hoverfrog Posted April 22 Clone Share Posted April 22 RISE OF THE RUNELORDS Chapter 2-02: Walking Scarecrows Sandpoint Bright and early in the morning, the day after returning from the sanatorium, Sheriff Hemlock is banging on your doors and insisting that you get up and meet him at the garrison. Once you get there the sheriff introduces you to a local farmer, Maester Grump. The man is covered in mud, like he's fallen in it and crawled for several miles through it to reach Sandpoint. His hat, a scruffy, straw affair, is wet with sweat. He takes it off to fan his bald pate several times before plonking it back on his head for a few minutes. Grump speaks with a strong, yokel accent, speaks very quickly and breathlessly and has to stop to explain himself several times, "It were awful, Sirs and Madams, awful it were." "As I were telling th' Sheriff afore, I seen 'em. Scarecrows stalkin' the night. They come from the Hambley place. Things ain't been right there fer days. Yes'erday we wen' up there, jus' t' make sure it were alright. Y'unerstand?" "These things, they attacked us, they did. Came outta the dark, straw an' claws they was. Bitin', murderin' everyone. They even ate the dogs!" Show Sense Motive DC10 You can smell strong liquor on Maester Grump's breath. This may well lead him to enhancing his description somewhat. Moonshine may also be affecting his memory As this point the sheriff cuts him off, "It would seem that there's been an attack on Hambley farm by some pack of creatures not unlike the one that attacked the sawmill. I can't spare any of the watch to go out there so I'm asking that you attend." "My men picked up Grump when he arrived in the early hours and brought him straight here. He was shouting about scarecrows coming to life. At the moment, I believe him. Too much has happened to discount his tale. I'm concerned that he may actually be underplaying what he's seen." "Hambley Farm is south of Ashen Rise, before you get to Soggy River, about two hours walk. I'd like you to set off straight away." Show Bookkeeping COMBAT/CONDITIONS TRACKER INITIATIVE CONDITIONS MECHANICS DESCRIPTIONS Not in Use!! Default Marching Order CHARACTER STATUS Dakmoor Huryn AC: 15 | HP: 28/45 | Spd: 30 feet AC: 15 | HP: 12/23 | Spd: 30 feet Kanthar Dolora AC: 16 | HP: 14/27 | Spd: 40 feet AC: 16 | HP: 30/30 | Spd: 30 feet Starlight Reda AC: 18 | HP: 15/15 | Spd: 40 feet AC: 20 | HP: 38/38 | Spd: 30 feet ENEMY STATUS . Show Active Map Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Kistler Posted April 22 Clone Share Posted April 22 Reda Raedela - Half-Elf Paladin 3/Ranger 2 HP: 46/46 | AC: 20/15/15 | CMD: 22/17 | Speed: 30ft | Hero: 1/3 | Spells: 1Detect Evil (At Will) At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range. 1st Round: Presence or absence of evil. 2nd Round: Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present. If you are of good alignment, and the strongest evil aura's power is overwhelming (see below), and the HD or level of the aura's source is at least twice your character level, you are stunned for 1 round and the spell ends. 3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. Aura Power: An evil aura's power depends on the type of evil creature or object that you're detecting and its HD, caster level, or (in the case of a cleric) class level; see the table on the previous page. If an aura falls into more than one strength category, the spell indicates the stronger of the two. Lingering Aura: An evil aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect evil is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Original Strength D uration of Lingering Aura Faint 1d6 rounds Moderate 1d6 minutes Strong 1d6 x 10 minutes Overwhelming 1d6 days Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them. Creatures with actively evil intents count as evil creatures for the purpose of this spell. Each round, you can turn to detect evil in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.Detect Evil (At Will) At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range. 