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  1. 22:18, Starday, 6 ArodusGregorian Calendar Equivalent: August Environment: Ambient Illumination: Stormborn runs in to help Ragna, slashing the soldier from behind at she hits it from the front. The first strike misses, though the second still does damage despite being blocked by the hobgoblin's shield. Ealdred smashes one of the hobgoblins next to him with his axe, shattering its shield and crushing the creature beneath. Carthas fires a bolt from his crossbow, though it just barely misses the hobgoblin ranger across the battlefield as the creatures swiftly ducks out of the way. Ardyn hurls a poisonous spear, striking the ranger past Ragna, a hobgoblin, and Stormborn. His second blast of wood driven toward the hobgoblin soldier misses. Talus edges closer to the actions and conjures a blast of water that geysers up from the ground, slamming into the hobgoblin attacking Ragna. Rezzik fires a bullet aiming across the melee, which *pings* off the armor of the hobgoblin between him and his target, deflecting somewhere into the village. A cat rowls in the dark and is silent. Tess gestures again, and another gust of wind becomes visible for a moment. It doesn't come close to one of the hobgoblins, but another wielding a pike is struck by it. Lirosa fires another volley of arrows at the nearest hobgoblin as well, to great effect. One finds a gap in his armor and plunges in, blood pouring forth. Jet keeps singing as she reloads and fires her crossbow again. And again her bolt strikes a target, hurting the hobgoblin next to Ragna just a little more. Oreld runs south and throws a flask of acid with his strong arms, but it splashes on the road next to the heavily armored hobgoblin, barely hurting it. Rhyna can't bear to watch without helping any longer, and starts to run forward to heal. A dark figure skulks out from the town and throws his boot knife at the hobgoblin ranger, but sadly it misses. He looks like he's going to keep on running for the bridge, just pausing to distract the creature. You recognize him as the trapper with an unhealthy obsession with taxidermy, Gideon. The ranger switches targets and aims for the bear just in front of him, then turns to the newcomer and sends two arrows toward the man. The Hobgoblin soldier next to Ragna keeps swinging at her, keeping his shield raised. The main line of battle in front of Ealdred all focus on him pikes and sword stabbing down on the barbarian time and time again. The massive bugbear continues down the street. Well equipped, battle-hardened troops jog along beside him. It wont be long now until they engage. Party Status and Maps Phaendar Bridge Town Map - A: Oreld's, B: Kining's, C: Riverwood, D: Taproot Name HP AC Conditions Default Activity Ardyn 2+30/32 17/20 +1 v. Fear, Courageous Anthem --- Carthas 26/26 19 +1 v. Fear, Courageous Anthem --- Ealdred 21/38 16/18 Blessing of Erastil+1 to Attack (Status) +4 Temp HP Duration: 1 Hour, +1 v. Fear, Shield Raised, Rage, Courageous Anthem --- Ragnhild 12/28 15/17 +1 +1 v. Fear, Courageous Anthem, Kin Ward --- Stormborn 12/24 16 +1 v. Fear, Courageous Anthem --- Rezzik 28/28 17 +1 v. Fear, Courageous Anthem --- Talus 3+30/30 19 +1 Fort, Blessing of Erastil+1 to Attack (Status) +4 Temp HP Duration: 1 Hour, +1 v. Fear, Courageous Anthem --- Quests and Loot Main Quests -Escape from Phaendar! Minor Quests -Recover Aubrin's bow -Save the Townsfolk! -Keeping Hope AliveOnce you escape from town, it would be good to keep morale up for the refugees. Symbols of home, endurance, and hope will lift their spirits. -Bring Down the Bridge!To prevent the Ironfang from chasing you through the Fangwood, it may be beneficial to destroy the ancient Phaendar bridge, as it's the only crossing for 50 miles. Claimed Loot: General: -3x Daggers, 4x Shortswords, Crossbow, 2x Belt Pouches, , Grisly trophies9 teeth, humanoid 7 finger bones, humanoid 3 ears, elven 1 scalp, human 1 beard, dwarven, healer's kit, lanterns, oil -Jet's whipunidentified and journal -2x Studded leather armor, 2x shortbows -Aubrin's Bow, quiver, tankard, and pack -2x Climbing kits, Blue cloak, Breastplate, 2x Repair kits -15gp worth of alchemical crafting supplies, Alchemical crossbow, 2x alchemist's fire (lesser), 2x acid flasks (lesser), 2x bloodblockThis was the 1e item name, please let me know fi there's a 2e one I can't recall. If there isn't assume this halves persistent bleed damage and gives a +2 on the flat check., 2x antiplague (lesser), 2x antivenom, 1x healer's kit, 12x minor elixirs of life, alchemists' tools -2x poor manacles, 1x simple, manacle key Magic/Unique Items: -Chernasardo CloakThis cloak gives a +1 item bonus to Stealth checks, increasing to +2 in forest terrain - Carthas - - Rezzik -Wand of HealCasts Level 1 Heal 1/day -Poisoner's BladeThis well-made stiletto dagger has interesting runnels and cross-hatching down its length to better hold poisons. This acts as a standard dagger, but loses the Versatile S trait and gains the Backstabber trait. When using an Injury poison, the poison is not lost on a critical miss. After a successful strike, roll a 1d6. On an 6 the poison is not lost and the poison effect can be applied again. - Ragna -Sturdy BackpackHolds up to 6 bulk, and the first 4 don't count against your bulk limits. - Talus -Wrist SheathThis sheath can be worn inside a sleeve and effectively conceals a dagger-sized weapon or wand. It grants +2 Item bonus to attempts to Conceal an Object for the item inside. - Ragna -Cold Iron Bar - Ealdred Consumables: -Tobacco pouch, 13x Tindertwigs, 20x bolts, 20x candles -32x arrows -1x Potion of Heal (1 used) -3x vials of poison -1x antidote (moderate) -Wolf Fang talisman -Effervescent AmpouleRecall the house rule that requirements for talismans can be ignored -2x Fire Ward GelSimilar to the 1e item: Gain Resistance 5 to Fire until 20 points of damage has been resisted. This take 6s or three actions to apply and lasts for 1 hour. It can be washed away by a heavy rain or dousing in water. Valuables: -2gp, 55sp, 45cp -1 gold earring (5sp) -1 gold tooth (1gp) -1 Ivory fang (2gp) -1 pearl (5gp) Provisions: -Elowin's Goose (+2/week, +6 if consumed) -NPCs at the Taproot: 51 + 12 (keg of water, keg of cider) -NPCs at Kining's: 16 -Jet, Tess, Garren: 5 -Ealdred: 10+5 -Carthas: 5 -Ragna: 2 -Talus: 5 -Ardyn: 5 -Rezzick: 5 + 5 -Farrow and Clindon: 12 -Oreld: 5 + Lab Quest Items: -Riverwood Shrine's Holy Symbol of Erastil -Jet's flute -Bridge schematics -Oreld's Alchemical Lab People Saved thus far: -Named NPCS: Kining, Dionn, Nichol, Bellinda, Zinnia, Rhyna, Jet, Aubrin, Elowen, Francesca, Garren, Tess, Alicia, Oreld, Farrow, Clindon, Taidal, Lirosa -Others: 27 adults, 2 teens, 7 children Mechanics and OOC Combat: -The heavy troopers are just off the map Round 1: Party acted, NPCs acted, enemy acted (3 strides) Round 2: Party acted, NPCs acted (fuze is lit, 10 rounds remaining), enemy acted Round 3: Party acted, NPCs acted (9 rounds on fuze), enemy acted Round 4: Party is Up, NPCs acted (8 rounds on fuze), enemy acted Enemies: Hobgoblin Recruits 1-4 - Dead Hobgoblin Ranger 1 - 8 Dmg - Actions: Strike, Strike, Strike Hobgoblin Ranger 2 - Dead Hobgoblin Soldier 1 - 17 Dmg - 16/10 Shield - Shield Block, Raise Shield, Strike, Strike Hobgoblin Soldier 2 - 0 Dmg - Raise Shield, Strike, Strike Hobgoblin Soldier 3 - Dead Hobgoblin Soldier 4 - Dead Heavy Trooper 1 - 0 Dmg - Strike, Strike, Strike Heavy Trooper 2 - 36 Dmg - Strike, Strike, Strike (Numbering is north to south, then east to west if they're at the same latitude) Bridge Destruction Stump Remover: -This fuse burns at 2 inches per second and is currently 10 feet long. -The bridge will collapse within 1 action if sufficiently damaged by the stump remover -If it fails, see Maul option Other: It takes a round to tie a rope around someone's waist -New enemies will join melee battle in 4 rounds. Some carry ranged weapons as well. -Recall the light out side is Dim/Low-Light. -More people are still escaping. The longer you hold the bridge the more may escape. -You can deputize NPCs to help with stuff, otherwise they will fight and withdraw when it makes sense. Current NPCs: Oreld | 0 Dmg | Actions: Stride, Stride, Lob | Conditions: Tess | 0 Dmg | Actions: Slashing Gust (one hit) | Conditions: Jet | 0 Dmg | Actions: Courageous Anthem, Strike, Reload | Conditions: Lesser Cover Rhyna | 0 Dmg | Actions: Stride, Stride | Conditions: Lirosa | 0 Dmg | Actions: Strike, Strike, Strike | Conditions: Cover Gedeon| 6 Dmg | Actions: Stride, Draw, Strike | Conditions:
  2. - Half-Elf Inquisitor 1 HP: 10/10 | AC: 16/12/14 | Speed: 30/20ft | Hero: 1/3 | Spells: 0Detect Magic Guidance Light Read Magic 1Protection from Evil (From Touched by Divinity Trait) 1 Standard Action Range : Touch 1min/level +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. Immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. The spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature. 1Level 1 Inquisitor Spell Slot 1Level 1 Inquisitor Spell Slot 2Alter Self (Limited to Elf, Drow, Human) From Flexible Half-Breed Racial Ability Polymorph Personal 1 min/level When you cast this spell, you can assume the form of any Small or Medium creature of the humanoid type. If the form you assume has any of the following abilities, you gain the listed ability: darkvision 60 feet, low-light vision, scent, and swim 30 feet. Medium creature: If the form you take is that of a Medium humanoid, you gain a +2 size bonus to your Strength. Drow Form Gains: -Darkvision 60' -+2 Strength Initiative: +2 | Perception: +8 | Fort: +3 | Ref: +3 | Will: +4 Disappear: 5/5You can become invisible as per the spell as a standard action. The invisibility lasts for 1 round per inquisitor level or until you attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving. The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area. | Studied Target: UrchinA slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target. If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll). At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack and damage rolls, as well as the bonus to slayer ability DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place. At 7th level, a slayer can study an opponent as a move or swift action. ConsumablesGeneral: -5x Trail Rations Ammunition: -10x Sling Bullets Potions/Alchemical: -5x Glue Paper Scrolls/Wands: - Use/day items: - | SpellsInquisitor Cantrips: -Detect Magic -Guidance -Light -Read Magic Inquisitor Level 1: -Shield of Faith -Cure light Wounds -Protection from Evil | AbilitiesClass Abilities: Monster Lore +WIS to knowledge on creatures Studied Target +1 Racial Abilities: Elf Immunities (+2 v. Enchantments, Immune to sleep) Low-Light Vision Languages: Common, Elven Skill Focus (Perception) Keen Senses +2 Perception Traits: Touched by Divinity Trap Finder (Disable magic traps with DD) Deft Dodger Drawback: Self-Doubting Other Feats: Combat Reflexes (3 AoO/rnd) | SkillsSkill: Rank/Modifier Acrobatics: 0/+2 Appraise: 0/+0 *Bluff: 0/-2 *Climb: 0/+4 *Diplomacy: 0/-2 *Disable Device: 1/+7 *Disguise: 0/-2 Escape Artist: 0/+2 Fly: 0/+2 Handle Animal: 0/+0 *Heal: 0/+2 *Intimidate: 0/-1 *Knowledge (Planes): 1/+4 or +6 *Knowledge (Religion): 1/+4 or +6 Linguistics: 1/+1 *Perception: 1/+8 *Ride: 0/+2 *Sense Motive: 1/+7 *Sleight of Hand: 1/+6 *Spellcraft: 0/+0 *Stealth: 1/+6 *Survival: 1/+2 *Swim: 0/+4 Use Magic Device: 0/+0 *Class Skills | AttacksFauchard: +4, 1d20+6S, 18-20x3, 10' Reach Cold Iron Morningstar: +4, 1d8+4B&P, 20x2 Dagger: +4, 1d4+4P/S, 19-20x2 Cestus: +4, 1d4+4P/B, 19-20x2 Sling: +2 1d4+4B, 20x2, Range 50' Spells: DC13 Combat Reflexes: 3x AoO per Round | Conditions: Alter Self 0:36 Gareth walks away from the children to peer down the hallway with the big dwarf. "This building bigger than it looked, or does this connect to some other building? This is all quite odd." OOC/Actions Other: Swift: Standard: Free: Drop Move: Full Round: Other: Hands: nothing Notes - Gear Worn -Belt Pouch -Cleric's Vestments -Armored Coat -Reversible Cloak -Holy SymbolIron chain with a silver rose emblem Weapons -Cestus -Dagger -MorningstarCold Iron +4, 1d8+4, 19-20x2 -Fauchard -Sling10x Bullets Containers MW Backpack -Bedroll -Grappling Hook -5x Glue paper -Glass cutter -Mess Kit -Sack -Silk Rope -Soap -5x Trail Rations -Canteen -Grooming Kit Belt Pouch -Trail rations x5 -Flint and Steel -Spell component pouch -Whetstone -4.77gp3gp, 16sp, 17cp
