Khaz Cloudbreaker |
"Treat Disease
To treat a disease means to tend to a single diseased character. Every time the diseased character makes a saving throw against disease effects, you make a Heal check. If your Heal check exceeds the DC of the disease, the character receives a +4 competence bonus on his saving throw against the disease.
Action/Time: 10 minutes."
In the interest of keeping things moving...after combat Khaz will treat the disease as best he can. So the next time you make your save, you get a +4 bonus. And please put in a bit of fluff regarding Khaz's help.
heal: 1d20 + 6 ⇒ (19) + 6 = 25
Lorena. |
By the way, I just found and fixed a really stupid error on my sheet - I mixed up the oracle revelations and had the effects of one (Stealth Mastery) under a second's name (Shadow Mastery), while listing a third (Cloak of Darkness) as the one I'd taken. I meant to go with Stealth Mastery after changing my mind early in the creation process, so it should all be fixed now.
Khaz Cloudbreaker |
Anyone want that masterwork hammer? Crunch wise, Aerleth could use it. It'd just be a straight +1 to hit for him.
If nobody takes it, then Khaz would keep it as a backup weapon, and as a reminder of the lost shrine of Torag.
Lorena. |
Is anyone running it?
Khaz Cloudbreaker |
Aravashinial is my man. I love that guy.
In the interest of helping him out...
Lvl 1 Wizard (1) (Because he is one and that can't be changed)
Lvl 2 Unarmed Fighter (1)
"Unarmed Style
At 1st level, a unarmed fighter gains the Improved Unarmed Strike feat and any single style feat as a bonus feat. The unarmed fighter need not meet all the prerequisites of the style feat he chooses, but style feats that grant additional uses of the Elemental Fist feat cannot be taken until the unarmed fighter has that feat."Blinded Blade Style
Prerequisite(s): Blind-Fight, Perception 5 ranks.
Benefit(s): While you are using this style, you gain a number of benefits whenever you are blinded or unable to see (including when you wear a blindfold or close your eyes). Under such circumstances, you do not take any penalties on Strength– or Dexterity-based skill checks due to blindness. In addition, you gain a +4 bonus on hearing- and smell-based Perception checks and gain the scent special ability with a range of 10 feet; if you already have scent, the range of your scent ability increases by 10 feet instead. Having this feat counts as having 10 ranks in Perception for the purpose of satisfying the prerequisites of the Improved Blind-Fight feat, as well as any feat that lists Improved Blind-Fight as a prerequisite.Lvl 3 Unarmed Fighter (2)
Lvl 3 Feat: Extra Traits, take take Blind Zeal
Source Divine Anthology pg. 19
Category Religion
Requirement(s) Vildeis
You are blind but trained by followers of Vildeis to sense your surroundings by sound and touch. You need not attempt a skill check to move at full speed. You take a –4 penalty from blindness on only Acrobatics, Ride, Sleight of Hand, and Stealth checks. You gain Blind-Fight as a bonus feat. You lose the benefits of this trait whenever you can see, but regain them if you once again become blind.Bonus Fighter Feat: Improved Blind Fight
Perception 10 ranks, Blind-Fight.
Benefit: Your melee attacks ignore the miss chance for less than total concealment. You may still reroll your miss chance percentile roll for total concealment. If you successfully pinpoint an invisible or hidden attacker within 30 feet, that attacker gets no advantages related to hitting you with ranged attacks. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible.
Special: The Improved Blind-Fight feat is of no use against a character who is the subject of a blink spell.Lvl 4 Inspired Blade Swashbuckler (1)
Swashbuckler Bonus Feats: Weapon Finesse and Weapon Focus Rapier, Int for swashbuckler abilities, +1 Dex
Lvl 5 Inspired Blade Swashbuckler (2)
Level 5 Feat: Blinded Competence
Prerequisite(s): Blinded Blade Style, Blind-Fight, Improved Blind-Fight, Perception 10 ranks.
Benefit(s): While you are using Blinded Blade Style and you are blinded or unable to see, you do not need to succeed at Perception checks to pinpoint the location of creatures within reach of your melee weapon, or your unmodified reach if you are not wielding a melee weapon. This ability functions like blindsense, except creatures you cannot see do not gain total concealment against you. Having this feat counts as having 15 ranks in Perception for the purpose of satisfying the prerequisites of the Greater Blind-Fight feat, as well as any feat that lists Greater Blind-Fight as a prerequisite.Lvl 6 Inspired Blade (3)
Deeds, Nimble
Lvl 7 Inspired Blade (4)
Lvl 7 Feat: Fencing Grace (dex to damage)
Bonus Feat: Greater Blind Fight
Prerequisites: Perception 15 ranks, Improved Blind-Fight.
Benefit: Your melee attacks ignore the miss chance for less than total concealment, and you treat opponents with total concealment as if they had normal concealment (20% miss chance instead of 50%). You may still reroll a miss chance percentile roll as normal.
If you successfully pinpoint an invisible or hidden attacker, that attacker gets no advantages related to hitting you with ranged attacks, regardless of the range. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible.
Special: The Greater Blind-Fight feat is of no use against a character who is the subject of a blink spell.Lvl 8 Inspired Blade (5)
+1 Dex, Weapon training
Lvl 9 Inspired Blade (6)
Lvl 9 Feat: Blinded Master
Prerequisite(s): Blind-Fight, Blinded Blade Precision (Blinded Competence?), Blinded Blade Style, Greater Blind-Fight, Improved Blind-Fight, Perception 15 ranks.
