hoverfrog Posted April 19 Author Clone Share Posted April 19 RISE OF THE RUNELORDS Chapter 2-01: Sandpoint Sandpoint Sanatorium, Sandpoint Gortus and Gurnak agree to hold Habe in one of the cells until the sheriff arrives. They both seem surprised that anything so sinister was happening here but it is obvious that they must have known something. Having discovered valuable information and earned some treasure you head back to Sandpoint to celebrate. Level up You are now fifth level. Please adjust your sheets. I'll update with the events of the following day next week. In the meantime feel free to roleplay your drinking and frolicking or whatever you do during downtime. Show Bookkeeping COMBAT/CONDITIONS TRACKER INITIATIVE CONDITIONS MECHANICS DESCRIPTIONS Not in Use!! Default Marching Order CHARACTER STATUS Dakmoor Huryn AC: 15 | HP: 28/45 | Spd: 30 feet AC: 15 | HP: 12/23 | Spd: 30 feet Kanthar Dolora AC: 16 | HP: 14/27 | Spd: 40 feet AC: 16 | HP: 30/30 | Spd: 30 feet Starlight Reda AC: 18 | HP: 15/15 | Spd: 40 feet AC: 20 | HP: 38/38 | Spd: 30 feet ENEMY STATUS . Show Active Map Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Kistler Posted April 19 Clone Share Posted April 19 (edited) Reda Raedela - Half-Elf Paladin 3/Ranger 2 HP: 46/46 | AC: 20/15/15 | CMD: 22/17 | Speed: 30ft | Hero: 1/3 | Spells: 1Detect Evil (At Will) At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range. 1st Round: Presence or absence of evil. 2nd Round: Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present. If you are of good alignment, and the strongest evil aura's power is overwhelming (see below), and the HD or level of the aura's source is at least twice your character level, you are stunned for 1 round and the spell ends. 3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. Aura Power: An evil aura's power depends on the type of evil creature or object that you're detecting and its HD, caster level, or (in the case of a cleric) class level; see the table on the previous page. If an aura falls into more than one strength category, the spell indicates the stronger of the two. Lingering Aura: An evil aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect evil is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Original Strength D uration of Lingering Aura Faint 1d6 rounds Moderate 1d6 minutes Strong 1d6 x 10 minutes Overwhelming 1d6 days Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them. Creatures with actively evil intents count as evil creatures for the purpose of this spell. Each round, you can turn to detect evil in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.Detect Evil (At Will) At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range. 1st Round: Presence or absence of evil. 2nd Round: Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present. If you are of good alignment, and the strongest evil aura's power is overwhelming (see below), and the HD or level of the aura's source is at least twice your character level, you are stunned for 1 round and the spell ends. 3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. Aura Power: An evil aura's power depends on the type of evil creature or object that you're detecting and its HD, caster level, or (in the case of a cleric) class level; see the table on the previous page. If an aura falls into more than one strength category, the spell indicates the stronger of the two. Lingering Aura: An evil aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect evil is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Original Strength D uration of Lingering Aura Faint 1d6 rounds Moderate 1d6 minutes Strong 1d6 x 10 minutes Overwhelming 1d6 days Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them. Creatures with actively evil intents count as evil creatures for the purpose of this spell. Each round, you can turn to detect evil in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Initiative: +7 | Perception: +12 | Fort: +11 | Ref: +12 | Will: +6 | ImmunitiesSleep, Disease, Fear Lay on Hands: 6/6A paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage. | AuraAura of Courage: +4 to save v. Fear for all allies within 10' Aura of Good: Level 3: 10' | Smite Evil: 1/1As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (+3) to her attack rolls and adds her paladin level (2) to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin (4). Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (+3) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. ConsumablesGeneral: -2x Torches -3x Trail Rations Ammunition: -55x Arrows -20x Blunt Arrows -20x Cold Iron Arrows -3x Silver Arrows Potions/Alchemical: -1x Adamantine Weapon Blanch -2x Silver weapon blanch -2x Holy Water Scrolls/Wands: -Wand of Gravity Bow, 50/50 charges Use/day items: - | SpellsPaladin Level 1: -Detect Evil (At Will) Ranger Level 1: - | AbilitiesClass Abilities: Aura of Courage, 10', +4, Immune to Fear Aura of Good (Power at class level) Divine Health: Immune to Disease Precise Shot Track +1 to Survival to track Wild Empathy +5 to Diplomacy Animals Light and Medium Armor Proficiency Shield Proficiency Simple and Martial Weapon Proficiency Favored Enemies: Giants Granted Abilities: Agile Maneuvers (When using Finesse weapon) Combat Expertise +2/-2 Deadly Aim -2/+4 Power Attack -2/+4 Weapon Finesse Racial Abilities: Elf Immunities (+2 v. Enchanments, Immune to sleep) Low-Light Vision Languages: Common, Elven Skill Focus (Perception) Keen Senses +2 Perception Traits: Elven Reflexes (+2 Init) Giant Slayer (+1 to Bluff, Perception, Sense Motive, attacks, and damage v. Giants) Magical Knack (+2 to Ranger CL) Sentimental (-2 to PER for surprise, -2 REF for traps) Other Feats: Rapid Shot Weapon Focus (Longbow) | SkillsSkill: Rank/Modifier Acrobatics: 0/+5 Appraise: 0/+0 Bluff: 0/+3 Climb: 1/+6 Craft (Bows): 3/+6 Diplomacy: 3/+9 Disable Device: 0/+0 Disguise: 0/+3 Escape Artist: 0/+5 Fly: 0/+5 Handle Animal: 5/+11 Heal: 3/+6 Intimidate: 2/+8 Knowledge (Geography): 1/+4 Knowledge (Nature): 2/+5 Knowledge (Nobility): 1/+4 Knowledge (Religion): 1/+4 Linguistics: 0/+0 Perception: 4/+12 Ride: 0/+5 Sense Motive: 0/+0 Sleight of Hand: 0/+0 Spellcraft: 0/+0 Stealth: 4/+12 Survival: 0/+0 Swim: 1/+6 Use Magic Device: 0/+0 | Attacks+1 Composite Longbow (2): +12, 1d8+3P x3 Masterwork Cold Iron Gladius: +11, 1d6+2P/S 19-20x2 Cestus: +10, 1d4+2B/P 19-20x2 Silver Dagger: +10, 1d4+1P/S 19-20x2 Spells: ?? Power Attack: -2/+4 Deadly Aim: -2/+4 Rapid Shot: -2, Extra Attack | Conditions: Later, at the Rusty dragon, Reda takes a swig from her tankard and laughs heartily, slapping Dolora on the back, "Wait, wait, wait. If you *hic* married Huryk you'd be *hic* Dolora Jorora. Just, think about it." She giggles, full of the levity that comes with a full purse and a job well done. OOC/Actions Other: Free: Move: Standard: Full Round: Swift: Other: Hands: Bow, Empty Notes -Learned of a potential source of ghouls down the Foxglove River from a wizard name Caizarlu Gear Worn -MW Backpack -Belt Pouch -Reversible Cloak -Cold Weather Outfit -+1 Mithril Shirt -Speed SheatheWand of Gravity Bow (50/50) -Efficient QuiverAmmunition -Arrows -Blunt Arrows -Cold Iron Arrows -Silver Arrows Weapons -Gladius -Dagger -Holy SymbolAntler bow symbol of Erastil, carved into a well cared for but slightly weathered disc of wood Weapons -MW Cestus -CI Gladius -Silver Dagger -EmberSometimes called the 'Emberbough' +1 Darkwood Composite Longbow, +2 Strength Mod A bow conceived in an inspirational moment, inspired by Scorchbark. May she blow upon the embers of her fury when in need of righteous vengeance! Containers Backpack -Bedroll -Blanket, Winter -Sack -Silk Rope -Soap -2x Torches -3x Trail Rations -Waterskin Belt Pouch -Adamantine Weapon Blanch -2x Silver weapon blanch -Flint and Steel -2x Holy Water -Whetstone -10pp, 16gp, 11sp, 9cpShould be accurate to match prior wealth. Edited April 19 by Kistler (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
