Mindcrime Posted April 11 Clone Share Posted April 11 Daergrim Daergrim Thurdain Male, Dwarf Class: Warpriest of Angradd | Level: 1 Str: 16 | Dex: 12 | Con: 15 | Int: 10 | Wis: 16 | Cha: 8 HP: 14/14 | Speed: 20 | Init: +3 AC: 20 | Touch: 11 | Flat-footed: 19 CMD: 14 | FCMD: 13 Fort: 4 | Ref: 1 | Will: 5 Weapons Dwarven Waraxe (masterwork, cold-iron): +5 (1d10+3, x3) Warhammer (cold-iron): +3 (1d8+3, x3) Short Sword (silver): +3 (1d6+2, 19-20/x2) Situational Modifiers Defensive TrainingDwarves gain a +4 dodge bonus to AC against monsters of the giant subtype. | GreedDwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones. | HardyDwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. | HatredDwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes. | StabilityDwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. | Stolen FuryYou were forced to take part in a demonic ritual as a youth after being captured by cultists. Whatever the ritual’s purpose might have been, it didn’t work out the way your captors envisioned— rather than losing your soul, you absorbed the ritual’s energy and made it your own before you escaped to safety. Benefit When you face demons in combat, those energies bolster your fury, granting you a +2 trait bonus on all combat maneuver (CMB) checks against demons. | StonecunningDwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking. Bonus Types The important aspect of bonus types is that two bonuses of the same type don’t generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus of a given type works. Bonuses without a type always stack, unless they are from the same source. Alchemical:An alchemical bonus is granted by the use of a non-magical, alchemical substance such as antitoxin. --- | Armor:An armor bonus applies to armor class and is granted by armor or by a spell or magical effect that mimics armor. Armor bonuses stack with all other bonuses to armor class (even with natural armor bonuses) except other armor bonuses. An armor bonus doesn’t apply against touch attacks, except for armor bonuses granted by force effects (such as the mage armor spell) which apply against incorporeal touch attacks, such as that of a shadow. +7Banded Mail Armor | BAB:This number is a modifier added to your attack rolls. A higher number means you’re better at combat. +0 | Circumstance:A circumstance bonus (or penalty) arises from specific conditional factors impacting the success of the task at hand. Circumstance bonuses stack with all other bonuses, including other circumstance bonuses, unless they arise from essentially the same source. --- | Competence:A competence bonus (or penalty) affects a character’s performance of a particular task, as in the case of the bardic ability to inspire competence. Multiple competence bonuses don’t stack; only the highest bonus applies. --- Deflection:A deflection bonus affects armor class and is granted by a spell or magic effect that makes attacks veer off harmlessly. Deflection bonuses stack with all other bonuses to AC except other deflection bonuses. A deflection bonus applies against touch attacks. --- | Dodge:A dodge bonus improves armor class (and sometimes Reflex saves) resulting from physical skill at avoiding blows and other ill effects. Dodge bonuses are never 1 usually not granted by spells or magic items. Any situation or effect (except wearing armor) that negates a character’s Dexterity bonus also negates any dodge bonuses the character may have. Dodge bonuses stack with all other bonuses to AC, even other dodge bonuses. Dodge bonuses apply against touch attacks. --- | Enhancement:An enhancement bonus represents an increase in the sturdiness and/or effectiveness of armor or natural armor, or the effectiveness of a weapon, or a general bonus to an ability score. Multiple enhancement bonuses on the same object (in the case of armor and weapons), creature (in the case of natural armor), or ability score do not stack. Only the highest enhancement bonus applies. Since enhancement bonuses to armor or natural armor effectively increase the armor or natural armor’s bonus to AC, they don’t apply against touch attacks. --- | Inherent:Content... --- | Insight:An insight bonus improves performance of a given activity by granting the character an almost precognitive knowledge of what might occur. Multiple insight bonuses on the same character or object do not stack. Only the highest insight bonus applies. --- Luck:A luck bonus represents good (or bad) fortune. Multiple luck bonuses on the same character or object do not stack. Only the highest luck bonus applies. --- | Morale:A morale bonus represents the effects of greater hope, courage, and determination (or hopelessness, cowardice, and despair in the case of a morale penalty). Multiple morale bonuses on the same character do not stack. Only the highest morale bonus applies. Non-intelligent creatures (creatures with an Intelligence