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Four Lands - Gallery of Heros
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<blockquote data-quote="Neurotic" data-source="post: 4955666" data-attributes="member: 24380"><p><strong>Marshal William ferret</strong></p><p></p><p>(for marshal's game)</p><p>[code]</p><p>Name: William Ferret</p><p>Race: Human</p><p>Player: Neurotic</p><p>Classes: Marshal 5</p><p>Hit Points: 8 + 5d8 + 5* (1(CON)+1(favored class))</p><p>Experience: ??</p><p>Alignment: Lawful Neutral</p><p>Speed: Walk 30 ft.</p><p>Languages: Nortern Illum, Northern Gaulic</p><p></p><p>------------------------ Description -----------------------</p><p>Height: 5' 10" Weight: 170lbs. Gender: Male </p><p>Eyes: Brown Hair: Brown Skin: Tanned</p><p>Quirks: Military demeanor</p><p>Speech style: </p><p>Quotable: My word is my bond.</p><p>Flaws: honorable (as represented by a trait)</p><p>-------------------------------------------------------------</p><p></p><p>Stat Score Mod</p><p>STR 14 (+2) 5</p><p>DEX 12 (+1) 2</p><p>CON 12 (+1) 2</p><p>INT 13 (+1) 3</p><p>WIS 10 (+0) 0</p><p>CHA 20 (+4) 13 +1@4th +2 racial</p><p>----------------------------</p><p>Total: 23</p><p></p><p>Skills: (4class +1human +1int) *5 = 30</p><p></p><p></p><p></p><p></p><p>Class Skills: Bluff, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (all), Linguistics, Perception, Perform, Profession, Ride, Sense Motive, Survival, Swim.</p><p></p><p>-------------------------- Skills ---------------------------------------------</p><p>Skill Ranks Class Attrib Misc Total</p><p>-------------------------------------------------------------------------------</p><p>Acrobatics Dex 1 1</p><p>Appraise Int 1 1</p><p>Bluff Cha 5 3 5 12</p><p>Climb Str 1 2 3</p><p>Craft Int 3 1 4</p><p>Diplomacy Cha 4 3 4 1+1 11 Chivalric + Sword</p><p>Disable Device Dex 1 1</p><p>Disguise Cha 5 5</p><p>Escape Artist Dex 1 1</p><p>Fly Dex 1 1</p><p>Handle Animal Cha 1 3 5 9</p><p>Heal Wis * 0 0</p><p>Intimidate Cha 5 3 5 3+2 16 Skill Focus + Armor</p><p>Knowledge (arcana) Int * 1 1</p><p>Knowledge (dungeoneering) Int * 1 1</p><p>Knowledge (engineering) Int * 1 1</p><p>Knowledge (geography) Int * 1 1</p><p>Knowledge (history) Int * 1 1 1 Chivalric</p><p>Knowledge (local) Int 1 3 1 5</p><p>Knowledge (nature) Int * 1 1</p><p>Knowledge (nobility) Int 1 3 1 5</p><p>Knowledge (planes) Int * 1 1</p><p>Knowledge (religion) Int * 1 1</p><p>Linguistics Int * 1 1</p><p>Perception Wis 2 3 0 5</p><p>Perform (Oratory) Cha 2 3 5 10 </p><p>Profession Wis * 0 0</p><p>Ride Dex 2 3 1 6</p><p>Sense Motive Wis 4 3 0 7</p><p>Sleight of Hand Dex 1 1</p><p>Spellcraft Int 1 1</p><p>Stealth Dex 1 1</p><p>Survival Wis 1 3 0 4</p><p>Swim Str 1 3 2 6</p><p>Use Magic Device Cha 5 5</p><p></p><p> 30</p><p></p><p></p><p>-------------------------- Feats ----------------------------</p><p>All armor, all weapon proficiencies (except tower shield)</p><p></p><p>Skill Focus (Intimidate) (Marshal) +3 to intimidate</p><p>Weapon Focus (human)</p><p>Power Attack (1st)</p><p>Dazzling Display (3rd) - http://www.d20pfsrd.com/feats/dazzling-display-combat---final</p><p>Alternate: Cleave (3rd) - if you disallow DD</p><p></p><p>Resounding Blow (5th) - on crit Will DC 17 (10+1/2 lvl + CHA) or cower for 1 round - this is from Book of Exalted Deeds</p><p>PF Alternate (if you dissalow RB): Step Up - if somebody makes 5' step to move away follow him immediately by sacrificing 5' move from my next round</p><p></p><p></p><p>-------------------------- Traits ---------------------------</p><p>Heirloom weapon (+1 trait bonus to hit with Call to Arms)</p><p>Chivalrous (+1 trait bonus to diplomacy and history checks)</p><p></p><p>-------------------------------------------------------------</p><p>-------------------------- Auras ----------------------------</p><p>Auras (6 minor/2 major)</p><p>Determined Caster - +5 to overcome spell resistance</p><p>Master of Opportunity - +5 to AC vs. AOO</p><p>Over the top - +5 to damage when charging</p><p>Motivate Dexterity - +5 to dex checks, dex skill checks and initiative (DEFAULT)</p><p>Accurate Flaker - +5 to Attack Rolls when Flanking</p><p>Motivate vigor - +5hp added to the amount cured by Cure and Heal spells</p><p></p><p>Motivate Attack - +2 to melee attack rolls</p><p>Resilient Troops - +2 to all saves (DEFAULT)</p><p></p><p></p><p></p><p>1. Confirm Critical Hits</p><p>2. Combat Manuver Bonus</p><p>* 6. Caster Level checks</p><p>* 8. Dexterity checks (including intiative rolls) and Dexterity-based skill checks</p><p>* 13. AC against Attacks of Opportunity</p><p>* 18. Damage Rolls when Charging</p><p>* 19. Attack Rolls when Flanking</p><p>20. Damage Rolls when Flanking</p><p>* 21. added to the amount cured by Cure and Heal spells</p><p>24. AC when adjacent to an ally</p><p>-------------------------------------------------------------</p><p></p><p></p><p>-------------------- Special Abilities ---------------------</p><p>Rally 1/day</p><p> * allow allies to re-roll a failed saving throw. Can spend an additional daily use of Rally ability and grant a bonus on the re- roll equal to Charisma bonus (if any).</p><p> * spend 1 daily use of Rally ability to heal the allies. They re-gain a number of hit points equal to the Marshal's Charisma bonus multiplied by the target's hit dice.</p><p> * spend 1 daily use of Rally ability and grant the allies the immediate use of a move action. Marshal can spend 2 daily uses of Rally ability and grant allies the immediate use of a standard action. Marshal can spend 3 daily uses of Rally ability and grant allies the immediate use of a full-round action.