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Escort to Phandelin


Delia2531

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A note appears, written in a clear, formal script but signed with some flourish.

Party sought for Escort Mission

I, Gundren Rockseeker, require a party to brave souls to act as an escort through difficult and dangerous terrain. I have a wagon of provisions that must be safely delivered to Phandelin, but I have urgent business there myself and cannot wait to escort it. Four brave souls should be sufficient, whilst there are bandits and worse on the road a show of force is usually enough to prevent casual attack. I can offer one hundred gold pieces to each, payable on safe delivery of the wagon and its contents in Phandelin; I can be reached at Barthen's Provisions in town and the cash will be waiting for you there.

 

Timings are tight; the wagon contains supplies that my brothers and I need in order to continue our prospecting in the area.

 

Gundren Rockseeker

 

Out of Character Notes

This is a mission for up to four characters of levels 1-3.

 

I'll be open and honest up front; the posting rate might be relatively slow from me as I do it all on my phone and have to fit it in around everything else going on in Real LifeTM.

 

Player should expect to make one or two posts a week to match my pace. This is lifted from the 5e starter set and adapted to 3.5 and gestalt by me, so may be a bit inconsistent with CR/difficulty.

 

Personal preference is for non-Evil PCs, but as long as everyone is capable, and willing, to work as a team I am open to all comers.

 

If you've got any peculiar mechanical shenanigans going on then I'd appreciate you adding details in a spoiler to your posts please; even if only to point me to a source for the info.

 

This is mission is a string of mostly combat encounters, and will likely lead to some exploration/dungeon crawling (spoilers sweetie!) over a handful of in-game days.

 

Once we've got a party I'll make a start, but looking to start by next weekend.

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Fallen Angel - Fallen Angels Photo (20144385) - Fanpop

Sheet: Faith the Fallen :: Dungeons & Dragons 3.5e :: Myth-Weavers Online Character Sheets

Name: Faith the Fallen

Classes: AoD 3//Warlock 2/ Dread Necromancer 1

Race: AoD

Angel of Decay

Angel of Decay
http://www.wizards.com/dnd/images/art_preview/20080522_114848_0.jpg


HD: d12

Level
BAB
Fort
Ref
Will
Features
1 +0 +0 +0 +2 Dead Angel, Rotting Touch, Decay Device,
2 +1 +0 +0 +3 Unholy Grace, Str +1, Cha +1
3 +1    +1    +1    +3    Fallen Orisons, Str +1, Wis +1
4 +2    +1    +1    +4    Rotting Aura, Str +1
5 +2    +1    +1    +4    Profane Resilience, Str +1, Cha +1
6 +3    +2    +2    +5    Fallen Initiate, Str +1, Wis +1
7 +3    +2    +2    +5    Wings, Str +1
8 +4    +2    +2    +6    Size Increase, Str +1, Cha +1
9 +4    +3    +3    +6    Profane Presence, Str +1, Wis +1
10 +5    +3    +3    +7    Fallen Adept, Str +1
11 +5    +3    +3    +7    Str +1, Cha +1
12 +6/+1    +4    +4    +8    Str +1, Wis +1
13 +6/+1    +4    +4    +8    Unhallowed Presence, Str +1
14 +7/+2    +4    +4    +9    Fallen Magus, Str +1, Cha +1
15 +7/+2    +5    +5    +9    Damned Magic, Str +1, Wis +1

Class Skills (2+ Int Modifier): None.

Proficiencies: An angel of decay is proficient with his natural weapons only.

Dead Angel: The angel of decay loses all racial modifiers and receives the following:

 

 (click to show/hide)


The angel of decay has all the characteristics of the undead type, which includes:

 

 (click to show/hide)


Lastly, all past and future HD the Angel of Decay might receive from class levels become 12-sized die, and he gains natural armor bonus equal to his wisdom modifier. This natural armor bonus increases by 1 when the angel's size increases.

Rotting Touch (Su): Whenever the Angel of Decay hits a corporeal opponent with both claws, he rots the victim’s flesh dealing 1d6 extra damage, +1 for every 3 HD the angel of decay has. In addition, the angel heals a number of hit points equal to the damage dealt, up to his maximum normal hit points.

Once per day per HD, the Angel of decay can perform a touch attack, this attack deals damage equal to twice the normal damage of the rotting touch.

Decay Device:The Angel of Decay counts as trained in Disable Device and Open Lock, and gains a Racial bonus on such checks equal to its Angel of Decay level+ Cha mod. If you trigger a trap, the Angel of Decay can attempt a Disable Device it as an Immediate action, and can even try to Disarm magic traps as if you had the trapfinding class feature.

Ability Score Increases: At every level except 1th, the angel of decay’s strength increases by 1. At levels 2, 5, 8, 11 and 14, his charisma increases by 1. At levels 3, 6,9 12 and 15, his wisdom increases by 1.

Unholy Grace (Su): An angel of decay of 2nd level adds his charisma modifier as a bonus on all saving throws and as a deflection bonus to his armor class.
 
Fallen Orisons (Sp): At 3rd level the angel of decay gains the power to use a number of spell-like abilities. Their save DCs, when applicable, are equal to 10 + spell level + wisdom modifier.

Starting at 3rd level, the angel of decay can use Bane, Inflict Light Wounds, Curse Water , Spectral Hand and Death Watch, each of these spell-like abilities can be used once per day per HD.

