Jump to content

Chapter 3D: Hold on to that Spark


Recommended Posts

spacer.pngLuohn, the Archmage


Being on watch usually meant being alert to potential foes. And doubly so in the Worldwound. So a rough weather was bad news because it hindered the sight, but it also offered some hiding from the foes so the Samsaran was worried, but not overly so. And he knew of their strength, too.

But now it seemed the weather was becoming a threat in itself, and perhaps even a directed one if there was some mind behind it. The arcanist knew some spells, beyond his current abilities, could do that. It was worth being extra careful, and he went to wake up the other members of Terendelev's Vengeance.

"There is a foul weather outside, and imminent associated danger. At least, we must prepare to move." he said to each of them, all the while preparing his own gear and keeping an eye out. He may have to pit some magic of his own against this, perhaps.

Link to comment
Share on other sites

Seq2.png.9d7aa1867bcaa119a100a3e8cf21f6d0.png 

Sequoyah the Devout, a 10th level Cleric (Roaming Exorcist) of Shelyn/3rd Tier Hierophant


AC 21 ff: 20 t: 13, CMD: 20 ffCMD: 19, health-normal.svg: 134/134, Init +4, Perception +19  awareness.svg +18 | caduceus.svg+10 body-balance.svg+6  meditation.svg+15 | walking-boot.svg: 30ft 


Conditions: None


 

Medal2.png.872a11081f83946af424854ed0eda69e.pngMedal1.png.2a19bed2c8adcbf2cfa735af6c676c5f.png

"The Worldwound refuses to allow us a pleasant walk in the sun or a decent night's sleep, as usual," Sequoyah rises, shaking to settle the armour that he now sleeps in as a matter of routine.

"Should we move the camp?"


Show Spells and Abilities

~Orisons~


Detect Magic
Guidance 1 minute
Light
Resistance 1 minute


~1st Level~


Bless 1 minute/level
Burning Disarm
Hedging Weapons 1 minute/level
Sanctuary 1 round/level
Shield of Faith 1 minute/level
Weapons against Evil 1 round/level
Domain: Protection from Evil 1 minute/level
Pearl of Power (1st)


~2nd Level~


Weapon of Awe 1 minute/level
Spear of Purity instantaneous
Protection from Evil, Communal 1 minute/level
Spiritual Weapon, 1 round/level (Mythic Spell Lore)
Eagle's Splendour, 1 minute/level
Visualization of The Body, 24 hours
Domain: Align Weapon (Good only) 1 minute/level


~3rd Level~


Prayer 1 round/level
Protection from Energy 10 minutes/level
Dispel Magic instantaneous
Summon Monster III
Summon Monster III
Domain: Magic Circle Against Evil 10 minutes/level


~4th Level~


Dimensional Anchor, instantaneous
Protection from Energy, Communal
Blessings of Fervour 1 round/level
Summon Monster IV
Holy Smite
Domain: Holy Smite instantaneous


~5th Level~


Break Enchantment (Mythic Spell Lore)
Breath of Life
Flame Strike
Domain: Dispel Evil


~Domain Powers~


Touch of Good (Sp): +1 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round. 0 of 10
Adoration (Su) 0 of 10. DC22
Dispossession (Su)
Charming Smile (Sp) 0 of 9
Holy Lance (Su) 0 of 1
Protection from Evil 0 of 3
Charm Person 0 of 3


~Abilities~


Daylight 0 of 1
True Strike 0 of 1
Channel Energy 5d6 Positive energy 30-foot radius 0 of 8 used DC19
Mythic Power 0 of 9 used
Inspired Spell (Su)
Faith’s Reach (Su)


