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On the Road Again


Rakle

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| AC : 14 | Spell Slots | HP : 56/56 | Sheet | Crafting Spreadsheet | Active Effects


Having take some distance from the undead, and with none of the others - at least, none that were still standing - in close proximity, Malciar shoved his hand into his bag and drew out a shall shard of crimson crystal. Focusing the spell through the crystal, the half-orc generated a small bead of fire, which flew down the hallway, landing behind the undead orderlies where it expanded into a swath of engulfing flames.


 

 

Actions

Undeath Sense

Move : Draw Fire Fragment
Standard : Cast FireballAlchemical Reagent : M/F : Effect : Cost to False Focus
Fire Fragment : F : +1 CL for damage
Alchemist's Fire : M : 1 target/CL catches on fire if fails Reflex : 20gp
Black Powder : M : +1 Energy Damage : 10gp
Salt Peter : M : +1 Fire Damage : 3gp
: Reflex DC 18 for half -- outline on map should match spread when accounting for walls. - Any undead that fail their saves catch on fire, as Alchemist's Fire

Name
Fireball Damage
60
9d6+24 4,3,6,5,5,5,1,2,5
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dice rolls

Name
reflex in # order
25; 13; 30
1d20+11;1d20+11;1d20+11 [14]; [14,2]; [14,2,19]
atk dmg cha drain
25; 9; 4
1d20+15;1d6+6;1d4 [10]; [10,3]; [10,3,4]
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 10:41 am (Lover's Moon W1D7)

Halgana slashes at the undead, and then she quickly falls back. Kero tries to tumble to safety, but he isn't quick enough. All three try to bite him, and only one connects. In his hurry to escape, he flings a bomb. Overthrowing his target, the bomb explodes hitting all of the creatures plus Ilyrana. Ilyrana still clings to life.

Malciar unleashes a blast of fire. Two of the creatures drop. Lying flat on the floor, the fiery blast just goes above Ilyrana. She still lives. Ignoring the unconsious elf, the remaining creature advances towards Kero. Ulrica slashes it. It tries to bite Kero but misses.

 

Ooc

@Starhawk @dhemon @Steel Warrior @paladinred @Kistler @farothel Everyone can act.

Ilyrana is stable. One hp of damage will kill her. Ulrica is no longer invisible.

Saving throws:

Kero needs to make a DC23 Will save: Fail is 1 pt of CHA drain

.

Party Status

Ulrica30/88 hp; hero: 1 (3 CHA drain,6 con dmg)

Ilyrana: -11/64 hp; hero 0 (3cha drain)

Malciar  56/56 hp; hero 2; dv90

Vergren: 82/82 hp; hero 2; dv60

Kero: 69/80 hp; hero 3

Halgana: 21/104 hp; hero 2; dv60 (2 pts of con damage)

 

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spacer.pngUlrica 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 swings once, curses Crom. Then swings again, looking surprised at a reasonably good swing. Ponders a career as a magic user. Then she recalls a tale she heard of a cleric in a lawcourt in Osirion whose enemies ignored channel after channel after channel.

Ulrica is on AC36/CMD 29

Move: Dedicated Adversary Favored Enemy Undead/ Standard -Activate Blessing +1 Dodge to from Protection Blessing 

AC 31, +1 from Protection of Evil, +1 from Blessing War, +1 from Blessing Protection +2 Dodge from Defensive Fighting

 

Edited by Starhawk (see edit history)
Name
Slash at enemy Power Attack
16
1d20+15 1
2nd attack in the hail mary category
25
1d20+10 15
Damage
25
1d10+19 6
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Halgana Kragminerimage.jpeg.aa786f9590e7f358cc58d347f44ab2d1.jpeg

HP: 104/104; AC: 20; Fort: +9, Ref: +9, Wil: +7 (+9);

Greataxe +2: +15/+10, 1d12+8

Composite Shortbow (+3Str, MC): +10/+5, 1d6+3

Dagger (silver, cold iron): +14/+9, 1d4+4

Breastplate +2 (Mithral)

 

 

Feeling the pain, Halgana grabs her wand out of her Handy Haversack and taps herself with it.

 

OOC

move: take wand of cure light wounds

standard: use wand on self

Name
CLW
7
1d8+1 6
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Kero Swiftfoot

cPY1jYX.jpg.943a3203de222317d487cfe1c6ae0e01.jpgKero 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 although struck forces through the pain and moves once again to have an advantage, throwing his bomb once again at the undead still standing. "Ex.ex.extra crispy chick.k.ken." he says defiantly.

