Romance of the River Kingdoms II

Neurotic

I plan on living forever. Or die trying.
OOC: No, Mystal remains scouting ahead (what little he can since the party is moving too) and fairly high in the canopy (safer that way) - if he sees something of importance (such as an ambush) he will warn the party.

Maybe you should mention [MENTION=6680745]ahayford[/MENTION], he may be inactive simply because of board hack.
 

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Walking Dad

First Post
AC 15 (T15, FF13), HP 51/51, F +6,R+3,W+7 (Spells: 1:5/5, 2:4/4, 3:3/3)
Ape Form (AC: 18, Touch: 18, Flat Footed: 14)


Ape tries to discern whatever is making the sound either by identifying the noise or catching a glimpse of the creature.

[sblock=ooc]

Perception +11

Does Tagamalang have a meaning for Ape?

--------
Ape
Spells (CL: 5, DC: 13+spell level)
infinite/Day Level 0: Stabilize, Detect Magic, Guidance, Light, Purify Food and Drink, Read Magic
5/Day Level 1: Faerie Fire, Produce Lightning, Shillelagh, Lesser Vigor, Detect Spirits, Summon Nature's Ally I.
4/Day Level 2: Summon Nature's Ally II, Protection from Spirits, Animal Aspect, Ball Lightning
3/Day Level3: Summon Nature's Ally III, Magic Circle vs Spirits

CLW Wand: 48/50 charges.

Lightnings: 4->3 min/uses

Baboon Traits:
AC: 18, Touch: 18, Flat Footed: 14
Fort: +7
Refl: +5
Will: +7
Move: 40', cimb 40'
Init: +4
Perception: +11
[/sblock]
 

Dr Simon

Explorer
The situation is the same for Mystal as for the rest of the group - there is a noise ahead and slightly deeper into the forest. All Ape and Mystal can see is that something is moving the undergrowth, shaking branches, but not what.

Ape knows that the term "tagamalang" is a generic term referring to evil spirits/demons that usually live in forest or jungle. It's not a term that has mcuh specific meaning, but tagamalang are said to have a range of magical powers, including flight, invisibility, fiery breath, a paralyzing gaze and the ability to steal souls, but there is no easy consensus on which.
 

Shayuri

First Post
Annika frames her fingers into mudra, and murmurs in the language of spirits; a language she only barely comprehends consciously. Flames flicker around her, crawling around her shoulders and arms, and briefly limning her hair.

"If whoever, or whatever, is in the bushes now can understand me," she declaims ominously, "show yourself and if you pose no harm, no harm will come to you."

(OOps, forgot to say; she is casting Shield.)
 
Last edited:

Dr Simon

Explorer
The bushes rustle, but there is still no sign of anything actually doing it, although whatever it is seems to be quite big given the size of the disturbance. Furthermore, there an ominous laughter booms out and seems to echo all around.
 

Neurotic

I plan on living forever. Or die trying.
Mystal moves closer so he can easily swing down and poke at whatever's causing the disturbance. His mind prepares for combat, superior concentration onto every little thought, muscle and sense making him much more dangerous then his size or strength would indicate.
 

Shayuri

First Post
Annika pauses, her eyes narrowing.

Something is wrong.

She didn't have a stellar education, nor claimed to be the smartest of folk, but her instincts were sharp enough. It was hard to articulate, but she didn't feel threatened. It was like seeing an animal rear up and momentarily look big, then realizing it was just a display. Marks like eyes on the wings.

Predators only made noise when they struck, sometimes not even then. What was the point of hiding in a bush, and then making lots of noise? What wanted to be heard, and located precisely, but not seen?

Annika wasn't sure, but she was increasingly sure this wasn't a monster of myth, or a dark spirit preying on the weak.

"You are not a tagamalang," she said. "Are you villagers? Come out where I can see you, or I'll burn the bush you hide in to ashes. I can't promise the same won't happen to you as well."
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
Chaarr's ears quiver in excitement, and his eyes widen slightly at Annika's bold statement. He holds his peace for now, content to let her play resolve before taking action himself.
_______________
06PostShot.png