Recuperation
Path Ability - Eldritch Breach
Amazing Initiative


~Magic Items~


Wand of Spiritual Weapon (16)
Wand of Cure Light Wounds (50)
Cold Iron Ring of Counterspell (Dispel Magic)
Potion of Lesser Restoration
Scroll of Cause Fear
Scroll of Comprehend Languages
Scroll of Resist Energy
Scroll of Protection from Evil, Caster lvl 5
Scroll of Shield of Faith, Caster lvl 5
Scroll of Hold Person, Caster lvl 5
Scroll of Dispel Magic, Caster lvl 5
Scroll of Dispel Magic, Caster lvl 5
Resistance Scale of Terendelev - Resist Energy 10 (Electricity or Cold) 0 of 3
Holy Water x12
Wardstone Shard 0 of 1
Righteous Medal of Clarity 0 of 1
Righteous Medal of Vigor 0 of 1

Leriel's Glaive
Legendary Power 0 of 2


Legendary Surge
Upgradable
Intelligent (Int 10, Wis 14, Cha 12)
Intelligent (Spellcasting)
Bless 1 minute/level 1/day
Bull’s Strength 1 minute/level 1/day
Archon's Aura 1 minute/level 1/day

 


~Active Spells and Conditions~


 

Show Actions

AC: 21 (+6 Chain shirt +2, +2 Natural, +1 Dexterity, +2 Deflection)
To Hit: +10/+5 (BAB +7/+2, +2 Glaive, +1 Str)
Damage: 1d10+3 (+2 Glaive, +1 Str)

Move action: 
Standard action: Spam Resistance and Guidance as we walk.
Full round action: 
Haste action: 
Immediate action: 
Attack of opportunity: 
Swift action: 
Free action: Use Adoration to resist the first attack against me. DC22

 

 
Link to comment
Share on other sites

30768913795_daa7c13f8d_m.jpg.fd17d01a4e1cf4f66d441195bd8f23c2.jpg35440742602_3e65b62431.jpg.4ed4d27184fdcaf139be50ad145cfc34.jpgGaius Sparhawk and Justiel

Mini-stats

Gauis Sparhawk (Wrath) :: Pathfinder :: Myth-Weavers Online Character Sheets
Init +4, Speed 30 (20 actual), Perception +15
AC 34, Touch 13, Flat-footed 22 (Full plate) -4 w/out Shield, CMD: 31
Fort +15, Ref +7, Will +7 (Reroll with Mythic Surge)
HP 149 Current: 149
Challenge: 4/4 available
Tactician (Shake it Off/Precise Strike): 1/1 available
Inspiring Rush: 1/1 available
Mythic Power: 7/7 available (Surge, Fast Healing, Sudden Block)
Bucephalus' Reins: 3/3 available
Medal of Command: +2 SV v. Emotion; 1/1 available 1 min bonus +2 Cha
Medal of Valor: +2 CMD; 1/1 available 1 min bonus +2 Str
Knight's Pennon: 1/1 available Heroism 1x/day (+2 Att)
Conditions in effect: Power Attack, Furious Focus, Mythic. DR5/Epic, DR5/Adamantine
Weapon in Hand: Shield (LH), Radiance Lance (RH)

Gaius's Horse (Wrath) :: Pathfinder :: Myth-Weavers Online Character Sheets
Init +3, Speed 50ft, Perception +10
AC 32, Touch 14, Flat-footed 27, CMD: 26
Fort +10, Ref +10, Will +5
HP 80 Current: 80
Mythic Surges 4/4: +1d8

Conditions in effect: None
Attacks: 2xHooves (+12; 1d8+5, Cold Iron), Bite (+9; 1d4+5)


Gaius frowned as the weather was playing havoc on their night. He was rather uncomfortable during those times when only armored in his chain shirt for sleeping in the field. He could not sleep in heavy platemail, even though he sometimes thought he could after spending all day in the saddle. It just would not be the kind of refreshing rest he would need for sustained physical condition in the field.

"I suppose we could move the camp to some place where the elements would have less impact. Unless you all have some magic that would protect us instead?" he asked hopefully. His companions were frequently pulling out spells from their collective arses (from his point of view at least) that did wonders they he never understood.

