Jump to content

The Auction


Rakle

Recommended Posts

 
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


Moving forward to stand shoudler to shoulder with Dros, Ramad focuses on the creature attacking his companion. With any luck, he will succeed at subduing the creature after a few attempts.


OOC: Esobok 1
Wrath +2/+2

Statblock

[URL=/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] Cure Light Wounds, Divine Favor, Protection from Evil, 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 Crusader , Combat: Reactionary , Magic: Gifted Adept (burning hands), Social: Wanderlust
Drawback: Foul Brand (face)
Feats: 1st Additional Traits 3rd: Improved Initiative
Racial Features: Darkvision 60', Wildfire Heart , Efreeti Magic , Magma Affinity
Inquisitor Class Abilities: 1st: Domain: Ash Subdomain, Judgement 1/day, Monster Lore , Orisons, Stern Gaze (Ex) , Cunning Initiative (Ex) , Detect Alignment (Sp) 2nd: Track (Ex) 3rd: Solo Tactics (Ex) , Teamwork Feat Shielded Caster
Warpriest Class Abilities: 1st: Aura (Ex) Neutral, Blessings (Su) 4/day Fire , War

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: Cure Light Wounds, Divine Favor, Protection from Evil, Wrath

 

Warpriest Spells

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

 

Edited by Steel Warrior (see edit history)
Name
Subdual Power Attack
12; 15
1d20+5;1d8+8 [7]; [7,7]
Link to comment
Share on other sites

MadameZeldaPearlBerdot.jpg.3b4510a5b78e1498fb9d35ff884478ae.jpgMadame Zelda "Pearl" Mordeaux Lv. 4 Goblin Shadowcaster Wizard


Pearl looks down at the suddenly unconscious Anhotep beside her with a look of near shock. This priest was no slouch with a bow. They need cover and fast.

Pearl's fingers rifle through her scroll box until she yanks forth the one she wants.

She reads the shadowy script, and before she gets to the end, a dark mist begins to pool and spread out around her twenty feet in all directions.

Once surrounded by mist, Pearl quickly jumps away from her prior position to avoid the priest's detection.

OOC

Cast Obscuring Mist from Scroll.


Quick Stats

Madame Zelda "Pearl" Mordeaux

Lv. 4 Goblin Shadowcaster Wizard

Caster Level: 4 / Speed: 30 / Initiative: 3 / Perception: 5 (darkvision 60ft)


DEFENSE


AC: 15 [23] Touch: 15 Flat Footed: 12

HP: 26/26

FORT: 3 REFLEX: 5 WILL: 6


OFFENSE


  • PREPARED SPELLS:

STATS


STR: 9 DEX: 16 CON: 12 INT: 18 WIS: 12 CHA: 10

BAB: 2 CMB: +0 CMD: 13



CONDITIONS: Mage Armor /Shield

Combat Actions

Free: 5ft Step diagonally forward.

Swift:

Move: Draw Scroll

Standard: Cast Obscuring Mist from Scroll

Full:

Edited by Eborne1 (see edit history)
Link to comment
Share on other sites

Posted (edited)

Obscuring mist (played by our friend black tentacles) is on the map. Remember the concealment rules for it:

The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).

 

AoO's cannot occur against creatures with total concealment. Without special abilities, sneak attacks cannot occur against creatures with concealment or total concealment.

Edited by Rakle (see edit history)
Link to comment
Share on other sites

spacer.pngHP:  27/27 | AC: 25 - FF: 22 - Touch: 13 | Fort: 7 Ref: 6 Will: 7

Spell Slots  | Mental Focus | Active Effects


Muttering choice expletives as the esoboks formed a wall in front of them, and he realized that he'd been more than a bit presumptive in keying his weapon against the human opponent, Dros prepared to engage in the tiring dance of a polearm wielder whose enemies had gotten too close. At least, that was the plan, before the room was suddenly filled with mist, and he turned slightly to glare at the goblin. Or at least, where she had been. The cursed mist was already making his life more difficult, and he stepped away from the esobok that Ramad had attacked, striking at the area he'd last seen it.

 

 

 

Actions

5' Step NW
Standard :Attack Esobok 1

Edited by dhemon (see edit history)
Name
Attack Esobok 1 : Attack; Damage; Miss Chance - 50% (high hits)
20; 17; 41
1d20+9;1d10+7;1d100 [11]; [11,10]; [11,10,41]
Link to comment
Share on other sites

Posted (edited)
 
The Story

Ramad smacks one of the esobaks. It is solid hit. Then nearly the entire arena is cover mist summoned by Pearl. Dros steps back into the mist and swings. He loses the target in the mist and only hits mist.

The wounded creature moves forward tries to bite and claw Ramad. Only one claw hits.

 

Notes:

Obscuring mist (played by our friend black tentacles) is on the map. Remember the concealment rules for it:

The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).

 

AoO's cannot occur against creatures with total concealment. Without special abilities, sneak attacks cannot occur against creatures with concealment or total concealment.

High Percentage rolls hit.

