![]()
![]()
NG Dwarf Druid 1 HP:10/14 | AC:16 T:12 FF:14 | CMB:+2 CMD:14 | Saves F:+4 R:+2 W:+5 (+2 v poison, spell, Sp)| Init:+4 | Per:+7 darkvision | Spells 1:2/2 | Active conditions:
![]() Rules related question. I know Druids can't use armor that is made with metal, but can their animal companions use barding that is? I.e. I'm thinking about using my discount to buy Huntress some Mwk studded leather barding, but I don't want to accidentally lose all my class powers. That aside, my chronicle looks good, and I enjoyed this run! Thank you GM supervillan! ![]()
NG Dwarf Druid 1 HP:10/14 | AC:16 T:12 FF:14 | CMB:+2 CMD:14 | Saves F:+4 R:+2 W:+5 (+2 v poison, spell, Sp)| Init:+4 | Per:+7 darkvision | Spells 1:2/2 | Active conditions:
![]() I thought she was lovely! I loved how you wove your backstory into this story. Right now all of my next games are for gameday, or a continuation of a three-part series. Aulurius is also going on the bench, and I'm playing a couple of 2E games. I hope you get well soon! ![]()
NG Dwarf Druid 1 HP:10/14 | AC:16 T:12 FF:14 | CMB:+2 CMD:14 | Saves F:+4 R:+2 W:+5 (+2 v poison, spell, Sp)| Init:+4 | Per:+7 darkvision | Spells 1:2/2 | Active conditions:
![]() "Fer the disbanded cult of Roidira, offer them a new path. Or, as Roidira would say, a new destination. The White Feather... well, I'm not sure what ta make of 'em." The dwarf looks over at Sayuki, thinking she had the most interaction. ![]()
NG Dwarf Druid 1 HP:10/14 | AC:16 T:12 FF:14 | CMB:+2 CMD:14 | Saves F:+4 R:+2 W:+5 (+2 v poison, spell, Sp)| Init:+4 | Per:+7 darkvision | Spells 1:2/2 | Active conditions:
![]() "I began to believe parts of what she was sayin', and yer not wrong, ma'am. The lens of absences is exactly what she wanted people to remove and see through to find their own wisdom. I believe she did exist and abandoned her followers." Aulurius heaves a heavy sigh. "I feel better gettin' all that out, and I'm glad to be away from that cult." ![]()
NG Dwarf Druid 1 HP:10/14 | AC:16 T:12 FF:14 | CMB:+2 CMD:14 | Saves F:+4 R:+2 W:+5 (+2 v poison, spell, Sp)| Init:+4 | Per:+7 darkvision | Spells 1:2/2 | Active conditions:
![]() "Bah! If only you lot had seen what I saw. Rodira is real alright, and she's abandoned her followers, rather than guide them," Aulurius says with much pent up frustration. "She saw that I was not truly her follower and mocked me for it. She is angry with her followers; in her eyes, they used emptiness as a destination, rather than a journey. So instead of guidin' 'em, she abandoned 'em, and left 'em one final task," the dwarf air-quotes the next bit, "'where [she] could crush their stupidity in one fell swoop.' Rodira has forsaken her followers and left them without purpose. Hopefully they all will find meanin' elsewhere and won't be a nuisance." Aulurius is visibly shaking when he finishes speaking. If a deity could abandon their people like that... I hope the powers of Golarion never falter. ![]()
NG Dwarf Druid 1 HP:10/14 | AC:16 T:12 FF:14 | CMB:+2 CMD:14 | Saves F:+4 R:+2 W:+5 (+2 v poison, spell, Sp)| Init:+4 | Per:+7 darkvision | Spells 1:2/2 | Active conditions:
