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Chapter 2(c)


TheFred

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The wind blows harshly up here on the hillside, as the villagers gather around the entrance to the mines. Borden's face is set in an expression of grim determination. Hypsilla, by contrast, seems fervent and full of zeal, albeit contained behind her outwardly collected demeanour.

Our heroes prepare to enter the mines... but what could lie inside?

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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 __________________________________________________________________________

Kassandra looks around and smiles at her colleagues, all of whom were finally reunited after being placed into separate attack groups when the parties had first left the friendly confines of the village on "Artemis's' celebratory hunt.

Nonetheless, the last encounter with the wolf-men made it crystal clear that they were not to be taken lightly or trifled with, and that they were also not at all interested in attempts to talk, much less negotiate any type of settlement of the issues between them and the villagers.

Before the group goes any farther, the holy arcanist feels it's important for her colleagues to know the truth about her situation as she reveals in a lowered voice, "Frankly, most of my daily spells are spent for the day, including all but one of my most powerful spells which is useless underground."

"I'm more than willing to proceed, but to be honest I spent the bulk of my meager powers in the last battle just to fight off a handful of the foes and I anticipate more of them being involved in the next skirmish," she adds. Turning to her long-term colleague, she asks, "Eustice, how are you fixed for spells my old friend?"

Show Mechanics

Free Action:   

Move:  

Swift Action:   

Move Action:   

Standard Action:  

Continuing Effects:  None

Edited by Terran (see edit history)
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Kassítira

e166d24b1eee08fcd8345787734580d1.png.10b17ddf2e2aa9fe01d5544fa6ee21b4.pngKassítira HP: 56/56 Saves: Fort 7, Ref 4, Will 2  AC: 16, 10 (touch), 16 (flat-footed) DR 3/Adamantine, SR: 11
Initiative: 0, Speed: 30 | Swim 30', Concentration: +19, Search: +2, Spot: +0, Listen: +0, Hide: -1, MS: -1, Swim +16


Kassítira was prepared to fight, but understood her companions are taxed. "If we work carefully, I am sure we will manage." she says, "I will take point, I don't have the knack to avoid being struck, but I can deal a healthy blow to our opponents."
She grips her trident and holds it at ready with shield in off-hand.

As she stood before the cave, she was reminded of a similar trial she had faced when she first left her underwater homeland.

OOC: Hunter's Stance (Scent)

