Rakle Posted April 21 Clone Share Posted April 21 In a whisper so the three miners cannot hear her "Anyone skilled in medicine? We should first check them for any undead diseases. The undead were in the camp and didn't kill them " Looking around at the mess, she adds "I'm going to search the camp for food and water. I can tap each one with my wand to help with their injuries, but they still need food and water to get back to the fort. AC: 18 (19 if adjacent to a single foe) HP 6/9 Bard Song 12/12 1st 2/2 Fire Resistance 5 Fast heal 2 1/1 Actions Stat Block Vesal M N Ifrit (native, outsider) Bard (Dawnflower Dervish), Level 1, Init 4, HP 9/9, Speed 30 AC 18, Touch 14, Flat-footed 14, CMD 15, Fort 1, Ref 6, Will 2, CMB +1, Base Attack Bonus 0, Action Points n/a scimitar +4 (1d6+4, 18+; x2 +2fire) darts +4 (1d4+1, x2) hide shirt (+3 Armor, +4 Dex) wand of clw 50 charges Abilities Str 13, Dex 18, Con 12, Int 10, Wis 10, Cha 15 Condition None Name xDiceName xDiceResult xDiceString xDiceRolls perception 19 1d20+4 15 Link to comment Share on other sites More sharing options...
Mindcrime Posted April 21 Clone Share Posted April 21 Khan Khan Male, Half-orc Class: Ranger | Level: 1 Str: 14 | Dex: 16 | Con: 14 | Int: 12 | Wis: 13 | Cha: 10 HP: 12/12 | Speed: 30 | Init: +3 AC: 15 | Touch: 13 | Flat-footed: 12 CMD: 16 | FCMD: 13 Fort: 4 | Ref: 5 | Will: 1 Weapons Longbow: +4Dexterity Modifier: +3 Base Attack Bonus: +1 (1d8, x3) [100 ft range] Scimitar (cold-iron): +3Strength Modifier: +2 Base Attack Bonus: +1 (1d6+2, 18-20/x2) Dagger: +3Strength Modifier: +2 Base Attack Bonus: +1 (melee)/+4Dexterity Modifier: +3 Base Attack Bonus: +1 (missile) (1d4+2, 19-20/x2) [10 ft range] Situational Modifiers Favored EnemyCLASS (RANGER) FEATURE At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher. 1st: Monstrous Humanoids (+2) | Freedom FighterFACTION Your family has long waged war against tyranny, and you learned a great deal about guerilla warfare in your youth. You gain a +1 trait bonus on Stealth checks and a +1 trait bonus on attack rolls during surprise rounds. | Orc BloodRACIAL TRAIT Half-orcs count as both humans and orcs for any effect related to race. | Orc FerocityRACIAL TRAIT Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying. | Point-Blank ShotFEAT You are especially accurate when making ranged attacks against close targets. Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. | TrackCLASS (RANGER) FEATURE A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks. Bonus Types The important aspect of bonus types is that two bonuses of the same type don’t generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus of a given type works. Bonuses without a type always stack, unless they are from the same source. Alchemical:An alchemical bonus is granted by the use of a non-magical, alchemical substance such as antitoxin. --- | Armor:An armor bonus applies to armor class and is granted by armor or by a spell or magical effect that mimics armor. Armor bonuses stack with all other bonuses to armor class (even with natural armor bonuses) except other armor bonuses. An armor bonus doesn’t apply against touch attacks, except for armor bonuses granted by force effects (such as the mage armor spell) which apply against incorporeal touch attacks, such as that of a shadow. +2Leather Armor | BAB:This number is a modifier added to your attack rolls. A higher number means you’re better at combat. +1 | Circumstance:A circumstance bonus (or penalty) arises from specific conditional factors impacting the success of the task at hand. Circumstance bonuses stack with all other bonuses, including other circumstance bonuses, unless they arise from essentially the same source. --- | Competence:A competence bonus (or penalty) affects a character’s performance of a particular task, as in the case of the bardic ability to inspire competence. Multiple competence bonuses don’t stack; only the highest bonus applies. --- Deflection:A deflection bonus affects armor class and is granted by a spell or magic effect that makes attacks veer off harmlessly. Deflection bonuses stack with all other bonuses to AC except other deflection bonuses. A deflection bonus applies against touch attacks. --- | Dodge:A dodge bonus improves armor class (and sometimes Reflex saves) resulting from physical skill at avoiding blows and other ill effects. Dodge bonuses are never 1 usually not granted by spells or magic items. Any situation or effect (except wearing armor) that negates a character’s Dexterity bonus also negates any dodge bonuses the character may have. Dodge bonuses stack with all other bonuses to AC, even other dodge bonuses. Dodge bonuses apply against touch attacks. --- | Enhancement:An