![]() Aulurius is fuming, possibly shaking, and his lips are pursed in on themselves, as if a dam keeping words from flowing out. For better imagery. ![]()
NG Dwarf Druid 1 HP:10/14 | AC:16 T:12 FF:14 | CMB:+2 CMD:14 | Saves F:+4 R:+2 W:+5 (+2 v poison, spell, Sp)| Init:+4 | Per:+7 darkvision | Spells 1:2/2 | Active conditions:
![]() Aulurius spends a moment cursing in Dwarvish upon snapping out of his vision. He's clearly angry and upset, but refuses to speak after the cultists address them. ![]()
NG Dwarf Druid 1 HP:10/14 | AC:16 T:12 FF:14 | CMB:+2 CMD:14 | Saves F:+4 R:+2 W:+5 (+2 v poison, spell, Sp)| Init:+4 | Per:+7 darkvision | Spells 1:2/2 | Active conditions:
![]() The dwarf sighs and, thinking the power in the water will fade when Roidira does, kneels down, cups his hands, and drinks deeply of the fountain. ![]()
NG Dwarf Druid 1 HP:10/14 | AC:16 T:12 FF:14 | CMB:+2 CMD:14 | Saves F:+4 R:+2 W:+5 (+2 v poison, spell, Sp)| Init:+4 | Per:+7 darkvision | Spells 1:2/2 | Active conditions:
![]() Aulurius will rise and step forward, bidding huntress to stay where she is. He will wait to drink alongside any of his fellow pathfinders that opt to do so. ![]()
NG Dwarf Druid 1 HP:10/14 | AC:16 T:12 FF:14 | CMB:+2 CMD:14 | Saves F:+4 R:+2 W:+5 (+2 v poison, spell, Sp)| Init:+4 | Per:+7 darkvision | Spells 1:2/2 | Active conditions:
![]() "There is more to know than can be known. And existing knowledge is all relative to other existing knowledge. So, the only way true knowledge is possible is the journey to discover our own true knowledge?" Aulurius' grasp of this philosophy is still tentative at best, but he feels this will satisfy Rodira's final question. ![]()
NG Dwarf Druid 1 HP:10/14 | AC:16 T:12 FF:14 | CMB:+2 CMD:14 | Saves F:+4 R:+2 W:+5 (+2 v poison, spell, Sp)| Init:+4 | Per:+7 darkvision | Spells 1:2/2 | Active conditions:
![]() This is definitely an interesting encounter. It took me a while to figure out how Aulurius would react to seeing what could be a literal Goddess. ![]()
NG Dwarf Druid 1 HP:10/14 | AC:16 T:12 FF:14 | CMB:+2 CMD:14 | Saves F:+4 R:+2 W:+5 (+2 v poison, spell, Sp)| Init:+4 | Per:+7 darkvision | Spells 1:2/2 | Active conditions:
![]() Fort save: 1d20 + 4 ⇒ (9) + 4 = 13 Driven to his knees by this powerful force, the dwarf wrestles in his own mind at understanding these philosophies. After a moment, he believes he's figured out where these teachings are trying to direct those that will listen. While he still has faith in the natural world of Golarion, Aulurius does find some truth in these teachings. "I believe that turning away from other beliefs is a belief itself. It's finding knowledge where other faiths instruct you to turn away." Usually headstrong and sure of himself, the druid is clearly troubled by this powerful presence. ![]()
NG Dwarf Druid 1 HP:10/14 | AC:16 T:12 FF:14 | CMB:+2 CMD:14 | Saves F:+4 R:+2 W:+5 (+2 v poison, spell, Sp)| Init:+4 | Per:+7 darkvision | Spells 1:2/2 | Active conditions:
![]() Aulurius clears his throat, humbled by the demanding, divine presence before him. In as flat a tone as he can muster, the druid recounts, "There is no presence, only absence. There is no meaning, only knowledge." He takes a deep breath, clearly giving an attempt to fit these words into his own philosophy. "I dinna ken fer sure, but I think these words are meant to help ye' see things from another perspective than yer own." Aulurius says this with the weight of his own stubborn mind at the forefront of his reasoning. He glances at the others, internally willing them to play along until they can get some answers. Edit: Sayuki beat me to it, but Aulurius would feel internally compelled to give his answer one way or another ![]()
NG Dwarf Druid 1 HP:10/14 | AC:16 T:12 FF:14 | CMB:+2 CMD:14 | Saves F:+4 R:+2 W:+5 (+2 v poison, spell, Sp)| Init:+4 | Per:+7 darkvision | Spells 1:2/2 | Active conditions:
![]() On approach, Aulurius would say, "Curious... I haven't seen many dwarves, and yet, this is written in Dwarvish..." More to himself than anything. Aulurius seethes inside. He feels the cultists they fought were clearly here against their will. The dwarf will let the others do the talking, and he will hang back and try to search for some deception, first with his eyes, then, fearing charm magic, with detect magic. ![]()
NG Dwarf Druid 1 HP:10/14 | AC:16 T:12 FF:14 | CMB:+2 CMD:14 | Saves F:+4 R:+2 W:+5 (+2 v poison, spell, Sp)| Init:+4 | Per:+7 darkvision | Spells 1:2/2 | Active conditions:
![]() Aulurius looks indignant, but accepts. "Aye... I'm hurtin' pretty bad. Do ye mind if I heal Huntress as well?" clw: 1d8 + 1 ⇒ (6) + 1 = 7
"Thank you, Etna." ![]()
NG Dwarf Druid 1 HP:10/14 | AC:16 T:12 FF:14 | CMB:+2 CMD:14 | Saves F:+4 R:+2 W:+5 (+2 v poison, spell, Sp)| Init:+4 | Per:+7 darkvision | Spells 1:2/2 | Active conditions:
![]() Aulurius groans as he's brought back to consciousness. "That's the last time I try to get in and out the way of arrow fire..." Aulurius begins to argue about healing the cultist, but then thinks better of it. He goes over to see what he can do. Heal: 1d20 + 3 ⇒ (17) + 3 = 20 After stabilizing the dying cultist, Aulurius offers the two berries he made the day before to the cultists. "If ye can speak, why did ye come down 'ere? What possessed ye ta take up this mantle?" No matter the answer, the dwarf does call his cat to him, praising her for defending him. He contemplates if he should ask for healing or try his luck creating more berries, but he's stubborn and remains silent. ![]()
NG Dwarf Druid 1 HP:10/14 | AC:16 T:12 FF:14 | CMB:+2 CMD:14 | Saves F:+4 R:+2 W:+5 (+2 v poison, spell, Sp)| Init:+4 | Per:+7 darkvision | Spells 1:2/2 | Active conditions:
![]() Stabilization: 1d20 + 2 - 1 ⇒ (10) + 2 - 1 = 11 Aulurius groans, loud enough to let everyone know he's ok for now, and is just a heap of Dwarf on a pew for now. ![]()
NG Dwarf Druid 1 HP:10/14 | AC:16 T:12 FF:14 | CMB:+2 CMD:14 | Saves F:+4 R:+2 W:+5 (+2 v poison, spell, Sp)| Init:+4 | Per:+7 darkvision | Spells 1:2/2 | Active conditions:
![]() Aulurius steps around the cultist and slashes with his scimitar, putting both hands behind his swing. Pretty sure this opens me up to an AoO from yellow and blue, with pews being difficult terrain. Scimitar: 1d20 + 3 ⇒ (7) + 3 = 10
"Cuidich mi leis an fhear seo, Huntress!"
