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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

Being shaken like a human maraca.

Name
Will Save
17
1d20+11 6
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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 quickly sits up and peeks out the wagon, only grabbing his crossbow at this time.

Telepathy: Is he still out of his senses? I'm almost tempted to say, let him go until he leads us where the source is... hah. Just kidding.

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Shiro exits her tent invisible (you can add a stealth roll to that if you like.)
Just as Fredrick is awoken and asks his question through the telepathic link Robert is shaken awake and snapped out of his state.

 

 

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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

"No! I was so close to... oh... oh no, I was befuddled by... whatever it was." Robbert says exasperated while not struggling in Ishino's grip.

"It seemed to want my Name, even in my dream, which may have given us a clue as to what it is," he adds hopefully, a limp weight in Ishino's arms.

 

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It is unlikely that anyone even friends notices that Shiro is about. Since she is the only one awake right now without bees wax in her ear she can hear Eizan's dog yipping pitifully as it tugs and gnaws at it's leash as well as the horses huffing and pulling at their own bindings desperately trying to get free as face north west.

 

 

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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 comes to his horse in particular and studies it's intentions, hoping to figure if it's trying to go to, or flee.



 

Statblock

[URL=https://test.myth-weavers.com/sheets/?id=2798290][B][SIZE=+1]Fredrick Jacobs[/SIZE][/B][/URL] Male Neutral Good Human Bard 2, Rogue 4, [B]Level[/B] 6, [B]Init[/B] 2, [B]HP[/B] 54/54, [B]Speed[/B] 30 [B]AC[/B] 17, [B]Touch[/B] 12, [B]Flat-footed[/B] 15, [B]CMD[/b] 16, [B]Fort[/B] 4, [B]Ref[/B] 7, [B]Will[/B] 4, [B]CMB[/B] +4, [B]Base Attack Bonus[/B] +4 [B] MW Bronze Rapier [/B] +7 (1d4, 19-20/x2) [B] Light Crossbow [/B] +6 (1d6, 19-20/x2) [B] MW: Lamellar (Leather)[/B], [B] MW Buckler[/B] (+4 Armor, +1 Shield, +2 Dex) [B]Abilities[/B] Str 10, Dex 14, Con 13, Int 18, Wis 14, Cha 16 [B]Condition[/B] . [b]Skills:[/b] Acrobatics 11, Appraise 10, Bluff 5, Climb 4, Diplomacy 8, Disable Device 16, Heal 6, Intimidate 5, Linguistics 10, Perception 15, Perfom Dance 10, Sense Motive 8, Sleight of Hand 6, Spellcraft 12, Survival 6, Swim 4 [b]Craft skills:[/b] Armorsmith 15, Blacksmith 15, Cook 10, Glassmaker 15, Gemcrafter 21, Mason 10, Tailor 10, Weaponsmith 17, Woodworker 13 Profession Skills: Carpenter 11, Driver 6, Jeweler 11, Merchant 11 [b]Languages:[/b] Common, Arequin, Draconic, Gim, Necril, Nixali, Rennian, Sylvan, Tylinese [b]Feats: 1st:[/b] Craft Wonderous Items (retraining), [b]Bonus:[/b] Additional Traits (+2 universal traits), Cunning [b]1st:[/b] Craft Wonderous Items [b]3rd:[/b] Craft Arms and Armor (retraining) [b]5th:[/b] Master Craftsman (Gemcrafter) [spoiler=Spells][b]Daily Bard Spells[/b] [b]1st:[/b] 3 [b]Spells Known 0-Lvl:[/b] 5 [b]1st:[/b] 3 [b]0-lvl:[/b] Create Water, Detect Magic, Mending, Mage Hand, Prestidigitation [b]1st:[/b] Identify, Tears to Wine [/spoiler] [spoiler=Maneuvers][B]Maximum Level:[/B] 2, [B]Maneuvers Known:[/B] 6, [B]Maneuvers Readied:[/B] 4, [B]Stances Known:[/B] 2 [B]Maneuvers:[/B] Mithral Current, Thrashing Dragon, Veiled Moon. At 1st level, a hidden blade adds Broken Blade to her list of available disciplines. [B]Maneuvers Known:[/B] [ooc="Fading Strike"][B]Discipline:[/B] Veiled Moon (Strike) (teleportation); [B]Level:[/B] 2 [B]Initiation Action:[/B] 1 standard action, [B]Range:[/B] Personal, [B]Target:[/B] Up to the disciple’s movement speed, [B]Duration:[/B] Instant The disciple learns the basic technique at this level for walking between worlds to reach locations that previously could be inaccessible on the mortal world and potentially attack foes at those locales. As a standard action, the initiator may either teleport to a location no farther away than his maximum movement speed, and make an attack action against an opponent as part of the same standard action, or attack an adjacent target and then teleport to a location no farther away than his maximum movement speed. The teleportation destination must be clearly seen by the disciple to teleport to that location, and it must be unoccupied.[/ooc], [ooc="Flowing Creek"][B]Discipline:[/B] Mithral Current (Counter); [B]Level:[/B] 1 [B]Initiation Action:[/B] 1 immediate action, [B]Range:[/B] Personal, [B]Target:[/B] Self, [B]Duration:[/B] Instant Like the flowing water that inspired your art, you sidestep and work around foes instead of fighting them directly. You can initiate this counter in response to a melee or ranged attack (including touch or ranged touch spell attacks) being made against you. Make a Perform (dance) check, using your opponent’s attack roll as the DC. If you succeed, the attack is negated and you may take a 5-foot step as a free action, even if you have already taken one this round.