Aubrey's Eberron campaign. (Inactive)

Game Master Aubrey the Malformed


The warforged of Project Prosper

Warforged 773

Spoiler:
Warforged Fighter 1/Wilder 8
N medium living construct
Init +1; Senses: Perception +0
Defense
AC 28, touch 15, flat-footed 25 (+9 armour, +1 DEX, +2 dodge, +2 deflection, +4 shield)
hp 85
Fort +6 Ref +3 Will +6
CMB +9 CMB 20
Offense
Speed 40 ft.
Melee Slam +9 (1d4+2)
Ranged Touch +8
Tactics
Pre-combat buffs: Force Screen (1 PP, 8 minutes), psionically focused. Warforged 773 focuses on a single target at a time, relentlessly attacking them with energy pulses and blows augmented with Hammer. It will Wild Surge freely to boost the power of its energy attacks.
Statistics
Str 14, Dex 12, Con 14, Int 7, Wis 10, Cha 16
Base Atk +7
Feats: Adamantine Body, Extended Blast, Psionic Body, Psionic Meditation, Psionic Talent x2, Surging Aura, Toughness
Skills: Autohypnosis +11, Intimidate +7
Languages Common (never speaks)
SQ: Warforged traits, Wild Surge (+3 manifester level without paying extra PP cost with 15% chance of psychic enervation; can expend psionic focus to avoid whole PP cost with 30% chance of psychic enervation), Psychic Enervation (Dazed until end of next turn and loses 8PP), Surge Blast (channel Wild Surge, 60' range touch attack, 3d6 Force damage, 0% chance of psychic enervation), Surge Bond (Volatile Mind: +2 save v Enchantment and Telepathy), Surging Aura (10' aura around self using Wild Surge, up to 3 allies within aura gain +3 Insight bonus to attack rolls until the end of their next turn), Elude Attack (+2 Dodge bonus), Surging Euphoria (+1 Morale bonus to attack rolls, damage rolls and saving throws for 3 rounds after using Wild Surge; no bonus if subject to psychic enervation)
Combat Gear: Ring of Protection +2
Psionics
PP 71 (current 70)
Powers
1st Force Screen, Hammer
2nd Energy Push
3rd Energy Burst
4th Telekinetic Manoeuvre

Faith

Spoiler:
Female warforged Fighter 2/Paladin 7 (Divine Hunter)
LG medium living construct
Init +3; Senses Perception -2
Defense
AC 21, touch 13, flat-footed 16 (+8 armour, +3 Dex) (extra +2 deflection v attacks by evil creatures)
hp 79
Fort +12 Ref +7 Will +7 (extra +2 resistance v attacks by evil creatures)
CMB +11 CMB 24
Resistances: fire 10
Offense
Speed 30 ft.
Melee Longsword +10/+5 to hit (1d8+1 damage/19-20)
Ranged Composite Longbow +14/+9 to hit (1d8+1 damage/19-20/x3)
Tactics
Pre-combat buffs: Resist Energy (fire, 70 minutes), Protection from Evil (9 minutes), Divine Bond (Seeking ability added to bow, 7 minutes). Faith prefers to attack from range, using her feats to augment her attacks. She casts Divine Favour at the first opportunity to give herself +2 to hit and damage.
Statistics
Str 13, Dex 16, Con 14, Int 10, Wis 7, Cha 14
Base Atk +9
Feats: Deadly Aim, Dodge, Improved Critical (Longbow), Mithril Body, Point Blank Shot, Precise Shot, Weapon Focus (Longbow)
Skills: Diplomacy +14, Heal +5, Knowledge (Religion) +8
Languages Common
SQ: Bravery +1, Aura of Good, Detect Evil, Smite Evil 3/day (+2 to hit, +7 damage, bypasses DR), Lay On Hands (5/day, 3d6), Shared Precision (when she hits a creature with a ranged attack, grants her allies within 10 feet the benefit of the Precise Shot feat against that target until the start of her next turn; her allies must remain within 10 feet of her, and must be able both to see and hear her to gain this benefit), Mercy (Shaken), Divine Bond (Bow; can add distance, returning, or seeking special abilities to her weapon, but not defending or disruption), Distant Mercy (can expend two uses of her Lay On Hand ability to use her Lay On Hands ability on a target within 30 feet; Distant Mercy has no effect on creatures harmed by positive energy, such as undead), Warforged Traits
Spell-like Ability: Protection From Evil 1/day (CL 9)
Combat Gear: +2 enhancement to body plating, Seeking Composite Longbow +1, 40 Arrows, Masterwork Longsword
Spells
Powers
1st Grace, Divine Favour
2nd Resist Energy (cast)

