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Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc
From the start, Lionridge had been built on caverns.Two millennia ago, it had originally been the site of a vast dwarven city. After that fell a millennia ago, it became a vast kobold warren. One hundred years ago, the Great Bulette Invasion had carved out more caverns. By this point, the area under Lionridge is almost as much as open space as it is dirt and stone. For the most part, Lionridge leaves the underground alone - it would take a vast army to clear out even a moderate portion of it, and while that has been tried it has never succeed in holding territory for more than a few years. These days, the city hires adventurers once a year for a purge of the upper levels, clearing out creatures had made their way upwards from deep beneath the earth, those that have taken refuge from the guards on the surface, and those unsavory individuals who have made their own lairs for their immoral purposes. This is what you have been hired to you.

The guard lieutenant seated at the desk in front of you looks over the group of you with a look of boredom. "You've been assigned cavern 76-K. It's a standard purge job - kill anything that's non-sapient, classified as a Dangerous species, or that attacks you. If you find someone laired up there, make them move out, don't kill them unless they attack you." She slides a contract and a map across the desk to you. "Any questions?"




Include your character sheet and image in your first post.

Piell fucked around with this message at 15:31 on Oct 14, 2015

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Vicissitude
Jan 26, 2004

You ever do the chicken dance at a wake? That really bothers people.
Roarke

Roarke is leaning back on her chair listening to the briefing. She raises her hand as she finishes her ale.

"Yeah, I got one. What kind of 'dangerous species' can we expect in cavern... 76-K?"



Roarke's in it for the money. Never one to be idle, she goes around doing odd jobs and raking in whatever coin she can. Of course, it usually goes right back out again at the tavern or gambling hall, but what's life without a little flavor? So when she heard there was money to be made protecting a small town from goblins, she headed out immediately. Not for any sort of compassionate reasons of course. They're paying. And if the whole town is at risk they must be paying drat well, right?

pre:
Roarke Nissil
NG Human Battlemind 11

Strength 	10 ( 0)
Dexterity 	22 (+6) +2 levels +4 Item
Constitution 	14 (+2)
Intelligence 	12 (+1)
Wisdom 		20 (+5) +4 Item
Charisma 	 8 (-1)
	
HP: 88/88

Speed: 60'

Armor Class: 28 = 10 +4 Armor +6 Dex +5 Wis +2 Unnamed +1 Deflection
    Touch AC: 24
    Flat-footed: 22

Initiative modifier:	+10	=  0 +6 Dex +4 Feat
Fortitude save:		+12	=  7 +2 Con +3 Item
Reflex save:		+16	=  7 +6 Dex +3 Item
Will save:		+15	=  7 +2 Wis +3 Item
Attack (handheld):	+17	= 11 +6 Dex
Attack (unarmed):	+17	= 11 +6 Dex
Attack (missile):	+17	= 11 +6 Dex
Grapple check:		+11	= 11 +0 Str

Languages:	Common, Goblin


Feats:
  Human - Dodge
    1st - Mobility
   Btl3 - Mage Slayer
    3rd - Spring Attack
    6th - Improved Initiative
   Btl7 - Weapon Specialization (Ki Weapon)
   Btl8 - Pierce Magical Concealment
    9th - Combat Reflexes

Skills

Balance         13 =   5   +6 Dex  + 2 Synergy
Hide            19 =  13   +6 Dex
Jump            23 =   9   +0 Str  +12 Speed   +2 Synergy
Listen          18 =  13   +5 Wis
Move Silently   19 =  13   +6 Dex
Spot            18 =  13   +5 Wis
Tumble          21 =  13   +6 Dex  + 2 Synergy



Abilities

 - Ki Weapon (+3 Good-aligned Adamantine Greatsword of Collision)
 - Fighting Versatility
 - AC Bonus (Wis +2)
 - Infuse Ki +5D6
 - Stunning Strike DC 20
 - Diamond Soul - SR 24
 - Continual Movement of Ki - Freedom of Movement
 - Ki Resistance - Fire/Acid/Elec/Cold resist 5
 - Ki Sense - Blindsense 30'
 - Abundant Step - Teleport 60' as a move action

Gear:
Flint and Steel                     1
Crowbar                             2
3 Belt Pouches                      3
50' Silk Rope                      10
Signal whistle                      0.8
Tent                               10
Explorer's outfit                  10
Traveler's outfit                   1
Everburning Torch                 110
"Spellbook"                        15
Ink                                 8
Inkpen                              0.1
Cloak of Resistance +3          9,000
Bracers of Armor +4            16,000
Gloves of Dexterity +4         16,000
Periapt of Wisdom +4           16,000
Everlasting Rations               350
Replenishing Skin               1,000
Healing Belt                      750
Handy Haversack                 2,000
Ring of Protection +1           2,000
Magic Bedroll                     500
Potion - Haste                    750
Potion - Heroism                  750
2 Potion - Barkskin +2            600

179gp

Vicissitude fucked around with this message at 18:58 on Apr 19, 2016

Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc
The lieutenant flips through another stack of papers before pulling one out. "Looks like we've got reports of dire rats, some sort of lizard thing, and "a dog with bees in its mouth and when it barks it shoot bees at you ..." She pauses for a moment. "Probably not that last one."

Ryuujin
Sep 26, 2007
Dragon God

The Animal

The Animal looks thoughtful, but after a moment shakes his head. He has not encountered a dog that barks bees before. Dire rats and various types of giant lizard thing yes. But dog that shoots bees when it barks no. But then the Lieutenant suggests that that one was probably a mistake.

pre:
    Name: The Animal
    Race: Human
    Class:  Shapeshifter
    Levels: 11
    Age: 25
    Height: 6'
    Weight: 154 lbs
    Hair: Wild Brown
    Eyes: Green

    Atr: Base + Race + Levels + Items
    ---  ----   ----   ------   -----
    Str: 16   +  0   +   2    +  4 = 22 (+6)
    Dex: 16   +  0   +   0    +  4 = 20 (+5)
    Con: 14   +  0   +   0    +  4 = 18 (+4)
    Int: 10   +  0   +   0    +  0 = 10 (+0)
    Wis: 12   +  0   +   0    +  0 = 12 (+1)
    Cha: 08   +  0   +   0    +  0 = 08 (-1)

    HP: 146
    XP: ?

