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The summer's gone on a lot longer this year, or at least that's the way it seems. A blazing sun beats down on the party as they make their way down the cracked and dusty road. It might not be so bad if there were a breeze, but it seems that the weather doesn't want to cooperate. Or maybe the wind is being blocked by the browning foliage of the trees on either side of the road. Thankfully water isn't that big an issue. Despite the extended dry spell it's not a complete drought. Small streams still flow nearby every few miles or so, more rivulets than rivers, but the water is clean and fresh and the adventurers can refill their skins. Occasionally they pass a farm willing to barter for fresh water. Elsir Vale isn't great nation, though, and those farms are few and far between. Drellin's Ferry is one of the larger settlements nearby, named for their principle source of income. Their ferries provide a way across the great river in safety. The town also sits right on the borders of the Witchwood, a great forest that spreads for dozens of miles and is rumored to hold secrets and hidden wealth for those willing to brave the dark wood. But things have been stirring in the forest lately. Rumors abound of new beasts gathering, of an army amassing in the mountains. Perhaps that's why the party has come. Maybe they only seek to plunder what riches they can. But right now, all are begrudging the sun and wishing that a passing cloud might offer some relief from the heat. Give me a marching order and let me hear some banter, people! You're an established party. You know each other.
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# ? May 5, 2016 01:42 |
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# ? Mar 28, 2024 11:37 |
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Gat Gat flew overhead in his bird form - he'd found that it was generally the most comfortable in hot climates, and any attackers were less likely to notice sunglasses on a bird flying above than on a dog. Also it meant he didn't have to participate in the endlessly boring conversation that the others were having. I'll be flying 40' up Actual Form Standard Travelling Form (dwarf) Predator Form Aerial Form Aquatic Form pre:Gat aka "Gadrus Stoneaxe" Frostblood Orc Shapeshifter 6 Chaotic Neutral Strength 24 (+6) Dexterity 14 (+2) Constitution 16 (+3) Intelligence 8 (-1) Wisdom 6 (-2) Charisma 6 (-2) Total Hit Points: 75 Speed: 30 feet Armor Class: 14 = 10 +2 [dexterity] +2 [armor] Touch AC: 12 Flat-footed: 12 Initiative modifier: +2 = +2 [dexterity] Fortitude save: +9 = 5 [base] +3 [constitution] +1 [resistance] Reflex save: +8 = 5 [base] +2 [dexterity] +1 [resistance] Will save: +6 = 2 [base] +3 [constitution] +1 [resistance] Attack (handheld): +12/+7 = 6 [base] +6 [strength] Attack (unarmed): +12/+7 = 6 [base] +6 [strength] Attack (missile): +8/+3 = 6 [base] +2 [dexterity] Grapple check: +12/+7 = 6 [base] +6 [strength] Languages: Common Draconic Dwarf Goblin Orc Feats: Racial Bonus: Endurance Level 1: Steadfast Determination Level 3: Headlong Rush Level 6: Power attack Skills Balance Dex* 4 = +2 +2 [tumble] Bluff Cha 7 = -2 +9 Diplomacy Cha 0 = +1 +2 [bluff] Disguise Cha 7 = -2 +9 Intimidate Cha 0 = -2 +2 [bluff] Jump Str* 8 = +6 +2 [tumble] Listen Wis 7 = -2 +9 Spot Wis 7 = -2 +9 Tumble Dex* 8 = +2 +6 Also has 3 ranks in Speak Language Bluff >=5 ranks gives +2 on disguise checks to act in character. Frostblood Orc: Dragonblood and Orc subtypes +4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma Darkvision 60' Light Sensitivity: Dazzled in bright sunlight or within a Daylight spell Cold Resistance 10 Vulnerability to Fire Shapeshifter 1: Low Light Vision (at all times), Simple Weapon Proficiency, Trapfinding, Gain the shapechanger subtype Predator Form - A medium predatory animal such as a wolf or panther, you gain a primary d6 bite attack, +4 strength, +4 natural armor, and 50' land speed). Your bite attack deals 1.5x strength damage, instead of 1x Strength. You become Medium sized (with no attribute changes, if this is different from your natural size). You have the reach of a long creature of your size. 2: Wild Empathy, 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. 3: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. Their absorbed gold reserved can be combined with being enchanted directly to reduce the cost for enchantment. They cannot be enchanted with any ability that is not in that list. 4: Aerial Form - a flying creature such as a large bat or eagle, you gain a primary d6 bite attack, +2 strength and +2 natural armor, and 40' flight with good maneuverability. Your bite attack deals 1.5x strength damage, instead of 1x Strength. You become Small sized (with no attribute changes, if this is different from your natural size) 5: 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) 6: Oceanic Hunter Form- a medium water predator such as a barracuda or shark, you gain a primary d8 bite attack, +4 strength and +6 natural armor, 50' swim speed, and the ability to breath underwater. Your bite attack deals 1.5x strength damage, instead of 1x Strength. Self-Determination: Innate Durability x2 = DR 4/- Absorb Magic Purchases: 2000 +1 Natural Weapon 1000 +1 enhancement bonus to saves 4000 +2 enhancement bonus to strength 4000 +2 enhancement bonus to armor class 1200 gp reserve Gear 750 Healing Belt 10 Sundark Goggles 40 gp remaining Piell fucked around with this message at 19:38 on May 24, 2016 |
# ? May 5, 2016 04:27 |
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Kalina Art by Chris Bjors "I'm telling you, it makes a big difference," said Kalina's voice from an empty patch of air one torso length above the saddle of her elk mount. "The hotness from the sun just goes right through you." Looking over the group, she congratulated herself again at the newest addition. Not only was Tarnier actually polite, he was capable of miraculously producing food and water every day. Veritas had at first insisted it was beyond her ability, and then when she had finally demonstrated the skill, she regularly "forgot" to prepare the ritual. Tarnier seemed to feel a real sense of duty to his less wealthy companions, as was proper. He still smelled terrible after a day of marching in the heat, of course, so she was grateful he was some distance away in front of Brynjolf's horse. Not that Brynjolf or his horse smelled particularly better, but her mount being on a lead from his was an important part of the deception that her elk had no rider. -Proposed order: Tarnier in the lead, then Brynjolf and Talidar, then Veritas and Kalina, then Tik, with Gat flying around overhead? -WWN and Anias, I ran out of money before buying food, so I'm counting on Create Food and Water from one of you to keep me alive! Background Kalina's mother lives in an oak on the southern slope of a nice hill far from Elsir Vale. Her father, "just wasn't there one spring," according to her mother. Kalina learned early in her life that her mother's sense of time differed significantly from Kalina's own and that of the people living in the small village at the base of the hill. Asked to describe her father, Kalina's mother could only supply that, "He was very nice. He had shiny dark hair and gleaming eyes that laughed when he looked at me." The villagers had no idea who Kalina's father was either, and that was that. Kalina survived her extremely unorthodox and haphazard upbringing only due to the kindness of some of the villagers who still believed getting one of the fey to owe you a favor was better than the alternative. Without them, the little girl might have starved during the two winters her mother forgot to arrange for supplies; she definitely wouldn't have learned how to