Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves: AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep) CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18 Well, thanks for sticking with it for so long. It's been fun.
Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves: AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep) CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18 "They're down the hallway!" With rapier drawn and eyes shut, Jones drinks a Displacement extract.
Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves: AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep) CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18 Depends on whether I can "see" any demons.
Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves: AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep) CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18 I thought we'd have moved out of earshot before discussing it, but okay. Jones doesn't seem at all worried about the demons. "I'm sure Luvick will disagree with you, once we honorably fulfill our agreement with him. Besides, letting you go without Bloodbrew would just delay the inevitable."
Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves: AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep) CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18 Will+insp: 1d20 + 17 + 1d6 ⇒ (7) + 17 + (3) = 27 Jones draws his rapier and keeps "looking" around with his echolocation.
Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves: AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep) CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18 "That would leave us with the worst of both choices. We'd have no information, and Luvick would hunt us down for betraying him."
Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves: AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep) CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18 Jones rubs his chin. "Mmh, you have a point..." He nods. "Very well. It seems the risks far outweigh the benefits, both morally and logically."
Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves: AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep) CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18 Osric the Shining wrote: And why would we want to make Bloodbrew? We should destroy the recipe, any who know the recipe, and all samples of it." "To buy ourselves time. Luvick can communicate telepathically with his spawn. Once Radvir's current Bloodbrew dose wears off, and he reverts to a loyal spawn, Luvick will know about our plan to betray him, and where Radvir saw us last."
Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves: AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep) CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18 "First, I'd like to know what you're doing with those." Jones points to the vials of blood.
Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves: AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep) CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18 But the gown's more fashionable!
Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves: AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep) CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18 I'll take an Int headband and a gown. Sledge should probably have the Ring of Protection +4, and I could use the +3 one. I'd also be very happy to have the Dex belt, unless Zone wants it.
Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves: AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep) CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18 "You're with us, Radvir. We wouldn't want to lose track of each other, would we?" Jones helps Radvir to his feet. "In the meantime, here's one more question: Do you know anything about how Bloodbrew is made?"
Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves: AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep) CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18 Storm Dragon wrote:
"But according to the notes we found, Bloodbrew is only effective on vampire spawn. How could it be of any use to you?"
Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves: AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep) CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18 "We shall see." "Here's an easy one: What was your ultimate goal in working with Aisa and Hetna? Does the Way have a specific reason for gathering Bloodbrew, beyond controlling vampires in general?"
Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves: AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep) CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18 Jones seems mildly irritated. "That is scarcely better than what Luvick promised to tell us in exchange for your capture. If we're going to betray him, you need to make it worth our while." "Can you tell us anything about this 'leader' you mentioned? Have you met them in person, or at least heard what they are capable of?"
Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves: AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep) CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18 Jones is planning to keep his word.
Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves: AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep) CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18 I forgot about the head-destroying thing. Been a while since we've had actual Way-related exposition. "Hm. I didn't realize you were so low in their hierarchy. I hope you still know enough to be useful." "How much do you know about their plans to release the Whispering Tyrant?"
Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves: AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep) CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18 "They would discard you so easily?" Sense Motive (Is he telling the truth?): 1d20 + 21 + 1d6 ⇒ (13) + 21 + (4) = 38
Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves: AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep) CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18 "If we release you immediately, what's to stop you from contacting your allies in the Way, and telling them exactly where we are and what we're doing?"
Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves: AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep) CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18 Jones narrows his eyes. "Very well. We'll talk once you call off the demons...and are wearing the chains."
Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves: AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep) CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18 Sense Motive: 1d20 + 21 + 1d6 ⇒ (13) + 21 + (5) = 39
Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves: AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep) CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18 Storm Dragon wrote: "Dammit all. Let me go. Why do you even want to work for Luvick anyway? You're intrepid adventurers, I'm sure you kill vampires all the time! Why are you so hell bent on punishing me for doing it?" "I consider it a 'greater good' scenario. A much more serious threat than vampires looms on the horizon."
Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves: AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep) CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18 Storm Dragon wrote: You could also close your eyes instead of averting them for no penalty if you wanted to fully negate the chance of a Gaze attack landing. I wanted to keep an eye out for things more than 40 feet away. Guess it doesn't matter either way now that everything is dark. Jones closes his now-useless eyes and relies entirely on echolocation as he takes a stab at the retreating demon. AoO: 1d20 + 27 ⇒ (1) + 27 = 28
Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves: AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep) CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18 Jones has Echolocation, blindsight out to 40 feet.
Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves: AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep) CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18 Then I'll study and double-move.
Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves: AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep) CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18 Jones warns his allies about the Nabasu's abilities, and approaches the demon while averting his eyes. He Studies it as best he can without looking into its eyes, and readies to attack if it begins casting one of its SLAs. Concealment (from averting eyes): 1d100 ⇒ 60
Also, I think Bless Weapon may still be active on my rapier. Not sure how long it's been since that was cast.
Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves: AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep) CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18 Kn. Planes: 1d20 + 18 + 1d6 ⇒ (20) + 18 + (1) = 39
Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves: AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep) CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18 While the monsters bicker, Jones subtly turns toward Sledge. "You have the chains ready?" he asks quietly.
Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves: AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep) CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18 Whoops. Yes, I want that Disrupting Weapon. And I have Heroism too, so thanks for that.
Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves: AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep) CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18 "And blunt weapons are most effective!" Jones adds. Before attacking, Jones changes his stance to strike with the pommel of his rapier. Weapon Versatility switch to bludgeoning damage. Reflex: 1d20 + 20 ⇒ (5) + 20 = 25 Crit damage: 1d6 + 8 ⇒ (3) + 8 = 11
Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves: AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep) CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18 Jones wonders if he knows any additional facts about blood knights, particularly their defenses. Kn. Religion: 1d20 + 23 + 1d6 + 3 ⇒ (8) + 23 + (2) + 3 = 36 If not, he'll give Konas a good stabbing. Attack+insp and Sickening Offensive: 1d20 + 16 + 1d6 + 3 ⇒ (19) + 16 + (2) + 3 = 40
Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves: AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep) CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18 I have one more 2nd level slot. I could use that for a single Invisibility...although I was saving it for a Delay Poison so I don't die in twelve hours.
Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves: AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep) CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18 "Did you have a chance to see how the ritual affected Aisa in terms of combat capabilities? Did she seem stronger? Faster? More adept at spellcasting?"
Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves: AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep) CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18 Jones quickly grabs the vial out of Osric's hand, and forces the liquid down the spawn's throat.
Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves: AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep) CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18 Jones helps with the grapple. Grapple aid: 1d20 + 11 ⇒ (19) + 11 = 30
Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves: AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep) CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18 Oh, riiiiiight...can I change my action?
Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves: AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep) CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18 I'll just move somewhere that leaves room for Sledge to charge in.
Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves: AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep) CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18 Jones quickly moves around the man to provide flanking for Sledge, then strikes. "If it's any consolation, your master will be taken care of shortly." 1d20 + 28 ⇒ (12) + 28 = 40
Sickening Offensive, he's sickened for 1 round if damaged by this attack. Bless Weapon is also in effect, if that applies.
Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves: AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep) CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18 "I used up the last of my most potent ingredients for those Death Wards, so Freedom of Movement and Greater Invisibility won't be possible. But I can give you a normal Invisibility that I made earlier."
Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves: AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep) CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18 Jones prepares and drinks extracts of Long Arm, Fly, Death Ward, and Freedom of Movement. He also gives a Death Ward infusion to Sledge. "I can try to interrupt Ais as well. I should be able to outpace her."
Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves: AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep) CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18 "I can make a Fly extract."
Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves: AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep) CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18 Kn. Religion(?), take 10: 35 + 1d6 ⇒ 35 + (4) = 39
Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves: AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep) CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18 "I could ask the same of you." Jones replies. He can't help but be reminded of a certain, rather unpleasant brain-in-a-jar incident.
Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves: AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep) CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18 "Actually, it was definitely the spiders. Which I have no intention of dealing with again." Jones flies down toward Osric.
Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves: AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep) CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18 Jones activates his celestial armor's flight. "Perhaps we should check the bell tower? I get the feeling that the bell didn't fall on its own."
Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves: AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep) CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18 Holy crap, I finally get to use my trap sense ability! 1d20 + 26 ⇒ (9) + 26 = 35
Jones nonchalantly steps back from the falling bell.
Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves: AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep) CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18 To the catacombs, then?
Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves: AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep) CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18 Jones pockets the book. "I see no need for us to approach that skeleton at the moment."
Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves: AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep) CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18 Does my Echolocation let me identify the creatures?
