News:

"In closing, we have the best hobby ever. The End."

Main Menu

Tome of Battle oneshot

Started by Corwin, August 19, 2007, 04:43:42 AM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

Corwin

Unlike the dragons of legend, the dread dragon Riful has not been featured in any of the Kingdom's tales. As such, it is a recent arrival, but also largely an unknown. It appeared in the southern marshes several decades ago, and has, in effect, chased off the few villagers who had been trying to tame the swamps. Those who escaped called it the demon dragon while fleeing, but surely such are the words of scared peasants. Perhaps, however, Riful's reputation stems from the kind of creatures that have been rumored to serve it -- tainted, abyssal, twisted.

Twice before had Riful threatened the Kingdom, and twice its demands of tribute were rebuffed. Tiring of this, Riful broke into the castle, and abducted Princess Valeria, sole heir to the kingdom, threatening to kill her if the aforementioned tribute of gold and gems is not provided as ransom within a week's time. Now, it falls upon the Valorous Order of the Kingdom's knights to rescue the princess and slay the dragon, eliminating the threat to their land once and for all!


Okay, so it took me longer than expected to get my act together. But at least it's done, and I'm hoping to start this Saturday, pending sheets and all that.

Chargen notes:

ToB base classes and PRCs are fair game. Feat or skill-wise, anything SRD or ToB is in.

PCs are 7th level.

Abilities are bought with 83 points plus the one lvl4 point. No +stat items are allowed. The players are all humans unless they have a compelling reason not to be in a standard, medieval-based human kingdom.

Equipment is as follows:

Anything standard from the SRD can be assumed to be supplied within the Adventuring Pack (tm) the kingdom supplied them with for the trip. Perishables from the equipment section are capped at three per person.

Each knight has a +3 equivalent weapon of their choice. Each knight has armor and a shield of a combined +4 equivalence, to be divided as they wish. Those with shield get another +1 to their shield. For knights that prefer a more hands-on approach, this can be converted for spiked gauntlets/bracers of armor.

Each knight has their pick of 'medium wondrous items' from the SRD up to 28,000gp. As mentioned previously, no ability-boosting items are allowed (whether inherent, enhancement or any other bonus).

No wands or scrolls are available for chargen; every knight gets potions of their choice for the grand sum of 1,500gp, to be divided as they wish.

The black dragon (+minions) awaits~
<Steph> I might have made a terrible mistake

Carthrat

Sir Alan Darkhoof
Lawful Good Crusader (7th Level)
Hit Dice: 7d10+28 (90)
Initiative: +2
Speed: 20ft
Armour Class: 22 (26w/shield) (Touch 13, Flat-Footed 21(23 w/shield))
Base Attack/Grapple: +7/+10
Attacks: +2 Vicious Lance (+13/+8, 1d8+2d6+8 20/x3, Piercing, deals 1d6 to self per hit)
+4 Keen Rapier (+15/+10, 1d6+8 17-20/x2, Piercing)
Masterwork Mighty Composite Longbow (+10/+5, 1d8+4, 20/x3, Piercing)
Attack Options: Manuevers, Smite 1/day, Furious Counterattack, Combat Reflexes, Evasive Reflexes, Stone Power, Manuevers
Special Qualities: Indomitable Soul, Steely Resolve 10, Zealous Surge
Space/Reach: 5ft/10ft
Saves: Fort +12, Reflex +7, Will +7
Abilities: Str 18, Dex 14, Con 18, Int 10, Wis 10, Cha 14
Skills: Balance +7, Concentration +14, Diplomacy +12, Intimidate +12, Ride +12
Feats: Stone Power, Combat Reflexes, Evasive Reflexes, Martial Study
Equipment: +1 Full Plate of Spell Resistance (15), Heavy Shield +1, Vicious +2 Lance, Ring of Protection +2, Cloak of Resistance +3, Hand of Glory, Potion of Fly, Oil of Bless Weaponx2, Potion of Darkvision, Potion of Remove Fearx2, Masterwork Longsword, Masterwork Mighty Composite +3 Longbow, +4 Keen Rapier, +2 Heavy Shield

Maneuvers 5(2) readied

1st: Charging Minotaur, Leading the Attack, Crusader's Strike
2nd: Battle Leader's Charge, Foehammer
3rd: Defensive Rebuke, Revitalizing Strike
4th: Entangling Blade

Stances Known

Martial Spirit, Bolstering Voice, Thicket of Blades


Smite: +2 to hit/+7 damage on one attack 1/day

Steely Resolve: Alan has a 'delayed damage' pool of 10; whenever he is dealt damage, up to ten points is first placed in this pool. At the end of his next turn after taking the damage, it moves to his regular HP.

