SotS's War of the Burning Sky campaign

Rathan

First Post
Guys looking for another? I'd really like to break out a Warlock or something else if it is needed... besides cleric'y types I *always* play a cleric, one because I love being the healer.. and two because I know them inside and out mostly heh
 

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firehorse

First Post
Torrent and Ursa Major's Stats

Torrent CR 20
[sblock]
Chaotic Good Wavecrest Gnome (Small Humanoid)
Level 20
Cleric 6/Crusader 4/Pearl Knight Vindicator 10
Str 18 (16), Dex 15, Con 16 (14), Int 10, Wis 20 (12), Cha 16 (12)
Init +7
HP: 178 (8+75%(3d10+15d8)+57)
AC 34 (10 +9 armor +7 shield, +2 Dex, +4 Natural, +1 Racial, +1 Dodge, -1 Vulnerable, +1 Insight) touch 21 (+5 ghost ward shield), flat-footed 29

Fort +19 (12+con+4), Ref +12 (6+dex+4), Will +24 (15+wis+4)

Speed 20 ft

Melee:
+1 Devoted Spirit/ White Raven Discipline Battleaxe +26 (1d8+5, x3)
+1 Devoted Spirit/ White Raven Discipline Valorous Impaling Inviso-Lance +26 (1d8+5, x3)
Ranged light crossbow +18 (1d8, 19–20)
Base Atk +18 (+1 Small); Grp +18 (BAB+str-4)

Special: feat of strength (+4 Str as free action, lasts 1 round, 1/day); spontaneous casting (cure spells); turn undead 6/day (+3, 2d6+7, 6th); spontaneous casting (restoration spells)(Divine Restoration ACF)

Spells Prepared (Cleric 14th/CL 18th/Turning 6th)
7th (2/1) – acid fog*, mass spell resistance, (DC 22)
6th (3/1) - stoneskin*, superior resistance, visage of the diety, heal (DC 21)
5th (4/1) – righteous might*, triadspell – mass conviction, (2) righteous wrath of the faithful, true seeing (DC 20)
4th (5/1) – spell immunity*, air walk, divine power, mass shield of faith, mass resist energy, freedom of movement (DC 19)
3rd (5/1) - magic vestment*, magic vestment, wind wall, shield of warding, (2) searing light (DC 18)
2nd (6/1) - bull's strength*, balor nimbus, eagle’s splendor, bear's endurance, (2) silence, master cavalier (DC 17)
1st (7/1) – enlarge person*, ray of resurgence, entropic shield, (2) resurgence, (2) sanctuary (DC 16)
0 – create water, detect magic, detect poison, guidance, purify food and drink (DC 15)
* = domain spell; Domains Strength, Water

Feats:
Dodge
Titan Fighting
Mounted Combat
Ride-by-Attack (boots)
Spirited Charge
Mounted Strafe
Obtain Companion
Extra Granted Maneuver
Practiced Spellcaster (+4 CL)
Exalted Companion
Natural Bond
Exotic Shield Proficiency – Riders Shield

Flaws: Shaky, Vulnerable

Skills (102 points – Cl:16, Cr:16, PKV:40, Cont:2, Int:4+15, Human:9):
Concentration +20 (17 +con),
Diplomacy +11 (4, +cha, +4 synergy),
Bluff +8 (5, +cha)
Spellcraft +23 (23, +int),
Knowledge (religion) +12 (12, +int),
Sense Motive +10 (5, +wis),
Handle Animal +12 (9, +cha)
Ride +32 (23, +dex, +5 magic, +2 synergy),
Swim +8 (4, +str)

Racial Features: +2 Constitution, -2 Strength.
Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
Gnome base land speed is 20 feet.
Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
+2 racial bonus on saving throws against illusions.
Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects.
+1 racial bonus on attack rolls against locathaths and sahaugans.
+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
+2 racial bonus on Listen checks.
+2 racial bonus on Craft (alchemy) checks.
Spell-Like Abilities: 1/day—speak with animals (seabirds only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level.
Class Features: Steely Resolve (5), Furious Counterstrike. Divine Recovery, Armored Swim, Divine Impetus, Divine Fury, Indomitable soul

