Kistler Posted April 16 Clone Share Posted April 16 (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: UrchinA 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 As an agent of liberation Gareth naturally wants to help. There's also suddenly far too much attention for the low profile he'd like to keep here. He returns to his coffee, eating the spice cake himself, acting like he never even noticed the child. At the same time, he listens keenly. OOC/Actions Other: Free: Swift: Move: Standard: Full Round: Other: Hands: Fauchard Coffee cup and spice cake Notes - Gear Worn -Belt Pouch -Cleric's Vestments -Armored Coat -Reversible Cloak -Holy SymbolIron chain with a silver rose emblem Weapons -Cestus -Dagger -MorningstarCold Iron +4, 1d8+4, 19-20x2 -Fauchard -Sling10x Bullets Containers MW Backpack -Bedroll -Grappling Hook -5x Glue paper -Glass cutter -Mess Kit -Sack -Silk Rope -Soap -5x Trail Rations -Canteen -Grooming Kit Belt Pouch -trail rations x5 -Flint and Steel -Spell component pouch -Whetstone -4.77gp3gp, 16sp, 17cp Edited April 16 by Kistler (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Rakle Posted April 16 Clone Share Posted April 16 Iolana Variu Io turns and watches the drama unfold. In a city filled with spy-hunters, witch-hunters, paladins, inquisitors, and cultist killers, someone had to be really good at being evil to pull this off . . .or this was scam. If she ever become a betting person, her money would be on a scam. 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...
iantruesilver Posted April 16 Author Clone Share Posted April 16 The Honeyed Blackmoor The child with ragged clothes and a mat of messy, ill-kept red hair wiggled her jaw a little, then slipped something out from between her lips to show the catfolk. It looks to be some kind of hairpin. "Please, they'll be back any minute if we don't hurry!" She continues, her desperate pleas now beginning to catch the attention of the staff as well. [[ The Honeyed Blackmoor ]] Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Inash Posted April 16 Clone Share Posted April 16 Brucilde Brucilde narrows her eyes and looks at the child. "Who they? Where cages? How long we have?" 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 Name xDiceName xDiceResult xDiceString xDiceRolls sense motive 8 1d20 8 Link to comment Share on other sites More sharing options...
athedia Posted April 16 Clone Share Posted April 16 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 sipped at her tea, trying to place the woman beside her. She hadn't seen the bouncer interact with many people before, but then again she had never paid much attention to her. And she seemed nice enough? Teza followed her eyes to the commotion happening by the door. Another disturbance, that usually meant no one would show up for a bit. People tended to be less likely to want to share when they felt like they would draw attention. Though the fact the disturbance had reached this level was concerning. "Try the tea. It is preferable to any wine." She smiled at the woman, gesturing with her own cup. 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 16 Clone Share Posted April 16 Iolana Variu Brucilde's body language told Io everything that she need to know. They were moments away from charging out the door. Io smiles at the woman suggesting the tea. "I was hoping for a mild buzz tonight." she replies. "But, I doubt that I will be having any wine or tea now. Your bouncer is about to follow that girl out the door, so I will need to follow her. Can't have her dying in the streets. " Io pays for her one drink and a wedge of bread to go. 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...
athedia Posted April 16 Clone Share Posted April 16 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 looked confused, looking at the bouncer and the doorway and then back at the woman. "She isn't supposed to just leave? Not if she is working?" She turned to look over at Kimmy, trying to reassure herself that this was correct. 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 16 Clone Share Posted April 16 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 "Who are they," Nera asked, as she tried to figure out what was going on. Name xDiceName xDiceResult xDiceString xDiceRolls perception 18 1d20+7 11 sense motive 10 1d20+1 9 Link to comment Share on other sites More sharing options...
