The Razor Coast has drawn men to madness and slaughter since the world was young. Tulita natives, born from the same fire as this jagged coast, claim the Razor existed long before the world’s other lands. It is a crucible of flame cooled by the ocean’s caress and its mountains, reefs, and lightless depths teem with as many terrors as lustrous spoils. The Razor bucks the trappings of civilization in much the same manner the storm-tossed sea spurns the men who dare mount her. This is no place for the weak-willed. Untested souls are food for its storms, its fickle gods, its ancient spirits, and the evil predations of unfathomable creatures. No less dangerous are the men who make the coast their home and whose dark desires put most horrors to shame.
Originally I thought he was one of the ones that the Lord Commadant wanted brought in by us for questioning and that is what Bri plans on insisting we do. Playing around with rules is one thing, but she doesn't like to back out of agreements.
CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:
The commandant wanted Garreg taken into custody or taken out. I don't think he's concerned with questioning Garreg now that we brought in the bigger fish, Bonegnaw.
Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps
Sorrin doesn't lecture, he speaks his mind.
Why has he lost the right? He always wanted the guy of the streets. Reduce drug trade and abuse of employees.
How it came about was not in his control. And if he was in with powers that be, turning him in wouldn't accomplish much except alert them to how much we know.
Which could be dangerous.
The only decent "authority" has been Father Zalen.
And, no one seemed to be doing "this" for Sorrin. Sorrin was pleading for any action to be taken.
Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7
Looks like no capitals or periods for a while. Adds a new level of difficulty: What is the DM trying to say? So what did you hit it with to fracture it?
Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7
Ouch. My grandfather had me working with table saws, tile saws, saw zaws, and other assorted power tools from a young age. I learned to be careful real quick cause if I screwed up I would never have to worry about a fractured thumb ever again. You seem to be getting better at typing though.
Holding a massive battleaxe and shield, this tall, helmed warrior is grim and fierce.
Einherji CR 10
XP 9,600
CN Medium outsider (extraplanar)
Init +7; Senses darkvision 60 ft., deathwatch; Perception +18
DEFENSE
AC 24, touch 13, flat-footed 21 (+7 armor, +3 Dex, +4 shield)
hp 123 (13d10+52); fast healing 5
Fort +12, Ref +11, Will +8
Defensive Abilities freedom of movement; DR 10/cold iron and lawful; Immune cold, disease, fear, poison; Resist acid 10, electricity 10, fire 10; SR 21
OFFENSE
Speed 30 ft.
Melee +2 battleaxe +19/+14/+9 (1d8+6/×3)
Ranged mwk throwing axe +17 (1d6+4)
Special Attacks challenge of single combat
Spell-Like Abilities (CL 10th; concentration +10)
Constant—deathwatch, freedom of movement
At will—rage
3/day—divine power
1/day—heroes' feast
STATISTICS
Str 19, Dex 16, Con 19, Int 10, Wis 14, Cha 11
Base Atk +13; CMB +17; CMD 30
Feats Combat Reflexes, Improved Initiative, Improved Iron Will B, Iron Will, Power Attack, Stand Still, Step Up, Strike Back
Skills Intimidate +16, Knowledge (engineering) +16, Knowledge (planes) +16, Perception +18, Ride +16, Survival +18
Languages Celestial, Common
SQ battle-trained, thirst for battle
SPECIAL ABILITIES
Battle-Trained (Ex)
An einherji is proficient with all armor. Armor never impacts an einherji's speed, nor does an einherji take armor check penalties on Ride checks.
Challenge of Single Combat (Ex)
As a standard action, an einherji can choose a single target within sight to challenge by attempting an Intimidate check to demoralize that creature. If the check succeeds, the target is shaken and the einherji gains a +2 bonus on attack rolls and damage rolls against that target. For the duration of the challenge, the einherji must attack that target, and takes a –2 penalty to its AC, except against attacks made by the target. The challenge (and the shaken condition) remains in effect until the target successfully attacks the einherji in melee combat, the target is dead or unconscious, or the combat ends.
Thirst for Battle (Su)
As long as an einherji is in battle (i.e., each round it makes an attack roll), it gains fast healing 5. An einherji loses this ability outside of combat or if knocked unconscious.
ECOLOGY
Environment any
Organization solitary, squad (3–6), or warband (7–16)
Treasure triple (+2 scale mail, +2 heavy wooden shield, +2 battleaxe, masterwork throwing axe)
Some warriors who die glorious deaths in battle find that there is a call for their skill and prowess even after death. Chosen by valkyries from among the slain on the battlefield, they become einherjar, outsiders who fight for the gods and other powerful extraplanar beings in battles across the multiverse.
Like valkyries, einherjar can serve a variety of deities, not just gods of war, conflict, and valor, but also those of love, beauty, life, and others not thought of as combative. Einherjar pride themselves on prowess in battle, and forever seek to prove themselves by challenging worthy foes. Einherjar can be either male or female, and normally appear as muscled, battle-hardened humans, dwarves, or elves. A typical einherji stands 7 feet tall and weighs around 300 pounds.
CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:
We should invest in an adamantine warhammer at some point for Torgue, so he can break ANYTHING. I know a certain crappy Dragoon that has one as well..
Also, why are we breaking into the still? Astrianna doesn't know it's the still and assumes this is the way into the cellar everyone was talking about.
Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps
Sorrin is relatively new to being a rogue. On top of that, he's a scout. He currently doesn't carry or posses thieves tools. Which increase the DD DC by 10.
As far as anyone's seen, he's a warrior. Albeit a more agile, stealthy and precise one at times.
Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps
From a character perspective, Sorrin is where he is and going with the flow.
From a player perspective, we know what's here, found the tunnel that seemingly leads to the distillery.
If we risked being beat back or chased off, I'd have rather discovered "new" information. Just a different perspective, not better of more valid... a preference.
From a character perspective, Sorrin is where he is and going with the flow.
From a player perspective, we know what's here, found the tunnel that seemingly leads to the distillery.
If we risked being beat back or chased off, I'd have rather discovered "new" information. Just a different perspective, not better of more valid... a preference.
Remember Chell wanted to see where the items were discovered to satisfy her own curiosity. Plus you did know there is a secret passage way that can explored.