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Posts posted by hoverfrog
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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
To'Nari Roderick 4 damage: 23 from Lightning Rail, 11 healing, 8 goodberry wine
Nox Remi Bonesetter Terry ENEMY STATUS
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Madison Malum: 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 -
More terrible rolls.
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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), Toppling Spell (Metamagic), Rapid Shot (Combat), Amateur Gunslinger (Combat): Deadeye (Ex)
Class abilities • Arcane Pool (Su) • Ranged Weapon Bond (Ex) • Ranged Spell Combat (Ex) • Ranged Spellstrike (Su) • Magus Arcana: Wand Wielder (Su)
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 EnfeeblementRay of Enfeeblement
Mage Armour
Magic Missile (Toppling Spell)Arcane Pool:
54Grit: 1
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Kuluil Mu'on, 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."
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Madison Malum: 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 -
Show Bookkeeping
COMBAT/CONDITIONS TRACKER
INITIATIVE CONDITIONS MECHANICS DESCRIPTIONS Not in Use!!
Default Marching Order
CHARACTER STATUS
Loreli Certes Gin Sling Sal 4 damage: 4 troblin bite
Krott Razvan Umbra 19 damage
1 damage: 1 fire splash damage
Cyntheria Mr Mud 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
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Goals
Infiltrate the Hospice of the Blessed Maiden []
Find Deyanira Mirukova's brother Ruanat the Carowyn Estate[]
Find out more about Doctor Reiner Davaulus []
Find Rolth and bring him to justice []Mini stats
Camillia Cisero, 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: +7Armour 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: 3/3Actions
~Active effects~
Move action:
Standard action:
Full round action:
Swift action:
Attack of opportunity:
Immediate action:
Free action: -
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.
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Sequoyah the Devout, 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 1Leriel'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 -
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 Axe 1d8+1, 1d20-1 Crossbow 1d6
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Kuluil Mu'on, 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.
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Could I take a metamagic rod of Toppling Spell then, please for the extra 1500 to give Spiritual Weapon a small boost.
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Madison Malum: 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 -
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.
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
Show Active Map
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7 hours ago, Thot said:
what would you like to do with your share of 6,000 gp, please ? you obviously have ideas, but I don't think I can find a clear choice anywhere, sorry.
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
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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.
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
Show Active Map
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Ragnar can stop eating, as soon as the food runs out.
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Madison Malum: 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 -
12 hours ago, FrancisJohn said:
hoverfrog, any insight on how you want to handle various knowledge checks since Remi grew up in Metrol?
And for the players, here is the link to what we know about Metrol so far: https://www.myth-weavers.com/index.php?/topic/5220-players-notes-eberron-new-cyre/&do=findComment&comment=54009Actually 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?
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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
To'Nari Roderick 4 damage: 23 from Lightning Rail, 11 healing, 8 goodberry wine
Nox Remi Bonesetter Terry ENEMY STATUS
Show Active Map
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Kuluil Mu'on, 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?"
Zomich, Jungle of the Dead IC
in Active Mission - IC Threads
Posted
Madison Malum: 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