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The Auction


Rakle

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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


As he was finishing up his meal, he overheard some of the conversation and realized that he would have to pay extra close attention to strangers they meet. Especially the one that poisoned his own members and the group that attacked the Scorched Hands.

He leans in and whispers, "Know anything about the Sorched Hands incident?"

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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 is happy to explain.. "The Scorched Hand were the company we found on our assigned site. We asked them to leave politely and their leader, who had been in her asking about temple sites the previous night, decided she would rather insult us and fight. So, we fought, and she died. Their scout made a run for it, so we have no idea who he is, but I imagine the Pharasmans do. The other two we captured and released. I believe they were grateful to leave with their lives, since they were lovers and one of them had to be brought back from the brink of death, by us. Those two assured us they would be leaving town. We left a report with the Pharasmans. We had to fight to get to our site as well, but that didn't go well for our attackers either."

 


 

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


At first, Ramad was curious about the response, but with a nod, he agreed that was the best outcome and not all rumors are true, as obviously the whispers around the tavern have been spreading like wildfire.
"I see no issue with that." he says simply. "You showed mercy as well, they should be grateful for their lives." Tapping his longsword, "I may not hat been so merciful if one of my own had perished or had been heavily injured."

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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 evinces a ghost of a smile.. "It's not a fight I'll ever boast about. I'm in the undead killing business, not the talented wizardess killing business. It was a waste, and it saddens me that she pushed us to it. And yes, if things had gone a little bit differently, some of us might not have made it back here.", he says apparently with complete sincerity.

"I caught her with a poisonous mist and she vomiting like it was going out of fashion, then I got lucky and tripped her with my longspear, and I mean really lucky. If she'd been able to move away until she got her stomach back......", he doesn't detail what would've happened.

I'm an undead creature's nightmare and the best healer in this tavern, but against other things I'm weak, Raisin's arrows will take down a boar, but we've got no-one up front, so we'll have great need of your sword and your skill at using it."

 


 

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The Story

The next day is spent is freetime until late afternoon. Packing up the valuable goods that need selling, the Blue Scarabs head over to the Canny Jackal. It seems that the auction has become common knowledge over the last day or two. The street in front of the auction house is filled with hawkers and vendors of all sorts. The city watch tries to keep the street from getting too crowd, but mostly they just keep people away from the steps of Canny Jackal.

The exterior of the Canny Jackal has the appearance of classical Osirion architecture. A couple of statues stand by the stairs going up to ornately carved wooden doors. The adornments on the walls are expensive but tasteful. The type of place that appeals to old money.

Two nicely dressed attendents greet the Scarabs. They quickly look over the group's invite, and they explain. "Refreshments are located on your left as you enter. Any items to be registered for the auction can be taken to the auction team at the foot of the stage."

Entering the doors, the Scarabs finding thems in a small upscale theater. High ceilings allow the daytime heat to rise away from the floor. Fourty feet ahead is a small stage. Quality wooden chairs with plush cushions fill the auditorium area. Twenty five feet to your left is a lounge are that has a buffet table set-up with a various selection of delicies to be sampled. To your right is another lounge area.

It doesn't take too much effort to identify the potential buyers from the adventurers. Most of the merchants have a body guard or two and least a couple of attendants with them. Even before the auction has begun, some haggling and sales are already occurring. The Blue Scarabs register the items that need to be sold at the auction.

Will the group do anything while waiting for the auction to begin?

 

Ooc

The group's valuable sales and purchases would be made during the auction. Smaller sales and purchases could have been made before the auction.

The group can mingle. Or enjoying the refreshments and waiting is fine too.

Party Status

Ramad: hero pts: 3; 32/32 hp

Anhotep: hero pts: 3; 27/27 hp

Miriya: hero pts: 3; 32 /32  hp

Raisin: hero pts 2; 31/31 hp

Harsa: Hero pts 2; 18/18 hp

 

 

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The Story

Grabbing some refreshments ( the spice wine is good. So are cheese stuff figs, and the onion stuffed squid. The ancient honeycomb is interesting). Many hours later (maybe a hour before midnight), the auction is over. The crowd has thinned as the action is over. Everyone is by the stage to complete finalize the settlement of their accounts. The Scarabs have sold everything that they wanted to sell, and purchased what they wanted. Storing their cash and/or purchases, the Scarabs are about ready to head back to the inn.

