miteke_mw Posted April 25 Clone Share Posted April 25 Melnop, wanderer Melnop, who has long since finished eating, ponders Rudra's words. "Genies can be temperamental and downright nasty, right? That is a very good question. Will whatever we find, provided we find anything, be a mistake to hand over to it? Heck if I know. If so he will have to wrestle it out with the rest of the evil masterminds out there." 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...
FrancisJohn Posted April 26 Clone Share Posted April 26 (edited) ~ Kormakr Osmundarson, Dwarven Wizard ~ Kormakr has no problem in indulging in the feast with the rest of the party. He most enjoys slow-roasted lamb and the beef kabobs, red meat being a preference. He tries the skollick, but doesn't necessarily prefer seafood, but is happy to have sampled it nonetheless. After eating, his focus shifts back to the task at hand. Kormakr takes a minute to think about what he knows about the djinn... and realizes he doesn't know much at all. He shrugs at Melnop's question. "Why don't we just go there and investigate for ourselves?" OOC: Knowledge check about genies... 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 Edited April 26 by FrancisJohn (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Knowledge Planes 9 1d20+5 4 Link to comment Share on other sites More sharing options...
DarkOne7141981 Posted April 27 Clone Share Posted April 27 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 The size of the feast dwarfs Quentin, and he is unable to make a sizable dent in it. He does eat until full, however, before sitting back and listening to the others talk. "Different varieties of genies can be worse than just mercurial - efreet can be downright nasty. And too often people mistake them all for 'djinn' of one kind or another. Seeing what he really is ahead of time would be a good idea," he concludes, mostly to himself. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
hoverfrog Posted April 29 Clone Share Posted April 29 Ragyar Cleric 3/Celestial (Empyreal) Sorcerer 1 HP: 36/36, AC: 17, tAC: 9, ffAC: 17, CMD: 13, Init +0, Perception +4 "They are like Oni", Ragyar speaks up between mouthfuls, "At least that's what I've heard." 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 Knowledge (Plances) 7 1d20+6 1 Link to comment Share on other sites More sharing options...
Brian Skies Posted Wednesday at 10:21 PM Author Clone Share Posted Wednesday at 10:21 PM Once the dining hall runs out of food, the adventurers decide to take a look around the city. Lady Amina tells the adventurers the djinni can be seen at the bazaar. She also reminds them Infernix can be found deeper within the bazaar where those of elemental ancestry can be found. The adventurer's guild and various weapon, armor, and magic shops can be found in a separate district near the bazaar. Some minor bureaucratic buildings and other affluent families can be found in Lady Amina's district, while the most affluent families and the major bureaucratic buildings are in the aristocrat's district near the center of the city. Temples to Anor-Akim are littered throughout the city. Minor temples to foreign deities can be found in the adventurer's district. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
miteke_mw Posted Wednesday at 10:33 PM Clone Share Posted Wednesday at 10:33 PM Melnop, wanderer Fed up with waiting, Melnop arranges a go-bag for Raygar and leads the charge into the city. "Let's start with the adventurer's guild. Probably a lot of juicy..." Melnop pauses as he considers his use of juicy, wondering if the voracious Dwarf has messed with his head. "Er, juicy tidbits of information. Surely some of them have taken on the challenge and can fill us in. Some will play it close to the vest, but you know adventurers. Buy one a drink and just try to keep them from talking." 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...
FrancisJohn Posted Thursday at 12:24 PM Clone Share Posted Thursday at 12:24 PM ~ Kormakr Osmundarson, Dwarven Wizard ~ Kormakr shakes his head in agreement. "We could check out the guild first. Lady Amina did say we should find that Ifrit named Infernix first before encountering the djinn. A good wizard is a prepared wizard, you know. And great wizards are always prepared!" OOC: Diplomacy to gather information 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 Diplomacy (Oratory) to gather information, hours 17; 2 1d20+8;1d4 [9]; [9,2] Link to comment Share on other sites More sharing options...
Rudra Posted Thursday at 02:34 PM Clone Share Posted Thursday at 02:34 PM After several adventures together Turmold has his doubts about Kormakr's magical prowess, he has seen Raygar throw acid and fire while Kormakr...the fighter cant recall ever seeing him replicate Raygar's feats. Maybe he's a late bloomer, or is insecure, Turmold hasnt found the courage to voice his concerns, Kormakr is a good friend and an inspiring leader..who cares if he cant magick his way out of a wet paper bag. "all great wizards have high sounding titles like The White or The Wondrous, need to come up with one, ideas?" he ask to the rest of the party, surely this will boost the wizard confidence, surely! Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
miteke_mw Posted Thursday at 09:02 PM Clone Share Posted Thursday at 09:02 PM Melnop, wanderer Melnop, oblivious to the intent of the question suggests "The stout. He is a dwarf after all and who cares if it is already taken." 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...
hoverfrog Posted 19 hours ago Clone Share Posted 19 hours ago Ragyar Cleric 3/Celestial (Empyreal) Sorcerer 1 HP: 36/36, AC: 17, tAC: 9, ffAC: 17, CMD: 13, Init +0, Perception +4 "Hmm, a title is not something to be given lightly," Ragyar considers as they walk, "Kormakr is brave and loyal, of course. He is a dwarf, after all. Warlike, mighty, hmm, this will take some thought." 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...
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