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Rakle

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Vergren Holybrew - Dwarven Warpriest of Gozreh 8


HP: 82/82 | AC: 25/16/20 | Speed: 20ft | Hero: 2/3 | 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: 8/8 | Blessings: 9/9 | Sacred Armor 8/8 | Sacred Weapon 8/8

Conditions | Consumables | Spells | Bonuses | Skills


"Well..." Vergren hedges, "I'd have to say mostly Gozreh, but I'm a lot of dwarf for just one God. There's plenty to go around! So yeah, Lissala too!" He says, getting into the swing of things.

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

-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

-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 Gozreh

-Silk Rope

-Wind Chimes

-2x Silver Blanch

-1x Adamantine Blanch

 

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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 watched with baited breath.. Will they be true believers, or is there something else that determines the worthy. He wasn't a man of strong faith, but at this particular moment, it was going to be an exception. As he watched Vergren prepare to take the plunge, he can't help but hold his breath.
 

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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12:08 pm (Lover's Moon W2D1)

The woman stares at Vergren for a moment as she comprehends his response. Then she replies "May it please the Goddess". Once again, the heat of flames are felt. But no screams of pain are heard from Vergren. When the door opens the charred corpse of orgy man is looks worse than before, but no sign of Vergren.

 

Ooc

@dhemon  @Starhawk @Steel Warrior @farothel @paladinred 

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

 

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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 copies Eliza in every word and action.

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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 prepares himself mentally and physically, he waits as Ulrica performs the right of passage. Finally he himself steps forward and clears his throat, as he is asked the questions, and answers without a stutter. Lissala! he says proudly.

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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See related image detail. ashes by Beata Banach / 500px | Gothic people, Romantic goth, Goth girls
 
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 also repeated the name and prepared for the same fate as the others, Ilyrana did not really follow any god so declaring that she was a follower of Lissala was no big deal. As she awaited the next person to take their brand, Ilyrana decided to change her look ....slightly.

 

Action:

Move:

Edited by paladinred (see edit history)
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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, warhammer: +12/+7, 1d8+4

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

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

Breastplate +2 (Mithral)

 

 

Well, if a warpriest of Gozreh managed to get through, so could she. Repeating the name, she then moved on as the others had done.

 

OOC

I have for the coming 5 hours 2 weapons in my arm (warhammer right, battleaxe left).

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Posted (edited)
 
12:08 pm (Lover's Moon W2D1)

After each individual gives their response, she replies "May it please the Goddess" and sends them into furnace. Once again, the heat of flames are felt. But no screams of pain are heard from the individual.  

As each individual enters the furnace the heavy metal door are shut behind. Almost immediately the flames ignite, and the person is engulfed in flames. They can feel the heat, but something is shielding him from the burning. The fires burn for a full 30 seconds (5 rounds) before stopping. A narrow secret door in the back opens up, and a black hooded cultist ushers them out of the furnace. Malciar and Ilyrana realize as soon as they enter a furnace, a hidden gem had casting protection from fire upon them,

As the Malciar (the last to finish the process) enters the room; the door to the furnace is left open rather than closed.

The groups finds themselves in a twenty by twenty room with a north, and one to the east. Two large barrels take up space at the southwestern corner of the room. Eliza, stinky man and Vergren are already in this room.

After everyone is in the room, the cultist walks over to the northeastern corner and address the group.

"You have shown yourselves to be worthy of what you are about to receive. You have been asked to wear the rune of the goddess on your flesh, and have put yourselves in mortal danger to obey the command of Lissala. The furnace has burned away your old life. Your fears, your weaknesses—those things are gone now. In the furnace, Lissala saw the strength of your dedication, and she was pleased. But now she must see the force of your will.

You must decide among yourselves who is the most worthy of the goddess’s honor, and who’s the least. The most worthy will receive power beyond imagining.


What happens to the weakest should be none of your concern. There are no rules save this: You have five minutes. In five minutes, you must present the greatest and the weakest among you, or you will all return to the furnace. And this time it will not be so kind.

 

 

Ooc

@dhemon  @Starhawk @Steel Warrior @farothel @paladinred @Kistler

Everyone has protection from fire for 15hp of damage for 47 minues.

 

 

 

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

 

Edited by Rakle (see edit history)
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uc?export=download&id=1dRpitT3CcasYF2DNUtVf9NtjWbs0fRXE

Vergren Holybrew - Dwarven Warpriest of Gozreh 8


HP: 82/82 | AC: 25/16/20 | Speed: 20ft | Hero: 2/3 | 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: 8/8 | Blessings: 9/9 | Sacred Armor 8/8 | Sacred Weapon 8/8

Conditions | Consumables | Spells | Bonuses | Skills


Vergren huddles up wit hthe others and speaks quietly, "Hmm... I might be the least worthy; promised to another god and all." Vergren looks around at them. "Is Ulrica the strongest?? Helgana? Eliza? I really don't know..." He mutters, unsure what will happen to the chosen.

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

-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

-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 Gozreh

-Silk Rope

-Wind Chimes

-2x Silver Blanch

-1x Adamantine Blanch

 

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spacer.png

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


Having been far too tempted than was healthy to give a snarky response to the lady manning the door and trust in his innate resistance to fire, Malciar nevertheless managed to give the 'proper' answer. Joining the others on the far side, the half-orc raised an eyebrow at the newest demand, responding quietly to Vergren's suppositions.
"If it's based on religious qualifications, I think I've got you beat for the weakest. Perhaps they meant physically?"
That would probably be him or Ilyrana, considering the general lack of exertion involved in casting spells. The half-orc didn't expound on his comment of lack of worth, instead half contemplating if he should just start tossing fireballs.

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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 steps forward looking at his companions and the others who have managed to survive the trials. "I n.n.nname myself the strongest." he says. "I am s.s.small, but my heart is b.b.big." as he tries to convince the man asking the questions, "It t.t.takes great courage for sm.sm.smallfolk to survive in a b.b.big world."

As he steps forward, "Sh.shall Lissala grant me strength."

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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See related image detail. ashes by Beata Banach / 500px | Gothic people, Romantic goth, Goth girls
 
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 points at the alcoholic and says "I give unto you the weakest", she looks at the party and gives a little shrug.

 

Action:

Move:

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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, warhammer: +12/+7, 1d8+4

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

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

Breastplate +2 (Mithral)

 

 

Halgana wasn't sure how to proceed with this. They would have to be careful. While Lissala was rumoured to follow the rules, her followers might not.

"I don't know. The weakest will probably be consumed by those vamps, if vamps there are around here. The strongest, might actually be turned into one. We'll have to be very careful with this."

OOC

I have for the coming 5 hours 2 weapons in my arm (warhammer right, battleaxe left).

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12:10 am (Lover's Moon W2D1)

"What?! yells the boozer. He points at Ilyrana. "I'm a farmer. She's a woman. I'm tougher than her"

The cultist listens to the discussion. He points at the body odor boozer. Is he the weakest? he asks for confirmation. The points at Kero and asks "Is he the strongest? You have a few minutes left to confirm these decisions"

 

 

Ooc

@dhemon  @Starhawk @Steel Warrior @farothel @paladinred @Kistler

Final decisions regarding the strongest or weakest? Or something else?

 

Everyone has protection from fire for 15hp of damage for 45 minues.

 

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

 

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