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About This Game

A Pathfinder Game set in Faerun, detailing the trials and travails of the recently reborn kingdom of Cormanthyr - the Elves have returned to Faerun in force. But the Zhentarim loom over all, while more subtle threats, from Drow to Silver Ravens to worse lurk in the margins and shadows. Looking for 1-2 players to replace some lost players.

Game System

Pathfinder 1e

Detailed Description

Once, the Kingdom of Cormanthyr was one of the greatest Empire of Elvenkind since the Crown Wars. Once, the humans of the Dalelands and the Elves of Cormanthyr signed the Dales Compact and raised the Standing Stone, marking peace and cooperation, even unity between the elves of Cormanthyr and the humans of the surrounding lands. Once, the city of Myth Drannor was a mighty, cosmopolitian city of wonder and wealth, the beating heart of Cormanthyr.

Then it all came to an end - though officially the Kingdom of Cormanthyr didn't die until 1344 DR, with the declaration of the Retreat, the loss of Myth Drannor after the Weeping War in 714 was the death knell for the Kingdom. Slowly, the elves abandoned more and more of the forest, and eventually left entirely. Humans and monsters began to move in, as did Drow of all stripes, but especially the followers of Vhaeraun. Sembia and the Zhentarim could eye the Dales without fear of elven interference.

And then, in 1374 DR, amidst a war against the demon-blooded elves of House House Dlardrageth, elves returned to Myth Drannor en masse, sparking a yet wider war that drew in Lolthites, followers of Vhaeraun, the Zhentarim, Hillsfar and Sembia.

The year is now 1377 DR and an uneasy peace now reigns in Cormanthyr. All sides now spent by bloody war, everyone jockeys for position and influence. Cormanthyr has ruined settlements and sacred spaces to reclaim, loose monsters and demons to clear out, and hostile or suspicious neighbors to watch. Even the Dales, once the closest friends of Cormanthyr, are not all enthused about their old neighbors and benefactors returning. A new Coronal, Ilsevele Miritar, reigns for the first time since before the Weeping War, but the Kingdom is still rebuilding, rather than rebuilt. Tensions within and amongst elvenkind boil under the surface, and no one 'defeated' in the Cormanthyr War - nor others with their eye on the region - is content to do nothing while a potential new threat to their interests and goals grows more powerful in the forest of Cormanthor.

  1. What's new in this game
  2. Sorry guys I've been dragging in several games, need to catch up now!
  3. I'd say you're pretty close to wrapping it up and bringing it home. (Since you go right after them anyway, may as well act in this block too, if the timing works out for you. Smooths it all out)
  4. T'rissae's sword slices into the water to try and hit the target - of course the orb closes up behind the sword, and the density of the water is enough to slow the force of it - the first time she hits her target, cutting her again, this time on the leg - she was not fallen yet, but her efforts to struggle against the orb continued to fail, as did the Wizard's. Both remain trapped on Pym's clever spell. The remaining priestess made no move to flee, despite being utterly unmatched. Zeal, fanatacism, fear of the absent matron, or a spiteful desire to take as many of her enemies with her as she could saw her step back, away from Demaire, and cast a spell, targeting Shizune. A miasma, much like what had assaulted Alfren appeared around her, black and sickly feeling, something deeply unholy and dark at it's core. It felt like grease trying to stain her soul. I need a Will Save from Shizune, DC 19. If she succeeds on the save, he'll take half damage. If she fails, she takes full damage and is sickenedThe character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. for the attendant number of rounds) Also, I realize I probably should have botted Elva last round, so I moved her in closer retroactively.
