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The Auction


Rakle

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The Story

Finishing up their mapping and note taking, the Blue Scarabs exit the temple. Closing the doors behind them, they find the streets in this section of the necropolis to be empty. The surviving members of the Scorched Hand have fled this area.

Leaving the necropolis, the Blue Scarabs head back to the Grand Mausoleum to turn in their latest work to the Church of Pharasma. The few companies currently at the Grand Mausoleum seem to be excited about something. But first things first, the company needs to turn in their report.

The priests take the report, and briefly review the maps and details. "Very good. Very good." one of the priests replies. "Come back in a couple of days. We do not have your next assignment determined"

Then he hands an invitation from a Pharasma priest named Ptemenib. Tomorrow night there will be private auction for adventuring companies at the Canny Jackal. Auction begins after sundown. The doors will open a couple hours before the auction for refreshments. "Merchants or collectors that want to attend must be vetted before they are allowed access" explains the priest. Our brother Ptemenib has been reaching out to all of the merchant houses and noble families in the area. It will be a good oportunity to sell your more unique or valuable finds.

The other priest adds "Your company is looking a little smaller? Do you need additional help? Another company had a nasty fight with a gang of ghouls. They decided to shut down, however, two of them are still interested in exploring." He nods to individuals leaning against a wall.

 

 

Ooc

During the walk over, the group had already encountered merchants that didn't have enough cash. Anyone that doesn't attend the auction will have their cash decrease. WBL and party treasure levels assumes attendance and participation at the auction.

 

 

Party Status

Ramad: hero pts: 3; 32/32 hp

Anhotep: hero pts: 3; 27/27 hp

Miriya: hero pts: 3; x /x  hp

Raisin: hero pts 2; x/x hp

 

 

Edited by Rakle (see edit history)
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spacer.pngAnhotep, Blossoming Light of Khepri

AC 14 HP 27/27 Initiative +2 Fort 5 Ref 3 Will 8 

Male NG Aasimar Cleric (Blossoming Light), 

Level 4, Init 2, HP 27/27, Speed 30'

AC 14, Touch 13, Flat-footed 11, CMD 13, Fort 4, Ref 3, Will 7, 

CMB 0, Base Attack Bonus 3

* Longspear +2 (1d8-1, x3) Reach, Brace (+1 dam 1st hit)

No Armor, No shield (+2 Dex)

* Channels 11/11 day 30'r burst DC16 Will save for half 1d6 (2d6+6 vs undead) no channel resistance

* Copycat (Move Action) 6/6 4rnd duration single mirror image

Orisons Enhanced Diplomacy, Detect Magic, Sotto Voce, Resistance

1st level spells Burning Disarm, Bless, Magic Weapon

2nd level spells (2) Drunkard's Breath, Fear the Sun

SLA Daylight 1/day

Wand of Protection from Evil 45/50 charges

Abilities Str 8, Dex 14, Con 12, Int 14, Wis 16, Cha 18

Condition DR5 vs acid, cold and electricity, Darkvision 60'

 

The blonde haired, blue eyed, robed priest carrying himself with ironclad assurance, looks over at the two. The blue scarab symbol on his maroon robes indicates he's a priest of Khepri, trickster God of freedom, the rising sun and work, defender of the downtrodden.

He's got a variety of wands in various sheathes on him, carries a longspear which seems bog standard and entirely unremarkable "We've had a couple of retirees ourselves. The fighting was.. brutal, so can't blame them.", he remarks to the priest he's talking with.

Nodding respectfully, he takes his leave of that priest and walks over to the two. He smiles in a way that most would find beguiling. "Word on the street is you're both looking for spots on a crew. We have spots, if you're interested.", he says in smooth, mellifluous tones.

 

Edited by Starhawk (see edit history)
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Ramad Khajeel

 RaAs5nYC0.jpg.2fdf22b0607fb439fb54e01059a28772.jpgmad Khajeel Inquisitor 3/Warpriest 1, HP: 32/32   Saves: Fort 6, Ref 2, Will 7 
AC: 23, 11(touch), 22(flat-footed) Speed: 30 Perception: +9 Initiative: +14


The heavily armored man nods his head slowly in response. His plate armor is dark, but seems to have a light reddish tint along the seams of the armored pieces. Respectfully, he steps forward and removes his helm. Upon doing so, you can tell he is from Ifrit descent and a smile spreads across his face.

"Indeed, if you will have us." he says. "I am Ramad Khajeel, descended from the blood of Efreeti, a most terrible of the the genie kind, as well as a devout follower of Ymeri, but I have not been swayed by such evil temperaments."

Although Ramad is in full plate, it seems as though he moves with ease during his interaction with the blonde haired follower of Khepri.

