Dax Thura Posted January 20 Author Clone Share Posted January 20 The man nods his head some as he considers. He then stands up straight before bowing. "You have been honest, if evasive. I understand and even appreciate that. To a point. I am Heuberk. And, if you were to bring me those notes, not only would Fadelby be able to return to his life as a wainwright, I would feel comfortable enough with you to make you an offer to work for my associates." He raises his finger to enforce his point. "It is important to Fadelby that I get those notes tonight. Before the sun rises." You have just enough time to do that, you know, if you wish to. ****MAPS AND HANDOUTS**** Status Visibility: Terrain: Cover: Kuz'Arak 98/98 HP 2/3 AP; Bul'Ro 96/96 HP; Drasil 102/102 HP 3/3 AP; Kyros 123/123 HP 3/3 AP; Darkvision, Low-Light Vision; Resist Fire 10 Garion 99/89 HP 3/3 AP; False Life Braz'i 96/96 HP 3/3 AP; Mentions @Belabras @Nwise @ScottGell @Mathota @allefgib Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Nwise Posted January 22 Clone Share Posted January 22 (edited) Kuz'Arak has stoically stood as Garion stepped out of the sphere and engaged the man in conversation. He feels a bit embarrassed as he so confidently had strode into the room to take the measure of the person who summoned the bravos, only to flounder as he couldn't get a good read on them ans intentions. He continues to watch the mans hands and study his posture, hoping to get a better read on him. Sense motive: Does the man seem that he is actually willing to kill the owner of the shop? Sense motive Finally he speaks up as the man begins to divulge a bit of information. "Apologies, we may have gotten off on the wrong foot from your line of questioning. You see, Voz was a misfortunate development in town. Her intentions may not have been purely evil.... But she did make enemies of us in the end. And it is apparent that you are aware of our dealings with the woman, since you so rightly thought that the mention of her might put us on edge. But now that we have a bit more understanding of each other, we can work past this I think.... Firstly, What are your intentions with Voz's notes? You keep suggesting that we might work for you, and yet you have shown us very little of what that job might be. We aren't just a simple mercenary band for hire here. We'll go and get the notes this instant if the job is worth the while for us to get involved in." Actions Kuz'Arak Bul'Ro Remaining Vital Beacon 4d10 4d8 4d6 4d4 Kuz'Arak |Lizardfolk Druid 9 | AC 27 (29) | HP 98 | Per +17|Speed 25 | Fort: 15 Ref: 17 Will: 17 Bul’Ro | animal companion 9 | AC 27 | HP 96 | Per +16 | Speed 40 | Fort: 17 Ref: 19 Will: 16 Edited January 22 by Nwise (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Sense motive 36 1d20+17 19 Link to comment Share on other sites More sharing options...
Dax Thura Posted January 22 Author Clone Share Posted January 22 "Yes. Kuz'Arak understands. My line of questioning could have led to poor ends for myself. " "I intend to pass the information along to some of my associates. I am not a scholar and I'm sure that I would personally have no use for them." "Until you bring me those notes, there is no offer to elaborate upon." ****MAPS AND HANDOUTS**** Status Visibility: Terrain: Cover: Kuz'Arak 98/98 HP 2/3 AP; Bul'Ro 96/96 HP; Drasil 102/102 HP 3/3 AP; Kyros 123/123 HP 3/3 AP; Darkvision, Low-Light Vision; Resist Fire 10 Garion 99/89 HP 3/3 AP; False Life Braz'i 96/96 HP 3/3 AP; Mentions @Belabras @Nwise @ScottGell @Mathota @allefgib Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
allefgib Posted January 24 Clone Share Posted January 24 Braz'i remained silent in the sphere and studied the main closely. What sort of equipment was he carrying? What was his disposition? Was there anything odd about the man that gave away anything about his intent or capabilities? OOC During the conversation that feels like sufficien ttime for a few perception and RK checks? He'll also ready 2 actions to cast Dirge of Doom as a reaction should we be rolling initiative Action 1: Action 2: Action 3: Reaction: Stat Block Braz'i the BeaterBard 9 N, Small, Halfling, Wildwood Halfling, Humanoid Perception +16; Languages Common, Halfling Skills Acrobatics +15, Athletics +0, Diplomacy +19, Lore: Warfare +11, Medicine +14, Occultism +11, Performance +19, Stealth +15, Survival +14 Str +0, Dex +4, Con +1, Int +0, Wis +3, Cha +4 Items +1 Resilient Leather, Folding Drums, Mentalist's Staff, Pendant of the