athedia Posted April 17 Clone Share Posted April 17 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 gave Kimmy a pleading look, begging her to not make her have to go but the proprietress had already moved on to others. She sighed and went to the back room where she stored her items and spare clothing. On her way in she managed to catch Nadine about to leave the room. Nadine was another oddity in this place, something that Teza felt a strange form of kinship with. One didn't often see sea elves around here. But the exotic look of her gills and the thin webbing between her digits as well as her lightning sharp wit made her popular. "I need help dressing, Kimmy wants an eye on Brucilde." Teza started throwing on her street clothes, wearing them over her work outfit. With Nadine's help she was able to get them on and her cuirass thrown on and adjusted. It was a little more snug than if she was not layered up, but the small plates on the armor allowed her to move. Dressed and armed in what must have been record time she burst out of the room, trying to find wherever Brucilde had gone. A part of her hoping that she would be to late to follow. 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 Perception 14 1d20+3 11 Link to comment Share on other sites More sharing options...
Rakle Posted April 17 Clone Share Posted April 17 Iolana Variu Resting the haft of her war-scythe on her right shoulder, Io grabs her bread with her left hand. She follows Brucilde while eating her meal. It has been some years since she followed her sister into trouble. At least now, she had the ability to magically heal people. 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...
Kistler Posted April 17 Clone Share Posted April 17 (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 Gareth sees the armored scythe-lady go out with the dwarf, *tap* *tap* Three, Four and then the catfolk archer, *tap* *tap* Five, Six. Two more beats and that's his cue. He drops a few coins on the table and takes up his polearm, slipping out the door a few seconds behind the others. He walks casually, like he's got somewhere to be and is minding his own business, but keeps his eyes peeled for this strange procession. 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 18 by Kistler (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Perception 9 1d20+8 1 Link to comment Share on other sites More sharing options...
iantruesilver Posted April 18 Author Clone Share Posted April 18 (edited) Streets of New Kenabres The child's hunched stride is broken only by her brief moments of pause to look back, confirming that these good Mendevians were still following. Each in good time, you hurry after the kid, her keeping a few steps in front of the fastest of you always, as she leads you through the cobblestone streets toward warehouse square. Though somewhat slow on the uptake of things as they're evolving, the woman at Daergrim's table also turns to accompany him out towards the door, rounding up the last of those who are on the little girl's tail. A good ten minutes or so later, you find yourselves coming up upon a smallish warehouse. "They're in there… Hurry!" [[ The Warehouse ]] Edited April 18 by iantruesilver (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Rakle Posted April 18 Clone Share Posted April 18 Iolana Variu Slipping the half of her remaining bread in her pocket, Io slows down her pace to allow the tea woman to catch-up with her. "Hi, Teza." she greets the woman. "I'm sorry that you got swept up in this drama. I know that this isn't how you wanted to spend this evening. But thanks for coming along." "Before I forget, I'm Iolana Variu. If things get bloody, I'm a doctor and a priestess of Vonymos". ----------------------------------------- Every step further from cafe made Io more nervous. If this girl was truly an escaped prisoner, why couldn't see find someone to help before she made it to the cafe. This situation just felt wrong to her. Brucilde, Can we take a moment to plan this out, before we go charging in there?" she asks her sister. 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...
