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IWantBapo

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  1. - Currently in game lvl 3 Rogue/Cleric - Currently looking for work lvl 3 Beguiler/warblade
  2. I believe I am just waiting on to see if anything significant is decided and then I will move the game forward.
  3. Female Lawful Evil Human, Lvl: 3, Init +1, HP 26/30, Spd: 20ft AC: 21, Touch: 11, Flat-Foot: 20 Fort: 6, Ref: 5, Will: 6, BaB: +3, Str 16, Dex 12, Con 14, Int 12, Wis 15, Cha 8 Conditions: None, Spot/Listen: -3 "Your gratitude is appreciated but you really should follow Faith out of the building before more of these bandits show up" The prospect of fighting off a wizard was concerning to Valen but she questioned why someone of such education would become the leader of a bandit crew. It seemed there were some questions worth finding the answer to in this place; and greater potential for relics to be discovered. With a casual step she turns to face her other companions, facing away from the cage to the south of the room. Now facing Yasei she does her best to answer her question. "Well in my brief experience.. expect explosions" She shrugged, offering a wry smirk as if the answer was in some way amusing. Still, she was quite serious about her response and expected that the journey forward would be made more difficult by the inclusion of a wizard among the ranks of the thieves. EffectValen has cast Magic Weapon on her Flail. This is her 1st level domain spell. +1 Attack/Damage for 3 minutes. 126 seconds have passed!
  4. Female Lawful Evil Human, Lvl: 3, Init +1, HP 26/30, Spd: 20ft AC: 21, Touch: 11, Flat-Foot: 20 Fort: 6, Ref: 5, Will: 6, BaB: +3, Str 16, Dex 12, Con 14, Int 12, Wis 15, Cha 8 Conditions: None, Spot/Listen: -3 Studying the woman and her movements its quite clear to Valen that she is either the mother or guardian of these children. She places her hand on Faith's shoulder, expecting that she will allow her to handle the situation. "Excuse us ma'am, we have happened upon you while clearing what remains of these miscreants.. you are free to leave now but mind the trapped floor on your way out" EffectValen has cast Magic Weapon on her Flail. This is her 1st level domain spell. +1 Attack/Damage for 3 minutes. 126 seconds have passed!
  5. Sometimes taking a vacation also includes taking a break from your hobbies.
  6. Female Lawful Evil Human, Lvl: 3, Init +1, HP 26/30, Spd: 20ft AC: 21, Touch: 11, Flat-Foot: 20 Fort: 6, Ref: 5, Will: 6, BaB: +3, Str 16, Dex 12, Con 14, Int 12, Wis 15, Cha 8 Conditions: None, Spot/Listen: -3 Focused on the fight Valen continued to battle against the bandits until abruptly interrupted by the sound of chanting. The room filled with an unnatural substance and then the event ended as soon as it began. Where her ally once stood now stands two new figures; instinctively she knew where they had come from. Magic had always been an interesting topic, whatever power had brought these two new individuals from one place to another had certainly been outside of Valen's scope. She made a mental note to study the foundations of magical transportation and then brought her attention back to matters at hand. "I am Valen Leclair, welcome to our little adventure" she offered a curt greeting, unsure of how best to handle knowing that Faith might *actually* eat the children in the corner. She thought to speak against it but then reconsidered; allowing her ally to attempt picking the lock on the door. EffectValen has cast Magic Weapon on her Flail. This is her 1st level domain spell. +1 Attack/Damage for 3 minutes. 126 seconds have passed!