read. As she grew older, it became clear that Kalina's unusual parentage had gifted her with any number of unpredictable powers. Thankfully no one died in any of the accidents caused by Kalina's lack of control, but the village elders worried. A conclusion was reached: Kalina was a nice girl, and her mother was a nice tree spirit, but it might be safest for the villagers if Kalina was off being nice somewhere else until she improved her control over her powers. Thus began the secret campaign to get Kalina to leave of her own accord. The plan was simple, but proved effective. Everyone told her every tale of wandering heroes they could think of, with minor alterations here and there to ensure the hero lived happily ever after. One morning Kalina announced to her mother, "I'm going on an adventure! I'll be back some day." Her mother gave her a hug and a magic anklet and cheerfully waved goodbye. Several years later, Kalina encountered a rather disreputable group of adventurers in Dennovar. Sick and tired of the endless Golden Plains, Kalina asked to join them purely based on an overheard remark about Marth Forest. She needed a good dose of trees! pre:Human Warlock 6 STR: 8 DEX: 14 CON: 12 INT: 14 WIS: 8 CHA: 21 (Level 4, +2 item) BAB: 4 Saves: Fort 3* (2 base+1 CON) Ref 4* (2 base+2 DEX) Will 4** (5 base-1 WIS) * +1 vs spells and SLA ** +1 vs spells and SLA, +3 vs enchantments HP: 39 AC: 19 (10 base+2 DEX+5 armor+2 shield) Attack Hit Damage Crit Range Notes Eldritch Blast 6 3d6 20x2 60' Ranged touch, DC 20 Will or shaken 1 minute Eldritch Glaive 6 3d6 20x2 - Touch, reach, DC 20 Will or shaken 1 minute Feats Level 1: Nymph's Kiss (Maternal affection version) Fey regard you as fey +2 circumstance bonus on all Charisma-related checks +1 bonus on saving throws vs spells and spell-like abilities 1 extra skill point per level Human bonus: Dreadful Wrath On charge, full attack, cast a spell that either targets an enemy or includes an enemy in its area, gain frightful presence for that round. Enemies within 20' radius Will save (DC 10 + 1/2 CL + CHA) or be shaken for 1 minute. Regardless success or failure on save, any creature exposed to this effect is immune for next 24 hours. This is an Ex morale effect. Level 1 Warlock bonus: Fey Heritage [Heritage] +3 to Will saves vs enchantment Level 3: Ability Focus (Eldritch Blast) +2 to DC of Eldritch Blast Level 3 Warlock bonus: Fey Power [Heritage] +1 caster level and save DCs for enchantment spells and warlock invocations Level 6: Weapon Finesse Use Dex instead of Str to hit with certain melee weapons Level 6 Warlock bonus: Fey Skin [Heritage] DR 2 + number other fey heritage feats / cold iron. Stacks with DR/cold iron from type, subtype, race, or class only Skills 8 pts/lvl = 72 total Class: Bluff, Concentration, Craft, Diplomacy, Disguise, Hide, Intimidate, Jump, Knowledge (all), Move Silently, Profession, Sense Motive, Spellcraft, UMD Skill Total Ranks Att Other Bluff 19 5 5 + 6 + 2 circumstance + 1 Concentration 10 9 1 Diplomacy 28 9 5 + 6 + 6 synergy + 2 circumstance Handle Animal CC 6 1 5 Intimidate 24 9 5 + 6 + 2 synergy + 2 circumstance Know (arcana) 7 5 2 Know (nature) 3 1 2 Know (nobility) 7 5 2 Know (planes) 3 1 2 Know (religion) 3 1 2 Sense Motive 4 5 -1 Spellcraft 13 9 2 + 2 synergy (+ 2 synergy to decipher scrolls) UMD 16 9 5 + 2 circumstance (+ 2 synergy with scrolls) Skill Tricks Never Outnumbered Class Features Eldritch Blast 3d6 Detect Magic 4 least invocations (Eldritch Glaive, See the Unseen, Beguiling Influence, Frightful Blast DC 15+CHA) 1 lesser invocation (Walk Unseen) DR 1/cold iron (DR 5/cold iron with Fey Skin feat) Deceive Item Equipment 4000 Cloak of Charisma +2 2200 Mithral Chain Shirt +1 2300 Amulet of Tears 0750 Healing Belt 1400 Anklet of Translocation 1520 Feycraft Mithral Heavy Shield 0500 Least Crystal of Arrow Deflection 0300 - Magebred War Elk (slightly modified light warhorse) 0020 30lbs Military Saddle 0004 08lbs Saddlebags 0002 08lbs Waterskin x 2 0001 08lbs Bedroll and Winter blanket 0003 pre:Magebred War Elk Large Animal HD: 3d8 HP: 32 AC: 21 (-1 size, +4 Dex, +8 natural), touch 13, flat-footed 17 Init: +1 Speed: 60' Base Attack/Grapple: +2/+9 Attack: Gore +4 melee (1d8+3) Full Attack: Gore +4 melee (1d8+3), 2 hooves -1 melee (1d4+1) Abilities: Str 12(16), Dex 16(18), Con 17(19), Int 2, Wis 14, Cha 6 Skills: Listen +7, Spot +7 Special Qualities: Low-light vision, scent, excellent learner*, thick-skinned breed Feats: Improved Natural Attack (Gore) [Bonus], Run, Alertness Tricks: Attack, Come, Defend, Down, Guard, Heel, Stay, Work * Can learn 8 tricks, DC for Handle Animal checks reduced by 2. Time to train for a purpose is reduced by 1 week (to a minimum of 1 week). Bouquet fucked around with this message at 23:27 on May 8, 2016 |
# ? May 5, 2016 04:28 |
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Tik Kinslayer Tik walked along behind the horses, and elk, casually strolling along as the animals ambled down the road. Tik glanced to the sky, trying to spot the other one, the quiet one with the darkened glasses and many forms. But it was hard to spot against the glare of the sun. That one must be suffering the light more than any other, but the darkened glasses may help. Tik things about it but cannot remember ever seeing it without them. Tik was never sure what to call that one. So many forms, and gave many names . Tik knew not what was truly real with that one. Tik brings his gaze back down to the road as Kalina speaks up, again. She was a strange one. Humie as far as he could tell, but different. Tik felt she was like a shaman, but not calling upon the spirits, and only able to do a few things. But the things she did. Like this, traveling invisible. "Tik no know if being invisible makes invisible to heat. Tik feel that no work because then Tik feels you would feel only cold. But Tik no invisible." He looks beyond the elk, and her seemingly empty spot upon its back, to the horses beyond. Veritas. A spellcaster. A humie? Tik was not sure. He knew little of her after all this time, but Tik knew she summoned many things and unleashes fire and fog upon the battle. Then there was Tarnier far in the lead. Tik was more certain here. Tarnier was a humie. A holy one, clad in metal and enhancing the party with his holy magics. Tik was sure he was a good man. Tik was less sure about some of the others. Like Talidar. Tik was uncertain about this one. Tik thinked he was a humie, but with dragon blood? Tik knew he was a magic man. But Tik felt dread about Talidar's magics. Not holy magic like Tarnier, possibly unholy, or at least dark. But Talidar is with them, so he should be trusted. Right? Tik's gaze went from one end of the marching line to the other. Tarnier and Talidar were extremes. They stood out in a way, more for what he had learned of them than their very presence. Brynjolf was different. Tik felt he drew the eye because of his presence. Brynjolf was big and strong, though not as much as some of the forms of the one flying above. He was impressive. Wearing no armor, though a magic skin of protection, and yet Tik felt he was very safe and secure. Like Tik Brynjolf fought with fists, but where Tik fists were small and fast Brynjolf's were big and mighty. Brynjolf was much better at grabbing people and slamming them into things, Tik was no good at that. Tik can hit hard and accurate, but Tik no is strong. Tik was confident in Brynjolf's strength, but less in his character. Tarnier is good and doing this for right reasons. The others. Tik is less sure of. Still Tik must trust them. Background Tik, son of Tak. Tik is strong, Tik is mighty! Okay no Tik is not. But Tik is quick, Tik is fast and Tik is not like other goblins. Tak was a mighty goblin, Tak was a big bully. Tak was mean, Tak was