Terran Posted April 14 Clone Share Posted April 14 (edited) Raze Nae' Aire, Unchained Tiefling Rogue QUICK STATS: AC=22, Touch=14, FF=18 / HP=31/31 / Init=4 / Saves: Fort=4, Reflex=10, Will=4 _______________________________________________________________________ Raze simply frowns at the goings-on disliking the noise, the commotion and most of all the suggestion that she needed to be tested to determine if she could fake kill a pre-arranged opponent like a common prize fighter. Scowling, she silently nodded her assent to the foolishness, mentally resigned to showing these lazy priests some 'real up-close bladework' if they kept up with these types of worthless time-wasting activities during the undead crisis plaguing the City. Mechanics Move Action: Swift Action: Standard Action: Move: Free Action: Continuing Effects: Blessing of the Watch: (+1 morale bonus on attack rolls and on saving throws against fear effects) Edited April 14 by Terran (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Rakle Posted April 14 Author Clone Share Posted April 14 The Story Nakt glares at Pearl's outburst. Then he smirks at Ramad's challenge. Ptemenbib stares at Ramad in disbelief. Nakt first addresses Sebti. . "I can see why you hired them. Brave and aggressive but not particularly bright. She looks horrified at the turn of events. Then he responds to Ramad. " I accept your challenge. We will exclude the vanth to keep things from getting silly." .Then he tells one of his attendants to bring both hounds to the training room. "Please follow me, we will use the training room. It is empty since my men are busy with the undead." Notes: @Starhawk @Steel Warrior @dhemon @Eborne1 @Terran We will be handling this fight a little differently. Everyone ROLL initiative. Party Status Ramad: hero pts: 2; 32/32 hp Anhotep: hero pts: 3; 27/27 hp Raisin: hero pts 2; 31/31 hp Dros: Hero pts 2; 27/27 hp Pearl: Hero pts 3; 26/26 hp Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Eborne1 Posted April 14 Clone Share Posted April 14 (edited) Madame Zelda "Pearl" Mordeaux Lv. 4 Goblin Shadowcaster Wizard "Oh Lords of Shadow," Pearl says rolling her eyes. "Let us get this silly charade over with!" She marches after the priest to the training room. OOC Initiative = 16 For info on Esoboks Knowledge Planes = 27 Knowledge Nature = 16 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 April 14 by Eborne1 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Initiative 16 d20+3 13 Planes 27 d20+9 18 Nature 16 d20+8 8 Link to comment Share on other sites More sharing options...
Terran Posted April 14 Clone Share Posted April 14 Raze Nae' Aire, Unchained Tiefling Rogue QUICK STATS: AC=22, Touch=14, FF=18 / HP=31/31 / Init=4 / Saves: Fort=4, Reflex=10, Will=4 _______________________________________________________________________ Raze frowns as she quietly thinks to herself, I wish I had time to resharpen my blades and restring my bow before this faux fight of follies begins, but of course that won't happen. As the group is lead toward the training room, the rogue asks the priests in a serious tone so she understands the rules, "Are we supposed to use our expendable resources like we would in the field, such as a potion in this exercise?" Mechanics Move Action: Swift Action: Standard Action: Move: Free Action: Continuing Effects: Blessing of the Watch: (+1 morale bonus on attack rolls and on saving throws against fear effects) Name xDiceName xDiceResult xDiceString xDiceRolls Initiative 14 1d20+4 10 Link to comment Share on other sites More sharing options...