    BAB: +11
    Grapple: +17
    AC: 16 (+5 Dex, +1 Armor Enhancement)
    Speed: 30 ft 

    Languages: Common, 
    Alignment: CG

    Initiative: +5

    Saves: Type  Base  Stat  Misc  Total
           ----  ----  ----  ----  ----- 
           Fort:  7  +  4  +  3  =  +14 
           Refl:  7  +  5  +  3  =  +15
           Will:  3  +  1  +  3  =  +07

    Skills:
	Skill			     Modifier Ranks   Stats   Misc
	-----			     -------- -----   -----   ----
	Balance				+19	14	+5
	Bluff				-01	0	-1
	Climb				+06	0	+6
	Craft				+00	0	+0
	Disable Device			+00	0	+0
	Diplomacy			-01	0	-1
	Disguise			-01	0	-1
	Escape Artist			+05	0	+5
	Hide				+19	14	+5
	Intimidate			-01	0	-1
	Jump				+06	0	+6
	Knowledge Arcana		+01	1	+0
	Knowledge Dungeoneering		+01	1	+0
	Knowledge Local			+01	1	+0
	Knowledge Nature		+01	1	+0
	Knowledge Religion		+01	1	+0
	Knowledge Planes		+01	1	+0
	Listen				+15	14	+1
	Move Silently			+19	14	+5
	Open Lock			+05	0	+5
	Ride				+05	0	+5
	Search				+00	0	+0
	Sense Motive			+07	6	+1
	Speak Language
	Spot				+15	14	+1
	Survival			+02	1	+1
	Swim				+06	0	+6
	Tumble				+19	14	+5
	Use Rope			+05	0	+5

    Feats:
	Power Attack (1st)
	Combat Reflexes (1st Bonus)
	Improved Natural Armor (3rd)
	Improved Flight (6th)
	Weapon Focus (all natural attacks) (7th Bonus)
	Multiattack (9th)

    Racial Qualities:
	Extra feat
	Extra skill points
	

    Class Abilities:
	Simple Weapons
	Shapeshifting (Su): You can shapeshift as a swift action. 
	You can switch between forms directly, without having to 
	return to your normal form in between. All your gear melds 
	with you and becomes nonfunctional while shapeshifted. 
	You cannot speak, activate magic items, or cast spells in 
	any form except Infiltrator form.Each time you use this 
	ability, you can choose the exact look that your shapeshifted 
	from takes, though it must be a form you are familiar with. 
	There is no limit to the number of times per day you can 
	change forms, or how much time you spend in a form. 
	You keep all your normal numbers and abilities when 
	shapeshifted, except as noted or those requiring a body 
	part you no longer have. If knocked unconscious or killed 
	while in a shapeshifted form, you revert to your normal 
	form. Unless otherwise stated, you have the reach of 
	a long creature of your size.
        Self Determination:  Choose one at level 2, 6, 10, and 14, and 18
                Innate Durability:  Gain DR 2/-
	Trapfinding:
	Predator Form:  A medium predatory mammal such
	as a wolf or panther, you gain a d6 bite attack that 
        deals 1.5x str mod damage instead of 1x str mod, +4 
	strength, +4 natural armor, and 50' land speed.  
	Become Medium (no attribute changes if this is different 
	from natural size).  Have the reach of a long creature of
	your size.  
        Lowlight Vision:
	Infiltrator Form: You can change your shape in order 
	to imitate others, as a Disguise Self affecting your body 
	but not your possessions. When using this ability to create 
	a disguise, you gain a +10 bonus on Disguise checks. You 
	have the reach of a tall creature of your size.
	Animal Empathy:
        Uncanny Dodge:
        Absorb Magic: You can "consume" magic items to empower 
        yourself. By spending 8 hours meditating with any number of 
        magic items, you can destroy it and gain a virtual gold 
        reserve equal to half of the purchase price of the item.  You 
        can then spend this gold reserve at any time on enhancement 
        bonus to ability scores, armor class (and special ability 
        equivalents), weapon bonuses (and special ability equivalents), 
        and resistance bonuses to saves, or to upgrade these bonuses 
        (as described in MIC). For purposes of this ability, Shapeshifters 
        effectively have a single "shapeshifted weapon" that gives the 
        bonuses to any of their shapeshifted forms' natural weapons. 
        In addition, a shapeshifter can be enchanted with any of those 
        bonuses directly, in the same way that an item can be. They 
        cannot be enchanted with any ability that is not in that list.
        Aerial Form: a flying creature such as a large bat or eagle, 
        you gain a d6 bite attack that deals 1.5x str mod damage instead of
        1x str mod, +2 strength and +2 natural armor, 
        and 40' flight with good maneuverability. You become Small sized 
        (with no attribute changes, if this is different from your natural size)
        Scent: 
        Shapeshifter Recovery: You gain fast healing 2, that improves
        by 2 points for every 5 levels afterwards (4 at level 10, 6 at level 
        15, 8 at level 20)
        Oceanic Hunter Form:  Can become a medium water predator such 
        as a barracuda or shark, you gain a d8 bite attack that deals 1.5x 
        str mod damage instead of 1x str mod, +4 strength and +6 natural armor,
        50' swim speed, and the ability to breath underwater.
        Self Determination:  Choose one at level 2, 6, 10, and 14, and 18
                Innate Durability:  Gain DR 2/-
        Weapon Focus (all natural attacks):  
        Ferocious Slayer Form:  A large and ferocious predator such as a 
        bear or tiger, you gain a d8  primary bite attack and two d6 secondary 
        claws, +8 strength, and +8 natural armor, and 30’ movement speed. You 
        gain Large size (with no attribute changes, if this is different from 
        your natural size). You have the reach of a long creature of your size.
        Shapeshifter's Body:  Immunity to disease, poison, fatigue, and 
        exhaustion effects. You no longer need to sleep.
        Size Change:  When you shapeshift, you can increase or decrease 
        size by one category (as Enlarge/Reduce Person). This means that 
        increasing the form’s size gives a +2 size bonus to Strength, a -2 size 
        penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack 
        rolls and AC due to its increased size. Decreasing a form’s size gives 
        a +2 size bonus to Dexterity, a -2 size penalty to Strength (to a minimum 
        of 1), and a +1 bonus on attack rolls and AC due to its reduced size. 
        Base damage for natural weapons increases or decreases as show on this 
        table. This ability does not stack with any other method of increasing 
        or decreasing size, other than the size increases from the Shapeshifting power
        Self Determination:  Choose one at level 2, 6, 10, and 14, and 18
                Pounce:  Gain Pounce.
        Shapeshifter Might:  You become immune to ability drain and ability damage.

    Inventory:
       Name                     Cost		 LBS	
       ------------             ------		-----
        Morningstar		008 gp		06
	1d8  20/x2  B/P
       Backpack			002 gp		02
       Rope (Silk, 50 ft)	010 gp		02
       8 day’s rations		004 gp		08
       Bedroll			00.1 gp		05
       Cold Weather Outfit	008 gp		07

       Money: 966 gold, 9 silver

    Enhancements:
       Name                     Virtual Cost
       ------------             ------	
        +4 Str   		16000 gp	
        +4 Dex   		16000 gp	
        +4 Con   		16000 gp	
        +1 Armor Enhancement   	1000 gp	
        +2 Weapon Enhancement	8000 gp	
        +3 Resistance Saves	9000 gp	
pre:
Predator (medium)
146/146 HP; 21 AC (15 Touch, 16 Flat-footed) Fort +14/Ref +15/Will +7)
Bite +22 vs. AC 1d6+14 piercing damage 
Speed 50
Lowlight Vision
Scent
Fast Healing 4
DR 4/-
pre:
Aerial (small)
146/146 HP; 19 AC (16 Touch, 15 Flat-footed) Fort +14/Ref +15/Will +7)
Bite +22 vs. AC 1d6+12 piercing damage 
Speed 30, 40' Flight (Perfect)
Lowlight Vision
Scent
Fast Healing 4
DR 4/-
pre:
Oceanic Hunter (medium)
146/146 HP; 23 AC (15 Touch, 18 Flat-footed) Fort +14/Ref +15/Will +7)
Bite +22 vs. AC 1d8+14 piercing damage 
Speed 30?, 50' Swim
Lowlight Vision
Scent
Fast Healing 4
DR 4/-
Breathe Underwater
pre:
Ferocious Slayer (large)
146/146 HP; 24 AC (14 Touch, 20 Flat-footed) Fort +14/Ref +15/Will +7)
Bite +25 vs. AC 1d8+12 piercing damage 
Claws (x2) +23 vs. AC 1d6+12 slashing damage
Speed 30
Lowlight Vision
Scent
Fast Healing 4
DR 4/-