FrancisJohn Posted April 22 Clone Share Posted April 22 (edited) ~ Dakmoor the Fierce, Shoanti Barbarian of the Sklar-Quah Clan ~ Dakmoor leads the band of heroes to the Rusty Dragon for drinks. He draws himself to his fullest height as he eyes up his new companions. In a big and mean and deep voice, he commands of them, "Who of you was the one who picked me up when I was fallen?" OOC: None Stats Character: Sheet, Thread HP: 38/55 Status: Hands: Butchering Axe Initiative: +4 Perception: +4 AC: 19 Flat: 17 Touch: 12 -2 Rage Damage Reduction: 2 CMD: 21 FCMD: 19 -2 Rage Fort: +8 Reflex: +3 Will: -1 +2 Will in Rage Endure Hot Elements Edited April 22 by FrancisJohn (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Inash Posted April 22 Clone Share Posted April 22 (edited) Huyrn ignores the rhyming name, but does give Dolora a contemplative look, then he shakes his head at Dakmoor's question. "Wasn't me. You were stable, so I stayed on offense. Sorry - just thought we needed to keep the pressure on the necromancer." Actions Move: Standard: %5Bspoiler%3Dstatblock%5D%5BURL%3Dhttp%3A%2F%2Fwww.myth-weavers.com%2Fsheet.html%23id%3D2708113%5D%5BB%5D%5BSIZE%3D%2B1%5DHuryn%20Jorora%5B%2FSIZE%5D%5B%2FB%5D%5B%2FURL%5D%0AM%20%20%20half-elf%20Alchemist%20(Trap%20Breaker)%2C%20%5BB%5DLevel%5B%2FB%5D%204%2C%20%5BB%5DInit%5B%2FB%5D%202%2C%20%5BB%5DHP%5B%2FB%5D%2023%2F23%2C%20%5BB%5DSpeed%5B%2FB%5D%2030%0A%5BB%5DAC%5B%2FB%5D%2015%2C%20%5BB%5DTouch%5B%2FB%5D%2013%2C%20%5BB%5DFlat-footed%5B%2FB%5D%2012%2C%20%5BB%5DCMD%5B%2Fb%5D%2016%2C%20%5BB%5DFort%5B%2FB%5D%204%2C%20%5BB%5DRef%5B%2FB%5D%206%2C%20%5BB%5DWill%5B%2FB%5D%201%2C%20%5BB%5DCMB%5B%2FB%5D%20%2B3%2C%20%5BB%5DBase%20Attack%20Bonus%5B%2FB%5D%203%20%20%20%0A%5BB%5Dsplash%20Bomb%20%5B%2FB%5D%206%20(2d6%2B4%2C%20%20)%0A%5BB%5DMW%20Light%20Crossbow%20(10)%20%5B%2FB%5D%20%2B6%20(1d8%2C%2019-20%2Fx2)%0A%5BB%5DMW%20Morningstar%20%5B%2FB%5D%204%20(1d8%2C%20x2)%0A%5BB%5D%2B1%20Lamellar%20Cuirass%5B%2FB%5D%20(%2B2%20Armor%2C%20%2B2%20Dex)%0A%5BB%5DAbilities%5B%2FB%5D%20Str%2010%2C%20Dex%2014%2C%20Con%2010%2C%20Int%2019%2C%20Wis%2010%2C%20Cha%2010%0A%5BB%5DCondition%5B%2FB%5D%20None%20%5B%2Fspoiler%5D statblock Huryn Jorora M half-elf Alchemist (Trap Breaker), Level 4, Init 2, HP 23/23, Speed 30 AC 15, Touch 13, Flat-footed 12, CMD 16, Fort 4, Ref 6, Will 1, CMB +3, Base Attack Bonus 3 splash Bomb 6 (2d6+4, ) MW Light Crossbow (10) +6 (1d8, 19-20/x2) MW Morningstar 4 (1d8, x2) +1 Lamellar Cuirass (+2 Armor, +2 Dex) Abilities Str 10, Dex 14, Con 10, Int 19, Wis 10, Cha 10 Condition None Edited April 22 by Inash (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Kistler Posted April 22 Clone Share Posted April 22 (edited) Reda Raedela - Half-Elf Paladin 3/Ranger 2 HP: 46/46 | AC: 20/15/15 | CMD: 22/17 | Speed: 30ft | Hero: 1/3 | Spells: 1Detect Evil (At Will) At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range. 1st Round: Presence or absence of evil. 2nd Round: Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present. If you are of good alignment, and the strongest evil aura's power is overwhelming (see below), and the HD or level of the aura's source is at least twice your character level, you are stunned for 1 round and the spell ends. 3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. Aura Power: An evil aura's power depends on the type of evil creature or object that you're detecting and its HD, caster level, or (in the case of a cleric) class level; see the table on the previous page. If an aura falls into more than one strength category, the spell indicates the stronger of the two. Lingering Aura: An evil aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect evil is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Original Strength D uration of Lingering Aura Faint 1d6 rounds Moderate 1d6 minutes Strong 1d6 x 10 minutes Overwhelming 1d6 days Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them. Creatures with actively evil intents count as evil creatures for the purpose of this spell. Each round, you can turn to detect evil in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.Detect Evil (At Will) At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range. 