KoboldDM Posted February 6 Author Clone Share Posted February 6 The creature was in shock at the flurry of attacks set upon it, deep wounds covered it's body from the powerful strikes. Though even now steam seemed to rise up from it, flesh knitting back together, scales regrowing, and bleeding slowing. It spun to face everyone and held it's hands high. "Enough, enough! Strong. Very strong... Made mistake, I surrender now, will go to cage, lock away, yes? Answer questions, much information to give, much secrets." It made now attempt to fight back while it's body rapidly healed itself. It's claws retracting away it moved in a way to try and make itself look small and meek. Name xDiceName xDiceResult xDiceString xDiceRolls roll 13 1d20+4 9 Link to comment Share on other sites More sharing options...
Content Surprise Posted February 14 Clone Share Posted February 14 EIZAN "Arrogance was your undoing! Can we trust you?" Eizan asks, a bit rhetorically, as she's glancing to her companions to see what their reactions are to this turn of events. She's not keen on killing a foe who surrendered, but could they reliably lock up this creature? Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Steel Warrior Posted February 16 Clone Share Posted February 16 Fredrick Jacobs Fredrick 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 pauses a moment to judge the creature's intentions before deciding his next course of action. Sometimes healing with a potential threat now will save a lot of headache in the future. 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 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. , 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: 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. Name xDiceName xDiceResult xDiceString xDiceRolls Sense Motive 17 1d20+8 9 Link to comment Share on other sites More sharing options...
KoboldDM Posted February 17 Author Clone Share Posted February 17 "Yes yes, trust. I trust, you trust. Take me to cage. I answer all." The creature reassures Eizan when questioned. Fredrick can tell it is frustrated with being injured so badly, scared of the group, and it is telling the truth that it will answer any question asked and wants to be locked up. There is however something off about it. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Steel Warrior Posted February 18 Clone Share Posted February 18 Fredrick Jacobs Fredrick 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 stands firm about his assumptions, "What is it you are not telling us.. You are keeping something from us." he demands. "Speak now honestly! Truthfully or you will face eternal sleep." 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 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. , 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: 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. Name xDiceName xDiceResult xDiceString xDiceRolls Intimidate 21 1d20+5 16 Sense Motive 25 1d20+8 17 Link to comment Share on other sites More sharing options...
KoboldDM Posted February 21 Author Clone Share Posted February 21 "Not telling you lots of things, keeping from you lots of things, that is point. Will answer any question once put in cage. Safe in cell with bars in front, stone all around, you on outside me safe inside. Too many things to list that we not talking about. Will answer when safe in jail. Sleep is fine can answer when woken up in jail" The creature says. He isn't smug about it anymore more pleading to be given safety while he heals up. Fredrick can tell he is properly scared, frustrated, and a bit confused by what he was asked, as if he couldn't quite work out what Fredrick meant by his question or threat. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Steel Warrior Posted February 23 Clone Share Posted February 23 Fredrick Jacobs Fredrick 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 lets out a soft sigh, "What does everyone else think?" he says, "We have other pressing issues, but what's to keep him put while we are away." "He appears to mean what he says." he adds, "If that's any consolation." 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 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. , 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: 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. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Content Surprise Posted March 10 Clone Share Posted March 10 EIZAN "Keep scales from alchemist. Scales likes drinking potion too much. Too much! Might get... ideas. We tell Peter not to make anything for scales," Eizan proclaims, then nods at her wisdom. "You live now. You see? We are not bad. You no hurt anyone. Ok? You no hurt, you live. You hurt, you will not be happy." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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