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Vhinservun Tekra's page

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NG F Undine Bard + | HP 104/104 | AC: 36, T: 28, FF: 23 | Fort: +15, Ref: +16, Will: +16 | Perception: +24, Initiative: +15 | SP: 14/19 | Bardic Performance: 25/25 | Tempo: 11/11 | Active Element: Air | Active Stance: Elemental Flux Stance

I think that we'll probably be able to settle into that more as we go (though this time we didn't actually try to break the door down; we tried to use that signal we were given and go in to talk and were attacked for it on their end. I'm going to take that as a step in the right direction!)


NG F Undine Bard + | HP 104/104 | AC: 36, T: 28, FF: 23 | Fort: +15, Ref: +16, Will: +16 | Perception: +24, Initiative: +15 | SP: 14/19 | Bardic Performance: 25/25 | Tempo: 11/11 | Active Element: Air | Active Stance: Elemental Flux Stance
Sebecloki wrote:
Part of my understanding of OSR design is that there are 'instant die' effects like the wand of orcus or the sphere of annihilation in the demon mouth in the Tomb of Horrors, and I'm trying to experiment with non CR threats like happen in Rappan Athuk, where you might meet a CR 30 monster in a CR 10 area. I'm also still experimenting with encounter designs for these characters, which I WAY underestimated last time. It will take a few attempts to see exactly where to set things.

That sounds good! Especially with three rounds to react to things having this be essentially sudden death if we stand still sounds right in line with that (more so than simply losing initiative at the start of the fight being something that would get everyone killed; there's a difference between making decisions that can get us all killed (what's happening now or deciding to use the Sphere of Annihilation in the demon mouth,) and simply getting killed for going to the next part of the adventure.)

For what we need in terms of CR and what will be appropriate, I think we're going to be pretty sturdy, but we're not going to have the same damage output that we had last fight, so this encounter is one that should kill us all if we stick around and tackle it head on. Coming up with other approaches in a situation like this is I think what you're looking for us to do?


NG F Undine Bard + | HP 104/104 | AC: 36, T: 28, FF: 23 | Fort: +15, Ref: +16, Will: +16 | Perception: +24, Initiative: +15 | SP: 14/19 | Bardic Performance: 25/25 | Tempo: 11/11 | Active Element: Air | Active Stance: Elemental Flux Stance

After drinking the potion and watching the bombards start to shift their aim towards those still standing on the road Vhinservun attempts to dodge the rain of boulders from the giants on the walls. Cocking her head to the side she shouts out to the Companions, "This isn't the welcome we hoped for. I know it'll disappoint some of you, but I'm going to suggest we pull back momentarily and figure out a plan before they can figure out how to get us lined up in the sights of those giant cannons up there!"

She then concentrates on a spot above one of the heavy bombast's and creates an invisible scrying sensor to hear what they might have to say before holding her breath and moving into the Earth before heading towards those who had already made it to the wall knowing that they might not heed her warning to retreat and ready to support them if needed.

Free Action: Shouting to the companions
Standard Action: Use Send Senses to try to listen to anything the team working one of the heavy bombasts might have to say for the next 4 rounds.
Move action: Earthglide down 10 feet and then towards the Companions at the wall.

30 feet tremorsense should let me know what direction everyone starts moving and whether they're leaving or sticking around even though I'm underground and won't be able to see anything (though I will be able to listen in on the bombast crew.


NG F Undine Bard + | HP 104/104 | AC: 36, T: 28, FF: 23 | Fort: +15, Ref: +16, Will: +16 | Perception: +24, Initiative: +15 | SP: 14/19 | Bardic Performance: 25/25 | Tempo: 11/11 | Active Element: Air | Active Stance: Elemental Flux Stance
Sebecloki wrote:
Vhinservun Tekra wrote:

Vihnservun's AC is currently 36

In addition to what Clarabibulus has said, we're actually too close to be in range for indirect fire for most of the heavy bombards on the front wall to hit (their minimum range is 100 feet and we're within that for at least half of the wall.) I also think there were 2 natural 1s (the 11th and 19th shots) that would have missed.

I further think that you might be adding too much to the attacks to get to the DC 25 to hit a target square. It's supposed to be BAB + int modifier or Knowledge Engineering Modifer (I'm going to assume that the team leaders are proficient in seige weapons as they are manning them at an established fort,) and while it's possible that their BAB + Knowledge Engineering is 25 that would be surprisingly formidable (especially for at least 20 of them.)

As for three rounds to deal with it, if we're moving then aiming probably wouldn't be something they can accomplish (unless they can predict how we're going to be moving three rounds in advance.) The seige weapons are designed to hit something large and immobile, rather than something that will be moving as quickly as we're likely to be. Now the giants and their rocks are another matter and can easily cause us trouble and adapt to where we are (and don't have that minimum range issue,) so they're likely more of an immediate issue?

For NPC stats, I take a Starfinder approach and give them whatever stats they need to function for the encounter purpose -- if I tried to build every NPC individually, I couldn't run a game or do anything but use published modules; I just doubled the BAB+ of the siege specialists operating the bombards for the Knowledge Check to make a quick number to finish calculations; I'm sure there's some way you could figure out a specific number of class levels and intelligence score needed to get that number, but, again, I can't run a game if I'm going to try to actually build all that by hand in...

Fair enough! I'd assumed that when we switched to the new map the squares were now 5 feet because of the scale of the beds, but if it's still 10 feet then this is a large building!

For the BAB and the encounter it's certainly yours to run as you'd like, but with siege engines not targeting our AC but rather needing to exceed a DC of 25 to hit a square the only way they can miss a square they've aimed at currently is to roll a 1 or 2 to get a misfire which I might put forward as something of an overcompensation (compared to the giants, for example, who can only hit me on a natural 20 where a boost might easily make more sense.) Needing to take 3 rounds to target us makes it less of instant death for anyone and everything that enters the area, so perhaps that's the new intention; should we get caught standing still in the open (and far enough out,) for more than 3 rounds we're simply going to be dead.

Anyhow Sotor's AC should probably be 23 for the purposes of resolving this round as I don't think he's using anything to modify it at this time.


NG F Undine Bard + | HP 104/104 | AC: 36, T: 28, FF: 23 | Fort: +15, Ref: +16, Will: +16 | Perception: +24, Initiative: +15 | SP: 14/19 | Bardic Performance: 25/25 | Tempo: 11/11 | Active Element: Air | Active Stance: Elemental Flux Stance

Vihnservun's AC is currently 36

In addition to what Clarabibulus has said, we're actually too close to be in range for indirect fire for most of the heavy bombards on the front wall to hit (their minimum range is 100 feet and we're within that for at least half of the wall.) I also think there were 2 natural 1s (the 11th and 19th shots) that would have missed.

I further think that you might be adding too much to the attacks to get to the DC 25 to hit a target square. It's supposed to be BAB + int modifier or Knowledge Engineering Modifer (I'm going to assume that the team leaders are proficient in seige weapons as they are manning them at an established fort,) and while it's possible that their BAB + Knowledge Engineering is 25 that would be surprisingly formidable (especially for at least 20 of them.)

As for three rounds to deal with it, if we're moving then aiming probably wouldn't be something they can accomplish (unless they can predict how we're going to be moving three rounds in advance.) The seige weapons are designed to hit something large and immobile, rather than something that will be moving as quickly as we're likely to be. Now the giants and their rocks are another matter and can easily cause us trouble and adapt to where we are (and don't have that minimum range issue,) so they're likely more of an immediate issue?


NG F Undine Bard + | HP 104/104 | AC: 36, T: 28, FF: 23 | Fort: +15, Ref: +16, Will: +16 | Perception: +24, Initiative: +15 | SP: 14/19 | Bardic Performance: 25/25 | Tempo: 11/11 | Active Element: Air | Active Stance: Elemental Flux Stance

I think Kolvar and Soto have yet to act, but given the time moving along would be ideal at this point. Hopefully they'll jump in once things get moving again.


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NG F Undine Bard + | HP 104/104 | AC: 36, T: 28, FF: 23 | Fort: +15, Ref: +16, Will: +16 | Perception: +24, Initiative: +15 | SP: 14/19 | Bardic Performance: 25/25 | Tempo: 11/11 | Active Element: Air | Active Stance: Elemental Flux Stance

Sounds good! Just making sure I wasn't missing something!

I've changed up the talents to match the new alteration sphere changes and now I can throw a dagger at an enemy and try to turn them into a fish, not because it's particularly effective, but because it's fun.


NG F Undine Bard + | HP 104/104 | AC: 36, T: 28, FF: 23 | Fort: +15, Ref: +16, Will: +16 | Perception: +24, Initiative: +15 | SP: 14/19 | Bardic Performance: 25/25 | Tempo: 11/11 | Active Element: Air | Active Stance: Elemental Flux Stance

I am back from camping! I've requested permission to edit the map to get us on there. I see that since I created Vhinservun they've changed how alteration works in Spheres of Power so I'll need to slightly tweak her talents shortly, but with Clarabibulus's potions it won't matter just now.