Orderly #3

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 , 3rd: Improvisational Focus , 5th Shikigami Mimicry , 6th: Close-Quarters Thrower (class), 7th: Shikigami Manipulation
Class Abilities: 1st: Finesse training, sneak attack +4d6, trapfinding (+4 DD/Perception) 2nd: Chemical Weapons (Ex) , Talent: Bomber (Su) 4d4+3 3/day 3rd: Danger Sense (Ex) +2 4th: Debilitating Injury (Ex) , Precise Splash Weapons (Ex) , Scout's Charge (Ex) 5th: Rogues Edge (Ex) Stealth 6th: Rogue Talent: Feat (close quarter's thrower), 8th: Skirmisher (Ex) , Rogue Talent: Bomber's Discovery (Demolition Charge )

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

 

 
Edited by Steel Warrior (see edit history)
Name
DC 23 Will
16
1d20+4 12
Acrobatics
38
1d20+21 17
Bomb Toss
28
1d20+13 15
Bomb Damage/Sneak Attack
13; 11
4d6;4d6 [6,2,2,3]; [6,2,2,3,2,1,6,2]
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 10:41 am (Lover's Moon W1D7)

Halgana heals herself. Ulrica slashes twice and hits once. Tumbling out of reach of the creature, Kero throws a bomb through the bars of the gate and hits the creature. In a burst of flame, the creature drops dead. The fierce battle is now over.

 

As the creatures die, they revert back to their natural shapes.

image.jpeg.14ebd6101720c315a9cc4c40f20b8367.jpeg

 

Ooc

Ilyrana is unconscious. Currently there is enough chaos in the asylum that prisoner could be freed.

.

Party Status

Ulrica30/88 hp; hero: 1 (3 CHA drain,6 con dmg)

Ilyrana: -11/64 hp; hero 0 (3cha drain)

Malciar  56/56 hp; hero 2; dv90

Vergren: 82/82 hp; hero 2; dv60

Kero: 69/80 hp; hero 3 (1 cha drain)

Halgana: 28/104 hp; hero 2; dv60 (2 pts of con damage)

 

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| AC : 14 | Spell Slots | HP : 56/56 | Sheet | Crafting Spreadsheet | Active Effects


Nodding slightly to himself as the last of the undead went down, Malciar moved a bit further back towards the alienist's office. Eyeballing a general central area between everyone, the half-orc came to a half and dropped another fireball, this one at his feet. Unlike the previous one though, the flames were warm and mild, instead of burning, and the wounds the others had suffered began closing.


 

 

Actions

Undeath Sense


Standard : Cast a healing Fireball - everyone should be in range & heals 26hp

Edited by dhemon (see edit history)
Name
Healing Fireball
26
(8d6+22)/2 4,1,3,6,6,4,3,3
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uc?export=download&id=1dRpitT3CcasYF2DNUtVf9NtjWbs0fRXE

Vergren Holybrew - Dwarven Warpriest of Gozreh 8


HP: 82/82 | AC: 30/15/25 | Speed: 20ft | Hero: 1/3 | Spells: P1 P1 1 1 1 1 1 2 2 2 2 2 3 3 3

Initiative: +4 | Perception: +12+2 | Fort: +9 | Ref: +7 | Will: +11 | +4 v. Magic

Fervor Pool: 4/8 | Blessings: 9/9 | Sacred Armor 8/8 | Sacred Weapon 8/8

Conditions | Consumables | Spells | Bonuses | Skills


Vergren moves to the center of the group and let's them garth before channeling healing energy. Then he touches Ilyrana with a little more. "They must have really had the drop on you to get cut up this badly." Glancing around and not seeing any danger he takes a few minutes to get his breastplate on.


OOC/Actions

Other: CPE, CLW

Trident in haversack

Free:

Swift:

Move:

Standard:

Full Round:

Hands: Buckler and Bow

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

-150x Sharpstone Bullets

-50x Crypstone Bullets

 Gear

Worn

-+1 Mithril Agile Breastplate

-Neck Guard

-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 Iron Bullets

-20x Cryptstone Bullets

Sling Pouch of KE

-50x Sharpstones

Belt Pouch

-Flint and Steel

-Four Leaf Clover

-Garlic

-Magnet

-2x Pearls of Power 1

-20x Cold Iron Bullets

-String

-791gp

Handy Haversack

-23x Cryptstone Bullets

-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 Gozreh

-Silk Rope

-Wind Chimes

-2x Silver Blanch

-1x Adamantine Blanch

 

Edited by Kistler (see edit history)
Name
Channel positive
12
3d6 6,5,1
CLW on Ily
11
1d8+5 6
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fHoXoT0.jpg
 
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 59/64

Amulet of the Blooded uses Greater Invisibility 9/9, Touch Attack Hideous Laughter 3/3

Active Effects: Death Ward

 

Ilyrana fell into the inky blackness and the light got further away, the voices of her ancestors called to her. They pointed to the light and she stopped falling, the light was just a mere dot when suddenly it began to grow. The pain returned and she was able to open her eyes once more, looking right into the damned dwarf's eyes as he brought her back from the brink of oblivion. She sat up and saw the strange creatures "what the blue fish are they", rising to her feet she regained her senses "thank you, master dwarf. I feel whole again" she said even though her first few steps were a little wobbly. She began her primary role as healer and began fixing up Ulrica, then anyone who needed it.

