Eborne1 Posted April 17 Clone Share Posted April 17 (edited) Grey-Feather 🪶Hunter and Spirit Guide 🪶 Stats Male NG Human (Shaman 2/ Slayer 3) Level 5, Init 4, HP 43/43, Speed 30, AC 20, Touch 15, Flat-footed 16, CMD 22, Fort 6, Ref 8, Will 7, CMB +7, Base Attack Bonus 4 +1 Composite Longbow +11 (1d8+4, x3) Tomahawk (Throwing Axe) 9(1d6+3, x2) Long Spear 9(1d8+3, x3) +1 Mistmail (Chain Shirt) ( +5 Armor, +4 Dex) Abilities Str 16, Dex 18, Con 14, Int 10, Wis 15, Cha 13 Conditions: 20% Concealment for 3min. Raging Song: +2 STR/+2 CON/ +2 Will/-1 AC Bless: +1 to hit/ +1 vs fear As the massive barbarian's greataxe hews another reaver down like grass, Grey Feather, again switches targets. First his aim goes to the enemy Captain, but when the barbarian steps in front of his shot to confront the man, Grey Feather pulls his aim slightly left at the last second and targets the wounded man beside him. Chest... Throat... Good shots... New Target... OOC Rapid Shot - Blue? Nixtli and Spirit Magic Nixtli Stats "Ashes" OWL (Adjusted) (Master gains +3 Perception in Dim light and Darkness) Tiny animal Init +3; Senses low-light vision; Perception +10 DEFENSE AC 16, touch 15, flat-footed 12 (+3 Dex, +2 size, NA +1) HP 19 Fort +2, Ref +5, Will +2 OFFENSE Speed 10 ft., fly 60 ft. (average) Melee 2 talons +5 (1d4–2) Space 2-1/2 ft.; Reach 0 ft. STATISTICS Str 6, Dex 17, Con 11, Int 6, Wis 15, Cha 6 Base Atk +0; CMB +1; CMD 9 Feats Weapon Finesse Skills Fly +7, Perception +11, Stealth +15; Racial Mods +4 Perception, +4 Stealth Familiar Class Skills: Acrobatics, Climb, Fly, Perception, Stealth, and Swim Familiar Feats: Alertness (master), Improved Evasion, Share Spells, Empathic Link Current Spirit Magic Smoke: Constant 20% Concealment (Grey Feather can change his Spirit and Wandering Hex daily. It will be listed here) SPIRIT Smoke WANDERING HEX Smoke Friend: See through smoke, fog and mist. PREPARED SPELLS Cheetah's Sprint Dancing Darkness Monkey Fish SPIRIT MAGIC Obscuring Mist Combat Actions Free: Swift: Move: Standard: Full Round: Rapid Shot Arrows Edited April 17 by Eborne1 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Arrow 1 24; 7 d20+9;d8+5 [15]; [15,2] Arrow 2 20; 10 d20+9;d8+5 [11]; [11,5] Link to comment Share on other sites More sharing options...
Ace Bronson Posted April 17 Author Clone Share Posted April 17 Higvarr the Snake sees the last of his men get cut down and a look of resignation comes across his face. He raises an axe in a silent request for brief parley. "I am defeated, I see it clearly. I ask for no quarter or concession, for I am in no place to demand it nor would I have granted it to you. All I ask if for the chance to die fighting man to man, so to better please Odin, for your own glory and for mine. He would not look favorably on the lot of you hacking me down like a mad dog. Instead let us make my final moments a tribute to bravery and glorious death. Your leader against me in fair and honorable combat to the death. If he wins you can toss my corpse into the sea. If I win you can take my head with that man's butchering axe while I hold weapon in hand, and all I ask is that you give me proper rites when you reach land." He waits tensely for a reply, weapons at the ready should they refuse. OOC Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Eborne1 Posted April 17 Clone Share Posted April 17 (edited) Grey-Feather 🪶Hunter and Spirit Guide 🪶 Stats Male NG Human (Shaman 2/ Slayer 3) Level 5, Init 4, HP 43/43, Speed 30, AC 21, Touch 15, Flat-footed 17, CMD 22, Fort 7, Ref 9, Will 8, CMB +7, Base Attack Bonus 4 +1 Composite Longbow +11 (1d8+4, x3) Tomahawk (Throwing Axe) 9(1d6+3, x2) Long Spear 9(1d8+3, x3) +1 Mistmail (Chain Shirt) ( +5 Armor, +4 Dex) Abilities Str 16, Dex 18, Con 14, Int 10, Wis 15, Cha 13 Conditions: Realizing the battle is won, Grey Feather rests his bow but feels no pride in the victory. It was not his fight. On the contrary he finds himself in a precarious situation now and sends Nixtli thoughts of precaution and avoidance. Despite helping to kill their enemies, he does not know how the bear's kin and the newcomers will react to his presence. It may be he who next finds