@Terran  You are up

Init order for Round 2: Current turns are bolded.

Raze

Nahkt

Anhotep (unconscious

Esobak 2

Round 3

Ramad

Dros

Pearl

Esobak 1

Party Status

Ramad: hero pts: 2; 32/32 hp 5nl

Anhotep: hero pts: 3; 27/27 hp : 30NL

Raisin: hero pts 2; 31/31 hp

Dros: Hero pts 2; 27/27 hp

Pearl: Hero pts 3; 26/26 hp

 

Edited by Rakle (see edit history)
Name
bite,claw,claw with miss vs Ramad
17; 83; 22; 1; 26; 59
1d20+7;1d100;1d20+7;1d100;1d20+7;1d100 [10]; [10,83]; [10,83,15]; [10,83,15,1]; [10,83,15,1,19]; [10,83,15,1,19,59]
claw
5
1d4+3 2
Link to comment
Share on other sites

 
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


Knowing that the Esobok is still near him, he decides to attempt another strike against the outsider.

OOC: Esobok 1
Wrath +2/+2

Statblock

[URL=/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] Cure Light Wounds, Divine Favor, Protection from Evil, 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 Crusader , Combat: Reactionary , Magic: Gifted Adept (burning hands), Social: Wanderlust
Drawback: Foul Brand (face)
Feats: 1st Additional Traits 3rd: Improved Initiative
Racial Features: Darkvision 60', Wildfire Heart , Efreeti Magic , Magma Affinity
Inquisitor Class Abilities: 1st: Domain: Ash Subdomain, Judgement 1/day, Monster Lore , Orisons, Stern Gaze (Ex) , Cunning Initiative (Ex) , Detect Alignment (Sp) 2nd: Track (Ex) 3rd: Solo Tactics (Ex) , Teamwork Feat Shielded Caster
Warpriest Class Abilities: 1st: Aura (Ex) Neutral, Blessings (Su) 4/day Fire , War

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: Cure Light Wounds, Divine Favor, Protection from Evil, Wrath

 

Warpriest Spells

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

 

Name
Power Attack
19; 90
1d20+9;1d100 [10]; [10,90]
Damage
16
1d8+8 8
Link to comment
Share on other sites

Raze Nae' Aire, Unchained Tiefling Rogue

spacer.pngQUICK STATS:  AC=22, Touch=14, FF=18 / HP=31/31 / Init=4 / Saves: Fort=4, Reflex=10, Will=4

_______________________________________________________________________

Raze scowls when Anhotep goes down in the first volley of fire, along with his magic options and healing abilities. Too bad the priest lost the cover provided by the front ranks which should have protected from all but the worst of attacks, the Tiefling thinks to herself.

Well, let's just see if we can't get the lad back in play, she mentally muses while silently crawling down the wall the five feet directly on top of the downed cleric while using her prehensile tail to draw a small vial of clear liquid from her potion belt during the quiet descent.

Sitting directly behind Anhotep's head, Raisin uses her free hand to gently open the padre's mouth while she carefully pours the contents of the vial down the lad's throat and then quietly cautions him to "shhh" as he regains consciousness in the thick cloud of mist.

Mechanics

 

Swift Action: Draw Potion with Tail

Move: Move 5 feet down wall behind Anhotep

Move Action: Hold Open Anhotep's mouth

Free Action:

Standard Action: Administer Cure Moderate Wounds Potion to Anhotep

Continuing Effects: Blessing of the Watch: (+1 morale bonus on attack rolls and on saving throws against fear effects)

Edited by Terran (see edit history)
Name
Cure Moderate Wounds Potion into Anhotep
11
2d8+5 4,2
Stealth
25
1d20+13 12
Link to comment
Share on other sites

 
The Story

Raisin moves over to Anhotep. Using her pulled potion, she revives the unconscious cleric. Out of the mist, Nahkt appears next to Dros and at point blank fires an arrow at him. The arrow flies past Dros .

 

Notes:

Obscuring mist (played by our friend black tentacles) is on the map. Remember the concealment rules for it:

The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).

AoO's cannot occur against creatures with total concealment. Without special abilities, sneak attacks cannot occur against creatures with concealment or total concealment. High Percentage rolls hit.

 

@dhemon You can take an Aoo if you have a means of doing it against an adjacent opponent.

 

@Starhawk Anhotep is up. He is prone and both wands are not in his hands.

 

Init order for Round 2: Current turns are bolded.

