Gilda had gladly accepted Argonar’s assistance up into the strange cart. She had shaken her head when Argonar stated to the waif that he and Anja would walk. ”The cart’s right here, why would you -? Oh, never mind, do what you will.” She had already lost interest, her hand holding the key tightly. It seemed warm, and she felt… what did she feel? Comfort. Connection. A bond. She looked around her, feeling as though Abadar himself were traveling with them. She smiled and held the key in her sweaty palm. Her interest in her surroundings faded, and the warmth from the key made her feel like she was safe in bed, or in the comfort of Basil’s presence, or even nowhere at all. Her eyes began to drift closed, even while she began to mumble to Dorin. ”You think… you could… make a necklace for this…?” And then she was gone.
An unknown amount of time passed while Gilda dreamed. She was deep underground, in a cavern filled with glittering gems, hunks of shiny ore, pickaxes and shovels, and the scent of dirt. A set of iron rails held a mine cart loaded with treasure, and in the distance, there was a figure working. Gilda strained her eyes, trying to discern the facial features. The man was short but muscular, with dark blonde hair… but she couldn’t see his face. The key was still in her hand in the cave, only it was a pickaxe now, a familiar pickaxe with familiar etching on the handle. She knew the figure who was working so hard in this cave, had seen him in dreams, had seen him long ago, and now he was here, he was before her. She was reaching out, her hand stretching to touch the shoulder of the man whose face lay just beyond her vision.
”Dad? –“
The wagon jolted to a stop and the snoring Gilda rolled off the padded wooden bench to the floor below. The rude awakening was doubly surprising, mostly because she hadn’t even realized she’d nodded off. Her exhaustion had faded but was now replaced with a sudden shame. I fell asleep! Is everyone alright? Who knows what she had missed during her unexpected nap. She pulled herself up to a sitting position and noticed that they had reached… something. A tower? With no windows? Yet that was not where the others were looking. Her eyes looked around and saw figures in the distance. Her ears heard a growling, unfamiliar voice, and suddenly there was Henry firing his crossbow at – what? A dog?
What was happening?
”I don’t – what – who are those people?” she fairly well shouted at Argonar, only to see that something about her brother gilda doesn’t know what’s wrong with him; I’m guessing blindnessdidn’t seem quite right, but she was suddenly fearful. Something was pressing in her palm, something warm and hard, and she looked down to see the key that she had never let go of.
What? For a split-second her mind was still catching up with everything going on about her, but that was all. She saw the dogs and a man advance, saw Anja take a vicious hit and sway on her feet before seeming to recover. Gilda put her hand to her mouth, frightened and feeling very small. But the hard lump of key in her hand was like a warm embrace, and the fear passed, replaced with an unexpected seething rage. The years of training they had faced kicked in, and Gilda stood up tall in the cart, her voice strong and full of conviction that had not been there moments before. She moved over to stand aside her sister and reached out with the hand holding the key.
”Abadar! To you I pray, heal my sister!” she bellowed while pressing her hand on the thin girl's frame. A
Dice *
CLW:
1d8+1
(2)+1
Total = 3
wave of warmth, filled the druid's form as Abadar's magic restored her vitality.
”Whoever you are, we did not come here to fight you, but we will not tolerate threats, and I'll see you buried before you hurt my siblings again.”
Hit Points: 10/10| AC: 10 +7 (armor) +1 (shield). Bonus +4 AC dodge bonus vs monsters of the giant subtype18 | Speed: Slow and Steady: speed not affected by armor or encumbrance20 | Initiative: +0 Hardy: +2 racial bonus on saves against poison, spells, and spell-like abilitiesSaves:Fort +5 | Reflex +1 | Will +7 STR 15 (+2) DEX 11 (+0) CON 15 (+2) INT 11 (+0) WIS 18 (+4) CHA 13 (+1)
Hatred: +1 to attacks vs orc and goblinoid subtypesAttacks:Melee BAB +2 | Ranged BAB +0 | Combat Maneuver Bonus +2 | Stability: +4 to bull rush or trip attempts while standing on the groundCombat Maneuver Defense +12 Weapons: Heavy Pick. Crit x4 Papa’s Mining Pick +2, 1d6+2 | Range 80 ft, crit 19-20/x2Light Crossbow +0, 1d8
Spell Save DC: Level 115 | Spells Slots1st: 2+Domain1 Cantrips: | Casting Time 1 standard action
Components V, S
Effect
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no
Description
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates from a magic item, you can attempt to identify its properties (see Spellcraft).
