Winter Witch 6 [HP 29/29 // AC 13/12/11] [Fort +3, Ref +4, Will +6] Flight Hex Used: 1 min
"Gather round, listen closely, and I will fill you all in on what we've learned thus far. Remember, the Ice Queen is our enemy here, and we believe she is the root cause for all the frigid weather across the world. I'm not sure just how far her influence travels, but our homeland was suddenly beset by a snowstorm and cold weather, in the middle of Summer." Erland settles in, with Fiske curled up in his lap. He idly strokes the cat's fur as he speaks, his voice low and even as he tells the story of how they've come thus far. "Now, we have traveled from Taldor, where it should be sunny and warm, fighting evil fey, monstrous ice creatures, and the like all along. Even the walking dead have opposed us as we try to stem the tide of Winter from Irrisen. Thus far, we have slain a winter witch apprentice and been inducted into the service of Grandmother Winter herself, Baba Yaga. Her Black Riders were supposed to travel the world and prepare Irrisen for a transition in leadership, but they were ambushed and killed. The one we encountered charged us with defeating Queen Elvana and returning Irrisen to its proper status, and that brought us here." His eyes flash a bit as he thinks over their battles and the dangers the group has faced, still petting his familiar. "You know of our battles here in the city, against the trolls and dragon and all. Now, we have managed to clear a pathway to the hut of Grandmother Winter herself, and only the gods know what kind of madness awaits us within. The people must resist the Jadwiga, they cannot be allowed to complete their plan to freeze Golarion and plunge the entire world into an eternal winter."
Winter Witch 6 [HP 29/29 // AC 13/12/11] [Fort +3, Ref +4, Will +6] Flight Hex Used: 1 min
Erland can use the pearl of power 1st lvl, and will 'buy' the scroll of see invisibility from the party loots. He'll also hold onto those potions of lesser restoration unless anyone wants to keep them themselves.
Winter Witch 6 [HP 29/29 // AC 13/12/11] [Fort +3, Ref +4, Will +6] Flight Hex Used: 1 min
Seeing the small creature pop out, blast Ingrit, then fade back, Erland directs his attention that way. He steps away from the flying peryton monster and draws out a bit of spider silk and gum arabic, chanting in Skald briefly. The silk flies out in a blob, exploding into sticky webbing, covering the undergrowth and treed where the plant monster retreated. "Hopefully it'll get stuck in there, and then I can torch the webs!" 5' step away from peryton, casting web (DC 17 reflex) so the outside circumference is right at the edge of the trees. I hope the plant critter didn't move more than 40' in from the edge of the trees.
I believe my Dwarven Inquisitor of Abadar got left off the list above. Avion Flintheart: Avion Flintheart
Male Human Inquisitor of Abadar 1 LN Medium humanoid (dwarf) Init: +3; Senses: Darkvision 60’, Perception +6 Speed: 30, Languages: Common, Dwarven, Undercommon, Goblin Defense
Offense
Statistics
Description Avion is thin for a dwarf, with a muscular frame and large hands. He stands around 4’6” tall, and masses approximately 235 lbs. He wears nondescript clothing over well maintained armor and equipment, and with his hood pulled up he could fit into any dwarven community on Golarion. He favors light colored clothes in grays and khakis, and wears a wooden carved symbol of Abadar tucked into his belt. He stands ready for most activity in a given day, armed with a traditional battleaxe, dagger, and a well-used and maintained crossbow slung over his shoulder. Background: Avion is an immigrant to Diamond Lake, coming to the city a decade or so ago, after finding his calling from Abadar. He felt the pull to head out into a newly formed civilization and the need to assist its leaders and citizens. He strives to be fair and just, but his stark demeanour, ability to hear and understand all too much of what is said, and willingness to sell that information for coin has not ingratiated him to the community at large. He doesn’t much mind, though, seeing his task as one of building the city at large, rather than helping any one individual themselves.
Perception +26, Init +13 (always act in surprise round) Fort +8 Ref +10 Will +13 HP 67/67 AC 19 T 15 FF 16 Images: 7
Only one I can think of is Planar Adaptation and Mass. 4th and 6th lvl, respectively. Grants energu resistance 20 to the most common type that plane deals, as well as immunity to toxins, disease, etc that come from.just being in that plane. Lasts for hours, too.
