DarkOne7141981 Posted March 24 Clone Share Posted March 24 Quentin's Status Quentin Fitzgerald Male Neutral Human Investigator, Level 5, Init 11, HP 45/45, Speed 30 ft. AC 21, Touch 15, Flat-footed 16, CMD 18, Fort 5, Ref 10, Will 5, CMB +3, Base Attack Bonus 3 MW Cold Iron Rapier +9 (1d6+5, 18-20/x2) Light Mace +8 (1d6, 20/x2) Sickle +8 (1d6, 20/x2) Mithril Shirt (+4 Armor, +5 Dex, +2 Deflect) Abilities Str 10, Dex 20, Con 14, Int 17, Wis 10, Cha 8 Condition None Extracts Used 1st level - 0/4 Daily Extracts 2nd level - 0/2 Daily Extracts Inspiration - 0/4 Daily Uses Spent Mutagen (+2 Natural AC, +4 DEX, -2 WIS, 40 Minutes) Quentin Fitzgerald "Is there a fund we can use to purchase equipment - specifically consumables - to help us better prepare for this task, Lady Amina? It doesn't need to be large, but I would consider some basic elemental defenses to be necessary when dealing with genies..." asks Quentin as he signs and begins to think through his intended purchases. OoC I appear to have failed to purchase new gear at level 5...real life and all. Is it a problem if I get that corrected with the assumption that we have enough time to allow the Mystic Pearl to get items Quentin wants, @Brian Skies? Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Brian Skies Posted March 26 Author Clone Share Posted March 26 "It will be approximately one week by sea, weather permitting, to travel to Port Hadr. Then, it will be another two to three weeks across the Living Sands before we make it to Mar'Qedir." "Unfortunately, I have not procured a purchase fund for the group of you. I hope you are still able to gather what you need even without it." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Rudra Posted March 27 Clone Share Posted March 27 "elemental defense?" he echo Quentin, but as a question. Turmold mind go back to the previous adventure, he got torched pretty badly but Kormakr and Raygar kept him up with their healing wands, the fighter was so impressed he bought one too...not that he can use it with any reliability but the other two can. "we have dwarven toughness and healing...plenty of both" unsubtle as his maul, but so far it worked. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
hoverfrog Posted March 27 Clone Share Posted March 27 Ragyar Cleric 3/Celestial (Empyreal) Sorcerer 1 HP: 36/36, AC: 17, tAC: 9, ffAC: 17, CMD: 13, Init +0, Perception +4 "Until we can be sure what we are facing, I see little point in buying anything beyond the basics for travel," Ragyar points out. "As for the vessel, I am sure it is sturdy enough for a few dwarves." Actions Free: Move: Standard: Full Round: Show Spells and Abilities ~Abilities~ ~Cleric Spells~ ~Sorcerer Spells~ Touch of Law (Sp)You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 0 of 7 Acid Dart (Sp)As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 0 of 7 Heavenly Fire (Sp)Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier. 0 of 7 Channel EnergyChanneling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability. 2d6, 0 of 3 ~Orisons~ Mending Virtue Create Water Guidance ~First Level~ Protection from Chaos Bless Burning Disarm Command Magic Stone Pearl of Power (1st) ~Second Level~ Defending Bone Spiritual Weapon Soften Earth and Stone ~Cantrips~ Flare Light Spark Message ~First Level~ 0 of 4 Mage Armour True Strike Mount (from Page of Spell Knowledge) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
FrancisJohn Posted March 27 Clone Share Posted March 27 ~ Kormakr Osmundarson, Dwarven Wizard ~ Kormakr takes another puff and asks, "I guess that leaves one last question from me... when do we leave?" OOC: None Stats Character: Sheet, Thread HP: 34/34 Status: Hands: Empty Initiative: +4 Perception: +5 Darkvision 60 ft. AC: 19 Flat: 17 Touch: 12 CMD: 17 FCMD: 15 +4 against bullrush/trip Fort: +6 Reflex: +3 Will: +4 +5 against poison +5 against spells +5 against SLAs Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Brian Skies Posted March 27 Author Clone Share Posted March 27 "We leave as soon as you all are ready," says Lady Amina. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
