iantruesilver Posted April 7 Clone Share Posted April 7 (edited) "The tolls were great. Never before have men crossed land and sea from every corner of Avistan to fight a war for the very survival of Golarion itself." — Mico Crassina, "The Mendevian Crusades" 15 Arodus, 4713AR. Kenabres. A city of glory, yet not one of spotless virtue. Countless Mendevian Crusaders have ridden out from this bastion to say unspeakably more demons in the Worldwound, many such have been carried back upon their shields to be interred within the catacombs beneath the Cathedral of Saint Clydwell. Numerous camps of crusaders come from all across the continent to defend the world against the demon hordes of the Abyss. Many of these crusaders are indeed pure of heart and noble of spirit, though others are little more than fortune-seeking mercenaries. Still, few can deny the deeds that Kenabres and its denizens have committed, since the death of Aroden and the first days of the opening of the Worldwound, and the steadfastness by which her knights continue to answer the call, through four crusades spanning decades of fierce battle against fearsome fiends of every conceivable stripe. It is here that our story begins. For weeks now, excitement has been building in Kenabres — Preparations for Armasse have been taking place, providing a boost in morale and bringing rare smiles to the faces of city folk that are normally marred by downcast eyes and furrowed brows. While traditionally the holy day represents an opportunity for scholars and priests to come together to study the lessons of history from wars past, since Aroden's death it has taken on more emphasis on training commoners in weaponry, choosing squires, and ordaining new priests. Over time, Armassw has grown to encompass jousting competitions, mock duels, battle reenactments, and other festival events. In Kenabres, the festival takes place tomorrow on the 16th of Arodus, and is eagerly anticipated by all, for it provides much needed distractions from the horrors of being on the front line of the war. Here, in the middle of the bustle, a day before the big event, you find the Honeyed Blackmoor Café. Just a couple of blocks outside of Warehouse Square in New Kenabres, the establishment sticks out almost like a sore thumb against the backdrop of the flat roofs and drab coloured stone walls of the numerous warehouses and other trade oriented buildings nearby. The wooden walled building sports a hipped roof shingled with clay tiles, their deep azure blue contrasting with the brightness of the beech panels between reddish brown posts and beams, perhaps as a way of paying subtle homage to something of grandeur in faraway Tian Xia. The fragrant aroma of delicious drinks and delicate snacks fill the air. Though while that certainly makes for a delectable suite of culinary offerings, many who have come to know the place understand that the real selling point is the serving girls themselves, and the company and conversation they provide to oft a lonely soul, barely hanging on to sanity from the ravages of an atrocious war. [[ The Honeyed Blackmoor ]] Edited April 8 by iantruesilver (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Kistler Posted April 8 Clone Share Posted April 8 (edited) Gareth Kindly - Half-Elf Inquisitor 1 HP: 10/10 | AC: 16/12/14 | Speed: 30/20ft | Hero: 1/3 | Spells: 0Detect Magic Guidance Light Read Magic 1Protection from Evil (From Touched by Divinity Trait) 1 Standard Action Range : Touch 1min/level +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. Immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. The spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature. 1Level 1 Inquisitor Spell Slot 1Level 1 Inquisitor Spell Slot 2Alter Self (Limited to Elf, Drow, Human) From Flexible Half-Breed Racial Ability Polymorph Personal 1 min/level When you cast this spell, you can assume the form of any Small or Medium creature of the humanoid type. If the form you assume has any of the following abilities, you gain the listed ability: darkvision 60 feet, low-light vision, scent, and swim 30 feet. Medium creature: If the form you take is that of a Medium humanoid, you gain a +2 size bonus to your Strength. Drow Form Gains: -Darkvision 60' -+2 Strength Initiative: +2 | Perception: +8 | Fort: +3 | Ref: +3 | Will: +4 Disappear: 5/5You can become invisible as per the spell as a standard action. The invisibility lasts for 1 round per inquisitor level or until you attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving. The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area. | Studied Target: NoneA slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target. If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll). At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack and damage rolls, as well as the bonus to slayer ability DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place. At 7th level, a slayer can study an opponent as a move or swift action. ConsumablesGeneral: -5x Trail Rations Ammunition: -10x Sling Bullets Potions/Alchemical: -5x Glue Paper Scrolls/Wands: - Use/day items: - | SpellsInquisitor Cantrips: -Detect Magic -Guidance -Light -Read Magic Inquisitor Level 1: -Shield of Faith -Cure light Wounds -Protection from Evil | AbilitiesClass Abilities: Monster Lore +WIS to knowledge on creatures Studied Target +1 Racial Abilities: Elf Immunities (+2 v. Enchantments, Immune to sleep) Low-Light Vision Languages: Common, Elven Skill Focus (Perception) Keen Senses +2 Perception Traits: Touched by Divinity Trap Finder (Disable magic traps with DD) Deft Dodger Drawback: Self-Doubting Other Feats: Combat Reflexes (3 AoO/rnd) | SkillsSkill: Rank/Modifier Acrobatics: 0/+2 Appraise: 0/+0 *Bluff: 0/-2 *Climb: 0/+4 *Diplomacy: 0/-2 *Disable Device: 1/+7 *Disguise: 0/-2 Escape Artist: 0/+2 Fly: 0/+2 Handle Animal: 0/+0 *Heal: 0/+2 *Intimidate: 0/-1 *Knowledge (Planes): 1/+4 or +6 *Knowledge (Religion): 1/+4 or +6 Linguistics: 1/+1 *Perception: 1/+8 *Ride: 0/+2 *Sense Motive: 1/+7 *Sleight of Hand: 1/+6 *Spellcraft: 0/+0 *Stealth: 1/+6 *Survival: 1/+2 *Swim: 0/+4 Use Magic Device: 0/+0 *Class Skills | AttacksFauchard: +4, 1d20+6S, 18-20x3, 10' Reach Cold Iron Morningstar: +4, 1d8+4B&P, 20x2 Dagger: +4, 1d4+4P/S, 19-20x2 Cestus: +4, 1d4+4P/B, 19-20x2 Sling: +2 1d4+4B, 20x2, Range 50' Spells: DC13 Combat Reflexes: 3x AoO per Round | Conditions: None Gareth sits at the front window seat, looking out onto the street, a bit jittery and over-caffeinated after his third cup. He picked this place for its unprepossessing location and excellent coffee. But he stayed for the enchanting baristas, who smiled and flirted as he stammered out his order and tipped more than he could really afford. But he wasn't here to eye up the girls. He was here to do Milani's work, though how he was supposed to do that with no cell of revolutionaries, no network of informants in the government, and of course, no money, was going to be a challenge. But he'd only arrived today, and surely he'd catch a break. Find some rebel cell that could use his knowledge of tradecraft and stealth. One that could use his organizational knowledge of blindly interconnected cells, or maybe he'd catching a lead and break into someone's office to gather incriminating evidence. Martyr's blood! At the worst he could probably go fight some demons from the Worldwound or something and make some money, if he had to. There were always calls for crusaders around here, he was pretty sure. OOC/Actions Other: Free: Swift: Move: Standard: Full Round: Other: Hands: Fauchard Notes - Gear - WIP Worn -Belt Pouch -Reversible Cloak -Holy SymbolIron chain with a silver rose emblem Weapons -Cestus -Dagger -Morningstar -Fauchard -Sling Containers Backpack -Bedroll - -Sack -Silk Rope -Soap -5x Trail Rations -Canteen Belt Pouch - -Flint and Steel - -Whetstone -5.77gp4gp, 16sp, 17cp Edited April 8 by Kistler (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
farothel Posted April 8 Clone Share Posted April 8 Nera of the Screaming Arrow Female CG Catfolk Ranger (Guide), Level 1, Init 3, HP 12/12, Speed 30 (20 climb) AC 16, Touch 13, Flat-footed 13, CMD 15, Fort 3, Ref 5, Will 1, CMB +2, Base Attack Bonus 1 longbow (40 arrows) +5 (1d8, x3) handaxe +2 (1d6+1, x3) silvered, cold iron dagger +2 (+4) (1d4+1, 19-20/x2) studded leather, light wooden shield (+3 Armor, +0 Shield, +3 Dex) Abilities: Str 13, Dex 17, Con 12, Int 14, Wis 12, Cha 10 Condition: None Nera didn't really like the city, but she had been here multiple times when she guided caravans in. And while she didn't really like New Kenabres, she did like the food at the Honeyed Blackmoor Café. They had a great rabbit stew and she always had it when she came here. She had tried to figure out what spices they put in, but she could figure it out and the cook wasn't telling. But she was known here and when she came in, she waved at the waitress and took her regular place in the booth nearest the kitchen. Soon she had an ale and was told the stew wasn't ready yet, but would be soon. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Mindcrime Posted April 8 Clone Share Posted April 8 Daergrim Daergrim Thurdain Male, Dwarf Class: Warpriest of Angradd | Level: 1 Str: 16 | Dex: 12 | Con: 15 | Int: 10 | Wis: 16 | Cha: 8 HP: 14/14 | Speed: 20 | Init: +3 AC: 20 | Touch: 11 | Flat-footed: 19 CMD: 14 | FCMD: 13 Fort: 4 | Ref: 1 | Will: 5 Weapons Dwarven Waraxe (masterwork, cold-iron): +5 (1d10+3, x3) Warhammer (cold-iron): +3 (1d8+3, x3) Short Sword (silver): +3 (1d6+2, 19-20/x2) Situational Modifiers Defensive TrainingDwarves gain a +4 dodge bonus to AC against monsters of the giant subtype. | GreedDwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones. | HardyDwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. | HatredDwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes. | StabilityDwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. | Stolen FuryYou were forced to take part in a demonic ritual as a youth after being captured by cultists. Whatever the ritual’s purpose might have been, it didn’t work out the way your captors envisioned— rather than losing your soul, you absorbed the ritual’s energy and made it your own before you escaped to safety. Benefit When you face demons in combat, those energies bolster your fury, granting you a +2 trait bonus on all combat maneuver (CMB) checks against demons. | StonecunningDwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking. 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. +7Banded Mail Armor | BAB:This number is a modifier added to your attack rolls. A higher number means you’re better at combat. +0 | 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. +2Heavy Steel Shield | 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 Daergrim was in a mood, and not a good one. The trail on his quarry had gone cold once again. "Slippery bastard!" he muttered, perhaps a bit too loud as he spat onto the ground. For over two years the dwarf had given chase to the priest of Asmodeus, and every time he thought he was getting close he'd hit another dead end. "Dominin...I will find him!" he swore as he glanced around in a huff, his gaze focusing onto a place nearby called the Honeyed Blackmoor Cafe. "What kinda name is dat?!" he asked out loud as his stomach rumbled when his nose caught the aromas of the place. "I hope dat dey have some ale!" he said as he made his way to the place and stomped on in only to stop immediately once he entered. Daergrim casually reached up and gently rubbed the blood red brand, in the shape of the Archstar, symbol of Asmodeus on his cheek. The dwarf glanced around, daring anyone that made eye contact with him to say something, anything about it, particularly the man sitting near the front window. When nothing seemed forthcoming, he strolled further into the establishment, and took a seat at one of the empty booths along the far wall. "An ale an a bowl of whatever ye got!" he called out as he went. OOC & Mechanics .... Features | Prepared Spells Warpriest Blessings: 4/4 [DC: 14] Holy Strike (Good)At 1st level, you can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it’s treated as good for the purposes of overcoming damage reduction. This additional damage doesn’t stack with the additional damage from the holy weapon special ability. | War Mind (War)At 1st level, you can touch an ally and grant it a tactical advantage for 1 minute. At the start of its turn each round, it can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round. Sacred Weapon:At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is listed on Table 1–14; see the table below for Small and Large warpriests. The warpriest can decide to use the weapon’s base damage instead of the sacred weapon damage—this must be declared before the attack roll is made. (If the weapon’s base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn’t apply to alchemical items, bombs, or other weapons that only deal energy damage. At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive. These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, if the warpriest is chaotic, he can add anarchic and vicious. If he is evil, he can add mighty cleaving and unholy. If he is good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. If he is neutral (with no other alignment components), he can add spell storing and thundering. Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost. Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added. If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These bonuses do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the warpriest’s possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the warpriest’s turn (that round does not count against the total duration, unless the ability is resumed during the same round). If the warpriest uses this ability on a double weapon, the effects apply to only one end of the weapon. Axes [Base Damage] Spells Prepared (CL: 1) Orisons [DC: 13] 1st Level [DC: 14] 2nd Level [DC: 15] 3rd Level [DC: 16] 4th Level [DC: 17] 5th Level [DC: 18] 6th level [DC: 19] Detect Magic Bless X X X X X Guidance Shield of Faith X X X X X Resistance X X X X X X Spontaneous CastingThe warpriest can expend any prepared spell that isn’t an orison to cast any cure spell of the same spell level or lower. A cure spell is any spell with “cure” in its name. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Rakle Posted April 8 Clone Share Posted April 8 Iolana Variu Iolana wandered into the cafe, and quickly looked around for Brucilde. Not seeing the other woman, she takes a table near a wall. "Red wine" she politely tells the serving girl. Having time to think while she waited for Brucilde, Io mulled her options. She hadn't learned anything new information her birth parents, Brucilde's parents, or the riftwardens. That seemed like a deadend for the moment. She had just recently completed her training to become a priestess. Her mother would be happy if she returned to work at that small hospital for the residents of Kenabres. That just seemed unappealing. Of course the crusade always needed healers... Luckily the serving girl returned with her glass of wine and interrupted her thoughts. Taking a sip of her wine, she decided to watch the serving girls flirt with the other customers. Hp 9/9 AC16 TAC11 FAC15 Chan 5/5 (DC14) CHA 6/6 F+3 R+2 W+6 (+8 charm & comp.) Init+1 Per+7 Mechanics Stat Block Skills: +7 perc, heal, prof (dr); +6 diplo; +5 k. planes, ling, -3 climb & swim : +1 know planes on demon and demon cult stuff C Sheet female N Human Cleric (Mendevian Priest), Level 1, Init 1, HP 9/9, Speed 20 AC16, Touch 11, Flat-footed 15, CMD 12, Fort 3, Ref 2, Will 6, CMB +1, Base Attack Bonus 0, Action Points 1 Scythe +3 (2d4+1 , x4) cestus +1 (d4+1, 19-20 x2) darts (x6) +1 (d4+1, x2) scalemail, null (+5 Armor, +1 Dex) Abilities Str 12, Dex 12, Con 12, Int 12, Wis 17, Cha 14 Condition None Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Inash Posted April 9 Clone Share Posted April 9 (edited) Brucilde Brucilde comes into the main room from the back working a kink out of her shoulder with one hand while the other grips her oversized axe. "Why some crusaders no listen? I tell them no touch girls. Give polite warning. Them ignore. I throw out. No stretch first." She continues complaining as she heads towards the bouncers stool near the front door. About half-way back, she spots Iolana and waves. "Oh hi 'lana. How've you been? I'm afraid I haven't got anything new to tell you." Statblock [URL=/sheets/?id=2891667][B][SIZE=+1]Brucilda Ashdottir[/SIZE][/B][/URL] F CG Tiefling (halforc parentage) Arcanist (blade adept), [B]Level[/B] 1, [B]Init[/B] 2, [B]HP[/B] 8/8, [B]Speed[/B] 30 [B]AC[/B] 12, [B]Touch[/B] 12, [B]Flat-footed[/B] 10, [B]CMD[/b] 14, [B]Fort[/B] 1, [B]Ref[/B] 2, [B]Will[/B] 2, [B]CMB[/B] +2, [B]Base Attack Bonus[/B] 0 [B]bonded weapon, MW Battleaxe [/B] 3 (2d6+2, x3) (+2 Dex) [B]Abilities[/B] Str 14, Dex 14, Con 12, Int 18, Wis 10, Cha 9 [B]Condition[/B] None Brucilda Ashdottir F CG Tiefling (halforc parentage) Arcanist (blade adept), Level 1, Init 2, HP 8/8, Speed 30 AC 12, Touch 12, Flat-footed 10, CMD 14, Fort 1, Ref 2, Will 2, CMB +2, Base Attack Bonus 0 bonded weapon, MW Battleaxe 3 (2d6+2, x3) (+2 Dex) Abilities Str 14, Dex 14, Con 12, Int 18, Wis 10, Cha 9 Condition None Actions Crunch Edited April 9 by Inash (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Rakle Posted April 9 Clone Share Posted April 9 Iolana Variu Io smiles at Brucilde's announcement, and takes a drink of her wine. "Neither do I when it comes that. I've passed my testing, and just completed the anointing ceremony. I'm a Priestess now. " She yells back to Brucilde. "They don't need me to work at the shrine, so I'm ...." she holds up her glass of wine. Hp 9/9 AC16 TAC11 FAC15 Chan 5/5 (DC14) CHA 6/6 F+3 R+2 W+6 (+8 charm & comp.) Init+1 Per+7 Mechanics Stat Block Skills: +7 perc, heal, prof (dr); +6 diplo; +5 k. planes, ling, -3 climb & swim : +1 know planes on demon and demon cult stuff C Sheet female N Human Cleric (Mendevian Priest), Level 1, Init 1, HP 9/9, Speed 20 AC16, Touch 11, Flat-footed 15, CMD 12, Fort 3, Ref 2, Will 6, CMB +1, Base Attack Bonus 0, Action Points 1 Scythe +3 (2d4+1 , x4) cestus +1 (d4+1, 19-20 x2) darts (x6) +1 (d4+1, x2) scalemail, null (+5 Armor, +1 Dex) Abilities Str 12, Dex 12, Con 12, Int 12, Wis 17, Cha 14 Condition None Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
