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Pathfinder 1E Sword of Valor, Wrath of the Righteous AP Part 2 with your hosts Scotley and MLeibrock


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Shayuri

First Post
Thorn would like to talk to the survivors before pressing on.

(We can handle via some RP, or just abstract via die rolls to speed things up as you see fit. :))
 

Leif

Adventurer
Banaq, Elf Sorcerer L6, Archmage T1

OOC: Banaq's 21 knowledge check was unsuccessful, so did anyone succeed?


Banaq looks around, peering into the eyes of his compatriots, looking for some 'flash' of understanding, hoping he can tell who to ask what in thunder just happened.


[sblock=Banaq - Elf Sorcerer L6 - Archmage T1]
Banaq [means roughly 'Can't Get Right']
Elf, N/G, Favored Class – Sorcerer
Sorcerer L6 [Arcane Bloodline] | Archmage T1
15,000 XP [fast]

[sblock=Ability Point Buy, 20 pts]
S12 (2pts)
D12 (2pts)+2=14
C14 (5pts)-2=12
I12 (2 pts)+2=14
W12 (2 pts)
C15 (7 pts=15) +1 L4
[/sblock]

Final Ability Scores:
S12 +1
D14 +2 – Initiative: +2+2[trait]=+4
C12 +1
I14 +2 Languages: Elvish, Common, Draconic, Celestial
W11 +0
C16 (18 w/ item) +3 (+4)

Traits:
1. Riftwarden Orphan [Campaign Trait] +2 on Concentration checks
2. Resilient [+1 on Fort saves]
3. Reactionary [+2 on Initiative]

BAB: +3

AC: 14 [10+2(dex)+2(BondedAmulet)], 18 w/ mage armor, 22 w/ MA+Shield
HP: 42 [6+1+1]+[4+1+1]+[4+1+1]+[4+1+1]+[4+1+1]+[4+1+1]+[3+1]
42-9=33+8=41-19=22+5=27

SAVES:
Fort +3
Ref: +4
Will: +5
+2 to save vs. Enchantment effects
Immune to magical sleep effects
+2 Caster level checks to overcome magic resis.
+2 on saves vs. insanity, confusion, charm (stacks with racial bonus), or possession

SKILLS 2+2=4 pts /Level, 24 @ L6
Bluff 1 rank +4 Cha+3 CS = +8
Disguise 1 rank +4 Cha +3 CS = +8
Knowledge (Arcana) 6 ranks +2 Int +3 CS = +11
Knowledge (Planes – class skill) 3 rank + 2 Int +3 CS = +8
Perception 2 ranks +2 racial +0 Wis =+4
Spellcraft 5 ranks +2 Int +3 CS =+10 [+2 racial bonus to id prop of magic items=+12 total]
Use Magic Device 6 ranks +4 Cha +3 CS = +13

Weapon Proficiencies (mostly racial)
Longbow
Composite Longbow
Longsword
Rapier
Shortbow
Composite Shortbow
All Simple Weapons

FEATS
Eschew Materials [Sorcerer bonus feat]
Arcane Strike [swft action for +1 to all wpn dam/5 caster lvls (+2@L6) and wpns considered magical]
Point Blank Shot [+1 att & dam if target w/in 30 feet]
Weapon focus, Composite Longbow [for his M/W, mighty weapon: Att=+3[BAB]+2[DEX]+1[WF]+1M/W=+7,+8 if targ <30ft, Dam=1d8+2, +3<30ft]

MYTHIC
Feat: Extra Mythic Power (+1)
Hard to Kill
Mythic Power per day = 5+1+2 = 8 [expended: 2 ]
Surge +1d6 to roll just made [cost: 1 use of mythic power]
Mythic HP: 3
T1 Archmage Arcana: Arcane Surge [cost: 1 MP, swift action to cast one spell without using spell slot]
[non-mythic targets roll save twice and use the worse roll, and if SR I roll twice and take the higher]]
T1 Path Ability: Extra Mythic Power (+2 MP uses for 8 total) [Universal Path Ability, p. 50]

