Rakle Posted April 24 Clone Share Posted April 24 Iolana Variu "That's blood, but I cannot determine the type without a closer look" She confirms just before everyone starts talking about the wall. Hearing and feeling the magic within Teza's song, Io decides to give the singing woman's ability an extra nudge. Io's hand begins to glow, and then she touches Teza's shoulder. A surge of confidence boosts Teza's charms as the divine light transfers from Io to Teza. Io regrips her weapon and waits for whatever happens next. Hp 9/9 AC16 TAC11 FAC15 Chan 5/5 (DC14) Glory 5/6 F+3 R+2 W+6 (+8 charm & comp.) Init+1 Per+7 Mechanics use one touch of glory 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, Hero 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 @athedia Teza has a +1 untyped bonus to a single CHA skill or ability check within the next hour. Her choice to when to use it. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Mindcrime Posted April 25 Clone Share Posted April 25 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): +6+3 Strength Modifier +1 Weapon Focus +1 Masterwork +1 Bless (1d10+3+3 Strength Modifier, x3) Warhammer (cold-iron): +4+3 Strength Modifier +1 Bless (1d8+3+3 Strength Modifier, x3) Short Sword (silver): +4+3 Strength Modifier +1 Bless (1d6+2+3 Strength Modifier -1 Silver, 19-20/x2) Frequently Used Skills Craft (Armorer): +4+3 Class Skill +0 Int Modifier +1 Rank | Heal: +9+3 Class Skill +3 Wis Modifier +1 Rank +2 Healer's Kit (8 uses left) | Perception: +3+0 Cross-class Skill +3 Wis Modifier +0 Rank | Sense Motive: +3+0 Class Skill +3 Wis Modifier +0 Rank | Spellcraft: +4+3 Class Skill +0 Int Modifier +1 Rank 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. +1Bless bonus on attack rolls and on saving throws against fear effects | 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): BlessEach ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. Duration: 10 rounds Post Daergrim spat on the ground. "Dey be a keepin' kiddies in dose cages. Dey cain't be a good. Dis time dey be findin' a surprise waitin' fer em." The dwarf spat on the ground again as he raised his shield and tightened the grip on his axe. "Angradd, fill us wit yer courage!" he muttered as a light flashed from the holy symbol around his neck, moving out in all directions completely filling the room that he and his companions were in with a silvery radiance. A moment later, the silvery radiance dissipated, leaving those in the room with a boost in confidence. OOC & Mechanics Casts Bless 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...
Kistler Posted April 25 Clone Share Posted April 25 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: Alter Self 0:48 Gareth expected locked cages. Finding them unlocked is... unnerving. "Uh, these kids aren't locked in. What's going on?" He gets his weapon back in his hands and looks around. "Kids, is this is some joke?" 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 Sense Motive 8 1d20+7 1 Perception 15 1d20+8 7 Link to comment Share on other sites More sharing options...
iantruesilver Posted April 25 Author Clone Share Posted April 25 (edited) Combat — Round 1 Initiative Order PCs: ? Enemies: 5 [[ Mood Music ]] Brucilde Only In one of the dried blood smears, you notice something scribbled. You can barely make out what it says. "… slights… repai…en fold." As much as you try though, you can't imagine that this thing would actually have any actual summoning or ritualistic purpose beyond perhaps some misguided and unfortunate form of torture. As each member of your impromptu rescue party begin to find little signs of perhaps chicanery or at least something not quite right, the situation continues to develop… Gareth Only Faster than you can catch it, one of the children inside the cage snatches the lock through the bars, lifting it from the latch. You barely manage to step back from the wooden gate before he managed to slam the corner of it out at your gut, missing you by a literal hairs width. Daergrim and Nera Only Before your eyes, the section of wall you suspect to be a secret door opens, nearly catching you off guard. Two hooded figures spill out from a previously unseen secret door in the southern section of wall. At the same time, the four children come scampering out of their respective cages, with the girl you had followed saying, "Get'em!" [[ Map — Abandoned Warehouse ]] (( Roll initiatives and immediately take Round 1 actions! )) Edited April 29 by iantruesilver (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Enemy Initiative 5 1d20+3 2 *********** ******* 23 1d20+12 11 Link to comment Share on other sites More sharing options...