</p><p> * spend 1 daily use of Rally ability and grant allies a bonus equal to Charisma bonus (if any) on all Attack Rolls, Damage Rolls, Skill Checks, Ability Checks, Saving Throws, and Caster Level Checks for 1 round.</p><p></p><p>Improved Aid Another +3</p><p></p><p></p><p></p><p> Total / Touch / Flat Footed</p><p>AC: 18 10 18</p><p>w/ shield 20 10 20</p><p></p><p> </p><p>Initiative: +1 (+6)</p><p>BAB: +3</p><p>Melee to hit: +9 (3 BAB, 2 STR, 1 enhancement, 1 trait, 2 quality)</p><p>Ranged to hit: +5</p><p></p><p>[SIZE=1][B]Add +2 for major aura unless otherwise noted[/B][/SIZE]</p><p>Saves:</p><p>Fort: 4+1 = 5</p><p>Ref: 1+1 = 2</p><p>Will: 4+0 = 4</p><p> </p><p>Unarmed attack:</p><p>to hit: +5</p><p>damage: 1d3+2</p><p>critical: 20/x2</p><p> </p><p>MW Morningstar</p><p>to hit: +6</p><p>damage: 1d8+2 (Bludgeon and Pierce)</p><p>critical: 20/x2</p><p></p><p>Call to Arms - +1 Falchion 375 (base) + 1000(masterpiece) + 2000 (enchantment) = 3375</p><p>Masterpiece:</p><p>Deadly - +1 to threat range (17-20)</p><p>Accurate - doubled +2 to hit</p><p>Sharp - doubled +2 to damage</p><p>Decorative - +1 to diplomacy</p><p></p><p>to hit: +9</p><p>damage: 2d4+5 (Slash)</p><p>critical: 17-20/x2</p><p></p><p></p><p>Helm of Tactics 2000gp (1 lb) - 3/day within 60' for 10 rounds +2dmg vs flanked opponents OR +1 to minor aura</p><p></p><p>Armor of The Faithful General (+8AC ACP:5 35% (50 lbs)) 1500 + 1000 = 2500</p><p>Masterpiece:</p><p>Fortified - doubled (20% fortification)</p><p>Thick - tripled (DR 2 vs ranged and melee attacks)</p><p>Threatening - +2 intimidate</p><p>-------------------------------------------</p><p> 3375</p><p> 2500</p><p> 2000</p><p>----</p><p> 7875</p><p></p><p></p><p>Signet ring (cold iron) 10</p><p>MW Coldiron Morningstar 316 (6 lbs)</p><p>Darkwood Shield, heavy wooden 107 gp +2AC ACP:0 15% (10 lbs)</p><p></p><p>Acid flask 10 1</p><p>Alchemy Fire 20 1 </p><p>Antitoxin 50 </p><p>Smokestick 20 1/2</p><p>Tanglefoot bag 50 4</p><p>Thunderstone 30 1 </p><p>Sunrod 2x5 5x1</p><p>-----------------------------------</p><p> 623 gp</p><p></p><p>Explorer's outfit: 10 (8lbs)</p><p>Heavy warhorse 400</p><p>Chain Shirt Barding 400 (+4 AC 100lbs, ACP: -2, normal speed)</p><p>------------------------------------</p><p> 810 gp</p><p></p><p>Caltrops x2 2gp 4lbs</p><p>MAsterwork Manacles x2 100gp 4lbs (DC 35 escape artist or Strength check DC 28)</p><p>Nobles outfit: 75gp 10 lbs</p><p>-------------------------------------</p><p> 177</p><p></p><p>Total:</p><p>7875</p><p> 623</p><p> 810</p><p> 177</p><p>-----</p><p>9560</p><p></p><p></p><p>Remaining: 1190</p><p></p><p>10 500 total in PF</p><p></p><p>[sblock=History]</p><p>William was in the army as long as he can remember. His father was successful general leading armies of the Light, cleaning and reclaiming northern reaches of the Valley. After several successful campaigns he became too powerful for some nobles and through subtle machinations in the Valley, George Ferret was declared persona non grata.</p><p></p><p>Undettered, he made his home in Northlands, living with his wife and her relatives. Soon, his talent was recognized and he once again started leading soldiers, this time units of The Brotherhood. He earned small keep for his victories and was content.</p><p></p><p>It lasted until one early spring he started campaign on the eastern border when horde of humanoids descended upon Ferret Keep and slaughtered everyone inside, including his wife. His son, William was traveling with him for some time as aide de camp, liutenant in Brotherhood, learning his craft from the best.</p><p></p><p>Where his father was loud and boisterous, leading by tactical knowledge and physical might, William was quieter, leading by example and diplomacy. He was never one for cavalry charges, but he lead his unit dependably.</p><p></p><p>George Ferret was broken upon hearing the news of his wife's death. This second crumbling of his life was too much and he lead his army north on vengeance rampage. They traveled fast and light, slaughtering everything they encountered. Until, one day, they crashed into tribal war of orcs. Which prompty turned upon humans in their lands. George made valiant stand, but the outcome was preordained. Finally, the peril removed cloud of wrath and he ordered the troops to fall back as fast as they can. The put William in charge, gave him sword, helm and exchanged armor with him. He then asked for volonteers and charged one last time into the mass of orcs.</p><p></p><p>William wanted to stay, but his orders were clear. Save as many as you can. Get back into Northlands. Thus, he turned and retreated fighting the orcs whole the way to the border. He never fails to feel the pride of seeing black and green flag charging toward the Horde and loss of his mother. But his burning desire to make a name for himself leads him to take risky missions in small teams.</p><p></p><p>Thus, when the opportunity to kill more humanoids and reclaim more land, he eagerly took his orders and went to meet his new freelance companions.</p><p></p><p>OOC: I'm thinking he'd be representative of the Brotherhood in the party</p><p>[/sblock]</p><p>[/code]</p><p></p><p></p><p>[sblock=Marshal Redux (FROM PF PRE-RELEASE FORUM)]</p><p></p><p>BAB: +3/4</p><p>Good Saves: Fortitude and Will</p><p>Hit Dice: 1d8</p><p></p><p>Class Skills: Bluff, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (all), Linguistics, Perception, Perform, Profession, Ride, Sense Motive, Survival, Swim.</p><p></p><p>Skill Ranks Per Level: 4 + Int modifier.</p><p></p><p>Marshals are proficient in all Simple and Martial Weapons, all Armors (Light, Medium, and Heavy Armor), and Shields (but not Tower Shields).</p><p></p><p>LEVEL ABILITY</p><p>1. 1 Minor Aura, Skill Focus</p><p>2. 