Male
Skills: F: +2, R: +5, W: +5|Init: +2| HP: 10/19|AC: 18 (13 Tch, 16 Fl)|Resist Electricity 5|CMB: +4, CMD: 16|SR 12 Astral Deva/2nd|Speed 30ft (30ft)
Acro +7|Bluff +7|Diplo +7|Intim +6|Kn. (Pl./Relig) +7|Percept. 7|SM +6 Storm Dragon, you are a Genius God!!!
Male
Skills: F: +2, R: +5, W: +5|Init: +2| HP: 10/19|AC: 18 (13 Tch, 16 Fl)|Resist Electricity 5|CMB: +4, CMD: 16|SR 12 Astral Deva/2nd|Speed 30ft (30ft)
Acro +7|Bluff +7|Diplo +7|Intim +6|Kn. (Pl./Relig) +7|Percept. 7|SM +6 Chigao Waiyo wrote:
Xephkiel, after the disheartening adventure, decides to travel with Chigao. In hopes that their journeys together transform from friendship to romantic love.
Male
Skills: F: +2, R: +5, W: +5|Init: +2| HP: 10/19|AC: 18 (13 Tch, 16 Fl)|Resist Electricity 5|CMB: +4, CMD: 16|SR 12 Astral Deva/2nd|Speed 30ft (30ft)
Acro +7|Bluff +7|Diplo +7|Intim +6|Kn. (Pl./Relig) +7|Percept. 7|SM +6 Defending everyone's retreat, Xephkiel took a 5-ft. step backward and attacks the nearest goblin still advancing. Unsure which one it is at this point, it is a battle of Chaos.)
Male
Skills: F: +2, R: +5, W: +5|Init: +2| HP: 10/19|AC: 18 (13 Tch, 16 Fl)|Resist Electricity 5|CMB: +4, CMD: 16|SR 12 Astral Deva/2nd|Speed 30ft (30ft)
Acro +7|Bluff +7|Diplo +7|Intim +6|Kn. (Pl./Relig) +7|Percept. 7|SM +6 Just so I understand, Randall died and his spirit is currently inhabiting the body of the ogre, and we are waiting to resolve this retreat to find all this out?
Male
Skills: F: +2, R: +5, W: +5|Init: +2| HP: 10/19|AC: 18 (13 Tch, 16 Fl)|Resist Electricity 5|CMB: +4, CMD: 16|SR 12 Astral Deva/2nd|Speed 30ft (30ft)
Acro +7|Bluff +7|Diplo +7|Intim +6|Kn. (Pl./Relig) +7|Percept. 7|SM +6 Scholar Zupon wrote: Noting Chigao with a corpse dragging across the hall way Zupon runs back through, skidding to a stop and firing a dart at the goblinoid blocking Xeph's retreat path calling out "Back up up Xeph! They're surrounding you!" The astral deva continues to back up, rapier bared, and retreat.
Male
Skills: F: +2, R: +5, W: +5|Init: +2| HP: 10/19|AC: 18 (13 Tch, 16 Fl)|Resist Electricity 5|CMB: +4, CMD: 16|SR 12 Astral Deva/2nd|Speed 30ft (30ft)
Acro +7|Bluff +7|Diplo +7|Intim +6|Kn. (Pl./Relig) +7|Percept. 7|SM +6 Randall Harkness wrote: With a growing sense of horror he takes in his surroundings. The shocked expressions of his companions, their attempts to escape...and his own body lying on the floor, cut nearly in two. Chigao Waiyo wrote: "We must make our retreat! Take the smokestick- use Zupon's torch to activate it! We'll head north to where it's narrower! Both Prisoners must be informed to flee as well! I'll try to get the Sergeant when we can!", the novice trainee of Master Fisnaeth calls out with controlled urgency in her voice. If we'd have to... "NOOO!!" roared the celestial in anguish, having lost one of his charges. One of the people he was supposed to protect. Xephkiel struggled with himself not to collect the body as he retreated, but followed the ninja's instruction. The astral deva's eyes literally blazed as he shot a parting glance at the ogre in retreat.
Male
Skills: F: +2, R: +5, W: +5|Init: +2| HP: 10/19|AC: 18 (13 Tch, 16 Fl)|Resist Electricity 5|CMB: +4, CMD: 16|SR 12 Astral Deva/2nd|Speed 30ft (30ft)
Acro +7|Bluff +7|Diplo +7|Intim +6|Kn. (Pl./Relig) +7|Percept. 7|SM +6 The astral deva continues his fight for survival on Purple.
Male
Skills: F: +2, R: +5, W: +5|Init: +2| HP: 10/19|AC: 18 (13 Tch, 16 Fl)|Resist Electricity 5|CMB: +4, CMD: 16|SR 12 Astral Deva/2nd|Speed 30ft (30ft)
Acro +7|Bluff +7|Diplo +7|Intim +6|Kn. (Pl./Relig) +7|Percept. 7|SM +6 If Xephkiel meets his demise, let it happen. It's sad, but will be a great RP moment for the survivors. Think of Boromir.