Statblock

[URL=https://test.myth-weavers.com/sheets/?id=2803959][B][SIZE=+1]Ramad Khajeel[/SIZE][/B][/URL] M Neutral Lavasoul (Magma Ifrit) Inquisitor 3, Warpriest 1, [B]Level[/B] 4, [B]Init[/B] 14, [B]HP[/B] 32/32, [B]Speed[/B] 30 [B]AC[/B] 23, [B]Touch[/B] 11, [B]Flat-footed[/B] 22, [B]CMD[/b] 17, [B]Fort[/B] 6, [B]Ref[/B] 2, [B]Will[/B] 7, [B]CMB[/B] +6, [B]Base Attack Bonus[/B] +3 [B] +1 Longsword [/B] +8 (1d8+4, 19-20/x2) [B]silver MW Dagger [/B] +7 (1d4+3, 18-20/x2) [B] +1 Full Plate[/B], [B] MW Heavy Shield[/B] (+10 Armor, +2 Shield, +1 Dex) [B]Abilities[/B] Str 16, Dex 12, Con 14, Int 10, Wis 16, Cha 10 [B]Condition[/B] [B]Skills:[/B] Climb 2, Diplomacy 2, Heal 7, Intimidate 7, Arcana 4, History 4, Perception 9, Sense Motive 8, Spellcraft 4, Stealth +0, Survival 11, Swim 2 [B]Languages:[/B] Common, Draconic, Dwarven, Elven, Ingan, Necril [B]Traits:[/B] [B]Campaign: [/B][ooc="Undead Crusader"]You have dedicated your life to eradicating the scourge of the undead from Golarion. You have spent countless hours studying the different types of undead and have trained endlessly to learn the best ways to defeat them. If any undead creatures come out of the tombs of Wati’s necropolis, you’ll be ready for them! You gain a +1 trait bonus on damage rolls against undead creatures. In addition, you gain a +1 trait bonus on Knowledge (religion) checks, and that skill is always a class skill for you.[/ooc], [B]Combat:[/B] [ooc="Reactionary"]Benefit: You gain a +2 trait bonus on initiative checks.[/ooc], [B]Magic:[/B] [ooc="Gifted Adept"]Your interest in magic was inspired by witnessing a spell being cast in a particularly dramatic method, perhaps even one that affected you physically or spiritually. This early exposure to magic has made it easier for you to work similar magic on your own. [B]Benefit: [/B]Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level.[/ooc] (burning hands), [B]Social:[/B] [ooc="Wanderlust"]Benefit(s): Treat your base land speed as 10 feet higher when determining your overland speed.[/ooc] [B]Drawback:[/B] [ooc="Foul Brand"][B]Effect:[/B] You have the symbol of an evil deity burned into your flesh. If the symbol is on your hand, you take a –1 penalty on Disable Device, Disguise, and Sleight of Hand checks. If the symbol is on your face, you take a –2 penalty on Bluff, Diplomacy, and Disguise checks. This does not count as a holy symbol for the purposes of a divine focus for spellcasting.[/ooc] (face) [B]Feats: 1st[/B] Additional Traits [B]3rd:[/B] Improved Initiative [B]Racial Features:[/B] Darkvision 60', [ooc="Wildfire Heart"]Ifrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks. This racial trait replaces energy resistance.[/ooc], [ooc="Efreeti Magic"]Some ifrits inherit an efreeti ancestor’s ability to magically change a creature’s size. They can cast either enlarge person or reduce person (the ifrit chooses when using this ability) once per day as a spell-like ability (caster level equals the ifrit’s level). The ifrit can use this ability to affect other ifrits as though they were humanoid creatures. [/ooc], [ooc="Magma Affinity"]Ifrit sorcerers with the efreeti bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Ash subdomain use their domain powers and spells at +1 caster level.[/ooc] [B]Inquisitor Class Abilities:[/B] [B]1st:[/B] Domain: Ash Subdomain, Judgement 1/day, [ooc="Monster Lore"]The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.[/ooc], Orisons, [ooc="Stern Gaze (Ex)"]Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).[/ooc], [ooc=Cunning Initiative (Ex)]At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.[/ooc], [ooc=Detect Alignment (Sp)]At 2nd level, at will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.[/ooc] [B]2nd:[/B] [ooc=Track (Ex)]At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.[/ooc] [B]3rd:[/B] [ooc=Solo Tactics (Ex)]At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.[/ooc], [ooc=Teamwork Feat]At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat. As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.[/ooc] [ooc="Shielded Caster"][B]Benefit:[/B] Whenever you are adjacent to an ally who also has this feat, you receive a +4 competence bonus on concentration checks. • If your ally is wielding a buckler or a light shield, this bonus increases by +1. • If your ally is wielding a heavy shield or a tower shield, this bonus increases by +2. • Finally, if an enemy threatening you and your ally has the Disruptive feat, or another ability that increases the DC of concentration checks, the amount of the increase is halved.