M Half Orc Alchmist/4
"Perhaps, but there still appear to be some buildings here we should inspect. Vanyan, I do not think you can use this wand? If not, I can take it in case. However, I am most concerned about the notes we have found. This is further proof that a longer term plot has been going on in Vigil. And another reference to the wise crows. How many do we think we have killed thus far? Two? three? There are still some to go. Do we need to heal before going to the other buldings?"
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Vanyan Kaleseder wrote:
Sorry. Overlap. I can't make more than 5 weapons have a value of greater than +2 enhancement total.
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Tessenarin level 6
Spoiler: Tesennarin Lashta Male half-elf skald (spell warrior) 6 (Pathfinder RPG Advanced Class Guide 49, 116) NG Medium humanoid (elf, human) Init +2; Senses low-light vision; Perception +7 -------------------- Defense -------------------- AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex) hp 39 (6d8+6) Fort +8, Ref +6, Will +7; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic, +3 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies' Defensive Abilities uncanny dodge; Immune sleep -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee greataxe +5 (1d12+1/×3) Ranged longbow +6 (1d8/×3) Special Attacks rage powers (lesser elemental blood 1d6 electricity[ACG], superstition +3), raging song 20 rounds/day (enhance weapons, song of marching, song of strength) Skald (Spell Warrior) Spells Known (CL 6th; concentration +9) . . 2nd (4/day)—allegro[UM], blur, gallant inspiration[APG] (DC 15), glitterdust (DC 15) . . 1st (5/day)—chord of shards[UM] (DC 14), comprehend languages, cure light wounds, grease . . 0 (at will)—dancing lights, detect magic, light, mage hand, mending, read magic -------------------- Statistics -------------------- Str 12, Dex 14, Con 12, Int 12, Wis 10, Cha 16 Base Atk +4; CMB +5; CMD 17 Feats Deadly Aim, Improved Counterspell, Point-Blank Shot, Precise Shot, Skill Focus (Knowledge [history]) Traits lastwall defender, the reclaimer Skills Acrobatics -1 (-5 to jump), Diplomacy +9, Knowledge (arcana) +8, Knowledge (history) +14, Knowledge (nature) +8, Knowledge (planes) +8, Knowledge (religion) +10, Perception +7, Perform (percussion instruments) +7, Perform (sing) +12, Profession (cook) +4, Ride +3, Spellcraft +10, Use Magic Device +9; Racial Modifiers +2 Perception Languages Common, Elven, Skald SQ bardic knowledge +3, elf blood, greater counterspell, versatile performance (sing) Combat Gear cold iron arrows (50); Other Gear studded leather, greataxe, longbow, cloak of resistance +1, cloak of resistance +2, backpack, cutting board, wooden (2 lb), flint and steel, knife, cutting (0.5 lb), ladle (0.5 lb), pot, sack, seasonings, local (0.5 lb), skewer (1 lb), skillet[UE], spell component pouch, tinder packet (0.5 lb), torch (10), tripod, iron (3 lb), waterskin, 11 gp, 4 sp -------------------- Special Abilities -------------------- Bardic Knowledge +3 (Ex) Add +3 to all knowledge skill checks. Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage. Elemental Blood, Lesser (1d6 electricity, Electricity, 3/day) (Su) Melee attacks do extra energy damage for 1 round. Elf Blood Half-elves count as both elves and humans for any effect related to race. Elven Immunities - Sleep You are immune to magic sleep effects. Greater Counterspell (Two spell slots) (Su) Can spend 2 same/higher level spell slot to counterspell (no school match req). Improved Counterspell Use a spell of the same school 1+ levels higher to Counterspell. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. 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. Raging Song (standard action, 20 rounds/day) (Su) Song can inspire allies in a variety of ways. Superstition +3 (Ex) While raging, gain bonus to save vs. magic, but must resist all spells, even allies'. Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed. Versatile Performance (Singing) +12 (Ex) You may substitute the final value of your Perform: Sing skill for Bluff or Sense Motive checks
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M Half Orc Alchmist/4
The creature smiles as both of you miss him. He heals some more then goes back after Garrick again, a mass of kukri and claws flashing around in a dizzying flurry of attacks. kukri: 1d20 + 13 ⇒ (20) + 13 = 33
Three attacks hit, of of them being a potentially deadly attack. kukri crit: 1d20 + 13 ⇒ (15) + 13 = 28 kukri crit: 2d4 + 6 ⇒ (4, 1) + 6 = 11 claw: 1d4 + 1 ⇒ (2) + 1 = 3
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The creature smiles as both of you miss him. He heals some more then goes back after Garrick again, a mass of kukri and claws flashing around in a dizzying flurry of attacks. kukri: 1d20 + 13 ⇒ (10) + 13 = 23
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Garrick has now landed two solid hits on the creature, and Veego has finally landed a hit. Veego can tell, however, that his weapon was not as effective as he would have hoped, as it seems to resist his damage. Some of the damage from Veego's wound seems to heal up. Angry at Garrick for continuing to damage him fully, he launches his attacks against him. kukri: 1d20 + 13 ⇒ (5) + 13 = 18
Two hits bounce off Garrick's armor, while one potentially lethal hit lands.
