J-Mart Fantasy: Closed for remodeling

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Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

8 - Pon-Bak

Post by Thorpocalypse »

Image
True peace can only be found by knowing oneself. And my oneself knows he wants something to eat... - Pon-Bak

PON-BAK
PL6


OPL: 6; DPL: 6; HP: 1
Real Name: Pon-Bak
Archetype: Monk
Age: 20
Height: 6-6
Weight: 360
Eyes: Black
Hair: Black/White
Skin: Black
Race: Panderian
Alignment: Hero - Neutral Good
Occupation: Adventurer
Base of Operations: Mobile
Affiliations: The Septidecima

ABILITIES: STRENGTH 4, STAMINA 3, AGILITY 4, DEXTERITY 2, FIGHTING 6, INTELLECT 0, AWARENESS 3, PRESENCE 1

SKILLS: Acrobatics 6 (+10) [Agile Feint], Athletics 3 (+6), Close Combat [Unarmed] 2 (+8), Deception (+1), Expertise [Theology and Philosophy] 5 (+5), Insight 4 (+7), Intimidation (+1), Perception 3 (+6), Persuasion (+1), Ranged Combat [Throwing] 5 (+7), Stealth 4 (+8)

ADVANTAGES: Benefit (Wealth Ranks) (10) (125 gp), Defensive Roll (1), Equipment (2), Improved Critical (1) (Unarmed), Improved Disarm, Improved Initiative (1), Languages (1) (Common, 1 other, Base: Panderian), Move-by Action, Sweeping Strike*, Takedown (2), Teamwork, Trance

POWERS:
Esoteric Style: Feature 1 (You are trained in an especially obscure or secret style of martial arts. Only those familiar with it can recognize your fighting style or use Analyze Style on you); 1 pt
Hands as Weapons: Feature 1 (In situations where being armed is important, you are always considered armed, even when you have no weapons in-hand); 1 pt
Potent Chi: Feature 1 (Your life force is so abundant and focused that you can make it visible to others by concentrating, creating a faint aura of light or a shimmer between your hands good for an interaction bonus); 1 pt
Panderian Physique: Feature 2 (Increased Mass, Insulating Fur), Protection 1; 3 pts
Panderian Senses: Senses 2 (Low-light Vision, Scent [Acute]); 2 pts
Monk Training: Leaping 1 (15 ft), Movement 1 (Slow Fall); 3 pts
Chi Power: 7 pt Array, Quirk: Chi Limits (11 Chi power uses per day, DC15 Will check to use more); 10 pts
Lay Hands: Healing 6 (Extra: Stabilize, Flaw: Limited to others); 7 pts
Self-Healing: Healing 6 (Extra: Limited to self); 1 pt
Rapid Fire Strike: Multiattack Bludgeoning Strength-based Damage 0 (Extra: Accurate, Dangerous); 1 pt
Ear Boxing: Affliction 6 (Bludgeoning; Resisted and Overcome by Will; 1st: Dazed and Impaired, 2nd: Disabled and Stunned, Extra: Extra Condition, Flaw: Limited to two degrees); 1 pt
Ignore the Elements: Immunity 4 (Heat, Cold, Weather Effects, Flaw: Sustained); 1 pt


Magic Items:
NONE

EQUIPMENT:
(10 pts)
Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt Pouch (empty), Sack (empty), Trail Rations (10 days), Torches (5), Waterskin; 5 pts
Quarterstaff: Bludgeoning Strength-Based Damage 2; 2 pts
Shuriken: Ranged Multiattack Piercing Damage 1; 3 pts

Acquired Items:

OFFENSE:
Initiative +8
Close Attack +6 [Staff +6; Ear Boxing Affliction +6]
Unarmed +8 [Unarmed +4, Critical 19-20; Rapid Fire Strike +4, Critical 19-20, Multiattack]
Ranged Attack +2
Throwing +7 [Shuriken 1, Multiattack]

DEFENSES:
Dodge +7 [DC17] Parry +7 [DC17]
Toughness +5, Fortitude +6, Will +5

COMPLICATIONS:
Bottomless Pit: Pon-Bak is ALWAYS hungry.
Honor: Pon-Bak strongly adheres to way of his monk training and believes in living as honorable of a life as he can.
Monstrous Appearance: Most people in the area are not used to Panda Folk, so he gets a lot of stares and has trouble blending in to society.
Relationships: He sees Xelennia as a little sister and always looks out for her, which is a full time job.

Abilities 42 + Skills 17 (34 ranks) + Advantages 13 + Powers 18 + Defenses 5 = 95 / 95

Comments: In trying to think of more fun races to add to my setting, I was skimming the internets and came upon good old Kung Fu Panda. This led me to the Panderens from World of Warcraft and it became apparent that Gloriant needs Panderians, or Panda folk, from very secluded area of the Kanai region of which you can see my standard builds of them a couple of pages back.

So to add as one of the alternates to my party, I’ve got Pon-Bak, a big, jovial, constantly eating, but bad ass combatant that is right behind Arisema in being the glue that holds the party together.

Again, here is his base build for future reference.
PON-BAK
PL: 5 (90 pts) - OPL: 5; DPL: 5; HP: 1

ABILITIES: STRENGTH 3, STAMINA 3, AGILITY 4, DEXTERITY 2, FIGHTING 5, INTELLECT 0, AWARENESS 3, PRESENCE 1

SKILLS: Acrobatics 5 (+9) [Agile Feint], Athletics 3 (+6), Close Combat [Unarmed] 2 (+7), Deception (+1), Expertise [Theology and Philosophy] 5 (+5), Insight 4 (+7), Intimidation (+1), Perception 2 (+5), Persuasion (+1), Ranged Combat [Throwing] 3 (+5), Stealth 4 (+8)

ADVANTAGES: Benefit (Wealth Ranks) (7), Equipment (2), Improved Critical (1) (Unarmed), Improved Disarm, Improved Initiative (1), Languages (1) (Common, 1 other, Base: Panderian), Move-by Action, Takedown (2), Teamwork, Trance

POWERS:
Panderian Physique: Feature 2 (Increased Mass, Insulating Fur), Protection 2; 4 pts
Panderian Senses: Senses 2 (Low-light Vision, Scent [Acute]); 2 pts
Monk Training: Leaping 1 (15 ft), Movement 1 (Slow Fall); 3 pts
Chi Power: 6 pt Array, Quirk: Chi Limits (10 Chi power uses per day, DC13 Will check to use more); 9 pts
Lay Hands: Healing 5 (Extra: Stabilize, Flaw: Limited to others); 6 pts
Self-Healing: Healing 5 (Extra: Limited to self); 1 pt
Rapid Fire Strike: Multiattack Bludgeoning Strength-based Damage 0 (Extra: Accurate, Dangerous); 1 pt
Stunning Strike: Cumulative Affliction 5 (Resisted by Fortitude; 1st: Dazed, 2nd: Stunned, Flaw: Limited to two degrees); 1 pt
Ignore the Elements: Immunity 4 (Heat, Cold, Weather Effects, Flaw: Sustained); 1 pt


Magic Items:
NONE

EQUIPMENT:
(10 pts)
Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt Pouch (empty), Sack (empty), Trail Rations (10 days), Torches (5), Waterskin; 5 pts
Quarterstaff: Bludgeoning Strength-Based Damage 2; 2 pts
Shuriken: Ranged Multiattack Piercing Damage 1; 3 pts

Acquired Items:

OFFENSE:
Initiative +8
Close Attack +5 [Staff +5; Stunning Strike Affliction +5]
Unarmed +7 [Unarmed +3, Critical 19-20; Rapid Fire Strike +3, Critical 19-20, Multiattack]
Ranged Attack +2
Throwing +5 [Shuriken 1, Multiattack]

DEFENSES:
Dodge +5 [DC15] Parry +5 [DC15]
Toughness +5, Fortitude +5, Will +5

COMPLICATIONS:
Bottomless Pit: Pon-Bak is ALWAYS hungry.
Honor: Pon-Bak strongly adheres to way of his monk training and believes in living as honorable of a life as he can.
Monstrous Appearance: Most people in the area are not used to Panda Folk, so he gets a lot of stares and has trouble blending in to society.
Relationships: He sees Xelennia as a little sister and always looks out for her, which is a full time job.

Abilities 42 + Skills 14 (28 ranks) + Advantages 11 + Powers 18 + Defenses 5 = 90 / 90
Last edited by Thorpocalypse on Thu Feb 08, 2018 7:07 pm, edited 6 times in total.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

9 - Jaharri

Post by Thorpocalypse »

Image
Time to hunt... - Jaharri

JAHARRI
PL6


OPL: 6; DPL: 6; HP: 3
Real Name: Jaharri
Archetype: Barbarian
Age: 23
Height: 6-4
Weight: 235
Eyes: Blue
Hair: White
Skin: Pink
Race: Leonine
Alignment: Hero - Chaotic Good
Occupation: Adventurer
Base of Operations: Mobile
Affiliations: The Septidecima

ABILITIES: STRENGTH 3, STAMINA 4, AGILITY 3, DEXTERITY 0, FIGHTING 5, INTELLECT 0, AWARENESS 3, PRESENCE 1

SKILLS: Athletics 6 (+9/+13), Deception (+1), Expertise [Nature] 4 (+4), Expertise [Survival] 4 (+4), Insight (+3), Intimidation 4 (+5/+9) [Startle, Ultimate Effort], Perception 4 (+7), Persuasion (+2), Ranged Combat [Throwing] 4 (+4), Stealth (+3)

ADVANTAGES: Benefit (Wealth Ranks) (10) (155 gp), Close Attack (1), Defensive Roll (1), Equipment (3), Great Endurance, Improved Critical (1), (Axe), Improved Initiative (1), Languages (1) (Common, 1 other, Base: Leonine), Startle, Takedown (2), Ultimate Effort (1) (Intimidation Checks)]

POWERS:
Roar: Enhanced Skills 2 (Intimidation 4 ranks, Extra: Action [Move Action], Flaw: Sense-dependent), Enhanced Advantages 2 (Startle, Ultimate Effort [Intimidation Checks], Extra: Action [Move Action], Flaw: Sense-dependent); 4 pts
Leonine Senses: Senses 2 (Low-Light Vision, Senses 1 (Scent [Acute]); 2 pts
Tough Hide: Protection 2, Feature 1 (Insulating Fur); 3 pts
Swift Hunter: Speed 1 (4 mph/60 fpr), Leaping 1 (15 ft); 2 pts
Claws/Bite: Strength-based Damage 1 (Extra: Dangerous, Split, Variable Descriptor [Slashing, Piercing]), Enhanced Advantages 2 (Athletics 4 ranks, Flaw: Limited to climb checks); 5 pts
Barbarian Rage: 22 pt Array, Quirk: Rage Limits (10 uses of Barbarian Rage per day, DC16 Fortitude Check to use more); 22 pts
Fighting Fury: Immunity 30 (Bludgeoning, Piercing/Slashing Damage, Flaw: Limited to half effect, Extra: Multiattack 6 on Claws/Bite and Axe Damage, Enhanced Speed 1 (4 [8]/120 fpr); 22 pts
Second Wind: Healing 6 (Flaw: Limited to self); 1 pt


Magic Items:
NONE

EQUIPMENT:
(15 pts)
Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt Pouch (empty), Sack (empty), Trail Rations (10 days), Torches (5), Waterskin; 5 pts
Dual Bladed Battleaxe: Slashing Strength-Based Damage 3, Breaking, Dangerous, Double; 6 pts
Dagger: Piercing Strength-Based Damage 1, Dangerous; 2 pts
Throwing Axes: Ranged Slashing Strength-based Damage 1 (Dangerous, Flaw: Unreliable [5 uses]); 2 pts

Acquired Items:

OFFENSE:
Initiative +7
Close Attack +6 [Unarmed +3; Dual Bladed Axe +6, Critical 19-20; Raging Dual Bladed Axe +6, Critical 18-20, Multiattack; Dagger +4, Critical 19-20; Claws/Bite +4, Critical 19-20; Raging Claws/Bite +4, Critical 19-20, Multiattack]
Ranged Attack +1
Throwing +4 [Throwing Axes +4, Critical 19-20]

DEFENSES:
Dodge +5 [DC15] Parry +5 [DC15]
Toughness +7 (+6 without Defensive Roll), Fortitude +6, Will +4

COMPLICATIONS:
Disability: Leonine hate the water and are very poor swimmers.
Enemy: Leonine and Rakshasas have an eons old hatred of each other.
Honor: All Leonine are known for keeping their word when we give it.
Monstrous Appearance: Leonine are rarely seen in areas traditionally populated by the more common humanoid races and their appearance can be unsettling for some.
Motivation: Jaharri is driven to rid the world of evil and to bring pride back to his Pride.
Relationships: He is very loyal to Arisema and fiercely loyal to Trixi.
Responsibility: To his Pride, above all else.
Temper: Jaharri has gotten it under control for the most part, but if pushed to far he can fly into a terrible rage.

Abilities 38 + Skills 13 (26 ranks) + Advantages 11 + Powers 38 + Defenses 5 = 105 / 105

Comments: As I mentioned before, I got talked into playing Magic the Gathering a couple of years ago, which I swore I would never do. I was one of those RPG elitists that stuck their nose up at card gamers, much like Cass at the beginning of Gamers 3. But after watching Spellslingers on Geek and Sundry and getting talked into playing against my son, I am now an MTG Casual with a serious card buying problem…

With that, I had to add some creatures to my Gloriant setting based on some of the MTG cards and the art, which is mostly awesome. This PC was inspired by some art of Planeswalker Ajani Goldmane. That got me to build Jaharri here and work on a template for a Leonine race (coming later). He’s kind of a Barbarian type and I really like how he came out. He's tested pretty well so far and I hope to advance him enough to make him even more of a melee beast.
JAHARRI
PL: 5 (90 pts) - OPL: 5; DPL: 5; HP: 1

ABILITIES: STRENGTH 3, STAMINA 4, AGILITY 3, DEXTERITY 0, FIGHTING 4, INTELLECT 0, AWARENESS 3, PRESENCE 2

SKILLS: Athletics 6 (+9/+13), Deception (+1), Expertise [Nature] 4 (+4), Expertise [Survival] 5 (+5), Insight (+3), Intimidation 4 (+6/+10) [Startle, Ultimate Effort], Perception 4 (+7) [Tracking], Persuasion (+2), Ranged Combat [Throwing] 3 (+3), Stealth (+3)

ADVANTAGES: All-Out Attack, Benefit (Wealth Ranks) (6), Defensive Roll (1), Equipment (3), Great Endurance, Improved Critical (2) (Axes, Claws/Bite), Improved Initiative (1), Languages (1) (Common, 1 other, Base: Leonine), Last Stand*, Luck (Recover) (1), Move-by Action, Startle, Takedown (2), Tracking, Ultimate Effort (1) (Intimidation Checks)]

POWERS:
Roar: Enhanced Skills 2 (Intimidation 4 ranks, Extra: Action [Move Action], Flaw: Sense-dependent), Enhanced Advantages 2 (Startle, Ultimate Effort [Intimidation Checks], Extra: Action [Move Action], Flaw: Sense-dependent); 4 pts
Leonine Senses: Senses 2 (Low-Light Vision, Senses 1 (Scent [Acute]); 2 pts
Tough Hide: Protection 1, Feature 1 (Insulating Fur); 2 pts
Swift Hunter: Speed 1 (4 mph/60 fpr), Leaping 1 (15 ft); 2 pts
Claws/Bite: Strength-based Damage 1 (Extra: Accurate, Split, Variable Descriptor [Slashing, Piercing]), Enhanced Advantages 2 (Athletics 4 ranks, Flaw: Limited to climb checks); 5 pts
Barbarian Rage: 10 pts Traits, Flaw: Unreliable (5 uses); 5 pts
Fighting Fury: Regeneration 3 (1/every 3 rounds), Extra: Multiattack 6 on Claws/Bite and Axe Damage, Enhanced Speed 1 (4 [8]/120 fpr); 10 pts

Magic Items:
NONE

EQUIPMENT:
(15 pts)
Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt Pouch (empty), Sack (empty), Trail Rations (10 days), Torches (5), Waterskin; 5 pts
Dual Bladed Battleaxe: Slashing Strength-Based Damage 3, Breaking, Dangerous, Double; 6 pts
Dagger: Piercing Strength-Based Damage 1, Dangerous; 2 pts
Throwing Axes: Ranged Slashing Strength-based Damage 1 (Dangerous, Flaw: Unreliable [5 uses]); 2 pts

Acquired Items:

OFFENSE:
Initiative +7
Close Attack +4 [Unarmed +3; Dual Bladed Axe +6, Critical 18-20; Dagger +4, Critical 19-20]
Claws/Bite +6 [Claws/Bite +4, Critical 19-20]
Ranged Attack +1
Throwing +3 [Throwing Axes +4, Critical 18-20]

DEFENSES:
Dodge +4 [DC14] Parry +4 [DC14]
Toughness +6 (+5 without Defensive Roll), Fortitude +6, Will +3

COMPLICATIONS:
Disability: Leonine hate the water and are very poor swimmers.
Enemy: Leonine and Rakshasas have an eons old hatred of each other.
Honor: All Leonine are known for keeping their word when we give it.
Monstrous Appearance: Leonine are rarely seen in areas traditionally populated by the more common humanoid races and their appearance can be unsettling for some.
Motivation: Jaharri is driven to rid the world of evil and to bring pride back to his Pride.
Relationships: He is very loyal to Arisema and fiercely loyal to Trixi.
Responsibility: To his Pride, above all else.
Temper: Jaharri has gotten it under control for the most part, but if pushed to far he can fly into a terrible rage.

Abilities 38 + Skills 13 (26 ranks) + Advantages 16 + Powers 20 + Defenses 3 = 90 / 90
Last edited by Thorpocalypse on Wed Feb 07, 2018 2:42 am, edited 4 times in total.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

10 - Trixi Picklebottom Goldflower

Post by Thorpocalypse »

Image
Oooh, look at that Monodrone! Can we keep it? - Trixi

TRIXI PICKLEBOTTOM GOLDFLOWER
PL6


OPL: 6; DPL: 6; HP 2
Real Name: Trixi Picklebottom Goldflower
Archetype: Tinkerer
Age: 20
Height: 3-1
Weight: 46
Eyes: Pink
Hair: Pink
Skin: Fair
Race: Gnome
Alignment: Hero - Chaotic Good
Occupation: Adventurer
Base of Operations: Mobile
Affiliations: The Septidecima

ABILITIES: STRENGTH -1, STAMINA 0, AGILITY 3, DEXTERITY 5, FIGHTING 2, INTELLECT 4, AWARENESS 2, PRESENCE 1

SKILLS: Acrobatics 2 (+5), Athletics (-1), Close Combat [Short Blades] 4 (+6), Deception 9 (+10) [Taunt], Expertise [History] 1 (+5), Expertise [Magic] 5 (+9), Insight (+2), Intimidation (+1/-1), Perception 5 (+7), Persuasion 2 (+3), Sleight of Hand 3 (+8), Stealth 2 (+5/+9), Technology 7 (+11)

ADVANTAGES: Artificer, Benefit (Wealth Ranks) (10) (160 gp), Equipment (3), Improvised Tools, Inventor, Languages (2) (Arcane, Common, Sylvan, Leonine, 1 other, Base: Gnome), Luck (1) (Improve Roll), Luck (Inspiration) (1), Move-by Action, Ranged Attack (1), Redirect, Set-Up (1), Taunt

POWERS:
Gnome Size: Shrinking 4 (-1 Str, +2 Dodge/Parry, +4 Stealth, -2 Intimidation, Speed -1, -1 Mass; Extra: Innate, Permanent); 9 pts
Gnome Senses: Senses 1 (Low-light Vision); 1 pt
Dancing Lights: Feature 1 (You can generate and refract light around you to create a harmless, shimmering “light show” of color, good for a circumstance bonus to interaction skills in situations where it can impress others); 1 pt
Prestidigitation: Feature 1 (You can create minor illusions as “magic tricks” primarily suitable for entertainment, but potentially good for a circumstance bonus for interaction skills or to distract targets from other happenings); 1 pt
Machines Like Me: Feature 1 (Routine break-downs, crashes, and similar problems do not affect you or the technology you operate. The GM should emphasize this); 1 pt
Trixi's Bag of Tricks: 21 pts Traits, Flaw: Easily Removable (-8 pts), Quirk: Bag Size (11 uses of Tricks per day, DC21 Technology check to use more); 12 pts
Bag of Gadgets: Variable 3 (15 pts Traits, Medieval Technical Descriptor); 21 pts

Magic Items:
NONE

EQUIPMENT:
(15 pts)
Studded Leather Armor with Glider Wings: Protection 2, Flight 2 (8 mph/120 fpr, Flaw: Gliding); 4 pts
Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt Pouch (empty), Sack (empty), Trail Rations (10 days), Torches (5), Waterskin; 5 pts
Dagger: Piercing Strength-Based Damage 1, Dangerous; 2 pts
Masterwork Tools: Feature 2 (Eliminates penalties for checks requiring Tools); 2 pts
Thieves' Tools: Feature 1 (Tools, Technology); 1 pt

Acquired Items:

OFFENSE:
Initiative +3
Close Attack +2 [Unarmed -1]
Short Blades +6 [Dagger +0, Critical 19-20]
Ranged Attack +6

DEFENSES:
Dodge +9 [DC19] Parry +9 [DC19]
Toughness +2, Fortitude +3, Will +6

COMPLICATIONS:
Blabbermouth: Trixi yaps a lot and cannot be counted on to keep secrets.
Curiosity Killed the Gnome: Gnomes are extremely curious about the world around them and this can sometimes get them into trouble.
Motivation: Trixi wants to be the greatest Tinkerer in all the world to make it a better place.
Obsession: Tinkering with technology and especially magical technology as much as she can.
Relationships: She has grown close to her adventuring group, especially Jaharri and Pon-Bak.

Abilities 34 + Skills 20 (40 ranks) + Advantages 14 + Powers 21 + Defenses 16 = 105 / 105

Comments: As I have mentioned before, I’ve never been a fan of the little people races in fantasy settings. I don’t think I’ve ever played a halfling or a gnome or anything of the sort, ever. But, since I am working up several PC archetypes, I figured I’d build one and come to find out, I like her a lot.

I didn’t want to go with the standard little person Rogue, so I figured I’d go with a tinkerer type, which she can pass as a thief if need be, but is really more focused on tech and gadgets. I also wanted her to be the set up queen, using her size and advantages to set foes up for hits by the big hitters I’ve build so far. Granted, in a fantasy game, you’d have to be pretty careful with that Inventor advantage, but for the most part, I think it would be lots of fun for both player and GM to come up with era appropriate gadgets.

Now that Kaladesh has come out for MTG, I can see a reworking of her to utilize Aether, the pure form of magical energy used to created and power the creations on that plane. I am planning on adding several planes as continents on Gloriant so it should hopefully all fit together.
TRIXI PICKLEBOTTOM GOLDFLOWER
PL: 5 (90 pts) - OPL: 5; DPL: 5; HP 1

ABILITIES: STRENGTH -1, STAMINA 0, AGILITY 3, DEXTERITY 5, FIGHTING 2, INTELLECT 4, AWARENESS 2, PRESENCE 1

SKILLS: Acrobatics 2 (+5), Athletics (-1), Close Combat [Short Blades] 4 (+6), Deception 8 (+9) [Taunt], Expertise [History] 1 (+5), Expertise [Magic] 2 (+6), Insight (+2), Intimidation (+1/-1), Perception 3 (+5), Persuasion (+1), Sleight of Hand 2 (+7), Stealth 2 (+5/+9), Technology 6 (+10)

ADVANTAGES: Artificer, Benefit (Wealth Ranks) (7), Equipment (3), Improvised Tools, Languages (1) (Common, 1 other, Base: Gnome), Luck (Inspiration) (1), Move-by Action, Ranged Attack (1), Redirect, Set-Up (1), Taunt

POWERS:
Gnome Size: Shrinking 4 (-1 Str, +2 Dodge/Parry, +4 Stealth, -2 Intimidation, Speed -1, -1 Mass; Extra: Innate, Permanent); 9 pts
Gnome Senses: Senses 1 (Low-light Vision); 1 pt
Dancing Lights: Feature 1 (You can generate and refract light around you to create a harmless, shimmering “light show” of color, good for a circumstance bonus to interaction skills in situations where it can impress others); 1 pt
Prestidigitation: Feature 1 (You can create minor illusions as “magic tricks” primarily suitable for entertainment, but potentially good for a circumstance bonus for interaction skills or to distract targets from other happenings); 1 pt
Trixi's Bag of Tricks: 14 pts Traits, Flaw: Easily Removable (-4 pts), Quirk: Bag Size (10 uses of Tricks per day, DC18 Technology check to use more); 9 pts
Bag of Gadgets: Variable 2 (10 pts Traits, Medieval Technical Descriptor); 14 pts

Magic Items:
NONE

Magic Items:
NONE

EQUIPMENT:
(15 pts)
Studded Leather Armor with Glider Wings: Protection 2, Flight 2 (8 mph/120 fpr, Flaw: Gliding); 4 pts
Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt Pouch (empty), Sack (empty), Trail Rations (10 days), Torches (5), Waterskin; 5 pts
Dagger: Piercing Strength-Based Damage 1, Dangerous; 2 pts
Masterwork Tools: Feature 2 (Eliminates penalties for checks requiring Tools); 2 pts
Thieves' Tools: Feature 1 (Tools, Technology); 1 pt

Acquired Items:

OFFENSE:
Initiative +3
Close Attack +2 [Unarmed -1]
Short Blades +6 [Dagger +0, Critical 19-20]
Ranged Attack +6

DEFENSES:
Dodge +8 [DC18] Parry +8 [DC18]
Toughness +2, Fortitude +2, Will +5

COMPLICATIONS:
Blabbermouth: Trixi yaps a lot and cannot be counted on to keep secrets.
Curiosity Killed the Gnome: Gnomes are extremely curious about the world around them and this can sometimes get them into trouble.
Motivation: Trixi wants to be the greatest Tinkerer in all the world to make it a better place.
Obsession: Tinkering with technology and especially magical technology as much as she can.
Relationships: She has grown close to her adventuring group, especially Jaharri and Pon-Bak.