Ryuujin fucked around with this message at 20:47 on Apr 11, 2016

girl dick energy
Sep 30, 2009

You think you have the wherewithal to figure out my puzzle vagina?
Crimson Calliope
"drat. That actually sounded pretty interesting." Big rats, big lizards, this was shaping up to be pretty standard pest control. She'd made her preferences to fight something good known, maybe an ogre, but she'd been shut down hard. Prove herself, they said, then they'd see about giving her something bigger to kill. At this rate, she'd be lucky to be stabbing goblins by the end of the year.

"I'm actually fresh out of potions, you got a quartermaster who'd be willing to part with some?" There was enough money in her coin purse to pay for them if she needed to, but she wasn't gonna volunteer that on the off chance they'd just hand her a few.

Poison Mushroom posted:



Crimson Calliope
Human Hero 1 2

Calasta Redbrick has always been stubborn. When someone said she couldn't climb a tree, she'd get to the top, or break limbs trying. When her mother told her not to pick fights with boys, she started fighting the biggest and strongest ones. And when someone told her she couldn't make a living fighting things that people wanted fought, she'd left town with a rusty sword and patchwork armor before the day was out.

It's been three months since then, and Calasta, now calling herself Calliope, has started to make a name for herself as a scrappy fighter who doesn't know when to back down. It's a reputation that always ends in either glory or death, and she doesn't plan on dying any time soon.

code:
Crimson Calliope
Human Hero 6 (XP: Lots)

HP:  50 (6d10+6 Hit Dice)
AC:  25 (+6 Armor, +2 Shield, +5 Dex, +1 Natural, +1 Deflection)
TCH: 16 (+5 Dex, +1 Deflection)
FF:  20 (+6 Armor, +2 Shield, +1 Natural, +1 Deflection)
SPD: 30 ft.

INIT: +9  (+5 Dex, +4 Feat)
FORT: +7  (+5 Class, +1 CON, +1 Cloak)
REF:  +11 (+5 Class, +5 DEX, +1 Cloak)
WILL: +7  (+5 Class, +1 WIS, +1 Cloak)

BAB:   +6/+1
MELEE: +8/+3
RANGE: +11/+6

Rapier: +13/+8, 1d6+4, 18-20/x2, P
Shield Bash: +13/+8, 1d3+3, x2, B
Composite Longbow (+2 Str): +13/+8, 1d8+4, x3, P, 20 arrows
Full Attack: +11,+6|+11,+6 1d6+4|1d3+3, 18-20/x2|x2, P|B

STAT TOTAL BASE MOD
STR    14    14  +2
DEX    20    18  +5
CON    13    13  +1
INT    10    10  +0
WIS    12    12  +1
CHA     8     8  -1

TRAINED/BOOSTED SKILLS
Balance +6 (+5 DEX, +2 synergy, -1 ACP)
Climb +10 (+2 STR, +9 ranks, -1 ACP)
Jump +12 (+2 STR, +9 ranks, +2 synergy, -1 ACP)
Listen +10 (+1 WIS, +9 ranks)
Spot +10 (+1 WIS, +9 ranks)
Tumble +15 (+4 DEX, +9 ranks,  +2 synergy, -1 ACP)

FEATS
Two-Weapon Fighting (1st Level)
Improved Shield Bash (Hero 1st)
Weapon Finesse (Human)
Improved Initiative (Hero 2nd)
Dodge (3rd Level)
Mobility (Hero 4th)
Combat Reflexes (Hero 6th)
Improved Two-Weapon Fighting (6th Level)

CLASS/RACE FEATURES
Extra Skill Points (Human)
Extra Feat (Human)
Bonus Feats (Hero)
Weapon Power [+2] (Hero 6th)
+1 Constitution (4th Level)
Arrogance of Might [Evasion, Mettle, Blindsense 30'] (Hero 5th)
Mobile Fighter (Hero 6th)

EQUIPMENT (58 Light, 116 Medium, 175 Heavy)
Rapier (4 lbs)
Composite Longbow, +2 Strength (3 lbs.)
20 Arrows (1 lb.)
Bag of Boulders (1 lb.)
+1 Breastplate, Mithral (15 lbs.)
+1 Light Wooden Shield (5 lbs.)
Cloak of Resistance +1 (1 lb.)
Amulet of Natural Armor +1 (1 lb.)
Ring of Deflection +1 (1 lb.)
Gloves of Dexterity +2 (1 lb.)
Backpack* (2 lbs.)
*50 ft. hempen rope (5 lbs.)
*Waterskin (4 lbs.)
*Flint & Tinder (0 lbs.)
*Bedroll (5 lbs.)
*Torch x3 (3 lbs.)
170 gp

TOTAL: 52 lbs. (Light Load)

girl dick energy fucked around with this message at 16:23 on Dec 14, 2015

Cuchulain
May 15, 2007

My tiny godly CoX shall burn forever!

quote:

Khaemwaset the Scarred, Priest of Anhur. (Disciple Druid/War/Storm)

Name: Khaemwaset the Scarred, Priest of Anhur (War/Storm)
"It is my Strength that lifts the blade, but Anhur's strength that lifts me."
A warrior from a foreign land, Khaewaset survived horrific injuries at the hands of an Orcish force that left his comrades dead.
During his recovery, he turned to faith and became a Priest with the intention to heal his fellow soldiers,
but soon found himself increasingly unsatisfied with this new mission.

So he packed up his sword, donned his old armor, and joined a caravan to somewhere new.

Human
Class: Hero 1 / Disciple 10
Age: 38
Height: 6'6
Weight: 240 lbs
Hair: Bald(Formerly Black)
Eyes: Blue

Attributes + Age
Str: 15 - 1 = 1416 (+3)
Dex: 14 - 1 = 13 (+1)
Con: 14 - 1 = 14 (+2)
Int: 9 + 1 = 10 (+0)
Wis: 16 + 1 = 1721 (+5)
Cha: 11 + 1 = 12 (1)

HP: 102
XP: -¯\_(ツ)_/¯

BAB: +8/+3
AC: 10+1+1+9+2 =23(21 w/o Buckler, 22 Flatfoot)
Speed: 30ft (20 Armored)

Languages: Common, Orcish
Alignment: NG

Initiative: +1

Saves:

Fort: 9 + 2 + 1 = +12
Refl: 5 + 1 + 1 = +9
Will: 9 + 5 + 1 = +15


Feats:
Power Attack (1st Level)
Subduing Strike (Hero Bonus)
Sacred Vitality (Human Bonus)
Weapon Focus: Falchion (War Domain)
Exalted Turning (3rd Level)
Initiate of Anhur (6th Level)
Resounding Blow (9th Level)