enhancement bonus represents an increase in the sturdiness and/or effectiveness of armor or natural armor, or the effectiveness of a weapon, or a general bonus to an ability score. Multiple enhancement bonuses on the same object (in the case of armor and weapons), creature (in the case of natural armor), or ability score do not stack. Only the highest enhancement bonus applies. Since enhancement bonuses to armor or natural armor effectively increase the armor or natural armor’s bonus to AC, they don’t apply against touch attacks. --- | Inherent:Content... --- | Insight:An insight bonus improves performance of a given activity by granting the character an almost precognitive knowledge of what might occur. Multiple insight bonuses on the same character or object do not stack. Only the highest insight bonus applies. --- Luck:A luck bonus represents good (or bad) fortune. Multiple luck bonuses on the same character or object do not stack. Only the highest luck bonus applies. --- | Morale:A morale bonus represents the effects of greater hope, courage, and determination (or hopelessness, cowardice, and despair in the case of a morale penalty). Multiple morale bonuses on the same character do not stack. Only the highest morale bonus applies. Non-intelligent creatures (creatures with an Intelligence of 0 or no Intelligence at all) cannot benefit from morale bonuses. --- | Natural Armor:A natural armor bonus improves armor class resulting from a creature’s naturally tough hide. Natural armor bonuses stack with all other bonuses to armor class (even with armor bonuses) except other natural armor bonuses. Some magical effects (such as the barkskin spell) grant an enhancement bonus to the creature’s existing natural armor bonus, which has the effect of increasing the natural armor’s overall bonus to armor class. A natural armor bonus doesn’t apply against touch attacks. --- | Profane:A profane bonus (or penalty) stems from the power of evil. Multiple profane bonuses on the same character or object do not stack. Only the highest profane bonus applies. --- | Racial:A racial bonus comes from the culture a particular creature was brought up in or because of innate characteristics of that type of creature. If a creature’s race changes (for instance, if it dies and is reincarnated), it loses all racial bonuses it had in its previous form. VariousSee Situational Modifiers Resistance:A resistance bonus affects saving throws, providing extra protection against harm. Multiple resistance bonuses on the same character or object do not stack. Only the highest resistance bonus applies. --- | Sacred:A sacred bonus (or penalty) stems from the power of good. Multiple sacred bonuses on the same character or object do not stack. Only the highest sacred bonus applies. --- | Shield:A shield bonus improves armor class and is granted by a shield or by a spell or magic effect that mimics a shield. Shield bonuses stack with all other bonuses to AC except other shield bonuses. A magic shield typically grants an enhancement bonus to the shield’s shield bonus, which has the effect of increasing the shield’s overall bonus to AC. A shield bonus granted by a spell or magic item typically takes the form of an invisible, tangible field of force that protects the recipient. A shield bonus doesn’t apply against touch attacks. --- | Size:A size bonus or penalty is derived from a creature’s size category. Size modifiers of different kinds apply to armor class, attack rolls, Stealth checks, combat maneuver checks, and various other checks. --- | Trait:A trait bonus is a bonus granted via a character trait. Character traits are an optional additional character defining feature like feats but less powerful (typically about half as strong as a feat.) As with other named bonuses, trait bonuses do not “stack” with other trait bonuses. VariousSee Situational Modifiers Condition(s): None Post With the battle over just as fast as it began, Khan glanced at Tanith as the woman kicked something out of frustration. He wasn't sure what had so frustrated her and was shaken from his thoughts by Vesal's question regarding someone skilled in medicine, which he was, somewhat. The half-orc quickly slung the longbow that he was carrying across his chest in order to free both hands, then approached the miner's. "Let me check your injuries." he said quietly as he began examining them. OOC & Mechanics Heal Check Features | Prepared Spells Wild Empathy:A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check. (+1) Spells Prepared (CL: 1) 1st Level [DC: 12] 2nd Level [DC: 13] 3rd Level [DC: 14] 4th Level [DC: 15] X X X X Name xDiceName xDiceResult xDiceString xDiceRolls Heal Check 18 1d20+5 13 Link to comment Share on other sites More sharing options...
