Dark Tower

Game Master brvheart

Roll20

Watch Order:
1st: Jhenn, Fralk
2nd: Ciri, Faffnyr
3rd: Thoron, Slim

Order of March:
single:
Thoron, Fralk, Slim, Ciri, Jhenn, Faffnyr
double:
Thoron and Fralk, Slim and Ciri, Jhenn and Faffnyr with bringing up the rear.


Something seemed odd about this town, Mitra’s Fist. And the tavern they were in, The Overlord’s Inn, was certainly
a bit strange as well. [Everyone in the town seemed to stare at them as they walked through, and he had heard more
than one comment about how they didn’t get any visitors here anymore. He began to wonder if they had made a
mistake coming here, but what choice did they have after their guide had died from a scorpion’s bite and a sandstorm
had driven them into this mysterious mountain pass?


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+ 4 (con) Male Human Paladin 8 | HP 106/90 106 | |AC 27/T12/FF26 | F+11/R+8/W+12 14 | CMB +12/CMD 23 | init + 2 | Perc + 8 | Diplomacy + 14 | LoH 8/9 | Smite 3/3 | Divine Bond 9/9 min.

Hey all!

Fralk ibn Sabbah wrote:
Every single one of my characters (ever) is a paladin under the surface. No matter what race or class.

I had to chuckle at that, I would say about half of mine would be. The other sorts are more 'Robin Hood' can't quite be a paladin if you stealing from the rich to give to the poor.


Male Goblin Ftr 2 Rog (Scout) 4 Wiz (Transmuter) 2 | HP 68/68 | AC28/T20/F21 | Saves F+7/R+10/W+5 | Perc +19/Hidden +23/Traps +25 | Init +6

Paladin Police finally buckled...

Hell's Rebels: Fed-up Citizen <<< Link

If you're playing a true, honest to goodness good guy... you're a Paladin :)


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+ 4 (con) Male Human Paladin 8 | HP 106/90 106 | |AC 27/T12/FF26 | F+11/R+8/W+12 14 | CMB +12/CMD 23 | init + 2 | Perc + 8 | Diplomacy + 14 | LoH 8/9 | Smite 3/3 | Divine Bond 9/9 min.
Fralk ibn Sabbah wrote:
If you're playing a true, honest to goodness good guy... you're a Paladin :)

When I was a kid I read all the 'folk tales' you know: king Arthur and the round table, Ivanhoe, Prince Valiant and then there was the other side: Robin hood, Zorro, The Scarlet Pimpernel. They were all good guys, but they operated differently. Then, in jr high it was Edgar Rice Burroughs and soon after that Robert E. Howard. Their approach to 'heros' is very different. So I love both, John Carter of Mars, (the books not the movie) and Conan, (hmmm once again, the books not the movie).

I see the first sort as the 'Lawful' character, the other as the 'chaotic' character. On either side of those will land either full BAB characters or 'skill monkeys.'

And you now have a vague description of the four different types of characters I play.


Male Goblin Ftr 2 Rog (Scout) 4 Wiz (Transmuter) 2 | HP 68/68 | AC28/T20/F21 | Saves F+7/R+10/W+5 | Perc +19/Hidden +23/Traps +25 | Init +6

Yeah, I hear ya... that's why I make... (drumroll, please)

NG Rogue multi-class :)

Fralk the Goblin for instance. Undercover Paladin!

I tried to build and joined when they needed a frontliner.

The Paladin part is just internal, for me. I never push it publicly. But, he'll always be heroic!


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Male Human Rogue6/Clr1 Current Map

https://app.roll20.net/join/14799271/fFyvDA


Male Human Rogue6/Clr1 Current Map
Ratel Dier wrote:
Fralk ibn Sabbah wrote:
If you're playing a true, honest to goodness good guy... you're a Paladin :)

When I was a kid I read all the 'folk tales' you know: king Arthur and the round table, Ivanhoe, Prince Valiant and then there was the other side: Robin hood, Zorro, The Scarlet Pimpernel. They were all good guys, but they operated differently. Then, in jr high it was Edgar Rice Burroughs and soon after that Robert E. Howard. Their approach to 'heros' is very different. So I love both, John Carter of Mars, (the books not the movie) and Conan, (hmmm once again, the books not the movie).

I see the first sort as the 'Lawful' character, the other as the 'chaotic' character. On either side of those will land either full BAB characters or 'skill monkeys.'

