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  1. - Top - End - #1
    Ogre in the Playground
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    May 2010

    Default Land Unfound IC Team 1

    With the ship launched, each of you finally take the time recognize who you've been sent with. Most of you have never met any of the others before. The ship is coasting through the channel before it hits open water in the bay, without anyone at the helm. Towards the center of the main deck sits a barrel, upon which sits a scroll. As the ship begins to truly pull away from the dry dock, a spell on the scroll activates and the scroll is read aloud to the assembled group.

    First things first, while most of you are unfamiliar with each other, we have made sure that every crew position can be handled by those among you. Crew positions should be decided soon, as your nearing the bay, at which time you'll need someone at the helm. West will take you out of the bay, and continue west for the unexplored. Rations for one month are aboard. And a map is at the helm, it details as far out as Lythia, that's as far as any of our cartographers ever made it. To continue west past them, you'll likely need to travel far south as to avoid their patrols. One last thing, good luck explorers and may you all return soon.
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    Neutral Evil Human Sorcerer/Rogue (1st/1st Level)
    Ability Scores:
    Strength-13
    Dexterity-12
    Constitution-12
    Intelligence-15
    Wisdom-11
    Charisma-13

  2. - Top - End - #2
    Ogre in the Playground
     
    Daemon

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    Dec 2010
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    South East England
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    Default Re: Land Unfound IC Team 1

    Immediately heading to the helm fishface calls out I'll take the helm captain while you sort out the new lot.
    Quote Originally Posted by flabort View Post
    Burnheart, thanks to you, everyday reality is just a little less desirable. Until this happens, I am just this much more insane.

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

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    Utah
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    Default Re: Land Unfound IC Team 1

    Smiling widely Angus goes around shaking the hands of each of the crew I'd like to take the position of Captain if you don't mind, I have some experience with doing so he winks at them and laughs, excited to finally be free, and on a ship again.
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  4. - Top - End - #4
    Titan in the Playground
     
    PersonMan's Avatar

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    Default Re: Land Unfound IC Team 1

    Selea grins, giggling briefly before replying. Sounds fine to me! She says, seeming more like someone about to go to a party than someone who's on a ship sailing into the unknown. Oddly enough, although she's obviously used to being on a ship, Selea keeps an eye on the coast at all times.
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  5. - Top - End - #5
    Bugbear in the Playground
     
    PaladinGuy

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    Default Re: Land Unfound IC Team 1

    Themest shrugs, and heads off to check the ships weapons and ammunition supplies. "I don't know ships. I'm going to check the weapons, that's what I do best." He decides against shifting into a larger form just yet. Best to wait until they were on the open sea, when people couldn't panic and swim back to shore. He was already somewhat scary with his claws and draconic face.

  6. - Top - End - #6
    Troll in the Playground
     
    Lyndworm's Avatar

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    Default Re: Land Unfound IC Team 1

    A small, older man, at least sixty-five and barely over five feet tall, responds at once with "Aye, aye, Captain. I'm Mage Kraitauer, and I've been recruited as the ship's scholar and arcane support." The man cradles an immense leather package under one arm, and it appears to be putting him slightly off balance. What appears to be a heavy, beautifully feathered cloak is draped around his shoulders. Upon closer inspection, the black and silver feathers seem to belong to wings rooted to Kraitauer's back.
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  7. - Top - End - #7
    Ogre in the Playground
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    May 2010

    Default Re: Land Unfound IC Team 1

    The aquatic individual takes to the helm, steering the ship into the bay and towards the open sea. However the dangerous waters of Kattor take little time to prove themselves. As the ship nears the bay, and the crew starts to feel each other out, the first sign of violence is heard, a battle call from other the side of the ship. In mere moments, several other aquatic looking creatures flip over the sides of the ship and onto the main deck. The 4 creatures are armed well, and their armor glints in the sun's rays.

    Spoiler
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    Alright, knowledge checks if you wish. Initiative is a must. Also map is located here. Yes I know it isn't the best, like I said, maps hate me. And lastly I need starting positions..
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    Neutral Evil Human Sorcerer/Rogue (1st/1st Level)
    Ability Scores:
    Strength-13
    Dexterity-12
    Constitution-12
    Intelligence-15
    Wisdom-11
    Charisma-13

  8. - Top - End - #8
    Bugbear in the Playground
     
    PaladinGuy

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    Default Re: Land Unfound IC Team 1

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    Initiative: (1d20)[7]

    Unsure as to what knowledge to roll, so I'll try them all.
    Nature: (1d20+13)[17]
    Arcana, Geography, Dungeoneering, or The Planes: (1d20+8)[9]

    Put me at F4, probably where Themest would hang out.

