After helping Oleg unload his now returned stolen property Jaared went to find Mallory and Denayth. Upon finding them both he began; "Well, so far so good. It's not a fully stocked garrison but with the guards at least the trading post has some element of security. Hopefully we can expand the sphere of influence this place exhibits as we explore the area more. Brun's right though, as I had suggested roads would improve the area they need something to connect to. I haven't heard of any other settlements in the area. Once we map it out thoroughly we can see about changing that by choosing the best places to start a camp up. In the interim I was thinking of starting a journel documenting out exploits. I don't think Oleg has any writing supplies that I'll need to do that. Do either of you have any spare parchment, some ink and a quill? Had I those items I could begin tonight." Figuring literacy wasn't as common as it should be in his opinion, Jaared had asked the 2 people in his group that would most likely have the needed items.
"On another note, would tomorrow be to soon to leave the outpost to begin again? I think exploring and mapping this time would be the goal of this next outting. What do you think?", he asked with a gentle tone. He sought each's council as he would everyone in the group before making any proclamations on what they would do. With no acting leader perssuasion seemed the most likely road to get concensus to embark on any endeavor to tame the area. He valued them all as they had not long ago saved his life and that wasn't something Jaared took lightly nor would forget anytime soon.
Jaared Morressani
M LN Half-Elf Fighter, Level 2, Init +1, HP 17/19, Speed 20 AC 19, Touch 11, Flat-footed 18, Fort +4, Ref +1, Will +1, Base Attack Bonus +2 Longsword +3 (1d8+1) Dagger +3 (1d4+1) Longbow & Arrows (40) +3 (1D8) Scalemail/Armored Kilt & Heavy Steel Shield (+8 Armor, +1 Dex) Abilities Str 13, Dex 13, Con 12, Int 16, Wis 10, Cha 14 Condition None
Bluff +6, Climb +5 (+1 with ACP), Diplomacy +10, Handle Animal +6, Intimidate +7, Perception: +9, Profession: Soldier +5, Ride +5 (+1 with ACP), Sense Motive +5, Stealth +7 (+3 w/ ACP), Survival +5, Swim +5 (+1 with ACP)
Night is almost upon you and coming through the open gates is the other group, their faces tell of the struggles had and you count one less among their ranks...
"Beer!" Magnolia demands upon entering the gates. Each soul deals with death in their own, unique, way. Magnolia's intention is to drown out memories of blood and death with MASSIVE quantities of alcohol and a touch of bitter regret to be dealt with later.
He takes a seat at the table, mug in hand, and proceeds to down it quickly. Another mug follows, and soon there will be little left of the mage but a puddle of drunken happiness on the ground.
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)
Zarina canters into the post on her gray immediately after the wizard, looking visibly worn and pale. Beside her mount, the paladin's horse keeps pace yet is conspicuously devoid of its rider. She gives a polite nod to the familiar faces milling about. And though physically weary and heartsick to boot, the Varisian still tends to the animals first, herding the two horses under her care into the stable to attend to their needs before her own.
In Character Post
Jarili looks up from tending his horse when he hears the clattering of another horses hooves. He recognizes the female on top of it, part of the other group. They must have just arrived back. Looking her over she seems to be exhausted, but there was something else. "Ye're Zarina, right? I sense something about you, almost a sorrow. Please tell me, what ales so much you dear girl?" As he continued to study her he could almost feel the pain in her himself.
Jarili Stormclaw
M NG Dwarf Druid, Level 2, Init +2, HP 19/19, Speed 20 AC 16, Touch 12, Flat-footed 14, Fort +5, Ref +2, Will +7, Base Attack Bonus +1
-2 to Attack Rolls For 1 Round
Storm Burst +2 (1d6+1 per 2 levels) Sling (Bullets (20)) +2 (1d4, *2) Longbow (Arrows (40)) +0(1d8, *3) Hide (+4 Armor, +2 Dex) Abilities Str 9, Dex 14, Con 15, Int 10, Wis 19, Cha 8 Condition None Notes
Guiding the two horses into a stall next to where Jarili's mount is stabled, Zarina nods her acknowledgment and dismounts gracefully, though her movements are slowed by the sad burden she bears. Tying up the horses' reins, the oracle takes a deep breath and tries to compose herself before facing the stout frame of the dwarf. Alas, the kindness she finds in Jarili's words and his usually gruff exterior undoes the fragile calm she built for herself on the ride back. Her face crumbles, a reflection of the sadness she holds within.
Folding her arms in front of her to ward away a sudden chill, she gently relays their misfortune. "I'm afraid I bear ill news, Jarili. Master Millmark did not return with us." And to ensure that her words could not be misconstrued, she adds, "Erastil saw it fit to call his servant to his eternal hunting grounds." It was the kindest way she could convey the news of the noble paladin's gruesome end. The Varisian shakes her head sorrowfully. "He fought until the last and that afforded us our escape."
Skapti is still grumbling about the boars as he comes in through the gate, not happy about being herded past a fight - especially a fight that would have ended in a tasty meal. He slumps off of Dog and onto the bench opposite of Horny Man, "Skapti need strong greenish liquor." Dog scrambles up on the bench next to Skapti and barks. "Need two!"
The pair proceed to down the green stuff quickly. Another pair of mugs follow, and soon there will be little left of Skapti but a puddle of drunken bitterness on the ground. Dog's a happy drunk, and sings the night through.
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