Itomo surveys the cave once the last of the vermin were dispatched, calling up to Zarina and Magnolia he says. "I think that's the last one, there is an awful stench but it seems safe. The only wound I think we sustained was to dog." Itomo walks the perimeter of the light looking for clues about the occupants. "In any case I agree we should examine the extent of these caves.
Magnolia holds his nose as he enters the cave, ironic considering the man himself hasn't bathed in... a while. He takes a look around and says nothing, waiting patiently. He waves a hand to get rid of his previously cast spell.
Str 10, Dex 16, Con 14, Int 23 (25), Wis 6, Cha 14, Spd 20 ft. Feats Augment Summoning, Craft Wondrous Item, Rogue Weapon Proficiences, Rogue Armor Proficiencies, Scribe Scroll, Spell Focus: Conjuration, Superior Summoning, Wizard Weapon Proficiencies Traits Fast-Talker, Rostlander Skills Appraise +11, Bluff +18, Craft (tattoo) +15, Diplomacy +10, Disable Device +11, Escape Artist +7, Fly +11, Handle Animal +7, Knowledge (arcana) +15, Knowledge (dungeoneering) +11, Knowledge (engineering) +11, Knowledge (geography) +11, Knowledge (history) +11, Knowledge (local) +11, Knowledge (nature) +11, Knowledge (nobility) +11, Knowledge (planes) +11, Knowledge (religion) +11, Linguistics +15, Perception +6, Ride +4, Sense Motive +6, Sleight of Hand +7, Spellcraft +15, Stealth +11, Use Magic Device +10 Languages Abyssal, Aquan, Auran, Boggard, Common, Daemonic, Draconic, Elven, Goblin, Halfling, Ignan, Infernal, Terran, Undercommon
WIZARD CONJURER
Familiar: +3 Bluff and Alertness. May deliver touch spells. Empathic link. Shared spells. Speak with Familiar. Opposition Schools: Divination and Enchantment- Must spend 2 slots to cast spells from opposed schools. Acid Dart (10/day) (Su) 30' Ranged touch attack deals 1d6+2 Acid damage. Augment Summoning Summoned creatures have +4 to Strength and Constitution. Spell Focus: Conjuration Spells from one school of magic have +1 to their save DC. Superior Summoning When summoning more than one creature, summon an extra one Summoner's Charm (+2r) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
ROGUE CHARLATAN
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. Major Magic (Vanish) (2/day) (Sp) 1st-level spell becomes a Spell Like ability Minor Magic (Ghost Sound) (3/day) (Sp) A Cantrip becomes a Spell Like ability Natural Born Liar (Ex) Creatures deceived by Bluff check take a -2 penalty vs your Bluff checks for 24 hours. Rumormonger (2/week) (Ex) Use Bluff to spread a rumor through a community. Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed. Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
AC 19, touch 15, flat-footed 16 . . (+3 Dex, +2 size, +4 natural) Hit Points 20 (1d8-1) Fort +1, Ref +5, Will +5 CMD 10 (can't be tripped)
OFFENSE
Base Atk +2; CMB +3; Melee Bite (Snake, Viper) +7 (1d2-3/x2) Special Attacks Poison: Bite—Injury (DC 9)
STATISTICS
Str 4, Dex 17, Con 8, Int 8, Wis 13, Cha 2, Speed 20 ft., Climbing (20 feet), Swimming (20 feet)
Henry
Male Donkey, NN Medium Animal Init +1; Senses Low-Light Vision, Scent; Perception +5 DEFENSE
AC 11, touch 11, flat-footed 10 . . (+1 Dex) Hit Points 13 (2d8+4) Fort +5 (+4 vs. suffocation or hot or cold environments), Ref +4, Will +0 CMD 13 (17 vs. Trip)
If Zarina's stomach was rolling before, it was heaving now - greatly, as she moved into the dung-laden room. She peered curiously at the eggs, hardly daring to breathe as she tried to determine how long it would be until they hatched. A wave of nausea caused her to pause in her investigation, sending her running instead to Itomo's side, hurriedly trying to find a sachet of dried petals from within her pack. Finding a small pouch of still-fragrant though brittle blossoms, she tucked it into her scarves and inhaled, trying to get a few better-smelling breaths of air. The tiny Varisian was looking a little green, leaning her head tiredly against Itomo's arm. "I hope it smells better than this place, whatever it is we find further in."
Casting a worried look at Dog, Zarina sighed regretfully. "I wish I had learned how to cure poison before we came here." Glancing at Skapti, she asked, "I could try to cure him once my nausea passes, if you'd let me." In truth, despite her desire to help the barbarian's companion, the oracle was slightly worried about working on such a malodorous canine. Though given the present circumstances, Dog could be a slight improvement.
Knowledge
Dice Roll: 1d20+5z
d20 Results: 17 (Total = 22)
Nature (22) to check if those eggs will hatch soon and cause problems later.
Dog's Fortitude] Dog still felt bad but it seemed that the poison had done all the damage it would on the hardy canine.