Abilities 34 + Skills 15 (30 ranks) + Advantages 12 + Powers 17 + Defenses 12 = 90 / 90
Last edited by Thorpocalypse on Wed Feb 07, 2018 2:45 am, edited 3 times in total.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

11, 50, 51 - Drenna the Druid (with Stormfang and Kinara)

Post by Thorpocalypse »

Image
There is something for more dangerous than the beasts of the woods...ME... - Drenna the Druid

DRENNA THE DRUID
PL6


OPL: 6; DPL: 6; HP: 1
Real Name: Drenna Greenleaf
Archetype: Druid
Age: 24
Height: 5-7
Weight: 133
Eyes: Brown
Hair: Brown
Skin: Fair
Race: Human
Alignment: Hero - Neutral Good
Occupation: Adventurer
Base of Operations: Mobile
Affiliations: The Septidecima

ABILITIES: STRENGTH 1, STAMINA 2, AGILITY 2, DEXTERITY 2, FIGHTING 6, INTELLECT 2, AWARENESS 3, PRESENCE 1

SKILLS: Athletics (+1), Close Combat [Staff] 2 (+8), Deception (+2), Expertise [Magic] 4 (+6), Expertise [Nature] 5 (+7), Insight 2 (+5), Intimidation (+2), Perception 4 (+7), Persuasion (+1), Stealth 1 (+2), Treatment 2 (+4)

ADVANTAGES: Animal Empathy, Benefit (Wealth Ranks) (9) (55 gp), Defensive Roll (1), Equipment (3), Languages (1) (Sylvan, Druidic, Base: Common), Minions (3) (Kinara), Ranged Attack (4), Ritualist, Sidekick (10) (Stormfang)

POWERS:
Weather Resistant: Feature 1 (No matter the weather conditions, you remain dry, your hair and clothing never mussed by the wind); 1 pt
Living Springtime: Feature 1 (You can make flowering plants flower instantly out of season, or make fruiting plants produce mature fruit instantly out of season); 1 pt
Animal Companion Bond: Senses 2 (Communication Link 2 [Mental; Kinara, Stormfang]); 2 pts
Shillelagh: Bludgeoning Strength-based Damage 3, Feature 1 (Magical), (Extra: Dangerous, Flaw: Easily Removable [requires staff/club]); 2 pts
Druid Spells: 13 pt Array, Quirk: Mana Limits (11 uses of Druid Spells per day, DC16 Will check to cast more); 18 pts
Lightning Bolt: Ranged Electrical Damage 6 (Extra: Indirect [From above]; 13 pts
Plant Growth: Ranged Cumulative Affliction 6 (Plants; Resisted by Dodge, Overcome by Damage; 1st: Hindered and Vulnerable, 2nd: Defenseless and Immobilized, Extra: Extra Condition, Flaw: Limited Degree, Limited [Requires available plant life]); 1 pt
Wind Blast: Cone Area Move Object 6 (Extra: Cone Area [60 ft cone], Flaw: Close Range, Limited [to Pushing Away]); 1 pt
Weather Control: Environment 2 (60 ft Radius; 3 points of effect [Cold, Heat, Impair Movement, Visibility], Extra: Selective); 1 pt
Hailstorm: Ranged Burst Area Bludgeoning Damage 4 (Extra: Burst Area [30 ft radius], Indirect [falling from above]) 1 pt
Cure Wounds: Healing 6; 1 pt
Speak with Animals: Comprehend 2 (Understand, Understood by Animals); 1 pt


Magic Items:
NONE
Magic Items:
NONE

EQUIPMENT:
(15 pts)
Hide Armor: Protection 2; 2 pts
Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt Pouch (empty), Sack (empty), Trail Rations (10 days), Torches (5), Waterskin; 5 pts
Quarterstaff: Bludgeoning Strength-Based Damage 2; 2 pts
Dagger: Piercing Strength-Based Damage 1, Dangerous; 2 pts
Sling: Ranged Bludgeoning Strength-Based Damage 1; 2 pts

Acquired Items:

OFFENSE:
Initiative +2
Close Attack +6 [Unarmed +1; Dagger +2, Critical 19-20]
Staff +8 [Quarterstaff +3; Shillelagh +4, Critical 19-20]
Ranged Attack +6 [Sling +1; Lightning Bolt +5; Hailstorm +3, Burst Area]
Special Attack [Wind Blast Move Object +5, Cone Area]

DEFENSES:
Dodge +7 [DC17] Parry +7 [DC17]
Toughness +5 (+4 without Defensive Roll), Fortitude +5, Will +6

COMPLICATIONS:
Aloof: Drenna is not used to much human contact so sometimes she just prefers to be left alone.
Motivation: Ridding the world of the evil that would harm nature, and her forest in particular.
Power Loss: Drenna needs to be able to speak and/or gesture to cast her spells.
Relationships: She is close to her sister, Rain, and her wolf and hawk.
Responsibility: To her forest and her Order.

Abilities 38 + Skills 10 (20 ranks) + Advantages 23 + Powers 24 + Defenses 12 = 107 / 107

Comments: It hit me that I hadn’t done a Ranger or Druid type of PC so I built Drenna here, an homage to one of my 3rd edition D&D characters, Dren the Druid. I like aliteraton…

Drenna came out pretty well with the point limit I gave myself. Once she gets enough points to make her animal companions Sidekicks and add a Metamorph into a bear or something, she’ll be really frightening.

Her animal companions are listed below, I basically took a couple of standard animal archetypes and suped them up, in the spirit of animal companions leveling up with the masters.
DRENNA THE DRUID
PL: 5 (90 pts) - OPL: 5; DPL: 5; HP: 1

ABILITIES: STRENGTH 1, STAMINA 2, AGILITY 1, DEXTERITY 1, FIGHTING 5, INTELLECT 2, AWARENESS 3, PRESENCE 1

SKILLS: Athletics (+1), Deception (+2), Expertise [Magic] 3 (+5), Expertise [Nature] 4 (+6), Insight (+3), Intimidation (+2), Perception 2 (+5), Persuasion (+1), Stealth (+1), Treatment 1 (+3)

ADVANTAGES: Animal Empathy, Benefit (Wealth Ranks) (6), Close Attack (1), Equipment (3), Languages (1) (Sylvan, Druidic, Base: Common), Minions (3) (Kinara), Ranged Attack (4), Ritualist, Sidekick (9) (Stormfang)

POWERS:
Weather Resistant: Feature 1 (No matter the weather conditions, you remain dry, your hair and clothing never mussed by the wind); 1 pt
Animal Companion Bond: Senses 2 (Communication Link 2 [Mental; Kinara, Stormfang]); 2 pts
Shillelagh: Bludgeoning Strength-based Damage 3, Feature 1 (Magic), (Extra: Dangerous, Quirk: Requires staff/club); 4 pts
Druid Spells: 10 pt Array, Quirk: Mana Limits (10 uses of Druid Spells per day, DC13 Will check to cast more); 16 pts
Lightning Bolt: Ranged Electrical Damage 5; 10 pts
Plant Growth: Ranged Cumulative Affliction 5 (Plants; Resisted by Dodge, Overcome by Damage; 1st: Hindered and Vulnerable, 2nd: Defenseless and Immobilized, Extra: Extra Condition, Flaw: Limited Degree, Limited [Requires available plant life]); 1 pt
Wind Blast: Cone Area Move Object 5 (Extra: Cone Area [60 ft cone], Flaw: Close Range, Limited [to Pushing Away]); 1 pt
Weather Control: Environment 2 (60 ft Radius; 3 points of effect [Cold, Heat, Impair Movement, Visibility], Extra: Selective); 1 pt
Hailstorm: Ranged Burst Area Bludgeoning Damage 3 (Extra: Burst Area [30 ft radius], Indirect [falling from above]) 1 pt
Cure Wounds: Healing 5; 1 pt
Speak with Animals: Comprehend 2 (Understand, Understood by Animals); 1 pt
Cantrips: Features 5 (You can identify different plant species and their properties simply by looking at or touching them; Your touch can cure a plant of infections, minor damage, and other maladies, restoring it to full health, like a limited version of the Healing effect; You can shed dust and dirt [including mud] at will, keeping yourself and your clothing clean under almost any conditions; You radiate an additional degree of life-force, promoting the health and well-being of living things around you, such that anything growing or healing in your presence gains a +2 circumstance bonus to any necessary checks; Creating a tiny flame, like a match, useful for lighting other fires; Extra: Uses are not subject to Limited Boons Quirk); 1 pt


Magic Items:
NONE

EQUIPMENT:
(15 pts)
Hide Armor: Protection 2; 2 pts
Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt Pouch (empty), Sack (empty), Trail Rations (10 days), Torches (5), Waterskin; 5 pts
Quarterstaff: Bludgeoning Strength-Based Damage 2; 2 pts
Dagger: Piercing Strength-Based Damage 1, Dangerous; 2 pts
Sling: Ranged Bludgeoning Strength-Based Damage 1; 2 pts

Acquired Items:

OFFENSE:
Initiative +2
Close Attack +6 [Unarmed +1; Quarterstaff +3; Shillelagh +4, Critical 19-20; Dagger +2, Critical 19-20]
Ranged Attack +5 [Sling +1; Lightning Bolt +5; Hailstorm +3, Burst Area]
Special Attack [Wind Blast Move Object +5, Cone Area]

DEFENSES:
Dodge +5 [DC15] Parry +5 [DC15]
Toughness +4, Fortitude +3, Will +5

COMPLICATIONS:
Aloof: Drenna is not used to much human contact so sometimes she just prefers to be left alone.
Motivation: Ridding the world of the evil that would harm nature, and her forest in particular.
Power Loss: Drenna needs to be able to speak and/or gesture to cast her spells.
Relationships: She is close to her sister, Rain, and her wolf and hawk.
Responsibility: To her forest and her Order.

Abilities 32 + Skills 5 (10 ranks) + Advantages 23 + Powers 23 + Defenses 7 = 90 / 90
------------------------------------------------------------------------------------------

STORMFANG
PL6


OPL: 6; DPL: 6; HP: 0

ABILITIES: STRENGTH 2, STAMINA 4, AGILITY 3, DEXTERITY 0, FIGHTING 6, INTELLECT -4, AWARENESS 2, PRESENCE -3

SKILLS: Athletics 3 (+5), Close Combat [Bite] 2 (+8), Deception (-3), Insight (+2), Intimidation (-3), Perception 5 (+7), Persuasion (-3), Stealth 2 (+5)

ADVANTAGES: Chokehold, Improved Trip, Move-by Action, Teamwork

POWERS:
Furry Hide: Immunity 1 (Environmental Cold), Protection 2; 3 pts
Canine Movement: Speed 2 (8 mph/120 fpr); 2 pts
Canine Senses: Senses 7 (Low-light vision, Normal Hearing [Extended], Ultrahearing, Scent [Acute, Ranged, Extended, Tracking]); 7 pts
Bite: Piercing Strength-based Damage 1 (Extra: Dangerous); 3 pts
Bond with Drenna and Kinara: Senses 2 (Communication Link [Mental; Drenna, Kinara]); 2 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +3
Close Attack +6 [Unarmed +2]
Bite +8 [Bite +4, Critical 19-20]
Ranged Attack +0

DEFENSES:
Dodge +6 [DC16] Parry +6 [DC16]
Toughness +6 (+6 without Defensive Roll), Fortitude +5, Will +2

COMPLICATIONS:
Disability: Wolves cannot speak nor use their paws to easily manipulate objects.
Relationships: Stormfang is fiercely loyal to Drenna and also seems to be protective of Kinara.
Relationships: Wolves are known by a strict pecking order in the pack, with the Alphas getting first choice in any matter, and Omegas at the bottom.

Abilities 20 + Skills 6 (12 ranks) + Advantages 3 + Powers 17 + Defenses 4 = 50 / 50

Comments: Drenna’s wolf companion, Stormfang.

Original version prior to any leveling:
STORMFANG
PL: 5 (45 pts) - OPL: 5; DPL: 5; HP: 0

ABILITIES: STRENGTH 2, STAMINA 3, AGILITY 3, DEXTERITY 0, FIGHTING 6, INTELLECT -4, AWARENESS 2, PRESENCE -3

SKILLS: Athletics 3 (+5), Deception (-3), Insight (+2), Intimidation (-3), Perception 5 (+7), Persuasion (-3), Stealth 2 (+5)

ADVANTAGES: Chokehold, Improved Trip, Move-by Action, Sweeping Strike*, Teamwork

POWERS:
Furry Hide: Immunity 1 (Environmental Cold), Protection 1; 2 pts
Canine Movement: Speed 2 (8 mph/120 fpr); 2 pts
Canine Senses: Senses 7 (Low-light vision, Normal Hearing [Extended], Ultrahearing, Scent [Acute, Ranged, Extended, Tracking]); 7 pts
Bite: Piercing Strength-based Damage 1 (Extra: Dangerous); 2 pts
Bond with Drenna: Senses 1 (Communication Link [Mental; Drenna]); 1 pt

EQUIPMENT:
NONE

OFFENSE:
Initiative +3
Close Attack +6 [Unarmed +2; Bite +3, Critical 19-20]
Ranged Attack +0

DEFENSES:
Dodge +6 [DC16] Parry +6 [DC16]
Toughness +4, Fortitude +4, Will +2

COMPLICATIONS:
Disability: Wolves cannot speak nor use their paws to easily manipulate objects.
Relationships: Stormfang is fiercely loyal to Drenna and also seems to be protective of Kinara.
Relationships: Wolves are known by a strict pecking order in the pack, with the Alphas getting first choice in any matter, and Omegas at the bottom.

Abilities 18 + Skills 5 (10 ranks) + Advantages 4 + Powers 14 + Defenses 4 = 45 / 45
------------------------------------------------------------------------------------

KINARA
PL6


OPL: 3; DPL: 6; HP: 0

ABILITIES: STRENGTH -1, STAMINA 2, AGILITY 3, DEXTERITY 0, FIGHTING 3, INTELLECT -4, AWARENESS 2, PRESENCE -3

SKILLS: Acrobatics (+3/+7), Athletics (-1), Deception (-3), Insight (+2), Intimidation (-3/-5), Perception 8 (+10), Persuasion (-3), Stealth (+3/+7)

ADVANTAGES: Close Attack (3), Favored Environment (Flying), Improved Defense, Move-by Action, Teamwork, Tracking

POWERS:
Giant Hawk Size: Shrinking 4 (-1 Str, +2 Dodge/Parry, +4 Stealth, -2 Intimidation, Speed -1 [1 mph/15 fpr], -1 Mass; Extra: Innate, Permanent); 9 pts
Hawk Senses: Senses 2 (Normal Vision [Extended], Low-Light Vision); 2 pts
Wings: Flight 5 (60 [30] mph/500 ft pr; Flaw: Winged); 5 pts
Aerial Mastery: Enhanced Dodge 5 (Flaw: Limited to when airborne), Enhanced Parry 5 (Flaw: Limited to when airborne), Enhanced Skills 2 (Acrobatics 4 ranks, Flaw: Limited to when airborne), Enhanced Advantages 2 (Improved Defense, Move-by Action, Flaw: Limited to when airborne); 7 pts
Talons: Piercing Strength-based Damage 1; 1 pt
Bond with Drenna and Stormfang: Senses 1 (Communication Link [Mental; Drenna, Stormfang]); 2 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +3
Close Attack +6 [Unarmed -1; Talons +0]
Ranged Attack +0

DEFENSES:
Dodge +5 (+10 when Flying) [DC15/20] Parry +5 (+10 when Flying) [DC15/20]
Toughness +2, Fortitude +4, Will +3

COMPLICATIONS:
Disability: Hawks cannot speak humanoid languages, nor use their talons to easily manipulate objects.
Relationships: She is fiercely loyal to Drenna and seems to be protective of Stormfang.

Abilities 6 + Skills 4 (8 ranks) + Advantages 6 + Powers 26 + Defenses 3 = 45 / 45

Comments: Kinara is Drenna’s larger-than-normal hawk companion. Not Dire Hawk size, but a bit larger than the biggest species of hawk. Mainly so I could get her close to points...

Original version for posterity:
KINARA
PL: 5 (43 pts) - OPL: 4; DPL: 5; HP: 0

ABILITIES: STRENGTH -1, STAMINA 2, AGILITY 3, DEXTERITY 0, FIGHTING 3, INTELLECT -4, AWARENESS 2, PRESENCE -3

SKILLS: Acrobatics (+3/+7), Athletics (-1), Deception (-3), Insight (+2), Intimidation (-3/-5), Perception 8 (+10), Persuasion (-3), Stealth (+3/+7)

ADVANTAGES: Close Attack (5), Favored Environment (Flying), Improved Defense, Move-by Action, Tracking

POWERS:
Giant Hawk Size: Shrinking 4 (-1 Str, +2 Dodge/Parry, +4 Stealth, -2 Intimidation, Speed -1 [1 mph/15 fpr], -1 Mass; Extra: Innate, Permanent); 9 pts
Hawk Senses: Senses 2 (Normal Vision [Extended], Low-Light Vision); 2 pts
Wings: Flight 5 (60 [30] mph/500 ft pr; Flaw: Winged); 5 pts
Aerial Mastery: Enhanced Dodge 3 (Flaw: Limited to when airborne), Enhanced Parry 3 (Flaw: Limited to when airborne), Enhanced Skills 2 (Acrobatics 4 ranks, Flaw: Limited to when airborne), Enhanced Advantages 2 (Improved Defense, Move-by Action, Flaw: Limited to when airborne); 5 pts
Talons: Piercing Strength-based Damage 1; 1 pt
Bond with Drenna: Senses 1 (Communication Link [Mental; Drenna]); 1 pt

EQUIPMENT:
NONE

OFFENSE:
Initiative +3
Close Attack +8 [Unarmed -1; Talons +0]
Ranged Attack +0

DEFENSES:
Dodge +5 (+8 when Flying) [DC15/18] Parry +5 (+8 when Flying) [DC15/18]
Toughness +2, Fortitude +4, Will +3

COMPLICATIONS:
Disability: Hawks cannot speak humanoid languages, nor use their talons to easily manipulate objects.
Relationships: She is fiercely loyal to Drenna and seems to be protective of Stormfang.

Abilities 6 + Skills 4 (8 ranks) + Advantages 7 + Powers 23 + Defenses 3 = 43 / 43
Last edited by Thorpocalypse on Wed Feb 07, 2018 4:02 am, edited 10 times in total.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

Rain the Ranger

Post by Thorpocalypse »

Image
The w-w-woods are w-w-w-where I l-l-l-live. But m-m-m-my s-s-s-sister is...home. - Rain the Ranger

RAIN THE RANGER (RANGER)
PL5


OPL: 5; SPL: -; DPL: 5; FWPL: 5; HP: 1
Real Name: Rain Greenleaf
Archetype: Ranger
Age: 22
Height: 5-6
Weight: 118
Eyes: Green
Hair: Brown
Skin: Fair
Race: Human
Alignment: Hero - Good
Occupation: Adventurer
Base of Operations: Mobile
Affiliations: The Septidecima

ABILITIES: STRENGTH 1, STAMINA 2, AGILITY 2, DEXTERITY 3, FIGHTING 4, INTELLECT 0, AWARENESS 2, PRESENCE 0

SKILLS: Acrobatics 3 (+5), Athletics 6 (+7/+9), Close Combat [Short Blades] 3 (+7), Deception (+0), Expertise [Nature] 6 (+6), Expertise [Survival] 6 (+6), Insight (+1), Intimidation (+0), Perception 5 (+7/+11) [Tracking], Persuasion (+0/+10), Ranged Combat [Bow] 3 (+7), Stealth 3 (+5/+7)

ADVANTAGES: Animal Empathy, Benefit (1) (Ambidexterity), Benefit (Wealth) (5), Equipment (4), Hide in Plain Sight, Improved Aim, Improved Critical (1) (Bows), Languages (1) (Sylvan, 1 other, Base: Common), Move-by Action, Quick Draw, Takedown (2), Tracking, Uncanny Dodge

POWERS:
Expert Tracker: Enhanced Skills 2 (Perception 4 ranks, Flaw: Limited to Tracking checks); 1 pt
Woodland Mastery: Enhanced Skills 2 (Athletics 2 ranks, Stealth 2 ranks, Flaw: Limited to forest/woodland environments), Enhanced Advantages 2 (Hide in Plain Sight, Uncanny Dodge, Flaw: Limited to forest/woodland environments), Movement 1 (Trackless, Flaw: Limited to forest/woodland environments), Speed 1 (4 mph/60 fpr; Flaw: Limited to forest/woodland environments); 4 pts
Ranger Training: Enhanced Advantages 2 (Animal Empathy, Tracking), Enhanced Skills 5 (Persuasion 10 ranks, Flaw: Limited to animals]), Senses 1 (Direction Sense); 6 pts
Animal Harmony: Feature 1 (Natural animals are favorably disposed towards you, having an initial attitude of favorable unless circumstances dictate otherwise. Predators tend not to see you as prey, while prey species tend not to perceive you as a threat); 1 pt
Natural Biologist: Feature 1 (You have an innate ability to know the traits of an animal upon seeing or touching it); 1 pt
Hunter's Mark: Enhanced Advantages 6 (Improved Critical 6 [Short Blades 3, Bow 3], Flaw: Activation [Move Action], Limited to single target until that target is incapacitated, Sustained); 2 pts

Magic Items:


EQUIPMENT:
(20 pts)
Hide Armor: Protection 2; 2 pts
Explorer’s Pack: Backpack, Bedroll, Mess kit, Tinderbox, 10 torches, 10 days of Rations, Waterskin, 50 ft of rope; 7 pts
Healer's Kit: Feature 1 (Tools, Treatment); 1 pt
Dagger: Piercing Dexterity or Strength-Based Damage 1, Dangerous; 3 pts
Arsenal: (7 pts)
Longbow: Ranged Piercing Damage 3; 6 pts
Twin Short Swords: Slashing Strength-Based Damage 2, Dangerous, Double; 1 pt

Acquired Items:


OFFENSE:
Initiative +2
Close Attack +4 [Unarmed +1]
Short Blades +7 [Twin Short Swords +3, Critical 19-20; Hunter’s Mark Twin Short Swords +3, Critical 16-20; Dagger +2, Critical 19-20; Hunter’s Mark Dagger +2, Critical 16-20]
Ranged Attack +3
Bow +7 [Longbow +3, Critical 19-20; Hunter’s Mark Longbow +3, Critical 16-20]

DEFENSES:
Dodge +6 [DC16] Parry +6 [DC16]
Toughness +4 (+4 without Defensive Roll), Fortitude +5, Will +5

COMPLICATIONS:
Introverted: Rain has a stutter, which she has worked to overcome but she still doesn’t feel comfortable speaking to strangers and feels most comfortable around animals.
Motivation: Protecting nature and riding the world of those that would harm it.
Power Loss: Arcane spellcasters require mana, the ambient magical energy that courses through Gloriant, in order to cast their spells. Attempting to draw on too much mana at one time, being in a low mana area or attempting to draw upon mana that is incompatible with their arcane focus can cause them to lose their ability to cast spells
Relationships: She is close to her sister, Drenna. She also has feelings for Arisema.

Abilities 28 + Skills 18 (36 ranks) + Advantages 12 + Powers 15 + Defenses 12 = 85 / 85

Comments: Drenna the Druid’s sister, Rain the Ranger. Sue me, I like alliteration…

Rain and Drenna’s parents were killed at a young age by raiding Drow. They ended up moving out into woods with their grandmother, who they still live with. Each of them became enamored with woodland life and the mysteries of the forest and took up the path of Ranger and Druid, respectively. They don’t often stray far from their home, even though their grandmother has constantly urged them to see more than just their woods.
RAIN THE RANGER (RANGER)
PL5


OPL: 5; SPL: -; DPL: 5; FWPL: 5; HP: 1
Real Name: Rain Greenleaf
Archetype: Ranger
Age: 22
Height: 5-6
Weight: 118
Eyes: Green
Hair: Brown
Skin: Fair
Race: Human
Alignment: Hero - Good
Occupation: Adventurer
Base of Operations: Mobile
Affiliations: The Septidecima

ABILITIES: STRENGTH 1, STAMINA 2, AGILITY 2, DEXTERITY 3, FIGHTING 4, INTELLECT 0, AWARENESS 1, PRESENCE 0

SKILLS: Acrobatics 1 (+3), Athletics 3 (+4/+6), Close Combat [Short Blades] 3 (+7), Deception (+0), Expertise [Nature] 5 (+5), Expertise [Survival] 5 (+5), Insight (+1), Intimidation (+0), Perception 4 (+5/+9) [Tracking], Persuasion (+0/+10), Ranged Combat [Bow] 3 (+7), Stealth 1 (+3/+5)

ADVANTAGES: Animal Empathy, Benefit (1) (Ambidexterity), Benefit (Wealth) (5), Equipment (4), Hide in Plain Sight, Improved Aim, Improved Critical (1) (Bows), Languages (1) (Sylvan, 1 other, Base: Common), Move-by Action, Takedown (1), Tracking, Uncanny Dodge

POWERS:
Expert Tracker: Enhanced Skills 2 (Perception 4 ranks, Flaw: Limited to Tracking checks); 1 pt
Woodland Mastery: Enhanced Skills 2 (Athletics 2 ranks, Stealth 2 ranks, Flaw: Limited to forest/woodland environments), Enhanced Advantages 2 (Hide in Plain Sight, Uncanny Dodge, Flaw: Limited to forest/woodland environments), Movement 1 (Trackless, Flaw: Limited to forest/woodland environments), Speed 1 (4 mph/60 fpr; Flaw: Limited to forest/woodland environments); 4 pts
Ranger Training: Enhanced Advantages 2 (Animal Empathy, Tracking), Enhanced Skills 5 (Persuasion 10 ranks, Flaw: Limited to animals]), Senses 1 (Direction Sense); 6 pts
Animal Harmony: Feature 1 (Natural animals are favorably disposed towards you, having an initial attitude of favorable unless circumstances dictate otherwise. Predators tend not to see you as prey, while prey species tend not to perceive you as a threat); 1 pt
Natural Biologist: Feature 1 (You have an innate ability to know the traits of an animal upon seeing or touching it); 1 pt

Magic Items:


EQUIPMENT:
(20 pts)
Hide Armor: Protection 2; 2 pts
Explorer’s Pack: Backpack, Bedroll, Mess kit, Tinderbox, 10 torches, 10 days of Rations, Waterskin, 50 ft of rope; 7 pts
Healer's Kit: Feature 1 (Tools, Treatment); 1 pt
Dagger: Piercing Dexterity or Strength-Based Damage 1, Dangerous; 3 pts
Arsenal: (7 pts)
Longbow: Ranged Piercing Damage 3; 6 pts
Twin Short Swords: Slashing Strength-Based Damage 2, Dangerous, Double; 1 pt

Acquired Items:


OFFENSE:
Initiative +2
Close Attack +4 [Unarmed +1]
Short Blades +7 [Twin Short Swords +3, Critical 19-20; Dagger +2, Critical 19-20]
Ranged Attack +3
Bow +7 [Longbow +3, Critical 19-20]

DEFENSES:
Dodge +6 [DC16] Parry +6 [DC16]
Toughness +4 (+4 without Defensive Roll), Fortitude +5, Will +5

COMPLICATIONS:
Introverted: Rain has a stutter, which she has worked to overcome but she still doesn’t feel comfortable speaking to strangers and feels most comfortable around animals.
Motivation: Protecting nature and riding the world of those that would harm it.
Power Loss: Arcane spellcasters require mana, the ambient magical energy that courses through Gloriant, in order to cast their spells. Attempting to draw on too much mana at one time, being in a low mana area or attempting to draw upon mana that is incompatible with their arcane focus can cause them to lose their ability to cast spells
Relationships: She is close to her sister, Drenna. She also has feelings for Arisema.

