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Return of the Dragons, Part 1: Mothers in Arms - IC


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Noran Bursk | HP: 60/60 | AC: 21 | Touch: 12 | Flat-footed: 18spacer.png


Conditions

Stance: Island of Blades (All allies flank from any adjacent space)

Disguise: Middle-class, Middle-age, Half-elf, Farlsteadian merchant

Concentration: n/a


Noran is quite decidedly no tracker, or outdoors-man of any shade really, but he's able to piece together enough of the clues to describe his findings to the others. He waves them away to a good distance from the tower where they can speak freely, if not loudly. "They don't appear to be dwarves... But, I suppose, that does not preclude them from being agents of Gavstor."

 

He paces about slowly, with his hands clasped inside his sleeves, tucked away in the small of his back. "The sophistication of their sanctuary is sublime. Certainly the sort of thing that smugglers and slavers would savor... Though, it must be acknowledged, that decent folk with the means would relish such a retreat as well."

 

"Nevertheless, we simply cannot make camp here without knowing more about our would be neighbors! Shall we approach them peacefully, and attempt to negotiate our way into their haven? Or, shall I begin the process of surreptitiously spying on them from a safe distance?"


Actions

 


OOC

d20 Rerolls (1)

+4 Atk, Save, Skill until failed skill check

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[floatright][img]https://www.myth-weavers.com/attachment.php?attachmentid=104820[/img][/floatright] [color=forestgreen][b]"Very true, this seems much too much for them to be simple scouts, not unless they're a forward force for an invasion."[/b][/color] Cyrus didn't really have a way to break into such a place, beyond how it was intended. [spoiler=Crunch][/spoiler] [spoiler=Current Statblock][url=https://www.myth-weavers.com/sheet.html#id=803094][color=forestgreen][b][size=+1]Cyrus[/size][/b][/color][/url] [b]Medium Fey[/b] [b]Hit Points/Dice:[/b] 86 / 2d8 + 7d10 [b]Initiative:[/b] [ooc=+6]+5 Dex, +1 Battle Fortitude[/ooc] [b]Speed:[/b] [ooc=60]30 ft. Base, +10 ft. Quick, +10 ft. Enhancement (Fast Movement), +10 ft. Dark Template[/ooc] ft. (12 squares), Fly [ooc=130]120 ft. Double Base, +10 ft. Dark Template[/ooc] ft. (26 squares) [b]Armor Class:[/b] [ooc=19]+5 Dex, +4 armor[/ooc], touch [ooc=15]+5 Dex[/ooc], flat-footed [ooc=14]+4 armor[/ooc] [b]Base Attack/Grapple:[/b] +9/[ooc=+9]+9 BAB, +0 Str[/ooc] [b]Attack:[/b]+2 Mind Arrow [ooc=+15]+9 BAB, +4 Dex, +2 Enhancement[/ooc] ranged (1d8+8) or +2 Mind Arrow [ooc=+11/+11]+9 BAB, +4 Dex, +2 Enhancement, -4 Manyshot[/ooc] ranged (1d8+8) or +2 Mind Arrow [ooc=+9/+9/+9]+9 BAB, +4 Dex, +2 Enhancement, -6 Manyshot[/ooc] ranged (1d8+8) or +2 Mind Blade [ooc=+11]+9 BAB, +2 Enhancement[/ooc] melee (1d8+2) [b]Full Attack:[/b] +2 Mind Arrow [ooc=+15/+10]+9 BAB, +4 Dex, +2 Enhancement[/ooc] ranged (1d8+8) or +2 Mind Arrow [ooc=+13/+13/+8]+9 BAB, +4 Dex, +2 Enhancement, -2 Rapid Shot[/ooc] ranged (1d8+8) or +2 Mind Arrow [ooc=+11/+11/+11/+6]+9 BAB, +4 Dex, +2 Enhancement, -2 Rapid Shot, -2 Two-Weapon Fighting[/ooc] ranged (1d8+8) or +2 Mind Arrow [ooc=+8/+8/+8/+8/+3]+9 BAB, +4 Dex, +2 Enhancement, -2 Rapid Shot, -5 Arrow Swarm[/ooc] ranged (1d8+8) or +2 Mind Arrow [ooc=+6/+6/+6/+6/+6/+1]+9 BAB, +4 Dex, +2 Enhancement, -2 Rapid Shot, -2 Two-Weapon Fighting, -5 Arrow Swarm[/ooc] ranged (1d8+8) or +2 Mind Blade [ooc=+11/+6]+9 BAB, +2 Enhancement[/ooc] melee (1d8+2) [b]Space/Reach:[/b] 5 ft./5 ft. [b]Special Attacks:[/b] [ooc=Spell-Like Abilities]A half-fey with Wisdom or Charisma of 8 or higher (after the ability score adjustments noted below) gains spell-like abilities, using its Hit Dice as its caster level. The table below lists the abilities available. These abilities are cumulative; a half-fey with 3 HD can use the abilities on the 1–2 HD row on the table as well as those on the 3–4 HD row. When a half-fey gets a choice between two abilities (such as faerie fire or glitterdust at 1–2 HD), it can choose anew between these abilities each day.[table=2,11][r=1,1][b]HD[/b][r=2,1][b]Abilities[/b][r=1,2]1--2[r=2,2]Charm person at will, hypnotism 1/day, faerie fire or glitterdust 1/day[r=1,3]3--4[r=2,3]Detect law 3/day, sleep or enthrall 1/day[r=1,4]5--6[r=2,4]Protection from law 3/day, Tasha'a hideous laughter or suggestion 1/day[r=1,5]7--8[r=2,5]Confusion or emotion 1/day[r=1,6]9--10[r=2,6]Eyebite or lesser geas 1/day[r=1,7]11--12[r=2,7]Dominate person or hold monster 1/day[r=1,8]13--14[r=2,8]Mass invisibility 1/day[r=1,9]15--16[r=2,9]Geas/quest or mass suggestion 1/day[r=1,10]17--18[r=2,10]Insanity or mass charm 1/day[r=1,11]19+[r=2,11]Otto's irresistible dance 1/day[/table][/ooc] [b]Special Qualities:[/b] [ooc=Half-Fey Traits]“Half-fey” is an inherited template that can be added to any corporeal living creature (referred to hereafter as the base creature). The creature’s type changes to fey. It uses all the base creature’s statistics and special abilities except as noted here. Hit Dice: Change to d6. Speed: All half-fey have butterflylike wings unless the base creature has wings already. A half-fey that did not already have wings gains a fly speed equal to twice the base creature’s fastest mode of movement, with good maneuverability. Special Qualities: Half-fey have low-light vision and are immune to enchantment spells and effects. Abilities: Adjust from the base creature as follows: Dex +2, Con –2, Wis +2, Cha +4. Skills: A half-fey has skill points equal to (6 + its Int modifier) × (its Hit Dice + 3). Treat skills possessed by the base creature as class skills and other skills as cross-class. If the creature has a class, it gains skill points for class levels normally. Challenge Rating: Same as the base creature +1. Level Adjustment: Same as the base creature +2. Alignment: Usually chaotic (any).[/ooc], [ooc=Arrow Swarm]Arrow Swarm By taking a -5 penalty to all attack rolls for a round, the targetteer may make two additional ranged attacks at his highest attack bonus. The targetteer must have the Rapid Shot feat to take this ability and must be making a full attack to make use of Arrow Swarm.[/ooc], [ooc=+2 Mind Blade]Mind Blade (Su) As a move action, a soulknife can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder. For instance, a Medium soulknife materializes a Medium mind blade that he can wield as a light weapon, and the blade deals 1d6 points of damage (crit 19-20/x2). Soulknives who are smaller or larger than Medium create mind blades identical to short swords appropriate for their size, with a corresponding change to the blade’s damage. The wielder of a mind blade gains the usual benefits to his attack roll and damage roll from a high Strength bonus. The blade can be broken (it has hardness 10 and 10 hit points); however, a soulknife can simply create another on his next move action. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction. A soulknife can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. He can also choose mind blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade. A soulknife’s mind blade improves as the character gains higher levels. At 2nd level and every even levels thereafter, the mind blade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 4th level, +3 at 6th level, +4 at 8th level, and +5 at 10th level). Even in places where psionic effects do not normally function (such as within a null psionics field), a soulknife can attempt to sustain his mind blade by making a DC 20 Will save. On a successful save, the soulknife maintains his mind blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the mind blade vanishes. As a move action on his turn, the soulknife can attempt a new Will save to rematerialize his mind blade while he remains within the psionics negating effect.[/ooc], [ooc=Throw Mind Blade]Throw Mind Blade (Ex) A soul knife of 1st level or higher can throw his mind blade as a ranged weapon with a range increment of 30 feet. Whether or not the attack hits, a thrown mind blade then dissipates. A soulknife of 3rd level or higher can make a psychic strike (see below) with a thrown mind blade and can use the blade in conjunction with other special abilities (such as Knife to the Soul; see below).[/ooc], [ooc=Shape Mind Blade]Shape Mind Blade (Su) At 2nd level, a soulknife gains the ability to change the form of his mind blade. As a full round action, he can change his mind blade to replicate a longsword (damage 1d8 for a Medium weapon wielded as a one-handed weapon) or a bastard sword (damage 1d10 for a Medium weapon, but he must wield it as a two-handed weapon unless he knows the Exotic Weapon Proficiency (bastard sword) feat). If a soulknife shapes his mind blade into the form of a bastard sword and wields it two-handed, he adds 1-1/2 times his Strength bonus to his damage rolls, just like when using any other two-handed weapon. Alternatively, a soulknife can split his mind blade into two identical short swords, suitable for fighting with a weapon in each hand. (The normal penalties for fighting with two weapons apply.) However, both mind blades have an enhancement bonus 1 lower than the soulknife would otherwise create with a single mind blade.[/ooc], [ooc=+2 Mind Arrow]Mind Arrow (Su) As a free action, you can create a semisolid arrow composed of psychic energy distilled from your mind. If your base attack bonus is high enough to grant you multiple attacks, you can create multiple mind arrows as part of an attack. You must have one hand free to create and project a mind arrow. The bolt is identical in all ways (except visually) to an arrow shot from a composite longbow. For instance, a Medium soulbow materializes an arrow that speeds toward the specified target, and if it hits, deals 1d8 points of damage (crit ×3) plus extra damage equal to the soulbow's Wisdom modifer. Soulbows who are smaller or larger than Medium create mind arrows identical to arrows shot from composite longbows appropriate for their size, with a corresponding change to the arrow's damage (see Table 7–4 and Table 7–5 in the Player's Handbook). You gain the usual benefit to your attack roll from a high Dexterity bonus. Whether a mind arrow hits or misses, it dissipates 1 round after being shot. A mind arrow is considered a magic weapon for the purpose of overcoming damage reduction. A mind arrow can be charged with a psychic strike as if it were a mind blade. If a soulbow has enough soulknife levels to have the knife to the soul ability, that ability also applies to her mind arrows. You can use feats such as Point Blank Shot or Precise Shot in conjunction with a mind arrow (see bonus feats provided by the class for further guidance). You can also choose mind arrow for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade. Any feats previously requiring specific weapon choice (such as Weapon Specialization) for your mind blade also apply to your mind arrow, if applicable. Your mind arrows improve as you gain higher levels. At 3rd level, a mind arrow gains a +1 enhancement bonus on attack rolls and damage rolls, and at 7th level the bonus improves to +2. These enhancement bonuses stack with previous enhancement bonuses gained earlier for your soulknife class levels. Likewise, these enhancement bonuses also improve your soulknife base attack bonus. If your return to your soulknife class progression, these mind arrow enhancement bonuses on attack and damage are cumulative bonuses on top of any new enhancement bonuses gained, and they benefit both your mind blade and mind arrows. Even in places where psionic effects do not normally function (such as within a null psionics field), you can attempt to attack foes with mind arrows by making a DC 20 Will save. On a successful save, you can freely produce mind arrows for a number of rounds equal to your class level before you need to check again. On an unsuccessful attempt, you must wait 1 round before trying again while you remain within the psionics-negating effect.[/ooc], [ooc=Mind Arrow Enhancement (+1)]Mind Arrow Enhancement (Su) At 2nd level, you can enhance your mind arrows with ranged special abilities. Choose any one of the weapon special abilities on the table below that has an enhancement bonus value of +1. From now on, mind arrows you produce as part of an attack possess that special ability. At every four levels beyond 2nd (6th and 10th), the value of the enhancement you can add to your mind arrow improves to +2 and +3, respectively. You can choose any combination of weapon special abilities that does not exceed the total allowed by your soulbow level. The special ability provided by this class feature does not stack with the soulknife’s mind blade enhancement ability.[table=4,12][r=1,1][b]Ranged Weapon Special Ability[/b][r=2,1][b]Bonus Value[/b][r=3,1][b]Ranged Weapon Special Ability[/b][r=4,1][b]Bonus Value[/b][r=1,2]Bane[r=2,2]+1[r=3,2]Axiomatic[r=4,2]+2[r=1,3]Distance[r=2,3]+1[r=3,3]Collision[r=4,3]+2[r=1,4]Flaming[r=2,4]+1[r=3,4]Flaming Burst[r=4,4]+2[r=1,5]Frost[r=2,5]+1[r=3,5]Psychokinetic Burst[r=4,5]+2[r=1,6]Lucky[r=2,6]+1[r=3,6]Psibane[r=4,6]+2[r=1,7]Merciful[r=2,7]+1[r=3,7]Shocking Burst[r=4,7]+2[r=1,8]Psychokinetic[r=2,8]+1[r=3,8]Suppression[r=4,8]+2[r=1,9]Returning[r=2,9]+1[r=3,9]Wounding[r=4,9]+2[r=1,10]Seeking[r=2,10]+1[r=3,10]Dislocator[r=4,10]+3[r=1,11]Shock[r=2,11]+1[r=3,11]Speed[r=4,11]+3[r=1,12]Anarchic[r=2,12]+2[/table]You can reassign the ability or abilities you have chosen for your mind arrows. To do so, you must spend 8 hours in concentration. After that period, all subsequent mind arrows you produce as part of an attack action possess the new ability or abilities selected by you.[/ooc], [ooc=Track]Track: A ranger gains Track (see page 101) as a bonus feat. TRACK [GENERAL] You can follow the trails of creatures and characters across most types of terrain. Benefit: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow, such as when other tracks cross them or when the tracks backtrack and diverge. You move at half your normal speed (or at your normal speed with a –5 penalty on the check, or at up to twice your normal speed with a –20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on the table below:[table=4,3][r=1,1][b]Surface[/b][r=2,1][b]Survival DC[/b][r=3,1][b]Surface Survival[/b][r=4,1][b]DC[/b][r=1,2]Very Soft Ground[r=2,2]5[r=3,2]Firm Ground[r=4,2]15[r=1,3]Soft Ground[r=2,3]10[r=3,3]Hard Ground[r=4,3]20[/table] Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints. Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints. Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints. Hard Ground: Any surface that doesn’t hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles). Several modifiers may apply to the Survival check, as given on the table below.[table=2,20][r=1,1][b]Condition[/b][r=2,1][b]Survival DC Modifier[/b][r=1,2]Every three creatures in the group being tracked[r=2,2]-1[r=1,3]Size of creature or creatures or creatures:[r=1,4]Fine[r=2,4]+8[r=1,5]Diminutive[r=2,5]+4[r=1,6]Tiny[r=2,6]+2[r=1,7]Small[r=2,7]+1[r=1,8]Medium[r=2,8]+0[r=1,9]Large[r=2,9]-1[r=1,10]Huge[r=2,10]-2[r=1,11]Gargantuan[r=2,11]-4[r=1,12]Colossal[r=2,12]-8[r=1,13]Every 24 hours since the trail was made[r=2,13]+1[r=1,14]Every hour of rain since the trail was made[r=2,14]+1[r=1,15]Fresh snow cover since the trail was made[r=2,15]+10[r=1,16]Poor Visibility:[r=1,17]Overcast or moonless night[r=2,17]+6[r=1,18]Moonlight[r=2,18]+3[r=1,19]Fog or precipitation[r=2,19]+3[r=1,20]Tracked party hides trail (and moves at half speed)[r=1,20]+5[/table]If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching. Normal: Without this feat, you can use the Survival skill to find tracks, but you can follow them only if the DC for the task is 10 or lower. Alternatively, you can use the Search skill to find a footprint or similar sign of a creature’s passage using the DCs given above, but you can’t use Search to follow tracks, even if someone else has already found them. Special: A ranger automatically has Track as a bonus feat. He need not select it. This feat does not allow you to find or follow the tracks made by a subject of a pass without trace spell.