of 0 or no Intelligence at all) cannot benefit from morale bonuses. --- | Natural Armor:A natural armor bonus improves armor class resulting from a creature’s naturally tough hide. Natural armor bonuses stack with all other bonuses to armor class (even with armor bonuses) except other natural armor bonuses. Some magical effects (such as the barkskin spell) grant an enhancement bonus to the creature’s existing natural armor bonus, which has the effect of increasing the natural armor’s overall bonus to armor class. A natural armor bonus doesn’t apply against touch attacks. --- | Profane:A profane bonus (or penalty) stems from the power of evil. Multiple profane bonuses on the same character or object do not stack. Only the highest profane bonus applies. --- | Racial:A racial bonus comes from the culture a particular creature was brought up in or because of innate characteristics of that type of creature. If a creature’s race changes (for instance, if it dies and is reincarnated), it loses all racial bonuses it had in its previous form. VariousSee Situational Modifiers Resistance:A resistance bonus affects saving throws, providing extra protection against harm. Multiple resistance bonuses on the same character or object do not stack. Only the highest resistance bonus applies. --- | Sacred:A sacred bonus (or penalty) stems from the power of good. Multiple sacred bonuses on the same character or object do not stack. Only the highest sacred bonus applies. --- | Shield:A shield bonus improves armor class and is granted by a shield or by a spell or magic effect that mimics a shield. Shield bonuses stack with all other bonuses to AC except other shield bonuses. A magic shield typically grants an enhancement bonus to the shield’s shield bonus, which has the effect of increasing the shield’s overall bonus to AC. A shield bonus granted by a spell or magic item typically takes the form of an invisible, tangible field of force that protects the recipient. A shield bonus doesn’t apply against touch attacks. +2Heavy Steel Shield | Size:A size bonus or penalty is derived from a creature’s size category. Size modifiers of different kinds apply to armor class, attack rolls, Stealth checks, combat maneuver checks, and various other checks. --- | Trait:A trait bonus is a bonus granted via a character trait. Character traits are an optional additional character defining feature like feats but less powerful (typically about half as strong as a feat.) As with other named bonuses, trait bonuses do not “stack” with other trait bonuses. VariousSee Situational Modifiers Condition(s): None Post Daergrim suddenly found himself surrounded by some of the fellow patrons. "I don't be givin' a piss 'bout what kinda establishment dis is." he said as he held his hands up in front of him in surrender. "But be assured dat ye'll not be havin' no more disturbances from me. Dat usually flushes out one or two of de rat bastards. Den dey try an creep outta 'ere ta go warn dere friends. Dats when I follow em back to de hole dat dey crawled outta." Daergrim glanced at the woman sitting directly in front of him before focusing on the Catfolk woman standing next to him and took a deep breath, slowly exhaling. "I be lookin' fer one o' dose Asmodeus clowns a named Dominin. He's da one dat gave me dis..." he said as he reached up and touched the brand upon his face. "...den he killed a good friend o' mine, me only friend actually. I intend ta repay da favor in kind, if'n I can find 'em dat is." 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...
athedia Posted April 12 Clone Share Posted April 12 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 The woman shifted a little trying to draw the dwarves attention back. "Your friend, he meant a lot to you. Should you not memoralize him before you throw your own life into this pursuit. He deserves to live on in more than just your memories. We also do ask you not use this establishment as a place to start or encourage fights." She put her plate to the side and waited for his response her fingers drumming a light pattern on her leg. Mechanics Move: Standard: Free: Details Statblock [b][url=/sheets/?id=2891479]Teza Hasar[/url][/b] [i]Fetchling Dirge Bard 1 NG[/i] [b]HP[/b] 9 / 9 [b]Speed[/b] ft [b]Init[/b] 2 [b]AC[/b] 14 [b]Fort[/b] 1 [b]Ref[/b] 4 [b]Will[/b] 1 [b]CMB[/b] +1 [b]BAB[/b] 0 [b]Longsword[/b] +1 (1d8+1, 19-20/x2) [b]Str[/b] 13 (1) [b]Dex[/b] 14 (2) [b]Con[/b] 13 (1) [b]Wis[/b] 8 (-1) [b]Int[/b] 12 (1) [b]Cha[/b] 18 (4) Teza Hasar Fetchling Dirge Bard 1 NG HP 9 / 9 Speed ft Init 2 AC 14 Fort 1 Ref 4 Will 1 CMB +1 BAB 0 Longsword +1 (1d8+1, 19-20/x2) Str 13 (1) Dex 14 (2) Con 13 (1) Wis 8 (-1) Int 12 (1) Cha 18 (4) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