[/ooc], [ooc="Flurry Strike"][B]Discipline:[/B] Broken Blade (Strike); [B]Level:[/B] 1, [B]Initiation Action:[/B] 1 standard action, [B]Range:[/B] Melee attack [B]Target:[/B] One creature, Duration: Instant The disciple of the Broken Blade learns to maximize openings in his opponent’s defenses and makes lightning fast attacks whenever possible. As a standard action, the initiator may make two attacks at his full base attack bonus.[/ooc], [ooc="Ghost Hunting Blow"][B]Discipline:[/B] Veiled Moon (Boost); [B]Level:[/B] 1, [B]Initiation Action:[/B] 1 swift action, [B]Range:[/B] Personal [B]Target:[/B] You, [B]Duration:[/B] One round By reaching across the barrier between worlds, the disciple may strike at disembodied spirits as easily he would strike a normal mortal. Any and all of the initiator’s attacks made this round, including attacks of opportunity, are made as if the initiator’s weapon possessed the ghost touch property. This is an Ethereal plane using maneuver.[/ooc], [ooc="Half-Gone"][B]Discipline:[/B] Veiled Moon (Counter) (teleportation); [B]Level:[/B] 2, [B]Initiation Action:[/B] 1 immediate action [B]Range:[/B] Personal, [B]Target:[/B] You, [B]Duration:[/B] Instant By momentarily slipping through the barrier between the Material and the Astral planes, the Veiled Moon disciple may attempt to avoid an attack by being incorporeal. The initiator makes an opposed Stealth check against the attacker’s Perception check; if successful the initiator is incorporeal for that attack (resolve the attack against the initiator as normal for striking an incorporeal target). This counter may be attempted to defend against targeted and area of effect spells, making a Stealth check in place of a Reflex save.[/ooc], [ooc="Tidal Blade"][B]Discipline:[/B] Mithral Current (Strike); [B]Level:[/B] 1, Initiation [B]Action: [/B]1 standard action [B]Range:[/B] Melee attack, [B]Target[/B]: Up to two creatures, [B]Duration:[/B] Instant As a disciple of the Mithral Current discipline, your skill and grace comes from your flowing movements and lightning-quick attacks. You make a swift slash, striking through multiple enemies with your swing. Make a melee attack roll and compare it to the AC of two creatures within your reach. If the attack roll hits a target, the attack deals weapon damage as normal. Use the same damage roll for each target. If you drew your weapon as part of this strike, you gain a +2 bonus on your attack roll. [/ooc]. [B]Stances Known:[/B] [ooc="Iron Hand Stance"][B]Discipline:[/B] Broken Blade (Stance); [B]Level:[/B] 1, [B]Initiation Action:[/B] 1 swift action [B]Range:[/B] Personal, [B]Target:[/B] You, [B]Duration:[/B] Stance By keeping his hands stiff and his arms loose and ready, the disciple uses his bare palms as shields to protect himself from the weapons of his foes. While in this stance, the initiator gains a +2 shield bonus to his AC while he has at least one free hand. At the initiator’s 6th initiator level, this bonus increases by +1, again at 12th level, and a final time at 18th level.[/ooc], [ooc="Spirit Sensing Stance"][B]Discipline:[/B] Veiled Moon (Stance); [B]Level:[/B] 1, [B]Initiation Action:[/B] 1 swift action [B]Range:[/B] Personal, [B]Target:[/B] You, [B]Duration:[/B] Stance By sensing the different patterns all beings that exist have, the senses of the Veiled Moon disciple exceed that of natural beings and move into the realm of supernatural awareness. While in this stance, the initiators gains the scent special ability and he may detect creatures on the Ethereal plane that are near the Material plane within 30-ft. of his position.[/ooc][/spoiler]
Fredrick Jacobs
Male Neutral Good Human Bard 2, Rogue 4, Level 6, Init 2, HP 54/54, Speed 30
AC 17, Touch 12, Flat-footed 15, CMD 16, Fort 4, Ref 7, Will 4, CMB +4, Base Attack Bonus +4
MW Bronze Rapier +7 (1d4, 19-20/x2)
Light Crossbow +6 (1d6, 19-20/x2)
MW: Lamellar (Leather) , MW Buckler (+4 Armor, +1 Shield, +2 Dex)
Abilities Str 10, Dex 14, Con 13, Int 18, Wis 14, Cha 16
Condition .
Skills: Acrobatics 11, Appraise 10, Bluff 5, Climb 4, Diplomacy 8, Disable Device 16, Heal 6, Intimidate 5, Linguistics 10, Perception 15, Perfom Dance 10, Sense Motive 8, Sleight of Hand 6, Spellcraft 12, Survival 6, Swim 4
Craft skills: Armorsmith 15, Blacksmith 15, Cook 10, Glassmaker 15, Gemcrafter 21, Mason 10, Tailor 10, Weaponsmith 17, Woodworker 13
Profession Skills: Carpenter 11, Driver 6, Jeweler 11, Merchant 11
Languages: Common, Arequin, Draconic, Gim, Necril, Nixali, Rennian, Sylvan, Tylinese
Feats: 1st: Craft Wonderous Items (retraining), Bonus: Additional Traits (+2 universal traits), Cunning 1st: Craft Wonderous Items 3rd: Craft Arms and Armor (retraining) 5th: Master Craftsman (Gemcrafter)