@Rakle I had cast Death Ward on myself previously

Action:

Move:

Edited by paladinred (see edit history)
Name
Ulrica
21
2d8+8 7,6
Helganna
19
2d8+8 8,3
Cast CMW on Ulrica
16
2d8+8 1,7
Cast CMW on Helgaana
12
2d8+8 3,1
CLW on self
12
1d8+5 7
CLW on self
9
1d8+5 4
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Halgana Kragminerimage.jpeg.aa786f9590e7f358cc58d347f44ab2d1.jpeg

HP: 97/104; AC: 20; Fort: +9, Ref: +9, Wil: +7 (+9);

Greataxe +2: +15/+10, 1d12+8

Composite Shortbow (+3Str, MC): +10/+5, 1d6+3

Dagger (silver, cold iron): +14/+9, 1d4+4

Breastplate +2 (Mithral)

 

 

"Totenmaske," Halgana said as she felt the healing energy flow into her body, closing her wounds, "Undead shapeshifters. They can drain hopes and dreams and also eat flesh. This is a perfect location for them to feed."

She looked around to see no wards or anything.

"If we want to get that guy out of here, now is our chance. In the confusion we can always say he was killed and by pointing out that there's undead here, focus the investigation on that and not one missing patient."

 

OOC

 

Edited by farothel (see edit history)
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Kero Swiftfoot

cPY1jYX.jpg.943a3203de222317d487cfe1c6ae0e01.jpgKero 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 quickly checks the bodies, if there is anything of value. He quietly says, "D.d.do you think the Ai.ailien.ist knows a..about these und.d.dead?" Then he paces around one of the corpses, "W.w.what if he m.m.m.ade them."

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 , 3rd: Improvisational Focus , 5th Shikigami Mimicry , 6th: Close-Quarters Thrower (class), 7th: Shikigami Manipulation
Class Abilities: 1st: Finesse training, sneak attack +4d6, trapfinding (+4 DD/Perception) 2nd: Chemical Weapons (Ex) , Talent: Bomber (Su) 4d4+3 3/day 3rd: Danger Sense (Ex) +2 4th: Debilitating Injury (Ex) , Precise Splash Weapons (Ex) , Scout's Charge (Ex) 5th: Rogues Edge (Ex) Stealth 6th: Rogue Talent: Feat (close quarter's thrower), 8th: Skirmisher (Ex) , Rogue Talent: Bomber's Discovery (Demolition Charge )

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

 

 
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spacer.pngUlrica 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, after carving the last thing, looks on at Kero finally puts it down. She then luxuriates in the healing flames, smiling her thanks at Malciar. She registers, overlate, Vergren's return, whom she then addresses.. "Each one of these things made Strahd look like a pansy. I can swing twice and well but each of these things came with a bite and two claws that went through my defences like they were made of mist." She then looks on as Ilyrana is revived. Addressing everyone she continues.. "My take on the current situation is if we drag these things outside into the light, I'd given even odds on the locals stringing us up as the one's who brought them here." She gestures at the undead corpses.."There's a spell that lets folk find the creator of a dead undead, so collect eyes and organs. Then.. yeah, like Halgana says.. we need to get eyepatch dhampy out of here now before the law shows up."

 

 

Move: Dedicated Adversary Favored Enemy Undead/ Standard -Activate Blessing +1 Dodge to from Protection Blessing 

 

 

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Posted (edited)
 
 10:42 am (Lover's Moon W1D7)

The group spends the next half of minute healing and discussing. Things are still quiet for the moment. Eliza stares at the strange creatures. Two of the corpses are still in good condition which will give the authorities something to ponder. The third is smoldering into a charred chunk.

 

Ooc

If the party is going to jail break the prisoner, you better get hustling. There are two doors that need to rogued open at 30 seconds each, and a blind person needs to be escorted out of here. Now that it is quiet, it won't be too long before the orderlies come back to investigate.

.

Party Status

Ulrica58/88 hp; hero: 1 (3 CHA drain,6 con dmg)

Ilyrana: 33/64 hp; hero 0 (3cha drain)

Malciar  56/56 hp; hero 2; dv90

Vergren: 82/82 hp; hero 2; dv60

Kero: 80/80 hp; hero 3 (1 cha drain)

Halgana: 52/104 hp; hero 2; dv60 (2 pts of con damage)

 

Edited by Rakle (see edit history)
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Kero Swiftfoot

cPY1jYX.jpg.943a3203de222317d487cfe1c6ae0e01.jpgKero 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 moves to get doors open with the best of his ability. If only there was a way to get the blind patient out without being noticed would be ideal. He focuses on opening locks first.

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 , 3rd: Improvisational Focus , 5th Shikigami Mimicry , 6th: Close-Quarters Thrower (class), 7th: Shikigami Manipulation
Class Abilities: 1st: Finesse training, sneak attack +4d6, trapfinding (+4 DD/Perception) 2nd: Chemical Weapons (Ex) , Talent: Bomber (Su) 4d4+3 3/day 3rd: Danger Sense (Ex) +2 4th: Debilitating Injury (Ex) , Precise Splash Weapons (Ex) , Scout's Charge (Ex) 5th: Rogues Edge (Ex) Stealth 6th: Rogue Talent: Feat (close quarter's thrower), 8th: Skirmisher (Ex) , Rogue Talent: Bomber's Discovery (Demolition Charge )

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
Disable Device
23; 37
1d20+18;1d20+18 [5]; [5,19]
DD if another needed
24
1d20+18 6
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