Maneuvers (IL 15; 10 known; 7(5) readied):
Readied typically:
(WR3) White Raven Tactics (Other)
(DS4) Divine Surge (Strike)
(DS6) Rallying Strike
(WR7) Swarming Assault (Strike)
(WR7) Order Forged from Chaos (Other)(Crown)
(WR8) White Raven Hammer
(DS9) Strike of Righteous Vitality (Strike)

Not typically readied: (DS1) Crusader's Strike (Strike), (DS2) Shield Block (Counter), (WR2) Battle Leader’s Charge (Strike), (WR1) Douse the Flames (Strike), (WR2) Tactical Strike (Strike), *(DS4) Divine Surge (Strike), (WR5) Flanking Maneuver (Strike), *(DS6) Rallying Strike, *(WR7) Swarming Assault (Strike), *(WR7) Order Forged from Chaos (Other)(Crown), *(WR8) White Raven Hammer

Stances: Iron Guards Glare (DS), Step of the Wind (SS), Leading the Charge (WR), Immortal Fortitude (DS)

Possessions combat gear plus:
+1 Devoted Spirit/White Raven Discipline Battleaxe
+1 Devoted Spirit/White Raven Discipline Valorous Impaling Inviso-Lance
Light crossbow/40 crossbow bolts

Lesser Revelation Crystal

+1 Ghost Ward Full Plate of Nimbleness
Crystal of Aquatic Action, Lesser
+1 Warning Armor Spikes
+5 Ghost Ward Rider’s Shield
Crystal of Arrow Deflection, Lesser

Arms: Strongarm Bracers of Maximized Healing
Face: Third eye penetrate
Feet: Riding Boots
Hands: True Strike Gauntlets
Head: Scholar Crown of White Ravens, Wis +4, and Cha +4
Ring1: Ring of Silent Spells and Spell Battle
Ring2: Ring of Counterspells
Shoulders: Cloak of Displacement, Major
Throat: Amulet of Retributive Healing and Nat Armor +4
Torso: Vest of Resistance +4
Waist: Healing Belt of Str +4

Banner of the Storm's Eye w/ backpack mount
Orange Ioun Stone (+1 CL)
Metamagic Rod – Extend
Metamagic Rod, Lesser - Quicken
Horn of Plenty
Truelight Lantern
(2) 50 gp platinum rings (for Shield Other)
Copious variety of beverages in backpack
Large Padded Hip Pouch Containing Holy Water

Scroll of Speak With Dead x2
Wish for +1 inherent bonus to Con for Ursa

4390.50 gp

[/sblock]

Ursa Major II
[sblock]
Celestial Dire Bear (Animal Companion, EDL 3, link, share spells, evasion)

Size/Type: Large Magical Beast
Hit Dice: 14d10
HP: 154 (.5*14d10 + 14*Con)
Initiative: +1
Speed: 40 ft
Abilities: Str 36 (31), Dex 14, Con 22 (20), Int 3, Wis 12, Cha 10

Armor Class: 38 (+8 VoP, +7 Shield (Rider's Shield), +2 deflection, -1 size, +2 Dex, +10 natural), touch 19 (+7 Shield, +2 deflection), flat-footed 36

Base Attack/Grapple: +14/+31(plus size adj)
Attack: Claw +29 melee (2d4+15)
Full Attack: 2 claws +29 melee (2d4+15) and bite +29 melee (2d8+8)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, smite 1/day (+HD dam)
Special Qualities: Low-light vision, darkvision 60’, scent, DR 15/magic, SR 17, resistance 10 to acid, cold, and electricity

Saves: Fort +16 (+4 vs. poison and drugs), Ref +12, Will +6 (+4 vs. compulsion, charm and phantasm) Superior Resistance +6 Saves (24 hr buff)
Spell Resistance 19, Resistance 10 to acid, cold, and electricity

Skills: Listen +10, Spot +10, Swim +12, Intimidate +13
Feats: Sacred Vow, Vow of Poverty, Multiattack, Weapon Focus (claw), Improved Multiattack
Exalted Feats: Nymph’s Kiss, Touch of Golden Ice, Vow of Chastity, Vow of Obedience, Vow of Abstinence
Tricks (6+1): Combat Riding (DC 20): An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Track.