1 Major Aura, Major Aura +1</p><p>3. Rally 1/day</p><p>4. Improved Aid Another +3</p><p>5. Major Aura +2</p><p></p><p></p><p>6. Rally 2/day</p><p>7. 2 Minor Auras</p><p>8. Improved Aid Another +4</p><p>9. Rally 3/day</p><p>10. Major Aura +3</p><p>11. 2 Major Auras</p><p>12. Rally 4/day, Improved Aid Another +5</p><p>13. 3 Minor Auras</p><p>14. Widen Aura</p><p>15. Major Aura +4, Rally 5/day</p><p>16. Improved Aid Another +6</p><p>17. Free Aura</p><p>18. Rally 6/day</p><p>19. 4 Minor Auras</p><p>20. 3 Major Auras, Major Aura +5, Improved Aid Another +7</p><p></p><p>Minor Aura (Su). The Marshal projects an aura that affects all allies within 60 feet. Her allies add her Charisma bonus (if any) to the rolls influenced by the aura the Marshall is projecting. At 1st level, the Marshal knows 2 Minor Auras, and she learns 1 additional Minor Aura every time she gains a class level in Marshal. Projecting or changing an aura is a Swift Action.</p><p></p><p>At 1st level, a Marshal can only project 1 Minor Aura at a time. At 7th level, she can project 2 Minor Auras at the same time; at 13th level she can project 3 Minor Auras; and at 19th level, she can project 4 Minor Auras.</p><p></p><p>Skill Focus. At 1st level, the Marshal gains Skill Focus in any one class skill of her choice as a bonus feat.</p><p></p><p>Major Aura (Su). Beginning at 2nd level, the Marshal learns to project a Major Aura. The bonus from her Major Aura is +1 at 2nd level. It increases to +2 at 5th level, and by +1 for every 5 additional levels thereafter (+3 at 10th, +4 at 15th, +5 at 20th). She can project a Major Aura and a Minor Aura simultaneously. Activating or changing a Major Aura is a Swift Action. Marshals know a number of Major Auras equal to 1/2 their class level.</p><p></p><p>At 11th level, the Marshal can project 2 Major Auras at once. At 20th level, she can project 3 Major Auras at once.</p><p></p><p>Rally (Ex). Beginning at 3rd level, the Marshal can Rally her allies as an immediate action. She can Rally her allies once per day at 3rd level. At 6th level, and every 3 levels thereafter, she gains an additional daily use of her Rally ability. She can use her rally ability for one of the following effects.</p><p></p><p>She can allow her allies to re-roll a failed saving throw. She can spend an additional daily use of her Rally ability and grant a bonus on the re-roll equal to her Charisma bonus (if any).</p><p></p><p>She can spend 1 daily use of her Rally ability to heal her allies. They re-gain a number of hit points equal to the Marshal's Charisma bonus multiplied by the target's hit dice.</p><p></p><p>She can spend 1 daily use of her Rally ability and grant her allies the immediate use of a move action. She can spend 2 daily uses of her Rally ability and grant her allies the immediate use of a standard action. She can spend 3 daily uses of her Rally ability and grant her allies the immediate use of a full-round action.</p><p></p><p>She can spend 1 daily use of her Rally ability and grant her allies a bonus equal to her Charisma bonus (if any) on all Attack Rolls, Damage Rolls, Skill Checks, Ability Checks, Saving Throws, and Caster Level Checks for 1 round.</p><p></p><p>Improved Aid Another (Ex). At 4th level, the Marshal learns to improve the support she grants her allies in combat. Beginning at 4th level, when using the Aid Another action, the Marshal provides a +3 bonus (instead of the normal bonus of +2). This bonus increases to +4 at 8th level and by +1 every 4 levels thereafter (+5 at 12th, +6 at 16th, +7 at 20th).</p><p></p><p>Widen Aura (Su). Beginning at 14th level, the Marshal can double the range of one of her auras (major or Minor) by choosing to project it twice at the same time. She can triple the range of one of her auras by choosing to project it three times at the same time.</p><p></p><p>Free Auras (Su). Beginning at 17th level, The Marshal can change or initiate new auras as a free action instead of a swift action. This allows her to change or initiate more than one aura in a single round.</p><p></p><p>Minor Auras. Allies of the Marshal add her Charisma bonus to rolls of the following:</p><p>1. Confirm Critical Hits</p><p>2. Combat Manuver Bonus</p><p>3. Fortitude Saves</p><p>4. Reflex Saves</p><p>5. Will Saves</p><p>6. Caster Level checks</p><p>7. Strength checks and Strength-based skill checks</p><p>8. Dexterity checks (including intiative rolls) and Dexterity-based skill checks</p><p>9. Constitution checks and Constitution-based skill checks</p><p>10. Intelligence checks and Intelligence-based skill checks</p><p>11. Wisdom checks and Wisdom-based skill checks</p><p>12. Charisma checks and Charisma-based skill checks</p><p>13. AC against Attacks of Opportunity</p><p>14. Attack Rolls for Attacks of Opportunity</p><p>15. Damage Rolls for Attacks of Opportunity</p><p>16. AC against a Charging opponent</p><p>17. Attack Rolls when Charging</p><p>18. Damage Rolls when Charging</p><p>19. Attack Rolls when Flanking</p><p>20. Damage Rolls when Flanking</p><p>21. added to the amount cured by Cure and Heal spells</p><p>22. applied as Damage Reduction vs. non-lethal damage</p><p>23. x5 in feet added to speed when withdrawing from combat</p><p>24. AC when adjacent to an ally</p><p></p><p>Major Auras</p><p></p><p>1. DR 1/- per plus</p><p>2. Damage rolls</p><p>3. Melee attack rolls</p><p>4. Ranged attack rolls</p><p>5. AC</p><p>6. All Saving Throws</p><p>7. Multiplied by 5 feet and added to Speed</p><p>8. Energy Resistance 5 (acid, cold, electricity, fire, or sonic)</p><p>9. Energy Shield 2 (acid, cold, electricity, fire, or sonic)</p><p>10. Fast Healing (upto a maximum of one half the ally's maximum hitpoints.</p><p>11. Spell Resistance 5 + 5 per plus of the Major Aura.