Steel Warrior Posted April 28 Clone Share Posted April 28 Kero Swiftfoot Kero Swiftfoot HP: 80/80 Saves: Fort 3, Ref 11, Will 4 AC: 24, 17(touch), 18 (flat-footed) Initiative: 5, Speed: 30 Perception: +15 Kero waits for the others to begin the process of holding the staff, and once he feels comfortable, he slips his hand into Halgana's strong grip and smiles in her direction and whispers, "I.f.f.f I may." Statblock [URL=/sheets/?id=2812605][B][SIZE=+1]Kero Swiftfoot[/SIZE][/B][/URL] Male Neutral Good Halfling Rogue, [B]Level[/B] 8, [B]Init[/B] 5, [B]HP[/B] 80/80, [B]Speed[/B] 30 [B]AC[/B] 24, [B]Touch[/B] 17, [B]Flat-footed[/B] 18, [B]CMD[/b] 19, [B]Fort[/B] 4, [B]Ref[/B] 12, [B]Will[/B] 5, [B]CMB[/B] +4/-1, [B]Base Attack Bonus[/B] +6/+1 [B] +1 Rapier [/B] +13/+8 (1d4+5, 19-20/x2) [B] Bombs [/B] +13 (4d8+3, x2) [B] Combat Scabard [/B] +12 (1d4, x2) [B] Mithral Shirt +1[/B], [B] +1 Buckler[/B] (+5 Armor, +2 Shield, +5 Dex, +1 Size) [B]Abilities[/B] Str 8, Dex 20, Con 12, Int null, Wis 14, Cha 10 [B]Condition[/B] . [B]Languages:[/B] Common, Abyssal, Celestial, Draconic, Dwarven, Elven, Gnomish, Goblin, Halfling, Infernal, Necril, Orcish, Terran [B]Skills: [/B] Acrobatics 21, Appraise 10, Bluff 10, Climb 6, Craft Alchemy 20, Disable Device 18, Escape Artist 11, Arcana 4, Dugeoneering 7, Engineering 4, History 4, Local 7, Nature 4, Nobility 4, Religion 4, Linguistics 14, Perception 15, Sense Motive 9, Sleight of Hand 16, Spellcraft 4, Stealth 25, Swim 7, UMD 10 [B]Traits:[/B] Blood of Dragons (low-light vision), Social: Wanderlust [B]Feats: 1st:[/B] Dodge (Bonus), [ooc="Shikigami Style"]• [B]Prerequisite(s):[/B] Catch Off-Guard or Throw Anything. • [B]Benefit(s):[/B] While in this style, you deal damage with improvised weapons as if they were one size category larger. For every style feat you have that lists Shikigami Style as a prerequisite, treat the improvised weapon as an additional size category larger, to a maximum of three sizes larger than its actual size.[/ooc], [B]3rd:[/B] [ooc="Improvisational Focus"]• [B]Prerequisite(s):[/B] Catch Off-Guard or Throw Anything, base attack bonus +1. • [B]Benefit(s):[/B] You gain a +1 bonus on attack rolls you make using an improvised weapon. You are considered proficient with the improvised weapon and are considered to have Weapon Focus with improvised weapons for the purpose of meeting the prerequisites of feats that specifically select a weapon, such as Weapon Specialization. • [B]Special:[/B] Thrown splash weapons are not considered improvised weapons for the purposes of this feat.[/ooc], [B]5th[/B] [ooc="Shikigami Mimicry"]• [B]Prerequisite(s):[/B] Catch Off-Guard or Throw Anything, Shikigami Style. • [B]Benefit(s):[/B] While in Shikigami Style, you can take a –2 penalty on attack rolls to treat an improvised weapon as if it had one of the following weapon special qualities until the start of your next turn: blocking, brace, disarm, distracting, nonlethal, performance, or trip. If the weapon has the fragile special quality or broken condition, you can treat it as if it had the jagged special quality.[/ooc], [B]6th:[/B] [ooc="Close-Quarters Thrower"]• [B]Prerequisites:[/B] Dex 13, Dodge, Weapon Focus with selected thrown weapon. • [B]Benefit:[/B] Choose a type of thrown weapon. You do not provoke attacks of opportunity for making ranged attacks using the selected weapon. If you are an alchemist, and you select this feat and choose alchemist bombs, you do not provoke attacks of opportunity for the process of drawing components of, creating, and throwing a bomb. Normal: Making a ranged attack provokes attacks of opportunity.[/ooc] (class), [B]7th:[/B] [ooc="Shikigami Manipulation"]• [B]Prerequisite(s):[/B] Catch Off-Guard or Throw Anything, Shikigami Mimicry, Shikigami Style, Use Magic Device 5 ranks. • [B]Benefit(s):[/B] While using Shikigami Style, you can treat any magical item you’re using as an improvised weapon as if it granted an enhancement bonus on attack and damage rolls equal to the item’s caster level divided by 4 (minimum +1), to a maximum bonus of +5. • [B]Special:[/B] A character with this feat and Equipment Trick who uses magical equipment to perform a trick can add a bonus equal to the item’s caster level divided by 4 (minimum +1) on skill or combat maneuver checks attempted as part of the trick.[/ooc] [B]Class Abilities: 1st:[/B] Finesse training, sneak attack +4d6, trapfinding (+4 DD/Perception) [B]2nd:[/B] [ooc="Chemical Weapons (Ex)"]At 2nd level, an underground chemist is able to retrieve an alchemical item as if drawing a weapon. She adds her Intelligence modifier to damage dealt with splash weapons, including any splash damage. She adds 1/2 her level to Craft (alchemy) checks. This ability replaces evasion.[/ooc], Talent: [ooc="Bomber (Su)"]Benefit: A rogue with this talent can make a number of bombs per day equal to her Intelligence modifier (minimum 1). These bombs act as alchemist’s bombs, except they deal damage equal to the damage dealt by the rogue’s sneak attack (the rogue doesn’t add her Intelligence modifier to this damage).[/ooc] 4d4+3 3/day [B]3rd:[/B] [ooc="Danger Sense (Ex)"]At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).[/ooc] +2 [B]4th:[/B] [ooc="Debilitating Injury (Ex)"]At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt. * [B]Bewildered:[/B] The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8). * [B]Disoriented:[/B] The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8). * [B]Hampered:[/B] All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step. * These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.[/ooc], [ooc="Precise Splash Weapons (Ex)"]At 4th level, an underground chemist can deal sneak attack damage with splash weapons. The attack must be her first attack that round, qualify for dealing sneak attack damage (such as against a flat-footed target), and be directed at a creature rather than a square. This ability replaces the rogue talent gained at 4th level.[/ooc], [ooc="Scout's Charge (Ex)"]At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability. This ability replaces uncanny dodge.[/ooc] [B]5th:[/B] [ooc="Rogues Edge (Ex)"]At 5th level, a rogue has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well. * [B]Stealth:[/B] [B]5 Ranks:[/B] Reduce the Stealth penalty from sniping by 10. [B]10 Ranks:[/B] Stealth check penalties for moving quickly are halved, including the ability unlocked at 5 ranks, moving full speed, and reaching concealment after creating a distraction. [B]15 Ranks: [/B]If you attack after successfully using Stealth, your target is denied its Dexterity bonus against all attacks that you make before the end of your turn. [B]20 Ranks:[/B] If you attack after successfully using Stealth, your target is denied its Dexterity bonus against all attacks that you make before the beginning of your next turn.[/ooc] Stealth 6th: Rogue Talent: Feat (close quarter's thrower), 8th: [ooc="Skirmisher (Ex)"]At 8th level, whenever a scout moves more than 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat-footed. If the scout makes more than one attack this turn, this ability only applies to the first attack. Foes with uncanny dodge are immune to this ability. This ability replaces improved uncanny dodge.[/ooc], Rogue Talent: Bomber's Discovery ([ooc="Demolition Charge"]Benefit: When the alchemist creates a bomb, he can choose to have it deal damage to an object as if by a sunder combat maneuver. If the item is worn or held by an opponent, the item is considered the direct target, and the wearer/holder takes splash damage from the blast. If the object is unattended, a demolition charge deals an additional 2d6 points of damage on a direct hit. This bonus doesn’t affect the bomb’s splash damage.[/ooc]) [spoiler=Inventory]+2 Mithral Shirt 5100 Gp +2 Buckler 4,155 Gp +1 Rapier 2,320 gp MW Silver Dagger 322 gp Wooden Stake x4 Combat scabbard 1 gp Handy Haversack 2,000 gp heavyload Belt of Incredible Dexterity +2 7,000 Gp Gloves of Improvised Might 4,000 Gp (Returning) Cloak of Elven Kind + Muleback Chords 4,000 gp Boots of Elven Kind 2,500 gp Ioun Torch 75 Gp Traveler’s Any-Tool x2 500 Gp Thieves Tools 100 gp Kit, alchemist’s 40 Gp Kit, alchemy crafting 25 gp Wooden Stake (x5) Bedroll Belt pouch Caltrops Candles (5) Chalk (5 pieces) Flint and steel Glass cutter Mess kit Sack x2 Candle Wick (1 GP) {AEG}: 150' total Fishing Tackle (20 GP) {AEG} 5lbs: Fishing gear, +1 Fishing 11' Expandable Pole {AEG} (5 GP) 1lb Silk rope (50 ft.) Grappling Hook trail rations (5 days) Waterskin potatoes carrots salt .5lb pepper .5lb Mule 8 gp Saddle 10 gp Saddlebags 4 gp Feed 4 days 2 sp 32,164 Gp[/spoiler] Kero Swiftfoot Male Neutral Good Halfling Rogue, Level 8, Init 5, HP 80/80, Speed 30 AC 24, Touch 17, Flat-footed 18, CMD 19, Fort 4, Ref 12, Will 5, CMB +4/-1, Base Attack Bonus +6/+1 +1 Rapier +13/+8 (1d4+5, 19-20/x2) Bombs +13 (4d8+3, x2) Combat Scabard +12 (1d4, x2) Mithral Shirt +1 , +1 Buckler (+5 Armor, +2 Shield, +5 Dex, +1 Size) Abilities Str 8, Dex 20, Con 12, Int null, Wis 14, Cha 10 Condition . Languages: Common, Abyssal, Celestial, Draconic, Dwarven, Elven, Gnomish, Goblin, Halfling, Infernal, Necril, Orcish, Terran Skills: Acrobatics 21, Appraise 10, Bluff 10, Climb 6, Craft Alchemy 20, Disable Device 18, Escape Artist 11, Arcana 4, Dugeoneering 7, Engineering 4, History 4, Local 7, Nature 4, Nobility 4, Religion 4, Linguistics 14, Perception 15, Sense Motive 9, Sleight of Hand 16, Spellcraft 4, Stealth 25, Swim 7, UMD 10 Traits: Blood of Dragons (low-light vision), Social: Wanderlust Feats: 1st: Dodge (Bonus), Shikigami Style• Prerequisite(s): Catch Off-Guard or Throw Anything. • Benefit(s): While in this style, you deal damage with improvised weapons as if