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hoverfrog

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  1. : Binder 6 | Rogue 1/Warlock 5. AC15, hp 65/65, Init +4 (+2 Dex, +2 Pact Augmentation) "What's that?" Madison points. Show Buer BUER, GRANDMOTHER HUNTRESS Vestige Level: 4th Binding DC: 20 Special Requirement: Yes Buer grants binders superior healing as well as powers against poisons and diseases. Legend: Buer tells many different stories about how she came to be a vestige, so her true origins remain obscure. In various popular versions of the tales, she is a beautiful elf maiden who fell to evil satyrs, a virtuous human ranger killed by a chimera, or a green hag slain by a lammasu. It's likely that Buer herself cannot remember who she was in life or what brought her to her current state, and the stories she tells are cobbled together from the shreds of her memory that remain. Regardless of what her true form once was, most binders believe that she possessed great skill as a hunter and healer in life. Special Requirement: Buer requires that her seal be drawn outdoors. Manifestation: Buer's form is that of a five-branched star, or wheel, composed of satyr legs. She has two faces, one positioned on each side of her wheel-shaped body at the center point where the five legs meet. One face is that of a green hag, and the other is a raging, leonine visage with an unruly mane and beard. Buer constantly moves within her seal, rolling from foot to foot as she traverses its circumference. She always keeps her raging face outward, but she speaks from her green hag face in a friendly manner with a gentle voice. When her body rolls in such a way that her hag face cannot see her summoner, Buer grows frustrated and begins yelling curses at her body. Sign: Your feet turn into satyr's hooves, giving you a curious tip-toeing gait. These hooves prevent you from wearing normal boots or shoes, but magic footwear reshapes to fit you. Influence: Under Buer's influence, you are plagued by momentary memory lapses. For an instant, you might forget even a piece of information as familiar as the name of a friend or family member. Furthermore, since Buer abhors the needless death of living creatures other than animals and vermin, the first melee attack you make against such a foe must be for nonlethal damage. In addition, Buer requires that you not make any coup de grace attacks. Granted Abilities: Buer grants you healing powers, the ability to ignore toxins and ailments, and skills that help you navigate the natural world. Buer's Knowledge: You gain a +4 bonus on Heal, Knowledge (nature), and Survival checks, and you can make Knowledge (nature) checks as if you were trained, even if you have no ranks in that skill. Buer's Purity: You have immunity to disease and poison, and making a pact with Buer removes any existing disease and neutralizes any poison that afflicts you. Delay Diseases and Poisons: Each ally within 30 feet of you gains temporary immunity to poison and disease. Allies within the area make saving throws against disease and poison effects normally, but they do not incur the effects of failure as long as they stay within 30 feet of you. An ally that leaves the area immediately suffers all the effects for any missed saves. Fast Healing: You gain the fast healing 1, and the rate of healing increases with your effective binder level. You gain fast healing 2 at 10th level, fast healing 3 at 13th level, fast healing 4 at 16th level, and fast healing 5 at 19th level. Healing Gift: As a standard action, you can cure 1 point of damage to yourself or another creature. As a full round action, you can cure 1d8 points of damage +1 point per effective binder level (maximum 1d8+10 points). Either version requires that you touch the creature to be cured. If you use the full round cure ability, you cannot use your healing gift again for 5 rounds. The other version is usable at will. Both uses of the ability channel positive energy and deal a corresponding amount of damage to undead. Track: You can track foes as though you possessed the Track feat. Show Pact Augmentation +5 hit points +2 insight bonus on initiative checks
  2. THE MISTS OF THE MOURNLAND Chapter 1 Part 4: The Mists of the Mournland "What do you want me to do?" Antonio asks, slowing the Earth Sled on its approach to the city, "Start with the basics, where are you going? What threats are there? Do you have a way to escape?" "Remember, I'm your driver, I'm not going to put myself in danger for you. If you want to scout the city, that's fine by me." OOC Scene Notes There is no active map at the moment Please use directions when moving (N, S, E, SE, W, etc) We are not in initiative so your movement or actions per post is not limited to round actions. Far 10th Rhaan 998 YK, morning Show Bookkeeping COMBAT/CONDITIONS TRACKER INITIATIVE CONDITIONS MECHANICS DESCRIPTIONS Watch Order Remi & Bonesetter Nox, Terry, & Bonesetter Roderick & Bonesetter To'Nari & Bonesetter Antonio & Bonesetter CHARACTER STATUS 4 damage: 23 from Lightning Rail, 11 healing, 8 goodberry wine ENEMY STATUS Show Active Map
