Rakle Posted February 24 Author Clone Share Posted February 24 The Story Needing to throw a coin a great distance, Pearl just chucks the coin as hard as she can. It sails past the target. It hits the floor and proceeds to roll until hits the back wall. The north part of the room plunges into darkness. However the one rogue is outside of the area of darkness. Dros strides into the darkness and cuts down the one rogue. Ramad strides into the grease and almost slips. He keeps his balance. He attacks and just barely misses the rogue. Anhotep throws a javelin and misses. Trying to get out of the corner, the remaining rogue steps and stabs at Ramad. The blade finds a gap in Ramad's armor. Raisin hears movement from the nearby room, and the double door flings open. Two men armed with shortswords stand in the doorway. Ten feet behind them is a man dressed like this: This man yells " What the in nine hells is going out there?" Looking at Anhotep and Raisin, he asks "Are you here for the priest? He is unharmed. Let's stop and you can have him." Notes: @Starhawk @dhemon@Steel Warrior @Eborne1 @Terran Take your turn. Party Status Ramad: hero pts: 2; 20/32 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 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Starhawk Posted February 24 Clone Share Posted February 24 (edited) Anhotep, Blossoming Light Cleric of Khepri AC 22 (Mage Armor and Shield) so 22 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) Now +2 to use 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, says nothing to this apart from "interesting". Instead, he steps back, uses one of his wands to no apparent effect, and then becomes two Anhoteps. OOC: That's a 5' step, standard to cast Shield from a wand using UMD and then activating copycat as a move action. Actions Holding wand of shield in the left, wand of grease in the right Edited February 24 by Starhawk (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Use Magic Device to cast Shield 24 1d20+15 9 Link to comment Share on other sites More sharing options...
Eborne1 Posted February 24 Clone Share Posted February 24 (edited) Madame Zelda "Pearl" Mordeaux Lv. 4 Goblin Shadowcaster Wizard Pearl appears composed on the surface but grits her pointed teeth and is smoldering beneath her calm facade. She curses in Shadow tongue as she clops over brazenly to get a better look at the newcomers. All the shadows whisper and seem to cower away from her. "WELL!?!" Pearl exclaims to the leader. "We're obviously not here to negotiate, so bring the poor lout out here already so we can be on our way...! We haven't got all day!" "RAMAAAD!!! Stop Bashing That Man Already! I can barely hear myself think!!" OOC 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 February 27 by Eborne1 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Steel Warrior Posted February 24 Clone Share Posted February 24 Ramad Khajeel Ramad 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 stops upon the request of Pearl. Choosing to wait out the effects of the grease before moving, he then tosses the darkness a short distance to the south in order for the group to properly see one another. "Interesting to see diplomacy at a time such as this." he says. "Very well." 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 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: 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 xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Terran Posted February 25 Clone Share Posted February 25 (edited) Raze Nae' Aire, Unchained Tiefling Rogue QUICK STATS: AC=22, Touch=14, FF=18 / HP=30/31 / Init=4 / Saves: Fort=4, Reflex=10, Will=4 _______________________________________________________________________ Raisin was actively monitoring the party's rear and side flanks even after the skirmish with the pair of smugglers had broken out and she had begun attacking, after all old habits were just so hard to break. Thus, the Tiefling is not surprised when the doors are opened to reveal two thugs and an approaching individual who claims to be the boss, which fortunately allows the burglar to control her instinct to strike and instead allow her colleagues the chance to 'talk.' However, when Anhotep divides himself into multiple images and Zelda approaches the newcomers with the intent to negotiate, Raze takes the hint and simple stows her bow in a show of good intentions for the temporary truce. However, such an act of cooperation was merely for show as the rogue chose to try and gain a psychological edge while changing battle tactics as she grins while nodding affirmatively before stepping around the corner and drawing a razor-sharp rapier with her right hand and a tiny potion from her fancy bandolier with her prehensile tail once she is out of sight. Now positioned to secretly sneak attack should events go sour from behind the cover of the wall, Raisin curls her tail bringing the potion down to her lips allowing her down the concoction which pumps up her internal strength several fold as she readies for the worse or a signal from the party's resident cleric, Anhotep, to attack. Mechanics Free Action: Draw Weapon as part of a move action Swift Action: Draw Strength Potion with Prehensile Tail Move Action: Standard Action: Drink Strength Potion Move: 10 feet as shown on map Continuing Effects: Blessing of the Watch: (+1 morale bonus on attack rolls and on saving throws against fear effects); Strength Potion (+4 Strength for 3 minutes) Edited February 28 by Terran (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
