HP: 49/49 AC: 22 Init: +6 Kelishite Human Inquisitor 7
Zeladiel Araxyll wrote:
I do not recall. That being said I'm not sure I really care either.
HP: 49/49 AC: 22 Init: +6 Kelishite Human Inquisitor 7
DM if you approve, I would like to purchase the following: Feather Step Slippers 2000 gp
HP: 49/49 AC: 22 Init: +6 Kelishite Human Inquisitor 7
Khalid nods toward Grall, asking the gnoll to be ready should something untoward happen. Retrieving the Scroll from his bag. "I suspect that Vardishal would not allow me to be fooled by a forgery, nor would we have gathered the attention of the remaining Templars, fallen or otherwise."
HP: 49/49 AC: 22 Init: +6 Kelishite Human Inquisitor 7
Khalid, while know full and well this is Zeladiel's teacher, eyes the man with suspicion as he enters the house. Sense Motive: 1d20 + 12 ⇒ (12) + 12 = 24 "Indeed, we do possess the scroll." the inquisitor says still trying to get a read on Rayhan.
HP: 49/49 AC: 22 Init: +6 Kelishite Human Inquisitor 7
Khalid does his best to hold back a chuckle, not wanting to offend Nuveril. Certainly it was not the halfling's fault she had never seen the sea before. "Indeed it is all water. That is the Obari Ocean, one of many such bodies of water that cover much of the surface of Golarion. Sadly, not all of it is drinkable. The oceans are very salt laden. As to the source, other than the gods, I can not say." the inquisitor says, trying to answer Nuveril's questions.
HP: 49/49 AC: 22 Init: +6 Kelishite Human Inquisitor 7
Khalid does his best to answer Nuveril's numerous questions about the different races and ethnicities that she is encountering, apparently for the first time. "The larger the settlement, the more diversity you will see. Though I have never been there, I can only imagine the variety seen in Absalom." the inquisitor explains to Nuveril as the group slowly but surely makes their way to the Twilight Gate.
HP: 49/49 AC: 22 Init: +6 Kelishite Human Inquisitor 7
The inquisitor comments, obvious in his distaste for Katapesh, "There are few redeeming qualities to this city at all...at least there were not many if any in my youth. I highly doubt that it has changed too much." "Certainly." Khalid says to Grall in a much more pleasant tone.
HP: 49/49 AC: 22 Init: +6 Kelishite Human Inquisitor 7
"She may very well know something that would be of use to us, Grall, but I highly doubt that she would divulge such information baring tactics that we simply would not use." the inquisitor says. "As you have said, ending this should fall to you, friend." Khalid concedes has he walks away, leaving Grall to his task.
HP: 49/49 AC: 22 Init: +6 Kelishite Human Inquisitor 7
Khalid steps toward the remaining gnoll in front of him, slashing at the wretched creature. 5 ft step to (F-G, 15-16). Activate Bane gnoll Tempest: 1d20 + 10 - 2 + 1 + 2 ⇒ (9) + 10 - 2 + 1 + 2 = 20 (size/dex loss, bless, bane)
HP: 49/49 AC: 22 Init: +6 Kelishite Human Inquisitor 7
Move to (F-G, 14-15), Activate Bane Animal Quickly surveying the field and seeing that Nuveril and Grall have the western front well in hand, Khalid moves to the engage the hyenadon and rider coming in from the north. Arriving he takes a quick swing at the monstrous hyena. "Linah, I have this one. Go get Grall in the air to put an end to Shiz." Tempest: 1d20 + 10 + 1 - 2 + 2 ⇒ (20) + 10 + 1 - 2 + 2 = 31 (bless, size/dex loss, bane)
Confirm Tempest?: 1d20 + 10 + 1 - 2 + 2 ⇒ (16) + 10 + 1 - 2 + 2 = 27 (bless, size/dex loss, bane)
HP: 49/49 AC: 22 Init: +6 Kelishite Human Inquisitor 7
Fort Save vs Enlarge: 1d20 + 6 ⇒ (11) + 6 = 17 Khalid tries to resist the potent transmutation magic of Zeladiel but is unable to. "Damnit, Zeladiel! This is not helpful to me!" the inquisitor curses as he slowly makes his way out of the tentacles that had fortunately failed to maintain their hold on the . -2 to attacks and AC (Dex based, Size), -1 to damage (dex based), damage die on Tempest to 1d8. Double move to (I-J, 9-10)
HP: 49/49 AC: 22 Init: +6 Kelishite Human Inquisitor 7