</p><p>12. Spell DCs</p><p>[/sblock]</p><p></p><p>[sblock=Original 3.5 version]</p><p>Name: William Ferret</p><p>Race: Human</p><p>Player: Neurotic</p><p>Classes: Marshal 7</p><p>Hit Points: 8 + 6d8 + 7* 1(CON)</p><p>Experience: ??</p><p>Alignment: Lawful Neutral</p><p>Speed: Walk 30 ft.</p><p>Languages: Nortern Illum, Northern Gaulic</p><p></p><p>------------------------ Description -----------------------</p><p>Height: 5' 10" Weight: 170lbs. Gender: Male </p><p>Eyes: Brown Hair: Brown Skin: Tanned</p><p>Quirks: Military demeanor</p><p>Speech style: </p><p>Quotable: My word is my bond.</p><p>Flaws: honorable</p><p>-------------------------------------------------------------</p><p></p><p>Stat Score Mod</p><p>STR 14 (+2) 6</p><p>DEX 12 (+1) 4</p><p>CON 12 (+1) 4</p><p>INT 11 (+0) 3</p><p>WIS 10 (+0) 2</p><p>CHA 18 (+4) 13 +1@4th</p><p>----------------------------</p><p>Total: 32</p><p></p><p>Skills: 5*4+5*6 = 50</p><p>-------------------------- Skills --------------------------</p><p>Skill Total Rnk Stat Msc</p><p>Bluff 12 8.0 4 0</p><p>Climb 3 1.0 2 0</p><p>Diplomacy 19 6.0 4 9 (from Bluff, Sense Motive </p><p></p><p>and Nobility, skill focus)</p><p>Handle Animal 9 5.0 4 0</p><p>Intimidate 11 8.0 1 2 (from Bluff)</p><p>Knowledge(Nobility) 5 5.0 0 0</p><p>Listen 1 1.0 0 0</p><p>Perform (Oratory) 5 1.0 4 0</p><p>Ride 4 1.0 1 2 (from Handle Animal)</p><p>Sense Motive 7 7.0 0 0</p><p>Spot 1 1.0 0 0</p><p>Survival 2 1.0 0 0</p><p>Swim 3 1.0 2 0</p><p>-------------------------------------------------------------</p><p> 46</p><p>Never outnumbered (Intimidate 8) 2 (skill trick) - demoralize all opponents within 10'</p><p>Timely Misdirection (Bluff 8) 2 (skill trick) - feint (Bluff) to avoid AOO from the opponent</p><p></p><p>-- ToDo:</p><p>Group Fake-out (Bluff 8)</p><p>Social Recovery (Bluff 8)</p><p>Dismount Attack (Ride 5)</p><p>-------------------------- Feats ----------------------------</p><p>All armor, all weapon proficiencies (except tower shield)</p><p>Skill Focus (Diplomacy) (Marshal) +3 to diplomacy</p><p>Protection Devotion (human) - 1/day provide +3 sacred AC bonus for 1 minute</p><p></p><p>Power Attack 1st</p><p>Weapon Focus 3rd</p><p>Resounding Blow 6th</p><p></p><p></p><p>Cleave and Combat Reflexes for tactical soldier if allowed</p><p></p><p></p><p>--Item Familiar if fllaws allowed</p><p>-------------------------------------------------------------</p><p>-------------------------- Auras ----------------------------</p><p>Auras (4 minor/2 major)</p><p>Determined Caster - +4 to overcome spell resistance</p><p>Master of Opportunity - +4 to AC vs. AOO</p><p>Over the top - +4 to damage when charging</p><p>Motivate Dexterity - +4 to dex checks, dex skill checks and initiative</p><p></p><p>Motivate Attack - +2 to all attack rolls</p><p>Resilient Troops - +2 to all saves</p><p>-------------------------------------------------------------</p><p></p><p></p><p>-------------------- Special Abilities ---------------------</p><p>Grant Move 1/day - as standard action grant move action to companions within 30'</p><p></p><p> Total / Touch / Flat Footed</p><p>AC: 18 10 18</p><p>w/ shield 20 10 20</p><p> </p><p>Initiative: +1 (+5 with aura)</p><p>BAB: +5</p><p>Melee to hit: +7</p><p>Ranged to hit: +5</p><p></p><p><span style="font-size: 9px"><strong>Add +2 for major aura unless otherwise noted</strong></span></p><p>Fortitude: +6 = +5 +1(CON)</p><p>Reflex: +4 = +2 +0(DEX)</p><p>Will: +6 = +5 +0(WIS)</p><p> </p><p>Unarmed attack:</p><p>to hit: +7</p><p>damage: 1d3+2</p><p>critical: 20/x2</p><p> </p><p>MW Morningstar</p><p>to hit: +8</p><p>damage: 1d8+2 (Bludgeon and Pierce)</p><p>critical: 20/x2</p><p></p><p>+1 Keen Falchion of Resounding (Sudden stunning)</p><p>Lethal Deadly Masterpiece (adds 150 gp to cost)</p><p>to hit: +9</p><p>damage: 2d4+3 (Slash)</p><p>critical: 14-20/x2 (+2 to confirm)</p><p>Full Power Attack 2d4+13</p><p></p><p>Helm of Tactics 2000 (1 lb) - 3/day within 60' for 10 rounds +2dmg vs flanked opponents OR +1 to minor aura</p><p>Horn of Resilience 5000 - 2/day within 30' for 5 rounds gain DR 5/- OR +1 to major aura</p><p>Falchion +3 11525 (8 lbs)</p><p>--------------------------------</p><p> 18525</p><p></p><p>Signet ring (cold iron) 10</p><p>MW Coldiron Morningstar 316 (6 lbs)</p><p>Masterpiece Full plate 2500 +8AC ACP:5 35% (50 lbs)</p><p>triple thick (DR 2/-), light (-10% weight), double fortified (20%)</p><p>Darkwood Shield, heavy wooden 107 gp +2AC ACP:0 15% (10 lbs)</p><p></p><p>Acid Flask 30</p><p>Alchemical Fire 20</p><p>Antitoxin 50 </p><p>Tanglefoot bag 50 4</p><p>Thunderstone 30 1 </p><p>Sunrod 2x5 5x1</p><p>-----------------------------------</p><p> 3016 gp</p><p></p><p>Explorer's outfit: 10 (8lbs)</p><p>Heavy warhorse 400</p><p>Chain Shirt Barding 400 (+4 AC 100lbs ACP: -2 normal speed</p><p>------------------------------------</p><p> 3826 gp</p><p></p><p></p><p></p><p>[sblock=History]</p><p>William was in the army as long as he can remember. His father was successful general leading armies of the Light, cleaning and reclaiming northern reaches of the Valley. After several successful campaigns he became too powerful for some nobles and through subtle machinations in the Valley, George Ferret was declared persona non grata.</p><p></p><p>Undettered, he made his home in Northlands, living with his wife and her relatives. Soon, his talent was recognized and he once again started leading soldiers, this time units of The Brotherhood. He earned small keep for his victories and was content.</p><p></p><p>It lasted until one early spring he started campaign on the eastern border when horde of humanoids descended upon Ferret Keep and slaughtered everyone inside, including his wife. His son, William was traveling with him for some time as aide de camp, liutenant in Brotherhood, learning his craft from the best.