Male Human Paladin/Sorcerer 1
Angel checks on Sai, noting that he is unconscious. He draws one of the healing potions from his belt, sniffing it to make sure it is the right one. Grabbing Sai's jaw, he forces the shadow creature to swallow the potion. "I hope he isn't some sort of undead creature or I'll be toast for attacking him." 1d8 + 1 ⇒ (2) + 1 = 3 healing potion
Male Human Paladin/Sorcerer 1
Angel struggles to break free of the webbing, hoping his magical protections are as sturdy as the Hellspawn's plate. 1d20 + 2 ⇒ (3) + 2 = 5 strength check to break free Failing that, he unslings the shield and hopes to catch the creature's fangs on the shield. AC 14 with dex penalty from entangled, Mage armor, and shield.
Male Human Paladin/Sorcerer 1
Then it seems for the moment we have survived, as we were commanded. We should see what resources we can gather and try to establish a safe point to which we can fall back if need be. Preferably something with multiple exits so we can't be boxed in. While gruesome, this room does not seem to offer much, though perhaps we could form some sort of barrier with the cages.
Male Human Paladin/Sorcerer 1
Round 3
Strength Check to break out of webbing. 1d20 + 2 ⇒ (13) + 2 = 15 Angel rips himself free of the webbing, then moves carefully around and behind the deadly arachnid, hoping to give the shadow creature an advantage. I drew a line to show my movement because it took me a minute to realize it could be done in six squares. Sorry if that is too obvious
Male Human Paladin/Sorcerer 1
Round 1 Initiative 18 Valens moves into the room, taking a position with which he can support Zorek and possibly catch a spider in a flanking position. As he moves, he releases the bastard sword with one hand long enough to trace arcane sigils over his body and a transparent suit of armor seems to flicker over him and disappear. Moving into the room, casting Mage Armor on myself. New AC is 15.
Male Human Paladin/Sorcerer 1
Everyone thinks that I am an Aasimar, but I built the character as a human. Aasimar actually works better for the concept. Can I do a quick rebuild?
ANGEL
Languages Common
Smite Evil: Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level. Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Asmodean demon hunter: You gain a +3 trait bonus on Knowledge (planes) checks about demons and a +2 trait bonus on Will saves against mind-affecting spells and effects from demons. Aspiring Hellknight: You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.
Male Human Paladin/Sorcerer 1
Angel takes the items from the chest, slinging the shield on his back and swinging the sword a few times to check the balance, I know nothing of alchemy, but using your logic, they shouldn't be poisoned. Let's see what this place has in store for us. I say "Split the difference" goes first. He says, gesturing toward Sai.
Male Human Paladin/Sorcerer 1
Assessing himself for damage, Valens comes to the noose still hanging from his neck. "criminal? So this is some sort of hell. So be it then. If you are to be my tormentors, let it begin. Or if you are fellow sufferers, may the gods have mercy on us all. Wait! The chests may be a trap."
Male Human Paladin/Sorcerer 1
Valens reached our to stabilize himself before realizing that his hands don't respond. He can't remember why, but he knows that he deserves this. "my brothers will be afraid," he thinks, not knowing who his brothers are or why he cares about them. He floats in the light for a moment before responding "How do we survive?"
Male Human Paladin/Sorcerer 1
No armor yet. It would interfere with spells. I'm thinking I'll use weapons two handed, but I'm not picky about what. Figure I'll take advantage of whatever I can scrounge. Unless there happens to be a Holy Avenger lying about : ) Messageboard seem to still be messed up this morning.
Backstory and personality
: Angel (Valens) was a Chelaxian foundling left on the doorstep of an order of Hellknights. He showed much potential, being stronger and faster than many of the older boys. His classmates seemed to naturally follow him, and his training masters groomed him for a role as an officer. Valens lived a happy, if severe, life, knowing exactly what was expected of him. He is a born rules follower. So it surprised everyone, especially Valens, on the day that a halo crackled into existence around his head and fire burst from his eyes to strike a spiked devil who was whipping Valens' friend, Cristof. Cristof had fallen from his mount in training one too many times, and certainly deserved punishment, but somehow Valens couldn't accept the severity of the beating the devil delivered. When the monster turned on him, Valens immediately dropped to his knees, but his contrition was for naught. His order hung him the next day. He stood on the gallows, bravely accepting his fate. He remembered the feeling of falling, and then of being crushed. When he woke to find himself crushed under the press of bodies, he was sure that he was in Hell. But as he climbed out from under the corpses piled on top of him, he realized that he was somehow miraculously alive, still wearing the noose that should have taken his life. Clearly, something had a purpose for him, so he set off to find it. Without a memory, Angel is a dutiful man who sees it as his purpose to protect the innocent and punish the guilty. He is overly trusting, believing people to be good and worthwhile. He has a dislike for demons and devils, but enough of his Hellknight training remains to allow him to work with those who are more severe in their adherence to the law.
Angel is a defender of the weak. His impulse is to organize and protect. He is calm under pressure. His determination will likely be the death of him. Traits still need to be chosen. ANGEL
Languages Common
Smite Evil: Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level. Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier. |