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About This Game

The Blue Scarab adventuring company has recently completed exploring a couple of assigned research sites. They just finished auctioning off their loot when the dead have risen from their graves. Book 2 of the Mummy's Mask AP.

Game System

Pathfinder 1e

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09/11/2023

Detailed Description

The Blue Scarabs are looking for a master of the arcane to join their adventuring company in the city of Wati.

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The party has started Book 2 of the Mummy's Mask AP. Everyone is currently level 4. The party needs a wizard/sorcerer/arcanist that can handle the classic arcane caster duties (examples: blasting, battlefield control, summoning).

 

The Blue Scarabs:

Terran is playing a ranged rogue.

Starhawk is playing a caster cleric.

Dhemon is playing a melee occultist.

Steel Warrior is playing a melee inquisitor

 

  1. What's new in this game
  2. Rakle

    Ooc

    THere was a glitch in the post, and I had to redo it. So your comment was lost, but the damage was applied. You're the reason why his green health bar isn't at full.
  3. Raze Nae' Aire, Unchained Tiefling Rogue QUICK STATS: AC=22, Touch=14, FF=18 / HP=30/31 / Init=4 / Saves: Fort=4, Reflex=10, Will=4 _______________________________________________________________________ Raisin was actively monitoring the party's rear and side flanks even after the skirmish with the pair of smugglers had broken out and she had begun attacking, after all old habits were just so hard to break. Thus, the Tiefling is not surprised when the doors are opened to reveal two thugs and an approaching individual who claims to be the boss, which fortunately allows the burglar to control her instinct to strike and instead allow her colleagues the chance to 'talk.' However, when Anhotep divides himself into multiple images and Zelda approaches the newcomers with the intent to negotiate, Raze takes the hint and simple stows her bow in a show of good intentions for the temporary truce. However, such an act of cooperation was merely for show as the rogue chose to try and gain a psychological edge while changing battle tactics as she grins while nodding affirmatively before stepping around the corner and drawing a razor-sharp rapier with her right hand and a tiny potion from her fancy bandolier with her prehensile tail once she is out of sight. Now positioned to secretly sneak attack should events go sour from behind the cover of the wall, Raisin curls her tail bringing the potion down to her lips allowing her down the concoction which pumps up her internal strength several fold as she readies for the worse or a signal from the party's resident cleric, Anhotep, to attack. Mechanics Free Action: Draw Weapon as part of a move action Swift Action: Draw Strength Potion with Prehensile Tail Move Action: Standard Action: Drink Strength Potion Move: 10 feet as shown on map Continuing Effects: Blessing of the Watch: (+1 morale bonus on attack rolls and on saving throws against fear effects); Strength Potion (+4 Strength for 3 minutes)
  4. Terran