  7. *Example Post & Application to game* Female Chaotic Neutral Grey-Elf, Lvl: 3, Init +3, HP 36/36, Spd: 30ft AC: 18, Touch: 13, Flat-Foot: 15 Fort: 4, Ref: 8, Will: 2, BaB: +3, Str 10, Dex 16, Con 12, Int 18, Wis 8, Cha 12 Conditions: None, Spells: 0:0:Dancing Lights:Creates torches or other lights. 0:Daze: Humanoid creature of 4 HD or less loses next action. 0:Detect Magic: Detects spells and magic items within 60 ft. 0:Read Magic: Read scrolls and spellbooks. 0:Message: Whispered conversation at distance. 0:Ghost Sound: Figment sounds. 6/6 1:1: Color Spray: Knocks unconscious, blinds, and/or stuns 1d6 weak creatures. 1: Disguise Self: Changes your appearance. 1: Obscuring Mist: Fog surrounds you. 1: Distract Assailant: Make one creature flat-footed. 1: Expeditious Retreat: Your speed increases by 30 ft. 1: Charm Person: Makes one person your friend. 6/6 Readied ManeuversLeading the Charge White Raven Tactics Sapphire Nightmare Blade Maneuvers KnownLeading the Charge (Whi) White Raven Tactics (Whi) Claw at the Moon (Tig) Sapphire Nightmare Blade (Dia) Moment of Perfect Mind (Dia) Stances KnownStance of Clarity Spells Known0:Dancing Lights:Creates torches or other lights. 0:Daze: Humanoid creature of 4 HD or less loses next action. 0:Detect Magic: Detects spells and magic items within 60 ft. 0:Read Magic: Read scrolls and spellbooks. 0:Message: Whispered conversation at distance. 0:Ghost Sound: Figment sounds. 1: Color Spray: Knocks unconscious, blinds, and/or stuns 1d6 weak creatures. 1: Disguise Self: Changes your appearance. 1: Obscuring Mist: Fog surrounds you. 1: Distract Assailant: Make one creature flat-footed. 1: Expeditious Retreat: Your speed increases by 30 ft. 1: Charm Person: Makes one person your friend. Two Three Four Five Six Seven Eight Nine Olwyn steps lightly as she treads the dirt trail; her sword clinking lightly against the back of her chain-mail. It had been several days since her last visit to a settlement. "Excuse me, where can I find the nearest tavern?" she spoke to the nearest onlooker, expecting an answer. OOC: I'll participate in a round or two!
  8. Oh I see what you were talking about now. Okay so I add grapple in and I typo'd my armour, it was supposed to be a chain shirt. I also add Int to Reflex saves. Its a shame people don't know more about ToB it really adds so much to melee.
  9. I marked my bonus feats from Warblade with a B so that you could see that they came from a class ability/feature. I don't know what you are referring to when you say that grapple isn't filled out. Do you mean the grappling hook or some kind of defence that I did not see on the sheet? I went and made information about my known ToB features available through OOC will this work? Also I have placed the stance & maneuver information into "other notes" since the spell area will likely eventually fill up. The stance as written; STANCE OF CLARITY Diamond Mind (Stance) Level: Swordsage 1, warblade 1 Initiation Action: 1 swift action While you are in this stance, you must choose a single opponent as your target at the start of your turn. You gain a +2 insight bonus to AC against that foe until you change the target of this stance. You take a –2 penalty to AC against all other opponents while using stance of clarity.