himself fighting for his life. Either way, he won't have Nixtli beside him until he feels it's safe. And yet, despite his warnings, Nixtli does not abandon his master and comes swooping in to a smoky landing on Grey Feather's shoulder as the misty cloud obscuring the outlander dissipates. He does not yet approach the group. The enemy captain's challenge is not for him and he will accept no credit for what comes of it. This is not his victory. He stows his bow and awaits patiently at the stern of the ship but watches the proceeding fight with a keen and curious eye. OOC Nixtli and Spirit Magic Nixtli Stats "Ashes" OWL (Adjusted) (Master gains +3 Perception in Dim light and Darkness) Tiny animal Init +3; Senses low-light vision; Perception +10 DEFENSE AC 16, touch 15, flat-footed 12 (+3 Dex, +2 size, NA +1) HP 19 Fort +2, Ref +5, Will +2 OFFENSE Speed 10 ft., fly 60 ft. (average) Melee 2 talons +5 (1d4–2) Space 2-1/2 ft.; Reach 0 ft. STATISTICS Str 6, Dex 17, Con 11, Int 6, Wis 15, Cha 6 Base Atk +0; CMB +1; CMD 9 Feats Weapon Finesse Skills Fly +7, Perception +11, Stealth +15; Racial Mods +4 Perception, +4 Stealth Familiar Class Skills: Acrobatics, Climb, Fly, Perception, Stealth, and Swim Familiar Feats: Alertness (master), Improved Evasion, Share Spells, Empathic Link Current Spirit Magic Smoke: Constant 20% Concealment (Grey Feather can change his Spirit and Wandering Hex daily. It will be listed here) SPIRIT Smoke WANDERING HEX Smoke Friend: See through smoke, fog and mist. PREPARED SPELLS Cheetah's Sprint Dancing Darkness Monkey Fish SPIRIT MAGIC Obscuring Mist Combat Actions Free: Swift: Move: Standard: Full Round: Edited April 17 by Eborne1 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Zaathun Posted April 17 Clone Share Posted April 17 Ranulf the Rooster Human Raider Wiping the blood off of his own axes, Ranulf looks around the crew. Losses, corpses - more foe than friend, to be sure, but too many regardless. And on a mission of clan importance as this one, any loss unnecessary could spell further disaster. But that was the thinking of a merchant, a farmer or and a silver-counter, not one of a warrior or leader, Ranulf retorts to himself, glancing at the fresh frothing foams of the sea, the blood at his boots and the quietness in the air. And no Hrafning would refuse a call to Odin's name, as much as the raider would put words in the mouths of Valhalla. With a twirl of the axes, the short man approaches the shaved headed pirate. "A death in battle will truly please the Valfather, aye.", he relays a moment later, his voice cracking a little as the speed of the Volva's spell leaves his veins, making Ranulf wince for a moment before clearing his throat. "Were we merely carrying silver or loot ourselves, I would accept your terms freely, but our task is one for my clan and my Jarl - there is more to it than my valour or yours." He takes a step to the side, staring at the pirates' ship in the distance. "But an honourable fight you will have. If the Norns have woven my death, you may leave unharmed with all I have and carry, yours by right. And if the Norns have woven elsewise, let your men know that any who wish to follow us will find purpose, glory, and enemies greater than any foe that'd crossed their path, and us folk of valour will lead them fairly." Fiddling with the strap on his boarding axe, Ranulf stares up into the raider's eyes, waiting for his answer. Stats Ranulf TN Human (URogue 5) Init 5 Speed 30 HP 43/43 AC 23 Touch 15 Flat-footed 13 CMD 22 Fort 4 Ref 10 Will 3 Base Attack Bonus 3 Primary Weapon: Mwk Boarding Axe (2) (at will) +11(1d6+5/7) Armor: Studded Leather Armour - Light Armor - (+4AC) (+5Dex) (+2 Shield when Weapons drawn) (+1 Combat Expertise, Threatening Defender) (+1 Nat) Abilities: Str 10, Dex 23, Con 14, Int 16, Wis 10, Cha 12 Conditions: None Special Abilities Sneak Attack +3d6 Debilitating Injury (Ex) Minor Magic (Read Magic) Arcane Strike (Sp) Combat Actions Free: Swift: Move: Standard: Full Action: Name xDiceName xDiceResult xDiceString xDiceRolls Initiative, as I assume it to be important here? 14 1d20+6 8 Link to comment Share on other sites More sharing options...