Starhawk Posted April 14 Clone Share Posted April 14 (edited) Anhotep, Blossoming Light Cleric of Khepri AC 22 (Mage Armor and Shield) so 22 HP 26/27 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 2d6 (2d6+6 vs undead) no channel resistance * Copycat (Move Action) 6/6 4rnd duration single mirror image Orisons Enhanced Diplomacy, Detect Magic, Light, Resistance 1st level spells Carrion Compass 1, Ears of the City 1, Invisibility to Undead 1, Blessing of the Watch (used) 1, Pearl 1 2nd level spells (3) Drunkard's Breath 1, Protection from Evil (Communal) 1 (used), Burst of Radiance 1 SLA Daylight Wand of Protection from Evil (38/50) charges Wand of Cure Light Wounds (45/50 charges) Wand of Cure Light Wounds (18 charges) -2 this post Wand of Lesser Restoration (10/9/8/7/6/5/4/3/2/1 charges) Wand of Shield (6/5/4/3/2/1 charges) Now +2 to use Wand of Vanish (8/7/6/5/4/3/2/1 charges) +2 to roll having been used. Pearl of Power 1st level Abilities Str 8, Dex 14, Con 12, Int 14, Wis 16, Cha 18 Condition DR5 vs acid, cold and electricity, Darkvision 60' Anhotep murmurs.. "Well that had the desired effect of making enemies, though why anyone would wish to go through life making enemies without need makes no sense to me.". He then checks his gear prior to the challenge. Actions Holding wand of shield in the left, wand of vanish in right Edited April 14 by Starhawk (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Initiative 6 1d20+2 4 Link to comment Share on other sites More sharing options...
Steel Warrior Posted April 14 Clone Share Posted April 14 (edited) 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 was actually surprised they called his bluff. He would have preferred to have gotten a chance to recover, but as in real life encounters, you often are found with your pants down. Drawing his sword he utters the divine words and is filled with wrath and prepares for a fight. Casts Spell: Wrath moral bonus +2 hit/dam 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 Edited April 17 by Steel Warrior (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Initiative 32 1d20+14 18 Link to comment Share on other sites More sharing options...
dhemon Posted April 15 Clone Share Posted April 15 HP: 27/27 | AC: 25 - FF: 22 - Touch: 13 | Fort: 7 Ref: 6 Will: 7 Spell Slots1 : 4/4 2 : 2/2 | Mental FocusAbjuration : 2/4 Transmutation : 4/5 Uninvested : 0/9 | Active EffectsBlessing of the Watch : Bless : +1 Atk & +1 Saves against Fear Blinking as things went a bit further off the rails than even he'd expected, Dros soon shrugged and followed along. If you didn't open your mouth, you didn't get to complain about how things went. Name xDiceName xDiceResult xDiceString xDiceRolls Initiative 22 1d20+5 17 Link to comment Share on other sites More sharing options...
Rakle Posted April 15 Author Clone Share Posted April 15 rolls Name xDiceName xDiceResult xDiceString xDiceRolls eso 1, eso2, dude init SyntaxError: Unexpected token , 1d20+3;1d20+3,1d20+9 correct roll 15; 4; 12 1d20+3;1d20+3;1d20+9 [12]; [12,1]; [12,1,3] Link to comment Share on other sites More sharing options...
Rakle Posted April 15 Author Clone Share Posted April 15 (edited) The Story Nanht leads the group into chamber that is fifty feet by seventy feet stone chamber. In the center of the room, stairs descend to a miniature rectangular arena. Before descending, Nahkt removes his bow. He is wearing a shiny silvery breastplate. One of the his men hands a longbow and a quiver of arrows. Moments later a man enters the room, and he followed by two esoboks. As soon the esoboks arrives, he leads them into the arena. He gestures for the Scarabs to enter the other side. "Remember this fight lasts until one side can no longer fight or no longer wishes to fight. There is no killing." Sebti and Ptmenbib along several inquisitors watch the Notes: Esoboks are psychopomp hunters designed to hunt and kill undead. When they aren't being used to hunt undead, they are used as guard dogs. Abilities: Good resistance to cold and electricity. They can pounce. If they grab an opponent with their mouths, they have the ability to pull one's soul out of the body. (Standard action when they start the turn with a grab. It allows a save). This ability paralyzes living opponents and stuns intelligent undead while the soul is out of the body. Mindless undead are instantly killed. @Starhawk @Terran Feel free to adjust your positions in the first two columns in Roll20 @Steel Warrior @Eborne1 @dhemon Feel free to adjust your positions in the first two columns in Roll20. Then You can go. Init order: Ramad Dros Pearl Esobak 1 Terran Nahkt Anhotep Esobak 2 Party Status Ramad: hero pts: 2; 32/32 hp Anhotep: hero pts: 3; 27/27 hp Raisin: hero pts 2; 31/31 hp Dros: Hero pts 2; 27/27 hp Pearl: Hero pts 3; 26/26 hp Edited April 16 by Rakle (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