Celestial Template: Magical Beast, INT3. Darkvision out to 60 feet. Damage reduction 10/Magic, its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Resistance 10 to acid, cold, and electricity. Spell resistance equal to HD + 5 (maximum 25). Smite: once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.

Vow of Poverty: AC bonus +8, Deflection +2, Natural Armor +1, (5) Bonus Exalted feats, Ability score enhancement +4/+2, endure elements, exalted strike +2 att/dam (good), sustenance, greater sustenance, resistance +1 saves, mind shielding, DR 5/magic

Vow of Obedience: You gain a +4 perfection bonus on Will saving throws against compulsion spells and effects

Vow of Abstinence: You gain a +4 perfection bonus on Fortitude saving throws against poisons and drugs

Vow of Chastity: You gain a +4 perfection bonus on Will saving throws against charm and phantasm spells and effects

Nymph’s Kiss: Fey creatures regard you as though you were fey. You gain a +2 circumstance bonus on all Charisma-related checks, and a +1 bonus on all saving throws against spells and spell-like abilities. Starting with the level when you take this feat, you gain 1 extra skill point per level

Exotic Military Saddle

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firehorse

First Post
Zayed's Stats

Zayed al-Zwaheri CR20
[sblock]
Stats:
[sblock]
Chaotic Good Human (Medium Humanoid)
Level 20
Warblade 6/Fighter (Skilled City Dweller, Court Champion) 4/Eternal Blade 10
Str 26 (19+6+1), Dex 20 (18+2), Con 16, Int 22 (16+6), Wis 10, Cha 10
HP: 222 (12+75%(5d12+14d10)+60)
AC: 40 (10, +12 armor +7 shield +3 dex (max), -1 Vulnerable, +4 Ring of Prtc (Defl), +4 PSotD (natural), +1 insight (Ioun Stone)), Touch: 15; FF: 39
Mods: +2 Dodge to AC and Morale to Saves while in Absolute Steel Stance (walking around), Tansley’s Barkskin (+2 Natural)

Saves: Fortitude +20 (13+Con+4), Reflex +21 (6+Dex+Int(WB)+4), Will +12 (8+Wis+4)

BAB +20; Grapple +28 (BAB+Str)
Initiative +12 (+5 Dex, +5 Warning Property, +2 Belt)
Speed: 30 ft (40’ in Absolute Steel)
Size: Normal
Languages - Common
[/sblock]

Weapons:
[sblock]
+3 Warning Replica Living Blade of Lesser Transmutation and Morphing
Glaive: +32 (BAB+Str+1+3)(2d8+Str+3, 20/x3, S, Reach)
Greatclub: +31 (BAB+Str+3)( 2d8+Str+3, 20/x2)

+1 Spiked Gauntlet/Amulet of Mighty Fists +29 (BAB+Str+1)(1d6+Str+1, 20/x2, P)
+2 Comp. Longbow (+3 Str) +28 (BAB+Dex+2)(1d8+5, 20/x3, 110 ft)
MW Javelin +26 (BAB+Dex+1)(1d8+Str, 20/x2, P, 15 ft)
MW Bolas +22 (BAB+Dex-3)(Ranged Trip, 10 ft)
[/sblock]