1st Round: Presence or absence of evil. 2nd Round: Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present. If you are of good alignment, and the strongest evil aura's power is overwhelming (see below), and the HD or level of the aura's source is at least twice your character level, you are stunned for 1 round and the spell ends. 3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. Aura Power: An evil aura's power depends on the type of evil creature or object that you're detecting and its HD, caster level, or (in the case of a cleric) class level; see the table on the previous page. If an aura falls into more than one strength category, the spell indicates the stronger of the two. Lingering Aura: An evil aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect evil is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Original Strength D uration of Lingering Aura Faint 1d6 rounds Moderate 1d6 minutes Strong 1d6 x 10 minutes Overwhelming 1d6 days Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them. Creatures with actively evil intents count as evil creatures for the purpose of this spell. Each round, you can turn to detect evil in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Initiative: +7 | Perception: +12 | Fort: +11 | Ref: +12 | Will: +6 | ImmunitiesSleep, Disease, Fear Lay on Hands: 6/6A paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage. | AuraAura of Courage: +4 to save v. Fear for all allies within 10' Aura of Good: Level 3: 10' | Smite Evil: 1/1As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (+3) to her attack rolls and adds her paladin level (2) to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin (4). Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (+3) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. ConsumablesGeneral: -2x Torches -3x Trail Rations Ammunition: -55x Arrows -20x Blunt Arrows -20x Cold Iron Arrows -3x Silver Arrows Potions/Alchemical: -1x Adamantine Weapon Blanch -2x Silver weapon blanch -2x Holy Water Scrolls/Wands: -Wand of Gravity Bow, 50/50 charges Use/day items: - | SpellsPaladin Level 1: -Detect Evil (At Will) Ranger Level 1: - | AbilitiesClass Abilities: Aura of Courage, 10', +4, Immune to Fear Aura of Good (Power at class level) Divine Health: Immune to Disease Precise Shot Track +1 to Survival to track Wild Empathy +5 to Diplomacy Animals Light and Medium Armor Proficiency Shield Proficiency Simple and Martial Weapon Proficiency Favored Enemies: Giants Granted Abilities: Agile Maneuvers (When using Finesse weapon) Combat Expertise +2/-2 Deadly Aim -2/+4 Power Attack -2/+4 Weapon Finesse Racial Abilities: Elf Immunities (+2 v. Enchanments, Immune to sleep) Low-Light Vision Languages: Common, Elven Skill Focus (Perception) Keen Senses +2 Perception Traits: Elven Reflexes (+2 Init) Giant Slayer (+1 to Bluff, Perception, Sense Motive, attacks, and damage v. Giants) Magical Knack (+2 to Ranger CL) Sentimental (-2 to PER for surprise, -2 REF for traps) Other Feats: Rapid Shot Weapon Focus (Longbow) | SkillsSkill: Rank/Modifier Acrobatics: 0/+5 Appraise: 0/+0 Bluff: 0/+3 Climb: 1/+6 Craft (Bows): 3/+6 Diplomacy: 3/+9 Disable Device: 0/+0 Disguise: 0/+3 Escape Artist: 0/+5 Fly: 0/+5 Handle Animal: 5/+11 Heal: 3/+6 Intimidate: 2/+8 Knowledge (Geography): 1/+4 Knowledge (Nature): 2/+5 Knowledge (Nobility): 1/+4 Knowledge (Religion): 1/+4 Linguistics: 0/+0 Perception: 4/+12 Ride: 0/+5 Sense Motive: 0/+0 Sleight of Hand: 0/+0 Spellcraft: 0/+0 Stealth: 4/+12 Survival: 0/+0 Swim: 1/+6 Use Magic Device: 0/+0 | Attacks+1 Composite Longbow (2): +12, 1d8+3P x3 Masterwork Cold Iron Gladius: +11, 