Occult, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Spellbook (Blank), Healing Potion (Lesser), Darkvision Elixir (Moderate), Flask of Fellowship, Scroll of Object Reading, Scroll of Pocket Library, Scroll of Comprehend Language AC 27; Fort +15, Ref +18, Will +19; Resolve HP 96 Speed 30 feet Melee +1 Fighting Stick +12 (Uncommon, Backswing, Halfling, Nonlethal, Shove, Magical), Damage 1d6 B Ranged +1 Striking Shortbow +16 (Deadly d10, Magical), Damage 2d6 P Halfling Luck Bon Mot Folding Drums Occult Known Spells DC 27, attack +17; 5th Synesthesia, Shadow Siphon (2 slots); 4th Silence (H+2), Resist Energy (H+2), Restoration (H+2) (3 slots); 3rd Slow ☆, Invisibility SphereInvisibility Sphere Spell 3 Illusion Source Core Rulebook pg. 347 4.0 Traditions arcane, occult Deities Luhar, Thamir Cast [two-actions] material, somatic Area 10-foot emanation; Targets you and any number of creatures in range Duration 10 minutes You and all targets are invisible except to each other as long as you remain within the spell's area. If a creature made invisible by this spell leaves the spell's area, it becomes visible and remains so even if it returns to the spell's area. If any creature made invisible by this spell uses a hostile action, the spell ends after the hostile action is completed. While exploring, it's easy to move together slowly and remain invisible. This is untenable in a battle, however. Once an encounter begins, creatures remain invisible until at most the end of the first round, at which point the spell ends. Heightened (5th) The duration increases to 1 hour., Fear (H+2) (2/3 slots); 2nd Telekinetic Maneuver, Dispel Magic ☆, Hideous Laughter (3 slots); 1st Summon Fey, Phantom Pain, Schadenfreude, Soothe ☆ (3 slots); Cantrips Daze, Shield, Haunting Hymn, Telekinetic Projectile, Bullhorn Focus Spells (3 points) Counter Performance Area 60-foot emanation Your performance protects you and your allies. Roll a Performance check for a type you know: an auditory performance if the trigger was auditory, or a visual one for a visual trigger. You and allies in the area can use the better result between your Performance check and the saving throw. Inspire Courage Area 60-foot emanation Duration 1 round You inspire your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects. Lingering Composition You add a flourish to your composition to extend its benefits. If your next action is to cast a cantrip composition with a duration of 1 round, attempt a Performance check. The DC is usually a standard-difficulty DC of a level equal to the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check. Critical Success The composition lasts 4 rounds. Success The composition lasts 3 rounds. Failure The composition lasts 1 round, but you don't spend the Focus Point for casting this spell. Dirge of Doom Area 30-foot emanation Duration 1 round Foes within the area are frightened 1. They can't reduce their frightened value below 1 while they remain in the area. Inspire Heroics You call upon your muse to greatly increase the benefits you provide to your allies with your inspire courage or inspire defense composition. If your next action is to cast inspire courage or inspire defense, attempt a Performance check. The DC is usually a very hard DC of a level equal to that of the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect of your inspire courage or inspire defense composition depends on the result of your check. Critical Success The status bonus from your inspire courage or inspire defense increases to +3. Success The status bonus from inspire courage or inspire defense increases to +2. Failure Your inspire courage or inspire defense provides only its normal bonus of +1, but you don't spend the Focus Point for casting this spell. Additional Feats Adopted Ancestry, Assurance, Battle Cry, Cat Fall, Dirge of Doom, Esoteric Polymath, Guiding Luck, Inspire Heroics, Lingering Composition, Multifarious Muse, Nimble Elf, Toughness, Versatile Performance, Virtuosic Performer, Wildwood Halfling Additional Specials Adopted Ancestry (Elf), Assurance (Medicine), Great Fortitude, Keen Eyes, Multifarious Muse (Polymath), Muses (Maestro), Signature Spells Name xDiceName xDiceResult xDiceString xDiceRolls perception to asses the man's intent 22 1d20+16 6 occultism to see if there is anything odd that he carries and what it might do 27 1d20+11 16 lore warfare to see what Braz'i might be able to assess about his combat abilities 21 1d20+11 10 Link to comment Share on other sites More sharing options...
