F Half-Orc Bard (archeologist) 3 | HP 22/24 | AC 16 T 11 FF 15 | Ft +5 Rf +6 Wi +4 | Init +3 | Perc +6 | Luck 8/9 | Spells 3/4
Sorry about the delay, this game fell off my radar for a bit. Zilka shakes off the momentary dizziness and moves up with her whip readied, then cracks it at one of the kobolds, trying to trip. Trip vs. green: 1d20 + 6 ⇒ (20) + 6 = 26 The little lizard-man tumbles to the floor.
F Half-Orc Bard (archeologist) 3 | HP 22/24 | AC 16 T 11 FF 15 | Ft +5 Rf +6 Wi +4 | Init +3 | Perc +6 | Luck 8/9 | Spells 3/4
"I can tell you, once we get back to town I'm gonna pay one of those ladies at the Duck to give me a good rub down. Muscles are gonna be sore after this for sure. We could probably all use one." I think it was called the Duck? It's been a while.
F Half-Orc Bard (archeologist) 3 | HP 22/24 | AC 16 T 11 FF 15 | Ft +5 Rf +6 Wi +4 | Init +3 | Perc +6 | Luck 8/9 | Spells 3/4
Ok, so we're down now? Zilka steps out and swings her sword at the nearest Kobold. Longsword, two-handed, luck activated as a swift action: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19 damage: 1d8 + 4 + 2 ⇒ (6) + 4 + 2 = 12
F Half-Orc Bard (archeologist) 3 | HP 22/24 | AC 16 T 11 FF 15 | Ft +5 Rf +6 Wi +4 | Init +3 | Perc +6 | Luck 8/9 | Spells 3/4
OK so where is zilka supposed to be? I thought I was getting in the elevator when combat broke out? Is that the well thing on the first map in area 17? I will assume that to be the case and moved my icon. Who else is coming down with me?
F Half-Orc Bard (archeologist) 3 | HP 22/24 | AC 16 T 11 FF 15 | Ft +5 Rf +6 Wi +4 | Init +3 | Perc +6 | Luck 8/9 | Spells 3/4
Ok then it's a standard action for Zilka to operate the lift, then move into it, and activating luck. Someone else will need to do the move action to send it down since I can't delay a move action until after someone steps in, unless Zilka is going alone.
F Half-Orc Bard (archeologist) 3 | HP 22/24 | AC 16 T 11 FF 15 | Ft +5 Rf +6 Wi +4 | Init +3 | Perc +6 | Luck 8/9 | Spells 3/4
"This ol' leather jerkin I'm wearin' used to belong to my old man. Fortunately, I ain't that busty, so I can wear it too. Armor and weapons wanna be used. Best to use them for the same cause the previous wearer died for."
F Half-Orc Bard (archeologist) 3 | HP 22/24 | AC 16 T 11 FF 15 | Ft +5 Rf +6 Wi +4 | Init +3 | Perc +6 | Luck 8/9 | Spells 3/4
Art can, but it's probably not sized for him, unless magic weapons resize for their wielders. Ruhk can, but Bethany might get jealous. Zilka cannot. I'm thinking of taking a level of fighter or something but not just yet. I'm seriously thinking of focusing on the whip mastery chain of feats and it's super feat intensive. Maybe after I get 2nd level spells.
F Half-Orc Bard (archeologist) 3 | HP 22/24 | AC 16 T 11 FF 15 | Ft +5 Rf +6 Wi +4 | Init +3 | Perc +6 | Luck 8/9 | Spells 3/4
"Hmm. Forgesmasher in Orcish is 'Kuznechtz'. Sounds kinda badass. I don't speak Dwarvish though." When the hammer suggests Alrak, she nods. "I like that. Do you think you were a dwarf before you died? I mean, that's mostly what the creature would have had access to, right?"
F Half-Orc Bard (archeologist) 3 | HP 22/24 | AC 16 T 11 FF 15 | Ft +5 Rf +6 Wi +4 | Init +3 | Perc +6 | Luck 8/9 | Spells 3/4
What alignment is it? Gotta make sure whoever wields it is compatible. "Well, it looks like you're super strong against undead, and you can cast a spell to heal afflictions, like damage from poison and such. You could take a name that describes that, like Ghoulcrusher or something."
F Half-Orc Bard (archeologist) 3 | HP 22/24 | AC 16 T 11 FF 15 | Ft +5 Rf +6 Wi +4 | Init +3 | Perc +6 | Luck 8/9 | Spells 3/4
Noticing Zirren casting detect magic, Zilka goes for the more traditional way of searching and starts looking through everything in search of any valuables. Take 20 on perception?
F Half-Orc Bard (archeologist) 3 | HP 22/24 | AC 16 T 11 FF 15 | Ft +5 Rf +6 Wi +4 | Init +3 | Perc +6 | Luck 8/9 | Spells 3/4
Zilka grabs the other hammer and helps Caine beat the chain on the anvil. (That is, if Caine takes the adamantine hammer, she'll use the silver one, and if he does not, she'll take it.)