[/ooc] [B]Warpriest Class Abilities: 1st:[/B] [ooc="Aura (Ex)"]A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment (see detect evil).[/ooc]Neutral, [ooc=Blessings (Su)]A warpriest’s deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a warpriest isn’t devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies. Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier. If a warpriest also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the warpriest can change his former blessings or domains to make them conform.[/ooc] 4/day [ooc=Fire]Fire Strike (minor): At 1st level, you can touch one weapon and enhance it with the grandeur of fire. For 1 minute, this weapon glows red-hot and deals an additional 1d4 points of fire damage with each hit. This additional damage doesn’t stack with the additional damage from the flaming or flaming burst weapon special abilities.[/ooc], [ooc=War][B]War Mind (minor):[/B] 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.[/ooc] [spoiler=Judgements]Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. • [B]Destruction:[/B] The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses. • [B]Healing:[/B] The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses. • [B]Immolation:[/B] The immolator channels purifying flame to consume her enemies. When dealing fire damage to an opponent, she treats the target’s fire resistance as 5 lower than normal (minimum 0). At 6th level, she treats the target’s resistance as 10 lower than normal, 15 lower than normal at 11th level, and 20 lower than normal at 16th level. • [B]Justice:[/B] This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits. • [B]Piercing:[/B] This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses. • [B]Protection:[/B] The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor. • [B]Purity:[/B] The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons. • [B]Resiliency:[/B] This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase. • [B]Resistance:[/B] The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.[/spoiler] [spoiler=Inquisitor Spells][B]Known: 0:[/B] 6, [B]1st:[/B] 4 [B]Spells Per day:[/B] [B]1st:[/B] 4 [B]0-lvl:[/B] Create Water, Detect Magic, Detect Poison, Disrupt Undead, Light, Read Magic [B]1st:[/B] Burning Hands, Cure Light Wounds, Divine Favor, Wrath[/spoiler] [spoiler=Warpriest Spells][B]Spells Per Day:[/B] [B]0:[/B] 3, [B]1st:[/B] 2 [B]0:[/B] Mending, Purify Food and Drink, Spark [B]1st:[/B] Comprehend Languages, Endure Elements[/spoiler]
Ramad Khajeel
M Neutral Lavasoul (Magma Ifrit) Inquisitor 3, Warpriest 1, Level 4, Init 14, HP 32/32, Speed 30
AC 23, Touch 11, Flat-footed 22, CMD 17, Fort 6, Ref 2, Will 7, CMB +6, Base Attack Bonus +3
+1 Longsword +8 (1d8+4, 19-20/x2)
silver MW Dagger +7 (1d4+3, 18-20/x2)
+1 Full Plate , MW Heavy Shield (+10 Armor, +2 Shield, +1 Dex)
Abilities Str 16, Dex 12, Con 14, Int 10, Wis 16, Cha 10
Condition Skills: Climb 2, Diplomacy 2, Heal 7, Intimidate 7, Arcana 4, History 4, Perception 9, Sense Motive 8, Spellcraft 4, Stealth +0, Survival 11, Swim 2
Languages: Common, Draconic, Dwarven, Elven, Ingan, Necril
Traits: Campaign: Undead CrusaderYou have dedicated your life to eradicating the scourge of the undead from Golarion. You have spent countless hours studying the different types of undead and have trained endlessly to learn the best ways to defeat them. If any undead creatures come out of the tombs of Wati’s necropolis, you’ll be ready for them! You gain a +1 trait bonus on damage rolls against undead creatures. In addition, you gain a +1 trait bonus on Knowledge (religion) checks, and that skill is always a class skill for you. , Combat: ReactionaryBenefit: You gain a +2 trait bonus on initiative checks. , Magic: Gifted AdeptYour interest in magic was inspired by witnessing a spell being cast in a particularly dramatic method, perhaps even one that affected you physically or spiritually. This early exposure to magic has made it easier for you to work similar magic on your own.
Benefit: Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level.
(burning hands), Social: WanderlustBenefit(s): Treat your base land speed as 10 feet higher when determining your overland speed.
Drawback: Foul Brand Effect: You have the symbol of an evil deity burned into your flesh. If the symbol is on your hand, you take a –1 penalty on Disable Device, Disguise, and Sleight of Hand checks. If the symbol is on your face, you take a –2 penalty on Bluff, Diplomacy, and Disguise checks.