SORCERER BLOODLINE POWERS [ARCANE]
Class Skill: Knowledge (Planes)
Bonus Spells: Identify, Invisibility
Arcane Bond (Item): Amulet [Natural Armor, +2, –4,000 gp crafting cost, spell stored: Invisibility]

SPELLS [known at L6: 7/4/2/1][Per day at L6: L0 – At Will, L1:7 [_1_], L2:6 [_2_], L3:4[_0_]]
[spell DC=10+4+SL]

L0, DC 14
Dancing Lights - 0
Detect Magic – 0
Light - 0
Mending - 0
Message - 0
Mage Hand – 0
Read Magic - 0

L1, DC 15
Burning Hands – 1 [15 ft. cone a/e, 5d4 damage, Ref save halves]
Identify [bloodline spell, 3rd] – 1 [+10 on spellcraft checks to id magic items, d. 3rounds/level]
Mage Armor – 1 [Conj., +4 armor bonus to AC, d. 1hr/level]
Magic Missile – 1 [3 missiles @ L6, 1d4+1 each]
Shield - 1 [Abj. +4 AC bonus, blocks magic missiles, stacks with mage armor, d. 1min/level]

L2, DC 16
Mirror Image - 2
Summon Monster II – 2
Invisibility [bloodline spell, 5th] – 2 [d. 1 min./level]

L3, DC 17
Lightning Bolt [6d6 damage]

PP
GP 975
SP 143
CP 42

EQUIPMENT
Sorcerer's Bonded Item (Amulet – see above) [4,000gp]
Headband of Alluring Charisma, +2 [4,000 gp]
Ring of Feather Falling [2,200gp]
Mighty [+1 Str] Composite Longbow +1 [2,500 gp., Att +7, +8<30Ft, Dam 1d8+2(+3<30Ft)]
Quiver, 40 [39] cold iron arrows [4 gp]
Masterwork Cold Iron Dagger [+1 attack only] [317 gp, Att +3BAB+1Str+1MW=+5, Dam 1d4+1Str +2Feat=1d4+3]
Masterwork Cold Iron Longsword [+1 attack only] [330 gp, Att.+3BAB+1Str+1MW=+5, Dam 1d8+1 Str +2 Feat=1d8+3]
Wand of Color Spray [10 charges, CL1] [150gp]
Wand of Magic Missile [10 charges, CL 5, 3 missiles per charge][750 gp]
Potion, Cure Lt. Wnds x8 -1 used (CL 1, 1d8+1 hp cured) [clear pink liquid][@50gp ea, 400gp]
Potion, Cure Mod Wnds x2 (CL 3, 2d8+3 hp cured) [effervescent brownish liquid][@300gp ea, 600gp]

Extra Gear for Expedition:
2 mules
1 lt. horse, combat trained
riding saddle & tack + 2 pack saddles
Saddlebags
8 waterskins
8 weeks' rations
8 weeks' grain for animals
300 feet of hemp rope
150 feet silk rope
Large Tent (paid 3 X book price)
20 large sacks
quiver of cold iron arrows [40]
Masterwork longsword
Total for extra gear=575 gp, 2 sp, 8 cp [already deducted from funds]

History: Banaq is not your typical Elf.  His name means, essentially, 'Can't Get Right' in Elvish.  Orphaned as an infant in an attack by orcs, Banaq was given his name by other Elves who found him, and then he was adopted by the Human ambassador to his village who was one of very few survivors of the attack.  His adoptive father instilled in Banaq a great appreciation for social interaction as well as Elvish art, literature, culture, and language.  He was raised in a home where Elvish was spoken almost exclusively, so he considers it his native tongue even though he was taught it by Humans instead of Elves.  Banaq's study of Elvish culture sparked his great interest in magic, but he did not have the overwhelming intellectual aptitude that he would have wished in order for him to pursue wizardly studies.  He made do by apprenticing himself to a Half-Elf Sorcerer.  He did receive the usual Elvish instruction in swordplay, however. Banaq once fell under the Fear effect of a Dretch demon that he was battling just after the Worldwound opened. He suffered the fear only briefly before Sir Sheldon DeBir, his Paladin ally, rallied him back into the fight. Banaq, upset over his slip, smote the Dretch down with one mighty blow.