1d6+2P/S 19-20x2 Cestus: +10, 1d4+2B/P 19-20x2 Silver Dagger: +10, 1d4+1P/S 19-20x2 Spells: ?? Power Attack: -2/+4 Deadly Aim: -2/+4 Rapid Shot: -2, Extra Attack | Conditions: Strangely, Reda has a bit of a headache the next day. Perhaps the weather's changing or its all the pollen in the air. Surely not the mead. She's feeling a bit distracted and only half listening until he mentions the consumption of canines, "Not the dogs!" Reda gasps, her hand pulling her pet Luna to her side. "We have to go at once!" She says to the group, then kneels down, face to face with Luna "You're staying here in town today girl. Now who's a good girl? Yes you are!" OOC/Actions Other: Free: Move: Standard: Full Round: Swift: Other: Hands: Bow, Empty Notes -Learned of a potential source of ghouls down the Foxglove River from a wizard name Caizarlu Gear Worn -MW Backpack -Belt Pouch -Reversible Cloak -Cold Weather Outfit -+1 Mithril Shirt -Speed SheatheWand of Gravity Bow (50/50) -Efficient QuiverAmmunition -Arrows -Blunt Arrows -Cold Iron Arrows -Silver Arrows Weapons -Gladius -Dagger -Holy SymbolAntler bow symbol of Erastil, carved into a well cared for but slightly weathered disc of wood Weapons -MW Cestus -CI Gladius -Silver Dagger -EmberSometimes called the 'Emberbough' +1 Darkwood Composite Longbow, +2 Strength Mod A bow conceived in an inspirational moment, inspired by Scorchbark. May she blow upon the embers of her fury when in need of righteous vengeance! Containers Backpack -Bedroll -Blanket, Winter -Sack -Silk Rope -Soap -2x Torches -3x Trail Rations -Waterskin Belt Pouch -Adamantine Weapon Blanch -2x Silver weapon blanch -Flint and Steel -2x Holy Water -Whetstone -10pp, 16gp, 11sp, 9cpShould be accurate to match prior wealth. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
FrancisJohn Posted April 23 Clone Share Posted April 23 (edited) ~ Dakmoor the Fierce, Shoanti Barbarian of the Sklar-Quah Clan ~ Dakmoor cares not about the optics of his over the top yawn as the old farmer tells his tale. With a genuine lack of concern Dakmoor responds to the sheriff. "Hemlock. After cleaning up the mess at the crazy house last night, it is clear that my debt is repaid and my service is complete. Now, Dakmoor is always up for rescuing a damsel or six in distress, but Dakmoor doesn't work for free. May I assume that we will be properly be salaried for this sort of work on retainer?" OOC: None Stats Character: Sheet, Thread HP: 38/55 Status: Hands: Butchering Axe Initiative: +4 Perception: +4 AC: 19 Flat: 17 Touch: 12 -2 Rage Damage Reduction: 2 CMD: 21 FCMD: 19 -2 Rage Fort: +8 Reflex: +3 Will: -1 +2 Will in Rage Endure Hot Elements Edited April 23 by FrancisJohn (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Sense Motive 9 1d20-1 10 Link to comment Share on other sites More sharing options...
Inash Posted April 23 Clone Share Posted April 23 Huyrn raises one eyebrow and sets his coffee down before glancing at Dakmore. "You do know that if we let Reda go alone we'll have a built-in damsel in distress. No offense meant Reda - any of us wandering into that on our own would end up 'in distress'." He picks his mug back up and sips before adding "If this is related to the murderer that tried to cast blame on Melonie, we may be involved a bit anyway... Come to think of it, stench, claws, someone hospitalized with ghoul fever... I wonder if this is all related." Actions Move: Standard: %5Bspoiler%3Dstatblock%5D%5BURL%3Dhttp%3A%2F%2Fwww.myth-weavers.com%2Fsheet.html%23id%3D2708113%5D%5BB%5D%5BSIZE%3D%2B1%5DHuryn%20Jorora%5B%2FSIZE%5D%5B%2FB%5D%5B%2FURL%5D%0AM%20%20%20half-elf%20Alchemist%20(Trap%20Breaker%2C%20bramble%20brewer)%2C%20%5BB%5DLevel%5B%2FB%5D%205%2C%20%5BB%5DInit%5B%2FB%5D%202%2C%20%5BB%5DHP%5B%2FB%5D%2028%2F28%2C%20%5BB%5DSpeed%5B%2FB%5D%2030%0A%5BB%5DAC%5B%2FB%5D%2015%2C%20%5BB%5DTouch%5B%2FB%5D%2013%2C%20%5BB%5DFlat-footed%5B%2FB%5D%2012%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%201%2C%20%5BB%5DCMB%5B%2FB%5D%20%2B3%2C%20%5BB%5DBase%20Attack%20Bonus%5B%2FB%5D%203%20%20%20%0A%5BB%5Dsplash%20Bomb%20%5B%2FB%5D%206%20(3d6%2B4%2C%20%20)%0A%5BB%5DMW%20Light%20Crossbow%20(10)%20%5B%2FB%5D%20%2B6%20(1d8%2C%2019-20%2Fx2)%0A%5BB%5DMW%20Morningstar%20%5B%2FB%5D%204%20(1d8%2C%20x2)%0A%5BB%5D%2B1%20Lamellar%20Cuirass%5B%2FB%5D%20(%2B2%20Armor%2C%20%2B2%20Dex)%0A%5BB%5DAbilities%5B%2FB%5D%20Str%2010%2C%20Dex%2014%2C%20Con%2010%2C%20Int%2019%2C%20Wis%2010%2C%20Cha%2010%0A%5BB%5DCondition%5B%2FB%5D%20None%20%5B%2Fspoiler%5D statblock Huryn Jorora M half-elf Alchemist (Trap Breaker, bramble brewer), Level 5, Init 2, HP 28/28, Speed 30 AC 15, Touch 13, Flat-footed 12, CMD 16, Fort 4, Ref 6, Will 1, CMB +3, Base Attack Bonus 3 splash Bomb 6 (3d6+4, ) MW Light Crossbow (10) +6 (1d8, 19-20/x2) MW Morningstar 4 (1d8, x2) +1 Lamellar Cuirass (+2 Armor, +2 Dex) Abilities Str 10, Dex 14, Con 10, Int 19, Wis 10, Cha 10 Condition None Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Kistler Posted April 24 Clone Share Posted April 24 Reda Raedela - Half-Elf Paladin 3/Ranger 2 HP: 46/46 | AC: 20/15/15 | CMD: 22/17 | Speed: 30ft | Hero: 1/3 | Spells: 1Detect Evil (At Will) At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range. 1st Round: Presence or absence of evil. 2nd Round: Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present. If you are of good alignment, and the strongest evil aura's power is overwhelming (see below), and the HD or level of the aura's source is at least twice your character level, you are stunned for 1 round and the spell ends. 3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. Aura Power: An evil aura's power depends on the type of evil creature or object that you're detecting and its HD, caster level, or (in the case of a cleric) class level; see the table on the previous page. If an aura falls into more than one strength category, the spell indicates the stronger of the two. Lingering Aura: An evil aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect evil is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Original Strength D uration of Lingering Aura Faint 1d6 rounds Moderate 1d6 minutes Strong 1d6 x 10 minutes Overwhelming 1d6 days Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them. Creatures with actively evil intents count as evil creatures for the purpose of this spell. Each round, you can turn to detect evil in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.Detect Evil (At Will) At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range. 1st Round: Presence or absence of evil. 2nd Round: Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present. If you are of good alignment, and the strongest evil aura's power is overwhelming (see below), and the HD or level of the aura's source is at least twice your character level, you are stunned for 1 round and the spell ends. 3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. Aura Power: An evil aura's power depends on the type of evil creature or object that you're detecting and its HD, caster level, or (in the case of a cleric) class level; see the table on the previous page. If an aura falls into more than one strength category, the spell indicates the stronger of the two. Lingering Aura: An evil aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect evil is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Original Strength D uration of Lingering Aura Faint 1d6 rounds Moderate 1d6 minutes Strong 1d6 x 10 minutes Overwhelming 1d6 days Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them. Creatures with actively evil intents count as evil creatures for the purpose of this spell. Each round, you can turn to detect evil in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Initiative: +7 | Perception: +12 | Fort: +11 | Ref: +12 | Will: +6 | ImmunitiesSleep, Disease, Fear Lay on Hands: 6/6A paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage. | AuraAura of Courage: +4 to save v. Fear for all allies within 10' Aura of Good: Level 3: 10' | Smite Evil: 1/1As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (+3) to her attack rolls and adds her paladin level (2) to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin (4). Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (+3) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. ConsumablesGeneral: -2x Torches -3x Trail Rations Ammunition: -55x Arrows -20x Blunt Arrows -20x Cold Iron Arrows -3x Silver Arrows Potions/Alchemical: -1x Adamantine Weapon Blanch -2x Silver weapon blanch -2x Holy Water Scrolls/Wands: -Wand of Gravity Bow, 50/50 charges Use/day items: - | SpellsPaladin Level 1: -Detect Evil (At Will) Ranger Level 1: - | AbilitiesClass Abilities: Aura of Courage, 10', +4, Immune to Fear Aura of Good (Power at class level) Divine Health: Immune to Disease Precise Shot Track +1 to Survival to track Wild Empathy +5 to Diplomacy Animals Light and Medium Armor Proficiency Shield Proficiency Simple and Martial Weapon Proficiency Favored Enemies: Giants Granted Abilities: Agile Maneuvers (When using Finesse weapon) Combat Expertise +2/-2 Deadly Aim -2/+4 Power Attack -2/+4 Weapon Finesse Racial Abilities: Elf Immunities (+2 v. Enchanments, Immune to sleep) Low-Light Vision Languages: Common, Elven Skill Focus (Perception) Keen Senses +2 Perception Traits: Elven Reflexes (+2 Init) Giant Slayer (+1 to Bluff, Perception, Sense Motive, attacks, and damage v. Giants) Magical Knack (+2 to Ranger CL) Sentimental (-2 to PER for surprise, -2 REF for traps) Other Feats: Rapid Shot Weapon Focus (Longbow) | SkillsSkill: Rank/Modifier Acrobatics: 0/+5 Appraise: 0/+0 Bluff: 0/+3 Climb: 1/+6 Craft (Bows): 3/+6 Diplomacy: 3/+9 Disable Device: 0/+0 Disguise: 0/+3 Escape Artist: 0/+5 Fly: 0/+5 Handle Animal: 5/+11 Heal: 3/+6 Intimidate: 2/+8 Knowledge (Geography): 1/+4 Knowledge (Nature): 2/+5 Knowledge (Nobility): 1/+4 Knowledge (Religion): 1/+4 Linguistics: 0/+0 Perception: 4/+12 Ride: 0/+5 Sense Motive: 0/+0 Sleight of Hand: 0/+0 Spellcraft: 0/+0 Stealth: 4/+12 Survival: 0/+0 Swim: 1/+6 Use Magic Device: 0/+0 | Attacks+1 Composite Longbow (2): +12, 1d8+3P x3 Masterwork Cold Iron Gladius: +11, 1d6+2P/S 19-20x2 Cestus: +10, 1d4+2B/P 19-20x2 Silver Dagger: +10, 1d4+1P/S 19-20x2 Spells: ?? Power Attack: -2/+4 Deadly Aim: -2/+4 Rapid Shot: -2, Extra Attack | Conditions: "Oh, aye," Reda nods, "Save me, ye big strong man." She puts the back of her hand to her brow melodramatically, "Save me from the dog eating monsters! And the ghouls! And strong drink!" She laughs, breaking character. "I'm sure the sheriff will have a reward big enough to drag our purses to the ground waiting after all our good deeds, but I'm not one to demand payment up front. Let's get on with it!" OOC/Actions Other: Free: Move: Standard: Full Round: Swift: Other: Hands: Bow, Empty Notes -Learned of a potential source of ghouls down the Foxglove River from a wizard name Caizarlu Gear Worn -MW Backpack -Belt Pouch -Reversible Cloak -Cold Weather Outfit -+1 Mithril Shirt -Speed SheatheWand of Gravity Bow (50/50) -Efficient QuiverAmmunition -Arrows -Blunt Arrows -Cold Iron Arrows -Silver Arrows Weapons -Gladius -Dagger -Holy SymbolAntler bow symbol of Erastil, carved into a well cared for but slightly weathered disc of wood Weapons -MW Cestus -CI Gladius -Silver Dagger -EmberSometimes called the 'Emberbough' +1 Darkwood Composite Longbow, +2 Strength Mod A bow conceived in an inspirational moment, inspired by Scorchbark. May she blow upon the embers of her fury when in need of righteous vengeance! Containers Backpack -Bedroll -Blanket, Winter -Sack -Silk Rope -Soap -2x Torches -3x Trail Rations -Waterskin Belt Pouch -Adamantine Weapon Blanch -2x Silver weapon blanch -Flint and Steel -2x Holy Water -Whetstone -10pp, 16gp, 11sp, 9cpShould be accurate to match prior wealth. Name xDiceName xDiceResult xDiceString xDiceRolls LoH last night on Dak 5 2d6 2,3 Link to comment Share on other sites More sharing options...
