namo Posted April 24 Clone Share Posted April 24 Vilrun Grímsdóttir Vilrun shares what she can of the whispers of the world. "I counsel caution. Let us arrive as envoys, not conquerors, lest the ground run red with our blood. This does not mean abasing ourselves. No, we will keep our pride, but not let it rule our hearts. A challenge awaits, but its nature has not been revealed yet." She waits, hiding her trepidation that her words may be badly received. Some will find them too vague. Some will find them offensive, for they clash with their intentions or their beliefs. And if you wonder how both can be true at the same time, welcome to the travails of the wyrd. 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 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Xssisha Posted April 25 Clone Share Posted April 25 Hjarlof Hornblower Skald of Clan Hvítabiôrning Stroking his beard while thinking on the revelation by Vilrun, Hjarlof muttered to himself, Emissaries... Hmmm... Two Hrafning, a Stormrjotnrung, and two Hvítabiôrning, as well as an Outlander... Hmm... "Your Council runs deep, Lady Vilrun. My friends, we here represent three clans and an Outlander. It is truly a viable truth that we are sent to find the last Hrafning expedition and we need not mention else. A clan such as the Hrafning has much to pride themselves on, and it is truly unusual for them to have entrusted non-clan members with the knowledge we have. Let us test their purpose with words, and fall back on steel only if they wish to start a clan war." Combat Actions Free: Swift: Move: Standard: Full Round: OOC: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Kistler Posted April 25 Clone Share Posted April 25 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. Just a simple soldier, Sven shies away from all these portents and foretellings. He rubs his valknut for luck, made shiny from years as a token around his neck, then walks to the farthest point of the boat from the woman to relieve himself over the side. He then sets about sharpening his weapons. The world's not so complicated. If whatever trouble these interlopers bring can't be solved in the mead hall (or tent, as it were), it will be solved by good iron. OOC/Actions Other: Use my whetstone 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 26 Clone Share Posted April 26 (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 _________________________________________________________________________ Ulfgrim smiles and nods affirmatively at the wise words of his colleagues when discussions of what may come are bantered about the group, paying special attention to the words of Vilrun and her ability to portend future events. Speaking one more time only to explain his thoughts, a skill he had not yet mastered, the barbarian says in a lowered voice, "When I suggested the possibility of landing the Maiden and anchoring the second vessel in the harbor just offshore, I was thinking it might help to conceal our numbers at first." "If we land both vessels and disembark, then the other side will know that we only have two skeleton crews with barely enough men to even sail a pair of ships," the warrior explains. "However, if the second ship does not land immediately until we can determine their intent, then the limitation of numbers in our contingent will be concealed until we wish it revealed," Ulfgrim proffers. "Nonetheless, It was only a suggestion for discussion, but I wanted to clarify my thinking. Either way we do it, I also agree talk first." 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...
Zaathun Posted April 26 Clone Share Posted April 26 Ranulf the Rooster Human Raider Listening intently, though his thoughts scatter to the winds as the discussion takes place, Ranulf eventually stands up energetically from his seat. "There's little cause for more bloodshed, yet. The Ormrung are oft frustrating in their mysteries, but the same can be said for many. Ulfgrim's plan is wily, and thus I say we do it.", he smirks, before nodding at Hjarlof. "And a skald of some renown to introduce us, so that if they've not heard of our deeds, they'd be willing to hear them for the first time. Thank you for the heed, too, Vilrun. Let's not hurry to find a challenge before one fits our task." 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 Link to comment Share on other sites More sharing options...
Terran Posted May 1 Clone Share Posted May 1 (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 _________________________________________________________________________ Assuming the majority are in agreement to have the undamaged ship anchor within bow range while Maiden is rowed ashore, Ulfgrim asks the Captain to covertly alert the second vessel about the plan without allowing those on shore to see or hear the tactical preparations. After the preparations have been arranged and the crew of the captured ship know to be ready to attack if necessary, the huge warrior returns to the main group of his clan mates and says in a low voice, "It's arranged." Looking around the group, the barbarian adds, "I'm not qualified for ᛈᚨᚱᛚᛖᚤ, but I can stand directly behind our negotiator to add a physical presence to the proceedings." While there is still time to plan before going ashore, Ulfgrim asks, "What's the plan for disembarking, our tactical formation once on land, who will conduct the parley, and what are our specific goals?" After hearing the advice and opinion of others, the warrior suggests, "Perhaps we should agree on a word and also a signal or gesture that tells everyone to attack if they see or hear the cue, just in case." 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...
