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

Shayuri

First Post
"Bring them with us or send them back to Kenebres," says Thorn flatly. "Leaving them here is just cruel."

As to-the-point as ever, this one.
 

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Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
"So I have one Who says, 'do not leave them here' for the same reason as I feel, Any one else?" The paladin knight looks to the other heros and awaits their answers. "I prefer to bring them with us . . . "

[sblock=OOC]as a reminder, Fenris and Queeny are in Nashville still[/sblock]
 

Leif

Adventurer
Banaq -- Elf Sorcerer L6 - Archmage T1

"I agree with Thorn. Leaving them here is no good."

[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
"Ok, but can we have them come with us if they wish to do so?" He looks back at Thorn and Banaq.
 

Leif

Adventurer
Bamaq, Elf Sorcerer L6 - Archmage T1

"I would not presume to gainsay such a willing sacrifice. If any wish to accompany us, I welcome them."

[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 shrugs. "Like I said, send them home or bring them along. I don't have a personal stake in which. Whatever you, as commander, decide. If you want to ask them what they want, and do that, fine."
 

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
ooc: I asked queeny what her character would say and she gave the ok to say her character is in agreement, Fenris no answer, so I will post accordingly.

IC:

Sir Sheldon looks to each of his companions in the eyes in turn then nods, seemingly to have a weight lifted off his shoulders and a firm decision.

" I am sure you know, but just to make sure you do know, I greatly value your opinions. Thank you" He stands tall walks to the camp, stops in the position of attention and speaks, "Defenders of Vilareth Ford! for it up!" When he has them in formation he will pace back and forth for a couple of times and then proceed, " You have defended well! You have held onto a strategic location in a time of dire need. But your service is still needed! "

"The land is still in need of you. I am not forcing you, but instead I am asking for volunteers Those who do not volunteer, I am giving you permission to go home. For those who wish to see holy retribution, I present you a chance. We have healers amongst us who can give you reprieve, but you would have to travel with us and be a part of this army. You will be a reserve unit until you are returned to strength and then you will join us in an active roll.

I do not ask for an immediate decision, but I want you to think on it over night. get a good nights sleep and make your decision and be ready in formation in the morning. Do you understand?"

After he is sure they understand what he is saying, he will stand at attention and dismiss them to their tents.
 


Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
Knight commander, Sir Sheldon, commander of Her Majesty the Queen's Army of Light!

Sir Sheldon gives the order to break camp early in the day, then starts with the order of discipline:



"Soldiers of Light!
Form it up! Inspection formation NOW,
Commanders to the posts!"

The paladin knight of the Queen's army of Light stands at attention while calling the order for the troops to prepare for inspection by the unit commanders. He remains at attention while the commanders each give their call of compliance and the troops passing of the inspection. Then the commanders come forward for the paladin to inspect the commanders. After pointing out flaws in the armor and uniform to the commanders, and being assured that discipline is kept, He introduces the woman who is leading the army that held the ford.

"She is being given an official field promotion as 2nd Leftenet, commander of the the troops that fought by her side. They will be a reserve unit until the priests have brought them to a status of being healthy. They will camp with the rest of you, they will eat with the rest of you and they will train with the rest of you. More over, they will fight with you at your side. Any question?"

Though it is taken as a rhetorical question in the past, he actually waits and looks to each commander to see if any has a question. If none he will give the order to return to their units and get into marching formations.
 
Last edited:

Scotley

Hero
All the soldiers seem happy to have more help. No one has questions. Once troops form up the army begins to march. The lands become increasingly strange. You are on the edge of the Worldwound here, but the plants and animals that you see have a sickly and yet deadly look to them. The sky seems strangely dark and has a blood red hue.

OOC: You've been warned that a larger enemy army is ahead. What's the plan for scouts?
 

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