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Terran

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Posts posted by Terran

  1.  

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    Jessie nods affirmatively at the elves when the acknowledge the Halfling as the pair of newcomers enter the oak tree room to attend to Rodin who nearly died but is at least stable even though the Elf is remains severely injured and comatose.

    After remaining at the entrance to the room to monitor any potential activity in the outer ruins, once the rogue has determined that everything seems quiet, then Jessie will return and climb back atop the large boulder where the burglar resumes her overwatch to provide perimeter security.

    As the Halfling watches and listens for the sight or sound of movement or anything unusual, Jessie thinks through the link to communicate with the invisible friend in the oak tree as she sits on active guard duty.

    When pair of Elves successfully heal and revive Rodin, the pickpocket says a silent prayer of thanks to the gods. However, when Jessie hears that the newcomer bard had the ability to heal Rodin ever since he was injured, she can barely believe her ears.

    Apparently instead of offering much needed healing, the singer choose to instead silently watch as others risked life and limb to rescue Rodin from drowning in the pool, as the removed his nearly dead body from the fight and withdrew with Rodin remaining severely injured and in comatose state causing Jessie to say, "Morn, next time one of us is on the brink of death or is comatose, I highly encourage to not save your healing, pretty please."

    Jessie's Mind

    Jessie thinks again, 'The elves know Rodin and have healed our friend. I am watching for strangers. Let me know if you sense and anyone or anything besides those of us in this room, please. I want to keep everyone safe.'

    OOC

     

    Free Action: Think

    Swift Action:

    Move Equivalent Action:

    Standard Action: Readied Action to Attack Foes with MW Short Bow if any enemy appear and Jessie has a line of sight

    Move:

    Full Round Action:

    Jessie Tosscobble III's AppearanceJessie is small standing at 2 foot 8 inches and weighing a mere 27 pounds. As such, the lass intentionally keeps her brown hair long to cover her halfling features, which allows the rogue to pass herself off as a small humanoid or even young human or half-elven child when convenient or necessary.

    Dressed dark purple clothing, which is overlaid with attractive black leather accoutrements, Jessie keeps the paraphernalia of her 'profession' secreted upon her person, and especially the authorities, except when in use.

    Her friendly blue eyes and warm, sincere smile are disarming and allow the lass to paint a picture of a young girl who is completely unintimidating by all appearances, an assumption often made by others which suits her well and which she actively cultivates.

    To promote this look of youth or innocence, most of Jessie's weapons, alchemical doodads, pack, and other equipment are kept hidden under her clothing and also by her large heavy dark green cloak.

    CONTINUING EFFECTS: None

  2. Raze Nae' Aire, Unchained Tiefling Rogue

    spacer.pngQUICK STATS:  AC=22, Touch=14, FF=18 / HP=26/31 / Init=4 / Saves: Fort=4, Reflex=10, Will=4

    _______________________________________________________________________

    Raze's eyes narrow in a scowl when the damnable Esobak tries to suck the soul out of her Tiefling body as the rogue does her best and successfully resists the insidious attack and physically escapes the beast's clutches!

    Sopping wet with grease, fortunately Raisin is unscathed by the Esobak's minor force damage which is negated by the Tiefling's natural innate ability to absorb low amounts of damage, except for cold iron which strikes her true.

    Once the burglar is free from the Esobak's clutches, Raisin quickly withdraws directly up the wall and toward Anhotep and Madame Zelda staying high up off the floor as she moves while thinking to herself.

    By the gods, that's the last time I will risk entering into hand-to-hand combat just for the purpose of flanking, she mentally muses to herself with an equally foul scowl!

    Mechanics

     

    Standard Action:

    Swift Action:

    Move:  

    Move Action:

    Free Action:

    Full Round Action: Withdraw

     

    Continuing Effects: Blessing of the Watch: (+1 morale bonus on attack rolls and on saving throws against fear effects)

  3. Unless the Dwarves were absent for an extended period, it seems doubtful that they would fail to smell the fumes from a rotting corpse so close to their encampment as the dead courier decomposed.

    And by time, I was referring to the amount of time that has passed between the sending of the message and its delivery which entails a presumption that the sender feels exactly the same as they did when the message was sent out years ago.

    It was not a reference to longevity of life, just that most things and positions tend to change over time and so might the original basis of the treaty. Not that it can't be presented, just that we can't ensure that it still relevant and accurate.