LDDragon Posted April 24 Clone Share Posted April 24 "Ugh scarecrows. Guess we had better take care of that as soon as possible." Kanthar nods and begins walking. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
FrancisJohn Posted April 24 Clone Share Posted April 24 ~ Dakmoor the Fierce, Shoanti Barbarian of the Sklar-Quah Clan ~ Dakmoor smiles at the group as he can see that they aren't used to proper negotiations with government officials. "Hear, hear... nobody asked for an advance... I would just like to secure a measure of proper compensation for our expected return from our undoubtedly successful adventure!" OOC: After leveling up and resting for the night, I have Dak at 43/55 hp. Stats Character: Sheet, Thread HP: 43/55 Status: Hands: Butchering Axe Initiative: +4 Perception: +4 AC: 19 Flat: 17 Touch: 12 -2 Rage Damage Reduction: 2 CMD: 21 FCMD: 19 -2 Rage Fort: +8 Reflex: +3 Will: -1 +2 Will in Rage Endure Hot Elements Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Kistler Posted April 24 Clone Share Posted April 24 (edited) Reda Raedela - Half-Elf Paladin 3/Ranger 2 HP: 46/46 | AC: 20/15/15 | CMD: 22/17 | Speed: 30ft | Hero: 1/3 | Spells: 1Detect Evil (At Will) At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range. 1st Round: Presence or absence of evil. 2nd Round: Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present. If you are of good alignment, and the strongest evil aura's power is overwhelming (see below), and the HD or level of the aura's source is at least twice your character level, you are stunned for 1 round and the spell ends. 3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. Aura Power: An evil aura's power depends on the type of evil creature or object that you're detecting and its HD, caster level, or (in the case of a cleric) class level; see the table on the previous page. If an aura falls into more than one strength category, the spell indicates the stronger of the two. Lingering Aura: An evil aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect evil is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Original Strength D uration of Lingering Aura Faint 1d6 rounds Moderate 1d6 minutes Strong 1d6 x 10 minutes Overwhelming 1d6 days Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them. Creatures with actively evil intents count as evil creatures for the purpose of this spell. Each round, you can turn to detect evil in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.Detect Evil (At Will) At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range. 1st Round: Presence or absence of evil. 2nd Round: Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present. If you are of good alignment, and the strongest evil aura's power is overwhelming (see below), and the HD or level of the aura's source is at least twice your character level, you are stunned for 1 round and the spell ends. 3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. Aura Power: An evil aura's power depends on the type of evil creature or object that you're detecting and its HD, caster level, or (in the case of a cleric) class level; see the table on the previous page. If an aura falls into more than one strength category, the spell indicates the stronger of the two. Lingering Aura: An evil aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect evil is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Original Strength D uration of Lingering Aura