This does not count as a holy symbol for the purposes of a divine focus for spellcasting.
(face)
Feats: 1st Additional Traits 3rd: Improved Initiative
Racial Features: Darkvision 60', Wildfire HeartIfrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks. This racial trait replaces energy resistance. , Efreeti MagicSome ifrits inherit an efreeti ancestor’s ability to magically change a creature’s size. They can cast either enlarge person or reduce person (the ifrit chooses when using this ability) once per day as a spell-like ability (caster level equals the ifrit’s level). The ifrit can use this ability to affect other ifrits as though they were humanoid creatures. , Magma AffinityIfrit sorcerers with the efreeti bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Ash subdomain use their domain powers and spells at +1 caster level.
Inquisitor Class Abilities: 1st: Domain: Ash Subdomain, Judgement 1/day, Monster LoreThe inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures. , Orisons, Stern Gaze (Ex)Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1). , Cunning Initiative (Ex)At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier. , Detect Alignment (Sp)At 2nd level, at will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time. 2nd: Track (Ex)At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks. 3rd: Solo Tactics (Ex)At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus. , Teamwork FeatAt 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.

As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.
Shielded Caster Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 competence bonus on concentration checks.
• If your ally is wielding a buckler or a light shield, this bonus increases by +1.
• If your ally is wielding a heavy shield or a tower shield, this bonus increases by +2.
• Finally, if an enemy threatening you and your ally has the Disruptive feat, or another ability that increases the DC of concentration checks, the amount of the increase is halved.

Warpriest Class Abilities: 1st: Aura (Ex)A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment (see detect evil). Neutral, Blessings (Su)A warpriest’s deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a warpriest isn’t devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies.

Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier.

If a warpriest also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the warpriest can change his former blessings or domains to make them conform.
4/day FireFire Strike (minor): At 1st level, you can touch one weapon and enhance it with the grandeur of fire. For 1 minute, this weapon glows red-hot and deals an additional 1d4 points of fire damage with each hit. This additional damage doesn’t stack with the additional damage from the flaming or flaming burst weapon special abilities. , War War Mind (minor): 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.

Judgements

Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.
Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.
Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.
Immolation: The immolator channels purifying flame to consume her enemies. When dealing fire damage to an opponent, she treats the target’s fire resistance as 5 lower than normal (minimum 0). At 6th level, she treats the target’s resistance as 10 lower than normal, 15 lower than normal at 11th level, and 20 lower than normal at 16th level.
Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.
Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.
Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.
Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.
Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

 

Inquisitor Spells

Known: 0: 6, 1st: 4 Spells Per day: 1st: 4
0-lvl: Create Water, Detect Magic, Detect Poison, Disrupt Undead, Light, Read Magic
1st: Burning Hands, Cure Light Wounds, Divine Favor, Wrath

 

Warpriest Spells

Spells Per Day: 0: 3, 1st: 2
0: Mending, Purify Food and Drink, Spark
1st: Comprehend Languages, Endure Elements

 

 
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Raze Nae' Aire, Unchained Tiefling Rogue

spacer.pngQUICK STATS:  AC=22, Touch=14, FF=18 / HP=26/31 / Init=4 / Saves: Fort=2, Reflex=8, Will=2

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Raze is still a bit timid in the outer 'world' and stays silent, simply watching and listening to the goings on around her while also making sure that she keeps her prehensile tail and rows of sharp silver teeth hidden, along with the bulk of her weapons and other implements of her profession, since neither her race nor her profession were often favored in polite society.

When the group looks over the items they recovered from the temple ruins, the Tiefling rogue will select a handful of potions to carry for future use, all of which she places in her fancy potion bandolier crossing her chest. The rest she has little interest in, except to maximize the amount of gold they can be sold for and divided up among the survivors of the exploration.

However, when in the company of the priests, the pickpocket again grows quiet and is simply content to observe the proceedings. Nonetheless, when the holy man reveals that tomorrow night the Canny Jackal is hosting a private auction where adventuring companies can sell their unique or valuable finds, Raisin whispers to Anhotep, "We should do that."

Then when the other priest mentions that another adventuring company recently dissolved and that two of its members were still interested in exploring and were leaning against nearby wall and were still available, Raze whispers again to Anhotep, "We should do that too!" Following the Cleric of the Blossoming Light over to talk to the pair of possible recruits, the sneaky cutpurse stands a step back off the left side of the holy man while he talks to the newcomers.

Standing quietly and observing, Raisin smiles and briefly reveals two rows of sharp silver teeth in her mouth, which she quickly closes. About to speak, the rogue holds her tongue but is secretly glad that she is not the only 'unusual' race member of the party, which makes the Tiefling feel slightly more relaxed about her countenance which is often mistaken for demonic or devilish in nature. He'll do, she silently thinks to herself.

Stat Block

[URL=https://test.myth-weavers.com/sheets/?id=2696069][B][SIZE=+1]Raze Nae' Aire (aka, Raisin)[/SIZE][/B][/URL] Female CN Tiefling Unchained Rogue, [B]Level[/B] 4, [B]Init[/B] 4, [B]HP[/B] 26/31, [B]DR[/B] DR2/Cold Iron, [B]Speed[/B] 30 ft. [B]AC[/B] 22, [B]Touch[/B] 14, [B]Flat-footed[/B] 18, [B]CMD[/b] 19, [B]Fort[/B] 2, [B]Ref[/B] 8, [B]Will[/B] 2, [B]CMB[/B] +5, [B]Base Attack Bonus[/B] 3, [B]Power Points[/B] 0/0 [B]Action Points[/B] 2/3 [B] MW Rapier [/B] +7 (1d6+4, 18-20/x2) [B]MW Composite Short Bow[/B] (20/20 Arrows) (+2 Strength) +7 (1d6+2, x3) [B]Club [/B] +6 (1d6+2, x2) [B] +1 Mithral Chain Shirt[/B], [B] Darkwood Buckler[/B] (+5 Armor, +1 Shield, +4 Dex, +2 Natural) [B]Abilities[/B] Str 14, Dex 18, Con 12, Int 16, Wis 10, Cha 8 [B]Condition[/B] Healthy.
Raze Nae' Aire (aka, Raisin)
Female CN Tiefling Unchained Rogue, Level 4, Init 4, HP 26/31, DR DR2/Cold Iron, Speed 30 ft.
AC 22, Touch 14, Flat-footed 18, CMD 19, Fort 2, Ref 8, Will 2, CMB +5, Base Attack Bonus 3, Power Points 0/0 Action Points 2/3
MW Rapier +7 (1d6+4, 18-20/x2)
MW Composite Short Bow (20/20 Arrows) (+2 Strength) +7 (1d6+2, x3)
Club +6 (1d6+2, x2)
+1 Mithral Chain Shirt , Darkwood Buckler (+5 Armor, +1 Shield, +4 Dex, +2 Natural)
Abilities Str 14, Dex 18, Con 12, Int 16, Wis 10, Cha 8
Condition Healthy.