Xssisha Posted May 2 Clone Share Posted May 2 (edited) Hjarlof Hornblower Skald of Clan Hvítabiôrning Stroking his beard while thinking again. Hjarlof makes an offer to the group, "If the group wishes, I can make the contact. As to the question of what our goals are for the upcoming talks, I feel that a gentle probing into the disappearance of the previous expedition, as well as the wellbeing of these Ormrung would be a good start." He paused a moment. "I believe a longbow shot (3-5increments) would be a good distance. Far enough to conceal our numbers and yet close enough to perhaps make a quick landfall... especially if kept bow towards the land. As to the signal, Two long blasts on my horn is attack, One long blast to dock and four short to retreat, would be simple enough." Combat Actions Free: Swift: Move: Standard: Full Round: OOC: Edited May 2 by Xssisha (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
namo Posted May 2 Clone Share Posted May 2 Vilrun Grímsdóttir Vilrun meditates on the threads she sees, then pipes up "I will go with you. I am a dragon with raven wings, these days; it may help." She's alluding metaphorically to her Ormrung origins and the fact that she lives and works and breathes Hrafning now. "I may also gather a different perspective by talking to the Völva." And she'll be no use just sitting on the ship, bowless, but she leaves that out. 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 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Eborne1 Posted May 3 Clone Share Posted May 3 (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: 'I, too, will go ashore," Grey Feather states boldly and matter of fact, shirking any idea that he would remain behind with the other archers. "My weapon is not the arrow from afar. It is the space between the seen and unseen," he says with a very subtle smirk and glance at Sven for the heavy dose of cryptic wording. The outlander had been mostly reserved in both word and action until that moment, but after quickly securing his equipment, he pushes a small scroll box and satchel of herbs into the tall one-eyed warrior's hands, whom he is confident will be both ashore during the meeting and unburdened by a few extra pounds. "I will need those back," he says. Grey Feather whispers a quick word to Nixtli and then sends the owl aloft into the foggy sky. "Look for me in the wind," he says to those nearby as he steps up onto the ship's railing before pausing there for a moment... The enigmatic outlander turns his head half in Ranulf's direction with an inquisitive look. "Do rooster's swim?" he asks, both sincerely and challengingly, before diving out headlong into the choppy sea and disappearing beneath the murky surf, allowing the current to sweep him a short ways down the coast, away from the camp. From there he will pick his way back up the coast, slowly, scouting out the area for potential threats, before observing the pending encounter from a hidden vantage. OOC Take 10 on Swim for 17 DC=15 for "rough" seas 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 May 3 by Eborne1 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Zaathun Posted May 6 Clone Share Posted May 6 (edited) Ranulf the Rooster Human Raider As Ranulf glances at the water, he winces for a moment, then looks back at Vilrun. "Willing, to be sure. Maybe too willing, our friend is, but neither Hjarlof nor you would befit to be drenched in brine when we talk to your old clan, Vilrun.", he says with a wily smile, before turning his head over the edge of the boat. "Roosters need not, Gray Feather! Neither do most of us, though the enthusiasm is powerful!", Ranulf replies with a laugh as he reaches to his belt and draws out a long black-tipped white feather. With a high pitched whistle to his lips, he casts it at the sea. As the feather touches the water, a white wood boat with an elegant bird's long neck appears. Jumping off from the longship's deck and landing on the boat, he ushers the others to follow him."It should help us move as much as we need on the shore, battle or not, crew included." Reaching towards the boat's side, he extends a hand to Gray Feather. "Let's get your down dry, friend." 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: OOC Ranulf is using his Swan Boat Token since I feel this is the most opportune moment for it, and we're all getting landfall anyway. He'd be happy to escort Gray Feather on his scouting mission. Edited May 6 by Zaathun (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Eborne1 Posted May 6 Clone Share Posted May 6 (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: Grey Feather's pride is too great to fold his hand to the clever rogue. As the strange boat approaches, the Outlander, kicking in the rough water, turns on his back and whispers a prayer to the spirit of the sea. Immediately his muscles contort and change, lending him agility and strength in strange new ways. He stops kicking his feet separately as he had been and begins kicking them together like a dolphin. At the same time, wide, leathery webbing develops between his fingers. Laughing, Grey Feather nearly leaps out of the water, spinning in the air and slaps the rogue's hand away with one wet fin-like hand. "See you there Rooster!" Grey Feather hollers mirthfully before he dives deep beneath the surf and disappears. He changes direction swiftly and continues down shore away from the camp and the direction of the strange swan boat, relishing in his newfound aquatic grace. OOC Cast Spell (Monkey-Fish) 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 May 6 by Eborne1 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Xssisha Posted May 7 Clone Share Posted May 7 Hjarlof Hornblower Skald of Clan Hvítabiôrning Hjarlof steps down into the white rowboat with Ranulf. He had not noticed that they were carrying one, but obviously they had. He offered a hand to Sven and Vilrun as the board, one because of the packages he had been handed, and the other out of caution. "Captain Sigurd," calls Hjarlof, "We will approach ahead of you to secure your landing. Come as you can." With the small boat ready and the other craft informed of the plan, the small group would cast off for the shore. Combat Actions Free: Swift: Move: Standard: Full Round: OOC: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Kistler Posted May 7 Clone Share Posted May 7 (edited) ᛋᚢᛖᚾ One-Eye - Warpriest of the Æsir 5 HP: 38/38 | 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: +10Normal Vision Blind Fight | Fort: +8 | Ref: +5 | Will: +9 Blessings: 5/5Protection: At 1st level, you can gain a +1 sacred bonus on saving throws and a +1 sacred bonus to AC for 1 minute. The bonus increases to +2 at 10th level and +3 at 20th level. Warfare: 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. | Fervor: 5/5Healing: A good warpriest can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 2nd. Using this ability is a standard action on others or a swift action on self. As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way. | Sacred Weapon: 5/5This 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 he is good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. Axiomatic: +2 Brilliant Energy: +4 Defending: +1 Disruption: +2 Flaming: +1 Frost: +1 Ghost Touch: +1 Holy: +2 Keen: +1 Merciful: +1 Shock: +1 | 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 5: Bonus is 1+1 for Fate's Favored 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 5: Bonus is 1+1 for Fate's Favored ***Unprepared*** Shadow Trap Casting Time: 1 standard action Range: close 45' Target: one creature Duration: 5 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. 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 5: Bonus is 1+1 for Fate's Favored 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. 2Cleromancy Duration: 1rnd/CL = 5 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 the group. +1 to each die with Fate's Favored. 2Tears to Wine This spell turns non-magic liquids—including spoiled, rotten, diseased, poisonous, or otherwise contaminated drinks, tears, seawater, and similar fluids—into mead or wine of average quality. Creatures that drink the mead or wine created by this spell become sharp-witted and clear-minded, gaining a +2 enhancement bonus on all Intelligence- and Wisdom-based skill checks. This increases to a +5 bonus at caster level 9th, and to +10 (the maximum) at caster level 15th. *** Unprepared *** Silence Range: 600' Duration: 1rnd/lvl = 5rnd Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area. The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use spell resistance, if any. Items in a creature's possession or magic items that emit sound receive the benefits of saves and spell resistance, but unattended objects and points in space do not. Creatures in an area of a silence spell are immune to sonic or language-based attacks, spells, and effects. 2Ironskin Range: Personal Duration: 1min/lvl = 5min. 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 5 = +4AC 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 -Blind Fight benefits | 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 | 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 Blind Fight: re-roll concealment, not flat-footed, no acrobatics to move full speed when blinded 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: 0/+2 Bluff: 0/+3 Climb: 1/+9 Diplomacy: 0/+10 Disable Device: 0/+0 Disguise: 0/+3 Escape Artist: 0/+2 Fly: 0/+2 Handle Animal: 1/+4 Heal: 1/+7 Intimidate: 0/+0 Knowledge (Engineering): 1/+4 Knowledge (History): 1/+1 Knowledge (Religion): 2/+5 Perception: 5/+10 Perform (Wind): 2/+2 Profession (Soldier): 5/+11 Ride: 0/+2 Sense Motive: 1/+7 Spellcraft: 0/0 Stealth: 0/+2 Survival: 0/+3 Swim: 1/+9 Use Magic Device: 0/0 "Mm." Sven grunts, taking the burdens and stepping down into the boat a bit unsteadily. He's found his sea legs by now, but that doesn't make him suddenly some nimble sailor leaping about. He nods at Hjarlof in thanks for the steadying hand on his shoulder. OOC/Actions Other: Immediate: Swift: Move: Standard: Free: Full Round: Hands: Sword + Shield 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 May 7 by Kistler (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Terran Posted May 7 Clone Share Posted May 7 (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 _________________________________________________________________________ After the horn signals are arranged, Ulfgrim Ironhide silently nods when Vilrun announces that she will accompany the landing party to shore as he had no wish to interfere with a witch and her machinations. The huge Barbarian further nods his approval when Grey-Feather states that he too will go ashore, but is surprised when the stranger from the West unexpectedly jumps into the choppy lagoon to swim in. However, Ulfgrim is completely shocked when Grey-Feather seems to magically transform into some kind of man-sea-creature which allows the newcomer to traverse the rough waves as easily as his owl navigates the sky. So, it would seem that some of our entourage have more abilities than readily apparent when first met, the hulking warrior thinks quietly to himself as he joins Hjarlof in the white rowboat. After years of trial and error in his younger days, Ulfgrim choses to sit in the middle of the craft so the Barbarian's great weight is evenly distributed and won't negatively affect the small skiff, which will also allow the warrior to fire his bow should the situation expectedly take a turn for the worse! 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...
Ace Bronson Posted May 7 Author Clone Share Posted May 7 The plan is set and the ships are in place. The captured pirate ship drifts just inside longbow range and the Shield Maiden approaches behind the white boat. Upon the makeshift docks stand a wiry young man, well dressed and decorated in elaborate dragon tattoos. He is flanked by four hard looking warriors with stony looks on their faces. Others stand scattered around in mid task but waiting curiously to catch a glimpse of the newcomers. The young man does nothing to hinder (or help) the boat moor or the passengers disembark onto the dock. He eyes them with a shrewd and critical eye that belies a keen wit. Once the party has found it's footing he steps forward and speaks, "Who are you that comes to our camp? Under who's orders do you sail and what is your business here that you come in force?" OOC Some things readily apparent without need of rolls as you approach and disembark: The camp is newly constructed and still a work in progress with little in the way of outward sea-facing defenses at rough first glance the camp seems out manned by the party and their crew, (not by much) though not all is visible from the docks They seem well supplied and in good heath and spirit Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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