Crew of the Crimson Eagle

Gusto Marrius

Spoiler:
Male Human Swashbuckler 9
CG medium humanoid (human)
Init +4; Senses Perception +11
Defense
AC 20, touch 15, flat-footed 14 (+5 armour, +2 Dex, +3 dodge)
hp 63
Fort +4 Ref +9 Will +3 (extra +4 v mind-affecting effects)
CMB +10 CMB 22
Offense
Speed 30 ft.
Melee Rapier +15/+10 to hit (1d6+5+9 damage/15-20/x2)
Ranged Composite Longbow +11/+6 to hit (1d8 damage/x3)
Tactics
Marrius keeps mobile during combat. He tries to keep his opponents off-guard with his Superior Feint, allowing the rogues to deal severe damage. If fighting a humanoid, he will use panache to adjust the Bane ability of his weapon accordingly.
Statistics
Str 12, Dex 14, Con 10, Int 14, Wis 8, Cha 18
Base Atk +9
Feats: Dodge, Extra Panache, Mobility, Spring Attack, Steadfast Personality, Weapon Focus (Rapier), Weapon Specialisation (Rapier)
Skills: Acrobatics +14, Bluff +16, Climb +13, Diplomacy +10, Perception +11, Profession (Sailor) +11, Sleight of Hand +11, Swim +13
Languages Common, Elvish, Orcish
SQ: Panache (6), Deeds (Derring-Do, Dodging Panache, Opportune Parry and Riposte, Kip-Up, Menacing Swordplay, Precise Strike, Swashbuckler Initiative, Swashbuckler's Grace, Superior Feint, Targeted Strike), Swashbuckler Finesse, Charmed Life (4/day, +4 to saving throw as immediate action), Nimble, Swashbuckler Weapon Training
Combat Gear: Swashbuckler's Rapier, Chain Shirt +1, Cloak of Resistance +1, Potion of Cure Moderate Wounds x2

Barkhad

Spoiler:
Male Dwarf Fighter (Armour Master) 8
LG medium humanoid (dwarf)
Init +0; Senses Perception +7, darkvision 60'
Defense
AC 29, touch 12, flat-footed 29 (+12 armour, +7 shield) (extra +4 v giants)
hp 89
Fort +9 Ref +2 Will +7 (extra +2 v poison, spells and spell-like abilities)
Damage Resistance 3/-
CMB +11 CMD 22 (CMD extra +4 v trip and bull rush)
Offense
Speed 20 ft. (cannot run)
Melee Dwarven Waraxe +13/+8 to hit (1d10+5 damage/x3)
Ranged Thrown Axe +8 to hit (1d6+3 damage/x2/10')
Tactics
Barkhad relies on his armour, moving forward steadily and acting as a bulwark for the others. If he has time he will drink his potion of Bear's Endurance before battle and, if necessary, apply an oil of Magic Weapon to his axe (not included in stats).
Statistics
Str 17, Dex 10, Con 18, Int 8, Wis 16, Cha 8
Base Atk +8
Feats: Dwarven Armour Proficiency, Greater Iron Will, Greater Shield Focus, Iron Will, Shield Focus, Toughness, Vital Strike, Weapon Focus (Dwarven Waraxe), Weapon Specialisation (Dwarven Waraxe)
Skills: Craft (Armour) +6, Perception +7
Languages Common, Dwarvish
SQ: Dwarven traits (+1 to hit v goblinoids and orcs, Stonecunning)
Combat Gear: Mountain Plate +1, Tower Shield +1, Masterwork Dwarven Waraxe, Potion of Bear's Endurance (CL 3), Potion of Cure Moderate Wounds (CL 3) x4, Potion of Endure Elements (CL 1), Oil of Magic Weapon (CL 1) x3