    Ooc

    DM - Last round, there was no mention of Raisin's attack which was a 27 and should have hit smuggler 2 for 4 points of piercing damage.
  5. Ramad Khajeel Inquisitor 3/Warpriest 1, HP: 32/32 Saves: Fort 6, Ref 2, Will 7 AC: 23, 11(touch), 22(flat-footed) Speed: 30 Perception: +9 Initiative: +14 Ramad stops upon the request of Pearl. Choosing to wait out the effects of the grease before moving, he then tosses the darkness a short distance to the south in order for the group to properly see one another. "Interesting to see diplomacy at a time such as this." he says. "Very well." Statblock [URL=/sheets/?id=2803959][B][SIZE=+1]Ramad Khajeel[/SIZE][/B][/URL] M Neutral Lavasoul (Magma Ifrit) Inquisitor 3, Warpriest 1, [B]Level[/B] 4, [B]Init[/B] 14, [B]HP[/B] 32/32, [B]Speed[/B] 30 [B]AC[/B] 23, [B]Touch[/B] 11, [B]Flat-footed[/B] 22, [B]CMD[/b] 17, [B]Fort[/B] 6, [B]Ref[/B] 2, [B]Will[/B] 7, [B]CMB[/B] +6, [B]Base Attack Bonus[/B] +3 [B] +1 Longsword [/B] +8 (1d8+4, 19-20/x2) [B]silver MW Dagger [/B] +7 (1d4+3, 18-20/x2) [B] +1 Full Plate[/B], [B] MW Heavy Shield[/B] (+10 Armor, +2 Shield, +1 Dex) [B]Abilities[/B] Str 16, Dex 12, Con 14, Int 10, Wis 16, Cha 10 [B]Condition[/B] [B]Skills:[/B] Climb 2, Diplomacy 2, Heal 7, Intimidate 7, Arcana 4, History 4, Perception 9, Sense Motive 8, Spellcraft 4, Stealth +0, Survival 11, Swim 2 [B]Languages:[/B] Common, Draconic, Dwarven, Elven, Ingan, Necril [B]Traits:[/B] [B]Campaign: [/B][ooc="Undead Crusader"]You have dedicated your life to eradicating the scourge of the undead from Golarion. You have spent countless hours studying the different types of undead and have trained endlessly to learn the best ways to defeat them. If any undead creatures come out of the tombs of Wati’s necropolis, you’ll be ready for them! You gain a +1 trait bonus on damage rolls against undead creatures. In addition, you gain a +1 trait bonus on Knowledge (religion) checks, and that skill is always a class skill for you.[/ooc], [B]Combat:[/B] [ooc="Reactionary"]Benefit: You gain a +2 trait bonus on initiative checks.[/ooc], [B]Magic:[/B] [ooc="Gifted Adept"]Your interest in magic was inspired by witnessing a spell being cast in a particularly dramatic method, perhaps even one that affected you physically or spiritually. This early exposure to magic has made it easier for you to work similar magic on your own. [B]Benefit: [/B]Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level.[/ooc] (burning hands), [B]Social:[/B] [ooc="Wanderlust"]Benefit(s): Treat your base land speed as 10 feet higher when determining your overland speed.[/ooc] [B]Drawback:[/B] [ooc="Foul Brand"][B]Effect:[/B] You have the symbol of an evil deity burned into your flesh. If the symbol is on your hand, you take a –1 penalty on Disable Device, Disguise, and Sleight of Hand checks. If the symbol is on your face, you take a –2 penalty on Bluff, Diplomacy, and Disguise checks. This does not count as a holy symbol for the purposes of a divine focus for spellcasting.[/ooc] (face) [B]Feats: 1st[/B] Additional Traits [B]3rd:[/B] Improved Initiative [B]Racial Features:[/B] Darkvision 60', [ooc="Wildfire Heart"]Ifrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks. This racial trait replaces energy resistance.[/ooc], [ooc="Efreeti Magic"]Some ifrits inherit an efreeti ancestor’s ability to magically change a creature’s size. They can cast either enlarge person or reduce person (the ifrit chooses when using this ability) once per day as a spell-like ability (caster level equals the ifrit’s level). The ifrit can use this ability to affect other ifrits as though they were humanoid creatures. [/ooc], [ooc="Magma Affinity"]Ifrit sorcerers with the efreeti bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Ash subdomain use their domain powers and spells at +1 caster level.[/ooc] [B]Inquisitor Class Abilities:[/B] [B]1st:[/B] Domain: Ash Subdomain, Judgement 1/day, [ooc="Monster Lore"]The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.[/ooc], Orisons, [ooc="Stern Gaze (Ex)"]Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).[/ooc], [ooc=Cunning Initiative (Ex)]At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.[/ooc], [ooc=Detect Alignment (Sp)]At 2nd level, at will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.[/ooc] [B]2nd:[/B] [ooc=Track (Ex)]At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.[/ooc] [B]3rd:[/B] [ooc=Solo Tactics (Ex)]At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.[/ooc], [ooc=Teamwork Feat]At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat. As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.[/ooc] [ooc="Shielded Caster"][B]Benefit:[/B] Whenever you are adjacent to an ally who also has this feat, you receive a +4 competence bonus on concentration checks. • If your ally is wielding a buckler or a light shield, this bonus increases by +1. • If your ally is wielding a heavy shield or a tower shield, this bonus increases by +2. • Finally, if an enemy threatening you and your ally has the Disruptive feat, or another ability that increases the DC of concentration checks, the amount of the increase is halved.[/ooc] [B]Warpriest Class Abilities: 1st:[/B] [ooc="Aura (Ex)"]A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment (see detect evil).[/ooc]Neutral, [ooc=Blessings (Su)]A warpriest’s deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a warpriest isn’t devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies. Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier. If a warpriest also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the warpriest can change his former blessings or domains to make them conform.[/ooc] 4/day [ooc=Fire]Fire Strike (minor): At 1st level, you can touch one weapon and enhance it with the grandeur of fire. For 1 minute, this weapon glows red-hot and deals an additional 1d4 points of fire damage with each hit. This additional damage doesn’t stack with the additional damage from the flaming or flaming burst weapon special abilities.