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


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Yttermayn

First Post
Sozin walks into the common room, shaking his hands dry while the others are waking and readying. "I couldn't find the privy, but I did find these convenient bowls of water all over this place, if anybody needs to wash up, or... other stuff." He then goes about his business grabbing his meager things and getting ready for the road.
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
Having drunk only sparingly the night before, Ero rises early and goes about his morning ablutions in his usual absent-minded manner. He secures his extract materials and his supply of catalysts in his bandolier, checking pockets and flaps to make sure they're secure and that none of his various supplies rattle and clink as that could also mean they could bump against one another and rupture. All in readiness, he strides boldly down to break his fast with the others. As everyone finishes up and heads out to the courtyard to saddle-up a red blush creeps up from his neck, coloring his deep blue skin an even darker purple.

"Um . . . erm . . . I suppose I wasn't really thinking about how we will be travelling. I haven't really thought to buy a horse, or any other mode of transportation. I suppose I'll have to pick one up, or I'll be holding us up to a walk."

[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
--------------------
Defense
--------------------
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
--------------------
Offense
--------------------
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)
--------------------
Statistics
--------------------
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
--------------------
Special Abilities
--------------------
+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.


--------------------

Hankak
Male Scorpion, Greensting
CN Tiny Magical Beast ((Vermin))
Init +3; Senses Darkvision 60 ft.; Perception +14
--------------------
Defense
--------------------
AC 23, touch 15, flat-footed 20 (+3 Dex, +2 size, +8 natural)
HP 23 (1d8)
Fort +7, Ref +10, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee Sting (Scorpion, Greensting) +12 (1d2-4/x2)
Space 2.5 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
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!
--------------------
Special Abilities
--------------------
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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EroBatzuenPostShot_zpsdf9f6ce8.png
 

Yttermayn

First Post
Re: Leif's Questing Knights, Veluna, Greyhawk, L10 Pfdr -- IC 01 [Full]

"There's no need to feel embarrassed, Ero. Not everyone is as fortunate as we who need no beasts of burden to carry our own weight." replies Sozin
 


Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
After waking Johann works off the rest of the remaining alcohol by going out to the courtyard to do a 20 minute work out of sword moves. When ha is done he dunks his head in the horse trough then heads up to his room where he gets cleaned up with the wash basin.

'Sure is nice to have the comforts of civilization once in a while, but lets get about to being heroes.' he says to himself.

It takes only a short while to get washed, but a full 10 minutes to get donned in his armor. He walks down to the courtyard in his Field plate armor, checks his horse for any injuries, and seeing none proceeds to armor his horse in chain mail barding then saddle him, another 10 minutes of work. He sees a carrot sitting on a work table, he snags it and feeds it to his horse, Thunder.

the two of them ride up and he dons his helmet as he says, "I think I am ready. Sorry to keep you."
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
"Ah, well in that case I suppose my own feet will be good enough as well. Truth be told, I'm a city-mouse at heart and have never been all that comfortable seated on a horse anyway."

[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
--------------------
Defense
--------------------
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
--------------------
Offense
--------------------
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)
--------------------
Statistics
--------------------
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
--------------------
Special Abilities
--------------------
+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.


--------------------

Hankak
Male Scorpion, Greensting
CN Tiny Magical Beast ((Vermin))
Init +3; Senses Darkvision 60 ft.; Perception +14
--------------------
Defense
--------------------
AC 23, touch 15, flat-footed 20 (+3 Dex, +2 size, +8 natural)
HP 23 (1d8)
Fort +7, Ref +10, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee Sting (Scorpion, Greensting) +12 (1d2-4/x2)
Space 2.5 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
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!
--------------------
Special Abilities
--------------------
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]
_______________
EroBatzuenPostShot_zpsdf9f6ce8.png
 




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