Link to comment
Share on other sites

 

Aberian Vourner
 
spacer.png

Aberian reacts as quickly as he can in his troubled rest and seeks higher ground for the group to escape to. After scrambling across the rocks, he shouts out in the wind, "We'd best move quickly while we can. The waters will rise quickly. I'll throw a rope down from above if I can find a good way out of the canyon." The worldwound hadn't produced anything quite so bizarre to date and once the rogue made his way to safety and lowered the rope for the others, he looked about to see what could have caused this strange weather.

 

 

IC-Actions

Seeking higher ground. Perception

Roll

Climbing up? climb check

Roll

Trying to identify a source of the weather changes. perception

roll

OOC

EDIT: seems liek something is funky with the second dice roll? Should be a 17 I think?

Stats/Conditions

[URL=/sheets/?id=1511321][B][SIZE=+1]Aberian Vourner[/SIZE][/B][/URL] Male CG Human Rogue 10 (Shadow Walker) M3, [B]Level[/B] 10, [B]Init[/B] 7, [B]HP[/B] 100/100, [B]Speed[/B] 30 ft [B]AC[/B] 23, [B]Touch[/B] 17, [B]Flat-footed[/B] 16, [B]CMD[/b] 26, [B]Fort[/B] 5, [B]Ref[/B] 18, [B]Will[/B] 5, [B]CMB[/B] +9/+4, [B]Base Attack Bonus[/B] 7/2 [B]Upon command extra 1d6 Cold damage +1 Frost Rapier [/B] 9/4 (1d6+1, 18-20/x2) [B] Dagger (with Aron) (5) [/B] 8/3 (1d4, 19-20/x2) [B]Bane (Evil Outsider) +1 Bane (Evil outsider) Shortbow, composite (+2 Strength) [/B] 14/9 (1d6+3, x3) [B]+5 competence bonus on Stealth checks +1 Shadow Mithral shirt[/B] (+5 Armor, +6 Dex, +1 Deflect) [B]Abilities[/B] Str 14, Dex 24, Con 12, Int 14, Wis 11, Cha 12 [B]Condition[/B] None [spoiler][B]Additional Information[/B] Expanded Sight (Su) [spoiler]At 1st level, a shadow walker gains darkvision with a range of 30 feet. If she already has darkvision, the range of her darkvision increases by 10 feet. When the shadow walker reaches 3rd level, and every 2 rogue levels thereafter, the range of her darkvision increases by 10 feet. Also at 3rd level, the shadow walker loses the light sensitivity weakness, if she has it. If she has light blindness, she instead treats it as light sensitivity. This ability replaces trapfinding.[/spoiler] Illumination Control (Sp) [spoiler]At 3rd level, a shadow walker can manipulate nearby illumination. At the start of each day, a shadow walker gains a number of illumination points equal to half her rogue level and can spend illumination points to use certain spell-like abilities. As long as she has at least 1 illumination point, she can cast light at will. She can spend 2 illumination points to cast darkness, and 3 illumination points to cast daylight, deeper darkness, or motes of dusk and dawn. These spell-like abilities have a caster level equal to the shadow walker’s rogue level. Using these spell-like abilities does not hamper the shadow walker’s vision; for example, she can see through the deeper darkness she creates, and does not take penalties for light sensitivity in the area of her own daylight. This ability replaces the rogue talent gained at 2nd level and trap sense.[/spoiler] Favored Illumination (Su) [spoiler]At 4th level, a shadow walker chooses one illumination level: bright light, normal light, dim light, or darkness (including supernatural darkness). While she is within her chosen illumination level, she gains a +2 bonus on initiative checks and Acrobatics, Perception, and Sleight of Hand skill checks, and can take 10 on any Stealth check attempted within that illumination level. When the shadow walker confirms a critical hit with a melee attack that deals sneak attack damage while in her chosen illumination level, she regains 1 illumination point (to a maximum of half her rogue level). Confirming a critical hit on a creature that has fewer Hit Dice than half the shadow walker’s character level doesn’t restore illumination points. When the shadow walker reaches 6th level, and every 3 rogue levels thereafter, the bonuses she gains within her chosen illumination level increase by 1. This ability replaces the rogue’s uncanny dodge and improved uncanny dodge.[/spoiler] Dirty Fighter [spoiler]When you hit a foe you are flanking, you deal 1 additional point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.[/spoiler] Chance Encounter [spoiler]Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action. You must take the second result, even if it is worse.[/spoiler] Belt of Tumbling [spoiler]The belt’s wearer gains a +4 competence bonus on Acrobatics checks made to move through a threatened square or through an enemy’s space.[/spoiler] Vanishing Move [spoiler]As a swift action, you can make yourself invisible until the end of your turn. This effect ends if you do anything other than move. If you expend one use of mythic power when using this ability, it instead acts as greater invisibility using double your tier as your caster level.[/spoiler][/spoiler]
Aberian Vourner
Male CG Human Rogue 10 (Shadow Walker) M3, Level 10, Init 7, HP 100/100, Speed 30 ft
AC 23, Touch 17, Flat-footed 16, CMD 26, Fort 5, Ref 18, Will 5, CMB +9/+4, Base Attack Bonus 7/2
Upon command extra 1d6 Cold damage +1 Frost Rapier 9/4 (1d6+1, 18-20/x2)
Dagger (with Aron) (5) 8/3 (1d4, 19-20/x2)
Bane (Evil Outsider) +1 Bane (Evil outsider) Shortbow, composite (+2 Strength) 14/9 (1d6+3, x3)
+5 competence bonus on Stealth checks +1 Shadow Mithral shirt (+5 Armor, +6 Dex, +1 Deflect)
Abilities Str 14, Dex 24, Con 12, Int 14, Wis 11, Cha 12
Condition None