With a nod of thanks toward Linah, the inquisitor quickly strikes at the gnolls. activate bane gnoll. Initial target (I,18), if (I,18) drops, target (G,18) for the second strike. Tempest: 1d20 + 10 + 1 + 1 + 2 ⇒ (2) + 10 + 1 + 1 + 2 = 16 (bless, haste, bane)
Hasted Tempest: 1d20 + 10 + 1 + 1 + 2 ⇒ (6) + 10 + 1 + 1 + 2 = 20 (bless, haste, bane)
HP: 49/49 AC: 22 Init: +6 Kelishite Human Inquisitor 7
Seeing the numbers of the opposition nearby dwindling, Khalid calls out to the pair fierce warriors beside him. "Finish these fools off and then join me over at the next group." as he heads off to engage the group coming in from the north. Move to (H,17), Activate bane gnoll. Attack (G,18). Tempest: 1d20 + 10 + 2 + 1 + 1 ⇒ (12) + 10 + 2 + 1 + 1 = 26 (bane, bless, haste)
HP: 49/49 AC: 22 Init: +6 Kelishite Human Inquisitor 7
"Looks as though Nuveril has chosen a new tactic for us. We cannot leave her to be surrounded." the inquisitor says darting off toward one the gnoll bowmen, calling for Sarenrae's righteous wrath as he moves in, and slashes at the bowman. Move to (M,9), activate bane gnoll. Tempest: 1d20 + 10 + 1 + 1 + 2 + 2 ⇒ (7) + 10 + 1 + 1 + 2 + 2 = 23 (bless, haste, bane)
HP: 49/49 AC: 22 Init: +6 Kelishite Human Inquisitor 7
Khalid, enhanced by Zelaiel's spell, slashes twice at the scarred woman. Tempest: 1d20 + 10 + 1 + 1 ⇒ (2) + 10 + 1 + 1 = 14 (bless, haste)
Hasted Tempest: 1d20 + 10 + 1 + 1 ⇒ (11) + 10 + 1 + 1 = 23 (bless, haste)
HP: 49/49 AC: 22 Init: +6 Kelishite Human Inquisitor 7
Khalid steps toward one the enraged swordsmen, slashing at the man with Tempest. Move to (N,17), Swift Action = Judgement (Destruction), Attack (N,16) Tempest: 1d20 + 10 + 1 ⇒ (19) + 10 + 1 = 30 (bless) - potential crit
Confirm Tempest?: 1d20 + 10 + 1 ⇒ (16) + 10 + 1 = 27 (bless)
HP: 49/49 AC: 22 Init: +6 Kelishite Human Inquisitor 7
"You seem a reasonable being, Pazhvann, and what you request would seem to be an honest and well reasoned request." Khalid begins. "That being said, it seem far from coincidental that Vardishal has taken me as his mortal host and that fate has lead us to the Scroll." "Given the actions of Vardishal's brethren that we have encountered prior to you, Pazhvann, I must deny the request. Perhaps if Princess Nefeshti were to make this request herself, rather than though one of her loyal servants, my answer may be different."
HP: 49/49 AC: 22 Init: +6 Kelishite Human Inquisitor 7
Khalid's expression is one of skepticism as he listens to the exchange between Zeladiel and Pazhvann. "I will listen to what you have to say, Pazhvann, but I make no guarantees to what our response will be. What is it you propose?" Khalid has 7 rounds of discern lies available to him per day. Each round is activated as an immediate action. He will be doing so as needed during Pazhvann's response(s).
HP: 49/49 AC: 22 Init: +6 Kelishite Human Inquisitor 7
Khalid is silent for a moment, obviously listen to the voice of Vardishal. "Greetings to you, Pazhvann. I truly hope that you are different from you former Templar brethren that have met thus far, save for the one who lives within me." the inquisitor says, making no effort to hide Tempest. "I am Khalid Al Hazareen, Inquisitor of Sarenrae, and mortal host of Vardishal the North Wind." Gesturing to each of his companions he introduces them in kind, starting with those closest. "What is it that Princess Nefeshti would discuss with us, Pazhvann?"
HP: 49/49 AC: 22 Init: +6 Kelishite Human Inquisitor 7
Grall wrote: Khalid, We should keep moving and keep Nuverrril scouting ahead. Herrr eyes arrre as sharrrp as mine and she is much quieterrr. If they come we will finish them. "Agreed. Let's get camp packed up as quickly as possible and be on the way." Turning his attention to the fierce halfling, the inquisitor asks, "Are you willing to continue on as a scout ahead of the caravan? I sense that I know the answer to that, but wish you to know that the act is not an expectation, but a favor that is asked by your companions."
