Wrath of the Righteous

Hearing a ward under attack, Luna whispers a prayer to Iomedae, and rushes forward to protect Horgus.
[sblock=Combat]
Init(Seize the Initiative): 1d20+1=14, 1d20+1=19

Double move to T17 (which I think is 40 feet?)
[/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 (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)
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
[/sblock][/QUOTE]
 

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Shayuri was roused from her dozing by the sound of a gruff voice casting a spell. Her heart clenched in sudden panic. She had only been intending to pretend to sleep, and now he was getting ready to kill her, or worse!

Her eyes flew open, and she renewed her struggles with the rope binding her wrists, just in time to see the flash of colored light across the chamber. The fear speeding her heartbeat was replaced by something new; hope.

She was a tallish woman of slim build and exotic, dark-skinned features, though it would be hard to see details in the distance, and in her current half-curled posture. Her dress and robe had probably been rather pretty once, if not especially ornate, but the dirt and moisture of the caves and tunnels hadn't been kind to the fabric at all and it was now drab and discolored. Her eyes glittered in the firelight like jewels...their color hard to discern in the orange-yellow illumination, but clearly a very light, bright shade of something.

For her part, Shayuri had been waiting for an opening. Since coming to her senses after the city groaned and rocked, and cracked open...and she had fallen through a crevice, bouncing down ever steeper slopes until blacking out in the pitch black...she had been a prisoner of this mad dwarf. Awoken already bound, and swiftly gagged when she tried to cast a spell, Shayuri realized he was a magician as well, and stronger than she, very quickly. So she'd waited to see what he wanted with her. Waited for a miracle.

Now that miracle was here.

With the dwarf's attention diverted, she could act. Oh, she couldn't cast spells...but spells were not the only weapon in Shayuri's arsenal. With her teeth gritting a little from the effort, she clenched the muscles in her hands without making fists...and her hands changed. Skin beaded into bright silver scales, and her fingers thickened and lengthened a little, and claws curved out from their tips. The position was still very awkward to work from, but she grimaced and squirmed and started trying to hook those talons into the ropes around her wrists to rip and saw through them.

(OOC - Not sure what you need for this. Attack roll? Dex roll? Skill? Just roll damage? :) Let me know.)
 

"Bah, of course they send the tall folk to hunt me down! Well, you won't be taking this dwarf! My magic shall conquer you!"
[sblock=occ]Shayuri, you can make an Escape Artist check with a +4 modifier due to the leverage and cutting from your claws to break free. I also hit you up for initiative to speed things up, you got a twelve. The dwarf hasn't acted yet this round and any one PC may act before him.[/sblock]
[sblock=map]View attachment 59625[/sblock]
 


[section]

Medjai wastes no time with words, he just charges in!​
[/section]

[sblock=Actions]Charge Attack! (1d20+8=23) for Damage (2d6+7=12)[/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 15, 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]
 


Medjai looks like he is about to crush yet another skull, but his attack passes through the swirling images of dwarf like nothing was there!

"Hahaha you fool! Magic always beats weapons. I shall crush you, and then no one shall ever challenge me again! Now die!"

With that, the dwarf backs up a step and casts a spell, causing a crossbow blot of force magic to smash into Medjai and Luna's faces.

[sblock=occ]Sorry, work got to me again, but I should be good for a while now. Shayuri is now free, but she has used up all of her actions for this round . Luna, Callow and Jorgun may act. [/sblock]
[sblock=map]
map_scrap_by_peace__out-d6v1nba.png
[/sblock]
 

Calloh, half-elf Bard 1

Calloh continues his song to inspire courage among his allies, providing them +1 to att and dam rolls, and saves vs. fear/charm.

[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 +120 for crazed dwarf = 850

[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!
[/sblock]
 
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"Grant my friends the blessing of Iomedae, that their blades and bows will bring righteous vengeance on this dwarf!"

With the blessing cast, Luna moves forward to engage the dwarf, readying her spear for when the caster tries to move away.

[sblock=Actions]
Standard: Bless
Move: Move to W14.
[/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; +5 1d8+5 (Bless/Bard Song)
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 (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)
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
[/sblock][/QUOTE][/QUOTE]
 

[section]
Jorgun Revendka, Male Human Inquisitor 1
Jorgun knocks an arrow as he sidesteps behind cover, releasing the arrow as soon as he thinks he sees the true outline of the dwarf.
[sblock=Rolls]5-foot step to S16
Longbow: 1D20+3 = [12]+3 = 15
+1 within 30 ft.
Damage: 1D8 = [6] = 6
+1 within 30 ft.

[/sblock]
[/section][sblock=Character Sheet]Jorgun Revendka
Male Human Inquisitor 1
LN medium humanoid
Init +3 Senses Normal Vision Listen +6 Spot +6
DEFENSE
AC 16, touch 13, flat-footed 13
hp 10
Fort 4 ,Ref 3 ,Will 4
OFFENSE
Speed 20 ft
Melee Longbow 3 (1d8/x3) or Greatsword 2 (2d6+3/19-20/x2)
Space 5 Reach 5
STATISTICS
STR 14 DEX 16 CON 14 INT 12 WIS 14 CHA 8
Base Atk 0 Grp20
Feats Point-Blank Shot, Precise Shot
Skills Climb +5, Knowledge (nature) +5, Knowledge (planes) +5, Knowledge (religion) +5, Perception +6, Sense Motive +7, Stealth +6, Survival +6, Swim +5, Climb +5, Knowledge (nature) +5
Languages Common, Hallit
Gear Longbow, Greatsword, Arrows (20), Holy Symbol - Silver, Backpack , Bedroll , Pouch - belt (empty), Flint and Steel, Holly, Pot - iron, Mess kit, Torch (2), Rations - trail (per day) (2), Waterskin , Kit - Gear Maintenance, Traveler's outfit , Wooden Flute, Holy Text of Erastil
[/sblock]
 

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