Gabe

Joesef Deadwillow's page

502 posts. Organized Play character for RyckyRych.


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Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

Got it, thanks for the game! This one was very different from anything else I had played before, a lot of danger!

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

He saved us all! We were in a terrible way, these black tentacle things all around, but he was able to buy us enough time to escape! The young boy then begins to cry, the memories still too fresh in his mind.

It was quite the ordeal, that module!

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

I'll go with Bretheda.

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

Wow, all I can say is that my little multiclass experiment seemed like a failure. I can't do anything that really helps most of the time at the higher levels. I will either have to spend the gold to retrain him or simply retire him I guess.

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

I'm actually in Ali's square from my movement last turn.

Joesef, seeing that he is not next to the offending creature, tries to join the fight!

Rapier: 1d20 + 7 ⇒ (9) + 7 = 16 for Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Shield: 1d20 + 5 ⇒ (16) + 5 = 21 for Damage: 1d3 + 1 ⇒ (3) + 1 = 4

Joesef then steps away from the creature.

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

Just 1 in 100, its not like its the lottery or anything. Might be what our chances of surviving this module are though. :)

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

Joesef will move into Ali's square and cast Shield of Faith on Grimdoc, hoping the small bit of protection might end up making a difference.

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

Reflex: 1d20 + 8 ⇒ (18) + 8 = 26

Joey dodges the flames, coming out of the situation unharmed! Evasion, yay!

Joesef will then move around Vladek carefully Acrobatics, if needed to avoid possible AoO?: 1d20 + 7 ⇒ (13) + 7 = 20 to the fallen Ali and stabilize him with a quick prayer. Rebuke Death: 1d4 + 1 ⇒ (4) + 1 = 5

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

I'll make my save now while I have time, not sure I'll be back on tonight.

Will: 1d20 + 11 ⇒ (11) + 11 = 22 OK, looks like I'm out of that.

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

Will: 1d20 + 11 ⇒ (3) + 11 = 14 Confused: 1d4 ⇒ 1

Joesef takes one look at the scene in front of him and just can't make heads or tails of it for a few seconds.

Result: 1d100 ⇒ 49

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

Ummm, guys? Maybe we oughta check that out? Joesef really can't seem to believe what is happening in this place.

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

Joe simply nods, obviously worn out after the battle. He'll grab his wand and heal himself back up.

CLW Wand: 5d8 + 5 ⇒ (5, 2, 7, 3, 5) + 5 = 27 I think that gets me to 52/54 now.

He'll then offer to heal others with their own wands if needed.

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

One last ditch effort that I just thought of.

Using the arcane bond from his rapier, Joesef tries to cast Liberating Command one last time on Vladek.

Concentration: 1d20 + 4 ⇒ (1) + 4 = 5 Oh well. I'm sure I used my reroll in this game a long time ago.

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

Not much poor Joesef can do but try to give his friends long enough to possibly do something to help them.

Channel: 1d6 ⇒ 3

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

Joesef will channel again, hoping that the good it brings to the group will outweigh the bad of healing any enemies close to him! I don't really see what else I can do like this.

Channel: 1d6 ⇒ 3

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

Joesef will channel so he can heal himself and his friends!

Channel: 1d6 ⇒ 1

Oh boy.

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

Reflex: 1d20 + 8 - 2 ⇒ (17) + 8 - 2 = 23

Joesef somehow manages to guard himself from the flames despite his current situation. Seeing that he isn't going anywhere, he remembers his Hand of the Apprentice trick and tries to strike the red enemy!

HotA, range 30': 1d20 + 7 ⇒ (17) + 7 = 24 for Damage: 1d6 + 3 ⇒ (2) + 3 = 5

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

Joesef will try to escape from the tentacles!

Escape Artist: 1d20 + 6 ⇒ (4) + 6 = 10

This might not be something I can do...

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

CC: 1d20 + 4 ⇒ (15) + 4 = 19

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

Joesef casts Liberating Command on Vladek!

Not sure how that works, I know its an immediate action but seeing all of us were grappled at one, do I get it off?

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

Uh oh.

Joesef will turn around and tell the rest of the party that while he was on the way up the stairs the chanting took a different tone and actually stopped for a moment. I think the ritual then turned into the casting of normal spells. I also think that one of the voices sounded like the woman who took the Orrery.

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

Oh, could be some trouble upstairs. I can try to go take a quiet look if you want.

If so, and assuming the first floor is empty, Stealth: 1d20 + 7 ⇒ (12) + 7 = 19

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

Yeah, lets hope that's who we're looking for. Lets go!

