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Pathfinder 1e
  1. What's new in this game
  2. Cleric 3/Celestial (Empyreal) Sorcerer 1 HP: 36/36, AC: 17, tAC: 9, ffAC: 17, CMD: 13, Init +0, Perception +4 "They are like Oni", Ragyar speaks up between mouthfuls, "At least that's what I've heard." Actions Free: Move: Standard: Full Round: Show Spells and Abilities ~Abilities~ ~Cleric Spells~ ~Sorcerer Spells~ Touch of Law (Sp)You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 0 of 7 Acid Dart (Sp)As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 0 of 7 Heavenly Fire (Sp)Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier. 0 of 7 Channel EnergyChanneling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability. 2d6, 0 of 3 ~Orisons~ Mending Virtue Create Water Guidance ~First Level~ Protection from Chaos Bless Burning Disarm Command Magic Stone Pearl of Power (1st) ~Second Level~ Defending Bone Spiritual Weapon Soften Earth and Stone ~Cantrips~ Flare Light Spark Message ~First Level~ 0 of 4 Mage Armour True Strike Mount (from Page of Spell Knowledge)
  3. Quentin's Status Male Neutral Human Investigator, Level 5, Init 11, HP 45/45, Speed 30 ft. AC 21, Touch 15, Flat-footed 16, CMD 18, Fort 5, Ref 10, Will 5, CMB +3, Base Attack Bonus 3 MW Cold Iron Rapier +9 (1d6+5, 18-20/x2) Light Mace +8 (1d6, 20/x2) Sickle +8 (1d6, 20/x2) Mithril Shirt (+4 Armor, +5 Dex, +2 Deflect) Abilities Str 10, Dex 20, Con 14, Int 17, Wis 10, Cha 8 Condition None Extracts Used 1st level - 0/4 Daily Extracts 2nd level - 0/2 Daily Extracts Inspiration - 0/4 Daily Uses Spent Mutagen (+2 Natural AC, +4 DEX, -2 WIS, 40 Minutes) Quentin Fitzgerald The size of the feast dwarfs Quentin, and he is unable to make a sizable dent in it. He does eat until full, however, before sitting back and listening to the others talk. "Different varieties of genies can be worse than just mercurial - efreet can be downright nasty. And too often people mistake them all for 'djinn' of one kind or another. Seeing what he really is ahead of time would be a good idea," he concludes, mostly to himself.
  4. ~ Kormakr Osmundarson, Dwarven Wizard ~ Kormakr has no problem in indulging in the feast with the rest of the party. He most enjoys slow-roasted lamb and the beef kabobs, red meat being a preference. He tries the skollick, but doesn't necessarily prefer seafood, but is happy to have sampled it nonetheless. After eating, his focus shifts back to the task at hand. Kormakr takes a minute to think about what he knows about the djinn... and realizes he doesn't know much at all. He shrugs at Melnop's question. "Why don't we just go there and investigate for ourselves?" OOC: Knowledge check about genies... Stats Character: , HP: 34/34 Status: Hands: Empty Initiative: +4 Perception: +5 Darkvision 60 ft. AC: 19 Flat: 17 Touch: 12 CMD: 17 FCMD: 15 +4 against bullrush/trip Fort: +6 Reflex: +3 Will: +4 +5 against poison +5 against spells +5 against SLAs
  5. Melnop, who has long since finished eating, ponders Rudra's words. "Genies can be temperamental and downright nasty, right? That is a very good question. Will whatever we find, provided we find anything, be a mistake to hand over to it? Heck if I know. If so he will have to wrestle it out with the rest of the evil masterminds out there." Stats Male C/N Tiefling Ranger (Divine Marksman/Beast Master), Level 5, Init 4, HP 57/57, Speed 30 AC 18, Touch 13, Flat-footed 15, CMD 21, Fort 7, Ref 8, Will 3, CMB +8, Base Attack Bonus 5 Abilities Str 16, Dex 16, Con 14, Int 13, Wis 12, Cha 8 Resistances Energy Resistance 5 to cold, electricity, fire Conditions None Loot None Attacks Masterwork Composite Shortbow, 9 (1d6+10, x3) Bite 10 (1d6+5, x2) +2 to all to hit and attack rolls if human from favored enemy (replacing vicious aim bonus of +2 with a +4) Talon (Velociraptor Companion) Attacks Bite 7 (1d4+1, x2) Talon 7 (1d6+1, x2) Talon 7 (1d6+1, x2)