@Krauz, how are you starting the fight in a style? Stances you get to use out of combat, but it's usually a swift action to enter a style barring something like Combat Style Master to start in them.


NG F Undine Bard + | HP 104/104 | AC: 36, T: 28, FF: 23 | Fort: +15, Ref: +16, Will: +16 | Perception: +24, Initiative: +15 | SP: 14/19 | Bardic Performance: 25/25 | Tempo: 11/11 | Active Element: Air | Active Stance: Elemental Flux Stance

Initiative Roll: 1d20 + 15 ⇒ (8) + 15 = 23

As Clarabibulus is kind enough to offer her fizzy drinks, Vhinservun is happy to imbibe one. "Type D for me please. I like that you've added the cinnamon for the extra kick!

Tempo: Starts the encounter at 11/11
Stance: Elemental Flux Stance, Air Element
Delay Action Waiting to act until after Clarabibulus in initiative order.
Swift action: Enter Veiled Moon Style
Move Action: Take potion from Clarabibulus
Standard Action: (as Move action) Drink potion


NG F Undine Bard + | HP 104/104 | AC: 36, T: 28, FF: 23 | Fort: +15, Ref: +16, Will: +16 | Perception: +24, Initiative: +15 | SP: 14/19 | Bardic Performance: 25/25 | Tempo: 11/11 | Active Element: Air | Active Stance: Elemental Flux Stance

Kolvar actually isn't going to be able to use the potion of pass without trace due to his Oath of Abstention, but there still might be times when having everyone else not leave tracks might be handy (or if there's scouting that doesn't involve him.)


NG F Undine Bard + | HP 104/104 | AC: 36, T: 28, FF: 23 | Fort: +15, Ref: +16, Will: +16 | Perception: +24, Initiative: +15 | SP: 14/19 | Bardic Performance: 25/25 | Tempo: 11/11 | Active Element: Air | Active Stance: Elemental Flux Stance

When Krauz returns to the group to report the fort ahead Vhinservun nods. "I'm inclined to use the lantern to signal that we're here and know the proper codes. If everything is as it should be then that avoids any trouble. If things are wrong, but the current residents are trying to hide the fact then they'll likely let us approach without using their trebuchets if we look official. I'm open to other plans, but that's my inclination offhand. There'll be time for sneaking about later I'm sure."

Vhinservun then prepares for a potential encounter.

Preparations:

Start of Day: Cast Delay Poison (duration 24 hours,) Use Scroll of Delay Disease (duration 24 hours,) Use Enhancement sphere to enhance daggers to keen and +4 (duration 8 hours, but no SP cost, so refresh as needed when the duration is close to out.)

When we get close to the Fort (just before signalling with the lantern): Use Enhancement sphere to enhance buckler to +4 (1 SP, duration 8 hours,) Use Protection Sphere to increase Deflection to AC by 4 and resistance to all saves by 3 (2 SP total, duration 10 hours,) Use Fate Sphere for Hanged Man and Temperance Motifs on self (+2 to Fort and Will saves, -2 to Ref saves, can re-roll natural ones on saves and attacks, 2 SP total, duration 6 hours,)

Total resources used: 5 SP, 1 2nd level spell slot, one Delay Disease Scroll.

That puts me at the standard buff combat stats I listed in the discussion thread as well as immune to poison and disease and re-rolling most inconvenient natural ones.


NG F Undine Bard + | HP 104/104 | AC: 36, T: 28, FF: 23 | Fort: +15, Ref: +16, Will: +16 | Perception: +24, Initiative: +15 | SP: 14/19 | Bardic Performance: 25/25 | Tempo: 11/11 | Active Element: Air | Active Stance: Elemental Flux Stance

Vhinservun grins at the new gnome. "Well met Clarabibulus! If you think that there would be something of interest to you near Fort Zeltan you're welcome to accompany the Companions of the Broken Band. My name is Vhinservun, though you're welcome to call me Vhins if you prefer a shorter name." With a quick wink the bard continues, "Mind you, given your introduction I don't expect that brevity in names is a particular concern of yours."

Later on, while Kolvar is doing his crafting Vhinservun watches the stranger approach and listens to his request. This doesn't seem like a Xulgoth or one of their agents at all! the bard muses sarcastically to herself.

Sense Motive to well, Sense the Motive of Martlex: 1d20 + 15 ⇒ (3) + 15 = 18

Regardless of how he comes across Vhinservun gives the humble merchant a small bow and a smile. "Well met Martlex. It wouldn't surprise me if the bandits we encountered had tamed wyverns, though we saw no signs of the beasts outside of the venom that they used on their arrows which I believe was derived from wyvern poison. We fought off almost two score of the brutes in our encounter, though many scattered into the woods and are likely there yet. Should you be traveling in this area it would likely behoove you to travel with others!"

Preparations for the next day:
In case I miss the trip to Fort Zeltan (which I probably will as I head out tomorrow morning,) here's the suite of buffs that I'll be using once we get close to it:

Start of Day: Cast Delay Poison (duration 24 hours,) Use Scroll of Delay Disease (duration 24 hours,) Use Enhancement sphere to enhance daggers to keen and +4 (duration 8 hours, but no SP cost, so refresh as needed when the duration is close to out.)

When we get close to the Fort (just before signalling with the lantern): Use Enhancement sphere to enhance buckler to +4 (1 SP, duration 8 hours,) Use Protection Sphere to increase Deflection to AC by 4 and resistance to all saves by 3 (2 SP total, duration 10 hours,) Use Fate Sphere for Hanged Man and Temperance Motifs on self (+2 to Fort and Will saves, -2 to Ref saves, can re-roll natural ones on saves and attacks, 2 SP total, duration 6 hours,)

Total resources used: 5 SP, 1 2nd level spell slot, one Delay Disease Scroll.

That puts me at the standard buff combat stats I listed in the discussion thread as well as immune to poison and disease and re-rolling most inconvenient natural ones.


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NG F Undine Bard + | HP 104/104 | AC: 36, T: 28, FF: 23 | Fort: +15, Ref: +16, Will: +16 | Perception: +24, Initiative: +15 | SP: 14/19 | Bardic Performance: 25/25 | Tempo: 11/11 | Active Element: Air | Active Stance: Elemental Flux Stance

There's nothing I desperately need from this batch of treasure, though holding onto the potions of pass without trace might come in handy for the future, and anyone who uses arrows regularly should probably grab those seeking arrows or sleep arrows just to have them.


NG F Undine Bard + | HP 104/104 | AC: 36, T: 28, FF: 23 | Fort: +15, Ref: +16, Will: +16 | Perception: +24, Initiative: +15 | SP: 14/19 | Bardic Performance: 25/25 | Tempo: 11/11 | Active Element: Air | Active Stance: Elemental Flux Stance

"That was the group we ran into, yes. The wyvern venom didn't do as much damage as it could have but it was a surprisingly strong poison to find on a bandit's arrow. Should you run into a half-orc named Kazu in your partrols he'll be the one who's taken on tracking down their camp and assessing the situation to see what can be done about it. I'm sure he'd appreciate joining forces with you should the opportunity arise."

Looking over the lantern and making sure she knows how to use it and the system Vhinservun smiles at Casian. "This will make our investigation much easier. I thank you for the help and hope that we can root out any trouble afflicting the Fort using this in our approach! Is there anything else you can think of that we might need to know before we leave? I'm hoping to get there before your men can come to any harm if there truly is danger there."

Turning to the rest of the Companions Vhinservun seeks their input as well. "What do you think, shall we head out this afternoon to cover the distance more quickly in case something is amiss? Is there anything else we need to do here beyond finish the lovely meal that Bear has been kind enough to provide?"


NG F Undine Bard + | HP 104/104 | AC: 36, T: 28, FF: 23 | Fort: +15, Ref: +16, Will: +16 | Perception: +24, Initiative: +15 | SP: 14/19 | Bardic Performance: 25/25 | Tempo: 11/11 | Active Element: Air | Active Stance: Elemental Flux Stance

Vhinservun nods her thanks for the information, but frowns at the implications. "That's a good system, but given the lack of content and the troubles over in the Copperbeard Clan's mines that's an ominous message to receive. Sir Casian, you're on some patrol route and have other mission to attend to I'm sure, but I think that the Companions of the Broken Band would like to visit the Fort just in case something's amiss there. Things seem, as you say, to be afoot. I know that on our way here we were assaulted by a particularly aggressive band of bandits whom our companion is now tracking down the remnants of to deal with.

"I'd love to be wrong and have everything have a benign explanation, but just in case there isn't, would you be willing to share a way for us to identify ourselves as allies as we approach?"

Diplomacy to Convince Casian to trust the Companions and share any useful information about approaching the Fort: 1d20 + 21 ⇒ (11) + 21 = 32


NG F Undine Bard + | HP 104/104 | AC: 36, T: 28, FF: 23 | Fort: +15, Ref: +16, Will: +16 | Perception: +24, Initiative: +15 | SP: 14/19 | Bardic Performance: 25/25 | Tempo: 11/11 | Active Element: Air | Active Stance: Elemental Flux Stance

Vhinservun perks up at that. "This signal light, is it something used to indicate danger, or a routine signal that you'd expect to receive on a regular basis?"