  3. : Binder 6 | Rogue 1/Warlock 5. AC15, hp 65/65, Init +4 (+2 Dex, +2 Pact Augmentation) "I'm glad to get some sleep at least," Madison wakes easily, still wearing her light chain shirt that she slept in, "I can't see a thing. What's making that noise?" Try to identify the sound using Knowledge (Nature) Show Buer BUER, GRANDMOTHER HUNTRESS Vestige Level: 4th Binding DC: 20 Special Requirement: Yes Buer grants binders superior healing as well as powers against poisons and diseases. Legend: Buer tells many different stories about how she came to be a vestige, so her true origins remain obscure. In various popular versions of the tales, she is a beautiful elf maiden who fell to evil satyrs, a virtuous human ranger killed by a chimera, or a green hag slain by a lammasu. It's likely that Buer herself cannot remember who she was in life or what brought her to her current state, and the stories she tells are cobbled together from the shreds of her memory that remain. Regardless of what her true form once was, most binders believe that she possessed great skill as a hunter and healer in life. Special Requirement: Buer requires that her seal be drawn outdoors. Manifestation: Buer's form is that of a five-branched star, or wheel, composed of satyr legs. She has two faces, one positioned on each side of her wheel-shaped body at the center point where the five legs meet. One face is that of a green hag, and the other is a raging, leonine visage with an unruly mane and beard. Buer constantly moves within her seal, rolling from foot to foot as she traverses its circumference. She always keeps her raging face outward, but she speaks from her green hag face in a friendly manner with a gentle voice. When her body rolls in such a way that her hag face cannot see her summoner, Buer grows frustrated and begins yelling curses at her body. Sign: Your feet turn into satyr's hooves, giving you a curious tip-toeing gait. These hooves prevent you from wearing normal boots or shoes, but magic footwear reshapes to fit you. Influence: Under Buer's influence, you are plagued by momentary memory lapses. For an instant, you might forget even a piece of information as familiar as the name of a friend or family member. Furthermore, since Buer abhors the needless death of living creatures other than animals and vermin, the first melee attack you make against such a foe must be for nonlethal damage. In addition, Buer requires that you not make any coup de grace attacks. Granted Abilities: Buer grants you healing powers, the ability to ignore toxins and ailments, and skills that help you navigate the natural world. Buer's Knowledge: You gain a +4 bonus on Heal, Knowledge (nature), and Survival checks, and you can make Knowledge (nature) checks as if you were trained, even if you have no ranks in that skill. Buer's Purity: You have immunity to disease and poison, and making a pact with Buer removes any existing disease and neutralizes any poison that afflicts you. Delay Diseases and Poisons: Each ally within 30 feet of you gains temporary immunity to poison and disease. Allies within the area make saving throws against disease and poison effects normally, but they do not incur the effects of failure as long as they stay within 30 feet of you. An ally that leaves the area immediately suffers all the effects for any missed saves. Fast Healing: You gain the fast healing 1, and the rate of healing increases with your effective binder level. You gain fast healing 2 at 10th level, fast healing 3 at 13th level, fast healing 4 at 16th level, and fast healing 5 at 19th level. Healing Gift: As a standard action, you can cure 1 point of damage to yourself or another creature. As a full round action, you can cure 1d8 points of damage +1 point per effective binder level (maximum 1d8+10 points). Either version requires that you touch the creature to be cured. If you use the full round cure ability, you cannot use your healing gift again for 5 rounds. The other version is usable at will. Both uses of the ability channel positive energy and deal a corresponding amount of damage to undead. Track: You can track foes as though you possessed the Track feat. Show Pact Augmentation +5 hit points +2 insight bonus on initiative checks
  4. Buzz Barton • Magus (Eldritch Archer & Hexcrafter) • AC/tAC: 18/14 • HP: 17/23 • Speed: 30 ft • Senses: Perception +5, Init +4 STR: 0 • DEX: +4 • CON: +2 • INT: +3 • WIS: -1 • CHA: -1 • Languages: Common, Orcish, Draconic, Ulfen Feats: Precise Shot (Combat)You are adept at firing ranged attacks into melee. Prerequisite: Point-Blank Shot. Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other., Toppling Spell (Metamagic)Your spells with the force descriptor knock the affected creatures prone. Benefit: The impact of your force spell is strong enough to knock the target prone. If the target takes damage, fails its saving throw, or is moved by your force spell, make a trip check against the target, using your caster level plus your casting ability score bonus (Wisdom for clerics, Intelligence for wizards, and so on). This does not provoke an attack of opportunity. If the check fails, the target cannot attempt to trip you or the force effect in response. A toppling spell only affects spells with the force descriptor. Level Increase: +1 (a toppling spell uses up a spell slot one level higher than the spell’s actual level.), Rapid Shot (Combat)You can make an additional ranged attack. Prerequisites: Dex 13, Point-Blank Shot. Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot., Amateur Gunslinger (Combat)Although you are not a gunslinger, you have and can use grit. Prerequisite: You have no levels in a class that has the grit class feature. Benefit: You gain a small amount of grit and the ability to perform a single 1st-level deed from the gunslinger deed class feature. At the start of the day, you gain 1 grit point, though throughout the day you can gain grit points up to a maximum of your Wisdom modifier (minimum 1). You can regain grit using the rules for the gunslinger’s grit class feature. You can spend this grit to perform the 1st-level deed you chose upon taking this feat, and any other deed you have gained through feats or magic items. Special: If you gain levels in a class that grants the grit class feature, you can immediately trade this feat for the Extra Grit feat.: Deadeye (Ex)At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed. Class abilities • Arcane Pool (Su)At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells. At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus. A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends. An eldritch archer’s choices of weapon special abilities to apply with arcane pool at 5th level include distance, nimble shot, and returning but not dancing, keen, or vorpal. This ability modifies the magus’s arcane pool. • Ranged Weapon Bond (Ex)At 1st level, an eldritch archer gains a bonded object as per the wizard’s arcane bonded object; it must be a ranged weapon, and it can’t be used to cast a spell once per day. Holding her bonded item does not prevent the eldritch archer from providing somatic components for her spells. • Ranged Spell Combat (Ex)At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks. Instead of a light or one-handed melee weapon, an eldritch archer must use a ranged weapon for spell combat. She doesn’t need a free hand for ranged spell combat. The eldritch archer cannot accept an attack penalty to gain a bonus on concentration checks to cast a spell defensively. This ability modifies spell combat. • Ranged Spellstrike (Su)At 2nd level, whenever an eldritch archer casts a spell that calls for a ranged attack, she can deliver the spell through a ranged weapon she wields as part of a ranged attack. Instead of the free ranged attack normally allowed to deliver the spell, an eldritch archer can make one free ranged attack with a ranged weapon (at her highest base attack bonus) as part of casting this spell. The attack does not increase the spell’s range. If the spell can normally affect multiple targets, only a single missile, ray, or effect accompanies each attack; if the spell allows multiple attacks and the eldritch archer can make additional ranged attacks as part of a full-round action with spell combat, one additional ray, missile, or effect from the spell accompanies each subsequent ranged attack the eldritch archer makes in the same round until all attacks allowed by the spell are made. Unused missiles, rays, or effects remaining at the end of the eldritch archer’s turn are wasted. This ability alters spellstrike. • Magus ArcanaAs he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana’s description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.: Wand Wielder (Su)The magus can activate a wand or staff in place of casting a spell when using spell combat. Skills: Acrobatics +4, Appraise +3, Bluff -1, Climb 0, Diplomacy -1, Disable Device +4, Disguise -1, Escape Artist +4, Fly +4, Handle Animal +2, Heal -1, Intimidate +5, Knowledge (Arcana) +9, Knowledge (Dungeoneering) +9, Perception +5, Perform -1, Ride +11, Sense Motive -1, Sleight of Hand +7, Spellcraft +9, Stealth +4, Survival -1, Swim 0, Use Magic Device -1 Buzz hurls the spear at the leader and strides forward to stand next to him, pistol now in hand, "Y'all wanna quit now, mebbe surrenderin' might be a good idea fer ya." Spells ~Cantrips~ Dancing Lights Daze Mage Hand Prestidigitation ~First Level~ Ray of Enfeeblement Ray of Enfeeblement Mage Armour Magic Missile (Toppling Spell) Arcane Pool: 5 4 Grit: 1 Actions Swift action: Use Arcane Pool to make short spear a +1 weapon Standard action: Throw short spear at leader Move action: NW, N, NW, drawing pistol as part of the move action
  5. , wayang ninja 8 AC 23, hp: 74/74, Init +10, Fort +4, Ref +12, Will +1, Spd: 20 ft, Ki 8/8 "While I was being hincomspliclious," Kuluil tells the others, "I hearded dem talk about a dragon attackin' shipses. Don't worry, Dragon Lady, Mr Dragon, you has an aby-lie. You wuz under ground wiv me," he gives the riding gecko a side eye, "An you wuz waitin' fer us." "Dem's some shipwrecks up da coast an' some missin' noble. As long as it ain't da fat man," he was referring to Mael Loïc, "Den wesa gonna get paid. Noboby being able ta lose dat fat man. Him wuz too big ta lose."
  6. is still MIA but is around. I am AFK tomorrow so I'll give some time for them to add something before moving on.
