Strike +9 (1d3+3)
    Melee: Shifting Standard attack, Claw +10 (1d6+5)
    Melee: Shifting Standard attack, Bite +10 (1d6+5)
    Melee: Whirling Frenzy Standard attack, Unarmed Strike +11 (1d3+5)
    Melee: Whirling Frenzy and Shifting Standard attack, Bite or Claw +12 (1d6+7)
    Melee: Full attack, Unarmed Strike +9/+4 (1d3+3)
    Melee: Full attack, TWF Unarmed Strike +7/+7/+2 (1d3+3)
    Melee: Shifting Full attack, Unarmed Strike +10/+5 (1d3+4) plus 2 Claws +8/+8 (1d6+3) plus Bite +8 (1d6+3)
    Melee: Shifting Full attack, TWF Unarmed Strike +8/+8/+3 (1d3+4) plus 2 Claws +8/+8 (1d6+3) plus Bite +8 (1d6+3)
    Melee: Whirling Frenzy Full attack, Unarmed Strike +11/+6 (1d3+5)
    Melee: Whirling Frenzy Full attack (with bonus attack), Unarmed Strike +9/+9/+4 (1d3+5)
    Melee: Whirling Frenzy Full attack (with bonus attack), TWF Unarmed Strike +7/+7/+7/+2 (1d3+5)
    Melee: Whirling Frenzy and Shifting Full attack, Unarmed Strike +12/+7 (1d3+6) plus 2 Claws +10/+10 (1d6+4) plus Bite +10 (1d6+4)
    Melee: Whirling Frenzy and Shifting Full attack (with bonus attack), Unarmed Strike +10/+10/+5 (1d3+6) plus 2 Claws +8/+8 (1d6+4) plus Bite +8 (1d6+4)
    Melee: Whirling Frenzy and Shifting Full attack (with bonus attack), TWF Unarmed Strike +8/+8/+8/+3 (1d3+6) plus 2 Claws +8/+8 (1d6+4) plus Bite +8 (1d6+4)
    Ability Score:
    Str 16(+3) (24(+8)), Dex 16 (+3) (20(+5)), Con 16(+3) (20(+5)), Int 8(-1), Wis 19(+4), Cha 6(-2)
    Skill: Survival +18, Handle Animal +13, Jump +14, K (nature) +8, Listen +6, Spot +6, Balance +5, Climb +5, Ride +5
    Special ability: Shifting: 5/6, 13 rounds, +2 Str, 2 claw, bite, low-ligh vision, Whirling Frenzy; 2/2, 6 rounds, +4 Str, +2 AC, +2 Ref, +1 att/round, Beast Spirit: Various + Reroll failed will save next round, move action to transfer spirit to summoned creature grant +4 Str, Dex or Con, Wild Empathy +12, Spellcasting

    Spell (not yet) prepared:
    0: Guidance*2, Resistance*2, Flare*1, Light*1
    1:Lesser Vigor*2, Longstrider*0, Detect Snare and Pit*0, Updartf*1
    2: Heart of air*0, Bite of the wererat*1, Blood Frenzy*1, Linked Perception*1
    3: GMF*0, Bite of the werewolf*1, Enhance Shifting*1
    4: Heart of earth*0, Contingent Energy Resistance*0
    Latest homebrew: The Avatars of Magic, powerful monster each dedicated to ne school of magic.

    My homebrewer's Extended Signature
    My character :
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    Mirar, Bizarre human Focused Conjurer/Master specialist (summoning specialist)
    Xilef, shifter Druid 8//Barbarian 5/Weretouched master 3
    Other Character.

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