Ace Bronson Posted April 17 Author Clone Share Posted April 17 (edited) Higvarr's eyes lift in surprise at the generous offer by Ranulf but he quickly agrees to the terms, "I accept your offer. Should I leave here with my ship and crew, victorious, I will vow to spare this ship any future attacks as long as I lead this crew. Now, let us begin..." With that he takes a combat stance and squares off with Ranulf ready for action. Higvarr darts forward like a striking serpent hoping to draw first blood. OOC Edited April 17 by Ace Bronson (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Initiative for Higvarr 18 1d20+2 16 charge attack/risky strike 17; 14 1d20+9;1d6+10 [8]; [8,4] Link to comment Share on other sites More sharing options...
Zaathun Posted April 17 Clone Share Posted April 17 (edited) Ranulf the Rooster Human Raider Darting to the side as his namesake, his feathered cloak flourishing, Ranulf turns on a heel, ducking the blow. Swinging his smaller axes with a flurry, the hooks on the axes' back seem to dance in the air, colourful feathers dancing in the wind. "May Valhalla gain worth, then!" Stats Ranulf TN Human (URogue 5) Init 5 Speed 30 HP 43/43 AC 23 Touch 15 Flat-footed 13 CMD 22 Fort 4 Ref 10 Will 3 Base Attack Bonus 3 Primary Weapon: Mwk Boarding Axe (2) (at will) +11(1d6+5/7) Armor: Studded Leather Armour - Light Armor - (+4AC) (+5Dex) (+2 Shield when Weapons drawn) (+1 Combat Expertise, Threatening Defender) (+1 Nat) Abilities: Str 10, Dex 23, Con 14, Int 16, Wis 10, Cha 12 Conditions: None Special Abilities Sneak Attack +3d6 Debilitating Injury (Ex) Minor Magic (Read Magic) Arcane Strike (Sp) Combat Actions Free: Swift: No Arcane Strike, that'd be almost cheating! Move: Standard: Full Action: Two Weapon Feint + Attack with Vambraces. Sneak Attack would be Debilitating Injury to his Attack Bonus, which should reduce it by 2 and another 2 when attacking Ranulf Edited April 17 by Zaathun (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Feint! 27 1d20+11 16 Attack, Off Hand, +1 Boarding Axe 21 1d6+3d6+7 3,5,5,1 I completely forgot the actual attack 27 1d20+11 16 Link to comment Share on other sites More sharing options...
Ace Bronson Posted April 17 Author Clone Share Posted April 17 (edited) Higvarr grunts in surprise as his attack misses and he is hit in turn by Ranulf's axe. Blood seeps from the wound but he bears it stoically and attempts to return in kind. His stances shifts to a more defensive posture as he holds his twin axes out to guard with. OOC Edited April 17 by Ace Bronson (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Mainhand attack (defensive stance) and damage 17; 11 1d20+7;1d6+7 [10]; [10,4] Offhand attack (defensive stance) and damage 10; 8 1d20+7;1d6+5 [3]; [3,3] Link to comment Share on other sites More sharing options...
Zaathun Posted April 17 Clone Share Posted April 17 (edited) Ranulf the Rooster Human Raider Seeing his foe take a turn for the defensive, Ranulf nods. Not a mere sea-brute the man wasn't - none of those lead crews for long. Stepping forth with a flurry of blows, Ranulf continues to test his foe's defence, one feint at a time. The clash of axe on axe clangs on the boards of the deck, the din of battle carrying amongst the onlookers, friend and foe. Stats Ranulf TN Human (URogue 5) Init 5 Speed 30 HP 43/43 AC 23 Touch 15 Flat-footed 13 CMD 22 Fort 4 Ref 10 Will 3 Base Attack Bonus 3 Primary Weapon: Mwk Boarding Axe (2) (at will) +11(1d6+5/7) Armor: Studded Leather Armour - Light Armor - (+4AC) (+5Dex) (+2 Shield when Weapons drawn) (+1 Combat Expertise, Threatening Defender) (+1 Nat) Abilities: Str 10, Dex 23, Con 14, Int 16, Wis 10, Cha 12 Conditions: None Special Abilities Sneak Attack +3d6 Debilitating Injury (Ex) Minor Magic (Read Magic) Arcane Strike (Sp) Combat Actions Free: Swift: No Arcane Strike, that'd be almost cheating! Move: Standard: Full Action: Two Weapon Feint + Attack with Vambraces. Sneak Attack would be Debilitating Injury to his Attack Bonus, which should reduce it by 2 and another 2 when attacking Ranulf Edited April 17 by Zaathun (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Feint vs Target 31 1d20+11 20 Attack with offhand weapon + Vamb, potential Sneak Attack 17 1d20+11 6 Damage 19 1d6+3d6+7 1,2,3,6 Link to comment Share on other sites More sharing options...