iantruesilver Posted April 10 Author Clone Share Posted April 10 (edited) The Honeyed Blackmoor In the main seating area of the café, there are currently two girls actively serving customers, running orders between the booths and the tables where each of you are seated. Both of these seem intelligent enough about their use of interpersonal skills, being careful not to come on too strong, only offering to sit with each table if they presented some indication that conversation or their company would be welcome. Indeed, farther back into the establishment is an example of one such exchange going on, where one patron is literally bawling his eyes out on top of the bosom of a other beautiful waitress, who seem to be providing comfort as she listens to his recent trauma and grievances. At the bar, a positively gorgeous woman in some unfamiliar, yet ornately beautiful style of traditional robe is preparing drinks as she chats up another customer. If not for the two horns protruding out of her forehead, she might very well easily be able to pass for human. Several bright red flowers that look like they must've been in full bloom when they were picked adorn her jet black hair. A thick silk sash serves as a waistband, tied into a decorative bow behind her back. [[ The Honeyed Blackmoor ]] Edited April 10 by iantruesilver (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
athedia Posted April 10 Clone Share Posted April 10 Teza Hasar Teza Hasar - Fetchling Bard (Dirge Bard) 1 AC 14 | FF 12 | Touch 12 | HP 13/13 | Temp HP | Init +2Dex Bonus | Speed 30ft Fort +1 | Ref +4 | Will +1 Hero Points 1 Active Conditions/Abilities: 1/day can reroll failed saving throw 1/day Memory Lapse Honeyed Blackmoor Cafe Teza emerged from the dark room set up for her. She had thrown her large cloak over her outfit, unwilling to deal with the looks from the patrons on her break. She picked up her usual from the front, a two slices of bread with honey drizzled on them, a small helping of washed, but uncooked carrots and a mug of watered down ale. Seeing a spot open in the corner she retreated there, opening up her notebook to review the scrawled writing inside. She saw Kimmy as she sat down and flashed her a quick smile, forever grateful for her. She looked at the newest story in her book, the looping unsettling Necril telling her no more than when she had written it down. Someone mourning a fallen friend this time, a story of confessions not shared until to late. So many of the stories she heard would have had happier endings if people had just talked before it was to late. She set down her journal, closing it and looking around the room as she ate. Lots of new faces, that was common this time of year. And there was that bouncer with a friend. She avoided the security at the Cafe, large, muscled and severely lacking in conversational skills. Not that she had mastered those either, but it was different. She at least could be coherent and guide people through the songs and stories. She winced a little as she looked at the crying patron, hopefully he wasn't interested in her requiems. She contented herself to sit back and watch, slowly eating her carrots as she did so. Mechanics Move: Standard: Free: Details Statblock [b][url=/sheets/?id=2891479]Teza Hasar[/url][/b] [i]Fetchling Dirge Bard 1 NG[/i] [b]HP[/b] 9 / 9 [b]Speed[/b] ft [b]Init[/b] 2 [b]AC[/b] 14 [b]Fort[/b] 1 [b]Ref[/b] 4 [b]Will[/b] 1 [b]CMB[/b] +1 [b]BAB[/b] 0 [b]Longsword[/b] +1 (1d8+1, 19-20/x2) [b]Str[/b] 13 (1) [b]Dex[/b] 14 (2) [b]Con[/b] 13 (1) [b]Wis[/b] 8 (-1) [b]Int[/b] 12 (1) [b]Cha[/b] 18 (4) Teza Hasar Fetchling Dirge Bard 1 NG HP 9 / 9 Speed ft Init 2 AC 14 Fort 1 Ref 4 Will 1 CMB +1 BAB 0 Longsword +1 (1d8+1, 19-20/x2) Str 13 (1) Dex 14 (2) Con 13 (1) Wis 8 (-1) Int 12 (1) Cha 18 (4) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Rakle Posted April 10 Clone Share Posted April 10 Iolana Variu Iolana briefly watches the crying man. Another crusader that was currently in her lord's jurisdiction . At the moment, he seemed to handling his grief constructively, so she left him alone. Turning Brucilde, "So little sister what have you been doing in your free time?. (Younger would be more correct since it has been nearly a decade since Iolana was bigger. ) Not totally sure why her foster sister works here, she probes with a sly smile "Are any of these woman more than just coworkers?" Hp 9/9 AC16 TAC11 FAC15 Chan 5/5 (DC14) CHA 6/6 F+3 R+2 W+6 (+8 charm & comp.) Init+1 Per+7 Mechanics Stat Block Skills: +7 perc, heal, prof (dr); +6 diplo; +5 k. planes, ling, -3 climb & swim : +1 know planes on demon and demon cult stuff C Sheet female N Human Cleric of Vonymos (Mendevian Priest), Level 1, Init 1, HP 9/9, Speed 20 AC16, Touch 11, Flat-footed 15, CMD 12, Fort 3, Ref 2, Will 6, CMB +1, Base Attack Bonus 0, Action Points 1 Scythe +3 (2d4+1 , x4) cestus +1 (d4+1, 19-20 x2) darts (x6) +1 (d4+1, x2) scalemail, null (+5 Armor, +1 Dex) Abilities Str 12, Dex 12, Con 12, Int 12, Wis 17, Cha 14 Condition None Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Mindcrime Posted April 10 Clone Share Posted April 10 Daergrim Daergrim Thurdain Male, Dwarf Class: Warpriest of Angradd | Level: 1 Str: 16 | Dex: 12 | Con: 15 | Int: 10 | Wis: 16 | Cha: 8 HP: 14/14 | Speed: 20 | Init: +3 AC: 20 | Touch: 11 | Flat-footed: 19 CMD: 14 | FCMD: 13 Fort: 4 | Ref: 1 | Will: 5 Weapons Dwarven Waraxe (masterwork, cold-iron): +5 (1d10+3, x3) Warhammer (cold-iron): +3 (1d8+3, x3) Short Sword (silver): +3 (1d6+2, 19-20/x2) Situational Modifiers Defensive TrainingDwarves gain a +4 dodge bonus to AC against monsters of the giant subtype. | GreedDwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones. | HardyDwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. | HatredDwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes. | StabilityDwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. | Stolen FuryYou were forced to take part in a demonic ritual as a youth after being captured by cultists. Whatever the ritual’s purpose might have been, it didn’t work out the way your captors envisioned— rather than losing your soul, you absorbed the ritual’s energy and made it your own before you escaped to safety. Benefit When you face demons in combat, those energies bolster your fury, granting you a +2 trait bonus on all combat maneuver (CMB) checks against demons. | StonecunningDwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking. 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. +7Banded Mail Armor | BAB:This number is a modifier added to your attack rolls. A higher number means you’re better at combat. +0 | 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. +2Heavy Steel Shield | 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 Daergrim was not even finished with his meal when he suddenly stood up from his seat at the booth and loudly cleared his throat in order to get everyone's attention. "Listen up..." he called out loud enough to be heard by all that were in the establishment, "...I be a lookin' fer any priest, cultist, disciple or whatever else de shitheads be callin' demselves dis week, of Ascommodeus. If'n ye know anyding, just be a pointin' me in de right direction an I'll be on me way and outta yer hair!" With his announcement made, Daergrim sat back down, took a gulp of his ale and continued noisily slurping his food, all the while watching the surroundings closely. This had worked a few times in other towns and usually some sod would hurriedly make his or her way to the exit, at which point the dwarf would follow from a good distance. OOC & Mechanics Perception Features | Prepared Spells Warpriest Blessings: 4/4 [DC: 14] Holy Strike (Good)At 1st level, you can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it’s treated as good for the purposes of overcoming damage reduction. This additional damage doesn’t stack with the additional damage from the holy weapon special ability. | War Mind (War)At 1st level, you can touch an ally and grant it a tactical advantage for 1 minute. At the start of its turn each round, it can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round. Sacred Weapon:At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is listed on Table 1–14; see the table below for Small and Large warpriests. The warpriest can decide to use the weapon’s base damage instead of the sacred weapon damage—this must be declared before the attack roll is made. (If the weapon’s base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn’t apply to alchemical items, bombs, or other weapons that only deal energy damage. At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive. These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, if the warpriest is chaotic, he can add anarchic and vicious. If he is evil, he can add mighty cleaving and unholy. If he is good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. If he is neutral (with no other alignment components), he can add spell storing and thundering. Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost. Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added. If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These bonuses do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the warpriest’s possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the warpriest’s turn (that round does not count against the total duration, unless the ability is resumed during the same round). If the warpriest uses this ability on a double weapon, the effects apply to only one end of the weapon. Axes [Base Damage] Spells Prepared (CL: 1) Orisons [DC: 13] 1st Level [DC: 14] 2nd Level [DC: 15] 3rd Level [DC: 16] 4th Level [DC: 17] 5th Level [DC: 18] 6th level [DC: 19] Detect Magic Bless X X X X X Guidance Shield of Faith X X X X X Resistance X X X X X X Spontaneous CastingThe warpriest can expend any prepared spell that isn’t an orison to cast any cure spell of the same spell level or lower. A cure spell is any spell with “cure” in its name. Name xDiceName xDiceResult xDiceString xDiceRolls Perception 6 1d20+3 3 Link to comment Share on other sites More sharing options...