  5. T'rissae's spinning steps take her closer to the Lolthite cleric still stuck within Pym's watery orb. Her whirling dance picks up speed and she lashes out at the cleric with her large mithril sword three times. Actions Free Action: maintain Battle Dance 5-foot step: diagonally SW to stand beside C1 Full-round Action: Attack C1: C1 has -4 dex (entangled), +4 ac (cover) = +2 AC in total; not using defensive stance Combat Stat Block Active effects: (3/9), battle dance (courageA bard can use her battle dance to inspire courage in herself, bolstering against fear and improving her combat abilities. The bard receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +2, to a maximum of +8 at 17th level. Inspire courage is a mind-affecting ability. +4) (20/24) Defense AC 2510 +4 armor (mithral shirt) +2 enhancement +6 dex +1 deflection +2 dodge (+1 from Haste +0 from Defensive Stance), touch 1910 +6 dex +1 deflection +2 dodge (1 haste, 0 defensive stance), flat-footed 1710 +4 armor (mithral shirt) +2 enhancement +1 deflection; +2 dodge vs AoO HP 66/68Swashbuckler d10 Bard d8 Con +2 10+8*5+9*2 Fort +5Swashbuckler +1/3 Bard +2-2/3 Con +2, Ref +13Swashbuckler +1/2 Bard +4 Good Save +2 Dex +6 Haste +1, Will +8Swashbuckler +1/3 Bard +4 Good Save +2 WIs +2; +2 vs. enchantment, underground traps/hazards Defensive abilities defensive stanceYou can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, the penalty increases by -1 and the dodge bonus increases by +1. You must choose to use Defensive Stance before making an attack roll and its effects last until your next turn. -1/+2, spinning spellcasterA sword dancer gains a +4 bonus on concentration checks to cast spells defensively. Immune sleep Offense Speed 65Base 30 Swift Target (Ex) +5 (as long as she has at least 1 panache point) Haste 30 ft. Melee +2 keen mithril bastard sword +19/+19/+14BAB +7 Dex +6 Weapon Focus +1 Enhancement +2 Haste +1 Risky Strike -2 Battle Dance (courage) +4 (1d10+16+6 dex +2 enhancement +4 risky strike +4 battle dance (courage)/17-20) Ranged darkwood composite longbow +14/+14/+9BAB +7 Dex +6 Enhancement +1 (1d8+2/x3) Special Attacks bardic performance 24 rounds/day [battle dance (courageA bard can use her battle dance to inspire courage in herself, bolstering against fear and improving her combat abilities. The bard receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +2, to a maximum of +8 at 17th level. Inspire courage is a mind-affecting ability. +4), countersongA bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong she makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard herself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components., distractionA bard can use her performance to counter magic effects that depend on sight. Each round of the distraction, she makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard herself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components., fascinateA bard can use her performance to cause one or more creatures to become fascinated with her. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to her. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function. (3 targets, DC 2010 +1/2 bard level (8) +6 cha), inspire competenceA bard can use her performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components. +3, suggestionA bard can use her performance to make a suggestion (as per the spell) to a creature she has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance. Making a suggestion does not count against a bard's daily use of bardic performance. A Will saving throw (DC 10 + 1/2 the bard's level + the bard's Cha modifier) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components. (DC 2010 +1/2 bard level (8) +6 cha), minuet of the midnight ivyYour winding, twisting dance is helpful in dodging obstacles and climbing. Prerequisite: Perform (dance) 4 ranks. Cost: Feat or 2nd-level bard spell known. Effect: As ivy climbs walls and spills across even the rockiest and most uneven of terrain, so too does your dance propel you across broken stone and up walls. As long as you maintain the performance, whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain; this allows you to take a 5-foot step into difficult terrain. As long as you move laterally at least 10 feet, you may climb as if you had a climb speed equal to your base speed. You may spend the first round of this performance demonstrating the dance to up to one creature per two bard levels; if these students succeed at a DC 15 Perform (dance) check, they also gain the benefits of this masterpiece as long as you maintain the performance. Use: 1 bardic performance round per round. Action: 1 full round.], deeds (derring-doA swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1)., dodging panacheWhen an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modif ier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load. +6), panacheMore than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways. Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache. Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache. (5/6), risky strikePrerequisite: Base attack bonus +1. You can choose to take a –1 penalty on all attack rolls and combat maneuver checks to gain a +2 bonus on all damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use Risky Strike before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. -2/+4 Spell-Like Abilities (CL 9; concentration +4) 1/day—blindness* (DC 1810 +2 spell level +6 cha), faerie fire* 6/day—beguiling touchYou can charm a living creature by touching it. Creatures with more Hit Dice than your wizard level are unaffected, as are creatures in combat and those with an attitude of hostile toward you. Creatures receive a Will saving throw to negate the effect. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. Creatures that fail their save are affected by charm monster for a number of rounds equal to 1/2 your wizard level (minimum 1). This is a mind-affecting effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. (DC 1710 +1/2 character level (9) +3 int, 4 rounds) * during bardic performance Statistics Str 15, Dex 2318 +2 race +1 level +2 enhancement, Con 1517-2 race, Int 16, Wis 15, Cha 2217 +2 race +1 level +2 enhancement Base Atk +7; CMB +13BAB +7 Dex +6; CMD 2710 +7 BAB +2 str +6 dex +1 deflection +1 dodge (+2 vs. AoO, bull rush, grapple, reposition, trip) Feats Agile CombatantFrom Swashbuckler Finesse replacing Weapon Finesse. You’ve learned to use your quickness in place of brute force when performing combat maneuvers. Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Combat) instead of your Strength bonus., Combat ReflexesYou can make additional attacks of opportunity. Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed., DodgeFrom Swashbuckler (courser) Your training and reflexes allow you to react swiftly to avoid an opponents’ attacks. Prerequisite: Dex 13. Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat., Improved FamiliarThis feat allows you to acquire a powerful familiar, but only when you could normally acquire a new familiar. Prerequisites: Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below). Benefit: When choosing a familiar, the creatures listed here are also available to you. You may choose a familiar with an alignment up to one step away on each alignment axis (lawful through chaotic, good through evil). Improved familiars otherwise use the rules for regular familiars, with two exceptions: if the creature’s type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate)., Nimble MovesYou can move across a single obstacle with ease. Prerequisites: Dex 13. Benefit: Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain, Swift and SilentThe shadows are your friends, and your footfalls are whispers of death. Region: elf (Cormanthor Drow) Benefit: You can move up to your normal speed while using the Stealth skill at no penalty. Special: You may select this feat only as a 1st-level character. You may have only one regional feat. Normal: A character who moves faster than one-half her normal speed takes a -5 penalty on Stealth checks., Sword DanceYou have learned to turn your speed into power, even with a heavier blade. Prerequisites: Dexterity 13, Perform (dance) 2 ranks, proficient with bastard sword. Benefit: When wielding a bastard sword with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the bastard sword as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The bastard sword must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand., Weapon FocusChoose one weapon group listed under the fighter’s Weapon Training class feature. Prerequisites: Proficiency with at least one weapon from the selected weapon group, base attack bonus +1. Benefit: You gain a +1 bonus on all attack rolls you make using any weapon from the selected group. (large blades), Adventuring Skills Acrobatics +189 ranks +3 class +6 dex, Bluff +131 rank +3 class +6 cha +3 enhancement, Climb +61 rank +3 class +2 str, Diplomacy +153 ranks +3 class +6 cha +3 enhancement, Escape Artist +101 ranks +3 class +6 dex, Intimidate +239 ranks +3 class +6 cha +2 race +3 enhancement, Knowledge (arcana) +71 rank +3 class +3 int, Knowledge (dungeoneering) +71 rank +3 class +3 int, Knowledge (local) +71 rank +3 class +3 int, Knowledge (nature) +71 rank +3 class +3 int, Knowledge (planes) +71 rank +3 class +3 int, Knowledge (religion) +115 ranks +3 class +3 int, Perception +149 ranks +3 class +2 wis, Sense Motive +105 ranks +3 class +2 wis, Spellcraft +71 rank +3 class +3 int, Stealth +259 ranks +3 class +6 dex +2 race +5 enhancement, Swim +61 rank +3 class +2 str, Use Magic Device +167 ranks +3 class +6 cha Background Skills Artistry (choreography) +115 ranks +3 class +3 int, Craft (alchemy) +71 rank +3 class +3 int, Craft (weapons) +104 ranks +3 class +3 int, Knowledge (geography) +71 rank +3 class +3 int, Knowledge (history) +71 rank +3 class +3 int, Knowledge (nobility) +71 rank +3 class +3 int, Lore (Eilistraee) +115 ranks +3 class +3 int, Perform (dance) +189 ranks +3 class +6 cha, Perform (sing) +123 ranks +3 class +6 cha, Profession (cook) +61 rank +3 class +2 wis Languages Common, Abyssal, Chondathan, Drow Sign Language, Elven, Undercommon SQ darklands guideThose who brave the lightless tunnels below Golarion’s surface learn to identify the dangerous phenomena that characterize the Darklands. Characters with this trait gain a +2 bonus on initiative checks, and on saves against traps and hazards when underground (from a lifetime of dodging accursed pools, cave-ins, and green slime). Drow can take this trait in place of keen senses., daylight adaptationSome drow with a hint of other racial heritages spend significant time on the surface and maintain their darkvision, but no longer have the light blindness trait. This racial trait replaces spell resistance., devout spell knowledgeAt 2nd level, a faith singer can select one domain from among those belonging to her deity. Once per day as a spell-like ability using her bard level as her caster level, she can cast the 1st-level domain spell while giving a bardic performance. At 6th level, and every 4 bard levels thereafter, he can similarly cast the next-higher domain spell as a spell-like ability (to a maximum of the 5th-level domain spell at bard level 18th). He can use each spell-like ability only once per day. (moonSpells: 1st—faerie fire 2nd—blindness), enchanting smileYou gain a +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level. +3, poison useDrow are skilled in the use of poisons and never risk accidentally poisoning themselves., swashbuckler finesseA swashbuckler gains the benefits of the Agile Combatant feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Agile Combatant feat for purposes of meeting feat prerequisites., darklands stalkerThe lands outside of drow cities, from rough-hewn tunnels to rocky caverns, are treacherous to navigate. Drow with this racial trait may move through difficult terrain without penalty while underground. In addition, drow with a Dexterity of 13 or higher gain Nimble Moves as a bonus feat. This racial trait replaces the spell-like abilities racial trait., voice in the darknessPrerequisite: Charisma 13+. Characters who practice coercion and intimidation in the Darklands or on the Shadow Plane learn to do so in dim light or no light at all. As long as they are in dim light or darker conditions, characters with this trait gain a +2 bonus on Intimidate and Stealth checks. Drow and elves can take this trait in place of weapon familiarity. Traits magical knackYou were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice. (bard), threatening defenderYou know how to avoid a blow while still maintaining your offensive posture. Benefit: When you use defensive stance, reduce the number you subtract from your melee attack rolls by 1.
  6. The Cleric spell quickly fizzles out as quickly as it finished taking form, her body returning to normal size. Pym recognizes it as a spell often called 'Righteous Might', a spell that fills the caster with the divine magic of their patron. Making the caster larger was only the first of what it did, so stopping her was quite an effective response. With the spell countered by Pym's rare understanding of magic - something few mages shared, but his arts allowed him to exploit all sorts of things in the currents of the Weave - she was now without the infusion of divine might. That did not stop her innate magical resistance preventing Shizune's rays of fire from harming her. However, perhaps showing a mildly surprising level of awareness of how precarious her situation was, the cleric doesn't laugh or mock Shizune for it Leaving the two surrendered guards behind - after snarling at them both to stay down - Demaire quickly moved by Alfren and stabbed out at the Cleric. "Not so high and mighty are you now?" Demaire teased in the Drow tongue. Instead of going for her neck, or torso, he aimed for her other cheek, clearly trying to mar her and scar her, cause pain over an efficient blow. He hits, cutting a bloody line on her cheek and along the side of her head, blood quickly matting the priestess's shock-white hair.