Rotting Aura (Su): When an angel of decay is not flying, rivulets of vile corruption stream from his body, constantly regenerating and renewing a pool of odiferous rot around him.
The pool of rot is a 5 foot radius spread, which increases to 10 feet at level 8 and 15 feet at level 12. Any corporeal creature standing on the ground over the pool of rot must make a reflex save (DC 10 + half HD + charisma modifier) each round or take 1d6 damage per three HD of the angel of decay. Whenever a creature takes damage from the rotting aura, she must make a will save (same DC) or be sickened for one round. At 15 level, creatures failing their will saves are instead nauseated for 1 round.
Whenever a creature takes damage from the rotting aura, the angel of decay is healed of a number of hit points equal to the number of die of damage dealt.

Profane Resilience (Su): Starting at 5th level, the Angel of Decay gains damage reduction equal to half his HD, this damage reduction is defeated by magic and adamantine weapons. He also gains spell resistance equal to 10 + HD + charisma modifier.

Fallen Initiate (Sp): At 6th level, the angel of decay can use Inflict Moderate Wounds, Darkness, Death Knell and Crushing Despair, each once per day per two HD.

Wings: At 7th level, the Angel of decay’s wings are fully developed, he can fly with a speed of 50 feet and poor maneuverability. In addition, the angel of decay can perform two wing slams as secondary natural attacks, dealing 1d4 + ½ strength modifier damage each.

Size Increase: At 8th level the angel of decay’s size increases to large. It is considered a tall creature. The base damage dealt by the claws of the angel of decay increases to 2d6 + strength modifier, instead of the normal increase.

Profane Presence (Sp): At 9th level, the angel of decay is constantly surrounded by the effect of the Desecrate spell. The angel of decay is considered an altar to an evil deity for the purpose of the spell.

Fallen Adept (Sp): At 10th level, the angel of decay can use Inflict Serious Wounds, Bestow Curse, Animate Dead and Contagion, each once per day per three HD.

Unhallowed Presence (Sp): At 13th level, the angel of decay generates the effect of the Unhallow spell with a radius of 100 feet. No secondary spell is attached to this effect, which can be activated or suppressed as a swift action.

Fallen Magus (Sp): At 14th level, the angel of decay can use Inflict Critical Wounds, Antilife Shell, Create Undead and Unholy Blight, each once per day per four HD.

Damned Magic (Sp): At 15th level, the angel of decay can use Harm, Finger of Death, Avasculate, Energy Drain and Soul Bind, each once per day per five HD. Additionally, once per day per ten HD he can use Despoil, Etherealness and Avascular Mass.

 

Faith signs her name, in blood.

Edited by paladinred (see edit history)
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Seeing a new individuals move up and inspect a piece of paper and walking away, Yasei moves over to investigate. Staring at the paper with very serious intent, eventually she gives up as she can't understand the scribbles. While waiting nearby, she sees another figure come up to investigate before pressing their blood to it. Perplexed by this action, Yasei pricks her finger with one of her long snarp nails before pressing it to the paper as well. Smiling in sanctification for having achieved something she did not truly understand Yasei waits to see what happens next.

*Shenanigans: Large to hit bonus, Dispel Invisibility at Will, Boost to physical Stats 1 day (Shift/Rage).

Note: Neutral Evil - Evil as seen as the helpless cannot help themselves and an extensive belief in survival of the fittest. Tribes are an exception but the weakest should still be healthy/not weak. Does not care for rules, laws, or other things that could restrict a person unless overpowering force has been shown. (Ie, following a more powerful matriarch)

 

[URL=/sheets/?id=2836334][B][SIZE=+1]Yasei Shizen[/SIZE][/B][/URL] Female Neutral Evil Half-Troll Shifter Barbarian, [B]Level[/B] 3, [B]Init[/B] 5, [B]HP[/B] 54/54, [B]Speed[/B] 30 [B]AC[/B] 21, [B]Touch[/B] 13, [B]Flat-footed[/B] 18, [B]Fort[/B] 8, [B]Ref[/B] 4, [B]Will[/B] -2, [B]Base Attack Bonus[/B] 3 [B]Rend 2d4+7 (If two claws hit) Claw x2 [/B] +8 (1d4+5, x2) [B] Bite [/B] +8 (1d6+5, x2) [B] Unarmed strike [/B] +9 (1d4+5, x2) [B] Mithral Chain Shirt[/B] (+4 Armor, +3 Dex, +4 Natural) [B]Abilities[/B] Str 20, Dex 16, Con 20, Int 14, Wis 10, Cha 10 [B]Condition[/B] Shifting 1/day 4+CON, Rage 1/day 3+CON Uncanny Dodge, Trap Sense +1, Illiterate, Pounce, Fast Healing 5, Scent, Dark Vision 60, Low-Light Vision, +2 on Saves Against Fire Spells/Effects, Purge Invisibility at Will
Yasei Shizen
Female Neutral Evil Half-Troll Shifter Barbarian, Level 3, Init 5, HP 54/54, Speed 30
AC 21, Touch 13, Flat-footed 18, Fort 8, Ref 4, Will -2, Base Attack Bonus 3
Rend 2d4+7 (If two claws hit) Claw x2 +8 (1d4+5, x2)
Bite +8 (1d6+5, x2)
Unarmed strike +9 (1d4+5, x2)
Mithral Chain Shirt (+4 Armor, +3 Dex, +4 Natural)
Abilities Str 20, Dex 16, Con 20, Int 14, Wis 10, Cha 10
Condition Shifting 1/day 4+CON, Rage 1/day 3+CON

Uncanny Dodge, Trap Sense +1, Illiterate, Pounce, Fast Healing 5, Scent, Dark Vision 60, Low-Light Vision, +2 on Saves Against Fire Spells/Effects, Purge Invisibility at Will

 

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CG Desert Half-Orc 3/Barbarian/3 Dragon Shaman --- Level 3 --- Init 0 --- HP 51 (57 when raged) --- Speed 40 --- AC 15 (17 with a shield), Touch 10, Flat footed 15 --- Fort 7, Reflex 1, Will 6 --- BAB 3 --- MWK Falchion +5 (2d4+3 [2d4+6 when raged]) --- Abilities STR 14 DEX 10 CON 18 INT 10 WIS 16 CHA 8

 

Looking up from his rather large tankard of mead, Grimfang raises to his feet, and signs his name. Sir Grimfang Skullsplitter.