1st Round: Presence or absence of evil. 2nd Round: Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present. If you are of good alignment, and the strongest evil aura's power is overwhelming (see below), and the HD or level of the aura's source is at least twice your character level, you are stunned for 1 round and the spell ends. 3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. Aura Power: An evil aura's power depends on the type of evil creature or object that you're detecting and its HD, caster level, or (in the case of a cleric) class level; see the table on the previous page. If an aura falls into more than one strength category, the spell indicates the stronger of the two. Lingering Aura: An evil aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect evil is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Original Strength D uration of Lingering Aura Faint 1d6 rounds Moderate 1d6 minutes Strong 1d6 x 10 minutes Overwhelming 1d6 days Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them. Creatures with actively evil intents count as evil creatures for the purpose of this spell. Each round, you can turn to detect evil in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Initiative: +7 | Perception: +12 | Fort: +11 | Ref: +12 | Will: +6 | ImmunitiesSleep, Disease, Fear Lay on Hands: 6/6A paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage. | AuraAura of Courage: +4 to save v. Fear for all allies within 10' Aura of Good: Level 3: 10' | Smite Evil: 1/1As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (+3) to her attack rolls and adds her paladin level (2) to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin (4). Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (+3) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. ConsumablesGeneral: -2x Torches -3x Trail Rations Ammunition: -55x Arrows -20x Blunt Arrows -20x Cold Iron Arrows -3x Silver Arrows Potions/Alchemical: -1x Adamantine Weapon Blanch -2x Silver weapon blanch -2x Holy Water Scrolls/Wands: -Wand of Gravity Bow, 50/50 charges Use/day items: - | SpellsPaladin Level 1: -Detect Evil (At Will) Ranger Level 1: - | AbilitiesClass Abilities: Aura of Courage, 10', +4, Immune to Fear Aura of Good (Power at class level) Divine Health: Immune to Disease Precise Shot Track +1 to Survival to track Wild Empathy +5 to Diplomacy Animals Light and Medium Armor Proficiency Shield Proficiency Simple and Martial Weapon Proficiency Favored Enemies: Giants Granted Abilities: Agile Maneuvers (When using Finesse weapon) Combat Expertise +2/-2 Deadly Aim -2/+4 Power Attack -2/+4 Weapon Finesse Racial Abilities: Elf Immunities (+2 v. Enchanments, Immune to sleep) Low-Light Vision Languages: Common, Elven Skill Focus (Perception) Keen Senses +2 Perception Traits: Elven Reflexes (+2 Init) Giant Slayer (+1 to Bluff, Perception, Sense Motive, attacks, and damage v. Giants) Magical Knack (+2 to Ranger CL) Sentimental (-2 to PER for surprise, -2 REF for traps) Other Feats: Rapid Shot Weapon Focus (Longbow) | SkillsSkill: Rank/Modifier Acrobatics: 0/+5 Appraise: 0/+0 Bluff: 0/+3 Climb: 1/+6 Craft (Bows): 3/+6 Diplomacy: 3/+9 Disable Device: 0/+0 Disguise: 0/+3 Escape Artist: 0/+5 Fly: 0/+5 Handle Animal: 5/+11 Heal: 3/+6 Intimidate: 2/+8 Knowledge (Geography): 1/+4 Knowledge (Nature): 2/+5 Knowledge (Nobility): 1/+4 Knowledge (Religion): 1/+4 Linguistics: 0/+0 Perception: 4/+12 Ride: 0/+5 Sense Motive: 0/+0 Sleight of Hand: 0/+0 Spellcraft: 0/+0 Stealth: 4/+12 Survival: 0/+0 Swim: 1/+6 Use Magic Device: 0/+0 | Attacks+1 Composite Longbow (2): +12, 1d8+3P x3 Masterwork Cold