  7. : Binder 6 | Rogue 1/Warlock 5. AC15, hp 65/65, Init +4 (+2 Dex, +2 Pact Augmentation) "I forget, did we have a watch order?" Madison asks, still forgetful, "If not, I'm happy to go first. My night vision is awful and I'm not that tired yet." Show Buer BUER, GRANDMOTHER HUNTRESS Vestige Level: 4th Binding DC: 20 Special Requirement: Yes Buer grants binders superior healing as well as powers against poisons and diseases. Legend: Buer tells many different stories about how she came to be a vestige, so her true origins remain obscure. In various popular versions of the tales, she is a beautiful elf maiden who fell to evil satyrs, a virtuous human ranger killed by a chimera, or a green hag slain by a lammasu. It's likely that Buer herself cannot remember who she was in life or what brought her to her current state, and the stories she tells are cobbled together from the shreds of her memory that remain. Regardless of what her true form once was, most binders believe that she possessed great skill as a hunter and healer in life. Special Requirement: Buer requires that her seal be drawn outdoors. Manifestation: Buer's form is that of a five-branched star, or wheel, composed of satyr legs. She has two faces, one positioned on each side of her wheel-shaped body at the center point where the five legs meet. One face is that of a green hag, and the other is a raging, leonine visage with an unruly mane and beard. Buer constantly moves within her seal, rolling from foot to foot as she traverses its circumference. She always keeps her raging face outward, but she speaks from her green hag face in a friendly manner with a gentle voice. When her body rolls in such a way that her hag face cannot see her summoner, Buer grows frustrated and begins yelling curses at her body. Sign: Your feet turn into satyr's hooves, giving you a curious tip-toeing gait. These hooves prevent you from wearing normal boots or shoes, but magic footwear reshapes to fit you. Influence: Under Buer's influence, you are plagued by momentary memory lapses. For an instant, you might forget even a piece of information as familiar as the name of a friend or family member. Furthermore, since Buer abhors the needless death of living creatures other than animals and vermin, the first melee attack you make against such a foe must be for nonlethal damage. In addition, Buer requires that you not make any coup de grace attacks. Granted Abilities: Buer grants you healing powers, the ability to ignore toxins and ailments, and skills that help you navigate the natural world. Buer's Knowledge: You gain a +4 bonus on Heal, Knowledge (nature), and Survival checks, and you can make Knowledge (nature) checks as if you were trained, even if you have no ranks in that skill. Buer's Purity: You have immunity to disease and poison, and making a pact with Buer removes any existing disease and neutralizes any poison that afflicts you. Delay Diseases and Poisons: Each ally within 30 feet of you gains temporary immunity to poison and disease. Allies within the area make saving throws against disease and poison effects normally, but they do not incur the effects of failure as long as they stay within 30 feet of you. An ally that leaves the area immediately suffers all the effects for any missed saves. Fast Healing: You gain the fast healing 1, and the rate of healing increases with your effective binder level. You gain fast healing 2 at 10th level, fast healing 3 at 13th level, fast healing 4 at 16th level, and fast healing 5 at 19th level. Healing Gift: As a standard action, you can cure 1 point of damage to yourself or another creature. As a full round action, you can cure 1d8 points of damage +1 point per effective binder level (maximum 1d8+10 points). Either version requires that you touch the creature to be cured. If you use the full round cure ability, you cannot use your healing gift again for 5 rounds. The other version is usable at will. Both uses of the ability channel positive energy and deal a corresponding amount of damage to undead. Track: You can track foes as though you possessed the Track feat. Show Pact Augmentation +5 hit points +2 insight bonus on initiative checks
  8. Chapter 1:01. The Dawning Ardis, Ardeal, Ustalev Tallon snarls in his coffin though you can only see part of his lower jaw and his chest. Wounds cover every part of his body that you can see. You gather round and pummel at the body. Still, his flesh seems almost as tough as the stone he is entombed in. Even the silver dagger fails to find its mark. Tallon, now trapped in the haven that was his coffin, struggles to get free. OOC Scene Notes There is a map in the spoiler below. Please use directions when moving (N, S, E, SE, W, etc) or grid locations Out of combat Show Bookkeeping COMBAT/CONDITIONS TRACKER INITIATIVE CONDITIONS MECHANICS DESCRIPTIONS Not in Use!! Default Marching Order CHARACTER STATUS 4 damage: 4 troblin bite 19 damage 1 damage: 1 fire splash damage 9 damage: 1 fire splash damage, 8 damage from Krot 9 damage: 1 fire splash damage, 8 damage from Krot NON-PLAYER CHARACTER STATUS Demetrius . 26 damage: 26 from Master's dagger Fast healing 5 Vampire . . . EXPERIENCE TRACKER Show Active Map
  9. "That's why you've got me, Georgie," Cam jokes, tapping her silver rapier, "I'll make short work of anyone trying to kill us, don't you worry." Goals Infiltrate the Hospice of the Blessed Maiden [] Find Deyanira Mirukova's brother Ruan at the Carowyn Estate [] Find out more about Doctor Reiner Davaulus [] Find Rolth and bring him to justice [] Mini stats , a 5th level Swashbuckler Current AC: 22 (Mithril shirt +5, Dex +4, Nimble +1 Dodge, Combat Expertise +2) Current HP: 54/57 Current Weapon in Hand: Silver +1 Rapier +12 1d6+10 Init: +7 Armour Class: 22 (Mithril shirt +5, Dex +4, Nimble +1 Dodge, Combat Expertise +2) To hit: Rapier +10 (BAB +5, Swashbuckler Finesse +4, Weapon focus (Rapier) +1, Swashbuckler Weapon Training +1, Masterwork +1, Combat Expertise -2) Damage: Rapier 1d6+10 (Swashbuckler Weapon Training +1, Fencing Grace +4 (if panache is 1 or higher) or Strength +1, Precise Strike +5 (if panache is 1 or higher) Crit: 15-20/x2) Panache: 3 of 3 remaining Charmed Life: 3/3 Actions ~Active effects~ Move action: Standard action: Full round action: Swift action: Attack of opportunity: Immediate action: Free action:
  10. Terrible rolls. This is why I shouldn't engage in melee. If any do hit, please increase damage by 1, not that that's likely.