But fortunately for Garrick, his armor stops the attack from becoming extremely deadly to him. damage: 1d4 + 3 ⇒ (1) + 3 = 4
M Half Orc Alchmist/4
The creature hisses as Garrick's attack passes through it's damage reduction. It turns and decides to pay attention to him now. kukri: 1d20 + 13 ⇒ (8) + 13 = 21
It lands a blow with a kukri
and looks to see if it can confirm it's serious hit with it's claw. confirm: 1d20 + 7 ⇒ (16) + 7 = 23 and it lands a nasty gash on Garrick, tearing a deep scar on the side of his face. damage: 2d4 + 2 ⇒ (2, 2) + 2 = 6 as it's wounds begin to close up.
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The adhukait seems positively gleeful that the Fox has gone down and that the party seems unable to hit him, though Garrick's hit almost gets him, but he manages to dodge out of the way of the swing at the last moment, seeing the blade come dangerously close to his skin. He turns his attention back to Veego. kukri: 1d20 + 13 ⇒ (9) + 13 = 22
He scores three hits on Veego shredding him. kukri: 1d4 + 3 ⇒ (4) + 3 = 7
You also notice that more of his wounds close, almost eliminating all the damage he's taken.
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The creature seems almost gleeful as the party misses it entirely. The wounds it suffered the previous round continue to heal; in fact, all of the damage it has taken is almost gone. It goes after the CUnning Fox again. kukri: 1d20 + 13 ⇒ (6) + 13 = 19
damage1: 1d4 + 3 ⇒ (3) + 3 = 6
It lands 3 blows on the fox, further slicing him up leaving bloody wounds.
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Pssst. Matt. No flanking, but you still hit Both The Cunning Fox and Garrick manage to hit. Both notice their attacks do not seem fully effective against the creature as he seems to resist the physical damage from them. In fact, The Fox's bite seems ineffective against the creature. The group also notices that the wounds on the creature begin to heal right away. The damage from Garrick's attack is almost completely healed as the creature attacks. Seeing that Veego seems ineffective, he turns his attention to the Cunning Fox who scored a solid hit against it. kukri: 1d20 + 13 ⇒ (2) + 13 = 15
confirm crit: 1d20 + 7 ⇒ (20) + 7 = 27 one claw lands a vicious swipe against the Fox, ripping into his him leaving a nasty gash across his chest. kukri: 1d4 + 3 ⇒ (4) + 3 = 7
Party up!
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Does Garrik get the monster? (1 image left. 2=creature)
Garrick takes out the last image of the creature with his strike. He then strikes back at Veego with another wild flurry of kukri and claws kukri: 1d20 + 13 ⇒ (11) + 13 = 24
kukri: 1d4 + 3 ⇒ (1) + 3 = 4
He seems pleased he has damaged Veego this time. Party up!