[/ooc], [ooc=War][B]War Mind (minor):[/B] At 1st level, you can touch an ally and grant it a tactical advantage for 1 minute. At the start of its turn each round, it can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round.[/ooc] [spoiler=Judgements]Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. • [B]Destruction:[/B] The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses. • [B]Healing:[/B] The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses. • [B]Immolation:[/B] The immolator channels purifying flame to consume her enemies. When dealing fire damage to an opponent, she treats the target’s fire resistance as 5 lower than normal (minimum 0). At 6th level, she treats the target’s resistance as 10 lower than normal, 15 lower than normal at 11th level, and 20 lower than normal at 16th level. • [B]Justice:[/B] This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits. • [B]Piercing:[/B] This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses. • [B]Protection:[/B] The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor. • [B]Purity:[/B] The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons. • [B]Resiliency:[/B] This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase. • [B]Resistance:[/B] The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.[/spoiler] [spoiler=Inquisitor Spells][B]Known: 0:[/B] 6, [B]1st:[/B] 4 [B]Spells Per day:[/B] [B]1st:[/B] 4 [B]0-lvl:[/B] Create Water, Detect Magic, Detect Poison, Disrupt Undead, Light, Read Magic [B]1st:[/B] Cure Light Wounds, Divine Favor, Protection from Evil, Wrath[/spoiler] [spoiler=Warpriest Spells][B]Spells Per Day:[/B] [B]0:[/B] 3, [B]1st:[/B] 2 [B]0:[/B] Mending, Purify Food and Drink, Spark [B]1st:[/B] Comprehend Languages, Endure Elements[/spoiler] M Neutral Lavasoul (Magma Ifrit) Inquisitor 3, Warpriest 1, Level 4, Init 14, HP 32/32, Speed 30 AC 23, Touch 11, Flat-footed 22, CMD 17, Fort 6, Ref 2, Will 7, CMB +6, Base Attack Bonus +3 +1 Longsword +8 (1d8+4, 19-20/x2) silver MW Dagger +7 (1d4+3, 18-20/x2) +1 Full Plate , MW Heavy Shield (+10 Armor, +2 Shield, +1 Dex) Abilities Str 16, Dex 12, Con 14, Int 10, Wis 16, Cha 10 Condition Skills: Climb 2, Diplomacy 2, Heal 7, Intimidate 7, Arcana 4, History 4, Perception 9, Sense Motive 8, Spellcraft 4, Stealth +0, Survival 11, Swim 2 Languages: Common, Draconic, Dwarven, Elven, Ingan, Necril Traits: Campaign: Undead CrusaderYou have dedicated your life to eradicating the scourge of the undead from Golarion. You have spent countless hours studying the different types of undead and have trained endlessly to learn the best ways to defeat them. If any undead creatures come out of the tombs of Wati’s necropolis, you’ll be ready for them! You gain a +1 trait bonus on damage rolls against undead creatures. In addition, you gain a +1 trait bonus on Knowledge (religion) checks, and that skill is always a class skill for you. , Combat: ReactionaryBenefit: You gain a +2 trait bonus on initiative checks. , Magic: Gifted AdeptYour interest in magic was inspired by witnessing a spell being cast in a particularly dramatic method, perhaps even one that affected you physically or spiritually. This early exposure to magic has made it easier for you to work similar magic on your own. Benefit: Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level. (burning hands), Social: WanderlustBenefit(s): Treat your base land speed as 10 feet higher when determining your overland speed. Drawback: Foul Brand Effect: You have the symbol of an evil deity burned into your flesh. If the symbol is on your hand, you take a –1 penalty on Disable Device, Disguise, and Sleight of Hand checks. If the symbol is on your face, you take a –2 penalty on Bluff, Diplomacy, and Disguise checks. This does not count as a holy symbol for the purposes of a divine focus for spellcasting. (face) Feats: 1st Additional Traits 3rd: Improved Initiative Racial Features: Darkvision 60', Wildfire HeartIfrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks. This racial trait replaces energy resistance. , Efreeti MagicSome ifrits inherit an efreeti ancestor’s ability to magically change a creature’s size. They can cast either enlarge person or reduce person (the ifrit chooses when using this ability) once per day as a spell-like ability (caster level equals the ifrit’s level). The ifrit can use this ability to affect other ifrits as though they were humanoid creatures. , Magma AffinityIfrit sorcerers with the efreeti bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Ash subdomain use their domain powers and spells at +1 caster level. Inquisitor Class Abilities: 1st: Domain: Ash Subdomain, Judgement 1/day, Monster LoreThe inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures. , Orisons, Stern Gaze (Ex)Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1). , Cunning Initiative (Ex)At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier. , Detect Alignment (Sp)At 2nd level, at will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time. 2nd: Track (Ex)At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks. 3rd: Solo Tactics (Ex)At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus. , Teamwork FeatAt 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat. As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier. Shielded Caster Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 competence bonus on concentration checks. • If your ally is wielding a buckler or a light shield, this bonus increases by +1. • If your ally is wielding a heavy shield or a tower shield, this bonus increases by +2. • Finally, if an enemy threatening you and your ally has the Disruptive feat, or another ability that increases the DC of concentration checks, the amount of the increase is halved. Warpriest Class Abilities: 1st: Aura (Ex)A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment (see detect evil). Neutral, Blessings (Su)A warpriest’s deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a warpriest isn’t devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies. Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier. If a warpriest also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the warpriest can change his former blessings or domains to make them conform. 4/day FireFire Strike (minor): At 1st level, you can touch one weapon and enhance it with the grandeur of fire. For 1 minute, this weapon glows red-hot and deals an additional 1d4 points of fire damage with each hit. This additional damage doesn’t stack with the additional damage from the flaming or flaming burst weapon special abilities. , War War Mind (minor): At 1st level, you can touch an ally and grant it a tactical advantage for 1 minute. At the start of its turn each round, it can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round. Judgements Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. • Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses. • Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses. • Immolation: The immolator channels purifying flame to consume her enemies. When dealing fire damage to an opponent, she treats the target’s fire resistance as 5 lower than normal (minimum 0). At 6th level, she treats the target’s resistance as 10 lower than normal, 15 lower than normal at 11th level, and 20 lower than normal at 16th level. • Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits. • Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses. • Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor. • Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons. • Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase. • Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses. Inquisitor Spells Known: 0: 6, 1st: 4 Spells Per day: 1st: 4 0-lvl: Create Water, Detect Magic, Detect Poison, Disrupt Undead, Light, Read Magic 1st: Cure Light Wounds, Divine Favor, Protection from Evil, Wrath Warpriest Spells Spells Per Day: 0: 3, 1st: 2 0: Mending, Purify Food and Drink, Spark 1st: Comprehend Languages, Endure Elements
  6. Madame Zelda "Pearl" Mordeaux Lv. 4 Goblin Shadowcaster Wizard Pearl appears composed on the surface but grits her pointed teeth and is smoldering beneath her calm facade. She curses in Shadow tongue as she clops over brazenly to get a better look at the newcomers. All the shadows whisper and seem to cower away from her. "WELL!?!" Pearl exclaims to the leader. "We're obviously not here to negotiate, so bring the poor lout out here already so we can be on our way...! We haven't got all day!" "RAMAAAD!!! Stop Bashing That Man Already! I can barely hear myself think!!" OOC Quick Stats Lv. 4 Goblin Shadowcaster Wizard Caster Level: 4 / Speed: 30 / Initiative: 3 / Perception: 5 (darkvision 60ft) DEFENSE AC: 15 [19] Touch: 15 Flat Footed: 12 HP: 26/26 FORT: 3 REFLEX: 5 WILL: 6 OFFENSE PREPARED SPELLS: STATS STR: 9 DEX: 16 CON: 12 INT: 18 WIS: 12 CHA: 10 BAB: 2 CMB: +0 CMD: 13 CONDITIONS: None Combat Actions Free: Swift: Move: move Standard: scroll cast Full:
  7. AC 22 (Mage Armor and Shield) so 22 HP 27/27 Init +2 Fort 5 Ref 3 Will 8 Channels 11/11 Copycat 6/6 Male NG Aasimar Cleric (Blossoming Light), Level 4, Init 2, HP 27/27, Speed 30' Str 8 Dex 14 Con 12 Int 12 Wis 17 Cha 18 AC 14, Bracers of Armor +1, Ring of Protection +1 Touch 13, Flat-footed 11, CMD 13, Fort 4, Ref 3, Will 7, CMB 0, Base Attack Bonus 3 * Longspear +2 (1d8-1, x3) Reach, Brace (+1 dam 1st hit) No Armor, No shield (+2 Dex) * Channels 11/11 day 30'r burst DC17 Will save for half 1d6 (2d6+6 vs undead) no channel resistance * Copycat (Move Action) 6/6 4rnd duration single mirror image Orisons Enhanced Diplomacy, Detect Magic, Light, Resistance 1st level spells Carrion Compass 1, Ears of the City 1, Invisibility to Undead 1, Blessing of the Watch 1, Pearl 1 2nd level spells (3) Drunkard's Breath 1, Protection from Evil (Communal) 1, Burst of Radiance 1 SLA Daylight Wand of Protection from Evil (38/50) charges Wand of Cure Light Wounds (45/50 charges) Wand of Cure Light Wounds (18 charges) -2 this post Wand of Lesser Restoration (10/9/8/7/6/5/4/3/2/1 charges) Wand of Scorching Ray (6/5/4/3/2/1 charges) Wand of Shield (8/7/6/5/4/3/2/1 charges) Now +2 to use Wand of Grease (9/8/7/6/5/4/3/2/1 charges) Wand of Vanish (9/8/7/6/5/4/3/2/1 charges) +2 to roll having been used. Pearl of Power 1st level Abilities Str 8, Dex 14, Con 12, Int 14, Wis 16, Cha 18 Condition DR5 vs acid, cold and electricity, Darkvision 60' Blessing of the Watch: Each member of the company gains a +1 morale bonus on attack rolls and on saving throws against fear effects. This lasts four hours. Anhotep, says nothing to this apart from "interesting". Instead, he steps back, uses one of his wands to no apparent effect, and then becomes two Anhoteps. OOC: That's a 5' step, standard to cast Shield from a wand using UMD and then activating copycat as a move action. Actions Holding wand of shield in the left, wand of grease in the right
  8. The Story Needing to throw a coin a great distance, Pearl just chucks the coin as hard as she can. It sails past the target. It hits the floor and proceeds to roll until hits the back wall. The north part of the room plunges into darkness. However the one rogue is outside of the area of darkness. Dros strides into the darkness and cuts down the one rogue. Ramad strides into the grease and almost slips. He keeps his balance. He attacks and just barely misses the rogue. Anhotep throws a javelin and misses. Trying to get out of the corner, the remaining rogue steps and stabs at Ramad. The blade finds a gap in Ramad's armor. Raisin hears movement from the nearby room, and the double door flings open. Two men armed with shortswords stand in the doorway. Ten feet behind them is a man dressed like this: This man yells " What the in nine hells is going out there?" Looking at Anhotep and Raisin, he asks "Are you here for the priest? He is unharmed. Let's stop and you can have him." Notes: Take your turn. Party Status Ramad: hero pts: 2; 20/32 hp Anhotep: hero pts: 3; 27/27 hp Raisin: hero pts 2; 28/31 hp Dros: Hero pts 2; 27/27 hp Pearl: Hero pts 3; 26/26 hp
  9. I failed the acrobatics, but made my reflex.
  10. dhemon

    Ooc

    Ah, brain stopped working there for a bit. Thought the square was the darkness instead of the grease for some reason. Dros would have just gone straight north instead. I'll adjust, if permissible.
  11. You are moving into the grease spell. If you want to go into those squares, you will need to make a DC10 acrobatics check. Failure requires a DC11 reflex save to prevent falling. Failing the acrobatics check by 5 or more imeans that you instantly fall prone. The black tentacles is the area of the darkness.
  12. HP: 27/27 | AC: 24 - FF: 21 - Touch: 13 | Fort: 7 Ref: 6 Will: 7 Spell Slots1 : 4/4 2 : 2/2 | Mental FocusAbjuration : 4/4 Transmutation : 5/5 Uninvested : 0/9 | Active EffectsBlessing of the Watch : Bless : +1 Atk & +1 Saves against Fear Mirroring Ramad, Dros continued forward into the darkness. Taking advantage of the cover the spell gave, the half-elf struck out at the other thug. Actions Move : 15' N Standard : Attack Smuggler 1
  13. Ramad Khajeel Inquisitor 3/Warpriest 1, HP: 32/32 Saves: Fort 6, Ref 2, Will 7 AC: 23, 11(touch), 22(flat-footed) Speed: 30 Perception: +9 Initiative: +14 Ramad moves forward and advances on the thug on the eastern wall. Using the darkness to his advantage, he strikes quickly upon contact. Statblock [URL=/sheets/?id=2803959][B][SIZE=+1]Ramad Khajeel[/SIZE][/B][/URL] M Neutral Lavasoul (Magma Ifrit) Inquisitor 3, Warpriest 1, [B]Level[/B] 4, [B]Init[/B] 14, [B]HP[/B] 32/32, [B]Speed[/B] 30 [B]AC[/B] 23, [B]Touch[/B] 11, [B]Flat-footed[/B] 22, [B]CMD[/b] 17, [B]Fort[/B] 6, [B]Ref[/B] 2, [B]Will[/B] 7, [B]CMB[/B] +6, [B]Base Attack Bonus[/B] +3 [B] +1 Longsword [/B] +8 (1d8+4, 19-20/x2) [B]silver MW Dagger [/B] +7 (1d4+3, 18-20/x2) [B] +1 Full Plate[/B], [B] MW Heavy Shield[/B] (+10 Armor, +2 Shield, +1 Dex) [B]Abilities[/B] Str 16, Dex 12, Con 14, Int 10, Wis 16, Cha 10 [B]Condition[/B] [B]Skills:[/B] Climb 2, Diplomacy 2, Heal 7, Intimidate 7, Arcana 4, History 4, Perception 9, Sense Motive 8, Spellcraft 4, Stealth +0, Survival 11, Swim 2 [B]Languages:[/B] Common, Draconic, Dwarven, Elven, Ingan, Necril [B]Traits:[/B] [B]Campaign: [/B][ooc="Undead Crusader"]You have dedicated your life to eradicating the scourge of the undead from Golarion. You have spent countless hours studying the different types of undead and have trained endlessly to learn the best ways to defeat them. If any undead creatures come out of the tombs of Wati’s necropolis, you’ll be ready for them! You gain a +1 trait bonus on damage rolls against undead creatures. In addition, you gain a +1 trait bonus on Knowledge (religion) checks, and that skill is always a class skill for you.[/ooc], [B]Combat:[/B] [ooc="Reactionary"]Benefit: You gain a +2 trait bonus on initiative checks.[/ooc], [B]Magic:[/B] [ooc="Gifted Adept"]Your interest in magic was inspired by witnessing a spell being cast in a particularly dramatic method, perhaps even one that affected you physically or spiritually. This early exposure to magic has made it easier for you to work similar magic on your own. [B]Benefit: [/B]Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level.[/ooc] (burning hands), [B]Social:[/B] [ooc="Wanderlust"]Benefit(s): Treat your base land speed as 10 feet higher when determining your overland speed.[/ooc] [B]Drawback:[/B] [ooc="Foul Brand"][B]Effect:[/B] You have the symbol of an evil deity burned into your flesh. If the symbol is on your hand, you take a –1 penalty on Disable Device, Disguise, and Sleight of Hand checks. If the symbol is on your face, you take a –2 penalty on Bluff, Diplomacy, and Disguise checks. This does not count as a holy symbol for the purposes of a divine focus for spellcasting.[/ooc] (face) [B]Feats: 1st[/B] Additional Traits [B]3rd:[/B] Improved Initiative [B]Racial Features:[/B] Darkvision 60', [ooc="Wildfire Heart"]Ifrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks. This racial trait replaces energy resistance.[/ooc], [ooc="Efreeti Magic"]Some ifrits inherit an efreeti ancestor’s ability to magically change a creature’s size. They can cast either enlarge person or reduce person (the ifrit chooses when using this ability) once per day as a spell-like ability (caster level equals the ifrit’s level). The ifrit can use this ability to affect other ifrits as though they were humanoid creatures. [/ooc], [ooc="Magma Affinity"]Ifrit sorcerers with the efreeti bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Ash subdomain use their domain powers and spells at +1 caster level.[/ooc] [B]Inquisitor Class Abilities:[/B] [B]1st:[/B] Domain: Ash Subdomain, Judgement 1/day, [ooc="Monster Lore"]The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.[/ooc], Orisons, [ooc="Stern Gaze (Ex)"]Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).[/ooc], [ooc=Cunning Initiative (Ex)]At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.[/ooc], [ooc=Detect Alignment (Sp)]At 2nd level, at will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.[/ooc] [B]2nd:[/B] [ooc=Track (Ex)]At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.[/ooc] [B]3rd:[/B] [ooc=Solo Tactics (Ex)]At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.[/ooc], [ooc=Teamwork Feat]At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat. As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.[/ooc] [ooc="Shielded Caster"][B]Benefit:[/B] Whenever you are adjacent to an ally who also has this feat, you receive a +4 competence bonus on concentration checks. • If your ally is wielding a buckler or a light shield, this bonus increases by +1. • If your ally is wielding a heavy shield or a tower shield, this bonus increases by +2. • Finally, if an enemy threatening you and your ally has the Disruptive feat, or another ability that increases the DC of concentration checks, the amount of the increase is halved.[/ooc] [B]Warpriest Class Abilities: 1st:[/B] [ooc="Aura (Ex)"]A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment (see detect evil).[/ooc]Neutral, [ooc=Blessings (Su)]A warpriest’s deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a warpriest isn’t devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies. Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier. If a warpriest also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the warpriest can change his former blessings or domains to make them conform.[/ooc] 4/day [ooc=Fire]Fire Strike (minor): At 1st level, you can touch one weapon and enhance it with the grandeur of fire. For 1 minute, this weapon glows red-hot and deals an additional 1d4 points of fire damage with each hit. This additional damage doesn’t stack with the additional damage from the flaming or flaming burst weapon special abilities.[/ooc], [ooc=War][B]War Mind (minor):[/B] At 1st level, you can touch an ally and grant it a tactical advantage for 1 minute. At the start of its turn each round, it can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round.[/ooc] [spoiler=Judgements]Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. • [B]Destruction:[/B] The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses. • [B]Healing:[/B] The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses. • [B]Immolation:[/B] The immolator channels purifying flame to consume her enemies. When dealing fire damage to an opponent, she treats the target’s fire resistance as 5 lower than normal (minimum 0). At 6th level, she treats the target’s resistance as 10 lower than normal, 15 lower than normal at 11th level, and 20 lower than normal at 16th level. • [B]Justice:[/B] This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits. • [B]Piercing:[/B] This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses. • [B]Protection:[/B] The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor. • [B]Purity:[/B] The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons. • [B]Resiliency:[/B] This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase. • [B]Resistance:[/B] The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.[/spoiler] [spoiler=Inquisitor Spells][B]Known: 0:[/B] 6, [B]1st:[/B] 4 [B]Spells Per day:[/B] [B]1st:[/B] 4 [B]0-lvl:[/B] Create Water, Detect Magic, Detect Poison, Disrupt Undead, Light, Read Magic [B]1st:[/B] Cure Light Wounds, Divine Favor, Protection from Evil, Wrath[/spoiler] [spoiler=Warpriest Spells][B]Spells Per Day:[/B] [B]0:[/B] 3, [B]1st:[/B] 2 [B]0:[/B] Mending, Purify Food and Drink, Spark [B]1st:[/B] Comprehend Languages, Endure Elements[/spoiler] M Neutral Lavasoul (Magma Ifrit) Inquisitor 3, Warpriest 1, Level 4, Init 14, HP 32/32, Speed 30 AC 23, Touch 11, Flat-footed 22, CMD 17, Fort 6, Ref 2, Will 7, CMB +6, Base Attack Bonus +3 +1 Longsword +8 (1d8+4, 19-20/x2) silver MW Dagger +7 (1d4+3, 18-20/x2) +1 Full Plate , MW Heavy Shield (+10 Armor, +2 Shield, +1 Dex) Abilities Str 16, Dex 12, Con 14, Int 10, Wis 16, Cha 10 Condition Skills: Climb 2, Diplomacy 2, Heal 7, Intimidate 7, Arcana 4, History 4, Perception 9, Sense Motive 8, Spellcraft 4, Stealth +0, Survival 11, Swim 2 Languages: Common, Draconic, Dwarven, Elven, Ingan, Necril Traits: Campaign: Undead CrusaderYou have dedicated your life to eradicating the scourge of the undead from Golarion. You have spent countless hours studying the different types of undead and have trained endlessly to learn the best ways to defeat them. If any undead creatures come out of the tombs of Wati’s necropolis, you’ll be ready for them! You gain a +1 trait bonus on damage rolls against undead creatures. In addition, you gain a +1 trait bonus on Knowledge (religion) checks, and that skill is always a class skill for you. , Combat: ReactionaryBenefit: You gain a +2 trait bonus on initiative checks. , Magic: Gifted AdeptYour interest in magic was inspired by witnessing a spell being cast in a particularly dramatic method, perhaps even one that affected you physically or spiritually. This early exposure to magic has made it easier for you to work similar magic on your own. Benefit: Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level. (burning hands), Social: WanderlustBenefit(s): Treat your base land speed as 10 feet higher when determining your overland speed. Drawback: Foul Brand Effect: You have the symbol of an evil deity burned into your flesh. If the symbol is on your hand, you take a –1 penalty on Disable Device, Disguise, and Sleight of Hand checks. If the symbol is on your face, you take a –2 penalty on Bluff, Diplomacy, and Disguise checks. This does not count as a holy symbol for the purposes of a divine focus for spellcasting. (face) Feats: 1st Additional Traits 3rd: Improved Initiative Racial Features: Darkvision 60', Wildfire HeartIfrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks. This racial trait replaces energy resistance. , Efreeti MagicSome ifrits inherit an efreeti ancestor’s ability to magically change a creature’s size. They can cast either enlarge person or reduce person (the ifrit chooses when using this ability) once per day as a spell-like ability (caster level equals the ifrit’s level). The ifrit can use this ability to affect other ifrits as though they were humanoid creatures. , Magma AffinityIfrit sorcerers with the efreeti bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Ash subdomain use their domain powers and spells at +1 caster level. Inquisitor Class Abilities: 1st: Domain: Ash Subdomain, Judgement 1/day, Monster LoreThe inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures. , Orisons, Stern Gaze (Ex)Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1). , Cunning Initiative (Ex)At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier. , Detect Alignment (Sp)At 2nd level, at will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time. 2nd: Track (Ex)At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks. 3rd: Solo Tactics (Ex)At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus. , Teamwork FeatAt 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat. As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier. Shielded Caster Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 competence bonus on concentration checks. • If your ally is wielding a buckler or a light shield, this bonus increases by +1. • If your ally is wielding a heavy shield or a tower shield, this bonus increases by +2. • Finally, if an enemy threatening you and your ally has the Disruptive feat, or another ability that increases the DC of concentration checks, the amount of the increase is halved. Warpriest Class Abilities: 1st: Aura (Ex)A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment (see detect evil). Neutral, Blessings (Su)A warpriest’s deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a warpriest isn’t devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies. Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier. If a warpriest also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the warpriest can change his former blessings or domains to make them conform. 4/day FireFire Strike (minor): At 1st level, you can touch one weapon and enhance it with the grandeur of fire. For 1 minute, this weapon glows red-hot and deals an additional 1d4 points of fire damage with each hit. This additional damage doesn’t stack with the additional damage from the flaming or flaming burst weapon special abilities. , War War Mind (minor): At 1st level, you can touch an ally and grant it a tactical advantage for 1 minute. At the start of its turn each round, it can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round. Judgements Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. • Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses. • Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses. • Immolation: The immolator channels purifying flame to consume her enemies. When dealing fire damage to an opponent, she treats the target’s fire resistance as 5 lower than normal (minimum 0). At 6th level, she treats the target’s resistance as 10 lower than normal, 15 lower than normal at 11th level, and 20 lower than normal at 16th level. • Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits. • Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses. • Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor. • Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons. • Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase. • Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses. Inquisitor Spells Known: 0: 6, 1st: 4 Spells Per day: 1st: 4 0-lvl: Create Water, Detect Magic, Detect Poison, Disrupt Undead, Light, Read Magic 1st: Cure Light Wounds, Divine Favor, Protection from Evil, Wrath Warpriest Spells Spells Per Day: 0: 3, 1st: 2 0: Mending, Purify Food and Drink, Spark 1st: Comprehend Languages, Endure Elements
  14. Madame Zelda "Pearl" Mordeaux Lv. 4 Goblin Shadowcaster Wizard Pearl flips open her scroll box. A blast of darkness floods forth from it. She retrieves the enchanted silver piece and tosses it toward the feet of smuggler #1. The shadowy darkness leaps across the room and jingles to a stop to the sound of a spinning coin. OOC Targeting 5' square in front of Smuggler #1 Grid square has AC 5 to hit but rolled a Nat. 1 for total of 6, so the coin might've skipped into an adjacent square or maybe it flew behind her... Who knows? Quick Stats Lv. 4 Goblin Shadowcaster Wizard Caster Level: 4 / Speed: 30 / Initiative: 3 / Perception: 5 (darkvision 60ft) DEFENSE AC: 15 [19] Touch: 15 Flat Footed: 12 HP: 26/26 FORT: 3 REFLEX: 5 WILL: 6 OFFENSE PREPARED SPELLS: STATS STR: 9 DEX: 16 CON: 12 INT: 18 WIS: 12 CHA: 10 BAB: 2 CMB: +0 CMD: 13 CONDITIONS: None Combat Actions Free: Swift: Move: move Standard: scroll cast Full:
  15. Rakle

