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The Auction


Rakle

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The Story

Ramad opens the door. It opens to reveal a fifteen foot wide passage way. Fifteen feet away is a door to the north. The passageway is twenty-five long, and then it opens up to the north, and to the south. A faint murmur of voices can be heard from the the northern opening. The voices are too faint to hear the discussion or even determine how many people are involved in the discussion.

 

Notes:

@Starhawk @dhemon @Terran @Steel Warrior @Eborne1  New post

 

Party Status

Ramad: hero pts: 2; 32/32 hp

Anhotep: hero pts: 3; 27/27 hp

Raisin: hero pts 2; 31/31 hp

Dros: Hero pts 2; 27/27 hp

Pearl: Hero pts 3; / hp

 

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spacer.pngAnhotep, Blossoming Light Cleric of Khepri

AC 14 (18 Mage Armor) HP 27/27 Init +2 Fort 5 Ref 3 Will 8  Channels 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 1d6 (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 1, Pearl 1

2nd level spells (3) Drunkard's Breath 1, Protection from Evil (Communal) 1, 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 Scorching Ray (6/5/4/3/2/1 charges)

Wand of Shield (8/7/6/5/4/3/2/1 charges)

Wand of Grease (9/8/7/6/5/4/3/2/1 charges)

Wand of Vanish (9/8/7/6/5/4/3/2/1 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'

Blessing of the Watch: Each member of the company gains a +1 morale bonus on attack rolls and on saving throws against fear effects. This lasts four hours.

Anhotep watches as Ramad bypasses the first door and opens the second door. His eyebrows rise in puzzlement. Shrugging, Anhotep elects to open the closest door thinking enemies simultaneously in front of the company and closer to exit than the company was a very bad idea. "Never fight an enemy on two fronts.",he murmurs.

Actions Holding wand of shield in the left, wand of grease in the right

 

 

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


Ramad pauses as the murmuring of voices can be heard. He pauses a moment and looks to Raisin and nods, motioning if she would like to investigate the hall for potential dangers before moving on to confront the people at the end of the hallway.

He is fully ready to fight though, with sword and shield in hand.

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

 

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


Madame Zelda realizes she has next to no strategic experience at all but also an extra dose of good reason that tends to suffice in most occasions.

She thinks the Cleric's advice is sound and she offers him a curt nod of approval as she finds a good place, well back and out of the way of any pending clashes of arms.

She draws out a tiny scroll from her fine, bejeweled scroll box with a practiced hand and flips it around between long, slim, manicured, fingers.

OOC

Scroll of Grease in one hand. Nothing in the other.


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 [19] 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: None

Combat Actions

Free:

Swift:

Move:

Standard:

Full:

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Raze Nae' Aire, Unchained Tiefling Rogue

spacer.pngQUICK STATS:  AC=24, Touch=16, FF=20 / HP=31/31 / Init=4 / Saves: Fort=4, Reflex=10, Will=4

_______________________________________________________________________

Raze pauses to watch and listen when the doors are opened revealing the larger passageway which supposedly houses the prisoner to the due east at the far end of the corridor.

However, the clear sound of multiple voices also echoes up the hallway which means that it will be hard to reach the other side for those in heavy armor or loud clogging shoes without getting caught.

Thus, when Ramad motions Raisin forward, the Tiefling burglar nods affirmatively as she stows her bow and pulls a tiny mirror and ball of stick tree sap out of hidden pockets in her cloak.

Drawing a thin bladed knife in the flash of an eye from an ankle scabbard, Raze adheres the tiny mirror to the blade with the piece of sticky tree sap before sneaking quietly forward staying tight along the northern wall and watching the south as she moves.

If she spies anyone to the south, the pickpocket will immediately and silently retreat. However, if the coast is clear then she will proceed to silently move forward stopping just shy of the opening in the northern wall which she uses to stay hidden while listening to ensure that the voices are not getting any closer to her position.

Once she has determined they are not approaching, Raze will carefully extend the mirror at an angle that allows her to see the far edge of the room and then, if it's clear, she will slowly extend it further and further increases her view until she learns who and what are in the room.

After conducting her recon and unless it's obviously more strategic to wave her colleagues forward, Raisin will quietly sneak back to her prior position so she can whisper and inform the group about what she saw, heard and otherwise learned about the voices and the layout of the passageways and rooms ahead.

Mechanics

Free Action:

Swift Action:

Move Action:

Standard Action:

Move:

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
Stealth
30
1d20+13 17
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The Story

As Raisin creeps down the hallway she gets a better view of the southern room. The room contains the tops of four stone wells. Merchanical parts lie dissembled around a machine in the southeast corner of the room.

Using her mirror, she peeks around the corner. First she notices a large stone basin filled with water. Then she discovers the source of the voices. Two men dressed in studded leather armor are sitting around a small table. They appear to be discussing nothing important while they take a break.

 

Notes:

@Starhawk @dhemon @Terran @Steel Warrior @Eborne1  New post

 

Party Status

Ramad: hero pts: 2; 32/32 hp

Anhotep: hero pts: 3; 27/27 hp

Raisin: hero pts 2; 31/31 hp

Dros: Hero pts 2; 27/27 hp

Pearl: Hero pts 3; / hp

 

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


"Let's drop the lights on these two," Pearl whispers upon receiving Raze's report. "Raze, Droz and Ramad can see as well as I in the dark, I'm sure. They'll have these two in a turkey baste before they know what hit em'. Anhotep and I will watch for comers and goers."