Spoiler

Additional Information
Expanded Sight (Su)

Spoiler

At 1st level, a shadow walker gains darkvision with a range of 30 feet. If she already has darkvision, the range of her darkvision increases by 10 feet.
When the shadow walker reaches 3rd level, and every 2 rogue levels thereafter, the range of her darkvision increases by 10 feet. Also at 3rd level, the shadow walker loses the light sensitivity weakness, if she has it. If she has light blindness, she instead treats it as light sensitivity.
This ability replaces trapfinding.



Illumination Control (Sp)

Spoiler

At 3rd level, a shadow walker can manipulate nearby illumination. At the start of each day, a shadow walker gains a number of illumination points equal to half her rogue level and can spend illumination points to use certain spell-like abilities. As long as she has at least 1 illumination point, she can cast light at will.
She can spend 2 illumination points to cast darkness, and 3 illumination points to cast daylight, deeper darkness, or motes of dusk and dawn. These spell-like abilities have a caster level equal to the shadow walker’s rogue level. Using these spell-like abilities does not hamper the shadow walker’s vision; for example, she can see through the deeper darkness she creates, and does not take penalties for light sensitivity in the area of her own daylight.
This ability replaces the rogue talent gained at 2nd level and trap sense.



Favored Illumination (Su)

Spoiler

At 4th level, a shadow walker chooses one illumination level: bright light, normal light, dim light, or darkness (including supernatural darkness). While she is within her chosen illumination level, she gains a +2 bonus on initiative checks and Acrobatics, Perception, and Sleight of Hand skill checks, and can take 10 on any Stealth check attempted within that illumination level.
When the shadow walker confirms a critical hit with a melee attack that deals sneak attack damage while in her chosen illumination level, she regains 1 illumination point (to a maximum of half her rogue level).
Confirming a critical hit on a creature that has fewer Hit Dice than half the shadow walker’s character level doesn’t restore illumination points. When the shadow walker reaches 6th level, and every 3 rogue levels thereafter, the bonuses she gains within her chosen illumination level increase by 1.
This ability replaces the rogue’s uncanny dodge and improved uncanny dodge.