NG F Undine Bard + | HP 104/104 | AC: 36, T: 28, FF: 23 | Fort: +15, Ref: +16, Will: +16 | Perception: +24, Initiative: +15 | SP: 14/19 | Bardic Performance: 25/25 | Tempo: 11/11 | Active Element: Air | Active Stance: Elemental Flux Stance

Vhinservun looks serious for a change and nods. "It is indeed a great danger that needs investigating, but that's what we're planning on doing, but if you've any news of similar incidents elsewhere we'd like to hear them.

"Speak of which, on our end we've also heard that Fort Zeltan nearby has been unresponsive of late. It's not necessarily connected to the Copperbeard Clan, but we'd like to check to make sure. I don't suppose you've heard any news from them of late, or a surprising lack of it, on this end?"

The reaction from Bear is strong enough that Vhinservun looks over the large man just a little more closely.

Sense Motive to make sure Bear seems sincere: 1d20 + 15 ⇒ (10) + 15 = 25


NG F Undine Bard + | HP 104/104 | AC: 36, T: 28, FF: 23 | Fort: +15, Ref: +16, Will: +16 | Perception: +24, Initiative: +15 | SP: 14/19 | Bardic Performance: 25/25 | Tempo: 11/11 | Active Element: Air | Active Stance: Elemental Flux Stance

"Well met Bear, you can call me Vhinservun. As for the Copperbeard Clan, our friend Akara here tells us that their mine has been invaded by Xulgoths and his clan brothers and sisters enslaved by them. He escaped from their clutches and came seeking aid which is what we've come to deliver. If you want (many) more details I'm sure that he'll be happy to oblige you."


NG F Undine Bard + | HP 104/104 | AC: 36, T: 28, FF: 23 | Fort: +15, Ref: +16, Will: +16 | Perception: +24, Initiative: +15 | SP: 14/19 | Bardic Performance: 25/25 | Tempo: 11/11 | Active Element: Air | Active Stance: Elemental Flux Stance

Vhinservun smiles as the Companions reach Ruoyna's Den without further incident. Walking into the tavern, she finds the proprietor and has a loud conversation with them, trying to make sure that everyone in the room is aware that the kobold is with them. "Good afternoon my friend. The Companion's of the Broken Band are here to partake of your renowned services. We've heard delightful things and are looking forward to it! I just wanted to make sure you know upfront that we're escorting a kobold in a mission to aid the Copperbeard Clan of dwarves; it's a bit of a story, but know that he is our charge and we vouch for his behavior."

Diplomacy: 1d20 + 21 ⇒ (9) + 21 = 30

If that goes over well, while the group settles in for a meal, Vhinservun will canvass the room, seeing if anyone has any information they'd care to share about Fort Zeltan and its lack of recent communication.

Diplomacy: 1d20 + 21 ⇒ (13) + 21 = 34


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NG F Undine Bard + | HP 104/104 | AC: 36, T: 28, FF: 23 | Fort: +15, Ref: +16, Will: +16 | Perception: +24, Initiative: +15 | SP: 14/19 | Bardic Performance: 25/25 | Tempo: 11/11 | Active Element: Air | Active Stance: Elemental Flux Stance
Sebecloki wrote:
Vhinservun Tekra wrote:
Is either Fort Zeltan or Ryuona's Den on the way to the other or are they in different directions? I'm all for going to whichever is first on our path. Or if they're equally accessible for narrative purposes perhaps stopping by Ryuona's Den hoping to pick up information and meet with our incoming Alchemist and then hitting Fort Zeltan.
It's basically a side quest off the road to the east, further into the center of the Duchy of Urnst. It definitely works to go to the Den first and then head off to check up on the Fort.

My vote is to make that quick stop at the Den and then hit the fort in that case. Unless the Den is interesting we'll get through it quickly and get into some new sort of trouble (which we'll know to buff up for and scout this time!)


NG F Undine Bard + | HP 104/104 | AC: 36, T: 28, FF: 23 | Fort: +15, Ref: +16, Will: +16 | Perception: +24, Initiative: +15 | SP: 14/19 | Bardic Performance: 25/25 | Tempo: 11/11 | Active Element: Air | Active Stance: Elemental Flux Stance

Just as a heads up, I'll be taking my daughters camping this next week so I probably won't be able to post Monday through Friday. If we get into combat while I'm doing that you can have Vhinservun use Inspire Courage for +2 competence to hit and damage for the group for the rounds I'm gone (but hopefully it wouldn't be too many rounds missed.)


NG F Undine Bard + | HP 104/104 | AC: 36, T: 28, FF: 23 | Fort: +15, Ref: +16, Will: +16 | Perception: +24, Initiative: +15 | SP: 14/19 | Bardic Performance: 25/25 | Tempo: 11/11 | Active Element: Air | Active Stance: Elemental Flux Stance

Is either Fort Zeltan or Ryuona's Den on the way to the other or are they in different directions? I'm all for going to whichever is first on our path. Or if they're equally accessible for narrative purposes perhaps stopping by Ryuona's Den hoping to pick up information and meet with our incoming Alchemist and then hitting Fort Zeltan.


NG F Undine Bard + | HP 104/104 | AC: 36, T: 28, FF: 23 | Fort: +15, Ref: +16, Will: +16 | Perception: +24, Initiative: +15 | SP: 14/19 | Bardic Performance: 25/25 | Tempo: 11/11 | Active Element: Air | Active Stance: Elemental Flux Stance

"Well then, that was quite the unpleasant surprise, but perhaps we've gained some useful boots out of it?" Pointing at the boots of the bandit leader was wearing Vhinservun says, "Those look like they'd be about your size, Soto, if you're interested."

I'm assuming that loot is fair game here, and that we've identified magic after the fight (Vhinservun is pretty automatic at that with a +27 to spellcraft.) If Soto is worried about getting around the boots of springing and striding would add 10 feet to his base speed.

The bard, after waving goodbye to Kazu for now turns back to the remaining Companions. "So I wonder if there's any chance that this Fort Zeltan not responding to messages is related to the attack on the Copperbeard Clan's halls. As it's on the way it probably doesn't hurt to poke our heads in and find out, especially as the guard mentioned compensation should we take care of any issues that might have arisen there. What say the rest of you? Possibly it's a chance to take care of two birds with one stone?"


NG F Undine Bard + | HP 104/104 | AC: 36, T: 28, FF: 23 | Fort: +15, Ref: +16, Will: +16 | Perception: +24, Initiative: +15 | SP: 14/19 | Bardic Performance: 25/25 | Tempo: 11/11 | Active Element: Air | Active Stance: Elemental Flux Stance

I think that it's the archer's turn now. There are 19 left at this point, and the leader is down. I also think that we could finish up this fight or not, it's up to you. We've probably learned what needed to be learned from it? I'm good either way.


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NG F Undine Bard + | HP 104/104 | AC: 36, T: 28, FF: 23 | Fort: +15, Ref: +16, Will: +16 | Perception: +24, Initiative: +15 | SP: 14/19 | Bardic Performance: 25/25 | Tempo: 11/11 | Active Element: Air | Active Stance: Elemental Flux Stance

One ability I think we could benefit from as a group would likely be some version of speak with the dead (given Krauz's Oath against Mercy we're not going to be able to ask survivors of battles questions very often.) I haven't done an exhaustive search of SoP, but I do know gravetongue from the Death Sphere doesn't do it (it just lets you learn what the corpse knows after it died.) Vhinservun can cast it via scroll (and once per day she could not use the scroll, but rather a third level spell slot, though there's likely to be competition for that ability from other scrolls.)

But that's not really something that would work as an extract anyhow as the target is a corpse rather than a player. I assume you're looking at the instill talents from Spheres of power; that's the mechanism that I'm aware of that really lets you use SoP as potion-like stuff. The Alteration sphere has a bunch of potentially interesting stuff (which has the benefit of combining a number of effects into one instillation.) Fate motifs are nice in that they do a number of potentially interesting things and have a duration of an hour per caster level. I don't have any particular recommendations beyond that though, whatever seems fun to play around with is probably worth it!


NG F Undine Bard + | HP 104/104 | AC: 36, T: 28, FF: 23 | Fort: +15, Ref: +16, Will: +16 | Perception: +24, Initiative: +15 | SP: 14/19 | Bardic Performance: 25/25 | Tempo: 11/11 | Active Element: Air | Active Stance: Elemental Flux Stance

Elemental Flux Stance (with the Air Element) gives +4 Dodge to AC, the Protection Sphere (from Spheres of Power) is giving a +3 deflection bonus, and the Enhancement Sphere is giving a +4 enhancement to my buckler. The Elemental Flux Stance lasts all day unless I change elements or stance (which I'll probably do occasionally, but that's the default as it's also +4 to initiative and +2d6 electric damage to my attacks,) and the other two are 8 or 10 hours for one SP. The other three (to Natural Armor) when I'm really buffing comes from Barkskin, but it's only an 80 minute duration so I won't usually use it.


