JA'S - The Four Lands - Divine Avengers

J. Alexander

First Post
Word has went out thru the Valley, into every bishopric, abbey and monastery held by the light. The Church is marshalling it's champions into squads to comabt a growing evil. Some whisper it is of elvish design some say dwarvis and a few even attribute it to the Borderlords.

Having been selected by your church sponsor, you have been sent to the Catherdal City to be blessed and accept your post.

The gathering is impressive over 300 champions of the church are present to receive the blessing of the prelate. As he ascend to the high altar a dark cloud forms about him and a voice booms "YOUR CHAMPIONS ARE USLESS YOUR ATTEMPT IS IN VAIN FEEL MY POWER, FEAR MY POWER" and you see the prelate fall, his robes askew, blood showering to the floor in all directions.


Actions please
 

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Kaodi

Hero
A dark skinned Kellish man wearing the colours of a Knight of the Dawn quickly steps towards the altar, the words, " Shine upon us in this dark hour, oh holy Light, " on his lips as he casts a blessing.
 

Vertexx69

First Post
Olaf Luminar, Human Fighter 9

A giant of a man, from the noble Defenders of the Faith by his crest, charges up the steps 2 at a time toward the fallen prelate. As he ascends his gold-studded clothing is encased in metal. Blue-black full plate flows down over his limbs from nowhere, solidifying into separate, overlapping plates. In each hand he suddenly wields a massive holy blade, crackling with sacred energy and warmly glowing runes. "Healers to the Prelate!" he bellows, even as his head is still being encased in the ornate dragon helmet of his armor. He takes up a defensive position next to the crumpled priest, and takes a swing through the evil smoke of whatever "Demonic Treachery!" this might be.
[sblock=Actions]Standard: Activate - Ring of Arming
Move: Up the stairs, and next to the Prelate
Swift: None
Free: Speak
Full Attack: into smoke, count as Magic/Silver/Good/Ghost Touch[/sblock][sblock=Battlescar]Olaf Luminar - Male Human Fighter 9, DR 6/-
Initiative +3, Perception +8
AC25,
Saves: Fort +7/Ref +6/Will +4
HP 95/95
Hero Points: 3/3


Item Powers:
Armor and Swords immune to acid damage & rusting effects
Everbright: 4/4 times a day, Standard Action, Ref DC14 or blind all within 20ft radius, for 1 round.

*Bonus Damage:

Single Melee Attack +2d8 or +1d6
Single Ranged Attack +2d6
Melee vs Evil Outsiders +2d6
Melee vs Undead +1d6+1
Melee vs Incorporial Undead +2d6+1

Character Sheet[/sblock]
 
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Lou

Explorer
Karvin

An average-looking man in breastplate with a cloak aroound his shoulders standing close to the stage immediately follows the Defender up the stairs, stopping 5 feet from the Defender and then fallen prelate and pulling a reed from his belt chants a spell. His morningstar sways on his belt.

OOC: Cast Ghostbane Dirge (DC 16 Will save, Spell Resistance applies SR check +11) on the black cloud to cause an incorporeal creature to take physical form for 9 rounds.

[sblock=statblock]
KARVIN CR 8
Male Human Inquisitor 9
LG Medium Humanoid (Human)




Init +10; Senses Perception +16
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DEFENSE
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AC 23, touch 13, flat-footed 22 (+7 armor, +2 shield, +1 Dex, +1 natural)

hp 80 (9d8+9); Judgement of Sacred Healing 4




Fort +9, Ref +9, Will +12




Defensive Abilities


Judgement of Sacred Protection +2; DR 2/magic, Judgement of Sacred Resiliency 2: Magic; Resist Judgement of Sacred Purity +2, Judgement of Sacred Resistance 8 (Electricity)


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


OFFENSE
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Spd 30 ft.






Melee


Masterwork Cold Iron Morningstar +8/+3 (1d8+1/20/x2) and

Unarmed Strike +7/+2 (1d3+1/20/x2)


Ranged




+1 Paueliel Longbow, Composite (Str +1) +11/+6 (1d8+2/20/x3)

Special Attacks




Bane (+2 / 2d6) (13 rounds/day), Holy Lance for 4 rounds (1 rounds/day), Judgement of Sacred Destruction +4, Judgement of Sacred Justice +2, Judgement of Sacred Piercing +4, Judgement of
Sacred Smiting (Magic, Good)


Spell-Like Abilities




Detect Alignment (At will), Discern Lies (9 rounds/day), Touch of Good (7/day)

Inquisitor Spells Known


(CL 9, +7 melee touch, +10 ranged touch):

3 (4/day)
Cure Serious Wounds (DC 17), Prayer, Heroism (DC 17), Invisibility Purge (DC 17)




2 (5 4/day) Restoration, Lesser (DC 16), Resist Energy (DC 16), See Invisibility (DC 16), Cure Moderate Wounds




(DC 16), Ghostbane Dirge (DC 16)


1 (6/day) Cure Light Wounds (DC 15), Shield of Faith (DC 15), Divine Favor (DC 15), True Strike (DC 15),






Lend Judgment (DC 15), Longshot (DC 15), Returning Weapon


0 (at will) Acid Splash, Read Magic (DC 14), Detect Magic, Create Water, Disrupt Undead, Guidance (DC 14)






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

STATISTICS
--------------------
Str 12, Dex 16/18, Con 12, Int 12, Wis 18, Cha 8






Base Atk +6; CMB +7; CMD 20




Feats Allied Spellcaster, Extended Bane, Favored Judgment: Undead, Instant Judgment, Lookout, Point Blank