Kistler Posted April 26 Clone Share Posted April 26 (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: Alter Self 0:48 Gareth stumbles away from the swinging door, and can do nothing else before they swarm him. OOC/Actions Other: Free: Swift: Move: Standard: Full Round: Other: AoO rolled. 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 Edited April 26 by Kistler (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls AoO 1, Damage 8; 14 1d20+7;1d10+7 [1]; [1,7] AoO 2, damage 10; 17 1d20+5;1d10+7 [5]; [5,10] AoO 3, damage 12; 13 1d20+5;1d10+7 [7]; [7,6] Oh yeah, initiative 3 1d20+2 1 Link to comment Share on other sites More sharing options...
Rakle Posted April 26 Clone Share Posted April 26 (edited) Iolana Variu "Toss these bastards back into the river of the souls". Io yells in frustration. The she gets to work. Assuming that Daegrim is good at fighting since he openly challenges devil worshippers, Io reaches out and casts a spell on Daergrim's axe. Hp 9/9 AC16 TAC11 FAC15 Chan 5/5 (DC14) Glory 5/6 F+3 R+2 W+6 (+8 charm & comp.) Init+1 Per+7 Mechanics cast magic weapon 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, Hero 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 Spells: Bless, shield of faith, magical weapon light, guidance, read magic @Mindcrime Your war-axe now has a +1 enchantment for 1 minute. Edited April 26 by Rakle (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls init 20 1d20+1 19 Link to comment Share on other sites More sharing options...
Inash Posted April 26 Clone Share Posted April 26 (edited) Brucilde Brucilde mutters "Slights repaid ten fold? " Then shifts her attention to the approaching 'children'. With a quick reach to her component pouch for a bit of butter and an uttered arcane phrase, she creates a slick patch under a pair of them and in their path to attack. She calls something out in another language. Kid, this isn't your day. You wanna just give up now and save yourself the trouble? 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 Standard: Cast grease. Area covered: 'Cres', 1, and the 2 squares in front of them (so between Gareth and those 2) Save DC: 15 Note: Testing out the language functions. Edited April 26 by Inash (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls init 21 1d20+2 19 Link to comment Share on other sites More sharing options...
Mindcrime Posted April 27 Clone Share Posted April 27 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): +6+3 Strength Modifier +1 Weapon Focus +1 Masterwork +1 Bless (1d10+4+3 Strength Modifier +1 Magic Weapon, x3) Warhammer (cold-iron): +4+3 Strength Modifier +1 Bless (1d8+3+3 Strength Modifier, x3) Short Sword (silver): +4+3 Strength Modifier +1 Bless (1d6+2+3 Strength Modifier -1 Silver, 19-20/x2) Frequently Used Skills Craft (Armorer): +4+3 Class Skill +0 Int Modifier +1 Rank | Heal: +9+3 Class Skill +3 Wis Modifier +1 Rank +2 Healer's Kit (8 uses left) | Perception: +3+0 Cross-class Skill +3 Wis Modifier +0 Rank | Sense Motive: +3+0 Class Skill +3 Wis Modifier +0 Rank | Spellcraft: +4+3 Class Skill +0 Int Modifier +1 Rank 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. +1Bless bonus on attack rolls and on saving throws against fear effects | 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): BlessEach ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. Duration: 9 rounds; Magic WeaponMagic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. An enhancement bonus does not stack with a masterwork weapon’s +1 bonus on attack rolls. Duration: 10 Rounds Post Daergrim grinned as the secret door opened and two hooded figures began coming through. "HA! I'd be a coverin' me head to. Shitheads...." he said with a shake of his head as he swung his axe at the first figure through the door. OOC & Mechanics Attack 5 Initiative Should've rolled initiative first. 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 Attack 5 8 1d20+6 2 Initiative 18 1d20+3 15 Link to comment Share on other sites More sharing options...
farothel Posted April 27 Clone Share Posted April 27 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 "Just great," Nera said. She was carrying her bow, maybe not the best choice in this environment, but she simply would have had to make the best of it. So she dropped her bow, drew her axe and started chopping at the first guy that came out of the door. OOC actions free: drop bow move: draw axe standard: attack 5 (with flanking) Name xDiceName xDiceResult xDiceString xDiceRolls attack, damage 11; 3 1d20+4;1d6+1 [7]; [7,2] AoO, damage 11; 3 1d20+4;1d6+1 [7]; [7,2] Init (GM rolled) 10 1d20+3 7 Link to comment Share on other sites More sharing options...