farothel Posted April 12 Clone Share Posted April 12 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 "I have not heard of that particular specimen," Nera said, "then I cannot help you. Sorry." With a nod at Daergrim and Teza she went back to her own place, waiting for the rabbit stew. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Kistler Posted April 12 Clone Share Posted April 12 (edited) Gareth Kindly - Half-Elf Inquisitor 1 HP: 10/10 | AC: 16/12/14 | Speed: 30/20ft | Hero: 1/3 | Spells: 0Detect Magic Guidance Light Read Magic 1Protection from Evil (From Touched by Divinity Trait) 1 Standard Action Range : Touch 1min/level +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. Immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. The spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature. 1Level 1 Inquisitor Spell Slot 1Level 1 Inquisitor Spell Slot 2Alter Self (Limited to Elf, Drow, Human) From Flexible Half-Breed Racial Ability Polymorph Personal 1 min/level When you cast this spell, you can assume the form of any Small or Medium creature of the humanoid type. If the form you assume has any of the following abilities, you gain the listed ability: darkvision 60 feet, low-light vision, scent, and swim 30 feet. Medium creature: If the form you take is that of a Medium humanoid, you gain a +2 size bonus to your Strength. Drow Form Gains: -Darkvision 60' -+2 Strength Initiative: +2 | Perception: +8 | Fort: +3 | Ref: +3 | Will: +4 Disappear: 5/5You can become invisible as per the spell as a standard action. The invisibility lasts for 1 round per inquisitor level or until you attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving. The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area. | Studied Target: NoneA slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target. If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll). At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack and damage rolls, as well as the bonus to slayer ability DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place. At 7th level, a slayer can study an opponent as a move or swift action. ConsumablesGeneral: -5x Trail Rations Ammunition: -10x Sling Bullets Potions/Alchemical: -5x Glue Paper Scrolls/Wands: - Use/day items: - | SpellsInquisitor Cantrips: -Detect Magic -Guidance -Light -Read Magic Inquisitor Level 1: -Shield of Faith -Cure light Wounds -Protection from Evil | AbilitiesClass Abilities: Monster Lore +WIS to knowledge on creatures Studied Target +1 Racial Abilities: Elf Immunities (+2 v. Enchantments, Immune to sleep) Low-Light Vision Languages: Common, Elven Skill Focus (Perception) Keen Senses +2 Perception Traits: Touched by Divinity Trap Finder (Disable magic traps with DD) Deft Dodger Drawback: Self-Doubting Other Feats: Combat Reflexes (3 AoO/rnd) | SkillsSkill: Rank/Modifier Acrobatics: 0/+2 Appraise: 0/+0 *Bluff: 0/-2 *Climb: 0/+4 *Diplomacy: 0/-2 *Disable Device: 1/+7 *Disguise: 0/-2 Escape Artist: 0/+2 Fly: 0/+2 Handle Animal: 0/+0 *Heal: 0/+2 *Intimidate: 0/-1 *Knowledge (Planes): 1/+4 or +6 *Knowledge (Religion): 1/+4 or +6 Linguistics: 1/+1 *Perception: 1/+8 *Ride: 0/+2 *Sense Motive: 1/+7 *Sleight of Hand: 1/+6 *Spellcraft: 0/+0 *Stealth: 1/+6 *Survival: 1/+2 *Swim: 0/+4 Use Magic Device: 0/+0 *Class Skills | AttacksFauchard: +4, 1d20+6S, 18-20x3, 10' Reach Cold Iron Morningstar: +4, 1d8+4B&P, 20x2 Dagger: +4, 1d4+4P/S, 19-20x2 Cestus: +4, 1d4+4P/B, 19-20x2 Sling: +2 1d4+4B, 20x2, Range 50' Spells: DC13 Combat Reflexes: 3x AoO per Round | Conditions: None Gareth almost drops the coffee cup when the tiefling woman touches his hand. It's like electricity; a tingle running through him. He realizes he's been standing still too long, "Oh, thank you, I-" He blurts out, and then promptly forgets what he was about to say as another attractive woman takes his arm. It's not a long walk back to his seat, but it takes an eternity inside his mind, You've been quiet too long. Say something! Say something! "I'm Kindly." He says, as they arrive at his table. "I mean, not that I'm nice, well I do try to be nice, but that's my name. Uh. What's yours?" As he sits again, flush creeping up his cheeks from how badly he's bumbling and mind screaming, Don't make it weird, don't make it weird! He sees a small figure just outside. "Hey, is that a child hiding outside? I wonder if I could hire them..." The last he mutters to himself, thinking business again, and all the ways a loyal, unseen urchin can be incredibly useful. Bloody Rose, he was once a loyal, unseen urchin running errands for a revolution. But then he realizes where he is, and what the profession of this woman might be, and what 'hire' might mean in that context, "Oh no! N-Not like that! It's for work." He protests, as new hues of scarlet parade up his cheeks. "Um, could you bring me some of that sweet spice cake?" After he's alone for a moment he waves to the child, and indicates the cake. Maybe he'll make his first recruit! He hears the dwarf talking loudly about Asmodeans and he perks up a bit. Always glory to be found in Milani's service against those sort. He may have to talk to that dwarf later, though this place is too public, and the dwarf a bit loud for the inquisitor's kind of work. 