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  • Locked thread
Vicissitude
Jan 26, 2004

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


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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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
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

Bouquet
Jul 14, 2001

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

Ryuujin
Sep 26, 2007
Dragon God

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

Who What Now
Sep 10, 2006

by Azathoth
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:
  • Periapt of Wisdom +2 (4,000gp)
  • +2 Full plate (5,150gp)
  • +1 Heavy Steel Shield (1,000gp)
  • +1 Morningstar (2,000gp)
  • Wand of CWL [Charges 50/50] (750gp)
  • Scroll: Sanctuary (25gp)
  • Scroll: Jump (25gp)
  • Scroll: Bless (25gp)
SAG

quote:

Prepared Spells

0: Light, Light, Summon Holy Symbol, Detect Magic, Mending

1st: Bless, Bane, Protection from Evil, Divine Favor, Command D: Endure Elements

2nd: Hold Person, Bull's Strength, Sun Bolt, Sun Bolt D: Heat Metal

3rd: Divine Retribution (Persistent), Mass Lesser Vigor, Create Food and Drink D: Fly

Who What Now fucked around with this message at 18:42 on May 23, 2016

Epicurius
Apr 10, 2010
College Slice
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:
Talidar Farseer
Male Spellscale Dread Necromancer 1

Alignment:  Chaotic Neutral

Strength        12
Dexterity 	14
Constitution 	12
Intelligence 	12
Wisdom 		10
Charisma 	19
	
HP:   37/37

Speed: 30 

Armor Class:   20 [10+ 2 dex +8 armor]
   Touch AC:   12
   Flat-footed: 17

Initiative modifier: +2

Fortitude save: 3 [Base 2+1 Con]    
Reflex save:    4 [Base 2+2 Dex]
Will save:      5 [Base 5+0 Wis]

Attacks:
Bonus +5 [BAB +3, +1 Str]


Languages:	Common, Draconic, Elven

Feats:


Character 1st - Tomb Tainted Soul 

Character 3rd -  Spell Focus (Necromancy)

Character 6th - Corpsecrafter


Skills:

Bluff                              [Cha]   13= 9 ranks +4 [Cha]                       
Concentration                      [Con]   11= 9 ranks + 2 [Con]     
Intimidate                         [Cha]   15= 9 ranks +4 [Cha] +2 [Bluff]
Knowledge (Religion)               [Int]    6= 5 ranks  +1 [Int]
Spellcraft                         [Int]    5= 4 ranks +1 [int]


Abilities:

Spellscale

-Blood Quickening: Meditate to gain a bonus
-Low Light Vision


Dread Necromancer

-Simple Weapon Proficiency
-Rapier Weapon Proficiency
-Light Armor Proficiency
-Charnel Touch
-Rebuke Undead
-Lich Body (DR2)
-Negative Energy Burst 1/day
-Advanced Learning: Kelgore's Grave Mist
-Mental Bastion +2
-Fear Aura
-Scabarous Touch 1/per day

Spells Per Day

1 - 6 +1

2 - 5+1

3 - 3+1

Items:

Psychoactive skin of ectoplasmic armor [6000 gp] (+8)
Quarterstaff [0 gp]
Light Crossbow [35 gp]
/w 100 bolts
Hat of Disguise [1800 gp]
Eternal Wand of Grease [820 gp]
Eternal Wand of Magic Missile [820 gp]
Eternal Wand of Neverskitter [820 gp]
Wand Chamber (Containing Neverskitter and Grease) [200 gp]
2505 Gold

Epicurius fucked around with this message at 18:55 on May 8, 2016

Rhjamiz
Oct 28, 2007


"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

Who What Now
Sep 10, 2006

by Azathoth
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."

Anias
Jun 3, 2010

It really is a lovely hat

quote:

Veritas CR 6
Female Illumian Archivist, (Ac. Priest) 2 Martial Wizard 1 Mystic Theurge 3
NG Medium Humanoid
Init +3; Listen -5, Spot -5
Languages Common, Draconic, Dwarven, Goblin, Illumian
---------------------
AC 14, touch 13, flat-footed 11
. . (+3 Dex, +1 shield)
hp 41 (2d6+4d4+12)
Glyphic Resonance (Ex)
Fort +7, Ref +5, Will +9
---------------------
Speed 20ft.
Melee weapon Unarmed Strike +3 (1d3+1)
Space 5 ft.; Reach 5 ft.
Base Atk +2; Grp +3

