Human, Summoner 1 || HP 10/10 || AC:15 T:12 FF:13 || F:2 R:2 W:2 || Initiative +6 / Perception +0
crossbow:
[dice=Crossbow]1d20+3[/dice][dice=Damage]1d8+1[/dice] John finishes his incantations and a giant rat appears on the opposite side of Mister, Biting into the foe with ease. bite: 1d20 + 1 + 2 ⇒ (1) + 1 + 2 = 4 The Rat misses terribly. John retrieves his crossbow and starts to load it.
Human, Summoner 1 || HP 10/10 || AC:15 T:12 FF:13 || F:2 R:2 W:2 || Initiative +6 / Perception +0
crossbow:
[dice=Crossbow]1d20+3[/dice][dice=Damage]1d8+1[/dice] The small humanoid, wielding 2 swords, phases out of sight as John and Mister re-emerge from the shadows. "Okay... That was weird.." John says.. Then looks at the situation to see what's going on.
Human, Summoner 1 || HP 10/10 || AC:15 T:12 FF:13 || F:2 R:2 W:2 || Initiative +6 / Perception +0
crossbow:
[dice=Crossbow]1d20+3[/dice][dice=Damage]1d8+1[/dice] Guys... I am so sorry... for some reason.. I got my charactes mixed up on this game... Abu is from another game... 5e... Mister and John are on this one... FML....
Human, Summoner 1 || HP 10/10 || AC:15 T:12 FF:13 || F:2 R:2 W:2 || Initiative +6 / Perception +0
crossbow:
[dice=Crossbow]1d20+3[/dice][dice=Damage]1d8+1[/dice] Sense Motive: 1d20 ⇒ 15 John stands up and starts walking to board the ship. "Come on Mister, We've got work to do."
Human, Summoner 1 || HP 10/10 || AC:15 T:12 FF:13 || F:2 R:2 W:2 || Initiative +6 / Perception +0
crossbow:
[dice=Crossbow]1d20+3[/dice][dice=Damage]1d8+1[/dice] Yeah, i don't know what's going on it's been so long. we need a hook (If i missed it, im sorry) or something that gets the story moving. Encounter after encounter might not be the answer, but it's worth a shot.
Human, Summoner 1 || HP 10/10 || AC:15 T:12 FF:13 || F:2 R:2 W:2 || Initiative +6 / Perception +0
crossbow:
[dice=Crossbow]1d20+3[/dice][dice=Damage]1d8+1[/dice] Mister stands up straighter as he feels the tension in the air.
Mister's Talk:
"Master. Are you causing trouble again?" "No Mister, just some fools are trying to rob us." John replies in common. Mister's Talk:
"Hmmmm, does that mean we have to fight?" "Yes Mister, You can eat them if you like." he replies. Initiative: 1d20 + 6 ⇒ (8) + 6 = 14
John starts to chant the spell for grease as Mister stands in up in front of him. He places it under the most robbers that he can. DC15 reflex or falling
Human, Summoner 1 || HP 10/10 || AC:15 T:12 FF:13 || F:2 R:2 W:2 || Initiative +6 / Perception +0
crossbow:
[dice=Crossbow]1d20+3[/dice][dice=Damage]1d8+1[/dice] John nods his head, "Yes, you could also do that too. But in the long term, you wouldn't be better off." He looks around at his teammates and winks. "We surly wouldn't mind cleaning up, but we don't always like to fight. intimidate: 1d20 + 4 ⇒ (14) + 4 = 18
Human, Summoner 1 || HP 10/10 || AC:15 T:12 FF:13 || F:2 R:2 W:2 || Initiative +6 / Perception +0
crossbow:
[dice=Crossbow]1d20+3[/dice][dice=Damage]1d8+1[/dice] John takes the idol from Mister and thanks him. Walks back to the merchant, "I believe this should do." he says as he hands the idol over to him. "Shell we get back on our way?"
Human, Summoner 1 || HP 10/10 || AC:15 T:12 FF:13 || F:2 R:2 W:2 || Initiative +6 / Perception +0
crossbow:
[dice=Crossbow]1d20+3[/dice][dice=Damage]1d8+1[/dice] Some of the best journies are the ones that you take in your head. Some might say that you're crazy, I say that you're just like everyone else
Human, Summoner 1 || HP 10/10 || AC:15 T:12 FF:13 || F:2 R:2 W:2 || Initiative +6 / Perception +0
crossbow:
[dice=Crossbow]1d20+3[/dice][dice=Damage]1d8+1[/dice] John looks up at the scream. "Self killing is sometimes needed. You've never had to watch someone die a slow and painful death. Trust me." he turns to the elf. "Does the one in pain need help, be it medicine or release?" diplomacy: 1d20 + 15 ⇒ (7) + 15 = 22
Human, Summoner 1 || HP 10/10 || AC:15 T:12 FF:13 || F:2 R:2 W:2 || Initiative +6 / Perception +0
crossbow:
[dice=Crossbow]1d20+3[/dice][dice=Damage]1d8+1[/dice] Side note all. I have decided to do another Kickstarter on my game Moonshine Run. The kickstarter is in June, but i am getting an event together on Facebook so people will be able to keep updated on it. If you're interested, or know someone who might be, check it out.