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.
Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Original Strength | Duration of Lingering Aura
Faint |1d6 rounds
Moderate | 1d6 minutes
Strong | 1d6 x 10 minutes
Overwhelming | 1d6 days
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Detect magic can be made permanent with a permanency spell.
Spell or Object |Aura Power
|Faint | Moderate | Strong | Overwhelming
Functioning spell (spell level) | 3rd or lower |4th-6th| 7th-9th |10th+ (deity-level)
Magic item (caster level) |5th or lower |6th-11th |12th-20th |21st+ (artifact) Detect Magic (Link) | Casting Time 1 standard action
Components V, S
Effect
Range touch
Target creature touched
Duration 1 minute or until discharged
Saving Throw Will negates (harmless); Spell Resistance yes
Description
This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies. Guidance (Link) | Casting Time 1 standard action
Components V, M/DF (a firefly)
Effect
Range touch
Target object touched
Duration 10 min./level
Saving Throw none; Spell Resistance no
Description
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.
You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level. Light (Link) 1st Level: | Source: Player's Handbook
Casting Time 1 standard action
Components V, S, DF
Effect
Range 50 ft.
Area The caster and all allies within a 50-ft. burst, centered on the caster
Duration 1 min./level
Saving Throw none; Spell Resistance yes (harmless)
Description
Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.
Bless counters and dispels bane. Bless (Link) | Casting Time 1 standard action
Components V, S, DF
Effect
Range touch
Target weapon touched
Duration 1 min./level
Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)
Description
Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. An enhancement bonus does not stack with a masterwork weapon's +1 bonus on attack rolls.
You can't cast this spell on a natural weapon, such as an unarmed strike (instead, see magic fang). A monk's unarmed strike is considered a weapon, and thus it can be enhanced by this spell. Magic Weapon (Link) | D: Casting Time 1 standard action
Components V, S, DF
Effect
Range touch
Target creature touched
Duration 1 round/level
Saving Throw Will negates; Spell Resistance no
Description
Any opponent attempting to directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can't follow through with the attack, that part of its action is lost, and it can't directly attack the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area of effect spells. The subject cannot attack without breaking the spell but may use nonattack spells or otherwise act. Sanctuary (Link)
Race/Class Abilities, Feats, etc. (Earth Domain) As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Acid Dart | (Earth Domain) At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to acid. (Acid Resistance) | (class) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details). Aura | (Protection Domain) At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive. (Aura of Protection) | (class) Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting). Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total - all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability. Channel Energy | (class) A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions. Chaotic, Evil, Good and Lawful Spells | (racial) Dwarves can see in the dark up to 60 feet. Darkvision (racial) Dwarves get a +4 dodge bonus to their AC against monsters of the giant subtype. Defensive Training | (class) A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously. In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. Domains | (racial) Cleric: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power. (Acid Dart) Favored Class Option | (Earth Domain) You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures. (Protection Domain) Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess. Granted Powers | (racial) Dwarves receive a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones. Greed | (racial) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Hardy | (racial) Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes. Hatred | (trait)You automatically stabilize when reduced below 0 hit points. Once per day when brought below 0 hit points, you can accept 1 point of damage to regain consciousness for 1 round, though you remain staggered and only able to take a single move or standard action. Broken, Not Beaten | (trait) A positive force, philosophy, or divine presence fills you with hope, and is a guiding force of inspiration. Once per day as a free action, roll twice and take the better result on a skill check or ability check. Inspired | (racial) Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. (class) A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race. Languages (class) Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons | (Protection Domain) As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Resistant Touch | (racial) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. Slow and Steady | (class) A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance. To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier. Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. Spells | (class) A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “
“lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name). An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name). A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy). Spontaneous Casting | (racial) Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Stability | (racial) Some dwarves’ affinity for the earth grants them greater powers. Dwarves with this racial trait are treated as one level higher when casting spells with the earth descriptor or using granted powers of the Earth domain, the bloodline powers of the deep earth bloodline or earth elemental bloodline, and revelations of the oracle’s stone mystery. This ability does not give them early access to level-based powers; it only affects the powers they could use without this ability. This racial trait replaces stonecunning. Stonesinger | Weapon Familiarity: (racial) Dwarves are prof icient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. Armor Proficiency, Heavy: (feat) You are skilled at wearing heavy armor. (class) Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity. (crossbow) Weapon and Armor Proficiencies
Languages: | Common | Dwarvish | Elvish |
Equipment
Backpack (mwk)
Bedroll
Blanket
Canvas
Chalk
Compass
Explorer’s Outfit
Flint and Steel
Grappling hook (common)
Hammer
Pouch, belt
Rope (silk), 92 feet
Signal whistle
Skillet sieve
Trail rations, 5 days
Waterskin
Scroll of CLW x3
__________________
A watched game never updates...