And you now have a vague description of the four different types of characters I play.

All my favorites also and still are:)

FYI, you are in a room with Skelly and Orson. Skelly, Int 6, Wis 7, Cha 18, is attempting to have her way with you.


+ 4 (con) Male Human Paladin 8 | HP 106/90 106 | |AC 27/T12/FF26 | F+11/R+8/W+12 14 | CMB +12/CMD 23 | init + 2 | Perc + 8 | Diplomacy + 14 | LoH 8/9 | Smite 3/3 | Divine Bond 9/9 min.

Ok, will need to read up and get Ratel's crunch done. You good with me swapping the divine bond from the horse to a sword?


Male Human Rogue6/Clr1 Current Map

yeah, that is fine


Male Goblin Ftr 2 Rog (Scout) 4 Wiz (Transmuter) 2 | HP 68/68 | AC28/T20/F21 | Saves F+7/R+10/W+5 | Perc +19/Hidden +23/Traps +25 | Init +6

Maybe the DM is doing it, but how does the goblin always end up unable to flank?

Can he flank with Jim?

He'll draw an AoO vs AC 33 (mobility & haste) to get there.


Female Half Eldar Elf Arcanist (Black Blade Adept) 8; Atk +6; Percpn +14; AC 22 MA CL8/22 W/O, T15, FF20; hp 67; Init +4; Fort +8 Ref +7, Will +9
Ratel Dier wrote:
Fralk ibn Sabbah wrote:
If you're playing a true, honest to goodness good guy... you're a Paladin :)

When I was a kid I read all the 'folk tales' you know: king Arthur and the round table, Ivanhoe, Prince Valiant and then there was the other side: Robin hood, Zorro, The Scarlet Pimpernel. They were all good guys, but they operated differently. Then, in jr high it was Edgar Rice Burroughs and soon after that Robert E. Howard. Their approach to 'heros' is very different. So I love both, John Carter of Mars, (the books not the movie) and Conan, (hmmm once again, the books not the movie).

I see the first sort as the 'Lawful' character, the other as the 'chaotic' character. On either side of those will land either full BAB characters or 'skill monkeys.'

And you now have a vague description of the four different types of characters I play.

So where does one of my favorite "good" guys come in,

The Chronicles of Riddick and Triple xxx, the necromonger way and the outcast way but still saves the world, keep what you kill.

(I think He's cute too)

however, Richard Cypher a war wizard/woods warden/bringer of death bacca y mana, Kaylan Amnell Mother Confessor warrior, queen and, Cara
Mord Sith, Niki Deaths Mistress, and the Dream walker, all from the sword of truth by Terry Goodkind turns that on it's ear with the fight for freedom and freewill, a morality of its own, magic binds freewill, hard work frees the mind.

I would say star wars Jedi nights are a mixed bag of psionics, skill monkey and paladin.


Male Goblin Ftr 2 Rog (Scout) 4 Wiz (Transmuter) 2 | HP 68/68 | AC28/T20/F21 | Saves F+7/R+10/W+5 | Perc +19/Hidden +23/Traps +25 | Init +6

Whoa! I wanna party with you guys... where you at? New York state, here.

But party I mean coffee or dinner and a table top session.


Female Half Eldar Elf Arcanist (Black Blade Adept) 8; Atk +6; Percpn +14; AC 22 MA CL8/22 W/O, T15, FF20; hp 67; Init +4; Fort +8 Ref +7, Will +9
Fralk ibn Sabbah wrote:

Maybe the DM is doing it, but how does the goblin always end up unable to flank?

Can he flank with Jim?

He'll draw an AoO vs AC 33 (mobility & haste) to get there.

I try to move into flank with my dimensional hop as much as possible for you and Jim because it's a free +2 to hit.

Tumbling also gets you around the board, but if you are hit, don't forget the DR 3 from your bond, but unless you have a amulet, you loose the 1 Nat armor from the turtle, and as you are proficient with martial weapons from fighter levels, you get the 15 to 20 threat range on your weapon.


Male Goblin Ftr 2 Rog (Scout) 4 Wiz (Transmuter) 2 | HP 68/68 | AC28/T20/F21 | Saves F+7/R+10/W+5 | Perc +19/Hidden +23/Traps +25 | Init +6

It's a weird little twist I only realized recently but...