  11. , a 10th level Cleric (Roaming Exorcist) of Shelyn/3rd Tier Hierophant 21 ff: 20 t: 13, CMD: 20 ffCMD: 19, : 134/134, Init +4, Perception +19 +18 | +10 +6 +15 | : 30ft Conditions: None "Beware of the fourth element!" Sequoyah suspects an enemy and another foes as yet unrevealed. He steps forward, striking at the life force animating the air. Show Spells and Abilities ~Orisons~ Detect Magic Guidance 1 minute Light Resistance 1 minute ~1st Level~ Bless 1 minute/level Burning Disarm Hedging Weapons 1 minute/level Sanctuary 1 round/level Shield of Faith 1 minute/level Weapons against Evil 1 round/level Domain: Protection from Evil 1 minute/level Pearl of Power (1st) ~2nd Level~ Weapon of Awe 1 minute/level Spear of Purity instantaneous Protection from Evil, Communal 1 minute/level Spiritual Weapon, 1 round/level (Mythic Spell Lore) Eagle's Splendour, 1 minute/level Visualization of The Body, 24 hours Domain: Align Weapon (Good only) 1 minute/level ~3rd Level~ Prayer 1 round/level Protection from Energy 10 minutes/level Dispel Magic instantaneous Summon Monster III Summon Monster III Domain: Magic Circle Against Evil 10 minutes/level ~4th Level~ Dimensional Anchor, instantaneous Protection from Energy, Communal Blessings of Fervour 1 round/level Summon Monster IV Holy Smite Domain: Holy Smite instantaneous ~5th Level~ Break Enchantment (Mythic Spell Lore) Breath of Life Flame Strike Domain: Dispel Evil ~Domain Powers~ Touch of Good (Sp): +1 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round. 0 of 10 Adoration (Su) 0 of 10. DC22 Dispossession (Su) Charming Smile (Sp) 0 of 9 Holy Lance (Su) 0 of 1 Protection from Evil 0 of 3 Charm Person 0 of 3 ~Abilities~ Daylight 0 of 1 True Strike 0 of 1 Channel Energy 5d6 Positive energy 30-foot radius 0 of 8 used DC19 Mythic Power 0 of 9 used Inspired Spell (Su) Faith’s Reach (Su) Recuperation Path Ability - Eldritch Breach Amazing Initiative ~Magic Items~ Lesser Metamagic Rod of Extend Spell (3) Lesser Metamagic Rod of Tumbling Spell (3) Wand of Spiritual Weapon (16) Wand of Cure Light Wounds (50) Cold Iron Ring of Counterspell (Dispel Magic) Potion of Lesser Restoration Scroll of Cause Fear Scroll of Comprehend Languages Scroll of Resist Energy Scroll of Protection from Evil, Caster lvl 5 Scroll of Shield of Faith, Caster lvl 5 Scroll of Hold Person, Caster lvl 5 Scroll of Dispel Magic, Caster lvl 5 Scroll of Dispel Magic, Caster lvl 5 Resistance Scale of Terendelev - Resist Energy 10 (Electricity or Cold) 0 of 3 Holy Water x12 Wardstone Shard 0 of 1 Righteous Medal of Clarity 0 of 1 Righteous Medal of Vigor 0 of 1 Leriel's Glaive Legendary Power 0 of 2 Legendary Surge Upgradable Intelligent (Int 10, Wis 14, Cha 12) Intelligent (Spellcasting) Bless 1 minute/level 1/day Bull’s Strength 1 minute/level 1/day Archon's Aura 1 minute/level 1/day ~Active Spells and Conditions~ Haste Show Actions AC: 21 (+6 Chain shirt +2, +2 Natural, +1 Dexterity, +2 Deflection) To Hit: +10/+5 (BAB +7/+2, +2 Glaive, +1 Str) Damage: 1d10+3 (+2 Glaive, +1 Str) Move action: After attack, 5' step to J10 Standard action: Full round action: Full attack Haste action: Attack Immediate action: Attack of opportunity: Swift action: Free action: Use Adoration to resist the first attack against me. DC22
  12. Stoyan Barakovsen "I reckon we should make sure there's no more zombies and vlear out that room," Stoyan states, "Then that locked door should be explored. By explored I mean open or smashed in." Show Stats STRENGTH 14 +1 to hit and damage INTELLIGENCE 9 WISDOM 11 DEXTERITY 7 -1 AC, and range attacks CONSTITUTION 13 +1 hit point CHARISMA 12 Hit Points: 7/7 Armour Class: 3 (Plate Mail (3), Shield (Bonus of 1), DEX (Penalty of 1)) THAC0: 1d20+1 Battle Axe11; 5 1d8+1, 1d20-1 Crossbow16; 6 1d6 Actions
  13. , wayang ninja 8 AC 23, hp: 74/74, Init +10, Fort +4, Ref +12, Will +1, Spd: 20 ft, Ki 8/8 "Hincomspliclious is Kuluil's middle name," he hops down from the table and wanders out of the inn, announcing that, "Dat pint was too many. Ima go to da privy!" Once outside he slips into the shadows and then slides back into the inn to spy on people's conversations.