Spells

Daily Bard Spells 1st: 3
Spells Known 0-Lvl: 5 1st: 3
0-lvl: Create Water, Detect Magic, Mending, Mage Hand, Prestidigitation
1st: Identify, Tears to Wine

Maneuvers

Maximum Level: 2, Maneuvers Known: 6, Maneuvers Readied: 4, Stances Known: 2
Maneuvers: Mithral Current, Thrashing Dragon, Veiled Moon. At 1st level, a hidden blade adds Broken Blade to her list of available disciplines.
Maneuvers Known: Fading Strike Discipline: Veiled Moon (Strike) (teleportation); Level: 2
Initiation Action: 1 standard action, Range: Personal, Target: Up to the disciple’s movement speed, Duration: Instant

The disciple learns the basic technique at this level for walking between worlds to reach locations that previously could be inaccessible on the mortal world and potentially attack foes at those locales. As a standard action, the initiator may either teleport to a location no farther away than his maximum movement speed, and make an attack action against an opponent as part of the same standard action, or attack an adjacent target and then teleport to a location no farther away than his maximum movement speed. The teleportation destination must be clearly seen by the disciple to teleport to that location, and it must be unoccupied.
, Flowing Creek Discipline: Mithral Current (Counter); Level: 1
Initiation Action: 1 immediate action, Range: Personal, Target: Self, Duration: Instant

Like the flowing water that inspired your art, you sidestep and work around foes instead of fighting them directly. You can initiate this counter in response to a melee or ranged attack (including touch or ranged touch spell attacks) being made against you. Make a Perform (dance) check, using your opponent’s attack roll as the DC. If you succeed, the attack is negated and you may take a 5-foot step as a free action, even if you have already taken one this round.
, Flurry Strike Discipline: Broken Blade (Strike); Level: 1, Initiation Action: 1 standard action, Range: Melee attack
Target: One creature, Duration: Instant

The disciple of the Broken Blade learns to maximize openings in his opponent’s defenses and makes lightning fast attacks whenever possible. As a standard action, the initiator may make two attacks at his full base attack bonus.
, Ghost Hunting Blow Discipline: Veiled Moon (Boost); Level: 1, Initiation Action: 1 swift action, Range: Personal
Target: You, Duration: One round

By reaching across the barrier between worlds, the disciple may strike at disembodied spirits as easily he would strike a normal mortal. Any and all of the initiator’s attacks made this round, including attacks of opportunity, are made as if the initiator’s weapon possessed the ghost touch property. This is an Ethereal plane using maneuver.
, Half-Gone Discipline: Veiled Moon (Counter) (teleportation); Level: 2, Initiation Action: 1 immediate action
Range: Personal, Target: You, Duration: Instant