[/ooc], [ooc=Wild Empathy]Wild Empathy (Ex) A ranger can use body language, vocalizations, and demeanor to improve the attitude of an animal (such as a bear or a monitor lizard). This ability functions just like a Diplomacy check to improve the attitude of a person (see page 72). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2 (such as a basilisk or a girallon), but he takes a –4 penalty on the check.[/ooc], [ooc=Arcane Attunement]Arcane Attunement (Sp) You can use the spell-like powers dancing lights, detect magic, flare, ghost sound, and read magic a combined total of times per day equal to 3 + your Int modifier. These spell-like powers do not count against your total of spells known or spells per day.[/ooc], [ooc=Armored Mage (Light)]Armored Mage (Ex) Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can cause spells to fail if those spells have a somatic component. A duskblade’s limited focus and specialized training, however, allows you to avoid arcane spell failure so long as you stick to light armor and light shields. This training does not extend to medium or heavy armors, nor to heavy shields. This ability does not apply to spells gained from a different spellcasting class. At 4th level, you learn to use medium armor with no chance of arcane spell failure. At 7th level, you learn to use a heavy shield with no chance of arcane spell failure.[/ooc], [ooc=Skirmish (+2d6, +2 AC)]Skirmish (Ex) A scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the scout’s turn. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level). The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well eough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet. At 3rd level, a scout gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as the scout has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level). A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.[/ooc], [ooc=Trapfinding]Trapfinding (Ex) A scout can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50 of the Player’s Handbook. Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.[/ooc], [ooc=Battle Fortitude]Battle Fortitude (Ex) At 2nd level, a scout gains a +1 competence bonus on Fortitude saves and initiative checks. This bonus increases to +2 at 11th level and +3 at 20th level. A scout loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.[/ooc], [ooc=Uncanny Dodge]Uncanny Dodge (Ex) Starting at 2nd level, a scout cannot be caught flat-footed and reacts to danger before her senses would normally allow her to do so. See the barbarian class feature, page 26 of the Player’s Handbook. Uncanny Dodge (Ex) At 2nd level, a barbarian gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class (a barbarian with at least four levels of rogue, for example), he automatically gains improved uncanny dodge (see below) instead.[/ooc], [ooc=Fast Movement (+10')]Fast Movement (Ex) Starting at 3rd level, a scout’s gains a +10 foot enhancement bonus to her base land speed. At 11th level, this bonus increases to +20 feet. See the monk class feature, page 41 of the Player’s Handbook. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load. Fast Movement (Ex) At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table 3–10. A monk in armor (even light armor) or carrying a medium or heavy load loses this extra speed.[/ooc], [ooc=Arcane Hunter]ARCANE HUNTER Rangers learn to track and hunt creatures of a certain type when choosing a favored enemy. Some rangers concern themselves less with what a creature is, and more with what it does. These rangers learn to identify signs of the arcane and make it their business to combat those who use arcane magic in opposition to their goals. Class: Ranger. Level: 1st. Special Requirement: Knowledge (arcana) 1 rank. Replaces: At 1st level, you do not select a favored enemy from Table 3-14 in the Flayer's Handbook. At 5th, 10th, 15th, and 20th level, you can choose favored enemies as normal. Benefit: At 1st level, you gain favored enemy (arcanists). This feature works just like the favored enemy ability (PH 47). The bonuses granted apply to any character capable of casting arcane spells or using invocations (but not other spell-like abilities). Favored Enemy (Ex) At 1st level, a ranger may select a type of creature from among those given on Table 3–14: Ranger Favored Enemies. Due to his extensive study on his chosen type of foe and training in the proper techniques for combating such creatures, the ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2. For example, a 5th-level ranger has two favored enemies; against one he gains a +4 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks and weapon damage rolls, and against the other he has a +2 bonus. At 10th level, he has three favored enemies, and he gains an additional +2 bonus, which he can allocate to the bonus against any one of his three favored enemies. Thus, his bonuses could be either +4, +4, +2 or +6, +2, +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy (for instance, devils are both evil outsiders and lawful outsiders), the ranger’s bonuses do not stack; he simply uses whichever bonus is higher. See the Monster Manual for more information on types of creatures.[table=2,33][r=1,1][b]Type (Subtype)[/b][r=2,1][b]Examples[/b][r=1,2]Aberration[r=2,2]beholder[r=1,3]Animal[r=2,3]bear[r=1,4]Construct[r=2,4]golem[r=1,5]Dragon[r=2,5]black dragon[r=1,6]Elemental[r=2,6]invisible stalker[r=1,7]Fey[r=2,7]dryad[r=1,8]Giant[r=2,8]ogre[r=1,9]Humanoid (aquatic)[r=2,9]merfolk[r=1,10]Humanoid (dwarf)[r=2,10]dwarf[r=1,11]Humanoid (elf)[r=2,11]elf[r=1,12]goblinoid[r=2,12]hobgoblin[r=1,13]Humanoid (gnoll)[r=2,13]gnoll[r=1,14]Humanoid (gnome)[r=2,14]gnome[r=1,15]Humanoid (halfling[r=2,15]halfling[r=1,16]Humanoid (human)[r=2,16][r=1,17]Humanoid (orc)[r=2,17]orc[r=1,18]Humanoid (reptilian)[r=2,18]kobold[r=1,19]Magical Beast[r=2,19]displacer beast[r=1,20]Monsterous humanoid[r=2,20]minotaur[r=1,21]Ooze[r=2,21]gelatinous cube[r=1,22]Outsider (air)[r=2,22]arrowhawk[r=1,23]Outsider (chaotic)[r=2,23]demon[r=1,24]Outsider (earth)[r=2,24]xorn[r=1,25]Outsider (evil)[r=2,25]devil[r=1,26]Outsider (fire)[r=2,26]salamander[r=1,27]Outsider (good)[r=2,27]angel[r=1,28]Outsider (lawful)[r=2,28]formian[r=1,29]Outsider (native)[r=2,29]tiefling[r=1,30]Outsider (water)[r=2,30]toianida[r=1,31]Plant[r=2,31]shambling mound[r=1,32]Undead[r=2,32]zombie[r=1,33]Vermin[r=2,33]monstrous spider[/table][/ooc], [ooc=Combat Style (Two-Weapon Fighting)][b]Combat Style (Ex):[/b] At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way. If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. The benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.[/ooc], [ooc=Dark Creature Traits]“Dark” is an acquired or inherited template that can be added to any creature (referred to hereafter as the base creature). Dark creatures tend to be much duller in color, with more gray and black skin tones and hair highlights, than their Material Plane versions. In general, they also weigh less, as if part of their very substance was mere shadow stuff. A dark creature has all the base creature’s statistics and special abilities except as noted here. Size and Type: Type and size are unchanged. Dark creatures encountered away from the Plane of Shadow have the extraplanar subtype. Speed: As base creature, +10 feet to all modes of movement. Special Qualities: A dark creature retains all the special qualities of the base creature and also gains the following. — Darkvision 60 ft. — Hide in Plain Sight (Ex): Use the Hide skill even while being observed (except in natural daylight, the area of a daylight spell, or a similar ettect). — Resistance to cold 10. — Superior low-light vision. Skills: Same as the base creature, plus Hide +8 and Move Silently +6. Environment: Changes to Plane of Shadow. Challenge Rating: Same as the base creature or same as the base creature +1; see sidebar. Alignment: Usually one step different from the base creature, rarely good. Level Adjustment: +1.[/ooc] [b]Saves:[/b] Fort [ooc=+13]+10.17 Base, +1 Con, +1 Battle Fortitude, +1 Resistance[/ooc], Ref [ooc=+17]+12.33 Base, +4 Dex, +1 Resistance[/ooc], Will [ooc=+18]+10.17 Base, +7 Wis, +1 Resistance[/ooc] [b]Abilities:[/b] Str [ooc=10]10 Base[/ooc], Dex [ooc=18]18 Base[/ooc], Con [ooc=12]12 Base[/ooc], Int [ooc=12]12 Base[/ooc], Wis [ooc=22]18 Base, +2 Level, +2 Enhancement[/ooc], Cha [ooc=14]14 Base[/ooc] Skills: Autohypnosis [ooc=+20]+6 Wis, +12 Ranks, +2 Synergy[/ooc], Concentration [ooc=+6]+1 Con, +5 Ranks[/ooc], Decipher Script [ooc=+2]+1 Int, +1 Ranks[/ooc], Disable Device [ooc=+13]+1 Int, +12 Ranks[/ooc], Heal [ooc=+7]+6 Wis, +1 Ranks[/ooc], Hide [ooc=+27]+4 Dex, +12 Ranks, +2 Circumstance (Masterwork Tool), +1 Competence, +8 Dark Template[/ooc], Knowledge (Arcana) [ooc=+2]+1 Int, +1 Ranks[/ooc], Knowledge (Geography) [ooc=+2]+1 Int, +1 Ranks[/ooc], Knowledge (Nature) [ooc=+2]+1 Int, +1 Ranks[/ooc], Knowledge (Psionics) [ooc=+7]+1 Int, +4 Ranks, +2 Synergy[/ooc], Listen [ooc=+18]+6 Wis, +12 Ranks[/ooc], Move Silently [ooc=+22]+4 Dex, +12 Ranks, +6 Dark Template[/ooc], Search [ooc=+6]+1 Int, +5 Ranks[/ooc], Spot [ooc=+25]+6 Wis, +12 Ranks, +2 Circumstance (Masterwork Tool), +5 Competence[/ooc], Survival [ooc=+11]+6 Wis, +5 Ranks[/ooc] [b]Feats:[/b] [ooc=Point Blank Shot]POINT BLANK SHOT [GENERAL] You are skilled at making well-placed shots with ranged weapons at close range. Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Special: A fighter may select Point Blank Shot as one of his fighter bonus feats (see page 38).[/ooc], [ooc=Rapid Shot][b]RAPID SHOT [GENERAL][/b] You can use ranged weapons with exceptional speed. Prerequisites: Dex 13, Point Blank Shot. Benefit: You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a –2 penalty. You must use the full attack action (see page 143) to use this feat. Special: A fighter may select Rapid Shot as one of his fighter bonus feats (see page 38). A 2nd-level ranger who has chosen the archery combat style is treated as having Rapid Shot, even if he does not have the prerequisites for it, but only when he is wearing light or no armor (see page 48).[/ooc], [ooc="Woodland Archer [Tactical]"]You have honed your archery ability in the wilds of the forest. [b]Prerequisites:[/b] Point Blank Shot, base attack bonus +6. [b]Benefit:[/b] The Woodland Archer feat enables the use of three tactical maneuvers. [i]Adjust for Range:[/i] To use this maneuver, you must shoot a projectile weapon against a foe and miss. Subsequent shots you take against that foe this round gain a +4 bonus, because you're able to quickly adjust your aim to compensate. [i]Pierce the Foliage:[/i] To use this maneuver, you must hit a foe with a ranged attack despite the miss chance caused by concealment. Shots you take against that foe in the next round don't incur the miss chance because you're able to exactly duplicate your draw and aim. [i]Moving Sniper:[/i] To use this maneuver, you must succeed on a sniping attack (see the Hide skill description, page 76 of the [i]Player's Handbook[/i]), both hitting your intended target and successfully hiding thereafter. If no one sees you, you can make a sniping attack again in the following round, taking a single move after your attack and before you hide (characters without this feat can only shoot and hide, not move as well). As long as you continue to hit the target and avoid detection from an enemy, you can make a sniping attack on the move each round. [b]Special:[/b] A fighter may select Woodland Archer as one of his fighter bonus feats[/ooc], [ooc=Manyshot][b]MANYSHOT [GENERAL][/b] You can fire multiple arrows simultaneously against a nearby target. [b]Prerequisites:[/b] Dex 17, Point Blank Shot, Rapid Shot, base attack bonus +6 [b]Benefit:[/b] As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a –4 penalty) to determine success and deal damage normally (but see Special). For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative –2 penalty on the attack roll (for a total penalty of –6 for three arrows and –8 for four). Damage reduction and other resistances apply separately against each arrow fired. [b]Special:[/b] Regardless of the number of arrows you fire, you apply precision-based damage (such as sneak attack damage) only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage. A fighter may select Manyshot as one of his fighter bonus feats (see page 38). A 6th-level ranger who has chosen the archery combat style is treated as having Manyshot even if he does not have the prerequisites for it, but only when he is wearing light or no armor (see page 48).[/ooc], [ooc=Greater Manyshot][b]GREATER MANYSHOT [GENERAL][/b] You are skilled at firing many arrows at once, even at different opponents. Prerequisites: Dex 17, Manyshot, Point Blank Shot, Rapid Shot, base attack bonus +6. [b]Benefit:[/b] When you use the Manyshot feat, you can fire each arrow at a different target instead of firing all of them at the same target. You make a separate attack roll for each arrow, regardless of whether you fire them at separate targets or the same target. Your precision-based damage applies to each arrow fired, and, if you score a critical hit with more than one of the arrows, each critical hit deals critical damage. [b]Special:[/b] A fighter may select this feat as one of his fighter bonus feats.[/ooc], [ooc=Two-Weapon Fighting]TWO-WEAPON FIGHTING [GENERAL] You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon. Prerequisite: Dex 15. Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. Normal: See Two-Weapon Fighting, page 160, and Table 8–10: Two-Weapon Fighting Penalties, page 160. Special: A 2nd-level ranger who has chosen the two-weapon combat style is treated as having Two-Weapon Fighting, even if he does not have the prerequisite for it, but only when he is wearing light or no armor (see page 48). A fighter may select Two-Weapon Fighting as one of his fighter bonus feats (see page 38).[/ooc], [ooc=Endurance][b]ENDURANCE [GENERAL][/b] You are capable of amazing feats of stamina. [b]Benefit:[/b] You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage (see page 84), Constitution checks made to continue running (see page 144), Constitution checks made to avoid nonlethal damage from a forced march (see page 164), Constitution checks made to hold your breath (see page 84), Constitution checks made to avoid nonlethal damage from starvation or thirst (see page 304 of the Dungeon Master’s Guide), Fortitude saves made to avoid nonlethal damage from hot or cold environments (see pages 302 and 303 of the Dungeon Master’s Guide), and Fortitude saves made to resist damage from suffocation (see page 304 of the Dungeon Master’s Guide). Also, you may sleep in light or medium armor without becoming fatigued. [b]Normal:[/b] A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day. [b]Special:[/b] A ranger automatically gains Endurance as a bonus feat at 3rd level (see page 48). He need not select it.[/ooc], [ooc=Swift Hunter]You have applied the hit-and-run tactics learned from scouting to your strong hunting abilities. [b]Prerequisite:[/b] Skirmish +1d6/+1 AC, Favored Enemy, [b]Benefit:[/b]Your ranger and scout levels stack for the purpose of determining the extra damage and bonus to Armor Class granted when skirmishing. For example, a 4th-level scout/1st-level ranger would deal an extra 2d6 points of damage and gain a +1 competence bonus to AC when skirmishing, as if she were a 5th-level scout. Your ranger and scout levels also stack for the purpose of determining when you select additional favored enemies, as well as the total bonus granted against your favored enemies. For example, a 4th-level scout/1st-level ranger would have two favored enemies and could allocate an extra +2 bonus against one of those favored enemies, as if she were a 5th-level ranger. In addition, your skirmish extra damage applies against any creature you have selected as a favored enemy, even if it is normally immune to extra damage from critical hits or skirmish attacks. [b]Special:[/b] A scout can select Swift Hunter as one of her scout bonus feats (Complete Adventurer 13).[/ooc][/spoiler]
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"Very true, this seems much too much for them to be simple scouts, not unless they're a forward force for an invasion." Cyrus didn't really have a way to break into such a place, beyond how it was intended.