  4. Father Wilwick Bramblemane, Halfling Cleric

    spacer.pngQUICK STATS:  AC=18, Touch=12, FF=18 / HP= 8/13 / Init=0 / Saves: Fort=6, Reflex=2, Will = 7  ________________________________________________________________________

    When Camlann's attack mimics Father Bramblemane's own failed attack, the diminutive Priest looks up at the massively tall fighter and says with a grin, "Something better than that would be my guess!"

    Nonetheless, neither the pair of front-liners nor the zombies opposing them were any worse for the wear. The gods were with them, at least so far.

    Mechanics

    Swift Action:

    Free Action: Speak

    Move Action:

    Move:  

    Standard Action:

    Full Round Action:

     

    Continuing Effects:  None

     

    Ooc

    Could she use the tail to draw a flask of oil, pour the oil on herself and gain a bonus to escape artist check to escape grapple?

  5. Raze Nae' Aire, Unchained Tiefling Rogue

    spacer.pngQUICK STATS:  AC=22, Touch=14, FF=18 / HP=23/31 / Init=4 / Saves: Fort=4, Reflex=10, Will=4

    _______________________________________________________________________

    "YES! Helping dispatch this beast quickly and making it a one on four fight was the entire idea!"

    "That's the only reason I dropped into hand-to-hand combat to flank it."

    "Thank the gods this is not real combat, or the tactics would allow the beast to suck my soul out of me!"

    "But, on the positive side of things, at least it would only have been forever," Raze adds while starting to doubt whether they are in fact ready to face the challenge of the Necromancer that lay ahead.

    Mechanics

     

    Standard Action:

    Swift Action:

    Move:  

    Move Action:

    Free Action:

     

    Continuing Effects: Blessing of the Watch: (+1 morale bonus on attack rolls and on saving throws against fear effects)

    Ooc

    Quote

    I might argue for it if she were on the ceiling and it fell more than 5 feet.

    You don't know how long her tail is, or having you been looking!!!!!

    LoL

    5+ ft. rule to break sounds reasonable to me! :)

    Thanks for the heads up on the tail feat as well!

    Ooc

    I thought the tail could curl over her head like a third arm and simply drop the flask on top of herself.

    I already failed the escape attempt.

    The fire was a theatrical back up.

    So, go with the profound dice failure I suppose.

    Next time, if she ever stupid enough to try flanking and gets grappled, she will try to gut someone instead. 😀

    Thank the gods this is a dress rehearsal.

     

  6. Ulfgrim Ironhide, Warrior from the North

    spacer.pngULFGRIM IRONHIDE - Northern Barbarian

    QUICK STATS:  AC=20, Touch=13, FF=18 / HP=55/55 / Init=4 / Saves: Fort=9, Reflex=5, Will=6

    _________________________________________________________________________

    When the storms subside, Ulfgrim praises Thor and attends to the oiling of his metal goods, items and weapons, and thereafter when calm seas carry the pair of ships safely to the Isle of Eldfjel the barbarian likewise pays homage to Njörðr, god of the sea.

    The rest of the trip is smooth sailing until the ships close in on their destination only to discover an active encampment in what was presumed to be a settlement abandoned centuries ago.

    Competitors for the runes, Ulfgrim thinks to himself as he observes the tactical situation? Nodding affirmatively with a smile when Grey Feather sends his owl to scout far ahead of the ships before they close in on the shore, the warrior merely grunts, "Good."

    Moving toward his companions and the Captain, Ulfgrim says with an honest and sincere smile, "I'm certainly no sailor or naval tactician, but perhaps we should consider landing only the Maiden, which must be beached and repaired before she sinks."

    Continuing his suggestion, Ulfgrim proffers, "And then, we 'temporarily' let our other boat anchor slightly offshore to do, shall we say, a little bit of fishing after our journey."

    "That will give us time to determine the intent and purpose of those in the beach camp, and if the second ship is placed at the right range, archers from that ship can give us cover fire on the beach, if necessary," the fighter adds.

    "Most of our best warriors are on the Shield Maiden any way. Plus, keeping the second ship within archery range will ensure that both of our ships are not at risk and that we have an escape craft should things take a turn for the worse," Ulfgrim concludes.