Druidic: Help me with this one, Huntress! ![]()
NG Dwarf Druid 1 HP:10/14 | AC:16 T:12 FF:14 | CMB:+2 CMD:14 | Saves F:+4 R:+2 W:+5 (+2 v poison, spell, Sp)| Init:+4 | Per:+7 darkvision | Spells 1:2/2 | Active conditions:
![]() "Keep an eye out for the one behind us!" Aulurius shouts as he moves towards the hostile cultists. "Teich mi!" The dwarf commands his pet in druidic. Reaffirming her guard command Both Dwarf and Tiger bound down the hall, limited by the dwarf's short stature and shorter legs. Both double move ![]()
NG Dwarf Druid 1 HP:10/14 | AC:16 T:12 FF:14 | CMB:+2 CMD:14 | Saves F:+4 R:+2 W:+5 (+2 v poison, spell, Sp)| Init:+4 | Per:+7 darkvision | Spells 1:2/2 | Active conditions:
![]() "I think we should investigate the chapel and see if there's written documents," Aulurius whispers. "Something's not right about the trees and water here.." ![]()
NG Dwarf Druid 1 HP:10/14 | AC:16 T:12 FF:14 | CMB:+2 CMD:14 | Saves F:+4 R:+2 W:+5 (+2 v poison, spell, Sp)| Init:+4 | Per:+7 darkvision | Spells 1:2/2 | Active conditions:
![]() "I think I can safely say that servants of nature are not mixed up in this... madness." Edit for the sake of not spamming Aulurius has not let go of his scimitar since the battle with the phantoms. His left hand rests on Huntress' back, taking reassurance from her presence. ![]()
NG Dwarf Druid 1 HP:10/14 | AC:16 T:12 FF:14 | CMB:+2 CMD:14 | Saves F:+4 R:+2 W:+5 (+2 v poison, spell, Sp)| Init:+4 | Per:+7 darkvision | Spells 1:2/2 | Active conditions:
![]() Aulurius scowls. "I refuse to pay these babblings any mind. Let's get to the bottom of this, and try not to cause any further collapse." Aulurius keeps moving, but makes sure the rest of the group is behind him before venturing towards the closer light. Out of curiosity, is either phrase written in druidic? ![]()
NG Dwarf Druid 1 HP:10/14 | AC:16 T:12 FF:14 | CMB:+2 CMD:14 | Saves F:+4 R:+2 W:+5 (+2 v poison, spell, Sp)| Init:+4 | Per:+7 darkvision | Spells 1:2/2 | Active conditions:
![]() This character's good. I'm only playing in one PF1E table, and I wanted to try investigator out. My vote is whatever the group wants, lol Good luck! If I didn't have my plate full I'd offer to play in your table! ![]()
NG Dwarf Druid 1 HP:10/14 | AC:16 T:12 FF:14 | CMB:+2 CMD:14 | Saves F:+4 R:+2 W:+5 (+2 v poison, spell, Sp)| Init:+4 | Per:+7 darkvision | Spells 1:2/2 | Active conditions:
![]() Aulurius smirks at all of this camaraderie. Surely this is better than nothingness? Aulurius offers to activate the wand to heal Zeta. Aulurius and Huntress move to take point heading down the stairs. ![]()
NG Dwarf Druid 1 HP:10/14 | AC:16 T:12 FF:14 | CMB:+2 CMD:14 | Saves F:+4 R:+2 W:+5 (+2 v poison, spell, Sp)| Init:+4 | Per:+7 darkvision | Spells 1:2/2 | Active conditions:
![]() Aulurius casts guidance on Huntress, then moves up with his companions to try to get closer. He points to the remaining phantom and yells, "A-nis an tè seo, Huntress."
