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The Auction


Rakle

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

Spell Slots  | Mental Focus | Active Effects


Grimacing as the archer popped up out of the mists right next to him and barely missed a shot, Dros quickly looked around as the mists faded. Seeing that Anhotep was back up - so much so, that there were two of the cleric now - and that one of the esoboks was down, he stepped back, trying to foul the man's ability to hit Anhotep again.

Confident that Ramad could deal with the other esobok, Dros focused on the archer, striking out at the man.

 


 

Actions

5' Step SW
Standard : Attack Dude

Name
Attack Dude : Attack; Damage
22; 21
1d20+11;1d10+2d6+9 [11]; [11,4,6,2]
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The Story

The mist disappears at Pearl's command. Dros takes the opportunity and swings at Nahkt . . . he misses.

Notes:

No more mist.

 @Terran Take your turn

 

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

Raze

Nahkt

Anhotep

Esobak 2

Round 4

Ramad

Dros

Pearl

@Eborne1 Dismissing a spell is a standard action so you still have your toppling magic missile.

 

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

 

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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

_______________________________________________________________________

When Anhotep is back up and on his feet and gives Raze a respectful grin, the Tiefling winks back and with a nod of her head the rogue quickly climbs up the southern wall drawing her rapier as she moves.

Quietly climbing down on to the floor directly behind the Esobak that is menacing Ramad, Raisin smiles as she plunges her razor-sharp rapier deep into the flesh of the foe with a sneaky and unexpected flanking attack from behind.

Mechanics

 

DM - Please note that Enemy is flanked and therefore flat-footed (denied Dex bonus to AC)

Also, if the attack hits, then the enemy will suffer -4 additional bleeding damage next round

 

Swift Action:

Move:  Move up to 30 ft. climbing up wall and then down behind foe to avoid an AoO

Move Action:

Free Action: Draw rapier as part of a Move Action

Standard Action: Rogue Sneak Attack on Esobak from flanking position with MW Rapier using Weapon Finesse Feat, Power Attack Feat, Rogue Finesse Training and Bleeding Attack Abilities - Enemy is Flat-footed for this attack

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
Attack Esobak that is flanked and flat-footed
14
1d20+11-1 4
Piercing Damage
14
1d6+13 1
Rogue Sneak Attack Damage
4
2d6 1,3
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Posted (edited)

rolls at pearl. If she goes down, any remaining attacks will go at Dros.

Rapid shoot with deadly shoot.

Edited by Rakle (see edit history)
Name
3 attacks
13; 11; 23; 10; 6; 12
1d20+10;1d8+8;1d20+10; 1d8+8;1d20+5;1d8+8 [3]; [3,3]; [3,3,13]; [3,3,13,2]; [3,3,13,2,1]; [3,3,13,2,1,4]
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The Story

Raisin does some fancy manuevering to get behind the last Esoback. She stabs. . .and shaves hair off its back. Just misses it.

"Tricky" Nahkt announces as the mist dissipates, and Dros slashes at him. He steps back and unleashes three arrows at Pearl. Her defenses stop two of them.

 

Notes:

@Starhawk Take your turn

 

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

Anhotep

Esobak 2

Round 4

Ramad

Dros

Pearl

Raze

Nahkt

 

Party Status

Ramad: hero pts: 2; 32/32 hp 5nl

Anhotep: hero pts: 3; 27/27 hp : 19NL

Raisin: hero pts 2; 31/31 hp

Dros: Hero pts 2; 27/27 hp

Pearl: Hero pts 3; 26/26 hp 10NL

 

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spacer.pngAnhotep, Blossoming Light Cleric of Khepri

AC 14 HP 12/27NL Init +2 Fort 5 Ref 3 WillChannels 10/11 Copycat 5/6 

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 gradually recovering his faculties after been ko'd, considers his options. Few of his spells were useful. Still, it seemed to him that their opponents couldn't do enough damage to finish the job.. despite his own experiences. He was still vulnerable, but if he were a walking talking punch bag, his more martial allies would have more freedom to finish the job. He would have liked to have had fog concealment for a few moments longer however. A shield spell would have made everything a little more secure.

Anhotep channels healing to himself and his allies, then picks up the shield wand on the ground.

OOC: All allies get 4hp back

Actions Move Pick up Shield Wand, Standard Channel healing to party. 3rds left on copycat

 

 

Edited by Starhawk (see edit history)
Name
Channel healing to allies excuding enemies
4
2d6 3,1
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MadameZeldaPearlBerdot.jpg.3b4510a5b78e1498fb9d35ff884478ae.jpgMadame Zelda "Pearl" Mordeaux Lv. 4 Goblin Shadowcaster Wizard


Finding herself suddenly exposed to the archer's attack was unsettling. Thankfully her nimbus of Force Shield and Armor absorbed most of the assault.

She sneers with a wide row of pointy teeth as the one blunted arrow makes it through, striking her square in the shoulder.

She immediately lashes back at the archer with three attacks of her own.

OOC

Toppling magic missiles x3 = 9 Dmg

Trip check = 22

@Rakle I added the +4 healing from anhotep to Pearl's health bar.

Sorry everyone.. I posted too soon. Ignore this post for the moment.


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: 5-Foot step East

Swift:

Move:

Standard: cast toppling magic missiles

Full:

Edited by Eborne1 (see edit history)
Name
Missile damage
9
3d4 2,3,4
Trip check
22
d20+8 14
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The Story

Anhotep unleashes a wave of healing among the party members. The esobak steps to the side of Raze, and bites her. It latches onto her.