Racial Bonus:
+1 Feat
+4 Skill Points at first level
+1 Skill Point each level

Class Skills
Bluff
Climb
Concentration
Craft
Diplomacy
Escape Artist
Heal
Hide
Intimidate
Jump
Knowledge
Listen
Move Silently
Perform
Profession
Ride
Sense Motive
Spellcraft
Spot
Survival
Swim
Tumble
Use Magic Device

Skills I actually put points in

Concentration 13
Diplomacy 3
Heal 13
Intimidate 7
Knowledge Religion 9
Spellcraft 13
Speak Language 2(Orcish)

Class Abilities:
Turn Undead (Su)
Any disciple, regardless of alignment, has the power to affect undead creatures by channeling
the power of his faith through his holy symbol (see Turn or Rebuke Undead).
A good disciple can turn or destroy undead creatures. A Disciple may attempt to turn undead a
number of times per day equal to 3 + his Charisma modifier plus half his level (rounded down).
A disciple with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

Divine Recovery (Su)

A disciple can heal himself or his allies through the power of his faith, through three different methods.
They can use this ability 2 times a day, plus their wisdom modifier.
As a swift action, a disciple can restore a number of hit points equal to four three times their
disciple level to themselves or an ally within close range (25 ft+ 5 feet/2 levels)
As a standard action, a disciple can restore a number of hit points equal to eight six times their disciple level
to themselves or an ally by touch.
As a minute-long ritual, a disciple can restore hit points by touching their allies. Any number of allies can be healed, as long as
the total amount recovered is less than ten times the disciple’s level.

Aura (Ex)
A disciple of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the
deity’s alignment (see the detect evil spell for details). Disciples who don’t worship a specific deity but
choose the Chaos, Evil, Good, or Law domain have a similarly powerful aura of the corresponding alignment.

Storm Domain(Ex)
5 POINTS OF ELECTRIC RESIST BABY
War Domain
Free Weapon Focus: Falchion

Spells
Druid/War/Storm

Known +3
0: Create Water, Light, Detect Magic
1st: Entropic Shield, Magic Weapon, Bless Weapon(Initiate of Anhur), Faerie Fire
2nd: Heroics, Gust of Wind, Thunderstroke(IoA), Spiritual Weapon(IoA)
3rd: Sleet Storm, Magic Vestment, Mass Snake's Swiftness, Call Lightning
4th: Divine Power, Arc of Lightning
5th: Ice Storm, Flame Strike, Bleed, Choking Sands


Spell Level 0|1|2|3|4|5|
Per Day 3|5|4|4|4|4|


Inventory: 65,783/66,000

+1 Keen Thundering Falchion 18,375gp
+4 Periapt of Wisdom 16,000gp
+1 Blurring Full-Plate 5,500gp
+1 Light Fortification Buckler 4,165gp
Gauntlets of Destruction 3,000gp
Healing Belt 750gp
Ring of Protection +1 2000gp
Cloak of Resistance +1 1000gp
Banner of The Storm's Eye (Back Mounted) 15,005gp
Rucksack 2 gp
Rope (Silk, 50 ft) 10 gp
Holy Symbol
The dour priest folds his arms and looks over his new co-workers, then down at the map.

"So..." he said, rubbing the back of his head, "are we to expect any intelligent creatures? Any other information on this cavern you can give us in advance, lieutenant?"

"Any Kobolds, maybe Orcs?" He adds, trying to sound casual, reflexively tracing a finger over one of his larger scars as he turns his hand to the map on the table.

Cuchulain fucked around with this message at 23:47 on Apr 19, 2016

Bouquet
Jul 14, 2001

Deputy Klem Hardnose and Killer





Klem lets loose a high-pitched snigger. "Rest assured, lieutenant, a Hardnose knows how to deal with this kind of rabble. Is there somewhere on the way out we can pick up a copy of the dangerous creatures list? I'm sure it would help avoid any unfortunate accidents. Also, I'm surprised the city is wasting such a good opportunity by having adventurers simply move on any inhabitants. Surely their residence is illegal and their labor might be auctioned off for a period of time until they've repaid their debt to society? Such a measure would be an excellent deterrent and help pay for the purge." He leans forward conspiratorially, "I'm led to understand this kind of thing is really quite profitable for the city coffers."

pre:
Class:      Avenger 11
ACF:        Skilled City Dweller (swap Knight's Ride for Tumble, Handle Animal for Gather Information),
            Warded Special Mount
Hit Points: 112
Alignment:  Lawful Evil
Speed:      Walk 20 ft.
Languages:  Common, Halfling, Elven, Dwarven
 
Stat    Score   Mod
STR      17      (+3)      * Increased at level 4, 8, +2 enhancement
DEX      14      (+2)
CON      10      (+0)
INT      14      (+2)
WIS      16      (+3)      * +2 enhancement
CHA      16      (+3)      * +2 enhancement

-------------------------- Skills --------------------------
Class skills are: Climb, Concentration, Craft, Diplomacy, Gather Information, Handle Animal, Heal,
Intimidate, Jump, Know (nobility), Know (religion), Profession, Ride, Sense Motive, Swim, Tumble

66 ranks
Skill             Total  Rnk  Stat  Msc
Balance           0       0    2    +2 synergy -4 ACP
Climb             0       0    2    +2 racial -4 ACP
Diplomacy         20     13    3    +4 synergy
Handle Animal     8       5    3    
Hide              2       0    2    +4 size -4 ACP
Intimidate        3       0    3
Jump              8       5    3    +2 synergy +2 racial -4 ACP
Know (Nob)        7       5    2
Know (Rel)        7       5    2
Listen            5       0    3    +2 racial
Move Silently     0       0    2    +2 racial -4 ACP
Ride              18     14    2    +2 synergy (+2 circum. staying in saddle)
Sense Motive      17     14    3
Tumble            5       5    2    +2 synergy -4 ACP

-------------------------- Feats ---------------------------
Combat Expertise [Level 3]
  May subtract up to 5 from attack rolls and add it to AC.
  
Combat Reflexes [Stoutheart Bonus]
  Dex mod additional AoO/round

Melee Weapon Mastery (Piercing) [Level 9]
  +2 to hit and +2 damage with all piercing weapons

Mounted Combat [Knight 2 Bonus]
  1/round you may attempt a Ride check (as a reaction) to negate a
   hit on your mount. Ride check must be > opponent's attack roll.

Ride-By Attack [Knight 10 Bonus]
  Move, attack, move on mounted charge. No AoO from movement from target.