[sblock=StatBlock]
Chaarr of Ghost Stalker in Snow on the Sand
Male Ura Oracle 4 Rogue 1
CG Tiny Humanoid
Init +3; Senses darkvision, low-light vision; Perception +10
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 15 (+3 armor, +3 Dex, +2 size)
hp 48 (5d8)
Fort +3, Ref +7, Will +5
Weakness oracle's curses (haunted)
--------------------
Offense
--------------------
Speed 30 ft.
Melee Iron Weapon (Earth Breaker) +6 (1d10+1/x3) and
. . Iron Weapon (Kukri) +8 (1d3+1/18-20/x2) and
. . Iron Weapon (Lucerne Hammer) +6 (1d10+1/x2) and
. . Iron Weapon (Naginata) +6 (1d6+1/x4) and
. . Iron Weapon (Rapier) +8 (1d4+1/18-20/x2) and
. . Masterwork Cestus +9 (1d3+1/19-20/x2)
Ranged Shortbow, Comp. (Str +1) +8 (1d3+1/x3)
Space 2.5 ft.; Reach 2.5 ft.
Special Attacks sneak attack +1d6
Oracle Spells Known (CL 4):
2 (4/day) Restoration, Lesser, Cure Moderate Wounds, Heat Metal (DC 17)
1 (8/day) Lead Blades, Divine Favor, Cure Light Wounds, Ant Haul (DC 16), Burning Disarm (DC 16)
0 (at will) Resistance, Stabilize, Mending, Mage Hand, Ghost Sound (DC 15), Detect Magic, Sotto Voce (DC 15), Guidance
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 10, Int 12, Wis 10, Cha 20
Base Atk +3; CMB +4; CMD 15
Feats Extra Revelation, Extra Revelation, Weapon Finesse
Traits Resilient, Roof Runner
Skills Acrobatics +8, Bluff +3, Climb +3, Craft (armor) +12, Craft (blacksmith) +12, Craft (weapons) +12, Diplomacy +10, Disable Device +7, Escape Artist +0, Fly +4, Intimidate +10, Perception +10 (+11 to locate traps.), Ride +0, Sleight of Hand +7, Spellcraft +5, Stealth +12, Swim -2, Use Magic Device +10
Languages Imbatan, Low Imperial, Uran
SQ agile leaper, heat endurance, mysteries (metal), revelations (armor mastery, dance of the blades, iron weapon [cold iron, 4 minutes] [8/day], steel scarf [1d8+2] [8/day]), scavenger, trapfinding +1, tunneler +2, uran ears
Combat Gear Wand of Burning Hands (CL 3); Other Gear Masterwork Breastplate, Arrows (20), Blunt arrows (20), Iron Weapon (Earth Breaker), Iron Weapon (Kukri), Iron Weapon (Lucerne Hammer), Iron Weapon (Naginata), Iron Weapon (Rapier), Masterwork Cestus, Shortbow, Comp. (Str +1), Artisan's tools, masterworkCraft (armor), Artisan's tools, masterworkCraft (blacksmith), Artisan's tools, masterworkCraft (weapons), Backpack, masterwork (7 @ 20.625 lbs), Belt pouch (3 @ 3 lbs), Flint and steel, Sack (empty), Silk rope, Thieves' tools, masterwork, Trail rations (2), Whetstone, 4 GP, 3 SP, 8 CP
--------------------
TRACKED RESOURCES
--------------------
Arrows - 0/20
Blunt arrows - 0/20
Iron Weapon (cold iron, 4 minutes) (8/day) (Su) - 1/8
Steel Scarf (1d8+2) (8/day) (Su) - 0/8
Trail rations - 0/2
Wand of Burning Hands (CL 3) - 3/11
--------------------
Special Abilities
--------------------
Agile Leaper Ura gain a +8 bonus to Jump checks. Furthermore their maximum jumping distance (high and long) is not limited by their height.
Armor Mastery (Ex) You become more maneuverable while wearing armor. You can move at your normal speed in medium armor that is made of metal. This does not grant proficiency in armor. At 5th level, whenever you are wearing metal armor, you reduce the armor check penalt
Dance of the Blades (Ex) +10 Speed while wielding a metal weapon.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Heat Endurance As desert creatures, Ura are resistant to the effects of a hot environment. They gain a +4 racial bonus on Fortitude saves made to resist the effects of hot weather.
Iron Weapon (cold iron, 4 minutes) (8/day) (Su) You can create a melee simple or martial weapon that lasts for 1 minute for every oracle level you possess. This weapon is appropriate for your size and entirely made of metal (even if it would normally include non-metal parts, such as a spear's shaf
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Roof Runner You spent your early years exploring and foraging along the rooftops of your home city. You gain a +1 trait bonus on Acrobatics and Climb checks, and on Reflex saves to avoid falling.
Scavenger Ura are natural scavengers, cobbling together tools and equipment from whatever they find. They gain a +2 racial bonus to Craft and Sleight of Hand checks.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Steel Scarf (1d8+2) (8/day) (Su) Melee attack deals 1d8+2 slashing damage.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Tunneler +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Uran Ears An Ura’s large ears give him a +2 racial bonus to Perception checks. Because an Ura finds it difficult to control the body language of his ears, however, Ura suffer a -2 penalty to Bluff checks.
--------------------
Chaarr was born 'Third Child' to Duul and Chari of Ghost Stalker lineage in the Snow on the Sand clan. His family trace their line proudly to the great warrior who hunted and slew the desert bandits who had preyed on his clan, eliminating all but the Ghost Stalker himself. The doughty warrior not only tracked down and put under the sands the entire group of bandits, he then saw fit to stalk and slay their spirits as well, so that their own line would be truly and forever erased from Conclave. It is said that the Gods bestowed their blessing and forgiveness for this vengeance by causing a foot of snow to fall on the dunes over Ghost Stalker's clanhome on the night his mission was complete.

