Pathfinder 1E Leif's Questing Knights, Veluna, Greyhawk - L10 Pfdr Rpg [IC 01] [Full]


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Kaodi

Hero
Hraln frowns. The netherworlds are somewhat beyond his usual concerns and expertise, though he has dealt with fiends from time to time. But there may be no reasonable alternative to pursuing the task the priests are putting before them.
 

Helfdan

First Post
Eldran Hawkshand

Eldran nods, as if he had expected to hear of such a calamity. "That is dire news indeed, holy father. Please tell us how we may be of help in stopping this."
 

Scotley

Hero
Yurei glances at Hraln since the priest's words seem to mirror their own conversation. He says nothing, but catches Eldran's eye and gives a nod of encouragement. Finally, his gaze lingers briefly on the blue skinned fellow with the troublesome tail and then down at his own hands. Do they think to fight fire with fire?
 
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Maidhc O Casain

Na Bith Mo Riocht Tá!
The demon-spawn's gaze shifts to the priests as they enter the room and sit; he goes in an instant from absent to fully focused. Strangely, he still appears to be counting under his breath in that same measured pace.

[sblock=Stat Block]Ero Batzuen
Male Tiefling Alchemist 10
CN Medium Outsider (native)
Init +7; Senses Darkvision 120 ft., Low-Light Vision, See in Darkness; Perception +17
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Defense
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AC 20, Touch 13, Flat-Footed 17 (+7 Armor, +3 Dex)
HP 46 (10d8)
Fort +7, Ref +10, Will +3; +1 Trait Bonus vs. Divine Spells, +1 Trait Bonus vs. Arcane Spells
Immune Poison; Resist Cold 5, Electricity 5, Fire 5
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Offense
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Speed 30 ft.
Melee Claw x2 (Maw or Claw (Claws)) +8 x2 (1d4+1+1d6 acid/x2+1d10 acid)
Ranged Bomb +11/+6 (5d6+5 Fire/x2) and Force Bomb +11/+6 (5d4+5 Force/x2)
Special Attacks Bomb 5d6+5 (15/day) (DC 20), Discoveries (Explosive Bomb, Fast Bombs, Force Bomb, Infusion, Precise Bombs, Tumor Familiar)
Alchemist Spells Prepared (CL 10):
4 (2/day) Scorching Ash Form (1 Extract Unprepared)
3 (4/day) Haste, Bloodhound, Prehensile Pilfer (1 Extract Unprepared)
2 (5/day) Cat's Grace, Bull's Strength, Blur, Fire Sneeze (1 Extract Unprepared)
1 (7/day) Expeditious Retreat (x2), Enlarge Person (x2) (DC 16), Cure Light Wounds, Urban Grace (1 Extract Unprepared)
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Statistics
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Str 12, Dex 16, Con 10, Int 20, Wis 11, Cha 10
Base Atk +7; CMB +8; CMD 21
Feats Brew Potion, Extra Discovery, Fiend Sight, Fiend Sight, Point Blank Shot, Precise Shot, Splash Weapon Mastery, Throw Anything
Traits Adopted (Failed Apprentice), History of Heresy
Skills Acrobatics +2, Appraise +18, Bluff +2, Climb +0, Craft (Alchemy) +20 (+30 to create Alchemical Items), Disable Device +17, Escape Artist +2, Fly +10, Heal +10, Knowledge (Arcana) +10, Knowledge (History) +11, Knowledge (Local) +10, Knowledge (Nature) +15, Perception +17, Profession (Herbalist) +5, Ride +2, Sense Motive +2, Sleight of Hand +15, Spellcraft +18, Stealth +4, Survival +4, Swim +0, Use Magic Device +13 Modifiers Alchemy +10
Languages Abyssal, Common, Dwarven, Elven, Gnome, Goblin, Infernal
SQ +4 bonus on initiative checks, deliver touch spells through familiar, empathic link with familiar, fast poisoning (swift action), glamered, mutagen (dc 20), poison use, prehensile tail, share spells with familiar, speak with animals, speak with familiar, swift alchemy
Combat Gear Black lotus extract, Mage bane poison (2), Poison, Huge Scorpion Venom (9), Purple worm poison (2); Other Gear +1 Comfort, Glamered Elven Chain, Corrosive burst Amulet of mighty fists, Endless bandolier (15 @ 2 lbs), Handy haversack (18 @ 90 lbs), Ring of sustenance, Scholar's ring, Alchemist's lab, Bedroll, Blanket, Formula book, Grappling hook, Hammock, Spider's silk rope, Tent, small, Thieves' tools, masterwork, Trail rations (10), 118 GP, 3 SP
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Special Abilities
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+4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Alchemy +10 (Su) +10 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 5d6+5 (15/day) (DC 20) (Su) Thrown Splash Weapon deals 5d6+5 fire damage.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (120 feet) (Fiend Sight) You can see in the dark (black and white vision only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Explosive Bomb (Su) The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is
Failed Apprentice +1 save vs. arcane spells.
Fast Bombs (Su) An alchemist with this discovery can quickly create enough bombs to throw more than one in a single round. The alchemist can prepare and throw additional bombs as a full-round action if his base attack bonus is high enough to grant him additional att
Fast Poisoning (Swift Action) (Ex) Apply poison to a weapon as a swift action.
Force Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict force damage. Force bombs deal 1d4 points of force damage, plus 1d4 points of force damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a force
Glamered Assumes appearance of normal clothes on command.
History of Heresy +1 save vs, divine spells
Immunity to Poison You are immune to poison.
Infusion When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist’s d
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mutagen (DC 20) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 100 min.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Precise Bombs (5 squares) (Su) Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Scholar's ring Understand all writing/speech.
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.