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 Edited April 12 by Kistler (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Rakle Posted April 12 Clone Share Posted April 12 Iolana Variu Taking a brief moment away from her sister, Io steps away from her booth for a moment walks over to the dwarf, and simply states. "Go to the front gate and see if any hell knights have recently entered the city. They always have Asmodeus worshippers among them. If there is shrine in this town, they will know. ( Before returning to her seat, she adds. "Vonymos sees your grief. If the hell knights kill you, he will make sure that your soul makes it to the boneyard." Hp 9/9 AC16 TAC11 FAC15 Chan 5/5 (DC14) CHA 6/6 F+3 R+2 W+6 (+8 charm & comp.) Init+1 Per+7 Mechanics Stat Block Skills: +7 perc, heal, prof (dr); +6 diplo; +5 k. planes, ling, -3 climb & swim : +1 know planes on demon and demon cult stuff C Sheet female N Human Cleric of Vonymos (Mendevian Priest), Level 1, Init 1, HP 9/9, Speed 20 AC16, Touch 11, Flat-footed 15, CMD 12, Fort 3, Ref 2, Will 6, CMB +1, Base Attack Bonus 0, Action Points 1 Scythe +3 (2d4+1 , x4) cestus +1 (d4+1, 19-20 x2) darts (x6) +1 (d4+1, x2) scalemail, null (+5 Armor, +1 Dex) Abilities Str 12, Dex 12, Con 12, Int 12, Wis 17, Cha 14 Condition None Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Mindcrime Posted April 12 Clone Share Posted April 12 Daergrim Daergrim Thurdain Male, Dwarf Class: Warpriest of Angradd | Level: 1 Str: 16 | Dex: 12 | Con: 15 | Int: 10 | Wis: 16 | Cha: 8 HP: 14/14 | Speed: 20 | Init: +3 AC: 20 | Touch: 11 | Flat-footed: 19 CMD: 14 | FCMD: 13 Fort: 4 | Ref: 1 | Will: 5 Weapons Dwarven Waraxe (masterwork, cold-iron): +5 (1d10+3, x3) Warhammer (cold-iron): +3 (1d8+3, x3) Short Sword (silver): +3 (1d6+2, 19-20/x2) Situational Modifiers Defensive TrainingDwarves gain a +4 dodge bonus to AC against monsters of the giant subtype. | GreedDwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones. | HardyDwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. | HatredDwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes. | StabilityDwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. | Stolen FuryYou were forced to take part in a demonic ritual as a youth after being captured by cultists. Whatever the ritual’s purpose might have been, it didn’t work out the way your captors envisioned— rather than losing your soul, you absorbed the ritual’s energy and made it your own before you escaped to safety. Benefit When you face demons in combat, those energies bolster your fury, granting you a +2 trait bonus on all combat maneuver (CMB) checks against demons. | StonecunningDwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking. Bonus Types The important aspect of bonus types is that two bonuses of the same type don’t generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus of a given type works. Bonuses without a type always stack, unless they are from the same source. Alchemical:An alchemical bonus is granted by the use of a non-magical, alchemical substance such as antitoxin. --- | Armor:An armor bonus applies to armor class and is granted by armor or by a spell or magical effect that mimics armor. Armor bonuses stack with all other bonuses to armor class (even with natural armor bonuses) except other armor bonuses. An armor bonus doesn’t apply against touch attacks, except for armor bonuses granted by force effects (such as the mage armor spell) which apply against incorporeal touch attacks, such as that of a shadow. +7Banded Mail Armor | BAB:This number is a modifier added to your attack rolls. A higher number means you’re better at combat. +0 | Circumstance:A circumstance bonus (or penalty) arises from specific conditional factors impacting the success of the task at hand. Circumstance bonuses stack with all other bonuses, including other circumstance bonuses, unless they arise from essentially the same source. --- | Competence:A competence bonus (or penalty) affects a character’s performance of a particular task, as in the case of the bardic ability to inspire competence. Multiple competence bonuses don’t stack; only the highest bonus applies. --- Deflection:A deflection bonus affects armor class and is granted by a spell or magic effect that makes attacks veer off harmlessly. Deflection bonuses stack with all other bonuses to AC except other deflection bonuses. A deflection bonus applies against touch attacks. --- | Dodge:A dodge bonus improves armor class (and sometimes Reflex saves) resulting from physical skill at avoiding blows and other ill effects. Dodge bonuses are never 1 usually not granted by spells or magic items. Any situation or effect (except wearing armor) that negates a character’s