vicious, Tak loved to kill humies and mutilate cows. Tak say kill humie, Tak say worship Scaled One. Tak wanted Tik to do these things. Tik no like to kill humies. Tik no like to mutilate cow. Tik no want worship Scaled One. Tak was cowardly, bullying those smaller than him. Tik is brave. Tik stand up to Tak. Tak tell Tik kill these humie children. Tik say no. Tak beat Tik for no follow commands. Tik took many blows, Tik looked upon frightened children, Tik stand up and Tik strike Tak. Tak fall. Tak not get up. Tik kill Tak. Tik feel sad, but sad go away when he look upon humie children. Tik knew humie children not survive on own. Tik take humie children from camp. Tik confronted by more goblins. Tik sad but Tik kill to save humie children. Tik find big hobgoblin, and Tik kill to save children. Tik even face mighty bugbear. Tik hurt but Tik kill. Tik escape, with humie children. Tik leads them through the wild wilderness until Tik come across humie town. Battered, bleeding, Tik collapse as he return humie children. Humies attempt to kill Tik, but humie children protect Tik. Tell of Tik's bravery. Humies surprised, confused, but humies tend Tik wounds. Tik recover. Tik get to know humies as Tik heal. Tik is no longer son of Tak. Tik killed Tak. Tik killed many kin. Tik is a kinslayer. Tik cannot return. But Tik not want to return, not want to kill humies, not want to attack livestock, not want to worship scaled ones, not want to be one of Kulkor Zhul. Humies let Tik stay, but Tik must work to eat, to have roof. Tik no know many skills. Tik looked upon Tik's tiny hands, which so recently were awash in Tik's kin blood. Tik knew horde not done. So Tik go out and defeat wandering monsters, make town safe, and keep an eye out for Kulkor Zhul. Tik is Kinslayer, and Tik must stop the People of the Dragon. pre:Tik Kinslayer Battlemind 6 Chaotic Good Strength 6 (-2) Dexterity 24 (+7) Constitution 12 (+1) Intelligence 10 (+0) Wisdom 16 (+3) Charisma 8 (-1) Total Hit Points: 53 Speed: 60 feet Armor Class: 23 = 10 +7 [dexterity] +3 [wisdom] +1 [deflection] +1 [AC Bonus] +1 [size] Touch AC: 23 Flat-footed: 16 Initiative modifier: +7 = +7 [dexterity] Fortitude save: +7 = 5 [base] +1 [constitution] +1 [resistance] Reflex save: +13 = 5 [base] +7 [dexterity] +1 [resistance] Will save: +8 = 5 [base] +3 [wisdom] +1 [resistance] Attack (handheld): +5/+0 = 6 [base] -2 [strength] +1 [size] Attack (Ki Weapon): +16/+11 = 6 [base] +7 [dexterity] +2 [enhancement] +1 [size] Attack (missile): +14/+9 = 6 [base] +7 [dexterity] +1 [size] Grapple check: +0 = 6 [base] -2 [strength] -4 [size] Languages: Common, Goblin Feats: Level 1: Agile Athlete (use Dex in place of Str for Climb and Jump) Level 3: Superior Unarmed Strike Level 3: Mage Slayer (bonus) Level 6: Touchstone (Catalogs of Enlightenment - Celerity) Skills Autohypnosis Wis? 03 = +3 Balance Dex 11 = +7 +2 +2 [tumble] Climb Dex 07 = +7 +0 Concentration Con 01 = +1 Craft Int -1 = -1 Diplomacy Cha -1 = -1 Escape Artist Dex 07 = +7 +0 Hide Dex 11 = +7 +4 +4 [Size] Jump Dex 35 = +7 +9 +2 [tumble] +12 [speed] +5 [competence] Know. Arcana Int -1 = -1 Know. Psion. Int -1 = -1 Know. Relig. Int -1 = -1 Listen Wis 07 = +3 +4 Move Silently Dex 11 = +7 +4 Perform Cha -1 = -1 Profession Wis 03 = +3 Sense Motive Wis 03 = +3 +0 Spot Wis 07 = +3 +4 Swim Str -2 = -2 +0 Tumble Dex 18 = +7 +9 +2 [Jump] Air Goblin: Goblin subtype +Dexterity, -2 Strength, -2 Constitution Darkvision 60' +4 racial bonus on Move Silently Small size +1 racial bonus on attack rolls against creatures of the earth subtype -2 penalty on all saving throws against spells, SLAs and SU abilities of creatures with the earth subtype. Breathless (Ex): Do not breathe, so have immunity to drowning, suffocation, and attacks that require inhalation. Battlemind - Ki Weapon (+2 Goblinoid-Bane Adamantine Unarmed Strike (1d6 /x3)) - Fighting Versatility - AC Bonus (Wis +1) - Infuse Ki +3D6 - Ki Speed (10') - Throw Ki Weapon (standard action, 30', dissipates weapon) - Stunning Strike DC 16 - Diamond Soul - SR 16 - Ki Motion (Fly 55' as part of move) Magic Item Purchases: 5500 Boots of Striding and Springing 1000 Cloak of Resistance +1 4000 Gloves of Dexterity +2 0250 Touchstone artifact, destroyed as part of the bonding ritual 2000 Ring of Protection 250 gold remaining pre:Tik Small Goblin HD: 6d10 HP: 53 AC: 23 (+1 size, +7 Dex, +3 wis, +1 def, +1 AC), touch 23, flat-footed 16 Init: +7 Speed: 60', Fly 55' but must land at the end Attack: Unarmed +16 melee (1d6+9/x3) (+3d6 Infuse Ki)(+2d6 vs Goblinoids)[Adamantine] Skills: Listen +7, Spot +7 Special Qualities: Darkvision 60', Breathless, SR 16 Ryuujin fucked around with this message at 07:58 on May 5, 2016 |
# ? May 5, 2016 07:48 |
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Tarnier Nackle "The sun's warmth is a gift." Tarnier said over his shoulder to Kalina. "Albeit perhaps one given too generously at times." He adds after a moment's thought. Not that he feels it, his prayers that morning keeps him from suffering the worst of the heat, a necessity with the many layers and padding of his armor. That isn't the only blessing the sun has seen fit to grant him, however, as a ghostly star orbits around him. Tik had asked him about it, and the cleric had only smiled and called it 'protection'. Not for the first time Tarnier wonders about his newfound companions. They claimed to be men and women of virtue, searching for wrongs to right and evil to be brought to the light of justice, but he was beginning to think that wasn't wholly accurate. Not that any of them appear to be bad people, but... Directly behind Tarnier is Brynjolf and Talidar. The former reminds him of some of the Paladin-Knights of his order, physically strong and supremely confident and with every reason to be. The man appears to be dependable, and hasn't let the cleric down yet. But Talidar concerns the cleric. The man's powers are dark, sinister. Tarnier has been warned against such things, and though Talidar hasn't yet shown himself to be a man of ill intent, Tarnier nevertheless keeps his distance. Further back were the women, Kalina and Veritas. Kalina is strange, flighty and capricious, but with a good heart. Perhaps she is a bit forgetful, but Tarnier does not hold it against her. Veritas, on the other hand, seems almost cold and reserved to the priest. He can't say he knows much of anything about her yet, despite a few attempts to discuss matters of magic with her. And finally there is Tik, the only member of the party shorter than Tarnier himself. He was embarrassed to say that when first meeting the goblin Tarnier thought him an enemy, a thief or killer. After trying to smite the little scrapper, and apologizing profusely, Tarnier discovered he quite liked the diminutive man. He finds the goblin to be humorous and possessing of a good heart. If nothing else, Tarnier's tale will be among the most interesting of his order's history. _____________________ "They come!" Shouted the sentry up in the temple's tower. And sure enough, in the distance, a score or more of goblins atop wargs could be seen, moving quickly towards the temple for the Order of the Rising and Setting Sun. Dame Lorin, Paladin-Commander of the temple, turned towards her brothers and sisters, perhaps ten in all. "Steel yourselves, Shining Ones." She said, "For in a moment we go out to meet them. They think we are easy prey because we are few and they are many. Let them believe that! Let them believe falsely in their assured victory. For we have strength of our faith! Of our conviction! And none is stronger in that faith than our Brother here with us. Brother Tarnier, lead us in blessed prayer." As one the members looked towards the back of the group where small, thin Brother Tarnier stood proud, chin held high and