Ace Bronson Posted April 17 Author Clone Share Posted April 17 Higvarr catches onto Ranulf's rhythm and and side steps his next attack, but just barely. Ranulf's axe blade makes a thin slit in his leather armor as it passes by. The dance of blades continue and Higvarr the snake strikes again. OOC Name xDiceName xDiceResult xDiceString xDiceRolls Mainhand attack (defensive stance) 9 1d20+7 2 damage 9 1d6+7 2 Offhand attack (defensive stance) 16 1d20+7 9 damage 7 1d6+5 2 Link to comment Share on other sites More sharing options...
Zaathun Posted April 17 Clone Share Posted April 17 (edited) Ranulf the Rooster Human Raider The defenses, weakened as they may be, seemed to be working well against Ranulf's assault. A frustrated scoff, followed by a grin, appears on his face as the axe fails to meet meat. The Hrafning takes a couple of steady steps, from left to right as he ducks under the flurry from Higvarr's wild blows, before lunging at his target once again. Stats Ranulf TN Human (URogue 5) Init 5 Speed 30 HP 43/43 FP 3/3 AC 23 Touch 15 Flat-footed 13 CMD 22 Fort 4 Ref 10 Will 3 Base Attack Bonus 3 Primary Weapon: Mwk Boarding Axe (2) (at will) +11(1d6+5/7) Armor: Studded Leather Armour - Light Armor - (+4AC) (+5Dex) (+2 Shield when Weapons drawn) (+1 Combat Expertise, Threatening Defender) (+1 Nat) Abilities: Str 10, Dex 23, Con 14, Int 16, Wis 10, Cha 12 Conditions: None Special Abilities Sneak Attack +3d6 Debilitating Injury (Ex) Minor Magic (Read Magic) Arcane Strike (Sp) Combat Actions Free: Swift: No Arcane Strike, that'd be almost cheating! Move: Standard: Full Action: The Same as Before, since it seems to be working so far? Edited April 17 by Zaathun (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Feint? 17 1d20+11 6 Attack 16 1d20+11 5 And Damage 21 1d6+3d6+7 5,2,6,1 I am using that Fate Point on the attack, it is rightfully mine. 18 1d20+11 7 Link to comment Share on other sites More sharing options...
Xssisha Posted April 18 Clone Share Posted April 18 (edited) Hjarlof Hornblower Skald of Clan Hvítabiôrning With his injuries and his exhaustion, Hjarlof takes a knee, gladly letting Ranulf take the stage. This was, after all, a clan mission on a clan vessel. He leans against the structures on the deck as he watches the finally. This was another deed worthy of song. Combat Actions Free: Swift: Move: Standard: Full Round: OOC: Edited April 18 by Xssisha (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Ace Bronson Posted April 18 Author Clone Share Posted April 18 Higvarr and Ranulf weave back and forth seeking out vulnerabilities, but each time Ranulf gets the best of him and Higvarr is unable to find purchase with his blades. Higvarr commits slightly too much with his last slash, leaving him open for just a moment and Ranulf first feints to the left but then comes in from the right and plants his axe deep into Higvarr's chest. Blood wells up immediately and begins to flood the deck around them as Higvarr the Snake sinks to his knees, blood trickling from the corner of his mouth. Though many of the deeds of his life would be considered evil among men, the Valkyries are not concerned with such trivial distinctions for when Ragnarok comes the Aesir will need all brave and worthy men to take up arms and fight. In his final moments Higvarr's eyes cast skyward and catch a glint of light as he must be seeing the Valkyries descend to take him to the Halls of Valhalla. With that the fight is over. The remaining crew of Higvarr surrender to their fate. His core of hardened reavers all lie dead, those who remain are mostly simple sailors caught up in a life of piracy for this reason or that. They are more than willing to join the crew of the Shield Maiden. Between the two crews there are just enough to man both ships with reasonable efficiency but just barely. OOC Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Terran Posted April 18 Clone Share Posted April 