fem Human Oracle (Dark Tapestry) 5, AC 17, touch 13, flat-footed 15. hp 38. Fort +3, Ref +4, Will +5. Init +2; Senses Perception +9.
Before we go further in Kahina calls the party to gather closely around her. Channel: 1d6 ⇒ 1 Realizing that Seeker needs more she turns a spell into a cure spell. CLW dropping Endure elements: 1d8 + 2 ⇒ (2) + 2 = 4 Channel: 1d6 ⇒ 4 F*!+ you dice roller! 9 points healing for Seeker, 5 for everyone else.
fem Human Oracle (Dark Tapestry) 5, AC 17, touch 13, flat-footed 15. hp 38. Fort +3, Ref +4, Will +5. Init +2; Senses Perception +9.
Just an update for you. I've had Meniere's disease for 30 years now. I haven't had a bad spell in over 5 years but last week it flared up again and put me on my back. It's fading again and from experience I should be good to go in a day or two. Thanks for your patience.
fem Human Oracle (Dark Tapestry) 5, AC 17, touch 13, flat-footed 15. hp 38. Fort +3, Ref +4, Will +5. Init +2; Senses Perception +9.
Kahina will try her best and shoot at teh left Centipede. sling: 1d20 + 1 ⇒ (19) + 1 = 20
Giving a little skip as she actually hits something. :)
fem Human Oracle (Dark Tapestry) 5, AC 17, touch 13, flat-footed 15. hp 38. Fort +3, Ref +4, Will +5. Init +2; Senses Perception +9.
knowledge religion + Undead crusader: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15 Kahina wracks her brain trying to remember what could have caused a Haunt to arise here? Even with Aid another 17 is the best we did. :(
fem Human Oracle (Dark Tapestry) 5, AC 17, touch 13, flat-footed 15. hp 38. Fort +3, Ref +4, Will +5. Init +2; Senses Perception +9.
knowledge history: 1d20 + 5 ⇒ (1) + 5 = 6 Oh well. Kahina finds herself a touch too shy to venture into starting conversations with these exotic adventurers. She sips her tea and sits quietly, waiting for the exchange of information to end.
fem Human Oracle (Dark Tapestry) 5, AC 17, touch 13, flat-footed 15. hp 38. Fort +3, Ref +4, Will +5. Init +2; Senses Perception +9.
Kahina jumps as everyone explodes into action, fumbling a stone into her sling she tries to help. sling: 1d20 ⇒ 17
And is surprised when she actually hits. "Could someone finish that one off please. We don't want it to suffer unnecessarily."
fem Human Oracle (Dark Tapestry) 5, AC 17, touch 13, flat-footed 15. hp 38. Fort +3, Ref +4, Will +5. Init +2; Senses Perception +9.
Crap, I've got nothing for swarms. :( Kahina takes a step back from the swarm and channels. Trying to include the everyone whose carrying any damage. Using Selective channel to avoid the swarm getting any healing. channel: 1d6 ⇒ 1 Oh RNG, you really do have it in for me.
fem Human Oracle (Dark Tapestry) 5, AC 17, touch 13, flat-footed 15. hp 38. Fort +3, Ref +4, Will +5. Init +2; Senses Perception +9.
Given the frequency of trouble Cymric's looking for traps was producing Kahina joined them in studying the secret doors.
Typical! I'll average over 20 on a skill roll only when I have over twenty on the skill. "I don't think we're that desperate Ogochuwu." She comments on the idea of scraping gold leaf. "Besides, it may be worth more as it is rather than rendered down into raw materials?"
fem Human Oracle (Dark Tapestry) 5, AC 17, touch 13, flat-footed 15. hp 38. Fort +3, Ref +4, Will +5. Init +2; Senses Perception +9.
Kahina blinks as the unexpected feeling of wet feet strikes her. She nods when Seeker pulls the lever to stop it. "Thank you. I really don't know how to swim, so I'm glad to avoid having to learn."
fem Human Oracle (Dark Tapestry) 5, AC 17, touch 13, flat-footed 15. hp 38. Fort +3, Ref +4, Will +5. Init +2; Senses Perception +9.
Picking the spider not in melee Kahina lets fly with a sling stone. sling: 1d20 ⇒ 20
Hitting it hard,and surprising herself at actually hitting a target.
fem Human Oracle (Dark Tapestry) 5, AC 17, touch 13, flat-footed 15. hp 38. Fort +3, Ref +4, Will +5. Init +2; Senses Perception +9.