eyes unafraid. He didn't possess the talent for war or the strength of arm that his brothers and sisters might, but his belief in their holy Order gave him another strength. Few people could manifest their faith as easily or as strongly as he. He bowed his head, and the others did as well. "Let us become as the blessed sun above. As quick as the dawn's lights across the land. As bright and true as the noonday. As fierce and burning as the sunset." The prayer continued, and each paladin and priest felt the strength of Tarnier's convictions become their own. Armor felt lighter, hands swifter, arms truer, thoughts clearer. Tarnier himself nearly blazed with holy power, before it dimmed to a mere unearthly glow as his prayer ended. Their faith would guide them, just as it guided their brother in all things, and with that power they could not be felled. And with a roar the gates opened and the Order charged as one to meet the wargs. ________________ To say that the journey had been going poorly thus far would be too close to a lie for Tarnier's tastes. His fellow priests and knights had warned him that he was perhaps too naive to make the Pilgrimage of the Sun, to travel ever westward until he completed some great deed that honored the sun. It would be difficult and dangerous, and his blessings might not be enough on their own, they had said. But Brother Tarnier persevered, determine to make the journey and return home with honor and prestige. That had been two months ago. A mere week after he had began he was robbed, a trio of bandits surprised him, tackled him to the ground, stole his purse from him, and fled into the thick of the woods before the priest could even get back up. Tarnier had been too embarrassed by what had happened to turn back, and so persevered. He had stopped in a town in Elsir Vale and tried to remake a few of the coins he had lost offering his healing prayers. After a few days of helping the people of the town, Tarnier decided to stay awhile longer, preaching on a street-corner and still offering his magic to those in need. And it was while he was sermonizing to a tiny congregation that he was approached be a strange pair, offering to buy his services on retainer. The priest asked if they were adventurers on a brave and noble quest to bring the light of justice to the dark corners of the world. After a brief moment convening with one another the pair had said, "Yeah, sure, let's go with that." How could Tarnier refuse? pre:Tarnier Nackle LN Human Cleric 6 Strength 8 (-1) Dexterity 10 (+0) Constitution 12 (+1) Intelligence 11 (+0) Wisdom 20 (+5) = 17 + 1 (Level 4) + 2 (Magic) Charisma 16 (+3) HP: 35/44 Speed: 20' Armor Class: 23 = 10 + 10 (Armor) + 3 (Shield) Touch AC: 10 Flat-footed: 23 Initiative modifier: +0 = 0 + 0 Dex Fortitude save: +6 = 5 + 1 Con Reflex save: +2 = 2 + 0 Dex Will save: +10 = 5 + 5 Wis Attacks: +1 Morningstar - +10, 1d8 x2 (B, P) Languages: Common, Goblin Feats: Human Bonus - Extend Spell Character 1st - Persistent Spell Character 3rd - Divine Metamagic [Persistent Spell] Character 6th - Intuitive Attack Skills: Concentrate: +10 = + 9 Ranks + 1 Con Heal: +14 = + 9 Ranks + 5 Wis Knowledge [Religion]: +9 = + 9 Ranks + 0 Int Abilities: Turn Undead: 6/day Domains: Travel Domain Granted Powers: For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This granted power is a supernatural ability. Add Survival to your list of cleric class skills. Travel Domain Spells: 1 - Longstrider: Increases your speed. 2 - Locate Object: Senses direction toward object (specific or type). 3 - Fly: Subject flies at speed of 60 ft. 4 - Dimension Door: Teleports you short distance. 5 - Teleport: Instantly transports you as far as 100 miles/level. 6 - Find the Path: Shows most direct way to a location. 7 - Greater Teleport: As teleport, but no range limit and no off-target arrival. 8 - Phase Door: Creates an invisible passage through wood or stone. 9 - Astral Projection: Projects you and companions onto Astral Plane. Sun Domain Granted Power: Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead. Sun Domain Spells: 1 - Endure Elements: Exist comfortably in hot or cold environments. 2 - Heat Metal: Make metal so hot it damages those who touch it. 3 - Searing Light: Ray deals 1d8/two levels, more against undead. 4 - Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold. 5 - Flame Strike: Smite foes with divine fire (1d6/level damage). 6 - Fire Seeds: Acorns and berries become grenades and bombs. 7 - Sunbeam: Beam blinds and deals 4d6 damage. 8 - Sunburst: Blinds all within 10 ft., deals 6d6 damage. 9 - Prismatic Sphere: As prismatic wall, but surrounds on all sides. Spells Per Day 0 - 5 1 - 5+1 2 - 4+1 3 - 3+1 Items:
quote:Prepared Spells Who What Now fucked around with this message at 18:42 on May 23, 2016 |
# ? May 5, 2016 21:28 |
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Talidar "A gift, maybe, but one that will scorch the crops if the heat doesn't abate soon. Besides, it's damned uncomfortable.", Talidar complains.."I'll be glad when we find shade and a place to rest." He'd be glad when he was out of this place, altogether. The area had an oppressive aspect, and Talidar began to question if his quest was worth it. code:
Epicurius fucked around with this message at 18:55 on May 8, 2016 |
# ? May 6, 2016 02:24 |
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"Brynjolf the Brute", aka "Brynjolf the Bone-Crusher" Brynjolf rode astride his horse, Ratbreath, who cantered at a leisurely pace behind ol' Tarny and somewhere in the vicinity of Tali. He took the opportunity to take a drink from his enchanted mug; a bauble he picked up in some city... somewhere. He couldn't remember, and he couldn't help but think that it was in some way connected, considering that same mug provided cheap ale on demand. He rubbed his chin in idle thought on the matter. "gently caress the sun, what I want is a proper inn with a proper drink. A man can only drink so much watery ale." pre:Brynjolf CN Human Wrestler 6 Strength 24 (+7) = 17 + 6 (Wrestleman) + 1 (Level) Dexterity 14 (+2) Constitution 14 (+2) Intelligence 12 (+1) Wisdom 12 (+1) Charisma 7 (-2) HP: 69/69 Speed: 30' Armor Class: 21 = 10 +2 Dex +8 Armor +1 Defl Touch AC: 13 Flat-footed: 19 Initiative modifier: +2 = 0 + 2 Dex Fortitude save: +8 = 5 + 2 Con +1 Ench Reflex save: +8 = 5 + 2 Dex +1 Ench Will save: +4 = 2 + 1 Wis +1 Ench Attack (handheld): +11 = 4 + 7 Str Attack (unarmed): +11 = 4 + 7 Str Attack (missile): +6 = 4 + 2 Dex Grapple check: +11 = 4 + 7 Str Languages: Common, Goblin Feats: Human - Improved Grapple 1st Level - Deflect Arrows Bonus 1st - Improved Unarmed Strike Bonus 1st - Power Attack 3rd Level - Weapon Focus (Unarmed Strike) 6th Level - Improved Natural Attack (Unarmed Strike) Skills: Jump - 16 = 9 + 7 Swim - 16 = 9 + 7 Climb - 16 = 9 + 7 Spot - 10 = 9 + 1 Listen - 10 = 9 + 1 SenMot - 10 = 9 + 1 Special Moves: Flurry Strike (Jobber) Suplex (Jobber) Clothesline (Jobber) Brutal Strike (Midcard) Abilities: Powerful Fists (Magic) Improved Weight Class (Heavyweight) - Powerful Build - Mettle Items: Skin of Ectoplasmic Armor - 6000 Ring of Protection +1 - 2000 Vest of Resistance + 1 - 1000 Healing Belt - 750 Horse, light - 75 Riding Saddle - 10 Saddlebags - 4 Amulet of Tears - 2300 3x Javelin - 3 2x Dagger - 2 Everlasting Rations - 350 Everfull Mug - 250 - 306 GP Rhjamiz fucked around with this message at 17:59 on May 14, 2016 |
# ? May 7, 2016 04:35 |
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Tarnier Nackle "With no sun there would be no barley or hops with which to brew ale, Bryn." Tarnier says without turning around, a grin on his face. "No grapes for wine, or fruit for schnapps. Not even any grains for vodka. I'm not sure I'd like to live in a world without any of those."