  6. Turmold is used to Raygar's endless appetite, maybe it's a side effect of his magic, the fighter enjoy his meal but stay relatively light "i wonder where is this labyrinth and why this Djinn want people to complete it" curious about the job, with a city full of adventurers Lady Amina decided to cross the continent to recruit strangers form Venza, the dwarf is eager to solve the mistery
  7. Cleric 3/Celestial (Empyreal) Sorcerer 1 HP: 36/36, AC: 17, tAC: 9, ffAC: 17, CMD: 13, Init +0, Perception +4 Ragyar tucks into the food with gusto, "Food like this feeds the spirit as well as the body." He starts with the appetizers, eating slowly and methodically, sampling each dish and loading his plate with what appeals to him. He hates to see anything wasted so if his companions leave food, he'll load his plate again and keep eating. Having never eaten skollick he makes a point of selecting the largest one. Sea food is a favourite of the large priest so he breaks open the shell carefully, dips the flesh in the sauce and chews thoroughly, savouring every bite. "My compliments to the chef, this is delicious. If only we could eat like this every day." There was no chance that his cousin would be able to drag him away from the table now. He didn't mind letting them shop without him but he wasn't leaving until the table was clear. Fortunately the deserts would keep until he'd eaten. It wasn't as if they'd get cold or anything. Actions Free: Move: Standard: Full Round: Show Spells and Abilities ~Abilities~ ~Cleric Spells~ ~Sorcerer Spells~ Touch of Law (Sp)You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 0 of 7 Acid Dart (Sp)As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 0 of 7 Heavenly Fire (Sp)Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier. 0 of 7 Channel EnergyChanneling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability. 2d6, 0 of 3 ~Orisons~ Mending Virtue Create Water Guidance ~First Level~ Protection from Chaos Bless Burning Disarm Command Magic Stone Pearl of Power (1st) ~Second Level~ Defending Bone Spiritual Weapon Soften Earth and Stone ~Cantrips~ Flare Light Spark Message ~First Level~ 0 of 4 Mage Armour True Strike Mount (from Page of Spell Knowledge)
  8. Melnop samples everything, and settles down to enjoy the meal. After all, part of exploring a new place is the food, though he finds it very similar to some of the food from back home. Stats Male C/N Tiefling Ranger (Divine Marksman/Beast Master), Level 5, Init 4, HP 57/57, Speed 30 AC 18, Touch 13, Flat-footed 15, CMD 21, Fort 7, Ref 8, Will 3, CMB +8, Base Attack Bonus 5 Abilities Str 16, Dex 16, Con 14, Int 13, Wis 12, Cha 8 Resistances Energy Resistance 5 to cold, electricity, fire Conditions None Loot None Attacks Masterwork Composite Shortbow, 9 (1d6+10, x3) Bite 10 (1d6+5, x2) +2 to all to hit and attack rolls if human from favored enemy (replacing vicious aim bonus of +2 with a +4) Talon (Velociraptor Companion) Attacks Bite 7 (1d4+1, x2) Talon 7 (1d6+1, x2) Talon 7 (1d6+1, x2)
  9. Inside the mansion, Lady Amina's personal chefs prepare a small feast. For appetizers, there is chickpea salad and naan bread with goat cheese and hummus. Towards the center of the table, there is grilled chicken and vegetables, slow-cooked lamb with tomatoes and aubergines, shrimp and beef kebabs, and skollickSkollicks are arthropods native to the Rhat'matanis region near the Argent River. Skollicks look like large gray lobsters. tails with aioli. For dessert, sliced fruits and baklava have been prepared.