    Mechanics

     

    Free Action: Speak

    Move Action:

    Swift Action:

    Move:  

    Standard Action:

    Continuing Effects: None

    Ooc

    Let me know if this won't work.

    I went for total thematic effect instead of practicality and to show off her fire immunity.

    If it won't work, then she will just draw a dagger and sneak attack with it next.

    Please advise.

     

  7. Raze Nae' Aire, Unchained Tiefling Rogue

    spacer.pngQUICK STATS:  AC=22, Touch=14, FF=18 / HP=23/31 / Init=4 / Saves: Fort=4, Reflex=10, Will=4

    _______________________________________________________________________

    Raze gasps when her planned backstab misses knowing full well that she was now at the mercy of the creature which she had intended to kill and, of course, as expected the damn thing not only bites down on the Tiefling but also grabs the rogue trying to hold her fast!

    Silly girl, now look what you've done to yourself, the burglar thinks to herself with a scowl as the Esobak bites her causing intense pain and subdual damage to Raisin, some of which is nullified by her natural protections from such damage. Well, if you want to dance, then let's dance!

    In response immediately thereafter, the rogue starts to quickly wiggle left and right in an attempt to escape from the grasp of the foul beast before it can harm her further. However, when she fails spectacularly, the Tielfling uses her prehensile tail to reach around and draw a flask of alchemical fire which she dumps directly on the Esobak and herself enveloping the pair of them in roaring flames!!!

    Mechanics

     

    DM - Raze has DR2/Cold Iron - The damage caused is reduced from 9 to 7.

    Raze also had +5 Resistance to Fire.

    Raze takes -1 damage and Esobak takes -6 Fire Damage this round and -6 Fire Damage next round

     

    Standard Action: Attempt to Break Grapple

    Swift Action: Draw Flask of Alchemists Fire

    Move:  

    Move Action: Pour Flask over opponent and herself causing damage to both

    Free Action:

     

    Continuing Effects: Blessing of the Watch: (+1 morale bonus on attack rolls and on saving throws against fear effects)

  8. Ulfgrim Ironhide, Warrior from the North

    spacer.pngULFGRIM IRONHIDE - Northern Barbarian

    QUICK STATS:  AC=20, Touch=13, FF=18 / HP=52/55 / Init=4 / Saves: Fort=9, Reflex=5, Will=6

    _________________________________________________________________________

    Out of drilled-in habit, Ulfgrim casually double-checks his equipment and most especially all of the sharp edges on the weapons that comprise his vast personal arsenal while he listens to everyone speak.  After all, there's no use getting killed because you run out of ways to strike back, the huge warrior thinks to himself.

    However, when Hjarlof begins to provide a few historical details pertinent to their quest, Ulfgrim stops all that he is doing and gives the Skald his full attention, having learned long ago that wisdom can be found in the stories and songs of the past.  

    The Isle of Eldfjel.  Harsh, cold conditions, one way in and one way out, no habitation for many centuries and our clan's last expedition has disappeared without a word.  

    And, if that wasn't bad enough, now we find out that the Runes we seek are actually powerful divination artifacts which some unknown enemy will use against us to whatever extent they have learned to do so.

    Lovely, Ulfgrim thinks to himself not being overly found of anything pertaining to seiðr if the truth be spoken, which of course it never was.  To the contrary, the barbarian had learned to keep his mouth shut and eyes open when it came to such witchery.

    Regardless of the rest, Hjarlof's warning that the group must stand as brothers or they would all fall as strangers was true in most battles, but this time the truism seemed particularly relevant with regard to the coming fray.

    When the elder warrior Sven adds that we should expect no friends on the Isle and to be wary, Ulfgrim smiles and nods his head in the affirmative at the sound words, adding in a full deep voice, "I agree.  In the coming days, we must focus on working together, planning together and then acting as a single cohesive unit together in order to succeed."  

    Regardless of what may come, over all today had been a good day.  Folks learned how to fight together.  We had defeated a group of blood-thirsty pirates and captured a second ship.  Ulfgrim's wounds were mostly healed and words of praise between warriors had been duly exchanged according to custom.

    And, yet nary a mention had been mentioned of opening a cask of ale or even single bottle of wine to celebrate the victory, out of respect for the fallen and to honor the gods.  