HP: 49/49 AC: 22 Init: +6 Kelishite Human Inquisitor 7
"I am not sure. That being said it is never a good idea to leave something rot away in one of the few water sources in the area. Let's do what we can to drag it away as best we can. Even if its corpse would not foul the oasis's waters, it will certainly draw scavengers." Vote for stopping for the night. Creatures with darkvision tracking creatures without is not a good match up for us.
HP: 49/49 AC: 22 Init: +6 Kelishite Human Inquisitor 7
Perception: 1d20 + 12 ⇒ (10) + 12 = 22 Khalid takes note of the injuries to Grall and Nuveril, but thinks better of making any sympathetic statements, leaving the care of the two fierce warriors to Linah. "The worm did perhaps aid us before trying to make a meal of us, but I highly doubt that we've seen the last of Grall's pursuers." the inquisitor says as he wanders among the dead. Taking note of the shaman he asks Grall, "Do you know this one? Is this the one who has been plaguing your thoughts, my friend?"
About Janosz FrogshanksAppearance: 5’7", 180 lbs. Janosz is a short, broad man with deeply suntanned skin and black hair. One of his eyes is brown, the other one a startling emerald green; around the green eye a root-like subdermal pattern is faintly visible. Complex interlocking ritual tribal scarification covers the backs of his hands, and long, jagged scars, vivid reminders of numerous too-close fights, run across his forehead and throat. He dresses in dark forest colours and well-oiled mail, with his upper body crisscrossed by a multitude of straps and bandoliers holding both adventuring gear and good-luck fetishes. Janosz likes collecting and keeping trophies - prominent ones include a dragon skull, a demon-wolf pelt and a tea mug fashioned from a warforged head. He also has a number of tattoos commemorating important events and particularly memorable foes. They include:
XP: 221.201 after beating the Blue Meanies in the audience chamber Initiative: +7 Perception: +29, Low-light vision, Scent, Darkvision 60' AC: 31, touch 22, flat-footed 24; (+7 shadow mithril chain shirt +3, +7 Dex, +3 darkwood buckler +2, +2 ring, +2 natural armour) HP: 100 (HD: 7d10+14+5d8+10+1d10+2); Current damage: Saves: Fort +14, Ref +17, Will +11 (including Cloak of resistance +2), +2 vs. spell-like, supernatural and psionic abilities of aberrations, +1 bonus vs mind-affecting effects Speed: 40' (8 squares) Melee: Byeshk warhammer +1 +16/+11/+6 (1d8+3/ 20 x3) or dagger +1 +16/+11/+6 (1d4+3/ 19-20 x2) Ranged: Flaming shocking composite longbow +1 (+2 STR) +23*/+18/+13 (1d8+3+1d6 fire+1d6 electricity)/ 19-20 x3/ RI 110' w/Manyshot; the first attack rolls damage twice)
Space: 5'; Reach 5' Base Attack: +13/+8/+3 Combat maneuver bonus: +15 Combat maneuver defense: 34 (10+BAB+STR+DEX+deflection bonus) Combat Gear: Flaming shocking composite longbow +1 (+2 STR), Byeshk warhammer +1, Dagger +1, potion belt containing 3 flasks of oil, 4 bottles of alchemist's fire, 3 potions of Cure light wounds, potion of Bear's endurance, Cure serious wounds, Heroism, Protection from evil, Shield of faith (+2), Spider climb, and Invisibility, oil of Magic weapon, wand of Cure light wounds w/36 charges. Feats: Alertness, Self-sufficient, Endurance (B), Point Blank Shot, Rapid Shot (B), Manyshot (B), Precise Shot, Weapon Focus: Composite longbow, Improved Critical: Composite longbow, Clustered Shots, Iron Will, Deadly Aim (B) Special abilities: Tracking (+3 on Survival checks to follow tracks); Animal Empathy +7; Favoured Enemy (aberrations +6, humans +4, magical beasts +2); Favoured Terrain (swamp +2); Combat Style (archery); Hunter's Bond (companions); Resist Corruption, Hated Enemy (use 1 action point when attacking favoured enemy; if it hits, it does double damage), Darkvision 60', Slippery Mind (reroll failed save vs Enchantment effects one round after original save; use same save DC), Woodland Stride (move through any undergrowth at normal speed and without taking damage) Action points: 12 of 12 (2d6) Skills: Acrobatics +20* (13r, additional +5 bonus to jumping from boots), Climb +17* (12r, class skill, +17* if using climbing