
allefgib
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After the Hunt
allefgib replied to BarbarossaLives's topic in Quest for the Frozen Flame's Session_1_1
HP 18/18 | AC 17 (+19 with shield raised) Perception +4 | Fort +7 | Ref +4 | Will +6 Resistances cold 1 | Speed 25 feet Statblock Languages Common Skills Acrobatics +1, Athletics +6, Diplomacy +5, Intimidation +5, Lore: Demon +3, Medicine +4, Religion +4 Str +3, Dex +1, Con +2, Int +0, Wis +1, Cha +2 Items Hide, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Religious Symbol (Silver), Healer's Tools, Crowbar, Alcohol (5), Signal Whistle, Clothing (Winter), Air Bladder, Climbing Kit, Wooden Shield (Hardness 3, HP 12, BT 6) Shield Block Melee Scimitar +6 (Forceful, Sweep), Damage 1d6+3 S Reach Spell Divine Prepared Spells DC 14, attack +4; 1st Heal, Heal, Heal; Cantrips Divine Prepared Spells DC 14, attack +4; 1st Magic Weapon, Bless; Cantrips Guidance, Stabilize, Light, Forbidding Ward, Bullhorn Additional Feats Pilgrim's Token, Wintertouched Human Additional Specials Anathema, Deity, Divine Font (Healing Font), Divine Spellcasting, Doctrine (Warpriest) Talyn nodded at Golgarath. "Not as stupid as you look," she said grudgingly in a low murmur. She drew her scimitar and began to circle the clearing in the opposite direction to Golgarath, heading towards the water. OOC: Exploration Activity: defense Reaction: Action 1: Action 2: Action 3: -
allefgib started following After the Hunt , Chapter 1: Orientation and Spire Dormitory
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Chapter 1: Orientation
allefgib replied to hoverfrog's topic in Strength of Thousands's Main Game Thread
Perception +4; Low-Light Vision Languages Common (Mwangi), Taldane, Draconic, Elven, Xanmba, Garundi Skills Acrobatics +5, Athletics +0, Crafting +7, Deception +5, Diplomacy +5, Intimidation +5, Lore: Dragon +7, Nature +4, Occultism +7, Religion +4, Society +7, Stealth +5 Str +0, Dex +2, Con +0, Int +4, Wis +1, Cha +2 AC 15; Fort +3, Ref +5, Will +6 HP 14/14 Speed 25 feet Stat Block Caeliria - Witch 1 CN, Medium, Human, Half-Elf, Humanoid Perception +4; Low-Light Vision Languages Common, Draconic, Elven, Mwangi, Garundi, Sylvan Skills Acrobatics +5, Athletics +0, Crafting +7, Deception +5, Diplomacy +5, Intimidation +5, Lore: Dragon +7, Nature +4, Occultism +7, Religion +4, Society +7, Stealth +5 Str +0, Dex +2, Con +0, Int +4, Wis +1, Cha +2 Items Explorer's Clothing, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Sling Bullets (20), Material Component Pouch, Healing Potion (Minor) (2) AC 15; Fort +3, Ref +5, Will +6 HP 14 Speed 25 feet Melee Sickle +5 (Agile, Finesse, Trip), Damage 1d4 S Melee Staff +3 (Two-Hand d8), Damage 1d4 B Ranged Sling +5 (Propulsive), Damage 1d6 B Occult Prepared Spells DC 17, attack +7; 1st Command, Magic Missile; Cantrips GuidanceCantrip, Divination Cast verbal Range 30 feet; Targets 1 creature Duration until the start of your next turn You ask for divine guidance, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour. CRB , Needle DartsAttack, Cantrip, Concentrate, Manipulate, Metal Range 60 feet; Targets 1 creature Defense AC You shape needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack. Critical Success The target takes double damage and 1 persistent bleed damage. Success The target takes full damage. Heightened (+1) You send one additional needle, increasing the regular damage by 1d4 and increasing the persistent bleed damage on a critical hit by 1. RoE , Shield, Prestidigitation, Warp Step Focus Spells (1 points) Evil EyeRange 30 feet; Targets 1 creature Saving Throw Will; Duration sustained up to 1 minute Your fix your eye on the target, imposing a malevolent hex. The target becomes frightened based on the results of its Will save. This condition value can't be reduced below 1 while the spell is active and you can see the target. Regardless of the outcome, the target is then temporarily immune for 1 minute. Success The target is unaffected. Failure The target is frightened 1. Critical Failure The target is frightened 2. , Phase FamiliarRange 60 