Pearl unleashes a blasts of force in Nakht, but she is unable to knock him down.

 

Notes:

@dhemon @Steel Warrior @Terran  Take your turns. Raze is currently grappled.

 

Init order for Round 4: Current turns are bolded in red

Ramad

Dros

Raze - Grappled

Nahkt

Anhotep

Esobak 2 - Grappler

Round 5

Pearl

 

Party Status

Ramad: hero pts: 2; 32/32 hp 1nl

Anhotep: hero pts: 3; 27/27 hp : 15NL

Raisin: hero pts 2; 31/31 hp 9nl

Dros: Hero pts 2; 27/27 hp

Pearl: Hero pts 3; 26/26 hp 6NL

 

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Raze Nae' Aire, Unchained Tiefling Rogue

spacer.pngQUICK STATS:  AC=22, Touch=14, FF=18 / HP=23/31 / Init=4 / Saves: Fort=4, Reflex=10, Will=4

_______________________________________________________________________

Raze gasps when her planned backstab misses knowing full well that she was now at the mercy of the creature which she had intended to kill and, of course, as expected the damn thing not only bites down on the Tiefling but also grabs the rogue trying to hold her fast!

Silly girl, now look what you've done to yourself, the burglar thinks to herself with a scowl as the Esobak bites her causing intense pain and subdual damage to Raisin, some of which is nullified by her natural protections from such damage. Well, if you want to dance, then let's dance!

In response immediately thereafter, the rogue starts to quickly wiggle left and right in an attempt to escape from the grasp of the foul beast before it can harm her further. However, when she fails spectacularly, the Tielfling uses her prehensile tail to reach around and draw a flask of alchemical fire which she dumps directly on the Esobak and herself enveloping the pair of them in roaring flames!!!

Mechanics

 

DM - Raze has DR2/Cold Iron - The damage caused is reduced from 9 to 7.

Raze also had +5 Resistance to Fire.

Raze takes -1 damage and Esobak takes -6 Fire Damage this round and -6 Fire Damage next round

 

Standard Action: Attempt to Break Grapple

Swift Action: Draw Flask of Alchemists Fire

Move:  

Move Action: Pour Flask over opponent and herself causing damage to both

Free Action:

 

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
Escape Artist to Avoid Grapple
10
1d20+9 1
Alchemists Fire Burns Esobak and Raze
6
1d6 6
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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


Having to choose between the summoned creature and the archer, the win may be determined if he focuses on him right now. Moving to a position to block his aim between the others he then makes his attack.


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
26; 12
1d20+9;1d8+8 [17]; [17,4]
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spacer.pngHP:  27/27 | AC: 25 - FF: 22 - Touch: 13 | Fort: 7 Ref: 6 Will: 7

Spell Slots  | Mental Focus | Active Effects


Joining Ramad in pressuring the archer, Dros stepped forward and slashed out at the man again. As he did so, he glanced over to see that Raze was in a bit of a predicament.
"You need a hand there, Raze?"
Despite the offer, he had to admit that he wasn't entirely in the best position himself, trying to keep between the archer and the casters to impede the man's shots.

 


 

Actions

5' Step NE
Standard : Attack Dude

Edited by dhemon (see edit history)
Name
Attack Dude : Attack; Damage
24; 23
1d20+11;1d10+2d6+9 [13]; [13,6,4,4]
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Raze Nae' Aire, Unchained Tiefling Rogue

spacer.pngQUICK STATS:  AC=22, Touch=14, FF=18 / HP=23/31 / Init=4 / Saves: Fort=4, Reflex=10, Will=4

_______________________________________________________________________

"YES! Helping dispatch this beast quickly and making it a one on four fight was the entire idea!"

"That's the only reason I dropped into hand-to-hand combat to flank it."

"Thank the gods this is not real combat, or the tactics would allow the beast to suck my soul out of me!"

"But, on the positive side of things, at least it would only have been forever," Raze adds while starting to doubt whether they are in fact ready to face the challenge of the Necromancer that lay ahead.

Mechanics

 

Standard Action:

Swift Action:

Move:  

Move Action:

Free Action:

 

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)
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rolls

rapid fire vs ramad

Name
3 shots
30; 5; 16; 8; 19; 8
1d20+12;1d8+4;1d20+12;1d8+4;1d20+7;1d8+4 [18]; [18,1]; [18,1,4]; [18,1,4,4]; [18,1,4,4,12]; [18,1,4,4,12,4]
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The Story

Raisin tries to slip out of the grip of the esobak. Tripping over her own feet, she is unable to escape. Ramad moves up and smacks Nahkt. He grunts at the hit Dros slashes at him but misses.

Nakt steps back and fires 3 arrows at Ramad. Only one grazes Ramad for some damage.

 

Notes:

@Starhawk take your turn

 

Init order for Round 4: Current turns are bolded in red

Anhotep

Esobak 2 - Grappler

Round 5

Pearl

Ramad

Dros

Raze - Grappled

Nahkt

Party Status

Ramad: hero pts: 2; 32/32 hp 6nl

Anhotep: hero pts: 3; 27/27 hp : 15NL

Raisin: hero pts 2; 31/31 hp 9nl

Dros: Hero pts 2; 27/27 hp

Pearl: Hero pts 3; 26/26 hp 6NL

 

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