    I guess the village Shaman was right, Ulfgrim thinks to himself.  These folks apparently celebrate victories a bit differently than I am accustomed. 

    Even though the barbarian did not realize it at the time, perhaps it was those small differences between them that would allow this group to succeed where so many others had failed.

    Now, only time would tell.

    Mechanics

     

    Free Action: Speak

    Move Action:

    Swift Action:

    Move:  

    Standard Action:

    Continuing Effects: None

  9. Quote

    At Jessies' words, Simimar and Lathai glance at the hin in a manner that indicates, they have not missed her presence.

    Couple questions:

    1. Does Jessie know the elves; they seem to know her?

    2. If so, how?

    3. What is a "hin?" I assume a typo, but not sure what you intended, especially given my first question.

     

    Thanks

  10. Kassandra, Arcanis Phisitian, Humanoid Outside, Wizard/Saint

    spacer.pngQUICK STATS:  AC=27, Touch=19, FF=25 / HP=29/29 / Init=2 / Saves: Fort=9, Reflex=7, Will = 12 __________________________________________________________________________

    Once the sounds of a nearby battle easily reach her ears, Kassandra mentally communicates with Clem thinking through the psi-link, We're very close to ongoing battle site. We are continuing to push forward.

    Calling out to the armed contingent, Kassandra says, "You can hear the skirmish with the man-wolves ahead! Our friends fight nearby! They urgently need our help so we can stop the evil ceremony! Everyone, push on to battle!!"

    Armed with her loaded light crossbow, the saintly arcanist doubles her efforts to reach the battle up ahead and into position where she can safely and effectively use her ranged weapons, saintly powers and possible a smidgeon of magic here and there to allow the party to push beyond these two guards and confront the unholy caster.

    Show Mechanics

    Magic Circle Against Evil & Globe of Invulnerability, Lessor

    MAGIC CIRCLE AGAINST EVIL - Abjuration [Good]
    Level:  Clr 3, Good 3, Pal 3, Sor/Wiz 3 
    Components:  V, S, M/DF 
    Casting Time:  1 standard action 
    Range:  Touch 
    Area:  10-ft.-radius emanation from touched creature 
    Duration:  10 min./level 
    Saving Throw:  Will negates (harmless) 
    Spell Resistance:  No; see text 

    All creatures within the area gain the effects of a protection from evil spell, and no nongood summoned creatures can enter the area either. You must overcome a creature’s spell resistance in order to keep it at bay (as in the third function of protection from evil), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies’ spell resistance. 

    This spell has an alternative version that you may choose when casting it. A magic circle against evil can be focused inward rather than outward. When focused inward, the spell binds a nongood called creature (such as those called by the lesser planar binding, planar binding, and greater planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle. The creature cannot cross the circle’s boundaries. If a creature too large to fit into the spell’s area is the subject of the spell, the spell acts as a normal protection from evil spell for that creature only. 

    A magic circle leaves much to be desired as a trap. If the circle of powdered silver laid down in the process of spellcasting is broken, the effect immediately ends. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. If the called creature has spell resistance, it can test the trap once a day. If you fail to overcome its spell resistance, the creature breaks free, destroying the circle. A creature capable of any form of dimensional travel (astral projection, blink, dimension door, etherealness, gate, plane shift, shadow walk, teleport, and similar abilities) can simply leave the circle through that means. You can prevent the creature’s extradimensional escape by casting a dimensional anchor spell on it, but you must cast the spell before the creature acts. If you are successful, the anchor effect lasts as long as the magic circle does. The creature cannot reach across the magic circle, but its ranged attacks (ranged weapons, spells, magical abilities, and the like) can. The creature can attack any target it can reach with its ranged attacks except for the circle itself. 

    You can add a special diagram (a two-dimensional bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the magic circle more secure. Drawing the diagram by hand takes 10 minutes and requires a DC 20 Spellcraft check. You do not know the result of this check. If the check fails, the diagram is ineffective. You can take 10 when drawing the diagram if you are under no particular time pressure to complete the task. This task also takes 10 full minutes. If time is no factor at all, and you devote 3 hours and 20 minutes to the task, you can take 20. 