The Gods blessed Ghost Stalker with long life, and saw fit to reward his prowess with a new wife from a nearby clan. Together with his mate, Ghost Stalker founded the Snow on the Sand clan on the site of his original clanhome, thus bringing new life from and restoring the sanctity of that cursed place.

~~~~~

The boy who would become Chaarr, being the third child of his parents, perceived that he had little responsibility to his family and clan and that his two older brothers were sufficient to carry the family honor. He grew from a beautiful infant to an impetuous youth, and as a young man spent his days getting into all sorts of mischief. On the fourteenth anniversary of his birth, his mischief was so great that his parents and clan despaired of his ever taking proper care of his honor - and that of the clan. He was judged harshly, and sent out into the world to make his own way, to grow up or to perish.

Bitter and alone, the young Ura made his way after some few misadventures to the great trading city of Ok-Tom-Bo. There he continued to use his talents for mischief and his not inconsiderable charm to pursue a frivolous life of petty crime and minor misdeeds, living one day to the next. He was not a malicious child, just thoughless and care-free.

Then one fine evening, his fate once more caught him up, and his mischief brought about the death of another. A young girl, the beautiful daughter of an iron merchant whom the miscreant Ura had decided would provide the where-with-all for his next few meals, caught him at his pilfering and made to capture him for her father. In the course of the chase, the poor lass fell to her death from the rooftops.

Devastated by this turn of events, Duul and Chari's third child spent weeks in grief and mourning, all but senseless to the turnings of the city around him. And here is where his story turns for the better, at long last.

For the young merchant's daughter, slain by the child's thoughtless behavior, was in fact not only an exceptionally generous and happy soul, gifted with a most mischievious streak herself, but also an adept student of her father's ways, of the Mysteries of Metal. She came to the Uran youth in his despair and harangued him until he brought his thoughts back to the world around. At that point, she informed him that she bore him no ill will but recognized the pattern of fate in their lives. She would be both the instrument of his penance and his salvation, were he only willing. Without hesitation, the young man accepted the words of this happy spirit. She bestowed upon him her connection with the Mysteries of Metal, and resolved to be a guide to him in his life studies and a constant reminder of the cost of thoughtless mischief.

And so, the young "Third Child" of Duul and Chari took the name Chaarr - meaning "Steel" in his native tongue - along with the study of metals of all kinds. He now wanders the lands of Concord, practicing his craft to make a meagre living and for the benefit of others and accompanied - haunted and harrassed - always by Taibhse, the spirit of his sole unintended victim.

His mischevious nature continues, and he remains good natured, impulsive and full of humour; however, his mischief is now tempered by at least a measure of forethought, enforced by Taibhse's "gentle" reminders of the consequences of his previous actions.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.[/sblock]
 

Dr Simon

Explorer
The rustling suddenly stops, but from the other direction there is a ghastly sound, a mixture of a shrill laugh, a horse's whinny and a scream. From nowhere a creature suddenly pops into view, a giant humanoid figure with long limbs and a head like a horse's skull, still bearing flakes of rotting flesh. One of its eye sockets flashes and a ball of flame bursts forth, crashing into the path where the group is standing. Seems like there really was a tagamalang...

tikbalang_by_chetosee-d4z6h3k.jpg

[sblock=OOC]
Surprise round!

Annika, Ape and Chaar take 29 fire damage, Reflex DC 16 for half
[/sblock]
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
The agile Ura leaps out of the way, escaping a great deal of the creature's fiery blast.

[sblock=OOC]Reflex Save (1d20+7=25)

Did you mean that the critter got surprise on us? Seems that way, so I'll go ahead and roll Initiative (1d20+3=7)[/sblock]
_______________
06PostShot.png


[sblock=StatBlock]
Chaarr of Ghost Stalker in Snow on the Sand
Male Ura Oracle 4 Rogue 1
CG Tiny Humanoid
Init +3; Senses darkvision, low-light vision; Perception +10
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 15 (+3 armor, +3 Dex, +2 size)
hp 48 (5d8)
Fort +3, Ref +7, Will +5
Weakness oracle's curses (haunted)
--------------------
Offense
--------------------
Speed 30 ft.
Melee Iron Weapon (Earth Breaker) +6 (1d10+1/x3) and
. . Iron Weapon (Kukri) +8 (1d3+1/18-20/x2) and
. . Iron Weapon (Lucerne Hammer) +6 (1d10+1/x2) and
. . Iron Weapon (Naginata) +6 (1d6+1/x4) and
. . Iron Weapon (Rapier) +8 (1d4+1/18-20/x2) and