Male
Skills: F: +2, R: +5, W: +5|Init: +2| HP: 10/19|AC: 18 (13 Tch, 16 Fl)|Resist Electricity 5|CMB: +4, CMD: 16|SR 12 Astral Deva/2nd|Speed 30ft (30ft)
Acro +7|Bluff +7|Diplo +7|Intim +6|Kn. (Pl./Relig) +7|Percept. 7|SM +6 Xephkiel nods as he advances, attacking the purple goblin.
Male
Skills: F: +2, R: +5, W: +5|Init: +2| HP: 10/19|AC: 18 (13 Tch, 16 Fl)|Resist Electricity 5|CMB: +4, CMD: 16|SR 12 Astral Deva/2nd|Speed 30ft (30ft)
Acro +7|Bluff +7|Diplo +7|Intim +6|Kn. (Pl./Relig) +7|Percept. 7|SM +6 Xephkiel stands beside the door Randal kicked, rapier at the ready.
Male
Skills: F: +2, R: +5, W: +5|Init: +2| HP: 10/19|AC: 18 (13 Tch, 16 Fl)|Resist Electricity 5|CMB: +4, CMD: 16|SR 12 Astral Deva/2nd|Speed 30ft (30ft)
Acro +7|Bluff +7|Diplo +7|Intim +6|Kn. (Pl./Relig) +7|Percept. 7|SM +6 The astral deva gives out his reserve trail rations, and gives every ex-prisoner a drink of mead before leaving.
Male
Skills: F: +2, R: +5, W: +5|Init: +2| HP: 10/19|AC: 18 (13 Tch, 16 Fl)|Resist Electricity 5|CMB: +4, CMD: 16|SR 12 Astral Deva/2nd|Speed 30ft (30ft)
Acro +7|Bluff +7|Diplo +7|Intim +6|Kn. (Pl./Relig) +7|Percept. 7|SM +6 DM rel20 wrote: @Xeph - who are you trying to intimidate with the roll? Those who call for the death of the imprisoned goblins. Nathan "Cable" Grey wrote: "We really should release, and feed, and help them all. What an awful experience." "Well said", Xephkiel agrees. "I have a few rations and mead to share."
Male
Skills: F: +2, R: +5, W: +5|Init: +2| HP: 10/19|AC: 18 (13 Tch, 16 Fl)|Resist Electricity 5|CMB: +4, CMD: 16|SR 12 Astral Deva/2nd|Speed 30ft (30ft)
Acro +7|Bluff +7|Diplo +7|Intim +6|Kn. (Pl./Relig) +7|Percept. 7|SM +6 "Everyone gets free!" The crouching hulk of a astral deva barked.
Male
Skills: F: +2, R: +5, W: +5|Init: +2| HP: 10/19|AC: 18 (13 Tch, 16 Fl)|Resist Electricity 5|CMB: +4, CMD: 16|SR 12 Astral Deva/2nd|Speed 30ft (30ft)
Acro +7|Bluff +7|Diplo +7|Intim +6|Kn. (Pl./Relig) +7|Percept. 7|SM +6 Xephkiel crouches down into the tunnel. And in an attempt to harness his astral deva strength and adhere to Cayden's belief in Freedom for All, Xephkiel will attempt to use his strength to either break the chains or locks with his bare hands.
Male
Skills: F: +2, R: +5, W: +5|Init: +2| HP: 10/19|AC: 18 (13 Tch, 16 Fl)|Resist Electricity 5|CMB: +4, CMD: 16|SR 12 Astral Deva/2nd|Speed 30ft (30ft)
Acro +7|Bluff +7|Diplo +7|Intim +6|Kn. (Pl./Relig) +7|Percept. 7|SM +6 The astral deva visibly breathes of relief after the scholar's administrations.
Male
Skills: F: +2, R: +5, W: +5|Init: +2| HP: 10/19|AC: 18 (13 Tch, 16 Fl)|Resist Electricity 5|CMB: +4, CMD: 16|SR 12 Astral Deva/2nd|Speed 30ft (30ft)
Acro +7|Bluff +7|Diplo +7|Intim +6|Kn. (Pl./Relig) +7|Percept. 7|SM +6 The astra deva casts cure light wounds on himself.
Male
Skills: F: +2, R: +5, W: +5|Init: +2| HP: 10/19|AC: 18 (13 Tch, 16 Fl)|Resist Electricity 5|CMB: +4, CMD: 16|SR 12 Astral Deva/2nd|Speed 30ft (30ft)
Acro +7|Bluff +7|Diplo +7|Intim +6|Kn. (Pl./Relig) +7|Percept. 7|SM +6 "Nice work, everyone", grimaced Xephkiel gingerly steps down off the table in pain. The astral deva sat down to examine the damage done to his celestial body.