Dexterity bonus also negates any dodge bonuses the character may have. Dodge bonuses stack with all other bonuses to AC, even other dodge bonuses. Dodge bonuses apply against touch attacks. --- | Enhancement:An enhancement bonus represents an increase in the sturdiness and/or effectiveness of armor or natural armor, or the effectiveness of a weapon, or a general bonus to an ability score. Multiple enhancement bonuses on the same object (in the case of armor and weapons), creature (in the case of natural armor), or ability score do not stack. Only the highest enhancement bonus applies. Since enhancement bonuses to armor or natural armor effectively increase the armor or natural armor’s bonus to AC, they don’t apply against touch attacks. --- | Inherent:Content... --- | Insight:An insight bonus improves performance of a given activity by granting the character an almost precognitive knowledge of what might occur. Multiple insight bonuses on the same character or object do not stack. Only the highest insight bonus applies. --- Luck:A luck bonus represents good (or bad) fortune. Multiple luck bonuses on the same character or object do not stack. Only the highest luck bonus applies. --- | Morale:A morale bonus represents the effects of greater hope, courage, and determination (or hopelessness, cowardice, and despair in the case of a morale penalty). Multiple morale bonuses on the same character do not stack. Only the highest morale bonus applies. Non-intelligent creatures (creatures with an Intelligence of 0 or no Intelligence at all) cannot benefit from morale bonuses. --- | Natural Armor:A natural armor bonus improves armor class resulting from a creature’s naturally tough hide. Natural armor bonuses stack with all other bonuses to armor class (even with armor bonuses) except other natural armor bonuses. Some magical effects (such as the barkskin spell) grant an enhancement bonus to the creature’s existing natural armor bonus, which has the effect of increasing the natural armor’s overall bonus to armor class. A natural armor bonus doesn’t apply against touch attacks. --- | Profane:A profane bonus (or penalty) stems from the power of evil. Multiple profane bonuses on the same character or object do not stack. Only the highest profane bonus applies. --- | Racial:A racial bonus comes from the culture a particular creature was brought up in or because of innate characteristics of that type of creature. If a creature’s race changes (for instance, if it dies and is reincarnated), it loses all racial bonuses it had in its previous form. VariousSee Situational Modifiers Resistance:A resistance bonus affects saving throws, providing extra protection against harm. Multiple resistance bonuses on the same character or object do not stack. Only the highest resistance bonus applies. --- | Sacred:A sacred bonus (or penalty) stems from the power of good. Multiple sacred bonuses on the same character or object do not stack. Only the highest sacred bonus applies. --- | Shield:A shield bonus improves armor class and is granted by a shield or by a spell or magic effect that mimics a shield. Shield bonuses stack with all other bonuses to AC except other shield bonuses. A magic shield typically grants an enhancement bonus to the shield’s shield bonus, which has the effect of increasing the shield’s overall bonus to AC. A shield bonus granted by a spell or magic item typically takes the form of an invisible, tangible field of force that protects the recipient. A shield bonus doesn’t apply against touch attacks. +2Heavy Steel Shield | Size:A size bonus or penalty is derived from a creature’s size category. Size modifiers of different kinds apply to armor class, attack rolls, Stealth checks, combat maneuver checks, and various other checks. --- | Trait:A trait bonus is a bonus granted via a character trait. Character traits are an optional additional character defining feature like feats but less powerful (typically about half as strong as a feat.) As with other named bonuses, trait bonuses do not “stack” with other trait bonuses. VariousSee Situational Modifiers Condition(s): None Post Daergrim nodded his head. He knew that he was in the wrong for disrupting things here. The woman's words did have an effect upon him and after taking another gulp from his ale, he explained, "When I laid me friend into da ground in Ravengro, der in Ustalav, I vowed ta avenge me friend an a' deal outta some justice to da one dat killed em." he took another drink and added almost absent-mindedly, "Dat was 'round two years ago." Daergrim was about to continue when the Catfolk woman left and another woman took her place and spoke. Daergrim's eyes grew wide. He hadn't considered the Hellknights. "Dat be a good idea lass! Let me finish me food an I'll be on me way!" he said as he began eating his food at a much faster pace. 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...
