Golden Orb

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******** Venture-Agent, New Zealand—Auckland 7,019 posts (18,970 including aliases). No reviews. No lists. No wishlists. 80 Organized Play characters. 7 aliases.


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Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55

Plus, I go by the feeling that if you roll a nat 20, you may as well get a bonus bit of info. Make that nat 20 mean something.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55

My plan is to set up a new level 1 PC but believe I can find someone to fit the level eventually chosen.

Thanks Redelia,

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55

Thrym misses
Jek: fort: 1d20 + 7 ⇒ (17) + 7 = 24 ref: 1d20 + 7 ⇒ (15) + 7 = 22 ((-4))
Ears misses
Momo misses
Qimok hits (-22)
Borq to go.

Golem at -97

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55

Violet slashes at the skeleton (black) while flanking with Magenta
short sword: 1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16 slashing: 1d6 + 3 ⇒ (6) + 3 = 9

Paloma is up.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55

Magenta (a rather butch looking girl, compared to the shorter, more feminine, looking Violet) charges in to help Violet.
short sword: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7slashing: 1d6 + 3 ⇒ (1) + 3 = 4

Janks said THAT? I'll gut him myself

Janks looks very worried.

Meanwhile ...
Red's AOO: 1d20 + 0 ⇒ (18) + 0 = 18 slashing: 1d6 ⇒ 6

Ryul, Cortina, and Cashel are up.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55

((Golem: -54))
fort: 1d20 + 7 ⇒ (9) + 7 = 16 v DC 14 - acidic mist.
Borq fails to trick or hit
Qimok does hit (-10)
strike on Jek: 1d20 + 18 ⇒ (17) + 18 = 35 v KAC
It burns (-6)
((Golem -71))

will: 1d20 + 4 ⇒ (17) + 4 = 21 v 14

The golem still has three targets in it's reach.

Qimok(1), Momo=(2), Jek(3): 1d3 ⇒ 2

th: 1d20 + 18 ⇒ (8) + 18 = 26 bludgeoning: 2d6 + 12 ⇒ (3, 3) + 12 = 18

Everyone is up.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55

If you wish to lose this tail in the crowd, roll Stealth of Survival. Need two successes.

You can also identify your tail with Diplomacy (ask bystanders) or Culture to recall knowledge.

Blinky really thinks this is suspicious.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55

Antipaladin: Special Attacks: channel destruction (1d6 cold), channel negative energy 3/day (DC 17, 3d6), devastating blast (2d6 cold, DC 17, 3/day), smite good 2/day (+5 attack and AC, +5 damage), undead mastery (25 HD, DC 17) Immunities: sleep, cold, electricity, fire, undead traits Defensive Abilities: channel resistance +4, rejuvenation; It also has a 30ft sacriligious aura Will DC 17 to resist ands a 10ft cowardice aura.

Headless horseman: Resistances: None. It also has a 30ft frightful presence aura - Will DC 19 to resist.

Greater Shadow: Special Attacks: create spawn, strength damage

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55

Papa misses as well.

The other troglodyte calls out in their language.

troglodyte:
Help! We're under attack!
before drawing a weapon, making a five foot step and swinging at Tusk.
club: 1d20 + 2 ⇒ (3) + 2 = 5 damage: 1d6 + 2 ⇒ (1) + 2 = 3

Oloch and Impedance are up.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55

Tusk misses.

Papa and Saturn still to act.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55

You recognise the 'samurai'. It is one of the Yohanototsu sisters, specifically Michiko. But, somehow, she is now a graveknight antipaladin.

The armoured headless knight is a Dullahan, more commonly known as a 'headless horseman'.

And that's not just a Shadow, it's a Greater Shadow.

Baldrum hits the shadow ((-16))

Alexis still to go before the Dullahan.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55

Both Thrym and Borq miss.