18 (edited) Ulfgrim Ironhide, Warrior from the North ULFGRIM IRONHIDE - Northern Barbarian QUICK STATS: AC=20, Touch=13, FF=18 / HP=39/55 / Init=4 / Saves: Fort=9, Reflex=5, Will=6 _________________________________________________________________________ When the last of the Raider crew falls and only their Captain is still standing, Ulfgrim quickly lowers his bloodied weapon as others negotiate duels and deals with ships and crews that affects the barbarian, his family, his tribe, his clan and Jarl, as well as this mission and even the ship we sail upon, apparently without needing the input of anyone else. Presuming leadership was strikingly dissimilar to his own tribe where such was earned, nonetheless Ulfgrim simply shakes his head and keeps his mouth shut, after all he had been warned by the village Shaman that those he will meet and others he will encounter on this quest will be very different and cannot be judged simply on such differences. As such, the massive warrior just frowns and says a silent prayer to the gods for the fallen while rinsing his wounds with fresh clear water, which then intermingles and dilutes the spilt blood of others on the ship's deck. Once done, the big barbarian stows his waterskin and walks over to stand near the kneeling Skald from his clan. "Well done," is all Ulfgrim says to Hjarlofas he cleans the ichor and gore from his Axe before using his whetstone to resharpen the blade as the warrior watches the duel with interest. There were many things that rode upon the words, and now deeds of others, which was another thing the village Shaman had warned the independent barbarian about having to get used to in connection with this quest. However, when the telling blow is struck by the warrior who is using two weapons, Ulfgrim yells out, "Sjá Valhǫl," after the Pirate Captain dies a noble death in fair battle! Then mutters to himself again under his breath, "Sjá Valhǫl," before calling out to the winner of the duel, "WELL DONE!" Stange style, but dangerously effective, Ulfgrim thinks to himself with a smile and new appreciation for his colleagues as he continues to sharpen his Axe blade with the whetstone, hoping for some healing and some ale, and not necessarily in that order! Mechanics Free Action: Speak Move Action: Swift Action: Move: To stand next to Hjarlofas Standard Action: Sharpen Axe with Whetstone Continuing Effects: None Edited April 18 by Terran (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Xssisha Posted April 18 Clone Share Posted April 18 (edited) Hjarlof Hornblower Skald of Clan Hvítabiôrning The battle done, Hjarlof does not unduly concern himself with the proceedings about the other crew to follow. Hearing Ulfgrims words Hjarlof nods, "Thank you. You fought well. The Halls will ring of your deeds ere long. I am certain of that." He then recites a short quote from a tale of bravery, placing his hand upon the big fellows shoulder. Ulfgrim feels a sense of contentedness and wellbeing, understanding that he was doing likened to the hero in the verse. (CLW 1d8+5=13) Standing and stretching his wounded limbs and sides, Hjarlof moves to the side of their Völva. "My lady, if I may, you handled yourself with grace under threat. You do your Clan and teachers proud." He hums a brief tune and pats her on the shoulder as he moves on. She feels the same sense of general wellbeing as Ulfgrim pervade her being, lightening the pain of injury. (CLW+5=11) Then, singing softly to himself, he moves to stand beside Ranulf, ready to add his voice to any parlay that might be upcoming. (CMW+5) Combat Actions Free: Swift: Move: Standard: Full Round: OOC: Edited April 18 by Xssisha (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls CLW Ulfgrim 13 1d8+5 8 CLW Vilrun 11 1d8+5 6 CMW Hjarlof 12 2d8+5 6,1 CMW Hjarlof 11 2d8+5 2,4 CMW Hjarlof 9 2d8+5 3,1 CLW Hjarlof 7 1d8+5 2 Link to comment Share on other sites More sharing options...
