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Well laid plans


KoboldDM

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Eizan and Robbert have the rest of the day to look around (Please state any special actions you wish to take in that time.) They both rest again when Fredrick and Ishino wake up, the two quickly being filled in of the goings on while they were asleep.

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Basics

Characer Name: Ishino Haruyoshi
Race: Gim
Classes: Zweihander Sentinel Warder
Roles: Heavy Hitter
Theme: 南西 Kokunai Shrine - Samurai Emperor

Ishino

Ishino groans as he gets filled in on events that occurred whilst he was sleeping, though whether it's because of the events in question or because his head is now filled with extra information is unclear. Turning to Fredrick, he asks "Do you know any way to show the man the memories of someone else's perspective of his... Cleaning?"

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Fredrick Jacobs

e7afe5f6ec69f14c5ddcd7b9d959cd0f.jpgFredrick Jacobs  HP: 110/110   Saves: Fort 8, Ref 12, Will 10  AC: 20, 13(touch), 17(flat-footed) Defensively: 24, Full Defense: 27 Initiative: 3 (7 stance), Speed: 30 Perception: +24, Stealth: +20


Fredrick seems to be in somewhat of a daze, only that the perception of time that has actually passed compared to what he went through in his dream state. Simply observing everyone's interaction, until he can come to his own conclusion is probably best.

"I will say, I am curious to what extent you are skilled with Alchemy?" he asks the new person, "And what is this about eating the plates and silverware?"

Statblock

[URL=https://test.myth-weavers.com/sheets/?id=2798290][B][SIZE=+1]Fredrick Jacobs[/SIZE][/B][/URL] Male Neutral Good Human Bard 2, Rogue 4, [B]Level[/B] 6, [B]Init[/B] 2, [B]HP[/B] 54/54, [B]Speed[/B] 30 [B]AC[/B] 17, [B]Touch[/B] 12, [B]Flat-footed[/B] 15, [B]CMD[/b] 16, [B]Fort[/B] 4, [B]Ref[/B] 7, [B]Will[/B] 4, [B]CMB[/B] +4, [B]Base Attack Bonus[/B] +4 [B] MW Bronze Rapier [/B] +7 (1d4, 19-20/x2) [B] Light Crossbow [/B] +6 (1d6, 19-20/x2) [B] MW: Lamellar (Leather)[/B], [B] MW Buckler[/B] (+4 Armor, +1 Shield, +2 Dex) [B]Abilities[/B] Str 10, Dex 14, Con 13, Int 18, Wis 14, Cha 16 [B]Condition[/B] . [b]Skills:[/b] Acrobatics 11, Appraise 10, Bluff 5, Climb 4, Diplomacy 8, Disable Device 16, Heal 6, Intimidate 5, Linguistics 10, Perception 15, Perfom Dance 10, Sense Motive 8, Sleight of Hand 6, Spellcraft 12, Survival 6, Swim 4 [b]Craft skills:[/b] Armorsmith 15, Blacksmith 15, Cook 10, Glassmaker 15, Gemcrafter 21, Mason 10, Tailor 10, Weaponsmith 17, Woodworker 13 Profession Skills: Carpenter 11, Driver 6, Jeweler 11, Merchant 11 [b]Languages:[/b] Common, Arequin, Draconic, Gim, Necril, Nixali, Rennian, Sylvan, Tylinese [b]Feats: 1st:[/b] Craft Wonderous Items (retraining), [b]Bonus:[/b] Additional Traits (+2 universal traits), Cunning [b]1st:[/b] Craft Wonderous Items [b]3rd:[/b] Craft Arms and Armor (retraining) [b]5th:[/b] Master Craftsman (Gemcrafter) [spoiler=Spells][b]Daily Bard Spells[/b] [b]1st:[/b] 3 [b]Spells Known 0-Lvl:[/b] 5 [b]1st:[/b] 3 [b]0-lvl:[/b] Create Water, Detect Magic, Mending, Mage Hand, Prestidigitation [b]1st:[/b] Identify, Tears to Wine [/spoiler] [spoiler=Maneuvers][B]Maximum Level:[/B] 2, [B]Maneuvers Known:[/B] 6, [B]Maneuvers Readied:[/B] 4, [B]Stances Known:[/B] 2 [B]Maneuvers:[/B] Mithral Current, Thrashing Dragon, Veiled Moon. At 1st level, a hidden blade adds Broken Blade to her list of available disciplines. [B]Maneuvers Known:[/B] [ooc="Fading Strike"][B]Discipline:[/B] Veiled Moon (Strike) (teleportation); [B]Level:[/B] 2 [B]Initiation Action:[/B] 1 standard action, [B]Range:[/B] Personal, [B]Target:[/B] Up to the disciple’s movement speed, [B]Duration:[/B] Instant The disciple learns the basic technique at this level for walking between worlds to reach locations that previously could be inaccessible on the mortal world and potentially attack foes at those locales. As a standard action, the initiator may either teleport to a location no farther away than his maximum movement speed, and make an attack action against an opponent as part of the same standard action, or attack an adjacent target and then teleport to a location no farther away than his maximum movement speed. The teleportation destination must be clearly seen by the disciple to teleport to that location, and it must be unoccupied.[/ooc], [ooc="Flowing Creek"][B]Discipline:[/B] Mithral Current (Counter); [B]Level:[/B] 1 [B]Initiation Action:[/B] 1 immediate action, [B]Range:[/B] Personal, [B]Target:[/B] Self, [B]Duration:[/B] Instant Like the flowing water that inspired your art, you sidestep and work around foes instead of fighting them directly. You can initiate this counter in response to a melee or ranged attack (including touch or ranged touch spell attacks) being made against you. Make a Perform (dance) check, using your opponent’s attack roll as the DC. If you succeed, the attack is negated and you may take a 5-foot step as a free action, even if you have already taken one this round.[/ooc], [ooc="Flurry Strike"][B]Discipline:[/B] Broken Blade (Strike); [B]Level:[/B] 1, [B]Initiation Action:[/B] 1 standard action, [B]Range:[/B] Melee attack [B]Target:[/B] One creature, Duration: Instant The disciple of the Broken Blade learns to maximize openings in his opponent’s defenses and makes lightning fast attacks whenever possible. As a standard action, the initiator may make two attacks at his full base attack bonus.[/ooc], [ooc="Ghost Hunting Blow"][B]Discipline:[/B] Veiled Moon (Boost); [B]Level:[/B] 1, [B]Initiation Action:[/B] 1 swift action, [B]Range:[/B] Personal [B]Target:[/B] You, [B]Duration:[/B] One round By reaching across the barrier between worlds, the disciple may strike at disembodied spirits as easily he would strike a normal mortal. Any and all of the initiator’s attacks made this round, including attacks of opportunity, are made as if the initiator’s weapon possessed the ghost touch property. This is an Ethereal plane using maneuver.[/ooc], [ooc="Half-Gone"][B]Discipline:[/B] Veiled Moon (Counter) (teleportation); [B]Level:[/B] 2, [B]Initiation Action:[/B] 1 immediate action [B]Range:[/B] Personal, [B]Target:[/B] You, [B]Duration:[/B] Instant By momentarily slipping through the barrier between the Material and the Astral planes, the Veiled Moon disciple may attempt to avoid an attack by being incorporeal. The initiator makes an opposed Stealth check against the attacker’s Perception check; if successful the initiator is incorporeal for that attack (resolve the attack against the initiator as normal for striking an incorporeal target). This counter may be attempted to defend against targeted and area of effect spells, making a Stealth check in place of a Reflex save.[/ooc], [ooc="Tidal Blade"][B]Discipline:[/B] Mithral Current (Strike); [B]Level:[/B] 1, Initiation [B]Action: [/B]1 standard action [B]Range:[/B] Melee attack, [B]Target[/B]: Up to two creatures, [B]Duration:[/B] Instant As a disciple of the Mithral Current discipline, your skill and grace comes from your flowing movements and lightning-quick attacks. You make a swift slash, striking through multiple enemies with your swing. Make a melee attack roll and compare it to the AC of two creatures within your reach. If the attack roll hits a target, the attack deals weapon damage as normal. Use the same damage roll for each target. If you drew your weapon as part of this strike, you gain a +2 bonus on your attack roll. [/ooc]. [B]Stances Known:[/B] [ooc="Iron Hand Stance"][B]Discipline:[/B] Broken Blade (Stance); [B]Level:[/B] 1, [B]Initiation Action:[/B] 1 swift action [B]Range:[/B] Personal, [B]Target:[/B] You, [B]Duration:[/B] Stance By keeping his hands stiff and his arms loose and ready, the disciple uses his bare palms as shields to protect himself from the weapons of his foes. While in this stance, the initiator gains a +2 shield bonus to his AC while he has at least one free hand. At the initiator’s 6th initiator level, this bonus increases by +1, again at 12th level, and a final time at 18th level.[/ooc], [ooc="Spirit Sensing Stance"][B]Discipline:[/B] Veiled Moon (Stance); [B]Level:[/B] 1, [B]Initiation Action:[/B] 1 swift action [B]Range:[/B] Personal, [B]Target:[/B] You, [B]Duration:[/B] Stance By sensing the different patterns all beings that exist have, the senses of the Veiled Moon disciple exceed that of natural beings and move into the realm of supernatural awareness. While in this stance, the initiators gains the scent special ability and he may detect creatures on the Ethereal plane that are near the Material plane within 30-ft. of his position.[/ooc][/spoiler]
Fredrick Jacobs
Male Neutral Good Human Bard 2, Rogue 4, Level 6, Init 2, HP 54/54, Speed 30
AC 17, Touch 12, Flat-footed 15, CMD 16, Fort 4, Ref 7, Will 4, CMB +4, Base Attack Bonus +4
MW Bronze Rapier +7 (1d4, 19-20/x2)
Light Crossbow +6 (1d6, 19-20/x2)
MW: Lamellar (Leather) , MW Buckler (+4 Armor, +1 Shield, +2 Dex)
Abilities Str 10, Dex 14, Con 13, Int 18, Wis 14, Cha 16
Condition .
Skills: Acrobatics 11, Appraise 10, Bluff 5, Climb 4, Diplomacy 8, Disable Device 16, Heal 6, Intimidate 5, Linguistics 10, Perception 15, Perfom Dance 10, Sense Motive 8, Sleight of Hand 6, Spellcraft 12, Survival 6, Swim 4
Craft skills: Armorsmith 15, Blacksmith 15, Cook 10, Glassmaker 15, Gemcrafter 21, Mason 10, Tailor 10, Weaponsmith 17, Woodworker 13
Profession Skills: Carpenter 11, Driver 6, Jeweler 11, Merchant 11
Languages: Common, Arequin, Draconic, Gim, Necril, Nixali, Rennian, Sylvan, Tylinese
Feats: 1st: Craft Wonderous Items (retraining), Bonus: Additional Traits (+2 universal traits), Cunning 1st: Craft Wonderous Items 3rd: Craft Arms and Armor (retraining) 5th: Master Craftsman (Gemcrafter)

Spells

Daily Bard Spells 1st: 3
Spells Known 0-Lvl: 5 1st: 3
0-lvl: Create Water, Detect Magic, Mending, Mage Hand, Prestidigitation
1st: Identify, Tears to Wine

Maneuvers

Maximum Level: 2, Maneuvers Known: 6, Maneuvers Readied: 4, Stances Known: 2
Maneuvers: Mithral Current, Thrashing Dragon, Veiled Moon. At 1st level, a hidden blade adds Broken Blade to her list of available disciplines.
Maneuvers Known: Fading Strike , Flowing Creek , Flurry Strike , Ghost Hunting Blow , Half-Gone , Tidal Blade .
Stances Known: Iron Hand Stance , Spirit Sensing Stance

 

 

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When Peter is met by the group again he has been looking around and found his way back to the hidden area, seeming to enjoy it since there was a lab there. He didn't seem to recognize most of the equipment but what he did know is it could be used. However guards report he has not touched anything for fear of angering the lords and lady of the keep.
"Oh I am a practiced alchemist, I can make just about anything though I wouldn't say I'm anything special. I could demonstrate if you'd allow me to use your equipment and supplies Sir Fredrick." He is very respectful of each member and eager to be put to use. When asked about the plates. "I am afraid I do not understand your humor here. I have come to discover I am far from home, your guards men said I could wash plates and then accused me of eating them." He explains and the guard is quick to put in that he did indeed eat every plate and produce something else. Peter seems a bit crestfallen at this and slumps "Please, I am sure this is a grand joke for those who understand it but it has gotten old. Can we move on from it?" He practically pleads.