Abilities 26 + Skills 13 (26 ranks) + Advantages 10 + Powers 13 + Defenses 13 = 75 / 75
Last edited by Thorpocalypse on Fri Dec 13, 2019 7:56 pm, edited 8 times in total.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

13 - Varduk

Post by Thorpocalypse »

Image
Do you really think I would sully my freshly shined horns by goring you? Perish the thought. I kill in a far more civilized manner... - Varduk

VARDUK (SORCERER)
PL6


OPL: 6; DPL: 6; HP: 1
Real Name: Varduk
Archetype: Sorceror
Age: 21
Height: 7-8
Weight: 399
Eyes: Brown
Hair: Brown
Skin: Brown
Race: Minotaur
Alignment: Hero - Netutral Good
Occupation: Adventurer
Base of Operations: Mobile
Affiliations: The Septidecima

ABILITIES: STRENGTH 5, STAMINA 5, AGILITY 1, DEXTERITY 0, FIGHTING 5, INTELLECT 1, AWARENESS 2, PRESENCE 0

SKILLS: Athletics (+5), Deception (+0), Expertise [Magic] 7 (+8) [Ritualist], Expertise [Mazes] 5 (+6), Insight (+2), Intimidation 2 (+2/+3), Perception 3 (+5), Persuasion (+0), Ranged Combat [Magic] 5 (+5), Stealth (+1/+0)

ADVANTAGES: Benefit (Wealth Ranks) (10) (115 gp), Equipment (2), Favored Environment (Mazes), Languages (1) (Common, Arcane, Base: Minotaur), Ritualist

POWERS:
Minotaur Size: Growth 2 (+2 Str, +2 Sta, -1 Dodge/Parry, -2 Stealth, +1 Intimidation, Speed +0, +2 Mass; Extra: Innate); 5 pts
Minotaur Senses: Senses 7 (Normal Hearing [Extended], Darkvision, Scent [Acute, Ranged, Extended]); 7 pts
Gore: Piercing Strength-based Damage 2 (Flaw: Limited to when charging); 1 pt
Tough Hide: Protection 2, Impervious Toughness 2, Feature 1 (Insulating Fur); 5 pts
Maze Masters: Enhanced Skills 3 (Stealth 6 ranks, Flaw: Limited to when in mazes/labyrinths), Enhanced Advantages 2 (Improved Defense, Tracking, Flaw: Limited to when mazes/labyrinths), Senses 2 (Direction Sense, Time Sense, Flaw: Limited to when in mazes/labyrinths); 4 pts
Prestidigitation: Feature 1 (You can create minor illusions as “magic tricks” primarily suitable for entertainment, but potentially good for a circumstance bonus for interaction skills or to distract targets from other happenings); 1 pt
Flickum Bickus: Feature 1 (Creating a tiny flame, like a match, useful for lighting other fires); 1 pt
Magic Missile: Ranged Mystic Fire Damage 5 (Extra: Accurate); 11 pts
Sorcery Array: 14 pt Array, Quirk: Mana Limits (11 uses of Sorcery Array per day, DC15 Will check to cast more); 18 pts
Fire Blast: Ranged Fire Damage 7; 14 pts
Burning Hands: Cone Area Mystic Damage 6 (Extra: Cone Area [60 [15] ft cone], Secondary Effect [Fire Damage 5], Flaw: Diminished Range 2 [15 ft cone]); 1 pt
Heatstroke: Ranged Cumulative Affliction 4 (Overcome by Fortitude; 1st: Fatigued, 2nd: Exhausted, 3rd: Incapacitated); 1 pt
Melt: Ranged Weaken Toughness 7 (Flaw: Affects Objects Only [no recovery, must be repaired]); 1 pt
Firewall: Create 7 (Fire Objects); 1 pt
Detect Magic: Senses 5 (Detect Magic [Mental, Acute, Analytical, Ranged, Extended]); 1 pt


Magic Items:
NONE

EQUIPMENT:
(10 pts)
Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt Pouch (empty), Sack (empty), Trail Rations (10 days), Torches (5), Waterskin; 5 pts
Quarterstaff: Bludgeoning Strength-Based Damage 2, Feature 1 (Spellcasting Focus); 3 pts

Acquired Items:


OFFENSE:
Initiative +1
Close Attack +5 [Unarmed +5; Quarterstaff +7]
Ranged Attack +0
Magic +5 [Fire Blast +7; Melt Weaken Toughness +7; Firewall Create +7; Heat Stroke Affliction 4]
Magic Missile +7 [Magic Missile +5]
Special Attack [Burning Hands +6, Cone Area]

DEFENSES:
Dodge +4 [DC14] Parry +5 [DC15]
Toughness +7, Fortitude +6, Will +5

COMPLICATIONS:
Monstrous Appearance: As a Minotaur, he can have trouble blending into "normal" environments.
Motivation: Becoming a great sorcerer and trying to redeem the reputations of the Minotaur race.
Power Loss: Arcane spellcasters require mana, the ambient magical energy that courses through Gloriant, in order to cast their spells. Attempting to draw on too much mana at one time, being in a low mana area or attempting to draw upon mana that is incompatible with their arcane focus can cause them to lose their ability to cast spells
Power Loss: Varduk must be able to speak and gesture to be able to cast has spells.
Relationships: Varduk has become close to Extherene, Beaver, Baruun and Jobymme.
Reputation: Minotaurs are well-known for being quite savage, temperamental and often cannibalistic, but Varduk is different.
Sibling Rivalry: His brother, Taurak, bullied him for years and never approved of his path to the magical arts. He sees Varduk as a disgrace to his race and has vowed to end his "disgraceful behavior, one way or the other…".
Temper: Minotaurs are known for their towering rages that often cause them to act erratically and even Varduk is not completely immune to this flaw.

Abilities 30 + Skills 11 (22 ranks) + Advantages 5 + Powers 50 + Defenses 9 = 105 / 105

Comments: I was looking through art for Minotaurs as I was revamping my original build and I came across some Minotaur spellcaster art and I decided to whip up to use as PC for my setting. It remains to be seen if I will actually get him into the adventure I have in mind to start them off, but I think I can adjust.

Varduk is a Minotaur for the northern part of Gloriant, where the Minotaurs there have developed thicker fur and an even more aggressive attitude that they need to survive. But Varduk was always different. Smarter than all of his kin and lighter of heart, he was bullied (pun intended) for as long as he could remember. He only found solace in studying the mystic arts with some of the tribal elders. Eventually, after a particularly nasty fight with his big brother Taurak, he fled and found his way south where he found another Elven sorceress to train with and before long, he took off to find his own way in the world. He came across Beaver, Arisema and Jobymme on one of their earlier adventurers and after assisting, he became one of their adventuring allies.
VARDUK (SORCERER)
PL: 5 (90 pts) - OPL: 5; DPL: 5; HP: 1

ABILITIES: STRENGTH 5, STAMINA 5, AGILITY 1, DEXTERITY 0, FIGHTING 3, INTELLECT 1, AWARENESS 2, PRESENCE 1

SKILLS: Athletics (+5), Deception (+1), Expertise [Magic] 5 (+6) [Ritualist], Expertise [Mazes] 4 (+5), Insight (+2), Intimidation (+1/+2), Perception 3 (+5), Persuasion (+1), Ranged Combat [Magic] 4 (+4), Stealth (+1/+0)

ADVANTAGES: Benefit (Wealth Ranks) (7), Equipment (2), Favored Environment (Mazes), Languages (1) (Common, Arcane, Base: Minotaur), Ritualist

POWERS:
Minotaur Size: Growth 2 (+2 Str, +2 Sta, -1 Dodge/Parry, -2 Stealth, +1 Intimidation, Speed +0, +2 Mass; Extra: Innate); 5 pts
Minotaur Senses: Senses 7 (Normal Hearing [Extended], Darkvision, Scent [Acute, Ranged], Direction Sense); 7 pts
Minotaur of the Wastes: Immunity 1 (Environmental Cold); 1 pt
Gore: Piercing Strength-based Damage 2 (Flaw: Limited to when charging); 1 pt
Tough Hide: Protection 2; 2 pts
Prestidigitation: Feature 1 (You can create minor illusions as “magic tricks” primarily suitable for entertainment, but potentially good for a circumstance bonus for interaction skills or to distract targets from other happenings); 1 pt
Magic Missile: Ranged Mystic Cold Damage 4 (Extra: Accurate); 9 pts
Sorcery Array: 12 pt Array, Quirk: Mana Limits (10 uses of Sorcery Array per day, DC13 Will check to cast more); 17 pts
Freeze Blast: Ranged Affliction 6 (Ice; Resisted by Dodge, Overcome by Strength/Damage; 1st: Hindered and Vulnerable, 2nd: Defenseless and Immobilized, Extra: Extra Condition, Flaw: Limited Degree); 12 pts
Ray of Frost: Cold Damage 6 (Extra: Linked [Affliction], Reach 3 [15 ft]), Affliction 6 (Cold; Resisted by Fortitude; 1st: Hindered, Extra: Linked [Damage], Flaw: Limited to one degree); 1 pt
Wall of Ice: Create 6 (Ice Walls); 1 pt
Cold Blast: Ranged Affliction 6 (Cold; Resisted and Overcome by Fortitude; 1st: Fatigued, 2nd: Exhausted, 3rd: Incapacitated); 1 pt
Snowstorm: Environment 3 (120 ft radius; Extra: Mix and Match [3 pts], Selective, Cold [extreme/intense cold], Impede Movement [reduce movement by 1/2 ranks, -2/-5 Acrobatics/Athetics], Visibility [-2/-5 modifier to Perception checks]); 1 pt
Detect Magic: Senses 5 (Detect Magic [Mental, Acute, Analytical, Ranged, Extended]); 1 pt


Magic Items:
NONE

EQUIPMENT:
(10 pts)
Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt Pouch (empty), Sack (empty), Trail Rations (10 days), Torches (5), Waterskin; 5 pts
Quarterstaff: Bludgeoning Strength-Based Damage 2, Feature 1 (Spellcasting Focus); 3 pts

Acquired Items:


OFFENSE:
Initiative +1
Close Attack +3 [Unarmed +5; Quarterstaff +7; Ray of Frost +6]
Ranged Attack +0
Magic +4 [Freeze Blast Affliction +6; Cold Blast Affliction +6; Wall of Ice Create +6]
Magic Missile +6 [Magic Missile +4]

DEFENSES:
Dodge +3 [DC13] Parry +3 [DC13]
Toughness +7, Fortitude +5, Will +5

COMPLICATIONS:
Monstrous Appearance: As a Minotaur, he can have trouble blending into "normal" environments.
Motivation: Becoming a great sorceror and trying to redeem the reputations of the Minotaur race.
Power Loss: Arcane spellcasters require mana, the ambient magical energy that courses through Gloriant, in order to cast their spells. Attempting to draw on too much mana at one time, being in a low mana area or attempting to draw upon mana that is incompatible with their arcane focus can cause them to lose their ability to cast spells
Power Loss: Varduk must be able to speak and gesture to be able to cast has spells.
Relationships: Varduk has become close to Extherene, Beaver, Baruun and Jobymme.
Reputation: Minotaurs are well-known for being quite savage, tempermental and often cannibilistic, but Varduk is different.
Sibling Rivalry: His brother, Taurak, bullied him for years and never approved of his path to the magical arts. He sees Varduk as a disgrace to his race and has vowed to end his "disgraceful behavor, one way or the other…".
Temper: Minotaurs are known for their towering rages that often cause them to act erratically and even Varduk is not completely immune to this flaw.

Abilities 28 + Skills 8 (16 ranks) + Advantages 5 + Powers 42 + Defenses 7 = 90 / 90
Last edited by Thorpocalypse on Wed Feb 07, 2018 2:20 am, edited 5 times in total.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

14 - Kolfi

Post by Thorpocalypse »

Image
There is more to life than piles of gold, father. I remember when you use to know that... - Kolfi

KOLFI (FIGHTER - GEOMANCER)
PL6


OPL: 6; DPL: 6; HP: 1
Real Name: Kolfi
Archetype: Fighter - Geomancer
Age: 28
Height: 4-1
Weight: 165
Eyes: Brown
Hair: Black
Skin: Olive
Race: Mountain Dwarf
Alignment: Hero - Netutral Good
Occupation: Adventurer
Base of Operations: Mobile

ABILITIES: STRENGTH 2, STAMINA 3, AGILITY 1, DEXTERITY 1, FIGHTING 6, INTELLECT 1, AWARENESS 2, PRESENCE 2

SKILLS: Athletics 4 (+6), Deception (+2), Expertise [Magic] 2 (+3), Expertise [Mining] 4 (+5), Insight 4 (+6), Intimidation 3 (+5), Perception 5 (+7), Persuasion 4 (+6), Ranged Combat [Throwing] 4 (+5), Stealth 2 (+3), Technology 2 (+3)

ADVANTAGES: Benefit (2) (Status 2 – Prince of Thunderhold), Benefit (Wealth Ranks) (9) (50 gp), Close Attack (1), Defensive Strike*, Equipment (4), Favored Environment (Combat against Giants), Favored Foe (Giants), Favored Foe (Drow Elves), Great Endurance, Improved Defense, Improved Initiative (1), Interpose, Languages (2) (Common, Giant, Elvish, Gnome, 1 other, Base; Dwarven), Leadership, Power Attack (2) (Axe, Unarmed), Takedown (2), Tracking

POWERS:
Dwarven Physiology: Enhanced Strength 2 (Flaw: Limited to Resisting Movement), Senses 1 (Low Light Vision), Feature 1 (Longevity); 4 pts
Natural Geologist: Feature 1 (You can determine the type of any stone you encounter simply by touching [or perhaps even tasting] it); 1 pt
Stonework Knowledge: Feature 1 (You can tell if a stone surface is natural or worked with tools [or even shaped by earth powers] simply by touching or looking at it); 1 pt
Underground Sense: Feature 1 (You can automatically sense when you are underground, as well as the approximate depth); 1 pt
Never Lost in a Mine: Senses 1 (Direction Sense, Flaw: Limited to when underground]); 1 pt
Stubbornness of Dwarves: Immunity 5 (Interaction Effects, Flaw: Limited to half effect); 3 pts
Giant's Bane: Enhanced Advantages 4 (Defensive Strike, Improved Defense, Power Attack 2 [Axe, Unarmed], Flaw Limited to against giants); 2 pts
Tremorsense: Senses 2 (Touch [Ranged, Extended]); 2 pts
Geomancy: 5 pt Array, Quirk: Mana Limits (11 uses of Geomancy per day, DC14 Will check to use more); 5 pts
Earth Moving: Perception Ranged Move Object 3 (Flaw: Limited [to Earth/Stone]); 6 pts
Earthworks: Create 3 (Earth/Stone Objects); 1 pt


Magic Items:
NONE

EQUIPMENT:
(20 pts)
Dwarven Chain: Protection 2; 2 pts
Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt Pouch (empty), Sack (empty), Trail Rations (10 days), Torches (5), Waterskin; 5 pts
Rope: Feature 1 (several uses; binding, climbing, etc.); 1 pt
Sacks: Feature 1 (item storage); 1 pt
Battleaxe: Slashing Strength-Based Damage 3, Breaking, Dangerous; 5 pts
Dagger: Piercing Strength-Based Damage 1, Dangerous; 2 pts
Throwing Axes: Ranged Slashing Strength-based Damage 1 (Dangerous, Flaw: Unreliable [5 uses]); 2 pts

Acquired Items:

OFFENSE:
Initiative +5
Close Attack +7 [Unarmed +2; Battleaxe +5, Critical 19-20; Dagger +3, Critical 19-20]
Ranged Attack +1
Throwing +5 [Throwing Axes +3, Critical 19-20; Earthworks Create +3]
Special Attack [Earth Moving +3, Perception]

DEFENSES:
Dodge +6 [DC16] Parry +6 [DC16]
Toughness +6 (+6 without Defensive Roll), Fortitude +7, Will +4

COMPLICATIONS:
Enemy: Dwarves have been at odds with several other races for eons, mainly Giants and Drow Elves. And they think Wood and High Elves (especially) are too haughty.
Greed: Most dwarves are extremely fond of gold and precious metals.
Motivation: Kolfi wants to prove himself to be a great adventurer like his father and he has desire to do great good in the world.
Relationships: He is close to his brother Burin and his sister Bragga. He dearly loves his mother, Vura and even though they butt heads frequently he loves his father, King Kalen of Thunderhold. He is also good friends with Arisema.
Reputation: Dwarves have a reputation for being crass, stubborn, ill-tempered and treasure mad. There's a reason for that…
Temper: While not as sharp as some other Dwarves, Kolfi is not someone you want to anger.

Abilities 36 + Skills 17 (34 ranks) + Advantages 19 + Powers 22 + Defenses 11 = 105 / 105

Comments: Kolfi is the son of the legendary dwarven fighter, and now king of the dwarven kingdom Thunderhold, Kalen, who I have referenced from my original D&D gaming group. He has been chafing at his father’s rule and desire only to gather more wealth and protect what they have. He wants to see the world and forge his own path and Kalen was not having it. So with a little help, he was able to sneak out of Thunderhold, find his way to King Daellion, who, out of respect for his former comrade, refused to help him. However, Prince Jaxarian saw what he saw in his sister and who pointed him toward Arisema and her adventuring group and he has now joined them. Word has it that Kalen has learned of his plans to go to Kormiant and is on his way to him his son and bring him home.

Kolfi is a standard dwarven fighter, but something has kept his hidden from his father (but not his mother) is his mystic attunement with the Earth. He has just begun to develop his abilities and is looking for other like him, or someone who can help him hone his powers.

KOLFI
PL: 5 (90 pts) - OPL: 5; DPL: 5; HP: 1

ABILITIES: STRENGTH 2, STAMINA 3, AGILITY 1, DEXTERITY 1, FIGHTING 3, INTELLECT 1, AWARENESS 2, PRESENCE 2

SKILLS: Athletics 4 (+6), Deception (+2), Expertise [Magic] 2 (+3), Expertise [Mining] 4 (+5), Insight 2 (+4), Intimidation 2 (+4), Perception 3 (+5), Persuasion 1 (+3), Ranged Combat [Throwing] 4 (+5), Stealth 2 (+3)

ADVANTAGES: Benefit (2) (Status 2 – Prince of Thunderhold), Benefit (Wealth Ranks) (9), Close Attack (1), Equipment (4), Favored Environment (Combat against Giants), Favored Foe (Giants), Favored Foe (Drow Elves), Great Endurance, Improved Defense, Improved Initiative (1), Interpose, Languages (2) (Common, Giant, Elvish, Gnome, 1 other, Base; Dwarven), Leadership, Power Attack, Takedown (2), Tracking

POWERS:
Dwarven Physiology: Enhanced Strength 2 (Flaw: Limited to Resisting Movement), Senses 1 (Low Light Vision), Feature 1 (Longevity); 4 pts
Natural Geologist: Feature 1 (You can determine the type of any stone you encounter simply by touching [or perhaps even tasting] it); 1 pt
Stonework Knowledge: Feature 1 (You can tell if a stone surface is natural or worked with tools [or even shaped by earth powers] simply by touching or looking at it); 1 pt
Underground Sense: Feature 1 (You can automatically sense when you are underground, as well as the approximate depth); 1 pt
Never Lost in a Mine: Senses 1 (Direction Sense, Flaw: Limited to when underground]); 1 pt
Stubbornness of Dwarves: Immunity 5 (Interaction Effects, Flaw: Limited to half effect); 3 pts
Giant's Bane: Enhanced Dodge 1 (Flaw: Limited to against giants), Enhanced Parry 1 (Flaw: Limited to against giants), Enhanced Advantages 2 (Improved Defense, Power Attack, Flaw Limited to against giants); 2 pts
Tremorsense: Senses 2 (Touch [Ranged, Extended]); 2 pts
Earth Moving: Perception Ranged Move Object 4 (Flaw: Limited [to Earth], Unreliable [5 uses]); 4 pts

Magic Items:
NONE

EQUIPMENT:
(20 pts)
Dwarven Chain: Protection 2; 2 pts
Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt Pouch (empty), Sack (empty), Trail Rations (10 days), Torches (5), Waterskin; 5 pts
Rope: Feature 1 (several uses; binding, climbing, etc.); 1 pt
Sacks: Feature 1 (item storage); 1 pt
Battleaxe: Slashing Strength-Based Damage 3, Breaking, Dangerous; 5 pts
Dagger: Piercing Strength-Based Damage 1, Dangerous; 2 pts
Throwing Axes: Ranged Piercing Damage 2, Dangerous (Flaw: Unreliable [5 uses], if not retrievable); 4 pts

Acquired Items:

OFFENSE:
Initiative +5
Close Attack +5 [Unarmed +2; Battleaxe +5, Critical 19-20; Dagger +3, Critical 19-20]
Ranged Attack +1
Throwing +5 [Throwing Axes +2, Critical 19-20]
Special Attack [Earth Moving +4, Perception]

DEFENSES:
Dodge +4 (+5 against Giants) [DC14/15] Parry +4 (+5 against giants) [DC14/15]
Toughness +5, Fortitude +6, Will +4

COMPLICATIONS:
Enemy: Dwarves have been at odds with several other races for eons, mainly Giants and Drow Elves. And they think Wood and High Elves (especially) are too haughty.
Greed: Most dwarves are extremely fond of gold and precious metals.
Motivation: Kolfi wants to prove himself to be a great adventurer like his father and he has desire to do great good in the world.
Relationships: He is close to his brother Burin and his sister Bragga. He dearly loves his mother, Vura and even though they butt heads frequently he loves his father, King Kalen of Thunderhold. He is also good friends with Arisema.
Reputation: Dwarves have a reputation for being crass, stubborn, ill-tempered and treasure mad. There's a reason for that…
Temper: While not as sharp as some other Dwarves, Kolfi is not someone you want to anger.

Abilities 32 + Skills 12 (24 ranks) + Advantages 19 + Powers 19 + Defenses 8 = 90 / 90
Last edited by Thorpocalypse on Wed Feb 07, 2018 3:01 am, edited 4 times in total.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

15 - Zaila

Post by Thorpocalypse »

Image
Kiss my axe...

ZAILA (BARBARIAN)
PL5


OPL: 5; DPL: 5; HP: 3
Real Name: Thazaila
Archetype: Barbarian
Age: 20
Height: 7-4
Weight: 285
Eyes: Brown
Hair: Red
Skin: Brown
Race: Goliath
Alignment: Hero - Neutral
Occupation: Adventurer
Base of Operations: Mobile
Affiliations: The Septidecima

ABILITIES: STRENGTH 4, STAMINA 4, AGILITY 0, DEXTERITY 1, FIGHTING 3, INTELLECT 0, AWARENESS 2, PRESENCE 1

SKILLS: Athletics 5 (+9), Close Combat [Unarmed] 3 (+6), Deception (+1), Expertise [Survival] 5 (+5), Insight (+2), Intimidation 6 (+7/+8), Perception 4 (+6), Persuasion (+1), Ranged Combat [Throwing] 3 (+4), Stealth (-1)

ADVANTAGES: All-Out Attack, Equipment (4), Great Endurance, Improved Critical (1) (Unarmed), Improved Initiative (1), Interpose, Languages (2) (Goblin, Dwarven, Common, 2 others, Base: Gol-Kaa), Takedown (2), Tracking

POWERS:
Goliath Size: Growth 2 (+2 Str, +2 Sta, -1 Dodge/Parry, -2 Stealth, +1 Intimidation, Speed +0, +2 Mass; Extra: Innate, Permanent); 5 pts
Goliath Hide: Immunity 1 (Environmental Cold), Protection 2; 3 pts
Stonework Knowledge: Feature 1 (You can tell if a stone surface is natural or worked with tools [or even shaped by earth powers] simply by touching or looking at it); 1 pt
Mountain Movement: Enhanced Skills 2 (Athletics 4 ranks, Flaw: Limited to climb checks), Leaping 1 (15 ft), Movement 2 (Environmental Adaptation, Sure-Footed 2 [Reduce penalty by 2 ranks, Flaw: Limited to mountainous terrain]); 4 pts
Barbarian Rage: 23 pt Array, Quirk: Rage Limits (10 uses of Barbarian Rage per day, DC16 Fortitude Check to use more); 23 pts
Fighting Fury: Immunity 30 (Bludgeoning, Piercing/Slashing Damage, Flaw: Limited to half effect, Extra: Multiattack 7 on Claws/Bite and Axe Damage, Speed 1 (4 mph/60 fpr); 23 pts
Second Wind: Healing 7 (Flaw: Limited to self); 1 pt


Magic Items:
NONE

EQUIPMENT:
(20 pts)
Piecemeal Leather Armor: Protection 1; 1 pt
Dagger: Piercing Strength-Based Damage 1, Dangerous; 2 pts
Greataxe: Slashing Strength-Based Damage 4, Breaking, Dangerous, Reach [5 ft]; 8 pts
Throwing Axes: Ranged Slashing Strength-based Damage 1 (Dangerous, Flaw: Unreliable [5 uses]); 2 pts
Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt Pouch (empty), Sack (empty), Trail Rations (10 days), Torches (5), Waterskin; 5 pts

OFFENSE:
Initiative +4
Close Attack +3 [Great Axe +7, Critical 19-20; Dagger +5, Critical 19-20; Raging Great Axe +7, Critical 19-20, Multiattack]
Unarmed +6 [Unarmed +4, Critical 19-20; Raging Unarmed +4, Critical 19-20, Multiattack]
Ranged Attack +1
Throwing +4 [Throwing Axes +5, Critical 19-20]

DEFENSES:
Dodge +3 [DC13] Parry +3 [DC13]
Toughness +7, Fortitude +6, Will +3

COMPLICATIONS:
Bottomless Pit: Zaila LOVES to eat and she can eat a lot. Fortunately all the fighting she does helps her keep "her girlish figure".
Daddy Issues: After being exiled from her tribe, she has mixed feelings for her father who did little to stop the tribe from making their final decision. Yet she still wants his approval.
Motivation: Proving herself to be a hero and go back and prove it to the tribe that shunned her.
Phobia: She hates mice and rats.
Temper: Like many Goliaths, you don't want to make her angry and sometimes her Barbarian rages can go out of control.
Um…Yeah...: Sometimes she says something she, or her allies, wish she could take back.