Kistler Posted April 18 Clone Share Posted April 18 (edited) ᛋᚢᛖᚾ One-Eye - Oracle of the Stormrjotnrung 5 HP: 41+5/41+5 | AC: 24/14/21With Shield: 24/14/21 Without Shield: 22/14/19 10 + 2 (Dex) + 6 (Breastplate) + 2 (Shield) + 1 (Dodge) + 1 (Attunement) + 1 (Deflection) + 1 (Natural) -1 Rage +1 Haste | CMD: 22/19+4 v. Bull Rush +6 v. Trip | Speed: 30/20ft | Hero: 1/3 Initiative: +4+2 (Dex) + 2 (Reactionary trait) | Perception: +8Darkvision, blind beyond 60' | Fort: +5+1 | Ref: +5+1 | Will: +6+2 Surprising Charge: 1/1Once per day, you can move up to your speed as an immediate action. You can use this ability one additional time per day at 7th level and 15th level. | FortuneAs Immediate action reroll any d20 and take the new result, even if it's worse. You can use this 1/day at level 5, and an additional time at level 11 and 17. | Spells Slots: 1Divine Favor Personal 1 min Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn't apply to spell damage. CL 8: Bonus is 2+1 for Fate's Favored 1Ears of the City Range: Touch Target: 1 Creature Duration: 1rnd/lvl (8 rounds) For each round of the spell the target may make a Diplomacy or Perception check as though they had spent 1d4 hours gathering information. ***Unprepared*** Tears to Wine Convert 4 cubic feet of liquid to wine/mead that spoils at the natural rate for such liquids. When consumed grants a +2 to all WSI and INT skill checks. ***Unprepared*** Shadow Trap Casting Time: 1 standard action Range: close 45' Target: one creature Duration: 8 rnds Saving Throw: Will negates; Spell Resistance yes Description You pin the target’s shadow to its current location, causing the target to become entangled and preventing it from moving farther than 5 feet from its original position, as if its shadow were anchored to the terrain. Each round on its turn, the target can attempt a new saving throw to end the effect as a full-round action. A flying creature can only hover in place or fall while entangled in this manner. This spell automatically fails when cast on a creature that doesn’t throw a shadow, and it ends if the creature is entirely in an area with no illumination. ***Unprepared*** Divine Favor Personal 1 min Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn't apply to spell damage. CL 8: Bonus is 2+1 for Fate's Favored 1Deathwatch: Range: Self/30ft Cone Duration: 80 min Using the powers of necromancy, you can determine the condition of creatures near death within the spell's range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), healthy, undead, or neither alive nor dead (such as a construct). Deathwatch sees through any spell or ability that allows creatures to feign death. ***Not currently prepared*** Bless 50' 1 min/lvl = 8 min Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. 1Obscuring Mist Effect cloud spreads in 20-ft. radius from you, 20 ft. high Duration 1 min./level (D) The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage. 1Protection from Evil Creature Touched 1 min/lvl = 8 min. +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 with +2 bonus Immune to any new attempts to possess or exercise mental control Natural weapon attacks of evil summoned creatures fail. 1Protection from Evil Creature Touched 1 min/lvl = 8 min. +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 with +2 bonus Immune to any new attempts to possess or exercise mental control Natural weapon attacks of evil summoned creatures fail. 1Protection from Evil Creature Touched 1 min/lvl = 8 min. +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 with +2 bonus Immune to any new attempts to possess or exercise mental control Natural weapon attacks of evil summoned creatures fail. 2Burst of Radiance Range: 400+40/lvl = 720' Area: 10' radius Burst Creatures in the area are blinded for 1d4 rounds, or dazzled for 1d4 rounds if they succeed at a Reflex save. Evil creatures in the area of the burst take 1d4 points of damage per caster level (max 5d4), whether they succeed at the Reflex save or not. 2Undeath Sense Range: Touch/60' Emanation Duration: 80 min You grant the target the ability to pick up on the subtle scents and disturbances to the natural order that are specific to the living dead, granting the target the ability to sense the presence of undead creatures. The target is constantly aware of whether there are any undead auras within 60 feet of her in any direction. If at least one undead aura is present, the target can concentrate on the spell’s effects in