Stand Still [Level 1]
  Attempt to prevent movement that provokes an AoO

Weapon Focus (Lance) [Knight 5 bonus]
  +1 to hit with lance

Weapon Specialization (Lance) [Level 6]
  +2 damage with lance

-------------------- Special Abilities ---------------------
+2 racial bonus on Climb, Jump, Listen, and Move Silently checks.
Gain 1 additional feat at 1st level.
+2 morale bonus on saving throws against fear.
+1 racial bonus on attack rolls with a thrown weapon and slings.
Aura of Evil (Ex) Moderate
Detect Good (Sp)
Divine Grace (Su)
Deadly Touch (Su) 33 hp/day
Smite Good (Su) 3/day
Aura of Despair (Su): Enemies within 10 feet take -2 on all saving throws.
Divine Health (Ex): Immune all diseases, including supernatural and magical.
Rebuke Undead (Su) 6/day as level 5 Cleric
Cause Disease (Sp) 1/week (As contagion spell)
Warded Special Mount: Mount is immune to negative energy and death effects
Knight's Challenge 8/day
  Fighting Challenge (8 rounds): +2 morale to Will, attack, damage vs. one foe
  Test of Mettle (8 rounds): Try to make everyone attack you
  Call to Battle: As a swift action expend one use of knight's challenge to
    grant an ally another save against a fear effect. The target gains a bonus on
    this save equal to your Charisma bonus (if any). If target succeeds, he
    gains the benefit for a successful save against the attack or spell.
Shield Block (Ex): During your action, designate a single opponent.
  Your shield bonus to AC against that foe increases by 2.
Bulwark of Defense (Ex): An opponent that begins its turn in your threatened
  area treats all the squares that you threaten as difficult terrain.
Armor Mastery (Ex): Ignore the speed reduction for wearing medium or heavy armor.
Vigilant Defender (Ex): If an opponent uses Tumble to move through your
  threatened area or space without provoking AoO, the
  Tumble check DC to avoid your AoO increases by your class level.
Shield Ally (Ex): As immediate action you absorb part of the damage dealt
  an adjacent ally. Each time he takes damage from a physical attack before
  your next turn, you can take half this damage.


Paladin Spellcasting: 2 level 1, 2 level 2, 1 level 3 spells prepared/day. DC based on Wisdom
  Caster level 5. See spell list below

-------------------------- Combat --------------------------
 
    Total / Touch / Flat Footed
AC: 26    / 13    / 23          = +1 size +2 dex +9 armor +3 shield +1 deflection
+5 AC vs ranged attacks
Armor Check Penalty: -4 = -3 armor -1 shield
 
Initiative:   +2
BAB:          +11/6/1
Melee tohit:  +15/+10/+5 (+1 size modifier +3 str +2 with AoO)
Ranged tohit: +14/+9/+4 (+1 size +2 dex +1 with thrown/sling)
 
Fortitude:    +11 = +7 base + 0 CON + 3 CHA + 1 resistance
Reflex:       +9 = +3 base + 2 DEX + 3 CHA + 1 resistance
Will:         +14 = +7 base + 3 WIS + 3 CHA + 1 resistance (+2 morale vs. fear)

Weapon                To Hit     Dmg   Crit     Range    Misc
Charging Lance +1     +19/+14/+9 1d6+8 20/x3             +2d6 damage on charge
Sling +1              +16/+11/+6 1d3+4 20/x2    50 ft.
Heavy Pick +1         +18/+13/+8 1d4+6 20/x4

------------------------- Equipment ------------------------
Name                                            QTY	LBS		COST
Lance of Charging +1 (Small)                     1	5 lbs		08310 gp
Sling +1 (Small)                                 1	0 lbs		02300 gp
Heavy Pick +1 (Small)                            1	3 lbs		02308 gp
Metal Heavy Shield +1 (Small)                    1	7.5 lbs		02020 gp
Lesser Crystal of Arrow Deflection               1	-		02500 gp
Mithral Full plate +1 (Small)                    1	12.5 lbs	11500 gp
Bracers of Opportunity and Strength +2           1	0.5 lbs		06300 gp
Cloak of Resistance +1 and Charisma +2           1	1 lbs		05000 gp
Gauntlets of Ghost Fighting                      1	1 lb		04000 gp
Ring of Protection +1                            1	-		02000 gp
Amulet of Tears and Wisdom +2                    1	-		06300 gp

Chain Shirt Barding +1                           1	25 lbs		02500 gp
Amulet of Mighty Fists +1                        1      -		06000 gp
Horseshoes of Speed                              1      -		03000 gp
Exotic Military Saddle (Small)                   1	15 lbs		00060 gp
Ring of Protection +1                            1	-		02000 gp

Potion Belt                                      1	-
Blessed Bandage                                  1	-		00010 gp
Vial                                             1	-
Saddlebags                                       1	8 lbs		00004 gp
198
 
Total weight carried: 30.5
Paladin of Tyranny Spell List
1st—axiomatic water, bane, blessed aim, clear mind, corrupt weapon, swift corrupt weapon, create water, curse water, deafening clang, detect incarnum, detect manifest zone, detect poison, detect undead, detect vestige, detect weaponry, devastating smite, divine favor, divine sacrifice, doom, endure elements, lesser energized shield, find temple, golden barding, holy spurs, inflict light wounds, knight unburdened, know greatest enemy, magic weapon, lesser one mind, protection from chaos, protection from good, protection from incarnum, protective interposition, read magic, resist planar alignment, resistance, resurgence, rhino's rush, second wind, soul of order, soul of shadow, sticky saddle, strategic charge, summon holy symbol, traveller's mount, virtue, warning shout

2nd—benediction, blade of pain and fear, blessed aim, bull's strength, call mount, checkmate's light, clarity of mind, crown of smiting, cure light wounds, curse of ill fortune, darkness, delay poison, demoncall, demonhide, denounce (evil outsiders immune), devil's eye, divine presence, eagle's splendor, energized shield, execration, fell the greatest foe, flame of faith, hand of divinity, hold person, increase virulence, inflict moderate wounds, investiture of the bearded devil, investiture of the chain devil, knight's move, legion's magic weapon, loyal vassal, master cavalier, one mind, owl's wisdom, quick march, resist energy, shield of warding, soul of shadow, spiritual chariot, summon undead II, turn anathema, undetectable alignment, unholy mount (holy mount but infernal), veil of shadow, wave of grief, zeal, zone of truth

3rd—axiomatic storm, bedevil, bestow curse, cure moderate wounds, deeper darkness, deific bastion, demon wings, diamondsteel, discern lies, dispel magic, fangs of the vampire king, find the gap, heal mount, investiture of the amnizu/erinyes/harvester devil/steel devil, mantle of law/evil, prayer, inflict serious wounds, magic circle against chaos/good, greater magic weapon, greater one mind, regal procession, mass resurgence, summon undead III, unholy storm, war-mount, weapon of the deity, word of binding

pre:
Killer, Clawfoot Paladin Steed
Medium Magical Beast
Hit Dice: 8d8+16 (66)
Initiative: +4
Speed: 80 ft
AC: 30 (+4 dex, +10 natural, +5 armor, +1 deflection), touch 15, flatfooted 25
Base Attack/Grapple: +6/+11
Attack: Talons +12 melee (1d8+6)
Full Attack: Talons +12 melee (1d8+6) and 2 foreclaws +10 melee (1d3+3) and bite +10 melee (1d6+3)
Special Qualities: Low-light vision; scent; immune death spells/effects, energy drain, negative energy effects;
  empathic link; improved evasion; share spells; share saving throws; command raptor dinos
Saves: Fort +9, Ref +10, Wil +8
Abilities: Str 20, Dex 18, Con 15, Int 8, Wis 12, Cha 10
Skills: Hide +12, Jump +33, Listen +18, Spot +18, Survival +8
Feats: Multiattack, Power Attack, Blind-Fight

Bouquet fucked around with this message at 04:29 on Apr 19, 2016

zachol
Feb 13, 2009

Once per turn, you can Tribute 1 WATER monster you control (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.
Valerian "Val" Stillgrove



Val has a sleepy, calm look, slowly wandering back and forth over the lieutenant's office, taking in the few assorted knickknacks and trophies. She glances up at the mention of bee-bark dogs, but loses interest quickly as it gets dismissed.
There're a few more questions about the inhabitants, and she is curious which sapients are classified as dangerous and which should get moved, but the questions drag on and on, and the midget's chattering about slavery (sorry, indenture) with such a gross little sneer, and... ugh. Ugh.