Crunch

 

Current Statblock

Cyrus Medium Fey Hit Points/Dice: 86 / 2d8 + 7d10 Initiative: +6+5 Dex, +1 Battle Fortitude Speed: 6030 ft. Base, +10 ft. Quick, +10 ft. Enhancement (Fast Movement), +10 ft. Dark Template ft. (12 squares), Fly 130120 ft. Double Base, +10 ft. Dark Template ft. (26 squares) Armor Class: 19+5 Dex, +4 armor , touch 15+5 Dex , flat-footed 14+4 armor Base Attack/Grapple: +9/+9+9 BAB, +0 Str Attack: +2 Mind Arrow +15+9 BAB, +4 Dex, +2 Enhancement ranged (1d8+8) or +2 Mind Arrow +11/+11+9 BAB, +4 Dex, +2 Enhancement, -4 Manyshot ranged (1d8+8) or +2 Mind Arrow +9/+9/+9+9 BAB, +4 Dex, +2 Enhancement, -6 Manyshot ranged (1d8+8) or +2 Mind Blade +11+9 BAB, +2 Enhancement melee (1d8+2) Full Attack: +2 Mind Arrow +15/+10+9 BAB, +4 Dex, +2 Enhancement ranged (1d8+8) or +2 Mind Arrow +13/+13/+8+9 BAB, +4 Dex, +2 Enhancement, -2 Rapid Shot ranged (1d8+8) or +2 Mind Arrow +11/+11/+11/+6+9 BAB, +4 Dex, +2 Enhancement, -2 Rapid Shot, -2 Two-Weapon Fighting ranged (1d8+8) or +2 Mind Arrow +8/+8/+8/+8/+3+9 BAB, +4 Dex, +2 Enhancement, -2 Rapid Shot, -5 Arrow Swarm ranged (1d8+8) or +2 Mind Arrow +6/+6/+6/+6/+6/+1+9 BAB, +4 Dex, +2 Enhancement, -2 Rapid Shot, -2 Two-Weapon Fighting, -5 Arrow Swarm ranged (1d8+8) or +2 Mind Blade +11/+6+9 BAB, +2 Enhancement melee (1d8+2) Space/Reach: 5 ft./5 ft. Special Attacks: Spell-Like AbilitiesA half-fey with Wisdom or Charisma of 8 or higher (after the ability score adjustments noted below) gains spell-like abilities, using its Hit Dice as its caster level. The table below lists the abilities available. These abilities are cumulative; a half-fey with 3 HD can use the abilities on the 1–2 HD row on the table as well as those on the 3–4 HD row. When a half-fey gets a choice between two abilities (such as faerie fire or glitterdust at 1–2 HD), it can choose anew between these abilities each day.

HD Abilities
1--2 Charm person at will, hypnotism 1/day, faerie fire or glitterdust 1/day
3--4 Detect law 3/day, sleep or enthrall 1/day
5--6 Protection from law 3/day, Tasha'a hideous laughter or suggestion 1/day
7--8 Confusion or emotion 1/day
9--10 Eyebite or lesser geas 1/day
11--12 Dominate person or hold monster 1/day
13--14 Mass invisibility 1/day
15--16 Geas/quest or mass suggestion 1/day
17--18 Insanity or mass charm 1/day
19+ Otto's irresistible dance 1/day
Special Qualities: Half-Fey Traits“Half-fey” is an inherited template that can be added to any corporeal living creature (referred to hereafter as the base creature). The creature’s type changes to fey. It uses all the base creature’s statistics and special abilities except as noted here. Hit Dice: Change to d6. Speed: All half-fey have butterflylike wings unless the base creature has wings already. A half-fey that did not already have wings gains a fly speed equal to twice the base creature’s fastest mode of movement, with good maneuverability. Special Qualities: Half-fey have low-light vision and are immune to enchantment spells and effects. Abilities: Adjust from the base creature as follows: Dex +2, Con –2, Wis +2, Cha +4. Skills: A half-fey has skill points equal to (6 + its Int modifier) × (its Hit Dice + 3). Treat skills possessed by the base creature as class skills and other skills as cross-class. If the creature has a class, it gains skill points for class levels normally. Challenge Rating: Same as the base creature +1. Level Adjustment: Same as the base creature +2. Alignment: Usually chaotic (any). , Arrow SwarmArrow Swarm By taking a -5 penalty to all attack rolls for a round, the targetteer may make two additional ranged attacks at his highest attack bonus. The targetteer must have the Rapid Shot feat to take this ability and must be making a full attack to make use of Arrow Swarm. , +2 Mind BladeMind Blade (Su) As a move action, a soulknife can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder. For instance, a Medium soulknife materializes a Medium mind blade that he can wield as a light weapon, and the blade deals 1d6 points of damage (crit 19-20/x2). Soulknives who are smaller or larger than Medium create mind blades identical to short swords appropriate for their size, with a corresponding change to the blade’s damage. The wielder of a mind blade gains the usual benefits to his attack roll and damage roll from a high Strength bonus. The blade can be broken (it has hardness 10 and 10 hit points); however, a soulknife can simply create another on his next move action. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction. A soulknife can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. He can also choose mind blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade. A soulknife’s mind blade improves as the character gains higher levels. At 2nd level and every even levels thereafter, the mind blade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 4th level, +3 at 6th level, +4 at 8th level, and +5 at 10th level). Even in places where psionic effects do not normally function (such as within a null psionics field), a soulknife can attempt to sustain his mind blade by making a DC 20 Will save. On a successful save, the soulknife maintains his mind blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the mind blade vanishes. As a move action on his turn, the soulknife can attempt a new Will save to rematerialize his mind blade while he remains within the psionics negating effect. , Throw Mind BladeThrow Mind Blade (Ex) A soul knife of 1st level or higher can throw his mind blade as a ranged weapon with a range increment of 30 feet. Whether or not the attack hits, a thrown mind blade then dissipates. A soulknife of 3rd level or higher can make a psychic strike (see below) with a thrown mind blade and can use the blade in conjunction with other special abilities (such as Knife to the Soul; see below). , Shape Mind BladeShape Mind Blade (Su) At 2nd level, a soulknife gains the ability to change the form of his mind blade. As a full round action, he can change his mind blade to replicate a longsword (damage 1d8 for a Medium weapon wielded as a one-handed weapon) or a bastard sword (damage 1d10 for a Medium weapon, but he must wield it as a two-handed weapon unless he knows the Exotic Weapon Proficiency (bastard sword) feat). If a soulknife shapes his mind blade into the form of a bastard sword and wields it two-handed, he adds 1-1/2 times his Strength bonus to his damage rolls, just like when using any other two-handed weapon. Alternatively, a soulknife can split his mind blade into two identical short swords, suitable for fighting with a weapon in each hand. (The normal penalties for fighting with two weapons apply.) However, both mind blades have an enhancement bonus 1 lower than the soulknife would otherwise create with a single mind blade. , +2 Mind ArrowMind Arrow (Su) As a free action, you can create a semisolid arrow composed of psychic energy distilled from your mind. If your base attack bonus is high enough to grant you multiple attacks, you can create multiple mind arrows as part of an attack. You must have one hand free to create and project a mind arrow. The bolt is identical in all ways (except visually) to an arrow shot from a composite longbow. For instance, a Medium soulbow materializes an arrow that speeds toward the specified target, and if it hits, deals 1d8 points of damage (crit ×3) plus extra damage equal to the soulbow's Wisdom modifer. Soulbows who are smaller or larger than Medium create mind arrows identical to arrows shot from composite longbows appropriate for their size, with a corresponding change to the arrow's damage (see Table 7–4 and Table 7–5 in the Player's Handbook). You gain the usual benefit to your attack roll from a high Dexterity bonus. Whether a mind arrow hits or misses, it dissipates 1 round after being shot. A mind arrow is considered a magic weapon for the purpose of overcoming damage reduction. A mind arrow can be charged with a psychic strike as if it were a mind blade. If a soulbow has enough soulknife levels to have the knife to the soul ability, that ability also applies to her mind arrows. You can use feats such as Point Blank Shot or Precise Shot in conjunction with a mind arrow (see bonus feats provided by the class for further guidance). You can also choose mind arrow for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade. Any feats previously requiring specific weapon choice (such as Weapon Specialization) for your mind blade also apply to your mind arrow, if applicable. Your mind arrows improve as you gain higher levels. At 3rd level, a mind arrow gains a +1 enhancement bonus on attack rolls and damage rolls, and at 7th level the bonus improves to +2. These enhancement bonuses stack with previous enhancement bonuses gained earlier for your soulknife class levels. Likewise, these enhancement bonuses also improve your soulknife base attack bonus. If your return to your soulknife class progression, these mind arrow enhancement bonuses on attack and damage are cumulative bonuses on top of any new enhancement bonuses gained, and they benefit both your mind blade and mind arrows. Even in places where psionic effects do not normally function (such as within a null psionics field), you can attempt to attack foes with mind arrows by making a DC 20 Will save. On a successful save, you can freely produce mind arrows for a number of rounds equal to your class level before you need to check again. On an unsuccessful attempt, you must wait 1 round before trying again while you remain within the psionics-negating effect. , Mind Arrow Enhancement (+1)Mind Arrow Enhancement (Su) At 2nd level, you can enhance your mind arrows with ranged special abilities. Choose any one of the weapon special abilities on the table below that has an enhancement bonus value of +1. From now on, mind arrows you produce as part of an attack possess that special ability. At every four levels beyond 2nd (6th and 10th), the value of the enhancement you can add to your mind arrow improves to +2 and +3, respectively. You can choose any combination of weapon special abilities that does not exceed the total allowed by your soulbow level. The special ability provided by this class feature does not stack with the soulknife’s mind blade enhancement ability.
Ranged Weapon Special Ability Bonus Value Ranged Weapon Special Ability Bonus Value
Bane +1 Axiomatic +2
Distance +1 Collision +2
Flaming +1 Flaming Burst +2
Frost +1 Psychokinetic Burst +2
Lucky +1 Psibane +2
Merciful +1 Shocking Burst +2
Psychokinetic +1 Suppression +2
Returning +1 Wounding +2
Seeking +1 Dislocator +3
Shock +1 Speed +3
Anarchic +2    
You can reassign the ability or abilities you have chosen for your mind arrows. To do so, you must spend 8 hours in concentration. After that period, all subsequent mind arrows you produce as part of an attack action possess the new ability or abilities selected by you. , TrackTrack: A ranger gains Track (see page 101) as a bonus feat. TRACK [GENERAL] You can follow the trails of creatures and characters across most types of terrain. Benefit: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow, such as when other tracks cross them or when the tracks backtrack and diverge. You move at half your normal speed (or at your normal speed with a –5 penalty on the check, or at up to twice your normal speed with a –20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on the table below:
Surface Survival DC Surface Survival DC
Very Soft Ground 5 Firm Ground 15
Soft Ground 10 Hard Ground 20
Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints. Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints. Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints. Hard Ground: Any surface that doesn’t hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles). Several modifiers may apply to the Survival check, as given on the table below.
Condition Survival DC Modifier
Every three creatures in the group being tracked -1
Size of creature or creatures or creatures:  
Fine +8
Diminutive +4
Tiny +2
Small +1
Medium +0
Large -1
Huge -2
Gargantuan -4
Colossal -8
Every 24 hours since the trail was made +1
Every hour of rain since the trail was made +1
Fresh snow cover since the trail was made +10
Poor Visibility:  
Overcast or moonless night +6
Moonlight +3
Fog or precipitation +3
Tracked party hides trail (and moves at half speed)+5  
If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching. Normal: Without this feat, you can use the Survival skill to find tracks, but you can follow them only if the DC for the task is 10 or lower. Alternatively, you can use the Search skill to find a footprint or similar sign of a creature’s passage using the DCs given above, but you can’t use Search to follow tracks, even if someone else has already found them. Special: A ranger automatically has Track as a bonus feat. He need not select it. This feat does not allow you to find or follow the tracks made by a subject of a pass without trace spell. , Wild EmpathyWild Empathy (Ex) A ranger can use body language, vocalizations, and demeanor to improve the attitude of an animal (such as a bear or a monitor lizard). This ability functions just like a Diplomacy check to improve the attitude of a person (see page 72). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2 (such as a basilisk or a girallon), but he takes a –4 penalty on the check. , Arcane AttunementArcane Attunement (Sp) You can use the spell-like powers dancing lights, detect magic, flare, ghost sound, and read magic a combined total of times per day equal to 3 + your Int modifier. These spell-like powers do not count against your total of spells known or spells per day. , Armored Mage (Light)Armored Mage (Ex) Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can cause spells to fail if those spells have a somatic component. A duskblade’s limited focus and specialized training, however, allows you to avoid arcane spell failure so long as you stick to light armor and light shields. This training does not extend to medium or heavy armors, nor to heavy shields. This ability does not apply to spells gained from a different spellcasting class. At 4th level, you learn to use medium armor with no chance of arcane spell failure. At 7th level, you learn to use a heavy shield with no chance of arcane spell failure. , Skirmish (+2d6, +2 AC)Skirmish (Ex) A scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the scout’s turn. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level). The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well eough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet. At 3rd level, a scout gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as the scout has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level). A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack. , TrapfindingTrapfinding (Ex) A scout can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50 of the Player’s Handbook. Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it. , Battle FortitudeBattle Fortitude (Ex) At 2nd level, a scout gains a +1 competence bonus on Fortitude saves and initiative checks. This bonus increases to +2 at 11th level and +3 at 20th level. A scout loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load. , Uncanny DodgeUncanny Dodge (Ex) Starting at 2nd level, a scout cannot be caught flat-footed and reacts to danger before her senses would normally allow her to do so. See the barbarian class feature, page 26 of the Player’s Handbook. Uncanny Dodge (Ex) At 2nd level, a barbarian gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class (a barbarian with at least four levels of rogue, for example), he automatically gains improved uncanny dodge (see below) instead. , Fast Movement (+10')Fast Movement (Ex) Starting at 3rd level, a scout’s gains a +10 foot enhancement bonus to her base land speed. At 11th level, this bonus increases to +20 feet. See the monk class feature, page 41 of the Player’s Handbook. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load. Fast Movement (Ex) At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table 3–10. A monk in armor (even light armor) or carrying a medium or heavy load loses this extra speed. , Arcane HunterARCANE HUNTER Rangers learn to track and hunt creatures of a certain type when choosing a favored enemy. Some rangers concern themselves less with what a creature is, and more with what it does. These rangers learn to identify signs of the arcane and make it their business to combat those who use arcane magic in opposition to their goals. Class: Ranger. Level: 1st. Special Requirement: Knowledge (arcana) 1 rank. Replaces: At 1st level, you do not select a favored enemy from Table 3-14 in the Flayer's Handbook. At 5th, 10th, 15th, and 20th level, you can choose favored enemies as normal. Benefit: At 1st level, you gain favored enemy (arcanists). This feature works just like the favored enemy ability (PH 47). The bonuses granted apply to any character capable of casting arcane spells or using invocations (but not other spell-like abilities). Favored Enemy (Ex) At 1st level, a ranger may select a type of creature from among those given on Table 3–14: Ranger Favored Enemies. Due to his extensive study on his chosen type of foe and training in the proper techniques for combating such creatures, the ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2. For example, a 5th-level ranger has two favored enemies; against one he gains a +4 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks and weapon damage rolls, and against the other he has a +2 bonus. At 10th level, he has three favored enemies, and he gains an additional +2 bonus, which he can allocate to the bonus against any one of his three favored enemies. Thus, his bonuses could be either +4, +4, +2 or +6, +2, +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy (for instance, devils are both evil outsiders and lawful outsiders), the ranger’s bonuses do not stack; he simply uses whichever bonus is higher. See the Monster Manual for more information on types of creatures.
Type (Subtype) Examples
Aberration beholder
Animal bear
Construct golem
Dragon black dragon
Elemental invisible stalker
Fey dryad
Giant ogre
Humanoid (aquatic) merfolk
Humanoid (dwarf) dwarf
Humanoid (elf) elf
goblinoid hobgoblin
Humanoid (gnoll) gnoll
Humanoid (gnome) gnome
Humanoid (halfling halfling
Humanoid (human)  
Humanoid (orc) orc
Humanoid (reptilian) kobold
Magical Beast displacer beast
Monsterous humanoid minotaur
Ooze gelatinous cube
Outsider (air) arrowhawk
Outsider (chaotic) demon
Outsider (earth) xorn
Outsider (evil) devil
Outsider (fire) salamander
Outsider (good) angel
Outsider (lawful) formian
Outsider (native) tiefling
Outsider (water) toianida
Plant shambling mound
Undead zombie
Vermin monstrous spider
, Combat Style (Two-Weapon Fighting) Combat Style (Ex): At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way. If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. The benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor. , Dark Creature Traits“Dark” is an acquired or inherited template that can be added to any creature (referred to hereafter as the base creature). Dark creatures tend to be much duller in color, with more gray and black skin tones and hair highlights, than their Material Plane versions. In general, they also weigh less, as if part of their very substance was mere shadow stuff. A dark creature has all the base creature’s statistics and special abilities except as noted here. Size and Type: Type and size are unchanged. Dark creatures encountered away from the Plane of Shadow have the extraplanar subtype. Speed: As base creature, +10 feet to all modes of movement. Special Qualities: A dark creature retains all the special qualities of the base creature and also gains the following. — Darkvision 60 ft. — Hide in Plain Sight (Ex): Use the Hide skill even while being observed (except in natural daylight, the area of a daylight spell, or a similar ettect). — Resistance to cold 10. — Superior low-light vision. Skills: Same as the base creature, plus Hide +8 and Move Silently +6. Environment: Changes to Plane of Shadow. Challenge Rating: Same as the base creature or same as the base creature +1; see sidebar. Alignment: Usually one step different from the base creature, rarely good. Level Adjustment: +1. Saves: Fort +13+10.17 Base, +1 Con, +1 Battle Fortitude, +1 Resistance , Ref +17+12.33 Base, +4 Dex, +1 Resistance , Will +18+10.17 Base, +7 Wis, +1 Resistance Abilities: Str 1010 Base , Dex 1818 Base , Con 1212 Base , Int 1212 Base , Wis 2218 Base, +2 Level, +2 Enhancement , Cha 1414 Base Skills: Autohypnosis +20+6 Wis, +12 Ranks, +2 Synergy , Concentration +6+1 Con, +5 Ranks , Decipher Script +2+1 Int, +1 Ranks , Disable Device +13+1 Int, +12 Ranks , Heal +7+6 Wis, +1 Ranks , Hide +27+4 Dex, +12 Ranks, +2 Circumstance (Masterwork Tool), +1 Competence, +8 Dark Template , Knowledge (Arcana) +2+1 Int, +1 Ranks , Knowledge (Geography) +2+1 Int, +1 Ranks , Knowledge (Nature) +2+1 Int, +1 Ranks , Knowledge (Psionics) +7+1 Int, +4 Ranks, +2 Synergy , Listen +18+6 Wis, +12 Ranks , Move Silently +22+4 Dex, +12 Ranks, +6 Dark Template , Search +6+1 Int, +5 Ranks , Spot +25+6 Wis, +12 Ranks, +2 Circumstance (Masterwork Tool), +5 Competence , Survival +11+6 Wis, +5 Ranks Feats: Point Blank ShotPOINT BLANK SHOT [GENERAL] You are skilled at making well-placed shots with ranged weapons at close range. Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Special: A fighter may select Point Blank Shot as one of his fighter bonus feats (see page 38). , Rapid Shot RAPID SHOT [GENERAL] You can use ranged weapons with exceptional speed. Prerequisites: Dex 13, Point Blank Shot. Benefit: You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a –2 penalty. You must use the full attack action (see page 143) to use this feat. Special: A fighter may select Rapid Shot as one of his fighter bonus feats (see page 38). A 2nd-level ranger who has chosen the archery combat style is treated as having Rapid Shot, even if he does not have the prerequisites for it, but only when he is wearing light or no armor (see page 48). , Woodland Archer [Tactical]You have honed your archery ability in the wilds of the forest. Prerequisites: Point Blank Shot, base attack bonus +6. Benefit: The Woodland Archer feat enables the use of three tactical maneuvers. Adjust for Range: To use this maneuver, you must shoot a projectile weapon against a foe and miss. Subsequent shots you take against that foe this round gain a +4 bonus, because you're able to quickly adjust your aim to compensate. Pierce the Foliage: To use this maneuver, you must hit a foe with a ranged attack despite the miss chance caused by concealment. Shots you take against that foe in the next round don't incur the miss chance because you're able to exactly duplicate your draw and aim. Moving Sniper: To use this maneuver, you must succeed on a sniping attack (see the Hide skill description, page 76 of the Player's Handbook ), both hitting your intended target and successfully hiding thereafter. If no one sees you, you can make a sniping attack again in the following round, taking a single move after your attack and before you hide (characters without this feat can only shoot and hide, not move as well). As long as you continue to hit the target and avoid detection from an enemy, you can make a sniping attack on the move each round. Special: A fighter may select Woodland Archer as one of his fighter bonus feats , Manyshot MANYSHOT [GENERAL] You can fire multiple arrows simultaneously against a nearby target. Prerequisites: Dex 17, Point Blank Shot, Rapid Shot, base attack bonus +6 Benefit: As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a –4 penalty) to determine success and deal damage normally (but see Special). For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative –2 penalty on the attack roll (for a total penalty of –6 for three arrows and –8 for four). Damage reduction and other resistances apply separately against each arrow fired. Special: Regardless of the number of arrows you fire, you apply precision-based damage (such as sneak attack damage) only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage. A fighter may select Manyshot as one of his fighter bonus feats (see page 38). A 6th-level ranger who has chosen the archery combat style is treated as having Manyshot even if he does not have the prerequisites for it, but only when he is wearing light or no armor (see page 48). , Greater Manyshot GREATER MANYSHOT [GENERAL] You are skilled at firing many arrows at once, even at different opponents. Prerequisites: Dex 17, Manyshot, Point Blank Shot, Rapid Shot, base attack bonus +6. Benefit: When you use the Manyshot feat, you can fire each arrow at a different target instead of firing all of them at the same target. You make a separate attack roll for each arrow, regardless of whether you fire them at separate targets or the same target. Your precision-based damage applies to each arrow fired, and, if you score a critical hit with more than one of the arrows, each critical hit deals critical damage. Special: A fighter may select this feat as one of his fighter bonus feats. , Two-Weapon FightingTWO-WEAPON FIGHTING [GENERAL] You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon. Prerequisite: Dex 15. Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. Normal: See Two-Weapon Fighting, page 160, and Table 8–10: Two-Weapon Fighting Penalties, page 160. Special: A 2nd-level ranger who has chosen the two-weapon combat style is treated as having Two-Weapon Fighting, even if he does not have the prerequisite for it, but only when he is wearing light or no armor (see page 48). A fighter may select Two-Weapon Fighting as one of his fighter bonus feats (see page 38). , Endurance ENDURANCE [GENERAL] You are capable of amazing feats of stamina. Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage (see page 84), Constitution checks made to continue running (see page 144), Constitution checks made to avoid nonlethal damage from a forced march (see page 164), Constitution checks made to hold your breath (see page 84), Constitution checks made to avoid nonlethal damage from starvation or thirst (see page 304 of the Dungeon Master’s Guide), Fortitude saves made to avoid nonlethal damage from hot or cold environments (see pages 302 and 303 of the Dungeon Master’s Guide), and Fortitude saves made to resist damage from suffocation (see page 304 of the Dungeon Master’s Guide). Also, you may sleep in light or medium armor without becoming fatigued. Normal: A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day. Special: A ranger automatically gains Endurance as a bonus feat at 3rd level (see page 48). He need not select it. , Swift HunterYou have applied the hit-and-run tactics learned from scouting to your strong hunting abilities. Prerequisite: Skirmish +1d6/+1 AC, Favored Enemy, Benefit: Your ranger and scout levels stack for the purpose of determining the extra damage and bonus to Armor Class granted when skirmishing. For example, a 4th-level scout/1st-level ranger would deal an extra 2d6 points of damage and gain a +1 competence bonus to AC when skirmishing, as if she were a 5th-level scout. Your ranger and scout levels also stack for the purpose of determining when you select additional favored enemies, as well as the total bonus granted against your favored enemies. For example, a 4th-level scout/1st-level ranger would have two favored enemies and could allocate an extra +2 bonus against one of those favored enemies, as if she were a 5th-level ranger. In addition, your skirmish extra damage applies against any creature you have selected as a favored enemy, even if it is normally immune to extra damage from critical hits or skirmish attacks. Special: A scout can select Swift Hunter as one of her scout bonus feats (Complete Adventurer 13).