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Hankak
Male Scorpion, Greensting
CN Tiny Magical Beast ((Vermin))
Init +3; Senses Darkvision 60 ft.; Perception +14
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Defense
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AC 23, touch 15, flat-footed 20 (+3 Dex, +2 size, +8 natural)
HP 23 (1d8)
Fort +7, Ref +10, Will +3
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Offense
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Speed 30 ft.
Melee Sting (Scorpion, Greensting) +12 (1d2-4/x2)
Space 2.5 ft.; Reach 0 ft.
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Statistics
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Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2
Base Atk +7; CMB +8; CMD 14 (22 vs. Trip)
Feats Weapon Finesse
Skills Appraise +10, Climb +7, Disable Device +11, Fly +12, Heal +7, Perception +14, Sleight of Hand +13, Spellcraft +10, Stealth +15, Survival +1, Swim +3, Use Magic Device +6
Languages
SQ Improved Evasion, Poison
Other Gear You have no money!
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison (Ex) Sting - injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.[/sblock]
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Leif

Adventurer
In Veluna City

Eldran nods, as if he had expected to hear of such a calamity. "That is dire news indeed, holy father. Please tell us how we may be of help in stopping this."
"Thank you, my son, for offering to assist. Any of your number who are likewise inclined can journey toward the city of Mitrik to the northwest. The most troublesome place at this time is to be found alog the banks of the Fals River high in the Lorridges. We have prayed long about this and we have been given one thing to tell you: Look for the House without a Door and the Wall with neither Floor nor Roof. We don't know what it means, either."
 
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Red Knight

First Post
"In my many years fighting against the seemingly countless hordes of Iuz, I have fought and claimed victory over many of these beasts that traverse the veil." Dior pauses for just a moment as he calls Subotai. As the large wolf quickly moves to his side he returns his attention back to the High Priest. "Until this threat is eliminated or death embraces us, you have our service." He finishes with a slight bow.

"And from your vision it sounds to be the ruin of someones home. We shall find it."
 

Kaodi

Hero
"Oh, that sounds like a nice little walk," says Hraln, letting out a very small sigh of relief. At least he will not have to sit around in this city. Staying in one place for too long always chaffed hm. However, the inquisitor is a little concerned at how eager this ranger, Dior, seems to be to pledge his own and everyone else' life to the cause. Hraln has always preferred to take things one step at a time.
 

Scotley

Hero
"Holy father, it appears that my companions are eager to undertake this quest and so I shall join them. But what can you tell us of the threats to be faced and the rewards to be found?"
 

Leif

Adventurer
The Priest

"First of all, my Son," he says to Dior, "we have already examined many interpretations of the riddle similar to the one you speak of, and our auguries tell us that there is some layer of meaning beneath the surface that we have missed, so take heed to that warning. Second, he says turning from Dior Targarin to Yurei Cadivere, I expect that there will be numerous threats for you to face that come from behind the four winds and under the seas, as well as more mudane threats of an earthly nature. We have just been receving reports of attacks on some outlying villages by giants and their servants. Rewards? I assume that you mean besides the thanks of the grateful people that you save and the favor of the church? While I find such discussions to be a little distasteful, I am sure that there are rewards of a material nature offered by the Lords of the land in question, and reports are that the giants have despoiled the people to a great extent. I am sure that you will be allowed to keep all that you can wrest from them by right of conquest."
 
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