Male
Skills: F: +2, R: +5, W: +5|Init: +2| HP: 10/19|AC: 18 (13 Tch, 16 Fl)|Resist Electricity 5|CMB: +4, CMD: 16|SR 12 Astral Deva/2nd|Speed 30ft (30ft)
Acro +7|Bluff +7|Diplo +7|Intim +6|Kn. (Pl./Relig) +7|Percept. 7|SM +6 A shocking shour of pain leaves the astral deva as the goblin's hatchet finds celestial bone. Angered to wear his eyebrows and irises are flaming, Xephkiel thrusts his raper at the (of course) green goblin.
Male
Skills: F: +2, R: +5, W: +5|Init: +2| HP: 10/19|AC: 18 (13 Tch, 16 Fl)|Resist Electricity 5|CMB: +4, CMD: 16|SR 12 Astral Deva/2nd|Speed 30ft (30ft)
Acro +7|Bluff +7|Diplo +7|Intim +6|Kn. (Pl./Relig) +7|Percept. 7|SM +6 The good outsider gasps in pain as his shins are stabbed at. Irritated that diplomacy has failed again, Xephkiel retaliates and attacks the orange demoralized goblin.
Male
Skills: F: +2, R: +5, W: +5|Init: +2| HP: 10/19|AC: 18 (13 Tch, 16 Fl)|Resist Electricity 5|CMB: +4, CMD: 16|SR 12 Astral Deva/2nd|Speed 30ft (30ft)
Acro +7|Bluff +7|Diplo +7|Intim +6|Kn. (Pl./Relig) +7|Percept. 7|SM +6 DM rel20 wrote: Intimidate to Demoralize Opponent is a single target action. Which colored gobbo did you want to use this against? I guess the one that got the potion dumped on it's head.
Male
Skills: F: +2, R: +5, W: +5|Init: +2| HP: 10/19|AC: 18 (13 Tch, 16 Fl)|Resist Electricity 5|CMB: +4, CMD: 16|SR 12 Astral Deva/2nd|Speed 30ft (30ft)
Acro +7|Bluff +7|Diplo +7|Intim +6|Kn. (Pl./Relig) +7|Percept. 7|SM +6 DM rel20 wrote: Xephkiel rushes into the room before the occupants know what's up. Well, that's not quite true. Xephkiel did try to communicate with them. Still trying to broker some peace, the astral deva tries to scare them out of the room. "GET OUT!!" Intimidate: 1d20 + 6 ⇒ (14) + 6 = 20
Male
Skills: F: +2, R: +5, W: +5|Init: +2| HP: 10/19|AC: 18 (13 Tch, 16 Fl)|Resist Electricity 5|CMB: +4, CMD: 16|SR 12 Astral Deva/2nd|Speed 30ft (30ft)
Acro +7|Bluff +7|Diplo +7|Intim +6|Kn. (Pl./Relig) +7|Percept. 7|SM +6 Perception: 1d20 + 7 ⇒ (17) + 7 = 24
Male
Skills: F: +2, R: +5, W: +5|Init: +2| HP: 10/19|AC: 18 (13 Tch, 16 Fl)|Resist Electricity 5|CMB: +4, CMD: 16|SR 12 Astral Deva/2nd|Speed 30ft (30ft)
Acro +7|Bluff +7|Diplo +7|Intim +6|Kn. (Pl./Relig) +7|Percept. 7|SM +6 Perception: 1d20 + 7 ⇒ (12) + 7 = 19
Male
Skills: F: +2, R: +5, W: +5|Init: +2| HP: 10/19|AC: 18 (13 Tch, 16 Fl)|Resist Electricity 5|CMB: +4, CMD: 16|SR 12 Astral Deva/2nd|Speed 30ft (30ft)
Acro +7|Bluff +7|Diplo +7|Intim +6|Kn. (Pl./Relig) +7|Percept. 7|SM +6 Nathan "Cable" Grey wrote: "May I join you? Possibly we could send my crystal thru the doors to take a look at what we will face beyond them. Just a thought." The astral deva stands shocked. "You can?!!"
Male
Skills: F: +2, R: +5, W: +5|Init: +2| HP: 10/19|AC: 18 (13 Tch, 16 Fl)|Resist Electricity 5|CMB: +4, CMD: 16|SR 12 Astral Deva/2nd|Speed 30ft (30ft)
Acro +7|Bluff +7|Diplo +7|Intim +6|Kn. (Pl./Relig) +7|Percept. 7|SM +6 Wow! Two years. And it feels like we haven't really started yet!