About Kommandar KilljoyKommandar Killthemjaro Killjoy:
Kommandar Killjoy Goblin Synthesist/Gunslinger 17, Mythic Champion 3 LN Small Humanoid (Goblin) Initiative +14 Senses Darkvision 120ft, 4x Low-Light Vision, Blindsense 60ft Preception +41 -------------------- Defenses -------------------- AC 31 Touch 23 Flat Footed 19 FF Touch 11 (10 base, +7 dex, +8 armor, +5 deflection, +1 size)
Stats:
Feats Dynasty Founder (bonus, story), Blindfight (bonus), Ricochet Shot, Signature Deed (ricochet shot), Vital Strike, Improved Vital Strike, Greater Vital Strike, Point Blank Shot, Precise Shot, Deadly Aim, Devastating Strike, Improved Critical, Leadership, Roll With It, Vigilant Eidolon,
Evolution Shadow Form
Languages Common, Goblin
200,000gp for my "bag of bullets" ----------------------
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BATTLE TANK!:
Kommandar Killjoys Battle Tank Goblin Synthesist/Gunslinger 17, Mythic Champion 3 LN Huge Outsider, Humanoid (Goblin) Initiative +12 SensesDarkvision 120ft, 4x Low-Light Vision, Blindsense 60ft, Preception +41 -------------------- Defenses -------------------- AC 65, Touch 29, Flat Footed 61 FF Touch 13, (10 base, +12 dex, +8 armor, +14 natural armor, +8 natural armor bonus, +5 deflection, +4 shield, +2 large evo, -2 size, +4 dodge, +5 deflection)
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Stats:
Feats Dynasty Founder (bonus, story), Blindfight (bonus), Multiattack (bonus), Ricochet Shot, Signature Deed (ricochet shot), Vital Strike, Improved Vital Strike, Greater Vital Strike, Point Blank Shot, Precise Shot, Deadly Aim, Devastating Strike, Improved Critical, Leadership, Roll With It, Vigilant Eidolon,
Evolutions Serpentine, Bite (bonus), Climb (bonus), Reach (bite, bonus), Tail (bonus), Tail Slap (bonus), Improved Natural Armor x4, Skilled (Acrobatics), Ability Increase (dex) x3, Limbs (Arms), Shadow Blend, Shadow Form, Large. 23/23
Languages Common, Goblin
200,000gp for my "bag of bullets" ----------------------
Nimble +4 dodge bonus to AC when wearing light or no armor.
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. . . . . Backstory, History and Personality
The Crystals Point:
Once, a while ago, there was an advanced city on the martial plane called the Crystals Point. It was a glorious city, that had amassed a huge amount of wealth, technology, prestige and power. It was a unique city in the fact that it had a special gate set in the heart of the city. A gate that led nowhere and everywhere. It was this gate, this Point that the city was named for, this gate was a gate to the planes. When properly set and powered, one could step across the threshold and find themselves on the Crystal Roads of Deleur and its unlimited riches. Or one could travel to the plane of Rusty Gears or Carrigmoor and have instant access to tecnology beyond the realm of mortal immigination. The gate could also be turned to more darker places, reaching into the underworld where a soul could, for the right price, buy its way to freedom and back to the mortal world. Or end up as trade fodder in the Casino or the Marketplace. Truly the Crystals Point was a place of commerce and amassed its great.wealth as a trading point between the realms. The sack of Crystals Point:
Crystals Point was a singular megacity sorrounded by great forested mountians called the Green Peaks on the martial plane. Despite the large expanse of land, there were few natural or dangerous predators and the mountians could almost be said to be peaceful... Except for the goblins. The goblins were everywhere. The goblins were probably the reason that there was very little other life in those mountians as they swarmed and took over everything in the surrounding area. Truely there were millions of them and was the single largest gathering of greenies anywhere on the martial plane. Only the Crystals Point stood out as a glimmering saphire aming the wild greens. The goblins never stood a threat against the high walls and wonderous technology of that city and most of the cities defenses were pointed inward at the gate, for incursions from within that portal were far greater and far more deadly than the local inhabatants. Or so it was assumed.