M Half Orc Alchmist/4
The Cunning Fox strikes at the creature, but there are many of him. Can he hit the correct one? (7 means a hit)
He misses striking true, but he manages to remove one of the images. Garrick swings at the creature, but also misses. However, his blade also slides close enough to the creature to cause another of its images to vanish. Lastly, Veego moves in with his lash, taking a shot at the creature. Also thrown off by the blurriness of his outline and multiple versions, he strikes but misses, yet also close enough to remove one of the multiple images. Garrick and Veego notice as Veego approaches that the creature seems unperturbed by having one on each side of him. Immune to flanking, so no flanking bonuses The creature looks at Veego and smiles gleefully and attacks him with his kurki and claws, slashing about madly. kukri: 1d20 + 13 ⇒ (4) + 13 = 17
But he only manages to hit once with a kukri.
Mirror images = 3 Party up!
M Half Orc Alchmist/4
The creature tries to stay up in the greasy terrain: reflex: 1d20 + 11 ⇒ (14) + 11 = 25 and easily stays up in the sludge as he appears to be very agile. He then moves up to attack Radovus with his kukri and claws in an attack reminiscent of a cuisinart. kukri: 1d20 + 13 ⇒ (3) + 13 = 16
Radovus takes a lot of hits as blades and claws slice through his clothing and magical protection. damage1: 1d4 + 3 ⇒ (1) + 3 = 4
Sorry Jeff
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Suddenly a create jumps down from the trees on top of Radovus. It looks like https://www.deviantart.com/alexalexandrov/art/Adhukait-500818033 Except there are multiples of him and his outline is indistinct. mirror images: 1d4 + 2 ⇒ (4) + 2 = 6 He takes a kukri and slashes viciously at Radovus.
He looks pleased at the nasty cut he has given Radovus. Party up: The Cunning Fox
M Half Orc Alchmist/4
I am assuming everyone has moved themselves on the map. The party sees nothing as it enters the area it believes to be the right area. You notice there are no animal noises around and even the sound of insects seems less that what you would expect. It's almost, but not quite, creepy. Everyone can take another round of actions.
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Before you leave, Ungala stops you and presents a tablet to you.
After getting your supplies, you follow the directions provided to you. The path leads north to a ruined guard post Ungala used to stage raids, surrounded by a mossy bog studded with wetland trees. A circle of blasphemous tokens and human remains suggests that the asura has been returning here between attacks.
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Radovus knows that the asura are generally resistant to weapons that are not good aligned. Ungala approaches the party. "If you plan to help us by defeating this creature, I would propose that you travel to the marshy path just outside of Bloodcove where the we conducted our last raid. Two of our members were killed there, so it's likely the creature is attacking from that area."
M Half Orc Alchmist/4
You believe this sounds like an adhukait asura. Known also as the twinned ones, adhukaits are warrior asuras, specialized at quick raids designed for theft, assassination, or kidnapping. An adhukait is adept at infiltration and escape. In killing, the fiend is brutally efficient unless it wishes to prolong pain to demoralize or enrage its enemies. If you would like to know a fact about it, you may. Please let me know your question.
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"We were attacked by a pair of spiked monstrosities, their bodies interwoven in a seemingly impossible knot. Despite its twisted appearance, the attacker moved gracefully, swinging its curved knives so quickly it seemed a blur. Fighting back was futile, for even wounds that pierced its thick hide quickly healed. I had no choice but to run. This was in the swamp outside of town." anyone with knowledge planes can attempt a check.
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Ungala looks unphased by Torriki's hamhandedness. She looks a slightly frustrated or unsure for a moment. "I would like to support your endeavors, as I believe they are best for the area, but alas, I am unable to at this time. My operations are currently under siege, as you can see from my current surroundings. Three weeks ago, a mysterious entity began murdering my soldiers around Bloodcove. This has crippled my operations and forced those who survive to hide. We have tried to magically discern it, but all attempts have failed. Only one man, named Embele, has survived the attacks. No one else has survived. If this block to my operations were removed, I could then help you."
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You follow the map to a cave outside of town. Entering the cave makes it apparent this is some kind of hide out, or so it seems. There are a handful of people inside the cave, one of whom Torriki recognizes from a previous trip to Bloodove as Ungala. "I see you have returned to Bloodcove again, with friends. she says addressing Torriki. "Tell me, what has brought you here again?"
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He seems a bit nervous to you. "um, this is for you, sir" and hands you a note and runs away. It says "I hear you have returned to Bloodcove, and I imagine you are not alone. Please come by to see me at the location below." There is a crudely drawn map to what looks like a cave outside Bloodcove on it.
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