  10. Cleric 3/Celestial (Empyreal) Sorcerer 1 HP: 36/36, AC: 17, tAC: 9, ffAC: 17, CMD: 13, Init +0, Perception +4 Ragyar laugh is long and loud, "One course? You are a funny man, Kormakr! We need a meal, not a snack." Actions Free: Move: Standard: Full Round: Show Spells and Abilities ~Abilities~ ~Cleric Spells~ ~Sorcerer Spells~ Touch of Law (Sp)You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 0 of 7 Acid Dart (Sp)As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 0 of 7 Heavenly Fire (Sp)Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier. 0 of 7 Channel EnergyChanneling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability. 2d6, 0 of 3 ~Orisons~ Mending Virtue Create Water Guidance ~First Level~ Protection from Chaos Bless Burning Disarm Command Magic Stone Pearl of Power (1st) ~Second Level~ Defending Bone Spiritual Weapon Soften Earth and Stone ~Cantrips~ Flare Light Spark Message ~First Level~ 0 of 4 Mage Armour True Strike Mount (from Page of Spell Knowledge)
  11. ~ Kormakr Osmundarson, Dwarven Wizard ~ Again, Kormakr chuckles at Ragyar's priorities. "Some people lead with their head, others with their heart, and Ragyar... well," he laughs again, "we all know! But in this case, your not wrong! A quick fix before we go isn't the worst idea. Ragyar, only one course this time." It's clear that Kormakr is in much better spirits on land rather than on sea. OOC: none Stats Character: , HP: 34/34 Status: Hands: Empty Initiative: +4 Perception: +5 Darkvision 60 ft. AC: 19 Flat: 17 Touch: 12 CMD: 17 FCMD: 15 +4 against bullrush/trip Fort: +6 Reflex: +3 Will: +4 +5 against poison +5 against spells +5 against SLAs
  12. Quentin's Status Male Neutral Human Investigator, Level 5, Init 11, HP 45/45, Speed 30 ft. AC 21, Touch 15, Flat-footed 16, CMD 18, Fort 5, Ref 10, Will 5, CMB +3, Base Attack Bonus 3 MW Cold Iron Rapier +9 (1d6+5, 18-20/x2) Light Mace +8 (1d6, 20/x2) Sickle +8 (1d6, 20/x2) Mithril Shirt (+4 Armor, +5 Dex, +2 Deflect) Abilities Str 10, Dex 20, Con 14, Int 17, Wis 10, Cha 8 Condition None Extracts Used 1st level - 0/4 Daily Extracts 2nd level - 0/2 Daily Extracts Inspiration - 0/4 Daily Uses Spent Mutagen (+2 Natural AC, +4 DEX, -2 WIS, 40 Minutes) Quentin Fitzgerald Quentin spends a sizable amount of time with the crew, helping where he could and enjoying the games of chance when they played. He seems to be enjoying his time, in spite of his slight build and mousey appearance - he's not a natural sailor, but he has a good time. In the port Quentin makes it a point to try the local cuisine and see the sights, though he is back at their lodging early enough to be up with the sun the next morning. During the caravan to Mar'Qedir Quentin quietly treks along with the others, conserving his energy and keeping out of the sun underneath then new silken desert clothing he purchased in Port Hadr. He smiles at the grand quarters in the mansion, apparently looking forward to some peace and quiet before their work begins in earnest. "I'll go see the city with you all," he volunteers cheerfully as the others discuss plans. OoC
  13. Lady Amina looks puzzled as she ponders for a few moments. "I don't know about how it differs from Venza, but Mar'Qedir is different from other cities in Rhat'matanis for a few reasons. First, it is an adventurer's city. Mar'Qedir is a wealthy city, and there are may opportunities and activities that attract adventurers and refugees." "Secondly, there is little need for a standing army here. The relatively large population of adventurers helps keep the nearby monster population at bay. But don't get carried away by the lack of guards. Many adventurers enjoy a lot of the frivolities and pleasures of Mar'Qedir, and they tend to make sure things in the city don't get out of hand that would draw the ire of the officials. Some adventurers go as far as policing the others in the stead of an actual guardsman. With little need to oversee or protect the city, bureaucratic officials grant plenty of autonomy to this city and its citizens, and many citizens and adventurers want to keep it that way."
  14. Cleric 3/Celestial (Empyreal) Sorcerer 1 HP: 36/36, AC: 17, tAC: 9, ffAC: 17, CMD: 13, Init +0, Perception +4 "Yes, but after we eat," Ragyar's belly rumbles and he gives it a resounding slap. "Eat, drink, then shop and ask around. We can't work on an empty stomach." Actions Free: Move: Standard: Full Round: Show Spells and Abilities ~Abilities~ ~Cleric Spells~ ~Sorcerer Spells~ Touch of Law (Sp)You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 0 of 7 Acid Dart (Sp)As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 0 of 7 Heavenly Fire (Sp)Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier. 0 of 7 Channel EnergyChanneling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability. 2d6, 0 of 3 ~Orisons~ Mending Virtue Create Water Guidance ~First Level~ Protection from Chaos Bless Burning Disarm Command Magic Stone Pearl of Power (1st) ~Second Level~ Defending Bone Spiritual Weapon Soften Earth and Stone ~Cantrips~ Flare Light Spark Message ~First Level~ 0 of 4 Mage Armour True Strike Mount (from Page of Spell Knowledge)
  15. "could visit the market, see this djinn merchant, maybe we can persuade him to tell us more about the challenge" Turmold has his own personal objectives, wish to learn about the dwarves who live south, but it wouldnt be professional to chase his own interests while on a job, he'll investigate the matter once the mission is done