F Half-Orc Bard (archeologist) 3 | HP 22/24 | AC 16 T 11 FF 15 | Ft +5 Rf +6 Wi +4 | Init +3 | Perc +6 | Luck 8/9 | Spells 3/4
Is the weapon one that can be disarmed or is it fused to the creature's body? This is a disarm attempt if it can be disarmed, otherwise it is a trip attempt. 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18
F Half-Orc Bard (archeologist) 3 | HP 22/24 | AC 16 T 11 FF 15 | Ft +5 Rf +6 Wi +4 | Init +3 | Perc +6 | Luck 8/9 | Spells 3/4
reflex: 1d20 + 6 ⇒ (11) + 6 = 17 "If we can destroy the chain, it will be defeated!" Activating luck. Zilka moves around to the side of the forge, trying to get out of the cloud of cinders. Trip: 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9 She cracks her whip, trying to catch the creature's leg, but misses entirely.
F Half-Orc Bard (archeologist) 3 | HP 22/24 | AC 16 T 11 FF 15 | Ft +5 Rf +6 Wi +4 | Init +3 | Perc +6 | Luck 8/9 | Spells 3/4
Same bonus to religion as planes. Actually I cast heightened awareness earlier so it would be a 28 instead. I'll dismiss the spell for initiative bonus as well: Initiative: 1d20 + 3 + 4 ⇒ (5) + 3 + 4 = 12
F Half-Orc Bard (archeologist) 3 | HP 22/24 | AC 16 T 11 FF 15 | Ft +5 Rf +6 Wi +4 | Init +3 | Perc +6 | Luck 8/9 | Spells 3/4
Looking forward to investigating the Azlanti ruins. I added Azlanti to Zilka's languages specifically for that purpose. I'm going to play it as she always had it but it hadn't come up yet.
About Rufous RedfirePronunciation \ ˈrü-fəs ˈred-ˌfī(-ə)r \
Nationality Qadira
Ancestry Unbreakable Goblin
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dice:
[dice=Fortitude]1d20+5[/dice]
[dice=Reflex]1d20+4[/dice] [dice=Will]1d20+5[/dice] ▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁ OFFENSE ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ Class DC 17 (+4 Cha, +1 level, +2 trained) Speed 25 Attacks Melee:
dogslicer (S; agile, backstabber, finesse, goblin)
[dice=dogslicer attack]1d20+5[/dice] [dice=dogslicer damage]1d6+2[/dice] Ranged:
hand crossbow (P)
[dice=hand crossbow attack]1d20+5[/dice] [dice=hand crossbow damage]1d6[/dice] Weapon Proficiencies Simple [T], Unarmed [T], dogslicer, horsechopper
Focus Points 1
Spell Repertoire (slots)
Cantrips (∞/day)
Blood Magic An angelic aura protects you or one target, granting a +1 status bonus to saving throws for 1 round. (Core Rulebook, p. 195) Spells marked with “♥” are bloodline spells that trigger Blood Magic.
Trained Skills:
Background Society, Lore (Absalom)
Sorcerer Perception Bloodline Diplomacy, Religion Other (2+Int) Athletics, Performance Athletics (Str) +5 Diplomacy (Cha) +7 Lore, Absalom (Int) +3 Performance (Cha) +7 Religion (Wis) +3 Society (Int) +3 ▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁
Ability Score Summary:
Str 14 (BF)
Dex 12 (A) Con 14 (AF) Int 10 (–) Wis 10 (XF) Cha 18 (ABCF) A = ancestry, B = background, C = class, F = free, X = flaw Str +2, Dex +1, Con +2, Int +0, Wis +0, Cha +4 ▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁
Weapons:
dogslicer
hand crossbow (10 bolts) Scrolls:
Combat Gear:
holy water
sunrod minor healing potion Wondrous Items:
wayfinder adventurer's pack:
backpack
bedroll belt pouches (2) chalk (10) flint and steel rope (50 ft.) rations (2 weeks) soap torches (5) waterskin Other Gear:
Bandolier
oil (2 pints) tindertwigs (10) candles (10) religious symbol (Sarenrae), silver religious text (Sarenrae) "The Birth of Light and Truth" scroll case mug explorer's outfit ▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁ ROLEPLAY ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ Favorite Sayings in Kelish:
[ b]”سحر خواهد آمد”[/ b] [ spoiler=Kelish][ b]”Dawn will come.”[/ b][/ spoiler] [ b]”نور خورشید تمیز می کند”[/ b]
[ b]”ساکت باش. من هنوز قهوه خود را نكرده ام.”[/ b]
[ b]”در آرامش باش”[/ b]
[ b]”تولد به عقب”[/ b]
Favorite Songs:
My God is the Sun
♫ ♬ Far beyond the desert road Where everything ends up So good the empty space, mental erase Forgive, forgot ♫ ♬ ♫ ♬
* * * * * * * * * * * * * * * Keep on the Sunny Side
♫ ♬
♫ ♬
♫ ♬
♫ ♬
♫ ♬
* * * * * * * * * * * * * * * Sunshine on My Shoulders
♫ ♬
♫ ♬
♫ ♬
♫ ♬
* * * * * * * * * * * * * * * Angel Band
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Things to Retrain:
Armor: buy scale mail when you become a Champion. |