NG F Undine Bard + | HP 104/104 | AC: 36, T: 28, FF: 23 | Fort: +15, Ref: +16, Will: +16 | Perception: +24, Initiative: +15 | SP: 14/19 | Bardic Performance: 25/25 | Tempo: 11/11 | Active Element: Air | Active Stance: Elemental Flux Stance

With regular buffs Vhinservun would be about the following:

AC/T/FF: 36/28/26
BAB+: +21
Fort: +15
Ref: +16
Will: +16
DC: +20/21
Damage Output: 1d8 + 7 +2d6 (15-18/x2) with first attack (making more attacks will lower BAB+)

With buffs going into a tough fight (so ones that last around an hour) those change to

AC/T/FF: 39/28/29
BAB+: +23
Fort: +17
Ref: +18
Will: +18
DC: +20/21
Damage Output: 1d8 + 7 +2d6 (15-18/x2) with first attack (making more attacks will lower BAB+)

Inspire Courage will help buff everyone, so I'm not including that (but it'd be a +2 to hit and damage) and clearly deadly aim/point blank shot/barrage will alter the numbers some on a regular basis.


NG F Undine Bard + | HP 104/104 | AC: 36, T: 28, FF: 23 | Fort: +15, Ref: +16, Will: +16 | Perception: +24, Initiative: +15 | SP: 14/19 | Bardic Performance: 25/25 | Tempo: 11/11 | Active Element: Air | Active Stance: Elemental Flux Stance

I'm definitely up to using bench marks to soft cap AC, Saves, +to hit, damage output and what not (though Kazu is still done after this fight.) If you wanted to say that we can't exceed the blue numbers in This spreadsheet regardless of what the build (either at Level 8 or a level or two higher if you wanted as you're planning on throwing higher CR stuff at us,) that strikes me as entirely reasonable and a way to level out some play. The hardest of those is the EDV (Expected Damage Value) which we might not want to use anyhow as hp are buffed a fair amount under the hp system you're using.

Or if you've got something else in mind I'm happy to use that as well!


NG F Undine Bard + | HP 104/104 | AC: 36, T: 28, FF: 23 | Fort: +15, Ref: +16, Will: +16 | Perception: +24, Initiative: +15 | SP: 14/19 | Bardic Performance: 25/25 | Tempo: 11/11 | Active Element: Air | Active Stance: Elemental Flux Stance

Stance: Elemental Flux Stance (Air Element)
Style: Veiled Moon Style
Tempo Gain one tempo at the start of the round (10/11)
Free Action: Rubato Bardic Performance (lose 2 tempo, gain one round of Bardic Performance)
Free Action: Maintain Inspire Courage (allies continue to gain +2 competence bonus to hit and damage)
Move Action: Fly 60 feet (teleporting 10 feet for fun)
Standard Action: Temporal Strike (1 SP to make a ranged attack, daze opponent and gain an extra standard action)
Standard Action: Warping Strike (1 SP to make a ranged attack and teleport target up to 40 feet)
Swift Action: Boost: Minute Hand, make a melee attack at -2 to hit

With the rest of the Companions all in motion and taking down the bandits, Vhinservun now dances into the fray as well. She flies up the cliff, teleporting through the last part of it and appearing over the head of an archer along the way, before landing beneath the trees with a clear line on the bandits' leader. With a twirl, she again carves out a new set of runes from the air with her dagger and then sends it spinning at her foe.

Fort save vs DC 13 to avoid being sickened by magic: 1d20 + 10 ⇒ (7) + 10 = 17 succeed
Temporal Strike: 1d20 + 18 + 1 + 2 ⇒ (5) + 18 + 1 + 2 = 26 hit
Damage (P): 1d8 + 3 + 1 + 2 + 2d6 ⇒ (1) + 3 + 1 + 2 + (1, 4) = 12 (7 P, 5 Electric)
Bandit Leader Will Save vs DC 20: 1d20 + 4 - 2 ⇒ (12) + 4 - 2 = 14 Fail

The Bandit Leader seems to slow as Vhinservun steals the time that she should have had to act and uses it herself, and the dagger bounces back to Vhinservun's waiting hand. Once there, she does another dance and carves out a different rune and sends it once more flying at the bandit leader.

Fort Save vs DC 13 to avoid being sicked by magic: 1d20 ⇒ 19 succeed
Warping Strike: 1d20 + 18 + 1 + 2 ⇒ (4) + 18 + 1 + 2 = 25 hit (just barely)
Damage (P): 1d8 + 3 + 1 + 2 + 2d6 ⇒ (2) + 3 + 1 + 2 + (3, 4) = 15 (8 P, 7 Electric)
Bandit Leader Will Save vs DC 20: 1d20 + 4 - 2 ⇒ (9) + 4 - 2 = 11 Fail

The Bandit is once again hit by Vhinservun's dagger (which again flies back to Vhinservun after the strike,) and finds herself suddenly standing between Kolvar and Krauz. The teleport seems to break down her body some as she passes from one dimly lit spot to another.

Damage from Teleport: 3d6 ⇒ (2, 4, 1) = 7

With her opponent now between her allies and within striking distance of her dagger, Vhinservun does a quick twirl, and with a flourish makes one last quick jab at her with her dagger. (Boost: Minute Hand)

Minute Hand Boost Attack: 1d20 + 18 + 2 - 2 ⇒ (1) + 18 + 2 - 2 = 19 miss

Her hasty stab misses, but Vhinservun shrugs it off and stays loose, preparing for whatever might come next.

A total of 34 damage to the bandit leader (109 hp left), and she is now dazed (can take no actions next turn, but has normal AC) as well as shaken (from Krauz). Everyone still get a +2 competence bonus to hit and damage at least until Vhinservun goes again.


NG F Undine Bard + | HP 104/104 | AC: 36, T: 28, FF: 23 | Fort: +15, Ref: +16, Will: +16 | Perception: +24, Initiative: +15 | SP: 14/19 | Bardic Performance: 25/25 | Tempo: 11/11 | Active Element: Air | Active Stance: Elemental Flux Stance

Was that attack on the one currently between Kolvar and Krauz? That'll be handy for flanking purposes shortly I hope. That should also leave just 23 snipers to fire at us this round.


NG F Undine Bard + | HP 104/104 | AC: 36, T: 28, FF: 23 | Fort: +15, Ref: +16, Will: +16 | Perception: +24, Initiative: +15 | SP: 14/19 | Bardic Performance: 25/25 | Tempo: 11/11 | Active Element: Air | Active Stance: Elemental Flux Stance

The good news is that Soto is going to be great at removing any conditions we happen to get on any of our characters which might be a big deal as we play. I also expect Sebecloki to kill us all regardless of how well optimized we are right now, so that'll be fun!

@Sebecloki, I think that the three at the bottom of the turn order have all taken their turns now. Shall we move on to Kolvar, Krauz and Kazu?

*edit* I guess there's the save for the tanglefoot bag to resolve first, so perhaps I should just be patient a bit longer.


NG F Undine Bard + | HP 104/104 | AC: 36, T: 28, FF: 23 | Fort: +15, Ref: +16, Will: +16 | Perception: +24, Initiative: +15 | SP: 14/19 | Bardic Performance: 25/25 | Tempo: 11/11 | Active Element: Air | Active Stance: Elemental Flux Stance
Krauz "The Wolf" Bloodforge wrote:
If I kill the guy I'm fighting, I might be able to shaken her too which could help some. I already did the calculations and with my obscene intimidation, I'll likely be able to demoralize the normal guys for quite awhile. It is just a -2 to everything but hey, numbers are numbers.

That would be convenient. You should do that!


NG F Undine Bard + | HP 104/104 | AC: 36, T: 28, FF: 23 | Fort: +15, Ref: +16, Will: +16 | Perception: +24, Initiative: +15 | SP: 14/19 | Bardic Performance: 25/25 | Tempo: 11/11 | Active Element: Air | Active Stance: Elemental Flux Stance
Sebecloki wrote:
Vhinservun Tekra wrote:
For the enemies we're fighting, what's the light level where they are? If they're hiding under the trees and behind cover is it dim light?
Yeah, let's say it's dim light.

In that case Vhinservun is going to try to get fancy and first daze and then teleport the leader so that it's adjacent to Kolvar and Krauz on her next turn. The leader will get a couple of saves that would interrupt the turn while waiting to see if she makes them. Do you want me to roll for her when I get to that spot in the turn or do you want to roll them (and then I'll make contingent rolls for if she fails them along the way)?


NG F Undine Bard + | HP 104/104 | AC: 36, T: 28, FF: 23 | Fort: +15, Ref: +16, Will: +16 | Perception: +24, Initiative: +15 | SP: 14/19 | Bardic Performance: 25/25 | Tempo: 11/11 | Active Element: Air | Active Stance: Elemental Flux Stance

I don't believe anyone has taken any damage yet (Kazu absorbed the 6 damage he would have taken with temporary hp.) Do you want to move up the ramp to the north to support those up there (it's easier to get to than the south plateau.)