  9. - Top - End - #9
    Ogre in the Playground
     
    Daemon

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    Default Re: Land Unfound IC Team 1

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    Initiative (1d20+9)[16]
    Knowledge: Nature (1d20+12)[29]
    Knowledge: Geography (1d20+12)[23]
    Knowledge: Seamanship (1d20+12)[28]
    I doubt any of my knowledge skills will work but i'll try them
    Quote Originally Posted by flabort View Post
    Burnheart, thanks to you, everyday reality is just a little less desirable. Until this happens, I am just this much more insane.

  10. - Top - End - #10
    Troll in the Playground
     
    Lyndworm's Avatar

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    Default Re: Land Unfound IC Team 1

    Standing rather near two of the fish-like creatures, Kraitauer tried to identify them.

    Spoiler
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    Kraitauer is standing in square 4-J.

    Initiative:
    (1d20+4)[13](17)


    Knowledge Checks:

    Baintain:
    (1d20+8)[11](19)

    Dungeoneering:
    (1d20+8)[15](23)

    History:
    (1d20+8)[4](12)

    Local:
    (1d20+8)[6](14)

    Lythia:
    (1d20+8)[12](20)

    Nervane:
    (1d20+8)[4](12)

    Seamanship:
    (1d20+8)[3](11)
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  11. - Top - End - #11
    Ogre in the Playground
     
    Torgarn's Avatar

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    Default Re: Land Unfound IC Team 1

    Angus roars at the sea creatures, If you aren't here to join the crew, you should leave now!

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    Intimidate Check (1d20+14)[34]

    Initiative (1d20+3)[14]
    Last edited by Torgarn; 2011-04-24 at 11:58 PM.
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  12. - Top - End - #12
    Titan in the Playground
     
    PersonMan's Avatar

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    Default Re: Land Unfound IC Team 1

    Selea clears her throat and gets ready to begin combat, taking a deep breath.
    Rolls/Info:
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    Init: (1d20+1)[17]
    Know(religion) (1d20+5)[18]
    She's at F 15.
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  13. - Top - End - #13
    Troll in the Playground
     
    Lyndworm's Avatar

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    Default Re: Land Unfound IC Team 1

    The mage leaps high into the air and away from the ship, his wings unfurled and marvelous in the sunlight. Soaring over the waves, Kraitauer curves back towards the Heresy, shouting "Lasau vi kaldaka!" As he says the last word, the wizard's left hand squeezes a small bag tightly, and a number of creatures appear on the deck of the Heresy. "Lusob ang isda-tao!" he calls to the summons. Each of them immediately attacks the nearest of the aquatic marauders.

    Spoiler
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    Aerial combat is a little complicated, so bare with me on this one. Kraitauer flies 20ft North, then 5ft North-East, then 15ft East, all at a 45º incline. Kraitauer then flies 15ft South with no incline. His final position is exactly 32.5ft above the ship and 10ft away from it. On the map, he would be marked in square 1-F.

    After that bit of movement, Kraitauer casts Summon Monster III. He summons (1d3)[2] Celestial Wolves. They appear in 5-G, 7-G, and 7-J, respectively. If less than three wolves appear, use locations and attack in order of appearance.

    Potential attacks for the wolves:
    Spoiler
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    Wolf in 5-G:
    Spoiler
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    Attack:
    (1d20+5)[18](23)

    Damage:
    (1d6+4)[5](9)

    Trip Attempt:
    (1d20+3)[6](9)

    Wolf in 7-G:
    Spoiler
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    Attack:
    (1d20+5)[9](14)

    Damage:
    (1d6+4)[5](9)

    Trip Attempt:
    (1d20+3)[5](8)

    Wolf in 7-J:
    Spoiler
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    Attack:
    (1d20+5)[20](25)

    Damage:
    (1d6+4)[2](6)

    Trip Attempt:
    (1d20+3)[11](14)