dhemon Posted February 27 Clone Share Posted February 27 HP: 27/27 | AC: 24 - FF: 21 - Touch: 13 | Fort: 7 Ref: 6 Will: 7 Spell Slots1 : 4/4 2 : 2/2 | Mental FocusAbjuration : 4/4 Transmutation : 5/5 Uninvested : 0/9 | Active EffectsBlessing of the Watch : Bless : +1 Atk & +1 Saves against Fear Pausing as the situation seemed to go toward verbal diplomacy instead of bladed, Dros eventually shrugged slightly. Bloody fauchard held (relatively) at ease on his shoulder, the half-elf strolled out of the darkness, moving south and toward the gathering, where he came to a halt in a location that left him able to cover the others. From his new position, he peered curiously at the boss of the thugs, trying to identify what he was, as well as get a sense of if there was any reason to try to capture him alive other than an oddly fancy bit of headgear. Actions Double Move : 15' S, 15' (20') SE Knowledge (Local) to identify Bossman's race Name xDiceName xDiceResult xDiceString xDiceRolls Knowledge (Local) 11 1d20+5 6 Link to comment Share on other sites More sharing options...
Starhawk Posted February 27 Clone Share Posted February 27 Anhotep, Blossoming Light Cleric of Khepri AC 22 (Mage Armor and Shield) so 22 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) Now +2 to use 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, happy to negotiate until the darkness coin could be brought up to the point where the area would encompass the boss man and his lackeys upon being unveiled, finds he has to physically separate his teeth with his tongue to stop them from grinding. This lot's reputation preceeded them, so.. whatever happened, combat was coming and he hoped right soon. He hoped against hope that Ramad wouldn't use the flat of his blade. He had more than enough healing to ensure those that got dropped didn't die, well unless they got really unlucky. He swaps a wand for another. Actions Holding wand of shield in the left, wand of scorching ray in the right Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Starhawk Posted February 27 Clone Share Posted February 27 Anhotep sees the bandit Dros hammered still breathing. He casually casts Stabilize to prevent him from dying. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Rakle Posted February 27 Author Clone Share Posted February 27 The Story Another man armed with a shortsword, exits the room and lines up shoulder to should with the other men. Then their boss exits the room. He points to the southwestern well. "He is down there.". From her vantage point, Pearl can see a coiled rope ladder tied to the old metal works next to the dry well. From overhead, a concealed soft voice announces. "I can see him!. His arms appear to be bound. " The leader shrugs at the announcement "Couldn't have him sneaking off. Take him, we won't stop you. We were never going to hurt a priest of Pharasma. We just wanted some insurance if they decided to make a move against us. " he explains. Notes: @Starhawk @dhemon@Steel Warrior @Eborne1 @Terran What now? Party Status Ramad: hero pts: 2; 20/32 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 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Steel Warrior Posted February 27 Clone Share Posted February 27 Ramad Khajeel Ramad 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 positions himself between the thugs and the prisoner they were here to rescue. He makes no offensive action, but he ensures that anyone helping the prisoner isn't suddenly attacked and has to go through him first. "It is good we were able to solve this issue amicably." he says, "To let you know, the guards outside were injured when they confronted us, I instructed them to head to the temple due to the undead outbreak." Ramad decided to try this approach, in order to give the two guards a chance to get their stories straight. 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 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: 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 xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Eborne1 Posted February 27 Clone Share Posted February 27 (edited) Madame Zelda "Pearl" Mordeaux Lv. 4 Goblin Shadowcaster Wizard "Yes, yes, yes..." Pearl says dismissively, waving off the boss man as she moves around to where she can better view the prisoner and scrutinize the well. "Ummm, not to seem ungrateful for your cooperation..., Pearl continues, "but... did we put the dumb-headed priest down here in the well?!? Because I don't remember us putting any dumb priests down in any wells...," she says as she squints to get a better look at the prisoner. "And to be perfectly blunt..., Well... Traps!! You know!?! They just have a certain feel about them. And as it stands.... None of us here trusts any of you as far as we can throw you, despite that Ramad there can probably throw you pretty far... So, since one of YOUR lot put the dumb head down in the well, I'm sure WE would all feel a lot better if you would just send one of your lackeys down there to fetch him back up here for us. This way, nothing untoward unfolds and Ramad doesn't have to throw any of you down in any of these other wells before we leave. Okee Dokee?!?" Pearl states more as an order than a question. OOC Perception Check into well = 23 Pearl readies an action to Cast Magic Missiles at any hostile threats. 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: Ready Action Spell Full: Edited February 27 by Eborne1 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Perception 23 d20+5 18 Link to comment Share on other sites More sharing options...