</p><p></p><p>Where his father was loud and boisterous, leading by tactical knowledge and physical might, William was quieter, leading by example and diplomacy. He was never one for cavalry charges, but he lead his unit dependably.</p><p></p><p>George Ferret was broken upon hearing the news of his wife's death. This second crumbling of his life was too much and he lead his army north on vengeance rampage. They traveled fast and light, slaughtering everything they encountered. Until, one day, they crashed into tribal war of orcs. Which prompty turned upon humans in their lands. George made valiant stand, but the outcome was preordained. Finally, the peril removed cloud of wrath and he ordered the troops to fall back as fast as they can. The put William in charge, gave him horn, helm and exchanged armor with him. He then asked for volonteers and charged one last time into the mass of orcs.</p><p></p><p>William wanted to stay, but his orders were clear. Save as many as you can. Get back into Northlands. Thus, he turned and retreated fighting orcs whole the way to the border. He never fails to feel the pride of seeing black and green flag charging toward the Horde and loss of his mother. But his burning desire to make a name for himself leads him to take risky missions in small teams.</p><p></p><p>Thus, when the opportunity to kill more humanoids and reclaim more land, he eagerly took his orders and went to meet his new freelance companions.</p><p></p><p>OOC: I'm thinking he'd be representative of the Brotherhood in the party</p><p>[/sblock]</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Neurotic, post: 4955666, member: 24380"] [b]Marshal William ferret[/b] (for marshal's game) [code] Name: William Ferret Race: Human Player: Neurotic Classes: Marshal 5 Hit Points: 8 + 5d8 + 5* (1(CON)+1(favored class)) Experience: ?? Alignment: Lawful Neutral Speed: Walk 30 ft. Languages: Nortern Illum, Northern Gaulic ------------------------ Description ----------------------- Height: 5' 10" Weight: 170lbs. Gender: Male Eyes: Brown Hair: Brown Skin: Tanned Quirks: Military demeanor Speech style: Quotable: My word is my bond. Flaws: honorable (as represented by a trait) ------------------------------------------------------------- Stat Score Mod STR 14 (+2) 5 DEX 12 (+1) 2 CON 12 (+1) 2 INT 13 (+1) 3 WIS 10 (+0) 0 CHA 20 (+4) 13 +1@4th +2 racial ---------------------------- Total: 23 Skills: (4class +1human +1int) *5 = 30 Class Skills: Bluff, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (all), Linguistics, Perception, Perform, Profession, Ride, Sense Motive, Survival, Swim. -------------------------- Skills --------------------------------------------- Skill Ranks Class Attrib Misc Total ------------------------------------------------------------------------------- Acrobatics Dex 1 1 Appraise Int 1 1 Bluff Cha 5 3 5 12 Climb Str 1 2 3 Craft Int 3 1 4 Diplomacy Cha 4 3 4 1+1 11 Chivalric + Sword Disable Device Dex 1 1 Disguise Cha 5 5 Escape Artist Dex 1 1 Fly Dex 1 1 Handle Animal Cha 1 3 5 9 Heal Wis * 0 0 Intimidate Cha 5 3 5 3+2 16 Skill Focus + Armor Knowledge (arcana) Int * 1 1 Knowledge (dungeoneering) Int * 1 1 Knowledge (engineering) Int * 1 1 Knowledge (geography) Int * 1 1 Knowledge (history) Int * 1 1 1 Chivalric Knowledge (local) Int 1 3 1 5 Knowledge (nature) Int * 1 1 Knowledge (nobility) Int 1 3 1 5 Knowledge (planes) Int * 1 1 Knowledge (religion) Int * 1 1 Linguistics Int * 1 1 Perception Wis 2 3 0 5 Perform (Oratory) Cha 2 3 5 10 Profession Wis * 0 0 Ride Dex 2 3 1 6 Sense Motive Wis 4 3 0 7 Sleight of Hand Dex 1 1 Spellcraft Int 1 1 Stealth Dex 1 1 Survival Wis 1 3 0 4 Swim Str 1 3 2 6 Use Magic Device Cha 5 5 30 -------------------------- Feats ---------------------------- All armor, all weapon proficiencies (except tower shield) Skill Focus (Intimidate) (Marshal) +3 to intimidate Weapon Focus (human) Power Attack (1st) Dazzling Display (3rd) - http://www.d20pfsrd.com/feats/dazzling-display-combat---final Alternate: Cleave (3rd) - if you disallow DD Resounding Blow (5th) - on crit Will DC 17 (10+1/2 lvl + CHA) or cower for 1 round - this is from Book of Exalted Deeds PF Alternate (if you dissalow RB): Step Up - if somebody makes 5' step to move away follow him immediately by sacrificing 5' move from my next round -------------------------- Traits --------------------------- Heirloom weapon (+1 trait bonus to hit with Call to Arms) Chivalrous (+1 trait bonus to diplomacy and history checks) ------------------------------------------------------------- -------------------------- Auras ---------------------------- Auras (6 minor/2 major) Determined Caster - +5 to overcome spell resistance Master of Opportunity - +5 to AC vs. AOO Over the top - +5 to damage when charging Motivate Dexterity - +5 to dex checks, dex skill checks and initiative (DEFAULT) Accurate Flaker - +5 to Attack Rolls when Flanking Motivate vigor - +5hp added to the amount cured by Cure and Heal spells Motivate Attack - +2 to melee attack rolls Resilient Troops - +2 to all saves (DEFAULT) 1. Confirm Critical Hits 2. Combat Manuver Bonus * 6. Caster Level checks * 8. Dexterity checks (including intiative rolls) and Dexterity-based skill checks * 13. AC against Attacks of Opportunity * 18. Damage Rolls when Charging * 19. Attack Rolls when Flanking 20. Damage Rolls when Flanking * 21. added to the amount cured by Cure and Heal spells 24. AC when adjacent to an ally ------------------------------------------------------------- -------------------- Special Abilities --------------------- Rally 1/day * allow allies to