NG F Undine Bard + | HP 104/104 | AC: 36, T: 28, FF: 23 | Fort: +15, Ref: +16, Will: +16 | Perception: +24, Initiative: +15 | SP: 14/19 | Bardic Performance: 25/25 | Tempo: 11/11 | Active Element: Air | Active Stance: Elemental Flux Stance

For the enemies we're fighting, what's the light level where they are? If they're hiding under the trees and behind cover is it dim light?


NG F Undine Bard + | HP 104/104 | AC: 36, T: 28, FF: 23 | Fort: +15, Ref: +16, Will: +16 | Perception: +24, Initiative: +15 | SP: 14/19 | Bardic Performance: 25/25 | Tempo: 11/11 | Active Element: Air | Active Stance: Elemental Flux Stance

Vhinservun, taking the battlefield in, begins a complicated dance, her dagger cutting out ancient elven runes from the air around her. As she does she sings out to her companions, hoping to bolster their resolve as they face many foes.

Stance Elemental Flux Stance (Air Element)
Tempo: 11/11 to start the battle.
Free Action: Rubato Bardic Performance (lose 2 tempo, gain one round of Bardic Performance)
Swift Action: Enter Veiled Moon Style (10 feet of any move action is teleportation)
Move Action: Inspire Courage (Allies gain +2 Competence to attack and damage rolls)
Standard Action: Shapeshift to gain fly 60 feet, burrow 30 feet, tremorsense 20 feet. Spend 1 SP to make it duration 6 minutes.

Fort Save vs DC 13 to use Shapeshift at full power: 1d20 + 10 ⇒ (7) + 10 = 17

Vhinservun lifts slightly off the ground, a glowing rune now prominent on her forehead, and grins at the archers above her, preparing to launch herself into battle against them next round.

Everyone should now have +4 to hit and +4 damage for this round with the inspire courage and encouraging roar (+2 morale and +2 competence in case anyone has those bonuses from something else.) After this round it'll just be the +2 competence as encouraging roar will wear off.


NG F Undine Bard + | HP 104/104 | AC: 36, T: 28, FF: 23 | Fort: +15, Ref: +16, Will: +16 | Perception: +24, Initiative: +15 | SP: 14/19 | Bardic Performance: 25/25 | Tempo: 11/11 | Active Element: Air | Active Stance: Elemental Flux Stance

Welcome to the Companions of the Broken Band! Vhinservun can do traps thanks to the Archaeologist archetype, but having someone else able to work them as well wouldn't offend her at all! An AoE damage dealer will be welcome as I think that's something that we're largely lacking at the moment (and which would have been nice this battle.) Glad to see it on your planned list of things to do!


NG F Undine Bard + | HP 104/104 | AC: 36, T: 28, FF: 23 | Fort: +15, Ref: +16, Will: +16 | Perception: +24, Initiative: +15 | SP: 14/19 | Bardic Performance: 25/25 | Tempo: 11/11 | Active Element: Air | Active Stance: Elemental Flux Stance

Vhinservun has Uncanny Dodge, so won't be caught flat footed. Her AC is 29 right now.


NG F Undine Bard + | HP 104/104 | AC: 36, T: 28, FF: 23 | Fort: +15, Ref: +16, Will: +16 | Perception: +24, Initiative: +15 | SP: 14/19 | Bardic Performance: 25/25 | Tempo: 11/11 | Active Element: Air | Active Stance: Elemental Flux Stance

initiative: 1d20 + 15 ⇒ (2) + 15 = 17


NG F Undine Bard + | HP 104/104 | AC: 36, T: 28, FF: 23 | Fort: +15, Ref: +16, Will: +16 | Perception: +24, Initiative: +15 | SP: 14/19 | Bardic Performance: 25/25 | Tempo: 11/11 | Active Element: Air | Active Stance: Elemental Flux Stance

Vhinservun speaks quietly at first, "We have company with bows about," and then loudly, projecting to make sure she's easy to understand should any listeners speak common. "I certainly hope that anyone watching us isn't thinking of attacking. The Companions of the Broken Band are known for many things, but being easy targets isn't one of them. Send a representative if you would talk, else leave us to be on our way."

Diplomacy if applicable: 1d20 + 21 ⇒ (11) + 21 = 32


NG F Undine Bard + | HP 104/104 | AC: 36, T: 28, FF: 23 | Fort: +15, Ref: +16, Will: +16 | Perception: +24, Initiative: +15 | SP: 14/19 | Bardic Performance: 25/25 | Tempo: 11/11 | Active Element: Air | Active Stance: Elemental Flux Stance

Once her performance at the inn is finished Vhinservun hurries down the road and catches up with the rest of the Companions soon after they have passed through the shield.

Perception: 1d20 + 24 ⇒ (18) + 24 = 42


NG F Undine Bard + | HP 104/104 | AC: 36, T: 28, FF: 23 | Fort: +15, Ref: +16, Will: +16 | Perception: +24, Initiative: +15 | SP: 14/19 | Bardic Performance: 25/25 | Tempo: 11/11 | Active Element: Air | Active Stance: Elemental Flux Stance

Hearing the comment from in the tavern Vhinservun rolls her eyes and then motions her companions to leave saying softly, "We'd best continue our discussion outside of town. I'll distract the locals and meet you outside the gate we came in twenty minutes from now."

Then, leaping to the center of the floor the dancer projects her voice with practiced skill and announces to everyone in the room, "Hark my fellow travelers, I have been treated most kindly and supped upon delights here at the Broken Arms. Now it my honor to repay the hospitality with a dance to celebrate the grade fare!" Vhinservun then begins a dance around the room, using her skills to keep all eyes on her and giving the rest of the Companions a chance to leave discretely out the front door and regroup elsewhere.

Perform (Dance) to put on a show worth watching: 1d20 + 27 ⇒ (12) + 27 = 39

Vhiservun will also use a round of bardic performance to Fascinate (DC 21 will save to negate) whichever three patrons seem most interested in there being a kobold at the time she starts her performance.

Perception to tell who is worried about a kobold if it matters: 1d20 + 24 ⇒ (2) + 24 = 26

Fascinate:
Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.


NG F Undine Bard + | HP 104/104 | AC: 36, T: 28, FF: 23 | Fort: +15, Ref: +16, Will: +16 | Perception: +24, Initiative: +15 | SP: 14/19 | Bardic Performance: 25/25 | Tempo: 11/11 | Active Element: Air | Active Stance: Elemental Flux Stance

Vhinservun, an undine who should be human does her very best to conceal her surprise at being called an elf given that she was raised among them, but chalks it up to Akara probably being used to kobolds and dwarves rather than anything more intentional on his part.

"This way, friend Akara. Let us join my companions and make a plan to rescue your clan brothers and sisters."

Vhinservun leads the kobold back to the rest of the gathered companions and lets him tell his tale once more. Once he is finished she adds, "I believe that our friend Akara here speaks truly and that there are dwarves in need of rescue from evil forces. What say you to his pleas?"

Vhinservun isn't put off in the least by a kobold being this closely associated with dwarves given her own upbringing. He firmly believes he's telling the truth and that's good enough for her.


NG F Undine Bard + | HP 104/104 | AC: 36, T: 28, FF: 23 | Fort: +15, Ref: +16, Will: +16 | Perception: +24, Initiative: +15 | SP: 14/19 | Bardic Performance: 25/25 | Tempo: 11/11 | Active Element: Air | Active Stance: Elemental Flux Stance

Vhinservun listens, nodding solemnly at each detail that Akara adds to his story and the speculation at the end of it.

Sense Motive because you should always sense motive on a quest giver: 1d20 + 15 ⇒ (20) + 15 = 35

When Akara is done with his appeal Vhiservun gives him a reassuring smile. "You're in luck friend. Among my companions back at the Broken Arms tavern is one who has recently spent some time in Underoerth who might possibly be able to shed some light on some of what happened, though I suppose that the Uderoerth is vast, and I'm not sure exactly where he's been so I probably shouldn't make any promises along those lines..."

She trails off and frowns slightly before shaking her head as a smile returns to her face. "Regardless of that, your tale will likely appeal to my companions should you be willing to come and repeat it. I suspect that you've found allies who will help to rescue your dwarven clansmates. My name is Vhinservun Tekra and if you'll come with me I'll introduce you to my companions. Together we can figure out the best course of action for dealing with the horrors you describe."


NG F Undine Bard + | HP 104/104 | AC: 36, T: 28, FF: 23 | Fort: +15, Ref: +16, Will: +16 | Perception: +24, Initiative: +15 | SP: 14/19 | Bardic Performance: 25/25 | Tempo: 11/11 | Active Element: Air | Active Stance: Elemental Flux Stance

I think it makes sense where we are, yes.

Vhinservun smiles and nods to the worker. "I'll see what I can do to get your deliveries back on schedule as quickly as possible." Looking out into the street she takes a look out at the situation to get a feel for the difficulty of the task. Not seeing anything overly daunting at first glance she flashes a smile back to her companions at the table, gesturing for them to finish their meal while she finds out what's going on.

