Xssisha Posted April 21 Clone Share Posted April 21 (edited) Hjarlof Hornblower Skald of Clan Hvítabiôrning With the question of the Outlander settled, and the two ships underway, Hjarlof called for the attention of his traveling companions and the key members of the crew. "Friends, old and new, before the weather turned against us and the assault on our ship, I had opportunity to ponder things heard and tales told. The Isle of Eldfjel, is mostly as we have experienced the Raven Lands to be, save that the peaks are understandably colder and harsher. The point our good Captain is making for has been the only port of call for centuries on the island because of rocky coastal shoals and sheer cliffs ringing the island. Prior to the disappearance of the Hrafning Jarl's recent expedition it was a few hundred years since anyone visited. That last visit reported the settlement abandoned with no one locatable. The fact that no news has come from there recently should inform our caution and diligence once we make landfall." He paused a moment before continuing, "Also, the Runes we seek are rumored to be powerful boons in divining and discovering knowledge. A seer's prize. Should an enemy have taken them and learned their use, we can reasonably expect to be faced with our own weaknesses and fears. We must stand together or fall separately." Combat Actions Free: Swift: Move: Standard: Full Round: OOC: Edited April 21 by Xssisha (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Kistler Posted April 21 Clone Share Posted April 21 ᛋᚢᛖᚾ One-Eye - Oracle of the Stormrjotnrung 5 HP: 41/41 | 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) | 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 | Ref: +5 | Will: +6 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: - Afflictions: - Constant Effects: -CMD 25 v. Bull Rush, 27 v. Trip -+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. "A seer's prize." Now Sven knew why the völva had come with them. Getting involved in the affairs of witches always had risks. Grave risks. But his Jarl had called him, so the tall man whispers a promise to Odin of his best goat and the hlaut thereof. He'll need their favor by the bucket, by the boatload even, if he's to make it through this. "I'm expecting no friends on these shores if the last group disappeared so. Best be wary. And keep an eye out." He can't quite surpress a small quirk of his lip at that. OOC/Actions Other: Swift: Move: Standard: Free: 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 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Terran Posted April 22 Clone Share Posted April 22 (edited) Ulfgrim Ironhide, Warrior from the North ULFGRIM IRONHIDE - Northern Barbarian QUICK STATS: AC=20, Touch=13, FF=18 / HP=52/55 / Init=4 / Saves: Fort=9, Reflex=5, Will=6 _________________________________________________________________________ Out of drilled-in habit, Ulfgrim casually double-checks his equipment and most especially all of the sharp edges on the weapons that comprise his vast personal arsenal while he listens to everyone speak. After all, there's no use getting killed because you run out of ways to strike back, the huge warrior thinks to himself. However, when Hjarlof begins to provide a few historical details pertinent to their quest, Ulfgrim stops all that he is doing and gives the Skald his full attention, having learned long ago that wisdom can be found in the stories and songs of the past. The Isle of Eldfjel. Harsh, cold conditions, one way in and one way out, no habitation for many centuries and our clan's last expedition has disappeared without a word. And, if that wasn't bad enough, now we find out that the Runes we seek are actually powerful divination artifacts which some unknown enemy will use against us to whatever extent they have learned to do so. Lovely, Ulfgrim thinks to himself not being overly found of anything pertaining to seiðr if the truth be spoken, which of course it never was. To the contrary, the barbarian had learned to keep his mouth shut and eyes open when it came to such witchery. Regardless of the rest, Hjarlof's warning that the group must stand as brothers or they would all fall as strangers was true in most battles, but this time the truism seemed particularly relevant with regard to the coming fray. When the elder warrior Sven adds