feet; Targets your familiar You draw upon your patron's power to momentarily shift your familiar from its solid, physical form into an ephemeral version of itself shaped of mist. Your familiar gains resistance 5 to all damage and is immune to precision damage. These apply only against the triggering damage. Heightened (+1) Increase the resistance by 2. Additional Feats Cauldron, Half-Elf, Skill Training Additional Specials Familiar, Hexes, Patron (Curse), Skill Training (Intimidation), Witch Spellcasting Accar - Familar 1 N, Tiny, Minion, Familiar Perception +5; Darkvision Languages None selected Skills Acrobatics +5, Stealth +5, All other skills +1 Str +0, Dex +0, Con +0, Int +0, Wis +0, Cha +0 Items Unarmored AC 15; Fort +3, Ref +5, Will +6 HP 5/5 Speed 25 feet Familiar Abilities: Threat DisplayYour familiar helps you convey wordless threats through body language. Whenever you attempt an Intimidation check to Demoralize a creature, if your familiar is within 30 feet of your target and can act, it accompanies you with snarls, hisses, or raising its hackles. If it can do so, you don’t take the normal -4 penalty on the Intimidation check if your target doesn’t understand the language you’re speaking. , Independent In an encounter, if you don't Command your familiar, it still gains 1 action each round. Typically, you still decide how it spends that action, but, the GM might determine that your familiar chooses its own tactics rather than performing your preferred action. This doesn’t work with valet or similar abilities that require a command, if you’re capable of riding your familiar, or similar situations. , FlierIt gains a fly Speed of 25 feet., The Familiar of Ongoing MiseryYour familiar seems hostile to all creatures other than you, hissing at them if they get too near. When you Cast or Sustain a hex, your familiar can curse a creature within 15 feet of it, prolonging the duration of any negative conditions affecting it by 1 round. This is a curse effect. This prolongs only conditions with a timed duration (such as "1 round" or "until the end of your next turn") and doesn't prevent conditions from being removed by other means.DarkvisionIt gains darkvision. Caeliria grimaced slightly as Accar shook and ruffled himself on her shoulder sending a spray of water across her left cheek and neck. She studied each of the other new students critically, it was likely she would need to spend a great deal of time with them and she wanted to be aware which of them thought they might be better than the others. Her particularly. Teacher Ot seemed well-meaning enough. It was easy to seem so. One's actions in uplifting the oppressed was where the judgement should come on one's intent. She would hold her judgement there. The expectation of service her at the Mgaambya caught her off guard. Of course she would do her part so long as it wasn't just to aid the privleged becoming more so. That she couldn't abide. When it was her turn to speak she stepped forward and gave a short bow to Teacher Ot. "Greetings all. My name is Caeliria. As you can see I am a native from these lands but have spent sometime... abroad. My strength is in my passion for justice and fair treatment for all. My magic comes from my bond with Accar here." The owl on her left shoulder gave a bob to all present of his head, the body covered in green, rune-inscribed, feathers staying motionless. "I've yet to apply myself in Mgaambya, but I see much need for justice and change here in Nantambu. In most settlements. My goal is to learn and equip myself for the important work of freeing the oppressed and creating a more inclusive, diverse and equitable society. A more scholarly approach to the use of magic will supplement my natural talents through my bond with Accar." She stepped back. That was enough for now. Her intentions were clear and could not be questioned. She would have people know her capabilities and virtues if they had to be reminded daily. Actions / OOC Action 1: Action 2: Action 3: Reaction: Exploration Mode: Investigation -
Thanks - always a pleasure to play with you. Thank you.