Posting status: Delayed by life/brain stuff. Will post when I can. Skip/NPC as needed.
It was well known, amongst the orphans of the House, that Argonar had always wanted a dog. Innumerable attempts had been made over the years, some simple and some elaborate heist-like schemes, for him to sneak a dog in as a pet, but thus far (for he did not consider the matter settled) Creyton had always found him out.
And so it was that the young man's spirits were raised at the sight of the guard dogs, despite the danger. Too large for his taste, still the soft fur, black noses, and thin ears hinted at playfulness that the bared teeth hid.
And then he sensed more than saw the malevolent presence manifest behind him. "No, I don't 'reckon', child of Ejlvajn" hissed in his ear, so full of hate that the hairs on his arms stood on end, and his skin crawled under the armor below where the fleshy hand fell. What in the nine hells... he thought, before the world went dark for a long moment... and then returned, changed. He tried to gather his thoughts around the enlarged soldier and the vanished cart, the strange man who had known who they were, but while he was thinking, the others were acting.
Two of the dogs came towards him, one sinking teeth into his forearm, eliciting a grunt of pain, but even worse the large man seemed to land a severe blow to Anja, but the tough wild young woman stayed on her feet, fighting back, and Gilda was already there to help her sister.
Time stretched out between heart beats again, and Argonar remembered an early training session with Gander Elden. He had stood there, battered and sweating while Gander stared at him with those measuring eyes. "You have a mind that rebels against structure. That can be a disadvantage, leaving you easily distracted. Or it can be a strength, letting you adapt to each challenge you find." she taps him hard on the forehead, "Learn to make it a strength, for your sake and your siblings."
Argonar focused, seeking to avoid Flanking Foil: Whenever you hit an adjacent opponent with a melee attack, until the start of your next turn, that opponent does not gain any flanking bonus on attack rolls while it is flanking you and cannot deal sneak attack damage to you. It can still provide a flank for its allies.being surrounded, then dropped a hammer blow fist onto the head of the dog in front of him. For the love he bore for the dog and the pain in his heart for striking it, he pulled the blow to ensure there would be no lasting harm. The dog stayed on its feet, though its legs were wobbly and it was perhaps a bit cross-eyed. He took a step diagonally up beside the dog he struck, away from the second dog.
"Help Anja, I'll hold these two off!"
Move: Martial Flexibility: Flanking Foil
Standard: Attack Dog 1 for 6 points of nonlethal damage roll
Free: 5' step diagonal map up-right, away from dog 2
Standing in his spot on their hired carriage Dorin enjoyed a significantly taller view of the battlefield then he was used to. It almost looked like other people were fighting from here and he was an observer. Like that gladiator match they had all seen a lifetime ago in a much happier place then this. That had been a fun day, today was not. The whole thing seemed both surreal and much to fast at the same time. That is until reality came crashing down as he saw the blow that laid Anja low and the blood streaming from Argonar's arm. Help Anja he heard Argonar yell. Dorin felt something heavy in his hand and without realizing it saw he had drawn his hammer.
Without realizing it was him he heard his voice shout "Anja!" as he flung the hammer with all his might at the tall man with the bloody sword. The hammer flew from his grasp and rather then arcing through the air its flight stabilized and it flew directly toward the man's chest. 7 damageIt struck him hard and bounced off. Instead of falling to the ground it reversed course and came to a rest in Dorin's outstretched hand.
Last edited by Sorcerious; Aug 18th, 2021 at 06:44 PM.
The dog that had cut outside to engage Argonar from a different direction shied away ever so slightly as the brawler's fist connected with its packmate's skull, echoing with a hollow thud. Fortunately, the uninjured beast was saved from a head own encounter with the brawny man by the appearance of a much less muscular target - Henry.