MEDALS AWARDED FOR GALLANTRY IN WAR AGAINST THE WORLDWOUND:
Awarded the Righteous Medal of Clarity for gathering intelligence about the Worldwound and delivering it to the Crusaders. [+2 sacred bonus on saves vs. insanity or confusion effects.]
Awarded the Righteous Medal of Spirit after feeling the Fear effect of a Dretch demon before being rallied by Sir Sheldon DeBir, Paladin companion. [+2 sacred bonus vs. Charm and possession.]

[/sblock]
 

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
Banaq notices the same blank stare coming from Sir Sheldon.

Looking at the surrounding members of the heroes and soldiers Sir Sheldon asks, "Did anyone notice a gnome out on the battle field? She got lost in the shifting of horses and people."
 


Leif

Adventurer
Banaq - Elf Sorcerer L6 - Archmage T1

"Hey, you, are you still alive? What happened? Did you see, or do you know of anyone who saw what happened immediately before this battle started?"

[sblock=Banaq - Elf Sorcerer L6 - Archmage T1]
Banaq [means roughly 'Can't Get Right']
Elf, N/G, Favored Class – Sorcerer
Sorcerer L6 [Arcane Bloodline] | Archmage T1
15,000 XP [fast]

[sblock=Ability Point Buy, 20 pts]
S12 (2pts)
D12 (2pts)+2=14
C14 (5pts)-2=12
I12 (2 pts)+2=14
W12 (2 pts)
C15 (7 pts=15) +1 L4
[/sblock]

Final Ability Scores:
S12 +1
D14 +2 – Initiative: +2+2[trait]=+4
C12 +1
I14 +2 Languages: Elvish, Common, Draconic, Celestial
W11 +0
C16 (18 w/ item) +3 (+4)

Traits:
1. Riftwarden Orphan [Campaign Trait] +2 on Concentration checks
2. Resilient [+1 on Fort saves]
3. Reactionary [+2 on Initiative]

BAB: +3

AC: 14 [10+2(dex)+2(BondedAmulet)], 18 w/ mage armor, 22 w/ MA+Shield
HP: 42 [6+1+1]+[4+1+1]+[4+1+1]+[4+1+1]+[4+1+1]+[4+1+1]+[3+1]
42-9=33+8=41-19=22+5=27

SAVES:
Fort +3
Ref: +4
Will: +5
+2 to save vs. Enchantment effects
Immune to magical sleep effects
+2 Caster level checks to overcome magic resis.
+2 on saves vs. insanity, confusion, charm (stacks with racial bonus), or possession

SKILLS 2+2=4 pts /Level, 24 @ L6
Bluff 1 rank +4 Cha+3 CS = +8
Disguise 1 rank +4 Cha +3 CS = +8
Knowledge (Arcana) 6 ranks +2 Int +3 CS = +11
Knowledge (Planes – class skill) 3 rank + 2 Int +3 CS = +8
Perception 2 ranks +2 racial +0 Wis =+4
Spellcraft 5 ranks +2 Int +3 CS =+10 [+2 racial bonus to id prop of magic items=+12 total]
Use Magic Device 6 ranks +4 Cha +3 CS = +13

Weapon Proficiencies (mostly racial)
Longbow
Composite Longbow
Longsword
Rapier
Shortbow
Composite Shortbow
All Simple Weapons

FEATS
Eschew Materials [Sorcerer bonus feat]
Arcane Strike [swft action for +1 to all wpn dam/5 caster lvls (+2@L6) and wpns considered magical]
Point Blank Shot [+1 att & dam if target w/in 30 feet]
Weapon focus, Composite Longbow [for his M/W, mighty weapon: Att=+3[BAB]+2[DEX]+1[WF]+1M/W=+7,+8 if targ <30ft, Dam=1d8+2, +3<30ft]

MYTHIC
Feat: Extra Mythic Power (+1)
Hard to Kill
Mythic Power per day = 5+1+2 = 8 [expended: 2 ]
Surge +1d6 to roll just made [cost: 1 use of mythic power]
Mythic HP: 3
T1 Archmage Arcana: Arcane Surge [cost: 1 MP, swift action to cast one spell without using spell slot]
[non-mythic targets roll save twice and use the worse roll, and if SR I roll twice and take the higher]]
T1 Path Ability: Extra Mythic Power (+2 MP uses for 8 total) [Universal Path Ability, p. 50]