 

Edited by Sylas (see edit history)
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Noran Bursk | HP: 60/60 | AC: 21 | Touch: 12 | Flat-footed: 18spacer.png


Conditions

Stance: Island of Blades (All allies flank from any adjacent space)

Disguise: Middle-class, Middle-age, Half-elf, Farlsteadian merchant

Concentration: n/a


Noran strolls a short distance away, so that his chanting won't be overheard by those inside, and begins his ritual. He focuses his mind on the area just inside the door, slowly manifesting an auditory sensor in the space.


Actions

Standard: Cast Clairaudience, just inside the door. (Duration 7 minutes)

 

Try to determine how many people there are and who they are, as well as any interesting tidbits contained in their discussion.


OOC

d20 Rerolls (1)

+4 Atk, Save, Skill until failed skill check

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Music: Quest For A Cure - Baldur's Gate 3

East Farlsmark

image.jpeg.d8b4f28e4c23ffd9d64f675b3c5efa34.jpeg OldOwlWell.webp.64ad78837c5e37a3d58283bf0660046c.webp

As Noran's magic took hold, he found his ears filled with an unexpected sound: music. A woman's voice was singing a heartfelt song, accompanied with an instrument or two. As the song came to a close, there was a solemn silence. After a few moments, a quiet conversation was picked up.

"Gods, this is really it, isn't it? We've been on the road together for, what, seven months now?" a soft male voice began.

"That it has been, my little friend," a second voice answered, fair and feminine. "A great evil has been vanquished from the world. For that, we should feel most proud."

"It'll be good to see my tower again," said a third voice, male and crackled with age. "But I can't say I won't miss ye lot. Please, if ye ever find yerselves in Fora, my doors are always open to ye."

"I'll hold you to it!" said the singer's voice. "The Dirges aren't exactly known for their comforting aesthetics, but your home was pleasant enough."

The conversation died down then, seemingly as each person began to quietly drink something.

"So, where will everyone go after we break our fellowship?"

"Well Rachel, I'm wasted on cross country," the first voice said. "I'll be heading to the tavern in Zana's Host, buying a drink, and warming my feet by the fire."

"How fitting for a halfling," the second voice replied. "You have certainly earned it, little master Finn, after that clever maneuver in the Deeplands."

"Why thank you, Velgrynd," answered the first voice, Finn. "At least someone acknowledged that! I still feel sore in the ass after that landing."

That got a laugh out of the others.

"As for myself, there is trouble brewing far to the east, near the Dead Strait. I have been called by an old friend to lend my aid."

"An old friend, eh?" asked the third voice. "And who might that be?"

"Syric, my inquisitive ally, do not act as though you are blind such things. The commander of the Dirges is said to be privy to more secrets than a wizard's library."

"Alright, alright," conceded Syric. "What about ye, Rachel?"

"I'm not sure," replied Rachel, the singer. "The affairs of Gavstor have only grown bolder in recent years. I fear their thirst for conquest will not be sated with Amostiv alone. I've also heard rumors of great forces secretly at work in this corner of Etharia. Perhaps I may linger a while longer yet, see if any old friends could use a song or two."

"Yer planning to fight a war with yer lute?"

"Morale is one of the greatest contributors to any victory. If my presence can ease heavy hearts and embolden the righteous, then that is where I am needed. I just wish there was more we could do about the slave trade. Picking off caravans is one thing, but the camps are too heavily guarded. It would take a sizeable force to liberate them."

"I could help with that, though it'll take time to rally a force. See what ye can learn affairs here, then meet me at the tower. Maybe drag Finn along by the ears if he's sober enough."

"Ha!"

Mechanics & OOC

Roles for the Journey

  • Guide: Cyrus
  • Scout: Lilith & Noran
  • Hunter: Nhezi
  • Look-out: Daryl

Party Conditions: Hopeful Hearts and Clear Purpose

Roll20 Map

OOC: -


To Do: Roleplay at will!

@JCBarnes @paladinred @HydroGuy @Sylas @Xhosant

Edited by rogueblade0729 (see edit history)
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Noran Bursk | HP: 60/60 | AC: 21 | Touch: 12 | Flat-footed: 18spacer.png


Conditions

Stance: Island of Blades (All allies flank from any adjacent space)

Disguise: Middle-class, Middle-age, Half-elf, Farlsteadian merchant

Concentration: n/a


Noran smiles as the conversation unfolds and his magic spycraft wanes. "Well then! It seems our neighbors are friendly enough. Let us introduce ourselves!"

 

He strolls casually back toward the tower, giving his companions the highlights of what he overheard as he walks. Reaching the door once more, he rapped his knuckles lightly on it's surface. "Hello in there! We're travelers in need of shelter for the night, and you appear to have the best real estate in town. May we come in?"


Actions

 


OOC

d20 Rerolls (1)

+4 Atk, Save, Skill until failed skill check

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Music: Last Light - Baldur's Gate 3

East Farlsmark

image.jpeg.d8b4f28e4c23ffd9d64f675b3c5efa34.jpeg OldOwlWell.webp.64ad78837c5e37a3d58283bf0660046c.webp

As Noran made their presence known, a sudden silence fell upon those within. They were clearly not expecting visitors. That is, until one voice, Velgrynd, spoke up calmly, "You are welcome to join our camp, travelers. One moment." The sound of shuffling feet and hushed whispers followed for several moments, but before long, the brick wall began to sink into the floor. Within was a very spacious room, approximately 30ft by 30ft, a warm fire lit with a cooking pot full of tasty ingredients placed over it. Towering over Noran was an elf, her skin as blue as the sea and her eyes as silver as the stars, clad in fine scale armor. Unlike the rest of her companions, she did not seem surprised by the presence of the party, and offered them each a kind smile. Accompanying her was a roguish halfling, a human woman with a lute and wearing a chain shirt beneath her bardic clothing, and an old human man draped in dark clothing.

The Camp

Velgrynd

image.jpeg.e657e7a6fb2d0300830cf7bd5b39b96c.jpeg


Finn

Halfling_color0.webp.21777278ef898980d6f68661e5165a1b.webp


Rachel

image.jpeg.c53aa407aad9e8cf6599e098f158de94.jpeg


Syric

image.jpeg.b5f953dbc4be1eff4050d16493b03631.jpeg

A beat passed, before the bard, Rachel, suddenly lit up with recognition. "Lilith, Daryl! Is that you? It's been so long! How have you been?" That seemed to put Finn the halfling and Syric the old man at ease, though they did pass questioning glances to Rachel.

"Please, come inside, there is plenty of room for you all," insisted Velgrynd, stepping aside and gesturing them into the chamber with an arm.

Mechanics & OOC

Roles for the Journey

  • Guide: Cyrus
  • Scout: Lilith & Noran
  • Hunter: Nhezi
  • Look-out: Daryl

Party Conditions: Hopeful Hearts and Clear Purpose

Roll20 Map

OOC: -


To Do: Roleplay at will!

@JCBarnes @paladinred @HydroGuy @Sylas @Xhosant

Edited by rogueblade0729 (see edit history)
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Noran Bursk | HP: 60/60 | AC: 21 | Touch: 12 | Flat-footed: 18spacer.png


Conditions

Stance: Island of Blades (All allies flank from any adjacent space)

Disguise: Middle-class, Middle-age, Half-elf, Farlsteadian merchant

Concentration: n/a


"Most gracious of you." Noran responds as he steps back to give the door space to open, and the inhabitants some measure of safe distance from which to judge them.

 

He stood aside to allow the others to enter first, grinning widely as they passed, reveling in his ability to secure them a better option for this evenings respite, and perhaps buying himself a few more moments to craft the next phase of his ruse. When the calls of recognition rang out from within, his smile faded slightly and he joined the procession, muttering as he crossed the threshold. "I suppose there shall be little need for further obfuscation... Except, perhaps..."

 

He glanced over his shoulder at the hole in the wall as it closed again, and just before the final glint of sunlight was pinched off he traced a pattern in the air, painting an image of dense vines choking the base of the tower, covering the door with an added layer of visual security.


Actions

Standard: Cast Silent Image (Will DC17, Duration: Concentration), Thick vegetation covering as much of the base of the tower as possible to hide the door even more.