The golem moves through the mist and, since it has ten ft reach, slams ...
Qimok(1), Momo=(2), Jek(3): 1d3 ⇒ 3 for bludgeoning: 2d6 + 12 ⇒ (2, 2) + 12 = 16 damage.

Everyone is up.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55

With giant sized parking spaces, it's not hard to find something that can be squeezed into. As you get out and head towards Expedition Emporium ...

perception or survival 26+:
You're being followed by a stone giant pushing a sleeping infant in a carriage. Make a sense motive check.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55

rolling crit confirm: 1d20 + 8 ⇒ (2) + 8 = 10

Janks barely avoids being tripped ((CMD=15)) but is looking badly hurt (-9) I surrender he calls out.

Pervert AND a wimp Violet remarks. Meanwhile Janks just stays down.

Six skeletons rise from their slabs and attack, swarming around Violet.

broken scimitar: 1d20 + 0 ⇒ (14) + 0 = 14 slashing: 1d6 ⇒ 4
broken scimitar: 1d20 + 0 ⇒ (14) + 0 = 14 slashing: 1d6 ⇒ 5
broken scimitar: 1d20 + 0 ⇒ (13) + 0 = 13 slashing: 1d6 ⇒ 2
broken scimitar: 1d20 + 0 ⇒ (8) + 0 = 8 slashing: 1d6 ⇒ 5
broken scimitar: 1d20 + 0 ⇒ (7) + 0 = 7 slashing: 1d6 ⇒ 3
broken scimitar: 1d20 + 0 ⇒ (11) + 0 = 11 slashing: 1d6 ⇒ 1

None of them hit.

Paul and Nal are up.

Silver Crusade

Maybe I'd just go Aquatic elf and use Alter Self to get merfolk tail speed in the water.

Silver Crusade

I've got the boon to start a merfolk but only have one of the appropriate racial boons to go with it, although I'm starting to think it's better to use it for aquatic elf instead.

How do merfolk get by with the 5ft movement speed on land?

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55

You walk into the Hero's Crypt. Four large, unadorned stone sarcophagi stand upright in alcoves along the north and south edges of this chamber, while a fifth stands on a small platform to the west. Above the platform, a large inscription reads, “They gave their lives to battle death.”

Fortunately, it's not the Whispering Tyrant in here. It's not even a lich. No, it's an undead armoured female elf, wielding a katanas that is coated in a sheen of ice. Her eyes blaze with unholy fury.

And that's not all. She is accompanied by another headless armoured undead wielding a longsword. In front of the two of them is a shadowy figure that sways and moves with an erratic grace, as if lit by an unseen fire.

Initiatives:
Alexis: 1d20 + 3 ⇒ (14) + 3 = 17
Baldrum Battlehand: 1d20 + 2 ⇒ (14) + 2 = 16
Syllyn: 1d20 + 1 ⇒ (15) + 1 = 16
The Shining Knight: 1d20 + 3 ⇒ (11) + 3 = 14
Therin Baldaros: 1d20 + 1 ⇒ (6) + 1 = 7
Ting Tang: 1d20 + 4 ⇒ (1) + 4 = 5
Tuke Aran: 1d20 + 5 ⇒ (6) + 5 = 11

undead female elf: 1d20 + 6 ⇒ (8) + 6 = 14
armoured undead: 1d20 + 2 ⇒ (14) + 2 = 16
shadow: 1d20 + 5 ⇒ (8) + 5 = 13

Alexis and Baldrun are up first

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55

It's a really rare construct called a Neutronium Golem. This hints that the drow of Apostae may have deeper links with hobgoblin colonies than is generally known. The drow claim to have invented neutronium golems within the past few years, but the presence of this golem suggests that they drew on much older technology. Neutronium golems are uncommon in the Pact Worlds.

Large construct (magical, technological). Immunities: construct immunities, electricity, light, magic. DR 5/-

You can shoot through the barrier but, as has already been demonstrated, lasers don't affect it.