SORCERER BLOODLINE POWERS [ARCANE]
Class Skill: Knowledge (Planes)
Bonus Spells: Identify, Invisibility
Arcane Bond (Item): Amulet [Natural Armor, +2, –4,000 gp crafting cost, spell stored: Invisibility]

SPELLS [known at L6: 7/4/2/1][Per day at L6: L0 – At Will, L1:7 [_1_], L2:6 [_2_], L3:4[_0_]]
[spell DC=10+4+SL]

L0, DC 14
Dancing Lights - 0
Detect Magic – 0
Light - 0
Mending - 0
Message - 0
Mage Hand – 0
Read Magic - 0

L1, DC 15
Burning Hands – 1 [15 ft. cone a/e, 5d4 damage, Ref save halves]
Identify [bloodline spell, 3rd] – 1 [+10 on spellcraft checks to id magic items, d. 3rounds/level]
Mage Armor – 1 [Conj., +4 armor bonus to AC, d. 1hr/level]
Magic Missile – 1 [3 missiles @ L6, 1d4+1 each]
Shield - 1 [Abj. +4 AC bonus, blocks magic missiles, stacks with mage armor, d. 1min/level]

L2, DC 16
Mirror Image - 2
Summon Monster II – 2
Invisibility [bloodline spell, 5th] – 2 [d. 1 min./level]

L3, DC 17
Lightning Bolt [6d6 damage]

PP
GP 975
SP 143
CP 42

EQUIPMENT
Sorcerer's Bonded Item (Amulet – see above) [4,000gp]
Headband of Alluring Charisma, +2 [4,000 gp]
Ring of Feather Falling [2,200gp]
Mighty [+1 Str] Composite Longbow +1 [2,500 gp., Att +7, +8<30Ft, Dam 1d8+2(+3<30Ft)]
Quiver, 40 [39] cold iron arrows [4 gp]
Masterwork Cold Iron Dagger [+1 attack only] [317 gp, Att +3BAB+1Str+1MW=+5, Dam 1d4+1Str +2Feat=1d4+3]
Masterwork Cold Iron Longsword [+1 attack only] [330 gp, Att.+3BAB+1Str+1MW=+5, Dam 1d8+1 Str +2 Feat=1d8+3]
Wand of Color Spray [10 charges, CL1] [150gp]
Wand of Magic Missile [10 charges, CL 5, 3 missiles per charge][750 gp]
Potion, Cure Lt. Wnds x8 -1 used (CL 1, 1d8+1 hp cured) [clear pink liquid][@50gp ea, 400gp]
Potion, Cure Mod Wnds x2 (CL 3, 2d8+3 hp cured) [effervescent brownish liquid][@300gp ea, 600gp]

Extra Gear for Expedition:
2 mules
1 lt. horse, combat trained
riding saddle & tack + 2 pack saddles
Saddlebags
8 waterskins
8 weeks' rations
8 weeks' grain for animals
300 feet of hemp rope
150 feet silk rope
Large Tent (paid 3 X book price)
20 large sacks
quiver of cold iron arrows [40]
Masterwork longsword
Total for extra gear=575 gp, 2 sp, 8 cp [already deducted from funds]

History: Banaq is not your typical Elf.  His name means, essentially, 'Can't Get Right' in Elvish.  Orphaned as an infant in an attack by orcs, Banaq was given his name by other Elves who found him, and then he was adopted by the Human ambassador to his village who was one of very few survivors of the attack.  His adoptive father instilled in Banaq a great appreciation for social interaction as well as Elvish art, literature, culture, and language.  He was raised in a home where Elvish was spoken almost exclusively, so he considers it his native tongue even though he was taught it by Humans instead of Elves.  Banaq's study of Elvish culture sparked his great interest in magic, but he did not have the overwhelming intellectual aptitude that he would have wished in order for him to pursue wizardly studies.  He made do by apprenticing himself to a Half-Elf Sorcerer.  He did receive the usual Elvish instruction in swordplay, however. Banaq once fell under the Fear effect of a Dretch demon that he was battling just after the Worldwound opened. He suffered the fear only briefly before Sir Sheldon DeBir, his Paladin ally, rallied him back into the fight. Banaq, upset over his slip, smote the Dretch down with one mighty blow.