  14. Could I take a metamagic rod of Toppling Spell then, please for the extra 1500 to give Spiritual Weapon a small boost.
  15. Chapter 1: Kindled Magic Magaambya Makena is happy to make a quick sale and hands over the chicks and the other, larger chickens by bundling them all into one cage. She gives Olis a filthy look, like she has a personal grudge against her but has decided not to bicker and just to ignore the tielfing. Olis has experienced such racial intolerance before but it never gets any easier. Although Kraawkaw is no expert in how to care for chicks it is fairly obvious that they should be kept warm and dry. Ojofiri chicks are especially fragile, and without special care during the damp and cold trek back to the academy, they’ll get sick enough to die. Also putting chicks in a cage with larger birds unrelated to them probably won't go down well as chickens are notoriously territorial and prone to making a social hierarchy among themselves, sometimes by literally pecking their subordinates to death. They should definitely be kept apart. Chick care A hero must attempt a DC 15 Medicine or Nature check to keep the chicks warm and healthy. On a success, the chickens all make it back to the school just fine. On a failure, one chick gets sick and dies. On a critical failure, two chicks get sick and die. OOC Scene Notes There is no map in the spoiler below Please use directions when moving (N, S, E, SE, W, etc) We are not in initiative so your movement or actions per post is not limited to round actions. Show Bookkeeping COMBAT/CONDITIONS TRACKER INITIATIVE CONDITIONS MECHANICS DESCRIPTIONS Not in Use!! Default Marching Order CHARACTER STATUS ENEMY STATUS . . Show Active Map
  16. : Binder 6 | Rogue 1/Warlock 5. AC15, hp 65/65, Init +4 (+2 Dex, +2 Pact Augmentation) "Did you get hurt yesterday?" Madison asks Ithrinnwen, "Did anyone?" "I can heal, you see. I should have offered earlier." Show Buer BUER, GRANDMOTHER HUNTRESS Vestige Level: 4th Binding DC: 20 Special Requirement: Yes Buer grants binders superior healing as well as powers against poisons and diseases. Legend: Buer tells many different stories about how she came to be a vestige, so her true origins remain obscure. In various popular versions of the tales, she is a beautiful elf maiden who fell to evil satyrs, a virtuous human ranger killed by a chimera, or a green hag slain by a lammasu. It's likely that Buer herself cannot remember who she was in life or what brought her to her current state, and the stories she tells are cobbled together from the shreds of her memory that remain. Regardless of what her true form once was, most binders believe that she possessed great skill as a hunter and healer in life. Special Requirement: Buer requires that her seal be drawn outdoors. Manifestation: Buer's form is that of a five-branched star, or wheel, composed of satyr legs. She has two faces, one positioned on each side of her wheel-shaped body at the center point where the five legs meet. One face is that of a green hag, and the other is a raging, leonine visage with an unruly mane and beard. Buer constantly moves within her seal, rolling from foot to foot as she traverses its circumference. She always keeps her raging face outward, but she speaks from her green hag face in a friendly manner with a gentle voice. When her body rolls in such a way that her hag face cannot see her summoner, Buer grows frustrated and begins yelling curses at her body. Sign: Your feet turn into satyr's hooves, giving you a curious tip-toeing gait. These hooves prevent you from wearing normal boots or shoes, but magic footwear reshapes to fit you. Influence: Under Buer's influence, you are plagued by momentary memory lapses. For an instant, you might forget even a piece of information as familiar as the name of a friend or family member. Furthermore, since Buer abhors the needless death of living creatures other than animals and vermin, the first melee attack you make against such a foe must be for nonlethal damage. In addition, Buer requires that you not make any coup de grace attacks. Granted Abilities: Buer grants you healing powers, the ability to ignore toxins and ailments, and skills that help you navigate the natural world. Buer's Knowledge: You gain a +4 bonus on Heal, Knowledge (nature), and Survival checks, and you can make Knowledge (nature) checks as if you were trained, even if you have no