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Where are they?


KoboldDM

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e7afe5f6ec69f14c5ddcd7b9d959cd0f.jpg.a37feb3064d0258b1e375b1dbb74b29f.jpgFredrick Jacobs  HP: 54/54   Saves: Fort 4, Ref 7, Will 4  AC: 17, 12(touch), 15(flat-footed) Defensively: 22, Full Defense: 24 Initiative: 2, Speed: 30 Perception: +17


"Seems a good plan as any, and before some of us turn in, I offer a little wine to let us sleep comfortably." says Fredrick. "One drink should suffice, any more at your own risk."

Given their situation, there was likely a good chance of an ambush, and Fredrick wanted to make sure they were prepared for it. Rolling out a barrel towards the back of the wagon, it's contents simply appear full of water, until he drops a single grape into it by pinching it between his fingers.


Wine: 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. (20 minutes.)
Stance: Spirit Sensing Stance
Readied: Fading Strike, Flowing Creek, Half-Gone, Ghost Hunting Blow

 

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e7afe5f6ec69f14c5ddcd7b9d959cd0f.jpg.a37feb3064d0258b1e375b1dbb74b29f.jpgFredrick Jacobs  HP: 54/54   Saves: Fort 4, Ref 7, Will 4  AC: 17, 12(touch), 15(flat-footed) Defensively: 22, Full Defense: 24 Initiative: 2, Speed: 30 Perception: +17


Fredrick prepares his bedroll on the back of the wagon and places the wax in his ears,

Telepathy: Just make noise and it should wake me up. Goodnight
"Goodnight folks" he says aloud.

Name
Will Save
20
1d20+4 16
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Robbert O'Finn | Sylv | Cryptic 6 | Initiative +3 | Speed 30 ft | HP 54/54 [THP: 0] | Power Points 26/31
AC: 19, Touch: 13, Flat-Footed 16, CMD: 17 | Fort +5 Ref +10 Will +9 | BAB 4.5 | ResistancesNone | ConditionsInertial Armor (5 PP, 6 hours, +6 Armor to AC)


Disrupt Pattern (PBS) +8 (1d6+6 +2d6, 20x2)
MW Shortbow +8 (1d6, 20x3)
MW Bronze Rapier +5 (1d4, 18-20x2)

Skills, Abilities, and Powers

Acrobatics +7, Appraise +9, Craft (Traps) +22, Disable Device +12*+15 vs. Traps, KnowledgeArcana +14
Dungeoneering +14
Engineering +9
Geography +9
History +14
Local +10
Martial +10
Nature +14
Nobility +9
Planes +14
Psionics +14
Religion +14
, Linguistics +12, Perception +9*+12 vs. Traps
Automatic check within 10 ft. of a Trap
,
Profession (Librarian) +9, Spellcraft +14, Stealth +7, Use Magic Device +16


Altered Defense: 9r/day (Swift, +2 DR/-, Dodge AC, or Bonus to Hit someone who hit you)
Disable Locks 8/day (Standard, 30 ft range, ML +10 vs. Lock DC)
Branding Pattern (Swift, Ranged Touch, target takes +5 damage from you until the start of your next turn)
Disable Weapon or Armor (Melee Touch, ML check DC 11+ML of object, suppress item for 5 rounds) 


Cryptic TalentsCosts 1 PP.
Instant powers can be cast w/o PP cost while maintaining Psionic Focus
May expend Psionic Focus instead of paying 1 PP.

Detect Psionics: 60 ft. Cone, Concentration, detect Psionic / Magic auras.
Ectoplasmic Trinket: 1m/ML, create an object up to 1 GP and 1 ft. cube. Complex objects require a Craft check.
Far Hand: Close, Concentration up to 1m, unattended object up to 5 lb. Move Action to move object up to 15 ft. Augment(Bulleted List)
+2 PP = +5 ft. range.
+1 PP = +2 lb.

Psionic Repair: 10m, 1 object up to 1 lb. / ML. Must have higher ML than the repaired object. Repair 1d4 HP.

Cryptic PowersMatching Tattoo always glows when manifesting, even if suppressing other signs.

Many powers can be augmented in more than one way. When the Augment section contains bulleted paragraphs, you need to spend power points separately for each of the bulleted options. When a paragraph in the Augment section begins with “In addition,” you gain the indicated benefit according to how many power points you have already decided to spend on manifesting the power.