She drifts over near the redhead, who looks like she can carry herself and has a pretty nice looking bow.
"I'm sure the city administrators have already written up a cost-benefit analysis and found it wanting. No point in collecting twigs. Seems like we might need some climbing gear, unless this cavern and the approach is all mostly level?"
She nods towards the girl.
"We might want to stop by the quartermaster regardless, if it's alright."

quote:

Val, Killoren Skirmisher 6
Medium Chaotic Good Fey

Str 14 +2
Dex 16 +3
Con 14 +2
Int 12 +1
Wis 12 +1
Cha 12 +1

AC 19 (10+5a+3d+1def)
FF 16, Tch 14
HP 50 (6d8+12)

Init +5 (2d+2r+1c)
BAB +6

Fort +10 (5b+2c+1c+2r)
Ref +10 (5b+2d+2r)
Will +5 (2b+1w+2r)

Attacks
Bow +11 1d8+3 20/x3 110'
Sword +9 1d8+2 19-20


Skills 8+Int

Balance +4 (2r+3d-1a)
Climb +5 (4r+2s-1a)
Concentration 2c
Craft 1i
Disable Device +5 (4r+1i)
Escape Artist +2 (3d-1a)
Handle Animal +5 (1r+2c+2r)
Heal +8 (7r+1w)
Hide +8 (4r+3d+2r-1a)
Jump +1 (2s-1a)
Knowledge (dungeoneering) 1i
Knowledge (geography) 1i
Knowledge (nature) +12 (9r+1i+2s)
Listen +12 (9r+1w+2r)
Move Silently +10 (6r+3d+2r-1a)
Profession 1w
Ride 2d
Search +8 (7r+1i)
Sense Motive +6 (5r+1w)
Speak Language
Spot +12 (9r+1w+2r)
Survival +12 (9r+1w+2r), +2 aboveground natural
Swim +2 (2r+2s-2a)
Tumble +5 (3r+3d-1a)
Use Rope 2d

Languages: Common, Sylvan, Elven

Feats
1L - Point Blank Shot - +1 attack & damage with ranged weapons within 30'.
1B - Track - Track using Survival, 1 check per mile, move at half speed (full speed -5, twice speed -20), DC varies 5 to 20 usually.
2B - Rapid Shot (style, light or no armor) - With full attack, may make 1 extra attack at highest BAB, with a -2 penalty to all attacks that round.
3L - Weapon Focus (longbow) - +1 attack.
3B - Endurance - +4 to various things.
4B - Precise Shot - No -4 penalty to shoot into melee.
6L - Woodland Archer - Tactical feat, various effects. Missing with a projectile attack adds +4 to subsequent attacks in the same round. Hitting a foe with concealment with a ranged attack negates the miss chance next round. Can snipe and move (see description, complex).
6B - Improved Rapid Shot (style, light or no armor) - Ignore the -2 penalty for Rapid Shot.

Killoren - Fey, low-light vision, immune to sleep, +2 racial vs enchantment spells/effects, +2 Handle Animal, Survival, -2 attack with any cold iron weapon, Manifest Nature's Might--Hunter (+2 Hide, Listen, Move Silently, Spot, initiative)

Proficiencies: simple, martial weapons, light armor, shields (not tower)

Skirmish (Ex): +2d6 damage on all attacks made during and +1 AC during and after any round in which she moves at least 10 feet away from her position at the start of turn. Only applies to attacks made after at least 10 feet of movement. Cannot be used while mounted. Damage only applies during own turn.
Must be able to see and pick out a vital spot and reach it, and can apply this extra damage to ranged attacks only if the target is within 30 feet. Lost while wearing medium or heavy armor or carrying a medium or heavy load.

Trapfinding (Ex): Can use Search to locate traps with a DC higher than 20, and can use Disable Device to bypass a trap or disarm magic traps.

Favored Environment (Ex): +2 Hide, Listen, Move Silently, Spot, Survival while in favored environment. Environments are Forest and Underground.

Terrain Mastery: At 5th, 10th, etc. level, pick a mastery from among favored environments.
Underground Mastery: 30' darkvision.

Track: Bonus feat.

Wild Empathy (Ex): Use pseudodiplomatic techniques on animals, acting as Diplomacy with a bonus equal to class level plus Cha bonus. Must be visible to each other, generally takes 1 minute. May apply to magical beasts of Int 1 or 2 with a -4 penalty.

Battle Fortitude (Ex): +1 competence to Fortitude and initiative. Lost with medium or heavy armor or load.

Uncanny Dodge (Ex): Cannot be caught flat-footed, as barbarian feature.

Combat Style (Ex): Archery style. Grants Rapid Shot and Improved Rapid Shot (homebrew) even without prerequisites, only when wearing light or no armor.

Fast Movement (Ex): +10' enhancement to speed

Trackless Step (Ex): Cannot be tracked in natural surroundings (as druid).

Endurance: Bonus feat.

Bonus Feat: Scout bonus feat.

Animal Companion (Ex): As a half level druid. Eagle. Stats to come (probably noncombatant).

Spells: CL 1/2 level, based on Wis. 2 1st level per day, DC 13.

Evasion (Ex): Successful Reflex saves mean no damage.

Flawless Stride (Ex): Ignore terrain that slows movement, as well as damage or other impairment. Does not affect Climb or Swim checks, or magically manipulated terrain. Lost with medium or heavy armor or load.

Mobile Combatant (Ex): A 6th level Skirmisher may move during a full attack. They may move a distance up their movement speed and this movement may be split up before attacking, between attacks, and after attacking.


Oruz, Eagle
Small Animal
3d8+3 (17 hp)
Init +3 (+3 dex)
Speed 10', fly 80' (good)
AC 17 (+1s+3d+3n), touch 14, flat-footed 14
BAB +2
Talons +6 melee (1d4)
2 talons +6 melee (1d4) and bite +1 melee (1d4)
Space 5' (5' reach)
SQ: Low-light vision, evasion
Saves: Fort +4, Ref +6, Will +3
Abilities: Str 11, Dex 16, Con 12, Int 2, Wis 14, Cha 6
Skills: Listen +4, Spot +18
Feats: Alertness, Weapon Finesse, Improved Flight


Spells - 2 1st per day, DC 13
Usually prepare entangle and speak with animals. Might prepare bloodhound.