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# ? May 8, 2016 00:34 |
quote:Veritas CR 6 Anias fucked around with this message at 03:22 on May 16, 2016 |
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# ? May 8, 2016 03:04 |
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A bit of unexpected comfort Despite the sun bearing down it looks like the party has some relief. The trees grow closer together around this next bend. Curving down and to the left the road runs right under a thicker clump of trees. The shade is welcome after a long and hot march. Off to the left a small trail leads up to an old stone building, probably a farmhouse since it sits adjacent to a large field, long since overgrown. Looks like nobody's been here for years. Even the birds seem to have gone quiet in respect. Which is what makes this farm seem so off. Something twinges at the back of your necks and makes you all pay a little more attention. Tik is the first to hear something, a slight scrape of metal on metal. But it's Brynjolf that actually spots some movement among the trees and the glint of sun on steel. Something's out there in the woods, and it's armed. Tik and Brynjolf are not surprised but you made it to just before the marked tiles before you noticed. I'll need Initiative, actions, and some markers for your characters. Also, Anias, please make your sheet easier to read :p
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# ? May 8, 2016 16:45 |
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Gat Initiative: 1d20+2 7 pre:Gat Medium Humanoid (Orc, Shapeshifter) HP: 75/75 AC: 16 (10 base+2 DEX+2 armor+2 natural) FF: 16 Touch: 12 Saves: Fort +9 Ref +8 Will +6 AoO: +14 to hit, 1d6+11 damage, 20/x2 crit Other: Darkvision 60', Low Light Vision, Scent, Light Sensitivity, Cold Resistance 10, Vulnerability to fire, Uncanny Dodge DR 4/-, Fast Healing 2 Piell fucked around with this message at 19:37 on May 24, 2016 |
# ? May 8, 2016 17:31 |
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Talidar 37/37 hd "Something wrong?" Talidar asks, looking up. It's nothing particular...he doesn't see or hear anything, but he knows enough to take his feelings seriously, and they tell him that something is wrong, even i he doesn't know what. Autocasting neverskitter on myself to add 5 to my initiative roll Initiative: 1d20+2+5 23 Epicurius fucked around with this message at 18:56 on May 8, 2016 |
# ? May 8, 2016 17:43 |
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Brynjolf Brynjolf just rolls his eyes and makes a 'talky-talky' gesture with one hand while drinking with the other. The effort it would take to explain to these scrubs the precise meaning of his statement would be effort wasted. Drinking was more important. But not more important than fighting. "Ambush! In the woods! About fuckin' time, I haven't tasted blood all day." In a flash he was off his horse, ready to punch a dude. Initiative: 1d20+1 = 19 Dismounting Ratbreath. pre:HP: 59/59 Fort: +8 AC: 20 Init: +1 Ref: +7 Touch: 12 Speed: 30' Will: +7 FF: 19 Typical Unarmed Attack: +11 / +6 | 2d6+8; +2 Dodge to AC til next turn Healing Belt: O O O Amulet of Tears: O O O Rhjamiz fucked around with this message at 19:05 on May 8, 2016 |
# ? May 8, 2016 17:59 |
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Tik Kinslayer Tik rushes forward. "Tik spot metal, Tik hear metal on metal." And he prepares himself for possible combat. Initiative 1d20+7 9 yeah. pre:HP: 53/53 Fort: +7 AC: 23 Init: +7 Ref: +13 Touch: 23 Speed: 60' Will: +8 FF: 16 Flight: 55' Typical Unarmed Attack: +16 / +11 | 1d6+9+2d6 vs goblinoids; +3d6 if Ki Infused [Adamantine] Skills: Listen +7, Spot +7 Special Qualities: Darkvision 60', Breathless, SR 16
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# ? May 8, 2016 21:22 |
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Tarnier Nackle As Tik and Brynjolf cry out warnings Tarnier silently berates himself for not paying more attention. The cleric fumbles for his shield and weapon and scans the trees for enemies. Initiative: 1d20 9 pre:HP: 44/44 Fort: +6 AC: 23 Init: +0 Ref: +2 Touch: 10 Speed: 20' Will: +10 FF: 23 +1 Morningstar - +10, 1d8 x2 (B, P) Divine Retaliation: When struck by a melee attack, ghostly Morningstar automatically makes retributive attack as follows: Divine Morningstar - +11, 1d8+7 x2 (Force)
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# ? May 8, 2016 21:50 |
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Kalina "Huh?" thinks Kalina, caught invisibly dozing. -Initiative: (3:08:34 PM) Krysmbot: Bouquet, 15+2 = 17 pre:Kalina Medium Humanoid (Human) HP: 39/39 AC: 19* (10 base+2 DEX+5 armor+2 shield) FF: 17* Touch: 12* *+2 vs ranged Saves: Fort 3* Ref 4* Will 4** *+1 vs spells and SLA; **+1 vs spells and SLA, +3 vs enchantments Skills: Concentration 10, Sense Motive 4, Spellcraft 13, Know (arcana, nobility) 7, Know (nature, planes, religion) 3 Attack: Eldritch Blast +6 to hit 3d6 dmg 20x2 crit 60' ranged touch, DC 20 Will or shaken 1 minute SQ: DR 5/cold iron, 60' darkvision, see invisible pre:Magebred War Elk Large Animal HP: 32 AC: 21 (-1 size, +4 Dex, +8 natural), touch 13, flat-footed 17 Attack: Gore +4 melee (1d8+3) Full Attack: Gore +4 melee (1d8+3), 2 hooves -1 melee (1d4+1) Skills: Listen +7, Spot +7 SQ: Low-light vision, scent, excellent learner* Tricks: Attack, Come, Defend, Down, Guard, Heel, Stay, Work *DC for Handle Animal checks reduced by 2. Bouquet fucked around with this message at 02:58 on May 9, 2016 |
# ? May 8, 2016 23:45 |
Veritas Initiative: 1d20+3 18 Veritas looks around as the others call out, then goes back to the book, a particularly interesting treatise on powers of the mind.