I think when you fail the Acrobatics vs CMD, your movement stops AND you get the AoO.

So technically (RAW), the goblin doesn't get there :( and no sneak damage.


Female Half Eldar Elf Arcanist (Black Blade Adept) 8; Atk +6; Percpn +14; AC 22 MA CL8/22 W/O, T15, FF20; hp 67; Init +4; Fort +8 Ref +7, Will +9
Fralk ibn Sabbah wrote:

Whoa! I wanna party with you guys... where you at? New York state, here.

But party I mean coffee or dinner and a table top session.

SA Texas


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Female Half Eldar Elf Arcanist (Black Blade Adept) 8; Atk +6; Percpn +14; AC 22 MA CL8/22 W/O, T15, FF20; hp 67; Init +4; Fort +8 Ref +7, Will +9
Fralk ibn Sabbah wrote:

It's a weird little twist I only realized recently but...

I think when you fail the Acrobatics vs CMD, your movement stops AND you get the AoO.

So technically (RAW), the goblin doesn't get there :( and no sneak damage.

we always house ruled that unless you are moving "through" a enemy square you still get there with the aoo, just moving through threatened space doesn't stop you.

Your sneak is a matter of moving and position.


+ 4 (con) Male Human Paladin 8 | HP 106/90 106 | |AC 27/T12/FF26 | F+11/R+8/W+12 14 | CMB +12/CMD 23 | init + 2 | Perc + 8 | Diplomacy + 14 | LoH 8/9 | Smite 3/3 | Divine Bond 9/9 min.

Ok, will get Ratel leveled up this afternoon. I'll keep an eye on the game thread to see if we are still in combat. Need to figure out if Ratel is rushing in swinging his chain, or if you all stumble on him :)

Brv let me know if Ratel's entry into the game will be related to Albion's character's entrance into the game.


+ 4 (con) Male Human Paladin 8 | HP 106/90 106 | |AC 27/T12/FF26 | F+11/R+8/W+12 14 | CMB +12/CMD 23 | init + 2 | Perc + 8 | Diplomacy + 14 | LoH 8/9 | Smite 3/3 | Divine Bond 9/9 min.

Ratel's last two HP rolls
HP: 1d10 ⇒ 1
HP: 1d10 ⇒ 1
HP: 1d10 ⇒ 6
HP: 1d10 ⇒ 3 meh

Brv, please double check his crunch. I'll add gear and armor skill modifiers once we know what he's wearing/carrying.

Presently he's wearing torn up cloths and either chained or carrying a 10 ft length of chain :)


Male Human Rogue6/Clr1 Current Map

Ratel Dier new
Human paladin (warrior of the holy light) 8 (Pathfinder RPG Advanced Player's Guide 118)
LG Medium humanoid (human)
Init +2; Senses Perception +8
Aura courage (10 ft.), resolve (10 ft.), power of faith
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 90 (8d10+32)
Fort +11, Ref +8, Will +10
Immune charm, disease, fear
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks channel positive energy 4/day (DC 17, 4d6), smite evil 3/day (+3 attack and AC, +8 damage)
Paladin Spell-Like Abilities (CL 8th; concentration +11)
At will—detect evil
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 10, Wis 10, Cha 16
Base Atk +8; CMB +12; CMD 24
Feats Additional Traits, Combat Reflexes, Phalanx Formation, Power Attack, Toughness
Traits deft dodger, indomitable faith, scholar of ruins
Skills Diplomacy +14, Knowledge (dungeoneering) +6 (+6 vs. forbidden lore, +6 vs. non-forbidden lore), Knowledge (nobility) +6 (+6 vs. forbidden lore, +6 vs. non-forbidden lore), Knowledge (religion) +6 (+6 vs. forbidden lore, +6 vs. non-forbidden lore), Perception +8
Languages Common
SQ divine bond (mount), lay on hands 9/day (4d6), mercies (diseased, sickened)
Other Gear sling bullets (10), handy haversack, heavy horse (combat trained), 1,429 gp, 1 sp, 7 cp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Resolve +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (4d6 hit points, 9/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Paladin Channel Positive Energy 4d6 (4/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Phalanx Formation Allies don't provide soft cover to opponents when wielding a reach weapon.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Power of Faith (30', +1, restore 1d4) (Su) At 4th level, a warrior of the holy light learns to use the power of her faith to bolster her defenses and aid her allies. This class feature replaces the paladin’s spells class feature. A warrior of the holy light does not gain any spells or spell
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Smite Evil (3/day) (Su) +3 to hit, +8 to damage, +3 deflection bonus to AC when used.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


+ 4 (con) Male Human Paladin 8 | HP 106/90 106 | |AC 27/T12/FF26 | F+11/R+8/W+12 14 | CMB +12/CMD 23 | init + 2 | Perc + 8 | Diplomacy + 14 | LoH 8/9 | Smite 3/3 | Divine Bond 9/9 min.