Inash Posted April 16 Clone Share Posted April 16 Brucilde Brucilde moves back toward the bar to avoid stirring up the patrons. "Kimmi. Need have altercation off premises. They cage kids. Me go?” 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 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Rakle Posted April 16 Clone Share Posted April 16 Iolana Variu " My sister hates bullies. You might as will give her permission. With or without your permission, she is going to do this ." Iolana simply explains. "I will keep her alive so she can come back and work another night. " Then Io grabs her gear, and gets ready for whatever comes next. 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 17 Clone Share Posted April 17 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+3 Strength Modifier +1 Weapon Focus +1 Masterwork (1d10+3+3 Strength Modifier, x3) Warhammer (cold-iron): +3+3 Strength Modifier (1d8+3+3 Strength Modifier, x3) Short Sword (silver): +3+3 Strength Modifier (1d6+2+3 Strength Modifier -1 Silver, 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 "Hang on a moment lass..." Daergrim said to the woman that still hadn't taken the proffered seat. The dwarf leaned over and gazed around her at what was going on near the entrance to the place. "Dat don't be a soundin' too good." he muttered as he straightened back up. That's when he saw the other woman grab her gear as if she were going to follow the child. Daergrim sat there at the booth for a few more seconds, and feeling like he owed something to the establishment for his earlier outbursts, he glanced up at the woman standing next to him. "Feel like a smashin' some dings?" he asked, a wide grin upon his face as he eased himself out of the booth and grabbed his own gear. "Hold up! I be a goin' wit ye!" he said to the woman that had suggested earlier that he seek out Hellknights. OOC & Mechanics Daergrim grabs his stuff and follows after everyone else. 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...
iantruesilver Posted April 17 Author Clone Share Posted April 17 (edited) The Honeyed Blackmoor The child's distress seems to have heightened somewhat, even as Gareth resumes his cool and consumption of his coffee and snack. "Please… I don't know, just please help me…" With a final imploration the child turned and started out the café's doors, scampering on her hunched hands and feet and turns the corner as she hits the cobblestone street once more. Back at the bar top, Kimmy breathes an audible sigh of relief as the child turns to go, and gives Brucilde a quick confirming nod to indicate that she is fine to go. Turning to her serving girls, she directs them quickly, "Marla, go get the city guard. Teza, you best go with them dear." [[ The Honeyed Blackmoor ]] Edited April 17 by iantruesilver (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Inash Posted April 17 Clone Share Posted April 17 Brucilde Brucilde nods and runs to follow the child, casting a spell as soon as she leaves the building. 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 cast mage armor. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Kistler Posted April 17 Clone Share Posted April 17 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: UrchinA 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 watches the orcish woman leave with the child from the corner of his eye. He raises a finger and taps it on the table. One... Two... he says in his mind, counting out the seconds. OOC/Actions Other: Free: Swift: Move: Standard: Full Round: Other: Hands: Fauchard Coffee cup and spice cake Notes - Gear Worn -Belt Pouch -Cleric's Vestments -Armored Coat -Reversible Cloak -Holy SymbolIron chain with a silver rose emblem Weapons -Cestus -Dagger -MorningstarCold Iron +4, 1d8+4, 19-20x2 -Fauchard -Sling10x Bullets Containers MW Backpack -Bedroll -Grappling Hook -5x Glue paper -Glass cutter -Mess Kit -Sack -Silk Rope -Soap -5x Trail Rations -Canteen -Grooming Kit Belt Pouch -trail rations x5 -Flint and Steel -Spell component pouch -Whetstone -4.77gp3gp, 16sp, 17cp Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
farothel Posted April 17 Clone Share Posted April 17 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 follows the child, her bow in her hand, ready just in case it did turn out to be a trap. She wasn't sure, but the amount of paladins and crusaders and other such people in this city made it strange that someone would get away with this. So she decided to keep her eyes, ears and nose open and be ready for anything. She was also still not sure if the child was really a child, so she kept an eye out for any clues, one way or the other. Name xDiceName xDiceResult xDiceString xDiceRolls perception 12 1d20+7 5 Link to comment Share on other sites More sharing options...
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