Dirty Fighter

Spoiler

When you hit a foe you are flanking, you deal 1 additional point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.



Chance Encounter

Spoiler

Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action. You must take the second result, even if it is worse.



Belt of Tumbling

Spoiler

The belt’s wearer gains a +4 competence bonus on Acrobatics checks made to move through a threatened square or through an enemy’s space.



Vanishing Move

Spoiler

As a swift action, you can make yourself invisible until the end of your turn. This effect ends if you do anything other than move. If you expend one use of mythic power when using this ability, it instead acts as greater invisibility using double your tier as your caster level.

 

 

 

 

 

Edited by bubblesmcprather
Geeze. Missed the most recent page of everyone's actions. (see edit history)
Name
Roll
34
1d20+15 19
Roll
17
1d20+11 6
roll
29
1d20+15 14
Link to comment
Share on other sites

 

  

The Worldwound.
Afternoon, 23 Kuthona (12th month, Early Winter) DR 4713
%5Bhr%5D%5B%2Fhr%5D

 

%5Bhr%5D%5B%2Fhr%5D

Luohn wakes the group, and soon Sequoyah begins casting some basic defensive spells on the group-- something that is general purpose, to defend against an unknown threat. A good approach when knowledge is limited.

As Gaius shifts nervously in his armor, Aberian attempts to climb the walls of the canyon. He struggles, though. He can see a reasonable path, but even as the precipitation has melted, it's made all of the handholds and footing even slicker than the ice otherwise would have. He makes it nearly 30 feet up before he loses his grip and plummets back to the canyon floor.

As a result, the party is unable to further prepare for what is coming their way, not very well knowing what to prepare for. And it comes quickly. With a flash of sudden light, a terrifying tornado of elemental power-- fire and air, with water surrounding it, rushes into the canyon, whipping the party about, threatening to set you entirely off-balance. With a powerful crack of thunder, the tornado seems to instantly break apart, and you find yourselves surrounded by three enormous, intimidating elemental creatures.

They appear focused, and enitirely certain of their intentions. This does not seem like a random occurrence.

spacer.png

OOC

Aberian takes falling damage, unless there's something he can do to prevent it!

Aberian Falling Damage

I have been struggling somewhat with the upload of some images on this site. If for some reason this doesn't display well, feel free to reach out to me here or on Discord and I will try to fix the map ASAP.

Oh, and roll for initiative! Anyone beating the following can act before this elemental hit squad!

Elemental Init

 

Objectives

NOTE: The following isn't meant to be restrictive or exhaustive. It's only meant to help keep track of what's going on in the story during the loooooonnnnnggggg nature of Play-by-post. You may have other objectives you'd like to pursue, or you may decide that one or more of these objectives needs to be abandoned or modified. Let me know if you'd like me to change, add, or remove objectives.

  • Determine the cause of Gaius' strange changes after being exposed to abyssal energies of the Vescavor Rift and his possession by Eustoyriax. [✓]
  • Seek out and confront Vorimeraak about Gaius' condition. [✓]
  • Close the Vescavor Rift you found previously. [And recover Umbra!][✓]
  • Investigate Djavulslaktare Hall.[✓]
  • Push to restore the temple of Sarenrae (iirc) that they found on their way to Drezen.
  • Redeem someone involved in the construction of the Corruption Forge as part of the ritual to convert the forge.
  • Track down the Spark of Shelyn.
  • Slay a gosh darned dragon!
  • What is going on with Aberian's Dreams?
  • Nurah-- what do we do with that slippery bard?
  • Jhoran Vhane-- is he still alive? Did he wind up getting some sleep? What do we do with him?
  • Frost Giants Out of Time-- How can we support / exploit them?
  • Arles Jhestander-- did he die?
  • Aron-- let's keep that fella busy. Idle hands are the devil's demons' plaything!
  • Chaleb-- How's our redeemed Cavalier doing?
  • Leriel Marden-- did her spirit dissipate into the Ether or something?