Everything looks pretty good, the only change is the divine bond now goes to a weapon.


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Female Half Eldar Elf Arcanist (Black Blade Adept) 8; Atk +6; Percpn +14; AC 22 MA CL8/22 W/O, T15, FF20; hp 67; Init +4; Fort +8 Ref +7, Will +9

Btw, divine bond stacks, so +1 weapon at 8 become +3


M Half-Orc Inquisitor(Sanctified Slayer) 8 HP: 54/54||AC 27, Touch 14, FF 25 | Init: +5 | F: +10, R: +6, W: +11, +1 vs Set| CMB: +11, CMD: 23| Speed 30ft| Perc: +14, SM: + 16 | Active conditions: none

Terodius Mitrakin (Final)

Description:

One of the rare fast, heavy-set men, he’s bulky (228 lbs), but not tall (5’10”). His skin tends to a gray-green shade, his hair is still black (although he’s finding the occasional gray hair). Brown eyes. He has significant scarring on his face (from a ghoul’s claws), and a tattooed holy symbol on his right palm.

Mechanical:

Half- Orc Inquisitor (Sanctified Slayer) 8
Alignment: Lawful Good
Diety: Mitra
Init +5 = +2 dex +3 cunning Initiative
Speed 30’,
Darkvision 60’

Defense
AC: 22 =10+2 dex +6 armor +1 armor enhancement +2 shield +1 NA (+1 divine vs followers of Set)
HP: 54 = 8+(7d8 => 7,3,2,2,8,4,3 = 29)+ 8*2 (con) +1 FCB
Fort +10 = +6 Inquisitor +2con +2 Resistance
Ref +6 = +2 Inquisitor +2 dex +2 Resistance
Will +11 = +6 Inquisitor +3 wis +2 Resistance
(+1 divine vs followers of Set)

CMD: 23 = 10 + 6 (bab)+2 (dex) +5 str

Offense +1 divine to hit and damage
Melee:
Ranged:
BAB : +6 = +6 Inquisitor
CMB : +10 = +6 (BAB) +5 str

Oracle Spells & Slots
L0 (6,*) DC 13: Detect Magic, Guidance, Read Magic, Create Water, Sift, Stabilize
L1 (5+3 FCB, 4+1/day) DC 14: Divine Favor, Heightened Awareness, Hide from Undead, Keep Watch, Ear Piercing Scream, Ears of the City, Expeditious Retreat, Shield of Faith
L2 (4+2 FCB, 4+1/day) DC 15: Invisibility, Blistering Invective, Resist Energy, See Invisibility, Protection from Evil (Communal), Silence, Shared Training, ???
L3 (3, 2+1/day) DC 16: Heroism, Dispel Magic, Shield of Wings

Race = Half-Orc (favored class: Inquisitor)
Str: 20 =15 (7 pts)+2 racial +1 lvl 4 +2 enhancement
Dex: 14 = 14 (5 pts)
Con: 14 =14(5 pts)
Int: 13 = 13 (3 pts)
Wis: 16 = 15 (7 pts) +1 lvl 8
Cha: 8 = 8 (0 pts)

Skills: (6 +1 int)*8 = 56 Not including ACP (?)
Perception 8 ranks +3 trained +3 wis
Intimidate 8 ranks +3 trained -1 cha +2 racial +4 stern gaze+1 FCB +5 competence (Maiden’s Helm)
Sense Motive 8 ranks +3 trained +3 wis+4 stern gaze
Stealth 8 ranks +3 trained +2 dex
K Religion 3 ranks +3 trained +1 int (+1 FCB +3 monster lore to ID)
K Arcana 3 ranks +3 trained +1 int (+1 FCB +3 monster lore to ID)
K Planes 3 ranks +3 trained +1 int (+1 FCB +3 monster lore to ID)
K Dungeoneering 3 ranks +3 trained +1 int (+1 FCB +3 monster lore to ID)
K Nature 3 ranks +3 trained +1 int (+1 FCB +3 monster lore to ID)
K Local 2 ranks +1 int +2 racial (+1 FCB +3 monster lore to ID)
Survival 2 ranks +3 trained +3 wis (+4 track)
Acrobatics 3 ranks +3 trained + 2 Dex
Swim 1 rank +3 trained +4 str
Climb 1 rank +3 trained +4 str