Statblock

[URL=/sheets/?id=2845229][B][SIZE=+1]Kassítira[/SIZE][/B][/URL] Female LN Human (Atlantean) Warblade, [B]Level[/B] 6, [B]Init[/B] 0, [B]HP[/B] 56/56, [B]Speed[/B] 30 [B]AC[/B] 16, [B]Touch[/B] 10, [B]Flat-footed[/B] 16, [B]Fort[/B] 7, [B]Ref[/B] 4, [B]Will[/B] 2, [B]Base Attack Bonus[/B] +6/+1 [B]+1 Returning Trident [/B] +11/+6 (1d8+7, x2) [B] Mithral Breastplate[/B], [B] Buckler[/B] (+5 Armor, +1 Shield) [B]Abilities[/B] Str 16, Dex 10, Con 14, Int 14, Wis 10, Cha 14 [B]Condition[/B] . [B]Skills:[/B] Climb 7, Concentration 19, Diplomacy 11, Intimidate 11, Jump 7, Swim 16, Martial Lore 6 [B]Languages:[/B] Common, Aquan [B]Traits:[/B] [ooc="Focused"][B]Benefit:[/B] You gain a +1 bonus on Concentration checks. [B]Drawback: [/B]You take a -1 penalty on Spot checks and Listen checks. [/ooc] [B]Flaws:[/B] [ooc="Code of Arms"][B]Effect:[/B] You suffer a -4 penalty on attack rolls made against an enemy not armed with a melee weapon. If the enemy uses a natural attack against you, you may then attack it without penalty. [B]Added:[/B] If you knowingly attack a defenseless enemy, you also suffer a -2 morale penalty to attack rolls for 24 hours.[/ooc], [ooc="Pride of Arms"][B]Effect:[/B] You suffer a -4 penalty on all attack rolls made with any exotic, martial, simple weapons, unarmed attacks, and touch attacks that you do not have proficiency with. For Atlanteans, Spears and Lances Weapon Group + Harpoons & Nets would specific to an aquatic people and fishermen. Weapon Group (Spears and Lances), Harpoons, & Nets [B]Benefit:[/B] You make attack rolls with the following weapons normally: javelin, lance, longspear, shortspear, and trident. [B]Bonus:[/B] Harpoons & Nets[/ooc] [B]Feats: 1st:[/B] Discipline, Weapon Focus (Trident), Skill Focus (Concentration) (Flaw), Sudden Recovery (flaw) [B]3rd:[/B] Brutal Throw [B]5th:[/B] Blade Meditation (Concentration) [B]6th:[/B] Weapon Spec: Trident [B]Class Abilities[/B]: [ooc="Battle Clarity (Ex)"]You can enter a state of almost mystical awareness of the battlefield around you. As long as you are not flat-footed, you gain an insight bonus equal to your Intelligence bonus (maximum equals your warblade level) on your Reflex saves.[/ooc], [ooc="Weapon Aptitude (Ex)"]Your training with a wide range of weaponry and tactics gives you great skill with particular weapons. You qualify for feats that usually require a minimum number of fighter levels (such as Weapon Specialization) as if you had a fighter level equal to your warblade level -2. For example, as a 6th-level warblade, you could take Weapon Specialization, since you're treated as being a 4th-level fighter for this purpose. These effective fighter levels stack with any actual fighter levels you have. Thus, a fighter 2/warblade 4 would also qualify for Weapon Specialization. You also have the flexibility to adjust your weapon training. Each morning, you can spend 1 hour in weapon practice to change the designated weapon for any feat you have that applies only to a single weapon (such as Weapon Focus). You must have the newly designated weapon available during your practice session to make this change. For example, if you wish to change the designated weapon for your Weapon Focus feat from greatsword to longsword, you must have a longsword available to practice with during your practice session. You can adjust any number of your feats in this way, and you don't have to adjust them all in the same way. However, you can't change the weapon choices in such a way that you no longer meet the prerequisite for some other feat you possess. For instance, if you have both Weapon Focus (longsword) and Weapon Specialization (longsword), you can't change the designated weapon for Weapon Focus unless you also change the weapon for Weapon Specialization in the same way.[/ooc], Improved Uncanny Dodge (Ex), [ooc="Battle Ardor (Ex)"]The sheer love of battle lends uncanny strength to your blows. Starting at 3rd level, you gain an insight bonus equal to your Intelligence bonus on rolls made to confirm critical hits.[/ooc] [spoiler=Blade Magic][B]Disciplines:[/B] Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, and White Raven [B]Manuevers Known:[/B] [B]1st:[/B] [ooc="Moment of Perfect Mind"]Diamond Mind (Counter) Level: Warblade 1, Initiation Action: 1 immediate action Range: Personal, Target: You Your mental focus and martial study have rendered your will into an unbreakable iron wall. When someone targets you with a spell that seeks to erode your willpower, you steel yourself against the attack. Between your devoted study, iron will, and supreme focus, you have learned to resist attempts to subvert your willpower. When you feel such an effect try to cloud your mind, you can draw on untapped reserves of energy to counter the attempt. You can use this maneuver any time you would be required to make a Will save. Make a Concentration check instead of the Will save and use the result of that check to determine the save’s success. You must use this maneuver before you attempt the Will save. A result of a natural 1 on your Concentration check is not an automatic failure.[/ooc], [ooc="Sapphire Nightmare Blade"]Diamond Mind (Strike) Level: 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.[/ooc], [ooc="Steel Wind"]Iron Heart (Strike) Level: Warblade 1, Initiation Action: 1 standard action Range: Melee attack, Target: Two creatures You swing your weapon in a broad, deadly arc, striking two foes with a single, mighty blow. Through a combination of sheer power and unmatched talent, you make an attack that injures multiple opponents. As you initiate this strike, you make two melee attacks, each against a different foe that you threaten. Resolve each attack separately.[/ooc], [ooc="Stone Bones"]Stone Dragon (Strike) Level: 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 toughness, 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.[/ooc] [B]2nd:[/B] [ooc="Mountain Hammer"]Stone Dragon (Strike) Level: Warblade 2m Initiation Action: 1 standard action Range: Melee attack, Target: One creature or unattended object Like a falling avalanche, you strike with the weight and fury of the mountain. As part of this maneuver, you make a single melee attack. This attack deals an extra 2d6 points of damage and automatically overcomes damage reduction and hardness.[/ooc], [ooc="Battle Leader's Charge"]White Raven (Strike) Level: Warblade 2, Prerequisite: One White Raven maneuver Initiation Action: 1 full-round action, Range: Melee attack, Target: One creature You lead from the front, charging your enemies so that your allies can follow in your wake. The White Raven discipline teaches that he who seizes the initiative also seizes victory. You have learned to lead an attack with a mighty charge, the better to disrupt the enemy and inspire your allies in battle. As part of this maneuver, you charge an opponent. You do not provoke attacks of opportunity for moving as part of this charge. If your charge attack hits, it deals an extra 10 points of damage.[/ooc] [B]3rd:[/B] [ooc="Insightful Strike"]Diamond Mind (Strike), Level: Warblade 3 Initiation Action: 1 standard action, Range: Melee attack, Target: One creature You study your opponent and spot a weak point in her armor. With a quick, decisive strike, you take advantage of this weakness with a devastating attack. Your mind rather than your physical power allows you to deal grievous injuries to your foes. When you attack, your training and mental focus allow you to score a telling blow. As part of this maneuver, make a melee attack. If this attack hits, you do not deal normal damage. Instead, you make a Concentration check and deal damage equal to the check result. Your Strength modifier, your weapon’s magical properties (if any), and any other extra damage you normally deal do not modify this check (including extra damage from class abilities, feats, or spells).[/ooc] [B]Stances Known:[/B] 1st: [ooc="Stonefoot Stance"]Stone Dragon (Stance), Level: Warblade 1 Initiation Action: 1 swift action, Range: Personal Target: You, Duration: Stance You crouch and set your feet flat on the ground, drawing the resilience of the earth into your body. The students of the Stone Dragon discipline model their defenses after the earth itself. The wind might batter the mountain, the river might cut through the plains, but in the end the stone and rock shrug off such assaults. While you are in this stance, you gain a +2 bonus on Strength checks and a +2 bonus to AC against creatures of a size category larger than yours. This stance immediately ends if you move more than 5 feet for any reason, such as from a bull rush attack, a telekinesis spell, and so forth.[/ooc], 4th: [ooc="Hunter's Sense"]Tiger Claw (Stance), Level: Warblade 1 Prerequisite: One Tiger Claw maneuver, Initiation Action: 1 swift action Range: Personal, Target: You, Duration: Stance You sniff at the air like a hunting animal. After you focus your mind, an array of scents that normally eludes your awareness become clear to you. Your mastery of the Tiger Claw discipline allows you to become attuned to the feral side of your personality. On a fundamental level, you begin to think more like a wild beast and less like a civilized creature. Your enemies are prey to be hunted down and slain. Your allies are packmates. This shift in view spreads to your physical senses. As long as you are in this stance, you gain the scent special ability (MM 314).[/ooc] [B]Readied:[/B] Insightful Strike, Mountain Hammer, Battle Leader's Charge, Stone Bones[/spoiler] [spoiler=Divine Domain]Blackwater Domain Granted Powers: You are immune to pressure damage from descending into even the greatest oceanic depths. 1st - Cause Fear 2nd - Pressure Sphere 3rd - Evard's Black Tentacles 4th - Transformation of the Deeps 5th: - Blackwater Tentacle 6th - Blackwater Taint 7th - Dark Tide 8th - Maelstrom 9th - Doom of the Seas[/spoiler] [spoiler=Inventory] Atlantean Mithral Breastplate 4350 Gp +1 [ooc="Pearl Trident"]This +1 returning pearlsteel trident has a shaft decorated with coral and mother-of-pearl. In addition, the wielder of the trident gains the Aquatic Shot feat for any ranged attacks he makes with the trident, allowing him to throw the trident at underwater targets without penalty (range increment 5 feet). If he already knows Aquatic Shot or Far Shot, the pearl trident’s range increment underwater is 10 feet instead of 5 feet.[/ooc] 12,815 Gp Alchemical Silver Trident 105 gp Backpack (2 GP) 2lbs Everlasting Rations (350 gp) Replenishing Skin (1,000 Gp) Angel Radiance (20 GP) {BoED}: Torchlight in a vial, worn as necklace 10 Pieces of Chalk (0.1GP) Piton x5 (0.5 GP) 2.5lbs Bell (1 GP) Map/Scrollcase (1 GP) Flint and Steel (1 GP) Fishing Tackle (20 GP) {AEG} 5lbs: Fishing gear, +1 Fishing Inkpens x8 (0.8 GP) Ink (8 GP) Silk Rope 50' (10 GP) 5lb Sealing Wax (1 GP) 1lb Grappling hook (1 GP) 4lbs Balance: 396 Gp, 1sp[/spoiler]
Kassítira
Female LN Human (Atlantean) Warblade, Level 6, Init 0, HP 56/56, Speed 30
AC 16, Touch 10, Flat-footed 16, Fort 7, Ref 4, Will 2, Base Attack Bonus +6/+1
+1 Returning Trident +11/+6 (1d8+7, x2)
Mithral Breastplate , Buckler (+5 Armor, +1 Shield)
Abilities Str 16, Dex 10, Con 14, Int 14, Wis 10, Cha 14
Condition .
Skills: Climb 7, Concentration 19, Diplomacy 11, Intimidate 11, Jump 7, Swim 16, Martial Lore 6
Languages: Common, Aquan
Traits: Focused
Flaws: Code of Arms , Pride of Arms
Feats: 1st: Discipline, Weapon Focus (Trident), Skill Focus (Concentration) (Flaw), Sudden Recovery (flaw) 3rd: Brutal Throw 5th: Blade Meditation (Concentration) 6th: Weapon Spec: Trident
Class Abilities : Battle Clarity (Ex) , Weapon Aptitude (Ex) , Improved Uncanny Dodge (Ex), Battle Ardor (Ex)