order to gain more information on the auras present. This functions similarly to detect undead, except the number of rounds of concentration needed to learn about the undead auras is reduced by 1 (1 round to learn the number of auras, and 2 rounds to learn the strength and location of each aura). *** Not Prepared Currently*** Burst of Radiance Range: 400+40/lvl = 720' Area: 10' radius Burst Creatures in the area are blinded for 1d4 rounds, or dazzled for 1d4 rounds if they succeed at a Reflex save. Evil creatures in the area of the burst take 1d4 points of damage per caster level (max 5d4), whether they succeed at the Reflex save or not. *** Not Prepared Currently*** Communal Protection from Evil This spell functions like protection from evil, except you divide the duration in 1-minute intervals among the creatures touched. 2Cleromancy Duration: 1rnd/CL = 8 Rnds Range: Personal Roll 8d4, group by like results and choose a group. Apply luck bonus equal to the chosen die group, up to as many times as there are dice in teh group. +1 to each die with Fate's Favored. 2Ironskin Range: Personal Duration: 1min/lvl = 8min. Gain a +4 enhancement bonus to your existing natural armor bonus (if you do not have a natural armor bonus, you are considered to have an effective natural armor bonus of +0). This enhancement bonus increases by 1 for every 4 caster levels above 4th, to a maximum of +7 at 15th level. CL 8 = +5AC bonus While you're under the effects of this spell, if an opponent confirms a critical hit or sneak attack against you with a physical weapon (not a spell or magical effect), you can dismiss this spell to negate the critical hit or sneak attack and treat it is as a normal hit. Dismissing the spell in this way is not an action, but you must be conscious and aware of the attack to do so. 2Ironskin Range: Personal Duration: 1min/lvl = 8min. Gain a +4 enhancement bonus to your existing natural armor bonus (if you do not have a natural armor bonus, you are considered to have an effective natural armor bonus of +0). This enhancement bonus increases by 1 for every 4 caster levels above 4th, to a maximum of +7 at 15th level. CL 8 = +5AC bonus While you're under the effects of this spell, if an opponent confirms a critical hit or sneak attack against you with a physical weapon (not a spell or magical effect), you can dismiss this spell to negate the critical hit or sneak attack and treat it is as a normal hit. Dismissing the spell in this way is not an action, but you must be conscious and aware of the attack to do so. Active EffectsBuffs: -Bless 0:54 -Rage +2 Strength/Con/Will Afflictions: - Constant Effects: -CMD 25 v. Bull Rush, 27 v. Trip -Misfortune on first enemy roll over 15 each round -+4 AC v. AoO from movement -No AoO triggered by standing from prone -+2 to Aid attempt for other Stormrjotnrung -+2 to Climb and Acrobatics, ignore slippery conditions | ConsumablesUse/Day Items: -Stagger-Proof Boots (1/1) - move as a immediate action -Claw of the Ice Bear (3/3) - Spider Climb for 1 rnd Potions/Alchemical: -5x Alchemists' Fire -6x Potions of Remove Fear -6x Stillgut Scrolls/Wands: -2x Scrolls of Ashen Path Mundane items: -4x Oil -Mead, 1 gallon -Trail Rations -Animal Feed | SpellsCantrips: -Detect Magic -Enhanced Diplomacy -Guidance -Light -Mending -Spark Level 1: -Bless, 50', 4 min. -Cure Light Wounds, 1d8+4 -Divine Favor, +2/+2, 1 min. -Ill Omen: Force enemy to roll twice and take worse on next two d20 rolls. No Save. -Liberating Command: immediate escape with +10 -Obscuring Mist: 20' radius emanation, 5min. -Touch of Blindness, 4 rnds, 4 targets DC14 Fort -Unbreakable Heart, +4 morale v. negative mental effects. Suppress ongoing conditions. Level 2: -Ironskin: +4 AC 1 min/lvl -Lesser Restoration -Cure Moderate Wounds, 2d8+4 -Oracle's Burden: Give enemy your curse, DC15 Will, 1min/lvl | AbilitiesFate's Favored: +1 to Luck bonuses Heart of the Snows: +2 Fort against cold climate, slips, and trips CMD, +2 to Climb/Acrobatics when slippery. Tribalistic: +2 to aid other members of the Stormrjotnrung Mobility: +4AC v. AoO from movement Power Attack: -1/+2 or +3 dmg Deadly Aim: -1/+2dmg Cleave: Gain extra attacks on successful power attack Combat Reflexes: 3 AoO/rnd Combat Expertise: -1/+1AC Clouded Vision: Darkvision to 60', blindness beyond Revelations: Fortune: Re-roll on self 1/day Surprising Charge: 1/day move as immediate action Weapon Mastery (polearms) Items: Stagger-proof boots: Stand from prone without