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Fredrick Jacobs

e7afe5f6ec69f14c5ddcd7b9d959cd0f.jpgFredrick Jacobs  HP: 110/110   Saves: Fort 8, Ref 12, Will 10  AC: 20, 13(touch), 17(flat-footed) Defensively: 24, Full Defense: 27 Initiative: 3 (7 stance), Speed: 30 Perception: +24, Stealth: +20


Fredrick contemplates allowing the stranger use the alchemical tools, "Very well Mr. Badingrew, you are welcome to give us a demonstration." he says, adding, "As long as such demonstration causes no harm to the people and myself here."

Statblock

[URL=https://test.myth-weavers.com/sheets/?id=2798290][B][SIZE=+1]Fredrick Jacobs[/SIZE][/B][/URL] Male Neutral Good Human Bard 2, Rogue 4, [B]Level[/B] 6, [B]Init[/B] 2, [B]HP[/B] 54/54, [B]Speed[/B] 30 [B]AC[/B] 17, [B]Touch[/B] 12, [B]Flat-footed[/B] 15, [B]CMD[/b] 16, [B]Fort[/B] 4, [B]Ref[/B] 7, [B]Will[/B] 4, [B]CMB[/B] +4, [B]Base Attack Bonus[/B] +4 [B] MW Bronze Rapier [/B] +7 (1d4, 19-20/x2) [B] Light Crossbow [/B] +6 (1d6, 19-20/x2) [B] MW: Lamellar (Leather)[/B], [B] MW Buckler[/B] (+4 Armor, +1 Shield, +2 Dex) [B]Abilities[/B] Str 10, Dex 14, Con 13, Int 18, Wis 14, Cha 16 [B]Condition[/B] . [b]Skills:[/b] Acrobatics 11, Appraise 10, Bluff 5, Climb 4, Diplomacy 8, Disable Device 16, Heal 6, Intimidate 5, Linguistics 10, Perception 15, Perfom Dance 10, Sense Motive 8, Sleight of Hand 6, Spellcraft 12, Survival 6, Swim 4 [b]Craft skills:[/b] Armorsmith 15, Blacksmith 15, Cook 10, Glassmaker 15, Gemcrafter 21, Mason 10, Tailor 10, Weaponsmith 17, Woodworker 13 Profession Skills: Carpenter 11, Driver 6, Jeweler 11, Merchant 11 [b]Languages:[/b] Common, Arequin, Draconic, Gim, Necril, Nixali, Rennian, Sylvan, Tylinese [b]Feats: 1st:[/b] Craft Wonderous Items (retraining), [b]Bonus:[/b] Additional Traits (+2 universal traits), Cunning [b]1st:[/b] Craft Wonderous Items [b]3rd:[/b] Craft Arms and Armor (retraining) [b]5th:[/b] Master Craftsman (Gemcrafter) [spoiler=Spells][b]Daily Bard Spells[/b] [b]1st:[/b] 3 [b]Spells Known 0-Lvl:[/b] 5 [b]1st:[/b] 3 [b]0-lvl:[/b] Create Water, Detect Magic, Mending, Mage Hand, Prestidigitation [b]1st:[/b] Identify, Tears to Wine [/spoiler] [spoiler=Maneuvers][B]Maximum Level:[/B] 2, [B]Maneuvers Known:[/B] 6, [B]Maneuvers Readied:[/B] 4, [B]Stances Known:[/B] 2 [B]Maneuvers:[/B] Mithral Current, Thrashing Dragon, Veiled Moon. At 1st level, a hidden blade adds Broken Blade to her list of available disciplines. [B]Maneuvers Known:[/B] [ooc="Fading Strike"][B]Discipline:[/B] Veiled Moon (Strike) (teleportation); [B]Level:[/B] 2 [B]Initiation Action:[/B] 1 standard action, [B]Range:[/B] Personal, [B]Target:[/B] Up to the disciple’s movement speed, [B]Duration:[/B] Instant The disciple learns the basic technique at this level for walking between worlds to reach locations that previously could be inaccessible on the mortal world and potentially attack foes at those locales. As a standard action, the initiator may either teleport to a location no farther away than his maximum movement speed, and make an attack action against an opponent as part of the same standard action, or attack an adjacent target and then teleport to a location no farther away than his maximum movement speed. The teleportation destination must be clearly seen by the disciple to teleport to that location, and it must be unoccupied.[/ooc], [ooc="Flowing Creek"][B]Discipline:[/B] Mithral Current (Counter); [B]Level:[/B] 1 [B]Initiation Action:[/B] 1 immediate action, [B]Range:[/B] Personal, [B]Target:[/B] Self, [B]Duration:[/B] Instant Like the flowing water that inspired your art, you sidestep and work around foes instead of fighting them directly. You can initiate this counter in response to a melee or ranged attack (including touch or ranged touch spell attacks) being made against you. Make a Perform (dance) check, using your opponent’s attack roll as the DC. If you succeed, the attack is negated and you may take a 5-foot step as a free action, even if you have already taken one this round.[/ooc], [ooc="Flurry Strike"][B]Discipline:[/B] Broken Blade (Strike); [B]Level:[/B] 1, [B]Initiation Action:[/B] 1 standard action, [B]Range:[/B] Melee attack [B]Target:[/B] One creature, Duration: Instant The disciple of the Broken Blade learns to maximize openings in his opponent’s defenses and makes lightning fast attacks whenever possible. As a standard action, the initiator may make two attacks at his full base attack bonus.[/ooc], [ooc="Ghost Hunting Blow"][B]Discipline:[/B] Veiled Moon (Boost); [B]Level:[/B] 1, [B]Initiation Action:[/B] 1 swift action, [B]Range:[/B] Personal [B]Target:[/B] You, [B]Duration:[/B] One round By reaching across the barrier between worlds, the disciple may strike at disembodied spirits as easily he would strike a normal mortal. Any and all of the initiator’s attacks made this round, including attacks of opportunity, are made as if the initiator’s weapon possessed the ghost touch property. This is an Ethereal plane using maneuver.[/ooc], [ooc="Half-Gone"][B]Discipline:[/B] Veiled Moon (Counter) (teleportation); [B]Level:[/B] 2, [B]Initiation Action:[/B] 1 immediate action [B]Range:[/B] Personal, [B]Target:[/B] You, [B]Duration:[/B] Instant By momentarily slipping through the barrier between the Material and the Astral planes, the Veiled Moon disciple may attempt to avoid an attack by being incorporeal. The initiator makes an opposed Stealth check against the attacker’s Perception check; if successful the initiator is incorporeal for that attack (resolve the attack against the initiator as normal for striking an incorporeal target). This counter may be attempted to defend against targeted and area of effect spells, making a Stealth check in place of a Reflex save.[/ooc], [ooc="Tidal Blade"][B]Discipline:[/B] Mithral Current (Strike); [B]Level:[/B] 1, Initiation [B]Action: [/B]1 standard action [B]Range:[/B] Melee attack, [B]Target[/B]: Up to two creatures, [B]Duration:[/B] Instant As a disciple of the Mithral Current discipline, your skill and grace comes from your flowing movements and lightning-quick attacks. You make a swift slash, striking through multiple enemies with your swing. Make a melee attack roll and compare it to the AC of two creatures within your reach. If the attack roll hits a target, the attack deals weapon damage as normal. Use the same damage roll for each target. If you drew your weapon as part of this strike, you gain a +2 bonus on your attack roll. [/ooc]. [B]Stances Known:[/B] [ooc="Iron Hand Stance"][B]Discipline:[/B] Broken Blade (Stance); [B]Level:[/B] 1, [B]Initiation Action:[/B] 1 swift action [B]Range:[/B] Personal, [B]Target:[/B] You, [B]Duration:[/B] Stance By keeping his hands stiff and his arms loose and ready, the disciple uses his bare palms as shields to protect himself from the weapons of his foes. While in this stance, the initiator gains a +2 shield bonus to his AC while he has at least one free hand. At the initiator’s 6th initiator level, this bonus increases by +1, again at 12th level, and a final time at 18th level.[/ooc], [ooc="Spirit Sensing Stance"][B]Discipline:[/B] Veiled Moon (Stance); [B]Level:[/B] 1, [B]Initiation Action:[/B] 1 swift action [B]Range:[/B] Personal, [B]Target:[/B] You, [B]Duration:[/B] Stance By sensing the different patterns all beings that exist have, the senses of the Veiled Moon disciple exceed that of natural beings and move into the realm of supernatural awareness. While in this stance, the initiators gains the scent special ability and he may detect creatures on the Ethereal plane that are near the Material plane within 30-ft. of his position.[/ooc][/spoiler]
Fredrick Jacobs
Male Neutral Good Human Bard 2, Rogue 4, Level 6, Init 2, HP 54/54, Speed 30
AC 17, Touch 12, Flat-footed 15, CMD 16, Fort 4, Ref 7, Will 4, CMB +4, Base Attack Bonus +4
MW Bronze Rapier +7 (1d4, 19-20/x2)
Light Crossbow +6 (1d6, 19-20/x2)
MW: Lamellar (Leather) , MW Buckler (+4 Armor, +1 Shield, +2 Dex)
Abilities Str 10, Dex 14, Con 13, Int 18, Wis 14, Cha 16
Condition .
Skills: Acrobatics 11, Appraise 10, Bluff 5, Climb 4, Diplomacy 8, Disable Device 16, Heal 6, Intimidate 5, Linguistics 10, Perception 15, Perfom Dance 10, Sense Motive 8, Sleight of Hand 6, Spellcraft 12, Survival 6, Swim 4
Craft skills: Armorsmith 15, Blacksmith 15, Cook 10, Glassmaker 15, Gemcrafter 21, Mason 10, Tailor 10, Weaponsmith 17, Woodworker 13
Profession Skills: Carpenter 11, Driver 6, Jeweler 11, Merchant 11
Languages: Common, Arequin, Draconic, Gim, Necril, Nixali, Rennian, Sylvan, Tylinese
Feats: 1st: Craft Wonderous Items (retraining), Bonus: Additional Traits (+2 universal traits), Cunning 1st: Craft Wonderous Items 3rd: Craft Arms and Armor (retraining) 5th: Master Craftsman (Gemcrafter)

Spells

Daily Bard Spells 1st: 3
Spells Known 0-Lvl: 5 1st: 3
0-lvl: Create Water, Detect Magic, Mending, Mage Hand, Prestidigitation
1st: Identify, Tears to Wine

Maneuvers

Maximum Level: 2, Maneuvers Known: 6, Maneuvers Readied: 4, Stances Known: 2
Maneuvers: Mithral Current, Thrashing Dragon, Veiled Moon. At 1st level, a hidden blade adds Broken Blade to her list of available disciplines.
Maneuvers Known: Fading Strike , Flowing Creek , Flurry Strike , Ghost Hunting Blow , Half-Gone , Tidal Blade .
Stances Known: Iron Hand Stance , Spirit Sensing Stance

 

 

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Peter was very happy to hear he was able to demonstrate his main skill set. Hoping to gain employment and a way back to his home if that was possible but mostly he just liked being of use. "I assure you sir I am quite safe in my practices. Lets see, something that will be a good demonstration and cause no harm..." He paused to think this over wanting to prove himself. "Oh I have just the thing, I'll make a batch of holy water. Non harmful to anyone but the undead." he said and once that was settled he smiled ready to get to work however the smile faded fast. His eyes glazed over and he stood start still and upright. His mouth dropped open as his jaw went slack. Hands reached for his shirt to pull it over his head and hold it to his side.

Staring blankly at nothing Peter stood there motionless for a moment, then starting at his jaw and moving down his neck a crack like he was made of clay started to appear. It continued to flow down his body quickly as if he was going to shatter and fall apart. Ending at his stomach the crack grew then and widened into a gaping maw of teeth that swirled around gnashing and rubbing against each other, the hole in his chest seemed to go on forever into a deep void. Tentacles slithered out from that maw and began flail around moving quickly to grab vials, plants, bits of stone, each item pulled back into the mouth to vanish down that void. More tentacles rushed out and started to stretch toward the party.

(Everyone gets one round to react. Order doesn't matter.)