Description

Long jet black hair pulled up in a bun frames Raze's purple horns, which along with her purple prehensile tail, amber eyes, scaly skin, silver teeth and the occasional light scent of burnt Sulphur clearly mark the lass as a Tiefling. The rogue is wearing a black leather explorer's outfit which hides her magical mithril armor. Other than a fancy rapier and composite long bow. the rogue uses her heavy dark green cloak to conceal the bulk of her weapons, equipment, and other paraphernalia of her profession.

Mechanics

Free Action:  

Swift Action:  

Move Equivalent Action:  

Standard Action:  

Move:

 

Edited by Terran (see edit history)
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spacer.pngAnhotep, Blossoming Light of Khepri

AC 14 HP 27/27 Initiative +2 Fort 5 Ref 3 Will 8 

Male NG Aasimar Cleric (Blossoming Light), 

Level 4, Init 2, HP 27/27, Speed 30'

AC 14, Touch 13, Flat-footed 11, CMD 13, Fort 4, Ref 3, Will 7, 

CMB 0, Base Attack Bonus 3

* Longspear +2 (1d8-1, x3) Reach, Brace (+1 dam 1st hit)

No Armor, No shield (+2 Dex)

* Channels 11/11 day 30'r burst DC16 Will save for half 1d6 (2d6+6 vs undead) no channel resistance

* Copycat (Move Action) 6/6 4rnd duration single mirror image

Orisons Enhanced Diplomacy, Detect Magic, Sotto Voce, Resistance

1st level spells Burning Disarm, Bless, Magic Weapon

2nd level spells (2) Drunkard's Breath, Fear the Sun

SLA Daylight 1/day

Wand of Protection from Evil 45/50 charges

Abilities Str 8, Dex 14, Con 12, Int 14, Wis 16, Cha 18

Condition DR5 vs acid, cold and electricity, Darkvision 60'

"Ymeri..", murmurs Anhotep, looking suddenly doubtful. "Then I take you at your word that you have not been swayed by the... darker side of her worship.", he adds, in a tone that suggests the matter is decided. He pauses, glances over at Raisin, catches the brief smile, then returns his attention to Ramad, now smiling also. "In any case we all have a little something in us.", remarks the priest with eyes that are cobalt blue. He then turns his attention to the other recruit and waits for the elf to introduce herself.

Edited by Starhawk (see edit history)
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Harsa Delmare

Harsa Delmare Arcanist 4, HP: 18/18   Saves: Fort 2, Ref 3, Will 7 
AC: 12, 12(touch), 11(flat-footed) Speed: 30 Perception: +10 Initiative: +1


spacer.pngSitting next to the war priest is a young elven woman in travelling clothes instead of any armor. An assortment of books are on the ground in front of her, several of them open. She's just finished working on one of them, and closes it as Anhotep nears.

Harsa gives the other group a small tired wave from where she's sitting against the wall. "Harsa Delmare. Arcanist and researcher of the mystical here from the Tower of Stars. More than eager to join, if you'll have me. Not much use in a direct hand to hand scrap, I'm afraid to say, but I have an array of arcane tricks for your disposal." And in all honesty, her predilection towards the backline had been her saving grace from the creatures that had devoured her previous group.

 

 

 

Spells Prepared

1st Level: Endure Elements, Grease, Enlarge Person, Silent Image, Comprehend Languages

2nd Level: Web, Mirror Image (3 uses total)

 

 

 

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GM Comment: In a little over 24 hours, the gates to the Canny Jackal will open. Scarabs are free to do whatever they want until then. The Tooth & Hookah (The tavern and Inn that hosts of most of the non-local Adventuring Companies including the Scarabs) is probably ramping up to its nightly full party mode.