Knowledge religion: 1d20 + 6 ⇒ (2) + 6 = 8 :( Kahina studies the alter but finds herself unable to work out who it represents. She salves her ego by staying silent on the mater.
fem Human Oracle (Dark Tapestry) 5, AC 17, touch 13, flat-footed 15. hp 38. Fort +3, Ref +4, Will +5. Init +2; Senses Perception +9.
Sorry, things kept me away from home all weekend. And my heal sucks, the curse of the Cleric, no skill points to spend. And if it's still needed? Heal: 1d20 + 3 ⇒ (5) + 3 = 8
Oh yeah, the diceroller hates me.
fem Human Oracle (Dark Tapestry) 5, AC 17, touch 13, flat-footed 15. hp 38. Fort +3, Ref +4, Will +5. Init +2; Senses Perception +9.
To mock my claim of being able to post regularly a family matter came up and has had me away from home a lot the last few days. Things are settling and I'll be able to post properly again tomorrow.
fem Human Oracle (Dark Tapestry) 5, AC 17, touch 13, flat-footed 15. hp 38. Fort +3, Ref +4, Will +5. Init +2; Senses Perception +9.
The moment Kahina spots the tracks she points them out to the party. "Tracks leading away from the tomb? What could have made them?" Most importantly do they begin inside or outside the tomb?
fem Human Oracle (Dark Tapestry) 5, AC 17, touch 13, flat-footed 15. hp 38. Fort +3, Ref +4, Will +5. Init +2; Senses Perception +9.
Kahina has her scimitar in one hand and her shield in the other, she stays quiet and watches around the party while those who can do what is needed do so. Perception: 1d20 + 11 ⇒ (10) + 11 = 21 She also keeps an eye behind the party, both to see if there are spectators, and to see if anyone has an special interest in the tomb. Following a party into a tomb, letting them deal with the dangers and then robbing them is an unpleasant but not uncommon event.
fem Human Oracle (Dark Tapestry) 5, AC 17, touch 13, flat-footed 15. hp 38. Fort +3, Ref +4, Will +5. Init +2; Senses Perception +9.
"Dawn tomorrow." Kahina sighs, looking both eager and worried. "For those who use weapons I would recommend something blunt if you don't have one. Fire will also be very useful. Holy water if you can afford it would be of great use as well." She smiles "I can provide water, but some food in case we get lost or trapped is important."
fem Human Oracle (Dark Tapestry) 5, AC 17, touch 13, flat-footed 15. hp 38. Fort +3, Ref +4, Will +5. Init +2; Senses Perception +9.
Kahina approaches the gathering, despite wearing studded leather under her loose robes she seems to be unaffected by the heat of the day. Maybe the polished silver holy symbol of the Goddess of the sun explains it? Kahina is a tall, shapely woman with the dark skin and hair of the Garundi, her hair is braided and gathered in a high tail to keep it clear of her neck. Her dark eyes scan the group and she smiles warmly. Giving Ogochukwu a friendly nod. "Well met. I am Kahina." She pats the healers kit she has at her hip. "I am here to give healing when we encounter the inevitable dangers of monsters and traps in the tombs." Raising her face to the suns rays she smiles again. "A fine day isn't it?"
fem Human Oracle (Dark Tapestry) 5, AC 17, touch 13, flat-footed 15. hp 38. Fort +3, Ref +4, Will +5. Init +2; Senses Perception +9.
Kahina is a Wati native. If we're using background skills I will put a point into sign language, with the many languages and dialects it's probably very useful in Osirian. The other she will put into Knowledge History as she's a bit of a nerd. That seems to be a good link to her knowing Ogochukwu. Both Garundi, both interested in the past. Her campaign trait was Undead crusader. So Kahina is very keen on destroying any we come across. She has Healing and Sun as her domains. Combatwise she's not too good ATM. A few more levels and spells will fix that. So I see her as buffing and support if we are in combat.
fem Human Oracle (Dark Tapestry) 5, AC 17, touch 13, flat-footed 15. hp 38. Fort +3, Ref +4, Will +5. Init +2; Senses Perception +9.