Shot, Precise Shot, Rapid Shot, Shielded Caster


Traits Reactionary, Wealthy Dabbler: Resistance, Light (2/day)






Skills Acrobatics -2, Bluff +3, Climb +0, Diplomacy +3, Disable Device -3, Disguise +3, Escape Artist +1, Fly




+1, Handle Animal +0, Heal +9, Intimidate +7, Knowledge (Arcana) +10, Knowledge (Dungeoneering) +9,

Knowledge (Nature) +9, Knowledge (Planes) +9, Knowledge (Religion) +10, Linguistics +2, Perception +16,
Ride +2, Sense Motive +12, Spellcraft +13, Stealth +2, Survival +8, Swim +0, Use Magic Device +3







ModifiersMonster Lore
Languages Abyssal, Celestial, Common





SQ Inquisitor Domain: Good, Metamagic Rod, Ectoplasmic, Lesser, Second Judgement (3/day) (Su), Solo Tactics (Ex), Teamwork Feat (change 4/day), Track +4



Combat Gear +1 Agile Breastplate, +1 Buckler, +1 Paueliel Longbow, Composite (Str +1), Masterwork Cold Iron Arrows (50), Masterwork Cold Iron Morningstar, Silversheen Arrows (50);




Other Gear Amulet of Natural Armor +1, Backpack, Masterwork (empty), Belt of Incredible Dexterity, +2, Cloak of Resistance, +2, Metamagic Rod, Ectoplasmic, Lesser
--------------------


SPECIAL ABILITIES
--------------------
Allied Spellcaster +2 to caster level checks to overcome spell resistance if you are adjacent to an ally with this feat.





Bane (+2 / 2d6) (13 rounds/day) (Su) Make the weapon you are holding a bane weapon.




Damage Reduction (2/magic) You have Damage Reduction against all except Magic attacks.




Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.




Discern Lies (9 rounds/day) (Sp) Discern Lies at will




Favored Judgment: Undead Judgments gain +1 to bonuses for attacks to from foe chosen (on ranger's favored enemy list).



Holy Lance for 4 rounds (1 rounds/day) (Su)


A melee weapon you are holding becomes holy



Inquisitor Domain: Good
Granted Powers: You have pledged your life and soul to goodness and purity.





Instant Judgment


May pronounce or change a judgment as an immediate action

Judgement of Sacred Destruction +4 (Su) Weapon Damage bonus.




Judgement of Sacred Healing 4 (Su) Fast Healing




Judgement of Sacred Justice +2 (Su) Attack bonus




Judgement of Sacred Piercing +4 (Su) Concentration and vs. SR bonus




Judgement of Sacred Protection +2 (Su)


AC bonus

Judgement of Sacred Purity +2 (Su)


Save bonus

Judgement of Sacred Resiliency 2: Magic (Su)


DR/magic

Judgement of Sacred Resistance 8: Electricity (Su)


Energy Resistances

Judgement of Sacred Smiting (Magic, Good) (Su)


DR bypass

Lookout Act in the surprise rouns if an adjacent ally with this feat can act in the surprise round.




Metamagic Rod, Ectoplasmic, Lesser The wielder can cast up to three spells per day that have full effect against incorporeal creatures as though using the Ectoplasmic Spell feat. Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells as they are cast. This does not change the spell slot of the altered spell. All the rods described here are useactivated



(but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being

cast. Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can
be used as a swift action).
Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower. Construction Requirements Craft Rod, Ectoplasmic Spell; Cost 1,500 gp




Monster Lore +4 (Ex) +4 to Knowledge checks when identifying the weaknessess of creatures.




Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.




Precise Shot You don't get -4 to hit when shooting or throwing into combat.




Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.




Second Judgement (3/day) (Su) Variable bonuses increase as the combat continues.




Shielded Caster +4 to concentration checks if an adjacent ally also has this feat. +1 more if the ally has a shield, +1 more if the shield is a heavy or tower shield.



Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.




Teamwork Feat (change 4/day) Swap your most recent Teamwork feat for another




Touch of Good (7/day) (Sp) Grant +4 to skill checks, ability checks and saving throws for 1r.




Track +4 +4 to survival checks to track.




Wealthy Dabbler: Resistance, Light (2/day)


Select two non-harmful arcane cantrips. You can cast these two

cantrips once per day each (caster level 1st). If you have levels in a class that can cast these cantrips, your

caster level for these cantrips is equal to that class level.

[/sblock]
 

ghostcat

First Post
A tall lanky man in full plate, picks up a tower shield, which the more perceptive amongst the assembled will notice he never actually let go of, and lumbers up the stairs towards the prelate. As he moves his body transforms to be a golden-white fire elemental. He takes a position over the fallen cleric, while enclosing the body in a healing light. Meanwhile he fumble with his equipment, attempting to draw a morning star.

[sblock=OOC]Standard Action: Activate Energy Body: Heals 1d6+9 hit points.[/sblock]
 


J. Alexander

First Post
As help rushes to the prelate, those closest see a shadowy figure materilize breifly and with a solid hit places a dagger into the heart of the prelate.


Initative
 

Kaodi

Hero
When he sees the shadowy attacker, the Kellish knight tenses for just a moment before exploding into action.
 
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Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
Honorary Captain Tsadichi Moru

A wirey whisp of a man with vhigh cheek bones and almond eyes strides forward, his airy, yellow and orange silk robes flowing behind him.
 

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