athedia Posted April 12 Clone Share Posted April 12 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 flinched back a little as the woman came over to talk, there were a lot of people surrounding them and it was starting to be overwhelming. "The Hellknights serve much like any other crusader, why harass their ranks on these days of celebration? Is this oath you swore truly for your friend or to assuage yourself for failing to save them? " She stood up and picked up her plate to go return it, ready to return to work. "I must return now, but if you wish to have your friend remembered please visit." She went back to the front to hand back her plate, seeing the effect Kimmy had had on the man in front of her. So many people turned to stammering messes in front of her that it was no wonder she was able to talk them into parting with their hard earned coin. "If the dwarf requires a requiem be sung I will waive my portion. It may prevent further tragedy." Mechanics Move: Standard: Free: Details Statblock [b][url=/sheets/?id=2891479]Teza Hasar[/url][/b] [i]Fetchling Dirge Bard 1 NG[/i] [b]HP[/b] 9 / 9 [b]Speed[/b] ft [b]Init[/b] 2 [b]AC[/b] 14 [b]Fort[/b] 1 [b]Ref[/b] 4 [b]Will[/b] 1 [b]CMB[/b] +1 [b]BAB[/b] 0 [b]Longsword[/b] +1 (1d8+1, 19-20/x2) [b]Str[/b] 13 (1) [b]Dex[/b] 14 (2) [b]Con[/b] 13 (1) [b]Wis[/b] 8 (-1) [b]Int[/b] 12 (1) [b]Cha[/b] 18 (4) Teza Hasar Fetchling Dirge Bard 1 NG HP 9 / 9 Speed ft Init 2 AC 14 Fort 1 Ref 4 Will 1 CMB +1 BAB 0 Longsword +1 (1d8+1, 19-20/x2) Str 13 (1) Dex 14 (2) Con 13 (1) Wis 8 (-1) Int 12 (1) Cha 18 (4) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
iantruesilver Posted April 14 Author Clone Share Posted April 14 (edited) The Honeyed Blackmoor "You can call me Marla." The demure half-elf with a head of raven hair replies, a face full of mystery and sweetness. She listens quietly as he seems to ramble on about some child, casting only the barest glance outside before returning her full attention to him. "Of course!" Marla's hand had barely grazed against his before she answered in the affirmative, and she immediately stood to go prepare a serving of cake. Farther back in the café, another serving girl delivers a generous bowl of delicious smelling rabbit stew to Nera. "That's very kind of you Teza." At the bar, Kimmy expresses her gratitude to the fetchling with the slightest of nods. Taking a small kettle, she pours a small but fragrant cup of green tea to the patron in front of her, and then one more for Teza. In the first cup, she mixes in a small drizzle of honey. The customer takes the cup with a nod of thanks, then turns to approach Daergrim's table. A mess of brown hair ends in several braids tied with some kind of vegetation, and what else she has on seems to be primarily composed of animal hide and leather. "Sorry about your friend... If it helps you, I can smash things pretty good." "Please Mister! You gotta help me!" As the child scrabbles into the café's entrance, her clothes some disheveled and her skin and nails looking a bit grimy, Gareth can see that she is clearly without shoes. The girl immediately pleads to him for help, "Please Mister!" [[ The Honeyed Blackmoor ]] (( Anyone observing the child, please give a perception check. )) Edited April 14 by iantruesilver (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls ???? ???????? 23 1d20+8+10 5 Link to comment Share on other sites More sharing options...
farothel Posted April 14 Clone Share Posted April 14 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 "Thanks," Nera said as her food arrived. She started digging in, always enjoying the good stew. She was eating when her sensitive ears picked up a little girl calling out for help at the entrance. She looked that way, trying to figure out what was going on. Name xDiceName xDiceResult xDiceString xDiceRolls perception 27 1d20+7 20 Link to comment Share on other sites More sharing options...
Rakle Posted April 14 Clone Share Posted April 14 Iolana Variu Io finishes off her glass of wine. Not wanting to bother any of the working women, and wanting an excuse to get a better look at all of the people in the cafe, Iolana walks up to the bar. "Another glass of red wine, please. Also a basket of bread and maybe some cheese would be nice." While waiting, she looks about the room. At least a couple of the cafe's clients looked like they were teetering on edge of doom. Maybe the girls could save them from the brink. Not wanting to be too gloomy, Iolana turns her focus upon the young girl that just entered the cafe. 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 perception 19 1d20+7 12 Link to comment Share on other sites More sharing options...
Mindcrime Posted April 14 Clone Share Posted April 14 Daergrim Daergrim Thurdain Male, Dwarf Class: Warpriest of Angradd | Level: 1 Str: 16 | Dex: 12 | Con: 15 | Int: 10 | Wis: 16 | Cha: 8 HP: 14/14 | Speed: 20 | Init: +3 AC: 20 | Touch: 11 | Flat-footed: 19 CMD: 14 | FCMD: 13 Fort: 4 | Ref: 1 | Will: 5 Weapons Dwarven Waraxe (masterwork, cold-iron): +5 (1d10+3, x3) Warhammer (cold-iron): +3 (1d8+3, x3) Short Sword (silver): +3 (1d6+2, 19-20/x2) Situational Modifiers Defensive TrainingDwarves gain a +4 dodge bonus to AC against monsters of the giant subtype. | GreedDwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones. | HardyDwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. | HatredDwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes. | StabilityDwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. | Stolen FuryYou were forced to take part in a demonic ritual as a youth after being captured by cultists. Whatever the ritual’s purpose might have been, it didn’t work out the way your captors envisioned— rather than losing your soul, you absorbed the ritual’s energy and made it your own before you escaped to safety. Benefit When you face demons in combat, those energies bolster your fury, granting you a +2 trait bonus on all combat maneuver (CMB) checks against demons. | StonecunningDwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking. Bonus Types The important aspect of bonus types is that two bonuses of the same type don’t generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus of a given type works. Bonuses without a type always stack, unless they are from the same source. Alchemical:An alchemical bonus is granted by the use of a non-magical, alchemical substance such as antitoxin. --- | Armor:An armor bonus applies to armor class and is granted by armor or by a spell or magical effect that