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Fredrick Jacobs

e7afe5f6ec69f14c5ddcd7b9d959cd0f.jpgFredrick Jacobs  HP: 110/110   Saves: Fort 8, Ref 12, Will 10  AC: 20, 13(touch), 17(flat-footed) Defensively: 24, Full Defense: 27 Initiative: 3 (7 stance), Speed: 30 Perception: +24, Stealth: +20


Maybe it was the sheer shock of seeing something so unnatural or the thousands of questions that flooded his mind as he watched Badingrew's monstrous features. In an n expressionless response, Fredrick says, "May I ask, what you intend to test it on, so we know it works?"

As he observes, he asks another question, "Also are you using divine magic, or did you find another method of creating it?"

Statblock

[URL=/sheets/?id=2798290][B][SIZE=+1]Fredrick Jacobs[/SIZE][/B][/URL] Male Neutral Good Human Bard 2, Rogue 8, [B]Level[/B] 10, [B]Init[/B] 3, [B]HP[/B] 110/110, [B]Speed[/B] 30 [B]AC[/B] 20, [B]Touch[/B] 13, [B]Flat-footed[/B] 17, [B]CMD[/b] 21, [B]Fort[/B] 8, [B]Ref[/B] 12, [B]Will[/B] 10, [B]CMB[/B] +7/+2, [B]Base Attack Bonus[/B] +7/+2 [B] +1 Adamantine Rapier [/B] +10/+5 (1d6+2, 18-20/x2) [B]null Light Crossbow (x40) [/B] +9/+4 (1d6, 19-20/x2) [B] TWF +1 Adamantine Dagger [/B] +10/+5 (1d4+1, 19-20/x2) [B] +1 Mithral Shirt[/B], [B] +1 Mithral Buckler[/B] (+5 Armor, +2 Shield, +3 Dex) [B]Abilities[/B] Str 12, Dex 16, Con 16, Int 20, Wis 16, Cha 18 [B]Condition[/B] . [B]Class:[/B] Evasion, Improved Uncanny Dodge [b]Skills:[/b] Acrobatics 16, Appraise 13, Bluff 8, Climb 5, Diplomacy 11, Disable Device 21, Disguise 8, Escape Artist 16, Heal 7, Intimidate 8, Linguistics 12, Perception 24, Perfom Dance 17, Sense Motive 16, Sleight of Hand 7, Spellcraft 13, Stealth 20, Survival 7, Swim 5, UMD 17 [B]Knowledge Skills:[/B] Arcana 14, Dungeoneering 14, Geography 12, History 15, Local 11, Nature 12, Nobility 10, Planes 10, Religion 10, Psionics 13 [b]Craft skills:[/b] Alchemy 18, Armorsmith 20, Blacksmith 20, Cook 15, Glassmaker 20, Gemcrafter 28, Leatherworking 18, Mason 13, Tailor 13, Weaponsmith 20, Woodworker 13 [b]Profession Skills:[/b] Carpenter 16, Driver 11, Fisherman 7, Jeweler 12, Merchant 12 [b]Languages:[/b] Common, Arequin, Draconic, Gim, Necril, Nixali, Rennian, Sylvan, Tylinese [b]Feats: 1st:[/b] Craft Wonderous Items (retraining), [b]Bonus:[/b] Additional Traits (+2 universal traits), Cunning [b]1st:[/b] Craft Wonderous Items [b]3rd:[/b] Craft Arms and Armor (retraining) [b]5th:[/b] Master Craftsman (Gemcrafter), [B]7th:[/B] Two-Weapon Fighting [B]8th:[/B] Double Slice (class) [B]9th:[/B] Improved Two-Weapon Fighting (retrain) Temp: Throw Anything, Extra Bombs Temp: Class Ability 1: Alchemist: Bombs (Su) 17/day 5d6+5 DC 22 Class Ability 2: Alchemist: Discoveries (5) Defoliant Bomb (2nd), Explosive Bomb (4th), Alchemical Strike (discovery, feat) (6th), Fast Bombs (8th), Sticky Bomb (10th) [spoiler=Spells][b]Daily Bard Spells[/b] [b]1st:[/b] 3 [b]Spells Known 0-Lvl:[/b] 5 [b]1st:[/b] 3 [b]0-lvl:[/b] Create Water, Detect Magic, Mending, Mage Hand, Prestidigitation [b]1st:[/b] Identify, Tears to Wine [/spoiler] [spoiler=Maneuvers][B]Maximum Level:[/B] 3, [B]Maneuvers Known:[/B] 7, [B]Maneuvers Readied:[/B] 4, [B]Stances Known:[/B] 3 [B]Maneuvers:[/B] Mithral Current, Thrashing Dragon, Veiled Moon. At 1st level, a hidden blade adds Broken Blade to her list of available disciplines. [B]Maneuvers Known:[/B] [ooc="Fading Strike"][B]Discipline:[/B] Veiled Moon (Strike) (teleportation); [B]Level:[/B] 2 [B]Initiation Action:[/B] 1 standard action, [B]Range:[/B] Personal, [B]Target:[/B] Up to the disciple’s movement speed, [B]Duration:[/B] Instant The disciple learns the basic technique at this level for walking between worlds to reach locations that previously could be inaccessible on the mortal world and potentially attack foes at those locales. As a standard action, the initiator may either teleport to a location no farther away than his maximum movement speed, and make an attack action against an opponent as part of the same standard action, or attack an adjacent target and then teleport to a location no farther away than his maximum movement speed. The teleportation destination must be clearly seen by the disciple to teleport to that location, and it must be unoccupied.[/ooc], [ooc="Flowing Creek"][B]Discipline:[/B] Mithral Current (Counter); [B]Level:[/B] 1 [B]Initiation Action:[/B] 1 immediate action, [B]Range:[/B] Personal, [B]Target:[/B] Self, [B]Duration:[/B] Instant Like the flowing water that inspired your art, you sidestep and work around foes instead of fighting them directly. You can initiate this counter in response to a melee or ranged attack (including touch or ranged touch spell attacks) being made against you. Make a Perform (dance) check, using your opponent’s attack roll as the DC. If you succeed, the attack is negated and you may take a 5-foot step as a free action, even if you have already taken one this round.[/ooc], [ooc="Flurry Strike"][B]Discipline:[/B] Broken Blade (Strike); [B]Level:[/B] 1, [B]Initiation Action:[/B] 1 standard action, [B]Range:[/B] Melee attack [B]Target:[/B] One creature, Duration: Instant The disciple of the Broken Blade learns to maximize openings in his opponent’s defenses and makes lightning fast attacks whenever possible. As a standard action, the initiator may make two attacks at his full base attack bonus.[/ooc], [ooc="Ghost Hunting Blow"][B]Discipline:[/B] Veiled Moon (Boost); [B]Level:[/B] 1, [B]Initiation Action:[/B] 1 swift action, [B]Range:[/B] Personal [B]Target:[/B] You, [B]Duration:[/B] One round By reaching across the barrier between worlds, the disciple may strike at disembodied spirits as easily he would strike a normal mortal. Any and all of the initiator’s attacks made this round, including attacks of opportunity, are made as if the initiator’s weapon possessed the ghost touch property. This is an Ethereal plane using maneuver.[/ooc], [ooc="Half-Gone"][B]Discipline:[/B] Veiled Moon (Counter) (teleportation); [B]Level:[/B] 2, [B]Initiation Action:[/B] 1 immediate action [B]Range:[/B] Personal, [B]Target:[/B] You, [B]Duration:[/B] Instant By momentarily slipping through the barrier between the Material and the Astral planes, the Veiled Moon disciple may attempt to avoid an attack by being incorporeal. The initiator makes an opposed Stealth check against the attacker’s Perception check; if successful the initiator is incorporeal for that attack (resolve the attack against the initiator as normal for striking an incorporeal target). This counter may be attempted to defend against targeted and area of effect spells, making a Stealth check in place of a Reflex save.[/ooc], [ooc=Steel Flurry Strike][B]Discipline:[/B] Broken Blade (Strike); Level: 3 [B]Prerequisite(s):[/B] One Broken Blade maneuver, [B]Initiation Action:[/B] 1 standard action [B]Range:[/B] Melee attack, [B]Target[/B]: One creature, [B]Duration:[/B] Instant [B]DESCRIPTION[/B] The disciple makes a furious set of attacks upon his foe, hammering through defenses and striking rapidly. The initiator may make three attacks against his foe at full base attack bonus with a -2 penalty to hit. Successful hits inflict an additional 3d6 points of damage per hit.[/ooc], [ooc="Tidal Blade"][B]Discipline:[/B] Mithral Current (Strike); [B]Level:[/B] 1, Initiation [B]Action: [/B]1 standard action [B]Range:[/B] Melee attack, [B]Target[/B]: Up to two creatures, [B]Duration:[/B] Instant As a disciple of the Mithral Current discipline, your skill and grace comes from your flowing movements and lightning-quick attacks. You make a swift slash, striking through multiple enemies with your swing. Make a melee attack roll and compare it to the AC of two creatures within your reach. If the attack roll hits a target, the attack deals weapon damage as normal. Use the same damage roll for each target. If you drew your weapon as part of this strike, you gain a +2 bonus on your attack roll. [/ooc]. [B]Stances Known:[/B] [ooc="Battle Dragon's Stance"][B]Discipline:[/B] Thrashing Dragon (Stance); [B]Level:[/B] 3 [B]Prerequisite(s):[/B] 1 Thrashing Dragon maneuver [B]Initiation Action:[/B] 1 swift action [B]Range:[/B] Personal [B]Target:[/B] You [B]Duration:[/B] Stance [B]DESCRIPTION[/B] The Battle Dragon’s Stance shows the disciple how to balance his fighting style and through this centering of being, he may find speed, finesse, and power. While in the Battle Dragon’s Stance, the disciple reduces his two-weapon fighting penalties by 2, and gains a +4 bonus to Initiative checks and adds 1d6 + initiation modifier to melee damage while fighting with two weapons.[/ooc] [ooc="Iron Hand Stance"][B]Discipline:[/B] Broken Blade (Stance); [B]Level:[/B] 1, [B]Initiation Action:[/B] 1 swift action [B]Range:[/B] Personal, [B]Target:[/B] You, [B]Duration:[/B] Stance By keeping his hands stiff and his arms loose and ready, the disciple uses his bare palms as shields to protect himself from the weapons of his foes. While in this stance, the initiator gains a +2 shield bonus to his AC while he has at least one free hand. At the initiator’s 6th initiator level, this bonus increases by +1, again at 12th level, and a final time at 18th level.[/ooc], [ooc="Spirit Sensing Stance"][B]Discipline:[/B] Veiled Moon (Stance); [B]Level:[/B] 1, [B]Initiation Action:[/B] 1 swift action [B]Range:[/B] Personal, [B]Target:[/B] You, [B]Duration:[/B] Stance By sensing the different patterns all beings that exist have, the senses of the Veiled Moon disciple exceed that of natural beings and move into the realm of supernatural awareness. While in this stance, the initiators gains the scent special ability and he may detect creatures on the Ethereal plane that are near the Material plane within 30-ft. of his position.[/ooc] [B]Readied:[/B] Fading Strike, Flowing Creek, Steel Flurry Strike, Half-Gone [/spoiler] [spoiler=Gambits (Ex)][spoiler=Gambits (Ex)]A hidden blade is a cunning warrior who seizes opportunities as they present themselves to put his enemies in untenable positions. At 1st level, a hidden blade selects two gambits from the gambits available to warlords, or the hidden blade gambits listed below. At 4th level and every four levels thereafter, a hidden blade selects an additional gambit to learn. Any gambit that would normally use the hidden blade’s Charisma modifier to determine its effects instead uses her hidden blade initiation modifier. These gambits allow the hidden blade to recover maneuvers. Due to their reliance on the stresses of combat to bring out the best of the hidden blade, gambits cannot be used outside combat. A gambit has two aspects: a risk and a reward. A gambit’s risk describes an action the hidden blade must take in order to play the gambit. The hidden blade begin a gambit as a swift action, then performs the gambit’s risk action. She may add her hidden blade initiation modifier as a luck bonus on any d20 rolls made while performing this action (such as the Acrobatics check of an acrobatic gambit, or the attack roll of a brave gambit). The hidden blade only gets this bonus if she used a swift action to begin the gambit; if taking the actions normally, she gains no additional benefits. If the hidden blade initiates a maneuver as part of a gambit, she cannot recover that maneuver when the gambit is completed (even if it’s her only expended maneuver). If the hidden blade succeeds at her gambit’s risk, she recovers a number of expended maneuvers equal to her hidden blade initiation modifier (minimum 2) and gains the reward listed in the gambit’s description. Allies who would gain a benefit from the gambit’s reward must be within 60 feet of the hidden blade and able to see her perform the gambit’s risk If the hidden blade fails her gambit (such as missing the charge attack of a brave gambit, or failing the saving throw of an unbreakable gambit), she suffers the gambit’s rake, recovering only a single expended maneuver and taking a –2 penalty on all d20 rolls for one round.[/spoiler] [B]Initiation Modifier:[/B] 4 [ooc="Coward's Gabmit"][B]Risk:[/B] The hidden blade attacks a flat-footed opponent or an opponent she is flanking. [B]Reward:[/B]The hidden blade’s allies gain a bonus on damage rolls against that opponent equal to the hidden blade’s initiation modifier for one round.[/ooc] [ooc="Flanker's Gambit"][B]Risk:[/B] The hidden blade attacks an opponent adjacent to one of the hidden blade’s other allies. [B]Reward:[/B] The hidden blade is considered to be flanking that opponent until the end of her next turn, even if the hidden blade is not in a position that would allow her to flank them. [/ooc] [ooc="Stealth Gambit (Su)"][B]Risk:[/B] The hidden blade makes a Stealth check to hide. [B]Reward:[/B] The hidden blade becomes invisible for a number of rounds equal to her initiation modifier, as if under the effect of an invisibility spell.[/ooc] [ooc=Acrobatic Gambit][B]Risk:[/B] The hidden blade makes an Acrobatics check to move through a creature’s threatened area without provoking attacks of opportunity. [B]Reward:[/B] The hidden blade and each of his allies gains a morale bonus equal to the warlord’s initiation modifier on the damage roll of the next attack they make against that creature before the start of the warlord’s next turn.[/ooc][/spoiler]
Fredrick Jacobs
Male Neutral Good Human Bard 2, Rogue 8, Level 10, Init 3, HP 110/110, Speed 30
AC 20, Touch 13, Flat-footed 17, CMD 21, Fort 8, Ref 12, Will 10, CMB +7/+2, Base Attack Bonus +7/+2
+1 Adamantine Rapier +10/+5 (1d6+2, 18-20/x2)
null Light Crossbow (x40) +9/+4 (1d6, 19-20/x2)
TWF +1 Adamantine Dagger +10/+5 (1d4+1, 19-20/x2)
+1 Mithral Shirt , +1 Mithral Buckler (+5 Armor, +2 Shield, +3 Dex)
Abilities Str 12, Dex 16, Con 16, Int 20, Wis 16, Cha 18
Condition .
Class: Evasion, Improved Uncanny Dodge
Skills: Acrobatics 16, Appraise 13, Bluff 8, Climb 5, Diplomacy 11, Disable Device 21, Disguise 8, Escape Artist 16, Heal 7, Intimidate 8, Linguistics 12, Perception 24, Perfom Dance 17, Sense Motive 16, Sleight of Hand 7, Spellcraft 13, Stealth 20, Survival 7, Swim 5, UMD 17
Knowledge Skills: Arcana 14, Dungeoneering 14, Geography 12, History 15, Local 11, Nature 12, Nobility 10, Planes 10, Religion 10, Psionics 13
Craft skills: Alchemy 18, Armorsmith 20, Blacksmith 20, Cook 15, Glassmaker 20, Gemcrafter 28, Leatherworking 18, Mason 13, Tailor 13, Weaponsmith 20, Woodworker 13
Profession Skills: Carpenter 16, Driver 11, Fisherman 7, Jeweler 12, Merchant 12
Languages: Common, Arequin, Draconic, Gim, Necril, Nixali, Rennian, Sylvan, Tylinese
Feats: 1st: Craft Wonderous Items (retraining), Bonus: Additional Traits (+2 universal traits), Cunning 1st: Craft Wonderous Items 3rd: Craft Arms and Armor (retraining) 5th: Master Craftsman (Gemcrafter), 7th: Two-Weapon Fighting 8th: Double Slice (class) 9th: Improved Two-Weapon Fighting (retrain) Temp: Throw Anything, Extra Bombs
Temp: Class Ability 1: Alchemist: Bombs (Su) 17/day 5d6+5 DC 22
Class Ability 2: Alchemist: Discoveries (5) Defoliant Bomb (2nd), Explosive Bomb (4th), Alchemical Strike (discovery, feat) (6th), Fast Bombs (8th), Sticky Bomb (10th)

