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


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Cyrus stretched his shoulders, "I don't believe this is a normal occurrence, be wary. I'll be by that tree in 10 minutes."
Giving himself a timelimit, Cyrus faded into the trees, staying among their foliage to aid in his cover. He didn't really want to jump into the sky when it would still be very noticeable.

 

 

 

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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).

 

Name
Hide
47
1d20+27 20
Move Silently
34
1d20+22 12
Spot
30
1d20+25 5
Listen
35
1d20+18 17
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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 9, Init 4, HP 99/99, 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 also looked for a hiding place, she did not have the skills that Cyrus had but she she would give it a go.

Name
Hide
12
1d20+4 8
Spot
30
1d20+10 20
Listen
21
1d20+6 15
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Music: Blade of Your Own Choices - Pathfinder: Kingmaker

Hope's Talon

6665f53ae372b89ffb4c582fee6c0c72-3128940789.jpg.116ef408f6b674ec64182e99e584806f.jpg

The party's caution bore fruit. Observing the tower from a hidden position, they began to spot figures moving through the windows of the tower, though they could not specifically identify them. What they could see was the glinting of metal, and a clear difference in height between the various silhouettes. However, in the grounds and the bridge leading into the tower's entrance, dried bloodstains darken several locations on the white stonework. Likewise, a number of loose feathers are strewn across the rocky terrain, some more frayed than others. Were these from the distinctive bird-like clothing that the Farlings are known for?

Beyond the tower, towards the river, a half-dozen dinghies are moored along the old wooden docks. Across the river, more longboats could be seen on the Amostivan side. What is Gavstor planning? And where is the guard captain?

Mechanics & OOC

Roles for the Journey

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

Party Conditions: None

Roll20 Map

OOC: The scene before you has been explained. Something foul is at work here... what do you do?

Also, Nhezi and Cyrus, please roll Listen checks.


To Do: Roleplay at will! Nhezi + Cyrus (Listen)

@JCBarnes @paladinred @HydroGuy @Sylas @Xhosant

Name
Nothing to Notice Here :)
28
1d20+9 19
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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), Charisma Aura (+8)

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

Concentration:


Noran finds a secluded setback in the bushes in which to await the findings of his companions, who had so bravely volunteered to scout ahead.

 

Within a few moments of being left to his own thoughts, he began to paw at the ground with one boot, cursing under his breath with each stroke, until finally he removed the thing entirely and dumped the offending intruder into his hand. "Damned wilderness... How does such an offensive boulder navigate the confines of such fine silken socks..?"

 

He sprinkles the singular grain of sand onto the ground and replaces his footwear, then proceeds to press his fingernails one by one, shifting their colors through each shade of the rainbow.


Actions

Letting the scouts do their thing...


OOC

d20 Rerolls (1)

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Music: Blade of Your Own Choices - Pathfinder: Kingmaker

Hope's Talon

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As the scouts observe the tower, Cyrus catches wind of something... suspicious. By that, he literally hears something in the wind: the faint flapping of a small pair of wings, approaching from up ahead. But when he looks for it, he can't see anything. The wings begin to hover around the tree, fluttering around, as though searching. In that moment, Cyrus becomes aware of how Nhezi's position is surprisingly exposed to view. Whether this scouting flier is friend or foe, he has no doubts that it has seen her, for it perches on a branch directly above her before remaining perfectly still.

Mechanics & OOC

Roles for the Journey

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

Party Conditions: None

Roll20 Map

OOC: I'm not sure what special senses Cyrus has, but if any of them seems relevant here, let me know.


To Do: Roleplay at will!

@JCBarnes @paladinred @HydroGuy @Sylas @Xhosant

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  • 2 weeks later...

Try #4, the editor is a buggy PoS

Cyrus stalked foward, not invisible yet much harder to detect. When he was close enough to hold a blade to it (but hasn't manifested one yet) he asks nearly silently (but hopefully just loud enough for Nhezi to hear as well), "Why do you follow my friend?"

 

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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 ShotRAPID 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, ManyshotMANYSHOT [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 ManyshotGREATER 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)., EnduranceENDURANCE [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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Music: Blade of Your Own Choices - Pathfinder: Kingmaker

Hope's Talon

6665f53ae372b89ffb4c582fee6c0c72-3128940789.jpg.116ef408f6b674ec64182e99e584806f.jpg

A gasp is heard as Cyrus confronts the invisible creature, followed by a hiss. The branch trembles lightly as the creature lifts off in flight, grumbling to itself in a foul yet precise language*Infernal, but the flying archer's blade is at the ready. The creature gasps again, trying to scurry away with haste!

Mechanics & OOC

Roles for the Journey

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

Party Conditions: None

Roll20 Map

OOC: The invisible creature's position is revealed, and it is trying to get away. Cyrus and Nhezi are both close enough to be in melee range, so you may act accordingly. If Noran has anything he can do, go for it as well!


To Do: Roleplay at will!

@JCBarnes @paladinred @HydroGuy @Sylas @Xhosant

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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 9, Init 4, HP 99/99, 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 uses her greatclub and attempts to smash the little blighter before he gets away.