  10. Female Chaotic Neutral Grey-Elf, Lvl: 3, Init +3, HP 36/36, Spd: 30ft AC: 18, Touch: 13, Flat-Foot: 15 Fort: 4, Ref: 8, Will: 2, BaB: +3, Str 10, Dex 16, Con 12, Int 18, Wis 8, Cha 12 Conditions: None, Spells: 0:0:Dancing Lights:Creates torches or other lights. 0:Daze: Humanoid creature of 4 HD or less loses next action. 0:Detect Magic: Detects spells and magic items within 60 ft. 0:Read Magic: Read scrolls and spellbooks. 0:Message: Whispered conversation at distance. 0:Ghost Sound: Figment sounds. 6/6 1:1: Color Spray: Knocks unconscious, blinds, and/or stuns 1d6 weak creatures. 1: Disguise Self: Changes your appearance. 1: Obscuring Mist: Fog surrounds you. 1: Distract Assailant: Make one creature flat-footed. 1: Expeditious Retreat: Your speed increases by 30 ft. 1: Charm Person: Makes one person your friend. 6/6 Readied ManeuversLeading the Charge White Raven Tactics Sapphire Nightmare Blade Maneuvers KnownLeading the Charge (Whi) White Raven Tactics (Whi) Claw at the Moon (Tig) Sapphire Nightmare Blade (Dia) Moment of Perfect Mind (Dia) Stances KnownStance of Clarity Spells Known0:Dancing Lights:Creates torches or other lights. 0:Daze: Humanoid creature of 4 HD or less loses next action. 0:Detect Magic: Detects spells and magic items within 60 ft. 0:Read Magic: Read scrolls and spellbooks. 0:Message: Whispered conversation at distance. 0:Ghost Sound: Figment sounds. 1: Color Spray: Knocks unconscious, blinds, and/or stuns 1d6 weak creatures. 1: Disguise Self: Changes your appearance. 1: Obscuring Mist: Fog surrounds you. 1: Distract Assailant: Make one creature flat-footed. 1: Expeditious Retreat: Your speed increases by 30 ft. 1: Charm Person: Makes one person your friend. Two Three Four Five Six Seven Eight Nine Olwyn steps lightly as she treads the dirt trail; her sword clinking lightly against the back of her chain-mail. It had been several days since her last visit to a settlement. "Excuse me, where can I find the nearest tavern?" she spoke to the nearest onlooker, expecting an answer.
  11. Race Information Grey Elf +2 Dex / -2 Con / +2 Int / -2 Str Ability Scores: 10 Str, 16 Dex, 12 Con, 18 Int, 8 Wis, 12 Cha, HD: d12 (36 Hp) Skill Points: 6+Int Patron Deity Shar · (Elf) · : As creatures, gray elves have no special bonuses or penalties due to their size. · Gray elf is 30 feet. · Immunity to magic sleep effects, and a +2 racial bonus against spells or effects. · : A gray elf can see twice as far as a in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. · Weapon Proficiency: Gray elves receive the for the , , (including ), and (including ) as bonus . · +2 racial bonus on , , and checks. A gray elf who merely passes within 5 feet of a secret or concealed door is entitled to a check to notice it as if she were actively looking for it. · : Common and Elven. : Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. Class Levels & Abilities by level 1 Warblade / Beguiler (Battle Clarity (Reflex), Weapon Aptitude, Armored Mage, Trapfinding) 2 Warblade / Beguiler (Uncanny Dodge, Cloaked Casting +1 DC, Surprise Casting) 3 Warblade / Beguiler (Battle Ardor (Critical Confirmation), Advanced Learning) 4 Warblade / Beguiler 5 Warblade / Beguiler (Bonus Feat, Silent Spell) 6 Warblade / Beguiler (Improved Uncanny Dodge, Surprise Casting (Move action)) 7 Warblade / Beguiler (Battle Cunning (Damage), Advanced Learning) 8 Warblade / Beguiler (Cloaked Casting +2 to overcome SR) 9 Warblade / Beguiler (Bonus Feat) 10 Warblade / Beguiler (Still Spell) 11 Warblade / Beguiler (Battle Skill (Opposed Checks), Advanced Learning) 12 Warblade / Beguiler 13 Warblade / Beguiler (Bonus Feat) 14 Warblade / Beguiler (Cloaked