they were one size category larger. For every style feat you have that lists Shikigami Style as a prerequisite, treat the improvised weapon as an additional size category larger, to a maximum of three sizes larger than its actual size. , 3rd: Improvisational Focus• Prerequisite(s): Catch Off-Guard or Throw Anything, base attack bonus +1. • Benefit(s): You gain a +1 bonus on attack rolls you make using an improvised weapon. You are considered proficient with the improvised weapon and are considered to have Weapon Focus with improvised weapons for the purpose of meeting the prerequisites of feats that specifically select a weapon, such as Weapon Specialization. • Special: Thrown splash weapons are not considered improvised weapons for the purposes of this feat. , 5th Shikigami Mimicry• Prerequisite(s): Catch Off-Guard or Throw Anything, Shikigami Style. • Benefit(s): While in Shikigami Style, you can take a –2 penalty on attack rolls to treat an improvised weapon as if it had one of the following weapon special qualities until the start of your next turn: blocking, brace, disarm, distracting, nonlethal, performance, or trip. If the weapon has the fragile special quality or broken condition, you can treat it as if it had the jagged special quality. , 6th: Close-Quarters Thrower• Prerequisites: Dex 13, Dodge, Weapon Focus with selected thrown weapon. • Benefit: Choose a type of thrown weapon. You do not provoke attacks of opportunity for making ranged attacks using the selected weapon. If you are an alchemist, and you select this feat and choose alchemist bombs, you do not provoke attacks of opportunity for the process of drawing components of, creating, and throwing a bomb. Normal: Making a ranged attack provokes attacks of opportunity. (class), 7th: Shikigami Manipulation• Prerequisite(s): Catch Off-Guard or Throw Anything, Shikigami Mimicry, Shikigami Style, Use Magic Device 5 ranks. • Benefit(s): While using Shikigami Style, you can treat any magical item you’re using as an improvised weapon as if it granted an enhancement bonus on attack and damage rolls equal to the item’s caster level divided by 4 (minimum +1), to a maximum bonus of +5. • Special: A character with this feat and Equipment Trick who uses magical equipment to perform a trick can add a bonus equal to the item’s caster level divided by 4 (minimum +1) on skill or combat maneuver checks attempted as part of the trick. Class Abilities: 1st: Finesse training, sneak attack +4d6, trapfinding (+4 DD/Perception) 2nd: Chemical Weapons (Ex)At 2nd level, an underground chemist is able to retrieve an alchemical item as if drawing a weapon. She adds her Intelligence modifier to damage dealt with splash weapons, including any splash damage. She adds 1/2 her level to Craft (alchemy) checks. This ability replaces evasion. , Talent: Bomber (Su)Benefit: A rogue with this talent can make a number of bombs per day equal to her Intelligence modifier (minimum 1). These bombs act as alchemist’s bombs, except they deal damage equal to the damage dealt by the rogue’s sneak attack (the rogue doesn’t add her Intelligence modifier to this damage). 4d4+3 3/day 3rd: Danger Sense (Ex)At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class). +2 4th: Debilitating Injury (Ex)At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt. * Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8). * Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8). * Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step. * These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty. , Precise Splash Weapons (Ex)At 4th level, an underground chemist can deal sneak attack damage with splash weapons. The attack must be her first attack that round, qualify for dealing sneak attack damage (such as against a flat-footed target), and be directed at a creature rather than a square. This ability replaces the rogue talent gained at 4th level. , Scout's Charge (Ex)At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability. This ability replaces uncanny dodge. 5th: Rogues Edge (Ex)At 5th level, a rogue has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well. * Stealth: 5 Ranks: Reduce the Stealth penalty from sniping by 10. 10 Ranks: Stealth check penalties for moving quickly are halved, including the ability unlocked at 5 ranks, moving full speed, and reaching concealment after creating a distraction. 15 Ranks: If you attack after successfully using Stealth, your target is denied its Dexterity bonus against all attacks that you make before the end of your turn. 20 Ranks: If you attack after successfully using Stealth, your target is denied its Dexterity bonus against all attacks that you make before the beginning of your next turn. Stealth 6th: Rogue Talent: Feat (close quarter's thrower), 8th: Skirmisher (Ex)At 8th level, whenever a scout moves more than 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat-footed. If the scout makes more than one attack this turn, this ability only applies to the first attack. Foes with uncanny dodge are immune to this ability. This ability replaces improved uncanny dodge. , Rogue Talent: Bomber's Discovery (Demolition ChargeBenefit: When the alchemist creates a bomb, he can choose to have it deal damage to an object as if by a sunder combat maneuver. If the item is worn or held by an opponent, the item is considered the direct target, and the wearer/holder takes splash damage from the blast. If the object is unattended, a demolition charge deals an additional 2d6 points of damage on a direct hit. This bonus doesn’t affect the bomb’s splash damage. ) Inventory +2 Mithral Shirt 5100 Gp +2 Buckler 4,155 Gp +1 Rapier 2,320 gp MW Silver Dagger 322 gp Wooden Stake x4 Combat scabbard 1 gp Handy Haversack 2,000 gp heavyload Belt of Incredible Dexterity +2 7,000 Gp Gloves of Improvised Might 4,000 Gp (Returning) Cloak of Elven Kind + Muleback Chords 4,000 gp Boots of Elven Kind 2,500 gp Ioun Torch 75 Gp Traveler’s Any-Tool x2 500 Gp Thieves Tools 100 gp Kit, alchemist’s 40 Gp Kit, alchemy crafting 25 gp Wooden Stake (x5) Bedroll Belt pouch Caltrops Candles (5) Chalk (5 pieces) Flint and steel Glass cutter Mess kit Sack x2 Candle Wick (1 GP) {AEG}: 150' total Fishing Tackle (20 GP) {AEG} 5lbs: Fishing gear, +1 Fishing 11' Expandable Pole {AEG} (5 GP) 1lb Silk rope (50 ft.) Grappling Hook trail rations (5 days) Waterskin potatoes carrots salt .5lb pepper .5lb Mule 8 gp Saddle 10 gp Saddlebags 4 gp Feed 4 days 2 sp 32,164 Gp Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
farothel Posted April 28 Clone Share Posted April 28 Halgana Kragminer HP: 104/104; AC: 20; Fort: +9, Ref: +9, Wil: +7 (+9); Greataxe +2: +15/+10, 1d12+8, warhammer: +12/+7, 1d8+4 Composite Shortbow (+3Str, MC): +10/+5, 1d6+3 Dagger (silver, cold iron): +14/+9, 1d4+4 Breastplate +2 (Mithral) "No problem," Darhana said to Kero. She wasn't sure about this, but they had to take some risks to get to the bottom of this, so she grabbed the staff as well. OOC I have for the coming 5 hours 2 weapons in my arm (warhammer right, battleaxe left). Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
paladinred Posted April 28 Clone Share Posted April 28 Ilyrana Shazowyn and Drogo Basic Statblock Sheet: https://www.myth-weavers.com/sheet.html#id=2051255 Name/Race: Ilyrana Shazorwyn/Elf Class: Witch 8 Relevant Effects: Fey Sighted (has Detect Magic in constant use) Deathwatch Eyes Constant deathwatch as the spell out to 30' Flight used 0/8 CLW Wand Charges 34/50 Health 64/64 Active Effects: Ilyrana smirked at the comment about grabbing on to a staff, she held out her hand to Halgana then moved off with her (assuming she took Ilyrana's hand). Action: Move: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Starhawk Posted April 28 Clone Share Posted April 28 Ulrica Wiesbaden, Grey Maiden and Templar of Arqueros AC 32 (33) HP 54/88 Init 3 Fort 11 Ref 9 Will 10 Perception 15 Female Lawful Good Half Elf Fighter 6 - Brawler 1 - Warpriest 1 Lvl 8 Init 3 HP 88/88 Speed 30' (Sash of the War Champion) AC 31, Touch 14 Flat-footed 28 Fort 11 Ref 9 Will 10 (+2 vs Enchantments) (+3 vs Fear) CMD 26 CMB +12 BAB 7 Hero Pts 2 +1 Magic Silversheen Keen Fauchard Strike [+15/+10] Power Attack [+13/+8] CMB [+15 (Trip +17)] Damage 1d10+12 (+14AOO), [Crit 15-20/x2] *Greater Trip +19 Reach/Cleave/Reroll Concealment/Improved Trip Cestus/Improved (Unarmed Strike) Strike +12/+8 Power Attack +10/+5 Power Attack (1d8)+7 (+8AOO), [Crit 19-20/x2] Cold Iron/Silver Chakrams (5) +11/+6 (1d8+5, x2) Magic +2 Full Plate Magic +1 Darkwood Full Shield +11 Armor, +4 Shield, +3 Dex, +1 Dodge, +1 Natural, +1 Deflect, +1 Misc Str 20 Dex 14 Con 12 Int 12 Wis 14 Cha 8 (5) Condition None Ulrica grabs hold of the staff. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Rakle Posted April 29 Author Clone Share Posted April 29 12:02 pm (Lover's Moon W2D1) After everyone grabs onto the staff or touches someone holding the staff, the man pulls out a small rod, and pushes a gem imbedded at one end. Whoosh . . . everyone disappears and reappears in large open building with stone walls and a high ceiling supported by curving wooden rafters. The floor is covered in fine gray sand. A foreman’s office along the south wall has a commanding view of rows of molds; stacks of coal, wood, and metal; and the enormous gears that link the waterwheel outside to the bellows. The room is dominated by a titanic furnace, a wall of stone with a huge triangular notch that takes up the entire east wall. At the center of the triangle is a massive black door leading into the furnace body. From under the door, a trench dug into the floor lets excess molten metal flow out. A dozen cultists dress in black robes with their hoods up have formed a circle around the group. Your guide douses his lantern and joins the circle. As soon as he joins the circle, the cultist start chanting in some foreign tongue, and start dancing in place. As the chanting continues, one of cultist from the eastern side of the circle calls out in a feminine voice “You have come to serve the goddess, but she has no need of the weak and no need of those who know not obedience. You must prove yourselves worthy, and in return you shall be granted enlightenment, power, the promise of eternal life, and the honor of serving. If you would kneel before her, then you must willingly bear her symbol of power upon your flesh. Her holiness will be your holiness, and her blessing will aid you in the tests to come. Who will wear the Sihedron and know the power of the goddess?” She moves to the trough of the molten metal. A couple of the cultist that were near move to the side to create a path to her. The chanting decreases to a whisper. "I'll do it!" Shouts the workman that smells of stale booze. She motions him forward. ... He comes forward, and raises the sleave of his left arm. She pulls a brand from the trough. The whitehot brand is shaped as a seven-pointed star. She presses the brand against his flesh. He neither flinches or screams. Nor do you smell any burnt flesh. When the brand is pulled away a dark seven pointed star mark is left on the man's arm. He rejoins the group inside the circle "Who is next..." she asks Ooc @dhemon @paladinred @Starhawk @Kistler @Steel Warrior @farothel None of them detect as undead. Everyone in the circle will be asked if they will accept the brand. It is a holy symbol. Probably not a good idea for clerics, warpriests, and paladins other deity dedicated classes to accept it. Various knowledge checks: Spellcraft 19 for magical device used at the cairnYour surmise that it casts a version of dimension door that has a present destination. The party is either in the city or nearby due to distance limitations. Trained in Knowledge EngineeringYou recognized this place as a foundry Trained in Knowledge Engineering with 15+ checkYou realize that this large room doesn't take up the entire buidling... Trained in Spellcraft with 15+ checkYour realize that dance is drawing runes with the movement of the feet. Party Status Ulrica:88/88 hp; hero: 1 Ilyrana: 64/64 hp; hero 0 Malciar 56/56 hp; hero 2; dv90 Vergren: 82/82 hp; hero 2; dv60 Kero: 80/80 hp; hero 3 Halgana: 104/104 hp; hero 2; dv60 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Kistler Posted April 29 Clone Share Posted April 29 Vergren Holybrew - Dwarven Warpriest of Gozreh 8 HP: 82/82 | AC: 25/16/20AC: 25/16/20 10 + 5 (dex) + 7 (Breastplate) + 2 (Buckler) + 1 (Ring of P) Neck guard: +1 v. Vampire bites and other neck attacks | Speed: 20ft | Hero: 2/3 | Spells: P1Pearl of Power 1 Unused P1Pearl of Power 1 Unused 1Divine Favor Personal 1 min Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn't apply to spell damage. CL 8: Bonus is 2+1 for Fate's Favored 1Divine Favor Personal 1 min Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn't apply to spell damage. CL 8: Bonus is 2+1 for Fate's Favored ***Unprepared*** Tears to Wine Convert 4 cubic feet of liquid to wine/mead that spoils at the natural rate for such liquids. When consumed grants a +2 to all WSI and INT skill checks. ***Unprepared*** Shadow Trap Casting Time: 1 standard action Range: close 45' Target: one creature Duration: 8 rnds Saving Throw: Will negates; Spell Resistance yes Description You pin the target’s shadow to its current location, causing the target to become entangled and preventing it from moving farther than 5 feet from its original position, as if its shadow were anchored to the terrain. Each round on its turn, the target can attempt a new saving throw to end the effect as a full-round action. A flying creature can only hover in place or fall while entangled in this manner. This spell automatically fails when cast on a creature that doesn’t throw a shadow, and it ends if the creature is entirely in an area with no illumination. 1Obscuring Mist Effect cloud spreads in 20-ft. radius from you, 20 ft. high Duration 1 min./level (D) The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage. ***Unprepared*** Unbreakable Heart Range: 45' Duration: 8rnds +4 morale bonus on saving throws against mind-affecting effects that rely on negative emotions or that would force him to harm an ally. If the target is already under such an effect when receiving this spell, that effect is suppressed for the duration of this spell. It does not affect mind-affecting effects based on positive emotions (such as good hope or the inspire courage bard ability). A creature can still be charmed or otherwise magically controlled while under this spell’s effects, but if such a creature ever receives a new saving throw against that effect as a result of being ordered to attempt to harm or otherwise oppose a true ally, he can roll that saving throw twice and take the better result as his actual roll. ***Not currently prepared*** Bless 50' 1 min/lvl = 8 min Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. 1Protection from Evil Creature Touched 1 min/lvl = 8 min. +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. Immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature with +2 bonus Immune to any new attempts to possess or exercise mental control Natural weapon attacks of evil summoned creatures fail. ***Unprepared*** Obscuring Mist Effect cloud spreads in 20-ft. radius from you, 20 ft. high Duration 1 min./level (D) The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage. 1Protection from Evil Creature Touched 1 min/lvl = 8 min. +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. Immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature with +2 bonus Immune to any new attempts to possess or exercise mental control Natural weapon attacks of evil summoned creatures fail. 2Protection from Evil, Communal Duration: 8 minutes This spell functions like protection from evil, except you divide the duration in 1-minute intervals among the creatures touched. ***Unprepared***Burst of Radiance Range: 400+40/lvl = 720' Area: 10' radius Burst Creatures in the area are blinded for 1d4 rounds, or dazzled for 1d4 rounds if they succeed at a Reflex save. Evil creatures in the area of the burst take 1d4 points of damage per caster level (max 5d4), whether they succeed at the Reflex save or not. 2Burst of Radiance Range: 400+40/lvl = 720' Area: 10' radius Burst Creatures in the area are blinded for 1d4 rounds, or dazzled for 1d4 rounds if they succeed at a Reflex save. Evil creatures in the area of the burst take 1d4 points of damage per caster level (max 5d4), whether they succeed at the Reflex save or not. *** Not Prepared Currently*** Communal Protection from Evil This spell functions like protection from evil, except you divide the duration in 1-minute intervals among the creatures touched. *** Not Prepared Currently*** Restoration, Lesser Range: Touch Lesser restoration dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain. 2Ashen Path Range: Creature(s) Touched Duration: 80 min, or 10 min/target Breathe with ease air that is contaminated with ash, spores, smoke, dust, or the like. The creature suffers no ill effects from natural airborne irritants or contaminants and gains a +4 bonus on saving throws against magical effects that involve any of these contaminants. In addition, the creature can see through magical obscuring effects caused by dense ash, smoke, fog, or similar concealment up to a distance of 60 feet. ***Unprepared*** Cleromancy Duration: 1rnd/CL = 8 Rnds Range: Personal Roll 8d4, group by like results and choose a group. Apply luck bonus equal to the chosen die group, up to as many times as there are dice in teh group. +1 to each die with Fate's Favored. 2Ironskin Range: Personal Duration: 1min/lvl = 8min. Gain a +4 enhancement bonus to your existing natural armor bonus (if you do not have a natural armor bonus, you are considered to have an effective natural armor bonus of +0). This enhancement bonus increases by 1 for every 4 caster levels above 4th, to a maximum of +7 at 15th level. CL 8 = +5AC bonus While you're under the effects of this spell, if an opponent confirms a critical hit or sneak attack against you with a physical weapon (not a spell or magical effect), you can dismiss this spell to negate the critical hit or sneak attack and treat it is as a normal hit. Dismissing the spell in this way is not an action, but you must be conscious and aware of the attack to do so. 2Silence Casting Time: 1 round Range: long 720' Area: 20-ft.-radius emanation centered on a creature, object, or point in space Duration 1 round/level (D) Saving Throw Will negates complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, *** Not Prepared Currently*** Ironskin Range: Personal Duration: 1min/lvl = 8min. Gain a +4 enhancement bonus to your existing natural armor bonus (if you do not have a natural armor bonus, you are considered to have an effective natural armor bonus of +0). This enhancement bonus increases by 1 for every 4 caster levels above 4th, to a maximum of +7 at 15th level. CL 8 = +5AC bonus While you're under the effects of this spell, if an opponent confirms a critical hit or sneak attack against you with a physical weapon (not a spell or magical effect), you can dismiss this spell to negate the critical hit or sneak attack and treat it is as a normal hit. Dismissing the spell in this way is not an action, but you must be conscious and aware of the attack to do so. ***Spell not prepared*** Weapon of Awe Personal 1min/lvl = 8min. Your weapon gains a +2 sacred bonus on damage rolls, and if the weapon scores a critical hit, the target of that critical hit becomes shaken for 1 round with no saving throw. This is a mind-affecting fear effect. A ranged weapon affected by this spell applies these effects to its ammunition. 