Abilities 22 + Skills 13 (26 ranks) + Advantages 14 + Powers 36 + Defenses 8 = 93 / 93

Comments: I never get tired of making playmates for my fantasy PCs. I had settled on a Tetradecima (14) characters, and then I get the urge for more so here is Zaila, a female Goliath Barbarian. I figured the group could use another tank, and I will also be building a couple more healers so that the two parties can become 3.

ZAILA
PL: 5 (90 pts) - OPL: 5; DPL: 5; HP: 1

ABILITIES: STRENGTH 4, STAMINA 4, AGILITY 0, DEXTERITY 1, FIGHTING 3, INTELLECT 0, AWARENESS 2, PRESENCE 1

SKILLS: Athletics 5 (+9), Close Combat [Unarmed] 3 (+6), Deception (+1), Expertise [Survival] 7 (+7), Insight 4 (+6), Intimidation 7 (+8/+9), Perception 5 (+7), Persuasion (+1), Ranged Combat [Throwing] 3 (+4), Stealth (-1)

ADVANTAGES: All-Out Attack, Chokehold, Diehard, Equipment (4), Great Endurance, Improved Critical (2) (Axes, Unarmed), Improved Grab, Improved Initiative (1), Interpose, Languages (2) (Goblin, Dwarven, Common, 2 others, Base: Gol-Kaa), Last Stand*, Takedown (2), Tracking

POWERS:
Goliath Size: Growth 2 (+2 Str, +2 Sta, -1 Dodge/Parry, -2 Stealth, +1 Intimidation, Speed +0, +2 Mass; Extra: Innate, Permanent); 5 pts
Goliath Hide: Immunity 1 (Environmental Cold), Protection 2; 3 pts
Mountain Movement: Enhanced Skills 2 (Athletics 4 ranks, Flaw: Limited to climb checks), Leaping 2 (30 ft), Movement 2 (Environmental Adaptation, Sure-Footed 2 [Reduce penalty by 2 ranks, Flaw: Limited to mountainous terrain]); 5 pts
Barbarian Rage: 23 pts Traits, Flaw: Unreliable (5 uses); 11 pts
Fighting Fury: Enhanced Advantages 2 (Diehard, Last Stand), Immunity 7 (Mind Control, Mind Reading), Regeneration 5 (1/every 2 rounds), Extra: Multiattack 7 on Unarmed and Axe Damage, Enhanced Speed 1 (4 mph/60 fpr); 23 pts

Magic Items:
NONE

EQUIPMENT:
(20 pts)
Piecemeal Leather Armor: Protection 1; 1 pt
Dagger: Piercing Strength-Based Damage 1, Dangerous; 2 pts
Greataxe: Slashing Strength-Based Damage 4, Breaking, Dangerous, Reach [5 ft]; 8 pts
Throwing Axe: Ranged Slashing Strength-Based Damage 1; 2 pts
Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt Pouch (empty), Sack (empty), Trail Rations (10 days), Torches (5), Waterskin; 5 pts

OFFENSE:
Initiative +4
Close Attack +3 [Great Axe +7, Critical 18-20; Dagger +5, Critical 19-20; Raging Great Axe +7, Critical 18-20, Multiattack]
Unarmed +6 [Unarmed +4, Critical 19-20; Raging Unarmed +4, Critical 19-20, Multiattack]
Ranged Attack +1
Throwing +4 [Throwing Axes +5]

DEFENSES:
Dodge +3 [DC13] Parry +3 [DC13]
Toughness +7, Fortitude +7, Will +3

COMPLICATIONS:
Bottomless Pit: Zaila LOVES to eat and she can eat a lot. Fortunately all the fighting she does helps her keep "her girlish figure".
Daddy Issues: After being exiled from her tribe, she has mixed feelings for her father who did little to stop the tribe from making their final decision. Yet she still wants his approval.
Motivation: Proving herself to be a hero and go back and prove it to the tribe that shunned her.
Phobia: She hates mice and rats.
Temper: Like many Goliaths, you don't want to make her angry and sometimes her Barbarian rages can go out of control.
Um…Yeah...: Sometimes she says something she, or her allies, wish she could take back.

Abilities 22 + Skills 17 (34 ranks) + Advantages 17 + Powers 25 + Defenses 9 = 90 / 90

Comments: I never get tired of making playmates for my fantasy PCs. I settled on a Tetradecima (14) characters, and then I get the urge for more so here is Zaila, a female Goliath Barbarian. I figured the group could use another tank, and I will also be building a couple more healers so that the two parties can become 3.
Last edited by Thorpocalypse on Sat Jan 27, 2018 1:39 am, edited 4 times in total.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

16 - Brok Godlight

Post by Thorpocalypse »

Image
The Light of Therin be upon you. - Brok Godlight

BROK GODLIGHT (CLERIC OF THERIN)
PL5


OPL: 5; DPL: 5; HP: 1
Real Name: Brok Godlight
Archetype: Cleric of Therin
Age: 22
Height: 6-4
Weight: 230
Eyes: Black
Hair: Black
Skin: Grey
Race: Half-Orc
Alignment: Hero - Good
Occupation: Adventurer
Base of Operations: Mobile
Affiliations: The Septidecima

ABILITIES: STRENGTH 4, STAMINA 4, AGILITY 1, DEXTERITY 1, FIGHTING 3, INTELLECT 0, AWARENESS 3, PRESENCE -1

SKILLS: Athletics 4 (+8), Close Combat [Unarmed] 3 (+6), Deception (-1), Expertise [Religion] 7 (+7) [Ritualist], Insight 3 (+6), Intimidation 7 (+6), Perception 2 (+5), Persuasion (-1), Ranged Combat [Prayer Array] 3 (+4), Stealth (+0), Treatment 6 (+6)

ADVANTAGES: All-Out Attack, Benefit (1) (Can use Expertise [Religion] for Artificer and Ritualist), Benefit (Wealth Ranks) (6) (5 gp), Close Attack (1), Equipment (4), Great Endurance, Languages (1) (Orc, Draconic, Base: Common), Ritualist, Takedown (1)

POWERS:
Half-Orc Senses: Senses 2 (Low-light Vision, Scent [Acute]); 2 pts
Stabilize: Feature 1 (With just a touch and a standard action, you can automatically stabilize any dying creature’s condition); 1 pt
Child of Light: Feature 1 (You have a minor degree of immunity to light effects, enough that you never sunburn or otherwise have trouble with any amount of full direct sunlight); 1 pt
Human Sunrod: Feature 1 (You can emit a directed cone or beam of light at will, as if you carried a powerful torch at all times); 1 pt
Holy Avenger: Feature 1 (All attacks have Holy descriptor); 1 pt
Prayer Array: 15 pt Array, Quirk: Limited Boons (10 uses of divine powers per day, DC15 Will Check to cast another after reaching limit); 23 pts
Light of Therin: Perception Burst Area Affliction 5 (Light; Resisted by Dodge, Overcome by Fortitude; 1st: Visually Impaired, 2nd: Visually Disabled, 3rd: Visually Unaware, Extra: Burst Area [30 ft radius], Selective, Flaw: Limited to one sense); 15 pts
Ray of Faith: Ranged Radiant Energy Damage 6 (Extra: Affects Insubstantial 2); 1 pt
Bless: Enhanced Advantages 2 (Luck [Inspiration] 2), Enhanced Advantages 4 (Inspire 4 [+4 attacks/checks); 1 pt
Command: Perception Ranged Cumulative Affliction 5 (Resisted/Overcome by Will; 1st: Dazed, 2nd: Compelled, Flaw: Limited to two degrees, Sense-Dependent [Auditory]); 1 pt
Banish Darkness: Burst Area Nullify Darkness 5 (Extra: Burst Area [30 ft radius], Simultaneous); 1 pt
Therin's Illumination: Environment 4 (250 ft radius; Light [eliminates all concealment provided by natural darkness, counter darkness effects with Power Check]); 1 pt
Turning the Undead: Burst Area Radiant Energy Damage 5 (Extra: Burst Area [30 ft radius], Linked [Affliction], Flaw: Limited to Undead/Unholy creatures), Burst Area Affliction 5 (Resisted by Will; 1st: Entranced, 2nd: Compelled [to flee], Extra: Burst Area [30 ft radius], Linked [Damage], Flaw: Limited to two degrees, Limited to Undead/Unholy creatures only]); 1 pt
Cure Wounds: Healing 6; 1 pt
Healing Word: Ranged Healing 6 (Flaw: Affects others only); 1 pt
Create Food and Water: Create 3 (Food/Water; Extra: Continuous, Permanent); 1 pt


Magic Items:
NONE

Magic Items:
NONE

EQUIPMENT:
(20 pts)
Light Chain Mail: Protection 2; 2 pts
Holy Symbol: Feature 1 (Focus for spellcasting); 1 pt
Small Shield: +1 Dodge, +1 Parry; 2 pts
Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt Pouch (empty), Sack (empty), Trail Rations (10 days), Torches (5), Waterskin; 5 pts
Healer's Kit: Feature 1 (Tools, Treatment); 1 pt
Ritualist's Kit: Feature 1 (tools for casting rituals); 1 pt
Rope: Feature 1 (several uses; binding, climbing, etc.); 1 pt
Flail: Bludgeoning Strength-Based Damage 2, Extra: Disarming, Reach (5 ft.), Tripping; 5 pts

Acquired Items:

OFFENSE:
Initiative +0
Close Attack +4 [Flail +6]
Unarmed +6 [Unarmed +4]
Ranged Attack +1
Prayer Array +4 [Ray of Faith +6]
Special Attack [Light of Therin Affliction +5, Burst Area; Turning Undead Affliction/Damage +5, Burst Area; Command Affliction +5, Perception; Banish Darkness Nullify +5, Burst Area]

DEFENSES:
Dodge +3 (+4 with Shield) [DC13/14] Parry +3 [DC13/14]
Toughness +6, Fortitude +5, Will +5

COMPLICATIONS:
Hatred: Brok was bullied as a child for his orcish heritage and has grown to loathe bullies and will lash out at them without hesitation.
Honor: Since finding his goddess, Therin, Brok has worked hard to maintain a code of honor and live in the way of Light.
Inferiority Complex: Because of his rough childhood, he sometimes feels that he is not as good as humans or other races, even though his allies constantly tell him otherwise.
Motivation: Spreading the Light of Therin throughout the world and banishing the darkness, whatever form it may take.
Power Loss: Brok must be able to speak and gesture to cast his spells.
Power Loss: Clerics and Paladins derive their magical abilities through their connection with their deities. Should that faith be shaken, attempt to call upon too many favors in a short period, should they fail to act in accordance with their deities' will (or whim) or attempt to use their abilities while on the grounds of a rival deity, or one whose powers conflict, they can lose their divine powers.
Relationships: He dearly loves his mother, Seyva, who loved and raised him despite the circumstances of his conception.

Abilities 30 + Skills 17 (34 ranks) + Advantages 11 + Powers 29 + Defenses 5 = 92 / 93

Comments: I also realized that I forgot to build any half-orcs as PCs, so here is Brok Godlight. Brok’s mother was raped by an orc and was impregnated. Despite the situation, when Brok was born, she loved him as any mother loves her child. Brok had a hard childhood growing in his village, and got into more than his share of fights, but thanks to his mother and maternal grandmother, he was able to avoid any significant trouble. His grandmother was a devoit worshipper of Therin and was able to pass that on to Brok, who became a cleric of Therin when he became of age and was given the surname Godlight before his mentor priest.

After his grandmother’s death, he sought to grow in his knowledge of Therin and the world and became an adventurer so that he could spread The Light of Therin throughout the world.
BROK GODLIGHT
PL: 5 (90 pts) - OPL: 5; DPL: 5; HP: 1

ABILITIES: STRENGTH 4, STAMINA 4, AGILITY 1, DEXTERITY 1, FIGHTING 3, INTELLECT 0, AWARENESS 3, PRESENCE -1

SKILLS: Athletics 4 (+8), Close Combat [Unarmed] 3 (+6), Deception (-1), Expertise [Religion] 7 (+7) [Ritualist], Insight 3 (+6), Intimidation 7 (+6), Perception 2 (+5), Persuasion (-1), Ranged Combat [Prayer Array] 3 (+4), Stealth (+0), Treatment 6 (+6)

ADVANTAGES: All-Out Attack, Benefit (1) (Can use Expertise [Religion] for Artificer and Ritualist), Benefit (Wealth Ranks) (6), Close Attack (1), Equipment (4), Great Endurance, Languages (1) (Orc, Draconic, Base: Common), Ritualist, Takedown (1)

POWERS:
Half-Orc Senses: Senses 2 (Low-light Vision, Scent [Acute]); 2 pts
Stabilize: Feature 1 (With just a touch and a standard action, you can automatically stabilize any dying creature’s condition); 1 pt
Child of Light: Feature 1 (You have a minor degree of immunity to light effects, enough that you never sunburn or otherwise have trouble with any amount of full direct sunlight); 1 pt
Human Sunrod: Feature 1 (You can emit a directed cone or beam of light at will, as if you carried a powerful flashlight at all times); 1 pt
Holy Avenger: Feature 1 (All attacks have Holy descriptor); 1 pt
Prayer Array: 15 pt Array, Quirk: Limited Boons (10 uses of divine powers per day, DC13 Will Check to cast another after reaching limit); 21 pts
Light of Therin: Perception Burst Area Affliction 5 (Resisted by Dodge, Overcome by Fortitude; 1st: Visually Impaired, 2nd: Visually Disabled, 3rd: Visually Unaware, Extra: Burst Area [30 ft radius], Selective, Flaw: Limited to one sense); 15 pts
Ray of Faith: Ranged Radiant Energy Damage 6 (Extra: Affects Insubstantial 2); 1 pt
Banish Darkness: Burst Area Nullify Darkness 5 (Extra: Burst Area [30 ft radius], Simultaneous); 1 pt
Therin's Illumination: Environment 4 (250 ft radius; Light [eliminates all concealment provided by natural darkness, counter darkness effects with Power Check]); 1 pt
Turning the Undead: Burst Area Radiant Damage 5 (Extra: Burst Area [30 ft radius], Linked [Affliction], Flaw: Limited to Undead/Unholy creatures), Burst Area Affliction 5 (Resisted by Will; 1st: Entranced, 2nd: Compelled [to flee], Extra: Burst Area [30 ft radius], Linked [Damage], Flaw: Limited to two degrees, Limited to Undead/Unholy creatures only]); 1 pt
Cure Wounds: Healing 6; 1 pt
Healing Word: Ranged Healing 6 (Flaw: Affects others only); 1 pt
Create Food and Water: Create 3 (Food/Water; Extra: Continuous, Permanent); 1 pt


Magic Items:
NONE

EQUIPMENT:
(20 pts)
Light Chain Mail: Protection 2; 2 pts
Holy Symbol: Feature 1 (Focus for spellcasting); 1 pt
Small Shield: +1 Dodge, +1 Parry; 2 pts
Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt Pouch (empty), Sack (empty), Trail Rations (10 days), Torches (5), Waterskin; 5 pts
Healer's Kit: Feature 1 (Tools, Treatment); 1 pt
Ritualist's Kit: Feature 1 (tools for casting rituals); 1 pt
Rope: Feature 1 (several uses; binding, climbing, etc.); 1 pt
Flail: Bludgeoning Strength-Based Damage 2, Extra: Disarming, Reach (5 ft.), Tripping; 5 pts

Acquired Items:

OFFENSE:
Initiative +0
Close Attack +4 [Flail +6]
Unarmed +6 [Unarmed +4]
Ranged Attack +1
Prayer Array +5 [Ray of Faith +7; Special Ranged Attack +0; Special Ranged Attack +0, Multiattack]
Special Attack [Light of Therin Affliction +5, Burst Area; Turning Undead Affliction/Damage +5, Burst Area]

DEFENSES:
Dodge +3 (+4 with Shield) [DC13/14] Parry +3 [DC13/14]
Toughness +6, Fortitude +5, Will +5

COMPLICATIONS:
Hatred: Brok was bullied as a child for his orcish heritage and has grown to loathe bullies and will lash out at them without hesitation.
Honor: Since finding his goddess, Therin, Brok has worked hard to maintain a code of honor and live in the way of Light.
Inferiority Complex: Because of his rough childhood, he sometimes feels that he is not as good as humans or other races, even though his allies constantly tell him otherwise.
Motivation: Spreading the Light of Therin throughout the world and banishing the darkness, whatever form it may take.
Power Loss: Brok must be able to speak and gesture to cast his spells.
Power Loss: Clerics and Paladins derive their magical abilities through their connection with their deities. Should that faith be shaken, attempt to call upon too many favors in a short period, should they fail to act in accordance with their deities' will (or whim) or attempt to use their abilities while on the grounds of a rival deity, or one whose powers conflict, they can lose their divine powers.
Relationships: He dearly loves his mother, Seyva, who loved and raised him despite the circumstances of his conception.

Abilities 30 + Skills 17 (34 ranks) + Advantages 11 + Powers 27 + Defenses 5 = 90 / 90
Last edited by Thorpocalypse on Sat Jan 06, 2018 7:25 pm, edited 4 times in total.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

17 - Charyllis Underburrow

Post by Thorpocalypse »

Image
Behold the Fury of Nature! Behold the Fury of Arvorea! - Charyllis Underburrow

CHARYLLIS UNDERBURROW
PL5


OPL: 5; DPL: 5; HP: 1
Real Name: Charyllis Underburrow
Archetype: Paladin of Arvorea
Age: 27
Height: 2-10
Weight: 41
Eyes: Blue
Hair: Blonde
Skin: Fair
Race: Halfling
Alignment: Hero - Chaotic Good
Occupation: Adventurer
Base of Operations: Mobile
Affiliations: The Septidecima

ABILITIES: STRENGTH -1, STAMINA 1, AGILITY 5, DEXTERITY 2, FIGHTING 5, INTELLECT 1, AWARENESS 2, PRESENCE 3

SKILLS: Acrobatics 6 (+11) [Agile Feint], Athletics (-1), Deception (+3), Expertise [Nature] 4 (+5), Expertise [Religion] 4 (+5), Expertise [Tactics] 3 (+4), Insight 1 (+3), Intimidation (+3/+1), Perception 4 (+6), Persuasion (+3), Stealth (+5/+9), Treatment 4 (+5)

ADVANTAGES: Agile Feint, Benefit (Wealth Ranks) (7), Close Attack (2), Defensive Strike* (1), Equipment (3), Favored Foe (Fey), Grabbing Finesse, Improved Initiative (1), Languages (1) (Undercommon, Sylvan, Base: Common), Move-by Action, Quick Draw, Takedown (2)

POWERS:
Halfling Size: Shrinking 4 (-1 Str, +2 Dodge/Parry, +4 Stealth, -2 Intimidation, Speed -1, -1 Mass; Extra: Innate, Permanent); 9 pts
Halfling Physiology: Feature 1 (Longevity), Senses 1 (Low-light Vision); 2 pts
Small But Quick: Speed 2 (8 [4] mph/120 [60] ft pr); 2 pts
Holy Avenger: Feature 1 (All attacks have Holy descriptor); 1 pt
Divine Smite: Enhanced Advantages 2 (Improved Critical 2 [Sword], Flaw: Limited to against evil/unholy creatures), Extra on Sword: Affects Insubstantial 2 (Flaw: Limited to against evil/unholy creatures), Extra on Unarmed: Affects Insubstantial 2 (Flaw: Limited to against evil/unholy creatures); 3 pts
Divine Powers: 6 pt Array, Quirk: Limited Boons (8 uses of divine powers per day, DC14 Will check to cast more); 5 pts
Command: Perception Ranged Affliction 5 (Resisted/Overcome by Will; 1st: Dazed, 2nd: Compelled, Flaw: Limited to single word command, Limited to two degrees); 5 pts
Lay on Hands: Healing 5 (Flaw: Affects others only, Inaccurate 2); 1 pt
Strength from Arvoreen: Healing 5 (Flaw: Self only, Inaccurate 2); 1 pt
Arvoreen's Fury: Multiattack Slashing Damage 3 (Extra: Dangerous, Flaw: Easily Removable [Requires swords]); 1 pt
Divine Sense: Senses 4 (Detect Evil [Mental; Ranged, Extended, Acute]); 1 pt


Magic Items:
NONE

EQUIPMENT:
(15 pts)
Halfling Chain Mail: Protection 3; 3 pts
Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt Pouch (empty), Sack (empty), Trail Rations (10 days), Torches (5), Waterskin; 5 pts
Dual Modified Silver Short Swords: Slashing Strength-Based Damage 4, Dangerous, Double, Feature 1 (Silver); 7 pts

Acquired Items: (0 pts)

OFFENSE:
Initiative +9
Close Attack +7 [Unarmed -1; Dual Silver Short Swords +3, Critical 19-20; Arvoreen’s Fury +3, Critical 18-20, Multiattack; Divine Smite Dual Silver Short Swords +3, Critical 17-20]
Ranged Attack +2
Special Attack [Command Affliction +5, Perception]

DEFENSES:
Dodge +7 [DC17] Parry +7 [DC17]
Toughness +3 (+3 without Defensive Roll), Fortitude +4, Will +6

COMPLICATIONS:
Bad Refrigerator: Charyllis is REALLY bad at keeping secrets.
Full Speed: Charyllis only knows one speed and that full speed all the time.
Honor: As a Paladin of Arvorea, she holds to a code of honor true to her teachings.
Impulsive: Charyllis can rush into battle in a heartbeat.
Mommy Issues: Her mother has never approved her adventurous streak and even though they love each other, they are often at odds.
Power Loss: Clerics and Paladins derive their magical abilities through their connection with their deities. Should that faith be shaken, attempt to call upon too many favors in a short period, should they fail to act in accordance with their deities' will (or whim) or attempt to use their abilities while on the grounds of a rival deity, or one whose powers conflict, they can lose their divine powers.
Relationships: She is close to her family, especially her brothers Pod and Dyrek, who are also adventurers.
Underestimated: Because of her small nature, she is often underestimated by foes. That usually comes back to bite them…

Abilities 38 + Skills 13 (26 ranks) + Advantages 15 + Powers 22 + Defenses 7 = 95 / 95

Comments: It hit me that with all the potential fantasy PCs I’ve build, I haven’t done any halflings. Had to correct that. As I look at splitting the PCs in 3 parties, I knew I needed a couple more healers so one of them is Charyllis Underburrow, a halfling Paladin. I picture her as a cute little thing that orcs and the like would laugh at…until she goes all Yoda in Episode 2 on ‘em, and a half dozen of them are dead before they know it. Can’t wait to test her.
CHARYLLIS UNDERBURROW
PL: 5 (90 pts) - OPL: 5; DPL: 5; HP: 1

ABILITIES: STRENGTH -1, STAMINA 1, AGILITY 5, DEXTERITY 2, FIGHTING 5, INTELLECT 1, AWARENESS 2, PRESENCE 3

SKILLS: Acrobatics 5 (+10) [Agile Feint], Athletics (-1), Deception (+3), Expertise [Religion] 4 (+5), Expertise [Tactics] 3 (+4), Insight 1 (+3), Intimidation (+3/+1), Perception 2 (+4), Persuasion (+3), Stealth (+5/+9), Treatment 3 (+4)

ADVANTAGES: Agile Feint, Benefit (Wealth Ranks) (7), Close Attack (2), Defensive Strike* (1), Equipment (3), Favored Foe (Fey), Grabbing Finesse, Languages (1) (Undercommon, Sylvan, Base: Common), Move-by Action, Quick Draw, Takedown (2)

POWERS:
Halfling Size: Shrinking 4 (-1 Str, +2 Dodge/Parry, +4 Stealth, -2 Intimidation, Speed -1, -1 Mass; Extra: Innate, Permanent); 9 pts
Halfling Physiology: Feature 1 (Longevity), Senses 1 (Low-light Vision); 2 pts
Small But Quick: Speed 2 (8 [4] mph/120 [60] ft pr); 2 pts
Holy Avenger: Feature 1 (All attacks have Holy descriptor); 1 pt
Divine Smite: Enhanced Advantages 2 (Improved Critical 2 [Sword], Flaw: Limited to against evil/unholy creatures), Extra on Sword: Affects Insubstantial 2 (Flaw: Limited to against evil/unholy creatures), Extra on Unarmed: Affects Insubstantial 2 (Flaw: Limited to against evil/unholy creatures); 3 pts
Divine Powers: 6 pt Array, Quirk: Limited Boons (10 uses of divine powers per day, DC14 Will check to cast more); 5 pts
Command: Perception Ranged Affliction 5 (Resisted/Overcome by Will; 1st: Dazed, 2nd: Compelled, Flaw: Limited to single word command, Limited to two degrees); 5 pts
Lay on Hands: Healing 5 (Flaw: Affects others only, Inaccurate 2); 1 pt
Strength from Arvoreen: Healing 5 (Flaw: Self only, Inaccurate 2); 1 pt
Arvoreen's Fury: Multiattack Slashing Damage 3 (Extra: Dangerous, Flaw: Easily Removable [Requires swords]); 1 pt
Divine Sense: Senses 4 (Detect Evil [Mental; Ranged, Extended, Acute]); 1 pt


Magic Items:
NONE

EQUIPMENT:
(15 pts)
Halfling Chain Mail: Protection 3; 3 pts
Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt Pouch (empty), Sack (empty), Trail Rations (10 days), Torches (5), Waterskin; 5 pts
Dual Modified Silver Short Swords: Slashing Strength-Based Damage 4, Dangerous, Double, Feature 1 (Silver); 7 pts

Acquired Items: (0 pts)

OFFENSE:
Initiative +5
Close Attack +7 [Unarmed -1; Dual Silver Short Swords +3, Critical 19-20; Arvoreen’s Fury +3, Critical 18-20, Multiattack; Divine Smite Dual Silver Short Swords +4, Critical 17-20]
Ranged Attack +2
Special Attack [Command Affliction +5, Perception]

DEFENSES:
Dodge +7 [DC17] Parry +7 [DC17]
Toughness +3 (+3 without Defensive Roll), Fortitude +4, Will +6

COMPLICATIONS:
Bad Refrigerator: Charyllis is REALLY bad at keeping secrets.
Full Speed: Charyllis only knows one speed and that full speed all the time.
Honor: As a Paladin of Arvoreen, she holds to a code of honor true to his teachings.
Impulsive: Charyllis can rush into battle in a heartbeat.
Mommy Issues: Her mother has never approved her adventurous streak and even though they love each other, they are often at odds.
Power Loss: Clerics and Paladins derive their magical abilities through their connection with their deities. Should that faith be shaken, attempt to call upon too many favors in a short period, should they fail to act in accordance with their deities' will (or whim) or attempt to use their abilities while on the grounds of a rival deity, or one whose powers conflict, they can lose their divine powers.
Relationships: She is close to her family, especially her brothers Pod and Dyrek, who are also adventurers.
Underestimated: Because of her small nature, she is often underestimated by foes. That usually comes back to bite them…

Abilities 38 + Skills 9 (18 ranks) + Advantages 14 + Powers 22 + Defenses 7 = 90 / 90
Last edited by Thorpocalypse on Sat Jan 06, 2018 7:39 pm, edited 2 times in total.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

Trouble Times Two - Part 1

Post by Thorpocalypse »

Playtest: Trouble Times Two – Part 1

Maneuver Legend: AA – All Out Attack, ACA – Accurate Attack, DA – Defensive Attack, PA – Power Attack, RA – Routine Attack, SA – Standard Attack], TC - Toughness Check, WC – Will Check, FC – Fortitude Check

Intro: I’m going to run some of my PCs through a short adventure I’ve run a few times in D&D 3.0/3.5, and actually started as a game in the Game Room on the old ATT. It’s called Trouble Times Two and I originally ran it as part of a larger Thief driven campaign. It remains to be seen if I will convert more or go in a different direction. Until I get bored, that is.