mimics armor. Armor bonuses stack with all other bonuses to armor class (even with natural armor bonuses) except other armor bonuses. An armor bonus doesn’t apply against touch attacks, except for armor bonuses granted by force effects (such as the mage armor spell) which apply against incorporeal touch attacks, such as that of a shadow. +7Banded Mail Armor | BAB:This number is a modifier added to your attack rolls. A higher number means you’re better at combat. +0 | Circumstance:A circumstance bonus (or penalty) arises from specific conditional factors impacting the success of the task at hand. Circumstance bonuses stack with all other bonuses, including other circumstance bonuses, unless they arise from essentially the same source. --- | Competence:A competence bonus (or penalty) affects a character’s performance of a particular task, as in the case of the bardic ability to inspire competence. Multiple competence bonuses don’t stack; only the highest bonus applies. --- Deflection:A deflection bonus affects armor class and is granted by a spell or magic effect that makes attacks veer off harmlessly. Deflection bonuses stack with all other bonuses to AC except other deflection bonuses. A deflection bonus applies against touch attacks. --- | Dodge:A dodge bonus improves armor class (and sometimes Reflex saves) resulting from physical skill at avoiding blows and other ill effects. Dodge bonuses are never 1 usually not granted by spells or magic items. Any situation or effect (except wearing armor) that negates a character’s Dexterity bonus also negates any dodge bonuses the character may have. Dodge bonuses stack with all other bonuses to AC, even other dodge bonuses. Dodge bonuses apply against touch attacks. --- | Enhancement:An enhancement bonus represents an increase in the sturdiness and/or effectiveness of armor or natural armor, or the effectiveness of a weapon, or a general bonus to an ability score. Multiple enhancement bonuses on the same object (in the case of armor and weapons), creature (in the case of natural armor), or ability score do not stack. Only the highest enhancement bonus applies. Since enhancement bonuses to armor or natural armor effectively increase the armor or natural armor’s bonus to AC, they don’t apply against touch attacks. --- | Inherent:Content... --- | Insight:An insight bonus improves performance of a given activity by granting the character an almost precognitive knowledge of what might occur. Multiple insight bonuses on the same character or object do not stack. Only the highest insight bonus applies. --- Luck:A luck bonus represents good (or bad) fortune. Multiple luck bonuses on the same character or object do not stack. Only the highest luck bonus applies. --- | Morale:A morale bonus represents the effects of greater hope, courage, and determination (or hopelessness, cowardice, and despair in the case of a morale penalty). Multiple morale bonuses on the same character do not stack. Only the highest morale bonus applies. Non-intelligent creatures (creatures with an Intelligence of 0 or no Intelligence at all) cannot benefit from morale bonuses. --- | Natural Armor:A natural armor bonus improves armor class resulting from a creature’s naturally tough hide. Natural armor bonuses stack with all other bonuses to armor class (even with armor bonuses) except other natural armor bonuses. Some magical effects (such as the barkskin spell) grant an enhancement bonus to the creature’s existing natural armor bonus, which has the effect of increasing the natural armor’s overall bonus to armor class. A natural armor bonus doesn’t apply against touch attacks. --- | Profane:A profane bonus (or penalty) stems from the power of evil. Multiple profane bonuses on the same character or object do not stack. Only the highest profane bonus applies. --- | Racial:A racial bonus comes from the culture a particular creature was brought up in or because of innate characteristics of that type of creature. If a creature’s race changes (for instance, if it dies and is reincarnated), it loses all racial bonuses it had in its previous form. VariousSee Situational Modifiers Resistance:A resistance bonus affects saving throws, providing extra protection against harm. Multiple resistance bonuses on the same character or object do not stack. Only the highest resistance bonus applies. --- | Sacred:A sacred bonus (or penalty) stems from the power of good. Multiple sacred bonuses on the same character or object do not stack. Only the highest sacred bonus applies. --- | Shield:A shield bonus improves armor class and is granted by a shield or by a spell or magic effect that mimics a shield. Shield bonuses stack with all other bonuses to AC except other shield bonuses. A magic shield typically grants an enhancement bonus to the shield’s shield bonus, which has the effect of increasing the shield’s overall bonus to AC. A shield bonus granted by a spell or magic item typically takes the form of an invisible, tangible field of force that protects the recipient. A shield bonus doesn’t apply against touch attacks. +2Heavy Steel Shield | Size:A size bonus or penalty is derived from a creature’s size category. Size modifiers of different kinds apply to armor class, attack rolls, Stealth checks, combat maneuver checks, and various other checks. --- | Trait:A trait bonus is a bonus granted via a character trait. Character traits are an optional additional character defining feature like feats but less powerful (typically about half as strong as a feat.) As with other named bonuses, trait bonuses do not “stack” with other trait bonuses. VariousSee Situational Modifiers Condition(s): None Post Daergrim was just about done with his ale and meal. He was intent upon marching right over to the front gate to inquire about any Hellknights that might be in the city, but then the woman's words rang in his head. "Days of celebration, she had said..." he muttered to himself as he took a deep breath and slowly exhaled. "I can appreciate dat. Another ale..." he called out, adding a "...please!" to the request. He would wait a day or two before trying to find a Hellknight or three. With the decision to stay put for the moment, Daergrim found another patron standing over him. The dwarf looked up at the woman, appraising her attire. "Dank ye! Smashin' dings is a good skill ta have." he replied as he motioned for the girl to take a seat opposite of him. "Ye know why I be here. What brings ye here?" he asked. 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...