Druidic: Now this one, Huntress. ![]()
NG Dwarf Druid 1 HP:10/14 | AC:16 T:12 FF:14 | CMB:+2 CMD:14 | Saves F:+4 R:+2 W:+5 (+2 v poison, spell, Sp)| Init:+4 | Per:+7 darkvision | Spells 1:2/2 | Active conditions:
![]() Thank you GM. I didn't realize Ultimate Wilderness added so many tricks! Aulurius steps up to the lead phantom, puts both hands behind his scimitar, and slices at the phantom! Scimitar: 1d20 + 3 ⇒ (15) + 3 = 18
![]()
NG Dwarf Druid 1 HP:10/14 | AC:16 T:12 FF:14 | CMB:+2 CMD:14 | Saves F:+4 R:+2 W:+5 (+2 v poison, spell, Sp)| Init:+4 | Per:+7 darkvision | Spells 1:2/2 | Active conditions:
![]() Aulurius draws his scimitar and steps around Sulana and Zeta, while calling to huntress in druidic. "Tha sinn a ’dol mun cuairt an aon rud agus ionnsaigh!" The dwarf points at the lead phantom Druidic:
Let's surround that one and attack! Handle Animal, Link: 1d20 + 4 + 4 ⇒ (12) + 4 + 4 = 20 ![]()
NG Dwarf Druid 1 HP:10/14 | AC:16 T:12 FF:14 | CMB:+2 CMD:14 | Saves F:+4 R:+2 W:+5 (+2 v poison, spell, Sp)| Init:+4 | Per:+7 darkvision | Spells 1:2/2 | Active conditions:
![]() I'm thinking as a player that that phrase may have ended combat. If so, Aulurius will not reignite aggression. If not, I'll post a full combat post in the morning, but Aulurius will draw his scimitar and move, Huntress will move with Acrobatics to avoid AoO and bite. ![]()
NG Dwarf Druid 1 HP:10/14 | AC:16 T:12 FF:14 | CMB:+2 CMD:14 | Saves F:+4 R:+2 W:+5 (+2 v poison, spell, Sp)| Init:+4 | Per:+7 darkvision | Spells 1:2/2 | Active conditions:
![]() Aulurius clears his throat and tries to remember the phrases that were mentioned in the bars. When asked ‘Where does brotherhood lie?’ answer, ‘At peace beneath her black wings.’ "I'm not much of leader in this sort of thing..." Aulurius admits to the group. "I'm usually head strong and do what I think is right, but I don't clearly see a right here. I'll follow yer lead, lasses and lad." ![]()
NG Dwarf Druid 1 HP:10/14 | AC:16 T:12 FF:14 | CMB:+2 CMD:14 | Saves F:+4 R:+2 W:+5 (+2 v poison, spell, Sp)| Init:+4 | Per:+7 darkvision | Spells 1:2/2 | Active conditions:
![]() Knowledge (nature): 1d20 + 6 ⇒ (6) + 6 = 12 Aulurius runs as fast as his dwarf legs will carry him up to the kitsune's side. "Sayuki! Don't worry, I'll try to help!" ![]()
NG Dwarf Druid 1 HP:10/14 | AC:16 T:12 FF:14 | CMB:+2 CMD:14 | Saves F:+4 R:+2 W:+5 (+2 v poison, spell, Sp)| Init:+4 | Per:+7 darkvision | Spells 1:2/2 | Active conditions:
![]() Sorry for the short update Aulurius will take out both options and give one to Huntress and drink one himself once the sun starts bothering the dwarf. ![]()
NG Dwarf Druid 1 HP:10/14 | AC:16 T:12 FF:14 | CMB:+2 CMD:14 | Saves F:+4 R:+2 W:+5 (+2 v poison, spell, Sp)| Init:+4 | Per:+7 darkvision | Spells 1:2/2 | Active conditions:
![]() Huntress will join, walking diagonally behind Sayuki, commanded to defend her. I'm a relative newb, so for right now, it walks like a duck and quacks like a duck, so I think it'll float. ![]()
NG Dwarf Druid 1 HP:10/14 | AC:16 T:12 FF:14 | CMB:+2 CMD:14 | Saves F:+4 R:+2 W:+5 (+2 v poison, spell, Sp)| Init:+4 | Per:+7 darkvision | Spells 1:2/2 | Active conditions:
![]() I'm game. I would command Huntress to defend whoever is leading the scout. The dwarf, on the other hand, is NOT stealthy and would travel at the back. ![]()
NG Dwarf Druid 1 HP:10/14 | AC:16 T:12 FF:14 | CMB:+2 CMD:14 | Saves F:+4 R:+2 W:+5 (+2 v poison, spell, Sp)| Init:+4 | Per:+7 darkvision | Spells 1:2/2 | Active conditions:
![]() I cannot believe someone managed to reference Kitchen Gun in a pathfinder scenario... that isn't a gunslinger to boot! Aulurius is following the group with Huntress close by. He's cooled down since the day before and has decided to follow the group's methods or discuss actions before running off on his own. "Aye Sayuki. Although, I'm none too great at talking people down from somethin' their heart is set on." Could I take 10 to know(nature) for 16 to gather berries for today's goodberry as we trek through the jungle? ![]()