kanatafun Posted April 21 Clone Share Posted April 21 "I have no skill at medicine, so I will guard just in case there are more out there." Sorgath Male CN Half-Orc Medium Level 1 Init 2 HP 10/10 Speed 30' AC 17 Touch 12 FF 15 CMD 16 Fort 5 Ref 4 Will 2 CMB +4 BAB 0 Fauchard, Cold Iron +5 (1d10+6+3, 18-20/x2) Fauchard, Cold Iron, Large +5 (2d8+7+3, 18-20/x2) Sling +2 (1d4+4, x2) Str 18 Dex 14 Con 12 Int 12 Wis 7 Cha 14 Condition None Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Dax Thura Posted April 22 Author Clone Share Posted April 22 (edited) Vesal's healing do a lot to help the miners. You give them food and water which boosts their spirits and improves their health as well. After your administrations, they feel that they could return to Fort Bandu on their own. The miners also inform you that kobold raiders kidnapped 10 or more members of their crew and marched them off deeper into the Bandu Hills—likely to what the miners believe is a major kobold settlement in a forested valley about 15 miles away. They’re able to provide basic directions to the settlement. Looking through the camp for food and water, you come upon some Gold Crown Company logbooks. They detail the discovery of an abundant vein of silver nearby that they have worked to keep secret from their competitors. Exchange Faction This mining operation opens up two mutually exclusive opportunities for members of the Exchange faction. On one hand, the faction PCs use their rescue of the miners to impress the Golden Crown Company, leveraging their heroism to secure a lucrative deal or contract. Even if all the miners are slain, returning the logbooks to a Golden Crown representative in Fort Bandu would be an important sign of goodwill. Alternatively, the PCs could sell the mine’s location to the Deeptreasure Mining Company (a much more powerful, albeit less scrupulous operation). In doing so, the Exchange would gain an even more powerful friend in the region while sabotaging its competitor’s investments in the region. STATS Perception: Normal Terrain: Jungle Cover: Normal Sorgath- 10/10 HP; Tanith- 8/8 HP; Vesal- 7/9 HP; Khan- 12/12 HP; *** MAPS AND HANDOUTS *** Mentions @Mindcrime @Rakle @Starhawk @kanatafun Edited April 22 by Dax Thura (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Rakle Posted April 22 Clone Share Posted April 22 "Sounds like we need to put some kobolds to the sword, and rescue the other miners " Vesal comments. "I'm ready to start the march to that location." AC: 18 (19 if adjacent to a single foe) HP 6/9 Bard Song 12/12 1st 2/2 Fire Resistance 5 Fast heal 2 1/1 Actions Stat Block Vesal M N Ifrit (native, outsider) Bard (Dawnflower Dervish), Level 1, Init 4, HP 9/9, Speed 30 AC 18, Touch 14, Flat-footed 14, CMD 15, Fort 1, Ref 6, Will 2, CMB +1, Base Attack Bonus 0, Action Points n/a scimitar +4 (1d6+4, 18+; x2 +2fire) darts +4 (1d4+1, x2) hide shirt (+3 Armor, +4 Dex) wand of clw 46 charges Abilities Str 13, Dex 18, Con 12, Int 10, Wis 10, Cha 15 Condition None Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Starhawk Posted April 22 Clone Share Posted April 22 Tanith Camarilla, Elven Wizard Tanith Profile Female Lawful Neutral Elf Wizard (Conjuration - Teleportation) Level 1 Init 5 HP 8/8 Speed 30' AC 13 Touch 13 FF 10 CMD 12 Fort 1 Ref 3 Will 3 CMB -1 BAB 0 Dagger -1 (1d4-1, 19-20/x2) Light Crossbow +3 (1d8, 19-20/x2) (+3 Dex) Str 8 Dex 16 Con 12 Int 18 Wis 12 Cha 10 Cantrips: Acid Orb, Dancing Lights, Mage Hand 1st level Mage Armor, Grease, Colour Spray Power: Shift 6/7 (Swift Action does not provoke) 5' dimension door Wand of Infernal Healing 50/50 Condition None Familiar 'Imp' Profile Familiar (Elemental Familiar [Air]) Thrush "Imp" N Diminutive (+6 to fly +8 to stealth) animal Init +2 Senses low-light vision Perception +9 (1 rank (1)+ Wis (2) + Skill Focus (3) +Class (3) = +9 AC 17 Touch 16 FF 15 (+2 Dex, +4 size + 1 Natural) HP 4 Fort +0 Ref +4 Will [+4] Speed 10 ft Fly 50 ft (good) Melee bite –1 (1d2–5) Space 1 ft.; Reach 0 ft. Str 1 Dex 15 Con 6 Int 6 Wis 15 Cha 6 BAB +0 CMB –2 CMD 13 Race Feats Skill Focus (Perception) Skills Fly (Good) +16, Perception +9, Stealth +14 Familiar Feats Alertness, Elemental Manifestation, share spells, empathic link. Tanith commands her familiar 'Imp' to circle the area, also to go tent to tent searching for valuables and the like. When Vesal mentions kobolds, she nods.. "the Aspis at the Fort mentioned that something our quarry had done had the effect of driving the kobolds into a frenzy. So, since the only way to get information about that is from kobolds, and not from my spells, I can only agree.." OOC: Imp takes 20 on Perception, so 27, to scout for resources' , especially those which might aid in the company's survival. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Dax Thura Posted April 22 Author Clone Share Posted April 22 I did forget to add that you found two masterwork heavy picks and a masterwork heavy wooden shield among the ruined equipment. If you leave now, you'll be traveling during the hottest part of the day. STATS Perception: Normal Terrain: Jungle Cover: Normal Sorgath- 10/10 HP; Tanith- 8/8 HP; Vesal- 7/9 HP; Khan- 12/12 HP; *** MAPS AND HANDOUTS *** Mentions @Mindcrime @Rakle @Starhawk @kanatafun Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