So here we go.

---------------------------------------------------------------------------------------------

It is a crisp, early Smarch day in Thorpe. The party, who currently consists of Arisema Daellion (Warlord), Baruun (Paladin), Jobymme (Cleric), Beaver the Bard (Bard), Extherene Hope (Warlock) and Xelennia Nailo (Rogue), is familiar with the area from adventuring in the area previously. Despite the small size of the town, its location on one of the main trade routes from the northwest territories makes it a well-known stopping point for merchants. Being a farming community, it is also known for its bustling farmer’s market, which keeps the community relevant.

Percilis’ Pub and Inn is the only real business of its kind in Thorpe and as such, it gets all the business of the traders and merchants passing through. Percilis, the owner, is a jovial, rotund, middle-aged chap, with a quick wit that is behind the bar seemingly every minute of the day. The Pub has some of the best food in the area, mainly thanks to his wife, Velda, who cooks most of the meals with the help of their oldest daughter, Theonie. Their other daughter, Marava, waits tables along with a couple of other local women and their youngest son, Parvan, a strapping young lad with adventuring aspirations, assists his father at the bar and does whatever else is needed in the Inn.

Everyone in the area knows that anyone looking for work or adventure, should spend a little time at Percilis’, and that is where the group begins their day. In the early afternoon, a haggard merchant to comes in and quickly orders an ale, raises it in a toast to Percilis, downs it, and orders another one before finally relaxing in his seat and striking up a conversation with the barkeep.
Perception checks; Arisema gets the top with a 24, but everyone got at least a 10 except Baruun. So we’ll say that she hears…
“How’s it going, Jendry?” Percilis asks as he putters around the bar.

“Feeling damn lucky to be here, old friend,” Jendry replies, taking another sip from his ale. “Just got here from Iredell without running into them damn thieves I been hearing about.”

“You’re not the first to mention them,” Percilis said, stopping his work and leaning on the bar near Jendry. “What’s the latest?”

“I heard tell they been gettin’ more bold. Knocking over armed caravans, hitting farm houses in the area. People are getting pretty scared up there. Damn shame. Iredell is a helluva town. Nice people…good trading…good eats…not as good as here, of course,” he said winking. “And some fine…’very friendly’ women to boot.”
“Ol’ Voden doing anything about it?” Percilis asks.

Jendry finished his ale and motioned for another. “I heard that the old blowhard is actually going to open his purse and put out a bounty on ‘em. But I’ll believe it when it I see it,” he chuckled.
Arisema advises the group of the conversation. No need for rolls, they’re in. They’re basically ready to go so they set out for Iredell that afternoon.
The group starts marching northeast towards Iredell that afternoon. The weather is, cool, clear and sunny, a nearly perfect day for a long walk. Beaver and Arisema continue to exchange barbs to pass the time while Baruun stays out front, alert for danger. Extherene and Xelennia walk behind the others engaging only in sparse conversation with Jobymme bringing up the rear. Beaver, being a font of information due to his Bardic Knowledge, believes the journey will take about two days total, putting them in Iredell sometime in the afternoon the day after next if all goes well. The day and night pass without event.
The next day also begins with nice weather and most of the day passes without incident. It is a clear, crisp afternoon as the group continues their travels along the main road towards Iredell. The sun is nearing its zenith and the air begins to chill. By Beaver’s calculations, they will arrive by mid-afternoon tomorrow, not soon enough for some, Beaver in particular, who realized he didn’t pack quite enough ale for a two day journey.
As they begin to wind down after a long day’s journey, looking about for a good place to camp for the night…
I’ll have Jobymme make the first Perception check. Natural 20. He shouldn’t be surprised, but I want them to be so they all get an HP.
Suddenly, Jobymme pauses and begins to sniff the air. Before he can react, he hears the unmistakable twang of a bowstring as an arrow whizzes past him. “We’re under attack!” he roars as he readies his war hammer.
Surprise Round: So here’s the setup. Surprise round for the brigands, with two crossbow bolts coming at the group from the woods along the road. The road is approximately 15 foot wide. There are two hobgoblins with crossbows on each side of the road, 10 feet back into the foliage of the trees giving them cover (-2 to hit). The round after the first volley of crossbow bolts, 4 Goblins each charge the PC’s from the right and the left, 1 more on each side hang back with the hobgoblins. The 8 that charge are minions. The hobs and other goblins are not.

Another figure remains hidden well back from the fight watching the attack and will not be noticed...
The first arrow from the left goes for Arisema and hits with 17. She rolls a natural 1 on her Toughness check against DC18, HP to reroll (so much for the extra one) and she gets a 22 to avoid damage. Next one goes at Jobymme, and even with his defenses halved, it misses with an 11.
Round 1: Initiative time: Xelennia – 22, Arisema – 18, Goblins – 14, Extherene – 13, Hobgoblins – 11, Beaver – 10, Baruun – 8, Jobymme – 6. Xelennia goes first and she will use her action to move off to the woods on the left, getting a 20 on stealth, looking for a backstab the next round. Arisema draws her sword and holds her action. The goblins come charging in, 4 from the left, 4 from the right and the ones hanging back with the hobs hold. We’ll go left side first. 2 will attack Baruun. First one crits with his short sword with a natural 19 but since he’s a minion, it doesn’t count as a crit. Second one just hits with a 13. Baruun gets an 18 on his first toughness check against DC16 and a 23 on the next to avoid damage. 2 will attack Jobymme, first one misses, second one hits. Jobymme gets a 15 against DC16 for a 1st degree failure. The gobs from the right come in and 2 attack Arisema, 1 attacks Beaver, 1 attacks Extherene. The two attacking Arisema miss with a 5 and 6. The one missing with the 5 got a natural 1, I’m saying he dropped his sword. The one attacking Beaver barely misses with a 15 and the one attacking Extherene misses with a 7.

Since Arisema held, she now decides to go. First thing she does is shout orders, telling the group that she, Baruun and Extherene will hold the road, the rest find those shooters. Arisema takes 10 with a PA2 against the first gob on her. It hits, of course, and he has to make a DC21 toughness check. He does not, with an 8. Using Takedown, she swings at the other one that attacked her, hits and it also fails with an 8. Extherene takes a step back and takes 10 on a Magic Missile against the gob on her, it hits and he fails the DC20 check with a 15 to fall. Next are the hobs with bows. The one from the left fires at Baruun and hits with an 18. Baruun nails the TC with a 22. The other from the right fires at Arisema and gets a natural 1. I’m saying the bow string broke, he’s melee only for the rest of this right. Beaver goes off to the right, making a Perception check of 8 to see if he can spot the shooter, which he fails to do. He moves to the edge of the road with his hand crossbow drawn, hoping for more luck next round.

Baruun goes AA2 and takes 10 on the first gob on him and hits. The gob has to make a DC22 TC, he does not, with a 4. Using Takedown, Baruun will go after the other one the same way, hits and it also fails with a 13. Baruun will move towards Jobymme, to be in position to go after those two next round. And speaking of Jobymme, he will follow Arisema’s orders and go to the right with Beaver. His perception check is a 10, but the hob only gets a 9 on his stealth so he’s spotted. Jobymme will try to end this quick. He moves into the brush and unleashes his Dragon Breath, a 30 ft cone that will hit the hob and the gob (that he didn’t see). The hob fails the Dodge check and takes the full shot. He gets a 17 on the DC20 TC for a 1st degree failure. The gob makes the Dodge and gets a natural 20 on the TC to take no damage.

Pretty good round for the heroes.

Status – Xelennia (fine, 2 hp), Arisema (fine, 2 hp), Goblins minions (5 incapacitated, 3 fine), Goblin 1 (fine), Goblins 2 (fine), Extherene (fine, 2 hp) , Hobgoblin 1 (fine), Hobgoblin 2 (-1 Toughness), Beaver the Bard (fine, 2 hp), Baruun (fine, 2 hp), Jobymme (-1 toughness, 2 hp)
Round 2: Initiative: Xelennia – 22, Arisema – 18, Goblins – 14, Extherene – 13, Hobgoblins – 11, Beaver – 10, Baruun – 8, Jobymme – 6. Xelennia is off on the left now and can see the hob and gob and they cannot see her (9 perception against her 20 stealth, 23 perception for her against theirs of 11). She will move into backstab position on the hob and hits with a 16. Alas, no crit or Multiattack bonus. The hob gets a 13 against DC19 for 2nd degree failure. Arisema will move in on the gob that attacked Extherene, takes 10 on a PA2, hits and the gob blows the TC with a 17 against DC21 and falls. Goblin 1 (on the left side) now sees Xelennia when she stabbed the hob. He goes after her with his short sword. He hits with a 17. She blows the TC with an 8 total, HP to reroll, 4+10+3=17 to avoid damage. Barely…Goblin 2 (on the right side), after seeing that dragon breath, takes off. The 2 remaining goblin minions attack Baruun, with the first hitting, the second missing. Baruun makes the DC16 TC with an 18.

Extherene figures Baruun and Arisema have the road and she moves off to the left, where she can hear the hob scream from getting stabbed and Xelennia talking trash to the goblin that should have hurt her. She fires a Magic Missile at the gob, but misses with a 13. Hobgoblin 1 (left side) drops his bow, arms his shield and pulls out his sword. I would think that would take a whole round, instead of a move to do both the shield and sword. Hobgoblin 2 (right side) does pretty much the same, arms his shield, drops his broken bow and pulls his sword. Beaver is going to try and shoot Hob 2 with his crossbow, PA2 and crits with a natural 20! Hob 2 has to make a DC24 TC. He only gets a 5. I’m letting that stand and he’s down.
As the battle raged, Beaver trots up closer to Jobymme, whose mouth is still throwing off heat from his fiery dragon breath. “I got this, buddy,” Beaver says as he aims his crossbow at the Hobgoblin, who is readying himself for battle.

“Don’t kill him, Bard,” Jobymme said as he began to advance on their foe. “These are no doubt part of the thieves that we are here to stop.”

“No problem, Jo’,” Beaver replied with his cocksure attitude. “Just gonna soften him up for you.” With that, he squinted as he fired a bolt right into the neck of the hobgoblin, severing his carotid artery, practically killing him instantly.

Jobymme glared at Beaver as blood spurted from the fallen Hobgoblin’s neck. Beaver smiled back at him and weakly said, “Oops?”
Baruun is right next to the last two goblin minions. He goes AA2 and takes 10 hit the first goblin who fails the DC22 TC and falls. With Takedown, Baruun does the same with the last gob and he fails as well. Irritated, Jobymme decides to go aid Xelennia. He uses a double move to get into melee range with the gob and hob on the left side of the road.

Status – Xelennia (fine, 1 hp), Arisema (fine, 2 hp), Goblins minions (8 incapacitated), Goblin 1 (fine), Goblins 2 (fine, withdrawn), Extherene (fine, 2 hp) , Hobgoblin 1 (-1 toughness, dazed), Hobgoblin 2 (-2 Toughness, incapacitated), Beaver the Bard (fine, 2 hp), Baruun (fine, 2 hp), Jobymme (-1 toughness, 2 hp)
Round 3: Initiative: Xelennia – 22, Arisema – 18, Goblins – 14, Extherene – 13, Hobgoblins – 11, Beaver – 10, Baruun – 8, Jobymme – 6. Xelennia will just stay in melee with the hob, she goes PA2, and hits with a 16. The Hob has to make a DC20 TC, he gets an 11 for another 2nd degree failure. Arisema drops her sword, draws her bow and also fires at the Hob, AA2. And still misses with a 14. Goblin 1, seeing the numbers against him, bolts, double move to escape. Extherene doesn’t want him to get away, so she’ll Power Stunt a Perception range Snare effect (Perception Ranged Affliction 5; Resisted by Dodge, Overcome by Strength/Sleight of Hand; 1st: Hindered, 2nd: Immobile, Flaw: Limited to two degrees). He only gets a 9 against DC15 so he’s Immobilized. Extherene is now fatigued. Hobgoblin 1 will fight to the end. Since Xelennia has stabbed him a couple of times, he’s going to try and return the favor, going AA2, but he barely misses with a 16.

Beaver joins Arisema in the road and holds his action. Baruun double moves to get closer to the goblin that is immobilized, but he’s still a round away. Jobymme goes AA2 against the hob, hits with a 19. The Hob has to make a DC21 check, but he only gets a 6 for a 3rd degree failure. He’s really hurting but still in the fight. Snaps her bow string. She uses her move action to draw her sword.

Status – Xelennia (fine, 1 hp), Arisema (fine, 2 hp), Goblins minions (8 incapacitated), Goblin 1 (fine, immobilized), Goblins 2 (fine, withdrawn), Extherene (fatigued, 2 hp) , Hobgoblin 1 (-3 toughness, dazed x2, staggered), Hobgoblin 2 (-2 Toughness, incapacitated), Beaver the Bard (fine, 2 hp), Baruun (fine, 2 hp), Jobymme (-1 toughness, 2 hp)
Round 4: Initiative: Xelennia – 22, Arisema – 18, Goblins – 14, Extherene – 13, Hobgoblins – 11, Beaver – 10, Baruun – 8, Jobymme – 6. Xelennia tries to take the kill, again going at the hob with her daggers, AA2, and she hits with a 22. DC18 check for the hob, and he gets a 19 to avoid damage. Arisema will use the round to Aim at the goblin. The goblin will try to break the vine snare with a strength check at -1. Wow, he gets a 17 against the DC15 to break free. He will use his standard action to move another 30 ft away. Extherene will fire a Magic Missile at him since he is still in mid-range, hits with a 22, but he gets a natural 20 to avoid damage! What a scrappy dude!

The Hob will attack Jobymme this time and misses with an 11. Beaver will move up 30 ft and fire his crossbow at the goblin but misses with an 8. Baruun will have to double move to catch the goblin and he will use Extra Effort to make a grab check and…he rolls a natural 1. This goblin is getting away for sure. Baruun is fatigued now. And Jobymme will try to take out the hob with his hammer but he rolls a natural 2…

No real changes to statuses so we’ll keep going.
Round 5: Back to the top. Xelennia will use the terrain to move and hide, she gets a 16 on her Stealth, but the hob gets a 22 on his perception. So she still won’t get sneak attack next round, if there is one. Arisema will get the last shot at the goblin before he leaves range, she’ll PA2, she gets a 25 to easily hit. The gob has to make a DC20 TC, and he gets a 16 for a 1st degree failure, not enough to slow him down. He will double move again and they’ll let him go for now. Extherene turns her attention to the hobgoblin. She will simply Magic Missile him, but misses with a 15. What is it with the last hobgoblin NEVER going down?

The Hob will swing at Jobymme, AA1 and hits with a 16. Jobymme makes the DC20 TC with a 21. Beaver will move in towards the Hob and will use Aid, he gets a 16 to make the check and will grant the +2 to Jobymme. Baruun is fatigued so all he can do is move closer to the fray. Jobymme will use the +2 to PA2 and rolls a natural 2…HP to reroll, this time he gets a 16. The Hob only gets a 5 against DC23 TC so he is finally out.


Amazingly, the lone hobgoblin remaining battled on against the party long after victory should have been theirs. Knowing this had to end before they suffered an unnecessary loss, Beaver ran over to began cursing in Goblin tongue at the hobgoblin. The hobgoblin turned his attention to the bard, which left him wide open for Jobymme’s attack. The dragonborn cleric swung his war hammer with killing force and drove it into the back of the head of the hobgoblin, sending chunks of his skull flying as the last of the gang of thieves fell dead.

Jobymme and Baruun dropped to a knee and began to pray to their deities in thanks for their victory, while Extherenne plopped to the ground, exhausted from drawing upon the mana she needed to bring forth the spell that she hadn’t completely prepared.

Arisema began to look at the fallen goblinoids. Xelennia followed. “Interesting,” Arisema said as she picked up one of the goblins’ shortswords. “Much nicer than any goblin blade I’ve seen.”

Xelennia nodded. “And their armor is very well made. Too well made for their kind. Almost good enough to swipe. Almost…”

“Indeed,” Arisema replied. “And look at this,” she said checking a couple of the dead goblin’s pouches. “There’s a decent amount of gold and silver in this. I obviously assumed these were the thieves they were talking about and we took them out. But normally goblin thieves are just…thieves. They don’t keep much coin and they certainly aren’t armed like this. I think we’ve got some more poking around to do.”

Soon, the group gathered up the dead bodies and buried them in a mass shallow grave. They moved up the road a ways and set up camp for what turned out to be an uneventful night. All slept well between their watches and the next morning they set out for Iredell again and by early afternoon, they reached the town, hoping to find out more about this gang of thieves.
Final Status – Xelennia (fine, 1 hp), Arisema (fine, 2 hp), Goblins minions (8 incapacitated), Goblin 1 (-1 toughness, withdrawn), Goblin 2 (fine, withdrawn), Extherene (fatigued, 2 hp) , Hobgoblin 1 (-4 toughness, incapacitated), Hobgoblin 2 (-2 Toughness, incapacitated), Beaver the Bard (fine, 2 hp), Baruun (fatigued, 2 hp), Jobymme (-1 toughness, 1 hp)
Comments: That was a fun encounter! I forgot a few team maneuvers that could have ended it earlier, but that was great watching the Hobgoblin take on half the party for 2 rounds. And that goblin was slippery as an eel. It was like the HYDRA goons trying to get Nick Fury in Captain America: The Winter Soldier. The next part should be up fairly soon, it’s mainly set up for the next encounter(s).
Last edited by Thorpocalypse on Mon Jan 16, 2017 12:13 am, edited 1 time in total.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

Trouble Times Two - Part 2

Post by Thorpocalypse »

Playtest/Story – Trouble Times Two - Part 2: Into Iredell

Part 1

Maneuver Legend: AA – All Out Attack, ACA – Accurate Attack, DA – Defensive Attack, PA – Power Attack, RA – Routine Attack, SA – Standard Attack], TC - Toughness Check, WC – Will Check, FC – Fortitude Check

Intro: Back to the playtest, which I've been working on a lot this week. This will be a short interlude before more fightings. I’m not going to write out a lot of dialogue, just enough to move the story along to get our heroes on their way to put a stop to these thieves once and for all.

If they can…BU-WA-HAHAHAHAHAHAHA!!!! :rolleyes:

--

As the party enters Iredell, they see that the town is abuzz with activity. A large marketplace is the first thing they notice as they walk into this small but bustling township. Farmers sell their crops directly out of their wagons, sitting alongside polished tables that gleam with valuable goods such as fine silks and lamps and jewelry. But something seems amiss in the marketplace…

They saw many carts amongst the masses of people laden with not only goods for sale, but also personal items as well. Those with such wagons and carts were either pushing their way past other townspeople, trying to purchase foodstuffs, or heading out of town, their buying done. One such wagon, pulled by an old donkey with grey ears, nearly barrels into Extherene as she took in the scene before her. The old man who leads the donkey says as he passes, “You newcomers had better git what you need and git a’fore the warband comes this way! You’sn be deader if ya’ don’t!” and continues on his way, pulling the old donkey by its bridle, attempting to get it to move faster along his way.

“I’ll show him deader…” the demon touched sorceress growled as a ball of flame formed in her hand.

“Easy, Hot Stuff,” Beaver implored, easing her arm down. “Save it for the warband. If there is any more of them.”

“Maybe there isn’t,” Arisema interjected. “Maybe, if we’re lucky, we did end the threat and these people can get back to their normal lives. If not, and I’m betting on not, then we need to find out as much as we can. Beaver, this is right up your alley. Work the crowd and see what you can find out. I’ll do the same. The rest of you lay low and we’ll meet back here in an hour.“

“As you wish, milady,” Beaver replied with a smile and bow and he immediately struck up a conversation with an older lady selling fruit from the back of a wagon. Jobymme and Baruun took off to find temples, Xelennia and Extherene went looking for a bar.
Since Beaver is the best with Investigation and also has a high Persuasion, he’ll fulfill his role as face man of the group. Beaver gets a 17 on Investigation, while Arisema chats up a couple of people with a 12 on Persuasion. They did well enough to get the following…
About an hour later, Arisema and Beaver met back up near the center of the market, where Baruun and Jobymme were waiting. Xelennia and Extherene were not, as the rest expected. “Hello, my friends,” Baruun said. “What were you able to find out?”

“Well,” Beaver said, “Since Arisema said the girls hit a bar, and the last time I interrupted Extherene’s drinking, she blasted me through a wall, I’ll assume they’ll catch up later and go ahead with this briefing…

From what I could gather, many of the townsfolk are leaving due to the raids conducted by this Warband, they call them. Sounds like a lot of the smaller settlements, communities, and farms in the area have been attacked, so a lot of people have been relocating to Iredell.“

“I heard pretty much the same thing,” Arisema concurred. “But now that most of those communities have been raided, they fear that Iredell is next. And judging from what I was able to gather from some of the displaced, there were concurrent attacks at 2-3 places at a time and from their estimates of the numbers in the groups, we only dealt with a portion of their overall group.”

“What’s your plan, Arisema?” Jobymme asked.

Before Arisema could respond, a group of four town guards appeared, each wearing blue surcoats over a chain shirt, escorting a small, weasely man wearing a foppish green hat. They clear an area in the center of the street and place a small step on the ground in the center of the cleared area. One of the guards’ pulls out a bugle and sounds a fanfare. Another of the guards announces the diminutive fop in their company after the bugle’s sound dies down, “Hark one and all! Bel O’Toaen, the Town Crier, awaits your silence!”

The crowds become silent at once, save for a few hushed whispers and muttered words as the town crier speaks:

“I hereby extend this invitation from Iredell’s mayor, Tal Voden, to all worthy adventurers, mercenaries and other such brave folk. You are invited to attend a meeting this eve at dusk at the estate of our beloved mayor, where he shall discuss the organized raids which have befallen our peaceful communities. Food and wine will be available to all interested in ridding us of this foul Warband. For those who take up arms against our enemies, a reward shall be given. That is all.”

As quickly as they moved in, the guards and town crier shuffled off. The crowd dispersed after the little man’s speech and continued about their business. The party can hear a few of them mutter under their breath such things as “I’m still getting outta here” and “Lotta good some haughty adventurers are gonna do…”

“Sometimes you come up with plan,” Arisema said smiling, “sometimes a plan comes to you. Let’s find the others and get ready to head the Mayor’s house.”

--

Thanks to the wonder of ale, the rest of the group is able to gather up a much more relaxed Extherene and Xelennia, who advised that she only had to quell one potential altercation between Extherene and two half-orcs. After catching their thief and warlock up, the party arrived at the mayor’s estate at dusk to find that they are the only ones to have answered the mayor’s invitation. At the door to the expansive estate stand two guards in red surcoats over their chain shirts. They stand at attention and each boast a halberd in their hands and a longsword at their sides. At their approach, the guard on the left opened one of the huge double doors and ushered them into a richly appointed anteroom where a young male servant awaits.

“This way please”, the servant says and then leads them to a large, beautifully decorated dining hall. In the middle of the large room rests a grand table laden with roasted beef and wild hens, rice cooked in many different ways, breads, fruits and vegetables of all types as well as pitchers of water, wine and ale. “Help yourselves, the mayor will be along shortly”, he says as he leaves the room. Beaver, Extherene and Xelennia all look at each other, smile and quickly avail themselves of the bounty, while Arisema shakes her head.

Twenty minutes later a man they presumed to be the mayor enters the room and moved towards the seat at the head of the table. Which, of course, Beaver is currently occupying amidst a pile of chicken bones and empty mugs. The mayor stared him down and cleared his throat. Beaver let out a loud belch and moved out of the chair, smiling as he motioned for the mayor to sit. Arisema continued to shake their head.

The mayor gathered himself and sat down. He is an older man around fifty with long graying hair and a slight paunch to his stomach. After he sits he begins, “Hello all and well met. I am Tal Voden, mayor of Iredell and the surrounding environs. To whom do I have the pleasure of conversing with?”
Arisema rose and bowed slightly to him and introduced the members of the party before resuming her seat. Mayor Voden acknowledged them each with a nod and smile. Although his smile seemed more forced when Arisema got to Beaver…

After she finished, Tal spoke. “As you are all well aware, I am sure, an exceedingly cunning band of gobs have been raiding the lands in which I am duty bound to protect. I have, indeed, sent many of the towns guards and not a few of my own specially trained personal guards to attempt to extinguish this threat. Now, I…and the town of course, are down to too few protectors for my tastes. My scouts have tracked the warband to the approximate site of their hideout, but now I do not have enough good men to take them. I would hire you to route the warband and bring me their leader; alive.”