Name
Attacks
33
1d20+13 20
Confirm
15
1d20+13 2
Damage
15
1d10+6 9
2nd Attack
28
1d20+8 20
Confirm
17
1d20+8 9
Damage
16
1d10+6 10
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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:


At the sounds of a scuffle, Noran leaps from his seat mid color shift, leaving his left pinky nail a grotesque swirl of fecal brown and mucosal green. "There goes the element of surprise..." he mumbles as he sprints up the road toward his companions' location.

 

As he sees the others engaging with some unseen force, he smirks derisively. "Tut! Tut! A trick I am all too familiar with..." he calls to the partially revealed creature as he gestures toward it, causing the air to erupt in a cloud of iridescent dust, coating everything in the area with fine layer of what appear to be minuscule blue scales, of a reptilian variety.


Actions

Move: 30ft toward the others

Standard: Cast Glitterdust, Aiming to hit the creature while avoiding my allies.

Duration = 7 rounds, Will DC18 vs the Blinding effect


OOC

d20 Rerolls (1)

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OoC - I was going to Faerie Fire, but now Cyrus is covered in dust, so.....

Cyrus swore in sylvan, rolling backwards in the air as he suddenly found his world significantly shinier than he preferred.

 

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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 ShotRAPID 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, ManyshotMANYSHOT [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 ManyshotGREATER 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)., EnduranceENDURANCE [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).

 

Name
Will
24
1d20+17 7
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Music: Blade of Your Own Choices - Pathfinder: Kingmaker

Hope's Talon

6665f53ae372b89ffb4c582fee6c0c72-3128940789.jpg.116ef408f6b674ec64182e99e584806f.jpg

With spell and swing, the party quickly dispatches their invisible stalker. As it collapsed onto the ground, they saw what it was: an imp! But what could a such devil be doing here? For the moment, no alarm seems to have been raised in the tower... but with the glitterdust illuminating the corpse of the imp, that may not last for much longer.

Mechanics & OOC

Roles for the Journey

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

Party Conditions: None

Roll20 Map

OOC: The party has slain a scouting imp! Noran gains 117 XP, while Cyrus and Nhezi each gain 75 XP.


To Do: Roleplay at will!

@JCBarnes @paladinred @HydroGuy @Sylas @Xhosant

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


Conditions

Invisible (Duration: 7 minutes), Silence (Duration: 7 minutes)

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

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

Concentration:


Watching the creature fall helplessly at his companions feet, Noran slows to a jog as he approaches the scene. "It seems..." he gives the corpse a derisive poke with the toe of his boot, before quickly scraping the leather against the ground. "Our devil worshiping foes have taken a more... definitive hold over this region."

 

He crouches and picks up a small pebble from the road. "With their scout deceased, we shan't have long before the alarm is raised. We shall have to make our approach quickly now, and rely less on... natural abilities. If you value your safety... stay close... and pray that their senses remain grounded in the mundane." He casts another spell, wrapping the team in a bubble of warped light.

 

"Communication will be difficult after the next one. If you've any final suggestions or concerns, air them now." He displays the pebble in his upturned palm, and once given the OK from the others, casts a final spell on it, enveloping them in absolute quiet before nodding toward the tower, and beginning to move.


Actions

Cast Invisibiilty Sphere, Centered on myself, 10ft radius, duration 7 minutes.

 

Then, once everyone is ready,

cast Silence on the pebble, 20ft radius, duration 7 minutes.

 

And make a mad dash for the tower...


OOC

d20 Rerolls (1)

Edited by HydroGuy (see edit history)
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  • 1 month later...

Music: Blade of Your Own Choices - Pathfinder: Kingmaker

Hope's Talon

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As the imp fell, our heroes made a brave charge for the tower. Both invisible and silent, they cross the landscape and soon arrive at the bridge. Indeed, just as Noran predicted, a large troupe of foes, roughly thirty in number, have made their way from the tower, searching for their lost scout. Dwarves, humans, and even some lesser devils all emerge, fanning out across the landscape to find and quickly eliminate the slayers of their servant. But this merely provided the party with their one opportunity to enter the tower and discover the truth behind this incursion. Whether they merely wish to search, or to strike, remains up to them.

A decent guard remains present in the tower. Archers stand post at every window, guards at every doorway, and even priests and other support staff further within. Open combat against them would be difficult, but not impossible, now that the search party has been sent. But perhaps there's a more cunning option?

Mechanics & OOC

Roles for the Journey

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

Party Conditions: None

Roll20 Map

OOC: Welp, it's been a month to the day, but no one else has said anything. Moving along!

You've made it inside the tower, thanks to your invisibility and silence spells. How would you like to proceed? Go loud and clear the tower of enemies? Find their commander and kill them? Search for vital information? Look for survivors or captives? The choice is yours!

For reference, you are currently on the ground level. The tower goes up, obviously, but there's a decent chance it also has an underground portion, if you're willing to look for it.

We can say that around two minutes have passed since you cast your spells, so you've about 5 remaining for both.


To Do: Roleplay at will!

@JCBarnes @paladinred @HydroGuy @Sylas @Xhosant

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