 

Chaotic Good desert half-orc Barbarian/Dragon Shaman

https://www.myth-weavers.com/sheets/?id=2839285

Edited by Zatada (see edit history)
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Rhigoxus

i345v2ytv2w61.jpg.d3b70c430c14b361856da7697b0210f7.jpgRhigoxus  HP: 47/47 Saves: Fort 7, Ref 1, Will 1  AC: 23, 8 (touch), 23(flat-footed) Breath DC: 15 6d6 (3'0 Cone, Cold)
Initiative: -4, Speed: 40, Spot: +6, Listen: +2, Hide: -2, MS: -2, Intimidate +11


As a few people seem to be gathering together to inspect the new post, the heavy set looking metallic half-dragon stands from the largest seat in the room, the floor creeks as his metal body moves closer to inspect it. Standing over seven foot in height, this creation seems to be a construct that is forged of dragon essence. As he looks over the shoulders of the others. "Something to cut my teeth on." resonates from withing, a cold metallic voice.

As he glances over at the other patrons, all worthy of such a task, a breath of cold air lightly brushes over the shoulders of those standing around him. "I am Rhigoxus. It is a pleasure to make everyone's acquaintance."

Statblock

[URL=http://www.myth-weavers.com/sheet.html#id=2832769][B][SIZE=+1]Rhigoxus[/SIZE][/B][/URL] Male Neutral Good Dragonforged Charger Fighter, [B]Level[/B] 3, [B]Init[/B] -3, [B]HP[/B] 49/49, [B]DR[/B] DR 2/ Adamantine, [B]Speed[/B] 40 [B]AC[/B] 22, [B]Touch[/B] 9, [B]Flat-footed[/B] 21, [B]Fort[/B] 9, [B]Ref[/B] 2, [B]Will[/B] 1, [B]Base Attack Bonus[/B] +3 [B] Longsword [/B] +9 (1d8+6, 19-20/x2) [B] Greatsword [/B] +9 (2d6+9, 19-20/x2) [B] Bite/Slam [/B] +7/+7 (1d6+3, x2) [B]+1 Enchant Adamantine Plating[/B], [B] +1 Buckler[/B] (+9 Armor, +2 Shield, +1 Dex, +2 Natural, -2 Misc) [B]Abilities[/B] Str 22, Dex 12, Con 22, Int 10, Wis 10, Cha 8
Rhigoxus Male Neutral Good Dragonforged Charger Fighter, Level 3, Init -3, HP 49/49, DR DR 2/ Adamantine, Speed 40 AC 22, Touch 9, Flat-footed 21, Fort 9, Ref 2, Will 1, Base Attack Bonus +3 Longsword +9 (1d8+6, 19-20/x2) Greatsword +9 (2d6+9, 19-20/x2) Bite/Slam +7/+7 (1d6+3, x2) +1 Enchant Adamantine Plating , +1 Buckler (+9 Armor, +2 Shield, +1 Dex, +2 Natural, -2 Misc) Abilities Str 22, Dex 12, Con 22, Int 10, Wis 10, Cha 8

Above is the posting format.


Name: Rhigoxus
Race: Dragonforged Charger
Size: Medium
Gender: Male
Age: 82
Alignment: Neutral Good
Class: Racial Levels 3
Class: Fighter 3
ACF: (Dungeoncrasher, Pugilist)

Edited by Steel Warrior (see edit history)
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https://www.myth-weavers.com/sheets/?id=2831952

image.png.134c0c7df21861c24153598860e6e38b.png

Celeritas

CG Fire elf Warblade 3/Transmuter Wizard 3 --- Level 3 --- Init 2 (6 with familiar summoned) --- HP 39 --- Speed 30 --- AC 12, Touch 12, Flat footed 10 --- Fort 4, Reflex 3, Will 3 --- BAB 3 --- Kaorti Resin Elven Courtblade +7 (1d10+4 18-20/x4) --- Abilities STR 16 DEX 14 CON 12 INT 18 WIS 10 CHA 6

Shenanigans: Kaorti resin weapon, hummingbird familiar

 

*Seeing the cast of colorful people going over to the mission board, Celeritas stands up from her table and goes over there to read the peace of paper. She reads it and thinks it over for a bit* "I need a second mug anyway, so why not" *She looks over to the rest of the people gathered and says* "Hi, i´m Celeritas" *Those that were paying attention notice that she is twitching and that she hasn´t blinked even once during this whole interaction*

Edited by Alguienenalgo (see edit history)
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Malus peruses the board Wizard has shown him and makes a mental note of the job before evening practice. It sounded like something good to get his feet wet and see how things work. He writes in his info to potential employer

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

 

Malus DeVirier Lvl 3 Swordsage/Urban Brawler

Sheet

Skills: Balance (7), Bluff (0), Climb (3), Concentration (5), Craft (1), Escape Artist (7), Heal (2), Hide (7), Intimidate (4), Jump (1), Knowledge (history) (3), Knowledge (local) (1), Knowledge (nature) (5), Knowledge (nobility and royalty) (1), Listen (6), Martial Lore (1), Move Silently (7), Profession (Prize Fighter) (1), Ride (3), Sense Motive (6), Spot (6), Swim (1), Tumble (7)