. . Masterwork Cestus +9 (1d3+1/19-20/x2)
Ranged Shortbow, Comp. (Str +1) +8 (1d3+1/x3)
Space 2.5 ft.; Reach 2.5 ft.
Special Attacks sneak attack +1d6
Oracle Spells Known (CL 4):
2 (4/day) Restoration, Lesser, Cure Moderate Wounds, Heat Metal (DC 17)
1 (8/day) Lead Blades, Divine Favor, Cure Light Wounds, Ant Haul (DC 16), Burning Disarm (DC 16)
0 (at will) Resistance, Stabilize, Mending, Mage Hand, Ghost Sound (DC 15), Detect Magic, Sotto Voce (DC 15), Guidance
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 10, Int 12, Wis 10, Cha 20
Base Atk +3; CMB +4; CMD 15
Feats Extra Revelation, Extra Revelation, Weapon Finesse
Traits Resilient, Roof Runner
Skills Acrobatics +8, Bluff +3, Climb +3, Craft (armor) +12, Craft (blacksmith) +12, Craft (weapons) +12, Diplomacy +10, Disable Device +7, Escape Artist +0, Fly +4, Intimidate +10, Perception +10 (+11 to locate traps.), Ride +0, Sleight of Hand +7, Spellcraft +5, Stealth +12, Swim -2, Use Magic Device +10
Languages Imbatan, Low Imperial, Uran
SQ agile leaper, heat endurance, mysteries (metal), revelations (armor mastery, dance of the blades, iron weapon [cold iron, 4 minutes] [8/day], steel scarf [1d8+2] [8/day]), scavenger, trapfinding +1, tunneler +2, uran ears
Combat Gear Wand of Burning Hands (CL 3); Other Gear Masterwork Breastplate, Arrows (20), Blunt arrows (20), Iron Weapon (Earth Breaker), Iron Weapon (Kukri), Iron Weapon (Lucerne Hammer), Iron Weapon (Naginata), Iron Weapon (Rapier), Masterwork Cestus, Shortbow, Comp. (Str +1), Artisan's tools, masterworkCraft (armor), Artisan's tools, masterworkCraft (blacksmith), Artisan's tools, masterworkCraft (weapons), Backpack, masterwork (7 @ 20.625 lbs), Belt pouch (3 @ 3 lbs), Flint and steel, Sack (empty), Silk rope, Thieves' tools, masterwork, Trail rations (2), Whetstone, 4 GP, 3 SP, 8 CP
--------------------
TRACKED RESOURCES
--------------------
Arrows - 0/20
Blunt arrows - 0/20
Iron Weapon (cold iron, 4 minutes) (8/day) (Su) - 1/8
Steel Scarf (1d8+2) (8/day) (Su) - 0/8
Trail rations - 0/2
Wand of Burning Hands (CL 3) - 3/11
--------------------
Special Abilities
--------------------
Agile Leaper Ura gain a +8 bonus to Jump checks. Furthermore their maximum jumping distance (high and long) is not limited by their height.
Armor Mastery (Ex) You become more maneuverable while wearing armor. You can move at your normal speed in medium armor that is made of metal. This does not grant proficiency in armor. At 5th level, whenever you are wearing metal armor, you reduce the armor check penalt
Dance of the Blades (Ex) +10 Speed while wielding a metal weapon.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Heat Endurance As desert creatures, Ura are resistant to the effects of a hot environment. They gain a +4 racial bonus on Fortitude saves made to resist the effects of hot weather.
Iron Weapon (cold iron, 4 minutes) (8/day) (Su) You can create a melee simple or martial weapon that lasts for 1 minute for every oracle level you possess. This weapon is appropriate for your size and entirely made of metal (even if it would normally include non-metal parts, such as a spear's shaf
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Roof Runner You spent your early years exploring and foraging along the rooftops of your home city. You gain a +1 trait bonus on Acrobatics and Climb checks, and on Reflex saves to avoid falling.
Scavenger Ura are natural scavengers, cobbling together tools and equipment from whatever they find. They gain a +2 racial bonus to Craft and Sleight of Hand checks.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Steel Scarf (1d8+2) (8/day) (Su) Melee attack deals 1d8+2 slashing damage.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Tunneler +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Uran Ears An Ura’s large ears give him a +2 racial bonus to Perception checks. Because an Ura finds it difficult to control the body language of his ears, however, Ura suffer a -2 penalty to Bluff checks.
--------------------
Chaarr was born 'Third Child' to Duul and Chari of Ghost Stalker lineage in the Snow on the Sand clan. His family trace their line proudly to the great warrior who hunted and slew the desert bandits who had preyed on his clan, eliminating all but the Ghost Stalker himself. The doughty warrior not only tracked down and put under the sands the entire group of bandits, he then saw fit to stalk and slay their spirits as well, so that their own line would be truly and forever erased from Conclave. It is said that the Gods bestowed their blessing and forgiveness for this vengeance by causing a foot of snow to fall on the dunes over Ghost Stalker's clanhome on the night his mission was complete.

The Gods blessed Ghost Stalker with long life, and saw fit to reward his prowess with a new wife from a nearby clan. Together with his mate, Ghost Stalker founded the Snow on the Sand clan on the site of his original clanhome, thus bringing new life from and restoring the sanctity of that cursed place.

