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Wrath of the Righteous

Elewan

First Post
[section]
Hannah, Female Elf Wizard 1

I'll stay here with the wounded and keep an eye out for more trouble. Hannah says. Call out if you need my assistance.
[sblock=Actions]Perception: 1d20+5=11
Hannah will watch all directions and maintain her readied action until an enemy comes into view.[/sblock]​
[/section][sblock=Character Sheet]Hananyelthia Mitholthir
Female Elf Wizard 1
CG Medium Humanoid (elf)
Init +9; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 7 (1d6+1)
Fort +0, Ref +3, Will +2; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee Rapier -2 (1d6-2/18-20/x2)
Ranged Longbow +3 (1d8-2/x3)
Wizard Spells Prepared (CL 1):
1 (3/day) Burning Hands (DC 17), Burning Hands (x2) (DC 17), Gravity Bow
0 (at will) Detect Magic, Light
--------------------
Statistics
--------------------
Str 7, Dex 16, Con 10, Int 20, Wis 10, Cha 10
Base Atk +0; CMB -2; CMD 11
Feats Scribe Scroll, Spell Focus (Evocation)
Traits Magical Lineage (Fireball), Reactionary, Riftwarden Orphan
Skills Knowledge (arcana) +9, Knowledge (engineering) +9, Knowledge (history) +9, Knowledge (planes) +9, Linguistics +9, Perception +5, Sense Motive +2, Spellcraft +9 (+11 to determine the properties of a magic item); Racial Modifiers +2 Perception
Languages Celestial, Common, Draconic, Elven, Gnome, Goblin, Orc, Sylvan
SQ +4 bonus on initiative checks, arcane bonds (arcane familiar, scorpion, greensting), elven magic, empathic link with familiar, intense spells +1, opposition schools (divination, enchantment), share spells with familiar, specialized schools (admixture), versatile evocation (8/day)
Other Gear Longbow, Rapier, Scale of Cloudwalking, Pathfinder's kit, 43 GP
--------------------
TRACKED RESOURCES
--------------------
Levitate (At will) - 0/0
Versatile Evocation (8/day) (Su) - 0/8
--------------------
Special Abilities
--------------------
+4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Admixture Associated School: Evocation
Divination You must spend 2 slots to cast spells from the Divination school.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Intense Spells +1 (Su) Evocation spells deal listed extra damage.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Lineage (Fireball) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Versatile Evocation (8/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.


Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.[/sblock]
 

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81Dagon

Explorer
Jorgun's arrow does more damage to the fly this time, piercing its body and sticking in.

[sblock=occ]
Two PCs may act. Or delay if you so wish.
[/sblock]
 

jackslate45

First Post
Luna moves forward to protect her charges, and readies her longspear for the when the fly gets closer.
[Sblock]
Move forward 10'
Ready attack
[/Sblock]

[sblock=Luna Stats]
Luna Lightbringer
AC: 16 (15 flat-footed, 16 touch)
HP: 10/10
CMB: +3* CMD: 14 * +2 vs Demons
Fort: +4 Reflex: +1 Will: +4 (+2 vs Charm/Compulsion)
Perception: +4 (Darkvision 60')
Initiative: +1
Current Weapon in Hand: Longspear; +4 1d8+4
Current Conditions in Effect: 2 AoO a round(Can make flat foot) ; Bless
Acid/Cold/Electricity Resistance: 5

Touch of Glory(5/5): Gain +1 on next Cha based check. Last 1 hour or until used.
Seize the Initiative (4/5): At combat start, Ally within 30 rolls twice;
Daylight(Racial 1/day): Cast Daylight as SP ability
Dragon Scale (3/3): Resist Energy 3xday (Cold/Electricty. CL 19)

Level 0 Spells: Create Water, Mending, Stabilize
Level 1 Spells: Bless, Prot from Evil, Magic Weapon (D)
[/sblock]
 

Leif

Adventurer
Calloh, half-elf bard

If he still has a clear field of fire, Calloh will fire another arrow at the fly.
Short bow, 2nd shot (1d20+2=12, 1d6=3)

[sblock=Calloh's sheet]
View attachment 58769

Calloh [pronounced “callow”]
Calloh, half-elf bard
Alignment: N/G
Half-Elf -- Favored Classes - Bard, Fighter
Bard 1
360+80=440 XP [post # 136, and DM's posts # 138, #167]

[sblock=Ability Point Buy, 20 pts]
S11 (1pts)
D14 (5pts)
C12 (2pts)
I14 (5 pts)
W12 (2 pts)
C16 (5 pts=14) (+2 racial)
[/sblock]