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

Confident that Nalan is safely out of trouble, Joesef will withdraw back to the party.

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

Seeing that the creature is still in danger he applies another Rebuke Death: 1d4 + 1 ⇒ (1) + 1 = 2, hoping that his aid will be visible to the current threat. Stop! I'm trying to help your friend! We want to help everyone!

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

Joesef will rush over to Nalan, seeing if he can still be saved.

Heal: 1d20 + 6 ⇒ (13) + 6 = 19

If able, Rebuke Death: 1d4 + 1 ⇒ (1) + 1 = 2 HP restored.

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

Is he dead-dead or merely unconscious? I could use Rebuke Death on the form now known as Nalan.

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

Joesef elects to aid his allies again in some small way by casting Bless! He'll then step back 5' and ready his bow again.

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

Not wanting to engage the creature until Grimdoc has had a chance to do so, Joesef will use a bit of magic as well!

Magic Missile!: 1d4 + 1 ⇒ (1) + 1 = 2

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

Joesef will move up and try to get an arrow into the creature! I'll try to get both off of the street but within 30' of the enemy for sneak attack damage.

Bow: 1d20 + 8 ⇒ (1) + 8 = 9 for Arrow: 1d8 + 2 ⇒ (5) + 2 = 7 plus Sneak: 1d6 ⇒ 3 Ah, very effective.

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

Joesef will follow, thinking that the temple is still the best place to be heading.

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

What's happening? Lets go take a look and try to find out. In any case, we need to get to the temple.

One vote for heading in.

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

Is it safe here or should be move out into the creepy semi-darkness that is outside? Joesef doesn't want to be caught in a cave-in so he'd prefer to risk going outside.

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

I was assuming that, one way or the other, the silence would have been lifted. Maybe not.

Joesef can quickly cast Stabilize to ensure that she doesn't die or her injuries while being moved.

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

Uh-oh, this does not seem good. Grim? Your professional opinion? Joe looks at the fallen enemy and then says, Maybe we should take her with us and get out of here?

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

Joesef moves to engage the enemy! I'm close enough to use Acrobatics to try and avoid an AoO in case this thing has Snap Shot or something weird.

Acrobatics: 1d20 + 7 ⇒ (5) + 7 = 12 Yeah, that helped.

Rapier: 1d20 + 9 ⇒ (9) + 9 = 18 for Damage: 1d6 + 3 ⇒ (4) + 3 = 7 Not much better.

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

Yes, if the creature was killed I will double move in order to reach her. You can use my attack roll next round.

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

Joesef moves forward, hoping to stab the new enemy threatening Grim!

Rapier: 1d20 + 9 ⇒ (20) + 9 = 29 for Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Confirm?: 1d20 + 9 ⇒ (14) + 9 = 23 for Damage: 1d6 + 3 ⇒ (2) + 3 = 5

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

Joey drops his bow and comes to Ennoia's aid, drawing his weapon and quick-draw shield as he does so! I think I can get to that point without provoking, otherwise move me to where I don't get clawed at.

Rapier: 1d20 + 9 ⇒ (9) + 9 = 18 for Damage: 1d6 + 3 ⇒ (4) + 3 = 7

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

There's some kind of bat-lady in here casting something!

Not wanting to take the chance that the spell is harmful, Joesef fires an arrow at the bat-thing before it can be fully prepared!

Bow: 1d20 + 8 ⇒ (8) + 8 = 16 for Arrow: 1d8 + 2 + 1d6 ⇒ (3) + 2 + (1) = 6

Joesef then retreats back down the passageway toward his friends.

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

Because I'm forgetful and I don't update my header as often as I should. :)

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

Joesef is willing to sneak down and take a quick look before the party decides on a more brash approach.

Stealth: 1d20 + 7 ⇒ (15) + 7 = 22

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

Joesef can try to disable the trap as he is quite willing to contribute in some way or fashion.

DD: 1d20 + 9 ⇒ (18) + 9 = 27

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

So did I, though I haven't been too good at tracking this game for some reason. I assume we rested.

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

Sounds ok to me. Joesef will follow.

Perception: 1d20 + 7 ⇒ (15) + 7 = 22

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

Joesef will take a look around as well, trying to help determine the whereabouts of their quarry.

Perception: 1d20 + 7 ⇒ (13) + 7 = 20

Is there anywhere in this cave that we haven't really looked?

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

I think thats as good an idea as we'll come up with. This mission has been full of twists and turns and trouble.

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

Yeah, sure, no problem.... Joesef opens his hand and offers her the orb. We're good, right?