  7. EDIT: Ignore this, it is Pym's turn again after Shizune/Alfren/Elva go. I'm an idiot.
  8. Shizune ran along her conjured fog wall, stopping out of melee reach of the guards. She extended a pointed finger at the offending cleric and launched two rays of fiery power at her that bounced harmlessly off of her innate magical resistance. Shizune frowned at the failure of her one offensive action during this combat. Actions Move: 4 squares southwest, 2 squares west Standard: Scorching Ray, 2 rays both at cleric
  9. Pym evaluated the enlarging spell being cast. (Pym gets a +2 to both checks due to his spell duel prodigy trait.) Whether or not the check works, Pym rolled the aqueous orb into the space between the cleric and himself. i can’t help but notice the spider cages seem to be a good size. Do you think we could fit the orb into one of them? Pym asked. (Spellcraft) (Dispel check) (1d20+20)
  10. This is the arcane exploit I want Pym to use: it is an immediate action. Also, my across the street neighbors have sold their house. If, by some random chance, you're moving into that one, let me know. I can carry some boxes and we can set up a regular tabletop RP night.
  11. Alfren's whip does hit on the first strike, the cleric now representing a very nice target - the thin leather length, moving at speeds faster than the eye can easily follow strikes across her face, cutting open a line along her cheek, marring the woman's face - an attack and an insult in one, given how important control of one's appearance is for a cleric of Lolth in mainstream drow society.
  12. Because I left you a bit hanging for a question, I'll give and the rest of the day.
  13. Sorry for the delay by the way. As a headsup - I may or may not being experiencing several life dislocations in the next few weeks (moving homes among other things) that may or may not place serious delays on my ability to post. I'll try to let you know if things actually happen or not.
  14. Well, it's not Enlarge Person that she cast, but theoretically if you spellcraft identified it as it was being cast... But, and I just checked, counterspelling requires readying an action, unless you have an ability that changes that.
  15. Id Pym can't or won't succeed, I will attempt a dispel.
  16. Alfren Ker "Don't think that is going to help, 'sister'. You're outnumbered... but have it your way," Alfren said, still moving sluggishly but he still lashing out with his whip in two short cracks against the growing cleric. Actions Move 15 ft out from the Biggus Clericus and attack Attack 1 Attack 2 Dmg Dmg
  17. can Pym attempt to counterspell the enlarge person effect?
  18. Though the orb water does slow the sword and thus make it hit with less force, in essence, there's not much the priestess can do to avoid the attack, and it retains enough force for the blow to do some damage to her mithril chain, the blade sinking into the flesh of her side, a shallow cut, but she's bleeding now - to her credit, perhaps, she's too focused on holding her breath cry out in pain, but blood is now coming out of her wound, into the water of the orb holding her. Mechanics The Rules say that victims of the orb are allowed a 'new reflex save every round' to escape (DC 21). They got one when they were engulfed, and it's still that same round, but this is also their turn to act now, so I'm inclined to say they get their chance now, but I could be missing some nuance in the rules. One of the Clerics is able to force herself free and staggers out of the orb. Scrabbling to stand up straight, the sodden, waterlogged priestess starts chanting, brandishing her symbol of Lolth, chanting a spell calling on Lolth's favor to allow her to 'Smite' the 'fools, heretics and traitors' that surrounded her. As she finishes the spell, for a moment, nothing seems to be happening, and then she starts to grow in size, taller, larger, quickly reaching the height of an ogre, and her armor and weapons grow with her. The two guards that surrendered just now look both terrified and like they bit into a lemon - their leaders were not quite as out for the count as they thought, but they dropped their weapons and can't do anything about that - yet -.