  16. Melnop cracks a smile, though he hides it beneath is cowl. "Of course, and anyone else of course. That is, if our host is amenable." Stats Male C/N Tiefling Ranger (Divine Marksman/Beast Master), Level 5, Init 4, HP 57/57, Speed 30 AC 18, Touch 13, Flat-footed 15, CMD 21, Fort 7, Ref 8, Will 3, CMB +8, Base Attack Bonus 5 Abilities Str 16, Dex 16, Con 14, Int 13, Wis 12, Cha 8 Resistances Energy Resistance 5 to cold, electricity, fire Conditions None Loot None Attacks Masterwork Composite Shortbow, 9 (1d6+10, x3) Bite 10 (1d6+5, x2) +2 to all to hit and attack rolls if human from favored enemy (replacing vicious aim bonus of +2 with a +4) Talon (Velociraptor Companion) Attacks Bite 7 (1d4+1, x2) Talon 7 (1d6+1, x2) Talon 7 (1d6+1, x2)
  17. ~ Kormakr Osmundarson, Dwarven Wizard ~ Kormakr is a bit tired from all of the travel, and plans on taking a quick look over his spellbook, but then pauses to consider Melnop's idea. "Mind if I join you? I'm a bit travel weary, but dwarves from the Seithr don't venture to Rhat'matanis too often, do they... Might as well live it up a bit while we're here before we get down to the nasty bits." OOC: none Stats Character: , HP: 34/34 Status: Hands: Empty Initiative: +4 Perception: +5 Darkvision 60 ft. AC: 19 Flat: 17 Touch: 12 CMD: 17 FCMD: 15 +4 against bullrush/trip Fort: +6 Reflex: +3 Will: +4 +5 against poison +5 against spells +5 against SLAs
  18. Melnop enjoys the travel, even the hot sands part, though Plinth (his unshod horse) is not nearly as fond of it. "Anyone have one of those weather spells. I'm worried Plinth might go lame." Regardless, Melnop fashions some kind of booted protection. Talon, on the other hand, being reptilian, seems energized by the heat. The arrival at the city excites the wanderer, and he makes a request of his employer. "Mind if I explore the city for a bit after we eat? Any rules here different from what we are used to?" Melnop finds city rules distasteful, but a necessary evil because they aren't going away. Stats Male C/N Tiefling Ranger (Divine Marksman/Beast Master), Level 5, Init 4, HP 57/57, Speed 30 AC 18, Touch 13, Flat-footed 15, CMD 21, Fort 7, Ref 8, Will 3, CMB +8, Base Attack Bonus 5 Abilities Str 16, Dex 16, Con 14, Int 13, Wis 12, Cha 8 Resistances Energy Resistance 5 to cold, electricity, fire Conditions None Loot None Attacks Masterwork Composite Shortbow, 9 (1d6+10, x3) Bite 10 (1d6+5, x2) +2 to all to hit and attack rolls if human from favored enemy (replacing vicious aim bonus of +2 with a +4) Talon (Velociraptor Companion) Attacks Bite 7 (1d4+1, x2) Talon 7 (1d6+1, x2) Talon 7 (1d6+1, x2)
  19. Cleric 3/Celestial (Empyreal) Sorcerer 1 HP: 36/36, AC: 17, tAC: 9, ffAC: 17, CMD: 13, Init +0, Perception +4 "That's very kind. Travel always makes me hungry," Rzgyar had left his armour off through most of the journey. Instead he'd taken to relying on his magic instead. When traversing the Living Sands he took to riding his summoned steed, alternating with walking while it rested from the heat. Magically summoned water helped to quench his thirst and keep the party hydrated. Actions Free: Move: Standard: Full Round: Show Spells and Abilities ~Abilities~ ~Cleric Spells~ ~Sorcerer Spells~ Touch of Law (Sp)You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 0 of 7 Acid Dart (Sp)As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 0 of 7 Heavenly Fire (Sp)Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier. 0 of 7 Channel EnergyChanneling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability. 2d6, 0 of 3 ~Orisons~ Mending Virtue Create Water Guidance ~First Level~ Protection from Chaos Bless Burning Disarm Command Magic Stone Pearl of Power (1st) ~Second Level~ Defending Bone Spiritual Weapon Soften Earth and Stone ~Cantrips~ Flare Light Spark Message ~First Level~ 0 of 4 Mage Armour True Strike Mount (from Page of Spell Knowledge)
  20. With all of its passengers aboard, the ship sets sail. For one week, the ship sails along the western coast of the continent until it reaches Port Hadr. There is occasional rain, but conditions remain fair for most of the voyage. Lady Amina has food and drink prepared for herself and the adventurers, so no one has to eat with the crew unless they want to. At night, the crew sometimes play dice or card games. One night, they played drinking games, however they had a limit to how much they could drink. Built along the rocky coast, the small port of Port Hadr welcomes the ship into its docks. It is a steep climb from the docks to the city. Most of the buildings seem to be built with some sort of sandstone. There are many larger buildings, although the smaller ones are separated by narrow streets. Travelling through the streets, the adventurers come across multiple shops looking to sell what appear to be large gray lobsters as cuisine. Lady Amina spends about a day in the port. The next day she hires a few experienced guides for the trek to Mar'Qedir. It is a long journey, but the experienced guides are able to cut the trip down to two weeks. There are sightings of massive sand worms and sand sharks, but with guides are able to guide the party safely around the creatures to make their destination. Every couple of days, the party stops at an oasis to rest and get out of the blistering sun. And before too long, Lady Amina and the adventurers arrive at Mar'Qedir. The large walled city provides refuge from the Living Sands. Buildings of various sizes fill the city, with several distinct districts. Lady Amina leads the group through the gates and into one of the wealthier districts. She welcomes everyone into her mansion, stating they are welcome to rest and eat the food here until the request ends.