    Celestial Wolf Statistics:
    Spoiler
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    Size/Type: Medium Magical Beast (extraplanar)
    Hit Dice: 2d8+8 (24 hp)
    Initiative: +2
    Speed: 50 ft. (10 squares)
    Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
    BAB/Grapple: +1/+4
    Attack: Bite +5 melee (1d6+4)
    Full Attack: Bite +5 melee (1d6+4)
    Space/Reach: 5 ft./5 ft.
    S. Attacks: Smite Evil, trip
    S. Qualities: Darkvision 60ft, low-light vision, resistance to acid/cold/electricity 5, scent, spell resistance 7
    Saves: Fort +7, Ref +5, Will +1
    Abilities: Str 17, Dex 15, Con 19, Int 3, Wis 12, Cha 6
    Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*
    Feats: Track (Bonus), Weapon Focus: Bite
    Alignment: Neutral good

    Smite Evil (Su):
    Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.

    Trip (Ex):
    A wolf that hits with a bite attack can attempt to trip the opponent (+3 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.

    Skills:
    Wolves have a +4 racial bonus on Survival checks when tracking by scent.
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  14. - Top - End - #14
    Titan in the Playground
     
    PersonMan's Avatar

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    Default Re: Land Unfound IC Team 1

    Selea dips into the energy within her, releasing it in a wave of sound and beginning to sing. For a split second the badge she wears seems to light up before dimming again.

    Oddly enough, instead of the cheerful, joyous songs that one might expect from her, Selea sings a song of raw sadness, bringing an almost palpable feeling of loss into the air. However, despite this, it seems that it's easier to aim at enemies, as if the sadness surrounding you fills you with resolve.

    Rolls/Info:
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    Perform: (1d20+15)[31]
    Immediate: Activate Badge of Valor for +1 to inspire courage
    Standard: Sing


    (That's a +2 morale bonus to attack and damage, everyone.)
    Last edited by PersonMan; 2011-04-26 at 04:22 AM.
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  15. - Top - End - #15
    Bugbear in the Playground
     
    PaladinGuy

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    Default Re: Land Unfound IC Team 1

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    Can't wild shape as a move action until next level, so I'll stick to humanoid form for now. Between the bard song, my +3 claws, and Favored Enemy bonus damage Themest is more than powerful enough.

    As a swift action, Themest will redistribute the two essentia in his Dragon Mask to his Wormtail Belt, granting him an additional +2 natural armor.

    Themest will full attack the Kuo-toa in front of him power attacking for two. No room for a jump, so just two natural claw attacks. If both land, the damage from the second is doubled.

    Attack 1: (1d20+12)[15]
    Damage 1: (1d6+12)[17]

    Attack 2: (1d20+12)[23]
    Damage 2: (1d6+12)[14]


    Themest feels for the deep wells of essentia within him, drawing it away from his mask and into his belt, hardening his skin. He debates briefly whether or not he wants to shift form now, but decides in the end to stick with his humanoid form. Kuo-toa, as he recalled, had a soft underbelly - you didn't need an extra six inches of troll claw to split them in half.

    Instead, he lunges forward with his heavy essentia claws, moving with a bestial precision that was the combination of years of soldierly discipline and wilderness survival.

  16. - Top - End - #16
    Ogre in the Playground
     
    Daemon

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    South East England
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    Default Re: Land Unfound IC Team 1

    Kuo-toa, slime bastards captain Fishface calls out as he moves to attack

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    use Chronocharm of the Horizon Walker to move to C13, draw weapon, move to E7 use Spear Warrior to attack Enemy 2. I get +2 ac until the start of my next turn.

    attack (1d20+15)[29]
    damage (4d6+8)[21]
    Quote Originally Posted by flabort View Post
    Burnheart, thanks to you, everyday reality is just a little less desirable. Until this happens, I am just this much more insane.

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

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    Default Re: Land Unfound IC Team 1

    Angus leaps at the creatures intruding on the ship. Landing as close as he can to them he lashes out with his weapons with a fierce cry.