Casting +2 DC) 15 Warblade / Beguiler (Battle Mastery (AoOT), Advanced Learning) 16 Warblade / Beguiler 17 Warblade / Beguiler (Bonus Feat) 18 Warblade / Beguiler 19 Warblade / Beguiler (Advanced Learning) 20 Warblade / Beguiler (Stance Mastery, Cloaked Casting (Overcomes SR)) Known Maneuvers Leading the Attack (Whi)LEADING THE ATTACK White Raven (Strike) Level: Crusader 1, warblade 1 Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: 1 round You boldly strike at your enemy. As you attack, you shout a war cry to demonstrate that victory is at hand. This attack inspires nearby allies to join the fray with renewed vigor. When you make an attack, your allies take heart in your example and fight with renewed purpose. By stoking the fire of battle in your allies’ hearts, you inspire them to greater heroics. As part of this maneuver, you make a single melee attack. If your attack is successful, your allies gain a +4 morale bonus on attack rolls for 1 round against the creature you hit. White Raven Tactics (Whi)WHITE RAVEN TACTICS White Raven (Boost) Level: Crusader 3, warblade 3 Prerequisite: One White Raven maneuver Initiation Action: 1 swift action Range: 10 ft. Target: One ally You can inspire your allies to astounding feats of martial prowess. With a few short orders, you cajole them into seizing the initiative and driving back the enemy. Your knowledge of tactics can aid your allies’ attacks, and it also allows you to spot, predict, and counter your enemies’ actions. In the chaos of battle, you impose the order needed for tight, effective group tactics. When you use this maneuver, select an ally within range. Her initiative count immediately equals your initiative count –1. She then acts on her new initiative count as normal. If she has already acted in the current round, she can act again. If this maneuver would not change your ally’s initiative count, it has no effect. If she has not yet acted during this round, her initiative count changes, and she acts on that count as normal. She does not act again on her original initiative count. Claw at the Moon (Tig)CLAW AT THE MOON Tiger Claw (Strike) Level: Swordsage 2, warblade 2 Initiation Action: 1 standard action Range: Melee attack Target: One creature You leap into the air, catching your foe off guard as you slice down into him. You learn to leap into the air and slice at a foe’s vulnerable points. Like a great cat, you spring into the air and attack your foe from an unexpected direction. As part of this maneuver, you attempt a Jump check to leap into the air and make a melee attack that targets your foe’s upper body, face, and neck. The Jump check’s DC is equal to your target’s AC. If this check succeeds, your attack deals an extra 2d6 points of damage. If this attack threatens a critical hit, you gain a +4 bonus on your roll to confirm the critical hit. If your check fails, you can still attack, but you do not deal extra damage or gain a bonus on a roll to confirm a critical hit. The maneuver is still considered expended. Sapphire Nightmare Blade (Dia)SAPPHIRE NIGHTMARE BLADE Diamond Mind (Strike) Level: Swordsage 1, warblade 1 Initiation Action: 1 standard action Range: Melee attack Target: One creature Your study your enemy for a brief moment, watching his defensive maneuvers and making a strike timed to take advantage of a lull in his vigilance. The sapphire nightmare blade is one of the most basic, but important, maneuvers that a Diamond Mind adept studies. It illustrates that a keen mind can pierce even the toughest defenses. You attempt a Concentration check as part of this maneuver, using the target creature’s AC as the DC of the check. You then