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# ? May 9, 2016 02:34 |
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Surprise attack! (Click for big) Despite the warning shout the enemies move quickly. They're revealed as hobgoblins, and well-armed at that. But they move in silence. Except for the growls of two large but odd-looking wolves, the only sounds are the whistle of arrows. Four fly right by Tarnier, too close for comfort but harming nobody. Brynjolf fares less well and one of the barbed arrowheads finds flesh. Kalina doesn't see it, but two arrows shoot right past the back of her head. Okay, because I haven't really done this before I jumped the gun on Init rolls and whatnot. We've got a surprise round In which the hobs and Bryn and Tik act. Then I'll update the map and we'll move on normally. I'm still getting the feel for DMing :s Bryn takes 9 damage from an arrow. 23 - Talidar 19 - Brynjolf 18 - Bladebearer and regulars 18 - Veritas 17 - Kalina 11 - Cleric 9 - Tarnier, Tik 8 - Dire Wolves 7 - Gat
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# ? May 11, 2016 10:50 |
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Kalina Kalina comes to with a start and quickly passes her keen gaze over the surroundings. -I may have Spot -1, but I can see invisible! (and in the dark) pre:Kalina Medium Humanoid (Human) HP: 39/39 AC: 19* (10 base+2 DEX+5 armor+2 shield) FF: 17* Touch: 12* *+2 vs ranged Saves: Fort 3* Ref 4* Will 4** *+1 vs spells and SLA; **+1 vs spells and SLA, +3 vs enchantments Skills: Concentration 10, Sense Motive 4, Spellcraft 13, Know (arcana, nobility) 7, Know (nature, planes, religion) 3 Attack: Eldritch Blast +6 to hit 3d6 dmg 20x2 crit 60' ranged touch, DC 20 Will or shaken 1 minute SQ: DR 5/cold iron, 60' darkvision, see invisible pre:Magebred War Elk Large Animal HP: 32 AC: 21 (-1 size, +4 Dex, +8 natural), touch 13, flat-footed 17 Attack: Gore +4 melee (1d8+3) Full Attack: Gore +4 melee (1d8+3), 2 hooves -1 melee (1d4+1) Skills: Listen +7, Spot +7 SQ: Low-light vision, scent, excellent learner* Tricks: Attack, Come, Defend, Down, Guard, Heel, Stay, Work *DC for Handle Animal checks reduced by 2.
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# ? May 11, 2016 21:54 |
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Tik Kinslayer Tik rushes toward one of the nearest hobgoblins trying to move through the trees, taking to the air and leaping from bush to bush tree to tree until he smashes the hobgoblin with his patented low blow, well with his size all his blows are low. Swift Action, if I can do that in a Surprise Round, for Infuse Ki. Partial Charge in a Surprise Round, to N-14, against Hobgoblin in O-15. 1d20+16+2 30 for 1d6+9+2d6(bane) 20 magical bludgeoning adamantine damage, plus another 3d6 8 damage if I was able to use Infuse Ki on the surprise round. Probably flying as part of the charge to avoid any difficult terrain landing with a punch at the end of the charge. pre:Tik Small Humanoid (Goblinoid) HP: 53/53 Fort: +7 AC: 23 Init: +7 Ref: +13 Touch: 23 Speed: 60' Will: +8 FF: 16 Flight: 55' Typical Unarmed Attack: +16 / +11 | 1d6+9+2d6 vs goblinoids; +3d6 if Ki Infused [Adamantine] Skills: Listen +7, Spot +7 Special Qualities: Darkvision 60', Breathless, SR 16
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# ? May 12, 2016 05:21 |
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Brynjolf Brynjolf is having none of this 'arrows' bullshit. "You want a fight, stay right there; I'll fuckin' bring it to you!" Swift Action to activate Amulet of Tears, 3 Charges. Charging R-E11: 1d20+14 = 19 vs AC. Damage: 15 Bryn's AC is now 19 until his next turn. pre:HP: 84(60)/69 Fort: +8 AC: 21 Init: +1 Ref: +8 Touch: 13 Speed: 30' Will: +4 FF: 19 Typical Unarmed Attack: +12 | 2d6+10 SQ: Mettle, Powerful Build Healing Belt: O O O Amulet of Tears: X X X
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# ? May 14, 2016 06:07 |
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Surprise is lost! Now comes the hard part. Tik and Brynjolf break formation and dart to either side of the road. Both are infighters and these hobs, for hobgoblins they are, took shots from afar instead of diving out of their cover to hack and slash. But apparently that's not all they're good for. As the fighters draw close the hobs drop their bows and pull out short spears and shields, readying themselves for combat. They look well practiced with them and move together in pairs on either side of the road. The black armor proves to be surprisingly well made for goblins. But then again, these are the disciplined warriors of the hobgoblin tribes. Brynjolf can't find purchase to grapple even as his fists just barely miss his enemy. Tik proves to have much better luck, or maybe it's skill. His fist strikes the hob he charged right between hardened plates and with a flash of energy his power releases. The hob is gravely wounded but still on his feet. With the initial surprise lost, everyone seems to be on the same page. It'll be a real fight now and not the slaughter of an innocent traveling band. Something passes over them all, though. A feeling of doubt, maybe. It soon passes for everyone but Gat who feels the touch of doom right around the corner. Okay, we're at the top of initiative because I think that's how surprise rounds work. Tik hit and Brynjolf missed. Sorry, wrestleman :p Everyone saved against a Bane spell except Gat. Sorry, buddy. Work on that Wisdom score. Just kidding, you were the only one who didn't roll above a 15 23 - Talidar <-- We are here 19 - Brynjolf 18 - Bladebearer and regulars 18 - Veritas 17 - Kalina 11 - Cleric 9 - Tarnier, Tik 8 - Dire Wolves 7 - Gat [/i]
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# ? May 14, 2016 15:25 |
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Brynjolf Brynjolf, undeterred and unintimidated by fancy black armor or military drills, sets about destroying the hobbo's face with a one-two combo. No Full Attack? No problem. Flurry Strike against R-F11: 1d20+12 = 25 and 24 vs AC. Damage: 30 pre:HP: 84(60)/69 Fort: +8 AC: 21 Init: +2 Ref: +8 Touch: 13 Speed: 30' Will: +4 FF: 19 Typical Unarmed Attack: +12 | 2d6+10 SQ: Mettle, Powerful Build, Deflect Arrows Clothesline (Immediate Action): If Charged (or Bull Rushed), Brynjolf makes a standard Unarmed Attack against attacker. If successful, target must succeed a DC 17 reflex save or fall prone in a spot of my choice adjacent to Brynjolf and fail to attack. Healing Belt: O O O Amulet of Tears: X X X Rhjamiz fucked around with this message at 18:49 on May 14, 2016 |
# ? May 14, 2016 18:21 |
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Talidar 33/37 hd Something clearly was wrong. Something was wrong, indeed. Talidar mutters some arcane words, and a ghostly hand appears next to him, ready to serve as an extension of himself; to strike while he remains safely back. Casting Spectral Hand. Casting Spectral Hand: 1d4 4 Hand has 4 hp
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# ? May 15, 2016 04:12 |
