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HP/SP 51/45 | EAC/KAC 24/24 | Init +2 | Fort: +4; Ref: +5; Will +7
![]() Rolan will again use Misty Step to teleport away from the crazy worm thing, then he will cast unload some more Eldritch Blasts. Attack Rolls: 1d20 + 10 ⇒ (7) + 10 = 171d20 + 10 ⇒ (7) + 10 = 171d20 + 10 ⇒ (15) + 10 = 25
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HP/SP 51/45 | EAC/KAC 24/24 | Init +2 | Fort: +4; Ref: +5; Will +7
![]() Rolan rains more Eldritch energy onto the creature, hoping that it will be enough. Eldritch Blast: 1d20 + 10 ⇒ (6) + 10 = 161d20 + 10 ⇒ (6) + 10 = 161d20 + 10 ⇒ (2) + 10 = 12
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HP/SP 51/45 | EAC/KAC 24/24 | Init +2 | Fort: +4; Ref: +5; Will +7
![]() Rolan continues to throw Eldritch Blasts at the creature. Attack Rolls: 1d20 + 10 ⇒ (12) + 10 = 221d20 + 10 ⇒ (6) + 10 = 161d20 + 10 ⇒ (16) + 10 = 26
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HP/SP 51/45 | EAC/KAC 24/24 | Init +2 | Fort: +4; Ref: +5; Will +7
![]() Safe for the moment outside of the reach of the creature, Rolan begins chanting and as he finishes his spell, crackling black lightning courses through it's body, ripping at it's lifeforce. Con Save DC 20 vs. Finger of Death or take: 7d8 + 30 ⇒ (5, 6, 1, 3, 5, 2, 8) + 30 = 60 Necrotic damage, or half on a successful save. ![]()
HP/SP 51/45 | EAC/KAC 24/24 | Init +2 | Fort: +4; Ref: +5; Will +7
![]() Posting this to all my games: Sorry for the lack of posting. For the second time this year, I got the flu, and the internet is out at my house right now (where it has been for the last two days). It should hopefully be resolved by Monday, and if not I'm going to switch ISPs. Please feel free to bot me until I am back up and running, and if I am running your game, I haven't forgotten about you! ![]()
HP/SP 51/45 | EAC/KAC 24/24 | Init +2 | Fort: +4; Ref: +5; Will +7
![]() Backpedaling as the Dragon comes swooping in, then reeling under the onslaught of the mighty Wyrm, Rolan is clearly not having a great day. Steadying himself, Rolan will disappear in a flash of light and reappear a short distance away. He will then unload more Eldritch Blasts on the Dragon. Attack Rolls: 1d20 + 10 ⇒ (4) + 10 = 141d20 + 10 ⇒ (18) + 10 = 281d20 + 10 ⇒ (11) + 10 = 21
I am casting Misty Step as a bonus action to teleport 30' (I already moved myself). ![]()
HP/SP 51/45 | EAC/KAC 24/24 | Init +2 | Fort: +4; Ref: +5; Will +7
![]() Rolan moves up and hits the White Dragon with his Eldritch Blast. Attack Rolls: 1d20 + 10 ⇒ (3) + 10 = 131d20 + 10 ⇒ (7) + 10 = 171d20 + 10 ⇒ (1) + 10 = 11
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HP/SP 51/45 | EAC/KAC 24/24 | Init +2 | Fort: +4; Ref: +5; Will +7
![]() Earlier: Lysander picks a bunk, drops his pack, and then returns. He will move into position with the others and then as he is deaf he fails to respond to Inspectress Saxby's query. Now: Lysander picks a spot where he can watch the crowd and react if needed. ![]()
HP/SP 51/45 | EAC/KAC 24/24 | Init +2 | Fort: +4; Ref: +5; Will +7
![]() Lysander spends the evening reading a book on the history of airships. Though he is deaf, that does not prevent him from enjoying a good book....or being able to read lips. After turning in early, Lysander is up early and makes his way towards the meeting point with Inspectress Saxby. ![]()
HP/SP 51/45 | EAC/KAC 24/24 | Init +2 | Fort: +4; Ref: +5; Will +7
![]() The young Elven man cut a dashing figure in his white suit, black shirt and shoes, a matching white tie, and a jaunty hat to complete the ensemble. Scanning the ship itself, he spent his time looking for traces of arcane rituals or preparations both beneficial and dire. Knowledge (Arcana): 1d20 + 8 ⇒ (8) + 8 = 16
About Urre BurdinaMale Dwarf Metal Wizard 1
Defensive Abilities
Melee
Offensive Abilities
FEATS
TRAITS
EXTRAORDINARY & SUPERNATURAL ABILITIES
SPELLS & SPELL-LIKE ABILITIES
Metal Magic: Whenever you cast a spell that deals hit point damage, you deal extra damage to creatures made of metal or wearing medium or heavy metal armor. Affected creatures take additional damage equal to 1/2 your wizard level. This bonus damage is not increased by Empower Spell or similar effects. This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. The damage is of the same type as the spell. School: Metal; Opposition:Fire
SKILLS
Lorekeeper: Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed. Languages Common, Dwarven, Giant, Draconic, Orc EQUIPMENT
Mule
Current Worn Load 24 lb. Light load