Spells

Daily Bard Spells 1st: 3
Spells Known 0-Lvl: 5 1st: 3
0-lvl: Create Water, Detect Magic, Mending, Mage Hand, Prestidigitation
1st: Identify, Tears to Wine

Maneuvers

Maximum Level: 3, Maneuvers Known: 7, Maneuvers Readied: 4, Stances Known: 3
Maneuvers: Mithral Current, Thrashing Dragon, Veiled Moon. At 1st level, a hidden blade adds Broken Blade to her list of available disciplines.
Maneuvers Known: Fading Strike Discipline: Veiled Moon (Strike) (teleportation); Level: 2
Initiation Action: 1 standard action, Range: Personal, Target: Up to the disciple’s movement speed, Duration: Instant

The disciple learns the basic technique at this level for walking between worlds to reach locations that previously could be inaccessible on the mortal world and potentially attack foes at those locales. As a standard action, the initiator may either teleport to a location no farther away than his maximum movement speed, and make an attack action against an opponent as part of the same standard action, or attack an adjacent target and then teleport to a location no farther away than his maximum movement speed. The teleportation destination must be clearly seen by the disciple to teleport to that location, and it must be unoccupied.
, Flowing Creek Discipline: Mithral Current (Counter); Level: 1
Initiation Action: 1 immediate action, Range: Personal, Target: Self, Duration: Instant

Like the flowing water that inspired your art, you sidestep and work around foes instead of fighting them directly. You can initiate this counter in response to a melee or ranged attack (including touch or ranged touch spell attacks) being made against you. Make a Perform (dance) check, using your opponent’s attack roll as the DC. If you succeed, the attack is negated and you may take a 5-foot step as a free action, even if you have already taken one this round.
, Flurry Strike Discipline: Broken Blade (Strike); Level: 1, Initiation Action: 1 standard action, Range: Melee attack
Target: One creature, Duration: Instant

The disciple of the Broken Blade learns to maximize openings in his opponent’s defenses and makes lightning fast attacks whenever possible. As a standard action, the initiator may make two attacks at his full base attack bonus.
, Ghost Hunting Blow Discipline: Veiled Moon (Boost); Level: 1, Initiation Action: 1 swift action, Range: Personal
Target: You, Duration: One round

By reaching across the barrier between worlds, the disciple may strike at disembodied spirits as easily he would strike a normal mortal. Any and all of the initiator’s attacks made this round, including attacks of opportunity, are made as if the initiator’s weapon possessed the ghost touch property. This is an Ethereal plane using maneuver.
, Half-Gone Discipline: Veiled Moon (Counter) (teleportation); Level: 2, Initiation Action: 1 immediate action
Range: Personal, Target: You, Duration: Instant

By momentarily slipping through the barrier between the Material and the Astral planes, the Veiled Moon disciple may attempt to avoid an attack by being incorporeal. The initiator makes an opposed Stealth check against the attacker’s Perception check; if successful the initiator is incorporeal for that attack (resolve the attack against the initiator as normal for striking an incorporeal target). This counter may be attempted to defend against targeted and area of effect spells, making a Stealth check in place of a Reflex save.
, Steel Flurry Strike Discipline: Broken Blade (Strike); Level: 3
Prerequisite(s): One Broken Blade maneuver, Initiation Action: 1 standard action
Range: Melee attack, Target : One creature, Duration: Instant
DESCRIPTION
The disciple makes a furious set of attacks upon his foe, hammering through defenses and striking rapidly. The initiator may make three attacks against his foe at full base attack bonus with a -2 penalty to hit. Successful hits inflict an additional 3d6 points of damage per hit.
, Tidal Blade Discipline: Mithral Current (Strike); Level: 1, Initiation Action: 1 standard action
Range: Melee attack, Target : Up to two creatures, Duration: Instant

As a disciple of the Mithral Current discipline, your skill and grace comes from your flowing movements and lightning-quick attacks. You make a swift slash, striking through multiple enemies with your swing. Make a melee attack roll and compare it to the AC of two creatures within your reach. If the attack roll hits a target, the attack deals weapon damage as normal. Use the same damage roll for each target. If you drew your weapon as part of this strike, you gain a +2 bonus on your attack roll.
.
Stances Known: Battle Dragon's Stance Discipline: Thrashing Dragon (Stance); Level: 3
Prerequisite(s): 1 Thrashing Dragon maneuver Initiation Action: 1 swift action Range: Personal
Target: You Duration: Stance
DESCRIPTION
The Battle Dragon’s Stance shows the disciple how to balance his fighting style and through this centering of being, he may find speed, finesse, and power. While in the Battle Dragon’s Stance, the disciple reduces his two-weapon fighting penalties by 2, and gains a +4 bonus to Initiative checks and adds 1d6 + initiation modifier to melee damage while fighting with two weapons.
Iron Hand Stance Discipline: Broken Blade (Stance); Level: 1, Initiation Action: 1 swift action
Range: Personal, Target: You, Duration: Stance

By keeping his hands stiff and his arms loose and ready, the disciple uses his bare palms as shields to protect himself from the weapons of his foes. While in this stance, the initiator gains a +2 shield bonus to his AC while he has at least one free hand. At the initiator’s 6th initiator level, this bonus increases by +1, again at 12th level, and a final time at 18th level.
, Spirit Sensing Stance Discipline: Veiled Moon (Stance); Level: 1, Initiation Action: 1 swift action
Range: Personal, Target: You, Duration: Stance

By sensing the different patterns all beings that exist have, the senses of the Veiled Moon disciple exceed that of natural beings and move into the realm of supernatural awareness. While in this stance, the initiators gains the scent special ability and he may detect creatures on the Ethereal plane that are near the Material plane within 30-ft. of his position.

Readied: Fading Strike, Flowing Creek, Steel Flurry Strike, Half-Gone

Gambits (Ex)

 

Gambits (Ex)

A hidden blade is a cunning warrior who seizes opportunities as they present themselves to put his enemies in untenable positions. At 1st level, a hidden blade selects two gambits from the gambits available to warlords, or the hidden blade gambits listed below. At 4th level and every four levels thereafter, a hidden blade selects an additional gambit to learn. Any gambit that would normally use the hidden blade’s Charisma modifier to determine its effects instead uses her hidden blade initiation modifier. These gambits allow the hidden blade to recover maneuvers. Due to their reliance on the stresses of combat to bring out the best of the hidden blade, gambits cannot be used outside combat.

A gambit has two aspects: a risk and a reward. A gambit’s risk describes an action the hidden blade must take in order to play the gambit. The hidden blade begin a gambit as a swift action, then performs the gambit’s risk action. She may add her hidden blade initiation modifier as a luck bonus on any d20 rolls made while performing this action (such as the Acrobatics check of an acrobatic gambit, or the attack roll of a brave gambit). The hidden blade only gets this bonus if she used a swift action to begin the gambit; if taking the actions normally, she gains no additional benefits. If the hidden blade initiates a maneuver as part of a gambit, she cannot recover that maneuver when the gambit is completed (even if it’s her only expended maneuver).

If the hidden blade succeeds at her gambit’s risk, she recovers a number of expended maneuvers equal to her hidden blade initiation modifier (minimum 2) and gains the reward listed in the gambit’s description. Allies who would gain a benefit from the gambit’s reward must be within 60 feet of the hidden blade and able to see her perform the gambit’s risk

If the hidden blade fails her gambit (such as missing the charge attack of a brave gambit, or failing the saving throw of an unbreakable gambit), she suffers the gambit’s rake, recovering only a single expended maneuver and taking a –2 penalty on all d20 rolls for one round.


Initiation Modifier: 4
Coward's Gabmit Risk: The hidden blade attacks a flat-footed opponent or an opponent she is flanking.
Reward: The hidden blade’s allies gain a bonus on damage rolls against that opponent equal to the hidden blade’s initiation modifier for one round.

Flanker's Gambit Risk: The hidden blade attacks an opponent adjacent to one of the hidden blade’s other allies.
Reward: The hidden blade is considered to be flanking that opponent until the end of her next turn, even if the hidden blade is not in a position that would allow her to flank them.