dhemon Posted April 16 Clone Share Posted April 16 (edited) HP: 27/27 | AC: 25 - FF: 22 - Touch: 13 | Fort: 7 Ref: 6 Will: 7 Spell Slots1 : 4/4 2 : 2/2 | Mental FocusAbjuration : 2/4 Transmutation : 3/5 Uninvested : 0/9 | Active EffectsBlessing of the Watch : Bless : +1 Atk & +1 Saves against Fear Legacy Weapon : Bane (Humans) : 1 minute Eyeing the armored priest and his skull-headed dog monsters, Dros let out a quiet sigh. He'd almost have preferred three outsiders to two and a human. At least that way, he wouldn't have to only pick one to enchant his blade against. Deciding that odds were good that the human was going to be the more troublesome of the foes, given his confidence and apparent high rank, the half-elf ran a hand along his fauchard's blade, adding a temporary enchantment to make the blade more effective as he stepped forward. Actions Standard : Spend 1 point of Focus for Legacy Weapon, adding Bane (Humans) to the fauchard Move : 10' E Edited April 18 by dhemon (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls AOO, if triggered : Attack; Damage 12; 10 1d20+9;1d10+7 [3]; [3,3] Link to comment Share on other sites More sharing options...
Eborne1 Posted April 16 Clone Share Posted April 16 Madame Zelda "Pearl" Mordeaux Lv. 4 Goblin Shadowcaster Wizard Pearl feels like a fool at a mummers farce. She'd come to this blasted city to find lost treasure and no sooner had she arrived that the whole place flies into a panic and everyone's suddenly scrambling and fighting for their lives. Undead were ravaging the city at that very moment, and here she is, standing in that ugly room that lacks all notion of color matching and aesthetic appeal, proving to a bunch of goody goody priests that she knows how to kill stuff. Hadnt she been killing things since the day she arrived. "Ridiculous!" she utters. Pearl all but yanks a scroll from her case, the neubuck wrapped wooden lid snapping closed and without even needing to read it, recites the necessary words, causing an invisible shield of pure force to coalesce before her as the scroll crumbles to dust in her hand. OOC Cast Shield (+4 Shield Bonus) Quick Stats Madame Zelda "Pearl" Mordeaux Lv. 4 Goblin Shadowcaster Wizard Caster Level: 4 / Speed: 30 / Initiative: 3 / Perception: 5 (darkvision 60ft) DEFENSE AC: 15 [23] Touch: 15 Flat Footed: 12 HP: 26/26 FORT: 3 REFLEX: 5 WILL: 6 OFFENSE PREPARED SPELLS: STATS STR: 9 DEX: 16 CON: 12 INT: 18 WIS: 12 CHA: 10 BAB: 2 CMB: +0 CMD: 13 CONDITIONS: Mage Armor /Shield Combat Actions Free: Swift: Move: Standard: Full: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Starhawk Posted April 16 Clone Share Posted April 16 Anhotep, Blossoming Light Cleric of Khepri AC 22 (Mage Armor and Shield) so 22 HP 26/27 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 2d6 (2d6+6 vs undead) no channel resistance * Copycat (Move Action) 6/6 4rnd duration single mirror image Orisons Enhanced Diplomacy, Detect Magic, Light, Resistance 1st level spells Carrion Compass 1, Ears of the City 1, Invisibility to Undead 1, Blessing of the Watch (used) 1, Pearl 1 2nd level spells (3) Drunkard's Breath 1, Protection from Evil (Communal) 1 (used), Burst of Radiance 1 SLA Daylight Wand of Protection from Evil (38/50) charges Wand of Cure Light Wounds (45/50 charges) Wand of Cure Light Wounds (18 charges) -2 this post Wand of Lesser Restoration (10/9/8/7/6/5/4/3/2/1 charges) Wand of Shield (x/5/4/3/2/1 charges) Now +2 to use Wand of Vanish (8/7/6/5/4/3/2/1 charges) +2 to roll having been used. Pearl of Power 1st level Abilities Str 8, Dex 14, Con 12, Int 14, Wis 16, Cha 18 Condition DR5 vs acid, cold and electricity, Darkvision 60' Anhotep casts shield from a wand and becomes two Anhoteps, by using his priestly power. Actions Holding wand of shield in the left, wand of vanish in right, standard casting shield, move action copycat. Name xDiceName xDiceResult xDiceString xDiceRolls UMD roll for shield 28 1d20+17 11 Link to comment Share on other sites More sharing options...