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In the thick of it Brynjolf makes good on his claim and batters the hob's uncovered face. Blood and teeth fly in either direction as his one-two combo lands solidly. The poor raider probably never saw it coming. Talidar stands his ground, nervous though he is, and part of his life essence drains to form a ghostly severed hand floating nearby. The hobs recover well and it's clear they're equally well trained. Those in the melee hoist their shields to protect each other and prod with their spears. Brynjolf is jabbed hard by both of his attackers. Only the barest of twitches keeps a sharp speartip from striking something vital, but it's still no treat to be stabbed even if it somewhere relatively minor. Tik fares much better and nimbly avoids the spears. Veritas is suddenly aware of a presence behind her and sees a larger hob bearing down, blade in each hand. Those swords come down like serpent's fangs and bite hard. The smell of blood is in the air now. As if the victorious cry of this new attacker is a signal, a flurry of arrows fly toward Tarnier! Most miss or glance harmlessly aside but one finds its mark straight and true. Praise the sun it wasn't worse. Well, that was an odd pool of dice. Brynjolf gets a pair of love taps (one of which threatened a crit) that rolled minimum damage. Take 12, wrestleman. Veritas, on the other hand, got snuck up on and double-shanked for max damage. Take 18 and consider getting some protective magic items D: Tik is as nimble and cunning as the rest of his kind and the attacks miss. Tarnier takes an arrow to the knee for 9 damage. 23 - Talidar 19 - Brynjolf 18 - Bladebearer and regulars 18 - Veritas <-- We are here 17 - Kalina 11 - Cleric 9 - Tarnier, Tik 8 - Dire Wolves 7 - Gat
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# ? May 16, 2016 15:54 |
Veritas 23/41 hp "Bother. Just as I was getting to the interesting part. Yah, Winter." Veritas spurs her mount forward, and guides it neatly past her companions, finishing her chapter as she does so. She then casts a spell. "Wrap this up quickly, I'm going to mark my place." I can't fail the guide with knees check. Horse (Winter) moves to K15, Cast Obscuring Mist, 20' radius, centered at the J16,K15 Intersection. Should cover most of us to provide concealment and block line of sight for the archers. Doesn't cover any of the baddies. Due to hilarious D&D rules, if you're at the edge you get concealment against people attacking you, but they don't against your attacks, so grats Gat Anias fucked around with this message at 18:41 on May 16, 2016 |
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# ? May 16, 2016 18:15 |
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Kalina Kalina nudges her elk to the edge of the mist and surveys the chaos calmly. (Much easier to do when no one can see you.) With an unearthly shriek that pierces the cacophony of combat, she manifests her annoyance in a swirling black line of mist and swats at the closest attacker with it. Unfortunately for the hobgoblins, the mist passes easily around their armor and shields, leaving angry red welts where it touches. Unfortunately for Kalina, she's now visible to all. -Kalina succeeds on DC 5 guide with knees check: (12:14:21 PM) Bouquet: Ride check: (12:14:25 PM) Bouquet: !r d20+2 (12:14:25 PM) Krysmbot: Bouquet, 19+2 = 21 -War elk takes 5' step to D13 (The D13 between M13 and N13, not the D13 between C13 and E13) -Kalina full round action: Full attack w/ Eldritch Glaive w/ Frightful Blast to attack M11 or P13 (whichever has least penalty to hit/miss chance). 17 to hit touch AC*, 6 damage, DC 20 Will or Shaken for 1 minute. * Not including effects of Invisibility: +2 on attack rolls vs sighted opponents, and ignore opponents' Dexterity bonuses to AC -Dreadful Wrath activates due to full attack: Enemies within 20' radius DC 18 Will save or Shaken (will escalate Shaken to Frightened) for 1 minute pre:Kalina Medium Humanoid (Human) HP: 39/39 AC: 19* (10 base+2 DEX+5 armor+2 shield) FF: 17* Touch: 12* *+2 vs ranged Saves: Fort 3* Ref 4* Will 4** *+1 vs spells and SLA; **+1 vs spells and SLA, +3 vs enchantments Skills: Concentration 10, Sense Motive 4, Spellcraft 13, Know (arcana, nobility) 7, Know (nature, planes, religion) 3 AoO: Eldritch Glaive (reach) +6 to hit 3d6 dmg 20x2 crit 60' touch, DC 20 Will or shaken 1 minute SQ: DR 5/cold iron, 60' darkvision, see invisible pre:Magebred War Elk Large Animal HP: 32 AC: 21 (-1 size, +4 Dex, +8 natural), touch 13, flat-footed 17 Attack: Gore +4 melee (1d8+3) Full Attack: Gore +4 melee (1d8+3), 2 hooves -1 melee (1d4+1) Skills: Listen +7, Spot +7 SQ: Low-light vision, scent, excellent learner* Tricks: Attack, Come, Defend, Down, Guard, Heel, Stay, Work *DC for Handle Animal checks reduced by 2.
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# ? May 16, 2016 20:36 |
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Talidar 33/37 hd The spectral hand shoots forward towards the Bladebearer, as Talidar focuses Negative energy through his link with the hand into the hobgoblin. Charnel Touch against the enemy at M11. The attack roll is +3 BAB +2 Spectral Hand, and either +1 [if the bonus is for INT, which is RAW for Spectral Hand] or +4 for Charisma [which is my casting stat] Charnel Touch: 1d20+5 7 That;s the roll without ability score bonus, so it's either 8 or 11. Either way, a miss, I think.
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# ? May 16, 2016 22:42 |
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Tik Kinslayer Tik follows up his earlier dash with another punch low to the hobgoblin, attempting to finish off his first target before moving on. Punch Hobgoblin in O-15. 1d20+16 28 for 1d6+9+2d6(bane)+3d6(Infuse Ki) 23 magical bludgeoning adamantine damage. pre:Tik Small Humanoid (Goblinoid) HP: 53/53 Fort: +7 AC: 23 Init: +7 Ref: +13 Touch: 23 Speed: 60' Will: +8 FF: 16 Flight: 55' Typical Unarmed Attack: +16 / +11 | 1d6+9+2d6 vs goblinoids; +3d6 if Ki Infused [Adamantine] Skills: Listen +7, Spot +7 Special Qualities: Darkvision 60', Breathless, SR 16
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# ? May 20, 2016 08:46 |
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Come on, Who What Now. We need a post from you before I can update. You got until I get home tomorrow to post or you get skipped. It happens again and you take a lethal arrow to the eye :p Vicissitude fucked around with this message at 15:55 on May 23, 2016 |
# ? May 23, 2016 15:49 |
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Tarnier Nackle Tarnier lets out a grunt of pain as an arrow slips between his legs plates and pierces into the flesh underneath, but doesn't let it distract him. Reaching down he snaps off the protruding end so it won't restrict his movement any more than it already is and looks around to take stock of the situation. Bryn and Tik have the flanks covered, leaving a towering hobgoblin to attack Veritas. Hefting his shield and weapon, Tarnier rushes to her side, slapping a hand to her back to infuse her with healing magic before taking a defensive stance. "<Face me, spawn of a coward, if you have the loins for it!>" he spits in the goblin tongue to the hob. Moving to K13, and casting a spell ( pre:HP: 35/44 Fort: +6 AC: 23 Init: +0 Ref: +2 Touch: 10 Speed: 20' Will: +10 FF: 23 +1 Morningstar - +10, 1d8 x2 (B, P) Divine Retaliation: When struck by a melee attack, ghostly Morningstar automatically makes retributive attack as follows: Divine Morningstar - +11, 1d8+7 x2 (Force) Who What Now fucked around with this message at 16:25 on May 24, 2016 |