Faint 1d6 rounds Moderate 1d6 minutes Strong 1d6 x 10 minutes Overwhelming 1d6 days Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them. Creatures with actively evil intents count as evil creatures for the purpose of this spell. Each round, you can turn to detect evil in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Initiative: +7 | Perception: +12 | Fort: +11 | Ref: +12 | Will: +6 | ImmunitiesSleep, Disease, Fear Lay on Hands: 6/6A paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage. | AuraAura of Courage: +4 to save v. Fear for all allies within 10' Aura of Good: Level 3: 10' | Smite Evil: 1/1As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (+3) to her attack rolls and adds her paladin level (2) to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin (4). Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (+3) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. ConsumablesGeneral: -2x Torches -3x Trail Rations Ammunition: -55x Arrows -20x Blunt Arrows -20x Cold Iron Arrows -3x Silver Arrows Potions/Alchemical: -1x Adamantine Weapon Blanch -2x Silver weapon blanch -2x Holy Water Scrolls/Wands: -Wand of Gravity Bow, 50/50 charges Use/day items: - | SpellsPaladin Level 1: -Detect Evil (At Will) Ranger Level 1: - | AbilitiesClass Abilities: Aura of Courage, 10', +4, Immune to Fear Aura of Good (Power at class level) Divine Health: Immune to Disease Precise Shot Track +1 to Survival to track Wild Empathy +5 to Diplomacy Animals Light and Medium Armor Proficiency Shield Proficiency Simple and Martial Weapon Proficiency Favored Enemies: Giants Granted Abilities: Agile Maneuvers (When using Finesse weapon) Combat Expertise +2/-2 Deadly Aim -2/+4 Power Attack -2/+4 Weapon Finesse Racial Abilities: Elf Immunities (+2 v. Enchanments, Immune to sleep) Low-Light Vision Languages: Common, Elven Skill Focus (Perception) Keen Senses +2 Perception Traits: Elven Reflexes (+2 Init) Giant Slayer (+1 to Bluff, Perception, Sense Motive, attacks, and damage v. Giants) Magical Knack (+2 to Ranger CL) Sentimental (-2 to PER for surprise, -2 REF for traps) Other Feats: Rapid Shot Weapon Focus (Longbow) | SkillsSkill: Rank/Modifier Acrobatics: 0/+5 Appraise: 0/+0 Bluff: 0/+3 Climb: 1/+6 Craft (Bows): 3/+6 Diplomacy: 3/+9 Disable Device: 0/+0 Disguise: 0/+3 Escape Artist: 0/+5 Fly: 0/+5 Handle Animal: 5/+11 Heal: 3/+6 Intimidate: 2/+8 Knowledge (Geography): 1/+4 Knowledge (Nature): 2/+5 Knowledge (Nobility): 1/+4 Knowledge (Religion): 1/+4 Linguistics: 0/+0 Perception: 4/+12 Ride: 0/+5 Sense Motive: 0/+0 Sleight of Hand: 0/+0 Spellcraft: 0/+0 Stealth: 4/+12 Survival: 0/+0 Swim: 1/+6 Use Magic Device: 0/+0 | Attacks+1 Composite Longbow (2): +12, 1d8+3P x3 Masterwork Cold Iron Gladius: +11, 1d6+2P/S 19-20x2 Cestus: +10, 1d4+2B/P 19-20x2 Silver Dagger: +10, 1d4+1P/S 19-20x2 Spells: ?? Power Attack: -2/+4 Deadly Aim: -2/+4 Rapid Shot: -2, Extra Attack | Conditions: "Oh, no. He's clearly not a dog person. Bite him, Luna!" Reda says, flashing her quick smile as she jokes with the big man. Luna just cocks her head to the side inquisitively. "Oh fine. He's probably too tough to bite anyway." OOC/Actions Other: Free: Move: Standard: Full Round: Swift: Other: Hands: Bow, Empty Notes -Learned of a potential source of ghouls down the Foxglove River from a wizard name Caizarlu Gear Worn -MW Backpack -Belt Pouch -Reversible Cloak -Cold Weather Outfit -+1 Mithril Shirt -Speed SheatheWand of Gravity Bow (50/50) -Efficient QuiverAmmunition -Arrows -Blunt Arrows -Cold Iron Arrows -Silver Arrows Weapons -Gladius -Dagger -Holy SymbolAntler bow symbol of Erastil, carved into a well cared for but slightly weathered disc of wood Weapons -MW Cestus -CI Gladius -Silver Dagger -EmberSometimes called the 'Emberbough' +1 Darkwood Composite Longbow, +2 Strength Mod A bow conceived in an inspirational moment, inspired by Scorchbark. May she blow upon the embers of her fury when in need of righteous vengeance! Containers Backpack -Bedroll -Blanket, Winter -Sack -Silk Rope -Soap -2x Torches -3x Trail Rations -Waterskin Belt Pouch -Adamantine Weapon Blanch -2x Silver weapon blanch -Flint and Steel -2x Holy Water -Whetstone -10pp, 16gp, 11sp, 9cpShould be accurate to match prior wealth. Edited April 25 by Kistler (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