As history goes, a ruler rose up among the goblins and united enough of them to pose a small threat to the shimmering city and assulted it. While they had no sucess nether did the city spend much effort eradicating them and a siege settled in. Had they dealt with the greenies then, that would have been the end, instead, word was spread that the siege was still ongoing and that was interpeded as sucess by the other goblin chieftans. Like a chain reaction a few tribes joined the siege, then more, then a flood broke out against those blue walls untill there was a single blue blue dot admidst a rolling sea of green. It was never recorded how the city was breached, but it eventually fell to the relentless and endless horde, its uncountabe wealth and unfathomable technology lost. The Crystals Point was sealed. Recent History:
Several centuries have passed since the sacking of Crystals Point and some of the realms have begun to try and find out what has happened to the Gem of Commerce. The first to attempt to was Poshment, a gear gnome from the plane of rusty gears. He made 3 critical errors in his attempt for glory. First he believed that his massive mechanical contraptions would be enough to overcome any resistance on the other side and for a while he was right. But he underestimated the sheer numbers of greenies and his forces were slowly hauled down. His third folly was the belief that he could close the portal from his side, but the ancient controlls malfunctioned and a permanant rift between the realms was opened. In the years since the portal had closed, the marketplace had dried up and a great weapons factory had been built up in its place. The goblins were met with fierce resistance on the other side, the factory workers taking up their arms and machienery to fight off the horde. The battle raged on for months as the goblins learnt to up-gun themselves with the ample weaponry and munitions in the factory and took over. From this vantage point, the goblin menace has started to infect and spread among the Rusty Gears and an age of war has fallen on that sector. The factory that opened the portal would later be known as Pandoras Portal, for once opened, none seemed able to close it. Where the Kommandar comes in (finally!):
Jaro was one such goblin to pour through the breach and take up arms in the never ending fight. While he started out as lowly grot fodder, he quickly rose through the ranks and was able to take command of his own cadre of greenies. Where most goblins take a rather "direct" aproach of just swarm the enemy, Jaro toke a more stealthy role. He drilled his small cadre of goblins in th arts of stealth and assassination, silently bringing a small kill squad into the heart of the enemies command structure and assassinating the leaders of the opposing armies. He became so good at it that others started calling upon him to deal with their personal "rivals" and foes. They would call to him saying Kill them Jaro!! and the name stuck. These were his assassin years. Later on, when his prowess and fame grew, he had aquired enough influence and followers that he had his own private army. Of one of the raids he went on, he infultrated a secret warehouse where they were building "Great Machines of Destruction" with the task of shutting it down. Inside he witnessed the machines, called tanks, preform a demonstration. He was so awestruck by the prowess displayed by them that he called off his mission. Instead he assembled his private army and directly assulted the warehouse, capturing it and its prizes for himself. Since, the Kommandar and his cadre are often seen taking to battle encased in massive hulks of steel and gears, the beheamoths spitting lead and fire wherever he goes. Kommandar Killthemjaro Killjoy
Embodies the Serifa of Malkuth. The Kommandar asserts absolute authority over those under him and expects that his every command gets followed to the letter. Despite this iron hard view on rules he knows that he is not THE supreme ruler and he takes his orders from those who are in charge of the goblins as a whole, the current 12 ruling clans. The Kommandar is a LN goblin adrift admidst a green sea of CE. And not just slightly chaotic either, rather the insane, crazed chaos that exemplifies his race. This often means he has to take completely idiotic commands from his higher ups but he has to honor them because of his personal code. However, he expects those below him to uphold the same code and this oiled efficiency and chain of command is largely why he has been so successful in his chaotic world. Herald: Gabberjabber. The Kommandar is probably the only goblin willing to use diplomacy and compromise as tactics and Gabberjabber is probably the only goblin in existence who could pull it off. Dressed astutely and smartly in a 2 piece tux, Gabberjabber is a master of political intruge, wit and charisma. When that fails, he falls back on his Grot Blasta and quick feet.
2-3 named servants
Deifiec Realm will be on the plane of Rusty Gears, specifically the district near where the portal is. This district will have guns everywhere and will be predominantly goblinoid and in a state of constant war. It will be quite steampunkish and the entire place will be broiled in anarchy except for 1 small selection of warehouses. These will be well maintained and cared for, and run with exacting efficiency, counterpoint to everything else. Appearance and Personality Kommandar Killjoy, or Killthemjaro as his real name is, is a small goblin, not unlike most others. He wears a grey beret on his head and a spic and span uniform that he takes great care in maintaining. He saw one of the leaders in his dream wearing something similar and he does his best to emulate it. He carries a double barrelled shotgun he calls his "Shogun" and literally a tank in his pocket. His tank is a mechanical beast. While not true metal, it is composed of an ultra-hard ceramic like substance that is partially see-through and made up from the essence of his mind. It consists of 2 gigantic treads on each side in the shape of a triangle, has a double barrelled cannon aptly and affectonatly named his "Boomcannon" protruding from its front and kegs of gunpowder on a platform in the rear. Inside the Kommandar can be seen scuttling about, pulling leavers and pushing buttons as he frantically tries to keep the beast moving and aimed at the right targets. The Boomcannon is capable of devastating blasts that are as loud as all get-out yet fire single shots and have a noticeably long reload time. His whole tank is painted red! |