Of course anyone who wants is more than welcome to come with.

Moving quickly and light on her feet she makes her way over the bridge to the south side of the river and heads over to the docks. When she thinks she's found the source of the work stoppage she calls out, "I hear that someone seeks the help of adventurers. I represent the Companions of the Broken Band and am here to hear your request. What can we do for you?"


NG F Undine Bard + | HP 104/104 | AC: 36, T: 28, FF: 23 | Fort: +15, Ref: +16, Will: +16 | Perception: +24, Initiative: +15 | SP: 14/19 | Bardic Performance: 25/25 | Tempo: 11/11 | Active Element: Air | Active Stance: Elemental Flux Stance

Vhinservun looks up as the dockworker bursts into the common room and listens to his request. The bard turns to her companions at the table, viewing their weary faces and smiles. "What do you think? A simple mission rescuing a kobold's family, that could be worth looking into. It'll probably be a nice low key change of pace from the Scarlet Monks. I mean how bad could a kobold's troubles possible be, right?"

Without waiting for an answer she rises from her seat and walks over to the man to get directions to the distressed reptilian.


NG F Undine Bard + | HP 104/104 | AC: 36, T: 28, FF: 23 | Fort: +15, Ref: +16, Will: +16 | Perception: +24, Initiative: +15 | SP: 14/19 | Bardic Performance: 25/25 | Tempo: 11/11 | Active Element: Air | Active Stance: Elemental Flux Stance

I'm fine with three and ready to go, but I suspect we'll have a couple more trickle in over the next day or two.


NG F Undine Bard + | HP 104/104 | AC: 36, T: 28, FF: 23 | Fort: +15, Ref: +16, Will: +16 | Perception: +24, Initiative: +15 | SP: 14/19 | Bardic Performance: 25/25 | Tempo: 11/11 | Active Element: Air | Active Stance: Elemental Flux Stance

Vhinservun is about!


Vhinservun is finished (despite my incessant tinkering,) and you the character is in the profile of this account. I'm expecting to use her, but I've also developed a backup character because it was fun.

Kazu the Fist is an Unchained Monk who mostly teleports around the battlefield and punches things hard. I present him as a character that was fun to make, but who probably fits the group less well than Vhinservun does, so who I don't actually expect to play.

Background:

Kazu was a half-orc raised among dwarves and it wasn’t a pleasant childhood. Taken in by a family of strict Berronar Truesilver worshipers because he apparently filled some sort of prophecy of a reborn dragon-king of the Sea of Dust, Kazu was raised to always tell the truth no matter the consequence, to honor Berronar Truesilver and follow her teachings and defend her name and to take what life has to offer with humility. Kazu’s almost ceaseless toil and lack of comforts left him physically impressive, but socially and intellectually shallow.

When he came of age his adopted family had a ceremony performed that awakened the power of his heritage, focused as a powerful magic emanating from his right arm. Now he can draw on the power to deliver powerful blows beyond that of a normal fighter and warp from one spot to another on the battlefield. He was sent to the Defenders of the Realm to train as a warrior and learn to use his new powers productively. There his training did expand his social skills somewhat, and he was drilled with knowledge of the noble houses of various kingdoms and empires and their etiquettes as well as how to use his fist to fight tactically, leaving him, if not well rounded in education, at least slightly less one dimensional than he had been before.

He’s now left the stronghold of the Defenders of the Realm and they have directed him to lend his services to the Brotherhood of the Broken Band. He’s not sure how well he’ll fit in with the rowdy, chaotic group, but his strong sense of obligation to the duty put before him ensures that he’ll give it his best try.

Kazu the Fist Build:

Kazu the Fist
Male Half-orc Martial Artist Unchained Monk(Sohei, Drifting Lotus, Formcrafter) 8 VMC Sorcerer
LG Medium humanoid (human, orc, psionic)
Init +13; Senses Darkvision 120 feet; Perception +16
--------------------
Defense
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AC 34, touch 32, flat-footed 26 (+4 Defense A, +7 Dex, +5 Wis, +4 Monk, +1 Dodge, +2 Natural Armor, +1 Deflection)
HP 106 (28 1st + 70 Monk + 16 Con -8 Oath)
Fort +15; Ref +17; Will +12 (+2 on saving throws against emotion and fear effects)
Special Defenses Evasion (take no damage instead of half on successful Ref save), Immune to Disease, Immune to Fatigue, Physical Resistance (ability drain, ability damage and temporary ability score penalties reduced by 2 points)
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Offense
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Speed 45 feet (30 feet without martial focus)
Melee Dragon Style +4 Unarmed Strike +23 +23 +18 (3d8 +26 (23, 23) B, P or S/17-20 +1 to confirm crits, +8 Damage to crits)
When in Primal Strike Stance, Using Hardened Fists and Polymorphed
Dragon Style +4 Unarmed Strike +21 +21 + 16 (16d8 + 28 (25, 25) B, P or S/17-20 +1 to confirm crits, +8 Damage to crits)

Special Always act in the surprise round (still flat footed until acts)
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Statistics
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Str 20 (+2 Enh), Dex 24 (+2 R, +2 Level, +2 Enh), Con 14, Int9, Wis 20 (+2 Enh), Cha 14
Base Attack +8; CMB +13; CMD 33; MSB +8; MSD 19
Feats Combat Expertise, Combat Reflexes, Combat Stamina, Combat Style Master, Deadly Aim, Discipline Focus (Radiant Dawn), Dodge, Dragon Style, Extra Stamina, Fuse Style, Greater Unarmed Strike, Improved Critical (Monk), Power Attack, Push the Limits, Radiant Dawn Style, Stunning Fist, Unarmed Combatant, Vital Strike, Weapon Finesse, Weapon Focus (Monk), Weapon Specialization (Unarmed Strike)
Skills Acrobatics +23, Autohypnosis +16, Diplomacy +10, Handle Animal + 12, Knowledge (Nobility) +13, Linguistics +0, Perception +16, Survival +16
Traits Blood of Pharaohs, Fate’s Favored, Gift for Magic (Alteration), Heavy Hitter, Life of Toil, Reactionary
Languages Common, Dwarven, Orc
Honor 24/100
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Martial Tradition and Oaths
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Defenders of the Realm ”On my honor and the honor of the Defenders who trained me, I swear to be a faithful servant. For you I shall provide valor to defend you and your peoples, loyalty to serve the needs of your realm, courage to destroy your enemies, and cunning to do your will. For me you shall provide honor to reward my deeds, glory to crown my name, and good lordship to sustain my life. So long as the circle is unbroken, my vow remains whole.”

Defenders of the Realm Benefits Defenders of the Realm benefit from a +2 competence bonus to Knowledge (local), Knowledge (nobility), and Knowledge (religion) checks, as well as a +2 competence bonus to Fortitude saves.

Oath against Artifice (1 Oath Point) You have sworn off the use of anathematic armaments and technologies. You must revere nature and may not wear metal armor or use metal shields. In addition, you may not use firearms or any technological devices which use charges. In games where advanced technology is quite common, this Oath may be worth up to three Oath points.

Oath against Mercy (2 Oath Points) You have sworn to take no prisoners in battle, sparing no enemy who turns their weapon against you. You may not capture foes alive and must kill any enemies you defeat in battle. You do not break this Oath if a defeated enemy escapes in a way that was beyond your power to stop.

Oath of Abstention (1 Oath Point) You cut excess pleasures from your consumption, surviving on only the bare necessities. You may not consume any but the most basic food and drink, meaning that you cannot consume drugs, potions, alchemical formulae, or other beneficial items that must be consumed to gain their effects. You may not consume any food or drink worth more than 1 gp.

Oath of Candor (1 Oath Point) Your words will betray no falsehood. You are not allowed to deliberately speak any lies, including bluffing, stating half-truths or concealed truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication. If presented with circumstances where telling the truth would bring harm, you can remain silent.

Oath of Honor (Chivalric Code) (2 Oath Points) You have sworn to uphold your good name and maintain an air of dignity in your actions. You must select a code of honor and maintain an honor score (see Ultimate Campaign) of at least 3 x your character level at all times. When you first swear this Oath or when you level up, your honor score is increased to 3 x your character level if it is lower.

Oath of Humility (1 Oath Point) You are not a leader or a bearer of glory, but rather a simple servant of greater forces. You may not accept the service of followers, underlings, or minions (including summoned, tamed, or animated minions), nor may you accept noble titles or own lands beyond what you need to survive.

Oath of Loyalty (Berronar Truesilver) (1 Oath Point) You have sworn your service to a god, nation, or leader (hereafter referred to as your patron). Your alignment must remain within 1 step of your patron’s, and you must adhere to the moral tenets of your patron while remaining in their good standing. Paladin or antipaladin codes provide a framework for what moral tenets might mean for a character who pledges an Oath of Loyalty. Minor infractions may be overlooked, but a gross defiance (such as disobeying a direct order from your patron or acting in a way that directly contradicts your patron’s teachings) is sufficient to break an Oath of Loyalty. A patron may revoke the benefits of an Oath of Loyalty at any time.