3Channel Vigor Range: Personal 1 rnd/lvl = 8 rnds Choose One: Limbs: You gain the benefits of a haste spell. Mind: You gain a +4 competence bonus on Knowledge and Perception skill checks and on ranged attack rolls. Spirit: You gain a +6 competence bonus on Will saving throws and Bluff and Intimidate checks. Torso: You gain a +6 competence bonus on Fortitude saving throws and concentration checks. Haste: -When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. -Gain a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves -Increase speed to 40' 3Invisibility Purge Casting Time: 1 standard action Range: Personal Target: You Duration: 1 minute/level = 8 min. Description: TA sphere 5'/CL (40') radius that negates all forms of invisibility. ***Unprepared*** Stunning Barrier, Greater Casting Time: 1 standard action Range: personal Target: you Duration: 1 round/level or until discharged Saving Throw: none and Will negates (see text); Spell Resistance no and yes (see text) Description This spell functions as stunning barrier, except as noted above, and it provides a +2 bonus to AC and on saving throws. It is not discharged until it has stunned a number of creatures equal to your caster level. Prayer All allies and foes within 40' radius of caster 1 rnd/level = 8 rnds You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls. +1 with Fate's Favored 3Shield of Wings Range: Personal Duration: 1min/lvl = 8min. You gain five burning wings that grant a fly speed equal to the number of wings × 10 (average maneuverability) for an initial fly speed of 50 feet. The first time in a round where you would take fire damage, a wing vanishes (reducing the fly speed granted) and you gain fire resistance 30 for the remainder of the round. When you are down to one wing (and a fly speed of 10 feet), your maneuverability drops to poor. When you lose your final wing, you become immune to fire damage for 1 additional minute, after which the effects of this spell end. Initiative: +4 | Perception: +12+2 | Fort: +9 | Ref: +7 | Will: +11 | +4 v. Magic Fervor Pool: 8/81 use: swift cast spell on self (does not provoke, no free hand needed) 1 use: heal (or harm undead) 3d6. Standard action, does provoke (unless used on self as a swift action). No save when used to harm. 2 uses: channel positive energy 3d6, must present Holy Symbol or weapon, does not provoke. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the warpriest. DC18 Will Save. | Blessings: 9/9Air Domain Zephyr's Gift: 1 minute, any attacks made with the weapon take no penalties due to range. In addition, making a ranged attack with this weapon doesn’t provoke an attack of opportunity. Soaring Assault: You can touch an ally and give her the gift of flight for 1 minute (as fly). The ally gains a fly speed of 60 feet with average maneuverability. She gains a bonus on Fly skill checks equal to your level. Whenever the ally succeeds at a charge attack while flying, that attack deals an amount of additional electricity damage equal to your level. Weather Domain Storm Strike: For 1 minute, this weapon glows with blue or yellow sparks and deals an additional 1d4 points of electricity damage with each hit. Wind Barrier: You can create a barrier of fast winds around yourself for 1 minute. This acts as a wind wall on all sides of your square, protects you with feather fall, and doesn’t interfere with your ranged attacks. | Sacred Armor 8/8Sacred Armor +1 (8 minutes/day) (Su) Swift action. +1 enhancement bonus. +1/3 levels after 7 1-minute increments Stack enhancement up to +5. Or add: -glamered +1 -energy resistance (normal +2, improved +4, greater +5) -fortification (light +1, moderate +3, heavy +5) -spell resistance (13 +2, 15 +3, 17 +4, and 19 +5) Armor must have at least a +1 enhancement bonus before any other special abilities can be added.. When the warpriest uses this ability, he can also use his sacred weapon ability as a free action by expending one use of his fervor. | Sacred Weapon 8/8Sacred Weapon +2 (8 rounds/day) (Su) Swift action +1 enhancement bonus +1/4 lvl over 4th Stack enhancement up to +5 Or add special abilities: -brilliant energy +4 -defending +1 -disruption +2 -flaming +1 -frost +1 -keen +1 -shock +1 True neutral alignment: -spell storing +1 -thundering +1 This ability can be ended as a free action at the start of the warpriest’s turn (that round does not count against the total duration, unless the ability is resumed during the same round). Conditions-Tears to Wine, 9 gallons remaining, 1 week shelf life -Sling Pouch fo Keen Edge activated (3 hours) | ConsumablesAmmunition: -197x Cold Iron Bullets -93x Cryptstone Bullets -200 Sharpstone Bullets -6x +1 Animal Bane Arrows -2x +1 Human Bane Arrows -3x +1 Undead Bane Arrows Potions/Alchemical: -4x CLW -2x Reduce Person -2x Tanglefoot Bags -6x Silver weapon blanch -1x Adamantine weapon blanch -2x Holy weapon balm Scrolls/Wands: - Use/day items: -Four Leaf Clover: 3/3 -Sling Pouch of Keen Edges: 2/3 | SpellsCantrips: -Create Water -Enhanced Diplomacy -Guidance -Purify Food and Drink -Light Level 1: -2 PoP -5 Slots Level 2: -5 Slots Level 3: -3 Slots | Bonuses+1 to Luck bonuses +1 to Confirm Crits Hardy + Steel Soul: +4 to Spells/Poison/SLAs +4 AC v. giants +1 Att v. Orcs/Goblins +4 CMD v. Trip or Bull Rush +2 Perception v. Stonework | SkillsSkill: Rank/Modifier Acrobatics: 0/+4 Bluff: 0/-2 Climb: 1/+5 Craft (Stonework): 4/+7 Diplomacy: 0/-2 Disable Device: 0/0 Disguise: 0/-2 Escape Artist: 0/+3 Fly: 1/+4 Heal: 1/+8 Intimidate: 0/-2 Knowledge (Religion): 7/+10 Knowledge (engineering): 2/+5 Perception: 8/+12 Profession (brewer): 3/+10 Ride: 1/+7 Sense Motive: 1/+8 Spellcraft: 0/0 Stealth: 0/+3 Survival: 3/+9 Swim: 1/+4 Use Magic Device: 0/0 "Alright, put it right there." Vergren says, stepping forward and pulling up his robe to show a hefty, hairy forearm. His lower back; the most dignified of places for a good tattoo or other adornment, is sadly already taken. He's confident Gozreh doesn't care one way or the other what markings are on his body, what with all his other tattoos. He figures he can always have it removed if his god decides to abandon him anyway. OOC/Actions Other: Place neck guard, pelletbow, buckler, and trident in haversack, carry dagger. Free: Swift: Move: Standard: Full Round: Hands: empty Bucket and Inn Bucket (187.5lb): -Bedroll -Winter Blanket -MW Chain Shirt -Reversible Cloak -Common hat -Common clothes -Fishing Net -Mess Kit -Soap -Waterskin -Half keg -10x Dwarven Trail Rations -10x Rations -5lb Powdered Silver -Bit and Bridle -6x Feed -Military Saddle -Saddlebags Left at the Inn: -30x Animal feed -210x Cold Iron Bullets -100x Sharpstone Bullets -50x Crypstone Bullets Gear Worn -+1 Mithril Agile Breastplate -Neck Guard+1 AC versus Vampure BItes or similar neck attacks -Belt of Incredible Dex +2 -+1 Buckler -Cleric's Vestments -Cloak of Resistance +1 -Ring of Prot. +1 -Holy Symbol, Flask Weapons -MW Cold Iron Trident -MW Dagger -+1 Darkwood Dwarven Light Pelletbow Containers Bandolier 1 -4x Potion of CLW -2x Potion of Reduce -2x Holy Weapon Balm Bandolier 2 -20x Cold IronCoated in Silver Bullets -20x CryptstoneCoated in Silver Bullets Sling Pouch of KEHolds 50 sling bullets, specifically sharpstones. 3 times per day cast Keen Edge for 3 hours of Keen -50x SharpstonesCoated in Silver Belt Pouch -Flint and Steel -Four Leaf CloverA creature with a four-leaf clover in her possession can call upon an extra boost of luck before attempting a single ability check, saving throw, or skill check. She gains a +2 luck bonus on that check. This ability functions three times per day, and requires a free action that the owner can perform even when it’s not her turn. +1 from Fate's Favored -Garlic -Magnet -2x Pearls of Power 1 -20x Cold Iron Bullets -String -791gpSplit between here and HH Handy Haversack -23x Cryptstone Bullets -50x Sharpstones -3 vials of Ambrosia -1 Cytillesh stun vial -2 Holy weapon balm -2 Bottled sunlight -2 Antiplague -2 Antitoxin -2 Troll styptic -Holy Symbol, Pipes -Holy Book of GozrehHymns of the Wind -Silk Rope -Wind Chimes -2x Silver Blanch -1x Adamantine Blanch Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