AC 20 (+5 Armor, +1 Dex, +3 Shield, +1 Dodge) Touch 12 FF 18 Fort +4 Ref +1 Will +1
Good by me. Unless otherwise specified, Dargu will travel with his shield at the ready and his sword hand empty. If we're under no-light situation, he will likely carry his torch in his weapon hand, but otherwise will keep it free to chuck javelins or draw a blade/club as the situation dictates.
AC 20 (+5 Armor, +1 Dex, +3 Shield, +1 Dodge) Touch 12 FF 18 Fort +4 Ref +1 Will +1
"Many thanks, neighbor. We'll see about making this place just a little bit safer for everyone. " Dargu tucks the ointment into a pouch and nods to the fishermen. My plan was to head out now, scout the edge of the marsh, and probably camp tonight.
AC 20 (+5 Armor, +1 Dex, +3 Shield, +1 Dodge) Touch 12 FF 18 Fort +4 Ref +1 Will +1
"Sounds like a classic ambush, though how the gobbos got their hands on those fireworks is a problem. Any chance those sacks or gear have a very distinct smell? Maybe we can borrow or rent a tracking dog to help find the little monsters." Dargu pats the man on his shoulder and smiles at him. "If we can get your stuff back, we will, don't worry Marten."
AC 20 (+5 Armor, +1 Dex, +3 Shield, +1 Dodge) Touch 12 FF 18 Fort +4 Ref +1 Will +1
"Hey, I don't go asking for it, you know. Its just that when you're big and tough and don't get sauced, the drunk farmers seem to want to pick a fight with ya. At least Ameiko keeps the horse trough out back relatively clean to sober them up. "
AC 20 (+5 Armor, +1 Dex, +3 Shield, +1 Dodge) Touch 12 FF 18 Fort +4 Ref +1 Will +1
Dargu is around 24, and has been with Koya, Sandra, and Flori since he was around 5-6. He is a very physical and impetuous young man, although not deliberately violent. He does love to talk about, examine, and opine on weapons, armor, and various other tools of his trade, and seems to want whichever latest and greatest gear he comes across. Personality wise, he is fairly quite but likes telling stupid "dad jokes" and puns to elicit groans from his audience. He is fiercely loyal to his family and friends, and will not hesitate to step into harms way for any of them. He doesn't start fights, but he will certainly end them. On his caravan trips, he loves to bring back little trinkets for his "little sister", especially models of soldiers or toy swords, shields, or the like.
HP 55/55 / AC 24 / 16 / 19 // Fort +8 Ref +6 Will +4 (+2 vs fear) Banner: all allies within 60' get +2 morale vs fear & +1 morale on charges
"Fire kills everything! Use more fire always!" Toki moves up on Wartooth behind Sable, leaning forward and stabbing over his allys head at the troll. Lance, not charging: 1d20 + 13 ⇒ (11) + 13 = 24 to hit, for Piercing, Magic: 1d6 + 5 ⇒ (6) + 5 = 11 damage
Here is my human fighter submission, Dargu: Dargu
Male Human Fighter 1 NG Medium humanoid (Human) Init: +3; Senses: Perception +5 Speed: 30, Languages: Common Defense
Offense
Statistics
Background: Dargu’s family worked as guards and mercenaries among the Varisian traveling caravans in and around Riddleport, Magnimar, and Korvosa. Both his mother and father were skilled and talented warriors, imparting a desire to learn and master arms in the young lad from an early age. They regretfully fell in defense of a caravan near the Lost Coast Road, which is where Koya found him. Wounded in the ambush, Dargu managed to survive where the rest of his family did not fare as well.
Favored Enemy (human) +4 (animals) +2; Second Wind 2/2 HP 43/43, AC 18 / T 14 / FF 14 // Fort +6 / Ref +8 / Will +2 Initiative +4, Perception +9 Longbow +9 (1d8+3), Glaive-guisarme +7 (1d10+3)
Readied actions are a move or standard. Unless you have a feat/ability that allows you to 5' step as part of your attack, you can't Readied Attack, AoO, and 5' step all at the same time. You could Ready to Attack, swing your lucerne hammer as he closes to 10', take the AoO as he closes from 10-5', and then take your full complement of actions next turn. Alternatively, you could Ready to step 5' away from the closing foe, and assuming they had to move at least 10' to get to melee range, effectively "steal" their standard action attack by removing a valid target from range.