Final Ability Scores at L1:
S11 +0
D14 +2
C12 +1
I14 +2
W12 +1
C16 +3

BAB: 0

AC: 17 [10+3+2+2]
HP: 10 [8+1+1]

SAVES:
Fort +1
Ref: +4
Will: +3
+2 to save vs. Enchantment/Fear effects
Immune to magic sleep effects

SKILLS 6+2=8 pts @ 1st Level
Bluff 1 rank +3 Cha = +4
Concentration 0 rank +1 Wis +2 Feat Bonus = +3
Diplomacy 1 rank +3 Cha = +4
Disable Device 0 rank +2 Dex = +2
Knowledge (Planes) 1 rank +2 Int +1 bardic knowledge = +4
Knowledge (all others untrained) 0 ranks +2 Int +1 bardic Knowledge = +3
Perception 0 rank +1 Wis +2 Racial = +3
Perform (Stringed Instruments) 1 rank +3 Cha +3 Feat Bonus = +7
Profession 1 rank +1 Wis = +2
Sleight of Hand 1 rank +2 Dex = +3
Stealth 1 rank +2 Dex = +3
Use Magic Device 1 rank +3 Cha = +4

Languages: Common, Elvish, Sylvan

FEATS 1+1 racial (skill focus)
Weapon Finesse
Skill Focus (Perform)

BARDIC PERFORMANCE, 7 rounds/day [2 used]
Countersong [allies use my Perform check in place of saving throw]
Distraction [counters magic effects that are sight-dependent, check replaces saving throw if higher]
Fascinate [1 creature, Will DC 13 or -4 to skill checks made as reactions]
Inspire Courage [+1 on saves vs. fear/charm, and +1 att/dam rolls]

SPELLS [Per day: L0 - at-will, L1 - 1] [Save DC = 13+spell level]
Daze - 0
Detect Magic - 0
Summon Instrument - 0
Read Magic – 0
Cure Light Wounds - 1 X
Hypnotism - 1

PP
GP 0
SP 4
CP

EQUIPMENT [105 gp starting funds]
Studded Leather Armor [25 gp, +3 AC]
Heavy Wooden Shield [7 gp, +2 AC]
Rapier [20 gp, 1d8 damage] [+2 att, +0 dam]
Daggers 2 [@ 2 gp, 1d4 damage] [+2 att (melee-feat or thrown-dex), +0 dam]
Short Bow [30 gp, 1d6 damage] [+2 att, +0 dam]
Lute, Exceptional Quality [14 gp] [3 gp is ordinary cost]
Waterskin [1 gp]
Trail Rations 3 days [@ 5 sp per day]
Backpack [2 gp]
Bedroll [1 sp]
Traveler's Outfit [1 gp]

Traits: 1. Riftwarden [Campaign Trait] 2. Courageous 3. Anatomist

History: Calloh was born to two adventurers, his mother was an elf champion and his father a human wizard. They were both Riftwardens who adventured into the Worldwound on a secret mission soon after Calloh was born. They left their newborn son with trusted allies, perhaps knowing that their odds of returning were slim. In any case, they met their doom in the Worldwound. Not long after their departure, the foster parents that they had chosen for their son noticed that a mark had appeared on the inside of Calloh's right leg – The Sign of the Seeker's Spiral. [Riftwarden Orphan Trait bonus of +2 on Concentration checks.] The mysterious circumstances of his parents' disappearance sparked an insatiable curiosity in Calloh. When he grew up, he was so intent on making new discoveries and learning new things that he almost seemed fearless when it came to new places, experiences, people, and creatures. [Couageous Trait bonus of +2 on Saves vs. Fear Effects.] Now that Calloh has fully come of age, he seeks to learn the destiny of his parents, hoping against hope that he may somehow find them alive and be able to bring them home safely. For his last trait, Calloh chooses Anatomist, which gives him +1 on rolls to confirm critical hits.


[/sblock]
 
Last edited:

81Dagon

Explorer
[sblock=Leif]Calloh doesn’t have clean shot anymore because of soft cover, so I moved him to a clear spot and took the attack as a readied action.[/sblock]

As the fly buzzes around the corner, Calloh lets an arrow fly, piercing the bug’s abdomen just as Hannah takes and shoots as well. The giant creepy crawly makes straight for Jorgun, but that also puts it right in line with Luna’s spear!