Hi all, thanks for selecting me. As I said, never played or read MM, so this is completely new to me. As for a team name there is only one real choice. Sarenrae's seven! :)
DBH here with my Cleric of Sarenrae. crunch:
KAHINA OMARI Female Human (Garundi) Cleric 1. NG Medium humanoid (human) Init +0; Senses Perception +8,
DEFENSE
OFFENSE
Special Attacks Channel Positive Energy (1d6, DC 12, 5/day), Sun's Blessing, Prepared Spells Prepared Spell List
STATISTICS: Str 14, Dex 10, Con 14, Int 13, Wis 17, Cha 14 Base Atk +0; CMB +2; CMD 12 Feats Fast Learner, Selective Channeling Skills Acrobatics -2, Appraise +1, Bluff +2, Craft (Untrained) +1, Diplomacy +6, Disguise +2, Escape Artist -2, Fly -2, Heal +3, Intimidate +2, Knowledge (Religion) +6, Perception +8, Perform (Untrained) +2, Ride -2, Sense Motive +7, Spellcraft +5, Stealth -2, Survival +3,
SQ Aura, Aura of Good, Bonus Feat, Orisons, Rebuke Death (6/day), Skilled, Spontaneous Casting, Possessions scimitar; light wooden shield; outfit (hot weather); studded leather armor; silver holy symbol; club; Belt Pouch [ Sewing Needle; String (50 ft.); Flint and Steel; ]; Canteen ; Sling ; SPECIAL ABILITIES Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details). Aura of Good (Ex) You project a faint good aura. Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 12 Will save to halve the damage. You can use this ability 5 times per day. Domains Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again. Rebuke Death (Sp) You can touch a living creature as a standard action, healing it of 1d4 points of damage. You can only use this ability on a creature that is below 0 hit points. You can use this ability 6 times per day. Seeker You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you. Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "Cure" in its name). Sun's Blessing (Su) Whenever you channel positive energy to harm undead creatures, add a +1 bonus to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy. Undead Crusader You have dedicated your life to eradicating the scourge of the undead from Golarion. You have spent countless hours studying the different types of undead and have trained endlessly to learn the best ways to defeat them. If any undead creatures come out of the tombs of Wati's necropolis, you'll be ready for them! You gain a +1 trait bonus on damage rolls against undead creatures. In addition, you gain a +1 trait bonus on Knowledge (religion) checks, and that skill is always a class skill for you.
Fluff:
Keeping it simple. Kahina is a Wati native, drawn to the worship of Sarerae at a young age. She has lost family to the undead in the ancient tombs, and both wants to help others and rid Osirian of the many undead that plague it. Kahina is polite, helpful and easygoing. She prefers to bring others to Sarenrae with her actions rather than her word.
Still have a little equipment to add, but Kahina is ready to go. Any problems or questions just let me know.
fem Human Oracle (Dark Tapestry) 5, AC 17, touch 13, flat-footed 15. hp 38. Fort +3, Ref +4, Will +5. Init +2; Senses Perception +9.
Maran grins with delight. "Sounds good to me Captain. I'm happy to serve, and wouldn't say no to ending a few more of those damned Chelish if the chance comes up." She also looks pleased that Lark laughed at her joke and fired back.
fem Human Oracle (Dark Tapestry) 5, AC 17, touch 13, flat-footed 15. hp 38. Fort +3, Ref +4, Will +5. Init +2; Senses Perception +9.
Maran nods respectfully to Lark, "You seem to be handling the Captains role pretty well." She shrugs and stretches out with some effort. "Getting tied up after fighting hard is not good on the body, unlike being tied up and getting some hard action,if you know what I mean?" She adds shamelessly. "Wasn't on the Vorsfang for long, just working my passage back to Port peril from Sengahor. Went down there to see if there was anything nasty worth hunting? No such luck though, only colonists and natives yapping at each other as usual."
fem Human Oracle (Dark Tapestry) 5, AC 17, touch 13, flat-footed 15. hp 38. Fort +3, Ref +4, Will +5. Init +2; Senses Perception +9.
Despite seeming to amble over Maran's long legs get her to Threnody and Sandara quickly. "Nice to meet you." She says with a grin. "And I'm not just saying that because you saved my dimpled butt from being roasted." Looking around she remarks "Your own ship now? You guys have done well for yourselves."
fem Human Oracle (Dark Tapestry) 5, AC 17, touch 13, flat-footed 15. hp 38. Fort +3, Ref +4, Will +5. Init +2; Senses Perception +9.
Mara takes a bow when she lands on the Whim. When the talk turns to the prisoners she speaks up. "Strip them, cut them and let them swim for it. See if they can race the sharks to shore?" She suggests calmly. "It's more of a chance than they were giving us!"
fem Human Oracle (Dark Tapestry) 5, AC 17, touch 13, flat-footed 15. hp 38. Fort +3, Ref +4, Will +5. Init +2; Senses Perception +9.