“How alive?” Xelennia asked saracastically. Arisema kicked her under the table.

Voden continued. “I have reason to believe that their leader, or leaders, are human. One of my scouts saw two human faces during their scouting mission, directing a few of the Goblins in training exercises. I am willing to pay each of you 150 gold pieces apiece to bring me the leaders alive, and to kill the viscous little beasts as well. What say you?”

“Mayor Voden, you will be pleased to know that we have already thinned the numbers of this Warband,” Arisema announced. “A group of them foolishly attempted to ambush us as we journeyed to your fair city. We would be glad to rid you of the threat of the rest….”

She smiled her sweetest smile “…For 250 gold pieces each.” She finished.

Mayor Voden smiled back. “I like your confidence, girl. 175.”

“225.” Arisema replied.

“180.”

“220.”

“185 is as far as I can go, young lady.” Voden stated firmly.

Xelennia rolled her eyes, stood up, reached into a pouch at her side and tossed a half dozen goblin ears across the table toward the Mayor. As the last one bounced off the table and fell at the Mayor’s foot, he smiled sheepishly. “I stand corrected. 200 gold a piece, room and board for the night and a horse for each of you.”

He looked at Xelennia. “And the BEST horse for you, milady.”

Arisema took a moment to confirm with the group, of which Extherene and Beaver nodded their approval while trying to stifle laughter, while Jobymme sighed. “Deal.” Arisema said. “I’ll need all the information you have before we leave tomorrow.”

The Mayor rose and motioned towards his guards. He bid the group farewell as the guard handed them a map that showed the reported location of the Warband’s base, which lied to the southeast of Iredell, in the Torval Mountains. He also gave them directions to their private rooms at the Mayor’s estate and the location of the stables where they could collect their mounts in the morn.

Once the guard left, Beaver plopped back in the Mayor’s seat, pulled out his lute and began a round of songs that lasted late into the evening.

Comments: Just some filler to move the plot along. And now begins the killing…
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
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Joined: Fri Nov 04, 2016 8:52 pm

Trouble Times Two - Part 3

Post by Thorpocalypse »

Playtest/Story –Trouble Times Two – Part 3

Part 1
Part 2

Maneuver Legend: AA – All Out Attack, ACA – Accurate Attack, DA – Defensive Attack, PA – Power Attack, RA – Routine Attack, SA – Standard Attack], TC - Toughness Check, WC – Will Check, FC – Fortitude Check

Intro: The heroes have now received their map and horses from the mayor and are off to the location of the Warband’s base. HP’s carry over from the last encounter. There’s possible encounters prior to the “boss battle” so I’ll probably break this up into 2 or 3 separate posts, depending on how the encounters go.

--

With map in hand the party travels towards the reported location of the warband’s home base. The mayor estimated that it would take a day and a half to reach it and based on their intelligence, advised a day attack would be the best way to go. The group travels through farmland that becomes a lightly wooded area as they near the mountains.

Warily they watch the roads and gaze into the trees, keeping an open eye at all times for signs of an ambush. More than once, one of the party thought they heard the sounds of footsteps in the woods, only to find a rabbit or a deer instead of a gob. The day passes slowly, but night does eventually fall. The party made camp and readied themselves for tomorrow’s battle.

The night passed uneventfully for the party. The next morning they awoke from a less than ideal night’s sleep, despite their confidence that they could complete the mission, they all a feeling that an ambush may have come at any time. And even though he couldn’t find anything, Jobymme felt they were being watched. But thankfully nothing happened and the party tore down camp and continued on towards the Torval Mountains, and the warband’s home base.

As it nears midday, Arisema notices a cut trail that led into the slowly thickening forests near the mountains. Soon, it seemed almost too easy to follow the trail. They traveled for a few more miles when they noticed that up ahead, that the forest begins to clear a little bit. The party tied off their horses and continued the rest of the way on foot, weapons at the ready.

They soon see an approximately ten-foot by ten-foot cave opening. Guarding it are eight Goblins who seemed to be tense with anticipation.
The goblins that escaped the last encounter were able to warn the leaders of the warband who were looking for an assault on their base after the party routed the squad on the road to Iredell. Jobymme had been right, there was a goblin scout that spotted them as the camped and reported back that their arrival was imminent.

Arisema assesses the situation. She gets a 20 on her Tactics check. She’s pretty sure a surprise assault has a pretty unlikely chance to succeed and decides the direct approach is best.
“Looks like they knew we were coming,” Arisema said to the group in a low voice.

“Good,” Extherene replied with a sneer. “I love a challenge.”

Beaver put his hand on Baruun’s wide shoulder. “Direct approach then. Sounds like a job for our living battering ram, eh?”

Baruun looked over at Arisema who smiled at him and motioned towards the cave. “As you wish,” he said drawing his sword. He nodded his head briefly in prayer then took off at dead sprint towards the cave.

“I do so love that…,man?,” Beaver said quizzically drawing his rapier. “I think he’s a man, right? Do Warforged have…?”

“..Do you?” Extherene interjected as her hands filled with flame and she joined the rest of the party, who had begun to rally behind Baruun.

“No respect,” Beaver muttered as he trotted behind.
Round 1: Initiative: Xelennia – 27, Extherene – 17, Arisema – 12, Beaver – 12, Jobymme – 6, Goblins – 4, Baruun – 3. Everyone has been healed, or in Baruun’s case repaired, during the down time so it’s business as usual. I’ll say the groups started about 50 ft apart so there won’t be any melee this round. Just to test, I’m going to do this with Mass Combat from the DMs guide. The mass combat stats for the Squad of gobs on are their post if you’d like to see them.

So Xelennia will move 30 ft, quick draw her throwing daggers and fling them at the group. She gets a 17 which is a 2nd degree success against the goblin squad defense of 11. Since she has Multiattack on the throwing daggers, that’s +2 damage, making the DC18. The goblin squad makes the TC easily with a 23. Extherene stops after 10 ft and sends a magic missile at them, going AA1. She hits with a 23. The goblin squad misses the DC21 check by one causing a Disrupted result, so they’re -1 to further resistance checks. Arisema could use her bow, but she’s going to go in close and just double move to be in melee next round. Beaver moves up about 30 ft and fires his crossbow, he hits with a 19. The gob squad makes the DC18 TC with a 19 of their own. Jobymme will double move to get into melee next round.

The gob squad will attack Jobymme and miss with an 11. Baruun will double move to get into melee next round similar to the others.

Status – Xelennia (fine, 1 hp), Extherene (fine, 2 hp), Arisema (fine, 2 hp), Beaver (fine, 2 hp), Jobymme (fine, 1 hp), Goblin Squad (-1 toughness), Baruun (fine, 2 hp)
Round 2: Initiative: Xelennia – 27, Extherene – 17, Arisema – 12, Beaver – 12, Jobymme – 6, Goblins – 4, Baruun – 3. Xelennia quick draws her short sword and just goes PA2 against the squad and misses with an 8. Extherene fires another magic missile, this time AA2 and she misses with a 10. Arisema tears into the group with her sword, PA1 and hits with a 16. The gob squad only gets a 7 against the DC20 toughness check, making them disrupted, staggered and demoralized. They have to make a moral check to keep going and even -6 they make the DC10 check with an 11. Beaver will Aid Jobymme, he gets a 12 so Jobymme will get +5 to his attack. Jobymme will go PA2 and with his war hammer and hits with a 17. Against the DC23 check, the gob squad gets a natural 20, which I don’t always count as a guaranteed success, but I am this time since they’re pretty much done anyway.

In fact, the surviving gobs just flat bolt after that last assault. I figured with the small numbers this would go quick, but I wanted to test the mechanics. On to the next encounter...


Now that the Goblin Guards have been defeated, the party is ready to enter the lion’s den, so to
speak. Arisema and Baruun take the lead, Xelennia and Extherene follow, with Jobymme and Beaver bringing up the rear as the heroes enter the cave.

The cavern appears to be roughly hewn out of the solid stone of the mountain. It is gray in color and smells of dank earth and sweat. Torches on the walls allow for normal viewing.
Perception checks. Baruun notices the upcoming danger with a 22 against a 10…
The cavern has a large rough stone column right in the center of the 25 x 30 ft room and some of the party could glimpse another opening on the far wall, which appeared to lead further into the cave. On both sides of the main column are two smaller columns just a few feet away. It didn’t take long for Baruun to pick up on the hobgoblins that were hiding behind each of them.

“Perhaps this time, I can be of some use,” Baruun said drawing his sword.
Round 1: Let’s do new Initiative: Beaver – 21, Baruun – 19, Arisema – 17, Xelennia – 15, Jobymme – 14, Extherene – 11, Hobgoblins – 8. The Hobs are about 20 ft away, so I’ll say everyone but Beaver and Jobymme can get into melee this round. Also, I am considering the hobs true “NPCs” so they’ll get HPs. Going first, Beaver will fire his crossbow at Hob 1. The columns provide partial cover to the Hobs, so he’s at -2. The Beav just shoots SA and misses with a 12. Baruun will head down to take on the one on the left that we’ll call Hob 1. Baruun goes AA2 and hits with a 21. The hob only gets a 10 against the DC22 check, HP to reroll and he gets a 23 to avoid damage. Arisema dashes off to the right to attack Hob 2. She goes PA1 and hits with a 17. Hob 2 rolls a natural 20 to avoid damage. Xelennia will follow Arisema, and since Arisema is melee with the hob, she’ll get her Backstab power, but she misses with a 13.

Jobymme moves up and fires a Ray of Faith at Hob 1. Natural 1. Yikes. Extherene moves up and fires a Magic Missile at Hob 2, goes AA2 and she hits with a 23. The Hob gets a 17 against the DC21 TC for a 1st degree failure. Now it’s the Hob’s turn. Since the setup was for an ambush by bow, Hob 1 and 2 will have to drop their bows, pull their swords and equip their shields. I would saw that would be a full round, but I want them to be able to attack so I will give Baruun and Arisema an HP each for a little fiat. Hob 1 goes AA2 at Baruun with his longsword and hits with a 24. Baruun only gets an 11 against the DC20 check for a 2nd degree failure. He’ll take it. Hob 2 swings at Arisema, AA1 but misses with a 12.

Status – Beaver (fine, 2 hp), Baruun (fine 3 hp), Arisema (fine, 3 hp), Xelennia (fine, 1 hp), Jobymme (fine, 1 hp), Extherene (fine, 2 hp), Hobgoblin 1 (fine, 0 hp), Hobgoblin 2 (-1 toughness, 1 hp)
Round 2: Initiative: Beaver – 21, Baruun – 19, Arisema – 17, Xelennia – 15, Jobymme – 14, Extherene – 11, Hobgoblins – 8. Beaver is going to shoot his crossbow again, this time there’s no cover because they Hob has moved to engage Baruun. He’ll go PA1 and he gets a natural 1. His crossbow is now jammed until he has time to fix it, which won’t be for a while. Baruun goes PA2 with his sword, making him only +1 to hit. And he STILL hits, rolling 17+1=18! Hob 1 has to make a DC24 TC and he gets a 15 for a 2nd degree failure. Arisema will use an Aid action to aid Xelennia and she barely gets the 11 she needs. With Teamwork, she grants Xelennia +5 to attack, so with that, she will PA5 with her backstab and MISS with an 11.

Jobymme will move up into melee with Hob 1 and swings his war hammer, going PA2 and he actually hits with a 17+2=19. Hob 1 has to make a DC23 TC and he only gets a 9 for a 3rd degree failure. Extherene will go with a different tactic, she’s going to try and Charm Hob 2. He’s got a +2 Will check and he…makes it, with a 15 exactly. He’s not feeling her, apparently.

Hob 1 has to fight for his life so he’s going PA2 against Baruun, and hits with 20. Baruun has to make a DC22 TC and he gets an 18 for a 1st degree failure. Hob 2 swings at Arisema, AA2 and he still misses her with a 15.

Status – Beaver (fine, 2 hp), Baruun (-1 toughness, 3 hp), Arisema (fine, 3 hp), Xelennia (fine, 1 hp), Jobymme (fine, 1 hp), Extherene (fine, 2 hp), Hobgoblin 1 (-2 toughness, dazed, hindered, 0 hp), Hobgoblin 2 (-1 toughness, 1 hp)
Round 3: Initiative: Beaver – 21, Baruun – 19, Arisema – 17, Xelennia – 15, Jobymme – 14, Extherene – 11, Hobgoblins – 8. Beaver will move up and try to Aid Baruun and he gets a 15 to succeed granting the paladin +5 since he has the Teamwork advantage. Baruun will use that to go PA2 and he crits with a 20! Hob 1 has to make a DC29 check and he does about as well as can be expected with a 19 for another 2nd degree failure. Baruun will press his advantage and use Extra Effort for another attack and it’s a waste with a natural 3. Arisema will Aim this round. Xelennia will still get her backstab and I’ll she’ll go PA2 and hit with an adjusted 19, which is a second degree success since the Hob’s defense is down to 13 after the AA he did last round. That adds another +2 from Multiattack so that makes the DC22, he fails by 10. He’ll use his HP to re-roll and…he gets a natural 2. But adding 10 gets him to a 15, still a 2nd degree failure.

Jobymme will try end Hob 1, he again goes PA2 and again hits with a 17. The Hob has to make a DC23 check but he only gets a 12 for a 3rd degree failure, rendering him incapacitated. Extherene will Magic Missile Hob 2 going AA2 and hits with a 13 since Hob 2’s defense is down. He gets an 11 against DC21 for another second degree failure.

I’m going to let Hob 2 make a break for it through the “doorway” in the rear of the room to end this part with no shot for anyone to stop him. I’ll give them all HPs. They’ll need them later….

Round 4: Beaver will pull his rapier and wait to see what everyone else does. Baruun follows the Hob, followed by the rest of the party. Jobymme is able to lay a hand on Baruun as he passes (18 “touch attack”) where the tear in Baruun’s metal body was to cast a Mending spell on him to heal him. He gets a 15 for the DC10 Healing check to heal the 1st degree damage. That will end this part of the encounter.

Status – Beaver (fine, 3 hp), Baruun (fatigued, 4 hp), Arisema (fine, 4 hp), Xelennia (fine, 2 hp), Jobymme (fine, 2 hp), Extherene (fine, 3 hp), Hobgoblin 1 (-4 toughness, incapacitated, 0 hp), Hobgoblin 2 (-3 toughness, fled, 0 hp)
The party begins pursuit of the Hobgoblin that was able get past Arisema and Xelennia despite his injuries. The hallway leading out of the room narrows to where the group has to go single file. Xelennia takes point, followed by Arisema, Extherene, Baruun, Jobymme and Beaver.

About 20 feet down the torchlit hall, there were openings on the left and the right…
Perception check for Xelennia. She gets a 15. Not good enough…

The openings lead to 20 ft hallways and at the end of each one are Hobgoblins with longbows. They each get a surprise around shot at her. Again, we’ll call the one on the left Hob 1 and the one on the right Hob 2. Luckily for her, even with defenses halved, they still miss.
Moving at a quick pace, Xelennia didn’t take the time to look down the dimly lit halls that led from them and suddenly arrows from both the left and right whizzed by her waist and chest. “Another ambush!” She shouted to the group and quickly tumbled past the openings, quickly rolling up to her feet with her daggers drawn.
Round 1: New Initiative Again: Arisema – 20, Xelennia – 18, Hobgoblins – 18, Beaver – 16, Extherene – 14, Baruun – 7, Jobymme – 4. These Hobs are getting an HP same as the others. The hallways are 5 ft wide, so it will be single file still. Arisema will go down to deal with Hob 1 and she’ll go PA1 and will hit with a 13 since the Hob does not have his shield. He gets an 11 against DC20 for a second degree failure. Xelennia will hold for now. Hob 1 will have to drop his bow, draw his sword and equip his shield for the full action. Having no other target since no one else has moved up yet, Hob 2 will fire a shot at Arisema, ACA1 and he’ll hit with a 17. She rolls a natural 20 to avoid damage.

Beaver will delay his action for now. Extherene moves up the hall, takes a 5 ft step into the hall and drops a Bladestorm on Hob 2. He makes the Dodge check of DC15 and then also gets a natural 20 to avoid even the half damage. Baruun moves up and takes moves into the hall where Arisema is, which is all he can do since he is still fatigued. I’m going to save his HP as long as I can…Jobymme moves up the hall, right in the center of the two hallways, his war hammer at the ready.

But…unbeknownst to the heroes…there are two more Hobs, who we will call Hob 3 (further down on the left) and Hob 4 (further down on the right) who were also waiting in ambush in similar openings another 20 ft down the hall. Hearing the ruckus, and being tipped by the Hob from the first room that ran by, they are going to move up to the main hall and fire a couple of free shots at the party. Hob 3 is going to shoot at Jobymme, at he’ll hit with a 16. Jobymme only gets an 11 against DC18 for a 2nd degree failure. Hob 4 is firing at Xelennia and he’ll hit with a 19. She gets a 15 on the DC18 TC for a 1st degree failure. Now the heroes know they’re there so they’ll go in order with the other Hobs the next round.

After getting shot, Xelennia can now act after delaying. She moves down the hall and goes after Hob 3 with her daggers, going PA2. She hits with an 18. Hob 3 blows the check, has to use his HP to reroll to get a 22 to avoid damage. Beaver sheathes his rapier and pulls out his lute as a move and directs a Charm song at Hob 4. He gets a 12 against DC15 for a 1st degree failure and he’s now dazed until he makes a check to remove it.

Status – Arisema (fine, 4 hp), Xelennia (-1 toughness, 2 hp), Hobgoblin 1 (-1 toughness, 1 hp), Hobgoblin 2 (fine, 1 hp), Hobgoblin 3 (fine, 0 hp), Hobgoblin 4 (fine, 1 hp), Beaver (fine, 3 hp), Baruun (fatigued, 4 hp), Jobymme (-1 toughness, dazed, 2 hp), Extherene (fine, 2 hp)
Round 2: Initiative: Arisema, Hobgoblins, Extherene, Baruun, Jobymme, Xelennia, Beaver. I had been forgetting to move people back in the order when they delay, but I’m not going to fix the other ones. Arisema makes a quick Tactics check in her head (17, she’s got a plan as usual), and shouts for Baruun to go assist Extherene and for Jobymme to go with Xelennia and Beaver. She will take this round to Aim. Hob 1 comes back at her with a PA1 and he gets a 1. I’ll roll to see if he dropped his sword, natural 20 so he keeps it. Hob 2 will fire another arrow at Extherene, PA1 and he’ll barely miss with a 15. Hob 3 has to switch into melee, dropping his bow, drawing his sword, equipping his shield. Hob 4 will fire his bow across the hall at Xelennia since Beaver and Jobymme are still not in range. He hits with a 20. She blows the DC18 TC badly with a natural 2, HP to reroll and she gets an adjusted 21 to avoid the damage.

Extherene’s Bladestorm is still around Hob 2, he does not make the dodge check this time and has to make a DC20 check. He gets a 16 for a 1st degree failure. She uses standard action to activate it again, he again blows the dodge and gets a 14 on his TC for a 2nd degree failure. She moves back out to the main hall, out of his line of site. Baruun will move to the hallway opening where Hob 2 is, staying out of the Bladestorm. Jobymme can only move this around and he’ll move to the hallway opening where Hob 4 is. Xelennia will drop a smoke pellet granting her Hide in Plain Sight and gets an 11 on her Stealth roll. Fortunately for her, the Hob gets a 5 on his Perception so she’ll get her backstab next round. Beaver will Taunt Hob 4 this round this and succeeds with a 23 Deception against 12 Will for the Hob. It will be demoralized next round, and with Set Up, he’ll grant the advantage to Jobymme.

Status – Arisema (fine, 4 hp), Xelennia (-1 toughness, 1 hp), Hobgoblin 1 (-1 toughness, 1 hp), Hobgoblin 2 (-2 toughness, 1 hp), Hobgoblin 3 (fine, 0 hp), Hobgoblin 4 (fine, 1 hp), Beaver (fine, 3 hp), Baruun (fatigued, 4 hp), Jobymme (-1 toughness, 2 hp), Extherene (fine, 2 hp)
Round 3: Initiative: Arisema, Hobgoblins, Extherene, Baruun, Jobymme, Xelennia, Beaver. After aiming, Arisema gets +10 to hit so she goes PA2 on Hob 1. And crits! Kind of a waste of a big bonus…Anyway, the Hob has to make a DC27 TC which he bombs with a 10, HP to reroll, natural 1! But adding 10 gets him to 11+3=14 for a 3rd degree failure. She’ll use EE to try and end this with another attack, PA2, and crits again with a natural 19. This time the Hob gets an 18 against DC27 for a 2nd degree failure to stay in the fight. Arisema is fatigued. The Hob has no choice but to fight, so he goes AA2 and hits Arisema with a 19. Oops, natural 2 on the toughness check, HP to reroll gets her the 20 she needs to avoid damage. Hob 2 is getting stabbed to death but he can’t really do much about it since Baruun is blocking his path out. He’ll go full defense, dropping his bow to equip his shield. Hob 3 lost visual on Xelennia, but I’ll let him swing with -5 to hit going with an AA2. No dice, only gets a 14. Hob 4 fires another arrow at Jobymme, he hits with 20. Jobymme only gets an 11 on the TC to take another 2nd degree failure.

Extherene’s Bladestorm goes after Hob 2 again. I hope I’m doing this right. Since he’s on full Defend, I would think he still adds 10 to his Dodge check. He rolls a 4, which becomes 14 +5=19 so he makes the Dodge, but still takes half effect, and gets a 16 against DC18 TC to take another 1st degree failure. Extherene can’t get line of sight to do anything else, so she’ll have to delay, letting the Bladestorm do its thing next round. Baruun uses the round to recover. Jobymme unloads his dragon breath on Hob 4, who gets a natural 20 on his dodge check so he’ll take ½ effect. Which doesn’t work out because he then rolls a 2. He’ll HP to reroll that, he gets an adjusted 16 to take a 1st degree failure. Xelennia dashes out of the smoke to sneak attack Hob 3, going PA2 and crits with a natural 17. The 22 is also a second degree success so that adds +2, so the Hob’s TC is DC25. He gets a 14 for a 3rd degree failure. Xelennia will move back 15 ft to the entrance of the hallway where Jobymme is standing. Beaver will delay as well.

Status – Arisema (fatigued, 3 hp), Xelennia (-1 toughness, 1 hp), Hobgoblin 1 (-3 toughness, staggered, 0 hp), Hobgoblin 2 (-3 toughness, 1 hp), Hobgoblin 3 (-1 toughness, staggered,, 0 hp), Hobgoblin 4 (-1 toughness, 1 hp), Beaver (fine, 3 hp), Baruun (fine, 4 hp), Jobymme (-2 toughness, dazed, 2 hp), Extherene (fine, 2 hp)
Round 4: Initiative: Arisema, Hobgoblins, Extherene, Baruun, Jobymme, Xelennia, Beaver. Arisema can only attack or move and she’ll attack and misses with a 10. Hob 1 comes back at her, AA2, and hits with an 18. She get another natural 20 on her TC to avoid damage. Hob 2 will stay in defend mode. Hob 3 will move up back to melee with Xelennia, but he can’t attack due to being staggered. Hob 4 will fire another arrow at Jobymme, PA1 and hits again with a 14. Jobymme gets another wound, a 1st degree failure. He’s taking a beating today.

Extherene’s Bladestorm has one last attack, Hob 2 gets a nat 20 on his Dodge check and then gets a 12 on his TC for another 1st degree failure, he’ll use his HP to try and avoid damage and he does with a 19 total. Extherene still holds. Baruun will use an HP to shake off fatigue, move in and attack Hob 2, AA2 and crits! Hob 2 only rolls a 3 on his TC, he’s out. Extherene now moves down the hall by Jobymme, who will not back down and heads in the hall against Hob 4, he goes PA2 with his war hammer and hits with a 20 total. Hob 4 gets a 19 on the DC23 TC for a 1st degree failure. Xelennia quick draws her short swords and stabs at Hob 3, PA1, and crits with a natural 19. The hob only gets a 9 on his TC against DC23 for another 3rd degree failure, which takes him out. Beaver will continue to hold.

Status – Arisema (fatigued, 3 hp), Xelennia (-1 toughness, 1 hp), Hobgoblin 1 (-3 toughness, staggered, 0 hp), Hobgoblin 2 (-4 toughness, incapacitated, 0 hp), Hobgoblin 3 (-2 toughness, staggered, incapacitated, 0 hp), Hobgoblin 4 (-2 toughness, 1 hp), Beaver (fine, 3 hp), Baruun (fine, 4 hp), Jobymme (-3 toughness, 2 hp), Extherene (fine, 2 hp)
Round 5: Initiative: Arisema, Hobgoblins, Baruun, Extherene, Jobymme, Xelennia, Beaver. Arisema will try end this going PA 2 and hits with a 22. The Hob stays up with a 14 on the DC21 check for a 2nd degree failure. Hob 1 goes AA2 again and hits with a 23. Arisema again makes the TC of 20 with her own 20. Hob 4 has to attack Jobymme, PA1, but he misses with a 10. Baruun moves up behind Arisema to get in position to take over against the Hob next round. Extherene will move up behind Jobymme to whip out the Bitter Lash. Since it’s a Will type effect, I’ll say she work it past Jobymme as it’s more of a mental effect. She goes AA2 and hits with a 21. Hob 4 has to make a DC16 Will check and he fails by 6 to be Stunned. Jobymme goes PA2 again and hits again with a 15. Hob 4 rolls well, getting a total 18 to take another 1st degree failure against DC23. Xelennia will use the round to recover. Beaver will move through his allies up to scout up ahead a little bit. He moves up 20 ft to the next set of openings to the left and right and he uses some stealth and perception. He gets a 23 on Stealth so he’s not seen, but his Perception of 24 (I hate wasting great rolls like that) shows him that there’s no one to perceive him down either hallway.
Round 6: Initiative: Arisema, Hobgoblins, Baruun, Extherene, Jobymme, Xelennia, Beaver. Arisema will disengage and let Baruun try to finish Hob 1 off, who cannot reach Baruun until he moves up. Hob 4 is Stunned. He tries his resistance check at the end is makes it with a 17 so he can act next round. Baruun moves up to goes AA2 but misses with a 7. Extherene will delay again. Jobymme will go PA2 but he misses with a 6. Xelennia moves up to spot next to the hallway where Jobymme is fighting Hob 4 and tells him to pull back. Beaver decides to go check further down the hallway to right, finding nothing with a 6.