kanatafun Posted April 22 Clone Share Posted April 22 (edited) "I am ready to head out once the day cools. I would prefer to hand the books over to the original owners, the Gold Crown Company, even though it is less lucrative, I feel it is good business practices to deal fairly and not always for the best profit." Sorgath Male CN Half-Orc Medium Level 1 Init 2 HP 10/10 Speed 30' AC 17 Touch 12 FF 15 CMD 16 Fort 5 Ref 4 Will 2 CMB +4 BAB 0 Fauchard, Cold Iron +5 (1d10+6+3, 18-20/x2) Fauchard, Cold Iron, Large +5 (2d8+7+3, 18-20/x2) Sling +2 (1d4+4, x2) Str 18 Dex 14 Con 12 Int 12 Wis 7 Cha 14 Condition None Edited just now by kanatafun (see edit history) Edited April 22 by kanatafun (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Rakle Posted April 22 Clone Share Posted April 22 "Sure." Vesal responds to Sorgath about the company log. "We could do our daily rest now. Then walk through the night to get to the kobolds " Vesal suggests. AC: 18 (19 if adjacent to a single foe) HP 6/9 Bard Song 12/12 1st 2/2 Fire Resistance 5 Fast heal 2 1/1 Actions Stat Block Vesal M N Ifrit (native, outsider) Bard (Dawnflower Dervish), Level 1, Init 4, HP 9/9, Speed 30 AC 18, Touch 14, Flat-footed 14, CMD 15, Fort 1, Ref 6, Will 2, CMB +1, Base Attack Bonus 0, Action Points n/a scimitar +4 (1d6+4, 18+; x2 +2fire) darts +4 (1d4+1, x2) hide shirt (+3 Armor, +4 Dex) wand of clw 46 charges Abilities Str 13, Dex 18, Con 12, Int 10, Wis 10, Cha 15 Condition None Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Mindcrime Posted April 22 Clone Share Posted April 22 Khan Khan Male, Half-orc Class: Ranger | Level: 1 Str: 14 | Dex: 16 | Con: 14 | Int: 12 | Wis: 13 | Cha: 10 HP: 12/12 | Speed: 30 | Init: +3 AC: 15 | Touch: 13 | Flat-footed: 12 CMD: 16 | FCMD: 13 Fort: 4 | Ref: 5 | Will: 1 Weapons Longbow: +4Dexterity Modifier: +3 Base Attack Bonus: +1 (1d8, x3) [100 ft range] Scimitar (cold-iron): +3Strength Modifier: +2 Base Attack Bonus: +1 (1d6+2, 18-20/x2) Dagger: +3Strength Modifier: +2 Base Attack Bonus: +1 (melee)/+4Dexterity Modifier: +3 Base Attack Bonus: +1 (missile) (1d4+2, 19-20/x2) [10 ft range] Situational Modifiers Favored EnemyCLASS (RANGER) FEATURE At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher. 1st: Monstrous Humanoids (+2) | Freedom FighterFACTION Your family has long waged war against tyranny, and you learned a great deal about guerilla warfare in your youth. You gain a +1 trait bonus on Stealth checks and a +1 trait bonus on attack rolls during surprise rounds. | Orc BloodRACIAL TRAIT Half-orcs count as both humans and orcs for any effect related to race. | Orc FerocityRACIAL TRAIT Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying. | Point-Blank ShotFEAT You are especially accurate when making ranged attacks against close targets. Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. | TrackCLASS (RANGER) FEATURE A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks. Bonus Types The important aspect of bonus types is that two bonuses of the same type don’t generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus of a given type works. Bonuses without a type always stack, unless they are from the same source. Alchemical:An alchemical bonus is granted by the use of a non-magical, alchemical substance such as antitoxin. --- | Armor:An armor bonus applies to armor class and is granted by armor or by a spell or magical effect that mimics armor. Armor bonuses stack with all other bonuses to armor class (even with natural armor bonuses) except other armor bonuses. An armor bonus doesn’t apply against touch attacks, except for armor bonuses granted by force effects (such as the mage armor spell) which apply against incorporeal touch attacks, such as that of a shadow. +2Leather Armor | BAB:This number is a modifier added to your attack rolls. A higher number means you’re better at combat. +1 | Circumstance:A circumstance bonus (or penalty) arises from specific conditional factors impacting the success of the task at hand. Circumstance bonuses stack with all other bonuses, including other circumstance bonuses, unless