Languages: Common, Orc, Abyssal (int)

Traits: Unbreakable Hate (Race, 1/2 Orc), Fates Favored (Faith),

Feats:
Weapon Focus (Longsword) (1st),
Enforcer (3ed),
Lastwall Phalanx (Teamwork Feat 3ed),
Power Attack (5th),
Outflank (Teamwork feat 6th, flexible),
Hurtful (7th),
Rogue Talent: Combat Trick >> Dazzling Display (Talented Slayer 8th),
Shatter Defenses (9th),
Improved Outflank (Teamwork Feat, 9th, flexible)

Race Abilities:

+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks because of their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
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 1 or more hit points, he immediately falls unconscious and begins dying.
Tenacious: City-dwelling half-orcs must often be tenacious to get by. Once per day if a half-orc fails a Fortitude save, Will save, or Constitution check, he can reroll the save or check. The half-orc must take the second result, even if it is worse. This racial trait replaces orc ferocity.
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.
City-Raised: Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following languages: Abyssal, Draconic, Giant, Gnoll, and Goblin.

FCB: 1 hp +1 on Intimidate checks and Knowledge checks to identify creatures., 3 lvl 1 spells, 2 lvl 2 spell,

Class Abilities:

Weapon and Armor Proficiency: An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).

Spells: An inquisitor casts divine spells drawn from the inquisitor spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level.
To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an inquisitor’s spell is 10 + the spell level + the inquisitor’s Wisdom modifier.
An inquisitor can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table 2–3. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 of the Pathfinder RPG Core Rulebook).
An inquisitor’s selection of spells is extremely limited. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor’s choice. At each new inquisitor level, she gains one or more new spells as indicated on Table 2–4. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. The numbers on Table 2–4 are fixed.)
Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of one she already knows. In effect, the inquisitor “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell she can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Orisons: Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.

Domain: Like a cleric’s deity, an inquisitor’s deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. An inquisitor can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain. With the GM’s approval, an inquisitor can be devoted to an ideal instead of a deity, selecting one domain to represent her personal inclination and abilities. The restriction on alignment domains still applies.
Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells.
Domain: War (Tactics subdomain)
Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Weapon Master (Su): At 8th level, as a swift action, you gain the use of one combat feat for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use this feat.

Studied Target (+2) (Ex): At 1st level, a sanctified slayer gains the slayer’s studied target class feature. She uses her inquisitor level as her effective slayer level to determine the effects of studied target. This ability replaces judgment 1/day.
A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).
At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.
At 7th level, a slayer can study an opponent as a move or swift action.

Sneak Attack (2d6) (Ex): At 4th level, if a sanctified slayer catches an opponent unable to defend itself effectively from her attack, she can strike a vital spot to deal extra damage. The sanctified slayer’s attack deals additional damage anytime her target would be denied a Dexterity bonus to AC (whether or not the target actually has a Dexterity bonus), or when the sanctified slayer flanks her target. This additional damage is 1d6 at 4th level, and increases by 1d6 every 3 levels thereafter. Should a sanctified slayer score a critical hit with the sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (such as a sap, whip, or an unarmed strike), a sanctified slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty.
A sanctified slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A sanctified slayer cannot use sneak attack while striking a creature with concealment. This ability replaces the later iterations of the judgment ability.

Talented Slayer (Ex): At 8th, 16th, 17th, and 20th levels, a sanctified slayer can gain a single slayer talent, including those from the list of rogue talents that a slayer can take, but not an advanced slayer talent. This ability replaces second judgment, third judgment, slayer, and true judgment.
Ranger Combat Style: Menacing >> Intimidating Prowess

Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Stern Gaze (+4) (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Solo Tactics (Ex): At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

Teamwork Feat: At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.
As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.

Bane (Su): At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.

Discern Lies (Sp): At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.