ranks in that skill. Buer's Purity: You have immunity to disease and poison, and making a pact with Buer removes any existing disease and neutralizes any poison that afflicts you. Delay Diseases and Poisons: Each ally within 30 feet of you gains temporary immunity to poison and disease. Allies within the area make saving throws against disease and poison effects normally, but they do not incur the effects of failure as long as they stay within 30 feet of you. An ally that leaves the area immediately suffers all the effects for any missed saves. Fast Healing: You gain the fast healing 1, and the rate of healing increases with your effective binder level. You gain fast healing 2 at 10th level, fast healing 3 at 13th level, fast healing 4 at 16th level, and fast healing 5 at 19th level. Healing Gift: As a standard action, you can cure 1 point of damage to yourself or another creature. As a full round action, you can cure 1d8 points of damage +1 point per effective binder level (maximum 1d8+10 points). Either version requires that you touch the creature to be cured. If you use the full round cure ability, you cannot use your healing gift again for 5 rounds. The other version is usable at will. Both uses of the ability channel positive energy and deal a corresponding amount of damage to undead. Track: You can track foes as though you possessed the Track feat. Show Pact Augmentation +5 hit points +2 insight bonus on initiative checks
  17. Chapter 1: Kindled Magic Magaambya "Priests buying chickens?" Makena shrugs, "I have eight. How many you want?" "They are rare birds, expensive, four hundred silver for all eight. Is good price, yes?" she rattles her head when she nods, her earrings clattering against her neck and skull. Bargaining The offer price is 4gp per bird. The heroes can spend time negotiating to try to lower the price, though Makena sells a chick to another customer during each negotiation check, reducing the total number of chicks available by one. Bargaining requires a hero to attempt a DC 15 Deception, Diplomacy, or Intimidation check, or a DC 13 Mercantile Lore check. On a success, Makena lowers her price to 3 gp per chick; on a critical success, she lowers the price to 2 gp per chick. She provides no price reduction on a failure, but on a critical failure, she increases the price to 5 gp per chick out of stubbornness. Again, you can make Aid checks ahead of the main roll to try to influence it. Explain what you're doing and make the roll. OOC Scene Notes There is no map in the spoiler below Please use directions when moving (N, S, E, SE, W, etc) We are not in initiative so your movement or actions per post is not limited to round actions. Show Bookkeeping COMBAT/CONDITIONS TRACKER INITIATIVE CONDITIONS MECHANICS DESCRIPTIONS Not in Use!! Default Marching Order CHARACTER STATUS ENEMY STATUS . . Show Active Map
  18. 3k to upgrade my Headband of Mental Prowess +2 to a Headband of Mental Superiority +2 with Survival as the skill tied to Intelligence plus a Lesser Metamagic Rod of Extend Spell please
  19. Chapter 1: Kindled Magic Magaambya Olis has some helpful words from a local on the way out but Marica just seems to get on the wrong side of another and the directions given contradict one another. It is simply easier to rely on Kraawkaw's intimate knowledge of the city to locate the most likely place where the travelling market will set up. Nevertheless it takes about an hour to find it. Fromt here you are quickly redirected to a trader called Makena. She is a stern‑faced woman with her head shaved bald and huge hoop earrings through her ears. Surrounding the stall are cages piled up at least eight feet high, each containing birds of different breeds. She gives you a long stare as you arrive, pausing to look over Kraawkaw, "Yeees? What can I do for you?" She waits a moment for the group to explain what they want but there is already a queue of people forming behind you. Skill checks One success and one critical failure on the Aid checks cancel each other out. OOC Scene Notes There is no map in the spoiler below Please use directions when moving (N, S, E, SE, W, etc) We are not in initiative so your movement or actions per post is not limited to round actions. Show Bookkeeping COMBAT/CONDITIONS TRACKER INITIATIVE CONDITIONS MECHANICS DESCRIPTIONS Not in Use!! Default Marching Order CHARACTER STATUS ENEMY STATUS . . Show Active Map