  21. Quentin's Status Male Neutral Human Investigator, Level 5, Init 11, HP 45/45, Speed 30 ft. AC 21, Touch 15, Flat-footed 16, CMD 18, Fort 5, Ref 10, Will 5, CMB +3, Base Attack Bonus 3 MW Cold Iron Rapier +9 (1d6+5, 18-20/x2) Light Mace +8 (1d6, 20/x2) Sickle +8 (1d6, 20/x2) Mithril Shirt (+4 Armor, +5 Dex, +2 Deflect) Abilities Str 10, Dex 20, Con 14, Int 17, Wis 10, Cha 8 Condition None Extracts Used 1st level - 0/4 Daily Extracts 2nd level - 0/2 Daily Extracts Inspiration - 0/4 Daily Uses Spent Mutagen (+2 Natural AC, +4 DEX, -2 WIS, 40 Minutes) Quentin Fitzgerald Quentin boards the boat in silence, carrying his haversack and equipment to their room professionally. He notes everyone speaking but only nods politely in their directions as he walks past them. Once his equipment is secured he makes his way back to the weather decks and greets their employer with a smile and a wave. OoC Ready to go.
  22. I will review and make corrections. Thanks! Edit: I took off the cold-iron part and adjusted the GP. If nothing else needs changing I'm good to go!
  23. "Raygar,Kormakr, have i told you about my first job here? the bluffer beach affair?" yes he has, far too many times, a giant ant tried to ate him and since then whatever job the fighter take he end up meeting an oversized beast who try to eat him, or so he say. He also use adventures to introduce his pearls of wisdom, usually related to strange or niche pieces of equipment "we had to get there by boat, but before leaving i felt something, i had a bad feeling, i just knew something was going to happen to our boat and so i grabbed a rope and secured myself" he nod as he remember that day as if it was yesterday " a strong wave hit out boat, our cleric got tossed offboard, while the others managed to resist, that man..i think he was an aasimar, had to abandon part of his equipment to not drown" "if something can go wrong, it will go wrong, prepare for it" "This time...i dont have bad feelings...but i have a potion that let you swim like a fish, maybe its that"
  24. Cleric 3/Celestial (Empyreal) Sorcerer 1 HP: 36/36, AC: 17, tAC: 9, ffAC: 17, CMD: 13, Init +0, Perception +4 Ragyar had always enjoyed sailing though he had no skill at it, "The wind in your hair, salt in the air, what is not to love about the open sea?" Like his cousin he enjoys the upper deck, though he leaves his armour in his pack below decks. Actions Free: Move: Standard: Full Round: Show Spells and Abilities ~Abilities~ ~Cleric Spells~ ~Sorcerer Spells~ Touch of Law (Sp)You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 0 of 7 Acid Dart (Sp)As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 0 of 7 Heavenly Fire (Sp)Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier. 0 of 7 Channel EnergyChanneling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability. 2d6, 0 of 3 ~Orisons~ Mending Virtue Create Water Guidance ~First Level~ Protection from Chaos Bless Burning Disarm Command Magic Stone Pearl of Power (1st) ~Second Level~ Defending Bone Spiritual Weapon Soften Earth and Stone ~Cantrips~ Flare Light Spark Message ~First Level~ 0 of 4 Mage Armour True Strike Mount (from Page of Spell Knowledge)
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