Descended from even smaller fey, the mites are among the most pitiful and craven dwellers of the dark. Hideously ugly, even goblins have been known to mock mites for their homely appearances, mockery most mites take to heart and nurture for weeks, months, or even years in their tiny homes, until their distress and anger finally overcome their natural cowardice and impel them forth on short-lived bouts of bloody vengeance from the doubtful safety of a spider's back.
Mites, once closer to the strange realm of the fey, have grown larger and stockier after countless generations spent on the Material Plane. Yet still, their stature places them at the bottom of the pile in the dangerous caverns in which they live. Their traditional enemies are dwarves and gnomes, particularly the svirfneblin of the deep underground caves. The one thing that gives them a significant edge over an enemy in a fight is their natural ability to empathize with normally mindless vermin—mites are particularly fond of spiders, centipedes, and cave fishers, and a mite colony usually has a few of these far more dangerous monsters on hand to defend the group.
Zarina notes that the eggs are still far from incubation, they should not fear anything from then soon.
Itomo smiles despite the stench as Zarina steps up beside him. "Lets get on with this, the sooner we get out of this room the better. How much light do we have, I think I might have a couple torches back on ferber but that's it, do we have more of those light sticks? How long do they emit light?"
Magnolia keeps quiet about the whole "light" thing, too. Point of fact, he can see perfectly well in the dark. In fact, the sunrod and torches are generally annoying him, messing with his vision. Magnolia sits down in the room and looks at the others. He's already smacked his head a few times, and the crap on his robes won't really bother him any more than the assorted stains already covering them.
"I can make ..." he looks over at Skapti, and remembers the whole 'magic' thing. He'd been about to offer to make a color spray, as part of a snarky comment, but decided that just keeping quiet for now was a good idea. A rare feat for the often-misspoken mage.
Str 10, Dex 16, Con 14, Int 23 (25), Wis 6, Cha 14, Spd 20 ft. Feats Augment Summoning, Craft Wondrous Item, Rogue Weapon Proficiences, Rogue Armor Proficiencies, Scribe Scroll, Spell Focus: Conjuration, Superior Summoning, Wizard Weapon Proficiencies Traits Fast-Talker, Rostlander Skills Appraise +11, Bluff +18, Craft (tattoo) +15, Diplomacy +10, Disable Device +11, Escape Artist +7, Fly +11, Handle Animal +7, Knowledge (arcana) +15, Knowledge (dungeoneering) +11, Knowledge (engineering) +11, Knowledge (geography) +11, Knowledge (history) +11, Knowledge (local) +11, Knowledge (nature) +11, Knowledge (nobility) +11, Knowledge (planes) +11, Knowledge (religion) +11, Linguistics +15, Perception +6, Ride +4, Sense Motive +6, Sleight of Hand +7, Spellcraft +15, Stealth +11, Use Magic Device +10 Languages Abyssal, Aquan, Auran, Boggard, Common, Daemonic, Draconic, Elven, Goblin, Halfling, Ignan, Infernal, Terran, Undercommon
WIZARD CONJURER
Familiar: +3 Bluff and Alertness. May deliver touch spells. Empathic link. Shared spells. Speak with Familiar. Opposition Schools: Divination and Enchantment- Must spend 2 slots to cast spells from opposed schools. Acid Dart (10/day) (Su) 30' Ranged touch attack deals 1d6+2 Acid damage. Augment Summoning Summoned creatures have +4 to Strength and Constitution. Spell Focus: Conjuration Spells from one school of magic have +1 to their save DC. Superior Summoning When summoning more than one creature, summon an extra one Summoner's Charm (+2r) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
ROGUE CHARLATAN
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. Major Magic (Vanish) (2/day) (Sp) 1st-level spell becomes a Spell Like ability Minor Magic (Ghost Sound) (3/day) (Sp) A Cantrip becomes a Spell Like ability Natural Born Liar (Ex) Creatures deceived by Bluff check take a -2 penalty vs your Bluff checks for 24 hours. Rumormonger (2/week) (Ex) Use Bluff to spread a rumor through a community. Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed. Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
AC 19, touch 15, flat-footed 16 . . (+3 Dex, +2 size, +4 natural) Hit Points 20 (1d8-1) Fort +1, Ref +5, Will +5 CMD 10 (can't be tripped)
OFFENSE
Base Atk +2; CMB +3; Melee Bite (Snake, Viper) +7 (1d2-3/x2) Special Attacks Poison: Bite—Injury (DC 9)
STATISTICS
Str 4, Dex 17, Con 8, Int 8, Wis 13, Cha 2, Speed 20 ft., Climbing (20 feet), Swimming (20 feet)
Henry
Male Donkey, NN Medium Animal Init +1; Senses Low-Light Vision, Scent; Perception +5 DEFENSE
AC 11, touch 11, flat-footed 10 . . (+1 Dex) Hit Points 13 (2d8+4) Fort +5 (+4 vs. suffocation or hot or cold environments), Ref +4, Will +0 CMD 13 (17 vs. Trip)
Skapti looks up at Zarina, "You welcome to try, but Dog looking better now. See Dog?" Skapti lectures the stiffly moving Dog, "Is like Skapti tell. You not dead, so you must be stronger!"