Equipment 33000 gp:

(Mitran priest) “will gain a +1 bonus to all of their attacks and defenses (+1 Divine bonus to Atk/Dam/ AC/Saves), including when attacking with spells or being attacked by followers of Set. Followers of Set will include any clerics, minions of Set, animated statues, Sons of Set, giant snakes, and all traps in the Dark Tower itself.“

Magic (18825 gp):
Rod of Lesser Extend (3000 gp), Amulet of Natural Armor +1 (2000 gp), Cloak of Resistance +2 (4000 gp), Belt of Giant Strength +2 (4000 gp), , Handy Haversack (2000 gp), Traveller’s Any-tool (250 gp), Maiden’s Helm (3500 gp), Ioun torch (75 gp)

Magic Consumables (2100 gp)
2XWand of Cure Light Wounds (50 charges) (1500 gp), Feather Token: Tree (400 gp), Potion of Swift Girding (200 gp, CL 4), 2XCaltrop Bead (Iron, 80 gp), Scroll of Lesser Restoration X2 (300 gp, CL 3), Potion of Air Bubble (in potion sponge) (52 gp, CL 1)

Armor (1807gp):
+1 MW Agile Breastplate (1550 gp), Darkwood Heavy Shield (257 gp),

Weapons (8315) gp:
+1 Merciful Longsword (8315 gp)

Weapons (741 gp): Alchemical Silver Cestus (25gp), Do it all knife (Cold Iron Sawback Kunai) (9 gp), Smog Pellet X2 (80 gp), 50 Cold Iron durable arrows (100 gp), WhipX2 (2gp) (one in handy haversack), Composite Longbow (+5 Str) (600 gp)

Equipment (219.01 gp): Explorer’s outfit, 2 Bandoliers (1 gp), String 50 ft (1 sp) , trail rations 10 day (5gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp) , waterskin (X2, 1 carried, 2 gp), bedroll (1sp), blanket (5sp), hammock (1sp), 100 ft hemp rope (2gp), mess kit (2 sp), Wooden Holy Symbol (1gp), spell component pouch (X2, 1 in the haversack) (10 gp), Tattooed Holy Symbol (100 gp), Pomander (12 gp),, Ear trumpet (with worm screen) 10 gp

Alchemy (320 gp): Gravelly Tonic X3 (150 gp), Alchemical Solvent (20 gp), Alchemical Glue (20 gp), Alchemical Glue Accelerant (25 gp). Adhesive Strip (5, 25 gp), Tracking Powder (10 uses, 30 gp), Anti-Toxin (50 gp)

241 gp


M Half-Orc Inquisitor(Sanctified Slayer) 8 HP: 54/54||AC 27, Touch 14, FF 25 | Init: +5 | F: +10, R: +6, W: +11, +1 vs Set| CMB: +11, CMD: 23| Speed 30ft| Perc: +14, SM: + 16 | Active conditions: none

@Ratel, I think you're short a trait. 2 baseline and 2 more for additional traits...


Male Human Rogue6/Clr1 Current Map

Welcome Terodius


Male Human Rogue6/Clr1 Current Map

Terodius, you will be in the next room being tortured by a wizard and a sorceress. Your stuff is stacked in the corner. You and Ratel are currently at 9 hp. You are gagged with hands and feet tied.


Male Human Rogue6/Clr1 Current Map

Roll20


Human Swashbuckler 8 | HP 63 / 71 AC 25 T19 FF18 | Panache 3/4 | CMB +8 CMD 27 | F +8 R +12 W +7(10*) init +7 | Resource Tracker
Skills:
Acrobatics +16 Diplomacy +14 Escape Artist +12 Intimidate +14 Kn: Local +9 Perception +12 Ride +9

Oh didn't notice the new round, will get a post up in a few hours (at work now).


Male Human Rogue6/Clr1 Current Map

Thanks Jim


+ 4 (con) Male Human Paladin 8 | HP 106/90 106 | |AC 27/T12/FF26 | F+11/R+8/W+12 14 | CMB +12/CMD 23 | init + 2 | Perc + 8 | Diplomacy + 14 | LoH 8/9 | Smite 3/3 | Divine Bond 9/9 min.
Terodius Mitrakin wrote:
@Ratel, I think you're short a trait. 2 baseline and 2 more for additional traits...

hmmm, I've no idea why I only have three....guess I should fix that...

Edit: ahhhhh, I remember now, I was trying to figure out a fourth one that I liked because they have to be from the 'Advanced Player's Guide' instead of just any old source.