Character and Combat Info

Party Information

Character HP Effects
Luohn 80/80 Guidance, 1 minute. Resistance, 1 minute
Gaius 132/132
Guidance, 1 minute. Resistance, 1 minute
Justiel 63/63
Guidance, 1 minute. Resistance, 1 minute
Sequoyah 118/118
Guidance, 1 minute. Resistance, 1 minute
Aberian 90/90
Guidance, 1 minute. Resistance, 1 minute
   
 


Enemy Information
 

Enemy Location HP Other Info
       
       
Name
Aberian Falling Damage
11
3d6 3,4,4
Elemental Init
26
1d20+11 15
Link to comment
Share on other sites

Seq2.png.9d7aa1867bcaa119a100a3e8cf21f6d0.png 

Sequoyah the Devout, a 10th level Cleric (Roaming Exorcist) of Shelyn/3rd Tier Hierophant


AC 21 ff: 20 t: 13, CMD: 20 ffCMD: 19, health-normal.svg: 134/134, Init +4, Perception +19  awareness.svg +18 | caduceus.svg+10 body-balance.svg+6  meditation.svg+15 | walking-boot.svg: 30ft 


Conditions: None


 

Medal2.png.872a11081f83946af424854ed0eda69e.pngMedal1.png.2a19bed2c8adcbf2cfa735af6c676c5f.png

"Creatures of the elements, stop this attack!" Sequoyah calls out.


Show Spells and Abilities

~Orisons~


Detect Magic
Guidance 1 minute
Light
Resistance 1 minute


~1st Level~


Bless 1 minute/level
Burning Disarm
Hedging Weapons 1 minute/level
Sanctuary 1 round/level
Shield of Faith 1 minute/level
Weapons against Evil 1 round/level
Domain: Protection from Evil 1 minute/level
Pearl of Power (1st)


~2nd Level~


Weapon of Awe 1 minute/level
Spear of Purity instantaneous
Protection from Evil, Communal 1 minute/level
Spiritual Weapon, 1 round/level (Mythic Spell Lore)
Eagle's Splendour, 1 minute/level
Visualization of The Body, 24 hours
Domain: Align Weapon (Good only) 1 minute/level


~3rd Level~


Prayer 1 round/level
Protection from Energy 10 minutes/level
Dispel Magic instantaneous
Summon Monster III
Summon Monster III
Domain: Magic Circle Against Evil 10 minutes/level


~4th Level~


Dimensional Anchor, instantaneous
Protection from Energy, Communal
Blessings of Fervour 1 round/level
Summon Monster IV
Holy Smite
Domain: Holy Smite instantaneous


~5th Level~


Break Enchantment (Mythic Spell Lore)
Breath of Life
Flame Strike
Domain: Dispel Evil


~Domain Powers~


Touch of Good (Sp): +1 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round. 0 of 10
Adoration (Su) 0 of 10. DC22
Dispossession (Su)
Charming Smile (Sp) 0 of 9
Holy Lance (Su) 0 of 1
Protection from Evil 0 of 3
Charm Person 0 of 3


~Abilities~


Daylight 0 of 1
True Strike 0 of 1
Channel Energy 5d6 Positive energy 30-foot radius 0 of 8 used DC19
Mythic Power 0 of 9 used
Inspired Spell (Su)
Faith’s Reach (Su)