Iron Gladius: +11, 1d6+2P/S 19-20x2 Cestus: +10, 1d4+2B/P 19-20x2 Silver Dagger: +10, 1d4+1P/S 19-20x2 Spells: ?? Power Attack: -2/+4 Deadly Aim: -2/+4 Rapid Shot: -2, Extra Attack | Conditions: Reda replies to Dakmoor, shaking her head. "Wasn't me. You were up by the time I got there. I just gave you a little blessing from Erastil to keep you going. Hey this is good mead!" She takes another sip. OOC/Actions Other: Free: Move: Standard: Full Round: Swift: Other: Hands: Bow, Empty Notes -Learned of a potential source of ghouls down the Foxglove River from a wizard name Caizarlu Gear Worn -MW Backpack -Belt Pouch -Reversible Cloak -Cold Weather Outfit -+1 Mithril Shirt -Speed SheatheWand of Gravity Bow (50/50) -Efficient QuiverAmmunition -Arrows -Blunt Arrows -Cold Iron Arrows -Silver Arrows Weapons -Gladius -Dagger -Holy SymbolAntler bow symbol of Erastil, carved into a well cared for but slightly weathered disc of wood Weapons -MW Cestus -CI Gladius -Silver Dagger -EmberSometimes called the 'Emberbough' +1 Darkwood Composite Longbow, +2 Strength Mod A bow conceived in an inspirational moment, inspired by Scorchbark. May she blow upon the embers of her fury when in need of righteous vengeance! Containers Backpack -Bedroll -Blanket, Winter -Sack -Silk Rope -Soap -2x Torches -3x Trail Rations -Waterskin Belt Pouch -Adamantine Weapon Blanch -2x Silver weapon blanch -Flint and Steel -2x Holy Water -Whetstone -10pp, 16gp, 11sp, 9cpShould be accurate to match prior wealth. Edited April 22 by Kistler (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
LDDragon Posted April 24 Clone Share Posted April 24 On 4/23/2024 at 12:33 AM, FrancisJohn said: ~ Dakmoor the Fierce, Shoanti Barbarian of the Sklar-Quah Clan ~ Dakmoor leads the band of heroes to the Rusty Dragon for drinks. He draws himself to his fullest height as he eyes up his new companions. In a big and mean and deep voice, he commands of them, "Who of you was the one who picked me up when I was fallen?" OOC: None Stats Character: Sheet, Thread HP: 38/55 Status: Hands: Butchering Axe Initiative: +4 Perception: +4 AC: 19 Flat: 17 Touch: 12 -2 Rage Damage Reduction: 2 CMD: 21 FCMD: 19 -2 Rage Fort: +8 Reflex: +3 Will: -1 +2 Will in Rage Endure Hot Elements "I healed you when you were unconscious, if that is what you are asking." Kanthar replies to Dakmoor. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
FrancisJohn Posted April 24 Clone Share Posted April 24 ~ Dakmoor the Fierce, Shoanti Barbarian of the Sklar-Quah Clan ~ Dakmoor marches up to Kanthar and gives him a friendly clap on the back. He announces loudly and passionately to the tavern, "For this man's unbridled act of heroism and bravery in rescuing me from the pits of the nine Hells, tonight and tonight only, drinks are on Kanthar the Redeemer!" OOC: None Stats Character: Sheet, Thread HP: 38/55 Status: Hands: Butchering Axe Initiative: +4 Perception: +4 AC: 19 Flat: 17 Touch: 12 -2 Rage Damage Reduction: 2 CMD: 21 FCMD: 19 -2 Rage Fort: +8 Reflex: +3 Will: -1 +2 Will in Rage Endure Hot Elements Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Kistler Posted April 24 Clone Share Posted April 24 Reda Raedela - Half-Elf Paladin 3/Ranger 2 HP: 46/46 | AC: 20/15/15 | CMD: 22/17 | Speed: 30ft | Hero: 1/3 | Spells: 1Detect Evil (At Will) At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range. 