eriktd Posted April 24 Clone Share Posted April 24 Dolora Dolora yawns, as she is always a little sleepy right after she wakes up. (Her usual practice when not adventuring is to wake at dawn, memorize her spells, and then return to bed.) "Of course we must investigate, for the safety of Sandpoint," she says with conviction. "I will certainly go with you, Reda. I am confident that Sheriff Balor will find a way to fairly compensate us all for our efforts however he can." Statblocks [URL=http://www.myth-weavers.com/sheet.html#id=1479264][B][SIZE=+1]Dolora[/SIZE][/B][/URL] F CG Human Wizard (Pact Wizard), [B]Level[/B] 4, [B]Init[/B] 6, [B]HP[/B] 30/30, [B]Speed[/B] 30 [B]AC[/B] 16, [B]Touch[/B] 12, [B]Flat-footed[/B] 14, [B]CMD[/b] 13, [B]Fort[/B] 4, [B]Ref[/B] 4, [B]Will[/B] 7, [B]CMB[/B] +1, [B]Base Attack Bonus[/B] +2 [B]reach, trip crook [/B] +1 (1d6+1, x2) [B] light crossbow (10) [/B] +4 (1d8, 19-20/x2) (+4 Armor, +2 Dex) [B]Abilities[/B] Str 8, Dex 14, Con 14, Int 21, Wis 10, Cha 12 [B]Condition[/B] mage armor 4h [b]Spells[/b] 1st: dancing lantern 1/1, grease (DC 17) 1/2, heightened awareness 1/1, mage armor 0/1, obscuring mist 1/1, empty 1/1; 2nd: ashen path 1/1, glitterdust (DC 18) 0/2, see invisibility 1/1, empty 1/1 [b]SLAs[/b] create water 1/1, light 1/1, stabilize 1/1, tears to wine 1/1 Dolora F CG Human Wizard (Pact Wizard), Level 4, Init 6, HP 30/30, Speed 30 AC 16, Touch 12, Flat-footed 14, CMD 13, Fort 4, Ref 4, Will 7, CMB +1, Base Attack Bonus +2 reach, trip crook +1 (1d6+1, x2) light crossbow (10) +4 (1d8, 19-20/x2) (+4 Armor, +2 Dex) Abilities Str 8, Dex 14, Con 14, Int 21, Wis 10, Cha 12 Condition mage armor 4h Spells 1st: dancing lantern 1/1, grease (DC 17) 1/2, heightened awareness 1/1, mage armor 0/1, obscuring mist 1/1, empty 1/1; 2nd: ashen path 1/1, glitterdust (DC 18) 0/2, see invisibility 1/1, empty 1/1 SLAs create water 1/1, light 1/1, stabilize 1/1, tears to wine 1/1 %5BURL%3Dhttp%3A%2F%2Fwww.myth-weavers.com%2Fsheet.html%23id%3D1367047%5D%5BB%5D%5BSIZE%3D%2B1%5D%22Starlight%22%5B%2FSIZE%5D%5B%2FB%5D%5B%2FURL%5D%0ACG%20butterfly%20familiar%20(Emissary)%2C%20%5BB%5DLevel%5B%2FB%5D%203%0A%5BB%5DInit%5B%2FB%5D%20%2B2%2C%20%5BB%5DHP%5B%2FB%5D%2011%2F11%2C%20%5BB%5DSpeed%5B%2FB%5D%2010'%2C%20climb%2010'%2C%20fly%2040'%20avg.%0A%5BB%5DAC%5B%2FB%5D%2018%2C%20%5BB%5DTouch%5B%2FB%5D%2016%2C%20%5BB%5DFlat-footed%5B%2FB%5D%2016%2C%20%5BB%5DCMD%5B%2Fb%5D%204%0A%20(%2B2%20Dex%2C%20%2B4%20size%2C%20%2B2%20natural%20armor)%0A%5BB%5DFort%5B%2FB%5D%20%2B0%2C%20%5BB%5DRef%5B%2FB%5D%20%2B4*%2C%20%5BB%5DWill%5B%2FB%5D%20%2B5*%0A%5BB%5DCMB%5B%2FB%5D%20-1%2C%20%5BB%5DBase%20Attack%20Bonus%5B%2FB%5D%20%2B1%20%20%20%0A%5BB%5D%20%20bite%20%5B%2FB%5D%20%2B7%20(1d2-5%2C%20x2)%0A%5BB%5DAbilities%5B%2FB%5D%20Str%201%20(-5)%2C%20Dex%2015%20(%2B2)%2C%20Con%206%20(-2)%2C%20Int%207%20(-2)%2C%20Wis%2015%20(%2B2)%2C%20Cha%206%20(-2)%0A%5BB%5DConditions%5B%2FB%5D%20None%20 "Starlight" CG butterfly familiar (Emissary), Level 3 Init +2, HP 11/11, Speed 10', climb 10', fly 40' avg. AC 18, Touch 16, Flat-footed 16, CMD 4 (+2 Dex, +4 size, +2 natural armor) Fort +0, Ref +4*, Will +5* CMB -1, Base Attack Bonus +1 bite +7 (1d2-5, x2) Abilities Str 1 (-5), Dex 15 (+2), Con 6 (-2), Int 7 (-2), Wis 15 (+2), Cha 6 (-2) Conditions None Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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