Stealth Gambit (Su) Risk: The hidden blade makes a Stealth check to hide.
Reward: The hidden blade becomes invisible for a number of rounds equal to her initiation modifier, as if under the effect of an invisibility spell.

Acrobatic Gambit Risk: The hidden blade makes an Acrobatics check to move through a creature’s threatened area without provoking attacks of opportunity.
Reward: The hidden blade and each of his allies gains a morale bonus equal to the warlord’s initiation modifier on the damage roll of the next attack they make against that creature before the start of the warlord’s next turn.

 

 

 

Edited by Steel Warrior (see edit history)
Name
Alchemy
28
1d20+18 10
Appraise
27
1d20+13 14
Spellcraft
29
1d20+13 16
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EIZAN

"It is ok. It is ok. Peter is . . . special. He . . . it . . . they mean no harm!" Eizan insists to Ishino. She understands what it looks like and she herself is pretty shocked at the sudden transformation - after all, he hadn't done that in front of her with the plates. But as long as Peter wasn't attack them, they would be fine . . . wouldn't they?

"Is holy water really made of rocks? That explains why clerics are so stiff."

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Basics

Characer Name: Ishino Haruyoshi
Race: Gim
Classes: Zweihander Sentinel Warder
Roles: Heavy Hitter
Theme: 南西 Kokunai Shrine - Samurai Emperor

Ishino

"Peter may mean no harm, but I'm not trusting the tentacles to share that trait." Ishino says, still guarding against any attempted grabs from the tentacles in question.

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Robbert O'Finn | Sylv | Cryptic 6 | Initiative +5 | Speed 30 ft | HP 100/100 [THP: 0] | Power Points 23/68
AC: 20, Touch: 15, Flat-Footed 15, CMD: 21 | Fort +9 Ref +14 Will +13 | BAB 7.5 | ResistancesNone | ConditionsInertial Armor (9 PP, 10 hours, +8 Armor to AC)


Disrupt Pattern (PBS) +12 (1d6+13 +4d6, 20x2)
MW Shortbow (+1 Adamantine Arrows) +12 (1d6+1, 20x3)
+1 Adamantine Rapier +9 (1d6+3, 18-20x2)
+1 Adamantine Dagger +9 (1d4+3, 19-20x2)

Skills, Abilities, and Powers

Acrobatics +17, Appraise +12, Craft (Traps) +32, Disable Device +19*+24 vs. Traps, KnowledgeArcana +20
Dungeoneering +20
Engineering +11
Geography +11
History +20
Local +20
Martial +12
Nature +20
Nobility +11
Planes +20
Psionics +20
Religion +20
, Linguistics +14, Perception +14*+19 vs. Traps
Automatic check within 10 ft. of a Trap
,
Profession (Librarian) +14, Spellcraft +20, Stealth +8, Use Magic Device +22


Altered Defense: 9/11r per day (Swift, +2 DR/-, Dodge AC, or Bonus to Hit someone who hit you)
Disable Locks 8/10 per day (Standard, 30 ft range, ML +10 vs. Lock DC)
Branding Pattern (Swift, Ranged Touch, target takes +[7] damage from you until the start of your next turn)
Disable Weapon or Armor (Melee Touch, ML check DC 11+ML of object, suppress item for 5 rounds)
Dislocating Pattern (On Disrupt Pattern, enemy takes -2 Attack, Damage, Skills, and Saves until DC15 Heal check)


Cryptic TalentsCosts 1 PP.
Instant powers can be cast w/o PP cost while maintaining Psionic Focus
May expend Psionic Focus instead of paying 1 PP.

Detect Psionics: 60 ft. Cone, Concentration, detect Psionic / Magic auras.
Ectoplasmic Trinket: 1m/ML, create an object up to 1 GP and 1 ft. cube. Complex objects require a Craft check.
Far Hand: Close, Concentration up to 1m, unattended object up to 5 lb. Move Action to move object up to 15 ft. Augment(Bulleted List)
+2 PP = +5 ft. range.
+1 PP = +2 lb.

Psionic Repair: 10m, 1 object up to 1 lb. / ML. Must have higher ML than the repaired object. Repair 1d4 HP.

Cryptic PowersMatching Tattoo always glows when manifesting, even if suppressing other signs.

Many powers can be augmented in more than one way. When the Augment section contains bulleted paragraphs, you need to spend power points separately for each of the bulleted options. When a paragraph in the Augment section begins with “In addition,” you gain the indicated benefit according to how many power points you have already decided to spend on manifesting the power.

Inertial Armor: Personal, 1h/ML, +4 Force Armor to AC, Augment+2 PP = +1 AC
Guidance of the Ancestors: Personal, 1m/ML, +2 Insight to one Knowledge. Augment(Bulleted List)
+1 PP = +1 Bonus [Stacks to +10],
+4 PP and Focus = Weapon Proficiency,
+2 PP = +1 Language.

+1 Skill per +4 PP total.

Mind Palace: Personal, Immediate, +1d4 to your next d20 roll before the start of your next turn. Augment+2 PP = +1d4
Precognition, Defensive: Personal, 1m/ML, +1 Insight to AC and Saves, Augment(Bulleted List)
+3 PP = +1 Bonus [Stacks]
+6 PP = Swift

Dirt Nap: 1h/ML, 5 x 10 ft dirt or stone rectangle, ground turns semi-solidThe interface between this extradimensional space and the material plane is semi-solid and can support covering materials such as spread straw or a sleeping bag. The interface can support up to 20 pounds of material. Such items can be placed from within the space by reaching up then gently retracting your hands, leaving the items above what you now see as your ceiling. and opens into an extra dimensional space that holds up to 8 creatures of any size. Augment+2 PP = +1 Creature
Heightened Vision: Personal, 1h/ML, 60 ft. Darkvision
Holographic Projection: Long, Concentration, 4x 10 ft. cubes, Will Save. Create images, sounds, or thermal sensations. Augment(Bulleted List)
+2 PP per duration (r/ML, m/ML, h/ML, Permanent)
+4 PP to replace the senses, save does not negate blindness,
+8 to selectively replace senses but not everything, allowing for some objects to be invisible but not everything, or show some objects while changing the environment.
+2 PP adds smell, taste, and touch,
+2 PP = 30 ft. cube / ML,
+4 PP illusion can deal 2d6+ML Force damage, Fort half.

+1 DC per +2 PP Total

Concealing Amphora, Greater: Personal, 1r/ML, Total Concealment for duration. Augment+4PP to affect adjacent
Dispel Psionics: Medium, 1d20+ML vs. 11+ML to cancel Power. Augment+6 PP = +1 Power dispelled per 4 ML
+6 PP = 20 ft. AoE dispel

Resting with the Fallen: Close, 1r/ML, Soul inhabits the corpse and can read their memories from before they died for 2x as long as you concentrate. Augment+6 PP = read memories of 1h per round,
+6 PP may corrupt memories,
+4 PP may Animate corpse as a Wright while Concentrating.

Steadfast Perception: Personal, 10m/ML, Immunity to all Figments and Glamours, +6 Enhancement to Perception.

Robbert spent his afternoon down in "The Final Plan" looking at the strange language trying to understand it, buoyed by his new investigative prowess he made some work at it. After his comrades awoke a runner was sent to pull him from the depths where he'd been holed up with several notebooks copying down symbols.

"No tentacles!" he objected strenuously, backing away from Peter's grasping tentacles. "I'm not that kind of Sylv!"

Name
Linguistics
29
1d20+1d6+14 12,3
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Robbert is able to decrypt some of the language though it is difficult and partially guess work. The cabinets each house various things that he has decided note experiments. No real messages anywhere explaining what the experiments were like these creatures don't use books to note things down in. Each experiment is given a number and marked with one of two runes that Robbert has figured out means failure, or success. Another set of runes all come to the same meaning of "NA" The vials that are set out with the large metal needles all have success written upon them, enhancement, NA, and Final Plan.

Fredrick Is able to notice with his keen eyes that no magic is taking place of anything he knows about, it is beyond his scope, what is happening however is items totaling up to the price it would take to make ten doses of holy water are being devoured. The items are indiscriminate for size or what they are made of but what ever looks to be the most expensive is what the tentacles reach for first.

 

The party is able to keep back from the tentacles easily enough and as long as they don't engage with them they leave them along besides trying to get at anything that would be easy to snatch. Once the price of the holy water has been accounted for in items the other tentacles retract and one lone one comes out attaches to the floor and slowly rises to reveal one vial of holy water at a time till two rows of five vials are placed on the floor in front of Peter. The final tentacle retracts, the mouth closes and vanishes as if it had never existed, peter wordlessly dresses again and then snaps out of it like he hadn't done anything strange. Wiping his brow and smiling. "There you have it, holy water cooked up, ready to use for what ever ceremony you like, and lab all cleaned up. I know it took me a bit but you can't rush the process. Do I pass?" He asked believing fully in his mind that he went through all the steps of boiling, adding ingredients, putting into vials, and cleaning up after himself, in his mind several hours have passed instead of 6 seconds.

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Fredrick Jacobs

e7afe5f6ec69f14c5ddcd7b9d959cd0f.jpgFredrick Jacobs  HP: 110/110   Saves: Fort 8, Ref 12, Will 10  AC: 20, 13(touch), 17(flat-footed) Defensively: 24, Full Defense: 27 Initiative: 3 (7 stance), Speed: 30 Perception: +24, Stealth: +20


Fredrick seems to stand there wondering WTF he just witnessed again. In the back of his mind, he wondered if this was some strange experiment run wild that the mind flayers were dealing with, and he won the battle of wills.

"Um, do you mind me asking.. DO you know what you're doing when this is all happening? Because I mean tentacles!" he says. "I don't think you're a bad guy, but we had just dealt with mind flayers and they like to eat people's brains and stuff."

"What is it you hope to achieve, now that you're here?" he asks politely.