Shooting the light out is easy, and once it's gone, darkvision is able to see it again.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55

Oh. It's an overhead beam with lights mounted on it. As for the barrier below it, it doesn't really say. I assume the golem is strong enough to go straight through it.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55

Well, it's easy enough to shake her in a hover truck. Just before you drive off, she gives you directions and as a sign of good faith, she gives you a [i]mrk 2 diffraction cloak[/b] and a [i]mrk 3 ring of resistance[i] 'courtesy of of High Marshall Taviss.

You’ve allied yourself with the wrong side, Starfinders. Elthel is a fool. High Marshall Taviss is the only hope Anduwar has. Wouldn’t you rather be on the right side of the coming war? Tell me what Elthel asked of you. When your exploration of the ruins is complete, provide me with a full report and any data you collect. Wait a few hours and I’ll return your data. Then report to Elthel. Easy. You’ve nothing to lose. You would do the same, if it was your home that was at risk.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55

At least it doesn't stack

Archeron: 1d20 + 4 ⇒ (15) + 4 = 19
Impedance: 1d20 + 1 ⇒ (9) + 1 = 10
Oloch: 1d20 + 3 ⇒ (9) + 3 = 12
Papa: 1d20 + 1 ⇒ (17) + 1 = 18
Saturn: 1d20 + 0 ⇒ (15) + 0 = 15
Tusk: 1d20 + 3 ⇒ (20) + 3 = 23

Green: 1d20 - 1 ⇒ (6) - 1 = 5
Red: 1d20 - 1 ⇒ (14) - 1 = 13

No surprise round this time.

Acheron, Papa, Saturn and Tusk are up.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55

Hey! All I said was that she'd look good underwater in a two piece.

See? Pervert!

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55

Nice, and thank you. Add yourself to Recruitment please and dot into Gameplay.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55

At least it isn't immune to acid - but can you block it if you can't see it?

fort: 1d20 + 7 ⇒ (17) + 7 = 24

((-5))

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55

You enter the southern clan common room.

The smell of troglodytes is especially strong in this cluttered room. Various articles—scraps of cloth, strips of leather, and other debris—are neatly sorted and stacked along the chamber’s walls, which are decorated with crude paintings in bright green hues.

Two troglodytes are in here, currently hard at work mixing up a new batch of green paint to touch up the decorations in their lair.

The older one looks over at you in surprise. Where is Slaagh? he asks. Maybe I should take you to Godbox to make sacrifice

Make two Fort saves to avoid being sickened (DC 13)

Silver Crusade

The only one I've played in Standard mode is the first one but I have played the series in Core. I've also recently received a boon for an aquatic elf which I'd like to try out. I'm not sure what class yet though.

Silver Crusade

Yes please.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55

Qimok hasn't seen anything like this before and the laser doesn't affect it.

The golem moves forward (double moves). To make things worse, once it steps into an illuminated area, it fades from sight, including darkvision.

Everyone is up

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55

It looks like these guys are going to be immediately hostile.

Initiatives:
Ryul: 1d20 + 3 ⇒ (5) + 3 = 8
Paloma: 1d20 + 2 ⇒ (16) + 2 = 18
Paul: 1d20 + 3 ⇒ (8) + 3 = 11
Nal: 1d20 + 3 ⇒ (9) + 3 = 12
Cashel: 1d20 + 2 ⇒ (2) + 2 = 4
Cortina: 1d20 + 4 ⇒ (4) + 4 = 8

Violet: 1d20 + 5 ⇒ (18) + 5 = 23
Magenta: 1d20 + 5 ⇒ (3) + 5 = 8

Skeletons: 1d20 + 6 ⇒ (10) + 6 = 16

Janks: 1d20 + 7 ⇒ (9) + 7 = 16

Violet (and yes it's a she) draws her short sword and moves towards you. You should have killed that pervert

Paloma is up.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55

OK. That should fix it. It's the darker squares that are five foot.