  3. - Thaumaturge 4 HP: 12/48 | AC: 21 | Speed: 30ft | Hero: 0/3 | Spells: 0-Ghost Sound -Bullhorn -Scatter Scree (2d4+4, DC20 Reflex) 1-Draw Ire (120', DC20 Will, 1 minute) 1d10 Mental + -1 status penalty to attacks against anyone else Crit Success: Nothing happens Success: Half damage, penalty until the end of their next turn Failure: Full damage and penalty Crit Failure: Double damage and -2 penalty Heightened +1: +1d10 damage Perception: +8 | Fort: +9 | Ref: +9 | Will: +8 ConsumablesTalismans: -1x Effervescent Ampoule -1x Snapleaf (Affixed) Potions: -1x Antidote -2x Minor Healing Potion -1x Lesser Healing Potion Scrolls: -1x Bless -1x Jump -1x Heal Other: -Feather Token (Chest) -Feather Token (Ladder) Use/day Items: -Bracelet of Dashing 1/1 | SpellsCantrips: -Ghost Sound -Bullhorn -Scatter Scree (DC20 Ref) Level 1: - Draw Ire (DC20 Will) | Skills*Academic Lore: +6 Acrobatics: +1 **Arcana: +8 *Athletics: +9 *Crafting: +6 *Deception: +10 *Diplomacy: +10 **Esoteric Lore: +13 **Intimidation: +12 Medicine: +0 *Nature: +6 *Occultism: +6 Performance: +4 *Religion: +6 Society: +0 Stealth: +1 Survival: +0 Thievery: +1 **Warfare Lore: +8 *Trained | **Expert | ***Master | SchoolPrimary School: Tempest Mage: 4* Secondary School: Uzunjati: 0 | Conditions: Bless, Personal Antithesis, Terrifying Resistance Bonuses and Abilities -Mirror's ReflectionYou reflect an illusory image of yourself into another unoccupied space within 15 feet that you can see. You are treated as being in both spaces until the start of your next turn. Your mirror self mimics your actions exactly, but any effects you generate come from only one of your positions; you decide which each time you act. Anything that targets or would affect your reflection affects you and uses your statistics. Something that would target or affect both of you affects you only once. When you move, you choose which square to move from, but the mirror effect ends (see below). Some events force you to determine which image is the real you, and then end the effect and cause your mirror self to disappear; this happens automatically at the start of your next turn. It also happens if you choose to move out of your space. Other benefits of this implement add more events that can end the reflection. The effect also ends when you fall unconscious, at which point you decide which version is truly you. -Exploit VulnerabilitySelect a creature you can see and attempt an Esoteric Lore check against a standard DC for its level, as you retrieve the right object from your esoterica and use your implement to empower it. You gain the following effects until you Exploit Vulnerabilities again. Critical Success You remember the creature’s weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature’s resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem’s antimagic. You can exploit either the creature’s mortal weakness or personal antithesis (see below). Your unarmed and weapon Strikes against the creature also become magical if they weren’t already. Success You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature’s mortal weakness or personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren’t already. Failure Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature’s personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren’t already. Critical Failure You couldn’t remember the right object to use and become distracted while you rummage through your esoterica. You become flat-footed until the beginning of your next turn. Mortal Weakness: Your unarmed and weapon Strikes activate the highest weakness you discovered with Exploit Vulnerability, even though the damage type your weapon deals doesn’t change. This damage affects the target of your Exploit Vulnerability, as well as any other creatures of the exact same type, but not other creatures with the same weakness. Personal Antithesis: -Only the target creature gains a weakness against your unarmed and weapon Strikes equal to 2 + half your level. -Implement's EmpowermentWhen you Strike, you can trace mystic patterns with an implement you’re holding to empower the Strike, causing it to deal 2 additional damage per weapon damage die. -Dubious KnowledgeWhen you fail (but don’t critically fail) a Recall Knowledge check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don’t have any way to differentiate which is which. -Diverse Lore-You can take a -2 penalty to your check to Recall Knowledge with Esoteric Lore to Recall Knowledge about any topic -When you succeed at your check to Exploit a Vulnerability, compare the result of your Esoteric Lore check to the DC to Recall Knowledge for that creature; if that number would be a success or a critical success, you gain information as if you had succeeded at the Recall Knowledge check. -Intimidating GlareYou can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language. -Terrifying ResistanceGain +1 Circumstance bonus to saves against spells and effects for 24 hours if you succeed on intimidating someone. -Scroll ThaumaturgyYou can activate scrolls of any magical tradition, using your thaumaturge class DC for the scroll’s DC, rather than a particular spell DC. If a spell is on the spell list for multiple traditions, you choose which tradition to use at the time you activate the scroll. You can draw and activate scrolls with the same hand holding an implement, much like you can for esoterica. -Steeped in HistoryYou gain a +1 circumstance bonus to Recall Knowledge about the Magaambya, the tenets or history of your branch, and members of your branch. At 11th level, this increases to a +2 circumstance bonus. -Breached DefensesLearn enemy resistance when you Exploit, can choose to ignore resistance instead of triggering weakness. -Esoteric Warden Gain +1 Status bonus to AC and saves against the next Attack or Spell/Ability from the target of your Exploit if your Exploit was a success. Gain +2 if your Exploit was a critical success. -ToughnessIncrease your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value. -Languages-Mwangi (Common) -Fey (Sylvan) If it didn't hurt so much, Armenga would roll her eyes at getting eviscerated by yet another monster. This was becoming a habit, and certainly not one good for her health. She takes another swing, but against can't connect, then casts one of her few spells to pound the statue with rocks. Mechanics/Actions Other: Sell: Free: Action 1: Step Action 2: Scatter Scree DC20 Action 3: Scatter Scree on soldier and square to its east Reaction: Recognize SpellTrigger A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting. If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. Critical Success You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it. Success You correctly recognize the spell. Failure You fail to recognize the spell. Critical Failure You misidentify the spell as another spell entirely, of the GM’s choice. Arcana (Expert) +7 Nature (Trained) +5 Occultism (Trained) +5 Religion (Trained) +5 Exploration Activity: Scout Hands: Mirror Implement/Esoterica + Leiomano Gear Worn -Backpack: Ignore first 2 Bulk of contents -Belt Pouch -School Robes -Bracelet of Dashing+1 item bonus to Acrobatics checks Activate [one-action] command Frequency once per day; Effect You gain a +10-foot status bonus to Speed for 1 minute. -Breastplate: +4AC/+1Dex Weapons -Dagger: +10 | 2d4+5P/S | Agile | Finesse | Thrown 10' -5x Darts: +8 | 2d4+5P | Agile | Thrown 20' -Whip: +10 | 2d4+5S | Reach 10' | DisarmAthletics v. Reflex DC Critical Success: You knock the item out of the target's grasp. It falls to the ground in the target's space. Success: You weaken your target's grasp on the item. Until the start of that creature's turn, attempts to Disarm the target of that item gain a +2 circumstance bonus, and the target takes a –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item. Critical Failure: You lose your balance and become flat-footed until the start of your next turn. | TripAthletics v. Reflex DC Critical Success: The target falls and lands prone and takes 1d6 bludgeoning damage. Success: The target falls and lands prone. Critical Failure You lose your balance and fall and land prone. | Nonlethal | Finesse -Leiomano: +10 | 2d6+5B/S | Fatal D10 -War Razor: +10 | 2d4+6S | Backstabber | Deadly D8 | Agile Containers Backpack -Extendable Pincers: Pick up objects up to 10' away -Feather Token (Chest) -Feather Token (Ladder) -Grappling Hook -Net -Repair Kit -Rope, 50' -2x Sacks -Soap -2x Torches -Waterskin -Writing Set Belt/Pouch -Antidote -10x Chalk -1x Healing Potion, Minor -1x Healing Potion, Lesser -Flint and Steel -3x Oil Pints -Signal Whistle -2x Empty Vials -1x Scrolls (Bless) -1x Scroll Jump, Heal -23gp, 9sp, 1cp Dormitory -Bedroll -Crafter's BookFormulae: -All common 0-level items -Scroll -Wand -Goz Mask -Masquerade Scarf -2x Rations (1w) -3x Sacks -3x Torches