Human, Summoner 1 || HP 10/10 || AC:15 T:12 FF:13 || F:2 R:2 W:2 || Initiative +6 / Perception +0
crossbow:
[dice=Crossbow]1d20+3[/dice][dice=Damage]1d8+1[/dice] John shrugs. "I want peace and money. The merchant here will gladly trade this idol of yours for a copy. We just need to make sure that it's good.. It's a hard spot for us." diplomacy: 1d20 + 9 ⇒ (18) + 9 = 27
Human, Summoner 1 || HP 10/10 || AC:15 T:12 FF:13 || F:2 R:2 W:2 || Initiative +6 / Perception +0
crossbow:
[dice=Crossbow]1d20+3[/dice][dice=Damage]1d8+1[/dice] sense motive: 1d20 + 0 ⇒ (7) + 0 = 7 John thinks for a bit, "By going in alone, we have no guarantee that we will receive a copy. You say no "man" is allowed into your village, would you mind a servant of the dark to report back to us, if you plan something untoward against us?" diplomacy: 1d20 + 9 ⇒ (15) + 9 = 24
Human, Summoner 1 || HP 10/10 || AC:15 T:12 FF:13 || F:2 R:2 W:2 || Initiative +6 / Perception +0
crossbow:
[dice=Crossbow]1d20+3[/dice][dice=Damage]1d8+1[/dice] John looks to the elves, "Can you make a copy? A good copy might be a worthy price for a deathless deal, where we can all ride away happily."
Human, Summoner 1 || HP 10/10 || AC:15 T:12 FF:13 || F:2 R:2 W:2 || Initiative +6 / Perception +0
crossbow:
[dice=Crossbow]1d20+3[/dice][dice=Damage]1d8+1[/dice] John moves back a little bit to talk to the merchant that hired them. Says in a low voice. "Do you deal with stolen merchandise, or could you have gotten their idol from another merchant?"
Human, Summoner 1 || HP 10/10 || AC:15 T:12 FF:13 || F:2 R:2 W:2 || Initiative +6 / Perception +0
crossbow:
[dice=Crossbow]1d20+3[/dice][dice=Damage]1d8+1[/dice] John looks on, holding his bow. "If you drop your weapons, we won't attack you anymore.
John holds his attack, letting his snake unsummon and says. "Everyone, time to calm down. Let's see if we can talk through this." Since John is in the front of the Init, I would suggest giving her a chance to stand down before you all attack this round."
Human, Summoner 1 || HP 10/10 || AC:15 T:12 FF:13 || F:2 R:2 W:2 || Initiative +6 / Perception +0
crossbow:
[dice=Crossbow]1d20+3[/dice][dice=Damage]1d8+1[/dice] A snake appears behind one of the elves and attacks.
John draws his crossbow and loads an arrow.
Human, Summoner 1 || HP 10/10 || AC:15 T:12 FF:13 || F:2 R:2 W:2 || Initiative +6 / Perception +0
crossbow:
[dice=Crossbow]1d20+3[/dice][dice=Damage]1d8+1[/dice] Are we on the second round? I started to summon a creacture, it takes a round... unless i'm missing something about Summoners being able to quickly summon creatures.
Human, Summoner 1 || HP 10/10 || AC:15 T:12 FF:13 || F:2 R:2 W:2 || Initiative +6 / Perception +0
crossbow:
[dice=Crossbow]1d20+3[/dice][dice=Damage]1d8+1[/dice] Guys, you should at least have your Init where the GM can see it to make things faster. GM, do you want my Eidolon to go on my turn? Dante's init: 1d20 + 2 ⇒ (16) + 2 = 18
John starts to summon something.
Human, Summoner 1 || HP 10/10 || AC:15 T:12 FF:13 || F:2 R:2 W:2 || Initiative +6 / Perception +0
crossbow:
[dice=Crossbow]1d20+3[/dice][dice=Damage]1d8+1[/dice] Sigvald Derleth Waite wrote:
Did it work? If it didn't, EltonJ, try to remove him from an active player then update it.. Then reclick him as an active player.
Human, Summoner 1 || HP 10/10 || AC:15 T:12 FF:13 || F:2 R:2 W:2 || Initiative +6 / Perception +0
crossbow:
[dice=Crossbow]1d20+3[/dice][dice=Damage]1d8+1[/dice] John starts to sing as we travel. Something about highway men, not many people understand what it is usually. mainly a test to see if it updates the gameplay.