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

Geography: 1d20 + 7 ⇒ (12) + 7 = 19 Oh, come on.
Arcana: 1d20 + 7 ⇒ (11) + 7 = 18

Look what I found. Kinda looks similar to the orrery spheres and it might fit into one of the empty spots on the artifact, don't ya think?

Joesef looks at whatever the woman is and wonders what he did to offend the creature. Umm, easy there. I'm not gonna harm anything.

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

Joesef will go and investigate the canvas that has been pinned to the wall.

Full Name

Turiel Sahkoinae

Race

Elven Magus/Bloodrager Gestalt 3 (AC [19/12Tch/17FF* normal]/[17/10Tch/15FF* raging], HP 23/31, Fort +7, Ref +4, Will +5/7, Init +6, Per +7/9)

Classes/Levels

Skills:
Acrobatics +7, Climb +9, Intimidate +7, K(Arcana) +10, K(Dungeon) +9, K(Planes) +10, Perception +7/9, Ride +5, Spellcraft +10, Survival +5, Swim +9

Gender

Male

Size

Medium

Age

127

Alignment

Chaotic Good

Strength 22
Dexterity 14
Constitution 17
Intelligence 18
Wisdom 13
Charisma 12

About Turiel Sahkoinae

Turiel Sahkoinae
Elven Bladebound Magus/Primalist Bloodrager Gestalt 3
Favored Class Magus (+3/6 Magus Arcana)
Initiative +6; Senses Perception + 7/9 [9 when wielding black blade]

Defense
Armor Class 19 (+2 Dex + 7 armor) touch 12 flat-footed 17
Combat Maneuver Defense 21, flat-footed 19 [10 base + 3 BAB + 6 STR + 2 DEX]
Hit Points 23/31 [10 L1 + 6*2 L2-L3 + 3*3 CON]
Fort +7 [3 class + 3 CON + 1 resistance]
Ref +4 [1 class + 2 DEX + 1 resistance]
Will +5 [3 class + 1 WIS + 1 resistance]

Offense
Speed 40 feet (30 feet base + 10 fast movement)
Base Attack Bonus +3
Combat Maneuver Bonus +9 (+3 BAB + 6 STR)
Melee Touch Attack +9
Ranged Touch Attack +5

Normal
Melee - 2H (+1) Black Blade +10 (1d6 + 10) 18-20/x2 S; mwk warhammer +10 (1d8 + 9) x3 B

Melee - 1H (+1) Black Blade +10 (1d6 + 7) 18-20/x2 S; mwk warhammer +10 (1d8 + 6) x3 B; dagger +9 (1d4 + 6) 19-20/x2 P/S

Ranged mwk composite longbow[+6 STR] +6 (1d8 + 6) x3 P 110'; dagger +5 (1d4 + 6) 19-20/x2 P/S

Raging
Melee - 2H (+1) Black Blade +12 (1d6 + 13) 18-20/x2 S; mwk warhammer +12 (1d8 + 12) x3 B

Melee - 1H (+1) Black Blade +12 (1d6 + 9) 18-20/x2 S; mwk warhammer +12 (1d8 + 8) x3 B; dagger +11 (1d4 + 8) 19-20/x2 P/S

Ranged mwk composite longbow[+6 STR] +6 (1d8 + 6) x3 P 110'; dagger +5 (1d4 + 8) 19-20/x2 P/S

Stats (3d8 rolled straight)
Strength 22 [22 base]
Dexterity 14 [12 base + 2 race]
Constitution 17 [19 base - 2 race]
Intelligence 18 [16 base + 2 race]
Wisdom 13 [13 base]
Charisma 12 [12 base]

Combat-Relevant Gear
Magical:
+1 black blade [scimitar] (4 lbs, n/a)
+1 cloak of resistance (1 lb, 1000 gp)
+1 mithral breastplate (15 lbs, 5200 gp)
1st level pearl of power [1/1 per day] (n/a, 1000 gp)
potion of cure light wounds x 4 (n/a, 200 gp) [in iron vials on bandolier]
potion of enlarge person x 2 (n/a, 100 gp) [in iron vials on bandolier]
potion of protection from evil x 2 (n/a, 100 gp) [in iron vials on bandolier]

Mundane:
dagger x2 (2 lbs, 4 gp) [in spring-loaded wrist sheaths]
masterwork composite longbow[+6 STR] (3 lbs, 1000 gp)
masterwork scimitar (4 lbs, 315 gp)
masterwork warhammer (5 lbs, 312 gp)