  4. - Oracle of the Stormrjotnrung 5 HP: 41/41 | AC: 24/14/21With Shield: 24/14/21 Without Shield: 22/14/19 10 + 2 (Dex) + 6 (Breastplate) + 2 (Shield) + 1 (Dodge) + 1 (Attunement) + 1 (Deflection) + 1 (Natural) | CMD: 22/19+4 v. Bull Rush +6 v. Trip | Speed: 30/20ft | Hero: 1/3 Initiative: +4+2 (Dex) + 2 (Reactionary trait) | Perception: +8Darkvision, blind beyond 60' | Fort: +5 | Ref: +5 | Will: +6 Surprising Charge: 1/1Once per day, you can move up to your speed as an immediate action. You can use this ability one additional time per day at 7th level and 15th level. | Fortune: 1/1As Immediate action reroll any d20 and take the new result, even if it's worse. You can use this 1/day at level 5, and an additional time at level 11 and 17. | Spells: 1|7/7, 2|5/5 Active EffectsBuffs: - Afflictions: - Constant Effects: -CMD 25 v. Bull Rush, 27 v. Trip -+4 AC v. AoO from movement -No AoO triggered by standing from prone -+2 to Aid attempt for other Stormrjotnrung -+2 to Climb and Acrobatics, ignore slippery conditions | ConsumablesUse/Day Items: -Stagger-Proof Boots (1/1) - move as a immediate action -Claw of the Ice Bear (3/3) - Spider Climb for 1 rnd Potions/Alchemical: -5x Alchemists' Fire -6x Potions of Remove Fear -6x Stillgut Scrolls/Wands: -2x Scrolls of Ashen Path Mundane items: -4x Oil -Mead, 1 gallon -Trail Rations -Animal Feed | SpellsCantrips: -Detect Magic -Enhanced Diplomacy -Guidance -Light -Mending -Spark Level 1: -Bless, 50', 4 min. -Cure Light Wounds, 1d8+4 -Divine Favor, +2/+2, 1 min. -Ill Omen: Force enemy to roll twice and take worse on next two d20 rolls. No Save. -Liberating Command: immediate escape with +10 -Obscuring Mist: 20' radius emanation, 5min. -Touch of Blindness, 4 rnds, 4 targets DC14 Fort -Unbreakable Heart, +4 morale v. negative mental effects. Suppress ongoing conditions. Level 2: -Ironskin: +4 AC 1 min/lvl -Lesser Restoration -Cure Moderate Wounds, 2d8+4 -Oracle's Burden: Give enemy your curse, DC15 Will, 1min/lvl | AbilitiesFate's Favored: +1 to Luck bonuses Heart of the Snows: +2 Fort against cold climate, slips, and trips CMD, +2 to Climb/Acrobatics when slippery. Tribalistic: +2 to aid other members of the Stormrjotnrung Mobility: +4AC v. AoO from movement Power Attack: -1/+2 or +3 dmg Deadly Aim: -1/+2dmg Cleave: Gain extra attacks on successful power attack Combat Reflexes: 3 AoO/rnd Combat Expertise: -1/+1AC Clouded Vision: Darkvision to 60', blindness beyond Revelations: Fortune: Re-roll on self 1/day Surprising Charge: 1/day move as immediate action Weapon Mastery (polearms) Items: Stagger-proof boots: Stand from prone without triggering AoO Claws of the Ice Bear: +2 Competence to climb and acrobatics, ignore the normal penalties on those skills for slippery or icy surfaces. | SkillsSkill: Rank/Modifier Acrobatics: 1/+3 Bluff: 0/+3 Climb: 1/+6 Diplomacy: 4/+10 Disable Device: 0/+0 Disguise: 0/+3 Escape Artist: 0/+2 Fly: 0/+2 Handle Animal: 1/+4 Heal: 0/+0 Intimidate: 5/+11 Knowledge (Religion): 1/+4 Knowledge (Planes): 0/+0 Knowledge (History): 2/+5 Perception: 5/+8 Perform (Wind): 2/+5 Profession (Soldier): 5/+8 Ride: 1/+3 Sense Motive: 1/+4 Spellcraft: 0/0 Stealth: 0/+2 Survival: 0/+0 Swim: 1/+6 Use Magic Device: 0/0 | CursesClouded Vision: You cannot see anything beyond 30 feet, but you can see as if you had darkvision. Darkvision 60' (5th level, Ex): At 5th level, the distance you can see with darkvision only increases to 60 feet. Blindsense 30' (10th level, Ex): At 10th level, you gain blindsense out to a range of 30 feet. Blindsight 15' (15th level, Ex): At 15th level, you gain blindsight out to a range of 15 feet. God-Meddled: Once per round, when a creature casts a divine spell including you as a target, roll 1d20 and consult the table below. The effect resulting from this roll begins at the end of that enemy’s turn. d20 Effect 1 - You provoke an attack of opportunity from one enemy adjacent to you. If no enemy is adjacent, the closest enemy can move its full movement speed in your direction as a free action. If multiple enemies qualify, the GM determines which creature attacks or moves. This movement does not trigger attacks of opportunity. 2–3 - Your movement speed is halved for 1 round. 4–5 - You are deafened for 1 round. 6–7 - You are knocked prone. 8–10 - You shrink by one size category for 1 round, as reduce person. 11–13 - You grow by one size category for 1 round, as enlarge person. 14–15 - Your caster level is treated as 1 higher for the purpose of spell durations for 1 round. 16–17 - Creatures in squares adjacent to you are pushed 10 feet away from the space you occupy. 18–19 - You are able to understand all languages for 1 round. 20 - You gain the benefits of haste for 1 round. Sven joins in with the sailors in their tasks as the ship heads toward this mysterious island on an unknown quest. Though no seaman himself, anyone can haul a rope or scrub a deck. Too much is shrouded, and he knows it can lead the men to fear, or to the dark places in mens' hearts. So he leads chants and prayers as they work. To the touchstones of Odin, Thor, and Freyr to rouse their hearts. Specific prayers to Tyr or Baldr of Sif for some others to shore their spirits. A stout heart is more important than a sharp heart-stabber any day. A story can be good for that too, so he does enjoy the tale as the ship rolls on through the dark sea. OOC/Actions Other: Swift: Move: Standard: Free: Full Round: Hands: Immediate: Brynhildr - 130lb Brynhildr (130.5/228lb): -Bedroll -Blanket x2 -Fishing Kit -Furs -Mess Kit -Oil x4 -Soap -Alchemists' Fire x3 -Feed x5 -Fishing Net -Mead, 1 gallon -Bit and Bridle -Saddle -Saddlebags -Tent (small) -Tent Cover -Longspear Gear - 86.5lb Worn -+1 Agile Breastplate -Cold Weather Outfit -Eye Patch -ValknutA symbol of divine power worn around the neck, made of cold iron. -Týr's SpearA Cold Iron spear rune of Týr on a leather thong. (Iron holy symbol) -Hip Flask -Boots of MeiliStagger-proof boots, marked with runes of the Æsir god of travel. -Signal Horn Weapons -GungnirdottirCold Iron Giant-Sticker +10, 2d6+8 P/S, 20x3, 10' Reach, Brace PA: +9, 2d6+11 -Silver SwordOne Hand: +9, 1d10+5 P/S, 19-20x2 -PA: +8, 1d10+7 -Dagger+8, 1d4+5, 19-20x2 -Raven ShieldHeavy Darkwood Shield Marked with two ravens in silver on a black field. Huginn and Muninn. -Ice Bear ClawsAs Spiked Gauntlet +8, 1d4+5, 20x2 PA +7, 1d4+7, 20x2 +2 to Climb and Acrobatics checks Ignore penalties for slipper surfaces 3/day Spider Climb for 1 round See: Claws of the Ice Bear Containers Sash -2x Alchemists' Fire -2x Potions CLW -2x Scrolls -Bravery BrewPotion of Remove Fear -Heiðrún's MeadA small flask of mead said to be brewed from the milk of the goat Heiðrún. As stillgut. Belt Pouch -Flint and Steel -MagnetOr Lodestone, if more appropriate -Sewing Needle -Twine -Whetstone -Dice -Thread -548.05gpSplit as 115gp, 47sp, 50cp MW Backpack -Freyr's Rod-A rod of good iron that subtly shifts in form as a hoe, a shovel, a prying bar... -Climber's Kit -2x Sacks -Silk Rope -5x Trail Rations -Waterproof bag -Waterskin
  5. - Dwarven Warpriest of Gozreh 8 HP: 82/82 | AC: 25/16/20AC: 25/16/20 10 + 5 (dex) + 7 (Breastplate) + 2 (Buckler) + 1 (Ring of P) Neck guard: +1 v. Vampire bites and other neck attacks | Speed: 20ft | Hero: 2/3 | Spells: P1Pearl of Power 1 Unused P1Pearl of Power 1 Unused 1Divine Favor Personal 1 min Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn't apply to spell damage. CL 8: Bonus is 2+1 for Fate's Favored 1Divine Favor Personal 1 min Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn't apply to spell damage. CL 8: Bonus is 2+1 for Fate's Favored ***Unprepared*** Tears to Wine Convert 4 cubic feet of liquid to wine/mead that spoils at the natural rate for such liquids. When consumed grants a +2 to all WSI and INT skill checks. ***Unprepared*** Shadow Trap Casting Time: 1 standard action Range: close 45' Target: one creature Duration: 8 rnds Saving Throw: Will negates; Spell Resistance yes Description You pin the target’s shadow to its current location, causing the target to become entangled and preventing it from moving farther than 5 feet from its original position, as if its shadow were anchored to the terrain. Each round on its turn, the target can attempt a new saving throw to end the effect as a full-round action. A flying creature can only hover in place or fall while entangled in this manner. This spell automatically fails when cast on a creature that doesn’t throw a shadow, and it ends if the creature is entirely in an area with no illumination. 1Obscuring Mist Effect cloud spreads in 20-ft. radius from you, 20 ft. high Duration 1 min./level (D) The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage. ***Unprepared*** Unbreakable Heart Range: 45' Duration: 8rnds +4 morale bonus on saving throws against mind-affecting effects that rely on negative emotions or that would force him to harm an ally. If the target is already under such an effect when receiving this spell, that effect is suppressed for the duration of this spell. It does not affect mind-affecting effects based on positive emotions (such as good hope or the inspire courage bard ability). A creature can still be charmed or otherwise magically controlled while under this spell’s effects, but if such a creature ever receives a new saving throw against that effect as a result of being ordered to attempt to harm or otherwise oppose a true ally, he can roll that saving throw twice and take the better result as his actual roll. ***Not currently prepared*** Bless 50' 1 min/lvl = 8 min Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. 1Protection from Evil Creature Touched 1 min/lvl = 8 min. +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. Immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature with +2 bonus Immune to any new attempts to possess or exercise mental control Natural weapon attacks of evil summoned creatures fail. ***Unprepared*** Obscuring Mist Effect cloud spreads in 20-ft. radius from you, 20 ft. high Duration 1 min./level (D) The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage. 1Protection from Evil Creature Touched 1 min/lvl = 8 min. +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. Immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature with +2 bonus Immune to any new attempts to possess or exercise mental control Natural weapon attacks of evil summoned creatures fail. 2Protection from Evil, Communal Duration: 8 minutes This spell functions like protection from evil, except you divide the duration in 1-minute intervals among the creatures touched. ***Unprepared***Burst of Radiance Range: 400+40/lvl = 720' Area: 10' radius Burst Creatures in the area are blinded for 1d4 rounds, or dazzled for 1d4 rounds if they succeed at a Reflex save. Evil creatures in the area of the burst take 1d4 points of damage per caster level (max 5d4), whether they succeed at the Reflex save or not. 2Burst of Radiance Range: 400+40/lvl = 720' Area: 10' radius Burst Creatures in the area are blinded for 1d4 rounds, or dazzled for 1d4 rounds if they succeed at a Reflex save. Evil creatures in the area of the burst take 1d4 points of damage per caster level (max 5d4), whether they succeed at the Reflex save or not. *** Not Prepared Currently*** Communal Protection from Evil This spell functions like protection from evil, except you divide the duration in 1-minute intervals among the creatures touched. *** Not Prepared Currently*** Restoration, Lesser Range: Touch Lesser restoration dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain. 2Ashen Path Range: Creature(s) Touched Duration: 80 min, or 10 min/target Breathe with ease air that is contaminated with ash, spores, smoke, dust, or the like. The creature suffers no ill effects from natural airborne irritants or contaminants and gains a +4 bonus on saving throws against magical effects that involve any of these contaminants. In addition, the creature can see through magical obscuring effects caused by dense ash, smoke, fog, or similar concealment up to a distance of 60 feet. ***Unprepared*** Cleromancy Duration: 1rnd/CL = 8 Rnds Range: Personal Roll 8d4, group by like results and choose a group. Apply luck bonus equal to the chosen die group, up to as many times as there are dice in teh group. +1 to each die with Fate's Favored. 