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DM Dax| AoA Table 2| Breachill Bravos| OOC
allefgib replied to Dax Thura's topic in DM Dax's AoA Table 2| Breachill Bravos
Good option -
DM Dax| AoA Table 2| Breachill Bravos| OOC
allefgib replied to Dax Thura's topic in DM Dax's AoA Table 2| Breachill Bravos
I'll round out the 'other stuff' next day or so for his shopping. Anyone else buying anything? Now seems the time to level up the gear.... -
Braz'i perused the shop for over an hour. Finally he returned to Crink holding a snare drum with garish scenes of triumph and battle. Along with a few other less notable items. He held the drum almost reverently. "This is special," he said in an excited tone. "I'll buy it please! Oh, and these other things as well. Where did you get it from?" OOC 924.4 gp to spend. Drums of War (Greater) - 460gp Action 1: Action 2: Action 3: Reaction: Stat Block Braz'i the BeaterBard 9 N, Small, Halfling, Wildwood Halfling, Humanoid Perception +16; Languages Common, Halfling Skills Acrobatics +15, Athletics +0, Diplomacy +19, Lore: Warfare +11, Medicine +14, Occultism +11, Performance +19, Stealth +15, Survival +14 Str +0, Dex +4, Con +1, Int +0, Wis +3, Cha +4 Items +1 Resilient Leather, Folding Drums, Mentalist's Staff, Pendant of the Occult, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Spellbook (Blank), Healing Potion (Lesser), Darkvision Elixir (Moderate), Flask of Fellowship, Scroll of Object Reading, Scroll of Pocket Library, Scroll of Comprehend Language AC 27; Fort +15, Ref +18, Will +19; Resolve HP 96 Speed 30 feet Melee +1 Fighting Stick +12 (Uncommon, Backswing, Halfling, Nonlethal, Shove, Magical), Damage 1d6 B Ranged +1 Striking Shortbow +16 (Deadly d10, Magical), Damage 2d6 P Halfling Luck Bon Mot Folding Drums Occult Known Spells DC 27, attack +17; 5th Synesthesia, Shadow Siphon (2 slots); 4th Silence (H+2), Resist Energy (H+2), Restoration (H+2) (3 slots); 3rd Slow ☆, Invisibility Sphere, Fear (H+2) (3 slots); 2nd Telekinetic Maneuver, Dispel Magic ☆, Hideous Laughter (3 slots); 1st Summon Fey, Phantom Pain, Schadenfreude, Soothe ☆ (3 slots); Cantrips Daze, Shield, Haunting Hymn, Telekinetic Projectile, Bullhorn Focus Spells (3 points) Counter Performance Area 60-foot emanation Your performance protects you and your allies. Roll a Performance check for a type you know: an auditory performance if the trigger was auditory, or a visual one for a visual trigger. You and allies in the area can use the better result between your Performance check and the saving throw. Inspire Courage Area 60-foot emanation Duration 1 round You inspire your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects. Lingering Composition You add a flourish to your composition to extend its benefits. If your next action is to cast a cantrip composition with a duration of 1 round, attempt a Performance check. The DC is usually a standard-difficulty DC of a level equal to the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check. Critical Success The composition lasts 4 rounds. Success The composition lasts 3 rounds. Failure The composition lasts 1 round, but you don't spend the Focus Point for casting this spell. Dirge of Doom Area 30-foot emanation Duration 1 round Foes within the area are frightened 1. They can't reduce their frightened value below 1 while they remain in the area. Inspire Heroics You call upon your muse to greatly increase the benefits you provide to your allies with your inspire courage or inspire defense composition. If your next action