1st Round: Presence or absence of evil. 2nd Round: Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present. If you are of good alignment, and the strongest evil aura's power is overwhelming (see below), and the HD or level of the aura's source is at least twice your character level, you are stunned for 1 round and the spell ends. 3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. Aura Power: An evil aura's power depends on the type of evil creature or object that you're detecting and its HD, caster level, or (in the case of a cleric) class level; see the table on the previous page. If an aura falls into more than one strength category, the spell indicates the stronger of the two. Lingering Aura: An evil aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect evil is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Original Strength D uration of Lingering Aura Faint 1d6 rounds Moderate 1d6 minutes Strong 1d6 x 10 minutes Overwhelming 1d6 days Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them. Creatures with actively evil intents count as evil creatures for the purpose of this spell. Each round, you can turn to detect evil in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.Detect Evil (At Will) At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range. 1st Round: Presence or absence of evil. 2nd Round: Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present. If you are of good alignment, and the strongest evil aura's power is overwhelming (see below), and the HD or level of the aura's source is at least twice your character level, you are stunned for 1 round and the spell ends. 3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. Aura Power: An evil aura's power depends on the type of evil creature or object that you're detecting and its HD, caster level, or (in the case of a cleric) class level; see the table on the previous page. If an aura falls into more than one strength category, the spell indicates the stronger of the two. Lingering Aura: An evil aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect evil is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Original Strength D uration of Lingering Aura Faint 1d6 rounds Moderate 1d6 minutes Strong 1d6 x 10 minutes Overwhelming 1d6 days Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them. Creatures with actively evil intents count as evil creatures for the purpose of this spell. Each round, you can turn to detect evil in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Initiative: +7 | Perception: +12 | Fort: +11 | Ref: +12 | Will: +6 | ImmunitiesSleep, Disease, Fear Lay on Hands: 6/6A paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage. | AuraAura of Courage: +4 to save v. Fear for all allies within 10' Aura of Good: Level 3: 10' | Smite Evil: 1/1As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (+3) to her attack rolls and adds her paladin level (2) to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin (4). Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (+3) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. ConsumablesGeneral: -2x Torches -3x Trail Rations Ammunition: -55x Arrows -20x Blunt Arrows -20x Cold Iron Arrows -3x Silver Arrows Potions/Alchemical: -1x Adamantine Weapon Blanch -2x Silver weapon blanch -2x Holy Water Scrolls/Wands: -Wand of Gravity Bow, 50/50 charges Use/day items: - | SpellsPaladin Level 1: -Detect Evil (At Will) Ranger Level 1: - | AbilitiesClass Abilities: Aura of Courage, 10', +4, Immune to Fear Aura of Good (Power at class level) Divine Health: Immune to Disease Precise Shot Track +1 to Survival to track Wild Empathy +5 to Diplomacy Animals Light and Medium Armor Proficiency Shield Proficiency Simple and Martial Weapon Proficiency Favored Enemies: Giants Granted Abilities: Agile Maneuvers (When using Finesse weapon) Combat Expertise +2/-2 Deadly Aim -2/+4 Power Attack -2/+4 Weapon Finesse Racial Abilities: Elf Immunities (+2 v. Enchanments, Immune to sleep) Low-Light Vision Languages: Common, Elven Skill Focus (Perception) Keen Senses +2 Perception Traits: Elven Reflexes (+2 Init) Giant Slayer (+1 to Bluff, Perception, Sense Motive, attacks, and damage v. Giants) Magical Knack (+2 to Ranger CL) Sentimental (-2 to PER for surprise, -2 REF for traps) Other Feats: Rapid Shot Weapon Focus (Longbow) | SkillsSkill: Rank/Modifier Acrobatics: 0/+5 Appraise: 0/+0 Bluff: 0/+3 Climb: 1/+6 Craft (Bows): 3/+6 Diplomacy: 3/+9 Disable Device: 0/+0 Disguise: 0/+3 Escape Artist: 0/+5 Fly: 0/+5 Handle