Furious Counterattack: Depending on the amount of damage in his delayed damage pool, Alan gets a bonus to hit and damage on his attacks. 1-9 points = +1 hit/damage, 10 points = +2 hit/damage.

Combat Reflexes: 3 Attacks of Opportunity per turn

Evasive Reflexes: Can take a 5ft step instead of an AoO (still counts against limit.)

Stone Power: Can take up to -5 on attacks; gets 2 temp HP per -1.

Indomitable Soul: Charisma is added to will saves.

Zealous Surge: Reroll save 1/day
[19:14] <Annerose> Aww, mouth not outpacing brain after all?
[19:14] <Candide> My brain caught up

Merc

Sir Shannon Stonewell
Male Human Warblade 7
Neutral Good Human

Abilities:
======
Str: 18
Dex: 16
Con: 18
Int: 14
Wis: 10
Cha: 8

Derived Values:
===========
HP: 87/87 (7d12+28)
AC: 22 (Touch 13)
Speed: 20 ft
Init: +3

Saves:    
Fortitude +13
Reflex +11 (Flat-footed +9)
Will +6

Combat:
======
Base Attack/Grapple: +7/+11
Space/Reach: 5ft/5ft
Weapons: +1 Keen Tiger Claw Greatsword

Full Attack: +13/+8
Damage: 2d6+7
Crit: 17-20/x2
Type: Slashing
Special 1: Add +2 to attack when using a tiger claw manuever or stance.
Special 2: Add +2 to damage if  foe is flat-footed or flanked.
Special 3: Add +2 to attack during a crit confirm.

Manuevers: (Can ready four at a time)
1) (DM) Moment of Perfect Mind, (IH) Steel Wind
2) (IH) Wall of Blades, (TC) Rabid Wolf Strike
3) (IH) Iron Heart Surge, (SD) Bonecrusher
4) (IH) Lightning Recovery

Stances:
1) (TC) Blood in the Water, (WR) Leading the Charge

Stances:
======
Blood in the Water: You gain a stackable +1 bonus to attack and damage every time you crit in 10 minutes starting from first crit.

Leading the Charge: You and all allies within 60 ft from you do +7 (Initiator Lv) damage on charge attack.

Manuevers:
========
Bonecrusher: Do +4d6 damage. Also, if foe fails a Fort DC 17 (13+Str), any crit confirms get a +10 bonus unless foe is fully healed. (standard)

Moment of Perfect Mind: Use Concentration to resolve a Will Save. (immediate)

Iron Heart Surge: End the effect of a spell/effect/condition with duration of 1+ rounds, and get +2 morale bonus to attack until the end of your next turn. (standard)

Lightning Recovery: If you miss, attack again with a +2 bonus to attack. (Immediate)

Rabid Wolf Strike: Gain +4 bonus to attack and do +2d6 damage. Your AC takes -4 penalty until start of your next turn. (standard)

Steel Wind: Make two attacks at highest attack, each attacking two different foes you threaten. (standard)

Wall of Blades: Make an attack roll at highest attack. Use the higher of that or your AC against an attack. You can decide to use this after knowing if the attack would hit you. (immediate)

Class Abilities:
==========
Battle Clarity: Add Int to reflex saves. Must not be flat-footed.

Weapon Aptitude: Can adjust weapon training to apply to any one weapon. 1 hour to change.

Imp. Uncanny Dodge: Retain Dex to AC if flat-footed or attacked by invisible foe. Cannot be flanked. Exception is by a rogue 4 levels higher.

Battle Ardor: Add Int to critical confirmation rolls.

Bonus Feat: Grabbed "Unnerving Calm" from list.

Battle Cunning: Add Int to damage against flat-footed or flanked foes.

Manuevers: Can ready 4 manuevers at a time. Takes 5 minutes to ready new manuevers. Can refresh readied manuevers by either using a swift action followed by a melee attack, or use a standard action to do so.

Stances: Can change a stance with a swift action. Cannot change one while refreshing manuevers.