2Ironskin Range: Personal Duration: 1min/lvl = 8min. Gain a +4 enhancement bonus to your existing natural armor bonus (if you do not have a natural armor bonus, you are considered to have an effective natural armor bonus of +0). This enhancement bonus increases by 1 for every 4 caster levels above 4th, to a maximum of +7 at 15th level. CL 8 = +5AC bonus While you're under the effects of this spell, if an opponent confirms a critical hit or sneak attack against you with a physical weapon (not a spell or magical effect), you can dismiss this spell to negate the critical hit or sneak attack and treat it is as a normal hit. Dismissing the spell in this way is not an action, but you must be conscious and aware of the attack to do so. 2Silence Casting Time: 1 round Range: long 720' Area: 20-ft.-radius emanation centered on a creature, object, or point in space Duration 1 round/level (D) Saving Throw Will negates complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, *** Not Prepared Currently*** Ironskin Range: Personal Duration: 1min/lvl = 8min. Gain a +4 enhancement bonus to your existing natural armor bonus (if you do not have a natural armor bonus, you are considered to have an effective natural armor bonus of +0). This enhancement bonus increases by 1 for every 4 caster levels above 4th, to a maximum of +7 at 15th level. CL 8 = +5AC bonus While you're under the effects of this spell, if an opponent confirms a critical hit or sneak attack against you with a physical weapon (not a spell or magical effect), you can dismiss this spell to negate the critical hit or sneak attack and treat it is as a normal hit. Dismissing the spell in this way is not an action, but you must be conscious and aware of the attack to do so. ***Spell not prepared*** Weapon of Awe Personal 1min/lvl = 8min. Your weapon gains a +2 sacred bonus on damage rolls, and if the weapon scores a critical hit, the target of that critical hit becomes shaken for 1 round with no saving throw. This is a mind-affecting fear effect. A ranged weapon affected by this spell applies these effects to its ammunition. 3Channel Vigor Range: Personal 1 rnd/lvl = 8 rnds Choose One: Limbs: You gain the benefits of a haste spell. Mind: You gain a +4 competence bonus on Knowledge and Perception skill checks and on ranged attack rolls. Spirit: You gain a +6 competence bonus on Will saving throws and Bluff and Intimidate checks. Torso: You gain a +6 competence bonus on Fortitude saving throws and concentration checks. Haste: -When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. -Gain a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves -Increase speed to 40' 3Invisibility Purge Casting Time: 1 standard action Range: Personal Target: You Duration: 1 minute/level = 8 min. Description: TA sphere 5'/CL (40') radius that negates all forms of invisibility. ***Unprepared*** Stunning Barrier, Greater Casting Time: 1 standard action Range: personal Target: you Duration: 1 round/level or until discharged Saving Throw: none and Will negates (see text); Spell Resistance no and yes (see text) Description This spell functions as stunning barrier, except as noted above, and it provides a +2 bonus to AC and on saving throws. It is not discharged until it has stunned a number of creatures equal to your caster level. Prayer All allies and foes within 40' radius of caster 1 rnd/level = 8 rnds You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls. +1 with Fate's Favored 3Shield of Wings Range: Personal Duration: 1min/lvl = 8min. You gain five burning wings that grant a fly speed equal to the number of wings × 10 (average maneuverability) for an initial fly speed of 50 feet. The first time in a round where you would take fire damage, a wing vanishes (reducing the fly speed granted) and you gain fire resistance 30 for the remainder of the round. When you are down to one wing (and a fly speed of 10 feet), your maneuverability drops to poor. When you lose your final wing, you become immune to fire damage for 1 additional minute, after which the effects of this spell end. Initiative: +4 | Perception: +12+2 | Fort: +9 | Ref: +7 | Will: +11 | +4 v. Magic Fervor Pool: 8/81 use: swift cast spell on self (does not provoke, no free hand needed) 1 use: heal (or harm undead) 3d6. Standard action, does provoke (unless used on self as a swift action). No save when used to harm. 2 uses: channel positive energy 3d6, must present Holy Symbol or weapon, does not provoke. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the warpriest. DC18 Will Save. | Blessings: 9/9Air Domain Zephyr's Gift: 1 minute, any attacks made with the weapon take no penalties due to range. In addition, making a ranged attack with this weapon doesn’t provoke an attack of opportunity. Soaring Assault: You can touch an ally and give her the gift of flight for 1 minute (as fly). The ally gains a fly speed of 60 feet with average maneuverability. She gains a bonus on Fly skill checks equal to your level. Whenever the ally succeeds at a charge attack while flying, that attack deals an amount of additional electricity damage equal to your level. Weather Domain Storm Strike: For 1 minute, this weapon glows with blue or yellow sparks and deals an additional 1d4 points of electricity damage with each hit. Wind Barrier: You can create a barrier of fast winds around yourself for 1 minute. This acts as a wind wall on all sides of your square, protects you with feather fall, and doesn’t interfere with your ranged attacks. | Sacred Armor 8/8Sacred Armor +1 (8 minutes/day) (Su) Swift action. +1 enhancement bonus. +1/3 levels after 7 1-minute increments Stack enhancement up to +5. Or add: -glamered +1 -energy resistance (normal +2, improved +4, greater +5) -fortification (light +1, moderate +3, heavy +5) -spell resistance (13 +2, 15 +3, 17 +4, and 19 +5) Armor must have at least a +1 enhancement bonus before any other special abilities can be added.. When the warpriest uses this ability, he can also use his sacred weapon ability as a free action by expending one use of his fervor. | Sacred Weapon 8/8Sacred Weapon +2 (8 rounds/day) (Su) Swift action +1 enhancement bonus +1/4 lvl over 4th Stack enhancement up to +5 Or add special abilities: -brilliant energy +4 -defending +1 -disruption +2 -flaming +1 -frost +1 -keen +1 -shock +1 True neutral alignment: -spell storing +1 -thundering +1 This ability can be ended as a free action at the start of the warpriest’s turn (that round does not count against the total duration, unless the ability is resumed during the same round). Conditions-Tears to Wine, 9 gallons remaining, 1 week shelf life -Sling Pouch fo Keen Edge activated (3 hours) | ConsumablesAmmunition: -197x Cold Iron Bullets -93x Cryptstone Bullets -200 Sharpstone Bullets -6x +1 Animal Bane Arrows -2x +1 Human Bane Arrows -3x +1 Undead Bane Arrows Potions/Alchemical: -4x CLW -2x Reduce Person -2x Tanglefoot Bags -6x Silver weapon blanch -1x Adamantine weapon blanch -2x Holy weapon balm Scrolls/Wands: - Use/day items: -Four Leaf Clover: 3/3 -Sling Pouch of Keen Edges: 2/3 | SpellsCantrips: -Create Water -Enhanced Diplomacy -Guidance -Purify Food and Drink -Light Level 1: -2 PoP -5 Slots Level 2: -5 Slots Level 3: -3 Slots | Bonuses+1 to Luck bonuses +1 to Confirm Crits Hardy + Steel Soul: +4 to Spells/Poison/SLAs +4 AC v. giants +1 Att v. Orcs/Goblins +4 CMD v. Trip or Bull Rush +2 Perception v. Stonework | SkillsSkill: Rank/Modifier Acrobatics: 0/+4 Bluff: 0/-2 Climb: 1/+5 Craft (Stonework): 4/+7 Diplomacy: 0/-2 Disable Device: 0/0 Disguise: 0/-2 Escape Artist: 0/+3 Fly: 1/+4 Heal: 1/+8 Intimidate: 0/-2 Knowledge (Religion): 7/+10 Knowledge (engineering): 2/+5 Perception: 8/+12 Profession (brewer): 3/+10 Ride: 1/+7 Sense Motive: 1/+8 Spellcraft: 0/0 Stealth: 0/+3 Survival: 3/+9 Swim: 1/+4 Use Magic Device: 0/0 Somewhat belatedly, Vergren tries to recall which deity this sihedron is associated with. Probably good to know who he's signing on with, even if it is just a ruse. OOC/Actions Other: Place neck guard, pelletbow, buckler, and trident in haversack, carry dagger. Free: recall knowledge religion Swift: Move: Standard: Full Round: Hands: empty Bucket and Inn Bucket (187.5lb): -Bedroll -Winter Blanket -MW Chain Shirt -Reversible Cloak -Common hat -Common clothes -Fishing Net -Mess Kit -Soap -Waterskin -Half keg -10x Dwarven Trail Rations -10x Rations -5lb Powdered Silver -Bit and Bridle -6x Feed -Military Saddle -Saddlebags Left at the Inn: -30x Animal feed -210x Cold Iron Bullets -100x Sharpstone Bullets -50x Crypstone Bullets Gear Worn -+1 Mithril Agile Breastplate -Neck Guard+1 AC versus Vampure BItes or similar neck attacks -Belt of Incredible Dex +2 -+1 Buckler -Cleric's Vestments -Cloak of Resistance +1 -Ring of Prot. +1 -Holy Symbol, Flask Weapons -MW Cold Iron Trident -MW Dagger -+1 Darkwood Dwarven Light Pelletbow Containers Bandolier 1 -4x Potion of CLW -2x Potion of Reduce -2x Holy Weapon Balm Bandolier 2 -20x Cold IronCoated in Silver Bullets -20x CryptstoneCoated in Silver Bullets Sling Pouch of KEHolds 50 sling bullets, specifically sharpstones. 3 times per day cast Keen Edge for 3 hours of Keen -50x SharpstonesCoated in Silver Belt Pouch -Flint and Steel -Four Leaf CloverA creature with a four-leaf clover in her possession can call upon an extra boost of luck before attempting a single ability check, saving throw, or skill check. She gains a +2 luck bonus on that check. This ability functions three times per day, and requires a free action that the owner can perform even when it’s not her turn. +1 from Fate's Favored -Garlic -Magnet -2x Pearls of Power 1 -20x Cold Iron Bullets -String -791gpSplit between here and HH Handy Haversack -23x Cryptstone Bullets -50x Sharpstones -3 vials of Ambrosia -1 Cytillesh stun vial -2 Holy weapon balm -2 Bottled sunlight -2 Antiplague -2 Antitoxin -2 Troll styptic -Holy Symbol, Pipes -Holy Book of GozrehHymns of the Wind -Silk Rope -Wind Chimes -2x Silver Blanch -1x Adamantine Blanch
  6. - Half-Elf Inquisitor 1 HP: 9/10 | AC: 16/12/14 | Speed: 30/20ft | Hero: 1/3 | Spells: 0Detect Magic Guidance Light Read Magic 1Protection from Evil (From Touched by Divinity Trait) 1 Standard Action Range : Touch 1min/level +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. Immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. The spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature. 