that we should expect no friends on the Isle and to be wary, Ulfgrim smiles and nods his head in the affirmative at the sound words, adding in a full deep voice, "I agree. In the coming days, we must focus on working together, planning together and then acting as a single cohesive unit together in order to succeed." Regardless of what may come, over all today had been a good day. Folks learned how to fight together. We had defeated a group of blood-thirsty pirates and captured a second ship. Ulfgrim's wounds were mostly healed and words of praise between warriors had been duly exchanged according to custom. And, yet nary a mention had been mentioned of opening a cask of ale or even single bottle of wine to celebrate the victory, out of respect for the fallen and to honor the gods. I guess the village Shaman was right, Ulfgrim thinks to himself. These folks apparently celebrate victories a bit differently than I am accustomed. Even though the barbarian did not realize it at the time, perhaps it was those small differences between them that would allow this group to succeed where so many others had failed. Now, only time would tell. Mechanics Free Action: Speak Move Action: Swift Action: Move: Standard Action: Continuing Effects: None Edited April 22 by Terran (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Ace Bronson Posted April 22 Author Clone Share Posted April 22 (edited) The seas are mercifully kind over the next few days of travel. Thor's temper has subsided and the wounded ship is able to limp along safely. Dawn breaks and the sound of seagulls fills the air. Land is near at hand. As the morning mists begin to burn off tall and forbidding mountains appear on the far off horizon. There is a break in the mountains with a low lying area. The Captain points the gap out as the intended landing point on the Isle of Eldfjel. The two long ships draw closer, some men heaving at the oars while others bail water seeping in through the breached hull. A surprise awaits the expedition. There is activity on shore, a sprawl of tents, cook fires burning, a makeshift dock erected and a large long ship moored. The crew stops rowing as the expedition considered the scene before them. They had anticipated an empty or abandoned shore. Many years ago this was the location of the Ormrung colony founded by Asmundr, but that had long since been abandoned. Perhaps this is some activity of the lost Hrafning expedition but if so, why had they not at least sent word after all this time. Regardless, the captain asserts that they must make landfall and begin repairs if the Shield Maiden is to be salvaged. No other safe harbor is known along this island, perhaps one exists but to seek in under such conditions could well be folly. Edited April 22 by Ace Bronson (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Eborne1 Posted April 22 Clone Share Posted April 22 (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: It was a great weight off Grey-Feather's shoulders that he was allowed to remain aboard and in the company of the soldiers, if not exactly welcomed. It was understandable and Grey Feather expected nothing more. He would have his opportunity to earn their trust. His ease of mind was short-lived, however, for the man he came to learn was called Hjarlof, whom he'd tracked for many months, explained to the group about the predicament of where they now sailed. And after later hearing the known detaiils of the quest on which he now found himself, there was much to consider. Certainly treacherous dangers lay ahead. Grey Feather made most of the rest of the jouney, quietly, standing up near the bow, piercing the surrounding fog with his unique sight. He was among the first to notice the company of men upon the shore. "Go ashore, Nixtli. Take a closer look at what is there. But be careful," Grey Feather says to his owl companion, in his native tongue. Nixtli hoots and her head turns toward her objective. She immediately leaps out from the starboard railing and her silent wings take her up and away from the ship on a wide, circling route toward the shore. "Nixtli will have a look," Grey Feather says aloud to those around him. 