Kistler Posted April 14 Clone Share Posted April 14 (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 The half-elf woman, mysterious and enchanting as she may be, doesn't have much effect on Gareth, distracted as he is by this strange child. His focus is razor-sharp now, as his work often demands. "Help, little one? What can I help you with?" His demeanor shifts, calm and steady professional. Not cold, but not overly compassionate either. The stutters and stammers and clammy hands of speaking with the great beauties of the coffee house now forgotten. He does keep his hand on his purse, meagre as it is, and he watches the girl for any of the classic flim-flams he knows so well from his own days in her place. "Would you like a piece of spice cake? A bit of water or milk? I'm sure you've got news to tell? Something interesting you've seen?" OOC/Actions Other: Roll perception, as requested. Roll Sense Motive. Trust no one. Free: Swift: Move: Study Target - guttersnipe/waif/urchin girl Standard: Full Round: Other: Hands: Fauchard Coffee cup 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 14 by Kistler (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Perception, Sense Motive 22; 14 1d20+9;1d20+8 [13]; [13,6] Link to comment Share on other sites More sharing options...
iantruesilver Posted April 15 Author Clone Share Posted April 15 The Honeyed Blackmoor Confused glances begin to flit toward the front of the café where the child is pleading for help. Flustered, she begins to explain, "The other kids, they, they're being kept in cages!" "Please sir!" Pleading with Gareth still, the little girl seems to already be turning her body toward the front door, as though eager to lead him away. Nera Only There's something different about this child. You get the distinct feeling that this isn't actually so much a child at all, maybe perhaps a member of the smaller races. A halfling, perhaps? [[ The Honeyed Blackmoor ]] Name xDiceName xDiceResult xDiceString xDiceRolls ???? ????? 16 1d20+11 5 Link to comment Share on other sites More sharing options...
farothel Posted April 15 Clone Share Posted April 15 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 grumbled a bit as she felt her meal was about to be interrupted. With a last bite, she stood up and moved to the 'child'. "Wait a second, little one," she said, "what children and where? And how did you get out?" Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Inash Posted April 16 Clone Share Posted April 16 Brucilde Brucilde opens her mouth to respond to her sister, then the dwarf makes his announcement. By the time she turns his way, Teza has already defused the situation and her sister has helped. With a sigh, and a shake of her head for how slow she seems to be reacting today, Brucilde continues her way toward her post at the entry. She is again interrupted, this time by a child in distress. "Cage? Where cage? Who cage kids?" Statblock [URL=/sheets/?id=2891667][B][SIZE=+1]Brucilda Ashdottir[/SIZE][/B][/URL] F CG Tiefling (halforc parentage) Arcanist (blade adept), [B]Level[/B] 1, [B]Init[/B] 2, [B]HP[/B] 8/8, [B]Speed[/B] 30 [B]AC[/B] 12, [B]Touch[/B] 12, [B]Flat-footed[/B] 10, [B]CMD[/b] 14, [B]Fort[/B] 1, [B]Ref[/B] 2, [B]Will[/B] 2, [B]CMB[/B] +2, [B]Base Attack Bonus[/B] 0 [B]bonded weapon, MW Battleaxe [/B] 3 (2d6+2, x3) (+2 Dex) [B]Abilities[/B] Str 14, Dex 14, Con 12, Int 18, Wis 10, Cha 9 [B]Condition[/B] None Brucilda Ashdottir F CG Tiefling (halforc parentage) Arcanist (blade adept), Level 1, Init 2, HP 8/8, Speed 30 AC 12, Touch 12, Flat-footed 10, CMD 14, Fort 1, Ref 2, Will 2, CMB +2, Base Attack Bonus 0 bonded weapon, MW Battleaxe 3 (2d6+2, x3) (+2 Dex) Abilities Str 14, Dex 14, Con 12, Int 18, Wis 10, Cha 9 Condition None Actions Crunch Name xDiceName xDiceResult xDiceString xDiceRolls perception 13 1d20+1 12 Link to comment Share on other sites More sharing options...
Recommended Posts