Round 7: Initiative: Arisema, Hobgoblins, Baruun, Extherene, Jobymme, Xelennia, Beaver. Arisema will use the round to recover. Hob 1 goes PA2 against Baruun and hits with an 11 since Baruun went AA last round. Baruun rolls a 1 on his TC, HP to reroll that, he rolls another 1, but adding 10 gets him up an 18 total for a 1st degree failure. Baruun goes PA2 and misses with a 10, he’ll use another HP to reroll to move this along and he gets an adjusted 19 to hit hard. Hob 1 only gets a 6 against DC24 toughness check so he’s down, finally. Hob 4 fights on, going AA2 against Jobymme and he hits with a 19. Jobymme only gets a 14 on his DC22 TC for another 2nd degree failure.

Extherene readies a Magic Missile. Jobymme steps back 5 ft into the hallway where Hob 3 was. Xelennia waits by the entrance where Hob 4 is and readies her action. Beaver decides to go check down the hallway to left and this time he spots what appears to be a gold coin at the end of the hall. What he doesn’t see is the 20 ft pit trap right in front of the coin, getting a 10 on perception against the DC20 I’d set and he falls down it. He gets a 15 against DC17 TC for a 1st degree failure and he’s now stuck in a 20 ft pit.


They’ll be fine, Beaver thinks to himself as he scouts ahead. Checking the hallway off to the right, he finds nothing of interest but as he peers down the dimly lit hallway to the left of the main passage, he sees a familiar glimmer. Well, well, well…what have we here?

He trots back across the hall where the party is finishing up their battle with the surprisingly effective Hobgoblins and moves in to pick up the gold coin at the end of the hall. But as he takes a step about 5 feet away from it, the floor suddenly gives way and he found himself falling helplessly into a deep pit trap. He was able to reach out and slow his fall just enough to avoid a major injury, but not enough to avoid hitting the ground hard enough to rattle his teeth and leave him with a nasty bruise on side.

As he shook his head to clear the cobwebs, all he could think about was the pain of the fall failing to compare to the emotional pain of the verbal barbs Extherene will be throwing at him for this.
Round 8: Initiative: Arisema, Hobgoblins, Baruun, Extherene, Jobymme, Xelennia, Beaver. Arisema moves down the hall behind Extherene and delays. Hob 4 decides to go out in a blaze of glory and charges into the hall to attack Jobymme on more time going AA2 and he hits with a 16. Poor Jobymme only gets a 5 on his toughness, he’ll have to burn an HP which gets him to 17 for another 1st degree failure. But that leaves the Hob in the main hall with Extherene and Xelennia on both sides of him. Baruun moves up behind Arisema and delays. Extherene blasts Hob 4 with a Magic Missile that she only gets a natural 2 on. Xelennia gets her backstab since she has an ally in melee range of her foe so she will go PA5 and crit with a natural 19! The 24 is a 3rd degree success so she gets +5 on top of the +5 from the crit so Hob 4 has to make a DC28 check. And he gets a natural 1. Fitting. I’m letting that stand. He’s WAY dead.

Round 9-10: I’m giving them 2 rounds to pull things together before the next encounter. Hearing Beaver’s yelp, Xelennia and Extherene find him and Extherene uses her Telekinesis spell to lift him out of the pit. And she does indeed light him up for his “buffoonery”. That’s their 2 rounds.

Baruun goes to check on his dear friend Jobymme and will use 2 heals on him. Jobymme uses a heal on himself and Mend on Baruun. All four heal attempts succeed. Arisema checks out the fallen hoboblins, performing coup de graces on two of them. But then…
Before the party can get much of a rest, they hear a commotion further down the hall; the unmistakable chatter of goblins that seem to be coming their way…
Final Status – Arisema (fine, 3 hp), Xelennia (fine, 1 hp), Hobgoblin 1 (-5 toughness, staggered, incapacitated, 0 hp), Hobgoblin 2 (-4 toughness, incapacitated, 0 hp), Hobgoblin 3 (-2 toughness, staggered, incapacitated, 0 hp), Hobgoblin 4 (-3 toughness, incapacitated, 1 hp), Beaver (-1 toughness, 3 hp), Baruun (fine, 2 hp), Jobymme (-2 toughness, 2 hp), Extherene (fine, 2 hp)
Comments: The party took a some lumps, especially Jobymme, but they should be fine for the next encounter and in good shape for the final fight after that. The good thing from a PC side compared to other fantasy RPG systems is that you can recover pretty quick in MnM 3E, even without a healer. Since I took away most of the limitations of spell casting after some testing, having healers can get a hurting character back in the game in no time.

Not a lot of team tactics I could use in the 5 ft hallways, but the last two encounter are in bigger rooms where they should be able to do a few more things. Should have it done in the next few days.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
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Joined: Fri Nov 04, 2016 8:52 pm

Trouble Times Two - Part 4

Post by Thorpocalypse »

Playtest/Story –Trouble Times Two – Part 4

Part 1
Part 2
Part 3

Maneuver Legend: AA – All Out Attack, ACA – Accurate Attack, DA – Defensive Attack, PA – Power Attack, RA – Routine Attack, SA – Standard Attack], TC - Toughness Check, WC – Will Check, FC – Fortitude Check

Intro: This will be final chapter in this adventure. Two more encounters and the heroes will learn the secrets of the Warband...

As the party tried to take a short respite, they were able to hear goblin chatter from the hall ahead of them. As the party began to get into marching order in the 5 ft hallway, one of the goblins came around the corner and spotted them. He let out a shriek, quickly turned and practically ran over the other goblin behind him, who also took off a run back the way they came.

“And once again, the element of surprise has left us,” Arisema said taking point and beginning to trot down the hall. She was followed by Baruun, Xelennia, Beaver, Extherene then Jobymme. After about 20 ft past the hall where Beaver was claimed by the pit trap, the corridor turned to the left for about 15 ft then continued back on its original path. About another 15 ft ahead, there was an opening to the left and another 15 ft from there, the hallway took a sharp right.
Perception checks; Arisema gets a 19 first.
Arisema was able to hear a goblin cursing off in the opening to the left and caught a glimpse of a shadow up ahead at the turn to the right. She advised the party of the goblin split.
Arisema makes a Tactics check. 27. She knows better than to split the party.
Sensing a set-up, she motions for the group to follow her off to the left. She peeks around the corner and about 10 ft down the short corridor is the opening to a torch lit room. She can still hear the goblin muttering in the goblin tongue “oh, no, oh, no, they’re coming, they’re coming,”.

She eases towards the door with the party all following close behind. She motions to Baruun to rush the room and he relays the message back. She takes a deep breath, counts to three and dashes into the room, followed quickly by the rest. Upon entering the room large 35 x 40 room, she sees the lone goblin cowering in the far corner to the left. But what they don’t see…
Surprise Round: By all rights I should have given them a chance to try and see them, but I thought I would make it interesting. About 5 ft up, there are 16 alcoves, each containing a goblin minion. They get the automatic drop on the party so I will give them all an HP for their troubles.

So let’s set this up how I envision it. Arisema and Baruun are in front about 15 ft in the room. The rest are right behind them four across, with Beaver and Jobymme on the outside. Xelennia and Extherene are the middle and can’t be hit yet. I’ll say 10 of the goblins can attack this round. 3 on Arisema, 3 on Baruun, 2 on Beaver and 2 on Jobymme. The two goblins on Arisema both hit with 17s. She bombs the first TC of DC16 with an 11 but gets the next, then bombs the last one to take a 1st and 2nd degree failure. Only one of the 3 on Baruun hits with a 19 but he easily makes the TC with a 23. Both goblins on Beaver miss. The second goblin on Jobymme hits with a 19. Jobymme blows the TC with an 8, he’ll use his newly acquired HP to reroll and gets an 18 to avoid damage. Now it’s initiative time.
Round 1: Initiative: Arisema – 24, Goblins – 20, Beaver – 18, Baruun – 15, Extherene – 12, Xelennia – 10, Jobymme – 9. Arisema wants revenge for that tough first round so instead of Recovering or withdrawing, she takes 10 with a PA1 to hit automatically. She can get all 3 goblins with her Takedown if they fail their checks and all do. And actually she can get one that was on Beaver and he fails as well. 4 down. The goblins continue. 2 more move in to attack Arisema. One hits with a 17, the other misses. Arisema blows another TC, she has to use an HP to reroll and gets a 13 to take another 1st degree failure. All 3 goblins on Baruun hit with a 19, 24, and 15. Baruun gets a natural 1 on his 1st toughness check, HP to reroll and he gets an 18 to avoid damage. Next TC he gets ANOTHER 1. He’ll take it for 2nd degree failure and the last one he gets a 14 for a 1st degree failure. Another goblin moves in to fight Beaver and both hit, with a 24 and 20. Beaver gets a 19 on his first TC and then he gets a 17 to avoid damage on that one, too! The 2 on Jobymme attack, one misses, one hits with a 19 and he makes the TC with a 19 of his own.

Beaver time. He’ll take 10 with rapier to get the automatic hit and the goblin rolls a 1 so he’s down. Baruun can get all 3 on him, he goes AA2 to get the automatic hit while taking 10. First one fails, Takedown for the 2nd, he fails, Takedown for the 3rd, he fails. Extherene moves to where she can catch the last goblin on Beaver and 1 on Arisema with her Burning Hands cone area damage. First one makes the Dodge check with a 23, second does not. The one on Beaver fails the DC17 toughness check and so does the other. Xelennia moves to where she can get 3 of the ones that have not moved into melee yet with her Multiattack with her throwing daggers, taking 10 to get automatic hits. 2 fail their checks, the last gets a natural 20 to avoid damage. Jobymme goes AA1 with his war hammer on the one on him, taking 10, automatic hit and that goblin gets a natural 1 on his TC.

Status – Arisema (-3 toughness, 3 hp), Goblin Minions (5 fine, 12 incapacitated), Beaver (fine, 4 hp), Baruun (-2 toughness, 2 hp), Extherene (fine, 3 hp), Xelennia (fine, 2 hp), Jobymme (-2 toughness, 3 hp)
Round 2-4: Initiative: Arisema, Goblins, Beaver, Baruun, Extherene, Xelennia, Jobymme. Arisema takes 10 again with a PA1 on the last goblin on her, he fails the check and falls. Seeing the carnage of the greater majority of their party fall, the remaining 4 goblins drop their weapons and surrender. Beaver rounds them up in the corner. Baruun lays hands on Arisema this round and she uses the next to recover. He heals Jobymme in round 4. Extherene drops a Sleep spell on the goblins, 3 fall asleep and one is stunned and he plays asleep to save his skin…

Xelennia moves to the door to watch the hallway. Jobymme mends Baruun and recovers, then takes the heal from Baruun to be back to normal. At the end of round 4, Xelennia will spot movement in the hallway...

Status – Arisema (-1 toughness, 3 hp), Goblin Minions (13 incapacitated, 3 asleep, 1 surrendered/stunned), Beaver (fine, 4 hp), Baruun (fine, 2 hp), Extherene (fine, 3 hp), Xelennia (fine, 2 hp), Jobymme (fine, 3 hp)
Despite taking some wounds, the party made short work of the horde of goblins that tried to ambush them. After dealing with their captives, the healers began to tend to the injuries of their teammates. But before they could take much of a rest, Xelennia spotted movement in the hallway coming their way. Before long, the Hobgoblin that had gotten away from them before came around the corner, arms raised in submission.
No fancy dialogue for this next part. I’m not that great a writer and honestly, I’ve been looking forward to this boss fight for a long time so I’d rather just get into it. But I had to do a little set up, at least…
“I wish to parlay on behalf of my masters,” he said in a gravelly voice. “They wish to speak with you to reach an agreement to end this conflict. Do you agree to meet?”

Arisema moved back to the front of the group and after gauging the faces of the group, she replied. “We accept your offer of the meeting, but do not assume that this meeting will end to your masters’ satisfaction.”

He growled, then motioned for him to follow him. He led them further down the hallway through a couple of turns before they reached a doorway which led to another large 30x35 room. Different from the rest, it was obviously carved out with greater, with a smooth floor and walls decorated with tapestries depicting forests, heroes and vile monsters covering the north, east and west walls. Two beds are placed along the south wall and two chests sit by the far north wall. Standing by a large table in center of the room are 2 more goblins, another bigger, and better armored hobgoblin and two human men. One of them was significantly larger than the other but facially, they looked very much the same. The smaller one, wearing a cloak over leather armor nods and welcomes the party into the room.

He introduces himself as Orbin and the other man as his twin brother, Strumas. He says that they have been impressed by how the party has routed their Warband so far and wants to see if they can strike a deal that would benefit both groups. He tells them that they have been running a very profitable operation for a while and they’ve like to see it continue. He motions to the two hobgoblins who fetch one of the chests by the wall. He pulls a key from his pouch at his side and opens the chest to reveal a significant amount of gold, along with other gems and trinkets. He offers it to them if they will leave and allow them to relocate their operation elsewhere.

Arisema looks around at the group and after a few seconds, politely declines their offer, draws her sword, points it at Orbin and demands their surrender. As everyone’s hands go towards their weapons, he calmly asks her to reconsider. She again refuses and eases closer to him. He closes the chest, sighs, and says, “As you wish…”

With that, Orbin’s hands began to glow with blue energy and Strumas, the goblins and the hobgoblins draw their swords and advance on the party.
Round 1: Initiative Time: Xelennia – 27, Baruun – 21, Arisema – 20, Extherene – 18, Jobymme – 18, Goblins – 12, Beaver – 11, Strumas – 11, Orbin – 7, Hobgoblin - 4. The heroes rolled well to start. That’s usually not a good sign when I do that…

One hob, Strumas and Orbin all have 1 HP. The hob from the other fight used his, I believe and he’s still -1 toughness at this point. The goblins are minions. Xelennia will try to hide to get her backstab effect. She gets a 21 against 13 and 16 perception for the hobs and gobs. She’s going to try and thin the ranks first, using the Multiattack to hit both gobs and both hobs. She goes AA2 and hits one gob with a 16, misses the 2nd gob with a 13, misses undamaged Hob (he’ll be Hob 1) with a 12 and crits the damaged one with a natural 20. The gob rolls a natural 4 and he’s gone. The damaged Hob rolls at a natural 2 for a 6 against DC 28. He’s done, too. Baruun goes after Strumas going AA2, and misses with a 14. Arisema goes after Orbin, PA2 and misses with a 14. Extherene moves where she can use her Burning Hands on the remaining gob and hob. Both make the Dodge checks with a 20 and 23 respectively for half effect. The gob still blows the check with an adjusted 6 and he’s done. The hob gets a 12 to take a 1st degree failure. Jobymme joins Baruun on Strumas and goes PA2 to try and hit and misses with a 13. The gobs are gone, so it’s Beaver’s turn now. He’ll use his Inspiring song, granting +2 to hit and defenses to all his allies until his next turn.

Bad guys’ turn. Strumas goes AA2 with his longsword against Baruun, hitting with a 4+10=14. He only gets a 12 against DC21 TC, he’ll use an HP to reroll and gets an adjust 22 to avoid damage. Orbin steps back and fires his Ray of Frost at Arisema, and he hits with a 21. DC22 she gets a 17 for 1st degree damage. The Hob goes after Extherene since he can’t see Xelennia going AA2 and he misses with an 11. This time the heroes will...

Status – Xelennia (fine, 2 hp), Baruun (fine, 1 hp), Arisema (-2 toughness, 3 hp), Extherene (fine, 3 hp), Jobymme (fine, 3 hp), Goblin Minions (2 incapacitated), Beaver (fine, 4 hp), Strumas (fine, 1 hp), Orbin (fine, 1 hp), Hobgoblin 1 (-1 toughness, 1 hp) Hobgoblin 2 (-2 toughness, incapacitated, 0 hp)
Round 2: Initiative: Xelennia, Baruun, Arisema, Extherene, Jobymme, Beaver, Strumas, Orbin, Hobgoblin. Xelennia moves up to backstab the hob on Extherene. She goes PA4 and hits with a 13 thanks to her +2 from Beaver and the hob going AA2 last round. No Multiattack or crit bonuses so the hob has to make a DC22 TC. He only gets an 11, he’ll HP to reroll and gets a 19 for another 1st degree failure. Baruun uses his +2 to go PA2 and actually hits with an 18. Strumas has to make a DC24 TC and only gets a 16 for a 2nd degree failure. Baruun will use EE for another attack to press his Advantage, going AA2 and he hits with a 24. But Strumas rolls a nat 20 to avoid damage. Baruun is fatigued. Arisema moves up on Orbin again and goes PA2 again and misses with an 11. She’ll use an HP to reroll and gets a 20. Orbin blows the TC with a 2, he has to HP to reroll and gets a 17 against DC21 for a 1st degree failure. Extherene, seeing that Xelennia has moved in on the hob, shifts her attention to assisting Arisema. She fires a magic missile at Orbin, PA2 and misses with a 13. HP to reroll and she still misses with an adjusted 17.

Jobymme goes PA2 with his war hammer and hits with a 16, since Orbin went AA2 last time. Strumas has to make a DC23 TC and he gets a 15 for another 2nd degree failure. Jobymme will use EE for another attack at PA2 and he again hits with a 16. Jobymme uses an HP to shake off the fatigue. Strumas gets a 22 for a 1st degree failure. He’ll have to step it up or this will be a quicker battle than I expected…

Beaver will keep singing, this time readying his Song To Turn the Tide song in case someone needs it. His Inspire bonuses are done now as well. Strumas can’t move and attack so he’ll just attack. He swings his sword at Jobymme, PA2 this time and he misses with a 10. Orbin tries a different tactic, he’ll try to Charm Arisema. She has to make a DC17 Will check and she only gets a 7, she’s compelled. He’ll use his move action to command her to flee. She’ll move out on her next turn. Hob 1 goes after Xelennia and he goes AA2 and hits with a 22. Xelennia gets a 20 against DC20 to avoid damage. Ain’t lookin’ good for the bad guys so far.

Status – Xelennia (fine, 2 hp), Baruun (fatigued, 1 hp), Arisema (-2 toughness, compelled, 2 hp), Extherene (fine, 2 hp), Jobymme (fine, 2 hp), Goblin Minions (2 incapacitated), Beaver (fine, 4 hp), Strumas (-3 toughness, dazed, 1 hp), Orbin (-1 toughness, 0 hp), Hobgoblin 1 (-2 toughness, 0 hp) Hobgoblin 2 (-2 toughness, incapacitated, 0 hp)
Round 3: Initiative: Xelennia, Baruun, Arisema, Extherene, Jobymme, Beaver, Strumas, Orbin, Hobgoblin. Xelennia will just attack straight up this time and misses with an 11. She’ll use an HP to reroll and gets a 19 to hit. But the hob gets a nat 20 on his TC to avoid damage. Baruun delays his action. Arisema takes off out the door. She does not make the Will check to resist so she’s still compelled to flee and moves out of the room at her 30 ft movement. Extherene will get in a spell slinging duel with Orbin and whips him with a Bitter Lash, going AA1 and misses. She’ll use an HP to reroll and hits with a 23. Orbin has to make a DC21 will check, but even with +8 he only gets a 12 for a 2nd degree failure and he’s stunned.

Jobymme lets loose with his dragon breath on Strumas. Strumas makes the dodge check for half damage with a 23. However, he only gets a 16 on his TC for another 1st degree failure. Now that he’s been softened up more, Baruun moves back into melee range with Strumas, which is within his 15 ft of movement, so he goes AA2 but misses with a 9. Beaver goes after Arisema, and uses EE to power stunt a song to nullify the affliction from Orbin. I think that’s an opposed power check, which ends in a tie, 8 to 8, but Beaver will use an HP to reroll and gets a 15 which wins, freeing Arisema of her compulsion. Strumas looks to his brother who is out of it, thanks to the Bitter Lash and he drops his sword and falls to his knees in surrender. Orbin makes the check to remove the Stun and joins his brother in surrender since deep down, they’re both cowards. The hob reluctantly does the same.
Arisema, angered at the compulsion cast upon her returned to the room to see Baruun and Jobymme binding the hands of the twins and Xelennia doing the same to the hobgoblin. She resisted the urge to strike the beaten mage and joined the party in securing their foes. While doing so, Extherene uses her ability to detect magic to notice that a ring that Strumas wears is magical, as was a dagger that Orbin carried on him.

Xelennia got the key to the other chest which contains more sacks of gold, some jewels and other valuable items. Between the two chests, she estimates that there’s over a 1000 gold pieces in value. She also believes the tapestries would fetch a good price, maybe over 200 gp for all them, so they took them as well. Once the room was clear, they led their prisoners out of the cave, gathering up any surviving gobs and hobs and with Beaver and Xelennia taking a little extra time to check the bodies of the fallen goblins and hobgoblins that they had left before, finding a few more silver and gold coins along the way.

The trip back to Iredell was uneventful, other than the twins openly telling their story:

Strumas, an aspiring fighter, and Orbin, a boy blessed with the gift of sorcery and a larcenous heart, grew up in the township of Iredell, The twins, were never well liked in Iredell. They were just too different, Strumas a large boy prone to bullying his playmates and Orbin, who was just plain strange. Their family was not the wealthiest, or the most respected or even the most hated in Iredell, the boys would have been okay with any of those, they were just average. The twins knew they were better than the other kids, however, so they were always considered outsiders. Their childhood honed them into the men they are today, hateful and spiteful.

When the twins were old enough to leave home, they did so with vengeance in their hearts. They had honed their skills in combat and thievery and Orbin had mastered his sorcerous powers and were ready to go take the world of all it had to offer, and show the idiots in Iredell that they were wrong about them.

However, their first job went very wrong and two days later they awoke in a dank prison, surrounded by hobgoblins and goblins, stripped of all of their possessions. If it were not for the fact that Orbin was skilled in the art of persuasion, and knew the goblin language, then the two would have become food for the ugly humanoids.

Orbin had a plan. He convinced the gob that if the Twins were to train them and lead them in their raids, that the wealth that they would accumulate would be greater than any they could gain on their own. The hobgoblin Chieftan who led the warband agreed that the humans knew more about the way their enemies thought and fought than they did and agreed to let them live and give them a chance to prove their claims.

Two months later the newly retrained warband, led by Strumas and Orbin (disguised under shaggy black cloaks) attacked a caravan guarded by four Fighters on horseback, four archers and one novice Wizard who was along for the ride. Only one archer escaped and there was only one goblin casualty.

The warband was ready.

Over the course of the next few months, the warband raided caravans along the two major trade roads in the area and attacked farms and villages with surgically clean strikes, with a minimum of casualties on the warband’s side. All had been going well for the Twins as they have been slowly getting their revenge against the people who ridiculed them….until the party arrived.

Upon reaching Iredell, Arisema and Beaver delivered the Twins to the Mayor and Constable as delivered. Mayor Voden was true to his word and offered them the 200 gold pieces each, but the party simply agreed to take the spoils from the Warband instead, much to Xelennia’s chagrin. Once the thieves were incarcerated, Mayor Voden quickly arranged a celebration to honor the party as heroes and the celebration lasted well into the night.

Final Status – Xelennia (fine, 2 hp), Baruun (fatigued, 1 hp), Arisema (-2 toughness, 2 hp), Extherene (fine, 1 hp), Jobymme (fine, 2 hp), Goblin Minions (2 incapacitated), Beaver (fatigued, 3 hp), Strumas (-4 toughness, dazed, 1 hp), Orbin (-1 toughness, 0 hp), Hobgoblin 1 (-2 toughness, surrendered, 0 hp) Hobgoblin 2 (-2 toughness, incapacitated, 0 hp) [/quote]

Comments: That was lots of fun. That gave me a lot better grasp on how the party worked, so I made several adjustments to their builds. I’m still not sure on the spell casting but I’m now testing a 2 spells per day per PL limit, as some of you have seen in the PC builds. 5 a day seems too limited for the format, but no restrictions makes it a little too easy to depend on it. I’ll keep refining, I’m sure.

So the party gets 7 pts each, they get a Wealth rank increase based on a 1200 gp split amongst the 6 PCs, and they get to keep any extra HPs they’ve earned in this playtest. Not letting them keep the items yet since I'm doing a soft reboot. Now that I’ve rebuilt them, and my other PCs at PL5/90 pts, the 6 of them will have a few extra points for now, but I plan on giving the others a chance to catch up in some other short adventures I’m working on. I should have some more playtests up in the next week or two.
Last edited by Thorpocalypse on Sat Dec 28, 2019 3:53 am, edited 2 times in total.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
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Wagon Ambush! - Part 1

Post by Thorpocalypse »

Playtest/Story – Wagon Ambush!

Maneuver Legend: AA – All Out Attack, ACA – Accurate Attack, DA – Defensive Attack, PA – Power Attack, RA – Routine Attack, SA – Standard Attack], TC - Toughness Check, WC – Will Check, FC – Fortitude Check

Intro: So now that my first set of playtesting is done, I’m going to start some adventures for my PCs. Taking a page from the West Marches at itmejp on YouTube (love it, check it out), my plan is to rotate my PCs in and out, with a few core characters involved most of the time. My plan is to put them through a series of short adventures that will hopefully lead into a real campaign where they all make an appearance. I will rarely have them all together since combat rounds with 13 PCs plus antagonists will be very unwieldy, but once or twice might be fun. However, I know how my attention span is, so if I get through the next 3-4 posts, I’ll be proud of myself. Of course, the whole thing is just a way to get more playing in with my favorite RPG system and have some fun, so in the end, that’s the only real goal.

All the PCs are starting at PL5/90 pts (with a slight adjustment for the 6 that just completed Trouble Times Two) and hopefully some of them will actually advance over time without me just deciding to bump them up to PL6-7-8 just to try some higher level stuff. But, that’s probably how things will end up. Like I said, with my short attention…SQUIRREL! :o

So anyway, on the next adventure. After the party’s successful capture of the Twins and defeat of their Warband, the party rested for another day in Iredell. As they ate dinner at the Dogstar Inn where they had been staying, in came their occasional adventuring partner, Pon-Bak, the rotund and jovial pandafolk Monk. While exchanging some quick pleasantries, one of Mayor Voden’s personal guard comes over to the table and hands Arisema rolled up letter from the Mayor himself. She opens it and reads it to the group. Mayor Voden again thanked the party for their assistance and was hoping that they might do the same for one of this friends, Count DeMoney (dee-monay, dee-monay) in Derrax, who has also been having troubles with local bandits. He asked if they would leave at dawn to begin the trip to Derrax. The party discusses and quickly agrees, especially since another of their allies, the Minotaur Sorcerer Varduk, resides in the area and Baruun, and Jobymme always enjoy his company.