OOC

d20 Rerolls (1)

+4 Atk, Save, Skill until failed skill check

Edited by HydroGuy (see edit history)
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[floatright][img]https://www.myth-weavers.com/attachment.php?attachmentid=104820[/img][/floatright]Cyrus cast his own small spell, another silent alarm, just before following the others in. [color=forestgreen][b]"Thank you for your generosity."[/b][/color] While he was perfectly happy to sleep in the comfort of a tree, the earthiness of this hidden room was palatable. His eyes darted (although not that anyone could really tell, darn xephs and their pupilless eyes) between their inviters, finally settling most of the unsurprised elf, odd that she wouldn't tell her companions of the approaching group... [spoiler=Crunch][/spoiler] [spoiler=Current Statblock][url=https://www.myth-weavers.com/sheet.html#id=803094][color=forestgreen][b][size=+1]Cyrus[/size][/b][/color][/url] [b]Medium Fey[/b] [b]Hit Points/Dice:[/b] 86 / 2d8 + 7d10 [b]Initiative:[/b] [ooc=+6]+5 Dex, +1 Battle Fortitude[/ooc] [b]Speed:[/b] [ooc=60]30 ft. Base, +10 ft. Quick, +10 ft. Enhancement (Fast Movement), +10 ft. Dark Template[/ooc] ft. (12 squares), Fly [ooc=130]120 ft. Double Base, +10 ft. Dark Template[/ooc] ft. (26 squares) [b]Armor Class:[/b] [ooc=19]+5 Dex, +4 armor[/ooc], touch [ooc=15]+5 Dex[/ooc], flat-footed [ooc=14]+4 armor[/ooc] [b]Base Attack/Grapple:[/b] +9/[ooc=+9]+9 BAB, +0 Str[/ooc] [b]Attack:[/b]+2 Mind Arrow [ooc=+15]+9 BAB, +4 Dex, +2 Enhancement[/ooc] ranged (1d8+8) or +2 Mind Arrow [ooc=+11/+11]+9 BAB, +4 Dex, +2 Enhancement, -4 Manyshot[/ooc] ranged (1d8+8) or +2 Mind Arrow [ooc=+9/+9/+9]+9 BAB, +4 Dex, +2 Enhancement, -6 Manyshot[/ooc] ranged (1d8+8) or +2 Mind Blade [ooc=+11]+9 BAB, +2 Enhancement[/ooc] melee (1d8+2) [b]Full Attack:[/b] +2 Mind Arrow [ooc=+15/+10]+9 BAB, +4 Dex, +2 Enhancement[/ooc] ranged (1d8+8) or +2 Mind Arrow [ooc=+13/+13/+8]+9 BAB, +4 Dex, +2 Enhancement, -2 Rapid Shot[/ooc] ranged (1d8+8) or +2 Mind Arrow [ooc=+11/+11/+11/+6]+9 BAB, +4 Dex, +2 Enhancement, -2 Rapid Shot, -2 Two-Weapon Fighting[/ooc] ranged (1d8+8) or +2 Mind Arrow [ooc=+8/+8/+8/+8/+3]+9 BAB, +4 Dex, +2 Enhancement, -2 Rapid Shot, -5 Arrow Swarm[/ooc] ranged (1d8+8) or +2 Mind Arrow [ooc=+6/+6/+6/+6/+6/+1]+9 BAB, +4 Dex, +2 Enhancement, -2 Rapid Shot, -2 Two-Weapon Fighting, -5 Arrow Swarm[/ooc] ranged (1d8+8) or +2 Mind Blade [ooc=+11/+6]+9 BAB, +2 Enhancement[/ooc] melee (1d8+2) [b]Space/Reach:[/b] 5 ft./5 ft. [b]Special Attacks:[/b] [ooc=Spell-Like Abilities]A half-fey with Wisdom or Charisma of 8 or higher (after the ability score adjustments noted below) gains spell-like abilities, using its Hit Dice as its caster level. The table below lists the abilities available. These abilities are cumulative; a half-fey with 3 HD can use the abilities on the 1–2 HD row on the table as well as those on the 3–4 HD row. When a half-fey gets a choice between two abilities (such as faerie fire or glitterdust at 1–2 HD), it can choose anew between these abilities each day.[table=2,11][r=1,1][b]HD[/b][r=2,1][b]Abilities[/b][r=1,2]1--2[r=2,2]Charm person at will, hypnotism 1/day, faerie fire or glitterdust 1/day[r=1,3]3--4[r=2,3]Detect law 3/day, sleep or enthrall 1/day[r=1,4]5--6[r=2,4]Protection from law 3/day, Tasha'a hideous laughter or suggestion 1/day[r=1,5]7--8[r=2,5]Confusion or emotion 1/day[r=1,6]9--10[r=2,6]Eyebite or lesser geas 1/day[r=1,7]11--12[r=2,7]Dominate person or hold monster 1/day[r=1,8]13--14[r=2,8]Mass invisibility 1/day[r=1,9]15--16[r=2,9]Geas/quest or mass suggestion 1/day[r=1,10]17--18[r=2,10]Insanity or mass charm 1/day[r=1,11]19+[r=2,11]Otto's irresistible dance 1/day[/table][/ooc] [b]Special Qualities:[/b] [ooc=Half-Fey Traits]“Half-fey” is an inherited template that can be added to any corporeal living creature (referred to hereafter as the base creature). The creature’s type changes to fey. It uses all the base creature’s statistics and special abilities except as noted here. Hit Dice: Change to d6. Speed: All half-fey have butterflylike wings unless the base creature has wings already. A half-fey that did not already have wings gains a fly speed equal to twice the base creature’s fastest mode of movement, with good maneuverability. Special Qualities: Half-fey have low-light vision and are immune to enchantment spells and effects. Abilities: Adjust from the base creature as follows: Dex +2, Con –2, Wis +2, Cha +4. Skills: A half-fey has skill points equal to (6 + its Int modifier) × (its Hit Dice + 3). Treat skills possessed by the base creature as class skills and other skills as cross-class. If the creature has a class, it gains skill points for class levels normally. Challenge Rating: Same as the base creature +1. Level Adjustment: Same as the base creature +2. Alignment: Usually chaotic (any).[/ooc], [ooc=Arrow Swarm]Arrow Swarm By taking a -5 penalty to all attack rolls for a round, the targetteer may make two additional ranged attacks at his highest attack bonus. The targetteer must have the Rapid Shot feat to take this ability and must be making a full attack to make use of Arrow Swarm.[/ooc], [ooc=+2 Mind Blade]Mind Blade (Su) As a move action, a soulknife can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder. For instance, a Medium soulknife materializes a Medium mind blade that he can wield as a light weapon, and the blade deals 1d6 points of damage (crit 19-20/x2). Soulknives who are smaller or larger than Medium create mind blades identical to short swords appropriate for their size, with a corresponding change to the blade’s damage. The wielder of a mind blade gains the usual benefits to his attack roll and damage roll from a high Strength bonus. The blade can be broken (it has hardness 10 and 10 hit points); however, a soulknife can simply create another on his next move action. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction. A soulknife can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. He can also choose mind blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade. A soulknife’s mind blade improves as the character gains higher levels. At 2nd level and every even levels thereafter, the mind blade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 4th level, +3 at 6th level, +4 at 8th level, and +5 at 10th level). Even in places where psionic effects do not normally function (such as within a null psionics field), a soulknife can attempt to sustain his mind blade by making a DC 20 Will save. On a successful save, the soulknife maintains his mind blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the mind blade vanishes. As a move action on his turn, the soulknife can attempt a new Will save to rematerialize his mind blade while he remains within the psionics negating effect.[/ooc], [ooc=Throw Mind Blade]Throw Mind Blade (Ex) A soul knife of 1st level or higher can throw his mind blade as a ranged weapon with a range increment of 30 feet. Whether or not the attack hits, a thrown mind blade then dissipates. A soulknife of 3rd level or higher can make a psychic strike (see below) with a thrown mind blade and can use the blade in conjunction with other special abilities (such as Knife to the Soul; see below).[/ooc], [ooc=Shape Mind Blade]Shape Mind Blade (Su) At 2nd level, a soulknife gains the ability to change the form of his mind blade. As a full round action, he can change his mind blade to replicate a longsword (damage 1d8 for a Medium weapon wielded as a one-handed weapon) or a bastard sword (damage 1d10 for a Medium weapon, but he must wield it as a two-handed weapon unless he knows the Exotic Weapon Proficiency (bastard sword) feat). If a soulknife shapes his mind blade into the form of a bastard sword and wields it two-handed, he adds 1-1/2 times his Strength bonus to his damage rolls, just like when using any other two-handed weapon. Alternatively, a soulknife can split his mind blade into two identical short swords, suitable for fighting with a weapon in each hand. (The normal penalties for fighting with two weapons apply.) However, both mind blades have an enhancement bonus 1 lower than the soulknife would otherwise create with a single mind blade.[/ooc], [ooc=+2 Mind Arrow]Mind Arrow (Su) As a free action, you can create a semisolid arrow composed of psychic energy distilled from your mind. If your base attack bonus is high enough to grant you multiple attacks, you can create multiple mind arrows as part of an attack. You must have one hand free to create and project a mind arrow. The bolt is identical in all ways (except visually) to an arrow shot from a composite longbow. For instance, a Medium soulbow materializes an arrow that speeds toward the specified target, and if it hits, deals 1d8 points of damage (crit ×3) plus extra damage equal to the soulbow's Wisdom modifer. Soulbows who are smaller or larger than Medium create mind arrows identical to arrows shot from composite longbows appropriate for their size, with a corresponding change to the arrow's damage (see Table 7–4 and Table 7–5 in the Player's Handbook). You gain the usual benefit to your attack roll from a high Dexterity bonus. Whether a mind arrow hits or misses, it dissipates 1 round after being shot. A mind arrow is considered a magic weapon for the purpose of overcoming damage reduction. A mind arrow can be charged with a psychic strike as if it were a mind blade. If a soulbow has enough soulknife levels to have the knife to the soul ability, that ability also applies to her mind arrows. You can use feats such as Point Blank Shot or Precise Shot in conjunction with a mind arrow (see bonus feats provided by the class for further guidance). You can also choose mind arrow for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade. Any feats previously requiring specific weapon choice (such as Weapon Specialization) for your mind blade also apply to your mind arrow, if applicable. Your mind arrows improve as you gain higher levels. At 3rd level, a mind arrow gains a +1 enhancement bonus on attack rolls and damage rolls, and at 7th level the bonus improves to +2. These enhancement bonuses stack with previous enhancement bonuses gained earlier for your soulknife class levels. Likewise, these enhancement bonuses also improve your soulknife base attack bonus. If your return to your soulknife class progression, these mind arrow enhancement bonuses on attack and damage are cumulative bonuses on top of any new enhancement bonuses gained, and they benefit both your mind blade and mind arrows. Even in places where psionic effects do not normally function (such as within a null psionics field), you can attempt to attack foes with mind arrows by making a DC 20 Will save. On a successful save, you can freely produce mind arrows for a number of rounds equal to your class level before you need to check again. On an unsuccessful attempt, you must wait 1 round before trying again while you remain within the psionics-negating effect.[/ooc], [ooc=Mind Arrow Enhancement (+1)]Mind Arrow Enhancement (Su) At 2nd level, you can enhance your mind arrows with ranged special abilities. Choose any one of the weapon special abilities on the table below that has an enhancement bonus value of +1. From now on, mind arrows you produce as part of an attack possess that special ability. At every four levels beyond 2nd (6th and 10th), the value of the enhancement you can add to your mind arrow improves to +2 and +3, respectively. You can choose any combination of weapon special abilities that does not exceed the total allowed by your soulbow level. The special ability provided by this class feature does not stack with the soulknife’s mind blade enhancement ability.[table=4,12][r=1,1][b]Ranged Weapon Special Ability[/b][r=2,1][b]Bonus Value[/b][r=3,1][b]Ranged Weapon Special Ability[/b][r=4,1][b]Bonus Value[/b][r=1,2]Bane[r=2,2]+1[r=3,2]Axiomatic[r=4,2]+2[r=1,3]Distance[r=2,3]+1[r=3,3]Collision[r=4,3]+2[r=1,4]Flaming[r=2,4]+1[r=3,4]Flaming Burst[r=4,4]+2[r=1,5]Frost[r=2,5]+1[r=3,5]Psychokinetic Burst[r=4,5]+2[r=1,6]Lucky[r=2,6]+1[r=3,6]Psibane[r=4,6]+2[r=1,7]Merciful[r=2,7]+1[r=3,7]Shocking Burst[r=4,7]+2[r=1,8]Psychokinetic[r=2,8]+1[r=3,8]Suppression[r=4,8]+2[r=1,9]Returning[r=2,9]+1[r=3,9]Wounding[r=4,9]+2[r=1,10]Seeking[r=2,10]+1[r=3,10]Dislocator[r=4,10]+3[r=1,11]Shock[r=2,11]+1[r=3,11]Speed[r=4,11]+3[r=1,12]Anarchic[r=2,12]+2[/table]You can reassign the ability or abilities you have chosen for your mind arrows. To do so, you must spend 8 hours in concentration. After that period, all subsequent mind arrows you produce as part of an attack action possess the new ability or abilities selected by you.[/ooc], [ooc=Track]Track: A ranger gains Track (see page 101) as a bonus feat. TRACK [GENERAL] You can follow the trails of creatures and characters across most types of terrain. Benefit: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow, such as when other tracks cross them or when the tracks backtrack and diverge. You move at half your normal speed (or at your normal speed with a –5 penalty on the check, or at up to twice your normal speed with a –20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on the table below:[table=4,3][r=1,1][b]Surface[/b][r=2,1][b]Survival DC[/b][r=3,1][b]Surface Survival[/b][r=4,1][b]DC[/b][r=1,2]Very Soft Ground[r=2,2]5[r=3,2]Firm Ground[r=4,2]15[r=1,3]Soft Ground[r=2,3]10[r=3,3]Hard Ground[r=4,3]20[/table] Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints. Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints. Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints. Hard Ground: Any surface that doesn’t hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles). Several modifiers may apply to the Survival check, as given on the table below.[table=2,20][r=1,1][b]Condition[/b][r=2,1][b]Survival DC Modifier[/b][r=1,2]Every three creatures in the group being tracked[r=2,2]-1[r=1,3]Size of creature or creatures or creatures:[r=1,4]Fine[r=2,4]+8[r=1,5]Diminutive[r=2,5]+4[r=1,6]Tiny[r=2,6]+2[r=1,7]Small[r=2,7]+1[r=1,8]Medium[r=2,8]+0[r=1,9]Large[r=2,9]-1[r=1,10]Huge[r=2,10]-2[r=1,11]Gargantuan[r=2,11]-4[r=1,12]Colossal[r=2,12]-8[r=1,13]Every 24 hours since the trail was made[r=2,13]+1[r=1,14]Every hour of rain since the trail was made[r=2,14]+1[r=1,15]Fresh snow cover since the trail was made[r=2,15]+10[r=1,16]Poor Visibility:[r=1,17]Overcast or moonless night[r=2,17]+6[r=1,18]Moonlight[r=2,18]+3[r=1,19]Fog or precipitation[r=2,19]+3[r=1,20]Tracked party hides trail (and moves at half speed)[r=1,20]+5[/table]If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching. Normal: Without this feat, you can use the Survival skill to find tracks, but you can follow them only if the DC for the task is 10 or lower. Alternatively, you can use the Search skill to find a footprint or similar sign of a creature’s passage using the DCs given above, but you can’t use Search to follow tracks, even if someone else has already found them. Special: A ranger automatically has Track as a bonus feat. He need not select it. This feat does not allow you to find or follow the tracks made by a subject of a pass without trace spell.[/ooc], [ooc=Wild Empathy]Wild Empathy (Ex) A ranger can use body language, vocalizations, and demeanor to improve the attitude of an animal (such as a bear or a monitor lizard). This ability functions just like a Diplomacy check to improve the attitude of a person (see page 72). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2 (such as a basilisk or a girallon), but he takes a –4 penalty on the check.[/ooc], [ooc=Arcane Attunement]Arcane Attunement (Sp) You can use the spell-like powers dancing lights, detect magic, flare, ghost sound, and read magic a combined total of times per day equal to 3 + your Int modifier. These spell-like powers do not count against your total of spells known or spells per day.[/ooc], [ooc=Armored Mage (Light)]Armored Mage (Ex) Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can cause spells to fail if those spells have a somatic component. A duskblade’s limited focus and specialized training, however, allows you to avoid arcane spell failure so long as you stick to light armor and light shields. This training does not extend to medium or heavy armors, nor to heavy shields. This ability does not apply to spells gained from a different spellcasting class. At 4th level, you learn to use medium armor with no chance of arcane spell failure. At 7th level, you learn to use a heavy shield with no chance of arcane spell failure.[/ooc], [ooc=Skirmish (+2d6, +2 AC)]Skirmish (Ex) A scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the scout’s turn. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level). The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well eough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet. At 3rd level, a scout gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as the scout has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level). A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.[/ooc], [ooc=Trapfinding]Trapfinding (Ex) A scout can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50 of the Player’s Handbook. Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.[/ooc], [ooc=Battle Fortitude]Battle Fortitude (Ex) At 2nd level, a scout gains a +1 competence bonus on Fortitude saves and initiative checks. This bonus increases to +2 at 11th level and +3 at 20th level. A scout loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.[/ooc], [ooc=Uncanny Dodge]Uncanny Dodge (Ex) Starting at 2nd level, a scout cannot be caught flat-footed and reacts to danger before her senses would normally allow her to do so. See the barbarian class feature, page 26 of the Player’s Handbook. Uncanny Dodge (Ex) At 2nd level, a barbarian gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class (a barbarian with at least four levels of rogue, for example), he automatically gains improved uncanny dodge (see below) instead.[/ooc], [ooc=Fast Movement (+10')]Fast Movement (Ex) Starting at 3rd level, a scout’s gains a +10 foot enhancement bonus to her base land speed. At 11th level, this bonus increases to +20 feet. See the monk class feature, page 41 of the Player’s Handbook. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load. Fast Movement (Ex) At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table 3–10. A monk in armor (even light armor) or carrying a medium or heavy load loses this extra speed.[/ooc], [ooc=Arcane Hunter]ARCANE HUNTER Rangers learn to track and hunt creatures of a certain type when choosing a favored enemy. Some rangers concern themselves less with what a creature is, and more with what it does. These rangers learn to identify signs of the arcane and make it their business to combat those who use arcane magic in opposition to their goals. Class: Ranger. Level: 1st. Special Requirement: Knowledge (arcana) 1 rank. Replaces: At 1st level, you do not select a favored enemy from Table 3-14 in the Flayer's Handbook. At 5th, 10th, 15th, and 20th level, you can choose favored enemies as normal. Benefit: At 1st level, you gain favored enemy (arcanists). This feature works just like the favored enemy ability (PH 47). The bonuses granted apply to any character capable of casting arcane spells or using invocations (but not other spell-like abilities). Favored Enemy (Ex) At 1st level, a ranger may select a type of creature from among those given on Table 3–14: Ranger Favored Enemies. Due to his extensive study on his chosen type of foe and training in the proper techniques for combating such creatures, the ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2. For example, a 5th-level ranger has two favored enemies; against one he gains a +4 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks and weapon damage rolls, and against the other he has a +2 bonus. At 10th level, he has three favored enemies, and he gains an additional +2 bonus, which he can allocate to the bonus against any one of his three favored enemies. Thus, his bonuses could be either +4, +4, +2 or +6, +2, +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy (for instance, devils are both evil outsiders and lawful outsiders), the ranger’s bonuses do not stack; he simply uses whichever bonus is higher. See the Monster Manual for more information on types of creatures.[table=2,33][r=1,1][b]Type (Subtype)[/b][r=2,1][b]Examples[/b][r=1,2]Aberration[r=2,2]beholder[r=1,3]Animal[r=2,3]bear[r=1,4]Construct[r=2,4]golem[r=1,5]Dragon[r=2,5]black dragon[r=1,6]Elemental[r=2,6]invisible stalker[r=1,7]Fey[r=2,7]dryad[r=1,8]Giant[r=2,8]ogre[r=1,9]Humanoid (aquatic)[r=2,9]merfolk[r=1,10]Humanoid (dwarf)[r=2,10]dwarf[r=1,11]Humanoid (elf)[r=2,11]elf[r=1,12]goblinoid[r=2,12]hobgoblin[r=1,13]Humanoid (gnoll)[r=2,13]gnoll[r=1,14]Humanoid (gnome)[r=2,14]gnome[r=1,15]Humanoid (halfling[r=2,15]halfling[r=1,16]Humanoid (human)[r=2,16][r=1,17]Humanoid (orc)[r=2,17]orc[r=1,18]Humanoid (reptilian)[r=2,18]kobold[r=1,19]Magical Beast[r=2,19]displacer beast[r=1,20]Monsterous humanoid[r=2,20]minotaur[r=1,21]Ooze[r=2,21]gelatinous cube[r=1,22]Outsider (air)[r=2,22]arrowhawk[r=1,23]Outsider (chaotic)[r=2,23]demon[r=1,24]Outsider (earth)[r=2,24]xorn[r=1,25]Outsider (evil)[r=2,25]devil[r=1,26]Outsider (fire)[r=2,26]salamander[r=1,27]Outsider (good)[r=2,27]angel[r=1,28]Outsider (lawful)[r=2,28]formian[r=1,29]Outsider (native)[r=2,29]tiefling[r=1,30]Outsider (water)[r=2,30]toianida[r=1,31]Plant[r=2,31]shambling mound[r=1,32]Undead[r=2,32]zombie[r=1,33]Vermin[r=2,33]monstrous spider[/table][/ooc], [ooc=Combat Style (Two-Weapon Fighting)][b]Combat Style (Ex):[/b] At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way. If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. The benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.[/ooc], [ooc=Dark Creature Traits]“Dark” is an acquired or inherited template that can be added to any creature (referred to hereafter as the base creature). Dark creatures tend to be much duller in color, with more gray and black skin tones and hair highlights, than their Material Plane versions. In general, they also weigh less, as if part of their very substance was mere shadow stuff. A dark creature has all the base creature’s statistics and special abilities except as noted here. Size and Type: Type and size are unchanged. Dark creatures encountered away from the Plane of Shadow have the extraplanar subtype. Speed: As base creature, +10 feet to all modes of movement. Special Qualities: A dark creature retains all the special qualities of the base creature and also gains the following. — Darkvision 60 ft. — Hide in Plain Sight (Ex): Use the Hide skill even while being observed (except in natural daylight, the area of a daylight spell, or a similar ettect). — Resistance to cold 10. — Superior low-light vision. Skills: Same as the base creature, plus Hide +8 and Move Silently +6. Environment: Changes to Plane of Shadow. Challenge Rating: Same as the base creature or same as the base creature +1; see sidebar. Alignment: Usually one step different from the base creature, rarely good. Level Adjustment: +1.[/ooc] [b]Saves:[/b] Fort [ooc=+13]+10.17 Base, +1 Con, +1 Battle Fortitude, +1 Resistance[/ooc], Ref [ooc=+17]+12.33 Base, +4 Dex, +1 Resistance[/ooc], Will [ooc=+18]+10.17 Base, +7 Wis, +1 Resistance[/ooc] [b]Abilities:[/b] Str [ooc=10]10 Base[/ooc], Dex [ooc=18]18 Base[/ooc], Con [ooc=12]12 Base[/ooc], Int [ooc=12]12 Base[/ooc], Wis [ooc=22]18 Base, +2 Level, +2 Enhancement[/ooc], Cha [ooc=14]14 Base[/ooc] Skills: Autohypnosis [ooc=+20]+6 Wis, +12 Ranks, +2 Synergy[/ooc], Concentration [ooc=+6]+1 Con, +5 Ranks[/ooc], Decipher Script [ooc=+2]+1 Int, +1 Ranks[/ooc], Disable Device [ooc=+13]+1 Int, +12 Ranks[/ooc], Heal [ooc=+7]+6 Wis, +1 Ranks[/ooc], Hide [ooc=+27]+4 Dex, +12 Ranks, +2 Circumstance (Masterwork Tool), +1 Competence, +8 Dark Template[/ooc], Knowledge (Arcana) [ooc=+2]+1 Int, +1 Ranks[/ooc], Knowledge (Geography) [ooc=+2]+1 Int, +1 Ranks[/ooc], Knowledge (Nature) [ooc=+2]+1 Int, +1 Ranks[/ooc], Knowledge (Psionics) [ooc=+7]+1 Int, +4 Ranks, +2 Synergy[/ooc], Listen [ooc=+18]+6 Wis, +12 Ranks[/ooc], Move Silently [ooc=+22]+4 Dex, +12 Ranks, +6 Dark Template[/ooc], Search [ooc=+6]+1 Int, +5 Ranks[/ooc], Spot [ooc=+25]+6 Wis, +12 Ranks, +2 Circumstance (Masterwork Tool), +5 Competence[/ooc], Survival [ooc=+11]+6 Wis, +5 Ranks[/ooc] [b]Feats:[/b] [ooc=Point Blank Shot]POINT BLANK SHOT [GENERAL] You are skilled at making well-placed shots with ranged weapons at close range. Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Special: A fighter may select Point Blank Shot as one of his fighter bonus feats (see page 38).[/ooc], [ooc=Rapid Shot][b]RAPID SHOT [GENERAL][/b] You can use ranged weapons with exceptional speed. Prerequisites: Dex 13, Point Blank Shot. Benefit: You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a –2 penalty. You must use the full attack action (see page 143) to use this feat. Special: A fighter may select Rapid Shot as one of his fighter bonus feats (see page 38). A 2nd-level ranger who has chosen the archery combat style is treated as having Rapid Shot, even if he does not have the prerequisites for it, but only when he is wearing light or no armor (see page 48).[/ooc], [ooc="Woodland Archer [Tactical]"]You have honed your archery ability in the wilds of the forest. [b]Prerequisites:[/b] Point Blank Shot, base attack bonus +6. [b]Benefit:[/b] The Woodland Archer feat enables the use of three tactical maneuvers. [i]Adjust for Range:[/i] To use this maneuver, you must shoot a projectile weapon against a foe and miss. Subsequent shots you take against that foe this round gain a +4 bonus, because you're able to quickly adjust your aim to compensate. [i]Pierce the Foliage:[/i] To use this maneuver, you must hit a foe with a ranged attack despite the miss chance caused by concealment. Shots you take against that foe in the next round don't incur the miss chance because you're able to exactly duplicate your draw and aim. [i]Moving Sniper:[/i] To use this maneuver, you must succeed on a sniping attack (see the Hide skill description, page 76 of the [i]Player's Handbook[/i]), both hitting your intended target and successfully hiding thereafter. If no one sees you, you can make a sniping attack again in the following round, taking a single move after your attack and before you hide (characters without this feat can only shoot and hide, not move as well). As long as you continue to hit the target and avoid detection from an enemy, you can make a sniping attack on the move each round. [b]Special:[/b] A fighter may select Woodland Archer as one of his fighter bonus feats[/ooc], [ooc=Manyshot][b]MANYSHOT [GENERAL][/b] You can fire multiple arrows simultaneously against a nearby target. [b]Prerequisites:[/b] Dex 17, Point Blank Shot, Rapid Shot, base attack bonus +6 [b]Benefit:[/b] As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a –4 penalty) to determine success and deal damage normally (but see Special). For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative –2 penalty on the attack roll (for a total penalty of –6 for three arrows and –8 for four). Damage reduction and other resistances apply separately against each arrow fired. [b]Special:[/b] Regardless of the number of arrows you fire, you apply precision-based damage (such as sneak attack damage) only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage. A fighter may select Manyshot as one of his fighter bonus feats (see page 38). A 6th-level ranger who has chosen the archery combat style is treated as having Manyshot even if he does not have the prerequisites for it, but only when he is wearing light or no armor (see page 48).[/ooc], [ooc=Greater Manyshot][b]GREATER MANYSHOT [GENERAL][/b] You are skilled at firing many arrows at once, even at different opponents. Prerequisites: Dex 17, Manyshot, Point Blank Shot, Rapid Shot, base attack bonus +6. [b]Benefit:[/b] When you use the Manyshot feat, you can fire each arrow at a different target instead of firing all of them at the same target. You make a separate attack roll for each arrow, regardless of whether you fire them at separate targets or the same target. Your precision-based damage applies to each arrow fired, and, if you score a critical hit with more than one of the arrows, each critical hit deals critical damage. [b]Special:[/b] A fighter may select this feat as one of his fighter bonus feats.[/ooc], [ooc=Two-Weapon Fighting]TWO-WEAPON FIGHTING [GENERAL] You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon. Prerequisite: Dex 15. Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. Normal: See Two-Weapon Fighting, page 160, and Table 8–10: Two-Weapon Fighting Penalties, page 160. Special: A 2nd-level ranger who has chosen the two-weapon combat style is treated as having Two-Weapon Fighting, even if he does not have the prerequisite for it, but only when he is wearing light or no armor (see page 48). A fighter may select Two-Weapon Fighting as one of his fighter bonus feats (see page 38).[/ooc], [ooc=Endurance][b]ENDURANCE [GENERAL][/b] You are capable of amazing feats of stamina. [b]Benefit:[/b] You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage (see page 84), Constitution checks made to continue running (see page 144), Constitution checks made to avoid nonlethal damage from a forced march (see page 164), Constitution checks made to hold your breath (see page 84), Constitution checks made to avoid nonlethal damage from starvation or thirst (see page 304 of the Dungeon Master’s Guide), Fortitude saves made to avoid nonlethal damage from hot or cold environments (see pages 302 and 303 of the Dungeon Master’s Guide), and Fortitude saves made to resist damage from suffocation (see page 304 of the Dungeon Master’s Guide). Also, you may sleep in light or medium armor without becoming fatigued. [b]Normal:[/b] A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day. [b]Special:[/b] A ranger automatically gains Endurance as a bonus feat at 3rd level (see page 48). He need not select it.[/ooc], [ooc=Swift Hunter]You have applied the hit-and-run tactics learned from scouting to your strong hunting abilities. [b]Prerequisite:[/b] Skirmish +1d6/+1 AC, Favored Enemy, [b]Benefit:[/b]Your ranger and scout levels stack for the purpose of determining the extra damage and bonus to Armor Class granted when skirmishing. For example, a 4th-level scout/1st-level ranger would deal an extra 2d6 points of damage and gain a +1 competence bonus to AC when skirmishing, as if she were a 5th-level scout. Your ranger and scout levels also stack for the purpose of determining when you select additional favored enemies, as well as the total bonus granted against your favored enemies. For example, a 4th-level scout/1st-level ranger would have two favored enemies and could allocate an extra +2 bonus against one of those favored enemies, as if she were a 5th-level ranger. In addition, your skirmish extra damage applies against any creature you have selected as a favored enemy, even if it is normally immune to extra damage from critical hits or skirmish attacks. [b]Special:[/b] A scout can select Swift Hunter as one of her scout bonus feats (Complete Adventurer 13).[/ooc][/spoiler]
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Cyrus cast his own small spell, another silent alarm, just before following the others in. "Thank you for your generosity." While he was perfectly happy to sleep in the comfort of a tree, the earthiness of this hidden room was palatable. His eyes darted (although not that anyone could really tell, darn xephs and their pupilless eyes) between their inviters, finally settling most of the unsurprised elf, odd that she wouldn't tell her companions of the approaching group...