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) MINOR SPIRIT Smoke HEX Feral Speech PREPARED SPELLS Cheetah's Sprint Dancing Darkness Monkey Fish SPIRIT MAGIC Obscuring Mist Combat Actions Free: Swift: Move: Standard: Full Round: Edited April 22 by Eborne1 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Ace Bronson Posted April 22 Author Clone Share Posted April 22 It's an easy matter for Nixtli to conceal herself amongst the low hanging clouds and lingering mist. She disappears from sight almost immediately. In the time that she is gone, the conversation and speculation stir around the crew. Some time later Nixtli ghosts back down and settles on a barrel next to Grey Feather. She shakes the moisture off her smoky feathers with some visible disdain. Grey Feather and the owl commune for a time as the others wait... Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Terran Posted April 22 Clone Share Posted April 22 (edited) Ulfgrim Ironhide, Warrior from the North ULFGRIM IRONHIDE - Northern Barbarian QUICK STATS: AC=20, Touch=13, FF=18 / HP=55/55 / Init=4 / Saves: Fort=9, Reflex=5, Will=6 _________________________________________________________________________ When the storms subside, Ulfgrim praises Thor and attends to the oiling of his metal goods, items and weapons, and thereafter when calm seas carry the pair of ships safely to the Isle of Eldfjel the barbarian likewise pays homage to Njörðr, god of the sea. The rest of the trip is smooth sailing until the ships close in on their destination only to discover an active encampment in what was presumed to be a settlement abandoned centuries ago. Competitors for the runes, Ulfgrim thinks to himself as he observes the tactical situation? Nodding affirmatively with a smile when Grey Feather sends his owl to scout far ahead of the ships before they close in on the shore, the warrior merely grunts, "Good." Moving toward his companions and the Captain, Ulfgrim says with an honest and sincere smile, "I'm certainly no sailor or naval tactician, but perhaps we should consider landing only the Maiden, which must be beached and repaired before she sinks." Continuing his suggestion, Ulfgrim proffers, "And then, we 'temporarily' let our other boat anchor slightly offshore to do, shall we say, a little bit of fishing after our journey." "That will give us time to determine the intent and purpose of those in the beach camp, and if the second ship is placed at the right range, archers from that ship can give us cover fire on the beach, if necessary," the fighter adds. "Most of our best warriors are on the Shield Maiden any way. Plus, keeping the second ship within archery range will ensure that both of our ships are not at risk and that we have an escape craft should things take a turn for the worse," Ulfgrim concludes. Mechanics Free Action: Speak Move Action: Swift Action: Move: Standard Action: Continuing Effects: None Edited May 7 by Terran (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Eborne1 Posted April 22 Clone Share Posted April 22 (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: A short while passes before Nixtli comes diving in out of the low clouds and lands on Grey-Feather's outstretched arm in a silent clasp. After some lengthy deliberation between the two as Grey Feather works to discern the important bits of information from the owl, he finally turns and relays to the group the little he's learned. "Nixtli says they fly banners bearing a dragon on them and that there are fewer of them than us," Grey Feather says. "And they also don't appear to have any defenses set up," he adds. "Good job, my friend," Grey Feather says to Nixtli. 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) MINOR SPIRIT Smoke HEX Feral Speech WANDERING SPIRIT Battle PREPARED SPELLS Cheetah's Sprint Dancing Darkness Monkey Fish SPIRIT MAGIC Obscuring Mist Combat Actions Free: Swift: Move: Standard: Full Round: Edited April 22 by Eborne1 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