re-roll a failed saving throw. Can spend an additional daily use of Rally ability and grant a bonus on the re- roll equal to Charisma bonus (if any). * spend 1 daily use of Rally ability to heal the allies. They re-gain a number of hit points equal to the Marshal's Charisma bonus multiplied by the target's hit dice. * spend 1 daily use of Rally ability and grant the allies the immediate use of a move action. Marshal can spend 2 daily uses of Rally ability and grant allies the immediate use of a standard action. Marshal can spend 3 daily uses of Rally ability and grant allies the immediate use of a full-round action. * spend 1 daily use of Rally ability and grant allies a bonus equal to Charisma bonus (if any) on all Attack Rolls, Damage Rolls, Skill Checks, Ability Checks, Saving Throws, and Caster Level Checks for 1 round. Improved Aid Another +3 Total / Touch / Flat Footed AC: 18 10 18 w/ shield 20 10 20 Initiative: +1 (+6) BAB: +3 Melee to hit: +9 (3 BAB, 2 STR, 1 enhancement, 1 trait, 2 quality) Ranged to hit: +5 [SIZE=1][B]Add +2 for major aura unless otherwise noted[/B][/SIZE] Saves: Fort: 4+1 = 5 Ref: 1+1 = 2 Will: 4+0 = 4 Unarmed attack: to hit: +5 damage: 1d3+2 critical: 20/x2 MW Morningstar to hit: +6 damage: 1d8+2 (Bludgeon and Pierce) critical: 20/x2 Call to Arms - +1 Falchion 375 (base) + 1000(masterpiece) + 2000 (enchantment) = 3375 Masterpiece: Deadly - +1 to threat range (17-20) Accurate - doubled +2 to hit Sharp - doubled +2 to damage Decorative - +1 to diplomacy to hit: +9 damage: 2d4+5 (Slash) critical: 17-20/x2 Helm of Tactics 2000gp (1 lb) - 3/day within 60' for 10 rounds +2dmg vs flanked opponents OR +1 to minor aura Armor of The Faithful General (+8AC ACP:5 35% (50 lbs)) 1500 + 1000 = 2500 Masterpiece: Fortified - doubled (20% fortification) Thick - tripled (DR 2 vs ranged and melee attacks) Threatening - +2 intimidate ------------------------------------------- 3375 2500 2000 ---- 7875 Signet ring (cold iron) 10 MW Coldiron Morningstar 316 (6 lbs) Darkwood Shield, heavy wooden 107 gp +2AC ACP:0 15% (10 lbs) Acid flask 10 1 Alchemy Fire 20 1 Antitoxin 50 Smokestick 20 1/2 Tanglefoot bag 50 4 Thunderstone 30 1 Sunrod 2x5 5x1 ----------------------------------- 623 gp Explorer's outfit: 10 (8lbs) Heavy warhorse 400 Chain Shirt Barding 400 (+4 AC 100lbs, ACP: -2, normal speed) ------------------------------------ 810 gp Caltrops x2 2gp 4lbs MAsterwork Manacles x2 100gp 4lbs (DC 35 escape artist or Strength check DC 28) Nobles outfit: 75gp 10 lbs ------------------------------------- 177 Total: 7875 623 810 177 ----- 9560 Remaining: 1190 10 500 total in PF [sblock=History] William was in the army as long as he can remember. His father was successful general leading armies of the Light, cleaning and reclaiming northern reaches of the Valley. After several successful campaigns he became too powerful for some nobles and through subtle machinations in the Valley, George Ferret was declared persona non grata. Undettered, he made his home in Northlands, living with his wife and her relatives. Soon, his talent was recognized and he once again started leading soldiers, this time units of The Brotherhood. He earned small keep for his victories and was content. It lasted until one early spring he started campaign on the eastern border when horde of humanoids descended upon Ferret Keep and slaughtered everyone inside, including his wife. His son, William was traveling with him for some time as aide de camp, liutenant in Brotherhood, learning his craft from the best. Where his father was loud and boisterous, leading by tactical knowledge and physical might, William was quieter, leading by example and diplomacy. He was never one for cavalry charges, but he lead his unit dependably. George Ferret was broken upon hearing the news of his wife's death. This second crumbling of his life was too much and he lead his army north on vengeance rampage. They traveled fast and light, slaughtering everything they encountered. Until, one day, they crashed into tribal war of orcs. Which prompty turned upon humans in their lands. George made valiant stand, but the outcome was preordained. Finally, the peril removed cloud of wrath and he ordered the troops to fall back as fast as they can. The put William in charge, gave him sword, helm and exchanged armor with him. He then asked for volonteers and charged one last time into the mass of orcs. William wanted to stay, but his orders were clear. Save as many as you can. Get back into Northlands. Thus, he turned and retreated fighting the orcs whole the way to the border. He never fails to feel the pride of seeing black and green flag charging toward the Horde and loss of his mother. But his burning desire to make a name for himself leads him to take risky missions in small teams. Thus, when the opportunity to kill more humanoids and reclaim more land, he eagerly took his orders and went to meet his new freelance companions. OOC: I'm thinking he'd be representative of the Brotherhood in the party [/sblock] [/code] [sblock=Marshal Redux (FROM PF PRE-RELEASE FORUM)] BAB: +3/4 Good Saves: Fortitude and Will Hit Dice: 1d8 Class Skills: Bluff, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (all), Linguistics, Perception, Perform, Profession, Ride, Sense Motive, Survival, Swim. Skill Ranks Per Level: 4 + Int modifier. Marshals are proficient in all Simple and Martial Weapons, all Armors (Light, Medium, and Heavy Armor), and Shields (but not Tower Shields). LEVEL ABILITY 1. 1 Minor Aura, Skill Focus 2. 1 Major Aura, Major Aura +1 3. Rally 1/day 4. Improved Aid Another +3 5. Major Aura +2 6. Rally 2/day 7. 2 Minor Auras 8. Improved Aid Another +4 9. Rally 3/day 10. Major Aura +3 11. 