Male
Skills: F: +2, R: +5, W: +5|Init: +2| HP: 10/19|AC: 18 (13 Tch, 16 Fl)|Resist Electricity 5|CMB: +4, CMD: 16|SR 12 Astral Deva/2nd|Speed 30ft (30ft)
Acro +7|Bluff +7|Diplo +7|Intim +6|Kn. (Pl./Relig) +7|Percept. 7|SM +6 Chigao Waiyo wrote: Briefly running through the approximate distance measurements from the bugbear room's interior to where those double doors are located at within her head, Chigao acknowledges Xephkiel's offer to guard those double doors as she replies, "Will you be alright watching those door on your own? I fear that I've nothing that could help you to hide or somehow conceal your presence. Perhaps you could take someone with you to help guard those doors?" Xephkiel shrugs. "If the others wish to join me, they may. Otherwise I'm fine being the first line of defense. Mortal safety is more important." Sense Motive 20: Xephkiel wishes he could say more to the ninja, but this is not the time nor place.
Male
Skills: F: +2, R: +5, W: +5|Init: +2| HP: 10/19|AC: 18 (13 Tch, 16 Fl)|Resist Electricity 5|CMB: +4, CMD: 16|SR 12 Astral Deva/2nd|Speed 30ft (30ft)
Acro +7|Bluff +7|Diplo +7|Intim +6|Kn. (Pl./Relig) +7|Percept. 7|SM +6 Sorry. I am very much still here. It wasn't until this campaign that I realized, despite my gaming experience; I have little experience with dungeon crawls. The limited space and mobility is frustrating, but that's suppose to be part of it's charm. Like that last fight with the bugbears, Xephkiel couldn't do much because of the narrow hallway and cube pit. So he helped out where he could.
Male
Skills: F: +2, R: +5, W: +5|Init: +2| HP: 10/19|AC: 18 (13 Tch, 16 Fl)|Resist Electricity 5|CMB: +4, CMD: 16|SR 12 Astral Deva/2nd|Speed 30ft (30ft)
Acro +7|Bluff +7|Diplo +7|Intim +6|Kn. (Pl./Relig) +7|Percept. 7|SM +6 Xephkiel takes the offered coins and puts them in his backpack.
Chigao Waiyo wrote: "We could continue to examine the hallways west of here. Excluding those double doors to the south for last, I think there might be another room to the north of here- but we could reserve that one for later when we have to go back up those stairs to the keep's first floor.", the Young Kunoichi casually mentions with a shrug and head tilt. "I'll go guard those double doors to the south until the party is ready", the astral deva said.
Male
Skills: F: +2, R: +5, W: +5|Init: +2| HP: 10/19|AC: 18 (13 Tch, 16 Fl)|Resist Electricity 5|CMB: +4, CMD: 16|SR 12 Astral Deva/2nd|Speed 30ft (30ft)
Acro +7|Bluff +7|Diplo +7|Intim +6|Kn. (Pl./Relig) +7|Percept. 7|SM +6 Noticing the ninja may fall, Xephkiel advances and assists Chigao in staying out of the pit.
Male
Skills: F: +2, R: +5, W: +5|Init: +2| HP: 10/19|AC: 18 (13 Tch, 16 Fl)|Resist Electricity 5|CMB: +4, CMD: 16|SR 12 Astral Deva/2nd|Speed 30ft (30ft)
Acro +7|Bluff +7|Diplo +7|Intim +6|Kn. (Pl./Relig) +7|Percept. 7|SM +6 The astral deva takes several steps back in order for others to be able to move in and out of combat.
Male
Skills: F: +2, R: +5, W: +5|Init: +2| HP: 10/19|AC: 18 (13 Tch, 16 Fl)|Resist Electricity 5|CMB: +4, CMD: 16|SR 12 Astral Deva/2nd|Speed 30ft (30ft)
Acro +7|Bluff +7|Diplo +7|Intim +6|Kn. (Pl./Relig) +7|Percept. 7|SM +6 The astral deva reaches out and cast cure light wounds on the conscript.
Male
Skills: F: +2, R: +5, W: +5|Init: +2| HP: 10/19|AC: 18 (13 Tch, 16 Fl)|Resist Electricity 5|CMB: +4, CMD: 16|SR 12 Astral Deva/2nd|Speed 30ft (30ft)
Acro +7|Bluff +7|Diplo +7|Intim +6|Kn. (Pl./Relig) +7|Percept. 7|SM +6 Xephkiel advances to the corner and talks in a hushed tone to the conscript. "Maybe we can draw them out and throw them into the cube down in the pit?" The astral deva's rapier is at the ready.