paladinred Posted April 30 Clone Share Posted April 30 (edited) Ilyrana Shazowyn and Drogo Basic Statblock Sheet: https://www.myth-weavers.com/sheet.html#id=2051255 Name/Race: Ilyrana Shazorwyn/Elf Class: Witch 8 Relevant Effects: Fey Sighted (has Detect Magic in constant use) Deathwatch Eyes Constant deathwatch as the spell out to 30' Flight used 0/8 CLW Wand Charges 34/50 Health 64/64 Active Effects: Ilyrana thought shit, I am not losing face to the bloody dwarf and she steps up next. She promised herself that she would neither scream nor cry, she sort of did both as the white-hot brand seared into her flesh. The thing was, there was no hissing nor burning, it was headology that's all. A simple mind trick was all it was, getting back to her place made her think of this cult and the tactics it was employing, Harbinger was still on her shoulder and remained invisible. Action: Move: OoC: Ilyrana has Spellcraft 18 so will know what the item was and what spell transported them. PS: The symbol is that of a Sihedron Rune from Rise of the Runelords Edited May 2 by paladinred (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Rakle Posted May 1 Author Clone Share Posted May 1 12:04 pm (Lover's Moon W2D1) Vergren steps up . . .the white-hot brand is pressed against the skin of his left arm. He feels a weird tingling sensation but no pain. He rejoins the others inside the circle. Ilyrana advances. The woman quietly asks where she wants it. After the confirming the desired location, the woman brings the brand to Ilyrana. The elf-woman involuntary flinches as the brand is pressed against her skin. Like the others, she doesn't feel any pain - just a tingling sensation. Ilyrana rejoins everyone. Next the orgy man goes up and receives the brand. Next Eliza does it. Then the woman will ask each of the remaining individuals if they will receive the mark. Ooc @dhemon @Starhawk @Steel Warrior @farothel None of them detect as undead. Will Ulrica, Malciar, Kero or Halgana receive the mark? I will assume the answer is "No" unless the character says yes in IC. Party Status Ulrica:88/88 hp; hero: 1 Ilyrana: 64/64 hp; hero 0 Malciar 56/56 hp; hero 2; dv90 Vergren: 82/82 hp; hero 2; dv60 Kero: 80/80 hp; hero 3 Halgana: 104/104 hp; hero 2; dv60 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Kistler Posted May 1 Clone Share Posted May 1 Vergren Holybrew - Dwarven Warpriest of Gozreh 8 HP: 82/82 | AC: 25/16/20AC: 25/16/20 10 + 5 (dex) + 7 (Breastplate) + 2 (Buckler) + 1 (Ring of P) Neck guard: +1 v. Vampire bites and other neck attacks | Speed: 20ft | Hero: 2/3 | Spells: P1Pearl of Power 1 Unused P1Pearl of Power 1 Unused 1Divine Favor Personal 1 min Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn't apply to spell damage. CL 8: Bonus is 2+1 for Fate's Favored 1Divine Favor Personal 1 min Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn't apply to spell damage. CL 8: Bonus is 2+1 for Fate's Favored ***Unprepared*** Tears to Wine Convert 4 cubic feet of liquid to wine/mead that spoils at the natural rate for such liquids. When consumed grants a +2 to all WSI and INT skill checks. ***Unprepared*** Shadow Trap Casting Time: 1 standard action Range: close 45' Target: one creature Duration: 8 rnds Saving Throw: Will negates; Spell Resistance yes Description You pin the target’s shadow to its current location, causing the target to become entangled and preventing it from moving farther than 5 feet from its original position, as if its shadow were anchored to the terrain. Each round on its turn, the target can attempt a new saving throw to end the effect as a full-round action. A flying creature can only hover in place or fall while entangled in this manner. This spell automatically fails when cast on a creature that doesn’t throw a shadow, and it ends if the creature is entirely in an area with no illumination. 1Obscuring Mist Effect cloud spreads in 20-ft. radius from you, 20 ft. high Duration 1 min./level (D) The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage. ***Unprepared*** Unbreakable Heart Range: 45' Duration: 8rnds +4 morale bonus on saving throws against mind-affecting effects that rely on negative emotions or that would force him to harm an ally. If the target is already under such an effect when receiving this spell, that effect is suppressed for the duration of this spell. It does not affect mind-affecting effects based on positive emotions (such as good hope or the inspire courage bard ability). A creature can still be charmed or otherwise magically controlled while under this spell’s effects, but if such a creature ever receives a new saving throw against that effect as a result of being ordered to attempt to harm or otherwise oppose a true ally, he can roll that saving throw twice and take the better result as his actual roll. ***Not currently prepared*** Bless 50' 1 min/lvl = 8 min Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. 1Protection from Evil Creature Touched 1 min/lvl = 8 min. +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. Immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature with +2 bonus Immune to any new attempts to possess or exercise mental control Natural weapon attacks of evil summoned creatures fail. ***Unprepared*** Obscuring Mist Effect cloud spreads in 20-ft. radius from you, 20 ft. high Duration 1 min./level (D) The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage. 1Protection from Evil Creature Touched 1 min/lvl = 8 min. +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. Immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature with +2 bonus Immune to any new attempts to possess or exercise mental control Natural weapon attacks of evil summoned creatures fail. 2Protection from Evil, Communal Duration: 8 minutes This spell functions like protection from evil, except you divide the duration in 1-minute intervals among the creatures touched. ***Unprepared***Burst of Radiance Range: 400+40/lvl = 720' Area: 10' radius Burst Creatures in the area are blinded for 1d4 rounds, or dazzled for 1d4 rounds if they succeed at a Reflex save. Evil creatures in the area of the burst take 1d4 points of damage per caster level (max 5d4), whether they succeed at the Reflex save or not. 2Burst of Radiance Range: 400+40/lvl = 720' Area: 10' radius Burst Creatures in the area are blinded for 1d4 rounds, or dazzled for 1d4 rounds if they succeed at a Reflex save. Evil creatures in the area of the burst take 1d4 points of damage per caster level (max 5d4), whether they succeed at the Reflex save or not. *** Not Prepared Currently*** Communal Protection from Evil This spell functions like protection from evil, except you divide the duration in 1-minute intervals among the creatures touched. *** Not Prepared Currently*** Restoration, Lesser Range: Touch Lesser restoration dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain. 2Ashen Path Range: Creature(s) Touched Duration: 80 min, or 10 min/target Breathe with ease air that is contaminated with ash, spores, smoke, dust, or the like. The creature suffers no ill effects from natural airborne irritants or contaminants and gains a +4 bonus on saving throws against magical effects that involve any of these contaminants. In addition, the creature can see through magical obscuring effects caused by dense ash, smoke, fog, or similar concealment up to a distance of 60 feet. ***Unprepared*** Cleromancy Duration: 1rnd/CL = 8 Rnds Range: Personal Roll 8d4, group by like results and choose a group. Apply luck bonus equal to the chosen die group, up to as many times as there are dice in teh group. +1 to each die with Fate's Favored. 2Ironskin Range: Personal Duration: 1min/lvl = 8min. Gain a +4 enhancement bonus to your existing natural armor bonus (if you do not have a natural armor bonus, you are considered to have an effective natural armor bonus of +0). This enhancement bonus increases by 1 for every 4 caster levels above 4th, to a maximum of +7 at 15th level. CL 8 = +5AC bonus While you're under the effects of this spell, if an opponent confirms a critical hit or sneak attack against you with a physical weapon (not a spell or magical effect), you can dismiss this spell to negate the critical hit or sneak attack and treat it is as a normal hit. Dismissing the spell in this way is not an action, but you must be conscious and aware of the attack to do so. 2Silence Casting Time: 1 round Range: long 720' Area: 20-ft.-radius emanation centered on a creature, object, or point in space Duration 1 round/level (D) Saving Throw Will negates complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, *** Not Prepared Currently*** Ironskin Range: Personal Duration: 1min/lvl = 8min. Gain a +4 enhancement bonus to your existing natural armor bonus (if you do not have a natural armor bonus, you are considered to have an effective natural armor bonus of +0). This enhancement bonus increases by 1 for every 4 caster levels above 4th, to a maximum of +7 at 15th level. CL 8 = +5AC bonus While you're under the effects of this spell, if an opponent confirms a critical hit or sneak attack against you with a physical weapon (not a spell or magical effect), you can dismiss this spell to negate the critical hit or sneak attack and treat it is as a normal hit. Dismissing the spell in this way is not an action, but you must be conscious and aware of the attack to do so. ***Spell not prepared*** Weapon of Awe Personal 1min/lvl = 8min. Your weapon gains a +2 sacred bonus on damage rolls, and if the weapon scores a critical hit, the target of that critical hit becomes shaken for 1 round with no saving throw. This is a mind-affecting fear effect. A ranged weapon affected by this spell applies these effects to its ammunition. 3Channel Vigor Range: Personal 1 rnd/lvl = 8 rnds Choose One: Limbs: You gain the benefits of a haste spell. Mind: You gain a +4 competence bonus on Knowledge and Perception skill checks and on ranged attack rolls. Spirit: You gain a +6 competence bonus on Will saving throws and Bluff and Intimidate checks. Torso: You gain a +6 competence bonus on Fortitude saving throws and concentration checks. Haste: -When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. -Gain a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves -Increase speed to 40' 3Invisibility Purge Casting Time: 1 standard action Range: Personal Target: You Duration: 1 minute/level = 8 min. Description: TA sphere 5'/CL (40') radius that negates all forms of invisibility. ***Unprepared*** Stunning Barrier, Greater Casting Time: 1 standard action Range: personal Target: you Duration: 1 round/level or until discharged Saving Throw: none and Will negates (see text); Spell Resistance no and yes (see text) Description This spell functions as stunning barrier, except as noted above, and it provides a +2 bonus to AC and on saving throws. It is not discharged until it has stunned a number of creatures equal to your caster level. Prayer All allies and foes within 40' radius of caster 1 rnd/level = 8 rnds You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls. +1 with Fate's Favored 3Shield of Wings Range: Personal Duration: 1min/lvl = 8min. You gain five burning wings that grant a fly speed equal to the number of wings × 10 (average maneuverability) for an initial fly speed of 50 feet. The first time in a round where you would take fire damage, a wing vanishes (reducing the fly speed granted) and you gain fire resistance 30 for the remainder of the round. When you are down to one wing (and a fly speed of 10 feet), your maneuverability drops to poor. When you lose your final wing, you become immune to fire damage for 1 additional minute, after which the effects of this spell end. Initiative: +4 | Perception: +12+2 | Fort: +9 | Ref: +7 | Will: +11 | +4 v. Magic Fervor Pool: 8/81 use: swift cast spell on self (does not provoke, no free hand needed) 1 use: heal (or harm undead) 3d6. Standard action, does provoke (unless used on self as a swift action). No save when used to harm. 2 uses: channel positive energy 3d6, must present Holy Symbol or weapon, does not provoke. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the warpriest. DC18 Will Save. | Blessings: 9/9Air Domain Zephyr's Gift: 1 minute, any attacks made with the weapon take no penalties due to range. In addition, making a ranged attack with this weapon doesn’t provoke an attack of opportunity. Soaring Assault: You can touch an ally and give her the gift of flight for 1 minute (as fly). The ally gains a fly speed of 60 feet with average maneuverability. She gains a bonus on Fly skill checks equal to your level. Whenever the ally succeeds at a charge attack while flying, that attack deals an amount of additional electricity damage equal to your level. Weather Domain Storm Strike: For 1 minute, this weapon glows with blue or yellow sparks and deals an additional 1d4 points of electricity damage with each hit. Wind Barrier: You can create a barrier of fast winds around yourself for 1 minute. This acts as a wind wall on all sides of your square, protects you with feather fall, and doesn’t interfere with your ranged attacks. | Sacred Armor 8/8Sacred Armor +1 (8 minutes/day) (Su) Swift action. +1 enhancement bonus. +1/3 levels after 7 1-minute increments Stack enhancement up to +5. Or add: -glamered +1 -energy resistance (normal +2, improved +4, greater +5) -fortification (light +1, moderate +3, heavy +5) -spell resistance (13 +2, 15 +3, 17 +4, and 19 +5) Armor must have at least a +1 enhancement bonus before any other special abilities can be added.. When the warpriest uses this ability, he can also use his sacred weapon ability as a free action by expending one use of his fervor. | Sacred Weapon 8/8Sacred Weapon +2 (8 rounds/day) (Su) Swift action +1 enhancement bonus +1/4 lvl over 4th Stack enhancement up to +5 Or add special abilities: -brilliant energy +4 -defending +1 -disruption +2 -flaming +1 -frost +1 -keen +1 -shock +1 True neutral alignment: -spell storing +1 -thundering +1 This ability can be ended as a free action at the start of the warpriest’s turn (that round does not count against the total duration, unless the ability is resumed during the same round). Conditions-Tears to Wine, 9 gallons remaining, 1 week shelf life -Sling Pouch fo Keen Edge activated (3 hours) | ConsumablesAmmunition: -197x Cold Iron Bullets -93x Cryptstone Bullets -200 Sharpstone Bullets -6x +1 Animal Bane Arrows -2x +1 Human Bane Arrows -3x +1 Undead Bane Arrows Potions/Alchemical: -4x CLW -2x Reduce Person -2x Tanglefoot Bags -6x Silver weapon blanch -1x Adamantine weapon blanch -2x Holy weapon balm Scrolls/Wands: - Use/day items: -Four Leaf Clover: 3/3 -Sling Pouch of Keen Edges: 2/3 | SpellsCantrips: -Create Water -Enhanced Diplomacy -Guidance -Purify Food and Drink -Light Level 1: -2 PoP -5 Slots Level 2: -5 Slots Level 3: -3 Slots | Bonuses+1 to Luck bonuses +1 to Confirm Crits Hardy + Steel Soul: +4 to Spells/Poison/SLAs +4 AC v. giants +1 Att v. Orcs/Goblins +4 CMD v. Trip or Bull Rush +2 Perception v. Stonework | SkillsSkill: Rank/Modifier Acrobatics: 0/+4 Bluff: 0/-2 Climb: 1/+5 Craft (Stonework): 4/+7 Diplomacy: 0/-2 Disable Device: 0/0 Disguise: 0/-2 Escape Artist: 0/+3 Fly: 1/+4 Heal: 1/+8 Intimidate: 0/-2 Knowledge (Religion): 7/+10 Knowledge (engineering): 2/+5 Perception: 8/+12 Profession (brewer): 3/+10 Ride: 1/+7 Sense Motive: 1/+8 Spellcraft: 0/0 Stealth: 0/+3 Survival: 3/+9 Swim: 1/+4 Use Magic Device: 0/0 Somewhat belatedly, Vergren tries to recall which deity this sihedron is associated with. Probably good to know who he's signing on with, even if it is just a ruse. OOC/Actions Other: Place neck guard, pelletbow, buckler, and trident in haversack, carry dagger. Free: recall knowledge religion Swift: Move: Standard: Full Round: Hands: empty Bucket and Inn Bucket (187.5lb): -Bedroll -Winter Blanket -MW Chain Shirt -Reversible Cloak -Common hat -Common clothes -Fishing Net -Mess Kit -Soap -Waterskin -Half keg -10x Dwarven Trail Rations -10x Rations -5lb Powdered Silver -Bit and Bridle -6x Feed -Military Saddle -Saddlebags Left at the Inn: -30x Animal feed -210x Cold Iron Bullets -100x Sharpstone Bullets -50x Crypstone Bullets Gear Worn -+1 Mithril Agile Breastplate -Neck Guard+1 AC versus Vampure BItes or similar neck attacks -Belt of Incredible Dex +2 -+1 Buckler -Cleric's Vestments -Cloak of Resistance +1 -Ring of Prot. +1 -Holy Symbol, Flask Weapons -MW Cold Iron Trident -MW Dagger -+1 Darkwood Dwarven Light Pelletbow Containers Bandolier 1 -4x Potion of CLW -2x Potion of Reduce -2x Holy Weapon Balm Bandolier 2 -20x Cold IronCoated in Silver Bullets -20x CryptstoneCoated in Silver Bullets Sling Pouch of KEHolds 50 sling bullets, specifically sharpstones. 3 times per day cast Keen Edge for 3 hours of Keen -50x SharpstonesCoated in Silver Belt Pouch -Flint and Steel -Four Leaf CloverA creature with a four-leaf clover in her possession can call upon an extra boost of luck before attempting a single ability check, saving throw, or skill check. She gains a +2 luck bonus on that check. This ability functions three times per day, and requires a free action that the owner can perform even when it’s not her turn. +1 from Fate's Favored -Garlic -Magnet -2x Pearls of Power 1 -20x Cold Iron Bullets -String -791gpSplit between here and HH Handy Haversack -23x Cryptstone Bullets -50x Sharpstones -3 vials of Ambrosia -1 Cytillesh stun vial -2 Holy weapon balm -2 Bottled sunlight -2 Antiplague -2 Antitoxin -2 Troll styptic -Holy Symbol, Pipes -Holy Book of GozrehHymns of the Wind -Silk Rope -Wind Chimes -2x Silver Blanch -1x Adamantine Blanch Name xDiceName xDiceResult xDiceString xDiceRolls Knowledge (religion) 13 1d20+12 1 Link to comment Share on other sites More sharing options...
farothel Posted May 1 Clone Share Posted May 1 (edited) Halgana Kragminer HP: 104/104; AC: 20; Fort: +9, Ref: +9, Wil: +7 (+9); Greataxe +2: +15/+10, 1d12+8, warhammer: +12/+7, 1d8+4 Composite Shortbow (+3Str, MC): +10/+5, 1d6+3 Dagger (silver, cold iron): +14/+9, 1d4+4 Breastplate +2 (Mithral) Darhana isn't too sure, but if they are to proceed, they probably have to. When it's her turn, she offers her left upper arm as it would be easier to hide and she still held weapons in her lower arms, something she didn't really want to draw too much attention to. As she saw the symbol, she too tried to remember who it was associated with. OOC I have for the coming 5 hours 2 weapons in my arm (warhammer right, battleaxe left). If the cult is associated with undead, I have a +2 and a +4 for evil outsiders (if favoured enemy counts in this). Edited May 1 by farothel (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls knowledge(religion) 22 1d20+4 18 Link to comment Share on other sites More sharing options...
dhemon Posted May 2 Clone Share Posted May 2 | AC : 14 | Spell Slots1 : 7/7 2 : 6/7 3 : 3/6 4 : 4/4 | HP : 56/56 | Sheet | Crafting Spreadsheet | Active EffectsQuarterstaff of Entwined Serpents - Glamered (non-magic cane) Undeath Sense : 80 minutes "Sounds like a good time." Rolling up his sleeve, Malciar revealed an arm covered in tattoos and scars, with the latter seemingly meant to obscure the former. Not particularly knowledgeable about religions that worshiped actual gods, the half-orc merely glanced over the brand curiously. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Rakle Posted May 2 Author Clone Share Posted May 2 Halgana recognizes the symbol as the symbol of Lissala which is expected since the group knew that Feasters were following Lissala. Previously the party recalled that Lissala was very a minor deity in old Azlant. Her worship was carried over to Thassilon, and eventually she become the chief god for them. Runes, fate and obedience were key areas of her focus (Lawful Evil god) . She was presumed to be dead god since Thassilon was obliterated by Earthfall, and no one actively worships her anymore Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Steel Warrior Posted May 2 Clone Share Posted May 2 Kero Swiftfoot Kero Swiftfoot HP: 80/80 Saves: Fort 3, Ref 11, Will 4 AC: 24, 17(touch), 18 (flat-footed) Initiative: 5, Speed: 30 Perception: +15 Kero seems to pace around waiting on others to accept the branding, then he finally musters up the courage and pulls his trousers down, exposing his right buttock cheek, then he slaps it, "R.r.r.right here!" he says in an almost defiant tone. Statblock [URL=/sheets/?id=2812605][B][SIZE=+1]Kero Swiftfoot[/SIZE][/B][/URL] Male Neutral Good Halfling Rogue, [B]Level[/B] 8, [B]Init[/B] 5, [B]HP[/B] 80/80, [B]Speed[/B] 30 [B]AC[/B] 24, [B]Touch[/B] 17, [B]Flat-footed[/B] 18, [B]CMD[/b] 19, [B]Fort[/B] 4, [B]Ref[/B] 12, [B]Will[/B] 5, [B]CMB[/B] +4/-1, [B]Base Attack Bonus[/B] +6/+1 [B] +1 Rapier [/B] +13/+8 (1d4+5, 19-20/x2) [B] Bombs [/B] +13 (4d8+3, x2) [B] Combat Scabard [/B] +12 (1d4, x2) [B] Mithral Shirt +1[/B], [B] +1 Buckler[/B] (+5 Armor, +2 Shield, +5 Dex, +1 Size) [B]Abilities[/B] Str 8, Dex 20, Con 12, Int null, Wis 14, Cha 10 [B]Condition[/B] . [B]Languages:[/B] Common, Abyssal, Celestial, Draconic, Dwarven, Elven, Gnomish, Goblin, Halfling, Infernal, Necril, Orcish, Terran [B]Skills: [/B] Acrobatics 21, Appraise 10, Bluff 10, Climb 6, Craft Alchemy 20, Disable Device 18, Escape Artist 11, Arcana 4, Dugeoneering 7, Engineering 4, History 4, Local 7, Nature 4, Nobility 4, Religion 4, Linguistics 14, Perception 15, Sense Motive 9, Sleight of Hand 16, Spellcraft 4, Stealth 25, Swim 7, UMD 10 [B]Traits:[/B] Blood of Dragons (low-light vision), Social: Wanderlust [B]Feats: 1st:[/B] Dodge (Bonus), [ooc="Shikigami Style"]• [B]Prerequisite(s):[/B] Catch Off-Guard or Throw Anything. • [B]Benefit(s):[/B] While in this style, you deal damage with improvised weapons as if they were one size category larger. For every style feat you have that lists Shikigami Style as a prerequisite, treat the improvised weapon as an additional size category larger, to a maximum of three sizes larger than its actual size.