I did hit them with an Authoritative Admonishing Ray. I think 24 touch. which means they can't attack this round. Also I forget ot roll the damage for the spell.
Senn will take the AOO and move as she had not moved. To clarify cause thing got jumbled on my end. Senn delayed until she was free. Once she was saved by Domeric, she ran away and cast a spell. Running away would provoke an Aoo. If it's ok with the GM I will use:
Male Human Bard(Arcane Duelist) 15, 96/121 HP Init: 7
Domeric maintains his song and casts Ear-Piercing Scream.
Sonic Damage: 5d6 ⇒ (4, 5, 1, 5, 1) = 16
Enemy must make a DC 17 fort save or be dazed for one round. Everyone continues to get +2 to hit and damage, Haste grants +1 to attack, +1 to AC and ref saves, and an additional attack
Enemy must make a DC 17 fort save or be dazed for one round. Everyone continues to get +2 to hit and damage, Haste grants +1 to attack, +1 to AC and ref saves, and an additional attack
The doors bear deep gauges and smears of ichor. The doors are 3 inch thick, heavy wooden door and bound with iron. They appear to have been barricaded, making it harder to open them.
With the combined might of Trevor and Bitey the door bursts open. This room is in disarray. An alchemist's lab is set up on one of the tables, and a few of the shelves have been cleared of books. Throughout the room, a chaotic swirl of yellow hues has been painted, daubed and scratched into the walls, on the spines of books, and across the floor. Flying in the air is a homunculus which appears to be the spitting image of Micknian Mun, watching you warily.
While you can create a background DO NOT post any of it in the character section- you start the campaign not knowing anything about your past/background or even your full name. First names only in character creation.
I am on holiday from the 23rd to the 29th June so will probably not start until I am back but if people want to start creating characters ready that'll be fine.
Equipment
Earthbreaker (40)
Dagger (2)
Scale Mail (50) +5 AC +3 Dex -4 ACP
Fighter's Kit (9)
backpack
bedroll
belt pouch
flint and steel
iron pot
mess kit
rope
soap
torches (10)
trail rations (5 days)
waterskin.
Feats:Improved Initiative(+4 Init),Weapon Focus-Earthbreaker,
Traits:,Hard to Kill (hen you are attempting a Constitution check to stabilize when dying, the penalty on the check is only half your negative hit point total instead of your full negative hit point total.)
Pugnacious: +1 to attack when threatoned by two or more enemies, 1/day increase weapon reach or increase size catagory for 1 round
Special Abilities: +2 Intimidate,Orc Ferocity Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.Weapon Familiarity Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon Darkvision Half-orcs can see in the dark up to 60 feet.
Description: Trevor is a very large half-orc that seems somewhat twisted and has a chemical smell to him. His lank hair is tied in a rough braid and his greyish skin is stretched over his muscles
that seem to bulge in odd places. Perhaps his features don't seem to line up right or his hands are too large and legs to knobby at the knees but he certainly doesn't look
appealing.
One space open. We need someone that can heal. Please submit a character for approval if you are interested.
All we ask is that you post fairly regularly to keep the gameplay flowing (once every 1-2 days ideally). If you can't post for some reason that's Ok provided that you let us know if you can't post. If you fail to post over a 2 week period without letting us know we'll assume you don't want to continue and look to replace you.
I have not flushed out the equipment yet. But this is a healer that will do trap finding pretty well especially as he levels. The Familair will allow him to use shield other very effectly at level 3.
Sen
Human Cleric 2; Cernunnos
Neutral Medium
Init:3 Senses: none
Hi, I would like to put Penith up for consideration. She will truly try not to be a bother, doing her best to stay focused, and the like.
Since you already have a cleric applying (and since this is the adventure path made for the occult classes), Penith is a kineticist with the kinetic healer wild talent. I have absolutely NO idea if that will work as a full time healer but she was fun to make. So thank you. Oh also didn't do a background or buy equipment and stuck to first name only since I don't know what you wish on that since you are further along than the adventure than the original posting.
personality and looks:
A small plain young woman with braided hair and an easy frown, often mumbling about headaches and the scratching of rats no one else can hear.
She loves things, nic naks, whirly bits, oh and shiny... well you get the picture. Often she ends up with things she doesn't have a clue where they came from but if the previous owner really cared about it as much as she now does, then well they would have paid more attention now wouldn't they!
Now if she gets angry, scared, or worse... flustered... bad things happen, like ceiling's falling, hornets nests exploding all over you, or maybe just a stumbling mess of a stammering scolding which makes you awkwardly dreading her next attempt at a syllable.
But it will BE BAD, believe me.
stats:
Penith
Female human telekineticist 2 (Pathfinder RPG Occult Adventures 10, 90)
CG Medium humanoid (human)
Init +3; Senses Perception +8
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 23 (2d8+10)
Fort +7, Ref +6, Will +2
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Offense
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Speed 30 ft.
Special Attacks kinetic blast
Kineticist Wild Talents Known
. . Defense—force ward
. . Blasts—telekinetic blast (1d6+5)
. . Utility—basic telekinesis, kinetic healer, telekinetic finesse
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Statistics
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Str 8, Dex 16, Con 18, Int 12, Wis 14, Cha 10
Base Atk +1.5; CMB +0; CMD 13
Feats Point-Blank Shot, Precise Shot
Traits nimble fingers, keen mind, sensitive mind (appraise)
Skills Acrobatics +8, Appraise +7, Disable Device +7, Heal +7, Knowledge (engineering) +6, Perception +8, Sense Motive +3, Sleight of Hand +8, Stealth +8
Languages Common, Gnome
SQ burn (1 point/round, max 7), gather power, kinetic chirurgery
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Special Abilities
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Burn 1/round (2 nonlethal/burn, 7/day) Burn HP to gain greater effects on your wild talents.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Chirurgery (Su) You can apply mercies when using kinetic healer.
Kinetic Healer (Sp) Heal others equal to your blast damage
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Telekinetic Blast (Sp) Level 1; Burn 0
Telekinetic Finesse (Sp) Use telekinesis to perform Sleight of Hand and Disable Device checks.
@Grandlounge and John Gs: They both look like very good characters so I would like to invite you both to join. Please feel free to post into the story. Please bear in mind that your characters currently have some degree of amnesia so you know your names and class but no idea of how you go to where the party are.