  20. Ragnar can stop eating, as soon as the food runs out.
  21. : Binder 6 | Rogue 1/Warlock 5. AC15, hp 65/65, Init +4 (+2 Dex, +2 Pact Augmentation) "Stick with what works then?" Madison prepares the circle outside and begins to call upon Buer. Once complete, the strange woman has hooves once again where her feet were and seems vaguely distracted. "Where are we going again?" Show Buer BUER, GRANDMOTHER HUNTRESS Vestige Level: 4th Binding DC: 20 Special Requirement: Yes Buer grants binders superior healing as well as powers against poisons and diseases. Legend: Buer tells many different stories about how she came to be a vestige, so her true origins remain obscure. In various popular versions of the tales, she is a beautiful elf maiden who fell to evil satyrs, a virtuous human ranger killed by a chimera, or a green hag slain by a lammasu. It's likely that Buer herself cannot remember who she was in life or what brought her to her current state, and the stories she tells are cobbled together from the shreds of her memory that remain. Regardless of what her true form once was, most binders believe that she possessed great skill as a hunter and healer in life. Special Requirement: Buer requires that her seal be drawn outdoors. Manifestation: Buer's form is that of a five-branched star, or wheel, composed of satyr legs. She has two faces, one positioned on each side of her wheel-shaped body at the center point where the five legs meet. One face is that of a green hag, and the other is a raging, leonine visage with an unruly mane and beard. Buer constantly moves within her seal, rolling from foot to foot as she traverses its circumference. She always keeps her raging face outward, but she speaks from her green hag face in a friendly manner with a gentle voice. When her body rolls in such a way that her hag face cannot see her summoner, Buer grows frustrated and begins yelling curses at her body. Sign: Your feet turn into satyr's hooves, giving you a curious tip-toeing gait. These hooves prevent you from wearing normal boots or shoes, but magic footwear reshapes to fit you. Influence: Under Buer's influence, you are plagued by momentary memory lapses. For an instant, you might forget even a piece of information as familiar as the name of a friend or family member. Furthermore, since Buer abhors the needless death of living creatures other than animals and vermin, the first melee attack you make against such a foe must be for nonlethal damage. In addition, Buer requires that you not make any coup de grace attacks. Granted Abilities: Buer grants you healing powers, the ability to ignore toxins and ailments, and skills that help you navigate the natural world. Buer's Knowledge: You gain a +4 bonus on Heal, Knowledge (nature), and Survival checks, and you can make Knowledge (nature) checks as if you were trained, even if you have no ranks in that skill. Buer's Purity: You have immunity to disease and poison, and making a pact with Buer removes any existing disease and neutralizes any poison that afflicts you. Delay Diseases and Poisons: Each ally within 30 feet of you gains temporary immunity to poison and disease. Allies within the area make saving throws against disease and poison effects normally, but they do not incur the effects of failure as long as they stay within 30 feet of you. An ally that leaves the area immediately suffers all the effects for any missed saves. Fast Healing: You gain the fast healing 1, and the rate of healing increases with your effective binder level. You gain fast healing 2 at 10th level, fast healing 3 at 13th level, fast healing 4 at 16th level, and fast healing 5 at 19th level. Healing Gift: As a standard action, you can cure 1 point of damage to yourself or another creature. As a full round action, you can cure 1d8 points of damage +1 point per effective binder level (maximum 1d8+10 points). Either version requires that you touch the creature to be cured. If you use the full round cure ability, you cannot use your healing gift again for 5 rounds. The other version is usable at will. Both uses of the ability channel positive energy and deal a corresponding amount of damage to undead. Track: You can track foes as though you possessed the Track feat. Show Pact Augmentation +5 hit points +2 insight bonus on initiative checks
  22. Actually being a native means you'll have all the common knowledge of the city, a lot of which would be useless now. For example, knowing the best butcher in your district or which bar to head to in order to pick up rumours about illegal goods being sold aren't much use. Yet knowing the best route to get into the sewers or where the royal palace was might be useful. Depending on the check, I'd be willing to give a +2 circumstance bonus to sone checks. Are you planning on visiting your family home?
  23. THE MISTS OF THE MOURNLAND Chapter 1 Part 4: The Mists of the Mournland Rested, you set off just after dawn towards the city. Metrol was once a thriving metropolis with towers rising high into the sky and draped with greenery. Atop each tower were farms operating for the city's benefit, vast and wondrous gardens where rich and poor alike could walk. The clear blue of the Cyre River split the city in two and it was common for people to walk across the river from the floating gardens high above. Now the magic that held the gardens aloft has failed. Some sag on the towers and others have collapsed entirely, the sky bridge between east Metrol and west now rubble in the river. Slumped against one of the towers is the warforged colossus, Norr, apparently inactive since the Day of Mourning. Mist hangs over the remains of the city, like some smog of heavy machines that the wind has failed to dissipate. The Rising City has fallen. Antonio drives the earth sled on silently towards the city wall and the garrison entrance. It's not the only way to enter the city from the south but it is the largest entrance. OOC Scene Notes There is no active map at the moment Please use directions when moving (N, S, E, SE, W, etc) We are not in initiative so your movement or actions per post is not limited to round actions. Far 10th Rhaan 998 YK, morning Show Bookkeeping COMBAT/CONDITIONS TRACKER INITIATIVE CONDITIONS MECHANICS DESCRIPTIONS Watch Order Remi & Bonesetter Nox, Terry, & Bonesetter Roderick & Bonesetter To'Nari & Bonesetter Antonio & Bonesetter CHARACTER STATUS 4 damage: 23 from Lightning Rail, 11 healing, 8 goodberry wine ENEMY STATUS Show Active Map
  24. , wayang ninja 8 AC 23, hp: 74/74, Init +10, Fort +4, Ref +12, Will +1, Spd: 20 ft, Ki 8/8 Kuluil can only manage half a bowl of food and half his ale. He is only a small fellow after all. He skips the cheese in an effort to finish the stew but gives up when it starts to get cold and feeds it to his lizard mount. "How is da bizness, missus?" he asks the waitress, curious and in need of talking to someone different for a short time, "Keepin' busy?"
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