is to cast inspire courage or inspire defense, attempt a Performance check. The DC is usually a very hard DC of a level equal to that of the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect of your inspire courage or inspire defense composition depends on the result of your check. Critical Success The status bonus from your inspire courage or inspire defense increases to +3. Success The status bonus from inspire courage or inspire defense increases to +2. Failure Your inspire courage or inspire defense provides only its normal bonus of +1, but you don't spend the Focus Point for casting this spell. Additional Feats Adopted Ancestry, Assurance, Battle Cry, Cat Fall, Dirge of Doom, Esoteric Polymath, Guiding Luck, Inspire Heroics, Lingering Composition, Multifarious Muse, Nimble Elf, Toughness, Versatile Performance, Virtuosic Performer, Wildwood Halfling Additional Specials Adopted Ancestry (Elf), Assurance (Medicine), Great Fortitude, Keen Eyes, Multifarious Muse (Polymath), Muses (Maestro), Signature Spells
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DM Dax| AoA Table 2| Breachill Bravos| OOC
allefgib replied to Dax Thura's topic in DM Dax's AoA Table 2| Breachill Bravos
That was my thought. a one action magic missle has saved my group from a TPK - I never underestimate the need to finish something off with certainty! -
After the Hunt
allefgib replied to BarbarossaLives's topic in Quest for the Frozen Flame's Session_1_1
HP 18/18 | AC 17 (+19 with shield raised) Perception +4 | Fort +7 | Ref +4 |Will +6 Resistances cold 1 | Speed 25 feet Statblock Languages Common Skills Acrobatics +1, Athletics +6, Diplomacy +5, Intimidation +5, Lore: Demon +3, Medicine +4, Religion +4 Str +3, Dex +1, Con +2, Int +0, Wis +1, Cha +2 Items Hide, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Religious Symbol (Silver), Healer's Tools, Crowbar, Alcohol (5), Signal Whistle, Clothing (Winter), Air Bladder, Climbing Kit, Wooden Shield (Hardness 3, HP 12, BT 6) Shield Block Melee Scimitar +6 (Forceful, Sweep), Damage 1d6+3 S Reach Spell Divine Prepared Spells DC 14, attack +4; 1st Heal, Heal, Heal; Cantrips Divine Prepared Spells DC 14, attack +4; 1st Magic Weapon, Bless; Cantrips Guidance, Stabilize, Light, Forbidding Ward, Bullhorn Additional Feats Pilgrim's Token, Wintertouched Human Additional Specials Anathema, Deity, Divine Font (Healing Font), Divine Spellcasting, Doctrine (Warpriest) Talyn was glad Pakano wasn't joining them for this task. I've was far better company. She listened quietly to the girl's stories. She studied the details carefully and thought back to the times she'd watched tapirs before. OOC: Exploration Activity: defense Reaction: Action 1: Action 2: Action 3: -
DM Dax| AoA Table 2| Breachill Bravos| OOC
allefgib replied to Dax Thura's topic in DM Dax's AoA Table 2| Breachill Bravos
Any thoughts or suggestions team? -
DM Dax| AoA Table 2| Breachill Bravos| OOC
allefgib replied to Dax Thura's topic in DM Dax's AoA Table 2| Breachill Bravos
Braz'i knows the Posandi are diabloists? -
Caeliria, The Resentment Witch
allefgib replied to allefgib's topic in Strength of Thousands's Characters
All good thanks. Found them in foundry. Key from my intial build in PathBuilder was the Patron name (curse -> the resentment), Familiar of Ongoing Misery ability, adding another ability as was missing one (chose darkvision) and the enfeeble spell over magic missle. -