Crunch

 

Current Statblock

Cyrus Medium Fey Hit Points/Dice: 86 / 2d8 + 7d10 Initiative: +6+5 Dex, +1 Battle Fortitude Speed: 6030 ft. Base, +10 ft. Quick, +10 ft. Enhancement (Fast Movement), +10 ft. Dark Template ft. (12 squares), Fly 130120 ft. Double Base, +10 ft. Dark Template ft. (26 squares) Armor Class: 19+5 Dex, +4 armor , touch 15+5 Dex , flat-footed 14+4 armor Base Attack/Grapple: +9/+9+9 BAB, +0 Str Attack: +2 Mind Arrow +15+9 BAB, +4 Dex, +2 Enhancement ranged (1d8+8) or +2 Mind Arrow +11/+11+9 BAB, +4 Dex, +2 Enhancement, -4 Manyshot ranged (1d8+8) or +2 Mind Arrow +9/+9/+9+9 BAB, +4 Dex, +2 Enhancement, -6 Manyshot ranged (1d8+8) or +2 Mind Blade +11+9 BAB, +2 Enhancement melee (1d8+2) Full Attack: +2 Mind Arrow +15/+10+9 BAB, +4 Dex, +2 Enhancement ranged (1d8+8) or +2 Mind Arrow +13/+13/+8+9 BAB, +4 Dex, +2 Enhancement, -2 Rapid Shot ranged (1d8+8) or +2 Mind Arrow +11/+11/+11/+6+9 BAB, +4 Dex, +2 Enhancement, -2 Rapid Shot, -2 Two-Weapon Fighting ranged (1d8+8) or +2 Mind Arrow +8/+8/+8/+8/+3+9 BAB, +4 Dex, +2 Enhancement, -2 Rapid Shot, -5 Arrow Swarm ranged (1d8+8) or +2 Mind Arrow +6/+6/+6/+6/+6/+1+9 BAB, +4 Dex, +2 Enhancement, -2 Rapid Shot, -2 Two-Weapon Fighting, -5 Arrow Swarm ranged (1d8+8) or +2 Mind Blade +11/+6+9 BAB, +2 Enhancement melee (1d8+2) Space/Reach: 5 ft./5 ft. Special Attacks: Spell-Like AbilitiesA half-fey with Wisdom or Charisma of 8 or higher (after the ability score adjustments noted below) gains spell-like abilities, using its Hit Dice as its caster level. The table below lists the abilities available. These abilities are cumulative; a half-fey with 3 HD can use the abilities on the 1–2 HD row on the table as well as those on the 3–4 HD row. When a half-fey gets a choice between two abilities (such as faerie fire or glitterdust at 1–2 HD), it can choose anew between these abilities each day.