Dax Thura Posted January 24 Author Clone Share Posted January 24 (edited) He wears leather armor and carries a dagger and a well made mace. He has what you think is a spellbook. He did say he had Discern Lies. A set of manacles are on his belt. There is obviously at least one someone in the room with Fadelby to make sure he behaves and to trip the trap if necessary. When combat starts, things have a greater than average chance to quickly go poorly for Fadelby. ****MAPS AND HANDOUTS**** Status Visibility: Terrain: Cover: Kuz'Arak 98/98 HP 2/3 AP; Bul'Ro 96/96 HP; Drasil 102/102 HP 3/3 AP; Kyros 123/123 HP 3/3 AP; Darkvision, Low-Light Vision; Resist Fire 10 Garion 99/89 HP 3/3 AP; False Life Braz'i 96/96 HP 3/3 AP; Mentions @Belabras @Nwise @ScottGell @Mathota @allefgib Edited January 24 by Dax Thura (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Dax Thura Posted January 27 Author Clone Share Posted January 27 So what's the plan? Mentions @Belabras @Nwise @ScottGell @Mathota @allefgib Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
ScottGell Posted January 27 Clone Share Posted January 27 Listening to the conversation, Garion nods slowly. "Ok ... Heuberk ... we're willing to consider your request and retrieve the notes." He quickly continues, "But since this entire meeting has essentially been a hostage negotiation, you'll forgive me if we require proof of life. We have only your word that Fadelby is alive and well behind that door." The gnome holds his hands up non-threateningly. "If you'll allow me to verify the situation, we'll be on our way to get those notes." Garion takes a step toward the back room. Garion | Gnome Sorcerer 9 | AC 24 | HP 99/89 | Per +15 | F:+16, R:+16, W:+16 | Speed 25' | Focus 2/2 | Spells -/4/4/3/4/2 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Mathota Posted January 27 Clone Share Posted January 27 Drasil waits. tense like a coiled spring. If he were alone he would move to kill the man, but he is with the Bravos, so he waits patiently. there is still an advantage in his presence not being known. But as he waits, he seethes behind a salesman's smile. Drasil | Elf Fighter 9 | AC 28(26 while raging with weapon)(27 without oversized weapon) | HP 114/114 +0 temp| Percep +15 (+17 init) | Speed 35' | Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
allefgib Posted January 28 Clone Share Posted January 28 Braz'i saw the tension in Drasil and reached up and patted the mighty warrior gently on his hip. He admired the elf as a man of action. He found the elf intimidating and knew that when it was necessary he would act and ensure the Bravo's, and those they chose to help, would be at an advantage. But it wasn't necessarily comfortable standing alongside the elf as they were forced to wait. OOC He'll continue using 2 actions to cast Dirge of Doom as a reaction should we be rolling initiative Action 1: Action 2: Action 3: Reaction: Stat Block Braz'i the BeaterBard 9 N, Small, Halfling, Wildwood Halfling, Humanoid Perception +16; Languages Common, Halfling Skills Acrobatics +15, Athletics +0, Diplomacy +19, Lore: Warfare +11, Medicine +14, Occultism +11, Performance +19, Stealth +15, Survival +14 Str +0, Dex +4, Con +1, Int +0, Wis +3, Cha +4 Items +1 Resilient Leather, Folding Drums, Mentalist's Staff, Pendant of the Occult, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Spellbook (Blank), Healing Potion (Lesser), Darkvision Elixir (Moderate), Flask of Fellowship, Scroll of Object Reading, Scroll of Pocket Library, Scroll of Comprehend Language AC 27; Fort +15, Ref +18, Will +19; Resolve HP 96 Speed 30 feet Melee +1 Fighting Stick +12 (Uncommon, Backswing, Halfling, Nonlethal, Shove, Magical), Damage 1d6 B Ranged +1 Striking Shortbow +16 (Deadly d10, Magical), Damage 2d6 P Halfling Luck Bon Mot Folding Drums Occult Known Spells DC 27, attack +17; 5th Synesthesia, Shadow Siphon (2 slots); 4th Silence (H+2), Resist Energy (H+2), Restoration (H+2) (3 slots); 3rd Slow ☆, Invisibility SphereInvisibility Sphere Spell 3 Illusion Source Core Rulebook pg. 347 4.0 Traditions arcane, occult Deities Luhar, Thamir Cast [two-actions] material, somatic Area 10-foot emanation; Targets you and any number of creatures in range Duration 10 minutes You and all targets are invisible except to each other as long as you remain within the spell's area. If a creature made invisible by this spell leaves the spell's area, it becomes visible and remains so even if it returns to