Kistler Posted April 18 Clone Share Posted April 18 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 Overstimulated, perhaps from all the coffee, Gareth spends the walk looking at entirely the wrong things. Is there something suspicious about those bricklayers? What's under that canvas? Is that half-elf behind that food stall watching him? Is someone else following him? "Ooof!" all the wind is driven from him as he rounds the corner right into the back of the immovable dwarf. "Uuhhhh" he groans, getting his wind back, "Sorry." OOC/Actions Other: Free: Swift: Move: Standard: Full Round: Other: Hands: Fauchard 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 18 Clone Share Posted April 18 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 is still on high alert, more so when they reach the location. "How many are there, and what does it look like inside," she asked the child. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Inash Posted April 18 Clone Share Posted April 18 Brucilde Brucilde stops and leans on her axe while waiting for the others to catch up. While she waits, since she probably has 30 seconds or so, she casts detect magic and studies the building. She also shakes her head at the child. "No hurry. Slow now save time later." When Iolana and Teza catch up, she nods, still studying 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 Active Effects: Mage armor ~50 min remaining Detect magic for as long as she keeps concentrating Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Mindcrime Posted April 18 Clone Share Posted April 18 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 As time dragged on with the girl stayed just far enough ahead to keep everyone following her the more suspicious Daergrim got. At one point, the dwarf had stopped in order to catch his breath only to be hit from behind by the nervous man. Had Daergrim not been focused on catching his breath, he might have issued some insults about watching where oneself was going, but all he could manage when the man uttered an apology, was to offer the man a nod and wave him on. After a few more seconds, the dwarf raised his axe and continued following the bunch. "Dis be wit outta doubt a trap. De question be a by who an a why." Daergrim said as he finally caught up to the others, bending down and placing his hands upon his knees sucking in air trying to catch his breath. 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...
iantruesilver Posted April 19 Author Clone Share Posted April 19 (edited) Streets of New Kenabres The child counts her fingers for a short moment, one hand already on the door. "There's let's see… Nessa, Thim, Bondy, Yenni… four of us in there. I guess five if you count me." "They're downstairs though. There's nothing on this floor here but boxes full of smelly stuff." She quietly explains, then falls quiet as she begins to slowly push open the door. Brucilde Only There are four auras. Three faint, and one of moderate strength some distance below and to the south. [[ The Warehouse ]] Edited April 19 by iantruesilver (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
athedia Posted April 19 Clone Share Posted April 19 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 Weird Building Teza was trying out what was unsettling her about the whole scenario. This child wasn't acting like she had, but then again she didn't always act like other kids. But this was unsettling in a different way. Why travel all that way to the Honeyed Blackmoor? She was relieved to hear misgivings from the others who had followed the girl (though of their own accord which to her was the even stranger behavior). "But who are you? Why not run to a temple?" 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 Sense Motive 6 1d20-1 7 Link to comment Share on other sites More sharing options...
Rakle Posted April 19 Clone Share Posted April 19 (edited) Iolana Variu Iolana felt even more nervous about the situation. It really felt like an ambush now. She would prefer leave and get the witch hunters to do it, but she knew her sister wouldn't leave. "Who else is down there? If no one is upstairs, why didn't you free the others?" Io asks the girl. She shifted her grip so both hands were upon her war scythe. 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 Edited April 19 by Rakle (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls sense motive 17 1d20+3 14 Link to comment Share on other sites More sharing options...
Kistler Posted April 19 Clone Share Posted April 19 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 This has gone downhill fast... Gareth thinks to himself. His idea of staying to the shadows, figuring out this city slowly and methodically, is quickly going awry. Well, I said I wanted to take action, didn't I? Better than being stuck at that desk. "Alright, alright. If we're going to help we might as well get to it." He steps forward and pushes the door open, sniffing the air for what this 'smelly stuff' might be. OOC/Actions Other: Percetpion Free: Swift: Move: Standard: Full Round: Other: Hands: Fauchard 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 Perception 28 1d20+8 20 Link to comment Share on other sites More sharing options...
Mindcrime Posted April 19 Clone Share Posted April 19 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 Daergrim, having caught his breath, reached around and with a quick tug, pulled his heavy steel shield from its harness that kept it secured across his back. The dwarf never looked away from the supposed child in distress as he slid the shield onto his left forearm before reaching back with his right hand and grasping the waraxe that was also attached to his back and slid it out of its harness. 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...
Inash Posted April 19 Clone Share Posted April 19 Brucilde Brucilde pauses and speaks quietly to Iolana before following the armored dwarf. "Four magic auras inside. Down... maybe in a basement?" 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 Active Effects: Mage armor ~50 min remaining Detect magic for as long as she keeps concentrating Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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