HD Abilities
1--2 Charm person at will, hypnotism 1/day, faerie fire or glitterdust 1/day
3--4 Detect law 3/day, sleep or enthrall 1/day
5--6 Protection from law 3/day, Tasha'a hideous laughter or suggestion 1/day
7--8 Confusion or emotion 1/day
9--10 Eyebite or lesser geas 1/day
11--12 Dominate person or hold monster 1/day
13--14 Mass invisibility 1/day
15--16 Geas/quest or mass suggestion 1/day
17--18 Insanity or mass charm 1/day
19+ Otto's irresistible dance 1/day
Special Qualities: Half-Fey Traits“Half-fey” is an inherited template that can be added to any corporeal living creature (referred to hereafter as the base creature). The creature’s type changes to fey. It uses all the base creature’s statistics and special abilities except as noted here. Hit Dice: Change to d6. Speed: All half-fey have butterflylike wings unless the base creature has wings already. A half-fey that did not already have wings gains a fly speed equal to twice the base creature’s fastest mode of movement, with good maneuverability. Special Qualities: Half-fey have low-light vision and are immune to enchantment spells and effects. Abilities: Adjust from the base creature as follows: Dex +2, Con –2, Wis +2, Cha +4. Skills: A half-fey has skill points equal to (6 + its Int modifier) × (its Hit Dice + 3). Treat skills possessed by the base creature as class skills and other skills as cross-class. If the creature has a class, it gains skill points for class levels normally. Challenge Rating: Same as the base creature +1. Level Adjustment: Same as the base creature +2. Alignment: Usually chaotic (any). , Arrow SwarmArrow Swarm By taking a -5 penalty to all attack rolls for a round, the targetteer may make two additional ranged attacks at his highest attack bonus. The targetteer must have the Rapid Shot feat to take this ability and must be making a full attack to make use of Arrow Swarm. , +2 Mind BladeMind Blade (Su) As a move action, a soulknife can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder. For instance, a Medium soulknife materializes a Medium mind blade that he can wield as a light weapon, and the blade deals 1d6 points of damage (crit 19-20/x2). Soulknives who are smaller or larger than Medium create mind blades identical to short swords appropriate for their size, with a corresponding change to the blade’s damage. The wielder of a mind blade gains the usual benefits to his attack roll and damage roll from a high Strength bonus. The blade can be broken (it has hardness 10 and 10 hit points); however, a soulknife can simply create another on his next move action. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction. A soulknife can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. He can also choose mind blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade. A soulknife’s mind blade improves as the character gains higher levels. At 2nd level and every even levels thereafter, the mind blade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 4th level, +3 at 6th level, +4 at 8th level, and +5 at 10th level). Even in places where psionic effects do not normally function (such as within a null psionics field), a soulknife can attempt to sustain his mind blade by making a DC 20 Will save. On a successful save, the soulknife maintains his mind blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the mind blade vanishes. As a move action on his turn, the soulknife can attempt a new Will save to rematerialize his mind blade while he remains within the psionics negating effect. , Throw Mind BladeThrow Mind Blade (Ex) A soul knife of 1st level or higher can throw his mind blade as a ranged weapon with a range increment of 30 feet. Whether or not the attack hits, a thrown mind blade then dissipates. A soulknife of 3rd level or higher can make a psychic strike (see below) with a thrown mind blade and can use the blade in conjunction with other special abilities (such as Knife to the Soul; see below). , Shape Mind BladeShape Mind Blade (Su) At 2nd level, a soulknife gains the ability to change the form of his mind blade. As a full round action, he can change his mind blade to replicate a longsword (damage 1d8 for a Medium weapon wielded as a one-handed weapon) or a bastard sword (damage 1d10 for a Medium weapon, but he must wield it as a two-handed weapon unless he knows the Exotic Weapon Proficiency (bastard sword) feat). If a soulknife shapes his mind blade into the form of a bastard sword and wields it two-handed, he adds 1-1/2 times his Strength bonus to his damage rolls, just like when using any other two-handed weapon. Alternatively, a soulknife can split his mind blade into two identical short swords, suitable for fighting with a weapon in each hand. (The normal penalties for fighting with two weapons apply.) However, both mind blades have an enhancement bonus 1 lower than the soulknife would otherwise create with a single mind blade. , +2 Mind ArrowMind Arrow (Su) As a free action, you can create a semisolid arrow composed of psychic energy distilled from your mind. If your base attack bonus is high enough to grant you multiple attacks, you can create multiple mind arrows as part of an attack. You must have one hand free to create and project a mind arrow. The bolt is identical in all ways (except visually) to an arrow shot from a composite longbow. For instance, a Medium soulbow materializes an arrow that speeds toward the specified target, and if it hits, deals 1d8 points of damage (crit ×3) plus extra damage equal to the soulbow's Wisdom modifer. Soulbows who are smaller or larger than Medium create mind arrows identical to arrows shot from composite longbows appropriate for their size, with a corresponding change to the arrow's damage (see Table 7–4 and Table 7–5 in the Player's Handbook). You gain the usual benefit to your attack roll from a high Dexterity bonus. Whether a mind arrow hits or misses, it dissipates 1 round after being shot. A mind arrow is considered a magic weapon for the purpose of overcoming damage reduction. A mind arrow can be charged with a psychic strike as if it were a mind blade. If a soulbow has enough soulknife levels to have the knife to the soul ability, that ability also applies to her mind arrows. You can use feats such as Point Blank Shot or Precise Shot in conjunction with a mind arrow (see bonus feats provided by the class for further guidance). You can also choose mind arrow for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade. Any feats previously requiring specific weapon choice (such as Weapon Specialization) for your mind blade also apply to your mind arrow, if applicable. Your mind arrows improve as you gain higher levels. At 3rd level, a mind arrow gains a +1 enhancement bonus on attack rolls and damage rolls, and at 7th level the bonus improves to +2. These enhancement bonuses stack with previous enhancement bonuses gained earlier for your soulknife class levels. Likewise, these enhancement bonuses also improve your soulknife base attack bonus. If your return to your soulknife class progression, these mind arrow enhancement bonuses on attack and damage are cumulative bonuses on top of any new enhancement bonuses gained, and they benefit both your mind blade and mind arrows. Even in places where psionic effects do not normally function (such as within a null psionics field), you can attempt to attack foes with mind arrows by making a DC 20 Will save. On a successful save, you can freely produce mind arrows for a number of rounds equal to your class level before you need to check again. On an unsuccessful attempt, you must wait 1 round before trying again while you remain within the psionics-negating effect. , Mind Arrow Enhancement (+1)Mind Arrow Enhancement (Su) At 2nd level, you can enhance your mind arrows with ranged special abilities. Choose any one of the weapon special abilities on the table below that has an enhancement bonus value of +1. From now on, mind arrows you produce as part of an attack possess that special ability. At every four levels beyond 2nd (6th and 10th), the value of the enhancement you can add to your mind arrow improves to +2 and +3, respectively. You can choose any combination of weapon special abilities that does not exceed the total allowed by your soulbow level. The special ability provided by this class feature does not stack with the soulknife’s mind blade enhancement ability.
Ranged Weapon Special Ability Bonus Value Ranged Weapon Special Ability Bonus Value
Bane +1 Axiomatic +2
Distance +1 Collision +2
Flaming +1 Flaming Burst +2
Frost +1 Psychokinetic Burst +2
Lucky +1 Psibane +2
Merciful +1 Shocking Burst +2
Psychokinetic +1 Suppression +2
Returning +1 Wounding +2
Seeking +1 Dislocator +3
Shock +1 Speed +3
Anarchic +2    
You can reassign the ability or abilities you have chosen for your mind arrows. To do so, you must spend 8 hours in concentration. After that period, all subsequent mind arrows you produce as part of an attack action possess the new ability or abilities selected by you. , TrackTrack: A ranger gains Track (see page 101) as a bonus feat. TRACK [GENERAL] You can follow the trails of creatures and characters across most types of terrain. Benefit: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow, such as when other tracks cross them or when the tracks backtrack and diverge. You move at half your normal speed (or at your normal speed with a –5 penalty on the check, or at up to twice your normal speed with a –20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on the table below:
Surface Survival DC Surface Survival DC
Very Soft Ground 5 Firm Ground 15
Soft Ground 10 Hard Ground 20
Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints. Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints. Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints. Hard Ground: Any surface that doesn’t hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles). Several modifiers may apply to the Survival check, as given on the table below.
Condition Survival DC Modifier
Every three creatures in the group being tracked -1
Size of creature or creatures or creatures:  
Fine +8
Diminutive +4
Tiny +2
Small +1
Medium +0
Large -1
Huge -2
Gargantuan -4
Colossal -8
Every 24 hours since the trail was made +1
Every hour of rain since the trail was made +1
Fresh snow cover since the trail was made +10
Poor Visibility:  
Overcast or moonless night +6
Moonlight +3
Fog or precipitation +3
Tracked party hides trail (and moves at half speed)+5  
If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching. Normal: Without this feat, you can use the Survival skill to find tracks, but you can follow them only if the DC for the task is 10 or lower. Alternatively, you can use the Search skill to find a footprint or similar sign of a creature’s passage using the DCs given above, but you can’t use Search to follow tracks, even if someone else has already found them. Special: A ranger automatically has Track as a bonus feat. He need not select it. This feat does not allow you to find or follow the tracks made by a subject of a pass without trace spell. , Wild EmpathyWild Empathy (Ex) A ranger can use body language, vocalizations, and demeanor to improve the attitude of an animal (such as a bear or a monitor lizard). This ability functions just like a Diplomacy check to improve the attitude of a person (see page 72). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2 (such as a basilisk or a girallon), but he takes a –4 penalty on the check. , Arcane AttunementArcane Attunement (Sp) You can use the spell-like powers dancing lights, detect magic, flare, ghost sound, and read magic a combined total of times per day equal to 3 + your Int modifier. These spell-like powers do not count against your total of spells known or spells per day. , Armored Mage (Light)Armored Mage (Ex) Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can cause spells to fail if those spells have a somatic component. A duskblade’s limited focus and specialized training, however, allows you to avoid arcane spell failure so long as you stick to light armor and light shields. This training does not extend to medium or heavy armors, nor to heavy shields. This ability does not apply to spells gained from a different spellcasting class. At 4th level, you learn to use medium armor with no chance of arcane spell failure. At 7th level, you learn to use a heavy shield with no chance of arcane spell failure. , Skirmish (+2d6, +2 AC)Skirmish (Ex) A scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the scout’s turn. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level). The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well eough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet. At 3rd level, a scout gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as the scout has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level). A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack. , TrapfindingTrapfinding (Ex) A scout can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50 of the Player’s Handbook. Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it. , Battle FortitudeBattle Fortitude (Ex) At 2nd level, a scout gains a +1 competence bonus on Fortitude saves and initiative checks. This bonus increases to +2 at 11th level and +3 at 20th level. A scout loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load. , Uncanny DodgeUncanny Dodge (Ex) Starting at 2nd level, a scout cannot be caught flat-footed and reacts to danger before her senses would normally allow her to do so. See the barbarian class feature, page 26 of the Player’s Handbook. Uncanny Dodge (Ex) At 2nd level, a barbarian gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class (a barbarian with at least four levels of rogue, for example), he automatically gains improved uncanny dodge (see below) instead. , Fast Movement (+10')Fast Movement (Ex) Starting at 3rd level, a scout’s gains a +10 foot enhancement bonus to her base land speed. At 11th level, this bonus increases to +20 feet. See the monk class feature, page 41 of the Player’s Handbook. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load. Fast Movement (Ex) At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table 3–10. A monk in armor (even light armor) or carrying a medium or heavy load loses this extra speed. , Arcane HunterARCANE HUNTER Rangers learn to track and hunt creatures of a certain type when choosing a favored enemy. Some rangers concern themselves less with what a creature is, and more with what it does. These rangers learn to identify signs of the arcane and make it their business to combat those who use arcane magic in opposition to their goals. Class: Ranger. Level: 1st. Special Requirement: Knowledge (arcana) 1 rank. Replaces: At 1st level, you do not select a favored enemy from Table 3-14 in the Flayer's Handbook. At 5th, 10th, 15th, and 20th level, you can choose favored enemies as normal. Benefit: At 1st level, you gain favored enemy (arcanists). This feature works just like the favored enemy ability (PH 47). The bonuses granted apply to any character capable of casting arcane spells or using invocations (but not other spell-like abilities). Favored Enemy (Ex) At 1st level, a ranger may select a type of creature from among those given on Table 3–14: Ranger Favored Enemies. Due to his extensive study on his chosen type of foe and training in the proper techniques for combating such creatures, the ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2. For example, a 5th-level ranger has two favored enemies; against one he gains a +4 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks and weapon damage rolls, and against the other he has a +2 bonus. At 10th level, he has three favored enemies, and he gains an additional +2 bonus, which he can allocate to the bonus against any one of his three favored enemies. Thus, his bonuses could be either +4, +4, +2 or +6, +2, +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy (for instance, devils are both evil outsiders and lawful outsiders), the ranger’s bonuses do not stack; he simply uses whichever bonus is higher. See the Monster Manual for more information on types of creatures.
Type (Subtype) Examples
Aberration beholder
Animal bear
Construct golem
Dragon black dragon
Elemental invisible stalker
Fey dryad
Giant ogre
Humanoid (aquatic) merfolk
Humanoid (dwarf) dwarf
Humanoid (elf) elf
goblinoid hobgoblin
Humanoid (gnoll) gnoll
Humanoid (gnome) gnome
Humanoid (halfling halfling
Humanoid (human)  
Humanoid (orc) orc
Humanoid (reptilian) kobold
Magical Beast displacer beast
Monsterous humanoid minotaur
Ooze gelatinous cube
Outsider (air) arrowhawk
Outsider (chaotic) demon
Outsider (earth) xorn
Outsider (evil) devil
Outsider (fire) salamander
Outsider (good) angel
Outsider (lawful) formian
Outsider (native) tiefling
Outsider (water) toianida
Plant shambling mound
Undead zombie
Vermin monstrous spider
, Combat Style (Two-Weapon Fighting) Combat Style (Ex): At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way. If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. The benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor. , Dark Creature Traits“Dark” is an acquired or inherited template that can be added to any creature (referred to hereafter as the base creature). Dark creatures tend to be much duller in color, with more gray and black skin tones and hair highlights, than their Material Plane versions. In general, they also weigh less, as if part of their very substance was mere shadow stuff. A dark creature has all the base creature’s statistics and special abilities except as noted here. Size and Type: Type and size are unchanged. Dark creatures encountered away from the Plane of Shadow have the extraplanar subtype. Speed: As base creature, +10 feet to all modes of movement. Special Qualities: A dark creature retains all the special qualities of the base creature and also gains the following. — Darkvision 60 ft. — Hide in Plain Sight (Ex): Use the Hide skill even while being observed (except in natural daylight, the area of a daylight spell, or a similar ettect). — Resistance to cold 10. — Superior low-light vision. Skills: Same as the base creature, plus Hide +8 and Move Silently +6. Environment: Changes to Plane of Shadow. Challenge Rating: Same as the base creature or same as the base creature +1; see sidebar. Alignment: Usually one step different from the base creature, rarely good. Level Adjustment: +1. Saves: Fort +13+10.17 Base, +1 Con, +1 Battle Fortitude, +1 Resistance , Ref +17+12.33 Base, +4 Dex, +1 Resistance , Will +18+10.17 Base, +7 Wis, +1 Resistance Abilities: Str 1010 Base , Dex 1818 Base , Con 1212 Base , Int 1212 Base , Wis 2218 Base, +2 Level, +2 Enhancement , Cha 1414 Base Skills: Autohypnosis +20+6 Wis, +12 Ranks, +2 Synergy , Concentration +6+1 Con, +5 Ranks , Decipher Script +2+1 Int, +1 Ranks , Disable Device +13+1 Int, +12 Ranks , Heal +7+6 Wis, +1 Ranks , Hide +27+4 Dex, +12 Ranks, +2 Circumstance (Masterwork Tool), +1 Competence, +8 Dark Template , Knowledge (Arcana) +2+1 Int, +1 Ranks , Knowledge (Geography) +2+1 Int, +1 Ranks , Knowledge (Nature) +2+1 Int, +1 Ranks , Knowledge (Psionics) +7+1 Int, +4 Ranks, +2 Synergy , Listen +18+6 Wis, +12 Ranks , Move Silently +22+4 Dex, +12 Ranks, +6 Dark Template , Search +6+1 Int, +5 Ranks , Spot +25+6 Wis, +12 Ranks, +2 Circumstance (Masterwork Tool), +5 Competence , Survival +11+6 Wis, +5 Ranks Feats: Point Blank ShotPOINT BLANK SHOT [GENERAL] You are skilled at making well-placed shots with ranged weapons at close range. Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Special: A fighter may select Point Blank Shot as one of his fighter bonus feats (see page 38). , Rapid Shot RAPID SHOT [GENERAL] You can use ranged weapons with exceptional speed. Prerequisites: Dex 13, Point Blank Shot. Benefit: You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a –2 penalty. You must use the full attack action (see page 143) to use this feat. Special: A fighter may select Rapid Shot as one of his fighter bonus feats (see page 38). A 2nd-level ranger who has chosen the archery combat style is treated as having Rapid Shot, even if he does not have the prerequisites for it, but only when he is wearing light or no armor (see page 48). , Woodland Archer [Tactical]You have honed your archery ability in the wilds of the forest. Prerequisites: Point Blank Shot, base attack bonus +6. Benefit: The Woodland Archer feat enables the use of three tactical maneuvers. Adjust for Range: To use this maneuver, you must shoot a projectile weapon against a foe and miss. Subsequent shots you take against that foe this round gain a +4 bonus, because you're able to quickly adjust your aim to compensate. Pierce the Foliage: To use this maneuver, you must hit a foe with a ranged attack despite the miss chance caused by concealment. Shots you take against that foe in the next round don't incur the miss chance because you're able to exactly duplicate your draw and aim. Moving Sniper: To use this maneuver, you must succeed on a sniping attack (see the Hide skill description, page 76 of the Player's Handbook ), both hitting your intended target and successfully hiding thereafter. If no one sees you, you can make a sniping attack again in the following round, taking a single move after your attack and before you hide (characters without this feat can only shoot and hide, not move as well). As long as you continue to hit the target and avoid detection from an enemy, you can make a sniping attack on the move each round. Special: A fighter may select Woodland Archer as one of his fighter bonus feats , Manyshot MANYSHOT [GENERAL] You can fire multiple arrows simultaneously against a nearby target. Prerequisites: Dex 17, Point Blank Shot, Rapid Shot, base attack bonus +6 Benefit: As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a –4 penalty) to determine success and deal damage normally (but see Special). For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative –2 penalty on the attack roll (for a total penalty of –6 for three arrows and –8 for four). Damage reduction and other resistances apply separately against each arrow fired. Special: Regardless of the number of arrows you fire, you apply precision-based damage (such as sneak attack damage) only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage. A fighter may select Manyshot as one of his fighter bonus feats (see page 38). A 6th-level ranger who has chosen the archery combat style is treated as having Manyshot even if he does not have the prerequisites for it, but only when he is wearing light or no armor (see page 48). , Greater Manyshot GREATER MANYSHOT [GENERAL] You are skilled at firing many arrows at once, even at different opponents. Prerequisites: Dex 17, Manyshot, Point Blank Shot, Rapid Shot, base attack bonus +6. Benefit: When you use the Manyshot feat, you can fire each arrow at a different target instead of firing all of them at the same target. You make a separate attack roll for each arrow, regardless of whether you fire them at separate targets or the same target. Your precision-based damage applies to each arrow fired, and, if you score a critical hit with more than one of the arrows, each critical hit deals critical damage. Special: A fighter may select this feat as one of his fighter bonus feats. , Two-Weapon FightingTWO-WEAPON FIGHTING [GENERAL] You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon. Prerequisite: Dex 15. Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. Normal: See Two-Weapon Fighting, page 160, and Table 8–10: Two-Weapon Fighting Penalties, page 160. Special: A 2nd-level ranger who has chosen the two-weapon combat style is treated as having Two-Weapon Fighting, even if he does not have the prerequisite for it, but only when he is wearing light or no armor (see page 48). A fighter may select Two-Weapon Fighting as one of his fighter bonus feats (see page 38). , Endurance ENDURANCE [GENERAL] You are capable of amazing feats of stamina. Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage (see page 84), Constitution checks made to continue running (see page 144), Constitution checks made to avoid nonlethal damage from a forced march (see page 164), Constitution checks made to hold your breath (see page 84), Constitution checks made to avoid nonlethal damage from starvation or thirst (see page 304 of the Dungeon Master’s Guide), Fortitude saves made to avoid nonlethal damage from hot or cold environments (see pages 302 and 303 of the Dungeon Master’s Guide), and Fortitude saves made to resist damage from suffocation (see page 304 of the Dungeon Master’s Guide). Also, you may sleep in light or medium armor without becoming fatigued. Normal: A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day. Special: A ranger automatically gains Endurance as a bonus feat at 3rd level (see page 48). He need not select it. , Swift HunterYou have applied the hit-and-run tactics learned from scouting to your strong hunting abilities. Prerequisite: Skirmish +1d6/+1 AC, Favored Enemy, Benefit: Your ranger and scout levels stack for the purpose of determining the extra damage and bonus to Armor Class granted when skirmishing. For example, a 4th-level scout/1st-level ranger would deal an extra 2d6 points of damage and gain a +1 competence bonus to AC when skirmishing, as if she were a 5th-level scout. Your ranger and scout levels also stack for the purpose of determining when you select additional favored enemies, as well as the total bonus granted against your favored enemies. For example, a 4th-level scout/1st-level ranger would have two favored enemies and could allocate an extra +2 bonus against one of those favored enemies, as if she were a 5th-level ranger. In addition, your skirmish extra damage applies against any creature you have selected as a favored enemy, even if it is normally immune to extra damage from critical hits or skirmish attacks. Special: A scout can select Swift Hunter as one of her scout bonus feats (Complete Adventurer 13).