1Level 1 Inquisitor Spell Slot 1Level 1 Inquisitor Spell Slot 2Alter Self (Limited to Elf, Drow, Human) From Flexible Half-Breed Racial Ability Polymorph Personal 1 min/level When you cast this spell, you can assume the form of any Small or Medium creature of the humanoid type. If the form you assume has any of the following abilities, you gain the listed ability: darkvision 60 feet, low-light vision, scent, and swim 30 feet. Medium creature: If the form you take is that of a Medium humanoid, you gain a +2 size bonus to your Strength. Drow Form Gains: -Darkvision 60' -+2 Strength Initiative: +2 | Perception: +8 | Fort: +3 | Ref: +3 | Will: +4 Disappear: 5/5You can become invisible as per the spell as a standard action. The invisibility lasts for 1 round per inquisitor level or until you attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving. The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area. | Studied Target: UrchinA slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target. If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll). At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack and damage rolls, as well as the bonus to slayer ability DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place. At 7th level, a slayer can study an opponent as a move or swift action. ConsumablesGeneral: -5x Trail Rations Ammunition: -10x Sling Bullets Potions/Alchemical: -5x Glue Paper Scrolls/Wands: - Use/day items: - | SpellsInquisitor Cantrips: -Detect Magic -Guidance -Light -Read Magic Inquisitor Level 1: -Shield of Faith -Cure light Wounds -Protection from Evil | AbilitiesClass Abilities: Monster Lore +WIS to knowledge on creatures Studied Target +1 Racial Abilities: Elf Immunities (+2 v. Enchantments, Immune to sleep) Low-Light Vision Languages: Common, Elven Skill Focus (Perception) Keen Senses +2 Perception Traits: Touched by Divinity Trap Finder (Disable magic traps with DD) Deft Dodger Drawback: Self-Doubting Other Feats: Combat Reflexes (3 AoO/rnd) | SkillsSkill: Rank/Modifier Acrobatics: 0/+2 Appraise: 0/+0 *Bluff: 0/-2 *Climb: 0/+4 *Diplomacy: 0/-2 *Disable Device: 1/+7 *Disguise: 0/-2 Escape Artist: 0/+2 Fly: 0/+2 Handle Animal: 0/+0 *Heal: 0/+2 *Intimidate: 0/-1 *Knowledge (Planes): 1/+4 or +6 *Knowledge (Religion): 1/+4 or +6 Linguistics: 1/+1 *Perception: 1/+8 *Ride: 0/+2 *Sense Motive: 1/+7 *Sleight of Hand: 1/+6 *Spellcraft: 0/+0 *Stealth: 1/+6 *Survival: 1/+2 *Swim: 0/+4 Use Magic Device: 0/+0 *Class Skills | AttacksFauchard: +4, 1d20+6S, 18-20x3, 10' Reach Cold Iron Morningstar: +4, 1d8+4B&P, 20x2 Dagger: +4, 1d4+4P/S, 19-20x2 Cestus: +4, 1d4+4P/B, 19-20x2 Sling: +2 1d4+4B, 20x2, Range 50' Spells: DC13 Combat Reflexes: 3x AoO per Round | Conditions: Alter Self 0:36 The sight of the child's blood turns Gareth's stomach and changes his mind. He drops his weapon and raises his hands. "They're just kids! Stop!" he shouts to the others. OOC/Actions Other: Swift: Standard: Free: Drop Move: Full Round: Other: Hands: nothing Notes - Gear Worn -Belt Pouch -Cleric's Vestments -Armored Coat -Reversible Cloak -Holy SymbolIron chain with a silver rose emblem Weapons -Cestus -Dagger -MorningstarCold Iron +4, 1d8+4, 19-20x2 -Fauchard -Sling10x Bullets Containers MW Backpack -Bedroll -Grappling Hook -5x Glue paper -Glass cutter -Mess Kit -Sack -Silk Rope -Soap -5x Trail Rations -Canteen -Grooming Kit Belt Pouch -Trail rations x5 -Flint and Steel -Spell component pouch -Whetstone -4.77gp3gp, 16sp, 17cp
  7. 22:18, Starday, 6 ArodusGregorian Calendar Equivalent: August Environment: Ambient Illumination: Ealdred makes a mighty swing, but the soldier's shield it there to block some the damage with a resounding *CLANG*. A large crack appears in the shield though, and blood is still drawn. Carthas moves closer to the front line and sends a crossbow bolt arcing over the battle line. It's well placed, but the nimble archer dodges it at the last second. Rezzik makes a masterful shot though, finishing the ranger who collapses to the road. Talus moves closer and casts a spell. A small tree suddenly sprouts from the roadway, branches waving without any breeze to stir them. Ragna maneuvers around the battlefield, calling her bear to her side as she does. Injured, she hides behind the tree for now. Ardyn runs up next to her, and his voices carries into the hobgoblins in front of him, making them wince and cover their ears. Seeing the line of battle Jet runs forward, staying behind the large stones of the bridge for cover. She begins to sing, an old Varisian march by the sounds of it. Her voice is powerful and pleasant, and stirs the heart of everyone nearby. Tess does the same, running up next to Jet, swinging her hand through the air toward the hobgoblin soldiers. Two are buffeted by wind, and one flails with his shield against it, but nothing else seems to happen. Lirosa fires another trio of arrows, now at the nearest. His shield out of position from Tess's spell two arrows take him in the knee, then the throat, and he drops with a gurgle. Rhyna edges closer to the battle, clutching her silver plated bow of Erastil, waiting for someone who needs healing to get close enough she can help. Oreld looks as the sizzling fuse, usure if he should leave it or guard it, then hearing Jet's singing and the sounds of battle moves toward it, pulling a flask from his belt. The hobgoblin ranger edges to the north, trying to find a clear line to attack. He finally spots Talus, standing in the open, and fires two arrows. One of them strikes home, but barely gives Talus a scratch. The soldier to the west moves north around the end of the line, keeping his archer protected, then moving in to strike Ragna. The swaying branches of the tree interpose before the blade strikes her. The soldiers in front of Ealdred both keep their shields up and swing their swords at him while the heavily armored troopers behind approach, inevitable in their steady march forward. one moves to circle to the west, while the other steps forward and swings his pike at Ealdred. The soldiers can't seem to hit him, though one deals a glancing blow, catching a branch of the tree and then glancing off Ealdred's shield. The remaining branches of the tree still as if the nonexistent breeze had suddenly stopped. The civilians to the west stagger onward, and as they approach you realize they aren't children, but an elderly gnome and two halflings. They stagger out onto the bridge, heading toward the woods. Farther down the road beyond this heavy patrol you see shapes moving from the Green. A massive figure, hard to tell at this distance but it could be a bugbear, turns to head toward the bridge flanked by what look to be an elite squad of troops. If they hurry, they could reach the fight in 30 seconds or so. Party Status and Maps Phaendar Bridge Town Map - A: Oreld's, B: Kining's, C: Riverwood, D: Taproot Name HP AC Conditions Default Activity Ardyn 30/32 17/20 +1 v. Fear, Courageous Anthem --- Carthas 26/26 19 +1 v. Fear, Courageous Anthem --- Ealdred 33/38 16/18 Blessing of Erastil+1 to Attack +4 Temp HP Duration: 1 Hour, +1 v. Fear, Shield Raised, Rage, Courageous Anthem --- Ragnhild 16/28 15/17 +1 v. Fear, Courageous Anthem --- Stormborn 24/24 16 +1 v. Fear, Courageous Anthem --- Rezzik 28/28 17 +1 v. Fear, Courageous Anthem --- Talus 3+30/30 19 +1 Fort, Blessing of Erastil+1 to Attack +4 Temp HP Duration: 1 Hour, +1 v. Fear, Courageous Anthem --- Quests and Loot Main Quests -Escape from Phaendar! Minor Quests -Recover Aubrin's bow -Save the Townsfolk! -Keeping Hope AliveOnce you escape from town, it would be good to keep morale up for the refugees. Symbols of home, endurance, and hope will lift their spirits. -Bring Down the Bridge!To prevent the Ironfang from chasing you through the Fangwood, it may be beneficial to destroy the ancient Phaendar bridge, as it's the only crossing for 50 miles. Claimed Loot: General: -3x Daggers, 4x Shortswords, Crossbow, 2x Belt Pouches, , Grisly trophies9 teeth, humanoid 7 finger bones, humanoid 3 ears, elven 1 scalp, human 1 beard, dwarven, healer's kit, lanterns, oil -Jet's whipunidentified and journal -2x Studded leather armor, 2x shortbows -Aubrin's Bow, quiver, tankard, and pack -2x Climbing kits, Blue cloak, Breastplate, 2x Repair kits -15gp worth of alchemical crafting supplies, Alchemical crossbow, 2x alchemist's fire (lesser), 2x acid flasks (lesser), 2x bloodblockThis was the 1e item name, please let me know fi there's a 2e one I can't recall. If there isn't assume this halves persistent bleed damage and gives a +2 on the flat check., 2x antiplague (lesser), 2x antivenom, 1x healer's kit, 12x minor elixirs of life, alchemists' tools -2x poor manacles, 1x simple, manacle key Magic/Unique Items: -Chernasardo CloakThis cloak gives a +1 item bonus to Stealth checks, increasing to +2 in forest terrain - Carthas - - Rezzik -Wand of HealCasts Level 1 Heal 1/day -Poisoner's BladeThis well-made stiletto dagger has interesting runnels and cross-hatching down its length to better hold poisons. This acts as a standard dagger, but loses the Versatile S trait and gains the Backstabber trait. When using an Injury poison, the poison is not lost on a critical miss. After a successful strike, roll a 1d6. On an 6 the poison is not lost and the poison effect can be applied again. - Ragna -Sturdy BackpackHolds up to 6 bulk, and the first 4 don't count against your bulk limits. - Talus -Wrist SheathThis sheath can be worn inside a sleeve and effectively conceals a dagger-sized weapon or wand. It grants +2 Item bonus to attempts to Conceal an Object for the item inside. - Ragna -Cold Iron Bar - Ealdred Consumables: -Tobacco pouch, 13x Tindertwigs, 20x bolts, 20x candles -32x arrows -1x Potion of Heal (1 used) -3x vials of poison -1x antidote (moderate) -Wolf Fang talisman -Effervescent AmpouleRecall the house rule that requirements for talismans can be ignored -2x Fire Ward GelSimilar to the 1e item: Gain Resistance 5 to Fire until 20 points of damage has been resisted. This take 6s or three actions to apply and lasts for 1 hour. It can be washed away by a heavy rain or dousing in water. Valuables: -2gp, 55sp, 45cp -1 gold earring (5sp) -1 gold tooth (1gp) -1 Ivory fang (2gp) -1 pearl (5gp) Provisions: -Elowin's Goose (+2/week, +6 if consumed) -NPCs at the Taproot: 51 + 12 (keg of water, keg of cider) -NPCs at Kining's: 16 -Jet, Tess, Garren: 5 -Ealdred: 10+5 -Carthas: 5 -Ragna: 2 -Talus: 5 -Ardyn: 5 -Rezzick: 5 + 5 -Farrow and Clindon: 12 -Oreld: 5 + Lab Quest Items: -Riverwood Shrine's Holy Symbol of Erastil -Jet's flute -Bridge schematics -Oreld's Alchemical Lab -Oreld's Stump RemoverTwo small kegs were recovered. Will one be enough? There's only one way to find out! x2 People Saved thus far: -Named NPCS: Kining, Dionn, Nichol, Bellinda, Zinnia, Rhyna, Jet, Aubrin, Elowen, Francesca, Garren, Tess, Alicia, Oreld, Farrow, Clindon, Taidal, Lirosa -Others: 27 adults, 2 teens, 7 children Mechanics and OOC Combat: -The heavy troopers are just off the map Round 1: Party acted, NPCs acted, enemy acted (3 strides) Round 2: Party acted, NPCs acted (fuze is lit, 10 rounds remaining), enemy acted Round 3: Party acted, NPCs acted (9 rounds on fuze), enemy acted Round 4: Party is Up! Enemies: Hobgoblin Recruits 1-4 - Dead Hobgoblin Ranger 1 - 0 Dmg - Actions: Stride, Strike, Strike Hobgoblin Ranger 2 - Dead Hobgoblin Soldier 1 - Raise Shield, Stride, Strike Ragna Hobgoblin Soldier 2 - Raise Shield, Strike, Strike Hobgoblin Soldier 3 - 10 Dmg - Raise Shield, Strike, Strike Hobgoblin Soldier 4 - Dead Heavy Trooper 1 - Stride, Stride, Stride Heavy Trooper 2 - Stride, Stride, Strike (Numbering is north to south, then east to west) Bridge Destruction Stump Remover: -This fuse burns at 2 inches per second and is currently 10 feet long. -The bridge will collapse within 1 action if sufficiently damaged by the stump remover -If it fails, see Maul option Other: It takes a round to tie a rope around someone's waist -Recall the light out side is Dim/Low-Light. -More people are still escaping. The longer you hold the bridge the more may escape. -You can deputize NPCs to help with stuff, otherwise they will fight and withdraw when it makes sense. -Protetor tree blocks Ragna from being hit, takes 2 more damage from Ealdred's strike, the remainder get's shield blocked Current NPCs: Oreld | 0 Dmg | Actions: Stride, Draw, Stride | Conditions: Tess | 0 Dmg | Actions: Stride, Slashing Gust (one hit shield blocked), Cast Lose the Path | Conditions: Jet | 0 Dmg | Actions: Stride, Stride, Courageous Anthem | Conditions: Lesser Cover Rhyna | 0 Dmg | Actions: Stride | Conditions: Cover Lirosa | 0 Dmg | Actions: Strike, Strike, Strike | Conditions: Cover