: 19 + 2 shield | : 13/40 | +7 | :+9 :+5 :+9 | : 20ft Conditions: enfeebled 1, overdrive | Exploration Mode Default: Search Clankerton held his axe threateningly over their new prisoner. "Doit!!" he nodded at Firea. The suggestion held merit, otherwise they would need to retreat back to talk to the teachers. The dwarf didn't even stop to think about such a ridiculous proposition. There was too much exploring to do, too much learning to be had. Too much curioisity to be sated. OOC Action 1: Action 2: Action 3: Statblck Clankerton Ratchet - Inventor 3 CG, Medium, Dwarf, Anvil Dwarf, Humanoid Perception +7; Darkvision Languages Common, Draconic, Dwarven, Elven, Orcish Skills Acrobatics +0, Arcana +8, Athletics +10, Crafting +10, Lore: Academia +8, Lore: Local Terrain +8, Medicine +7, Nature +7, Religion +7, Society +8, Stealth +5, Survival +7, Thievery +5 Str +3, Dex +0, Con +2, Int +3, Wis +2, Cha -1 Items Inventor Power Suit, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Thieves' Tools, Healer's Tools, Basic Crafter's Book, Repair Kit, Alchemist's Lab, Artisan's Tools, Alchemist's Tools, Bracers of Missile Deflection, Antidote (Lesser) (2), Steel Shield (Hardness 5, HP 20, BT 10) AC 19 (+21 with shield raised); Fort +9, Ref +5, Will +9 HP 40 Shield Block Bracers of Missile Deflection Speed 20 feet Melee +1 Dwarven War Axe +9 (Dwarf, Sweep, Two-Hand d12, Uncommon, Magical), Damage 1d8+3 S Melee Light Hammer +8 (Agile, Thrown 20 ft.), Damage 1d6+3 B Ranged Clan Pistol +5 (Uncommon, Concussive, Dwarf, Fatal d10), Damage 1d6 P Battle Medicine Explosive Leap Searing Restoration Explode Overdrive Antidote (Lesser) Arcane Prepared Spells DC 18, attack +8; Cantrips Time Sense, Electric Arc Additional Feats Anvil Dwarf, Crafter's Appraisal, Dwarven Weapon Familiarity, Inventor, Magical Crafting, Specialty Crafting, Wizard Dedication Additional Specials Arcane School, Expert Overdrive, Innovation (Armor Innovation), Peerless Inventor, Reconfigure, Wizard Archetype Arcane School (Abjuration) Notes: From a line of famous smiths in Dongun Hold, Clankerton has been fascinating with creating things since a young age. And sometimes destroying them. Whenever he is deep in thought, or otherwise preoccupied, Clankerton will absentmindedly construct/desctrut things as he thinks. An inquisitive soul, he is always asking questions to understand how things work, or why things are the way they are. Clankerton likes to build and create as a way to help others and the communities in which he lives. He loves seeing the looks of amazement on the faces of others whenever he builds something new and wonderful. Clankerton's main flaw is that when he tries to explain something to otheres he usually ends up speaking too quickly and very few can follow and understand him. Relatively tall for a dwarf, Clankerton keeps his beard trimmed short and out of the way. One can't be too careful with getting it trapped in a new creation. He keeps his black hair thick and brushed back so his bright green eyes can see what they are doing. Often slow to respond emotionally, he nonetheless has a bright smile that comes out when he is interested in something. When concentrating Clankerton has a habit of sticking his tongue half out of his mouth. His family had tried to sponsor his entry into the Magaambya to see if learning magic can add value to the family trade. He was unfortunately refused as it was unclear what alignment modern technology had with the teachings of Old Jatembe. They switched focus into getting him into the Blythir College in Arkenstar. He was accepted but recently... expelled in suspicious and frustrating circumstances.