they arise from essentially the same source. --- | Competence:A competence bonus (or penalty) affects a character’s performance of a particular task, as in the case of the bardic ability to inspire competence. Multiple competence bonuses don’t stack; only the highest bonus applies. --- Deflection:A deflection bonus affects armor class and is granted by a spell or magic effect that makes attacks veer off harmlessly. Deflection bonuses stack with all other bonuses to AC except other deflection bonuses. A deflection bonus applies against touch attacks. --- | Dodge:A dodge bonus improves armor class (and sometimes Reflex saves) resulting from physical skill at avoiding blows and other ill effects. Dodge bonuses are never 1 usually not granted by spells or magic items. Any situation or effect (except wearing armor) that negates a character’s Dexterity bonus also negates any dodge bonuses the character may have. Dodge bonuses stack with all other bonuses to AC, even other dodge bonuses. Dodge bonuses apply against touch attacks. --- | Enhancement:An enhancement bonus represents an increase in the sturdiness and/or effectiveness of armor or natural armor, or the effectiveness of a weapon, or a general bonus to an ability score. Multiple enhancement bonuses on the same object (in the case of armor and weapons), creature (in the case of natural armor), or ability score do not stack. Only the highest enhancement bonus applies. Since enhancement bonuses to armor or natural armor effectively increase the armor or natural armor’s bonus to AC, they don’t apply against touch attacks. --- | Inherent:Content... --- | Insight:An insight bonus improves performance of a given activity by granting the character an almost precognitive knowledge of what might occur. Multiple insight bonuses on the same character or object do not stack. Only the highest insight bonus applies. --- Luck:A luck bonus represents good (or bad) fortune. Multiple luck bonuses on the same character or object do not stack. Only the highest luck bonus applies. --- | Morale:A morale bonus represents the effects of greater hope, courage, and determination (or hopelessness, cowardice, and despair in the case of a morale penalty). Multiple morale bonuses on the same character do not stack. Only the highest morale bonus applies. Non-intelligent creatures (creatures with an Intelligence of 0 or no Intelligence at all) cannot benefit from morale bonuses. --- | Natural Armor:A natural armor bonus improves armor class resulting from a creature’s naturally tough hide. Natural armor bonuses stack with all other bonuses to armor class (even with armor bonuses) except other natural armor bonuses. Some magical effects (such as the barkskin spell) grant an enhancement bonus to the creature’s existing natural armor bonus, which has the effect of increasing the natural armor’s overall bonus to armor class. A natural armor bonus doesn’t apply against touch attacks. --- | Profane:A profane bonus (or penalty) stems from the power of evil. Multiple profane bonuses on the same character or object do not stack. Only the highest profane bonus applies. --- | Racial:A racial bonus comes from the culture a particular creature was brought up in or because of innate characteristics of that type of creature. If a creature’s race changes (for instance, if it dies and is reincarnated), it loses all racial bonuses it had in its previous form. VariousSee Situational Modifiers Resistance:A resistance bonus affects saving throws, providing extra protection against harm. Multiple resistance bonuses on the same character or object do not stack. Only the highest resistance bonus applies. --- | Sacred:A sacred bonus (or penalty) stems from the power of good. Multiple sacred bonuses on the same character or object do not stack. Only the highest sacred bonus applies. --- | Shield:A shield bonus improves armor class and is granted by a shield or by a spell or magic effect that mimics a shield. Shield bonuses stack with all other bonuses to AC except other shield bonuses. A magic shield typically grants an enhancement bonus to the shield’s shield bonus, which has the effect of increasing the shield’s overall bonus to AC. A shield bonus granted by a spell or magic item typically takes the form of an invisible, tangible field of force that protects the recipient. A shield bonus doesn’t apply against touch attacks. --- | Size:A size bonus or penalty is derived from a creature’s size category. Size modifiers of different kinds apply to armor class, attack rolls, Stealth checks, combat maneuver checks, and various other checks. --- | Trait:A trait bonus is a bonus granted via a character trait. Character traits are an optional additional