Equipment
+1 Chain Shirt - 250+500 gp (half), 25 lb
+1 M+2 C Longbow - 300+100+200+1000 gp (half), 3 lb
Cloak of Resistance +2 - 4000 gp, 1 lb
Ring of Protection +1 - 2000 gp
Arrows - 1 gp, 3 lb
Masterwork Longsword - 315 gp, 4 lb
4334 gp remaining

Plans:
+1 Dex at 8, Dead Eye at 9.

zachol fucked around with this message at 08:55 on Feb 15, 2016

Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc
"If you want potions, there's a shop about two blocks down the street. There haven't been any reports of intelligent species, but who knows. There's a list of Dangerous species in the contract, but the shorthand version is if it's wearing clothing you should probably be moving it out, not killing it." Ignoring Klem's response, she hands another sheet to Khaemwaset. "Here's last years clearing report." The report is short and rather lacking on details, but indicates that a group of kobolds had been forced out, and a choker and several dire rats were killed. "The cavern is mostly level, it's an offshoot that was dug out from the sewers."

zachol
Feb 13, 2009

Once per turn, you can Tribute 1 WATER monster you control (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.
Val

Val's face sours.
"Eugh. Kobolds. Always... digging."
Her frown continues.
"Where are they usually meant to be relocated? Seems like we'll be just making this a problem for the hillsfolk... or are they supposed to return to the depths?"

Cuchulain
May 15, 2007

My tiny godly CoX shall burn forever!
Khaemwaset looks over the old report.

"Kobolds frighten easy enough, if there are any who have moved back in, killing the largest of them should convince the rest to move on... Dire Rats are hardy, but shouldn't be too dangerous. Ah, never dealt with a 'Choker' before..." he folds up the report and sticks it into his pack, adding with a shrug. "Anhur will see me through, I suppose."

"If there's nothing else you have for us before our task, I suggest we collect whatever supplies we all may need and head out? I myself have a few things I'll need... torches at least. I've not enough gold for a curing wand, but I'd be happy to lend my skill at using one, of course."

Cuchulain fucked around with this message at 08:03 on Oct 15, 2015

girl dick energy
Sep 30, 2009

You think you have the wherewithal to figure out my puzzle vagina?
Crimson Calliope

"A magic man, huh?" Calliope had completely disengaged from the mission briefing by that point. There was nothing in there that surprised or worried her. She didn't know what a choker was, but if it was in a list between kobolds and dire rats, it couldn't be much. "Well, I got a chunk of change saved from my last job. It's probably not enough for a wand, but I'm willing to put it towards one."

Officially offering my 270 gp in the name of buying a 375 gp wand of CLW.

zachol
Feb 13, 2009

Once per turn, you can Tribute 1 WATER monster you control (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.
Val

Val shakes her bag once, giving it a nice clink.
"Lot of old bits in here. Wand would definitely be nice."

Can spare up to 120 gp here.

Bouquet
Jul 14, 2001

Deputy Klem

Klem hides the insult of being ignored as best he can. It was clear he'd arrived beyond the reach of his family's good name, but that was the whole point of the exercise, wasn't it?

The halfling turns out his pockets and sorts through the coins. "I've got about five gold I can contribute to the cause. Stabling costs aren't cheap."

He considers a moment more. "Hmmm. I suppose we're expected to contribute food and drink for ourselves and our mounts for this little trip." The deputy moves coins from one hand to the other as he speaks. "I suppose the first day I can count on fresh goods. That's ahhh...hmmm...two gold. And then some preserved goods and water...four gold just for a couple days, and I'm out. Sorry all, nothing left for the kitty here. I'll meet you by the entrance in an hour!"

Getting food and drink for three days for Klem and Killer, plus ten torches, spending the last of his 6 gold.

Vicissitude
Jan 26, 2004

You ever do the chicken dance at a wake? That really bothers people.
Roarke

"It ain't much, but I got 8 silver to pony up."

It's not much at all. In fact, it's probably more insulting to everyone else, but that concept goes right over Roarke's head. She's not really one of those touchy-feely elf-types.

"But I'd be willing to part with my cut of whatever we get for, ah, convincing anyone to repay their debts to the city."

Yes, that's it. I'll gladly pay you Tuesday for an ale and a bed tonight.

girl dick energy
Sep 30, 2009

You think you have the wherewithal to figure out my puzzle vagina?
Crimson Calliope

"Hell, looks like just enough." Calliope doesn't say anything about the others' financial situations. Kord knows she's had times where she drank all her pay. Good times, too.

"Anything else we need to know before we head out?"

girl dick energy fucked around with this message at 18:40 on Oct 15, 2015

Cuchulain
May 15, 2007

My tiny godly CoX shall burn forever!
Khaemwaset collects gold from Val, Colliope and The Animal, "This should be enough to cover the cost, I'll get us a wand."

He gives a strange salute to the lieutenant and a nod to his companions before leaving.

-390 Gold from Khaemwaset, -100 from Val, -200 from Colliope, -60 from The Animal.

Purchasing 1 Wand of Cure Light Wounds, 3 Lamps, 6 Pints of Oil, 3 Pieces Chalk, 6 Empty Flasks.

Cash Remaining: 1g 90s 84c

Filling the Flasks with Water

Cuchulain fucked around with this message at 21:00 on Oct 15, 2015

Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc
After making their purchases, the newly formed group of adventurers makes their way to the cavern. It lies near the eastern wall of the city, and (unfortunately) is only easily accessible through the sewers. After a thankfully short trek through the foul-smelling tunnels, they come to the spot where the cavern entrance has broken through into the sewers. There are a number of tracks along the ground, but Val is only able to identify those of a number of dire rats.

Cuchulain and Poison Mushroom, can you include the full text of your character sheets in your first post?

You guys are at the red square (which is 10x10)

Piell fucked around with this message at 14:31 on Oct 16, 2015

Bouquet
Jul 14, 2001

Deputy Klem

With Khaemwaset holding a lantern and Klem a torch in their off hands, the party advances to the first intersection or trouble.

We are poo poo at Search so not bothering unless someone notices something suspicious with Spot/Listen. I don't think anyone has any long duration buffs they need to activate either.

zachol
Feb 13, 2009

Once per turn, you can Tribute 1 WATER monster you control (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.
Val can theoretically find traps (or at least has trapfinding) with a Search +3. Piell, how do you want to handle Spot/Listen? Open rolls, you doing secret ones? It looks like Roarke and Val have them the highest at +8.

Cuchulain
May 15, 2007

My tiny godly CoX shall burn forever!
Khaemwaset suggests the party clear the cavern clockwise, hugging the left wall unless something more noteworthy catches the eye.

girl dick energy
Sep 30, 2009

You think you have the wherewithal to figure out my puzzle vagina?
Calliope nods in agreement at that, lighting a torch and holding it in her shield hand.

"Sounds like a plan. Everybody who can't take a hit, behind me."

Mobile Post. Let's go at half pace, I guess? Whatever lets me take 10 on a Spot/Listen check every so often.

Bouquet
Jul 14, 2001

Deputy Klem

"Very good, priest. Killer and I'll guard your flank."

As long as you are not distracted or threatened, you can take 10 with no time penalty, Poison Mushroom.
Exact marching order for hugging left wall:
pre:
Front
Ani  Cal
Kha  Kle
Val  Roa

Vicissitude
Jan 26, 2004

You ever do the chicken dance at a wake? That really bothers people.
Roarke

The battlemind pulls out her everburning torch, wondering why anyone would ever keep shilling out good coin for oil when simple magic was the best way to save cash for the better things in life.