namo Posted April 22 Clone Share Posted April 22 (edited) Vilrun Grímsdóttir (reacting to Grey Feather) Vilrun watches the foreigner's ritual with a strange mixture of fascination, for she senses the rich spirituality behind it, and scorn, for a Priestess ever has to believe in the superiority of her ways - otherwise, why remain one? The men scramble to have him join their group; after all, he is warrior too. It saddens her that they leave her aside, but it is not unexpected - men fear what they do not understand, what they cannot dominate with muscle and metal - so ever they are loath to seek the counsel of a seidkona. Even when it is the women nourish them, nurse them back to health, sow their fields; they must earn respect again and again. Even when told of a vision and of destiny, they do not think to ask the Völva whether it is Loki's falseness or Wotan's wisdom. Speaking in her "priestess" voice, one low yet that carries far, a tone of command she has practiced over the years, she says: "Hold." Sitting cross-legged on the deck, she calmly, unhurriedly pulls her rune-engraved bones out their pocket, and casts them. She thinks she already knows where this is going, but a good Seer does not substitute her intuition to the Wyrd. She takes her time reading them - whether others pay attention to her or not. Then she raises her head, looking at the men in turn, her eyes coming to a stop on Grey Feather. She stands an speaks, loudly this time. "At the feast when we were called, I said 'something is missing, or someone'. Recall! And now the Wyrd has revealed itself to me, and this stranger's thread is woven with ours. Twined! He will come with us to the Runes hidden in the Raven's Shadow. May the Norns make our path smooth." And that settles it, as far as she's concerned. For all of her proclamations, she does not especially seek the stranger's company after that; she's shy in this way, if in few others. As they approach the island, she retires by herself to sense what is coming their way. She emerges back in time to hear the report of the shaman. She sidles up to him and the owl, stretching slowly her hand to Nixtli in a friendly gesture. "It is a great gift you have been given in this companion" she remarks to Grey Feather. "We also have seidrs of feather and claws or tooth and fur, in our lands. I myself was granted a different path, and it is our people's ancestors that speak to me and the threads of fate that reveal themselves to my second sight." Statblock %5BURL%3Dhttp%3A%2F%2Fwww.myth-weavers.com%2Fsheet.html%23id%3D2894029%5D%5BB%5D%5BSIZE%3D%2B1%5DVilrun%20Gr%C3%ADmsd%C3%B3ttir%5B%2FSIZE%5D%5B%2FB%5D%5B%2FURL%5D%0AF%20NG%20Human%20Shaman%2C%20%5BB%5DLevel%5B%2FB%5D%205%2C%20%5BB%5DInit%5B%2FB%5D%204%2C%20%5BB%5DHP%5B%2FB%5D%2033%2F33%2C%20%5BB%5DSpeed%5B%2FB%5D%2020ft%0A%5BB%5DAC%5B%2FB%5D%2023%2C%20%5BB%5DTouch%5B%2FB%5D%2014%2C%20%5BB%5DFlat-footed%5B%2FB%5D%2021%2C%20%5BB%5DCMD%5B%2Fb%5D%2016%2C%20%5BB%5DFort%5B%2FB%5D%204%2C%20%5BB%5DRef%5B%2FB%5D%206%2C%20%5BB%5DWill%5B%2FB%5D%2012%2C%20%5BB%5DCMB%5B%2FB%5D%20%2B2%2C%20%5BB%5DBase%20Attack%20Bonus%5B%2FB%5D%203%2C%20%20%20%5BB%5DAction%20Points%5B%2FB%5D%203%0A%5BB%5D%20%20MW%20Agile%20Breastplate%20%2B1%5B%2FB%5D%2C%20%5BB%5D%20%20Masterwork%20Buckler%5B%2FB%5D%20(%2B7%20Armor%2C%20%2B1%20Shield%2C%20%2B2%20Dex%2C%20%2B1%20Natural%2C%20%2B1%20Deflect%2C%20%2B1%20Misc)%0A%5BB%5DAbilities%5B%2FB%5D%20Str%20null%2C%20Dex%2014%2C%20Con%2012%2C%20Int%2014%2C%20Wis%20null%2C%20Cha%2014%0A%5BB%5DCondition%5B%2FB%5D%20%0A%0ASpells%20prepared%20typically%3A%0A0%20Arcane%20Mark%2C%20Create%20Water%2C%20Detect%20Magic%2C%20Light%0A1%20%0A%5B%20%5D%20Entangle%0A%5B%20%5D%20Expeditious%20Retreat%0A%5B%20%5D%20Heightened%20Awareness%0A%5B%20%5D%20Monkey%20Fish%0A%5B%20%5D%20Shadow%20Trap%0A%5B%20%5D%20Identify%0A2%0A%5B%20%5D%20Burst%20of%20Radiance%0A%5B%20%5D%20Commune%20with%20Birds%0A%5B%20%5D%20Flame%20Blade%20(refluffed)%0A%5B%20%5D%20Winter's%20Grasp%0A%5B%20%5D%20Tongues%0A3%0A%5B%5D%20Haste%0A%5B%5D%20Stinking%20Cloud%0A%5B%20%5D%20Locate%20Object Vilrun Grímsdóttir F NG Human Shaman, Level 5, Init 4, HP 33/33, Speed 20ft AC 23, Touch 14, Flat-footed 21, CMD 16, Fort 4, Ref 6, Will 12, CMB +2, Base Attack Bonus 3, Action Points 3 MW Agile Breastplate +1, Masterwork Buckler (+7 Armor, +1 Shield, +2 Dex, +1 Natural, +1 Deflect, +1 Misc) Abilities Str null, Dex 14, Con 12, Int 14, Wis null, Cha 14 Condition Spells prepared typically: 0 Arcane Mark, Create Water, Detect Magic, Light 1 Entangle Expeditious Retreat Heightened Awareness Monkey Fish Shadow Trap Identify 2 Burst of Radiance Commune with Birds Flame Blade (refluffed) Winter's Grasp Tongues 3 Haste Stinking Cloud Locate Object Edited April 22 by namo (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Eborne1 Posted April 22 Clone Share Posted April 