miteke_mw Posted March 28 Clone Share Posted March 28 Melnop, wanderer "Ready. Shall I meet you at the ship since I will be fetching my friends first?" Stats Male C/N Tiefling Ranger (Divine Marksman/Beast Master), Level 5, Init 4, HP 57/57, Speed 30 AC 18, Touch 13, Flat-footed 15, CMD 21, Fort 7, Ref 8, Will 3, CMB +8, Base Attack Bonus 5 Abilities Str 16, Dex 16, Con 14, Int 13, Wis 12, Cha 8 Resistances Energy Resistance 5 to cold, electricity, fire Conditions None Loot None Attacks Masterwork Composite Shortbow, 9 (1d6+10, x3) Bite 10 (1d6+5, x2) +2 to all to hit and attack rolls if human from favored enemy (replacing vicious aim bonus of +2 with a +4) Talon (Velociraptor Companion) Attacks Bite 7 (1d4+1, x2) Talon 7 (1d6+1, x2) Talon 7 (1d6+1, x2) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Brian Skies Posted March 28 Author Clone Share Posted March 28 "Yes, you can all meet us at the ship. We will be departing once everyone is safely aboard." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
DarkOne7141981 Posted March 29 Clone Share Posted March 29 Quentin's Status Quentin Fitzgerald Male Neutral Human Investigator, Level 5, Init 11, HP 45/45, Speed 30 ft. AC 21, Touch 15, Flat-footed 16, CMD 18, Fort 5, Ref 10, Will 5, CMB +3, Base Attack Bonus 3 MW Cold Iron Rapier +9 (1d6+5, 18-20/x2) Light Mace +8 (1d6, 20/x2) Sickle +8 (1d6, 20/x2) Mithril Shirt (+4 Armor, +5 Dex, +2 Deflect) Abilities Str 10, Dex 20, Con 14, Int 17, Wis 10, Cha 8 Condition None Extracts Used 1st level - 0/4 Daily Extracts 2nd level - 0/2 Daily Extracts Inspiration - 0/4 Daily Uses Spent Mutagen (+2 Natural AC, +4 DEX, -2 WIS, 40 Minutes) Quentin Fitzgerald Quentin nods and steps back, content to fade into the scenery as the others continue to speak. Once he's confirmed the pier from which they will depart he excuses himself to get some last minute items and meets them about an hour before the gangplank goes up. OoC I will be purchasing gear this weekend in real life. In-character Quentin is good to go. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Brian Skies Posted April 11 Author Clone Share Posted April 11 Lady Amina and her entourage can be found at the ship. A single double-masted ship, the crew members assure you this vessel avoids the deeper waters. As other crewmates travel to and fro, many of them transporting large crates of cargo, Lady Amina can be seen going over checklists with one of her companions. Once seen, Lady Amina heads over toward the gangplank to welcome you aboard. She informs the captain that you will be traveling as part of her group. At the captain's behest, one of the crewmember's leads you downstairs to an unoccupied room. Most likely used for more esteemed travelers, Lady Amina seems to have reserved them for her adventurers. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
FrancisJohn Posted April 12 Clone Share Posted April 12 ~ Kormakr Osmundarson, Dwarven Wizard ~ Kormakr looks warily upon the ship as he reluctantly boards the gangplank. "This may come as a surprise to some of ya, but dwarves aren't known to have the most swimming prowess..." Kormakr elects to stay atop the main deck, pack worn and all, considering the below-deck chamber to be a potential underwater prison of sorts. He mumbles aloud to anyone in earshot, "Let's be off, eh? No need for this trip to take any longer than necessary." OOC: none Stats Character: Sheet, Thread HP: 34/34 Status: Hands: Empty Initiative: +4 Perception: +5 Darkvision 60 ft. AC: 19 Flat: 17 Touch: 12 CMD: 17 FCMD: 15 +4 against bullrush/trip Fort: +6 Reflex: +3 Will: +4 +5 against poison +5 against spells +5 against SLAs Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