MEDALS AWARDED FOR GALLANTRY IN WAR AGAINST THE WORLDWOUND:
Awarded the Righteous Medal of Clarity for gathering intelligence about the Worldwound and delivering it to the Crusaders. [+2 sacred bonus on saves vs. insanity or confusion effects.]
Awarded the Righteous Medal of Spirit after feeling the Fear effect of a Dretch demon before being rallied by Sir Sheldon DeBir, Paladin companion. [+2 sacred bonus vs. Charm and possession.]

[/sblock]
 

Shayuri

First Post
Thorn comes over with Banaq and nods, surveying the survivors for a moment.

"Is anyone here leading you?" she asks...hoping to avoid a cacophony of many people all answering the questions at once. "We would have your account."
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
[section]



Vakeva ambles over to stand with Thorn and Banaq, doing his best to project calm self assurance.

[/section]

[sblock=Actions/Rolls]Sorry, short post without any real content - just getting back into the swing and letting folk know I'm still about.[/sblock]
_______________
[sblock=MiniStats]
[SIZE=+1]Vakeva Kiihko[/SIZE]
HP: 66/66, Speed: 40' Perception: +15 (Darkvision 60')

Ki Pool: 11/11
Mythic Surge: 05/05

AC: 19, Touch: 19, Flat-footed: 17, CMD: 25 (29 vs Bull Rush/Trip)
Fort: +9, Ref: +8, Will: +11 (+2 vs. Poison/Spells/SLAs)
Defensive Abilities: Defensive Training (+4 Dodge Bonus to AC vs Giants), Hard to Kill

BAB: +4, CMB: +6 (+8 vs Demons)
  • Raivo (+1 Adaptive Evil Outsider Bane Composite Longbow):-----+12/+12/+7 (1d8+ 5 (20/×3))
    --------------------------------------------------------------+14/+14/+9 (1d8+ 7 (20/×3) +2d6 vs Evil Outsiders)
    ---------------------------------------(Ki Extra Attack): +12/+12/+12/+7 (1d8+ 5 (20/×3))
    ----------------------------------------------------------+14/+14/+14/+9 (1d8+ 7 (20/×3) +2d6 vs Evil Outsiders)
    --------------------------------------------(Deadly Aim):-----+10/+10/+5 (1d8+11 (20/×3))
    --------------------------------------------------------------+12/+12/+7 (1d8+13 (20/×3) +2d6 vs Evil Outsiders)
    ---------------------------------------(Ki + Deadly Aim): +10/+10/+10/+5 (1d8+11 (20/×3))
    ----------------------------------------------------------+12/+12/+12/+7 (1d8+13 (20/×3) +2d6 vs Evil Outsiders)
  • ------------------------------------------Unarmed Strike:------------ +6 (1d8+ 2 (20/×2))
  • --------------------------------------------------Dagger:------------ +6 (1d4+ 2 (19/×2))

Weapon in Hand: Raivo

Abilities: Str 14, Dex 14, Con 14, Int 12, Wis 22, Cha 10

Condition: None
[/sblock]
 

Scotley

Hero
The survivors are currently led by a sergeant named Kamilo Dann. She is a human fighter. There are perhaps a dozen batter souls remaining of the garrison here and all look to have had a rough time of it. Sergeant Dann seems to have managed to hold this poor battered folk together by sheer force of will. All are wounded and in no shape to join your army or defend the ford after you leave. "You managed to arrive in time to save us. They were taking a few of us for torture and sacrifice every couple of hours."
 

Attachments

  • Kamilo Dann.jpg
    Kamilo Dann.jpg
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Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
"We need this ford defended, who is your main healer here?"

While listening to the Sargent, Sir Sheldon looks to the wounds, healing where he can on the designated healer, then he will work what he can on the whole unit.

actions: use lay on hands, 3d6 healing, 2 more uses per day He also has two first level divine spells available to heal more as well.
 

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