Feats:
[sblock]
1 – Weapon Focus (Lvl1), Combat Reflexes (Human), Shaky/Power Attack (Flaw), Vulnerable/Elven Heritage (Flaw)
3 – Martial Study (Ftr1), Stand Still (Lvl3)
4 – Improved Bull Rush (Ftr2)
6 – Leap Attack (Lvl6)
8 – Martial Stance (Ftr4)
9 – Knowledge Devotion (Local) (Lvl9)
9 – Ironheart Aura (WB5)
12 – Robilar’s Gambit (Lvl12), Blind Fight (EB/WB Bonus Feat)
15 – Stormguard Warrior (Lvl15), Shock Trooper (Temple)
18 – Martial Stance (Lvl18)
[/sblock] 
Class Features:
[sblock]
Warblade: Battle Clarity (Int to Reflex, up to WB level), Weapon Aptitude, Uncanny Dodge, Battle Ardor (Int to Crit Conf), Imp. Uncanny Dodge

Skilled City-Dweller (CS, web): swap Gather Information for Handle Animal, Knowledge (local) for Knowledge (nature), Sense Motive for Survival, and/or Tumble for Ride.

Fighter: Court Champion Variant Class Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (History) (Int), Knowledge (Nobility and Royalty) (Int), Listen (Wis), Martial Lore (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spot (Wis). Change “good” save from Fortitude to Will. Class Disciplines: DS, DM, IH, SS, SD, WR

Eternal Blade: Blade Guide, Guided Strike (DR), WB Bonus Feat (replaces Uncanny Dodge), Eternal Knowledge ((3) Knowledge EB+Int), Defensive Insight, Eternal Training 4/day, Tactical Insight, Island in Time [/sblock]
Maneuvers
[sblock]

Warblade/Fighter/Eternal Blade - (IL 20/17, 8 readied):
(DM1) Moment of Perfect Mind (Counter)
(SH5) Shadow Stride (Move)
(IH3) Iron Heart Surge (Other)
(IH4) Lightning Recovery (Counter)
(DM6) Greater Insightful Strike
(DM8) Diamond Nightmare Blade
(IH8) Lightning Strike
(IH9) Strike of Perfect Clarity

Eternal Training Maneuvers (5/Day): (DM9) Time Stands Still, (DS9) Strike of Righteous Vitality, (DM8) Diamond Defense (Counter), (DS8) Greater Divine Surge, (DM7) Avalanche of Blades (Strike), (DM7) Quicksilver Motion (Boost), (DS7) Castigating Strike, (DS6) Rallying Strike

Not Typically Readied
(DS2) Foehammer
(DM2) Action Before Thought (Counter)
(WR3) White Raven Tactics
(DM5) Rapid Counter
(WR5) Flanking Maneuver (Strike)
(IH6) Manticore Parry (Counter)

Stances
(IH1) Punishing Stance
(DS3) Thicket of Blades
(IH3) Absolute Steel
(DS6) Aura of Triumph
(DS8) Immortal Fortitude
[/sblock]

Skills (218 points – WB:36, F:16, EB:20, Int:12+114, Human:20):
[sblock]
Skill Trick – Never Outnumbered (2pt)
Skill Trick – Twisted Charge (2pt)

Balance +12 (7 ranks +5 dex +2 synergy -2 acp)
Concentration +36 (23 ranks +3 con +10 eye)
Jump +30 (take 10)(15 ranks +8 str +5 dex +2 synergy -2 acp)
Martial Lore +8 (5 ranks +3 int)
Knowledge (Local) +29 (23 ranks +6 int)
Knowledge (Arcana) +29 (23 ranks +6 int)
Knowledge (Planes) +29 (23 ranks +6 int)
Knowledge (Nature) +21 (15 ranks +6 int)
Knowledge (Dungeoneering) +16 (EB 10 +6 int)
Knowledge (History) +16 (EB 10 +6 int)
Knowledge (Religion) +16 (EB 10 +6 int)
Tumble +28 (take 10) (23 ranks +5 dex +2 synergy -2 acp)
Intimidate +23 (23 ranks +0 cha)
Listen +17 (17 ranks +0 wis)
Spot +17 (17 ranks +0 wis)
[/sblock]