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spacer.pngAnhotep, Blossoming Light of Khepri

AC 14 HP 27/27 Initiative +2 Fort 5 Ref 3 Will 8 

Male NG Aasimar Cleric (Blossoming Light), 

Level 4, Init 2, HP 27/27, Speed 30'

AC 14, Touch 13, Flat-footed 11, CMD 13, Fort 4, Ref 3, Will 7, 

CMB 0, Base Attack Bonus 3

* Longspear +2 (1d8-1, x3) Reach, Brace (+1 dam 1st hit)

No Armor, No shield (+2 Dex)

* Channels 11/11 day 30'r burst DC16 Will save for half 1d6 (2d6+6 vs undead) no channel resistance

* Copycat (Move Action) 6/6 4rnd duration single mirror image

Orisons Enhanced Diplomacy, Detect Magic, Sotto Voce, Resistance

1st level spells Burning Disarm, Bless, Magic Weapon

2nd level spells (2) Drunkard's Breath, Fear the Sun

SLA Daylight 1/day

Wand of Protection from Evil 45/50 charges

Abilities Str 8, Dex 14, Con 12, Int 14, Wis 16, Cha 18

Condition DR5 vs acid, cold and electricity, Darkvision 60'

 

Anhotep takes this in with aplomb. Indeed if one were asked to define aplomb, well... Anhotep could be its poster boy. The cobalt blue eyes, a clear indication of something dimensional in his bloodline, only adds to the effect. "I'm Anhotep, Priest of Khepri", he purrs, before gesturing towards his tiefling companion, ".. and this is Raize Naire, a scout. We just fought our way through the Temple of Nethys and ending up fighting another company.. now disbanded." He appears a little regretful at this, but only for a moment. He doesn't give the impression of someone who dwells too much on the past, having a 'live in the moment' aura about him.

He pauses and still looking at Harsa, continues with "So what deity do you venerate?". This is a priest's question if there ever was one. He glances, good humoredly at Ramad, then back to Harsa, as he asks this, clearly being a little cheeky, as one might expect from a priest of an uppity trickster god.

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Raze Nae' Aire, Unchained Tiefling Rogue

spacer.pngQUICK STATS:  AC=22, Touch=14, FF=18 / HP=26/31 / Init=4 / Saves: Fort=2, Reflex=8, Will=2

_______________________________________________________________________

When Anhotep formally introduces Raisin, the Tiefling slightly bows and smiles without showing her teeth this time, as she strives to cover her true nature from the local populace whom historically in other towns have never been too kind to the unusual lass.

Looking over the newcomer magician, the pickpocket is a little relieved to have an arcane spell-weaver on the team since it seemed that most of the problems the group experienced had to do with bad 'ju-ju!'

She'll do, she silently thinks to herself wondering if any others might join their motley crew.

Stat Block

[URL=https://test.myth-weavers.com/sheets/?id=2696069][B][SIZE=+1]Raze Nae' Aire (aka, Raisin)[/SIZE][/B][/URL] Female CN Tiefling Unchained Rogue, [B]Level[/B] 4, [B]Init[/B] 4, [B]HP[/B] 26/31, [B]DR[/B] DR2/Cold Iron, [B]Speed[/B] 30 ft. [B]AC[/B] 22, [B]Touch[/B] 14, [B]Flat-footed[/B] 18, [B]CMD[/b] 19, [B]Fort[/B] 2, [B]Ref[/B] 8, [B]Will[/B] 2, [B]CMB[/B] +5, [B]Base Attack Bonus[/B] 3, [B]Power Points[/B] 0/0 [B]Action Points[/B] 2/3 [B] MW Rapier [/B] +7 (1d6+4, 18-20/x2) [B]MW Composite Short Bow[/B] (20/20 Arrows) (+2 Strength) +7 (1d6+2, x3) [B]Club [/B] +6 (1d6+2, x2) [B] +1 Mithral Chain Shirt[/B], [B] Darkwood Buckler[/B] (+5 Armor, +1 Shield, +4 Dex, +2 Natural) [B]Abilities[/B] Str 14, Dex 18, Con 12, Int 16, Wis 10, Cha 8 [B]Condition[/B] Healthy.
Raze Nae' Aire (aka, Raisin)
Female CN Tiefling Unchained Rogue, Level 4, Init 4, HP 26/31, DR DR2/Cold Iron, Speed 30 ft.
AC 22, Touch 14, Flat-footed 18, CMD 19, Fort 2, Ref 8, Will 2, CMB +5, Base Attack Bonus 3, Power Points 0/0 Action Points 2/3
MW Rapier +7 (1d6+4, 18-20/x2)
MW Composite Short Bow (20/20 Arrows) (+2 Strength) +7 (1d6+2, x3)
Club +6 (1d6+2, x2)
+1 Mithral Chain Shirt , Darkwood Buckler (+5 Armor, +1 Shield, +4 Dex, +2 Natural)
Abilities Str 14, Dex 18, Con 12, Int 16, Wis 10, Cha 8
Condition Healthy.

Description

Long jet black hair pulled up in a bun frames Raze's purple horns, which along with her purple prehensile tail, amber eyes, scaly skin, silver teeth and the occasional light scent of burnt Sulphur clearly mark the lass as a Tiefling. The rogue is wearing a black leather explorer's outfit which hides her magical mithril armor. Other than a fancy rapier and composite long bow. the rogue uses her heavy dark green cloak to conceal the bulk of her weapons, equipment, and other paraphernalia of her profession.