[/ooc], [B]3rd:[/B] [ooc="Improvisational Focus"]• [B]Prerequisite(s):[/B] Catch Off-Guard or Throw Anything, base attack bonus +1. • [B]Benefit(s):[/B] You gain a +1 bonus on attack rolls you make using an improvised weapon. You are considered proficient with the improvised weapon and are considered to have Weapon Focus with improvised weapons for the purpose of meeting the prerequisites of feats that specifically select a weapon, such as Weapon Specialization. • [B]Special:[/B] Thrown splash weapons are not considered improvised weapons for the purposes of this feat.[/ooc], [B]5th[/B] [ooc="Shikigami Mimicry"]• [B]Prerequisite(s):[/B] Catch Off-Guard or Throw Anything, Shikigami Style. • [B]Benefit(s):[/B] While in Shikigami Style, you can take a –2 penalty on attack rolls to treat an improvised weapon as if it had one of the following weapon special qualities until the start of your next turn: blocking, brace, disarm, distracting, nonlethal, performance, or trip. If the weapon has the fragile special quality or broken condition, you can treat it as if it had the jagged special quality.[/ooc], [B]6th:[/B] [ooc="Close-Quarters Thrower"]• [B]Prerequisites:[/B] Dex 13, Dodge, Weapon Focus with selected thrown weapon. • [B]Benefit:[/B] Choose a type of thrown weapon. You do not provoke attacks of opportunity for making ranged attacks using the selected weapon. If you are an alchemist, and you select this feat and choose alchemist bombs, you do not provoke attacks of opportunity for the process of drawing components of, creating, and throwing a bomb. Normal: Making a ranged attack provokes attacks of opportunity.[/ooc] (class), [B]7th:[/B] [ooc="Shikigami Manipulation"]• [B]Prerequisite(s):[/B] Catch Off-Guard or Throw Anything, Shikigami Mimicry, Shikigami Style, Use Magic Device 5 ranks. • [B]Benefit(s):[/B] While using Shikigami Style, you can treat any magical item you’re using as an improvised weapon as if it granted an enhancement bonus on attack and damage rolls equal to the item’s caster level divided by 4 (minimum +1), to a maximum bonus of +5. • [B]Special:[/B] A character with this feat and Equipment Trick who uses magical equipment to perform a trick can add a bonus equal to the item’s caster level divided by 4 (minimum +1) on skill or combat maneuver checks attempted as part of the trick.[/ooc] [B]Class Abilities: 1st:[/B] Finesse training, sneak attack +4d6, trapfinding (+4 DD/Perception) [B]2nd:[/B] [ooc="Chemical Weapons (Ex)"]At 2nd level, an underground chemist is able to retrieve an alchemical item as if drawing a weapon. She adds her Intelligence modifier to damage dealt with splash weapons, including any splash damage. She adds 1/2 her level to Craft (alchemy) checks. This ability replaces evasion.[/ooc], Talent: [ooc="Bomber (Su)"]Benefit: A rogue with this talent can make a number of bombs per day equal to her Intelligence modifier (minimum 1). These bombs act as alchemist’s bombs, except they deal damage equal to the damage dealt by the rogue’s sneak attack (the rogue doesn’t add her Intelligence modifier to this damage).[/ooc] 4d4+3 3/day [B]3rd:[/B] [ooc="Danger Sense (Ex)"]At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).[/ooc] +2 [B]4th:[/B] [ooc="Debilitating Injury (Ex)"]At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt. * [B]Bewildered:[/B] The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8). * [B]Disoriented:[/B] The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8). * [B]Hampered:[/B] All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step. * These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.[/ooc], [ooc="Precise Splash Weapons (Ex)"]At 4th level, an underground chemist can deal sneak attack damage with splash weapons. The attack must be her first attack that round, qualify for dealing sneak attack damage (such as against a flat-footed target), and be directed at a creature rather than a square. This ability replaces the rogue talent gained at 4th level.[/ooc], [ooc="Scout's Charge (Ex)"]At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability. This ability replaces uncanny dodge.[/ooc] [B]5th:[/B] [ooc="Rogues Edge (Ex)"]At 5th level, a rogue has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well. * [B]Stealth:[/B] [B]5 Ranks:[/B] Reduce the Stealth penalty from sniping by 10. [B]10 Ranks:[/B] Stealth check penalties for moving quickly are halved, including the ability unlocked at 5 ranks, moving full speed, and reaching concealment after creating a distraction. [B]15 Ranks: [/B]If you attack after successfully using Stealth, your target is denied its Dexterity bonus against all attacks that you make before the end of your turn. [B]20 Ranks:[/B] If you attack after successfully using Stealth, your target is denied its Dexterity bonus against all attacks that you make before the beginning of your next turn.[/ooc] Stealth 6th: Rogue Talent: Feat (close quarter's thrower), 8th: [ooc="Skirmisher (Ex)"]At 8th level, whenever a scout moves more than 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat-footed. If the scout makes more than one attack this turn, this ability only applies to the first attack. Foes with uncanny dodge are immune to this ability. This ability replaces improved uncanny dodge.[/ooc], Rogue Talent: Bomber's Discovery ([ooc="Demolition Charge"]Benefit: When the alchemist creates a bomb, he can choose to have it deal damage to an object as if by a sunder combat maneuver. If the item is worn or held by an opponent, the item is considered the direct target, and the wearer/holder takes splash damage from the blast. If the object is unattended, a demolition charge deals an additional 2d6 points of damage on a direct hit. This bonus doesn’t affect the bomb’s splash damage.[/ooc]) [spoiler=Inventory]+2 Mithral Shirt 5100 Gp +2 Buckler 4,155 Gp +1 Rapier 2,320 gp MW Silver Dagger 322 gp Wooden Stake x4 Combat scabbard 1 gp Handy Haversack 2,000 gp heavyload Belt of Incredible Dexterity +2 7,000 Gp Gloves of Improvised Might 4,000 Gp (Returning) Cloak of Elven Kind + Muleback Chords 4,000 gp Boots of Elven Kind 2,500 gp Ioun Torch 75 Gp Traveler’s Any-Tool x2 500 Gp Thieves Tools 100 gp Kit, alchemist’s 40 Gp Kit, alchemy crafting 25 gp Wooden Stake (x5) Bedroll Belt pouch Caltrops Candles (5) Chalk (5 pieces) Flint and steel Glass cutter Mess kit Sack x2 Candle Wick (1 GP) {AEG}: 150' total Fishing Tackle (20 GP) {AEG} 5lbs: Fishing gear, +1 Fishing 11' Expandable Pole {AEG} (5 GP) 1lb Silk rope (50 ft.) Grappling Hook trail rations (5 days) Waterskin potatoes carrots salt .5lb pepper .5lb Mule 8 gp Saddle 10 gp Saddlebags 4 gp Feed 4 days 2 sp 32,164 Gp[/spoiler] Kero Swiftfoot Male Neutral Good Halfling Rogue, Level 8, Init 5, HP 80/80, Speed 30 AC 24, Touch 17, Flat-footed 18, CMD 19, Fort 4, Ref 12, Will 5, CMB +4/-1, Base Attack Bonus +6/+1 +1 Rapier +13/+8 (1d4+5, 19-20/x2) Bombs +13 (4d8+3, x2) Combat Scabard +12 (1d4, x2) Mithral Shirt +1 , +1 Buckler (+5 Armor, +2 Shield, +5 Dex, +1 Size) Abilities Str 8, Dex 20, Con 12, Int null, Wis 14, Cha 10 Condition . Languages: Common, Abyssal, Celestial, Draconic, Dwarven, Elven, Gnomish, Goblin, Halfling, Infernal, Necril, Orcish, Terran Skills: Acrobatics 21, Appraise 10, Bluff 10, Climb 6, Craft Alchemy 20, Disable Device 18, Escape Artist 11, Arcana 4, Dugeoneering 7, Engineering 4, History 4, Local 7, Nature 4, Nobility 4, Religion 4, Linguistics 14, Perception 15, Sense Motive 9, Sleight of Hand 16, Spellcraft 4, Stealth 25, Swim 7, UMD 10 Traits: Blood of Dragons (low-light vision), Social: Wanderlust Feats: 1st: Dodge (Bonus), Shikigami Style• Prerequisite(s): Catch Off-Guard or Throw Anything. • Benefit(s): While in this style, you deal damage with improvised weapons as if they were one size category larger. For every style feat you have that lists Shikigami Style as a prerequisite, treat the improvised weapon as an additional size category larger, to a maximum of three sizes larger than its actual size. , 3rd: Improvisational Focus• Prerequisite(s): Catch Off-Guard or Throw Anything, base attack bonus +1. • Benefit(s): You gain a +1 bonus on attack rolls you make using an improvised weapon. You are considered proficient with the improvised weapon and are considered to have Weapon Focus with improvised weapons for the purpose of meeting the prerequisites of feats that specifically select a weapon, such as Weapon Specialization. • Special: Thrown splash weapons are not considered improvised weapons for the purposes of this feat. , 5th Shikigami Mimicry• Prerequisite(s): Catch Off-Guard or Throw