Equipment:
[sblock]
+4 Mithril Spiked Full Plate of Blurring and Displacement
Crystal of Mind Cloaking, Greater
Crystal of Screening, Greater
+5 Animated Heavy Mithril Shield
Crystal of Arrow Deflection, Lesser
Crystal of Lifekeeping, Greater

Replica Living Blade:
1: Level 1: Masterwork and Sizing (auto-sizes to match the wielder)
5: +1 enhancement
6: Warning property
10: +2 enhancement and Lesser Transmuting property
14: Living Blade Buster property
15: +3 enhancement
18: Morphing property

•Purge: Grant a reroll to the ally for a roll he has just attempted. This can only be used for defensive actions, such as a concentration check to cast defensively, saving throw, etc... Not to benefit a check against spell resistance, an attack or damage roll, and other offensive actions.
Enhanced: No longer has an immediate action cost (still only one Vision ability may be used per round). Seals the auras emanating from ally for 1 minute (blocks Soul Read, projection of Marshal auras, Paladin's auras of good and courage, etc...).

•Shield: Force a foe within 100 ft to re-roll a d20. This can only be used against offensive actions, such as overcoming spell resistance, an attack or damage roll, etc... Not against a concentration check to cast defensively, a saving throw, or other non-aggressive calls for a roll.
Enhanced: No longer has an immediate action cost (still only one Vision ability may be used per round).

•Speed: Grant an ally a partial withdraw action (as withdraw, but only up to the creature's speed) or 5 ft step that resolves before whatever triggered the vision. If this would thwart that action, the foe can choose to re-direct his attack, spell, etc... if there is another valid target/area in range. Otherwise, that action is wasted.
Enhanced: No longer has an immediate action cost (still only one Vision ability may be used per round).

•Armor: Grants an ally Evasion and Mettle against one attack. If he already has Evasion or Mettle, he instead gains Improved Evasion or Mettle, respectively. If neither would apply to the attack, damage taken is halved instead (including ability damage, if any). If neither benefit would apply, Armor has no effect.
Enhanced: Affects all allies within a 10 ft radius of a chosen center point within vision range, and remains for the duration of the attacking enemy's turn.

•Enchant: Grant an ally an immediate melee or ranged attack against the foe that triggered the vision. The ally you choose does not need to be the victim of the attack. The ally may substitute his melee attack with a disarm, trip, grapple, or bull rush maneuver if he wishes. The foe, if he is still able to take his action after this, may re-direct it to another valid target if he can no longer attack the original target.
Enhanced: Ally can also opt to partial charge or use a standard or swift action spell or SLA (which must deal direct hit point damage and target the attacking enemy or include him in the area).

Crystal of Return, Lesser
Crystal of Revelation, Greater

+2 Comp. Longbow (+3 Str)
MW Bolas

Arms: Strongarm Armbands of Might
Face: Third Eye Concentrate
Feet: Agile Leaping Boots of the Battle Charger
Hands: +1 Spiked Gauntlets of Scholar Shadow Hands, Str +6 and Dex +2
Head: Helm of Glorious Recovery
Ring1: Ring of Prtc. (+4) and Counterspells (Gr. Dispel Magic)
Ring2: Ring of Evasion and Counterspells (Dispel Magic)
Shoulders: Cloak of Resistance (+4)
Throat: Amulet of Mighty Fists +1, Greater Dispelling, and Int +6
Torso: Vest of Free Movement
Waist: Belt of Battle, Ultimate Athleticism and Healing

Misc: Tooth of Savnok (full speed w/ a medium or heavy load or armor)
Psychoactive Skin of the Defender (+4 enh natural)
5X5 Carpet of Flying
Dusty Rose Ioun Stone
Rod of Transposition
(3) Potions of Enlarge Person
Dust of Appearance
Wish for +1 inherent bonus to Str
Outfit (Explorers) and Misc (below)
Backpack - Hooka, rations, flint & steel, nomadic tent, pitons
Pouches - tobacco & Dream Weaver flowers
Waterskin

278.45 gp

[/sblock]

Variants used:
[sblock]
Skilled City-Dweller (CS, web): swap Gather Information for Handle Animal, Knowledge (local) for Knowledge (nature), Sense Motive for Survival, and/or Tumble for Ride.