  19. T'rissae blinks in surprise as the Lolthite casters are swept up by Pym's large sphere of water but continues her dance as she speeds around the orb to the other side where she tries to pierce the water to strike one of the priestesses, her brief invisibility disappearing as she drives her blade inward. Actions Free Action: maintain Battle Dance Move Action: Move so she's directly north of C1. Standard Action: Attack C1: +2 attack due to invisibility; C1 has no dex bonus (invisibility), -4 dex (entangled), +4 ac (cover) Combat Stat Block Active effects: (4/9), battle dance (courageA bard can use her battle dance to inspire courage in herself, bolstering against fear and improving her combat abilities. The bard receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +2, to a maximum of +8 at 17th level. Inspire courage is a mind-affecting ability. +4) (21/24), (4/5) Defense AC 2710 +4 armor (mithral shirt) +2 enhancement +6 dex +1 deflection +4 dodge (+1 from Haste +2 from Defensive Stance), touch 2110 +6 dex +1 deflection +4 dodge (1 haste, 2 defensive stance), flat-footed 1710 +4 armor (mithral shirt) +2 enhancement +1 deflection; +2 dodge vs AoO HP 66/68Swashbuckler d10 Bard d8 Con +2 10+8*5+9*2 Fort +5Swashbuckler +1/3 Bard +2-2/3 Con +2, Ref +13Swashbuckler +1/2 Bard +4 Good Save +2 Dex +6 Haste +1, Will +8Swashbuckler +1/3 Bard +4 Good Save +2 WIs +2; +2 vs. enchantment, underground traps/hazards Defensive abilities defensive stanceYou can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, the penalty increases by -1 and the dodge bonus increases by +1. You must choose to use Defensive Stance before making an attack roll and its effects last until your next turn. -1/+2, spinning spellcasterA sword dancer gains a +4 bonus on concentration checks to cast spells defensively. Immune sleep Offense Speed 65Base 30 Swift Target (Ex) +5 (as long as she has at least 1 panache point) Haste 30 ft. Melee +2 keen mithril bastard sword +18/+18/+13BAB +7 Dex +6 Weapon Focus +1 Enhancement +2 Haste +1 Defensive Stance -1 Risky Strike -2 Battle Dance (courage) +4 (1d10+16+6 dex +2 enhancement +4 risky strike +4 battle dance (courage)/17-20) Ranged darkwood composite longbow +14/+14/+9BAB +7 Dex +6 Enhancement +1 (1d8+2/x3) Special Attacks bardic performance 24 rounds/day [battle dance (courageA bard can use her battle dance to inspire courage in herself, bolstering against fear and improving her combat abilities. The bard receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +2, to a maximum of +8 at 17th level. Inspire courage is a mind-affecting ability. +4), countersongA bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong she makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard herself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components., distractionA bard can use her performance to counter magic effects that depend on sight. Each round of the distraction, she makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard herself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components., fascinateA bard can use her performance to cause one or more creatures to become fascinated with her. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to her. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function. (3 targets, DC 2010 +1/2 bard level (8) +6 cha), inspire competenceA bard can use her performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components. +3, suggestionA bard can use her performance to make a suggestion (as per the spell) to a creature she has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance. Making a suggestion does not count against a bard's daily use of bardic performance. A Will saving throw (DC 10 + 1/2 the bard's level + the bard's Cha modifier) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components. (DC 2010 +1/2 bard level (8) +6 cha), minuet of the midnight ivyYour winding, twisting dance is helpful in dodging obstacles and climbing. Prerequisite: Perform (dance) 4 ranks. Cost: Feat or 2nd-level bard spell known. Effect: As ivy climbs walls and spills across even the rockiest and most uneven of terrain, so too does your dance propel you across broken stone and up walls. As long as you maintain the performance, whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain; this allows you to take a 5-foot step into difficult terrain. As long as you move laterally at least 10 feet, you may climb as if you had a climb speed equal to your base speed. You may spend the first round of this performance demonstrating the dance to up to one creature per two bard levels; if these students succeed at a DC 15 Perform (dance) check, they also gain the benefits of this masterpiece as long as you maintain the performance. Use: 1 bardic performance round per round. Action: 1 full round.], deeds (derring-doA swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1)., dodging panacheWhen an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modif ier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load. +6), panacheMore than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways. Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache. Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache. (5/6), risky strikePrerequisite: Base attack bonus +1. You can choose to take a –1 penalty on all attack rolls and combat maneuver checks to gain a +2 bonus on all damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use Risky Strike before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. -2/+4 Spell-Like Abilities (CL 9; concentration +4) 1/day—blindness* (DC 1810 +2 spell level +6 cha), faerie fire* 6/day—beguiling touchYou can charm a living creature by touching it. Creatures with more Hit Dice than your wizard level are unaffected, as are creatures in combat and those with an attitude of hostile toward you. Creatures receive a Will saving throw to negate the effect. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. Creatures that fail their save are affected by charm monster for a number of rounds equal to 1/2 your wizard level (minimum 1). This is a mind-affecting effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. (DC 1710 +1/2 character level (9) +3 int, 4 rounds) * during bardic performance Statistics Str 15, Dex 2318 +2 race +1 level +2 enhancement, Con 1517-2 race, Int 16, Wis 15, Cha 2217 +2 race +1 level +2 enhancement Base Atk +7; CMB +13BAB +7 Dex +6; CMD 2710 +7 BAB +2 str +6 dex +1 deflection +1 dodge (+2 vs. AoO, bull rush, grapple, reposition, trip) Feats Agile CombatantFrom Swashbuckler Finesse replacing Weapon Finesse. You’ve learned to use your quickness in place of brute force when performing combat maneuvers. Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Combat) instead of your Strength bonus., Combat ReflexesYou can make additional attacks of opportunity. Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed., DodgeFrom Swashbuckler (courser) Your training and reflexes allow you to react swiftly to avoid an opponents’ attacks. Prerequisite: Dex 13. Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat., Improved FamiliarThis feat allows you to acquire a powerful familiar, but only when you could normally acquire a new familiar. Prerequisites: Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below). Benefit: When choosing a familiar, the creatures listed here are also available to you. You may choose a familiar with an alignment up to one step away on each alignment axis (lawful through chaotic, good through evil). Improved familiars otherwise use the rules for regular familiars, with two exceptions: if the creature’s type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate)., Nimble MovesYou can move across a single obstacle with ease. Prerequisites: Dex 13. Benefit: Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain, Swift and SilentThe shadows are your friends, and your footfalls are whispers of death. Region: elf (Cormanthor Drow) Benefit: You can move up to your normal speed while using the Stealth skill at no penalty. Special: You may select this feat only as a 1st-level character. You may have only one regional feat. Normal: A character who moves faster than one-half her normal speed takes a -5 penalty on Stealth checks., Sword DanceYou have learned to turn your speed into power, even with a heavier blade. Prerequisites: Dexterity 13, Perform (dance) 2 ranks, proficient with bastard sword. Benefit: When wielding a bastard sword with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the bastard sword as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The bastard sword must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand., Weapon FocusChoose one weapon group listed under the fighter’s Weapon Training class feature. Prerequisites: Proficiency with at least one weapon from the selected weapon group, base attack bonus +1. Benefit: You gain a +1 bonus on all attack rolls you make using any weapon from the selected