NG Dwarf Druid 1 HP:10/14 | AC:16 T:12 FF:14 | CMB:+2 CMD:14 | Saves F:+4 R:+2 W:+5 (+2 v poison, spell, Sp)| Init:+4 | Per:+7 darkvision | Spells 1:2/2 | Active conditions:
![]() Aulurius will follow the group to the inn, for the moment appearing disinterested at the vendors' wares. He will end the day casting goodberry on the berries he had been saving, knowing that they will now only be good for 24 hours. goodberries: 2d4 ⇒ (1, 1) = 2 Aw, come on. =( After determining which ones are magical, he eats the nonmagical ones, disappointed in how few he was able to affect. In the morning, the dwarf will prepare cure light wounds and goodberry ![]()
NG Dwarf Druid 1 HP:10/14 | AC:16 T:12 FF:14 | CMB:+2 CMD:14 | Saves F:+4 R:+2 W:+5 (+2 v poison, spell, Sp)| Init:+4 | Per:+7 darkvision | Spells 1:2/2 | Active conditions:
![]() I'm over here rolling at all of this. I relate on a personal level to Sulana's social anxiety, but seeing it from an outside context in a fantasy world, I'm laughing right out of my chair. ![]()
NG Dwarf Druid 1 HP:10/14 | AC:16 T:12 FF:14 | CMB:+2 CMD:14 | Saves F:+4 R:+2 W:+5 (+2 v poison, spell, Sp)| Init:+4 | Per:+7 darkvision | Spells 1:2/2 | Active conditions:
![]() After some wins and some losses, and ultimately breaking even, Aulurius politely excuses himself from the gambling tables and sets up watch in a corner to help keep his fellow agents safe, watching for anyone with ill-intent. He also keeps a close eye on Sulana, lest she become overwhelmed again... And promptly sees she is. Aulurius definitely is not a social skill monkey, ha. But he'll for sure keep watch. "There ye are lass! I told ye th' dwarven ale was nothin' to trifle with! Let me help ye." Aulurius offers Sulana a hand up and leads her over to the side. "Y'know, I'm startin' ta think you have worse luck than I, lass. And I've had my beard shaved off afore." Gruff as he is, Aulurius is trying to be soothing to the poor bundle of nerves. "If ye like, when we get out of here, I'll have Huntress follow ye for a spell." ![]()
NG Dwarf Druid 1 HP:10/14 | AC:16 T:12 FF:14 | CMB:+2 CMD:14 | Saves F:+4 R:+2 W:+5 (+2 v poison, spell, Sp)| Init:+4 | Per:+7 darkvision | Spells 1:2/2 | Active conditions:
![]() Aulurius says a quick prayer to Golarion casting guidance and ponies up to a game of dice and begins chatting up a group of drunken gamblers, hoping to hear something interesting. Diplomacy, guidance: 1d20 + 1 ⇒ (10) + 1 = 11 He's not terribly good at this game, and it's taking a portion of his focus away from the gamblers' chatter. By the way is anyone questioning Huntress while we're out on the town? ![]()
NG Dwarf Druid 1 HP:10/14 | AC:16 T:12 FF:14 | CMB:+2 CMD:14 | Saves F:+4 R:+2 W:+5 (+2 v poison, spell, Sp)| Init:+4 | Per:+7 darkvision | Spells 1:2/2 | Active conditions:
![]() "At peace beneath her black wings... Sulana, I think we should head out and meet e'r'one else outside ta keep from drawin' any more attention. Oh, and.. sorry about earlier. I was hoping to save us both more embarrassment, not cause it lass. Ready?" The dwarf nods at the human, ready to exit. ![]()
NG Dwarf Druid 1 HP:10/14 | AC:16 T:12 FF:14 | CMB:+2 CMD:14 | Saves F:+4 R:+2 W:+5 (+2 v poison, spell, Sp)| Init:+4 | Per:+7 darkvision | Spells 1:2/2 | Active conditions:
![]() "I'm with ye Sulana. Let's..." The druid forgoes words, instead catching Sulana's eyes with his fingers and pointing at the successful party members with the two notable people in the room. "Actually, I wonder if pink will draw more attention than red and white alone? Let's keep an eye out fer our friends, eh?" He takes Sulana by the hand and, possibly louder than intended, says, "Come, m'lady, let's find somewhere a little more out of the way." Sulana willing, he leads her to a corner of the room where they could watch and hopefully hear what's going on with the group, as well as look out for anyone approaching with ill intent. Would that be any kind of roll?