    Spoiler
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    Sudden Leap Maneuver
    Jump Check (1d20+9)[20]

    If I land next to an enemy I full attack with my rapier and cutlass

    First Rapier Attack: (1d20+9)[28] If critical confirmation roll (1d20)[4] Damage (1d6+1)[7]
    Second Rapier Attack (1d20+4)[15] If critical confirmation roll (1d20)[1] Damage (1d6+1)[2]
    Iterative Cutlass Attack (1d20+9)[22] If critical confirmation roll (1d20)[14] Damage (1d6+1)[2]

    If not close enough to full attack with my weapons will full attack with my whip attempting disarm checks on two of the kuo-toa.

    First Attack roll (1d20+11)[20]
    Second Attack roll (1d20+5)[12]
    Last edited by Torgarn; 2011-04-26 at 05:30 PM.
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  18. - Top - End - #18
    Ogre in the Playground
     
    Torgarn's Avatar

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    Utah
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    Default Re: Land Unfound IC Team 1

    Forgot sneak attack damage

    First roll (2d6)[11]
    Second roll (2d6)[2]
    Iterative Roll (2d6)[2]
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  19. - Top - End - #19
    Ogre in the Playground
    Join Date
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    Default Re: Land Unfound IC Team 1

    The combined force overwhelms two of your enemies. Another lays bleeding and on the ground at a wolf's feet. The last of the 4 still stands at the end of the ship, unharmed by all. Channeling something within himself, he fires a bolt of lightning at the third wolf to appear. Pressing concerns more, is the man who appears next him. Dressed in fine clothing and reeking of ale, the man eyes the Angus and mutters something short and vain under his breath. It seems the Toa are far from over though, as Kraitauer has a bolt of lightning shot at him, and 3 more appear on deck.


    Spoiler
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    First fight.. Figured we'd try a mob fight. Some PC's love em, some hate em..

    Third wolf Reflex save vs DC 15 for half of (2d6)[7] elec damage.

    Angus need a will save from you.

    Lynd need a reflex save from you.

    And back to you guys.

    DnD Me
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    Neutral Evil Human Sorcerer/Rogue (1st/1st Level)
    Ability Scores:
    Strength-13
    Dexterity-12
    Constitution-12
    Intelligence-15
    Wisdom-11
    Charisma-13

  20. - Top - End - #20
    Ogre in the Playground
     
    Daemon

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    South East England
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    Default Re: Land Unfound IC Team 1

    Looking around for more enemies fishface spots 2 by the helm, behind Selea Behind you girl he yells as he runs passed.

    Spoiler
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    Move to B14, use spearwarrior to attack enemy 6, +2ac till my next turn.
    Attack (1d20+13)[25]
    Damage(4d6+8)[19]
    Last edited by Burnheart; 2011-04-27 at 03:31 AM.
    Quote Originally Posted by flabort View Post
    Burnheart, thanks to you, everyday reality is just a little less desirable. Until this happens, I am just this much more insane.

  21. - Top - End - #21
    Titan in the Playground
     
    PersonMan's Avatar

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    Default Re: Land Unfound IC Team 1

    Selea moves down the stairs, turning to avoid blocking the path of Fishface but staying close to her allies. Then she goes back to concentrating on her song.

    Actions:
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    Move: To E6
    Standard: Singin'
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  22. - Top - End - #22
    Bugbear in the Playground
     
    PaladinGuy

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    Default Re: Land Unfound IC Team 1

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    Move action to drop my Handy Haversack.

    As a standard action, burn my first wild shape of the day to turn into a forest troll. Here's a rough character sheet for his troll form. For possessions, feats, class abilities, and skills see his original sheet.

    Spoiler
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    Themest
    Male Forest Troll Ranger 5/Master of Many Forms 2//Totemist 7, Level 7, Init +3, HP 65/65, Speed
    AC 29, Touch 13, Flat-footed 26, Fort +10, Ref +8, Will +4, Base Attack Bonus 6/1
    Troll Claws x 2 +9/+9 (1d4+3, x2)
    Bite +4 (1d4+1, x2)
    +3 Essentia Claws +12/+12 (1d6+6, x2)
    +2 Chain Shirt (Wilding Clasp) (+6 Armor, +3 Dex, +10 Natural)
    Abilities Str 17, Dex 16, Con 21, Int 16, Wis 14, Cha 8
    Condition None


    Dire ape is a better combatant, but with the layout of the ship maneuvering in a large form is almost impossible (plus they weigh like 1200 pounds... not so good on a ship). Forest trolls are only 250, about the same as a well built humanoid in plate.


