Combat Stats.   Posted by Aenarion.Group: 0
Aenarion
 GM, 58 posts
Mon 10 Dec 2018
at 09:47
Combat Stats
The various stats of characters at higher levels can get quite confusing, especially in combat with half a dozen different buffs in effect at once. So I request that everyone of you posts in here once and add the necessary information to the small sheet below (quote to get the code).

Once we are in an encounter, please list any new changes (eg. AC bonus from source 'x', Shaken condition from source 'y', DR/Adamantine from source 'z' etc.) at the end of your posts in orange. Makes combat a lot easier and faster for me.

Thanks!

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 Hit Points  :
 Initiative  :


 Armor Class     :
 Touch AC        :
 Flat-Footed AC  :

 Fortitude  :
 Reflex     :
 Will       :

 Perception:

Conditional Bonuses, Penalties and Effects

Everything that could be important for me to know during combat, may it be from racial abilities, feats, items, spells.
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Kiur Valerian
 player, 116 posts
 Anger not the mother
 that provides for you.
Mon 10 Dec 2018
at 13:19
Re: Combat Stats


 Hit Points  : 308 / 308
 Initiative  : +11


 Armor Class     : 67
 Touch AC        : 48
 Flat-Footed AC  : 59

 Fortitude  : +32
 Reflex     : +31
 Will       : +36

 Perception: +33





Conditional Bonuses, Penalties and Effects


Everything that could be important for me to know during combat, may it be from racial abilities, feats, items, spells.

+4 deflection and +4 resistance vs evil (applies to self and all creatures within 20 feet)

Immunity to all targeted or area spell effects of 3rd level or lower (applies to self and all creatures within 20 feet, per lesser globe of invulnerability)

Immunity to possession and protection from enchantment spells (per protection from evil)

SR 28, DR 10/Cold Iron and Evil

Elation (+2 DEX and STR)

Fast Healing 1

Fire Resistance 30

Freedom of Movement

Righteous Might (+1 Size Category, +4 STR, +2 CON, +5' Reach)

Conviction (+5 to saves)



Various Upkeep Nonsense

Kiur's combat round has some upkeep involving his gaze attack, enough that I feel it deserves a separate section to avoid any unnecessary hassle.
The range of the attack is 60 feet.
I will note the direction Kiur is facing here. If Kiur is not facing you, you are considered to be averting your eyes, i.e. 50% chance to avoid the attack. Allies are also considered to be averting their eyes.
    Face: 60 degrees south of west
    Start of turn checklist for each other creature in the combat:
  1. Determine avoidance.
     
    • For a creature that is averting its eyes or the equivalent: 50%
    • For a creature that has concealment relative to Kiur or against which Kiur has concealment: 20%
    • For a creature that has total concealment relative to Kiur or against which Kiur has total concealment: 50%
    • For a creature that has its back turned, is blindfolded, or otherwise cannot see Kiur: 100% (no need to roll)
    • For all other creatures: 0% (no need to roll)

    Click the dice macro to roll; if the result is positive, continue to the next step. Otherwise, the creature begins its turn.
  2. Roll Will DC 34.
  3. Determine effects based on the creature's HD and alignment: evil creatures of 5 or fewer HD are killed on a failure; all others suffer fear for 2d10 rounds. A success means a creature that would die instead suffers the fear effect, while all other creatures are unaffected.

This message was last edited by the player at 19:48, Mon 25 Feb 2019.

Tartach
 player, 99 posts
Tue 11 Dec 2018
at 00:16
Re: Combat Stats
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 Hit Points  : 303
 Initiative  : + 7


 Armor Class     : 55*
 Touch AC        : 41*
 Flat-Footed AC  : 48

+2 dodge bonus to Reflex saves during any round where 10' of movement or more has been taken

 Fortitude  : 22
 Reflex     : 14
 Will       : 42

 Perception: Blindsight 30', see in darkness and magical darkness (googles),
             DV 60', Listen +14, Spot +14

Conditional Bonuses, Penalties and Effects
  • immune to: cold, inhaled poisons, all fear affects
  • SR 18
  • Blindsight 30', DV 60', able to see in darkness and magical darkness
  • DR 5/silver or good
  • whenever a harbinger and one or more of her allies flank a creature, that creature suffers a 2 penalty on saving throws and skill checks.
  • Regeneration 2
  • maneuvers initiated by a harbinger ignore all immunities possessed by their targets.
  • retributive amulet = half damage taken by Tartach/half damage taken by attacker (for melee attacks)
  • Evasion - Dex (from Ring)
  • Mettle - (like Evasion for Fortitude only; from custom item)
  • When at half max HP or less: improved mettle (fortitude only), mettle (will); Tabard of Valor
* will add to this post as needed ----------------------------------------------------------------------------

This message was last edited by the player at 15:28, Sat 02 Feb 2019.

Vatapi
 player, 36 posts
Tue 11 Dec 2018
at 01:20
Re: Combat Stats
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 Hit Points  : 255
 Initiative  : +10


 Armor Class     : 64
 Touch AC        : 37
 Flat-Footed AC  : 54

 Fortitude  : +26
 Reflex     : +27
 Will       : +35
 +1 vs. spells and SLA

 SR: 33 (37 vs. spells/effects by evil creatures)
 Immune: enchantment spells & fear
 DR 15/good & piercing, 10/evil; Resist Acid, Cold, Fire, Electricity, Sonic 15

 Perception: Darkvision 60, Low-light vision, Scent; Listen +13, Search +3, Spot +14

Conditional Bonuses, Penalties and Effects

Fire Resistance 30, Mindblank, Foresight

Everything that could be important for me to know during combat, may it be from racial abilities, feats, items, spells.
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This message was last edited by the player at 18:16, Thu 07 Mar 2019.

Rhum
 player, 25 posts
Fri 14 Dec 2018
at 20:07
Re: Combat Stats

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 Hit Points  : 197
 Initiative  : +13 (may change due to wild shape)


 Armor Class     : 36 (may change due to wild shape)
 Touch AC        : 18 (may change due to wild shape)
 Flat-Footed AC  : 23 (may change due to wild shape)

 Fortitude  : +33 (may change due to wild shape)
 Reflex     : +21 (may change due to wild shape)
 Will       : +24

 +3 vs spells and spell-like abilities

 Perception: Spot +31 Listen +25

Conditional Bonuses, Penalties and Effects
-Immunity to mind-affecting effects
-Spells active all day: Primal instinct, primal senses.
-Others per wild shape

Will keep up the changes when in wildshape with a small notice under my post.
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