Wrath of the Righteous


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[section][section]Jorgun Revendka, Male Human Inquisitor 1
"That he is, even more so than you know, but if he has information I want to cllect it. I have not healed him, just held off death for now. He will be with his bitch-lord soon, but for now he could prove useful." Jorgun places down his pack and begins to dig through it for his rope.
[sblock=Actions] Jorgun ties the dwarf up before he regains consciousness. Do I need to make a specific roll for that?
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[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
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Calloh, half-elf bard 1

Calloh watches Jorgun's ministrations to the Dwarf with interest and some amusement, but he voices neither approval nor disapproval. "Interesting, interesting. We shall see the outcome of this choice -- let us hope that it is one we desire."

[sblock=Calloh's sheet]
Picture: 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)
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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 [4 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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OOC: FYI -- Online Dice Roller to be found here: Coyote Code. Hat-tip to Mowgli!
 
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[sblock=Tying someone up]You don't need to do anything actually, the DC to escape is equal to your CMB+20.[/sblock]

While Jorgun ties the dwarf up, Horgus groans and swears. "I'm with the lady. This is a bad idea, but no one listens to me anyhow, so who cares?" He grumps off and plops down beside the still burning fire.

"Wait, what are we going to do with him once he wakes up?" asks Anevia. "He's a prisoner of war then, we can't just execute him once we have the information we need."

"Why not?" replies Aravashnial, "Its not like he surrendered to us or is seeking redemption for his sins. Demons just invaded the city and have likely slaughtered thousands. Leaving him alive puts us at risk. We aren't all paladins and we can't afford to be idealists right now."
 

Shayuri's eyes widened, and though it was hard to tell with her skin tone, her face paled. She turned to stare, aghast, at Aravashnial.

"...what did you say?" she asked weakly. "Demons invaded the city? Is that what caused this?" Visibly she tried to pull herself together, before even hearing a reply. "But this is the World Wound though. Demons must invade all the time. When I came into the city, there were guards all over the place, and magic wards, and...this is just another battle like any other, surely. Isn't it?"

The last question was really much more of a plead than a request for information.
 

"The Pike exploded and we think the Wardstone has been destroyed. Terendelev is dead, slain by the balor stormlord. I've seen demons before, behind the boarders that guarded us. This is not any regular attack, this is something bigger," says Horgus grimly.
 

[section]

Medjai nods his approval as Jorgun stabilizes the unconscious dwarf, but his expression grows more troubled with the conversation that follows. When Aravashnial voices her opinion, the Motherless shakes his head. "We are not all Paladins, but some of us are. Mercy for our enemies is to be commended, but once they are helpless their slaying becomes murder. Unless one among us has the authority to officially try a prisoner, and then to execute if the prisoner is condemned, I cannot condone killing the dwarf now."
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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 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
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Aravashnial likewise shakes his head.
"Are we to take every cultist we find hostage then? You must known that where there is one, we will find more. We are at war now, and it is a war of survival. Had Jorgun waited but thirty seconds, I suspect that the dwarf would have died from that blow you laid into him. Your mercy is laudable Medjai," he says as he turns back to Anevia, "but sometimes assuming the best about anyone, even good people, can be a mistake."
 

"I am with Anevia, what if the dwarf does know something? And what if he was just as desperate to get out as well?" Luna counters to Aravashnia.

"No matter what, we must strive to find the good in everyone. I believe that everyone can be redeemed. Medjai himself proves this."

"Leaving him here unconscious is a death sentence to him, and we do not know all of his crimes do sentence him to death. All we know is that he captured Madam Shayuri. If he does hamper us, or does try and attack us again, then we will not be showing any mercy. But given our lack of information, woudn't it be wiser to find out everything we know?"


[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
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"If he is a worshiper of Sifkesh, I rather doubt that he is free of other crimes, especially when demons have just attacked our home. I will, however, yield to the judgement of the group. If you think he can be redeemed, by all means, but do not let your guard down."
 

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