Blade Magic

Disciplines: Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, and White Raven
Manuevers Known: 1st: Moment of Perfect Mind , Sapphire Nightmare Blade , Steel Wind , Stone Bones 2nd: Mountain Hammer , Battle Leader's Charge 3rd: Insightful Strike
Stances Known: 1st: Stonefoot Stance , 4th: Hunter's Sense
Readied: Insightful Strike, Mountain Hammer, Battle Leader's Charge, Stone Bones

Divine Domain

Blackwater Domain
Granted Powers: You are immune to pressure damage from descending into even the greatest oceanic depths.
1st - Cause Fear
2nd - Pressure Sphere
3rd - Evard's Black Tentacles
4th - Transformation of the Deeps
5th: - Blackwater Tentacle
6th - Blackwater Taint
7th - Dark Tide
8th - Maelstrom
9th - Doom of the Seas

Inventory


Atlantean Mithral Breastplate 4350 Gp
+1 Pearl Trident 12,815 Gp
Alchemical Silver Trident 105 gp

Backpack (2 GP) 2lbs
Everlasting Rations (350 gp)
Replenishing Skin (1,000 Gp)
Angel Radiance (20 GP) {BoED}: Torchlight in a vial, worn as necklace
10 Pieces of Chalk (0.1GP)
Piton x5 (0.5 GP) 2.5lbs
Bell (1 GP)
Map/Scrollcase (1 GP)
Flint and Steel (1 GP)
Fishing Tackle (20 GP) {AEG} 5lbs: Fishing gear, +1 Fishing
Inkpens x8 (0.8 GP)
Ink (8 GP)
Silk Rope 50' (10 GP) 5lb
Sealing Wax (1 GP) 1lb
Grappling hook (1 GP) 4lbs

Balance: 396 Gp, 1sp

 

Edited by Steel Warrior (see edit history)
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Jezira

 AC: 19 (TAC: 15/ Then FF: 14)| HP: 48/48  |Saves: Fort 8, Ref 10, Will 7 | Init: +9|Jezira

Jezira.jpg.d744d85ff28de26464ffeb7c22945992.jpg


Jezira eyed the entrance dubiously, as she worked her shoulders and neck to loose up a bit after the brief but intense clash with the wolf-men. "We can't wait too long," She said in tacit agreement with Kassistra, "Didn't one of them mention a ritual? A delay could see us facing something beyond our ability to contend with." Her golden eyes slid to the Atlantean warrior as she added, "I might be able to scout things out ahead of you. If they can smell like their wolfish nature alludes to I might not be completely undetected, but I can move without being seen or heard. And, a predator smile danced across her lips as she whirled her scimitar in a tight arc, "I can fall back and join you as the tip of the spear when we do clash with them."

 

Actions/ Mechanics

Maneuvers: Burning Blade | Death Mark

 

 

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Clem

stylizedraven2.png.56a911485d353f33894d99fd8e7fa765.png.68c16d3b0e8e46ceeaee6b2fb78585f4.png

 

< I can scout as well > comes the mental whisper from the unseen lady (in truth, from her psicrystal, but she does not bother to explain the distinction).
< And relay what I see and hear >

< If the ritual is dependent on specific items, I might even be able to steal one, hopefully ruining it. But of course we cannot count on that. >

 

OOC

I use this < > for telepathic speech, vs " " for normal speech, as usual.

Statblock

Clem
HP: 24/24
Init: +6, Listen +6 / Spot +14
AC: 28, TAC: 24, FFAC: 22
Fort: +4, Ref: +10, Will: +8
Speed: fly 75ft (average)

DR 2/adamantine or magic
Resist cold 11, fire 5
SR 10
Fast Healing 1
Shadow Blending
Immune to Blind

Speak with Birds
Hide +22, Move Silently +15; Darkstalker

PP 46/47

PSICRYSTAL
HP 12/12
Senses Sighted 40 ft.
Hardness 8

Telepathic Link with Clem - 1 mile
Telepathic Speech with anyone - 30ft

Edited by namo (see edit history)
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Kassítira

e166d24b1eee08fcd8345787734580d1.png.10b17ddf2e2aa9fe01d5544fa6ee21b4.pngKassítira HP: 56/56 Saves: Fort 7, Ref 4, Will 2  AC: 16, 10 (touch), 16 (flat-footed) DR 3/Adamantine, SR: 11
Initiative: 0, Speed: 30 | Swim 30', Concentration: +19, Search: +2, Spot: +0, Listen: +0, Hide: -1, MS: -1, Swim +16


Contemplating the groups options, Kassítira says, "Once we know the extent of the cave, we may be able to find choke points to setup an ambush, should our scout draw a few of them to us."

OOC: Hunter's Stance (Scent)