the spell's area. If any creature made invisible by this spell uses a hostile action, the spell ends after the hostile action is completed. While exploring, it's easy to move together slowly and remain invisible. This is untenable in a battle, however. Once an encounter begins, creatures remain invisible until at most the end of the first round, at which point the spell ends. Heightened (5th) The duration increases to 1 hour., Fear (H+2) (2/3 slots); 2nd Telekinetic Maneuver, Dispel Magic ☆, Hideous Laughter (3 slots); 1st Summon Fey, Phantom Pain, Schadenfreude, Soothe ☆ (3 slots); Cantrips Daze, Shield, Haunting Hymn, Telekinetic Projectile, Bullhorn Focus Spells (3 points) Counter Performance Area 60-foot emanation Your performance protects you and your allies. Roll a Performance check for a type you know: an auditory performance if the trigger was auditory, or a visual one for a visual trigger. You and allies in the area can use the better result between your Performance check and the saving throw. Inspire Courage Area 60-foot emanation Duration 1 round You inspire your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects. Lingering Composition You add a flourish to your composition to extend its benefits. If your next action is to cast a cantrip composition with a duration of 1 round, attempt a Performance check. The DC is usually a standard-difficulty DC of a level equal to the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check. Critical Success The composition lasts 4 rounds. Success The composition lasts 3 rounds. Failure The composition lasts 1 round, but you don't spend the Focus Point for casting this spell. Dirge of Doom Area 30-foot emanation Duration 1 round Foes within the area are frightened 1. They can't reduce their frightened value below 1 while they remain in the area. Inspire Heroics You call upon your muse to greatly increase the benefits you provide to your allies with your inspire courage or inspire defense composition. If your next action is to cast inspire courage or inspire defense, attempt a Performance check. The DC is usually a very hard DC of a level equal to that of the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect of your inspire courage or inspire defense composition depends on the result of your check. Critical Success The status bonus from your inspire courage or inspire defense increases to +3. Success The status bonus from inspire courage or inspire defense increases to +2. Failure Your inspire courage or inspire defense provides only its normal bonus of +1, but you don't spend the Focus Point for casting this spell. Additional Feats Adopted Ancestry, Assurance, Battle Cry, Cat Fall, Dirge of Doom, Esoteric Polymath, Guiding Luck, Inspire Heroics, Lingering Composition, Multifarious Muse, Nimble Elf, Toughness, Versatile Performance, Virtuosic Performer, Wildwood Halfling Additional Specials Adopted Ancestry (Elf), Assurance (Medicine), Great Fortitude, Keen Eyes, Multifarious Muse (Polymath), Muses (Maestro), Signature Spells Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Dax Thura Posted January 28 Author Clone Share Posted January 28 Garion takes only one step before Heuberk puts up a hand to stop him. "You are killing him." There is a moan of pain from within the room. "Your concern is touching though." He doesn't mean that. "However, in this matter, I must insist that you trust me. Bring those notes to me post haste and you will see that your faith has not been in vain." ****MAPS AND HANDOUTS**** Status Visibility: Terrain: Cover: Kuz'Arak 98/98 HP 2/3 AP; Bul'Ro 96/96 HP; Drasil 102/102 HP 3/3 AP; Kyros 123/123 HP 3/3 AP; Darkvision, Low-Light Vision; Resist Fire 10 Garion 99/89 HP 3/3 AP; False Life Braz'i 96/96 HP 3/3 AP; Mentions @Belabras @Nwise @ScottGell @Mathota @allefgib Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