character defining feature like feats but less powerful (typically about half as strong as a feat.) As with other named bonuses, trait bonuses do not “stack” with other trait bonuses. VariousSee Situational Modifiers Condition(s): None Post Khan retrieved the arrows that he had fired at the undead and returned to his companions. "I agree, we should rest." he said as he looked at the finely crafted heavy picks and wooden shield. "We could stash these somewhere nearby and gather them on our way back. No need to weigh ourselves down with trying to carry them, especially with the potential danger ahead. That is, unless one of you can use these?" he asked as he found a place to sit, preferably in the shade. OOC & Mechanics .... Features | Prepared Spells Wild Empathy:A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check. (+1) Spells Prepared (CL: 1) 1st Level [DC: 12] 2nd Level [DC: 13] 3rd Level [DC: 14] 4th Level [DC: 15] X X X X Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Starhawk Posted April 22 Clone Share Posted April 22 Tanith Camarilla, Elven Wizard Tanith Profile Female Lawful Neutral Elf Wizard (Conjuration - Teleportation) Level 1 Init 5 HP 8/8 Speed 30' AC 13 Touch 13 FF 10 CMD 12 Fort 1 Ref 3 Will 3 CMB -1 BAB 0 Dagger -1 (1d4-1, 19-20/x2) Light Crossbow +3 (1d8, 19-20/x2) (+3 Dex) Str 8 Dex 16 Con 12 Int 18 Wis 12 Cha 10 Cantrips: Acid Orb, Dancing Lights, Mage Hand 1st level Mage Armor, Grease, Colour Spray Power: Shift 6/7 (Swift Action does not provoke) 5' dimension door Wand of Infernal Healing 50/50 Condition None Familiar 'Imp' Profile Familiar (Elemental Familiar [Air]) Thrush "Imp" N Diminutive (+6 to fly +8 to stealth) animal Init +2 Senses low-light vision Perception +9 (1 rank (1)+ Wis (2) + Skill Focus (3) +Class (3) = +9 AC 17 Touch 16 FF 15 (+2 Dex, +4 size + 1 Natural) HP 4 Fort +0 Ref +4 Will [+4] Speed 10 ft Fly 50 ft (good) Melee bite –1 (1d2–5) Space 1 ft.; Reach 0 ft. Str 1 Dex 15 Con 6 Int 6 Wis 15 Cha 6 BAB +0 CMB –2 CMD 13 Race Feats Skill Focus (Perception) Skills Fly (Good) +16, Perception +9, Stealth +14 Familiar Feats Alertness, Elemental Manifestation, share spells, empathic link. Tanith praises her familiar for finding the goodies, Imp being the only one who actually looked for anything of value. Then... "I suspect we're not coming back. Whatever our quarry did here it took him onwards, doubtless to the foreign place far from here whose name I cannot remember, in search of the mentioned thing, whose name I cannot remember. Sorgath, you're big and strong, could you carry these until we can sell them? I venture we could use an expendable wand or two and a bunch of alchemical items." "As for Vesal's Yes, let's rest now and move towards the kobolds under cover of darkness." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Dax Thura Posted April 23 Author Clone Share Posted April 23 You rest through the hot time of the day and start off to your next destination once evening arrives. For a short time, the miners travel with you until they need to go one way while you go another. The again give thanks for your rescue and turn toward Fort Bandu. Need another Survival 12 check. STATS Perception: Normal Terrain: Jungle Cover: Normal Sorgath- 10/10 HP; Tanith- 8/8 HP; Vesal- 7/9 HP; Khan- 12/12 HP; *** MAPS AND HANDOUTS *** Mentions @Mindcrime @Rakle @Starhawk @kanatafun Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Rakle Posted April 23 Clone Share Posted April 23 (edited) Before she rests, Vesal will cast a magical spell to heal herself. As they travel, she will try to assist in the navigation and today she is helpful. AC: 18 (19 if adjacent to a single foe) HP 9/9 Bard Song 12/12 1st 2/2 Fire Resistance 5 Fast heal 2 1/1 Actions Cast CLW - Min amount is enough to fully heal herself. Stat Block Vesal M N Ifrit (native, outsider) Bard (Dawnflower Dervish), Level 1, Init 4, HP 9/9, Speed 30 AC 18, Touch 14, Flat-footed 14, CMD 15, Fort 1, Ref 6, Will 2, CMB +1, Base Attack Bonus 0, Action Points n/a scimitar +4 (1d6+4, 18+; x2 +2fire) darts +4 (1d4+1, x2) hide shirt (+3 Armor, +4 Dex) wand of clw 46 charges Abilities Str 13, Dex 18, Con 12, Int 10, Wis 10, Cha 15 Condition None Edited April 23 by Rakle (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls CLW spell on herself before rest 9 1d8+1 8 survival aid 15 1d20 15 Link to comment Share on other sites More sharing options...