Combat Gear Darkwood Buckler
Archivist, (Ac. Priest) Spells Prepared (CL 2, +3 melee touch, +5 ranged touch):
3 (DC 29, 5/day) - Daylight, Clairaudience/Clairvoyance, Fly, Aid, Mass, Vigor, Mass Lesser
2 (DC 28, 6/day) - Aid, Restoration, Lesser, Barkskin, Barkskin, Gust of Wind, Invisibility
1 (DC 27, 7/day) - Obscuring Mist, Protection from Evil, Burning Hands, Enlarge Person, Entangle, Longstrider, Vigor, Lesser
0 (DC 26, 4/day) - Light, Summon Holy Symbol, Create Water, Cure Minor Wounds
Martial Wizard Spells Prepared (CL 1, +3 melee touch, +5 ranged touch):
3 (DC 25, 0/day) - Stinking Cloud, Summon Monster III
2 (DC 24, 4/day) - Alter Self, Glitterdust, Rope Trick, Web, Web, Celerity, Lesser, Ray of Stupidity
1 (DC 23, 5/day) - Feather Fall, Mage Armor, Mage Armor, Silent Image, Orb of Acid, Lesser, Orb of Acid, Lesser, Orb of Acid, Lesser, Orb of Acid, Lesser
0 (DC 22, 3/day) - Detect Magic, Detect Magic, Read Magic, Acid Splash, Acid Splash, Caltrops
Spell-Like Abilities:
. . At-will-Luminous Sigils
---------------------
Abilities Str 12 Dex 16 Con 14 Int 19 Wis 10 Cha 8
SQ +2 racial bonus to saves vs Shadow Spells, Abjuration, Arcane Thesis, Conjuration, Dark Knowledge, Empower Spell, Evocation, Final Utterance (Ex), Focused Specialist, Lore Mastery: Knowledge: Religion, Necromancy, Power Sigil Krau (Su), Power Sigil Uur (Su), Power Sigil Uurkrau (Su), Subtype - Human, Type - Humanoid
Feats Academic Priest - Archivist, Arcane Thesis, Armor Proficiency (Light), Armor Proficiency (Medium), Empower Spell, Illumian Power Sigils Feat - Power Sigil Krau, Illumian Power Sigils Feat - Power Sigil Uur, Improved Sigil (Krau), Improved Toughness, Scribe Scroll, Scribe Scroll, Simple Weapon Proficiency - All, Wizard Weapon Proficiencies
Skills Balance +1, Climb -2, Concentration +11, Decipher Script +7, Escape Artist +1, Gather Information +1, Heal +2, Hide +1, Jump -8, Knowledge: Arcana +14, Knowledge: Dungeoneering +10, Knowledge: Local +10, Knowledge: Religion +16, Knowledge: The Planes +11, Listen -5, Move Silently +1, Ride +14, Spellcraft +15, Spot -5, Swim -5, Tumble +2
Possessions combat gear plus Artisan's Outfit (Free), Backpack (empty), Bedroll, Book - Archivist's Prayerbook, Flint and steel, Handy Haversack (1 @ 0 lbs), Headband of Intellect, +2, Healing Belt, Money, Pouch, belt (1 @ 0 lbs), Rations, trail (per day), Rope, hempen (50 ft.), Shax's Type 1 Haversack Contents, Spell component pouch, Spellbook, wizard's (blank), Sunrod, Travel Cloak, Vest of Resistance +1, Waterskin, Horse.
---------------------
+2 racial bonus to saves vs Shadow Spells +2 racial bonus to Shadow Spells
Abjuration You may not cast spells from the Abjuration school.
Arcane Thesis +2 CL for chosen spells, apply MM effects at -1 level change each.
Conjuration You are specialized in casting spells from the Conjuration school. May summon as a standard action.
Dark Knowledge Use your knowledge of the enemy to boost your allies.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Evocation You may not cast spells from the Evocation school.
Final Utterance (Ex) When Illumians die, their body releases words.
Focused Specialist Gain additional school spells; lose access to a third school.
Glyphic Resonance (Ex) Illumian sigils resonate with Symbol spells.
Lore Mastery: Knowledge: Religion +2 bonus to Decipher Script and any knowledge skill
Luminous Sigils (Su) Illumian Sigils give off light as a candle.
Necromancy You may not cast spells from the Necromancy school.
Power Sigil Krau (Su) +1 bonus to Caster level for all spell and spell-like abilities (up to a maximum of character level).
Power Sigil Uur (Su) +1 bonus on Dexterity Checks and Dexterity based Skill Checks.
Power Sigil Uurkrau (Su) Dexterity modifier used for Bonus Spells
Subtype - Human Subtype for a set of humanoids who do not share a common language.
Type - Humanoid Unless otherwise noted humanoids have these features.