Statblock

[URL=/sheets/?id=2798290][B][SIZE=+1]Fredrick Jacobs[/SIZE][/B][/URL] Male Neutral Good Human Bard 2, Rogue 8, [B]Level[/B] 10, [B]Init[/B] 3, [B]HP[/B] 110/110, [B]Speed[/B] 30 [B]AC[/B] 20, [B]Touch[/B] 13, [B]Flat-footed[/B] 17, [B]CMD[/b] 21, [B]Fort[/B] 8, [B]Ref[/B] 12, [B]Will[/B] 10, [B]CMB[/B] +7/+2, [B]Base Attack Bonus[/B] +7/+2 [B] +1 Adamantine Rapier [/B] +10/+5 (1d6+2, 18-20/x2) [B]null Light Crossbow (x40) [/B] +9/+4 (1d6, 19-20/x2) [B] TWF +1 Adamantine Dagger [/B] +10/+5 (1d4+1, 19-20/x2) [B] +1 Mithral Shirt[/B], [B] +1 Mithral Buckler[/B] (+5 Armor, +2 Shield, +3 Dex) [B]Abilities[/B] Str 12, Dex 16, Con 16, Int 20, Wis 16, Cha 18 [B]Condition[/B] . [B]Class:[/B] Evasion, Improved Uncanny Dodge [b]Skills:[/b] Acrobatics 16, Appraise 13, Bluff 8, Climb 5, Diplomacy 11, Disable Device 21, Disguise 8, Escape Artist 16, Heal 7, Intimidate 8, Linguistics 12, Perception 24, Perfom Dance 17, Sense Motive 16, Sleight of Hand 7, Spellcraft 13, Stealth 20, Survival 7, Swim 5, UMD 17 [B]Knowledge Skills:[/B] Arcana 14, Dungeoneering 14, Geography 12, History 15, Local 11, Nature 12, Nobility 10, Planes 10, Religion 10, Psionics 13 [b]Craft skills:[/b] Alchemy 18, Armorsmith 20, Blacksmith 20, Cook 15, Glassmaker 20, Gemcrafter 28, Leatherworking 18, Mason 13, Tailor 13, Weaponsmith 20, Woodworker 13 [b]Profession Skills:[/b] Carpenter 16, Driver 11, Fisherman 7, Jeweler 12, Merchant 12 [b]Languages:[/b] Common, Arequin, Draconic, Gim, Necril, Nixali, Rennian, Sylvan, Tylinese [b]Feats: 1st:[/b] Craft Wonderous Items (retraining), [b]Bonus:[/b] Additional Traits (+2 universal traits), Cunning [b]1st:[/b] Craft Wonderous Items [b]3rd:[/b] Craft Arms and Armor (retraining) [b]5th:[/b] Master Craftsman (Gemcrafter), [B]7th:[/B] Two-Weapon Fighting [B]8th:[/B] Double Slice (class) [B]9th:[/B] Improved Two-Weapon Fighting (retrain) Temp: Throw Anything, Extra Bombs Temp: Class Ability 1: Alchemist: Bombs (Su) 17/day 5d6+5 DC 22 Class Ability 2: Alchemist: Discoveries (5) Defoliant Bomb (2nd), Explosive Bomb (4th), Alchemical Strike (discovery, feat) (6th), Fast Bombs (8th), Sticky Bomb (10th) [spoiler=Spells][b]Daily Bard Spells[/b] [b]1st:[/b] 3 [b]Spells Known 0-Lvl:[/b] 5 [b]1st:[/b] 3 [b]0-lvl:[/b] Create Water, Detect Magic, Mending, Mage Hand, Prestidigitation [b]1st:[/b] Identify, Tears to Wine [/spoiler] [spoiler=Maneuvers][B]Maximum Level:[/B] 3, [B]Maneuvers Known:[/B] 7, [B]Maneuvers Readied:[/B] 4, [B]Stances Known:[/B] 3 [B]Maneuvers:[/B] Mithral Current, Thrashing Dragon, Veiled Moon. At 1st level, a hidden blade adds Broken Blade to her list of available disciplines. [B]Maneuvers Known:[/B] [ooc="Fading Strike"][B]Discipline:[/B] Veiled Moon (Strike) (teleportation); [B]Level:[/B] 2 [B]Initiation Action:[/B] 1 standard action, [B]Range:[/B] Personal, [B]Target:[/B] Up to the disciple’s movement speed, [B]Duration:[/B] Instant The disciple learns the basic technique at this level for walking between worlds to reach locations that previously could be inaccessible on the mortal world and potentially attack foes at those locales. As a standard action, the initiator may either teleport to a location no farther away than his maximum movement speed, and make an attack action against an opponent as part of the same standard action, or attack an adjacent target and then teleport to a location no farther away than his maximum movement speed. The teleportation destination must be clearly seen by the disciple to teleport to that location, and it must be unoccupied.[/ooc], [ooc="Flowing Creek"][B]Discipline:[/B] Mithral Current (Counter); [B]Level:[/B] 1 [B]Initiation Action:[/B] 1 immediate action, [B]Range:[/B] Personal, [B]Target:[/B] Self, [B]Duration:[/B] Instant Like the flowing water that inspired your art, you sidestep and work around foes instead of fighting them directly. You can initiate this counter in response to a melee or ranged attack (including touch or ranged touch spell attacks) being made against you. Make a Perform (dance) check, using your opponent’s attack roll as the DC. If you succeed, the attack is negated and you may take a 5-foot step as a free action, even if you have already taken one this round.[/ooc], [ooc="Flurry Strike"][B]Discipline:[/B] Broken Blade (Strike); [B]Level:[/B] 1, [B]Initiation Action:[/B] 1 standard action, [B]Range:[/B] Melee attack [B]Target:[/B] One creature, Duration: Instant The disciple of the Broken Blade learns to maximize openings in his opponent’s defenses and makes lightning fast attacks whenever possible. As a standard action, the initiator may make two attacks at his full base attack bonus.[/ooc], [ooc="Ghost Hunting Blow"][B]Discipline:[/B] Veiled Moon (Boost); [B]Level:[/B] 1, [B]Initiation Action:[/B] 1 swift action, [B]Range:[/B] Personal [B]Target:[/B] You, [B]Duration:[/B] One round By reaching across the barrier between worlds, the disciple may strike at disembodied spirits as easily he would strike a normal mortal. Any and all of the initiator’s attacks made this round, including attacks of opportunity, are made as if the initiator’s weapon possessed the ghost touch property. This is an Ethereal plane using maneuver.[/ooc], [ooc="Half-Gone"][B]Discipline:[/B] Veiled Moon (Counter) (teleportation); [B]Level:[/B] 2, [B]Initiation Action:[/B] 1 immediate action [B]Range:[/B] Personal, [B]Target:[/B] You, [B]Duration:[/B] Instant By momentarily slipping through the barrier between the Material and the Astral planes, the Veiled Moon disciple may attempt to avoid an attack by being incorporeal. The initiator makes an opposed Stealth check against the attacker’s Perception check; if successful the initiator is incorporeal for that attack (resolve the attack against the initiator as normal for striking an incorporeal target). This counter may be attempted to defend against targeted and area of effect spells, making a Stealth check in place of a Reflex save.[/ooc], [ooc=Steel Flurry Strike][B]Discipline:[/B] Broken Blade (Strike); Level: 3 [B]Prerequisite(s):[/B] One Broken Blade maneuver, [B]Initiation Action:[/B] 1 standard action [B]Range:[/B] Melee attack, [B]Target[/B]: One creature, [B]Duration:[/B] Instant [B]DESCRIPTION[/B] The disciple makes a furious set of attacks upon his foe, hammering through defenses and striking rapidly. The initiator may make three attacks against his foe at full base attack bonus with a -2 penalty to hit. Successful hits inflict an additional 3d6 points of damage per hit.[/ooc], [ooc="Tidal Blade"][B]Discipline:[/B] Mithral Current (Strike); [B]Level:[/B] 1, Initiation [B]Action: [/B]1 standard action [B]Range:[/B] Melee attack, [B]Target[/B]: Up to two creatures, [B]Duration:[/B] Instant As a disciple of the Mithral Current discipline, your skill and grace comes from your flowing movements and lightning-quick attacks. You make a swift slash, striking through multiple enemies with your swing. Make a melee attack roll and compare it to the AC of two creatures within your reach. If the attack roll hits a target, the attack deals weapon damage as normal. Use the same damage roll for each target. If you drew your weapon as part of this strike, you gain a +2 bonus on your attack roll. [/ooc]. [B]Stances Known:[/B] [ooc="Battle Dragon's Stance"][B]Discipline:[/B] Thrashing Dragon (Stance); [B]Level:[/B] 3 [B]Prerequisite(s):[/B] 1 Thrashing Dragon maneuver [B]Initiation Action:[/B] 1 swift action [B]Range:[/B] Personal [B]Target:[/B] You [B]Duration:[/B] Stance [B]DESCRIPTION[/B] The Battle Dragon’s Stance shows the disciple how to balance his fighting style and through this centering of being, he may find speed, finesse, and power. While in the Battle Dragon’s Stance, the disciple reduces his two-weapon fighting penalties by 2, and gains a +4 bonus to Initiative checks and adds 1d6 + initiation modifier to melee damage while fighting with two weapons.[/ooc] [ooc="Iron Hand Stance"][B]Discipline:[/B] Broken Blade (Stance); [B]Level:[/B] 1, [B]Initiation Action:[/B] 1 swift action [B]Range:[/B] Personal, [B]Target:[/B] You, [B]Duration:[/B] Stance By keeping his hands stiff and his arms loose and ready, the disciple uses his bare palms as shields to protect himself from the weapons of his foes. While in this stance, the initiator gains a +2 shield bonus to his AC while he has at least one free hand. At the initiator’s 6th initiator level, this bonus increases by +1, again at 12th level, and a final time at 18th level.[/ooc], [ooc="Spirit Sensing Stance"][B]Discipline:[/B] Veiled Moon (Stance); [B]Level:[/B] 1, [B]Initiation Action:[/B] 1 swift action [B]Range:[/B] Personal, [B]Target:[/B] You, [B]Duration:[/B] Stance By sensing the different patterns all beings that exist have, the senses of the Veiled Moon disciple exceed that of natural beings and move into the realm of supernatural awareness. While in this stance, the initiators gains the scent special ability and he may detect creatures on the Ethereal plane that are near the Material plane within 30-ft. of his position.[/ooc] [B]Readied:[/B] Fading Strike, Flowing Creek, Steel Flurry Strike, Half-Gone [/spoiler] [spoiler=Gambits (Ex)][spoiler=Gambits (Ex)]A hidden blade is a cunning warrior who seizes opportunities as they present themselves to put his enemies in untenable positions. At 1st level, a hidden blade selects two gambits from the gambits available to warlords, or the hidden blade gambits listed below. At 4th level and every four levels thereafter, a hidden blade selects an additional gambit to learn. Any gambit that would normally use the hidden blade’s Charisma modifier to determine its effects instead uses her hidden blade initiation modifier. These gambits allow the hidden blade to recover maneuvers. Due to their reliance on the stresses of combat to bring out the best of the hidden blade, gambits cannot be used outside combat. A gambit has two aspects: a risk and a reward. A gambit’s risk describes an action the hidden blade must take in order to play the gambit. The hidden blade begin a gambit as a swift action, then performs the gambit’s risk action. She may add her hidden blade initiation modifier as a luck bonus on any d20 rolls made while performing this action (such as the Acrobatics check of an acrobatic gambit, or the attack roll of a brave gambit). The hidden blade only gets this bonus if she used a swift action to begin the gambit; if taking the actions normally, she gains no additional benefits. If the hidden blade initiates a maneuver as part of a gambit, she cannot recover that maneuver when the gambit is completed (even if it’s her only expended maneuver). If the hidden blade succeeds at her gambit’s risk, she recovers a number of expended maneuvers equal to her hidden blade initiation modifier (minimum 2) and gains the reward listed in the gambit’s description. Allies who would gain a benefit from the gambit’s reward must be within 60 feet of the hidden blade and able to see her perform the gambit’s risk If the hidden blade fails her gambit (such as missing the charge attack of a brave gambit, or failing the saving throw of an unbreakable gambit), she suffers the gambit’s rake, recovering only a single expended maneuver and taking a –2 penalty on all d20 rolls for one round.[/spoiler] [B]Initiation Modifier:[/B] 4 [ooc="Coward's Gabmit"][B]Risk:[/B] The hidden blade attacks a flat-footed opponent or an opponent she is flanking. [B]Reward:[/B]The hidden blade’s allies gain a bonus on damage rolls against that opponent equal to the hidden blade’s initiation modifier for one round.[/ooc] [ooc="Flanker's Gambit"][B]Risk:[/B] The hidden blade attacks an opponent adjacent to one of the hidden blade’s other allies. [B]Reward:[/B] The hidden blade is considered to be flanking that opponent until the end of her next turn, even if the hidden blade is not in a position that would allow her to flank them. [/ooc] [ooc="Stealth Gambit (Su)"][B]Risk:[/B] The hidden blade makes a Stealth check to hide. [B]Reward:[/B] The hidden blade becomes invisible for a number of rounds equal to her initiation modifier, as if under the effect of an invisibility spell.[/ooc] [ooc=Acrobatic Gambit][B]Risk:[/B] The hidden blade makes an Acrobatics check to move through a creature’s threatened area without provoking attacks of opportunity. [B]Reward:[/B] The hidden blade and each of his allies gains a morale bonus equal to the warlord’s initiation modifier on the damage roll of the next attack they make against that creature before the start of the warlord’s next turn.[/ooc][/spoiler]
Fredrick Jacobs
Male Neutral Good Human Bard 2, Rogue 8, Level 10, Init 3, HP 110/110, Speed 30
AC 20, Touch 13, Flat-footed 17, CMD 21, Fort 8, Ref 12, Will 10, CMB +7/+2, Base Attack Bonus +7/+2
+1 Adamantine Rapier +10/+5 (1d6+2, 18-20/x2)
null Light Crossbow (x40) +9/+4 (1d6, 19-20/x2)
TWF +1 Adamantine Dagger +10/+5 (1d4+1, 19-20/x2)
+1 Mithral Shirt , +1 Mithral Buckler (+5 Armor, +2 Shield, +3 Dex)
Abilities Str 12, Dex 16, Con 16, Int 20, Wis 16, Cha 18
Condition .
Class: Evasion, Improved Uncanny Dodge
Skills: Acrobatics 16, Appraise 13, Bluff 8, Climb 5, Diplomacy 11, Disable Device 21, Disguise 8, Escape Artist 16, Heal 7, Intimidate 8, Linguistics 12, Perception 24, Perfom Dance 17, Sense Motive 16, Sleight of Hand 7, Spellcraft 13, Stealth 20, Survival 7, Swim 5, UMD 17
Knowledge Skills: Arcana 14, Dungeoneering 14, Geography 12, History 15, Local 11, Nature 12, Nobility 10, Planes 10, Religion 10, Psionics 13
Craft skills: Alchemy 18, Armorsmith 20, Blacksmith 20, Cook 15, Glassmaker 20, Gemcrafter 28, Leatherworking 18, Mason 13, Tailor 13, Weaponsmith 20, Woodworker 13
Profession Skills: Carpenter 16, Driver 11, Fisherman 7, Jeweler 12, Merchant 12
Languages: Common, Arequin, Draconic, Gim, Necril, Nixali, Rennian, Sylvan, Tylinese
Feats: 1st: Craft Wonderous Items (retraining), Bonus: Additional Traits (+2 universal traits), Cunning 1st: Craft Wonderous Items 3rd: Craft Arms and Armor (retraining) 5th: Master Craftsman (Gemcrafter), 7th: Two-Weapon Fighting 8th: Double Slice (class) 9th: Improved Two-Weapon Fighting (retrain) Temp: Throw Anything, Extra Bombs
Temp: Class Ability 1: Alchemist: Bombs (Su) 17/day 5d6+5 DC 22
Class Ability 2: Alchemist: Discoveries (5) Defoliant Bomb (2nd), Explosive Bomb (4th), Alchemical Strike (discovery, feat) (6th), Fast Bombs (8th), Sticky Bomb (10th)