Court Champion Variant:
Class Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (History) (Int), Knowledge (Nobility and Royalty) (Int), Listen (Wis), Martial Lore (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spot (Wis).
Change “good” save from Fortitude to Will.
Class Disciplines: DS, DM, IH, SS, SD, WR

[/sblock]
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firehorse

First Post
Also, if we can make this coming week the one we move to Thursdays that would be great. Please post over the weekend your thoughts.
 

StreamOfTheSky

Adventurer
Ok, I have gotten no word back from Valrun. So I'm just going to decide now. The game will be THURSDAY this week. Not tomorrow. Same time, 9:30 pm EST.

Recap of last session:
[sblock]Last time, Crystin had a vision of Tansley being gored by a giant flaming stag and urged her to move. Immediately after she did, a cacophonous burst of flame struck that spot and suddenly the party found itself trapped by fire on all sides and beset by flaming stags. Felling them, a creature then spoke in your minds, calling itself Indomitability. He demanded they set him free by “silencing the 40 tongues” who hold him here, saying he is trapped beneath a lake at the end of the river. He claimed to have the power to withstand wounds and flame, and that the party could have this power as well if it assisted him. Concerned about what he would do once free, he stated that he would exact vengeance on those who had trapped him. Caring nothing but for his freedom, he told the party to think about it as he will not allow them to leave the Fire Forest, and threatened that you would all be doomed to burn eternally but never die if you refused him.

The party largely balked at his demands privately, but was careful not to say anything antagonizing to him. Across the river lay a bridge with a tower alongside it, and past it is the remains of a village, all safe from the fire. The tower entrance was warded and trapped, but the party overcame these obstacles. In the process, Tansley had to flee south past the village and noted that there were sheets of flame blocking the path ahead, spaced out evenly for as far as she could see. Some items were found in the 1st floor along with two bodies that had died from starvation, and you all decided to rest; there are stairs leading up the tower, though...[/sblock]
 
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StreamOfTheSky

Adventurer
Reminder: There will be a game this Thursday. Please level up your characters to 4 before then.

The loot from the Ghasts was added to the Fire Forest loot spoiler.

EDIT: Remember, level 4 means +1 stat point. If you wish, I will allow you to instead gain +1 to two different stats. However, you will have to choose two different stats to apply the +1 to the next time, alternating what gets increased. This is to help the multiple ability dependent classes out a bit.
[sblock]Example:
Level 4: +1 to Str and Con
Level 8: +1 to Dex and Int (Cannot increase Str or Con)
Level 12: +1 to Str and Cha (Cannot increase Dex or Int)
Level 16: +1 to Dex and Con (Cannot increase Str or Cha)

etc...[/sblock]
You can "opt out" at any time and go back to pumping the same stat over and over, but if you got +1 to two stats the last time you got a stat increase, you can't pick either of those the current time.

Also, I will level up Torrent to 4. Feel free to pick different spells for her. I might rebuild her slightly, too...
 
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StreamOfTheSky

Adventurer
Loot has been updated in the post on page 1 for all identified items. You guys may as well make use of it, especially the non-expendable items. There's been some confusion lately about who "has" which item, so if you'd like to use any of it, please make it known...

Game will be on Thursday this week, as usual.

EDIT: I forgot what with everything going on... Nelle was supposed to also tell you this:

"Be careful of teleportation. A week ago I used mine , and I ended up burning myself somehow. I don't know if it is tied to the fire forest, but I suspect it is not, because this was never a problem until recently."

Of course, you've already noticed this effect by now...
 
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