I'll get a fourth one (probably a social trait) sorted before I post.


+ 4 (con) Male Human Paladin 8 | HP 106/90 106 | |AC 27/T12/FF26 | F+11/R+8/W+12 14 | CMB +12/CMD 23 | init + 2 | Perc + 8 | Diplomacy + 14 | LoH 8/9 | Smite 3/3 | Divine Bond 9/9 min.

Crud, BRV, I don't own a copy of the 'Advanced Players Guide' and I'm having trouble finding a trait. You care if I drop the Feat: 'Extra Traits' along with scholar of ruins and Change the feat to 'Iron Will'?


Male Goblin Ftr 2 Rog (Scout) 4 Wiz (Transmuter) 2 | HP 68/68 | AC28/T20/F21 | Saves F+7/R+10/W+5 | Perc +19/Hidden +23/Traps +25 | Init +6
Ratel Dier wrote:
Crud, BRV, I don't own a copy of the 'Advanced Players Guide' and I'm having trouble finding a trait. You care if I drop the Feat: 'Extra Traits' along with scholar of ruins and Change the feat to 'Iron Will'?

You're making the build... simpler? He don't care! :)


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Male Human Rogue6/Clr1 Current Map

The battle is over. New players just need to wait for the party to find them. Should be easy enough.


Male Human Rogue6/Clr1 Current Map
Ratel Dier wrote:
Crud, BRV, I don't own a copy of the 'Advanced Players Guide' and I'm having trouble finding a trait. You care if I drop the Feat: 'Extra Traits' along with scholar of ruins and Change the feat to 'Iron Will'?

Sure or you could follow the link

traits


Male Human Rogue6/Clr1 Current Map
brvheart wrote:
Ratel Dier wrote:
Crud, BRV, I don't own a copy of the 'Advanced Players Guide' and I'm having trouble finding a trait. You care if I drop the Feat: 'Extra Traits' along with scholar of ruins and Change the feat to 'Iron Will'?

Sure or you could follow the link

traits

Be careful, being hand fed dates and fine wine can get addicting!


+ 4 (con) Male Human Paladin 8 | HP 106/90 106 | |AC 27/T12/FF26 | F+11/R+8/W+12 14 | CMB +12/CMD 23 | init + 2 | Perc + 8 | Diplomacy + 14 | LoH 8/9 | Smite 3/3 | Divine Bond 9/9 min.
brvheart wrote:
brvheart wrote:
Ratel Dier wrote:
Crud, BRV, I don't own a copy of the 'Advanced Players Guide' and I'm having trouble finding a trait. You care if I drop the Feat: 'Extra Traits' along with scholar of ruins and Change the feat to 'Iron Will'?

Sure or you could follow the link

traits
Be careful, being hand fed dates and fine wine can get addicting!

I didn't realize you'd opened it up to all of them, At this point I'll just change the feat, thank you though.


1 person marked this as a favorite.
Male Human Rogue6/Clr1 Current Map

most anyway


M Half-Orc Inquisitor(Sanctified Slayer) 8 HP: 54/54||AC 27, Touch 14, FF 25 | Init: +5 | F: +10, R: +6, W: +11, +1 vs Set| CMB: +11, CMD: 23| Speed 30ft| Perc: +14, SM: + 16 | Active conditions: none

I am travelling until Aug 14th. I should be able to post, but things may be sporadic...


Male Goblin Ftr 2 Rog (Scout) 4 Wiz (Transmuter) 2 | HP 68/68 | AC28/T20/F21 | Saves F+7/R+10/W+5 | Perc +19/Hidden +23/Traps +25 | Init +6

Sorry, not used to having at that power.

And honestly, the canine on top of the chest is throwing me off.


+ 4 (con) Male Human Paladin 8 | HP 106/90 106 | |AC 27/T12/FF26 | F+11/R+8/W+12 14 | CMB +12/CMD 23 | init + 2 | Perc + 8 | Diplomacy + 14 | LoH 8/9 | Smite 3/3 | Divine Bond 9/9 min.

So, on the map, are the doors open enough that the prisoners may have heard the ruckus?