# ? May 23, 2016 18:41 |
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Heating up! The melee is a bloody one, that's for sure. Even though Veritas conjures up mists to protect her companions it seems to do little good. Kalina makes a slash at the closer of the hobs, right over Tik's head. Thankfully he's short enough that he's in no real danger. The misty blade of shadows parts flesh while leaving the armor unharmed, biting deep. A pulse of darkness radiates from the weapon but seems to have no effect. Tarnier shouts a challenge and charges into combat with the presumed leader but his zeal is not matched by his skill. The heavy weapon swings wide and is driven down into the dry dirt of the road. Tik makes up for the shoddy display and quickly pummels his opponent to the ground. The hob succumbs to the blazing ki energy surrounding the little goblin's fist. Things are looking up. ...right up until the wolves begin to move. With sheer brute strength they push through the brush like it's not even there. The first of them circles to get behind Brynjolf and takes a small piece of leg with its bite. Thankfully the grappler keeps his feet. The wolf was attempting to drag him to the ground to get to his soft underbelly. The second moves in on Kalina but instinct pulls it toward what it sees as weaker prey. The poor elk takes a horrible wound and is pulled of its hooves with almost laughable ease. Mount and rider fall to the ground before the savage, scaly wolf. Kalina does 10 damage to the gobbo at N15 Tik kills gobbo at O14 Tarnier whiffs Brynjolf takes 15 damage from wolf, not tripped War elk takes 20 damage from wolf, tripped WWN, since you couldn't move that far without a double move and Cure Mod is a touch-range spell, I ruled that you charged the bladebearer instead. If you want to edit, I'll change it, but make it quick. 23 - Talidar 19 - Brynjolf 18 - Bladebearer and regulars 18 - Veritas 17 - Kalina 11 - Cleric 9 - Tarnier, Tik 8 - Dire Wolves 7 - Gat<-- We are here
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# ? May 24, 2016 16:11 |
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Gat Gat hurtles towards the dire wolf attacking Brynjolf. As he reaches the ground, he fluidly transforms into a wolf of his own, his sunglasses falling to the ground as he changes. Unfortunately, the bright light somehow passing through the heavy fog shines in his eyes, and his attack fails to land. Charging to ground-level J12, transforming into predator form as I go. Using maximum power attack and headlong rush (provoking an AoO from every foe who can reach me, IE the dire wolf.) +11 (+8 strength +2 charge +2 flanking +1 enhancement -1 light sensitivity -1 bane) to hit, 2d6+50 damage (1d6+13+12(power attack), doubled for headlong rush) but it doesn't matter since I missed. pre:Gat Medium Humanoid (Orc, Shapeshifter) - predator form HP: 75/75 AC: 16 (10 base+2 DEX+2 armor+4 natural-2charged) FF: 16 Touch: 12 Saves: Fort +9 Ref +8 Will +6 AoO: +9 to hit, 1d6+25 damage, 20/x2 crit Other: Darkvision 60', Low Light Vision, Scent, Light Sensitivity, Cold Resistance 10, Vulnerability to fire, Uncanny Dodge DR 4/-, Fast Healing 2 Concealment from Obscuring Mist Piell fucked around with this message at 19:36 on May 24, 2016 |
# ? May 24, 2016 16:35 |
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Talidar 33/37 hd Once again the spectral hand shoots out, this time, headed towards the wolf, and once again,the negative energy with which the hand is charged fails to find its target. Attacking the wolf at N12 Charnel Touch: 1d20+9 13 I don't think that hit, but if it did.... Damage: 1d8+2 8[/i]
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# ? May 26, 2016 04:38 |
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Brynjolf Brynjolf continues punching hobs. Flurry Strike against Already Hurt Hob (F12?): 1d20+12 = 22 Flurry Vs Other Hob (G11) 28 vs AC. Damage vs Hurt Hob: 15 Damage vs Fresh Hob: 14 pre:HP: 69(60)/69 Fort: +8 AC: 21 Init: +2 Ref: +8 Touch: 13 Speed: 30' Will: +4 FF: 19 Typical Unarmed Attack: +12 | 2d6+10 SQ: Mettle, Powerful Build, Deflect Arrows Clothesline (Immediate Action): If Charged (or Bull Rushed), Brynjolf makes a standard Unarmed Attack against attacker. If successful, target must succeed a DC 17 reflex save or fall prone in a spot of my choice adjacent to Brynjolf and fail to attack. Healing Belt: O O O Amulet of Tears: X X X Rhjamiz fucked around with this message at 18:00 on Jun 1, 2016 |
# ? Jun 1, 2016 17:49 |
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No fancy prose. I'm too tired. Kalina's AoO hits for 13 and Shakes the woof Gat whiffs Talidar hits dire wolf for 8 Brynjolf kills one hob and hits the other for 14 Bladebearer hits Tarnier twice for 13 23 - Talidar 19 - Brynjolf 18 - Bladebearer and regulars 18 - Veritas <-- We are here 17 - Kalina 11 - Cleric 9 - Tarnier, Tik 8 - Dire Wolves 7 - Gat
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# ? Jun 1, 2016 18:54 |
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Kalina Kalina calls upon the spirits of the forest and they come to her aid. Shadows deepen and trees creak ominously. The earth writhes beneath the enemy in a manner that suggests it will soon swallow them whole. "Stay down!" she says to her mount and steps back into the protection of the mist. -Kalina fails Ride check to avoid damage when mount falls and takes 1 damage. -Swift action to use 1 charge from Amulet of Tears and gain 12 temp HP. -Standard action to Intimidate the three enemies within 10' using Never Outnumbered skill trick. (9:48:44 PM) Krysmbot: Bouquet, 9+24 = 33. Opponents must beat 33 on d20+HD+WIS+any bonuses to saves vs. fear or be Shaken for one round. (Will escalate Shaken to Frightened if applicable.) -Free action: 5' step to M14 -Move action: Handle Animal check to try to get War Elk to stay prone and take a Total Defense action. I failed, so Vic gets to decide what it does, I guess. pre:Kalina Medium Humanoid (Human) HP: 38/39+12 AC: 19* (10 base+2 DEX+5 armor+2 shield) FF: 17* Touch: 12* *+2 vs ranged Saves: Fort 3* Ref 4* Will 4** *+1 vs spells and SLA; **+1 vs spells and SLA, +3 vs enchantments Skills: Concentration 10, Sense Motive 4, Spellcraft 13, Know (arcana, nobility) 7, Know (nature, planes, religion) 3 AoO: None SQ: DR 5/cold iron, 60' darkvision, see invisible Expendables remaining: Amulet of Tears 2 of 3. Never Outnumbered 0 of 1. pre:Magebred War Elk Large Animal HP: 32 AC: 21 (-1 size, +4 Dex, +8 natural), touch 13, flat-footed 17 Attack: Gore +4 melee (1d8+3) Full Attack: Gore +4 melee (1d8+3), 2 hooves -1 melee (1d4+1) Skills: Listen +7, Spot +7 SQ: Low-light vision, scent, excellent learner* Tricks: Attack, Come, Defend, Down, Guard, Heel, Stay, Work *DC for Handle Animal checks reduced by 2.
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# ? Jun 2, 2016 06:00 |
Veritas - 40/41 hp Veritas nudges her horse to the north, and it ambles 5' that way, she tucks her book away and then begins to summon. A moment later, a large bison appears and ravishes the underbrush, and the unfortunate hobgoblin hiding therein. "The worst part of these roadside ambushes is having to wait on my book. I want to know what happens when the pirate princess defeats the demon king!" code:
Bison Gores!: 1d20+10 24 Bison Miss?: 1d100 90 Bison Damage!: 1d8+9 17 Token options code:
Anias fucked around with this message at 07:06 on Jun 3, 2016 |
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# ? Jun 3, 2016 00:08 |
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Tik Kinslayer Tik follows Brynjolf's lead and continues to punch hobgoblins, though admittedly his shorter stature led his attacks to be a bit ... lower. Punch Hobgoblin in N-15. 1d20+16 33 for 1d6+9+2d6(bane)+3d6(Infuse Ki) 35 magical bludgeoning adamantine damage. pre:Tik Small Humanoid (Goblinoid) HP: 53/53 Fort: +7 AC: 23 Init: +7 Ref: +13 Touch: 23 Speed: 60' Will: +8 FF: 16 Flight: 55' Typical Unarmed Attack: +16 / +11 | 1d6+9+2d6 vs goblinoids; +3d6 if Ki Infused [Adamantine] Skills: Listen +7, Spot +7 Special Qualities: Darkvision 60', Breathless, SR 16
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# ? Jun 3, 2016 06:56 |
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# ? Mar 28, 2024 11:37 |
<Weak sauce letting the game die before the first combat vect.>
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# ? Jun 18, 2016 14:10 |