Statblock

[URL=/sheets/?id=2845229][B][SIZE=+1]Kassítira[/SIZE][/B][/URL] Female LN Human (Atlantean) Warblade, [B]Level[/B] 6, [B]Init[/B] 0, [B]HP[/B] 56/56, [B]Speed[/B] 30 [B]AC[/B] 16, [B]Touch[/B] 10, [B]Flat-footed[/B] 16, [B]Fort[/B] 7, [B]Ref[/B] 4, [B]Will[/B] 2, [B]Base Attack Bonus[/B] +6/+1 [B]+1 Returning Trident [/B] +11/+6 (1d8+7, x2) [B] Mithral Breastplate[/B], [B] Buckler[/B] (+5 Armor, +1 Shield) [B]Abilities[/B] Str 16, Dex 10, Con 14, Int 14, Wis 10, Cha 14 [B]Condition[/B] . [B]Skills:[/B] Climb 7, Concentration 19, Diplomacy 11, Intimidate 11, Jump 7, Swim 16, Martial Lore 6 [B]Languages:[/B] Common, Aquan [B]Traits:[/B] [ooc="Focused"][B]Benefit:[/B] You gain a +1 bonus on Concentration checks. [B]Drawback: [/B]You take a -1 penalty on Spot checks and Listen checks. [/ooc] [B]Flaws:[/B] [ooc="Code of Arms"][B]Effect:[/B] You suffer a -4 penalty on attack rolls made against an enemy not armed with a melee weapon. If the enemy uses a natural attack against you, you may then attack it without penalty. [B]Added:[/B] If you knowingly attack a defenseless enemy, you also suffer a -2 morale penalty to attack rolls for 24 hours.[/ooc], [ooc="Pride of Arms"][B]Effect:[/B] You suffer a -4 penalty on all attack rolls made with any exotic, martial, simple weapons, unarmed attacks, and touch attacks that you do not have proficiency with. For Atlanteans, Spears and Lances Weapon Group + Harpoons & Nets would specific to an aquatic people and fishermen. Weapon Group (Spears and Lances), Harpoons, & Nets [B]Benefit:[/B] You make attack rolls with the following weapons normally: javelin, lance, longspear, shortspear, and trident. [B]Bonus:[/B] Harpoons & Nets[/ooc] [B]Feats: 1st:[/B] Discipline, Weapon Focus (Trident), Skill Focus (Concentration) (Flaw), Sudden Recovery (flaw) [B]3rd:[/B] Brutal Throw [B]5th:[/B] Blade Meditation (Concentration) [B]6th:[/B] Weapon Spec: Trident [B]Class Abilities[/B]: [ooc="Battle Clarity (Ex)"]You can enter a state of almost mystical awareness of the battlefield around you. As long as you are not flat-footed, you gain an insight bonus equal to your Intelligence bonus (maximum equals your warblade level) on your Reflex saves.[/ooc], [ooc="Weapon Aptitude (Ex)"]Your training with a wide range of weaponry and tactics gives you great skill with particular weapons. You qualify for feats that usually require a minimum number of fighter levels (such as Weapon Specialization) as if you had a fighter level equal to your warblade level -2. For example, as a 6th-level warblade, you could take Weapon Specialization, since you're treated as being a 4th-level fighter for this purpose. These effective fighter levels stack with any actual fighter levels you have. Thus, a fighter 2/warblade 4 would also qualify for Weapon Specialization. You also have the flexibility to adjust your weapon training. Each morning, you can spend 1 hour in weapon practice to change the designated weapon for any feat you have that applies only to a single weapon (such as Weapon Focus). You must have the newly designated weapon available during your practice session to make this change. For example, if you wish to change the designated weapon for your Weapon Focus feat from greatsword to longsword, you must have a longsword available to practice with during your practice session. You can adjust any number of your feats in this way, and you don't have to adjust them all in the same way. However, you can't change the weapon choices in such a way that you no longer meet the prerequisite for some other feat you possess. For instance, if you have both Weapon Focus (longsword) and Weapon Specialization (longsword), you can't change the designated weapon for Weapon Focus unless you also change the weapon for Weapon Specialization in the same way.[/ooc], Improved Uncanny Dodge (Ex), [ooc="Battle Ardor (Ex)"]The sheer love of battle lends uncanny strength to your blows. Starting at 3rd level, you gain an insight bonus equal to your Intelligence bonus on rolls made to confirm critical hits.[/ooc] [spoiler=Blade Magic][B]Disciplines:[/B] Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, and White Raven [B]Manuevers Known:[/B] [B]1st:[/B] [ooc="Moment of Perfect Mind"]Diamond Mind (Counter) Level: Warblade 1, Initiation Action: 1 immediate action Range: Personal, Target: You Your mental focus and martial study have rendered your will into an unbreakable iron wall. When someone targets you with a spell that seeks to erode your willpower, you steel yourself against the attack. Between your devoted study, iron will, and supreme focus, you have learned to resist attempts to subvert your willpower. When you feel such an effect try to cloud your mind, you can draw on untapped reserves of energy to counter the attempt. You can use this maneuver any time you would be required to make a Will save. Make a Concentration check instead of the Will save and use the result of that check to determine the save’s success. You must use this maneuver before you attempt the Will save. A result of a natural 1 on your Concentration check is not an automatic failure.[/ooc], [ooc="Sapphire Nightmare Blade"]Diamond Mind (Strike) Level: 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.[/ooc], [ooc="Steel Wind"]Iron Heart (Strike) Level: Warblade 1, Initiation Action: 1 standard action Range: Melee attack, Target: Two creatures You swing your weapon in a broad, deadly arc, striking two foes with a single, mighty blow. Through a combination of sheer power and unmatched talent, you make an attack that injures multiple opponents. As you initiate this strike, you make two melee attacks, each against a different foe that you threaten. Resolve each attack separately.[/ooc], [ooc="Stone Bones"]Stone Dragon (Strike) Level: 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 toughness, 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.[/ooc] [B]2nd:[/B] [ooc="Mountain Hammer"]Stone Dragon (Strike) Level: Warblade 2m Initiation Action: 1 standard action Range: Melee attack, Target: One creature or unattended object Like a falling avalanche, you strike with the weight and fury of the mountain. As part of this maneuver, you make a single melee attack. This attack deals an extra 2d6 points of damage and automatically overcomes damage reduction and hardness.[/ooc], [ooc="Battle Leader's Charge"]White Raven (Strike) Level: Warblade 2, Prerequisite: One White Raven maneuver Initiation Action: 1 full-round action, Range: Melee attack, Target: One creature You lead from the front, charging your enemies so that your allies can follow in your wake. The White Raven discipline teaches that he who seizes the initiative also seizes victory. You have learned to lead an attack with a mighty charge, the better to disrupt the enemy and inspire your allies in battle. As part of this maneuver, you charge an opponent. You do not provoke attacks of opportunity for moving as part of this charge. If your charge attack hits, it deals an extra 10 points of damage.[/ooc] [B]3rd:[/B] [ooc="Insightful Strike"]Diamond Mind (Strike), Level: Warblade 3 Initiation Action: 1 standard action, Range: Melee attack, Target: One creature You study your opponent and spot a weak point in her armor. With a quick, decisive strike, you take advantage of this weakness with a devastating attack. Your mind rather than your physical power allows you to deal grievous injuries to your foes. When you attack, your training and mental focus allow you to score a telling blow. As part of this maneuver, make a melee attack. If this attack hits, you do not deal normal damage. Instead, you make a Concentration check and deal damage equal to the check result. Your Strength modifier, your weapon’s magical properties (if any), and any other extra damage you normally deal do not modify this check (including extra damage from class abilities, feats, or spells).[/ooc] [B]Stances Known:[/B] 1st: [ooc="Stonefoot Stance"]Stone Dragon (Stance), Level: Warblade 1 Initiation Action: 1 swift action, Range: Personal Target: You, Duration: Stance You crouch and set your feet flat on the ground, drawing the resilience of the earth into your body. The students of the Stone Dragon discipline model their defenses after the earth itself. The wind might batter the mountain, the river might cut through the plains, but in the end the stone and rock shrug off such assaults. While you are in this stance, you gain a +2 bonus on Strength checks and a +2 bonus to AC against creatures of a size category larger than yours. This stance immediately ends if you move more than 5 feet for any reason, such as from a bull rush attack, a telekinesis spell, and so forth.[/ooc], 4th: [ooc="Hunter's Sense"]Tiger Claw (Stance), Level: Warblade 1 Prerequisite: One Tiger Claw maneuver, Initiation Action: 1 swift action Range: Personal, Target: You, Duration: Stance You sniff at the air like a hunting animal. After you focus your mind, an array of scents that normally eludes your awareness become clear to you. Your mastery of the Tiger Claw discipline allows you to become attuned to the feral side of your personality. On a fundamental level, you begin to think more like a wild beast and less like a civilized creature. Your enemies are prey to be hunted down and slain. Your allies are packmates. This shift in view spreads to your physical senses. As long as you are in this stance, you gain the scent special ability (MM 314).[/ooc] [B]Readied:[/B] Insightful Strike, Mountain Hammer, Battle Leader's Charge, Stone Bones[/spoiler] [spoiler=Divine Domain]Blackwater Domain Granted Powers: You are immune to pressure damage from descending into even the greatest oceanic depths. 1st - Cause Fear 2nd - Pressure Sphere 3rd - Evard's Black Tentacles 4th - Transformation of the Deeps 5th: - Blackwater Tentacle 6th - Blackwater Taint 7th - Dark Tide 8th - Maelstrom 9th - Doom of the Seas[/spoiler] [spoiler=Inventory] Atlantean Mithral Breastplate 4350 Gp +1 [ooc="Pearl Trident"]This +1 returning pearlsteel trident has a shaft decorated with coral and mother-of-pearl. In addition, the wielder of the trident gains the Aquatic Shot feat for any ranged attacks he makes with the trident, allowing him to throw the trident at underwater targets without penalty (range increment 5 feet). If he already knows Aquatic Shot or Far Shot, the pearl trident’s range increment underwater is 10 feet instead of 5 feet.[/ooc] 12,815 Gp Alchemical Silver Trident 105 gp Backpack (2 GP) 2lbs Everlasting Rations (350 gp) Replenishing Skin (1,000 Gp) Angel Radiance (20 GP) {BoED}: Torchlight in a vial, worn as necklace 10 Pieces of Chalk (0.1GP) Piton x5 (0.5 GP) 2.5lbs Bell (1 GP) Map/Scrollcase (1 GP) Flint and Steel (1 GP) Fishing Tackle (20 GP) {AEG} 5lbs: Fishing gear, +1 Fishing Inkpens x8 (0.8 GP) Ink (8 GP) Silk Rope 50' (10 GP) 5lb Sealing Wax (1 GP) 1lb Grappling hook (1 GP) 4lbs Balance: 396 Gp, 1sp[/spoiler]
Kassítira
Female LN Human (Atlantean) Warblade, Level 6, Init 0, HP 56/56, Speed 30
AC 16, Touch 10, Flat-footed 16, Fort 7, Ref 4, Will 2, Base Attack Bonus +6/+1
+1 Returning Trident +11/+6 (1d8+7, x2)
Mithral Breastplate , Buckler (+5 Armor, +1 Shield)
Abilities Str 16, Dex 10, Con 14, Int 14, Wis 10, Cha 14
Condition .
Skills: Climb 7, Concentration 19, Diplomacy 11, Intimidate 11, Jump 7, Swim 16, Martial Lore 6
Languages: Common, Aquan
Traits: Focused
Flaws: Code of Arms , Pride of Arms
Feats: 1st: Discipline, Weapon Focus (Trident), Skill Focus (Concentration) (Flaw), Sudden Recovery (flaw) 3rd: Brutal Throw 5th: Blade Meditation (Concentration) 6th: Weapon Spec: Trident
Class Abilities : Battle Clarity (Ex) , Weapon Aptitude (Ex) , Improved Uncanny Dodge (Ex), Battle Ardor (Ex)

Blade Magic

Disciplines: Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, and White Raven
Manuevers Known: 1st: Moment of Perfect Mind , Sapphire Nightmare Blade , Steel Wind , Stone Bones 2nd: Mountain Hammer , Battle Leader's Charge 3rd: Insightful Strike
Stances Known: 1st: Stonefoot Stance , 4th: Hunter's Sense
Readied: Insightful Strike, Mountain Hammer, Battle Leader's Charge, Stone Bones

Divine Domain

Blackwater Domain
Granted Powers: You are immune to pressure damage from descending into even the greatest oceanic depths.
1st - Cause Fear
2nd - Pressure Sphere
3rd - Evard's Black Tentacles
4th - Transformation of the Deeps
5th: - Blackwater Tentacle
6th - Blackwater Taint
7th - Dark Tide
8th - Maelstrom
9th - Doom of the Seas

Inventory


Atlantean Mithral Breastplate 4350 Gp
+1 Pearl Trident 12,815 Gp
Alchemical Silver Trident 105 gp

Backpack (2 GP) 2lbs
Everlasting Rations (350 gp)
Replenishing Skin (1,000 Gp)
Angel Radiance (20 GP) {BoED}: Torchlight in a vial, worn as necklace
10 Pieces of Chalk (0.1GP)
Piton x5 (0.5 GP) 2.5lbs
Bell (1 GP)
Map/Scrollcase (1 GP)
Flint and Steel (1 GP)
Fishing Tackle (20 GP) {AEG} 5lbs: Fishing gear, +1 Fishing
Inkpens x8 (0.8 GP)
Ink (8 GP)
Silk Rope 50' (10 GP) 5lb
Sealing Wax (1 GP) 1lb
Grappling hook (1 GP) 4lbs

Balance: 396 Gp, 1sp

 

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"I have the majority of my magic remaining. I've trained myself to be conservative in its use. My lightning and blasts of frigid air do not tax my arcane acuity. I do appreciate your expenditures though. Between our combined efforts, I believe we should be fine to proceed. A great deal of my magic is excellent for handling subterranean situations. I can block off passages and cause localized cave-ins. I still have most of my divination capabilities remaining as I have not needed to read the strings of fate much today."

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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 __________________________________________________________________________

Kassandra listens carefully to her old colleagues and when Eustice says not to worry, she takes the man at his word and says to the group, "Agreed, besides I still have my healing wand. I'm ready to do this."

"Now, what do we want the villagers to do? Have them follow us and watch our flank, guard the entrance, or lead the attack," she adds to get the input from the group regarding what to do with the oft troublesome group of blood-thirsty amateurs?

In regard to the suggestions of her colleagues, the arcanist simply says, "Yes, scouting ahead would be great, as we all work together to stop the ceremony trying to summon an evil god."

"However, as you say time is of the essence so I suppose we should watch for places they might use to ambush us while we push in to wherever this foul ceremony is unfolding," she advises with a sincere smile.

Show Mechanics

Free Action:   

Move:  

Swift Action:   

Move Action:   

Standard Action:  

Continuing Effects:  None

Edited by Terran (see edit history)
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Clem

stylizedraven2.png.56a911485d353f33894d99fd8e7fa765.png.68c16d3b0e8e46ceeaee6b2fb78585f4.png

 

< Please extend your hand, palm up > Clem sends to Kassandra only.

If she complies, a small crystal gets dropped in it, with the slightest sense of displaced air around the mage.
< Guard this crystal like your soul, for it is a piece of mine.
Through it we can communicate from some distance away. Just "think at it", you'll soon get the hang of it.
>

To all:

< Alright, I'm heading in.
Jezira, we likely won't even see each other; but we'll hope for the best.
>

Wrapped deep in her layers of shadows, she passes into the cave, a place of chtonic mysteries untouched by the sun. The dark holds no fear, nor secret for her, however - or so she thinks.

She has had the occasion to gauge Jezira's pace before, so she makes sure to not go too far ahead of where she thinks her ally will be.

 

OOC

She reduces her speed to around that of Jezira + 10ft (then +5 ft then + 0 ft if the cave goes on for a while): ahead, but not too far.

I added Inertial Armor as ongoing effect to her stat block - it was already in her AC, but not clearly identified as ongoing effect; I deducted 1 PP for it.

Statblock

Clem
HP: 24/24
Init: +6, Listen +6 / Spot +14
AC: 28, TAC: 24, FFAC: 22
Fort: +4, Ref: +10, Will: +8
Speed: fly 75ft (average)

DR 2/adamantine or magic
Resist cold 11, fire 5
SR 10
Fast Healing 1
Shadow Blending
Immune to Blind

Speak with Birds
Hide +22, Move Silently +15; Darkstalker

PP 45/47

Effects: Inertial Armor (5h)

PSICRYSTAL
HP 12/12
Senses Sighted 40 ft.
Hardness 8

Telepathic Link with Clem - 1 mile
Telepathic Speech with anyone - 30ft

Edited by namo (see edit history)
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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 __________________________________________________________________________

Kassandra slightly flinches in surprise at the mental communication initiated by Clem and silently thinks to herself, I'm not sure that I will ever get used to that no matter how long I'm around Clem.

However, understanding the Psion's request, Kassandra sincerely smiles and extends her hand accepting the small crystal from Clem who mentally explains that it can be used for the pair to mentally communicate with each other even over long ranges.

Gripping it carefully in her hand, the wizard tries to think a response to the Psion, Like this? Is it working? Hello? Can you hear me, she quickly thinks just like a kid trying out a new toy without knowing what she is really doing?

However, it doesn't take long for a stream of normalized communication to be established between the pair and then, after Clem reveals that the crystal also contains a piece of her soul and requests Kassandra to protect it, the saint places the tiny crystal inside the hidden hollow compartment of her holy symbol.

I will protect it as you have asked, she swears the promise merely by stating her intentions to act, but for some reason you know it will safe as long as there is life in her saintly personage. Next, the holy arcanist uses one of her supernatural abilities to 'bless' every member of the entourage, including the villagers who are with the party proclaiming, "May Apollo bless us one and all in our endeavors."

Furthermore, before Clem flies off as an airborne scout who will investigate the wolf-men's cave home, Kassandra reaches out and lightly touches the special bird, imbuing Clem with another of her supernatural powers providing the Psion with the 'guidance' of the gods for a handful of moments, saying out loud, "May you be safe, and the gods guide you."

Show Mechanics

Free Action:   Think and Speak

Move:  

Swift Action:   

Move Action:   

Standard Action:  Place Bless on Entire Contingent and then Guidance on Clem using Kasandra's supernatural powers

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 1 minute)

Edited by Terran (see edit history)
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Jezira

 AC: 19 (TAC: 15/ Then FF: 14)| HP: 48/48  |Saves: Fort 8, Ref 10, Will 7 | Init: +9|Jezira

Jezira.jpg.d744d85ff28de26464ffeb7c22945992.jpg


"Thank you, Kassandra" Jezira intoned with a slight inclination of her head as the the boon magic bolstered her. Then, with a momentary look of concentration, the Janni warrior walked the path of Amun and faded from sight. As she did so she also floated from the ground, hopefully obscuring her passage from making any sounds that the wolf men might hear.

She floated into the unsettling dark of the mine, shuddering at the oppressive nature of being enclosed by earth. Though she was of the Earth as much as the Air, she much preferred the wide open desert of her homeland to this. It was too reminiscent of a tomb for her liking. A few paces in she projected her own mental voice, hoping Clem might 'hear' <<I can speak to your mind if your nearby and will try to keep you aware of my position or if I notice anything amiss>>

 

Actions/ Mechanics

Maneuvers: Burning Blade | Death Mark

SLAs

Invisibility: 2/3

Enlarge/Reduce: 2/2

Speak with Animals: 2/2

Create food and water: 1/day

Actions: Cast Invisibility on self (7 minutes)

 

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  • 2 weeks later...

Jezira and Clem vanish from sight, proceeding into the mines without the others.

"Normally I would applaud your prudence, but we don't have time for this," Hypsilla says, looking at Kassandra reproachfully. "You heard the beasts - they are summoning their god, and we may already be too late! If we dally here, any chance we may have of stopping them will be lost!"

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Clem

stylizedraven2.png.56a911485d353f33894d99fd8e7fa765.png.68c16d3b0e8e46ceeaee6b2fb78585f4.png

 

 

< First layer of defense is two wolfmen guards > Clem sends back to the group though her psicrystal, communicating the approximate distance as well.

 

< Jezira, it's possible they've sensed you... > she sends blindly to her comrade.
It feels quite odd to her not to have her psicrystal be in control of this telepathic conversation - a link now so familiar it feels a part of her.

 

Thinking the rest of the team will have an easier time handling closer to the exit, and to get them off Jezira's trail, she attempts to influence the wolfwere.
Her mind presses on theirs, attempting to imprint a simple, reasonable command:

< GO PATROL TOWARDS THE ENTRANCE OF THE CAVE, TO IDENTIFY THE SOURCE OF THE SMELL >

If it works, she'll warn the others about the incoming threat.

 

Even if it doesn't work, she keeps on going deeper into the cave.

 

OOC

She manifests Psionic Suggestion on the two wolfweres - 5 PP, Will DC 17 (I'm angling for a -1/-2 penalty to their save due to reasonable suggestion, but that is up to the DM).

Statblock

Clem
HP: 24/24
Init: +6, Listen +6 / Spot +14
AC: 28, TAC: 24, FFAC: 22
Fort: +4, Ref: +10, Will: +8
Speed: fly 75ft (average)

DR 2/adamantine or magic
Resist cold 11, fire 5
SR 10
Fast Healing 1
Shadow Blending
Immune to Blind

Speak with Birds
Hide +22, Move Silently +15; Darkstalker

PP 40/47

Effects: Inertial Armor (5h)

Bless (5 min)

PSICRYSTAL
HP 12/12
Senses Sighted 40 ft.
Hardness 8

Telepathic Link with Clem - 1 mile
Telepathic Speech with anyone - 30ft

Edited by namo (see edit history)
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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 __________________________________________________________________________

When Hypsilla reproachfully implies that somehow Kassandra is wasting time while a couple of brave individuals quickly scout the enemy's defenses and report back in real time, the saintly arcanist takes the exact opposite tact that is likely expected as she paints her face with a broad smile and says, "Yes, you're exactly right!"

Fore at that moment, Clem had used the psi-crystal mind link to communicate mentally with Kassandra indicating that the first layer of defense is a pair of wolfmen whom she will try to send to the entrance of the cavern. Communicating back, the saint thinks, 'Ok, let me know. One at a time would be easier to handle, if possible.'

Pulling her waterskin out of her pack, Kassandra says to all those assembled, "Our scouts have already encountered a pair of wolfmen guards. They might be coming our way. I'll know for sure in a few moments. Until then, as Hypsilla so 'wisely' advised, take a drink of water, double-check your equipment, form up around the entrance and prepare for battle!"

Taking a drink and then turning to Hypsilla, Kassandra mentally provides herself with the guidance of the gods while saying in a lowered voice, "I would greatly appreciate you taking command of the village forces since you will be better equipped to use them to their best abilities in the coming fray. They know you and trust you, my sister. You already stated what is riding upon this."

"So, let the scouts scout, our warriors fight up front, the magicians cast their spells in the middle ranks, and your group can guard all the flanks, attack with ranged weapons and move in for opportunistic attacks based on the unfolding battle or upon request," the wizards adds in an attempt to convey the basic role and strategy for the group as she draws loads her light crossbow.

If Hypsilla agrees, then Kassandra smiles and sincerely says, "Thank you." If, however, she does not agree, then Kassandra will organize the villagers, placing those with ranged attacks behind nearby cover, and positioning the melee attackers in two equal-sized groups on each side of the cavern entrance forming up the rear flanks and allowing her companions to take the lead in the coming fight.