    A successful diagram allows you to cast a dimensional anchor spell on the magic circle during the round before casting any summoning spell. The anchor holds any called creatures in the magic circle for 24 hours per caster level. A creature cannot use its spell resistance against a magic circle prepared with a diagram, and none of its abilities or attacks can cross the diagram. If the creature tries a Charisma check to break free of the trap (see the lesser planar binding spell), the DC increases by 5. The creature is immediately released if anything disturbs the diagram—even a straw laid across it. However, the creature itself cannot disturb the diagram either directly or indirectly, as noted above. 

    This spell is not cumulative with protection from evil and vice versa.   Arcane Material Component:  A little powdered silver with which you trace a 3-foot diameter circle on the floor (or ground) around the creature to be warded. 

     

    GLOBE OF INVULNERABILITY, LESSER - Abjuration
    Level:  Sor/Wiz 4 
    Components:  V, S, M 
    Casting Time:  1 standard action 
    Range:  10 ft. 
    Area:  10-ft.-radius spherical emanation, centered on you 
    Duration:  1 round/level (D) 
    Saving Throw:  None 
    Spell Resistance: No 

    An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 3rd level or lower. The area or effect of any such spells does not include the area of the lesser globe of invulnerability. Such spells fail to affect any target located within the globe. Excluded effects include spell-like abilities and spells or spell-like effects from items. However, any type of spell can be cast through or out of the magical globe. Spells of 4th level and higher are not affected by the globe, nor are spells already in effect when the globe is cast. The globe can be brought down by a targeted dispel magic spell, but not by an area dispel magic. You can leave and return to the globe without penalty. 

    Note that spell effects are not disrupted unless their effects enter the globe, and even then they are merely suppressed, not dispelled.  If a given spell has more than one level depending on which character class is casting it, use the level appropriate to the caster to determine whether lesser globe of invulnerability stops it.  Material Component:  A glass or crystal bead that shatters at the expiration of the spell. 

    Free Action:   Speak, Mentally Communicate

    Double Move:  Move 60 feet into cavern staying just behind the front vanguard

    Swift Action:   

    Move Action:   

    Standard Action:  

    Continuing Effects:  Bless on all Allies (+1 morale bonus on Attacks and Fear Saves for 5 minutes), Guidance on Clem (+1 competence bonus on one attack, save or skill check for 3/10 rounds); Guidance on Self (+1 competence bonus on one attack, save or skill check for 4/10 rounds); Guidance on Kassítira (+1 competence bonus on one attack, save or skill check for 5/10 rounds); Guidance on Eustice (+1 competence bonus on one attack, save or skill check for 6/10 rounds); Protective Aura all Allies within 20 feet - (Nimbus of Light 20 ft. radius, double-strength Magic Circle Against Evil, Lessor Globe of Invulnerability cast as 7th level cleric until dismissed)

    Ooc

    Quote

    Our reputations are on the line!! 🙃

    That settles it!

    Raze is using one of Eborne1's Hero Points!!!!

     

    Ooc

    I'm not sure. I guess b/c Raze was 'surprising!' 😀 LoL

    I included the +2 for flanking the attack roll.

    Normally, I would use a Hero Action Point to get a die re-roll, but seems extreme in a faux simulation.

  11. Father Wilwick Bramblemane, Halfling Cleric

    spacer.pngQUICK STATS:  AC=18, Touch=12, FF=18 / HP= 8/13 / Init=0 / Saves: Fort=6, Reflex=2, Will = 7  ________________________________________________________________________

    When a pair of quiet zombies shuffle out of the darkness and Father Bramblemane can hear more of the foul abominations approaching in the darkness from a distance, the cleric makes a quick tactical decision calling out to his companions, "Two zombies are approaching!"

    "More are coming after them. We need to make our stand in this hallway so we can use it as a chokepoint and keep the bulk of the hoard off of us. Please watch the other entrances to the room," Wilwick in an effort to quickly set up a makeshift strategy and hopefully avoid any surprises from behind.

    It's almost comical to see the child-like warrior priest take a single step back to stand beside of Camlann drawing a razor-sharp sickle from a scabbard on the side of his pack in one fluid well-trained motion.

    Looking up at the much taller warrior beside of him with a smile and a wink, the tiny cleric advises in a lowered voice, "Ready yourself," as Father Bramblemane intentionally positions himself to attack any enemy that might move close enough to threaten him.