Animal: 5/+11 Heal: 3/+6 Intimidate: 2/+8 Knowledge (Geography): 1/+4 Knowledge (Nature): 2/+5 Knowledge (Nobility): 1/+4 Knowledge (Religion): 1/+4 Linguistics: 0/+0 Perception: 4/+12 Ride: 0/+5 Sense Motive: 0/+0 Sleight of Hand: 0/+0 Spellcraft: 0/+0 Stealth: 4/+12 Survival: 0/+0 Swim: 1/+6 Use Magic Device: 0/+0 | Attacks+1 Composite Longbow (2): +12, 1d8+3P x3 Masterwork Cold Iron Gladius: +11, 1d6+2P/S 19-20x2 Cestus: +10, 1d4+2B/P 19-20x2 Silver Dagger: +10, 1d4+1P/S 19-20x2 Spells: ?? Power Attack: -2/+4 Deadly Aim: -2/+4 Rapid Shot: -2, Extra Attack | Conditions: Reda raises her mug in the air and calls, "Here, here!" Though it sounds a bit more like she's calling for a refill than cheering Dakmoor's announcement. OOC/Actions Other: hear, hear Free: Move: Standard: Full Round: Swift: Other: Hands: Bow, Empty Notes -Learned of a potential source of ghouls down the Foxglove River from a wizard name Caizarlu Gear Worn -MW Backpack -Belt Pouch -Reversible Cloak -Cold Weather Outfit -+1 Mithril Shirt -Speed SheatheWand of Gravity Bow (50/50) -Efficient QuiverAmmunition -Arrows -Blunt Arrows -Cold Iron Arrows -Silver Arrows Weapons -Gladius -Dagger -Holy SymbolAntler bow symbol of Erastil, carved into a well cared for but slightly weathered disc of wood Weapons -MW Cestus -CI Gladius -Silver Dagger -EmberSometimes called the 'Emberbough' +1 Darkwood Composite Longbow, +2 Strength Mod A bow conceived in an inspirational moment, inspired by Scorchbark. May she blow upon the embers of her fury when in need of righteous vengeance! Containers Backpack -Bedroll -Blanket, Winter -Sack -Silk Rope -Soap -2x Torches -3x Trail Rations -Waterskin Belt Pouch -Adamantine Weapon Blanch -2x Silver weapon blanch -Flint and Steel -2x Holy Water -Whetstone -10pp, 16gp, 11sp, 9cpShould be accurate to match prior wealth. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
eriktd Posted April 24 Clone Share Posted April 24 Dolora Dolora swallows her drink the wrong way and coughs, looking up from the book she is studying. "Ah yes," she laughs a little uncomfortably. "And if we had a daughter, we could name her Dakmoora." Statblocks [URL=http://www.myth-weavers.com/sheet.html#id=1479264][B][SIZE=+1]Dolora[/SIZE][/B][/URL] F CG Human Wizard (Pact Wizard), [B]Level[/B] 4, [B]Init[/B] 6, [B]HP[/B] 30/30, [B]Speed[/B] 30 [B]AC[/B] 16, [B]Touch[/B] 12, [B]Flat-footed[/B] 14, [B]CMD[/b] 13, [B]Fort[/B] 4, [B]Ref[/B] 4, [B]Will[/B] 7, [B]CMB[/B] +1, [B]Base Attack Bonus[/B] +2 [B]reach, trip crook [/B] +1 (1d6+1, x2) [B] light crossbow (10) [/B] +4 (1d8, 19-20/x2) (+4 Armor, +2 Dex) [B]Abilities[/B] Str 8, Dex 14, Con 14, Int 21, Wis 10, Cha 12 [B]Condition[/B] mage armor 4h [b]Spells[/b] 1st: dancing lantern 1/1, grease (DC 17) 1/2, heightened awareness 1/1, mage armor 0/1, obscuring mist 1/1, empty 1/1; 2nd: ashen path 1/1, glitterdust (DC 18) 0/2, see invisibility 1/1, empty 1/1 [b]SLAs[/b] create water 1/1, light 1/1, stabilize 1/1, tears to wine 1/1 Dolora F CG Human Wizard (Pact Wizard), Level 4, Init 6, HP 30/30, Speed 30 AC 16, Touch 12, Flat-footed 14, CMD 13, Fort 4, Ref 4, Will 7, CMB +1, Base Attack Bonus +2 reach, trip crook +1 (1d6+1, x2) light crossbow (10) +4 (1d8, 19-20/x2) (+4 Armor, +2 Dex) Abilities Str 8, Dex 14, Con 14, Int 21, Wis 10, Cha 12 Condition mage armor 4h Spells 1st: dancing lantern 1/1, grease (DC 17) 1/2, heightened awareness 1/1, mage armor 0/1, obscuring mist 1/1, empty 1/1; 2nd: ashen path 1/1, glitterdust (DC 18) 0/2, see invisibility 1/1, empty 1/1 SLAs create water 1/1, light 1/1, stabilize 1/1, tears to wine 1/1 %5BURL%3Dhttp%3A%2F%2Fwww.myth-weavers.com%2Fsheet.html%23id%3D1367047%5D%5BB%5D%5BSIZE%3D%2B1%5D%22Starlight%22%5B%2FSIZE%5D%5B%2FB%5D%5B%2FURL%5D%0ACG%20butterfly%20familiar%20(Emissary)%2C%20%5BB%5DLevel%5B%2FB%5D%203%0A%5BB%5DInit%5B%2FB%5D%20%2B2%2C%20%5BB%5DHP%5B%2FB%5D%2011%2F11%2C%20%5BB%5DSpeed%5B%2FB%5D%2010'%2C%20climb%2010'%2C%20fly%2040'%20avg.