"Any disagreements!?"

OOC

Scroll of Grease in one hand. Nothing in the other.


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 [19] 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: None

Combat Actions

Free:

Swift:

Move:

Standard:

Full:

Edited by Eborne1 (see edit history)
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spacer.pngHP:  27/27 | AC: 24 - FF: 21 - Touch: 13 | Fort: 7 Ref: 6 Will: 7

Spell Slots  | Mental Focus | Active Effects


"Works for me."
Murmuring a quiet response to Pearl's suggestion, Dros shifted down the hallway, ending next to Ramad as he waited to see if the others would agree.


 

 

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spacer.pngAnhotep, Blossoming Light Cleric of Khepri

AC 14 (18 Mage Armor) HP 27/27 Init +2 Fort 5 Ref 3 Will 8  Channels 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 1d6 (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 1, Pearl 1

2nd level spells (3) Drunkard's Breath 1, Protection from Evil (Communal) 1, 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 Scorching Ray (6/5/4/3/2/1 charges)

Wand of Shield (8/7/6/5/4/3/2/1 charges)

Wand of Grease (9/8/7/6/5/4/3/2/1 charges)

Wand of Vanish (9/8/7/6/5/4/3/2/1 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'

Blessing of the Watch: Each member of the company gains a +1 morale bonus on attack rolls and on saving throws against fear effects. This lasts four hours.

"I see fine in the black as well.", whispers Anhotep. He then turn to Ramad, grinning.. "Ramad, you sneak like a one man band. Maybe wait her until you hear them react, then charge in?"

It occurs to him then to ask Madame Zelda to use a sound illusion to bring the men to the corner, dripping water perhaps, but after taking into account the possibility that this would draw only one of the two men, he discards the notion and moves slowly up to the corner.

OOC: Anhotep moves at half speed to be silent and so would take 2 rounds to get there.

Actions Holding wand of shield in the left, wand of grease in the right

 

 

Edited by Starhawk (see edit history)
Name
Stealth
16
1d20+6 10
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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

_______________________________________________________________________

Raisin nods affirmatively and whispers to her colleagues, "Once everyone is ready to attack, give the signal and I'll quietly move across the opening and use an arrow to sneak attack them which will signal the initiation of the battle for for everyone else to attack or cast spells."

Assuming no one objects, then the Tiefling will wait until all her colleagues are assembled in position and have indicated that they are ready, especially Madame Zelda who will bring darkness to their room, to make her move to sneakily attack the foes before they know what is happening.

Then, once Anhotep gives the signal, Raisin quietly moves across the opening and launches a sneak ranged attack by firing an arrow at the closest foe but misses badly as a magical darkness falls upon the room and her colleagues rush into the chamber and engage the enemy in direct combat.

Mechanics

Free Action: Whisper

Swift Action:

Contingent Move Action: Move Silently to other side only after everyone is ready and Anhotep gives the signal if no one objects

Contingent Standard Action: Sneak Attack with Composite Short Bow to signal the initiation of the battle once signal given by Anhotep

Move:

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
Stealth Move Silently into position
23
1d20+13 10
Sneak Attack with Composite Short Bow while foe is flat footed
10
1d20+9 1
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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 humorous as the joke that slipped from Anhotep's lips were, he did regret not offering better subtlety. "Very well, I will stay far enough back to not hinder your progress."

 

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

 

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


"Splendid!" Pearl states as everyone agrees to go along with her plan. She draws out another small scroll along with a small silver coin.

"I'd like this back when you're done," she says to Ramad. She speaks a few words in that strange ashy language and the shadows around her begin to swirl and pool around the coin she holds, until the whole area surrounding her is totally enveloped in dark shadow. She tucks the coin into a fold in Ramad's pack.

"May shadow guide you, dear!" she whispers in a very grandmotherly tone before slowly moving up to join Anhotep by the corner of the hallway.

OOC

Cast Darkness on coin from a scroll. 20ft radius for 2 minutes.

Scroll of Grease held in one hand. Nothing in the other.


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 [19] 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: None

Combat Actions

Free:

Swift:

Move: move

Standard: scroll cast

Full:

Edited by Eborne1 (see edit history)
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MadameZeldaPearlBerdot.jpg.3b4510a5b78e1498fb9d35ff884478ae.jpgMadame Zelda "Pearl" Mordeaux Lv. 4 Goblin Shadowcaster Wizard


Noticing some scrutinizing looks from her colleagues, Zelda decides to alter her plan. She retrieves the coin from Ramad and places it in her scroll box to temporarily smother the darkness radiating from it . She returns to the corner.

"Okee dokee... Grease on three?" she says to Anhotep.

"1...2...3..... Hey there fellas!! We're here for your dummy prisoner!" Pearl announces, stepping out from cover and conjuring a large puddle of grease around the guards' feet.

OOC

Pearl casts grease from a scroll in a 10ft square on the ground beneath the guards' feet. DC 11 Reflex (1 min)


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 [19] 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: None

Combat Actions

Free:

Swift:

Move: move

Standard: scroll cast

Full:

Edited by Eborne1 (see edit history)
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