    Ooc

    Ok. she will get hit for 3hp of damage
  16. Raze Nae' Aire, Unchained Tiefling Rogue QUICK STATS: AC=22, Touch=14, FF=18 / HP=30/31 / Init=4 / Saves: Fort=4, Reflex=10, Will=4 _______________________________________________________________________ Raisin is unable to dodge the javelin which the guard threw at her, but fortunately the ranged weapon merely bounces of her left shoulder leaving only a tiny welt at the point of impact as the Tiefling's natural immunity to mundane weapons renders the bulk of the damage from the attack moot and totally ineffective. With her prehensile tail twitching side-to-side in anticipation of the 'kill,' Raze grins broadly at the guard who attacked her, revealing rows of razor-sharp silver teeth that are commonly associated with demons, before the rogue releases another deadly arrow at the eastern-most smuggler sinking the projectile deep into his flesh in satisfying retaliation. After her attack, the Tiefling burglar keeps one eye and her ears focused on the party's rear and side flanks as she takes a single step back and toward the east to take advantage of the corner of the wall using the stone construction as hard cover against attacks from the guard who was directly in front of her, while silently wondering why grease magic was used when the plan was to use darkness to the group's mutual advantage. Mechanics DAMAGE: Raisin has DR2/Cold Iron so 2 out of 3 points of damage from the javelin attack are ignored Free Action: Passive Sensory Check Swift Action: Move Action: Standard Action: Attack Smuggler 2 with Composite Short Bow Move: 5-foot step as shown on map Continuing Effects: Blessing of the Watch: +1 morale bonus on attack rolls and on saving throws against fear effects
  17. AC 14 (18 Mage Armor) HP 27/27 Init +2 Fort 5 Ref 3 Will 8 Channels 11/11 Copycat 6/6 Male NG Aasimar Cleric (Blossoming Light), Level 4, Init 2, HP 27/27, Speed 30' Str 8 Dex 14 Con 12 Int 12 Wis 17 Cha 18 AC 14, Bracers of Armor +1, Ring of Protection +1 Touch 13, Flat-footed 11, CMD 13, Fort 4, Ref 3, Will 7, CMB 0, Base Attack Bonus 3 * Longspear +2 (1d8-1, x3) Reach, Brace (+1 dam 1st hit) No Armor, No shield (+2 Dex) * Channels 11/11 day 30'r burst DC17 Will save for half 1d6 (2d6+6 vs undead) no channel resistance * Copycat (Move Action) 6/6 4rnd duration single mirror image Orisons Enhanced Diplomacy, Detect Magic, Light, Resistance 1st level spells Carrion Compass 1, Ears of the City 1, Invisibility to Undead 1, Blessing of the Watch 1, Pearl 1 2nd level spells (3) Drunkard's Breath 1, Protection from Evil (Communal) 1, Burst of Radiance 1 SLA Daylight Wand of Protection from Evil (38/50) charges Wand of Cure Light Wounds (45/50 charges) Wand of Cure Light Wounds (18 charges) -2 this post Wand of Lesser Restoration (10/9/8/7/6/5/4/3/2/1 charges) Wand of Scorching Ray (6/5/4/3/2/1 charges) Wand of Shield (8/7/6/5/4/3/2/1 charges) Wand of Grease (9/8/7/6/5/4/3/2/1 charges) Wand of Vanish (9/8/7/6/5/4/3/2/1 charges) +2 to roll having been used. Pearl of Power 1st level Abilities Str 8, Dex 14, Con 12, Int 14, Wis 16, Cha 18 Condition DR5 vs acid, cold and electricity, Darkvision 60' Blessing of the Watch: Each member of the company gains a +1 morale bonus on attack rolls and on saving throws against fear effects. This lasts four hours. Anhotep, about to switch to a cure light wand, looks on with amazement a Raizin's left shoulder is barely scratched by a javelin. He reaches down, picks up the javelin and hurls it back at the closer enemy of the two, if time and circumstance allows. Actions Holding wand of shield in the left, wand of grease in the right
  18. Terran