    Mechanics

    Swift Action:

    Free Action: Speak

    Move Action: Draw Sickle

    Move:   5 ft. step as shown on map

    Standard Action: Readied Action to attack any enemy that moves within striking distance

    Full Round Action:

     

    Continuing Effects:  None

     

  12. Raze Nae' Aire, Unchained Tiefling Rogue

    spacer.pngQUICK STATS:  AC=22, Touch=14, FF=18 / HP=31/31 / Init=4 / Saves: Fort=4, Reflex=10, Will=4

    _______________________________________________________________________

    When Anhotep is back up and on his feet and gives Raze a respectful grin, the Tiefling winks back and with a nod of her head the rogue quickly climbs up the southern wall drawing her rapier as she moves.

    Quietly climbing down on to the floor directly behind the Esobak that is menacing Ramad, Raisin smiles as she plunges her razor-sharp rapier deep into the flesh of the foe with a sneaky and unexpected flanking attack from behind.

    Mechanics

     

    DM - Please note that Enemy is flanked and therefore flat-footed (denied Dex bonus to AC)

    Also, if the attack hits, then the enemy will suffer -4 additional bleeding damage next round

     

    Swift Action:

    Move:  Move up to 30 ft. climbing up wall and then down behind foe to avoid an AoO

    Move Action:

    Free Action: Draw rapier as part of a Move Action

    Standard Action: Rogue Sneak Attack on Esobak from flanking position with MW Rapier using Weapon Finesse Feat, Power Attack Feat, Rogue Finesse Training and Bleeding Attack Abilities - Enemy is Flat-footed for this attack

    Continuing Effects: Blessing of the Watch: (+1 morale bonus on attack rolls and on saving throws against fear effects)

    Ooc

    How would she get one?

    I don't see anyone in the game thread providing Raze with such an item.

    I assume you are joking, but holding off posting for a few minutes for a response in case I missed something, which is entirely possible.

     

  13. Sister Elektra. Healer & Elementalist

    spacer.pngQUICK STATS:  AC=18, Touch=12, FF=16 / HP=15/15 / Init=2 / Saves: Fort=4, Reflex=2, Will = 6 _________________________________________________________________________

    When Varon produces a token, albeit possibly an expired one, Sister Elektra breathes a silent sigh of relief since, if legitimate but recently replaced, then the green coin should either grant them admission or at least trigger a discussion potentially leading to such outcome.

    Nodding affirmatively when Varon advises the party to avoid any interactions with the Rakner Dwarven group while the holy woman lifts the collar on her cloak and pulls down her hat in order to help conceal her face while also mingling in the middle of their contingent in an effort to try and stay incognito.

    Once she has done her best to 'blend' in with the group and making sure to keep as many others as possible between her and the Rakner clan, Elektra whispers to her collogues when no one else can hear, "The Clan Rakner are xenophobic racists who hate everyone but Dwarves, and then they only like Dwarves who work solely within the confines of the Dwarven race."

    "Please don't draw any attention to us. The Rakner clan must not see me working with this group or I will be marked for re-education, eradication or worse, which will only bring all of us more trouble than any of the clan's abject stupidity is worth," the holy woman whispers as she moves close to her old friend Sarai, who has always been far 'sneakier' than her.  

    Show Mechanics

     

    Free Action:   

    Move:  

    Swift Action:   

    Move Action:   

    Standard Action:  

    Continuing Effects:  None

  14. Ulfgrim Ironhide, Warrior from the North

    spacer.pngULFGRIM IRONHIDE - Northern Barbarian

    QUICK STATS:  AC=20, Touch=13, FF=18 / HP=52/55 / Init=4 / Saves: Fort=9, Reflex=5, Will=6

    _________________________________________________________________________

    Ulfgrim Ironhide echoes Sven's feelings saying matter-of-factly, "During the battle, Grey-Feather proved his ability with the bow in my eyes. He fired arrows all around me during combat, sinking the vast majority of the deadly projectiles into the enemy, with he and I combining to kill three of the pirates in a handful of moments!"

    "The Outlander is one of the better shots with a bow that I've seen in combat in the past handful of years. In my eyes, Grey-Feather has earned an opportunity to join our efforts and to continue to prove himself as he has requested," the massive warrior says while looking the stranger up-and-down to gauge his reaction.

    Mechanics

     

    Free Action: Speak

    Move Action:

    Swift Action:

    Move:  

    Standard Action:

    Continuing Effects: None

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