As soon as the construct sees you, it activates.

Initiatives:
Borq: 1d20 + 8 ⇒ (9) + 8 = 17
Ears: 1d20 + 7 ⇒ (5) + 7 = 12
Jakcedo: 1d20 + 2 ⇒ (11) + 2 = 13
Momo: 1d20 + 3 ⇒ (16) + 3 = 19
Qimok: 1d20 + 7 ⇒ (17) + 7 = 24
Thrym: 1d20 + 12 ⇒ (10) + 12 = 22

Golem: 1d20 + 4 ⇒ (19) + 4 = 23

The +1 bonus to damage, provided by Tioren applies during this encounter.

Qimok is the only one who reacts before the creature.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55

You remember seeing this long corridor. You can see the curve of the Emerald Spire to your left, and further on to the left, opposite the door to the Godbox chamber, is a branch that has to go to the Southern Tribe area. Slaagh had pointed it out earlier.

Silver Crusade

I've done a stupid. My Starfinder game of Secrets Long Submerged only have three players when I was sure I had four. Does anyone want to join us? If no one else joins I'm going to have to abort as some are not keen on going into Hard Mode.

Thanks.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55

What ... you mean you didn't kill that guy? And, you sure picked a strange place to get lost in. Let us help you ... get all the way to the Boneyard.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55

Three white marble statues of featureless spirits echo the murals on the walls, which depict thousands of souls streaming toward a great spire.

k planes 10+ or k religion 10+:
You know the mural depicts the River of Souls flowing into Pharasma’s Spire to be judged.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55

If it's 60ft darkvision - no problem. I'll put it on the map.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55

Three? Oh dear. Should I try to recruit someone else?

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55

You chase him up the spiral stairs and into a crypt.

A perpetual thick gray fog covers the floor of this ancient stone room to a height of six inches. Four alcoves extend from a small circular center. The north and south alcoves are lined with ceremonial slabs on which rest skeletal bodies garbed in old finery, the west alcove contains a spiral staircase that winds down from the room, and the east alcove contains only a simple wooden door in the east wall.

Two tough looking mercenaries guard the east door. There are 14 slabs with skeletons of varying degrees of decomposition, and two empty ones.

gm dice:
1d20 + 7 ⇒ (15) + 7 = 22[dice=2d8+3[/dice]

perception=22+:
Janks is hiding by the entrance. An empty potion bottle lies nearby

perception 18+:
Did those skeletons move?

Two perception checks please.

One of the mercenaries at the east shout. How the heck did you lot get down here?

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55

There seems to be some sort of humanoid right at the end of the eastern alcove. It can only be detected with darkvision.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55

Syllyn can see into the rooms and I'm fairly sure the stairs go down.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55

You be careful but there are no more traps in this room.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55

So, south you go. Do you want to take the first right, the second right, or go down right to the end? You know you'd be entering the territory of the Southern tribe if you go down there.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55

'2' and '3' look to head into other rooms.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55

And whatever was done, that appears to have done the trick.

Now that it's safe, you can descend down the trapdoor.

All surfaces of the underground hall were once paved with ceramic tiles, which in some areas has collapsed, revealing hard-packed dirt. Rubble blocks one end of the hall, and rocky debris covers the floor of the other. This debris thins out further from the collapsed ceiling. Dark red emergency lighting marks a turn at the end of the hall. It's all dim lighting down here.

engineering 25+:
This looks like to be some sort of a defensive outpost

Moving on, you find the remains of an armoury.

Empty weapons racks stand on either side of the heavy blast doors. Opposite the doors appears to have been a test range, with heavy shatterproof transparent material separating it from the rest of the room. No debris or stray items mar the bare floor, and the surface of the shelves and worktables hold nothing but dust. Several of the emergency lights have failed, leaving parts of the armory in near-total darkness, especially in the eastern area.