A muffled "Hellllpppp" is screamed from outside the front doors. Frantic banging can be heard as someone or rather numerous someones start banging on the door. Two attendants hurry over to the doors when they are suddenly bowed over as the doors explode open as a group creatures push their way into the auction house .

image.jpeg.2591c39ccda6378336c0942ffc4e4065.jpeg

 

 

All of the creatures look to be in a various stages of decay. . .zombies. But is it just zombies?

Ooc

Due to looming to MW blackout. I don't know if I will be fully ready before it happens. I will give an update when everyone can start posting.

Party Status

Ramad: hero pts: 3; 32/32 hp

Anhotep: hero pts: 3; 27/27 hp

Miriya: hero pts: 3; 32 /32  hp

Raisin: hero pts 2; 31/31 hp

Harsa: Hero pts 2; 18/18 hp

 

 

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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 samples everything on offer. The figs, he could attest with authority, being a priest n' all, were divine. The wine was good, but from experience he knew he had to put the heavy stuff on the bottom of his stomach and the liquids on the top, or risk vomiting. Eat first then drink was one of his watchwords, even if it amounted to several words, but who was counting? The onion stuffed squid was lovely, and also rubbery, especially if one had a lisp. The auction was fun, though since he was marshalling his funds for a larger, later purchase he didn't get to use his paddle. Maybe later with my girl? , he thinks looking around for her. All in all it was more than satisfactory interlude. Then when he thought the evening was winding down, in came the gate crashers. Just when I thought the night couldn't get any better., he thought to himself, seeing that they seemed to be undead, which certainly played to his strengths. He recalled that a philosopher had once said that 'the measure of a man could be found in what he did with power'. While he didn't think this was in fact meant as sex advice for an amorous priest, he was more than willing to prove he could 'measure up'. Grinning fiercely he stepped back and channeled positive energy, catching the first wave through the door.

And then there's two of him, one illusory obviously, but which one?

OOC: Single Mirror Image Activated using Copycat

Edited by Starhawk (see edit history)
Name
Channel Positive Energy to kill undead DC16 for half with no channel resistance
16
2d6+6 6,4
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The Story

 

image.jpeg.2591c39ccda6378336c0942ffc4e4065.jpeg

 

 

The two look bloodied and unconscious but not dead. The undead ignore them for moment as they spot living buffet at the other end of the auditorium. They move to attack.

@Starhawk  @saithor @Steel Warrior @Terran @theredshirtwholive  Go!

Round 1

Party

Undead

NPCs

Round 2

 

Map Notes: Room with the yellow doors: Business office. Doors are currently closed. People have been going in and out of the room the entire night so everyone has seen inside it. Room with the orange doors appears to storage/staging area. Party member have only caught glimpse of the interior. Red squiggle doors are currently useless due to damage.

Everyone should be able to move their tokens on Roll20. https://app.roll20.net/join/12170257/GOEbLA. If not, please let me know.

Party Status

Ramad: hero pts: 3; 32/32 hp

Anhotep: hero pts: 3; 27/27 hp

Miriya: hero pts: 3; 32 /32  hp

Raisin: hero pts 2; 31/31 hp

Harsa: Hero pts 2; 18/18 hp

 

 

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Ramad Khajeel

As5nYC0.jpg.2fdf22b0607fb439fb54e01059a28772.jpgRamad 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


Ramad was quick to spring into action, he moved to block the doorway to prevent too many undead from pressing through the entrance. Initiating his blessing of fire, he quickly swings down upon the first undead. "May your soul be cleansed by the flame."

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] 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

 

 

Name
Attack
28
1d20+8 20
Damage+fire
5; 2
1d8+4;1d4 [1]; [1,2]
Crit
26
1d20+8 18
Crit Damage
5
1d8+4 1
Initiative
17
1d20+14 3
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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.pngHarsa bites back a scream as the undead shuffle forward. No, please, no more ghouls! She doesn't even have the wherewithal to check what kind of creatures they are as her hands move, her mouth speaking quickly rehearsed words. Strands of sticky gossamer burst from the ground, descending and spraying all over the floor below, gumming up the entire lot of them.