"A land without sun exists, if you wish to go under the earth. For myself, never again. The deep dwarves make good beer though."

Anias fucked around with this message at 03:22 on May 16, 2016

Vicissitude
Jan 26, 2004

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

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
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

Epicurius
Apr 10, 2010
College Slice
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

Rhjamiz
Oct 28, 2007


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

Ryuujin
Sep 26, 2007
Dragon God

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

Who What Now
Sep 10, 2006

by Azathoth
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)

Bouquet
Jul 14, 2001

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

Anias
Jun 3, 2010

It really is a lovely hat

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.

Vicissitude
Jan 26, 2004

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

Bouquet
Jul 14, 2001

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.

Ryuujin
Sep 26, 2007
Dragon God

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

Rhjamiz
Oct 28, 2007


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

Vicissitude
Jan 26, 2004

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


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]

Rhjamiz
Oct 28, 2007


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

Epicurius
Apr 10, 2010
College Slice
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

Vicissitude
Jan 26, 2004

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

Anias
Jun 3, 2010

It really is a lovely hat

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

Bouquet
Jul 14, 2001

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.

Epicurius
Apr 10, 2010
College Slice
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.

Ryuujin
Sep 26, 2007
Dragon God

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

Vicissitude
Jan 26, 2004

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

Who What Now
Sep 10, 2006

by Azathoth
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 (Cast Defensively DC 17, Cast Defensively: 1d20+10 20 no longer needed) to cast Cure Moderate Wounds on Veritas to heal for Cure Moderate Wounds: 2d8+6 17 Hit Points.

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

Vicissitude
Jan 26, 2004

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

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
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

Epicurius
Apr 10, 2010
College Slice
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]

Rhjamiz
Oct 28, 2007


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

Vicissitude
Jan 26, 2004

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

Bouquet
Jul 14, 2001

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.

Anias
Jun 3, 2010

It really is a lovely hat

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:
Veritas Actions - 
 Guide horse (free) to L15, 
 move action to put away book
 standard summon an augmented bison in J17/K16 (it's large). 
Bison Action - Standard Gore Hobgoblin, Move - no


Bison Gores!: 1d20+10 24
Bison Miss?: 1d100 90
Bison Damage!: 1d8+9 17

Token options



code:
Celestial Bison (Summon Monster III, Augment Summoning)

Celestial Bison 
NG Large Magical Beast (Augmented Animal)
Init +0; Senses Darkvision, Low-Light Vision, Scent; Listen +7, Spot +5
Auras Good
Languages Celestial
AC 13 (-1 Size, +4 Natural), Touch 9, Flat-Footed 13
hp 47 (5 HD); DR 5/magic
SR 10 
Resist Acid 5, Cold 5, Electricity 5
Fort +9, Ref +4, Will +1
Speed 40 ft.
Melee Gore +10 melee (1d8+9)
Space/Reach 10 ft / 5 ft.
Base Atk +3; Grp +13
Atk Options Smite Evil (1/day), Stampede
Abilities Str 22+4, Dex 10, Con 17+4, Int 3, Wis 13, Cha 4
SQ Darkvision, Low-Light Vision, Scent
Feats Alertness, Endurance
Skills Listen +7, Spot +5
Smite evil (1/day): make a normal melee attack to deal 5 points extra damage against an evil foe.
Stampede (Ex): A frightened herd of bison flees as a group in a random direction (but always away 
from the perceived source of danger). They literally run over anything of Large size or smaller 
that gets in their way, dealing 1d12 points of damage for each five bison in the heard 
(Reflex DC 18 half). The save is Strength-based.

Anias fucked around with this message at 07:06 on Jun 3, 2016

Ryuujin
Sep 26, 2007
Dragon God

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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Anias
Jun 3, 2010

It really is a lovely hat

<Weak sauce letting the game die before the first combat vect.>

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