Male
Skills: F: +2, R: +5, W: +5|Init: +2| HP: 10/19|AC: 18 (13 Tch, 16 Fl)|Resist Electricity 5|CMB: +4, CMD: 16|SR 12 Astral Deva/2nd|Speed 30ft (30ft)
Acro +7|Bluff +7|Diplo +7|Intim +6|Kn. (Pl./Relig) +7|Percept. 7|SM +6 DM rel20 wrote: Combat over. M12 doesn't have more than what's already been described. Where does the party go now? Forward. Forever forward. Xephkiel moves down the hallway next to Zupon.Perception: 1d20 + 7 ⇒ (4) + 7 = 11
Male
Skills: F: +2, R: +5, W: +5|Init: +2| HP: 10/19|AC: 18 (13 Tch, 16 Fl)|Resist Electricity 5|CMB: +4, CMD: 16|SR 12 Astral Deva/2nd|Speed 30ft (30ft)
Acro +7|Bluff +7|Diplo +7|Intim +6|Kn. (Pl./Relig) +7|Percept. 7|SM +6 Xephkiel squeezes by Chigao to the nearest alcove in the hall, allowing him to attack in melee next round.
Male
Skills: F: +2, R: +5, W: +5|Init: +2| HP: 10/19|AC: 18 (13 Tch, 16 Fl)|Resist Electricity 5|CMB: +4, CMD: 16|SR 12 Astral Deva/2nd|Speed 30ft (30ft)
Acro +7|Bluff +7|Diplo +7|Intim +6|Kn. (Pl./Relig) +7|Percept. 7|SM +6 Taking Chigao's advice, Xephkiel takes a position at the end of the corridor leading to the mastermind's room. The astral deva's rapier is at the ready.
Male
Skills: F: +2, R: +5, W: +5|Init: +2| HP: 10/19|AC: 18 (13 Tch, 16 Fl)|Resist Electricity 5|CMB: +4, CMD: 16|SR 12 Astral Deva/2nd|Speed 30ft (30ft)
Acro +7|Bluff +7|Diplo +7|Intim +6|Kn. (Pl./Relig) +7|Percept. 7|SM +6 Xephkiel motions the goblins toward the cell exit to leave, in as not threatening a posture as possible. Diplomacy: 1d20 + 7 ⇒ (13) + 7 = 20
Male
Skills: F: +2, R: +5, W: +5|Init: +2| HP: 10/19|AC: 18 (13 Tch, 16 Fl)|Resist Electricity 5|CMB: +4, CMD: 16|SR 12 Astral Deva/2nd|Speed 30ft (30ft)
Acro +7|Bluff +7|Diplo +7|Intim +6|Kn. (Pl./Relig) +7|Percept. 7|SM +6 Xephkiel uses detect evil on the goblin trio.
Male
Skills: F: +2, R: +5, W: +5|Init: +2| HP: 10/19|AC: 18 (13 Tch, 16 Fl)|Resist Electricity 5|CMB: +4, CMD: 16|SR 12 Astral Deva/2nd|Speed 30ft (30ft)
Acro +7|Bluff +7|Diplo +7|Intim +6|Kn. (Pl./Relig) +7|Percept. 7|SM +6 Scholar Zupon wrote: As the scrounge and search, Zuppon comments to his cohorts"Considerable amount of loot for jail cells". "Indeed. That blue cloth was quite lovely. Almost wish I knew how to sew." The outsider commented. With movement with in the straw, Xephkiel instinctively draws his rapier. "Careful! Over there! In the corner!"
Male
Skills: F: +2, R: +5, W: +5|Init: +2| HP: 10/19|AC: 18 (13 Tch, 16 Fl)|Resist Electricity 5|CMB: +4, CMD: 16|SR 12 Astral Deva/2nd|Speed 30ft (30ft)
Acro +7|Bluff +7|Diplo +7|Intim +6|Kn. (Pl./Relig) +7|Percept. 7|SM +6 "Nice work, you too", Xephkiel commends the psionist and the scholar.
Male
Skills: F: +2, R: +5, W: +5|Init: +2| HP: 10/19|AC: 18 (13 Tch, 16 Fl)|Resist Electricity 5|CMB: +4, CMD: 16|SR 12 Astral Deva/2nd|Speed 30ft (30ft)
Acro +7|Bluff +7|Diplo +7|Intim +6|Kn. (Pl./Relig) +7|Percept. 7|SM +6 Scholar Zupon wrote: Ah Damn, Xeph's runnign head long again!" and follows him in, sticking himself against the wall as Xeph squares off with two. Damn! Sorry Zup! I didn't see your post about your readiness to throw a grenade. I set things up and then Xephkiel fu<ked it up.