  8. We did the perquisite. That ended in the masking cerempny iirc.
  9. 22:18, Starday, 6 ArodusGregorian Calendar Equivalent: August Environment: Ambient Illumination: Ealdred raises his shield and charges from behind the tree, smashing a hobgoblin with his large axe. Ragna moves forward and flings more metal shards, striking the archer as he tries to dodge. Rezzik targets him as well, barely striking the wounded creature. It staggers, but keeps its feet. Carthas ties a rope around himself and coordinates the lighting of the charges with Oreld. Talus runs north and takes cover behind the large crate. Ardyn sends his own shards of metal against the hobgoblins, and then send a chunk of wood as well. The hobgoblin barely weathers the attacks, but then another bolt from Jet comes flying in and finishes him. Lirosa fires a trio of arrows at the last ranger, decorating the ground around its feet without doing any harm. Oreld uncoils the fuse to the east, then strikes a flint a few times before he gets it to catch. Tess and Rhyna wait, ready for any hobgoblin to get close enough for them to help. Soldiers march in, moving past the archers, swords drawn and shields raised as the archers begin to strike back. They reposition slightly to set up their shots, then loose arrows at Ealdred and Ragna. The first shots of both archers strike home, drawing blood. Behind them, the heavy troopers slowly march in their plate armor, long pikes at the ready. The villagers on the bridge make their way across and into the Fangwood. From the west there's movement in the dark. Those that can see well can discern three small figures running for the bridge blindly. One trips and sprawls in the grass while the others try to help them up. Party Status and Maps Phaendar Bridge Town Map - A: Oreld's, B: Kining's, C: Riverwood, D: Taproot Name HP AC Conditions Default Activity Ardyn 30/32 17/20 +1 v. Fear --- Carthas 26/26 19 +1 v. Fear --- Ealdred 3+38/38 16/18 Blessing of Erastil+1 to Attack +4 Temp HP Duration: 1 Hour, +1 v. Fear, Shield Raised, Rage --- Ragnhild 16/28 15/17 +1 v. Fear --- Stormborn 24/24 16 +1 v. Fear --- Rezzik 28/28 17 +1 v. Fear --- Talus 4+30/30 19 +1 Fort, Blessing of Erastil+1 to Attack +4 Temp HP Duration: 1 Hour, +1 v. Fear --- Quests and Loot Main Quests -Escape from Phaendar! Minor Quests -Recover Aubrin's bow -Save the Townsfolk! -Keeping Hope AliveOnce you escape from town, it would be good to keep morale up for the refugees. Symbols of home, endurance, and hope will lift their spirits. -Bring Down the Bridge!To prevent the Ironfang from chasing you through the Fangwood, it may be beneficial to destroy the ancient Phaendar bridge, as it's the only crossing for 50 miles. Claimed Loot: General: -3x Daggers, 4x Shortswords, Crossbow, 2x Belt Pouches, , Grisly trophies9 teeth, humanoid 7 finger bones, humanoid 3 ears, elven 1 scalp, human 1 beard, dwarven, healer's kit, lanterns, oil -Jet's whipunidentified and journal -2x Studded leather armor, 2x shortbows -Aubrin's Bow, quiver, tankard, and pack -2x Climbing kits, Blue cloak, Breastplate, 2x Repair kits -15gp worth of alchemical crafting supplies, Alchemical crossbow, 2x alchemist's fire (lesser), 2x acid flasks (lesser), 2x bloodblockThis was the 1e item name, please let me know fi there's a 2e one I can't recall. If there isn't assume this halves persistent bleed damage and gives a +2 on the flat check., 2x antiplague (lesser), 2x antivenom, 1x healer's kit, 12x minor elixirs of life, alchemists' tools -2x poor manacles, 1x simple, manacle key Magic/Unique Items: -Chernasardo CloakThis cloak gives a +1 item bonus to Stealth checks, increasing to +2 in forest terrain - Carthas - - Rezzik -Wand of HealCasts Level 1 Heal 1/day -Poisoner's BladeThis well-made stiletto dagger has interesting runnels and cross-hatching down its length to better hold poisons. This acts as a standard dagger, but loses the Versatile S trait and gains the Backstabber trait. When using an Injury poison, the poison is not lost on a critical miss. After a successful strike, roll a 1d6. On an 6 the poison is not lost and the poison effect can be applied again. - Ragna -Sturdy BackpackHolds up to 6 bulk, and the first 4 don't count against your bulk limits. - Talus -Wrist SheathThis sheath can be worn inside a sleeve and effectively conceals a dagger-sized weapon or wand. It grants +2 Item bonus to attempts to Conceal an Object for the item inside. - Ragna -Cold Iron Bar - Ealdred Consumables: -Tobacco pouch, 13x Tindertwigs, 20x bolts, 20x candles -32x arrows -1x Potion of Heal (1 used) -3x vials of poison -1x antidote (moderate) -Wolf Fang talisman -Effervescent AmpouleRecall the house rule that requirements for talismans can be ignored -2x Fire Ward GelSimilar to the 1e item: Gain Resistance 5 to Fire until 20 points of damage has been resisted. This take 6s or three actions to apply and lasts for 1 hour. It can be washed away by a heavy rain or dousing in water. Valuables: -2gp, 55sp, 45cp -1 gold earring (5sp) -1 gold tooth (1gp) -1 Ivory fang (2gp) -1 pearl (5gp) Provisions: -Elowin's Goose (+2/week, +6 if consumed) -NPCs at the Taproot: 51 + 12 (keg of water, keg of cider) -NPCs at Kining's: 16 -Jet, Tess, Garren: 5 -Ealdred: 10+5 -Carthas: 5 -Ragna: 2 -Talus: 5 -Ardyn: 5 -Rezzick: 5 + 5 -Farrow and Clindon: 12 -Oreld: 5 + Lab Quest Items: -Riverwood Shrine's Holy Symbol of Erastil -Jet's flute -Bridge schematics -Oreld's Alchemical Lab -Oreld's Stump RemoverTwo small kegs were recovered. Will one be enough? There's only one way to find out! x2 People Saved thus far: -Named NPCS: Kining, Dionn, Nichol, Bellinda, Zinnia, Rhyna, Jet, Aubrin, Elowen, Francesca, Garren, Tess, Alicia, Oreld, Farrow, Clindon, Taidal, Lirosa -Others: 24 adults, 2 teens, 7 children Mechanics and OOC Combat: -The heavy troopers are just off the map Round 1: Party acted, NPCs acted, enemy acted (3 strides) Round 2: Party acted, NPCs acted (fuze is lit, 10 rounds remaining), enemy acted Round 3: Party is up! Enemies: Hobgoblin Recruits 1-4 - Dead Hobgoblin Ranger 1 - 0 Dmg - Actions: Stride, Strike, Strike Hobgoblin Ranger 2 - 31 Dmg - Actions: Nimble Dodge, Stride, Strike, Strike Hobgoblin Soldiers - Stride, Raise Shields, Stride (Numbering is still east to west, north to south) Bridge Destruction Stump Remover: -This fuse burns at 2 inches per second and is currently 10 feet long. -The bridge will collapse within 1 action if sufficiently damaged by the stump remover -If it fails, see Maul option Other: It takes a round to tie a rope around someone's waist -Recall the light out side is Dim/Low-Light. -More people are still escaping. The longer you hold the bridge the more may escape. -You can deputize NPCs to help with stuff, otherwise they will fight and withdraw when it makes sense. Current NPCs: Oreld | 0 Dmg | Actions: Light fuse | Conditions: Tess | 0 Dmg | Actions: Wait | Conditions: Cover Jet | 0 Dmg | Actions: Reload, Strike, Reload | Conditions: Cover Rhyna | 0 Dmg | Actions: Wait | Conditions: Cover Lirosa | 0 Dmg | Actions: Strike, Strike, Strike | Conditions: Cover
  10. - Half-Elf Inquisitor 1 HP: 9/10 | AC: 16/12/14 | Speed: 30/20ft | Hero: 1/3 | Spells: 0Detect Magic Guidance Light Read Magic 1Protection from Evil (From Touched by Divinity Trait) 1 Standard Action Range : Touch 1min/level +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. Immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. The spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature. 1Level 1 Inquisitor Spell Slot 1Level 1 Inquisitor Spell Slot 2Alter Self (Limited to Elf, Drow, Human) From Flexible Half-Breed Racial Ability Polymorph Personal 1 min/level When you cast this spell, you can assume the form of any Small or Medium creature of the humanoid type. If the form you assume has any of the following abilities, you gain the listed ability: darkvision 60 feet, low-light vision, scent, and swim 30 feet. Medium creature: If the form you take is that of a Medium humanoid, you gain a +2 size bonus to your Strength. Drow Form Gains: -Darkvision 60' -+2 Strength Initiative: +2 | Perception: +8 | Fort: +3 | Ref: +3 | Will: +4 Disappear: 5/5You can become invisible as per the spell as a standard action. The invisibility lasts for 1 round per inquisitor level or until you attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving. The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area. | Studied Target: UrchinA slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target. If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll). At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack and damage rolls, as well as the bonus to slayer ability DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place. At 7th level, a slayer can study an opponent as a move or swift action. ConsumablesGeneral: -5x Trail Rations Ammunition: -10x Sling Bullets Potions/Alchemical: -5x Glue Paper Scrolls/Wands: - Use/day items: - | SpellsInquisitor Cantrips: -Detect Magic -Guidance -Light -Read Magic Inquisitor Level 1: -Shield of Faith -Cure light Wounds -Protection from Evil | AbilitiesClass Abilities: Monster Lore +WIS to knowledge on creatures Studied Target +1 Racial Abilities: Elf Immunities (+2 v. Enchantments, Immune to sleep) Low-Light Vision Languages: Common, Elven Skill Focus (Perception) Keen Senses +2 Perception Traits: Touched by Divinity Trap Finder (Disable magic traps with DD) Deft Dodger Drawback: Self-Doubting Other Feats: Combat Reflexes (3 AoO/rnd) | SkillsSkill: Rank/Modifier Acrobatics: 0/+2 Appraise: 0/+0 *Bluff: 0/-2 *Climb: 0/+4 *Diplomacy: 0/-2 *Disable Device: 1/+7 *Disguise: 0/-2 Escape Artist: 0/+2 Fly: 0/+2 Handle Animal: 0/+0 *Heal: 0/+2 *Intimidate: 0/-1 *Knowledge (Planes): 1/+4 or +6 *Knowledge (Religion): 1/+4 or +6 Linguistics: 1/+1 *Perception: 1/+8 *Ride: 0/+2 *Sense Motive: 1/+7 *Sleight of Hand: 1/+6 *Spellcraft: 0/+0 *Stealth: 1/+6 *Survival: 1/+2 *Swim: 0/+4 Use Magic Device: 0/+0 *Class Skills | AttacksFauchard: +4, 1d20+6S, 18-20x3, 10' Reach Cold Iron Morningstar: +4, 1d8+4B&P, 20x2 Dagger: +4, 1d4+4P/S, 19-20x2 Cestus: +4, 1d4+4P/B, 19-20x2 Sling: +2 1d4+4B, 20x2, Range 50' Spells: DC13 Combat Reflexes: 3x AoO per Round | Conditions: Alter Self 0:42 Gareth flinches back from the attack, though there's little he can do as the small ones swarm him. It's disturbing to attack what may be children with lethal blows, but he's getting overwhelmed. He looks to the first one again, down in the grease now on the floor, and strikes out. Throwing down the clearly cursed weapon, he steps to the north and draws his morningstar of Milani instead. If these people keep attacking him, he'll be ready to defend himself. OOC/Actions Other: Adding in AoO, since i believe these unarmed attacks would trigger? Swift: Standard: Attack v. Prone Free: Drop, Step Move: Draw weapon Full Round: Other: AoO rolled. Hands: Morningstar Notes - Gear Worn -Belt Pouch -Cleric's Vestments -Armored Coat -Reversible Cloak -Holy SymbolIron chain with a silver rose emblem Weapons -Cestus -Dagger -MorningstarCold Iron +4, 1d8+4, 19-20x2 -Fauchard -Sling10x Bullets Containers MW Backpack -Bedroll -Grappling Hook -5x Glue paper -Glass cutter -Mess Kit -Sack -Silk Rope -Soap -5x Trail Rations -Canteen -Grooming Kit Belt Pouch -Trail rations x5 -Flint and Steel -Spell component pouch -Whetstone -4.77gp3gp, 16sp, 17cp