[sblock=occ]
Luna, please roll attack and damage. Hannah, please roll damage.
[/sblock]


[sblock=map]
Screen Shot 2013-08-29 at 7.44.50 AM.png
[/sblock]
 

Elewan

First Post
[section]
Hannah, Female Elf Wizard 1

[sblock=damage]1d8-2=3[/sblock]
[/section][sblock=Character Sheet]Hananyelthia Mitholthir
Female Elf Wizard 1
CG Medium Humanoid (elf)
Init +9; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 7 (1d6+1)
Fort +0, Ref +3, Will +2; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee Rapier -2 (1d6-2/18-20/x2)
Ranged Longbow +3 (1d8-2/x3)
Wizard Spells Prepared (CL 1):
1 (3/day) Burning Hands (DC 17), Burning Hands (x2) (DC 17), Gravity Bow
0 (at will) Detect Magic, Light
--------------------
Statistics
--------------------
Str 7, Dex 16, Con 10, Int 20, Wis 10, Cha 10
Base Atk +0; CMB -2; CMD 11
Feats Scribe Scroll, Spell Focus (Evocation)
Traits Magical Lineage (Fireball), Reactionary, Riftwarden Orphan
Skills Knowledge (arcana) +9, Knowledge (engineering) +9, Knowledge (history) +9, Knowledge (planes) +9, Linguistics +9, Perception +5, Sense Motive +2, Spellcraft +9 (+11 to determine the properties of a magic item); Racial Modifiers +2 Perception
Languages Celestial, Common, Draconic, Elven, Gnome, Goblin, Orc, Sylvan
SQ +4 bonus on initiative checks, arcane bonds (arcane familiar, scorpion, greensting), elven magic, empathic link with familiar, intense spells +1, opposition schools (divination, enchantment), share spells with familiar, specialized schools (admixture), versatile evocation (8/day)
Other Gear Longbow, Rapier, Scale of Cloudwalking, Pathfinder's kit, 43 GP
--------------------
TRACKED RESOURCES
--------------------
Levitate (At will) - 0/0
Versatile Evocation (8/day) (Su) - 0/8
--------------------
Special Abilities
--------------------
+4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Admixture Associated School: Evocation
Divination You must spend 2 slots to cast spells from the Divination school.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Intense Spells +1 (Su) Evocation spells deal listed extra damage.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Lineage (Fireball) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Versatile Evocation (8/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.


Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.[/sblock]
 

81Dagon

Explorer
The third arrow, shot by Hannah, embeds itself in the fly's thorax, causing the oversized bug to crash into the ground before in can reach Jorgun.

[sblock=occ]This combat is over, everyone gains 80 EXP. Morale bonuses to damage do make the world go round at first level![/sblock]
 

Space_Titanium

First Post
Jorgun sighs in relief as the fly collapses in front of him. That was close, he thinks as he looks over the body for any further surprises.

He turns to the group and says, "This is an old building dedicated to Torag; I'm not sure if it's a church or a holy smithy, but it doesn't seem desecrated and we may find supplies inside. Even if we don't stop and rest right now we should investigate inside."

[sblock=Perception]Perception: 1D20+6 = [2]+6 = 8[/sblock]
 

81Dagon

Explorer
Jorgun notices nothing exceptional.

"I've got a bad feeling about this," grumbles Horgus while Anevia makes a mock grumpy face at him from behind his back.
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
[section]

Medjai nods appreciatively at the decisive actions of his new friends. The bony plates beneath his skin slide around as he twists his neck back and forth, letting the adrenaline drain from him. "I agree, we should look around this smithy for supplies. Though we're focused on getting back to the surface, it's no certainty that we'll get there quickly."
[/section]

[sblock=OOC]Sorry all - been laid up sick for a few days. Playing catch up now.[/sblock]
_______________
[sblock=MiniStats]
[SIZE=+1]Medjai Issa[/SIZE]
Male Lawful Good Qlippoth Tiefling (Motherless)
Paladin (Shining Knight/Warrior of the Holy Light) 01

Init +1, HP 11/11, Speed 30
AC 17, Touch 11, Flat-Footed 16
Fort +2, Ref +1, Will +4

Base Attack Bonus +1
GreatSword +5 (2d6+6, 19/x2)
EarthBreaker +5 (2d6+6, 20/x3)
Dagger +5 (+2 Ranged, 10') (1d4+4, 19/x2)
Cestus +5 (1d4+4)

Lamellar (Leather) Armor (+4 Armor, +1 Dex, +2 Natural)

Abilities Str 18, Dex 12, Con 11, Int 08, Wis 14, Cha 14

Condition None
[/sblock]
 
Last edited:

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