Spells

Daily Bard Spells 1st: 3
Spells Known 0-Lvl: 5 1st: 3
0-lvl: Create Water, Detect Magic, Mending, Mage Hand, Prestidigitation
1st: Identify, Tears to Wine

Maneuvers

Maximum Level: 3, Maneuvers Known: 7, Maneuvers Readied: 4, Stances Known: 3
Maneuvers: Mithral Current, Thrashing Dragon, Veiled Moon. At 1st level, a hidden blade adds Broken Blade to her list of available disciplines.
Maneuvers Known: Fading Strike , Flowing Creek , Flurry Strike , Ghost Hunting Blow , Half-Gone , Steel Flurry Strike , Tidal Blade .
Stances Known: Battle Dragon's Stance Iron Hand Stance , Spirit Sensing Stance
Readied: Fading Strike, Flowing Creek, Steel Flurry Strike, Half-Gone

Gambits (Ex)

 

Gambits (Ex)

A hidden blade is a cunning warrior who seizes opportunities as they present themselves to put his enemies in untenable positions. At 1st level, a hidden blade selects two gambits from the gambits available to warlords, or the hidden blade gambits listed below. At 4th level and every four levels thereafter, a hidden blade selects an additional gambit to learn. Any gambit that would normally use the hidden blade’s Charisma modifier to determine its effects instead uses her hidden blade initiation modifier. These gambits allow the hidden blade to recover maneuvers. Due to their reliance on the stresses of combat to bring out the best of the hidden blade, gambits cannot be used outside combat.

A gambit has two aspects: a risk and a reward. A gambit’s risk describes an action the hidden blade must take in order to play the gambit. The hidden blade begin a gambit as a swift action, then performs the gambit’s risk action. She may add her hidden blade initiation modifier as a luck bonus on any d20 rolls made while performing this action (such as the Acrobatics check of an acrobatic gambit, or the attack roll of a brave gambit). The hidden blade only gets this bonus if she used a swift action to begin the gambit; if taking the actions normally, she gains no additional benefits. If the hidden blade initiates a maneuver as part of a gambit, she cannot recover that maneuver when the gambit is completed (even if it’s her only expended maneuver).

If the hidden blade succeeds at her gambit’s risk, she recovers a number of expended maneuvers equal to her hidden blade initiation modifier (minimum 2) and gains the reward listed in the gambit’s description. Allies who would gain a benefit from the gambit’s reward must be within 60 feet of the hidden blade and able to see her perform the gambit’s risk

If the hidden blade fails her gambit (such as missing the charge attack of a brave gambit, or failing the saving throw of an unbreakable gambit), she suffers the gambit’s rake, recovering only a single expended maneuver and taking a –2 penalty on all d20 rolls for one round.


Initiation Modifier: 4
Coward's Gabmit
Flanker's Gambit
Stealth Gambit (Su)
Acrobatic Gambit

 

 

 

Name
Sense Motive
30
1d20+16 14
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EIZAN

"Ah! Ah! Peter, make me a cure light wounds potions. With haste! Fredrick will see your glorious work once more," Eizan barks, flailing her arms to distract the man from the inquiry Fredrick just made. She then throws about 50 gold coins on the floor before turning to her companions.

Certain Peter is unaware of his surroundings while performing 'alchemy', Eizan speaks plainly about her concerns to her fellows, "Peter is nice, but Peter is not brain-good. He is like diseased dog playing fetch. We like him, but if he is distracted from being a good boy he might eat someone! Maybe he is cursed. We find him cure, but until then we keep him happy and away from people."

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Fredrick Jacobs

e7afe5f6ec69f14c5ddcd7b9d959cd0f.jpgFredrick Jacobs  HP: 110/110   Saves: Fort 8, Ref 12, Will 10  AC: 20, 13(touch), 17(flat-footed) Defensively: 24, Full Defense: 27 Initiative: 3 (7 stance), Speed: 30 Perception: +24, Stealth: +20


Fredrick says, "He certainly works much faster than I could ever..." As he paces about, "In my downtime I learned to use bombs, and especially one useful against the possible tree creature. I have also learned that we can have some flasks made to do a lesser effect, but still useful to us as a group. Either he, or I can craft it, but if we are making it ourselves, would it not be a third the cost in materials?" Looking over at Eizan who just threw down 50 gold, "I guess that could be 3 potions worth."



He pulls everyone aside, and whispers to the group, "Hey, maybe if he is infected with something, we can have him brew a potion for that and drink it himself?"