    Ooc

    Not sure. Must have had a shield of faith or protection from evil spell cast on her earlier in the game and I just forgot to take it off. I did not notice since it has been forever since she was attacked. AC is correct now on the header, stat block and PC Sheet. AC = 22
  19. The Story The men were already standing when the party comes rushing around the corner. They seem shocked that goblin woman in robes is leading the charge. Raisin fires an arrow that bounces off the back wall. Splat the floor around them is cover in grease, but neither of them tumble. They scream "ENEMIES!". They step out of the slime. Each draws and throws a javelin. One javelin goes sailing over Pearl's head, and the other goes straight towards Raisin. Notes: Take your turn What is giving Raisin a +2 deflection bonus to AC? Party Status Ramad: hero pts: 2; 32/32 hp Anhotep: hero pts: 3; 27/27 hp Raisin: hero pts 2; 28/31 hp Dros: Hero pts 2; 27/27 hp Pearl: Hero pts 3; 26/26 hp
  20. Rakle

    Ooc

    That plan got changed. You will probably want to double move Ramad into position.
  21. AC 14 (18 Mage Armor) HP 27/27 Init +2 Fort 5 Ref 3 Will 8 Channels 11/11 Copycat 6/6 Male NG Aasimar Cleric (Blossoming Light), Level 4, Init 2, HP 27/27, Speed 30' Str 8 Dex 14 Con 12 Int 12 Wis 17 Cha 18 AC 14, Bracers of Armor +1, Ring of Protection +1 Touch 13, Flat-footed 11, CMD 13, Fort 4, Ref 3, Will 7, CMB 0, Base Attack Bonus 3 * Longspear +2 (1d8-1, x3) Reach, Brace (+1 dam 1st hit) No Armor, No shield (+2 Dex) * Channels 11/11 day 30'r burst DC17 Will save for half 1d6 (2d6+6 vs undead) no channel resistance * Copycat (Move Action) 6/6 4rnd duration single mirror image Orisons Enhanced Diplomacy, Detect Magic, Light, Resistance 1st level spells Carrion Compass 1, Ears of the City 1, Invisibility to Undead 1, Blessing of the Watch 1, Pearl 1 2nd level spells (3) Drunkard's Breath 1, Protection from Evil (Communal) 1, Burst of Radiance 1 SLA Daylight Wand of Protection from Evil (38/50) charges Wand of Cure Light Wounds (45/50 charges) Wand of Cure Light Wounds (18 charges) -2 this post Wand of Lesser Restoration (10/9/8/7/6/5/4/3/2/1 charges) Wand of Scorching Ray (6/5/4/3/2/1 charges) Wand of Shield (8/7/6/5/4/3/2/1 charges) Wand of Grease (9/8/7/6/5/4/3/2/1 charges) Wand of Vanish (9/8/7/6/5/4/3/2/1 charges) +2 to roll having been used. Pearl of Power 1st level Abilities Str 8, Dex 14, Con 12, Int 14, Wis 16, Cha 18 Condition DR5 vs acid, cold and electricity, Darkvision 60' Blessing of the Watch: Each member of the company gains a +1 morale bonus on attack rolls and on saving throws against fear effects. This lasts four hours. Anhotep move across to the other corner to back up Raizin, looks around.. figures there's nowwhere these two can go. Turns and gestures back at Ramad.. "Charge in Ramad." Actions Holding wand of shield in the left, wand of grease in the right
  22. HP: 27/27 | AC: 24 - FF: 21 - Touch: 13 | Fort: 7 Ref: 6 Will: 7 Spell Slots1 : 4/4 2 : 2/2 | Mental FocusAbjuration : 4/4 Transmutation : 5/5 Uninvested : 0/9 | Active EffectsLegacy Weapon : (+1 bonus granted) - Merciful - 9/10 rounds Blessing of the Watch : Bless : +1 Atk & +1 Saves against Fear Hustling forward, Dros plants himself in front of the others, fauchard at the ready. Actions Double Move : 25' E, 5' NE, 10' N
  23. Raisin moves and misses with her arrow attack. Map updated.
  24.  
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