Human, Summoner 1 || HP 10/10 || AC:15 T:12 FF:13 || F:2 R:2 W:2 || Initiative +6 / Perception +0
crossbow:
[dice=Crossbow]1d20+3[/dice][dice=Damage]1d8+1[/dice] John speaks to Mister in abysel
Demon Talk:
John: "Hey, get on behind me and keep me up if i need it." Mister says, with a little roll of his eyes. "Yes master." John picks out a camel and Mister gets on behind him.
About DhovahkPFS # 264524-15
As the waves washing against the beach slowly move the shoreline, change comes at its own pace. Statistics:
M Undine Adept Druid 6
NG Medium Outsider (aquatic, native) Init +2; Senses Perception +18, Sense Motive +14, Darkvision 60 ft ------------------------------ DEFENSE ------------------------------ AC 22, touch 12, flat-footed 20 (+7 armor, +3 shield, +2 dex) hp 45 Fort +9, Ref +6, Will +12 (+4 vs water) Resist Cold 5 ------------------------------ OFFENSE ------------------------------ Speed 30 ft. (-10 ft in armor, +10 ft longstrider), swim 30 ft. Melee Dagger +3 (1d4) Ranged Sling +5 (1d4)
Non-Standard Skill Bonuses
Special Abilities:
------------------------------
SPECIAL ABILITIES ------------------------------ Darkvision: Undines can see in the dark up to 60 feet. Energy Resistance: Undines have cold resistance 5. Hydrated Vitality: An undine with this racial trait gains fast healing 2 for 1 round anytime she submerges completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as an artificial pit or a bag of holding) does not activate this ability. The undine can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces water affinity. Movement: Undines have a base speed of 30 feet on land. They also have a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill. Spell-like Ability: Undines can cast hydraulic push 1/day (caster level equals the undine's level). Outcast’s Intuition: You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you. In addition, your caster level is treated as 1 level higher for the purposes of any attempts to dispel your magic. Scholar of the Great Beyond: You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills (Knowledge (planes)) is always a class skill for you. Nature Bond: At 1st level, a druid forms a bond with nature. Dhovahk has chosen to form a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously. An undine adept who chooses a domain must choose the Community or Water domain, or any subdomain of those domains. Dhovahk has chosen the Community domain. Calming Touch: You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Nature Sense: A druid gains a +2 bonus on Knowledge (nature) and Survival checks. Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower. Wild Empathy: A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check. Amphibious: At 2nd level, the undine adept gains the aquatic subtype and the amphibious universal monster ability, allowing her to breathe water or air. This ability replaces woodland stride. Augment Summoning: At 3rd level, any creature with the water subtype the undine adept summons with either summon monster or summon nature’s ally gains the benefits of the Augment Summoning feat. This replaces trackless step. Resist Water’s Call: At 4th level, an undine adept gains a +4 bonus on saving throws against the spell-like and supernatural abilities of outsiders with the aquatic or water subtype, fey with the aquatic or water subtype, and spells and effects with the water descriptor. This ability replaces resist nature’s lure. Wild Shape: At 6th level, an undine adept gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal with which the druid is familiar. A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily use of this ability, regardless of the form taken. When an undine takes the form of a creature with the aquatic or water subtype, this ability functions at her class level + 1. For all other forms, her effective druid level for the ability is equal to her actual undine adept level. At 6th level, a druid can also use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid's wild shape now functions as beast shape II. When taking the form of an elemental, the druid's wild shape functions as elemental body I. At 8th level, a druid can also use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid's wild shape now functions as beast shape III. When taking the form of an elemental, the druid's wild shape now functions as elemental body II. When taking the form of a plant creature, the druid's wild shape functions as plant shape I. At 10th level, a druid can also use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body III. When taking the form of a plant, the druid's wild shape now functions as plant shape II. At 12th level, a druid can also use wild shape to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body IV. When taking the form of a plant, the druid's wild shape now functions as plant shape III. Spells:
------------------------------
SPELLS ------------------------------ Spell-like Abilities 1/day: Hydraulic Push CMB +10 Orisons
1st (6/day)
2nd (5/day)
3rd (4/day)
*Domain spells Feats:
------------------------------