Show Mechanics

Free Action:   Speak

Move:  

Swift Action:   

Move Action:   

Standard Action:  Place Guidance on herself using Kasandra's supernatural powers

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 9/10 rounds); Guidance on Self (+1 competence bonus on one attack, save or skill check for 10/10 rounds)

Edited by Terran (see edit history)
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Kassítira

e166d24b1eee08fcd8345787734580d1.png.10b17ddf2e2aa9fe01d5544fa6ee21b4.pngKassítira HP: 56/56 Saves: Fort 7, Ref 4, Will 2  AC: 16, 10 (touch), 16 (flat-footed) DR 3/Adamantine, SR: 11
Initiative: 0, Speed: 30 | Swim 30', Concentration: +19, Search: +2, Spot: +0, Listen: +0, Hide: -1, MS: -1, Swim +16


Kassítira holds firm her trident and steps towards the entrance preparing for the incoming enemy. "I shall ensure that our enemy stops here and dealt with." she says. The trident in her hand seems rough made of coral, and the pear enlaid inlaid upon it seems to swirl a pink and milky white shine. Kassítira smiles with confidence as she is ready to thrust the weapon blessed upon her by her father.

OOC: Stonefoot stance.

Statblock

[URL=/sheets/?id=2845229][B][SIZE=+1]Kassítira[/SIZE][/B][/URL] Female LN Human (Atlantean) Warblade, [B]Level[/B] 6, [B]Init[/B] 0, [B]HP[/B] 56/56, [B]Speed[/B] 30 [B]AC[/B] 16, [B]Touch[/B] 10, [B]Flat-footed[/B] 16, [B]Fort[/B] 7, [B]Ref[/B] 4, [B]Will[/B] 2, [B]Base Attack Bonus[/B] +6/+1 [B]+1 Returning Trident [/B] +11/+6 (1d8+7, x2) [B] Mithral Breastplate[/B], [B] Buckler[/B] (+5 Armor, +1 Shield) [B]Abilities[/B] Str 16, Dex 10, Con 14, Int 14, Wis 10, Cha 14 [B]Condition[/B] . [B]Skills:[/B] Climb 7, Concentration 19, Diplomacy 11, Intimidate 11, Jump 7, Swim 16, Martial Lore 6 [B]Languages:[/B] Common, Aquan [B]Traits:[/B] [ooc="Focused"][B]Benefit:[/B] You gain a +1 bonus on Concentration checks. [B]Drawback: [/B]You take a -1 penalty on Spot checks and Listen checks. [/ooc] [B]Flaws:[/B] [ooc="Code of Arms"][B]Effect:[/B] You suffer a -4 penalty on attack rolls made against an enemy not armed with a melee weapon. If the enemy uses a natural attack against you, you may then attack it without penalty. [B]Added:[/B] If you knowingly attack a defenseless enemy, you also suffer a -2 morale penalty to attack rolls for 24 hours.[/ooc], [ooc="Pride of Arms"][B]Effect:[/B] You suffer a -4 penalty on all attack rolls made with any exotic, martial, simple weapons, unarmed attacks, and touch attacks that you do not have proficiency with. For Atlanteans, Spears and Lances Weapon Group + Harpoons & Nets would specific to an aquatic people and fishermen. Weapon Group (Spears and Lances), Harpoons, & Nets [B]Benefit:[/B] You make attack rolls with the following weapons normally: javelin, lance, longspear, shortspear, and trident. [B]Bonus:[/B] Harpoons & Nets[/ooc] [B]Feats: 1st:[/B] Discipline, Weapon Focus (Trident), Skill Focus (Concentration) (Flaw), Sudden Recovery (flaw) [B]3rd:[/B] Brutal Throw [B]5th:[/B] Blade Meditation (Concentration) [B]6th:[/B] Weapon Spec: Trident [B]Class Abilities[/B]: [ooc="Battle Clarity (Ex)"]You can enter a state of almost mystical awareness of the battlefield around you. As long as you are not flat-footed, you gain an insight bonus equal to your Intelligence bonus (maximum equals your warblade level) on your Reflex saves.[/ooc], [ooc="Weapon Aptitude (Ex)"]Your training with a wide range of weaponry and tactics gives you great skill with particular weapons. You qualify for feats that usually require a minimum number of fighter levels (such as Weapon Specialization) as if you had a fighter level equal to your warblade level -2. For example, as a 6th-level warblade, you could take Weapon Specialization, since you're treated as being a 4th-level fighter for this purpose. These effective fighter levels stack with any actual fighter levels you have. Thus, a fighter 2/warblade 4 would also qualify for Weapon Specialization. You also have the flexibility to adjust your weapon training. Each morning, you can spend 1 hour in weapon practice to change the designated weapon for any feat you have that applies only to a single weapon (such as Weapon Focus). You must have the newly designated weapon available during your practice session to make this change. For example, if you wish to change the designated weapon for your Weapon Focus feat from greatsword to longsword, you must have a longsword available to practice with during your practice session. You can adjust any number of your feats in this way, and you don't have to adjust them all in the same way. However, you can't change the weapon choices in such a way that you no longer meet the prerequisite for some other feat you possess. For instance, if you have both Weapon Focus (longsword) and Weapon Specialization (longsword), you can't change the designated weapon for Weapon Focus unless you also change the weapon for Weapon Specialization in the same way.[/ooc], Improved Uncanny Dodge (Ex), [ooc="Battle Ardor (Ex)"]The sheer love of battle lends uncanny strength to your blows. Starting at 3rd level, you gain an insight bonus equal to your Intelligence bonus on rolls made to confirm critical hits.[/ooc] [spoiler=Blade Magic][B]Disciplines:[/B] Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, and White Raven [B]Manuevers Known:[/B] [B]1st:[/B] [ooc="Moment of Perfect Mind"]Diamond Mind (Counter) Level: Warblade 1, Initiation Action: 1 immediate action Range: Personal, Target: You Your mental focus and martial study have rendered your will into an unbreakable iron wall. When someone targets you with a spell that seeks to erode your willpower, you steel yourself against the attack. Between your devoted study, iron will, and supreme focus, you have learned to resist attempts to subvert your willpower. When you feel such an effect try to cloud your mind, you can draw on untapped reserves of energy to counter the attempt. You can use this maneuver any time you would be required to make a Will save. Make a Concentration check instead of the Will save and use the result of that check to determine the save’s success. You must use this maneuver before you attempt the Will save. A result of a natural 1 on your Concentration check is not an automatic failure.[/ooc], [ooc="Sapphire Nightmare Blade"]Diamond Mind (Strike) Level: 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.[/ooc], [ooc="Steel Wind"]Iron Heart (Strike) Level: Warblade 1, Initiation Action: 1 standard action Range: Melee attack, Target: Two creatures You swing your weapon in a broad, deadly arc, striking two foes with a single, mighty blow. Through a combination of sheer power and unmatched talent, you make an attack that injures multiple opponents. As you initiate this strike, you make two melee attacks, each against a different foe that you threaten. Resolve each attack separately.[/ooc], [ooc="Stone Bones"]Stone Dragon (Strike) Level: 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 toughness, 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.[/ooc] [B]2nd:[/B] [ooc="Mountain Hammer"]Stone Dragon (Strike) Level: Warblade 2m Initiation Action: 1 standard action Range: Melee attack, Target: One creature or unattended object Like a falling avalanche, you strike with the weight and fury of the mountain. As part of this maneuver, you make a single melee attack. This attack deals an extra 2d6 points of damage and automatically overcomes damage reduction and hardness.[/ooc], [ooc="Battle Leader's Charge"]White Raven (Strike) Level: Warblade 2, Prerequisite: One White Raven maneuver Initiation Action: 1 full-round action, Range: Melee attack, Target: One creature You lead from the front, charging your enemies so that your allies can follow in your wake. The White Raven discipline teaches that he who seizes the initiative also seizes victory. You have learned to lead an attack with a mighty charge, the better to disrupt the enemy and inspire your allies in battle. As part of this maneuver, you charge an opponent. You do not provoke attacks of opportunity for moving as part of this charge. If your charge attack hits, it deals an extra 10 points of damage.[/ooc] [B]3rd:[/B] [ooc="Insightful Strike"]Diamond Mind (Strike), Level: Warblade 3 Initiation Action: 1 standard action, Range: Melee attack, Target: One creature You study your opponent and spot a weak point in her armor. With a quick, decisive strike, you take advantage of this weakness with a devastating attack. Your mind rather than your physical power allows you to deal grievous injuries to your foes. When you attack, your training and mental focus allow you to score a telling blow. As part of this maneuver, make a melee attack. If this attack hits, you do not deal normal damage. Instead, you make a Concentration check and deal damage equal to the check result. Your Strength modifier, your weapon’s magical properties (if any), and any other extra damage you normally deal do not modify this check (including extra damage from class abilities, feats, or spells).[/ooc] [B]Stances Known:[/B] 1st: [ooc="Stonefoot Stance"]Stone Dragon (Stance), Level: Warblade 1 Initiation Action: 1 swift action, Range: Personal Target: You, Duration: Stance You crouch and set your feet flat on the ground, drawing the resilience of the earth into your body. The students of the Stone Dragon discipline model their defenses after the earth itself. The wind might batter the mountain, the river might cut through the plains, but in the end the stone and rock shrug off such assaults. While you are in this stance, you gain a +2 bonus on Strength checks and a +2 bonus to AC against creatures of a size category larger than yours. This stance immediately ends if you move more than 5 feet for any reason, such as from a bull rush attack, a telekinesis spell, and so forth.[/ooc], 4th: [ooc="Hunter's Sense"]Tiger Claw (Stance), Level: Warblade 1 Prerequisite: One Tiger Claw maneuver, Initiation Action: 1 swift action Range: Personal, Target: You, Duration: Stance You sniff at the air like a hunting animal. After you focus your mind, an array of scents that normally eludes your awareness become clear to you. Your mastery of the Tiger Claw discipline allows you to become attuned to the feral side of your personality. On a fundamental level, you begin to think more like a wild beast and less like a civilized creature. Your enemies are prey to be hunted down and slain. Your allies are packmates. This shift in view spreads to your physical senses. As long as you are in this stance, you gain the scent special ability (MM 314).[/ooc] [B]Readied:[/B] Insightful Strike, Mountain Hammer, Battle Leader's Charge, Stone Bones[/spoiler] [spoiler=Divine Domain]Blackwater Domain Granted Powers: You are immune to pressure damage from descending into even the greatest oceanic depths. 1st - Cause Fear 2nd - Pressure Sphere 3rd - Evard's Black Tentacles 4th - Transformation of the Deeps 5th: - Blackwater Tentacle 6th - Blackwater Taint 7th - Dark Tide 8th - Maelstrom 9th - Doom of the Seas[/spoiler] [spoiler=Inventory] Atlantean Mithral Breastplate 4350 Gp +1 [ooc="Pearl Trident"]This +1 returning pearlsteel trident has a shaft decorated with coral and mother-of-pearl. In addition, the wielder of the trident gains the Aquatic Shot feat for any ranged attacks he makes with the trident, allowing him to throw the trident at underwater targets without penalty (range increment 5 feet). If he already knows Aquatic Shot or Far Shot, the pearl trident’s range increment underwater is 10 feet instead of 5 feet.[/ooc] 12,815 Gp Alchemical Silver Trident 105 gp Backpack (2 GP) 2lbs Everlasting Rations (350 gp) Replenishing Skin (1,000 Gp) Angel Radiance (20 GP) {BoED}: Torchlight in a vial, worn as necklace 10 Pieces of Chalk (0.1GP) Piton x5 (0.5 GP) 2.5lbs Bell (1 GP) Map/Scrollcase (1 GP) Flint and Steel (1 GP) Fishing Tackle (20 GP) {AEG} 5lbs: Fishing gear, +1 Fishing Inkpens x8 (0.8 GP) Ink (8 GP) Silk Rope 50' (10 GP) 5lb Sealing Wax (1 GP) 1lb Grappling hook (1 GP) 4lbs Balance: 396 Gp, 1sp[/spoiler]
Kassítira
Female LN Human (Atlantean) Warblade, Level 6, Init 0, HP 56/56, Speed 30
AC 16, Touch 10, Flat-footed 16, Fort 7, Ref 4, Will 2, Base Attack Bonus +6/+1
+1 Returning Trident +11/+6 (1d8+7, x2)
Mithral Breastplate , Buckler (+5 Armor, +1 Shield)
Abilities Str 16, Dex 10, Con 14, Int 14, Wis 10, Cha 14
Condition .
Skills: Climb 7, Concentration 19, Diplomacy 11, Intimidate 11, Jump 7, Swim 16, Martial Lore 6
Languages: Common, Aquan
Traits: Focused
Flaws: Code of Arms , Pride of Arms
Feats: 1st: Discipline, Weapon Focus (Trident), Skill Focus (Concentration) (Flaw), Sudden Recovery (flaw) 3rd: Brutal Throw 5th: Blade Meditation (Concentration) 6th: Weapon Spec: Trident
Class Abilities : Battle Clarity (Ex) , Weapon Aptitude (Ex) , Improved Uncanny Dodge (Ex), Battle Ardor (Ex)