  11. - Dwarven Warpriest of Gozreh 8 HP: 82/82 | AC: 25/16/20AC: 25/16/20 10 + 5 (dex) + 7 (Breastplate) + 2 (Buckler) + 1 (Ring of P) Neck guard: +1 v. Vampire bites and other neck attacks | Speed: 20ft | Hero: 2/3 | Spells: P1Pearl of Power 1 Unused P1Pearl of Power 1 Unused 1Divine Favor Personal 1 min Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn't apply to spell damage. CL 8: Bonus is 2+1 for Fate's Favored 1Divine Favor Personal 1 min Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn't apply to spell damage. CL 8: Bonus is 2+1 for Fate's Favored ***Unprepared*** Tears to Wine Convert 4 cubic feet of liquid to wine/mead that spoils at the natural rate for such liquids. When consumed grants a +2 to all WSI and INT skill checks. ***Unprepared*** Shadow Trap Casting Time: 1 standard action Range: close 45' Target: one creature Duration: 8 rnds Saving Throw: Will negates; Spell Resistance yes Description You pin the target’s shadow to its current location, causing the target to become entangled and preventing it from moving farther than 5 feet from its original position, as if its shadow were anchored to the terrain. Each round on its turn, the target can attempt a new saving throw to end the effect as a full-round action. A flying creature can only hover in place or fall while entangled in this manner. This spell automatically fails when cast on a creature that doesn’t throw a shadow, and it ends if the creature is entirely in an area with no illumination. 1Obscuring Mist Effect cloud spreads in 20-ft. radius from you, 20 ft. high Duration 1 min./level (D) The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage. ***Unprepared*** Unbreakable Heart Range: 45' Duration: 8rnds +4 morale bonus on saving throws against mind-affecting effects that rely on negative emotions or that would force him to harm an ally. If the target is already under such an effect when receiving this spell, that effect is suppressed for the duration of this spell. It does not affect mind-affecting effects based on positive emotions (such as good hope or the inspire courage bard ability). A creature can still be charmed or otherwise magically controlled while under this spell’s effects, but if such a creature ever receives a new saving throw against that effect as a result of being ordered to attempt to harm or otherwise oppose a true ally, he can roll that saving throw twice and take the better result as his actual roll. ***Not currently prepared*** Bless 50' 1 min/lvl = 8 min Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. 1Protection from Evil Creature Touched 1 min/lvl = 8 min. +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. Immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature with +2 bonus Immune to any new attempts to possess or exercise mental control Natural weapon attacks of evil summoned creatures fail. ***Unprepared*** Obscuring Mist Effect cloud spreads in 20-ft. radius from you, 20 ft. high Duration 1 min./level (D) The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage. 1Protection from Evil Creature Touched 1 min/lvl = 8 min. +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. Immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature with +2 bonus Immune to any new attempts to possess or exercise mental control Natural weapon attacks of evil summoned creatures fail. 2Protection from Evil, Communal Duration: 8 minutes This spell functions like protection from evil, except you divide the duration in 1-minute intervals among the creatures touched. ***Unprepared***Burst of Radiance Range: 400+40/lvl = 720' Area: 10' radius Burst Creatures in the area are blinded for 1d4 rounds, or dazzled for 1d4 rounds if they succeed at a Reflex save. Evil creatures in the area of the burst take 1d4 points of damage per caster level (max 5d4), whether they succeed at the Reflex save or not. 2Burst of Radiance Range: 400+40/lvl = 720' Area: 10' radius Burst Creatures in the area are blinded for 1d4 rounds, or dazzled for 1d4 rounds if they succeed at a Reflex save. Evil creatures in the area of the burst take 1d4 points of damage per caster level (max 5d4), whether they succeed at the Reflex save or not. *** Not Prepared Currently*** Communal Protection from Evil This spell functions like protection from evil, except you divide the duration in 1-minute intervals among the creatures touched. *** Not Prepared Currently*** Restoration, Lesser Range: Touch Lesser restoration dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain. 2Ashen Path Range: Creature(s) Touched Duration: 80 min, or 10 min/target Breathe with ease air that is contaminated with ash, spores, smoke, dust, or the like. The creature suffers no ill effects from natural airborne irritants or contaminants and gains a +4 bonus on saving throws against magical effects that involve any of these contaminants. In addition, the creature can see through magical obscuring effects caused by dense ash, smoke, fog, or similar concealment up to a distance of 60 feet. ***Unprepared*** Cleromancy Duration: 1rnd/CL = 8 Rnds Range: Personal Roll 8d4, group by like results and choose a group. Apply luck bonus equal to the chosen die group, up to as many times as there are dice in teh group. +1 to each die with Fate's Favored. 2Ironskin Range: Personal Duration: 1min/lvl = 8min. Gain a +4 enhancement bonus to your existing natural armor bonus (if you do not have a natural armor bonus, you are considered to have an effective natural armor bonus of +0). This enhancement bonus increases by 1 for every 4 caster levels above 4th, to a maximum of +7 at 15th level. CL 8 = +5AC bonus While you're under the effects of this spell, if an opponent confirms a critical hit or sneak attack against you with a physical weapon (not a spell or magical effect), you can dismiss this spell to negate the critical hit or sneak attack and treat it is as a normal hit. Dismissing the spell in this way is not an action, but you must be conscious and aware of the attack to do so. 2Silence Casting Time: 1 round Range: long 720' Area: 20-ft.-radius emanation centered on a creature, object, or point in space Duration 1 round/level (D) Saving Throw Will negates complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, *** Not Prepared Currently*** Ironskin Range: Personal Duration: 1min/lvl = 8min. Gain a +4 enhancement bonus to your existing natural armor bonus (if you do not have a natural armor bonus, you are considered to have an effective natural armor bonus of +0). This enhancement bonus increases by 1 for every 4 caster levels above 4th, to a maximum of +7 at 15th level. CL 8 = +5AC bonus While you're under the effects of this spell, if an opponent confirms a critical hit or sneak attack against you with a physical weapon (not a spell or magical effect), you can dismiss this spell to negate the critical hit or sneak attack and treat it is as a normal hit. Dismissing the spell in this way is not an action, but you must be conscious and aware of the attack to do so. ***Spell not prepared*** Weapon of Awe Personal 1min/lvl = 8min. Your weapon gains a +2 sacred bonus on damage rolls, and if the weapon scores a critical hit, the target of that critical hit becomes shaken for 1 round with no saving throw. This is a mind-affecting fear effect. A ranged weapon affected by this spell applies these effects to its ammunition. 3Channel Vigor Range: Personal 1 rnd/lvl = 8 rnds Choose One: Limbs: You gain the benefits of a haste spell. Mind: You gain a +4 competence bonus on Knowledge and Perception skill checks and on ranged attack rolls. Spirit: You gain a +6 competence bonus on Will saving throws and Bluff and Intimidate checks. Torso: You gain a +6 competence bonus on Fortitude saving throws and concentration checks. Haste: -When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. -Gain a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves -Increase speed to 40' 3Invisibility Purge Casting Time: 1 standard action Range: Personal Target: You Duration: 1 minute/level = 8 min. Description: TA sphere 5'/CL (40') radius that negates all forms of invisibility. ***Unprepared*** Stunning Barrier, Greater Casting Time: 1 standard action Range: personal Target: you Duration: 1 round/level or until discharged Saving Throw: none and Will negates (see text); Spell Resistance no and yes (see text) Description This spell functions as stunning barrier, except as noted above, and it provides a +2 bonus to AC and on saving throws. It is not discharged until it has stunned a number of creatures equal to your caster level. Prayer All allies and foes within 40' radius of caster 1 rnd/level = 8 rnds You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls. +1 with Fate's Favored 3Shield of Wings Range: Personal Duration: 1min/lvl = 8min. You gain five burning wings that grant a fly speed equal to the number of wings × 10 (average maneuverability) for an initial fly speed of 50 feet. The first time in a round where you would take fire damage, a wing vanishes (reducing the fly speed granted) and you gain fire resistance 30 for the remainder of the round. When you are down to one wing (and a fly speed of 10 feet), your maneuverability drops to poor. When you lose your final wing, you become immune to fire damage for 1 additional minute, after which the effects of this spell end. Initiative: +4 | Perception: +12+2 | Fort: +9 | Ref: +7 | Will: +11 | +4 v. Magic Fervor Pool: 8/81 use: swift cast spell on self (does not provoke, no free hand needed) 1 use: heal (or harm undead) 3d6. Standard action, does provoke (unless used on self as a swift action). No save when used to harm. 2 uses: channel positive energy 3d6, must present Holy Symbol or weapon, does not provoke. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the warpriest. DC18 Will Save. | Blessings: 9/9Air Domain Zephyr's Gift: 1 minute, any attacks made with the weapon take no penalties due to range. In addition, making a ranged attack with this weapon doesn’t provoke an attack of opportunity. Soaring Assault: You can touch an ally and give her the gift of flight for 1 minute (as fly). The ally gains a fly speed of 60 feet with average maneuverability. She gains a bonus on Fly skill checks equal to your level. Whenever the ally succeeds at a charge attack while flying, that attack deals an amount of additional electricity damage equal to your level. Weather Domain Storm Strike: For 1 minute, this weapon glows with blue or yellow sparks and deals an additional 1d4 points of electricity damage with each hit. Wind Barrier: You can create a barrier of fast winds around yourself for 1 minute. This acts as a wind wall on all sides of your square, protects you with feather fall, and doesn’t interfere with your ranged attacks. | Sacred Armor 8/8Sacred Armor +1 (8 minutes/day) (Su) Swift action. +1 enhancement bonus. +1/3 levels after 7 1-minute increments Stack enhancement up to +5. Or add: -glamered +1 -energy resistance (normal +2, improved +4, greater +5) -fortification (light +1, moderate +3, heavy +5) -spell resistance (13 +2, 15 +3, 17 +4, and 19 +5) Armor must have at least a +1 enhancement bonus before any other special abilities can be added.. When the warpriest uses this ability, he can also use his sacred weapon ability as a free action by expending one use of his fervor. | Sacred Weapon 8/8Sacred Weapon +2 (8 rounds/day) (Su) Swift action +1 enhancement bonus +1/4 lvl over 4th Stack enhancement up to +5 Or add special abilities: -brilliant energy +4 -defending +1 -disruption +2 -flaming +1 -frost +1 -keen +1 -shock +1 True neutral alignment: -spell storing +1 -thundering +1 This ability can be ended as a free action at the start of the warpriest’s turn (that round does not count against the total duration, unless the ability is resumed during the same round). Conditions-Tears to Wine, 9 gallons remaining, 1 week shelf life -Sling Pouch fo Keen Edge activated (3 hours) | ConsumablesAmmunition: -197x Cold Iron Bullets -93x Cryptstone Bullets -200 Sharpstone Bullets -6x +1 Animal Bane Arrows -2x +1 Human Bane Arrows -3x +1 Undead Bane Arrows Potions/Alchemical: -4x CLW -2x Reduce Person -2x Tanglefoot Bags -6x Silver weapon blanch -1x Adamantine weapon blanch -2x Holy weapon balm Scrolls/Wands: - Use/day items: -Four Leaf Clover: 3/3 -Sling Pouch of Keen Edges: 2/3 | SpellsCantrips: -Create Water -Enhanced Diplomacy -Guidance -Purify Food and Drink -Light Level 1: -2 PoP -5 Slots Level 2: -5 Slots Level 3: -3 Slots | Bonuses+1 to Luck bonuses +1 to Confirm Crits Hardy + Steel Soul: +4 to Spells/Poison/SLAs +4 AC v. giants +1 Att v. Orcs/Goblins +4 CMD v. Trip or Bull Rush +2 Perception v. Stonework | SkillsSkill: Rank/Modifier Acrobatics: 0/+4 Bluff: 0/-2 Climb: 1/+5 Craft (Stonework): 4/+7 Diplomacy: 0/-2 Disable Device: 0/0 Disguise: 0/-2 Escape Artist: 0/+3 Fly: 1/+4 Heal: 1/+8 Intimidate: 0/-2 Knowledge (Religion): 7/+10 Knowledge (engineering): 2/+5 Perception: 8/+12 Profession (brewer): 3/+10 Ride: 1/+7 Sense Motive: 1/+8 Spellcraft: 0/0 Stealth: 0/+3 Survival: 3/+9 Swim: 1/+4 Use Magic Device: 0/0 "Alright, put it right there." Vergren says, stepping forward and pulling up his robe to show a hefty, hairy forearm. His lower back; the most dignified of places for a good tattoo or other adornment, is sadly already taken. He's confident Gozreh doesn't care one way or the other what markings are on his body, what with all his other tattoos. He figures he can always have it removed if his god decides to abandon him anyway. OOC/Actions Other: Place neck guard, pelletbow, buckler, and trident in haversack, carry dagger. Free: Swift: Move: Standard: Full Round: Hands: empty Bucket and Inn Bucket (187.5lb): -Bedroll -Winter Blanket -MW Chain Shirt -Reversible Cloak -Common hat -Common clothes -Fishing Net -Mess Kit -Soap -Waterskin -Half keg -10x Dwarven Trail Rations -10x Rations -5lb Powdered Silver -Bit and Bridle -6x Feed -Military Saddle -Saddlebags Left at the Inn: -30x Animal feed -210x Cold Iron Bullets -100x Sharpstone Bullets -50x Crypstone Bullets Gear Worn -+1 Mithril Agile Breastplate -Neck Guard+1 AC versus Vampure BItes or similar neck attacks -Belt of Incredible Dex +2 -+1 Buckler -Cleric's Vestments -Cloak of Resistance +1 -Ring of Prot. +1 -Holy Symbol, Flask Weapons -MW Cold Iron Trident -MW Dagger -+1 Darkwood Dwarven Light Pelletbow Containers Bandolier 1 -4x Potion of CLW -2x Potion of Reduce -2x Holy Weapon Balm Bandolier 2 -20x Cold IronCoated in Silver Bullets -20x CryptstoneCoated in Silver Bullets Sling Pouch of KEHolds 50 sling bullets, specifically sharpstones. 3 times per day cast Keen Edge for 3 hours of Keen -50x SharpstonesCoated in Silver Belt Pouch -Flint and Steel -Four Leaf CloverA creature with a four-leaf clover in her possession can call upon an extra boost of luck before attempting a single ability check, saving throw, or skill check. She gains a +2 luck bonus on that check. This ability functions three times per day, and requires a free action that the owner can perform even when it’s not her turn. +1 from Fate's Favored -Garlic -Magnet -2x Pearls of Power 1 -20x Cold Iron Bullets -String -791gpSplit between here and HH Handy Haversack -23x Cryptstone Bullets -50x Sharpstones -3 vials of Ambrosia -1 Cytillesh stun vial -2 Holy weapon balm -2 Bottled sunlight -2 Antiplague -2 Antitoxin -2 Troll styptic -Holy Symbol, Pipes -Holy Book of GozrehHymns of the Wind -Silk Rope -Wind Chimes -2x Silver Blanch -1x Adamantine Blanch
  12. 22:18, Starday, 6 ArodusGregorian Calendar Equivalent: August Environment: Ambient Illumination: Oreld looks at Carthas as he holds up the length the two fuses, ends plaited together, his expression a bit perplexed. "I guess I shouldn't expect you to know about this alchemical match fuse. This will take about a minute to burn. Did you want me to cut it? How long will you hold the bridge for? There are still so many people in town..." He looks to the west, saddened and shakes his head, knowing there's nothing for it. Party Status and Maps Phaendar Bridge Town Map - A: Oreld's, B: Kining's, C: Riverwood, D: Taproot Name HP AC Conditions Default Activity Ardyn 30/32 17/20 +1 v. Fear --- Carthas 26/26 19 +1 v. Fear --- Ealdred 37/38 16/18 Blessing of Erastil+1 to Attack +4 Temp HP Duration: 1 Hour, +1 v. Fear --- Ragnhild 28/28 15/17 +1 v. Fear --- Stormborn 24/24 16 +1 v. Fear --- Rezzik 19/28 17 +1 v. Fear --- Talus 4+30/30 19 +1 Fort, Blessing of Erastil+1 to Attack +4 Temp HP Duration: 1 Hour, +1 v. Fear --- Quests and Loot Main Quests -Escape from Phaendar! Minor Quests -Recover Aubrin's bow -Save the Townsfolk! -Keeping Hope AliveOnce you escape from town, it would be good to keep morale up for the refugees. Symbols of home, endurance, and hope will lift their spirits. -Bring Down the Bridge!To prevent the Ironfang from chasing you through the Fangwood, it may be beneficial to destroy the ancient Phaendar bridge, as it's the only crossing for 50 miles. Claimed Loot: General: -3x Daggers, 4x Shortswords, Crossbow, 2x Belt Pouches, , Grisly trophies9 teeth, humanoid 7 finger bones, humanoid 3 ears, elven 1 scalp, human 1 beard, dwarven, healer's kit, lanterns, oil -Jet's whipunidentified and journal -2x Studded leather armor, 2x shortbows -Aubrin's Bow, quiver, tankard, and pack -2x Climbing kits, Blue cloak, Breastplate, 2x Repair kits -15gp worth of alchemical crafting supplies, Alchemical crossbow, 2x alchemist's fire (lesser), 2x acid flasks (lesser), 2x bloodblockThis was the 1e item name, please let me know fi there's a 2e one I can't recall. If there isn't assume this halves persistent bleed damage and gives a +2 on the flat check., 2x antiplague (lesser), 2x antivenom, 1x healer's kit, 12x minor elixirs of life, alchemists' tools -2x poor manacles, 1x simple, manacle key Magic/Unique Items: -Chernasardo CloakThis cloak gives a +1 item bonus to Stealth checks, increasing to +2 in forest terrain - Carthas - - Rezzik -Wand of HealCasts Level 1 Heal 1/day -Poisoner's BladeThis well-made stiletto dagger has interesting runnels and cross-hatching down its length to better hold poisons. This acts as a standard dagger, but loses the Versatile S trait and gains the Backstabber trait. When using an Injury poison, the poison is not lost on a critical miss. After a successful strike, roll a 1d6. On an 6 the poison is not lost and the poison effect can be applied again. - Ragna -Sturdy BackpackHolds up to 6 bulk, and the first 4 don't count against your bulk limits. - Talus -Wrist SheathThis sheath can be worn inside a sleeve and effectively conceals a dagger-sized weapon or wand. It grants +2 Item bonus to attempts to Conceal an Object for the item inside. - Ragna -Cold Iron Bar - Ealdred Consumables: -Tobacco pouch, 13x Tindertwigs, 20x bolts, 20x candles -32x arrows -1x Potion of Heal (1 used) -3x vials of poison -1x antidote (moderate) -Wolf Fang talisman -Effervescent AmpouleRecall the house rule that requirements for talismans can be ignored -2x Fire Ward GelSimilar to the 1e item: Gain Resistance 5 to Fire until 20 points of damage has been resisted. This take 6s or three actions to apply and lasts for 1 hour. It can be washed away by a heavy rain or dousing in water. Valuables: -2gp, 55sp, 45cp -1 gold earring (5sp) -1 gold tooth (1gp) -1 Ivory fang (2gp) -1 pearl (5gp) Provisions: -Elowin's Goose (+2/week, +6 if consumed) -NPCs at the Taproot: 51 + 12 (keg of water, keg of cider) -NPCs at Kining's: 16 -Jet, Tess, Garren: 5 -Ealdred: 10+5 -Carthas: 5 -Ragna: 2 -Talus: 5 -Ardyn: 5 -Rezzick: 5 + 5 -Farrow and Clindon: 12 -Oreld: 5 + Lab Quest Items: -Riverwood Shrine's Holy Symbol of Erastil -Jet's flute -Bridge schematics -Oreld's Alchemical Lab -Oreld's Stump RemoverTwo small kegs were recovered. Will one be enough? There's only one way to find out! x2 People Saved thus far: -Named NPCS: Kining, Dionn, Nichol, Bellinda, Zinnia, Rhyna, Jet, Aubrin, Elowen, Francesca, Garren, Tess, Alicia, Oreld, Farrow, Clindon, Taidal, Lirosa -Others: 24 adults, 2 teens, 7 children Mechanics and OOC Combat: -The soldiers appear to be about 20' behind the archers, with the heavy troopers another 20' back from them. Round 1: Party acted, NPCs acted, enemy acted (3 strides) Round 2: Party is Up! Enemies: Hobgoblin Recruits 1 and 4 - Dead Hobgoblin Ranger 2 - 11 Dmg (Numbering will be east to west, north to south) Bridge Destruction Crane: -Attaching the cranks will take one DC20 Craft check, as a full round -Operating the Crane will require 2 successful DC18 Strength checks, each as a full round -Once this is successful the bridge will go down fast. You would have one round to make it to the far side. Maul: -The bridge support has a hardness 10, and needs to take ~26 damage to reach its break threshold, though this is unpredictableI'm going to roll a number of hp. Pecking at a big structure instead of using big forces to take them down is inherently unpredictable.. -Attacks would hit automatically. It is immune to crits/precision damage. -When it breaks, there will be 1d4 rounds to get across. Stump Remover: -Requires a DC16 craft check and one round to place each charge. Fuse is currently about 10' long. Lighting is part of placing the last charge. -One stump remover has an 80% chance of damaging the bridge sufficiently, 2 have a 100% chance. -This fuse burns at 2 inches per second and is currently 10 feet long. -The bridge will collapse within 1 action if sufficiently damaged by the stump remover -If it fails, see Maul option Other: It takes a round to tie a rope around someone's waist -Recall the light out side is Dim/Low-Light. -More people are still escaping. The longer you hold the bridge the more may escape. -You can deputize NPCs to help with stuff, otherwise they will fight and withdraw when it makes sense. Current NPCs: Oreld | 0 Dmg | Actions: | Conditions: Tess | 0 Dmg | Actions: Wait | Conditions: Cover Jet | 0 Dmg | Actions: Readied Strike | Conditions: Cover Rhyna | 0 Dmg | Actions: Move | Conditions: Cover Lirosa | 0 Dmg | Actions: Readied Strike | Conditions: Cover
  13. I don't know if things work differently in group A, but we've been doing study checks each level. I just added to the base rules we've been using. There's also showing some examples.
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