Mechanics

Free Action:  

Swift Action:  

Move Equivalent Action:  

Standard Action:  

Move:

 

Edited by Terran (see edit history)
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spacer.pngAnhotep, Blossoming Light of Khepri

AC 14 HP 27/27 Initiative +2 Fort 5 Ref 3 Will 8 

Male NG Aasimar Cleric (Blossoming Light), 

Level 4, Init 2, HP 27/27, Speed 30'

AC 14, Touch 13, Flat-footed 11, CMD 13, Fort 4, Ref 3, Will 7, 

CMB 0, Base Attack Bonus 3

* Longspear +2 (1d8-1, x3) Reach, Brace (+1 dam 1st hit)

No Armor, No shield (+2 Dex)

* Channels 11/11 day 30'r burst DC16 Will save for half 1d6 (2d6+6 vs undead) no channel resistance

* Copycat (Move Action) 6/6 4rnd duration single mirror image

Orisons Enhanced Diplomacy, Detect Magic, Sotto Voce, Resistance

1st level spells Burning Disarm, Bless, Magic Weapon

2nd level spells (2) Drunkard's Breath, Fear the Sun

SLA Daylight 1/day

Wand of Protection from Evil 45/50 charges

Wand of Cure Light Wounds

Wand of Cure Light Wounds

Wand of

Abilities Str 8, Dex 14, Con 12, Int 14, Wis 16, Cha 18

Condition DR5 vs acid, cold and electricity, Darkvision 60'

 

Anhotep silently ponders what is in the loot pile and how to handle it's use and disbursement, or sale. A few more runs like this and I get can get that phylactery I'm saving up for, so should we sell more?, he thinks to himself. The question it seemed to him came down to an ever present tension between profit taking and keeping stuff aside for a rainy day.

Edited by Starhawk (see edit history)
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Harsa Delmare

Harsa Delmare Arcanist 4, HP: 18/18   Saves: Fort 2, Ref 3, Will 7 
AC: 12, 12(touch), 11(flat-footed) Speed: 30 Perception: +10 Initiative: +1


spacer.png"Nethys of course," Harsa answers quickly. "The pursuit of arcane knowledge itself is the greatest goal of all, following only be knowledge itself."

 

 

 

Spells Prepared

1st Level: Endure Elements, Grease, Enlarge Person, Silent Image, Comprehend Languages

2nd Level: Web, Mirror Image (3 uses total)

 

 

 

 

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)
Ramad Khajeel

RaAs5nYC0.jpg.2fdf22b0607fb439fb54e01059a28772.jpgmad Khajeel Inquisitor 3/Warpriest 1, HP: 32/32   Saves: Fort 6, Ref 2, Will 7 
AC: 23, 11(touch), 22(flat-footed) Speed: 30 Perception: +9 Initiative: +14


Watching the interaction of the his companion and the new party he has become a part of. Placing the helm back on his head, the horns seemed to give him a moment of trouble until he found the proper groove.

"We have already managed to deal with the goods that our group had recovered from our previous excursion, but I would not mind joining in to observe the auction." he says, "If that is fine with you."

"I am sure that it would be best to rest up and recover before receiving new orders anyhow." says Ramad. It is about then, that his stomach makes a rumbling sound that catches him off guard, "Excuse me, I haven't eaten yet." he says and tries to laugh it off quietly.

 
 
 
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spacer.pngAnhotep, Blossoming Light of Khepri

AC 14 HP 27/27 Initiative +2 Fort 5 Ref 3 Will 8 

Male NG Aasimar Cleric (Blossoming Light), 

Level 4, Init 2, HP 27/27, Speed 30'

AC 14, Rracers of Armor +1, Ring of Protection +1 Touch 13, Flat-footed 11, CMD 13, Fort 4, Ref 3, Will 7, 

CMB 0, Base Attack Bonus 3

* Longspear +2 (1d8-1, x3) Reach, Brace (+1 dam 1st hit)

No Armor, No shield (+2 Dex)

* Channels 11/11 day 30'r burst DC17 Will save for half 1d6 (2d6+6 vs undead) no channel resistance

* Copycat (Move Action) 6/6 4rnd duration single mirror image

Orisons Enhanced Diplomacy, Detect Magic, Sotto Voce, Resistance

1st level spells (4) Burning Disarm, Bless, Magic Weapon, Bane

2nd level spells (3) Drunkard's Breath 2,

SLA Daylight 1/day

Wand of Protection from Evil 45/50 charges

Wand of Cure Light Wounds (45 charges)

Wand of Cure Light Wounds (23 charges)

Wand of Lesser Restoration (10 charges)

Pearl of Power 1st level

Abilities Str 8, Dex 14, Con 12, Int 14, Wis 16, Cha 18

Condition DR5 vs acid, cold and electricity, Darkvision 60'

Anhotep grins, an expression that lights up rooms. It's all personality as Anhotep is on the scrawny side. "Heavy armor and arcane spells.. a good fit for our needs. We have an archaeologist as well, around somewhere. She doesn't seem to be around that much, now yet another instance, perhaps having other concerns, and so we might have to replace her too in due course.", he says with a note of regret.