Urre is an average sized dwarf with brown hair and a full, bushy beard. Aside from the beard, though, he doesn’t look like a typical wizard. He doesn’t dress up in flashy robes or bizarre hats. His typical attire is a pair of dungarees, a worn leather jacket, and a wide brimmed duster. His spell book looks more like an expedition journal than a tome of arcane knowledge. When casting a spell, he waves around his pick, not some flimsy staff. In fact, he normally carries it in his hand, using it as sort of a makeshift cane. He generally has a cigar butt sticking out of the side of his mouth. Sometimes it’s lit, but often he just likes to chew on them. Helps him think, or so he says. PERSONALITY
Two tenets govern the basic philosophy of his exploration: 1) dwarven artifacts belong in dwarven hands, and 2) anyone who believes differently is a culture thief and enemy of his people. He has gone out of his way several times to recover artifacts that others have obtained through circumstances he deemed inappropriate. BOK the GOAT
BOK the GOAT Stats:
N Small animal Init +1; Senses low-light vision; Perception +0 ==DEFENSE== AC 14, touch 13, flat-footed 13 (+2 Dex, +1 size, +1 natural) hp 6 (HD: 1) Fort +3, Ref +3, Will +2 ==OFFENSE== Speed 30 ft. Melee gore +2 melee (1d4+1) ==STATISTICS== Str 12, Dex 13, Con 12, Int 6, Wis 11, Cha 5 Base Atk +0; CMB +0; CMD 11 (15 vs trip) Feats Nimble Moves (move 5ft through difficult terrain as normal, can 5-ft step through difficult terrain) Skills Acrobatics +1 (+5 when jumping); Climb +5; Survival +0 (+4 to find food) Special Ability +3 Survival (must be within 1 mile of master) Class Skills: Acrobatics and climb are class skills. Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does. Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat (+2 Perception and +2 Sense Motive). Share Spells: The witch may cast a spell with a target of “You” on her familiar (as a touch spell) instead of on herself. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar's type (magical beast). BACKGROUND
This underlying dream has influenced Urre’s upbringing in many ways. Early on, Urre exhibited a talent for the arcane arts. He studied under some of the top wizards in the Sky Citadel, and although he was quite capable of harnessing his natural abilities, his real talent was with artifacts of arcane power. Urre recently left the confines of Janderhoff. He has determined to explore some of the old trade routes between there and Koldukar. Though not the repositories of ancient lore the Sky Citadel would be, there are plenty of lost waystations and supply caches along the route that could yield useful tidbits of dwarven lore. The dwarves aren’t the only people working to collect ancient artifacts. Harrigan Kale (human ranger) works in the same general area as Urre. He collects items and sells them to wealthy collectors in Cheliax. Urre views him as little more than a grave robber and culture thief. They have come to blows on more than one occasion. In order to disguise his activities from those like Harrigan, Urre has adopted the cover story of being a lowly prospector, searching the foothills for the next big gold vein. This allows him to wander the wilderness without raising a lot of suspicion. It often leads to its own set of complications, though. Simon Plurg (half-orc rogue) is a lazy slug of a man. He took notice of Urre one day when he was in town buying supplies. He believes the dwarf has actually found a strike, and often trails Urre on his wanderings. Plurg plans to ambush the dwarf and claim the strike for his own. He has even gone as far as sabotaging Urre’s gear and campsite on occasion. He’s not overtly opposed the dwarf at this point, but it’s only a matter of time. Urre does have a few friends. “Rotter” Bill (halfling oracle) owns a farm off in the foothills outside of Trunau. It is tucked back in a deep valley, and so is generally overlooked by the orc hordes in the area. Rotter has allowed Urre to camp out on his farm, resupply from his wells, and has given Urre lots of tips on possible artifact sites in the area. In fact Bok, Urre’s goat familiar, came from Rotter’s farm. Urre also receives a lot of tips from a source unknown to him. Hofu Kitabu (dwarf wizard) is a mage and instructor in Janderhoff Sky Citadel. His family is also originally from Koldukar, and has studied the geography and customs of their ancestral home. He is a very timid man, however, and would never attempt to leave the safety of Janderhoff. He greatly admires Urre’s bravery, and does what he can to assist Urre in his quest. He often sends Urre anonymous packages that include his research on likely hot spots for artifacts. He uses his magic to keep track of Urre’s whereabouts and activities, and will direct information to places where Urre is likely to pick it up. |