    With combat heating up, Themest decides it's time to get into character, so to speak. "Here's hoping nobody panics," he murmurs, quickly slipping out of his handy haversack and tossing it to the middle of the deck for safe keeping. Concentrating, he casts his mind back to his military days when they had been called upon to help one of the nearby villages with an unusual problem. Green scales suddenly erupt across his arms and face, as massive amounts of muscle begin to slither sickeningly under his skin. Massive fangs sprout underneath a ridiculously long green nose, and underneath the essentia shaped weapons natural claws grow, oozing a viscous purple fluid. The troll-Themest grins and flexes it's muscles appreciatively, cracking it's knuckles and getting a feel for the new weight of it's claws.

    "Let's get this party started."
    Last edited by Grendus; 2011-04-27 at 12:54 PM.

  23. - Top - End - #23
    Troll in the Playground
     
    Lyndworm's Avatar

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    Default Re: Land Unfound IC Team 1

    The lightning does well to inconvenience Kraitauer, but the mage had been injured before. With minimal effort, he works past the pain and continues flying towards the Heresy. "Lusob ang isda-tao!" he calls again. In response, the wolves reposition themselves and attack viciously. Setting down on the raised helm, Kraitauer draws his tiny crossbow. In one motion he takes aim and fires.

    Spoiler
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    The two wolves each use a Move action to threaten Enemy 4 in 6-J and a Standard action to attack him (unless it's already dead, in which case they move to attack Enemy 5 in 4-J).

    Wolf Attacks:
    Spoiler
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    Wolf 1:
    Spoiler
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    Wolf 1 Attack:
    (1d20+5)[6](11)

    Wolf 1 Damage:
    (1d6+4)[6](10)

    Wolf 1 Trip Attempt:
    (1d20+3)[3](6)

    Wolf 2:
    Spoiler
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    Wolf 2 Attack:
    (1d20+5)[18](23)

    Wolf 2 Damage:
    (1d6+4)[1](5)

    Wolf 2 Trip Attempt:
    (1d20+3)[7](10)


    Kraitauer lands in square 11-C and attack Enemy 5 in 4-J ( if it's already dead the mage attacks Enemy 4 in 6-N).

    Kraitauer Attacks:
    Spoiler
    Show
    Attack 1:
    (1d20+12)[8](20)

    Damage 1:
    (1d4+4)[3](7)

    Sneak Attack 1 (I understand that this may not apply):
    (3d6+3)[4][5][6](18)

    Bolt Break Chance (51+ does not break):
    (1d100)[10]


    Kraitauer Statistics:
    Spoiler
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    Alomar Kraitauer
    Male Chaotic Neutral Winged Human, Level 7, Init +4, HP 33/41, DR -, Speed 30ft, 70ft Fly (Perfect)
    AC 20, Touch 16, Flat-footed 16, Fort +5, Ref +9, Will +5, Listen +0, Search +14, Spot +0
    Abilities Str 8, Dex 18, Con 10, Int 21, Wis 10, Cha 12



    Celestial Wolf Statistics:
    Spoiler
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    Size/Type: Medium Magical Beast (extraplanar)
    Hit Dice: 2d8+8 (24 hp)
    Initiative: +2
    Speed: 50 ft. (10 squares)
    Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
    BAB/Grapple: +1/+4
    Attack: Bite +5 melee (1d6+4)
    Full Attack: Bite +5 melee (1d6+4)
    Space/Reach: 5 ft./5 ft.
    S. Attacks: Smite Evil, trip
    S. Qualities: Darkvision 60ft, low-light vision, resistance to acid/cold/electricity 5, scent, spell resistance 7
    Saves: Fort +7, Ref +5, Will +1
    Abilities: Str 17, Dex 15, Con 19, Int 3, Wis 12, Cha 6
    Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*
    Feats: Track (Bonus), Weapon Focus: Bite
    Alignment: Neutral good

    Smite Evil (Su):
    Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.

    Trip (Ex):
    A wolf that hits with a bite attack can attempt to trip the opponent (+3 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.

    Skills:
    Wolves have a +4 racial bonus on Survival checks when tracking by scent.

