Wrath of the Righteous

[section]

The Paladin reveals his slightly elongated incisors as he gives Horgus a broad grin. "I find that I like you, Master Horgus . . . honesty is a trait I greatly admire. Though Master Aravishnial doesn't seem a bad sort, a part of me hopes to see you get your chance to even the score. And your word that you'll hold off until the city is safe is more than good enough to satisfy me. Thank you."
[/section]

Diplomacy Check (1d20+2=14), Perception Check (1d20+2=8)
_______________
[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
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Luna nods her agreement. "Peculiar indeed. That ring was found on the un-dead creature; Maybe these caverns are much older than we believe? Thank you Calloh for you insight."

~~~~~~~
Seeing the same mark on the stone statues that she wears, Luna comments "Some of these statues have the mark of Iomedae on it. Look." Luna points out the closest one.
[sblock=Perception]
1d20+4=10
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Horgus smirks. "Hm, and they say that paladins insist that everyone has to get along and hold hands. You've got my word lad, for the time being."

Aravashnial wonders aloud, "If the exiled First Crusaders didn't leave the city, maybe these were carved by their decedents as a monument to the crusade and their sacrifices? I do not know, I cannot say more without see them myself."

Before anyone can muse anything further the light from your torch suddenly dims!

[sblock=occ]Please roll initiative and place yourself on the map below.[/sblock]
[sblock=map] Screen Shot 2013-10-18 at 6.40.32 PM.png[/sblock]
 

Calloh, half-elf bard

OOC: What the heck, you only live once, or twice, or three times.....

Calloh draws steel (rapier) as soon as the lights dim. He is in K, 14.

Initiative (1d20+2=15)
rapier attack, damage (1d20+2=15, 1d8+2=8)

[sblock=Calloh's sheet]
View attachment 58769
Calloh [pronounced “callow”]

Alignment: N/G
Half-Elf -- Favored Classes - Bard, Fighter
Bard 1
440+120=560 XP [post # 211] +40+120+10 [post 255] = 730 xp

[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
Concentraion: Caster Level 1 + 2 Cha bonus + 2 Trait bonus = +5

SKILLS 6+2=8 pts @ 1st Level
Bluff 1 rank +3 Cha +3 class skill = +7
Diplomacy 1 rank +3 Cha +3 class skill = +7
Disable Device 0 rank +2 Dex = +2
Knowledge (Planes) 1 rank +2 Int +1 bardic knowledge +3 class skill = +7
Knowledge (all others untrained) 0 ranks +2 Int +1 bardic Knowledge = +3
Linguistics 0 rank +2 int = +2
Perception 0 rank +1 Wis +2 Racial = +3
Perform (Stringed Instruments) 1 rank +3 Cha +3 class skill +3 Feat Bonus = +10
Profession (Musician) 1 rank +1 Wis +3 class skill = +5
Sleight of Hand 1 rank +2 Dex +3 class skill = +6
Stealth 1 rank +2 Dex +3 class skill = +6
Use Magic Device 1 rank +3 Cha +3 class skill = +7

Languages: Common, Elvish, Sylvan

FEATS 1+1 racial (skill focus)
Weapon Finesse (Dex mod. instead of Str with certain wpns *+2* but shield ACP applies *-1* for a net +1)
Skill Focus [Perform (stringed instruments)]

BARDIC PERFORMANCE, 7 rounds/day [3 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+1] [Save DC = 13+spell level]
Daze - 0
Detect Magic - 0
Summon Instrument - 0
Read Magic – 0
Cure Light Wounds - 1
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] [+1 att, +0 dam] [+2 w/o shield]
Daggers 2 [@ 2 gp, 1d4 damage] [+1 att melee-feat (+2 w/o shield) or +2 thrown-dex]
Short Bow [30 gp, 1d6 damage] [+2 att, +0 dam]
Borrowed Arrows - 6
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.

FYI -- Calloh is advancing as a Bard with an eye toward gaining levels in a PrC later. Arcane Archer and Eldritch Knight are his PrCs of interest at this time. Arcane Archer requires him to have a BAB of +6, which he would either obtain by being Bard3 Fighter4 -- CL7, or Bard2 Fighter5 also CL7. Eldritch Knight requires at least one level of fighter and 7th level in bard, so CL8. Or, Eldritch Knight could be pursued by adding a third class, sorcerer to the mix, making Bard2 Fighter1 Sorcerer5, which is also CL8. If he shaved the bard level off he could do that at CL7 as well, but when the third class enters the mix, Calloh will face some XP penalties that will probably make it cost-prohibitive. Realistically, then, we're looking at Arcane Archer at CL7, Bard4 Fighter3. Let's hope that this game continues in good health for a few more years, then!
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[section]

Medjai stands near the center of the chamber, EarthBreaker in hand and ready to "rumble."​
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[sblock=OOC]Initiative (1d20+1=18)

Also, just in case it's needed before I can post again: Attack, Damage (1d20+6=24, 2d6+7=13) - Attack whatever foe comes in reach, or move to attack whichever one is closest.[/sblock]
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[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]
 

[sblock=OOC]
Luna, once she takes a look at the wall, would want to head back to be honor guard for the NPC's. Put her by them.

Init: 1d20+1=13
[/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; +3 1d8+4
Current Conditions in Effect: 2 AoO a round(Can make flat foot) ;
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 (5/5): 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)
Channel Energy(4/4): 1d6

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

Holding Equipment:
2 CLW pot's
Gold Ring (Waiting for Calloh to wake up after watch to ID it if she cannot)
Masterwork warhammer
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Two bizarre creatures drop from the crevasses in the middle of the roof, looking nothing so much like dark flying octopuses. They swoop in at Calloh and Luna, both trying to latch on to their faces before anyone can react. One of them smashes the Aasimar in the face and tries to wrap it’s arms around her, but there is still time to act before the other one reaches Calloh.


[sblock=OCC]Luna takes 6 damage and must make a grapple CMB roll.


Anyone may act. I’ll have Medjai go last unless Mowgli posts first. [/sblock]
[sblock=map]Screen Shot 2013-10-25 at 5.05.45 PM.png[/sblock]
 



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