The lights that are on shed light in a 20-foot radius around them.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55

While Ears disables the first trap, Borq spots the second trap(DC 32) - a hallucinogenic gas trap. ((Life science or Engineering to disable))

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55

That removes the trap. Now what?

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55

Looking for troglodytes is basically following your nose to pick up fresh stench. You had got used to Slaagh by now but other fresh ones are likely to cause more nausea. Which way do you go?

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55

sense motive 22+:
You discern that Kurvasyr is more well-informed than they let on; they know who you are and that you met with Elthel. Kurvasyr clearly has an ulterior motive in speaking with you.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55

perception 27+:
You spot a collapsing floor trap. Engineering to disable plus another Perception check

Silver Crusade

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Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55

It's a shame though. 'Slapstick-comedy heavy rinse-cycle mode' would have been fricken hilarious. And, who knows, Prilla might have considered it fun. Maybe someone should shove her in an Aqueous Orb, with a waterbreathing on of course.

Looks like it's just another small maze of corridors so far.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 2-22 | PFS1e 8-07 | PFS1e 1-55

((Janks -10))

Janks fires another bolt at Cashel then scurries up the stairs and out of sight.

mhc: 1d20 + 5 ⇒ (13) + 5 = 18 piercing: 1d10 + 1 ⇒ (3) + 1 = 4

((Combat over - for now))

Full Name

Myrtis of Emporia

Race

Half Elf

Classes/Levels

Oracle (Spirit Guide) 2 | HP: 19/22 | AC: 19 (T: 12, F: 17) | CMB: 14, CMD: 16 | F: +2, R: +2, W: +2 | Init: +2 | Perc: +4, SM: +5 | Speed 20'

Gender

Female

Size

Medium

Age

24

Alignment

NG

Deity

Athena

Location

Atlantis

Languages

Greek, Atlantean, Elven, Celtic

Occupation

Myrtis: Combat Panoply

Homepage URL

Myrtis Portrait

Strength 16
Dexterity 14
Constitution 14
Intelligence 13
Wisdom 10
Charisma 17

About Myrtis of Emporia

Statistics:
Female Half Elf Oracle (Spirit Guide) 2
NG Medium Humanoid

Init +2; Senses Perception +4
------------------------------
DEFENSE
------------------------------
AC 17, touch 12, flat-footed 17 (+6 Armor, +2 Dex, +1 Shield)
hp 22
Fort +2, Ref +2, Will +2
------------------------------
OFFENSE
------------------------------
Speed 30 ft.

Melee +4

Ranged +3
------------------------------
STATISTICS
------------------------------
Str 16, Dex 14, Con 14, Int 13, Wis 10, Cha 17
Base Atk +1; CMB +4; CMD +16
.
.
.
.
.
Traits

Merchant:
Merchant: Exchanging goods is your game. Not only do you get a chance to be a small percentage partner in this affair but you may be able to setup your own side business as well. This is a chance of a lifetime. Luckily, you have an eye for quality and a silver tongue to talk others out of it.
You get a +1 to diplomacy and you increase the base trade in percentage of goods by 5% and reduce costs by 10%. Diplomacy is always a class skill for you.

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.

Feats

Extra Revelation (War Sight):
You have discovered a new aspect of your mystery.
Prerequisite: Revelation class feature.
Benefit: You gain one additional revelation. You must meet all of the prerequisites for this revelation.
Special: You can gain Extra Revelation multiple times.