Ferez

Spoiler:
Female Shifter (Longstride) Rogue (Knife Master) 8 (shifting)
CG medium humanoid (shifter)
Init +9; Senses Perception +11, low-light vision
Defense
AC 20, touch 15, flat-footed 15 (+5 armour, +5 DEX) (extra +2 v attacks with light blades)
hp 63
Fort +4 Ref +11 Will +2
CMB +8 CMD 23
Offense
Speed 40 ft.
Melee Dagger +13/+8 or +11/+11/+6 to hit (1d4+2 damage/19-20/x2)
Ranged Thrown Thrown Dagger +13/+8 or +11/+11/+6 to hit (1d4+2 damage/19-20/x2/10')
Tactics
Ferez doesn't believe in a fair fight and seeks to maximise her ability to sneak attack, withdrawing, hiding and sneak attacking again
Statistics
Str 14, Dex 20, Con 14, Int 10, Wis 10, Cha 10
Base Atk +6
Feats: Far Shot, Improved Initiative, Point-Blank Shot, Quick Draw, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (Dagger)
Skills: Acrobatics +18, Climb +15, Escape Artist +16, Knowledge (Local) +11, Perception +11, Sleight of Hand +16, Stealth +16, Swim +13, Survival +2
Languages Common
SQ: Shifting: Longstride (shift as a free action, total of 16 rounds/day; +2 racial bonus to Dexterity, always considered to have a running start when jump while shifted, and a +10' land speed), sneak attack +4d8 (4d4 with weapons other than light blades), +4 to Sleight of Hand skill to conceal a light blade, Evasion, Uncanny Dodge, Improved Uncanny Dodge, Rogue Talents (Combat Trick, Fast Getaway, Finesse Rogue, Weapon Training)
Combat Gear: Studded Leather Armour +2, 10 Masterwork Daggers, Potion of Vanish (CL 1) x2, Potion of Cure Light Wounds (CL 1) x2, Oil of Magic Weapon (CL 1) x2

Non-shifting
Init +8
AC 19, touch 14, flat-footed 14
Ref +10
CMD 22
Speed 30
Attacks +12/+7 or +10/+10/+5 to hit
DEX 18
Acrobatics +17, Escape Artist +15, Sleight of Hand +15, Stealth +15

Valentis

Spoiler:
Female Human Barbarian (Unchained) 8 (raging)
CN medium humanoid (human)
Init +2; Senses Perception +10
Defense
AC 19, touch 12, flat-footed 16 (+7 armour, +2 DEX, +1 deflection, +1 dodge, -2 rage)
hp 93 plus 16 temp hp
Fort +10 Ref +4 Will +3
Damage Resistance 3/-
CMB +14 CMD 22
Offense
Speed 50 ft.
Melee Greatsword +18/+13 to hit (2d6+9 damage/19-20/x2)
Ranged Thrown Axe +10 to hit (1d6+6 damage/x2/10')
Tactics
Valentis charges and strikes to kill, using Vital Strike and Power Attack to wreak terrible damage. Then, once that target is overcome, she moves on to the next. If she has time she will drink her potions of Barkskin and Bull's Strength before battle (not included in stats).
Statistics
Str 18, Dex 14, Con 14, Int 10, Wis 8, Cha 12
Base Atk +8
Feats: Dodge, Power Attack, Toughness, Vital Strike, Weapon Focus (Greatsword)
Skills: Acrobatics +10, Climb +12, Intimidate +12, Perception +10, Swim +12
Languages Common
SQ: Rage (enter as a free action, +2 on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws; –2 penalty to Armor Class; 16 temporary hp; 20 rounds/day), Rage Powers (Accurate Stance, Increased Damage Reduction, Knockback, Swift Foot), Uncanny Dodge, Danger Sense +3, Improved Uncanny Dodge
Combat Gear: Greatsword +1, Breastplate +1, Ring of Protection +1, Potion of Barkskin (CL 3), Potion of Bull's Strength (CL 3), Potion of Cure Moderate Wounds (CL 3)

Non-raging
AC 21, touch 14, flat-footed 18
hp 93
Fort +8 Ref +4 Will +1
Damage Resistance 1/-
CMB +12 CMD 24
Speed 40 ft.
Melee Greatsword +14/+9 to hit (2d6+7 damage/19-20/x2)
Ranged Thrown Axe +10 to hit (1d6+4 damage/x2/10')