group. (large blades), Adventuring Skills Acrobatics +189 ranks +3 class +6 dex, Bluff +131 rank +3 class +6 cha +3 enhancement, Climb +61 rank +3 class +2 str, Diplomacy +153 ranks +3 class +6 cha +3 enhancement, Escape Artist +101 ranks +3 class +6 dex, Intimidate +239 ranks +3 class +6 cha +2 race +3 enhancement, Knowledge (arcana) +71 rank +3 class +3 int, Knowledge (dungeoneering) +71 rank +3 class +3 int, Knowledge (local) +71 rank +3 class +3 int, Knowledge (nature) +71 rank +3 class +3 int, Knowledge (planes) +71 rank +3 class +3 int, Knowledge (religion) +115 ranks +3 class +3 int, Perception +149 ranks +3 class +2 wis, Sense Motive +105 ranks +3 class +2 wis, Spellcraft +71 rank +3 class +3 int, Stealth +259 ranks +3 class +6 dex +2 race +5 enhancement, Swim +61 rank +3 class +2 str, Use Magic Device +167 ranks +3 class +6 cha Background Skills Artistry (choreography) +115 ranks +3 class +3 int, Craft (alchemy) +71 rank +3 class +3 int, Craft (weapons) +104 ranks +3 class +3 int, Knowledge (geography) +71 rank +3 class +3 int, Knowledge (history) +71 rank +3 class +3 int, Knowledge (nobility) +71 rank +3 class +3 int, Lore (Eilistraee) +115 ranks +3 class +3 int, Perform (dance) +189 ranks +3 class +6 cha, Perform (sing) +123 ranks +3 class +6 cha, Profession (cook) +61 rank +3 class +2 wis Languages Common, Abyssal, Chondathan, Drow Sign Language, Elven, Undercommon SQ darklands guideThose who brave the lightless tunnels below Golarion’s surface learn to identify the dangerous phenomena that characterize the Darklands. Characters with this trait gain a +2 bonus on initiative checks, and on saves against traps and hazards when underground (from a lifetime of dodging accursed pools, cave-ins, and green slime). Drow can take this trait in place of keen senses., daylight adaptationSome drow with a hint of other racial heritages spend significant time on the surface and maintain their darkvision, but no longer have the light blindness trait. This racial trait replaces spell resistance., devout spell knowledgeAt 2nd level, a faith singer can select one domain from among those belonging to her deity. Once per day as a spell-like ability using her bard level as her caster level, she can cast the 1st-level domain spell while giving a bardic performance. At 6th level, and every 4 bard levels thereafter, he can similarly cast the next-higher domain spell as a spell-like ability (to a maximum of the 5th-level domain spell at bard level 18th). He can use each spell-like ability only once per day. (moonSpells: 1st—faerie fire 2nd—blindness), enchanting smileYou gain a +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level. +3, poison useDrow are skilled in the use of poisons and never risk accidentally poisoning themselves., swashbuckler finesseA swashbuckler gains the benefits of the Agile Combatant feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Agile Combatant feat for purposes of meeting feat prerequisites., darklands stalkerThe lands outside of drow cities, from rough-hewn tunnels to rocky caverns, are treacherous to navigate. Drow with this racial trait may move through difficult terrain without penalty while underground. In addition, drow with a Dexterity of 13 or higher gain Nimble Moves as a bonus feat. This racial trait replaces the spell-like abilities racial trait., voice in the darknessPrerequisite: Charisma 13+. Characters who practice coercion and intimidation in the Darklands or on the Shadow Plane learn to do so in dim light or no light at all. As long as they are in dim light or darker conditions, characters with this trait gain a +2 bonus on Intimidate and Stealth checks. Drow and elves can take this trait in place of weapon familiarity. Traits magical knackYou were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice. (bard), threatening defenderYou know how to avoid a blow while still maintaining your offensive posture. Benefit: When you use defensive stance, reduce the number you subtract from your melee attack rolls by 1.
  20. It worked out better than I hoped it would. Depending on how the Reflex saves go the next couple rounds, Pym will roll them over beside the wall of ice and let them chill for a while.
  21. That works out great; thanks for using the failed SR roll. Shizune is not up for attacking them while helpless, so she may work on healing everyone she can or deescalating the guards. I believe we have about 9 rounds, right?
  22.  
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