Skills
(14 points; 8 class, 2 INT, 4 Background)
-------------------------------
Acrobatics* +2 = DEX 2+0+0
-------------------------------
Appraise +1 = INT 1+0+0
-------------------------------
Bluff +3 = CHA 3+0+0
-------------------------------
Climb* +3 = STR 3+0+0
-------------------------------
Craft +1 = INT 1+0+0
-------------------------------
Diplomacy +8 = CHA 3+1+3+1
-------------------------------
Disable Device*† +2 = DEX 3+0+0
-------------------------------
Disguise +3 = CHA 3+0+0
-------------------------------
Escape Artist* +2 = DEX 2+0+0
-------------------------------
Fly* +2 = DEX 2+0+0
-------------------------------
Handle Animal† +3 = CHA 3+0+0
-------------------------------
Heal +4 = WIS 0+1+3
-------------------------------
Intimidate +3 = CHA 3+0+0
-------------------------------
K (Arcana)† +5 = INT 1+1+3
-------------------------------
K (Dungeoneering)† +1 = INT 1+0+0
-------------------------------
K (Engineering)† +1 = INT 1+0+0
-------------------------------
K (Geography)† +5 = INT 1+1+3 (+1 Background)
-------------------------------
K (History)† +5 = INT 1+1+3 (+1 Background)
-------------------------------
K (Local)† +5 = INT 1+1+3
-------------------------------
K (Nature)† +5 = INT 1+1+3
-------------------------------
K (Nobility)† +1 = INT 1+0+0
-------------------------------
K (Planes)† +1 = INT 1+0+0
-------------------------------
K (Religion)† +5 = INT 1+1+3
-------------------------------
Linguistics† +2 = INT 1+1+0 (+1 Background)
-------------------------------
Perception +4 = WIS 0+1+3
-------------------------------
Perform +3 = CHA 3+0+0
-------------------------------
Profession (Merchant)† +4 = WIS 0+1+3 (+1 Background)
-------------------------------
Ride +2 = DEX 3+0+0
-------------------------------
Sense Motive +5 = WIS 0+2+3
-------------------------------
Sleight of Hand*† +2 = DEX 2+0+0
-------------------------------
Spellcraft† +5 = INT 1+1+3
-------------------------------
Stealth* +2 = DEX 2+0+0
-------------------------------
Survival +0 = WIS 0+0+0
-------------------------------
Swim* +3 = STR 3+0+0
-------------------------------
Use Magic Device† +3 = CHA 3+0+0
-------------------------------
ACP -2
*ACP applies to these skills
Non-Standard Skill Bonuses

+1 Diplomacy (Campaign Trait)

Languages Greek, Atlantean, Elven, Celtic

Special Abilities:

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SPECIAL ABILITIES
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HALF ELF:

Kindred Raised:
While most think of people with one human and one elven parent when they think of half-elves, some half-elves are raised by two half-elven parents. Such half-elves feel less like outsiders, making them more confident, but less adaptable without the exposure to a human parent. They gain a +2 bonus to Charisma and one other ability score of their choice. This racial trait replaces the half-elf ’s usual racial ability score modifiers, as well as adaptability, elven immunities, keen senses, and multitalented.

Low-Light Vision:
Half-elves can see twice as far as humans in conditions of dim light.

Elf Blood:
Half-elves count as both elves and humans for any effect related to race.

ORACLE:

Mystery (Battle):

Class Skills:
A spirit guide gains all Knowledge skills as class skills. This replaces the bonus class skills gained from the oracle’s mystery.

Bonus Spells:
Enlarge Person (2nd), Fog Cloud (4th), Magic Vestment (6th), Wall of Fire (8th), Righteous Might (10th), Mass Bull's Strength (12th), Control Weather (14th), Earthquake (16th), Storm of Vengeance (18th).

Curse (Legalistic):
Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual. At 5th level, you gain a +3 competence bonus on Diplomacy, Intimidate, and Sense Motive checks while talking to an individual one-on-one. At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes. At 15th level, any creature that violates its freely given word to you takes a penalty to AC, to spell resistance, and on saving throws against your attacks and abilities equal to your Charisma modifier (minimum 1) for 24 hours.

Revelations:

Skill at Arms (Ex):
You gain proficiency in all martial weapons and heavy armor.

War Sight (Su):
Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.