Oath of Ritual (1 Oath Point) You must perform a specific physical or magical ritual every day to maintain your abilities. This ritual takes one hour to perform and can be performed anywhere, but requires that you either spend 5 gp per character level or reduce your maximum hit points by an amount equal to your character level for 24 hours every time you perform the ritual.

Bonus Talents (3 Oath points) You gain a number of bonus talents based on how many Oath points you spend on this Oath boon. These talents may be either combat talents or magic talents, but you must meet the prerequisites for these talents and cannot select magic talents if you are not already a spherecaster. You may spend up to 3 Oath points on this Oath boon. One talent at 2nd, 6th, 10th, 14th, and 18th levels

Enhanced Abilities (Su) (2 Oath points) Your Oath grants you strength and acuity beyond that of your kin. At 4th level and every even-numbered level thereafter, you gain a +2 enhancement bonus to one of your ability scores. These bonuses do not stack with each other until you are at least 10th level, at which point they may stack up to a maximum of +4. This improves to a maximum of +6 at 13th level. From level 13 onwards, you gain two +2 ability score bonuses at every level rather than just one at even-numbered levels.

Enhanced Armaments (Su) (3 Oath Points) Your devotion enhances the abilities of your weapons. At 4th level, one weapon you wield (including a natural weapon) gains a +1 enhancement bonus on attack and damage rolls for as long as you wield it (these bonuses are still applied if the weapon is thrown). This bonus increases by 1 at 7th level and every 3 levels thereafter, to a maximum of +5 at 16th level. Alternatively, you may apply this bonus to an implement, granting an enhancement bonus to caster level with a specific sphere in place of a bonus to attack and damage rolls. This bonus does not stack with any existing enhancement bonus the weapon or implement may have. If you spend a third Oath point, the weapon or implement’s enhancement bonus also increases at 5th level and every 3 levels thereafter (to a maximum of +10 at 17th level).

The item’s enhancement bonus cannot exceed +5, but the remaining bonus can be spent to grant the item any properties that an armorist of your character level could apply to their weapons or implements. You may take this Oath boon multiple times, each time gaining the ability to apply it to an additional weapon or implement. You may change which item you apply this bonus to or change the nature of the bonus in a process that takes 1 hour. You cannot apply both Enhanced Armaments and Enhanced Defenses to the same piece of equipment.

Inhuman Resilience Su (1 Oath Point) Your Oath insulates your body and mind against harm. You gain a +1 resistance bonus to all saving throws at 3rd level, which increases by 1 at 6th level and every 3 levels thereafter (to a maximum of +5 at 15th level). You also gain a +1 enhancement bonus to natural armor at 5th level which increases by 1 at 8th level and every 3 levels thereafter (to a maximum of +5 at 17th level).

Shielded Form Su (1 Oath Point) Incredible powers shield you, granting you a +1 deflection bonus to AC starting at 6th level which increases by 1 at 9th level and every 3 levels thereafter (to a maximum of +5 at 18th level).
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Resources
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Essence: 1/1
Hardened Fists: 5/5
Martial Focus: 1/1
Mutable Flesh: 1/1
Power Points: 1/1
Spell Points: 19/19
Stamina Points: 13/13
Secondary Stamina Points: 2/2
Stunning Fist: 8/8

Stance: Primal Warrior Stance
Maneuvers Readied (4): Bronze Knuckle, Decree of Death, Encouraging Roar, Lifeburst Strike

Maneuvers Known: Bloody Riposte, Bronze Knuckle, Counter Step, Decree of Death, Encouraging Roar, Ghost Hunting Blow, Lifeburst Strike
Stances Known: Primal Warrior Stance, Spoils of War, Unbroken Stride
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Equipment
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Boots of Elvenkind (Feet, 2500)
Gloves of Dueling (Hands, 15000)
Monk’s Robe (Body, 13000)
Ring of Sustenance (Ring, 2500)

0 gold


Powers and Special Actions (by Action Type):

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Free Actions
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Berserking At the start of the round choose to lose 2 AC to gain 11 temporary hp or roll attack twice on one attacks during the round, taking the better result each time
Combat Style Master Change to a new style, can retain up to one previous style
Hardened Fists Unarmed strikes deal damage as one size category longer for one round
Lotus Style: Float After teleporting can either drift back to the ground at 60 feet per round gliding horizontally or can float in place until start of next turn
Spinning Heel Kick Whenever an unarmed attack from attack action hits a foe make an unarmed attack against another foe adjacent to first at -2 to hit
Stunning Fist When making an unarmed strike can use stunning fist to attempt to stun target for one round, fatigue target or make target sickened for 1 minute if attack hits; DC 20 Fort to negate
Style Strike: Hammerblow When using flurry of blows one unarmed strike can roll damage dice twice (not multiplied on critical hit)
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Swift/Immediate Actions
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Exploit Weakness (defensive) +2 bonus on Sense Motive checks, Reflex saves, and a dodge bonus to AC against one opponent within 30 feet until the start of next turn
Exploit Weakness (offensive) Wisdom check (1d20 + 13) vs 10 + Hardness or CR to gain +2 on attack rolls, ignore DR/Hardness until end of turn
Fuse Styles Change Style and Stance
Invest Essence Invest one point of essence in an essence receptacle (Radiant Dawn maneuver)
Ki Weapon Spend up to 2 SP to grant unarmed strikes special weapon qualities for one minute
Savage When a foe is reduced to 0 hp or less with a melee or thrown weapon attack regain martial focus as immediate action
Sweeping Kick When a melee attack from attack action hits make a trip attempt at -2 as immediate action
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Standard Actions
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Advancing Carnage Take -2 to hit for the round to make an attack action; if it hits get additional attack against an foe adjacent to one that was hit, can repeat up to four times (for five foes total,) can’t attack single foe more than once using this ability, can take 5 foot step after each attack
Pouncing Teleport When teleporting spend 1 SP to make an attack roll after teleport or spend 1 more SP to make attack action or full attack
Recover Maneuver Ready an expended maneuver
Shapeshift Duration concentration, can spend 1 SP as free action to make duration 60 minutes, typically gain powerful claws and large size; once per day duration increased to 6 hours
Warp Teleport self up to 35 feet; can spend 1 SP to increase range to 140 feet
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Full Attack Actions
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Flurry of Blows Gain 1 extra attack at full BAB when taking full attack action using unarmed strikes
Pouncing Teleport Increase time when teleporting to make an attack roll after teleport or spend 1 SP to make attack action or full attack
Recover Maneuvers As a full round action replace up to five expended maneuvers with readied maneuvers chosen from any known, change style for free
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Other
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Combat Expertise When attacking take -2 to attack rolls, CMB and +2 Dodge to AC until the start of next turn
Deadly Aim When making a ranged attack take -2 to hit, +4 damage on ranged attacks until next turn (-3 to hit, +6 damage for daggers)
Devoted Guardian Always act in the surprise round, flat footed until act
Power Attack When making a melee attack take -2 to hit, +4 damage on melee attacks until next turn (-3 to hit, +6 damage for daggers)
Reaper’s Momentum If Kazu has martial focus, up to twice a turn when a foe is reduced to 0 hp or less with melee or thrown weapon attack immediately make a melee or thrown weapon attack on another creature
Run Move at five times normal move when running, +4 to acrobatics when making a jump after a running start +4 bonus on your check, retain your Dex bonus to AC while running
Segmented Warp Spend 1 SP to break teleport into two parts
Tight Guard When reading an action, taking a total defense action, or using the attack action to attack with a light weapon, you gain a +3 shield bonus to your AC and CMD until start of next turn

Feats and Talents (by Level and Source):

Level One

Campaign Feat: Combat Stamina
Campaign Feat: Push the Limits
Casting Tradition Talent: Alteration Sphere
-Alteration Talent: Lingering Transformation
Casting Tradition (Alteration) Talent: Powerful Limbs
Drifting Lotus Bonus Talent: Warp Sphere
Drifting Lotus Bonus (Warp) Talent: Pouncing Teleport
Drifting Lotus Bonus (Open Hand) Talent: Snap Kick
Elephant in the Room Feat: Weapon Finesse
Elephant in the Room Feat: Combat Expertise
Elephant in the Room Feat: Deadly Aim
Elephant in the Room Feat: Power Attack
Formcrafter Bonus Feat: Fuse Style
Martial Tradition Talent: Boxing Sphere
-Boxing Talent: Tight Guard
Martial Tradition (Equipment) Talent: Critical Genius
Martial Tradition (Equipment) Talent: Finesse Fighting
Martial Tradition Talent: Open Hand Sphere
-Open Hand Talent: Tear Flesh
Monk Bonus Feat: Dodge
Monk Bonus Feat: Unarmed Combatant
Monk Bonus Feat: Stunning Fist

Level Feat: Weapon Focus (Monk)
Level Talent: Open Hand Sweeping Kick

Level Two

Formcrafter Bonus Feat: Dragon Style
Monk Bonus Feat: Combat Reflexes
Oath Bonus Talent: Athletics Sphere (Run Package)