    HP now reduced to 21HP for one of the wolves. I don't know which one, since Wolf 3 is an invalid target (having never been summoned).
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  24. - Top - End - #24
    Ogre in the Playground
     
    Torgarn's Avatar

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    Default Re: Land Unfound IC Team 1

    Angus runs across the deck of the ship nimbly stepping past a wolf. He drops his cutlass and draws his whip. He lashes out attempting to wrest a kuo-toa's sword from his grasp. He then lashes out at the aame kuo-toa.
    Spoiler
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    Angus moves to H4, drops his cutlass, quick draws his whip, attempts a disarm, then attacks.

    Rolls

    (1d20+11)[27]
    (1d20+6)[21]
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  25. - Top - End - #25
    Ogre in the Playground
    Join Date
    May 2010

    Default Re: Land Unfound IC Team 1

    Most attacks since to bounce of their armor, however, the few they do find their mark, almost always kill. Sensing their advantage is fleeting, the Kuo-Toa decide to flee. As if a mental command had been given, the Toa all jump back over the edge of the ship, descending into the waters below. The only enemy left is the man in good clothing. He seems to not be scared by the group around him. Raising his hand, several blasts of energy ripple outward, each charged with energy. His concentration never fading, Themest feels the strength of his form almost fading.

    Spoiler
    Show

    Kuo Toa all flee from battle.

    Attacks

    Attack 1 vs Angus
    Attack (1d20+8)[14] Touch AC
    Damage (4d6+8)[16]

    Attack 2 vs Wolf 1
    Attack (1d20+3)[12] Touch AC
    Damage (4d6+8)[22]

    Grendus need a will save
    DnD Me
    Spoiler
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    Neutral Evil Human Sorcerer/Rogue (1st/1st Level)
    Ability Scores:
    Strength-13
    Dexterity-12
    Constitution-12
    Intelligence-15
    Wisdom-11
    Charisma-13

  26. - Top - End - #26
    Troll in the Playground
     
    Lyndworm's Avatar

    Join Date
    Feb 2008
    Location
    A Chicago Suburb
    Gender
    Male

    Default Re: Land Unfound IC Team 1

    The second wolf wines loudly as it absorbs the energy projected from the well-dressed man. It's side seared badly, the wolf looks to Kraitauer for guidance. "Lusob ang dikit bulikil!" the mage calls to him. Limping pathetically, the wolf begins to make its way towards its attacker. Moving in tandem with the first wolf the wizard summoned, the two celestial brothers attack with all of their might.

    After giving them what will likely be their final order, Kraitauer decides to use a more powerful spell. "Doton jikmadair garmth!" the man shouts, twisting his left hand into a strange shape. On the twisted hand sits a simple gray pearl ring, but from the ring comes a barely-visible sphere of swirling air. Instantly, the swirling air is upon the well-dressed man without even appearing to have moved.

    Spoiler
    Show
    The two wolves each use a Move action to threaten the well-dressed man and a Standard action to attack him.

    Wolf Attacks:
    Spoiler
    Show
    Wolf 1:
    Spoiler
    Show
    Wolf 1 Attack:
    (1d20+5)[8](13)

    Wolf 1 Damage:
    (1d6+4)[1](5)

    Wolf 1 Trip Attempt:
    (1d20+3)[10](13)

    Wolf 2:
    Spoiler
    Show
    Wolf 2 Attack:
    (1d20+5)[4](9)

    Wolf 2 Damage:
    (1d6+4)[1](5)

    Wolf 2 Trip Attempt:
    (1d20+2)[10](12)


    Kraitauer casts Defenestrating Sphere on the well-dressed man. If the attack hits, the man must make a Fortitude save (DC 18) or be knocked prone. Should the man fall prone he must succeed on a second Fortitude save (DC 18) or be thrown (1d8)[4]x10 = 40ft into the air and (1d6)[2] squares away from where he started in a random direction. He takes falling damage as normal, if applicable.