Move to the space to map-left of Argonar [A] Attack Henry [H] (9 vs AC 14; Miss)
Knocked clean senseless by the young man's single punch, the dog that had previously tasted Argonar's tender flesh could only howl and snap dazedly back at the bruiser.
"Oi there! Don' ya worry lass, she's done and done good, yeah?" The man with the wicked short blade, still gleaming with Anja's heart's-blood, snarled a laugh at Gilda in the pigeon argot of lower Andoran. Giving the fledgling dwarf priestess a vile wink, he spun and turned his blade on Argonar next. Much to his surprise and consternation, however, Dorin's hammer seemed to appear out of empty air and collide solidly with his unarmored skull. He staggered, missing his strike entirely, and nearly went to his knee before recovering. When the man straightened, his face was a mask of crimson gore; the hammer had, quite literally, split the man's skull, and whitish-pink material peeped through the split scalp. The message in his eyes as he glanced across the battlefield at the diminutive wizard promised death by any means necessary.
Under Gilda's spell'd hands, the vicious wounds across Anja's torso began sealing themselves closed. Of a certainty, they bore the fresh pink of new scar tissue, and the copious red ichor formed a sizeable pool in comparison to her svelte frame. No fresh stain, however, joined that which had already been spilled.
For the briefest of moments, her eyelids fluttered, then opened on orbs unfixed to any anchor points. Her chest spasmed before a series of wracking coughs brought up a glob of rapidly congealing blood. Afterwards she seemed to breathe easier, though she made no effort to rise. "Gilda...," the young woman questioned weakly, then those fogged hues closed again. Though her chest rose and fell to the closest of observations, the Foundlings' wildest sidling lay still and silent.
Despite McGee's steady and experienced hands at the reigns, the snarling and snapping of enraged dogs and the tangy copper scent of blood proved too much for the eternally disinterested donkeys. Suddenly alert and acutely interested, with their satellite ears swung towards the brawl across the too short distance, they jerked at the leather chord in the girl's hands and unexpectedly shot forward. Towing girl and cabby behind them, they set to getting as far as they could away from the commotion with a will.
”Anja? ANJA!” Gilda’s eyes welled with tears and her sorrowful cry turned to a scream of pain and rage as she saw the light fade from the wild girl’s eyes. She continued to press the key into the girl’s side, beseeching Abadar to breathe life back into the girl’s wounded frame. She was screaming Anja’s name over and over, trying to somehow will the girl back to life. If I’d been here a little quicker… if I’d been standing in front of her, and not sleeping…
Her tears coursed hot and stinging down her cheeks, and it was all she could do to tear herself away from her dead sister. Shouts and barks drew her back into the moment, drawing her attention to the large figure standing a short distance away. The pain went from her eyes, replaced with dark, smoldering rage.
”YOU! MURDERER!” she bellowed out at the figure, and then the key was gone and the mining pick was in her hand instead, and she was moving to the figure and preparing to strike a blow. ”BASTARD! YOU KILLED MY SISTER!” She 5 foot step near the dogsstepped next to her brother Argonar and swung the heavy pick as hard as she could at the large man who stood before them. Her shield was holding key in off hand, pick in main hand. AC currently 16stowed away, forgotten, and in her rage she wasn’t sure she’d have even registered a blow if it came. Unfortunately her tears of rage turned her vision into a hundred points of refracted light, and the blow came
Hit Points: 10/10| AC: 10 +7 (armor) +1 (shield). Bonus +4 AC dodge bonus vs monsters of the giant subtype18 | Speed: Slow and Steady: speed not affected by armor or encumbrance20 | Initiative: +0 Hardy: +2 racial bonus on saves against poison, spells, and spell-like abilitiesSaves:Fort +5 | Reflex +1 | Will +7 STR 15 (+2) DEX 11 (+0) CON 15 (+2) INT 11 (+0) WIS 18 (+4) CHA 13 (+1)
Hatred: +1 to attacks vs orc and goblinoid subtypesAttacks:Melee BAB +2 | Ranged BAB +0 | Combat Maneuver Bonus +2 | Stability: +4 to bull rush or trip attempts while standing on the groundCombat Maneuver Defense +12 Weapons: Heavy Pick. Crit x4 Papa’s Mining Pick +2, 1d6+2 | Range 80 ft, crit 19-20/x2Light Crossbow +0, 1d8
Spell Save DC: Level 115 | Spells Slots1st: 2+Domain1 Cantrips: | Casting Time 1 standard action
Components V, S
Effect
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no
Description
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates from a magic item, you can attempt to identify its properties (see Spellcraft).