Skapti Kneereaver
Male CN Brutal Halfling Werebear (Hybrid Form) Barbarian//Inquisitor Level 4, Init +6, Perception +12, Low-light Vision, Hero Points 2 DEFENSES HP 57/57, DR 5/silver or 2/- SR 15 AC 29, Touch 15, Flat-footed 24 (+6 Armor, +3 Dex, +2 Dodge, +8 Natural) Fort +9, Ref +5, Will +7 (+2 vs. fear, +2 vs. effects from items) OFFENSE Speed 15' Melee +1 Greatsword +11 [+11] (1d10+9 [1d10+19], 19-20/x2) Natural 2 claws +10 [+10] (1d6+6 [1d6+12] plus grab), bite +10 (1d6+6 [1d6+12]) Ranged Chakram +8 (1d8+6, x2) [30' range] STATISTICS Abilities Str 20[23], Dex 16, Con 18[19], Int 8, Wis 14, Cha 6 Base Attack Bonus 4, CMB +10, CMD 25 Feats Power Attack, Boon Companion Skills Acrobatics +4, Handle Animal +3, Intimidate +7, Perception +12, Ride +7, Stealth +10, Survival +7(+9 Track) Languages Common, Halfling CLASS ABILITIES
Barbarian [Invulnerable Rager/Urban Barbarian] Crowd Control +1 attack/AC when adjacent to two or more enemies. Extreme Endurance (Hot) - As endure elements. Fire resistance 0 (+1 per 3 lvls past 3) Controlled Rage [13 rounds/day] +4Str. Fatigued for 2*(rounds spent in rage)
Superstition +3 vs spells/SLAs/Supernatural Abilities (2+1/4lvls)
Witch Hunter +2 damage vs. enemies with spells or SLAs (1+1/4lvls)
Inquisitor [Iconoclast/Preacher/Skirmisher] Shake Effects +2 vs. effects from items Detect Magic At will Track +2 Cunning Initiative +Wis to init Domain Animal [Feather]
Eyes of the Hawk +2 (1/2 lvl) to Perception. +2 Init when acting in surprise round.
Animal Companion lvl-3
Judgement [2/day] Swift action to activate, Swift action to change. Pick any one.
Destruction +2 damage
Healing Fast Healing 2
Justice +1 to attack rolls
Protection +1 AC
Purity +1 on all Saving Throws
Resistance Energy Resistance 4 (pick one: acid, cold, electricity, fire, or sonic)
Smiting Weapon as magic to bypass DR
Determination [2/day] Free action
Aggression Reroll attack roll, must take result
Defense Immediate Action +4 AC
Warning Force reroll of attack against ally
Hunter's Tricks [5/day] (Useable Inquis lvl + WIS times per day. 1 ability at first +1/3 levels)
Sic 'Em Swift Action, Animal Companion makes one melee attack against adjacent creature
Tangling Strike Free Action, If next attack hits, opponent is entangled.
Dog
Male N Animal (Riding Dog) Init +3, Perception +5, low-light vision, scent DEFENSES HP 40/40 AC 22, Touch 14, Flat-footed 18 (+4 Armor, +3 Dex, +1 Dodge, +4 Natural) Fort +7, Ref +7, Will +4 Defensive Abilities Evasion OFFENSE Speed 40' Melee Bite +8 (1d6+6 plus trip, x2) STATISTICS Abilities Str 18, Dex 16, Con 17, Int 3, Wis 12, Cha 6 Base Attack Bonus 3, CMB +7 (+8 Trip with Bite), CMD 20 Feats Weapon Focus(Bite), Iron Will Skills Acrobatics +8, Perception +5, Stealth +7 Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent SPECIAL ABILITIES Link Handle as Free Action, Push as Move Action. Master gets +4 on Handle Animal checks. Evasion Save vs. Reflex for 1/2 damage = No damage
Jet
Male N Diminutive Scientific Pet Rock Init -999, Perception -999 DEFENSES HP 25/25 Hardness 9 AC 18, Touch 10, Flat-footed 18 (+8 Size) Fort/Ref/Will 2+1/2 CL SQ Neat
"The sunrods last about 6 hours. I have one more, which we can use if necessary, but I wouldn't mind saving if possible." Turning to Magnolia, he says, "I know that some magic-folk are capable of creating their own lights - might you be able to?"
At best, popping the question gives Magnolia an excuse, at worst, it creatures an awkward moment for him (what else is new), so I figured what the hey.
Missoi Lebeda
Male Neutral Half-Elf Alchemist, Level 1, Init 2, HP 9/10, Speed 30 AC 17, Touch 12, Flat-footed 15, Fort 3, Ref 4, Will 1, Base Attack Bonus 0 Cold Iron Fauchard (-) +6 (1d10+9, 18-20/x2) Spear (-) +6 (1d8+9, x3) - Studded Leather Armor (+3 Armor, +2 Dex) Abilities Str 22, Dex 14, Con 12, Int 14, Wis 10, Cha 8 Condition none Active Magic Mutagen (+4 Str/+2 Natural Armor) - 10 min.