2 Major Auras 12. Rally 4/day, Improved Aid Another +5 13. 3 Minor Auras 14. Widen Aura 15. Major Aura +4, Rally 5/day 16. Improved Aid Another +6 17. Free Aura 18. Rally 6/day 19. 4 Minor Auras 20. 3 Major Auras, Major Aura +5, Improved Aid Another +7 Minor Aura (Su). The Marshal projects an aura that affects all allies within 60 feet. Her allies add her Charisma bonus (if any) to the rolls influenced by the aura the Marshall is projecting. At 1st level, the Marshal knows 2 Minor Auras, and she learns 1 additional Minor Aura every time she gains a class level in Marshal. Projecting or changing an aura is a Swift Action. At 1st level, a Marshal can only project 1 Minor Aura at a time. At 7th level, she can project 2 Minor Auras at the same time; at 13th level she can project 3 Minor Auras; and at 19th level, she can project 4 Minor Auras. Skill Focus. At 1st level, the Marshal gains Skill Focus in any one class skill of her choice as a bonus feat. Major Aura (Su). Beginning at 2nd level, the Marshal learns to project a Major Aura. The bonus from her Major Aura is +1 at 2nd level. It increases to +2 at 5th level, and by +1 for every 5 additional levels thereafter (+3 at 10th, +4 at 15th, +5 at 20th). She can project a Major Aura and a Minor Aura simultaneously. Activating or changing a Major Aura is a Swift Action. Marshals know a number of Major Auras equal to 1/2 their class level. At 11th level, the Marshal can project 2 Major Auras at once. At 20th level, she can project 3 Major Auras at once. Rally (Ex). Beginning at 3rd level, the Marshal can Rally her allies as an immediate action. She can Rally her allies once per day at 3rd level. At 6th level, and every 3 levels thereafter, she gains an additional daily use of her Rally ability. She can use her rally ability for one of the following effects. She can allow her allies to re-roll a failed saving throw. She can spend an additional daily use of her Rally ability and grant a bonus on the re-roll equal to her Charisma bonus (if any). She can spend 1 daily use of her Rally ability to heal her allies. They re-gain a number of hit points equal to the Marshal's Charisma bonus multiplied by the target's hit dice. She can spend 1 daily use of her Rally ability and grant her allies the immediate use of a move action. She can spend 2 daily uses of her Rally ability and grant her allies the immediate use of a standard action. She can spend 3 daily uses of her Rally ability and grant her allies the immediate use of a full-round action. She can spend 1 daily use of her Rally ability and grant her allies a bonus equal to her Charisma bonus (if any) on all Attack Rolls, Damage Rolls, Skill Checks, Ability Checks, Saving Throws, and Caster Level Checks for 1 round. Improved Aid Another (Ex). At 4th level, the Marshal learns to improve the support she grants her allies in combat. Beginning at 4th level, when using the Aid Another action, the Marshal provides a +3 bonus (instead of the normal bonus of +2). This bonus increases to +4 at 8th level and by +1 every 4 levels thereafter (+5 at 12th, +6 at 16th, +7 at 20th). Widen Aura (Su). Beginning at 14th level, the Marshal can double the range of one of her auras (major or Minor) by choosing to project it twice at the same time. She can triple the range of one of her auras by choosing to project it three times at the same time. Free Auras (Su). Beginning at 17th level, The Marshal can change or initiate new auras as a free action instead of a swift action. This allows her to change or initiate more than one aura in a single round. Minor Auras. Allies of the Marshal add her Charisma bonus to rolls of the following: 1. Confirm Critical Hits 2. Combat Manuver Bonus 3. Fortitude Saves 4. Reflex Saves 5. Will Saves 6. Caster Level checks 7. Strength checks and Strength-based skill checks 8. Dexterity checks (including intiative rolls) and Dexterity-based skill checks 9. Constitution checks and Constitution-based skill checks 10. Intelligence checks and Intelligence-based skill checks 11. Wisdom checks and Wisdom-based skill checks 12. Charisma checks and Charisma-based skill checks 13. AC against Attacks of Opportunity 14. Attack Rolls for Attacks of Opportunity 15. Damage Rolls for Attacks of Opportunity 16. AC against a Charging opponent 17. Attack Rolls when Charging 18. Damage Rolls when Charging 19. Attack Rolls when Flanking 20. Damage Rolls when Flanking 21. added to the amount cured by Cure and Heal spells 22. applied as Damage Reduction vs. non-lethal damage 23. x5 in feet added to speed when withdrawing from combat 24. AC when adjacent to an ally Major Auras 1. DR 1/- per plus 2. Damage rolls 3. Melee attack rolls 4. Ranged attack rolls 5. AC 6. All Saving Throws 7. Multiplied by 5 feet and added to Speed 8. Energy Resistance 5 (acid, cold, electricity, fire, or sonic) 9. Energy Shield 2 (acid, cold, electricity, fire, or sonic) 10. Fast Healing (upto a maximum of one half the ally's maximum hitpoints. 