Spells:

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Spells
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0th (5 Known | (At Will)

Detect Magic
Guidance
Light
Mending
Read Magic

1st (4+1 / Day)

Bless
Cure Light Wounds
Divine Favor
Enlarge Person

Gear/Possessions:

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GEAR/POSSESSIONS

Consumables:

Alchemists Fire x2
Tanglefoot Bag
Antiplague x2
Torches x5
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Doru
Falcata (CI)
Dagger x2
Light Hammer (AS)
Kunai x4
Sling & 20 Bullets
Breastplate
Small Wooden Shield (Quick Draw)
Backpack
Waterskin
Grooming Kit
Bedroll
Belt Pouch
Notebook
Pen & Ink
Flint & Steel
Hammer
Candles x5
Iron Pot
Mess Kit
Soap
Spell Component Pouch
Rope, Hemp 50'
Rations (5 Days)
Silver Prayer Amulet
Silver Ring
Dress
Cold Weather Outfit
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Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 53 GP 7 SP 4 CP

Background:

Myrtis has deep family roots in the city of Emporia, where she was born. Her Ionian forbearers left Phocaea 200 years ago to come to its trading colony on the northeastern coast of Iberia, about 100 years too late to be among the colony’s founding families, who still comprise the city’s ruling Oligarchy. But still, Myrtis’s family has prospered over the generations.

Like many of the old families, Myrtis is not by blood fully Greek anymore. In the earlier times when the forests were even greater and deeper, and the coasts were not completely and always Emporia’s, there was mixing with the local Iberians and the elves of the upland forests. Some elven blood is a mark of distinction now, showing longevity of residence. For their part the elves have diminished and withdrawn, away from the Greek city and influx of Iberians its rich trade has drawn.

Myrtis inherited eleven blood from both sides of her family. Though it is not abundantly apparent in her appearance, some of its signature traits have remerged in her; good eyesight beyond that of humans, a bit of extra height in her more slender than usual frame, and lighter skin.

When Myrtis was 3, an illness took her mother Anactoria. Her father Leander grieved long and deeply, too much so many would say. Myrtis bore a great resemblance to her mother, and Leander doted on her to the detriment of fatherly discipline. He could not bear to deny her the things she wanted, and so Myrtis ran the household according to her whims and wishes.

Starting at fourteen, that meant accompanying her father on his journeys into the interior of Iberia. Leander is a merchant who deals in ores and refined metals, a rich resource in Iberia. He buys silver, tin, copper, and iron wherever he can find it, going so far as to prospect and encourage its mining under contract by local Iberians. While his travels with Myrtis were not exceptionally dangerous, bandits could be a threat, and of course wild animals could be a problem. Leander typically took along a couple of hired guards in case of trouble. When he began bringing Myrtis, he doubled their number.

Myrtis was fascinated by the mercenaries, especially their panoplies. She spent most of her time watching them, especially their sparring. After she demanded a kit of her own Leander had it made for her. When she demanded she practice and learn from the mercenaries, he gave his permission. Myrtis turned out to be a very fast learner, preternaturally talented as a combatant and imminently comfortable in armor. In her later teens, when Myrtis demanded a role as an actual guard, Leander agreed to it. Finally, when Myrtis demanded she take the role of captain to the mercenaries, Leander complied, turning over security to her.

Myrtis was eccentric in other ways as well. From a young age she had claimed there were other, unseen, presences in her house and around the city. Others saw nothing and she wasn’t believed, but Myrtis was insistent about being able to feel them and “almost” catching glimpses of them sometimes. She felt the presences most strongly outside Emporia though, as if the forests and mountains were more thickly inhabited by them. It was out on the trips with her father when this sense of presence began to creep into her dreams. Her dreams became the first real conduit between Myrtis and what she felt. She learned “it” was actually “they”, many different beings. They talked to her because she was special, there were very few who could ever hear their voices. As time made communication easier, They taught Myrtis things. First came knowledge and how to use her second sight to sometimes know what would soon happen, then came magic, what is was and how to use it.