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Chapter 1:01. The Dawning
allefgib replied to hoverfrog's topic in The Golden Scarab's Main Game Thread
Cyntheria and Mr Mud Character Sheet N, Small, Poppet, Wishborn Poppet, Humanoid Perception +5; Darkvision Languages None selected Skills Acrobatics +7, Athletics +0, Deception +8, Diplomacy +8, Intimidation +8, Medicine +5, Occultism +4, Stealth +7 Str +0, Dex +3, Con +2, Int +0, Wis +1, Cha +4 Items Unarmored AC 17; Fort +8, Ref +7, Will +7 HP 32; Resistances fire -1 Dutiful Retaliation Speed 25 feet Bon Mot Manifest Eidolon Act Together Share Senses Occult Known Spells DC 18, attack +8; 1st Fear, Magic Missile, Soothe (2 slots); Cantrips Prestidigitation, Protect Companion, Shield, Guidance, Telekinetic Projectile Focus Spells (1 points) Boost Eidolon Range 100 feet; Targets your eidolon Duration 1 round You focus deeply on the link between you and your eidolon and boost the power of your eidolon's attacks. Your eidolon gains a +2 status bonus to damage rolls with its unarmed attacks. If your eidolon's Strikes deal more than one weapon damage die, the status bonus increases to 2 per weapon damage die, to a maximum of +8 with four weapon damage dice. Evolution Surge Range 100 feet; Targets your eidolon Duration 1 minute You flood your eidolon with power, creating a temporary evolution in your eidolon's capabilities. Choose one of the following effects:Your eidolon gains low-light vision and darkvision.; Your eidolon gains scent as an imprecise sense up to 30 feet. .; Your eidolon can breathe underwater and gains a swim Speed equal to its land Speed or 30 feet, whichever is less. Alternatively, if your eidolon is normally aquatic, it can breathe air and gains a land Speed equal to its swim Speed or 30 feet, whichever is less. Either way, it gains the amphibious trait. .; Your eidolon gains a +20-foot status bonus to its Speed. .; Heightened (3rd) Add the following options to the list of effects you can choose:Your eidolon becomes Large, instead of its previous size. This increases your eidolon's reach to 10 feet but doesn't change any other statistics for your eidolon. Because of the special link you share, you can ride your eidolon without getting in each other's way. If another creature tries to ride your eidolon, both you and the riding creature each regain only 2 actions at the start of your turns each round, as normal. .; Your eidolon gains a climb Speed equal to its land Speed. .; Heightened (5th) Add the options from the 3rd-level version and the following options to the list of effects you can choose:Your eidolon becomes Huge, instead of its previous size. This has the same effects as the 3rd-level option to become Large, except your eidolon's reach increases to 15 feet. ; Your eidolon gains a fly Speed equal to its Speed. Reinforce Eidolon Range 100 feet; Targets your eidolon Duration 1 round You focus deeply on the link between you and your eidolon and reinforce your eidolon's defenses. Your eidolon gains a +1 status bonus to AC and saving throws, plus resistance to all damage equal to half the spell's level. Your eidolon can benefit from either boost eidolon or reinforce eidolon, but not both; if you cast one of these spells during the other's duration, the newer spell replaces the older one. Additional Feats Energy Heart, Harmless Doll, Mummy Dedication, Reinforce Eidolon, Toughness, Wishborn Poppet Additional Specials Constructed, Disease and Poison Protection, Eidolon (Devotion Phantom Eidolon), Energy Heart (sonic), Evolution Feat, Flammable, Immunity to Death Effects, Link Spells, Negative Healing, Negative Survival, Undead Hunger Cyntheria - Stalwart Guardian2 Medium, Eidolon, Stalwart Guardian, Eidolon Perception +4; Darkvision Languages None selected Skills Acrobatics +6, Athletics +4, Deception +4, Diplomacy +4, Intimidation +4, Medicine +4, Occultism +4, Stealth +6 Str +4, Dex +2, Con +3, Int +0, Wis +0, Cha +0 Items Unarmored AC 18; Fort +9, Ref +6, Will +6 HP 32 Dutiful Retaliation Trigger An enemy within 15 feet of you hits you