Blade Magic

Disciplines: Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, and White Raven
Manuevers Known: 1st: Moment of Perfect Mind , Sapphire Nightmare Blade , Steel Wind , Stone Bones 2nd: Mountain Hammer , Battle Leader's Charge 3rd: Insightful Strike
Stances Known: 1st: Stonefoot Stance , 4th: Hunter's Sense
Readied: Insightful Strike, Mountain Hammer, Battle Leader's Charge, Stone Bones

Divine Domain

Blackwater Domain
Granted Powers: You are immune to pressure damage from descending into even the greatest oceanic depths.
1st - Cause Fear
2nd - Pressure Sphere
3rd - Evard's Black Tentacles
4th - Transformation of the Deeps
5th: - Blackwater Tentacle
6th - Blackwater Taint
7th - Dark Tide
8th - Maelstrom
9th - Doom of the Seas

Inventory


Atlantean Mithral Breastplate 4350 Gp
+1 Pearl Trident 12,815 Gp
Alchemical Silver Trident 105 gp

Backpack (2 GP) 2lbs
Everlasting Rations (350 gp)
Replenishing Skin (1,000 Gp)
Angel Radiance (20 GP) {BoED}: Torchlight in a vial, worn as necklace
10 Pieces of Chalk (0.1GP)
Piton x5 (0.5 GP) 2.5lbs
Bell (1 GP)
Map/Scrollcase (1 GP)
Flint and Steel (1 GP)
Fishing Tackle (20 GP) {AEG} 5lbs: Fishing gear, +1 Fishing
Inkpens x8 (0.8 GP)
Ink (8 GP)
Silk Rope 50' (10 GP) 5lb
Sealing Wax (1 GP) 1lb
Grappling hook (1 GP) 4lbs

Balance: 396 Gp, 1sp

 

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