Mindcrime Posted April 23 Clone Share Posted April 23 Khan Khan Male, Half-orc Class: Ranger | Level: 1 Str: 14 | Dex: 16 | Con: 14 | Int: 12 | Wis: 13 | Cha: 10 HP: 12/12 | Speed: 30 | Init: +3 AC: 15 | Touch: 13 | Flat-footed: 12 CMD: 16 | FCMD: 13 Fort: 4 | Ref: 5 | Will: 1 Weapons Longbow: +4Dexterity Modifier: +3 Base Attack Bonus: +1 (1d8, x3) [100 ft range] Scimitar (cold-iron): +3Strength Modifier: +2 Base Attack Bonus: +1 (1d6+2, 18-20/x2) Dagger: +3Strength Modifier: +2 Base Attack Bonus: +1 (melee)/+4Dexterity Modifier: +3 Base Attack Bonus: +1 (missile) (1d4+2, 19-20/x2) [10 ft range] Situational Modifiers Favored EnemyCLASS (RANGER) FEATURE At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher. 1st: Monstrous Humanoids (+2) | Freedom FighterFACTION Your family has long waged war against tyranny, and you learned a great deal about guerilla warfare in your youth. You gain a +1 trait bonus on Stealth checks and a +1 trait bonus on attack rolls during surprise rounds. | Orc BloodRACIAL TRAIT Half-orcs count as both humans and orcs for any effect related to race. | Orc FerocityRACIAL TRAIT Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying. | Point-Blank ShotFEAT You are especially accurate when making ranged attacks against close targets. Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. | TrackCLASS (RANGER) FEATURE A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks. Bonus Types The important aspect of bonus types is that two bonuses of the same type don’t generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus of a given type works. Bonuses without a type always stack, unless they are from the same source. Alchemical:An alchemical bonus is granted by the use of a non-magical, alchemical substance such as antitoxin. --- | Armor:An armor bonus applies to armor class and is granted by armor or by a spell or magical effect that mimics armor. Armor bonuses stack with all other bonuses to armor class (even with natural armor bonuses) except other armor bonuses. An armor bonus doesn’t apply against touch attacks, except for armor bonuses granted by force effects (such as the mage armor spell) which apply against incorporeal touch attacks, such as that of a shadow. +2Leather Armor | BAB:This number is a modifier added to your attack rolls. A higher number means you’re better at combat. +1 | Circumstance:A circumstance bonus (or penalty) arises from specific conditional factors impacting the success of the task at hand. Circumstance bonuses stack with all other bonuses, including other circumstance bonuses, unless they arise from essentially the same source. --- | Competence:A competence bonus (or penalty) affects a character’s performance of a particular task, as in the case of the bardic ability to inspire competence. Multiple competence bonuses don’t stack; only the highest bonus applies. --- Deflection:A deflection bonus affects armor class and is granted by a spell or magic effect that makes attacks veer off harmlessly. Deflection bonuses stack with all other bonuses to AC except other deflection bonuses. A deflection bonus applies against touch attacks. --- | Dodge:A dodge bonus improves armor class (and sometimes Reflex saves) resulting from physical skill at avoiding blows and other ill effects. Dodge bonuses are never 1 usually not granted by spells or magic items. Any situation or effect (except wearing armor) that negates a character’s Dexterity bonus also negates any dodge bonuses the character may have. Dodge bonuses stack with all other bonuses to AC, even other dodge bonuses. Dodge bonuses apply against touch attacks. --- | Enhancement:An enhancement bonus represents an increase in the sturdiness and/or effectiveness of armor or natural armor, or the effectiveness of a weapon, or a general bonus to an ability score. Multiple enhancement bonuses on the same object (in the case of armor and weapons), creature (in the case of natural armor), or ability score do not stack. Only the highest enhancement bonus applies. Since enhancement bonuses to armor or natural armor effectively increase the armor or natural armor’s bonus to AC, they don’t apply against touch attacks. --- | Inherent:Content... --- | Insight:An insight bonus improves performance of a given activity by granting the character an almost precognitive knowledge of what might occur. Multiple insight bonuses on the same character or object do not stack. Only the highest insight bonus applies. --- Luck:A luck bonus represents good (or bad) fortune. Multiple luck bonuses on the same character or object do not stack. Only the highest luck bonus applies. --- | Morale:A morale bonus represents the effects of greater hope, courage, and determination (or hopelessness, cowardice, and despair in the case of a morale penalty). Multiple morale bonuses on the same character do not stack. Only the highest morale bonus applies. Non-intelligent creatures (creatures with an Intelligence of 0 or no Intelligence at all) cannot benefit from morale bonuses. --- | Natural Armor:A