+ 4 (con) Male Human Paladin 8 | HP 106/90 106 | |AC 27/T12/FF26 | F+11/R+8/W+12 14 | CMB +12/CMD 23 | init + 2 | Perc + 8 | Diplomacy + 14 | LoH 8/9 | Smite 3/3 | Divine Bond 9/9 min.
brvheart wrote:

Jim, you see Ratel lying on a bed almost naked with a beautiful girl sitting on top of him attempting to have her way with him!

The room is very plush. Various foodstuffs are set between all the pillows that lie scattered about the room. There is a ornate dressing mirror
provided at the east end of the room.

hmmm, is Ratel conscious? What does he think of this?


Male Human Rogue6/Clr1 Current Map
Ratel Dier wrote:
So, on the map, are the doors open enough that the prisoners may have heard the ruckus?

Yes, and now the party is opening your door


Male Human Rogue6/Clr1 Current Map
Ratel Dier wrote:
brvheart wrote:

Jim, you see Ratel lying on a bed almost naked with a beautiful girl sitting on top of him attempting to have her way with him!

The room is very plush. Various foodstuffs are set between all the pillows that lie scattered about the room. There is a ornate dressing mirror
provided at the east end of the room.

hmmm, is Ratel conscious? What does he think of this?

He is consious and the girl on top of you is beautiful with an 18 Chr. She is looking to play.


+ 4 (con) Male Human Paladin 8 | HP 106/90 106 | |AC 27/T12/FF26 | F+11/R+8/W+12 14 | CMB +12/CMD 23 | init + 2 | Perc + 8 | Diplomacy + 14 | LoH 8/9 | Smite 3/3 | Divine Bond 9/9 min.
brvheart wrote:
He is consious and the girl on top of you is beautiful with an 18 Chr. She is looking to play.

Cool, I'm assuming his memory of what's been going on since he left the group if very 'foggy' Does he recognize the girl at all?


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Male Human Rogue6/Clr1 Current Map

He knows only that when she brought him in her she seemed rather intelligent rather than the simpleton she and your bunk mate seem to be now.


+ 4 (con) Male Human Paladin 8 | HP 106/90 106 | |AC 27/T12/FF26 | F+11/R+8/W+12 14 | CMB +12/CMD 23 | init + 2 | Perc + 8 | Diplomacy + 14 | LoH 8/9 | Smite 3/3 | Divine Bond 9/9 min.

cool, that's mysterious....


M Half-Orc Inquisitor(Sanctified Slayer) 8 HP: 54/54||AC 27, Touch 14, FF 25 | Init: +5 | F: +10, R: +6, W: +11, +1 vs Set| CMB: +11, CMD: 23| Speed 30ft| Perc: +14, SM: + 16 | Active conditions: none
brvheart wrote:

He knows only that when she brought him in her she seemed rather intelligent rather than the simpleton she and your bunk mate seem to be now.

Ok, this scene used to be Ratel + "Skelly" in bed, and Jim and Fralk busting in on them...

I am unclear if Terodius is also in the bed, and if so, what state I am in?


+ 4 (con) Male Human Paladin 8 | HP 106/90 106 | |AC 27/T12/FF26 | F+11/R+8/W+12 14 | CMB +12/CMD 23 | init + 2 | Perc + 8 | Diplomacy + 14 | LoH 8/9 | Smite 3/3 | Divine Bond 9/9 min.
Terodius Mitrakin wrote:
brvheart wrote:

He knows only that when she brought him in her she seemed rather intelligent rather than the simpleton she and your bunk mate seem to be now.

Ok, this scene used to be Ratel + "Skelly" in bed, and Jim and Fralk busting in on them...

I am unclear if Terodius is also in the bed, and if so, what state I am in?

Terodius, check the map, you may be in the next room.


Male Human Rogue6/Clr1 Current Map

Terodius, you should be just start to be able to hear a conversation in the next room from you.


Male Human Rogue6/Clr1 Current Map

Yes, you are in the next room with the other two tied up and gagged.


M Half-Orc Inquisitor(Sanctified Slayer) 8 HP: 54/54||AC 27, Touch 14, FF 25 | Init: +5 | F: +10, R: +6, W: +11, +1 vs Set| CMB: +11, CMD: 23| Speed 30ft| Perc: +14, SM: + 16 | Active conditions: none

Twitches earlobes in acknowledgement...


Male Human Rogue6/Clr1 Current Map
Terodius Mitrakin wrote:
Twitches earlobes in acknowledgement...

Once found and untied your gear is in a pile in a corner of the room.

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