Inertial Armor: Personal, 1h/ML, +4 Force Armor to AC, Augment+2 PP = +1 AC
Guidance of the Ancestors: Personal, 1m/ML, +2 Insight to one Knowledge. Augment(Bulleted List)
+1 PP = +1 Bonus [Stacks to +10],
+4 PP and Focus = Weapon Proficiency,
+2 PP = +1 Language.

+1 Skill per +4 PP total.

Mind Palace: Personal, Immediate, +1d4 to your next d20 roll before the start of your next turn. Augment+2 PP = +1d4
Precognition, Defensive: Personal, 1m/ML, +1 Insight to AC and Saves, Augment(Bulleted List)
+3 PP = +1 Bonus [Stacks]
+6 PP = Swift

Dirt Nap: 1h/ML, 5 x 10 ft dirt or stone rectangle, ground turns semi-solidThe interface between this extradimensional space and the material plane is semi-solid and can support covering materials such as spread straw or a sleeping bag. The interface can support up to 20 pounds of material. Such items can be placed from within the space by reaching up then gently retracting your hands, leaving the items above what you now see as your ceiling. and opens into an extra dimensional space that holds up to 8 creatures of any size. Augment+2 PP = +1 Creature
Heightened Vision: Personal, 1h/ML, 60 ft. Darkvision
Holographic Projection: Long, Concentration, 4x 10 ft. cubes, Will Save. Create images, sounds, or thermal sensations. Augment(Bulleted List)
+2 PP per duration (r/ML, m/ML, h/ML, Permanent)
+4 PP to replace the senses, save does not negate blindness,
+8 to selectively replace senses but not everything, allowing for some objects to be invisible but not everything, or show some objects while changing the environment.
+2 PP adds smell, taste, and touch,
+2 PP = 30 ft. cube / ML,
+4 PP illusion can deal 2d6+ML Force damage, Fort half.

+1 DC per +2 PP Total

"I'll take the wax, and I guess last shift? I won't bother with the rope though." Robbert acknowledges as he takes some of the wax and applies it to both ears.

Name
Will Save
12
1d20+9 3
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The watch seems to be going very well as far as Eizan and Ishino can tell, having their ears blocked up does make it a little difficult since they can't really hear anything. Still nothing seems to be sneaking up on them and as the hours pass it looks like it will be an uneventful nights rest for the part. Until their third hour when it is fully dark.

Both Eizan and Ishino notice Robbert exiting the tent. He has gathered all of his equipment, armor, weapons, and tools. Is fully dressed for the road and begins confidently walking off the road headed north east at a brisk pace. Robbert doesn't say a single word to them as he is headed straight for the woods.

Inside the tent Fredrick is sleeping peacefully, the wax keeping things so quiet he doesn't even have a chance to notice Robert leaving.
Kira and Shiro on the other hand have their dreams invaded by an odd melody having not used the wax they can hear it clearly. Unbeknownst to them their eyes are already tearing up while their dreams are shifted with hunting images, intense sadness fills their dreams as on tragedy after another is played out in the most vivid dreams they have ever had. They are however still sleeping and still in the tent.

Edited by KoboldDM (see edit history)
Name
Robberts Path
42
1d100 42
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Shiro is awakened from her slumber as Robbert is leaving the tent. She can remember all the dreams she had vividly as the urge to remain sad is very strong. The haunting melody that plagued her dreams is still there, distant but clear, words she cannot understand but pull at every negative emotion.

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Basics

Characer Name: Ishino Haruyoshi
Race: Gim
Classes: Zweihander Sentinel Warder
Roles: Heavy Hitter
Theme: 南西 Kokunai Shrine - Samurai Emperor

Ishino

Seeing Robbert attempting to walk into the woods, Ishino quickly gets up and attempts to stop him.

Name
CMB vs Robbert CMD
24
1d20+6 18
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Robbert is stopped quickly before he can even get off of the road. Lifted up and hugged tightly by Ishino. The Sylven librarian struggles in Ishino's grip mumbling something as he tries to continue his trip.

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Shiro uses one of her extracts to use an invisibility potion without actually using it. Then now that she's cloaked for 12 minutes, attempts to sneak out of her tent and analyze the situation, while activating inspiration, and preparing to set off her triggers if needed.

Edited by Cyber_Goddess (see edit history)
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