    Direction traveled: (1d8)[5]

    1 North
    2 North-East
    3 East
    4 South-East
    5 South
    6 South-West
    7 West
    8 North-West

    Kraitauer Attacks:
    Spoiler
    Show
    Attack 1 (vs Touch):
    (1d20+10)[17](27)

    Damage 1:
    (3d6)[6][5][5](16)

    Sneak Attack 1 (I understand that this may not apply):
    (3d6)[5][2][6](13)


    Kraitauer Statistics:
    Spoiler
    Show
    Alomar Kraitauer
    Male Chaotic Neutral Winged Human, Level 7, Init +4, HP 33/41, DR -, Speed 30ft, 70ft Fly (Perfect)
    AC 20, Touch 16, Flat-footed 16, Fort +5, Ref +9, Will +5, Listen +0, Search +14, Spot +0
    Abilities Str 8, Dex 18, Con 10, Int 21, Wis 10, Cha 12

    Celestial Wolf Statistics:
    Spoiler
    Show
    Size/Type: Medium Magical Beast (extraplanar)
    Hit Dice: 2d8+8 (24 hp)
    Initiative: +2
    Speed: 50 ft. (10 squares)
    Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
    BAB/Grapple: +1/+4
    Attack: Bite +5 melee (1d6+4)
    Full Attack: Bite +5 melee (1d6+4)
    Space/Reach: 5 ft./5 ft.
    S. Attacks: Smite Evil, trip
    S. Qualities: Darkvision 60ft, low-light vision, resistance to acid/cold/electricity 5, scent, spell resistance 7
    Saves: Fort +7, Ref +5, Will +1
    Abilities: Str 17, Dex 15, Con 19, Int 3, Wis 12, Cha 6
    Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*
    Feats: Track (Bonus), Weapon Focus: Bite
    Alignment: Neutral good

    Smite Evil (Su):
    Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.

    Trip (Ex):
    A wolf that hits with a bite attack can attempt to trip the opponent (+3 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.

    Skills:
    Wolves have a +4 racial bonus on Survival checks when tracking by scent.

    HP now reduced to 21HP for wolf 1 and 2HP for wolf 2.
    Last edited by Lyndworm; 2011-04-29 at 07:17 PM.
    Are any of my tables still broken?
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    elaboration of a post I made, elaboration of my homebrew, my Social Security number, or just a friendly ear.

  27. - Top - End - #27
    Ogre in the Playground
     
    Torgarn's Avatar

    Join Date
    Feb 2011
    Location
    Utah
    Gender
    Male

    Default Re: Land Unfound IC Team 1

    Angus sprints across the deck, when he reaches the well-dressed man he stabs out at him with his rapier.

    Spoiler
    Show
    Angus moves to M6

    Attack (12d0+9)[21]
    Damage (1d6)[6]
    Last edited by Torgarn; 2011-04-30 at 02:10 AM.
    My awesome avvy by Ceika

    Previous avatars by terry576 and Derjuin

    My Homebrew

  28. - Top - End - #28
    Ogre in the Playground
     
    Daemon

    Join Date
    Dec 2010
    Location
    South East England
    Gender
    Male

    Default Re: Land Unfound IC Team 1

    Seeing the kuo-toa fleeing Fishface dives after them

    Spoiler
    Show
    Jump off the ship to B16
    Dex check (1d20+4)[24]
    I assume that jumping off the ship was a move action?
    Last edited by Burnheart; 2011-04-30 at 02:24 PM.
    Quote Originally Posted by flabort View Post
    Burnheart, thanks to you, everyday reality is just a little less desirable. Until this happens, I am just this much more insane.

  29. - Top - End - #29
    Titan in the Playground
     
    PersonMan's Avatar

    Join Date
    Jan 2008
    Location
    Duitsland
    Gender
    Male

    Default Re: Land Unfound IC Team 1

    Seeing no point in doing otherwise, Selea simply continues to sing. She briefly considers blasting the man with her despair, but decides that it would be unnecessary to do so as she sees her allies attack him.
    Not Person_Man, don't thank me for things he did.

    Old-to-New table converter. Also not made by me.

  30. - Top - End - #30
    Ogre in the Playground
     
    Daemon

    Join Date
    Dec 2010
    Location
    South East England
    Gender
    Male

    Default Re: Land Unfound IC Team 1

    Spotting a small dingy tied to the ship full of kuo-Toa Fishface lets out a howl of rage and smashes it with all the strength he can muster.

    Spoiler
    Show
    Rage then attack the dingy. +2ac until next turn.

    attack (1d20+15)[32]
    damage (4d6+11)[22]
    Last edited by Burnheart; 2011-04-30 at 04:34 PM.
    Quote Originally Posted by flabort View Post
    Burnheart, thanks to you, everyday reality is just a little less desirable. Until this happens, I am just this much more insane.

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