with a Strike and deals damage to you. Requirements Your eidolon is within 15 feet of you. Your eidolon instinctively flashes with ectoplasmic energy, allowing them to strike back against an enemy who dares to harm you. Your eidolon makes a melee unarmed Strike against the triggering enemy, even if that enemy isn't within your eidolon's reach. Speed 25 feet Melee Primary Attack +8 (Shove), Damage 1d8+4 B Melee Secondary Attack +8 (Agile, Finesse), Damage 1d6+4 Sonic Cyntheria put Mr Mud back on his feet behind Razvan and stalked across the room towards the ladder. "I'm gonna punch that meanie in his stupid face!" she muttered under her breath. Mud looked around carefully for threats. OOC Exploration Activities: Cyntheria: Scout (+1 to all for inititaive) Mud: Search Action 1: Action 2: Action 3: -
After the Hunt
allefgib replied to BarbarossaLives's topic in Quest for the Frozen Flame's Session_1_1
HP 18/18 | AC 17 (+19 with shield raised) Perception +4 | Fort +7 | Ref +4 |Will +6 Resistances cold 1 | Speed 25 feet Statblock Languages Common Skills Acrobatics +1, Athletics +6, Diplomacy +5, Intimidation +5, Lore: Demon +3, Medicine +4, Religion +4 Str +3, Dex +1, Con +2, Int +0, Wis +1, Cha +2 Items Hide, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Religious Symbol (Silver), Healer's Tools, Crowbar, Alcohol (5), Signal Whistle, Clothing (Winter), Air Bladder, Climbing Kit, Wooden Shield (Hardness 3, HP 12, BT 6) Shield Block Melee Scimitar +6 (Forceful, Sweep), Damage 1d6+3 S Reach Spell Divine Prepared Spells DC 14, attack +4; 1st Heal, Heal, Heal; Cantrips Divine Prepared Spells DC 14, attack +4; 1st Magic Weapon, Bless; Cantrips Guidance, Stabilize, Light, Forbidding Ward, Bullhorn Additional Feats Pilgrim's Token, Wintertouched Human Additional Specials Anathema, Deity, Divine Font (Healing Font), Divine Spellcasting, Doctrine (Warpriest) "Thank you Grandfather," Talyn said softly, "We need to be ready to help more with Wipa having other priorities. I assume she won't be joining us for these tasks?" Talyn was concerned she would not be ready. She would never admit it to anyone else but it was a great deal of responsiblitiy and she was all too concious of her many failings. She looked around the others, snorted and shook her head. At least she wasn't as foolish as some. She stayed silent as the others discussed the tasks Grandfather Eiwa had set them. "The Tapir's are nearby? That makes the decision easy surely?" she interjected with a slight tone of frustration in her voice. Foolish discussion for the sake of a discussion didn't set well with the young woman. Not when action was required. OOC: Exploration Activity: Reaction: Action 1: Action 2: Action 3: -
Braz'i enjoyed his time settling into the settlement, particularly performing at Cayden's Keg, and to a lesser extend the Wizard's Grace. The proprietor of the Keg, Brynne, made him feel right at home and slowly loosened his tongue to tell tales of the Bravo's adventures. Performing as often as she would have him, Braz'i felt good to make some gold without needing to put himself, or others, in harms way. The halfling enjoyed having Garion show him the ropes of the town. Seeing the settlement through the gnome's more extroverted viewpoint was a good counterpoint for his own more reserved approach. He particularly enjoyed Garion's influence with Crink the shopkeep. He let the gnome's negotiation complete and then took out his little used staff and well-worn drum. "These are also for sale," he said simply. "However, only if you have adequate replacements in stock. Could you please show me your wares. Your shop is so full of wonderful stock I might quickly lose myself." OOC Braz'i made a hella good gather info roll (38) in the last post. Anything juicy to share from that? He rolled 23 for performance. Level 5 task is DC20. Mastery in performance is 1gp a day. Over a 'week' lets say he performs 5 days? = 5gp extra. Mentalist Staff = 90gp, sell at half value = 45 gp Folding Drums = 160 gp, sell at half value = 80gp. Braz'i will put an extra 100gp