Male
Skills: F: +2, R: +5, W: +5|Init: +2| HP: 10/19|AC: 18 (13 Tch, 16 Fl)|Resist Electricity 5|CMB: +4, CMD: 16|SR 12 Astral Deva/2nd|Speed 30ft (30ft)
Acro +7|Bluff +7|Diplo +7|Intim +6|Kn. (Pl./Relig) +7|Percept. 7|SM +6 Perception: 1d20 + 7 ⇒ (2) + 7 = 9
Male
Skills: F: +2, R: +5, W: +5|Init: +2| HP: 10/19|AC: 18 (13 Tch, 16 Fl)|Resist Electricity 5|CMB: +4, CMD: 16|SR 12 Astral Deva/2nd|Speed 30ft (30ft)
Acro +7|Bluff +7|Diplo +7|Intim +6|Kn. (Pl./Relig) +7|Percept. 7|SM +6 Round 1
Round 2
Male
Skills: F: +2, R: +5, W: +5|Init: +2| HP: 10/19|AC: 18 (13 Tch, 16 Fl)|Resist Electricity 5|CMB: +4, CMD: 16|SR 12 Astral Deva/2nd|Speed 30ft (30ft)
Acro +7|Bluff +7|Diplo +7|Intim +6|Kn. (Pl./Relig) +7|Percept. 7|SM +6 Xephkiel winces as one of the arrow finds purchase in his celestial skin. Taking a quick look around the room, the astral deva barks back to the others, "Do any of our more-intellectually minded among us have an explosive to use in this small room?"
Male
Skills: F: +2, R: +5, W: +5|Init: +2| HP: 10/19|AC: 18 (13 Tch, 16 Fl)|Resist Electricity 5|CMB: +4, CMD: 16|SR 12 Astral Deva/2nd|Speed 30ft (30ft)
Acro +7|Bluff +7|Diplo +7|Intim +6|Kn. (Pl./Relig) +7|Percept. 7|SM +6 Xephkiel straightens up to a fighting stance and announces to the group. "We are not alone. Under the table, come out where we can see you!" The astral deva barked at the hidden humanoids.
Male
Skills: F: +2, R: +5, W: +5|Init: +2| HP: 10/19|AC: 18 (13 Tch, 16 Fl)|Resist Electricity 5|CMB: +4, CMD: 16|SR 12 Astral Deva/2nd|Speed 30ft (30ft)
Acro +7|Bluff +7|Diplo +7|Intim +6|Kn. (Pl./Relig) +7|Percept. 7|SM +6 Xephkliel, with darkvision, looks down the left corridor.
Male
Skills: F: +2, R: +5, W: +5|Init: +2| HP: 10/19|AC: 18 (13 Tch, 16 Fl)|Resist Electricity 5|CMB: +4, CMD: 16|SR 12 Astral Deva/2nd|Speed 30ft (30ft)
Acro +7|Bluff +7|Diplo +7|Intim +6|Kn. (Pl./Relig) +7|Percept. 7|SM +6 "If it is not harming anyone, maybe we should leave it be", Xephkiel offers. "Unless it is affiliated with the demon cult below."
Male
Skills: F: +2, R: +5, W: +5|Init: +2| HP: 10/19|AC: 18 (13 Tch, 16 Fl)|Resist Electricity 5|CMB: +4, CMD: 16|SR 12 Astral Deva/2nd|Speed 30ft (30ft)
Acro +7|Bluff +7|Diplo +7|Intim +6|Kn. (Pl./Relig) +7|Percept. 7|SM +6 DM rel20 wrote: Just in case, the translucent squat cube-like shape is rather large, like ~10' x 10'... if that changes your action. Nathan "Cable" Grey wrote: "You know Xeph, you don't actually need to climb down there. Psimon cannot fly on his own yet, but I could send him down there to take a look and float him in and out myself. Just a thought." Xephkiel looks down into the sinkhole. "If you think that's best, Nathan, go ahead." The astral deva steps back to give the psion some room.
Male
Skills: F: +2, R: +5, W: +5|Init: +2| HP: 10/19|AC: 18 (13 Tch, 16 Fl)|Resist Electricity 5|CMB: +4, CMD: 16|SR 12 Astral Deva/2nd|Speed 30ft (30ft)
Acro +7|Bluff +7|Diplo +7|Intim +6|Kn. (Pl./Relig) +7|Percept. 7|SM +6 "I think I see something at the bottom of the sinkhole", the astral deva announces. "I will climb down to get a closer look."
Male
Skills: F: +2, R: +5, W: +5|Init: +2| HP: 10/19|AC: 18 (13 Tch, 16 Fl)|Resist Electricity 5|CMB: +4, CMD: 16|SR 12 Astral Deva/2nd|Speed 30ft (30ft)
Acro +7|Bluff +7|Diplo +7|Intim +6|Kn. (Pl./Relig) +7|Percept. 7|SM +6 Xephkiel cautiously advances looks down into the sinkhole, then looks up for any noticeable pathways up the cavern walls.