Level Feat: Discipline Focus (Radiant Dawn)
Level Talent: Berserker Sphere
-Berserker Talent: Executioner

Level Three

Level Feat: Greater Unarmed Strike
Level Talent: WarpSegmented Warp

Level Four

Level Feat: Weapon Specialization (Monk)
Level Talent: Berserker Advanced Carnage

Level Five

Campaign Feat: Signature Skill (Varied)
Campaign Feat: Extra Stamina

Level Feat: Radiant Dawn Style
Level Talent: Berserker Advanced Carnage

Level Six

Formcrafter Bonus Feat: Wildcard Style Feat
Monk Bonus Feat: Deft Maneuvers
Oath Bonus Talent: Athletics Swift Movement

Level Feat: Vital Strike
Level Talent: Alteration Size Change

Level Seven

Level Feat: Combat Style Master
Level Talent: Berserker Reaper’s Momentum

Level Eight

Level Feat: Improved Critical (Monk)
Level Talent: Berserker Savage


Trait and Racial Trait Details:

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Traits
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Blood of Pharaohs, Campaign Long ago, one of your ancestors ruled over the Sea of Dust. Although you are many generations removed and the line of descent is hard to prove, his or her blood still runs in your veins. Perhaps you may find some proof of your lineage in the tombs of the necropolis. You gain a +1 trait bonus on Will saves. You also gain a +1 trait bonus on Knowledge (nobility) checks and that skill is always a class skill for you. In addition, you may choose an ancient language as one of your bonus languages.

Fate’s Favored, Faith The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Gift for Magic (Alteration), Magic Whether through ancestry, training, or another personal aspect, your skill with a particular type of magic is far more natural than normal. Choose a sphere. You gain a +2 trait bonus to your caster level with that sphere. This bonus cannot cause your caster level to exceed your Hit Dice.

Heavy Hitter, Regional You gain a +1 trait bonus on damage rolls made with unarmed attacks.

Life of Toil, Social You have lived a physically taxing life, working long hours for a master or to support a trade. Hard physical labor has toughened your body and mind. You gain a +1 trait bonus on Fortitude saves.

Reactionary, Combat You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.
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Racial Traits
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Ability Score Modifiers Half-orc characters gain a +2 bonus to one ability score of their choice at creation (Dex) to represent their varied nature.
Size Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.
Type: Half-orcs are Humanoid creatures with both the human and orc subtypes.
Base Speed Half-orcs have a base speed of 30 feet.
Languages Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.

Dragon Sight (2 RP) Half-orcs with this trait gain some of the keen senses of dragonkind. They have darkvision with a range of 120 feet. This replaces darkvision and intimidating.
Pariah While many cultures discriminate against half-orcs, in some, particularly dwarven communities, half-orcs are complete social pariahs. It goes without saying that such a culture does not provide outlets for a half-orc to practice with traditional orc weapons. The few half-orcs who survive to adulthood in such harsh social climates are deeply scarred by their abusive treatment and find it hard to express and understand normal emotions. Such half-orcs gain a +2 racial bonus on saving throws against emotion and fear effects and a –2 penalty on Bluff, Diplomacy, and Sense Motive checks. This racial trait replaces weapon familiarity.
Sacred Tattoo Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.


Skills Details:

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Skills
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Ranks: 56 (32 Class +16 Background +8 FCB -8 Int +8 Spheres)

Acrobatics +23 (8 Ranks +7 Dex +3 Class, +5 Circumstance)
Appraise -1 (-1 Int)
Autohypnosis +16 (8 Ranks +5 Wis +3 Class)
Bluff +0 (2 Cha -2 Race)
Climb +5 (5 Str)
Craft -1 (-1 Int)
Diplomacy +11 (8 Ranks +2 Cha +3 Class -2 Race)
Disable Device NA (7 Dex)
Disguise +2 (2 Cha)
Escape Artist +7 (7 Dex)
Fly +7 (7 Dex)
Handle Animal +12 (7 Ranks +2 Cha +3 Class)
Heal +5 (5 Wis)
Intimidate +2 (2 Cha)
Knowledge (Arcana)[/b] NA (-1 Int)
Knowledge (Dungeoneering) NA (-1 Int)
Knowledge (Engineering) NA (-1 Int)
Knowledge (Geography) NA (-1 Int)
Knowledge (History) NA (-1 Int)
Knowledge (Local) NA (-1 Int)
Knowledge (Martial) NA (-1 Int)
Knowledge (Nature) NA (-1 Int)
Knowledge (Nobility) +11 (8 Ranks -1 Int +3 Class +1 Trait +2 Competence)
Knowledge (Planes) NA (-1 Int)
Knowledge (Religion) NA (-1 Int)
Linguistics +0 (1 Rank -1 Int)
Perception +16 (8 Ranks +5 Wis +3 Class)
Perform +2 (2 Cha)
Profession NA (5 Wis)
Ride +7 (7 Dex)
Sense Motive +3 (5 Wis -2 Race)
Sleight of Hand NA (7 Dex)
Spellcraft NA (-1 Int)
Stealth +7 (7 Dex)
Survival +16 (8 Ranks +5 Wis +3 Class)
Swim +5 (5 Str)
Use Magic Device NA (2 Cha)
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Skill Unlocks
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Acrobatics You can move at normal speed through a threatened square without provoking an attack of opportunity by increasing the DC of the check by 5 (instead of by 10). You aren’t denied your Dexterity bonus when attempting Acrobatics checks with DCs of 20 or lower.
Diplomacy The time required to influence a creature’s attitude or gather information is halved.
Handle Animal Creatures you have trained gain a +2 bonus on Will saves when adjacent to you.
Knowledge (Nobility) When you successfully identify a creature, you gain one additional piece of information for every 5 ranks you possess in that Knowledge skill.
Perception You remain alert to sounds even in your sleep, and the normal DC increase to Perception checks when you are sleeping is halved. The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 20 feet.
Survival You reduce all nonlethal damage you take from heat, cold, starvation, or thirst by 1 point for every 5 ranks you possess in Survival.


Stamina Combat Tricks:

Combat Expertise If you spend stamina points to raise an attack roll using the Combat Stamina feat’s benefits, ignore an amount of your Combat Expertise penalty equal to the number of stamina points you spent.
Combat Reflexes When you miss with an attack of opportunity, you can spend 5 stamina points to make a second attack for the same provoking action. That second attack of opportunity takes a –5 penalty on the attack roll and costs one of your attacks of opportunity for the round.
Combat Stamina After you make an attack roll with a manufactured weapon, unarmed strike, or natural weapon attack with which you are proficient, but before the results are revealed, you can spend up to 5 stamina points. If you do, you gain a competence bonus on the attack roll equal to the number of stamina points you spent. If you miss with the attack, the stamina points you spent are still lost.
Combat Style Master When it is not your turn, you can spend 2 stamina points to take the free action to switch your style.
Deadly Aim When using this feat, you can spend 4 stamina points to reduce the penalty to attack rolls imposed by the feat by 1 until the beginning of your next turn. You can’t reduce the penalty below 0.
Dragon Style On your second and all subsequent unarmed strike attacks made in a round, you can spend 3 stamina points before making each attack to add 1-1/2 times your Strength modifier to that attack’s damage roll.
Improved Critical When you hit with an attack and the roll fails to threaten a critical hit by 3 or less, you can spend 5 stamina points to attempt to deal double damage anyway. Roll as if confirming a critical hit. If this confirmation roll succeeds, your attack is still not a critical hit, but it deals double damage.
Power Attack When using this feat, you can spend 2 stamina points to gain the benefits and the hindrances of that feat until the end of your turn, instead of until your next turn.
Stunning Fist You can spend 5 stamina points to declare that you are using Stunning Fist after you’ve hit with an unarmed strike.
Vital Strike After rolling the damage of a Vital Strike attack, you can spend 2 stamina points to reroll up to two of the weapon’s damage dice. (For weapons with more than one damage die, count all the weapon’s base damage dice together as one.) You must take the second result, even if it’s lower.
Weapon Finesse You can spend 2 stamina points to negate the penalty on attack rolls from your shield’s armor check penalty until the start of your next turn.
Weapon Focus (Monk)Once per round, you can spend 2 stamina points to gain your Weapon Focus bonus on attack rolls with a weapon with which you don’t have Weapon Focus. This bonus lasts until the start of your next turn.

Kazu the Fist Class and System Detail Document


As a slayer you'd probably want to add the Hero's Bane Archetype which would mainly give you a set of maneuvers to use during combat which can't hurt to have. If you haven't done anything with the Spheres of Might then adding an archetype from there as well probably makes sense. The Guild Assassin would basically let you add 7 talents total from spheres of Might (one of which would have to be the Scout Sphere which you'd likely want anyhow.) I'd take a look at the Sniper Sphere and the Barrage Sphere as good possible pickups. There's a good chance that you'd pick up feat equivalents from them (among other things) and get some extra feats to do more cool stuff.

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