11. Spell Resistance 5 + 5 per plus of the Major Aura. 12. Spell DCs [/sblock] [sblock=Original 3.5 version] Name: William Ferret Race: Human Player: Neurotic Classes: Marshal 7 Hit Points: 8 + 6d8 + 7* 1(CON) Experience: ?? Alignment: Lawful Neutral Speed: Walk 30 ft. Languages: Nortern Illum, Northern Gaulic ------------------------ Description ----------------------- Height: 5' 10" Weight: 170lbs. Gender: Male Eyes: Brown Hair: Brown Skin: Tanned Quirks: Military demeanor Speech style: Quotable: My word is my bond. Flaws: honorable ------------------------------------------------------------- Stat Score Mod STR 14 (+2) 6 DEX 12 (+1) 4 CON 12 (+1) 4 INT 11 (+0) 3 WIS 10 (+0) 2 CHA 18 (+4) 13 +1@4th ---------------------------- Total: 32 Skills: 5*4+5*6 = 50 -------------------------- Skills -------------------------- Skill Total Rnk Stat Msc Bluff 12 8.0 4 0 Climb 3 1.0 2 0 Diplomacy 19 6.0 4 9 (from Bluff, Sense Motive and Nobility, skill focus) Handle Animal 9 5.0 4 0 Intimidate 11 8.0 1 2 (from Bluff) Knowledge(Nobility) 5 5.0 0 0 Listen 1 1.0 0 0 Perform (Oratory) 5 1.0 4 0 Ride 4 1.0 1 2 (from Handle Animal) Sense Motive 7 7.0 0 0 Spot 1 1.0 0 0 Survival 2 1.0 0 0 Swim 3 1.0 2 0 ------------------------------------------------------------- 46 Never outnumbered (Intimidate 8) 2 (skill trick) - demoralize all opponents within 10' Timely Misdirection (Bluff 8) 2 (skill trick) - feint (Bluff) to avoid AOO from the opponent -- ToDo: Group Fake-out (Bluff 8) Social Recovery (Bluff 8) Dismount Attack (Ride 5) -------------------------- Feats ---------------------------- All armor, all weapon proficiencies (except tower shield) Skill Focus (Diplomacy) (Marshal) +3 to diplomacy Protection Devotion (human) - 1/day provide +3 sacred AC bonus for 1 minute Power Attack 1st Weapon Focus 3rd Resounding Blow 6th Cleave and Combat Reflexes for tactical soldier if allowed --Item Familiar if fllaws allowed ------------------------------------------------------------- -------------------------- Auras ---------------------------- Auras (4 minor/2 major) Determined Caster - +4 to overcome spell resistance Master of Opportunity - +4 to AC vs. AOO Over the top - +4 to damage when charging Motivate Dexterity - +4 to dex checks, dex skill checks and initiative Motivate Attack - +2 to all attack rolls Resilient Troops - +2 to all saves ------------------------------------------------------------- -------------------- Special Abilities --------------------- Grant Move 1/day - as standard action grant move action to companions within 30' Total / Touch / Flat Footed AC: 18 10 18 w/ shield 20 10 20 Initiative: +1 (+5 with aura) BAB: +5 Melee to hit: +7 Ranged to hit: +5 [SIZE=1][B]Add +2 for major aura unless otherwise noted[/B][/SIZE] Fortitude: +6 = +5 +1(CON) Reflex: +4 = +2 +0(DEX) Will: +6 = +5 +0(WIS) Unarmed attack: to hit: +7 damage: 1d3+2 critical: 20/x2 MW Morningstar to hit: +8 damage: 1d8+2 (Bludgeon and Pierce) critical: 20/x2 +1 Keen Falchion of Resounding (Sudden stunning) Lethal Deadly Masterpiece (adds 150 gp to cost) to hit: +9 damage: 2d4+3 (Slash) critical: 14-20/x2 (+2 to confirm) Full Power Attack 2d4+13 Helm of Tactics 2000 (1 lb) - 3/day within 60' for 10 rounds +2dmg vs flanked opponents OR +1 to minor aura Horn of Resilience 5000 - 2/day within 30' for 5 rounds gain DR 5/- OR +1 to major aura Falchion +3 11525 (8 lbs) -------------------------------- 18525 Signet ring (cold iron) 10 MW Coldiron Morningstar 316 (6 lbs) Masterpiece Full plate 2500 +8AC ACP:5 35% (50 lbs) triple thick (DR 2/-), light (-10% weight), double fortified (20%) Darkwood Shield, heavy wooden 107 gp +2AC ACP:0 15% (10 lbs) Acid Flask 30 Alchemical Fire 20 Antitoxin 50 Tanglefoot bag 50 4 Thunderstone 30 1 Sunrod 2x5 5x1 ----------------------------------- 3016 gp Explorer's outfit: 10 (8lbs) Heavy warhorse 400 Chain Shirt Barding 400 (+4 AC 100lbs ACP: -2 normal speed ------------------------------------ 3826 gp [sblock=History] William was in the army as long as he can remember. His father was successful general leading armies of the Light, cleaning and reclaiming northern reaches of the Valley. After several successful campaigns he became too powerful for some nobles and through subtle machinations in the Valley, George Ferret was declared persona non grata. Undettered, he made his home in Northlands, living with his wife and her relatives. Soon, his talent was recognized and he once again started leading soldiers, this time units of The Brotherhood. He earned small keep for his victories and was content. It lasted until one early spring he started campaign on the eastern border when horde of humanoids descended upon Ferret Keep and slaughtered everyone inside, including his wife. His son, William was traveling with him for some time as aide de camp, liutenant in Brotherhood, learning his craft from the best. Where his father was loud and boisterous, leading by tactical knowledge and physical might, William was quieter, leading by example and diplomacy. He was never one for cavalry charges, but he lead his unit dependably. George Ferret was broken upon hearing the news of his wife's death. This second crumbling of his life was too much and he lead his army north on vengeance rampage. They traveled fast and light, slaughtering everything they encountered. Until, one day, they crashed into tribal war of orcs. Which prompty turned upon humans in their lands. George made valiant stand, but the outcome was preordained. Finally, the peril removed cloud of wrath and he ordered the troops to fall back as fast as they can. The put William in charge, gave him horn, helm and exchanged armor with him. He then asked for volonteers and charged one last time into the mass of orcs. William wanted to stay, but his orders were clear. Save as many as you can. Get back into Northlands. Thus, he turned and retreated fighting orcs whole the way to the border. He never fails to feel the pride of seeing black and green flag charging toward the Horde and loss of his mother. But his burning desire to make a name for himself leads him to take risky missions in small teams. Thus, when the opportunity to kill more humanoids and reclaim more land, he eagerly took his orders and went to meet his new freelance companions. OOC: I'm thinking he'd be representative of the Brotherhood in the party [/sblock] [/sblock] [/QUOTE]
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