Struggling to her feet and blinking as she sees familiar faces Maran can't help but give a wild laugh as her hands are freed. "Nice of you to drop by." She calls out, "It's a really warm gathering as you can see, but some of the guests are a bit pushy. Time to go I think." Acrobatics to jump to safety: 1d20 + 23 ⇒ (19) + 23 = 42
fem Human Oracle (Dark Tapestry) 5, AC 17, touch 13, flat-footed 15. hp 38. Fort +3, Ref +4, Will +5. Init +2; Senses Perception +9.
Sorry for being so quiet, the holiday break is normally a relaxing time for me. Not this year as family from all over New Zealand have shown up and wanted me to be social. :)
fem Human Oracle (Dark Tapestry) 5, AC 17, touch 13, flat-footed 15. hp 38. Fort +3, Ref +4, Will +5. Init +2; Senses Perception +9.
Greetings all. Maran is ready to go almost. Still a bit of background to fill in her roots and why she ended up in the Shackles. Given that she has a problem with authority that has plagued her all her life I can see her as one of the crew on an Ulfen Dragonboat and jumping ship when it reached the Shackles. That pattern has stayed with her her entire career, work on a ship for time, get into trouble with an officer or captain and jump ship again. She has had some good ships that she stayed with, at least until they were captured or sunk. Ship like the Aurora's Kiss. Where she would have been the 'Crazy Ulfen girl who thinks monster hunting is fun?' Maran is a tall blonde Ulfen woman. Her long hair tied back in a thick braid, the blonde bleached almost white under the sun of the Shackles. She's cheerful and attractive, a nearly constant grin on her tanned face. Very much the leap before you look type. :) How you remember her is up to you. :) For those who are wondering? Her last name is a complete lie.
Ignoring the familiar red stained voice hissing in the back of his head 'Turn and fight!' Jager kept moving 'Fight on my ground!'
Stumbling for a second at the split in the road he immediately turned uphill. 'Mist rises slowly.' He plotted, 'Take them on high ground. Ears straining to catch the sound of those things in the mist he moved uphill. DBH here. I thought I'd try someone completely out of his depth for this AP. Jager:
JAGER STRAKE Male Human (Kellid) brawler 1, NG medium humanoid (human), Init +2; Senses Perception +5, Languages Common, Hallit, Varisian AC 12, touch 12, flat-footed 10, hp 12 (1HD) Fort +4, Ref +4, Will +1
Melee unarmed strike +6 (1d6+4) Base Atk +1; CMB +5; CMD 17 Abilities Str 18, Dex 14, Con 14, Int 12, Wis 12, Cha 11 Special Qualities Bonus Feat, Brawler's Cunning, Martial Flexibility, Martial Training, Skilled, Weapon and Armor Proficiency, Feats Hamatulatsu, Improved Unarmed Strike, Weapon Focus (Unarmed Strike) Skills Acrobatics +6, Appraise +1, Artistry +1, Climb +8, Craft (Untrained) +1, Disable Device +7, Escape Artist +2, Fly +2, Heal +1, Intimidate +4, Knowledge (Dungeoneering) +5, Knowledge (Local) +5, Perception +5, Ride +2, Sense Motive +1, Stealth +2, Survival +1, Swim +4, Possessions unarmed strike; outfit (traveler's); Cunning (Ex) If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats. Criminal (Disable Device) You spent your early life robbing and stealing to get by. Select one of the following skills: Disable Device, Intimidate, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you. Driven By Guilt: You awake after your ordeal with a lingering feeling that you have taken part in something outside the normal bounds of your morals. Whether you were corrupted at one point or compelled to perform some forgotten actions, this guilt drives you to fight against those forces in
Martial Flexibility (Ex) The brawler can use a move action to gain the benefit of a combat feat he doesn't possess. This effect lasts for 1 minute. The brawler must otherwise meet all the feat's prerequisites. He can use this ability a number of times per day equal to 4. The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice. If a combat feat has a daily use limitation, any uses of that combat feat while using this ability count toward that feat's daily limit. At later levels, when he gains multiple feats through this ability, the brawler can use those feats to meet the prerequisites of other feats he gains with this ability. Doing so means he cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward his daily uses of this ability. Martial Training (Ex) A brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist. Paranoid You believe that someone or something is always out to get you, so you have a hard time truly trusting anyone. Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check. Vagabond Child (urban) (Sleight of Hand) You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment. Select one of the following skills - Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you. Weapon and Armor Proficiency A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor, and shields (except tower shields). Fluff: Jager is a thug, used to solving all his problems with violence. I chose the 'Driven by guilt.' Trait to give him his reason for changing so drastically. He doesn't know what it was that haunts him, only that he must redeem himself somehow? His drawback is 'Paranoid.' To reflect his lack of trust in others. |