Abilities: Quick To Act+1You gain a +1 bonus on initiative
checks. This bonus increases by 1 at 5th, 10th, 15th, and 20th level.
, Discipline Focus (Weapon Focus)-Shadow HandAs a swordsage, you can focus your training to take advantage of each discipline’s fighting style. Each time you gain the discipline focus ability, select
one of the six swordsage disciplines to which that focus applies. You can select a different discipline each time you gain discipline focus, but you must know at least one martial maneuver from the selected discipline. Even if you select a different discipline at higher levels, your discipline choice for earlier abilities does not change. This focus manifests in the following ways.
Weapon Focus: At 1st level, you gain the benefi t of the Weapon Focus feat for weapons associated with the chosen discipline. See the discipline descriptions in Chapter 4.
, AC BonusStarting at 2nd level, you can add your Wisdom
modifier as a bonus to Armor Class, so long as you wear light armor, are unencumbered and do not use a shield. This bonus to AC applies even against touch attacks or when you are flat-footed. However, you lose this bonus when you are immobilized or helpless.
Fast MovementA barbarian’s land
speed is faster than the norm for his race by
+10 feet. This benefit applies only when he is
wearing no armor, light armor, or medium
armor and not carrying a heavy load. Apply
this bonus before modifying the barbarian’s
speed because of any load carried or
armor worn. For example, a human
barbarian has a speed of 40 feet,
rather than 30 feet, when wearing
light or no armor. When wearing
medium armor or carrying a
medium load, his speed drops to
30 feet. A halfling barbarian has a
speed of 30 feet, rather than 20
feet, in light or no armor. When
wearing medium armor or carrying a medium load, his
speed drops to 20 feet.
Rage 1/DayA barbarian can fly into a
screaming blood frenzy a certain number
of times per day. In a rage, a barbarian
gains phenomenal strength and durability but becomes reckless and less able to defend himself. He temporarily gains a +4 bonus to Strength, a
+4 bonus to Constitution and a +2 morale
bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the
rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are; see Temporary Hit Points, page 146.) While raging, a barbarian
cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate
magic items that require a command word, a
spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use
any feat he has except Combat Expertise, item
creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 +
the character’s (newly improved) Constitution
modifier. A barbarian may prematurely end his
rage. At the end of the
rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter
(unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below).
A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability
once per day. At 4th level and every four levels thereafter, he can use it one additional time
per day (to a maximum of six times per day at
20th level). Entering a rage takes no time itself, but a
barbarian can do it only during his action (see Initiative, page 136), not in response to some-
one else’s action. A barbarian can’t, for example, fly into a rage when struck down by an arrow in order to get the extra hit points from the increased Constitution, although the extra hit points would be of
benefit if he had gone into a rage earlier in the round before the arrow struck
Uncanny DodgeAt 2nd level, a barbarian gains the ability
to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses
his Dexterity bonus to AC if immobilized.
If a barbarian already has uncanny dodge from a different class (a
barbarian with at least four levels of rogue, for example), he automatically gains improved uncanny dodge (see below) instead.
Improved Unarmed StrikeYou are skilled at fighting while unarmed.
Benefit: You are considered to be armed even when unarmed —
that is, you do not provoke attacks or opportunity from armed
opponents when you attack them while unarmed. However, you
still get an attack of opportunity against any opponent who makes
an unarmed attack on you.
In addition, your unarmed strikes can deal lethal or nonlethal
damage, at your option.
Normal: Without this feat, you are considered unarmed when
attacking with an unarmed strike, and you can deal only nonlethal
damage with such an attack
Special: A monk automatically gains Improved Unarmed Strike
as a bonus feat at 1st level. She need not select it.
A fighter may select Improved Unarmed Strike as one of his
fighter bonus feats (see page 38).
Two Weapons Fighting (While Unarmed)You can fight with a weapon in each hand. You can make one extra
attack each round with the second weapon.
Prerequisite: Dex 15.
Benefit: Your penalties on attack rolls for fighting with two
weapons are reduced. The penalty for your primary hand lessens by
2 and the one for your offhand lessens by 6.
Normal: See Two-Weapon Fighting, page 160, and Table 8–10:
Two-Weapon Fighting Penalties, page 160.
Special: A 2nd-level ranger who has chosen the two-weapon
the combat style is treated as having Two-Weapon Fighting, even if he
does not have the prerequisite for it, but only when he is wearing
light or no armor (see page 48).
A fighter may select Two-Weapon Fighting as one of his fighters
bonus feats (see page 38).
Dashing StepL3: Lose trap sense; No penalty on AC on charges

 

Flaws: Code of ArmsYou despise raising your hand against creatures of the opposite gender.
Prerequisite: Good or lawful alignment.
Benefit: You suffer a -4 penalty on attack rolls to hit a creature you can tell is of the opposite gender.
, Chivalrous CourtesyYou despise raising your hand against creatures of the opposite gender.
Prerequisite: Good or lawful alignment.
Benefit: You suffer a -4 penalty on attack rolls to hit a creature you can tell is of the opposite gender.