Not at all the type to keep such exciting, if strange, experiences to herself, Myrtis kept her father informed of these developments as they occurred. Leander went through the typical stages of a parent who’s child makes extraordinary claims without proof. First he assumed an active imagination, or schemes to get attention, was the cause. Later he had Myrtis examined by physicians who found nothing wrong and generally prescribed stricter discipline. When the magic came though, Myrtis finally had her proof.

This proof is what enabled Myrtis’s journey to Atlantis. In the last couple of years a place unfamiliar to Myrtis has become increasingly prominent in her dreams. It is beautiful, fantastical, magical city. The only known place it could be is Atlantis, for the wonders she sees are beyond anything even Athenai, Karchedon, or the great old cities of Aegyptos could boast. Myrtis knew she was meant to go there. She felt it in her bones. Besides, she and her father had exhausted every resource in Emporia trying to understand her particular gifts without reaching an explanation. They had eliminated the possibility she was a sorcerer, her need meditate in accord with the external presences indicated she was not herself the font of magic.

Myrtis began to press her father about a journey to Atlantis as she became frustrated with the lack of answers. She felt the greater knowledge in that city would provide them. Leander was not easily sold, but he was growing older, and his travels in Iberia would not last but a few more years. Obviously Myrtis would continue them on her own afterward whether he wished it or not. Despite her talents, he judged travel by ship to Atlantis the safer project for his daughter to take up. Besides, she promised to work diligently to connect him to merchants in Atlantis while there. Such an arrangement could allow Leander to transition to the import of exotic goods, and extend his career as his body grows tired.


Appearance and Personality:

Height: 5'8" | Weight: 130 | Hair: Dark Auburn Brown | Eyes: Light Brown

Appearance

Myrtis stands out both for her beauty and her somewhat exotic appearance for an Ionian Greek. Her hair is dark brown, but carries a notable reddish hue, more a dark auburn. Her eyes are light brown instead of the much more typical dark brown. Her complexion is bronze, but several shades lighter than most other Greeks in Emporia. If she were walking the streets of Athens, Myrtis could well be mistaken for a Macedonian or a Greek from Thessaly. Myrtis has lightly freckled cheeks.

The effects of her elven blood on Myrtis’s appearance are subtle. Aside from her lighter coloration, she is comparatively tall and gracile, with fine features. Her ears only hint at a point, but are almost always covered by her long hair in any case.

Myrtis has spent her life in comfort, though she doesn’t demand it if an interest or project of hers requires doing without for a while. Her clothing is always of the highest quality. Although she inserted herself into her father’s travels beyond the zone of sophisticated Greek city life, she has a taste for it. She knows how to dress appropriately for different situations and certainly does so.

Personality

- Myrtis is used to getting her way with things; this does not necessarily make her a difficult person though. Her toolkit is extensive, including assertiveness, charm, persistence, and bargaining. She’s adept at mixing and matching tactics as needed for different people and contexts.

- Myrtis also learned the ins and outs of trade while traveling with her father. Leander ingrained the importance of family name and honor into her. She follows his maxim ‘bargain hard, but honestly’, and will never try to cheat others, go back on a deal, or make false promises. Her word is her bond.

- Once Myrtis decides something, she can be inflexible and stiff-necked about changing course or altering her goals. On the other hand she can be quite flexible about exactly how those goals are reached. She’s unlikely to give up on a battle, but has a good head for tactics and when it is time to try something new.

- Myrtis is not a grim dour person. She’s excellent company, and a good conversationalist. She has a fine sense of humor, though she perhaps leans into sarcasm a bit too much. She is an optimist who expects success, and who is not afraid to put in the work to achieve it.

- Myrtis holds herself and her abilities in high regard. She doe not lack for confidence, and may overestimate herself sometimes.

-There are two things Myrtis obsesses about: the idea of combat, and perfection within it, and finding an explanation for the source of her magic.