back in the pot for the team given he took the anytool (everyone else takes an additional 25GP making their take - 819.4 gp) Leaves Braz'is own take at: 924.4 gp to spend. Let's see if Crink has what we want in stock (assuming he will but keen for feedback from group in OOC on potential purchases) Action 1: Action 2: Action 3: Reaction: Stat Block Braz'i the BeaterBard 9 N, Small, Halfling, Wildwood Halfling, Humanoid Perception +16; Languages Common, Halfling Skills Acrobatics +15, Athletics +0, Diplomacy +19, Lore: Warfare +11, Medicine +14, Occultism +11, Performance +19, Stealth +15, Survival +14 Str +0, Dex +4, Con +1, Int +0, Wis +3, Cha +4 Items +1 Resilient Leather, Folding Drums, Mentalist's Staff, Pendant of the Occult, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Spellbook (Blank), Healing Potion (Lesser), Darkvision Elixir (Moderate), Flask of Fellowship, Scroll of Object Reading, Scroll of Pocket Library, Scroll of Comprehend Language AC 27; Fort +15, Ref +18, Will +19; Resolve HP 96 Speed 30 feet Melee +1 Fighting Stick +12 (Uncommon, Backswing, Halfling, Nonlethal, Shove, Magical), Damage 1d6 B Ranged +1 Striking Shortbow +16 (Deadly d10, Magical), Damage 2d6 P Halfling Luck Bon Mot Folding Drums Occult Known Spells DC 27, attack +17; 5th Synesthesia, Shadow Siphon (2 slots); 4th Silence (H+2), Resist Energy (H+2), Restoration (H+2) (3 slots); 3rd Slow ☆, Invisibility Sphere, Fear (H+2) (3 slots); 2nd Telekinetic Maneuver, Dispel Magic ☆, Hideous Laughter (3 slots); 1st Summon Fey, Phantom Pain, Schadenfreude, Soothe ☆ (3 slots); Cantrips Daze, Shield, Haunting Hymn, Telekinetic Projectile, Bullhorn Focus Spells (3 points) Counter Performance Area 60-foot emanation Your performance protects you and your allies. Roll a Performance check for a type you know: an auditory performance if the trigger was auditory, or a visual one for a visual trigger. You and allies in the area can use the better result between your Performance check and the saving throw. Inspire Courage Area 60-foot emanation Duration 1 round You inspire your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects. Lingering Composition You add a flourish to your composition to extend its benefits. If your next action is to cast a cantrip composition with a duration of 1 round, attempt a Performance check. The DC is usually a standard-difficulty DC of a level equal to the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check. Critical Success The composition lasts 4 rounds. Success The composition lasts 3 rounds. Failure The composition lasts 1 round, but you don't spend the Focus Point for casting this spell. Dirge of Doom Area 30-foot emanation Duration 1 round Foes within the area are frightened 1. They can't reduce their frightened value below 1 while they remain in the area. Inspire Heroics You call upon your muse to greatly increase the benefits you provide to your allies with your inspire courage or inspire defense composition. If your next action is to cast inspire courage or inspire defense, attempt a Performance check. The DC is usually a very hard DC of a level equal to that of the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect of your inspire courage or inspire defense composition depends on the result of your check. Critical Success The status bonus from your inspire courage or inspire defense increases to +3. Success The status bonus from inspire courage or inspire defense increases to +2. Failure Your inspire courage or inspire defense provides only its normal bonus of +1, but you don't spend the Focus Point for casting this spell. Additional Feats Adopted Ancestry, Assurance, Battle Cry, Cat Fall, Dirge of Doom, Esoteric Polymath, Guiding Luck, Inspire Heroics, Lingering Composition, Multifarious Muse, Nimble Elf, Toughness, Versatile Performance, Virtuosic Performer, Wildwood Halfling Additional Specials Adopted Ancestry (Elf), Assurance (Medicine), Great Fortitude, Keen Eyes, Multifarious Muse (Polymath), Muses (Maestro), Signature Spells
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