22 (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: Nixtli turns her head, wide eyed, toward the seeress as she approaches before welcoming her touch by dipping her head and briefly closing her golden eyes. For the second time that day, Grey-Feather gestures, to the young, fiery-haired woman, with a touch of his brow. As earlier, her words cut through the air like arrows and it reminds him of the way his own people's elder shaman speaks, who also happens to be his own mother. "A touch upon the heart for those who meet the world there and one upon the brow for those whose world extends beyond flesh and bone," Grey Feather recalls her wisdom. "I have seen you, seeress," Grey-Feather says referring to glimpses he's had in dreams during which he realized that the red-haired seeress, too, saw him. "I know your control over the dream world is strong. It is good that you have joined this band of warriors. We will surely benefit from your wisdom on this hunt. When the large warrior makes his suggestion, indicative of much battle experience, Grey Feather only nods stoically. He is still the newcomer and has decided to defer to others for now regarding the party's course of action. He does, however, invoke the thoughts of the seeress. "Please share what you have glimpsed that eyes of flesh do not see," Grey Feather says nodding toward the shore and what is to come. 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) MINOR SPIRIT Smoke HEX Feral Speech WANDERING SPIRIT Battle PREPARED SPELLS Cheetah's Sprint Dancing Darkness Monkey Fish SPIRIT MAGIC Obscuring Mist Combat Actions Free: Swift: Move: Standard: Full Round: Edited April 23 by Eborne1 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Xssisha Posted April 23 Clone Share Posted April 23 (edited) Hjarlof Hornblower Skald of Clan Hvítabiôrning The Priestess/Seer/Wyrd Watcher commands Hold. Hjarlof is not one used to taking orders, save from his Jarl, but something in the back of his mind causes him to observe the ritual casting of the bones. After all, Vilrun is a member of this Saga and deserves her place in the retelling. The bones come up favourable, and Hjarlof heaves a silent sigh of relief. The scene of activity at the shore concerns the Skald. The time between the last expedition and theirs should have been sufficient for more than a tent encampment... And definitely enough to send word back. Something was not right. Hjarlof kept his unease to himself however and quietly watched the shore. "I vote we bring both ship ashore. A show of confidence, if nothing more, may invite cooperation from whom I assume to be Clan Ormung. Vilrun and Sven. Have you any sight of what may happen?" Combat Actions Free: Swift: Move: Standard: Full Round: OOC: I am sick at the moment... So my pace may be slower and quality reduced. Edited April 23 by Xssisha (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Kistler Posted April 23 Clone Share Posted April 23 (edited) ᛋᚢᛖᚾ One-Eye - Oracle of the Stormrjotnrung 5 HP: 41/41 | 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) | 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 | Ref: +5 | Will: +6 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. | Fortune: 1/1As 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: 1|7/7, 2|5/5 Active EffectsBuffs: - Afflictions: - Constant Effects: -CMD 25 v. Bull Rush, 27 v. Trip -+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. Sven looks around bewildered. "What's everyone talking about? What's going on?" The shore is but a gray haze in the distance to his eyes, and he's spent far more time in mountains than at sea. All he knows is everyone is gathered suddenly at the gunwale and talking quickly. When they tell him he grunts. "Maybe we aren't the only expedition then. Wonder whobelse knew about these runes. Banners with dragons on them you say?" OOC/Actions Other: yeah, I can't see beyond 60' Rolling knowledge and profession on the dragon banners Swift: Move: Standard: Free: 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 25 by Kistler (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Knowledge history 6 1d20+5 1 Profession soldier 26 1d20+8 18 Link to comment Share on other sites More sharing options...