 

 

OOC

Harsa will cast Web, using one of her 3 level 2 spells for the day. She will center it on Z2, and everything within a 20 foot radius will need to pass a DC 16 (10+Spell Level 2+Int modfier 4) Reflex save is Grappled as per Web

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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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

_______________________________________________________________________

Raze Nae' Aire sat quietly with her colleagues during the auction, content to silently enjoy the various delicacies and foodstuffs provided gratis by the hosts of the event, after all she did not have the funds needed to compete with the various bidder attending the sale of historical and magical oddities.

After the auction was over and the crowd began to thin, the Tiefling's belly was full and she found herself desirous of getting a good night's sleep but for now would wait for her 'friends' to all leave together, with the possible exception of Anhotep who seemingly has other night-time plans from time to time.

Suddenly, cries for help and a banging ring out causing the rogue to instinctively draw her fancy composite short bow and nock a razor-sharp metal tipped arrow in the flash of an eye! Next, Raisin sneakily fires the arrow on the zombie on the far-left side of the unholy formation since that foe is closer to other living humanoids than the other threats who have invaded the chamber and is still flat-footed.

After releasing her shot, the Tiefling burglar quickly cuts through and behind the crowd climbing up into the bidding platform which she plans to use as a makeshift archery platform against these insidious abominations of nature. Once in position, Raze nocks another arrow as she prepares to fire at the attacking zombies as soon as she can again.

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

DM - Please note that the attack roll is 18 not 17. I accidently forgot the +1 to hit from Point Blank Shot Feat. Also, if the foe is an Outsider, then the sneak attack damage increases by +2.

Free Action:  

Swift Action:  

Move Equivalent Action:  

Standard Action:  Attack Zombie Z5

Move: Move up on to Bidding Platform

 

Edited by Terran (see edit history)
Name
Sneak Attack Z5 with MW Composite Short Bow
17
1d20+8 9
Piercing Damage
6
1d6+2 4
Sneak Attack Damage and Point Blank Shot Feat
13
2d6+1 6,6
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The Story

 

image.jpeg.2591c39ccda6378336c0942ffc4e4065.jpeg

 

 

Anhotep unleashes a wave of healing that turns four zombies into ash, and seriously hurts three more. Ramad unleashes a graceful slash that drops one of the wounded zombies. Raisin fires an arrow into one for slight damage. Blop. An explosion of gooey white strands covers the zombies and much of the room.

In the chaos, the people at the back of the room hustle onto the stage and away from the webs and zombies. On the left flank, a bodyguard leads a merchant to the intact door. He opens the door to escape. On the right flank, an adventure opens the door to the offices while the servant managing the buffet cowers in fear. The two injured servants continue to bleed out.

One of the zombies avoids the initial mess of spiderwebs. He moves towards to the right, and immediately gets stuck. The other two tear and rip themselves free.

@Starhawk  @saithor @Steel Warrior @Terran @theredshirtwholive  Go!

Round 2

Party

Undead

NPCs

 

 

Map Notes: Yellow diagonal lines by the doors indicate open doors. I placed the web so it wouldn't hit any of the party members. The white fireball is the web. Reminder: The zombies have cover (+4 AC) from any ranged attacks.

Party Status

Ramad: hero pts: 3; 32/32 hp

Anhotep: hero pts: 3; 27/27 hp

Miriya: hero pts: 3; 32 /32  hp

Raisin: hero pts 2; 31/31 hp

Harsa: Hero pts 2; 18/18 hp

 

 

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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.pngMore than a little embarrassed over webbing a group of undead only for another member of the group to disintegrate just as easily, Hasra points at one of the remaining zombies. "Ista Frivar!" A blinding white ray crosses the distance between her and the undead, aimed directly at it's head. She watches in mute horror as it passes a foot to it's right and instead hits the wall.

 

 

OOC

Harsa will cast Ray of Frost targeting Z7

Spells Prepared

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

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

 

 

 

Edited by saithor (see edit history)
Name
Attack with Ray of Frost
7
1d20+3 4
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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, or rather both Anhoteps, pause.. There didn't seem to be much further danger in the situation and channeling again would take the chance to shine from other members of the company. He contented himself to moving to a better location, over by Rama and channeling to heal the downed attendant. It didn't have the effect he'd hoped for, but at least he wouldn't die.

Edited by Starhawk (see edit history)
Name
Channeling to heal
3
2d6 1,2
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