Anything, Shikigami Style. • Benefit(s): While in Shikigami Style, you can take a –2 penalty on attack rolls to treat an improvised weapon as if it had one of the following weapon special qualities until the start of your next turn: blocking, brace, disarm, distracting, nonlethal, performance, or trip. If the weapon has the fragile special quality or broken condition, you can treat it as if it had the jagged special quality. , 6th: Close-Quarters Thrower• Prerequisites: Dex 13, Dodge, Weapon Focus with selected thrown weapon. • Benefit: Choose a type of thrown weapon. You do not provoke attacks of opportunity for making ranged attacks using the selected weapon. If you are an alchemist, and you select this feat and choose alchemist bombs, you do not provoke attacks of opportunity for the process of drawing components of, creating, and throwing a bomb. Normal: Making a ranged attack provokes attacks of opportunity. (class), 7th: Shikigami Manipulation• Prerequisite(s): Catch Off-Guard or Throw Anything, Shikigami Mimicry, Shikigami Style, Use Magic Device 5 ranks. • Benefit(s): While using Shikigami Style, you can treat any magical item you’re using as an improvised weapon as if it granted an enhancement bonus on attack and damage rolls equal to the item’s caster level divided by 4 (minimum +1), to a maximum bonus of +5. • Special: A character with this feat and Equipment Trick who uses magical equipment to perform a trick can add a bonus equal to the item’s caster level divided by 4 (minimum +1) on skill or combat maneuver checks attempted as part of the trick. Class Abilities: 1st: Finesse training, sneak attack +4d6, trapfinding (+4 DD/Perception) 2nd: Chemical Weapons (Ex)At 2nd level, an underground chemist is able to retrieve an alchemical item as if drawing a weapon. She adds her Intelligence modifier to damage dealt with splash weapons, including any splash damage. She adds 1/2 her level to Craft (alchemy) checks. This ability replaces evasion. , Talent: Bomber (Su)Benefit: A rogue with this talent can make a number of bombs per day equal to her Intelligence modifier (minimum 1). These bombs act as alchemist’s bombs, except they deal damage equal to the damage dealt by the rogue’s sneak attack (the rogue doesn’t add her Intelligence modifier to this damage). 4d4+3 3/day 3rd: Danger Sense (Ex)At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class). +2 4th: Debilitating Injury (Ex)At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt. * Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8). * Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8). * Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step. * These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty. , Precise Splash Weapons (Ex)At 4th level, an underground chemist can deal sneak attack damage with splash weapons. The attack must be her first attack that round, qualify for dealing sneak attack damage (such as against a flat-footed target), and be directed at a creature rather than a square. This ability replaces the rogue talent gained at 4th level. , Scout's Charge (Ex)At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability. This ability replaces uncanny dodge. 5th: Rogues Edge (Ex)At 5th level, a rogue has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well. * Stealth: 5 Ranks: Reduce the Stealth penalty from sniping by 10. 10 Ranks: Stealth check penalties for moving quickly are halved, including the ability unlocked at 5 ranks, moving full speed, and reaching concealment after creating a distraction. 15 Ranks: If you attack after successfully using Stealth, your target is denied its Dexterity bonus against all attacks that you make before the end of your turn. 20 Ranks: If you attack after successfully using Stealth, your target is denied its Dexterity bonus against all attacks that you make before the beginning of your next turn. Stealth 6th: Rogue Talent: Feat (close quarter's thrower), 8th: Skirmisher (Ex)At 8th level, whenever a scout moves more than 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat-footed. If the scout makes more than one attack this turn, this ability only applies to the first attack. Foes with uncanny dodge are immune to this ability. This ability replaces improved uncanny dodge. , Rogue Talent: Bomber's Discovery (Demolition ChargeBenefit: When the alchemist creates a bomb, he can choose to have it deal damage to an object as if by a sunder combat maneuver. If the item is worn or held by an opponent, the item is considered the direct target, and the wearer/holder takes splash damage from the blast. If the object is unattended, a demolition charge deals an additional 2d6 points of damage on a direct hit. This bonus doesn’t affect the bomb’s splash damage. ) Inventory +2 Mithral Shirt 5100 Gp +2 Buckler 4,155 Gp +1 Rapier 2,320 gp MW Silver Dagger 322 gp Wooden Stake x4 Combat scabbard 1 gp Handy Haversack 2,000 gp heavyload Belt of Incredible Dexterity +2 7,000 Gp Gloves of Improvised Might 4,000 Gp (Returning) Cloak of Elven Kind + Muleback Chords 4,000 gp Boots of Elven Kind 2,500 gp Ioun Torch 75 Gp Traveler’s Any-Tool x2 500 Gp Thieves Tools 100 gp Kit, alchemist’s 40 Gp Kit, alchemy crafting 25 gp Wooden Stake (x5) Bedroll Belt pouch Caltrops Candles (5) Chalk (5 pieces) Flint and steel Glass cutter Mess kit Sack x2 Candle Wick (1 GP) {AEG}: 150' total Fishing Tackle (20 GP) {AEG} 5lbs: Fishing gear, +1 Fishing 11' Expandable Pole {AEG} (5 GP) 1lb Silk rope (50 ft.) Grappling Hook trail rations (5 days) Waterskin potatoes carrots salt .5lb pepper .5lb Mule 8 gp Saddle 10 gp Saddlebags 4 gp Feed 4 days 2 sp 32,164 Gp Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Starhawk Posted May 2 Clone Share Posted May 2 Ulrica Wiesbaden, Grey Maiden and Templar of Arqueros AC 32 (33) HP 54/88 Init 3 Fort 11 Ref 9 Will 10 Perception 15 Female Lawful Good Half Elf Fighter 6 - Brawler 1 - Warpriest 1 Lvl 8 Init 3 HP 88/88 Speed 30' (Sash of the War Champion) AC 31, Touch 14 Flat-footed 28 Fort 11 Ref 9 Will 10 (+2 vs Enchantments) (+3 vs Fear) CMD 26 CMB +12 BAB 7 Hero Pts 2 +1 Magic Silversheen Keen Fauchard Strike [+15/+10] Power Attack [+13/+8] CMB [+15 (Trip +17)] Damage 1d10+12 (+14AOO), [Crit 15-20/x2] *Greater Trip +19 Reach/Cleave/Reroll Concealment/Improved Trip Cestus/Improved (Unarmed Strike) Strike +12/+8 Power Attack +10/+5 Power Attack (1d8)+7 (+8AOO), [Crit 19-20/x2] Cold Iron/Silver Chakrams (5) +11/+6 (1d8+5, x2) Magic +2 Full Plate Magic +1 Darkwood Full Shield +11 Armor, +4 Shield, +3 Dex, +1 Dodge, +1 Natural, +1 Deflect, +1 Misc Str 20 Dex 14 Con 12 Int 12 Wis 14 Cha 8 (5) Condition None Ulrica, letting others go first, offers the inside of her upper left arm. Standing in the midst of the arrivals, she has to remove a vambrace to allow this. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Rakle Posted May 4 Author Clone Share Posted May 4 12:07 pm (Lover's Moon W2D1) After Ulrica gets tattooed, the circle reforms around the candidates, and the chanting returns to full volume. Shes speaks above the din. " Serving Lissala is not a simple task, and one must be willing to suffer and sacrifice to attain the benefits of rule. The fire in your heart must burn brighter than this furnace. In this place metal separated from dross and given new form. Who among you is ready to be remade in the image of the divine? To join us to become of the Feasters of the Heart, you must walk through the furnace. In that hellish chamber, your devotion will be your armor. " So come and tell me: Whom do you serve above all others? At whose command would you walk through flame?" The boozy workman first approaches. She asks Whom do you serve above all others? At whose command would you walk through flame?" He replies "Lissala" The woman replies "May it please the Goddess". He enters the furnace. The woman closes a door behind him. Moments later, the furnace roars with fire. Heat can be felt radiating from the it. No screams are heard. Thirty seconds the heat ends, and the woman opens the door. The furnace is empty. The orgy man mutters "Cool trick." Then the woman asks him Whom do you serve above all others? At whose command would you walk through flame?" Orgy man replies " My ten-inch goddess pleaser" The woman replies "So be it" He strides enters the furnace with big grin. The woman closes a door behind him. Moments later, the furnace roars with fire. Immediately, pounding on the door can be heard. Faint screams can be heard through the thick metal door. Not even half way through the thirty seconds, the screams stop. The woman opens the door. The smell of burnet flesh assails everyone's nostrils. A charred corpse remains in the furnace. Next she approaches Eliza, and asks Whom do you serve above all others? At whose command would you walk through flame?" Eliza looks as pales as ghost, but she quietly utters "L-Li -Lissala" The woman replies "May it please the Goddess". Eliza nervously enters the furnace, and avoids getting to close to the charred corpse. Once again, the flames are felt. But no screams of pain are heard from Eliza. When the door opens the charred corpse of orgy man has turned more to ash, but no sign of Eliza. Next she asks everyone else... Ooc @dhemon @Starhawk @Steel Warrior @farothel @paladinred @Kistler None of them detect as undead. What is everyone doing/responding when they are asked Whom do you serve above all others? At whose command would you walk through flame? Party Status Ulrica:88/88 hp; hero: 1 Ilyrana: 64/64 hp; hero 0 Malciar 56/56 hp; hero 2; dv90 Vergren: 82/82 hp; hero 2; dv60 Kero: 80/80 hp; hero 3 Halgana: 104/104 hp; hero 2; dv60 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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