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Chapter 2(c)


TheFred

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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 says to everyone present, "These Man-Wolves are very difficult to bring down. Perhaps we should try to set up an impromptu ambush which will allow us to surprise them and attack first in the skirmish," she politely suggests with a hopeful smile.

Looking at the villagers and Hypsilla specifically, the wizard doesn't want to lose any innocents if possible and adds, "Please, everyone with ranged attacks, hide behind a rock or tree and attack when we do."

"The rest of the villagers should pull back to one side of the cave mouth so they can't easily be seen from inside the cavern and be ready to rush in and attack," she suggests hoping to avoid an argument over the strategy.

Next, the arcanist concentrates for a moment and uses her supernatural saintly powers to provide Kassítira with the divine boost of power that provides the guidance of the gods for the coming battle smiling at the brave warrior with the trident saying, "Blessed guidance of the gods which will help in the coming fray."

Show Mechanics

Free Action:   Speak

Move:  

Swift Action:   

Move Action:   

Standard Action:  Place Guidance on Kassítira 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 8/10 rounds); Guidance on Self (+1 competence bonus on one attack, save or skill check for 9/10 rounds); Guidance on Kassítira (+1 competence bonus on one attack, save or skill check for 10/10 rounds)

Edited by Terran (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 smiles at her Eustice and replies for all to hear, "Do not worry old friend. Clem is using her psionic powers to mentally direct the pair of guards right here to investigate this entrance. That's why we should prepare the ambush to focus on the entrance."

"Of course, those who wish or are well-suited for combat, can ambush the pair of guards just inside the cave, but the villagers should be ready to attack outside the entrance," she says out loud so the villagers are aware of how she knows to set up the ambush and again so they know their role in the ambush attempt.

"Even as we deal with pair of guards who are coming our way, our invisible scouts are delving deeper into the complex as we speak. Assuming we can defeat these two wolfmen, then we will be ready to proceed quickly into the complex because it will already be pre-scouted and we won't need to worry about obstacles," Kassandra adds to assuage her good friend's concerns of timing.

Next, the arcanist concentrates for a moment and uses her supernatural saintly powers to provide her old companion with the divine boost of power that provides the guidance of the gods for the coming battle smiling at the disfigured caster saying, "Blessed guidance of the gods which will help in the coming fray."

If the villagers with ranged weapons take cover outside and ready an ambush and the other villagers quietly hide to either side of the cave entrance and are ready to attack, then Kassandra will hide just outside the cave opening with a line of sight into the cavern with her loaded light crossbow in hand as she watches and listens for the approach of the pair of guards, thinking silently, 'We're getting ready out here. What's the status with the pair of guards?'

Show Mechanics

Free Action:   Speak

Move:  Into hiding place with line of sight into depths of the cavern

Swift Action:   

Move Action:   

Standard Action:  Readied Action to Attack pair of guards with Light Crossbow

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 7/10 rounds); Guidance on Self (+1 competence bonus on one attack, save or skill check for 8/10 rounds); Guidance on Kassítira (+1 competence bonus on one attack, save or skill check for 9/10 rounds); Guidance on Eustice (+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 steps closer to narrow the path the beasts have to pass through and sets her trident to thrust at the first of them that try to pass. She was familiar with this preparation as part of her training in underwater tunnels that often housed dangerous creatures and worse, enemies of Atlantis.

"I am ready to do my duty to stand ready and strike down those who dare wish harm upon these people." she says defiantly, the grip on her pearl colored trident seems to glisten as she prepares to thrust.

 


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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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


<<I was afraid that might happen>> Jezira replied to Clem's mental warning. While she wasn't able to do anything about her smell, perhaps she could make tracking her down a little harder. Using her effortless flight, Jezira flattened herself against the ceiling of the tunnel in the hopes that the the wolfweres would pass below her. <<Carry on Clem, but be careful!>>

 

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

 

 

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Clem

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

 

< I think they're onto you. Beware.
I'll continue farther down; time is of the essence regarding this ritual.
> she sends to the genie.

 

< The ploy didn't work, they're not budging for now; I'm going deeper > Clem sends back to the group though her psicrystal.

She lets her wings carry her down the tunnel, towards more danger.

 

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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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


Well, this could have gone better, Jezira thought to herself as Clem sped away and the wolfweres began to close in on her. Her initial instinct was to lash out at them with fire and steel but wisdom cooled her fiery inclinations. She wasn't going to be able to scout with Clem, but perhaps she could lure these two far enough away that dispatching them wouldn't alert every wolfwere in the mine. Mentally cursing the confining stone walls, Jezira attempted to maneuver passed the wolfwere behind her. Though moving through the air was effortless, she did attempt avoid getting too close with some fancy flying.

 

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: Double moving back passed the wolfwere behind her and back towards the entrance.

Tumble if necessary to pull it off without getting too close.

 

Name
Tumble
32
1d20+14 18
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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 nods her head affirmatively when Clem's mental message comes through informing the Saintly Arcanist that the pair of Man-wolf guards did not fall for her mental manipulations and were staying put at their guard position.

She immediately thinks back to Clem, Acknowledged you are exploring deeper. Should we come in and engage the guards now or continue to hold at the entrance?

Moving out of hiding, the caster speaks to the entire group, the magician waves her hands toward the ground and says, "Everyone please stand down. The wolf-men guards are not coming our way."

"But ready yourselves, we are going to have to go in and take them in short order. I'm in communication with our pair of scouts. They have not been discovered. They are exploring deeper."

"And, finally they will signal us when it's the best time to enter the cavern and attack the pair of guards," Kassandra adds honestly sharing all that she knows with everyone who is assembled outside of the cavern mouth.

Show Mechanics

Free Action:   Speak and Mentally Communicate

Move:  Out from cover to speak to group

Swift Action:   

Move Action:   

Standard Action:  Readied Action to Attack with Light Crossbow

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 6/10 rounds); Guidance on Self (+1 competence bonus on one attack, save or skill check for 7/10 rounds); Guidance on Kassítira (+1 competence bonus on one attack, save or skill check for 8/10 rounds); Guidance on Eustice (+1 competence bonus on one attack, save or skill check for 9/10 rounds)

Edited by Terran (see edit history)
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  • 2 weeks later...
Posted (edited)

"We should just rush 'em!" Borden suggests, fingering his staff. "Take 'em all out, before they know what's hit 'em!"

A number of the other villagers murmur their assent.

 

Edited by TheFred (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


The need to progress sooner than later makes sense, Kassítira nods her head in response, switching her battle stance, she is ready to head in as the main line of defense.


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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Kassandra nods affirmatively only after Eustice gives his non-verbal assent to moving in, and then she whispers, "Agreed. Let's move in. Best of our vanguard out in the front, villagers with ranged weapons moving in thereafter, with the bulk of the villagers watching and protecting the flanks until they can move forward and help with hand-to-hand combat."

Thinking through the psi-link with Clem, the saintly arcanist mentally communicates with the psion, The rest of us are going to start moving into the cave complex and engage the pair of guards located near the entrance. Any suggestions or information that would be helpful?

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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

Given that she didn't have a means of erasing her scent, Jezira was somewhat stymied by the pair of wolfweres. She drifted a little further back, still hoping draw them back if possible.

 

 

 

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

 

Welp time for some secret djinni mischief. Bluff

 

Name
Bluff
13
1d20+6 7
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