"Okay, gents, let's keep an eye out for creepy crawlies."

Spot and Listen both at +8.

Ryuujin
Sep 26, 2007
Dragon God
The Animal
18/18 HP; 13 AC (13 Touch, 10 Flat-footed) Fort +4/Ref +5/Will +1
Lowlight Vision


The Animal nods, "yes." He takes a look around the tunnel and keeps an eye out for anything suspicious.

Wondering if I should transform for the increased AC and speed. Not that it effects my saves or HP. Nor does it improve my senses.
That said I do have a +6 to Spot and Listen, not quite as good as Roarke but not bad. Also if it comes up I have +7 to Hide and Move Silently if we need to sneak forward. Then again sneaking forward might require no light which then has other issues for humans.

Ryuujin fucked around with this message at 08:51 on Nov 3, 2015

Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc
The adventurers make their way into the cavern, keeping the wall to their left. Most of the tracks appear to break off into the larger caves to the left, but bloodstains and drag marks in the dirt lead straight ahead. As the group enters the room ahead of them, they spot half a dozen bodies lying on the ground. Upon examination, they are kobold bodies, and although the bodies have been heavily fed upon by dire rats, Val can tell from the crushed and shattered bones that some large blunt weapon caused their deaths. The kobolds have not been dead for long - a week at most.

girl dick energy
Sep 30, 2009

You think you have the wherewithal to figure out my puzzle vagina?
Crimson Calliope

What starts as a look of shock turns slowly into a wicked grin. The fallen bodies, the blood, maybe this little clean up job is going to be less dull than she thought.

"Oh, hells yes."

Bouquet
Jul 14, 2001

Deputy Klem

"Ah ha, excellent! A challenge worthy of a Hardnose after all! An ogre, a troll, maybe even a giant?!? Truly a banner day, my friend." The last is addressed to Killer, of course.

"Let us proceed, my reluctant assistants!"

Keep going with the wall-hugging plan unless someone intercedes.

Cuchulain
May 15, 2007

My tiny godly CoX shall burn forever!
Khaemwaset says a brief prayer over the Kobold bodies. "The Deputy might be a bit overeager, but obviously something more dangerous then anticipated has made it's way here. Stay on guard."

Drawing my Falchion as the party moves on, don't want to waste a move action on it.

Cuchulain fucked around with this message at 01:40 on Oct 18, 2015

Vicissitude
Jan 26, 2004

You ever do the chicken dance at a wake? That really bothers people.
Roarke

"Looks like we don't need to worry about too many sentients down here. What do you think got 'em? Wasn't a rat, I can see that much."

Just in case, Roarke manifests her weapon. The huge green sword fills her hand with but a whisper of thought, a vague greenish glow surrounding it. Not enough to actually light the way, but it's still pretty.

zachol
Feb 13, 2009

Once per turn, you can Tribute 1 WATER monster you control (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.
Val

"Definitely something with a club or hammer. Or fists. I'm assuming not a choker... chokers choke, right?"
Val sniffs.
"Are ogres or trolls or whatever 'dangerous'? That seems like a difficult fight, even for six of us. Would be very... foolish, to just walk up and announce our presence and wait for them to make the first move."

Bouquet
Jul 14, 2001

Deputy Klem

In response to Val's question, Klem tosses his torch to the ground and retrieves the contract. "Hmm, let's see," he says, squinting at the list. "It's quite long, actually." He pauses for a moment and mumbles to himself while flickering his fingers, "ell, em, en, oh..."

Are ogres, trolls, or giants on the list?

Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc
Ogres, Trolls, and Hill Giants (not any other kind of giants) are all on the list. In general if it has 6 int or less and it's alignment is listed as usually/always evil, it's on the list, along with most carnivorous nonhumanoid(in shape, not in type) things that are usually/always neutral or evil.

Piell fucked around with this message at 17:41 on Oct 18, 2015

Bouquet
Jul 14, 2001

Deputy Klem

"Yes sir, here we go. Ogres, trolls and giants, all on the list! Pointy bits on, gentlemen!"

After several seconds, the Deputy hastens to add, "Ah, yes, and ladies, too!"

zachol
Feb 13, 2009

Once per turn, you can Tribute 1 WATER monster you control (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.
Val

Val draws her bow but looks quite hesitant.
"You know, if it is a troll, I think we should avoid it. I doubt we could take one, and if we retreated and drew it up to the city, we could be blamed for any guards it killed during the resulting fight. I mean, aren't they terribly hard to put down?"

She glances around the tunnel.
"On the bright side, though, whatever it is, it probably lumbered through any traps the kobolds set."

Bouquet
Jul 14, 2001

Deputy Klem

"There's six of us, how tough can one monster be? The valiant and noble among us will distract the beast while our wizard bombards it with fiery bolts!" The halfling's head swivels as he reviews the members of the group. "Our wizard...damnation!"
Now speaking mostly to himself, he mutters, "Why didn't they assign a wizard to my team?" "
Very well, my lady tree elf," he says to Val, "I suppose in this case it may be the wisest course of action to report the presence of a troll to the good lieutenant and request a simpler task."

girl dick energy
Sep 30, 2009

You think you have the wherewithal to figure out my puzzle vagina?
Crimson Calliope

"And maybe once we're done, we can mow some lawns, and get a cat out of a tree." Calliope rolls her eyes at Klem and his sudden change of heart, as well as Val's. Fine, let them run, play it safe. All the more glory for her when she comes back into town carrying its head.

"If you're all gonna run, do it now." Cal shifts the weight of the torch in her hand, peering further into the dark. She strains her ears to listen for any echoed sounds coming from the caverns ahead. "I'll even let you take whatever pocket change the lizards' got."

Gonna spend the time to take 20 on a Listen check.

Ryuujin
Sep 26, 2007
Dragon God
The Animal
18/18 HP; 13 AC (13 Touch, 10 Flat-footed) Fort +4/Ref +5/Will +1
Lowlight Vision


The Animal looks at Klem, incredulously, until it seems Klem realizes the lack of a wizard could be bad when facing a troll. But he soon moves his look to Cal. Well at least some of them feel fairly confident.

He shakes his body as if freeing some fur, then states, "Animal get comfortable." And with that his form shifts into a rather large looking wolf.

pre:
Predator
18/18 HP; 17 AC (13 Touch, 14 Flat-footed) Fort +4/Ref +5/Will +1)
Bite +7 vs. AC 1d6+5 piercing damage 
Speed 50
Lowlight Vision

Ryuujin fucked around with this message at 08:51 on Nov 3, 2015

Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc
Cal and the others strain their ears, attempting to hear something from further in the cave, but to no avail. If they were going to find out had killed the kobolds, they would have to move deeper into the caves.

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Vicissitude
Jan 26, 2004

You ever do the chicken dance at a wake? That really bothers people.
Roarke

Roarke taps her foot impatiently. They're all burning daylight here and there's good coin to be had if they actually do their jobs.

"You boys about done communing with the rocks? Whatever did this ain't here."

But just in case, she keeps her own eyes and ears sharp. No sense in letting something sneak up on them all.

Spot and Listen at +8

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