OOC: Defoliant

Statblock

[URL=/sheets/?id=2798290][B][SIZE=+1]Fredrick Jacobs[/SIZE][/B][/URL] Male Neutral Good Human Bard 2, Rogue 8, [B]Level[/B] 10, [B]Init[/B] 3, [B]HP[/B] 110/110, [B]Speed[/B] 30 [B]AC[/B] 20, [B]Touch[/B] 13, [B]Flat-footed[/B] 17, [B]CMD[/b] 21, [B]Fort[/B] 8, [B]Ref[/B] 12, [B]Will[/B] 10, [B]CMB[/B] +7/+2, [B]Base Attack Bonus[/B] +7/+2 [B] +1 Adamantine Rapier [/B] +10/+5 (1d6+2, 18-20/x2) [B]null Light Crossbow (x40) [/B] +9/+4 (1d6, 19-20/x2) [B] TWF +1 Adamantine Dagger [/B] +10/+5 (1d4+1, 19-20/x2) [B] +1 Mithral Shirt[/B], [B] +1 Mithral Buckler[/B] (+5 Armor, +2 Shield, +3 Dex) [B]Abilities[/B] Str 12, Dex 16, Con 16, Int 20, Wis 16, Cha 18 [B]Condition[/B] . [B]Class:[/B] Evasion, Improved Uncanny Dodge [b]Skills:[/b] Acrobatics 16, Appraise 13, Bluff 8, Climb 5, Diplomacy 11, Disable Device 21, Disguise 8, Escape Artist 16, Heal 7, Intimidate 8, Linguistics 12, Perception 24, Perfom Dance 17, Sense Motive 16, Sleight of Hand 7, Spellcraft 13, Stealth 20, Survival 7, Swim 5, UMD 17 [B]Knowledge Skills:[/B] Arcana 14, Dungeoneering 14, Geography 12, History 15, Local 11, Nature 12, Nobility 10, Planes 10, Religion 10, Psionics 13 [b]Craft skills:[/b] Alchemy 18, Armorsmith 20, Blacksmith 20, Cook 15, Glassmaker 20, Gemcrafter 28, Leatherworking 18, Mason 13, Tailor 13, Weaponsmith 20, Woodworker 13 [b]Profession Skills:[/b] Carpenter 16, Driver 11, Fisherman 7, Jeweler 12, Merchant 12 [b]Languages:[/b] Common, Arequin, Draconic, Gim, Necril, Nixali, Rennian, Sylvan, Tylinese [b]Feats: 1st:[/b] Craft Wonderous Items (retraining), [b]Bonus:[/b] Additional Traits (+2 universal traits), Cunning [b]1st:[/b] Craft Wonderous Items [b]3rd:[/b] Craft Arms and Armor (retraining) [b]5th:[/b] Master Craftsman (Gemcrafter), [B]7th:[/B] Two-Weapon Fighting [B]8th:[/B] Double Slice (class) [B]9th:[/B] Improved Two-Weapon Fighting (retrain) Temp: Throw Anything, Extra Bombs Temp: Class Ability 1: Alchemist: Bombs (Su) 17/day 5d6+5 DC 22 Class Ability 2: Alchemist: Discoveries (5) Defoliant Bomb (2nd), Explosive Bomb (4th), Alchemical Strike (discovery, feat) (6th), Fast Bombs (8th), Sticky Bomb (10th) [spoiler=Spells][b]Daily Bard Spells[/b] [b]1st:[/b] 3 [b]Spells Known 0-Lvl:[/b] 5 [b]1st:[/b] 3 [b]0-lvl:[/b] Create Water, Detect Magic, Mending, Mage Hand, Prestidigitation [b]1st:[/b] Identify, Tears to Wine [/spoiler] [spoiler=Maneuvers][B]Maximum Level:[/B] 3, [B]Maneuvers Known:[/B] 7, [B]Maneuvers Readied:[/B] 4, [B]Stances Known:[/B] 3 [B]Maneuvers:[/B] Mithral Current, Thrashing Dragon, Veiled Moon. At 1st level, a hidden blade adds Broken Blade to her list of available disciplines. [B]Maneuvers Known:[/B] [ooc="Fading Strike"][B]Discipline:[/B] Veiled Moon (Strike) (teleportation); [B]Level:[/B] 2 [B]Initiation Action:[/B] 1 standard action, [B]Range:[/B] Personal, [B]Target:[/B] Up to the disciple’s movement speed, [B]Duration:[/B] Instant The disciple learns the basic technique at this level for walking between worlds to reach locations that previously could be inaccessible on the mortal world and potentially attack foes at those locales. As a standard action, the initiator may either teleport to a location no farther away than his maximum movement speed, and make an attack action against an opponent as part of the same standard action, or attack an adjacent target and then teleport to a location no farther away than his maximum movement speed. The teleportation destination must be clearly seen by the disciple to teleport to that location, and it must be unoccupied.[/ooc], [ooc="Flowing Creek"][B]Discipline:[/B] Mithral Current (Counter); [B]Level:[/B] 1 [B]Initiation Action:[/B] 1 immediate action, [B]Range:[/B] Personal, [B]Target:[/B] Self, [B]Duration:[/B] Instant Like the flowing water that inspired your art, you sidestep and work around foes instead of fighting them directly. You can initiate this counter in response to a melee or ranged attack (including touch or ranged touch spell attacks) being made against you. Make a Perform (dance) check, using your opponent’s attack roll as the DC. If you succeed, the attack is negated and you may take a 5-foot step as a free action, even if you have already taken one this round.[/ooc], [ooc="Flurry Strike"][B]Discipline:[/B] Broken Blade (Strike); [B]Level:[/B] 1, [B]Initiation Action:[/B] 1 standard action, [B]Range:[/B] Melee attack [B]Target:[/B] One creature, Duration: Instant The disciple of the Broken Blade learns to maximize openings in his opponent’s defenses and makes lightning fast attacks whenever possible. As a standard action, the initiator may make two attacks at his full base attack bonus.[/ooc], [ooc="Ghost Hunting Blow"][B]Discipline:[/B] Veiled Moon (Boost); [B]Level:[/B] 1, [B]Initiation Action:[/B] 1 swift action, [B]Range:[/B] Personal [B]Target:[/B] You, [B]Duration:[/B] One round By reaching across the barrier between worlds, the disciple may strike at disembodied spirits as easily he would strike a normal mortal. Any and all of the initiator’s attacks made this round, including attacks of opportunity, are made as if the initiator’s weapon possessed the ghost touch property. This is an Ethereal plane using maneuver.[/ooc], [ooc="Half-Gone"][B]Discipline:[/B] Veiled Moon (Counter) (teleportation); [B]Level:[/B] 2, [B]Initiation Action:[/B] 1 immediate action [B]Range:[/B] Personal, [B]Target:[/B] You, [B]Duration:[/B] Instant By momentarily slipping through the barrier between the Material and the Astral planes, the Veiled Moon disciple may attempt to avoid an attack by being incorporeal. The initiator makes an opposed Stealth check against the attacker’s Perception check; if successful the initiator is incorporeal for that attack (resolve the attack against the initiator as normal for striking an incorporeal target). This counter may be attempted to defend against targeted and area of effect spells, making a Stealth check in place of a Reflex save.[/ooc], [ooc=Steel Flurry Strike][B]Discipline:[/B] Broken Blade (Strike); Level: 3 [B]Prerequisite(s):[/B] One Broken Blade maneuver, [B]Initiation Action:[/B] 1 standard action [B]Range:[/B] Melee attack, [B]Target[/B]: One creature, [B]Duration:[/B] Instant [B]DESCRIPTION[/B] The disciple makes a furious set of attacks upon his foe, hammering through defenses and striking rapidly. The initiator may make three attacks against his foe at full base attack bonus with a -2 penalty to hit. Successful hits inflict an additional 3d6 points of damage per hit.[/ooc], [ooc="Tidal Blade"][B]Discipline:[/B] Mithral Current (Strike); [B]Level:[/B] 1, Initiation [B]Action: [/B]1 standard action [B]Range:[/B] Melee attack, [B]Target[/B]: Up to two creatures, [B]Duration:[/B] Instant As a disciple of the Mithral Current discipline, your skill and grace comes from your flowing movements and lightning-quick attacks. You make a swift slash, striking through multiple enemies with your swing. Make a melee attack roll and compare it to the AC of two creatures within your reach. If the attack roll hits a target, the attack deals weapon damage as normal. Use the same damage roll for each target. If you drew your weapon as part of this strike, you gain a +2 bonus on your attack roll. [/ooc]. [B]Stances Known:[/B] [ooc="Battle Dragon's Stance"][B]Discipline:[/B] Thrashing Dragon (Stance); [B]Level:[/B] 3 [B]Prerequisite(s):[/B] 1 Thrashing Dragon maneuver [B]Initiation Action:[/B] 1 swift action [B]Range:[/B] Personal [B]Target:[/B] You [B]Duration:[/B] Stance [B]DESCRIPTION[/B] The Battle Dragon’s Stance shows the disciple how to balance his fighting style and through this centering of being, he may find speed, finesse, and power. While in the Battle Dragon’s Stance, the disciple reduces his two-weapon fighting penalties by 2, and gains a +4 bonus to Initiative checks and adds 1d6 + initiation modifier to melee damage while fighting with two weapons.[/ooc] [ooc="Iron Hand Stance"][B]Discipline:[/B] Broken Blade (Stance); [B]Level:[/B] 1, [B]Initiation Action:[/B] 1 swift action [B]Range:[/B] Personal, [B]Target:[/B] You, [B]Duration:[/B] Stance By keeping his hands stiff and his arms loose and ready, the disciple uses his bare palms as shields to protect himself from the weapons of his foes. While in this stance, the initiator gains a +2 shield bonus to his AC while he has at least one free hand. At the initiator’s 6th initiator level, this bonus increases by +1, again at 12th level, and a final time at 18th level.[/ooc], [ooc="Spirit Sensing Stance"][B]Discipline:[/B] Veiled Moon (Stance); [B]Level:[/B] 1, [B]Initiation Action:[/B] 1 swift action [B]Range:[/B] Personal, [B]Target:[/B] You, [B]Duration:[/B] Stance By sensing the different patterns all beings that exist have, the senses of the Veiled Moon disciple exceed that of natural beings and move into the realm of supernatural awareness. While in this stance, the initiators gains the scent special ability and he may detect creatures on the Ethereal plane that are near the Material plane within 30-ft. of his position.[/ooc] [B]Readied:[/B] Fading Strike, Flowing Creek, Steel Flurry Strike, Half-Gone [/spoiler] [spoiler=Gambits (Ex)][spoiler=Gambits (Ex)]A hidden blade is a cunning warrior who seizes opportunities as they present themselves to put his enemies in untenable positions. At 1st level, a hidden blade selects two gambits from the gambits available to warlords, or the hidden blade gambits listed below. At 4th level and every four levels thereafter, a hidden blade selects an additional gambit to learn. Any gambit that would normally use the hidden blade’s Charisma modifier to determine its effects instead uses her hidden blade initiation modifier. These gambits allow the hidden blade to recover maneuvers. Due to their reliance on the stresses of combat to bring out the best of the hidden blade, gambits cannot be used outside combat. A gambit has two aspects: a risk and a reward. A gambit’s risk describes an action the hidden blade must take in order to play the gambit. The hidden blade begin a gambit as a swift action, then performs the gambit’s risk action. She may add her hidden blade initiation modifier as a luck bonus on any d20 rolls made while performing this action (such as the Acrobatics check of an acrobatic gambit, or the attack roll of a brave gambit). The hidden blade only gets this bonus if she used a swift action to begin the gambit; if taking the actions normally, she gains no additional benefits. If the hidden blade initiates a maneuver as part of a gambit, she cannot recover that maneuver when the gambit is completed (even if it’s her only expended maneuver). If the hidden blade succeeds at her gambit’s risk, she recovers a number of expended maneuvers equal to her hidden blade initiation modifier (minimum 2) and gains the reward listed in the gambit’s description. Allies who would gain a benefit from the gambit’s reward must be within 60 feet of the hidden blade and able to see her perform the gambit’s risk If the hidden blade fails her gambit (such as missing the charge attack of a brave gambit, or failing the saving throw of an unbreakable gambit), she suffers the gambit’s rake, recovering only a single expended maneuver and taking a –2 penalty on all d20 rolls for one round.[/spoiler] [B]Initiation Modifier:[/B] 4 [ooc="Coward's Gabmit"][B]Risk:[/B] The hidden blade attacks a flat-footed opponent or an opponent she is flanking. [B]Reward:[/B]The hidden blade’s allies gain a bonus on damage rolls against that opponent equal to the hidden blade’s initiation modifier for one round.[/ooc] [ooc="Flanker's Gambit"][B]Risk:[/B] The hidden blade attacks an opponent adjacent to one of the hidden blade’s other allies. [B]Reward:[/B] The hidden blade is considered to be flanking that opponent until the end of her next turn, even if the hidden blade is not in a position that would allow her to flank them. [/ooc] [ooc="Stealth Gambit (Su)"][B]Risk:[/B] The hidden blade makes a Stealth check to hide. [B]Reward:[/B] The hidden blade becomes invisible for a number of rounds equal to her initiation modifier, as if under the effect of an invisibility spell.[/ooc] [ooc=Acrobatic Gambit][B]Risk:[/B] The hidden blade makes an Acrobatics check to move through a creature’s threatened area without provoking attacks of opportunity. [B]Reward:[/B] The hidden blade and each of his allies gains a morale bonus equal to the warlord’s initiation modifier on the damage roll of the next attack they make against that creature before the start of the warlord’s next turn.[/ooc][/spoiler]
Fredrick Jacobs
Male Neutral Good Human Bard 2, Rogue 8, Level 10, Init 3, HP 110/110, Speed 30
AC 20, Touch 13, Flat-footed 17, CMD 21, Fort 8, Ref 12, Will 10, CMB +7/+2, Base Attack Bonus +7/+2
+1 Adamantine Rapier +10/+5 (1d6+2, 18-20/x2)
null Light Crossbow (x40) +9/+4 (1d6, 19-20/x2)
TWF +1 Adamantine Dagger +10/+5 (1d4+1, 19-20/x2)
+1 Mithral Shirt , +1 Mithral Buckler (+5 Armor, +2 Shield, +3 Dex)
Abilities Str 12, Dex 16, Con 16, Int 20, Wis 16, Cha 18
Condition .
Class: Evasion, Improved Uncanny Dodge
Skills: Acrobatics 16, Appraise 13, Bluff 8, Climb 5, Diplomacy 11, Disable Device 21, Disguise 8, Escape Artist 16, Heal 7, Intimidate 8, Linguistics 12, Perception 24, Perfom Dance 17, Sense Motive 16, Sleight of Hand 7, Spellcraft 13, Stealth 20, Survival 7, Swim 5, UMD 17
Knowledge Skills: Arcana 14, Dungeoneering 14, Geography 12, History 15, Local 11, Nature 12, Nobility 10, Planes 10, Religion 10, Psionics 13
Craft skills: Alchemy 18, Armorsmith 20, Blacksmith 20, Cook 15, Glassmaker 20, Gemcrafter 28, Leatherworking 18, Mason 13, Tailor 13, Weaponsmith 20, Woodworker 13
Profession Skills: Carpenter 16, Driver 11, Fisherman 7, Jeweler 12, Merchant 12
Languages: Common, Arequin, Draconic, Gim, Necril, Nixali, Rennian, Sylvan, Tylinese
Feats: 1st: Craft Wonderous Items (retraining), Bonus: Additional Traits (+2 universal traits), Cunning 1st: Craft Wonderous Items 3rd: Craft Arms and Armor (retraining) 5th: Master Craftsman (Gemcrafter), 7th: Two-Weapon Fighting 8th: Double Slice (class) 9th: Improved Two-Weapon Fighting (retrain) Temp: Throw Anything, Extra Bombs
Temp: Class Ability 1: Alchemist: Bombs (Su) 17/day 5d6+5 DC 22
Class Ability 2: Alchemist: Discoveries (5) Defoliant Bomb (2nd), Explosive Bomb (4th), Alchemical Strike (discovery, feat) (6th), Fast Bombs (8th), Sticky Bomb (10th)

Spells

Daily Bard Spells 1st: 3
Spells Known 0-Lvl: 5 1st: 3
0-lvl: Create Water, Detect Magic, Mending, Mage Hand, Prestidigitation
1st: Identify, Tears to Wine

Maneuvers

Maximum Level: 3, Maneuvers Known: 7, Maneuvers Readied: 4, Stances Known: 3
Maneuvers: Mithral Current, Thrashing Dragon, Veiled Moon. At 1st level, a hidden blade adds Broken Blade to her list of available disciplines.
Maneuvers Known: Fading Strike , Flowing Creek , Flurry Strike , Ghost Hunting Blow , Half-Gone , Steel Flurry Strike , Tidal Blade .
Stances Known: Battle Dragon's Stance Iron Hand Stance , Spirit Sensing Stance
Readied: Fading Strike, Flowing Creek, Steel Flurry Strike, Half-Gone

Gambits (Ex)

 

Gambits (Ex)

A hidden blade is a cunning warrior who seizes opportunities as they present themselves to put his enemies in untenable positions. At 1st level, a hidden blade selects two gambits from the gambits available to warlords, or the hidden blade gambits listed below. At 4th level and every four levels thereafter, a hidden blade selects an additional gambit to learn. Any gambit that would normally use the hidden blade’s Charisma modifier to determine its effects instead uses her hidden blade initiation modifier. These gambits allow the hidden blade to recover maneuvers. Due to their reliance on the stresses of combat to bring out the best of the hidden blade, gambits cannot be used outside combat.

A gambit has two aspects: a risk and a reward. A gambit’s risk describes an action the hidden blade must take in order to play the gambit. The hidden blade begin a gambit as a swift action, then performs the gambit’s risk action. She may add her hidden blade initiation modifier as a luck bonus on any d20 rolls made while performing this action (such as the Acrobatics check of an acrobatic gambit, or the attack roll of a brave gambit). The hidden blade only gets this bonus if she used a swift action to begin the gambit; if taking the actions normally, she gains no additional benefits. If the hidden blade initiates a maneuver as part of a gambit, she cannot recover that maneuver when the gambit is completed (even if it’s her only expended maneuver).

If the hidden blade succeeds at her gambit’s risk, she recovers a number of expended maneuvers equal to her hidden blade initiation modifier (minimum 2) and gains the reward listed in the gambit’s description. Allies who would gain a benefit from the gambit’s reward must be within 60 feet of the hidden blade and able to see her perform the gambit’s risk

If the hidden blade fails her gambit (such as missing the charge attack of a brave gambit, or failing the saving throw of an unbreakable gambit), she suffers the gambit’s rake, recovering only a single expended maneuver and taking a –2 penalty on all d20 rolls for one round.


Initiation Modifier: 4
Coward's Gabmit
Flanker's Gambit
Stealth Gambit (Su)
Acrobatic Gambit

 

 

 

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