FEATS ------------------------------ Augment Summoning: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it. Spell Focus (Conjuration): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. Versatile Summon Nature’s Ally: When you summon one or more animals, humanoids, or vermin using a summon nature’s ally spell (or an effect that mimics such a spell), instead of granting them the benefit from Augment Summoning, you can instead apply one of the following templates to them: aerial, aqueous, chthonic, fiery, or primordial. If you summon multiple creatures with one casting, they must all have the same template. Gear/Possessions:
------------------------------
GEAR/POSSESSIONS ------------------------------ Carrying Capacity Light 0-33 lb. Medium 34-66 lb. Heavy 67-100 lb. Ant Haul: Light 0-100 lb. Medium 101-200 lb. Heavy 201-300 lb. Current Load Carried 50 lb. Dagger (2 gp) (1 lb) Sling (0 gp) (0 lb) Sling Bullet x 10 (0.1 gp) (5 lb) +1 Bone Breastplate (1125 gp) (30 lb) +1 Heavy Darkwood Shield (1107 gp) (5 lb) Cloak of Resistance +2 (4000 gp) (1 lb) Headband of Wisdom +2 (4000 gp) (1 lb) Spring-loaded Wrist Sheath (5 gp) (1 lb) Eyes of the Eagle (2500 gp) (1 lb) Handy Haversack (2000 gp) (5 lb) *Acid Flask x 2 (20 gp) (2 lb) *Scroll: Faerie Fire (25 gp) (0 lb) *Scroll: Magic Stone (25 gp) (0 lb) *Scroll: Monkey Fish (25 gp) (0 lb) *Scroll: Obscuring Mist (25 gp) (0 lb) *Scroll: Communal Delay Poison x2 (- gp) (0 lb) *Scroll: Elemental Speech x5 (- gp) (0 lb) *Wand: Cure Light Wounds (50 charges) (- gp) (0 lb) *Backpack (2 gp) (2 lb) *Leather Armor (10 gp) (15 lb) *Light Wooden Shield (7 gp) (5 lb) **Wand: Cure Moderate Wounds (10 charges) (900 gp) (0 lb) *Stored in Handy Haversack
Bot Me!:
In combat, Dhovahk will use guidance on the closest ally. Boons:
Explore, Report, Cooperate: As a free or immediate action, you may consider whether a particular action you name - such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item - would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.
Prized Find: If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon off your Chronicle sheet to earn the 1 Prestige Point as if you had successfully fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure. Inner Struggle: When you fail a saving throw against a mind-affecting compulsion effect, you can cross this boon off your Chronicle Sheet in order to delay the effect and be stunned until the end of your next turn instead as you retreat into your own personal mindscape to fight off this hostile magic. At the end of your turn, you can attempt a new saving throw against the effect to end it. If you succeed, the effect ends. If you fail the save, the original effect overpowers your mental defenses and resumes. [ ] [ ] [ ] Ready for Disaster: Once per adventure, you can check a box next to this boon to add a nonmagical item with a value of 10 gp per character level or less to your character’s equipment, paying the standard price of the item as if you had purchased it before the adventure. This item must be something you can easily carry without being encumbered or otherwise impediment. If you have access to less than 100 gp per character level worth of gear (for example, if your character has temporarily lost their equipment), you can instead add a nonmagical item whose value is at most 25 gp per character level. Steady in a Storm: Treat your size category as one larger for the purposes of whether powerful winds would cause you to be checked or blown away. You may cross this boon off your Chronicle sheet to reduce the effects of wind on your character and on their ranged attacks by two categories for 1 round (for example, to treat a hurricane as severe wind). Bravery of the Song’o: When you gain the shaken or frightened condition, you may cross this boon off your Chronicle sheet to reduce the associated penalty you receive on your rolls by 1. This benefit lasts until the condition ends, up to a number of rounds equal to your character level. [X] Dinosaur’s Protection: You may purchase one +1 weapon or +1 armor made of bone at a 10% discount. When you use this boon, check the box that precedes it. [ ] [ ] [ ] Jungle Explorer: You may check off a box next to this boon to gain a +2 bonus on a Survival check to avoid getting lost or to produce food, water, or shelter in a jungle or forest. When you check off the last box, cross this boon off your Chronicle sheet. Playful Pickpocket: You may use water breathing as a spell-like ability with a caster level equal to your character level. After you use this spell-like ability, cross this boon off your Chronicle sheet. Blessed Spell: You may apply one of the following metamagic feats to one of your spells when you prepare it. When you use this boon, cross it off your Chronicle sheet.
Frontier Landowner - Jungle Retreat: You may use Survival for your Day Job checks. Additionally, you gain a +3 circumstance bonus on Knowledge checks to identify animals, plants, and vermin native to jungles. Water Affinity: Your connection to elemental water has grown stronger over the course of your adventures. Averted Mauling: Within Ustalav, you may trade a political favor for any non-magical item worth up to 400 gp, including (but not limited to) masterwork weapons and armor and courtier clothing and jewelry. Master of Blades Saved: You gain a +4 circumstance bonus on Diplomacy and intimidate checks when dealing with members of the Pathfinder Society of your level or lower. Background:
Appearance and Personality:
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