make a single melee attack against your target. The attack is also part of this maneuver. If your Concentration check succeeds, the target is flat-footed against your attack, and you deal an extra 1d6 points of damage. If your check fails, your attack is made with a –2 penalty and deals normal damage. Moment of Perfect Mind (Dia)MOMENT OF PERFECT MIND Diamond Mind (Counter) Level: Swordsage 1, warblade 1 Initiation Action: 1 immediate action Range: Personal Target: You Your mental focus and martial study have rendered your will into an unbreakable iron wall. When someone targets you with a spell that seeks to erode your willpower, you steel yourself against the attack. Between your devoted study, iron will, and supreme focus, you have learned to resist attempts to subvert your willpower. When you feel such an effect try to cloud your mind, you can draw on untapped reserves of energy to counter the attempt. You can use this maneuver any time you would be required to make a Will save. Make a Concentration check instead of the Will save and use the result of that check to determine the save’s success. You must use this maneuver before you attempt the Will save. A result of a natural 1 on your Concentration check is not an automatic failure. Stances Known Stance of Clarity (Dia)STANCE OF CLARITY Diamond Mind (Stance) Level: Swordsage 1, warblade 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance You focus your efforts on a single opponent, studying his moves and preparing an attack. Your other opponents fade from sight as your mind locks onto your target. This stance allows you to focus on a single opponent to the exclusion of all others. You read your foe’s fighting stance, his favored attacks, and the methods he used to train. By combining these factors into a single analysis of his abilities, you see how to foil his attacks. While you are in this stance, you must choose a single opponent as your target at the start of your turn. You gain a +2 insight bonus to AC against that foe until you change the target of this stance. You take a –2 penalty to AC against all other opponents while using stance of clarity. Feats & Bonus Spells Feats & Advanced Learning Spells Gained Flaw; Pathetic: -2 Wisdom. Flaw; -1 Hp per level 1: Exotic Weapon Proficiency; Sword, Elven Court Blade. (RotW) 1: Weapon Finesse 1: Combat Expertise 3AL: Distract Assailant 3: Shadow Weave Magic (PGF) 5B: Blade Meditation (White Raven) 6: Spell Focus (Enchantment) 7AL: Heroism 9: Heighten Spell 9B: White Raven Defense 11AL: Shadow Evocation 12: Versatile Spellcaster (RoDr) 13B: Blind Fight 15: Unsettling Enchantment (CM) 15AL: Shadow Conjuration Greater 17B: Iron Will 18: Greater Spell Focus (Enchantment) 19AL: Shades Equipment 3000 Gp Cost: 2501 Gp 1 Sp 1 Cp Remaining: 498 Gp 9 Sp 9 Cp Backpack (empty) 2 gp 2 lb. Bedroll 1 sp 5 lb.1 Chalk, 1 piece 1 cp — Crowbar 2 gp 5 lb. Flint and steel 1 gp — Grappling hook 1 gp 4 lb. Mirror, small steel 10 gp ½ lb. Manacles, masterwork 50 gp 2 lb. Waterskin x2 1 gp 4 lb.1 110 gp 1 lb. x2 2 gp 1 lb. Thieves’ tools, masterwork 100 gp 2 lb. Holy symbol, wooden (Shar) 1 gp — Spell component pouch 5 gp 2 lb. 250 gp Explorer’s outfit 10 gp 8 lb.1 Traveler’s outfit 1 gp 5 lb.1 Disguise kit 50 gp 8 lb.1 Horse, light 75 gp Pack Saddle 5 gp 15 lb. +1 Chain shirt 1250 gp 4 AC 4 Dex -1 ACP 20% SF 30 ft. 20 ft. 25 lb. MW Longbow 375 gp 1d6 1d8 ×3 Crit 100 ft. 3 lb. Piercing (20) 1 gp — — — — 3 lb. — MW Sword, Elven Courtblade 450 gp 1d8 1d10 18-20×2 — 6 lb. Slashing/Piercing Spells known are equal to the number of spells I can cast in a day and are detailed in the example post in OOC quotes under 0 & 1 respectively.
  12. Name: Olwyn Neresse Level: 3 Deity: Shar, Mistress of the Night. Race, Class: Female Grey Elf, Warblade/Beguiler. Loyalties: Shar Mistress of the Night & Ebon Cabal. Character Concept: A secondary fighter with useful battlefield control & social skills. Description: This grey skinned red haired male appears to be observing the room with the utmost concentration. His lips are pursed and it appears he is in pursuit of something that does not seem to be present. A sword sized for a medium creature rests on the left side where the appropriate hand currently rests; just above it slung over the shoulder is an oak short-bow accompanied by a quiver and arrows to match. Woolen fabrics comprised of pocketed pants and a loose fit shirt can be seen beneath the straps of leather that coat the individuals body; studded bolts of iron indicating the tightly placed leathers are for protection and not for show. Upon closer examination the few layered portions of his dress appear thicker than others in the upper body and a hood generally used to protect from rain or wind appears detached from beneath the aforementioned wool shirt. Personalty; Considerably uptight about cleanliness and hygiene Olwyn enjoys the comforts of living at home. She is fond of organizing both her daily life and objects that just seem 'out of place' often catching herself instinctively reaching for something that might not belong to her; simply to put it where it belongs. While not obsessing over benign differences in the height of two conjoined mirrors or correcting the 'slightly' out of place painting on a friends wall she can be quite forward thinking and straight to the point. Not interested in wasting time on wordplay unless it is a necessary part of the conversation she likes to be quick about what she wants and achieve her interests swiftly. Professionally she considers herself to be a skilled spell-caster and adept at information gathering. Her skills are considerably sharp and while working for an employer or to fulfill her own interests she can be quite deceptive. She prefers to use the guise of a merchant to approach new settlements and make new friends; often portraying herself as entitled and wealthy to pry information out of common folk. This ruse has served her quite well in her past and continues to do so. While not quick to object to assistance she can occasionally butt heads with particularly rowdy individuals who may conflict with her skills in the field. Origin: The daughter of a modest merchant from the city of Sumberton; Olwyn knew no conflict or perils throughout her early life. Her father who was quite a proud man in his haste to better his career makes a deal with the Ebon Cabal sparking rebellion from his daughter. Later in the same year the fruits of Olwyns labour come to fruition and the deal is broken but in doing so she seals the fate of her family and inevitably causes their deaths at the behest of the Cabal. Angry, desperate, and alone, she is left to fend for herself in the township she once considered her home. When the spring finally comes around the following year she sets out to mete out her own brand of justice but waivers lacking the courage to stand up to such a powerful organization. Believing herself to be quite cunning she instead chooses to join the Cabal in order to enact subterfuge from within the wizardly society and in turn gains some select skills through the process. She is a woman who masquerades as a male warrior; in search of vengeance against those who conspired against her family. She is owed a dept of blood and no man or beast will get in the way of her fury. Prologue: Born to a family of merchants of modest wealth and renown; Olwyn's childhood was widely uneventful until her early to late preadolescent years. She received an appropriate education at one of the many temples within Sumberton the largest and most populous of cities within the valley of obelisks as well as formal defence practice at the behest of her mother; a practised and former tutor. The city offered little excitement throughout the year but festivals that dot the calendar brought many joys and fond memories that bound her to the family she knew and loved. Her father, who at the time of her birth was quite satisfied with his work; would later take part in an act of defiance against his own beliefs and join the notorious Ebon Cabal to shore up profits through affiliation. Olwyn had only recently become an adult the same year; her opinion now weighed equally she would spend a great deal of time protesting the decision. Her voice would go unanswered for several months, fierce resistance from her parents eventually leading to conflicts between the two parties and a rebellious attitude in their young daughter. Unwilling to take no for an answer she became increasingly opinionated and eventually managed to convince her family that co-existing with such a notorious faction was not in their best interests. Having gone back on the deal made between themselves and the Ebon Cabal things began to escalate, then spiral, and eventually plummet out of control. Shipments began to go missing along the roadside outside the scope of town, local authorities began turning a blind eye to plea's from the family to investigate, several targeted break-ins left the family feeling alienated and scared. The final escalation being that of an attack on the family on its own, the results of which involved the death of Olwyn's father and mother. That fateful day she had left the city streets and safety of the walls surrounding Sumberton to acquire foraged goods for her family; upon returning home she heard the toll of the city bells, found the scent of charcoal where bread and mirth were once found, and behind the veil of the destruction the loss of her parents, buried deep beneath the rubble of her life-long home. Despite all of the destruction caused by these targeted attacks the local authorities refused to assist her. Without shelter or protection from what threatened her family she wandered the streets for some time, the coming winter months a harsh environment for one so young. Succumbing to bitterness in her dire time of need she began to lash out at the better part of society; angry that when she needed it most no one was willing to offer aid. When spring had finally come and the frost coated streets of Sumberton were once again traversable the raw emotion that had consumed her had reawakened her defiant nature. She set forth to mete out her own sense of justice heading straight for the Black Tower the home of whomever was responsible for the depraved actions against her family. Armed only with her quick wits and determination to uphold the true justice in her heart she traversed the trails of her homeland until her boots wore out. Eventually she would find her way to her destination but would lose sight of her objective out of fear of her own safety; her motivations shifting ever so slightly upon arrival. Rather than make obtuse demands with no true knowledge as to who was responsible she instead made every effort to join the Cabal, intent on destroying it within. Moons pass, her decision to join the faction responsible for her parents death looming over her daily, she eventually succeeds in her efforts and finds her skills improved in the process. Now a capable spell caster she has been sent out on her first proposed mission; intent on earning favour she cannot fail.
  13. Oh okay. Well I don't mind waiting, I work from home so its easy for me to check.
  14. Alright. I will have to take another look at this build then. I am trying to build a Beguiler without using the Beguiler class. lol
  15. Just a quick rules question; If I take levels in Rogue and Sorcerer as Gestalt up to level 3 and then stop taking levels in Sorcerer at level 4 to take Rogue/Arcane Trickster will I progress Sneak Attack damage at a faster pace? Because technically from then on I would gain sneak attack damage bonus twice from Rogue and Arcane Trickster at 5th level and every odd level. Please note that the Arcane Trickster states; Sneak Attack This is exactly like the ability of the same name. The extra damage dealt increases by +1d6 every other level (2nd, 4th, 6th, 8th, and 10th). If an arcane trickster gets a sneak attack bonus from another source the bonuses on damage stack.
  16. A Great Upheaval Morning breaks and the sun's rays pour down upon you. You camp for the night After speaking to Kella the rest of the party takes the time to search what remains of the tavern; you find little else on the second floor due to damage caused by the boulder. Once initial discussions on how to ensure your safety had been concluded you barred both doors with what you had available and hoped for the best. If undisturbed Kella remains upstairs in her room where she silently waits out the night. Without more than a dagger to defend herself she makes no attempt to strike out during your rest. After spending most of the late evening travelling in the rain it is a welcomed change to have four walls to protect you from the weather; unfortunately without a fire you are unable to dry yourselves appropriately making for an uncomfortable time. Once the sun begins to light the sky you are awakened by your elvish companion who has been awake four hours prior to the sun's arrival. OOC: Deduct one ration and a serving of water from your inventories. If you are injured you may heal as per RAW or via magic from an ally. We will assume this occurred prior to your rest. Weather & Effects Weather: Indoors, No penalty. Time: Early Morning, No Penalty. Temperature: Chilly Wind: Light, 4-8 mph.
  17. A Great Upheaval Rain continues to pelt the outer surface of the inn. You stand in the hall "Unless you lowered the bridge on your way into the city I don't expect that they will arrive anytime soon, if its down they may already be inside or be waiting for the storm to pass but I have no more knowledge other than they said they would come." Kella answers Gelfin first and then turns to the remainder of the party. "The bell at the temple did not start ringing until sometime yesterday, maybe it was someone else that survived..I can't say for sure but you would have passed the building before arriving here so I assume you already know the answer to that" "If you are all quite done with your questions I would appreciate it if you left me in peace or found a place to rest elsewhere, I have nothing else to say" OOC: Those of you who have rolled sense motive do not find that Kella is lying. Weather & Effects Weather: Indoors, No penalty. Time: Night, Darkvision. Temperature: Chilly Wind: Light, 2-5 mph
  18. Female Lawful Evil Human, Lvl: 3, Init +1, HP 26/30, Spd: 20ft AC: 21, Touch: 11, Flat-Foot: 20 Fort: 6, Ref: 5, Will: 6, BaB: +3, Str 16, Dex 12, Con 14, Int 12, Wis 15, Cha 8 Conditions: None, Spot/Listen: -3 Stepping through the door to fight one of the bandits, Valen aims at the only one currently not engaged by an ally. (Yellow) She swings her flail tactfully, attempting to mitigate her opponents ability to defend themselves. EffectValen has cast Magic Weapon on her Flail. This is her 1st level domain spell. +1 Attack/Damage for 3 minutes. 120 seconds have passed!