Terran Posted April 16 Clone Share Posted April 16 (edited) Raze Nae' Aire, Unchained Tiefling Rogue QUICK STATS: AC=22, Touch=14, FF=18 / HP=31/31 / Init=4 / Saves: Fort=4, Reflex=10, Will=4 _______________________________________________________________________ Raze uses her prehensile tail to quickly draw a small glass vial and down its contents in full in one fluid action. Not sure what the others were waiting on, nonetheless the rogue decides to get the show on the road. Quickly climbing up the wall five feet directly above Anhotep, the Tiefling draws her fancy composite short bow and nocks an arrow while she moves. Once in position, Raisin smiles as she fires a non-deadly projectile at the Esock on the right side of the enemy formation. Calling to her colleagues, the burglar says in a hushed tone, "Concentrate fire on an enemy to knock one of them out of the battle quickly!" Mechanics Swift Action: Draw Potion with Tail Move Action: Drink Potion Move: Move 5 feet up wall behind Anhotep Free Action: Speak Standard Action: Attack flat-footed Escok 2 with blunt arrow (NOTE to hit is +9 for total of 18 to hit - forgot Blessing of the Watch Continuing Effects: Blessing of the Watch: (+1 morale bonus on attack rolls and on saving throws against fear effects) Edited April 17 by Terran (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Attack Human with MW Composite Short Bow 17 1d20+8 9 Bludgeoning Damage 5 1d6+2 3 Sneak Attack Damage on Flat Footed Enemy 4 2d6 1,3 Link to comment Share on other sites More sharing options...
Rakle Posted April 17 Author Clone Share Posted April 17 (edited) @Steel Warrior You are up. @dhemon Are you planning to move? ----------------- pounce vs dros 3 arrow attacks vs Anhotep if he drops before the last one, Pearl will get next arrows. -4 attack rapid shoot with deadly aim +4 dmg deadly aim Edited April 18 by Rakle (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls vs Dros bite,claw,claw 22; 20; 18 1d20+9;1d20+9;1d20+9 [13]; [13,11]; [13,11,9] vs Anhotep FF AC 13; 27; 24 1d20+10;1d20+10;1d20+5 [3]; [3,17]; [3,17,19] dmg for 2 hits 30 2d8+16 8,6 #2 pounce vs Dros 21; 15; 19 1d20+9;1d20+9;1d20+9 [12]; [12,6]; [12,6,10] Link to comment Share on other sites More sharing options...
Rakle Posted April 18 Author Clone Share Posted April 18 The Story Both Pearl and Ramad cast spells and wait at the far side of the room. Dros preps his weapon, and advances. The Firs esobak charges. Dros slashes at it and just misses. However the killer hound is unable to bypass Dros' defenses. Raze fires her bow at Nahkt and misses. Nakht fires three arrows at Anhotep. Two of them strike home, and the cleric drops before he can even use his wand. The remaining esobok charges Dros and fails to connect. Notes: @Steel Warrior @Eborne1 @dhemon Your turn. Init order for Round 2: Current turns are bolded. Ramad Dros Pearl Esobak 1 Raze Nahkt Anhotep (unconscious Esobak 2 Party Status Ramad: hero pts: 2; 32/32 hp Anhotep: hero pts: 3; 27/27 hp : 30NL Raisin: hero pts 2; 31/31 hp Dros: Hero pts 2; 27/27 hp Pearl: Hero pts 3; 26/26 hp Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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