allefgib Posted January 29 Clone Share Posted January 29 Braz'i frowned. The situation put the bravos in an awkward spot. He studied the man carefully to see if he spoke the truth or not. OOC He'll continue using 2 actions to cast Dirge of Doom as a reaction should we be rolling initiative Action 1: Action 2: Action 3: Reaction: Stat Block Braz'i the BeaterBard 9 N, Small, Halfling, Wildwood Halfling, Humanoid Perception +16; Languages Common, Halfling Skills Acrobatics +15, Athletics +0, Diplomacy +19, Lore: Warfare +11, Medicine +14, Occultism +11, Performance +19, Stealth +15, Survival +14 Str +0, Dex +4, Con +1, Int +0, Wis +3, Cha +4 Items +1 Resilient Leather, Folding Drums, Mentalist's Staff, Pendant of the Occult, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Spellbook (Blank), Healing Potion (Lesser), Darkvision Elixir (Moderate), Flask of Fellowship, Scroll of Object Reading, Scroll of Pocket Library, Scroll of Comprehend Language AC 27; Fort +15, Ref +18, Will +19; Resolve HP 96 Speed 30 feet Melee +1 Fighting Stick +12 (Uncommon, Backswing, Halfling, Nonlethal, Shove, Magical), Damage 1d6 B Ranged +1 Striking Shortbow +16 (Deadly d10, Magical), Damage 2d6 P Halfling Luck Bon Mot Folding Drums Occult Known Spells DC 27, attack +17; 5th Synesthesia, Shadow Siphon (2 slots); 4th Silence (H+2), Resist Energy (H+2), Restoration (H+2) (3 slots); 3rd Slow ☆, Invisibility SphereInvisibility Sphere Spell 3 Illusion Source Core Rulebook pg. 347 4.0 Traditions arcane, occult Deities Luhar, Thamir Cast [two-actions] material, somatic Area 10-foot emanation; Targets you and any number of creatures in range Duration 10 minutes You and all targets are invisible except to each other as long as you remain within the spell's area. If a creature made invisible by this spell leaves the spell's area, it becomes visible and remains so even if it returns to the spell's area. If any creature made invisible by this spell uses a hostile action, the spell ends after the hostile action is completed. While exploring, it's easy to move together slowly and remain invisible. This is untenable in a battle, however. Once an encounter begins, creatures remain invisible until at most the end of the first round, at which point the spell ends. Heightened (5th) The duration increases to 1 hour., Fear (H+2) (2/3 slots); 2nd Telekinetic Maneuver, Dispel Magic ☆, Hideous Laughter (3 slots); 1st Summon Fey, Phantom Pain, Schadenfreude, Soothe ☆ (3 slots); Cantrips Daze, Shield, Haunting Hymn, Telekinetic Projectile, Bullhorn Focus Spells (3 points) Counter Performance Area 60-foot emanation Your performance protects you and your allies. Roll a Performance check for a type you know: an auditory performance if the trigger was auditory, or a visual one for a visual trigger. You and allies in the area can use the better result between your Performance check and the saving throw. Inspire Courage Area 60-foot emanation Duration 1 round You inspire your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects. Lingering Composition You add a flourish to your composition to extend its benefits. If your next action is to cast a cantrip composition with a duration of 1 round, attempt a Performance check. The DC is usually a standard-difficulty DC of a level equal to the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check. Critical Success The composition lasts 4 rounds. Success The composition lasts 3 rounds. Failure The composition lasts 1 round, but you don't spend the Focus Point for casting this spell. Dirge of Doom Area 30-foot emanation Duration 1 round Foes within the area are frightened 1. They can't reduce their frightened value below 1 while they remain in the area. Inspire Heroics You call upon your muse to greatly increase the benefits you provide to your allies with your inspire courage or inspire defense composition. If your next action is to cast inspire courage or inspire defense, attempt a Performance check. The DC is usually a very hard DC of a level equal to that of the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect of your inspire courage or inspire defense composition depends on the result of your check. Critical Success The status bonus from your inspire courage or inspire defense increases to +3. Success The status bonus from inspire courage or inspire defense increases to +2. Failure Your inspire courage or inspire defense provides only its normal bonus of +1, but you don't spend the Focus Point for casting this spell. Additional Feats Adopted Ancestry, Assurance, Battle Cry, Cat Fall, Dirge of Doom, Esoteric Polymath, Guiding Luck, Inspire Heroics, Lingering Composition, Multifarious Muse, Nimble Elf, Toughness, Versatile Performance, Virtuosic Performer, Wildwood Halfling Additional Specials Adopted Ancestry (Elf), Assurance (Medicine), Great Fortitude, Keen Eyes, Multifarious Muse (Polymath), Muses (Maestro), Signature Spells Name xDiceName xDiceResult xDiceString xDiceRolls perception to see if the man lies 33 1d20+16 17 Link to comment Share on other sites More sharing options...