natural armor bonus improves armor class resulting from a creature’s naturally tough hide. Natural armor bonuses stack with all other bonuses to armor class (even with armor bonuses) except other natural armor bonuses. Some magical effects (such as the barkskin spell) grant an enhancement bonus to the creature’s existing natural armor bonus, which has the effect of increasing the natural armor’s overall bonus to armor class. A natural armor bonus doesn’t apply against touch attacks. --- | Profane:A profane bonus (or penalty) stems from the power of evil. Multiple profane bonuses on the same character or object do not stack. Only the highest profane bonus applies. --- | Racial:A racial bonus comes from the culture a particular creature was brought up in or because of innate characteristics of that type of creature. If a creature’s race changes (for instance, if it dies and is reincarnated), it loses all racial bonuses it had in its previous form. VariousSee Situational Modifiers Resistance:A resistance bonus affects saving throws, providing extra protection against harm. Multiple resistance bonuses on the same character or object do not stack. Only the highest resistance bonus applies. --- | Sacred:A sacred bonus (or penalty) stems from the power of good. Multiple sacred bonuses on the same character or object do not stack. Only the highest sacred bonus applies. --- | Shield:A shield bonus improves armor class and is granted by a shield or by a spell or magic effect that mimics a shield. Shield bonuses stack with all other bonuses to AC except other shield bonuses. A magic shield typically grants an enhancement bonus to the shield’s shield bonus, which has the effect of increasing the shield’s overall bonus to AC. A shield bonus granted by a spell or magic item typically takes the form of an invisible, tangible field of force that protects the recipient. A shield bonus doesn’t apply against touch attacks. --- | Size:A size bonus or penalty is derived from a creature’s size category. Size modifiers of different kinds apply to armor class, attack rolls, Stealth checks, combat maneuver checks, and various other checks. --- | Trait:A trait bonus is a bonus granted via a character trait. Character traits are an optional additional character defining feature like feats but less powerful (typically about half as strong as a feat.) As with other named bonuses, trait bonuses do not “stack” with other trait bonuses. VariousSee Situational Modifiers Condition(s): None Post Khan, as before, led the way, staying roughly fifty feet ahead of the group. He moved with an arrow notched and ready should any enemies present themselves. OOC & Mechanics ....Survival Check Features | Prepared Spells Wild Empathy:A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check. (+1) Spells Prepared (CL: 1) 1st Level [DC: 12] 2nd Level [DC: 13] 3rd Level [DC: 14] 4th Level [DC: 15] X X X X Name xDiceName xDiceResult xDiceString xDiceRolls Survival Check 6 1d20+5 1 Link to comment Share on other sites More sharing options...
Starhawk Posted April 23 Clone Share Posted April 23 (edited) Tanith Camarilla, Elven Wizard Tanith Profile Female Lawful Neutral Elf Wizard (Conjuration - Teleportation) Level 1 Init 5 HP 8/8 Speed 30' AC 13 Touch 13 FF 10 CMD 12 Fort 1 Ref 3 Will 3 CMB -1 BAB 0 Dagger -1 (1d4-1, 19-20/x2) Light Crossbow +3 (1d8, 19-20/x2) (+3 Dex) Str 8 Dex 16 Con 12 Int 18 Wis 12 Cha 10 Cantrips: Acid Orb, Dancing Lights, Mage Hand 1st level Mage Armor, Grease, Colour Spray Power: Shift 6/7 (Swift Action does not provoke) 5' dimension door Wand of Infernal Healing 50/50 Condition None Familiar 'Imp' Profile Familiar (Elemental Familiar [Air]) Thrush "Imp" N Diminutive (+6 to fly +8 to stealth) animal Init +2 Senses low-light vision Perception +9 (1 rank (1)+ Wis (2) + Skill Focus (3) +Class (3) = +9 AC 17 Touch 16 FF 15 (+2 Dex, +4 size + 1 Natural) HP 4 Fort +0 Ref +4 Will [+4] Speed 10 ft Fly 50 ft (good) Melee bite –1 (1d2–5) Space 1 ft.; Reach 0 ft. Str 1 Dex 15 Con 6 Int 6 Wis 15 Cha 6 BAB +0 CMB –2 CMD 13 Race Feats Skill Focus (Perception) Skills Fly (Good) +16, Perception +9, Stealth +14 Familiar Feats Alertness, Elemental Manifestation, share spells, empathic link. Tanith attempts to aid Khan, since she can see as well he in the darkness. Imp flutters up front with Khan, very difficult to spot. Their contributions to Khan's task in no way help him. Aid Attempts Imp, flying in Khan's vicinity tries to help out, as does Tanith.. Edited April 23 by Starhawk (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Imp Aid 5 1d20+2 3 Tanith Aid 10 1d20+1 9 Link to comment Share on other sites More sharing options...
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