  19. Female Lawful Evil Human, Lvl: 3, Init +1, HP 26/30, Spd: 20ft AC: 21, Touch: 11, Flat-Foot: 20 Fort: 6, Ref: 5, Will: 6, BaB: +3, Str 16, Dex 12, Con 14, Int 12, Wis 15, Cha 8 Conditions: None, Spot/Listen: -3 Valen does not take the time to loot anything from the room instead electing to watch Rhigoxus approach another door. Relaxing her stance she considers what Yasei has said before replying back to them. "I would not fiddle with a trap once it had been placed either, if they were not using the room it could mean they have someone who casts magic or at the very least is able to detect it" She thought to say more but the sudden assault on her metallic ally caught her immediate attention. In the next few moments she re-assumed her combat stance and turned to fully face the door. EffectValen has cast Magic Weapon on her Flail. This is her 1st level domain spell. +1 Attack/Damage for 3 minutes. 114 seconds have passed!
  20. A Great Upheaval Rain continues to pelt the outer surface of the inn. You stand in the hall Kella appears speechless as she turns to face Gelfin. It's clear she is attempting to maintain her composure after the invasion of her thoughts. Though it is unclear if she is aware of what just transpired or if she believes that you cast some form of spell on her without her knowing. Without hesitation but with great nervousness in her voice she replies to Gelfin quite earnestly. "I.. did not have anything to do with the attack on this town, my allies see it as an asset that would be better served under our discrete eyes" Upset by the current circumstances and feeling more than overwhelmed by Gelfin's sudden gain in knowledge; kella sighs to vent her feelings. In this instant she seems to regain some semblance of her composure. "At this point I just want to get out of here alive, everything has gone sideways" Weather & Effects Weather: Indoors, No penalty. Time: Night, Darkvision. Temperature: Chilly Wind: Light, 2-5 mph
  21. Female Lawful Evil Human, Lvl: 3, Init +1, HP 26/30, Spd: 20ft AC: 21, Touch: 11, Flat-Foot: 20 Fort: 6, Ref: 5, Will: 6, BaB: +3, Str 16, Dex 12, Con 14, Int 12, Wis 15, Cha 8 Conditions: None, Spot/Listen: -3 Taking a brief moment to move her hair out of her face; Valen looks to her companions moments later. The battle against undead had ended swiftly but despite how easy it had been the event left questions unanswered. "Well it seems these bandits have some explaining to do" she state plainly. Something was suddenly out of place among the stonework of this old abandoned manor. EffectValen has cast Magic Weapon on her Flail. This is her 1st level domain spell. +1 Attack/Damage for 3 minutes. 102 seconds have passed!
  22. Female Lawful Evil Human, Lvl: 3, Init +1, HP 26/30, Spd: 20ft AC: 21, Touch: 11, Flat-Foot: 20 Fort: 6, Ref: 5, Will: 6, BaB: +3, Str 16, Dex 12, Con 14, Int 12, Wis 15, Cha 8 Conditions: None, Spot/Listen: -3 Valen hops down from the sarcophagus toward the final skeleton, swinging her flail in a controlled and tactical fashion. Without hesitation she attempts to destroy the creature; bringing down her weapon upon it. EffectValen has cast Magic Weapon on her Flail. This is her 1st level domain spell. +1 Attack/Damage for 3 minutes. 96 seconds have passed! ActionAttacking final Skeleton +1 Magic to Att/Dmg +3 Str +3 BaB
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