ScottGell Posted January 29 Clone Share Posted January 29 (edited) Garion raises an eyebrow at Heuberk's reaction. "To make sure I understand: You send us a threatening letter. You hold a hostage out of sight. And you're asking us to trust you?" Garion considers and corrects himself, "Sorry ... you insist that we trust you. Interesting approach..." Garion shakes his head and turns to Kuz'Arak, "I've heard enough. I'm ready to leave, find the others, and consider these ... demands. Shall we?" The gnome takes a step back. Unless Kuz'Arak (or anyone else) does anything to suggest another course of action, Garion slowly backs toward the exit, keeping his eyes on Heuberk the entire time. When they get a reasonable distance (200'-300' from the shop), Garion motions the group into a random alley to discuss the situation. Garion | Gnome Sorcerer 9 | AC 24 | HP 99/89 | Per +15 | F:+16, R:+16, W:+16 | Speed 25' | Focus 2/2 | Spells -/4/4/3/4/2 Edited January 29 by ScottGell (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
allefgib Posted January 30 Clone Share Posted January 30 Braz'i motioned for the others to stay as Garion looked set to leave. Perhaps they ight learn something once the gnome had left. OOC He'll continue using 2 actions to cast Dirge of Doom as a reaction should we be rolling initiative Action 1: Action 2: Action 3: Reaction: Stat Block Braz'i the BeaterBard 9 N, Small, Halfling, Wildwood Halfling, Humanoid Perception +16; Languages Common, Halfling Skills Acrobatics +15, Athletics +0, Diplomacy +19, Lore: Warfare +11, Medicine +14, Occultism +11, Performance +19, Stealth +15, Survival +14 Str +0, Dex +4, Con +1, Int +0, Wis +3, Cha +4 Items +1 Resilient Leather, Folding Drums, Mentalist's Staff, Pendant of the Occult, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Spellbook (Blank), Healing Potion (Lesser), Darkvision Elixir (Moderate), Flask of Fellowship, Scroll of Object Reading, Scroll of Pocket Library, Scroll of Comprehend Language AC 27; Fort +15, Ref +18, Will +19; Resolve HP 96 Speed 30 feet Melee +1 Fighting Stick +12 (Uncommon, Backswing, Halfling, Nonlethal, Shove, Magical), Damage 1d6 B Ranged +1 Striking Shortbow +16 (Deadly d10, Magical), Damage 2d6 P Halfling Luck Bon Mot Folding Drums Occult Known Spells DC 27, attack +17; 5th Synesthesia, Shadow Siphon (2 slots); 4th Silence (H+2), Resist Energy (H+2), Restoration (H+2) (3 slots); 3rd Slow ☆, Invisibility SphereInvisibility Sphere Spell 3 Illusion Source Core Rulebook pg. 347 4.0 Traditions arcane, occult Deities Luhar, Thamir Cast [two-actions] material, somatic Area 10-foot emanation; Targets you and any number of creatures in range Duration 10 minutes You and all targets are invisible except to each other as long as you remain within the spell's area. If a creature made invisible by this spell leaves the spell's area, it becomes visible and remains so even if it returns to the spell's area. If any creature made invisible by this spell uses a hostile action, the spell ends after the hostile action is completed. While exploring, it's easy to move together slowly and remain invisible. This is untenable in a battle, however. Once an encounter begins, creatures remain invisible until at most the end of the first round, at which point the spell ends. Heightened (5th) The duration increases to 1 hour., Fear (H+2) (2/3 slots); 2nd Telekinetic Maneuver, Dispel Magic ☆, Hideous Laughter (3 slots); 1st Summon Fey, Phantom Pain, Schadenfreude, Soothe ☆ (3 slots); Cantrips Daze, Shield, Haunting Hymn, Telekinetic Projectile, Bullhorn Focus Spells (3 points) Counter Performance Area 60-foot emanation Your performance protects you and your allies. Roll a Performance check for a type you know: an auditory performance if the trigger was auditory, or a visual one for a visual trigger. You and allies in the area can use the better result between your Performance check and the saving throw. Inspire Courage Area 60-foot emanation Duration 1 round You inspire your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects. Lingering Composition You add a flourish to your composition to extend its benefits. If your next action is to cast a cantrip composition with a duration of 1 round, attempt a Performance check. The DC is usually a standard-difficulty DC of a level equal to the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check. Critical Success The composition lasts 4 rounds. Success The composition lasts 3 rounds. Failure The composition lasts 1 round, but you don't spend the Focus Point for casting this spell. Dirge of Doom Area 