About "Sin" Zarzuket"Sin"
Character Stats:
Languages: Common; Abyssal; Halfling; Gnome; Draconic; Infernal
Feats: Weapon Finesse Traits: Magical Lineage: Shocking Grasp (-1 Metamagic); Second Chance (1 Save Reroll/Day) Drawback: Re-Flavored Condescending (-5 Diplo & Bluff to change attitudes) Favored Class: Magus (+1/4 Arcane Pool Point) Racial Abilities:
Skills:
Adventuring Skills:
Fly: +9 (2 Rank, 3 Class, 4 Dex) Intimidate: +7 (2 Rank, 3 Class, 2 Cha) Know (Arcana): +9 (2 Rank, 3 Class, 4 Int) Know (Dungeoneering): +9 (2 Rank, 3 Class, 4 Int) Spellcraft: +9 (2 Rank, 3 Class, 4 Int) Use Magic Device: +7 (2 Rank, 3 Class, 2 Cha) Background Skills:
Magus General:
Arcane Pool: 5/Day; Add +1 Enhance 1 min.
Spell Combat: Full attack w/-2 on all attacks and cast; up to int mod -/+ to concentration. Spellstrike: Deliver touch spells w/weapon attack. Can be used w/Spell Combat. Ability Details:
Arcane Pool: This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus. A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends. Spell Combat: To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks. Spellstrike: At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
Equipment:
Worn:
Explorer's Outfit (2lbs) Masterwork Chain Shirt (12.5lbs) Weapons:
Backpack: (2lbs)
Trail Rations x4 (1lbs)
Total Weight Carried: 46.75 lbs
Character Background:
Sin, as he is known to nearly everyone whether friend or foe, has led a hard life even for a tiefling as young as himself. His tainted appearance saw him abandoned to the streets at a young age, his mother dead through his birth and his father unable or unwilling to support a child whose existence caused him to be shunned by most civilized folk. The next twenty-odd years of his life were a crash course in survival, and Sin learned quickly to stay out of sight, keeping to the darkness of night and less-populated back alleys when at all possible. At some time during this period of his life some arcane talent awoke in Sin, possibly through some melding of his parent’s fey blood and a daemonic taint passed down through generations, and he began using these newfound abilities to support himself through thievery.
Although he never liberated anything of great value from the homes and businesses he would break into, being primarily concerned with taking just enough to get by for another day, just enough to stop the pains in his stomach from lack of food; word began to spread about the city of a thieving demon. The tales grew darker and more fanciful with each telling, beginning with the idea that he was simply a small imp, making mischief; and slowly becoming terrified whispers over mugs of ale, describing a beast with brimstone on its breath, wings of fire, and scorched hoof prints and walls dripping with blood that were left in its wake. There were many who tried to capture him of course, but the budding magus was always able to slip away without sustaining any serious injury; that was, until he met Colewin Binderbook. Binderbook was summoned to Detmer , ostensibly in his capacity as a paladin to vanquish the horrifying beast that had been terrorizing the city. He arrived expecting to face a beast of fire and brimstone, as the stories circulating the city described the horror that stalked the night; only to discover a child, cowering in a corner as the paladin caught up to him, clutching the stale piece of bread he had absconded with on his most recent break-in. The halfling recognized something that day in Sin, perhaps the capacity to do Good if given the chance, and brought the child back to Macridi with him; to come of age among the Silver Shields, and join in their cause. In the decade since his capture and subsequent taking-in by Colewin and the rest of the Silver Shields, Sin has still kept mostly to himself, living at Silverhall in one of the wings which sees fewer visitors. His loyalty to Colewin, and by extension the rest of the Shields, for giving him a second chance has led to him joining in the work as he has come of age. Sin has tried to show that he is more than, better than, his appearance would suggest; even as his presence at times leads to difficulty for those he would like one day to call comrades. Appearance & Personality:
Appearance: What stands before you is a gnome, or so he would maintain if anyone bothered to ask what exactly he is. Most don’t however, as his tiefling nature is readily apparent from several features. He stands approximately three and a half feet in height, average for a gnome, but that is where the similarities end. He walks on two cloven hooves, his lower legs shaped like the hind legs of a goat or similar creature, yet covered in the same tough black scales as the majority of his body. His spine continues into a long, whip-like tail which splits in two near the end, the two halves often used to wrap around and retrieve unattended items. Sin’s short, black hair is often an unkempt mess, the four horns extending from his brow making it difficult at best to get a comb through; two extending back a short distance over his skull, the outer two wrapping down beneath his pointed ears like those of a ram. They frame a face more bestial than gnome in appearance, with eyes the color of flame and four short spikes that protrude from his chin in place of a beard, his scruffy black sideburns allowed to complete the look.
Sin generally wears somber colors, dark grays, blacks, and browns that blend with the glistening black of the scales that cover most of his body. He dresses simply, only a short-sleeved tunic, often worn under his armor; along with a pair of tough leather pants, cut off at the knees rather than working around the strange shape of his lower legs. He goes without traditional shoes or boots, his feet more appropriately fixed with iron horseshoes that spark off the pavement when he moves too quickly or without proper care. On his back is a simple, well-maintained pack, in which he carries his worldly possessions, always ready to move at a moment’s notice; still suspecting, and fearing, that his presence will someday prove too troublesome for the Silver Shields to tolerate any longer. Personality: Overall, Sin views himself as a good person, albeit one who balks at most sorts of outside authority; a remnant of his days living on the streets of Detmer. Even during those days of thievery and crime though, Sin only stole what and when he absolutely needed to. His upbringing, as a tiefling street urchin, has resulted in a somewhat sullen and pessimistic attitude, which comes out in his interactions with fresh faces. However, despite his considerable difficulty with making first impressions, Sin is fiercely loyal to those individuals that have earned his friendship; though his friendships are still limited to a select few members of the Silver Shields. His brash nature at times gets him in trouble, as he has difficulty reading some social cues, and often jumps to action without thinking through all the repercussions. Above all Sin wants to earn acceptance, and to show that despite his heritage and appearance, he can rise above the life he has been dealt thus far. IC Post Conventions/RP Sample:
Jun sighs as he wanders the sea-sprayed docks and piers of Port Peril, his thumbs hooked around the straps of his pack under each arm, weaving his way nimbly between the few others who populate the docks, his hood keeping the worst of the sun from his eyes. *Thieves and cutthroats, hardly a man among them with his toe upon the True Path.*
He makes his way to the one large ship at the point of the last pier, The Jenivere marked out in faded letters along her hull, raising his voice to shout up to a man with one leg kicked up on the rail, “Ahoy mate!” He raises one hand to wave up at the crewman, “Permission to come aboard?” The man kicks himself down off the rail, flipping open a small book as he removes it from behind his belt. “You the… uuh… ankh-whatsit? Just lemme get the gangplank-“ “No need to trouble yourself!” Jun takes the last several steps to the end of the pier quickly, powering his feet down against the wooden lip of the dock to send him up and over the rail. “It is Ankhmerit, but please, call me Jun. ‘He who makes friends quickly, shall have naught but allies on the Path.’ It is a name from a land far from here, I’ve grown used to the difficulty others have with it.” He gives the crewman a smile and a friendly clap on the shoulder as he is directed towards a berth on the ship, his bare feet crossing the deck of the vessel that will carry him on the next leg of his journey on the True Path. Conventions in General:
Rolls and OOC comments to go in spoilers as well.
|