 

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AG3rheY.png

Mini StatblockSheet https://www.myth-weavers.com/sheet.html#id=853532
Name
Race
Classes
Stone Glimpse 

Nhezi


Nhezi El-Rhaki
Female N Medusa Gestalt, Level 8, Init 4, HP 88/88, Speed 20
AC 28, Touch 13, Flat-footed 25, Fort 11, Ref 10, Will 14, Base Attack Bonus 6/1
Large Silver Large Morningstar +8/+3 (2d6, x2)
+1 Magical +1 Darkwood Greatclub +9/+4 (1d10+2, x2)
+2 Mithril Fullplate of Acid Resistance, Heavy Wooden (+10 Armor, +2 Shield, +3 Dex, +3 Natural)
Abilities Str 12, Dex 18, Con 16, Int 12, Wis 22, Cha 14
Condition None

Nhez enters the room with a smile "thank you, gentlemen, it is welcoming to have others to trade stories and enjoy each other's company. My name is Nhezi El-Raki, I am a cleric of Obad-Hai" she says as she takes her seat.

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If you're down for untrained knowledge checks, I'll throw my hat in the ring to see what I may have overhead 'round the ol' tavern.

 

Addendum: Well that's pretty "on brand" for Noran not really paying much attention to the comings and goings of others unless he feels like he can "use" it in some way.

Edited by HydroGuy (see edit history)
Name
Knowledge (Untrained)
12
1d20+6 6
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Sure, I'll allow untrained checks. You won't get as much as if you were trained, but I'll still use the same DCs.

With a 12, Noran is able to answer a "Really Easy Question". He doesn't know anything about Finn, Syric or Rachel, but he does know the name Velgrynd from several ballads sung by bards in Farlstead, as well as among the Amostivans.

She is a renowned heroine, opposing evil and protecting the weak for the last 200 years. The story goes that she was first seen in a human kingdom called Fora, geographically located north of Gavstor. At the time, the ancient green dragon Mendax had overthrown the monarchy and became the head of a new draconic empire that threatened to conquer all of Etharia. However, her reign lasted for only ten years, when a band of local heroes led a rebellion and slew her. Velgrynd was one of those heroes.

Noran is unaware of any other information about her, but she is one whose reputation absolutely precedes her.

As for the Dirges or the Dead Strait, he has no clue what those are without subsequent rolls (History and Geography, respectively).

Edited by rogueblade0729 (see edit history)
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Music: Last Light - Baldur's Gate 3

East Farlsmark

image.jpeg.d8b4f28e4c23ffd9d64f675b3c5efa34.jpeg OldOwlWell.webp.64ad78837c5e37a3d58283bf0660046c.webp

The Camp

Velgrynd

image.jpeg.e657e7a6fb2d0300830cf7bd5b39b96c.jpeg


Finn

Halfling_color0.webp.21777278ef898980d6f68661e5165a1b.webp


Rachel

image.jpeg.c53aa407aad9e8cf6599e098f158de94.jpeg


Syric

image.jpeg.b5f953dbc4be1eff4050d16493b03631.jpeg

Rachel quickly settled in with Daryl and Lilith, eager to catch up with her old friends. *I'll leave this vague until Xhosant and JCBarnes post again.


"Obad-hai? That's a new one. Ye must be foreign folk, then," Syric said, settling down on a weathered stone slab that served as a seat. "Good to meet ye, Nhezi. Syric, at yer service."

"Finn. How d'ya do?" chimed in the halfling, who was already returning his attention to the cooking pot over the fire. "I ain't buying your story about just being 'travelers', though. This is a smuggler's den, you know? Unless you went way out of your way, and one of you's got a very keen eye, you ain't finding this place. Most travelers use that nice camp site next to the road, if they wanted to rest before heading into town."

Velgrynd gave the party a knowing smile, pouring each of them a bowl of warm stew from the pot and serving to them in wooden bowls. "What my friend means to say is, what brings you here? You did not come here seeking after us , if my guess is true. This is but a chance-meeting in a strange place, perhaps?"

Mechanics & OOC

Roles for the Journey

  • Guide: Cyrus
  • Scout: Lilith & Noran
  • Hunter: Nhezi
  • Look-out: Daryl

Party Conditions: Hopeful Hearts and Clear Purpose

Roll20 Map

OOC: -


To Do: Roleplay at will!

@JCBarnes @paladinred @HydroGuy @Sylas @Xhosant

Edited by rogueblade0729 (see edit history)
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Noran Bursk | HP: 60/60 | AC: 21 | Touch: 12 | Flat-footed: 18spacer.png


Conditions

Stance: Island of Blades (All allies flank from any adjacent space)

Disguise: Middle-class, Middle-age, Half-elf, Farlsteadian merchant

Concentration: Silent Image (Will DC17) to hide then entrance


"Since we're all such fast friends. I suppose some additional candor is warranted." Noran smirks slightly, as he finds a place to sit, taking several moments to dusting it off with a handkerchief. "In truth, Mister Finn, your passive defenses are not as formidable as you imagine. I sought only a campsite more befitting my station... and perhaps something more defensible... considering the recent assaults we've suffered on the road thus far."

 

He takes the bowl, giving the elven woman a bow, before sitting and savoring the warmth in his hands. "A second thanks Madame! A most gracious gift from one such as yourself! A slayer of dragons... should the stories prove true."

 

Settling in he continues. "But, fear not dear fellow, I have added an additional layer of security, using my own brand of subterfuge, which should prove quite difficult to circumvent. Ah! And I do believe our dear friend Cyrus here has added some protections as well, to alert us in the event of further uninvited guests."

 

He crosses one leg high up on his thigh and cradles the stew in his lap, apparently in no hurry to overwrite the memories of the feasts they were so recently treated to. "As for why we're here... Suffice to say, that there are powers working in opposition to a certain devil serving clan of stout fellows, who would like to find those of similar disposition. Our charge is to do exactly that."


Actions

 


OOC

d20 Rerolls (1)

+4 Atk, Save, Skill until failed skill check

Edited by HydroGuy (see edit history)
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AG3rheY.png

Mini StatblockSheet https://www.myth-weavers.com/sheet.html#id=853532
Name
Race
Classes
Stone Glimpse 

Nhezi


Nhezi El-Rhaki
Female N Medusa Gestalt, Level 8, Init 4, HP 88/88, Speed 20
AC 28, Touch 13, Flat-footed 25, Fort 11, Ref 10, Will 14, Base Attack Bonus 6/1
Large Silver Large Morningstar +8/+3 (2d6, x2)
+1 Magical +1 Darkwood Greatclub +9/+4 (1d10+2, x2)
+2 Mithril Fullplate of Acid Resistance, Heavy Wooden (+10 Armor, +2 Shield, +3 Dex, +3 Natural)
Abilities Str 12, Dex 18, Con 16, Int 12, Wis 22, Cha 14
Condition None

Nhezi holds out her hand to Syric "well met Syric, may the Shalm watch over us. Obad-hai is one of the oldest gods, a friend to all nature loving souls" she says.

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[img2=100]https://i.imgur.com/LKgp1WN.jpg[/img2] Lilith quietly watches and listens, trying to detect any sign of deception coming from the strangers. [B][COLOR="DarkRed"]"A pleasure to meet you as well. You can call me Red,"[/COLOR][/B] Lilith adds. [SPOILER="Stat Block"][URL=http://www.myth-weavers.com/sheet.html#id=1389909][B][SIZE=+1]Lilith[/SIZE][/B][/URL] Female CG Star Elf / Half Vampire Marshal 1 Bard 7 LA+2 // Rogue 4 Swashbuckler 6, [B]Level[/B] 10, [B]Init[/B] 9, [B]HP[/B] 96/96, [B]DR[/B] 5/ silver or magic, [B]Speed[/B] 40 [B]AC[/B] 26, [B]Touch[/B] 18, [B]Flat-footed[/B] 21, [B]Fort[/B] 9, [B]Ref[/B] 14, [B]Will[/B] 16, [B]Base Attack Bonus[/B] 9/4 [B]Flaming, Keen Rapier +1 [/B] +15 or +13 / +10 or +8 (1d6+5, 15-20 x 2) [B] Slam [/B] +9 (1d6+2, x 2) [B]Keen Kukri +1 [/B] +13 (1d4+5, 15-20 x 2) [B] Mithril Shirt +2[/B] (+6 Armor, +5 Dex, +2 Deflect, +2 Natural, +1 Misc) [B]Abilities[/B] Str 10, Dex 20, Con 12, Int 14, Wis 10, Cha 26 [B]Condition[/B] Cat's Grace [/SPOILER]
LKgp1WN.jpg Lilith quietly watches and listens, trying to detect any sign of deception coming from the strangers.

"A pleasure to meet you as well. You can call me Red," Lilith adds.

 

"Stat Block"

Lilith Female CG Star Elf / Half Vampire Marshal 1 Bard 7 LA+2 // Rogue 4 Swashbuckler 6, Level 10, Init 9, HP 96/96, DR 5/ silver or magic, Speed 40 AC 26, Touch 18, Flat-footed 21, Fort 9, Ref 14, Will 16, Base Attack Bonus 9/4 Flaming, Keen Rapier +1 +15 or +13 / +10 or +8 (1d6+5, 15-20 x 2) Slam +9 (1d6+2, x 2) Keen Kukri +1 +13 (1d4+5, 15-20 x 2) Mithril Shirt +2 (+6 Armor, +5 Dex, +2 Deflect, +2 Natural, +1 Misc) Abilities Str 10, Dex 20, Con 12, Int 14, Wis 10, Cha 26 Condition Cat's Grace

 

Edited by JCBarnes (see edit history)
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