athedia Posted April 29 Clone Share Posted April 29 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 +1 untyped bonus to a single CHA skill or ability check within the next hour. Her choice to when to use it. Bardic Performance: Inspire Courage 2/8 Rounds used +1 Attack/Dmg (Inspire Courage) +1 morale bonus on saving throws against charm and fear effects (Inspire Courage) Weird Building A regular door. Hidden but not magical. Teza felt a little foolish for her assumption. She quickly switched her recitation for one more suited for the survival of those in the basement. Lies revealed as door opens One and One now equal Three Our lives forfeit is their wish A fate with which I disagree Figuring out the shift to a new verse always took a moment, hopefully her new allies would defend her until she could assist further. Mechanics Move: Standard: Bardic Performance: Inspire CourageInspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance. Free: Actions Bardic Performance: Inspire CourageInspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance. 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 Init 10 1d20+2 8 Link to comment Share on other sites More sharing options...
iantruesilver Posted April 29 Author Clone Share Posted April 29 (edited) Combat — Round 1 Wrap Up Initiative Order PCs: Average (B 21, I 20, D 18, N 10, T 10, G 3) = 13.67 Enemies: 5 [[ Mood Music ]] Brucilde cast a an arcane spell, causing a thin puddle of greasy slippery substance to spread underneath the feet of two of the kids. Taken by surprise, Cres slips and falls onto her ass, while the other manages to maintain his footing for now. The female cleric turns to the warpriest, and mumbles a small prayer to her patron usher for magical enhancement, though that still isn't quite enough for Daergrim to be able to hit his foe. Teza's oratory performance bolsters the morale of the party, though again, that doesn't give Gareth enough to give these kids a good smack upside the head as they rush out from their cages. In the same manner, Nera likewise misses on her mark. "Curses! You cheaters, you were supposed to help us!" Having fallen on her rear, Cres sits up and whines as she begins to make a few somatic gestures, then proceeded to mumble something under her breath toward Teza's direction. Almost in unison, three of the four other kids surround Gareth(1,2,4), the last confronting Brucilde(3) as they each try to kick and bite and punch the pair, with the inquisitor suffering some small amounts of scratches from the shenanigans. Sidestepping the dwarf's attack, the one hooded figure(5) unwraps a dangerous looking scarf from their neck to try to whip it at Nera, but the cat skillfully dodges the attempt. From out of nowhere, Teza feels a sickening pain at her right calf, and as blood begins to trickle down onto her ankles, she realizes that someone(6) is standing there with a war razor, its blade now christened with her blood. The last one(7) out of the secret door shuffles forward between Daergrim and Nera, and swipes a pair of clawed hands at the dwarf, thankfully missing him. [[ Map — Abandoned Warehouse ]] (( Gareth takes 1 point non-lethal bludgeoning. Teza take 3 slashing and roll a Will save please. Proceed to Round 2! )) Edited April 30 by iantruesilver (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Cres Reflex 11 1d20+3 8 1 Reflex 17 1d20+5 12 1 Acrobatics 14 1d20+7 7 1 unarmed NL v Gareth 10; 1 1d20+2;1d2 [8]; [8,1] 2 unarmed NL v Gareth 4; 2 1d20;1d2 [4]; [4,2] 3 unarmed NL v Brucilde 12; 1 1d20+2;1d2 [10]; [10,1] 4 unarmed NL v Gareth 19; 1 1d20+2;1d2 [17]; [17,1] 5 mw Bladed Scarf v Nera 12; 6 1d20+5;1d6+1 [7]; [7,5] 6 mw War Razor v Teza 15; 3 1d20+5+2;1d4 [8]; [8,3] H,C,A,P,LA,LF,RA,RF,LT,LC,RT,RC 12 1d12 12 7 Claws v Daergrim (1) 13; 2 1d20+1;1d4 [12]; [12,2] 7 Claws v Daergrim (2) 16; 1 1d20+1;1d4 [15]; [15,1] Link to comment Share on other sites More sharing options...
Rakle Posted April 30 Clone Share Posted April 30 (edited) Iolana Variu "Leave her alone ". Io snarls at the enemy with the war razor that just cut Teza. She slashes at him with her scythe. Hp 9/9 AC16 TAC11 FAC15 Chan 5/5 (DC14) Glory 5/6 F+3 R+2 W+6 (+8 charm & comp.) Init+1 Per+7 Mechanics Attack with inspire courage 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, Hero 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 Spells: Bless, shield of faith, magical weapon light, guidance, read magic Edited April 30 by Rakle (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls atk vs 6; slash dmg 19; 9 1d20+4; 2d4+2 [15]; [15,4,3] Link to comment Share on other sites More sharing options...