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.
Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Original Strength | Duration of Lingering Aura
Faint |1d6 rounds
Moderate | 1d6 minutes
Strong | 1d6 x 10 minutes
Overwhelming | 1d6 days
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Detect magic can be made permanent with a permanency spell.
Spell or Object |Aura Power
|Faint | Moderate | Strong | Overwhelming
Functioning spell (spell level) | 3rd or lower |4th-6th| 7th-9th |10th+ (deity-level)
Magic item (caster level) |5th or lower |6th-11th |12th-20th |21st+ (artifact) Detect Magic (Link) | Casting Time 1 standard action
Components V, S
Effect
Range touch
Target creature touched
Duration 1 minute or until discharged
Saving Throw Will negates (harmless); Spell Resistance yes
Description
This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies. Guidance (Link) | Casting Time 1 standard action
Components V, M/DF (a firefly)
Effect
Range touch
Target object touched
Duration 10 min./level
Saving Throw none; Spell Resistance no
Description
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.
You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level. Light (Link) 1st Level: | Source: Player's Handbook
Casting Time 1 standard action
Components V, S, DF
Effect
Range 50 ft.
Area The caster and all allies within a 50-ft. burst, centered on the caster
Duration 1 min./level
Saving Throw none; Spell Resistance yes (harmless)
Description
Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.
Bless counters and dispels bane. Bless (Link) | Casting Time 1 standard action
Components V, S, DF
Effect
Range touch
Target weapon touched
Duration 1 min./level
Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)
Description
Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. An enhancement bonus does not stack with a masterwork weapon's +1 bonus on attack rolls.
You can't cast this spell on a natural weapon, such as an unarmed strike (instead, see magic fang). A monk's unarmed strike is considered a weapon, and thus it can be enhanced by this spell. Magic Weapon (Link) | D: Casting Time 1 standard action
Components V, S, DF
Effect
Range touch
Target creature touched
Duration 1 round/level
Saving Throw Will negates; Spell Resistance no
Description
Any opponent attempting to directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can't follow through with the attack, that part of its action is lost, and it can't directly attack the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area of effect spells. The subject cannot attack without breaking the spell but may use nonattack spells or otherwise act. Sanctuary (Link)
Race/Class Abilities, Feats, etc. (Earth Domain) As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Acid Dart | (Earth Domain) At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to acid. (Acid Resistance) | (class) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details). Aura | (Protection Domain) At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive. (Aura of Protection) | (class) Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting). Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total - all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability. Channel Energy | (class) A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions. Chaotic, Evil, Good and Lawful Spells | (racial) Dwarves can see in the dark up to 60 feet. Darkvision (racial) Dwarves get a +4 dodge bonus to their AC against monsters of the giant subtype. Defensive Training | (class) A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously. In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. Domains | (racial) Cleric: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power. (Acid Dart) Favored Class Option | (Earth Domain) You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures. (Protection Domain) Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess. Granted Powers | (racial) Dwarves receive a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones. Greed | (racial) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Hardy | (racial) Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes. Hatred | (trait)You automatically stabilize when reduced below 0 hit points. Once per day when brought below 0 hit points, you can accept 1 point of damage to regain consciousness for 1 round, though you remain staggered and only able to take a single move or standard action. Broken, Not Beaten | (trait) A positive force, philosophy, or divine presence fills you with hope, and is a guiding force of inspiration. Once per day as a free action, roll twice and take the better result on a skill check or ability check. Inspired | (racial) Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. (class) A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race. Languages (class) Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons | (Protection Domain) As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Resistant Touch | (racial) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. Slow and Steady | (class) A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance. To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier. Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. Spells | (class) A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “
“lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name). An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name). A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy). Spontaneous Casting | (racial) Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Stability | (racial) Some dwarves’ affinity for the earth grants them greater powers. Dwarves with this racial trait are treated as one level higher when casting spells with the earth descriptor or using granted powers of the Earth domain, the bloodline powers of the deep earth bloodline or earth elemental bloodline, and revelations of the oracle’s stone mystery. This ability does not give them early access to level-based powers; it only affects the powers they could use without this ability. This racial trait replaces stonecunning. Stonesinger | Weapon Familiarity: (racial) Dwarves are prof icient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. Armor Proficiency, Heavy: (feat) You are skilled at wearing heavy armor. (class) Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity. (crossbow) Weapon and Armor Proficiencies
Languages: | Common | Dwarvish | Elvish |
Equipment
Backpack (mwk)
Bedroll
Blanket
Canvas
Chalk
Compass
Explorer’s Outfit
Flint and Steel
Grappling hook (common)
Hammer
Pouch, belt
Rope (silk), 92 feet
Signal whistle
Skillet sieve
Trail rations, 5 days
Waterskin
Scroll of CLW x3
__________________
A watched game never updates...
