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The Auction


Rakle

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@Eborne1  Pearl will need to be closer since a CL1 scroll of grease only has a 25' range. Also save is DC11. Standard scrolls and wands use the minimum intelligence needed to cast the spell (11 for level 1 spell)

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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


Hustling forward, Dros plants himself in front of the others, fauchard at the ready.


 

 

 


 

Actions

Double Move : 25' E, 5' NE, 10' N

 

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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 move across to the other corner to back up Raizin, looks around.. figures there's nowwhere these two can go. Turns and gestures back at Ramad.. "Charge in Ramad."

@Steel Warrior

 

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

 

 

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dice rolls

Name
rolls
4,11,13,2,1,9
repeat(1d20,6) 4,11,13,2,1,9
reflex saves
17; 11
1d20+6;1d20+6 [11]; [11,5]
rolls
8,15,13,19
repeat(1d20,4) 8,15,13,19
javelin at pearl
13; 7
1d20+5;1d6+1 [8]; [8,6]
javelin at raisin
23; 3
1d20+5;1d6+1 [18]; [18,2]
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The Story

The men were already standing when the party comes rushing around the corner. They seem shocked that goblin woman in robes is leading the charge. Raisin fires an arrow that bounces off the back wall. Splat the floor around them is cover in grease, but neither of them tumble. They scream "ENEMIES!". They step out of the slime. Each draws and throws a javelin. One javelin goes sailing over Pearl's head, and the other goes straight towards Raisin.

 

Notes:

@Starhawk @dhemon@Steel Warrior @Eborne1  Take your turn

 

 @Terran  What is giving Raisin a +2 deflection bonus to AC?

Party Status

Ramad: hero pts: 2; 32/32 hp

Anhotep: hero pts: 3; 27/27 hp

Raisin: hero pts 2; 28/31 hp

Dros: Hero pts 2; 27/27 hp

Pearl: Hero pts 3; 26/26 hp

 

Edited by Rakle (see edit history)
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Raze Nae' Aire, Unchained Tiefling Rogue

spacer.pngQUICK STATS:  AC=22, Touch=14, FF=18 / HP=30/31 / Init=4 / Saves: Fort=4, Reflex=10, Will=4

_______________________________________________________________________

Raisin is unable to dodge the javelin which the guard threw at her, but fortunately the ranged weapon merely bounces of her left shoulder leaving only a tiny welt at the point of impact as the Tiefling's natural immunity to mundane weapons renders the bulk of the damage from the attack moot and totally ineffective.

With her prehensile tail twitching side-to-side in anticipation of the 'kill,' Raze grins broadly at the guard who attacked her, revealing rows of razor-sharp silver teeth that are commonly associated with demons, before the rogue releases another deadly arrow at the eastern-most smuggler sinking the projectile deep into his flesh in satisfying retaliation.

After her attack, the Tiefling burglar keeps one eye and her ears focused on the party's rear and side flanks as she takes a single step back and toward the east to take advantage of the corner of the wall using the stone construction as hard cover against attacks from the guard who was directly in front of her, while silently wondering why grease magic was used when the plan was to use darkness to the group's mutual advantage.

Mechanics

DAMAGE: Raisin has DR2/Cold Iron so 2 out of 3 points of damage from the javelin attack are ignored

 

Free Action: Passive Sensory Check

Swift Action:

Move Action:

Standard Action: Attack Smuggler 2 with Composite Short Bow

Move: 5-foot step as shown on map

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
Composite Short Bow Attack on Smuggler 2
27
1d20+9 18
Piercing Damage
4
1d6+2 2
Perception
23
1d20+11 12
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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, about to switch to a cure light wand, looks on with amazement a Raizin's left shoulder is barely scratched by a javelin. He reaches down, picks up the javelin and hurls it back at the closer enemy of the two, if time and circumstance allows.

 

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

 

 

Edited by Starhawk (see edit history)
Name
Javelin attack
19
1d20+5 14
Damage
1
1d6-1 2
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MadameZeldaPearlBerdot.jpg.3b4510a5b78e1498fb9d35ff884478ae.jpgMadame Zelda "Pearl" Mordeaux Lv. 4 Goblin Shadowcaster Wizard


Pearl flips open her scroll box. A blast of darkness floods forth from it. She retrieves the enchanted silver piece and tosses it toward the feet of smuggler #1. The shadowy darkness leaps across the room and jingles to a stop to the sound of a spinning coin.

OOC

Targeting 5' square in front of Smuggler #1

Grid square has AC 5 to hit but rolled a Nat. 1 for total of 6, so the coin might've skipped into an adjacent square or maybe it flew behind her... Who knows?


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)
Name
Coin toss
6
d20+5 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


Ramad moves forward and advances on the thug on the eastern wall. Using the darkness to his advantage, he strikes quickly upon contact.

Statblock

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

Judgements

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

 

Inquisitor Spells

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

 

Warpriest Spells

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

 

Name
Power Attack
19; 9
1d20+7;1d8+6 [12]; [12,3]
Reflex DC12
16
1d20+2 14
Acrobatics
2
1d20-2 4
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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


Mirroring Ramad, Dros continued forward into the darkness. Taking advantage of the cover the spell gave, the half-elf struck out at the other thug.


 

 


 

Actions

Move : 15' N

Standard : Attack Smuggler 1

 

Edited by dhemon (see edit history)
Name
Attack Smuggler 1 : Attack; Damage
28; 12
1d20+9;1d10+7 [19]; [19,5]
Crit Confirm; Crit Damage
28; 15
1d20+9;1d10+7 [19]; [19,8]
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@dhemon @Steel Warrior  You are moving into the grease spell. If you want to go into those squares, you will need to make a DC10 acrobatics check. Failure requires a DC11 reflex save to prevent falling. Failing the acrobatics check by 5 or more imeans that you instantly fall prone.

The black tentacles is the area of the darkness.

Name
stab vs Ramad
26; 6
1d20+7;1d4+4 [19]; [19,2]
crit confirm
24; 6
1d20+7;1d4+4 [17]; [17,2]
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