athedia Posted April 10 Clone Share Posted April 10 Teza Hasar Teza Hasar - Fetchling Bard (Dirge Bard) 1 AC 14 | FF 12 | Touch 12 | HP 13/13 | Temp HP | Init +2Dex Bonus | Speed 30ft Fort +1 | Ref +4 | Will +1 Hero Points 1 Active Conditions/Abilities: 1/day can reroll failed saving throw 1/day Memory Lapse Honeyed Blackmoor Cafe Teza winced as the loud dwarf interrupted the peace of the café. She looked over to see if Kimmy would deal with the disturbance before standing up and tucking her journal away under her cloak. Kimmy was busy and had important work. He was near the bouncer woman, but unlike the handsy patrons this one seemed merely unused to the decorum. It would be best to not make more of a scene. She settled onto the bench across from looking out from under the hood of the cloak she kept firmly wrapped around her. "Good sir, please. This is a place of respite and recovery, not some common ale house. If you would please lower your voice we are here to listen to what you need." Her voice carried a faint accent, slightly clipped and very soft as though she was disinclined to make her voice heard by more than the immediate listener. Mechanics Move: Standard: Free: Details Statblock [b][url=/sheets/?id=2891479]Teza Hasar[/url][/b] [i]Fetchling Dirge Bard 1 NG[/i] [b]HP[/b] 9 / 9 [b]Speed[/b] ft [b]Init[/b] 2 [b]AC[/b] 14 [b]Fort[/b] 1 [b]Ref[/b] 4 [b]Will[/b] 1 [b]CMB[/b] +1 [b]BAB[/b] 0 [b]Longsword[/b] +1 (1d8+1, 19-20/x2) [b]Str[/b] 13 (1) [b]Dex[/b] 14 (2) [b]Con[/b] 13 (1) [b]Wis[/b] 8 (-1) [b]Int[/b] 12 (1) [b]Cha[/b] 18 (4) Teza Hasar Fetchling Dirge Bard 1 NG HP 9 / 9 Speed ft Init 2 AC 14 Fort 1 Ref 4 Will 1 CMB +1 BAB 0 Longsword +1 (1d8+1, 19-20/x2) Str 13 (1) Dex 14 (2) Con 13 (1) Wis 8 (-1) Int 12 (1) Cha 18 (4) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
farothel Posted April 10 Clone Share Posted April 10 Nera of the Screaming Arrow Female CG Catfolk Ranger (Guide), Level 1, Init 3, HP 12/12, Speed 30 (20 climb) AC 16, Touch 13, Flat-footed 13, CMD 15, Fort 3, Ref 5, Will 1, CMB +2, Base Attack Bonus 1 longbow (40 arrows) +5 (1d8, x3) handaxe +2 (1d6+1, x3) silvered, cold iron dagger +2 (+4) (1d4+1, 19-20/x2) studded leather, light wooden shield (+3 Armor, +0 Shield, +3 Dex) Abilities: Str 13, Dex 17, Con 12, Int 14, Wis 12, Cha 10 Condition: None Nera was sipping her drink when suddenly a dwarf started asking about followers of Asmodeus. Nera knew nothing about that, but she had seen cultists recently. So she headed over to the dwarf. "I have seen cultists," she said, "not of Asmodeus though. Or at least I think so, I'm not so good with all those symbols and they didn't have horns or hooves or anything." She looked at the person behind the bar. "Not that this is always an indication of course." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Kistler Posted April 10 Clone Share Posted April 10 (edited) Gareth Kindly - Half-Elf Inquisitor 1 HP: 10/10 | AC: 16/12/14 | Speed: 30/20ft | Hero: 1/3 | Spells: 0Detect Magic Guidance Light Read Magic 1Protection from Evil (From Touched by Divinity Trait) 1 Standard Action Range : Touch 1min/level +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. Immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. The spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature. 1Level 1 Inquisitor Spell Slot 1Level 1 Inquisitor Spell Slot 2Alter Self (Limited to Elf, Drow, Human) From Flexible Half-Breed Racial Ability Polymorph Personal 1 min/level When you cast this spell, you can assume the form of any Small or Medium creature of the humanoid type. If the form you assume has any of the following abilities, you gain the listed ability: darkvision 60 feet, low-light vision, scent, and swim 30 feet. Medium creature: If the form you take is that of a Medium humanoid, you gain a +2 size bonus to your Strength. Drow Form Gains: -Darkvision 60' -+2 Strength Initiative: +2 | Perception: +8 | Fort: +3 | Ref: +3 | Will: +4 Disappear: 5/5You can become invisible as per the spell as a standard action. The invisibility lasts for 1 round per inquisitor level or until you attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving. The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area. | Studied Target: NoneA slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target. If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll). At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack and damage rolls, as well as the bonus to slayer ability DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place. At 7th level, a slayer can study an opponent as a move or swift action. ConsumablesGeneral: -5x Trail Rations Ammunition: -10x Sling Bullets Potions/Alchemical: -5x Glue Paper Scrolls/Wands: - Use/day items: - | SpellsInquisitor Cantrips: -Detect Magic -Guidance -Light -Read Magic Inquisitor Level 1: -Shield of Faith -Cure light Wounds -Protection from Evil | AbilitiesClass Abilities: Monster Lore +WIS to knowledge on creatures Studied Target +1 Racial Abilities: Elf Immunities (+2 v. Enchantments, Immune to sleep) Low-Light Vision Languages: Common, Elven Skill Focus (Perception) Keen Senses +2 Perception Traits: Touched by Divinity Trap Finder (Disable magic traps with DD) Deft Dodger Drawback: Self-Doubting Other Feats: Combat Reflexes (3 AoO/rnd) | SkillsSkill: Rank/Modifier Acrobatics: 0/+2 Appraise: 0/+0 *Bluff: 0/-2 *Climb: 0/+4 *Diplomacy: 0/-2 *Disable Device: 1/+7 *Disguise: 0/-2 Escape Artist: 0/+2 Fly: 0/+2 Handle Animal: 0/+0 *Heal: 0/+2 *Intimidate: 0/-1 *Knowledge (Planes): 1/+4 or +6 *Knowledge (Religion): 1/+4 or +6 Linguistics: 1/+1 *Perception: 1/+8 *Ride: 0/+2 *Sense Motive: 1/+7 *Sleight of Hand: 1/+6 *Spellcraft: 0/+0 *Stealth: 1/+6 *Survival: 1/+2 *Swim: 0/+4 Use Magic Device: 0/+0 *Class Skills | AttacksFauchard: +4, 1d20+6S, 18-20x3, 10' Reach Cold Iron Morningstar: +4, 1d8+4B&P, 20x2 Dagger: +4, 1d4+4P/S, 19-20x2 Cestus: +4, 1d4+4P/B, 19-20x2 Sling: +2 1d4+4B, 20x2, Range 50' Spells: DC13 Combat Reflexes: 3x AoO per Round | Conditions: None Gareth stands and makes his way toward the bar. He gulps once, visibly, and seems unsure what to do with his hands. He's snuck through a castle full of guards that would kill him on sight. He's hunted down traitors and heretics. He's fought in the glorious (a rather bloody) revolution. But ask him to talk to a beautiful woman... Get ahold of yourself, Gareth! he berates himself in his mind. "Hi, um yes. A-Another cup, please?" He holds his empty one out. "I mean of coffee. A refill. N-Nothing wrong with this cup, per se." As we waits for it he tries to listen to what the bawling man is on about, and anything else he can hear that cuts through the din. It's a bit distracting, but taking the pulse of a city and gathering information sometimes requires listening to a lot of unfortunates before you can separate the wheat from the chaff. OOC/Actions Other: Roll perception on what the fellow is so sad about, or any other snippets of conversation he picks up. Free: Swift: Move: Standard: Full Round: Other: Hands: Fauchard Notes - Gear - WIP Worn -Belt Pouch -Reversible Cloak -Holy SymbolIron chain with a silver rose emblem Weapons -Cestus -Dagger -Morningstar -Fauchard -Sling Containers Backpack -Bedroll - -Sack -Silk Rope -Soap -5x Trail Rations -Canteen -Grooming Kit Belt Pouch - -Flint and Steel - -Whetstone -4.77gp3gp, 16sp, 17cp Edited April 12 by Kistler (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Perceptions 26 1d20+8 18 Link to comment Share on other sites More sharing options...
iantruesilver Posted April 11 Author Clone Share Posted April 11 (edited) The Honeyed Blackmoor While dwarf stood and made a bit of a scene, the young waitresses looked toward the woman behind the bar confusedly, silently searching for cues. This only yielded her to respond with ever the slightest shake of her head, after which the girls proceed to continue with their tasks around the café, taking no further mind of the intrusions to their ambience. Seeing that Teza had actively taken an interest in soothing the dwarf, the woman turns to address Gareth, her fingertips gently brushing over the back of his hand before she takes the cup. "Oh it's okay, you don't have to get up. Marla," "Yes madam." One of the serving girls answer immediately, pivoting to take the refilled cup now once again full of coffee. Taking care to flash Gareth a flirty 'May I join you?' look for a brief moment, she hooked her arm around his to walk him casually back to his table. Gareth Only As you turn and begin to head back to your seat, you notice a child hiding around behind one of the flower pots just outside the front of the café. [[ The Honeyed Blackmoor ]] Edited April 11 by iantruesilver (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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