Favored Enemy (human) +4 (animals) +2; Second Wind 2/2 HP 43/43, AC 18 / T 14 / FF 14 // Fort +6 / Ref +8 / Will +2 Initiative +4, Perception +9 Longbow +9 (1d8+3), Glaive-guisarme +7 (1d10+3)
Readied actions trigger on the initiation of the condition that they specify. Readied characters act just before the trigger in initiative orders, then change their position to be just before that character going forward.
Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|
"I would like to employ them, but I don't know them well enough to trust their work. The leader is obviously skilled in magic and paranoid enough to be a pro, but who's to say the wyrm wont just throw money their way and they switch sides mid battle. I think being big damn heroes is the way to go. "
Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|
"Aye, Duncan. That's what I'm counting on. A single scale or bit of flesh from the fallen dragon and I can bring her back. Assuming this isn't another of that damned red's tricks, of course." Karnog grits his teeth and pretends that the goblins are properly directing their worship towards Torag. He knows he is using his gifts and blessings for the greater good, and hopes the dogmatic slipups of crazy fire-obsessed goblins are accepted as the honest mistakes they are.
Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|
Will: 1d20 + 22 ⇒ (6) + 22 = 28 "I would ask you to see things from our perspective. We've been under direct attack from the Abyss, a massive red dragon just nearly killed two of us, and now our warrior has been sucked into some planar magic thing in the middle of an attack on town. I warned you we were under a lot of threat and asked you to keep your distance." Karnog floats down to the ground and looms disapprovingly at Desmond. "Besides, some of us are, in fact, criminals. Not all, but I'll grant you some. "
Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|
If it sweetens your bargaining position, we also have a +2 unholy large greataxe sitting around being all evil and unsellable. Just an FYI.
Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|
If we get Gorum to help kick Orcus's butt...oh so very much yes
Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|
"Oh for crying out loud! Kalim! Nym! Desmond! Duncan went and got himself plane shifted, or planar-something'd!" Karnog scans the area for survivors or the dragon, well aware that he presents a floating, glowing, angelic-dwarf target in the open.
Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|
Hey, that's what I'm here for. Besides, keeping you alive is a WHOLE lot cheaper than bringing you back from the dead!
Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|
Will: 1d20 + 21 + 1 + 2 ⇒ (3) + 21 + 1 + 2 = 27 vs fear I'm assuming the dragon has crazy fly skill, so moving at greater than 45° should be no problem. Seeing Kalim get so utterly torched by the breath weapon, Karnog moves over and uses his breath of life spell to attempt to keep him on this side of death. 5d8 + 16 ⇒ (7, 2, 2, 4, 1) + 16 = 32 HP healed. The remaining two lilend will also heal him for 1d8 + 5 ⇒ (8) + 5 = 13 and 1d8 + 5 ⇒ (7) + 5 = 12 respectively I believe that should get Kalim to 23 HP, if I'm not mistaken "Everyone, we need to get out of here! Desmond, Nym, see if you can grab Duncan. Kalim, we're gonna need a way to get clear. None of my magic can do that, not today."
Favored Enemy (human) +4 (animals) +2; Second Wind 2/2 HP 43/43, AC 18 / T 14 / FF 14 // Fort +6 / Ref +8 / Will +2 Initiative +4, Perception +9 Longbow +9 (1d8+3), Glaive-guisarme +7 (1d10+3)
"Pure prejudice and a lack of knowledge, Aggrah. I mean, there are plenty of nice women who live in giant candy houses in haunted forests that don't eat children for their extended lifespan. I'm sure there's at least one I heard about." Bradan grins at the witch as he unslings his bow and readies an arrow along the string.
Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|
I think that beginning part was when I was out of the country. June/July of 2014, I think inwas on my honeymoon, tbh. Weird to think I now have 2 toddlers and am coming up on my 6th anniversary in a few months.
Low Light Vision. Perception +12. Spd 30. Male Elf Evoker 6. AC 15 / T 13 / FF 13. HP 31/31. Fort +4, Ref +5, Will +7; +2 vs enchantment CMB +2; CMD 14. Force Missiles (1d4+3; range 150, 8/9 remaining).
"Hello, in the bag. If you can speak or otherwise understand me, please let us know. I do not wish to interrupt important work, but kidnapping is quite unacceptable in polite society."
Favored Enemy (human) +4 (animals) +2; Second Wind 2/2 HP 43/43, AC 18 / T 14 / FF 14 // Fort +6 / Ref +8 / Will +2 Initiative +4, Perception +9 Longbow +9 (1d8+3), Glaive-guisarme +7 (1d10+3)
Watch oder OK by me. Bradan can sleep in armor no problem now. Bradan helps everyone set up as best they can, checking feet and boots, helping to clean leeches or other swamp critters off the crew. "Don't neglect your socks and cuffs, people. Swamp rot and bug bites can be extra nasty, and a bad way to go."
Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|
Duncan wrote:
Low Light Vision. Perception +12. Spd 30. Male Elf Evoker 6. AC 15 / T 13 / FF 13. HP 31/31. Fort +4, Ref +5, Will +7; +2 vs enchantment CMB +2; CMD 14. Force Missiles (1d4+3; range 150, 8/9 remaining).
Once the turntable stops moving, Ilyanaro quickly steps off the rotating platform with a muttered curse in elvish, under his breath. Elvish:
"Blasted excitable human! What did he think I meant when I said we should step off? Gag, at least he does his real job well." Raising his staff, Ilyanaro strains his ears and listens for anything coming around the corner. Perception: 1d20 + 12 ⇒ (6) + 12 = 18
Dodge: 8d6 Armor: 18, Body 3. Init: 7+1d6 (currently 8+2d6) Physical: 0/10. Stun: 10/11
Buying skills at CharGen: If you spend your build points as supplied by your priority choice, then they cost 1 Skill Rank per Build Point. To wit: Pistols 6 costs 6 BP. Specializations cost 1 additional. If you're spending Karma, the base cost is 2*Desired Rank in karma. 1 Rank = 2 Karma, 2 Ranks = 4 Karma. Etc. Those cost are accumulative, so the same Pistols 6 spending Karma would cost you 2+4+6+8+10+12 = 42 Karma total. Specializations cost 7 Karma, flat, and cannot be added to skill groups or any skill that has either no ranks or a Specialization already.
Dodge: 8d6 Armor: 18, Body 3. Init: 7+1d6 (currently 8+2d6) Physical: 0/10. Stun: 10/11
"Monica, baby, it's all good. We're what you might call 'guerilla marketers.' It makes sense you haven't heard of us, were like good producers and Dee-Jays, we make everyone else look and sound good. And that's what Vashon Island is all about, right? Get the pretty people and make em even prettier. Jazz up the shine, make everyone else jealous. And that's what this party is all about. Dress code ain't crucial, just being a smoking hot hardbody like you is enough. Cuz it's a launch night party, dig? Extra fashionable peeps gonna get to wear the brand new line, make a big splash on MeFeed and P2.0, get all the normies juiced for the new line coming out." Nomad employs all the tricks he knows to get Monica on "the team", hoping to set the hook with his pitch. "So, heres where your skills come in. We need a big assortment of the new line dropping in a couplea days, and we need to bring them to the party, with you, so we can dress and sell all the influencers before we snap the vids and holos. So, are you in? Great tips, more 'candy' - both eye and nose- than you can shake a stick at, and I can personally guarantee you wont be spending the night alone, if you dont wanna. Just gotta keep it on the DL, til the launch day after all."
Winter Witch 6 [HP 29/29 // AC 13/12/11] [Fort +3, Ref +4, Will +6] Flight Hex Used: 1 min
"I can do that! Just need some time and I can brew them up easy enough. I dont know you're being serious, but straight up the middle and smash the baddies does actually work. Assuming we can smash better than they can, of course."
Favored Enemy (human) +4 (animals) +2; Second Wind 2/2 HP 43/43, AC 18 / T 14 / FF 14 // Fort +6 / Ref +8 / Will +2 Initiative +4, Perception +9 Longbow +9 (1d8+3), Glaive-guisarme +7 (1d10+3)
"And now we are back to brute force. Allow us to provide some muscle. " Strength to force door: 1d20 + 2 ⇒ (3) + 2 = 5 "Man. That thing is really jammed good."
Favored Enemy (Goblinoid) +2 (to hit, damage, bluff, knowledge, perception, sense motive, survival) AC 19 / 12 / 17 || Fort +6 Ref +6 Will +3 (+2 vs Spell/SLA, disease, poison) Dwarven Waraxe +4 (1d10+2), Chakram +4 (1d8+2)
Orimmath moves forward and slings his circular throwing blade at the standing hobgoblin archer near the house. Chakram: 1d20 + 3 + 1 + 2 ⇒ (2) + 3 + 1 + 2 = 8 to hit for 1d8 + 4 ⇒ (5) + 4 = 9 slashing damage "Blasted things never fly straight!" Move north 20, shield at the ready, throw (miss) chakram
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