 

Feats:

Lvl1: Adaptive Style (Human Feat)With just a short period of meditation, you can change your maneuvers and tactics to meet the threat you currently face.
Prerequisite: Crusader, swordsage, or warblade level 1st.
Benefit: You can change your readied maneuvers at any
time by taking a full-round action. If you’re a crusader, your current granted maneuvers are lost and you gain new granted maneuvers as if you had just readied your maneuvers for the day.
Normal: You can change maneuvers only by spending 5
minutes to do so
Shadow Blade (Lvl 1 Feat)In the course of your training in the Shadow Hand discipline, you learn to use your natural agility and speed to augment your attacks with certain weapons.
Prerequisite: One Shadow Hand stance.
Benefit: While you are in a Shadow Hand stance and
attack with one of the discipline’s preferred weapons, you can add your Dexterity modifier as a bonus on melee damage for attacks made with the weapon.
Special: Shadow Blade can be used in place of Weapon
Finesse to qualify for a feat, prestige class, or other special ability. If this substitution allows you to gain a benefit that normally applies to all finesse weapons (those described in the Weapon Finesse feat description), it instead applies only
to the Shadow Hand discipline’s preferred weapons.
Weapon Finesse (Flaw Bonus Feat)You are especially skilled at using weapons that can benefit as much
from Dexterity as from Strength.
Prerequisite: Base attack bonus +1.
Benefit: With a light weapon, rapier, whip, or spiked chain made
for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you
carry a shield, its armor check penalty applies to your attack rolls.
Special: A fighter may select Weapon Finesse as one of his
fighter bonus feats (see page 38).
Natural weapons are always considered light weapons.
, Weapon Focus (Unarmed) (Flaw Bonus)Choose one type of weapon, such as greataxe. You can also choose
unarmed strike or grapple (or ray, if you are a spellcaster) as your
weapon for purposes of this feat. You are especially good at using
this weapon. (If you have chosen ray, you are especially good with
rays, such as the one produced by the ray of frost spell.)
Prerequisites: Proficiency with selected weapon, base attack
bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using
the selected weapon.
Special: You can gain this feat multiple times. Its effects do not
stack. Each time you take the feat, it applies to a new type of weapon.
A fighter may select Weapon Focus as one of his fighter bonus
feats (see page 38). He must have Weapon Focus with a weapon to
gain the Weapon Specialization feat for that weapon.

Lvl3: Superior Unarmed Strike-1d8 (3rd lvl feat)Your unarmed strikes have become increasingly deadly, enabling you to strike your foes in their most vulnerable areas.
Prerequisite: Improved Unarmed Strike,
base attack bonus +3.
Benefit: You deal more damage with your unarmed strikes, as shown on the table below.
Special: If you are a monk (pugilist), you instead deal unarmed damage as a monk (pugilist) four levels higher.

Stances: Lvl 1: Island of BladesShadow Hand

Level: Swordsage 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You cloak yourself in a swirling nimbus of shadow energy. These shadows spin and flow around you, preventing any creature near you from being able to anticipate your attacks.

Your turn your enemies' strengths against them, improving your combat ability as well as that of an ally. When you and a comrade move to attack an opponent, you time your attacks and position yourself to frustrate your opponent's defenses.

If both you and an ally are adjacent to the same creature, the two of you gain the benefit for flanking that opponent. You can gain this benefit against multiple opponents at the same time, as can your allies. If both you and an ally are adjacent to the same two creatures, the two of you gain the benefit of flanking against both creatures
, Stance of ClarityDiamond Mind

Level: Swordsage 1 , Warblade 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You focus your efforts on a single opponent, studying his moves and preparing an attack. Your other opponents fade from sight as your mind locks onto your target.

This stance allows you to focus on a single opponent to the exclusion of all others. You read your foe's fighting stance, his favored attacks, and the methods he used to train. By combining these factors into a single analysis of his abilities, you see how to foil his attacks.

While you are in this stance, you must choose a single opponent as your target at the start of your turn. You gain a +2 insight bonus to AC against that foe until you change the target of this stance. You take a -2 penalty to AC against all other opponents while using stance of clarity.

Maneuvers: Lvl 1: Clinging Shadow Strike (Shadow Hand)Shadow Hand

Level: Swordsage 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Saving throw: Fortitude partial

Your weapon transforms into solid darkness. When it strikes home, it discharges in a swirling orb of shadow that engulfs your foe's eyes.

As part of this maneuver, you make a single melee attack. If it hits, you deal an extra 1d6 points of damage, and your opponent must make a successful Fortitude save (DC 11 + your Wis modifier) or suffer a 20% miss chance on all melee and ranged attacks for 1 round. A successful save negates the miss chance, but not the extra damage.

This maneuver is a supernatural ability.
, Burning Blade (Desert Wind)Desert Wind [Fire]

Level: Swordsage 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

Your blade bursts into flame as it sweeps toward your foe in an elegant arc.

A subtle yet precise twisting of your blade unlocks the power of flame. When you initiate this maneuver, fire trails from your melee weapon. For the rest of your turn, your melee attacks deal an extra 1d6 points of fire damage + 1 point per initiator level.

This maneuver is a supernatural ability
, Sapphire Nightmare Blade (Diamond Mind)Diamond Mind

Level: Swordsage 1 , Warblade 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature

Your study your enemy for a brief moment, watching his defensive maneuvers and making a strike timed to take advantage of a lull in his vigilance.

The sapphire nightmare blade is one of the most basic, but important, maneuvers that a Diamond Mind adept studies. It illustrates that a keen mind can pierce even the toughest defenses.

You attempt a Concentration check as part of this maneuver, using the target creature's AC as the DC of the check. You then make a single melee attack against your target. The attack is also part of this maneuver. If your Concentration check succeeds, the target is flat-footed against your attack, and you deal an extra 1d6 points of damage. If your check fails, your attack is made with a -2 penalty and deals normal damage.
, Mighty Throw (Setting Sun)Setting Sun

Level: Swordsage 1
Initiation Action: 1 standard action
Range: Touch
Target: Creature touched

You use superior leverage and your Setting Sun training to send an opponent tumbling to the ground.