Feats:
====
H - Power Attack: Trade Attack Bonus for damage. (or 2x damage with a 2H weapon)
1 - Adaptive Style: It takes 1 full round action instead of 5 minutes to get new manuevers.
3 - Martial Study: Disarming Strike
C - Unnerving Calm: Use concentration in duel of will. Add +4 to skill check. If ignored, add +2 morale to attack for 1 round.
6 - Martial Study: Shadow Jaunt Lv2 (SH)

Skills:
====
(4+2+1) x (6+4)= 6 x 10 = 70 Skill Points

Balance: 10 (+13)
Climb: 4 (+8)
Concentration: 10 (+14)
Diplomacy: 10 (+9)
Jump: 4 (+8)
Knowledge (history): 1 (+3)
Knowledge (local): 5 (+7)
Martial Lore: 10 (+12)
Swim: 6 (+10)
Tumble: 10 (+13)

Armor Check Penalty:
Balance, Climb, Jump, Tumble (-4)
Swim (-8)

Equipment:
========
Combat Gear:
+4 Masterwork Breastplate
+1 Keen Tiger Claw Greatsword

Potions:
Protection from Evil
Endure Elements x2
Cure Moderate Wounds
Haste

Oils:
Bless Weapon x3

Items:
Goggles of Night
Cloak of Resistance +4

Misc:
Adventuring Pack (tm)
<Cidward> God willing, we'll all meet in Buttquest 2: The Quest for More Butts.

Corwin

A family visit somewhat unexpectedly got shifted to this Saturday so, with my apologies, let's start next Saturday instead. Starting time is still around S&S time, which is GMT 15:00/EST 10:00 unless I calculated it badly. And, err, please post the sheets.  >_>
<Steph> I might have made a terrible mistake

Anastasia

Knight Cador Blackwell
Male human crusader 7
Neutral Good human

Abilites

STR 18 +4
DEX 12 +1
CON 18 +4
INT 10
WIS 10
CHA 16 +3

Values

HP: (10+28+33)71 HP
AC: 23 (+12 armor, +1 dex)
Init:

Saves

Fort: +9
Ref: +3
Will: +5

Combat

BAB: +7
Total attack bonus: +13(+7 BAB, +6 STR(4*1.5 for two handed), +2 enchantment

Weapons:

Greatsword+2, keen +13 or +13/+8 on FA, 2d6+8 17-20 crit range.

Armor:

Full Plate+4 +12 armor bonus. 1 max dex, -6 armor check.

Magic items:


Ring of Water Walking (15k)
Boots of Speed (12k)

Bull's Strength (300 GP)
Cure Moderate Wounds x2 (600 GP)
Barkskin+3 (600 GP)

Skills:

Intimidate 10 +13
Diplomacy 10 +13
Knowledge: Religion 10 +10
Balance 10 +11

Feats:

Power Attack: The no duh of this build.
Cleave: Attack after downing foe.
Avenging Strike: Add Charisma bonus to hit/damage on evil outsiders 3/day.
Rapid Assault: (+1d6 damage on attacks in the first round of combat.)

Class skills

Steely Resolve: Cador has a 'delayed damage' pool of 10; whenever he is dealt damage, up to ten points is first placed in this pool. At the end of his next turn after taking the damage, it moves to his regular HP.

Furious Counterattack: Depending on the amount of damage in his delayed damage pool, Cador gets a bonus to hit and damage on his attacks. 1-9 points = +1 hit/damage, 10 points = +2 hit/damage.

Indomitable Soul: Charisma is added to will saves.

Zealous Surge: Reroll save 1/day

Stances and manuevers:

1 Martial Stance(+2 HP per successful attack), Leading the Charge(+1 damage/initiator level on charges.)

1 Vanguard Strike(+4 bonus to hit for allies against target), Crusader's Strike(1d6+1/initiator level healing on a hit), Stone Bones(DR 5/adamantine for one round)
2 Foehammer(+2d6 and defeat DR.) Battle Leader's Charge(+10 damage on charge, no AoOs)
3 Bonecrusher(+4d6, +10 damage on crit confirm.), Revitalizing Strike(+3d6+1/initiator level healing on hit.)
4 Divine Surge(+8d8 damage.)