By momentarily slipping through the barrier between the Material and the Astral planes, the Veiled Moon disciple may attempt to avoid an attack by being incorporeal. The initiator makes an opposed Stealth check against the attacker’s Perception check; if successful the initiator is incorporeal for that attack (resolve the attack against the initiator as normal for striking an incorporeal target). This counter may be attempted to defend against targeted and area of effect spells, making a Stealth check in place of a Reflex save.
, Tidal Blade Discipline: Mithral Current (Strike); Level: 1, Initiation Action: 1 standard action
Range: Melee attack, Target : Up to two creatures, Duration: Instant

As a disciple of the Mithral Current discipline, your skill and grace comes from your flowing movements and lightning-quick attacks. You make a swift slash, striking through multiple enemies with your swing. Make a melee attack roll and compare it to the AC of two creatures within your reach. If the attack roll hits a target, the attack deals weapon damage as normal. Use the same damage roll for each target. If you drew your weapon as part of this strike, you gain a +2 bonus on your attack roll.
.
Stances Known: Iron Hand Stance Discipline: Broken Blade (Stance); Level: 1, Initiation Action: 1 swift action
Range: Personal, Target: You, Duration: Stance

By keeping his hands stiff and his arms loose and ready, the disciple uses his bare palms as shields to protect himself from the weapons of his foes. While in this stance, the initiator gains a +2 shield bonus to his AC while he has at least one free hand. At the initiator’s 6th initiator level, this bonus increases by +1, again at 12th level, and a final time at 18th level.
, Spirit Sensing Stance Discipline: Veiled Moon (Stance); Level: 1, Initiation Action: 1 swift action
Range: Personal, Target: You, Duration: Stance

By sensing the different patterns all beings that exist have, the senses of the Veiled Moon disciple exceed that of natural beings and move into the realm of supernatural awareness. While in this stance, the initiators gains the scent special ability and he may detect creatures on the Ethereal plane that are near the Material plane within 30-ft. of his position.

 

 

Edited by Steel Warrior (see edit history)
Name
Handle Animal
20
1d20+1 19
Sense Motive
16
1d20+8 8
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EIZAN

"Oda!" Eizan calls out, unplugging her ears as she hurries over to her riding dog. She does her best to call her canine companion and wake him from his pitiful dream.

She does not let him out of the ropes, however.

The Arequin gently strokes and cuddles her riding friend, soothing, "It's ok, dearest friend. You safe. No bad dreams."

 

Name
roll
26
1d20+8 18
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Fredrick and Eizan rush over to check on their animal friends. The moment Eizan takes out the wax she hears the same mournful singing as Shiro and Kira, filled with the overwhelming urge to break down and cry, her insides twisting up as if a whole was burrowed into her leaving a void that couldn't be filled, tugging at every negative emotion she has and bringing it to the surface. Worry, dread, fear, regret all rush through her as she checks on Oda, the dog doesn't even seem to notice she is there, it continues to bite and gnaw at the rope, making some headway into biting through it.

Fredrick notices that his horse's eyes are glazed over, starting off into the distance like it is longing to go. It jerks and twists every so often about as often as Oda yips, both animals are in pain and a quick looks shows blood is starting to leak from the horses eyes, ears, and nose.

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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 concerned for the welfare of the horse, carefully steps to the side and slaps the horse's flank with the flat of his rapier. If his companion was able to be awoken, then so could the horse. He hoped.

Sadly the attempts makes it look like he's trying to beat the horse, before he connects.

Edited by Steel Warrior (see edit history)
Name
Subdual Attack
4
1d20 4
Subdual Damage
2
1d4 2
Second Attempt
6
1d20 6
Third Attempt
19
1d20 19
Subdual Damage
3
1d4 3
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EIZAN

Eizan stuffs the wax into Oda's fuzzy ears and wakes him up as best she can.

"TALK TIME! NOW!" she proclaims to the group, trying to herd everyone together.

"Bad dreams and bad music not same enemy! Bad dreams walk North-East. Bad music goes North-West. Two enemies!"

Smacking her spear into the ground she hisses, "We go kill. No sleep at night. Only day. City people agree?"

Edited by Content Surprise (see edit history)
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Fredricks horse does indeed snap out of the spell, rearing up and dancing around a bit from confusion and fear. It shakes it's head violently and moves away from where it was trying to go.
The moment Eizan puts the wax into Oda's ears the dog calms, blinks and looks around. It does itch it's ears but doesn't try to get the wax out. Instead moving up and nuzzling Eizan, a few licks of thanks from it.

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