Salvorazo

Spoiler:
Male Gnome Sorcerer 9
NG humanoid (gnome)
Init +1; Senses Perception +0, low-light vision
Defense
AC 14, touch 13, flat-footed 13 (+1 armour, +1 deflection, +1 DEX, +1 size) (extra +4 v giants)
hp 61
Fort +6 Ref +4 Will +6 (extra +2 resistance v illusions)
CMB +7 CMB 22
Offense
Speed 20 ft.
Melee Club +4 to hit (1d4-2 damage)
Ranged Light Crossbow +7 to hit (1d6 damage/19-20/x2/80')
Tactics
If Salvorazo is in melee, something has gone wrong. He prefers to hang back, preferably invisibly, and provide support to his allies and distractions to his enemies. If given warning he will cast Invisibility and Shield and then Displacement or Greater Invisibility on the group's main melee fighters. If in an attacking roll, he will cast Shield, Mirror Image and Displacement on himself and attack with either his wand or Magic Missiles.
Statistics
Str 6, Dex 12, Con 16, Int 14, Wis 10, Cha 18
Base Atk +4
Feats: Combat Casting, Eschew Material, Extend Spell, Silent Spell, Spell Focus (Evocation), Spell Focus (Illusion), Still Spell
Skills: Bluff +12, Diplomacy +8, Knowledge (Arcana) +14, Knowledge (The Planes) +14, Sense Motive +9, Spellcraft +14
Languages: Common, Gnome, Goblin, Dwarvish
SQ: +1 to hit v reptilian and goblinoid humanoids, Metamagic Adept (2/day; can apply any one metamagic to a spell without increasing casting time, adding metamagic adds +1 to spell save DC), Arcane Bond (Ring*; cast one extra spell per day, cannot be enhanced by metamagic)
Spell-like Abilities: Dancing Lights 1/day, Ghost Sound 1/day, Prestidigitation 1/day, Speak With Animals 1/day (CL 9)
Combat Gear: Bracers of Armour +1, MW Club, MW Light Crossbow, 20 Bolts, Ring of Protection +1*, Wand of Scorching Ray (CL 3) (6 charges), Scroll of Magic Aura (CL 1), Scroll of Keen Edge (CL 5), Scroll of Haste (CL 5), Scroll of Hold Person (CL 5), Scroll of Invisibility Sphere (CL 5), Scroll of Dimension Door (CL 7), Scroll of Charm Monster (CL 7), Scroll of Black Tentacles (CL 7), Scroll of Fear (CL 7)
Spells
DC 14 + spell level (15 + spell level for evocation, 16 + spell level for illusion)
0th Acid Splash, Arcane Mark, Daze, Detect Magic, Light, Message, Prestidigitation, Read Magic
1st (7/day) Colour Spray, Expeditious Retreat, Magic Missile, Shield, Ventriloquism
2nd (7/day) Invisibility, Knock, Mirror Image, See Invisibility
3rd (7/day) Fireball, Dispel Magic, Displacement, Major Image
4th (5/day) Greater Invisibility, Phantasmal Killer

Trinkis

Spoiler:
Male Half-Elf Aristocrat 1/Rogue 7
CN medium humanoid (elf, human)
Init +2; Senses Perception +11, low-light vision
Defense
AC 19, touch 13, flat-footed 16 (+4 armour, +2 shield, +1 dodge, +2 DEX)
hp 47
Fort +2 Ref +7 Will +3 (extra +2 v enchantment)
CMB +6 CMD 18
Offense
Speed 30 ft.
Melee Rapier +9/+4 to hit (1d6 damage/18-20/x2)
Ranged Longbow +10/+5 to hit (1d6+1 damage/x3/100')
Tactics
Trinkis prefers to hang back and use his bow, using his blinding buckler to befuddle his foes and make them vulnerable to his sneak attacks.
Statistics
Str 10, Dex 15, Con 12, Int 17, Wis 8, Cha 14
Base Atk +6
Feats: Dodge, Least Dragonmark (Storm), Lesser Dragonmark (Storm), Point Blank Shot, Precise Shot, Skill Focus (Profession (Airship Pilot)), Weapon Finesse, Weapon Focus (Longbow)
Skills: Acrobatics +8, Appraise +14, Bluff +13, Climb +6, Diplomacy +13, Disable Device +13, Knowledge (Geography) +14, Knowledge (Local) +13, Knowledge (Nobility) +14, Perception +11, Profession (Sailor) +13, Swim +10, Survival +10
Languages Common, Elvish, Orcish, Giant, Sylvan
SQ: Sneak Attack +3d6, Evasion, Trap Sense +2, Uncanny Dodge, Rogue Talents (Combat Trick, Finesse Rogue, Weapon Training)
Combat Gear: Masterwork Chain Shirt, Blinding Buckler +1, Masterwork Rapier, Longbow +1, 40 arrows, Potion of Cure Moderate Wounds (CL 3), Potion of Vanish (CL 1), Oil of Magic Weapon (CL 1), Masterwork Thieves Tools
Spell-like Abilities: Gust of Wind 2/day, Wind's Favour 1/day (CL 7, save DC 12 + spell level)