Starhawk Posted February 28 Clone Share Posted February 28 Anhotep, Blossoming Light Cleric of Khepri AC 22 (Mage Armor and Shield) so 22 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) Now +2 to use 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, normally the speaker for the group, finds himself revelling in the irritating maladroitness that Madame Zelda brings to the parley. The way she talks down to the leader, perhaps consciously, but he was thinking reflexively, was just what was needed. Word on the street was that this lot broke deals and murdered their counterparts all the time. Thus, he found himself itching to put them down.. for the greater good, plus to derive satisfaction from doing so. Zelda's request that Pharoah Mask.. I wonder what that does?.. send one of his thugs to pull the priest up was clever. He quietly wondered as his mirror image wore off while all this was going on, how far Pharaoh Mask could be pushed so as to end the parley. However, get the priest out of the well first. Actions Holding wand of shield in the left, wand of scorching ray in the right Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Rakle Posted February 28 Author Clone Share Posted February 28 The Story "mmm" is a the only response that the boss man has to news about the two fail guards. Disappearing is probably a wise choice for them. The still standing man from the darkness ambush slow wanders into the room and into sight. The leader points at him and then at the well. "Go free the priest. ". Glumly the man shuffles over to the dry well. Tossing the ladder down the hole, He slowly climbs down to the priest. Once down there, he quickly cuts the rope around the priest's hands , and removes the gag. Ptemenib yells up "Thank-you." as he starts to climb up the rope. The other man follows his up the rope. As he gets to the top, he is about to say something to Pearl when he notices the standoff occurring to the northeast. "What about my possessions? he asks the leader. Looking at the man that just climbed out of the well, the leader tells him "Go get them". The man starts heading to the room that's next to the masked man. Notes: @Starhawk @dhemon@Steel Warrior @Eborne1 @Terran What now? The stand-off continues. We are out combat now since this segment of activity took a couple of minutes to complete. Combat only activities such as ready actions cannot be used. Party Status Ramad: hero pts: 2; 20/32 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 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Eborne1 Posted February 28 Clone Share Posted February 28 (edited) Madame Zelda "Pearl" Mordeaux Lv. 4 Goblin Shadowcaster Wizard Feeling gratified as always when people do as they are told, Pearl stands, non-chalalantly fixing a small blemish on one of her long, manicured nails with her typical self-aggrandizing expression as if everything were just as she'd expected. She patiently awaits the foolish priest's gathering of his things and for Anhotep's indication of the group's next move. OOC 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 February 28 by Eborne1 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Starhawk Posted February 28 Clone Share Posted February 28 Anhotep, Blossoming Light Cleric of Khepri AC 22 (Mage Armor and Shield) so 22 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) Now +2 to use 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, wonders what will happen to the above ground guards now that Ramad had told their boss that those guards of his had somehow managed to avoid serious injury. It did seem to him to be a betrayal of the company's.. i.e. his word, that they'd come out of this better than they'd come in. Garotte or knife? He is still grinding his teeth somewhat.. irritated that he'd wasted one of only eight charges on his Wand of Shield for a fight that never happened. He waits patiently for the priest to return, but is under no illusions that to turn their back on this one risked that back sprouting a blade. Unfortunately for Mask Face, your reputation garnered you the reaction you deserved and this one's reputation was so elevated as to be subterranean. So, Anhotep waits for the priest to return with his stuff.. then things would kick off. Actions Holding wand of shield in the left, wand of scorching ray in the right Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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