About Nadiya“Old Lady” Nadiya Nadiyevna
===DEFENSIVE ABILITIES===
Spoiler:
AC 17 (+ 2 Dex, +1 deflection, +1 dodge, +2 armor, +1 natural) (Touch 13, Flat Footed 13)
CMD 16 HP 41 (7d6+14) Fort+5 (Base 2 + 2 Con + 1 Cloak) Ref +5 (Base 2 +2 Dex + 1 Cloak) Will +7 (Base 5 + 1 Wis + 1 Cloak) ===OFFENSIVE AND ADVENTURING ABILITIES===
Combat:
BAB +3 CMB +3 Melee Mwk mithral dagger +6 (1d4/19-20) (finessed) (counts as silver for DR) Ranged
Witch Abilities and Hexes:
Cauldron (Ex): The witch receives Brew Potion as a bonus feat and a +4 insight bonus on Craft (alchemy) skill checks. Healing Hex (Su) (3d8+5): A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch's caster level (7). Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds. Hexes are a standard action which do not provoke an AOO. Flight Hex (Su): The witch grows lighter as she gains power, eventually gaining the ability to fly. At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch. Slumber Hex (Su) (30 ft, Will DC 17, 7 rounds): A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch's level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. Hexes are a standard action which do not provoke an AOO. Spontaneous Healing (Su): A hedge witch can channel stored spell energy into healing spells that she did not prepare ahead of time. The witch can “lose” any prepared spell that is not a cantrip in order to cast any cure spell of the same spell level or lower, even if she doesn't know that spell. This replaces the witch's hex gained at 4th level. Ward (Su): (+2) A witch can use this hex to place a protective ward over one creature. The warded creature receives a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw. A witch knows when a warded creature is no longer protected. A witch can have only one ward active at a time. If the witch uses this ability again, the previous ward immediately ends. A witch cannot use this ability on herself. At 8th level and 16th level, the bonuses provided by this ward increase by +1.
Witch Spells:
CL 6, Concentration +10/+14 defensive: * = Prepared
1st-Level Witch Spells – DC 15; prepare and cast 4 per day
2nd-level Witch Spells – DC 16; prepare and cast 4 per day
3rd-level Witch Spells – DC 17; prepare and cast 3 per day
4th-level Witch Spells - DC 18; prepare and cast 2 per day
===STATISTICS AND OTHER ABILITIES===
Feats, Traits, and Proficiencies:
Feats Alertness (familiar): +2 to Perception and Sense Motive when cat is within arm’s reach Combat Casting (Human bonus): +4 to Concentration checks when casting defensively Extra Hex (L1 & L7) Gain one extra hex Brew Potion (Bonus from hex) Able to create potions Dodge (L3) (EIR) You gain a +1 dodge bonus to your AC. This bonus increases to +4 against attacks of opportunity caused when you move out of or within a threatened tile. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. Precise shot (L5): You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. Traits
Proficiencies Witches are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a witch's gestures, which can cause her spells with somatic components to fail. Skills and Skill-Related Abilities:
Skills (Class 2 + Human 1 + Int 4 = 7 per level +1 favored class = 8 lvls 1-7; 2 background points/level): * = Background Skill Craft (Alchemy) +17 (+7 ranks + 3 class + 4 insight + 3 Int) Craft (Sewing)* +12 (+5 ranks + 3 class + 4 Int) Heal +11 (+7 ranks +3 class +1 Wis) Knowledge +14 (Arcana) (+7 ranks +3 class +4 Int) Knowledge +13 (History)* (+6 ranks + 3 class + 4 Int) Knowledge +17 (Local) (+7 ranks + 3 class + 4 Int + 1 trait) Knowledge +13 (Nature) (+6 ranks +3 class +4 Int) Knowledge (Planes) +10 (3 ranks + 3 class + 4 Int) Perception (+1 Wis) +1/+3 when near familiar Profession (Midwife)* +8 (3 ranks + 3 class +1 Wis) Sense Motive +8/+10 (7 ranks +1 Wis) when near familiar Spellcraft +14 (+7 ranks +3 class +4 Int) Stealth (+2 Dex ) +2 -> +5 with cat familiar Survival +10 (+5 ranks, +3 class +1 trait +1 Wis) Languages: Common, Varisian, Skald, Orc, Sylvan
===EQUIPMENT===
Equipped Gear:
==Equipped/Sheathed== +1 light crossbow (2,335 gp , 4 lbs) Mwk mithral dagger (502 gp, 1/2 lb) Crossbow bolts (x40) (4 gp, 4 lbs) ==Worn/Strapped On==
==In Handy Haversack==
===In Haversack Left Side Pouch (Max 20 lbs, current contents 6 lbs)===
===In Haversack Right Side Pouch (Max 20 lbs, current contents 17 lbs)
==In Belt Pouch==
TOTAL WEIGHT CARRIED: 28 lbs. (Light load is 33 lbs or less) (Total Spent out of 16,000: 15,929.19) ===DESCRIPTION===
Background:
When little Nadiya (called Navala when she was little) was barely walking, her home village in rural Ustalav was raided by orcs, burned down to the last hut. Out of a family of seven, only she and her mother survived, fleeing into the woods to hide and survive. Mother had a few tricks up her sleeve—old magics passed down from generation to generation—that had helped save her and Navala (if barely). As they traveled to try to re-assemble their lives, her mother put these same “tricks” to work to provide them some way of living, given home and all valuables were utterly gone. Using gifts of healing and magical boons—and sometimes darker curses to fend off even darker foes, Navala’s mother offered services to nearby villages that others could not provide—but they seldom stayed long. While mother said it was because the Ustalavan countryfolk did not trust witches, and thus she did not want to outstay their welcome, Navala often wondered if it was more that mother could never feel at home after their original home was gone. It might seem like their grief was forgotten, though of course, it never could be. Mother persisted in her work, providing healing services wherever she went, and the locals began to tell tales of Old Lady Nadiya, the kind witch who came at the moment a baby’s birth was breach, or appeared at the moment a traveler was in trouble on the road. Old Lady Nadiya eventually died, of a mysterious disease that Navala suspected was likely the still-crushing grief over her other five children; when Navala noticed she was fading, her mother fended off her daughter’s inquiries with stoic silence. After burning her mother’s body in a funeral rite of one, Navala traded her diminutive name for her true given name, which was also her mother’s: Nadiya. As she did with her mother, she still travels around Ustalav, using all that her mother taught her to aid those in need where she finds them. Sometimes she serves as midwife, sometimes healer, sometimes seamstress—and sometimes, even, undead slayer. As such, she carries on the legacy of "Old Lady" Nadiya, the magic matron who appears when necessity draws her, even though Nadiya herself is just 28 years old. Like her mother, she has tended so far not to stay in one place for too long, avoiding the accusations of the superstitious. Still, unlike her mother, she does not envision remaining itinerant forever and hopes fate may one day allow her to settle in one place—but until then she will go where she feels she may do the most good. When she learned of troubles in Canterwall—and those gathering forces to address them—she figured they could likely use a healer’s aid, and sought to see what help she could offer there.
Appearance:
HeroForge Mini "Old Lady" Nadiya is of course not old at all, but a young woman, a little taller than average with sturdy legs and wide hips and shoulders. Her long black hair is usually kept back under a colorful red scarf, and she regards those around her with inquisitive but kind grey eyes. In her adventures and travels she has assembled some valuable items but takes care not to show them off, and tends to stay wrapped in a plain shawl or other garb. Nadiya is kept company by her grey tabby cat Mishka, one of the many poor souls she’s rescued—although Mishka in truth being a familiar, the story is more complicated than the one she usually tells. Personality:
Nadiya has always been at heart a compassionate soul, and patient with foolishness caused by superstition and fear, willing to heal a man’s fractured limb even as he curses her for touching him with “dark” magics. Still, she has no problem defending or asserting herself when needed, and harbors little abuse. She hates to leave a problem unsolved, and will do all she can to find resolution or find someone who can help before giving up. She is not necessarily gifted with words, but does lend a sympathetic ear to any who need it. Favored Class: Witch ===FAMILIAR===
Mishka the Cat:
N Tiny animal Speed 30 ft.; Init +2; Senses low-light vision, scent; Perception +7 Defense
Offense
Statistics
Feats Alertness Skills Acrobatics +6, Climb +4, Perception +7, Sense Motive +3, Stealth +10, Survival +5, and Swim +0 (Racial Modifiers +4 Climb, +4 Stealth) Special Abilities
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. Share Spells: The witch may cast a spell with a target of “You” on her familiar (as a touch spell) instead of on himself. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar's type (magical beast). Empathic Link (Su): The master has an empathic link with her 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. Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Familiar Ability Details:
Patron: Endurance Witch's Familiar (Ex): Must commune with familiar each day for 1 hour to prepare her spells. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual. Store Spells: Starting at 1st level, a witch's familiar stores all of the spells that the witch knows. This does not allow the familiar to cast these spells or use spell-trigger or spell completion magic items. Starting at 2nd level, and every two levels thereafter, a witch's familiar adds new bonus spells to the witch's spell list based on her patron. These spells are automatically stored by the familiar and can be prepared as normal once they are gained. Deliver Touch Spells (Su): If a witch is 3rd level or higher, her familiar can deliver touch spells or hexes for her. If the witch and the familiar are in contact at the time the witch casts a touch spell, she can designate her familiar as the “toucher.” The familiar can then deliver the touch spell just as the witch would. As usual, if the witch casts another spell before the touch is delivered, the touch spell dissipates. If the witch activates a hex, her familiar can be used to make the touch. She does not have to be in contact with the familiar to use this ability. |