"Ah yes, let's deal with concerns of the flesh, the first one being keeping it on our bones with food.", he concludes, thinking he would like to meet up with his paramour in the tavern once more. If she didn't make it out of somewhere, he'd have to go find her.

Anhotep is looking around for the characteristically absent @theredshirtwholive

Edited by Starhawk (see edit history)
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spacer.pngAnhotep, Blossoming Light of Khepri

AC 14 HP 27/27 Initiative +2 Fort 5 Ref 3 Will 8 

Male NG Aasimar Cleric (Blossoming Light), 

Level 4, Init 2, HP 27/27, Speed 30'

AC 14, Rracers of Armor +1, Ring of Protection +1 Touch 13, Flat-footed 11, CMD 13, Fort 4, Ref 3, Will 7, 

CMB 0, Base Attack Bonus 3

* Longspear +2 (1d8-1, x3) Reach, Brace (+1 dam 1st hit)

No Armor, No shield (+2 Dex)

* Channels 11/11 day 30'r burst DC17 Will save for half 1d6 (2d6+6 vs undead) no channel resistance

* Copycat (Move Action) 6/6 4rnd duration single mirror image

Orisons Enhanced Diplomacy, Detect Magic, Sotto Voce, Resistance

1st level spells (4) Burning Disarm, Bless, Magic Weapon, Bane

2nd level spells (3) Drunkard's Breath 2,

SLA Daylight 1/day

Wand of Protection from Evil 45/50 charges

Wand of Cure Light Wounds (45 charges)

Wand of Cure Light Wounds (23 charges)

Wand of Lesser Restoration (10 charges)

Pearl of Power 1st level

Abilities Str 8, Dex 14, Con 12, Int 14, Wis 16, Cha 18

Condition DR5 vs acid, cold and electricity, Darkvision 60'

Anhotep breaks out a piece of parchment. "This is what we've not sold from our last haul. It would be cheaper to acquire scrolls from us than from a vendor, the wands too, though they're all low on castings.", he murmurs.

 

The parchment reads as follows..

Scrolls (all min caster level)

  • knock (wizard)
  • detect secret doors (wizard)
  • halt undead (inquisitor/wizard)
  • burning hands (cl2) (wizard)
  • flaming sphere (wizard)
  • identify (wizard)
  • levitate (wizard)
  • charm person (wizard)
  • warding weapon (wizard)

Wands

  • wand of grease (9 charges) Wizard
  • wand of vanish (9 charges) Wizard
  • wand or scorching ray (6 charges) Wizard
  • wand of shield (8 charges) Wizard


Miscellaneous

  • ioun torch (37 gp resale)
     
Edited by Starhawk (see edit history)
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spacer.pngAnhotep, Blossoming Light of Khepri

AC 14 HP 27/27 Initiative +2 Fort 5 Ref 3 Will 8 

Male NG Aasimar Cleric (Blossoming Light), 

Level 4, Init 2, HP 27/27, Speed 30'

AC 14, Rracers of Armor +1, Ring of Protection +1 Touch 13, Flat-footed 11, CMD 13, Fort 4, Ref 3, Will 7, 

CMB 0, Base Attack Bonus 3

* Longspear +2 (1d8-1, x3) Reach, Brace (+1 dam 1st hit)

No Armor, No shield (+2 Dex)

* Channels 11/11 day 30'r burst DC17 Will save for half 1d6 (2d6+6 vs undead) no channel resistance

* Copycat (Move Action) 6/6 4rnd duration single mirror image

Orisons Enhanced Diplomacy, Detect Magic, Sotto Voce, Resistance

1st level spells (4) Burning Disarm, Bless, Magic Weapon, Bane

2nd level spells (3) Drunkard's Breath 2,

SLA Daylight 1/day

Wand of Protection from Evil 45/50 charges

Wand of Cure Light Wounds (45 charges)

Wand of Cure Light Wounds (23 charges)

Wand of Lesser Restoration (10 charges)

Pearl of Power 1st level

Abilities Str 8, Dex 14, Con 12, Int 14, Wis 16, Cha 18

Condition DR5 vs acid, cold and electricity, Darkvision 60'

After a moment, he reconsiders, with something of a good natured smirk.. "Our absent other company member.. I distantly recall Miriya being her name, would probably select these things, let's hope she turns over a new leaf in her attendamce, you know by showing up here."

Scrolls (all min caster level)

  • knock (wizard)
  • detect secret doors (wizard)
  • halt undead (inquisitor/wizard) Miriya
  • burning hands (cl2) (wizard)
  • flaming sphere (wizard)
  • identify (wizard)
  • levitate (wizard)
  • charm person (wizard)
  • warding weapon (wizard)

Wands

  • wand of grease (9 charges) Wizard Miriya
  • wand of vanish (9 charges) Wizard Miriya
  • wand or scorching ray (6 charges) Wizard Miriya
  • wand of shield (8 charges) Wizard Miriya


Miscellaneous

  • ioun torch (37 gp resale) Miriya
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