Posting status: Delayed by life/brain stuff. Will post when I can. Skip/NPC as needed.
”YOU! MURDERER!”
Argonar started at Gilda's agonized cry, he tried to spare a quick look over but all he saw was his enraged adopted sister rush up and aim a wild, vicious strike at the man, ”BASTARD! YOU KILLED MY SISTER!”. He wasn't sure what was going on. He thought Gilda had healed her, thought things were going to be ok, but now he wasn't sure, Need to end this he thought, dropping his focus on defense and instead Martial Flexibility: Flanking Foil Cleave (2 daily uses left)adopting a method of momentous attacking. He struck sharply with his elbow into the lower ribs of the large man, allowing the rebounding energy to launch the same fist at the dog beside him. Because he was a boy with a good soul who loved far more than he hated, he still struck even now with diminished strength to spare lives; the dog did not deserve to die, and the man, well, perhaps he could answer questions. He felt his eyes stinging as he said to Gilda, "Surely she is not dead! Check her again!". He turned to face the last dog, AC 15 until my next turnsomewhat off-balance from his attack
Move: Martial Flexibility: drop flanking foil, gain Cleave
Standard: Cleave Attack on HE1 (15 to hit, 5 non-lethal damage, roll) Cleave Attack on D1 (14 to hit, 9 non-lethal damage, roll)
AC -2 until my next turn
Free: Talking
Taking a moment to survey the battlefield Dorin 5 foot step directly south, assuming north is "up"stepped back away from the fight
He saw the flurry of movement that was an angry Argonar and observed that the only opponent who was not doubled over immobilized by pain was the dog immediately to his left. Dorin held his hammer to his side and with a small flourish raised a pointed finger at the animal and quietly said "Ray of Frost at D2. Ranged touch attack into melee
Dice Roll:
1d20-3
(5)-3
Total = 2
Dor Karak". A ray of cold emanated from his hand, slightly distorting the air as it flew over the dogs head cleanly missing its intended target
Last edited by Sorcerious; Aug 23rd, 2021 at 09:05 PM.
Henry had seen Anja go down, and heard the rage of his siblings, but it couldn't be true, right? Not like this.
The young thief ran that thought through his hand over and over as he struck out at the beast next to him.
Anja wasn't dead, couldn't be dead. Gilda would help her.
Henry's grin wouldn't come, but he didn't think about that, he just had to keep moving. Keep fighting. Gilda would help Anja. His blade struck out but narrowly missed. Henry blinked and felt moisture. He grit his teeth and held his position, he needed to focus.
Standard action: Swing at dog D2, 12 to hit
Last edited by Amarga; Aug 25th, 2021 at 03:55 PM.
Perhaps it was Dorin's flying hammer cracking his skull open, leaving grey matter to expand in the visible canyon splitting his forehead. Maybe it was his preoccupation with his own bloodlust, spurred on by having felled the woman even now lying prostrate on the littered ground. Maybe he just wasn't that great a swordsman. Whatever the reason, as the man's enlarged steel swung through the air and missed Argonar by a mile, the mercenary failed to recover quickly and protect his weak spots.
This proved his greatest tactical error in a life time of tactical errors.
Argonar's elbow, driven with all the fear and rage of a sibling bereft, struck with such force the impact ripped through the man's leather and left a noticeable indention where his chest once curved outwards. The giant man's eyes rolled up in his head and he collapsed soundlessly in the dirt. Rebounding, the fist caught the dog leaping for the young man's flank off-center, crushing the poor beast's windpipe.
Fully engaged with Henry now, weaving in between the slight man's blade thrusts, the last member of the pack didn't notice its isolation and lack of support. Even as its master fell and its pack members littered the ground around it, the canine doggedly went in for another bite against the far-too-fleet Henry.