Active Effects on me
n/a

Casting stats - Magus
Caster level: 3
Caster check vs SR: +5
Concentration: +7

Prepared Spells
Spell Level: Spell (DC Save, other info)
Level 0 (Infinite): Detect Magic, Ghost Sound (DC 14 Will), Prestidigitation, Ray of Frost
Level 1: Color Spray (DC 15 Will), Enlarge Person, Shield, Shocking Grasp

Special Combat Abilities -
Arcane Pool +1 (4/5 per day)(Su)(Magus) - 1/3 * magus level + INT mod (4) points to power arcana or give held weapon a +1 magic enhancement bonus as a swift action.
Black Blade[Scimitar] (Ex)(Magus) - Turiel gains an intelligent bonded weapon which grows in power with him.
Black Blade: Arcane Pool (1/1 per day)(Su)(Magus) - Blade Blade has an arcane pool used to power its abilities.
Black Blade: Strike +1 (Sp)(Magus) - As free action, spend a black blade arcane pool point to gain bonus to damage for 1 min.
Black Blade: Telepathy (Su)(Magus) - Turiel can telepathically communicate with his blade blade when held or worn.
Black Blade: Unbreakable (Ex)(Magus) - The Black Blade is immune to the broken condition while the arcane pool is not empty.
Blood Sanctuary +2(Su) - +2 bonus on saves vs spells cast by self/ally.
Bloodrage (9/11 per day)(Su) - +4 STR/CON, +2 WILL, and -2 AC and can cast all spells (see Mad Magic) while raging.
Elemental Strikes (3/3 per day) - Swift action to do 1d6 electricity damage for 1 round on melee attacks.
Elven Immunities (race) - Immune to magical sleep effects.
Elven Magic (race) - +2 spellcraft checks to identify magic items and +2 on checks to bypass SR.
Fast Movement +10 (Ex) - +10 feet to speed unless wearing heavy armor or heavily loaded.
Fleet Footed (race) - Run as bonus feat and +2 racial initiative bonus.
Mad Magic (feat) - Can cast spells from any class in bloodrage and gain +1 spell DC when casting in Greater Bloodrage.
Magical Lineage[Shocking Grasp] (trait) - Spell level is one lower then normal when applying metamagic to selected spell.
Power Attack -1/+2 (feat) - Take a penalty on melee attack rolls to gain a bonus on melee damage rolls (+1/2 listed bonus when wielding weapon in two hands)
Run (feat) - Run 5x speed in light/med and 4x speed in heavy armors and keep Dex while running.
Spell Combat (Ex)(Magus) - Take a -2 penalty on attack rolls to wield a weapon in one hand while casting spells in unoccupied other hand.
Spellstrike (Su)(Magus) - Can deliver touch attack spells through a melee weapon, including making an extra melee attack when the spell is cast.
Uncanny Dodge (Ex) - Retain DEX bonus to AC when FF.

Special Non-combat Abilities -
Low-Light Vision (race) - See twice as far as a human in dim light, distinguishing color and detail.

Traits
Magical Lineage[Shocking Grasp] - The Sahkoinae family history is replete with tales of the masters of lighting and lords of storm. Though a late bloomer, Turiel has proven to have his family's knack for galvanic magic. His implicit understanding, and inborn strength, as an evoker of all magic electrical is a power he takes for granted. His mastery of the arcane powers of electricity cause any application of metamagic feats to his castings of Shocking Grasp to increase the spell level by 1 less then normal.
Warrior of Old - When he failed to present with magical ability, Turiel was swiftly marked a family disappointment and left to his own devices so long as he stayed out of his arcanist siblings' way. On his own initiative, he sought out the self-defense training normally provided to all his community's people. It's been years since that fateful day, but his reflexes have grown only sharper since he first started sparring under the watchful eyes of the local warriors. He gains +2 trait bonus to initiative to reflect his prowess.

Languages (s) are starting languages:

Common (s)
Elven (s)
Celestial (s)
Draconic (s)
Gnome (s)
Sylvan (s)
Auran - Linguistics 1

Feats:

Armor Proficiency (Light/Medium/Shield) (Magus/Bloodrager starter)
Martial/Simple Weapon Proficiency (Magus/Bloodrager starter)
Run (Elven racial - Fleet Footed)
Mad Magic (L1)
Power Attack (L3)

Arcana:

Adventuring Skills:

Acrobatics +7 (3 ranks + 2 DEX + 3 class - 1 ACP)
Climb +9 (1 rank + 6 STR + 3 class - 1 ACP)
Intimidate +7 (3 ranks + 1 CHA + 3 class)
Knowledge(Arcana) +10 (3 ranks + 4 INT + 3 class)
Knowledge(Dungeon) +9 (2 ranks + 4 INT + 3 class)
Knowledge(Planes) +10 (3 ranks + 4 INT + 3 class)
Perception +7 (3 ranks + 1 WIS + 3 class) [+2 from Alertness when wielding black blade]
Ride +5 (1 rank + 2 Dex + 3 class - 1 ACP)
Spellcraft +10 (3 ranks + 4 INT + 3 class)
Stealth +1 (0 ranks + 2 DEX - 1 ACP)
Survival +5 (1 rank + 1 WIS + 3 class)
Swim +9 (1 rank + 6 STR + 3 class - 1 ACP)

Background Skills:

Craft(Bows) +10 (1 rank + 4 INT + 3 class + 2 competence)
Craft(Weapons) +10 (1 rank + 4 INT + 3 class + 2 competence)
Linguistics +5 (1 rank + 4 INT)
Profession(Soldier) +7 (3 ranks + 1 WIS + 3 class)

Spellbook(s):

Starting Spellbook (25/100 pages)
Level 0
acid splash
arcane mark
dancing lights
daze
detect magic
disrupt undead
flare
ghost sound
light
mage hand
open/close
prestidigitation
ray of frost
read magic

Level 1 (11 free - 3 base + 4 INT mod + 4 L2-L3)
blade lash
color spray
corrosive touch
enlarge person
expeditious retreat
frostbite
grease
shield
shocking grasp
true strike
vanish

Detailed Gear:

Cash: 16gp 2sp

Carried with Turiel
Magical
n/a

Mundane(carried) -
alchemist's fire (4 lbs, 80 gp) [on bandolier]
artisan's tools [Craft(bows)] (5 lbs, 55 gp)
artisan's tools [Craft(weapons)] (5 lbs, 55 gp)
bandolier x 2 (n/a, 1 gp)
explorer's outfit (n/a, free) [starting outfit]
ghast retch flask x 2 (2 lbs, 100 gp)
iron vials x 8 (8 lbs, 8 sp) [Hold potions on bandolier]
liquid ice (2 lbs, 40 gp) [on bandolier]
Magus starting spellbook (3 lbs, n/a)
Magus's kit (46 lbs, 22 gp) - backpack, bedroll, belt pouch, flint/steel, ink, inkpen, iron pot, mess kit, rope 50 ft, soap, spell component pouch, torches x 10, trail rations x 5, waterskin
masterwork backpack (4 lbs, 50 gp)
spell component pouch (2 lbs, 5 gp) [1 in belt pouch, 1 in backpack]
tanglefoot bag x 2 (8 lbs, 100 gp)
wrist sheath, spring loaded x 2 (2 lbs, 20 gp)

Turiel Encumbrance: Light (135 lbs) (light to 200 lbs; medium to 400 lbs and heavy to 600 lbs)

Mundane (Left in a 'safe' location)
n/a

Kipina - Heavy Horse (not combat trained, cost 200 gp)

Kipina (Heavy Horse):

--- Kipina - heavy horse ---
Heavy Horse
N Animal
Str 20, Dex 18, Con 21, Int 2, Wis 17, CHA 11
Initiative +4; Senses low-light vision, scent, Perception +8

Defense
Armor Class 15 (+4 Dex +2 natural -1 size) touch 13 flat-footed 11
Combat Maneuver Defense 21, flat-footed 17
Current Hit Points 19
Total Hit Points 15 (2HD * 4.5 HP/HD + 2*5 CON)
Save-
Fort +8 Ref +7, Will +3

Offense
Melee bite +5 (1d4 + 5) b/p/s
Melee 2 hooves +0/+0(1d6+2) b
Speed 50 ft
Base Attack Bonus +1
Combat Maneuver Bonus +7
Melee Touch Attack +5
Ranged Touch Attack +4

Special Attacks
n/a

Special Abilities
Low-light Vision (Ex) - See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) - Detect opponents within 15+ feet by sense of smell.

Languages
N/A

Feats
Endurance
Run

Skills
Acrobatics +4 (0 ranks + 4 DEX)
Climb +5 (0 ranks + 5 STR)
Perception +8 (2 ranks + 3 WIS + 3 class)
Stealth +0 (0 ranks + 4 DEX - 4 size)
Survival +3 (0 ranks + 3 WIS)
Swim +5 (0 ranks + 5 STR)

Carried by Kipina
riding kit (55 lbs, 16 gp) [includes bit/bridle, saddle, saddle blanket, saddlebags, and 2 days of feed.]

Encumbrance: light (54/690 lbs) (Light at 338 lbs when Turiel is mounted) (medium at 399 and heavy at 798)


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Background:

Appearance:

Personality:

Black Blade: