Wrath of the Righteous

jackslate45

First Post
Luna, sighing at the harsh treatment that Jorgun used, says in a brief prayer, "Inheritor, grant me the wisdom to know what to say." before striding over and kneeling down to the dwarfs level. Her beatufuil green eyes meet the dwarfs, as she makes her plea.

"Master Dwarf, the more you help us, the more willing we will be to free you from your bonds. You have been down here for quite some time, correct? You surely must be aware of what these mean? I cannot imagine what you have gone through, but right now I believe you can in fact understand what they mean. Please help us understand what they are as well?"

[sblock=OOC]
Using 1 usage of Touch of Glory to add +1 to the check
Diplomacy check:1d20+7+1=27
[/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(4/5): 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(3/4): 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]
 

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81Dagon

Explorer
The Dwarf seems unsure of himself for a minute, but then caves to Luna's plea and innocence.

"That is the symbol of the Master of Lies. The Horned Lord. The Demon Lord Baphomet."

That sends the group into a flurry of action.

Aravashnial is practically dancing. "I told you the Ivory Templars were trying to compromise the city, but did people believe me... nope. Crazy am I? I think not! We should take the bodies back and have them identified, it might lead us to more of the bastards."

Horgus looks extremely sour at the elf's upbeat mood.

"This is not good," whispers Dyra. "We've seen men like this stalking in the caverns before, but only at a distance. They've been in the territory of another tribe, a bad tribe."

Anevia looks like she is going to be ill. "This is horrid. I thought we had disproven that the Templars were in the city. No one accused of treason showed any signs of being a legitimate traitor, present company included. They don't know about this above! This must be how they broke in! We must get back!"
 

jackslate45

First Post
With a small frown, Luna tries to remember what she can about this "Baphomet"

[sblock=OOC]
Know Religion:1d20+4=15

Other than, ya know, that everyone apparently dislikes him.
[/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(4/5): 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(3/4): 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]
 

Leif

Adventurer
Calloh, half-elf bard 1

Calloh will also attempt to recall anything that he may have learned about this 'Baphomet':
Untrained knowledge check/aid another -- 1d20+3= untrained knowledge/aid another, re: Baphomet (1d20+3=6)

Sadly, Calloh is of little assistance, being totally and tragically distracted by the origin of the name 'Baphomet': "You see, there was one ancient school of thought that held the demon lord had particular influence over bathing since his name is so similar to 'bath mat'...."

[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
Correct X.P. -- 960 [OOC post # 171]

[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 [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]
[Spells Cast: L0: 0; L1: 0]
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]

TREASURE CARRIED:
162 gp
a small brass bullhead with tiny red garnets as its eyes


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]
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
[section]

Medjai starts, and an involuntary hiss escapes as he hears the news that there are traitors amongst the city's paladins. "Aye, they must be warned on the surface! And should we run across others of this . . . ilk . . . down here they must surely be destroyed.". The warrior priest's disgust is plain enough in his voice, but his lashing tail and the roiling of the bone plates beneath his skin emphasize the point.​
[/section]

[sblock=Actions & Rolls]Sadly, Paladins aren't the most skilled of classes and Medjai's limited intellectual functioning makes him even less useful in these situations. His one point for first level went to Ride, as he ain't much fer book larnin'.[/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]
 

Shayuri

First Post
"Wait...wait," Shayuri turns to focus on Dyra. "You said...there were others down here? And they're working with another tribe of your people?"

She glances around at the others.

"What if they're based here? Who knows what they're getting up to? We should at the very least try to find them and see what they're doing. If we're strong enough maybe we can even flush them out and destroy them!"
 

81Dagon

Explorer
Luna recalls that Baphomet is the sometimes bull-headed, sometimes goat-headed Lord of the Minotaurs, one of the oldest Demon Lords and certainly one of the wiliest as well. His holy symbols are bronze hull head, like the one you've found here, or an inverted pentagram. He is a lord of beasts as well as a lord of cunning, and a common foe of the Crusaders in the Worldwound. His primary cult is the Templars of the Ivory Labyrinth, who specialize in war and infiltration.
 

Shayuri

First Post
Sensing some hesitation from the others in acknowledging her words, Shayuri falters a little.

"The people up in the city are going to have their hands full," she points out. "The more information we can bring them about these cultists, the better off everyone will be. This is a chance for us to do more than just surivive. We can contribute. We can do our part to help, and take some of the burden off of everyone else. Believe me, I want to get out of here as soon as I can too, but...I think we should check up on these cultists at the very least. And if we can strike against them, we should do that."
 

Space_Titanium

First Post
[section]Jorgun Revendka, Male Human Inquisitor 1

"I agree with you Lady Shayuri. Surveying the area and finding a credible threat to the city above would be valuable intelligence to the defenders, especially if this militia can flank the crusaders when they are unprepared for the assault. As a group we would have the greatest chance of reconnoitring the camp without risking casualties."

Jorgun looks at each of the assembled survivors, making sure that they witness the sincerity on his face. "However, we must all agree to this if we are to succeed. I will side with the group in either case, but I believe that this development demands our attention."

[/section]

[sblock=Actions]
[/sblock]
[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]
 

Leif

Adventurer
Calloh, half-elf bard 1

As Shayuri speaks, Calloh begins to strum the Ballad of EverBlade, a tragic tale of an Elvish hero and his fabled magic sword called, you guess it, Everblade. Phenlar fought valiantly against all odds to defeat the Drow Incursion, but he fell in the end, giving his life to save his people, and Everblade was lost in the Worldwound. Perhaps it is fable, perhaps some of it is based in fact, but there is no doubt that it makes for a haunting melody and a sobering tragedy.

"I will also stand with the group, and I am in agreement with Jorgun," he says when his song concludes.


[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
Correct X.P. -- 960 [OOC post # 171]

[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 [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]
[Spells Cast: L0: 0; L1: 0]
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]

TREASURE CARRIED:
162 gp
a small brass bullhead with tiny red garnets as its eyes


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]
 
Last edited:

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