Recuperation
Path Ability - Eldritch Breach
Amazing Initiative


~Magic Items~


Wand of Spiritual Weapon (16)
Wand of Cure Light Wounds (50)
Cold Iron Ring of Counterspell (Dispel Magic)
Potion of Lesser Restoration
Scroll of Cause Fear
Scroll of Comprehend Languages
Scroll of Resist Energy
Scroll of Protection from Evil, Caster lvl 5
Scroll of Shield of Faith, Caster lvl 5
Scroll of Hold Person, Caster lvl 5
Scroll of Dispel Magic, Caster lvl 5
Scroll of Dispel Magic, Caster lvl 5
Resistance Scale of Terendelev - Resist Energy 10 (Electricity or Cold) 0 of 3
Holy Water x12
Wardstone Shard 0 of 1
Righteous Medal of Clarity 0 of 1
Righteous Medal of Vigor 0 of 1

Leriel's Glaive
Legendary Power 0 of 2


Legendary Surge
Upgradable
Intelligent (Int 10, Wis 14, Cha 12)
Intelligent (Spellcasting)
Bless 1 minute/level 1/day
Bull’s Strength 1 minute/level 1/day
Archon's Aura 1 minute/level 1/day

 


~Active Spells and Conditions~


 

Show Actions

AC: 21 (+6 Chain shirt +2, +2 Natural, +1 Dexterity, +2 Deflection)
To Hit: +10/+5 (BAB +7/+2, +2 Glaive, +1 Str)
Damage: 1d10+3 (+2 Glaive, +1 Str)

Move action: 
Standard action: 
Full round action: 
Haste action: 
Immediate action: 
Attack of opportunity: 
Swift action: 
Free action: Use Adoration to resist the first attack against me. DC22

 

 
Name
Initiative
24
1d20+4 20
Link to comment
Share on other sites

30768913795_daa7c13f8d_m.jpg.fd17d01a4e1cf4f66d441195bd8f23c2.jpg35440742602_3e65b62431.jpg.4ed4d27184fdcaf139be50ad145cfc34.jpgGaius Sparhawk and Justiel

Mini-stats

Gauis Sparhawk (Wrath) :: Pathfinder :: Myth-Weavers Online Character Sheets
Init +4, Speed 30 (20 actual), Perception +15
AC 34, Touch 13, Flat-footed 22 (Full plate) -4 w/out Shield, CMD: 31
Fort +15, Ref +7, Will +7 (Reroll with Mythic Surge)
HP 149 Current: 149
Challenge: 4/4 available
Tactician (Shake it Off/Precise Strike): 1/1 available
Inspiring Rush: 1/1 available
Mythic Power: 7/7 available (Surge, Fast Healing, Sudden Block)
Bucephalus' Reins: 3/3 available
Medal of Command: +2 SV v. Emotion; 1/1 available 1 min bonus +2 Cha
Medal of Valor: +2 CMD; 1/1 available 1 min bonus +2 Str
Knight's Pennon: 1/1 available Heroism 1x/day (+2 Att)
Conditions in effect: Power Attack, Furious Focus, Mythic. DR5/Epic, DR5/Adamantine
Weapon in Hand: Shield (LH), Radiance Lance (RH)

Gaius's Horse (Wrath) :: Pathfinder :: Myth-Weavers Online Character Sheets
Init +3, Speed 50ft, Perception +10
AC 32, Touch 14, Flat-footed 27, CMD: 26
Fort +10, Ref +10, Will +5
HP 80 Current: 80
Mythic Surges 4/4: +1d8

Conditions in effect: None
Attacks: 2xHooves (+12; 1d8+5, Cold Iron), Bite (+9; 1d4+5)


Gaius gripped Radiance the lance tighter, ready to charge at... certainly not the weather, right? Except things were not mundane and now the weather turned into real opponents... or perhaps magical creatures that could be parleyed.

"Do you think these creatures are acting alone or controlled?" he asked.

Name
Initiative
17
1d20+4 13
Link to comment
Share on other sites

spacer.pngLuohn, the Archmage


"Hard to be sure in the Worldwound, but my bet is on controlled." Luohn said in his most professional assessment tone. If it was true, it meant the creatures could perhaps be dismissed or turned against the summoner. It also meant he could throw new threats at them in any way he saw fit...

Link to comment
Share on other sites

×
×
  • Create New...