Misc

Basic gear to go here as well as a backup weapon/lance/bow.
---

Sir Cador is a crusader in service of the Kingdom. Having been given orders to save Princess Valeria, he will rest at nothing to do so and slay the vile Riful. Gods willing, he'll do just that and come back alive to tell about it.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Ebiris

Sir Piotr MacBane
True Neutral Human Swordsage 7

Stats

HP: 66
AC: 28 (+4 dex, +4 wis, +8 armour, +2 deflection) - 20 touch, 24 flat footed
Melee Attack: Dagger, +11 (1d4+5+1d6 nonlethal)
Ranged Attack: Dagger, +11 (1d4+5+1d6 nonlethal) - range increment 10 feet

STR 10
DEX 18
CON 18
INT 10
WIS 18
CHA 10

Bab: +5
Melee to hit: +9
Ranged to hit: +9
Grapple: +5
Initiative: +4
Speed: 30

Armour check penalty: -1

Fort: +6
Ref: +9
Will: +9

Feats

Shadow Blade
- When in a Shadow Hand stance and using a preferred weapon, can add dex bonus to damage.

Point Blank Shot
- +1 to hit with ranged attacks when within 30 feet.

Weapon Finesse
- Can use dexterity mod instead of strength on attack rolls with light weapon.

Precise Shot
- Avoids +4 penalty for making ranged attack into melee.

Class Abilities

Quick to Act (Ex)
- +2 bonus to initiative checks.

AC Bonus
- Adds Wisdom bonus to AC so long as wearing light armour, unencumbered, and no shield. Applies to touch and flat footed AC, but is lost when helpless.

Discipline Focus (Shadow Hand) (Ex)
- Gains Weapon Focus for Shadow Hand weapons.

Insightful Strike (Shadow Hand) (Ex)
- Adds Wisdom bonus to damage when executing Shadow Hand strikes.

Sense Magic (Su)
- Can spend 10 minutes focusing on a weapon or suit of armour. If succeeds on level check (DC 10 + caster level of item), identify all properties of the item.

Maneuvers

Level 1

Sapphire Nightmare Blade
- Make concentration check with target's AC as DC. Success means target is flat footed and you deal 2d6 extra damage. Failure means attack is made at -2 penalty.

Mighty Throw
- Make trip attempt with no AoO (+4 bonus) using Dexterity or Strength. Success means target is thrown 10 feet and ends up prone.

Sudden Leap
- Make Jump check as swift action and move distance determined by check.

Stone Bones
- Make a normal melee attack. If it hits gain DR 5/Adamantine for 1 round.

Shadow Blade Technique
- Roll 2#1d20 and choose which result to use. If higher is used, attack as normal. If lower is used, attack deals extra 1d6 cold damage.

Level 2

Shadow Jaunt
- Teleport 50ft. Must have line of sight and line of effect.

Drain Vitality
- Make normal melee attack. Target makes fort save at DC 16 or take 2 points Con damage.

Mountain Hammer
- Make normal melee attack. Ignores any Damage Reduction or Hardness and deals extra 2d6 damage.

Level 3

Shadow Garrote
- Make ranged touch attack. If successful target takes 5d6 damage and must make will save at DC 17 or be flat footed until start of its next turn. No effect on nonliving targets.

Soaring Raptor Strike
- Make Jump check with target's AC as DC. Success means can attack at +4 and do 6d6 extra damage. Only works if target is larger than self.

Level 4

Hand of Death
- Against Flat Footed foe, make melee touch attack. Success means target must make fort save at DC 18 or be paralyzed for 1d3 rounds.

Stances

Hunter's Sense
- Gain Scent special ability.

Assassin's Stance
- Gain Sneak Attack (2d6) ability.

Dance of the Spider
- Functions as Spider Climb spell except with speed 20.

Skills - Ranks are in parenthesis, synergies are not counted but are noted

Balance (dex): 14 (10)
Concentration (con): 14 (10)
Hide (dex): 14 (10)
Jump (str): 10 (10) Synergy: +2 to Tumble
Listen (wis): 14 (10)
Move Silently (dex): 14 (10)
Tumble (dex): 14 (10) Synergy: +2 to Balance & Jump

Inventory

Chain Shirt +4
Merciful Returning Dagger +1

Ring of Invisibility
Ring of Protection +2

Oil of Darkness
Oil of Bless Weapon
Potion of Lesser Restoration
Potion of Cure Light Wounds x5
Potion of Cure Moderate Wounds
Potion of Remove Fear
Potion of Protection from Evil
Potion of Pass Without Trace
Potion of Jump x2

Merc

Unfortunately, I will likely not be around on saturday. I can make it for 1-2 hours though.

Sept 15 I should be around as my flight does not leave until 7pm, so no reason not to be in the game at 8am.

Sept 22 I will also not be around as I will be in Japan at the time.

Sept 29 and onward I will almost certainly be around.
<Cidward> God willing, we'll all meet in Buttquest 2: The Quest for More Butts.