Xssisha Posted April 23 Clone Share Posted April 23 Hjarlof Hornblower Skald of Clan Hvítabiôrning The Skald looks at Sven quizzically. Then to the clearly visible encampment at their desired landing spot. It occurred to Hjarlof that the loss of the one eye might have impaired the other. "I am sorry my friend. There is a gap in the mountains that we are making for. On the beach where we expected to have to beach the craft there is a makeshift pier and a tent encampment... Also a large Longship. Our new friend has reported that they do not fly the Raven but the dragon on their banners." Combat Actions Free: Swift: Move: Standard: Full Round: OOC: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Zaathun Posted April 23 Clone Share Posted April 23 Ranulf the Rooster Human Raider Ranulf remains quiet for the rest of the journey. The Völva's words cover all he needs to know of the stranger, though his curious eyes seem to be aimed at him and his companion more often then they are at the other newcomers. Ulfgrim's mention of the defences seems to have the shorter Hrafning latching onto every word, before he harrumphs. Taking a swig of water, he nods. "All wise thoughts, Ulfgrim. If we outnumber them, then they'd be more willing to speak to us. The shores are foreign to all of us here, and seeing fellow bannermen and women should ease their sword-hands." His thoughts once again carried away to days long gone, he wistfully smiles before giving a glance to the rest. "If my experience with the Ormrung is correct, the two things one can know about them is that they love their secrets and they tolerate no fools. And with so many wisened folk around us, of wyrd or simple talent, I think we're at a good start." I wonder... Does lightning strike twice? A reflection of my past is on these waters, for sure... But what a selfish question that would be... The short man's eyes cast on the red-headed Völva once again, as if the man wishes to speak to her, then purses his lips and stares back at the shores, focusing on the banners. 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: Move: Standard: Full Action: Name xDiceName xDiceResult xDiceString xDiceRolls Knowledge Nobility/History to know more of the Banners and their Carriers, if possible? 11 1d20+7 4 Link to comment Share on other sites More sharing options...
Eborne1 Posted April 24 Clone Share Posted April 24 (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: "Your sight is changing," Gray Feather remarks, candidly, on account of the tall, one-eyed warrior. "And quickly," he thinks to himself, somewhat surprised to have met two seers of such vast potential in the same day. "The gods of this land are busy," he silently muses Grey Feather's own worldly eyes are keen and he is perceptive. He may have the gift, but most of his deft vision remains in this world. But it would not take a seer to notice the curious looks from several of the ship's crew. In the two years that Gray Feather has wandered in this foreign land, he has grown quite accustomed to the sideways glances and whispers and muffled laughter on his behalf. He does, however, take exceptional notice of one pair of eyes; those of the swift warrior, who some of the men call, The Rooster. Normally it would not bother Gray Feather to field suspicion or doubt, but he still clearly recalls that day in the cave when he saw the White Bear fall. He remembers too, clear as cold ice, the stabbing voice that named him coward as he ran. The moment he heard Ranulf speak for the first time aboard the ship, he knew it was he who cursed him that day. Grey Feather does not look in the warrior's direction, for he knows his passing gaze is not one of challenge, but of curious investigation. It is only right to allow it of the man. Gray Feather whispers a short prayer toward the sky that he be given the opportunity to clear his name in that one's heart. Nixtli turns her head directly at Ranulf and slowly blinks her own wide, golden eyes. 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 Minor Spirit, Hex and Wandering Spirit daily. They will be listed here) MINOR SPIRIT Smoke HEX Feral Speech WANDERING SPIRIT Battle PREPARED SPELLS Cheetah's Sprint Dancing Darkness Monkey Fish SPIRIT MAGIC Obscuring Mist Combat Actions Free: Swift: Move: Standard: Full Round: Edited April 24 by Eborne1 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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