Benefit(s): While you are using Blinded Blade Style and you are blinded or unable to see, your ability to pinpoint creatures’ locations using Blinded Competence improves to function like blindsight rather than blindsense, and the range increases to 30 feet. In addition, you add half your character level to the DCs of Bluff checks to feint you in combat.Lvl 10 Wizard (2)
I Know...but bear with me...
Lvl 11 Wizard (3)
He gets lvl 2 spells. And he gets to cast Darkness...
Starting at lvl 2 he can fight while blind.
By lvl 9, he is using Dex to Hit, Dex to Damage, and can move about the battlefield as if though he had blindsense. A true blind duelist.
Aravashinial can be that elf, sitting in the corner of the bar, obviously blind. White cloth over his eyes. Leaning on a cane.
A large bruiser comes in and starts giving people trouble. He tells the man to stop. The bruiser laughs at the cripple and tells him to try and stop him. The elf stands up, and pulls a rapier from out of his cane. The bruiser grins as he lifts up his blade, ready to cut the blind man down.
The elf raises his hand and a cloud of darkness falls over the bar. The bruiser cries out in surprise as he desperately looks around. He then screams in pain. Three minutes later the darkness vanishes, and his body lies still on the floor.
Aravashinial is already back in his seat, enjoying his drink. He has used prestidigitation to clean himself and his blade. Nobody bothers him.
Lorena. |
Any knowledges we can roll for the next room?
Khaz Cloudbreaker |
I'm here. Didn't want to steal all the narrative time, and was giving others a chance to post. I'll get something up now.
Lorena. |
Hi, yeah, sorry. Lunar New Year right now, bit busy with family from Asia visiting and all. See if I can catch up and post later today.
Carson Whitaker |
This is probably a long shot, but does your family happen to be Japanese? I'm looking for a translator to help me with a quick phrase.
Also, I'm here. It's just been rough here at school. It's a small campus and we've been hit with something everyone is having a tough time with. I'm just gonna leave it at that.
Lorena. |
Nope, Chinese, unfortunately.
And, well, yikes. Not sure what to say about that. Take your time.
Khaz Cloudbreaker |
Well the dwarf did the climbing. And my luck is probably all dried up. Now watch another flying insect monster attack Khaz while he is unarmored.
Khaz Cloudbreaker |
Could have waited for me to get home from work . . ..
Sorry...really am. It’s just that the last group I was in fell apart at this point and I was just trying to move things along. Will try not to step on any toes.
Also massive Int fail on my part. For some reason though both checks were needed for the rope. When all that was needed was tying one rope, making the single easy jump, and tying the other. So...dumb on my part on multiple ends...
Lorena. |
So can the injured make it though with only the rope helping? I mean, Lorena doesn't care, but I do.
Lorena. |
Nope, sorry. Looks like he hasn't posted anywhere since the 5th.
Khaz Cloudbreaker |
Khaz is good. If anything, I'm good for liquidating any loot which isn't claimed and divvying out the gold. Easier to carry, eh?
Also, how are we handling loot distribution?
Carson Whitaker |
I've updated the loot sheet with some colors.
Green means we should SELL it.
Yellow means CONSIDER selling if no one wants it
Red means we SHOULDN'T have it, if I remember right.
Blank means we should KEEP IT
All of the keeps are healing potions, so we should distribute those to who needs them.
Khaz Cloudbreaker |
"As everyone gets off the boat, Lann leads the group to a tunnel that he explains is very long and winding, Lann has not been down here in a few weeks since the woman came and lead some of the villagers away.
Also welcome to level 2"
Level 2! Now, maybe the 20pt buy will pay off? :)
HP
What I would have gotten: 1d10 + 2 + 12 ⇒ (6) + 2 + 12 = 20
Max HP: 12 + 12 = 24
So far it's like trading Iron Will for Toughness. With a further +1 Perception/Heal/Sense Motive for +1 HP. It's...a wash. So for me at least, I'm feeling alright about the choice.
Bab +1
Skills +3 with FCB (damn paladin skill points...)
* Heal, Sense Motive, Diplomacy
* Background Skills: Linguistics (now speaks dwarven and celestial), Craft-Jewelry
Class Abilities
* Divine Grace
* Lay on Hands
Saves
+3 Fort, +2 Ref, +3 Will
Lorena. |
Level up? Level up.
BAB +1
saves +0/+0/+3
+1 0th level spell known (stabilize)
+1 1st level spell/day
mystery spell: blurred movement
skills (4+FCB+background):
-Appraise +2 (total +2) (background)
-Bluff +2 (total +9)
-Diplomacy +2 (total +9)
-Disguise +1 (total +8)
-Knowledge (Dungeoneering) +1 (total +4)
-Perception +1 (total +1)
-Sleight of Hand +2 (total +3/+0 with ACP) (background)
Terry the thief |
Another Scout camping trip. This time with the troop, like is supposed to be normal. Going back to the site with no cell coverage.
My allergies are hitting me hard enough I want to just crawl into a ball and do nothing. All the boys can't get there unless I drive.
Lorena. |
Hope that gets better, allergies are crap.
Meanwhile, what's the light condition in the caves?
Khaz Cloudbreaker |
Can someone do something to disguise our mongrelman friend?
Khaz Cloudbreaker |
Wait, we have the dragon scale. Does alter self, so that could work. Also Lorena has disguise trained.