As part of this maneuver, you must succeed on a melee touch attack against your foe. Resolve the throw as a trip attempt (PH 158), but you do not provoke attacks of opportunity, and your opponent cannot try to trip you if you lose the opposed check. You can use your Dexterity or Strength modifier, whichever is higher. You gain a +4 bonus on the ability check.

If you succeed in tripping your foe, you throw it up to 10 feet away from you. The target falls prone in the destination space. You choose where it lands. You must place the target in an empty space. If you lack the distance to throw your target into a clear space, it falls prone in its current space.

An enemy you throw with this maneuver does not provoke attacks of opportunity for passing through enemies' threatened areas as part of the throw, and you can throw an enemy through occupied squares. The trip attempt required by this maneuver is not restricted by the size categories of you or the target.
This maneuver has been updated by errata. See Mighty Throw (Original) for details.
, Stone Bones (Stone Dragon)Stone Dragon

Level: Crusader 1 , Swordsage 1 , Warblade 1
Initiation Action: 1 standard action
Range: Personal
Target: You
Duration: 1 round

You focus your energy to enhance your defenses, drawing on the power of your weapon's impact with a foe to toughen yourself against a counterattack.

The Stone Dragon tradition teaches its disciples to shrug off attacks through a combination of mental focus, pure tough- ness, and resilience. When you make a successful melee attack, you attune your mind and body to such an incredible extent that only the sharpest weapons can injure you. Lesser armaments cause mere bruises and minor cuts.

When you use this maneuver, you make a single melee attack. If this attack hits, you gain damage reduction 5/adamantine for 1 round.
, Sudden Leap (Tiger Claw)Tiger Claw

Level: Swordsage 1 , Warblade 1
Prerequisite: 1 Tiger Claw maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous

You leap to a new position in the blink of an eye, leaving your opponents baffled.

You can make a Jump check as a swift action and move the distance determined by your check result. This Jump check follows the normal rules for Jump checks, and has a higher DC if you do not have a 20ft running start. You provoke attacks of opportunity with this movement, and you must move in a straight line. As with any movement, you can attempt a Tumble check to avoid any attacks you provoke with this sudden leap. You can't move through enemies, unless you succeed on the appropriate Tumble check.
This maneuver has been updated by errata. See Sudden Leap (Original) for details.
, Wolf Fang Strike (Tiger Claw)Tiger Claw

Level: Swordsage 1 , Warblade 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature

You lash out in a blur of movement with two weapons, hacking into your foe with a combination of feral strength and speed.

You tap into the speed and strength embodied within your feral spirit. You must fight with two weapons to use this maneuver. If you carry only one weapon, you can choose to make an unarmed strike with your off hand (as an unarmed attack) if you so wish. As part of this maneuver, you make an attack with both weapons you wield against one opponent. Both attacks must target the same creature, and you take a -2 penalty on each attack roll. If your first attack drops your foe to -1 hit points or fewer, you cannot make a second attack.

The penalties applied by this maneuver replace the normal penalties for fighting with two weapons.
This maneuver has been updated by errata. See Wolf Fang Strike (Original) for details.

Lvl 2: Shadow Jaunt (Shadow Hand)Shadow Hand [Teleportation]

Level: Swordsage 2
Initiation Action: 1 standard action
Range: 50 ft.
Target: You

A cloud of shadow energy engulfs you, spins into a tiny mote, and disappears. A moment later, this shadowy cloud appears across the battlefield and expels you from it.

As part of this maneuver, you disappear in a cloud of darkness and teleport up to 50 feet away. You must have line of sight and line of effect to your destination. If you attempt to use this maneuver to move into an occupied space, you do not move, and the maneuver is expended but has no effect.

You can bring up to your maximum carrying capacity +50lbs with you when you initiate this maneuver. You cannot bring living creatures with you.
This maneuver has been updated by errata. See Shadow Jaunt (Original) for details.

 

Equipment: Bracers of Armor +1 (1000 gp), Ring of Protection +1 (1000 gp), Boots of Stomping (600 gp)

Remaining Gold: 400 gp

 

Posting Template:

 

 

Malus| AC 15 | Ini: 4 | BAB +3 | Hit Points: 42/42 | Size: Medium | Speed: 40 ft |
Touch: +13| Fort: +5 | Ref: +6 | Will: +5 | FF: +12

 


https://i.pinimg.com/564x/db/fb/75/dbfb75e82420d9c9871e46b39e7fdee2.jpg

"Malus Talks"

Malus Thinks

"Malus Whispers"

OOC, genaral writing etc

 


Tools of the Trade

Unarmed:

 

Unarmed: 1d20+7, 1d8+4, (x2)

Unarmed (Using Shadow Hand): 1d20+8, 1d8+6 (x2)

Actions/OOC

Free:

Swift:

Move:

Standard:

Immediate:

Stances: [X]=Non-Active, [O]= Active

Island of Blades [O]

Stance of Clarity [X]

Maneuvers: [X]=Non-Active, [O]= Active

Clinging Shadow Strike [O]

Burning Blade [O]

Sapphire Nightmare Blade [O]

Mighty Throw [O]

Stone Bones [X]

Sudden Leap [X]

Wolf Fang Strike [X]

Shadow Jaunt [O]

 

OOC:


 

 

 

 


 

 

 

 

Edited by Grudge (see edit history)
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Six names are added to the parchment on the board in quick succession. After a moment the marks made by Faith, Yasei, Sir Grimfang, and Rhigoxus flare with a blue light and the others fade in to the parchment.

 

At first nothing else happens, then the space around the board starts to fill with twinkling notes of light that begin to dance around the four who's names flared up. The lights begin to change colours as they move; the changing colours eventually become just four colours but still the swirling and moving continues, a dazzling display of green, yellow, orange, and blue with a small white light at the centre, slowly growing. The lights start to settle on the four, until each is dusted with lights of a single colour and the white light still grows. The white orb drifts across the open room towards the bar; the bar keep holds up a hand, palm upwards, and the light comes to rest above it quietly.

 

He closes his fist around the light and it disappears completely; "Okay folks; first mission here at The Tavern, are you ready? Too late if you aren't; good luck!" with that he opens his hands and the light explodes, filling the room.

 

For the patrons, when the light fades and they can see again there are four fewer people in the bar. For the four who signed up the world goes completely white for a few seconds.

 

OOC

Okay folks, first come - first served. If anyone drops out for whatever reason the two remaining will be called up in turn.

 

If you fall to -10HP you are instantly returned to the Tavern with your gear intact, your health restored, but you cannot rejoin the mission.

 

I'll get started on the initial post, create an IC thread and get us under way as quickly as I can.

 

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The four of you are each surrounded by the glowing motes, the barkeep opens his hands and light floods the room. The light is so bright that it obscures all vision. No sooner does it feel like you can stand the brightness no longer, everything goes completely black; not dark, black. There is nothing to see, even Dark Vision is useless here.

 

Slowly the darkness fades back and you can start to make out details around you. After a few seconds you are outside, in the early morning light an hour or two after sunrise. You are in a stable yard; a wagon stands hitched to a pair of horses, heavily laden but covered with tarpaulins. There is a bench seat at the front, room enough for two people who don't mind close quarters, and room has been left at the tail-gate to allow two others to sit, if not luxuriously.

 

A human male approaches across the yard, wiping his hands on a rag of some sort.

 

"You must be the ones that Rockseeker has hired to escort his wagon? If you can confirm where you are heading and the agree price I'll let you be on your way?"

 

 

OOC Info

OOC a thread for this mission is here.

 

Feel free to format your posts how you like, but I read them on my phone so tall and thin is much better for me that wide.

 

When we are in initiative please write your narrative and put your specific actions in a spoiler along with any dice rolls, being clear where you are using something non-standard please. If your actions change anything about your character (AC etc) please make it clear in the spoiler. Companions/familiars etc act at the same time as you, no need for separate initiative rolls.

 

Wherever possible please keep OOC content to the other thread; but adding a spoiler to your post if you have a specific question works for me too.

 

When we do come to initiative rolls we will use Party Initiative. Everyone will roll; I will average the party and the opponents and each group will act together. In the first round if the opponents go first, any PC who beat the opponent group average get to act before the opponents; the same happens in reverse. Anyone rolling a nat 20 on initiative gets a surprise-round single action as well as their normal turn(s). However, we will also have surprise rounds as normal if you catch opponents off-guard etc.

 

If your attack is a crit-threat please add your confirmation roll to the post afterwards and any additional damage rolls.

 

Edited by Delia2531 (see edit history)
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Sir Grim

CG Desert Half-Orc 3/Barbarian/3 Dragon Shaman --- Level 3 --- Init 0 --- HP 51 (57 when raged) --- Speed 40 --- AC 15 (17 with a shield), Touch 10, Flat footed 15 --- Fort 7, Reflex 1, Will 6 --- BAB 3 --- MWK Falchion +5 (2d4+3 [2d4+6 when raged]) --- Abilities STR 14 DEX 10 CON 18 INT 10 WIS 16 CHA 8

 

I wasn't the prettiest of peoples, hell I wasn't even the prettiest in a room full of trolls. That being said, I could actually help make other's prettier or at least make them better at talking. I relaxed my shoulders, and let out an almost intangible release of energy in the hopes that it would help my compatriots. I let me compatriots step ahead of me, and speak.

Action

Draconic Aura: Presence: +1 Bonus on Bluff, Diplomacy, and Intimidate checks equal to your aura bonus to my allies.

 

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Unsure what was happening at the dancing lights started to play about the room, Yasei looked panicked as this was not something she understood. It seemed like no one else minded it, perhaps this was customary within the hall? Her upper lipped kept twitching into a snarl that she had to forced back down but even then some of her fangs managed to poke just outside of her lips. As the mad who had brought the meat held out their hand towards the group, she was going to ask a question when suddenly everything was bathed in a white light. Unlike the eerie feeling of the fog from her home this felt slightly warmer, as if traveling in the underbrush during springtime. However that was suddenly taken away by a pitch darkness that even her eyes could not see through. Looking left and right or at least believing she was, Yasei felt the urge to scream at the world when suddenly shapes began to appear.

Suddenly outside and in the early sun, Yasei squints for a moment before realizing that this isn't the tavern anymore. Though this also didn't seem to be anywhere near her forest as well.. Perhaps for the better. Looking at the large animals that perhaps would be delicious to eat she shook away such thoughts. One only eats as needed as if you over consume then the supply will run out. It had happened before... "I believe we all touched a paper of some kind and are here... Magic is a strange thing. Rhigoxus spoke to Yasei first. Perhaps the metal one would be able to help the smaller creature explain."

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Rhigoxus

i345v2ytv2w61.jpg.d3b70c430c14b361856da7697b0210f7.jpgRhigoxus  HP: 47/47 Saves: Fort 7, Ref 1, Will 1  AC: 23, 8 (touch), 23(flat-footed) Breath DC: 15 6d6 (3'0 Cone, Cold)
Initiative: -4, Speed: 40, Spot: +6, Listen: +2, Hide: -2, MS: -2, Intimidate +11


Rhigoxus seemed to stand there frozen for a few moments. He wasn't required to breath, and the shift from one atmosphere to another had left him puzzled momentarily. He had never experienced such magic and even the time of day was different. It was then his name was mentioned that broke him out of his statue like position. The metal in his body made a slight noise as his head turned to face Yasei, then to the stranger that was looking for escort.