triggering AoO Claws of the Ice Bear: +2 Competence to climb and acrobatics, ignore the normal penalties on those skills for slippery or icy surfaces. | SkillsSkill: Rank/Modifier Acrobatics: 1/+3 Bluff: 0/+3 Climb: 1/+6 Diplomacy: 4/+10 Disable Device: 0/+0 Disguise: 0/+3 Escape Artist: 0/+2 Fly: 0/+2 Handle Animal: 1/+4 Heal: 0/+0 Intimidate: 5/+11 Knowledge (Religion): 1/+4 Knowledge (Planes): 0/+0 Knowledge (History): 2/+5 Perception: 5/+8 Perform (Wind): 2/+5 Profession (Soldier): 5/+8 Ride: 1/+3 Sense Motive: 1/+4 Spellcraft: 0/0 Stealth: 0/+2 Survival: 0/+0 Swim: 1/+6 Use Magic Device: 0/0 | CursesClouded Vision: You cannot see anything beyond 30 feet, but you can see as if you had darkvision. Darkvision 60' (5th level, Ex): At 5th level, the distance you can see with darkvision only increases to 60 feet. Blindsense 30' (10th level, Ex): At 10th level, you gain blindsense out to a range of 30 feet. Blindsight 15' (15th level, Ex): At 15th level, you gain blindsight out to a range of 15 feet. God-Meddled: Once per round, when a creature casts a divine spell including you as a target, roll 1d20 and consult the table below. The effect resulting from this roll begins at the end of that enemy’s turn. d20 Effect 1 - You provoke an attack of opportunity from one enemy adjacent to you. If no enemy is adjacent, the closest enemy can move its full movement speed in your direction as a free action. If multiple enemies qualify, the GM determines which creature attacks or moves. This movement does not trigger attacks of opportunity. 2–3 - Your movement speed is halved for 1 round. 4–5 - You are deafened for 1 round. 6–7 - You are knocked prone. 8–10 - You shrink by one size category for 1 round, as reduce person. 11–13 - You grow by one size category for 1 round, as enlarge person. 14–15 - Your caster level is treated as 1 higher for the purpose of spell durations for 1 round. 16–17 - Creatures in squares adjacent to you are pushed 10 feet away from the space you occupy. 18–19 - You are able to understand all languages for 1 round. 20 - You gain the benefits of haste for 1 round. While the others gather to watch the duel, Sven keeps his sword drawn and eyes on this new stranger in their midst. The man came out of the mists like some ghost, and looks like no northman Sven's seen before. Wary, he approaches. "Who are you? What's your clan? The way you came from the mists I'd think you an apparition, but your arrows seem real enough. Why were you hiding there?" His mien is stony, his voice grave, but there's uncertainty there. This man appeared at the same time as the raiders, but is clearly no raider himself. OOC/Actions Other: Swift: Move: Standard: Free: 5' Step Full Round: Hands: Sword + Shield Immediate: Brynhildr - 130lb Brynhildr (130.5/228lb): -Bedroll -Blanket x2 -Fishing Kit -Furs -Mess Kit -Oil x4 -Soap -Alchemists' Fire x3 -Feed x5 -Fishing Net -Mead, 1 gallon -Bit and Bridle -Saddle -Saddlebags -Tent (small) -Tent Cover -Longspear Gear - 86.5lb Worn -+1 Agile Breastplate -Cold Weather Outfit -Eye Patch -ValknutA symbol of divine power worn around the neck, made of cold iron. -Týr's SpearA Cold Iron spear rune of Týr on a leather thong. (Iron holy symbol) -Hip Flask -Boots of MeiliStagger-proof boots, marked with runes of the Æsir god of travel. -Signal Horn Weapons -GungnirdottirCold Iron Giant-Sticker +10, 2d6+8 P/S, 20x3, 10' Reach, Brace PA: +9, 2d6+11 -Silver SwordOne Hand: +9, 1d10+5 P/S, 19-20x2 -PA: +8, 1d10+7 -Dagger+8, 1d4+5, 19-20x2 -Raven ShieldHeavy Darkwood Shield Marked with two ravens in silver on a black field. Huginn and Muninn. -Ice Bear ClawsAs Spiked Gauntlet +8, 1d4+5, 20x2 PA +7, 1d4+7, 20x2 +2 to Climb and Acrobatics checks Ignore penalties for slipper surfaces 3/day Spider Climb for 1 round See: Claws of the Ice Bear Containers Sash -2x Alchemists' Fire -2x Potions CLW -2x Scrolls -Bravery BrewPotion of Remove Fear -Heiðrún's MeadA small flask of mead said to be brewed from the milk of the goat Heiðrún. As stillgut. Belt Pouch -Flint and Steel -MagnetOr Lodestone, if more appropriate -Sewing Needle -Twine -Whetstone -Dice -Thread -548.05gpSplit as 115gp, 47sp, 50cp MW Backpack -Freyr's Rod-A rod of good iron that subtly shifts in form as a hoe, a shovel, a prying bar... -Climber's Kit -2x Sacks -Silk Rope -5x Trail Rations -Waterproof bag -Waterskin Edited April 18 by Kistler (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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