Anhotep

Esobak 2

Round 3

Ramad

Dros

Pearl

Esobak 1

Raze

Nahkt

Party Status

Ramad: hero pts: 2; 32/32 hp 5nl

Anhotep: hero pts: 3; 27/27 hp : 30NL

Raisin: hero pts 2; 31/31 hp

Dros: Hero pts 2; 27/27 hp

Pearl: Hero pts 3; 26/26 hp

 

Link to comment
Share on other sites

spacer.pngAnhotep, Blossoming Light Cleric of Khepri

AC 14 HP 26/27 Init +2 Fort 5 Ref 3 WillChannels 11/11 Copycat 6/6 

Male NG Aasimar Cleric (Blossoming Light), 

Level 4, Init 2, HP 27/27, Speed 30'

Str 8 Dex 14 Con 12 Int 12 Wis 17 Cha 18

AC 14, Bracers 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 2d6 (2d6+6 vs undead) no channel resistance

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

Orisons Enhanced Diplomacy, Detect Magic, Light, Resistance

1st level spells  Carrion Compass 1, Ears of the City 1, Invisibility to Undead 1, Blessing of the Watch (used) 1, Pearl 1

2nd level spells (3) Drunkard's Breath 1, Protection from Evil (Communal) 1 (used), Burst of Radiance 1

SLA Daylight

Wand of Protection from Evil (38/50) charges

Wand of Cure Light Wounds (45/50 charges)

Wand of Cure Light Wounds (18 charges) -2 this post

Wand of Lesser Restoration (10/9/8/7/6/5/4/3/2/1 charges)

Wand of Shield (x/5/4/3/2/1 charges) Now +2 to use

Wand of Vanish (8/7/6/5/4/3/2/1 charges) +2 to roll having been used.

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, disoriented and groggy still manages to nod before getting to his feet.. empty handed. I'm in fog? Well at least none of the band is screaming.

He casts a grateful glance in Raisin's direction, apparently holding her in high regard, as usual. He recalls standing in the rear line, then finding himself in the front line with arrows coming at him and that's the last thing he remembers. He scowls.. then suddenly there are two Anhoteps.

Actions Empty handed, Standard Action to get up. Move Action to activate copycat

 

 

Edited by Starhawk (see edit history)
Link to comment
Share on other sites

rolls

Name
bite,claw,claw vs ramad with miss
SyntaxError: Unexpected termination of expression
1d20+9;1d100;1d20+9;1d100;1d20+9;1d100;
reroll
11; 33; 22; 91; 19; 37
1d20+9;1d100;1d20+9;1d100;1d20+9;1d100 [2]; [2,33]; [2,33,13]; [2,33,13,91]; [2,33,13,91,10]; [2,33,13,91,10,37]
Link to comment
Share on other sites

 
The Story

Anhotep rises from his nap on the cold floor, and creates a duplicate of himself. The other Esobak moves into the flank against Ramad. He claws and bites at the man. One swipe of the claws is deflect at the very last moment.

Ramad turns and smashes the wounded Esobak. It drops to the floor unconscious.

Notes:

Obscuring mist (played by our friend black tentacles) is on the map. Remember the concealment rules for it:

The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).

AoO's cannot occur against creatures with total concealment. Without special abilities, sneak attacks cannot occur against creatures with concealment or total concealment. High Percentage rolls hit.

 

@dhemon @Terran @Eborne1 Take your turns

 

Init order for Round 3: Current turns are bolded in red

Dros

Pearl

Raze

Nahkt

Anhotep

Esobak 2

Round 4

Ramad

 

Party Status

Ramad: hero pts: 2; 32/32 hp 5nl

Anhotep: hero pts: 3; 27/27 hp : 30NL

Raisin: hero pts 2; 31/31 hp

Dros: Hero pts 2; 27/27 hp

Pearl: Hero pts 3; 26/26 hp

 

Link to comment
Share on other sites

MadameZeldaPearlBerdot.jpg.3b4510a5b78e1498fb9d35ff884478ae.jpgMadame Zelda "Pearl" Mordeaux Lv. 4 Goblin Shadowcaster Wizard


Pearl's large goblin ears easily pick up the nearby twang of Nahkt's bow. Though she cannot discern exactly where he is, she knows he has taken the bait and moved in close.

With a wave of her arm, the mist filling the room whisps away and is gone, revealing that indeed Nahkt is just about where she figured.

Anticipating Droz stepping back to better utilize the reach of his weapon, Pearl jumps backwards.

OOC

Dismiss Obscuring Mist (D).

**Cancel Magic missiles


Quick Stats

Madame Zelda "Pearl" Mordeaux

Lv. 4 Goblin Shadowcaster Wizard

Caster Level: 4 / Speed: 30 / Initiative: 3 / Perception: 5 (darkvision 60ft)


DEFENSE


AC: 15 [23] Touch: 15 Flat Footed: 12

HP: 26/26

FORT: 3 REFLEX: 5 WILL: 6


OFFENSE


  • PREPARED SPELLS:

STATS


STR: 9 DEX: 16 CON: 12 INT: 18 WIS: 12 CHA: 10

BAB: 2 CMB: +0 CMD: 13



CONDITIONS: Mage Armor /Shield

Combat Actions

Free: Dismiss Spell/5ft Step backwards

Swift:

Move:

Standard: Cast Toppling magic missiles

Full:

Edited by Eborne1 (see edit history)
Name
Missile damage
5
3d4 1,2,2
Trip Check
9
d20+8 1
Link to comment
Share on other sites

×
×
  • Create New...