~~~~~

The boy who would become Chaarr, being the third child of his parents, perceived that he had little responsibility to his family and clan and that his two older brothers were sufficient to carry the family honor. He grew from a beautiful infant to an impetuous youth, and as a young man spent his days getting into all sorts of mischief. On the fourteenth anniversary of his birth, his mischief was so great that his parents and clan despaired of his ever taking proper care of his honor - and that of the clan. He was judged harshly, and sent out into the world to make his own way, to grow up or to perish.

Bitter and alone, the young Ura made his way after some few misadventures to the great trading city of Ok-Tom-Bo. There he continued to use his talents for mischief and his not inconsiderable charm to pursue a frivolous life of petty crime and minor misdeeds, living one day to the next. He was not a malicious child, just thoughless and care-free.

Then one fine evening, his fate once more caught him up, and his mischief brought about the death of another. A young girl, the beautiful daughter of an iron merchant whom the miscreant Ura had decided would provide the where-with-all for his next few meals, caught him at his pilfering and made to capture him for her father. In the course of the chase, the poor lass fell to her death from the rooftops.

Devastated by this turn of events, Duul and Chari's third child spent weeks in grief and mourning, all but senseless to the turnings of the city around him. And here is where his story turns for the better, at long last.

For the young merchant's daughter, slain by the child's thoughtless behavior, was in fact not only an exceptionally generous and happy soul, gifted with a most mischievious streak herself, but also an adept student of her father's ways, of the Mysteries of Metal. She came to the Uran youth in his despair and harangued him until he brought his thoughts back to the world around. At that point, she informed him that she bore him no ill will but recognized the pattern of fate in their lives. She would be both the instrument of his penance and his salvation, were he only willing. Without hesitation, the young man accepted the words of this happy spirit. She bestowed upon him her connection with the Mysteries of Metal, and resolved to be a guide to him in his life studies and a constant reminder of the cost of thoughtless mischief.

And so, the young "Third Child" of Duul and Chari took the name Chaarr - meaning "Steel" in his native tongue - along with the study of metals of all kinds. He now wanders the lands of Concord, practicing his craft to make a meagre living and for the benefit of others and accompanied - haunted and harrassed - always by Taibhse, the spirit of his sole unintended victim.

His mischevious nature continues, and he remains good natured, impulsive and full of humour; however, his mischief is now tempered by at least a measure of forethought, enforced by Taibhse's "gentle" reminders of the consequences of his previous actions.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.[/sblock]
 

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