kit), Craft (bows) +5 (1r, class skill), Handle animal +4 (1r, class skill), Heal +10 (2r, class skill, +2 from Self-sufficient), Intimidate +9 (6r, class skill), Knowledge (dungeoneering) +7 (3r, class skill), Knowledge (geography) +5 (1r, class skill), Knowledge (nature) +15 (11r, class skill), Linguistics +3 (2r), Perception +29 (12r, class skill, +4 from Alertness, +5 equipment bonus, +2 implant bonus), Ride +11* (1r, class skill), Sense Motive +19 (12r, +4 from Alertness), Spellcraft +5 (1r, class skill), Stealth +27* (12r, class skill, +5 competence, +1 equipment bonus in shadowy conditions), Survival +22 (12r, +4 from Self-sufficient), Swim +11* (6r, class skill) Janosz has taken +1 skill point per level of his favoured class (ranger). Skills marked with (*) includes ACP (currently 0). Spells (CL 3, Save DC 12+level):
Languages: Common, Orcish, Sylvan, Undercommon Implants: Perception Seed (+2 circumstance bonus to Perception, low-light vision and scent, +1 circumstance bonus to saves versus mind-affecting effects) Clothing: Broad-brimmed floppy hat, potion belt, explorer's outfit (8 lbs.), Boots of striding and springing, Eyes of the eagle, Headband of mental prowess (+2 WIS and +2 CHA), Belt of incredible dexterity +4, Darkweave cloak of resistance +2, Lesser bracers of archery (+1 atk with bows, effects included above), 2x Immovable rod attached to a heavy chain around his waist Weapons: Byeshk warhammer +1 (5 lbs.), Dagger +1 (2 lbs), Flaming shocking composite longbow +1 (+2 STR) w/325 regular, 25 adamantine-tipped, 50 cold iron and 100 silver arrows in an Efficient quiver (3 lbs); Armour: Shadow mithril chain shirt +3 (12 lbs), Darkwood buckler +2 (2 lbs), Ring of protection +2, Amulet of natural armour +2; Possessions: (49/58 lbs.; Light load) clothing, weapons, armor, and combat gear (24 lbs.), plus backpack containing a bedroll, flint and steel, climbing kit, healer's kit, box of caltrops, 20' rope w/grappling hook, 3 days' worth of trail rations, and a waterskin (25 lbs.); identity papers w/portrait, a belt pouch containing 484 gp, 15 sp, 15 cp, large fiendish worg pelt that serves as his bed, tea mug crafted from the head of Darkheart's warforged artificer, Huge white dragon skull, 2 casks of goodberry wine (10 doses left) Tactics: Before Combat Janosz casts Gravity bow before battle starts. If given time, he will hide and then strike from concealment.
Background: Janosz hails from a tribe of near-feral humans living deep in the Shadow Marches. In this area, the cults of the Dragon Below are common, and religious and ethnic tribal raiding is a major danger. Recently, while he was out hunting, crazed disciples of the Dragon Below burned and pillaged his tiny village, killing many and driving away the rest. After burying his friends and family, Janosz left, intending to join the Gatekeepers and take revenge on the Khyber cultists. However, after being rejected by the local druids, Janosz left the swamps in a huff and signed on with a Tharashk caravan bound for the distant metropolis of Sharn. Once there, he decided to join the great House. In their service, he hopes to explore hidden lands, increase his power and knowledge, and take his vengeance upon those that worship the dark powers. After that, perhaps the Gatekeepers will accept him into their ranks as well? Important NPCs: Orlaith - vampire priestess of Vol, lives in the Grey House in Sharn.
Stuff in the tent: Spoiler:
* Two canoes with oars * 600' of hemp rope and three grappling hooks * 90 days of trail rations for each party member * 30 barrels filled with fresh water * 50 pounds of salted meat * 300 pounds of oats and grains * barrels holding 1000 arrows * Lots of tools, including frying pans, hatchets, sledges, hammers, shovels and crowbars, plus a portable ram and a pair of block-and-tackle assemblies * Janosz' room is outfitted with a overstuffed chair, a weapon-training dummy and a small table, with his dragon skull hanging on a wall. He sleeps on a pile of demon-wolf furs stacked in a corner. Magebred mule: Spoiler:
Size/Type: Large Animal
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