After one more restful night at the Dogstar, the group set out on their way shortly after dawn. Derrax was a 3 day trip by horse to the northeast from Iredell, and less than a day and half northwest of Thorpe. It’s later on the 2nd day of the 3 day journey and the party is getting antsy about getting to town. Beaver the Bard has been complaining about his horse the entire ride, and causing Extherene to threaten to turn HIM into glue if he didn’t shut up.

Near dusk, just before they were getting ready to find a place to camp…
Perception checks…Jobymme gets an 18 for high roll.
As they come up to a rise in the road, Jobymme picks up the scent of something burning. He motions for the party to stop. He informs Arisema and as the wind shifts, most of the party notices the same scent. They also pick up the sound of screams mixed with guttural laughter.

Arisema nods to Xelennia who moves over to the edge of the road and begins to stealthily work her way over the rise.
Stealth check for Xelennia is a 15. Fortunately, who she’s trying to sneak up on is paying no attention whatsoever with a 7.
Xelennia breaches the rise and sees a disturbing sight. There is are overturned wagons, one on fire and what appears to be several humanoid figures engaged in various activities. She hustles back to the group and relays the information. Weapons drawn, the party begins to work their way up to the site. Xelennia continues up ahead of the group while Arisema, Pon-Bak and Extherene move up the left (northwest) side of the ride and Baruun, Jobymme and Beaver move the right (southeast) side. Before long, the party was within 40-50 feet of the scene details of the situation become apparent.

The party has come up on successful caravan raid performed by a band of orcs. Two wagons are burning, while a third is overturned. Four or five human bodies lay motionless across the area. By the overturned wagon near the left side of the road, an older man is trying to fend off 3 orcs with a pitchfork while a small girl and a woman cower behind him. Nearby, 5 other orcs are dumping bags and rummaging through items.

The other dozen or so orcs are in a circle towards the right side of the road, hooting, hollering and placing bets on a fight between an orc than appears to be their leader and a large, male, white-furred [url=http://roninarmy.com/threads/1780-J-Mar ... andafolk-S
hifter-PCs?p=74668#post74668]leonine[/url]. The leonine is sporting several cuts and bruises and has his hands and muzzle tightly bound. The large orc is wielding a very nice double-bladed axe.

“Isn’t that…?” Beaver whispers to Jobymme.

“It’s Jaharri,” Jobymme replied, gripping his hammer tighter. “Looks like he might have finally bitten off more than he can chew. That means Trixi has to be around here somewhere, too. If he doesn’t die, I’m not going to let him live down letting that orc wield HIS axe.”

“We can chide him later,“ Baruun said, already beginning to advance. “Right now, we need to go save his hide.”
With a flat (no modifiers on either side) 19 vs. 18 stealth vs. perception win for the party, the orcs do not notice them at all so they get a free round.
Normally, Arisema always has a plan but seeing the situation at hand, and knowing that with their beliefs, Baruun and Jobymme would charge in any moment, she simply drew her bow, caught the eyes of the rest of the party and motioned for them to advance.
Surprise Round: So 21 orcs total. The leader is an elite so he gets an HP. The 12 around Jaharri we’ll say are all minions. The other 8 will just be regular NPC orcs with no HP. Seems like a fair matchup.

We’ll go ahead with Initiative to get an action order, even though the Orcs won’t act this round. Initiative: Jaharri – 24, Pon-Bak – 20, Beaver – 17, Orcs – 16, Orc Leader – 15, Jobymme – 14, Baruun – 13, Xelennia – 10, Trixi – 10, Arisema – 8, Extherene – 4. I’ll give the party all an HP for doing the right thing against large odds. The orc leader will not be flat-footed since he is engaged in an altercation already. I’ll say the party is about 50 ft away so anyone wanting to move into melee with have to make a Charge action. We’ll start Jaharri at -3 toughness and dazed for the first round due to the beatings he’s taken so far and I’m also making him -2 to attacks as well while he’s bound. I’ll give him an HP for being the plot device. He’ll have to hold his action for now since he’s not technically part of the party yet. Pon-Bak can almost make it in one round but he still has to charge to get to one of the orcs by the family, but with the orcs being at half defense, it’s negligible. He’ll even go PA2 unarmed and even at -4 he hits with a 14. Orc 1 (I’m doing the numbering left to right from the 3 engaging the guy with pitchfork, the 5 tossing the wagon to the 12 around the fight and the Orc Leader will be referred to as such) makes the DC20 TC, though, with a 21. Beaver pulls out his crossbow and fires at one of the Orc minions, we’ll call him Orc 9, with a PA2. Natural 19 for a crit! Glad I rolled instead of taking 10. DC24 TC, he does get a 20 but not good enough so he’s down. Jobymme will move up 30 ft and angle himself to catch 4 of the orc minions in his 30ft cone of Dragon Breath. So 4 dodge check against DC15, Orcs 10, 11 and 13 make the check for half damage. But Orcs 10 and 13 bomb their toughness checks so they drop.

Baruun charges in and takes 10 with AA2 to ensure the hit. I’ll say he can get to 3 minions with his Takedown. First one, Orc 14, fails the DC22 TC, second one, Orc 15 fails, last one, Orc 16, succeeds. Xelennia moves in on Orc 2 and since she has surprise, I’ll give her backstab with her Dual Daggers. Natural 1. I’ll say she dropped one of them…

As Jobymme figured, Jaharri’s his traveling companion, the gnome Tinkerer, Trixi Picklebottom Goldflower, has been hiding under the overturned wagon (16 vs. 8, stealth vs. perception). Seeing the cavalry arrive, she’ll jump in to help. Knowing she needs to get past the 5 orcs between her and her dear friend Jaharri, she’ll use her Bag of Tricks to whip up a Stun Bomb (Ranged Burst Area Affliction 5, Resisted by Will; 1st: Dazed, 2nd: Stunned, Flaw: Limited to two degrees) to use next round. Arisema will fire at Orc 3, PA2 and hits with a crit. He has to make a DC25 TC and he bombs it with a 9, 4th degree failure and he’s out! She gets an HP for awesomeness. Last but not least, Extherene will try to aid the family as well, so she drops her Sleep Spell on Orc 1 and 2. Both orcs fail their dodge checks, but Orc 1 critically succeeds against the affliction! Orc 2 fails by 1 and is dazed.

Status – Jaharri (-3 toughness, dazed, impaired, 2 hp), Pon-Bak (fine, 1 hp), Beaver (fine, 3 hp), Orc 1 (fine), Orc 2 (dazed), Orc 3 (incapacitated, dying), Orc 4 (fine), Orc 5 (fine), Orc 6 (fine), Orc 7 (fine), Orc 8 (fine), Orc Minions (5 incapacitate, dying; 7 fine), Orc Leader (fine, 1 hp), Jobymme (fine, 1 dragon breath, 2 hp), Baruun (fine, 1 hp), Xelennia (fine, 2 hp), Trixi (fine, 1 hp), Arisema (fine, 2 hp), Extherene (fine, 1 spell, 1 hp)
As Jaharri prepared to make a last stand, he suddenly saw a large Warforged warrior come charging in and begin waylaying orcs. That was followed by a cone of flame going past his head and roasting other orcs and he could hear more commotion coming from the orcs on the other side of the road. A few seconds later, he could hear Beaver’s familiar voice saying, “Man, that orc has a nice axe, fuzzy. Didn’t you used to have one like that?”

Jaharri growled through his bound muzzle and took a step in on the Orc Leader, fully intent to kill him and retrieve his weapon or die trying as either option would be the only way he would be able to avoid more grief from his alleged allies…
Round 1: Initiative: Jaharri, Pon-Bak, Beaver, Orcs, Orc Leader, Jobymme, Baruun, Xelennia, Trixi, Arisema, Extherene. Knowing that help has arrived, and actually, even if it hadn’t, Jaharri will fight. He’ll kick at the Orc Leader, AA2 to offset his impairment and kicks the Orc Leader in the gut with a 16. The Orc makes the DC18 TC with a 23. But it got his attention…Pon-Bak will go at Orc 1 again with his Rapid Fire Strike but misses again with a 9. This Orc 1 has got it goin’ on so far. Beaver will dash in and try to get Jaharri’s hands free with his rapier. He tells Jaharri to stand still, I’ll say it’s DC12 to cut the restraints and not him and he hits, barely, with a 13. The restraints are Toughness 5 and I rolled a 1 on the TC. They’re severed! The bonds, that is…

Now it’s the orcs turn. Going left to right. Orc 1 swings his axe at Pon-Bak, he misses with a 6. Orc 2 swings at Xelennia and hits with a 19. She only gets a 13 on her TC to take a 2nd degree failure. Orcs 4, 5, 6, 7 and 8 divide up, 4 and 5 move towards 1 and 2 and they have to Charge as well to hit in melee this round. Orc 4 rolls a natural 19 and crits on Pon-Bak. He blows the TC, he’ll have to use his HP to reroll and he gets a 17 against DC26 to take a 2nd degree failure. Orc 5 will attack Xelennia and miss. Orcs 6, 7, and 8 move towards Jobymme, Beaver, Baruun and Jaharri. Because of their arrangement, only 6 and 7 will be able to attack. Both of them go after Baruun. First one hits, second one misses. Baruun makes the DC21 TC with a 23.

Now the minions. Only 4 of them can attack, again because of the configuration. First two on Baruun, one misses, one hits, Baruun rolls crappy on the TC, getting a 13 against DC21 for a 2nd degree failure. One hits Jobymme, and he gets a 17 on the DC21 TC for a 1st degree failure. The last one misses Beaver. The Orc Leader swings at Jaharri with his own axe and he gets a natural 1. He’ll barely hang onto it.

Jobymme rolls to recharge his Dragon Breath and he gets an 11 so he can use it again next round. He’ll use Teamwork to Aid Jaharri and he barely gets the DC10 he needs with an 11. Jaharri will get +5 next round. Baruun will try to clear the minions first and he can get to 3 more with his Takedown. He takes 10, drops the first, but the second makes his check. Xelennia goes after Orc 2 but misses with a 12. Geez, she’s not off to a good start.

Now Trixi joins the fray. With her Stun Bomb, I’ll say she can get Orcs 6, 7, 8 and one of the minions, Orc 11. Orc 6 and Orc 11 both fail their Dodge checks, 7 and 8 make it. As for the Will check, again Orc 6 and 11 fail their checks and are Stunned, 7 and 8 are fine. Arisema fires another arrow, this time at Orc 4 and hits with a 20. The orc gets a 15 for a 1st degree failure. Extherene will move up and use her Burning Hands spell and can get Orc 2, 4 and 5 in the cone. Orc 2 passes his Dodge check and gets a 13 on his TC for 1st degree failure. Orc 4 blows the dodge check and the TC with a 5 for a 3rd degree failure. Orc 5 makes both checks.

Status – Jaharri (-3 toughness, dazed, 2 hp), Pon-Bak (-1 toughness, dazed, 1 chi usage, 0 hp), Beaver (fine, 3 hp), Orc 1 (fine), Orc 2 (-1 toughness), Orc 3 (incapacitated, dying), Orc 4 (-2 toughness, staggered, disabled), Orc 5 (-1 toughness, staggered, disabled), Orc 6 (stunned), Orc 7 (fine), Orc 8 (fine), Orc Minions (6 incapacitated, dying; 1 stunned, 5 fine), Orc Leader (fine, 1 hp), Jobymme (-1 toughness, 1 dragon breath, 2 hp), Baruun (-1 toughness, dazed, 1 hp), Xelennia (-1 toughness, dazed, 2 hp), Trixi (fine, 1 hp), Arisema (fine, 3 hp), Extherene (fine, 2 spells, 1 hp)
Round 2: Initiative: Jaharri, Pon-Bak, Beaver, Orcs, Orc Leader, Jobymme, Baruun, Xelennia, Trixi, Arisema, Extherene. Jaharri reaches down and grabs a greataxe from a fallen orc and swings it at the Orc Leader, going PA5 since he gets +5 from Jobymme and he hits with a 20. The Orc Leader gets a 24 on his TC against D26 for a 1st degree failure. Pon-Bak will use his Rapid Fire Strike and he’ll use it on Orcs 1 and 2 since they’re in range so he’ll be at -1. He hits with a 16, though. Orc 1 gets a 16 against DC18 for a 1st degree failure, Orc 2 gets a 13 for another 1st degree failure. Beaver will attack Orc 8, PA2, and hits with an 18. It gets a 15 on the DC20 TC for a first degree failure.

Orc time. Orc 1 attacks Pon-Bak and hits with a 17. Pon-Bak rolls a nat 20 on the TC. Orc 2 misses, Orc 4 will withdraw since he’s hurtin’ bad. Orc 5 will still try to fight and misses Xelennia again. Orc 6 will try to make his check against DC15 for the Stun, but he fails with a 2. Orc 7 attacks Baruun and hits with a 19. He rolls a 1 on the TC, HP to reroll and he gets a 24 to make the check. Orc 8 is able to move in after one of the minions fell that last time and swings at Jobymme and misses. 5 Orc minions swing, 2 miss, 1 hits Jobymme and he gets an 18 for a 1st degree failure. 1 other misses and the other swing at Beaver and crits with a 19. He has to make a DC26 check, he only gets a 12, HP to reroll gets him 19 overall for a 2nd degree failure. The one stunned blows his check with an 8 and is still Stunned. The Orc Leader growls and swings the dual-bladed axe at Jaharri, AA2 and gets a crit! Jaharri has to make a DC27 TC and he gets a 7. HP to reroll, 19 for a 2nd degree failure.

Jobymme decides to try some heals, first on Baruun and gets a 21 to now be at -1 toughness. He’ll move up behind Jaharri and use EE for an extra action to lay a heal on Jaharri and he gets that one, too, 24, and Jaharri is now back to -3 toughness. Jobymme is fatigued. Baruun will continue to try and clear the minions, and he’ll take 10 again and can get to 3. All 3 fail their toughness checks and they’re down. Xelennia gets her Backstab, so she will quick draw her twin short swords and go AA1 and hits with adjusted 22. That’s a 2nd degree success so she adds +2 to damage. Orc 2 has to make a DC22 check, he gets a 14 for a 2nd degree failure. Trixi will now move out towards Jaharri and drops another Stun Bomb, this time where she can get Orcs 7 and 8. Orc 7 makes the Dodge check, but only rolls a 2 on his check and he’s stunned. Orc 8 makes both to remain unaffected. Since Trixi can only move 15 ft she’s kinda out in the open, not able to reach Jaharri and not enough to get past the orcs. Arisema will shift her bow towards Baruun and the others there. She’ll try to take out the minions and will take 10 with a PA2 to still hit with a 15. She can get all 3 remaining with her Takedown, the 2 that are fine fail, the one that is stunned gets a nat 20 to remain in the game. Arisema will use EE for another action and will fire at the last minion again, PA2 and hits and this time he falls. She is fatigued. Extherene just does a SA with her Magic Missile on Orc 5 and hits with a 14. He only gets a 10 against DC21 for a 2nd degree failure..

Status – Jaharri (-3 toughness, dazed, 1 hp), Pon-Bak (-1 toughness, 2 chi usage, 0 hp), Beaver (-1 toughness, dazed, 2 hp), Orc 1 (-1 toughness), Orc 2 (-4 toughness, dazed), Orc 3 (incapacitated, dying), Orc 4 (-2 toughness, staggered, disabled), Orc 5 (-1 toughness, dazed), Orc 6 (-1 toughness, stunned), Orc 7 (stunned), Orc 8 (fine), Orc Minions (12 incapacitated, dying), Orc Leader (fine, 1 hp), Jobymme (-2 toughness, fatigued, 1 dragon breath, 2 spells, 2 hp), Baruun (-2 toughness, dazed, 0 hp), Xelennia (-1 toughness, 2 hp), Trixi (fine, 1 hp), Arisema (fatigued, 3 hp), Extherene (fine, 3 spells, 1 hp)
Round 3: Initiative: Jaharri, Pon-Bak, Beaver, Orcs, Orc Leader, Jobymme, Baruun, Xelennia, Trixi, Arisema, Extherene. Jaharri swings back at the Orc Leader, PA3 to try and do some damage and it works out with a natural 19 for a crit! The Orc Leader has to make a DC29 and he gets a 14. He’ll use his HP to reroll and he gets an adjusted 19 for a 2nd degree failure. Pon-Bak goes back at Orcs 1 and 2 with his Rapid-Fire Strike, PA2, and he hits both of them again with a 14 and 21. Orc 1 only gets a 6 on his DC20 check for a 3rd degree failure, Orc 2 also bombs it with a 5 for 3rd degree of his own. Pon will use Agile Feint as a move action at -5 against Orc 1 to try and set him up for a big shot next round and he succeeds, 21 to 11, acrobatics vs. the orc’s perception. Beaver will go with an Aid action for Baruun and he gets a 15. Baruun will get +5 next round thanks to Beaver’s Teamwork.

The fading Orcs’ turn. Orc 1 will go down fighting, but going AA2 and rolling a natural isn’t going to help. Orc 2 will use his action to retreat 15 ft towards the northwest. Orc 4 did the same thing last round and will do the same again, limping off another 15 ft to the northwest. Orc 5 will go AA2 at Xelennia and he hits with an 18. She gets a 13 on her DC21 TC for a 2nd degree failure. Orc 6 fails his Will check against bring Stunned again and remains unable to act. Orc 7 passes his and can act next round. Orc 8 goes AA2 against Jobymme and hits with a 19. Jo blows the TC with a natural 3, HP to reroll gets him a 22 to avoid damage. The Orc leader will continue to fight Jaharri, going PA2 and he hits with a 17. Jaharri gets a 16 against DC24 for a 2nd degree failure.

Jobymme swings back at the Orc will his hammer, AA1 and misses with a natural 2. Baruun is going PA2 against Orc 7 and hits with a 22. The orc gets a 22 against DC24 to take a 1st degree failure. Xelennia will use the round to Recover. Trixi uses her move action to get into the grouping of Beaver, Baruun, Jobymme and Jaharri and her standard action to configure a new gadget from her Bag of Tricks and pulls out a number of bird shaped pieces of metal (Shapeable Area Piercing Damage 5, Extra: Shapeable Area [30 ft volume]). Arisema uses the round to Aim at Orc 4. She uses a free action to shout an order for Xelennia to go help the other group and that she Pon and Extherene will handle what’s left on their side. Extherene steps back 20 ft and aims at the fleeing Orc 2.

Status – Jaharri (-4 toughness, dazed, 1 hp), Pon-Bak (-1 toughness, 3 chi usage, 0 hp), Beaver (-1 toughness, 2 hp), Orc 1 (-2 toughness, staggered, disabled), Orc 2 (-5 toughness, staggered, disabled), Orc 3 (incapacitated, dying), Orc 4 (-2 toughness, staggered, disabled), Orc 5 (-1 toughness), Orc 6 (-1 toughness, stunned), Orc 7 (-1 toughness), Orc 8 (fine), Orc Minions (12 incapacitated, dying), Orc Leader (-1 toughness, dazed, 0 hp), Jobymme (-2 toughness, fatigued, 1 dragon breath, 2 spells, 1 hp), Baruun (-2 toughness, dazed, 1 hp), Xelennia (-1 toughness, dazed, 2 hp), Trixi (fine, 1 hp), Arisema (fatigued, 3 hp), Extherene (fine, 2 spells, 1 hp)
Round 4: Initiative: Jaharri, Pon-Bak, Beaver, Orcs, Orc Leader, Jobymme, Baruun, Xelennia, Trixi, Arisema, Extherene. Jaharri will keep swinging away until he falls or the leader does. He goes AA2 and hits again with a crit! The Orc Leader has to make a DC26 TC and he bombs it with a natural 2. He’s out! Jaharri rips the binding off his muzzle and lets out a victory roar and retrieved his beloved axe from the fallen orc.

Pon-Bak, having his foe, Orc 1, vulnerable this round goes PA2 and hits with a crit! Orc 1 has to make a DC25 TC, but he only gets a 14 for 3rd degree failure and he’s out. Beaver again goes with the Teamwork route, this time for Jobymme and he makes the DC10 Aid check with a 14 so Jobymme gets +5 on his next round.

The remaining orcs are up. Orc 1 is down, Orc 2 flees another 15 ft, Orc 3 has BEEN down, Orc 4 flees another 15 ft and I’ll say he’s gotten to partial cover of the woods. Orc 5, not seeing his leader fall, goes after Pon-Bak, AA2, but misses with a 9. Orc 6 is still stunned and he STILL can’t make the check to act. Orc 7 and 8 did see their leader fall and they decide to hightail it, double moving 60 ft each into the woods on the northeast of the road. Orc Leader is down, all the minions are down so that’s that.

Jobymme will try to convince Orc 6 to surrender, with an Intimidation check. I’ll give him a +5 circumstance bonus considering how everything has gone for the raiding party, but he still fails, 14 to 17 against the Orc’s intimidation. Baruun will go ahead and try to take him out, going AA2 and he misses with an 11. Xelennia will come up on him for the backstab with her Dual Shortswords and she crits with a natural 17, plus the 2nd degree of success gives her +2 so he has to make a DC27 TC. He only gets a 7 so he is WAY dead. Trixi will hold on her tricks and go hug Jaharri. Arisema fires her bow, PA2 at Orc 4 at 7+5-2-2=+8 and hits with a 15. DC20 TC for the orc, he only gets a 7 for another 3rd degree failure and he drops. Extherene will go AA2 on top of her +2 for aiming to fire her Magic Missile at Orc 2. She hits with an 18, and the orc has to make DC21 TC. Natural 3. He’s toast.

Round 5: Jaharri will starting recovering this round. Pon-Bak will give Orc 5 the chance to surrender. After seeing all the other dead orcs, Arisema’s bow now pointed at him, Extherene’s hands crackling with mystic energy and a Warforged and Dragonborn walking his way. He drops his axe, no questions asked. Jobymme comes over and begins binding hands.

Final Status – Jaharri (-3 toughness, dazed, 1 hp), Pon-Bak (-1 toughness, 3 chi usage, 0 hp), Beaver (-1 toughness, 2 hp), Orc 1 (-3 toughness, staggered, disabled, incapacitated), Orc 2 (-5 toughness, staggered, disabled, incapacitated, dying), Orc 3 (incapacitated, dying), Orc 4 (-3 toughness, staggered, disabled, incapacitated, dying), Orc 5 (-1 toughness), Orc 6 (-2 toughness, incapacitated, dying, stunned), Orc 7 (-1 toughness, fled), Orc 8 (fine, fled), Orc Minions (12 incapacitated, dying), Orc Leader (-2 toughness, incapacitated, dying, 0 hp), Jobymme (-2 toughness, fatigued, 1 dragon breath, 2 spells, 1 hp), Baruun (-2 toughness, dazed, 0 hp), Xelennia (-1 toughness, dazed, 2 hp), Trixi (fine, 1 hp), Arisema (fatigued, 3 hp), Extherene (fine, 2 spells, 1 hp)
After the last orc stood down, Arisema, Baruun, Pon-Bak and Beaver started checking on the surviving members of the caravan, while Jobymme finished binding the Orc and Jaharri, Xelennia and Extherene finished off any downed orcs that still drew breath. Some of the people in the caravan were beyond help, but Baruun and Jobymme were able to save a few, leaving 8 of the 18 that began the journey to finish it.

Trixi explained to the party that they were escorting the small caravan to Derrax when they were set upon by the orcs, just a few minutes before they arrived. She thanked them repeatedly for their assistance, while Jaharri grudgingly admitted that they were helpful, but that he had the situation under control, much to the delight of Baruun and Jobymme.

Arisema assured them they would assist them in seeing the survivors to their destination. The party cleared the road of the orc’s bodies and helped the survivors gather up what they could.

With dark fast approaching, the group set up camp and dual watch schedules, with Xelennia and Baruun taking the majority of the time due to their lack of need for sleep. Before they bedded down, Arisema, Xelennia and Extherene took the orc off a ways to get some information from him. Arisema was the only one that spoke orcish, but Extherene and Xelennia were able to get past the language barrier by getting their points across in a more physical manner. After a couple of well-placed mini-Magic Missiles near the orc’s crotch, he told them all he knew. In short, his band of orc warriors were working for an Ogre name Grorr, and that this raid was just one of many that they had performed in the past few weeks. He wasn’t able to give them a firm number on the overall number of his band since he couldn’t actually “count”, but using some crude finger (and toes) counting, they figured there were at least another 20 or so remaining, along with the ogre. He reluctantly “volunteered” to lead them to their camp if they promised to keep Extherene away from him from now on.

After that, the night passed uneventfully and after burying the all the dead, Jobymme was able to use his Mending spell, along with Trixi’s tinkering skills to repair two of the wagons in short order. After getting a better idea of where the orc was, Xelennia realized that if they all traveled the rest of the way to Derrax, it would take them well out of there way if they were going to the orc camp, giving them way too much time to prepare or relocate, especially knowing that there were at least 2 orcs that would make it back ahead of them. After a short discussion, it was agreed that Baruun, Pon-Bak and an EXTREMELY reluctant Trixi, would see the rest of the caravan to Derrax, while Arisema, Jaharri, Jobymme, Beaver, Extherene and Xelennia would go deal with the rest of the orcs. Shortly after mid-day, the group split and the orc began leading Arisema’s group towards his camp.

Comments: It didn’t start out very well for the party, but they finished really strong. Lots of rolling in that one, which was kinda fun, although after wrapping this short arc up, I probably won’t repeat that many participants very often. As I alluded to earlier, I’m planning to split them up into smallWagon er groups, especially since there’s Varduk, and the other 3 PCs (well, 3 others currently, I have ideas for many more of course, because you know…I have a building problem) to work in. I’m wanting to try out some different monsters and types of situations, so I’ll get to those after I tie up this plot.

For the 9 that participated in this encounter, they each get 3 power points and an HP for the success. The orcs all had crappy armor and weapons, so nothing to add to anyone’s inventory yet.

And now, onto more adventure…
Last edited by Thorpocalypse on Sat Dec 28, 2019 3:53 am, edited 1 time in total.
Me fail English? That's unpossible. - Ralph Wiggum
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