Mindcrime Posted April 30 Clone Share Posted April 30 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): +9+3 Strength Modifier +1 Weapon Focus +1 Masterwork +1 Bless +1 Inspire Courage +2 Flanking (1d10+5+3 Strength Modifier +1 Magic Weapon +1 Inspire Courage, x3) Warhammer (cold-iron): +7+3 Strength Modifier +1 Bless +1 Inspire Courage +2 Flanking (1d8+4+3 Strength Modifier +1 Inspire Courage, x3) Short Sword (silver): +7+3 Strength Modifier +1 Bless +1 Inspire Courage +2 Flanking (1d6+3+3 Strength Modifier -1 Silver +1 Inspire Courage, 19-20/x2) Frequently Used Skills Craft (Armorer): +4+3 Class Skill +0 Int Modifier +1 Rank | Heal: +9+3 Class Skill +3 Wis Modifier +1 Rank +2 Healer's Kit (8 uses left) | Perception: +3+0 Cross-class Skill +3 Wis Modifier +0 Rank | Sense Motive: +3+0 Class Skill +3 Wis Modifier +0 Rank | Spellcraft: +4+3 Class Skill +0 Int Modifier +1 Rank 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. +1+1 Inspire Courage competence bonus on attack and weapon damage rolls 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. +1+1 enhancement bonus on damage rolls | 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. +11) +1 Bless bonus on attack rolls and on saving throws against fear effects 2) +1 Inspire Courage morale bonus on saving throws against charm and fear effects | 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 Effect(s): BlessEach ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. Duration: 8 rounds; Magic WeaponMagic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. An enhancement bonus does not stack with a masterwork weapon’s +1 bonus on attack rolls. Duration: 9 Rounds; Inspire CourageInspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.; FlankingWhen making a melee attack, you get a +2 flanking bonus if your opponent is threatened by another enemy character or creature on its opposite border or opposite corner. When in doubt about whether two characters flank an opponent in the middle, trace an imaginary line between the two attackers’ centers. If the line passes through opposite borders of the opponent’s space (including corners of those borders), then the opponent is flanked. Exception: If a flanker takes up more than 1 square, it gets the flanking bonus if any square it occupies counts for flanking. Only a creature or character that threatens the defender can help an attacker get a flanking bonus. Creatures with a reach of 0 feet can’t flank an opponent. Post Daergrim was all business now. His companions, having just met them be damned, they were down here fighting with him, were taking damage. That made him angry as he let out a loud battle cry and attacked the freak with clawed hands that just tried to give his beard a trim. OOC & Mechanics Attack #7 Damage 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 Attack #7 26 1d20+8 18 Damage 6 1d10+5 1 Link to comment Share on other sites More sharing options...
Inash Posted April 30 Clone Share Posted April 30 (edited) Brucilde Brucilde ignores the being, she’s not sure they really are children, that attacked her and brings her axe down on the one that got behind the kindly looking man that tried to open their cages. 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 Current AC: 16 (mage armor) Actions Crunch Active Effects: Mage armor ~50 min remaining Standard: Attack Edited April 30 by Inash (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Attack 10; 7 1d20+4;2d6+3 [6]; [6,2,2] Link to comment Share on other sites More sharing options...
athedia Posted April 30 Clone Share Posted April 30 (edited) Teza Hasar Teza Hasar - Fetchling Bard (Dirge Bard) 1 AC 14 | FF 12 | Touch 12 | HP 6/9 | 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 +1 untyped bonus to a single CHA skill or ability check within the next hour. Her choice to when to use it. Bardic Performance: Inspire Courage 3/8 Rounds used +1 Attack/Dmg (Inspire Courage) +1 morale bonus on saving throws against charm and fear effects (Inspire Courage) Weird Building With false pleas you ask for help Betraying those who aid Mine own blood you dare to spill I suggest ye be afraid Teza shook of the attempted enchantment, her face tightening in both pain at the wound on her leg and anger at someone doing something so underhanded in her city. Wasn't the Worldwound danger enough? She slashed out at one with the war razor, hoping to take them down before they added more blood to her shoes. Mechanics Move: Standard: Attacking 6 Free: Bardic Performance: Inspire CourageInspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance. Actions Bardic Performance: Inspire CourageInspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance. 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) Edited April 30 by athedia (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Will Save 23 1d20+7 16 Attack;Dmg vs 6 14; 7 1d20+1;1d8+1 [13]; [13,6] Link to comment Share on other sites More sharing options...
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