%0A%5BB%5DAC%5B%2FB%5D%2018%2C%20%5BB%5DTouch%5B%2FB%5D%2016%2C%20%5BB%5DFlat-footed%5B%2FB%5D%2016%2C%20%5BB%5DCMD%5B%2Fb%5D%204%0A%20(%2B2%20Dex%2C%20%2B4%20size%2C%20%2B2%20natural%20armor)%0A%5BB%5DFort%5B%2FB%5D%20%2B0%2C%20%5BB%5DRef%5B%2FB%5D%20%2B4*%2C%20%5BB%5DWill%5B%2FB%5D%20%2B5*%0A%5BB%5DCMB%5B%2FB%5D%20-1%2C%20%5BB%5DBase%20Attack%20Bonus%5B%2FB%5D%20%2B1%20%20%20%0A%5BB%5D%20%20bite%20%5B%2FB%5D%20%2B7%20(1d2-5%2C%20x2)%0A%5BB%5DAbilities%5B%2FB%5D%20Str%201%20(-5)%2C%20Dex%2015%20(%2B2)%2C%20Con%206%20(-2)%2C%20Int%207%20(-2)%2C%20Wis%2015%20(%2B2)%2C%20Cha%206%20(-2)%0A%5BB%5DConditions%5B%2FB%5D%20None%20 "Starlight" CG butterfly familiar (Emissary), Level 3 Init +2, HP 11/11, Speed 10', climb 10', fly 40' avg. AC 18, Touch 16, Flat-footed 16, CMD 4 (+2 Dex, +4 size, +2 natural armor) Fort +0, Ref +4*, Will +5* CMB -1, Base Attack Bonus +1 bite +7 (1d2-5, x2) Abilities Str 1 (-5), Dex 15 (+2), Con 6 (-2), Int 7 (-2), Wis 15 (+2), Cha 6 (-2) Conditions None Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
FrancisJohn Posted April 26 Clone Share Posted April 26 ~ Dakmoor the Fierce, Shoanti Barbarian of the Sklar-Quah Clan ~ Dakmoor gives Dolora a hard look up and down, but visibly frumps. "Ah, I appreciate the offer, but I don't think my sons could fit through those skinny hips..." OOC: None Stats Character: Sheet, Thread HP: 38/55 Status: Hands: Butchering Axe Initiative: +4 Perception: +4 AC: 19 Flat: 17 Touch: 12 -2 Rage Damage Reduction: 2 CMD: 21 FCMD: 19 -2 Rage Fort: +8 Reflex: +3 Will: -1 +2 Will in Rage Endure Hot Elements Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Inash Posted April 26 Clone Share Posted April 26 Huyrn bursts out laughing, collects himself enough to turn toward Dakmore, then collapses in laughter again. "You really don't have any issues with lack of pride." Is all he says when he finally recovers. Actions Move: Standard: %5Bspoiler%3Dstatblock%5D%5BURL%3Dhttp%3A%2F%2Fwww.myth-weavers.com%2Fsheet.html%23id%3D2708113%5D%5BB%5D%5BSIZE%3D%2B1%5DHuryn%20Jorora%5B%2FSIZE%5D%5B%2FB%5D%5B%2FURL%5D%0AM%20%20%20half-elf%20Alchemist%20(Trap%20Breaker)%2C%20%5BB%5DLevel%5B%2FB%5D%204%2C%20%5BB%5DInit%5B%2FB%5D%202%2C%20%5BB%5DHP%5B%2FB%5D%2023%2F23%2C%20%5BB%5DSpeed%5B%2FB%5D%2030%0A%5BB%5DAC%5B%2FB%5D%2015%2C%20%5BB%5DTouch%5B%2FB%5D%2013%2C%20%5BB%5DFlat-footed%5B%2FB%5D%2012%2C%20%5BB%5DCMD%5B%2Fb%5D%2016%2C%20%5BB%5DFort%5B%2FB%5D%204%2C%20%5BB%5DRef%5B%2FB%5D%206%2C%20%5BB%5DWill%5B%2FB%5D%201%2C%20%5BB%5DCMB%5B%2FB%5D%20%2B3%2C%20%5BB%5DBase%20Attack%20Bonus%5B%2FB%5D%203%20%20%20%0A%5BB%5Dsplash%20Bomb%20%5B%2FB%5D%206%20(2d6%2B4%2C%20%20)%0A%5BB%5DMW%20Light%20Crossbow%20(10)%20%5B%2FB%5D%20%2B6%20(1d8%2C%2019-20%2Fx2)%0A%5BB%5DMW%20Morningstar%20%5B%2FB%5D%204%20(1d8%2C%20x2)%0A%5BB%5D%2B1%20Lamellar%20Cuirass%5B%2FB%5D%20(%2B2%20Armor%2C%20%2B2%20Dex)%0A%5BB%5DAbilities%5B%2FB%5D%20Str%2010%2C%20Dex%2014%2C%20Con%2010%2C%20Int%2019%2C%20Wis%2010%2C%20Cha%2010%0A%5BB%5DCondition%5B%2FB%5D%20None%20%5B%2Fspoiler%5D statblock Huryn Jorora M half-elf Alchemist (Trap Breaker), Level 4, Init 2, HP 23/23, Speed 30 AC 15, Touch 13, Flat-footed 12, CMD 16, Fort 4, Ref 6, Will 1, CMB +3, Base Attack Bonus 3 splash Bomb 6 (2d6+4, ) MW Light Crossbow (10) +6 (1d8, 19-20/x2) MW Morningstar 4 (1d8, x2) +1 Lamellar Cuirass (+2 Armor, +2 Dex) Abilities Str 10, Dex 14, Con 10, Int 19, Wis 10, Cha 10 Condition None Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
LDDragon Posted Tuesday at 09:11 AM Clone Share Posted Tuesday at 09:11 AM Kanthar also looks amused, passing ten gold to the barkeep to pay for the round of drinks. "For health and glory!" He exclaims, lifting up his mug and also his holy symbol to channel energy to heal people. Name xDiceName xDiceResult xDiceString xDiceRolls Channel positive to heal 4 2d6 3,1 Link to comment Share on other sites More sharing options...
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