"We are to escort you to deliver the wagon full of goods to Phandelin. Upon safe delivery we are to receive 100 gold coin each." he recants. "Will that information suffice? Our names are on the script that gave us our instruction."

Statblock

[URL=http://www.myth-weavers.com/sheet.html#id=2832769][B][SIZE=+1]Rhigoxus[/SIZE][/B][/URL] Male Neutral Good Dragonforged Charger Fighter, [B]Level[/B] 3, [B]Init[/B] -3, [B]HP[/B] 49/49, [B]DR[/B] DR 2/ Adamantine, [B]Speed[/B] 40 [B]AC[/B] 22, [B]Touch[/B] 9, [B]Flat-footed[/B] 21, [B]Fort[/B] 9, [B]Ref[/B] 2, [B]Will[/B] 1, [B]Base Attack Bonus[/B] +3 [B] Longsword [/B] +9 (1d8+6, 19-20/x2) [B] Greatsword [/B] +9 (2d6+9, 19-20/x2) [B] Bite/Slam [/B] +7/+7 (1d6+3, x2) [B]+1 Enchant Adamantine Plating[/B], [B] +1 Buckler[/B] (+9 Armor, +2 Shield, +1 Dex, +2 Natural, -2 Misc) [B]Abilities[/B] Str 22, Dex 12, Con 22, Int 10, Wis 10, Cha 8
Rhigoxus Male Neutral Good Dragonforged Charger Fighter, Level 3, Init -3, HP 49/49, DR DR 2/ Adamantine, Speed 40 AC 22, Touch 9, Flat-footed 21, Fort 9, Ref 2, Will 1, Base Attack Bonus +3 Longsword +9 (1d8+6, 19-20/x2) Greatsword +9 (2d6+9, 19-20/x2) Bite/Slam +7/+7 (1d6+3, x2) +1 Enchant Adamantine Plating , +1 Buckler (+9 Armor, +2 Shield, +1 Dex, +2 Natural, -2 Misc) Abilities Str 22, Dex 12, Con 22, Int 10, Wis 10, Cha 8
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The Stableyard

"Close enough" the man says gruffly; "This is your wagon, you travel South on the High Road for about two days then follow the Triboar Trail eastwards for another day. There's a trail to the South and that takes you to Phandelin. Rockseeker left yesterday morning on horseback with a hired bodyguard. Sildar Hallwinter is a good man and experienced warrior, a good choice for the job. Rockseeker needs these provisions though so you'd best get going; make sure you keep these out of the hands of any bandits."

 

His piece said he turns and heads back across the yard to resume whatever it was he was doing when you arrived.

 

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"Well now, I guess that's that then..." The Dragon shaman said, and closed in to his compatriots. "Hi there, I'm a bit new around here. My name's Sir Grimfang Skullsplitter." His eye twinkled in mirth at the ironic sounding name. "Shall we be off, we have a long way to go, and a short time to get there. "

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Rhigoxus

i345v2ytv2w61.jpg.d3b70c430c14b361856da7697b0210f7.jpgRhigoxus  HP: 47/47 Saves: Fort 7, Ref 1, Will 1  AC: 23, 8 (touch), 23(flat-footed) Breath DC: 15 6d6 (3'0 Cone, Cold)
Initiative: -4, Speed: 40, Spot: +6, Listen: +2, Hide: -2, MS: -2, Intimidate +11


"As it would seem." says Rhigoxus. "I will walk along side the horses."

Walking to stand near the horse, he slowly reaches for one, he can't really feel the touch, as more know it's there, gently resting a hand. The horse twitches a few times, but does not react to Rhigoxus. Seeming pleased with himself. "Good."

Statblock

[URL=http://www.myth-weavers.com/sheet.html#id=2832769][B][SIZE=+1]Rhigoxus[/SIZE][/B][/URL] Male Neutral Good Dragonforged Charger Fighter, [B]Level[/B] 3, [B]Init[/B] -3, [B]HP[/B] 49/49, [B]DR[/B] DR 2/ Adamantine, [B]Speed[/B] 40 [B]AC[/B] 22, [B]Touch[/B] 9, [B]Flat-footed[/B] 21, [B]Fort[/B] 9, [B]Ref[/B] 2, [B]Will[/B] 1, [B]Base Attack Bonus[/B] +3 [B] Longsword [/B] +9 (1d8+6, 19-20/x2) [B] Greatsword [/B] +9 (2d6+9, 19-20/x2) [B] Bite/Slam [/B] +7/+7 (1d6+3, x2) [B]+1 Enchant Adamantine Plating[/B], [B] +1 Buckler[/B] (+9 Armor, +2 Shield, +1 Dex, +2 Natural, -2 Misc) [B]Abilities[/B] Str 22, Dex 12, Con 22, Int 10, Wis 10, Cha 8
Rhigoxus Male Neutral Good Dragonforged Charger Fighter, Level 3, Init -3, HP 49/49, DR DR 2/ Adamantine, Speed 40 AC 22, Touch 9, Flat-footed 21, Fort 9, Ref 2, Will 1, Base Attack Bonus +3 Longsword +9 (1d8+6, 19-20/x2) Greatsword +9 (2d6+9, 19-20/x2) Bite/Slam +7/+7 (1d6+3, x2) +1 Enchant Adamantine Plating , +1 Buckler (+9 Armor, +2 Shield, +1 Dex, +2 Natural, -2 Misc) Abilities Str 22, Dex 12, Con 22, Int 10, Wis 10, Cha 8
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