miteke_mw Posted April 12 Clone Share Posted April 12 (edited) Melnop, wanderer "Or riding," Melnop supplements. "But I'm more worried about my friends here." Though both the raptor, currently sleeping, and the horse seem quite content to laze around on a giant rocking chair. Melnop, for his part, has his eyes glued on the land, taking it all in. Stats Male C/N Tiefling Ranger (Divine Marksman/Beast Master), Level 5, Init 4, HP 57/57, Speed 30 AC 18, Touch 13, Flat-footed 15, CMD 21, Fort 7, Ref 8, Will 3, CMB +8, Base Attack Bonus 5 Abilities Str 16, Dex 16, Con 14, Int 13, Wis 12, Cha 8 Resistances Energy Resistance 5 to cold, electricity, fire Conditions None Loot None Attacks Masterwork Composite Shortbow, 9 (1d6+10, x3) Bite 10 (1d6+5, x2) +2 to all to hit and attack rolls if human from favored enemy (replacing vicious aim bonus of +2 with a +4) Talon (Velociraptor Companion) Attacks Bite 7 (1d4+1, x2) Talon 7 (1d6+1, x2) Talon 7 (1d6+1, x2) Edited April 12 by miteke_mw (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
hoverfrog Posted April 12 Clone Share Posted April 12 Ragyar Cleric 3/Celestial (Empyreal) Sorcerer 1 HP: 36/36, AC: 17, tAC: 9, ffAC: 17, CMD: 13, Init +0, Perception +4 Ragyar had always enjoyed sailing though he had no skill at it, "The wind in your hair, salt in the air, what is not to love about the open sea?" Like his cousin he enjoys the upper deck, though he leaves his armour in his pack below decks. Actions Free: Move: Standard: Full Round: Show Spells and Abilities ~Abilities~ ~Cleric Spells~ ~Sorcerer Spells~ Touch of Law (Sp)You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 0 of 7 Acid Dart (Sp)As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 0 of 7 Heavenly Fire (Sp)Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier. 0 of 7 Channel EnergyChanneling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability. 2d6, 0 of 3 ~Orisons~ Mending Virtue Create Water Guidance ~First Level~ Protection from Chaos Bless Burning Disarm Command Magic Stone Pearl of Power (1st) ~Second Level~ Defending Bone Spiritual Weapon Soften Earth and Stone ~Cantrips~ Flare Light Spark Message ~First Level~ 0 of 4 Mage Armour True Strike Mount (from Page of Spell Knowledge) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Rudra Posted April 12 Clone Share Posted April 12 "Raygar,Kormakr, have i told you about my first job here? the bluffer beach affair?" yes he has, far too many times, a giant ant tried to ate him and since then whatever job the fighter take he end up meeting an oversized beast who try to eat him, or so he say. He also use adventures to introduce his pearls of wisdom, usually related to strange or niche pieces of equipment "we had to get there by boat, but before leaving i felt something, i had a bad feeling, i just knew something was going to happen to our boat and so i grabbed a rope and secured myself" he nod as he remember that day as if it was yesterday " a strong wave hit out boat, our cleric got tossed offboard, while the others managed to resist, that man..i think he was an aasimar, had to abandon part of his equipment to not drown" "if something can go wrong, it will go wrong, prepare for it" "This time...i dont have bad feelings...but i have a potion that let you swim like a fish, maybe its that" Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
DarkOne7141981 Posted April 13 Clone Share Posted April 13 Quentin's Status Quentin Fitzgerald Male Neutral Human Investigator, Level 5, Init 11, HP 45/45, Speed 30 ft. AC 21, Touch 15, Flat-footed 16, CMD 18, Fort 5, Ref 10, Will 5, CMB +3, Base Attack Bonus 3 MW Cold Iron Rapier +9 (1d6+5, 18-20/x2) Light Mace +8 (1d6, 20/x2) Sickle +8 (1d6, 20/x2) Mithril Shirt (+4 Armor, +5 Dex, +2 Deflect) Abilities Str 10, Dex 20, Con 14, Int 17, Wis 10, Cha 8 Condition None Extracts Used 1st level - 0/4 Daily Extracts 2nd level - 0/2 Daily Extracts Inspiration - 0/4 Daily Uses Spent Mutagen (+2 Natural AC, +4 DEX, -2 WIS, 40 Minutes) Quentin Fitzgerald Quentin boards the boat in silence, carrying his haversack and equipment to their room professionally. He notes everyone speaking but only nods politely in their directions as he walks past them. Once his equipment is secured he makes his way back to the weather decks and greets their employer with a smile and a wave. OoC Ready to go. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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