30-foot emanation Duration 1 round Foes within the area are frightened 1. They can't reduce their frightened value below 1 while they remain in the area. Inspire Heroics You call upon your muse to greatly increase the benefits you provide to your allies with your inspire courage or inspire defense composition. If your next action is to cast inspire courage or inspire defense, attempt a Performance check. The DC is usually a very hard DC of a level equal to that of the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect of your inspire courage or inspire defense composition depends on the result of your check. Critical Success The status bonus from your inspire courage or inspire defense increases to +3. Success The status bonus from inspire courage or inspire defense increases to +2. Failure Your inspire courage or inspire defense provides only its normal bonus of +1, but you don't spend the Focus Point for casting this spell. Additional Feats Adopted Ancestry, Assurance, Battle Cry, Cat Fall, Dirge of Doom, Esoteric Polymath, Guiding Luck, Inspire Heroics, Lingering Composition, Multifarious Muse, Nimble Elf, Toughness, Versatile Performance, Virtuosic Performer, Wildwood Halfling Additional Specials Adopted Ancestry (Elf), Assurance (Medicine), Great Fortitude, Keen Eyes, Multifarious Muse (Polymath), Muses (Maestro), Signature Spells Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Nwise Posted January 31 Clone Share Posted January 31 (edited) Kuz'Arak shrugs dejectedly as Garion motions for the two of them to leave. He sees the man means business and knows he won't hesitate to act as promised if pushed to far. He turns to leave, hoping that he doesn't bump into the others, who he suspects remain in the doorway invisible. Finally, once Garion and Kuz'Arak are far enough from earshot he sighs deeply. "That man unsettles me my friend. He means what he says. He will kill Fadelby without hesitation. Even if it is all an elaborate bluff, it is not a chance I am willing to take... Whatever organization this man works for, he is eager to get these notes. I feel he would also gain something from pulling us into whatever their aims are... I feel that there may be an opportunity here that we should discuss with the others." The Iruxi rubs his chin thoughtfully, feeling rather exposed without Bul'Ro by his side. Once the others have retreated from the building and gathered he would continue "I believe we have a rather interesting opportunity here, though it may test some of our willingness. This man obviously is connected to some nefarious group. And he seems all to eager to lump us in with them. We might use his greed for glory against him... I'm assuming this group is the same that Voz was working for. And if you remember, there was mention of the same group having connection to the Cultists in the Mwange. I believe that we may be able to use this man to gain an upper hand on this organization. Infiltrate from the inside. If they are connected to Voz and the Cultists, I believe that we still have great interest in seeing their plans fail. For one, I doubt they will give up on Alsetta's ring and whatever their plans for the Mwange might be. I would see that they would fall before they can see these plans through..." He looks to the rest of the group, hoping that they might see sense in his plan. Though it seems crazy, even unwise, he was confident that this was a surprising opportunity that they must take advantage of Actions Kuz'Arak Bul'Ro Remaining Vital Beacon 4d10 4d8 4d6 4d4 Kuz'Arak |Lizardfolk Druid 9 | AC 27 (29) | HP 98 | Per +17|Speed 25 | Fort: 15 Ref: 17 Will: 17 Bul’Ro | animal companion 9 | AC 27 | HP 96 | Per +16 | Speed 40 | Fort: 17 Ref: 19 Will: 16 Edited January 31 by Nwise (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
ScottGell Posted February 1 Clone Share Posted February 1 Once Kuz'Arak and Garion are in a nearby alley, the gnome assures his friend, "I'm always in favor of crazy plans. I think the others can be persuaded." Garion peeks back toward the shop. "In the meantime, let's listen in, shall we?" Garion chants, "hear there, and everywhere", casting Clairaudience. (With Clairaudience, Garion creates an invisible floating ear above the doorway of the backroom of the shop. Note: Range is 500' and does not have to be within line-of-sight or line-of-effect.) Garion | Gnome Sorcerer 9 | AC 24 | HP 99/89 | Per +15 | F:+16, R:+16, W:+16 | Speed 25' | Focus 2/2 | Spells -/4/4/3/4/2 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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